pax_global_header00006660000000000000000000000064143614461270014522gustar00rootroot0000000000000052 comment=9a2c8753c1cc7f157409f9f5f033bd5640b5d911 wolf4sdl-20230117/000077500000000000000000000000001436144612700135215ustar00rootroot00000000000000wolf4sdl-20230117/.travis.sh000077500000000000000000000033751436144612700154560ustar00rootroot00000000000000#!/bin/sh if [ "$ANALYZE" = "true" ] ; then cppcheck -DO_BINARY=0 -DDEBUGKEYS -DARTSEXTERN -DDEMOSEXTERN -DPLAYDEMOLIKEORIGINAL \ -UUSE_FEATUREFLAGS -UUSE_SHADING -UUSE_DIR3DSPR -UUSE_FLOORCEILINGTEX -UUSE_HIRES \ -UUSE_PARALLAX -UUSE_CLOUDSKY -UUSE_STARSKY -UUSE_RAIN -UUSE_SNOW -UFIXRAINSNOWLEAKS \ -USPANISH -UNOTYET -U_MSC_VER \ --error-exitcode=1 --force -Idosbox . 2> stderr.txt RET=$? if [ -s stderr.txt ] then cat stderr.txt fi exit $RET else set -e export Q="" export CFLAGS="-Werror" echo "Wolf3d Full v1.4 GT/ID/Activision" make BINARY=wolf4sdl-wl6 make clean echo "Wolf3d Full v1.4 Apogee (with ReadThis)" sed -e "s|^\(//\)\?\(#define GOODTIMES\)|//\2|" -i version.h make BINARY=wolf4sdl-wl6a make clean echo "Wolf3d Full v1.1 Apogee (with ReadThis)" sed -e "s|^\(//\)\?\(#define APOGEE_1_1\)|\2|" -i version.h make BINARY=wolf4sdl-wl6a1 make clean echo "Wolf3d Shareware v1.4" sed -e "s|^\(//\)\?\(#define APOGEE_1_1\)|//\2|" -i version.h sed -e "s|^\(//\)\?\(#define UPLOAD\)|\2|" -i version.h make BINARY=wolf4sdl-wl1 make clean echo "Spear of Destiny Full and Mission Disks (and GOODTIMES for no FormGen quiz)" sed -e "s|^\(//\)\?\(#define UPLOAD\)|//\2|" -i version.h sed -e "s|^\(//\)\?\(#define SPEAR\)|\2|" -i version.h sed -e "s|^\(//\)\?\(#define GOODTIMES\)|\2|" -i version.h make BINARY=wolf4sdl-sod make clean echo "Spear of Destiny Demo" sed -e "s|^\(//\)\?\(#define GOODTIMES\)|//\2|" -i version.h sed -e "s|^\(//\)\?\(#define SPEARDEMO\)|\2|" -i version.h make BINARY=wolf4sdl-sdm make clean sed -e "s|^\(//\)\?\(#define SPEAR\)|//\2|" -i version.h sed -e "s|^\(//\)\?\(#define SPEARDEMO\)|//\2|" -i version.h sed -e "s|^\(//\)\?\(#define GOODTIMES\)|\2|" -i version.h fi wolf4sdl-20230117/.travis.yml000066400000000000000000000004701436144612700156330ustar00rootroot00000000000000language: cpp cache: ccache compiler: - gcc - clang sudo: required dist: bionic matrix: include: - compiler: gcc env: ANALYZE=true addons: apt: packages: - cppcheck - libsdl2-dev - libsdl2-mixer-dev script: ./.travis.sh branches: only: - master wolf4sdl-20230117/Changes.txt000066400000000000000000000177731436144612700156510ustar00rootroot00000000000000Wolf4SDL v1.8 - Added the DOSBox OPL emulator as a GPL alternative to the MAME one - Changed source code license to also allow GPL (except for MAME's fmopl.cpp) - Fixed MinGW portability issues (thanks to Fabian Greffrath) - Added support for Japanese version - Fixed ALT-TAB crashes on Windows - Fixed signon screen (show "One moment") and jukebox (thanks to Chris Chokan) Wolf4SDL v1.7 (released 2011-05-15, revision 256) - Added support for Mac OS X (thanks to Chris Ballinger) - Added support for .sd1 SOD game files as delivered by Steam by changing --mission parameter slightly (thanks to Pickle) - Added --windowed-mouse parameter to start windowed mode with grabbed mouse (thanks to Jared Breland) - Rain and snow speed fix (thanks to Tricob) - Floor/ceiling fix (thanks to Tricob / Adam Biser) - Fixed moon out of screen bug (thanks to Tricob) - Rain/snow leaking ceilings fix (thanks to Adam Biser / Tricob) - Per-user configuration/savegame directories (~/.wolf4sdl) on Linux like systems per default (thanks to Jared Breland) - Added --configdir parameter - Use SDL_DOUBLEBUF for vsync to avoid or at least reduce flickering (thanks to Greg Ayrton for the hint, use --nodblbuf to disable it) - Removed remainings of the frame rate counter on screen, when disabled - Don't quit game when using TAB+E with --tedlevel - Added --extravbls parameter - Changed default for "extra VBLs" from 1 to 0 - Fixed missing umask parameter for open with O_CREAT (bug reported by Daniel Fass) - Fixed support for 1.0 shareware data files (bug reported by Marcus Naylor) - Fixed xtile and ytile not being valid in HitHorizWall and HitVertWall, respectively. This caused problems with some tutorials. - Removed unused HitHorizPWall and HitVertPWall. Wolf4SDL v1.6 (released 2008-09-01, revision 233) - Fixed songs not really supporting more than 64kb - Try to recognize whether data files don't fit to program version instead of just using them and probably crash (can be disabled with --ignorenumchunks) - Fizzle fade now works for resolutions up to 8191x4095 (thanks to Xilinx, Inc. for the list of maximum-length LFSR counters) - Fixed demos being dependent on actual duration of GETGATLINGSND (fixes second demo, which even rarely worked in vanilla Wolf3D) - Fixed demos by disabling some bugfixes during recording and playback (see PLAYDEMOLIKEORIGINAL define in version.h) - Removed system menu on Windows in windowed mode to avoid ALT to open it - Fixed palette issues occurring on some Windows systems by using the "best" color depth reported by libSDL per default (also see --bits option) - Fixed directional 3d sprites on architectures only allowing aligned memory access (bug reported by Pickle) - Fixed remaining status bar after end of demo in 320x240s resolutions (bug reported by Pickle) - Removed last busy waiting (fixes very unstable framerates on machines with stricter schedulers like FreeBSD; thanks to Tron for making me notice) - Fixed compiling of SOD on case sensitive file systems (thanks to Michael) Wolf4SDL v1.5 (released 2008-05-25, revision 215) - Reduced minimum distance to back of moving pushwall to PLAYERSIZE - Fixed pushwall rendering when player's eye is in the pushwall back tile (bug reported by Pickle) - Enable 'End game' menu item also when using --tedlevel - Removed some unneccessary fade outs (DrawPlayScreen does not call VW_FadeOut anymore!!) - When using 'End game', 'View scores' does not directly show up anymore - Fixed quickload/quicksave not working when started with --tedlevel (vanilla bug). This now also only checks for save games once at startup (may speed up entering the menu on Dreamcast) - Fixed drawing moving pushwalls viewed at acute angles near the level border - Fixed vanilla bug hiding bonus items on same tile as player, when he cannot pick them up (e.g. medikit at 100% health) (thanks to Pickle for noticing) - Added GP2X specific code by Pickle - Reimplemented picture grabber to support all screen resolutions (+P in debug mode) - Added --resf option to force to use unsupported resolutions >= 320x200 - Added support for resolutions being a multiple of 320x240 (thanks for your help, Pickle!) - Fixed crash when cheat-hurting oneself to death (bug reported by Tricob) - Cleaned up id_sd.cpp (kept PC speaker stuff for future reference) - Added move buttons (invalidates config file, only hardcoded yet) - Added joystick support to US_LineInput used for highscore names and save games - Added US_Printf and US_CPrintf (works just like printf) - Fixed wrong surface locks/unlocks - Added Visual C++ 6 support - Removed some useless VW_WaitVBLs (Thanks to TexZK) - Added some asserts in id_vl.cpp to check for screen access out of bounds - Fixed BJ face popping up in fullsize mode sometimes (Thanks to Andy_Nonymous) - Rewrote page manager to support page >= 64kB and to correctly handle sounds >= 4kB - Improved SOD mission packs support (Thanks to fackue) - Updated Code::Blocks search paths to ..\SDL-devel\ - Added version.h to Dev-C++ and Code::Blocks project file - Fixed some files being read in text mode on MinGW Wolf4SDL v1.4 (released 2008-03-10, revision 164) - Added MinGW/MSYS compatibility - Updated Code::Blocks project - Updated Dev-C++ project and added a README-devcpp.txt - Fixed some busy waiting situations - Added directional 3D sprites support (USE_DIR3DSPR) - Added support for Spear mission packs (by fackue) - Added support for Wolf3D full v1.1 and shareware v1.0, v1.1 and v1.2 - Added shading support (USE_SHADING) - Added object flags (see objflag_t enum in wl_def.h) - Reintroduced version.h - Increased MAXVISABLE from 50 to 250 - Added outside atmosphere features (USE_STARSKY, USE_RAIN, USE_SNOW) - Added cloud sky support (USE_CLOUDSKY) - Added support for SoD demo - Fixed SoD on systems with case sensitive filenames - Added DarkOne's/Adam's multi-textured floors/ceiling (USE_FLOORCEILINGTEX) - Added parallax sky support (USE_PARALLAX define) - Introduced level feature flags (USE_FEATUREFLAGS define) - Added high resolution support (USE_HIRES define) - Added support for music > 64 kB as supported by WDC - Added --samplerate and --audiobuffer parameters - Added support for GP2X (ARM processor, thanks to Pickle) - Added support for Dreamcast (SH-4 processor, thanks to fackue) - Added joystick support (up to 32 buttons) Wolf4SDL v1.3 (released 2008-01-20, revision 113) - Added parameter for SOD to disable copy protection quiz - F12 now also grabs the mouse (for keyboards without scrolllock) - Fixed out of bounds array access in key processing Wolf4SDL v1.2 (released 2008-01-09, revision 108) - Fixed fading for 'End Game' - Corrected fading speed - Added Spear of Destiny compile support - Reimplemented palette file (Sorry...) - Fixed end game crash, when player did not die yet (Thanks to Agent87 for noticing this bug!) - Added full size screen feature - Added project files for Code::Blocks and Dev-C++ (Thanks to Codetech84!) - Made it MinGW compatible - Fixed demo fading issues - Reformatted many source code files - Resolved all warnings reported by VC++ 8 and GCC - Fixed crash when starting the game with no sound >effects< (Thanks to Agent87 for noticing this bug!) - Always grab mouse when started in fullscreen - Map left and right alt, shift and ctrl keys to the same keys - Fix numpad keys with numlock off - Fixed a buffer overflow causing a crash Wolf4SDL v1.1 (released 2007-12-28, revision 70) - Fixed Pause - Fixed IN_Ack() - Added command line parameters for windowed mode and screen resolution - Reimplemented command line parameters (try --help) - Improved scaled "Get Psyched" progress bar graphic - Improved scaled screen borders - Fixed "Fade in black screen" bug - Avoid asserts when shutting down with an error - Use software surfaces to reduce problems with palette on Windows - Windows: Statically links to MSVCR80.DLL now to avoid missing files Wolf4SDL v1.0 (released 2007-12-26, revision 53) - Initial release wolf4sdl-20230117/Makefile000066400000000000000000000043651436144612700151710ustar00rootroot00000000000000CONFIG ?= config.default -include $(CONFIG) BINARY ?= wolf3d PREFIX ?= /usr/local MANPREFIX ?= $(PREFIX) INSTALL ?= install INSTALL_PROGRAM ?= $(INSTALL) -m 555 -s INSTALL_MAN ?= $(INSTALL) -m 444 INSTALL_DATA ?= $(INSTALL) -m 444 SDL_CONFIG ?= pkg-config sdl2 SDL2_mixer CFLAGS_SDL ?= $(shell $(SDL_CONFIG) --cflags) LDFLAGS_SDL ?= $(shell $(SDL_CONFIG) --libs) CFLAGS += $(CFLAGS_SDL) CFLAGS += -Wall #CFLAGS += -W CFLAGS += -Wpointer-arith CFLAGS += -Wreturn-type CFLAGS += -Wwrite-strings CFLAGS += -Wcast-align CCFLAGS += $(CFLAGS) CCFLAGS += -std=gnu99 CCFLAGS += -Werror-implicit-function-declaration CCFLAGS += -Wimplicit-int CCFLAGS += -Wsequence-point CXXFLAGS += $(CFLAGS) LDFLAGS += $(LDFLAGS_SDL) ifneq (,$(findstring MINGW,$(shell uname -s))) LDFLAGS += -static-libgcc endif SRCS := SRCS += dosbox/dbopl.cpp SRCS += id_ca.cpp SRCS += id_in.cpp SRCS += id_pm.cpp SRCS += id_sd.cpp SRCS += id_us_1.cpp SRCS += id_vh.cpp SRCS += id_vl.cpp SRCS += signon.cpp SRCS += wl_act1.cpp SRCS += wl_act2.cpp SRCS += wl_agent.cpp SRCS += wl_atmos.cpp SRCS += wl_cloudsky.cpp SRCS += wl_debug.cpp SRCS += wl_draw.cpp SRCS += wl_floorceiling.cpp SRCS += wl_game.cpp SRCS += wl_inter.cpp SRCS += wl_main.cpp SRCS += wl_menu.cpp SRCS += wl_parallax.cpp SRCS += wl_play.cpp SRCS += wl_state.cpp SRCS += wl_text.cpp SRCS += states.cpp DEPS = $(filter %.d, $(SRCS:.c=.d) $(SRCS:.cpp=.d)) OBJS = $(filter %.o, $(SRCS:.c=.o) $(SRCS:.cpp=.o)) .SUFFIXES: .SUFFIXES: .c .cpp .d .o Q ?= @ all: $(BINARY) ifndef NO_DEPS depend: $(DEPS) ifeq ($(findstring $(MAKECMDGOALS), clean depend Data),) -include $(DEPS) endif endif $(BINARY): $(OBJS) @echo '===> LD $@' $(Q)$(CXX) $(CFLAGS) $(OBJS) $(LDFLAGS) -o $@ .c.o: @echo '===> CC $<' $(Q)$(CC) $(CCFLAGS) -c $< -o $@ .cpp.o: @echo '===> CXX $<' $(Q)$(CXX) $(CXXFLAGS) -c $< -o $@ .c.d: @echo '===> DEP $<' $(Q)$(CC) $(CCFLAGS) -MM $< | sed 's#^$(@F:%.d=%.o):#$@ $(@:%.d=%.o):#' > $@ .cpp.d: @echo '===> DEP $<' $(Q)$(CXX) $(CXXFLAGS) -MM $< | sed 's#^$(@F:%.d=%.o):#$@ $(@:%.d=%.o):#' > $@ clean distclean: @echo '===> CLEAN' $(Q)rm -fr $(DEPS) $(OBJS) $(BINARY) $(BINARY).exe install: $(BINARY) @echo '===> INSTALL' $(Q)$(INSTALL) -d $(PREFIX)/bin $(Q)$(INSTALL_PROGRAM) $(BINARY) $(PREFIX)/bin wolf4sdl-20230117/README.txt000066400000000000000000000166421436144612700152300ustar00rootroot00000000000000Wolf4SDL by Moritz "Ripper" Kroll (http://www.chaos-software.de.vu) Original Wolfenstein 3D by id Software (http://www.idsoftware.com) ============================================================================= Wolf4SDL is an open-source port of id Software's classic first-person shooter Wolfenstein 3D to the cross-platform multimedia library "Simple DirectMedia Layer (SDL)" (http://www.libsdl.org). It is meant to keep the original feel while taking advantage of some improvements mentioned in the list below. Main features: -------------- - Cross-platform: Supported operating systems are at least: - Windows 98, Windows ME, Windows 2000, Windows XP, Windows Vista (32 and 64 bit), Windows 7 (32 and 64 bit) - Linux - BSD variants - Mac OS X (x86) Only little endian platforms like x86, ARM and SH-4 are supported, yet. - AdLib sounds and music: This port includes the OPL2 emulator from MAME, so you can not only hear the AdLib sounds but also music without any AdLib-compatible soundcard in near to perfect quality! - Multichannel digitized sounds: Digitized sounds play on 8 channels! So in a fire fight you will always hear, when a guard opens the door behind you ;) - Higher screen resolutions: Aside from the original 320x200 resolution, Wolf4SDL currently supports any resolutions being multiples of 320x200 or 320x240, the default being 640x400. Unlike some other ports, Wolf4SDL does NOT apply any bilinear or similar filtering, so the graphics are NOT blurred but pixelated just as we love it. - Fully playable with only a game controller: Wolf4SDL can be played completely without a keyboard. At least two buttons are required (shoot/YES and open door/NO), but five or more are recommended (run, strafe, ESC). Additional features: -------------------- - Two additional view sizes: Wolf4SDL supports one view size using the full width of the screen and showing the status bar, like in Mac-enstein, and one view size filling the whole screen (press TAB to see the status bar). - (Nearly) unlimited sound and song lengths: Mod developers are not restricted to 64kB for digitized sounds and IMF songs anymore, so longer songs and digitized sounds with better quality are possible. - Resuming ingame music: When you come back to the game from the menu or load a save game, the music will be resumed where it was suspended rather than started from the beginning. - Freely movable pushwalls: Moving pushwalls can be viewed from all sides, allowing mod developers to place them with fewer restrictions. The player can also follow the pushwall directly instead of having to wait until the pushwall has left a whole tile. - Optional integrated features for mod developers: Wolf4SDL already contains the shading, directional 3D sprites, floor and ceiling textures, high resolution textures/sprites, parallax sky, cloud sky and outside atmosphere features, which can be easily activated in version.h. The following versions of Wolfenstein 3D data files are currently supported by the source code (choose the version by commenting/uncommenting lines in version.h as described in that file): - Wolfenstein 3D v1.1 full Apogee - Wolfenstein 3D v1.4 full Apogee - Wolfenstein 3D v1.4 full GT/ID/Activision - Wolfenstein 3D v1.0 shareware Apogee - Wolfenstein 3D v1.1 shareware Apogee - Wolfenstein 3D v1.2 shareware Apogee - Wolfenstein 3D v1.4 shareware - Spear of Destiny full - Spear of Destiny demo - Spear of Destiny - Mission 2: Return to Danger (not tested) - Spear of Destiny - Mission 3: Ultimate Challenge (not tested) How to play: ------------ To play Wolfenstein 3D with Wolf4SDL, you just have to copy the original data files (e.g. *.WL6) into the same directory as the Wolf4SDL executable. Please make sure, that you use the correct version of the executable with the according data files version as the differences are hardcoded into the binary! On Windows SDL.dll and SDL_mixer.dll must also be copied into this directory. They are also available at http://www.chaos-software.de.vu Usage: ------ Wolf4SDL supports the following command line options: --help This help page --tedlevel Starts the game in the given level --baby Sets the difficulty to baby for tedlevel --easy Sets the difficulty to easy for tedlevel --normal Sets the difficulty to normal for tedlevel --hard Sets the difficulty to hard for tedlevel --nowait Skips intro screens --fullscreen Starts the game in fullscreen mode --nograbmouse Does not grab the mouse in windowed mode --res Sets the screen resolution (must be multiple of 320x200 or 320x240) --resf Sets any screen resolution >= 320x200 (which may result in graphic errors) --joystick Use the index-th joystick if available --joystickhat Enables movement with the given coolie hat --samplerate Sets the sound sample rate (given in Hz) --audiobuffer Sets the size of the audio buffer (-> sound latency) (given in bytes) --ignorenumchunks Ignores the number of chunks in VGAHEAD.* (may be useful for some broken mods) --configdir Directory where config file and save games are stored (Windows default: current directory, others: $HOME/.wolf4sdl) For Spear of Destiny the following additional options are available: --mission Mission number to play (1-3) Compiling from source code: --------------------------- The following ways of compiling the source code are supported: - Makefile (for Linux, BSD variants and MinGW/MSYS) IMPORTANT: Do not forget to take care of version.h! By default it compiles for "Wolfenstein 3D v1.4 full GT/ID/Activision"! TODOs: ------ - Center non-ingame screens for resolutions being a multiple of 320x240 - Add support for any graphic resolution >= 320x200 Known bugs: ----------- - None! ;D Troubleshooting: ---------------- - If your frame rate is low, consider using the original screen resolution (--res 320 200) or lowering the sound quality (--samplerate 22050) Credits: -------- - Special thanks to id Software! Without the source code we would still have to pelt Wolfenstein 3D with hex editors and disassemblers ;D - Special thanks to the DOSBox team for providing a GPL'ed OPL2/3 emulator! - Special thanks to the MAME developer team for providing the source code of the OPL2 emulator! - Many thanks to "Der Tron" for hosting the svn repository, making Wolf4SDL FreeBSD compatible, testing, bugfixing and cleaning up the code! - Thanks to Chris Chokan for his improvements on Wolf4GW (base of Wolf4SDL) - Thanks to Pickle for the GP2X support and help on 320x240 support - Thanks to fackue for the Dreamcast support - Thanks to Chris Ballinger for the Mac OS X support - Thanks to Xilinx, Inc. for providing a list of maximum-length LFSR counters used for higher resolutions of fizzle fade Licenses: --------- - The original source code of Wolfenstein 3D: At your choice: - license-id.txt or - license-gpl.txt - The OPL2 emulator: - license-gpl.txt (dbopl.cpp) wolf4sdl-20230117/audiosod.h000066400000000000000000000076131436144612700155100ustar00rootroot00000000000000///////////////////////////////////////////////// // // 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! // ///////////////////////////////////////////////// wolf4sdl-20230117/audiowl6.h000066400000000000000000000103711436144612700154260ustar00rootroot00000000000000///////////////////////////////////////////////// // // 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! // ///////////////////////////////////////////////// wolf4sdl-20230117/config.default000066400000000000000000000000211436144612700163250ustar00rootroot00000000000000CFLAGS += -O2 -g wolf4sdl-20230117/dosbox/000077500000000000000000000000001436144612700150175ustar00rootroot00000000000000wolf4sdl-20230117/dosbox/dbopl.cpp000066400000000000000000001173451436144612700166360ustar00rootroot00000000000000/* * Copyright (C) 2002-2010 The DOSBox Team * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* DOSBox implementation of a combined Yamaha YMF262 and Yamaha YM3812 emulator. Enabling the opl3 bit will switch the emulator to stereo opl3 output instead of regular mono opl2 Except for the table generation it's all integer math Can choose different types of generators, using muls and bigger tables, try different ones for slower platforms The generation was based on the MAME implementation but tried to have it use less memory and be faster in general MAME uses much bigger envelope tables and this will be the biggest cause of it sounding different at times //TODO Don't delay first operator 1 sample in opl3 mode //TODO Maybe not use class method pointers but a regular function pointers with operator as first parameter //TODO Fix panning for the Percussion channels, would any opl3 player use it and actually really change it though? //TODO Check if having the same accuracy in all frequency multipliers sounds better or not //DUNNO Keyon in 4op, switch to 2op without keyoff. */ /* $Id: dbopl.cpp,v 1.10 2009-06-10 19:54:51 harekiet Exp $ */ #include "../version.h" #define INLINE inline #define GCC_UNLIKELY(x) x #include #include #include #if defined(_MSC_VER) __pragma(pack(push,1)) #endif //#include "dosbox.h" #include "dbopl.h" #ifndef PI #define PI 3.14159265358979323846 #endif namespace DBOPL { #define OPLRATE ((double)(14318180.0 / 288.0)) #define TREMOLO_TABLE 52 //Try to use most precision for frequencies //Else try to keep different waves in synch //#define WAVE_PRECISION 1 #ifndef WAVE_PRECISION //Wave bits available in the top of the 32bit range //Original adlib uses 10.10, we use 10.22 #define WAVE_BITS 10 #else //Need some extra bits at the top to have room for octaves and frequency multiplier //We support to 8 times lower rate //128 * 15 * 8 = 15350, 2^13.9, so need 14 bits #define WAVE_BITS 14 #endif #define WAVE_SH ( 32 - WAVE_BITS ) #define WAVE_MASK ( ( 1 << WAVE_SH ) - 1 ) //Use the same accuracy as the waves #define LFO_SH ( WAVE_SH - 10 ) //LFO is controlled by our tremolo 256 sample limit #define LFO_MAX ( 256 << ( LFO_SH ) ) //Maximum amount of attenuation bits //Envelope goes to 511, 9 bits #if (DBOPL_WAVE == WAVE_TABLEMUL ) //Uses the value directly #define ENV_BITS ( 9 ) #else //Add 3 bits here for more accuracy and would have to be shifted up either way #define ENV_BITS ( 9 ) #endif //Limits of the envelope with those bits and when the envelope goes silent #define ENV_MIN 0 #define ENV_EXTRA ( ENV_BITS - 9 ) #define ENV_MAX ( 511 << ENV_EXTRA ) #define ENV_LIMIT ( ( 12 * 256) >> ( 3 - ENV_EXTRA ) ) #define ENV_SILENT( _X_ ) ( (_X_) >= ENV_LIMIT ) //Attack/decay/release rate counter shift #define RATE_SH 24 #define RATE_MASK ( ( 1 << RATE_SH ) - 1 ) //Has to fit within 16bit lookuptable #define MUL_SH 16 //Check some ranges #if ENV_EXTRA > 3 #error Too many envelope bits #endif //How much to substract from the base value for the final attenuation static const Bit8u KslCreateTable[16] = { //0 will always be be lower than 7 * 8 64, 32, 24, 19, 16, 12, 11, 10, 8, 6, 5, 4, 3, 2, 1, 0, }; #define M(_X_) ((Bit8u)( (_X_) * 2)) static const Bit8u FreqCreateTable[16] = { M(0.5), M(1 ), M(2 ), M(3 ), M(4 ), M(5 ), M(6 ), M(7 ), M(8 ), M(9 ), M(10), M(10), M(12), M(12), M(15), M(15) }; #undef M //We're not including the highest attack rate, that gets a special value static const Bit8u AttackSamplesTable[13] = { 69, 55, 46, 40, 35, 29, 23, 20, 19, 15, 11, 10, 9 }; //On a real opl these values take 8 samples to reach and are based upon larger tables static const Bit8u EnvelopeIncreaseTable[13] = { 4, 5, 6, 7, 8, 10, 12, 14, 16, 20, 24, 28, 32, }; #if ( DBOPL_WAVE == WAVE_HANDLER ) || ( DBOPL_WAVE == WAVE_TABLELOG ) static Bit16u ExpTable[ 256 ]; #endif #if ( DBOPL_WAVE == WAVE_HANDLER ) //PI table used by WAVEHANDLER static Bit16u SinTable[ 512 ]; #endif #if ( DBOPL_WAVE > WAVE_HANDLER ) //Layout of the waveform table in 512 entry intervals //With overlapping waves we reduce the table to half it's size // | |//\\|____|WAV7|//__|/\ |____|/\/\| // |\\//| | |WAV7| | \/| | | // |06 |0126|17 |7 |3 |4 |4 5 |5 | //6 is just 0 shifted and masked static Bit16s WaveTable[ 8 * 512 ]; //Distance into WaveTable the wave starts static const Bit16u WaveBaseTable[8] = { 0x000, 0x200, 0x200, 0x800, 0xa00, 0xc00, 0x100, 0x400, }; //Mask the counter with this static const Bit16u WaveMaskTable[8] = { 1023, 1023, 511, 511, 1023, 1023, 512, 1023, }; //Where to start the counter on at keyon static const Bit16u WaveStartTable[8] = { 512, 0, 0, 0, 0, 512, 512, 256, }; #endif #if ( DBOPL_WAVE == WAVE_TABLEMUL ) static Bit16u MulTable[ 384 ]; #endif static Bit8u KslTable[ 8 * 16 ]; static Bit8u TremoloTable[ TREMOLO_TABLE ]; //Start of a channel behind the chip struct start static Bit16u ChanOffsetTable[32]; //Start of an operator behind the chip struct start static Bit16u OpOffsetTable[64]; //The lower bits are the shift of the operator vibrato value //The highest bit is right shifted to generate -1 or 0 for negation //So taking the highest input value of 7 this gives 3, 7, 3, 0, -3, -7, -3, 0 static const Bit8s VibratoTable[ 8 ] = { 1 - 0x00, 0 - 0x00, 1 - 0x00, 30 - 0x00, 1 - 0x80, 0 - 0x80, 1 - 0x80, 30 - 0x80 }; //Shift strength for the ksl value determined by ksl strength static const Bit8u KslShiftTable[4] = { 31,1,2,0 }; //Generate a table index and table shift value using input value from a selected rate static void EnvelopeSelect( Bit8u val, Bit8u& index, Bit8u& shift ) { if ( val < 13 * 4 ) { //Rate 0 - 12 shift = 12 - ( val >> 2 ); index = val & 3; } else if ( val < 15 * 4 ) { //rate 13 - 14 shift = 0; index = val - 12 * 4; } else { //rate 15 and up shift = 0; index = 12; } } #if ( DBOPL_WAVE == WAVE_HANDLER ) /* Generate the different waveforms out of the sine/exponetial table using handlers */ static inline Bits MakeVolume( Bitu wave, Bitu volume ) { Bitu total = wave + volume; Bitu index = total & 0xff; Bitu sig = ExpTable[ index ]; Bitu exp = total >> 8; #if 0 //Check if we overflow the 31 shift limit if ( exp >= 32 ) { LOG_MSG( "WTF %d %d", total, exp ); } #endif return (sig >> exp); }; static Bits DB_FASTCALL WaveForm0( Bitu i, Bitu volume ) { Bits neg = 0 - (( i >> 9) & 1);//Create ~0 or 0 Bitu wave = SinTable[i & 511]; return (MakeVolume( wave, volume ) ^ neg) - neg; } static Bits DB_FASTCALL WaveForm1( Bitu i, Bitu volume ) { Bit32u wave = SinTable[i & 511]; wave |= ( ( (i ^ 512 ) & 512) - 1) >> ( 32 - 12 ); return MakeVolume( wave, volume ); } static Bits DB_FASTCALL WaveForm2( Bitu i, Bitu volume ) { Bitu wave = SinTable[i & 511]; return MakeVolume( wave, volume ); } static Bits DB_FASTCALL WaveForm3( Bitu i, Bitu volume ) { Bitu wave = SinTable[i & 255]; wave |= ( ( (i ^ 256 ) & 256) - 1) >> ( 32 - 12 ); return MakeVolume( wave, volume ); } static Bits DB_FASTCALL WaveForm4( Bitu i, Bitu volume ) { //Twice as fast i <<= 1; Bits neg = 0 - (( i >> 9) & 1);//Create ~0 or 0 Bitu wave = SinTable[i & 511]; wave |= ( ( (i ^ 512 ) & 512) - 1) >> ( 32 - 12 ); return (MakeVolume( wave, volume ) ^ neg) - neg; } static Bits DB_FASTCALL WaveForm5( Bitu i, Bitu volume ) { //Twice as fast i <<= 1; Bitu wave = SinTable[i & 511]; wave |= ( ( (i ^ 512 ) & 512) - 1) >> ( 32 - 12 ); return MakeVolume( wave, volume ); } static Bits DB_FASTCALL WaveForm6( Bitu i, Bitu volume ) { Bits neg = 0 - (( i >> 9) & 1);//Create ~0 or 0 return (MakeVolume( 0, volume ) ^ neg) - neg; } static Bits DB_FASTCALL WaveForm7( Bitu i, Bitu volume ) { //Negative is reversed here Bits neg = (( i >> 9) & 1) - 1; Bitu wave = (i << 3); //When negative the volume also runs backwards wave = ((wave ^ neg) - neg) & 4095; return (MakeVolume( wave, volume ) ^ neg) - neg; } static const WaveHandler WaveHandlerTable[8] = { WaveForm0, WaveForm1, WaveForm2, WaveForm3, WaveForm4, WaveForm5, WaveForm6, WaveForm7 }; #endif /* Operator */ //We zero out when rate == 0 inline void Operator::UpdateAttack( const Chip* chip ) { Bit8u rate = reg60 >> 4; if ( rate ) { Bit8u val = (rate << 2) + ksr; attackAdd = chip->attackRates[ val ]; rateZero &= ~(1 << ATTACK); } else { attackAdd = 0; rateZero |= (1 << ATTACK); } } inline void Operator::UpdateDecay( const Chip* chip ) { Bit8u rate = reg60 & 0xf; if ( rate ) { Bit8u val = (rate << 2) + ksr; decayAdd = chip->linearRates[ val ]; rateZero &= ~(1 << DECAY); } else { decayAdd = 0; rateZero |= (1 << DECAY); } } inline void Operator::UpdateRelease( const Chip* chip ) { Bit8u rate = reg80 & 0xf; if ( rate ) { Bit8u val = (rate << 2) + ksr; releaseAdd = chip->linearRates[ val ]; rateZero &= ~(1 << RELEASE); if ( !(reg20 & MASK_SUSTAIN ) ) { rateZero &= ~( 1 << SUSTAIN ); } } else { rateZero |= (1 << RELEASE); releaseAdd = 0; if ( !(reg20 & MASK_SUSTAIN ) ) { rateZero |= ( 1 << SUSTAIN ); } } } inline void Operator::UpdateAttenuation( ) { Bit8u kslBase = (Bit8u)((chanData >> SHIFT_KSLBASE) & 0xff); Bit32u tl = reg40 & 0x3f; Bit8u kslShift = KslShiftTable[ reg40 >> 6 ]; //Make sure the attenuation goes to the right bits totalLevel = tl << ( ENV_BITS - 7 ); //Total level goes 2 bits below max totalLevel += ( kslBase << ENV_EXTRA ) >> kslShift; } void Operator::UpdateFrequency( ) { Bit32u freq = chanData & (( 1 << 10 ) - 1); Bit32u block = (chanData >> 10) & 0xff; #ifdef WAVE_PRECISION block = 7 - block; waveAdd = ( freq * freqMul ) >> block; #else waveAdd = ( freq << block ) * freqMul; #endif if ( reg20 & MASK_VIBRATO ) { vibStrength = (Bit8u)(freq >> 7); #ifdef WAVE_PRECISION vibrato = ( vibStrength * freqMul ) >> block; #else vibrato = ( vibStrength << block ) * freqMul; #endif } else { vibStrength = 0; vibrato = 0; } } void Operator::UpdateRates( const Chip* chip ) { //Mame seems to reverse this where enabling ksr actually lowers //the rate, but pdf manuals says otherwise? Bit8u newKsr = (Bit8u)((chanData >> SHIFT_KEYCODE) & 0xff); if ( !( reg20 & MASK_KSR ) ) { newKsr >>= 2; } if ( ksr == newKsr ) return; ksr = newKsr; UpdateAttack( chip ); UpdateDecay( chip ); UpdateRelease( chip ); } INLINE Bit32s Operator::RateForward( Bit32u add ) { rateIndex += add; Bit32s ret = rateIndex >> RATE_SH; rateIndex = rateIndex & RATE_MASK; return ret; } template< Operator::State yes> Bits Operator::TemplateVolume( ) { Bit32s vol = volume; Bit32s change; switch ( yes ) { case OFF: return ENV_MAX; case ATTACK: change = RateForward( attackAdd ); if ( !change ) return vol; vol += ( (~vol) * change ) >> 3; if ( vol < ENV_MIN ) { volume = ENV_MIN; rateIndex = 0; SetState( DECAY ); return ENV_MIN; } break; case DECAY: vol += RateForward( decayAdd ); if ( GCC_UNLIKELY(vol >= sustainLevel) ) { //Check if we didn't overshoot max attenuation, then just go off if ( GCC_UNLIKELY(vol >= ENV_MAX) ) { volume = ENV_MAX; SetState( OFF ); return ENV_MAX; } //Continue as sustain rateIndex = 0; SetState( SUSTAIN ); } break; case SUSTAIN: if ( reg20 & MASK_SUSTAIN ) { return vol; } //In sustain phase, but not sustaining, do regular release case RELEASE: vol += RateForward( releaseAdd );; if ( GCC_UNLIKELY(vol >= ENV_MAX) ) { volume = ENV_MAX; SetState( OFF ); return ENV_MAX; } break; } volume = vol; return vol; } static const VolumeHandler VolumeHandlerTable[5] = { &Operator::TemplateVolume< Operator::OFF >, &Operator::TemplateVolume< Operator::RELEASE >, &Operator::TemplateVolume< Operator::SUSTAIN >, &Operator::TemplateVolume< Operator::DECAY >, &Operator::TemplateVolume< Operator::ATTACK > }; INLINE Bitu Operator::ForwardVolume() { return currentLevel + (this->*volHandler)(); } INLINE Bitu Operator::ForwardWave() { waveIndex += waveCurrent; return waveIndex >> WAVE_SH; } void Operator::Write20( const Chip* chip, Bit8u val ) { Bit8u change = (reg20 ^ val ); if ( !change ) return; reg20 = val; //Shift the tremolo bit over the entire register, saved a branch, YES! tremoloMask = (Bit8s)(val) >> 7; tremoloMask &= ~(( 1 << ENV_EXTRA ) -1); //Update specific features based on changes if ( change & MASK_KSR ) { UpdateRates( chip ); } //With sustain enable the volume doesn't change if ( reg20 & MASK_SUSTAIN || ( !releaseAdd ) ) { rateZero |= ( 1 << SUSTAIN ); } else { rateZero &= ~( 1 << SUSTAIN ); } //Frequency multiplier or vibrato changed if ( change & (0xf | MASK_VIBRATO) ) { freqMul = chip->freqMul[ val & 0xf ]; UpdateFrequency(); } } void Operator::Write40( const Chip* /*chip*/, Bit8u val ) { if (!(reg40 ^ val )) return; reg40 = val; UpdateAttenuation( ); } void Operator::Write60( const Chip* chip, Bit8u val ) { Bit8u change = reg60 ^ val; reg60 = val; if ( change & 0x0f ) { UpdateDecay( chip ); } if ( change & 0xf0 ) { UpdateAttack( chip ); } } void Operator::Write80( const Chip* chip, Bit8u val ) { Bit8u change = (reg80 ^ val ); if ( !change ) return; reg80 = val; Bit8u sustain = val >> 4; //Turn 0xf into 0x1f sustain |= ( sustain + 1) & 0x10; sustainLevel = sustain << ( ENV_BITS - 5 ); if ( change & 0x0f ) { UpdateRelease( chip ); } } void Operator::WriteE0( const Chip* chip, Bit8u val ) { if ( !(regE0 ^ val) ) return; //in opl3 mode you can always selet 7 waveforms regardless of waveformselect Bit8u waveForm = val & ( ( 0x3 & chip->waveFormMask ) | (0x7 & chip->opl3Active ) ); regE0 = val; #if ( DBOPL_WAVE == WAVE_HANDLER ) waveHandler = WaveHandlerTable[ waveForm ]; #else waveBase = WaveTable + WaveBaseTable[ waveForm ]; waveStart = WaveStartTable[ waveForm ] << WAVE_SH; waveMask = WaveMaskTable[ waveForm ]; #endif } INLINE void Operator::SetState( Bit8u s ) { state = s; volHandler = VolumeHandlerTable[ s ]; } INLINE bool Operator::Silent() const { if ( !ENV_SILENT( totalLevel + volume ) ) return false; if ( !(rateZero & ( 1 << state ) ) ) return false; return true; } INLINE void Operator::Prepare( const Chip* chip ) { currentLevel = totalLevel + (chip->tremoloValue & tremoloMask); waveCurrent = waveAdd; if ( vibStrength >> chip->vibratoShift ) { Bit32s add = vibrato >> chip->vibratoShift; //Sign extend over the shift value Bit32s neg = chip->vibratoSign; //Negate the add with -1 or 0 add = ( add ^ neg ) - neg; waveCurrent += add; } } void Operator::KeyOn( Bit8u mask ) { if ( !keyOn ) { //Restart the frequency generator #if ( DBOPL_WAVE > WAVE_HANDLER ) waveIndex = waveStart; #else waveIndex = 0; #endif rateIndex = 0; SetState( ATTACK ); } keyOn |= mask; } void Operator::KeyOff( Bit8u mask ) { keyOn &= ~mask; if ( !keyOn ) { if ( state != OFF ) { SetState( RELEASE ); } } } INLINE Bits Operator::GetWave( Bitu index, Bitu vol ) { #if ( DBOPL_WAVE == WAVE_HANDLER ) return waveHandler( index, vol << ( 3 - ENV_EXTRA ) ); #elif ( DBOPL_WAVE == WAVE_TABLEMUL ) return (waveBase[ index & waveMask ] * MulTable[ vol >> ENV_EXTRA ]) >> MUL_SH; #elif ( DBOPL_WAVE == WAVE_TABLELOG ) Bit32s wave = waveBase[ index & waveMask ]; Bit32u total = ( wave & 0x7fff ) + vol << ( 3 - ENV_EXTRA ); Bit32s sig = ExpTable[ total & 0xff ]; Bit32u exp = total >> 8; Bit32s neg = wave >> 16; return ((sig ^ neg) - neg) >> exp; #else #error "No valid wave routine" #endif } Bits INLINE Operator::GetSample( Bits modulation ) { Bitu vol = ForwardVolume(); if ( ENV_SILENT( vol ) ) { //Simply forward the wave waveIndex += waveCurrent; return 0; } else { Bitu index = ForwardWave(); index += modulation; return GetWave( index, vol ); } } Operator::Operator() { chanData = 0; freqMul = 0; waveIndex = 0; waveAdd = 0; waveCurrent = 0; keyOn = 0; ksr = 0; reg20 = 0; reg40 = 0; reg60 = 0; reg80 = 0; regE0 = 0; SetState( OFF ); rateZero = (1 << OFF); sustainLevel = ENV_MAX; currentLevel = ENV_MAX; totalLevel = ENV_MAX; volume = ENV_MAX; releaseAdd = 0; } /* Channel */ Channel::Channel() { old[0] = old[1] = 0; chanData = 0; regB0 = 0; regC0 = 0; maskLeft = -1; maskRight = -1; feedback = 31; fourMask = 0; synthHandler = &Channel::BlockTemplate< sm2FM >; }; void Channel::SetChanData( const Chip* chip, Bit32u data ) { Bit32u change = chanData ^ data; chanData = data; Op( 0 )->chanData = data; Op( 1 )->chanData = data; //Since a frequency update triggered this, always update frequency Op( 0 )->UpdateFrequency(); Op( 1 )->UpdateFrequency(); if ( change & ( 0xff << SHIFT_KSLBASE ) ) { Op( 0 )->UpdateAttenuation(); Op( 1 )->UpdateAttenuation(); } if ( change & ( 0xff << SHIFT_KEYCODE ) ) { Op( 0 )->UpdateRates( chip ); Op( 1 )->UpdateRates( chip ); } } void Channel::UpdateFrequency( const Chip* chip, Bit8u fourOp ) { //Extrace the frequency bits Bit32u data = chanData & 0xffff; Bit32u kslBase = KslTable[ data >> 6 ]; Bit32u keyCode = ( data & 0x1c00) >> 9; if ( chip->reg08 & 0x40 ) { keyCode |= ( data & 0x100)>>8; /* notesel == 1 */ } else { keyCode |= ( data & 0x200)>>9; /* notesel == 0 */ } //Add the keycode and ksl into the highest bits of chanData data |= (keyCode << SHIFT_KEYCODE) | ( kslBase << SHIFT_KSLBASE ); ( this + 0 )->SetChanData( chip, data ); if ( fourOp & 0x3f ) { ( this + 1 )->SetChanData( chip, data ); } } void Channel::WriteA0( const Chip* chip, Bit8u val ) { Bit8u fourOp = chip->reg104 & chip->opl3Active & fourMask; //Don't handle writes to silent fourop channels if ( fourOp > 0x80 ) return; Bit32u change = (chanData ^ val ) & 0xff; if ( change ) { chanData ^= change; UpdateFrequency( chip, fourOp ); } } void Channel::WriteB0( const Chip* chip, Bit8u val ) { Bit8u fourOp = chip->reg104 & chip->opl3Active & fourMask; //Don't handle writes to silent fourop channels if ( fourOp > 0x80 ) return; Bitu change = (chanData ^ ( val << 8 ) ) & 0x1f00; if ( change ) { chanData ^= change; UpdateFrequency( chip, fourOp ); } //Check for a change in the keyon/off state if ( !(( val ^ regB0) & 0x20)) return; regB0 = val; if ( val & 0x20 ) { Op(0)->KeyOn( 0x1 ); Op(1)->KeyOn( 0x1 ); if ( fourOp & 0x3f ) { ( this + 1 )->Op(0)->KeyOn( 1 ); ( this + 1 )->Op(1)->KeyOn( 1 ); } } else { Op(0)->KeyOff( 0x1 ); Op(1)->KeyOff( 0x1 ); if ( fourOp & 0x3f ) { ( this + 1 )->Op(0)->KeyOff( 1 ); ( this + 1 )->Op(1)->KeyOff( 1 ); } } } void Channel::WriteC0( const Chip* chip, Bit8u val ) { Bit8u change = val ^ regC0; if ( !change ) return; regC0 = val; feedback = ( val >> 1 ) & 7; if ( feedback ) { //We shift the input to the right 10 bit wave index value feedback = 9 - feedback; } else { feedback = 31; } //Select the new synth mode if ( chip->opl3Active ) { //4-op mode enabled for this channel if ( (chip->reg104 & fourMask) & 0x3f ) { Channel* chan0, *chan1; //Check if it's the 2nd channel in a 4-op if ( !(fourMask & 0x80 ) ) { chan0 = this; chan1 = this + 1; } else { chan0 = this - 1; chan1 = this; } Bit8u synth = ( (chan0->regC0 & 1) << 0 )| (( chan1->regC0 & 1) << 1 ); switch ( synth ) { case 0: chan0->synthHandler = &Channel::BlockTemplate< sm3FMFM >; break; case 1: chan0->synthHandler = &Channel::BlockTemplate< sm3AMFM >; break; case 2: chan0->synthHandler = &Channel::BlockTemplate< sm3FMAM >; break; case 3: chan0->synthHandler = &Channel::BlockTemplate< sm3AMAM >; break; } //Disable updating percussion channels } else if ((fourMask & 0x40) && ( chip->regBD & 0x20) ) { //Regular dual op, am or fm } else if ( val & 1 ) { synthHandler = &Channel::BlockTemplate< sm3AM >; } else { synthHandler = &Channel::BlockTemplate< sm3FM >; } maskLeft = ( val & 0x10 ) ? -1 : 0; maskRight = ( val & 0x20 ) ? -1 : 0; //opl2 active } else { //Disable updating percussion channels if ( (fourMask & 0x40) && ( chip->regBD & 0x20 ) ) { //Regular dual op, am or fm } else if ( val & 1 ) { synthHandler = &Channel::BlockTemplate< sm2AM >; } else { synthHandler = &Channel::BlockTemplate< sm2FM >; } } } void Channel::ResetC0( const Chip* chip ) { Bit8u val = regC0; regC0 ^= 0xff; WriteC0( chip, val ); }; template< bool opl3Mode> INLINE void Channel::GeneratePercussion( Chip* chip, Bit32s* output ) { Channel* chan = this; //BassDrum Bit32s mod = (Bit32u)((old[0] + old[1])) >> feedback; old[0] = old[1]; old[1] = Op(0)->GetSample( mod ); //When bassdrum is in AM mode first operator is ignoed if ( chan->regC0 & 1 ) { mod = 0; } else { mod = old[0]; } Bit32s sample = Op(1)->GetSample( mod ); //Precalculate stuff used by other outputs Bit32u noiseBit = chip->ForwardNoise() & 0x1; Bit32u c2 = Op(2)->ForwardWave(); Bit32u c5 = Op(5)->ForwardWave(); Bit32u phaseBit = (((c2 & 0x88) ^ ((c2<<5) & 0x80)) | ((c5 ^ (c5<<2)) & 0x20)) ? 0x02 : 0x00; //Hi-Hat Bit32u hhVol = Op(2)->ForwardVolume(); if ( !ENV_SILENT( hhVol ) ) { Bit32u hhIndex = (phaseBit<<8) | (0x34 << ( phaseBit ^ (noiseBit << 1 ))); sample += Op(2)->GetWave( hhIndex, hhVol ); } //Snare Drum Bit32u sdVol = Op(3)->ForwardVolume(); if ( !ENV_SILENT( sdVol ) ) { Bit32u sdIndex = ( 0x100 + (c2 & 0x100) ) ^ ( noiseBit << 8 ); sample += Op(3)->GetWave( sdIndex, sdVol ); } //Tom-tom sample += Op(4)->GetSample( 0 ); //Top-Cymbal Bit32u tcVol = Op(5)->ForwardVolume(); if ( !ENV_SILENT( tcVol ) ) { Bit32u tcIndex = (1 + phaseBit) << 8; sample += Op(5)->GetWave( tcIndex, tcVol ); } sample <<= 1; if ( opl3Mode ) { output[0] += sample; output[1] += sample; } else { output[0] += sample; } } template Channel* Channel::BlockTemplate( Chip* chip, Bit32u samples, Bit32s* output ) { switch( mode ) { case sm2AM: case sm3AM: if ( Op(0)->Silent() && Op(1)->Silent() ) { old[0] = old[1] = 0; return (this + 1); } break; case sm2FM: case sm3FM: if ( Op(1)->Silent() ) { old[0] = old[1] = 0; return (this + 1); } break; case sm3FMFM: if ( Op(3)->Silent() ) { old[0] = old[1] = 0; return (this + 2); } break; case sm3AMFM: if ( Op(0)->Silent() && Op(3)->Silent() ) { old[0] = old[1] = 0; return (this + 2); } break; case sm3FMAM: if ( Op(1)->Silent() && Op(3)->Silent() ) { old[0] = old[1] = 0; return (this + 2); } break; case sm3AMAM: if ( Op(0)->Silent() && Op(2)->Silent() && Op(3)->Silent() ) { old[0] = old[1] = 0; return (this + 2); } break; default: break; } //Init the operators with the the current vibrato and tremolo values Op( 0 )->Prepare( chip ); Op( 1 )->Prepare( chip ); if ( mode > sm4Start ) { Op( 2 )->Prepare( chip ); Op( 3 )->Prepare( chip ); } if ( mode > sm6Start ) { Op( 4 )->Prepare( chip ); Op( 5 )->Prepare( chip ); } for ( Bitu i = 0; i < samples; i++ ) { //Early out for percussion handlers if ( mode == sm2Percussion ) { GeneratePercussion( chip, output + i ); continue; //Prevent some unitialized value bitching } else if ( mode == sm3Percussion ) { GeneratePercussion( chip, output + i * 2 ); continue; //Prevent some unitialized value bitching } //Do unsigned shift so we can shift out all bits but still stay in 10 bit range otherwise Bit32s mod = (Bit32u)((old[0] + old[1])) >> feedback; old[0] = old[1]; old[1] = Op(0)->GetSample( mod ); Bit32s sample; Bit32s out0 = old[0]; if ( mode == sm2AM || mode == sm3AM ) { sample = out0 + Op(1)->GetSample( 0 ); } else if ( mode == sm2FM || mode == sm3FM ) { sample = Op(1)->GetSample( out0 ); } else if ( mode == sm3FMFM ) { Bits next = Op(1)->GetSample( out0 ); next = Op(2)->GetSample( next ); sample = Op(3)->GetSample( next ); } else if ( mode == sm3AMFM ) { sample = out0; Bits next = Op(1)->GetSample( 0 ); next = Op(2)->GetSample( next ); sample += Op(3)->GetSample( next ); } else if ( mode == sm3FMAM ) { sample = Op(1)->GetSample( out0 ); Bits next = Op(2)->GetSample( 0 ); sample += Op(3)->GetSample( next ); } else if ( mode == sm3AMAM ) { sample = out0; Bits next = Op(1)->GetSample( 0 ); sample += Op(2)->GetSample( next ); sample += Op(3)->GetSample( 0 ); } switch( mode ) { case sm2AM: case sm2FM: output[ i ] += sample; break; case sm3AM: case sm3FM: case sm3FMFM: case sm3AMFM: case sm3FMAM: case sm3AMAM: output[ i * 2 + 0 ] += sample & maskLeft; output[ i * 2 + 1 ] += sample & maskRight; break; default: break; } } switch( mode ) { case sm2AM: case sm2FM: case sm3AM: case sm3FM: return ( this + 1 ); case sm3FMFM: case sm3AMFM: case sm3FMAM: case sm3AMAM: return( this + 2 ); case sm2Percussion: case sm3Percussion: return( this + 3 ); } return 0; } /* Chip */ void InitTables(); Chip::Chip() { InitTables(); reg08 = 0; reg04 = 0; regBD = 0; reg104 = 0; opl3Active = 0; } INLINE Bit32u Chip::ForwardNoise() { noiseCounter += noiseAdd; Bitu count = noiseCounter >> LFO_SH; noiseCounter &= WAVE_MASK; for ( ; count > 0; --count ) { //Noise calculation from mame noiseValue ^= ( 0x800302 ) & ( 0 - (noiseValue & 1 ) ); noiseValue >>= 1; } return noiseValue; } INLINE Bit32u Chip::ForwardLFO( Bit32u samples ) { //Current vibrato value, runs 4x slower than tremolo vibratoSign = ( VibratoTable[ vibratoIndex >> 2] ) >> 7; vibratoShift = ( VibratoTable[ vibratoIndex >> 2] & 7) + vibratoStrength; tremoloValue = TremoloTable[ tremoloIndex ] >> tremoloStrength; //Check hom many samples there can be done before the value changes Bit32u todo = LFO_MAX - lfoCounter; Bit32u count = (todo + lfoAdd - 1) / lfoAdd; if ( count > samples ) { count = samples; lfoCounter += count * lfoAdd; } else { lfoCounter += count * lfoAdd; lfoCounter &= (LFO_MAX - 1); //Maximum of 7 vibrato value * 4 vibratoIndex = ( vibratoIndex + 1 ) & 31; //Clip tremolo to the the table size if ( tremoloIndex + 1 < TREMOLO_TABLE ) ++tremoloIndex; else tremoloIndex = 0; } return count; } void Chip::WriteBD( Bit8u val ) { Bit8u change = regBD ^ val; if ( !change ) return; regBD = val; //TODO could do this with shift and xor? vibratoStrength = (val & 0x40) ? 0x00 : 0x01; tremoloStrength = (val & 0x80) ? 0x00 : 0x02; if ( val & 0x20 ) { //Drum was just enabled, make sure channel 6 has the right synth if ( change & 0x20 ) { if ( opl3Active ) { chan[6].synthHandler = &Channel::BlockTemplate< sm3Percussion >; } else { chan[6].synthHandler = &Channel::BlockTemplate< sm2Percussion >; } } //Bass Drum if ( val & 0x10 ) { chan[6].op[0].KeyOn( 0x2 ); chan[6].op[1].KeyOn( 0x2 ); } else { chan[6].op[0].KeyOff( 0x2 ); chan[6].op[1].KeyOff( 0x2 ); } //Hi-Hat if ( val & 0x1 ) { chan[7].op[0].KeyOn( 0x2 ); } else { chan[7].op[0].KeyOff( 0x2 ); } //Snare if ( val & 0x8 ) { chan[7].op[1].KeyOn( 0x2 ); } else { chan[7].op[1].KeyOff( 0x2 ); } //Tom-Tom if ( val & 0x4 ) { chan[8].op[0].KeyOn( 0x2 ); } else { chan[8].op[0].KeyOff( 0x2 ); } //Top Cymbal if ( val & 0x2 ) { chan[8].op[1].KeyOn( 0x2 ); } else { chan[8].op[1].KeyOff( 0x2 ); } //Toggle keyoffs when we turn off the percussion } else if ( change & 0x20 ) { //Trigger a reset to setup the original synth handler chan[6].ResetC0( this ); chan[6].op[0].KeyOff( 0x2 ); chan[6].op[1].KeyOff( 0x2 ); chan[7].op[0].KeyOff( 0x2 ); chan[7].op[1].KeyOff( 0x2 ); chan[8].op[0].KeyOff( 0x2 ); chan[8].op[1].KeyOff( 0x2 ); } } #define REGOP( _FUNC_ ) \ index = ( ( reg >> 3) & 0x20 ) | ( reg & 0x1f ); \ if ( OpOffsetTable[ index ] ) { \ Operator* regOp = (Operator*)( ((char *)this ) + OpOffsetTable[ index ] ); \ regOp->_FUNC_( this, val ); \ } #define REGCHAN( _FUNC_ ) \ index = ( ( reg >> 4) & 0x10 ) | ( reg & 0xf ); \ if ( ChanOffsetTable[ index ] ) { \ Channel* regChan = (Channel*)( ((char *)this ) + ChanOffsetTable[ index ] ); \ regChan->_FUNC_( this, val ); \ } void Chip::WriteReg( Bit32u reg, Bit8u val ) { Bitu index; switch ( (reg & 0xf0) >> 4 ) { case 0x00 >> 4: if ( reg == 0x01 ) { waveFormMask = ( val & 0x20 ) ? 0x7 : 0x0; } else if ( reg == 0x104 ) { //Only detect changes in lowest 6 bits if ( !((reg104 ^ val) & 0x3f) ) return; //Always keep the highest bit enabled, for checking > 0x80 reg104 = 0x80 | ( val & 0x3f ); } else if ( reg == 0x105 ) { //MAME says the real opl3 doesn't reset anything on opl3 disable/enable till the next write in another register if ( !((opl3Active ^ val) & 1 ) ) return; opl3Active = ( val & 1 ) ? 0xff : 0; //Update the 0xc0 register for all channels to signal the switch to mono/stereo handlers for ( int i = 0; i < 18;i++ ) { chan[i].ResetC0( this ); } } else if ( reg == 0x08 ) { reg08 = val; } case 0x10 >> 4: break; case 0x20 >> 4: case 0x30 >> 4: REGOP( Write20 ); break; case 0x40 >> 4: case 0x50 >> 4: REGOP( Write40 ); break; case 0x60 >> 4: case 0x70 >> 4: REGOP( Write60 ); break; case 0x80 >> 4: case 0x90 >> 4: REGOP( Write80 ); break; case 0xa0 >> 4: REGCHAN( WriteA0 ); break; case 0xb0 >> 4: if ( reg == 0xbd ) { WriteBD( val ); } else { REGCHAN( WriteB0 ); } break; case 0xc0 >> 4: REGCHAN( WriteC0 ); case 0xd0 >> 4: break; case 0xe0 >> 4: case 0xf0 >> 4: REGOP( WriteE0 ); break; } } Bit32u Chip::WriteAddr( Bit32u port, Bit8u val ) { switch ( port & 3 ) { case 0: return val; case 2: if ( opl3Active || (val == 0x05) ) return 0x100 | val; else return val; } return 0; } void Chip::GenerateBlock2( Bitu total, Bit32s* output ) { while ( total > 0 ) { Bit32u samples = ForwardLFO( total ); memset(output, 0, sizeof(Bit32s) * samples); int count = 0; for( Channel* ch = chan; ch < chan + 9; ) { count++; ch = (ch->*(ch->synthHandler))( this, samples, output ); } total -= samples; output += samples; } } void Chip::GenerateBlock3( Bitu total, Bit32s* output ) { while ( total > 0 ) { Bit32u samples = ForwardLFO( total ); memset(output, 0, sizeof(Bit32s) * samples *2); int count = 0; for( Channel* ch = chan; ch < chan + 18; ) { count++; ch = (ch->*(ch->synthHandler))( this, samples, output ); } total -= samples; output += samples * 2; } } void Chip::Setup( Bit32u rate ) { double original = OPLRATE; // double original = rate; double scale = original / (double)rate; //Noise counter is run at the same precision as general waves noiseAdd = (Bit32u)( 0.5 + scale * ( 1 << LFO_SH ) ); noiseCounter = 0; noiseValue = 1; //Make sure it triggers the noise xor the first time //The low frequency oscillation counter //Every time his overflows vibrato and tremoloindex are increased lfoAdd = (Bit32u)( 0.5 + scale * ( 1 << LFO_SH ) ); lfoCounter = 0; vibratoIndex = 0; tremoloIndex = 0; //With higher octave this gets shifted up //-1 since the freqCreateTable = *2 #ifdef WAVE_PRECISION double freqScale = ( 1 << 7 ) * scale * ( 1 << ( WAVE_SH - 1 - 10)); for ( int i = 0; i < 16; i++ ) { freqMul[i] = (Bit32u)( 0.5 + freqScale * FreqCreateTable[ i ] ); } #else Bit32u freqScale = (Bit32u)( 0.5 + scale * ( 1 << ( WAVE_SH - 1 - 10))); for ( int i = 0; i < 16; i++ ) { freqMul[i] = freqScale * FreqCreateTable[ i ]; } #endif //-3 since the real envelope takes 8 steps to reach the single value we supply for ( Bit8u i = 0; i < 76; i++ ) { Bit8u index, shift; EnvelopeSelect( i, index, shift ); linearRates[i] = (Bit32u)( scale * (EnvelopeIncreaseTable[ index ] << ( RATE_SH + ENV_EXTRA - shift - 3 ))); } //Generate the best matching attack rate for ( Bit8u i = 0; i < 62; i++ ) { Bit8u index, shift; EnvelopeSelect( i, index, shift ); //Original amount of samples the attack would take Bit32s original = (Bit32u)( (AttackSamplesTable[ index ] << shift) / scale); Bit32s guessAdd = (Bit32u)( scale * (EnvelopeIncreaseTable[ index ] << ( RATE_SH - shift - 3 ))); Bit32s bestAdd = guessAdd; Bit32u bestDiff = 1 << 30; for( Bit32u passes = 0; passes < 16; passes ++ ) { Bit32s volume = ENV_MAX; Bit32s samples = 0; Bit32u count = 0; while ( volume > 0 && samples < original * 2 ) { count += guessAdd; Bit32s change = count >> RATE_SH; count &= RATE_MASK; if ( GCC_UNLIKELY(change) ) { // less than 1 % volume += ( ~volume * change ) >> 3; } samples++; } Bit32s diff = original - samples; Bit32u lDiff = labs( diff ); //Init last on first pass if ( lDiff < bestDiff ) { bestDiff = lDiff; bestAdd = guessAdd; if ( !bestDiff ) break; } //Below our target if ( diff < 0 ) { //Better than the last time Bit32s mul = ((original - diff) << 12) / original; guessAdd = ((guessAdd * mul) >> 12); guessAdd++; } else if ( diff > 0 ) { Bit32s mul = ((original - diff) << 12) / original; guessAdd = (guessAdd * mul) >> 12; guessAdd--; } } attackRates[i] = bestAdd; } for ( Bit8u i = 62; i < 76; i++ ) { //This should provide instant volume maximizing attackRates[i] = 8 << RATE_SH; } //Setup the channels with the correct four op flags //Channels are accessed through a table so they appear linear here chan[ 0].fourMask = 0x00 | ( 1 << 0 ); chan[ 1].fourMask = 0x80 | ( 1 << 0 ); chan[ 2].fourMask = 0x00 | ( 1 << 1 ); chan[ 3].fourMask = 0x80 | ( 1 << 1 ); chan[ 4].fourMask = 0x00 | ( 1 << 2 ); chan[ 5].fourMask = 0x80 | ( 1 << 2 ); chan[ 9].fourMask = 0x00 | ( 1 << 3 ); chan[10].fourMask = 0x80 | ( 1 << 3 ); chan[11].fourMask = 0x00 | ( 1 << 4 ); chan[12].fourMask = 0x80 | ( 1 << 4 ); chan[13].fourMask = 0x00 | ( 1 << 5 ); chan[14].fourMask = 0x80 | ( 1 << 5 ); //mark the percussion channels chan[ 6].fourMask = 0x40; chan[ 7].fourMask = 0x40; chan[ 8].fourMask = 0x40; //Clear Everything in opl3 mode WriteReg( 0x105, 0x1 ); for ( int i = 0; i < 512; i++ ) { if ( i == 0x105 ) continue; WriteReg( i, 0xff ); WriteReg( i, 0x0 ); } WriteReg( 0x105, 0x0 ); //Clear everything in opl2 mode for ( int i = 0; i < 255; i++ ) { WriteReg( i, 0xff ); WriteReg( i, 0x0 ); } } static bool doneTables = false; void InitTables( void ) { if ( doneTables ) return; doneTables = true; #if ( DBOPL_WAVE == WAVE_HANDLER ) || ( DBOPL_WAVE == WAVE_TABLELOG ) //Exponential volume table, same as the real adlib for ( int i = 0; i < 256; i++ ) { //Save them in reverse ExpTable[i] = (int)( 0.5 + ( pow(2.0, ( 255 - i) * ( 1.0 /256 ) )-1) * 1024 ); ExpTable[i] += 1024; //or remove the -1 oh well :) //Preshift to the left once so the final volume can shift to the right ExpTable[i] *= 2; } #endif #if ( DBOPL_WAVE == WAVE_HANDLER ) //Add 0.5 for the trunc rounding of the integer cast //Do a PI sinetable instead of the original 0.5 PI for ( int i = 0; i < 512; i++ ) { SinTable[i] = (Bit16s)( 0.5 - log10( sin( (i + 0.5) * (PI / 512.0) ) ) / log10(2.0)*256 ); } #endif #if ( DBOPL_WAVE == WAVE_TABLEMUL ) //Multiplication based tables for ( int i = 0; i < 384; i++ ) { int s = i * 8; //TODO maybe keep some of the precision errors of the original table? double val = ( 0.5 + ( pow(2.0, -1.0 + ( 255 - s) * ( 1.0 /256 ) )) * ( 1 << MUL_SH )); MulTable[i] = (Bit16u)(val); } //Sine Wave Base for ( int i = 0; i < 512; i++ ) { WaveTable[ 0x0200 + i ] = (Bit16s)(sin( (i + 0.5) * (PI / 512.0) ) * 4084); WaveTable[ 0x0000 + i ] = -WaveTable[ 0x200 + i ]; } //Exponential wave for ( int i = 0; i < 256; i++ ) { WaveTable[ 0x700 + i ] = (Bit16s)( 0.5 + ( pow(2.0, -1.0 + ( 255 - i * 8) * ( 1.0 /256 ) ) ) * 4085 ); WaveTable[ 0x6ff - i ] = -WaveTable[ 0x700 + i ]; } #endif #if ( DBOPL_WAVE == WAVE_TABLELOG ) //Sine Wave Base for ( int i = 0; i < 512; i++ ) { WaveTable[ 0x0200 + i ] = (Bit16s)( 0.5 - log10( sin( (i + 0.5) * (PI / 512.0) ) ) / log10(2.0)*256 ); WaveTable[ 0x0000 + i ] = ((Bit16s)0x8000) | WaveTable[ 0x200 + i]; } //Exponential wave for ( int i = 0; i < 256; i++ ) { WaveTable[ 0x700 + i ] = i * 8; WaveTable[ 0x6ff - i ] = ((Bit16s)0x8000) | i * 8; } #endif // | |//\\|____|WAV7|//__|/\ |____|/\/\| // |\\//| | |WAV7| | \/| | | // |06 |0126|27 |7 |3 |4 |4 5 |5 | #if (( DBOPL_WAVE == WAVE_TABLELOG ) || ( DBOPL_WAVE == WAVE_TABLEMUL )) for ( int i = 0; i < 256; i++ ) { //Fill silence gaps WaveTable[ 0x400 + i ] = WaveTable[0]; WaveTable[ 0x500 + i ] = WaveTable[0]; WaveTable[ 0x900 + i ] = WaveTable[0]; WaveTable[ 0xc00 + i ] = WaveTable[0]; WaveTable[ 0xd00 + i ] = WaveTable[0]; //Replicate sines in other pieces WaveTable[ 0x800 + i ] = WaveTable[ 0x200 + i ]; //double speed sines WaveTable[ 0xa00 + i ] = WaveTable[ 0x200 + i * 2 ]; WaveTable[ 0xb00 + i ] = WaveTable[ 0x000 + i * 2 ]; WaveTable[ 0xe00 + i ] = WaveTable[ 0x200 + i * 2 ]; WaveTable[ 0xf00 + i ] = WaveTable[ 0x200 + i * 2 ]; } #endif //Create the ksl table for ( int oct = 0; oct < 8; oct++ ) { int base = oct * 8; for ( int i = 0; i < 16; i++ ) { int val = base - KslCreateTable[i]; if ( val < 0 ) val = 0; //*4 for the final range to match attenuation range KslTable[ oct * 16 + i ] = val * 4; } } //Create the Tremolo table, just increase and decrease a triangle wave for ( Bit8u i = 0; i < TREMOLO_TABLE / 2; i++ ) { Bit8u val = i << ENV_EXTRA; TremoloTable[i] = val; TremoloTable[TREMOLO_TABLE - 1 - i] = val; } //Create a table with offsets of the channels from the start of the chip DBOPL::Chip* chip = 0; for ( Bitu i = 0; i < 32; i++ ) { Bitu index = i & 0xf; if ( index >= 9 ) { ChanOffsetTable[i] = 0; continue; } //Make sure the four op channels follow eachother if ( index < 6 ) { index = (index % 3) * 2 + ( index / 3 ); } //Add back the bits for highest ones if ( i >= 16 ) index += 9; uintptr_t blah = reinterpret_cast( &(chip->chan[ index ]) ); ChanOffsetTable[i] = (Bit16u) blah; } //Same for operators for ( Bitu i = 0; i < 64; i++ ) { if ( i % 8 >= 6 || ( (i / 8) % 4 == 3 ) ) { OpOffsetTable[i] = 0; continue; } Bitu chNum = (i / 8) * 3 + (i % 8) % 3; //Make sure we use 16 and up for the 2nd range to match the chanoffset gap if ( chNum >= 12 ) chNum += 16 - 12; Bitu opNum = ( i % 8 ) / 3; DBOPL::Channel* chan = 0; uintptr_t blah = reinterpret_cast( &(chan->op[opNum]) ); OpOffsetTable[i] = (Bit16u) (ChanOffsetTable[ chNum ] + blah); } #if 0 //Stupid checks if table's are correct for ( Bitu i = 0; i < 18; i++ ) { Bit32u find = (Bit16u)( &(chip->chan[ i ]) ); for ( Bitu c = 0; c < 32; c++ ) { if ( ChanOffsetTable[c] == find ) { find = 0; break; } } if ( find ) { find = find; } } for ( Bitu i = 0; i < 36; i++ ) { Bit32u find = (Bit16u)( &(chip->chan[ i / 2 ].op[i % 2]) ); for ( Bitu c = 0; c < 64; c++ ) { if ( OpOffsetTable[c] == find ) { find = 0; break; } } if ( find ) { find = find; } } #endif } /*Bit32u Handler::WriteAddr( Bit32u port, Bit8u val ) { return chip.WriteAddr( port, val ); } void Handler::WriteReg( Bit32u addr, Bit8u val ) { chip.WriteReg( addr, val ); } void Handler::Generate( MixerChannel* chan, Bitu samples ) { Bit32s buffer[ 512 * 2 ]; if ( GCC_UNLIKELY(samples > 512) ) samples = 512; if ( !chip.opl3Active ) { chip.GenerateBlock2( samples, buffer ); chan->AddSamples_m32( samples, buffer ); } else { chip.GenerateBlock3( samples, buffer ); chan->AddSamples_s32( samples, buffer ); } } void Handler::Init( Bitu rate ) { InitTables(); chip.Setup( rate ); }*/ #if defined(_MSC_VER) __pragma(pack(pop)) #endif }; //Namespace DBOPL wolf4sdl-20230117/dosbox/dbopl.h000066400000000000000000000170041436144612700162720ustar00rootroot00000000000000/* * Copyright (C) 2002-2010 The DOSBox Team * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #if !defined(_WIN32) # include #endif #include //typedef uintptr_t Bitu; //typedef intptr_t Bits; typedef uint32_t Bitu; typedef int32_t Bits; typedef uint32_t Bit32u; typedef int32_t Bit32s; typedef uint16_t Bit16u; typedef int16_t Bit16s; typedef uint8_t Bit8u; typedef int8_t Bit8s; //#include "adlib.h" //#include "dosbox.h" //Use 8 handlers based on a small logatirmic wavetabe and an exponential table for volume #define WAVE_HANDLER 10 //Use a logarithmic wavetable with an exponential table for volume #define WAVE_TABLELOG 11 //Use a linear wavetable with a multiply table for volume #define WAVE_TABLEMUL 12 //Select the type of wave generator routine #define DBOPL_WAVE WAVE_TABLEMUL namespace DBOPL { struct Chip; struct Operator; struct Channel; #if (DBOPL_WAVE == WAVE_HANDLER) typedef Bits ( DB_FASTCALL *WaveHandler) ( Bitu i, Bitu volume ); #endif typedef Bits ( DBOPL::Operator::*VolumeHandler) ( ); typedef Channel* ( DBOPL::Channel::*SynthHandler) ( Chip* chip, Bit32u samples, Bit32s* output ); //Different synth modes that can generate blocks of data typedef enum { sm2AM, sm2FM, sm3AM, sm3FM, sm4Start, sm3FMFM, sm3AMFM, sm3FMAM, sm3AMAM, sm6Start, sm2Percussion, sm3Percussion, } SynthMode; //Shifts for the values contained in chandata variable enum { SHIFT_KSLBASE = 16, SHIFT_KEYCODE = 24, }; #if defined(__GNUC__) # if defined(_WIN32) && !defined(__clang__) # define PACKEDSUFFIX __attribute__((packed,gcc_struct)) # else # define PACKEDSUFFIX __attribute__((packed)) # endif #else # define PACKEDSUFFIX #endif struct Operator { public: //Masks for operator 20 values enum { MASK_KSR = 0x10, MASK_SUSTAIN = 0x20, MASK_VIBRATO = 0x40, MASK_TREMOLO = 0x80, }; typedef enum { OFF, RELEASE, SUSTAIN, DECAY, ATTACK, } State; VolumeHandler volHandler; #if (DBOPL_WAVE == WAVE_HANDLER) WaveHandler waveHandler; //Routine that generate a wave #else Bit16s* waveBase; Bit32u waveMask; Bit32u waveStart; #endif Bit32u waveIndex; //WAVE_BITS shifted counter of the frequency index Bit32u waveAdd; //The base frequency without vibrato Bit32u waveCurrent; //waveAdd + vibratao Bit32u chanData; //Frequency/octave and derived data coming from whatever channel controls this Bit32u freqMul; //Scale channel frequency with this, TODO maybe remove? Bit32u vibrato; //Scaled up vibrato strength Bit32s sustainLevel; //When stopping at sustain level stop here Bit32s totalLevel; //totalLevel is added to every generated volume Bit32u currentLevel; //totalLevel + tremolo Bit32s volume; //The currently active volume Bit32u attackAdd; //Timers for the different states of the envelope Bit32u decayAdd; Bit32u releaseAdd; Bit32u rateIndex; //Current position of the evenlope Bit8u rateZero; //Bits for the different states of the envelope having no changes Bit8u keyOn; //Bitmask of different values that can generate keyon //Registers, also used to check for changes Bit8u reg20, reg40, reg60, reg80, regE0; //Active part of the envelope we're in Bit8u state; //0xff when tremolo is enabled Bit8u tremoloMask; //Strength of the vibrato Bit8u vibStrength; //Keep track of the calculated KSR so we can check for changes Bit8u ksr; private: void SetState( Bit8u s ); void UpdateAttack( const Chip* chip ); void UpdateRelease( const Chip* chip ); void UpdateDecay( const Chip* chip ); public: void UpdateAttenuation(); void UpdateRates( const Chip* chip ); void UpdateFrequency( ); void Write20( const Chip* chip, Bit8u val ); void Write40( const Chip* chip, Bit8u val ); void Write60( const Chip* chip, Bit8u val ); void Write80( const Chip* chip, Bit8u val ); void WriteE0( const Chip* chip, Bit8u val ); bool Silent() const; void Prepare( const Chip* chip ); void KeyOn( Bit8u mask); void KeyOff( Bit8u mask); template< State state> Bits TemplateVolume( ); Bit32s RateForward( Bit32u add ); Bitu ForwardWave(); Bitu ForwardVolume(); Bits GetSample( Bits modulation ); Bits GetWave( Bitu index, Bitu vol ); public: Operator(); } PACKEDSUFFIX; struct Channel { Operator op[2]; inline Operator* Op( Bitu index ) { return &( ( this + (index >> 1) )->op[ index & 1 ]); } SynthHandler synthHandler; Bit32u chanData; //Frequency/octave and derived values Bit32s old[2]; //Old data for feedback Bit8u feedback; //Feedback shift Bit8u regB0; //Register values to check for changes Bit8u regC0; //This should correspond with reg104, bit 6 indicates a Percussion channel, bit 7 indicates a silent channel Bit8u fourMask; Bit8s maskLeft; //Sign extended values for both channel's panning Bit8s maskRight; //Forward the channel data to the operators of the channel void SetChanData( const Chip* chip, Bit32u data ); //Change in the chandata, check for new values and if we have to forward to operators void UpdateFrequency( const Chip* chip, Bit8u fourOp ); void WriteA0( const Chip* chip, Bit8u val ); void WriteB0( const Chip* chip, Bit8u val ); void WriteC0( const Chip* chip, Bit8u val ); void ResetC0( const Chip* chip ); //call this for the first channel template< bool opl3Mode > void GeneratePercussion( Chip* chip, Bit32s* output ); //Generate blocks of data in specific modes template Channel* BlockTemplate( Chip* chip, Bit32u samples, Bit32s* output ); Channel(); } PACKEDSUFFIX; struct Chip { //This is used as the base counter for vibrato and tremolo Bit32u lfoCounter; Bit32u lfoAdd; Bit32u noiseCounter; Bit32u noiseAdd; Bit32u noiseValue; //Frequency scales for the different multiplications Bit32u freqMul[16]; //Rates for decay and release for rate of this chip Bit32u linearRates[76]; //Best match attack rates for the rate of this chip Bit32u attackRates[76]; //18 channels with 2 operators each Channel chan[18]; Bit8u reg104; Bit8u reg08; Bit8u reg04; Bit8u regBD; Bit8u vibratoIndex; Bit8u tremoloIndex; Bit8s vibratoSign; Bit8u vibratoShift; Bit8u tremoloValue; Bit8u vibratoStrength; Bit8u tremoloStrength; //Mask for allowed wave forms Bit8u waveFormMask; //0 or -1 when enabled Bit8s opl3Active; //Return the maximum amount of samples before and LFO change Bit32u ForwardLFO( Bit32u samples ); Bit32u ForwardNoise(); void WriteBD( Bit8u val ); void WriteReg(Bit32u reg, Bit8u val ); Bit32u WriteAddr( Bit32u port, Bit8u val ); void GenerateBlock2( Bitu samples, Bit32s* output ); void GenerateBlock3( Bitu samples, Bit32s* output ); void Generate( Bit32u samples ); void Setup( Bit32u r ); Chip(); } PACKEDSUFFIX; /*struct Handler : public Adlib::Handler { DBOPL::Chip chip; virtual Bit32u WriteAddr( Bit32u port, Bit8u val ); virtual void WriteReg( Bit32u addr, Bit8u val ); virtual void Generate( MixerChannel* chan, Bitu samples ); virtual void Init( Bitu rate ); };*/ }; //Namespace wolf4sdl-20230117/f_spear.h000066400000000000000000000054041436144612700153140ustar00rootroot00000000000000#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:" wolf4sdl-20230117/foreign.h000066400000000000000000000114001436144612700153170ustar00rootroot00000000000000#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 wolf4sdl-20230117/gfxv_apo.h000066400000000000000000000174601436144612700155130ustar00rootroot00000000000000////////////////////////////////////// // // 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! // wolf4sdl-20230117/gfxv_sod.h000066400000000000000000000241411436144612700155130ustar00rootroot00000000000000////////////////////////////////////// // // 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! // wolf4sdl-20230117/gfxv_wl6.h000066400000000000000000000176071436144612700154470ustar00rootroot00000000000000////////////////////////////////////// // // 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! // wolf4sdl-20230117/id_ca.cpp000066400000000000000000000613131436144612700152700ustar00rootroot00000000000000// 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 #if defined _WIN32 #include #else #include #include #endif #include "wl_def.h" #define THREEBYTEGRSTARTS /* ============================================================================= LOCAL CONSTANTS ============================================================================= */ typedef PACKED_STRUCT( { word bit0,bit1; // 0-255 is a character, > is a pointer to a node }) huffnode; typedef PACKED_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 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); if (read(grhandle,&chunkexplen,sizeof(chunkexplen)) < 0) { return; } 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 && source3 || 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 (sourceRLEWtag; // // 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,"maptemp."); strcat(fname,extension); maphandle = open(fname, O_RDONLY | O_BINARY); if (maphandle == -1) CA_CannotOpen(fname); #endif // // load all map header // for (i=0;iheaderoffsets[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); if (read (maphandle,(memptr)mapheaderseg[i],sizeof(maptype)) < 0) { free(tinf); return; } } free(tinf); // // allocate space for 3 64*64 planes // for (i=0;icommon.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++; if (read(audiohandle, sound->data, size - ORIG_ADLIBSOUND_SIZE + 1) < 0) // + 1 because of byte data[1] { free(audiosegs[chunk]); audiosegs[chunk] = NULL; return; } audiosegs[chunk]=(byte *) sound; } //=========================================================================== /* ====================== = = CA_LoadAllSounds = = Purges all sounds, then loads all new ones (mode switch) = ====================== */ void CA_LoadAllSounds (void) { unsigned start = STARTPCSOUNDS,i; switch (oldsoundmode) { case sdm_Off: goto cachein; case sdm_PC: start = STARTPCSOUNDS; break; case sdm_AdLib: start = STARTADLIBSOUNDS; break; } for (i=0;i= STARTTILE8 && chunk < STARTEXTERNS) { // // expanded sizes of tile8/16/32 are implicit // #define BLOCK 64 #define MASKBLOCK 128 if (chunkBUFFERSIZE) 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); if (read(grhandle,bigbufferseg,compressed) < 0) { free(bigbufferseg); return; } 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 = NULL; 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; planeplanestart[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; } if (read(maphandle,source,compressed) < 0) { if (bigbufferseg) { free(bigbufferseg); } return; } #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); } wolf4sdl-20230117/id_ca.h000066400000000000000000000030671436144612700147370ustar00rootroot00000000000000#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 PACKED_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 wolf4sdl-20230117/id_in.cpp000066400000000000000000000534141436144612700153160ustar00rootroot00000000000000// // 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 grabmouse = true; // There's no SDLK_LAST anymore. If your program had a lookup table of // SDLK_LAST elements, to map between SDL keys and whatever your // application wanted internally, that's no longer feasible. Use a hash // table instead. A std::map will do. // // Global variables std::unordered_map Keyboard; volatile boolean Paused; volatile char LastASCII; 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; /* ============================================================================= 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 boolean screenvisible; static boolean window_focused; static int window_w, window_h; static boolean MouseShouldBeGrabbed(void) { // if the window doesnt have focus, never grab it if (!window_focused) return false; // always grab the mouse when full screen (dont want to // see the mouse pointer) if (fullscreen) return true; // if we specify not to grab the mouse, never grab if (!grabmouse) return false; // when menu is active or game is paused, release the mouse if (Paused || menuactive) return false; // only grab mouse when playing levels (but not demos) return ingame && !demoplayback; } static void SetShowCursor(boolean show) { // When the cursor is hidden, grab the input. // Relative mode implicitly hides the cursor. SDL_SetRelativeMouseMode(show ? SDL_FALSE : SDL_TRUE); SDL_GetRelativeMouseState(NULL, NULL); } void IN_UpdateGrab(void) { static boolean currently_grabbed = false; boolean grab; grab = MouseShouldBeGrabbed(); if (grab && !currently_grabbed) { SetShowCursor(false); } if (!grab && currently_grabbed) { int screen_w, screen_h; SetShowCursor(true); // When releasing the mouse from grab, warp the mouse cursor to // the bottom-right of the screen. This is a minimally distracting // place for it to appear - we may only have released the grab // because we're at an end of level intermission screen, for // example. SDL_GetWindowSize(window, &screen_w, &screen_h); SDL_WarpMouseInWindow(window, screen_w - 16, screen_h - 16); SDL_GetRelativeMouseState(NULL, NULL); } currently_grabbed = grab; } static unsigned int mouse_button_state = 0; static void UpdateMouseButtonState(unsigned int button, boolean on) { // Note: button "0" is left, button "1" is right, // button "2" is middle for Doom. This is different // to how SDL sees things. switch (button) { case SDL_BUTTON_LEFT: button = 0; break; case SDL_BUTTON_RIGHT: button = 1; break; case SDL_BUTTON_MIDDLE: button = 2; break; default: return; } // Turn bit representing this button on or off. if (on) { mouse_button_state |= (1 << button); } else { mouse_button_state &= ~(1 << button); } } static void I_HandleMouseEvent(SDL_Event *sdlevent) { switch (sdlevent->type) { case SDL_MOUSEBUTTONDOWN: UpdateMouseButtonState(sdlevent->button.button, true); break; case SDL_MOUSEBUTTONUP: UpdateMouseButtonState(sdlevent->button.button, false); break; default: break; } } static int INL_GetMouseButtons(void) { return mouse_button_state; } /////////////////////////////////////////////////////////////////////////// // // 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(); int x = SDL_JoystickGetAxis(Joystick, 0) >> 8; int y = SDL_JoystickGetAxis(Joystick, 1) >> 8; 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 HandleWindowEvent(SDL_WindowEvent *event) { switch (event->event) { case SDL_WINDOWEVENT_RESIZED: if (!fullscreen) { SDL_GetWindowSize(window, &window_w, &window_h); } break; // Don't render the screen when the window is minimized: case SDL_WINDOWEVENT_MINIMIZED: screenvisible = false; break; case SDL_WINDOWEVENT_MAXIMIZED: case SDL_WINDOWEVENT_RESTORED: screenvisible = true; break; // Update the value of window_focused when we get a focus event // // We try to make ourselves be well-behaved: the grab on the mouse // is removed if we lose focus (such as a popup window appearing), // and we dont move the mouse around if we aren't focused either. case SDL_WINDOWEVENT_FOCUS_GAINED: window_focused = true; break; case SDL_WINDOWEVENT_FOCUS_LOST: window_focused = false; break; default: break; } IN_UpdateGrab(); } static boolean ToggleFullScreenKeyShortcut(SDL_Keysym *sym) { Uint16 flags = (KMOD_LALT | KMOD_RALT); #if defined(__MACOSX__) flags |= (KMOD_LGUI | KMOD_RGUI); #endif return (sym->scancode == SDL_SCANCODE_RETURN || sym->scancode == SDL_SCANCODE_KP_ENTER) && (sym->mod & flags) != 0; } static void I_ToggleFullScreen(void) { unsigned int flags = 0; fullscreen = !fullscreen; if (fullscreen) { SDL_GetWindowSize(window, &window_w, &window_h); flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; } SDL_SetWindowFullscreen(window, flags); if (!fullscreen) { if (!window_w || !window_h) { window_w = screenWidth; window_h = screenHeight; } SDL_SetWindowSize(window, window_w, window_h); } } // [FG] map mouse wheel to key presses static unsigned int mwheelsym = 0; static inline void mwheelkey (int type) { SDL_Event event; event.type = type; event.key.keysym.sym = mwheelsym; SDL_PushEvent(&event); mwheelsym = 0; } static void processEvent(SDL_Event *event) { switch (event->type) { // exit if the window is closed case SDL_QUIT: Quit(NULL); // [FG] map mouse wheel to key presses case SDL_MOUSEWHEEL: { if (MousePresent && window_focused) { if (event->wheel.y > 0) { mwheelsym = KEYD_MWHEELUP; } else { mwheelsym = KEYD_MWHEELDOWN; } // [FG] fake key press event event->key.keysym.sym = mwheelsym; } } // [FG] fall through // check for keypresses case SDL_KEYDOWN: { if (ToggleFullScreenKeyShortcut(&event->key.keysym)) { I_ToggleFullScreen(); return; } LastScan = event->key.keysym.sym; SDL_Keymod 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_KP_2: LastScan = SDLK_DOWN; break; case SDLK_KP_4: LastScan = SDLK_LEFT; break; case SDLK_KP_6: LastScan = SDLK_RIGHT; break; case SDLK_KP_8: LastScan = SDLK_UP; break; } } } unsigned 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]; } 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_KP_2: key = SDLK_DOWN; break; case SDLK_KP_4: key = SDLK_LEFT; break; case SDLK_KP_6: key = SDLK_RIGHT; break; case SDLK_KP_8: key = SDLK_UP; break; } } } Keyboard[key] = 0; break; } case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: if (MousePresent && window_focused) { I_HandleMouseEvent(event); } break; case SDL_WINDOWEVENT: if (event->window.windowID == SDL_GetWindowID(window)) { HandleWindowEvent(&event->window); } break; } } void IN_WaitAndProcessEvents() { SDL_Event event; if(!SDL_WaitEvent(&event)) return; do { processEvent(&event); } while(SDL_PollEvent(&event)); // [FG] fake key release event if (mwheelsym) mwheelkey(SDL_KEYUP); } void IN_ProcessEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { processEvent(&event); } // [FG] fake key release event if (mwheelsym) mwheelkey(SDL_KEYUP); } /////////////////////////////////////////////////////////////////////////// // // 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_JoystickEventState(SDL_ENABLE); } IN_UpdateGrab(); // I didn't find a way to ask libSDL whether a mouse is present, yet... MousePresent = true; 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; Keyboard.clear(); } /////////////////////////////////////////////////////////////////////////// // // 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; } wolf4sdl-20230117/id_in.h000066400000000000000000000112601436144612700147540ustar00rootroot00000000000000// // 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 // [FG] map mouse wheel to key presses const int KEYD_MWHEELUP = (0x80 + 0x6b), KEYD_MWHEELDOWN = (0x80 + 0x6c); 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 std::unordered_map Keyboard; extern boolean MousePresent; extern volatile boolean Paused; extern volatile char LastASCII; extern ScanCode LastScan; extern int JoyNumButtons; extern boolean grabmouse; // 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); void IN_UpdateGrab(void); #endif wolf4sdl-20230117/id_pm.cpp000066400000000000000000000100031436144612700153070ustar00rootroot00000000000000#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; if (!fread(&ChunksInFile, sizeof(word), 1, file)) { fclose(file); return; } PMSpriteStart = 0; if (!fread(&PMSpriteStart, sizeof(word), 1, file)) { fclose(file); return; } PMSoundStart = 0; if (!fread(&PMSoundStart, sizeof(word), 1, file)) { fclose(file); return; } uint32_t* pageOffsets = (uint32_t *) malloc((ChunksInFile + 1) * sizeof(int32_t)); CHECKMALLOCRESULT(pageOffsets); if (!fread(pageOffsets, sizeof(uint32_t), ChunksInFile, file)) { free(pageOffsets); fclose(file); return; } word *pageLengths = (word *) malloc(ChunksInFile * sizeof(word)); CHECKMALLOCRESULT(pageLengths); if (!fread(pageLengths, sizeof(word), ChunksInFile, file)) { free(pageLengths); free(pageOffsets); fclose(file); return; } fseek(file, 0, SEEK_END); long fileSize = ftell(file); size_t 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); if (!fread(ptr, 1, size, file)) { free(pageLengths); free(pageOffsets); fclose(file); return; } ptr += size; } // last page points after page buffer PMPages[ChunksInFile] = ptr; free(pageLengths); free(pageOffsets); fclose(file); } void PM_Shutdown() { free(PMPages); free(PMPageData); } wolf4sdl-20230117/id_pm.h000066400000000000000000000023521436144612700147640ustar00rootroot00000000000000#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 wolf4sdl-20230117/id_sd.cpp000066400000000000000000001014641436144612700153150ustar00rootroot00000000000000// // 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? // #include "wl_def.h" #include #include "dosbox/dbopl.h" #define ORIGSAMPLERATE 7042 static Uint16 mix_format; static int mix_channels; typedef struct { uint32_t startpage; uint32_t length; } digiinfo; static Mix_Chunk SoundChunks[STARTMUSIC - STARTDIGISOUNDS] = {0}; // [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes SDL_mutex *audioMutex; globalsoundpos channelSoundPos[MIX_CHANNELS]; // 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; DBOPL::Chip oplChip; static inline bool YM3812Init(int numChips, int clock, int rate) { oplChip.Setup(rate); return false; } static inline void YM3812Write(DBOPL::Chip &which, Bit32u reg, Bit8u val) { which.WriteReg(reg, val); } static inline void YM3812UpdateOne(DBOPL::Chip &which, int16_t *stream, int length) { Bit32s buffer[512 * 2]; int i; // length is at maximum samplesPerMusicTick = param_samplerate / 700 // so 512 is sufficient for a sample rate of 358.4 kHz (default 44.1 kHz) if(length > 512) length = 512; if(which.opl3Active) { which.GenerateBlock3(length, buffer); // GenerateBlock3 generates a number of "length" 32-bit stereo samples // so we only need to convert them to 16-bit samples for(i = 0; i < length * 2; i++) // * 2 for left/right channel { // Multiply by 4 to match loudness of MAME emulator. Bit32s sample = buffer[i] << 2; if(sample > 32767) sample = 32767; else if(sample < -32768) sample = -32768; stream[i] = sample; } } else { which.GenerateBlock2(length, buffer); // GenerateBlock3 generates a number of "length" 32-bit mono samples // so we need to convert them to 32-bit stereo samples for(i = 0; i < length; i++) { // Multiply by 4 to match loudness of MAME emulator. // Then upconvert to stereo. Bit32s sample = buffer[i] << 2; if(sample > 32767) sample = 32767; else if(sample < -32768) sample = -32768; stream[i * 2] = stream[i * 2 + 1] = (int16_t) sample; } } } static void SDL_SoundFinished(void) { SoundNumber = (soundnames)0; SoundPriority = 0; } /////////////////////////////////////////////////////////////////////////// // // SDL_PCPlaySound() - Plays the specified sound on the PC speaker // /////////////////////////////////////////////////////////////////////////// static void SDL_PCPlaySound(PCSound *sound) { /* // _asm pushfd _asm cli */ pcLastSample = -1; pcLengthLeft = sound->common.length; pcSound = sound->data; /* // _asm popfd _asm sti */ } /////////////////////////////////////////////////////////////////////////// // // SDL_PCStopSound() - Stops the current sound playing on the PC Speaker // /////////////////////////////////////////////////////////////////////////// static void SDL_PCStopSound(void) { /* // _asm pushfd _asm cli */ pcSound = 0; /* _asm in al,0x61 // Turn the speaker off _asm and al,0xfd // ~2 _asm out 0x61,al // _asm popfd _asm sti */ } /////////////////////////////////////////////////////////////////////////// // // SDL_ShutPC() - Turns off the pc speaker // /////////////////////////////////////////////////////////////////////////// static void SDL_ShutPC(void) { /* // _asm pushfd _asm cli */ pcSound = 0; /* _asm in al,0x61 // Turn the speaker & gate off _asm and al,0xfc // ~3 _asm out 0x61,al // _asm popfd _asm sti */ } // Adapted from Chocolate Doom (chocolate-doom/pcsound/pcsound_sdl.c) #define SQUARE_WAVE_AMP 0x2000 static void SDL_PCMixCallback(void *udata, Uint8 *stream, int len) { static int current_remaining = 0; static int current_freq = 0; static int phase_offset = 0; void *streamp = stream; Sint16 *leftptr; Sint16 *rightptr; Sint16 this_value; int oldfreq; int i; int nsamples; // Number of samples is quadrupled, because of 16-bit and stereo nsamples = len / 4; leftptr = (Sint16 *) streamp; rightptr = ((Sint16 *) streamp) + 1; // Fill the output buffer for (i=0; i 15) || (rightpos < 0) || (rightpos > 15) || ((leftpos == 15) && (rightpos == 15))) Quit("SD_SetPosition: Illegal position"); switch (DigiMode) { case sds_SoundBlaster: // SDL_PositionSBP(leftpos,rightpos); Mix_SetPanning(channel, ((15 - leftpos) << 4) + 15, ((15 - rightpos) << 4) + 15); break; default: break; } } void SD_PrepareSound(int which) { SDL_AudioCVT cvt; if(DigiList == NULL) Quit("SD_PrepareSound(%i): DigiList not initialized!\n", which); int page = DigiList[which].startpage; int size = DigiList[which].length; byte *origsamples = PM_GetSound(page); if(origsamples + size >= PM_GetEnd()) Quit("SD_PrepareSound(%i): Sound reaches out of page file!\n", which); if (SDL_BuildAudioCVT(&cvt, AUDIO_U8, 1, ORIGSAMPLERATE, mix_format, mix_channels, param_samplerate) < 0) { Quit("SDL_BuildAudioCVT: %s\n", SDL_GetError()); } cvt.len = size; cvt.buf = (Uint8 *)malloc(cvt.len * cvt.len_mult); // [FG] clear buffer (cvt.len * cvt.len_mult >= cvt.len_cvt) memset(cvt.buf, 0, cvt.len * cvt.len_mult); memcpy(cvt.buf, origsamples, cvt.len); if (SDL_ConvertAudio(&cvt) < 0) { free(cvt.buf); Quit("SDL_ConvertAudio: %s\n", SDL_GetError()); } Mix_Chunk *const chunk = &SoundChunks[which]; chunk->allocated = 1; chunk->volume = MIX_MAX_VOLUME; chunk->abuf = cvt.buf; chunk->alen = cvt.len_cvt; } int SD_PlayDigitized(word which,int leftpos,int rightpos) { if (!DigiMode) return 0; if (which >= NumDigi) Quit("SD_PlayDigitized: bad sound number %i", which); int channel = SD_GetChannelForDigi(which); SD_SetPosition(channel, leftpos,rightpos); DigiPlaying = true; Mix_Chunk *sample = &SoundChunks[which]; if (sample->abuf == NULL) { printf("SoundChunks[%i] is NULL!\n", which); return 0; } if(Mix_PlayChannel(channel, sample, 0) == -1) { printf("Unable to play sound: %s\n", Mix_GetError()); return 0; } return channel; } void SD_ChannelFinished(int channel) { channelSoundPos[channel].valid = 0; } void SD_SetDigiDevice(SDSMode mode) { boolean devicenotpresent; if (mode == DigiMode) return; SD_StopDigitized(); devicenotpresent = false; switch (mode) { case sds_SoundBlaster: if (!SoundBlasterPresent) devicenotpresent = true; break; default: break; } if (!devicenotpresent) { DigiMode = mode; #ifdef NOTYET SDL_SetTimerSpeed(); #endif } } void SDL_SetupDigi(void) { // Correct padding enforced by PM_Startup() word *soundInfoPage = (word *) (void *) PM_GetPage(ChunksInFile-1); NumDigi = (word) PM_GetPageSize(ChunksInFile - 1) / 4; DigiList = (digiinfo *) malloc(NumDigi * sizeof(digiinfo)); int i; for(i = 0; i < NumDigi; i++) { // Calculate the size of the digi from the sizes of the pages between // the start page and the start page of the next sound DigiList[i].startpage = soundInfoPage[i * 2]; if((int) DigiList[i].startpage >= ChunksInFile - 1) { NumDigi = i; break; } int lastPage; if(i < NumDigi - 1) { lastPage = soundInfoPage[i * 2 + 2]; if(lastPage == 0 || lastPage + PMSoundStart > ChunksInFile - 1) lastPage = ChunksInFile - 1; else lastPage += PMSoundStart; } else lastPage = ChunksInFile - 1; int size = 0; for(int page = PMSoundStart + DigiList[i].startpage; page < lastPage; page++) size += PM_GetPageSize(page); // Don't include padding of sound info page, if padding was added if(lastPage == ChunksInFile - 1 && PMSoundInfoPagePadded) size--; // Patch lower 16-bit of size with size from sound info page. // The original VSWAP contains padding which is included in the page size, // but not included in the 16-bit size. So we use the more precise value. if((size & 0xffff0000) != 0 && (size & 0xffff) < soundInfoPage[i * 2 + 1]) size -= 0x10000; size = (size & 0xffff0000) | soundInfoPage[i * 2 + 1]; DigiList[i].length = size; } for(i = 0; i < LASTSOUND; i++) { DigiMap[i] = -1; DigiChannel[i] = -1; } } // AdLib Code /////////////////////////////////////////////////////////////////////////// // // SDL_ALStopSound() - Turns off any sound effects playing through the // AdLib card // /////////////////////////////////////////////////////////////////////////// static void SDL_ALStopSound(void) { // [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes SDL_LockMutex(audioMutex); alSound = 0; alOut(alFreqH + 0, 0); SDL_UnlockMutex(audioMutex); } static void SDL_AlSetFXInst(Instrument *inst) { byte c,m; m = 0; // modulator cell for channel 0 c = 3; // carrier cell for channel 0 alOut(m + alChar,inst->mChar); alOut(m + alScale,inst->mScale); alOut(m + alAttack,inst->mAttack); alOut(m + alSus,inst->mSus); alOut(m + alWave,inst->mWave); alOut(c + alChar,inst->cChar); alOut(c + alScale,inst->cScale); alOut(c + alAttack,inst->cAttack); alOut(c + alSus,inst->cSus); alOut(c + alWave,inst->cWave); // Note: Switch commenting on these lines for old MUSE compatibility // alOutInIRQ(alFeedCon,inst->nConn); alOut(alFeedCon,0); } /////////////////////////////////////////////////////////////////////////// // // SDL_ALPlaySound() - Plays the specified sound on the AdLib card // /////////////////////////////////////////////////////////////////////////// static void SDL_ALPlaySound(AdLibSound *sound) { Instrument *inst; byte *data; SDL_ALStopSound(); // [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes SDL_LockMutex(audioMutex); alLengthLeft = sound->common.length; data = sound->data; alBlock = ((sound->block & 7) << 2) | 0x20; inst = &sound->inst; if (!(inst->mSus | inst->cSus)) { Quit("SDL_ALPlaySound() - Bad instrument"); } SDL_AlSetFXInst(inst); alSound = (byte *)data; SDL_UnlockMutex(audioMutex); } /////////////////////////////////////////////////////////////////////////// // // SDL_ShutAL() - Shuts down the AdLib card for sound effects // /////////////////////////////////////////////////////////////////////////// static void SDL_ShutAL(void) { // [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes SDL_LockMutex(audioMutex); alSound = 0; alOut(alEffects,0); alOut(alFreqH + 0,0); SDL_AlSetFXInst(&alZeroInst); SDL_UnlockMutex(audioMutex); } /////////////////////////////////////////////////////////////////////////// // // SDL_StartAL() - Starts up the AdLib card for sound effects // /////////////////////////////////////////////////////////////////////////// static void SDL_StartAL(void) { alOut(alEffects, 0); SDL_AlSetFXInst(&alZeroInst); } //////////////////////////////////////////////////////////////////////////// // // SDL_ShutDevice() - turns off whatever device was being used for sound fx // //////////////////////////////////////////////////////////////////////////// static void SDL_ShutDevice(void) { switch (SoundMode) { case sdm_PC: SDL_ShutPC(); break; case sdm_AdLib: SDL_ShutAL(); break; default: break; } SoundMode = sdm_Off; } /////////////////////////////////////////////////////////////////////////// // // SDL_StartDevice() - turns on whatever device is to be used for sound fx // /////////////////////////////////////////////////////////////////////////// static void SDL_StartDevice(void) { switch (SoundMode) { case sdm_AdLib: SDL_StartAL(); break; default: break; } SoundNumber = (soundnames) 0; SoundPriority = 0; } // Public routines /////////////////////////////////////////////////////////////////////////// // // SD_SetSoundMode() - Sets which sound hardware to use for sound effects // /////////////////////////////////////////////////////////////////////////// boolean SD_SetSoundMode(SDMode mode) { boolean result = false; word tableoffset; SD_StopSound(); if ((mode == sdm_AdLib) && !AdLibPresent) mode = sdm_PC; switch (mode) { case sdm_Off: tableoffset = STARTADLIBSOUNDS; result = true; break; case sdm_PC: tableoffset = STARTPCSOUNDS; result = true; break; case sdm_AdLib: tableoffset = STARTADLIBSOUNDS; if (AdLibPresent) result = true; break; default: Quit("SD_SetSoundMode: Invalid sound mode %i", mode); return false; } SoundTable = &audiosegs[tableoffset]; if (result && (mode != SoundMode)) { SDL_ShutDevice(); SoundMode = mode; SDL_StartDevice(); } return(result); } /////////////////////////////////////////////////////////////////////////// // // SD_SetMusicMode() - sets the device to use for background music // /////////////////////////////////////////////////////////////////////////// boolean SD_SetMusicMode(SMMode mode) { boolean result = false; SD_FadeOutMusic(); while (SD_MusicPlaying()) SDL_Delay(5); switch (mode) { case smm_Off: result = true; break; case smm_AdLib: if (AdLibPresent) result = true; break; } if (result) MusicMode = mode; // SDL_SetTimerSpeed(); return(result); } int numreadysamples = 0; byte *curAlSound = 0; byte *curAlSoundPtr = 0; longword curAlLengthLeft = 0; int soundTimeCounter = 5; int samplesPerMusicTick; void SDL_IMFMusicPlayer(void *udata, Uint8 *stream, int len) { int stereolen = len>>1; int sampleslen = stereolen>>1; int16_t *stream16 = (int16_t *) (void *) stream; // expect correct alignment while(1) { if(numreadysamples) { if(numreadysamples alTimeCount) break; sqHackTime = alTimeCount + *(sqHackPtr+1); alOut(*(byte *) sqHackPtr, *(((byte *) sqHackPtr)+1)); sqHackPtr += 2; sqHackLen -= 4; } while(sqHackLen>0); alTimeCount++; if(!sqHackLen) { sqHackPtr = sqHack; sqHackLen = sqHackSeqLen; sqHackTime = 0; alTimeCount = 0; } } numreadysamples = samplesPerMusicTick; SDL_UnlockMutex(audioMutex); } } static int GetSliceSize(void) { int limit, n; if (param_audiobuffer != -1) return param_audiobuffer; limit = 2048 / (44100 / param_samplerate); // Try all powers of two, not exceeding the limit. for (n = 0; ; n++) { // 2^n <= limit < 2^n+1 ? if ((1 << (n + 1)) > limit) { return (1 << n); } } // Should never happen? return 1024; } /////////////////////////////////////////////////////////////////////////// // // SD_Startup() - starts up the Sound Mgr // Detects all additional sound hardware and installs my ISR // /////////////////////////////////////////////////////////////////////////// void SD_Startup(void) { int i; if (SD_Started) return; // [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes if (!(audioMutex = SDL_CreateMutex())) { puts("Unable to create audio mutex"); return; } if (Mix_OpenAudioDevice(param_samplerate, AUDIO_S16SYS, 2, GetSliceSize(), NULL, SDL_AUDIO_ALLOW_FREQUENCY_CHANGE) < 0) { printf("Unable to open audio: %s\n", Mix_GetError()); return; } Mix_QuerySpec(¶m_samplerate, &mix_format, &mix_channels); Mix_ReserveChannels(2); // reserve player and boss weapon channels Mix_GroupChannels(2, MIX_CHANNELS-1, 1); // group remaining channels // Init music samplesPerMusicTick = param_samplerate / 700; // SDL_t0FastAsmService played at 700Hz if(YM3812Init(1,3579545,param_samplerate)) { printf("Unable to create virtual OPL!!\n"); } for(i=1;i<0xf6;i++) YM3812Write(oplChip,i,0); YM3812Write(oplChip,1,0x20); // Set WSE=1 // YM3812Write(0,8,0); // Set CSM=0 & SEL=0 // already set in for statement Mix_HookMusic(SDL_IMFMusicPlayer, 0); Mix_ChannelFinished(SD_ChannelFinished); AdLibPresent = true; SoundBlasterPresent = true; alTimeCount = 0; // Add PC speaker sound mixer Mix_SetPostMix(SDL_PCMixCallback, NULL); SD_SetSoundMode(sdm_Off); SD_SetMusicMode(smm_Off); SDL_SetupDigi(); SD_Started = true; } /////////////////////////////////////////////////////////////////////////// // // SD_Shutdown() - shuts down the Sound Mgr // Removes sound ISR and turns off whatever sound hardware was active // /////////////////////////////////////////////////////////////////////////// void SD_Shutdown(void) { if (!SD_Started) return; SD_MusicOff(); SD_StopSound(); // [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes if (audioMutex) { SDL_DestroyMutex(audioMutex); audioMutex = NULL; } for(int i = 0; i < STARTMUSIC - STARTDIGISOUNDS; i++) { if (SoundChunks[i].abuf) free(SoundChunks[i].abuf); memset(&SoundChunks[i], 0, sizeof(SoundChunks[i])); } free(DigiList); SD_Started = false; } /////////////////////////////////////////////////////////////////////////// // // SD_PositionSound() - Sets up a stereo imaging location for the next // sound to be played. Each channel ranges from 0 to 15. // /////////////////////////////////////////////////////////////////////////// void SD_PositionSound(int leftvol,int rightvol) { LeftPosition = leftvol; RightPosition = rightvol; nextsoundpos = true; } /////////////////////////////////////////////////////////////////////////// // // SD_PlaySound() - plays the specified sound on the appropriate hardware // /////////////////////////////////////////////////////////////////////////// boolean SD_PlaySound(soundnames sound) { boolean ispos; SoundCommon *s; int lp,rp; lp = LeftPosition; rp = RightPosition; LeftPosition = 0; RightPosition = 0; ispos = nextsoundpos; nextsoundpos = false; if (sound == (soundnames)-1 || (DigiMode == sds_Off && SoundMode == sdm_Off)) return 0; void *p = SoundTable[sound]; s = (SoundCommon *) p; if ((SoundMode != sdm_Off) && !s) Quit("SD_PlaySound() - Uncached sound"); if ((DigiMode != sds_Off) && (DigiMap[sound] != -1)) { if ((DigiMode == sds_PC) && (SoundMode == sdm_PC)) { if (s->priority < SoundPriority) return 0; SDL_PCStopSound(); SD_PlayDigitized(DigiMap[sound],lp,rp); SoundPositioned = ispos; SoundNumber = sound; SoundPriority = s->priority; } else { #ifdef NOTYET if (s->priority < DigiPriority) return(false); #endif int channel = SD_PlayDigitized(DigiMap[sound], lp, rp); SoundPositioned = ispos; DigiNumber = sound; DigiPriority = s->priority; return channel + 1; } return(true); } if (SoundMode == sdm_Off) return 0; if (!s->length) Quit("SD_PlaySound() - Zero length sound"); if (s->priority < SoundPriority) return 0; switch (SoundMode) { case sdm_PC: SDL_PCPlaySound((PCSound *)s); break; case sdm_AdLib: SDL_ALPlaySound((AdLibSound *)s); break; default: break; } SoundNumber = sound; SoundPriority = s->priority; return 0; } /////////////////////////////////////////////////////////////////////////// // // SD_SoundPlaying() - returns the sound number that's playing, or 0 if // no sound is playing // /////////////////////////////////////////////////////////////////////////// word SD_SoundPlaying(void) { boolean result = false; switch (SoundMode) { case sdm_PC: result = pcSound? true : false; break; case sdm_AdLib: result = alSound? true : false; break; default: break; } if (result) return(SoundNumber); else return(false); } /////////////////////////////////////////////////////////////////////////// // // SD_StopSound() - if a sound is playing, stops it // /////////////////////////////////////////////////////////////////////////// void SD_StopSound(void) { if (DigiPlaying) SD_StopDigitized(); switch (SoundMode) { case sdm_PC: SDL_PCStopSound(); break; case sdm_AdLib: SDL_ALStopSound(); break; default: break; } SoundPositioned = false; SDL_SoundFinished(); } /////////////////////////////////////////////////////////////////////////// // // SD_WaitSoundDone() - waits until the current sound is done playing // /////////////////////////////////////////////////////////////////////////// void SD_WaitSoundDone(void) { while (SD_SoundPlaying()) SDL_Delay(5); } /////////////////////////////////////////////////////////////////////////// // // SD_MusicOn() - turns on the sequencer // /////////////////////////////////////////////////////////////////////////// void SD_MusicOn(void) { sqActive = true; } /////////////////////////////////////////////////////////////////////////// // // SD_MusicOff() - turns off the sequencer and any playing notes // returns the last music offset for music continue // /////////////////////////////////////////////////////////////////////////// int SD_MusicOff(void) { word i; // [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes SDL_LockMutex(audioMutex); sqActive = false; switch (MusicMode) { case smm_AdLib: alOut(alEffects, 0); for (i = 0;i < sqMaxTracks;i++) alOut(alFreqH + i + 1, 0); break; default: break; } SDL_UnlockMutex(audioMutex); return (int) (sqHackPtr-sqHack); } /////////////////////////////////////////////////////////////////////////// // // SD_StartMusic() - starts playing the music pointed to // /////////////////////////////////////////////////////////////////////////// void SD_StartMusic(int chunk) { SD_MusicOff(); if (MusicMode == smm_AdLib) { // [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes SDL_LockMutex(audioMutex); int32_t chunkLen = CA_CacheAudioChunk(chunk); sqHack = (word *)(void *) audiosegs[chunk]; // alignment is correct if(*sqHack == 0) sqHackLen = sqHackSeqLen = chunkLen; else sqHackLen = sqHackSeqLen = *sqHack++; sqHackPtr = sqHack; sqHackTime = 0; alTimeCount = 0; SD_MusicOn(); SDL_UnlockMutex(audioMutex); } } void SD_ContinueMusic(int chunk, int startoffs) { SD_MusicOff(); if (MusicMode == smm_AdLib) { // [DenisBelmondo] backport ecwolf/k1n9_duk3 fixes SDL_LockMutex(audioMutex); int32_t chunkLen = CA_CacheAudioChunk(chunk); sqHack = (word *)(void *) audiosegs[chunk]; // alignment is correct if(*sqHack == 0) sqHackLen = sqHackSeqLen = chunkLen; else sqHackLen = sqHackSeqLen = *sqHack++; sqHackPtr = sqHack; if(startoffs >= sqHackLen) { Quit("SD_StartMusic: Illegal startoffs provided!"); } // fast forward to correct position // (needed to reconstruct the instruments) for(int i = 0; i < startoffs; i += 2) { byte reg = *(byte *)sqHackPtr; byte val = *(((byte *)sqHackPtr) + 1); if(reg >= 0xb1 && reg <= 0xb8) val &= 0xdf; // disable play note flag else if(reg == 0xbd) val &= 0xe0; // disable drum flags alOut(reg,val); sqHackPtr += 2; sqHackLen -= 4; } sqHackTime = 0; alTimeCount = 0; SD_MusicOn(); SDL_UnlockMutex(audioMutex); } } /////////////////////////////////////////////////////////////////////////// // // SD_FadeOutMusic() - starts fading out the music. Call SD_MusicPlaying() // to see if the fadeout is complete // /////////////////////////////////////////////////////////////////////////// void SD_FadeOutMusic(void) { switch (MusicMode) { case smm_AdLib: // DEBUG - quick hack to turn the music off SD_MusicOff(); break; default: break; } } /////////////////////////////////////////////////////////////////////////// // // SD_MusicPlaying() - returns true if music is currently playing, false if // not // /////////////////////////////////////////////////////////////////////////// boolean SD_MusicPlaying(void) { boolean result; switch (MusicMode) { case smm_AdLib: result = sqActive; break; default: result = false; break; } return(result); } wolf4sdl-20230117/id_sd.h000066400000000000000000000065421436144612700147630ustar00rootroot00000000000000// // 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 globalsoundpos 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 wolf4sdl-20230117/id_us.h000066400000000000000000000052331436144612700150000ustar00rootroot00000000000000// // 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 PACKED_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_SetScanNames(); 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 wolf4sdl-20230117/id_us_1.cpp000066400000000000000000000436021436144612700155550ustar00rootroot00000000000000// // 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" #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_SetScanNames(); 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, "%u", 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 || (size_t)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 || (size_t)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 = false, checkkey; ScanCode sc; char c; char s[MaxString],olds[MaxString]; int cursor,len = 0; 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; default: 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]) { memmove(s + cursor,s + cursor + 1, MaxString - cursor - 1); redraw = true; } c = key_None; cursormoved = true; break; case SDLK_KP_5: //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]; } wolf4sdl-20230117/id_vh.cpp000066400000000000000000000250671436144612700153300ustar00rootroot00000000000000#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; void *p = grsegs[STARTFONT+fontnumber]; font = (fontstruct *) p; 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; iheight; for (*width = 0;*string;string++) *width += font->width[*((byte *)string)]; // proportional width } void VW_MeasurePropString (const char *string, word *width, word *height) { void *p = grsegs[STARTFONT+fontnumber]; VWL_MeasureString(string,width,height,(fontstruct *)p); } /* ============================================================================= Double buffer management routines ============================================================================= */ void VH_UpdateScreen() { SDL_BlitSurface(screenBuffer, NULL, screen, NULL); VL_Flip(); } 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(0, 8*8, ((NUMTILE8 + 7) / 8) * 8, 8, 0, 0, 0, 0); if(surf == NULL) { Quit("Unable to create surface for tiles!"); } SDL_Palette *pal = SDL_AllocPalette(256); SDL_SetPaletteColors(pal, gamepal, 0, 256); SDL_SetSurfacePalette(surf, pal); SDL_FreePalette(pal); latchpics[0] = surf; CA_CacheGrChunk (STARTTILE8); src = grsegs[STARTTILE8]; for (i=0;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(0, width, height, 8, 0, 0, 0, 0); if(surf == NULL) { Quit("Unable to create surface for picture!"); } SDL_Palette *pal = SDL_AllocPalette(256); SDL_SetPaletteColors(pal, gamepal, 0, 256); SDL_SetSurfacePalette(surf, pal); SDL_FreePalette(pal); 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 = 0, 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); VL_Flip(); 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 // 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 first = 0; VL_UnlockSurface(screen); VL_Flip(); } 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); VL_Flip(); return false; } wolf4sdl-20230117/id_vh.h000066400000000000000000000054611436144612700147710ustar00rootroot00000000000000// 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 VL_Flip(); 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]; wolf4sdl-20230117/id_vl.cpp000066400000000000000000000426421436144612700153320ustar00rootroot00000000000000// ID_VL.C #include #include "wl_def.h" // 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 = false; boolean aspect = true; // [FG] aspect ratio correction unsigned screenWidth = 640; unsigned screenHeight = 400; int screenBits = -1; // use "best" color depth according to libSDL SDL_Window *window; static SDL_Renderer *renderer; static SDL_Texture *texture; 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, 255} 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) { const char *title; int actualHeight; // [FG] aspect ratio correction #ifdef SPEAR title = "Spear of Destiny"; #else title = "Wolfenstein 3D"; #endif // [FG] create rendering window window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screenWidth, screenHeight, SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_RESIZABLE | (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)); if (!window) { printf("Unable to create %ux%u window: %s\n", screenWidth, screenHeight, SDL_GetError()); exit(1); } // [FG] aspect ratio correction actualHeight = aspect ? (6 * screenHeight / 5) : screenHeight; SDL_SetWindowMinimumSize(window, screenWidth, actualHeight); int pixel_format = SDL_GetWindowPixelFormat(window); // [FG] create renderer renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC); if (!renderer) { renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE); } if (!renderer) { printf("Unable to create renderer: %s\n", SDL_GetError()); exit(1); } // [FG] aspect ratio correction SDL_RenderSetLogicalSize(renderer, screenWidth, actualHeight); // [FG] create texture SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"); texture = SDL_CreateTexture(renderer, pixel_format, SDL_TEXTUREACCESS_STREAMING, screenWidth, screenHeight); if (!texture) { printf("Unable to create texture: %s\n", SDL_GetError()); exit(1); } // [FG] create intermediate RGBA frame buffer unsigned int rmask, gmask, bmask, amask; SDL_PixelFormatEnumToMasks(pixel_format, &screenBits, &rmask, &gmask, &bmask, &amask); screen = SDL_CreateRGBSurface(0, screenWidth, screenHeight, screenBits, rmask, gmask, bmask, amask); if (!screen) { printf("Unable to set %ux%ux%i screen surface: %s\n", screenWidth, screenHeight, screenBits, SDL_GetError()); exit(1); } SDL_FillRect(screen, NULL, 0); memcpy(curpal, gamepal, sizeof(SDL_Color) * 256); // [FG] create paletted frame buffer screenBuffer = SDL_CreateRGBSurface(0, screenWidth, screenHeight, 8, 0, 0, 0, 0); if (!screenBuffer) { printf("Unable to create screen buffer surface: %s\n", SDL_GetError()); exit(1); } SDL_Palette *sdlpal = SDL_AllocPalette(256); if (!sdlpal || SDL_SetPaletteColors(sdlpal, gamepal, 0, 256) < 0) { printf("Unable to set palette colors: %s\n", SDL_GetError()); exit(1); } if (SDL_SetSurfacePalette(screenBuffer, sdlpal) < 0) { printf("Unable to set surface palette: %s\n", SDL_GetError()); exit(1); } SDL_FreePalette(sdlpal); 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; ir; *green = col->g; *blue = col->b; } //=========================================================================== /* ================= = = VL_Flip = For SDL2 = ================= */ // IOANCH: major thanks to http://sandervanderburg.blogspot.ro/2014/05/rendering-8-bit-palettized-surfaces-in.html void VL_Flip() { SDL_UpdateTexture(texture, NULL, screen->pixels, screen->pitch); SDL_RenderClear(renderer); SDL_RenderCopy(renderer, texture, NULL, NULL); SDL_RenderPresent(renderer); } //=========================================================================== /* ================= = = VL_SetPalette = ================= */ void VL_SetPalette (SDL_Color *palette, bool forceupdate) { memcpy(curpal, palette, sizeof(SDL_Color) * 256); SDL_Palette *pal = SDL_AllocPalette(256); SDL_SetPaletteColors(pal, curpal, 0, 256); SDL_SetSurfacePalette(curSurface, pal); SDL_FreePalette(pal); if(forceupdate) { SDL_BlitSurface(curSurface, NULL, screen, NULL); VL_Flip(); } } //=========================================================================== /* ================= = = 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;ir; 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++; } 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;ipixels; } 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) { 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); } wolf4sdl-20230117/id_vl.h000066400000000000000000000070221436144612700147700ustar00rootroot00000000000000// ID_VL.H // wolf compatability void Quit (const char *error,...); //=========================================================================== #define CHARWIDTH 2 #define TILEWIDTH 4 //=========================================================================== extern SDL_Window *window; extern SDL_Surface *screen, *screenBuffer, *curSurface; extern boolean fullscreen; extern boolean aspect; // [FG] aspect ratio correction extern unsigned screenWidth, screenHeight, 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_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); } wolf4sdl-20230117/license-gpl.txt000066400000000000000000000431301436144612700164650ustar00rootroot00000000000000 GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc. 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it. For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights. We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software. Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. GNU GENERAL PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change. b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License. c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program. In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License. 3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.) The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable. If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. 4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it. 6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License. 7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program. If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances. It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Library General Public License instead of this License. wolf4sdl-20230117/license-id.txt000066400000000000000000000161461436144612700163060ustar00rootroot00000000000000 LIMITED USE SOFTWARE LICENSE AGREEMENT This Limited Use Software License Agreement (the "Agreement") is a legal agreement between you, the end-user, and Id Software, Inc. ("ID"). By continuing the downloading of this Wolfenstein 3D (the "Trademark") software material, which includes source code (the "Source Code"), artwork data, music and software tools (collectively, the "Software"), you are agreeing to be bound by the terms of this Agreement. If you do not agree to the terms of this Agreement, promptly destroy the Software you may have downloaded. ID SOFTWARE LICENSE Grant of License. ID grants to you the right to use one (1) copy of the Software on a single computer. You have no ownership or proprietary rights in or to the Software, or the Trademark. For purposes of this section, "use" means loading the Software into RAM, as well as installation on a hard disk or other storage device. The Software, together with any archive copy thereof, shall be destroyed when no longer used in accordance with this Agreement, or when the right to use the Software is terminated. You agree that the Software will not be shipped, transferred or exported into any country in violation of the U.S. Export Administration Act (or any other law governing such matters) and that you will not utilize, in any other manner, the Software in violation of any applicable law. Permitted Uses. For educational purposes only, you, the end-user, may use portions of the Source Code, such as particular routines, to develop your own software, but may not duplicate the Source Code, except as noted in paragraph 4. The limited right referenced in the preceding sentence is hereinafter referred to as "Educational Use." By so exercising the Educational Use right you shall not obtain any ownership, copyright, proprietary or other interest in or to the Source Code, or any portion of the Source Code. You may dispose of your own software in your sole discretion. With the exception of the Educational Use right, you may not otherwise use the Software, or an portion of the Software, which includes the Source Code, for commercial gain. Prohibited Uses: Under no circumstances shall you, the end-user, be permitted, allowed or authorized to commercially exploit the Software. Neither you nor anyone at your direction shall do any of the following acts with regard to the Software, or any portion thereof: Rent; Sell; Lease; Offer on a pay-per-play basis; Distribute for money or any other consideration; or In any other manner and through any medium whatsoever commercially exploit or use for any commercial purpose. Notwithstanding the foregoing prohibitions, you may commercially exploit the software you develop by exercising the Educational Use right, referenced in paragraph 2. hereinabove. Copyright. The Software and all copyrights related thereto (including all characters and other images generated by the Software or depicted in the Software) are owned by ID and is protected by United States copyright laws and international treaty provisions. Id shall retain exclusive ownership and copyright in and to the Software and all portions of the Software and you shall have no ownership or other proprietary interest in such materials. You must treat the Software like any other copyrighted material, except that you may either (a) make one copy of the Software solely for back-up or archival purposes, or (b) transfer the Software to a single hard disk provided you keep the original solely for back-up or archival purposes. You may not otherwise reproduce, copy or disclose to others, in whole or in any part, the Software. You may not copy the written materials accompanying the Software. You agree to use your best efforts to see that any user of the Software licensed hereunder complies with this Agreement. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT TO THE SOFTWARE. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR SPECIFIC REQUIREMENTS. THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES, DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF OF ID. Exclusive Remedies. The Software is being offered to you free of any charge. You agree that you have no remedy against ID, its affiliates, contractors, suppliers, and agents for loss or damage caused by any defect or failure in the Software regardless of the form of action, whether in contract, tort, includinegligence, strict liability or otherwise, with regard to the Software. This Agreement shall be construed in accordance with and governed by the laws of the State of Texas. Copyright and other proprietary matters will be governed by United States laws and international treaties. IN ANY CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY OTHER PARTY. Some jurisdictions do not allow the exclusion or limitation of incidental or consequential damages, so the above limitation or exclusion may not apply to you. General Provisions. Neither this Agreement nor any part or portion hereof shall be assigned, sublicensed or otherwise transferred by you. Should any provision of this Agreement be held to be void, invalid, unenforceable or illegal by a court, the validity and enforceability of the other provisions shall not be affected thereby. If any provision is determined to be unenforceable, you agree to a modification of such provision to provide for enforcement of the provision's intent, to the extent permitted by applicable law. Failure of a party to enforce any provision of this Agreement shall not constitute or be construed as a waiver of such provision or of the right to enforce such provision. If you fail to comply with any terms of this Agreement, YOUR LICENSE IS AUTOMATICALLY TERMINATED and you agree to the issuance of an injunction against you in favor of Id. You agree that Id shall not have to post bond or other security to obtain an injunction against you to prohibit you from violating Id's rights. YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, THAT YOU UNDERSTAND THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE DOWNLOADING OF THE SOFTWARE, YOU AGREE TO BE BOUND BY THIS AGREEMENT'S TERMS AND CONDITIONS. YOU FURTHER AGREE THAT, EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID AND YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT SUPERSEDES ALL PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER OF THIS AGREEMENT wolf4sdl-20230117/signon.cpp000066400000000000000000024013261436144612700155320ustar00rootroot00000000000000#include "wl_def.h" #ifndef SPEAR byte signon[] = { 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, 0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29,0x29, 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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) wolf4sdl-20230117/states.cpp000066400000000000000000001037701436144612700155400ustar00rootroot00000000000000// // Copyright(C) 1992 Id Software, Inc. // Copyright(C) 2007-2011 Moritz "Ripper" Kroll // Copyright(C) 2020 Fabian Greffrath // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // DESCRIPTION: // Organize all available statetype variables in a states[] array. // // This replaces the current relying on a specific order in which // global variables are stored in the executable for e.g. saving // and restoring of savegames and thus does not require the // -fno-toplevel-reorder compiler flag anymore. // #include "wl_def.h" extern void A_Breathing (objtype *); extern void A_Dormant (objtype *); extern void A_HitlerMorph (objtype *); extern void A_MechaSound (objtype *); extern void A_Relaunch (objtype *); extern void A_Slurpie (objtype *); extern void A_Smoke (objtype *); extern void A_StartAttack (objtype *); extern void A_StartDeathCam (objtype *); extern void A_Victory (objtype *); extern void T_Attack (objtype *); extern void T_BJDone (objtype *); extern void T_BJJump (objtype *); extern void T_BJRun (objtype *); extern void T_BJYell (objtype *); extern void T_Bite (objtype *); extern void T_Chase (objtype *); extern void T_DogChase (objtype *); extern void T_Fake (objtype *); extern void T_FakeFire (objtype *); extern void T_Fat (objtype *); extern void T_Ghosts (objtype *); extern void T_Gift (objtype *); extern void T_GiftThrow (objtype *); extern void T_Launch (objtype *); extern void T_Path (objtype *); extern void T_Player (objtype *); extern void T_Projectile (objtype *); extern void T_Schabb (objtype *); extern void T_SchabbThrow (objtype *); extern void T_Shoot (objtype *); extern void T_Stand (objtype *); extern void T_UShoot (objtype *); extern void T_Will (objtype *); statetype states[numstates] = { {false,0,0,NULL,NULL,s_null}, // s_null {false,0,0,(statefunc)T_Player,NULL,s_null}, // s_player {false,0,0,(statefunc)T_Attack,NULL,s_null}, // s_attack {true,SPR_ROCKET_1,3,(statefunc)T_Projectile,(statefunc)A_Smoke,s_rocket}, // s_rocket {false,SPR_SMOKE_1,3,NULL,NULL,s_smoke2}, // s_smoke1 {false,SPR_SMOKE_2,3,NULL,NULL,s_smoke3}, // s_smoke2 {false,SPR_SMOKE_3,3,NULL,NULL,s_smoke4}, // s_smoke3 {false,SPR_SMOKE_4,3,NULL,NULL,s_null}, // s_smoke4 {false,SPR_BOOM_1,6,NULL,NULL,s_boom2}, // s_boom1 {false,SPR_BOOM_2,6,NULL,NULL,s_boom3}, // s_boom2 {false,SPR_BOOM_3,6,NULL,NULL,s_null}, // s_boom3 #ifdef SPEAR {true,SPR_HROCKET_1,3,(statefunc)T_Projectile,(statefunc)A_Smoke,s_hrocket}, // s_hrocket {false,SPR_HSMOKE_1,3,NULL,NULL,s_hsmoke2}, // s_hsmoke1 {false,SPR_HSMOKE_2,3,NULL,NULL,s_hsmoke3}, // s_hsmoke2 {false,SPR_HSMOKE_3,3,NULL,NULL,s_hsmoke4}, // s_hsmoke3 {false,SPR_HSMOKE_4,3,NULL,NULL,s_null}, // s_hsmoke4 {false,SPR_HBOOM_1,6,NULL,NULL,s_hboom2}, // s_hboom1 {false,SPR_HBOOM_2,6,NULL,NULL,s_hboom3}, // s_hboom2 {false,SPR_HBOOM_3,6,NULL,NULL,s_null}, // s_hboom3 #endif {true,SPR_GRD_S_1,0,(statefunc)T_Stand,NULL,s_grdstand}, // s_grdstand {true,SPR_GRD_W1_1,20,(statefunc)T_Path,NULL,s_grdpath1s}, // s_grdpath1 {true,SPR_GRD_W1_1,5,NULL,NULL,s_grdpath2}, // s_grdpath1s {true,SPR_GRD_W2_1,15,(statefunc)T_Path,NULL,s_grdpath3}, // s_grdpath2 {true,SPR_GRD_W3_1,20,(statefunc)T_Path,NULL,s_grdpath3s}, // s_grdpath3 {true,SPR_GRD_W3_1,5,NULL,NULL,s_grdpath4}, // s_grdpath3s {true,SPR_GRD_W4_1,15,(statefunc)T_Path,NULL,s_grdpath1}, // s_grdpath4 {2,SPR_GRD_PAIN_1,10,NULL,NULL,s_grdchase1}, // s_grdpain {2,SPR_GRD_PAIN_2,10,NULL,NULL,s_grdchase1}, // s_grdpain1 {false,SPR_GRD_SHOOT1,20,NULL,NULL,s_grdshoot2}, // s_grdshoot1 {false,SPR_GRD_SHOOT2,20,NULL,(statefunc)T_Shoot,s_grdshoot3}, // s_grdshoot2 {false,SPR_GRD_SHOOT3,20,NULL,NULL,s_grdchase1}, // s_grdshoot3 {true,SPR_GRD_W1_1,10,(statefunc)T_Chase,NULL,s_grdchase1s}, // s_grdchase1 {true,SPR_GRD_W1_1,3,NULL,NULL,s_grdchase2}, // s_grdchase1s {true,SPR_GRD_W2_1,8,(statefunc)T_Chase,NULL,s_grdchase3}, // s_grdchase2 {true,SPR_GRD_W3_1,10,(statefunc)T_Chase,NULL,s_grdchase3s}, // s_grdchase3 {true,SPR_GRD_W3_1,3,NULL,NULL,s_grdchase4}, // s_grdchase3s {true,SPR_GRD_W4_1,8,(statefunc)T_Chase,NULL,s_grdchase1}, // s_grdchase4 {false,SPR_GRD_DIE_1,15,NULL,(statefunc)A_DeathScream,s_grddie2}, // s_grddie1 {false,SPR_GRD_DIE_2,15,NULL,NULL,s_grddie3}, // s_grddie2 {false,SPR_GRD_DIE_3,15,NULL,NULL,s_grddie4}, // s_grddie3 {false,SPR_GRD_DEAD,0,NULL,NULL,s_grddie4}, // s_grddie4 #ifndef SPEAR {false,SPR_BLINKY_W1,10,(statefunc)T_Ghosts,NULL,s_blinkychase2}, // s_blinkychase1 {false,SPR_BLINKY_W2,10,(statefunc)T_Ghosts,NULL,s_blinkychase1}, // s_blinkychase2 {false,SPR_INKY_W1,10,(statefunc)T_Ghosts,NULL,s_inkychase2}, // s_inkychase1 {false,SPR_INKY_W2,10,(statefunc)T_Ghosts,NULL,s_inkychase1}, // s_inkychase2 {false,SPR_PINKY_W1,10,(statefunc)T_Ghosts,NULL,s_pinkychase2}, // s_pinkychase1 {false,SPR_PINKY_W2,10,(statefunc)T_Ghosts,NULL,s_pinkychase1}, // s_pinkychase2 {false,SPR_CLYDE_W1,10,(statefunc)T_Ghosts,NULL,s_clydechase2}, // s_clydechase1 {false,SPR_CLYDE_W2,10,(statefunc)T_Ghosts,NULL,s_clydechase1}, // s_clydechase2 #endif {true,SPR_DOG_W1_1,20,(statefunc)T_Path,NULL,s_dogpath1s}, // s_dogpath1 {true,SPR_DOG_W1_1,5,NULL,NULL,s_dogpath2}, // s_dogpath1s {true,SPR_DOG_W2_1,15,(statefunc)T_Path,NULL,s_dogpath3}, // s_dogpath2 {true,SPR_DOG_W3_1,20,(statefunc)T_Path,NULL,s_dogpath3s}, // s_dogpath3 {true,SPR_DOG_W3_1,5,NULL,NULL,s_dogpath4}, // s_dogpath3s {true,SPR_DOG_W4_1,15,(statefunc)T_Path,NULL,s_dogpath1}, // s_dogpath4 {false,SPR_DOG_JUMP1,10,NULL,NULL,s_dogjump2}, // s_dogjump1 {false,SPR_DOG_JUMP2,10,NULL,(statefunc)T_Bite,s_dogjump3}, // s_dogjump2 {false,SPR_DOG_JUMP3,10,NULL,NULL,s_dogjump4}, // s_dogjump3 {false,SPR_DOG_JUMP1,10,NULL,NULL,s_dogjump5}, // s_dogjump4 {false,SPR_DOG_W1_1,10,NULL,NULL,s_dogchase1}, // s_dogjump5 {true,SPR_DOG_W1_1,10,(statefunc)T_DogChase,NULL,s_dogchase1s}, // s_dogchase1 {true,SPR_DOG_W1_1,3,NULL,NULL,s_dogchase2}, // s_dogchase1s {true,SPR_DOG_W2_1,8,(statefunc)T_DogChase,NULL,s_dogchase3}, // s_dogchase2 {true,SPR_DOG_W3_1,10,(statefunc)T_DogChase,NULL,s_dogchase3s}, // s_dogchase3 {true,SPR_DOG_W3_1,3,NULL,NULL,s_dogchase4}, // s_dogchase3s {true,SPR_DOG_W4_1,8,(statefunc)T_DogChase,NULL,s_dogchase1}, // s_dogchase4 {false,SPR_DOG_DIE_1,15,NULL,(statefunc)A_DeathScream,s_dogdie2}, // s_dogdie1 {false,SPR_DOG_DIE_2,15,NULL,NULL,s_dogdie3}, // s_dogdie2 {false,SPR_DOG_DIE_3,15,NULL,NULL,s_dogdead}, // s_dogdie3 {false,SPR_DOG_DEAD,15,NULL,NULL,s_dogdead}, // s_dogdead {true,SPR_OFC_S_1,0,(statefunc)T_Stand,NULL,s_ofcstand}, // s_ofcstand {true,SPR_OFC_W1_1,20,(statefunc)T_Path,NULL,s_ofcpath1s}, // s_ofcpath1 {true,SPR_OFC_W1_1,5,NULL,NULL,s_ofcpath2}, // s_ofcpath1s {true,SPR_OFC_W2_1,15,(statefunc)T_Path,NULL,s_ofcpath3}, // s_ofcpath2 {true,SPR_OFC_W3_1,20,(statefunc)T_Path,NULL,s_ofcpath3s}, // s_ofcpath3 {true,SPR_OFC_W3_1,5,NULL,NULL,s_ofcpath4}, // s_ofcpath3s {true,SPR_OFC_W4_1,15,(statefunc)T_Path,NULL,s_ofcpath1}, // s_ofcpath4 {2,SPR_OFC_PAIN_1,10,NULL,NULL,s_ofcchase1}, // s_ofcpain {2,SPR_OFC_PAIN_2,10,NULL,NULL,s_ofcchase1}, // s_ofcpain1 {false,SPR_OFC_SHOOT1,6,NULL,NULL,s_ofcshoot2}, // s_ofcshoot1 {false,SPR_OFC_SHOOT2,20,NULL,(statefunc)T_Shoot,s_ofcshoot3}, // s_ofcshoot2 {false,SPR_OFC_SHOOT3,10,NULL,NULL,s_ofcchase1}, // s_ofcshoot3 {true,SPR_OFC_W1_1,10,(statefunc)T_Chase,NULL,s_ofcchase1s}, // s_ofcchase1 {true,SPR_OFC_W1_1,3,NULL,NULL,s_ofcchase2}, // s_ofcchase1s {true,SPR_OFC_W2_1,8,(statefunc)T_Chase,NULL,s_ofcchase3}, // s_ofcchase2 {true,SPR_OFC_W3_1,10,(statefunc)T_Chase,NULL,s_ofcchase3s}, // s_ofcchase3 {true,SPR_OFC_W3_1,3,NULL,NULL,s_ofcchase4}, // s_ofcchase3s {true,SPR_OFC_W4_1,8,(statefunc)T_Chase,NULL,s_ofcchase1}, // s_ofcchase4 {false,SPR_OFC_DIE_1,11,NULL,(statefunc)A_DeathScream,s_ofcdie2}, // s_ofcdie1 {false,SPR_OFC_DIE_2,11,NULL,NULL,s_ofcdie3}, // s_ofcdie2 {false,SPR_OFC_DIE_3,11,NULL,NULL,s_ofcdie4}, // s_ofcdie3 {false,SPR_OFC_DIE_4,11,NULL,NULL,s_ofcdie5}, // s_ofcdie4 {false,SPR_OFC_DEAD,0,NULL,NULL,s_ofcdie5}, // s_ofcdie5 {true,SPR_MUT_S_1,0,(statefunc)T_Stand,NULL,s_mutstand}, // s_mutstand {true,SPR_MUT_W1_1,20,(statefunc)T_Path,NULL,s_mutpath1s}, // s_mutpath1 {true,SPR_MUT_W1_1,5,NULL,NULL,s_mutpath2}, // s_mutpath1s {true,SPR_MUT_W2_1,15,(statefunc)T_Path,NULL,s_mutpath3}, // s_mutpath2 {true,SPR_MUT_W3_1,20,(statefunc)T_Path,NULL,s_mutpath3s}, // s_mutpath3 {true,SPR_MUT_W3_1,5,NULL,NULL,s_mutpath4}, // s_mutpath3s {true,SPR_MUT_W4_1,15,(statefunc)T_Path,NULL,s_mutpath1}, // s_mutpath4 {2,SPR_MUT_PAIN_1,10,NULL,NULL,s_mutchase1}, // s_mutpain {2,SPR_MUT_PAIN_2,10,NULL,NULL,s_mutchase1}, // s_mutpain1 {false,SPR_MUT_SHOOT1,6,NULL,(statefunc)T_Shoot,s_mutshoot2}, // s_mutshoot1 {false,SPR_MUT_SHOOT2,20,NULL,NULL,s_mutshoot3}, // s_mutshoot2 {false,SPR_MUT_SHOOT3,10,NULL,(statefunc)T_Shoot,s_mutshoot4}, // s_mutshoot3 {false,SPR_MUT_SHOOT4,20,NULL,NULL,s_mutchase1}, // s_mutshoot4 {true,SPR_MUT_W1_1,10,(statefunc)T_Chase,NULL,s_mutchase1s}, // s_mutchase1 {true,SPR_MUT_W1_1,3,NULL,NULL,s_mutchase2}, // s_mutchase1s {true,SPR_MUT_W2_1,8,(statefunc)T_Chase,NULL,s_mutchase3}, // s_mutchase2 {true,SPR_MUT_W3_1,10,(statefunc)T_Chase,NULL,s_mutchase3s}, // s_mutchase3 {true,SPR_MUT_W3_1,3,NULL,NULL,s_mutchase4}, // s_mutchase3s {true,SPR_MUT_W4_1,8,(statefunc)T_Chase,NULL,s_mutchase1}, // s_mutchase4 {false,SPR_MUT_DIE_1,7,NULL,(statefunc)A_DeathScream,s_mutdie2}, // s_mutdie1 {false,SPR_MUT_DIE_2,7,NULL,NULL,s_mutdie3}, // s_mutdie2 {false,SPR_MUT_DIE_3,7,NULL,NULL,s_mutdie4}, // s_mutdie3 {false,SPR_MUT_DIE_4,7,NULL,NULL,s_mutdie5}, // s_mutdie4 {false,SPR_MUT_DEAD,0,NULL,NULL,s_mutdie5}, // s_mutdie5 {true,SPR_SS_S_1,0,(statefunc)T_Stand,NULL,s_ssstand}, // s_ssstand {true,SPR_SS_W1_1,20,(statefunc)T_Path,NULL,s_sspath1s}, // s_sspath1 {true,SPR_SS_W1_1,5,NULL,NULL,s_sspath2}, // s_sspath1s {true,SPR_SS_W2_1,15,(statefunc)T_Path,NULL,s_sspath3}, // s_sspath2 {true,SPR_SS_W3_1,20,(statefunc)T_Path,NULL,s_sspath3s}, // s_sspath3 {true,SPR_SS_W3_1,5,NULL,NULL,s_sspath4}, // s_sspath3s {true,SPR_SS_W4_1,15,(statefunc)T_Path,NULL,s_sspath1}, // s_sspath4 {2,SPR_SS_PAIN_1,10,NULL,NULL,s_sschase1}, // s_sspain {2,SPR_SS_PAIN_2,10,NULL,NULL,s_sschase1}, // s_sspain1 {false,SPR_SS_SHOOT1,20,NULL,NULL,s_ssshoot2}, // s_ssshoot1 {false,SPR_SS_SHOOT2,20,NULL,(statefunc)T_Shoot,s_ssshoot3}, // s_ssshoot2 {false,SPR_SS_SHOOT3,10,NULL,NULL,s_ssshoot4}, // s_ssshoot3 {false,SPR_SS_SHOOT2,10,NULL,(statefunc)T_Shoot,s_ssshoot5}, // s_ssshoot4 {false,SPR_SS_SHOOT3,10,NULL,NULL,s_ssshoot6}, // s_ssshoot5 {false,SPR_SS_SHOOT2,10,NULL,(statefunc)T_Shoot,s_ssshoot7}, // s_ssshoot6 {false,SPR_SS_SHOOT3,10,NULL,NULL,s_ssshoot8}, // s_ssshoot7 {false,SPR_SS_SHOOT2,10,NULL,(statefunc)T_Shoot,s_ssshoot9}, // s_ssshoot8 {false,SPR_SS_SHOOT3,10,NULL,NULL,s_sschase1}, // s_ssshoot9 {true,SPR_SS_W1_1,10,(statefunc)T_Chase,NULL,s_sschase1s}, // s_sschase1 {true,SPR_SS_W1_1,3,NULL,NULL,s_sschase2}, // s_sschase1s {true,SPR_SS_W2_1,8,(statefunc)T_Chase,NULL,s_sschase3}, // s_sschase2 {true,SPR_SS_W3_1,10,(statefunc)T_Chase,NULL,s_sschase3s}, // s_sschase3 {true,SPR_SS_W3_1,3,NULL,NULL,s_sschase4}, // s_sschase3s {true,SPR_SS_W4_1,8,(statefunc)T_Chase,NULL,s_sschase1}, // s_sschase4 {false,SPR_SS_DIE_1,15,NULL,(statefunc)A_DeathScream,s_ssdie2}, // s_ssdie1 {false,SPR_SS_DIE_2,15,NULL,NULL,s_ssdie3}, // s_ssdie2 {false,SPR_SS_DIE_3,15,NULL,NULL,s_ssdie4}, // s_ssdie3 {false,SPR_SS_DEAD,0,NULL,NULL,s_ssdie4}, // s_ssdie4 #ifndef SPEAR {false,SPR_BOSS_W1,0,(statefunc)T_Stand,NULL,s_bossstand}, // s_bossstand {false,SPR_BOSS_W1,10,(statefunc)T_Chase,NULL,s_bosschase1s}, // s_bosschase1 {false,SPR_BOSS_W1,3,NULL,NULL,s_bosschase2}, // s_bosschase1s {false,SPR_BOSS_W2,8,(statefunc)T_Chase,NULL,s_bosschase3}, // s_bosschase2 {false,SPR_BOSS_W3,10,(statefunc)T_Chase,NULL,s_bosschase3s}, // s_bosschase3 {false,SPR_BOSS_W3,3,NULL,NULL,s_bosschase4}, // s_bosschase3s {false,SPR_BOSS_W4,8,(statefunc)T_Chase,NULL,s_bosschase1}, // s_bosschase4 {false,SPR_BOSS_DIE1,15,NULL,(statefunc)A_DeathScream,s_bossdie2}, // s_bossdie1 {false,SPR_BOSS_DIE2,15,NULL,NULL,s_bossdie3}, // s_bossdie2 {false,SPR_BOSS_DIE3,15,NULL,NULL,s_bossdie4}, // s_bossdie3 {false,SPR_BOSS_DEAD,0,NULL,NULL,s_bossdie4}, // s_bossdie4 {false,SPR_BOSS_SHOOT1,30,NULL,NULL,s_bossshoot2}, // s_bossshoot1 {false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,s_bossshoot3}, // s_bossshoot2 {false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,s_bossshoot4}, // s_bossshoot3 {false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,s_bossshoot5}, // s_bossshoot4 {false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,s_bossshoot6}, // s_bossshoot5 {false,SPR_BOSS_SHOOT2,10,NULL,(statefunc)T_Shoot,s_bossshoot7}, // s_bossshoot6 {false,SPR_BOSS_SHOOT3,10,NULL,(statefunc)T_Shoot,s_bossshoot8}, // s_bossshoot7 {false,SPR_BOSS_SHOOT1,10,NULL,NULL,s_bosschase1}, // s_bossshoot8 {false,SPR_GRETEL_W1,0,(statefunc)T_Stand,NULL,s_gretelstand}, // s_gretelstand {false,SPR_GRETEL_W1,10,(statefunc)T_Chase,NULL,s_gretelchase1s}, // s_gretelchase1 {false,SPR_GRETEL_W1,3,NULL,NULL,s_gretelchase2}, // s_gretelchase1s {false,SPR_GRETEL_W2,8,(statefunc)T_Chase,NULL,s_gretelchase3}, // s_gretelchase2 {false,SPR_GRETEL_W3,10,(statefunc)T_Chase,NULL,s_gretelchase3s}, // s_gretelchase3 {false,SPR_GRETEL_W3,3,NULL,NULL,s_gretelchase4}, // s_gretelchase3s {false,SPR_GRETEL_W4,8,(statefunc)T_Chase,NULL,s_gretelchase1}, // s_gretelchase4 {false,SPR_GRETEL_DIE1,15,NULL,(statefunc)A_DeathScream,s_greteldie2}, // s_greteldie1 {false,SPR_GRETEL_DIE2,15,NULL,NULL,s_greteldie3}, // s_greteldie2 {false,SPR_GRETEL_DIE3,15,NULL,NULL,s_greteldie4}, // s_greteldie3 {false,SPR_GRETEL_DEAD,0,NULL,NULL,s_greteldie4}, // s_greteldie4 {false,SPR_GRETEL_SHOOT1,30,NULL,NULL,s_gretelshoot2}, // s_gretelshoot1 {false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,s_gretelshoot3}, // s_gretelshoot2 {false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,s_gretelshoot4}, // s_gretelshoot3 {false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,s_gretelshoot5}, // s_gretelshoot4 {false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,s_gretelshoot6}, // s_gretelshoot5 {false,SPR_GRETEL_SHOOT2,10,NULL,(statefunc)T_Shoot,s_gretelshoot7}, // s_gretelshoot6 {false,SPR_GRETEL_SHOOT3,10,NULL,(statefunc)T_Shoot,s_gretelshoot8}, // s_gretelshoot7 {false,SPR_GRETEL_SHOOT1,10,NULL,NULL,s_gretelchase1}, // s_gretelshoot8 #endif #ifdef SPEAR {false,SPR_TRANS_W1,0,(statefunc)T_Stand,NULL,s_transstand}, // s_transstand {false,SPR_TRANS_W1,10,(statefunc)T_Chase,NULL,s_transchase1s}, // s_transchase1 {false,SPR_TRANS_W1,3,NULL,NULL,s_transchase2}, // s_transchase1s {false,SPR_TRANS_W2,8,(statefunc)T_Chase,NULL,s_transchase3}, // s_transchase2 {false,SPR_TRANS_W3,10,(statefunc)T_Chase,NULL,s_transchase3s}, // s_transchase3 {false,SPR_TRANS_W3,3,NULL,NULL,s_transchase4}, // s_transchase3s {false,SPR_TRANS_W4,8,(statefunc)T_Chase,NULL,s_transchase1}, // s_transchase4 {false,SPR_TRANS_W1,1,NULL,(statefunc)A_DeathScream,s_transdie01}, // s_transdie0 {false,SPR_TRANS_W1,1,NULL,NULL,s_transdie1}, // s_transdie01 {false,SPR_TRANS_DIE1,15,NULL,NULL,s_transdie2}, // s_transdie1 {false,SPR_TRANS_DIE2,15,NULL,NULL,s_transdie3}, // s_transdie2 {false,SPR_TRANS_DIE3,15,NULL,NULL,s_transdie4}, // s_transdie3 {false,SPR_TRANS_DEAD,0,NULL,NULL,s_transdie4}, // s_transdie4 {false,SPR_TRANS_SHOOT1,30,NULL,NULL,s_transshoot2}, // s_transshoot1 {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,s_transshoot3}, // s_transshoot2 {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,s_transshoot4}, // s_transshoot3 {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,s_transshoot5}, // s_transshoot4 {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,s_transshoot6}, // s_transshoot5 {false,SPR_TRANS_SHOOT2,10,NULL,(statefunc)T_Shoot,s_transshoot7}, // s_transshoot6 {false,SPR_TRANS_SHOOT3,10,NULL,(statefunc)T_Shoot,s_transshoot8}, // s_transshoot7 {false,SPR_TRANS_SHOOT1,10,NULL,NULL,s_transchase1}, // s_transshoot8 {false,SPR_UBER_W1,0,(statefunc)T_Stand,NULL,s_uberstand}, // s_uberstand {false,SPR_UBER_W1,10,(statefunc)T_Chase,NULL,s_uberchase1s}, // s_uberchase1 {false,SPR_UBER_W1,3,NULL,NULL,s_uberchase2}, // s_uberchase1s {false,SPR_UBER_W2,8,(statefunc)T_Chase,NULL,s_uberchase3}, // s_uberchase2 {false,SPR_UBER_W3,10,(statefunc)T_Chase,NULL,s_uberchase3s}, // s_uberchase3 {false,SPR_UBER_W3,3,NULL,NULL,s_uberchase4}, // s_uberchase3s {false,SPR_UBER_W4,8,(statefunc)T_Chase,NULL,s_uberchase1}, // s_uberchase4 {false,SPR_UBER_W1,1,NULL,(statefunc)A_DeathScream,s_uberdie01}, // s_uberdie0 {false,SPR_UBER_W1,1,NULL,NULL,s_uberdie1}, // s_uberdie01 {false,SPR_UBER_DIE1,15,NULL,NULL,s_uberdie2}, // s_uberdie1 {false,SPR_UBER_DIE2,15,NULL,NULL,s_uberdie3}, // s_uberdie2 {false,SPR_UBER_DIE3,15,NULL,NULL,s_uberdie4}, // s_uberdie3 {false,SPR_UBER_DIE4,15,NULL,NULL,s_uberdie5}, // s_uberdie4 {false,SPR_UBER_DEAD,0,NULL,NULL,s_uberdie5}, // s_uberdie5 {false,SPR_UBER_SHOOT1,30,NULL,NULL,s_ubershoot2}, // s_ubershoot1 {false,SPR_UBER_SHOOT2,12,NULL,(statefunc)T_UShoot,s_ubershoot3}, // s_ubershoot2 {false,SPR_UBER_SHOOT3,12,NULL,(statefunc)T_UShoot,s_ubershoot4}, // s_ubershoot3 {false,SPR_UBER_SHOOT4,12,NULL,(statefunc)T_UShoot,s_ubershoot5}, // s_ubershoot4 {false,SPR_UBER_SHOOT3,12,NULL,(statefunc)T_UShoot,s_ubershoot6}, // s_ubershoot5 {false,SPR_UBER_SHOOT2,12,NULL,(statefunc)T_UShoot,s_ubershoot7}, // s_ubershoot6 {false,SPR_UBER_SHOOT1,12,NULL,NULL,s_uberchase1}, // s_ubershoot7 {false,SPR_WILL_W1,0,(statefunc)T_Stand,NULL,s_willstand}, // s_willstand {false,SPR_WILL_W1,10,(statefunc)T_Will,NULL,s_willchase1s}, // s_willchase1 {false,SPR_WILL_W1,3,NULL,NULL,s_willchase2}, // s_willchase1s {false,SPR_WILL_W2,8,(statefunc)T_Will,NULL,s_willchase3}, // s_willchase2 {false,SPR_WILL_W3,10,(statefunc)T_Will,NULL,s_willchase3s}, // s_willchase3 {false,SPR_WILL_W3,3,NULL,NULL,s_willchase4}, // s_willchase3s {false,SPR_WILL_W4,8,(statefunc)T_Will,NULL,s_willchase1}, // s_willchase4 {false,SPR_WILL_W1,1,NULL,NULL,s_willdie1}, // s_willdeathcam {false,SPR_WILL_W1,1,NULL,(statefunc)A_DeathScream,s_willdie2}, // s_willdie1 {false,SPR_WILL_W1,10,NULL,NULL,s_willdie3}, // s_willdie2 {false,SPR_WILL_DIE1,10,NULL,NULL,s_willdie4}, // s_willdie3 {false,SPR_WILL_DIE2,10,NULL,NULL,s_willdie5}, // s_willdie4 {false,SPR_WILL_DIE3,10,NULL,NULL,s_willdie6}, // s_willdie5 {false,SPR_WILL_DEAD,20,NULL,NULL,s_willdie6}, // s_willdie6 {false,SPR_WILL_SHOOT1,30,NULL,NULL,s_willshoot2}, // s_willshoot1 {false,SPR_WILL_SHOOT2,10,NULL,(statefunc)T_Launch,s_willshoot3}, // s_willshoot2 {false,SPR_WILL_SHOOT3,10,NULL,(statefunc)T_Shoot,s_willshoot4}, // s_willshoot3 {false,SPR_WILL_SHOOT4,10,NULL,(statefunc)T_Shoot,s_willshoot5}, // s_willshoot4 {false,SPR_WILL_SHOOT3,10,NULL,(statefunc)T_Shoot,s_willshoot6}, // s_willshoot5 {false,SPR_WILL_SHOOT4,10,NULL,(statefunc)T_Shoot,s_willchase1}, // s_willshoot6 {false,SPR_DEATH_W1,0,(statefunc)T_Stand,NULL,s_deathstand}, // s_deathstand {false,SPR_DEATH_W1,10,(statefunc)T_Will,NULL,s_deathchase1s}, // s_deathchase1 {false,SPR_DEATH_W1,3,NULL,NULL,s_deathchase2}, // s_deathchase1s {false,SPR_DEATH_W2,8,(statefunc)T_Will,NULL,s_deathchase3}, // s_deathchase2 {false,SPR_DEATH_W3,10,(statefunc)T_Will,NULL,s_deathchase3s}, // s_deathchase3 {false,SPR_DEATH_W3,3,NULL,NULL,s_deathchase4}, // s_deathchase3s {false,SPR_DEATH_W4,8,(statefunc)T_Will,NULL,s_deathchase1}, // s_deathchase4 {false,SPR_DEATH_W1,1,NULL,NULL,s_deathdie1}, // s_deathdeathcam {false,SPR_DEATH_W1,1,NULL,(statefunc)A_DeathScream,s_deathdie2}, // s_deathdie1 {false,SPR_DEATH_W1,10,NULL,NULL,s_deathdie3}, // s_deathdie2 {false,SPR_DEATH_DIE1,10,NULL,NULL,s_deathdie4}, // s_deathdie3 {false,SPR_DEATH_DIE2,10,NULL,NULL,s_deathdie5}, // s_deathdie4 {false,SPR_DEATH_DIE3,10,NULL,NULL,s_deathdie6}, // s_deathdie5 {false,SPR_DEATH_DIE4,10,NULL,NULL,s_deathdie7}, // s_deathdie6 {false,SPR_DEATH_DIE5,10,NULL,NULL,s_deathdie8}, // s_deathdie7 {false,SPR_DEATH_DIE6,10,NULL,NULL,s_deathdie9}, // s_deathdie8 {false,SPR_DEATH_DEAD,0,NULL,NULL,s_deathdie9}, // s_deathdie9 {false,SPR_DEATH_SHOOT1,30,NULL,NULL,s_deathshoot2}, // s_deathshoot1 {false,SPR_DEATH_SHOOT2,10,NULL,(statefunc)T_Launch,s_deathshoot3}, // s_deathshoot2 {false,SPR_DEATH_SHOOT4,10,NULL,(statefunc)T_Shoot,s_deathshoot4}, // s_deathshoot3 {false,SPR_DEATH_SHOOT3,10,NULL,(statefunc)T_Launch,s_deathshoot5}, // s_deathshoot4 {false,SPR_DEATH_SHOOT4,10,NULL,(statefunc)T_Shoot,s_deathchase1}, // s_deathshoot5 {false,SPR_ANGEL_W1,0,(statefunc)T_Stand,NULL,s_angelstand}, // s_angelstand {false,SPR_ANGEL_W1,10,(statefunc)T_Will,NULL,s_angelchase1s}, // s_angelchase1 {false,SPR_ANGEL_W1,3,NULL,NULL,s_angelchase2}, // s_angelchase1s {false,SPR_ANGEL_W2,8,(statefunc)T_Will,NULL,s_angelchase3}, // s_angelchase2 {false,SPR_ANGEL_W3,10,(statefunc)T_Will,NULL,s_angelchase3s}, // s_angelchase3 {false,SPR_ANGEL_W3,3,NULL,NULL,s_angelchase4}, // s_angelchase3s {false,SPR_ANGEL_W4,8,(statefunc)T_Will,NULL,s_angelchase1}, // s_angelchase4 {false,SPR_ANGEL_W1,1,NULL,(statefunc)A_DeathScream,s_angeldie11}, // s_angeldie1 {false,SPR_ANGEL_W1,1,NULL,NULL,s_angeldie2}, // s_angeldie11 {false,SPR_ANGEL_DIE1,10,NULL,(statefunc)A_Slurpie,s_angeldie3}, // s_angeldie2 {false,SPR_ANGEL_DIE2,10,NULL,NULL,s_angeldie4}, // s_angeldie3 {false,SPR_ANGEL_DIE3,10,NULL,NULL,s_angeldie5}, // s_angeldie4 {false,SPR_ANGEL_DIE4,10,NULL,NULL,s_angeldie6}, // s_angeldie5 {false,SPR_ANGEL_DIE5,10,NULL,NULL,s_angeldie7}, // s_angeldie6 {false,SPR_ANGEL_DIE6,10,NULL,NULL,s_angeldie8}, // s_angeldie7 {false,SPR_ANGEL_DIE7,10,NULL,NULL,s_angeldie9}, // s_angeldie8 {false,SPR_ANGEL_DEAD,130,NULL,(statefunc)A_Victory,s_angeldie9}, // s_angeldie9 {false,SPR_ANGEL_SHOOT1,10,NULL,(statefunc)A_StartAttack,s_angelshoot2}, // s_angelshoot1 {false,SPR_ANGEL_SHOOT2,20,NULL,(statefunc)T_Launch,s_angelshoot3}, // s_angelshoot2 {false,SPR_ANGEL_SHOOT1,10,NULL,(statefunc)A_Relaunch,s_angelshoot2}, // s_angelshoot3 {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,s_angeltired2}, // s_angeltired {false,SPR_ANGEL_TIRED2,40,NULL,NULL,s_angeltired3}, // s_angeltired2 {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,s_angeltired4}, // s_angeltired3 {false,SPR_ANGEL_TIRED2,40,NULL,NULL,s_angeltired5}, // s_angeltired4 {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,s_angeltired6}, // s_angeltired5 {false,SPR_ANGEL_TIRED2,40,NULL,NULL,s_angeltired7}, // s_angeltired6 {false,SPR_ANGEL_TIRED1,40,NULL,(statefunc)A_Breathing,s_angelchase1}, // s_angeltired7 {false,SPR_SPARK1,6,(statefunc)T_Projectile,NULL,s_spark2}, // s_spark1 {false,SPR_SPARK2,6,(statefunc)T_Projectile,NULL,s_spark3}, // s_spark2 {false,SPR_SPARK3,6,(statefunc)T_Projectile,NULL,s_spark4}, // s_spark3 {false,SPR_SPARK4,6,(statefunc)T_Projectile,NULL,s_spark1}, // s_spark4 {false,SPR_SPECTRE_W1,10,(statefunc)T_Stand,NULL,s_spectrewait2}, // s_spectrewait1 {false,SPR_SPECTRE_W2,10,(statefunc)T_Stand,NULL,s_spectrewait3}, // s_spectrewait2 {false,SPR_SPECTRE_W3,10,(statefunc)T_Stand,NULL,s_spectrewait4}, // s_spectrewait3 {false,SPR_SPECTRE_W4,10,(statefunc)T_Stand,NULL,s_spectrewait1}, // s_spectrewait4 {false,SPR_SPECTRE_W1,10,(statefunc)T_Ghosts,NULL,s_spectrechase2}, // s_spectrechase1 {false,SPR_SPECTRE_W2,10,(statefunc)T_Ghosts,NULL,s_spectrechase3}, // s_spectrechase2 {false,SPR_SPECTRE_W3,10,(statefunc)T_Ghosts,NULL,s_spectrechase4}, // s_spectrechase3 {false,SPR_SPECTRE_W4,10,(statefunc)T_Ghosts,NULL,s_spectrechase1}, // s_spectrechase4 {false,SPR_SPECTRE_F1,10,NULL,NULL,s_spectredie2}, // s_spectredie1 {false,SPR_SPECTRE_F2,10,NULL,NULL,s_spectredie3}, // s_spectredie2 {false,SPR_SPECTRE_F3,10,NULL,NULL,s_spectredie4}, // s_spectredie3 {false,SPR_SPECTRE_F4,300,NULL,NULL,s_spectrewake}, // s_spectredie4 {false,SPR_SPECTRE_F4,10,NULL,(statefunc)A_Dormant,s_spectrewake}, // s_spectrewake #endif #ifndef SPEAR {false,SPR_SCHABB_W1,0,(statefunc)T_Stand,NULL,s_schabbstand}, // s_schabbstand {false,SPR_SCHABB_W1,10,(statefunc)T_Schabb,NULL,s_schabbchase1s}, // s_schabbchase1 {false,SPR_SCHABB_W1,3,NULL,NULL,s_schabbchase2}, // s_schabbchase1s {false,SPR_SCHABB_W2,8,(statefunc)T_Schabb,NULL,s_schabbchase3}, // s_schabbchase2 {false,SPR_SCHABB_W3,10,(statefunc)T_Schabb,NULL,s_schabbchase3s}, // s_schabbchase3 {false,SPR_SCHABB_W3,3,NULL,NULL,s_schabbchase4}, // s_schabbchase3s {false,SPR_SCHABB_W4,8,(statefunc)T_Schabb,NULL,s_schabbchase1}, // s_schabbchase4 {false,SPR_SCHABB_W1,1,NULL,NULL,s_schabbdie1}, // s_schabbdeathcam {false,SPR_SCHABB_W1,10,NULL,(statefunc)A_DeathScream,s_schabbdie2}, // s_schabbdie1 {false,SPR_SCHABB_W1,10,NULL,NULL,s_schabbdie3}, // s_schabbdie2 {false,SPR_SCHABB_DIE1,10,NULL,NULL,s_schabbdie4}, // s_schabbdie3 {false,SPR_SCHABB_DIE2,10,NULL,NULL,s_schabbdie5}, // s_schabbdie4 {false,SPR_SCHABB_DIE3,10,NULL,NULL,s_schabbdie6}, // s_schabbdie5 {false,SPR_SCHABB_DEAD,20,NULL,(statefunc)A_StartDeathCam,s_schabbdie6}, // s_schabbdie6 {false,SPR_SCHABB_SHOOT1,30,NULL,NULL,s_schabbshoot2}, // s_schabbshoot1 {false,SPR_SCHABB_SHOOT2,10,NULL,(statefunc)T_SchabbThrow,s_schabbchase1}, // s_schabbshoot2 {false,SPR_HYPO1,6,(statefunc)T_Projectile,NULL,s_needle2}, // s_needle1 {false,SPR_HYPO2,6,(statefunc)T_Projectile,NULL,s_needle3}, // s_needle2 {false,SPR_HYPO3,6,(statefunc)T_Projectile,NULL,s_needle4}, // s_needle3 {false,SPR_HYPO4,6,(statefunc)T_Projectile,NULL,s_needle1}, // s_needle4 {false,SPR_GIFT_W1,0,(statefunc)T_Stand,NULL,s_giftstand}, // s_giftstand {false,SPR_GIFT_W1,10,(statefunc)T_Gift,NULL,s_giftchase1s}, // s_giftchase1 {false,SPR_GIFT_W1,3,NULL,NULL,s_giftchase2}, // s_giftchase1s {false,SPR_GIFT_W2,8,(statefunc)T_Gift,NULL,s_giftchase3}, // s_giftchase2 {false,SPR_GIFT_W3,10,(statefunc)T_Gift,NULL,s_giftchase3s}, // s_giftchase3 {false,SPR_GIFT_W3,3,NULL,NULL,s_giftchase4}, // s_giftchase3s {false,SPR_GIFT_W4,8,(statefunc)T_Gift,NULL,s_giftchase1}, // s_giftchase4 {false,SPR_GIFT_W1,1,NULL,NULL,s_giftdie1}, // s_giftdeathcam {false,SPR_GIFT_W1,1,NULL,(statefunc)A_DeathScream,s_giftdie2}, // s_giftdie1 {false,SPR_GIFT_W1,10,NULL,NULL,s_giftdie3}, // s_giftdie2 {false,SPR_GIFT_DIE1,10,NULL,NULL,s_giftdie4}, // s_giftdie3 {false,SPR_GIFT_DIE2,10,NULL,NULL,s_giftdie5}, // s_giftdie4 {false,SPR_GIFT_DIE3,10,NULL,NULL,s_giftdie6}, // s_giftdie5 {false,SPR_GIFT_DEAD,20,NULL,(statefunc)A_StartDeathCam,s_giftdie6}, // s_giftdie6 {false,SPR_GIFT_SHOOT1,30,NULL,NULL,s_giftshoot2}, // s_giftshoot1 {false,SPR_GIFT_SHOOT2,10,NULL,(statefunc)T_GiftThrow,s_giftchase1}, // s_giftshoot2 {false,SPR_FAT_W1,0,(statefunc)T_Stand,NULL,s_fatstand}, // s_fatstand {false,SPR_FAT_W1,10,(statefunc)T_Fat,NULL,s_fatchase1s}, // s_fatchase1 {false,SPR_FAT_W1,3,NULL,NULL,s_fatchase2}, // s_fatchase1s {false,SPR_FAT_W2,8,(statefunc)T_Fat,NULL,s_fatchase3}, // s_fatchase2 {false,SPR_FAT_W3,10,(statefunc)T_Fat,NULL,s_fatchase3s}, // s_fatchase3 {false,SPR_FAT_W3,3,NULL,NULL,s_fatchase4}, // s_fatchase3s {false,SPR_FAT_W4,8,(statefunc)T_Fat,NULL,s_fatchase1}, // s_fatchase4 {false,SPR_FAT_W1,1,NULL,NULL,s_fatdie1}, // s_fatdeathcam {false,SPR_FAT_W1,1,NULL,(statefunc)A_DeathScream,s_fatdie2}, // s_fatdie1 {false,SPR_FAT_W1,10,NULL,NULL,s_fatdie3}, // s_fatdie2 {false,SPR_FAT_DIE1,10,NULL,NULL,s_fatdie4}, // s_fatdie3 {false,SPR_FAT_DIE2,10,NULL,NULL,s_fatdie5}, // s_fatdie4 {false,SPR_FAT_DIE3,10,NULL,NULL,s_fatdie6}, // s_fatdie5 {false,SPR_FAT_DEAD,20,NULL,(statefunc)A_StartDeathCam,s_fatdie6}, // s_fatdie6 {false,SPR_FAT_SHOOT1,30,NULL,NULL,s_fatshoot2}, // s_fatshoot1 {false,SPR_FAT_SHOOT2,10,NULL,(statefunc)T_GiftThrow,s_fatshoot3}, // s_fatshoot2 {false,SPR_FAT_SHOOT3,10,NULL,(statefunc)T_Shoot,s_fatshoot4}, // s_fatshoot3 {false,SPR_FAT_SHOOT4,10,NULL,(statefunc)T_Shoot,s_fatshoot5}, // s_fatshoot4 {false,SPR_FAT_SHOOT3,10,NULL,(statefunc)T_Shoot,s_fatshoot6}, // s_fatshoot5 {false,SPR_FAT_SHOOT4,10,NULL,(statefunc)T_Shoot,s_fatchase1}, // s_fatshoot6 {false,SPR_FAKE_W1,0,(statefunc)T_Stand,NULL,s_fakestand}, // s_fakestand {false,SPR_FAKE_W1,10,(statefunc)T_Fake,NULL,s_fakechase1s}, // s_fakechase1 {false,SPR_FAKE_W1,3,NULL,NULL,s_fakechase2}, // s_fakechase1s {false,SPR_FAKE_W2,8,(statefunc)T_Fake,NULL,s_fakechase3}, // s_fakechase2 {false,SPR_FAKE_W3,10,(statefunc)T_Fake,NULL,s_fakechase3s}, // s_fakechase3 {false,SPR_FAKE_W3,3,NULL,NULL,s_fakechase4}, // s_fakechase3s {false,SPR_FAKE_W4,8,(statefunc)T_Fake,NULL,s_fakechase1}, // s_fakechase4 {false,SPR_FAKE_DIE1,10,NULL,(statefunc)A_DeathScream,s_fakedie2}, // s_fakedie1 {false,SPR_FAKE_DIE2,10,NULL,NULL,s_fakedie3}, // s_fakedie2 {false,SPR_FAKE_DIE3,10,NULL,NULL,s_fakedie4}, // s_fakedie3 {false,SPR_FAKE_DIE4,10,NULL,NULL,s_fakedie5}, // s_fakedie4 {false,SPR_FAKE_DIE5,10,NULL,NULL,s_fakedie6}, // s_fakedie5 {false,SPR_FAKE_DEAD,0,NULL,NULL,s_fakedie6}, // s_fakedie6 {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,s_fakeshoot2}, // s_fakeshoot1 {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,s_fakeshoot3}, // s_fakeshoot2 {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,s_fakeshoot4}, // s_fakeshoot3 {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,s_fakeshoot5}, // s_fakeshoot4 {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,s_fakeshoot6}, // s_fakeshoot5 {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,s_fakeshoot7}, // s_fakeshoot6 {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,s_fakeshoot8}, // s_fakeshoot7 {false,SPR_FAKE_SHOOT,8,NULL,(statefunc)T_FakeFire,s_fakeshoot9}, // s_fakeshoot8 {false,SPR_FAKE_SHOOT,8,NULL,NULL,s_fakechase1}, // s_fakeshoot9 {false,SPR_FIRE1,6,NULL,(statefunc)T_Projectile,s_fire2}, // s_fire1 {false,SPR_FIRE2,6,NULL,(statefunc)T_Projectile,s_fire1}, // s_fire2 {false,SPR_MECHA_W1,0,(statefunc)T_Stand,NULL,s_mechastand}, // s_mechastand {false,SPR_MECHA_W1,10,(statefunc)T_Chase,(statefunc)A_MechaSound,s_mechachase1s}, // s_mechachase1 {false,SPR_MECHA_W1,6,NULL,NULL,s_mechachase2}, // s_mechachase1s {false,SPR_MECHA_W2,8,(statefunc)T_Chase,NULL,s_mechachase3}, // s_mechachase2 {false,SPR_MECHA_W3,10,(statefunc)T_Chase,(statefunc)A_MechaSound,s_mechachase3s}, // s_mechachase3 {false,SPR_MECHA_W3,6,NULL,NULL,s_mechachase4}, // s_mechachase3s {false,SPR_MECHA_W4,8,(statefunc)T_Chase,NULL,s_mechachase1}, // s_mechachase4 {false,SPR_MECHA_DIE1,10,NULL,(statefunc)A_DeathScream,s_mechadie2}, // s_mechadie1 {false,SPR_MECHA_DIE2,10,NULL,NULL,s_mechadie3}, // s_mechadie2 {false,SPR_MECHA_DIE3,10,NULL,(statefunc)A_HitlerMorph,s_mechadie4}, // s_mechadie3 {false,SPR_MECHA_DEAD,0,NULL,NULL,s_mechadie4}, // s_mechadie4 {false,SPR_MECHA_SHOOT1,30,NULL,NULL,s_mechashoot2}, // s_mechashoot1 {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,s_mechashoot3}, // s_mechashoot2 {false,SPR_MECHA_SHOOT3,10,NULL,(statefunc)T_Shoot,s_mechashoot4}, // s_mechashoot3 {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,s_mechashoot5}, // s_mechashoot4 {false,SPR_MECHA_SHOOT3,10,NULL,(statefunc)T_Shoot,s_mechashoot6}, // s_mechashoot5 {false,SPR_MECHA_SHOOT2,10,NULL,(statefunc)T_Shoot,s_mechachase1}, // s_mechashoot6 {false,SPR_HITLER_W1,6,(statefunc)T_Chase,NULL,s_hitlerchase1s}, // s_hitlerchase1 {false,SPR_HITLER_W1,4,NULL,NULL,s_hitlerchase2}, // s_hitlerchase1s {false,SPR_HITLER_W2,2,(statefunc)T_Chase,NULL,s_hitlerchase3}, // s_hitlerchase2 {false,SPR_HITLER_W3,6,(statefunc)T_Chase,NULL,s_hitlerchase3s}, // s_hitlerchase3 {false,SPR_HITLER_W3,4,NULL,NULL,s_hitlerchase4}, // s_hitlerchase3s {false,SPR_HITLER_W4,2,(statefunc)T_Chase,NULL,s_hitlerchase1}, // s_hitlerchase4 {false,SPR_HITLER_W1,10,NULL,NULL,s_hitlerdie1}, // s_hitlerdeathcam {false,SPR_HITLER_W1,1,NULL,(statefunc)A_DeathScream,s_hitlerdie2}, // s_hitlerdie1 {false,SPR_HITLER_W1,10,NULL,NULL,s_hitlerdie3}, // s_hitlerdie2 {false,SPR_HITLER_DIE1,10,NULL,(statefunc)A_Slurpie,s_hitlerdie4}, // s_hitlerdie3 {false,SPR_HITLER_DIE2,10,NULL,NULL,s_hitlerdie5}, // s_hitlerdie4 {false,SPR_HITLER_DIE3,10,NULL,NULL,s_hitlerdie6}, // s_hitlerdie5 {false,SPR_HITLER_DIE4,10,NULL,NULL,s_hitlerdie7}, // s_hitlerdie6 {false,SPR_HITLER_DIE5,10,NULL,NULL,s_hitlerdie8}, // s_hitlerdie7 {false,SPR_HITLER_DIE6,10,NULL,NULL,s_hitlerdie9}, // s_hitlerdie8 {false,SPR_HITLER_DIE7,10,NULL,NULL,s_hitlerdie10}, // s_hitlerdie9 {false,SPR_HITLER_DEAD,20,NULL,(statefunc)A_StartDeathCam,s_hitlerdie10}, // s_hitlerdie10 {false,SPR_HITLER_SHOOT1,30,NULL,NULL,s_hitlershoot2}, // s_hitlershoot1 {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,s_hitlershoot3}, // s_hitlershoot2 {false,SPR_HITLER_SHOOT3,10,NULL,(statefunc)T_Shoot,s_hitlershoot4}, // s_hitlershoot3 {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,s_hitlershoot5}, // s_hitlershoot4 {false,SPR_HITLER_SHOOT3,10,NULL,(statefunc)T_Shoot,s_hitlershoot6}, // s_hitlershoot5 {false,SPR_HITLER_SHOOT2,10,NULL,(statefunc)T_Shoot,s_hitlerchase1}, // s_hitlershoot6 {false,SPR_BJ_W1,12,(statefunc)T_BJRun,NULL,s_bjrun1s}, // s_bjrun1 {false,SPR_BJ_W1,3,NULL,NULL,s_bjrun2}, // s_bjrun1s {false,SPR_BJ_W2,8,(statefunc)T_BJRun,NULL,s_bjrun3}, // s_bjrun2 {false,SPR_BJ_W3,12,(statefunc)T_BJRun,NULL,s_bjrun3s}, // s_bjrun3 {false,SPR_BJ_W3,3,NULL,NULL,s_bjrun4}, // s_bjrun3s {false,SPR_BJ_W4,8,(statefunc)T_BJRun,NULL,s_bjrun1}, // s_bjrun4 {false,SPR_BJ_JUMP1,14,(statefunc)T_BJJump,NULL,s_bjjump2}, // s_bjjump1 {false,SPR_BJ_JUMP2,14,(statefunc)T_BJJump,(statefunc)T_BJYell,s_bjjump3}, // s_bjjump2 {false,SPR_BJ_JUMP3,14,(statefunc)T_BJJump,NULL,s_bjjump4}, // s_bjjump3 {false,SPR_BJ_JUMP4,300,NULL,(statefunc)T_BJDone,s_bjjump4}, // s_bjjump4 {false,0,0,NULL,NULL,s_null}, // s_deathcam #endif }; wolf4sdl-20230117/states.h000066400000000000000000000174531436144612700152070ustar00rootroot00000000000000// // Copyright(C) 1992 Id Software, Inc. // Copyright(C) 2007-2011 Moritz "Ripper" Kroll // Copyright(C) 2020 Fabian Greffrath // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // DESCRIPTION: // Organize all available statetype variables in a states[] array. // // This replaces the current relying on a specific order in which // global variables are stored in the executable for e.g. saving // and restoring of savegames and thus does not require the // -fno-toplevel-reorder compiler flag anymore. // #ifndef __STATES_H__ #define __STATES_H__ typedef enum { s_null, s_player, s_attack, s_rocket, s_smoke1, s_smoke2, s_smoke3, s_smoke4, s_boom1, s_boom2, s_boom3, #ifdef SPEAR s_hrocket, s_hsmoke1, s_hsmoke2, s_hsmoke3, s_hsmoke4, s_hboom1, s_hboom2, s_hboom3, #endif s_grdstand, s_grdpath1, s_grdpath1s, s_grdpath2, s_grdpath3, s_grdpath3s, s_grdpath4, s_grdpain, s_grdpain1, s_grdshoot1, s_grdshoot2, s_grdshoot3, s_grdchase1, s_grdchase1s, s_grdchase2, s_grdchase3, s_grdchase3s, s_grdchase4, s_grddie1, s_grddie2, s_grddie3, s_grddie4, #ifndef SPEAR s_blinkychase1, s_blinkychase2, s_inkychase1, s_inkychase2, s_pinkychase1, s_pinkychase2, s_clydechase1, s_clydechase2, #endif s_dogpath1, s_dogpath1s, s_dogpath2, s_dogpath3, s_dogpath3s, s_dogpath4, s_dogjump1, s_dogjump2, s_dogjump3, s_dogjump4, s_dogjump5, s_dogchase1, s_dogchase1s, s_dogchase2, s_dogchase3, s_dogchase3s, s_dogchase4, s_dogdie1, s_dogdie2, s_dogdie3, s_dogdead, s_ofcstand, s_ofcpath1, s_ofcpath1s, s_ofcpath2, s_ofcpath3, s_ofcpath3s, s_ofcpath4, s_ofcpain, s_ofcpain1, s_ofcshoot1, s_ofcshoot2, s_ofcshoot3, s_ofcchase1, s_ofcchase1s, s_ofcchase2, s_ofcchase3, s_ofcchase3s, s_ofcchase4, s_ofcdie1, s_ofcdie2, s_ofcdie3, s_ofcdie4, s_ofcdie5, s_mutstand, s_mutpath1, s_mutpath1s, s_mutpath2, s_mutpath3, s_mutpath3s, s_mutpath4, s_mutpain, s_mutpain1, s_mutshoot1, s_mutshoot2, s_mutshoot3, s_mutshoot4, s_mutchase1, s_mutchase1s, s_mutchase2, s_mutchase3, s_mutchase3s, s_mutchase4, s_mutdie1, s_mutdie2, s_mutdie3, s_mutdie4, s_mutdie5, s_ssstand, s_sspath1, s_sspath1s, s_sspath2, s_sspath3, s_sspath3s, s_sspath4, s_sspain, s_sspain1, s_ssshoot1, s_ssshoot2, s_ssshoot3, s_ssshoot4, s_ssshoot5, s_ssshoot6, s_ssshoot7, s_ssshoot8, s_ssshoot9, s_sschase1, s_sschase1s, s_sschase2, s_sschase3, s_sschase3s, s_sschase4, s_ssdie1, s_ssdie2, s_ssdie3, s_ssdie4, #ifndef SPEAR s_bossstand, s_bosschase1, s_bosschase1s, s_bosschase2, s_bosschase3, s_bosschase3s, s_bosschase4, s_bossdie1, s_bossdie2, s_bossdie3, s_bossdie4, s_bossshoot1, s_bossshoot2, s_bossshoot3, s_bossshoot4, s_bossshoot5, s_bossshoot6, s_bossshoot7, s_bossshoot8, s_gretelstand, s_gretelchase1, s_gretelchase1s, s_gretelchase2, s_gretelchase3, s_gretelchase3s, s_gretelchase4, s_greteldie1, s_greteldie2, s_greteldie3, s_greteldie4, s_gretelshoot1, s_gretelshoot2, s_gretelshoot3, s_gretelshoot4, s_gretelshoot5, s_gretelshoot6, s_gretelshoot7, s_gretelshoot8, #endif #ifdef SPEAR s_transstand, s_transchase1, s_transchase1s, s_transchase2, s_transchase3, s_transchase3s, s_transchase4, s_transdie0, s_transdie01, s_transdie1, s_transdie2, s_transdie3, s_transdie4, s_transshoot1, s_transshoot2, s_transshoot3, s_transshoot4, s_transshoot5, s_transshoot6, s_transshoot7, s_transshoot8, s_uberstand, s_uberchase1, s_uberchase1s, s_uberchase2, s_uberchase3, s_uberchase3s, s_uberchase4, s_uberdie0, s_uberdie01, s_uberdie1, s_uberdie2, s_uberdie3, s_uberdie4, s_uberdie5, s_ubershoot1, s_ubershoot2, s_ubershoot3, s_ubershoot4, s_ubershoot5, s_ubershoot6, s_ubershoot7, s_willstand, s_willchase1, s_willchase1s, s_willchase2, s_willchase3, s_willchase3s, s_willchase4, s_willdeathcam, s_willdie1, s_willdie2, s_willdie3, s_willdie4, s_willdie5, s_willdie6, s_willshoot1, s_willshoot2, s_willshoot3, s_willshoot4, s_willshoot5, s_willshoot6, s_deathstand, s_deathchase1, s_deathchase1s, s_deathchase2, s_deathchase3, s_deathchase3s, s_deathchase4, s_deathdeathcam, s_deathdie1, s_deathdie2, s_deathdie3, s_deathdie4, s_deathdie5, s_deathdie6, s_deathdie7, s_deathdie8, s_deathdie9, s_deathshoot1, s_deathshoot2, s_deathshoot3, s_deathshoot4, s_deathshoot5, s_angelstand, s_angelchase1, s_angelchase1s, s_angelchase2, s_angelchase3, s_angelchase3s, s_angelchase4, s_angeldie1, s_angeldie11, s_angeldie2, s_angeldie3, s_angeldie4, s_angeldie5, s_angeldie6, s_angeldie7, s_angeldie8, s_angeldie9, s_angelshoot1, s_angelshoot2, s_angelshoot3, s_angeltired, s_angeltired2, s_angeltired3, s_angeltired4, s_angeltired5, s_angeltired6, s_angeltired7, s_spark1, s_spark2, s_spark3, s_spark4, s_spectrewait1, s_spectrewait2, s_spectrewait3, s_spectrewait4, s_spectrechase1, s_spectrechase2, s_spectrechase3, s_spectrechase4, s_spectredie1, s_spectredie2, s_spectredie3, s_spectredie4, s_spectrewake, #endif #ifndef SPEAR s_schabbstand, s_schabbchase1, s_schabbchase1s, s_schabbchase2, s_schabbchase3, s_schabbchase3s, s_schabbchase4, s_schabbdeathcam, s_schabbdie1, s_schabbdie2, s_schabbdie3, s_schabbdie4, s_schabbdie5, s_schabbdie6, s_schabbshoot1, s_schabbshoot2, s_needle1, s_needle2, s_needle3, s_needle4, s_giftstand, s_giftchase1, s_giftchase1s, s_giftchase2, s_giftchase3, s_giftchase3s, s_giftchase4, s_giftdeathcam, s_giftdie1, s_giftdie2, s_giftdie3, s_giftdie4, s_giftdie5, s_giftdie6, s_giftshoot1, s_giftshoot2, s_fatstand, s_fatchase1, s_fatchase1s, s_fatchase2, s_fatchase3, s_fatchase3s, s_fatchase4, s_fatdeathcam, s_fatdie1, s_fatdie2, s_fatdie3, s_fatdie4, s_fatdie5, s_fatdie6, s_fatshoot1, s_fatshoot2, s_fatshoot3, s_fatshoot4, s_fatshoot5, s_fatshoot6, s_fakestand, s_fakechase1, s_fakechase1s, s_fakechase2, s_fakechase3, s_fakechase3s, s_fakechase4, s_fakedie1, s_fakedie2, s_fakedie3, s_fakedie4, s_fakedie5, s_fakedie6, s_fakeshoot1, s_fakeshoot2, s_fakeshoot3, s_fakeshoot4, s_fakeshoot5, s_fakeshoot6, s_fakeshoot7, s_fakeshoot8, s_fakeshoot9, s_fire1, s_fire2, s_mechastand, s_mechachase1, s_mechachase1s, s_mechachase2, s_mechachase3, s_mechachase3s, s_mechachase4, s_mechadie1, s_mechadie2, s_mechadie3, s_mechadie4, s_mechashoot1, s_mechashoot2, s_mechashoot3, s_mechashoot4, s_mechashoot5, s_mechashoot6, s_hitlerchase1, s_hitlerchase1s, s_hitlerchase2, s_hitlerchase3, s_hitlerchase3s, s_hitlerchase4, s_hitlerdeathcam, s_hitlerdie1, s_hitlerdie2, s_hitlerdie3, s_hitlerdie4, s_hitlerdie5, s_hitlerdie6, s_hitlerdie7, s_hitlerdie8, s_hitlerdie9, s_hitlerdie10, s_hitlershoot1, s_hitlershoot2, s_hitlershoot3, s_hitlershoot4, s_hitlershoot5, s_hitlershoot6, #endif s_bjrun1, s_bjrun1s, s_bjrun2, s_bjrun3, s_bjrun3s, s_bjrun4, s_bjjump1, s_bjjump2, s_bjjump3, s_bjjump4, s_deathcam, numstates } statenum_t; #endif wolf4sdl-20230117/version.h000066400000000000000000000046471436144612700153720ustar00rootroot00000000000000#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 /* Wolf3d Full v1.1 Apogee - define CARMACIZED and APOGEE_1_1 Wolf3d Full v1.4 Apogee - define CARMACIZED Wolf3d Full v1.4 GT/ID/Activision - define CARMACIZED and GOODTIMES 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 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) #endif wolf4sdl-20230117/wl_act1.cpp000066400000000000000000000512421436144612700155630ustar00rootroot00000000000000// WL_ACT1.C #include "wl_def.h" /* ============================================================================= 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; default: 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;iareanumber] = 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<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<= 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<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<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; default: 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<tiley<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<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; } wolf4sdl-20230117/wl_act2.cpp000066400000000000000000001524231436144612700155670ustar00rootroot00000000000000// WL_ACT2.C #include #include #include "wl_def.h" /* ============================================================================= 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 T_Shoot (objtype *ob); /* ================= = = A_Smoke = ================= */ void A_Smoke (objtype *ob) { GetNewActor (); #ifdef SPEAR if (ob->obclass == hrocketobj) newobj->state = &states[s_hsmoke1]; else #endif newobj->state = &states[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 = 0; 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 = &states[s_boom1]; } #ifdef SPEAR else if (ob->obclass == hrocketobj) { PlaySoundLocActor(MISSILEHITSND,ob); ob->state = &states[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; default: break; } TakeDamage (damage,ob); ob->state = NULL; // mark for removal return; } ob->tilex = (short)(ob->x >> TILESHIFT); ob->tiley = (short)(ob->y >> TILESHIFT); } /* =============== = = SpawnStand = =============== */ void SpawnStand (enemy_t which, int tilex, int tiley, int dir) { word *map; word tile; switch (which) { case en_guard: SpawnNewObj (tilex,tiley,&states[s_grdstand]); newobj->speed = SPDPATROL; if (!loadedgame) gamestate.killtotal++; break; case en_officer: SpawnNewObj (tilex,tiley,&states[s_ofcstand]); newobj->speed = SPDPATROL; if (!loadedgame) gamestate.killtotal++; break; case en_mutant: SpawnNewObj (tilex,tiley,&states[s_mutstand]); newobj->speed = SPDPATROL; if (!loadedgame) gamestate.killtotal++; break; case en_ss: SpawnNewObj (tilex,tiley,&states[s_ssstand]); newobj->speed = SPDPATROL; if (!loadedgame) gamestate.killtotal++; break; default: break; } map = mapsegs[0]+(tiley<= 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,&states[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,&states[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,&states[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,&states[s_grdpath1]); newobj->speed = SPDPATROL; if (!loadedgame) gamestate.killtotal++; break; case en_officer: SpawnNewObj (tilex,tiley,&states[s_ofcpath1]); newobj->speed = SPDPATROL; if (!loadedgame) gamestate.killtotal++; break; case en_ss: SpawnNewObj (tilex,tiley,&states[s_sspath1]); newobj->speed = SPDPATROL; if (!loadedgame) gamestate.killtotal++; break; case en_mutant: SpawnNewObj (tilex,tiley,&states[s_mutpath1]); newobj->speed = SPDPATROL; if (!loadedgame) gamestate.killtotal++; break; case en_dog: SpawnNewObj (tilex,tiley,&states[s_dogpath1]); newobj->speed = SPDDOG; if (!loadedgame) gamestate.killtotal++; break; default: 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; default: break; } } #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 default: break; } } /* ============================================================================= SPEAR ACTORS ============================================================================= */ #ifdef SPEAR /* =============== = = SpawnTrans = =============== */ void SpawnTrans (int tilex, int tiley) { // word *map; // word tile; if (SoundBlasterPresent && DigiMode != sds_Off) states[s_transdie01].tictime = 105; SpawnNewObj (tilex,tiley,&states[s_transstand]); newobj->obclass = transobj; newobj->hitpoints = starthitpoints[gamestate.difficulty][en_trans]; newobj->flags |= FL_SHOOTABLE|FL_AMBUSH; if (!loadedgame) gamestate.killtotal++; } /* =============== = = SpawnUber = =============== */ void SpawnUber (int tilex, int tiley) { if (SoundBlasterPresent && DigiMode != sds_Off) states[s_uberdie01].tictime = 70; SpawnNewObj (tilex,tiley,&states[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); } /* =============== = = SpawnWill = =============== */ void SpawnWill (int tilex, int tiley) { if (SoundBlasterPresent && DigiMode != sds_Off) states[s_willdie2].tictime = 70; SpawnNewObj (tilex,tiley,&states[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,&states[s_willshoot1]); else if (ob->obclass == angelobj) NewState (ob,&states[s_angelshoot1]); else NewState (ob,&states[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<y = ((int32_t)ob->tiley<distance; if (dist <4) SelectRunDir (ob); else if (dodge) SelectDodgeDir (ob); else SelectChaseDir (ob); if (ob->dir == nodir) return; // object is blocked in } } /* =============== = = SpawnDeath = =============== */ void SpawnDeath (int tilex, int tiley) { if (SoundBlasterPresent && DigiMode != sds_Off) states[s_deathdie2].tictime = 105; SpawnNewObj (tilex,tiley,&states[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 == &states[s_deathshoot2]) { iangle-=4; if (iangle<0) iangle+=ANGLES; } else { iangle+=4; if (iangle>=ANGLES) iangle-=ANGLES; } } GetNewActor (); newobj->state = &states[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 = &states[s_hrocket]; newobj->obclass = hrocketobj; PlaySoundLocActor (KNIGHTMISSILESND,newobj); break; case angelobj: newobj->state = &states[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_Slurpie (objtype *) { SD_PlaySound(SLURPIESND); } void A_Breathing (objtype *) { SD_PlaySound(ANGELTIREDSND); } /* =============== = = SpawnAngel = =============== */ void SpawnAngel (int tilex, int tiley) { if (SoundBlasterPresent && DigiMode != sds_Off) states[s_angeldie11].tictime = 105; SpawnNewObj (tilex,tiley,&states[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,&states[s_angeltired]); return; } if (US_RndT()&1) { NewState (ob,&states[s_angelchase1]); return; } } // // spectre // /* =============== = = SpawnSpectre = =============== */ void SpawnSpectre (int tilex, int tiley) { SpawnNewObj (tilex,tiley,&states[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,&states[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,&states[s_blinkychase1]); break; case en_clyde: SpawnNewObj (tilex,tiley,&states[s_clydechase1]); break; case en_pinky: SpawnNewObj (tilex,tiley,&states[s_pinkychase1]); break; case en_inky: SpawnNewObj (tilex,tiley,&states[s_inkychase1]); break; } newobj->obclass = ghostobj; newobj->speed = SPDDOG; newobj->dir = east; newobj->flags |= FL_AMBUSH; if (!loadedgame) { gamestate.killtotal++; gamestate.killcount++; } } /* =============== = = SpawnSchabbs = =============== */ void SpawnSchabbs (int tilex, int tiley) { if (DigiMode != sds_Off) states[s_schabbdie2].tictime = 140; else states[s_schabbdie2].tictime = 5; SpawnNewObj (tilex,tiley,&states[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) states[s_giftdie2].tictime = 140; else states[s_giftdie2].tictime = 5; SpawnNewObj (tilex,tiley,&states[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) states[s_fatdie2].tictime = 140; else states[s_fatdie2].tictime = 5; SpawnNewObj (tilex,tiley,&states[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 = &states[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 = &states[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,&states[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<y = ((int32_t)ob->tiley<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,&states[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<y = ((int32_t)ob->tiley<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,&states[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<y = ((int32_t)ob->tiley<distance; if (dist <4) SelectRunDir (ob); else if (dodge) SelectDodgeDir (ob); else SelectChaseDir (ob); if (ob->dir == nodir) return; // object is blocked in } } /* ============================================================================= HITLERS ============================================================================= */ /* =============== = = SpawnFakeHitler = =============== */ void SpawnFakeHitler (int tilex, int tiley) { if (DigiMode != sds_Off) states[s_hitlerdie2].tictime = 140; else states[s_hitlerdie2].tictime = 5; SpawnNewObj (tilex,tiley,&states[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) states[s_hitlerdie2].tictime = 140; else states[s_hitlerdie2].tictime = 5; SpawnNewObj (tilex,tiley,&states[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,&states[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,&states[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 = &states[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,&states[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<y = ((int32_t)ob->tiley<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()obclass) { case guardobj: NewState (ob,&states[s_grdshoot1]); break; case officerobj: NewState (ob,&states[s_ofcshoot1]); break; case mutantobj: NewState (ob,&states[s_mutshoot1]); break; case ssobj: NewState (ob,&states[s_ssshoot1]); break; #ifndef SPEAR case bossobj: NewState (ob,&states[s_bossshoot1]); break; case gretelobj: NewState (ob,&states[s_gretelshoot1]); break; case mechahitlerobj: NewState (ob,&states[s_mechashoot1]); break; case realhitlerobj: NewState (ob,&states[s_hitlershoot1]); break; #else case angelobj: NewState (ob,&states[s_angelshoot1]); break; case transobj: NewState (ob,&states[s_transshoot1]); break; case uberobj: NewState (ob,&states[s_ubershoot1]); break; case willobj: NewState (ob,&states[s_willshoot1]); break; case deathobj: NewState (ob,&states[s_deathshoot1]); break; #endif default: break; } 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<y = ((int32_t)ob->tiley<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<y = ((int32_t)ob->tiley<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,&states[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<y = ((int32_t)ob->tiley<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<y = ((int32_t)ob->tiley<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()>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 // /* =============== = = SpawnBJVictory = =============== */ void SpawnBJVictory (void) { SpawnNewObj (player->tilex,player->tiley+1,&states[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<y = ((int32_t)ob->tiley<distance; SelectPathDir (ob); if ( !(--ob->temp1) ) { NewState (ob,&states[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; } 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); Write(0,7,STR_SEEAGAIN); } VW_UpdateScreen (); IN_UserInput(300); // // line angle up exactly // NewState (player,&states[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,&states[s_schabbdeathcam]); break; case realhitlerobj: NewState (ob,&states[s_hitlerdeathcam]); break; case giftobj: NewState (ob,&states[s_giftdeathcam]); break; case fatobj: NewState (ob,&states[s_fatdeathcam]); break; default: break; #endif } } #endif wolf4sdl-20230117/wl_agent.cpp000066400000000000000000000735611436144612700160410ustar00rootroot00000000000000// WL_AGENT.C #include "wl_def.h" /* ============================================================================= 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); 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; 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) { int angle; int angleunits; thrustspeed = 0; if(buttonstate[bt_strafeleft]) { angle = ob->angle + ANGLES/4; if(angle >= ANGLES) angle -= ANGLES; if(buttonstate[bt_run] ^ always_run) // [FG] toggle always 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] ^ always_run) // [FG] toggle always 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); } /* ================== = = 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>=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 99) gamestate.ammo = 99; DrawAmmo (); } //=========================================================================== /* ================== = = GiveKey = ================== */ void GiveKey (int key) { gamestate.keys |= (1<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<x-PUSHWALLMINDIST<=(pwallx<x+PUSHWALLMINDIST>=(pwallx<y+PUSHWALLMINDIST>=(pwally<0) yl--; if (yh0) xl--; if (xhflags & 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))<y < (((int32_t)(mapheight-1))<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<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 = &states[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<tiley<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<tilex); player->x = ((int32_t)tilex<y = ((int32_t)tiley<state = &states[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; default: 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)<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 = &states[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); } wolf4sdl-20230117/wl_atmos.cpp000066400000000000000000000164361436144612700160640ustar00rootroot00000000000000#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 wolf4sdl-20230117/wl_atmos.h000066400000000000000000000005751436144612700155260ustar00rootroot00000000000000#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 wolf4sdl-20230117/wl_cloudsky.cpp000066400000000000000000000210251436144612700165640ustar00rootroot00000000000000#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 +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 wolf4sdl-20230117/wl_cloudsky.h000066400000000000000000000021731436144612700162340ustar00rootroot00000000000000#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 +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 +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 wolf4sdl-20230117/wl_debug.cpp000066400000000000000000000523631436144612700160260ustar00rootroot00000000000000// WL_DEBUG.C #ifdef _WIN32 #include #else #include #endif #include "wl_def.h" #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; 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;inext;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;xflags&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 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 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>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 && maporgx0) maporgy--; if (controly > 0 && maporgyvisview) viewtype = mapview; } if (!c.button0) button0held = false; #endif OverheadRefresh (); } while (!Keyboard[sc_Escape]); IN_ClearKeysDown (); } #endif #endif wolf4sdl-20230117/wl_def.h000066400000000000000000001024651436144612700151420ustar00rootroot00000000000000#ifndef WL_DEF_H #define WL_DEF_H // Defines which version shall be built and configures supported extra features #include "version.h" #include #include #include #include #include #include #include #if !defined(_WIN32) # include # include # include #endif #include #if !defined O_BINARY # define O_BINARY 0 #endif #if defined(_MSC_VER) # define PACKEDPREFIX __pragma(pack(push,1)) #else # define PACKEDPREFIX #endif #if defined(__GNUC__) # if defined(_WIN32) && !defined(__clang__) # define PACKEDSUFFIX __attribute__((packed,gcc_struct)) # else # define PACKEDSUFFIX __attribute__((packed)) # endif #elif defined(_MSC_VER) # define PACKEDSUFFIX __pragma(pack(pop)) #else # define PACKEDSUFFIX #endif #define PACKED_STRUCT(...) PACKEDPREFIX struct __VA_ARGS__ PACKEDSUFFIX #define YESBUTTONNAME "Y" #define NOBUTTONNAME "N" #include "foreign.h" #ifndef SPEAR #include "audiowl6.h" #ifdef UPLOAD #include "gfxv_apo.h" #else #ifdef GOODTIMES #include "gfxv_wl6.h" #else #include "gfxv_apo.h" #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)<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<temp1 short tictime; void (*think) (void *),(*action) (void *); statenum_t next; // [FG] statetype states[] array } statetype; extern statetype states[numstates]; // [FG] statetype states[] array //--------------------- // // trivial actor structure // //--------------------- typedef PACKED_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 PACKED_STRUCT( doorstruct { byte tilex,tiley; boolean vertical; byte lock; doortype action; short ticcount; }) doorobj_t; //-------------------- // // thinking actor structure // //-------------------- typedef PACKED_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_none = -1, wp_knife, wp_pistol, wp_machinegun, wp_chaingun } weapontype; enum { gd_baby, gd_easy, gd_medium, gd_hard }; //--------------- // // gamestate structure // //--------------- typedef PACKED_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, mouseadjustment_v; 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_ignorenumchunks; extern boolean always_run; 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 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); /* ============================================================================= 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 wolf4sdl-20230117/wl_dir3dspr.cpp000066400000000000000000000147541436144612700164740ustar00rootroot00000000000000#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>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>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(scrstartyflags & 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 wolf4sdl-20230117/wl_draw.cpp000066400000000000000000001361771436144612700157030ustar00rootroot00000000000000// WL_DRAW.C #include "wl_def.h" #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 (nxviewheight = 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<>8)); } // // see if it should be grabbed // if (nx-TILEGLOBAL/2 && ny> 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 = DOORWALL; 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 = DOORWALL+1; 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>= 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>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>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>= 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>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(scrstartyshapenum = 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<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; iviewheight; 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 == &states[s_deathcam] && (GetTimeCount()&32) ) SimpleScaleShape(viewwidth/2,SPR_DEATHCAM,viewheight+1); #endif return; } #endif if (gamestate.weapon != wp_none) { 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 = 0,ystep = 0; longword xpartial = 0,ypartial = 0; boolean playerInPushwallBackTile = tilemap[focaltx][focalty] == 64; for(pixx=0;pixx=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<>16)); xintercept=FixedMul(xstep,ypartial)+viewx; ytile=focalty+ytilestep; yspot=(word)((((uint32_t)xintercept>>16)<> 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); if(yintercept<0) yintercept=0, ytile=0; else if(yintercept>=(mapheight<=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> 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); tilehit=pwalltile; HitVertWall(); } else { yintbuf=yintercept+((ystep*pwallposinv)>>6); if((yintbuf>>16)!=(yintercept>>16)) goto passvert; xintercept=(xtile<> 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); tilehit=pwalltile; HitVertWall(); } } else { if(((uint32_t)yintercept>>16)==pwally && xtile==pwallx) { texdelta = -(pwallposi<<10); xintercept=xtile<> 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); HitVertWall(); } } break; } passvert: *((byte *)spotvis+xspot)=1; xtile+=xtilestep; yintercept+=ystep; xspot=(word)((xtile<>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); if(xintercept<0) xintercept=0, xtile=0; else if(xintercept>=(mapwidth<=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> 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); tilehit=pwalltile; HitHorizWall(); } else { xintbuf=xintercept+((xstep*pwallposinv)>>6); if((xintbuf>>16)!=(xintercept>>16)) goto passhoriz; yintercept=(ytile<> 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); tilehit=pwalltile; HitHorizWall(); } } else { if(((uint32_t)xintercept>>16)==pwallx && ytile==pwally) { texdelta = -(pwallposi<<10); yintercept=ytile<> 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); HitHorizWall(); } } break; } passhoriz: *((byte *)spotvis+yspot)=1; ytile+=ytilestep; xintercept+=xstep; yspot=(word)((((uint32_t)xintercept>>16)<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 != wp_none) 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); VL_Flip(); } #ifndef REMDEBUG if (fpscounter) { fps_frames++; fps_time+=tics; if(fps_time>35) { fps_time-=35; fps=fps_frames<<1; fps_frames=0; } } #endif } wolf4sdl-20230117/wl_floorceiling.cpp000066400000000000000000000066411436144612700174120ustar00rootroot00000000000000#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 wolf4sdl-20230117/wl_game.cpp000066400000000000000000001170251436144612700156460ustar00rootroot00000000000000// WL_GAME.C #include #include "wl_def.h" #include #ifdef MYPROFILE #include #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= 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= 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> 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 (); 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 = demoptr[0] | demoptr[1] << 8; demoptr += 2; // 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 (clockwiseiangle) 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 (curangleangle += change; if (player->angle < 0) player->angle += ANGLES; ThreeDRefresh (); CalcTics (); } while (curangle != iangle); } // // fade to red // FinishPaletteShifts (); 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); strcpy(MainMenu[viewscores].string,STR_VS); 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); ClearMemory (); CheckHighScore (gamestate.score,gamestate.mapon+1); strcpy(MainMenu[viewscores].string,STR_VS); 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); strcpy(MainMenu[viewscores].string,STR_VS); MainMenu[viewscores].routine = CP_ViewScores; return; default: if(viewsize == 21) DrawPlayScreen(); ClearMemory (); break; } } while (1); } wolf4sdl-20230117/wl_inter.cpp000066400000000000000000000653151436144612700160620ustar00rootroot00000000000000// WL_INTER.C #include "wl_def.h" 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[16]; #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); Write (18, 2, STR_YOUWIN); Write (TIMEX, TIMEY - 2, STR_TOTALTIME); Write (12, RATIOY - 2, "averages"); Write (RATIOX + 8, RATIOY, STR_RATKILL); Write (RATIOX + 4, RATIOY + 2, STR_RATSECRET); Write (RATIOX, RATIOY + 4, STR_RATTREASURE); VWB_DrawPic (8, 4, L_BJWINSPIC); 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 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 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 } //========================================================================== /* ================== = = 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 (); } //========================================================================== 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); unsigned 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[16]; 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 (); VWB_DrawPic (0, 16, L_GUYPIC); #ifndef SPEAR if (mapon < 8) #else if (mapon != 4 && mapon != 9 && mapon != 15 && mapon < 17) #endif { Write (14, 2, "floor\ncompleted"); Write (14, 7, STR_BONUS " 0"); Write (16, 10, STR_TIME); Write (16, 12, STR_PAR); Write (9, 14, STR_RAT2KILL); Write (5, 16, STR_RAT2SECRET); Write (1, 18, STR_RAT2TREASURE); Write (26, 2, itoa (gamestate.mapon + 1, tempstr, 10)); Write (26, 12, parTimes[gamestate.episode * 10 + mapon].timestr); // // 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; i = 26 * 8; 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(!(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 (); } #define RATIOXX 37 // // 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(!(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(!(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(!(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 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[8]; #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); } } //=========================================================================== wolf4sdl-20230117/wl_main.cpp000066400000000000000000001367701436144612700156710ustar00rootroot00000000000000// WL_MAIN.C #ifdef _WIN32 #include #else #include #endif #include "wl_def.h" #include "wl_atmos.h" #include /* ============================================================================= 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, mouseadjustment_v; char configdir[256] = ""; char configname[13] = "config."; // // Command line parameter variables // boolean param_debugmode = false; boolean param_nowait = false; boolean param_demotest = false; int param_difficulty = 1; // default is "normal" int param_tedlevel = -1; // default is not to start a level int param_joystickindex = 0; int param_joystickhat = -1; int param_samplerate = 44100; int param_audiobuffer = -1; int param_mission = 0; boolean param_ignorenumchunks = false; boolean always_run = false; /* ============================================================================= LOCAL VARIABLES ============================================================================= */ /* ==================== = = ReadConfig = ==================== */ void ReadConfig(void) { SDMode sd; SMMode sm; SDSMode sds; char configpath[300]; if(configdir[0]) snprintf(configpath, sizeof(configpath), "%s/%s", configdir, configname); else strcpy(configpath, configname); #define read2(a,b,c) if(read(a,b,c)<0){close(file);goto noconfig;} const int file = open(configpath, O_RDONLY | O_BINARY); if (file != -1) { // // valid config file // word tmp; read2(file,&tmp,sizeof(tmp)); if(tmp!=0xfefa) { close(file); goto noconfig; } read2(file,Scores,sizeof(HighScore) * MaxScores); read2(file,&sd,sizeof(sd)); read2(file,&sm,sizeof(sm)); read2(file,&sds,sizeof(sds)); read2(file,&mouseenabled,sizeof(mouseenabled)); read2(file,&joystickenabled,sizeof(joystickenabled)); boolean dummyJoypadEnabled; read2(file,&dummyJoypadEnabled,sizeof(dummyJoypadEnabled)); boolean dummyJoystickProgressive; read2(file,&dummyJoystickProgressive,sizeof(dummyJoystickProgressive)); int dummyJoystickPort = 0; read2(file,&dummyJoystickPort,sizeof(dummyJoystickPort)); read2(file,dirscan,sizeof(dirscan)); read2(file,buttonscan,sizeof(buttonscan)); read2(file,buttonmouse,sizeof(buttonmouse)); read2(file,buttonjoy,sizeof(buttonjoy)); read2(file,&viewsize,sizeof(viewsize)); read2(file,&mouseadjustment,sizeof(mouseadjustment)); // [FG] vertical mouse sensitivity if (read(file,&mouseadjustment_v,sizeof(mouseadjustment_v))<0) { mouseadjustment_v = mouseadjustment; } // [FG] toggle always run if (read(file,&always_run,sizeof(always_run))<0) { always_run = false; } close(file); #undef read2 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(mouseadjustment_v<0) mouseadjustment_v=0; else if(mouseadjustment_v>9) mouseadjustment_v=9; if(viewsize<4) viewsize=4; else if(viewsize>21) viewsize=21; always_run = !!always_run; 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_v=mouseadjustment=5; always_run = false; } SD_SetMusicMode (sm); SD_SetSoundMode (sd); SD_SetDigiDevice (sds); } /* ==================== = = WriteConfig = ==================== */ void WriteConfig(void) { char configpath[300]; if(configdir[0]) snprintf(configpath, sizeof(configpath), "%s/%s", configdir, configname); else strcpy(configpath, configname); #define write2(a,b,c) if(write(a,b,c)<0){close(file);return;} const int file = open(configpath, O_CREAT | O_WRONLY | O_BINARY, 0644); if (file != -1) { word tmp=0xfefa; write2(file,&tmp,sizeof(tmp)); write2(file,Scores,sizeof(HighScore) * MaxScores); write2(file,&SoundMode,sizeof(SoundMode)); write2(file,&MusicMode,sizeof(MusicMode)); write2(file,&DigiMode,sizeof(DigiMode)); write2(file,&mouseenabled,sizeof(mouseenabled)); write2(file,&joystickenabled,sizeof(joystickenabled)); boolean dummyJoypadEnabled = false; write2(file,&dummyJoypadEnabled,sizeof(dummyJoypadEnabled)); boolean dummyJoystickProgressive = false; write2(file,&dummyJoystickProgressive,sizeof(dummyJoystickProgressive)); int dummyJoystickPort = 0; write2(file,&dummyJoystickPort,sizeof(dummyJoystickPort)); write2(file,dirscan,sizeof(dirscan)); write2(file,buttonscan,sizeof(buttonscan)); write2(file,buttonmouse,sizeof(buttonmouse)); write2(file,buttonjoy,sizeof(buttonjoy)); write2(file,&viewsize,sizeof(viewsize)); write2(file,&mouseadjustment,sizeof(mouseadjustment)); // [FG] vertical mouse sensitivity write2(file,&mouseadjustment_v,sizeof(mouseadjustment_v)); // [FG] toggle always run write2(file,&always_run,sizeof(always_run)); close(file); } #undef write2 } //=========================================================================== /* ===================== = = 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;inext) 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;inext; DiskFlopAnim(x,y); for (; ob ; ob=ob->next) { memcpy(&nullobj,ob,sizeof(nullobj)); nullobj.state=(statetype *) (nullobj.state-states); // [FG] statetype states[] array 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;istate > numstates) goto fail; // [FG] detect unsupported savegame format player->state=&states[(size_t)player->state]; // [FG] statetype states[] array while (1) { DiskFlopAnim(x,y); fread2 (&nullobj,sizeof(nullobj),1,file); if (nullobj.active == ac_badobject) break; GetNewActor (); if ((size_t)nullobj.state > numstates) goto fail; // [FG] detect unsupported savegame format nullobj.state=&states[(size_t)nullobj.state]; // [FG] statetype states[] array // don't copy over the links memcpy (newobj,&nullobj,sizeof(nullobj)-8); } DiskFlopAnim(x,y); word laststatobjnum; fread2 (&laststatobjnum,sizeof(laststatobjnum),1,file); laststatobj=statobjlist+laststatobjnum; checksum = DoChecksum((byte *)&laststatobjnum,sizeof(laststatobjnum),checksum); DiskFlopAnim(x,y); for(i=0;i= (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 fread2 (&oldchecksum,sizeof(oldchecksum),1,file); fread2 (&lastgamemusicoffset,sizeof(lastgamemusicoffset),1,file); if(lastgamemusicoffset<0) lastgamemusicoffset=0; #undef fread2 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; // [FG] detect unsupported savegame format fail: Message("Unsupported savegame\nformat detected!"); IN_ClearKeysDown(); IN_Ack(); memset(objlist, 0, sizeof(objlist)); loadedgame = false; return false; } //=========================================================================== /* ========================== = = 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 (); } //=========================================================================== /* ================== = = 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>2 // heightnumerator = (TILEGLOBAL*scale)>>6; // // calculate the angle offset from view angle of each pixel's ray // for (i=0;i=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(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); } SignonScreen (); #if defined _WIN32 if(!fullscreen) { struct SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version); if(SDL_GetWindowWMInfo(window,&wmInfo) != -1) { HWND hwndSDL = wmInfo.info.win.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 (); // // 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) { #ifdef NOTYET SetTextCursor(0,0); #endif puts(error); #ifdef NOTYET SetTextCursor(0,2); #endif VW_WaitVBL(100); } exit(1); } if (!*error) { #ifdef NOTYET CA_CacheGrChunk (ORDERSCREEN); screen = grsegs[ORDERSCREEN]; #endif WriteConfig (); } #ifdef NOTYET else { CA_CacheGrChunk (ERRORSCREEN); screen = grsegs[ERRORSCREEN]; } #endif ShutdownId (); if (*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) { #ifdef NOTYET memcpy((byte *)0xb8000,screen+7,24*160); // 24 for SPEAR/UPLOAD compatibility 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 // if (!param_demotest) { StartCPMusic(INTROSONG); if (!param_nowait) PG13 (); } while (1) { while (!param_nowait) { // // title page // if (!param_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; } // // demo // #ifndef SPEARDEMO PlayDemo (LastDemo++%4); #else PlayDemo (LastDemo); #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; 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("--demotest") param_demotest = 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("--fullscreen") fullscreen = true; else IFARG("--nograbmouse") grabmouse = false; 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) printf("Screen size must be a multiple of 320x200!\n"), hasError = true; aspect = 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; aspect = false; } } 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]); } else IFARG("--audiobuffer") { if(++i >= argc) { printf("The audiobuffer option is missing the size argument!\n"); hasError = true; } else param_audiobuffer = atoi(argv[i]); } 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("--ignorenumchunks") param_ignorenumchunks = true; else IFARG("--help") showHelp = true; else hasError = true; } if(hasError || showHelp) { if(hasError) printf("\n"); printf( "Wolf4SDL v1.7 ($Revision: 257 $)\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 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" " --demotest Skips right into the demo loop\n" " --fullscreen Starts the game in fullscreen mode\n" " --nograbmouse Does not grab the mouse in windowed mode\n" " --res Sets the screen resolution\n" " (must be multiple of 320x200)\n" " --resf Sets any screen resolution >= 320x200\n" " (which may result in graphic errors)\n" " --joystick Use the index-th joystick if available\n" " (-1 to disable joystick, default: 0)\n" " --joystickhat Enables movement with the given coolie hat\n" " --samplerate Sets the sound sample rate (given in Hz, default: %i)\n" " --audiobuffer 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 Directory where config file and save games are stored\n" #if defined(_WIN32) " (default: current directory)\n" #else " (default: $HOME/.wolf4sdl)\n" #endif #if defined(SPEAR) && !defined(SPEARDEMO) " --mission Mission number to play (0-3)\n" " (default: 0 -> .sod, 1-3 -> .sd*)\n" #endif , defaultSampleRate ); exit(1); } } /* ========================== = = main = ========================== */ int main (int argc, char *argv[]) { CheckParameters(argc, argv); CheckForEpisodes(); InitGame(); DemoLoop(); Quit("Demo loop exited???"); return 1; } wolf4sdl-20230117/wl_menu.cpp000066400000000000000000003244611436144612700157050ustar00rootroot00000000000000//////////////////////////////////////////////////////////////////// // // WL_MENU.C // by John Romero (C) 1992 Id Software, Inc. // //////////////////////////////////////////////////////////////////// #include #include #ifdef _WIN32 #include #include #else #include #endif #include "wl_def.h" extern int lastgamemusicoffset; extern int numEpisodesMissing; // // PRIVATE PROTOTYPES // #define STARTITEM newgame // ENDSTRx constants are defined in foreign.h char endStrings[9][80] = { ENDSTR1, ENDSTR2, ENDSTR3, ENDSTR4, ENDSTR5, ENDSTR6, ENDSTR7, ENDSTR8, ENDSTR9 }; CP_itemtype MainMenu[] = { {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}, {1, STR_VS, CP_ViewScores}, {1, STR_BD, 0}, {1, STR_QT, 0} }; CP_itemtype SndMenu[] = { {1, STR_NONE, 0}, {1, 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} }; enum { CTL_MOUSEENABLE, CTL_MOUSESENS, CTL_JOYENABLE, CTL_CUSTOMIZE, CTL_CUSTOMIZE2, CTL_ALWAYSRUN }; // [FG] extended "Customize" menus, toggle always run CP_itemtype CtlMenu[] = { {0, STR_MOUSEEN, 0}, {0, STR_SENS, MouseSensitivity}, {0, STR_JOYEN, 0}, {1, "Customize Keyboard", CustomControls}, // [FG] extended "Customize" menus {1, "Customize Mouse/JS", Custom2Controls}, // [FG] extended "Customize" menus {1, "Always Run", 0} // [FG] toggle always run }; #ifndef SPEAR CP_itemtype NewEmenu[] = { {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 CP_itemtype NewMenu[] = { {1, STR_DADDY, 0}, {1, STR_HURTME, 0}, {1, STR_BRINGEM, 0}, {1, STR_DEATH, 0} }; 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}, {1, "", 0}, {0, "", 0}, {1, "", 0}, {0, "", 0}, {1, "", 0}, {0, "", 0}, {1, "", 0} }; // [FG] extended "Customize" menus CP_itemtype Cus2Menu[] = { {1, "", 0}, {0, "", 0}, {0, "", 0}, {1, "", 0}, {0, "", 0}, {1, "", 0}, {0, "", 0}, {1, "", 0}, {0, "", 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}, Cus2Items = { 8, CST_Y + 13 * 2, lengthof(Cus2Menu), -1, 0}, // [FG] extended "Customize" menus #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 std::unordered_map ScanNames; void US_SetScanNames() { ScanNames[0] = "None"; ScanNames[sc_Enter] = "Enter"; ScanNames[SDLK_UP] = "Up"; ScanNames[SDLK_DOWN] = "Down"; ScanNames[SDLK_RIGHT] = "Right"; ScanNames[SDLK_LEFT] = "Left"; ScanNames[SDLK_INSERT] = "Ins"; ScanNames[SDLK_HOME] = "Home"; ScanNames[SDLK_END] = "End"; ScanNames[SDLK_PAGEUP] = "PgUp"; ScanNames[SDLK_PAGEDOWN] = "PgDn"; ScanNames[SDLK_F1] = "F1"; ScanNames[SDLK_F2] = "F2"; ScanNames[SDLK_F3] = "F3"; ScanNames[SDLK_F4] = "F4"; ScanNames[SDLK_F5] = "F5"; ScanNames[SDLK_F6] = "F6"; ScanNames[SDLK_F7] = "F7"; ScanNames[SDLK_F8] = "F8"; ScanNames[SDLK_F9] = "F9"; ScanNames[SDLK_F10] = "F10"; ScanNames[SDLK_F11] = "F11"; ScanNames[SDLK_F12] = "F12"; ScanNames[SDLK_F13] = "F13"; ScanNames[SDLK_F14] = "F14"; ScanNames[SDLK_F15] = "F15"; ScanNames[SDLK_F16] = "F16"; ScanNames[SDLK_F17] = "F17"; ScanNames[SDLK_F18] = "F18"; ScanNames[SDLK_F19] = "F19"; ScanNames[SDLK_NUMLOCKCLEAR] = "NumLk"; ScanNames[SDLK_CAPSLOCK] = "CapsLk"; ScanNames[SDLK_SCROLLLOCK] = "ScrlLk"; ScanNames[SDLK_RSHIFT] = "RShft"; ScanNames[SDLK_LSHIFT] = "Shift"; ScanNames[SDLK_RCTRL] = "RCtrl"; ScanNames[SDLK_LCTRL] = "LCtrl"; ScanNames[SDLK_RALT] = "RAlt"; ScanNames[SDLK_LALT] = "Alt"; ScanNames[SDLK_RGUI] = "RMeta"; ScanNames[SDLK_LGUI] = "LMeta"; ScanNames[SDLK_PRINTSCREEN] = "PrtSc"; ScanNames[sc_BackSpace] = "BkSp"; ScanNames[sc_Tab] = "Tab"; ScanNames[sc_Return] = "Return"; ScanNames[SDLK_PAUSE] = "Pause"; ScanNames[sc_Escape] = "Esc"; ScanNames[sc_Space] = "Space"; ScanNames[SDLK_EXCLAIM] = "!"; ScanNames[SDLK_QUOTEDBL] = "\""; ScanNames[SDLK_HASH] = "#"; ScanNames[SDLK_DOLLAR] = "$"; ScanNames[SDLK_QUESTION] = "?"; ScanNames[SDLK_AMPERSAND] = "&"; ScanNames[SDLK_QUOTE] = "'"; ScanNames[SDLK_LEFTPAREN] = "("; ScanNames[SDLK_RIGHTPAREN] = ")"; ScanNames[SDLK_ASTERISK] = "*"; ScanNames[SDLK_PLUS] = "+"; ScanNames[SDLK_COMMA] = ","; ScanNames[SDLK_MINUS] = "-"; ScanNames[SDLK_PERIOD] = "."; ScanNames[SDLK_SLASH] = "/"; ScanNames[SDLK_0] = "0"; ScanNames[SDLK_1] = "1"; ScanNames[SDLK_2] = "2"; ScanNames[SDLK_3] = "3"; ScanNames[SDLK_4] = "4"; ScanNames[SDLK_5] = "5"; ScanNames[SDLK_6] = "6"; ScanNames[SDLK_7] = "7"; ScanNames[SDLK_8] = "8"; ScanNames[SDLK_9] = "9"; ScanNames[SDLK_COLON] = ":"; ScanNames[SDLK_SEMICOLON] = ";"; ScanNames[SDLK_LESS] = "<"; ScanNames[SDLK_EQUALS] = "="; ScanNames[SDLK_GREATER] = ">"; ScanNames[SDLK_AT] = "@"; ScanNames[SDLK_a] = "A"; ScanNames[SDLK_b] = "B"; ScanNames[SDLK_c] = "C"; ScanNames[SDLK_d] = "D"; ScanNames[SDLK_e] = "E"; ScanNames[SDLK_f] = "F"; ScanNames[SDLK_g] = "G"; ScanNames[SDLK_h] = "H"; ScanNames[SDLK_i] = "I"; ScanNames[SDLK_j] = "J"; ScanNames[SDLK_k] = "K"; ScanNames[SDLK_l] = "L"; ScanNames[SDLK_m] = "M"; ScanNames[SDLK_n] = "N"; ScanNames[SDLK_o] = "O"; ScanNames[SDLK_p] = "P"; ScanNames[SDLK_q] = "Q"; ScanNames[SDLK_r] = "R"; ScanNames[SDLK_s] = "S"; ScanNames[SDLK_t] = "T"; ScanNames[SDLK_u] = "U"; ScanNames[SDLK_v] = "V"; ScanNames[SDLK_w] = "W"; ScanNames[SDLK_x] = "X"; ScanNames[SDLK_y] = "Y"; ScanNames[SDLK_z] = "Z"; ScanNames[SDLK_LEFTBRACKET] = "["; ScanNames[SDLK_BACKSLASH] = "\\"; ScanNames[SDLK_RIGHTBRACKET] = "]"; ScanNames[KEYD_MWHEELUP] = "MWUP"; ScanNames[KEYD_MWHEELDOWN] = "MWDN"; } #endif bool menuactive; // [FG] true if menu is active //////////////////////////////////////////////////////////////////// // // Wolfenstein Control Panel! Ta Da! // //////////////////////////////////////////////////////////////////// void US_ControlPanel (ScanCode scancode) { int which; if (ingame) { if (CP_CheckQuick (scancode)) return; lastgamemusicoffset = StartCPMusic (MENUSONG); } else StartCPMusic (MENUSONG); SetupControlPanel (); // // F-KEYS FROM WITHIN GAME // switch (scancode) { case sc_F1: BossKey (); 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; strcpy (MainMenu[viewscores].string, STR_EG); } //////////////////////// // // DRAW MAIN MENU SCREEN // void DrawMainMenu (void) { ClearMScreen (); VWB_DrawPic (112, 184, C_MOUSELBACKPIC); DrawStripes (10); VWB_DrawPic (84, 0, C_OPTIONSPIC); DrawWindow (MENU_X - 8, MENU_Y - 3, MENU_W, MENU_H, BKGDCOLOR); // // CHANGE "GAME" AND "DEMO" // if (ingame) { strcpy (&MainMenu[backtodemo].string[8], STR_GAME); MainMenu[backtodemo].active = 2; } else { strcpy (&MainMenu[backtodemo].string[8], STR_DEMO); MainMenu[backtodemo].active = 1; } DrawMenu (&MainItems, &MainMenu[0]); VW_UpdateScreen (); } //////////////////////////////////////////////////////////////////// // // BOSS KEY // //////////////////////////////////////////////////////////////////// void BossKey (void) { const char *prompt[] = {"C:\\>", "C:\\>_"}; int i = 0; int lastoffs = StopMusic(); int32_t lastBlinkTime = GetTimeCount(); // [FG] instant fade-in to cleared screen VWB_Bar(0, 0, 320, 200, 0); VL_FadeIn(0, 255, gamepal, 1); fontnumber = 0; SETFONTCOLOR(15, 0); do { // [FG] clear screen VWB_Bar (0, 0, 320, 200, 0); // [FG] print DOS prompt line with blinking cursor if ((int32_t)GetTimeCount() - lastBlinkTime > 20) { lastBlinkTime = GetTimeCount(); i ^= 1; } PrintX = PrintY = 0; US_Print(prompt[i]); VW_UpdateScreen(); TicDelay(20); } while (!(IN_KeyDown(sc_Escape) || IN_KeyDown(sc_Control) || IN_KeyDown(sc_Alt))); IN_ClearKeysDown (); ContinueMusic(lastoffs); } //////////////////////////////////////////////////////////////////// // // 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; if (Confirm (ENDGAMESTR)) { 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 (); #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 (); #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; if (Confirm (endStrings[US_RndT () & (0x7 + (US_RndT () & 1))])) { 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; res = Confirm (ENDGAMESTR); DrawMainMenu(); if(!res) return 0; pickquick = gamestate.lives = 0; playstate = ex_died; killerobj = NULL; MainMenu[savegame].active = 0; MainMenu[viewscores].routine = CP_ViewScores; strcpy (MainMenu[viewscores].string, STR_VS); 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) if (!Confirm (CURGAME)) { 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 (); 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; 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; US_CPrint ("Which episode to play?"); 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) { ClearMScreen (); VWB_DrawPic (112, 184, C_MOUSELBACKPIC); SETFONTCOLOR (READHCOLOR, BKGDCOLOR); PrintX = NM_X + 20; PrintY = NM_Y - 32; #ifndef SPEAR US_Print ("How tough are you?"); #else VWB_DrawPic (PrintX, PrintY, C_HOWTOUGHPIC); #endif DrawWindow (NM_X - 5, NM_Y - 10, NM_W, NM_H, BKGDCOLOR); 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; // // 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); // // 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]); VWB_DrawPic (100, SM_Y1 - 20, C_FXTITLEPIC); VWB_DrawPic (100, SM_Y2 - 20, C_DIGITITLEPIC); VWB_DrawPic (100, SM_Y3 - 20, C_MUSICTITLEPIC); for (i = 0; i < SndItems.amount; i++) if (SndMenu[i].string[0]) { // // 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'; 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'; 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 (); 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); 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]) { if (!Confirm (GAMESVD)) { 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); 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; DrawCtlScreen (); Cus2Items.curpos = CusItems.curpos = -1; ShootSnd (); break; case CTL_JOYENABLE: joystickenabled ^= 1; DrawCtlScreen (); Cus2Items.curpos = CusItems.curpos = -1; ShootSnd (); break; case CTL_MOUSESENS: case CTL_CUSTOMIZE: // [FG] extended "Customize" menus case CTL_CUSTOMIZE2: DrawCtlScreen (); MenuFadeIn (); WaitKeyUp (); break; // [FG] toggle always run case CTL_ALWAYSRUN: always_run ^= 1; DrawCtlScreen (); Cus2Items.curpos = CusItems.curpos = -1; ShootSnd (); break; } } while (which >= 0); MenuFadeOut (); #ifdef SPEAR UnCacheLump (CONTROL_LUMP_START, CONTROL_LUMP_END); CacheLump (OPTIONS_LUMP_START, OPTIONS_LUMP_END); #endif return 0; } // [FG] vertical mouse sensitivity menu offset static const int offset = 3 * 13; //////////////////////////////// // // DRAW MOUSE SENSITIVITY SCREEN // void DrawMouseSens (void) { ClearMScreen (); VWB_DrawPic (112, 184, C_MOUSELBACKPIC); DrawWindow (10, 80, 300, 30 + offset, BKGDCOLOR); WindowX = 0; WindowW = 320; PrintY = 82; SETFONTCOLOR (READCOLOR, BKGDCOLOR); US_CPrint ("Horizontal Sensitivity"); PrintY = 82 + offset; SETFONTCOLOR (READCOLOR, BKGDCOLOR); US_CPrint ("Vertical Sensitivity"); SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); PrintX = 14; PrintY = 95; US_Print (STR_SLOW); PrintX = 269; US_Print (STR_FAST); PrintX = 14; PrintY = 95 + offset; US_Print (STR_SLOW); PrintX = 269; US_Print (STR_FAST); 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); // [FG] vertical mouse sensitivity VWB_Bar (60, 97 + offset, 200, 10, TEXTCOLOR); DrawOutline (60, 97 + offset, 200, 10, 0, HIGHLIGHT); DrawOutline (60 + 20 * mouseadjustment_v, 97 + offset, 20, 10, 0, READCOLOR); VWB_Bar (61 + 20 * mouseadjustment_v, 98 + offset, 19, 9, READHCOLOR); VW_UpdateScreen (); MenuFadeIn (); } /////////////////////////// // // ADJUST MOUSE SENSITIVITY // int MouseSensitivity (int) { ControlInfo ci; int exit = 0, oldMA, oldMA_v; int *ma = &mouseadjustment; // [FG] animate gun cursor int shape = C_CURSOR1PIC; int32_t lastBlinkTime = GetTimeCount(), timer = 8; oldMA = mouseadjustment; oldMA_v = mouseadjustment_v; DrawMouseSens (); do { // [FG] draw gun background VWB_Bar (30, 81 + (ma == &mouseadjustment ? offset : 0), 25, 16, BKGDCOLOR); // [FG] animate gun cursor 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 (33, 81 + (ma == &mouseadjustment ? 0 : offset), shape); VW_UpdateScreen (); SDL_Delay(5); ReadAnyControl (&ci); switch (ci.dir) { case dir_North: // [FG] horizontal mouse sensitivity ma = &mouseadjustment; SD_PlaySound (MOVEGUN1SND); break; case dir_West: if (*ma) { *ma -= 1; 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); // [FG] vertical mouse sensitivity VWB_Bar (60, 97 + offset, 200, 10, TEXTCOLOR); DrawOutline (60, 97 + offset, 200, 10, 0, HIGHLIGHT); DrawOutline (60 + 20 * mouseadjustment_v, 97 + offset, 20, 10, 0, READCOLOR); VWB_Bar (61 + 20 * mouseadjustment_v, 98 + offset, 19, 9, READHCOLOR); VW_UpdateScreen (); SD_PlaySound (MOVEGUN1SND); TicDelay(20); } break; case dir_South: // [FG] vertical mouse sensitivity ma = &mouseadjustment_v; SD_PlaySound (MOVEGUN1SND); break; case dir_East: if (*ma < 9) { *ma += 1; 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); // [FG] vertical mouse sensitivity VWB_Bar (60, 97 + offset, 200, 10, TEXTCOLOR); DrawOutline (60, 97 + offset, 200, 10, 0, HIGHLIGHT); DrawOutline (60 + 20 * mouseadjustment_v, 97 + offset, 20, 10, 0, READCOLOR); VWB_Bar (61 + 20 * mouseadjustment_v, 98 + offset, 19, 9, READHCOLOR); VW_UpdateScreen (); SD_PlaySound (MOVEGUN1SND); TicDelay(20); } break; default: 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; mouseadjustment_v = oldMA_v; SD_PlaySound (ESCPRESSEDSND); } else SD_PlaySound (SHOOTSND); WaitKeyUp (); MenuFadeOut (); return 0; } /////////////////////////// // // DRAW CONTROL MENU SCREEN // void DrawCtlScreen (void) { int i, x, y; 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); 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); // [FG] toggle always run y = CTL_Y + 3 + 5*13; if (always_run) 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 }; // [FG] support up to 32 joystick buttons char mbarray[32][4] = { "b00", "b01", "b02", "b03", "b04", "b05", "b06", "b07", "b08", "b09", "b10", "b11", "b12", "b13", "b14", "b15", "b16", "b17", "b18", "b19", "b20", "b21", "b22", "b23", "b24", "b25", "b26", "b27", "b28", "b29", "b30", "b31" }; // [FG] support up to 32 joystick buttons int8_t order[32] = { RUN, OPEN, FIRE, STRAFE, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 31, 31 }; // [FG] extended "Customize" menus int Custom2Controls (int) { int which; DrawCustom2Screen (); do { which = HandleMenu (&Cus2Items, &Cus2Menu[0], FixupCustom2); switch (which) { case 0: DefineMouseBtns (); DrawCustMouse (1); break; case 3: DefineJoyBtns (); DrawCustJoy (0); break; // [FG] joystick buttons 2 (Wp+, Wp-, Menu, Pause) case 5: DefineJoy2Btns (); DrawCust2Joy (0); break; case 7: DefineJoy3Btns (); DrawCust3Joy (0); break; } } while (which >= 0); MenuFadeOut (); return 0; } int CustomControls (int) { int which; DrawCustomScreen (); do { which = HandleMenu (&CusItems, &CusMenu[0], FixupCustom); switch (which) { case 0: DefineKeyBtns (); DrawCustKeybd (0); break; case 2: DefineKeyMove (); DrawCustKeys (0); break; // [FG] keyboard buttons 2 (Wp1, Wp2, Wp3, Wp4) case 4: DefineKey2Btns (); DrawCust2Keybd (0); break; // [FG] keyboard buttons 3 (Wp+, Wp-, Menu, Pause) case 6: DefineKey3Btns (); DrawCust3Keybd (0); break; // [FG] keyboard buttons 4 (StrLft, StrRgt) case 8: DefineKey4Btns (); DrawCust4Keybd (0); break; } } 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); } // [FG] joystick buttons 2 (Wp+, Wp-, Menu, Pause) void DefineJoy2Btns (void) { CustomCtrls joyallowed = { 1, 1, 1, 1 }; EnterCtrlData (7, &joyallowed, DrawCust2Joy, PrintCust2Joy, JOYSTICK2); } // [FG] joystick buttons 3 (StrLft, StrRgt) void DefineJoy3Btns (void) { CustomCtrls joyallowed = { 1, 1, 0, 0 }; EnterCtrlData (9, &joyallowed, DrawCust3Joy, PrintCust3Joy, JOYSTICK3); } //////////////////////// // // DEFINE THE KEYBOARD BUTTONS // void DefineKeyBtns (void) { CustomCtrls keyallowed = { 1, 1, 1, 1 }; EnterCtrlData (2, &keyallowed, DrawCustKeybd, PrintCustKeybd, KEYBOARDBTNS); } // [FG] keyboard buttons 2 (Wp1, Wp2, Wp3, Wp4) void DefineKey2Btns (void) { CustomCtrls keyallowed = { 1, 1, 1, 1 }; EnterCtrlData (6, &keyallowed, DrawCust2Keybd, PrintCust2Keybd, KEYBOARD2BTNS); } // [FG] keyboard buttons 3 (Wp+, Wp-, Menu, Pause) void DefineKey3Btns (void) { CustomCtrls keyallowed = { 1, 1, 1, 1 }; EnterCtrlData (8, &keyallowed, DrawCust3Keybd, PrintCust3Keybd, KEYBOARD3BTNS); } // [FG] keyboard buttons 4 (StrLft, StrRgt) void DefineKey4Btns (void) { CustomCtrls keyallowed = { 1, 1, 0, 0 }; EnterCtrlData (10, &keyallowed, DrawCust4Keybd, PrintCust4Keybd, KEYBOARD4BTNS); } //////////////////////// // // DEFINE THE KEYBOARD BUTTONS // void DefineKeyMove (void) { CustomCtrls keyallowed = { 1, 1, 1, 1 }; EnterCtrlData (4, &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 = 0, 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); // [FG] extended "Customize" menus if (type == MOUSE || type == JOYSTICK || type == JOYSTICK2 || type == JOYSTICK3) if (IN_KeyDown (sc_Enter) || IN_KeyDown (sc_Control) || IN_KeyDown (sc_Alt)) { IN_ClearKeysDown (); ci.button0 = ci.button1 = false; } // // CHANGE BUTTON VALUE? // // [FG] extended "Customize" menus, support up to 32 joystick buttons if (((type != KEYBOARD4BTNS && type != KEYBOARD3BTNS && type != KEYBOARD2BTNS && type != KEYBOARDBTNS && type != KEYBOARDMOVE) && (ci.button0 | ci.button1 | ci.button2 | ci.button3 | IN_JoyButtons())) || ((type == KEYBOARD4BTNS || type == KEYBOARD3BTNS || type == KEYBOARD2BTNS || type == KEYBOARDBTNS || type == KEYBOARDMOVE) && LastScan == sc_Enter)) { lastFlashTime = GetTimeCount(); tick = picked = 0; SETFONTCOLOR (0, TEXTCOLOR); // [FG] extended "Customize" menus if (type == KEYBOARD4BTNS || type == KEYBOARD3BTNS || type == KEYBOARD2BTNS || 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: button = IN_JoyButtons(); // [FG] support up to 32 joystick buttons for (int i = 0; i < 32; i++) { if (button & (1 << i)) { result = i + 1; break; } } if (result) { // [FG] support up to 32 joystick buttons for (int z = 0; z < 32; z++) { if (order[which] == buttonjoy[z]) { buttonjoy[z] = bt_nobutton; break; } } buttonjoy[result - 1] = order[which]; picked = 1; SD_PlaySound (SHOOTDOORSND); } break; // [FG] joystick buttons 2 (Wp+, Wp-, Menu, Pause) case JOYSTICK2: button = IN_JoyButtons(); // [FG] support up to 32 joystick buttons for (int i = 0; i < 32; i++) { if (button & (1 << i)) { result = i + 1; break; } } if (result) { // [FG] support up to 32 joystick buttons for (int z = 0; z < 32; z++) { if (which+8 == buttonjoy[z]) { buttonjoy[z] = bt_nobutton; break; } } buttonjoy[result - 1] = which+8; picked = 1; SD_PlaySound (SHOOTDOORSND); } break; // [FG] joystick buttons 3 (StrLft, StrRgt) case JOYSTICK3: button = IN_JoyButtons(); // [FG] support up to 32 joystick buttons for (int i = 0; i < 32; i++) { if (button & (1 << i)) { result = i + 1; break; } } if (result) { // [FG] support up to 32 joystick buttons for (int z = 0; z < 32; z++) { if (which+12 == buttonjoy[z]) { buttonjoy[z] = bt_nobutton; break; } } buttonjoy[result - 1] = which+12; picked = 1; SD_PlaySound (SHOOTDOORSND); } break; case KEYBOARDBTNS: if (LastScan && LastScan != sc_Escape) { buttonscan[order[which]] = LastScan; picked = 1; ShootSnd (); IN_ClearKeysDown (); } break; // [FG] keyboard buttons 2 (Wp1, Wp2, Wp3, Wp4) case KEYBOARD2BTNS: if (LastScan && LastScan != sc_Escape) { buttonscan[which+4] = LastScan; picked = 1; ShootSnd (); IN_ClearKeysDown (); } break; // [FG] keyboard buttons 3 (Wp+, Wp-, Menu, Pause) case KEYBOARD3BTNS: if (LastScan && LastScan != sc_Escape) { buttonscan[which+8] = LastScan; picked = 1; ShootSnd (); IN_ClearKeysDown (); } break; // [FG] keyboard buttons 4 (StrLft, StrRgt) case KEYBOARD4BTNS: if (LastScan && LastScan != sc_Escape) { buttonscan[which+12] = 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; default: break; } } while (!exit); SD_PlaySound (ESCPRESSEDSND); WaitKeyUp (); DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); } //////////////////////// // // FIXUP GUN CURSOR OVERDRAW SHIT // // [FG] extended "Customize" menus void FixupCustom2 (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; // [FG] joystick buttons 2 (Wp+, Wp-, Menu, Pause) case 5: DrawCust2Joy (1); break; // [FG] joystick buttons 3 (StrLft, StrRgt) case 7: DrawCust3Joy (1); break; } 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; // [FG] joystick buttons 2 (Wp+, Wp-, Menu, Pause) case 5: DrawCust2Joy (0); break; // [FG] joystick buttons 3 (StrLft, StrRgt) case 7: DrawCust3Joy (0); break; } } lastwhich = w; } 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: DrawCustKeybd (1); break; case 2: DrawCustKeys (1); break; // [FG] keyboard buttons 2 (Wp1, Wp2, Wp3, Wp4) case 4: DrawCust2Keybd (1); break; // [FG] keyboard buttons 3 (Wp+, Wp-, Menu, Pause) case 6: DrawCust3Keybd (1); break; // [FG] keyboard buttons 4 (StrLft, StrRgt) case 8: DrawCust4Keybd (1); break; } 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: DrawCustKeybd (0); break; case 2: DrawCustKeys (0); break; // [FG] keyboard buttons 2 (Wp1, Wp2, Wp3, Wp4) case 4: DrawCust2Keybd (0); break; // [FG] keyboard buttons 3 (Wp+, Wp-, Menu, Pause) case 6: DrawCust3Keybd (0); break; // [FG] keyboard buttons 4 (StrLft, StrRgt) case 8: DrawCust4Keybd (0); break; } } lastwhich = w; } //////////////////////// // // DRAW CUSTOMIZE SCREEN // // [FG] extended "Customize" menus void DrawCustom2Screen (void) { int i; ClearMScreen (); WindowX = 0; WindowW = 320; VWB_DrawPic (112, 184, C_MOUSELBACKPIC); DrawStripes (10); VWB_DrawPic (80, 0, C_CUSTOMIZEPIC); PrintY = CST_Y; // // 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); 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"); 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); 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"); DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); DrawCustJoy (0); US_Print ("\n"); SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); PrintX = CST_START; US_Print ("Wp+"); PrintX = CST_START + CST_SPC * 1; US_Print ("Wp-"); PrintX = CST_START + CST_SPC * 2; US_Print ("Menu"); PrintX = CST_START + CST_SPC * 3; US_Print ("Pause" "\n"); DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); DrawCust2Joy (0); US_Print ("\n"); PrintX = CST_START; US_Print ("StrLft"); PrintX = CST_START + CST_SPC * 1; US_Print ("StrRgt" "\n"); DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); DrawCust3Joy (0); US_Print ("\n"); // // PICK STARTING POINT IN MENU // if (Cus2Items.curpos < 0) for (i = 0; i < Cus2Items.amount; i++) if (Cus2Menu[i].active) { Cus2Items.curpos = i; break; } VW_UpdateScreen (); MenuFadeIn (); } void DrawCustomScreen (void) { int i; ClearMScreen (); WindowX = 0; WindowW = 320; VWB_DrawPic (112, 184, C_MOUSELBACKPIC); DrawStripes (10); VWB_DrawPic (80, 0, C_CUSTOMIZEPIC); PrintY = CST_Y; // // KEYBOARD // #ifndef SPEAR SETFONTCOLOR (READCOLOR, BKGDCOLOR); US_CPrint ("Keyboard\n"); #else PrintY += 13; #endif SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); 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"); DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); DrawCustKeybd (0); US_Print ("\n"); // // KEYBOARD MOVE KEYS // SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); 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"); DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); DrawCustKeys (0); US_Print ("\n"); SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); PrintX = CST_START; US_Print ("Wp1"); PrintX = CST_START + CST_SPC * 1; US_Print ("Wp2"); PrintX = CST_START + CST_SPC * 2; US_Print ("Wp3"); PrintX = CST_START + CST_SPC * 3; US_Print ("Wp4" "\n"); DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); DrawCust2Keybd (0); US_Print ("\n"); SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); PrintX = CST_START; US_Print ("Wp+"); PrintX = CST_START + CST_SPC * 1; US_Print ("Wp-"); PrintX = CST_START + CST_SPC * 2; US_Print ("Menu"); PrintX = CST_START + CST_SPC * 3; US_Print ("Pause" "\n"); DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); DrawCust3Keybd (0); US_Print ("\n"); SETFONTCOLOR (TEXTCOLOR, BKGDCOLOR); PrintX = CST_START; US_Print ("StrLft"); PrintX = CST_START + CST_SPC * 1; US_Print ("StrRgt" "\n"); DrawWindow (5, PrintY - 1, 310, 13, BKGDCOLOR); DrawCust4Keybd (0); US_Print ("\n"); // // 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) { // [FG] support up to 32 joystick buttons for (int j = 0; j < 32; j++) { if (order[i] == buttonjoy[j]) { PrintX = CST_START + CST_SPC * i; US_Print (mbarray[j]); break; } } } // [FG] joystick buttons 2 (Wp+, Wp-, Menu, Pause) void PrintCust2Joy (int i) { // [FG] support up to 32 joystick buttons for (int j = 0; j < 32; j++) { if (i + 8 == buttonjoy[j]) { PrintX = CST_START + CST_SPC * i; US_Print (mbarray[j]); break; } } } // [FG] joystick buttons 3 (StrLft, StrRgt) void PrintCust3Joy (int i) { // [FG] support up to 32 joystick buttons for (int j = 0; j < 32; j++) { if (i + 12 == 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); Cus2Menu[3].active = 0; } else Cus2Menu[3].active = 1; // [FG] redraw other joystick buttons lines if (hilight) { DrawCust2Joy(0); DrawCust3Joy(0); } PrintY = CST_Y + 13 * 5; VWB_Bar(CST_START, PrintY - 1, 310 - CST_START + 5, 13, BKGDCOLOR); for (i = 0; i < 4; i++) PrintCustJoy (i); } // [FG] joystick buttons 2 (Wp+, Wp-, Menu, Pause) void DrawCust2Joy (int hilight) { int i, color; color = TEXTCOLOR; if (hilight) color = HIGHLIGHT; SETFONTCOLOR (color, BKGDCOLOR); if (!joystickenabled) { SETFONTCOLOR (DEACTIVE, BKGDCOLOR); Cus2Menu[5].active = 0; } else Cus2Menu[5].active = 1; // [FG] redraw other joystick buttons lines if (hilight) { DrawCustJoy(0); DrawCust3Joy(0); } PrintY = CST_Y + 13 * 7; VWB_Bar(CST_START, PrintY - 1, 310 - CST_START + 5, 13, BKGDCOLOR); for (i = 0; i < 4; i++) PrintCust2Joy (i); } // [FG] joystick buttons 3 (StrLft, StrRgt) void DrawCust3Joy (int hilight) { int i, color; color = TEXTCOLOR; if (hilight) color = HIGHLIGHT; SETFONTCOLOR (color, BKGDCOLOR); if (!joystickenabled) { SETFONTCOLOR (DEACTIVE, BKGDCOLOR); Cus2Menu[7].active = 0; } else Cus2Menu[7].active = 1; // [FG] redraw other joystick buttons lines if (hilight) { DrawCustJoy(0); DrawCust2Joy(0); } PrintY = CST_Y + 13 * 9; VWB_Bar(CST_START, PrintY - 1, 310 - CST_START + 5, 13, BKGDCOLOR); for (i = 0; i < 4; i++) PrintCust3Joy (i); } void PrintCustKeybd (int i) { PrintX = CST_START + CST_SPC * i; US_Print ((const char *) IN_GetScanName (buttonscan[order[i]])); } // [FG] keyboard buttons 2 (Wp1, Wp2, Wp3, Wp4) void PrintCust2Keybd (int i) { PrintX = CST_START + CST_SPC * i; US_Print ((const char *) IN_GetScanName (buttonscan[i+4])); } // [FG] keyboard buttons 3 (Wp+, Wp-, Menu, Pause) void PrintCust3Keybd (int i) { PrintX = CST_START + CST_SPC * i; US_Print ((const char *) IN_GetScanName (buttonscan[i+8])); } // [FG] keyboard buttons 4 (StrLft, StrRgt) void PrintCust4Keybd (int i) { PrintX = CST_START + CST_SPC * i; US_Print ((const char *) IN_GetScanName (buttonscan[i+12])); } void DrawCustKeybd (int hilight) { int i, color; color = TEXTCOLOR; if (hilight) color = HIGHLIGHT; SETFONTCOLOR (color, BKGDCOLOR); PrintY = CST_Y + 13 * 2; for (i = 0; i < 4; i++) PrintCustKeybd (i); } // [FG] keyboard buttons 2 (Wp1, Wp2, Wp3, Wp4) void DrawCust2Keybd (int hilight) { int i, color; color = TEXTCOLOR; if (hilight) color = HIGHLIGHT; SETFONTCOLOR (color, BKGDCOLOR); PrintY = CST_Y + 13 * 6; for (i = 0; i < 4; i++) PrintCust2Keybd (i); } // [FG] keyboard buttons 3 (Wp+, Wp-, Menu, Pause) void DrawCust3Keybd (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++) PrintCust3Keybd (i); } // [FG] keyboard buttons 4 (StrLft, StrRgt) void DrawCust4Keybd (int hilight) { int i, color; color = TEXTCOLOR; if (hilight) color = HIGHLIGHT; SETFONTCOLOR (color, BKGDCOLOR); PrintY = CST_Y + 13 * 10; for (i = 0; i < 2; i++) PrintCust4Keybd (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 * 4; 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; default: 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); 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); VW_UpdateScreen (); } //////////////////////////////////////////////////////////////////// // // QUIT THIS INFERNAL GAME! // //////////////////////////////////////////////////////////////////// int CP_Quit (int) { if (Confirm (endStrings[US_RndT () & (0x7 + (US_RndT () & 1))])) { 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; menuactive = true; IN_UpdateGrab(); } //////////////////////////////////////////////////////////////////// // // 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; 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; if (read(handle, temp, 32) < 0) { SaveGamesAvail[i] = 0; close(handle); continue; } close(handle); strcpy(&SaveGameNames[i][0], temp); } } } //////////////////////////////////////////////////////////////////// // // 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; menuactive = false; } //////////////////////////////////////////////////////////////////// // // 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; default: 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) { int mousex, mousey, buttons; buttons = SDL_GetRelativeMouseState(&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 < -SENSITIVE) { ci->dir = dir_North; mouseactive = 1; } else if(mousey > SENSITIVE) { ci->dir = dir_South; mouseactive = 1; } if(mousex < -SENSITIVE) { ci->dir = dir_West; mouseactive = 1; } else if(mousex > SENSITIVE) { ci->dir = dir_East; mouseactive = 1; } 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); } while (!Keyboard[sc_Y] && !Keyboard[sc_N] && !Keyboard[sc_Escape] && !ci.button0 && !ci.button1); if (Keyboard[sc_Y] || ci.button0) { xit = 1; ShootSnd (); } IN_ClearKeysDown (); WaitKeyUp (); SD_PlaySound ((soundnames) whichsnd[xit]); return xit; } //////////////////////////////////////////////////////////////////// // // 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; void *p = grsegs[STARTFONT + fontnumber]; font = (fontstruct *) p; 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[(size_t)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);*/ std::unordered_map::iterator it = ScanNames.find(scan); if (it == ScanNames.end()) { return "?"; } return it->second; } /////////////////////////////////////////////////////////////////////////// // // 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) 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); } } } // // 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 strcat (endfilename, extension); #endif } wolf4sdl-20230117/wl_menu.h000066400000000000000000000146021436144612700153430ustar00rootroot00000000000000// // 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 #define MENU_H 13*9+6 #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 #define CTL_Y 86 #define CTL_W 284 #define CTL_H (60+2*13) // [FG] toggle always run #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 DefineJoy2Btns(void); // [FG] joystick buttons 2 (Wp+, Wp-, Menu, Pause) void DefineJoy3Btns(void); // [FG] joystick buttons 3 (StrLft, StrRgt) void DefineKeyBtns(void); void DefineKey2Btns(void); // [FG] keyboard buttons 2 (Wp1, Wp2, Wp3, Wp4) void DefineKey3Btns(void); // [FG] keyboard buttons 3 (Wp+, Wp-, Menu, Pause) void DefineKey4Btns(void); // [FG] keyboard buttons 4 (StrLft, StrRgt) 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 DrawCustom2Screen(void); // [FG] extended "Customize" menus void DrawLSAction(int which); void DrawCustMouse(int hilight); void DrawCustJoy(int hilight); void DrawCust2Joy(int hilight); // [FG] joystick buttons 2 (Wp+, Wp-, Menu, Pause) void DrawCust3Joy(int hilight); // [FG] joystick buttons 3 (StrLft, StrRgt) void DrawCustKeybd(int hilight); void DrawCust2Keybd(int hilight); // [FG] keyboard buttons 2 (Wp1, Wp2, Wp3, Wp4) void DrawCust3Keybd(int hilight); // [FG] keyboard buttons 3 (Wp+, Wp-, Menu, Pause) void DrawCust4Keybd(int hilight); // [FG] keyboard buttons 4 (StrLft, StrRgt) void DrawCustKeys(int hilight); void PrintCustMouse(int i); void PrintCustJoy(int i); void PrintCust2Joy(int i); // [FG] joystick buttons 2 (Wp+, Wp-, Menu, Pause) void PrintCust3Joy(int i); // [FG] joystick buttons 3 (StrLft, StrRgt) void PrintCustKeybd(int i); void PrintCust2Keybd(int i); // [FG] keyboard buttons 2 (Wp1, Wp2, Wp3, Wp4) void PrintCust3Keybd(int i); // [FG] keyboard buttons 3 (Wp+, Wp-, Menu, Pause) void PrintCust4Keybd(int i); // [FG] keyboard buttons 4 (StrLft, StrRgt) void PrintCustKeys(int i); void PrintLSEntry(int w,int color); void TrackWhichGame(int w); void DrawNewGameDiff(int w); void FixupCustom(int w); void FixupCustom2(int w); // [FG] extended "Customize" menus 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 Custom2Controls(int); // [FG] extended "Customize" menus int MouseSensitivity(int); void CheckForEpisodes(void); void FreeMusic(void); // [FG] extended "Customize" menus enum {MOUSE,JOYSTICK,JOYSTICK2,JOYSTICK3,KEYBOARDBTNS,KEYBOARDMOVE,KEYBOARD2BTNS,KEYBOARD3BTNS,KEYBOARD4BTNS}; // FOR INPUT TYPES enum menuitems { newgame, soundmenu, control, loadgame, savegame, changeview, viewscores, backtodemo, quit }; extern bool menuactive; // [FG] true if menu is active // // WL_INTER // typedef PACKED_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); wolf4sdl-20230117/wl_parallax.cpp000066400000000000000000000031641436144612700165370ustar00rootroot00000000000000#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 wolf4sdl-20230117/wl_play.cpp000066400000000000000000000646131436144612700157060ustar00rootroot00000000000000// WL_PLAY.C #include "wl_def.h" #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] = { 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, 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] ^ always_run) ? RUNMOVE * tics : BASEMOVE * tics; // [FG] toggle always run 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_GetRelativeMouseState(&mousexmove, &mouseymove); // [FG] no sensitivity means no movement if (mouseadjustment) controlx += mousexmove * 10 / (13 - mouseadjustment); if (mouseadjustment_v) controly += mouseymove * 20 / (13 - mouseadjustment_v); } /* =================== = = PollJoystickMove = =================== */ void PollJoystickMove (void) { int joyx, joyy; IN_GetJoyDelta (&joyx, &joyy); int delta = (buttonstate[bt_run] ^ always_run) ? RUNMOVE * tics : BASEMOVE * tics; // [FG] toggle always run 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) PollMouseButtons (); if (joystickenabled) PollJoystickButtons (); // // get movements // PollKeyboardMove (); if (mouseenabled) 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) { IN_UpdateGrab(); int lastoffs = StopMusic(); LatchDrawPic (20 - 4, 80 - 2 * 8, PAUSEDPIC); VH_UpdateScreen(); IN_Ack (); Paused = false; ContinueMusic(lastoffs); lasttimecount = GetTimeCount(); return; } // // F1-F7/ESC to enter control panel // if ( scan == sc_F10 || scan == sc_F9 || scan == sc_F7 || scan == sc_F8) // pop up quit dialog { 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(); 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 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. ############################################################################# */ /* ========================= = = 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 = &states[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 (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 (); IN_UpdateGrab(); // // 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 (); } wolf4sdl-20230117/wl_shade.cpp000066400000000000000000000073301436144612700160160ustar00rootroot00000000000000#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 wolf4sdl-20230117/wl_shade.h000066400000000000000000000004301436144612700154550ustar00rootroot00000000000000#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 wolf4sdl-20230117/wl_state.cpp000066400000000000000000001103351436144612700160520ustar00rootroot00000000000000// WL_STATE.C #include "wl_def.h" /* ============================================================================= 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<y = ((int32_t)tiley<dir = nodir; actorat[tilex][tiley] = newobj; newobj->areanumber = *(mapsegs[0] + (newobj->tiley<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; default: 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<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,&states[s_grddie1]); PlaceItemType (bo_clip2,tilex,tiley); break; case officerobj: GivePoints (400); NewState (ob,&states[s_ofcdie1]); PlaceItemType (bo_clip2,tilex,tiley); break; case mutantobj: GivePoints (700); NewState (ob,&states[s_mutdie1]); PlaceItemType (bo_clip2,tilex,tiley); break; case ssobj: GivePoints (500); NewState (ob,&states[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,&states[s_dogdie1]); break; #ifndef SPEAR case bossobj: GivePoints (5000); NewState (ob,&states[s_bossdie1]); PlaceItemType (bo_key1,tilex,tiley); break; case gretelobj: GivePoints (5000); NewState (ob,&states[s_greteldie1]); PlaceItemType (bo_key1,tilex,tiley); break; case giftobj: GivePoints (5000); gamestate.killx = player->x; gamestate.killy = player->y; NewState (ob,&states[s_giftdie1]); break; case fatobj: GivePoints (5000); gamestate.killx = player->x; gamestate.killy = player->y; NewState (ob,&states[s_fatdie1]); break; case schabbobj: GivePoints (5000); gamestate.killx = player->x; gamestate.killy = player->y; NewState (ob,&states[s_schabbdie1]); break; case fakeobj: GivePoints (2000); NewState (ob,&states[s_fakedie1]); break; case mechahitlerobj: GivePoints (5000); NewState (ob,&states[s_mechadie1]); break; case realhitlerobj: GivePoints (5000); gamestate.killx = player->x; gamestate.killy = player->y; NewState (ob,&states[s_hitlerdie1]); break; #else case spectreobj: if (ob->flags&FL_BONUS) { GivePoints (200); // Get points once for each ob->flags &= ~FL_BONUS; } NewState (ob,&states[s_spectredie1]); break; case angelobj: GivePoints (5000); NewState (ob,&states[s_angeldie1]); break; case transobj: GivePoints (5000); NewState (ob,&states[s_transdie0]); PlaceItemType (bo_key1,tilex,tiley); break; case uberobj: GivePoints (5000); NewState (ob,&states[s_uberdie0]); PlaceItemType (bo_key1,tilex,tiley); break; case willobj: GivePoints (5000); NewState (ob,&states[s_willdie1]); PlaceItemType (bo_key1,tilex,tiley); break; case deathobj: GivePoints (5000); NewState (ob,&states[s_deathdie1]); PlaceItemType (bo_key1,tilex,tiley); break; #endif default: break; } 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,&states[s_grdpain]); else NewState (ob,&states[s_grdpain1]); break; case officerobj: if (ob->hitpoints&1) NewState (ob,&states[s_ofcpain]); else NewState (ob,&states[s_ofcpain1]); break; case mutantobj: if (ob->hitpoints&1) NewState (ob,&states[s_mutpain]); else NewState (ob,&states[s_mutpain1]); break; case ssobj: if (ob->hitpoints&1) NewState (ob,&states[s_sspain]); else NewState (ob,&states[s_sspain1]); break; default: 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; default: 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,&states[s_grdchase1]); ob->speed *= 3; // go faster when chasing player break; case officerobj: PlaySoundLocActor(SPIONSND,ob); NewState (ob,&states[s_ofcchase1]); ob->speed *= 5; // go faster when chasing player break; case mutantobj: NewState (ob,&states[s_mutchase1]); ob->speed *= 3; // go faster when chasing player break; case ssobj: PlaySoundLocActor(SCHUTZADSND,ob); NewState (ob,&states[s_sschase1]); ob->speed *= 4; // go faster when chasing player break; case dogobj: PlaySoundLocActor(DOGBARKSND,ob); NewState (ob,&states[s_dogchase1]); ob->speed *= 2; // go faster when chasing player break; #ifndef SPEAR case bossobj: SD_PlaySound(GUTENTAGSND); NewState (ob,&states[s_bosschase1]); ob->speed = SPDPATROL*3; // go faster when chasing player break; #ifndef APOGEE_1_0 case gretelobj: SD_PlaySound(KEINSND); NewState (ob,&states[s_gretelchase1]); ob->speed *= 3; // go faster when chasing player break; case giftobj: SD_PlaySound(EINESND); NewState (ob,&states[s_giftchase1]); ob->speed *= 3; // go faster when chasing player break; case fatobj: SD_PlaySound(ERLAUBENSND); NewState (ob,&states[s_fatchase1]); ob->speed *= 3; // go faster when chasing player break; #endif case schabbobj: SD_PlaySound(SCHABBSHASND); NewState (ob,&states[s_schabbchase1]); ob->speed *= 3; // go faster when chasing player break; case fakeobj: SD_PlaySound(TOT_HUNDSND); NewState (ob,&states[s_fakechase1]); ob->speed *= 3; // go faster when chasing player break; case mechahitlerobj: SD_PlaySound(DIESND); NewState (ob,&states[s_mechachase1]); ob->speed *= 3; // go faster when chasing player break; case realhitlerobj: SD_PlaySound(DIESND); NewState (ob,&states[s_hitlerchase1]); ob->speed *= 5; // go faster when chasing player break; case ghostobj: NewState (ob,&states[s_blinkychase1]); ob->speed *= 2; // go faster when chasing player break; #else case spectreobj: SD_PlaySound(GHOSTSIGHTSND); NewState (ob,&states[s_spectrechase1]); ob->speed = 800; // go faster when chasing player break; case angelobj: SD_PlaySound(ANGELSIGHTSND); NewState (ob,&states[s_angelchase1]); ob->speed = 1536; // go faster when chasing player break; case transobj: SD_PlaySound(TRANSSIGHTSND); NewState (ob,&states[s_transchase1]); ob->speed = 1536; // go faster when chasing player break; case uberobj: NewState (ob,&states[s_uberchase1]); ob->speed = 3000; // go faster when chasing player break; case willobj: SD_PlaySound(WILHELMSIGHTSND); NewState (ob,&states[s_willchase1]); ob->speed = 2048; // go faster when chasing player break; case deathobj: SD_PlaySound(KNIGHTSIGHTSND); NewState (ob,&states[s_deathchase1]); ob->speed = 2048; // go faster when chasing player break; #endif default: break; } 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; default: break; } return false; } FirstSighting (ob); return true; } wolf4sdl-20230117/wl_text.cpp000066400000000000000000000355401436144612700157220ustar00rootroot00000000000000// WL_TEXT.C #include "wl_def.h" /* ============================================================================= TEXT FORMATTING COMMANDS ------------------------ ^C Change text color ^E[enter] End of layout (all pages) ^G,,[enter] Draw a graphic and push margins ^P[enter] start new page, must be the first chars in a layout ^L,[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; //=========================================================================== /* ===================== = = 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 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; i1) { pagenum--; newpage = true; } TicDelay(20); break; case dir_South: case dir_East: if (pagenum