ref: 811f13ff30a4375798a8aee344c0010172ca69af
author: Jacob Moody <moody@posixcafe.org>
date: Mon Jan 23 03:15:24 EST 2023
initial commit
--- /dev/null
+++ b/LICENSE
@@ -1,0 +1,339 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 2, June 1991
+
+ Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
+ 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ Everyone is permitted to copy and distribute verbatim copies
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+
+ Preamble
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+ Gnomovision version 69, Copyright (C) year name of author
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+ This is free software, and you are welcome to redistribute it
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+ `Gnomovision' (which makes passes at compilers) written by James Hacker.
+
+ <signature of Ty Coon>, 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 Lesser General
+Public License instead of this License.
--- /dev/null
+++ b/README
@@ -1,0 +1,3 @@
+Plan9 port of HHeretic
+
+https://github.com/sezero/hheretic
--- /dev/null
+++ b/am_data.h
@@ -1,0 +1,97 @@
+// AM_data.h : The vector graphics for the automap
+
+#ifndef __AMDATA_H__
+#define __AMDATA_H__
+
+/* a line drawing of the player pointing right, starting from the middle. */
+
+#define R ((8 * PLAYERRADIUS) / 7)
+
+mline_t player_arrow[] =
+{
+ { { -R+R/4, 0 }, { 0, 0} }, // center line.
+ { { -R+R/4, R/8 }, { R, 0} }, // blade
+ { { -R+R/4, -R/8 }, { R, 0 } },
+ { { -R+R/4, -R/4 }, { -R+R/4, R/4 } }, // crosspiece
+ { { -R+R/8, -R/4 }, { -R+R/8, R/4 } },
+ { { -R+R/8, -R/4 }, { -R+R/4, -R/4} }, // crosspiece connectors
+ { { -R+R/8, R/4 }, { -R+R/4, R/4} },
+ { { -R-R/4, R/8 }, { -R-R/4, -R/8 } }, // pommel
+ { { -R-R/4, R/8 }, { -R+R/8, R/8 } },
+ { { -R-R/4, -R/8}, { -R+R/8, -R/8 } }
+};
+
+mline_t keysquare[] =
+{
+ { { 0, 0 }, { R/4, -R/2 } },
+ { { R/4, -R/2 }, { R/2, -R/2 } },
+ { { R/2, -R/2 }, { R/2, R/2 } },
+ { { R/2, R/2 }, { R/4, R/2 } },
+ { { R/4, R/2 }, { 0, 0 } }, // handle part type thing
+ { { 0, 0 }, { -R, 0 } }, // stem
+ { { -R, 0 }, { -R, -R/2 } }, // end lockpick part
+ { { -3*R/4, 0 }, { -3*R/4, -R/4 } }
+};
+
+/*
+mline_t player_arrow[] =
+{
+ { { -R+R/8, 0 }, { R, 0 } }, // -----
+ { { R, 0 }, { R-R/2, R/4 } }, // ----->
+ { { R, 0 }, { R-R/2, -R/4 } },
+ { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
+ { { -R+R/8, 0 }, { -R-R/8, -R/4 } },
+ { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
+ { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
+};
+*/
+#undef R
+
+#define NUMPLYRLINES (sizeof(player_arrow) / sizeof(mline_t))
+#define NUMKEYSQUARELINES (sizeof(keysquare) / sizeof(mline_t))
+
+#define R ((8 * PLAYERRADIUS) / 7)
+mline_t cheat_player_arrow[] =
+{
+ { { -R+R/8, 0 }, { R, 0 } }, // -----
+ { { R, 0 }, { R-R/2, R/6 } }, // ----->
+ { { R, 0 }, { R-R/2, -R/6 } },
+ { { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >----->
+ { { -R+R/8, 0 }, { -R-R/8, -R/6 } },
+ { { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>----->
+ { { -R+3*R/8, 0 }, { -R+R/8, -R/6 } },
+ { { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d--->
+ { { -R/2, -R/6 }, { -R/2+R/6, -R/6 } },
+ { { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } },
+ { { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd-->
+ { { -R/6, -R/6 }, { 0, -R/6 } },
+ { { 0, -R/6 }, { 0, R/4 } },
+ { { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt->
+ { { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
+ { { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
+};
+#undef R
+#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow) / sizeof(mline_t))
+
+#define R (FRACUNIT)
+mline_t triangle_guy[] =
+{
+ { { -.867*R, -.5*R }, { .867*R, -.5*R } },
+ { { .867*R, -.5*R } , { 0, R } },
+ { { 0, R }, { -.867*R, -.5*R } }
+};
+#undef R
+#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy) / sizeof(mline_t))
+
+#define R (FRACUNIT)
+mline_t thintriangle_guy[] =
+{
+ { { -.5*R, -.7*R }, { R, 0 } },
+ { { R, 0 }, { -.5*R, .7*R } },
+ { { -.5*R, .7*R }, { -.5*R, -.7*R } }
+};
+#undef R
+#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy) / sizeof(mline_t))
+
+#endif /* __AMDATA_H__ */
+
--- /dev/null
+++ b/am_map.c
@@ -1,0 +1,1545 @@
+// AM_map.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "am_map.h"
+#include "am_data.h"
+
+#ifdef RENDER3D
+#include "ogl_def.h"
+
+#define MTOFX(x) FixedMul((x),scale_mtof)
+
+#define CXMTOFX(x) ((f_x<<16) + MTOFX((x)-m_x))
+#define CYMTOFX(y) ((f_y<<16) + ((f_h<<16) - MTOFX((y)-m_y)))
+
+static int maplumpnum;
+#endif /* RENDER3D */
+
+vertex_t KeyPoints[NUMKEYS];
+
+#define NUMALIAS 3 /* Number of antialiased lines. */
+
+const char *LevelNames[] =
+{
+ // EPISODE 1 - THE CITY OF THE DAMNED
+ "E1M1: THE DOCKS",
+ "E1M2: THE DUNGEONS",
+ "E1M3: THE GATEHOUSE",
+ "E1M4: THE GUARD TOWER",
+ "E1M5: THE CITADEL",
+ "E1M6: THE CATHEDRAL",
+ "E1M7: THE CRYPTS",
+ "E1M8: HELL'S MAW",
+ "E1M9: THE GRAVEYARD",
+ // EPISODE 2 - HELL'S MAW
+ "E2M1: THE CRATER",
+ "E2M2: THE LAVA PITS",
+ "E2M3: THE RIVER OF FIRE",
+ "E2M4: THE ICE GROTTO",
+ "E2M5: THE CATACOMBS",
+ "E2M6: THE LABYRINTH",
+ "E2M7: THE GREAT HALL",
+ "E2M8: THE PORTALS OF CHAOS",
+ "E2M9: THE GLACIER",
+ // EPISODE 3 - THE DOME OF D'SPARIL
+ "E3M1: THE STOREHOUSE",
+ "E3M2: THE CESSPOOL",
+ "E3M3: THE CONFLUENCE",
+ "E3M4: THE AZURE FORTRESS",
+ "E3M5: THE OPHIDIAN LAIR",
+ "E3M6: THE HALLS OF FEAR",
+ "E3M7: THE CHASM",
+ "E3M8: D'SPARIL'S KEEP",
+ "E3M9: THE AQUIFER",
+ // EPISODE 4: THE OSSUARY
+ "E4M1: CATAFALQUE",
+ "E4M2: BLOCKHOUSE",
+ "E4M3: AMBULATORY",
+ "E4M4: SEPULCHER",
+ "E4M5: GREAT STAIR",
+ "E4M6: HALLS OF THE APOSTATE",
+ "E4M7: RAMPARTS OF PERDITION",
+ "E4M8: SHATTERED BRIDGE",
+ "E4M9: MAUSOLEUM",
+ // EPISODE 5: THE STAGNANT DEMESNE
+ "E5M1: OCHRE CLIFFS",
+ "E5M2: RAPIDS",
+ "E5M3: QUAY",
+ "E5M4: COURTYARD",
+ "E5M5: HYDRATYR",
+ "E5M6: COLONNADE",
+ "E5M7: FOETID MANSE",
+ "E5M8: FIELD OF JUDGEMENT",
+ "E5M9: SKEIN OF D'SPARIL",
+ // EPISODE 6: FATE'S PATH
+ "E6M1: RAVEN'S LAIR", /* OFFICES */
+ "E6M2: THE WATER SHRINE", /* RUINED TEMPLE */
+ "E6M3: AMERICAN'S LEGACY" /* AMERICAN LEGACY */
+ /* Episode 6 names are taken from the Heretic FAQ. */
+};
+
+static int cheating = 0;
+static int grid = 0;
+
+static int leveljuststarted = 1; // kluge until AM_LevelInit() is called
+
+boolean automapactive = false;
+static int finit_width = SCREENWIDTH;
+static int finit_height = SCREENHEIGHT-42;
+static int f_x, f_y; // location of window on screen
+static int f_w, f_h; // size of window on screen
+static int lightlev; // used for funky strobing effect
+static int amclock;
+
+static mpoint_t m_paninc; // how far the window pans each tic (map coords)
+static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords)
+static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords)
+
+static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords)
+static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords)
+
+// width/height of window on map (map coords)
+static fixed_t m_w, m_h;
+static fixed_t min_x, min_y; // based on level size
+static fixed_t max_x, max_y; // based on level size
+static fixed_t max_w, max_h; // max_x-min_x, max_y-min_y
+static fixed_t min_w, min_h; // based on player size
+static fixed_t min_scale_mtof; // used to tell when to stop zooming out
+static fixed_t max_scale_mtof; // used to tell when to stop zooming in
+
+// old stuff for recovery later
+static fixed_t old_m_w, old_m_h;
+static fixed_t old_m_x, old_m_y;
+
+// old location used by the Follower routine
+static mpoint_t f_oldloc;
+
+// used by MTOF to scale from map-to-frame-buffer coords
+static fixed_t scale_mtof = INITSCALEMTOF;
+// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
+static fixed_t scale_ftom;
+
+static player_t *plr; // the player represented by an arrow
+static vertex_t oldplr;
+
+static int followplayer = 1; // specifies whether to follow the player around
+
+static char cheat_amap[] = { 'r','a','v','m','a','p' };
+
+static byte cheatcount = 0;
+
+extern boolean viewactive;
+
+#ifndef RENDER3D
+static byte antialias[NUMALIAS][8] =
+{
+ { 96, 97, 98, 99, 100, 101, 102, 103 },
+ { 110, 109, 108, 107, 106, 105, 104, 103 },
+ { 75, 76, 77, 78, 79, 80, 81, 103 }
+};
+
+/*
+static byte *aliasmax[NUMALIAS] =
+{
+ &antialias[0][7],
+ &antialias[1][7],
+ &antialias[2][7]
+};
+*/
+
+static byte *maplump; // pointer to the raw data for the automap background.
+
+static byte *fb; // pseudo-frame buffer
+#endif /* RENDER3D */
+
+static short mapystart = 0; // y-value for the start of the map bitmap...used in
+ //the parallax stuff.
+static short mapxstart = 0; //x-value for the bitmap.
+
+// Functions
+
+#ifndef RENDER3D
+static void DrawWuLine (int X0, int Y0, int X1, int Y1, byte *BaseColor,
+ int NumLevels, unsigned short IntensityBits);
+#endif /* RENDER3D */
+
+// Calculates the slope and slope according to the x-axis of a line
+// segment in map coordinates (with the upright y-axis n' all) so
+// that it can be used with the brain-dead drawing stuff.
+
+// Ripped out for Heretic
+/*
+static void AM_getIslope(mline_t *ml, islope_t *is)
+{
+ int dx, dy;
+
+ dy = ml->a.y - ml->b.y;
+ dx = ml->b.x - ml->a.x;
+ if (!dy)
+ is->islp = (dx < 0 ? -H2MAXINT : H2MAXINT);
+ else
+ is->islp = FixedDiv(dx, dy);
+ if (!dx)
+ is->slp = (dy < 0 ? -H2MAXINT : H2MAXINT);
+ else
+ is->slp = FixedDiv(dy, dx);
+}
+*/
+
+static void AM_activateNewScale(void)
+{
+ m_x += m_w/2;
+ m_y += m_h/2;
+ m_w = FTOM(f_w);
+ m_h = FTOM(f_h);
+ m_x -= m_w/2;
+ m_y -= m_h/2;
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+}
+
+static void AM_saveScaleAndLoc(void)
+{
+ old_m_x = m_x;
+ old_m_y = m_y;
+ old_m_w = m_w;
+ old_m_h = m_h;
+}
+
+static void AM_restoreScaleAndLoc(void)
+{
+ m_w = old_m_w;
+ m_h = old_m_h;
+ if (!followplayer)
+ {
+ m_x = old_m_x;
+ m_y = old_m_y;
+ }
+ else
+ {
+ m_x = plr->mo->x - m_w/2;
+ m_y = plr->mo->y - m_h/2;
+ }
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+
+ // Change the scaling multipliers
+ scale_mtof = FixedDiv(f_w<<FRACBITS, m_w);
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+}
+
+static void AM_findMinMaxBoundaries(void)
+{
+ int i;
+ fixed_t a, b;
+
+ min_x = min_y = H2MAXINT;
+ max_x = max_y = -H2MAXINT;
+ for (i = 0; i < numvertexes; i++)
+ {
+ if (vertexes[i].x < min_x)
+ min_x = vertexes[i].x;
+ else if (vertexes[i].x > max_x)
+ max_x = vertexes[i].x;
+ if (vertexes[i].y < min_y)
+ min_y = vertexes[i].y;
+ else if (vertexes[i].y > max_y)
+ max_y = vertexes[i].y;
+ }
+ max_w = max_x - min_x;
+ max_h = max_y - min_y;
+ min_w = 2*PLAYERRADIUS;
+ min_h = 2*PLAYERRADIUS;
+
+ a = FixedDiv(f_w<<FRACBITS, max_w);
+ b = FixedDiv(f_h<<FRACBITS, max_h);
+ min_scale_mtof = a < b ? a : b;
+
+ max_scale_mtof = FixedDiv(f_h<<FRACBITS, 2*PLAYERRADIUS);
+}
+
+static void AM_changeWindowLoc(void)
+{
+ if (m_paninc.x || m_paninc.y)
+ {
+ followplayer = 0;
+ f_oldloc.x = H2MAXINT;
+ }
+
+ m_x += m_paninc.x;
+ m_y += m_paninc.y;
+
+ if (m_x + m_w/2 > max_x)
+ {
+ m_x = max_x - m_w/2;
+ m_paninc.x = 0;
+ }
+ else if (m_x + m_w/2 < min_x)
+ {
+ m_x = min_x - m_w/2;
+ m_paninc.x = 0;
+ }
+ if (m_y + m_h/2 > max_y)
+ {
+ m_y = max_y - m_h/2;
+ m_paninc.y = 0;
+ }
+ else if (m_y + m_h/2 < min_y)
+ {
+ m_y = min_y - m_h/2;
+ m_paninc.y = 0;
+ }
+ /*
+ mapxstart += MTOF(m_paninc.x+FRACUNIT/2);
+ mapystart -= MTOF(m_paninc.y+FRACUNIT/2);
+ if (mapxstart >= finit_width)
+ mapxstart -= finit_width;
+ if (mapxstart < 0)
+ mapxstart += finit_width;
+ if (mapystart >= finit_height)
+ mapystart -= finit_height;
+ if (mapystart < 0)
+ mapystart += finit_height;
+ */
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+}
+
+static void AM_initVariables(void)
+{
+ int pnum;
+ thinker_t *think;
+ mobj_t *mo;
+
+ automapactive = true;
+#ifndef RENDER3D
+ fb = screens;
+#endif
+
+ f_oldloc.x = H2MAXINT;
+ amclock = 0;
+ lightlev = 0;
+
+ m_paninc.x = m_paninc.y = 0;
+ ftom_zoommul = FRACUNIT;
+ mtof_zoommul = FRACUNIT;
+
+ m_w = FTOM(f_w);
+ m_h = FTOM(f_h);
+
+ // find player to center on initially
+ if (!playeringame[pnum = consoleplayer])
+ {
+ for (pnum = 0; pnum < MAXPLAYERS; pnum++)
+ {
+ if (playeringame[pnum])
+ break;
+ }
+ }
+ plr = &players[pnum];
+ oldplr.x = plr->mo->x;
+ oldplr.y = plr->mo->y;
+ m_x = plr->mo->x - m_w/2;
+ m_y = plr->mo->y - m_h/2;
+ AM_changeWindowLoc();
+
+ // for saving & restoring
+ old_m_x = m_x;
+ old_m_y = m_y;
+ old_m_w = m_w;
+ old_m_h = m_h;
+
+ // load in the location of keys, if in baby mode
+ memset(KeyPoints, 0, sizeof(vertex_t)*3);
+ if (gameskill == sk_baby)
+ {
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { //not a mobj
+ continue;
+ }
+ mo = (mobj_t *)think;
+ if (mo->type == MT_CKEY)
+ {
+ KeyPoints[0].x = mo->x;
+ KeyPoints[0].y = mo->y;
+ }
+ else if (mo->type == MT_AKYY)
+ {
+ KeyPoints[1].x = mo->x;
+ KeyPoints[1].y = mo->y;
+ }
+ else if (mo->type == MT_BKYY)
+ {
+ KeyPoints[2].x = mo->x;
+ KeyPoints[2].y = mo->y;
+ }
+ }
+ }
+}
+
+static void AM_loadPics(void)
+{
+#ifdef RENDER3D
+ maplumpnum = W_GetNumForName("AUTOPAGE");
+#else
+ maplump = (byte *) W_CacheLumpName("AUTOPAGE", PU_STATIC);
+#endif
+}
+
+// should be called at the start of every level
+// right now, i figure it out myself
+
+static void AM_LevelInit(void)
+{
+ leveljuststarted = 0;
+
+ f_x = f_y = 0;
+ f_w = finit_width;
+ f_h = finit_height;
+ mapxstart = mapystart = 0;
+
+ AM_findMinMaxBoundaries();
+ scale_mtof = FixedDiv(min_scale_mtof, (int) (0.7*FRACUNIT));
+ if (scale_mtof > max_scale_mtof)
+ scale_mtof = min_scale_mtof;
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+}
+
+static boolean stopped = true;
+
+void AM_Stop (void)
+{
+ automapactive = false;
+ stopped = true;
+ BorderNeedRefresh = true;
+}
+
+static void AM_Start (void)
+{
+ static int lastlevel = -1, lastepisode = -1;
+
+ if (!stopped)
+ AM_Stop();
+ stopped = false;
+ if (gamestate != GS_LEVEL)
+ {
+ return; // don't show automap if we aren't in a game!
+ }
+ if (lastlevel != gamemap || lastepisode != gameepisode)
+ {
+ AM_LevelInit();
+ lastlevel = gamemap;
+ lastepisode = gameepisode;
+ }
+ AM_initVariables();
+ AM_loadPics();
+}
+
+// set the window scale to the maximum size
+
+static void AM_minOutWindowScale(void)
+{
+ scale_mtof = min_scale_mtof;
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+ AM_activateNewScale();
+}
+
+// set the window scale to the minimum size
+
+static void AM_maxOutWindowScale(void)
+{
+ scale_mtof = max_scale_mtof;
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+ AM_activateNewScale();
+}
+
+boolean AM_Responder (event_t *ev)
+{
+ int rc;
+ static int bigstate = 0;
+
+ rc = false;
+ if (!automapactive)
+ {
+ if (ev->type == ev_keydown && ev->data1 == AM_STARTKEY
+ && gamestate == GS_LEVEL)
+ {
+ AM_Start ();
+ viewactive = false;
+ rc = true;
+ }
+ }
+ else if (ev->type == ev_keydown)
+ {
+ rc = true;
+ switch (ev->data1)
+ {
+ case AM_PANRIGHTKEY: // pan right
+ if (!followplayer)
+ m_paninc.x = FTOM(F_PANINC);
+ else
+ rc = false;
+ break;
+ case AM_PANLEFTKEY: // pan left
+ if (!followplayer)
+ m_paninc.x = -FTOM(F_PANINC);
+ else
+ rc = false;
+ break;
+ case AM_PANUPKEY: // pan up
+ if (!followplayer)
+ m_paninc.y = FTOM(F_PANINC);
+ else
+ rc = false;
+ break;
+ case AM_PANDOWNKEY: // pan down
+ if (!followplayer)
+ m_paninc.y = -FTOM(F_PANINC);
+ else
+ rc = false;
+ break;
+ case AM_ZOOMOUTKEY: // zoom out
+ mtof_zoommul = M_ZOOMOUT;
+ ftom_zoommul = M_ZOOMIN;
+ break;
+ case AM_ZOOMINKEY: // zoom in
+ mtof_zoommul = M_ZOOMIN;
+ ftom_zoommul = M_ZOOMOUT;
+ break;
+ case AM_ENDKEY:
+ bigstate = 0;
+ viewactive = true;
+ AM_Stop ();
+ break;
+ case AM_GOBIGKEY:
+ bigstate = !bigstate;
+ if (bigstate)
+ {
+ AM_saveScaleAndLoc();
+ AM_minOutWindowScale();
+ }
+ else AM_restoreScaleAndLoc();
+ break;
+ case AM_FOLLOWKEY:
+ followplayer = !followplayer;
+ f_oldloc.x = H2MAXINT;
+ P_SetMessage(plr,
+ followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF, true);
+ break;
+ default:
+ rc = false;
+ }
+ if (cheat_amap[cheatcount] == ev->data1 && !netgame)
+ cheatcount++;
+ else
+ cheatcount = 0;
+ if (cheatcount == 6)
+ {
+ cheatcount = 0;
+ rc = false;
+ cheating = (cheating + 1) % 3;
+ }
+ }
+ else if (ev->type == ev_keyup)
+ {
+ rc = false;
+ switch (ev->data1)
+ {
+ case AM_PANRIGHTKEY:
+ if (!followplayer)
+ m_paninc.x = 0;
+ break;
+ case AM_PANLEFTKEY:
+ if (!followplayer)
+ m_paninc.x = 0;
+ break;
+ case AM_PANUPKEY:
+ if (!followplayer)
+ m_paninc.y = 0;
+ break;
+ case AM_PANDOWNKEY:
+ if (!followplayer)
+ m_paninc.y = 0;
+ break;
+ case AM_ZOOMOUTKEY:
+ case AM_ZOOMINKEY:
+ mtof_zoommul = FRACUNIT;
+ ftom_zoommul = FRACUNIT;
+ break;
+ }
+ }
+
+ return rc;
+}
+
+static void AM_changeWindowScale(void)
+{
+ // Change the scaling multipliers
+ scale_mtof = FixedMul(scale_mtof, mtof_zoommul);
+ scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
+
+ if (scale_mtof < min_scale_mtof)
+ AM_minOutWindowScale();
+ else if (scale_mtof > max_scale_mtof)
+ AM_maxOutWindowScale();
+ else
+ AM_activateNewScale();
+}
+
+static void AM_doFollowPlayer(void)
+{
+ if (f_oldloc.x != plr->mo->x || f_oldloc.y != plr->mo->y)
+ {
+ // m_x = FTOM(MTOF(plr->mo->x - m_w/2));
+ // m_y = FTOM(MTOF(plr->mo->y - m_h/2));
+ // m_x = plr->mo->x - m_w/2;
+ // m_y = plr->mo->y - m_h/2;
+ m_x = FTOM(MTOF(plr->mo->x)) - m_w/2;
+ m_y = FTOM(MTOF(plr->mo->y)) - m_h/2;
+ m_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+
+ // do the parallax parchment scrolling.
+ /*
+ dmapx = (MTOF(plr->mo->x)-MTOF(f_oldloc.x)); //fixed point
+ dmapy = (MTOF(f_oldloc.y)-MTOF(plr->mo->y));
+
+ if (f_oldloc.x == H2MAXINT) //to eliminate an error when the user first
+ dmapx = 0; //goes into the automap.
+ mapxstart += dmapx;
+ mapystart += dmapy;
+
+ while (mapxstart >= finit_width)
+ mapxstart -= finit_width;
+ while (mapxstart < 0)
+ mapxstart += finit_width;
+ while (mapystart >= finit_height)
+ mapystart -= finit_height;
+ while (mapystart < 0)
+ mapystart += finit_height;
+ */
+ f_oldloc.x = plr->mo->x;
+ f_oldloc.y = plr->mo->y;
+ }
+}
+
+// Ripped out for Heretic
+/*
+static void AM_updateLightLev(void)
+{
+ static nexttic = 0;
+// static int litelevels[] = { 0, 3, 5, 6, 6, 7, 7, 7 };
+ static int litelevels[] = { 0, 4, 7, 10, 12, 14, 15, 15 };
+ static int litelevelscnt = 0;
+
+ // Change light level
+ if (amclock > nexttic)
+ {
+ lightlev = litelevels[litelevelscnt++];
+ if (litelevelscnt == sizeof(litelevels)/sizeof(int))
+ litelevelscnt = 0;
+ nexttic = amclock + 6 - (amclock % 6);
+ }
+}
+*/
+
+void AM_Ticker (void)
+{
+ if (!automapactive)
+ return;
+
+ amclock++;
+
+ if (followplayer)
+ AM_doFollowPlayer();
+
+ // Change the zoom if necessary
+ if (ftom_zoommul != FRACUNIT)
+ AM_changeWindowScale();
+
+ // Change x,y location
+ if (m_paninc.x || m_paninc.y)
+ AM_changeWindowLoc();
+ // Update light level
+ /*
+ AM_updateLightLev();
+ */
+}
+
+static void AM_clearFB(int color)
+{
+#ifdef RENDER3D
+ float scaler;
+ int lump;
+#else
+# if !AM_TRANSPARENT
+ int i, j;
+# endif
+#endif
+
+ if (followplayer)
+ {
+ int dmapx = (MTOF(plr->mo->x) - MTOF(oldplr.x)); //fixed point
+ int dmapy = (MTOF(oldplr.y) - MTOF(plr->mo->y));
+
+ oldplr.x = plr->mo->x;
+ oldplr.y = plr->mo->y;
+ // if (f_oldloc.x == H2MAXINT) //to eliminate an error when the user first
+ // dmapx = 0; //goes into the automap.
+ mapxstart += dmapx>>1;
+ mapystart += dmapy>>1;
+
+ while (mapxstart >= finit_width)
+ mapxstart -= finit_width;
+ while (mapxstart < 0)
+ mapxstart += finit_width;
+ while (mapystart >= finit_height)
+ mapystart -= finit_height;
+ while (mapystart < 0)
+ mapystart += finit_height;
+ }
+ else
+ {
+ mapxstart += (MTOF(m_paninc.x)>>1);
+ mapystart -= (MTOF(m_paninc.y)>>1);
+ if (mapxstart >= finit_width)
+ mapxstart -= finit_width;
+ if (mapxstart < 0)
+ mapxstart += finit_width;
+ if (mapystart >= finit_height)
+ mapystart -= finit_height;
+ if (mapystart < 0)
+ mapystart += finit_height;
+ }
+
+#ifdef RENDER3D
+ OGL_SetColorAndAlpha(1, 1, 1, 1);
+ if (shareware)
+ {
+ OGL_SetFlat(W_GetNumForName ("FLOOR04")-firstflat);
+ }
+ else
+ {
+ OGL_SetFlat(W_GetNumForName("FLAT513")-firstflat);
+ }
+ scaler = sbarscale/20.0;
+ OGL_DrawCutRectTiled(0, finit_height+4, 320, 200-finit_height-4, 64, 64,
+ 160-160*scaler+1, finit_height, 320*scaler-2, 200-finit_height);
+
+ lump = W_GetNumForName("bordb");
+ OGL_SetPatch(lump);
+ OGL_DrawCutRectTiled(0, finit_height, 320, 4,
+ lumptexsizes[lump].w, lumptexsizes[lump].h,
+ 160-160*scaler+1, finit_height, 320*scaler-2, 4);
+# if !AM_TRANSPARENT
+ OGL_SetRawImage(maplumpnum, 0); // We only want the left portion.
+ OGL_DrawRectTiled(0, 0, finit_width,
+ /*(sbarscale<20)?200:*/ finit_height, 128, 128);
+# endif
+
+#else /* RENDER3D */
+
+# if !AM_TRANSPARENT
+ // blit the automap background to the screen.
+ j = mapystart*finit_width;
+ for (i = 0; i < finit_height; i++)
+ {
+ memcpy(screen + i*finit_width, maplump + j + mapxstart, finit_width - mapxstart);
+ memcpy(screen + i*finit_width + finit_width - mapxstart, maplump + j, mapxstart);
+ j += finit_width;
+ if (j >= finit_height*finit_width)
+ j = 0;
+ }
+# endif
+#endif /* !RENDER3D */
+}
+
+
+#ifndef RENDER3D
+/* Wu antialiased line drawer.
+ * (X0,Y0),(X1,Y1) = line to draw
+ * BaseColor = color # of first color in block used for antialiasing, the
+ * 100% intensity version of the drawing color
+ * NumLevels = size of color block, with BaseColor+NumLevels-1 being the
+ * 0% intensity version of the drawing color
+ * IntensityBits = log base 2 of NumLevels; the # of bits used to describe
+ * the intensity of the drawing color. 2**IntensityBits==NumLevels
+ */
+static void PUTDOT(short xx,short yy,byte *cc, byte *cm)
+{
+ static int oldyy;
+ static int oldyyshifted;
+ byte *oldcc = cc;
+
+ if (xx < 32)
+ cc += 7-(xx>>2);
+ else if (xx > (finit_width - 32))
+ cc += 7-((finit_width-xx) >> 2);
+// if (cc == oldcc) //make sure that we don't double fade the corners.
+// {
+ if (yy < 32)
+ cc += 7-(yy>>2);
+ else if (yy > (finit_height - 32))
+ cc += 7-((finit_height-yy) >> 2);
+// }
+ if (cc > cm && cm != NULL)
+ {
+ cc = cm;
+ }
+ else if (cc > oldcc+6) // don't let the color escape from the fade table...
+ {
+ cc = oldcc+6;
+ }
+ if (yy == oldyy+1)
+ {
+ oldyy++;
+ oldyyshifted += 320;
+ }
+ else if (yy == oldyy-1)
+ {
+ oldyy--;
+ oldyyshifted -= 320;
+ }
+ else if (yy != oldyy)
+ {
+ oldyy = yy;
+ oldyyshifted = yy*320;
+ }
+ fb[oldyyshifted+xx] = *(cc);
+// fb[(yy)*f_w+(xx)]=*(cc);
+}
+
+static void DrawWuLine (int X0, int Y0, int X1, int Y1, byte *BaseColor,
+ int NumLevels, unsigned short IntensityBits)
+{
+ unsigned short IntensityShift, ErrorAdj, ErrorAcc;
+ unsigned short ErrorAccTemp, Weighting, WeightingComplementMask;
+ short DeltaX, DeltaY, Temp, XDir;
+
+ /* Make sure the line runs top to bottom */
+ if (Y0 > Y1)
+ {
+ Temp = Y0; Y0 = Y1; Y1 = Temp;
+ Temp = X0; X0 = X1; X1 = Temp;
+ }
+ /* Draw the initial pixel, which is always exactly intersected by
+ the line and so needs no weighting */
+ PUTDOT(X0, Y0, &BaseColor[0], NULL);
+
+ if ((DeltaX = X1 - X0) >= 0)
+ {
+ XDir = 1;
+ }
+ else
+ {
+ XDir = -1;
+ DeltaX = -DeltaX; /* make DeltaX positive */
+ }
+ /* Special-case horizontal, vertical, and diagonal lines, which
+ require no weighting because they go right through the center of
+ every pixel */
+ if ((DeltaY = Y1 - Y0) == 0)
+ {
+ /* Horizontal line */
+ while (DeltaX-- != 0)
+ {
+ X0 += XDir;
+ PUTDOT(X0, Y0, &BaseColor[0], NULL);
+ }
+ return;
+ }
+ if (DeltaX == 0)
+ {
+ /* Vertical line */
+ do
+ {
+ Y0++;
+ PUTDOT(X0, Y0, &BaseColor[0], NULL);
+ } while (--DeltaY != 0);
+ return;
+ }
+ //diagonal line.
+ if (DeltaX == DeltaY)
+ {
+ do
+ {
+ X0 += XDir;
+ Y0++;
+ PUTDOT(X0, Y0, &BaseColor[0], NULL);
+ } while (--DeltaY != 0);
+ return;
+ }
+ /* Line is not horizontal, diagonal, or vertical */
+ ErrorAcc = 0; /* initialize the line error accumulator to 0 */
+ /* # of bits by which to shift ErrorAcc to get intensity level */
+ IntensityShift = 16 - IntensityBits;
+ /* Mask used to flip all bits in an intensity weighting, producing the
+ result (1 - intensity weighting) */
+ WeightingComplementMask = NumLevels - 1;
+ /* Is this an X-major or Y-major line? */
+ if (DeltaY > DeltaX)
+ {
+ /* Y-major line; calculate 16-bit fixed-point fractional part of a
+ pixel that X advances each time Y advances 1 pixel, truncating the
+ result so that we won't overrun the endpoint along the X axis */
+ ErrorAdj = ((unsigned long) DeltaX << 16) / (unsigned long) DeltaY;
+ /* Draw all pixels other than the first and last */
+ while (--DeltaY)
+ {
+ ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */
+ ErrorAcc += ErrorAdj; /* calculate error for next pixel */
+ if (ErrorAcc <= ErrorAccTemp)
+ {
+ /* The error accumulator turned over, so advance the X coord */
+ X0 += XDir;
+ }
+ Y0++; /* Y-major, so always advance Y */
+ /* The IntensityBits most significant bits of ErrorAcc give us the
+ intensity weighting for this pixel, and the complement of the
+ weighting for the paired pixel */
+ Weighting = ErrorAcc >> IntensityShift;
+ PUTDOT(X0, Y0, &BaseColor[Weighting], &BaseColor[7]);
+ PUTDOT(X0 + XDir, Y0,
+ &BaseColor[(Weighting ^ WeightingComplementMask)], &BaseColor[7]);
+ }
+ /* Draw the final pixel, which is always exactly intersected by the line
+ and so needs no weighting */
+ PUTDOT(X1, Y1, &BaseColor[0], NULL);
+ return;
+ }
+ /* It's an X-major line; calculate 16-bit fixed-point fractional part of a
+ pixel that Y advances each time X advances 1 pixel, truncating the
+ result to avoid overrunning the endpoint along the X axis */
+ ErrorAdj = ((unsigned long) DeltaY << 16) / (unsigned long) DeltaX;
+ /* Draw all pixels other than the first and last */
+ while (--DeltaX)
+ {
+ ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */
+ ErrorAcc += ErrorAdj; /* calculate error for next pixel */
+ if (ErrorAcc <= ErrorAccTemp)
+ {
+ /* The error accumulator turned over, so advance the Y coord */
+ Y0++;
+ }
+ X0 += XDir; /* X-major, so always advance X */
+ /* The IntensityBits most significant bits of ErrorAcc give us the
+ intensity weighting for this pixel, and the complement of the
+ weighting for the paired pixel */
+ Weighting = ErrorAcc >> IntensityShift;
+ PUTDOT(X0, Y0, &BaseColor[Weighting], &BaseColor[7]);
+ PUTDOT(X0, Y0 + 1,
+ &BaseColor[(Weighting ^ WeightingComplementMask)], &BaseColor[7]);
+ }
+ /* Draw the final pixel, which is always exactly intersected by the line
+ and so needs no weighting */
+ PUTDOT(X1, Y1, &BaseColor[0], NULL);
+}
+
+// Based on Cohen-Sutherland clipping algorithm but with a slightly
+// faster reject and precalculated slopes. If I need the speed, will
+// hash algorithm to the common cases.
+
+static boolean AM_clipMline(mline_t *ml, fline_t *fl)
+{
+ enum { LEFT = 1, RIGHT = 2, BOTTOM = 4, TOP = 8 };
+ register int outcode1 = 0, outcode2 = 0, outside;
+ fpoint_t tmp;
+ int dx, dy;
+
+#define DOOUTCODE(oc, mx, my) \
+ (oc) = 0; \
+ if ((my) < 0) (oc) |= TOP; \
+ else if ((my) >= f_h) (oc) |= BOTTOM; \
+ if ((mx) < 0) (oc) |= LEFT; \
+ else if ((mx) >= f_w) (oc) |= RIGHT
+
+ // do trivial rejects and outcodes
+ if (ml->a.y > m_y2)
+ outcode1 = TOP;
+ else if (ml->a.y < m_y)
+ outcode1 = BOTTOM;
+ if (ml->b.y > m_y2)
+ outcode2 = TOP;
+ else if (ml->b.y < m_y)
+ outcode2 = BOTTOM;
+ if (outcode1 & outcode2)
+ return false; // trivially outside
+
+ if (ml->a.x < m_x)
+ outcode1 |= LEFT;
+ else if (ml->a.x > m_x2)
+ outcode1 |= RIGHT;
+ if (ml->b.x < m_x)
+ outcode2 |= LEFT;
+ else if (ml->b.x > m_x2)
+ outcode2 |= RIGHT;
+ if (outcode1 & outcode2)
+ return false; // trivially outside
+
+ // transform to frame-buffer coordinates.
+ fl->a.x = CXMTOF(ml->a.x);
+ fl->a.y = CYMTOF(ml->a.y);
+ fl->b.x = CXMTOF(ml->b.x);
+ fl->b.y = CYMTOF(ml->b.y);
+ DOOUTCODE(outcode1, fl->a.x, fl->a.y);
+ DOOUTCODE(outcode2, fl->b.x, fl->b.y);
+ if (outcode1 & outcode2)
+ return false;
+
+ while (outcode1 | outcode2)
+ {
+ // may be partially inside box
+ // find an outside point
+ if (outcode1)
+ outside = outcode1;
+ else
+ outside = outcode2;
+ // clip to each side
+ if (outside & TOP)
+ {
+ dy = fl->a.y - fl->b.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.x = fl->a.x + (dx*(fl->a.y))/dy;
+ tmp.y = 0;
+ }
+ else if (outside & BOTTOM)
+ {
+ dy = fl->a.y - fl->b.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.x = fl->a.x + (dx*(fl->a.y-f_h))/dy;
+ tmp.y = f_h-1;
+ }
+ else if (outside & RIGHT)
+ {
+ dy = fl->b.y - fl->a.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.y = fl->a.y + (dy*(f_w-1 - fl->a.x))/dx;
+ tmp.x = f_w-1;
+ }
+ else if (outside & LEFT)
+ {
+ dy = fl->b.y - fl->a.y;
+ dx = fl->b.x - fl->a.x;
+ tmp.y = fl->a.y + (dy*(-fl->a.x))/dx;
+ tmp.x = 0;
+ }
+ else /* avoid compiler warning */
+ {
+ tmp.x = 0;
+ tmp.y = 0;
+ }
+ if (outside == outcode1)
+ {
+ fl->a = tmp;
+ DOOUTCODE(outcode1, fl->a.x, fl->a.y);
+ }
+ else
+ {
+ fl->b = tmp;
+ DOOUTCODE(outcode2, fl->b.x, fl->b.y);
+ }
+ if (outcode1 & outcode2)
+ return false; // trivially outside
+ }
+
+ return true;
+}
+#undef DOOUTCODE
+
+// Classic Bresenham w/ whatever optimizations I need for speed
+
+static void AM_drawFline(fline_t *fl, int color)
+{
+ register int x, y, dx, dy, sx, sy, ax, ay, d;
+// static int fuck = 0;
+
+ switch (color)
+ {
+ case WALLCOLORS:
+ DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y,
+ &antialias[0][0], 8, 3);
+ break;
+ case FDWALLCOLORS:
+ DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y,
+ &antialias[1][0], 8, 3);
+ break;
+ case CDWALLCOLORS:
+ DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y,
+ &antialias[2][0], 8, 3);
+ break;
+ default:
+ // For debugging only
+ if (fl->a.x < 0 || fl->a.x >= f_w
+ || fl->a.y < 0 || fl->a.y >= f_h
+ || fl->b.x < 0 || fl->b.x >= f_w
+ || fl->b.y < 0 || fl->b.y >= f_h)
+ {
+ // fprintf(stderr, "fuck %d \r", fuck++);
+ return;
+ }
+
+ #define DOT(xx,yy,cc) fb[(yy)*f_w+(xx)]=(cc) //the MACRO!
+
+ dx = fl->b.x - fl->a.x;
+ ax = 2 * (dx<0 ? -dx : dx);
+ sx = dx<0 ? -1 : 1;
+
+ dy = fl->b.y - fl->a.y;
+ ay = 2 * (dy < 0 ? -dy : dy);
+ sy = dy < 0 ? -1 : 1;
+
+ x = fl->a.x;
+ y = fl->a.y;
+
+ if (ax > ay)
+ {
+ d = ay - ax/2;
+ while (1)
+ {
+ DOT(x, y, color);
+ if (x == fl->b.x)
+ return;
+ if (d >= 0)
+ {
+ y += sy;
+ d -= ax;
+ }
+ x += sx;
+ d += ay;
+ }
+ }
+ else
+ {
+ d = ax - ay/2;
+ while (1)
+ {
+ DOT(x, y, color);
+ if (y == fl->b.y)
+ return;
+ if (d >= 0)
+ {
+ x += sx;
+ d -= ay;
+ }
+ y += sy;
+ d += ax;
+ }
+ }
+ #undef DOT
+ }
+}
+
+static void AM_drawMline(mline_t *ml, int color)
+{
+ static fline_t fl;
+
+ if (AM_clipMline(ml, &fl))
+ AM_drawFline(&fl, color); // draws it on frame buffer using fb coords
+}
+#endif /* ! RENDER3D */
+
+#ifdef RENDER3D
+static void AM_drawMline(mline_t *ml, int color)
+{
+ /* bbm: disabled this. doing it more directly below.
+ byte *palette = (byte *) W_CacheLumpName("PLAYPAL", PU_CACHE);
+ byte r = palette[color*3],
+ g = palette[color*3 + 1],
+ b = palette[color*3 + 2];
+
+ OGL_DrawLine(FIX2FLT(CXMTOFX(ml->a.x)), FIX2FLT(CYMTOFX(ml->a.y))/1.2,
+ FIX2FLT(CXMTOFX(ml->b.x)), FIX2FLT(CYMTOFX(ml->b.y))/1.2,
+ r/255.0, g/255.0, b/255.0, 1);
+ */
+ OGL_SetColor(color);
+ // Draw the line. 1.2 is the to-square aspect corrector.
+ glVertex2f(FIX2FLT(CXMTOFX(ml->a.x)), FIX2FLT(CYMTOFX(ml->a.y))/1.2);
+ glVertex2f(FIX2FLT(CXMTOFX(ml->b.x)), FIX2FLT(CYMTOFX(ml->b.y))/1.2);
+}
+#endif /* RENDER3D */
+
+static void AM_drawGrid(int color)
+{
+ fixed_t x, y;
+ fixed_t start, end;
+ mline_t ml;
+
+ // Figure out start of vertical gridlines
+ start = m_x;
+ if ((start-bmaporgx) % (MAPBLOCKUNITS<<FRACBITS))
+ start += (MAPBLOCKUNITS<<FRACBITS) - ((start-bmaporgx)%(MAPBLOCKUNITS<<FRACBITS));
+ end = m_x + m_w;
+
+ // draw vertical gridlines
+ ml.a.y = m_y;
+ ml.b.y = m_y+m_h;
+ for (x = start; x < end; x += (MAPBLOCKUNITS<<FRACBITS))
+ {
+ ml.a.x = x;
+ ml.b.x = x;
+ AM_drawMline(&ml, color);
+ }
+
+ // Figure out start of horizontal gridlines
+ start = m_y;
+ if ((start-bmaporgy) % (MAPBLOCKUNITS<<FRACBITS))
+ start += (MAPBLOCKUNITS<<FRACBITS) - ((start-bmaporgy)%(MAPBLOCKUNITS<<FRACBITS));
+ end = m_y + m_h;
+
+ // draw horizontal gridlines
+ ml.a.x = m_x;
+ ml.b.x = m_x + m_w;
+ for (y = start; y < end; y += (MAPBLOCKUNITS<<FRACBITS))
+ {
+ ml.a.y = y;
+ ml.b.y = y;
+ AM_drawMline(&ml, color);
+ }
+}
+
+static void AM_drawWalls(void)
+{
+ int i;
+
+#ifdef RENDER3D
+ /* bbm: disabled this to draw all lines at once, see AM_Drawer()
+ glDisable(GL_TEXTURE_2D);
+ glLineWidth(2.5);
+ glBegin(GL_LINES); // We'll draw pretty much all of them.
+ */
+ for (i = 0; i < numlines; i++)
+ {
+ if (cheating || (lines[i].flags & ML_MAPPED))
+ {
+ if ((lines[i].flags & LINE_NEVERSEE) && !cheating)
+ continue;
+ if (!lines[i].backsector)
+ {
+ OGL_SetColor(WALLCOLORS);
+ }
+ else
+ {
+ if (lines[i].flags & ML_SECRET) // secret door
+ {
+ if (cheating) //AM_drawMline(&l, 0);
+ OGL_SetColor(0);
+ else
+ OGL_SetColor(WALLCOLORS);
+ }
+ else if (lines[i].special == 13 || lines[i].special == 83)
+ { // Locked door line -- all locked doors are greed
+ OGL_SetColor(GREENKEY);
+ }
+ else if (lines[i].special == 70 || lines[i].special == 71)
+ { // intra-level teleports are blue
+ OGL_SetColor(BLUEKEY);
+ }
+ else if (lines[i].special == 74 || lines[i].special == 75)
+ { // inter-level teleport/game-winning exit -- both are red
+ OGL_SetColor(BLOODRED);
+ }
+ else if (lines[i].backsector->floorheight != lines[i].frontsector->floorheight)
+ { // floor level change
+ OGL_SetColor(FDWALLCOLORS);
+ }
+ else if (lines[i].backsector->ceilingheight != lines[i].frontsector->ceilingheight)
+ { // ceiling level change
+ OGL_SetColor(CDWALLCOLORS);
+ }
+ else if (cheating)
+ {
+ OGL_SetColor(TSWALLCOLORS);
+ }
+ else
+ continue;
+ }
+ }
+ else if (plr->powers[pw_allmap])
+ {
+ if (!(lines[i].flags & LINE_NEVERSEE))
+ OGL_SetColor(GRAYS+3);
+ else
+ continue;
+ }
+ else
+ continue;
+
+ // Draw the line. 1.2 is the to-square aspect corrector.
+ glVertex2f (FIX2FLT(CXMTOFX(lines[i].v1->x)),
+ FIX2FLT(CYMTOFX(lines[i].v1->y))/1.2);
+ glVertex2f (FIX2FLT(CXMTOFX(lines[i].v2->x)),
+ FIX2FLT(CYMTOFX(lines[i].v2->y))/1.2);
+ }
+ /* bbm .
+ glEnd();
+ glLineWidth(1.0);
+ glEnable(GL_TEXTURE_2D);
+ */
+#else
+ static mline_t l;
+
+ for (i = 0; i < numlines; i++)
+ {
+ l.a.x = lines[i].v1->x;
+ l.a.y = lines[i].v1->y;
+ l.b.x = lines[i].v2->x;
+ l.b.y = lines[i].v2->y;
+ if (cheating || (lines[i].flags & ML_MAPPED))
+ {
+ if ((lines[i].flags & LINE_NEVERSEE) && !cheating)
+ continue;
+ if (!lines[i].backsector)
+ {
+ AM_drawMline(&l, WALLCOLORS+lightlev);
+ }
+ else
+ {
+ if (lines[i].special == 39)
+ { // teleporters
+ AM_drawMline(&l, WALLCOLORS+WALLRANGE/2);
+ }
+ else if (lines[i].flags & ML_SECRET) // secret door
+ {
+ if (cheating)
+ AM_drawMline(&l, 0);
+ else
+ AM_drawMline(&l, WALLCOLORS+lightlev);
+ }
+ else if(lines[i].special > 25 && lines[i].special < 35)
+ {
+ switch (lines[i].special)
+ {
+ case 26:
+ case 32:
+ AM_drawMline(&l, BLUEKEY);
+ break;
+ case 27:
+ case 34:
+ AM_drawMline(&l, YELLOWKEY);
+ break;
+ case 28:
+ case 33:
+ AM_drawMline(&l, GREENKEY);
+ break;
+ default:
+ break;
+ }
+ }
+ else if (lines[i].backsector->floorheight != lines[i].frontsector->floorheight)
+ { // floor level change
+ AM_drawMline(&l, FDWALLCOLORS + lightlev);
+ }
+ else if (lines[i].backsector->ceilingheight != lines[i].frontsector->ceilingheight)
+ { // ceiling level change
+ AM_drawMline(&l, CDWALLCOLORS+lightlev);
+ }
+ else if (cheating)
+ {
+ AM_drawMline(&l, TSWALLCOLORS+lightlev);
+ }
+ }
+ }
+ else if (plr->powers[pw_allmap])
+ {
+ if (!(lines[i].flags & LINE_NEVERSEE))
+ AM_drawMline(&l, GRAYS+3);
+ }
+ }
+#endif
+}
+
+static void AM_rotate(fixed_t *x, fixed_t *y, angle_t a)
+{
+ fixed_t tmpx;
+
+ tmpx = FixedMul(*x,finecosine[a>>ANGLETOFINESHIFT]) - FixedMul(*y,finesine[a>>ANGLETOFINESHIFT]);
+ *y = FixedMul(*x,finesine[a>>ANGLETOFINESHIFT]) + FixedMul(*y,finecosine[a>>ANGLETOFINESHIFT]);
+ *x = tmpx;
+}
+
+static void AM_drawLineCharacter(mline_t *lineguy, int lineguylines, fixed_t scale,
+ angle_t angle, int color, fixed_t x, fixed_t y)
+{
+ int i;
+ mline_t l;
+
+ for (i = 0; i < lineguylines; i++)
+ {
+ l.a.x = lineguy[i].a.x;
+ l.a.y = lineguy[i].a.y;
+ if (scale)
+ {
+ l.a.x = FixedMul(scale, l.a.x);
+ l.a.y = FixedMul(scale, l.a.y);
+ }
+ if (angle)
+ AM_rotate(&l.a.x, &l.a.y, angle);
+ l.a.x += x;
+ l.a.y += y;
+
+ l.b.x = lineguy[i].b.x;
+ l.b.y = lineguy[i].b.y;
+ if (scale)
+ {
+ l.b.x = FixedMul(scale, l.b.x);
+ l.b.y = FixedMul(scale, l.b.y);
+ }
+ if (angle)
+ AM_rotate(&l.b.x, &l.b.y, angle);
+ l.b.x += x;
+ l.b.y += y;
+
+ AM_drawMline(&l, color);
+ }
+}
+
+static void AM_drawPlayers(void)
+{
+ int i;
+ player_t *p;
+ static int their_colors[] =
+ {
+ GREENKEY,
+ YELLOWKEY,
+ BLOODRED,
+ BLUEKEY
+ };
+ int their_color = -1;
+ int color;
+
+ if (!netgame)
+ {
+ //cheat key player pointer is the same as non-cheat pointer..
+ AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, plr->mo->angle,
+ WHITE, plr->mo->x, plr->mo->y);
+ return;
+ }
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ their_color++;
+ p = &players[i];
+ if (deathmatch && !singledemo && p != plr)
+ {
+ continue;
+ }
+ if (!playeringame[i])
+ continue;
+ if (p->powers[pw_invisibility])
+ color = 102; // *close* to the automap color
+ else
+ color = their_colors[their_color];
+ AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, p->mo->angle,
+ color, p->mo->x, p->mo->y);
+ }
+}
+
+static void AM_drawThings(int colors, int colorrange)
+{
+ int i;
+ mobj_t *t;
+
+ for (i = 0; i < numsectors; i++)
+ {
+ t = sectors[i].thinglist;
+ while (t)
+ {
+ AM_drawLineCharacter(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
+ 16<<FRACBITS, t->angle, colors+lightlev, t->x, t->y);
+ t = t->snext;
+ }
+ }
+}
+
+static void AM_drawkeys(void)
+{
+ if (KeyPoints[0].x != 0 || KeyPoints[0].y != 0)
+ {
+ AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, YELLOWKEY,
+ KeyPoints[0].x, KeyPoints[0].y);
+ }
+ if (KeyPoints[1].x != 0 || KeyPoints[1].y != 0)
+ {
+ AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, GREENKEY,
+ KeyPoints[1].x, KeyPoints[1].y);
+ }
+ if (KeyPoints[2].x != 0 || KeyPoints[2].y != 0)
+ {
+ AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, BLUEKEY,
+ KeyPoints[2].x, KeyPoints[2].y);
+ }
+}
+
+
+#ifdef RENDER3D
+static void AM_OGL_SetupState(void)
+{
+ float ys = screenHeight/200.0;
+
+ // Let's set up a scissor box to clip the map lines and stuff.
+ glPushAttrib(GL_SCISSOR_BIT);
+ glScissor(0, screenHeight-finit_height*ys, screenWidth, finit_height*ys);
+ glEnable(GL_SCISSOR_TEST);
+}
+
+static void AM_OGL_RestoreState(void)
+{
+ glPopAttrib();
+}
+#endif /* RENDER3D */
+
+
+void AM_Drawer (void)
+{
+ if (!automapactive)
+ return;
+
+ UpdateState |= I_FULLSCRN;
+
+#ifdef RENDER3D
+ // Update the height (in case sbarscale has been changed).
+ finit_height = SCREENHEIGHT - SBARHEIGHT * sbarscale / 20;
+ AM_OGL_SetupState();
+#endif
+
+ AM_clearFB(BACKGROUND);
+
+#ifdef RENDER3D
+ /* bbm 3/9/2003: start drawing all lines at once */
+ glDisable(GL_TEXTURE_2D);
+ glLineWidth(1.0);
+ glBegin(GL_LINES);
+#endif
+
+ if (grid)
+ AM_drawGrid(GRIDCOLORS);
+ AM_drawWalls();
+ AM_drawPlayers();
+
+ if (cheating == 2)
+ AM_drawThings(THINGCOLORS, THINGRANGE);
+
+ if (gameskill == sk_baby)
+ {
+ AM_drawkeys();
+ }
+
+#ifdef RENDER3D
+ /* bbm: finish drawing all lines at once */
+ glEnd();
+ glLineWidth(1.0);
+ glEnable(GL_TEXTURE_2D);
+
+ AM_OGL_RestoreState();
+#endif
+
+ if ((gameepisode <= (ExtendedWAD ? 6 : 3)) && gamemap <= 9)
+ {
+ MN_DrTextA(LevelNames[(gameepisode-1)*9+gamemap-1], 20, 145);
+ }
+}
+
--- /dev/null
+++ b/am_map.h
@@ -1,0 +1,113 @@
+// am_map.h
+
+#ifndef __AMMAP_H__
+#define __AMMAP_H__
+
+/* For use if I do walls with outsides/insides */
+#define REDS (12 * 8)
+#define REDRANGE 1 /* 16 */
+#define BLUES (256 - 4*16 + 8)
+#define BLUERANGE 1 /* 8 */
+#define GREENS (33 * 8)
+#define GREENRANGE 1 /* 16 */
+#define GRAYS (5 * 8)
+#define GRAYSRANGE 1 /* 16 */
+#define BROWNS (14 * 8)
+#define BROWNRANGE 1 /* 16 */
+#define YELLOWS (10 * 8)
+#define YELLOWRANGE 1
+#define BLACK 0
+#define WHITE (4 * 8)
+#define PARCH (13*8 - 1)
+#define BLOODRED 150
+#define BLUEKEY 197
+#define YELLOWKEY 144
+#define GREENKEY 220
+
+/* Automap colors */
+#define BACKGROUND PARCH
+#define YOURCOLORS WHITE
+#define YOURRANGE 0
+#define WALLCOLORS REDS
+#define WALLRANGE REDRANGE
+#define TSWALLCOLORS GRAYS
+#define TSWALLRANGE GRAYSRANGE
+#define FDWALLCOLORS BROWNS
+#define FDWALLRANGE BROWNRANGE
+#define CDWALLCOLORS YELLOWS
+#define CDWALLRANGE YELLOWRANGE
+#define THINGCOLORS GREENS
+#define THINGRANGE GREENRANGE
+#define SECRETWALLCOLORS WALLCOLORS
+#define SECRETWALLRANGE WALLRANGE
+#define GRIDCOLORS (GRAYS + GRAYSRANGE/2)
+#define GRIDRANGE 0
+#define XHAIRCOLORS GRAYS
+
+/* drawing stuff */
+#define FB 0
+
+#define AM_PANDOWNKEY KEY_DOWNARROW
+#define AM_PANUPKEY KEY_UPARROW
+#define AM_PANRIGHTKEY KEY_RIGHTARROW
+#define AM_PANLEFTKEY KEY_LEFTARROW
+
+#define AM_ZOOMINKEY '='
+#define AM_ZOOMOUTKEY '-'
+#define AM_STARTKEY KEY_TAB
+#define AM_ENDKEY KEY_TAB
+#define AM_GOBIGKEY '0'
+#define AM_FOLLOWKEY 'f'
+#define AM_GRIDKEY 'g'
+
+#define AM_NUMMARKPOINTS 10
+
+#define AM_MSGHEADER (('a'<<24) + ('m'<<16))
+#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8))
+#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8))
+
+#define INITSCALEMTOF (.2*FRACUNIT) /* scale on entry */
+
+/* how much the automap moves window per tic in frame-buffer coordinates */
+#define F_PANINC 4 /* moves 140 pixels in 1 second */
+
+/* how much zoom-in per tic */
+#define M_ZOOMIN ((int) (1.02*FRACUNIT)) /* goes to 2x in 1 second */
+
+/* how much zoom-out per tic */
+#define M_ZOOMOUT ((int) (FRACUNIT/1.02)) /* pulls out to 0.5x in 1 second */
+
+/* translates between frame-buffer and map distances */
+#define FTOM(x) FixedMul(((x)<<16),scale_ftom)
+#define MTOF(x) (FixedMul((x),scale_mtof)>>16)
+
+/* translates between frame-buffer and map coordinates */
+#define CXMTOF(x) (f_x + MTOF((x)-m_x))
+#define CYMTOF(y) (f_y + (f_h - MTOF((y)-m_y)))
+
+/* the following is crap */
+#define LINE_NEVERSEE ML_DONTDRAW
+
+typedef struct
+{
+ int x, y;
+} fpoint_t;
+
+typedef struct
+{
+ fpoint_t a, b;
+} fline_t;
+
+typedef vertex_t mpoint_t;
+
+typedef struct
+{
+ mpoint_t a, b;
+} mline_t;
+
+typedef struct
+{
+ fixed_t slp, islp;
+} islope_t;
+
+#endif /* __AMMAP_H__ */
--- /dev/null
+++ b/audio_plugin.h
@@ -1,0 +1,63 @@
+/* XMMS - Cross-platform multimedia player
+ * Copyright (C) 1998-1999 Peter Alm, Mikael Alm, Olle Hallnas, Thomas Nilsson and 4Front Technologies
+ *
+ * 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.
+ */
+
+#ifndef AUDIO_PLUGIN_H
+#define AUDIO_PLUGIN_H
+
+
+typedef enum
+{
+ FMT_U8, FMT_S8, FMT_U16_LE, FMT_U16_BE, FMT_U16_NE, FMT_S16_LE, FMT_S16_BE, FMT_S16_NE
+}
+AFormat;
+
+typedef struct
+{
+ void *handle; /* Filled in by xmms */
+ char *filename; /* Filled in by xmms */
+ const char *description; /* The description that is shown in the preferences box */
+ void (*init) (void);
+ void (*about) (void); /* Show the about box */
+ void (*configure) (void); /* Show the configuration dialog */
+ void (*get_volume) (int *l, int *r);
+ void (*set_volume) (int l, int r); /* Set the volume */
+
+ int (*open_audio) (AFormat fmt, int rate, int nch);
+ /* Open the device, if the device can't handle the given
+ parameters the plugin is responsible for downmixing
+ the data to the right format before outputting it */
+
+ void (*write_audio) (void *ptr, int length);
+ /* The input plugin calls this to write data to the output buffer */
+
+ void (*close_audio) (void); /* No comment... */
+ void (*flush) (int flushtime); /* Flush the buffer and set the plugins internal timers to time */
+ void (*pause) (short paused); /* Pause or unpause the output */
+ int (*buffer_free) (void); /* Return the amount of data that can be written to the buffer,
+ two calls to this without a call to write_audio should make
+ the plugin output audio directly */
+ int (*buffer_playing) (void); /* Returns TRUE if the plugin currently is playing some audio,
+ otherwise return FALSE */
+ int (*output_time) (void); /* Return the current playing time */
+ int (*written_time) (void); /* Return the length of all the data that has been written to
+ the buffer */
+}
+OutputPlugin;
+
+#endif /* AUDIO_PLUGIN_H */
+
--- /dev/null
+++ b/ct_chat.c
@@ -1,0 +1,477 @@
+// ct_chat.c
+//
+// Chat mode
+//
+
+#include "h2stdinc.h"
+#include <ctype.h>
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+#ifdef RENDER3D
+#include "ogl_def.h"
+#endif
+
+#define QUEUESIZE 128
+#define MESSAGESIZE 128
+#define MESSAGELEN 265
+
+#define CT_PLR_GREEN 1
+#define CT_PLR_YELLOW 2
+#define CT_PLR_RED 3
+#define CT_PLR_BLUE 4
+#define CT_PLR_ALL 5
+
+#define CT_KEY_BLUE 'b'
+#define CT_KEY_RED 'r'
+#define CT_KEY_YELLOW 'y'
+#define CT_KEY_GREEN 'g'
+#define CT_KEY_ALL 't'
+#define CT_ESCAPE 6
+
+// Public data
+
+void CT_Init(void);
+void CT_Drawer(void);
+boolean CT_Responder(event_t *ev);
+void CT_Ticker(void);
+char CT_dequeueChatChar(void);
+
+boolean chatmodeon;
+
+char chat_macros[10][80] =
+{
+ HUSTR_CHATMACRO0,
+ HUSTR_CHATMACRO1,
+ HUSTR_CHATMACRO2,
+ HUSTR_CHATMACRO3,
+ HUSTR_CHATMACRO4,
+ HUSTR_CHATMACRO5,
+ HUSTR_CHATMACRO6,
+ HUSTR_CHATMACRO7,
+ HUSTR_CHATMACRO8,
+ HUSTR_CHATMACRO9
+};
+
+// Private data
+
+static void CT_queueChatChar(char ch);
+static void CT_ClearChatMessage(int player);
+static void CT_AddChar(int player, char c);
+static void CT_BackSpace(int player);
+
+static int head, tail;
+static byte ChatQueue[QUEUESIZE];
+static int chat_dest[MAXPLAYERS];
+static char chat_msg[MAXPLAYERS][MESSAGESIZE];
+static char plr_lastmsg[MAXPLAYERS][MESSAGESIZE+9]; /* add in the length of the pre-string */
+static int msgptr[MAXPLAYERS];
+static int msglen[MAXPLAYERS];
+
+static int FontABaseLump;
+
+static const char *CT_FromPlrText[MAXPLAYERS] =
+{
+ "GREEN: ",
+ "YELLOW: ",
+ "RED: ",
+ "BLUE: "
+};
+
+static boolean altdown, shiftdown;
+
+
+//===========================================================================
+//
+// CT_Init
+//
+// Initialize chat mode data
+//===========================================================================
+
+void CT_Init(void)
+{
+ int i;
+
+ head = 0; //initialize the queue index
+ tail = 0;
+ chatmodeon = false;
+ memset(ChatQueue, 0, QUEUESIZE);
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ chat_dest[i] = 0;
+ msgptr[i] = 0;
+ memset(plr_lastmsg[i], 0, MESSAGESIZE);
+ memset(chat_msg[i], 0, MESSAGESIZE);
+ }
+ FontABaseLump = W_GetNumForName("FONTA_S") + 1;
+ return;
+}
+
+//===========================================================================
+//
+// CT_Stop
+//
+//===========================================================================
+
+void CT_Stop(void)
+{
+ chatmodeon = false;
+ return;
+}
+
+//===========================================================================
+//
+// CT_Responder
+//
+//===========================================================================
+
+boolean CT_Responder(event_t *ev)
+{
+ const char *macro;
+ int sendtarget;
+
+ if (!netgame)
+ {
+ return false;
+ }
+ if (ev->data1 == KEY_LALT || ev->data2 == KEY_RALT)
+ {
+ altdown = (ev->type == ev_keydown);
+ return false;
+ }
+ if (ev->data1 == KEY_RSHIFT)
+ {
+ shiftdown = (ev->type == ev_keydown);
+ return false;
+ }
+ if (ev->type != ev_keydown)
+ {
+ return false;
+ }
+ if (!chatmodeon)
+ {
+ sendtarget = 0;
+ if (ev->data1 == CT_KEY_ALL)
+ {
+ sendtarget = CT_PLR_ALL;
+ }
+ else if (ev->data1 == CT_KEY_GREEN)
+ {
+ sendtarget = CT_PLR_GREEN;
+ }
+ else if (ev->data1 == CT_KEY_YELLOW)
+ {
+ sendtarget = CT_PLR_YELLOW;
+ }
+ else if (ev->data1 == CT_KEY_RED)
+ {
+ sendtarget = CT_PLR_RED;
+ }
+ else if (ev->data1 == CT_KEY_BLUE)
+ {
+ sendtarget = CT_PLR_BLUE;
+ }
+ if (sendtarget == 0 || (sendtarget != CT_PLR_ALL && !playeringame[sendtarget - 1])
+ || sendtarget == consoleplayer + 1)
+ {
+ return false;
+ }
+ CT_queueChatChar(sendtarget);
+ chatmodeon = true;
+ return true;
+ }
+ else
+ {
+ if (altdown)
+ {
+ if (ev->data1 >= '0' && ev->data1 <= '9')
+ {
+ if (ev->data1 == '0')
+ { // macro 0 comes after macro 9
+ ev->data1 = '9' + 1;
+ }
+ macro = chat_macros[ev->data1-'1'];
+ CT_queueChatChar(KEY_ENTER); //send old message
+ CT_queueChatChar(chat_dest[consoleplayer]); // chose the dest.
+ while (*macro)
+ {
+ CT_queueChatChar(toupper(*macro++));
+ }
+ CT_queueChatChar(KEY_ENTER); //send it off...
+ CT_Stop();
+ return true;
+ }
+ }
+ if (ev->data1 == KEY_ENTER)
+ {
+ CT_queueChatChar(KEY_ENTER);
+ CT_Stop();
+ return true;
+ }
+ else if (ev->data1 == KEY_ESCAPE)
+ {
+ CT_queueChatChar(CT_ESCAPE);
+ CT_Stop();
+ return true;
+ }
+ else if (ev->data1 >= 'a' && ev->data1 <= 'z')
+ {
+ CT_queueChatChar(ev->data1-32);
+ return true;
+ }
+ else if (shiftdown)
+ {
+ if (ev->data1 == '1')
+ {
+ CT_queueChatChar('!');
+ return true;
+ }
+ else if (ev->data1 == '/')
+ {
+ CT_queueChatChar('?');
+ return true;
+ }
+ }
+ else
+ if (ev->data1 == ' ' || ev->data1 == ',' || ev->data1 == '.' ||
+ (ev->data1 >= '0' && ev->data1 <= '9') || ev->data1 == '\'' ||
+ ev->data1 == KEY_BACKSPACE || ev->data1 == '-' || ev->data1 == '=')
+ {
+ CT_queueChatChar(ev->data1);
+ return true;
+ }
+ }
+ return false;
+}
+
+//===========================================================================
+//
+// CT_Ticker
+//
+//===========================================================================
+
+void CT_Ticker(void)
+{
+ int i, j;
+ char c;
+ int numplayers;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ {
+ continue;
+ }
+ if ((c = players[i].cmd.chatchar) != 0)
+ {
+ if (c <= CT_PLR_ALL)
+ {
+ chat_dest[i] = c;
+ continue;
+ }
+ else if (c == CT_ESCAPE)
+ {
+ CT_ClearChatMessage(i);
+ }
+ else if (c == KEY_ENTER)
+ {
+ numplayers = 0;
+ for (j = 0; j < MAXPLAYERS; j++)
+ {
+ numplayers += playeringame[j];
+ }
+ CT_AddChar(i, 0); // set the end of message character
+ if (numplayers > 2)
+ {
+ strcpy(plr_lastmsg[i], CT_FromPlrText[i]);
+ strcat(plr_lastmsg[i], chat_msg[i]);
+ }
+ else
+ {
+ strcpy(plr_lastmsg[i], chat_msg[i]);
+ }
+ if (i != consoleplayer && (chat_dest[i] == consoleplayer + 1
+ || chat_dest[i] == CT_PLR_ALL) && *chat_msg[i])
+ {
+ P_SetMessage(&players[consoleplayer], plr_lastmsg[i], true);
+ S_StartSound(NULL, sfx_chat);
+ }
+ else if (i == consoleplayer && (*chat_msg[i]))
+ {
+ if (numplayers > 1)
+ {
+ P_SetMessage(&players[consoleplayer], "-MESSAGE SENT-", true);
+ S_StartSound(NULL, sfx_chat);
+ }
+ else
+ {
+ P_SetMessage(&players[consoleplayer],
+ "THERE ARE NO OTHER PLAYERS IN THE GAME!", true);
+ S_StartSound(NULL, sfx_chat);
+ }
+ }
+ CT_ClearChatMessage(i);
+ }
+ else if (c == KEY_BACKSPACE)
+ {
+ CT_BackSpace(i);
+ }
+ else
+ {
+ CT_AddChar(i, c);
+ }
+ }
+ }
+ return;
+}
+
+//===========================================================================
+//
+// CT_Drawer
+//
+//===========================================================================
+
+void CT_Drawer(void)
+{
+ int i;
+ int x;
+ patch_t *patch;
+
+ if (chatmodeon)
+ {
+ x = 25;
+ for (i = 0; i < msgptr[consoleplayer]; i++)
+ {
+ if (chat_msg[consoleplayer][i] < 33)
+ {
+ x += 6;
+ }
+ else
+ {
+ patch = (patch_t *) W_CacheLumpNum(FontABaseLump + chat_msg[consoleplayer][i] - 33, PU_CACHE);
+#ifdef RENDER3D
+ OGL_DrawPatch_CS(x, 10, FontABaseLump + chat_msg[consoleplayer][i] - 33);
+#else
+ V_DrawPatch(x, 10, patch);
+#endif
+ x += SHORT(patch->width);
+ }
+ }
+#ifdef RENDER3D
+ OGL_DrawPatch_CS(x, 10, W_GetNumForName("FONTA59"));
+#else
+ patch = (patch_t *) W_CacheLumpName("FONTA59", PU_CACHE);
+ V_DrawPatch(x, 10, patch);
+#endif
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+}
+
+//===========================================================================
+//
+// CT_queueChatChar
+//
+//===========================================================================
+
+static void CT_queueChatChar(char ch)
+{
+ if (((tail + 1) & (QUEUESIZE - 1)) == head)
+ { // the queue is full
+ return;
+ }
+ ChatQueue[tail] = ch;
+ tail = (tail + 1) & (QUEUESIZE - 1);
+}
+
+//===========================================================================
+//
+// CT_dequeueChatChar
+//
+//===========================================================================
+
+char CT_dequeueChatChar(void)
+{
+ byte temp;
+
+ if (head == tail)
+ { // queue is empty
+ return 0;
+ }
+ temp = ChatQueue[head];
+ head = (head + 1) & (QUEUESIZE - 1);
+ return temp;
+}
+
+//===========================================================================
+//
+// CT_AddChar
+//
+//===========================================================================
+
+static void CT_AddChar(int player, char c)
+{
+ patch_t *patch;
+
+ if (msgptr[player] + 1 >= MESSAGESIZE || msglen[player] >= MESSAGELEN)
+ { // full.
+ return;
+ }
+ chat_msg[player][msgptr[player]] = c;
+ msgptr[player]++;
+ if (c < 33)
+ {
+ msglen[player] += 6;
+ }
+ else
+ {
+ patch = (patch_t *) W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ msglen[player] += SHORT(patch->width);
+ }
+}
+
+//===========================================================================
+//
+// CT_BackSpace
+//
+// Backs up a space, when the user hits (obviously) backspace
+//===========================================================================
+
+static void CT_BackSpace(int player)
+{
+ patch_t *patch;
+ char c;
+
+ if (msgptr[player] == 0)
+ { // message is already blank
+ return;
+ }
+ msgptr[player]--;
+ c = chat_msg[player][msgptr[player]];
+ if (c < 33)
+ {
+ msglen[player] -= 6;
+ }
+ else
+ {
+ patch = (patch_t *) W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ msglen[player] -= SHORT(patch->width);
+ }
+ chat_msg[player][msgptr[player]] = 0;
+}
+
+//===========================================================================
+//
+// CT_ClearChatMessage
+//
+// Clears out the data for the chat message, but the player's message
+// is still saved in plrmsg.
+//===========================================================================
+
+static void CT_ClearChatMessage(int player)
+{
+ memset(chat_msg[player], 0, MESSAGESIZE);
+ msgptr[player] = 0;
+ msglen[player] = 0;
+}
+
--- /dev/null
+++ b/d_main.c
@@ -1,0 +1,1069 @@
+// D_main.c
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#if defined(__WATCOMC__) && defined(_DOS)
+#include <dos.h>
+#include <graph.h>
+#include <direct.h>
+#endif
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+#include "v_compat.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define MAXWADFILES 20
+#define SHAREWAREWADNAME "heretic1.wad"
+
+#ifdef RENDER3D
+#define V_DrawPatch(x,y,p) OGL_DrawPatch((x),(y),(p))
+#define V_DrawRawScreen(a) OGL_DrawRawScreen((a))
+#endif
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+void D_CheckNetGame(void);
+void G_BuildTiccmd(ticcmd_t *cmd);
+void F_Drawer(void);
+boolean F_Responder(event_t *ev);
+void R_ExecuteSetViewSize(void);
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+void D_ProcessEvents(void);
+void D_DoAdvanceDemo(void);
+void D_AdvanceDemo (void);
+void D_PageDrawer (void);
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern boolean MenuActive;
+extern boolean askforquit;
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+const char *basePath = DUMMY_BASEPATH;
+boolean shareware = false; // true if only episode 1 present
+boolean ExtendedWAD = false; // true if episodes 4 and 5 present
+
+boolean nomonsters; // checkparm of -nomonsters
+boolean respawnparm; // checkparm of -respawn
+boolean debugmode; // checkparm of -debug
+boolean ravpic; // checkparm of -ravpic
+boolean singletics; // debug flag to cancel adaptiveness
+boolean noartiskip; // whether shift-enter skips an artifact
+
+skill_t startskill;
+int startepisode;
+int startmap;
+boolean autostart;
+boolean advancedemo;
+FILE *debugfile;
+event_t events[MAXEVENTS];
+int eventhead;
+int eventtail;
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int demosequence;
+static int pagetic;
+static const char *pagename;
+
+static const char *wadfiles[MAXWADFILES + 1] =
+{
+ "heretic.wad",
+ "texture1.lmp",
+ "texture2.lmp",
+ "pnames.lmp",
+ NULL /* the last entry MUST be NULL */
+};
+
+// CODE --------------------------------------------------------------------
+
+#if !(defined(__WATCOMC__) || defined(__DJGPP__) || defined(_WIN32))
+char *strlwr (char *str)
+{
+ char *c;
+ c = str;
+ while (*c)
+ {
+ *c = tolower(*c);
+ c++;
+ }
+ return str;
+}
+
+char *strupr (char *str)
+{
+ char *c;
+ c = str;
+ while (*c)
+ {
+ *c = toupper(*c);
+ c++;
+ }
+ return str;
+}
+
+int filelength(int handle)
+{
+ Dir *d;
+ int length;
+
+ d = dirfstat(handle);
+ if (d == nil)
+ {
+ I_Error("Error fstating");
+ }
+ length = d->length;
+ free(d);
+ return length;
+}
+#endif
+
+//==========================================================================
+//
+// Fixed Point math
+//
+//==========================================================================
+
+#if defined(_HAVE_FIXED_ASM)
+
+#if defined(__i386__) || defined(__386__) || defined(_M_IX86)
+#if defined(__GNUC__) && !defined(_INLINE_FIXED_ASM)
+fixed_t FixedMul (fixed_t a, fixed_t b)
+{
+ fixed_t retval;
+ __asm__ __volatile__(
+ "imull %%edx \n\t"
+ "shrdl $16, %%edx, %%eax \n\t"
+ : "=a" (retval)
+ : "a" (a), "d" (b)
+ : "cc"
+ );
+ return retval;
+}
+
+fixed_t FixedDiv2 (fixed_t a, fixed_t b)
+{
+ fixed_t retval;
+ __asm__ __volatile__(
+ "cdq \n\t"
+ "shldl $16, %%eax, %%edx \n\t"
+ "sall $16, %%eax \n\t"
+ "idivl %%ebx \n\t"
+ : "=a" (retval)
+ : "a" (a), "b" (b)
+ : "%edx", "cc"
+ );
+ return retval;
+}
+#endif /* GCC and !_INLINE_FIXED_ASM */
+#endif /* x86 */
+
+#else /* C-only versions */
+
+fixed_t FixedMul (fixed_t a, fixed_t b)
+{
+ return ((int64_t) a * (int64_t) b) >> 16;
+}
+
+fixed_t FixedDiv2 (fixed_t a, fixed_t b)
+{
+ if (!b)
+ return 0;
+ return (fixed_t) (((double) a / (double) b) * FRACUNIT);
+}
+#endif
+
+fixed_t FixedDiv (fixed_t a, fixed_t b)
+{
+ if ((abs(a) >> 14) >= abs(b))
+ {
+ return ((a^b) < 0 ? H2MININT : H2MAXINT);
+ }
+ return (FixedDiv2(a, b));
+}
+
+//==========================================================================
+//
+// Byte swap functions
+//
+//==========================================================================
+
+int16_t ShortSwap (int16_t x)
+{
+ return (int16_t) (((uint16_t)x << 8) | ((uint16_t)x >> 8));
+}
+
+int32_t LongSwap (int32_t x)
+{
+ return (int32_t) (((uint32_t)x << 24) | ((uint32_t)x >> 24) |
+ (((uint32_t)x & (uint32_t)0x0000ff00UL) << 8) |
+ (((uint32_t)x & (uint32_t)0x00ff0000UL) >> 8));
+}
+
+/*
+===============================================================================
+
+ EVENT HANDLING
+
+Events are asyncronous inputs generally generated by the game user.
+
+Events can be discarded if no responder claims them
+
+===============================================================================
+*/
+
+//---------------------------------------------------------------------------
+//
+// PROC D_PostEvent
+//
+// Called by the I/O functions when input is detected.
+//
+//---------------------------------------------------------------------------
+
+void D_PostEvent(event_t *ev)
+{
+ events[eventhead] = *ev;
+ eventhead++;
+ eventhead &= (MAXEVENTS - 1);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC D_ProcessEvents
+//
+// Send all the events of the given timestamp down the responder chain.
+//
+//---------------------------------------------------------------------------
+
+void D_ProcessEvents(void)
+{
+ event_t *ev;
+
+ while (eventtail != eventhead)
+ {
+ ev = &events[eventtail];
+ if (F_Responder(ev))
+ {
+ goto _next_ev;
+ }
+ if (MN_Responder(ev))
+ {
+ goto _next_ev;
+ }
+ G_Responder(ev);
+ _next_ev:
+ eventtail = (eventtail + 1) & (MAXEVENTS - 1);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawMessage
+//
+//---------------------------------------------------------------------------
+
+void DrawMessage(void)
+{
+ player_t *player;
+
+ player = &players[consoleplayer];
+ if (player->messageTics <= 0 || !player->message)
+ { // No message
+ return;
+ }
+ MN_DrTextA(player->message, 160 - MN_TextAWidth(player->message)/2, 1);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC D_Display
+//
+// Draw current display, possibly wiping it from the previous.
+//
+//---------------------------------------------------------------------------
+
+void D_Display(void)
+{
+ // Change the view size if needed
+ if (setsizeneeded)
+ {
+ R_ExecuteSetViewSize();
+ }
+
+//
+// do buffered drawing
+//
+ switch (gamestate)
+ {
+ case GS_LEVEL:
+ if (!gametic)
+ break;
+#if AM_TRANSPARENT
+ R_RenderPlayerView (&players[displayplayer]);
+#endif
+ if (automapactive)
+ AM_Drawer ();
+#if !AM_TRANSPARENT
+ else
+ {
+ R_RenderPlayerView (&players[displayplayer]);
+ }
+#endif
+ CT_Drawer();
+ UpdateState |= I_FULLVIEW;
+ SB_Drawer();
+ break;
+ case GS_INTERMISSION:
+ IN_Drawer ();
+ break;
+ case GS_FINALE:
+ F_Drawer ();
+ break;
+ case GS_DEMOSCREEN:
+ D_PageDrawer ();
+ break;
+ }
+
+ if (paused && !MenuActive && !askforquit)
+ {
+ if (!netgame)
+ {
+ V_DrawPatch(160, viewwindowy + 5, (PATCH_REF)WR_CacheLumpName("PAUSED", PU_CACHE));
+ }
+ else
+ {
+ V_DrawPatch(160, 70, (PATCH_REF)WR_CacheLumpName("PAUSED", PU_CACHE));
+ }
+ }
+
+#ifdef RENDER3D
+ if (OGL_DrawFilter())
+ BorderNeedRefresh = true;
+#endif
+
+ // Handle player messages
+ DrawMessage();
+
+ // Menu drawing
+ MN_Drawer();
+
+ // Send out any new accumulation
+ NetUpdate();
+
+ // Flush buffered stuff to screen
+ I_Update();
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC D_DoomLoop
+//
+//---------------------------------------------------------------------------
+
+void D_DoomLoop(void)
+{
+ if (M_CheckParm("-debugfile"))
+ {
+ char filename[20];
+ snprintf(filename, sizeof(filename), "debug%i.txt", consoleplayer);
+ debugfile = fopen(filename,"w");
+ }
+ I_InitGraphics();
+ while (1)
+ {
+ // Frame syncronous IO operations
+ I_StartFrame();
+
+ // Process one or more tics
+ if (singletics)
+ {
+ I_StartTic();
+ D_ProcessEvents();
+ G_BuildTiccmd(&netcmds[consoleplayer][maketic%BACKUPTICS]);
+ if (advancedemo)
+ D_DoAdvanceDemo ();
+ G_Ticker();
+ gametic++;
+ maketic++;
+ }
+ else
+ {
+ // Will run at least one tic
+ TryRunTics();
+ }
+
+ // Move positional sounds
+ S_UpdateSounds(players[consoleplayer].mo);
+ D_Display();
+ }
+}
+
+/*
+===============================================================================
+
+ DEMO LOOP
+
+===============================================================================
+*/
+
+/*
+================
+=
+= D_PageTicker
+=
+= Handles timing for warped projection
+=
+================
+*/
+
+void D_PageTicker (void)
+{
+ if (--pagetic < 0)
+ D_AdvanceDemo ();
+}
+
+
+/*
+================
+=
+= D_PageDrawer
+=
+================
+*/
+
+extern boolean MenuActive;
+
+void D_PageDrawer(void)
+{
+ V_DrawRawScreen((BYTE_REF)WR_CacheLumpName(pagename, PU_CACHE));
+ if (demosequence == 1)
+ {
+ V_DrawPatch(4, 160, (PATCH_REF)WR_CacheLumpName("ADVISOR", PU_CACHE));
+ }
+ UpdateState |= I_FULLSCRN;
+}
+
+/*
+=================
+=
+= D_AdvanceDemo
+=
+= Called after each demo or intro demosequence finishes
+=================
+*/
+
+void D_AdvanceDemo (void)
+{
+ advancedemo = true;
+}
+
+void D_DoAdvanceDemo (void)
+{
+ players[consoleplayer].playerstate = PST_LIVE; // don't reborn
+ advancedemo = false;
+ usergame = false; // can't save / end game here
+ paused = false;
+ gameaction = ga_nothing;
+ demosequence = (demosequence + 1) % 7;
+ switch (demosequence)
+ {
+ case 0:
+ pagetic = 210;
+ gamestate = GS_DEMOSCREEN;
+ pagename = "TITLE";
+ S_StartSong(mus_titl, false);
+ break;
+ case 1:
+ pagetic = 140;
+ gamestate = GS_DEMOSCREEN;
+ pagename = "TITLE";
+ break;
+ case 2:
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ G_DeferedPlayDemo ("demo1");
+ break;
+ case 3:
+ pagetic = 200;
+ gamestate = GS_DEMOSCREEN;
+ pagename = "CREDIT";
+ break;
+ case 4:
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ G_DeferedPlayDemo ("demo2");
+ break;
+ case 5:
+ pagetic = 200;
+ gamestate = GS_DEMOSCREEN;
+ if (shareware)
+ {
+ pagename = "ORDER";
+ }
+ else
+ {
+ pagename = "CREDIT";
+ }
+ break;
+ case 6:
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ G_DeferedPlayDemo ("demo3");
+ break;
+ }
+}
+
+
+/*
+=================
+=
+= D_StartTitle
+=
+=================
+*/
+
+void D_StartTitle (void)
+{
+ gameaction = ga_nothing;
+ demosequence = -1;
+ D_AdvanceDemo ();
+}
+
+
+/*
+==============
+=
+= D_CheckRecordFrom
+=
+= -recordfrom <savegame num> <demoname>
+==============
+*/
+
+void D_CheckRecordFrom (void)
+{
+ int p;
+
+ p = M_CheckParm ("-recordfrom");
+ if (!p || p >= myargc - 2)
+ return;
+ G_LoadGame(atoi(myargv[p + 1]));
+ G_DoLoadGame(); // load the gameskill etc info from savegame
+ G_RecordDemo(gameskill, 1, gameepisode, gamemap, myargv[p + 2]);
+ D_DoomLoop(); // never returns
+}
+
+/*
+===============
+=
+= D_AddFile
+=
+===============
+*/
+
+void D_AddFile(const char *file)
+{
+ int i = 0;
+ char *newwad;
+
+ while (wadfiles[i])
+ {
+ if (++i == MAXWADFILES)
+ I_Error ("MAXWADFILES reached for %s", file);
+ }
+ newwad = (char *) malloc(strlen(file) + 1);
+ strcpy(newwad, file);
+ wadfiles[i] = newwad;
+ if (++i <= MAXWADFILES)
+ wadfiles[i] = NULL;
+}
+
+//==========================================================
+//
+// Startup Thermo code
+// FIXME : MOVE OR REMOVE THIS...
+//==========================================================
+#if defined(__WATCOMC__) && defined(_DOS)
+
+#define MSG_Y 9
+/*
+#define THERM_X 15
+#define THERM_Y 16
+#define THERMCOLOR 3
+*/
+#define THERM_X 14
+#define THERM_Y 14
+
+static int thermMax;
+static int thermCurrent;
+
+//
+// Heretic startup screen shit
+//
+static byte *hscreen;
+static char *startup; // * to text screen
+static char smsg[80]; // status bar line
+static char tmsg[300];
+
+static void hgotoxy(int x,int y)
+{
+ hscreen = (byte *)(0xb8000 + y*160 + x*2);
+}
+
+static void hput(unsigned char c, unsigned char a)
+{
+ *hscreen++ = c;
+ *hscreen++ = a;
+}
+
+static void hprintf(const char *string, unsigned char a)
+{
+ int i;
+
+ if (debugmode)
+ {
+ puts(string);
+ return;
+ }
+ for (i = 0; i < strlen(string); i++)
+ {
+ hput(string[i], a);
+ }
+}
+
+static void drawstatus(void)
+{
+ if(debugmode)
+ {
+ return;
+ }
+ _settextposition(25, 2);
+ _setbkcolor(1);
+ _settextcolor(15);
+ _outtext(smsg);
+ _settextposition(25, 1);
+}
+
+static void status(const char *string)
+{
+ strcat(smsg, string);
+ drawstatus();
+}
+
+static void DrawThermo(void)
+{
+ unsigned char *screen;
+ int progress;
+ int i;
+
+ if (debugmode)
+ {
+ return;
+ }
+#if 0
+ progress = (98*thermCurrent)/thermMax;
+ screen = (char *)0xb8000 + (THERM_Y*160 + THERM_X*2);
+ for (i = 0; i < progress/2; i++)
+ {
+ switch(i)
+ {
+ case 4:
+ case 9:
+ case 14:
+ case 19:
+ case 29:
+ case 34:
+ case 39:
+ case 44:
+ *screen++ = 0xb3;
+ *screen++ = (THERMCOLOR<<4)+15;
+ break;
+ case 24:
+ *screen++ = 0xba;
+ *screen++ = (THERMCOLOR<<4)+15;
+ break;
+ default:
+ *screen++ = 0xdb;
+ *screen++ = 0x40 + THERMCOLOR;
+ break;
+ }
+ }
+ if (progress & 1)
+ {
+ *screen++ = 0xdd;
+ *screen++ = 0x40 + THERMCOLOR;
+ }
+#else
+ progress = (50*thermCurrent)/thermMax + 2;
+// screen = (char *)0xb8000 + (THERM_Y*160 + THERM_X*2);
+ hgotoxy(THERM_X,THERM_Y);
+ for (i = 0; i < progress; i++)
+ {
+// *screen++ = 0xdb;
+// *screen++ = 0x2a;
+ hput(0xdb, 0x2a);
+ }
+#endif
+}
+
+static void blitStartup(void)
+{
+ byte *textScreen;
+
+ if(debugmode)
+ {
+ return;
+ }
+
+ // Blit main screen
+ textScreen = (byte *)0xb8000;
+ memcpy(textScreen, startup, 4000);
+
+ // Print version string
+ _setbkcolor(4); // Red
+ _settextcolor(14); // Yellow
+ _settextposition(3, 47);
+ _outtext(VERSION_TEXT);
+
+ // Hide cursor
+ _settextcursor(0x2000);
+}
+
+void tprintf(const char *msg, int initflag)
+{
+# if 0
+ char temp[80];
+ int i, start, add;
+
+ if (debugmode)
+ {
+ printf(msg);
+ return;
+ }
+ if (initflag)
+ tmsg[0] = 0;
+ strcat(tmsg,msg);
+ blitStartup();
+ DrawThermo();
+ _setbkcolor(4);
+ _settextcolor(15);
+ for (add = start = i = 0; i <= strlen(tmsg); i++)
+ {
+ if ((tmsg[i] == '\n') || (!tmsg[i]))
+ {
+ memset(temp,0,80);
+ strncpy(temp,tmsg+start,i-start);
+ _settextposition(MSG_Y+add,40-strlen(temp)/2);
+ _outtext(temp);
+ start = i+1;
+ add++;
+ }
+ }
+ _settextposition(25,1);
+ drawstatus();
+# endif
+}
+
+void CheckAbortStartup(void)
+{
+#if defined(__WATCOMC__) && defined(_DOS)
+ extern int lastpress;
+ if (lastpress == 1)
+ { // Abort if escape pressed
+ union REGS regs;
+ I_ShutdownKeyboard();
+ regs.x.eax = 0x3;
+ int386(0x10, ®s, ®s);
+ printf("Exited from HERETIC.\n");
+ exit(1);
+ }
+#endif
+}
+
+void IncThermo(void)
+{
+ thermCurrent++;
+ DrawThermo();
+ CheckAbortStartup();
+}
+
+void InitThermo(int max)
+{
+ thermMax = max;
+ thermCurrent = 0;
+}
+
+#else
+
+#define hgotoxy(x,y) do {} while (0)
+#define hprintf(s,a) puts((s))
+#define status(s) puts((s))
+#define DrawThermo() do {} while (0)
+void tprintf(const char *msg, int initflag)
+{
+# if 0
+ printf(msg);
+# endif
+}
+void CheckAbortStartup(void) {}
+void IncThermo(void) {}
+void InitThermo(int x) {}
+#endif
+
+//---------------------------------------------------------------------------
+//
+// PROC D_DoomMain
+//
+//---------------------------------------------------------------------------
+
+void D_DoomMain(void)
+{
+ int p, e, m;
+ char file[MAX_OSPATH];
+ boolean devMap;
+
+ M_FindResponseFile();
+ setbuf(stdout, NULL);
+ nomonsters = M_CheckParm("-nomonsters");
+ respawnparm = M_CheckParm("-respawn");
+ ravpic = M_CheckParm("-ravpic");
+ noartiskip = M_CheckParm("-noartiskip");
+ debugmode = M_CheckParm("-debug");
+ startskill = sk_medium;
+ startepisode = 1;
+ startmap = 1;
+ autostart = false;
+
+ // wadfiles[0] is a char * to the main wad
+ if (!W_IsWadPresent(wadfiles[0]))
+ { // Change to look for shareware wad
+ wadfiles[0] = SHAREWAREWADNAME;
+ }
+
+ // -FILE [filename] [filename] ...
+ // Add files to the wad list.
+ p = M_CheckParm("-file");
+ if (p)
+ { // the parms after p are wadfile/lump names, until end of parms
+ // or another - preceded parm
+ while (++p != myargc && myargv[p][0] != '-')
+ {
+ D_AddFile(myargv[p]);
+ }
+ }
+
+ // -DEVMAP <episode> <map>
+ // Adds a map wad from the development directory to the wad list,
+ // and sets the start episode and the start map.
+ devMap = false;
+ p = M_CheckParm("-devmap");
+ if (p && p < myargc-2)
+ {
+ e = myargv[p+1][0];
+ m = myargv[p+2][0];
+ snprintf(file, sizeof(file), "%se%cm%c.wad", DEVMAPDIR, e, m);
+ D_AddFile(file);
+ printf("DEVMAP: Episode %c, Map %c.\n", e, m);
+ startepisode = e-'0';
+ startmap = m-'0';
+ autostart = true;
+ devMap = true;
+ }
+
+ p = M_CheckParm("-playdemo");
+ if (!p)
+ {
+ p = M_CheckParm("-timedemo");
+ }
+ if (p && p < myargc-1)
+ {
+ snprintf(file, sizeof(file), "%s.lmp", myargv[p+1]);
+ D_AddFile(file);
+ printf("Playing demo %s.lmp.\n", myargv[p+1]);
+ }
+
+//
+// get skill / episode / map from parms
+//
+ if (M_CheckParm("-deathmatch"))
+ {
+ deathmatch = true;
+ }
+
+ p = M_CheckParm("-skill");
+ if (p && p < myargc-1)
+ {
+ startskill = myargv[p+1][0]-'1';
+ autostart = true;
+ }
+
+ p = M_CheckParm("-episode");
+ if (p && p < myargc-1)
+ {
+ startepisode = myargv[p+1][0]-'0';
+ startmap = 1;
+ autostart = true;
+ }
+
+ p = M_CheckParm("-warp");
+ if (p && p < myargc-2)
+ {
+ startepisode = myargv[p+1][0]-'0';
+ startmap = myargv[p+2][0]-'0';
+ autostart = true;
+ }
+
+//
+// init subsystems
+//
+ printf("V_Init: allocate screens.\n");
+ V_Init();
+
+ // Load defaults before initing other systems
+ printf("M_LoadDefaults: Load system defaults.\n");
+ M_LoadDefaults(CONFIG_FILE_NAME);
+
+ printf("Z_Init: Init zone memory allocation daemon.\n");
+ Z_Init();
+
+ printf("W_Init: Init WADfiles.\n");
+ W_InitMultipleFiles(wadfiles);
+
+ if (W_CheckNumForName("E2M1") == -1)
+ { // Can't find episode 2 maps, must be the shareware WAD
+ shareware = true;
+ }
+ else if (W_CheckNumForName("EXTENDED") != -1)
+ { // Found extended lump, must be the extended WAD
+ ExtendedWAD = true;
+ }
+
+#if defined(__WATCOMC__) && defined(_DOS)
+ I_StartupKeyboard();
+ I_StartupJoystick();
+ startup = (char *) W_CacheLumpName("LOADING", PU_CACHE);
+ blitStartup();
+
+ // Build status bar line!
+ smsg[0] = 0;
+#endif
+ if (deathmatch)
+ status("DeathMatch...");
+ if (nomonsters)
+ status("No Monsters...");
+ if (respawnparm)
+ status("Respawning...");
+ if (autostart)
+ {
+ char temp[64];
+ snprintf(temp, sizeof(temp), "Warp to Episode %d, Map %d, Skill %d ",
+ startepisode, startmap, startskill + 1);
+ status(temp);
+ }
+
+ tprintf("MN_Init: Init menu system.\n",1);
+ MN_Init();
+
+ CT_Init();
+
+ tprintf("R_Init: Init Heretic refresh daemon.",1);
+ hgotoxy(17,7);
+ hprintf("Loading graphics",0x3f);
+ R_Init();
+
+ tprintf("P_Init: Init Playloop state.",1);
+ hgotoxy(17,8);
+ hprintf("Init game engine.",0x3f);
+ P_Init();
+ IncThermo();
+
+ tprintf("I_Init: Setting up machine state.\n",1);
+ I_Init();
+ IncThermo();
+
+ tprintf("D_CheckNetGame: Checking network game status.\n",1);
+ hgotoxy(17,9);
+ hprintf("Checking network game status.", 0x3f);
+ D_CheckNetGame();
+ IncThermo();
+
+#if defined(__WATCOMC__) && defined(_DOS)
+ I_CheckExternDriver(); // Check for an external device driver
+#endif
+
+ tprintf("SB_Init: Loading patches.\n",1);
+ SB_Init();
+ IncThermo();
+
+//
+// start the apropriate game based on parms
+//
+
+ D_CheckRecordFrom();
+
+ p = M_CheckParm("-record");
+ if (p && p < myargc-1)
+ {
+ G_RecordDemo(startskill, 1, startepisode, startmap, myargv[p+1]);
+ D_DoomLoop(); // Never returns
+ }
+
+ p = M_CheckParm("-playdemo");
+ if (p && p < myargc-1)
+ {
+ singledemo = true; // Quit after one demo
+ G_DeferedPlayDemo(myargv[p+1]);
+ D_DoomLoop(); // Never returns
+ }
+
+ p = M_CheckParm("-timedemo");
+ if (p && p < myargc-1)
+ {
+ G_TimeDemo(myargv[p+1]);
+ D_DoomLoop(); // Never returns
+ }
+
+ p = M_CheckParm("-loadgame");
+ if (p && p < myargc-1)
+ {
+ G_LoadGame(atoi(myargv[p+1]));
+ }
+
+ // Check valid episode and map
+ if ((autostart || netgame) && (devMap == false))
+ {
+ if (M_ValidEpisodeMap(startepisode, startmap) == false)
+ {
+ startepisode = 1;
+ startmap = 1;
+ }
+ }
+
+ if (gameaction != ga_loadgame)
+ {
+ UpdateState |= I_FULLSCRN;
+ BorderNeedRefresh = true;
+ if (autostart || netgame)
+ {
+ G_InitNew(startskill, startepisode, startmap);
+ }
+ else
+ {
+ D_StartTitle();
+ }
+ }
+#if defined(__WATCOMC__) && defined(_DOS)
+ _settextcursor(0x0607); // bring the cursor back
+#endif
+ D_DoomLoop(); // Never returns
+}
+
--- /dev/null
+++ b/d_net.c
@@ -1,0 +1,801 @@
+// d_net.c
+// This version has the fixed ticdup code
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+
+#define NCMD_EXIT 0x80000000
+#define NCMD_RETRANSMIT 0x40000000
+#define NCMD_SETUP 0x20000000
+#define NCMD_KILL 0x10000000 /* kill game */
+#define NCMD_CHECKSUM 0x0fffffff
+
+
+doomcom_t *doomcom;
+doomdata_t *netbuffer; /* points inside doomcom */
+
+
+/*
+==============================================================================
+
+ NETWORKING
+
+gametic is the tic about to (or currently being) run
+maketic is the tick that hasn't had control made for it yet
+nettics[] has the maketics for all players
+
+a gametic cannot be run until nettics[] > gametic for all players
+
+==============================================================================
+*/
+
+#define RESENDCOUNT 10
+#define PL_DRONE 0x80 /* bit flag in doomdata->player */
+
+ticcmd_t localcmds[BACKUPTICS];
+
+ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
+int nettics[MAXNETNODES];
+
+int maketic;
+int lastnettic, skiptics;
+int ticdup;
+int maxsend; /* BACKUPTICS/(2*ticdup)-1 */
+
+static boolean nodeingame[MAXNETNODES]; /* set false as nodes leave game */
+static boolean remoteresend[MAXNETNODES]; /* set when local needs tics */
+static int resendto[MAXNETNODES]; /* set when remote needs tics */
+static int resendcount[MAXNETNODES];
+
+static int nodeforplayer[MAXPLAYERS];
+
+static boolean reboundpacket;
+static doomdata_t reboundstore;
+
+/* extern functions */
+void D_ProcessEvents (void);
+void G_BuildTiccmd (ticcmd_t *cmd);
+void D_DoAdvanceDemo (void);
+
+
+//============================================================================
+
+
+static int NetbufferSize (void)
+{
+ return (int) ((ptrdiff_t)&(((doomdata_t *)0)->cmds[netbuffer->numtics]));
+}
+
+static unsigned int NetbufferChecksum (void)
+{
+ unsigned int c;
+ int i, l;
+
+ c = 0x1234567;
+
+#if defined(NeXT) || defined(NORMALUNIX)
+ return 0; /* byte order problems */
+#endif
+
+ l = (NetbufferSize() - (int)((ptrdiff_t) &(((doomdata_t *)0)->retransmitfrom))) / 4;
+ for (i = 0; i < l; i++)
+ c += ((unsigned int *)&netbuffer->retransmitfrom)[i] * (i + 1);
+
+ return c & NCMD_CHECKSUM;
+}
+
+static int ExpandTics (int low)
+{
+ int delta;
+
+ delta = low - (maketic & 0xff);
+
+ if (delta >= -64 && delta <= 64)
+ return (maketic & ~0xff) + low;
+ if (delta > 64)
+ return (maketic & ~0xff) - 256 + low;
+ if (delta < -64)
+ return (maketic & ~0xff) + 256 + low;
+
+ I_Error ("ExpandTics: strange value %i at maketic %i", low, maketic);
+ return 0;
+}
+
+
+//============================================================================
+
+
+/*
+==============
+=
+= HSendPacket
+=
+==============
+*/
+
+static void HSendPacket (int node, int flags)
+{
+ netbuffer->checksum = NetbufferChecksum () | flags;
+
+ if (!node)
+ {
+ reboundstore = *netbuffer;
+ reboundpacket = true;
+ return;
+ }
+
+ if (demoplayback)
+ return;
+
+ if (!netgame)
+ I_Error ("Tried to transmit to another node");
+
+ doomcom->command = CMD_SEND;
+ doomcom->remotenode = node;
+ doomcom->datalength = NetbufferSize();
+
+ if (debugfile)
+ {
+ int i;
+ int realretrans;
+
+ if (netbuffer->checksum & NCMD_RETRANSMIT)
+ realretrans = ExpandTics (netbuffer->retransmitfrom);
+ else
+ realretrans = -1;
+
+ fprintf (debugfile, "send (%i + %i, R %i) [%i] ",
+ ExpandTics(netbuffer->starttic), netbuffer->numtics,
+ realretrans, doomcom->datalength);
+
+ for (i = 0; i < doomcom->datalength; i++)
+ fprintf (debugfile, "%i ", ((byte *)netbuffer)[i]);
+
+ fprintf (debugfile, "\n");
+ }
+
+ I_NetCmd ();
+}
+
+/*
+==============
+=
+= HGetPacket
+=
+= Returns false if no packet is waiting
+=
+==============
+*/
+
+static boolean HGetPacket (void)
+{
+ if (reboundpacket)
+ {
+ *netbuffer = reboundstore;
+ doomcom->remotenode = 0;
+ reboundpacket = false;
+ return true;
+ }
+
+ if (!netgame)
+ return false;
+ if (demoplayback)
+ return false;
+
+ doomcom->command = CMD_GET;
+ I_NetCmd ();
+ if (doomcom->remotenode == -1)
+ return false;
+
+ if (doomcom->datalength != NetbufferSize())
+ {
+ if (debugfile)
+ fprintf (debugfile, "bad packet length %i\n", doomcom->datalength);
+ return false;
+ }
+
+ if (NetbufferChecksum () != (netbuffer->checksum & NCMD_CHECKSUM))
+ {
+ if (debugfile)
+ fprintf (debugfile, "bad packet checksum\n");
+ return false;
+ }
+
+ if (debugfile)
+ {
+ int realretrans;
+ int i;
+
+ if (netbuffer->checksum & NCMD_SETUP)
+ fprintf (debugfile, "setup packet\n");
+ else
+ {
+ if (netbuffer->checksum & NCMD_RETRANSMIT)
+ realretrans = ExpandTics (netbuffer->retransmitfrom);
+ else
+ realretrans = -1;
+
+ fprintf (debugfile, "get %i = (%i + %i, R %i)[%i] ",
+ doomcom->remotenode, ExpandTics(netbuffer->starttic),
+ netbuffer->numtics, realretrans, doomcom->datalength);
+
+ for (i = 0; i < doomcom->datalength; i++)
+ fprintf (debugfile, "%i ", ((byte *)netbuffer)[i]);
+
+ fprintf (debugfile, "\n");
+ }
+ }
+ return true;
+}
+
+
+/*
+===================
+=
+= GetPackets
+=
+===================
+*/
+
+static char exitmsg[80];
+
+static void GetPackets (void)
+{
+ int netconsole;
+ int netnode;
+ ticcmd_t *src, *dest;
+ int realend;
+ int realstart;
+
+ while (HGetPacket ())
+ {
+ if (netbuffer->checksum & NCMD_SETUP)
+ continue; // extra setup packet
+
+ netconsole = netbuffer->player & ~PL_DRONE;
+ netnode = doomcom->remotenode;
+ //
+ // to save bytes, only the low byte of tic numbers are sent
+ // Figure out what the rest of the bytes are
+ //
+ realstart = ExpandTics (netbuffer->starttic);
+ realend = (realstart + netbuffer->numtics);
+
+ //
+ // check for exiting the game
+ //
+ if (netbuffer->checksum & NCMD_EXIT)
+ {
+ if (!nodeingame[netnode])
+ continue;
+ nodeingame[netnode] = false;
+ playeringame[netconsole] = false;
+ strcpy (exitmsg, "PLAYER 1 LEFT THE GAME");
+ exitmsg[7] += netconsole;
+ players[consoleplayer].message = exitmsg;
+ // if (demorecording)
+ // G_CheckDemoStatus ();
+ continue;
+ }
+
+ //
+ // check for a remote game kill
+ //
+ if (netbuffer->checksum & NCMD_KILL)
+ I_Error ("Killed by network driver");
+
+ nodeforplayer[netconsole] = netnode;
+
+ //
+ // check for retransmit request
+ //
+ if (resendcount[netnode] <= 0 && (netbuffer->checksum & NCMD_RETRANSMIT))
+ {
+ resendto[netnode] = ExpandTics(netbuffer->retransmitfrom);
+ if (debugfile)
+ fprintf (debugfile, "retransmit from %i\n", resendto[netnode]);
+ resendcount[netnode] = RESENDCOUNT;
+ }
+ else
+ resendcount[netnode]--;
+
+ //
+ // check for out of order / duplicated packet
+ //
+ if (realend == nettics[netnode])
+ continue;
+
+ if (realend < nettics[netnode])
+ {
+ if (debugfile)
+ fprintf (debugfile, "out of order packet (%i + %i)\n", realstart, netbuffer->numtics);
+ continue;
+ }
+
+ //
+ // check for a missed packet
+ //
+ if (realstart > nettics[netnode])
+ {
+ // stop processing until the other system resends the missed tics
+ if (debugfile)
+ fprintf (debugfile, "missed tics from %i (%i - %i)\n", netnode, realstart, nettics[netnode]);
+ remoteresend[netnode] = true;
+ continue;
+ }
+
+ //
+ // update command store from the packet
+ //
+ {
+ int start;
+
+ remoteresend[netnode] = false;
+
+ start = nettics[netnode] - realstart;
+ src = &netbuffer->cmds[start];
+
+ while (nettics[netnode] < realend)
+ {
+ dest = &netcmds[netconsole][nettics[netnode] % BACKUPTICS];
+ nettics[netnode]++;
+ *dest = *src;
+ src++;
+ }
+ }
+ }
+}
+
+/*
+=============
+=
+= NetUpdate
+=
+= Builds ticcmds for console player
+= sends out a packet
+=============
+*/
+
+static int gametime;
+
+void NetUpdate (void)
+{
+ int nowtime;
+ int newtics;
+ int i, j;
+ int realstart;
+ int gameticdiv;
+
+//
+// check time
+//
+ nowtime = I_GetTime()/ticdup;
+ newtics = nowtime - gametime;
+ gametime = nowtime;
+
+ if (newtics <= 0) // nothing new to update
+ goto listen;
+
+ if (skiptics <= newtics)
+ {
+ newtics -= skiptics;
+ skiptics = 0;
+ }
+ else
+ {
+ skiptics -= newtics;
+ newtics = 0;
+ }
+
+ netbuffer->player = consoleplayer;
+
+//
+// build new ticcmds for console player
+//
+ gameticdiv = gametic/ticdup;
+ for (i = 0; i < newtics; i++)
+ {
+ I_StartTic ();
+ D_ProcessEvents ();
+ if (maketic - gameticdiv >= BACKUPTICS/2 - 1)
+ break; // can't hold any more
+ // printf ("mk:%i ", maketic);
+ G_BuildTiccmd (&localcmds[maketic % BACKUPTICS]);
+ maketic++;
+ }
+
+ if (singletics)
+ return; // singletic update is syncronous
+
+//
+// send the packet to the other nodes
+//
+ for (i = 0; i < doomcom->numnodes; i++)
+ {
+ if (nodeingame[i])
+ {
+ netbuffer->starttic = realstart = resendto[i];
+ netbuffer->numtics = maketic - realstart;
+ if (netbuffer->numtics > BACKUPTICS)
+ I_Error ("NetUpdate: netbuffer->numtics > BACKUPTICS");
+
+ resendto[i] = maketic - doomcom->extratics;
+
+ for (j = 0; j < netbuffer->numtics; j++)
+ netbuffer->cmds[j] = localcmds[(realstart + j) % BACKUPTICS];
+
+ if (remoteresend[i])
+ {
+ netbuffer->retransmitfrom = nettics[i];
+ HSendPacket (i, NCMD_RETRANSMIT);
+ }
+ else
+ {
+ netbuffer->retransmitfrom = 0;
+ HSendPacket (i, 0);
+ }
+ }
+ }
+
+//
+// listen for other packets
+//
+listen:
+
+ GetPackets ();
+}
+
+
+/*
+=====================
+=
+= CheckAbort
+=
+=====================
+*/
+
+static void CheckAbort (void)
+{
+ event_t *ev;
+ int stoptic;
+
+ stoptic = I_GetTime () + 2;
+ while (I_GetTime() < stoptic)
+ I_StartTic ();
+
+ I_StartTic ();
+ while (eventtail != eventhead)
+ {
+ ev = &events[eventtail];
+ if (ev->type == ev_keydown && ev->data1 == KEY_ESCAPE)
+ I_Error ("Network game synchronization aborted.");
+ eventtail = (eventtail + 1) & (MAXEVENTS - 1);
+ }
+}
+
+/*
+=====================
+=
+= D_ArbitrateNetStart
+=
+=====================
+*/
+
+static void D_ArbitrateNetStart (void)
+{
+ int i;
+ boolean gotinfo[MAXNETNODES];
+
+ autostart = true;
+ memset (gotinfo, 0, sizeof(gotinfo));
+
+ if (doomcom->consoleplayer)
+ { // listen for setup info from key player
+ // printf ("listening for network start info...\n");
+ while (1)
+ {
+ CheckAbort ();
+ if (!HGetPacket ())
+ continue;
+ if (netbuffer->checksum & NCMD_SETUP)
+ {
+ if (netbuffer->player != VERSION)
+ I_Error ("Different HERETIC versions cannot play a net game!");
+ startskill = netbuffer->retransmitfrom & 15;
+ deathmatch = (netbuffer->retransmitfrom & 0xc0) >> 6;
+ nomonsters = (netbuffer->retransmitfrom & 0x20) > 0;
+ respawnparm = (netbuffer->retransmitfrom & 0x10) > 0;
+ //startmap = netbuffer->starttic & 0x3f;
+ //startepisode = netbuffer->starttic >> 6;
+ startmap = netbuffer->starttic & 15;
+ startepisode = netbuffer->starttic >> 4;
+ return;
+ }
+ }
+ }
+ else
+ { // key player, send the setup info
+ // printf ("sending network start info...\n");
+ do
+ {
+ CheckAbort ();
+ for (i = 0; i < doomcom->numnodes; i++)
+ {
+ netbuffer->retransmitfrom = startskill;
+ if (deathmatch)
+ netbuffer->retransmitfrom |= (deathmatch << 6);
+ if (nomonsters)
+ netbuffer->retransmitfrom |= 0x20;
+ if (respawnparm)
+ netbuffer->retransmitfrom |= 0x10;
+ //netbuffer->starttic = (startepisode * 64) + startmap;
+ netbuffer->starttic = (startepisode << 4) + startmap;
+ netbuffer->player = VERSION;
+ netbuffer->numtics = 0;
+ HSendPacket (i, NCMD_SETUP);
+ }
+
+#if 1
+ for (i = 10; i && HGetPacket(); --i)
+ {
+ if ((netbuffer->player & 0x7f) < MAXNETNODES)
+ gotinfo[netbuffer->player & 0x7f] = true;
+ }
+#else
+ while (HGetPacket ())
+ {
+ gotinfo[netbuffer->player & 0x7f] = true;
+ }
+#endif
+
+ for (i = 1; i < doomcom->numnodes; i++)
+ {
+ if (!gotinfo[i])
+ break;
+ }
+ } while (i < doomcom->numnodes);
+ }
+}
+
+/*
+===================
+=
+= D_CheckNetGame
+=
+= Works out player numbers among the net participants
+===================
+*/
+
+extern int viewangleoffset;
+
+void D_CheckNetGame (void)
+{
+ int i;
+
+ for (i = 0; i < MAXNETNODES; i++)
+ {
+ nodeingame[i] = false;
+ nettics[i] = 0;
+ remoteresend[i] = false; // set when local needs tics
+ resendto[i] = 0; // which tic to start sending
+ }
+
+// I_InitNetwork sets doomcom and netgame
+ I_InitNetwork ();
+ if (doomcom->id != DOOMCOM_ID)
+ I_Error ("Doomcom buffer invalid!");
+ netbuffer = &doomcom->data;
+ consoleplayer = displayplayer = doomcom->consoleplayer;
+ if (netgame)
+ D_ArbitrateNetStart ();
+// printf ("startskill %i deathmatch: %i startmap: %i startepisode: %i\n",
+// startskill, deathmatch, startmap, startepisode);
+
+// read values out of doomcom
+ ticdup = doomcom->ticdup;
+ maxsend = BACKUPTICS / (2*ticdup) - 1;
+ if (maxsend < 1)
+ maxsend = 1;
+
+ for (i = 0; i < doomcom->numplayers; i++)
+ playeringame[i] = true;
+ for (i = 0; i < doomcom->numnodes; i++)
+ nodeingame[i] = true;
+
+// printf ("player %i of %i (%i nodes)\n",
+// consoleplayer + 1, doomcom->numplayers, doomcom->numnodes);
+}
+
+/*
+==================
+=
+= D_QuitNetGame
+=
+= Called before quitting to leave a net game without hanging the
+= other players
+=
+==================
+*/
+
+void D_QuitNetGame (void)
+{
+ int i, j;
+
+ if (debugfile)
+ fclose (debugfile);
+
+ if (!netgame || !usergame || consoleplayer == -1 || demoplayback)
+ return;
+
+// send a bunch of packets for security
+ netbuffer->player = consoleplayer;
+ netbuffer->numtics = 0;
+ for (i = 0; i < 4; i++)
+ {
+ for (j = 1; j < doomcom->numnodes; j++)
+ {
+ if (nodeingame[j])
+ HSendPacket (j, NCMD_EXIT);
+ }
+ I_WaitVBL (1);
+ }
+}
+
+
+/*
+===============
+=
+= TryRunTics
+=
+===============
+*/
+
+int frametics[4], frameon;
+int frameskip[4];
+int oldnettics;
+extern boolean advancedemo;
+
+void TryRunTics (void)
+{
+ int i;
+ int lowtic;
+ int entertic;
+ static int oldentertics;
+ int realtics, availabletics;
+ int counts;
+ int numplaying;
+
+//
+// get real tics
+//
+ entertic = I_GetTime () / ticdup;
+ realtics = entertic - oldentertics;
+ oldentertics = entertic;
+
+//
+// get available tics
+//
+ NetUpdate ();
+
+ lowtic = H2MAXINT;
+ numplaying = 0;
+ for (i = 0; i < doomcom->numnodes; i++)
+ {
+ if (nodeingame[i])
+ {
+ numplaying++;
+ if (nettics[i] < lowtic)
+ lowtic = nettics[i];
+ }
+ }
+ availabletics = lowtic - gametic/ticdup;
+
+//
+// decide how many tics to run
+//
+ if (realtics < availabletics - 1)
+ counts = realtics + 1;
+ else if (realtics < availabletics)
+ counts = realtics;
+ else
+ counts = availabletics;
+ if (counts < 1)
+ counts = 1;
+
+ frameon++;
+
+ if (debugfile)
+ fprintf (debugfile, "=======real: %i avail: %i game: %i\n", realtics, availabletics, counts);
+
+ if (!demoplayback)
+ {
+ // ideally nettics[0] should be 1 - 3 tics above lowtic
+ // if we are consistantly slower, speed up time
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ break;
+ }
+ if (consoleplayer == i)
+ {
+ // the key player does not adapt
+ }
+ else
+ {
+ if (nettics[0] <= nettics[nodeforplayer[i]])
+ {
+ gametime--;
+ // printf ("-");
+ }
+ frameskip[frameon & 3] = (oldnettics > nettics[nodeforplayer[i]]);
+ oldnettics = nettics[0];
+ if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
+ {
+ skiptics = 1;
+ // printf ("+");
+ }
+ }
+ }
+
+ //
+ // wait for new tics if needed
+ //
+ while (lowtic < gametic/ticdup + counts)
+ {
+ NetUpdate ();
+ lowtic = H2MAXINT;
+
+ for (i = 0; i < doomcom->numnodes; i++)
+ {
+ if (nodeingame[i] && nettics[i] < lowtic)
+ lowtic = nettics[i];
+ }
+
+ if (lowtic < gametic / ticdup)
+ I_Error ("TryRunTics: lowtic < gametic");
+
+ // don't stay in here forever -- give the menu a chance to work
+ if (I_GetTime() / ticdup - entertic >= 20)
+ {
+ MN_Ticker ();
+ return;
+ }
+ }
+
+//
+// run the count * ticdup dics
+//
+ while (counts--)
+ {
+ for (i = 0; i < ticdup; i++)
+ {
+ if (gametic / ticdup > lowtic)
+ I_Error ("gametic>lowtic");
+ if (advancedemo)
+ D_DoAdvanceDemo ();
+ MN_Ticker ();
+ G_Ticker ();
+ gametic++;
+ //
+ // modify command for duplicated tics
+ //
+ if (i != ticdup - 1)
+ {
+ ticcmd_t *cmd;
+ int buf;
+ int j;
+
+ buf = (gametic / ticdup) % BACKUPTICS;
+ for (j = 0; j < MAXPLAYERS; j++)
+ {
+ cmd = &netcmds[j][buf];
+ cmd->chatchar = 0;
+ if (cmd->buttons & BT_SPECIAL)
+ cmd->buttons = 0;
+ }
+ }
+ }
+ NetUpdate (); // check for new console commands
+ }
+}
+
--- /dev/null
+++ b/doomdata.h
@@ -1,0 +1,175 @@
+// DoomData.h
+
+/* all external data is defined here
+ * most of the data is loaded into different structures at run time
+ */
+
+#ifndef __DOOMDATA__
+#define __DOOMDATA__
+
+/* ---- Map level types ---- */
+
+/* lump order in a map wad */
+enum
+{
+ ML_LABEL,
+ ML_THINGS,
+ ML_LINEDEFS,
+ ML_SIDEDEFS,
+ ML_VERTEXES,
+ ML_SEGS,
+ ML_SSECTORS,
+ ML_NODES,
+ ML_SECTORS,
+ ML_REJECT,
+ ML_BLOCKMAP
+};
+
+#pragma pack on
+
+typedef struct
+{
+ short x, y;
+} mapvertex_t;
+
+typedef struct
+{
+ short textureoffset;
+ short rowoffset;
+ char toptexture[8], bottomtexture[8], midtexture[8];
+ short sector; /* on viewer's side */
+} mapsidedef_t;
+
+typedef struct
+{
+ short v1, v2;
+ short flags;
+ short special, tag;
+ short sidenum[2]; /* sidenum[1] will be -1 if one sided */
+} maplinedef_t;
+
+#define ML_BLOCKING 1
+#define ML_BLOCKMONSTERS 2
+#define ML_TWOSIDED 4 /* backside will not be present at all */
+ /* if not two sided */
+
+/* if a texture is pegged, the texture will have the end exposed to air held
+ * constant at the top or bottom of the texture (stairs or pulled down things)
+ * and will move with a height change of one of the neighbor sectors
+ * Unpegged textures allways have the first row of the texture at the top
+ * pixel of the line for both top and bottom textures (windows)
+ */
+#define ML_DONTPEGTOP 8
+#define ML_DONTPEGBOTTOM 16
+
+#define ML_SECRET 32 /* don't map as two sided: IT'S A SECRET! */
+#define ML_SOUNDBLOCK 64 /* don't let sound cross two of these */
+#define ML_DONTDRAW 128 /* don't draw on the automap */
+#define ML_MAPPED 256 /* set if allready drawn in automap */
+
+typedef struct
+{
+ short floorheight, ceilingheight;
+ char floorpic[8], ceilingpic[8];
+ short lightlevel;
+ short special, tag;
+} mapsector_t;
+
+typedef struct
+{
+ short numsegs;
+ short firstseg; /* segs are stored sequentially */
+} mapsubsector_t;
+
+typedef struct
+{
+ short v1, v2;
+ short angle;
+ short linedef, side;
+ short offset;
+} mapseg_t;
+
+/* bbox coordinates */
+enum
+{
+ BOXTOP,
+ BOXBOTTOM,
+ BOXLEFT,
+ BOXRIGHT
+};
+
+#define NF_SUBSECTOR 0x8000
+typedef struct
+{
+ short x, y, dx, dy; /* partition line */
+ short bbox[2][4]; /* bounding box for each child */
+ unsigned short children[2]; /* if NF_SUBSECTOR its a subsector */
+} mapnode_t;
+
+typedef struct
+{
+ short x, y;
+ short angle;
+ short type;
+ short options;
+} mapthing_t;
+
+#define MTF_EASY 1
+#define MTF_NORMAL 2
+#define MTF_HARD 4
+#define MTF_AMBUSH 8
+
+
+/* ---- Texture definition ---- */
+
+typedef struct
+{
+ short originx;
+ short originy;
+ short patch;
+ short stepdir;
+ short colormap;
+} mappatch_t;
+
+typedef struct
+{
+ char name[8];
+ boolean masked;
+ short width;
+ short height;
+ int32_t columndirectory; /* OBSOLETE */
+ short patchcount;
+ mappatch_t patches[1];
+} maptexture_t;
+
+
+/* ---- Graphics ---- */
+
+/* posts are runs of non masked source pixels */
+typedef struct
+{
+ byte topdelta; /* -1 is the last post in a column */
+ byte length;
+ /* length data bytes follows */
+} post_t;
+
+/* column_t is a list of 0 or more post_t, (byte)-1 terminated */
+typedef post_t column_t;
+
+/* a patch holds one or more columns
+ * patches are used for sprites and all masked pictures
+ */
+typedef struct
+{
+ short width; /* bounding box size */
+ short height;
+ short leftoffset; /* pixels to the left of origin */
+ short topoffset; /* pixels below the origin */
+ int columnofs[8]; /* only [width] used */
+ /* the [0] is &columnofs[width] */
+} patch_t;
+
+#pragma pack off
+
+#endif /* __DOOMDATA__ */
+
--- /dev/null
+++ b/doomdef.h
@@ -1,0 +1,1382 @@
+// DoomDef.h
+
+#ifndef __DOOMDEF__
+#define __DOOMDEF__
+
+/* if rangecheck is undefined, most parameter
+ * validation debugging code will not be compiled
+ */
+#ifndef NORANGECHECKING
+#define RANGECHECK 1
+#endif
+
+#define __STRINGIFY(x) #x
+#define STRINGIFY(x) __STRINGIFY(x)
+
+#define VERSION 130
+#define VERSION_TEXT "v1.3"
+
+#define VERSION_MAJ 0
+#define VERSION_MIN 2
+#define VERSION_PATCH 4
+#define HHERETIC_VERSION "v" STRINGIFY(VERSION_MAJ) "." STRINGIFY(VERSION_MIN) "." STRINGIFY(VERSION_PATCH)
+
+#if defined(__linux)
+#define VERSION_PLATFORM "Linux"
+#elif defined (__FreeBSD__)
+#define VERSION_PLATFORM "FreeBSD"
+#elif defined (_WIN32)
+#define VERSION_PLATFORM "Windows"
+#else
+#define VERSION_PLATFORM "Unknown"
+#endif
+
+/* compatibility definitions: */
+#if defined(_WIN32) && !defined(F_OK)
+/* values for the mode argument of access(). MS does not define them.
+ these aren't in h2stdinc.h, because not all files include io.h or
+ unistd.h */
+#define R_OK 4 /* Test for read permission. */
+#define W_OK 2 /* Test for write permission. */
+#define X_OK 1 /* Test for execute permission. */
+#define F_OK 0 /* Test for existence. */
+#endif
+
+/* max length of a filesystem pathname */
+#define MAX_OSPATH 256
+
+#define DATA_ENVVAR "HERETIC_DATA"
+#define H_USERDIR ".hheretic"
+
+/* path to the user directory with a trailing
+ * directory separator character. initialized
+ * to DUMMY_BASEPATH string, which is "./" or
+ * empty string "", so that it will have no
+ * effect when user directories are disabled.
+ */
+extern const char *basePath;
+#define DUMMY_BASEPATH ""
+
+#define SAVEGAMENAME "hticsav"
+#define CONFIG_FILE_NAME "heretic.cfg"
+
+/* the directory that holds development maps */
+/* for the -wart # # command. */
+#define DEVMAPDIR "/heretic/data/"
+
+
+#ifdef __WATCOMC__
+#include <malloc.h>
+#define strcasecmp strcmpi
+#define strncasecmp strnicmp
+#endif
+
+/* all external data is defined here */
+#include "doomdata.h"
+
+/* all important printed strings */
+#include "dstrings.h"
+
+/* header generated by multigen utility */
+#include "info.h"
+
+extern byte *destview, *destscreen; /* PC direct to screen pointers */
+
+/* most key data are simple ascii (uppercased) */
+#define KEY_TAB 9
+#define KEY_ENTER 13
+#define KEY_ESCAPE 27
+#define KEY_SPACE 32 /* 0x20 */
+#define KEY_MINUS 45 /* 0x2D */
+
+#define KEY_FIVE 53 /* 0x35 */
+#define KEY_SIX 54 /* 0x36 */
+#define KEY_SEVEN 55 /* 0x37 */
+#define KEY_EIGHT 56 /* 0x38 */
+#define KEY_NINE 57 /* 0x39 */
+#define KEY_ZERO 48 /* 0x30 */
+
+#define KEY_EQUALS 61 /* 0x3D */
+
+/* These added by S.A. */
+#define KEY_LEFTBRACKET 91
+#define KEY_RIGHTBRACKET 93
+#define KEY_BACKQUOTE 96
+#define KEY_QUOTEDBL 34
+#define KEY_QUOTE 39
+#define KEY_SEMICOLON 59
+#define KEY_PERIOD 46
+#define KEY_COMMA 44
+#define KEY_SLASH 47
+
+#define KEY_BACKSLASH 92 /* 0x5C */
+
+#define KEY_BACKSPACE 127 /* 0x7F */
+
+#define KEY_UPARROW 128 /* 0x80 */
+#define KEY_DOWNARROW 129
+#define KEY_LEFTARROW 130
+#define KEY_RIGHTARROW 131
+
+#define KEY_ALT 132
+#define KEY_LALT KEY_ALT
+#define KEY_RALT KEY_ALT
+
+#define KEY_CTRL 133
+#define KEY_LCTRL KEY_CTRL
+#define KEY_RCTRL KEY_CTRL
+
+#define KEY_SHIFT 134
+#define KEY_LSHIFT KEY_SHIFT
+#define KEY_RSHIFT KEY_SHIFT
+
+#define KEY_F1 135
+#define KEY_F2 136
+#define KEY_F3 137
+#define KEY_F4 138
+#define KEY_F5 139
+#define KEY_F6 140
+#define KEY_F7 141
+#define KEY_F8 142
+#define KEY_F9 143
+#define KEY_F10 144
+#define KEY_F11 145
+#define KEY_F12 146
+#define KEY_INS 147
+#define KEY_DEL 148
+#define KEY_PGDN 149
+#define KEY_PGUP 150
+#define KEY_HOME 151
+#define KEY_END 152
+
+#define KEY_PAUSE 255 /* 0xFF */
+
+/* mouse buttons */
+#define KEY_MOUSE1 200 /* 0xC8 */
+#define KEY_MOUSE2 201 /* right mouse button */
+#define KEY_MOUSE3 202 /* middle mouse button */
+#define KEY_MWHEELUP 203 /* wheel-up as a virtual button */
+#define KEY_MWHEELDOWN 204 /* wheel-down as a virtual button */
+#define KEY_MOUSE4 205 /* thumb buttons */
+#define KEY_MOUSE5 206 /* thumb buttons */
+
+/* joystick buttons */
+#define KEY_JOY1 207
+#define KEY_JOY2 208
+#define KEY_JOY3 209
+#define KEY_JOY4 210
+
+/* aux keys, for multi-buttoned joysticks */
+#define KEY_AUX1 211
+#define KEY_AUX2 212
+#define KEY_AUX3 213
+#define KEY_AUX4 214
+#define KEY_AUX5 215
+#define KEY_AUX6 216
+#define KEY_AUX7 217
+#define KEY_AUX8 218
+#define KEY_AUX9 219
+#define KEY_AUX10 220
+#define KEY_AUX11 221
+#define KEY_AUX12 222
+#define KEY_AUX13 223
+#define KEY_AUX14 224
+#define KEY_AUX15 225
+#define KEY_AUX16 226
+#define KEY_AUX17 227
+#define KEY_AUX18 228
+#define KEY_AUX19 229
+#define KEY_AUX20 230
+#define KEY_AUX21 231
+#define KEY_AUX22 232
+#define KEY_AUX23 233
+#define KEY_AUX24 234
+#define KEY_AUX25 235
+#define KEY_AUX26 236
+#define KEY_AUX27 237
+#define KEY_AUX28 238
+#define KEY_AUX29 239
+#define KEY_AUX30 240
+#define KEY_AUX31 241
+#define KEY_AUX32 242
+
+#define MAXKEYS 256
+
+
+#define FINEANGLES 8192
+#define FINEMASK (FINEANGLES - 1)
+#define ANGLETOFINESHIFT 19 /* 0x100000000 to 0x2000 */
+
+/*
+===============================================================================
+
+ GLOBAL TYPES
+
+===============================================================================
+*/
+
+#define NUMARTIFCTS 28
+#define MAXPLAYERS 4
+#define TICRATE 35 /* number of tics / second */
+#define TICSPERSEC 35
+
+#define ANGLE_1 0x01000000
+#define ANGLE_45 0x20000000
+#define ANGLE_90 0x40000000
+#define ANGLE_180 0x80000000
+#define ANGLE_MAX 0xffffffff
+
+#define ANG45 0x20000000
+#define ANG90 0x40000000
+#define ANG180 0x80000000
+#define ANG270 0xc0000000
+
+#pragma pack on
+
+typedef unsigned angle_t;
+
+typedef enum
+{
+ sk_baby,
+ sk_easy,
+ sk_medium,
+ sk_hard,
+ sk_nightmare
+} skill_t;
+
+typedef enum
+{
+ ev_keydown,
+ ev_keyup,
+ ev_mouse,
+ ev_joystick,
+ ev_char,
+} evtype_t;
+
+typedef struct
+{
+ evtype_t type;
+ int data1; /* keys / mouse/joystick buttons */
+ int data2; /* mouse/joystick x move */
+ int data3; /* mouse/joystick y move */
+} event_t;
+
+typedef struct
+{
+ signed char forwardmove; /* *2048 for move */
+ signed char sidemove; /* *2048 for move */
+ short angleturn; /* <<16 for angle delta */
+ short consistancy; /* checks for net game */
+ byte chatchar;
+ byte buttons;
+ byte lookfly; /* look/fly up/down/centering */
+ byte arti; /* artitype_t to use */
+} ticcmd_t;
+
+#define BT_ATTACK 1
+#define BT_USE 2
+#define BT_CHANGE 4 /* if true, the next 3 bits hold weapon num */
+#define BT_WEAPONMASK (8 + 16 + 32)
+#define BT_WEAPONSHIFT 3
+
+#define BT_SPECIAL 128 /* game events, not really buttons */
+#define BTS_SAVEMASK (4 + 8 + 16)
+#define BTS_SAVESHIFT 2
+#define BT_SPECIALMASK 3
+#define BTS_PAUSE 1 /* pause the game */
+#define BTS_SAVEGAME 2 /* save the game at each console */
+/* savegame slot numbers occupy the second byte of buttons */
+
+typedef enum
+{
+ GS_LEVEL,
+ GS_INTERMISSION,
+ GS_FINALE,
+ GS_DEMOSCREEN
+} gamestate_t;
+
+typedef enum
+{
+ ga_nothing,
+ ga_loadlevel,
+ ga_newgame,
+ ga_loadgame,
+ ga_savegame,
+ ga_playdemo,
+ ga_completed,
+ ga_victory,
+ ga_worlddone,
+ ga_screenshot
+} gameaction_t;
+
+typedef enum
+{
+ wipe_0,
+ wipe_1,
+ wipe_2,
+ wipe_3,
+ wipe_4,
+ NUMWIPES,
+ wipe_random
+} wipe_t;
+
+typedef struct
+{
+ const char *name;
+ int *location;
+ int defaultvalue;
+ int minvalue;
+ int maxvalue;
+} default_t;
+
+typedef struct
+{
+ const char *name;
+ char *location; /* pointer to an 80 char array, null terminated */
+ char *defaultvalue; /* backup of the default value. malloc'ed at init */
+} default_str_t;
+
+/*
+===============================================================================
+
+ MAPOBJ DATA
+
+===============================================================================
+*/
+
+/* think_t is a function pointer to a routine to handle an actor */
+typedef void (*think_t) (void*);
+
+typedef struct thinker_s
+{
+ struct thinker_s *prev, *next;
+ think_t function;
+} thinker_t;
+
+struct player_s;
+
+typedef struct mobj_s
+{
+ thinker_t thinker; /* thinker links */
+
+ /* info for drawing */
+ fixed_t x, y, z;
+ struct mobj_s *snext, *sprev; /* links in sector (if needed) */
+ angle_t angle;
+ spritenum_t sprite; /* used to find patch_t and flip value */
+ int frame; /* might be ord with FF_FULLBRIGHT */
+
+ /* interaction info */
+ struct mobj_s *bnext, *bprev; /* links in blocks (if needed) */
+ struct subsector_s *subsector;
+ fixed_t floorz, ceilingz; /* closest together of contacted secs */
+ fixed_t radius, height; /* for movement checking */
+ fixed_t momx, momy, momz; /* momentums */
+ int validcount; /* if == validcount, already checked */
+ mobjtype_t type;
+ mobjinfo_t *info; /* &mobjinfo[mobj->type] */
+ int tics; /* state tic counter */
+ state_t *state;
+ int damage; /* For missiles */
+ int flags;
+ int flags2; /* Heretic flags */
+
+ /* be doubly careful with these two: they may be used to store
+ * a state or the address of an mobj_t or player_t structure!!!
+ */
+ intptr_t special1; /* Special info */
+ intptr_t special2; /* Special info */
+
+ int health;
+ int movedir; /* 0-7 */
+ int movecount; /* when 0, select a new dir */
+ struct mobj_s *target; /* thing being chased/attacked (or NULL)
+ also the originator for missiles */
+ int reactiontime; /* if non 0, don't attack yet
+ used by player to freeze a bit after
+ teleporting */
+ int threshold; /* if > 0, the target will be chased
+ no matter what (even if shot) */
+ struct player_s *player; /* only valid if type == MT_PLAYER */
+ int lastlook; /* player number last looked for */
+
+ mapthing_t spawnpoint; /* for nightmare respawn */
+} mobj_t;
+
+/* each sector has a degenmobj_t in it's center for sound origin purposes */
+typedef struct
+{
+ thinker_t thinker; /* not used for anything. */
+ fixed_t x, y, z;
+} degenmobj_t;
+
+/* Most damage defined using HITDICE */
+#define HITDICE(a) ((1 + (P_Random() & 7)) * (a))
+
+/* frame flags */
+#define FF_FULLBRIGHT 0x8000 /* flag in thing->frame */
+#define FF_FRAMEMASK 0x7fff
+
+/* --- mobj.flags --- */
+#define MF_SPECIAL 1 /* call P_SpecialThing when touched */
+#define MF_SOLID 2
+#define MF_SHOOTABLE 4
+#define MF_NOSECTOR 8 /* don't use the sector links (invisible but touchable) */
+#define MF_NOBLOCKMAP 16 /* don't use the blocklinks (inert but displayable) */
+#define MF_AMBUSH 32
+#define MF_JUSTHIT 64 /* try to attack right back */
+#define MF_JUSTATTACKED 128 /* take at least one step before attacking */
+#define MF_SPAWNCEILING 256 /* hang from ceiling instead of floor */
+#define MF_NOGRAVITY 512 /* don't apply gravity every tic */
+
+/* movement flags */
+#define MF_DROPOFF 0x400 /* allow jumps from high places */
+#define MF_PICKUP 0x800 /* for players to pick up items */
+#define MF_NOCLIP 0x1000 /* player cheat */
+#define MF_SLIDE 0x2000 /* keep info about sliding along walls */
+#define MF_FLOAT 0x4000 /* allow moves to any height, no gravity */
+#define MF_TELEPORT 0x8000 /* don't cross lines or look at heights */
+#define MF_MISSILE 0x10000 /* don't hit same species, explode on block */
+
+#define MF_DROPPED 0x20000 /* dropped by a demon, not level spawned */
+#define MF_SHADOW 0x40000 /* use fuzzy draw (shadow demons / invis) */
+#define MF_NOBLOOD 0x80000 /* don't bleed when shot (use puff) */
+#define MF_CORPSE 0x100000 /* don't stop moving halfway off a step */
+#define MF_INFLOAT 0x200000 /* floating to a height for a move, don't */
+ /* auto float to target's height. */
+
+#define MF_COUNTKILL 0x400000 /* count towards intermission kill total */
+#define MF_COUNTITEM 0x800000 /* count towards intermission item total */
+
+#define MF_SKULLFLY 0x1000000 /* skull in flight */
+#define MF_NOTDMATCH 0x2000000 /* don't spawn in death match (key cards) */
+
+#define MF_TRANSLATION 0xc000000 /* if 0x4 0x8 or 0xc, use a translation */
+
+#define MF_TRANSSHIFT 26 /* table for player colormaps */
+
+/* --- mobj.flags2 --- */
+
+#define MF2_LOGRAV 0x00000001 /* alternate gravity setting */
+#define MF2_WINDTHRUST 0x00000002 /* gets pushed around by the wind specials */
+#define MF2_FLOORBOUNCE 0x00000004 /* bounces off the floor */
+#define MF2_THRUGHOST 0x00000008 /* missile will pass through ghosts */
+#define MF2_FLY 0x00000010 /* fly mode is active */
+#define MF2_FOOTCLIP 0x00000020 /* if feet are allowed to be clipped */
+#define MF2_SPAWNFLOAT 0x00000040 /* spawn random float z */
+#define MF2_NOTELEPORT 0x00000080 /* does not teleport */
+#define MF2_RIP 0x00000100 /* missile rips through solid targets */
+#define MF2_PUSHABLE 0x00000200 /* can be pushed by other moving mobjs */
+#define MF2_SLIDE 0x00000400 /* slides against walls */
+#define MF2_ONMOBJ 0x00000800 /* mobj is resting on top of another mobj */
+#define MF2_PASSMOBJ 0x00001000 /* Enable z block checking. If on, */
+ /* this flag will allow the mobj to */
+ /* pass over/under other mobjs. */
+#define MF2_CANNOTPUSH 0x00002000 /* cannot push other pushable mobjs */
+#define MF2_FEETARECLIPPED 0x00004000 /* a mobj's feet are now being cut */
+#define MF2_BOSS 0x00008000 /* mobj is a major boss */
+#define MF2_FIREDAMAGE 0x00010000 /* does fire damage */
+#define MF2_NODMGTHRUST 0x00020000 /* does not thrust target when damaging */
+#define MF2_TELESTOMP 0x00040000 /* mobj can stomp another */
+#define MF2_FLOATBOB 0x00080000 /* use float bobbing z movement */
+#define MF2_DONTDRAW 0X00100000 /* don't generate a vissprite */
+
+/*============================================================================*/
+
+typedef enum
+{
+ PST_LIVE, /* playing */
+ PST_DEAD, /* dead on the ground */
+ PST_REBORN /* ready to restart */
+} playerstate_t;
+
+/* psprites are scaled shapes directly on the view screen
+ * coordinates are given for a 320*200 view screen
+ */
+typedef enum
+{
+ ps_weapon,
+ ps_flash,
+ NUMPSPRITES
+} psprnum_t;
+
+typedef struct
+{
+ state_t *state; /* a NULL state means not active */
+ int tics;
+ fixed_t sx, sy;
+} pspdef_t;
+
+typedef enum
+{
+ key_yellow,
+ key_green,
+ key_blue,
+ NUMKEYS
+} keytype_t;
+
+typedef enum
+{
+ wp_staff,
+ wp_goldwand,
+ wp_crossbow,
+ wp_blaster,
+ wp_skullrod,
+ wp_phoenixrod,
+ wp_mace,
+ wp_gauntlets,
+ wp_beak,
+ NUMWEAPONS,
+ wp_nochange
+} weapontype_t;
+
+#define AMMO_GWND_WIMPY 10
+#define AMMO_GWND_HEFTY 50
+#define AMMO_CBOW_WIMPY 5
+#define AMMO_CBOW_HEFTY 20
+#define AMMO_BLSR_WIMPY 10
+#define AMMO_BLSR_HEFTY 25
+#define AMMO_SKRD_WIMPY 20
+#define AMMO_SKRD_HEFTY 100
+#define AMMO_PHRD_WIMPY 1
+#define AMMO_PHRD_HEFTY 10
+#define AMMO_MACE_WIMPY 20
+#define AMMO_MACE_HEFTY 100
+
+typedef enum
+{
+ am_goldwand,
+ am_crossbow,
+ am_blaster,
+ am_skullrod,
+ am_phoenixrod,
+ am_mace,
+ NUMAMMO,
+ am_noammo /* staff, gauntlets */
+} ammotype_t;
+
+typedef struct
+{
+ ammotype_t ammo;
+ int upstate;
+ int downstate;
+ int readystate;
+ int atkstate;
+ int holdatkstate;
+ int flashstate;
+} weaponinfo_t;
+
+extern weaponinfo_t wpnlev1info[NUMWEAPONS];
+extern weaponinfo_t wpnlev2info[NUMWEAPONS];
+
+typedef enum
+{
+ arti_none,
+ arti_invulnerability,
+ arti_invisibility,
+ arti_health,
+ arti_superhealth,
+ arti_tomeofpower,
+ arti_torch,
+ arti_firebomb,
+ arti_egg,
+ arti_fly,
+ arti_teleport,
+ NUMARTIFACTS
+} artitype_t;
+
+typedef enum
+{
+ pw_None,
+ pw_invulnerability,
+ pw_invisibility,
+ pw_allmap,
+ pw_infrared,
+ pw_weaponlevel2,
+ pw_flight,
+ pw_shield,
+ pw_health2,
+ NUMPOWERS
+} powertype_t;
+
+#define INVULNTICS (30 * 35)
+#define INVISTICS (60 * 35)
+#define INFRATICS (120* 35)
+#define IRONTICS (60 * 35)
+#define WPNLEV2TICS (40 * 35)
+#define FLIGHTTICS (60 * 35)
+
+#define CHICKENTICS (40 * 35)
+
+#define MESSAGETICS ( 4 * 35)
+#define BLINKTHRESHOLD ( 4 * 32)
+
+#define NUMINVENTORYSLOTS 14
+typedef struct
+{
+ int type;
+ int count;
+} inventory_t;
+
+/*
+================
+player_t
+================
+*/
+typedef struct player_s
+{
+ mobj_t *mo;
+ playerstate_t playerstate;
+ ticcmd_t cmd;
+
+ fixed_t viewz; /* focal origin above r.z */
+ fixed_t viewheight; /* base height above floor for viewz */
+ fixed_t deltaviewheight; /* squat speed */
+ fixed_t bob; /* bounded/scaled total momentum */
+
+ int flyheight;
+ int lookdir;
+ boolean centering;
+ int health; /* only used between levels, mo->health */
+ /* is used during levels */
+ int armorpoints, armortype; /* armor type is 0-2 */
+
+ inventory_t inventory[NUMINVENTORYSLOTS];
+ artitype_t readyArtifact;
+ int artifactCount;
+ int inventorySlotNum;
+ int powers[NUMPOWERS];
+ boolean keys[NUMKEYS];
+ boolean backpack;
+ signed int frags[MAXPLAYERS]; /* kills of other players */
+ weapontype_t readyweapon;
+ weapontype_t pendingweapon; /* wp_nochange if not changing */
+ boolean weaponowned[NUMWEAPONS];
+ int ammo[NUMAMMO];
+ int maxammo[NUMAMMO];
+ int attackdown, usedown; /* true if button down last tic */
+ int cheats; /* bit flags */
+
+ int refire; /* refired shots are less accurate */
+
+ int killcount, itemcount, secretcount; /* for intermission */
+ const char *message; /* hint messages */
+ int messageTics; /* counter for showing messages */
+ int damagecount, bonuscount;/* for screen flashing */
+ int flamecount; /* for flame thrower duration */
+ mobj_t *attacker; /* who did damage (NULL for floors) */
+ int extralight; /* so gun flashes light up areas */
+ int fixedcolormap; /* can be set to REDCOLORMAP, etc */
+ int colormap; /* 0-3 for which color to draw player */
+ pspdef_t psprites[NUMPSPRITES]; /* view sprites (gun, etc) */
+ boolean didsecret; /* true if secret level has been done */
+ int chickenTics; /* player is a chicken if > 0 */
+ int chickenPeck; /* chicken peck countdown */
+ mobj_t *rain1; /* active rain maker 1 */
+ mobj_t *rain2; /* active rain maker 2 */
+} player_t;
+
+#define CF_NOCLIP 1
+#define CF_GODMODE 2
+#define CF_NOMOMENTUM 4 /* not really a cheat, just a debug aid */
+
+
+#define BACKUPTICS 12 /* CHANGED FROM 12 !?!? */
+
+typedef struct
+{
+ unsigned int checksum; /* high bit is retransmit request */
+ byte retransmitfrom; /* only valid if NCMD_RETRANSMIT */
+ byte starttic;
+ byte player, numtics;
+ ticcmd_t cmds[BACKUPTICS];
+} doomdata_t;
+
+typedef struct
+{
+ int32_t id;
+ short intnum; /* DOOM executes an int to execute commands */
+
+/* communication between DOOM and the driver */
+ short command; /* CMD_SEND or CMD_GET */
+ short remotenode; /* dest for send, set by get (-1 = no packet) */
+ short datalength; /* bytes in doomdata to be sent */
+
+/* info common to all nodes */
+ short numnodes; /* console is allways node 0 */
+ short ticdup; /* 1 = no duplication, 2-5 = dup for slow nets */
+ short extratics; /* 1 = send a backup tic in every packet */
+ short deathmatch; /* 1 = deathmatch */
+ short savegame; /* -1 = new game, 0-5 = load savegame */
+ short episode; /* 1-3 */
+ short map; /* 1-9 */
+ short skill; /* 1-5 */
+
+/* info specific to this node */
+ short consoleplayer;
+ short numplayers;
+ short angleoffset; /* 1 = left, 0 = center, -1 = right */
+ short drone; /* 1 = drone */
+
+/* packet data to be sent */
+ doomdata_t data;
+} doomcom_t;
+
+#define DOOMCOM_ID 0x12345678l
+
+extern doomcom_t *doomcom;
+extern doomdata_t *netbuffer; /* points inside doomcom */
+
+#define MAXNETNODES 8 /* max computers in a game */
+
+#define CMD_SEND 1
+#define CMD_GET 2
+
+#define SBARHEIGHT 42 /* status bar height at bottom of screen */
+
+
+/*
+===============================================================================
+
+ GLOBAL VARIABLES
+
+===============================================================================
+*/
+
+#define TELEFOGHEIGHT (32 * FRACUNIT)
+
+#define MAXEVENTS 64
+
+extern event_t events[MAXEVENTS];
+extern int eventhead;
+extern int eventtail;
+
+extern fixed_t finesine[5*FINEANGLES/4];
+extern fixed_t *finecosine;
+
+extern gameaction_t gameaction;
+extern boolean paused;
+extern boolean shareware; /* true if main WAD is the shareware version */
+extern boolean ExtendedWAD; /* true if main WAD is the extended version */
+extern boolean nomonsters; /* checkparm of -nomonsters */
+extern boolean respawnparm; /* checkparm of -respawn */
+extern boolean debugmode; /* checkparm of -debug */
+extern boolean usergame; /* ok to save / end game */
+extern boolean ravpic; /* checkparm of -ravpic */
+extern boolean deathmatch; /* only if started as net death */
+extern boolean netgame; /* only true if >1 player */
+
+extern boolean playeringame[MAXPLAYERS];
+extern int consoleplayer; /* player taking events and displaying */
+extern int displayplayer;
+extern int viewangleoffset;/* ANG90 = left side, ANG270 = right */
+extern player_t players[MAXPLAYERS];
+
+extern boolean singletics; /* debug flag to cancel adaptiveness */
+extern boolean DebugSound; /* debug flag for displaying sound info */
+
+extern int maxammo[NUMAMMO];
+
+extern boolean demoplayback;
+extern int skytexture;
+
+extern gamestate_t gamestate;
+extern skill_t gameskill;
+extern boolean respawnmonsters;
+extern int gameepisode;
+extern int gamemap;
+extern int prevmap;
+extern int totalkills, totalitems, totalsecret; /* for intermission */
+extern int levelstarttic; /* gametic at level start */
+extern int leveltime; /* tics in game play for par */
+
+extern int ticcount;
+
+extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
+extern int ticdup;
+
+extern ticcmd_t localcmds[BACKUPTICS];
+extern int rndindex;
+extern int gametic, maketic;
+extern int nettics[MAXNETNODES];
+
+extern mapthing_t *deathmatch_p;
+extern mapthing_t deathmatchstarts[10];
+extern mapthing_t playerstarts[MAXPLAYERS];
+
+extern int viewwindowx;
+extern int viewwindowy;
+extern int viewwidth;
+extern int scaledviewwidth;
+extern int viewheight;
+
+extern int mouseSensitivity;
+
+extern boolean precache; /* if true, load all graphics at level load */
+
+extern byte *screens; /* off screen work buffer, from V_video.c */
+
+extern boolean singledemo; /* quit after playing a demo from cmdline */
+
+extern FILE *debugfile;
+extern int bodyqueslot;
+extern skill_t startskill;
+extern int startepisode;
+extern int startmap;
+extern boolean autostart;
+
+
+/*
+===============================================================================
+
+ GLOBAL FUNCTIONS
+
+===============================================================================
+*/
+
+
+fixed_t FixedMul (fixed_t a, fixed_t b);
+fixed_t FixedDiv (fixed_t a, fixed_t b);
+fixed_t FixedDiv2 (fixed_t a, fixed_t b);
+
+#undef _HAVE_FIXED_ASM
+
+#if !defined(_DISABLE_ASM)
+#if defined(__i386__) || defined(__386__) || defined(_M_IX86)
+#if defined(__WATCOMC__)
+
+#define _HAVE_FIXED_ASM 1
+
+#pragma aux FixedMul = \
+ "imul ebx", \
+ "shrd eax,edx,16" \
+ parm [eax] [ebx] \
+ value [eax] \
+ modify exact [eax edx]
+
+#pragma aux FixedDiv2 = \
+ "cdq", \
+ "shld edx,eax,16", \
+ "sal eax,16", \
+ "idiv ebx" \
+ parm [eax] [ebx] \
+ value [eax] \
+ modify exact [eax edx]
+
+#elif defined(__GNUC__)
+
+#define _HAVE_FIXED_ASM 1
+
+# if defined(_INLINE_FIXED_ASM)
+# if (__GNUC__ == 2) && (__GNUC_MINOR__ <= 91)
+# define FixedMul(fa,fb) ({ int __value, __fb = (fb); \
+ __asm__("imul %%ebx; shrd $16,%%edx,%%eax" \
+ : "=a" (__value) \
+ : "0" (fa), "b" (__fb) \
+ : "eax", "edx" ); __value; })
+
+# define FixedDiv2(fa,fb) ({ int __value; \
+ __asm__("cdq; shld $16,%%eax,%%edx; sall $16,%%eax; idiv %%ebx" \
+ : "=a" (__value) \
+ : "0" (fa), "b" (fb) \
+ : "eax", "edx" ); __value; })
+
+# else /* GCC > 2.91.x */
+# define FixedMul(fa,fb) ({ int __value, __fb = (fb); \
+ __asm__("imul %%ebx; shrd $16,%%edx,%%eax" \
+ : "=a" (__value) \
+ : "0" (fa), "b" (__fb) \
+ : "edx" ); __value; })
+
+# define FixedDiv2(fa,fb) ({ int __value; \
+ __asm__("cdq; shld $16,%%eax,%%edx; sall $16,%%eax; idiv %%ebx" \
+ : "=a" (__value) \
+ : "0" (fa), "b" (fb) \
+ : "edx" ); __value; })
+
+# endif /* GCC/EGCS versions */
+
+# endif /* _INLINE_FIXED_ASM */
+#endif
+#endif /* X86 */
+#endif /* !_DISABLE_ASM */
+
+#define FIX2FLT(x) ((float)((x)>>FRACBITS) + (float)((x)&(FRACUNIT-1)) / (float)(FRACUNIT))
+#define Q_FIX2FLT(x) ((float)((x)>>FRACBITS))
+
+
+int16_t ShortSwap(int16_t) __attribute__((__const__));
+int32_t LongSwap (int32_t) __attribute__((__const__));
+
+#if defined(__GNUC__)
+static inline __attribute__((__const__)) int16_t _H2_SWAP16(int16_t x)
+{
+ return (int16_t) (((uint16_t)x << 8) | ((uint16_t)x >> 8));
+}
+static inline __attribute__((__const__)) int32_t _H2_SWAP32(int32_t x)
+{
+ return (int32_t) (((uint32_t)x << 24) | ((uint32_t)x >> 24) |
+ (((uint32_t)x & (uint32_t)0x0000ff00UL) << 8) |
+ (((uint32_t)x & (uint32_t)0x00ff0000UL) >> 8));
+}
+#endif /* GCC */
+
+/*
+#ifdef __BIG_ENDIAN__
+*/
+#ifdef WORDS_BIGENDIAN
+# ifdef __GNUC__
+# define SHORT(a) _H2_SWAP16((a))
+# define LONG(a) _H2_SWAP32((a))
+# else
+# define SHORT(x) ShortSwap((x))
+# define LONG(x) LongSwap((x))
+# endif
+#else
+#define SHORT(x) (x)
+#define LONG(x) (x)
+#endif
+
+/* ---- READ_INT16/32 --- */
+
+#define READ_INT16(b) ((b)[0] | ((b)[1] << 8))
+#define READ_INT32(b) ((b)[0] | ((b)[1] << 8) | ((b)[2] << 16) | ((b)[3] << 24))
+#define INCR_INT16(b) (b)+=2
+#define INCR_INT32(b) (b)+=4
+
+
+/* ----- MEMORY ZONE ---- */
+
+/* tags < 100 are not overwritten until freed */
+#define PU_STATIC 1 /* static entire execution time */
+#define PU_SOUND 2 /* static while playing */
+#define PU_MUSIC 3 /* static while playing */
+#define PU_DAVE 4 /* anything else Dave wants static */
+#define PU_LEVEL 50 /* static until level exited */
+#define PU_LEVSPEC 51 /* a special thinker in a level */
+/* tags >= 100 are purgable whenever needed */
+#define PU_PURGELEVEL 100
+#define PU_CACHE 101
+
+#define ZONEID 0x1d4a11
+
+void Z_Init (void);
+void *Z_Malloc (int size, int tag, void *ptr);
+void Z_Free (void *ptr);
+void Z_FreeTags (int lowtag, int hightag);
+void Z_CheckHeap (void);
+void Z_ChangeTag2 (void *ptr, int tag);
+void Z_DumpHeap (int lowtag, int hightag);
+void Z_FileDumpHeap (FILE *f);
+int Z_FreeMemory (void);
+
+extern boolean MallocFailureOk;
+
+typedef struct memblock_s
+{
+ int size; /* including the header and possibly tiny fragments */
+ void **user; /* NULL if a free block */
+ int tag; /* purgelevel */
+ int id; /* should be ZONEID */
+ struct memblock_s *next, *prev;
+} memblock_t;
+
+#define Z_ChangeTag(p,t) \
+{ \
+ if (((memblock_t *)((byte *)((p)) - sizeof(memblock_t)))->id != ZONEID) \
+ I_Error("Z_CT at %s:%i", __FILE__, __LINE__); \
+ Z_ChangeTag2((p),(t)); \
+};
+
+/* ------- WADFILE ------- */
+typedef struct
+{
+ char name[8];
+ int handle, position, size;
+} lumpinfo_t;
+
+extern lumpinfo_t *lumpinfo;
+extern int numlumps;
+extern const char *waddir;
+
+boolean W_IsWadPresent(const char *filename);
+void W_InitMultipleFiles(const char **filenames);
+int W_CheckNumForName(const char *name);
+int W_GetNumForName(const char *name);
+int W_LumpLength(int lump);
+void W_ReadLump(int lump, void *dest);
+void *W_CacheLumpNum(int lump, int tag);
+void *W_CacheLumpName(const char *name, int tag);
+
+
+/* ---------- BASE LEVEL ---------- */
+
+void D_DoomMain(void);
+/* not a globally visible function, just included for source reference
+ * calls all startup code
+ * parses command line options
+ * if not overrided, calls N_AdvanceDemo
+ */
+
+void IncThermo(void);
+void InitThermo(int max);
+void tprintf(const char *string, int initflag);
+
+void D_DoomLoop(void);
+/* not a globally visible function, just included for source reference
+ * called by D_DoomMain, never exits
+ * manages timing and IO
+ * calls all ?_Responder, ?_Ticker, and ?_Drawer functions
+ * calls I_GetTime, I_StartFrame, and I_StartTic
+ */
+
+void D_PostEvent(event_t *ev);
+/* called by IO functions when input is detected */
+
+void NetUpdate (void);
+/* create any new ticcmds and broadcast to other players */
+
+void D_QuitNetGame (void);
+/* broadcasts special packets to other players to notify of game exit */
+
+void TryRunTics (void);
+
+#if !(defined(__WATCOMC__) || defined(__DJGPP__) || defined(_WIN32))
+char *strupr (char *str);
+char *strlwr (char *str);
+int filelength(int handle);
+#endif
+
+
+/* --------- SYSTEM IO --------- */
+
+#if 1
+#define SCREENWIDTH 320
+#define SCREENHEIGHT 200
+#else
+#define SCREENWIDTH 560
+#define SCREENHEIGHT 375
+#endif
+
+byte *I_ZoneBase (int *size);
+/* called by startup code to get the ammount of memory to malloc
+ * for the zone management
+ */
+
+int I_GetTime (void);
+/* called by D_DoomLoop
+ * returns current time in tics
+ */
+
+void I_StartFrame (void);
+/* called by D_DoomLoop
+ * called before processing any tics in a frame (just after displaying a frame)
+ * time consuming syncronous operations are performed here (joystick reading)
+ * can call D_PostEvent
+ */
+
+void I_StartTic (void);
+/* called by D_DoomLoop
+ * called before processing each tic in a frame
+ * quick syncronous operations are performed here
+ * can call D_PostEvent
+ *
+ * asyncronous interrupt functions should maintain private ques that are
+ * read by the syncronous functions to be converted into events
+ */
+
+void I_Init (void);
+/* called by D_DoomMain
+ * determines the hardware configuration and sets up the video mode
+ */
+
+void I_InitGraphics (void);
+
+void I_InitNetwork (void);
+void I_NetCmd (void);
+
+void I_Error (const char *error, ...) __attribute__((__format__(__printf__,1,2), __noreturn__));
+/* called by anything that can generate a terminal error
+ * bad exit with diagnostic message
+ */
+
+void I_Quit (void) __attribute__((__noreturn__));
+/* called by M_Responder when quit is selected
+ * clean exit, displays sell blurb
+ */
+
+void I_SetPalette (byte *palette);
+/* takes full 8 bit values */
+
+void I_Update(void);
+/* Copy buffer to video */
+
+void I_WipeUpdate(wipe_t wipe);
+/* Copy buffer to video with wipe effect */
+
+void I_WaitVBL(int count);
+/* wait for vertical retrace or pause a bit */
+
+void I_BeginRead (void);
+void I_EndRead (void);
+
+byte *I_AllocLow (int length);
+/* allocates from low memory under dos, just mallocs under unix */
+
+extern boolean useexterndriver;
+
+#if defined(__WATCOMC__) && defined(_DOS)
+#define EBT_FIRE 1
+#define EBT_OPENDOOR 2
+#define EBT_SPEED 4
+#define EBT_STRAFE 8
+#define EBT_MAP 0x10
+#define EBT_INVENTORYLEFT 0x20
+#define EBT_INVENTORYRIGHT 0x40
+#define EBT_USEARTIFACT 0x80
+#define EBT_FLYDROP 0x100
+#define EBT_CENTERVIEW 0x200
+#define EBT_PAUSE 0x400
+#define EBT_WEAPONCYCLE 0x800
+
+typedef struct
+{
+ short vector; /* Interrupt vector */
+
+ signed char moveForward; /* forward/backward (maxes at 50) */
+ signed char moveSideways; /* strafe (maxes at 24) */
+ short angleTurn; /* turning speed (640 [slow] 1280 [fast]) */
+ short angleHead; /* head angle (+2080 [left] : 0 [center] : -2048 [right]) */
+ signed char pitch; /* look up/down (-110 : +90) */
+ signed char flyDirection; /* flyheight (+1/-1) */
+ unsigned short buttons; /* EBT_* flags */
+} externdata_t;
+
+void I_Tactile (int on, int off, int total);
+#endif /* externdriver, DOS */
+
+
+/* ---- GAME ---- */
+
+void G_DeathMatchSpawnPlayer (int playernum);
+
+void G_InitNew (skill_t skill, int episode, int map);
+
+void G_DeferedInitNew (skill_t skill, int episode, int map);
+/* can be called by the startup code or M_Responder
+ * a normal game starts at map 1, but a warp test can start elsewhere
+ */
+
+void G_DeferedPlayDemo (const char *demo);
+
+void G_LoadGame (int slot);
+/* can be called by the startup code or M_Responder
+ * calls P_SetupLevel or W_EnterWorld
+ */
+
+void G_DoLoadGame (void);
+
+void G_SaveGame (int slot, const char *description);
+/* called by M_Responder */
+
+void G_RecordDemo (skill_t skill, int numplayers, int episode,
+ int map, const char *name);
+/* only called by startup code */
+
+void G_PlayDemo (const char *name);
+void G_TimeDemo (const char *name);
+
+void G_ExitLevel (void);
+void G_SecretExitLevel (void);
+
+void G_WorldDone (void);
+
+void G_Ticker (void);
+boolean G_Responder (event_t *ev);
+
+void G_ScreenShot (void);
+
+
+/* ------- SV_SAVE ------- */
+
+#define SAVEVERSIONSIZE 16
+#define SAVESTRINGSIZE 24
+
+void SV_SaveGame(int slot, const char *description);
+void SV_LoadGame(int slot);
+
+
+/* ----- PLAY ----- */
+
+void P_Ticker (void);
+/* called by C_Ticker
+ * can call G_PlayerExited
+ * carries out all thinking of monsters and players
+ */
+
+void P_SetupLevel (int episode, int map, int playermask, skill_t skill);
+/* called by W_Ticker */
+
+void P_Init (void);
+/* called by startup code */
+
+
+/* ------- REFRESH ------- */
+
+extern boolean setsizeneeded;
+
+extern boolean BorderNeedRefresh;
+extern boolean BorderTopRefresh;
+
+extern int UpdateState;
+
+/* define the different areas for the dirty map */
+#define I_NOUPDATE 0
+#define I_FULLVIEW 1
+#define I_STATBAR 2
+#define I_MESSAGES 4
+#define I_FULLSCRN 8
+
+void R_RenderPlayerView (player_t *player);
+/* called by G_Drawer */
+
+void R_Init (void);
+/* called by startup code */
+
+void R_DrawViewBorder (void);
+void R_DrawTopBorder (void);
+/* if the view size is not full screen, draws a border around it */
+
+void R_SetViewSize (int blocks, int detail);
+/* called by M_Responder */
+
+int R_FlatNumForName (const char *name);
+
+int R_TextureNumForName (const char *name);
+int R_CheckTextureNumForName (const char *name);
+/* called by P_Ticker for switches and animations
+ * returns the texture number for the texture name
+ */
+
+
+/* ---- MISC ---- */
+extern const char **myargv;
+extern int myargc;
+
+int M_CheckParm(const char *check);
+/* returns the position of the given parameter in the arg list (0 if not found) */
+
+boolean M_ValidEpisodeMap(int episode, int map);
+/* returns true if the episode/map combo is valid for the current
+ * game configuration
+ */
+
+void M_ExtractFileBase(const char *path, char *dest);
+
+void M_ForceUppercase(char *text);
+/* Changes a string to uppercase */
+
+int M_Random (void);
+/* returns a number from 0 to 255 */
+
+int P_Random (void);
+/* as M_Random, but used only by the play simulation */
+
+void M_ClearRandom (void);
+/* fix randoms for demos */
+
+void M_FindResponseFile(void);
+
+void M_ClearBox (fixed_t *box);
+void M_AddToBox (fixed_t *box, fixed_t x, fixed_t y);
+/* bounding box functions */
+
+boolean M_WriteFile(char const *name, const void *source, int length);
+int M_ReadFile(char const *name, void **buffer);
+
+void M_ScreenShot (void);
+
+void M_LoadDefaults(const char *fileName);
+
+void M_SaveDefaults (void);
+
+int M_DrawText (int x, int y, boolean direct, const char *string);
+
+
+/* ---- Interlude (IN_lude.c) ---- */
+
+extern boolean intermission;
+
+void IN_Start(void);
+void IN_Ticker(void);
+void IN_Drawer(void);
+
+/* ---- Finale (F_finale.c) ------ */
+
+void F_Drawer(void);
+void F_Ticker(void);
+void F_StartFinale(void);
+
+
+/* ---- Chat mode (CT_chat.c) ---- */
+
+void CT_Init(void);
+void CT_Drawer(void);
+boolean CT_Responder(event_t *ev);
+void CT_Ticker(void);
+char CT_dequeueChatChar(void);
+
+extern char chat_macros[10][80];
+extern boolean chatmodeon;
+extern boolean ultimatemsg;
+
+
+/* ---- STATUS BAR (SB_bar.c) ---- */
+
+extern int SB_state;
+void SB_Init(void);
+boolean SB_Responder(event_t *event);
+void SB_Ticker(void);
+void SB_Drawer(void);
+
+
+/* ---- MENU (MN_menu.c) ---- */
+
+void MN_Init(void);
+void MN_ActivateMenu(void);
+void MN_DeactivateMenu(void);
+boolean MN_Responder(event_t *event);
+void MN_Ticker(void);
+void MN_Drawer(void);
+void MN_DrTextA(const char *text, int x, int y);
+int MN_TextAWidth(const char *text);
+void MN_DrTextB(const char *text, int x, int y);
+int MN_TextBWidth(const char *text);
+
+
+/* --- AUTOMAP---- */
+
+#define AM_TRANSPARENT 1 /* compile time option. 0: old style map drawn */
+ /* onto solid background. 1: transparent map. */
+
+extern boolean automapactive;
+
+
+/* ---- VIDEO ---- */
+
+extern int dirtybox[4];
+extern byte gammatable[5][256];
+extern int usegamma;
+
+void V_Init(void); /* Allocates buffer screens, call before R_Init */
+void V_DrawPatch(int x, int y, patch_t *patch);
+void V_DrawFuzzPatch(int x, int y, patch_t *patch);
+void V_DrawShadowedPatch(int x, int y, patch_t *patch);
+void V_DrawRawScreen(byte *raw);
+
+#pragma pack off
+
+#include "sounds.h"
+
+#endif /* __DOOMDEF__ */
+
--- /dev/null
+++ b/dstrings.h
@@ -1,0 +1,230 @@
+// DStrings.h
+
+#ifndef __DSTRINGS_H
+#define __DSTRINGS_H
+
+/* ---- MN_menu.c ---- */
+
+#define TXT_GAMMA_LEVEL_OFF "GAMMA CORRECTION OFF"
+#define TXT_GAMMA_LEVEL_1 "GAMMA CORRECTION LEVEL 1"
+#define TXT_GAMMA_LEVEL_2 "GAMMA CORRECTION LEVEL 2"
+#define TXT_GAMMA_LEVEL_3 "GAMMA CORRECTION LEVEL 3"
+#define TXT_GAMMA_LEVEL_4 "GAMMA CORRECTION LEVEL 4"
+
+
+/* ---- P_inter.c ---- */
+
+/* Keys */
+
+#define TXT_GOTBLUEKEY "BLUE KEY"
+#define TXT_GOTYELLOWKEY "YELLOW KEY"
+#define TXT_GOTGREENKEY "GREEN KEY"
+
+/* Artifacts */
+
+#define TXT_ARTIHEALTH "QUARTZ FLASK"
+#define TXT_ARTIFLY "WINGS OF WRATH"
+#define TXT_ARTIINVULNERABILITY "RING OF INVINCIBILITY"
+#define TXT_ARTITOMEOFPOWER "TOME OF POWER"
+#define TXT_ARTIINVISIBILITY "SHADOWSPHERE"
+#define TXT_ARTIEGG "MORPH OVUM"
+#define TXT_ARTISUPERHEALTH "MYSTIC URN"
+#define TXT_ARTITORCH "TORCH"
+#define TXT_ARTIFIREBOMB "TIME BOMB OF THE ANCIENTS"
+#define TXT_ARTITELEPORT "CHAOS DEVICE"
+
+/* Items */
+
+#define TXT_ITEMHEALTH "CRYSTAL VIAL"
+#define TXT_ITEMBAGOFHOLDING "BAG OF HOLDING"
+#define TXT_ITEMSHIELD1 "SILVER SHIELD"
+#define TXT_ITEMSHIELD2 "ENCHANTED SHIELD"
+#define TXT_ITEMSUPERMAP "MAP SCROLL"
+
+/* Ammo */
+
+#define TXT_AMMOGOLDWAND1 "WAND CRYSTAL"
+#define TXT_AMMOGOLDWAND2 "CRYSTAL GEODE"
+#define TXT_AMMOMACE1 "MACE SPHERES"
+#define TXT_AMMOMACE2 "PILE OF MACE SPHERES"
+#define TXT_AMMOCROSSBOW1 "ETHEREAL ARROWS"
+#define TXT_AMMOCROSSBOW2 "QUIVER OF ETHEREAL ARROWS"
+#define TXT_AMMOBLASTER1 "CLAW ORB"
+#define TXT_AMMOBLASTER2 "ENERGY ORB"
+#define TXT_AMMOSKULLROD1 "LESSER RUNES"
+#define TXT_AMMOSKULLROD2 "GREATER RUNES"
+#define TXT_AMMOPHOENIXROD1 "FLAME ORB"
+#define TXT_AMMOPHOENIXROD2 "INFERNO ORB"
+
+/* Weapons */
+
+#define TXT_WPNMACE "FIREMACE"
+#define TXT_WPNCROSSBOW "ETHEREAL CROSSBOW"
+#define TXT_WPNBLASTER "DRAGON CLAW"
+#define TXT_WPNSKULLROD "HELLSTAFF"
+#define TXT_WPNPHOENIXROD "PHOENIX ROD"
+#define TXT_WPNGAUNTLETS "GAUNTLETS OF THE NECROMANCER"
+
+
+/* ---- SB_bar.c ---- */
+
+#define TXT_CHEATGODON "GOD MODE ON"
+#define TXT_CHEATGODOFF "GOD MODE OFF"
+#define TXT_CHEATNOCLIPON "NO CLIPPING ON"
+#define TXT_CHEATNOCLIPOFF "NO CLIPPING OFF"
+#define TXT_CHEATWEAPONS "ALL WEAPONS"
+#define TXT_CHEATFLIGHTON "FLIGHT ON"
+#define TXT_CHEATFLIGHTOFF "FLIGHT OFF"
+#define TXT_CHEATPOWERON "POWER ON"
+#define TXT_CHEATPOWEROFF "POWER OFF"
+#define TXT_CHEATHEALTH "FULL HEALTH"
+#define TXT_CHEATKEYS "ALL KEYS"
+#define TXT_CHEATSOUNDON "SOUND DEBUG ON"
+#define TXT_CHEATSOUNDOFF "SOUND DEBUG OFF"
+#define TXT_CHEATTICKERON "TICKER ON"
+#define TXT_CHEATTICKEROFF "TICKER OFF"
+#define TXT_CHEATARTIFACTS1 "CHOOSE AN ARTIFACT ( A - J )"
+#define TXT_CHEATARTIFACTS2 "HOW MANY ( 1 - 9 )"
+#define TXT_CHEATARTIFACTS3 "YOU GOT IT"
+#define TXT_CHEATARTIFACTSFAIL "BAD INPUT"
+#define TXT_CHEATWARP "LEVEL WARP"
+#define TXT_CHEATSCREENSHOT "SCREENSHOT"
+#define TXT_CHEATCHICKENON "CHICKEN ON"
+#define TXT_CHEATCHICKENOFF "CHICKEN OFF"
+#define TXT_CHEATMASSACRE "MASSACRE"
+#define TXT_CHEATIDDQD "TRYING TO CHEAT, EH? NOW YOU DIE!"
+#define TXT_CHEATIDKFA "CHEATER - YOU DON'T DESERVE WEAPONS"
+
+
+/* ---- P_doors.c --- */
+
+#define TXT_NEEDBLUEKEY "YOU NEED A BLUE KEY TO OPEN THIS DOOR"
+#define TXT_NEEDGREENKEY "YOU NEED A GREEN KEY TO OPEN THIS DOOR"
+#define TXT_NEEDYELLOWKEY "YOU NEED A YELLOW KEY TO OPEN THIS DOOR"
+
+
+/* ---- G_game.c ---- */
+
+#define TXT_GAMESAVED "GAME SAVED"
+
+
+/* ---- M_misc.c ---- */
+
+#define HUSTR_CHATMACRO1 "I'm ready to kick butt!"
+#define HUSTR_CHATMACRO2 "I'm OK."
+#define HUSTR_CHATMACRO3 "I'm not looking too good!"
+#define HUSTR_CHATMACRO4 "Help!"
+#define HUSTR_CHATMACRO5 "You suck!"
+#define HUSTR_CHATMACRO6 "Next time, scumbag..."
+#define HUSTR_CHATMACRO7 "Come here!"
+#define HUSTR_CHATMACRO8 "I'll take care of it."
+#define HUSTR_CHATMACRO9 "Yes"
+#define HUSTR_CHATMACRO0 "No"
+
+
+/* ---- AM_map.c ---- */
+
+#define AMSTR_FOLLOWON "FOLLOW MODE ON"
+#define AMSTR_FOLLOWOFF "FOLLOW MODE OFF"
+
+
+/* --- F_finale.c --- */
+
+#define E1TEXT "with the destruction of the iron\n" \
+ "liches and their minions, the last\n" \
+ "of the undead are cleared from this\n" \
+ "plane of existence.\n\n" \
+ "those creatures had to come from\n" \
+ "somewhere, though, and you have the\n" \
+ "sneaky suspicion that the fiery\n" \
+ "portal of hell's maw opens onto\n" \
+ "their home dimension.\n\n" \
+ "to make sure that more undead\n" \
+ "(or even worse things) don't come\n" \
+ "through, you'll have to seal hell's\n" \
+ "maw from the other side. of course\n" \
+ "this means you may get stuck in a\n" \
+ "very unfriendly world, but no one\n" \
+ "ever said being a Heretic was easy!"
+
+#define E2TEXT "the mighty maulotaurs have proved\n" \
+ "to be no match for you, and as\n" \
+ "their steaming corpses slide to the\n" \
+ "ground you feel a sense of grim\n" \
+ "satisfaction that they have been\n" \
+ "destroyed.\n\n" \
+ "the gateways which they guarded\n" \
+ "have opened, revealing what you\n" \
+ "hope is the way home. but as you\n" \
+ "step through, mocking laughter\n" \
+ "rings in your ears.\n\n" \
+ "was some other force controlling\n" \
+ "the maulotaurs? could there be even\n" \
+ "more horrific beings through this\n" \
+ "gate? the sweep of a crystal dome\n" \
+ "overhead where the sky should be is\n" \
+ "certainly not a good sign...."
+
+#define E3TEXT "the death of d'sparil has loosed\n" \
+ "the magical bonds holding his\n" \
+ "creatures on this plane, their\n" \
+ "dying screams overwhelming his own\n" \
+ "cries of agony.\n\n" \
+ "your oath of vengeance fulfilled,\n" \
+ "you enter the portal to your own\n" \
+ "world, mere moments before the dome\n" \
+ "shatters into a million pieces.\n\n" \
+ "but if d'sparil's power is broken\n" \
+ "forever, why don't you feel safe?\n" \
+ "was it that last shout just before\n" \
+ "his death, the one that sounded\n" \
+ "like a curse? or a summoning? you\n" \
+ "can't really be sure, but it might\n" \
+ "just have been a scream.\n\n" \
+ "then again, what about the other\n" \
+ "serpent riders?"
+
+#define E4TEXT "you thought you would return to your\n"\
+ "own world after d'sparil died, but\n" \
+ "his final act banished you to his\n" \
+ "own plane. here you entered the\n" \
+ "shattered remnants of lands\n" \
+ "conquered by d'sparil. you defeated\n" \
+ "the last guardians of these lands,\n" \
+ "but now you stand before the gates\n" \
+ "to d'sparil's stronghold. until this\n"\
+ "moment you had no doubts about your\n" \
+ "ability to face anything you might\n" \
+ "encounter, but beyond this portal\n" \
+ "lies the very heart of the evil\n" \
+ "which invaded your world. d'sparil\n" \
+ "might be dead, but the pit where he\n" \
+ "was spawned remains. now you must\n" \
+ "enter that pit in the hopes of\n" \
+ "finding a way out. and somewhere,\n" \
+ "in the darkest corner of d'sparil's\n" \
+ "demesne, his personal bodyguards\n" \
+ "await your arrival ..."
+
+#define E5TEXT "as the final maulotaur bellows his\n" \
+ "death-agony, you realize that you\n" \
+ "have never come so close to your own\n"\
+ "destruction. not even the fight with\n"\
+ "d'sparil and his disciples had been\n" \
+ "this desperate. grimly you stare at\n" \
+ "the gates which open before you,\n" \
+ "wondering if they lead home, or if\n" \
+ "they open onto some undreamed-of\n" \
+ "horror. you find yourself wondering\n" \
+ "if you have the strength to go on,\n" \
+ "if nothing but death and pain await\n" \
+ "you. but what else can you do, if\n" \
+ "the will to fight is gone? can you\n" \
+ "force yourself to continue in the\n" \
+ "face of such despair? do you have\n" \
+ "the courage? you find, in the end,\n" \
+ "that it is not within you to\n" \
+ "surrender without a fight. eyes\n" \
+ "wide, you go to meet your fate."
+
+#endif /* __DSTRINGS_H */
--- /dev/null
+++ b/f_finale.c
@@ -1,0 +1,364 @@
+// F_finale.c
+
+#include "h2stdinc.h"
+#include <ctype.h>
+#include "doomdef.h"
+#include "soundst.h"
+#include "v_compat.h"
+
+#define TEXTSPEED 3
+#define TEXTWAIT 250
+
+#ifdef RENDER3D
+#define V_DrawPatch(x,y,p) OGL_DrawPatch((x),(y),(p))
+#define V_DrawRawScreen(a) OGL_DrawRawScreen((a))
+#endif
+
+extern boolean viewactive;
+extern boolean MenuActive;
+extern boolean askforquit;
+
+static int finalestage; /* 0 = text, 1 = art screen */
+static int finalecount;
+static int finaletextcount;
+
+static boolean underwater_init;
+static int nextscroll;
+static int scroll_yval;
+
+static int FontABaseLump;
+
+static const char *e1text = E1TEXT;
+static const char *e2text = E2TEXT;
+static const char *e3text = E3TEXT;
+static const char *e4text = E4TEXT;
+static const char *e5text = E5TEXT;
+static const char *finaletext;
+static const char *finaleflat;
+
+static void F_TextWrite (void);
+static void F_DrawBackground(void);
+static void F_DemonScroll(void);
+static void F_DrawUnderwater(void);
+static void F_InitUnderWater(void);
+static void F_KillUnderWater(void);
+
+
+void F_StartFinale (void)
+{
+ gameaction = ga_nothing;
+ gamestate = GS_FINALE;
+ viewactive = false;
+ automapactive = false;
+ players[consoleplayer].messageTics = 1;
+ players[consoleplayer].message = NULL;
+
+ switch (gameepisode)
+ {
+ case 1:
+ finaleflat = "FLOOR25";
+ finaletext = e1text;
+ break;
+ case 2:
+ finaleflat = "FLATHUH1";
+ finaletext = e2text;
+ break;
+ case 3:
+ finaleflat = "FLTWAWA2";
+ finaletext = e3text;
+ break;
+ case 4:
+ finaleflat = "FLOOR28";
+ finaletext = e4text;
+ break;
+ case 5:
+ finaleflat = "FLOOR08";
+ finaletext = e5text;
+ break;
+ }
+
+ finalestage = 0;
+ finalecount = 0;
+ finaletextcount = strlen(finaletext)*TEXTSPEED + TEXTWAIT;
+#ifndef RENDER3D
+ scroll_yval = 0;
+#else
+ scroll_yval = 200;
+#endif
+ nextscroll = 0;
+ underwater_init = false;
+ FontABaseLump = W_GetNumForName("FONTA_S") + 1;
+
+ S_StartSong(mus_cptd, true);
+}
+
+boolean F_Responder (event_t *event)
+{
+ if (event->type != ev_keydown)
+ {
+ return false;
+ }
+ if (finalestage == 1 && gameepisode == 2)
+ {
+ /* we're showing the water pic,
+ * make any key kick to demo mode
+ */
+ finalestage++;
+ F_KillUnderWater();
+ return true;
+ }
+ return false;
+}
+
+void F_Ticker (void)
+{
+ finalecount++;
+ if (!finalestage && finalecount > finaletextcount)
+ {
+ finalecount = 0;
+ finalestage = 1;
+ }
+}
+
+static void F_TextWrite (void)
+{
+ int count;
+ const char *ch;
+ int c;
+ int cx, cy;
+ patch_t *w;
+ int width;
+
+ F_DrawBackground();
+
+ cx = 20;
+ cy = 5;
+ ch = finaletext;
+
+ count = (finalecount - 10)/TEXTSPEED;
+ if (count < 0)
+ count = 0;
+ for ( ; count; count--)
+ {
+ c = *ch++;
+ if (!c)
+ break;
+ if (c == '\n')
+ {
+ cx = 20;
+ cy += 9;
+ continue;
+ }
+
+ c = toupper(c);
+ if (c < 33)
+ {
+ cx += 5;
+ continue;
+ }
+
+ w = (patch_t *) W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ width = SHORT(w->width);
+ if (cx + width > SCREENWIDTH)
+ break;
+#ifdef RENDER3D
+ OGL_DrawPatch (cx, cy, FontABaseLump + c - 33);
+#else
+ V_DrawPatch(cx, cy, w);
+#endif
+ cx += width;
+ }
+}
+
+#if defined(RENDER3D)
+static void F_DrawBackground(void)
+{
+/* erase the entire screen to a tiled background.
+ */
+ OGL_SetFlat (R_FlatNumForName(finaleflat));
+ OGL_DrawRectTiled(0, 0, SCREENWIDTH, SCREENHEIGHT, 64, 64);
+}
+
+static void F_DemonScroll(void)
+{
+ if (finalecount < 70)
+ {
+ OGL_DrawRawScreen(W_GetNumForName("FINAL1"));
+ nextscroll = finalecount;
+ return;
+ }
+ if (finalecount >= nextscroll && scroll_yval > 0)
+ --scroll_yval;
+ if (scroll_yval > 0)
+ {
+ OGL_DrawRawScreenOfs(W_GetNumForName("FINAL2"), 0, -scroll_yval);
+ OGL_DrawRawScreenOfs(W_GetNumForName("FINAL1"), 0, 200 - scroll_yval);
+ if (finalecount >= nextscroll)
+ nextscroll = finalecount + 2; // + 3;
+ }
+ else
+ {
+ OGL_DrawRawScreen(W_GetNumForName("FINAL2"));
+ }
+}
+
+static void F_InitUnderWater(void)
+{
+ OGL_SetPaletteLump("E2PAL");
+}
+
+static void F_KillUnderWater(void)
+{
+ OGL_SetPaletteLump("PLAYPAL");
+}
+
+static void F_DrawUnderwater(void)
+{
+ switch (finalestage)
+ {
+ case 1:
+ paused = false;
+ MenuActive = false;
+ askforquit = false;
+
+ if (!underwater_init)
+ {
+ underwater_init = true;
+ F_InitUnderWater();
+ }
+ OGL_DrawRawScreen(W_GetNumForName("E2END"));
+ break;
+
+ case 2:
+ OGL_DrawRawScreen(W_GetNumForName("TITLE"));
+ break;
+ }
+}
+
+#else /* RENDER3D */
+
+static void F_DrawBackground(void)
+{
+/* erase the entire screen to a tiled background.
+ */
+ int x, y;
+ byte *src, *dest;
+
+ src = (byte *) W_CacheLumpName(finaleflat, PU_CACHE);
+ dest = screens;
+ for (y = 0; y < SCREENHEIGHT; y++)
+ {
+ for (x = 0; x < SCREENWIDTH/64; x++)
+ {
+ memcpy (dest, src + ((y & 63)<<6), 64);
+ dest += 64;
+ }
+ if (SCREENWIDTH & 63)
+ {
+ memcpy (dest, src + ((y & 63)<<6), SCREENWIDTH & 63);
+ dest += (SCREENWIDTH & 63);
+ }
+ }
+}
+
+static void F_DemonScroll(void)
+{
+ byte *p1, *p2;
+
+ if (finalecount < nextscroll)
+ {
+ return;
+ }
+ p1 = (byte *) W_CacheLumpName("FINAL1", PU_LEVEL);
+ p2 = (byte *) W_CacheLumpName("FINAL2", PU_LEVEL);
+ if (finalecount < 70)
+ {
+ memcpy(screens, p1, SCREENHEIGHT*SCREENWIDTH);
+ nextscroll = finalecount;
+ return;
+ }
+ if (scroll_yval < 64000)
+ {
+ memcpy(screens, p2 + SCREENHEIGHT*SCREENWIDTH - scroll_yval, scroll_yval);
+ memcpy(screens + scroll_yval, p1, SCREENHEIGHT*SCREENWIDTH - scroll_yval);
+ scroll_yval += SCREENWIDTH;
+ nextscroll = finalecount + 3;
+ }
+ else
+ {
+ memcpy(screens, p2, SCREENWIDTH*SCREENHEIGHT);
+ }
+}
+
+static void F_InitUnderWater(void)
+{
+# if defined(__WATCOMC__) && defined(_DOS)
+ memset((byte *)0xa0000, 0, SCREENWIDTH * SCREENHEIGHT); /* pcscreen */
+# endif /* DOS */
+ I_SetPalette((byte *)W_CacheLumpName("E2PAL", PU_CACHE));
+}
+
+static void F_KillUnderWater(void)
+{
+# if defined(__WATCOMC__) && defined(_DOS)
+ memset((byte *)0xa0000, 0, SCREENWIDTH * SCREENHEIGHT); /* pcscreen */
+ memset(screen, 0, SCREENWIDTH * SCREENHEIGHT);
+# endif /* DOS */
+ I_SetPalette((byte *)W_CacheLumpName("PLAYPAL", PU_CACHE));
+}
+
+static void F_DrawUnderwater(void)
+{
+ switch (finalestage)
+ {
+ case 1:
+ paused = false;
+ MenuActive = false;
+ askforquit = false;
+
+ if (!underwater_init)
+ {
+ underwater_init = true;
+ F_InitUnderWater();
+ /* draw underwater picture only once during finalestage 1,
+ * no need to update it thereafter. */
+ V_DrawRawScreen((byte *)W_CacheLumpName("E2END", PU_CACHE));
+ }
+ break;
+
+ case 2:
+ V_DrawRawScreen((byte *) W_CacheLumpName("TITLE", PU_CACHE));
+ break;
+ }
+}
+#endif /* ! RENDER3D */
+
+void F_Drawer(void)
+{
+ UpdateState |= I_FULLSCRN;
+ if (!finalestage)
+ F_TextWrite ();
+ else
+ {
+ switch (gameepisode)
+ {
+ case 1:
+ if (shareware)
+ V_DrawRawScreen((BYTE_REF) WR_CacheLumpName("ORDER", PU_CACHE));
+ else
+ V_DrawRawScreen((BYTE_REF) WR_CacheLumpName("CREDIT", PU_CACHE));
+ break;
+ case 2:
+ F_DrawUnderwater();
+ break;
+ case 3:
+ F_DemonScroll();
+ break;
+ case 4: /* Just show credits screen for extended episodes */
+ case 5:
+ V_DrawRawScreen((BYTE_REF) WR_CacheLumpName("CREDIT", PU_CACHE));
+ break;
+ }
+ }
+}
+
--- /dev/null
+++ b/g_game.c
@@ -1,0 +1,1775 @@
+// G_game.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+// Macros
+
+#define AM_STARTKEY 9
+
+// Functions
+
+boolean G_CheckDemoStatus (void);
+static void G_ReadDemoTiccmd (ticcmd_t *cmd);
+static void G_WriteDemoTiccmd (ticcmd_t *cmd);
+
+void G_InitNew (skill_t skill, int episode, int map);
+void G_PlayerReborn (int player);
+
+static void G_DoReborn (int playernum);
+
+static void G_DoLoadLevel(void);
+static void G_DoNewGame(void);
+
+void G_DoLoadGame(void);
+
+static void G_DoPlayDemo(void);
+static void G_DoCompleted(void);
+static void G_DoWorldDone(void);
+static void G_DoSaveGame(void);
+
+void D_PageTicker(void);
+void D_AdvanceDemo(void);
+
+static struct
+{
+ mobjtype_t type;
+ int speed[2];
+} MonsterMissileInfo[] =
+{
+ { MT_IMPBALL, {10, 20} },
+ { MT_MUMMYFX1, {9, 18} },
+ { MT_KNIGHTAXE, {9, 18} },
+ { MT_REDAXE, {9, 18} },
+ { MT_BEASTBALL, {12, 20} },
+ { MT_WIZFX1, {18, 24} },
+ { MT_SNAKEPRO_A, {14, 20} },
+ { MT_SNAKEPRO_B, {14, 20} },
+ { MT_HEADFX1, {13, 20} },
+ { MT_HEADFX3, {10, 18} },
+ { MT_MNTRFX1, {20, 26} },
+ { MT_MNTRFX2, {14, 20} },
+ { MT_SRCRFX1, {20, 28} },
+ { MT_SOR2FX1, {20, 28} },
+ { -1, {-1, -1} } // Terminator
+};
+
+gameaction_t gameaction;
+gamestate_t gamestate;
+skill_t gameskill;
+boolean respawnmonsters;
+int gameepisode;
+int gamemap;
+int prevmap;
+
+boolean paused;
+
+boolean usergame; // ok to save / end game
+
+static boolean sendpause; // send a pause event next tic
+static boolean sendsave; // send a save event next tic
+
+static boolean timingdemo; // if true, exit with report on completion
+static int starttime; // for comparative timing purposes
+
+boolean viewactive;
+
+boolean deathmatch; // only if started as net death
+boolean netgame; // only true if packets are broadcast
+boolean playeringame[MAXPLAYERS];
+player_t players[MAXPLAYERS];
+
+int consoleplayer; // player taking events and displaying
+int displayplayer; // view being displayed
+int gametic;
+int levelstarttic; // gametic at level start
+
+int totalkills, totalitems,
+ totalsecret; // for intermission
+static skill_t d_skill;
+static int d_episode;
+static int d_map;
+
+boolean demorecording;
+boolean demoplayback;
+boolean singledemo; // quit after playing a demo from cmdline
+static byte *demobuffer, *demo_p;
+static const char *defdemoname;
+static char demoname[MAX_OSPATH];
+
+static short consistancy[MAXPLAYERS][BACKUPTICS];
+
+static int loadgameslot;
+static int savegameslot;
+static char savedescription[32];
+
+boolean precache = true; // if true, load all graphics at start
+
+//
+// controls (have defaults)
+//
+int key_right, key_left, key_up, key_down;
+int key_strafeleft, key_straferight;
+int key_fire, key_use, key_strafe, key_speed;
+int key_flyup, key_flydown, key_flycenter;
+int key_lookup, key_lookdown, key_lookcenter;
+int key_invleft, key_invright, key_useartifact;
+
+int mouselook;
+int alwaysrun; /* boolean */
+
+int mousebfire;
+int mousebstrafe;
+int mousebforward;
+
+int joybfire;
+int joybstrafe;
+int joybuse;
+int joybspeed;
+
+#define MAXPLMOVE 0x32
+
+static fixed_t forwardmove[2] = {0x19, 0x32};
+static fixed_t sidemove[2] = {0x18, 0x28};
+static fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
+#define SLOWTURNTICS 6
+
+boolean gamekeydown[MAXKEYS];
+static int turnheld; // for accelerative turning
+static int lookheld;
+
+static boolean mousearray[4];
+static boolean *mousebuttons = &mousearray[1]; // allow [-1]
+
+static int mousex, mousey; // mouse values are used once
+static int dclicktime, dclickstate, dclicks;
+static int dclicktime2, dclickstate2, dclicks2;
+
+static int joyxmove, joyymove; // joystick values are repeated
+static boolean joyarray[5];
+static boolean *joybuttons = &joyarray[1]; // allow [-1]
+
+static int inventoryTics;
+
+boolean usearti = true;
+
+#if defined(__WATCOMC__) && defined(_DOS)
+extern externdata_t *i_ExternData;
+#endif
+
+//=============================================================================
+
+/*
+====================
+=
+= G_BuildTiccmd
+=
+= Builds a ticcmd from all of the available inputs or reads it from the
+= demo buffer.
+= If recording a demo, write it out
+====================
+*/
+
+extern boolean inventory;
+extern boolean noartiskip;
+extern int curpos;
+extern int inv_ptr;
+
+extern int isCyberPresent; // is CyberMan present?
+void I_ReadCyberCmd (ticcmd_t *cmd);
+
+void G_BuildTiccmd (ticcmd_t *cmd)
+{
+ int i;
+ boolean strafe, bstrafe;
+ int speed, tspeed, lspeed;
+ int forward, side;
+ int look, arti;
+ int flyheight;
+#if defined(__WATCOMC__) && defined(_DOS)
+ int angleDelta;
+ static int oldAngle;
+ extern int newViewAngleOff;
+ static int externInvKey;
+ event_t ev;
+#endif
+
+ memset (cmd, 0, sizeof(*cmd));
+// cmd->consistancy =
+// consistancy[consoleplayer][(maketic*ticdup)%BACKUPTICS];
+ cmd->consistancy =
+ consistancy[consoleplayer][maketic%BACKUPTICS];
+
+//printf ("cons: %i\n",cmd->consistancy);
+ strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe] || joybuttons[joybstrafe];
+ speed = gamekeydown[key_speed] || joybuttons[joybspeed] || joybuttons[joybspeed];
+#if defined(__WATCOMC__) && defined(_DOS)
+ if (useexterndriver)
+ {
+ speed |= (i_ExternData->buttons & EBT_SPEED);
+ strafe |= (i_ExternData->buttons & EBT_STRAFE);
+ }
+#endif
+
+ if (alwaysrun && !demoplayback && !demorecording)
+ speed = !speed;
+ forward = side = look = arti = flyheight = 0;
+
+//
+// use two stage accelerative turning on the keyboard and joystick
+//
+ if (joyxmove < 0 || joyxmove > 0 || gamekeydown[key_right] || gamekeydown[key_left])
+ turnheld += ticdup;
+ else
+ turnheld = 0;
+ if (turnheld < SLOWTURNTICS)
+ tspeed = 2; // slow turn
+ else
+ tspeed = speed;
+
+ if (gamekeydown[key_lookdown] || gamekeydown[key_lookup])
+ {
+ lookheld += ticdup;
+ }
+ else
+ {
+ lookheld = 0;
+ }
+ if (lookheld < SLOWTURNTICS)
+ {
+ lspeed = 1;
+ }
+ else
+ {
+ lspeed = 2;
+ }
+
+//
+// let movement keys cancel each other out
+//
+ if (strafe)
+ {
+ if (gamekeydown[key_right])
+ side += sidemove[speed];
+ if (gamekeydown[key_left])
+ side -= sidemove[speed];
+ if (joyxmove > 0)
+ side += sidemove[speed];
+ if (joyxmove < 0)
+ side -= sidemove[speed];
+ }
+ else
+ {
+ if (gamekeydown[key_right])
+ cmd->angleturn -= angleturn[tspeed];
+ if (gamekeydown[key_left])
+ cmd->angleturn += angleturn[tspeed];
+ if (joyxmove > 0)
+ cmd->angleturn -= angleturn[tspeed];
+ if (joyxmove < 0)
+ cmd->angleturn += angleturn[tspeed];
+ }
+
+ if (gamekeydown[key_up])
+ forward += forwardmove[speed];
+ if (gamekeydown[key_down])
+ forward -= forwardmove[speed];
+ if (joyymove < 0)
+ forward += forwardmove[speed];
+ if (joyymove > 0)
+ forward -= forwardmove[speed];
+ if (gamekeydown[key_straferight])
+ side += sidemove[speed];
+ if (gamekeydown[key_strafeleft])
+ side -= sidemove[speed];
+
+ // Look up/down/center keys
+ if (gamekeydown[key_lookup])
+ {
+ look = lspeed;
+ }
+ if (gamekeydown[key_lookdown])
+ {
+ look = -lspeed;
+ }
+#if defined(__WATCOMC__) && defined(_DOS)
+ if (gamekeydown[key_lookcenter] && !useexterndriver)
+ {
+ look = TOCENTER;
+ }
+#else
+ if (gamekeydown[key_lookcenter])
+ {
+ look = TOCENTER;
+ }
+#endif
+
+#if defined(__WATCOMC__) && defined(_DOS)
+ if (useexterndriver && look != TOCENTER && (gamestate == GS_LEVEL ||
+ gamestate == GS_INTERMISSION))
+ {
+ if (i_ExternData->moveForward)
+ {
+ forward += i_ExternData->moveForward;
+ if (speed)
+ {
+ forward <<= 1;
+ }
+ }
+ if (i_ExternData->angleTurn)
+ {
+ if (strafe)
+ {
+ side += i_ExternData->angleTurn;
+ }
+ else
+ {
+ cmd->angleturn += i_ExternData->angleTurn;
+ }
+ }
+ if (i_ExternData->moveSideways)
+ {
+ side += i_ExternData->moveSideways;
+ if (speed)
+ {
+ side <<= 1;
+ }
+ }
+ if (i_ExternData->buttons & EBT_CENTERVIEW)
+ {
+ look = TOCENTER;
+ oldAngle = 0;
+ }
+ else if (i_ExternData->pitch)
+ {
+ angleDelta = i_ExternData->pitch-oldAngle;
+ if (abs(angleDelta) < 35)
+ {
+ look = angleDelta/5;
+ }
+ else
+ {
+ look = 7*(angleDelta > 0 ? 1 : -1);
+ }
+ if (look == TOCENTER)
+ {
+ look++;
+ }
+ oldAngle += look*5;
+ }
+ if (i_ExternData->flyDirection)
+ {
+ if (i_ExternData->flyDirection > 0)
+ {
+ flyheight = 5;
+ }
+ else
+ {
+ flyheight = -5;
+ }
+ }
+ if (abs(newViewAngleOff-i_ExternData->angleHead) < 3000)
+ {
+ newViewAngleOff = i_ExternData->angleHead;
+ }
+ if (i_ExternData->buttons & EBT_FIRE)
+ {
+ cmd->buttons |= BT_ATTACK;
+ }
+ if (i_ExternData->buttons & EBT_OPENDOOR)
+ {
+ cmd->buttons |= BT_USE;
+ }
+ if (i_ExternData->buttons & EBT_PAUSE)
+ {
+ cmd->buttons = BT_SPECIAL | BTS_PAUSE;
+ i_ExternData->buttons &= ~EBT_PAUSE;
+ }
+ if (externInvKey & EBT_USEARTIFACT)
+ {
+ ev.type = ev_keyup;
+ ev.data1 = key_useartifact;
+ D_PostEvent(&ev);
+ externInvKey &= ~EBT_USEARTIFACT;
+ }
+ else if (i_ExternData->buttons & EBT_USEARTIFACT)
+ {
+ externInvKey |= EBT_USEARTIFACT;
+ ev.type = ev_keydown;
+ ev.data1 = key_useartifact;
+ D_PostEvent(&ev);
+ }
+ if (externInvKey & EBT_INVENTORYRIGHT)
+ {
+ ev.type = ev_keyup;
+ ev.data1 = key_invright;
+ D_PostEvent(&ev);
+ externInvKey &= ~EBT_INVENTORYRIGHT;
+ }
+ else if (i_ExternData->buttons & EBT_INVENTORYRIGHT)
+ {
+ externInvKey |= EBT_INVENTORYRIGHT;
+ ev.type = ev_keydown;
+ ev.data1 = key_invright;
+ D_PostEvent(&ev);
+ }
+ if (externInvKey & EBT_INVENTORYLEFT)
+ {
+ ev.type = ev_keyup;
+ ev.data1 = key_invleft;
+ D_PostEvent(&ev);
+ externInvKey &= ~EBT_INVENTORYLEFT;
+ }
+ else if (i_ExternData->buttons & EBT_INVENTORYLEFT)
+ {
+ externInvKey |= EBT_INVENTORYLEFT;
+ ev.type = ev_keydown;
+ ev.data1 = key_invleft;
+ D_PostEvent(&ev);
+ }
+ if (i_ExternData->buttons & EBT_FLYDROP)
+ {
+ flyheight = TOCENTER;
+ }
+ if (gamestate == GS_LEVEL)
+ {
+ if (externInvKey & EBT_MAP)
+ { // AutoMap
+ ev.type = ev_keyup;
+ ev.data1 = AM_STARTKEY;
+ D_PostEvent(&ev);
+ externInvKey &= ~EBT_MAP;
+ }
+ else if (i_ExternData->buttons & EBT_MAP)
+ {
+ externInvKey |= EBT_MAP;
+ ev.type = ev_keydown;
+ ev.data1 = AM_STARTKEY;
+ D_PostEvent(&ev);
+ }
+ }
+#if 0
+ if ((i = (i_ExternData->buttons>>EBT_WEAPONSHIFT) & EBT_WEAPONMASK) != 0)
+ {
+ cmd->buttons |= BT_CHANGE;
+ cmd->buttons |= (i-1)<<BT_WEAPONSHIFT;
+ }
+#endif
+ if (i_ExternData->buttons & EBT_WEAPONCYCLE)
+ {
+ int curWeapon;
+ player_t *pl;
+
+ pl = &players[consoleplayer];
+ curWeapon = pl->readyweapon;
+ for (curWeapon = (curWeapon + 1) & 7; curWeapon != pl->readyweapon;
+ curWeapon = (curWeapon + 1) & 7)
+ {
+ if (pl->weaponowned[curWeapon])
+ {
+ if (curWeapon >= wp_goldwand && curWeapon <= wp_mace &&
+ !pl->ammo[wpnlev1info[curWeapon].ammo])
+ { // weapon that requires ammo is empty
+ continue;
+ }
+ break;
+ }
+ }
+ cmd->buttons |= BT_CHANGE;
+ cmd->buttons |= curWeapon<<BT_WEAPONSHIFT;
+ }
+ }
+#endif
+
+ // Fly up/down/drop keys
+ if (gamekeydown[key_flyup])
+ {
+ flyheight = 5; // note that the actual flyheight will be twice this
+ }
+ if (gamekeydown[key_flydown])
+ {
+ flyheight = -5;
+ }
+ if (gamekeydown[key_flycenter])
+ {
+ flyheight = TOCENTER;
+#if defined(__WATCOMC__) && defined(_DOS)
+ if (!useexterndriver)
+ {
+ look = TOCENTER;
+ }
+#else
+ look = TOCENTER;
+#endif
+ }
+
+ // Use artifact key
+ if (gamekeydown[key_useartifact])
+ {
+ if (gamekeydown[key_speed] && !noartiskip)
+ {
+ if (players[consoleplayer].inventory[inv_ptr].type != arti_none)
+ {
+ gamekeydown[key_useartifact] = false;
+ cmd->arti = 0xff; // skip artifact code
+ }
+ }
+ else
+ {
+ if (inventory)
+ {
+ players[consoleplayer].readyArtifact =
+ players[consoleplayer].inventory[inv_ptr].type;
+ inventory = false;
+ cmd->arti = 0;
+ usearti = false;
+ }
+ else if (usearti)
+ {
+ cmd->arti = players[consoleplayer].inventory[inv_ptr].type;
+ usearti = false;
+ }
+ }
+ }
+ if (gamekeydown[127] && !cmd->arti && !players[consoleplayer].powers[pw_weaponlevel2])
+ {
+ gamekeydown[127] = false;
+ cmd->arti = arti_tomeofpower;
+ }
+
+//
+// buttons
+//
+ cmd->chatchar = CT_dequeueChatChar();
+ if (gamekeydown[key_fire] || mousebuttons[mousebfire]
+ || joybuttons[joybfire])
+ cmd->buttons |= BT_ATTACK;
+
+ if (gamekeydown[key_use] || joybuttons[joybuse] )
+ {
+ cmd->buttons |= BT_USE;
+ dclicks = 0; // clear double clicks if hit use button
+ }
+
+ for (i = 0; i < NUMWEAPONS-2; i++)
+ {
+ if (gamekeydown['1'+i])
+ {
+ cmd->buttons |= BT_CHANGE;
+ cmd->buttons |= i<<BT_WEAPONSHIFT;
+ break;
+ }
+ }
+
+//
+// mouse
+//
+ if (mousebuttons[mousebforward])
+ {
+ forward += forwardmove[speed];
+ }
+
+//
+// forward double click
+//
+ if (mousebuttons[mousebforward] != dclickstate && dclicktime > 1)
+ {
+ dclickstate = mousebuttons[mousebforward];
+ if (dclickstate)
+ dclicks++;
+ if (dclicks == 2)
+ {
+ cmd->buttons |= BT_USE;
+ dclicks = 0;
+ }
+ else
+ dclicktime = 0;
+ }
+ else
+ {
+ dclicktime += ticdup;
+ if (dclicktime > 20)
+ {
+ dclicks = 0;
+ dclickstate = 0;
+ }
+ }
+
+//
+// strafe double click
+//
+ bstrafe = mousebuttons[mousebstrafe] || joybuttons[joybstrafe];
+ if (bstrafe != dclickstate2 && dclicktime2 > 1 )
+ {
+ dclickstate2 = bstrafe;
+ if (dclickstate2)
+ dclicks2++;
+ if (dclicks2 == 2)
+ {
+ cmd->buttons |= BT_USE;
+ dclicks2 = 0;
+ }
+ else
+ dclicktime2 = 0;
+ }
+ else
+ {
+ dclicktime2 += ticdup;
+ if (dclicktime2 > 20)
+ {
+ dclicks2 = 0;
+ dclickstate2 = 0;
+ }
+ }
+
+ if (strafe)
+ {
+ side += mousex*2;
+ }
+ else
+ {
+ cmd->angleturn -= mousex*0x8;
+ }
+
+ if (demorecording || demoplayback || (mouselook == 0))
+ {
+ forward += mousey;
+ }
+ else if (mousey && !paused) /* mouselook, but not when paused */
+ {
+ /* We'll directly change the viewing pitch of the console player. */
+ float adj = ((mousey*0x4) << 16) / (float) ANGLE_180*180*110.0/85.0;
+ float newlookdir = 0;
+
+ adj *= 2; /* Speed up the X11 mlook a little. */
+
+ if (mouselook == 1)
+ newlookdir = players[consoleplayer].lookdir + adj;
+ else if (mouselook == 2)
+ newlookdir = players[consoleplayer].lookdir - adj;
+
+ // vertical view angle taken from p_user.c line 249.
+ if (newlookdir > 90)
+ newlookdir = 90;
+ else if (newlookdir < -110)
+ newlookdir = -110;
+
+ players[consoleplayer].lookdir = newlookdir;
+ }
+
+ mousex = mousey = 0;
+
+ if (forward > MAXPLMOVE)
+ forward = MAXPLMOVE;
+ else if (forward < -MAXPLMOVE)
+ forward = -MAXPLMOVE;
+ if (side > MAXPLMOVE)
+ side = MAXPLMOVE;
+ else if (side < -MAXPLMOVE)
+ side = -MAXPLMOVE;
+
+ cmd->forwardmove += forward;
+ cmd->sidemove += side;
+ if (players[consoleplayer].playerstate == PST_LIVE)
+ {
+ if (look < 0)
+ {
+ look += 16;
+ }
+ cmd->lookfly = look;
+ }
+ if (flyheight < 0)
+ {
+ flyheight += 16;
+ }
+ cmd->lookfly |= flyheight<<4;
+
+//
+// special buttons
+//
+ if (sendpause)
+ {
+ sendpause = false;
+ cmd->buttons = BT_SPECIAL | BTS_PAUSE;
+ }
+
+ if (sendsave)
+ {
+ sendsave = false;
+ cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT);
+ }
+}
+
+
+/*
+==============
+=
+= G_DoLoadLevel
+=
+==============
+*/
+
+static void G_DoLoadLevel (void)
+{
+ int i;
+
+ levelstarttic = gametic; // for time calculation
+ gamestate = GS_LEVEL;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i] && players[i].playerstate == PST_DEAD)
+ players[i].playerstate = PST_REBORN;
+ memset (players[i].frags, 0, sizeof(players[i].frags));
+ }
+
+ P_SetupLevel (gameepisode, gamemap, 0, gameskill);
+ displayplayer = consoleplayer; // view the guy you are playing
+ starttime = I_GetTime ();
+ gameaction = ga_nothing;
+ Z_CheckHeap ();
+
+//
+// clear cmd building stuff
+//
+ memset (gamekeydown, 0, sizeof(gamekeydown));
+ joyxmove = joyymove = 0;
+ mousex = mousey = 0;
+ sendpause = sendsave = paused = false;
+// memset (mousebuttons, 0, sizeof(mousebuttons));
+// memset (joybuttons, 0, sizeof(joybuttons));
+ memset (joyarray, 0, sizeof(joyarray));
+ memset (mousearray, 0, sizeof(mousearray));
+}
+
+
+/*
+===============================================================================
+=
+= G_Responder
+=
+= get info needed to make ticcmd_ts for the players
+=
+===============================================================================
+*/
+
+boolean G_Responder(event_t *ev)
+{
+ player_t *plr;
+ extern boolean MenuActive;
+
+ plr = &players[consoleplayer];
+ if (ev->type == ev_keyup && ev->data1 == key_useartifact)
+ { // flag to denote that it's okay to use an artifact
+ if (!inventory)
+ {
+ plr->readyArtifact = plr->inventory[inv_ptr].type;
+ }
+ usearti = true;
+ }
+
+ // Check for spy mode player cycle
+ if (gamestate == GS_LEVEL && ev->type == ev_keydown
+ && ev->data1 == KEY_F12 && !deathmatch)
+ { // Cycle the display player
+ do
+ {
+ displayplayer++;
+ if (displayplayer == MAXPLAYERS)
+ {
+ displayplayer = 0;
+ }
+ }
+ while (!playeringame[displayplayer] && displayplayer != consoleplayer);
+ return true;
+ }
+
+ if (gamestate == GS_LEVEL)
+ {
+ if (CT_Responder(ev))
+ { // Chat ate the event
+ return true;
+ }
+ if (SB_Responder(ev))
+ { // Status bar ate the event
+ return true;
+ }
+ if(AM_Responder(ev))
+ { // Automap ate the event
+ return true;
+ }
+ }
+
+ switch (ev->type)
+ {
+ case ev_keydown:
+ if (ev->data1 == key_invleft)
+ {
+ inventoryTics = 5*35;
+ if (!inventory)
+ {
+ inventory = true;
+ break;
+ }
+ inv_ptr--;
+ if (inv_ptr < 0)
+ {
+ inv_ptr = 0;
+ }
+ else
+ {
+ curpos--;
+ if (curpos < 0)
+ {
+ curpos = 0;
+ }
+ }
+ return true;
+ }
+ if (ev->data1 == key_invright)
+ {
+ inventoryTics = 5*35;
+ if (!inventory)
+ {
+ inventory = true;
+ break;
+ }
+ inv_ptr++;
+ if (inv_ptr >= plr->inventorySlotNum)
+ {
+ inv_ptr--;
+ if (inv_ptr < 0)
+ inv_ptr = 0;
+ }
+ else
+ {
+ curpos++;
+ if (curpos > 6)
+ {
+ curpos = 6;
+ }
+ }
+ return true;
+ }
+ if (ev->data1 == KEY_PAUSE)
+ {
+ if (!MenuActive && gamestate != GS_FINALE)
+ sendpause = true;
+ return true;
+ }
+ if (ev->data1 < MAXKEYS)
+ {
+ gamekeydown[ev->data1] = true;
+ }
+ return true; // eat key down events
+
+ case ev_keyup:
+ if (ev->data1 < MAXKEYS)
+ {
+ gamekeydown[ev->data1] = false;
+ }
+ return false; // always let key up events filter down
+
+ case ev_mouse:
+ mousebuttons[0] = ev->data1 & 1;
+ mousebuttons[1] = ev->data1 & 2;
+ mousebuttons[2] = ev->data1 & 4;
+ mousex = ev->data2 * (mouseSensitivity + 5) / 2;
+ mousey = ev->data3 * (mouseSensitivity + 5) / 2;
+ return true; // eat events
+
+ case ev_joystick:
+ joybuttons[0] = ev->data1 & 1;
+ joybuttons[1] = ev->data1 & 2;
+ joybuttons[2] = ev->data1 & 4;
+ joybuttons[3] = ev->data1 & 8;
+ joyxmove = ev->data2;
+ joyymove = ev->data3;
+ return true; // eat events
+
+ default:
+ break;
+ }
+ return false;
+}
+
+/*
+===============================================================================
+=
+= G_Ticker
+=
+===============================================================================
+*/
+
+void G_Ticker(void)
+{
+ int i, buf;
+ ticcmd_t *cmd = NULL;
+
+//
+// do player reborns if needed
+//
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i] && players[i].playerstate == PST_REBORN)
+ G_DoReborn (i);
+ }
+
+//
+// do things to change the game state
+//
+ while (gameaction != ga_nothing)
+ {
+ switch (gameaction)
+ {
+ case ga_loadlevel:
+ G_DoLoadLevel();
+ break;
+ case ga_newgame:
+ G_DoNewGame();
+ break;
+ case ga_loadgame:
+ G_DoLoadGame();
+ break;
+ case ga_savegame:
+ G_DoSaveGame();
+ break;
+ case ga_playdemo:
+ G_DoPlayDemo();
+ break;
+ case ga_screenshot:
+ M_ScreenShot();
+ gameaction = ga_nothing;
+ break;
+ case ga_completed:
+ G_DoCompleted();
+ break;
+ case ga_worlddone:
+ G_DoWorldDone();
+ break;
+ case ga_victory:
+ F_StartFinale();
+ break;
+ default:
+ break;
+ }
+ }
+
+//
+// get commands, check consistancy, and build new consistancy check
+//
+ //buf = gametic % BACKUPTICS;
+ buf = (gametic / ticdup) % BACKUPTICS;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ cmd = &players[i].cmd;
+
+ memcpy (cmd, &netcmds[i][buf], sizeof(ticcmd_t));
+
+ if (demoplayback)
+ G_ReadDemoTiccmd (cmd);
+ if (demorecording)
+ G_WriteDemoTiccmd (cmd);
+
+ if (netgame && !(gametic%ticdup))
+ {
+ if (gametic > BACKUPTICS && consistancy[i][buf] != cmd->consistancy)
+ {
+ I_Error ("consistency failure (%i should be %i)",cmd->consistancy, consistancy[i][buf]);
+ }
+ if (players[i].mo)
+ consistancy[i][buf] = players[i].mo->x;
+ else
+ consistancy[i][buf] = rndindex;
+ }
+ }
+ }
+
+//
+// check for special buttons
+//
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ if (players[i].cmd.buttons & BT_SPECIAL)
+ {
+ switch (players[i].cmd.buttons & BT_SPECIALMASK)
+ {
+ case BTS_PAUSE:
+ paused ^= 1;
+ if (paused)
+ {
+ S_PauseSound();
+ }
+ else
+ {
+ S_ResumeSound();
+ }
+ break;
+
+ case BTS_SAVEGAME:
+ if (!savedescription[0])
+ {
+ if (netgame)
+ {
+ strcpy (savedescription, "NET GAME");
+ }
+ else
+ {
+ strcpy(savedescription, "SAVE GAME");
+ }
+ }
+ savegameslot =
+ (players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
+ gameaction = ga_savegame;
+ break;
+ }
+ }
+ }
+ }
+
+// turn inventory off after a certain amount of time
+ if (inventory && !(--inventoryTics))
+ {
+ players[consoleplayer].readyArtifact =
+ players[consoleplayer].inventory[inv_ptr].type;
+ inventory = false;
+ cmd->arti = 0;
+ }
+
+//
+// do main actions
+//
+ switch (gamestate)
+ {
+ case GS_LEVEL:
+ P_Ticker ();
+ SB_Ticker ();
+ AM_Ticker ();
+ CT_Ticker();
+ break;
+ case GS_INTERMISSION:
+ IN_Ticker ();
+ break;
+ case GS_FINALE:
+ F_Ticker();
+ break;
+ case GS_DEMOSCREEN:
+ D_PageTicker ();
+ break;
+ }
+}
+
+
+/*
+==============================================================================
+
+ PLAYER STRUCTURE FUNCTIONS
+
+also see P_SpawnPlayer in P_Things
+==============================================================================
+*/
+
+/*
+====================
+=
+= G_InitPlayer
+=
+= Called at the start
+= Called by the game initialization functions
+====================
+*/
+
+void G_InitPlayer (int player)
+{
+// player_t *p;
+
+// set up the saved info
+// p = &players[player];
+
+// clear everything else to defaults
+ G_PlayerReborn (player);
+}
+
+/*
+====================
+=
+= G_PlayerFinishLevel
+=
+= Can when a player completes a level
+====================
+*/
+extern int playerkeys;
+
+void G_PlayerFinishLevel(int player)
+{
+ player_t *p;
+ int i;
+
+/* // BIG HACK
+ inv_ptr = 0;
+ curpos = 0;
+*/
+ // END HACK
+ p = &players[player];
+ for (i = 0; i < p->inventorySlotNum; i++)
+ {
+ p->inventory[i].count = 1;
+ }
+ p->artifactCount = p->inventorySlotNum;
+
+ if (!deathmatch)
+ {
+ for (i = 0; i < 16; i++)
+ {
+ P_PlayerUseArtifact(p, arti_fly);
+ }
+ }
+ memset(p->powers, 0, sizeof(p->powers));
+ memset(p->keys, 0, sizeof(p->keys));
+ playerkeys = 0;
+// memset(p->inventory, 0, sizeof(p->inventory));
+ if (p->chickenTics)
+ {
+ p->readyweapon = p->mo->special1; // Restore weapon
+ p->chickenTics = 0;
+ }
+ p->messageTics = 0;
+ p->lookdir = 0;
+ p->mo->flags &= ~MF_SHADOW; // Remove invisibility
+ p->extralight = 0; // Remove weapon flashes
+ p->fixedcolormap = 0; // Remove torch
+ p->damagecount = 0; // No palette changes
+ p->bonuscount = 0;
+ p->rain1 = NULL;
+ p->rain2 = NULL;
+ if (p == &players[consoleplayer])
+ {
+ SB_state = -1; // refresh the status bar
+ }
+}
+
+/*
+====================
+=
+= G_PlayerReborn
+=
+= Called after a player dies
+= almost everything is cleared and initialized
+====================
+*/
+
+void G_PlayerReborn(int player)
+{
+ player_t *p;
+ int i;
+ int frags[MAXPLAYERS];
+ int killcount, itemcount, secretcount;
+ boolean secret;
+
+ secret = false;
+ memcpy(frags, players[player].frags, sizeof(frags));
+ killcount = players[player].killcount;
+ itemcount = players[player].itemcount;
+ secretcount = players[player].secretcount;
+
+ p = &players[player];
+ if (p->didsecret)
+ {
+ secret = true;
+ }
+ memset(p, 0, sizeof(*p));
+
+ memcpy(players[player].frags, frags, sizeof(players[player].frags));
+ players[player].killcount = killcount;
+ players[player].itemcount = itemcount;
+ players[player].secretcount = secretcount;
+
+ p->usedown = p->attackdown = true; // don't do anything immediately
+ p->playerstate = PST_LIVE;
+ p->health = MAXHEALTH;
+ p->readyweapon = p->pendingweapon = wp_goldwand;
+ p->weaponowned[wp_staff] = true;
+ p->weaponowned[wp_goldwand] = true;
+ p->messageTics = 0;
+ p->lookdir = 0;
+ p->ammo[am_goldwand] = 50;
+ for (i = 0; i < NUMAMMO; i++)
+ {
+ p->maxammo[i] = maxammo[i];
+ }
+ if (gamemap == 9 || secret)
+ {
+ p->didsecret = true;
+ }
+ if (p == &players[consoleplayer])
+ {
+ SB_state = -1; // refresh the status bar
+ inv_ptr = 0; // reset the inventory pointer
+ curpos = 0;
+ }
+}
+
+/*
+====================
+=
+= G_CheckSpot
+=
+= Returns false if the player cannot be respawned at the given mapthing_t spot
+= because something is occupying it
+====================
+*/
+
+void P_SpawnPlayer (mapthing_t *mthing);
+
+boolean G_CheckSpot (int playernum, mapthing_t *mthing)
+{
+ fixed_t x, y;
+ subsector_t *ss;
+ unsigned int an;
+ mobj_t *mo;
+
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+
+ players[playernum].mo->flags2 &= ~MF2_PASSMOBJ;
+ if (! P_CheckPosition(players[playernum].mo, x, y))
+ {
+ players[playernum].mo->flags2 |= MF2_PASSMOBJ;
+ return false;
+ }
+ players[playernum].mo->flags2 |= MF2_PASSMOBJ;
+
+// spawn a teleport fog
+ ss = R_PointInSubsector (x, y);
+ an = (ANG45 * (mthing->angle / 45)) >> ANGLETOFINESHIFT;
+
+ mo = P_SpawnMobj (x + 20*finecosine[an], y + 20*finesine[an],
+ ss->sector->floorheight + TELEFOGHEIGHT, MT_TFOG);
+
+ if (players[consoleplayer].viewz != 1)
+ S_StartSound (mo, sfx_telept); // don't start sound on first frame
+
+ return true;
+}
+
+/*
+====================
+=
+= G_DeathMatchSpawnPlayer
+=
+= Spawns a player at one of the random death match spots
+= called at level load and each death
+====================
+*/
+
+void G_DeathMatchSpawnPlayer (int playernum)
+{
+ int i, j;
+ int selections;
+
+ selections = deathmatch_p - deathmatchstarts;
+ if (selections < 4)
+ I_Error ("Only %i deathmatch spots, 4 required", selections);
+
+ for (j = 0; j < 20; j++)
+ {
+ i = P_Random() % selections;
+ if (G_CheckSpot (playernum, &deathmatchstarts[i]))
+ {
+ deathmatchstarts[i].type = playernum + 1;
+ P_SpawnPlayer (&deathmatchstarts[i]);
+ return;
+ }
+ }
+
+// no good spot, so the player will probably get stuck
+ P_SpawnPlayer (&playerstarts[playernum]);
+}
+
+/*
+====================
+=
+= G_DoReborn
+=
+====================
+*/
+
+static void G_DoReborn(int playernum)
+{
+ int i;
+
+ if (G_CheckDemoStatus())
+ return;
+ if (!netgame)
+ gameaction = ga_loadlevel; // reload the level from scratch
+ else
+ { // respawn at the start
+ players[playernum].mo->player = NULL; // dissasociate the corpse
+
+ // spawn at random spot if in death match
+ if (deathmatch)
+ {
+ G_DeathMatchSpawnPlayer(playernum);
+ return;
+ }
+
+ if (G_CheckSpot(playernum, &playerstarts[playernum]))
+ {
+ P_SpawnPlayer(&playerstarts[playernum]);
+ return;
+ }
+ // try to spawn at one of the other players spots
+ for (i = 0; i < MAXPLAYERS; i++)
+ if (G_CheckSpot(playernum, &playerstarts[i]))
+ {
+ playerstarts[i].type = playernum + 1; // fake as other player
+ P_SpawnPlayer(&playerstarts[i]);
+ playerstarts[i].type = i + 1; // restore
+ return;
+ }
+ // he's going to be inside something. Too bad.
+ P_SpawnPlayer(&playerstarts[playernum]);
+ }
+}
+
+
+void G_ScreenShot (void)
+{
+ gameaction = ga_screenshot;
+}
+
+
+/*
+====================
+=
+= G_DoCompleted
+=
+====================
+*/
+
+boolean secretexit;
+void G_ExitLevel (void)
+{
+ secretexit = false;
+ gameaction = ga_completed;
+}
+void G_SecretExitLevel (void)
+{
+ secretexit = true;
+ gameaction = ga_completed;
+}
+
+static void G_DoCompleted(void)
+{
+ int i;
+ static int afterSecret[5] = { 7, 5, 5, 5, 4 };
+
+ gameaction = ga_nothing;
+ if (G_CheckDemoStatus())
+ {
+ return;
+ }
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ G_PlayerFinishLevel(i);
+ }
+ }
+ prevmap = gamemap;
+ if (secretexit == true)
+ {
+ gamemap = 9;
+ }
+ else if (gamemap == 9)
+ { // Finished secret level
+ gamemap = afterSecret[gameepisode - 1];
+ }
+ else if (gamemap == 8)
+ {
+ gameaction = ga_victory;
+ return;
+ }
+ else
+ {
+ gamemap++;
+ }
+ gamestate = GS_INTERMISSION;
+ IN_Start();
+}
+
+//============================================================================
+//
+// G_WorldDone
+//
+//============================================================================
+
+void G_WorldDone(void)
+{
+ gameaction = ga_worlddone;
+}
+
+//============================================================================
+//
+// G_DoWorldDone
+//
+//============================================================================
+
+static void G_DoWorldDone(void)
+{
+ gamestate = GS_LEVEL;
+ G_DoLoadLevel();
+ gameaction = ga_nothing;
+ viewactive = true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC G_LoadGame
+//
+// Can be called by the startup code or the menu task.
+//
+//---------------------------------------------------------------------------
+
+void G_LoadGame(int slot)
+{
+ loadgameslot = slot;
+ gameaction = ga_loadgame;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC G_DoLoadGame
+//
+// Called by G_Ticker based on gameaction.
+//
+//---------------------------------------------------------------------------
+
+void G_DoLoadGame(void)
+{
+ gameaction = ga_nothing;
+ SV_LoadGame(loadgameslot);
+}
+
+
+/*
+====================
+=
+= G_InitNew
+=
+= Can be called by the startup code or the menu task
+= consoleplayer, displayplayer, playeringame[] should be set
+====================
+*/
+
+void G_DeferedInitNew (skill_t skill, int episode, int map)
+{
+ d_skill = skill;
+ d_episode = episode;
+ d_map = map;
+ gameaction = ga_newgame;
+}
+
+static void G_DoNewGame (void)
+{
+ G_InitNew (d_skill, d_episode, d_map);
+ gameaction = ga_nothing;
+}
+
+void G_InitNew(skill_t skill, int episode, int map)
+{
+ int i;
+ int speed;
+ static const char *skyLumpNames[5] =
+ {
+ "SKY1", "SKY2", "SKY3", "SKY1", "SKY3"
+ };
+
+ if (paused)
+ {
+ paused = false;
+ S_ResumeSound();
+ }
+ if (skill < sk_baby)
+ skill = sk_baby;
+ if (skill > sk_nightmare)
+ skill = sk_nightmare;
+ if (episode < 1)
+ episode = 1;
+ // Up to 9 episodes for testing
+ if (episode > 9)
+ episode = 9;
+ if (map < 1)
+ map = 1;
+ if (map > 9)
+ map = 9;
+ M_ClearRandom();
+ if (respawnparm)
+ {
+ respawnmonsters = true;
+ }
+ else
+ {
+ respawnmonsters = false;
+ }
+ // Set monster missile speeds
+ speed = skill == sk_nightmare;
+ for (i = 0; MonsterMissileInfo[i].type != -1; i++)
+ {
+ mobjinfo[MonsterMissileInfo[i].type].speed
+ = MonsterMissileInfo[i].speed[speed]<<FRACBITS;
+ }
+ // Force players to be initialized upon first level load
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ players[i].playerstate = PST_REBORN;
+ players[i].didsecret = false;
+ }
+ // Set up a bunch of globals
+ usergame = true; // will be set false if a demo
+ paused = false;
+ demorecording = false;
+ demoplayback = false;
+ viewactive = true;
+ gameepisode = episode;
+ gamemap = map;
+ gameskill = skill;
+ viewactive = true;
+ BorderNeedRefresh = true;
+
+ // Set the sky map
+ if (episode > 5)
+ {
+ skytexture = R_TextureNumForName("SKY1");
+ }
+ else
+ {
+ skytexture = R_TextureNumForName(skyLumpNames[episode-1]);
+ }
+
+//
+// give one null ticcmd_t
+//
+#if 0
+ gametic = 0;
+ maketic = 1;
+ for (i = 0; i < MAXPLAYERS; i++)
+ nettics[i] = 1; // one null event for this gametic
+ memset (localcmds,0,sizeof(localcmds));
+ memset (netcmds,0,sizeof(netcmds));
+#endif
+ G_DoLoadLevel();
+}
+
+
+/*
+===============================================================================
+
+ DEMO RECORDING
+
+===============================================================================
+*/
+
+#define DEMOMARKER 0x80
+
+static void G_ReadDemoTiccmd (ticcmd_t *cmd)
+{
+ if (*demo_p == DEMOMARKER)
+ { // end of demo data stream
+ G_CheckDemoStatus ();
+ return;
+ }
+ cmd->forwardmove = ((signed char)*demo_p++);
+ cmd->sidemove = ((signed char)*demo_p++);
+ cmd->angleturn = ((unsigned char)*demo_p++)<<8;
+ cmd->buttons = (unsigned char)*demo_p++;
+ cmd->lookfly = (unsigned char)*demo_p++;
+ cmd->arti = (unsigned char)*demo_p++;
+}
+
+static void G_WriteDemoTiccmd (ticcmd_t *cmd)
+{
+ if (gamekeydown['q']) // press q to end demo recording
+ G_CheckDemoStatus ();
+ *demo_p++ = (byte) cmd->forwardmove;
+ *demo_p++ = (byte) cmd->sidemove;
+ *demo_p++ = cmd->angleturn>>8;
+ *demo_p++ = cmd->buttons;
+ *demo_p++ = cmd->lookfly;
+ *demo_p++ = cmd->arti;
+ demo_p -= 6;
+ G_ReadDemoTiccmd (cmd); // make SURE it is exactly the same
+}
+
+
+/*
+===================
+=
+= G_RecordDemo
+=
+===================
+*/
+
+void G_RecordDemo (skill_t skill, int numplayers, int episode, int map, const char *name)
+{
+ int i;
+
+ G_InitNew (skill, episode, map);
+ usergame = false;
+ snprintf (demoname, sizeof(demoname), "%s%s.lmp", basePath, name);
+ demobuffer = demo_p = (byte *) Z_Malloc (0x20000, PU_STATIC, NULL);
+ *demo_p++ = skill;
+ *demo_p++ = episode;
+ *demo_p++ = map;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ *demo_p++ = playeringame[i];
+
+ demorecording = true;
+}
+
+
+/*
+===================
+=
+= G_PlayDemo
+=
+===================
+*/
+
+void G_DeferedPlayDemo (const char *name)
+{
+ defdemoname = name;
+ gameaction = ga_playdemo;
+}
+
+static void G_DoPlayDemo (void)
+{
+ skill_t skill;
+ int i, episode, map;
+
+ gameaction = ga_nothing;
+ demobuffer = demo_p = (byte *) W_CacheLumpName (defdemoname, PU_STATIC);
+ skill = *demo_p++;
+ episode = *demo_p++;
+ map = *demo_p++;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ playeringame[i] = *demo_p++;
+
+ precache = false; // don't spend a lot of time in loadlevel
+ G_InitNew (skill, episode, map);
+ precache = true;
+ usergame = false;
+ demoplayback = true;
+}
+
+
+/*
+===================
+=
+= G_TimeDemo
+=
+===================
+*/
+
+void G_TimeDemo (const char *name)
+{
+ skill_t skill;
+ int episode, map;
+
+ demobuffer = demo_p = (byte *) W_CacheLumpName (name, PU_STATIC);
+ skill = *demo_p++;
+ episode = *demo_p++;
+ map = *demo_p++;
+ G_InitNew (skill, episode, map);
+ usergame = false;
+ demoplayback = true;
+ timingdemo = true;
+ singletics = true;
+}
+
+
+/*
+===================
+=
+= G_CheckDemoStatus
+=
+= Called after a death or level completion to allow demos to be cleaned up
+= Returns true if a new demo loop action will take place
+===================
+*/
+
+boolean G_CheckDemoStatus (void)
+{
+ int endtime;
+
+ if (timingdemo)
+ {
+ endtime = I_GetTime ();
+ I_Error ("timed %i gametics in %i realtics", gametic,
+ endtime - starttime);
+ }
+
+ if (demoplayback)
+ {
+ if (singledemo)
+ I_Quit ();
+
+ Z_ChangeTag (demobuffer, PU_CACHE);
+ demoplayback = false;
+ D_AdvanceDemo ();
+ return true;
+ }
+
+ if (demorecording)
+ {
+ *demo_p++ = DEMOMARKER;
+ M_WriteFile (demoname, demobuffer, demo_p - demobuffer);
+ Z_Free (demobuffer);
+ demorecording = false;
+ I_Error ("Recorded demo: %s", demoname);
+ }
+
+ return false;
+}
+
+/**************************************************************************/
+
+//==========================================================================
+//
+// G_SaveGame
+//
+// Called by the menu task. <description> is a 24 byte text string.
+//
+//==========================================================================
+
+void G_SaveGame(int slot, const char *description)
+{
+ savegameslot = slot;
+ strcpy(savedescription, description);
+ sendsave = true;
+}
+
+//==========================================================================
+//
+// G_DoSaveGame
+//
+// Called by G_Ticker based on gameaction.
+//
+//==========================================================================
+
+static void G_DoSaveGame(void)
+{
+ SV_SaveGame(savegameslot, savedescription);
+ gameaction = ga_nothing;
+ savedescription[0] = 0;
+ P_SetMessage(&players[consoleplayer], TXT_GAMESAVED, true);
+}
+
--- /dev/null
+++ b/h2stdinc.h
@@ -1,0 +1,131 @@
+/*
+ h2stdinc.h
+ includes the minimum necessary stdc headers,
+ defines common and / or missing types.
+*/
+
+#ifndef __H2STDINC_H
+#define __H2STDINC_H
+
+#include <u.h>
+#include <libc.h>
+#include <stdio.h>
+
+#define uint32_t u32int
+#define int32_t s32int
+#define int16_t s16int
+#define uint16_t u16int
+#define uint64_t u64int
+#define int64_t s64int
+
+#define intptr_t vlong
+#define uintptr_t uvlong
+#define ptrdiff_t vlong
+
+#define size_t uvlong
+
+#undef PI
+
+#define strcasecmp cistrcmp
+#define strncasecmp cistrncmp
+
+
+/*==========================================================================*/
+
+#ifndef NULL
+#if defined(__cplusplus)
+#define NULL 0
+#else
+#define NULL ((void *)0)
+#endif
+#endif
+
+#define H2MAXCHAR ((char)0x7f)
+#define H2MAXSHORT ((short)0x7fff)
+#define H2MAXINT ((int)0x7fffffff) /* max positive 32-bit integer */
+#define H2MINCHAR ((char)0x80)
+#define H2MINSHORT ((short)0x8000)
+#define H2MININT ((int)0x80000000) /* max negative 32-bit integer */
+
+/* make sure enums are the size of ints for structure packing */
+typedef enum {
+ THE_DUMMY_VALUE
+} THE_DUMMY_ENUM;
+
+
+/*==========================================================================*/
+
+typedef unsigned char byte;
+
+#undef true
+#undef false
+#if defined(__cplusplus)
+/* some structures have boolean members and the x86 asm code expect
+ * those members to be 4 bytes long. therefore, boolean must be 32
+ * bits and it can NOT be binary compatible with the 8 bit C++ bool. */
+typedef int boolean;
+#else
+typedef enum {
+ false = 0,
+ true = 1
+} boolean;
+#endif
+
+/*==========================================================================*/
+
+/* math */
+#define FRACBITS 16
+#define FRACUNIT (1 << FRACBITS)
+
+typedef int fixed_t;
+
+
+/*==========================================================================*/
+
+/* compatibility with M$ types */
+#if !defined(_WIN32)
+#define PASCAL
+#define FAR
+#define APIENTRY
+#endif /* ! WINDOWS */
+
+/*==========================================================================*/
+
+/* compiler specific definitions */
+
+#if !defined(__GNUC__)
+#define __attribute__(x)
+#endif /* __GNUC__ */
+
+/* argument format attributes for function
+ * pointers are supported for gcc >= 3.1
+ */
+#if defined(__GNUC__) && (__GNUC__ > 3 || (__GNUC__ == 3 && __GNUC_MINOR__ > 0))
+#define __fp_attribute__ __attribute__
+#else
+#define __fp_attribute__(x)
+#endif
+
+/* function optimize attribute is added
+ * starting with gcc 4.4.0
+ */
+#if defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ > 3))
+#define __no_optimize __attribute__((__optimize__("0")))
+#else
+#define __no_optimize
+#endif
+
+/*==========================================================================*/
+
+/* Provide a substitute for offsetof() if we don't have one.
+ * This variant works on most (but not *all*) systems...
+ */
+#ifndef offsetof
+#define offsetof(t,m) ((size_t)&(((t *)0)->m))
+#endif
+
+/*==========================================================================*/
+
+
+#endif /* __H2STDINC_H */
+
--- /dev/null
+++ b/i_cdmus.c
@@ -1,0 +1,186 @@
+
+//**************************************************************************
+//**
+//** i_cdmus.c
+//**
+//** $Revision: 562 $
+//** $Date: 2010-10-20 15:45:52 +0300 (Wed, 20 Oct 2010) $
+//**
+//**************************************************************************
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "i_cdmus.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define MAX_AUDIO_TRACKS 25
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+int cdaudio; /* boolean: enabled or disabled */
+
+boolean i_CDMusic;
+int i_CDTrack;
+int i_CDCurrentTrack;
+int i_CDMusicLength;
+int oldTic;
+
+int cd_Error;
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+#if 0 /* nothing is here yet */
+static int cd_FirstTrack;
+static int cd_LastTrack;
+static char cd_dev[64] = "/dev/cdrom";
+#endif
+static int cdfile = -1;
+
+// CODE --------------------------------------------------------------------
+
+static int I_CDGetDiskInfo(void)
+{
+ return 0;
+}
+
+//==========================================================================
+//
+// I_CDMusInit
+//
+// Initializes the CD audio system. Must be called before using any
+// other I_CDMus functions.
+//
+// Returns: 0 (ok) or -1 (error, in cd_Error).
+//
+//==========================================================================
+
+int I_CDMusInit(void)
+{
+ //open CD device
+ I_CDGetDiskInfo ();
+ return -1; // not implemented yet
+}
+
+//==========================================================================
+//
+// I_CDMusPlay
+//
+// Play an audio CD track.
+//
+// Returns: 0 (ok) or -1 (error, in cd_Error).
+//
+//==========================================================================
+
+int I_CDMusPlay(int)
+{
+ return 0;
+}
+
+//==========================================================================
+//
+// I_CDMusStop
+//
+// Stops the playing of an audio CD.
+//
+// Returns: 0 (ok) or -1 (error, in cd_Error).
+//
+//==========================================================================
+
+int I_CDMusStop(void)
+{
+ return 0;
+}
+
+//==========================================================================
+//
+// I_CDMusResume
+//
+// Resumes the playing of an audio CD.
+//
+// Returns: 0 (ok) or -1 (error, in cd_Error).
+//
+//==========================================================================
+
+int I_CDMusResume(void)
+{
+ return 0;
+}
+
+//==========================================================================
+//
+// I_CDMusSetVolume
+//
+// Sets the CD audio volume (0 - 255).
+//
+// Returns: 0 (ok) or -1 (error, in cd_Error).
+//
+//==========================================================================
+
+int I_CDMusSetVolume(int)
+{
+ return 0;
+}
+
+//==========================================================================
+//
+// I_CDMusFirstTrack
+//
+// Returns: the number of the first track.
+//
+//==========================================================================
+
+int I_CDMusFirstTrack(void)
+{
+ return 0;
+}
+
+//==========================================================================
+//
+// I_CDMusLastTrack
+//
+// Returns: the number of the last track.
+//
+//==========================================================================
+
+int I_CDMusLastTrack(void)
+{
+ return 0;
+}
+
+//==========================================================================
+//
+// I_CDMusShutDown
+//
+//==========================================================================
+
+void I_CDMusShutdown(void)
+{
+ if (cdfile != -1)
+ close(cdfile);
+ cdfile = -1;
+}
+
+//==========================================================================
+//
+// I_CDMusUpdate
+//
+//==========================================================================
+
+void I_CDMusUpdate(void)
+{
+
+}
+
--- /dev/null
+++ b/i_cdmus.h
@@ -1,0 +1,44 @@
+
+//**************************************************************************
+//**
+//** i_cdmus.h : Heretic 2 : Raven Software, Corp.
+//**
+//** $Revision: 421 $
+//** $Date: 2009-05-22 16:08:37 +0300 (Fri, 22 May 2009) $
+//**
+//**************************************************************************
+
+#ifndef __ICDMUS__
+#define __ICDMUS__
+
+#define CDERR_NOTINSTALLED 10 /* MSCDEX not installed */
+#define CDERR_NOAUDIOSUPPORT 11 /* CD-ROM Doesn't support audio */
+#define CDERR_NOAUDIOTRACKS 12 /* Current CD has no audio tracks */
+#define CDERR_BADDRIVE 20 /* Bad drive number */
+#define CDERR_BADTRACK 21 /* Bad track number */
+#define CDERR_IOCTLBUFFMEM 22 /* Not enough low memory for IOCTL */
+#define CDERR_DEVREQBASE 100 /* DevReq errors */
+
+extern boolean i_CDMusic; /* is cdaudio initialized */
+extern int cdaudio; /* boolean: is cd audio enabled or disabled */
+
+extern int i_CDTrack;
+extern int i_CDCurrentTrack;
+extern int i_CDMusicLength;
+extern int oldTic;
+
+extern int cd_Error;
+
+int I_CDMusInit(void);
+int I_CDMusPlay(int track);
+int I_CDMusStop(void);
+int I_CDMusResume(void);
+int I_CDMusSetVolume(int volume);
+int I_CDMusFirstTrack(void);
+int I_CDMusLastTrack(void);
+int I_CDMusTrackLength(int track);
+void I_CDMusUpdate(void);
+void I_CDMusShutdown(void);
+
+#endif /* __ICDMUS__ */
+
--- /dev/null
+++ b/i_main.c
@@ -1,0 +1,12 @@
+/* i_main.c */
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "soundst.h"
+
+void main(int argc, char **argv)
+{
+ myargc = argc;
+ myargv = argv;
+ D_DoomMain ();
+}
--- /dev/null
+++ b/i_net.c
@@ -1,0 +1,161 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// $Id:$
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log:$
+//
+// DESCRIPTION:
+//
+//-----------------------------------------------------------------------------
+
+static const char
+rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $";
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+
+// #include "i_system.h"
+// #include "d_event.h"
+//#include "d_net.h"
+//#include "m_argv.h"
+
+#include "i_net.h"
+
+
+//
+// I_InitNetwork
+//
+void I_InitNetwork (void)
+{
+printf("PORTME i_net.c I_InitNetwork (use 9P)\n");
+
+ doomcom = malloc (sizeof(*doomcom));
+ memset (doomcom, 0, sizeof(*doomcom));
+
+ /* set up for network */
+ doomcom->ticdup = 1;
+ doomcom->extratics = 0;
+
+// netsend = PacketSend;
+// netget = PacketGet;
+// netgame = true;
+
+ /* parse player number and host list */
+// doomcom->consoleplayer = myargv[i+1][0]-'1';
+
+ doomcom->numnodes = 1; // this node for sure
+
+ doomcom->id = DOOMCOM_ID;
+ doomcom->numplayers = doomcom->numnodes;
+
+/*
+ boolean trueval = true;
+ int i;
+ int p;
+ struct hostent* hostentry; // host information entry
+
+ doomcom = malloc (sizeof (*doomcom) );
+ memset (doomcom, 0, sizeof(*doomcom) );
+
+ // set up for network
+ i = M_CheckParm ("-dup");
+ if (i && i< myargc-1)
+ {
+ doomcom->ticdup = myargv[i+1][0]-'0';
+ if (doomcom->ticdup < 1)
+ doomcom->ticdup = 1;
+ if (doomcom->ticdup > 9)
+ doomcom->ticdup = 9;
+ }
+ else
+ doomcom-> ticdup = 1;
+
+ if (M_CheckParm ("-extratic"))
+ doomcom-> extratics = 1;
+ else
+ doomcom-> extratics = 0;
+
+ p = M_CheckParm ("-port");
+ if (p && p<myargc-1)
+ {
+ DOOMPORT = atoi (myargv[p+1]);
+ printf ("using alternate port %i\n",DOOMPORT);
+ }
+
+ // parse network game options,
+ // -net <consoleplayer> <host> <host> ...
+ i = M_CheckParm ("-net");
+ if (!i)
+ {
+ // single player game
+ netgame = false;
+ doomcom->id = DOOMCOM_ID;
+ doomcom->numplayers = doomcom->numnodes = 1;
+ doomcom->deathmatch = false;
+ doomcom->consoleplayer = 0;
+ return;
+ }
+
+ netsend = PacketSend;
+ netget = PacketGet;
+ netgame = true;
+
+ // parse player number and host list
+ doomcom->consoleplayer = myargv[i+1][0]-'1';
+
+ doomcom->numnodes = 1; // this node for sure
+
+ i++;
+ while (++i < myargc && myargv[i][0] != '-')
+ {
+ sendaddress[doomcom->numnodes].sin_family = AF_INET;
+ sendaddress[doomcom->numnodes].sin_port = htons(DOOMPORT);
+ if (myargv[i][0] == '.')
+ {
+ sendaddress[doomcom->numnodes].sin_addr.s_addr
+ = inet_addr (myargv[i]+1);
+ }
+ else
+ {
+ hostentry = gethostbyname (myargv[i]);
+ if (!hostentry)
+ I_Error ("gethostbyname: couldn't find %s", myargv[i]);
+ sendaddress[doomcom->numnodes].sin_addr.s_addr
+ = *(int *)hostentry->h_addr_list[0];
+ }
+ doomcom->numnodes++;
+ }
+
+ doomcom->id = DOOMCOM_ID;
+ doomcom->numplayers = doomcom->numnodes;
+*/
+}
+
+
+void I_NetCmd (void)
+{
+/*
+ if (doomcom->command == CMD_SEND)
+ {
+ netsend ();
+ }
+ else if (doomcom->command == CMD_GET)
+ {
+ netget ();
+ }
+ else
+ I_Error ("Bad net cmd: %i\n",doomcom->command);
+*/
+}
--- /dev/null
+++ b/i_net.h
@@ -1,0 +1,45 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// $Id:$
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+// System specific network interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __I_NET__
+#define __I_NET__
+
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+
+// Called by D_DoomMain.
+
+
+void I_InitNetwork (void);
+void I_NetCmd (void);
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log:$
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/i_sound.c
@@ -1,0 +1,520 @@
+//**************************************************************************
+//**
+//** i_soundpi.c: unix sound driver using a plugin interface
+//**
+//** $Revision: 512 $
+//** $Date: 2009-06-04 18:00:34 +0300 (Thu, 04 Jun 2009) $
+//**
+//**************************************************************************
+
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "sounds.h"
+#include "i_sound.h"
+#include "audio_plugin.h"
+
+#define SAMPLE_ZERO 0
+#define SAMPLE_RATE 11025 /* Hz */
+#define SAMPLE_CHANNELS 2
+#define TARGET_RATE 44100
+
+#define SAMPLE_TYPE short
+
+/*
+ * SOUND HEADER & DATA
+ */
+
+int snd_Channels;
+int snd_MaxVolume, /* maximum volume for sound */
+ snd_MusicVolume; /* maximum volume for music */
+boolean snd_MusicAvail, /* whether music is available */
+ snd_SfxAvail; /* whether sfx are available */
+
+/*
+ * SOUND FX API
+ */
+
+typedef struct
+{
+ unsigned char *begin; /* pointers into Sample.firstSample */
+ unsigned char *end;
+
+ SAMPLE_TYPE *lvol_table; /* point into vol_lookup */
+ SAMPLE_TYPE *rvol_table;
+
+ unsigned int pitch_step;
+ unsigned int step_remainder; /* 0.16 bit remainder of last step. */
+
+ int pri;
+ unsigned int time;
+} Channel;
+
+#pragma pack on
+typedef struct
+{
+/* Sample data is a lump from a wad: byteswap the a, freq
+ * and the length fields before using them */
+ short a; /* always 3 */
+ short freq; /* always 11025 */
+ int32_t length; /* sample length */
+ unsigned char firstSample;
+} Sample;
+#pragma pack off
+
+static int audio_exit_thread = 1;
+
+#define CHAN_COUNT 8
+static Channel channel[CHAN_COUNT];
+
+#define MAX_VOL 64 /* 64 keeps our table down to 16Kb */
+static SAMPLE_TYPE vol_lookup[MAX_VOL * 256];
+
+static int steptable[256]; /* Pitch to stepping lookup */
+
+#define BUF_LEN (256 * 2 * 4)
+
+static int audiofd;
+static int audiopid = -1;
+
+static QLock audiolk;
+
+boolean mus_paused = false;
+
+static int mpfd[2] = {-1, -1};
+
+void I_ShutdownMusic(void);
+
+static void audioproc(void)
+{
+ Channel* chan;
+ Channel* cend;
+ static char buf[BUF_LEN];
+ SAMPLE_TYPE *begin;
+ SAMPLE_TYPE *end;
+ unsigned int sample;
+ register int dl, ml;
+ register int dr, mr;
+ int i;
+
+ end = (SAMPLE_TYPE *) (buf + BUF_LEN);
+ cend = channel + CHAN_COUNT;
+
+ for(;;){
+ memset(buf, 0, sizeof buf);
+ if(mpfd[0]>=0 && !mus_paused && readn(mpfd[0], buf, sizeof buf) < 0){
+ fprint(2, "I_UpdateSound: disabling music: %r\n");
+ I_ShutdownMusic();
+ }
+ begin = (SAMPLE_TYPE *) buf;
+ while (begin < end){
+ // Mix all the channels together.
+ dl = SAMPLE_ZERO;
+ dr = SAMPLE_ZERO;
+
+ qlock(&audiolk);
+ chan = channel;
+ for ( ; chan < cend; chan++){
+ if(!chan->begin)
+ continue;
+ // Get the sample from the channel.
+ sample = *chan->begin;
+
+ // Adjust volume accordingly.
+ dl += chan->lvol_table[sample];
+ dr += chan->rvol_table[sample];
+
+ // Increment sample pointer with pitch adjustment.
+ chan->step_remainder += chan->pitch_step;
+ chan->begin += chan->step_remainder >> 16;
+ chan->step_remainder &= 65535;
+
+ // Check whether we are done.
+ if (chan->begin >= chan->end)
+ {
+ chan->begin = NULL;
+ //printf (" channel done %d\n", chan);
+ }
+ }
+ qunlock(&audiolk);
+ for(i=0; i < TARGET_RATE/SAMPLE_RATE; i++){
+ ml = dl + *begin;
+ if (ml > 0x7fff)
+ ml = 0x7fff;
+ else if (ml < -0x8000)
+ ml = -0x8000;
+ *begin++ = ml;
+
+ mr = dr + *begin;
+ if (mr > 0x7fff)
+ mr = 0x7fff;
+ else if (mr < -0x8000)
+ mr = -0x8000;
+ *begin++ = mr;
+ }
+ }
+ write(audiofd, buf, BUF_LEN);
+ }
+}
+
+
+void I_SetSfxVolume(int volume)
+{
+ USED(volume);
+}
+
+// Gets lump nums of the named sound. Returns pointer which will be
+// passed to I_StartSound() when you want to start an SFX. Must be
+// sure to pass this to UngetSoundEffect() so that they can be
+// freed!
+
+int I_GetSfxLumpNum(sfxinfo_t *sound)
+{
+ if (sound->name[0] == 0)
+ return 0;
+ if (sound->link)
+ sound = sound->link;
+ return W_GetNumForName(sound->name);
+}
+
+
+// Id is unused.
+// Data is a pointer to a Sample structure.
+// Volume ranges from 0 to 127.
+// Separation (orientation/stereo) ranges from 0 to 255. 128 is balanced.
+// Pitch ranges from 0 to 255. Normal is 128.
+// Priority looks to be unused (always 0).
+
+int I_StartSound(int id, void *data, int vol, int sep, int pitch, int priority)
+{
+ // Relative time order to find oldest sound.
+ static unsigned int soundTime = 0;
+ int chanId;
+ Sample *sample;
+ Channel *chan;
+ int oldest;
+ int i;
+
+ USED(id);
+ // Find an empty channel, the oldest playing channel, or default to 0.
+ // Currently ignoring priority.
+
+ chanId = 0;
+ oldest = soundTime;
+ for (i = 0; i < CHAN_COUNT; i++)
+ {
+ if (! channel[ i ].begin)
+ {
+ chanId = i;
+ break;
+ }
+ if (channel[ i ].time < oldest)
+ {
+ chanId = i;
+ oldest = channel[ i ].time;
+ }
+ }
+
+ sample = (Sample *) data;
+ chan = &channel[chanId];
+
+ I_UpdateSoundParams(chanId + 1, vol, sep, pitch);
+
+ // begin must be set last because the audio thread will access the channel
+ // once it is non-zero. Perhaps this should be protected by a mutex.
+ chan->pri = priority;
+ chan->time = soundTime;
+ chan->end = &sample->firstSample + LONG(sample->length);
+ chan->begin = &sample->firstSample;
+
+ soundTime++;
+
+#if 0
+ printf ("I_StartSound %d: v:%d s:%d p:%d pri:%d | %d %d %d %d\n",
+ id, vol, sep, pitch, priority,
+ chanId, chan->pitch_step, SHORT(sample->a), SHORT(sample->freq));
+#endif
+
+ return chanId + 1;
+}
+
+void I_StopSound(int handle)
+{
+ handle--;
+ handle &= 7;
+ channel[handle].begin = NULL;
+}
+
+int I_SoundIsPlaying(int handle)
+{
+ handle--;
+ handle &= 7;
+ return (channel[ handle ].begin != NULL);
+}
+
+void I_UpdateSoundParams(int handle, int vol, int sep, int pitch)
+{
+ int lvol, rvol;
+ Channel *chan;
+
+ qlock(&audiolk);
+ // Set left/right channel volume based on seperation.
+ sep += 1; // range 1 - 256
+ lvol = vol - ((vol * sep * sep) >> 16); // (256*256);
+ sep = sep - 257;
+ rvol = vol - ((vol * sep * sep) >> 16);
+
+ // Sanity check, clamp volume.
+ if (rvol < 0)
+ {
+ // printf ("rvol out of bounds %d, id %d\n", rvol, handle);
+ rvol = 0;
+ }
+ else if (rvol > 127)
+ {
+ // printf ("rvol out of bounds %d, id %d\n", rvol, handle);
+ rvol = 127;
+ }
+
+ if (lvol < 0)
+ {
+ // printf ("lvol out of bounds %d, id %d\n", lvol, handle);
+ lvol = 0;
+ }
+ else if (lvol > 127)
+ {
+ // printf ("lvol out of bounds %d, id %d\n", lvol, handle);
+ lvol = 127;
+ }
+
+ // Limit to MAX_VOL (64)
+ lvol >>= 1;
+ rvol >>= 1;
+
+ handle--;
+ handle &= 7;
+ chan = &channel[handle];
+ chan->pitch_step = steptable[pitch];
+ chan->step_remainder = 0;
+ chan->lvol_table = &vol_lookup[lvol * 256];
+ chan->rvol_table = &vol_lookup[rvol * 256];
+ qunlock(&audiolk);
+}
+
+
+/*
+ * SOUND STARTUP STUFF
+ */
+
+// inits all sound stuff
+void I_StartupSound (void)
+{
+ snd_SfxAvail = false;
+
+ if (M_CheckParm("--nosound") || M_CheckParm("-s") || M_CheckParm("-nosound"))
+ {
+ fprintf(stderr, "I_StartupSound: Sound Disabled.\n");
+ return;
+ }
+
+ audiofd = open("/dev/audio", OWRITE);
+ if(audiofd < 0){
+ fprintf(stderr, "I_StartupSound: /dev/audio could not be opened\n");
+ return;
+ }
+
+ snd_SfxAvail = true;
+
+ if((audiopid = rfork(RFPROC|RFMEM)) == 0){
+ audioproc();
+ exits(nil);
+ }
+}
+
+// shuts down all sound stuff
+void I_ShutdownSound (void)
+{
+ snd_SfxAvail = false;
+
+ if(audiopid != -1){
+ postnote(PNPROC, audiopid, "shutdown");
+ audiopid = -1;
+ }
+ I_ShutdownMusic();
+}
+
+void I_SetChannels(int channels)
+{
+ int v, j;
+ int *steptablemid;
+
+ // We always have CHAN_COUNT channels.
+ USED(channels);
+
+ for (j = 0; j < CHAN_COUNT; j++)
+ {
+ channel[j].begin = NULL;
+ channel[j].end = NULL;
+ channel[j].time = 0;
+ }
+
+ // This table provides step widths for pitch parameters.
+ steptablemid = steptable + 128;
+ for (j = -128; j < 128; j++)
+ {
+ steptablemid[j] = (int) (pow(2.0, (j/64.0)) * 65536.0);
+ }
+
+ // Generate the volume lookup tables.
+ for (v = 0; v < MAX_VOL; v++)
+ {
+ for (j = 0; j < 256; j++)
+ {
+ // vol_lookup[v*256+j] = 128 + ((v * (j-128)) / (MAX_VOL-1));
+
+ // Turn the unsigned samples into signed samples.
+
+ vol_lookup[v*256+j] = (v * (j-128) * 256) / (MAX_VOL-1);
+ // printf ("vol_lookup[%d*256+%d] = %d\n", v, j, vol_lookup[v*256+j]);
+ }
+ }
+}
+
+
+/*
+ * SONG API
+ */
+
+static int didgen = 0;
+
+static void genmidi(void)
+{
+ int fd, n, sz;
+ char name[64];
+ uchar *gm;
+
+ n = W_GetNumForName("GENMIDI");
+ sz = W_LumpLength(n);
+ gm = (uchar *)W_CacheLumpNum(n, PU_STATIC);
+ snprint(name, sizeof(name), "/tmp/genmidi.%d", getpid());
+ if((fd = create(name, ORDWR|ORCLOSE, 0666)) < 0)
+ sysfatal("create: %r");
+ if(write(fd, gm, sz) != sz)
+ sysfatal("write: %r");
+ Z_Free(gm);
+}
+
+void I_ShutdownMusic(void)
+{
+ if(mpfd[0] >= 0){
+ close(mpfd[0]);
+ mpfd[0] = -1;
+ waitpid();
+ }
+}
+
+
+/* In theory this allows register step allows
+ * the use of external files in place of internal ones. */
+static void *currentsong = nil;
+static int currentsize = 0;
+
+int I_RegisterSong(void *data, int siz)
+{
+ if(!didgen){
+ genmidi();
+ didgen++;
+ }
+ if(currentsong != nil)
+ return 0;
+
+ currentsong = data;
+ currentsize = siz;
+ return 1;
+}
+
+int I_RegisterExternalSong(const char *nm)
+{
+ USED(nm);
+ return 0;
+}
+
+void I_UnRegisterSong(int handle)
+{
+ USED(handle);
+ currentsong = nil;
+}
+
+void I_PauseSong(int handle)
+{
+ if(handle <= 0)
+ return;
+ mus_paused = true;
+}
+
+void I_ResumeSong(int handle)
+{
+ if(handle <= 0)
+ return;
+ mus_paused = false;
+}
+
+void I_SetMusicVolume(int volume)
+{
+ USED(volume);
+}
+
+int I_QrySongPlaying(int handle)
+{
+ USED(handle);
+ return 0;
+}
+
+// Stops a song. MUST be called before I_UnregisterSong().
+void I_StopSong(int handle)
+{
+ if(handle <= 0)
+ return;
+ I_ShutdownMusic();
+}
+
+void I_PlaySong(int handle, boolean loop)
+{
+ char name[64];
+ int n;
+
+ if(M_CheckParm("-nomusic") || audiofd < 0 || handle <= 0)
+ return;
+
+ I_ShutdownMusic();
+ if(pipe(mpfd) < 0)
+ return;
+ switch(rfork(RFPROC|RFFDG|RFNAMEG)){
+ case -1:
+ fprint(2, "I_PlaySong: %r\n");
+ break;
+ case 0:
+ dup(mpfd[1], 1);
+ for(n=3; n<20; n++) close(n);
+ close(0);
+ snprint(name, sizeof(name), "/tmp/heretic.%d", getpid());
+ if(create(name, ORDWR|ORCLOSE, 0666) != 0)
+ sysfatal("create: %r");
+ if(write(0, currentsong, currentsize) != currentsize)
+ sysfatal("write: %r");
+ if(seek(0, 0, 0) != 0)
+ sysfatal("seek: %r");
+ if(bind("/fd/1", "/dev/audio", MREPL) == -1)
+ sysfatal("bind: %r");
+ while(loop && fork() > 0){
+ if(waitpid() < 0 || write(1, "", 0) < 0)
+ exits(nil);
+ }
+ execl("/bin/dmus", "dmus", name, nil);
+ execl("/bin/play", "play", name, nil);
+ sysfatal("execl: %r");
+ default:
+ close(mpfd[1]);
+ }
+}
+
--- /dev/null
+++ b/i_sound.h
@@ -1,0 +1,46 @@
+// i_sound.h
+
+#ifndef __SOUND__
+#define __SOUND__
+
+#define SND_TICRATE 140 /* tic rate for updating sound */
+#define SND_MAXSONGS 40 /* max number of songs in game */
+#define SND_SAMPLERATE 11025 /* sample rate of sound effects */
+
+typedef enum
+{
+ snd_none,
+ snd_PC,
+ snd_Adlib,
+ snd_SB,
+ snd_PAS,
+ snd_GUS,
+ snd_MPU,
+ snd_MPU2,
+ snd_MPU3,
+ snd_AWE,
+ NUM_SCARDS
+} cardenum_t;
+
+void I_PauseSong(int handle);
+void I_ResumeSong(int handle);
+void I_SetMusicVolume(int volume);
+void I_SetSfxVolume(int volume);
+int I_RegisterSong(void *data, int siz);
+int I_RegisterExternalSong(const char *name); /* External music file support */
+void I_UnRegisterSong(int handle);
+int I_QrySongPlaying(int handle);
+void I_StopSong(int handle);
+void I_PlaySong(int handle, boolean looping);
+int I_GetSfxLumpNum(sfxinfo_t *sound);
+int I_StartSound (int id, void *data, int vol, int sep, int pitch, int priority);
+void I_StopSound(int handle);
+int I_SoundIsPlaying(int handle);
+void I_UpdateSoundParams(int handle, int vol, int sep, int pitch);
+void I_sndArbitrateCards(void);
+void I_StartupSound (void);
+void I_ShutdownSound (void);
+void I_SetChannels(int channels);
+
+#endif /* __SOUND__ */
+
--- /dev/null
+++ b/i_system.c
@@ -1,0 +1,147 @@
+/* i_system.c */
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+
+#include "i_system.h"
+#include "i_video.h"
+#include "i_sound.h"
+
+#include "soundst.h"
+
+int mb_used = 32; /* 32MB heap */
+
+void I_Init (void)
+{
+ S_Init();
+ I_MouseEnable(1);
+}
+
+byte* I_ZoneBase (int *size)
+{
+ *size = mb_used*1024*1024;
+ return (byte *) malloc(*size);
+}
+
+/* returns time in 1/70th second tics */
+int I_GetTime (void)
+{
+ return (int)((nsec()*TICRATE)/1000000000);
+}
+
+static ticcmd_t emptycmd;
+ticcmd_t* I_BaseTiccmd (void)
+{
+ return &emptycmd;
+}
+
+extern void G_CheckDemoStatus(void);
+
+void I_Quit (void)
+{
+ D_QuitNetGame ();
+ I_ShutdownSound();
+ M_SaveDefaults ();
+ I_ShutdownGraphics();
+ exits(nil);
+}
+
+byte* I_AllocLow (int length)
+{
+ byte *mem;
+
+ mem = (byte *)malloc (length);
+ memset (mem,0,length);
+ return mem;
+}
+
+void I_Tactile(int on, int off, int total)
+{
+ USED(on, off, total);
+}
+
+//
+// I_Error
+//
+extern boolean demorecording;
+
+void I_Error (char *error, ...)
+{
+ va_list argptr;
+
+ // Message first.
+ va_start (argptr,error);
+ fprintf (stderr, "Error: ");
+ vfprintf (stderr,error,argptr);
+ fprintf (stderr, "\n");
+ va_end (argptr);
+
+ fflush( stderr );
+
+ // Shutdown. Here might be other errors.
+ if (demorecording)
+ G_CheckDemoStatus();
+
+ D_QuitNetGame ();
+ I_ShutdownGraphics();
+
+ exits("I_Error");
+}
+
+int I_FileExists (char *filepath)
+{
+ return access(filepath, AEXIST) == 0;
+}
+
+int I_Open (char *filepath)
+{
+ return open(filepath, OREAD);
+}
+
+void I_Close (int handle)
+{
+ close (handle);
+}
+
+int I_Seek (int handle, int n)
+{
+ return seek(handle, n, 0);
+}
+
+int I_Read (int handle, void *buf, int n)
+{
+ return read(handle, buf, n);
+}
+
+void I_CheckExternDriver (void)
+{
+}
+
+
+char* I_IdentifyWAD(char *wadname)
+{
+ static char path[1024];
+ char *home;
+
+ snprint(path, sizeof path, wadname);
+ if (I_FileExists (path))
+ return path;
+
+ if(home = getenv("home")){
+ snprintf(path, sizeof path, "%s/lib/hexen/%s", home, wadname);
+ free(home);
+
+ if (I_FileExists (path))
+ return path;
+ }
+
+ snprintf(path, sizeof path, "/sys/lib/hexen/%s", wadname);
+ if (I_FileExists (path))
+ return path;
+
+ snprintf(path, sizeof path, "/sys/games/lib/hexen/%s", wadname);
+ if (I_FileExists (path))
+ return path;
+
+ return nil;
+}
--- /dev/null
+++ b/i_system.h
@@ -1,0 +1,109 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// $Id:$
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+// System specific interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __I_SYSTEM__
+#define __I_SYSTEM__
+
+//#include "d_ticcmd.h"
+//#include "d_event.h"
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+// Called by DoomMain.
+void I_Init (void);
+
+// Called by startup code
+// to get the ammount of memory to malloc
+// for the zone management.
+byte* I_ZoneBase (int *size);
+
+
+// Called by D_DoomLoop,
+// returns current time in tics.
+int I_GetTime (void);
+
+
+//
+// Called by D_DoomLoop,
+// called before processing any tics in a frame
+// (just after displaying a frame).
+// Time consuming syncronous operations
+// are performed here (joystick reading).
+// Can call D_PostEvent.
+//
+void I_StartFrame (void);
+
+
+//
+// Called by D_DoomLoop,
+// called before processing each tic in a frame.
+// Quick syncronous operations are performed here.
+// Can call D_PostEvent.
+void I_StartTic (void);
+
+// Asynchronous interrupt functions should maintain private queues
+// that are read by the synchronous functions
+// to be converted into events.
+
+// Either returns a null ticcmd,
+// or calls a loadable driver to build it.
+// This ticcmd will then be modified by the gameloop
+// for normal input.
+ticcmd_t* I_BaseTiccmd (void);
+
+
+// Called by M_Responder when quit is selected.
+// Clean exit, displays sell blurb.
+void I_Quit (void);
+
+
+// Allocates from low memory under dos,
+// just mallocs under unix
+byte* I_AllocLow (int length);
+
+void I_Tactile (int on, int off, int total);
+
+
+void I_Error (char *error, ...);
+
+int I_FileExists (char *filepath);
+
+int I_Open (char *filepath);
+void I_Close (int handle);
+
+int I_Seek(int handle, int n);
+int I_Read(int handle, void *buf, int n);
+
+char* I_IdentifyWAD(char *wadname);
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log:$
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/i_video.c
@@ -1,0 +1,423 @@
+/* i_video.c */
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+
+#include "i_system.h"
+
+extern byte *screens;
+int DisplayTicker = 0;
+int UpdateState = 0;
+
+#include <draw.h>
+#include <mouse.h>
+#include <keyboard.h>
+
+static int resized;
+static int mouseactive;
+extern int usemouse;
+
+static Rectangle grabout;
+static Point center;
+
+static void kbdproc(void);
+static void mouseproc(void);
+
+static uchar cmap[3*256];
+
+static int kbdpid = -1;
+static int mousepid = -1;
+
+static void
+catch(void *, char *msg)
+{
+ /* in case we crash, disable mouse grab */
+ if(strncmp(msg, "sys:", 4) == 0)
+ mouseactive = 0;
+ noted(NDFLT);
+}
+
+void I_InitGraphics(void)
+{
+ int pid;
+
+ notify(catch);
+
+ if(initdraw(nil, nil, "heretic") < 0)
+ I_Error("I_InitGraphics failed");
+
+ draw(screen, screen->r, display->black, nil, ZP);
+
+ center = addpt(screen->r.min, Pt(Dx(screen->r)/2, Dy(screen->r)/2));
+ grabout = insetrect(screen->r, Dx(screen->r)/8);
+
+ if((pid = rfork(RFPROC|RFMEM)) == 0){
+ kbdproc();
+ exits(nil);
+ }
+ kbdpid = pid;
+
+ if((pid = rfork(RFPROC|RFMEM)) == 0){
+ mouseproc();
+ exits(nil);
+ }
+ mousepid = pid;
+
+ I_SetPalette ((byte *)W_CacheLumpName("PLAYPAL", PU_CACHE));
+}
+
+void I_ShutdownGraphics(void)
+{
+ if(kbdpid != -1){
+ postnote(PNPROC, kbdpid, "shutdown");
+ kbdpid = -1;
+ }
+ if(mousepid != -1){
+ postnote(PNPROC, mousepid, "shutdown");
+ mousepid = -1;
+ }
+}
+
+void I_SetPalette(byte *palette)
+{
+ uchar *c;
+
+ c = cmap;
+ while(c < cmap+3*256)
+ *c++ = gammatable[usegamma][*palette++];
+}
+
+void I_UpdateNoBlit(void)
+{
+ // DELETEME?
+}
+
+void I_StartFrame(void)
+{
+}
+
+void I_Update(void)
+{
+ Image *rowimg;
+ Rectangle r;
+ int y, scale;
+ uchar *s, *e, *d, *m;
+ uchar buf[SCREENWIDTH*3*12];
+
+ if(UpdateState == I_NOUPDATE)
+ return;
+
+ if(resized){
+ resized = 0;
+ if(getwindow(display, Refnone) < 0)
+ sysfatal("getwindow: %r");
+
+ /* make black background */
+ draw(screen, screen->r, display->black, nil, ZP);
+
+ center = addpt(screen->r.min, Pt(Dx(screen->r)/2, Dy(screen->r)/2));
+ grabout = insetrect(screen->r, Dx(screen->r)/8);
+ }
+
+ scale = Dx(screen->r)/SCREENWIDTH;
+ if(scale <= 0)
+ scale = 1;
+ else if(scale > 12)
+ scale = 12;
+ if (UpdateState & I_FULLSCRN){
+ UpdateState = I_NOUPDATE;
+ }
+
+ /* where to draw the scaled row */
+ r = rectsubpt(rectaddpt(Rect(0, 0, scale*SCREENWIDTH, scale), center),
+ Pt(scale*SCREENWIDTH/2, scale*SCREENHEIGHT/2));
+
+ /* the row image, y-axis gets scaled with repl flag */
+ rowimg = allocimage(display, Rect(0, 0, scale*SCREENWIDTH, 1), RGB24, scale > 1, DNofill);
+ if(rowimg == nil)
+ sysfatal("allocimage: %r");
+
+ s = screens;
+ for(y = 0; y < SCREENHEIGHT; y++){
+ d = buf;
+ e = s + SCREENWIDTH;
+ for(; s < e; s++){
+ m = &cmap[*s * 3];
+ switch(scale){
+ case 12:
+ *d++ = m[2];
+ *d++ = m[1];
+ *d++ = m[0];
+ case 11:
+ *d++ = m[2];
+ *d++ = m[1];
+ *d++ = m[0];
+ case 10:
+ *d++ = m[2];
+ *d++ = m[1];
+ *d++ = m[0];
+ case 9:
+ *d++ = m[2];
+ *d++ = m[1];
+ *d++ = m[0];
+ case 8:
+ *d++ = m[2];
+ *d++ = m[1];
+ *d++ = m[0];
+ case 7:
+ *d++ = m[2];
+ *d++ = m[1];
+ *d++ = m[0];
+ case 6:
+ *d++ = m[2];
+ *d++ = m[1];
+ *d++ = m[0];
+ case 5:
+ *d++ = m[2];
+ *d++ = m[1];
+ *d++ = m[0];
+ case 4:
+ *d++ = m[2];
+ *d++ = m[1];
+ *d++ = m[0];
+ case 3:
+ *d++ = m[2];
+ *d++ = m[1];
+ *d++ = m[0];
+ case 2:
+ *d++ = m[2];
+ *d++ = m[1];
+ *d++ = m[0];
+ case 1:
+ *d++ = m[2];
+ *d++ = m[1];
+ *d++ = m[0];
+ }
+ }
+ loadimage(rowimg, rowimg->r, buf, d - buf);
+ draw(screen, r, rowimg, nil, ZP);
+ r.min.y += scale;
+ r.max.y += scale;
+ }
+ freeimage(rowimg);
+
+ flushimage(display, 1);
+}
+
+void I_MouseEnable(int on)
+{
+ static char nocurs[2*4+2*2*16];
+ static int fd = -1;
+
+ if(mouseactive == on || !usemouse)
+ return;
+ if(mouseactive = on){
+ if((fd = open("/dev/cursor", ORDWR|OCEXEC)) < 0)
+ return;
+ write(fd, nocurs, sizeof(nocurs));
+ }else if(fd >= 0) {
+ close(fd);
+ fd = -1;
+ }
+}
+
+void I_ReadScreen(byte *scr)
+{
+ memcpy (scr, screens, SCREENWIDTH*SCREENHEIGHT);
+}
+
+void I_BeginRead(void)
+{
+ I_Error("PORTME i_video.c I_BeginRead");
+}
+
+void I_EndRead(void)
+{
+ I_Error("PORTME i_video.c I_EndRead");
+}
+
+void I_StartTic(void)
+{
+}
+
+void I_WaitVBL(int)
+{
+}
+
+
+static int
+runetokey(Rune r)
+{
+ switch(r){
+ case Kleft:
+ return KEY_LEFTARROW;
+ case Kright:
+ return KEY_RIGHTARROW;
+ case Kup:
+ return KEY_UPARROW;
+ case Kdown:
+ return KEY_DOWNARROW;
+
+ case Kshift:
+ return KEY_RSHIFT;
+ case Kctl:
+ return KEY_RCTRL;
+ case Kalt:
+ return KEY_LALT;
+ case Kaltgr:
+ return KEY_RALT;
+
+ case Kbs:
+ return KEY_BACKSPACE;
+ case '\n':
+ return KEY_ENTER;
+ case Kprint:
+ return KEY_PAUSE;
+
+ case KF|1:
+ case KF|2:
+ case KF|3:
+ case KF|4:
+ case KF|5:
+ case KF|6:
+ case KF|7:
+ case KF|8:
+ case KF|9:
+ case KF|10:
+ case KF|11:
+ case KF|12:
+ return KEY_F1+(r-(KF|1));
+
+ default:
+ if(r < 0x80)
+ return r;
+ }
+ return 0;
+}
+
+static void
+kbdproc(void)
+{
+ char buf[128], buf2[128], *s;
+ int kfd, n;
+ Rune r;
+ event_t e;
+
+ if((kfd = open("/dev/kbd", OREAD)) < 0)
+ sysfatal("can't open kbd: %r");
+
+ buf2[0] = 0;
+ buf2[1] = 0;
+ buf[0] = 0;
+ for(;;){
+ if(buf[0] != 0){
+ n = strlen(buf)+1;
+ memmove(buf, buf+n, sizeof(buf)-n);
+ }
+ if(buf[0] == 0){
+ n = read(kfd, buf, sizeof(buf)-1);
+ if(n <= 0)
+ break;
+ buf[n-1] = 0;
+ buf[n] = 0;
+ }
+
+ e.data1 = -1;
+ e.data2 = -1;
+ e.data3 = -1;
+
+ switch(buf[0]){
+ case 'c':
+ chartorune(&r, buf+1);
+ if(r){
+ e.data1 = r;
+ e.type = ev_char;
+ D_PostEvent(&e);
+ }
+ /* no break */
+ default:
+ continue;
+ case 'k':
+ s = buf+1;
+ while(*s){
+ s += chartorune(&r, s);
+ if(utfrune(buf2+1, r) == nil){
+ if(e.data1 = runetokey(r)){
+ e.type = ev_keydown;
+ D_PostEvent(&e);
+ }
+ }
+ }
+ break;
+ case 'K':
+ s = buf2+1;
+ while(*s){
+ s += chartorune(&r, s);
+ if(utfrune(buf+1, r) == nil){
+ if(e.data1 = runetokey(r)){
+ e.type = ev_keyup;
+ D_PostEvent(&e);
+ }
+ }
+ }
+ break;
+ }
+ strcpy(buf2, buf);
+ }
+}
+
+static void
+mouseproc(void)
+{
+ int fd, n, nerr;
+ Mouse m, om;
+ char buf[1+5*12];
+ event_t e;
+
+ if((fd = open("/dev/mouse", ORDWR)) < 0)
+ sysfatal("can't open mouse: %r");
+
+ memset(&m, 0, sizeof m);
+ memset(&om, 0, sizeof om);
+ nerr = 0;
+ for(;;){
+ n = read(fd, buf, sizeof buf);
+ if(n != 1+4*12){
+ fprint(2, "mouse: bad count %d not 49: %r\n", n);
+ if(n<0 || ++nerr>10)
+ break;
+ continue;
+ }
+ nerr = 0;
+ switch(buf[0]){
+ case 'r':
+ resized = 1;
+ /* fall through */
+ case 'm':
+ if(!mouseactive)
+ break;
+
+ m.xy.x = atoi(buf+1+0*12);
+ m.xy.y = atoi(buf+1+1*12);
+ m.buttons = atoi(buf+1+2*12);
+ m.msec = atoi(buf+1+3*12);
+
+ if(!ptinrect(m.xy, grabout)){
+ fprint(fd, "m%d %d", center.x, center.y);
+
+ m.xy = center;
+ om.xy = center;
+ }
+
+ e.type = ev_mouse;
+ e.data1 = m.buttons;
+ e.data2 = m.xy.x - om.xy.x;
+ e.data3 = om.xy.y - m.xy.y;
+ D_PostEvent(&e);
+ om = m;
+
+ break;
+ }
+ }
+}
+
--- /dev/null
+++ b/i_video.h
@@ -1,0 +1,63 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// $Id:$
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// DESCRIPTION:
+// System specific interface stuff.
+//
+//-----------------------------------------------------------------------------
+
+
+#ifndef __I_VIDEO__
+#define __I_VIDEO__
+
+
+//#include "doomtype.h"
+
+#ifdef __GNUG__
+#pragma interface
+#endif
+
+
+// Called by D_DoomMain,
+// determines the hardware configuration
+// and sets up the video mode
+void I_InitGraphics (void);
+
+
+void I_ShutdownGraphics(void);
+
+// Takes full 8 bit values.
+void I_SetPalette (byte* palette);
+
+void I_UpdateNoBlit (void);
+void I_FinishUpdate (void);
+void I_MouseEnable (int);
+
+// Wait for vertical retrace or pause a bit.
+void I_WaitVBL(int count);
+
+void I_ReadScreen (byte* scr);
+
+void I_BeginRead (void);
+void I_EndRead (void);
+
+
+#endif
+//-----------------------------------------------------------------------------
+//
+// $Log:$
+//
+//-----------------------------------------------------------------------------
--- /dev/null
+++ b/in_lude.c
@@ -1,0 +1,1084 @@
+/*
+========================
+=
+= IN_lude.c
+=
+========================
+*/
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "soundst.h"
+#include "v_compat.h"
+
+// MACROS ------------------------------------------------------------------
+
+#ifdef RENDER3D
+#define V_DrawPatch(x,y,p) OGL_DrawPatch((x),(y),(p))
+#define V_DrawFuzzPatch(x,y,p) OGL_DrawFuzzPatch((x),(y),(p))
+#define V_DrawAltFuzzPatch(x,y,p) OGL_DrawAltFuzzPatch((x),(y),(p))
+#define V_DrawShadowedPatch(x,y,p) OGL_DrawShadowedPatch((x),(y),(p))
+#endif
+
+// TYPES -------------------------------------------------------------------
+
+typedef enum
+{
+ SINGLE,
+ COOPERATIVE,
+ DEATHMATCH
+} gametype_t;
+
+typedef struct
+{
+ int x;
+ int y;
+} yahpt_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+extern void AM_Stop(void);
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+void IN_Start(void);
+void IN_Ticker(void);
+void IN_Drawer(void);
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void IN_WaitStop(void);
+static void IN_Stop(void);
+static void IN_LoadPics(void);
+static void IN_UnloadPics(void);
+static void IN_CheckForSkip(void);
+static void IN_InitStats(void);
+static void IN_DrawOldLevel(void);
+static void IN_DrawYAH(void);
+static void IN_DrawStatBack(void);
+static void IN_DrawSingleStats(void);
+static void IN_DrawCoopStats(void);
+static void IN_DrawDMStats(void);
+static void IN_DrawNumber(int val, int x, int y, int digits);
+static void IN_DrawTime(int x, int y, int h, int m, int s);
+static void IN_DrTextB(const char *text, int x, int y);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern const char *LevelNames[];
+
+// PUBLIC DATA DECLARATIONS ------------------------------------------------
+
+boolean intermission;
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static boolean skipintermission;
+static int interstate = 0;
+static int intertime = -1;
+static int oldintertime = 0;
+static gametype_t gametype;
+
+static int cnt;
+
+static int thetime;
+static int hours;
+static int minutes;
+static int seconds;
+
+static int slaughterboy; // in DM, the player with the most kills
+
+static int killPercent[MAXPLAYERS];
+static int bonusPercent[MAXPLAYERS];
+static int secretPercent[MAXPLAYERS];
+
+static PATCH_REF patchINTERPIC;
+static PATCH_REF patchBEENTHERE;
+static PATCH_REF patchGOINGTHERE;
+static PATCH_REF FontBNumbers[10];
+static PATCH_REF FontBNegative;
+#ifdef RENDER3D
+static patch_t *FontB3DNumbers[10];
+static patch_t *FontB3DNegative;
+#endif
+static PATCH_REF FontBSlash;
+static PATCH_REF FontBPercent;
+
+static int FontBLump;
+static int FontBLumpBase;
+static int patchFaceOkayBase;
+static int patchFaceDeadBase;
+
+static signed int totalFrags[MAXPLAYERS];
+static fixed_t dSlideX[MAXPLAYERS];
+static fixed_t dSlideY[MAXPLAYERS];
+
+static const char *KillersText[] =
+ { "K", "I", "L", "L", "E", "R", "S" };
+
+static yahpt_t YAHspot[3][9] =
+{
+ {
+ { 172, 78 },
+ { 86, 90 },
+ { 73, 66 },
+ { 159, 95 },
+ { 148, 126 },
+ { 132, 54 },
+ { 131, 74 },
+ { 208, 138 },
+ { 52, 101 }
+ },
+ {
+ { 218, 57 },
+ { 137, 81 },
+ { 155, 124 },
+ { 171, 68 },
+ { 250, 86 },
+ { 136, 98 },
+ { 203, 90 },
+ { 220, 140 },
+ { 279, 106 }
+ },
+ {
+ { 86, 99 },
+ { 124, 103 },
+ { 154, 79 },
+ { 202, 83 },
+ { 178, 59 },
+ { 142, 58 },
+ { 219, 66 },
+ { 247, 57 },
+ { 107, 80 }
+ }
+};
+
+// CODE --------------------------------------------------------------------
+
+//========================================================================
+//
+// IN_Start
+//
+//========================================================================
+
+void IN_Start(void)
+{
+ V_SetPaletteBase();
+ IN_LoadPics();
+ IN_InitStats();
+ intermission = true;
+ interstate = -1;
+ skipintermission = false;
+ intertime = 0;
+ oldintertime = 0;
+ AM_Stop();
+ S_StartSong(mus_intr, true);
+}
+
+//========================================================================
+//
+// IN_WaitStop
+//
+//========================================================================
+
+static void IN_WaitStop(void)
+{
+ if (!--cnt)
+ {
+ IN_Stop();
+ G_WorldDone();
+ }
+}
+
+//========================================================================
+//
+// IN_Stop
+//
+//========================================================================
+
+static void IN_Stop(void)
+{
+ intermission = false;
+ IN_UnloadPics();
+ SB_state = -1;
+ BorderNeedRefresh = true;
+}
+
+//========================================================================
+//
+// IN_InitStats
+//
+// Initializes the stats for single player mode
+//========================================================================
+
+static void IN_InitStats(void)
+{
+ int i;
+ int j;
+ signed int slaughterfrags;
+ int posnum;
+ int slaughtercount;
+ int playercount;
+
+ if (!netgame)
+ {
+ gametype = SINGLE;
+ thetime = leveltime/35;
+ hours = thetime/3600;
+ thetime -= hours*3600;
+ minutes = thetime/60;
+ thetime -= minutes*60;
+ seconds = thetime;
+ }
+ else if (netgame && !deathmatch)
+ {
+ gametype = COOPERATIVE;
+ memset(killPercent, 0, MAXPLAYERS*sizeof(int));
+ memset(bonusPercent, 0, MAXPLAYERS*sizeof(int));
+ memset(secretPercent, 0, MAXPLAYERS*sizeof(int));
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ if (totalkills)
+ {
+ killPercent[i] = players[i].killcount*100/totalkills;
+ }
+ if (totalitems)
+ {
+ bonusPercent[i] = players[i].itemcount*100/totalitems;
+ }
+ if (totalsecret)
+ {
+ secretPercent[i] = players[i].secretcount*100/totalsecret;
+ }
+ }
+ }
+ }
+ else
+ {
+ gametype = DEATHMATCH;
+ slaughterboy = 0;
+ slaughterfrags = -9999;
+ posnum = 0;
+ playercount = 0;
+ slaughtercount = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ totalFrags[i] = 0;
+ if (playeringame[i])
+ {
+ playercount++;
+ for (j = 0; j < MAXPLAYERS; j++)
+ {
+ if (playeringame[j])
+ {
+ totalFrags[i] += players[i].frags[j];
+ }
+ }
+ dSlideX[i] = (43*posnum*FRACUNIT)/20;
+ dSlideY[i] = (36*posnum*FRACUNIT)/20;
+ posnum++;
+ }
+ if (totalFrags[i] > slaughterfrags)
+ {
+ slaughterboy = 1<<i;
+ slaughterfrags = totalFrags[i];
+ slaughtercount = 1;
+ }
+ else if (totalFrags[i] == slaughterfrags)
+ {
+ slaughterboy |= 1<<i;
+ slaughtercount++;
+ }
+ }
+ if (playercount == slaughtercount)
+ { // don't do the slaughter stuff if everyone is equal
+ slaughterboy = 0;
+ }
+ }
+}
+
+//========================================================================
+//
+// IN_LoadPics
+//
+//========================================================================
+
+static void IN_LoadPics(void)
+{
+ int i;
+
+ switch (gameepisode)
+ {
+ case 1:
+ patchINTERPIC = (PATCH_REF)WR_CacheLumpName("MAPE1", PU_STATIC);
+ break;
+ case 2:
+ patchINTERPIC = (PATCH_REF)WR_CacheLumpName("MAPE2", PU_STATIC);
+ break;
+ case 3:
+ patchINTERPIC = (PATCH_REF)WR_CacheLumpName("MAPE3", PU_STATIC);
+ break;
+ default:
+ break;
+ }
+ patchBEENTHERE = (PATCH_REF)WR_CacheLumpName("IN_X", PU_STATIC);
+ patchGOINGTHERE = (PATCH_REF)WR_CacheLumpName("IN_YAH", PU_STATIC);
+ FontBLumpBase = W_GetNumForName("FONTB16");
+ for (i = 0; i < 10; i++)
+ {
+ FontBNumbers[i] = (PATCH_REF)WR_CacheLumpNum(FontBLumpBase + i, PU_STATIC);
+#ifdef RENDER3D
+ FontB3DNumbers[i] = (patch_t *)W_CacheLumpNum(FontBLumpBase + i, PU_STATIC);
+#endif
+ }
+ FontBLump = W_GetNumForName("FONTB_S")+1;
+ FontBNegative = (PATCH_REF)WR_CacheLumpName("FONTB13", PU_STATIC);
+#ifdef RENDER3D
+ FontB3DNegative = (patch_t *)W_CacheLumpName("FONTB13", PU_STATIC);
+#endif
+
+ FontBSlash = (PATCH_REF)WR_CacheLumpName("FONTB15", PU_STATIC);
+ FontBPercent = (PATCH_REF)WR_CacheLumpName("FONTB05", PU_STATIC);
+ patchFaceOkayBase = W_GetNumForName("FACEA0");
+ patchFaceDeadBase = W_GetNumForName("FACEB0");
+}
+
+//========================================================================
+//
+// IN_UnloadPics
+//
+//========================================================================
+
+static void IN_UnloadPics(void)
+{
+ int i;
+
+ if (patchINTERPIC)
+ {
+ ZR_ChangeTag(patchINTERPIC, PU_CACHE);
+ }
+ ZR_ChangeTag(patchBEENTHERE, PU_CACHE);
+ ZR_ChangeTag(patchGOINGTHERE, PU_CACHE);
+ for(i = 0; i < 10; i++)
+ {
+ ZR_ChangeTag(FontBNumbers[i], PU_CACHE);
+#ifdef RENDER3D
+ Z_ChangeTag(FontB3DNumbers[i], PU_CACHE);
+#endif
+ }
+ ZR_ChangeTag(FontBNegative, PU_CACHE);
+#ifdef RENDER3D
+ Z_ChangeTag (FontB3DNegative, PU_CACHE);
+#endif
+ ZR_ChangeTag(FontBSlash, PU_CACHE);
+ ZR_ChangeTag(FontBPercent, PU_CACHE);
+}
+
+//========================================================================
+//
+// IN_Ticker
+//
+//========================================================================
+
+void IN_Ticker(void)
+{
+ if (!intermission)
+ {
+ return;
+ }
+ if (interstate == 3)
+ {
+ IN_WaitStop();
+ return;
+ }
+ IN_CheckForSkip();
+ intertime++;
+ if (oldintertime < intertime)
+ {
+ interstate++;
+ if (gameepisode > 3 && interstate >= 1)
+ { // Extended Wad levels: skip directly to the next level
+ interstate = 3;
+ }
+ switch (interstate)
+ {
+ case 0:
+ oldintertime = intertime + 300;
+ if (gameepisode > 3)
+ {
+ oldintertime = intertime + 1200;
+ }
+ break;
+ case 1:
+ oldintertime = intertime + 200;
+ break;
+ case 2:
+ oldintertime = H2MAXINT;
+ break;
+ case 3:
+ cnt = 10;
+ break;
+ default:
+ break;
+ }
+ }
+ if (skipintermission)
+ {
+ if (interstate == 0 && intertime < 150)
+ {
+ intertime = 150;
+ skipintermission = false;
+ return;
+ }
+ else if (interstate < 2 && gameepisode < 4)
+ {
+ interstate = 2;
+ skipintermission = false;
+ S_StartSound(NULL, sfx_dorcls);
+ return;
+ }
+ interstate = 3;
+ cnt = 10;
+ skipintermission = false;
+ S_StartSound(NULL, sfx_dorcls);
+ }
+}
+
+//========================================================================
+//
+// IN_CheckForSkip
+//
+// Check to see if any player hit a key
+//========================================================================
+
+static void IN_CheckForSkip(void)
+{
+ int i;
+ player_t *player;
+
+ for (i = 0, player = players; i < MAXPLAYERS; i++, player++)
+ {
+ if (playeringame[i])
+ {
+ if (player->cmd.buttons & BT_ATTACK)
+ {
+ if (!player->attackdown)
+ {
+ skipintermission = 1;
+ }
+ player->attackdown = true;
+ }
+ else
+ {
+ player->attackdown = false;
+ }
+ if (player->cmd.buttons & BT_USE)
+ {
+ if (!player->usedown)
+ {
+ skipintermission = 1;
+ }
+ player->usedown = true;
+ }
+ else
+ {
+ player->usedown = false;
+ }
+ }
+ }
+}
+
+//========================================================================
+//
+// IN_Drawer
+//
+//========================================================================
+
+void IN_Drawer(void)
+{
+ static int oldinterstate;
+
+ if (!intermission)
+ {
+ return;
+ }
+ if (interstate == 3)
+ {
+ return;
+ }
+ UpdateState |= I_FULLSCRN;
+ if (oldinterstate != 2 && interstate == 2)
+ {
+ S_StartSound(NULL, sfx_pstop);
+ }
+ oldinterstate = interstate;
+ switch (interstate)
+ {
+ case 0: // draw stats
+ IN_DrawStatBack();
+ switch (gametype)
+ {
+ case SINGLE:
+ IN_DrawSingleStats();
+ break;
+ case COOPERATIVE:
+ IN_DrawCoopStats();
+ break;
+ case DEATHMATCH:
+ IN_DrawDMStats();
+ break;
+ }
+ break;
+ case 1: // leaving old level
+ if (gameepisode < 4)
+ {
+ V_DrawPatch(0, 0, patchINTERPIC);
+ IN_DrawOldLevel();
+ }
+ break;
+ case 2: // going to the next level
+ if (gameepisode < 4)
+ {
+ V_DrawPatch(0, 0, patchINTERPIC);
+ IN_DrawYAH();
+ }
+ break;
+ case 3: // waiting before going to the next level
+ if (gameepisode < 4)
+ {
+ V_DrawPatch(0, 0, patchINTERPIC);
+ }
+ break;
+ default:
+ I_Error("IN_lude: Intermission state out of range.\n");
+ break;
+ }
+}
+
+//========================================================================
+//
+// IN_DrawStatBack
+//
+//========================================================================
+
+static void IN_DrawStatBack(void)
+{
+#ifndef RENDER3D
+ int x;
+ int y;
+
+ byte *src;
+ byte *dest;
+
+ src = (byte *) W_CacheLumpName ("FLOOR16", PU_CACHE);
+ dest = screens;
+
+ for (y = 0; y < SCREENHEIGHT; y++)
+ {
+ for (x = 0; x < SCREENWIDTH/64; x++)
+ {
+ memcpy (dest, src + ((y & 63)<<6), 64);
+ dest += 64;
+ }
+ if (SCREENWIDTH & 63)
+ {
+ memcpy (dest, src + ((y & 63)<<6), SCREENWIDTH & 63);
+ dest += (SCREENWIDTH & 63);
+ }
+ }
+#else
+ OGL_SetFlat(R_FlatNumForName("FLOOR16"));
+ OGL_DrawRectTiled(0, 0, SCREENWIDTH, SCREENHEIGHT, 64, 64);
+#endif
+}
+
+//========================================================================
+//
+// IN_DrawOldLevel
+//
+//========================================================================
+
+static void IN_DrawOldLevel(void)
+{
+ int i;
+ int x;
+
+ x = 160 - MN_TextBWidth(LevelNames[(gameepisode-1)*9 + prevmap - 1] + 7)/2;
+ IN_DrTextB(LevelNames[(gameepisode - 1)*9 + prevmap - 1] + 7, x, 3);
+ x = 160 - MN_TextAWidth("FINISHED")/2;
+ MN_DrTextA("FINISHED", x, 25);
+
+ if (prevmap == 9)
+ {
+ for (i = 0; i < gamemap - 1; i++)
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][i].x, YAHspot[gameepisode - 1][i].y, patchBEENTHERE);
+ }
+ if (!(intertime & 16))
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][8].x, YAHspot[gameepisode - 1][8].y, patchBEENTHERE);
+ }
+ }
+ else
+ {
+ for (i = 0; i < prevmap - 1; i++)
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][i].x, YAHspot[gameepisode - 1][i].y, patchBEENTHERE);
+ }
+ if (players[consoleplayer].didsecret)
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][8].x, YAHspot[gameepisode - 1][8].y, patchBEENTHERE);
+ }
+ if (!(intertime & 16))
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][prevmap - 1].x, YAHspot[gameepisode - 1][prevmap - 1].y, patchBEENTHERE);
+ }
+ }
+}
+
+//========================================================================
+//
+// IN_DrawYAH
+//
+//========================================================================
+
+static void IN_DrawYAH(void)
+{
+ int i;
+ int x;
+
+ x = 160 - MN_TextAWidth("NOW ENTERING:")/2;
+ MN_DrTextA("NOW ENTERING:", x, 10);
+ x = 160 - MN_TextBWidth(LevelNames[(gameepisode - 1)*9 + gamemap - 1] + 7)/2;
+ IN_DrTextB(LevelNames[(gameepisode - 1)*9 + gamemap - 1] + 7, x, 20);
+
+ if (prevmap == 9)
+ {
+ prevmap = gamemap - 1;
+ }
+ for (i = 0; i < prevmap; i++)
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][i].x, YAHspot[gameepisode - 1][i].y, patchBEENTHERE);
+ }
+ if (players[consoleplayer].didsecret)
+ {
+ V_DrawPatch(YAHspot[gameepisode - 1][8].x, YAHspot[gameepisode - 1][8].y, patchBEENTHERE);
+ }
+ if (!(intertime & 16) || interstate == 3)
+ { // draw the destination 'X'
+ V_DrawPatch(YAHspot[gameepisode - 1][gamemap - 1].x, YAHspot[gameepisode - 1][gamemap - 1].y, patchGOINGTHERE);
+ }
+}
+
+//========================================================================
+//
+// IN_DrawSingleStats
+//
+//========================================================================
+
+static void IN_DrawSingleStats(void)
+{
+ int x;
+ static int sounds;
+
+ IN_DrTextB("KILLS", 50, 65);
+ IN_DrTextB("ITEMS", 50, 90);
+ IN_DrTextB("SECRETS", 50, 115);
+
+ x = 160 - MN_TextBWidth(LevelNames[(gameepisode - 1)*9 + prevmap - 1] + 7)/2;
+ IN_DrTextB(LevelNames[(gameepisode - 1)*9 + prevmap - 1] + 7, x, 3);
+ x = 160 - MN_TextAWidth("FINISHED")/2;
+ MN_DrTextA("FINISHED", x, 25);
+
+ if (intertime < 30)
+ {
+ sounds = 0;
+ return;
+ }
+ if (sounds < 1 && intertime >= 30)
+ {
+ S_StartSound(NULL, sfx_dorcls);
+ sounds++;
+ }
+ IN_DrawNumber(players[consoleplayer].killcount, 200, 65, 3);
+ V_DrawShadowedPatch(237, 65, FontBSlash);
+ IN_DrawNumber(totalkills, 248, 65, 3);
+ if (intertime < 60)
+ {
+ return;
+ }
+ if (sounds < 2 && intertime >= 60)
+ {
+ S_StartSound(NULL, sfx_dorcls);
+ sounds++;
+ }
+ IN_DrawNumber(players[consoleplayer].itemcount, 200, 90, 3);
+ V_DrawShadowedPatch(237, 90, FontBSlash);
+ IN_DrawNumber(totalitems, 248, 90, 3);
+ if (intertime < 90)
+ {
+ return;
+ }
+ if (sounds < 3 && intertime >= 90)
+ {
+ S_StartSound(NULL, sfx_dorcls);
+ sounds++;
+ }
+ IN_DrawNumber(players[consoleplayer].secretcount, 200, 115, 3);
+ V_DrawShadowedPatch(237, 115, FontBSlash);
+ IN_DrawNumber(totalsecret, 248, 115, 3);
+ if (intertime < 150)
+ {
+ return;
+ }
+ if (sounds < 4 && intertime >= 150)
+ {
+ S_StartSound(NULL, sfx_dorcls);
+ sounds++;
+ }
+
+ if (!ExtendedWAD || gameepisode < 4)
+ {
+ IN_DrTextB("TIME", 85, 160);
+ IN_DrawTime(155, 160, hours, minutes, seconds);
+ }
+ else
+ {
+ x = 160 - MN_TextAWidth("NOW ENTERING:")/2;
+ MN_DrTextA("NOW ENTERING:", x, 160);
+ x = 160 - MN_TextBWidth(LevelNames[(gameepisode - 1)*9 + gamemap - 1] + 7)/2;
+ IN_DrTextB(LevelNames[(gameepisode - 1)*9 + gamemap - 1] + 7, x, 170);
+ skipintermission = false;
+ }
+}
+
+//========================================================================
+//
+// IN_DrawCoopStats
+//
+//========================================================================
+
+static void IN_DrawCoopStats(void)
+{
+ int i;
+ int x;
+ int ypos;
+
+ static int sounds;
+
+ IN_DrTextB("KILLS", 95, 35);
+ IN_DrTextB("BONUS", 155, 35);
+ IN_DrTextB("SECRET", 232, 35);
+ x = 160 - MN_TextBWidth(LevelNames[(gameepisode - 1)*9 + prevmap - 1] + 7)/2;
+ IN_DrTextB(LevelNames[(gameepisode - 1)*9 + prevmap - 1] + 7, x, 3);
+ x = 160 - MN_TextAWidth("FINISHED")/2;
+ MN_DrTextA("FINISHED", x, 25);
+
+ ypos = 50;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ V_DrawShadowedPatch(25, ypos, (PATCH_REF)WR_CacheLumpNum(patchFaceOkayBase + i, PU_CACHE));
+ if (intertime < 40)
+ {
+ sounds = 0;
+ ypos += 37;
+ continue;
+ }
+ else if (intertime >= 40 && sounds < 1)
+ {
+ S_StartSound(NULL, sfx_dorcls);
+ sounds++;
+ }
+ IN_DrawNumber(killPercent[i], 85, ypos + 10, 3);
+ V_DrawShadowedPatch(121, ypos + 10, FontBPercent);
+ IN_DrawNumber(bonusPercent[i], 160, ypos + 10, 3);
+ V_DrawShadowedPatch(196, ypos + 10, FontBPercent);
+ IN_DrawNumber(secretPercent[i], 237, ypos + 10, 3);
+ V_DrawShadowedPatch(273, ypos + 10, FontBPercent);
+ ypos += 37;
+ }
+ }
+}
+
+//========================================================================
+//
+// IN_DrawDMStats
+//
+//========================================================================
+
+static void IN_DrawDMStats(void)
+{
+ int i;
+ int j;
+ int ypos;
+ int xpos;
+ int kpos;
+ //int x; // unused variable
+
+ static int sounds;
+
+ xpos = 90;
+ ypos = 55;
+
+ IN_DrTextB("TOTAL", 265, 30);
+ MN_DrTextA("VICTIMS", 140, 8);
+ for (i = 0; i < 7; i++)
+ {
+ MN_DrTextA(KillersText[i], 10, 80 + 9*i);
+ }
+ if (intertime < 20)
+ {
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ V_DrawShadowedPatch(40, ((ypos<<FRACBITS) + dSlideY[i]*intertime)>>FRACBITS,
+ (PATCH_REF)WR_CacheLumpNum(patchFaceOkayBase + i, PU_CACHE));
+ V_DrawShadowedPatch(((xpos<<FRACBITS) + dSlideX[i]*intertime)>>FRACBITS, 18,
+ (PATCH_REF)WR_CacheLumpNum(patchFaceDeadBase + i, PU_CACHE));
+ }
+ }
+ sounds = 0;
+ return;
+ }
+ if (intertime >= 20 && sounds < 1)
+ {
+ S_StartSound(NULL, sfx_dorcls);
+ sounds++;
+ }
+ if (intertime >= 100 && slaughterboy && sounds < 2)
+ {
+ S_StartSound(NULL, sfx_wpnup);
+ sounds++;
+ }
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ if (intertime < 100 || i == consoleplayer)
+ {
+ V_DrawShadowedPatch(40, ypos, (PATCH_REF)WR_CacheLumpNum(patchFaceOkayBase + i, PU_CACHE));
+ V_DrawShadowedPatch(xpos, 18, (PATCH_REF)WR_CacheLumpNum(patchFaceDeadBase + i, PU_CACHE));
+ }
+ else
+ {
+ V_DrawFuzzPatch(40, ypos, (PATCH_REF)WR_CacheLumpNum(patchFaceOkayBase + i, PU_CACHE));
+ V_DrawFuzzPatch(xpos, 18, (PATCH_REF)WR_CacheLumpNum(patchFaceDeadBase + i, PU_CACHE));
+ }
+ kpos = 86;
+ for (j = 0; j < MAXPLAYERS; j++)
+ {
+ if (playeringame[j])
+ {
+ IN_DrawNumber(players[i].frags[j], kpos, ypos + 10, 3);
+ kpos += 43;
+ }
+ }
+ if (slaughterboy & (1<<i))
+ {
+ if (!(intertime & 16))
+ {
+ IN_DrawNumber(totalFrags[i], 263, ypos + 10, 3);
+ }
+ }
+ else
+ {
+ IN_DrawNumber(totalFrags[i], 263, ypos + 10, 3);
+ }
+ ypos += 36;
+ xpos += 43;
+ }
+ }
+}
+
+//========================================================================
+//
+// IN_DrawTime
+//
+//========================================================================
+
+static void IN_DrawTime(int x, int y, int h, int m, int s)
+{
+ if (h)
+ {
+ IN_DrawNumber(h, x, y, 2);
+ IN_DrTextB(":", x + 26, y);
+ }
+ x += 34;
+ if (m || h)
+ {
+ IN_DrawNumber(m, x, y, 2);
+ }
+ x += 34;
+ if (s)
+ {
+ IN_DrTextB(":", x - 8, y);
+ IN_DrawNumber(s, x, y, 2);
+ }
+}
+
+//========================================================================
+//
+// IN_DrawNumber
+//
+//========================================================================
+
+static void IN_DrawNumber(int val, int x, int y, int digits)
+{
+ patch_t *patch;
+ int width;
+ int xpos;
+ int oldval;
+ int realdigits;
+ boolean neg;
+
+ oldval = val;
+ xpos = x;
+ neg = false;
+ realdigits = 1;
+
+ if (val < 0)
+ { //...this should reflect negative frags
+ val = -val;
+ neg = true;
+ if (val > 99)
+ {
+ val = 99;
+ }
+ }
+ if (val > 9)
+ {
+ realdigits++;
+ if (digits < realdigits)
+ {
+ realdigits = digits;
+ val = 9;
+ }
+ }
+ if (val > 99)
+ {
+ realdigits++;
+ if (digits < realdigits)
+ {
+ realdigits = digits;
+ val = 99;
+ }
+ }
+ if (val > 999)
+ {
+ realdigits++;
+ if (digits < realdigits)
+ {
+ realdigits = digits;
+ val = 999;
+ }
+ }
+ if (digits == 4)
+ {
+#ifdef RENDER3D
+ patch = FontB3DNumbers[val/1000];
+ width = SHORT(patch->width) / 2;
+ OGL_DrawShadowedPatch(xpos + 6 - width - 12, y, FontBNumbers[val/1000]);
+#else
+ patch = FontBNumbers[val/1000];
+ width = SHORT(patch->width) / 2;
+ V_DrawShadowedPatch(xpos + 6 - width - 12, y, patch);
+#endif
+ }
+ if (digits > 2)
+ {
+ if (realdigits > 2)
+ {
+#ifdef RENDER3D
+ patch = FontB3DNumbers[val/100];
+ width = SHORT(patch->width) / 2;
+ OGL_DrawShadowedPatch(xpos + 6 - width, y, FontBNumbers[val/100]);
+#else
+ patch = FontBNumbers[val/100];
+ width = SHORT(patch->width) / 2;
+ V_DrawShadowedPatch(xpos + 6 - width, y, patch);
+#endif
+ }
+ xpos += 12;
+ }
+ val = val % 100;
+ if (digits > 1)
+ {
+ if (val > 9)
+ {
+#ifdef RENDER3D
+ patch = FontB3DNumbers[val/10];
+ width = SHORT(patch->width) / 2;
+ OGL_DrawShadowedPatch(xpos + 6 - width, y, FontBNumbers[val/10]);
+#else
+ patch = FontBNumbers[val/10];
+ width = SHORT(patch->width) / 2;
+ V_DrawShadowedPatch(xpos + 6 - width, y, patch);
+#endif
+ }
+ else if (digits == 2 || oldval > 99)
+ {
+ V_DrawShadowedPatch(xpos, y, FontBNumbers[0]);
+ }
+ xpos += 12;
+ }
+ val = val % 10;
+#ifdef RENDER3D
+ patch = FontB3DNumbers[val];
+ width = SHORT(patch->width) / 2;
+ OGL_DrawShadowedPatch(xpos + 6 - width, y, FontBNumbers[val]);
+#else
+ patch = FontBNumbers[val];
+ width = SHORT(patch->width) / 2;
+ V_DrawShadowedPatch(xpos + 6 - width, y, patch);
+#endif
+ if (neg)
+ {
+#ifdef RENDER3D
+ patch = FontB3DNegative;
+ width = SHORT(patch->width) / 2;
+ OGL_DrawShadowedPatch(xpos + 6 - width - 12*(realdigits), y, FontBNegative);
+#else
+ patch = FontBNegative;
+ width = SHORT(patch->width) / 2;
+ V_DrawShadowedPatch(xpos + 6 - width - 12*(realdigits), y, patch);
+#endif
+ }
+}
+
+//========================================================================
+//
+// IN_DrTextB
+//
+//========================================================================
+
+static void IN_DrTextB(const char *text, int x, int y)
+{
+ char c;
+ patch_t *p;
+
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ x += 8;
+ }
+ else
+ {
+ p = (patch_t *) W_CacheLumpNum(FontBLump + c - 33, PU_CACHE);
+#ifdef RENDER3D
+ OGL_DrawShadowedPatch(x, y, FontBLump + c - 33);
+#else
+ V_DrawShadowedPatch(x, y, p);
+#endif
+ x += SHORT(p->width) - 1;
+ }
+ }
+}
+
--- /dev/null
+++ b/info.c
@@ -1,0 +1,5679 @@
+// info.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+// generated by multigen
+
+const char *sprnames[NUMSPRITES] = {
+"IMPX","ACLO","PTN1","SHLD","SHD2","BAGH","SPMP","INVS","PTN2","SOAR",
+"INVU","PWBK","EGGC","EGGM","FX01","SPHL","TRCH","FBMB","XPL1","ATLP",
+"PPOD","AMG1","SPSH","LVAS","SLDG","SKH1","SKH2","SKH3","SKH4","CHDL",
+"SRTC","SMPL","STGS","STGL","STCS","STCL","KFR1","BARL","BRPL","MOS1",
+"MOS2","WTRH","HCOR","KGZ1","KGZB","KGZG","KGZY","VLCO","VFBL","VTFB",
+"SFFI","TGLT","TELE","STFF","PUF3","PUF4","BEAK","WGNT","GAUN","PUF1",
+"WBLS","BLSR","FX18","FX17","WMCE","MACE","FX02","WSKL","HROD","FX00",
+"FX20","FX21","FX22","FX23","GWND","PUF2","WPHX","PHNX","FX04","FX08",
+"FX09","WBOW","CRBW","FX03","BLOD","PLAY","FDTH","BSKL","CHKN","MUMM",
+"FX15","BEAS","FRB1","SNKE","SNFX","HEAD","FX05","FX06","FX07","CLNK",
+"WZRD","FX11","FX10","KNIG","SPAX","RAXE","SRCR","FX14","SOR2","SDTH",
+"FX16","MNTR","FX12","FX13","AKYY","BKYY","CKYY","AMG2","AMM1","AMM2",
+"AMC1","AMC2","AMS1","AMS2","AMP1","AMP2","AMB1","AMB2", NULL
+};
+
+void A_FreeTargMobj ();
+void A_RestoreSpecialThing1 ();
+void A_RestoreSpecialThing2 ();
+void A_HideThing ();
+void A_UnHideThing ();
+void A_RestoreArtifact ();
+void A_Scream ();
+void A_Explode ();
+void A_PodPain ();
+void A_RemovePod ();
+void A_MakePod ();
+void A_InitKeyGizmo ();
+void A_VolcanoSet ();
+void A_VolcanoBlast ();
+void A_BeastPuff ();
+void A_VolcBallImpact ();
+void A_SpawnTeleGlitter ();
+void A_SpawnTeleGlitter2 ();
+void A_AccTeleGlitter ();
+void A_Light0 ();
+void A_WeaponReady ();
+void A_Lower ();
+void A_Raise ();
+void A_StaffAttackPL1 ();
+void A_ReFire ();
+void A_StaffAttackPL2 ();
+void A_BeakReady ();
+void A_BeakRaise ();
+void A_BeakAttackPL1 ();
+void A_BeakAttackPL2 ();
+void A_GauntletAttack ();
+void A_FireBlasterPL1 ();
+void A_FireBlasterPL2 ();
+void A_SpawnRippers ();
+void A_FireMacePL1 ();
+void A_FireMacePL2 ();
+void A_MacePL1Check ();
+void A_MaceBallImpact ();
+void A_MaceBallImpact2 ();
+void A_DeathBallImpact ();
+void A_FireSkullRodPL1 ();
+void A_FireSkullRodPL2 ();
+void A_SkullRodPL2Seek ();
+void A_AddPlayerRain ();
+void A_HideInCeiling ();
+void A_SkullRodStorm ();
+void A_RainImpact ();
+void A_FireGoldWandPL1 ();
+void A_FireGoldWandPL2 ();
+void A_FirePhoenixPL1 ();
+void A_InitPhoenixPL2 ();
+void A_FirePhoenixPL2 ();
+void A_ShutdownPhoenixPL2 ();
+void A_PhoenixPuff ();
+void A_FlameEnd ();
+void A_FloatPuff ();
+void A_FireCrossbowPL1 ();
+void A_FireCrossbowPL2 ();
+void A_BoltSpark ();
+void A_Pain ();
+void A_NoBlocking ();
+void A_AddPlayerCorpse ();
+void A_SkullPop ();
+void A_FlameSnd ();
+void A_CheckBurnGone ();
+void A_CheckSkullFloor ();
+void A_CheckSkullDone ();
+void A_Feathers ();
+void A_ChicLook ();
+void A_ChicChase ();
+void A_ChicPain ();
+void A_FaceTarget ();
+void A_ChicAttack ();
+void A_Look ();
+void A_Chase ();
+void A_MummyAttack ();
+void A_MummyAttack2 ();
+void A_MummySoul ();
+void A_ContMobjSound ();
+void A_MummyFX1Seek ();
+void A_BeastAttack ();
+void A_SnakeAttack ();
+void A_SnakeAttack2 ();
+void A_HeadAttack ();
+void A_BossDeath ();
+void A_HeadIceImpact ();
+void A_HeadFireGrow ();
+void A_WhirlwindSeek ();
+void A_ClinkAttack ();
+void A_WizAtk1 ();
+void A_WizAtk2 ();
+void A_WizAtk3 ();
+void A_GhostOff ();
+void A_ImpMeAttack ();
+void A_ImpMsAttack ();
+void A_ImpMsAttack2 ();
+void A_ImpDeath ();
+void A_ImpXDeath1 ();
+void A_ImpXDeath2 ();
+void A_ImpExplode ();
+void A_KnightAttack ();
+void A_DripBlood ();
+void A_Sor1Chase ();
+void A_Sor1Pain ();
+void A_Srcr1Attack ();
+void A_SorZap ();
+void A_SorcererRise ();
+void A_SorRise ();
+void A_SorSightSnd ();
+void A_Srcr2Decide ();
+void A_Srcr2Attack ();
+void A_Sor2DthInit ();
+void A_SorDSph ();
+void A_Sor2DthLoop ();
+void A_SorDExp ();
+void A_SorDBon ();
+void A_BlueSpark ();
+void A_GenWizard ();
+void A_MinotaurAtk1 ();
+void A_MinotaurDecide ();
+void A_MinotaurAtk2 ();
+void A_MinotaurAtk3 ();
+void A_MinotaurCharge ();
+void A_MntrFloorFire ();
+void A_ESound ();
+
+state_t states[NUMSTATES] = {
+{SPR_IMPX,0,-1,NULL,S_NULL,0,0}, // S_NULL
+{SPR_ACLO,4,1050,A_FreeTargMobj,S_NULL,0,0}, // S_FREETARGMOBJ
+{SPR_PTN1,0,3,NULL,S_ITEM_PTN1_2,0,0}, // S_ITEM_PTN1_1
+{SPR_PTN1,1,3,NULL,S_ITEM_PTN1_3,0,0}, // S_ITEM_PTN1_2
+{SPR_PTN1,2,3,NULL,S_ITEM_PTN1_1,0,0}, // S_ITEM_PTN1_3
+{SPR_SHLD,0,-1,NULL,S_NULL,0,0}, // S_ITEM_SHLD1
+{SPR_SHD2,0,-1,NULL,S_NULL,0,0}, // S_ITEM_SHD2_1
+{SPR_BAGH,0,-1,NULL,S_NULL,0,0}, // S_ITEM_BAGH1
+{SPR_SPMP,0,-1,NULL,S_NULL,0,0}, // S_ITEM_SPMP1
+{SPR_ACLO,4,1400,NULL,S_HIDESPECIAL2,0,0}, // S_HIDESPECIAL1
+{SPR_ACLO,0,4,A_RestoreSpecialThing1,S_HIDESPECIAL3,0,0}, // S_HIDESPECIAL2
+{SPR_ACLO,1,4,NULL,S_HIDESPECIAL4,0,0}, // S_HIDESPECIAL3
+{SPR_ACLO,0,4,NULL,S_HIDESPECIAL5,0,0}, // S_HIDESPECIAL4
+{SPR_ACLO,1,4,NULL,S_HIDESPECIAL6,0,0}, // S_HIDESPECIAL5
+{SPR_ACLO,2,4,NULL,S_HIDESPECIAL7,0,0}, // S_HIDESPECIAL6
+{SPR_ACLO,1,4,NULL,S_HIDESPECIAL8,0,0}, // S_HIDESPECIAL7
+{SPR_ACLO,2,4,NULL,S_HIDESPECIAL9,0,0}, // S_HIDESPECIAL8
+{SPR_ACLO,3,4,NULL,S_HIDESPECIAL10,0,0}, // S_HIDESPECIAL9
+{SPR_ACLO,2,4,NULL,S_HIDESPECIAL11,0,0}, // S_HIDESPECIAL10
+{SPR_ACLO,3,4,A_RestoreSpecialThing2,S_NULL,0,0}, // S_HIDESPECIAL11
+{SPR_ACLO,3,3,NULL,S_DORMANTARTI2,0,0}, // S_DORMANTARTI1
+{SPR_ACLO,2,3,NULL,S_DORMANTARTI3,0,0}, // S_DORMANTARTI2
+{SPR_ACLO,3,3,NULL,S_DORMANTARTI4,0,0}, // S_DORMANTARTI3
+{SPR_ACLO,2,3,NULL,S_DORMANTARTI5,0,0}, // S_DORMANTARTI4
+{SPR_ACLO,1,3,NULL,S_DORMANTARTI6,0,0}, // S_DORMANTARTI5
+{SPR_ACLO,2,3,NULL,S_DORMANTARTI7,0,0}, // S_DORMANTARTI6
+{SPR_ACLO,1,3,NULL,S_DORMANTARTI8,0,0}, // S_DORMANTARTI7
+{SPR_ACLO,0,3,NULL,S_DORMANTARTI9,0,0}, // S_DORMANTARTI8
+{SPR_ACLO,1,3,NULL,S_DORMANTARTI10,0,0}, // S_DORMANTARTI9
+{SPR_ACLO,0,3,NULL,S_DORMANTARTI11,0,0}, // S_DORMANTARTI10
+{SPR_ACLO,0,1400,A_HideThing,S_DORMANTARTI12,0,0}, // S_DORMANTARTI11
+{SPR_ACLO,0,3,A_UnHideThing,S_DORMANTARTI13,0,0}, // S_DORMANTARTI12
+{SPR_ACLO,1,3,NULL,S_DORMANTARTI14,0,0}, // S_DORMANTARTI13
+{SPR_ACLO,0,3,NULL,S_DORMANTARTI15,0,0}, // S_DORMANTARTI14
+{SPR_ACLO,1,3,NULL,S_DORMANTARTI16,0,0}, // S_DORMANTARTI15
+{SPR_ACLO,2,3,NULL,S_DORMANTARTI17,0,0}, // S_DORMANTARTI16
+{SPR_ACLO,1,3,NULL,S_DORMANTARTI18,0,0}, // S_DORMANTARTI17
+{SPR_ACLO,2,3,NULL,S_DORMANTARTI19,0,0}, // S_DORMANTARTI18
+{SPR_ACLO,3,3,NULL,S_DORMANTARTI20,0,0}, // S_DORMANTARTI19
+{SPR_ACLO,2,3,NULL,S_DORMANTARTI21,0,0}, // S_DORMANTARTI20
+{SPR_ACLO,3,3,A_RestoreArtifact,S_NULL,0,0}, // S_DORMANTARTI21
+{SPR_ACLO,3,3,NULL,S_DEADARTI2,0,0}, // S_DEADARTI1
+{SPR_ACLO,2,3,NULL,S_DEADARTI3,0,0}, // S_DEADARTI2
+{SPR_ACLO,3,3,NULL,S_DEADARTI4,0,0}, // S_DEADARTI3
+{SPR_ACLO,2,3,NULL,S_DEADARTI5,0,0}, // S_DEADARTI4
+{SPR_ACLO,1,3,NULL,S_DEADARTI6,0,0}, // S_DEADARTI5
+{SPR_ACLO,2,3,NULL,S_DEADARTI7,0,0}, // S_DEADARTI6
+{SPR_ACLO,1,3,NULL,S_DEADARTI8,0,0}, // S_DEADARTI7
+{SPR_ACLO,0,3,NULL,S_DEADARTI9,0,0}, // S_DEADARTI8
+{SPR_ACLO,1,3,NULL,S_DEADARTI10,0,0}, // S_DEADARTI9
+{SPR_ACLO,0,3,NULL,S_NULL,0,0}, // S_DEADARTI10
+{SPR_INVS,32768,350,NULL,S_ARTI_INVS1,0,0}, // S_ARTI_INVS1
+{SPR_PTN2,0,4,NULL,S_ARTI_PTN2_2,0,0}, // S_ARTI_PTN2_1
+{SPR_PTN2,1,4,NULL,S_ARTI_PTN2_3,0,0}, // S_ARTI_PTN2_2
+{SPR_PTN2,2,4,NULL,S_ARTI_PTN2_1,0,0}, // S_ARTI_PTN2_3
+{SPR_SOAR,0,5,NULL,S_ARTI_SOAR2,0,0}, // S_ARTI_SOAR1
+{SPR_SOAR,1,5,NULL,S_ARTI_SOAR3,0,0}, // S_ARTI_SOAR2
+{SPR_SOAR,2,5,NULL,S_ARTI_SOAR4,0,0}, // S_ARTI_SOAR3
+{SPR_SOAR,1,5,NULL,S_ARTI_SOAR1,0,0}, // S_ARTI_SOAR4
+{SPR_INVU,0,3,NULL,S_ARTI_INVU2,0,0}, // S_ARTI_INVU1
+{SPR_INVU,1,3,NULL,S_ARTI_INVU3,0,0}, // S_ARTI_INVU2
+{SPR_INVU,2,3,NULL,S_ARTI_INVU4,0,0}, // S_ARTI_INVU3
+{SPR_INVU,3,3,NULL,S_ARTI_INVU1,0,0}, // S_ARTI_INVU4
+{SPR_PWBK,0,350,NULL,S_ARTI_PWBK1,0,0}, // S_ARTI_PWBK1
+{SPR_EGGC,0,6,NULL,S_ARTI_EGGC2,0,0}, // S_ARTI_EGGC1
+{SPR_EGGC,1,6,NULL,S_ARTI_EGGC3,0,0}, // S_ARTI_EGGC2
+{SPR_EGGC,2,6,NULL,S_ARTI_EGGC4,0,0}, // S_ARTI_EGGC3
+{SPR_EGGC,1,6,NULL,S_ARTI_EGGC1,0,0}, // S_ARTI_EGGC4
+{SPR_EGGM,0,4,NULL,S_EGGFX2,0,0}, // S_EGGFX1
+{SPR_EGGM,1,4,NULL,S_EGGFX3,0,0}, // S_EGGFX2
+{SPR_EGGM,2,4,NULL,S_EGGFX4,0,0}, // S_EGGFX3
+{SPR_EGGM,3,4,NULL,S_EGGFX5,0,0}, // S_EGGFX4
+{SPR_EGGM,4,4,NULL,S_EGGFX1,0,0}, // S_EGGFX5
+{SPR_FX01,32772,3,NULL,S_EGGFXI1_2,0,0}, // S_EGGFXI1_1
+{SPR_FX01,32773,3,NULL,S_EGGFXI1_3,0,0}, // S_EGGFXI1_2
+{SPR_FX01,32774,3,NULL,S_EGGFXI1_4,0,0}, // S_EGGFXI1_3
+{SPR_FX01,32775,3,NULL,S_NULL,0,0}, // S_EGGFXI1_4
+{SPR_SPHL,0,350,NULL,S_ARTI_SPHL1,0,0}, // S_ARTI_SPHL1
+{SPR_TRCH,32768,3,NULL,S_ARTI_TRCH2,0,0}, // S_ARTI_TRCH1
+{SPR_TRCH,32769,3,NULL,S_ARTI_TRCH3,0,0}, // S_ARTI_TRCH2
+{SPR_TRCH,32770,3,NULL,S_ARTI_TRCH1,0,0}, // S_ARTI_TRCH3
+{SPR_FBMB,4,350,NULL,S_ARTI_FBMB1,0,0}, // S_ARTI_FBMB1
+{SPR_FBMB,0,10,NULL,S_FIREBOMB2,0,0}, // S_FIREBOMB1
+{SPR_FBMB,1,10,NULL,S_FIREBOMB3,0,0}, // S_FIREBOMB2
+{SPR_FBMB,2,10,NULL,S_FIREBOMB4,0,0}, // S_FIREBOMB3
+{SPR_FBMB,3,10,NULL,S_FIREBOMB5,0,0}, // S_FIREBOMB4
+{SPR_FBMB,4,6,A_Scream,S_FIREBOMB6,0,0}, // S_FIREBOMB5
+{SPR_XPL1,32768,4,A_Explode,S_FIREBOMB7,0,0}, // S_FIREBOMB6
+{SPR_XPL1,32769,4,NULL,S_FIREBOMB8,0,0}, // S_FIREBOMB7
+{SPR_XPL1,32770,4,NULL,S_FIREBOMB9,0,0}, // S_FIREBOMB8
+{SPR_XPL1,32771,4,NULL,S_FIREBOMB10,0,0}, // S_FIREBOMB9
+{SPR_XPL1,32772,4,NULL,S_FIREBOMB11,0,0}, // S_FIREBOMB10
+{SPR_XPL1,32773,4,NULL,S_NULL,0,0}, // S_FIREBOMB11
+{SPR_ATLP,0,4,NULL,S_ARTI_ATLP2,0,0}, // S_ARTI_ATLP1
+{SPR_ATLP,1,4,NULL,S_ARTI_ATLP3,0,0}, // S_ARTI_ATLP2
+{SPR_ATLP,2,4,NULL,S_ARTI_ATLP4,0,0}, // S_ARTI_ATLP3
+{SPR_ATLP,1,4,NULL,S_ARTI_ATLP1,0,0}, // S_ARTI_ATLP4
+{SPR_PPOD,0,10,NULL,S_POD_WAIT1,0,0}, // S_POD_WAIT1
+{SPR_PPOD,1,14,A_PodPain,S_POD_WAIT1,0,0}, // S_POD_PAIN1
+{SPR_PPOD,32770,5,A_RemovePod,S_POD_DIE2,0,0}, // S_POD_DIE1
+{SPR_PPOD,32771,5,A_Scream,S_POD_DIE3,0,0}, // S_POD_DIE2
+{SPR_PPOD,32772,5,A_Explode,S_POD_DIE4,0,0}, // S_POD_DIE3
+{SPR_PPOD,32773,10,NULL,S_FREETARGMOBJ,0,0}, // S_POD_DIE4
+{SPR_PPOD,8,3,NULL,S_POD_GROW2,0,0}, // S_POD_GROW1
+{SPR_PPOD,9,3,NULL,S_POD_GROW3,0,0}, // S_POD_GROW2
+{SPR_PPOD,10,3,NULL,S_POD_GROW4,0,0}, // S_POD_GROW3
+{SPR_PPOD,11,3,NULL,S_POD_GROW5,0,0}, // S_POD_GROW4
+{SPR_PPOD,12,3,NULL,S_POD_GROW6,0,0}, // S_POD_GROW5
+{SPR_PPOD,13,3,NULL,S_POD_GROW7,0,0}, // S_POD_GROW6
+{SPR_PPOD,14,3,NULL,S_POD_GROW8,0,0}, // S_POD_GROW7
+{SPR_PPOD,15,3,NULL,S_POD_WAIT1,0,0}, // S_POD_GROW8
+{SPR_PPOD,6,8,NULL,S_PODGOO2,0,0}, // S_PODGOO1
+{SPR_PPOD,7,8,NULL,S_PODGOO1,0,0}, // S_PODGOO2
+{SPR_PPOD,6,10,NULL,S_NULL,0,0}, // S_PODGOOX
+{SPR_AMG1,0,35,A_MakePod,S_PODGENERATOR,0,0}, // S_PODGENERATOR
+{SPR_SPSH,0,8,NULL,S_SPLASH2,0,0}, // S_SPLASH1
+{SPR_SPSH,1,8,NULL,S_SPLASH3,0,0}, // S_SPLASH2
+{SPR_SPSH,2,8,NULL,S_SPLASH4,0,0}, // S_SPLASH3
+{SPR_SPSH,3,16,NULL,S_NULL,0,0}, // S_SPLASH4
+{SPR_SPSH,3,10,NULL,S_NULL,0,0}, // S_SPLASHX
+{SPR_SPSH,4,5,NULL,S_SPLASHBASE2,0,0}, // S_SPLASHBASE1
+{SPR_SPSH,5,5,NULL,S_SPLASHBASE3,0,0}, // S_SPLASHBASE2
+{SPR_SPSH,6,5,NULL,S_SPLASHBASE4,0,0}, // S_SPLASHBASE3
+{SPR_SPSH,7,5,NULL,S_SPLASHBASE5,0,0}, // S_SPLASHBASE4
+{SPR_SPSH,8,5,NULL,S_SPLASHBASE6,0,0}, // S_SPLASHBASE5
+{SPR_SPSH,9,5,NULL,S_SPLASHBASE7,0,0}, // S_SPLASHBASE6
+{SPR_SPSH,10,5,NULL,S_NULL,0,0}, // S_SPLASHBASE7
+{SPR_LVAS,32768,5,NULL,S_LAVASPLASH2,0,0}, // S_LAVASPLASH1
+{SPR_LVAS,32769,5,NULL,S_LAVASPLASH3,0,0}, // S_LAVASPLASH2
+{SPR_LVAS,32770,5,NULL,S_LAVASPLASH4,0,0}, // S_LAVASPLASH3
+{SPR_LVAS,32771,5,NULL,S_LAVASPLASH5,0,0}, // S_LAVASPLASH4
+{SPR_LVAS,32772,5,NULL,S_LAVASPLASH6,0,0}, // S_LAVASPLASH5
+{SPR_LVAS,32773,5,NULL,S_NULL,0,0}, // S_LAVASPLASH6
+{SPR_LVAS,32774,5,NULL,S_LAVASMOKE2,0,0}, // S_LAVASMOKE1
+{SPR_LVAS,32775,5,NULL,S_LAVASMOKE3,0,0}, // S_LAVASMOKE2
+{SPR_LVAS,32776,5,NULL,S_LAVASMOKE4,0,0}, // S_LAVASMOKE3
+{SPR_LVAS,32777,5,NULL,S_LAVASMOKE5,0,0}, // S_LAVASMOKE4
+{SPR_LVAS,32778,5,NULL,S_NULL,0,0}, // S_LAVASMOKE5
+{SPR_SLDG,0,8,NULL,S_SLUDGECHUNK2,0,0}, // S_SLUDGECHUNK1
+{SPR_SLDG,1,8,NULL,S_SLUDGECHUNK3,0,0}, // S_SLUDGECHUNK2
+{SPR_SLDG,2,8,NULL,S_SLUDGECHUNK4,0,0}, // S_SLUDGECHUNK3
+{SPR_SLDG,3,8,NULL,S_NULL,0,0}, // S_SLUDGECHUNK4
+{SPR_SLDG,3,6,NULL,S_NULL,0,0}, // S_SLUDGECHUNKX
+{SPR_SLDG,4,5,NULL,S_SLUDGESPLASH2,0,0}, // S_SLUDGESPLASH1
+{SPR_SLDG,5,5,NULL,S_SLUDGESPLASH3,0,0}, // S_SLUDGESPLASH2
+{SPR_SLDG,6,5,NULL,S_SLUDGESPLASH4,0,0}, // S_SLUDGESPLASH3
+{SPR_SLDG,7,5,NULL,S_NULL,0,0}, // S_SLUDGESPLASH4
+{SPR_SKH1,0,-1,NULL,S_NULL,0,0}, // S_SKULLHANG70_1
+{SPR_SKH2,0,-1,NULL,S_NULL,0,0}, // S_SKULLHANG60_1
+{SPR_SKH3,0,-1,NULL,S_NULL,0,0}, // S_SKULLHANG45_1
+{SPR_SKH4,0,-1,NULL,S_NULL,0,0}, // S_SKULLHANG35_1
+{SPR_CHDL,0,4,NULL,S_CHANDELIER2,0,0}, // S_CHANDELIER1
+{SPR_CHDL,1,4,NULL,S_CHANDELIER3,0,0}, // S_CHANDELIER2
+{SPR_CHDL,2,4,NULL,S_CHANDELIER1,0,0}, // S_CHANDELIER3
+{SPR_SRTC,0,4,NULL,S_SERPTORCH2,0,0}, // S_SERPTORCH1
+{SPR_SRTC,1,4,NULL,S_SERPTORCH3,0,0}, // S_SERPTORCH2
+{SPR_SRTC,2,4,NULL,S_SERPTORCH1,0,0}, // S_SERPTORCH3
+{SPR_SMPL,0,-1,NULL,S_NULL,0,0}, // S_SMALLPILLAR
+{SPR_STGS,0,-1,NULL,S_NULL,0,0}, // S_STALAGMITESMALL
+{SPR_STGL,0,-1,NULL,S_NULL,0,0}, // S_STALAGMITELARGE
+{SPR_STCS,0,-1,NULL,S_NULL,0,0}, // S_STALACTITESMALL
+{SPR_STCL,0,-1,NULL,S_NULL,0,0}, // S_STALACTITELARGE
+{SPR_KFR1,32768,3,NULL,S_FIREBRAZIER2,0,0}, // S_FIREBRAZIER1
+{SPR_KFR1,32769,3,NULL,S_FIREBRAZIER3,0,0}, // S_FIREBRAZIER2
+{SPR_KFR1,32770,3,NULL,S_FIREBRAZIER4,0,0}, // S_FIREBRAZIER3
+{SPR_KFR1,32771,3,NULL,S_FIREBRAZIER5,0,0}, // S_FIREBRAZIER4
+{SPR_KFR1,32772,3,NULL,S_FIREBRAZIER6,0,0}, // S_FIREBRAZIER5
+{SPR_KFR1,32773,3,NULL,S_FIREBRAZIER7,0,0}, // S_FIREBRAZIER6
+{SPR_KFR1,32774,3,NULL,S_FIREBRAZIER8,0,0}, // S_FIREBRAZIER7
+{SPR_KFR1,32775,3,NULL,S_FIREBRAZIER1,0,0}, // S_FIREBRAZIER8
+{SPR_BARL,0,-1,NULL,S_NULL,0,0}, // S_BARREL
+{SPR_BRPL,0,-1,NULL,S_NULL,0,0}, // S_BRPILLAR
+{SPR_MOS1,0,-1,NULL,S_NULL,0,0}, // S_MOSS1
+{SPR_MOS2,0,-1,NULL,S_NULL,0,0}, // S_MOSS2
+{SPR_WTRH,32768,6,NULL,S_WALLTORCH2,0,0}, // S_WALLTORCH1
+{SPR_WTRH,32769,6,NULL,S_WALLTORCH3,0,0}, // S_WALLTORCH2
+{SPR_WTRH,32770,6,NULL,S_WALLTORCH1,0,0}, // S_WALLTORCH3
+{SPR_HCOR,0,-1,NULL,S_NULL,0,0}, // S_HANGINGCORPSE
+{SPR_KGZ1,0,1,NULL,S_KEYGIZMO2,0,0}, // S_KEYGIZMO1
+{SPR_KGZ1,0,1,A_InitKeyGizmo,S_KEYGIZMO3,0,0}, // S_KEYGIZMO2
+{SPR_KGZ1,0,-1,NULL,S_NULL,0,0}, // S_KEYGIZMO3
+{SPR_KGZB,0,1,NULL,S_KGZ_START,0,0}, // S_KGZ_START
+{SPR_KGZB,32768,-1,NULL,S_NULL,0,0}, // S_KGZ_BLUEFLOAT1
+{SPR_KGZG,32768,-1,NULL,S_NULL,0,0}, // S_KGZ_GREENFLOAT1
+{SPR_KGZY,32768,-1,NULL,S_NULL,0,0}, // S_KGZ_YELLOWFLOAT1
+{SPR_VLCO,0,350,NULL,S_VOLCANO2,0,0}, // S_VOLCANO1
+{SPR_VLCO,0,35,A_VolcanoSet,S_VOLCANO3,0,0}, // S_VOLCANO2
+{SPR_VLCO,1,3,NULL,S_VOLCANO4,0,0}, // S_VOLCANO3
+{SPR_VLCO,2,3,NULL,S_VOLCANO5,0,0}, // S_VOLCANO4
+{SPR_VLCO,3,3,NULL,S_VOLCANO6,0,0}, // S_VOLCANO5
+{SPR_VLCO,1,3,NULL,S_VOLCANO7,0,0}, // S_VOLCANO6
+{SPR_VLCO,2,3,NULL,S_VOLCANO8,0,0}, // S_VOLCANO7
+{SPR_VLCO,3,3,NULL,S_VOLCANO9,0,0}, // S_VOLCANO8
+{SPR_VLCO,4,10,A_VolcanoBlast,S_VOLCANO2,0,0}, // S_VOLCANO9
+{SPR_VFBL,0,4,A_BeastPuff,S_VOLCANOBALL2,0,0}, // S_VOLCANOBALL1
+{SPR_VFBL,1,4,A_BeastPuff,S_VOLCANOBALL1,0,0}, // S_VOLCANOBALL2
+{SPR_XPL1,0,4,A_VolcBallImpact,S_VOLCANOBALLX2,0,0}, // S_VOLCANOBALLX1
+{SPR_XPL1,1,4,NULL,S_VOLCANOBALLX3,0,0}, // S_VOLCANOBALLX2
+{SPR_XPL1,2,4,NULL,S_VOLCANOBALLX4,0,0}, // S_VOLCANOBALLX3
+{SPR_XPL1,3,4,NULL,S_VOLCANOBALLX5,0,0}, // S_VOLCANOBALLX4
+{SPR_XPL1,4,4,NULL,S_VOLCANOBALLX6,0,0}, // S_VOLCANOBALLX5
+{SPR_XPL1,5,4,NULL,S_NULL,0,0}, // S_VOLCANOBALLX6
+{SPR_VTFB,0,4,NULL,S_VOLCANOTBALL2,0,0}, // S_VOLCANOTBALL1
+{SPR_VTFB,1,4,NULL,S_VOLCANOTBALL1,0,0}, // S_VOLCANOTBALL2
+{SPR_SFFI,2,4,NULL,S_VOLCANOTBALLX2,0,0}, // S_VOLCANOTBALLX1
+{SPR_SFFI,1,4,NULL,S_VOLCANOTBALLX3,0,0}, // S_VOLCANOTBALLX2
+{SPR_SFFI,0,4,NULL,S_VOLCANOTBALLX4,0,0}, // S_VOLCANOTBALLX3
+{SPR_SFFI,1,4,NULL,S_VOLCANOTBALLX5,0,0}, // S_VOLCANOTBALLX4
+{SPR_SFFI,2,4,NULL,S_VOLCANOTBALLX6,0,0}, // S_VOLCANOTBALLX5
+{SPR_SFFI,3,4,NULL,S_VOLCANOTBALLX7,0,0}, // S_VOLCANOTBALLX6
+{SPR_SFFI,4,4,NULL,S_NULL,0,0}, // S_VOLCANOTBALLX7
+{SPR_TGLT,0,8,A_SpawnTeleGlitter,S_TELEGLITGEN1,0,0}, // S_TELEGLITGEN1
+{SPR_TGLT,5,8,A_SpawnTeleGlitter2,S_TELEGLITGEN2,0,0}, // S_TELEGLITGEN2
+{SPR_TGLT,32768,2,NULL,S_TELEGLITTER1_2,0,0}, // S_TELEGLITTER1_1
+{SPR_TGLT,32769,2,A_AccTeleGlitter,S_TELEGLITTER1_3,0,0}, // S_TELEGLITTER1_2
+{SPR_TGLT,32770,2,NULL,S_TELEGLITTER1_4,0,0}, // S_TELEGLITTER1_3
+{SPR_TGLT,32771,2,A_AccTeleGlitter,S_TELEGLITTER1_5,0,0}, // S_TELEGLITTER1_4
+{SPR_TGLT,32772,2,NULL,S_TELEGLITTER1_1,0,0}, // S_TELEGLITTER1_5
+{SPR_TGLT,32773,2,NULL,S_TELEGLITTER2_2,0,0}, // S_TELEGLITTER2_1
+{SPR_TGLT,32774,2,A_AccTeleGlitter,S_TELEGLITTER2_3,0,0}, // S_TELEGLITTER2_2
+{SPR_TGLT,32775,2,NULL,S_TELEGLITTER2_4,0,0}, // S_TELEGLITTER2_3
+{SPR_TGLT,32776,2,A_AccTeleGlitter,S_TELEGLITTER2_5,0,0}, // S_TELEGLITTER2_4
+{SPR_TGLT,32777,2,NULL,S_TELEGLITTER2_1,0,0}, // S_TELEGLITTER2_5
+{SPR_TELE,32768,6,NULL,S_TFOG2,0,0}, // S_TFOG1
+{SPR_TELE,32769,6,NULL,S_TFOG3,0,0}, // S_TFOG2
+{SPR_TELE,32770,6,NULL,S_TFOG4,0,0}, // S_TFOG3
+{SPR_TELE,32771,6,NULL,S_TFOG5,0,0}, // S_TFOG4
+{SPR_TELE,32772,6,NULL,S_TFOG6,0,0}, // S_TFOG5
+{SPR_TELE,32773,6,NULL,S_TFOG7,0,0}, // S_TFOG6
+{SPR_TELE,32774,6,NULL,S_TFOG8,0,0}, // S_TFOG7
+{SPR_TELE,32775,6,NULL,S_TFOG9,0,0}, // S_TFOG8
+{SPR_TELE,32774,6,NULL,S_TFOG10,0,0}, // S_TFOG9
+{SPR_TELE,32773,6,NULL,S_TFOG11,0,0}, // S_TFOG10
+{SPR_TELE,32772,6,NULL,S_TFOG12,0,0}, // S_TFOG11
+{SPR_TELE,32771,6,NULL,S_TFOG13,0,0}, // S_TFOG12
+{SPR_TELE,32770,6,NULL,S_NULL,0,0}, // S_TFOG13
+{SPR_STFF,0,0,A_Light0,S_NULL,0,0}, // S_LIGHTDONE
+{SPR_STFF,0,1,A_WeaponReady,S_STAFFREADY,0,0}, // S_STAFFREADY
+{SPR_STFF,0,1,A_Lower,S_STAFFDOWN,0,0}, // S_STAFFDOWN
+{SPR_STFF,0,1,A_Raise,S_STAFFUP,0,0}, // S_STAFFUP
+{SPR_STFF,3,4,A_WeaponReady,S_STAFFREADY2_2,0,0}, // S_STAFFREADY2_1
+{SPR_STFF,4,4,A_WeaponReady,S_STAFFREADY2_3,0,0}, // S_STAFFREADY2_2
+{SPR_STFF,5,4,A_WeaponReady,S_STAFFREADY2_1,0,0}, // S_STAFFREADY2_3
+{SPR_STFF,3,1,A_Lower,S_STAFFDOWN2,0,0}, // S_STAFFDOWN2
+{SPR_STFF,3,1,A_Raise,S_STAFFUP2,0,0}, // S_STAFFUP2
+{SPR_STFF,1,6,NULL,S_STAFFATK1_2,0,0}, // S_STAFFATK1_1
+{SPR_STFF,2,8,A_StaffAttackPL1,S_STAFFATK1_3,0,0}, // S_STAFFATK1_2
+{SPR_STFF,1,8,A_ReFire,S_STAFFREADY,0,0}, // S_STAFFATK1_3
+{SPR_STFF,6,6,NULL,S_STAFFATK2_2,0,0}, // S_STAFFATK2_1
+{SPR_STFF,7,8,A_StaffAttackPL2,S_STAFFATK2_3,0,0}, // S_STAFFATK2_2
+{SPR_STFF,6,8,A_ReFire,S_STAFFREADY2_1,0,0}, // S_STAFFATK2_3
+{SPR_PUF3,32768,4,NULL,S_STAFFPUFF2,0,0}, // S_STAFFPUFF1
+{SPR_PUF3,1,4,NULL,S_STAFFPUFF3,0,0}, // S_STAFFPUFF2
+{SPR_PUF3,2,4,NULL,S_STAFFPUFF4,0,0}, // S_STAFFPUFF3
+{SPR_PUF3,3,4,NULL,S_NULL,0,0}, // S_STAFFPUFF4
+{SPR_PUF4,32768,4,NULL,S_STAFFPUFF2_2,0,0}, // S_STAFFPUFF2_1
+{SPR_PUF4,32769,4,NULL,S_STAFFPUFF2_3,0,0}, // S_STAFFPUFF2_2
+{SPR_PUF4,32770,4,NULL,S_STAFFPUFF2_4,0,0}, // S_STAFFPUFF2_3
+{SPR_PUF4,32771,4,NULL,S_STAFFPUFF2_5,0,0}, // S_STAFFPUFF2_4
+{SPR_PUF4,32772,4,NULL,S_STAFFPUFF2_6,0,0}, // S_STAFFPUFF2_5
+{SPR_PUF4,32773,4,NULL,S_NULL,0,0}, // S_STAFFPUFF2_6
+{SPR_BEAK,0,1,A_BeakReady,S_BEAKREADY,0,0}, // S_BEAKREADY
+{SPR_BEAK,0,1,A_Lower,S_BEAKDOWN,0,0}, // S_BEAKDOWN
+{SPR_BEAK,0,1,A_BeakRaise,S_BEAKUP,0,0}, // S_BEAKUP
+{SPR_BEAK,0,18,A_BeakAttackPL1,S_BEAKREADY,0,0}, // S_BEAKATK1_1
+{SPR_BEAK,0,12,A_BeakAttackPL2,S_BEAKREADY,0,0}, // S_BEAKATK2_1
+{SPR_WGNT,0,-1,NULL,S_NULL,0,0}, // S_WGNT
+{SPR_GAUN,0,1,A_WeaponReady,S_GAUNTLETREADY,0,0}, // S_GAUNTLETREADY
+{SPR_GAUN,0,1,A_Lower,S_GAUNTLETDOWN,0,0}, // S_GAUNTLETDOWN
+{SPR_GAUN,0,1,A_Raise,S_GAUNTLETUP,0,0}, // S_GAUNTLETUP
+{SPR_GAUN,6,4,A_WeaponReady,S_GAUNTLETREADY2_2,0,0}, // S_GAUNTLETREADY2_1
+{SPR_GAUN,7,4,A_WeaponReady,S_GAUNTLETREADY2_3,0,0}, // S_GAUNTLETREADY2_2
+{SPR_GAUN,8,4,A_WeaponReady,S_GAUNTLETREADY2_1,0,0}, // S_GAUNTLETREADY2_3
+{SPR_GAUN,6,1,A_Lower,S_GAUNTLETDOWN2,0,0}, // S_GAUNTLETDOWN2
+{SPR_GAUN,6,1,A_Raise,S_GAUNTLETUP2,0,0}, // S_GAUNTLETUP2
+{SPR_GAUN,1,4,NULL,S_GAUNTLETATK1_2,0,0}, // S_GAUNTLETATK1_1
+{SPR_GAUN,2,4,NULL,S_GAUNTLETATK1_3,0,0}, // S_GAUNTLETATK1_2
+{SPR_GAUN,32771,4,A_GauntletAttack,S_GAUNTLETATK1_4,0,0}, // S_GAUNTLETATK1_3
+{SPR_GAUN,32772,4,A_GauntletAttack,S_GAUNTLETATK1_5,0,0}, // S_GAUNTLETATK1_4
+{SPR_GAUN,32773,4,A_GauntletAttack,S_GAUNTLETATK1_6,0,0}, // S_GAUNTLETATK1_5
+{SPR_GAUN,2,4,A_ReFire,S_GAUNTLETATK1_7,0,0}, // S_GAUNTLETATK1_6
+{SPR_GAUN,1,4,A_Light0,S_GAUNTLETREADY,0,0}, // S_GAUNTLETATK1_7
+{SPR_GAUN,9,4,NULL,S_GAUNTLETATK2_2,0,0}, // S_GAUNTLETATK2_1
+{SPR_GAUN,10,4,NULL,S_GAUNTLETATK2_3,0,0}, // S_GAUNTLETATK2_2
+{SPR_GAUN,32779,4,A_GauntletAttack,S_GAUNTLETATK2_4,0,0}, // S_GAUNTLETATK2_3
+{SPR_GAUN,32780,4,A_GauntletAttack,S_GAUNTLETATK2_5,0,0}, // S_GAUNTLETATK2_4
+{SPR_GAUN,32781,4,A_GauntletAttack,S_GAUNTLETATK2_6,0,0}, // S_GAUNTLETATK2_5
+{SPR_GAUN,10,4,A_ReFire,S_GAUNTLETATK2_7,0,0}, // S_GAUNTLETATK2_6
+{SPR_GAUN,9,4,A_Light0,S_GAUNTLETREADY2_1,0,0}, // S_GAUNTLETATK2_7
+{SPR_PUF1,32768,4,NULL,S_GAUNTLETPUFF1_2,0,0}, // S_GAUNTLETPUFF1_1
+{SPR_PUF1,32769,4,NULL,S_GAUNTLETPUFF1_3,0,0}, // S_GAUNTLETPUFF1_2
+{SPR_PUF1,32770,4,NULL,S_GAUNTLETPUFF1_4,0,0}, // S_GAUNTLETPUFF1_3
+{SPR_PUF1,32771,4,NULL,S_NULL,0,0}, // S_GAUNTLETPUFF1_4
+{SPR_PUF1,32772,4,NULL,S_GAUNTLETPUFF2_2,0,0}, // S_GAUNTLETPUFF2_1
+{SPR_PUF1,32773,4,NULL,S_GAUNTLETPUFF2_3,0,0}, // S_GAUNTLETPUFF2_2
+{SPR_PUF1,32774,4,NULL,S_GAUNTLETPUFF2_4,0,0}, // S_GAUNTLETPUFF2_3
+{SPR_PUF1,32775,4,NULL,S_NULL,0,0}, // S_GAUNTLETPUFF2_4
+{SPR_WBLS,0,-1,NULL,S_NULL,0,0}, // S_BLSR
+{SPR_BLSR,0,1,A_WeaponReady,S_BLASTERREADY,0,0}, // S_BLASTERREADY
+{SPR_BLSR,0,1,A_Lower,S_BLASTERDOWN,0,0}, // S_BLASTERDOWN
+{SPR_BLSR,0,1,A_Raise,S_BLASTERUP,0,0}, // S_BLASTERUP
+{SPR_BLSR,1,3,NULL,S_BLASTERATK1_2,0,0}, // S_BLASTERATK1_1
+{SPR_BLSR,2,3,NULL,S_BLASTERATK1_3,0,0}, // S_BLASTERATK1_2
+{SPR_BLSR,3,2,A_FireBlasterPL1,S_BLASTERATK1_4,0,0}, // S_BLASTERATK1_3
+{SPR_BLSR,2,2,NULL,S_BLASTERATK1_5,0,0}, // S_BLASTERATK1_4
+{SPR_BLSR,1,2,NULL,S_BLASTERATK1_6,0,0}, // S_BLASTERATK1_5
+{SPR_BLSR,0,0,A_ReFire,S_BLASTERREADY,0,0}, // S_BLASTERATK1_6
+{SPR_BLSR,1,0,NULL,S_BLASTERATK2_2,0,0}, // S_BLASTERATK2_1
+{SPR_BLSR,2,0,NULL,S_BLASTERATK2_3,0,0}, // S_BLASTERATK2_2
+{SPR_BLSR,3,3,A_FireBlasterPL2,S_BLASTERATK2_4,0,0}, // S_BLASTERATK2_3
+{SPR_BLSR,2,4,NULL,S_BLASTERATK2_5,0,0}, // S_BLASTERATK2_4
+{SPR_BLSR,1,4,NULL,S_BLASTERATK2_6,0,0}, // S_BLASTERATK2_5
+{SPR_BLSR,0,0,A_ReFire,S_BLASTERREADY,0,0}, // S_BLASTERATK2_6
+{SPR_ACLO,4,200,NULL,S_BLASTERFX1_1,0,0}, // S_BLASTERFX1_1
+{SPR_FX18,32768,3,A_SpawnRippers,S_BLASTERFXI1_2,0,0}, // S_BLASTERFXI1_1
+{SPR_FX18,32769,3,NULL,S_BLASTERFXI1_3,0,0}, // S_BLASTERFXI1_2
+{SPR_FX18,32770,4,NULL,S_BLASTERFXI1_4,0,0}, // S_BLASTERFXI1_3
+{SPR_FX18,32771,4,NULL,S_BLASTERFXI1_5,0,0}, // S_BLASTERFXI1_4
+{SPR_FX18,32772,4,NULL,S_BLASTERFXI1_6,0,0}, // S_BLASTERFXI1_5
+{SPR_FX18,32773,4,NULL,S_BLASTERFXI1_7,0,0}, // S_BLASTERFXI1_6
+{SPR_FX18,32774,4,NULL,S_NULL,0,0}, // S_BLASTERFXI1_7
+{SPR_FX18,7,4,NULL,S_BLASTERSMOKE2,0,0}, // S_BLASTERSMOKE1
+{SPR_FX18,8,4,NULL,S_BLASTERSMOKE3,0,0}, // S_BLASTERSMOKE2
+{SPR_FX18,9,4,NULL,S_BLASTERSMOKE4,0,0}, // S_BLASTERSMOKE3
+{SPR_FX18,10,4,NULL,S_BLASTERSMOKE5,0,0}, // S_BLASTERSMOKE4
+{SPR_FX18,11,4,NULL,S_NULL,0,0}, // S_BLASTERSMOKE5
+{SPR_FX18,12,4,NULL,S_RIPPER2,0,0}, // S_RIPPER1
+{SPR_FX18,13,5,NULL,S_RIPPER1,0,0}, // S_RIPPER2
+{SPR_FX18,32782,4,NULL,S_RIPPERX2,0,0}, // S_RIPPERX1
+{SPR_FX18,32783,4,NULL,S_RIPPERX3,0,0}, // S_RIPPERX2
+{SPR_FX18,32784,4,NULL,S_RIPPERX4,0,0}, // S_RIPPERX3
+{SPR_FX18,32785,4,NULL,S_RIPPERX5,0,0}, // S_RIPPERX4
+{SPR_FX18,32786,4,NULL,S_NULL,0,0}, // S_RIPPERX5
+{SPR_FX17,32768,4,NULL,S_BLASTERPUFF1_2,0,0}, // S_BLASTERPUFF1_1
+{SPR_FX17,32769,4,NULL,S_BLASTERPUFF1_3,0,0}, // S_BLASTERPUFF1_2
+{SPR_FX17,32770,4,NULL,S_BLASTERPUFF1_4,0,0}, // S_BLASTERPUFF1_3
+{SPR_FX17,32771,4,NULL,S_BLASTERPUFF1_5,0,0}, // S_BLASTERPUFF1_4
+{SPR_FX17,32772,4,NULL,S_NULL,0,0}, // S_BLASTERPUFF1_5
+{SPR_FX17,32773,3,NULL,S_BLASTERPUFF2_2,0,0}, // S_BLASTERPUFF2_1
+{SPR_FX17,32774,3,NULL,S_BLASTERPUFF2_3,0,0}, // S_BLASTERPUFF2_2
+{SPR_FX17,32775,4,NULL,S_BLASTERPUFF2_4,0,0}, // S_BLASTERPUFF2_3
+{SPR_FX17,32776,4,NULL,S_BLASTERPUFF2_5,0,0}, // S_BLASTERPUFF2_4
+{SPR_FX17,32777,4,NULL,S_BLASTERPUFF2_6,0,0}, // S_BLASTERPUFF2_5
+{SPR_FX17,32778,4,NULL,S_BLASTERPUFF2_7,0,0}, // S_BLASTERPUFF2_6
+{SPR_FX17,32779,4,NULL,S_NULL,0,0}, // S_BLASTERPUFF2_7
+{SPR_WMCE,0,-1,NULL,S_NULL,0,0}, // S_WMCE
+{SPR_MACE,0,1,A_WeaponReady,S_MACEREADY,0,0}, // S_MACEREADY
+{SPR_MACE,0,1,A_Lower,S_MACEDOWN,0,0}, // S_MACEDOWN
+{SPR_MACE,0,1,A_Raise,S_MACEUP,0,0}, // S_MACEUP
+{SPR_MACE,1,4,NULL,S_MACEATK1_2,0,0}, // S_MACEATK1_1
+{SPR_MACE,2,3,A_FireMacePL1,S_MACEATK1_3,0,0}, // S_MACEATK1_2
+{SPR_MACE,3,3,A_FireMacePL1,S_MACEATK1_4,0,0}, // S_MACEATK1_3
+{SPR_MACE,4,3,A_FireMacePL1,S_MACEATK1_5,0,0}, // S_MACEATK1_4
+{SPR_MACE,5,3,A_FireMacePL1,S_MACEATK1_6,0,0}, // S_MACEATK1_5
+{SPR_MACE,2,4,A_ReFire,S_MACEATK1_7,0,0}, // S_MACEATK1_6
+{SPR_MACE,3,4,NULL,S_MACEATK1_8,0,0}, // S_MACEATK1_7
+{SPR_MACE,4,4,NULL,S_MACEATK1_9,0,0}, // S_MACEATK1_8
+{SPR_MACE,5,4,NULL,S_MACEATK1_10,0,0}, // S_MACEATK1_9
+{SPR_MACE,1,4,NULL,S_MACEREADY,0,0}, // S_MACEATK1_10
+{SPR_MACE,1,4,NULL,S_MACEATK2_2,0,0}, // S_MACEATK2_1
+{SPR_MACE,3,4,A_FireMacePL2,S_MACEATK2_3,0,0}, // S_MACEATK2_2
+{SPR_MACE,1,4,NULL,S_MACEATK2_4,0,0}, // S_MACEATK2_3
+{SPR_MACE,0,8,A_ReFire,S_MACEREADY,0,0}, // S_MACEATK2_4
+{SPR_FX02,0,4,A_MacePL1Check,S_MACEFX1_2,0,0}, // S_MACEFX1_1
+{SPR_FX02,1,4,A_MacePL1Check,S_MACEFX1_1,0,0}, // S_MACEFX1_2
+{SPR_FX02,32773,4,A_MaceBallImpact,S_MACEFXI1_2,0,0}, // S_MACEFXI1_1
+{SPR_FX02,32774,4,NULL,S_MACEFXI1_3,0,0}, // S_MACEFXI1_2
+{SPR_FX02,32775,4,NULL,S_MACEFXI1_4,0,0}, // S_MACEFXI1_3
+{SPR_FX02,32776,4,NULL,S_MACEFXI1_5,0,0}, // S_MACEFXI1_4
+{SPR_FX02,32777,4,NULL,S_NULL,0,0}, // S_MACEFXI1_5
+{SPR_FX02,2,4,NULL,S_MACEFX2_2,0,0}, // S_MACEFX2_1
+{SPR_FX02,3,4,NULL,S_MACEFX2_1,0,0}, // S_MACEFX2_2
+{SPR_FX02,32773,4,A_MaceBallImpact2,S_MACEFXI1_2,0,0}, // S_MACEFXI2_1
+{SPR_FX02,0,4,NULL,S_MACEFX3_2,0,0}, // S_MACEFX3_1
+{SPR_FX02,1,4,NULL,S_MACEFX3_1,0,0}, // S_MACEFX3_2
+{SPR_FX02,4,99,NULL,S_MACEFX4_1,0,0}, // S_MACEFX4_1
+{SPR_FX02,32770,4,A_DeathBallImpact,S_MACEFXI1_2,0,0}, // S_MACEFXI4_1
+{SPR_WSKL,0,-1,NULL,S_NULL,0,0}, // S_WSKL
+{SPR_HROD,0,1,A_WeaponReady,S_HORNRODREADY,0,0}, // S_HORNRODREADY
+{SPR_HROD,0,1,A_Lower,S_HORNRODDOWN,0,0}, // S_HORNRODDOWN
+{SPR_HROD,0,1,A_Raise,S_HORNRODUP,0,0}, // S_HORNRODUP
+{SPR_HROD,0,4,A_FireSkullRodPL1,S_HORNRODATK1_2,0,0}, // S_HORNRODATK1_1
+{SPR_HROD,1,4,A_FireSkullRodPL1,S_HORNRODATK1_3,0,0}, // S_HORNRODATK1_2
+{SPR_HROD,1,0,A_ReFire,S_HORNRODREADY,0,0}, // S_HORNRODATK1_3
+{SPR_HROD,2,2,NULL,S_HORNRODATK2_2,0,0}, // S_HORNRODATK2_1
+{SPR_HROD,3,3,NULL,S_HORNRODATK2_3,0,0}, // S_HORNRODATK2_2
+{SPR_HROD,4,2,NULL,S_HORNRODATK2_4,0,0}, // S_HORNRODATK2_3
+{SPR_HROD,5,3,NULL,S_HORNRODATK2_5,0,0}, // S_HORNRODATK2_4
+{SPR_HROD,6,4,A_FireSkullRodPL2,S_HORNRODATK2_6,0,0}, // S_HORNRODATK2_5
+{SPR_HROD,5,2,NULL,S_HORNRODATK2_7,0,0}, // S_HORNRODATK2_6
+{SPR_HROD,4,3,NULL,S_HORNRODATK2_8,0,0}, // S_HORNRODATK2_7
+{SPR_HROD,3,2,NULL,S_HORNRODATK2_9,0,0}, // S_HORNRODATK2_8
+{SPR_HROD,2,2,A_ReFire,S_HORNRODREADY,0,0}, // S_HORNRODATK2_9
+{SPR_FX00,32768,6,NULL,S_HRODFX1_2,0,0}, // S_HRODFX1_1
+{SPR_FX00,32769,6,NULL,S_HRODFX1_1,0,0}, // S_HRODFX1_2
+{SPR_FX00,32775,5,NULL,S_HRODFXI1_2,0,0}, // S_HRODFXI1_1
+{SPR_FX00,32776,5,NULL,S_HRODFXI1_3,0,0}, // S_HRODFXI1_2
+{SPR_FX00,32777,4,NULL,S_HRODFXI1_4,0,0}, // S_HRODFXI1_3
+{SPR_FX00,32778,4,NULL,S_HRODFXI1_5,0,0}, // S_HRODFXI1_4
+{SPR_FX00,32779,3,NULL,S_HRODFXI1_6,0,0}, // S_HRODFXI1_5
+{SPR_FX00,32780,3,NULL,S_NULL,0,0}, // S_HRODFXI1_6
+{SPR_FX00,32770,3,NULL,S_HRODFX2_2,0,0}, // S_HRODFX2_1
+{SPR_FX00,32771,3,A_SkullRodPL2Seek,S_HRODFX2_3,0,0}, // S_HRODFX2_2
+{SPR_FX00,32772,3,NULL,S_HRODFX2_4,0,0}, // S_HRODFX2_3
+{SPR_FX00,32773,3,A_SkullRodPL2Seek,S_HRODFX2_1,0,0}, // S_HRODFX2_4
+{SPR_FX00,32775,5,A_AddPlayerRain,S_HRODFXI2_2,0,0}, // S_HRODFXI2_1
+{SPR_FX00,32776,5,NULL,S_HRODFXI2_3,0,0}, // S_HRODFXI2_2
+{SPR_FX00,32777,4,NULL,S_HRODFXI2_4,0,0}, // S_HRODFXI2_3
+{SPR_FX00,32778,3,NULL,S_HRODFXI2_5,0,0}, // S_HRODFXI2_4
+{SPR_FX00,32779,3,NULL,S_HRODFXI2_6,0,0}, // S_HRODFXI2_5
+{SPR_FX00,32780,3,NULL,S_HRODFXI2_7,0,0}, // S_HRODFXI2_6
+{SPR_FX00,6,1,A_HideInCeiling,S_HRODFXI2_8,0,0}, // S_HRODFXI2_7
+{SPR_FX00,6,1,A_SkullRodStorm,S_HRODFXI2_8,0,0}, // S_HRODFXI2_8
+{SPR_FX20,32768,-1,NULL,S_NULL,0,0}, // S_RAINPLR1_1
+{SPR_FX21,32768,-1,NULL,S_NULL,0,0}, // S_RAINPLR2_1
+{SPR_FX22,32768,-1,NULL,S_NULL,0,0}, // S_RAINPLR3_1
+{SPR_FX23,32768,-1,NULL,S_NULL,0,0}, // S_RAINPLR4_1
+{SPR_FX20,32769,4,A_RainImpact,S_RAINPLR1X_2,0,0}, // S_RAINPLR1X_1
+{SPR_FX20,32770,4,NULL,S_RAINPLR1X_3,0,0}, // S_RAINPLR1X_2
+{SPR_FX20,32771,4,NULL,S_RAINPLR1X_4,0,0}, // S_RAINPLR1X_3
+{SPR_FX20,32772,4,NULL,S_RAINPLR1X_5,0,0}, // S_RAINPLR1X_4
+{SPR_FX20,32773,4,NULL,S_NULL,0,0}, // S_RAINPLR1X_5
+{SPR_FX21,32769,4,A_RainImpact,S_RAINPLR2X_2,0,0}, // S_RAINPLR2X_1
+{SPR_FX21,32770,4,NULL,S_RAINPLR2X_3,0,0}, // S_RAINPLR2X_2
+{SPR_FX21,32771,4,NULL,S_RAINPLR2X_4,0,0}, // S_RAINPLR2X_3
+{SPR_FX21,32772,4,NULL,S_RAINPLR2X_5,0,0}, // S_RAINPLR2X_4
+{SPR_FX21,32773,4,NULL,S_NULL,0,0}, // S_RAINPLR2X_5
+{SPR_FX22,32769,4,A_RainImpact,S_RAINPLR3X_2,0,0}, // S_RAINPLR3X_1
+{SPR_FX22,32770,4,NULL,S_RAINPLR3X_3,0,0}, // S_RAINPLR3X_2
+{SPR_FX22,32771,4,NULL,S_RAINPLR3X_4,0,0}, // S_RAINPLR3X_3
+{SPR_FX22,32772,4,NULL,S_RAINPLR3X_5,0,0}, // S_RAINPLR3X_4
+{SPR_FX22,32773,4,NULL,S_NULL,0,0}, // S_RAINPLR3X_5
+{SPR_FX23,32769,4,A_RainImpact,S_RAINPLR4X_2,0,0}, // S_RAINPLR4X_1
+{SPR_FX23,32770,4,NULL,S_RAINPLR4X_3,0,0}, // S_RAINPLR4X_2
+{SPR_FX23,32771,4,NULL,S_RAINPLR4X_4,0,0}, // S_RAINPLR4X_3
+{SPR_FX23,32772,4,NULL,S_RAINPLR4X_5,0,0}, // S_RAINPLR4X_4
+{SPR_FX23,32773,4,NULL,S_NULL,0,0}, // S_RAINPLR4X_5
+{SPR_FX20,32774,4,NULL,S_RAINAIRXPLR1_2,0,0}, // S_RAINAIRXPLR1_1
+{SPR_FX21,32774,4,NULL,S_RAINAIRXPLR2_2,0,0}, // S_RAINAIRXPLR2_1
+{SPR_FX22,32774,4,NULL,S_RAINAIRXPLR3_2,0,0}, // S_RAINAIRXPLR3_1
+{SPR_FX23,32774,4,NULL,S_RAINAIRXPLR4_2,0,0}, // S_RAINAIRXPLR4_1
+{SPR_FX20,32775,4,NULL,S_RAINAIRXPLR1_3,0,0}, // S_RAINAIRXPLR1_2
+{SPR_FX21,32775,4,NULL,S_RAINAIRXPLR2_3,0,0}, // S_RAINAIRXPLR2_2
+{SPR_FX22,32775,4,NULL,S_RAINAIRXPLR3_3,0,0}, // S_RAINAIRXPLR3_2
+{SPR_FX23,32775,4,NULL,S_RAINAIRXPLR4_3,0,0}, // S_RAINAIRXPLR4_2
+{SPR_FX20,32776,4,NULL,S_NULL,0,0}, // S_RAINAIRXPLR1_3
+{SPR_FX21,32776,4,NULL,S_NULL,0,0}, // S_RAINAIRXPLR2_3
+{SPR_FX22,32776,4,NULL,S_NULL,0,0}, // S_RAINAIRXPLR3_3
+{SPR_FX23,32776,4,NULL,S_NULL,0,0}, // S_RAINAIRXPLR4_3
+{SPR_GWND,0,1,A_WeaponReady,S_GOLDWANDREADY,0,0}, // S_GOLDWANDREADY
+{SPR_GWND,0,1,A_Lower,S_GOLDWANDDOWN,0,0}, // S_GOLDWANDDOWN
+{SPR_GWND,0,1,A_Raise,S_GOLDWANDUP,0,0}, // S_GOLDWANDUP
+{SPR_GWND,1,3,NULL,S_GOLDWANDATK1_2,0,0}, // S_GOLDWANDATK1_1
+{SPR_GWND,2,5,A_FireGoldWandPL1,S_GOLDWANDATK1_3,0,0}, // S_GOLDWANDATK1_2
+{SPR_GWND,3,3,NULL,S_GOLDWANDATK1_4,0,0}, // S_GOLDWANDATK1_3
+{SPR_GWND,3,0,A_ReFire,S_GOLDWANDREADY,0,0}, // S_GOLDWANDATK1_4
+{SPR_GWND,1,3,NULL,S_GOLDWANDATK2_2,0,0}, // S_GOLDWANDATK2_1
+{SPR_GWND,2,4,A_FireGoldWandPL2,S_GOLDWANDATK2_3,0,0}, // S_GOLDWANDATK2_2
+{SPR_GWND,3,3,NULL,S_GOLDWANDATK2_4,0,0}, // S_GOLDWANDATK2_3
+{SPR_GWND,3,0,A_ReFire,S_GOLDWANDREADY,0,0}, // S_GOLDWANDATK2_4
+{SPR_FX01,32768,6,NULL,S_GWANDFX1_2,0,0}, // S_GWANDFX1_1
+{SPR_FX01,32769,6,NULL,S_GWANDFX1_1,0,0}, // S_GWANDFX1_2
+{SPR_FX01,32772,3,NULL,S_GWANDFXI1_2,0,0}, // S_GWANDFXI1_1
+{SPR_FX01,32773,3,NULL,S_GWANDFXI1_3,0,0}, // S_GWANDFXI1_2
+{SPR_FX01,32774,3,NULL,S_GWANDFXI1_4,0,0}, // S_GWANDFXI1_3
+{SPR_FX01,32775,3,NULL,S_NULL,0,0}, // S_GWANDFXI1_4
+{SPR_FX01,32770,6,NULL,S_GWANDFX2_2,0,0}, // S_GWANDFX2_1
+{SPR_FX01,32771,6,NULL,S_GWANDFX2_1,0,0}, // S_GWANDFX2_2
+{SPR_PUF2,32768,3,NULL,S_GWANDPUFF1_2,0,0}, // S_GWANDPUFF1_1
+{SPR_PUF2,32769,3,NULL,S_GWANDPUFF1_3,0,0}, // S_GWANDPUFF1_2
+{SPR_PUF2,32770,3,NULL,S_GWANDPUFF1_4,0,0}, // S_GWANDPUFF1_3
+{SPR_PUF2,32771,3,NULL,S_GWANDPUFF1_5,0,0}, // S_GWANDPUFF1_4
+{SPR_PUF2,32772,3,NULL,S_NULL,0,0}, // S_GWANDPUFF1_5
+{SPR_WPHX,0,-1,NULL,S_NULL,0,0}, // S_WPHX
+{SPR_PHNX,0,1,A_WeaponReady,S_PHOENIXREADY,0,0}, // S_PHOENIXREADY
+{SPR_PHNX,0,1,A_Lower,S_PHOENIXDOWN,0,0}, // S_PHOENIXDOWN
+{SPR_PHNX,0,1,A_Raise,S_PHOENIXUP,0,0}, // S_PHOENIXUP
+{SPR_PHNX,1,5,NULL,S_PHOENIXATK1_2,0,0}, // S_PHOENIXATK1_1
+{SPR_PHNX,2,7,A_FirePhoenixPL1,S_PHOENIXATK1_3,0,0}, // S_PHOENIXATK1_2
+{SPR_PHNX,3,4,NULL,S_PHOENIXATK1_4,0,0}, // S_PHOENIXATK1_3
+{SPR_PHNX,1,4,NULL,S_PHOENIXATK1_5,0,0}, // S_PHOENIXATK1_4
+{SPR_PHNX,1,0,A_ReFire,S_PHOENIXREADY,0,0}, // S_PHOENIXATK1_5
+{SPR_PHNX,1,3,A_InitPhoenixPL2,S_PHOENIXATK2_2,0,0}, // S_PHOENIXATK2_1
+{SPR_PHNX,32770,1,A_FirePhoenixPL2,S_PHOENIXATK2_3,0,0}, // S_PHOENIXATK2_2
+{SPR_PHNX,1,4,A_ReFire,S_PHOENIXATK2_4,0,0}, // S_PHOENIXATK2_3
+{SPR_PHNX,1,4,A_ShutdownPhoenixPL2,S_PHOENIXREADY,0,0}, // S_PHOENIXATK2_4
+{SPR_FX04,32768,4,A_PhoenixPuff,S_PHOENIXFX1_1,0,0}, // S_PHOENIXFX1_1
+{SPR_FX08,32768,6,A_Explode,S_PHOENIXFXI1_2,0,0}, // S_PHOENIXFXI1_1
+{SPR_FX08,32769,5,NULL,S_PHOENIXFXI1_3,0,0}, // S_PHOENIXFXI1_2
+{SPR_FX08,32770,5,NULL,S_PHOENIXFXI1_4,0,0}, // S_PHOENIXFXI1_3
+{SPR_FX08,32771,4,NULL,S_PHOENIXFXI1_5,0,0}, // S_PHOENIXFXI1_4
+{SPR_FX08,32772,4,NULL,S_PHOENIXFXI1_6,0,0}, // S_PHOENIXFXI1_5
+{SPR_FX08,32773,4,NULL,S_PHOENIXFXI1_7,0,0}, // S_PHOENIXFXI1_6
+{SPR_FX08,32774,4,NULL,S_PHOENIXFXI1_8,0,0}, // S_PHOENIXFXI1_7
+{SPR_FX08,32775,4,NULL,S_NULL,0,0}, // S_PHOENIXFXI1_8
+{SPR_FX04,1,4,NULL,S_PHOENIXPUFF2,0,0}, // S_PHOENIXPUFF1
+{SPR_FX04,2,4,NULL,S_PHOENIXPUFF3,0,0}, // S_PHOENIXPUFF2
+{SPR_FX04,3,4,NULL,S_PHOENIXPUFF4,0,0}, // S_PHOENIXPUFF3
+{SPR_FX04,4,4,NULL,S_PHOENIXPUFF5,0,0}, // S_PHOENIXPUFF4
+{SPR_FX04,5,4,NULL,S_NULL,0,0}, // S_PHOENIXPUFF5
+{SPR_FX09,32768,2,NULL,S_PHOENIXFX2_2,0,0}, // S_PHOENIXFX2_1
+{SPR_FX09,32769,2,NULL,S_PHOENIXFX2_3,0,0}, // S_PHOENIXFX2_2
+{SPR_FX09,32768,2,NULL,S_PHOENIXFX2_4,0,0}, // S_PHOENIXFX2_3
+{SPR_FX09,32769,2,NULL,S_PHOENIXFX2_5,0,0}, // S_PHOENIXFX2_4
+{SPR_FX09,32768,2,NULL,S_PHOENIXFX2_6,0,0}, // S_PHOENIXFX2_5
+{SPR_FX09,32769,2,A_FlameEnd,S_PHOENIXFX2_7,0,0}, // S_PHOENIXFX2_6
+{SPR_FX09,32770,2,NULL,S_PHOENIXFX2_8,0,0}, // S_PHOENIXFX2_7
+{SPR_FX09,32771,2,NULL,S_PHOENIXFX2_9,0,0}, // S_PHOENIXFX2_8
+{SPR_FX09,32772,2,NULL,S_PHOENIXFX2_10,0,0}, // S_PHOENIXFX2_9
+{SPR_FX09,32773,2,NULL,S_NULL,0,0}, // S_PHOENIXFX2_10
+{SPR_FX09,32774,3,NULL,S_PHOENIXFXI2_2,0,0}, // S_PHOENIXFXI2_1
+{SPR_FX09,32775,3,A_FloatPuff,S_PHOENIXFXI2_3,0,0}, // S_PHOENIXFXI2_2
+{SPR_FX09,32776,4,NULL,S_PHOENIXFXI2_4,0,0}, // S_PHOENIXFXI2_3
+{SPR_FX09,32777,5,NULL,S_PHOENIXFXI2_5,0,0}, // S_PHOENIXFXI2_4
+{SPR_FX09,32778,5,NULL,S_NULL,0,0}, // S_PHOENIXFXI2_5
+{SPR_WBOW,0,-1,NULL,S_NULL,0,0}, // S_WBOW
+{SPR_CRBW,0,1,A_WeaponReady,S_CRBOW2,0,0}, // S_CRBOW1
+{SPR_CRBW,0,1,A_WeaponReady,S_CRBOW3,0,0}, // S_CRBOW2
+{SPR_CRBW,0,1,A_WeaponReady,S_CRBOW4,0,0}, // S_CRBOW3
+{SPR_CRBW,0,1,A_WeaponReady,S_CRBOW5,0,0}, // S_CRBOW4
+{SPR_CRBW,0,1,A_WeaponReady,S_CRBOW6,0,0}, // S_CRBOW5
+{SPR_CRBW,0,1,A_WeaponReady,S_CRBOW7,0,0}, // S_CRBOW6
+{SPR_CRBW,1,1,A_WeaponReady,S_CRBOW8,0,0}, // S_CRBOW7
+{SPR_CRBW,1,1,A_WeaponReady,S_CRBOW9,0,0}, // S_CRBOW8
+{SPR_CRBW,1,1,A_WeaponReady,S_CRBOW10,0,0}, // S_CRBOW9
+{SPR_CRBW,1,1,A_WeaponReady,S_CRBOW11,0,0}, // S_CRBOW10
+{SPR_CRBW,1,1,A_WeaponReady,S_CRBOW12,0,0}, // S_CRBOW11
+{SPR_CRBW,1,1,A_WeaponReady,S_CRBOW13,0,0}, // S_CRBOW12
+{SPR_CRBW,2,1,A_WeaponReady,S_CRBOW14,0,0}, // S_CRBOW13
+{SPR_CRBW,2,1,A_WeaponReady,S_CRBOW15,0,0}, // S_CRBOW14
+{SPR_CRBW,2,1,A_WeaponReady,S_CRBOW16,0,0}, // S_CRBOW15
+{SPR_CRBW,2,1,A_WeaponReady,S_CRBOW17,0,0}, // S_CRBOW16
+{SPR_CRBW,2,1,A_WeaponReady,S_CRBOW18,0,0}, // S_CRBOW17
+{SPR_CRBW,2,1,A_WeaponReady,S_CRBOW1,0,0}, // S_CRBOW18
+{SPR_CRBW,0,1,A_Lower,S_CRBOWDOWN,0,0}, // S_CRBOWDOWN
+{SPR_CRBW,0,1,A_Raise,S_CRBOWUP,0,0}, // S_CRBOWUP
+{SPR_CRBW,3,6,A_FireCrossbowPL1,S_CRBOWATK1_2,0,0}, // S_CRBOWATK1_1
+{SPR_CRBW,4,3,NULL,S_CRBOWATK1_3,0,0}, // S_CRBOWATK1_2
+{SPR_CRBW,5,3,NULL,S_CRBOWATK1_4,0,0}, // S_CRBOWATK1_3
+{SPR_CRBW,6,3,NULL,S_CRBOWATK1_5,0,0}, // S_CRBOWATK1_4
+{SPR_CRBW,7,3,NULL,S_CRBOWATK1_6,0,0}, // S_CRBOWATK1_5
+{SPR_CRBW,0,4,NULL,S_CRBOWATK1_7,0,0}, // S_CRBOWATK1_6
+{SPR_CRBW,1,4,NULL,S_CRBOWATK1_8,0,0}, // S_CRBOWATK1_7
+{SPR_CRBW,2,5,A_ReFire,S_CRBOW1,0,0}, // S_CRBOWATK1_8
+{SPR_CRBW,3,5,A_FireCrossbowPL2,S_CRBOWATK2_2,0,0}, // S_CRBOWATK2_1
+{SPR_CRBW,4,3,NULL,S_CRBOWATK2_3,0,0}, // S_CRBOWATK2_2
+{SPR_CRBW,5,2,NULL,S_CRBOWATK2_4,0,0}, // S_CRBOWATK2_3
+{SPR_CRBW,6,3,NULL,S_CRBOWATK2_5,0,0}, // S_CRBOWATK2_4
+{SPR_CRBW,7,2,NULL,S_CRBOWATK2_6,0,0}, // S_CRBOWATK2_5
+{SPR_CRBW,0,3,NULL,S_CRBOWATK2_7,0,0}, // S_CRBOWATK2_6
+{SPR_CRBW,1,3,NULL,S_CRBOWATK2_8,0,0}, // S_CRBOWATK2_7
+{SPR_CRBW,2,4,A_ReFire,S_CRBOW1,0,0}, // S_CRBOWATK2_8
+{SPR_FX03,32769,1,NULL,S_CRBOWFX1,0,0}, // S_CRBOWFX1
+{SPR_FX03,32775,8,NULL,S_CRBOWFXI1_2,0,0}, // S_CRBOWFXI1_1
+{SPR_FX03,32776,8,NULL,S_CRBOWFXI1_3,0,0}, // S_CRBOWFXI1_2
+{SPR_FX03,32777,8,NULL,S_NULL,0,0}, // S_CRBOWFXI1_3
+{SPR_FX03,32769,1,A_BoltSpark,S_CRBOWFX2,0,0}, // S_CRBOWFX2
+{SPR_FX03,32768,1,NULL,S_CRBOWFX3,0,0}, // S_CRBOWFX3
+{SPR_FX03,32770,8,NULL,S_CRBOWFXI3_2,0,0}, // S_CRBOWFXI3_1
+{SPR_FX03,32771,8,NULL,S_CRBOWFXI3_3,0,0}, // S_CRBOWFXI3_2
+{SPR_FX03,32772,8,NULL,S_NULL,0,0}, // S_CRBOWFXI3_3
+{SPR_FX03,32773,8,NULL,S_CRBOWFX4_2,0,0}, // S_CRBOWFX4_1
+{SPR_FX03,32774,8,NULL,S_NULL,0,0}, // S_CRBOWFX4_2
+{SPR_BLOD,2,8,NULL,S_BLOOD2,0,0}, // S_BLOOD1
+{SPR_BLOD,1,8,NULL,S_BLOOD3,0,0}, // S_BLOOD2
+{SPR_BLOD,0,8,NULL,S_NULL,0,0}, // S_BLOOD3
+{SPR_BLOD,2,8,NULL,S_BLOODSPLATTER2,0,0}, // S_BLOODSPLATTER1
+{SPR_BLOD,1,8,NULL,S_BLOODSPLATTER3,0,0}, // S_BLOODSPLATTER2
+{SPR_BLOD,0,8,NULL,S_NULL,0,0}, // S_BLOODSPLATTER3
+{SPR_BLOD,0,6,NULL,S_NULL,0,0}, // S_BLOODSPLATTERX
+{SPR_PLAY,0,-1,NULL,S_NULL,0,0}, // S_PLAY
+{SPR_PLAY,0,4,NULL,S_PLAY_RUN2,0,0}, // S_PLAY_RUN1
+{SPR_PLAY,1,4,NULL,S_PLAY_RUN3,0,0}, // S_PLAY_RUN2
+{SPR_PLAY,2,4,NULL,S_PLAY_RUN4,0,0}, // S_PLAY_RUN3
+{SPR_PLAY,3,4,NULL,S_PLAY_RUN1,0,0}, // S_PLAY_RUN4
+{SPR_PLAY,4,12,NULL,S_PLAY,0,0}, // S_PLAY_ATK1
+{SPR_PLAY,32773,6,NULL,S_PLAY_ATK1,0,0}, // S_PLAY_ATK2
+{SPR_PLAY,6,4,NULL,S_PLAY_PAIN2,0,0}, // S_PLAY_PAIN
+{SPR_PLAY,6,4,A_Pain,S_PLAY,0,0}, // S_PLAY_PAIN2
+{SPR_PLAY,7,6,NULL,S_PLAY_DIE2,0,0}, // S_PLAY_DIE1
+{SPR_PLAY,8,6,A_Scream,S_PLAY_DIE3,0,0}, // S_PLAY_DIE2
+{SPR_PLAY,9,6,NULL,S_PLAY_DIE4,0,0}, // S_PLAY_DIE3
+{SPR_PLAY,10,6,NULL,S_PLAY_DIE5,0,0}, // S_PLAY_DIE4
+{SPR_PLAY,11,6,A_NoBlocking,S_PLAY_DIE6,0,0}, // S_PLAY_DIE5
+{SPR_PLAY,12,6,NULL,S_PLAY_DIE7,0,0}, // S_PLAY_DIE6
+{SPR_PLAY,13,6,NULL,S_PLAY_DIE8,0,0}, // S_PLAY_DIE7
+{SPR_PLAY,14,6,NULL,S_PLAY_DIE9,0,0}, // S_PLAY_DIE8
+{SPR_PLAY,15,-1,A_AddPlayerCorpse,S_NULL,0,0}, // S_PLAY_DIE9
+{SPR_PLAY,16,5,A_Scream,S_PLAY_XDIE2,0,0}, // S_PLAY_XDIE1
+{SPR_PLAY,17,5,A_SkullPop,S_PLAY_XDIE3,0,0}, // S_PLAY_XDIE2
+{SPR_PLAY,18,5,A_NoBlocking,S_PLAY_XDIE4,0,0}, // S_PLAY_XDIE3
+{SPR_PLAY,19,5,NULL,S_PLAY_XDIE5,0,0}, // S_PLAY_XDIE4
+{SPR_PLAY,20,5,NULL,S_PLAY_XDIE6,0,0}, // S_PLAY_XDIE5
+{SPR_PLAY,21,5,NULL,S_PLAY_XDIE7,0,0}, // S_PLAY_XDIE6
+{SPR_PLAY,22,5,NULL,S_PLAY_XDIE8,0,0}, // S_PLAY_XDIE7
+{SPR_PLAY,23,5,NULL,S_PLAY_XDIE9,0,0}, // S_PLAY_XDIE8
+{SPR_PLAY,24,-1,A_AddPlayerCorpse,S_NULL,0,0}, // S_PLAY_XDIE9
+{SPR_FDTH,32768,5,A_FlameSnd,S_PLAY_FDTH2,0,0}, // S_PLAY_FDTH1
+{SPR_FDTH,32769,4,NULL,S_PLAY_FDTH3,0,0}, // S_PLAY_FDTH2
+{SPR_FDTH,32770,5,NULL,S_PLAY_FDTH4,0,0}, // S_PLAY_FDTH3
+{SPR_FDTH,32771,4,A_Scream,S_PLAY_FDTH5,0,0}, // S_PLAY_FDTH4
+{SPR_FDTH,32772,5,NULL,S_PLAY_FDTH6,0,0}, // S_PLAY_FDTH5
+{SPR_FDTH,32773,4,NULL,S_PLAY_FDTH7,0,0}, // S_PLAY_FDTH6
+{SPR_FDTH,32774,5,A_FlameSnd,S_PLAY_FDTH8,0,0}, // S_PLAY_FDTH7
+{SPR_FDTH,32775,4,NULL,S_PLAY_FDTH9,0,0}, // S_PLAY_FDTH8
+{SPR_FDTH,32776,5,NULL,S_PLAY_FDTH10,0,0}, // S_PLAY_FDTH9
+{SPR_FDTH,32777,4,NULL,S_PLAY_FDTH11,0,0}, // S_PLAY_FDTH10
+{SPR_FDTH,32778,5,NULL,S_PLAY_FDTH12,0,0}, // S_PLAY_FDTH11
+{SPR_FDTH,32779,4,NULL,S_PLAY_FDTH13,0,0}, // S_PLAY_FDTH12
+{SPR_FDTH,32780,5,NULL,S_PLAY_FDTH14,0,0}, // S_PLAY_FDTH13
+{SPR_FDTH,32781,4,NULL,S_PLAY_FDTH15,0,0}, // S_PLAY_FDTH14
+{SPR_FDTH,32782,5,A_NoBlocking,S_PLAY_FDTH16,0,0}, // S_PLAY_FDTH15
+{SPR_FDTH,32783,4,NULL,S_PLAY_FDTH17,0,0}, // S_PLAY_FDTH16
+{SPR_FDTH,32784,5,NULL,S_PLAY_FDTH18,0,0}, // S_PLAY_FDTH17
+{SPR_FDTH,32785,4,NULL,S_PLAY_FDTH19,0,0}, // S_PLAY_FDTH18
+{SPR_ACLO,4,35,A_CheckBurnGone,S_PLAY_FDTH19,0,0}, // S_PLAY_FDTH19
+{SPR_ACLO,4,8,NULL,S_NULL,0,0}, // S_PLAY_FDTH20
+{SPR_BSKL,0,5,A_CheckSkullFloor,S_BLOODYSKULL2,0,0}, // S_BLOODYSKULL1
+{SPR_BSKL,1,5,A_CheckSkullFloor,S_BLOODYSKULL3,0,0}, // S_BLOODYSKULL2
+{SPR_BSKL,2,5,A_CheckSkullFloor,S_BLOODYSKULL4,0,0}, // S_BLOODYSKULL3
+{SPR_BSKL,3,5,A_CheckSkullFloor,S_BLOODYSKULL5,0,0}, // S_BLOODYSKULL4
+{SPR_BSKL,4,5,A_CheckSkullFloor,S_BLOODYSKULL1,0,0}, // S_BLOODYSKULL5
+{SPR_BSKL,5,16,A_CheckSkullDone,S_BLOODYSKULLX1,0,0}, // S_BLOODYSKULLX1
+{SPR_BSKL,5,1050,NULL,S_NULL,0,0}, // S_BLOODYSKULLX2
+{SPR_CHKN,0,-1,NULL,S_NULL,0,0}, // S_CHICPLAY
+{SPR_CHKN,0,3,NULL,S_CHICPLAY_RUN2,0,0}, // S_CHICPLAY_RUN1
+{SPR_CHKN,1,3,NULL,S_CHICPLAY_RUN3,0,0}, // S_CHICPLAY_RUN2
+{SPR_CHKN,0,3,NULL,S_CHICPLAY_RUN4,0,0}, // S_CHICPLAY_RUN3
+{SPR_CHKN,1,3,NULL,S_CHICPLAY_RUN1,0,0}, // S_CHICPLAY_RUN4
+{SPR_CHKN,2,12,NULL,S_CHICPLAY,0,0}, // S_CHICPLAY_ATK1
+{SPR_CHKN,3,4,A_Feathers,S_CHICPLAY_PAIN2,0,0}, // S_CHICPLAY_PAIN
+{SPR_CHKN,2,4,A_Pain,S_CHICPLAY,0,0}, // S_CHICPLAY_PAIN2
+{SPR_CHKN,0,10,A_ChicLook,S_CHICKEN_LOOK2,0,0}, // S_CHICKEN_LOOK1
+{SPR_CHKN,1,10,A_ChicLook,S_CHICKEN_LOOK1,0,0}, // S_CHICKEN_LOOK2
+{SPR_CHKN,0,3,A_ChicChase,S_CHICKEN_WALK2,0,0}, // S_CHICKEN_WALK1
+{SPR_CHKN,1,3,A_ChicChase,S_CHICKEN_WALK1,0,0}, // S_CHICKEN_WALK2
+{SPR_CHKN,3,5,A_Feathers,S_CHICKEN_PAIN2,0,0}, // S_CHICKEN_PAIN1
+{SPR_CHKN,2,5,A_ChicPain,S_CHICKEN_WALK1,0,0}, // S_CHICKEN_PAIN2
+{SPR_CHKN,0,8,A_FaceTarget,S_CHICKEN_ATK2,0,0}, // S_CHICKEN_ATK1
+{SPR_CHKN,2,10,A_ChicAttack,S_CHICKEN_WALK1,0,0}, // S_CHICKEN_ATK2
+{SPR_CHKN,4,6,A_Scream,S_CHICKEN_DIE2,0,0}, // S_CHICKEN_DIE1
+{SPR_CHKN,5,6,A_Feathers,S_CHICKEN_DIE3,0,0}, // S_CHICKEN_DIE2
+{SPR_CHKN,6,6,NULL,S_CHICKEN_DIE4,0,0}, // S_CHICKEN_DIE3
+{SPR_CHKN,7,6,A_NoBlocking,S_CHICKEN_DIE5,0,0}, // S_CHICKEN_DIE4
+{SPR_CHKN,8,6,NULL,S_CHICKEN_DIE6,0,0}, // S_CHICKEN_DIE5
+{SPR_CHKN,9,6,NULL,S_CHICKEN_DIE7,0,0}, // S_CHICKEN_DIE6
+{SPR_CHKN,10,6,NULL,S_CHICKEN_DIE8,0,0}, // S_CHICKEN_DIE7
+{SPR_CHKN,11,-1,NULL,S_NULL,0,0}, // S_CHICKEN_DIE8
+{SPR_CHKN,12,3,NULL,S_FEATHER2,0,0}, // S_FEATHER1
+{SPR_CHKN,13,3,NULL,S_FEATHER3,0,0}, // S_FEATHER2
+{SPR_CHKN,14,3,NULL,S_FEATHER4,0,0}, // S_FEATHER3
+{SPR_CHKN,15,3,NULL,S_FEATHER5,0,0}, // S_FEATHER4
+{SPR_CHKN,16,3,NULL,S_FEATHER6,0,0}, // S_FEATHER5
+{SPR_CHKN,15,3,NULL,S_FEATHER7,0,0}, // S_FEATHER6
+{SPR_CHKN,14,3,NULL,S_FEATHER8,0,0}, // S_FEATHER7
+{SPR_CHKN,13,3,NULL,S_FEATHER1,0,0}, // S_FEATHER8
+{SPR_CHKN,13,6,NULL,S_NULL,0,0}, // S_FEATHERX
+{SPR_MUMM,0,10,A_Look,S_MUMMY_LOOK2,0,0}, // S_MUMMY_LOOK1
+{SPR_MUMM,1,10,A_Look,S_MUMMY_LOOK1,0,0}, // S_MUMMY_LOOK2
+{SPR_MUMM,0,4,A_Chase,S_MUMMY_WALK2,0,0}, // S_MUMMY_WALK1
+{SPR_MUMM,1,4,A_Chase,S_MUMMY_WALK3,0,0}, // S_MUMMY_WALK2
+{SPR_MUMM,2,4,A_Chase,S_MUMMY_WALK4,0,0}, // S_MUMMY_WALK3
+{SPR_MUMM,3,4,A_Chase,S_MUMMY_WALK1,0,0}, // S_MUMMY_WALK4
+{SPR_MUMM,4,6,A_FaceTarget,S_MUMMY_ATK2,0,0}, // S_MUMMY_ATK1
+{SPR_MUMM,5,6,A_MummyAttack,S_MUMMY_ATK3,0,0}, // S_MUMMY_ATK2
+{SPR_MUMM,6,6,A_FaceTarget,S_MUMMY_WALK1,0,0}, // S_MUMMY_ATK3
+{SPR_MUMM,23,5,A_FaceTarget,S_MUMMYL_ATK2,0,0}, // S_MUMMYL_ATK1
+{SPR_MUMM,32792,5,A_FaceTarget,S_MUMMYL_ATK3,0,0}, // S_MUMMYL_ATK2
+{SPR_MUMM,23,5,A_FaceTarget,S_MUMMYL_ATK4,0,0}, // S_MUMMYL_ATK3
+{SPR_MUMM,32792,5,A_FaceTarget,S_MUMMYL_ATK5,0,0}, // S_MUMMYL_ATK4
+{SPR_MUMM,23,5,A_FaceTarget,S_MUMMYL_ATK6,0,0}, // S_MUMMYL_ATK5
+{SPR_MUMM,32792,15,A_MummyAttack2,S_MUMMY_WALK1,0,0}, // S_MUMMYL_ATK6
+{SPR_MUMM,7,4,NULL,S_MUMMY_PAIN2,0,0}, // S_MUMMY_PAIN1
+{SPR_MUMM,7,4,A_Pain,S_MUMMY_WALK1,0,0}, // S_MUMMY_PAIN2
+{SPR_MUMM,8,5,NULL,S_MUMMY_DIE2,0,0}, // S_MUMMY_DIE1
+{SPR_MUMM,9,5,A_Scream,S_MUMMY_DIE3,0,0}, // S_MUMMY_DIE2
+{SPR_MUMM,10,5,A_MummySoul,S_MUMMY_DIE4,0,0}, // S_MUMMY_DIE3
+{SPR_MUMM,11,5,NULL,S_MUMMY_DIE5,0,0}, // S_MUMMY_DIE4
+{SPR_MUMM,12,5,A_NoBlocking,S_MUMMY_DIE6,0,0}, // S_MUMMY_DIE5
+{SPR_MUMM,13,5,NULL,S_MUMMY_DIE7,0,0}, // S_MUMMY_DIE6
+{SPR_MUMM,14,5,NULL,S_MUMMY_DIE8,0,0}, // S_MUMMY_DIE7
+{SPR_MUMM,15,-1,NULL,S_NULL,0,0}, // S_MUMMY_DIE8
+{SPR_MUMM,16,5,NULL,S_MUMMY_SOUL2,0,0}, // S_MUMMY_SOUL1
+{SPR_MUMM,17,5,NULL,S_MUMMY_SOUL3,0,0}, // S_MUMMY_SOUL2
+{SPR_MUMM,18,5,NULL,S_MUMMY_SOUL4,0,0}, // S_MUMMY_SOUL3
+{SPR_MUMM,19,9,NULL,S_MUMMY_SOUL5,0,0}, // S_MUMMY_SOUL4
+{SPR_MUMM,20,5,NULL,S_MUMMY_SOUL6,0,0}, // S_MUMMY_SOUL5
+{SPR_MUMM,21,5,NULL,S_MUMMY_SOUL7,0,0}, // S_MUMMY_SOUL6
+{SPR_MUMM,22,5,NULL,S_NULL,0,0}, // S_MUMMY_SOUL7
+{SPR_FX15,32768,5,A_ContMobjSound,S_MUMMYFX1_2,0,0}, // S_MUMMYFX1_1
+{SPR_FX15,32769,5,A_MummyFX1Seek,S_MUMMYFX1_3,0,0}, // S_MUMMYFX1_2
+{SPR_FX15,32770,5,NULL,S_MUMMYFX1_4,0,0}, // S_MUMMYFX1_3
+{SPR_FX15,32769,5,A_MummyFX1Seek,S_MUMMYFX1_1,0,0}, // S_MUMMYFX1_4
+{SPR_FX15,32771,5,NULL,S_MUMMYFXI1_2,0,0}, // S_MUMMYFXI1_1
+{SPR_FX15,32772,5,NULL,S_MUMMYFXI1_3,0,0}, // S_MUMMYFXI1_2
+{SPR_FX15,32773,5,NULL,S_MUMMYFXI1_4,0,0}, // S_MUMMYFXI1_3
+{SPR_FX15,32774,5,NULL,S_NULL,0,0}, // S_MUMMYFXI1_4
+{SPR_BEAS,0,10,A_Look,S_BEAST_LOOK2,0,0}, // S_BEAST_LOOK1
+{SPR_BEAS,1,10,A_Look,S_BEAST_LOOK1,0,0}, // S_BEAST_LOOK2
+{SPR_BEAS,0,3,A_Chase,S_BEAST_WALK2,0,0}, // S_BEAST_WALK1
+{SPR_BEAS,1,3,A_Chase,S_BEAST_WALK3,0,0}, // S_BEAST_WALK2
+{SPR_BEAS,2,3,A_Chase,S_BEAST_WALK4,0,0}, // S_BEAST_WALK3
+{SPR_BEAS,3,3,A_Chase,S_BEAST_WALK5,0,0}, // S_BEAST_WALK4
+{SPR_BEAS,4,3,A_Chase,S_BEAST_WALK6,0,0}, // S_BEAST_WALK5
+{SPR_BEAS,5,3,A_Chase,S_BEAST_WALK1,0,0}, // S_BEAST_WALK6
+{SPR_BEAS,7,10,A_FaceTarget,S_BEAST_ATK2,0,0}, // S_BEAST_ATK1
+{SPR_BEAS,8,10,A_BeastAttack,S_BEAST_WALK1,0,0}, // S_BEAST_ATK2
+{SPR_BEAS,6,3,NULL,S_BEAST_PAIN2,0,0}, // S_BEAST_PAIN1
+{SPR_BEAS,6,3,A_Pain,S_BEAST_WALK1,0,0}, // S_BEAST_PAIN2
+{SPR_BEAS,17,6,NULL,S_BEAST_DIE2,0,0}, // S_BEAST_DIE1
+{SPR_BEAS,18,6,A_Scream,S_BEAST_DIE3,0,0}, // S_BEAST_DIE2
+{SPR_BEAS,19,6,NULL,S_BEAST_DIE4,0,0}, // S_BEAST_DIE3
+{SPR_BEAS,20,6,NULL,S_BEAST_DIE5,0,0}, // S_BEAST_DIE4
+{SPR_BEAS,21,6,NULL,S_BEAST_DIE6,0,0}, // S_BEAST_DIE5
+{SPR_BEAS,22,6,A_NoBlocking,S_BEAST_DIE7,0,0}, // S_BEAST_DIE6
+{SPR_BEAS,23,6,NULL,S_BEAST_DIE8,0,0}, // S_BEAST_DIE7
+{SPR_BEAS,24,6,NULL,S_BEAST_DIE9,0,0}, // S_BEAST_DIE8
+{SPR_BEAS,25,-1,NULL,S_NULL,0,0}, // S_BEAST_DIE9
+{SPR_BEAS,9,5,NULL,S_BEAST_XDIE2,0,0}, // S_BEAST_XDIE1
+{SPR_BEAS,10,6,A_Scream,S_BEAST_XDIE3,0,0}, // S_BEAST_XDIE2
+{SPR_BEAS,11,5,NULL,S_BEAST_XDIE4,0,0}, // S_BEAST_XDIE3
+{SPR_BEAS,12,6,NULL,S_BEAST_XDIE5,0,0}, // S_BEAST_XDIE4
+{SPR_BEAS,13,5,NULL,S_BEAST_XDIE6,0,0}, // S_BEAST_XDIE5
+{SPR_BEAS,14,6,A_NoBlocking,S_BEAST_XDIE7,0,0}, // S_BEAST_XDIE6
+{SPR_BEAS,15,5,NULL,S_BEAST_XDIE8,0,0}, // S_BEAST_XDIE7
+{SPR_BEAS,16,-1,NULL,S_NULL,0,0}, // S_BEAST_XDIE8
+{SPR_FRB1,0,2,A_BeastPuff,S_BEASTBALL2,0,0}, // S_BEASTBALL1
+{SPR_FRB1,0,2,A_BeastPuff,S_BEASTBALL3,0,0}, // S_BEASTBALL2
+{SPR_FRB1,1,2,A_BeastPuff,S_BEASTBALL4,0,0}, // S_BEASTBALL3
+{SPR_FRB1,1,2,A_BeastPuff,S_BEASTBALL5,0,0}, // S_BEASTBALL4
+{SPR_FRB1,2,2,A_BeastPuff,S_BEASTBALL6,0,0}, // S_BEASTBALL5
+{SPR_FRB1,2,2,A_BeastPuff,S_BEASTBALL1,0,0}, // S_BEASTBALL6
+{SPR_FRB1,3,4,NULL,S_BEASTBALLX2,0,0}, // S_BEASTBALLX1
+{SPR_FRB1,4,4,NULL,S_BEASTBALLX3,0,0}, // S_BEASTBALLX2
+{SPR_FRB1,5,4,NULL,S_BEASTBALLX4,0,0}, // S_BEASTBALLX3
+{SPR_FRB1,6,4,NULL,S_BEASTBALLX5,0,0}, // S_BEASTBALLX4
+{SPR_FRB1,7,4,NULL,S_NULL,0,0}, // S_BEASTBALLX5
+{SPR_FRB1,0,4,NULL,S_BURNBALL2,0,0}, // S_BURNBALL1
+{SPR_FRB1,1,4,NULL,S_BURNBALL3,0,0}, // S_BURNBALL2
+{SPR_FRB1,2,4,NULL,S_BURNBALL4,0,0}, // S_BURNBALL3
+{SPR_FRB1,3,4,NULL,S_BURNBALL5,0,0}, // S_BURNBALL4
+{SPR_FRB1,4,4,NULL,S_BURNBALL6,0,0}, // S_BURNBALL5
+{SPR_FRB1,5,4,NULL,S_BURNBALL7,0,0}, // S_BURNBALL6
+{SPR_FRB1,6,4,NULL,S_BURNBALL8,0,0}, // S_BURNBALL7
+{SPR_FRB1,7,4,NULL,S_NULL,0,0}, // S_BURNBALL8
+{SPR_FRB1,32768,4,NULL,S_BURNBALLFB2,0,0}, // S_BURNBALLFB1
+{SPR_FRB1,32769,4,NULL,S_BURNBALLFB3,0,0}, // S_BURNBALLFB2
+{SPR_FRB1,32770,4,NULL,S_BURNBALLFB4,0,0}, // S_BURNBALLFB3
+{SPR_FRB1,32771,4,NULL,S_BURNBALLFB5,0,0}, // S_BURNBALLFB4
+{SPR_FRB1,32772,4,NULL,S_BURNBALLFB6,0,0}, // S_BURNBALLFB5
+{SPR_FRB1,32773,4,NULL,S_BURNBALLFB7,0,0}, // S_BURNBALLFB6
+{SPR_FRB1,32774,4,NULL,S_BURNBALLFB8,0,0}, // S_BURNBALLFB7
+{SPR_FRB1,32775,4,NULL,S_NULL,0,0}, // S_BURNBALLFB8
+{SPR_FRB1,3,4,NULL,S_PUFFY2,0,0}, // S_PUFFY1
+{SPR_FRB1,4,4,NULL,S_PUFFY3,0,0}, // S_PUFFY2
+{SPR_FRB1,5,4,NULL,S_PUFFY4,0,0}, // S_PUFFY3
+{SPR_FRB1,6,4,NULL,S_PUFFY5,0,0}, // S_PUFFY4
+{SPR_FRB1,7,4,NULL,S_NULL,0,0}, // S_PUFFY5
+{SPR_SNKE,0,10,A_Look,S_SNAKE_LOOK2,0,0}, // S_SNAKE_LOOK1
+{SPR_SNKE,1,10,A_Look,S_SNAKE_LOOK1,0,0}, // S_SNAKE_LOOK2
+{SPR_SNKE,0,4,A_Chase,S_SNAKE_WALK2,0,0}, // S_SNAKE_WALK1
+{SPR_SNKE,1,4,A_Chase,S_SNAKE_WALK3,0,0}, // S_SNAKE_WALK2
+{SPR_SNKE,2,4,A_Chase,S_SNAKE_WALK4,0,0}, // S_SNAKE_WALK3
+{SPR_SNKE,3,4,A_Chase,S_SNAKE_WALK1,0,0}, // S_SNAKE_WALK4
+{SPR_SNKE,5,5,A_FaceTarget,S_SNAKE_ATK2,0,0}, // S_SNAKE_ATK1
+{SPR_SNKE,5,5,A_FaceTarget,S_SNAKE_ATK3,0,0}, // S_SNAKE_ATK2
+{SPR_SNKE,5,4,A_SnakeAttack,S_SNAKE_ATK4,0,0}, // S_SNAKE_ATK3
+{SPR_SNKE,5,4,A_SnakeAttack,S_SNAKE_ATK5,0,0}, // S_SNAKE_ATK4
+{SPR_SNKE,5,4,A_SnakeAttack,S_SNAKE_ATK6,0,0}, // S_SNAKE_ATK5
+{SPR_SNKE,5,5,A_FaceTarget,S_SNAKE_ATK7,0,0}, // S_SNAKE_ATK6
+{SPR_SNKE,5,5,A_FaceTarget,S_SNAKE_ATK8,0,0}, // S_SNAKE_ATK7
+{SPR_SNKE,5,5,A_FaceTarget,S_SNAKE_ATK9,0,0}, // S_SNAKE_ATK8
+{SPR_SNKE,5,4,A_SnakeAttack2,S_SNAKE_WALK1,0,0}, // S_SNAKE_ATK9
+{SPR_SNKE,4,3,NULL,S_SNAKE_PAIN2,0,0}, // S_SNAKE_PAIN1
+{SPR_SNKE,4,3,A_Pain,S_SNAKE_WALK1,0,0}, // S_SNAKE_PAIN2
+{SPR_SNKE,6,5,NULL,S_SNAKE_DIE2,0,0}, // S_SNAKE_DIE1
+{SPR_SNKE,7,5,A_Scream,S_SNAKE_DIE3,0,0}, // S_SNAKE_DIE2
+{SPR_SNKE,8,5,NULL,S_SNAKE_DIE4,0,0}, // S_SNAKE_DIE3
+{SPR_SNKE,9,5,NULL,S_SNAKE_DIE5,0,0}, // S_SNAKE_DIE4
+{SPR_SNKE,10,5,NULL,S_SNAKE_DIE6,0,0}, // S_SNAKE_DIE5
+{SPR_SNKE,11,5,NULL,S_SNAKE_DIE7,0,0}, // S_SNAKE_DIE6
+{SPR_SNKE,12,5,A_NoBlocking,S_SNAKE_DIE8,0,0}, // S_SNAKE_DIE7
+{SPR_SNKE,13,5,NULL,S_SNAKE_DIE9,0,0}, // S_SNAKE_DIE8
+{SPR_SNKE,14,5,NULL,S_SNAKE_DIE10,0,0}, // S_SNAKE_DIE9
+{SPR_SNKE,15,-1,NULL,S_NULL,0,0}, // S_SNAKE_DIE10
+{SPR_SNFX,32768,5,NULL,S_SNAKEPRO_A2,0,0}, // S_SNAKEPRO_A1
+{SPR_SNFX,32769,5,NULL,S_SNAKEPRO_A3,0,0}, // S_SNAKEPRO_A2
+{SPR_SNFX,32770,5,NULL,S_SNAKEPRO_A4,0,0}, // S_SNAKEPRO_A3
+{SPR_SNFX,32771,5,NULL,S_SNAKEPRO_A1,0,0}, // S_SNAKEPRO_A4
+{SPR_SNFX,32772,5,NULL,S_SNAKEPRO_AX2,0,0}, // S_SNAKEPRO_AX1
+{SPR_SNFX,32773,5,NULL,S_SNAKEPRO_AX3,0,0}, // S_SNAKEPRO_AX2
+{SPR_SNFX,32774,4,NULL,S_SNAKEPRO_AX4,0,0}, // S_SNAKEPRO_AX3
+{SPR_SNFX,32775,3,NULL,S_SNAKEPRO_AX5,0,0}, // S_SNAKEPRO_AX4
+{SPR_SNFX,32776,3,NULL,S_NULL,0,0}, // S_SNAKEPRO_AX5
+{SPR_SNFX,32777,6,NULL,S_SNAKEPRO_B2,0,0}, // S_SNAKEPRO_B1
+{SPR_SNFX,32778,6,NULL,S_SNAKEPRO_B1,0,0}, // S_SNAKEPRO_B2
+{SPR_SNFX,32779,5,NULL,S_SNAKEPRO_BX2,0,0}, // S_SNAKEPRO_BX1
+{SPR_SNFX,32780,5,NULL,S_SNAKEPRO_BX3,0,0}, // S_SNAKEPRO_BX2
+{SPR_SNFX,32781,4,NULL,S_SNAKEPRO_BX4,0,0}, // S_SNAKEPRO_BX3
+{SPR_SNFX,32782,3,NULL,S_NULL,0,0}, // S_SNAKEPRO_BX4
+{SPR_HEAD,0,10,A_Look,S_HEAD_LOOK,0,0}, // S_HEAD_LOOK
+{SPR_HEAD,0,4,A_Chase,S_HEAD_FLOAT,0,0}, // S_HEAD_FLOAT
+{SPR_HEAD,0,5,A_FaceTarget,S_HEAD_ATK2,0,0}, // S_HEAD_ATK1
+{SPR_HEAD,1,20,A_HeadAttack,S_HEAD_FLOAT,0,0}, // S_HEAD_ATK2
+{SPR_HEAD,0,4,NULL,S_HEAD_PAIN2,0,0}, // S_HEAD_PAIN1
+{SPR_HEAD,0,4,A_Pain,S_HEAD_FLOAT,0,0}, // S_HEAD_PAIN2
+{SPR_HEAD,2,7,NULL,S_HEAD_DIE2,0,0}, // S_HEAD_DIE1
+{SPR_HEAD,3,7,A_Scream,S_HEAD_DIE3,0,0}, // S_HEAD_DIE2
+{SPR_HEAD,4,7,NULL,S_HEAD_DIE4,0,0}, // S_HEAD_DIE3
+{SPR_HEAD,5,7,NULL,S_HEAD_DIE5,0,0}, // S_HEAD_DIE4
+{SPR_HEAD,6,7,A_NoBlocking,S_HEAD_DIE6,0,0}, // S_HEAD_DIE5
+{SPR_HEAD,7,7,NULL,S_HEAD_DIE7,0,0}, // S_HEAD_DIE6
+{SPR_HEAD,8,-1,A_BossDeath,S_NULL,0,0}, // S_HEAD_DIE7
+{SPR_FX05,0,6,NULL,S_HEADFX1_2,0,0}, // S_HEADFX1_1
+{SPR_FX05,1,6,NULL,S_HEADFX1_3,0,0}, // S_HEADFX1_2
+{SPR_FX05,2,6,NULL,S_HEADFX1_1,0,0}, // S_HEADFX1_3
+{SPR_FX05,3,5,A_HeadIceImpact,S_HEADFXI1_2,0,0}, // S_HEADFXI1_1
+{SPR_FX05,4,5,NULL,S_HEADFXI1_3,0,0}, // S_HEADFXI1_2
+{SPR_FX05,5,5,NULL,S_HEADFXI1_4,0,0}, // S_HEADFXI1_3
+{SPR_FX05,6,5,NULL,S_NULL,0,0}, // S_HEADFXI1_4
+{SPR_FX05,7,6,NULL,S_HEADFX2_2,0,0}, // S_HEADFX2_1
+{SPR_FX05,8,6,NULL,S_HEADFX2_3,0,0}, // S_HEADFX2_2
+{SPR_FX05,9,6,NULL,S_HEADFX2_1,0,0}, // S_HEADFX2_3
+{SPR_FX05,3,5,NULL,S_HEADFXI2_2,0,0}, // S_HEADFXI2_1
+{SPR_FX05,4,5,NULL,S_HEADFXI2_3,0,0}, // S_HEADFXI2_2
+{SPR_FX05,5,5,NULL,S_HEADFXI2_4,0,0}, // S_HEADFXI2_3
+{SPR_FX05,6,5,NULL,S_NULL,0,0}, // S_HEADFXI2_4
+{SPR_FX06,0,4,A_HeadFireGrow,S_HEADFX3_2,0,0}, // S_HEADFX3_1
+{SPR_FX06,1,4,A_HeadFireGrow,S_HEADFX3_3,0,0}, // S_HEADFX3_2
+{SPR_FX06,2,4,A_HeadFireGrow,S_HEADFX3_1,0,0}, // S_HEADFX3_3
+{SPR_FX06,0,5,NULL,S_HEADFX3_5,0,0}, // S_HEADFX3_4
+{SPR_FX06,1,5,NULL,S_HEADFX3_6,0,0}, // S_HEADFX3_5
+{SPR_FX06,2,5,NULL,S_HEADFX3_4,0,0}, // S_HEADFX3_6
+{SPR_FX06,3,5,NULL,S_HEADFXI3_2,0,0}, // S_HEADFXI3_1
+{SPR_FX06,4,5,NULL,S_HEADFXI3_3,0,0}, // S_HEADFXI3_2
+{SPR_FX06,5,5,NULL,S_HEADFXI3_4,0,0}, // S_HEADFXI3_3
+{SPR_FX06,6,5,NULL,S_NULL,0,0}, // S_HEADFXI3_4
+{SPR_FX07,3,3,NULL,S_HEADFX4_2,0,0}, // S_HEADFX4_1
+{SPR_FX07,4,3,NULL,S_HEADFX4_3,0,0}, // S_HEADFX4_2
+{SPR_FX07,5,3,NULL,S_HEADFX4_4,0,0}, // S_HEADFX4_3
+{SPR_FX07,6,3,NULL,S_HEADFX4_5,0,0}, // S_HEADFX4_4
+{SPR_FX07,0,3,A_WhirlwindSeek,S_HEADFX4_6,0,0}, // S_HEADFX4_5
+{SPR_FX07,1,3,A_WhirlwindSeek,S_HEADFX4_7,0,0}, // S_HEADFX4_6
+{SPR_FX07,2,3,A_WhirlwindSeek,S_HEADFX4_5,0,0}, // S_HEADFX4_7
+{SPR_FX07,6,4,NULL,S_HEADFXI4_2,0,0}, // S_HEADFXI4_1
+{SPR_FX07,5,4,NULL,S_HEADFXI4_3,0,0}, // S_HEADFXI4_2
+{SPR_FX07,4,4,NULL,S_HEADFXI4_4,0,0}, // S_HEADFXI4_3
+{SPR_FX07,3,4,NULL,S_NULL,0,0}, // S_HEADFXI4_4
+{SPR_CLNK,0,10,A_Look,S_CLINK_LOOK2,0,0}, // S_CLINK_LOOK1
+{SPR_CLNK,1,10,A_Look,S_CLINK_LOOK1,0,0}, // S_CLINK_LOOK2
+{SPR_CLNK,0,3,A_Chase,S_CLINK_WALK2,0,0}, // S_CLINK_WALK1
+{SPR_CLNK,1,3,A_Chase,S_CLINK_WALK3,0,0}, // S_CLINK_WALK2
+{SPR_CLNK,2,3,A_Chase,S_CLINK_WALK4,0,0}, // S_CLINK_WALK3
+{SPR_CLNK,3,3,A_Chase,S_CLINK_WALK1,0,0}, // S_CLINK_WALK4
+{SPR_CLNK,4,5,A_FaceTarget,S_CLINK_ATK2,0,0}, // S_CLINK_ATK1
+{SPR_CLNK,5,4,A_FaceTarget,S_CLINK_ATK3,0,0}, // S_CLINK_ATK2
+{SPR_CLNK,6,7,A_ClinkAttack,S_CLINK_WALK1,0,0}, // S_CLINK_ATK3
+{SPR_CLNK,7,3,NULL,S_CLINK_PAIN2,0,0}, // S_CLINK_PAIN1
+{SPR_CLNK,7,3,A_Pain,S_CLINK_WALK1,0,0}, // S_CLINK_PAIN2
+{SPR_CLNK,8,6,NULL,S_CLINK_DIE2,0,0}, // S_CLINK_DIE1
+{SPR_CLNK,9,6,NULL,S_CLINK_DIE3,0,0}, // S_CLINK_DIE2
+{SPR_CLNK,10,5,A_Scream,S_CLINK_DIE4,0,0}, // S_CLINK_DIE3
+{SPR_CLNK,11,5,A_NoBlocking,S_CLINK_DIE5,0,0}, // S_CLINK_DIE4
+{SPR_CLNK,12,5,NULL,S_CLINK_DIE6,0,0}, // S_CLINK_DIE5
+{SPR_CLNK,13,5,NULL,S_CLINK_DIE7,0,0}, // S_CLINK_DIE6
+{SPR_CLNK,14,-1,NULL,S_NULL,0,0}, // S_CLINK_DIE7
+{SPR_WZRD,0,10,A_Look,S_WIZARD_LOOK2,0,0}, // S_WIZARD_LOOK1
+{SPR_WZRD,1,10,A_Look,S_WIZARD_LOOK1,0,0}, // S_WIZARD_LOOK2
+{SPR_WZRD,0,3,A_Chase,S_WIZARD_WALK2,0,0}, // S_WIZARD_WALK1
+{SPR_WZRD,0,4,A_Chase,S_WIZARD_WALK3,0,0}, // S_WIZARD_WALK2
+{SPR_WZRD,0,3,A_Chase,S_WIZARD_WALK4,0,0}, // S_WIZARD_WALK3
+{SPR_WZRD,0,4,A_Chase,S_WIZARD_WALK5,0,0}, // S_WIZARD_WALK4
+{SPR_WZRD,1,3,A_Chase,S_WIZARD_WALK6,0,0}, // S_WIZARD_WALK5
+{SPR_WZRD,1,4,A_Chase,S_WIZARD_WALK7,0,0}, // S_WIZARD_WALK6
+{SPR_WZRD,1,3,A_Chase,S_WIZARD_WALK8,0,0}, // S_WIZARD_WALK7
+{SPR_WZRD,1,4,A_Chase,S_WIZARD_WALK1,0,0}, // S_WIZARD_WALK8
+{SPR_WZRD,2,4,A_WizAtk1,S_WIZARD_ATK2,0,0}, // S_WIZARD_ATK1
+{SPR_WZRD,2,4,A_WizAtk2,S_WIZARD_ATK3,0,0}, // S_WIZARD_ATK2
+{SPR_WZRD,2,4,A_WizAtk1,S_WIZARD_ATK4,0,0}, // S_WIZARD_ATK3
+{SPR_WZRD,2,4,A_WizAtk2,S_WIZARD_ATK5,0,0}, // S_WIZARD_ATK4
+{SPR_WZRD,2,4,A_WizAtk1,S_WIZARD_ATK6,0,0}, // S_WIZARD_ATK5
+{SPR_WZRD,2,4,A_WizAtk2,S_WIZARD_ATK7,0,0}, // S_WIZARD_ATK6
+{SPR_WZRD,2,4,A_WizAtk1,S_WIZARD_ATK8,0,0}, // S_WIZARD_ATK7
+{SPR_WZRD,2,4,A_WizAtk2,S_WIZARD_ATK9,0,0}, // S_WIZARD_ATK8
+{SPR_WZRD,3,12,A_WizAtk3,S_WIZARD_WALK1,0,0}, // S_WIZARD_ATK9
+{SPR_WZRD,4,3,A_GhostOff,S_WIZARD_PAIN2,0,0}, // S_WIZARD_PAIN1
+{SPR_WZRD,4,3,A_Pain,S_WIZARD_WALK1,0,0}, // S_WIZARD_PAIN2
+{SPR_WZRD,5,6,A_GhostOff,S_WIZARD_DIE2,0,0}, // S_WIZARD_DIE1
+{SPR_WZRD,6,6,A_Scream,S_WIZARD_DIE3,0,0}, // S_WIZARD_DIE2
+{SPR_WZRD,7,6,NULL,S_WIZARD_DIE4,0,0}, // S_WIZARD_DIE3
+{SPR_WZRD,8,6,NULL,S_WIZARD_DIE5,0,0}, // S_WIZARD_DIE4
+{SPR_WZRD,9,6,A_NoBlocking,S_WIZARD_DIE6,0,0}, // S_WIZARD_DIE5
+{SPR_WZRD,10,6,NULL,S_WIZARD_DIE7,0,0}, // S_WIZARD_DIE6
+{SPR_WZRD,11,6,NULL,S_WIZARD_DIE8,0,0}, // S_WIZARD_DIE7
+{SPR_WZRD,12,-1,NULL,S_NULL,0,0}, // S_WIZARD_DIE8
+{SPR_FX11,32768,6,NULL,S_WIZFX1_2,0,0}, // S_WIZFX1_1
+{SPR_FX11,32769,6,NULL,S_WIZFX1_1,0,0}, // S_WIZFX1_2
+{SPR_FX11,32770,5,NULL,S_WIZFXI1_2,0,0}, // S_WIZFXI1_1
+{SPR_FX11,32771,5,NULL,S_WIZFXI1_3,0,0}, // S_WIZFXI1_2
+{SPR_FX11,32772,5,NULL,S_WIZFXI1_4,0,0}, // S_WIZFXI1_3
+{SPR_FX11,32773,5,NULL,S_WIZFXI1_5,0,0}, // S_WIZFXI1_4
+{SPR_FX11,32774,5,NULL,S_NULL,0,0}, // S_WIZFXI1_5
+{SPR_IMPX,0,10,A_Look,S_IMP_LOOK2,0,0}, // S_IMP_LOOK1
+{SPR_IMPX,1,10,A_Look,S_IMP_LOOK3,0,0}, // S_IMP_LOOK2
+{SPR_IMPX,2,10,A_Look,S_IMP_LOOK4,0,0}, // S_IMP_LOOK3
+{SPR_IMPX,1,10,A_Look,S_IMP_LOOK1,0,0}, // S_IMP_LOOK4
+{SPR_IMPX,0,3,A_Chase,S_IMP_FLY2,0,0}, // S_IMP_FLY1
+{SPR_IMPX,0,3,A_Chase,S_IMP_FLY3,0,0}, // S_IMP_FLY2
+{SPR_IMPX,1,3,A_Chase,S_IMP_FLY4,0,0}, // S_IMP_FLY3
+{SPR_IMPX,1,3,A_Chase,S_IMP_FLY5,0,0}, // S_IMP_FLY4
+{SPR_IMPX,2,3,A_Chase,S_IMP_FLY6,0,0}, // S_IMP_FLY5
+{SPR_IMPX,2,3,A_Chase,S_IMP_FLY7,0,0}, // S_IMP_FLY6
+{SPR_IMPX,1,3,A_Chase,S_IMP_FLY8,0,0}, // S_IMP_FLY7
+{SPR_IMPX,1,3,A_Chase,S_IMP_FLY1,0,0}, // S_IMP_FLY8
+{SPR_IMPX,3,6,A_FaceTarget,S_IMP_MEATK2,0,0}, // S_IMP_MEATK1
+{SPR_IMPX,4,6,A_FaceTarget,S_IMP_MEATK3,0,0}, // S_IMP_MEATK2
+{SPR_IMPX,5,6,A_ImpMeAttack,S_IMP_FLY1,0,0}, // S_IMP_MEATK3
+{SPR_IMPX,0,10,A_FaceTarget,S_IMP_MSATK1_2,0,0}, // S_IMP_MSATK1_1
+{SPR_IMPX,1,6,A_ImpMsAttack,S_IMP_MSATK1_3,0,0}, // S_IMP_MSATK1_2
+{SPR_IMPX,2,6,NULL,S_IMP_MSATK1_4,0,0}, // S_IMP_MSATK1_3
+{SPR_IMPX,1,6,NULL,S_IMP_MSATK1_5,0,0}, // S_IMP_MSATK1_4
+{SPR_IMPX,0,6,NULL,S_IMP_MSATK1_6,0,0}, // S_IMP_MSATK1_5
+{SPR_IMPX,1,6,NULL,S_IMP_MSATK1_3,0,0}, // S_IMP_MSATK1_6
+{SPR_IMPX,3,6,A_FaceTarget,S_IMP_MSATK2_2,0,0}, // S_IMP_MSATK2_1
+{SPR_IMPX,4,6,A_FaceTarget,S_IMP_MSATK2_3,0,0}, // S_IMP_MSATK2_2
+{SPR_IMPX,5,6,A_ImpMsAttack2,S_IMP_FLY1,0,0}, // S_IMP_MSATK2_3
+{SPR_IMPX,6,3,NULL,S_IMP_PAIN2,0,0}, // S_IMP_PAIN1
+{SPR_IMPX,6,3,A_Pain,S_IMP_FLY1,0,0}, // S_IMP_PAIN2
+{SPR_IMPX,6,4,A_ImpDeath,S_IMP_DIE2,0,0}, // S_IMP_DIE1
+{SPR_IMPX,7,5,NULL,S_IMP_DIE2,0,0}, // S_IMP_DIE2
+{SPR_IMPX,18,5,A_ImpXDeath1,S_IMP_XDIE2,0,0}, // S_IMP_XDIE1
+{SPR_IMPX,19,5,NULL,S_IMP_XDIE3,0,0}, // S_IMP_XDIE2
+{SPR_IMPX,20,5,NULL,S_IMP_XDIE4,0,0}, // S_IMP_XDIE3
+{SPR_IMPX,21,5,A_ImpXDeath2,S_IMP_XDIE5,0,0}, // S_IMP_XDIE4
+{SPR_IMPX,22,5,NULL,S_IMP_XDIE5,0,0}, // S_IMP_XDIE5
+{SPR_IMPX,8,7,A_ImpExplode,S_IMP_CRASH2,0,0}, // S_IMP_CRASH1
+{SPR_IMPX,9,7,A_Scream,S_IMP_CRASH3,0,0}, // S_IMP_CRASH2
+{SPR_IMPX,10,7,NULL,S_IMP_CRASH4,0,0}, // S_IMP_CRASH3
+{SPR_IMPX,11,-1,NULL,S_NULL,0,0}, // S_IMP_CRASH4
+{SPR_IMPX,23,7,NULL,S_IMP_XCRASH2,0,0}, // S_IMP_XCRASH1
+{SPR_IMPX,24,7,NULL,S_IMP_XCRASH3,0,0}, // S_IMP_XCRASH2
+{SPR_IMPX,25,-1,NULL,S_NULL,0,0}, // S_IMP_XCRASH3
+{SPR_IMPX,12,5,NULL,S_IMP_CHUNKA2,0,0}, // S_IMP_CHUNKA1
+{SPR_IMPX,13,700,NULL,S_IMP_CHUNKA3,0,0}, // S_IMP_CHUNKA2
+{SPR_IMPX,14,700,NULL,S_NULL,0,0}, // S_IMP_CHUNKA3
+{SPR_IMPX,15,5,NULL,S_IMP_CHUNKB2,0,0}, // S_IMP_CHUNKB1
+{SPR_IMPX,16,700,NULL,S_IMP_CHUNKB3,0,0}, // S_IMP_CHUNKB2
+{SPR_IMPX,17,700,NULL,S_NULL,0,0}, // S_IMP_CHUNKB3
+{SPR_FX10,32768,6,NULL,S_IMPFX2,0,0}, // S_IMPFX1
+{SPR_FX10,32769,6,NULL,S_IMPFX3,0,0}, // S_IMPFX2
+{SPR_FX10,32770,6,NULL,S_IMPFX1,0,0}, // S_IMPFX3
+{SPR_FX10,32771,5,NULL,S_IMPFXI2,0,0}, // S_IMPFXI1
+{SPR_FX10,32772,5,NULL,S_IMPFXI3,0,0}, // S_IMPFXI2
+{SPR_FX10,32773,5,NULL,S_IMPFXI4,0,0}, // S_IMPFXI3
+{SPR_FX10,32774,5,NULL,S_NULL,0,0}, // S_IMPFXI4
+{SPR_KNIG,0,10,A_Look,S_KNIGHT_STND2,0,0}, // S_KNIGHT_STND1
+{SPR_KNIG,1,10,A_Look,S_KNIGHT_STND1,0,0}, // S_KNIGHT_STND2
+{SPR_KNIG,0,4,A_Chase,S_KNIGHT_WALK2,0,0}, // S_KNIGHT_WALK1
+{SPR_KNIG,1,4,A_Chase,S_KNIGHT_WALK3,0,0}, // S_KNIGHT_WALK2
+{SPR_KNIG,2,4,A_Chase,S_KNIGHT_WALK4,0,0}, // S_KNIGHT_WALK3
+{SPR_KNIG,3,4,A_Chase,S_KNIGHT_WALK1,0,0}, // S_KNIGHT_WALK4
+{SPR_KNIG,4,10,A_FaceTarget,S_KNIGHT_ATK2,0,0}, // S_KNIGHT_ATK1
+{SPR_KNIG,5,8,A_FaceTarget,S_KNIGHT_ATK3,0,0}, // S_KNIGHT_ATK2
+{SPR_KNIG,6,8,A_KnightAttack,S_KNIGHT_ATK4,0,0}, // S_KNIGHT_ATK3
+{SPR_KNIG,4,10,A_FaceTarget,S_KNIGHT_ATK5,0,0}, // S_KNIGHT_ATK4
+{SPR_KNIG,5,8,A_FaceTarget,S_KNIGHT_ATK6,0,0}, // S_KNIGHT_ATK5
+{SPR_KNIG,6,8,A_KnightAttack,S_KNIGHT_WALK1,0,0}, // S_KNIGHT_ATK6
+{SPR_KNIG,7,3,NULL,S_KNIGHT_PAIN2,0,0}, // S_KNIGHT_PAIN1
+{SPR_KNIG,7,3,A_Pain,S_KNIGHT_WALK1,0,0}, // S_KNIGHT_PAIN2
+{SPR_KNIG,8,6,NULL,S_KNIGHT_DIE2,0,0}, // S_KNIGHT_DIE1
+{SPR_KNIG,9,6,A_Scream,S_KNIGHT_DIE3,0,0}, // S_KNIGHT_DIE2
+{SPR_KNIG,10,6,NULL,S_KNIGHT_DIE4,0,0}, // S_KNIGHT_DIE3
+{SPR_KNIG,11,6,A_NoBlocking,S_KNIGHT_DIE5,0,0}, // S_KNIGHT_DIE4
+{SPR_KNIG,12,6,NULL,S_KNIGHT_DIE6,0,0}, // S_KNIGHT_DIE5
+{SPR_KNIG,13,6,NULL,S_KNIGHT_DIE7,0,0}, // S_KNIGHT_DIE6
+{SPR_KNIG,14,-1,NULL,S_NULL,0,0}, // S_KNIGHT_DIE7
+{SPR_SPAX,32768,3,A_ContMobjSound,S_SPINAXE2,0,0}, // S_SPINAXE1
+{SPR_SPAX,32769,3,NULL,S_SPINAXE3,0,0}, // S_SPINAXE2
+{SPR_SPAX,32770,3,NULL,S_SPINAXE1,0,0}, // S_SPINAXE3
+{SPR_SPAX,32771,6,NULL,S_SPINAXEX2,0,0}, // S_SPINAXEX1
+{SPR_SPAX,32772,6,NULL,S_SPINAXEX3,0,0}, // S_SPINAXEX2
+{SPR_SPAX,32773,6,NULL,S_NULL,0,0}, // S_SPINAXEX3
+{SPR_RAXE,32768,5,A_DripBlood,S_REDAXE2,0,0}, // S_REDAXE1
+{SPR_RAXE,32769,5,A_DripBlood,S_REDAXE1,0,0}, // S_REDAXE2
+{SPR_RAXE,32770,6,NULL,S_REDAXEX2,0,0}, // S_REDAXEX1
+{SPR_RAXE,32771,6,NULL,S_REDAXEX3,0,0}, // S_REDAXEX2
+{SPR_RAXE,32772,6,NULL,S_NULL,0,0}, // S_REDAXEX3
+{SPR_SRCR,0,10,A_Look,S_SRCR1_LOOK2,0,0}, // S_SRCR1_LOOK1
+{SPR_SRCR,1,10,A_Look,S_SRCR1_LOOK1,0,0}, // S_SRCR1_LOOK2
+{SPR_SRCR,0,5,A_Sor1Chase,S_SRCR1_WALK2,0,0}, // S_SRCR1_WALK1
+{SPR_SRCR,1,5,A_Sor1Chase,S_SRCR1_WALK3,0,0}, // S_SRCR1_WALK2
+{SPR_SRCR,2,5,A_Sor1Chase,S_SRCR1_WALK4,0,0}, // S_SRCR1_WALK3
+{SPR_SRCR,3,5,A_Sor1Chase,S_SRCR1_WALK1,0,0}, // S_SRCR1_WALK4
+{SPR_SRCR,16,6,A_Sor1Pain,S_SRCR1_WALK1,0,0}, // S_SRCR1_PAIN1
+{SPR_SRCR,16,7,A_FaceTarget,S_SRCR1_ATK2,0,0}, // S_SRCR1_ATK1
+{SPR_SRCR,17,6,A_FaceTarget,S_SRCR1_ATK3,0,0}, // S_SRCR1_ATK2
+{SPR_SRCR,18,10,A_Srcr1Attack,S_SRCR1_WALK1,0,0}, // S_SRCR1_ATK3
+{SPR_SRCR,18,10,A_FaceTarget,S_SRCR1_ATK5,0,0}, // S_SRCR1_ATK4
+{SPR_SRCR,16,7,A_FaceTarget,S_SRCR1_ATK6,0,0}, // S_SRCR1_ATK5
+{SPR_SRCR,17,6,A_FaceTarget,S_SRCR1_ATK7,0,0}, // S_SRCR1_ATK6
+{SPR_SRCR,18,10,A_Srcr1Attack,S_SRCR1_WALK1,0,0}, // S_SRCR1_ATK7
+{SPR_SRCR,4,7,NULL,S_SRCR1_DIE2,0,0}, // S_SRCR1_DIE1
+{SPR_SRCR,5,7,A_Scream,S_SRCR1_DIE3,0,0}, // S_SRCR1_DIE2
+{SPR_SRCR,6,7,NULL,S_SRCR1_DIE4,0,0}, // S_SRCR1_DIE3
+{SPR_SRCR,7,6,NULL,S_SRCR1_DIE5,0,0}, // S_SRCR1_DIE4
+{SPR_SRCR,8,6,NULL,S_SRCR1_DIE6,0,0}, // S_SRCR1_DIE5
+{SPR_SRCR,9,6,NULL,S_SRCR1_DIE7,0,0}, // S_SRCR1_DIE6
+{SPR_SRCR,10,6,NULL,S_SRCR1_DIE8,0,0}, // S_SRCR1_DIE7
+{SPR_SRCR,11,25,A_SorZap,S_SRCR1_DIE9,0,0}, // S_SRCR1_DIE8
+{SPR_SRCR,12,5,NULL,S_SRCR1_DIE10,0,0}, // S_SRCR1_DIE9
+{SPR_SRCR,13,5,NULL,S_SRCR1_DIE11,0,0}, // S_SRCR1_DIE10
+{SPR_SRCR,14,4,NULL,S_SRCR1_DIE12,0,0}, // S_SRCR1_DIE11
+{SPR_SRCR,11,20,A_SorZap,S_SRCR1_DIE13,0,0}, // S_SRCR1_DIE12
+{SPR_SRCR,12,5,NULL,S_SRCR1_DIE14,0,0}, // S_SRCR1_DIE13
+{SPR_SRCR,13,5,NULL,S_SRCR1_DIE15,0,0}, // S_SRCR1_DIE14
+{SPR_SRCR,14,4,NULL,S_SRCR1_DIE16,0,0}, // S_SRCR1_DIE15
+{SPR_SRCR,11,12,NULL,S_SRCR1_DIE17,0,0}, // S_SRCR1_DIE16
+{SPR_SRCR,15,-1,A_SorcererRise,S_NULL,0,0}, // S_SRCR1_DIE17
+{SPR_FX14,32768,6,NULL,S_SRCRFX1_2,0,0}, // S_SRCRFX1_1
+{SPR_FX14,32769,6,NULL,S_SRCRFX1_3,0,0}, // S_SRCRFX1_2
+{SPR_FX14,32770,6,NULL,S_SRCRFX1_1,0,0}, // S_SRCRFX1_3
+{SPR_FX14,32771,5,NULL,S_SRCRFXI1_2,0,0}, // S_SRCRFXI1_1
+{SPR_FX14,32772,5,NULL,S_SRCRFXI1_3,0,0}, // S_SRCRFXI1_2
+{SPR_FX14,32773,5,NULL,S_SRCRFXI1_4,0,0}, // S_SRCRFXI1_3
+{SPR_FX14,32774,5,NULL,S_SRCRFXI1_5,0,0}, // S_SRCRFXI1_4
+{SPR_FX14,32775,5,NULL,S_NULL,0,0}, // S_SRCRFXI1_5
+{SPR_SOR2,0,4,NULL,S_SOR2_RISE2,0,0}, // S_SOR2_RISE1
+{SPR_SOR2,1,4,NULL,S_SOR2_RISE3,0,0}, // S_SOR2_RISE2
+{SPR_SOR2,2,4,A_SorRise,S_SOR2_RISE4,0,0}, // S_SOR2_RISE3
+{SPR_SOR2,3,4,NULL,S_SOR2_RISE5,0,0}, // S_SOR2_RISE4
+{SPR_SOR2,4,4,NULL,S_SOR2_RISE6,0,0}, // S_SOR2_RISE5
+{SPR_SOR2,5,4,NULL,S_SOR2_RISE7,0,0}, // S_SOR2_RISE6
+{SPR_SOR2,6,12,A_SorSightSnd,S_SOR2_WALK1,0,0}, // S_SOR2_RISE7
+{SPR_SOR2,12,10,A_Look,S_SOR2_LOOK2,0,0}, // S_SOR2_LOOK1
+{SPR_SOR2,13,10,A_Look,S_SOR2_LOOK1,0,0}, // S_SOR2_LOOK2
+{SPR_SOR2,12,4,A_Chase,S_SOR2_WALK2,0,0}, // S_SOR2_WALK1
+{SPR_SOR2,13,4,A_Chase,S_SOR2_WALK3,0,0}, // S_SOR2_WALK2
+{SPR_SOR2,14,4,A_Chase,S_SOR2_WALK4,0,0}, // S_SOR2_WALK3
+{SPR_SOR2,15,4,A_Chase,S_SOR2_WALK1,0,0}, // S_SOR2_WALK4
+{SPR_SOR2,16,3,NULL,S_SOR2_PAIN2,0,0}, // S_SOR2_PAIN1
+{SPR_SOR2,16,6,A_Pain,S_SOR2_WALK1,0,0}, // S_SOR2_PAIN2
+{SPR_SOR2,17,9,A_Srcr2Decide,S_SOR2_ATK2,0,0}, // S_SOR2_ATK1
+{SPR_SOR2,18,9,A_FaceTarget,S_SOR2_ATK3,0,0}, // S_SOR2_ATK2
+{SPR_SOR2,19,20,A_Srcr2Attack,S_SOR2_WALK1,0,0}, // S_SOR2_ATK3
+{SPR_SOR2,11,6,NULL,S_SOR2_TELE2,0,0}, // S_SOR2_TELE1
+{SPR_SOR2,10,6,NULL,S_SOR2_TELE3,0,0}, // S_SOR2_TELE2
+{SPR_SOR2,9,6,NULL,S_SOR2_TELE4,0,0}, // S_SOR2_TELE3
+{SPR_SOR2,8,6,NULL,S_SOR2_TELE5,0,0}, // S_SOR2_TELE4
+{SPR_SOR2,7,6,NULL,S_SOR2_TELE6,0,0}, // S_SOR2_TELE5
+{SPR_SOR2,6,6,NULL,S_SOR2_WALK1,0,0}, // S_SOR2_TELE6
+{SPR_SDTH,0,8,A_Sor2DthInit,S_SOR2_DIE2,0,0}, // S_SOR2_DIE1
+{SPR_SDTH,1,8,NULL,S_SOR2_DIE3,0,0}, // S_SOR2_DIE2
+{SPR_SDTH,2,8,A_SorDSph,S_SOR2_DIE4,0,0}, // S_SOR2_DIE3
+{SPR_SDTH,3,7,NULL,S_SOR2_DIE5,0,0}, // S_SOR2_DIE4
+{SPR_SDTH,4,7,NULL,S_SOR2_DIE6,0,0}, // S_SOR2_DIE5
+{SPR_SDTH,5,7,A_Sor2DthLoop,S_SOR2_DIE7,0,0}, // S_SOR2_DIE6
+{SPR_SDTH,6,6,A_SorDExp,S_SOR2_DIE8,0,0}, // S_SOR2_DIE7
+{SPR_SDTH,7,6,NULL,S_SOR2_DIE9,0,0}, // S_SOR2_DIE8
+{SPR_SDTH,8,18,NULL,S_SOR2_DIE10,0,0}, // S_SOR2_DIE9
+{SPR_SDTH,9,6,A_NoBlocking,S_SOR2_DIE11,0,0}, // S_SOR2_DIE10
+{SPR_SDTH,10,6,A_SorDBon,S_SOR2_DIE12,0,0}, // S_SOR2_DIE11
+{SPR_SDTH,11,6,NULL,S_SOR2_DIE13,0,0}, // S_SOR2_DIE12
+{SPR_SDTH,12,6,NULL,S_SOR2_DIE14,0,0}, // S_SOR2_DIE13
+{SPR_SDTH,13,6,NULL,S_SOR2_DIE15,0,0}, // S_SOR2_DIE14
+{SPR_SDTH,14,-1,A_BossDeath,S_NULL,0,0}, // S_SOR2_DIE15
+{SPR_FX16,32768,3,A_BlueSpark,S_SOR2FX1_2,0,0}, // S_SOR2FX1_1
+{SPR_FX16,32769,3,A_BlueSpark,S_SOR2FX1_3,0,0}, // S_SOR2FX1_2
+{SPR_FX16,32770,3,A_BlueSpark,S_SOR2FX1_1,0,0}, // S_SOR2FX1_3
+{SPR_FX16,32774,5,A_Explode,S_SOR2FXI1_2,0,0}, // S_SOR2FXI1_1
+{SPR_FX16,32775,5,NULL,S_SOR2FXI1_3,0,0}, // S_SOR2FXI1_2
+{SPR_FX16,32776,5,NULL,S_SOR2FXI1_4,0,0}, // S_SOR2FXI1_3
+{SPR_FX16,32777,5,NULL,S_SOR2FXI1_5,0,0}, // S_SOR2FXI1_4
+{SPR_FX16,32778,5,NULL,S_SOR2FXI1_6,0,0}, // S_SOR2FXI1_5
+{SPR_FX16,32779,5,NULL,S_NULL,0,0}, // S_SOR2FXI1_6
+{SPR_FX16,32771,12,NULL,S_SOR2FXSPARK2,0,0}, // S_SOR2FXSPARK1
+{SPR_FX16,32772,12,NULL,S_SOR2FXSPARK3,0,0}, // S_SOR2FXSPARK2
+{SPR_FX16,32773,12,NULL,S_NULL,0,0}, // S_SOR2FXSPARK3
+{SPR_FX11,32768,35,NULL,S_SOR2FX2_2,0,0}, // S_SOR2FX2_1
+{SPR_FX11,32768,5,A_GenWizard,S_SOR2FX2_3,0,0}, // S_SOR2FX2_2
+{SPR_FX11,32769,5,NULL,S_SOR2FX2_2,0,0}, // S_SOR2FX2_3
+{SPR_FX11,32770,5,NULL,S_SOR2FXI2_2,0,0}, // S_SOR2FXI2_1
+{SPR_FX11,32771,5,NULL,S_SOR2FXI2_3,0,0}, // S_SOR2FXI2_2
+{SPR_FX11,32772,5,NULL,S_SOR2FXI2_4,0,0}, // S_SOR2FXI2_3
+{SPR_FX11,32773,5,NULL,S_SOR2FXI2_5,0,0}, // S_SOR2FXI2_4
+{SPR_FX11,32774,5,NULL,S_NULL,0,0}, // S_SOR2FXI2_5
+{SPR_SOR2,6,8,NULL,S_SOR2TELEFADE2,0,0}, // S_SOR2TELEFADE1
+{SPR_SOR2,7,6,NULL,S_SOR2TELEFADE3,0,0}, // S_SOR2TELEFADE2
+{SPR_SOR2,8,6,NULL,S_SOR2TELEFADE4,0,0}, // S_SOR2TELEFADE3
+{SPR_SOR2,9,6,NULL,S_SOR2TELEFADE5,0,0}, // S_SOR2TELEFADE4
+{SPR_SOR2,10,6,NULL,S_SOR2TELEFADE6,0,0}, // S_SOR2TELEFADE5
+{SPR_SOR2,11,6,NULL,S_NULL,0,0}, // S_SOR2TELEFADE6
+{SPR_MNTR,0,10,A_Look,S_MNTR_LOOK2,0,0}, // S_MNTR_LOOK1
+{SPR_MNTR,1,10,A_Look,S_MNTR_LOOK1,0,0}, // S_MNTR_LOOK2
+{SPR_MNTR,0,5,A_Chase,S_MNTR_WALK2,0,0}, // S_MNTR_WALK1
+{SPR_MNTR,1,5,A_Chase,S_MNTR_WALK3,0,0}, // S_MNTR_WALK2
+{SPR_MNTR,2,5,A_Chase,S_MNTR_WALK4,0,0}, // S_MNTR_WALK3
+{SPR_MNTR,3,5,A_Chase,S_MNTR_WALK1,0,0}, // S_MNTR_WALK4
+{SPR_MNTR,21,10,A_FaceTarget,S_MNTR_ATK1_2,0,0}, // S_MNTR_ATK1_1
+{SPR_MNTR,22,7,A_FaceTarget,S_MNTR_ATK1_3,0,0}, // S_MNTR_ATK1_2
+{SPR_MNTR,23,12,A_MinotaurAtk1,S_MNTR_WALK1,0,0}, // S_MNTR_ATK1_3
+{SPR_MNTR,21,10,A_MinotaurDecide,S_MNTR_ATK2_2,0,0}, // S_MNTR_ATK2_1
+{SPR_MNTR,24,4,A_FaceTarget,S_MNTR_ATK2_3,0,0}, // S_MNTR_ATK2_2
+{SPR_MNTR,25,9,A_MinotaurAtk2,S_MNTR_WALK1,0,0}, // S_MNTR_ATK2_3
+{SPR_MNTR,21,10,A_FaceTarget,S_MNTR_ATK3_2,0,0}, // S_MNTR_ATK3_1
+{SPR_MNTR,22,7,A_FaceTarget,S_MNTR_ATK3_3,0,0}, // S_MNTR_ATK3_2
+{SPR_MNTR,23,12,A_MinotaurAtk3,S_MNTR_WALK1,0,0}, // S_MNTR_ATK3_3
+{SPR_MNTR,23,12,NULL,S_MNTR_ATK3_1,0,0}, // S_MNTR_ATK3_4
+{SPR_MNTR,20,2,A_MinotaurCharge,S_MNTR_ATK4_1,0,0}, // S_MNTR_ATK4_1
+{SPR_MNTR,4,3,NULL,S_MNTR_PAIN2,0,0}, // S_MNTR_PAIN1
+{SPR_MNTR,4,6,A_Pain,S_MNTR_WALK1,0,0}, // S_MNTR_PAIN2
+{SPR_MNTR,5,6,NULL,S_MNTR_DIE2,0,0}, // S_MNTR_DIE1
+{SPR_MNTR,6,5,NULL,S_MNTR_DIE3,0,0}, // S_MNTR_DIE2
+{SPR_MNTR,7,6,A_Scream,S_MNTR_DIE4,0,0}, // S_MNTR_DIE3
+{SPR_MNTR,8,5,NULL,S_MNTR_DIE5,0,0}, // S_MNTR_DIE4
+{SPR_MNTR,9,6,NULL,S_MNTR_DIE6,0,0}, // S_MNTR_DIE5
+{SPR_MNTR,10,5,NULL,S_MNTR_DIE7,0,0}, // S_MNTR_DIE6
+{SPR_MNTR,11,6,NULL,S_MNTR_DIE8,0,0}, // S_MNTR_DIE7
+{SPR_MNTR,12,5,A_NoBlocking,S_MNTR_DIE9,0,0}, // S_MNTR_DIE8
+{SPR_MNTR,13,6,NULL,S_MNTR_DIE10,0,0}, // S_MNTR_DIE9
+{SPR_MNTR,14,5,NULL,S_MNTR_DIE11,0,0}, // S_MNTR_DIE10
+{SPR_MNTR,15,6,NULL,S_MNTR_DIE12,0,0}, // S_MNTR_DIE11
+{SPR_MNTR,16,5,NULL,S_MNTR_DIE13,0,0}, // S_MNTR_DIE12
+{SPR_MNTR,17,6,NULL,S_MNTR_DIE14,0,0}, // S_MNTR_DIE13
+{SPR_MNTR,18,5,NULL,S_MNTR_DIE15,0,0}, // S_MNTR_DIE14
+{SPR_MNTR,19,-1,A_BossDeath,S_NULL,0,0}, // S_MNTR_DIE15
+{SPR_FX12,32768,6,NULL,S_MNTRFX1_2,0,0}, // S_MNTRFX1_1
+{SPR_FX12,32769,6,NULL,S_MNTRFX1_1,0,0}, // S_MNTRFX1_2
+{SPR_FX12,32770,5,NULL,S_MNTRFXI1_2,0,0}, // S_MNTRFXI1_1
+{SPR_FX12,32771,5,NULL,S_MNTRFXI1_3,0,0}, // S_MNTRFXI1_2
+{SPR_FX12,32772,5,NULL,S_MNTRFXI1_4,0,0}, // S_MNTRFXI1_3
+{SPR_FX12,32773,5,NULL,S_MNTRFXI1_5,0,0}, // S_MNTRFXI1_4
+{SPR_FX12,32774,5,NULL,S_MNTRFXI1_6,0,0}, // S_MNTRFXI1_5
+{SPR_FX12,32775,5,NULL,S_NULL,0,0}, // S_MNTRFXI1_6
+{SPR_FX13,0,2,A_MntrFloorFire,S_MNTRFX2_1,0,0}, // S_MNTRFX2_1
+{SPR_FX13,32776,4,A_Explode,S_MNTRFXI2_2,0,0}, // S_MNTRFXI2_1
+{SPR_FX13,32777,4,NULL,S_MNTRFXI2_3,0,0}, // S_MNTRFXI2_2
+{SPR_FX13,32778,4,NULL,S_MNTRFXI2_4,0,0}, // S_MNTRFXI2_3
+{SPR_FX13,32779,4,NULL,S_MNTRFXI2_5,0,0}, // S_MNTRFXI2_4
+{SPR_FX13,32780,4,NULL,S_NULL,0,0}, // S_MNTRFXI2_5
+{SPR_FX13,32771,4,NULL,S_MNTRFX3_2,0,0}, // S_MNTRFX3_1
+{SPR_FX13,32770,4,NULL,S_MNTRFX3_3,0,0}, // S_MNTRFX3_2
+{SPR_FX13,32769,5,NULL,S_MNTRFX3_4,0,0}, // S_MNTRFX3_3
+{SPR_FX13,32770,5,NULL,S_MNTRFX3_5,0,0}, // S_MNTRFX3_4
+{SPR_FX13,32771,5,NULL,S_MNTRFX3_6,0,0}, // S_MNTRFX3_5
+{SPR_FX13,32772,5,NULL,S_MNTRFX3_7,0,0}, // S_MNTRFX3_6
+{SPR_FX13,32773,4,NULL,S_MNTRFX3_8,0,0}, // S_MNTRFX3_7
+{SPR_FX13,32774,4,NULL,S_MNTRFX3_9,0,0}, // S_MNTRFX3_8
+{SPR_FX13,32775,4,NULL,S_NULL,0,0}, // S_MNTRFX3_9
+{SPR_AKYY,32768,3,NULL,S_AKYY2,0,0}, // S_AKYY1
+{SPR_AKYY,32769,3,NULL,S_AKYY3,0,0}, // S_AKYY2
+{SPR_AKYY,32770,3,NULL,S_AKYY4,0,0}, // S_AKYY3
+{SPR_AKYY,32771,3,NULL,S_AKYY5,0,0}, // S_AKYY4
+{SPR_AKYY,32772,3,NULL,S_AKYY6,0,0}, // S_AKYY5
+{SPR_AKYY,32773,3,NULL,S_AKYY7,0,0}, // S_AKYY6
+{SPR_AKYY,32774,3,NULL,S_AKYY8,0,0}, // S_AKYY7
+{SPR_AKYY,32775,3,NULL,S_AKYY9,0,0}, // S_AKYY8
+{SPR_AKYY,32776,3,NULL,S_AKYY10,0,0}, // S_AKYY9
+{SPR_AKYY,32777,3,NULL,S_AKYY1,0,0}, // S_AKYY10
+{SPR_BKYY,32768,3,NULL,S_BKYY2,0,0}, // S_BKYY1
+{SPR_BKYY,32769,3,NULL,S_BKYY3,0,0}, // S_BKYY2
+{SPR_BKYY,32770,3,NULL,S_BKYY4,0,0}, // S_BKYY3
+{SPR_BKYY,32771,3,NULL,S_BKYY5,0,0}, // S_BKYY4
+{SPR_BKYY,32772,3,NULL,S_BKYY6,0,0}, // S_BKYY5
+{SPR_BKYY,32773,3,NULL,S_BKYY7,0,0}, // S_BKYY6
+{SPR_BKYY,32774,3,NULL,S_BKYY8,0,0}, // S_BKYY7
+{SPR_BKYY,32775,3,NULL,S_BKYY9,0,0}, // S_BKYY8
+{SPR_BKYY,32776,3,NULL,S_BKYY10,0,0}, // S_BKYY9
+{SPR_BKYY,32777,3,NULL,S_BKYY1,0,0}, // S_BKYY10
+{SPR_CKYY,32768,3,NULL,S_CKYY2,0,0}, // S_CKYY1
+{SPR_CKYY,32769,3,NULL,S_CKYY3,0,0}, // S_CKYY2
+{SPR_CKYY,32770,3,NULL,S_CKYY4,0,0}, // S_CKYY3
+{SPR_CKYY,32771,3,NULL,S_CKYY5,0,0}, // S_CKYY4
+{SPR_CKYY,32772,3,NULL,S_CKYY6,0,0}, // S_CKYY5
+{SPR_CKYY,32773,3,NULL,S_CKYY7,0,0}, // S_CKYY6
+{SPR_CKYY,32774,3,NULL,S_CKYY8,0,0}, // S_CKYY7
+{SPR_CKYY,32775,3,NULL,S_CKYY9,0,0}, // S_CKYY8
+{SPR_CKYY,32776,3,NULL,S_CKYY1,0,0}, // S_CKYY9
+{SPR_AMG1,0,-1,NULL,S_NULL,0,0}, // S_AMG1
+{SPR_AMG2,0,4,NULL,S_AMG2_2,0,0}, // S_AMG2_1
+{SPR_AMG2,1,4,NULL,S_AMG2_3,0,0}, // S_AMG2_2
+{SPR_AMG2,2,4,NULL,S_AMG2_1,0,0}, // S_AMG2_3
+{SPR_AMM1,0,-1,NULL,S_NULL,0,0}, // S_AMM1
+{SPR_AMM2,0,-1,NULL,S_NULL,0,0}, // S_AMM2
+{SPR_AMC1,0,-1,NULL,S_NULL,0,0}, // S_AMC1
+{SPR_AMC2,0,5,NULL,S_AMC2_2,0,0}, // S_AMC2_1
+{SPR_AMC2,1,5,NULL,S_AMC2_3,0,0}, // S_AMC2_2
+{SPR_AMC2,2,5,NULL,S_AMC2_1,0,0}, // S_AMC2_3
+{SPR_AMS1,0,5,NULL,S_AMS1_2,0,0}, // S_AMS1_1
+{SPR_AMS1,1,5,NULL,S_AMS1_1,0,0}, // S_AMS1_2
+{SPR_AMS2,0,5,NULL,S_AMS2_2,0,0}, // S_AMS2_1
+{SPR_AMS2,1,5,NULL,S_AMS2_1,0,0}, // S_AMS2_2
+{SPR_AMP1,0,4,NULL,S_AMP1_2,0,0}, // S_AMP1_1
+{SPR_AMP1,1,4,NULL,S_AMP1_3,0,0}, // S_AMP1_2
+{SPR_AMP1,2,4,NULL,S_AMP1_1,0,0}, // S_AMP1_3
+{SPR_AMP2,0,4,NULL,S_AMP2_2,0,0}, // S_AMP2_1
+{SPR_AMP2,1,4,NULL,S_AMP2_3,0,0}, // S_AMP2_2
+{SPR_AMP2,2,4,NULL,S_AMP2_1,0,0}, // S_AMP2_3
+{SPR_AMB1,0,4,NULL,S_AMB1_2,0,0}, // S_AMB1_1
+{SPR_AMB1,1,4,NULL,S_AMB1_3,0,0}, // S_AMB1_2
+{SPR_AMB1,2,4,NULL,S_AMB1_1,0,0}, // S_AMB1_3
+{SPR_AMB2,0,4,NULL,S_AMB2_2,0,0}, // S_AMB2_1
+{SPR_AMB2,1,4,NULL,S_AMB2_3,0,0}, // S_AMB2_2
+{SPR_AMB2,2,4,NULL,S_AMB2_1,0,0}, // S_AMB2_3
+{SPR_AMG1,0,100,A_ESound,S_SND_WIND,0,0}, // S_SND_WIND
+{SPR_AMG1,0,85,A_ESound,S_SND_WATERFALL,0,0} // S_SND_WATERFALL
+};
+
+
+mobjinfo_t mobjinfo[NUMMOBJTYPES] = {
+
+{ // MT_MISC0
+81, // doomednum
+S_ITEM_PTN1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_ITEMSHIELD1
+85, // doomednum
+S_ITEM_SHLD1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_ITEMSHIELD2
+31, // doomednum
+S_ITEM_SHD2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_MISC1
+8, // doomednum
+S_ITEM_BAGH1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_COUNTITEM, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_MISC2
+35, // doomednum
+S_ITEM_SPMP1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_COUNTITEM, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_ARTIINVISIBILITY
+75, // doomednum
+S_ARTI_INVS1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_SHADOW|MF_COUNTITEM, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_MISC3
+82, // doomednum
+S_ARTI_PTN2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_COUNTITEM, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_ARTIFLY
+83, // doomednum
+S_ARTI_SOAR1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_COUNTITEM, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_ARTIINVULNERABILITY
+84, // doomednum
+S_ARTI_INVU1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_COUNTITEM, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_ARTITOMEOFPOWER
+86, // doomednum
+S_ARTI_PWBK1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_COUNTITEM, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_ARTIEGG
+30, // doomednum
+S_ARTI_EGGC1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_COUNTITEM, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_EGGFX
+-1, // doomednum
+S_EGGFX1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_EGGFXI1_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+18*FRACUNIT, // speed
+8*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+1, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_ARTISUPERHEAL
+32, // doomednum
+S_ARTI_SPHL1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_COUNTITEM, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_MISC4
+33, // doomednum
+S_ARTI_TRCH1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_COUNTITEM, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_MISC5
+34, // doomednum
+S_ARTI_FBMB1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_COUNTITEM, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_FIREBOMB
+-1, // doomednum
+S_FIREBOMB1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_phohit, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOGRAVITY|MF_SHADOW, // flags
+0 // flags2
+ },
+
+{ // MT_ARTITELEPORT
+36, // doomednum
+S_ARTI_ATLP1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_COUNTITEM, // flags
+MF2_FLOATBOB // flags2
+ },
+
+{ // MT_POD
+2035, // doomednum
+S_POD_WAIT1, // spawnstate
+45, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_POD_PAIN1, // painstate
+255, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_POD_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_podexp, // deathsound
+0, // speed
+16*FRACUNIT, // radius
+54*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID|MF_NOBLOOD|MF_SHOOTABLE|MF_DROPOFF, // flags
+MF2_WINDTHRUST|MF2_PUSHABLE|MF2_SLIDE|MF2_PASSMOBJ|MF2_TELESTOMP // flags2
+ },
+
+{ // MT_PODGOO
+-1, // doomednum
+S_PODGOO1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_PODGOOX, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+2*FRACUNIT, // radius
+4*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags
+MF2_NOTELEPORT|MF2_LOGRAV|MF2_CANNOTPUSH // flags2
+ },
+
+{ // MT_PODGENERATOR
+43, // doomednum
+S_PODGENERATOR, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOSECTOR, // flags
+0 // flags2
+ },
+
+{ // MT_SPLASH
+-1, // doomednum
+S_SPLASH1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_SPLASHX, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+2*FRACUNIT, // radius
+4*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags
+MF2_NOTELEPORT|MF2_LOGRAV|MF2_CANNOTPUSH // flags2
+ },
+
+{ // MT_SPLASHBASE
+-1, // doomednum
+S_SPLASHBASE1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP, // flags
+0 // flags2
+ },
+
+{ // MT_LAVASPLASH
+-1, // doomednum
+S_LAVASPLASH1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP, // flags
+0 // flags2
+ },
+
+{ // MT_LAVASMOKE
+-1, // doomednum
+S_LAVASMOKE1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SHADOW, // flags
+0 // flags2
+ },
+
+{ // MT_SLUDGECHUNK
+-1, // doomednum
+S_SLUDGECHUNK1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_SLUDGECHUNKX, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+2*FRACUNIT, // radius
+4*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags
+MF2_NOTELEPORT|MF2_LOGRAV|MF2_CANNOTPUSH // flags2
+ },
+
+{ // MT_SLUDGESPLASH
+-1, // doomednum
+S_SLUDGESPLASH1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP, // flags
+0 // flags2
+ },
+
+{ // MT_SKULLHANG70
+17, // doomednum
+S_SKULLHANG70_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+70*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_SKULLHANG60
+24, // doomednum
+S_SKULLHANG60_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+60*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_SKULLHANG45
+25, // doomednum
+S_SKULLHANG45_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+45*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_SKULLHANG35
+26, // doomednum
+S_SKULLHANG35_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+35*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_CHANDELIER
+28, // doomednum
+S_CHANDELIER1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+60*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_SERPTORCH
+27, // doomednum
+S_SERPTORCH1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+12*FRACUNIT, // radius
+54*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID, // flags
+0 // flags2
+ },
+
+{ // MT_SMALLPILLAR
+29, // doomednum
+S_SMALLPILLAR, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+16*FRACUNIT, // radius
+34*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID, // flags
+0 // flags2
+ },
+
+{ // MT_STALAGMITESMALL
+37, // doomednum
+S_STALAGMITESMALL, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+8*FRACUNIT, // radius
+32*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID, // flags
+0 // flags2
+ },
+
+{ // MT_STALAGMITELARGE
+38, // doomednum
+S_STALAGMITELARGE, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+12*FRACUNIT, // radius
+64*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID, // flags
+0 // flags2
+ },
+
+{ // MT_STALACTITESMALL
+39, // doomednum
+S_STALACTITESMALL, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+8*FRACUNIT, // radius
+36*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_STALACTITELARGE
+40, // doomednum
+S_STALACTITELARGE, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+12*FRACUNIT, // radius
+68*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_MISC6
+76, // doomednum
+S_FIREBRAZIER1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+16*FRACUNIT, // radius
+44*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID, // flags
+0 // flags2
+ },
+
+{ // MT_BARREL
+44, // doomednum
+S_BARREL, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+12*FRACUNIT, // radius
+32*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID, // flags
+0 // flags2
+ },
+
+{ // MT_MISC7
+47, // doomednum
+S_BRPILLAR, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+14*FRACUNIT, // radius
+128*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID, // flags
+0 // flags2
+ },
+
+{ // MT_MISC8
+48, // doomednum
+S_MOSS1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+23*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_MISC9
+49, // doomednum
+S_MOSS2, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+27*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_MISC10
+50, // doomednum
+S_WALLTORCH1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_MISC11
+51, // doomednum
+S_HANGINGCORPSE, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+8*FRACUNIT, // radius
+104*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_KEYGIZMOBLUE
+94, // doomednum
+S_KEYGIZMO1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+16*FRACUNIT, // radius
+50*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID, // flags
+0 // flags2
+ },
+
+{ // MT_KEYGIZMOGREEN
+95, // doomednum
+S_KEYGIZMO1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+16*FRACUNIT, // radius
+50*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID, // flags
+0 // flags2
+ },
+
+{ // MT_KEYGIZMOYELLOW
+96, // doomednum
+S_KEYGIZMO1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+16*FRACUNIT, // radius
+50*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID, // flags
+0 // flags2
+ },
+
+{ // MT_KEYGIZMOFLOAT
+-1, // doomednum
+S_KGZ_START, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+16*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_MISC12
+87, // doomednum
+S_VOLCANO1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+12*FRACUNIT, // radius
+20*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID, // flags
+0 // flags2
+ },
+
+{ // MT_VOLCANOBLAST
+-1, // doomednum
+S_VOLCANOBALL1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_VOLCANOBALLX1, // deathstate
+S_NULL, // xdeathstate
+sfx_volhit, // deathsound
+2*FRACUNIT, // speed
+8*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+2, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags
+MF2_LOGRAV|MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2
+ },
+
+{ // MT_VOLCANOTBLAST
+-1, // doomednum
+S_VOLCANOTBALL1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_VOLCANOTBALLX1, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+2*FRACUNIT, // speed
+8*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+1, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags
+MF2_LOGRAV|MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2
+ },
+
+{ // MT_TELEGLITGEN
+74, // doomednum
+S_TELEGLITGEN1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOSECTOR, // flags
+0 // flags2
+ },
+
+{ // MT_TELEGLITGEN2
+52, // doomednum
+S_TELEGLITGEN2, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOSECTOR, // flags
+0 // flags2
+ },
+
+{ // MT_TELEGLITTER
+-1, // doomednum
+S_TELEGLITTER1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE, // flags
+0 // flags2
+ },
+
+{ // MT_TELEGLITTER2
+-1, // doomednum
+S_TELEGLITTER2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE, // flags
+0 // flags2
+ },
+
+{ // MT_TFOG
+-1, // doomednum
+S_TFOG1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_TELEPORTMAN
+14, // doomednum
+S_NULL, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOSECTOR, // flags
+0 // flags2
+ },
+
+{ // MT_STAFFPUFF
+-1, // doomednum
+S_STAFFPUFF1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_stfhit, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_STAFFPUFF2
+-1, // doomednum
+S_STAFFPUFF2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_stfpow, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_BEAKPUFF
+-1, // doomednum
+S_STAFFPUFF1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_chicatk, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_MISC13
+2005, // doomednum
+S_WGNT, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_GAUNTLETPUFF1
+-1, // doomednum
+S_GAUNTLETPUFF1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SHADOW, // flags
+0 // flags2
+ },
+
+{ // MT_GAUNTLETPUFF2
+-1, // doomednum
+S_GAUNTLETPUFF2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SHADOW, // flags
+0 // flags2
+ },
+
+{ // MT_MISC14
+53, // doomednum
+S_BLSR, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_BLASTERFX1
+-1, // doomednum
+S_BLASTERFX1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_BLASTERFXI1_1, // deathstate
+S_NULL, // xdeathstate
+sfx_blshit, // deathsound
+184*FRACUNIT, // speed
+12*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+2, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_BLASTERSMOKE
+-1, // doomednum
+S_BLASTERSMOKE1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SHADOW, // flags
+MF2_NOTELEPORT|MF2_CANNOTPUSH // flags2
+ },
+
+{ // MT_RIPPER
+-1, // doomednum
+S_RIPPER1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_RIPPERX1, // deathstate
+S_NULL, // xdeathstate
+sfx_hrnhit, // deathsound
+14*FRACUNIT, // speed
+8*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+1, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT|MF2_RIP // flags2
+ },
+
+{ // MT_BLASTERPUFF1
+-1, // doomednum
+S_BLASTERPUFF1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_BLASTERPUFF2
+-1, // doomednum
+S_BLASTERPUFF2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_WMACE
+2002, // doomednum
+S_WMCE, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_MACEFX1
+-1, // doomednum
+S_MACEFX1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_lobsht, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_MACEFXI1_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+20*FRACUNIT, // speed
+8*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+2, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_FLOORBOUNCE|MF2_THRUGHOST|MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_MACEFX2
+-1, // doomednum
+S_MACEFX2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_MACEFXI2_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+10*FRACUNIT, // speed
+8*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+6, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags
+MF2_LOGRAV|MF2_FLOORBOUNCE|MF2_THRUGHOST|MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_MACEFX3
+-1, // doomednum
+S_MACEFX3_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_MACEFXI1_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+7*FRACUNIT, // speed
+8*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+4, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags
+MF2_LOGRAV|MF2_FLOORBOUNCE|MF2_THRUGHOST|MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_MACEFX4
+-1, // doomednum
+S_MACEFX4_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_MACEFXI4_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+7*FRACUNIT, // speed
+8*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+18, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags
+MF2_LOGRAV|MF2_FLOORBOUNCE|MF2_THRUGHOST|MF2_TELESTOMP // flags2
+ },
+
+{ // MT_WSKULLROD
+2004, // doomednum
+S_WSKL, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_HORNRODFX1
+-1, // doomednum
+S_HRODFX1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_hrnsht, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_HRODFXI1_1, // deathstate
+S_NULL, // xdeathstate
+sfx_hrnhit, // deathsound
+22*FRACUNIT, // speed
+12*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+3, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_WINDTHRUST|MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_HORNRODFX2
+-1, // doomednum
+S_HRODFX2_1, // spawnstate
+4*35, // spawnhealth
+S_NULL, // seestate
+sfx_hrnsht, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_HRODFXI2_1, // deathstate
+S_NULL, // xdeathstate
+sfx_ramphit, // deathsound
+22*FRACUNIT, // speed
+12*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+10, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_RAINPLR1
+-1, // doomednum
+S_RAINPLR1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_RAINPLR1X_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+12*FRACUNIT, // speed
+5*FRACUNIT, // radius
+12*FRACUNIT, // height
+100, // mass
+5, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_RAINPLR2
+-1, // doomednum
+S_RAINPLR2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_RAINPLR2X_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+12*FRACUNIT, // speed
+5*FRACUNIT, // radius
+12*FRACUNIT, // height
+100, // mass
+5, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_RAINPLR3
+-1, // doomednum
+S_RAINPLR3_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_RAINPLR3X_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+12*FRACUNIT, // speed
+5*FRACUNIT, // radius
+12*FRACUNIT, // height
+100, // mass
+5, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_RAINPLR4
+-1, // doomednum
+S_RAINPLR4_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_RAINPLR4X_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+12*FRACUNIT, // speed
+5*FRACUNIT, // radius
+12*FRACUNIT, // height
+100, // mass
+5, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_GOLDWANDFX1
+-1, // doomednum
+S_GWANDFX1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_GWANDFXI1_1, // deathstate
+S_NULL, // xdeathstate
+sfx_gldhit, // deathsound
+22*FRACUNIT, // speed
+10*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+2, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_GOLDWANDFX2
+-1, // doomednum
+S_GWANDFX2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_GWANDFXI1_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+18*FRACUNIT, // speed
+10*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+1, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_GOLDWANDPUFF1
+-1, // doomednum
+S_GWANDPUFF1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_GOLDWANDPUFF2
+-1, // doomednum
+S_GWANDFXI1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_WPHOENIXROD
+2003, // doomednum
+S_WPHX, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_PHOENIXFX1
+-1, // doomednum
+S_PHOENIXFX1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_phosht, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_PHOENIXFXI1_1, // deathstate
+S_NULL, // xdeathstate
+sfx_phohit, // deathsound
+20*FRACUNIT, // speed
+11*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+20, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_THRUGHOST|MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_PHOENIXPUFF
+-1, // doomednum
+S_PHOENIXPUFF1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SHADOW, // flags
+MF2_NOTELEPORT|MF2_CANNOTPUSH // flags2
+ },
+
+{ // MT_PHOENIXFX2
+-1, // doomednum
+S_PHOENIXFX2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_PHOENIXFXI2_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+10*FRACUNIT, // speed
+6*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+2, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2
+ },
+
+{ // MT_MISC15
+2001, // doomednum
+S_WBOW, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_CRBOWFX1
+-1, // doomednum
+S_CRBOWFX1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_bowsht, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_CRBOWFXI1_1, // deathstate
+S_NULL, // xdeathstate
+sfx_hrnhit, // deathsound
+30*FRACUNIT, // speed
+11*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+10, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_CRBOWFX2
+-1, // doomednum
+S_CRBOWFX2, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_bowsht, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_CRBOWFXI1_1, // deathstate
+S_NULL, // xdeathstate
+sfx_hrnhit, // deathsound
+32*FRACUNIT, // speed
+11*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+6, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_CRBOWFX3
+-1, // doomednum
+S_CRBOWFX3, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_CRBOWFXI3_1, // deathstate
+S_NULL, // xdeathstate
+sfx_hrnhit, // deathsound
+20*FRACUNIT, // speed
+11*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+2, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_WINDTHRUST|MF2_THRUGHOST|MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_CRBOWFX4
+-1, // doomednum
+S_CRBOWFX4_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP, // flags
+MF2_LOGRAV // flags2
+ },
+
+{ // MT_BLOOD
+-1, // doomednum
+S_BLOOD1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP, // flags
+0 // flags2
+ },
+
+{ // MT_BLOODSPLATTER
+-1, // doomednum
+S_BLOODSPLATTER1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_BLOODSPLATTERX, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+2*FRACUNIT, // radius
+4*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags
+MF2_NOTELEPORT|MF2_CANNOTPUSH // flags2
+ },
+
+{ // MT_PLAYER
+-1, // doomednum
+S_PLAY, // spawnstate
+100, // spawnhealth
+S_PLAY_RUN1, // seestate
+sfx_None, // seesound
+0, // reactiontime
+sfx_None, // attacksound
+S_PLAY_PAIN, // painstate
+255, // painchance
+sfx_plrpai, // painsound
+S_NULL, // meleestate
+S_PLAY_ATK1, // missilestate
+S_NULL, // crashstate
+S_PLAY_DIE1, // deathstate
+S_PLAY_XDIE1, // xdeathstate
+sfx_plrdth, // deathsound
+0, // speed
+16*FRACUNIT, // radius
+56*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH, // flags
+MF2_WINDTHRUST|MF2_FOOTCLIP|MF2_SLIDE|MF2_PASSMOBJ|MF2_TELESTOMP // flags2
+ },
+
+{ // MT_BLOODYSKULL
+-1, // doomednum
+S_BLOODYSKULL1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+4*FRACUNIT, // radius
+4*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_DROPOFF, // flags
+MF2_LOGRAV|MF2_CANNOTPUSH // flags2
+ },
+
+{ // MT_CHICPLAYER
+-1, // doomednum
+S_CHICPLAY, // spawnstate
+100, // spawnhealth
+S_CHICPLAY_RUN1, // seestate
+sfx_None, // seesound
+0, // reactiontime
+sfx_None, // attacksound
+S_CHICPLAY_PAIN, // painstate
+255, // painchance
+sfx_chicpai, // painsound
+S_NULL, // meleestate
+S_CHICPLAY_ATK1, // missilestate
+S_NULL, // crashstate
+S_CHICKEN_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_chicdth, // deathsound
+0, // speed
+16*FRACUNIT, // radius
+24*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_NOTDMATCH, // flags
+MF2_WINDTHRUST|MF2_SLIDE|MF2_PASSMOBJ|MF2_FOOTCLIP|MF2_LOGRAV|MF2_TELESTOMP // flags2
+ },
+
+{ // MT_CHICKEN
+-1, // doomednum
+S_CHICKEN_LOOK1, // spawnstate
+10, // spawnhealth
+S_CHICKEN_WALK1, // seestate
+sfx_chicpai, // seesound
+8, // reactiontime
+sfx_chicatk, // attacksound
+S_CHICKEN_PAIN1, // painstate
+200, // painchance
+sfx_chicpai, // painsound
+S_CHICKEN_ATK1, // meleestate
+0, // missilestate
+S_NULL, // crashstate
+S_CHICKEN_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_chicdth, // deathsound
+4, // speed
+9*FRACUNIT, // radius
+22*FRACUNIT, // height
+40, // mass
+0, // damage
+sfx_chicact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF, // flags
+MF2_WINDTHRUST|MF2_FOOTCLIP|MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_FEATHER
+-1, // doomednum
+S_FEATHER1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_FEATHERX, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+2*FRACUNIT, // radius
+4*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF, // flags
+MF2_NOTELEPORT|MF2_LOGRAV|MF2_CANNOTPUSH|MF2_WINDTHRUST // flags2
+ },
+
+{ // MT_MUMMY
+68, // doomednum
+S_MUMMY_LOOK1, // spawnstate
+80, // spawnhealth
+S_MUMMY_WALK1, // seestate
+sfx_mumsit, // seesound
+8, // reactiontime
+sfx_mumat1, // attacksound
+S_MUMMY_PAIN1, // painstate
+128, // painchance
+sfx_mumpai, // painsound
+S_MUMMY_ATK1, // meleestate
+0, // missilestate
+S_NULL, // crashstate
+S_MUMMY_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_mumdth, // deathsound
+12, // speed
+22*FRACUNIT, // radius
+62*FRACUNIT, // height
+75, // mass
+0, // damage
+sfx_mumact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+MF2_FOOTCLIP|MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_MUMMYLEADER
+45, // doomednum
+S_MUMMY_LOOK1, // spawnstate
+100, // spawnhealth
+S_MUMMY_WALK1, // seestate
+sfx_mumsit, // seesound
+8, // reactiontime
+sfx_mumat1, // attacksound
+S_MUMMY_PAIN1, // painstate
+64, // painchance
+sfx_mumpai, // painsound
+S_MUMMY_ATK1, // meleestate
+S_MUMMYL_ATK1, // missilestate
+S_NULL, // crashstate
+S_MUMMY_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_mumdth, // deathsound
+12, // speed
+22*FRACUNIT, // radius
+62*FRACUNIT, // height
+75, // mass
+0, // damage
+sfx_mumact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+MF2_FOOTCLIP|MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_MUMMYGHOST
+69, // doomednum
+S_MUMMY_LOOK1, // spawnstate
+80, // spawnhealth
+S_MUMMY_WALK1, // seestate
+sfx_mumsit, // seesound
+8, // reactiontime
+sfx_mumat1, // attacksound
+S_MUMMY_PAIN1, // painstate
+128, // painchance
+sfx_mumpai, // painsound
+S_MUMMY_ATK1, // meleestate
+0, // missilestate
+S_NULL, // crashstate
+S_MUMMY_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_mumdth, // deathsound
+12, // speed
+22*FRACUNIT, // radius
+62*FRACUNIT, // height
+75, // mass
+0, // damage
+sfx_mumact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_SHADOW, // flags
+MF2_FOOTCLIP|MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_MUMMYLEADERGHOST
+46, // doomednum
+S_MUMMY_LOOK1, // spawnstate
+100, // spawnhealth
+S_MUMMY_WALK1, // seestate
+sfx_mumsit, // seesound
+8, // reactiontime
+sfx_mumat1, // attacksound
+S_MUMMY_PAIN1, // painstate
+64, // painchance
+sfx_mumpai, // painsound
+S_MUMMY_ATK1, // meleestate
+S_MUMMYL_ATK1, // missilestate
+S_NULL, // crashstate
+S_MUMMY_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_mumdth, // deathsound
+12, // speed
+22*FRACUNIT, // radius
+62*FRACUNIT, // height
+75, // mass
+0, // damage
+sfx_mumact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_SHADOW, // flags
+MF2_FOOTCLIP|MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_MUMMYSOUL
+-1, // doomednum
+S_MUMMY_SOUL1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+0 // flags2
+ },
+
+{ // MT_MUMMYFX1
+-1, // doomednum
+S_MUMMYFX1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_MUMMYFXI1_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+9*FRACUNIT, // speed
+8*FRACUNIT, // radius
+14*FRACUNIT, // height
+100, // mass
+4, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_BEAST
+70, // doomednum
+S_BEAST_LOOK1, // spawnstate
+220, // spawnhealth
+S_BEAST_WALK1, // seestate
+sfx_bstsit, // seesound
+8, // reactiontime
+sfx_bstatk, // attacksound
+S_BEAST_PAIN1, // painstate
+100, // painchance
+sfx_bstpai, // painsound
+0, // meleestate
+S_BEAST_ATK1, // missilestate
+S_NULL, // crashstate
+S_BEAST_DIE1, // deathstate
+S_BEAST_XDIE1, // xdeathstate
+sfx_bstdth, // deathsound
+14, // speed
+32*FRACUNIT, // radius
+74*FRACUNIT, // height
+200, // mass
+0, // damage
+sfx_bstact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+MF2_FOOTCLIP|MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_BEASTBALL
+-1, // doomednum
+S_BEASTBALL1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_BEASTBALLX1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+12*FRACUNIT, // speed
+9*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+4, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_WINDTHRUST|MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_BURNBALL
+-1, // doomednum
+S_BURNBALL1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_BEASTBALLX1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+10*FRACUNIT, // speed
+6*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+2, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_BURNBALLFB
+-1, // doomednum
+S_BURNBALLFB1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_BEASTBALLX1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+10*FRACUNIT, // speed
+6*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+2, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_PUFFY
+-1, // doomednum
+S_PUFFY1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_PUFFY1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+10*FRACUNIT, // speed
+6*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+2, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_SNAKE
+92, // doomednum
+S_SNAKE_LOOK1, // spawnstate
+280, // spawnhealth
+S_SNAKE_WALK1, // seestate
+sfx_snksit, // seesound
+8, // reactiontime
+sfx_snkatk, // attacksound
+S_SNAKE_PAIN1, // painstate
+48, // painchance
+sfx_snkpai, // painsound
+0, // meleestate
+S_SNAKE_ATK1, // missilestate
+S_NULL, // crashstate
+S_SNAKE_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_snkdth, // deathsound
+10, // speed
+22*FRACUNIT, // radius
+70*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_snkact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+MF2_FOOTCLIP|MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_SNAKEPRO_A
+-1, // doomednum
+S_SNAKEPRO_A1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_SNAKEPRO_AX1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+14*FRACUNIT, // speed
+12*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+1, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_WINDTHRUST|MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_SNAKEPRO_B
+-1, // doomednum
+S_SNAKEPRO_B1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_SNAKEPRO_BX1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+14*FRACUNIT, // speed
+12*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+3, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_HEAD
+6, // doomednum
+S_HEAD_LOOK, // spawnstate
+700, // spawnhealth
+S_HEAD_FLOAT, // seestate
+sfx_hedsit, // seesound
+8, // reactiontime
+sfx_hedat1, // attacksound
+S_HEAD_PAIN1, // painstate
+32, // painchance
+sfx_hedpai, // painsound
+0, // meleestate
+S_HEAD_ATK1, // missilestate
+S_NULL, // crashstate
+S_HEAD_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_heddth, // deathsound
+6, // speed
+40*FRACUNIT, // radius
+72*FRACUNIT, // height
+325, // mass
+0, // damage
+sfx_hedact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_NOBLOOD, // flags
+MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_HEADFX1
+-1, // doomednum
+S_HEADFX1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_HEADFXI1_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+13*FRACUNIT, // speed
+12*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+1, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT|MF2_THRUGHOST // flags2
+ },
+
+{ // MT_HEADFX2
+-1, // doomednum
+S_HEADFX2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_HEADFXI2_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+8*FRACUNIT, // speed
+12*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+3, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_HEADFX3
+-1, // doomednum
+S_HEADFX3_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_HEADFXI3_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+10*FRACUNIT, // speed
+14*FRACUNIT, // radius
+12*FRACUNIT, // height
+100, // mass
+5, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_WINDTHRUST|MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_WHIRLWIND
+-1, // doomednum
+S_HEADFX4_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_HEADFXI4_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+10*FRACUNIT, // speed
+16*FRACUNIT, // radius
+74*FRACUNIT, // height
+100, // mass
+1, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY|MF_SHADOW, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_CLINK
+90, // doomednum
+S_CLINK_LOOK1, // spawnstate
+150, // spawnhealth
+S_CLINK_WALK1, // seestate
+sfx_clksit, // seesound
+8, // reactiontime
+sfx_clkatk, // attacksound
+S_CLINK_PAIN1, // painstate
+32, // painchance
+sfx_clkpai, // painsound
+S_CLINK_ATK1, // meleestate
+0, // missilestate
+S_NULL, // crashstate
+S_CLINK_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_clkdth, // deathsound
+14, // speed
+20*FRACUNIT, // radius
+64*FRACUNIT, // height
+75, // mass
+0, // damage
+sfx_clkact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_NOBLOOD, // flags
+MF2_FOOTCLIP|MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_WIZARD
+15, // doomednum
+S_WIZARD_LOOK1, // spawnstate
+180, // spawnhealth
+S_WIZARD_WALK1, // seestate
+sfx_wizsit, // seesound
+8, // reactiontime
+sfx_wizatk, // attacksound
+S_WIZARD_PAIN1, // painstate
+64, // painchance
+sfx_wizpai, // painsound
+0, // meleestate
+S_WIZARD_ATK1, // missilestate
+S_NULL, // crashstate
+S_WIZARD_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_wizdth, // deathsound
+12, // speed
+16*FRACUNIT, // radius
+68*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_wizact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_FLOAT|MF_NOGRAVITY, // flags
+MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_WIZFX1
+-1, // doomednum
+S_WIZFX1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_WIZFXI1_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+18*FRACUNIT, // speed
+10*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+3, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_IMP
+66, // doomednum
+S_IMP_LOOK1, // spawnstate
+40, // spawnhealth
+S_IMP_FLY1, // seestate
+sfx_impsit, // seesound
+8, // reactiontime
+sfx_impat1, // attacksound
+S_IMP_PAIN1, // painstate
+200, // painchance
+sfx_imppai, // painsound
+S_IMP_MEATK1, // meleestate
+S_IMP_MSATK1_1, // missilestate
+S_IMP_CRASH1, // crashstate
+S_IMP_DIE1, // deathstate
+S_IMP_XDIE1, // xdeathstate
+sfx_impdth, // deathsound
+10, // speed
+16*FRACUNIT, // radius
+36*FRACUNIT, // height
+50, // mass
+0, // damage
+sfx_impact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL, // flags
+MF2_SPAWNFLOAT|MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_IMPLEADER
+5, // doomednum
+S_IMP_LOOK1, // spawnstate
+80, // spawnhealth
+S_IMP_FLY1, // seestate
+sfx_impsit, // seesound
+8, // reactiontime
+sfx_impat2, // attacksound
+S_IMP_PAIN1, // painstate
+200, // painchance
+sfx_imppai, // painsound
+0, // meleestate
+S_IMP_MSATK2_1, // missilestate
+S_IMP_CRASH1, // crashstate
+S_IMP_DIE1, // deathstate
+S_IMP_XDIE1, // xdeathstate
+sfx_impdth, // deathsound
+10, // speed
+16*FRACUNIT, // radius
+36*FRACUNIT, // height
+50, // mass
+0, // damage
+sfx_impact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_FLOAT|MF_NOGRAVITY|MF_COUNTKILL, // flags
+MF2_SPAWNFLOAT|MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_IMPCHUNK1
+-1, // doomednum
+S_IMP_CHUNKA1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP, // flags
+0 // flags2
+ },
+
+{ // MT_IMPCHUNK2
+-1, // doomednum
+S_IMP_CHUNKB1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP, // flags
+0 // flags2
+ },
+
+{ // MT_IMPBALL
+-1, // doomednum
+S_IMPFX1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_IMPFXI1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+10*FRACUNIT, // speed
+8*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+1, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_WINDTHRUST|MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_KNIGHT
+64, // doomednum
+S_KNIGHT_STND1, // spawnstate
+200, // spawnhealth
+S_KNIGHT_WALK1, // seestate
+sfx_kgtsit, // seesound
+8, // reactiontime
+sfx_kgtatk, // attacksound
+S_KNIGHT_PAIN1, // painstate
+100, // painchance
+sfx_kgtpai, // painsound
+S_KNIGHT_ATK1, // meleestate
+S_KNIGHT_ATK1, // missilestate
+S_NULL, // crashstate
+S_KNIGHT_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_kgtdth, // deathsound
+12, // speed
+24*FRACUNIT, // radius
+78*FRACUNIT, // height
+150, // mass
+0, // damage
+sfx_kgtact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+MF2_FOOTCLIP|MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_KNIGHTGHOST
+65, // doomednum
+S_KNIGHT_STND1, // spawnstate
+200, // spawnhealth
+S_KNIGHT_WALK1, // seestate
+sfx_kgtsit, // seesound
+8, // reactiontime
+sfx_kgtatk, // attacksound
+S_KNIGHT_PAIN1, // painstate
+100, // painchance
+sfx_kgtpai, // painsound
+S_KNIGHT_ATK1, // meleestate
+S_KNIGHT_ATK1, // missilestate
+S_NULL, // crashstate
+S_KNIGHT_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_kgtdth, // deathsound
+12, // speed
+24*FRACUNIT, // radius
+78*FRACUNIT, // height
+150, // mass
+0, // damage
+sfx_kgtact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_SHADOW, // flags
+MF2_FOOTCLIP|MF2_PASSMOBJ // flags2
+ },
+
+{ // MT_KNIGHTAXE
+-1, // doomednum
+S_SPINAXE1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_SPINAXEX1, // deathstate
+S_NULL, // xdeathstate
+sfx_hrnhit, // deathsound
+9*FRACUNIT, // speed
+10*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+2, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_WINDTHRUST|MF2_NOTELEPORT|MF2_THRUGHOST // flags2
+ },
+
+{ // MT_REDAXE
+-1, // doomednum
+S_REDAXE1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_REDAXEX1, // deathstate
+S_NULL, // xdeathstate
+sfx_hrnhit, // deathsound
+9*FRACUNIT, // speed
+10*FRACUNIT, // radius
+8*FRACUNIT, // height
+100, // mass
+7, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT|MF2_THRUGHOST // flags2
+ },
+
+{ // MT_SORCERER1
+7, // doomednum
+S_SRCR1_LOOK1, // spawnstate
+2000, // spawnhealth
+S_SRCR1_WALK1, // seestate
+sfx_sbtsit, // seesound
+8, // reactiontime
+sfx_sbtatk, // attacksound
+S_SRCR1_PAIN1, // painstate
+56, // painchance
+sfx_sbtpai, // painsound
+0, // meleestate
+S_SRCR1_ATK1, // missilestate
+S_NULL, // crashstate
+S_SRCR1_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_sbtdth, // deathsound
+16, // speed
+28*FRACUNIT, // radius
+100*FRACUNIT, // height
+800, // mass
+0, // damage
+sfx_sbtact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL, // flags
+MF2_FOOTCLIP|MF2_PASSMOBJ|MF2_BOSS // flags2
+ },
+
+{ // MT_SRCRFX1
+-1, // doomednum
+S_SRCRFX1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_SRCRFXI1_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+20*FRACUNIT, // speed
+10*FRACUNIT, // radius
+10*FRACUNIT, // height
+100, // mass
+10, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2
+ },
+
+{ // MT_SORCERER2
+-1, // doomednum
+S_SOR2_LOOK1, // spawnstate
+3500, // spawnhealth
+S_SOR2_WALK1, // seestate
+sfx_sorsit, // seesound
+8, // reactiontime
+sfx_soratk, // attacksound
+S_SOR2_PAIN1, // painstate
+32, // painchance
+sfx_sorpai, // painsound
+0, // meleestate
+S_SOR2_ATK1, // missilestate
+S_NULL, // crashstate
+S_SOR2_DIE1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+14, // speed
+16*FRACUNIT, // radius
+70*FRACUNIT, // height
+300, // mass
+0, // damage
+sfx_soract, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF, // flags
+MF2_FOOTCLIP|MF2_PASSMOBJ|MF2_BOSS // flags2
+ },
+
+{ // MT_SOR2FX1
+-1, // doomednum
+S_SOR2FX1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_SOR2FXI1_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+20*FRACUNIT, // speed
+10*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+1, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_SOR2FXSPARK
+-1, // doomednum
+S_SOR2FXSPARK1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT|MF2_CANNOTPUSH // flags2
+ },
+
+{ // MT_SOR2FX2
+-1, // doomednum
+S_SOR2FX2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_SOR2FXI2_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+6*FRACUNIT, // speed
+10*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+10, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT // flags2
+ },
+
+{ // MT_SOR2TELEFADE
+-1, // doomednum
+S_SOR2TELEFADE1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP, // flags
+0 // flags2
+ },
+
+{ // MT_MINOTAUR
+9, // doomednum
+S_MNTR_LOOK1, // spawnstate
+3000, // spawnhealth
+S_MNTR_WALK1, // seestate
+sfx_minsit, // seesound
+8, // reactiontime
+sfx_minat1, // attacksound
+S_MNTR_PAIN1, // painstate
+25, // painchance
+sfx_minpai, // painsound
+S_MNTR_ATK1_1, // meleestate
+S_MNTR_ATK2_1, // missilestate
+S_NULL, // crashstate
+S_MNTR_DIE1, // deathstate
+S_NULL, // xdeathstate
+sfx_mindth, // deathsound
+16, // speed
+28*FRACUNIT, // radius
+100*FRACUNIT, // height
+800, // mass
+7, // damage
+sfx_minact, // activesound
+MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF, // flags
+MF2_FOOTCLIP|MF2_PASSMOBJ|MF2_BOSS // flags2
+ },
+
+{ // MT_MNTRFX1
+-1, // doomednum
+S_MNTRFX1_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_MNTRFXI1_1, // deathstate
+S_NULL, // xdeathstate
+0, // deathsound
+20*FRACUNIT, // speed
+10*FRACUNIT, // radius
+6*FRACUNIT, // height
+100, // mass
+3, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2
+ },
+
+{ // MT_MNTRFX2
+-1, // doomednum
+S_MNTRFX2_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_MNTRFXI2_1, // deathstate
+S_NULL, // xdeathstate
+sfx_phohit, // deathsound
+14*FRACUNIT, // speed
+5*FRACUNIT, // radius
+12*FRACUNIT, // height
+100, // mass
+4, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2
+ },
+
+{ // MT_MNTRFX3
+-1, // doomednum
+S_MNTRFX3_1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+0, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_MNTRFXI2_1, // deathstate
+S_NULL, // xdeathstate
+sfx_phohit, // deathsound
+0, // speed
+8*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+4, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY, // flags
+MF2_NOTELEPORT|MF2_FIREDAMAGE // flags2
+ },
+
+{ // MT_AKYY
+73, // doomednum
+S_AKYY1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_NOTDMATCH, // flags
+0 // flags2
+ },
+
+{ // MT_BKYY
+79, // doomednum
+S_BKYY1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_NOTDMATCH, // flags
+0 // flags2
+ },
+
+{ // MT_CKEY
+80, // doomednum
+S_CKYY1, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL|MF_NOTDMATCH, // flags
+0 // flags2
+ },
+
+{ // MT_AMGWNDWIMPY
+10, // doomednum
+S_AMG1, // spawnstate
+AMMO_GWND_WIMPY, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_AMGWNDHEFTY
+12, // doomednum
+S_AMG2_1, // spawnstate
+AMMO_GWND_HEFTY, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_AMMACEWIMPY
+13, // doomednum
+S_AMM1, // spawnstate
+AMMO_MACE_WIMPY, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_AMMACEHEFTY
+16, // doomednum
+S_AMM2, // spawnstate
+AMMO_MACE_HEFTY, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_AMCBOWWIMPY
+18, // doomednum
+S_AMC1, // spawnstate
+AMMO_CBOW_WIMPY, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_AMCBOWHEFTY
+19, // doomednum
+S_AMC2_1, // spawnstate
+AMMO_CBOW_HEFTY, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_AMSKRDWIMPY
+20, // doomednum
+S_AMS1_1, // spawnstate
+AMMO_SKRD_WIMPY, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_AMSKRDHEFTY
+21, // doomednum
+S_AMS2_1, // spawnstate
+AMMO_SKRD_HEFTY, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_AMPHRDWIMPY
+22, // doomednum
+S_AMP1_1, // spawnstate
+AMMO_PHRD_WIMPY, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_AMPHRDHEFTY
+23, // doomednum
+S_AMP2_1, // spawnstate
+AMMO_PHRD_HEFTY, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_AMBLSRWIMPY
+54, // doomednum
+S_AMB1_1, // spawnstate
+AMMO_BLSR_WIMPY, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_AMBLSRHEFTY
+55, // doomednum
+S_AMB2_1, // spawnstate
+AMMO_BLSR_HEFTY, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_SPECIAL, // flags
+0 // flags2
+ },
+
+{ // MT_SOUNDWIND
+42, // doomednum
+S_SND_WIND, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOSECTOR, // flags
+0 // flags2
+ },
+
+{ // MT_SOUNDWATERFALL
+41, // doomednum
+S_SND_WATERFALL, // spawnstate
+1000, // spawnhealth
+S_NULL, // seestate
+sfx_None, // seesound
+8, // reactiontime
+sfx_None, // attacksound
+S_NULL, // painstate
+0, // painchance
+sfx_None, // painsound
+S_NULL, // meleestate
+S_NULL, // missilestate
+S_NULL, // crashstate
+S_NULL, // deathstate
+S_NULL, // xdeathstate
+sfx_None, // deathsound
+0, // speed
+20*FRACUNIT, // radius
+16*FRACUNIT, // height
+100, // mass
+0, // damage
+sfx_None, // activesound
+MF_NOBLOCKMAP|MF_NOSECTOR, // flags
+0 // flags2
+ }
+};
--- /dev/null
+++ b/info.h
@@ -1,0 +1,1557 @@
+// info.h
+
+#ifndef __INFO_H
+#define __INFO_H
+
+// generated by multigen
+
+typedef enum {
+SPR_IMPX,
+SPR_ACLO,
+SPR_PTN1,
+SPR_SHLD,
+SPR_SHD2,
+SPR_BAGH,
+SPR_SPMP,
+SPR_INVS,
+SPR_PTN2,
+SPR_SOAR,
+SPR_INVU,
+SPR_PWBK,
+SPR_EGGC,
+SPR_EGGM,
+SPR_FX01,
+SPR_SPHL,
+SPR_TRCH,
+SPR_FBMB,
+SPR_XPL1,
+SPR_ATLP,
+SPR_PPOD,
+SPR_AMG1,
+SPR_SPSH,
+SPR_LVAS,
+SPR_SLDG,
+SPR_SKH1,
+SPR_SKH2,
+SPR_SKH3,
+SPR_SKH4,
+SPR_CHDL,
+SPR_SRTC,
+SPR_SMPL,
+SPR_STGS,
+SPR_STGL,
+SPR_STCS,
+SPR_STCL,
+SPR_KFR1,
+SPR_BARL,
+SPR_BRPL,
+SPR_MOS1,
+SPR_MOS2,
+SPR_WTRH,
+SPR_HCOR,
+SPR_KGZ1,
+SPR_KGZB,
+SPR_KGZG,
+SPR_KGZY,
+SPR_VLCO,
+SPR_VFBL,
+SPR_VTFB,
+SPR_SFFI,
+SPR_TGLT,
+SPR_TELE,
+SPR_STFF,
+SPR_PUF3,
+SPR_PUF4,
+SPR_BEAK,
+SPR_WGNT,
+SPR_GAUN,
+SPR_PUF1,
+SPR_WBLS,
+SPR_BLSR,
+SPR_FX18,
+SPR_FX17,
+SPR_WMCE,
+SPR_MACE,
+SPR_FX02,
+SPR_WSKL,
+SPR_HROD,
+SPR_FX00,
+SPR_FX20,
+SPR_FX21,
+SPR_FX22,
+SPR_FX23,
+SPR_GWND,
+SPR_PUF2,
+SPR_WPHX,
+SPR_PHNX,
+SPR_FX04,
+SPR_FX08,
+SPR_FX09,
+SPR_WBOW,
+SPR_CRBW,
+SPR_FX03,
+SPR_BLOD,
+SPR_PLAY,
+SPR_FDTH,
+SPR_BSKL,
+SPR_CHKN,
+SPR_MUMM,
+SPR_FX15,
+SPR_BEAS,
+SPR_FRB1,
+SPR_SNKE,
+SPR_SNFX,
+SPR_HEAD,
+SPR_FX05,
+SPR_FX06,
+SPR_FX07,
+SPR_CLNK,
+SPR_WZRD,
+SPR_FX11,
+SPR_FX10,
+SPR_KNIG,
+SPR_SPAX,
+SPR_RAXE,
+SPR_SRCR,
+SPR_FX14,
+SPR_SOR2,
+SPR_SDTH,
+SPR_FX16,
+SPR_MNTR,
+SPR_FX12,
+SPR_FX13,
+SPR_AKYY,
+SPR_BKYY,
+SPR_CKYY,
+SPR_AMG2,
+SPR_AMM1,
+SPR_AMM2,
+SPR_AMC1,
+SPR_AMC2,
+SPR_AMS1,
+SPR_AMS2,
+SPR_AMP1,
+SPR_AMP2,
+SPR_AMB1,
+SPR_AMB2,
+SPR_NULL, /* for the terminator in sprnames[] */
+NUMSPRITES
+} spritenum_t;
+
+typedef enum {
+S_NULL,
+S_FREETARGMOBJ,
+S_ITEM_PTN1_1,
+S_ITEM_PTN1_2,
+S_ITEM_PTN1_3,
+S_ITEM_SHLD1,
+S_ITEM_SHD2_1,
+S_ITEM_BAGH1,
+S_ITEM_SPMP1,
+S_HIDESPECIAL1,
+S_HIDESPECIAL2,
+S_HIDESPECIAL3,
+S_HIDESPECIAL4,
+S_HIDESPECIAL5,
+S_HIDESPECIAL6,
+S_HIDESPECIAL7,
+S_HIDESPECIAL8,
+S_HIDESPECIAL9,
+S_HIDESPECIAL10,
+S_HIDESPECIAL11,
+S_DORMANTARTI1,
+S_DORMANTARTI2,
+S_DORMANTARTI3,
+S_DORMANTARTI4,
+S_DORMANTARTI5,
+S_DORMANTARTI6,
+S_DORMANTARTI7,
+S_DORMANTARTI8,
+S_DORMANTARTI9,
+S_DORMANTARTI10,
+S_DORMANTARTI11,
+S_DORMANTARTI12,
+S_DORMANTARTI13,
+S_DORMANTARTI14,
+S_DORMANTARTI15,
+S_DORMANTARTI16,
+S_DORMANTARTI17,
+S_DORMANTARTI18,
+S_DORMANTARTI19,
+S_DORMANTARTI20,
+S_DORMANTARTI21,
+S_DEADARTI1,
+S_DEADARTI2,
+S_DEADARTI3,
+S_DEADARTI4,
+S_DEADARTI5,
+S_DEADARTI6,
+S_DEADARTI7,
+S_DEADARTI8,
+S_DEADARTI9,
+S_DEADARTI10,
+S_ARTI_INVS1,
+S_ARTI_PTN2_1,
+S_ARTI_PTN2_2,
+S_ARTI_PTN2_3,
+S_ARTI_SOAR1,
+S_ARTI_SOAR2,
+S_ARTI_SOAR3,
+S_ARTI_SOAR4,
+S_ARTI_INVU1,
+S_ARTI_INVU2,
+S_ARTI_INVU3,
+S_ARTI_INVU4,
+S_ARTI_PWBK1,
+S_ARTI_EGGC1,
+S_ARTI_EGGC2,
+S_ARTI_EGGC3,
+S_ARTI_EGGC4,
+S_EGGFX1,
+S_EGGFX2,
+S_EGGFX3,
+S_EGGFX4,
+S_EGGFX5,
+S_EGGFXI1_1,
+S_EGGFXI1_2,
+S_EGGFXI1_3,
+S_EGGFXI1_4,
+S_ARTI_SPHL1,
+S_ARTI_TRCH1,
+S_ARTI_TRCH2,
+S_ARTI_TRCH3,
+S_ARTI_FBMB1,
+S_FIREBOMB1,
+S_FIREBOMB2,
+S_FIREBOMB3,
+S_FIREBOMB4,
+S_FIREBOMB5,
+S_FIREBOMB6,
+S_FIREBOMB7,
+S_FIREBOMB8,
+S_FIREBOMB9,
+S_FIREBOMB10,
+S_FIREBOMB11,
+S_ARTI_ATLP1,
+S_ARTI_ATLP2,
+S_ARTI_ATLP3,
+S_ARTI_ATLP4,
+S_POD_WAIT1,
+S_POD_PAIN1,
+S_POD_DIE1,
+S_POD_DIE2,
+S_POD_DIE3,
+S_POD_DIE4,
+S_POD_GROW1,
+S_POD_GROW2,
+S_POD_GROW3,
+S_POD_GROW4,
+S_POD_GROW5,
+S_POD_GROW6,
+S_POD_GROW7,
+S_POD_GROW8,
+S_PODGOO1,
+S_PODGOO2,
+S_PODGOOX,
+S_PODGENERATOR,
+S_SPLASH1,
+S_SPLASH2,
+S_SPLASH3,
+S_SPLASH4,
+S_SPLASHX,
+S_SPLASHBASE1,
+S_SPLASHBASE2,
+S_SPLASHBASE3,
+S_SPLASHBASE4,
+S_SPLASHBASE5,
+S_SPLASHBASE6,
+S_SPLASHBASE7,
+S_LAVASPLASH1,
+S_LAVASPLASH2,
+S_LAVASPLASH3,
+S_LAVASPLASH4,
+S_LAVASPLASH5,
+S_LAVASPLASH6,
+S_LAVASMOKE1,
+S_LAVASMOKE2,
+S_LAVASMOKE3,
+S_LAVASMOKE4,
+S_LAVASMOKE5,
+S_SLUDGECHUNK1,
+S_SLUDGECHUNK2,
+S_SLUDGECHUNK3,
+S_SLUDGECHUNK4,
+S_SLUDGECHUNKX,
+S_SLUDGESPLASH1,
+S_SLUDGESPLASH2,
+S_SLUDGESPLASH3,
+S_SLUDGESPLASH4,
+S_SKULLHANG70_1,
+S_SKULLHANG60_1,
+S_SKULLHANG45_1,
+S_SKULLHANG35_1,
+S_CHANDELIER1,
+S_CHANDELIER2,
+S_CHANDELIER3,
+S_SERPTORCH1,
+S_SERPTORCH2,
+S_SERPTORCH3,
+S_SMALLPILLAR,
+S_STALAGMITESMALL,
+S_STALAGMITELARGE,
+S_STALACTITESMALL,
+S_STALACTITELARGE,
+S_FIREBRAZIER1,
+S_FIREBRAZIER2,
+S_FIREBRAZIER3,
+S_FIREBRAZIER4,
+S_FIREBRAZIER5,
+S_FIREBRAZIER6,
+S_FIREBRAZIER7,
+S_FIREBRAZIER8,
+S_BARREL,
+S_BRPILLAR,
+S_MOSS1,
+S_MOSS2,
+S_WALLTORCH1,
+S_WALLTORCH2,
+S_WALLTORCH3,
+S_HANGINGCORPSE,
+S_KEYGIZMO1,
+S_KEYGIZMO2,
+S_KEYGIZMO3,
+S_KGZ_START,
+S_KGZ_BLUEFLOAT1,
+S_KGZ_GREENFLOAT1,
+S_KGZ_YELLOWFLOAT1,
+S_VOLCANO1,
+S_VOLCANO2,
+S_VOLCANO3,
+S_VOLCANO4,
+S_VOLCANO5,
+S_VOLCANO6,
+S_VOLCANO7,
+S_VOLCANO8,
+S_VOLCANO9,
+S_VOLCANOBALL1,
+S_VOLCANOBALL2,
+S_VOLCANOBALLX1,
+S_VOLCANOBALLX2,
+S_VOLCANOBALLX3,
+S_VOLCANOBALLX4,
+S_VOLCANOBALLX5,
+S_VOLCANOBALLX6,
+S_VOLCANOTBALL1,
+S_VOLCANOTBALL2,
+S_VOLCANOTBALLX1,
+S_VOLCANOTBALLX2,
+S_VOLCANOTBALLX3,
+S_VOLCANOTBALLX4,
+S_VOLCANOTBALLX5,
+S_VOLCANOTBALLX6,
+S_VOLCANOTBALLX7,
+S_TELEGLITGEN1,
+S_TELEGLITGEN2,
+S_TELEGLITTER1_1,
+S_TELEGLITTER1_2,
+S_TELEGLITTER1_3,
+S_TELEGLITTER1_4,
+S_TELEGLITTER1_5,
+S_TELEGLITTER2_1,
+S_TELEGLITTER2_2,
+S_TELEGLITTER2_3,
+S_TELEGLITTER2_4,
+S_TELEGLITTER2_5,
+S_TFOG1,
+S_TFOG2,
+S_TFOG3,
+S_TFOG4,
+S_TFOG5,
+S_TFOG6,
+S_TFOG7,
+S_TFOG8,
+S_TFOG9,
+S_TFOG10,
+S_TFOG11,
+S_TFOG12,
+S_TFOG13,
+S_LIGHTDONE,
+S_STAFFREADY,
+S_STAFFDOWN,
+S_STAFFUP,
+S_STAFFREADY2_1,
+S_STAFFREADY2_2,
+S_STAFFREADY2_3,
+S_STAFFDOWN2,
+S_STAFFUP2,
+S_STAFFATK1_1,
+S_STAFFATK1_2,
+S_STAFFATK1_3,
+S_STAFFATK2_1,
+S_STAFFATK2_2,
+S_STAFFATK2_3,
+S_STAFFPUFF1,
+S_STAFFPUFF2,
+S_STAFFPUFF3,
+S_STAFFPUFF4,
+S_STAFFPUFF2_1,
+S_STAFFPUFF2_2,
+S_STAFFPUFF2_3,
+S_STAFFPUFF2_4,
+S_STAFFPUFF2_5,
+S_STAFFPUFF2_6,
+S_BEAKREADY,
+S_BEAKDOWN,
+S_BEAKUP,
+S_BEAKATK1_1,
+S_BEAKATK2_1,
+S_WGNT,
+S_GAUNTLETREADY,
+S_GAUNTLETDOWN,
+S_GAUNTLETUP,
+S_GAUNTLETREADY2_1,
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+S_IMP_MEATK3,
+S_IMP_MSATK1_1,
+S_IMP_MSATK1_2,
+S_IMP_MSATK1_3,
+S_IMP_MSATK1_4,
+S_IMP_MSATK1_5,
+S_IMP_MSATK1_6,
+S_IMP_MSATK2_1,
+S_IMP_MSATK2_2,
+S_IMP_MSATK2_3,
+S_IMP_PAIN1,
+S_IMP_PAIN2,
+S_IMP_DIE1,
+S_IMP_DIE2,
+S_IMP_XDIE1,
+S_IMP_XDIE2,
+S_IMP_XDIE3,
+S_IMP_XDIE4,
+S_IMP_XDIE5,
+S_IMP_CRASH1,
+S_IMP_CRASH2,
+S_IMP_CRASH3,
+S_IMP_CRASH4,
+S_IMP_XCRASH1,
+S_IMP_XCRASH2,
+S_IMP_XCRASH3,
+S_IMP_CHUNKA1,
+S_IMP_CHUNKA2,
+S_IMP_CHUNKA3,
+S_IMP_CHUNKB1,
+S_IMP_CHUNKB2,
+S_IMP_CHUNKB3,
+S_IMPFX1,
+S_IMPFX2,
+S_IMPFX3,
+S_IMPFXI1,
+S_IMPFXI2,
+S_IMPFXI3,
+S_IMPFXI4,
+S_KNIGHT_STND1,
+S_KNIGHT_STND2,
+S_KNIGHT_WALK1,
+S_KNIGHT_WALK2,
+S_KNIGHT_WALK3,
+S_KNIGHT_WALK4,
+S_KNIGHT_ATK1,
+S_KNIGHT_ATK2,
+S_KNIGHT_ATK3,
+S_KNIGHT_ATK4,
+S_KNIGHT_ATK5,
+S_KNIGHT_ATK6,
+S_KNIGHT_PAIN1,
+S_KNIGHT_PAIN2,
+S_KNIGHT_DIE1,
+S_KNIGHT_DIE2,
+S_KNIGHT_DIE3,
+S_KNIGHT_DIE4,
+S_KNIGHT_DIE5,
+S_KNIGHT_DIE6,
+S_KNIGHT_DIE7,
+S_SPINAXE1,
+S_SPINAXE2,
+S_SPINAXE3,
+S_SPINAXEX1,
+S_SPINAXEX2,
+S_SPINAXEX3,
+S_REDAXE1,
+S_REDAXE2,
+S_REDAXEX1,
+S_REDAXEX2,
+S_REDAXEX3,
+S_SRCR1_LOOK1,
+S_SRCR1_LOOK2,
+S_SRCR1_WALK1,
+S_SRCR1_WALK2,
+S_SRCR1_WALK3,
+S_SRCR1_WALK4,
+S_SRCR1_PAIN1,
+S_SRCR1_ATK1,
+S_SRCR1_ATK2,
+S_SRCR1_ATK3,
+S_SRCR1_ATK4,
+S_SRCR1_ATK5,
+S_SRCR1_ATK6,
+S_SRCR1_ATK7,
+S_SRCR1_DIE1,
+S_SRCR1_DIE2,
+S_SRCR1_DIE3,
+S_SRCR1_DIE4,
+S_SRCR1_DIE5,
+S_SRCR1_DIE6,
+S_SRCR1_DIE7,
+S_SRCR1_DIE8,
+S_SRCR1_DIE9,
+S_SRCR1_DIE10,
+S_SRCR1_DIE11,
+S_SRCR1_DIE12,
+S_SRCR1_DIE13,
+S_SRCR1_DIE14,
+S_SRCR1_DIE15,
+S_SRCR1_DIE16,
+S_SRCR1_DIE17,
+S_SRCRFX1_1,
+S_SRCRFX1_2,
+S_SRCRFX1_3,
+S_SRCRFXI1_1,
+S_SRCRFXI1_2,
+S_SRCRFXI1_3,
+S_SRCRFXI1_4,
+S_SRCRFXI1_5,
+S_SOR2_RISE1,
+S_SOR2_RISE2,
+S_SOR2_RISE3,
+S_SOR2_RISE4,
+S_SOR2_RISE5,
+S_SOR2_RISE6,
+S_SOR2_RISE7,
+S_SOR2_LOOK1,
+S_SOR2_LOOK2,
+S_SOR2_WALK1,
+S_SOR2_WALK2,
+S_SOR2_WALK3,
+S_SOR2_WALK4,
+S_SOR2_PAIN1,
+S_SOR2_PAIN2,
+S_SOR2_ATK1,
+S_SOR2_ATK2,
+S_SOR2_ATK3,
+S_SOR2_TELE1,
+S_SOR2_TELE2,
+S_SOR2_TELE3,
+S_SOR2_TELE4,
+S_SOR2_TELE5,
+S_SOR2_TELE6,
+S_SOR2_DIE1,
+S_SOR2_DIE2,
+S_SOR2_DIE3,
+S_SOR2_DIE4,
+S_SOR2_DIE5,
+S_SOR2_DIE6,
+S_SOR2_DIE7,
+S_SOR2_DIE8,
+S_SOR2_DIE9,
+S_SOR2_DIE10,
+S_SOR2_DIE11,
+S_SOR2_DIE12,
+S_SOR2_DIE13,
+S_SOR2_DIE14,
+S_SOR2_DIE15,
+S_SOR2FX1_1,
+S_SOR2FX1_2,
+S_SOR2FX1_3,
+S_SOR2FXI1_1,
+S_SOR2FXI1_2,
+S_SOR2FXI1_3,
+S_SOR2FXI1_4,
+S_SOR2FXI1_5,
+S_SOR2FXI1_6,
+S_SOR2FXSPARK1,
+S_SOR2FXSPARK2,
+S_SOR2FXSPARK3,
+S_SOR2FX2_1,
+S_SOR2FX2_2,
+S_SOR2FX2_3,
+S_SOR2FXI2_1,
+S_SOR2FXI2_2,
+S_SOR2FXI2_3,
+S_SOR2FXI2_4,
+S_SOR2FXI2_5,
+S_SOR2TELEFADE1,
+S_SOR2TELEFADE2,
+S_SOR2TELEFADE3,
+S_SOR2TELEFADE4,
+S_SOR2TELEFADE5,
+S_SOR2TELEFADE6,
+S_MNTR_LOOK1,
+S_MNTR_LOOK2,
+S_MNTR_WALK1,
+S_MNTR_WALK2,
+S_MNTR_WALK3,
+S_MNTR_WALK4,
+S_MNTR_ATK1_1,
+S_MNTR_ATK1_2,
+S_MNTR_ATK1_3,
+S_MNTR_ATK2_1,
+S_MNTR_ATK2_2,
+S_MNTR_ATK2_3,
+S_MNTR_ATK3_1,
+S_MNTR_ATK3_2,
+S_MNTR_ATK3_3,
+S_MNTR_ATK3_4,
+S_MNTR_ATK4_1,
+S_MNTR_PAIN1,
+S_MNTR_PAIN2,
+S_MNTR_DIE1,
+S_MNTR_DIE2,
+S_MNTR_DIE3,
+S_MNTR_DIE4,
+S_MNTR_DIE5,
+S_MNTR_DIE6,
+S_MNTR_DIE7,
+S_MNTR_DIE8,
+S_MNTR_DIE9,
+S_MNTR_DIE10,
+S_MNTR_DIE11,
+S_MNTR_DIE12,
+S_MNTR_DIE13,
+S_MNTR_DIE14,
+S_MNTR_DIE15,
+S_MNTRFX1_1,
+S_MNTRFX1_2,
+S_MNTRFXI1_1,
+S_MNTRFXI1_2,
+S_MNTRFXI1_3,
+S_MNTRFXI1_4,
+S_MNTRFXI1_5,
+S_MNTRFXI1_6,
+S_MNTRFX2_1,
+S_MNTRFXI2_1,
+S_MNTRFXI2_2,
+S_MNTRFXI2_3,
+S_MNTRFXI2_4,
+S_MNTRFXI2_5,
+S_MNTRFX3_1,
+S_MNTRFX3_2,
+S_MNTRFX3_3,
+S_MNTRFX3_4,
+S_MNTRFX3_5,
+S_MNTRFX3_6,
+S_MNTRFX3_7,
+S_MNTRFX3_8,
+S_MNTRFX3_9,
+S_AKYY1,
+S_AKYY2,
+S_AKYY3,
+S_AKYY4,
+S_AKYY5,
+S_AKYY6,
+S_AKYY7,
+S_AKYY8,
+S_AKYY9,
+S_AKYY10,
+S_BKYY1,
+S_BKYY2,
+S_BKYY3,
+S_BKYY4,
+S_BKYY5,
+S_BKYY6,
+S_BKYY7,
+S_BKYY8,
+S_BKYY9,
+S_BKYY10,
+S_CKYY1,
+S_CKYY2,
+S_CKYY3,
+S_CKYY4,
+S_CKYY5,
+S_CKYY6,
+S_CKYY7,
+S_CKYY8,
+S_CKYY9,
+S_AMG1,
+S_AMG2_1,
+S_AMG2_2,
+S_AMG2_3,
+S_AMM1,
+S_AMM2,
+S_AMC1,
+S_AMC2_1,
+S_AMC2_2,
+S_AMC2_3,
+S_AMS1_1,
+S_AMS1_2,
+S_AMS2_1,
+S_AMS2_2,
+S_AMP1_1,
+S_AMP1_2,
+S_AMP1_3,
+S_AMP2_1,
+S_AMP2_2,
+S_AMP2_3,
+S_AMB1_1,
+S_AMB1_2,
+S_AMB1_3,
+S_AMB2_1,
+S_AMB2_2,
+S_AMB2_3,
+S_SND_WIND,
+S_SND_WATERFALL,
+NUMSTATES
+} statenum_t;
+
+typedef struct
+{
+ spritenum_t sprite;
+ int32_t frame;
+ int32_t tics;
+ void (*action) (void*);
+ statenum_t nextstate;
+ int32_t misc1, misc2;
+} state_t;
+
+extern state_t states[NUMSTATES];
+extern const char *sprnames[NUMSPRITES];
+
+
+
+typedef enum {
+MT_MISC0,
+MT_ITEMSHIELD1,
+MT_ITEMSHIELD2,
+MT_MISC1,
+MT_MISC2,
+MT_ARTIINVISIBILITY,
+MT_MISC3,
+MT_ARTIFLY,
+MT_ARTIINVULNERABILITY,
+MT_ARTITOMEOFPOWER,
+MT_ARTIEGG,
+MT_EGGFX,
+MT_ARTISUPERHEAL,
+MT_MISC4,
+MT_MISC5,
+MT_FIREBOMB,
+MT_ARTITELEPORT,
+MT_POD,
+MT_PODGOO,
+MT_PODGENERATOR,
+MT_SPLASH,
+MT_SPLASHBASE,
+MT_LAVASPLASH,
+MT_LAVASMOKE,
+MT_SLUDGECHUNK,
+MT_SLUDGESPLASH,
+MT_SKULLHANG70,
+MT_SKULLHANG60,
+MT_SKULLHANG45,
+MT_SKULLHANG35,
+MT_CHANDELIER,
+MT_SERPTORCH,
+MT_SMALLPILLAR,
+MT_STALAGMITESMALL,
+MT_STALAGMITELARGE,
+MT_STALACTITESMALL,
+MT_STALACTITELARGE,
+MT_MISC6,
+MT_BARREL,
+MT_MISC7,
+MT_MISC8,
+MT_MISC9,
+MT_MISC10,
+MT_MISC11,
+MT_KEYGIZMOBLUE,
+MT_KEYGIZMOGREEN,
+MT_KEYGIZMOYELLOW,
+MT_KEYGIZMOFLOAT,
+MT_MISC12,
+MT_VOLCANOBLAST,
+MT_VOLCANOTBLAST,
+MT_TELEGLITGEN,
+MT_TELEGLITGEN2,
+MT_TELEGLITTER,
+MT_TELEGLITTER2,
+MT_TFOG,
+MT_TELEPORTMAN,
+MT_STAFFPUFF,
+MT_STAFFPUFF2,
+MT_BEAKPUFF,
+MT_MISC13,
+MT_GAUNTLETPUFF1,
+MT_GAUNTLETPUFF2,
+MT_MISC14,
+MT_BLASTERFX1,
+MT_BLASTERSMOKE,
+MT_RIPPER,
+MT_BLASTERPUFF1,
+MT_BLASTERPUFF2,
+MT_WMACE,
+MT_MACEFX1,
+MT_MACEFX2,
+MT_MACEFX3,
+MT_MACEFX4,
+MT_WSKULLROD,
+MT_HORNRODFX1,
+MT_HORNRODFX2,
+MT_RAINPLR1,
+MT_RAINPLR2,
+MT_RAINPLR3,
+MT_RAINPLR4,
+MT_GOLDWANDFX1,
+MT_GOLDWANDFX2,
+MT_GOLDWANDPUFF1,
+MT_GOLDWANDPUFF2,
+MT_WPHOENIXROD,
+MT_PHOENIXFX1,
+MT_PHOENIXPUFF,
+MT_PHOENIXFX2,
+MT_MISC15,
+MT_CRBOWFX1,
+MT_CRBOWFX2,
+MT_CRBOWFX3,
+MT_CRBOWFX4,
+MT_BLOOD,
+MT_BLOODSPLATTER,
+MT_PLAYER,
+MT_BLOODYSKULL,
+MT_CHICPLAYER,
+MT_CHICKEN,
+MT_FEATHER,
+MT_MUMMY,
+MT_MUMMYLEADER,
+MT_MUMMYGHOST,
+MT_MUMMYLEADERGHOST,
+MT_MUMMYSOUL,
+MT_MUMMYFX1,
+MT_BEAST,
+MT_BEASTBALL,
+MT_BURNBALL,
+MT_BURNBALLFB,
+MT_PUFFY,
+MT_SNAKE,
+MT_SNAKEPRO_A,
+MT_SNAKEPRO_B,
+MT_HEAD,
+MT_HEADFX1,
+MT_HEADFX2,
+MT_HEADFX3,
+MT_WHIRLWIND,
+MT_CLINK,
+MT_WIZARD,
+MT_WIZFX1,
+MT_IMP,
+MT_IMPLEADER,
+MT_IMPCHUNK1,
+MT_IMPCHUNK2,
+MT_IMPBALL,
+MT_KNIGHT,
+MT_KNIGHTGHOST,
+MT_KNIGHTAXE,
+MT_REDAXE,
+MT_SORCERER1,
+MT_SRCRFX1,
+MT_SORCERER2,
+MT_SOR2FX1,
+MT_SOR2FXSPARK,
+MT_SOR2FX2,
+MT_SOR2TELEFADE,
+MT_MINOTAUR,
+MT_MNTRFX1,
+MT_MNTRFX2,
+MT_MNTRFX3,
+MT_AKYY,
+MT_BKYY,
+MT_CKEY,
+MT_AMGWNDWIMPY,
+MT_AMGWNDHEFTY,
+MT_AMMACEWIMPY,
+MT_AMMACEHEFTY,
+MT_AMCBOWWIMPY,
+MT_AMCBOWHEFTY,
+MT_AMSKRDWIMPY,
+MT_AMSKRDHEFTY,
+MT_AMPHRDWIMPY,
+MT_AMPHRDHEFTY,
+MT_AMBLSRWIMPY,
+MT_AMBLSRHEFTY,
+MT_SOUNDWIND,
+MT_SOUNDWATERFALL,
+NUMMOBJTYPES} mobjtype_t;
+
+typedef struct {
+ int doomednum;
+ int spawnstate;
+ int spawnhealth;
+ int seestate;
+ int seesound;
+ int reactiontime;
+ int attacksound;
+ int painstate;
+ int painchance;
+ int painsound;
+ int meleestate;
+ int missilestate;
+ int crashstate;
+ int deathstate;
+ int xdeathstate;
+ int deathsound;
+ int speed;
+ int radius;
+ int height;
+ int mass;
+ int damage;
+ int activesound;
+ int flags;
+ int flags2;
+} mobjinfo_t;
+
+extern mobjinfo_t mobjinfo[NUMMOBJTYPES];
+
+#endif /* __INFO_H */
--- /dev/null
+++ b/m_bams.h
@@ -1,0 +1,42 @@
+//**************************************************************************
+//**
+//** m_bams.h
+//**
+//**************************************************************************
+
+#ifndef __MY_BAMS_MATH_H__
+#define __MY_BAMS_MATH_H__
+
+typedef unsigned short binangle;
+
+/* Some predefined angles */
+#define BANG_0 0 /* To the east. */
+#define BANG_45 0x2000 /* To the northeast. */
+#define BANG_90 0x4000 /* To the north. */
+#define BANG_135 0x6000 /* To the northwest. */
+#define BANG_180 0x8000 /* To the west. */
+#define BANG_225 0xa000 /* To the southwest. */
+#define BANG_270 0xc000 /* To the south. */
+#define BANG_315 0xe000 /* To the southeast. */
+#define BANG_360 0x10000 /* The same as angle 0. */
+#define BANG_MAX 0xffff /* The largest possible angle. */
+
+/* Compass directions, for convenience. */
+#define BANG_EAST BANG_0
+#define BANG_NORTHEAST BANG_45
+#define BANG_NORTH BANG_90
+#define BANG_NORTHWEST BANG_135
+#define BANG_WEST BANG_180
+#define BANG_SOUTHWEST BANG_225
+#define BANG_SOUTH BANG_270
+#define BANG_SOUTHEAST BANG_315
+
+#define BAMS_PI 3.14159265359
+#define RAD2BANG(x) ((binangle)((x)/BAMS_PI*BANG_180))
+#define BANG2RAD(x) ((float)((x)/(float)BANG_180*BAMS_PI))
+
+void bamsInit(void); /* Fill in the tables */
+binangle bamsAtan2(int y,int x);
+
+#endif /* __MY_BAMS_MATH_H__ */
+
--- /dev/null
+++ b/m_misc.c
@@ -1,0 +1,794 @@
+// M_misc.c
+
+#include "h2stdinc.h"
+#include <ctype.h>
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+#if defined(__WATCOMC__) && defined(_DOS)
+#include "i_sound.h"
+#endif
+#ifdef RENDER3D
+#include "ogl_def.h"
+#endif
+
+#ifndef O_BINARY
+# if defined(_O_BINARY)
+# define O_BINARY _O_BINARY
+# else
+# define O_BINARY 0
+# endif
+#endif
+
+int myargc;
+const char **myargv;
+
+//---------------------------------------------------------------------------
+//
+// FUNC M_ValidEpisodeMap
+//
+//---------------------------------------------------------------------------
+
+boolean M_ValidEpisodeMap(int episode, int map)
+{
+ if (episode < 1 || map < 1 || map > 9)
+ {
+ return false;
+ }
+ if (shareware)
+ { // Shareware version checks
+ if (episode != 1)
+ {
+ return false;
+ }
+ }
+ else if (ExtendedWAD)
+ { // Extended version checks
+ if (episode == 6)
+ {
+ if(map > 3)
+ {
+ return false;
+ }
+ }
+ else if (episode > 5)
+ {
+ return false;
+ }
+ }
+ else
+ { // Registered version checks
+ if (episode == 4)
+ {
+ if(map != 1)
+ {
+ return false;
+ }
+ }
+ else if (episode > 3)
+ {
+ return false;
+ }
+ }
+ return true;
+}
+
+/*
+=================
+
+= M_CheckParm
+=
+= Checks for the given parameter in the program's command line arguments
+= Returns the argument number (1 to argc-1) or 0 if not present
+=
+=================
+*/
+
+int M_CheckParm (const char *check)
+{
+ int i;
+
+ for (i = 1; i < myargc; i++)
+ {
+ if (!strcasecmp(check, myargv[i]))
+ return i;
+ }
+
+ return 0;
+}
+
+//==========================================================================
+//
+// M_ExtractFileBase
+//
+//==========================================================================
+
+void M_ExtractFileBase(const char *path, char *dest)
+{
+ const char *src;
+ int length;
+
+ src = path + strlen(path) - 1;
+ if (src <= path)
+ {
+ *dest = '\0';
+ return;
+ }
+
+ // Back up until a \ or the start
+ while (src != path && src[-1] != '/' && src[-1] != '\\')
+ src--;
+
+ // Copy up to eight characters
+ memset(dest, 0, 8);
+ length = 0;
+ while (*src && *src != '.')
+ {
+ if (++length == 9)
+ {
+ I_Error("Filename base of %s > 8 chars", path);
+ }
+ *dest++ = toupper((int)*src++);
+ }
+}
+
+/*
+===============
+=
+= M_Random
+=
+= Returns a 0-255 number
+=
+===============
+*/
+
+unsigned char rndtable[256] =
+{
+ 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
+};
+
+int rndindex = 0;
+int prndindex = 0;
+
+int P_Random (void)
+{
+ prndindex = (prndindex + 1) & 0xff;
+ return rndtable[prndindex];
+}
+
+int M_Random (void)
+{
+ rndindex = (rndindex + 1) & 0xff;
+ return rndtable[rndindex];
+}
+
+void M_ClearRandom (void)
+{
+ rndindex = prndindex = 0;
+}
+
+
+void M_ClearBox (fixed_t *box)
+{
+ box[BOXTOP] = box[BOXRIGHT] = H2MININT;
+ box[BOXBOTTOM] = box[BOXLEFT] = H2MAXINT;
+}
+
+void M_AddToBox (fixed_t *box, fixed_t x, fixed_t y)
+{
+ if (x < box[BOXLEFT])
+ box[BOXLEFT] = x;
+ else if (x > box[BOXRIGHT])
+ box[BOXRIGHT] = x;
+ if (y < box[BOXBOTTOM])
+ box[BOXBOTTOM] = y;
+ else if (y > box[BOXTOP])
+ box[BOXTOP] = y;
+}
+
+/*
+==================
+=
+= M_WriteFile
+=
+==================
+*/
+
+boolean M_WriteFile (char const *name, const void *source, int length)
+{
+ int handle, count;
+
+ handle = create (name, OWRITE, 0666);
+ if (handle < 0)
+ return false;
+ count = write (handle, source, length);
+ close (handle);
+
+ if (count < length)
+ return false;
+
+ return true;
+}
+
+
+/*
+==================
+=
+= M_ReadFile
+=
+==================
+*/
+
+int M_ReadFile (char const *name, void **buffer)
+{
+ int handle, count, length;
+ void *buf;
+ Dir *d;
+
+ handle = open (name, OREAD);
+ if (handle == -1)
+ I_Error ("Couldn't read file %s", name);
+ d = dirfstat(handle);
+ if (d == nil)
+ {
+ I_Error("Couldn't read file %s", name);
+ }
+ length = d->length;
+ free(d);
+ buf = Z_Malloc (length, PU_STATIC, NULL);
+ count = read (handle, buf, length);
+ close (handle);
+
+ if (count < length)
+ I_Error ("Couldn't read file %s", name);
+
+ *buffer = buf;
+ return length;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC M_FindResponseFile
+//
+//---------------------------------------------------------------------------
+
+#define MAXARGVS 100
+
+void M_FindResponseFile(void)
+{
+ int i;
+
+ for (i = 1; i < myargc; i++)
+ {
+ if (myargv[i][0] == '@')
+ {
+ FILE *handle;
+ int size, k, idx;
+ int indexinfile;
+ char *infile;
+ char *file;
+ const char *moreargs[20];
+ const char *firstargv;
+
+ // READ THE RESPONSE FILE INTO MEMORY
+ handle = fopen(&myargv[i][1], "rb");
+ if (!handle)
+ {
+ printf("\nNo such response file!");
+ exits("No such response file!");
+ }
+ printf("Found response file %s!\n", &myargv[i][1]);
+ fseek (handle, 0, SEEK_END);
+ size = ftell(handle);
+ fseek (handle, 0, SEEK_SET);
+ file = (char *) malloc (size);
+ fread (file, size, 1, handle);
+ fclose (handle);
+
+ // KEEP ALL CMDLINE ARGS FOLLOWING @RESPONSEFILE ARG
+ for (idx = 0, k = i + 1; k < myargc; k++)
+ moreargs[idx++] = myargv[k];
+
+ firstargv = myargv[0];
+ myargv = (const char **) calloc(1, sizeof(char *) * MAXARGVS);
+ myargv[0] = firstargv;
+
+ infile = file;
+ indexinfile = k = 0;
+ indexinfile++; // SKIP PAST ARGV[0] (KEEP IT)
+ do
+ {
+ myargv[indexinfile++] = infile + k;
+ while (k < size && ((*(infile + k) >= ' ' + 1) && (*(infile + k) <= 'z')))
+ k++;
+ *(infile + k) = 0;
+ while (k < size && ((*(infile + k) <= ' ') || (*(infile + k) > 'z')))
+ k++;
+ } while (k < size);
+
+ for (k = 0; k < idx; k++)
+ myargv[indexinfile++] = moreargs[k];
+ myargc = indexinfile;
+ // DISPLAY ARGS
+ if (M_CheckParm("-debug"))
+ {
+ printf("%d command-line args:\n", myargc);
+ for (k = 1; k < myargc; k++)
+ {
+ printf("%s\n", myargv[k]);
+ }
+ }
+ break;
+ }
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC M_ForceUppercase
+//
+// Change string to uppercase.
+//
+//---------------------------------------------------------------------------
+
+void M_ForceUppercase(char *text)
+{
+ char c;
+
+ while ((c = *text) != 0)
+ {
+ if (c >= 'a' && c <= 'z')
+ {
+ *text++ = c-('a'-'A');
+ }
+ else
+ {
+ text++;
+ }
+ }
+}
+
+/*
+==============================================================================
+
+ DEFAULTS
+
+==============================================================================
+*/
+
+int usemouse;
+int usejoystick;
+
+int mouseSensitivity;
+
+extern int mouselook;
+extern int alwaysrun;
+
+extern int key_right, key_left, key_up, key_down;
+extern int key_strafeleft, key_straferight;
+extern int key_fire, key_use, key_strafe, key_speed;
+extern int key_flyup, key_flydown, key_flycenter;
+extern int key_lookup, key_lookdown, key_lookcenter;
+extern int key_invleft, key_invright, key_useartifact;
+
+extern int mousebfire;
+extern int mousebstrafe;
+extern int mousebforward;
+
+extern int joybfire;
+extern int joybstrafe;
+extern int joybuse;
+extern int joybspeed;
+
+extern int messageson;
+
+extern int viewwidth, viewheight;
+
+extern int screenblocks;
+
+extern int snd_Channels;
+#if defined(__WATCOMC__) && defined(_DOS)
+extern int snd_DesiredMusicDevice, snd_DesiredSfxDevice;
+extern int snd_MusicDevice, // current music card # (index to dmxCodes)
+ snd_SfxDevice; // current sfx card # (index to dmxCodes)
+
+extern int snd_SBport, snd_SBirq, snd_SBdma; // sound blaster variables
+extern int snd_Mport; // midi variables
+#endif /* DOS vars */
+
+default_t defaults[] =
+{
+/* change of order here affects mn_menu.c :
+ * see, for example, Options3Items there...
+ */
+ { "mouse_sensitivity", &mouseSensitivity, 5, 0, 50 },
+ { "sfx_volume", &snd_MaxVolume, 10, 0, 15 },
+ { "music_volume", &snd_MusicVolume, 10, 0, 15 },
+
+ { "key_right", &key_right, KEY_RIGHTARROW, 0, 254 },
+ { "key_left", &key_left, KEY_LEFTARROW, 0, 254 },
+ { "key_up", &key_up, KEY_UPARROW, 0, 254 },
+ { "key_down", &key_down, KEY_DOWNARROW, 0, 254 },
+ { "key_strafeleft", &key_strafeleft, ',', 0, 254 },
+ { "key_straferight", &key_straferight, '.', 0, 254 },
+ { "key_flyup", &key_flyup, KEY_PGUP, 0, 254 },
+ { "key_flydown", &key_flydown, KEY_INS, 0, 254 },
+ { "key_flycenter", &key_flycenter, KEY_HOME, 0, 254 },
+ { "key_lookup", &key_lookup, KEY_PGDN, 0, 254 },
+ { "key_lookdown", &key_lookdown, KEY_DEL, 0, 254 },
+ { "key_lookcenter", &key_lookcenter, KEY_END, 0, 254 },
+ { "key_invleft", &key_invleft, '[', 0, 254 },
+ { "key_invright", &key_invright, ']', 0, 254 },
+ { "key_useartifact", &key_useartifact, KEY_ENTER, 0, 254 },
+ { "key_fire", &key_fire, KEY_RCTRL, 0, 254 },
+ { "key_use", &key_use, ' ', 0, 254 },
+ { "key_strafe", &key_strafe, KEY_RALT, 0, 254 },
+ { "key_speed", &key_speed, KEY_RSHIFT, 0, 254 },
+
+ { "use_mouse", &usemouse, 1, 0, 1 },
+ { "mouseb_fire", &mousebfire, 0, -1, 2 },
+ { "mouseb_strafe", &mousebstrafe, 1, -1, 2 },
+ { "mouseb_forward", &mousebforward, 2, -1, 2 },
+
+ { "use_joystick", &usejoystick, 0, 0, 1 },
+ { "joyb_fire", &joybfire, 0, -1, 3 },
+ { "joyb_strafe", &joybstrafe, 1, -1, 3 },
+ { "joyb_use", &joybuse, 3, -1, 3 },
+ { "joyb_speed", &joybspeed, 2, -1, 3 },
+
+ { "screenblocks", &screenblocks, 10, 3, 11 },
+ { "usegamma", &usegamma, 0, 0, 4 },
+ { "messageson", &messageson, 1, 0, 1 },
+ { "mouselook", &mouselook, 1, 0, 2 },
+ { "alwaysrun", &alwaysrun, 0, 0, 1 },
+
+ { "snd_channels", &snd_Channels, 3, 3, MAX_CHANNELS },
+#if defined(__WATCOMC__) && defined(_DOS)
+ /* the min/max values I added here are pretty much meaningless.
+ the values used to be set by the DOS version's setup program. */
+ { "snd_musicdevice", &snd_DesiredMusicDevice,0, 0, NUM_SCARDS-1 },
+ { "snd_sfxdevice", &snd_DesiredSfxDevice, 0, 0, NUM_SCARDS-1 },
+ { "snd_sbport", &snd_SBport, 544, 0, 544 },
+ { "snd_sbirq", &snd_SBirq, -1, -1, 7 },
+ { "snd_sbdma", &snd_SBdma, -1, -1, 7 },
+ { "snd_mport", &snd_Mport, -1, -1, 360 }
+#endif /* DOS vars */
+};
+
+default_str_t default_strings[] =
+{
+ { "chatmacro0", chat_macros[0] },
+ { "chatmacro1", chat_macros[1] },
+ { "chatmacro2", chat_macros[2] },
+ { "chatmacro3", chat_macros[3] },
+ { "chatmacro4", chat_macros[4] },
+ { "chatmacro5", chat_macros[5] },
+ { "chatmacro6", chat_macros[6] },
+ { "chatmacro7", chat_macros[7] },
+ { "chatmacro8", chat_macros[8] },
+ { "chatmacro9", chat_macros[9] }
+};
+
+static int numdefaults, numstrings;
+static char defaultfile[MAX_OSPATH];
+
+/*
+==============
+=
+= M_SaveDefaults
+=
+==============
+*/
+
+void M_SaveDefaults (void)
+{
+ int i,v;
+ FILE *f;
+
+ f = fopen (defaultfile, "w");
+ if (!f)
+ return; // can't write the file, but don't complain
+
+ for (i = 0; i < numdefaults; i++)
+ {
+ v = *defaults[i].location;
+ fprintf (f, "%s\t\t%i\n", defaults[i].name, v);
+ }
+
+ for (i = 0; i < numstrings; i++)
+ {
+ fprintf (f, "%s\t\t\"%s\"\n", default_strings[i].name,
+ default_strings[i].location);
+ }
+
+ fclose (f);
+}
+
+
+/*
+==============
+=
+= M_LoadDefaults
+=
+==============
+*/
+
+void M_LoadDefaults(const char *fileName)
+{
+ int i;
+ int len;
+ FILE *f;
+ char def[80];
+ char strparm[100];
+ int parm;
+
+//
+// set everything to base values
+//
+ numdefaults = sizeof(defaults) / sizeof(defaults[0]);
+ numstrings = sizeof(default_strings) / sizeof(default_strings[0]);
+ printf("Loading default settings\n");
+ for (i = 0; i < numdefaults; i++)
+ *defaults[i].location = defaults[i].defaultvalue;
+ // Make a backup of all default strings
+ for (i = 0; i < numstrings; i++)
+ {
+ default_strings[i].defaultvalue = (char *) calloc(1, 80);
+ strcpy (default_strings[i].defaultvalue, default_strings[i].location);
+ }
+
+//
+// check for a custom default file
+//
+ i = M_CheckParm("-config");
+ if (i && i < myargc-1)
+ {
+ snprintf(defaultfile, sizeof(defaultfile), "%s%s", basePath, myargv[i + 1]);
+ printf("default file: %s\n", defaultfile);
+ }
+ else
+ {
+ snprintf(defaultfile, sizeof(defaultfile), "%s%s", basePath, fileName);
+ }
+
+//
+// read the file in, overriding any set defaults
+//
+ f = fopen(defaultfile, "r");
+ if (f)
+ {
+ while (!feof(f))
+ {
+ if (fscanf(f, "%79s %[^\n]\n", def, strparm) == 2)
+ {
+ if (strparm[0] == '"') /* string values */
+ {
+ for (i = 0; i < numstrings; i++)
+ {
+ if (!strcmp(def, default_strings[i].name))
+ {
+ len = (int)strlen(strparm) - 2;
+ if (len <= 0)
+ {
+ default_strings[i].location[0] = '\0';
+ break;
+ }
+ if (len > 79)
+ {
+ len = 79;
+ }
+ strncpy(default_strings[i].location, strparm + 1, len);
+ default_strings[i].location[len] = '\0';
+ break;
+ }
+ }
+ continue;
+ }
+
+ /* numeric values */
+ if (strparm[0] == '0' && strparm[1] == 'x')
+ {
+ sscanf(strparm + 2, "%x", &parm);
+ }
+ else
+ {
+ sscanf(strparm, "%i", &parm);
+ }
+ for (i = 0; i < numdefaults; i++)
+ {
+ if (!strcmp(def, defaults[i].name))
+ {
+ if (parm >= defaults[i].minvalue && parm <= defaults[i].maxvalue)
+ *defaults[i].location = parm;
+ break;
+ }
+ }
+ }
+ }
+ fclose (f);
+ }
+}
+
+
+/*
+==============================================================================
+
+ SCREEN SHOTS
+
+==============================================================================
+*/
+
+typedef struct
+{
+ char manufacturer;
+ char version;
+ char encoding;
+ char bits_per_pixel;
+ unsigned short xmin,ymin,xmax,ymax;
+ unsigned short hres,vres;
+ unsigned char palette[48];
+ char reserved;
+ char color_planes;
+ unsigned short bytes_per_line;
+ unsigned short palette_type;
+ char filler[58];
+ unsigned char data; // unbounded
+} pcx_t;
+
+/*
+==============
+=
+= WritePCXfile
+=
+==============
+*/
+
+void WritePCXfile (const char *filename, byte *data, int width, int height, byte *palette)
+{
+ int i, length;
+ pcx_t *pcx;
+ byte *pack;
+
+ pcx = (pcx_t *) Z_Malloc (width*height*2 + 1000, PU_STATIC, NULL);
+
+ pcx->manufacturer = 0x0a; // PCX id
+ pcx->version = 5; // 256 color
+ pcx->encoding = 1; // uncompressed
+ pcx->bits_per_pixel = 8; // 256 color
+ pcx->xmin = 0;
+ pcx->ymin = 0;
+ pcx->xmax = SHORT(width - 1);
+ pcx->ymax = SHORT(height - 1);
+ pcx->hres = SHORT(width);
+ pcx->vres = SHORT(height);
+ memset (pcx->palette, 0, sizeof(pcx->palette));
+ pcx->color_planes = 1; // chunky image
+ pcx->bytes_per_line = SHORT(width);
+ pcx->palette_type = SHORT(2); // not a grey scale
+ memset (pcx->filler, 0, sizeof(pcx->filler));
+
+//
+// pack the image
+//
+ pack = &pcx->data;
+
+ for (i = 0; i < width*height; i++)
+ {
+ if ((*data & 0xc0) != 0xc0)
+ *pack++ = *data++;
+ else
+ {
+ *pack++ = 0xc1;
+ *pack++ = *data++;
+ }
+ }
+
+//
+// write the palette
+//
+ *pack++ = 0x0c; // palette ID byte
+ for (i = 0; i < 768; i++)
+ *pack++ = *palette++;
+
+//
+// write output file
+//
+ length = pack - (byte *)pcx;
+ M_WriteFile (filename, pcx, length);
+
+ Z_Free (pcx);
+}
+
+
+//==============================================================================
+
+/*
+==================
+=
+= M_ScreenShot
+=
+==================
+*/
+#ifdef RENDER3D
+void M_ScreenShot (void)
+{
+ OGL_GrabScreen();
+}
+#else
+void M_ScreenShot (void)
+{
+ int i;
+ byte *linear;
+ char lbmname[MAX_OSPATH], *p;
+ byte *pal;
+
+#if defined(__WATCOMC__) && defined(_DOS)
+ extern byte *pcscreen;
+#endif
+//
+// munge planar buffer to linear
+//
+#if defined(__WATCOMC__) && defined(_DOS)
+ linear = pcscreen;
+#else
+ linear = screens;
+#endif
+//
+// find a file name to save it to
+//
+ snprintf (lbmname, sizeof(lbmname), "%shrtic00.pcx", basePath);
+ p = lbmname + strlen(basePath);
+ for (i = 0; i <= 99; i++)
+ {
+ p[5] = i/10 + '0';
+ p[6] = i%10 + '0';
+ if (access(lbmname, AEXIST) == -1)
+ break; // file doesn't exist
+ }
+ if (i == 100)
+ {
+ P_SetMessage(&players[consoleplayer], "SCREEN SHOT FAILED", false);
+ return;
+ }
+
+//
+// save the pcx file
+//
+#if defined(__WATCOMC__) && defined(_DOS)
+ pal = (byte *)Z_Malloc(768, PU_STATIC, NULL);
+ outp(0x3c7, 0);
+ for(i = 0; i < 768; i++)
+ {
+ *(pal+i) = inp(0x3c9)<<2;
+ }
+#else
+ pal = (byte *)W_CacheLumpName("PLAYPAL", PU_CACHE);
+#endif
+
+ WritePCXfile (lbmname, linear, SCREENWIDTH, SCREENHEIGHT, pal);
+
+ P_SetMessage(&players[consoleplayer], "SCREEN SHOT", false);
+#if defined(__WATCOMC__) && defined(_DOS)
+ Z_Free(pal);
+#endif
+}
+#endif
+
--- /dev/null
+++ b/mkfile
@@ -1,0 +1,57 @@
+</$objtype/mkfile
+
+BIN=/$objtype/bin/games
+TARG=heretic
+CFLAGS=-Fpw
+
+OFILES = \
+ i_system.$O \
+ i_video.$O \
+ i_net.$O \
+ i_sound.$O \
+ i_cdmus.$O \
+ i_main.$O \
+ am_map.$O \
+ ct_chat.$O \
+ d_net.$O \
+ f_finale.$O \
+ g_game.$O \
+ d_main.$O \
+ info.$O \
+ in_lude.$O \
+ mn_menu.$O \
+ m_misc.$O \
+ p_ceilng.$O \
+ p_doors.$O \
+ p_enemy.$O \
+ p_floor.$O \
+ p_inter.$O \
+ p_lights.$O \
+ p_map.$O \
+ p_maputl.$O \
+ p_mobj.$O \
+ p_plats.$O \
+ p_pspr.$O \
+ p_setup.$O \
+ p_sight.$O \
+ p_spec.$O \
+ p_switch.$O \
+ p_telept.$O \
+ p_tick.$O \
+ p_user.$O \
+ r_bsp.$O \
+ r_data.$O \
+ r_draw.$O \
+ r_main.$O \
+ r_plane.$O \
+ r_segs.$O \
+ r_things.$O \
+ sb_bar.$O \
+ s_sound.$O \
+ sv_save.$O \
+ tables.$O \
+ v_video.$O \
+ w_wad.$O \
+ z_zone.$O
+
+</sys/src/cmd/mkone
--- /dev/null
+++ b/mn_menu.c
@@ -1,0 +1,2081 @@
+// MN_menu.c
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include <ctype.h>
+#include "doomdef.h"
+#include "p_local.h"
+#include "r_local.h"
+#include "soundst.h"
+#include "v_compat.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define LEFT_DIR 0
+#define RIGHT_DIR 1
+#define ITEM_HEIGHT 20
+#define SMALL_ITEM_HEIGHT 9
+#define MENU_MAX_MOUSE_SENS 50
+
+#define SELECTOR_XOFFSET (-28)
+#define SELECTOR_YOFFSET (-1)
+#define SLOTTEXTLEN 16
+#define ASCII_CURSOR '['
+
+#ifdef RENDER3D
+#define V_DrawPatch(x,y,p) OGL_DrawPatch((x),(y),(p))
+#define V_DrawRawScreen(a) OGL_DrawRawScreen((a))
+#endif
+
+// TYPES -------------------------------------------------------------------
+
+typedef enum
+{
+ ITT_EMPTY,
+ ITT_EFUNC,
+ ITT_LRFUNC,
+ ITT_SETMENU,
+ ITT_INERT,
+ ITT_SETKEY
+} ItemType_t;
+
+typedef enum
+{
+ MENU_MAIN,
+ MENU_EPISODE,
+ MENU_SKILL,
+ MENU_OPTIONS,
+ MENU_OPTIONS2,
+ MENU_OPTIONS3,
+ MENU_FILES,
+ MENU_LOAD,
+ MENU_SAVE,
+ MENU_NONE
+} MenuType_t;
+
+typedef struct
+{
+ ItemType_t type;
+ const char *text;
+ boolean (*func)(int option);
+ int option;
+ MenuType_t menu;
+} MenuItem_t;
+
+typedef struct
+{
+ int x;
+ int y;
+ void (*drawFunc)(void);
+ int itemCount;
+ MenuItem_t *items;
+ int oldItPos;
+ int step;
+ MenuType_t prevMenu;
+} Menu_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static const char *Key2String(int key);
+static void ClearControls(int key);
+static void InitFonts(void);
+static void SetTheMenu(MenuType_t menu);
+static boolean SCNetCheck(int option);
+static boolean SCQuitGame(int option);
+static boolean SCEpisode(int option);
+static boolean SCSkill(int option);
+static boolean SCMouseSensi(int option);
+static boolean SCSfxVolume(int option);
+static boolean SCMusicVolume(int option);
+static boolean SCScreenSize(int option);
+static boolean SCLoadGame(int option);
+static boolean SCSaveGame(int option);
+static boolean SCMessages(int option);
+static boolean SCEndGame(int option);
+static boolean SCInfo(int option);
+static boolean SCSetKey(int option);
+static boolean SCMouselook(int option);
+static boolean SCAlwaysRun(int option);
+static void DrawMainMenu(void);
+static void DrawEpisodeMenu(void);
+static void DrawSkillMenu(void);
+static void DrawOptionsMenu(void);
+static void DrawOptions2Menu(void);
+static void DrawOptions3Menu(void);
+static void DrawFileSlots(Menu_t *menu);
+static void DrawFilesMenu(void);
+static void MN_DrawInfo(void);
+static void DrawLoadMenu(void);
+static void DrawSaveMenu(void);
+static void DrawSlider(Menu_t *menu, int item, int width, int slot);
+static void MN_LoadSlotText(void);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern default_t defaults[];
+
+extern int detailLevel;
+extern int screenblocks;
+
+extern int alwaysrun;
+extern int mouselook;
+
+extern int key_right,key_left,key_up,key_down;
+extern int key_straferight,key_strafeleft;
+extern int key_fire, key_use, key_strafe, key_speed;
+extern int key_flyup, key_flydown, key_flycenter;
+extern int key_lookup, key_lookdown, key_lookcenter;
+extern int key_invleft, key_invright, key_useartifact;
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+boolean MenuActive;
+int InfoType;
+int messageson; /* boolean */
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int FontABaseLump;
+static int FontBBaseLump;
+static int SkullBaseLump;
+static Menu_t *CurrentMenu;
+static int CurrentItPos;
+static int MenuEpisode;
+static int MenuTime;
+static boolean soundchanged;
+
+#ifdef RENDER3D
+static float bgAlpha = 0;
+static float outFade = 0;
+static boolean fadingOut = false;
+static int menuDarkTicks = 15;
+static int slamInTicks = 9;
+#endif
+
+boolean askforquit;
+static boolean FileMenuKeySteal;
+static boolean slottextloaded;
+static char SlotText[6][SLOTTEXTLEN+2];
+static char oldSlotText[SLOTTEXTLEN+2];
+static int SlotStatus[6];
+static int slotptr;
+static int currentSlot;
+static int quicksave;
+static int quickload;
+static int typeofask;
+
+static int FirstKey = 0;
+static boolean askforkey = false;
+static int keyaskedfor;
+
+static MenuItem_t MainItems[] =
+{
+ { ITT_EFUNC, "NEW GAME", SCNetCheck, 1, MENU_EPISODE },
+ { ITT_SETMENU, "OPTIONS", NULL, 0, MENU_OPTIONS },
+ { ITT_SETMENU, "GAME FILES", NULL, 0, MENU_FILES },
+ { ITT_EFUNC, "INFO", SCInfo, 0, MENU_NONE },
+ { ITT_EFUNC, "QUIT GAME", SCQuitGame, 0, MENU_NONE }
+};
+
+static Menu_t MainMenu =
+{
+ 110, 56,
+ DrawMainMenu,
+ 5, MainItems,
+ 0,
+ ITEM_HEIGHT,
+ MENU_NONE
+};
+
+static MenuItem_t EpisodeItems[] =
+{
+ { ITT_EFUNC, "CITY OF THE DAMNED", SCEpisode, 1, MENU_NONE },
+ { ITT_EFUNC, "HELL'S MAW", SCEpisode, 2, MENU_NONE },
+ { ITT_EFUNC, "THE DOME OF D'SPARIL", SCEpisode, 3, MENU_NONE },
+ { ITT_EFUNC, "THE OSSUARY", SCEpisode, 4, MENU_NONE },
+ { ITT_EFUNC, "THE STAGNANT DEMESNE", SCEpisode, 5, MENU_NONE }
+};
+
+static Menu_t EpisodeMenu =
+{
+ 80, 50,
+ DrawEpisodeMenu,
+ 3, EpisodeItems,
+ 0,
+ ITEM_HEIGHT,
+ MENU_MAIN
+};
+
+static MenuItem_t FilesItems[] =
+{
+ { ITT_EFUNC, "LOAD GAME", SCNetCheck, 2, MENU_LOAD },
+ { ITT_SETMENU, "SAVE GAME", NULL, 0, MENU_SAVE }
+};
+
+static Menu_t FilesMenu =
+{
+ 110, 60,
+ DrawFilesMenu,
+ 2, FilesItems,
+ 0,
+ ITEM_HEIGHT,
+ MENU_MAIN
+};
+
+static MenuItem_t LoadItems[] =
+{
+ { ITT_EFUNC, NULL, SCLoadGame, 0, MENU_NONE },
+ { ITT_EFUNC, NULL, SCLoadGame, 1, MENU_NONE },
+ { ITT_EFUNC, NULL, SCLoadGame, 2, MENU_NONE },
+ { ITT_EFUNC, NULL, SCLoadGame, 3, MENU_NONE },
+ { ITT_EFUNC, NULL, SCLoadGame, 4, MENU_NONE },
+ { ITT_EFUNC, NULL, SCLoadGame, 5, MENU_NONE }
+};
+
+static Menu_t LoadgameMenu =
+{
+ 70, 30,
+ DrawLoadMenu,
+ 6, LoadItems,
+ 0,
+ ITEM_HEIGHT,
+ MENU_FILES
+};
+
+static MenuItem_t SaveItems[] =
+{
+ { ITT_EFUNC, NULL, SCSaveGame, 0, MENU_NONE },
+ { ITT_EFUNC, NULL, SCSaveGame, 1, MENU_NONE },
+ { ITT_EFUNC, NULL, SCSaveGame, 2, MENU_NONE },
+ { ITT_EFUNC, NULL, SCSaveGame, 3, MENU_NONE },
+ { ITT_EFUNC, NULL, SCSaveGame, 4, MENU_NONE },
+ { ITT_EFUNC, NULL, SCSaveGame, 5, MENU_NONE }
+};
+
+static Menu_t SavegameMenu =
+{
+ 70, 30,
+ DrawSaveMenu,
+ 6, SaveItems,
+ 0,
+ ITEM_HEIGHT,
+ MENU_FILES
+};
+
+static MenuItem_t SkillItems[] =
+{
+ { ITT_EFUNC, "THOU NEEDETH A WET-NURSE", SCSkill, sk_baby, MENU_NONE },
+ { ITT_EFUNC, "YELLOWBELLIES-R-US", SCSkill, sk_easy, MENU_NONE },
+ { ITT_EFUNC, "BRINGEST THEM ONETH", SCSkill, sk_medium, MENU_NONE },
+ { ITT_EFUNC, "THOU ART A SMITE-MEISTER", SCSkill, sk_hard, MENU_NONE },
+ { ITT_EFUNC, "BLACK PLAGUE POSSESSES THEE",
+ SCSkill, sk_nightmare, MENU_NONE }
+};
+
+static Menu_t SkillMenu =
+{
+ 38, 30,
+ DrawSkillMenu,
+ 5, SkillItems,
+ 2,
+ ITEM_HEIGHT,
+ MENU_EPISODE
+};
+
+static MenuItem_t OptionsItems[] =
+{
+ { ITT_EFUNC, "END GAME", SCEndGame, 0, MENU_NONE },
+ { ITT_EFUNC, "MESSAGES : ", SCMessages, 0, MENU_NONE },
+ { ITT_LRFUNC, "MOUSE SENSITIVITY :", SCMouseSensi, 0, MENU_NONE },
+ { ITT_SETMENU, "CONTROL SETUP", NULL, 0, MENU_OPTIONS3 },
+ { ITT_LRFUNC, "MOUSELOOK : ", SCMouselook, 0, MENU_NONE },
+ { ITT_EFUNC, "ALWAYS RUN : ", SCAlwaysRun, 0, MENU_NONE },
+ { ITT_SETMENU, "MORE...", NULL, 0, MENU_OPTIONS2 }
+};
+
+static Menu_t OptionsMenu =
+{
+ 88, 30,
+ DrawOptionsMenu,
+ 7,
+ OptionsItems,
+ 0,
+ ITEM_HEIGHT,
+ MENU_MAIN
+};
+
+static MenuItem_t Options2Items[] =
+{
+ { ITT_LRFUNC, "SCREEN SIZE", SCScreenSize, 0, MENU_NONE },
+ { ITT_EMPTY, NULL, NULL, 0, MENU_NONE },
+ { ITT_LRFUNC, "SFX VOLUME", SCSfxVolume, 0, MENU_NONE },
+ { ITT_EMPTY, NULL, NULL, 0, MENU_NONE },
+ { ITT_LRFUNC, "MUSIC VOLUME", SCMusicVolume, 0, MENU_NONE },
+ { ITT_EMPTY, NULL, NULL, 0, MENU_NONE }
+};
+
+static Menu_t Options2Menu =
+{
+ 90, 20,
+ DrawOptions2Menu,
+ 6,
+ Options2Items,
+ 0,
+ ITEM_HEIGHT,
+ MENU_OPTIONS
+};
+
+static MenuItem_t Options3Items[] =
+{
+/* see defaults[] in m_misc.c for the correct option number:
+ * key_right corresponds to defaults[3], which means that we
+ * are using the (index_number - 3) here.
+ */
+ { ITT_SETKEY, "TURN RIGHT :", SCSetKey, 0, MENU_NONE },
+ { ITT_SETKEY, "TURN LEFT :", SCSetKey, 1, MENU_NONE },
+ { ITT_SETKEY, "MOVE FORWARD :", SCSetKey, 2, MENU_NONE },
+ { ITT_SETKEY, "MOVE BACK :" , SCSetKey, 3, MENU_NONE },
+ { ITT_SETKEY, "STRAFE LEFT :", SCSetKey, 4, MENU_NONE },
+ { ITT_SETKEY, "STRAFE RIGHT :", SCSetKey, 5, MENU_NONE },
+ { ITT_SETKEY, "FLY UP :", SCSetKey, 6, MENU_NONE },
+ { ITT_SETKEY, "FLY DOWN :", SCSetKey, 7, MENU_NONE },
+ { ITT_SETKEY, "FLY CENTER :", SCSetKey, 8, MENU_NONE },
+ { ITT_SETKEY, "LOOK UP :", SCSetKey, 9, MENU_NONE },
+ { ITT_SETKEY, "LOOK DOWN :", SCSetKey, 10, MENU_NONE },
+ { ITT_SETKEY, "LOOK CENTER :", SCSetKey, 11, MENU_NONE },
+ { ITT_SETKEY, "INVENTORY LEFT :", SCSetKey, 12, MENU_NONE },
+ { ITT_SETKEY, "INVENTORY RIGHT :", SCSetKey, 13, MENU_NONE },
+ { ITT_SETKEY, "USE ARTIFACT :", SCSetKey, 14, MENU_NONE },
+ { ITT_SETKEY, "FIRE :", SCSetKey, 15, MENU_NONE },
+ { ITT_SETKEY, "USE :", SCSetKey, 16, MENU_NONE },
+ { ITT_SETKEY, "STRAFE :", SCSetKey, 17, MENU_NONE },
+ { ITT_SETKEY, "SPEED :", SCSetKey, 18, MENU_NONE }
+};
+
+/* Many items in Options3Items[], only 15 can be drawn on a page:
+ * So, FirstKey changes between 0 and FIRSTKEY_MAX. This menu is
+ * way too fragile. Should we adapt from Quake's M_Menu_Keys and
+ * bindnames?? */
+#define FIRSTKEY_MAX 4
+static Menu_t Options3Menu =
+{
+ 70, 20,
+ DrawOptions3Menu,
+ 15, /* actually 19 */
+ Options3Items,
+ 0,
+ SMALL_ITEM_HEIGHT,
+ MENU_OPTIONS
+};
+
+static Menu_t *Menus[] =
+{
+ &MainMenu,
+ &EpisodeMenu,
+ &SkillMenu,
+ &OptionsMenu,
+ &Options2Menu,
+ &Options3Menu,
+ &FilesMenu,
+ &LoadgameMenu,
+ &SavegameMenu
+};
+
+static const char *mlooktext[] =
+{
+ "OFF",
+ "NORMAL",
+ "INVERSE"
+};
+
+static const char *stupidtable[] =
+{
+ "A","B","C","D","E",
+ "F","G","H","I","J",
+ "K","L","M","N","O",
+ "P","Q","R","S","T",
+ "U","V","W","X","Y",
+ "Z"
+};
+
+static const char *GammaText[] =
+{
+ TXT_GAMMA_LEVEL_OFF,
+ TXT_GAMMA_LEVEL_1,
+ TXT_GAMMA_LEVEL_2,
+ TXT_GAMMA_LEVEL_3,
+ TXT_GAMMA_LEVEL_4
+};
+
+// CODE --------------------------------------------------------------------
+
+static const char *Key2String (int key)
+{
+/* S.A.: return "[" or "]" or "\"" doesn't work
+ * because there are no lumps for these chars,
+ * therefore we have to go with "RIGHT BRACKET"
+ * and similar for much punctuation. Probably
+ * won't work with international keyboards and
+ * dead keys, either.
+ */
+ switch (key)
+ {
+ case KEY_LEFTBRACKET: return "LEFT BRACK";
+ case KEY_RIGHTBRACKET: return "RIGHT BRACK";
+ case KEY_BACKQUOTE: return "BACK QUOTE";
+ case KEY_QUOTE: return "'";
+ case KEY_QUOTEDBL: return "DOUBLE QUOTE";
+ case KEY_SEMICOLON: return ";";
+ case KEY_MINUS: return "-";
+ case KEY_PERIOD: return ".";
+ case KEY_COMMA: return ",";
+ case KEY_SLASH: return "/";
+ case KEY_BACKSLASH: return "BACKSLASH";
+ case KEY_TAB: return "TAB";
+ case KEY_EQUALS: return "=";
+
+ case KEY_RIGHTARROW: return "RIGHT ARROW";
+ case KEY_LEFTARROW: return "LEFT ARROW";
+ case KEY_DOWNARROW: return "DOWN ARROW";
+ case KEY_UPARROW: return "UP ARROW";
+ case KEY_ENTER: return "ENTER";
+ case KEY_PGUP: return "PAGE UP";
+ case KEY_PGDN: return "PAGE DOWN";
+ case KEY_INS: return "INSERT";
+ case KEY_HOME: return "HOME";
+ case KEY_END: return "END";
+ case KEY_DEL: return "DELETE";
+ case ' ': return "SPACE";
+ case KEY_RSHIFT: return "SHIFT";
+ case KEY_RALT: return "ALT";
+ case KEY_RCTRL: return "CTRL";
+ }
+ /* Handle letter keys */
+ /* S.A.: could also be done with toupper */
+ if (key >= 'a' && key <= 'z')
+ return stupidtable[(key - 'a')];
+
+ return "?"; /* Everything else */
+}
+
+static void ClearControls (int key)
+{
+ int i;
+
+ for (i = 3; i < 24; i++)
+ {
+ if (*defaults[i].location == key)
+ *defaults[i].location = 0;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_Init
+//
+//---------------------------------------------------------------------------
+
+void MN_Init(void)
+{
+ InitFonts();
+ MenuActive = false;
+// messageson = 1; // Set by defaults in .CFG
+ SkullBaseLump = W_GetNumForName("M_SKL00");
+ if (ExtendedWAD)
+ { // Add episodes 4 and 5 to the menu
+ EpisodeMenu.itemCount = 5;
+ EpisodeMenu.y -= ITEM_HEIGHT;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC InitFonts
+//
+//---------------------------------------------------------------------------
+
+static void InitFonts(void)
+{
+ FontABaseLump = W_GetNumForName("FONTA_S")+1;
+ FontBBaseLump = W_GetNumForName("FONTB_S")+1;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_DrTextA
+//
+// Draw text using font A.
+//
+//---------------------------------------------------------------------------
+
+void MN_DrTextA(const char *text, int x, int y)
+{
+ char c;
+ patch_t *p;
+
+#ifdef RENDER3D
+ OGL_SetColorAndAlpha(1, 1, 1, 1);
+#endif
+
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ x += 5;
+ }
+ else
+ {
+ p = (patch_t *) W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+#ifdef RENDER3D
+ OGL_DrawPatch_CS(x, y, FontABaseLump + c - 33);
+#else
+ V_DrawPatch(x, y, p);
+#endif
+ x += SHORT(p->width) - 1;
+ }
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC MN_TextAWidth
+//
+// Returns the pixel width of a string using font A.
+//
+//---------------------------------------------------------------------------
+
+int MN_TextAWidth(const char *text)
+{
+ char c;
+ int width;
+ patch_t *p;
+
+ width = 0;
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ width += 5;
+ }
+ else
+ {
+ p = (patch_t *) W_CacheLumpNum(FontABaseLump + c - 33, PU_CACHE);
+ width += SHORT(p->width) - 1;
+ }
+ }
+ return (width);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_DrTextB
+//
+// Draw text using font B.
+//
+//---------------------------------------------------------------------------
+
+void MN_DrTextB(const char *text, int x, int y)
+{
+ char c;
+ patch_t *p;
+
+#ifdef RENDER3D
+ OGL_SetColorAndAlpha(1, 1, 1, 1);
+#endif
+
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ x += 8;
+ }
+ else
+ {
+ p = (patch_t *) W_CacheLumpNum(FontBBaseLump + c - 33, PU_CACHE);
+#ifdef RENDER3D
+ OGL_DrawPatch_CS(x, y, FontBBaseLump + c - 33);
+#else
+ V_DrawPatch(x, y, p);
+#endif
+ x += SHORT(p->width) - 1;
+ }
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC MN_TextBWidth
+//
+// Returns the pixel width of a string using font B.
+//
+//---------------------------------------------------------------------------
+
+int MN_TextBWidth(const char *text)
+{
+ char c;
+ int width;
+ patch_t *p;
+
+ width = 0;
+ while ((c = *text++) != 0)
+ {
+ if (c < 33)
+ {
+ width += 5;
+ }
+ else
+ {
+ p = (patch_t *) W_CacheLumpNum(FontBBaseLump + c - 33, PU_CACHE);
+ width += SHORT(p->width) - 1;
+ }
+ }
+ return (width);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_Ticker
+//
+//---------------------------------------------------------------------------
+
+void MN_Ticker(void)
+{
+ if (MenuActive == false)
+ {
+#ifdef RENDER3D
+ if (bgAlpha > 0)
+ {
+ bgAlpha -= .5 / (float)menuDarkTicks;
+ if (bgAlpha < 0)
+ bgAlpha = 0;
+ }
+ if (fadingOut)
+ {
+ outFade += 1 / (float)slamInTicks;
+ if (outFade > 1)
+ fadingOut = false;
+ }
+#endif
+ return;
+ }
+ MenuTime++;
+}
+
+
+#ifdef RENDER3D
+static void MN_OGL_SetupState(float time)
+{
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+
+ if (time > 1 && time <= 2)
+ {
+ time = 2 - time;
+ glTranslatef(160, 100, 0);
+ glScalef(.9 + time*.1, .9 + time*.1, 1);
+ glTranslatef(-160, -100, 0);
+ glColor4f(1, 1, 1, time);
+ return;
+ }
+
+ glTranslatef(160, 100, 0);
+ glScalef(2-time, 2-time, 1);
+ glTranslatef(-160, -100, 0);
+ glColor4f(1, 1, 1, time*time);
+}
+
+static void MN_OGL_RestoreState(void)
+{
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+}
+#endif
+
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_Drawer
+//
+//---------------------------------------------------------------------------
+
+static const char *QuitEndMsg[] =
+{
+ "ARE YOU SURE YOU WANT TO QUIT?",
+ "ARE YOU SURE YOU WANT TO END THE GAME?",
+ "DO YOU WANT TO QUICKSAVE THE GAME NAMED",
+ "DO YOU WANT TO QUICKLOAD THE GAME NAMED"
+};
+
+
+void MN_Drawer(void)
+{
+ int i;
+ int x;
+ int y;
+ MenuItem_t *item;
+ const char *selName;
+
+ if (MenuActive == false)
+ {
+#ifdef RENDER3D
+ if (bgAlpha > 0)
+ {
+ UpdateState |= I_FULLSCRN;
+ BorderNeedRefresh = true;
+ // OGL_SetNoTexture();
+ glDisable(GL_TEXTURE_2D);
+ OGL_DrawRect(0, 0, 320, 200, 0, 0, 0, bgAlpha);
+ glEnable(GL_TEXTURE_2D);
+ }
+#endif
+ if (askforquit)
+ {
+ MN_DrTextA(QuitEndMsg[typeofask-1], 160 - MN_TextAWidth(QuitEndMsg[typeofask-1])/2, 80);
+ if (typeofask == 3)
+ {
+ MN_DrTextA(SlotText[quicksave-1], 160 - MN_TextAWidth(SlotText[quicksave-1])/2, 90);
+ MN_DrTextA("?", 160 + MN_TextAWidth(SlotText[quicksave-1])/2, 90);
+ }
+ if (typeofask == 4)
+ {
+ MN_DrTextA(SlotText[quickload-1], 160 - MN_TextAWidth(SlotText[quickload-1])/2, 90);
+ MN_DrTextA("?", 160 + MN_TextAWidth(SlotText[quickload-1])/2, 90);
+ }
+ UpdateState |= I_FULLSCRN;
+ }
+ return;
+ }
+#ifdef RENDER3D
+ if (MenuActive || fadingOut)
+ {
+ int effTime = (MenuTime > menuDarkTicks) ? menuDarkTicks : MenuTime;
+ float temp = .5 * effTime / (float)menuDarkTicks;
+
+ UpdateState |= I_FULLSCRN;
+
+ if (!fadingOut)
+ {
+ if (temp > bgAlpha)
+ bgAlpha = temp;
+ effTime = (MenuTime>slamInTicks) ? slamInTicks : MenuTime;
+ temp = effTime / (float)slamInTicks;
+
+ // Draw a dark background. It makes it easier to read the menus.
+ //OGL_SetNoTexture();
+ glDisable(GL_TEXTURE_2D);
+ OGL_DrawRect(0, 0, 320, 200, 0, 0, 0, bgAlpha);
+ glEnable(GL_TEXTURE_2D);
+ }
+ else
+ temp = outFade + 1;
+ MN_OGL_SetupState(temp);
+
+ if (InfoType)
+ {
+ MN_DrawInfo();
+ MN_OGL_RestoreState();
+ return;
+ }
+ // if (screenblocks < 10)
+ // {
+ BorderNeedRefresh = true;
+ // }
+ if (CurrentMenu->drawFunc != NULL)
+ {
+ CurrentMenu->drawFunc();
+ }
+ x = CurrentMenu->x;
+ y = CurrentMenu->y;
+ item = CurrentMenu->items;
+ if (item->type == ITT_SETKEY)
+ item += FirstKey;
+ for (i = 0; i < CurrentMenu->itemCount; i++)
+ {
+ switch (item->type)
+ {
+ case (ITT_EMPTY):
+ break;
+ case (ITT_SETKEY):
+ if (item->text)
+ MN_DrTextA(item->text, x, y+6);
+ break;
+ default:
+ if (item->text)
+ MN_DrTextB(item->text, x, y);
+ }
+ y += CurrentMenu->step;
+ item++;
+ }
+ y = CurrentMenu->y + (CurrentItPos * CurrentMenu->step) + SELECTOR_YOFFSET;
+ selName = (MenuTime & 16) ? "M_SLCTR1" : "M_SLCTR2";
+ OGL_DrawPatch_CS(x + SELECTOR_XOFFSET, y, W_GetNumForName(selName));
+
+ MN_OGL_RestoreState();
+ }
+#else
+ else
+ {
+ UpdateState |= I_FULLSCRN;
+ if (InfoType)
+ {
+ MN_DrawInfo();
+ return;
+ }
+ if (screenblocks < 10)
+ {
+ BorderNeedRefresh = true;
+ }
+ if (CurrentMenu->drawFunc != NULL)
+ {
+ CurrentMenu->drawFunc();
+ }
+ x = CurrentMenu->x;
+ y = CurrentMenu->y;
+ item = CurrentMenu->items;
+ if (item->type == ITT_SETKEY)
+ item += FirstKey;
+ for (i = 0; i < CurrentMenu->itemCount; i++)
+ {
+ switch (item->type)
+ {
+ case (ITT_EMPTY):
+ break;
+ case (ITT_SETKEY):
+ if (item->text)
+ MN_DrTextA(item->text, x, y+6);
+ break;
+ default:
+ if (item->text)
+ MN_DrTextB(item->text, x, y);
+ }
+ y += CurrentMenu->step;
+ item++;
+ }
+ y = CurrentMenu->y + (CurrentItPos * CurrentMenu->step) + SELECTOR_YOFFSET;
+ selName = (MenuTime & 16) ? "M_SLCTR1" : "M_SLCTR2";
+ V_DrawPatch(x + SELECTOR_XOFFSET, y, (patch_t *)W_CacheLumpName(selName, PU_CACHE));
+ }
+#endif
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawMainMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawMainMenu(void)
+{
+ int frame;
+
+ frame = (MenuTime / 3) % 18;
+
+#ifdef RENDER3D
+ OGL_DrawPatch_CS(88, 0, W_GetNumForName("M_HTIC") );
+ OGL_DrawPatch_CS(40, 10, SkullBaseLump + (17 - frame));
+ OGL_DrawPatch_CS(232, 10, SkullBaseLump + frame);
+#else
+ V_DrawPatch(88, 0, (patch_t *)W_CacheLumpName("M_HTIC", PU_CACHE));
+ V_DrawPatch(40, 10, (patch_t *)W_CacheLumpNum(SkullBaseLump + (17 - frame), PU_CACHE));
+ V_DrawPatch(232, 10, (patch_t *)W_CacheLumpNum(SkullBaseLump + frame, PU_CACHE));
+#endif
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawEpisodeMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawEpisodeMenu(void)
+{
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawSkillMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawSkillMenu(void)
+{
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawFilesMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawFilesMenu(void)
+{
+// clear out the quicksave/quickload stuff
+ quicksave = 0;
+ quickload = 0;
+ players[consoleplayer].message = NULL;
+ players[consoleplayer].messageTics = 1;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawLoadMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawLoadMenu(void)
+{
+ MN_DrTextB("LOAD GAME", 160 - MN_TextBWidth("LOAD GAME")/2, 10);
+ if (!slottextloaded)
+ {
+ MN_LoadSlotText();
+ }
+ DrawFileSlots(&LoadgameMenu);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawSaveMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawSaveMenu(void)
+{
+ MN_DrTextB("SAVE GAME", 160 - MN_TextBWidth("SAVE GAME")/2, 10);
+ if (!slottextloaded)
+ {
+ MN_LoadSlotText();
+ }
+ DrawFileSlots(&SavegameMenu);
+}
+
+//===========================================================================
+//
+// MN_LoadSlotText
+//
+// Loads in the text message for each slot
+//===========================================================================
+
+static void MN_LoadSlotText(void)
+{
+ FILE *fp;
+ int i;
+ char name[MAX_OSPATH];
+
+ for (i = 0; i < 6; i++)
+ {
+ snprintf(name, sizeof(name), "%s%s%d.hsg", basePath, SAVEGAMENAME, i);
+ fp = fopen(name, "rb+");
+ if (!fp)
+ {
+ SlotText[i][0] = 0; // empty the string
+ SlotStatus[i] = 0;
+ continue;
+ }
+ fread(&SlotText[i], SLOTTEXTLEN, 1, fp);
+ fclose(fp);
+ SlotStatus[i] = 1;
+ }
+ slottextloaded = true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawFileSlots
+//
+//---------------------------------------------------------------------------
+
+static void DrawFileSlots(Menu_t *menu)
+{
+ int i;
+ int x;
+ int y;
+
+ x = menu->x;
+ y = menu->y;
+ for (i = 0; i < 6; i++)
+ {
+#ifdef RENDER3D
+ OGL_DrawPatch_CS(x, y, W_GetNumForName("M_FSLOT"));
+#else
+ V_DrawPatch(x, y, (patch_t *)W_CacheLumpName("M_FSLOT", PU_CACHE));
+#endif
+ if (SlotStatus[i])
+ {
+ MN_DrTextA(SlotText[i], x+5, y+5);
+ }
+ y += ITEM_HEIGHT;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawOptionsMenu
+//
+//---------------------------------------------------------------------------
+
+static void DrawOptionsMenu(void)
+{
+ char num[5];
+
+ if (messageson)
+ {
+ MN_DrTextB("ON", 196, 50);
+ }
+ else
+ {
+ MN_DrTextB("OFF", 196, 50);
+ }
+
+ MN_DrTextB(mlooktext[mouselook], 208, 110);
+
+ snprintf(num, sizeof(num), "%d", mouseSensitivity);
+ MN_DrTextB(num, 265, 71);
+
+ if (alwaysrun)
+ {
+ MN_DrTextB("ON", 208, 130);
+ }
+ else
+ {
+ MN_DrTextB("OFF", 208,130);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawOptions2Menu
+//
+//---------------------------------------------------------------------------
+
+static void DrawOptions2Menu(void)
+{
+ DrawSlider(&Options2Menu, 1, 9, screenblocks-3);
+ DrawSlider(&Options2Menu, 3, 16, snd_MaxVolume);
+ DrawSlider(&Options2Menu, 5, 16, snd_MusicVolume);
+}
+
+static void DrawOptions3Menu(void)
+{
+ int i;
+
+ for (i = 0; i < 15; i++)
+ {
+ if (askforkey && keyaskedfor == i)
+ {
+ MN_DrTextA("???", 195, (i*SMALL_ITEM_HEIGHT+26));
+ }
+ else
+ {
+ MN_DrTextA(Key2String(*(defaults[i+FirstKey+3].location)),
+ 195, (i*SMALL_ITEM_HEIGHT+26));
+ }
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCNetCheck
+//
+//---------------------------------------------------------------------------
+
+static boolean SCNetCheck(int option)
+{
+ if (!netgame)
+ { // okay to go into the menu
+ return true;
+ }
+ switch (option)
+ {
+ case 1:
+ P_SetMessage(&players[consoleplayer],
+ "YOU CAN'T START A NEW GAME IN NETPLAY!", true);
+ break;
+ case 2:
+ P_SetMessage(&players[consoleplayer],
+ "YOU CAN'T LOAD A GAME IN NETPLAY!", true);
+ break;
+ default:
+ break;
+ }
+ MenuActive = false;
+ return false;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCQuitGame
+//
+//---------------------------------------------------------------------------
+
+static boolean SCQuitGame(int option)
+{
+ MenuActive = false;
+ askforquit = true;
+ typeofask = 1; //quit game
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ I_Quit();
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCEndGame
+//
+//---------------------------------------------------------------------------
+
+static boolean SCEndGame(int option)
+{
+ if (demoplayback || netgame)
+ {
+ return false;
+ }
+ MenuActive = false;
+ askforquit = true;
+ typeofask = 2; //endgame
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCMessages
+//
+//---------------------------------------------------------------------------
+
+static boolean SCMessages(int option)
+{
+ if (messageson)
+ {
+ messageson = 0;
+ P_SetMessage(&players[consoleplayer], "MESSAGES OFF", true);
+ }
+ else
+ {
+ messageson = 1;
+ P_SetMessage(&players[consoleplayer], "MESSAGES ON", true);
+ }
+ S_StartSound(NULL, sfx_chat);
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCLoadGame
+//
+//---------------------------------------------------------------------------
+
+static boolean SCLoadGame(int option)
+{
+ if (!SlotStatus[option])
+ { // slot's empty...don't try and load
+ return false;
+ }
+ G_LoadGame(option);
+ MN_DeactivateMenu();
+ BorderNeedRefresh = true;
+ if (quickload == -1)
+ {
+ quickload = option+1;
+ players[consoleplayer].message = NULL;
+ players[consoleplayer].messageTics = 1;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCSaveGame
+//
+//---------------------------------------------------------------------------
+
+static boolean SCSaveGame(int option)
+{
+ char *ptr;
+ player_t *player = &players[consoleplayer];
+
+ if (gamestate != GS_LEVEL || demoplayback
+ || player->playerstate == PST_DEAD)
+ {
+ FileMenuKeySteal = false;
+ return false;
+ }
+
+ if (!FileMenuKeySteal)
+ {
+ FileMenuKeySteal = true;
+ strcpy(oldSlotText, SlotText[option]);
+ ptr = SlotText[option];
+ while (*ptr)
+ {
+ ptr++;
+ }
+ *ptr = '[';
+ *(ptr+1) = 0;
+ SlotStatus[option]++;
+ currentSlot = option;
+ slotptr = ptr-SlotText[option];
+ return false;
+ }
+ else
+ {
+ G_SaveGame(option, SlotText[option]);
+ FileMenuKeySteal = false;
+ MN_DeactivateMenu();
+ }
+ BorderNeedRefresh = true;
+ if (quicksave == -1)
+ {
+ quicksave = option+1;
+ players[consoleplayer].message = NULL;
+ players[consoleplayer].messageTics = 1;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCEpisode
+//
+//---------------------------------------------------------------------------
+
+static boolean SCEpisode(int option)
+{
+ if (shareware && option > 1)
+ {
+ P_SetMessage(&players[consoleplayer],
+ "ONLY AVAILABLE IN THE REGISTERED VERSION", true);
+ }
+ else
+ {
+ MenuEpisode = option;
+ SetTheMenu(MENU_SKILL);
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCSkill
+//
+//---------------------------------------------------------------------------
+
+static boolean SCSkill(int option)
+{
+ G_DeferedInitNew(option, MenuEpisode, 1);
+ MN_DeactivateMenu();
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCMouseSensi
+//
+//---------------------------------------------------------------------------
+
+static boolean SCMouseSensi(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (mouseSensitivity < MENU_MAX_MOUSE_SENS)
+ {
+ mouseSensitivity++;
+ }
+ }
+ else if (mouseSensitivity)
+ {
+ mouseSensitivity--;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCSfxVolume
+//
+//---------------------------------------------------------------------------
+
+static boolean SCSfxVolume(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (snd_MaxVolume < 15)
+ {
+ snd_MaxVolume++;
+ }
+ }
+ else if (snd_MaxVolume)
+ {
+ snd_MaxVolume--;
+ }
+ S_SetMaxVolume(false); // don't recalc the sound curve, yet
+ soundchanged = true; // we'll set it when we leave the menu
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCMusicVolume
+//
+//---------------------------------------------------------------------------
+
+static boolean SCMusicVolume(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (snd_MusicVolume < 15)
+ {
+ snd_MusicVolume++;
+ }
+ }
+ else if (snd_MusicVolume)
+ {
+ snd_MusicVolume--;
+ }
+ S_SetMusicVolume();
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCScreenSize
+//
+//---------------------------------------------------------------------------
+
+static boolean SCScreenSize(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (screenblocks < 11)
+ {
+ screenblocks++;
+ }
+ }
+ else if (screenblocks > 3)
+ {
+ screenblocks--;
+ }
+ R_SetViewSize(screenblocks, detailLevel);
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCInfo
+//
+//---------------------------------------------------------------------------
+
+static boolean SCInfo(int option)
+{
+ InfoType = 1;
+ S_StartSound(NULL, sfx_dorcls);
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCSetKey
+//
+//---------------------------------------------------------------------------
+
+static boolean SCSetKey(int option)
+{
+ askforkey = true;
+ keyaskedfor = option;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SCMouslook(int option)
+//
+//---------------------------------------------------------------------------
+
+static boolean SCMouselook(int option)
+{
+ if (option == RIGHT_DIR)
+ {
+ if (mouselook < 2)
+ mouselook++;
+ }
+ else if (mouselook)
+ mouselook--;
+ return true;
+}
+
+static boolean SCAlwaysRun(int option)
+{
+ if (alwaysrun)
+ alwaysrun = 0;
+ else alwaysrun = 1;
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC MN_Responder
+//
+//---------------------------------------------------------------------------
+
+boolean MN_Responder(event_t *event)
+{
+ int key;
+ int i;
+ MenuItem_t *item;
+ static boolean shiftdown;
+ extern void D_StartTitle(void);
+ extern void G_CheckDemoStatus(void);
+ char *textBuffer;
+
+ if (askforkey && event->type == ev_keydown)
+ {
+ ClearControls(event->data1);
+ *defaults[keyaskedfor + 3 + FirstKey].location = event->data1;
+ askforkey = false;
+ return true;
+ }
+ if (askforkey && event->type == ev_mouse)
+ {
+ if (event->data1 & 1)
+ return true;
+ if (event->data1 & 2)
+ return true;
+ if (event->data1 & 4)
+ return true;
+ return false;
+ }
+ if (event->data1 == KEY_RSHIFT)
+ {
+ shiftdown = (event->type == ev_keydown);
+ }
+ if (event->type != ev_keydown)
+ {
+ return false;
+ }
+ key = event->data1;
+ if (InfoType)
+ {
+ if (shareware)
+ {
+ InfoType = (InfoType + 1) % 5;
+ }
+ else
+ {
+ InfoType = (InfoType + 1) % 4;
+ }
+ if (key == KEY_ESCAPE)
+ {
+ InfoType = 0;
+ }
+ if (!InfoType)
+ {
+ if (!netgame && !demoplayback)
+ {
+ paused = false;
+ }
+ MN_DeactivateMenu();
+ SB_state = -1; //refresh the statbar
+ BorderNeedRefresh = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ return true; //make the info screen eat the keypress
+ }
+
+ if (ravpic && key == KEY_F1)
+ {
+ // F12 is screenshot now. This
+ // is here for reference, only.
+ G_ScreenShot();
+ return true;
+ }
+
+ if (askforquit)
+ {
+ switch (key)
+ {
+ case KEY_ENTER:
+ case 'y':
+ if (askforquit)
+ {
+ switch (typeofask)
+ {
+ case 1:
+ G_CheckDemoStatus();
+ I_Quit();
+ break;
+ case 2:
+ players[consoleplayer].messageTics = 0;
+ //set the msg to be cleared
+ players[consoleplayer].message = NULL;
+ typeofask = 0;
+ askforquit = false;
+ paused = false;
+ V_SetPaletteBase();
+ D_StartTitle(); // go to intro/demo mode.
+ break;
+ case 3:
+ P_SetMessage(&players[consoleplayer],
+ "QUICKSAVING....", false);
+ FileMenuKeySteal = true;
+ SCSaveGame(quicksave-1);
+ askforquit = false;
+ typeofask = 0;
+ BorderNeedRefresh = true;
+ return true;
+ case 4:
+ P_SetMessage(&players[consoleplayer],
+ "QUICKLOADING....", false);
+ SCLoadGame(quickload-1);
+ askforquit = false;
+ typeofask = 0;
+ BorderNeedRefresh = true;
+ return true;
+ default:
+ return true; // eat the 'y' keypress
+ }
+ }
+ return false;
+
+ case 'n':
+ case KEY_ESCAPE:
+ if (askforquit)
+ {
+ players[consoleplayer].messageTics = 1; //set the msg to be cleared
+ askforquit = false;
+ typeofask = 0;
+ paused = false;
+ UpdateState |= I_FULLSCRN;
+ BorderNeedRefresh = true;
+ return true;
+ }
+ return false;
+ }
+ return false; // don't let the keys filter thru
+ }
+ if (MenuActive == false && !chatmodeon)
+ {
+ switch (key)
+ {
+ case KEY_MINUS:
+ if (automapactive)
+ { // Don't screen size in automap
+ return false;
+ }
+ SCScreenSize(LEFT_DIR);
+ S_StartSound(NULL, sfx_keyup);
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ return true;
+ case KEY_EQUALS:
+ if (automapactive)
+ { // Don't screen size in automap
+ return false;
+ }
+ SCScreenSize(RIGHT_DIR);
+ S_StartSound(NULL, sfx_keyup);
+ BorderNeedRefresh = true;
+ UpdateState |= I_FULLSCRN;
+ return true;
+ case KEY_F1: // help screen
+ SCInfo(0); // start up info screens
+ MenuActive = true;
+ return true;
+ case KEY_F2: // save game
+ if (gamestate == GS_LEVEL && !demoplayback)
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &SavegameMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+ }
+ return true;
+ case KEY_F3: // load game
+ if (SCNetCheck(2))
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &LoadgameMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+ }
+ return true;
+ case KEY_F4: // S.A.: made F4 Controls. was Volume, before.
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &OptionsMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+ return true;
+ case KEY_F5: // volume
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &Options2Menu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+ return true;
+ case KEY_F6: // quicksave
+ if (gamestate == GS_LEVEL && !demoplayback)
+ {
+ if (!quicksave || quicksave == -1)
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &SavegameMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+ quicksave = -1;
+ P_SetMessage(&players[consoleplayer],
+ "CHOOSE A QUICKSAVE SLOT", true);
+ }
+ else
+ {
+ askforquit = true;
+ typeofask = 3;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_chat);
+ }
+ }
+ return true;
+ case KEY_F7: // endgame
+ if (gamestate == GS_LEVEL && !demoplayback)
+ {
+ S_StartSound(NULL, sfx_chat);
+ SCEndGame(0);
+ }
+ return true;
+ case KEY_F8: // toggle messages
+ SCMessages(0);
+ return true;
+ case KEY_F9: // quickload
+ if (!quickload || quickload == -1)
+ {
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &LoadgameMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+ quickload = -1;
+ P_SetMessage(&players[consoleplayer],
+ "CHOOSE A QUICKLOAD SLOT", true);
+ }
+ else
+ {
+ askforquit = true;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ typeofask = 4;
+ S_StartSound(NULL, sfx_chat);
+ }
+ return true;
+ case KEY_F10: // quit
+ // S.A.: allowed quit to work when not in a level
+ // if (!(gamestate == GS_LEVEL))
+ // return true;
+ SCQuitGame(0);
+ S_StartSound(NULL, sfx_chat);
+ return true;
+ case KEY_F11: // F11 - gamma mode correction
+ usegamma++;
+ if (usegamma > 4)
+ {
+ usegamma = 0;
+ }
+#ifdef RENDER3D
+ OGL_TexReset ();
+#else
+ I_SetPalette((byte *)W_CacheLumpName("PLAYPAL", PU_CACHE));
+#endif
+ P_SetMessage(&players[consoleplayer], GammaText[usegamma], false);
+ return true;
+ case KEY_F12: // S.A.: made F12 Screenshot
+ G_ScreenShot();
+ return true;
+ }
+ }
+
+ if (MenuActive == false)
+ {
+ if (key == KEY_ESCAPE || gamestate == GS_DEMOSCREEN || demoplayback)
+ {
+ MN_ActivateMenu();
+ return true;
+ }
+ return false;
+ }
+ if (!FileMenuKeySteal)
+ {
+ item = &CurrentMenu->items[CurrentItPos];
+ switch (key)
+ {
+ case KEY_DOWNARROW:
+ do
+ {
+ if (CurrentMenu->items[CurrentItPos].type == ITT_SETKEY
+ && CurrentItPos+1 > CurrentMenu->itemCount-1)
+ {
+ if (FirstKey == FIRSTKEY_MAX)
+ {
+ CurrentItPos = 0; // End of Key menu
+ FirstKey = 0;
+ }
+ else
+ {
+ FirstKey++;
+ }
+ }
+ else if (CurrentItPos+1 > CurrentMenu->itemCount-1)
+ {
+ CurrentItPos = 0;
+ }
+ else
+ {
+ CurrentItPos++;
+ }
+ }
+ while (CurrentMenu->items[CurrentItPos].type == ITT_EMPTY);
+ S_StartSound(NULL, sfx_switch);
+ return true;
+ case KEY_UPARROW:
+ do
+ {
+ if (CurrentMenu->items[CurrentItPos].type == ITT_SETKEY && CurrentItPos == 0)
+ {
+ if (FirstKey == 0)
+ {
+ CurrentItPos = 14; // End of Key menu
+ // 14 == 15 (max lines on a page) - 1
+ FirstKey = FIRSTKEY_MAX;
+ }
+ else
+ {
+ FirstKey--;
+ }
+ }
+ else if (CurrentItPos == 0)
+ {
+ CurrentItPos = CurrentMenu->itemCount-1;
+ }
+ else
+ {
+ CurrentItPos--;
+ }
+ }
+ while (CurrentMenu->items[CurrentItPos].type == ITT_EMPTY);
+ S_StartSound(NULL, sfx_switch);
+ return true;
+ case KEY_LEFTARROW:
+ if (item->type == ITT_LRFUNC && item->func != NULL)
+ {
+ item->func(LEFT_DIR);
+ S_StartSound(NULL, sfx_keyup);
+ }
+ return true;
+ case KEY_RIGHTARROW:
+ if (item->type == ITT_LRFUNC && item->func != NULL)
+ {
+ item->func(RIGHT_DIR);
+ S_StartSound(NULL, sfx_keyup);
+ }
+ return true;
+ case KEY_ENTER:
+ if (item->type == ITT_SETMENU)
+ {
+ SetTheMenu(item->menu);
+ }
+ else if (item->func != NULL)
+ {
+ CurrentMenu->oldItPos = CurrentItPos;
+ if (item->type == ITT_LRFUNC)
+ {
+ item->func(RIGHT_DIR);
+ }
+ else if (item->type == ITT_EFUNC)
+ {
+ if (item->func(item->option))
+ {
+ if (item->menu != MENU_NONE)
+ {
+ SetTheMenu(item->menu);
+ }
+ }
+ }
+ else if (item->type == ITT_SETKEY)
+ {
+ item->func(item->option);
+ }
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ return true;
+ case KEY_ESCAPE:
+ MN_DeactivateMenu();
+ return true;
+ case KEY_BACKSPACE:
+ S_StartSound(NULL, sfx_switch);
+ if (CurrentMenu->prevMenu == MENU_NONE)
+ {
+ MN_DeactivateMenu();
+ }
+ else
+ {
+ SetTheMenu(CurrentMenu->prevMenu);
+ }
+ return true;
+ default:
+ for (i = 0; i < CurrentMenu->itemCount; i++)
+ {
+ if (CurrentMenu->items[i].text)
+ {
+ if (toupper(key)
+ == toupper(CurrentMenu->items[i].text[0]))
+ {
+ CurrentItPos = i;
+ return true;
+ }
+ }
+ }
+ break;
+ }
+ return false;
+ }
+ else
+ { // Editing file names
+ textBuffer = &SlotText[currentSlot][slotptr];
+ if (key == KEY_BACKSPACE)
+ {
+ if (slotptr)
+ {
+ *textBuffer-- = 0;
+ *textBuffer = ASCII_CURSOR;
+ slotptr--;
+ }
+ return true;
+ }
+ if (key == KEY_ESCAPE)
+ {
+ memset(SlotText[currentSlot], 0, SLOTTEXTLEN+2);
+ strcpy(SlotText[currentSlot], oldSlotText);
+ SlotStatus[currentSlot]--;
+ MN_DeactivateMenu();
+ return true;
+ }
+ if (key == KEY_ENTER)
+ {
+ SlotText[currentSlot][slotptr] = 0; // clear the cursor
+ item = &CurrentMenu->items[CurrentItPos];
+ CurrentMenu->oldItPos = CurrentItPos;
+ if (item->type == ITT_EFUNC)
+ {
+ item->func(item->option);
+ if (item->menu != MENU_NONE)
+ {
+ SetTheMenu(item->menu);
+ }
+ }
+ return true;
+ }
+ if (slotptr < SLOTTEXTLEN && key != KEY_BACKSPACE)
+ {
+ if ((key >= 'a' && key <= 'z'))
+ {
+ *textBuffer++ = key-32;
+ *textBuffer = ASCII_CURSOR;
+ slotptr++;
+ return true;
+ }
+ if (((key >= '0' && key <= '9') || key == ' '
+ || key == ',' || key == '.' || key == '-')
+ && !shiftdown)
+ {
+ *textBuffer++ = key;
+ *textBuffer = ASCII_CURSOR;
+ slotptr++;
+ return true;
+ }
+ if (shiftdown && key == '1')
+ {
+ *textBuffer++ = '!';
+ *textBuffer = ASCII_CURSOR;
+ slotptr++;
+ return true;
+ }
+ }
+ return true;
+ }
+ return false;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_ActivateMenu
+//
+//---------------------------------------------------------------------------
+
+void MN_ActivateMenu(void)
+{
+ if (MenuActive)
+ {
+ return;
+ }
+ if (paused)
+ {
+ S_ResumeSound();
+ }
+ MenuActive = true;
+ FileMenuKeySteal = false;
+ MenuTime = 0;
+ CurrentMenu = &MainMenu;
+ CurrentItPos = CurrentMenu->oldItPos;
+ if (!netgame && !demoplayback)
+ {
+ paused = true;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ slottextloaded = false; //reload the slot text, when needed
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_DeactivateMenu
+//
+//---------------------------------------------------------------------------
+
+void MN_DeactivateMenu(void)
+{
+ if (CurrentMenu)
+ CurrentMenu->oldItPos = CurrentItPos;
+ MenuActive = false;
+ if (!netgame)
+ {
+ paused = false;
+ }
+ S_StartSound(NULL, sfx_dorcls);
+ if (soundchanged)
+ {
+ S_SetMaxVolume(true); //recalc the sound curve
+ soundchanged = false;
+ }
+ players[consoleplayer].message = NULL;
+ players[consoleplayer].messageTics = 1;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC MN_DrawInfo
+//
+//---------------------------------------------------------------------------
+
+void MN_DrawInfo(void)
+{
+ V_SetPaletteBase();
+ V_DrawRawScreen((BYTE_REF) WR_CacheLumpNum(W_GetNumForName("TITLE")+InfoType, PU_CACHE));
+}
+
+
+//---------------------------------------------------------------------------
+//
+// PROC SetMenu
+//
+//---------------------------------------------------------------------------
+
+static void SetTheMenu(MenuType_t menu)
+{
+ CurrentMenu->oldItPos = CurrentItPos;
+ CurrentMenu = Menus[menu];
+ CurrentItPos = CurrentMenu->oldItPos;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawSlider
+//
+//---------------------------------------------------------------------------
+
+static void DrawSlider(Menu_t *menu, int item, int width, int slot)
+{
+ int x;
+ int y;
+ int x2;
+ int count;
+
+ x = menu->x + 24;
+ y = menu->y + 2 + (item*ITEM_HEIGHT);
+
+#ifdef RENDER3D
+ OGL_DrawPatch_CS(x-32, y, W_GetNumForName("M_SLDLT"));
+ for (x2 = x, count = width; count--; x2 += 8)
+ {
+ OGL_DrawPatch_CS(x2, y, W_GetNumForName((count & 1) ? "M_SLDMD1" : "M_SLDMD2"));
+ }
+ OGL_DrawPatch_CS(x2, y, W_GetNumForName("M_SLDRT"));
+ OGL_DrawPatch_CS(x + 4 + slot*8, y + 7, W_GetNumForName("M_SLDKB"));
+#else
+ V_DrawPatch(x-32, y, (patch_t *)W_CacheLumpName("M_SLDLT", PU_CACHE));
+ for (x2 = x, count = width; count--; x2 += 8)
+ {
+ V_DrawPatch(x2, y, (patch_t *)W_CacheLumpName((count & 1) ? "M_SLDMD1" : "M_SLDMD2", PU_CACHE));
+ }
+ V_DrawPatch(x2, y, (patch_t *)W_CacheLumpName("M_SLDRT", PU_CACHE));
+ V_DrawPatch(x + 4 + slot*8, y + 7, (patch_t *)W_CacheLumpName("M_SLDKB", PU_CACHE));
+#endif
+}
+
--- /dev/null
+++ b/mus.c
@@ -1,0 +1,458 @@
+/*
+ MUS2MIDI: MUS to MIDI Library
+
+ Copyright (C) 2014 Bret Curtis
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Library General Public
+ License as published by the Free Software Foundation; either
+ version 2 of the License, or (at your option) any later version.
+
+ This library 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
+ Library General Public License for more details.
+
+ You should have received a copy of the GNU Library General Public
+ License along with this library; if not, write to the
+ Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
+ Boston, MA 02110-1301, USA.
+*/
+
+#include <stddef.h>
+#include <stdio.h> /* fprintf */
+#include <stdlib.h>
+#include <string.h>
+#include "mus.h"
+
+#define FREQUENCY 140 /* default Hz or BPM */
+
+#if 0 /* older units: */
+#define TEMPO 0x001aa309 /* MPQN: 60000000 / 34.37Hz = 1745673 */
+#define DIVISION 0x0059 /* 89 -- used by many mus2midi converters */
+#endif
+
+#define TEMPO 0x00068A1B /* MPQN: 60000000 / 140BPM (140Hz) = 428571 */
+ /* 0x000D1436 -> MPQN: 60000000 / 70BPM (70Hz) = 857142 */
+
+#define DIVISION 0x0101 /* 257 for 140Hz files with a 140MPQN */
+ /* 0x0088 -> 136 for 70Hz files with a 140MPQN */
+ /* 0x010B -> 267 for 70hz files with a 70MPQN */
+ /* 0x01F9 -> 505 for 140hz files with a 70MPQN */
+
+/* New
+ * QLS: MPQN/1000000 = 0.428571
+ * TDPS: QLS/PPQN = 0.428571/136 = 0.003151257
+ * PPQN: 136
+ *
+ * QLS: MPQN/1000000 = 0.428571
+ * TDPS: QLS/PPQN = 0.428571/257 = 0.001667591
+ * PPQN: 257
+ *
+ * QLS: MPQN/1000000 = 0.857142
+ * TDPS: QLS/PPQN = 0.857142/267 = 0.00321027
+ * PPQN: 267
+ *
+ * QLS: MPQN/1000000 = 0.857142
+ * TDPS: QLS/PPQN = 0.857142/505 = 0.001697311
+ * PPQN: 505
+ *
+ * Old
+ * QLS: MPQN/1000000 = 1.745673
+ * TDPS: QLS/PPQN = 1.745673 / 89 = 0.019614303 (seconds per tick)
+ * PPQN: (TDPS = QLS/PPQN) (0.019614303 = 1.745673/PPQN) (0.019614303*PPQN = 1.745673) (PPQN = 89.000001682)
+ */
+
+#define MUSEVENT_KEYOFF 0
+#define MUSEVENT_KEYON 1
+#define MUSEVENT_PITCHWHEEL 2
+#define MUSEVENT_CHANNELMODE 3
+#define MUSEVENT_CONTROLLERCHANGE 4
+#define MUSEVENT_END 6
+
+#define MIDI_MAXCHANNELS 16
+
+static const char MUS_ID[] = { 'M', 'U', 'S', 0x1A };
+
+static const uint8_t midimap[] =
+{/* MIDI Number Description */
+ 0, /* 0 program change */
+ 0, /* 1 bank selection */
+ 0x01, /* 2 Modulation pot (frequency vibrato depth) */
+ 0x07, /* 3 Volume: 0-silent, ~100-normal, 127-loud */
+ 0x0A, /* 4 Pan (balance) pot: 0-left, 64-center (default), 127-right */
+ 0x0B, /* 5 Expression pot */
+ 0x5B, /* 6 Reverb depth */
+ 0x5D, /* 7 Chorus depth */
+ 0x40, /* 8 Sustain pedal */
+ 0x43, /* 9 Soft pedal */
+ 0x78, /* 10 All sounds off */
+ 0x7B, /* 11 All notes off */
+ 0x7E, /* 12 Mono (use numchannels + 1) */
+ 0x7F, /* 13 Poly */
+ 0x79, /* 14 reset all controllers */
+};
+
+typedef struct MUSHeader {
+ char ID[4]; /* identifier: "MUS" 0x1A */
+ uint16_t scoreLen;
+ uint16_t scoreStart;
+ uint16_t channels; /* count of primary channels */
+ uint16_t sec_channels; /* count of secondary channels */
+ uint16_t instrCnt;
+} MUSHeader ;
+#define MUS_HEADERSIZE 14
+
+typedef struct MidiHeaderChunk {
+ char name[4];
+ int32_t length;
+ int16_t format; /* make 0 */
+ int16_t ntracks;/* make 1 */
+ int16_t division; /* 0xe250 ?? */
+} MidiHeaderChunk;
+#define MIDI_HEADERSIZE 14
+
+typedef struct MidiTrackChunk {
+ char name[4];
+ int32_t length;
+} MidiTrackChunk;
+#define TRK_CHUNKSIZE 8
+
+struct mus_ctx {
+ const uint8_t *src, *src_ptr;
+ uint32_t srcsize;
+ uint32_t datastart;
+ uint8_t *dst, *dst_ptr;
+ uint32_t dstsize, dstrem;
+};
+
+#define DST_CHUNK 8192
+static void resize_dst(struct mus_ctx *ctx) {
+ uint32_t pos = ctx->dst_ptr - ctx->dst;
+ ctx->dst = realloc(ctx->dst, ctx->dstsize + DST_CHUNK);
+ ctx->dstsize += DST_CHUNK;
+ ctx->dstrem += DST_CHUNK;
+ ctx->dst_ptr = ctx->dst + pos;
+}
+
+static void write1(struct mus_ctx *ctx, uint32_t val)
+{
+ if (ctx->dstrem < 1)
+ resize_dst(ctx);
+ *ctx->dst_ptr++ = val & 0xff;
+ ctx->dstrem--;
+}
+
+static void write2(struct mus_ctx *ctx, uint32_t val)
+{
+ if (ctx->dstrem < 2)
+ resize_dst(ctx);
+ *ctx->dst_ptr++ = (val>>8) & 0xff;
+ *ctx->dst_ptr++ = val & 0xff;
+ ctx->dstrem -= 2;
+}
+
+static void write4(struct mus_ctx *ctx, uint32_t val)
+{
+ if (ctx->dstrem < 4)
+ resize_dst(ctx);
+ *ctx->dst_ptr++ = (val>>24)&0xff;
+ *ctx->dst_ptr++ = (val>>16)&0xff;
+ *ctx->dst_ptr++ = (val>>8) & 0xff;
+ *ctx->dst_ptr++ = val & 0xff;
+ ctx->dstrem -= 4;
+}
+
+static void seekdst(struct mus_ctx *ctx, uint32_t pos) {
+ ctx->dst_ptr = ctx->dst + pos;
+ while (ctx->dstsize < pos)
+ resize_dst(ctx);
+ ctx->dstrem = ctx->dstsize - pos;
+}
+
+static void skipdst(struct mus_ctx *ctx, int32_t pos) {
+ size_t newpos;
+ ctx->dst_ptr += pos;
+ newpos = ctx->dst_ptr - ctx->dst;
+ while (ctx->dstsize < newpos)
+ resize_dst(ctx);
+ ctx->dstrem = ctx->dstsize - newpos;
+}
+
+static uint32_t getdstpos(struct mus_ctx *ctx) {
+ return (ctx->dst_ptr - ctx->dst);
+}
+
+/* writes a variable length integer to a buffer, and returns bytes written */
+static int32_t writevarlen(int32_t value, uint8_t *out)
+{
+ int32_t buffer, count = 0;
+
+ buffer = value & 0x7f;
+ while ((value >>= 7) > 0) {
+ buffer <<= 8;
+ buffer += 0x80;
+ buffer += (value & 0x7f);
+ }
+
+ while (1) {
+ ++count;
+ *out = (uint8_t)buffer;
+ ++out;
+ if (buffer & 0x80)
+ buffer >>= 8;
+ else
+ break;
+ }
+ return (count);
+}
+
+#define READ_INT16(b) ((b)[0] | ((b)[1] << 8))
+#define READ_INT32(b) ((b)[0] | ((b)[1] << 8) | ((b)[2] << 16) | ((b)[3] << 24))
+
+int mus2midi(const uint8_t *in, uint32_t insize,
+ uint8_t **out, uint32_t *outsize,
+ uint16_t frequency) {
+ struct mus_ctx ctx;
+ MUSHeader header;
+ const uint8_t *cur, *end;
+ uint32_t track_size_pos, begin_track_pos, current_pos;
+ int32_t delta_time; /* Delta time for midi event */
+ int temp, ret = -1;
+ int channel_volume[MIDI_MAXCHANNELS];
+ int channelMap[MIDI_MAXCHANNELS], currentChannel;
+
+ if (insize < MUS_HEADERSIZE) {
+ fprintf(stderr, "mus2midi: file too short\n");
+ return (-1);
+ }
+
+ if (!frequency)
+ frequency = FREQUENCY;
+
+ /* read the MUS header and set our location */
+ memcpy(header.ID, in, 4);
+ header.scoreLen = READ_INT16(&in[4]);
+ header.scoreStart = READ_INT16(&in[6]);
+ header.channels = READ_INT16(&in[8]);
+ header.sec_channels = READ_INT16(&in[10]);
+ header.instrCnt = READ_INT16(&in[12]);
+
+ if (memcmp(header.ID, MUS_ID, 4)) {
+ fprintf(stderr, "mus2midi: not a MUS file\n");
+ return (-1);
+ }
+ if (insize < (uint32_t)header.scoreLen + (uint32_t)header.scoreStart) {
+ fprintf(stderr, "mus2midi: file too short\n");
+ return (-1);
+ }
+ /* channel #15 should be excluded in the numchannels field: */
+ if (header.channels > MIDI_MAXCHANNELS - 1) {
+ fprintf(stderr, "mus2midi: bad MUS file\n");
+ return (-1);
+ }
+
+ memset(&ctx, 0, sizeof(struct mus_ctx));
+ ctx.src = ctx.src_ptr = in;
+ ctx.srcsize = insize;
+
+ ctx.dst = calloc(DST_CHUNK, sizeof(uint8_t));
+ ctx.dst_ptr = ctx.dst;
+ ctx.dstsize = DST_CHUNK;
+ ctx.dstrem = DST_CHUNK;
+
+ /* Map channel 15 to 9 (percussions) */
+ for (temp = 0; temp < MIDI_MAXCHANNELS; ++temp) {
+ channelMap[temp] = -1;
+ channel_volume[temp] = 0x40;
+ }
+ channelMap[15] = 9;
+
+ /* Header is 14 bytes long and add the rest as well */
+ write1(&ctx, 'M');
+ write1(&ctx, 'T');
+ write1(&ctx, 'h');
+ write1(&ctx, 'd');
+ write4(&ctx, 6); /* length of header */
+ write2(&ctx, 0); /* MIDI type (always 0) */
+ write2(&ctx, 1); /* MUS files only have 1 track */
+ write2(&ctx, DIVISION); /* division */
+
+ /* Write out track header and track length position for later */
+ begin_track_pos = getdstpos(&ctx);
+ write1(&ctx, 'M');
+ write1(&ctx, 'T');
+ write1(&ctx, 'r');
+ write1(&ctx, 'k');
+ track_size_pos = getdstpos(&ctx);
+ skipdst(&ctx, 4);
+
+ /* write tempo: microseconds per quarter note */
+ write1(&ctx, 0x00); /* delta time */
+ write1(&ctx, 0xff); /* sys command */
+ write2(&ctx, 0x5103); /* command - set tempo */
+ write1(&ctx, TEMPO & 0x000000ff);
+ write1(&ctx, (TEMPO & 0x0000ff00) >> 8);
+ write1(&ctx, (TEMPO & 0x00ff0000) >> 16);
+
+ /* Percussions channel starts out at full volume */
+ write1(&ctx, 0x00);
+ write1(&ctx, 0xB9);
+ write1(&ctx, 0x07);
+ write1(&ctx, 127);
+
+ /* get current position in source, and end of position */
+ cur = in + header.scoreStart;
+ end = cur + header.scoreLen;
+
+ currentChannel = 0;
+ delta_time = 0;
+
+ /* main loop */
+ while(cur < end){
+ /*fprintf(stderr, "LOOP DEBUG: %d\r\n",iterator++);*/
+ uint8_t channel;
+ uint8_t event;
+ uint8_t temp_buffer[32]; /* temp buffer for current iterator */
+ uint8_t *out_local = temp_buffer;
+ uint8_t status, bit1, bit2, bitc = 2;
+
+ /* read in current bit */
+ event = *cur++;
+ channel = (event & 15); /* current channel */
+
+ /* write variable length delta time */
+ out_local += writevarlen(delta_time, out_local);
+
+ /* set all channels to 127 (max) volume */
+ if (channelMap[channel] < 0) {
+ *out_local++ = 0xB0 + currentChannel;
+ *out_local++ = 0x07;
+ *out_local++ = 127;
+ *out_local++ = 0x00;
+ channelMap[channel] = currentChannel++;
+ if (currentChannel == 9)
+ ++currentChannel;
+ }
+ status = channelMap[channel];
+
+ /* handle events */
+ switch ((event & 122) >> 4){
+ case MUSEVENT_KEYOFF:
+ status |= 0x80;
+ bit1 = *cur++;
+ bit2 = 0x40;
+ break;
+ case MUSEVENT_KEYON:
+ status |= 0x90;
+ bit1 = *cur & 127;
+ if (*cur++ & 128) { /* volume bit? */
+ channel_volume[channelMap[channel]] = *cur++;
+ /* The maximum volume is 127, but it is encoded as
+ a byte. Some songs erroneously use values higher
+ than 127, so we have to clamp them down.
+ https://github.com/Mindwerks/wildmidi/pull/226 */
+ if (channel_volume[channelMap[channel]] > 127) {
+ channel_volume[channelMap[channel]] = 127;
+ }
+ }
+ bit2 = channel_volume[channelMap[channel]];
+ break;
+ case MUSEVENT_PITCHWHEEL:
+ status |= 0xE0;
+ bit1 = (*cur & 1) >> 6;
+ bit2 = (*cur++ >> 1) & 127;
+ break;
+ case MUSEVENT_CHANNELMODE:
+ status |= 0xB0;
+ if (*cur >= sizeof(midimap) / sizeof(midimap[0])) {
+ fprintf(stderr, "mus2midi: can't map %u to midi\n", *cur);
+ goto _end;
+ }
+ bit1 = midimap[*cur++];
+ bit2 = (*cur++ == 12) ? header.channels + 1 : 0x00;
+ break;
+ case MUSEVENT_CONTROLLERCHANGE:
+ if (*cur == 0) {
+ cur++;
+ status |= 0xC0;
+ bit1 = *cur++;
+ bit2 = 0; /* silence bogus warnings */
+ bitc = 1;
+ } else {
+ status |= 0xB0;
+ if (*cur >= sizeof(midimap) / sizeof(midimap[0])) {
+ fprintf(stderr, "mus2midi: can't map %u to midi\n", *cur);
+ goto _end;
+ }
+ bit1 = midimap[*cur++];
+ bit2 = *cur++;
+ /* The maximum volume is 127, but it is encoded as
+ a byte. Some songs erroneously use values higher
+ than 127, so we have to clamp them down.
+ https://github.com/Mindwerks/wildmidi/pull/226 */
+ if (bit1 == 0x07 && bit2 > 127) bit2 = 127;
+ }
+ break;
+ case MUSEVENT_END: /* End */
+ status = 0xff;
+ bit1 = 0x2f;
+ bit2 = 0x00;
+ if (cur != end) { /* should we error here or report-only? */
+ fprintf(stderr, "mus2midi: MUS buffer off by %ld bytes\n",
+ (long)(cur - end));
+ }
+ break;
+ case 5:/* Unknown */
+ case 7:/* Unknown */
+ default:/* shouldn't happen */
+ fprintf(stderr, "mus2midi: unrecognized event (%u)\n", event);
+ goto _end;
+ }
+
+ /* write it out */
+ *out_local++ = status;
+ *out_local++ = bit1;
+ if (bitc == 2)
+ *out_local++ = bit2;
+
+ /* write out our temp buffer */
+ if (out_local != temp_buffer)
+ {
+ if (ctx.dstrem < sizeof(temp_buffer))
+ resize_dst(&ctx);
+
+ memcpy(ctx.dst_ptr, temp_buffer, out_local - temp_buffer);
+ ctx.dst_ptr += out_local - temp_buffer;
+ ctx.dstrem -= out_local - temp_buffer;
+ }
+
+ if (event & 128) {
+ delta_time = 0;
+ do {
+ delta_time = (delta_time * 128 + (*cur & 127)) * (140.0 / frequency);
+ } while ((*cur++ & 128));
+ } else {
+ delta_time = 0;
+ }
+ }
+
+ /* write out track length */
+ current_pos = getdstpos(&ctx);
+ seekdst(&ctx, track_size_pos);
+ write4(&ctx, current_pos - begin_track_pos - TRK_CHUNKSIZE);
+ seekdst(&ctx, current_pos); /* reseek to end position */
+
+ *out = ctx.dst;
+ *outsize = ctx.dstsize - ctx.dstrem;
+ ret = 0;
+
+_end: /* cleanup */
+ if (ret < 0) {
+ free(ctx.dst);
+ *out = NULL;
+ *outsize = 0;
+ }
+
+ return (ret);
+}
--- /dev/null
+++ b/mus.h
@@ -1,0 +1,31 @@
+/*
+ MUS2MIDI: DMX (DOOM) MUS to MIDI Library Header
+
+ Copyright (C) 2014 Bret Curtis
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Library General Public
+ License as published by the Free Software Foundation; either
+ version 2 of the License, or (at your option) any later version.
+
+ This library 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
+ Library General Public License for more details.
+
+ You should have received a copy of the GNU Library General Public
+ License along with this library; if not, write to the
+ Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
+ Boston, MA 02110-1301, USA.
+*/
+
+#ifndef MUSLIB_H
+#define MUSLIB_H
+
+#include <stdint.h>
+
+int mus2midi(const uint8_t *in, uint32_t insize,
+ uint8_t **out, uint32_t *outsize,
+ uint16_t frequency);
+
+#endif /* MUSLIB_H */
--- /dev/null
+++ b/ogl_def.h
@@ -1,0 +1,199 @@
+//**************************************************************************
+//**
+//** ogl_def.h
+//**
+//**************************************************************************
+
+#ifndef __H2OPENGL__
+#define __H2OPENGL__
+
+#include "r_local.h"
+#ifdef _WIN32
+#include <windows.h>
+#endif
+#include <GL/gl.h>
+
+/* whether to printf devel debug messages */
+#define OPENGL_DEBUGGING 0
+
+#if (OPENGL_DEBUGGING)
+#define OGL_DEBUG printf
+#else /* no debug msg : */
+#if defined (__GNUC__) && !(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L)
+#define OGL_DEBUG(fmt, args...) do {} while (0)
+#else
+#define OGL_DEBUG(fmt, ...) do {} while (0)
+#endif
+#endif
+
+
+enum { VX, VY }; /* Vertex indices. */
+
+typedef struct /* For dynamic lighting. */
+{
+ int use;
+ mobj_t *thing;
+ float top, height;
+} lumobj_t;
+
+/* ScreenBits is currently unused. */
+extern int screenWidth, screenHeight, screenBits;
+
+void I_InitGraphics(void);
+void I_ShutdownGraphics(void);
+
+void OGL_InitRenderer(void);
+void OGL_InitData(void);
+void OGL_ResetData(void);
+
+void OGL_SwitchTo3DState(void);
+void OGL_Restore2DState(int step); /* Step 1: matrices, 2: attributes. */
+void OGL_UseWhiteFog(int yes);
+
+float PointDist2D(float c[2]);
+
+void R_RenderSprite(vissprite_t *spr);
+
+/* 2D drawing routines. */
+void OGL_DrawPatch_CS(int x, int y, int lumpnum);
+void OGL_DrawPatch(int x, int y, int lumpnum);
+void OGL_DrawFuzzPatch(int x, int y, int lumpnum);
+void OGL_DrawAltFuzzPatch(int x, int y, int lumpnum);
+void OGL_DrawShadowedPatch(int x, int y, int lumpnum);
+void OGL_DrawRawScreen(int lump); /* Raw screens are 320 x 200. */
+void OGL_DrawRawScreenOfs(int lump, float offx, float offy);
+void OGL_DrawLine(float x1, float y1, float x2, float y2, float r, float g, float b, float a);
+void OGL_DrawRect(float x, float y, float w, float h, float r, float g, float b, float a);
+void OGL_DrawRectTiled(int x, int y, int w, int h, int tw, int th);
+void OGL_DrawCutRectTiled(int x, int y, int w, int h, int tw, int th, int cx, int cy, int cw, int ch);
+void OGL_SetColor(int palidx);
+void OGL_SetColorAndAlpha(float r, float g, float b, float a);
+void OGL_DrawPSprite(int x, int y, float scale, int flip, int lump);
+
+/* Filters. */
+void OGL_SetFilter(int filter);
+int OGL_DrawFilter(void);
+
+void OGL_ShadeRect(int x, int y, int w, int h, float darkening);
+
+/* ogl_tex.c */
+typedef struct
+{
+ unsigned short w, h;
+ short offx, offy;
+ unsigned short w2; /* For split textures, width of the other part. */
+} texsize_t;
+
+extern texsize_t *lumptexsizes; /* Sizes for all the lumps. */
+extern unsigned short *spriteheights;
+
+extern float texw, texh;
+extern int texmask;
+extern unsigned int curtex;
+extern int pallump;
+
+int FindNextPower2(int num);
+float NextPower2Ratio(int num);
+void OGL_TexInit(void);
+void OGL_TexReset(void);
+void OGL_ResetLumpTexData(void);
+void OGL_SetPaletteLump(const char *palname);
+void PalToRGB(byte *palidx, byte *rgb);
+void PalIdxToRGB(byte *pal, int idx, byte *rgb);
+unsigned int OGL_BindTexFlat(int lump);
+void OGL_SetFlat(int idx);
+void OGL_BindTexture(GLuint texname);
+
+/* Returns the OpenGL texture name. */
+GLuint OGL_PrepareTexture(int idx);
+GLuint OGL_PrepareFlat(int idx); /* Returns the OpenGL name of the texture. */
+GLuint OGL_PrepareLightTexture(void); /* The dynamic light map. */
+
+void OGL_SetTexture(int idx);
+unsigned int OGL_PrepareSky(int idx, boolean zeroMask);
+
+void OGL_SetSprite(int pnum);
+unsigned int OGL_PrepareSprite(int pnum);
+void OGL_NewSplitTex(int lump, GLuint part2name);
+GLuint OGL_GetOtherPart(int lump);
+
+/* Part is either 1 or 2. Part 0 means only the left side is loaded.
+ * No splittex is created in that case. Once a raw image is loaded
+ * as part 0 it must be deleted before the other part is loaded at the
+ * next loading.
+ */
+void OGL_SetRawImage(int lump, int part);
+void OGL_SetPatch(int lump); /* No mipmaps are generated. */
+void OGL_SetNoTexture(void);
+
+int OGL_GetLumpTexWidth(int lump);
+int OGL_GetLumpTexHeight(int lump);
+int OGL_ValidTexHeight2(int width, int height);
+
+void OGL_UpdateTexParams(int mipmode);
+void OGL_UpdateRawScreenParams(int smoothing);
+
+
+/* ogl_scr.c */
+typedef struct _TargaHeader
+{
+ unsigned char id_length, colormap_type, image_type;
+ unsigned short colormap_index, colormap_length;
+ unsigned char colormap_size;
+ unsigned short x_origin, y_origin, width, height;
+ unsigned char pixel_size, attributes;
+} TargaHeader;
+
+void OGL_GrabScreen(void);
+
+
+#include "m_bams.h"
+
+/* ogl_clip.c */
+typedef struct clipnode_s
+{
+ int used; /* 1 if the node is in use. */
+ struct clipnode_s *prev, *next; /* Previous and and nodes. */
+ binangle start, end; /* The start and end angles (start < end). */
+} clipnode_t;
+
+extern clipnode_t *clipnodes; /* The list of clipnodes. */
+extern clipnode_t *cliphead; /* The head node. */
+
+void C_Init(void);
+void C_Ranger(void);
+void C_ClearRanges(void);
+void C_SafeAddRange(binangle startAngle, binangle endAngle);
+
+/* Add a segment relative to the current viewpoint. */
+void C_AddViewRelSeg(float x1, float y1, float x2, float y2);
+
+/* Check a segment relative to the current viewpoint. */
+int C_CheckViewRelSeg(float x1, float y1, float x2, float y2);
+
+/* Returns 1 if the specified angle is visible. */
+int C_IsAngleVisible(binangle bang);
+
+clipnode_t *C_AngleClippedBy(binangle bang);
+
+/* Returns 1 if the subsector might be visible. */
+int C_CheckSubsector(subsector_t *ssec);
+
+
+/* ogl_sky.c */
+
+/* Sky hemispheres. */
+#define SKYHEMI_UPPER 0x1
+#define SKYHEMI_LOWER 0x2
+#define SKYHEMI_JUST_CAP 0x4 /* Just draw the top or bottom cap. */
+
+typedef struct
+{
+ float rgb[3]; /* The RGB values. */
+ short set, use; /* Is this set? Should be used? */
+} fadeout_t;
+
+void R_RenderSkyHemispheres(int hemis);
+
+#endif /* __H2OPENGL__ */
+
--- /dev/null
+++ b/ogl_rl.h
@@ -1,0 +1,60 @@
+//**************************************************************************
+//**
+//** ogl_rl.h
+//**
+//**************************************************************************
+
+#ifndef __OGL_REND_LIST_H__
+#define __OGL_REND_LIST_H__
+
+/* Rendquad flags. */
+#define RQF_FLAT 0x1 /* This is a flat triangle. */
+#define RQF_MASKED 0x2 /* Use the special list for masked textures. */
+#define RQF_MISSING_WALL 0x4 /* Originally this surface had no texture. */
+#define RQF_SKY_MASK 0x8 /* A sky mask triangle. */
+#define RQF_SKY_MASK_WALL 0x10 /* A sky mask wall (with skyfix). */
+#define RQF_LIGHT 0x20 /* A dynamic light. */
+#define RQF_FLOOR_FACING 0x40 /* Used for flats, the quad faces upwards. */
+
+typedef struct
+{
+ float v1[2], v2[2]; /* Two vertices. */
+ float top; /* Top height. */
+ union _quadTri {
+ struct _quad {
+ float bottom; /* Bottom height. */
+ float len; /* Length of the quad. */
+ } q;
+ float v3[2]; /* Third vertex for flats. */
+ } u;
+ float light; /* Light level, as in 0 = black, 1 = fullbright. */
+ float texoffx; /* Texture coordinates for left/top (in real texcoords). */
+ float texoffy;
+ short flags; /* RQF_*. */
+ GLuint masktex; /* Texture name for masked textures. */
+ unsigned short texw, texh; /* Size of the texture. */
+ float dist[3]; /* Distances to the vertices. */
+} rendquad_t; /* Or flat triangle. */
+
+typedef struct
+{
+ GLuint tex; /* The name of the texture for this list. */
+ int numquads; /* Number of quads in the list. */
+ int listsize; /* Absolute size of the list. */
+ rendquad_t *quads; /* The list of quads. */
+} rendlist_t;
+
+
+/* ogl_rl.c */
+
+void RL_Init(void);
+void RL_ClearLists(void);
+void RL_DeleteLists(void);
+void RL_AddQuad(rendquad_t *quad, GLuint quadtex);
+void RL_AddFlatQuads(rendquad_t *base, /* GLuint */ uintptr_t quadtex,
+ int numvrts, fvertex_t *vrts, int dir);
+void RL_RenderAllLists(void);
+void SetVertexColor(float light, float dist, float alpha);
+
+#endif /* __OGL_REND_LIST_H__ */
+
--- /dev/null
+++ b/oss.h
@@ -1,0 +1,38 @@
+/* XMMS - Cross-platform multimedia player
+ * Copyright (C) 1998-1999 Peter Alm, Mikael Alm, Olle Hallnas, Thomas Nilsson and 4Front Technologies
+ *
+ * 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.
+ */
+
+#ifndef _SNDOSS_H
+#define _SNDOSS_H
+
+
+#include "config.h"
+#include "audio_plugin.h"
+
+
+typedef struct
+{
+ int audio_device;
+ int mixer_device;
+ int buffer_size;
+ int prebuffer;
+ int fragment_count;
+}
+OSSConfig;
+
+#endif /* _SNDOSS_H */
+
--- /dev/null
+++ b/p_ceilng.c
@@ -1,0 +1,260 @@
+// p_ceilng.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+//==================================================================
+//
+// CEILINGS
+//
+//==================================================================
+
+ceiling_t *activeceilings[MAXCEILINGS];
+
+//==================================================================
+//
+// T_MoveCeiling
+//
+//==================================================================
+
+void T_MoveCeiling (ceiling_t *ceiling)
+{
+ result_e res;
+
+ switch (ceiling->direction)
+ {
+ case 0: // IN STASIS
+ break;
+
+ case 1: // UP
+ res = T_MovePlane(ceiling->sector, ceiling->speed,
+ ceiling->topheight, false, 1, ceiling->direction);
+ if (!(leveltime & 7))
+ S_StartSound((mobj_t *)(void *)&ceiling->sector->soundorg, sfx_dormov);
+ if (res == res_pastdest)
+ {
+ switch (ceiling->type)
+ {
+ case raiseToHighest:
+ P_RemoveActiveCeiling(ceiling);
+ break;
+ case fastCrushAndRaise:
+ case crushAndRaise:
+ ceiling->direction = -1;
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+
+ case -1: // DOWN
+ res = T_MovePlane(ceiling->sector, ceiling->speed,
+ ceiling->bottomheight, ceiling->crush, 1, ceiling->direction);
+ if (!(leveltime & 7))
+ S_StartSound((mobj_t *)(void *)&ceiling->sector->soundorg, sfx_dormov);
+ if (res == res_pastdest)
+ {
+ switch (ceiling->type)
+ {
+ case crushAndRaise:
+ ceiling->speed = CEILSPEED;
+ case fastCrushAndRaise:
+ ceiling->direction = 1;
+ break;
+ case lowerAndCrush:
+ case lowerToFloor:
+ P_RemoveActiveCeiling(ceiling);
+ break;
+ default:
+ break;
+ }
+ }
+ else
+ if (res == res_crushed)
+ {
+ switch (ceiling->type)
+ {
+ case crushAndRaise:
+ case lowerAndCrush:
+ ceiling->speed = CEILSPEED / 8;
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ }
+}
+
+//==================================================================
+//
+// EV_DoCeiling
+// Move a ceiling up/down and all around!
+//
+//==================================================================
+
+int EV_DoCeiling (line_t *line, ceiling_e type)
+{
+ int secnum, rtn;
+ sector_t *sec;
+ ceiling_t *ceiling;
+
+ secnum = -1;
+ rtn = 0;
+
+ //
+ // Reactivate in-stasis ceilings...for certain types.
+ //
+ switch (type)
+ {
+ case fastCrushAndRaise:
+ case crushAndRaise:
+ P_ActivateInStasisCeiling(line);
+ default:
+ break;
+ }
+
+ while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
+ {
+ sec = §ors[secnum];
+ if (sec->specialdata)
+ continue;
+
+ //
+ // new door thinker
+ //
+ rtn = 1;
+ ceiling = (ceiling_t *) Z_Malloc (sizeof(*ceiling), PU_LEVSPEC, NULL);
+ P_AddThinker (&ceiling->thinker);
+ sec->specialdata = ceiling;
+ ceiling->thinker.function = T_MoveCeiling;
+ ceiling->sector = sec;
+ ceiling->crush = false;
+ switch (type)
+ {
+ case fastCrushAndRaise:
+ ceiling->crush = true;
+ ceiling->topheight = sec->ceilingheight;
+ ceiling->bottomheight = sec->floorheight + (8*FRACUNIT);
+ ceiling->direction = -1;
+ ceiling->speed = CEILSPEED * 2;
+ break;
+ case crushAndRaise:
+ ceiling->crush = true;
+ ceiling->topheight = sec->ceilingheight;
+ case lowerAndCrush:
+ case lowerToFloor:
+ ceiling->bottomheight = sec->floorheight;
+ if (type != lowerToFloor)
+ {
+ ceiling->bottomheight += 8*FRACUNIT;
+ }
+ ceiling->direction = -1;
+ ceiling->speed = CEILSPEED;
+ break;
+ case raiseToHighest:
+ ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
+ ceiling->direction = 1;
+ ceiling->speed = CEILSPEED;
+ break;
+ }
+
+ ceiling->tag = sec->tag;
+ ceiling->type = type;
+ P_AddActiveCeiling(ceiling);
+ }
+ return rtn;
+}
+
+//==================================================================
+//
+// Add an active ceiling
+//
+//==================================================================
+
+void P_AddActiveCeiling(ceiling_t *c)
+{
+ int i;
+ for (i = 0; i < MAXCEILINGS; i++)
+ {
+ if (activeceilings[i] == NULL)
+ {
+ activeceilings[i] = c;
+ return;
+ }
+ }
+}
+
+//==================================================================
+//
+// Remove a ceiling's thinker
+//
+//==================================================================
+
+void P_RemoveActiveCeiling(ceiling_t *c)
+{
+ int i;
+
+ for (i = 0; i < MAXCEILINGS; i++)
+ {
+ if (activeceilings[i] == c)
+ {
+ activeceilings[i]->sector->specialdata = NULL;
+ P_RemoveThinker (&activeceilings[i]->thinker);
+ activeceilings[i] = NULL;
+ break;
+ }
+ }
+}
+
+//==================================================================
+//
+// Restart a ceiling that's in-stasis
+//
+//==================================================================
+
+void P_ActivateInStasisCeiling(line_t *line)
+{
+ int i;
+
+ for (i = 0; i < MAXCEILINGS; i++)
+ {
+ if (activeceilings[i] && (activeceilings[i]->tag == line->tag) &&
+ (activeceilings[i]->direction == 0))
+ {
+ activeceilings[i]->direction = activeceilings[i]->olddirection;
+ activeceilings[i]->thinker.function = T_MoveCeiling;
+ }
+ }
+}
+
+//==================================================================
+//
+// EV_CeilingCrushStop
+// Stop a ceiling from crushing!
+//
+//==================================================================
+
+int EV_CeilingCrushStop(line_t *line)
+{
+ int i;
+ int rtn;
+
+ rtn = 0;
+ for (i = 0; i < MAXCEILINGS; i++)
+ {
+ if (activeceilings[i] && (activeceilings[i]->tag == line->tag) &&
+ (activeceilings[i]->direction != 0))
+ {
+ activeceilings[i]->olddirection = activeceilings[i]->direction;
+ activeceilings[i]->thinker.function = NULL;
+ activeceilings[i]->direction = 0; // in-stasis
+ rtn = 1;
+ }
+ }
+ return rtn;
+}
+
--- /dev/null
+++ b/p_doors.c
@@ -1,0 +1,364 @@
+// P_doors.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+//==================================================================
+//
+// VERTICAL DOORS
+//
+//==================================================================
+
+//==================================================================
+//
+// T_VerticalDoor
+//
+//==================================================================
+
+void T_VerticalDoor(vldoor_t *door)
+{
+ result_e res;
+
+ switch (door->direction)
+ {
+ case 0: // WAITING
+ if (!--door->topcountdown)
+ {
+ switch (door->type)
+ {
+ case vldoor_normal:
+ door->direction = -1; // time to go back down
+ S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_doropn);
+ break;
+ case close30ThenOpen:
+ door->direction = 1;
+ S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_doropn);
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ case 2: // INITIAL WAIT
+ if (!--door->topcountdown)
+ {
+ switch (door->type)
+ {
+ case raiseIn5Mins:
+ door->direction = 1;
+ door->type = vldoor_normal;
+ S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_doropn);
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ case -1: // DOWN
+ res = T_MovePlane(door->sector, door->speed,
+ door->sector->floorheight, false, 1, door->direction);
+ if (res == res_pastdest)
+ {
+ switch (door->type)
+ {
+ case vldoor_normal:
+ case vldoor_close:
+ door->sector->specialdata = NULL;
+ P_RemoveThinker(&door->thinker); // unlink and free
+ S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_dorcls);
+ break;
+ case close30ThenOpen:
+ door->direction = 0;
+ door->topcountdown = 35*30;
+ break;
+ default:
+ break;
+ }
+ }
+ else if (res == res_crushed)
+ {
+ switch (door->type)
+ {
+ case vldoor_close: // DON'T GO BACK UP!
+ break;
+ default:
+ door->direction = 1;
+ S_StartSound((mobj_t *)(void *)&door->sector->soundorg,sfx_doropn);
+ break;
+ }
+ }
+ break;
+ case 1: // UP
+ res = T_MovePlane(door->sector, door->speed,
+ door->topheight, false, 1, door->direction);
+ if (res == res_pastdest)
+ {
+ switch (door->type)
+ {
+ case vldoor_normal:
+ door->direction = 0; // wait at top
+ door->topcountdown = door->topwait;
+ break;
+ case close30ThenOpen:
+ case vldoor_open:
+ door->sector->specialdata = NULL;
+ P_RemoveThinker (&door->thinker); // unlink and free
+ S_StopSound((mobj_t *)(void *)&door->sector->soundorg);
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// EV_DoDoor
+//
+// Move a door up/down
+//
+//----------------------------------------------------------------------------
+
+int EV_DoDoor(line_t *line, vldoor_e type, fixed_t speed)
+{
+ int secnum;
+ int retcode;
+ sector_t *sec;
+ vldoor_t *door;
+
+ secnum = -1;
+ retcode = 0;
+ while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
+ {
+ sec = §ors[secnum];
+ if (sec->specialdata)
+ {
+ continue;
+ }
+ // Add new door thinker
+ retcode = 1;
+ door = (vldoor_t *) Z_Malloc(sizeof(*door), PU_LEVSPEC, NULL);
+ P_AddThinker(&door->thinker);
+ sec->specialdata = door;
+ door->thinker.function = T_VerticalDoor;
+ door->sector = sec;
+ switch (type)
+ {
+ case vldoor_close:
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4*FRACUNIT;
+ door->direction = -1;
+ S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_doropn);
+ break;
+ case close30ThenOpen:
+ door->topheight = sec->ceilingheight;
+ door->direction = -1;
+ S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_doropn);
+ break;
+ case vldoor_normal:
+ case vldoor_open:
+ door->direction = 1;
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4*FRACUNIT;
+ if (door->topheight != sec->ceilingheight)
+ {
+ S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_doropn);
+ }
+ break;
+ default:
+ break;
+ }
+ door->type = type;
+ door->speed = speed;
+ door->topwait = VDOORWAIT;
+ }
+ return retcode;
+}
+
+//==================================================================
+//
+// EV_VerticalDoor : open a door manually, no tag value
+//
+//==================================================================
+
+void EV_VerticalDoor(line_t *line, mobj_t *thing)
+{
+ player_t *player;
+ sector_t *sec;
+ vldoor_t *door;
+ int side;
+
+ side = 0; // only front sides can be used
+//
+// Check for locks
+//
+ player = thing->player;
+ switch (line->special)
+ {
+ case 26: // Blue Lock
+ case 32:
+ if (!player)
+ {
+ return;
+ }
+ if (!player->keys[key_blue])
+ {
+ P_SetMessage(player, TXT_NEEDBLUEKEY, false);
+ S_StartSound(NULL, sfx_plroof);
+ return;
+ }
+ break;
+ case 27: // Yellow Lock
+ case 34:
+ if (!player)
+ {
+ return;
+ }
+ if (!player->keys[key_yellow])
+ {
+ P_SetMessage(player, TXT_NEEDYELLOWKEY, false);
+ S_StartSound(NULL, sfx_plroof);
+ return;
+ }
+ break;
+ case 28: // Green Lock
+ case 33:
+ if (!player)
+ {
+ return;
+ }
+ if (!player->keys[key_green])
+ {
+ P_SetMessage(player, TXT_NEEDGREENKEY, false);
+ S_StartSound(NULL, sfx_plroof);
+ return;
+ }
+ break;
+ }
+
+ // if the sector has an active thinker, use it
+ sec = sides[line->sidenum[side^1]].sector;
+ if (sec->specialdata)
+ {
+ door = sec->specialdata;
+ switch (line->special)
+ {
+ case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s
+ case 26:
+ case 27:
+ case 28:
+ if (door->direction == -1)
+ {
+ door->direction = 1; // go back up
+ }
+ else
+ {
+ if (!thing->player)
+ { // Monsters don't close doors
+ return;
+ }
+ door->direction = -1; // start going down immediately
+ }
+ return;
+ }
+ }
+
+ // for proper sound
+ switch (line->special)
+ {
+ case 1: // NORMAL DOOR SOUND
+ case 31:
+ S_StartSound((mobj_t *)(void *)&sec->soundorg, sfx_doropn);
+ //S_StartSound((mobj_t *)(void *)&sec->soundorg, sfx_dormov);
+ break;
+ default: // LOCKED DOOR SOUND
+ S_StartSound((mobj_t *)(void *)&sec->soundorg, sfx_doropn);
+ //S_StartSound((mobj_t *)(void *)&sec->soundorg, sfx_dormov);
+ break;
+ }
+
+ //
+ // new door thinker
+ //
+ door = (vldoor_t *) Z_Malloc (sizeof(*door), PU_LEVSPEC, NULL);
+ P_AddThinker(&door->thinker);
+ sec->specialdata = door;
+ door->thinker.function = T_VerticalDoor;
+ door->sector = sec;
+ door->direction = 1;
+ switch (line->special)
+ {
+ case 1:
+ case 26:
+ case 27:
+ case 28:
+ door->type = vldoor_normal;
+ break;
+ case 31:
+ case 32:
+ case 33:
+ case 34:
+ door->type = vldoor_open;
+ line->special = 0;
+ break;
+ }
+ door->speed = VDOORSPEED;
+ door->topwait = VDOORWAIT;
+
+ //
+ // find the top and bottom of the movement range
+ //
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4*FRACUNIT;
+}
+
+//==================================================================
+//
+// Spawn a door that closes after 30 seconds
+//
+//==================================================================
+
+void P_SpawnDoorCloseIn30(sector_t *sec)
+{
+ vldoor_t *door;
+
+ door = (vldoor_t *) Z_Malloc(sizeof(*door), PU_LEVSPEC, NULL);
+ P_AddThinker(&door->thinker);
+ sec->specialdata = door;
+ sec->special = 0;
+ door->thinker.function = T_VerticalDoor;
+ door->sector = sec;
+ door->direction = 0;
+ door->type = vldoor_normal;
+ door->speed = VDOORSPEED;
+ door->topcountdown = 30*35;
+}
+
+//==================================================================
+//
+// Spawn a door that opens after 5 minutes
+//
+//==================================================================
+
+void P_SpawnDoorRaiseIn5Mins(sector_t *sec, int secnum)
+{
+ vldoor_t *door;
+
+ door = (vldoor_t *) Z_Malloc(sizeof(*door), PU_LEVSPEC, NULL);
+ P_AddThinker(&door->thinker);
+ sec->specialdata = door;
+ sec->special = 0;
+ door->thinker.function = T_VerticalDoor;
+ door->sector = sec;
+ door->direction = 2;
+ door->type = raiseIn5Mins;
+ door->speed = VDOORSPEED;
+ door->topheight = P_FindLowestCeilingSurrounding(sec);
+ door->topheight -= 4*FRACUNIT;
+ door->topwait = VDOORWAIT;
+ door->topcountdown = 5*60*35;
+}
--- /dev/null
+++ b/p_enemy.c
@@ -1,0 +1,2657 @@
+// P_enemy.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+// Macros
+
+#define MAX_BOSS_SPOTS 8
+
+// Types
+
+typedef struct
+{
+ fixed_t x;
+ fixed_t y;
+ angle_t angle;
+} BossSpot_t;
+
+// Private Data
+static mobj_t *soundtarget;
+
+static int BossSpotCount;
+static BossSpot_t BossSpots[MAX_BOSS_SPOTS];
+
+//----------------------------------------------------------------------------
+//
+// PROC P_InitMonsters
+//
+// Called at level load.
+//
+//----------------------------------------------------------------------------
+
+void P_InitMonsters(void)
+{
+ BossSpotCount = 0;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_AddBossSpot
+//
+//----------------------------------------------------------------------------
+
+void P_AddBossSpot(fixed_t x, fixed_t y, angle_t angle)
+{
+ if (BossSpotCount == MAX_BOSS_SPOTS)
+ {
+ I_Error("Too many boss spots.");
+ }
+ BossSpots[BossSpotCount].x = x;
+ BossSpots[BossSpotCount].y = y;
+ BossSpots[BossSpotCount].angle = angle;
+ BossSpotCount++;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_RecursiveSound
+//
+//----------------------------------------------------------------------------
+
+static void P_RecursiveSound(sector_t *sec, int soundblocks)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+
+ // Wake up all monsters in this sector
+ if (sec->validcount == validcount && sec->soundtraversed <= soundblocks + 1)
+ { // Already flooded
+ return;
+ }
+ sec->validcount = validcount;
+ sec->soundtraversed = soundblocks + 1;
+ sec->soundtarget = soundtarget;
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ if (!(check->flags & ML_TWOSIDED))
+ {
+ continue;
+ }
+ P_LineOpening(check);
+ if (openrange <= 0)
+ { // Closed door
+ continue;
+ }
+ if (sides[check->sidenum[0]].sector == sec)
+ {
+ other = sides[check->sidenum[1]].sector;
+ }
+ else
+ {
+ other = sides[check->sidenum[0]].sector;
+ }
+ if (check->flags & ML_SOUNDBLOCK)
+ {
+ if (!soundblocks)
+ {
+ P_RecursiveSound(other, 1);
+ }
+ }
+ else
+ {
+ P_RecursiveSound(other, soundblocks);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_NoiseAlert
+//
+// If a monster yells at a player, it will alert other monsters to the
+// player.
+//
+//----------------------------------------------------------------------------
+
+void P_NoiseAlert(mobj_t *target, mobj_t *emmiter)
+{
+ soundtarget = target;
+ validcount++;
+ P_RecursiveSound(emmiter->subsector->sector, 0);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_CheckMeleeRange
+//
+//----------------------------------------------------------------------------
+
+static boolean P_CheckMeleeRange(mobj_t *actor)
+{
+ mobj_t *mo;
+ fixed_t dist;
+
+ if (!actor->target)
+ {
+ return false;
+ }
+ mo = actor->target;
+ dist = P_AproxDistance(mo->x - actor->x, mo->y - actor->y);
+ if (dist >= MELEERANGE)
+ {
+ return false;
+ }
+ if (!P_CheckSight(actor, mo))
+ {
+ return false;
+ }
+ if (mo->z > actor->z + actor->height)
+ { // Target is higher than the attacker
+ return false;
+ }
+ else if (actor->z > mo->z + mo->height)
+ { // Attacker is higher
+ return false;
+ }
+ return true;
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_CheckMissileRange
+//
+//----------------------------------------------------------------------------
+
+static boolean P_CheckMissileRange(mobj_t *actor)
+{
+ fixed_t dist;
+
+ if (!P_CheckSight(actor, actor->target))
+ {
+ return false;
+ }
+ if (actor->flags & MF_JUSTHIT)
+ { // The target just hit the enemy, so fight back!
+ actor->flags &= ~MF_JUSTHIT;
+ return true;
+ }
+ if (actor->reactiontime)
+ { // Don't attack yet
+ return false;
+ }
+ dist = (P_AproxDistance(actor->x - actor->target->x,
+ actor->y - actor->target->y)>>FRACBITS) - 64;
+ if (!actor->info->meleestate)
+ { // No melee attack, so fire more frequently
+ dist -= 128;
+ }
+ if (actor->type == MT_IMP)
+ { // Imp's fly attack from far away
+ dist >>= 1;
+ }
+ if (dist > 200)
+ {
+ dist = 200;
+ }
+ if (P_Random() < dist)
+ {
+ return false;
+ }
+ return true;
+}
+
+/*
+================
+=
+= P_Move
+=
+= Move in the current direction
+= returns false if the move is blocked
+================
+*/
+
+static fixed_t xspeed[8] = {FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000};
+static fixed_t yspeed[8] = {0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000};
+
+#define MAXSPECIALCROSS 8
+extern line_t *spechit[MAXSPECIALCROSS];
+extern int numspechit;
+
+static boolean P_Move(mobj_t *actor)
+{
+ fixed_t tryx, tryy;
+ line_t *ld;
+ boolean good;
+
+ if (actor->movedir == DI_NODIR)
+ {
+ return false;
+ }
+ tryx = actor->x + actor->info->speed * xspeed[actor->movedir];
+ tryy = actor->y + actor->info->speed * yspeed[actor->movedir];
+ if (!P_TryMove(actor, tryx, tryy))
+ { // open any specials
+ if (actor->flags & MF_FLOAT && floatok)
+ { // must adjust height
+ if (actor->z < tmfloorz)
+ {
+ actor->z += FLOATSPEED;
+ }
+ else
+ {
+ actor->z -= FLOATSPEED;
+ }
+ actor->flags |= MF_INFLOAT;
+ return true;
+ }
+ if (!numspechit)
+ {
+ return false;
+ }
+ actor->movedir = DI_NODIR;
+ good = false;
+ while (numspechit--)
+ {
+ ld = spechit[numspechit];
+ // if the special isn't a door that can be opened, return false
+ if (P_UseSpecialLine(actor, ld))
+ {
+ good = true;
+ }
+ }
+ return good;
+ }
+ else
+ {
+ actor->flags &= ~MF_INFLOAT;
+ }
+ if (!(actor->flags & MF_FLOAT))
+ {
+ if (actor->z > actor->floorz)
+ {
+ P_HitFloor(actor);
+ }
+ actor->z = actor->floorz;
+ }
+ return true;
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_TryWalk
+//
+// Attempts to move actor in its current (ob->moveangle) direction.
+// If blocked by either a wall or an actor returns FALSE.
+// If move is either clear of block only by a door, returns TRUE and sets.
+// If a door is in the way, an OpenDoor call is made to start it opening.
+//
+//----------------------------------------------------------------------------
+
+static boolean P_TryWalk(mobj_t *actor)
+{
+ if (!P_Move(actor))
+ {
+ return false;
+ }
+ actor->movecount = P_Random() & 15;
+ return true;
+}
+
+/*
+================
+=
+= P_NewChaseDir
+=
+================
+*/
+
+static dirtype_t opposite[] =
+{
+ DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST,
+ DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST,
+ DI_NODIR
+};
+
+static dirtype_t diags[] =
+{
+ DI_NORTHWEST,
+ DI_NORTHEAST,
+ DI_SOUTHWEST,
+ DI_SOUTHEAST
+};
+
+static void P_NewChaseDir (mobj_t *actor)
+{
+ fixed_t deltax, deltay;
+ dirtype_t d[3];
+ dirtype_t tdir, olddir, turnaround;
+
+ if (!actor->target)
+ I_Error ("P_NewChaseDir: called with no target");
+
+ olddir = actor->movedir;
+ turnaround = opposite[olddir];
+
+ deltax = actor->target->x - actor->x;
+ deltay = actor->target->y - actor->y;
+ if (deltax > 10*FRACUNIT)
+ d[1] = DI_EAST;
+ else if (deltax < -10*FRACUNIT)
+ d[1] = DI_WEST;
+ else
+ d[1] = DI_NODIR;
+ if (deltay < -10*FRACUNIT)
+ d[2] = DI_SOUTH;
+ else if (deltay > 10*FRACUNIT)
+ d[2] = DI_NORTH;
+ else
+ d[2] = DI_NODIR;
+
+// try direct route
+ if (d[1] != DI_NODIR && d[2] != DI_NODIR)
+ {
+ actor->movedir = diags[((deltay < 0)<<1) + (deltax > 0)];
+ if (actor->movedir != turnaround && P_TryWalk(actor))
+ return;
+ }
+
+// try other directions
+ if (P_Random() > 200 || abs(deltay) > abs(deltax))
+ {
+ tdir = d[1];
+ d[1] = d[2];
+ d[2] = tdir;
+ }
+
+ if (d[1] == turnaround)
+ d[1] = DI_NODIR;
+ if (d[2] == turnaround)
+ d[2] = DI_NODIR;
+
+ if (d[1] != DI_NODIR)
+ {
+ actor->movedir = d[1];
+ if (P_TryWalk(actor))
+ return; /* either moved forward or attacked */
+ }
+
+ if (d[2] != DI_NODIR)
+ {
+ actor->movedir = d[2];
+ if (P_TryWalk(actor))
+ return;
+ }
+
+/* there is no direct path to the player, so pick another direction */
+
+ if (olddir != DI_NODIR)
+ {
+ actor->movedir = olddir;
+ if (P_TryWalk(actor))
+ return;
+ }
+
+ if (P_Random() & 1) /* randomly determine direction of search */
+ {
+ for (tdir = DI_EAST; tdir <= DI_SOUTHEAST; tdir++)
+ {
+ if (tdir != turnaround)
+ {
+ actor->movedir = tdir;
+ if (P_TryWalk(actor))
+ return;
+ }
+ }
+ }
+ else
+ {
+ for (tdir = DI_SOUTHEAST; (int)tdir >= DI_EAST; tdir--)
+ {
+ if (tdir != turnaround)
+ {
+ actor->movedir = tdir;
+ if (P_TryWalk(actor))
+ return;
+ }
+ }
+ }
+
+ if (turnaround != DI_NODIR)
+ {
+ actor->movedir = turnaround;
+ if (P_TryWalk(actor))
+ return;
+ }
+
+ actor->movedir = DI_NODIR; // can't move
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_LookForMonsters
+//
+//---------------------------------------------------------------------------
+
+#define MONS_LOOK_RANGE (20 * 64 * FRACUNIT)
+#define MONS_LOOK_LIMIT 64
+
+static boolean P_LookForMonsters(mobj_t *actor)
+{
+ int count;
+ mobj_t *mo;
+ thinker_t *think;
+
+ if (!P_CheckSight(players[0].mo, actor))
+ { // Player can't see monster
+ return false;
+ }
+ count = 0;
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mo = (mobj_t *)think;
+ if (!(mo->flags & MF_COUNTKILL) || (mo == actor) || (mo->health <= 0))
+ { // Not a valid monster
+ continue;
+ }
+ if (P_AproxDistance(actor->x - mo->x, actor->y - mo->y) > MONS_LOOK_RANGE)
+ { // Out of range
+ continue;
+ }
+ if (P_Random() < 16)
+ { // Skip
+ continue;
+ }
+ if (count++ > MONS_LOOK_LIMIT)
+ { // Stop searching
+ return false;
+ }
+ if (!P_CheckSight(actor, mo))
+ { // Out of sight
+ continue;
+ }
+ // Found a target monster
+ actor->target = mo;
+ return true;
+ }
+ return false;
+}
+
+/*
+================
+=
+= P_LookForPlayers
+=
+= If allaround is false, only look 180 degrees in front
+= returns true if a player is targeted
+================
+*/
+
+static boolean P_LookForPlayers(mobj_t *actor, boolean allaround)
+{
+ int c;
+ int stop;
+ player_t *player;
+ angle_t an;
+ fixed_t dist;
+
+ if (!netgame && players[0].health <= 0)
+ { // Single player game and player is dead, look for monsters
+ return(P_LookForMonsters(actor));
+ }
+ c = 0;
+ stop = (actor->lastlook - 1) & (MAXPLAYERS - 1);
+ for ( ; ; actor->lastlook = (actor->lastlook + 1) & (MAXPLAYERS - 1))
+ {
+ if (!playeringame[actor->lastlook])
+ continue;
+
+ if (c++ == 2 || actor->lastlook == stop)
+ return false; // done looking
+
+ player = &players[actor->lastlook];
+ if (player->health <= 0)
+ continue; // dead
+ if (!P_CheckSight (actor, player->mo))
+ continue; // out of sight
+
+ if (!allaround)
+ {
+ an = R_PointToAngle2 (actor->x, actor->y, player->mo->x, player->mo->y)
+ - actor->angle;
+ if (an > ANG90 && an < ANG270)
+ {
+ dist = P_AproxDistance (player->mo->x - actor->x, player->mo->y - actor->y);
+ // if real close, react anyway
+ if (dist > MELEERANGE)
+ continue; // behind back
+ }
+ }
+ if (player->mo->flags & MF_SHADOW)
+ { // Player is invisible
+ if ((P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y) > 2*MELEERANGE)
+ && P_AproxDistance(player->mo->momx, player->mo->momy) < 5*FRACUNIT)
+ { // Player is sneaking - can't detect
+ return false;
+ }
+ if (P_Random() < 225)
+ { // Player isn't sneaking, but still didn't detect
+ return false;
+ }
+ }
+ actor->target = player->mo;
+ return true;
+ }
+ return false;
+}
+
+/*
+===============================================================================
+
+ ACTION ROUTINES
+
+===============================================================================
+*/
+
+/*
+==============
+=
+= A_Look
+=
+= Stay in state until a player is sighted
+=
+==============
+*/
+
+void A_Look (mobj_t *actor)
+{
+ mobj_t *targ;
+
+ actor->threshold = 0; // any shot will wake up
+ targ = actor->subsector->sector->soundtarget;
+ if (targ && (targ->flags & MF_SHOOTABLE))
+ {
+ actor->target = targ;
+ if (actor->flags & MF_AMBUSH)
+ {
+ if (P_CheckSight (actor, actor->target))
+ goto seeyou;
+ }
+ else
+ goto seeyou;
+ }
+
+ if (!P_LookForPlayers (actor, false))
+ return;
+
+// go into chase state
+seeyou:
+ if (actor->info->seesound)
+ {
+ int sound;
+
+ /*
+ switch (actor->info->seesound)
+ {
+ case sfx_posit1:
+ case sfx_posit2:
+ case sfx_posit3:
+ sound = sfx_posit1 + P_Random()%3;
+ break;
+ case sfx_bgsit1:
+ case sfx_bgsit2:
+ sound = sfx_bgsit1 + P_Random()%2;
+ break;
+ default:
+ sound = actor->info->seesound;
+ break;
+ }
+ */
+ sound = actor->info->seesound;
+ if (actor->flags2 & MF2_BOSS)
+ { // Full volume
+ S_StartSound(NULL, sound);
+ }
+ else
+ {
+ S_StartSound(actor, sound);
+ }
+ }
+ P_SetMobjState(actor, actor->info->seestate);
+}
+
+
+/*
+==============
+=
+= A_Chase
+=
+= Actor has a melee attack, so it tries to close as fast as possible
+=
+==============
+*/
+
+void A_Chase(mobj_t *actor)
+{
+ int delta;
+
+ if (actor->reactiontime)
+ {
+ actor->reactiontime--;
+ }
+
+ // Modify target threshold
+ if (actor->threshold)
+ {
+ actor->threshold--;
+ }
+
+ if (gameskill == sk_nightmare)
+ { // Monsters move faster in nightmare mode
+ actor->tics -= actor->tics/2;
+ if (actor->tics < 3)
+ {
+ actor->tics = 3;
+ }
+ }
+
+//
+// turn towards movement direction if not there yet
+//
+ if (actor->movedir < 8)
+ {
+ actor->angle &= (7 << 29);
+ delta = actor->angle - (actor->movedir << 29);
+ if (delta > 0)
+ {
+ actor->angle -= ANG90/2;
+ }
+ else if (delta < 0)
+ {
+ actor->angle += ANG90/2;
+ }
+ }
+
+ if (!actor->target || !(actor->target->flags & MF_SHOOTABLE))
+ { // look for a new target
+ if (P_LookForPlayers(actor, true))
+ { // got a new target
+ return;
+ }
+ P_SetMobjState(actor, actor->info->spawnstate);
+ return;
+ }
+
+//
+// don't attack twice in a row
+//
+ if (actor->flags & MF_JUSTATTACKED)
+ {
+ actor->flags &= ~MF_JUSTATTACKED;
+ if (gameskill != sk_nightmare)
+ P_NewChaseDir (actor);
+ return;
+ }
+
+//
+// check for melee attack
+//
+ if (actor->info->meleestate && P_CheckMeleeRange (actor))
+ {
+ if (actor->info->attacksound)
+ {
+ S_StartSound (actor, actor->info->attacksound);
+ }
+ P_SetMobjState (actor, actor->info->meleestate);
+ return;
+ }
+
+//
+// check for missile attack
+//
+ if (actor->info->missilestate)
+ {
+ if (gameskill < sk_nightmare && actor->movecount)
+ goto nomissile;
+ if (!P_CheckMissileRange (actor))
+ goto nomissile;
+ P_SetMobjState (actor, actor->info->missilestate);
+ actor->flags |= MF_JUSTATTACKED;
+ return;
+ }
+
+nomissile:
+//
+// possibly choose another target
+//
+ if (netgame && !actor->threshold && !P_CheckSight(actor, actor->target))
+ {
+ if (P_LookForPlayers(actor, true))
+ return; // got a new target
+ }
+
+//
+// chase towards player
+//
+ if (--actor->movecount < 0 || !P_Move(actor))
+ {
+ P_NewChaseDir (actor);
+ }
+
+//
+// make active sound
+//
+ if (actor->info->activesound && P_Random() < 3)
+ {
+ if (actor->type == MT_WIZARD && P_Random() < 128)
+ {
+ S_StartSound(actor, actor->info->seesound);
+ }
+ else if (actor->type == MT_SORCERER2)
+ {
+ S_StartSound(NULL, actor->info->activesound);
+ }
+ else
+ {
+ S_StartSound(actor, actor->info->activesound);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FaceTarget
+//
+//----------------------------------------------------------------------------
+
+void A_FaceTarget(mobj_t *actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ actor->flags &= ~MF_AMBUSH;
+ actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
+ if (actor->target->flags & MF_SHADOW)
+ { // Target is a ghost
+ actor->angle += (P_Random() - P_Random()) << 21;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Pain
+//
+//----------------------------------------------------------------------------
+
+void A_Pain(mobj_t *actor)
+{
+ if (actor->info->painsound)
+ {
+ S_StartSound(actor, actor->info->painsound);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_DripBlood
+//
+//----------------------------------------------------------------------------
+
+void A_DripBlood(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random())<<11),
+ actor->y + ((P_Random() - P_Random())<<11),
+ actor->z, MT_BLOOD);
+ mo->momx = (P_Random() - P_Random())<<10;
+ mo->momy = (P_Random() - P_Random())<<10;
+ mo->flags2 |= MF2_LOGRAV;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_KnightAttack
+//
+//----------------------------------------------------------------------------
+
+void A_KnightAttack(mobj_t *actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(3));
+ S_StartSound(actor, sfx_kgtat2);
+ return;
+ }
+ // Throw axe
+ S_StartSound(actor, actor->info->attacksound);
+ if (actor->type == MT_KNIGHTGHOST || P_Random() < 40)
+ { // Red axe
+ P_SpawnMissile(actor, actor->target, MT_REDAXE);
+ return;
+ }
+ // Green axe
+ P_SpawnMissile(actor, actor->target, MT_KNIGHTAXE);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpExplode
+//
+//----------------------------------------------------------------------------
+
+void A_ImpExplode(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_IMPCHUNK1);
+ mo->momx = (P_Random() - P_Random ())<<10;
+ mo->momy = (P_Random() - P_Random ())<<10;
+ mo->momz = 9*FRACUNIT;
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_IMPCHUNK2);
+ mo->momx = (P_Random() - P_Random ())<<10;
+ mo->momy = (P_Random() - P_Random ())<<10;
+ mo->momz = 9*FRACUNIT;
+ if (actor->special1 == 666)
+ { // Extreme death crash
+ P_SetMobjState(actor, S_IMP_XCRASH1);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BeastPuff
+//
+//----------------------------------------------------------------------------
+
+void A_BeastPuff(mobj_t *actor)
+{
+ if (P_Random() > 64)
+ {
+ P_SpawnMobj(actor->x + ((P_Random() - P_Random())<<10),
+ actor->y+((P_Random() - P_Random())<<10),
+ actor->z+((P_Random() - P_Random())<<10), MT_PUFFY);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpMeAttack
+//
+//----------------------------------------------------------------------------
+
+void A_ImpMeAttack(mobj_t *actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, 5 + (P_Random() & 7));
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpMsAttack
+//
+//----------------------------------------------------------------------------
+
+void A_ImpMsAttack(mobj_t *actor)
+{
+ mobj_t *dest;
+ angle_t an;
+ int dist;
+
+ if (!actor->target || P_Random() > 64)
+ {
+ P_SetMobjState(actor, actor->info->seestate);
+ return;
+ }
+ dest = actor->target;
+ actor->flags |= MF_SKULLFLY;
+ S_StartSound(actor, actor->info->attacksound);
+ A_FaceTarget(actor);
+ an = actor->angle >> ANGLETOFINESHIFT;
+ actor->momx = FixedMul(12*FRACUNIT, finecosine[an]);
+ actor->momy = FixedMul(12*FRACUNIT, finesine[an]);
+ dist = P_AproxDistance(dest->x-actor->x, dest->y-actor->y);
+ dist = dist/(12*FRACUNIT);
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ actor->momz = (dest->z + (dest->height>>1) - actor->z) / dist;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpMsAttack2
+//
+// Fireball attack of the imp leader.
+//
+//----------------------------------------------------------------------------
+
+void A_ImpMsAttack2(mobj_t *actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, 5 + (P_Random() & 7));
+ return;
+ }
+ P_SpawnMissile(actor, actor->target, MT_IMPBALL);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpDeath
+//
+//----------------------------------------------------------------------------
+
+void A_ImpDeath(mobj_t *actor)
+{
+ actor->flags &= ~MF_SOLID;
+ actor->flags2 |= MF2_FOOTCLIP;
+ if (actor->z <= actor->floorz)
+ {
+ P_SetMobjState(actor, S_IMP_CRASH1);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpXDeath1
+//
+//----------------------------------------------------------------------------
+
+void A_ImpXDeath1(mobj_t *actor)
+{
+ actor->flags &= ~MF_SOLID;
+ actor->flags |= MF_NOGRAVITY;
+ actor->flags2 |= MF2_FOOTCLIP;
+ actor->special1 = 666; // Flag the crash routine
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ImpXDeath2
+//
+//----------------------------------------------------------------------------
+
+void A_ImpXDeath2(mobj_t *actor)
+{
+ actor->flags &= ~MF_NOGRAVITY;
+ if (actor->z <= actor->floorz)
+ {
+ P_SetMobjState(actor, S_IMP_CRASH1);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_UpdateChicken
+//
+// Returns true if the chicken morphs.
+//
+//----------------------------------------------------------------------------
+
+boolean P_UpdateChicken(mobj_t *actor, int tics)
+{
+ mobj_t *fog;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ mobjtype_t moType;
+ mobj_t *mo;
+ mobj_t oldChicken;
+
+ actor->special1 -= tics;
+ if (actor->special1 > 0)
+ {
+ return false;
+ }
+ moType = actor->special2;
+ x = actor->x;
+ y = actor->y;
+ z = actor->z;
+ oldChicken = *actor;
+ P_SetMobjState(actor, S_FREETARGMOBJ);
+ mo = P_SpawnMobj(x, y, z, moType);
+ if (P_TestMobjLocation(mo) == false)
+ { // Didn't fit
+ P_RemoveMobj(mo);
+ mo = P_SpawnMobj(x, y, z, MT_CHICKEN);
+ mo->angle = oldChicken.angle;
+ mo->flags = oldChicken.flags;
+ mo->health = oldChicken.health;
+ mo->target = oldChicken.target;
+ mo->special1 = 5*35; // Next try in 5 seconds
+ mo->special2 = moType;
+ return false;
+ }
+ mo->angle = oldChicken.angle;
+ mo->target = oldChicken.target;
+ fog = P_SpawnMobj(x, y, z+TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ return true;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ChicAttack
+//
+//----------------------------------------------------------------------------
+
+void A_ChicAttack(mobj_t *actor)
+{
+ if (P_UpdateChicken(actor, 18))
+ {
+ return;
+ }
+ if (!actor->target)
+ {
+ return;
+ }
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, 1 + (P_Random() & 1));
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ChicLook
+//
+//----------------------------------------------------------------------------
+
+void A_ChicLook(mobj_t *actor)
+{
+ if (P_UpdateChicken(actor, 10))
+ {
+ return;
+ }
+ A_Look(actor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ChicChase
+//
+//----------------------------------------------------------------------------
+
+void A_ChicChase(mobj_t *actor)
+{
+ if (P_UpdateChicken(actor, 3))
+ {
+ return;
+ }
+ A_Chase(actor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ChicPain
+//
+//----------------------------------------------------------------------------
+
+void A_ChicPain(mobj_t *actor)
+{
+ if (P_UpdateChicken(actor, 10))
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->painsound);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Feathers
+//
+//----------------------------------------------------------------------------
+
+void A_Feathers(mobj_t *actor)
+{
+ int i;
+ int count;
+ mobj_t *mo;
+
+ if (actor->health > 0)
+ { // Pain
+ count = P_Random() < 32 ? 2 : 1;
+ }
+ else
+ { // Death
+ count = 5 + (P_Random() & 3);
+ }
+ for (i = 0; i < count; i++)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 20*FRACUNIT, MT_FEATHER);
+ mo->target = actor;
+ mo->momx = (P_Random() - P_Random())<<8;
+ mo->momy = (P_Random() - P_Random())<<8;
+ mo->momz = FRACUNIT + (P_Random()<<9);
+ P_SetMobjState(mo, S_FEATHER1 + (P_Random() & 7));
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MummyAttack
+//
+//----------------------------------------------------------------------------
+
+void A_MummyAttack(mobj_t *actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(2));
+ S_StartSound(actor, sfx_mumat2);
+ return;
+ }
+ S_StartSound(actor, sfx_mumat1);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MummyAttack2
+//
+// Mummy leader missile attack.
+//
+//----------------------------------------------------------------------------
+
+void A_MummyAttack2(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ //S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(2));
+ return;
+ }
+ mo = P_SpawnMissile(actor, actor->target, MT_MUMMYFX1);
+ //mo = P_SpawnMissile(actor, actor->target, MT_EGGFX);
+ if (mo != NULL)
+ {
+ mo->special1 = (intptr_t)actor->target;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MummyFX1Seek
+//
+//----------------------------------------------------------------------------
+
+void A_MummyFX1Seek(mobj_t *actor)
+{
+ P_SeekerMissile(actor, ANGLE_1*10, ANGLE_1*20);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MummySoul
+//
+//----------------------------------------------------------------------------
+
+void A_MummySoul(mobj_t *mummy)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(mummy->x, mummy->y, mummy->z + 10*FRACUNIT, MT_MUMMYSOUL);
+ mo->momz = FRACUNIT;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Sor1Pain
+//
+//----------------------------------------------------------------------------
+
+void A_Sor1Pain(mobj_t *actor)
+{
+ actor->special1 = 20; // Number of steps to walk fast
+ A_Pain(actor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Sor1Chase
+//
+//----------------------------------------------------------------------------
+
+void A_Sor1Chase(mobj_t *actor)
+{
+ if (actor->special1)
+ {
+ actor->special1--;
+ actor->tics -= 3;
+ }
+ A_Chase(actor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Srcr1Attack
+//
+// Sorcerer demon attack.
+//
+//----------------------------------------------------------------------------
+
+void A_Srcr1Attack(mobj_t *actor)
+{
+ mobj_t *mo;
+ fixed_t momz;
+ angle_t angle;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(8));
+ return;
+ }
+ if (actor->health > (actor->info->spawnhealth/3)*2)
+ { // Spit one fireball
+ P_SpawnMissile(actor, actor->target, MT_SRCRFX1);
+ }
+ else
+ { // Spit three fireballs
+ mo = P_SpawnMissile(actor, actor->target, MT_SRCRFX1);
+ if (mo)
+ {
+ momz = mo->momz;
+ angle = mo->angle;
+ P_SpawnMissileAngle(actor, MT_SRCRFX1, angle - ANGLE_1*3, momz);
+ P_SpawnMissileAngle(actor, MT_SRCRFX1, angle + ANGLE_1*3, momz);
+ }
+ if (actor->health < actor->info->spawnhealth/3)
+ { // Maybe attack again
+ if (actor->special1)
+ { // Just attacked, so don't attack again
+ actor->special1 = 0;
+ }
+ else
+ { // Set state to attack again
+ actor->special1 = 1;
+ P_SetMobjState(actor, S_SRCR1_ATK4);
+ }
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SorcererRise
+//
+//----------------------------------------------------------------------------
+
+void A_SorcererRise(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ actor->flags &= ~MF_SOLID;
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SORCERER2);
+ P_SetMobjState(mo, S_SOR2_RISE1);
+ mo->angle = actor->angle;
+ mo->target = actor->target;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_DSparilTeleport
+//
+//----------------------------------------------------------------------------
+
+void P_DSparilTeleport(mobj_t *actor)
+{
+ int i;
+ fixed_t x;
+ fixed_t y;
+ fixed_t prevX;
+ fixed_t prevY;
+ fixed_t prevZ;
+ mobj_t *mo;
+
+ if (!BossSpotCount)
+ { // No spots
+ return;
+ }
+ i = P_Random();
+ do
+ {
+ i++;
+ x = BossSpots[i % BossSpotCount].x;
+ y = BossSpots[i % BossSpotCount].y;
+ } while (P_AproxDistance(actor->x - x, actor->y - y) < 128*FRACUNIT);
+ prevX = actor->x;
+ prevY = actor->y;
+ prevZ = actor->z;
+ if (P_TeleportMove(actor, x, y))
+ {
+ mo = P_SpawnMobj(prevX, prevY, prevZ, MT_SOR2TELEFADE);
+ S_StartSound(mo, sfx_telept);
+ P_SetMobjState(actor, S_SOR2_TELE1);
+ S_StartSound(actor, sfx_telept);
+ actor->z = actor->floorz;
+ actor->angle = BossSpots[i % BossSpotCount].angle;
+ actor->momx = actor->momy = actor->momz = 0;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Srcr2Decide
+//
+//----------------------------------------------------------------------------
+
+void A_Srcr2Decide(mobj_t *actor)
+{
+ static int chance[] =
+ {
+ 192, 120, 120, 120, 64, 64, 32, 16, 0
+ };
+
+ if (!BossSpotCount)
+ { // No spots
+ return;
+ }
+ if (P_Random() < chance[actor->health / (actor->info->spawnhealth / 8)])
+ {
+ P_DSparilTeleport(actor);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Srcr2Attack
+//
+//----------------------------------------------------------------------------
+
+void A_Srcr2Attack(mobj_t *actor)
+{
+ int chance;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(NULL, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(20));
+ return;
+ }
+ chance = actor->health < actor->info->spawnhealth/2 ? 96 : 48;
+ if (P_Random() < chance)
+ { // Wizard spawners
+ P_SpawnMissileAngle(actor, MT_SOR2FX2, actor->angle - ANG45, FRACUNIT/2);
+ P_SpawnMissileAngle(actor, MT_SOR2FX2, actor->angle + ANG45, FRACUNIT/2);
+ }
+ else
+ { // Blue bolt
+ P_SpawnMissile(actor, actor->target, MT_SOR2FX1);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BlueSpark
+//
+//----------------------------------------------------------------------------
+
+void A_BlueSpark(mobj_t *actor)
+{
+ int i;
+ mobj_t *mo;
+
+ for (i = 0; i < 2; i++)
+ {
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SOR2FXSPARK);
+ mo->momx = (P_Random() - P_Random())<<9;
+ mo->momy = (P_Random() - P_Random())<<9;
+ mo->momz = FRACUNIT + (P_Random()<<8);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_GenWizard
+//
+//----------------------------------------------------------------------------
+
+void A_GenWizard(mobj_t *actor)
+{
+ mobj_t *mo;
+ mobj_t *fog;
+
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z - mobjinfo[MT_WIZARD].height/2, MT_WIZARD);
+ if (P_TestMobjLocation(mo) == false)
+ { // Didn't fit
+ P_RemoveMobj(mo);
+ return;
+ }
+ actor->momx = actor->momy = actor->momz = 0;
+ P_SetMobjState(actor, mobjinfo[actor->type].deathstate);
+ actor->flags &= ~MF_MISSILE;
+ fog = P_SpawnMobj(actor->x, actor->y, actor->z, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Sor2DthInit
+//
+//----------------------------------------------------------------------------
+
+void A_Sor2DthInit(mobj_t *actor)
+{
+ actor->special1 = 7; // Animation loop counter
+ P_Massacre(); // Kill monsters early
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Sor2DthLoop
+//
+//----------------------------------------------------------------------------
+
+void A_Sor2DthLoop(mobj_t *actor)
+{
+ if (--actor->special1)
+ { // Need to loop
+ P_SetMobjState(actor, S_SOR2_DIE4);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// D'Sparil Sound Routines
+//
+//----------------------------------------------------------------------------
+
+void A_SorZap(mobj_t *actor)
+{
+ S_StartSound(NULL, sfx_sorzap);
+}
+
+void A_SorRise(mobj_t *actor)
+{
+ S_StartSound(NULL, sfx_sorrise);
+}
+
+void A_SorDSph(mobj_t *actor)
+{
+ S_StartSound(NULL, sfx_sordsph);
+}
+
+void A_SorDExp(mobj_t *actor)
+{
+ S_StartSound(NULL, sfx_sordexp);
+}
+
+void A_SorDBon(mobj_t *actor)
+{
+ S_StartSound(NULL, sfx_sordbon);
+}
+
+void A_SorSightSnd(mobj_t *actor)
+{
+ S_StartSound(NULL, sfx_sorsit);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurAtk1
+//
+// Melee attack.
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurAtk1(mobj_t *actor)
+{
+ player_t *player;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, sfx_stfpow);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(4));
+ if ((player = actor->target->player) != NULL)
+ { // Squish the player
+ player->deltaviewheight = -16*FRACUNIT;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurDecide
+//
+// Choose a missile attack.
+//
+//----------------------------------------------------------------------------
+
+#define MNTR_CHARGE_SPEED (13 * FRACUNIT)
+
+void A_MinotaurDecide(mobj_t *actor)
+{
+ angle_t angle;
+ mobj_t *target;
+ int dist;
+
+ target = actor->target;
+ if (!target)
+ {
+ return;
+ }
+ S_StartSound(actor, sfx_minsit);
+ dist = P_AproxDistance(actor->x - target->x, actor->y - target->y);
+ if (target->z + target->height > actor->z
+ && target->z + target->height < actor->z + actor->height
+ && dist < 8*64*FRACUNIT
+ && dist > 1*64*FRACUNIT
+ && P_Random() < 150)
+ { // Charge attack
+ // Don't call the state function right away
+ P_SetMobjStateNF(actor, S_MNTR_ATK4_1);
+ actor->flags |= MF_SKULLFLY;
+ A_FaceTarget(actor);
+ angle = actor->angle>>ANGLETOFINESHIFT;
+ actor->momx = FixedMul(MNTR_CHARGE_SPEED, finecosine[angle]);
+ actor->momy = FixedMul(MNTR_CHARGE_SPEED, finesine[angle]);
+ actor->special1 = 35/2; // Charge duration
+ }
+ else if (target->z == target->floorz
+ && dist < 9*64*FRACUNIT
+ && P_Random() < 220)
+ { // Floor fire attack
+ P_SetMobjState(actor, S_MNTR_ATK3_1);
+ actor->special2 = 0;
+ }
+ else
+ { // Swing attack
+ A_FaceTarget(actor);
+ // Don't need to call P_SetMobjState because the current state
+ // falls through to the swing attack
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurCharge
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurCharge(mobj_t *actor)
+{
+ mobj_t *puff;
+
+ if (actor->special1)
+ {
+ puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PHOENIXPUFF);
+ puff->momz = 2*FRACUNIT;
+ actor->special1--;
+ }
+ else
+ {
+ actor->flags &= ~MF_SKULLFLY;
+ P_SetMobjState(actor, actor->info->seestate);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurAtk2
+//
+// Swing attack.
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurAtk2(mobj_t *actor)
+{
+ mobj_t *mo;
+ angle_t angle;
+ fixed_t momz;
+
+ if (!actor->target)
+ return;
+
+ S_StartSound(actor, sfx_minat2);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(5));
+ return;
+ }
+ mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX1);
+ if (mo)
+ {
+ S_StartSound(mo, sfx_minat2);
+ momz = mo->momz;
+ angle = mo->angle;
+ P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 / 8), momz);
+ P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 / 8), momz);
+ P_SpawnMissileAngle(actor, MT_MNTRFX1, angle - (ANG45 /16), momz);
+ P_SpawnMissileAngle(actor, MT_MNTRFX1, angle + (ANG45 /16), momz);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MinotaurAtk3
+//
+// Floor fire attack.
+//
+//----------------------------------------------------------------------------
+
+void A_MinotaurAtk3(mobj_t *actor)
+{
+ mobj_t *mo;
+ player_t *player;
+
+ if (!actor->target)
+ {
+ return;
+ }
+
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(5));
+ if ((player = actor->target->player) != NULL)
+ { // Squish the player
+ player->deltaviewheight = -16*FRACUNIT;
+ }
+ }
+ else
+ {
+ mo = P_SpawnMissile(actor, actor->target, MT_MNTRFX2);
+ if (mo != NULL)
+ {
+ S_StartSound(mo, sfx_minat1);
+ }
+ }
+ if (P_Random() < 192 && actor->special2 == 0)
+ {
+ P_SetMobjState(actor, S_MNTR_ATK3_4);
+ actor->special2 = 1;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MntrFloorFire
+//
+//----------------------------------------------------------------------------
+
+void A_MntrFloorFire(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ actor->z = actor->floorz;
+ mo = P_SpawnMobj(actor->x + ((P_Random() - P_Random()) << 10),
+ actor->y + ((P_Random() - P_Random()) << 10), ONFLOORZ, MT_MNTRFX3);
+ mo->target = actor->target;
+ mo->momx = 1; // Force block checking
+ P_CheckMissileSpawn(mo);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BeastAttack
+//
+//----------------------------------------------------------------------------
+
+void A_BeastAttack(mobj_t *actor)
+{
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(3));
+ return;
+ }
+ P_SpawnMissile(actor, actor->target, MT_BEASTBALL);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_HeadAttack
+//
+//----------------------------------------------------------------------------
+
+void A_HeadAttack(mobj_t *actor)
+{
+ int i;
+ mobj_t *fire;
+ mobj_t *baseFire;
+ mobj_t *mo;
+ mobj_t *target;
+ int randAttack;
+ static int atkResolve1[] = { 50, 150 };
+ static int atkResolve2[] = { 150, 200 };
+ int dist;
+
+ // Ice ball (close 20% : far 60%)
+ // Fire column (close 40% : far 20%)
+ // Whirlwind (close 40% : far 20%)
+ // Distance threshold = 8 cells
+
+ target = actor->target;
+ if (target == NULL)
+ {
+ return;
+ }
+ A_FaceTarget(actor);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(target, actor, actor, HITDICE(6));
+ return;
+ }
+ dist = P_AproxDistance(actor->x-target->x, actor->y-target->y) > 8*64*FRACUNIT;
+ randAttack = P_Random();
+ if (randAttack < atkResolve1[dist])
+ { // Ice ball
+ P_SpawnMissile(actor, target, MT_HEADFX1);
+ S_StartSound(actor, sfx_hedat2);
+ }
+ else if (randAttack < atkResolve2[dist])
+ { // Fire column
+ baseFire = P_SpawnMissile(actor, target, MT_HEADFX3);
+ if (baseFire != NULL)
+ {
+ P_SetMobjState(baseFire, S_HEADFX3_4); // Don't grow
+ for (i = 0; i < 5; i++)
+ {
+ fire = P_SpawnMobj(baseFire->x, baseFire->y,
+ baseFire->z, MT_HEADFX3);
+ if (i == 0)
+ {
+ S_StartSound(actor, sfx_hedat1);
+ }
+ fire->target = baseFire->target;
+ fire->angle = baseFire->angle;
+ fire->momx = baseFire->momx;
+ fire->momy = baseFire->momy;
+ fire->momz = baseFire->momz;
+ fire->damage = 0;
+ fire->health = (i + 1)*2;
+ P_CheckMissileSpawn(fire);
+ }
+ }
+ }
+ else
+ { // Whirlwind
+ mo = P_SpawnMissile(actor, target, MT_WHIRLWIND);
+ if (mo != NULL)
+ {
+ mo->z -= 32*FRACUNIT;
+ mo->special1 = (intptr_t)target;
+ mo->special2 = 50; // Timer for active sound
+ mo->health = 20*TICSPERSEC; // Duration
+ S_StartSound(actor, sfx_hedat3);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_WhirlwindSeek
+//
+//----------------------------------------------------------------------------
+
+void A_WhirlwindSeek(mobj_t *actor)
+{
+ actor->health -= 3;
+ if (actor->health < 0)
+ {
+ actor->momx = actor->momy = actor->momz = 0;
+ P_SetMobjState(actor, mobjinfo[actor->type].deathstate);
+ actor->flags &= ~MF_MISSILE;
+ return;
+ }
+ if ((actor->special2 -= 3) < 0)
+ {
+ actor->special2 = 58 + (P_Random() & 31);
+ S_StartSound(actor, sfx_hedat3);
+ }
+ if (actor->special1
+ && (((mobj_t *)(actor->special1))->flags & MF_SHADOW))
+ {
+ return;
+ }
+ P_SeekerMissile(actor, ANGLE_1*10, ANGLE_1*30);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_HeadIceImpact
+//
+//----------------------------------------------------------------------------
+
+void A_HeadIceImpact(mobj_t *ice)
+{
+ unsigned int i;
+ angle_t angle;
+ mobj_t *shard;
+
+ for (i = 0; i < 8; i++)
+ {
+ shard = P_SpawnMobj(ice->x, ice->y, ice->z, MT_HEADFX2);
+ angle = i*ANG45;
+ shard->target = ice->target;
+ shard->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ shard->momx = FixedMul(shard->info->speed, finecosine[angle]);
+ shard->momy = FixedMul(shard->info->speed, finesine[angle]);
+ shard->momz = -.6*FRACUNIT;
+ P_CheckMissileSpawn(shard);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_HeadFireGrow
+//
+//----------------------------------------------------------------------------
+
+void A_HeadFireGrow(mobj_t *fire)
+{
+ fire->health--;
+ fire->z += 9*FRACUNIT;
+ if (fire->health == 0)
+ {
+ fire->damage = fire->info->damage;
+ P_SetMobjState(fire, S_HEADFX3_4);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SnakeAttack
+//
+//----------------------------------------------------------------------------
+
+void A_SnakeAttack(mobj_t *actor)
+{
+ if (!actor->target)
+ {
+ P_SetMobjState(actor, S_SNAKE_WALK1);
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ A_FaceTarget(actor);
+ P_SpawnMissile(actor, actor->target, MT_SNAKEPRO_A);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SnakeAttack2
+//
+//----------------------------------------------------------------------------
+
+void A_SnakeAttack2(mobj_t *actor)
+{
+ if (!actor->target)
+ {
+ P_SetMobjState(actor, S_SNAKE_WALK1);
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ A_FaceTarget(actor);
+ P_SpawnMissile(actor, actor->target, MT_SNAKEPRO_B);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ClinkAttack
+//
+//----------------------------------------------------------------------------
+
+void A_ClinkAttack(mobj_t *actor)
+{
+ int damage;
+
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ damage = ((P_Random() % 7) + 3);
+ P_DamageMobj(actor->target, actor, actor, damage);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_GhostOff
+//
+//----------------------------------------------------------------------------
+
+void A_GhostOff(mobj_t *actor)
+{
+ actor->flags &= ~MF_SHADOW;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_WizAtk1
+//
+//----------------------------------------------------------------------------
+
+void A_WizAtk1(mobj_t *actor)
+{
+ A_FaceTarget(actor);
+ actor->flags &= ~MF_SHADOW;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_WizAtk2
+//
+//----------------------------------------------------------------------------
+
+void A_WizAtk2(mobj_t *actor)
+{
+ A_FaceTarget(actor);
+ actor->flags |= MF_SHADOW;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_WizAtk3
+//
+//----------------------------------------------------------------------------
+
+void A_WizAtk3(mobj_t *actor)
+{
+ mobj_t *mo;
+ angle_t angle;
+ fixed_t momz;
+
+ actor->flags &= ~MF_SHADOW;
+ if (!actor->target)
+ {
+ return;
+ }
+ S_StartSound(actor, actor->info->attacksound);
+ if (P_CheckMeleeRange(actor))
+ {
+ P_DamageMobj(actor->target, actor, actor, HITDICE(4));
+ return;
+ }
+ mo = P_SpawnMissile(actor, actor->target, MT_WIZFX1);
+ if (mo)
+ {
+ momz = mo->momz;
+ angle = mo->angle;
+ P_SpawnMissileAngle(actor, MT_WIZFX1, angle - (ANG45 / 8), momz);
+ P_SpawnMissileAngle(actor, MT_WIZFX1, angle + (ANG45 / 8), momz);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Scream
+//
+//----------------------------------------------------------------------------
+
+void A_Scream(mobj_t *actor)
+{
+ switch (actor->type)
+ {
+ case MT_CHICPLAYER:
+ case MT_SORCERER1:
+ case MT_MINOTAUR:
+ // Make boss death sounds full volume
+ S_StartSound(NULL, actor->info->deathsound);
+ break;
+ case MT_PLAYER:
+ // Handle the different player death screams
+ if (actor->special1 < 10)
+ { // Wimpy death sound
+ S_StartSound(actor, sfx_plrwdth);
+ }
+ else if (actor->health > -50)
+ { // Normal death sound
+ S_StartSound(actor, actor->info->deathsound);
+ }
+ else if (actor->health > -100)
+ { // Crazy death sound
+ S_StartSound(actor, sfx_plrcdth);
+ }
+ else
+ { // Extreme death sound
+ S_StartSound(actor, sfx_gibdth);
+ }
+ break;
+ default:
+ S_StartSound(actor, actor->info->deathsound);
+ break;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_DropItem
+//
+//---------------------------------------------------------------------------
+
+void P_DropItem(mobj_t *source, mobjtype_t type, int special, int chance)
+{
+ mobj_t *mo;
+
+ if (P_Random() > chance)
+ {
+ return;
+ }
+ mo = P_SpawnMobj(source->x, source->y,
+ source->z + (source->height>>1), type);
+ mo->momx = (P_Random() - P_Random())<<8;
+ mo->momy = (P_Random() - P_Random())<<8;
+ mo->momz = FRACUNIT*5 + (P_Random()<<10);
+ mo->flags |= MF_DROPPED;
+ mo->health = special;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_NoBlocking
+//
+//----------------------------------------------------------------------------
+
+void A_NoBlocking(mobj_t *actor)
+{
+ actor->flags &= ~MF_SOLID;
+ // Check for monsters dropping things
+ switch (actor->type)
+ {
+ case MT_MUMMY:
+ case MT_MUMMYLEADER:
+ case MT_MUMMYGHOST:
+ case MT_MUMMYLEADERGHOST:
+ P_DropItem(actor, MT_AMGWNDWIMPY, 3, 84);
+ break;
+ case MT_KNIGHT:
+ case MT_KNIGHTGHOST:
+ P_DropItem(actor, MT_AMCBOWWIMPY, 5, 84);
+ break;
+ case MT_WIZARD:
+ P_DropItem(actor, MT_AMBLSRWIMPY, 10, 84);
+ P_DropItem(actor, MT_ARTITOMEOFPOWER, 0, 4);
+ break;
+ case MT_HEAD:
+ P_DropItem(actor, MT_AMBLSRWIMPY, 10, 84);
+ P_DropItem(actor, MT_ARTIEGG, 0, 51);
+ break;
+ case MT_BEAST:
+ P_DropItem(actor, MT_AMCBOWWIMPY, 10, 84);
+ break;
+ case MT_CLINK:
+ P_DropItem(actor, MT_AMSKRDWIMPY, 20, 84);
+ break;
+ case MT_SNAKE:
+ P_DropItem(actor, MT_AMPHRDWIMPY, 5, 84);
+ break;
+ case MT_MINOTAUR:
+ P_DropItem(actor, MT_ARTISUPERHEAL, 0, 51);
+ P_DropItem(actor, MT_AMPHRDWIMPY, 10, 84);
+ break;
+ default:
+ break;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_Explode
+//
+// Handles a bunch of exploding things.
+//
+//----------------------------------------------------------------------------
+
+void A_Explode(mobj_t *actor)
+{
+ int damage;
+
+ damage = 128;
+ switch (actor->type)
+ {
+ case MT_FIREBOMB: // Time Bombs
+ actor->z += 32*FRACUNIT;
+ actor->flags &= ~MF_SHADOW;
+ break;
+ case MT_MNTRFX2: // Minotaur floor fire
+ damage = 24;
+ break;
+ case MT_SOR2FX1: // D'Sparil missile
+ damage = 80 + (P_Random() & 31);
+ break;
+ default:
+ break;
+ }
+ P_RadiusAttack(actor, actor->target, damage);
+ P_HitFloor(actor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_PodPain
+//
+//----------------------------------------------------------------------------
+
+void A_PodPain(mobj_t *actor)
+{
+ int i;
+ int count;
+ int chance;
+ mobj_t *goo;
+
+ chance = P_Random();
+ if (chance < 128)
+ {
+ return;
+ }
+ count = chance > 240 ? 2 : 1;
+ for (i = 0; i < count; i++)
+ {
+ goo = P_SpawnMobj(actor->x, actor->y,
+ actor->z + 48*FRACUNIT, MT_PODGOO);
+ goo->target = actor;
+ goo->momx = (P_Random() - P_Random())<<9;
+ goo->momy = (P_Random() - P_Random())<<9;
+ goo->momz = FRACUNIT/2 + (P_Random()<<9);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_RemovePod
+//
+//----------------------------------------------------------------------------
+
+void A_RemovePod(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ if (actor->special2)
+ {
+ mo = (mobj_t *)actor->special2;
+ if (mo->special1 > 0)
+ {
+ mo->special1--;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MakePod
+//
+//----------------------------------------------------------------------------
+
+#define MAX_GEN_PODS 16
+
+void A_MakePod(mobj_t *actor)
+{
+ mobj_t *mo;
+ fixed_t x;
+ fixed_t y;
+
+ if (actor->special1 == MAX_GEN_PODS)
+ { // Too many generated pods
+ return;
+ }
+ x = actor->x;
+ y = actor->y;
+ mo = P_SpawnMobj(x, y, ONFLOORZ, MT_POD);
+ if (P_CheckPosition(mo, x, y) == false)
+ { // Didn't fit
+ P_RemoveMobj(mo);
+ return;
+ }
+ P_SetMobjState(mo, S_POD_GROW1);
+ P_ThrustMobj(mo, P_Random()<<24, (fixed_t)(4.5*FRACUNIT));
+ S_StartSound(mo, sfx_newpod);
+ actor->special1++; // Increment generated pod count
+ mo->special2 = (intptr_t)actor; // Link the generator to the pod
+ return;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_Massacre
+//
+// Kills all monsters.
+//
+//----------------------------------------------------------------------------
+
+void P_Massacre(void)
+{
+ mobj_t *mo;
+ thinker_t *think;
+
+ for (think = thinkercap.next; think != &thinkercap;
+ think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mo = (mobj_t *)think;
+ if ((mo->flags & MF_COUNTKILL) && (mo->health > 0))
+ {
+ P_DamageMobj(mo, NULL, NULL, 10000);
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BossDeath
+//
+// Trigger special effects if all bosses are dead.
+//
+//----------------------------------------------------------------------------
+
+void A_BossDeath(mobj_t *actor)
+{
+ mobj_t *mo;
+ thinker_t *think;
+ line_t dummyLine;
+ static mobjtype_t bossType[6] =
+ {
+ MT_HEAD,
+ MT_MINOTAUR,
+ MT_SORCERER2,
+ MT_HEAD,
+ MT_MINOTAUR,
+ -1
+ };
+
+ if (gamemap != 8)
+ { // Not a boss level
+ return;
+ }
+ if (actor->type != bossType[gameepisode - 1])
+ { // Not considered a boss in this episode
+ return;
+ }
+ // Make sure all bosses are dead
+ for (think = thinkercap.next; think != &thinkercap; think = think->next)
+ {
+ if (think->function != P_MobjThinker)
+ { // Not a mobj thinker
+ continue;
+ }
+ mo = (mobj_t *)think;
+ if ((mo != actor) && (mo->type == actor->type) && (mo->health > 0))
+ { // Found a living boss
+ return;
+ }
+ }
+ if (gameepisode > 1)
+ { // Kill any remaining monsters
+ P_Massacre();
+ }
+ dummyLine.tag = 666;
+ EV_DoFloor(&dummyLine, lowerFloor);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ESound
+//
+//----------------------------------------------------------------------------
+
+void A_ESound(mobj_t *mo)
+{
+ int sound = 0;
+
+ switch (mo->type)
+ {
+ case MT_SOUNDWATERFALL:
+ sound = sfx_waterfl;
+ break;
+ case MT_SOUNDWIND:
+ sound = sfx_wind;
+ break;
+ default:
+ break;
+ }
+ S_StartSound(mo, sound);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SpawnTeleGlitter
+//
+//----------------------------------------------------------------------------
+
+void A_SpawnTeleGlitter(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x + ((P_Random() & 31) - 16) * FRACUNIT,
+ actor->y + ((P_Random() & 31) - 16) * FRACUNIT,
+ actor->subsector->sector->floorheight, MT_TELEGLITTER);
+ mo->momz = FRACUNIT/4;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SpawnTeleGlitter2
+//
+//----------------------------------------------------------------------------
+
+void A_SpawnTeleGlitter2(mobj_t *actor)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(actor->x + ((P_Random() & 31) - 16) * FRACUNIT,
+ actor->y + ((P_Random() & 31) - 16) * FRACUNIT,
+ actor->subsector->sector->floorheight, MT_TELEGLITTER2);
+ mo->momz = FRACUNIT/4;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_AccTeleGlitter
+//
+//----------------------------------------------------------------------------
+
+void A_AccTeleGlitter(mobj_t *actor)
+{
+ if (++actor->health > 35)
+ {
+ actor->momz += actor->momz/2;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_InitKeyGizmo
+//
+//----------------------------------------------------------------------------
+
+void A_InitKeyGizmo(mobj_t *gizmo)
+{
+ mobj_t *mo;
+ statenum_t state = 0;
+
+ switch (gizmo->type)
+ {
+ case MT_KEYGIZMOBLUE:
+ state = S_KGZ_BLUEFLOAT1;
+ break;
+ case MT_KEYGIZMOGREEN:
+ state = S_KGZ_GREENFLOAT1;
+ break;
+ case MT_KEYGIZMOYELLOW:
+ state = S_KGZ_YELLOWFLOAT1;
+ break;
+ default:
+ break;
+ }
+ mo = P_SpawnMobj(gizmo->x, gizmo->y, gizmo->z + 60*FRACUNIT,
+ MT_KEYGIZMOFLOAT);
+ P_SetMobjState(mo, state);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_VolcanoSet
+//
+//----------------------------------------------------------------------------
+
+void A_VolcanoSet(mobj_t *volcano)
+{
+ volcano->tics = 105 + (P_Random() & 127);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_VolcanoBlast
+//
+//----------------------------------------------------------------------------
+
+void A_VolcanoBlast(mobj_t *volcano)
+{
+ int i;
+ int count;
+ mobj_t *blast;
+ angle_t angle;
+
+ count = 1 + (P_Random() % 3);
+ for (i = 0; i < count; i++)
+ {
+ blast = P_SpawnMobj(volcano->x, volcano->y,
+ volcano->z + 44*FRACUNIT,
+ MT_VOLCANOBLAST);
+ blast->target = volcano;
+ angle = P_Random()<<24;
+ blast->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ blast->momx = FixedMul(1*FRACUNIT, finecosine[angle]);
+ blast->momy = FixedMul(1*FRACUNIT, finesine[angle]);
+ blast->momz = (2.5*FRACUNIT)+(P_Random()<<10);
+ S_StartSound(blast, sfx_volsht);
+ P_CheckMissileSpawn(blast);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_VolcBallImpact
+//
+//----------------------------------------------------------------------------
+
+void A_VolcBallImpact(mobj_t *ball)
+{
+ unsigned int i;
+ mobj_t *tiny;
+ angle_t angle;
+
+ if (ball->z <= ball->floorz)
+ {
+ ball->flags |= MF_NOGRAVITY;
+ ball->flags2 &= ~MF2_LOGRAV;
+ ball->z += 28*FRACUNIT;
+ //ball->momz = 3*FRACUNIT;
+ }
+ P_RadiusAttack(ball, ball->target, 25);
+ for (i = 0; i < 4; i++)
+ {
+ tiny = P_SpawnMobj(ball->x, ball->y, ball->z, MT_VOLCANOTBLAST);
+ tiny->target = ball;
+ angle = i*ANG90;
+ tiny->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ tiny->momx = FixedMul(FRACUNIT*.7, finecosine[angle]);
+ tiny->momy = FixedMul(FRACUNIT*.7, finesine[angle]);
+ tiny->momz = FRACUNIT + (P_Random()<<9);
+ P_CheckMissileSpawn(tiny);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SkullPop
+//
+//----------------------------------------------------------------------------
+
+void A_SkullPop(mobj_t *actor)
+{
+ mobj_t *mo;
+ player_t *player;
+
+ actor->flags &= ~MF_SOLID;
+ mo = P_SpawnMobj(actor->x, actor->y, actor->z + 48*FRACUNIT,
+ MT_BLOODYSKULL);
+ //mo->target = actor;
+ mo->momx = (P_Random() - P_Random())<<9;
+ mo->momy = (P_Random() - P_Random())<<9;
+ mo->momz = FRACUNIT*2 + (P_Random()<<6);
+ // Attach player mobj to bloody skull
+ player = actor->player;
+ actor->player = NULL;
+ mo->player = player;
+ mo->health = actor->health;
+ mo->angle = actor->angle;
+ player->mo = mo;
+ player->lookdir = 0;
+ player->damagecount = 32;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_CheckSkullFloor
+//
+//----------------------------------------------------------------------------
+
+void A_CheckSkullFloor(mobj_t *actor)
+{
+ if (actor->z <= actor->floorz)
+ {
+ P_SetMobjState(actor, S_BLOODYSKULLX1);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_CheckSkullDone
+//
+//----------------------------------------------------------------------------
+
+void A_CheckSkullDone(mobj_t *actor)
+{
+ if (actor->special2 == 666)
+ {
+ P_SetMobjState(actor, S_BLOODYSKULLX2);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_CheckBurnGone
+//
+//----------------------------------------------------------------------------
+
+void A_CheckBurnGone(mobj_t *actor)
+{
+ if (actor->special2 == 666)
+ {
+ P_SetMobjState(actor, S_PLAY_FDTH20);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FreeTargMobj
+//
+//----------------------------------------------------------------------------
+
+void A_FreeTargMobj(mobj_t *mo)
+{
+ mo->momx = mo->momy = mo->momz = 0;
+ mo->z = mo->ceilingz+4*FRACUNIT;
+ mo->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY|MF_SOLID);
+ mo->flags |= MF_CORPSE|MF_DROPOFF|MF_NOGRAVITY;
+ mo->flags2 &= ~(MF2_PASSMOBJ|MF2_LOGRAV);
+ mo->player = NULL;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_AddPlayerCorpse
+//
+//----------------------------------------------------------------------------
+
+#define BODYQUESIZE 32
+static mobj_t *bodyque[BODYQUESIZE];
+int bodyqueslot;
+
+void A_AddPlayerCorpse(mobj_t *actor)
+{
+ if (bodyqueslot >= BODYQUESIZE)
+ { // Too many player corpses - remove an old one
+ P_RemoveMobj(bodyque[bodyqueslot % BODYQUESIZE]);
+ }
+ bodyque[bodyqueslot % BODYQUESIZE] = actor;
+ bodyqueslot++;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FlameSnd
+//
+//----------------------------------------------------------------------------
+
+void A_FlameSnd(mobj_t *actor)
+{
+ S_StartSound(actor, sfx_hedat1); // Burn sound
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_HideThing
+//
+//----------------------------------------------------------------------------
+
+void A_HideThing(mobj_t *actor)
+{
+ //P_UnsetThingPosition(actor);
+ actor->flags2 |= MF2_DONTDRAW;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_UnHideThing
+//
+//----------------------------------------------------------------------------
+
+void A_UnHideThing(mobj_t *actor)
+{
+ //P_SetThingPosition(actor);
+ actor->flags2 &= ~MF2_DONTDRAW;
+}
+
--- /dev/null
+++ b/p_floor.c
@@ -1,0 +1,450 @@
+// p_floor.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+//==================================================================
+//
+// FLOORS
+//
+//==================================================================
+
+
+//==================================================================
+//
+// Move a plane (floor or ceiling) and check for crushing
+//
+//==================================================================
+
+result_e T_MovePlane(sector_t *sector,fixed_t speed, fixed_t dest,
+ boolean crush, int floorOrCeiling, int direction)
+{
+ boolean flag;
+ fixed_t lastpos;
+
+ switch (floorOrCeiling)
+ {
+ case 0: // FLOOR
+ switch (direction)
+ {
+ case -1: // DOWN
+ if (sector->floorheight - speed < dest)
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight = dest;
+ flag = P_ChangeSector(sector,crush);
+ if (flag == true)
+ {
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector, crush);
+ //return res_crushed;
+ }
+ return res_pastdest;
+ }
+ else
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight -= speed;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector, crush);
+ return res_crushed;
+ }
+ }
+ break;
+
+ case 1: // UP
+ if (sector->floorheight + speed > dest)
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight = dest;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector, crush);
+ //return res_crushed;
+ }
+ return res_pastdest;
+ }
+ else // COULD GET CRUSHED
+ {
+ lastpos = sector->floorheight;
+ sector->floorheight += speed;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ if (crush == true)
+ return res_crushed;
+ sector->floorheight = lastpos;
+ P_ChangeSector(sector, crush);
+ return res_crushed;
+ }
+ }
+ break;
+ }
+ break; /* END OF THE FLOOR CASE */
+
+ case 1: // CEILING
+ switch (direction)
+ {
+ case -1: // DOWN
+ if (sector->ceilingheight - speed < dest)
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight = dest;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector, crush);
+ //return res_crushed;
+ }
+ return res_pastdest;
+ }
+ else // COULD GET CRUSHED
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight -= speed;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ if (crush == true)
+ return res_crushed;
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector, crush);
+ return res_crushed;
+ }
+ }
+ break;
+
+ case 1: // UP
+ if (sector->ceilingheight + speed > dest)
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight = dest;
+ flag = P_ChangeSector(sector, crush);
+ if (flag == true)
+ {
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector, crush);
+ //return res_crushed;
+ }
+ return res_pastdest;
+ }
+ else
+ {
+ lastpos = sector->ceilingheight;
+ sector->ceilingheight += speed;
+ flag = P_ChangeSector(sector, crush);
+ #if 0
+ if (flag == true)
+ {
+ sector->ceilingheight = lastpos;
+ P_ChangeSector(sector, crush);
+ return res_crushed;
+ }
+ #endif
+ }
+ break;
+ }
+ break; /* END OF THE CEILING CASE */
+ }
+
+ return res_ok;
+}
+
+//==================================================================
+//
+// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
+//
+//==================================================================
+
+void T_MoveFloor(floormove_t *floor)
+{
+ result_e res;
+
+ res = T_MovePlane(floor->sector,floor->speed,
+ floor->floordestheight, floor->crush, 0, floor->direction);
+
+ if (!(leveltime & 7))
+ {
+ S_StartSound((mobj_t *)(void *)&floor->sector->soundorg, sfx_dormov);
+ }
+
+ if (res == res_pastdest)
+ {
+ floor->sector->specialdata = NULL;
+ if (floor->type == raiseBuildStep)
+ {
+ S_StartSound((mobj_t *)(void *)&floor->sector->soundorg, sfx_pstop);
+ }
+ if (floor->direction == 1)
+ {
+ switch (floor->type)
+ {
+ case donutRaise:
+ floor->sector->special = floor->newspecial;
+ floor->sector->floorpic = floor->texture;
+ default:
+ break;
+ }
+ }
+ else if (floor->direction == -1)
+ {
+ switch (floor->type)
+ {
+ case lowerAndChange:
+ floor->sector->special = floor->newspecial;
+ floor->sector->floorpic = floor->texture;
+ default:
+ break;
+ }
+ }
+ P_RemoveThinker(&floor->thinker);
+ }
+}
+
+//==================================================================
+//
+// HANDLE FLOOR TYPES
+//
+//==================================================================
+
+int EV_DoFloor(line_t *line,floor_e floortype)
+{
+ int secnum;
+ int rtn;
+ int i;
+ sector_t *sec;
+ floormove_t *floor;
+
+ secnum = -1;
+ rtn = 0;
+ while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
+ {
+ sec = §ors[secnum];
+
+ // ALREADY MOVING? IF SO, KEEP GOING...
+ if (sec->specialdata)
+ continue;
+
+ //
+ // new floor thinker
+ //
+ rtn = 1;
+ floor = (floormove_t *) Z_Malloc (sizeof(*floor), PU_LEVSPEC, NULL);
+ P_AddThinker (&floor->thinker);
+ sec->specialdata = floor;
+ floor->thinker.function = T_MoveFloor;
+ floor->type = floortype;
+ floor->crush = false;
+ switch (floortype)
+ {
+ case lowerFloor:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = P_FindHighestFloorSurrounding(sec);
+ break;
+ case lowerFloorToLowest:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = P_FindLowestFloorSurrounding(sec);
+ break;
+ case turboLower:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED * 4;
+ floor->floordestheight = (8*FRACUNIT) + P_FindHighestFloorSurrounding(sec);
+ break;
+ case raiseFloorCrush:
+ floor->crush = true;
+ case raiseFloor:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = P_FindLowestCeilingSurrounding(sec);
+ if (floor->floordestheight > sec->ceilingheight)
+ floor->floordestheight = sec->ceilingheight;
+ floor->floordestheight -= (8*FRACUNIT) * (floortype == raiseFloorCrush);
+ break;
+ case raiseFloorToNearest:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = P_FindNextHighestFloor(sec, sec->floorheight);
+ break;
+ case raiseFloor24:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = floor->sector->floorheight + 24 * FRACUNIT;
+ break;
+ case raiseFloor24AndChange:
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = floor->sector->floorheight + 24 * FRACUNIT;
+ sec->floorpic = line->frontsector->floorpic;
+ sec->special = line->frontsector->special;
+ break;
+ case raiseToTexture:
+ {
+ int minsize = H2MAXINT;
+ side_t *side;
+
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ for (i = 0; i < sec->linecount; i++)
+ {
+ if (twoSided(secnum, i))
+ {
+ side = getSide(secnum, i, 0);
+ if (side->bottomtexture >= 0)
+ {
+ if (textureheight[side->bottomtexture] < minsize)
+ minsize = textureheight[side->bottomtexture];
+ }
+ side = getSide(secnum, i, 1);
+ if (side->bottomtexture >= 0)
+ {
+ if (textureheight[side->bottomtexture] < minsize)
+ minsize = textureheight[side->bottomtexture];
+ }
+ }
+ floor->floordestheight = floor->sector->floorheight + minsize;
+ }
+ }
+ break;
+ case lowerAndChange:
+ floor->direction = -1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = P_FindLowestFloorSurrounding(sec);
+ floor->texture = sec->floorpic;
+ for (i = 0; i < sec->linecount; i++)
+ {
+ if (twoSided(secnum, i))
+ {
+ if (getSide(secnum,i,0)->sector-sectors == secnum)
+ {
+ sec = getSector(secnum,i,1);
+ floor->texture = sec->floorpic;
+ floor->newspecial = sec->special;
+ break;
+ }
+ else
+ {
+ sec = getSector(secnum,i,0);
+ floor->texture = sec->floorpic;
+ floor->newspecial = sec->special;
+ break;
+ }
+ }
+ }
+ default:
+ break;
+ }
+ }
+
+ return rtn;
+}
+
+//==================================================================
+//
+// BUILD A STAIRCASE!
+//
+//==================================================================
+
+int EV_BuildStairs(line_t *line, fixed_t stepDelta)
+{
+ int secnum;
+ int height;
+ int i;
+ int newsecnum;
+ int texture;
+ int ok;
+ int rtn;
+ sector_t *sec, *tsec;
+ floormove_t *floor;
+
+ secnum = -1;
+ rtn = 0;
+ while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
+ {
+ sec = §ors[secnum];
+
+ // ALREADY MOVING? IF SO, KEEP GOING...
+ if (sec->specialdata)
+ continue;
+
+ //
+ // new floor thinker
+ //
+ rtn = 1;
+ height = sec->floorheight+stepDelta;
+ floor = (floormove_t *) Z_Malloc (sizeof(*floor), PU_LEVSPEC, NULL);
+ P_AddThinker (&floor->thinker);
+ sec->specialdata = floor;
+ floor->thinker.function = T_MoveFloor;
+ floor->type = raiseBuildStep;
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = height;
+
+ texture = sec->floorpic;
+
+ //
+ // Find next sector to raise
+ // 1. Find 2-sided line with same sector side[0]
+ // 2. Other side is the next sector to raise
+ //
+ do
+ {
+ ok = 0;
+ for (i = 0; i < sec->linecount;i++)
+ {
+ if (! ((sec->lines[i])->flags & ML_TWOSIDED))
+ continue;
+
+ tsec = (sec->lines[i])->frontsector;
+ newsecnum = tsec-sectors;
+ if (secnum != newsecnum)
+ continue;
+ tsec = (sec->lines[i])->backsector;
+ newsecnum = tsec - sectors;
+ if (tsec->floorpic != texture)
+ continue;
+
+ height += stepDelta;
+ if (tsec->specialdata)
+ continue;
+
+ sec = tsec;
+ secnum = newsecnum;
+ floor = (floormove_t *) Z_Malloc (sizeof(*floor), PU_LEVSPEC, NULL);
+ P_AddThinker (&floor->thinker);
+ sec->specialdata = floor;
+ floor->thinker.function = T_MoveFloor;
+ floor->type = raiseBuildStep;
+ floor->direction = 1;
+ floor->sector = sec;
+ floor->speed = FLOORSPEED;
+ floor->floordestheight = height;
+ ok = 1;
+ break;
+ }
+ } while (ok);
+ }
+
+ return rtn;
+}
+
--- /dev/null
+++ b/p_inter.c
@@ -1,0 +1,1465 @@
+
+// P_inter.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+extern int messageson;
+extern int playerkeys;
+extern vertex_t KeyPoints[];
+
+boolean ultimatemsg;
+
+#define BONUSADD 6
+
+int WeaponValue[] =
+{
+ 1, /* staff */
+ 3, /* goldwand */
+ 4, /* crossbow */
+ 5, /* blaster */
+ 6, /* skullrod */
+ 7, /* phoenixrod */
+ 8, /* mace */
+ 2, /* gauntlets */
+ 0 /* beak */
+};
+
+int maxammo[NUMAMMO] =
+{
+ 100, /* gold wand */
+ 50, /* crossbow */
+ 200, /* blaster */
+ 200, /* skull rod */
+ 20, /* phoenix rod */
+ 150 /* mace */
+};
+
+static int GetWeaponAmmo[NUMWEAPONS] =
+{
+ 0, /* staff */
+ 25, /* gold wand */
+ 10, /* crossbow */
+ 30, /* blaster */
+ 50, /* skull rod */
+ 2, /* phoenix rod */
+ 50, /* mace */
+ 0, /* gauntlets */
+ 0 /* beak */
+};
+
+static weapontype_t GetAmmoChange[] =
+{
+ wp_goldwand,
+ wp_crossbow,
+ wp_blaster,
+ wp_skullrod,
+ wp_phoenixrod,
+ wp_mace
+};
+
+/*
+static weapontype_t GetAmmoChangePL1[NUMWEAPONS][NUMAMMO] =
+{
+ // staff
+ {wp_goldwand, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace},
+ // gold wand
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace},
+ // crossbow
+ {-1, -1, wp_blaster, wp_skullrod, -1, -1},
+ // blaster
+ {-1, -1, -1, -1, -1, -1},
+ // skull rod
+ {-1, -1, -1, -1, -1, -1},
+ // phoenix rod
+ {-1, -1, -1, -1, -1, -1},
+ // mace
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, -1},
+ // gauntlets
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace}
+};
+*/
+
+/*
+static weapontype_t GetAmmoChangePL2[NUMWEAPONS][NUMAMMO] =
+{
+ // staff
+ {wp_goldwand, wp_crossbow, wp_blaster, wp_skullrod, wp_phoenixrod,
+ wp_mace},
+ // gold wand
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, wp_phoenixrod, wp_mace},
+ // crossbow
+ {-1, -1, wp_blaster, wp_skullrod, wp_phoenixrod, -1},
+ // blaster
+ {-1, -1, -1, wp_skullrod, wp_phoenixrod, -1},
+ // skull rod
+ {-1, -1, -1, -1, -1, -1},
+ // phoenix rod
+ {-1, -1, -1, -1, -1, -1},
+ // mace
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, -1},
+ // gauntlets
+ {-1, -1, -1, wp_skullrod, wp_phoenixrod, wp_mace}
+};
+*/
+
+//--------------------------------------------------------------------------
+//
+// PROC P_SetMessage
+//
+//--------------------------------------------------------------------------
+
+void P_SetMessage(player_t *player, const char *message, boolean ultmsg)
+{
+ if ((ultimatemsg || !messageson) && !ultmsg)
+ {
+ return;
+ }
+ player->message = message;
+ player->messageTics = MESSAGETICS;
+ BorderTopRefresh = true;
+ if (ultmsg)
+ {
+ ultimatemsg = true;
+ }
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC P_GiveAmmo
+//
+// Returns true if the player accepted the ammo, false if it was
+// refused (player has maxammo[ammo]).
+//
+//--------------------------------------------------------------------------
+
+boolean P_GiveAmmo(player_t *player, ammotype_t ammo, int count)
+{
+ int prevAmmo;
+ //weapontype_t changeWeapon;
+
+ if (ammo == am_noammo)
+ {
+ return false;
+ }
+ if (ammo < 0 || ammo > NUMAMMO)
+ {
+ I_Error("P_GiveAmmo: bad type %i", ammo);
+ }
+ if (player->ammo[ammo] == player->maxammo[ammo])
+ {
+ return false;
+ }
+ if (gameskill == sk_baby || gameskill == sk_nightmare)
+ { // extra ammo in baby mode and nightmare mode
+ count += count>>1;
+ }
+ prevAmmo = player->ammo[ammo];
+
+ player->ammo[ammo] += count;
+ if (player->ammo[ammo] > player->maxammo[ammo])
+ {
+ player->ammo[ammo] = player->maxammo[ammo];
+ }
+ if (prevAmmo)
+ {
+ // Don't attempt to change weapons if the player already had
+ // ammo of the type just given
+ return true;
+ }
+ if (player->readyweapon == wp_staff
+ || player->readyweapon == wp_gauntlets)
+ {
+ if (player->weaponowned[GetAmmoChange[ammo]])
+ {
+ player->pendingweapon = GetAmmoChange[ammo];
+ }
+ }
+ /*
+ if (player->powers[pw_weaponlevel2])
+ {
+ changeWeapon = GetAmmoChangePL2[player->readyweapon][ammo];
+ }
+ else
+ {
+ changeWeapon = GetAmmoChangePL1[player->readyweapon][ammo];
+ }
+ if (changeWeapon != -1)
+ {
+ if (player->weaponowned[changeWeapon])
+ {
+ player->pendingweapon = changeWeapon;
+ }
+ }
+ */
+ return true;
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC P_GiveWeapon
+//
+// Returns true if the weapon or its ammo was accepted.
+//
+//--------------------------------------------------------------------------
+
+static boolean P_GiveWeapon(player_t *player, weapontype_t weapon)
+{
+ boolean gaveAmmo;
+ boolean gaveWeapon;
+
+ if (netgame && !deathmatch)
+ { // Cooperative net-game
+ if (player->weaponowned[weapon])
+ {
+ return false;
+ }
+ player->bonuscount += BONUSADD;
+ player->weaponowned[weapon] = true;
+ P_GiveAmmo(player, wpnlev1info[weapon].ammo, GetWeaponAmmo[weapon]);
+ player->pendingweapon = weapon;
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sfx_wpnup);
+ }
+ return false;
+ }
+ gaveAmmo = P_GiveAmmo(player, wpnlev1info[weapon].ammo, GetWeaponAmmo[weapon]);
+ if (player->weaponowned[weapon])
+ {
+ gaveWeapon = false;
+ }
+ else
+ {
+ gaveWeapon = true;
+ player->weaponowned[weapon] = true;
+ if (WeaponValue[weapon] > WeaponValue[player->readyweapon])
+ { // Only switch to more powerful weapons
+ player->pendingweapon = weapon;
+ }
+ }
+ return (gaveWeapon || gaveAmmo);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GiveBody
+//
+// Returns false if the body isn't needed at all.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GiveBody(player_t *player, int num)
+{
+ int max;
+
+ max = MAXHEALTH;
+ if (player->chickenTics)
+ {
+ max = MAXCHICKENHEALTH;
+ }
+ if (player->health >= max)
+ {
+ return false;
+ }
+ player->health += num;
+ if (player->health > max)
+ {
+ player->health = max;
+ }
+ player->mo->health = player->health;
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GiveArmor
+//
+// Returns false if the armor is worse than the current armor.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GiveArmor(player_t *player, int armortype)
+{
+ int hits;
+
+ hits = armortype*100;
+ if (player->armorpoints >= hits)
+ {
+ return false;
+ }
+ player->armortype = armortype;
+ player->armorpoints = hits;
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_GiveKey
+//
+//---------------------------------------------------------------------------
+
+static void P_GiveKey(player_t *player, keytype_t key)
+{
+ if (player->keys[key])
+ {
+ return;
+ }
+ if (player == &players[consoleplayer])
+ {
+ playerkeys |= 1<<key;
+ KeyPoints[key].x = 0;
+ KeyPoints[key].y = 0;
+ }
+ player->bonuscount = BONUSADD;
+ player->keys[key] = true;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GivePower
+//
+// Returns true if power accepted.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GivePower(player_t *player, powertype_t power)
+{
+ if (power == pw_invulnerability)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return false;
+ }
+ player->powers[power] = INVULNTICS;
+ return true;
+ }
+ if (power == pw_weaponlevel2)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return false;
+ }
+ player->powers[power] = WPNLEV2TICS;
+ return true;
+ }
+ if (power == pw_invisibility)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return false;
+ }
+ player->powers[power] = INVISTICS;
+ player->mo->flags |= MF_SHADOW;
+ return true;
+ }
+ if (power == pw_flight)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return false;
+ }
+ player->powers[power] = FLIGHTTICS;
+ player->mo->flags2 |= MF2_FLY;
+ player->mo->flags |= MF_NOGRAVITY;
+ if (player->mo->z <= player->mo->floorz)
+ {
+ player->flyheight = 10; // thrust the player in the air a bit
+ }
+ return true;
+ }
+ if (power == pw_infrared)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return false;
+ }
+ player->powers[power] = INFRATICS;
+ return true;
+ }
+ /*
+ if (power == pw_ironfeet)
+ {
+ player->powers[power] = IRONTICS;
+ return true;
+ }
+ if (power == pw_strength)
+ {
+ P_GiveBody(player, 100);
+ player->powers[power] = 1;
+ return true;
+ }
+ */
+ if (player->powers[power])
+ {
+ return false; // already got it
+ }
+ player->powers[power] = 1;
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GiveArtifact
+//
+// Returns true if artifact accepted.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GiveArtifact(player_t *player, artitype_t arti, mobj_t *mo)
+{
+ int i;
+
+ i = 0;
+ while (player->inventory[i].type != arti && i < player->inventorySlotNum)
+ {
+ i++;
+ }
+ if (i == player->inventorySlotNum)
+ {
+ player->inventory[i].count = 1;
+ player->inventory[i].type = arti;
+ player->inventorySlotNum++;
+ }
+ else
+ {
+ if (player->inventory[i].count >= 16)
+ { // Player already has 16 of this item
+ return false;
+ }
+ player->inventory[i].count++;
+ }
+ if (player->artifactCount == 0)
+ {
+ player->readyArtifact = arti;
+ }
+ player->artifactCount++;
+ if (mo && (mo->flags & MF_COUNTITEM))
+ {
+ player->itemcount++;
+ }
+ return true;
+}
+
+//==========================================================================
+//
+// P_SetDormantArtifact
+//
+// Removes the MF_SPECIAL flag and initiates the artifact pickup
+// animation.
+//
+//==========================================================================
+
+static void P_SetDormantArtifact(mobj_t *arti)
+{
+ arti->flags &= ~MF_SPECIAL;
+ if (deathmatch && (arti->type != MT_ARTIINVULNERABILITY)
+ && (arti->type != MT_ARTIINVISIBILITY))
+ {
+ P_SetMobjState(arti, S_DORMANTARTI1);
+ }
+ else
+ { // Don't respawn
+ P_SetMobjState(arti, S_DEADARTI1);
+ }
+ S_StartSound(arti, sfx_artiup);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_RestoreArtifact
+//
+//---------------------------------------------------------------------------
+
+void A_RestoreArtifact(mobj_t *arti)
+{
+ arti->flags |= MF_SPECIAL;
+ P_SetMobjState(arti, arti->info->spawnstate);
+ S_StartSound(arti, sfx_respawn);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_HideSpecialThing
+//
+//----------------------------------------------------------------------------
+
+static void P_HideSpecialThing(mobj_t *thing)
+{
+ thing->flags &= ~MF_SPECIAL;
+ thing->flags2 |= MF2_DONTDRAW;
+ P_SetMobjState(thing, S_HIDESPECIAL1);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_RestoreSpecialThing1
+//
+// Make a special thing visible again.
+//
+//---------------------------------------------------------------------------
+
+void A_RestoreSpecialThing1(mobj_t *thing)
+{
+ if (thing->type == MT_WMACE)
+ { // Do random mace placement
+ P_RepositionMace(thing);
+ }
+ thing->flags2 &= ~MF2_DONTDRAW;
+ S_StartSound(thing, sfx_respawn);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_RestoreSpecialThing2
+//
+//---------------------------------------------------------------------------
+
+void A_RestoreSpecialThing2(mobj_t *thing)
+{
+ thing->flags |= MF_SPECIAL;
+ P_SetMobjState(thing, thing->info->spawnstate);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_TouchSpecialThing
+//
+//---------------------------------------------------------------------------
+
+void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher)
+{
+ int i;
+ player_t *player;
+ fixed_t delta;
+ int sound;
+ boolean respawn;
+
+ delta = special->z-toucher->z;
+ if (delta > toucher->height || delta < -32*FRACUNIT)
+ { // Out of reach
+ return;
+ }
+ if (toucher->health <= 0)
+ { // Toucher is dead
+ return;
+ }
+ sound = sfx_itemup;
+ player = toucher->player;
+ respawn = true;
+ switch (special->sprite)
+ {
+ // Items
+ case SPR_PTN1: // Item_HealingPotion
+ if (!P_GiveBody(player, 10))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ITEMHEALTH, false);
+ break;
+ case SPR_SHLD: // Item_Shield1
+ if (!P_GiveArmor(player, 1))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ITEMSHIELD1, false);
+ break;
+ case SPR_SHD2: // Item_Shield2
+ if (!P_GiveArmor(player, 2))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ITEMSHIELD2, false);
+ break;
+ case SPR_BAGH: // Item_BagOfHolding
+ if (!player->backpack)
+ {
+ for (i = 0; i < NUMAMMO; i++)
+ {
+ player->maxammo[i] *= 2;
+ }
+ player->backpack = true;
+ }
+ P_GiveAmmo(player, am_goldwand, AMMO_GWND_WIMPY);
+ P_GiveAmmo(player, am_blaster, AMMO_BLSR_WIMPY);
+ P_GiveAmmo(player, am_crossbow, AMMO_CBOW_WIMPY);
+ P_GiveAmmo(player, am_skullrod, AMMO_SKRD_WIMPY);
+ P_GiveAmmo(player, am_phoenixrod, AMMO_PHRD_WIMPY);
+ P_SetMessage(player, TXT_ITEMBAGOFHOLDING, false);
+ break;
+ case SPR_SPMP: // Item_SuperMap
+ if (!P_GivePower(player, pw_allmap))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_ITEMSUPERMAP, false);
+ break;
+
+ // Keys
+ case SPR_BKYY: // Key_Blue
+ if (!player->keys[key_blue])
+ {
+ P_SetMessage(player, TXT_GOTBLUEKEY, false);
+ }
+ P_GiveKey(player, key_blue);
+ sound = sfx_keyup;
+ if (!netgame)
+ {
+ break;
+ }
+ return;
+ case SPR_CKYY: // Key_Yellow
+ if (!player->keys[key_yellow])
+ {
+ P_SetMessage(player, TXT_GOTYELLOWKEY, false);
+ }
+ sound = sfx_keyup;
+ P_GiveKey(player, key_yellow);
+ if (!netgame)
+ {
+ break;
+ }
+ return;
+ case SPR_AKYY: // Key_Green
+ if (!player->keys[key_green])
+ {
+ P_SetMessage(player, TXT_GOTGREENKEY, false);
+ }
+ sound = sfx_keyup;
+ P_GiveKey(player, key_green);
+ if (!netgame)
+ {
+ break;
+ }
+ return;
+
+ // Artifacts
+ case SPR_PTN2: // Arti_HealingPotion
+ if (P_GiveArtifact(player, arti_health, special))
+ {
+ P_SetMessage(player, TXT_ARTIHEALTH, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_SOAR: // Arti_Fly
+ if (P_GiveArtifact(player, arti_fly, special))
+ {
+ P_SetMessage(player, TXT_ARTIFLY, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_INVU: // Arti_Invulnerability
+ if (P_GiveArtifact(player, arti_invulnerability, special))
+ {
+ P_SetMessage(player, TXT_ARTIINVULNERABILITY, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_PWBK: // Arti_TomeOfPower
+ if (P_GiveArtifact(player, arti_tomeofpower, special))
+ {
+ P_SetMessage(player, TXT_ARTITOMEOFPOWER, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_INVS: // Arti_Invisibility
+ if (P_GiveArtifact(player, arti_invisibility, special))
+ {
+ P_SetMessage(player, TXT_ARTIINVISIBILITY, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_EGGC: // Arti_Egg
+ if (P_GiveArtifact(player, arti_egg, special))
+ {
+ P_SetMessage(player, TXT_ARTIEGG, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_SPHL: // Arti_SuperHealth
+ if (P_GiveArtifact(player, arti_superhealth, special))
+ {
+ P_SetMessage(player, TXT_ARTISUPERHEALTH, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_TRCH: // Arti_Torch
+ if (P_GiveArtifact(player, arti_torch, special))
+ {
+ P_SetMessage(player, TXT_ARTITORCH, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_FBMB: // Arti_FireBomb
+ if (P_GiveArtifact(player, arti_firebomb, special))
+ {
+ P_SetMessage(player, TXT_ARTIFIREBOMB, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_ATLP: // Arti_Teleport
+ if (P_GiveArtifact(player, arti_teleport, special))
+ {
+ P_SetMessage(player, TXT_ARTITELEPORT, false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+
+ // Ammo
+ case SPR_AMG1: // Ammo_GoldWandWimpy
+ if (!P_GiveAmmo(player, am_goldwand, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOGOLDWAND1, false);
+ break;
+ case SPR_AMG2: // Ammo_GoldWandHefty
+ if (!P_GiveAmmo(player, am_goldwand, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOGOLDWAND2, false);
+ break;
+ case SPR_AMM1: // Ammo_MaceWimpy
+ if (!P_GiveAmmo(player, am_mace, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOMACE1, false);
+ break;
+ case SPR_AMM2: // Ammo_MaceHefty
+ if (!P_GiveAmmo(player, am_mace, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOMACE2, false);
+ break;
+ case SPR_AMC1: // Ammo_CrossbowWimpy
+ if (!P_GiveAmmo(player, am_crossbow, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOCROSSBOW1, false);
+ break;
+ case SPR_AMC2: // Ammo_CrossbowHefty
+ if (!P_GiveAmmo(player, am_crossbow, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOCROSSBOW2, false);
+ break;
+ case SPR_AMB1: // Ammo_BlasterWimpy
+ if (!P_GiveAmmo(player, am_blaster, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOBLASTER1, false);
+ break;
+ case SPR_AMB2: // Ammo_BlasterHefty
+ if (!P_GiveAmmo(player, am_blaster, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOBLASTER2, false);
+ break;
+ case SPR_AMS1: // Ammo_SkullRodWimpy
+ if (!P_GiveAmmo(player, am_skullrod, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOSKULLROD1, false);
+ break;
+ case SPR_AMS2: // Ammo_SkullRodHefty
+ if (!P_GiveAmmo(player, am_skullrod, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOSKULLROD2, false);
+ break;
+ case SPR_AMP1: // Ammo_PhoenixRodWimpy
+ if (!P_GiveAmmo(player, am_phoenixrod, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOPHOENIXROD1, false);
+ break;
+ case SPR_AMP2: // Ammo_PhoenixRodHefty
+ if (!P_GiveAmmo(player, am_phoenixrod, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_AMMOPHOENIXROD2, false);
+ break;
+
+ // Weapons
+ case SPR_WMCE: // Weapon_Mace
+ if (!P_GiveWeapon(player, wp_mace))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_WPNMACE, false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WBOW: // Weapon_Crossbow
+ if (!P_GiveWeapon(player, wp_crossbow))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_WPNCROSSBOW, false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WBLS: // Weapon_Blaster
+ if (!P_GiveWeapon(player, wp_blaster))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_WPNBLASTER, false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WSKL: // Weapon_SkullRod
+ if (!P_GiveWeapon(player, wp_skullrod))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_WPNSKULLROD, false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WPHX: // Weapon_PhoenixRod
+ if (!P_GiveWeapon(player, wp_phoenixrod))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_WPNPHOENIXROD, false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WGNT: // Weapon_Gauntlets
+ if (!P_GiveWeapon(player, wp_gauntlets))
+ {
+ return;
+ }
+ P_SetMessage(player, TXT_WPNGAUNTLETS, false);
+ sound = sfx_wpnup;
+ break;
+ default:
+ I_Error("P_SpecialThing: Unknown gettable thing");
+ }
+ if (special->flags & MF_COUNTITEM)
+ {
+ player->itemcount++;
+ }
+ if (deathmatch && respawn && !(special->flags & MF_DROPPED))
+ {
+ P_HideSpecialThing(special);
+ }
+ else
+ {
+ P_RemoveMobj(special);
+ }
+ player->bonuscount += BONUSADD;
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sound);
+ SB_PaletteFlash();
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_KillMobj
+//
+//---------------------------------------------------------------------------
+
+static void P_KillMobj(mobj_t *source, mobj_t *target)
+{
+ target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY|MF_NOGRAVITY);
+ target->flags |= MF_CORPSE|MF_DROPOFF;
+ target->flags2 &= ~MF2_PASSMOBJ;
+ target->height >>= 2;
+ if (source && source->player)
+ {
+ if (target->flags & MF_COUNTKILL)
+ { // Count for intermission
+ source->player->killcount++;
+ }
+ if (target->player)
+ { // Frag stuff
+ if (target == source)
+ { // Self-frag
+ target->player->frags[target->player-players]--;
+ }
+ else
+ {
+ source->player->frags[target->player-players]++;
+ if (source->player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sfx_gfrag);
+ }
+ if (source->player->chickenTics)
+ { // Make a super chicken
+ P_GivePower(source->player, pw_weaponlevel2);
+ }
+ }
+ }
+ }
+ else if (!netgame && (target->flags & MF_COUNTKILL))
+ { // Count all monster deaths
+ players[0].killcount++;
+ }
+ if (target->player)
+ {
+ if (!source)
+ { // Self-frag
+ target->player->frags[target->player-players]--;
+ }
+ target->flags &= ~MF_SOLID;
+ target->flags2 &= ~MF2_FLY;
+ target->player->powers[pw_flight] = 0;
+ target->player->powers[pw_weaponlevel2] = 0;
+ target->player->playerstate = PST_DEAD;
+ P_DropWeapon(target->player);
+ if (target->flags2 & MF2_FIREDAMAGE)
+ { // Player flame death
+ P_SetMobjState(target, S_PLAY_FDTH1);
+ //S_StartSound(target, sfx_hedat1); // Burn sound
+ return;
+ }
+ }
+ if (target->health < -(target->info->spawnhealth>>1)
+ && target->info->xdeathstate)
+ { // Extreme death
+ P_SetMobjState(target, target->info->xdeathstate);
+ }
+ else
+ { // Normal death
+ P_SetMobjState(target, target->info->deathstate);
+ }
+ target->tics -= P_Random() & 3;
+// I_StartSound(&actor->r, actor->info->deathsound);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_MinotaurSlam
+//
+//---------------------------------------------------------------------------
+
+static void P_MinotaurSlam(mobj_t *source, mobj_t *target)
+{
+ angle_t angle;
+ fixed_t thrust;
+
+ angle = R_PointToAngle2(source->x, source->y, target->x, target->y);
+ angle >>= ANGLETOFINESHIFT;
+ thrust = 16*FRACUNIT + (P_Random()<<10);
+ target->momx += FixedMul(thrust, finecosine[angle]);
+ target->momy += FixedMul(thrust, finesine[angle]);
+ P_DamageMobj(target, NULL, NULL, HITDICE(6));
+ if (target->player)
+ {
+ target->reactiontime = 14 + (P_Random() & 7);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_TouchWhirlwind
+//
+//---------------------------------------------------------------------------
+
+static void P_TouchWhirlwind(mobj_t *target)
+{
+ int randVal;
+
+ target->angle += (P_Random() - P_Random()) <<20;
+ target->momx += (P_Random() - P_Random()) <<10;
+ target->momy += (P_Random() - P_Random()) <<10;
+ if (leveltime & 16 && !(target->flags2 & MF2_BOSS))
+ {
+ randVal = P_Random();
+ if (randVal > 160)
+ {
+ randVal = 160;
+ }
+ target->momz += randVal<<10;
+ if (target->momz > 12*FRACUNIT)
+ {
+ target->momz = 12*FRACUNIT;
+ }
+ }
+ if (!(leveltime & 7))
+ {
+ P_DamageMobj(target, NULL, NULL, 3);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_ChickenMorphPlayer
+//
+// Returns true if the player gets turned into a chicken.
+//
+//---------------------------------------------------------------------------
+
+boolean P_ChickenMorphPlayer(player_t *player)
+{
+ mobj_t *pmo;
+ mobj_t *fog;
+ mobj_t *chicken;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ angle_t angle;
+ int oldFlags2;
+
+ if (player->chickenTics)
+ {
+ if ((player->chickenTics < CHICKENTICS - TICSPERSEC)
+ && !player->powers[pw_weaponlevel2])
+ { // Make a super chicken
+ P_GivePower(player, pw_weaponlevel2);
+ }
+ return false;
+ }
+ if (player->powers[pw_invulnerability])
+ { // Immune when invulnerable
+ return false;
+ }
+ pmo = player->mo;
+ x = pmo->x;
+ y = pmo->y;
+ z = pmo->z;
+ angle = pmo->angle;
+ oldFlags2 = pmo->flags2;
+ P_SetMobjState(pmo, S_FREETARGMOBJ);
+ fog = P_SpawnMobj(x, y, z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ chicken = P_SpawnMobj(x, y, z, MT_CHICPLAYER);
+ chicken->special1 = player->readyweapon;
+ chicken->angle = angle;
+ chicken->player = player;
+ player->health = chicken->health = MAXCHICKENHEALTH;
+ player->mo = chicken;
+ player->armorpoints = player->armortype = 0;
+ player->powers[pw_invisibility] = 0;
+ player->powers[pw_weaponlevel2] = 0;
+ if (oldFlags2 & MF2_FLY)
+ {
+ chicken->flags2 |= MF2_FLY;
+ }
+ player->chickenTics = CHICKENTICS;
+ P_ActivateBeak(player);
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_ChickenMorph
+//
+//---------------------------------------------------------------------------
+
+static boolean P_ChickenMorph(mobj_t *actor)
+{
+ mobj_t *fog;
+ mobj_t *chicken;
+ mobj_t *target;
+ mobjtype_t moType;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ angle_t angle;
+ int ghost;
+
+ if (actor->player)
+ return false;
+ moType = actor->type;
+ switch (moType)
+ {
+ case MT_POD:
+ case MT_CHICKEN:
+ case MT_HEAD:
+ case MT_MINOTAUR:
+ case MT_SORCERER1:
+ case MT_SORCERER2:
+ return false;
+ default:
+ break;
+ }
+ x = actor->x;
+ y = actor->y;
+ z = actor->z;
+ angle = actor->angle;
+ ghost = actor->flags & MF_SHADOW;
+ target = actor->target;
+ P_SetMobjState(actor, S_FREETARGMOBJ);
+ fog = P_SpawnMobj(x, y, z+TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ chicken = P_SpawnMobj(x, y, z, MT_CHICKEN);
+ chicken->special2 = moType;
+ chicken->special1 = CHICKENTICS + P_Random();
+ chicken->flags |= ghost;
+ chicken->target = target;
+ chicken->angle = angle;
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_AutoUseChaosDevice
+//
+//---------------------------------------------------------------------------
+
+static boolean P_AutoUseChaosDevice(player_t *player)
+{
+ int i;
+
+ for (i = 0; i < player->inventorySlotNum; i++)
+ {
+ if (player->inventory[i].type == arti_teleport)
+ {
+ P_PlayerUseArtifact(player, arti_teleport);
+ player->health = player->mo->health =
+ (player->health + 1) / 2;
+ return true;
+ }
+ }
+ return false;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_AutoUseHealth
+//
+//---------------------------------------------------------------------------
+
+static void P_AutoUseHealth(player_t *player, int saveHealth)
+{
+ int i;
+ int count;
+ int normalCount;
+ int normalSlot = 0;
+ int superCount;
+ int superSlot = 0;
+
+ normalCount = superCount = 0;
+ for (i = 0; i < player->inventorySlotNum; i++)
+ {
+ if (player->inventory[i].type == arti_health)
+ {
+ normalSlot = i;
+ normalCount = player->inventory[i].count;
+ }
+ else if (player->inventory[i].type == arti_superhealth)
+ {
+ superSlot = i;
+ superCount = player->inventory[i].count;
+ }
+ }
+ if ((gameskill == sk_baby) && (normalCount*25 >= saveHealth))
+ { // Use quartz flasks
+ count = (saveHealth + 24) / 25;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 25;
+ P_PlayerRemoveArtifact(player, normalSlot);
+ }
+ }
+ else if (superCount*100 >= saveHealth)
+ { // Use mystic urns
+ count = (saveHealth + 99) / 100;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 100;
+ P_PlayerRemoveArtifact(player, superSlot);
+ }
+ }
+ else if ((gameskill == sk_baby) &&
+ (superCount*100 + normalCount*25 >= saveHealth))
+ { // Use mystic urns and quartz flasks
+ count = (saveHealth + 24) / 25;
+ saveHealth -= count * 25;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 25;
+ P_PlayerRemoveArtifact(player, normalSlot);
+ }
+ count = (saveHealth + 99) / 100;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 100;
+ P_PlayerRemoveArtifact(player, normalSlot);
+ }
+ }
+ player->mo->health = player->health;
+}
+
+/*
+=================
+=
+= P_DamageMobj
+=
+= Damages both enemies and players
+= inflictor is the thing that caused the damage
+= creature or missile, can be NULL (slime, etc)
+= source is the thing to target after taking damage
+= creature or NULL
+= Source and inflictor are the same for melee attacks
+= source can be null for barrel explosions and other environmental stuff
+==================
+*/
+
+void P_DamageMobj (mobj_t *target, mobj_t *inflictor, mobj_t *source, int damage)
+{
+ unsigned int ang;
+ int saved;
+ player_t *player;
+ fixed_t thrust;
+
+ if (!(target->flags & MF_SHOOTABLE))
+ {
+ // Shouldn't happen
+ return;
+ }
+ if (target->health <= 0)
+ {
+ return;
+ }
+ if (target->flags & MF_SKULLFLY)
+ {
+ if (target->type == MT_MINOTAUR)
+ { // Minotaur is invulnerable during charge attack
+ return;
+ }
+ target->momx = target->momy = target->momz = 0;
+ }
+ player = target->player;
+ if (player && gameskill == sk_baby)
+ {
+ // Take half damage in trainer mode
+ damage >>= 1;
+ }
+ // Special damage types
+ if (inflictor)
+ {
+ switch (inflictor->type)
+ {
+ case MT_EGGFX:
+ if (player)
+ {
+ P_ChickenMorphPlayer(player);
+ }
+ else
+ {
+ P_ChickenMorph(target);
+ }
+ return; // Always return
+ case MT_WHIRLWIND:
+ P_TouchWhirlwind(target);
+ return;
+ case MT_MINOTAUR:
+ if (inflictor->flags & MF_SKULLFLY)
+ { // Slam only when in charge mode
+ P_MinotaurSlam(inflictor, target);
+ return;
+ }
+ break;
+ case MT_MACEFX4: // Death ball
+ if ((target->flags2 & MF2_BOSS) || target->type == MT_HEAD)
+ { // Don't allow cheap boss kills
+ break;
+ }
+ else if (target->player)
+ { // Player specific checks
+ if (target->player->powers[pw_invulnerability])
+ { // Can't hurt invulnerable players
+ break;
+ }
+ if (P_AutoUseChaosDevice(target->player))
+ { // Player was saved using chaos device
+ return;
+ }
+ }
+ damage = 10000; // Something's gonna die
+ break;
+ case MT_PHOENIXFX2: // Flame thrower
+ if (target->player && P_Random() < 128)
+ { // Freeze player for a bit
+ target->reactiontime += 4;
+ }
+ break;
+ case MT_RAINPLR1: // Rain missiles
+ case MT_RAINPLR2:
+ case MT_RAINPLR3:
+ case MT_RAINPLR4:
+ if (target->flags2 & MF2_BOSS)
+ { // Decrease damage for bosses
+ damage = (P_Random() & 7) + 1;
+ }
+ break;
+ case MT_HORNRODFX2:
+ case MT_PHOENIXFX1:
+ if (target->type == MT_SORCERER2 && P_Random() < 96)
+ { // D'Sparil teleports away
+ P_DSparilTeleport(target);
+ return;
+ }
+ break;
+ case MT_BLASTERFX1:
+ case MT_RIPPER:
+ if (target->type == MT_HEAD)
+ { // Less damage to Ironlich bosses
+ damage = P_Random() & 1;
+ if (!damage)
+ {
+ return;
+ }
+ }
+ break;
+ default:
+ break;
+ }
+ }
+ // Push the target unless source is using the gauntlets
+ if (inflictor && (!source || !source->player
+ || source->player->readyweapon != wp_gauntlets) &&
+ !(inflictor->flags2 & MF2_NODMGTHRUST))
+ {
+ ang = R_PointToAngle2(inflictor->x, inflictor->y, target->x, target->y);
+ //thrust = damage*(FRACUNIT>>3)*100/target->info->mass;
+ thrust = damage*(FRACUNIT>>3)*150/target->info->mass;
+ // make fall forwards sometimes
+ if ((damage < 40) && (damage > target->health) &&
+ (target->z-inflictor->z > 64*FRACUNIT) && (P_Random() & 1))
+ {
+ ang += ANG180;
+ thrust *= 4;
+ }
+ ang >>= ANGLETOFINESHIFT;
+ if (source && source->player && (source == inflictor)
+ && source->player->powers[pw_weaponlevel2]
+ && source->player->readyweapon == wp_staff)
+ {
+ // Staff power level 2
+ target->momx += FixedMul(10*FRACUNIT, finecosine[ang]);
+ target->momy += FixedMul(10*FRACUNIT, finesine[ang]);
+ if (!(target->flags & MF_NOGRAVITY))
+ {
+ target->momz += 5*FRACUNIT;
+ }
+ }
+ else
+ {
+ target->momx += FixedMul(thrust, finecosine[ang]);
+ target->momy += FixedMul(thrust, finesine[ang]);
+ }
+ }
+
+ //
+ // player specific
+ //
+ if (player)
+ {
+ // end of game hell hack
+ //if (target->subsector->sector->special == 11
+ // && damage >= target->health)
+ //{
+ // damage = target->health - 1;
+ //}
+
+ if (damage < 1000 && ((player->cheats & CF_GODMODE)
+ || player->powers[pw_invulnerability]))
+ {
+ return;
+ }
+ if (player->armortype)
+ {
+ if (player->armortype == 1)
+ {
+ saved = damage>>1;
+ }
+ else
+ {
+ saved = (damage>>1)+(damage>>2);
+ }
+ if (player->armorpoints <= saved)
+ {
+ // armor is used up
+ saved = player->armorpoints;
+ player->armortype = 0;
+ }
+ player->armorpoints -= saved;
+ damage -= saved;
+ }
+ if (damage >= player->health
+ && ((gameskill == sk_baby) || deathmatch)
+ && !player->chickenTics)
+ { // Try to use some inventory health
+ P_AutoUseHealth(player, damage-player->health + 1);
+ }
+ player->health -= damage; // mirror mobj health here for Dave
+ if (player->health < 0)
+ {
+ player->health = 0;
+ }
+ player->attacker = source;
+ player->damagecount += damage; // add damage after armor / invuln
+ if (player->damagecount > 100)
+ {
+ player->damagecount = 100; // teleport stomp does 10k points...
+ }
+ if (player == &players[consoleplayer])
+ {
+#if defined(__WATCOMC__) && defined(_DOS)
+ int temp = damage < 100 ? damage : 100;
+ I_Tactile(40, 10, 40 + temp*2);
+#endif /* externdriver, DOS */
+ SB_PaletteFlash();
+ }
+ }
+
+ //
+ // do the damage
+ //
+ target->health -= damage;
+ if (target->health <= 0)
+ { // Death
+ target->special1 = damage;
+ if (target->type == MT_POD && source && source->type != MT_POD)
+ { // Make sure players get frags for chain-reaction kills
+ target->target = source;
+ }
+ if (player && inflictor && !player->chickenTics)
+ { // Check for flame death
+ if ((inflictor->flags2 & MF2_FIREDAMAGE) ||
+ ((inflictor->type == MT_PHOENIXFX1)
+ && (target->health > -50) && (damage > 25)) )
+ {
+ target->flags2 |= MF2_FIREDAMAGE;
+ }
+ }
+ P_KillMobj(source, target);
+ return;
+ }
+ if ((P_Random() < target->info->painchance)
+ && !(target->flags & MF_SKULLFLY))
+ {
+ target->flags |= MF_JUSTHIT; // fight back!
+ P_SetMobjState(target, target->info->painstate);
+ }
+ target->reactiontime = 0; // we're awake now...
+ if (!target->threshold && source && !(source->flags2 & MF2_BOSS) &&
+ !(target->type == MT_SORCERER2 && source->type == MT_WIZARD))
+ {
+ // Target actor is not intent on another actor,
+ // so make him chase after source
+ target->target = source;
+ target->threshold = BASETHRESHOLD;
+ if (target->state == &states[target->info->spawnstate]
+ && target->info->seestate != S_NULL)
+ {
+ P_SetMobjState(target, target->info->seestate);
+ }
+ }
+}
+
--- /dev/null
+++ b/p_lights.c
@@ -1,0 +1,270 @@
+// p_lights.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+
+//============================================================================
+//
+// BROKEN LIGHT FLASHING
+//
+//============================================================================
+
+
+//============================================================================
+//
+// T_LightFlash
+//
+// After the map has been loaded, scan each sector for specials
+// that spawn thinkers
+//
+//============================================================================
+
+void T_LightFlash (lightflash_t *flash)
+{
+ if (--flash->count)
+ return;
+
+ if (flash->sector->lightlevel == flash->maxlight)
+ {
+ flash-> sector->lightlevel = flash->minlight;
+ flash->count = (P_Random() & flash->mintime) + 1;
+ }
+ else
+ {
+ flash-> sector->lightlevel = flash->maxlight;
+ flash->count = (P_Random() & flash->maxtime) + 1;
+ }
+}
+
+//============================================================================
+//
+// P_SpawnLightFlash
+//
+// After the map has been loaded, scan each sector for specials that spawn thinkers
+//
+//============================================================================
+
+void P_SpawnLightFlash (sector_t *sector)
+{
+ lightflash_t *flash;
+
+ sector->special = 0; // nothing special about it during gameplay
+
+ flash = (lightflash_t *) Z_Malloc (sizeof(*flash), PU_LEVSPEC, NULL);
+ P_AddThinker (&flash->thinker);
+ flash->thinker.function = T_LightFlash;
+ flash->sector = sector;
+ flash->maxlight = sector->lightlevel;
+
+ flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
+ flash->maxtime = 64;
+ flash->mintime = 7;
+ flash->count = (P_Random() & flash->maxtime) + 1;
+}
+
+
+//============================================================================
+//
+// STROBE LIGHT FLASHING
+//
+//============================================================================
+
+//============================================================================
+//
+// T_StrobeFlash
+//
+// After the map has been loaded, scan each sector for specials that spawn thinkers
+//
+//============================================================================
+
+void T_StrobeFlash (strobe_t *flash)
+{
+ if (--flash->count)
+ return;
+
+ if (flash->sector->lightlevel == flash->minlight)
+ {
+ flash-> sector->lightlevel = flash->maxlight;
+ flash->count = flash->brighttime;
+ }
+ else
+ {
+ flash-> sector->lightlevel = flash->minlight;
+ flash->count =flash->darktime;
+ }
+}
+
+//============================================================================
+//
+// P_SpawnLightFlash
+//
+// After the map has been loaded, scan each sector for specials that spawn thinkers
+//
+//============================================================================
+
+void P_SpawnStrobeFlash (sector_t *sector, int fastOrSlow, int inSync)
+{
+ strobe_t *flash;
+
+ flash = (strobe_t *) Z_Malloc (sizeof(*flash), PU_LEVSPEC, NULL);
+ P_AddThinker (&flash->thinker);
+ flash->sector = sector;
+ flash->darktime = fastOrSlow;
+ flash->brighttime = STROBEBRIGHT;
+ flash->thinker.function = T_StrobeFlash;
+ flash->maxlight = sector->lightlevel;
+ flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
+
+ if (flash->minlight == flash->maxlight)
+ flash->minlight = 0;
+ sector->special = 0; // nothing special about it during gameplay
+
+ if (!inSync)
+ flash->count = (P_Random() & 7) + 1;
+ else
+ flash->count = 1;
+}
+
+//============================================================================
+//
+// Start strobing lights (usually from a trigger)
+//
+//============================================================================
+
+void EV_StartLightStrobing(line_t *line)
+{
+ int secnum;
+ sector_t *sec;
+
+ secnum = -1;
+ while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
+ {
+ sec = §ors[secnum];
+ if (sec->specialdata)
+ continue;
+
+ P_SpawnStrobeFlash (sec,SLOWDARK, 0);
+ }
+}
+
+//============================================================================
+//
+// TURN LINE'S TAG LIGHTS OFF
+//
+//============================================================================
+
+void EV_TurnTagLightsOff(line_t *line)
+{
+ int i;
+ int j;
+ int min;
+ sector_t *sector;
+ sector_t *tsec;
+ line_t *templine;
+
+ sector = sectors;
+ for (j = 0; j < numsectors; j++, sector++)
+ {
+ if (sector->tag == line->tag)
+ {
+ min = sector->lightlevel;
+ for (i = 0; i < sector->linecount; i++)
+ {
+ templine = sector->lines[i];
+ tsec = getNextSector(templine,sector);
+ if (!tsec)
+ continue;
+ if (tsec->lightlevel < min)
+ min = tsec->lightlevel;
+ }
+ sector->lightlevel = min;
+ }
+ }
+}
+
+//============================================================================
+//
+// TURN LINE'S TAG LIGHTS ON
+//
+//============================================================================
+
+void EV_LightTurnOn(line_t *line, int bright)
+{
+ int i;
+ int j;
+ sector_t *sector;
+ sector_t *temp;
+ line_t *templine;
+
+ sector = sectors;
+
+ for (i = 0; i < numsectors; i++, sector++)
+ {
+ if (sector->tag == line->tag)
+ {
+ //
+ // bright = 0 means to search for highest
+ // light level surrounding sector
+ //
+ if (!bright)
+ {
+ for (j = 0; j < sector->linecount; j++)
+ {
+ templine = sector->lines[j];
+ temp = getNextSector(templine, sector);
+ if (!temp)
+ continue;
+ if (temp->lightlevel > bright)
+ bright = temp->lightlevel;
+ }
+ }
+ sector-> lightlevel = bright;
+ }
+ }
+}
+
+//============================================================================
+//
+// Spawn glowing light
+//
+//============================================================================
+
+void T_Glow(glow_t *g)
+{
+ switch (g->direction)
+ {
+ case -1: // DOWN
+ g->sector->lightlevel -= GLOWSPEED;
+ if (g->sector->lightlevel <= g->minlight)
+ {
+ g->sector->lightlevel += GLOWSPEED;
+ g->direction = 1;
+ }
+ break;
+ case 1: // UP
+ g->sector->lightlevel += GLOWSPEED;
+ if (g->sector->lightlevel >= g->maxlight)
+ {
+ g->sector->lightlevel -= GLOWSPEED;
+ g->direction = -1;
+ }
+ break;
+ }
+}
+
+void P_SpawnGlowingLight(sector_t *sector)
+{
+ glow_t *g;
+
+ g = (glow_t *) Z_Malloc(sizeof(*g), PU_LEVSPEC, NULL);
+ P_AddThinker(&g->thinker);
+ g->sector = sector;
+ g->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
+ g->maxlight = sector->lightlevel;
+ g->thinker.function = T_Glow;
+ g->direction = -1;
+
+ sector->special = 0;
+}
+
--- /dev/null
+++ b/p_local.h
@@ -1,0 +1,280 @@
+// P_local.h
+
+#ifndef __P_LOCAL__
+#define __P_LOCAL__
+
+#ifndef __R_LOCAL__
+#include "r_local.h"
+#endif
+
+#pragma pack on
+
+#define STARTREDPALS 1
+#define STARTBONUSPALS 9
+#define NUMREDPALS 8
+#define NUMBONUSPALS 4
+
+#define FOOTCLIPSIZE (10 * FRACUNIT)
+
+#define TOCENTER -8
+#define FLOATSPEED (FRACUNIT * 4)
+
+#define MAXHEALTH 100
+#define MAXCHICKENHEALTH 30
+#define VIEWHEIGHT (41 * FRACUNIT)
+
+/* mapblocks are used to check movement against lines and things */
+#define MAPBLOCKUNITS 128
+#define MAPBLOCKSIZE (MAPBLOCKUNITS * FRACUNIT)
+#define MAPBLOCKSHIFT (FRACBITS + 7)
+#define MAPBMASK (MAPBLOCKSIZE - 1)
+#define MAPBTOFRAC (MAPBLOCKSHIFT - FRACBITS)
+
+/* player radius for movement checking */
+#define PLAYERRADIUS (16 * FRACUNIT)
+
+/* MAXRADIUS is for precalculated sector block boxes
+ * the spider demon is larger, but we don't have any
+ * moving sectors nearby
+ */
+#define MAXRADIUS (32 * FRACUNIT)
+
+#define GRAVITY FRACUNIT
+#define MAXMOVE (30 * FRACUNIT)
+
+#define USERANGE (64 * FRACUNIT)
+#define MELEERANGE (64 * FRACUNIT)
+#define MISSILERANGE (32 * 64 * FRACUNIT)
+
+typedef enum
+{
+ DI_EAST,
+ DI_NORTHEAST,
+ DI_NORTH,
+ DI_NORTHWEST,
+ DI_WEST,
+ DI_SOUTHWEST,
+ DI_SOUTH,
+ DI_SOUTHEAST,
+ DI_NODIR,
+ NUMDIRS
+} dirtype_t;
+
+#define BASETHRESHOLD 100 /* follow a player exlusively for 3 seconds */
+
+
+/* ---- P_TICK ---- */
+
+extern thinker_t thinkercap; /* both the head and tail of the thinker list */
+extern int TimerGame; /* tic countdown for deathmatch */
+
+void P_InitThinkers(void);
+void P_AddThinker(thinker_t *thinker);
+void P_RemoveThinker(thinker_t *thinker);
+
+
+/* ---- P_PSPR ---- */
+
+#define USE_GWND_AMMO_1 1
+#define USE_GWND_AMMO_2 1
+#define USE_CBOW_AMMO_1 1
+#define USE_CBOW_AMMO_2 1
+#define USE_BLSR_AMMO_1 1
+#define USE_BLSR_AMMO_2 5
+#define USE_SKRD_AMMO_1 1
+#define USE_SKRD_AMMO_2 5
+#define USE_PHRD_AMMO_1 1
+#define USE_PHRD_AMMO_2 1
+#define USE_MACE_AMMO_1 1
+#define USE_MACE_AMMO_2 5
+
+void P_OpenWeapons(void);
+void P_CloseWeapons(void);
+void P_AddMaceSpot(mapthing_t *mthing);
+void P_RepositionMace(mobj_t *mo);
+void P_SetPsprite(player_t *player, int position, statenum_t stnum);
+void P_SetupPsprites(player_t *curplayer);
+void P_MovePsprites(player_t *curplayer);
+void P_DropWeapon(player_t *player);
+void P_ActivateBeak(player_t *player);
+void P_PostChickenWeapon(player_t *player, weapontype_t weapon);
+void P_UpdateBeak(player_t *player, pspdef_t *psp);
+
+
+/* ---- P_USER ---- */
+
+void P_PlayerThink(player_t *player);
+void P_Thrust(player_t *player, angle_t angle, fixed_t move);
+void P_PlayerRemoveArtifact(player_t *player, int slot);
+void P_PlayerUseArtifact(player_t *player, artitype_t arti);
+boolean P_UseArtifact(player_t *player, artitype_t arti);
+int P_GetPlayerNum(player_t *player);
+
+
+/* ---- P_MOBJ ---- */
+
+#define FLOOR_SOLID 0
+#define FLOOR_WATER 1
+#define FLOOR_LAVA 2
+#define FLOOR_SLUDGE 3
+
+#define ONFLOORZ H2MININT
+#define ONCEILINGZ H2MAXINT
+#define FLOATRANDZ (H2MAXINT - 1)
+
+extern mobjtype_t PuffType;
+extern mobj_t *MissileMobj;
+
+mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
+void P_RemoveMobj(mobj_t *th);
+boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
+boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state);
+void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move);
+int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta);
+boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax);
+void P_MobjThinker(mobj_t *mobj);
+void P_BlasterMobjThinker(mobj_t *mobj);
+void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z);
+void P_SpawnBlood(fixed_t x, fixed_t y, fixed_t z, int damage);
+void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator);
+void P_RipperBlood(mobj_t *mo);
+int P_GetThingFloorType(mobj_t *thing);
+int P_HitFloor(mobj_t *thing);
+boolean P_CheckMissileSpawn(mobj_t *missile);
+mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type);
+mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type, angle_t angle, fixed_t momz);
+mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type);
+mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle);
+
+
+/* ---- P_ENEMY ---- */
+
+void P_NoiseAlert (mobj_t *target, mobj_t *emmiter);
+void P_InitMonsters(void);
+void P_AddBossSpot(fixed_t x, fixed_t y, angle_t angle);
+void P_Massacre(void);
+void P_DSparilTeleport(mobj_t *actor);
+
+
+/* ---- P_MAPUTL ---- */
+
+typedef struct
+{
+ fixed_t x, y, dx, dy;
+} divline_t;
+
+#ifdef RENDER3D
+typedef struct
+{
+ float x, y, dx, dy;
+} fdivline_t;
+#endif
+
+typedef struct
+{
+ fixed_t frac; /* along trace line */
+ boolean isaline;
+ union {
+ mobj_t *thing;
+ line_t *line;
+ } d;
+} intercept_t;
+
+#define MAXINTERCEPTS 128
+extern intercept_t intercepts[MAXINTERCEPTS], *intercept_p;
+
+typedef boolean (*traverser_t) (intercept_t *in);
+
+fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
+int P_PointOnLineSide (fixed_t x, fixed_t y, line_t *line);
+int P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t *line);
+void P_MakeDivline (line_t *li, divline_t *dl);
+fixed_t P_InterceptVector (divline_t *v2, divline_t *v1);
+int P_BoxOnLineSide (fixed_t *tmbox, line_t *ld);
+
+extern fixed_t opentop, openbottom, openrange;
+extern fixed_t lowfloor;
+
+void P_LineOpening (line_t *ld);
+
+boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*));
+boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*));
+
+#define PT_ADDLINES 1
+#define PT_ADDTHINGS 2
+#define PT_EARLYOUT 4
+
+extern divline_t trace;
+
+boolean P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, boolean (*trav) (intercept_t *));
+void P_UnsetThingPosition (mobj_t *thing);
+void P_SetThingPosition (mobj_t *thing);
+
+
+/* ---- P_MAP ---- */
+
+extern boolean floatok; /* if true, move would be ok if */
+extern fixed_t tmfloorz, tmceilingz; /* within tmfloorz - tmceilingz */
+extern line_t *ceilingline;
+extern mobj_t *linetarget; /* who got hit (or NULL) */
+
+boolean P_TestMobjLocation(mobj_t *mobj);
+boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y);
+mobj_t *P_CheckOnmobj(mobj_t *thing);
+void P_FakeZMovement(mobj_t *mo);
+boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y);
+boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y);
+void P_SlideMove(mobj_t *mo);
+boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
+void P_UseLines(player_t *player);
+boolean P_ChangeSector (sector_t *sector, boolean crunch);
+fixed_t P_AimLineAttack (mobj_t *t1, angle_t angle, fixed_t distance);
+void P_LineAttack (mobj_t *t1, angle_t angle, fixed_t distance, fixed_t slope, int damage);
+void P_RadiusAttack (mobj_t *spot, mobj_t *source, int damage);
+
+
+/* ---- P_SETUP ---- */
+
+extern byte *rejectmatrix; /* for fast sight rejection */
+extern short *blockmaplump; /* offsets in blockmap are from here */
+extern short *blockmap;
+extern int bmapwidth, bmapheight; /* in mapblocks */
+extern fixed_t bmaporgx, bmaporgy; /* origin of block map */
+extern mobj_t **blocklinks; /* for thing chains */
+
+
+/* ---- P_INTER ---- */
+
+extern int maxammo[NUMAMMO];
+extern int clipammo[NUMAMMO];
+
+void P_SetMessage(player_t *player, const char *message, boolean ultmsg);
+void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher);
+void P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, int damage);
+boolean P_GiveAmmo(player_t *player, ammotype_t ammo, int count);
+boolean P_GiveArtifact(player_t *player, artitype_t arti, mobj_t *mo);
+boolean P_GiveBody(player_t *player, int num);
+boolean P_GivePower(player_t *player, powertype_t power);
+boolean P_ChickenMorphPlayer(player_t *player);
+
+
+/* ---- AM_MAP ---- */
+
+boolean AM_Responder(event_t *ev);
+void AM_Ticker(void);
+void AM_Drawer(void);
+
+
+/* ---- SB_BAR ---- */
+
+extern int SB_state;
+extern int ArtifactFlash;
+
+void SB_PaletteFlash(void);
+
+#pragma pack off
+
+#include "p_spec.h"
+
+#endif /* __P_LOCAL__ */
+
--- /dev/null
+++ b/p_map.c
@@ -1,0 +1,1685 @@
+// P_map.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+/*
+===============================================================================
+
+NOTES:
+
+===============================================================================
+*/
+
+/*
+===============================================================================
+
+mobj_t NOTES
+
+mobj_ts are used to tell the refresh where to draw an image, tell the world
+simulation when objects are contacted, and tell the sound driver how to
+position a sound.
+
+The refresh uses the next and prev links to follow lists of things in sectors
+as they are being drawn. The sprite, frame, and angle elements determine
+which patch_t is used to draw the sprite if it is visible. The sprite and
+frame values are allmost allways set from state_t structures.
+The statescr.exe utility generates the states.h and states.c files that contain
+the sprite/frame numbers from the statescr.txt source file. The xyz origin
+point represents a point at the bottom middle of the sprite (between the feet
+of a biped). This is the default origin position for patch_ts grabbed with
+lumpy.exe. A walking creature will have its z equal to the floor it is standing
+on.
+
+The sound code uses the x,y, and subsector fields to do stereo positioning of
+any sound effited by the mobj_t.
+
+The play simulation uses the blocklinks, x,y,z, radius, height to determine
+when mobj_ts are touching each other, touching lines in the map, or hit by
+trace lines (gunshots, lines of sight, etc). The mobj_t->flags element has
+various bit flags used by the simulation.
+
+Every mobj_t is linked into a single sector based on it's origin coordinates.
+The subsector_t is found with R_PointInSubsector(x,y), and the sector_t can be
+found with subsector->sector. The sector links are only used by the rendering
+code, the play simulation does not care about them at all.
+
+Any mobj_t that needs to be acted upon be something else in the play world
+(block movement, be shot, etc) will also need to be linked into the blockmap.
+If the thing has the MF_NOBLOCK flag set, it will not use the block links.
+It can still interact with other things, but only as the instigator (missiles
+will run into other things, but nothing can run into a missile). Each block
+in the grid is 128*128 units, and knows about every line_t that it contains a
+piece of, and every interactable mobj_t that has it's origin contained.
+
+A valid mobj_t is a mobj_t that has the proper subsector_t filled in for it's
+xy coordinates and is linked into the subsector's sector or has the MF_NOSECTOR
+flag set (the subsector_t needs to be valid even if MF_NOSECTOR is set), and is
+linked into a blockmap block or has the MF_NOBLOCKMAP flag set. Links should
+only be modified by the P_[Un]SetThingPosition () functions. Do not change the
+MF_NO? flags while a thing is valid.
+
+===============================================================================
+*/
+
+extern fixed_t topslope, bottomslope; /* slopes to top and bottom of target */
+
+static fixed_t tmbbox[4];
+static mobj_t *tmthing;
+static int tmflags;
+static fixed_t tmx, tmy;
+
+static mobj_t *onmobj; /* used for landing on pods/players */
+
+boolean floatok; /* if true, move would be ok if */
+ /* within tmfloorz - tmceilingz */
+
+fixed_t tmfloorz, tmceilingz, tmdropoffz;
+
+line_t *ceilingline; /* keep track of the line that lowers the ceiling, */
+ /* so missiles don't explode against sky hack walls */
+
+#define MAXSPECIALCROSS 8
+line_t *spechit[MAXSPECIALCROSS]; /* keep track of special lines as they are hit, */
+int numspechit; /* but don't process them until the move is proven valid */
+
+
+/*
+===============================================================================
+
+ TELEPORT MOVE
+
+===============================================================================
+*/
+
+/*
+==================
+=
+= PIT_StompThing
+=
+==================
+*/
+
+static boolean PIT_StompThing (mobj_t *thing)
+{
+ fixed_t blockdist;
+
+ if (!(thing->flags & MF_SHOOTABLE) )
+ return true;
+
+ blockdist = thing->radius + tmthing->radius;
+ if ( abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist )
+ return true; // didn't hit it
+
+ if (thing == tmthing)
+ return true; // don't clip against self
+
+ if (!(tmthing->flags2 & MF2_TELESTOMP))
+ { // Not allowed to stomp things
+ return false;
+ }
+
+ P_DamageMobj (thing, tmthing, tmthing, 10000);
+
+ return true;
+}
+
+
+/*
+===================
+=
+= P_TeleportMove
+=
+===================
+*/
+
+boolean P_TeleportMove (mobj_t *thing, fixed_t x, fixed_t y)
+{
+ int xl, xh, yl, yh, bx, by;
+ subsector_t *newsubsec;
+
+//
+// kill anything occupying the position
+//
+
+ tmthing = thing;
+ tmflags = thing->flags;
+
+ tmx = x;
+ tmy = y;
+
+ tmbbox[BOXTOP] = y + tmthing->radius;
+ tmbbox[BOXBOTTOM] = y - tmthing->radius;
+ tmbbox[BOXRIGHT] = x + tmthing->radius;
+ tmbbox[BOXLEFT] = x - tmthing->radius;
+
+ newsubsec = R_PointInSubsector (x, y);
+ ceilingline = NULL;
+
+//
+// the base floor / ceiling is from the subsector that contains the
+// point. Any contacted lines the step closer together will adjust them
+//
+ tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+ tmceilingz = newsubsec->sector->ceilingheight;
+
+ validcount++;
+ numspechit = 0;
+
+//
+// stomp on any things contacted
+//
+ xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
+
+ for (bx = xl; bx <= xh; bx++)
+ {
+ for (by = yl; by <= yh; by++)
+ {
+ if (!P_BlockThingsIterator(bx, by, PIT_StompThing))
+ return false;
+ }
+ }
+
+//
+// the move is ok, so link the thing into its new position
+//
+ P_UnsetThingPosition (thing);
+
+ thing->floorz = tmfloorz;
+ thing->ceilingz = tmceilingz;
+ thing->x = x;
+ thing->y = y;
+
+ P_SetThingPosition (thing);
+
+ return true;
+}
+
+
+/*
+===============================================================================
+
+ MOVEMENT ITERATOR FUNCTIONS
+
+===============================================================================
+*/
+
+/*
+==================
+=
+= PIT_CheckLine
+=
+= Adjusts tmfloorz and tmceilingz as lines are contacted
+==================
+*/
+
+static boolean PIT_CheckLine(line_t *ld)
+{
+ if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
+ || tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
+ || tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
+ || tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
+ {
+ return true;
+ }
+ if (P_BoxOnLineSide(tmbbox, ld) != -1)
+ {
+ return true;
+ }
+
+// a line has been hit
+/*
+= The moving thing's destination position will cross the given line.
+= If this should not be allowed, return false.
+= If the line is special, keep track of it to process later if the move
+= is proven ok. NOTE: specials are NOT sorted by order, so two special
+= lines that are only 8 pixels apart could be crossed in either order.
+*/
+
+ if (!ld->backsector)
+ { // One sided line
+ if (tmthing->flags & MF_MISSILE)
+ { // Missiles can trigger impact specials
+ if (ld->special)
+ {
+ spechit[numspechit] = ld;
+ numspechit++;
+ }
+ }
+ return false;
+ }
+ if (!(tmthing->flags & MF_MISSILE))
+ {
+ if (ld->flags & ML_BLOCKING)
+ { // Explicitly blocking everything
+ return false;
+ }
+ if (!tmthing->player && ld->flags & ML_BLOCKMONSTERS
+ && tmthing->type != MT_POD)
+ { // Block monsters only
+ return false;
+ }
+ }
+ P_LineOpening(ld); // set openrange, opentop, openbottom
+ // adjust floor / ceiling heights
+ if (opentop < tmceilingz)
+ {
+ tmceilingz = opentop;
+ ceilingline = ld;
+ }
+ if (openbottom > tmfloorz)
+ {
+ tmfloorz = openbottom;
+ }
+ if (lowfloor < tmdropoffz)
+ {
+ tmdropoffz = lowfloor;
+ }
+ if (ld->special)
+ { // Contacted a special line, add it to the list
+ spechit[numspechit] = ld;
+ numspechit++;
+ }
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC PIT_CheckThing
+//
+//---------------------------------------------------------------------------
+
+static boolean PIT_CheckThing(mobj_t *thing)
+{
+ fixed_t blockdist;
+ boolean solid;
+ int damage;
+
+ if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE)))
+ { // Can't hit thing
+ return true;
+ }
+ blockdist = thing->radius + tmthing->radius;
+ if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
+ { // Didn't hit thing
+ return true;
+ }
+ if (thing == tmthing)
+ { // Don't clip against self
+ return true;
+ }
+ if (tmthing->flags2 & MF2_PASSMOBJ)
+ { // check if a mobj passed over/under another object
+ if ((tmthing->type == MT_IMP || tmthing->type == MT_WIZARD)
+ && (thing->type == MT_IMP || thing->type == MT_WIZARD))
+ { // don't let imps/wizards fly over other imps/wizards
+ return false;
+ }
+ if (tmthing->z > thing->z + thing->height
+ && !(thing->flags & MF_SPECIAL))
+ {
+ return true;
+ }
+ else if (tmthing->z + tmthing->height < thing->z
+ && !(thing->flags & MF_SPECIAL))
+ { // under thing
+ return true;
+ }
+ }
+ // Check for skulls slamming into things
+ if (tmthing->flags & MF_SKULLFLY)
+ {
+ damage = ((P_Random() % 8) + 1) * tmthing->damage;
+ P_DamageMobj(thing, tmthing, tmthing, damage);
+ tmthing->flags &= ~MF_SKULLFLY;
+ tmthing->momx = tmthing->momy = tmthing->momz = 0;
+ P_SetMobjState(tmthing, tmthing->info->seestate);
+ return false;
+ }
+ // Check for missile
+ if (tmthing->flags & MF_MISSILE)
+ {
+ // Check for passing through a ghost
+ if ((thing->flags & MF_SHADOW) && (tmthing->flags2 & MF2_THRUGHOST))
+ {
+ return true;
+ }
+ // Check if it went over / under
+ if (tmthing->z > thing->z + thing->height)
+ { // Over thing
+ return true;
+ }
+ if (tmthing->z + tmthing->height < thing->z)
+ { // Under thing
+ return true;
+ }
+ if (tmthing->target && tmthing->target->type == thing->type)
+ { // Don't hit same species as originator
+ if (thing == tmthing->target)
+ { // Don't missile self
+ return true;
+ }
+ if (thing->type != MT_PLAYER)
+ { // Hit same species as originator, explode, no damage
+ return false;
+ }
+ }
+ if (!(thing->flags & MF_SHOOTABLE))
+ { // Didn't do any damage
+ return !(thing->flags & MF_SOLID);
+ }
+ if (tmthing->flags2 & MF2_RIP)
+ {
+ if (!(thing->flags & MF_NOBLOOD))
+ { // Ok to spawn some blood
+ P_RipperBlood(tmthing);
+ }
+ S_StartSound(tmthing, sfx_ripslop);
+ damage = ((P_Random() & 3) + 2) * tmthing->damage;
+ P_DamageMobj(thing, tmthing, tmthing->target, damage);
+ if (thing->flags2 & MF2_PUSHABLE
+ && !(tmthing->flags2 & MF2_CANNOTPUSH))
+ { // Push thing
+ thing->momx += tmthing->momx>>2;
+ thing->momy += tmthing->momy>>2;
+ }
+ numspechit = 0;
+ return true;
+ }
+ // Do damage
+ damage = ((P_Random() % 8) + 1) * tmthing->damage;
+ if (damage)
+ {
+ if (!(thing->flags & MF_NOBLOOD) && P_Random() < 192)
+ {
+ P_BloodSplatter(tmthing->x, tmthing->y, tmthing->z, thing);
+ }
+ P_DamageMobj(thing, tmthing, tmthing->target, damage);
+ }
+ return false;
+ }
+ if (thing->flags2 & MF2_PUSHABLE && !(tmthing->flags2 & MF2_CANNOTPUSH))
+ { // Push thing
+ thing->momx += tmthing->momx>>2;
+ thing->momy += tmthing->momy>>2;
+ }
+ // Check for special thing
+ if (thing->flags & MF_SPECIAL)
+ {
+ solid = thing->flags & MF_SOLID;
+ if (tmflags & MF_PICKUP)
+ { // Can be picked up by tmthing
+ P_TouchSpecialThing(thing, tmthing); // Can remove thing
+ }
+ return !solid;
+ }
+ return !(thing->flags & MF_SOLID);
+}
+
+//---------------------------------------------------------------------------
+//
+// PIT_CheckOnmobjZ
+//
+//---------------------------------------------------------------------------
+
+static boolean PIT_CheckOnmobjZ(mobj_t *thing)
+{
+ fixed_t blockdist;
+
+ if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE)))
+ { // Can't hit thing
+ return true;
+ }
+ blockdist = thing->radius + tmthing->radius;
+ if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
+ { // Didn't hit thing
+ return true;
+ }
+ if (thing == tmthing)
+ { // Don't clip against self
+ return true;
+ }
+ if (tmthing->z > thing->z + thing->height)
+ {
+ return true;
+ }
+ else if (tmthing->z + tmthing->height < thing->z)
+ { // under thing
+ return true;
+ }
+ if (thing->flags & MF_SOLID)
+ {
+ onmobj = thing;
+ }
+ return !(thing->flags & MF_SOLID);
+}
+
+/*
+===============================================================================
+
+ MOVEMENT CLIPPING
+
+===============================================================================
+*/
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_TestMobjLocation
+//
+// Returns true if the mobj is not blocked by anything at its current
+// location, otherwise returns false.
+//
+//----------------------------------------------------------------------------
+
+boolean P_TestMobjLocation(mobj_t *mobj)
+{
+ int flags;
+
+ flags = mobj->flags;
+ mobj->flags &= ~MF_PICKUP;
+ if (P_CheckPosition(mobj, mobj->x, mobj->y))
+ { // XY is ok, now check Z
+ mobj->flags = flags;
+ if ((mobj->z < mobj->floorz)
+ || (mobj->z + mobj->height > mobj->ceilingz))
+ { // Bad Z
+ return false;
+ }
+ return true;
+ }
+ mobj->flags = flags;
+ return false;
+}
+
+/*
+==================
+=
+= P_CheckPosition
+=
+= This is purely informative, nothing is modified (except things picked up)
+
+in:
+a mobj_t (can be valid or invalid)
+a position to be checked (doesn't need to be related to the mobj_t->x,y)
+
+during:
+special things are touched if MF_PICKUP
+early out on solid lines?
+
+out:
+newsubsec
+floorz
+ceilingz
+tmdropoffz = the lowest point contacted (monsters won't move to a dropoff)
+speciallines[]
+numspeciallines
+
+==================
+*/
+
+boolean P_CheckPosition (mobj_t *thing, fixed_t x, fixed_t y)
+{
+ int xl, xh, yl, yh, bx, by;
+ subsector_t *newsubsec;
+
+ tmthing = thing;
+ tmflags = thing->flags;
+
+ tmx = x;
+ tmy = y;
+
+ tmbbox[BOXTOP] = y + tmthing->radius;
+ tmbbox[BOXBOTTOM] = y - tmthing->radius;
+ tmbbox[BOXRIGHT] = x + tmthing->radius;
+ tmbbox[BOXLEFT] = x - tmthing->radius;
+
+ newsubsec = R_PointInSubsector (x, y);
+ ceilingline = NULL;
+
+//
+// the base floor / ceiling is from the subsector that contains the
+// point. Any contacted lines the step closer together will adjust them
+//
+ tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+ tmceilingz = newsubsec->sector->ceilingheight;
+
+ validcount++;
+ numspechit = 0;
+
+ if (tmflags & MF_NOCLIP)
+ {
+ return true;
+ }
+
+//
+// check things first, possibly picking things up
+// the bounding box is extended by MAXRADIUS because mobj_ts are grouped
+// into mapblocks based on their origin point, and can overlap into adjacent
+// blocks by up to MAXRADIUS units
+//
+ xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
+
+ for (bx = xl; bx <= xh; bx++)
+ {
+ for (by = yl; by <= yh; by++)
+ {
+ if (!P_BlockThingsIterator(bx, by, PIT_CheckThing))
+ return false;
+ }
+ }
+//
+// check lines
+//
+ xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
+
+ for (bx = xl; bx <= xh; bx++)
+ {
+ for (by = yl; by <= yh; by++)
+ {
+ if (!P_BlockLinesIterator (bx, by, PIT_CheckLine))
+ return false;
+ }
+ }
+ return true;
+}
+
+//=============================================================================
+//
+// P_CheckOnmobj(mobj_t *thing)
+//
+// Checks if the new Z position is legal
+//=============================================================================
+
+mobj_t *P_CheckOnmobj(mobj_t *thing)
+{
+ int xl, xh, yl, yh, bx, by;
+ subsector_t *newsubsec;
+ fixed_t x;
+ fixed_t y;
+ mobj_t oldmo;
+
+ x = thing->x;
+ y = thing->y;
+ tmthing = thing;
+ tmflags = thing->flags;
+ oldmo = *thing; // save the old mobj before the fake zmovement
+ P_FakeZMovement(tmthing);
+
+ tmx = x;
+ tmy = y;
+
+ tmbbox[BOXTOP] = y + tmthing->radius;
+ tmbbox[BOXBOTTOM] = y - tmthing->radius;
+ tmbbox[BOXRIGHT] = x + tmthing->radius;
+ tmbbox[BOXLEFT] = x - tmthing->radius;
+
+ newsubsec = R_PointInSubsector (x, y);
+ ceilingline = NULL;
+
+//
+// the base floor / ceiling is from the subsector that contains the
+// point. Any contacted lines the step closer together will adjust them
+//
+ tmfloorz = tmdropoffz = newsubsec->sector->floorheight;
+ tmceilingz = newsubsec->sector->ceilingheight;
+
+ validcount++;
+ numspechit = 0;
+
+ if (tmflags & MF_NOCLIP)
+ return NULL;
+
+//
+// check things first, possibly picking things up
+// the bounding box is extended by MAXRADIUS because mobj_ts are grouped
+// into mapblocks based on their origin point, and can overlap into adjacent
+// blocks by up to MAXRADIUS units
+//
+ xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
+
+ for (bx = xl; bx <= xh; bx++)
+ {
+ for (by = yl; by <= yh; by++)
+ {
+ if (!P_BlockThingsIterator(bx, by, PIT_CheckOnmobjZ))
+ {
+ *tmthing = oldmo;
+ return onmobj;
+ }
+ }
+ }
+ *tmthing = oldmo;
+ return NULL;
+}
+
+//=============================================================================
+//
+// P_FakeZMovement
+//
+// Fake the zmovement so that we can check if a move is legal
+//=============================================================================
+
+void P_FakeZMovement(mobj_t *mo)
+{
+ int dist;
+ int delta;
+//
+// adjust height
+//
+ mo->z += mo->momz;
+ if (mo->flags & MF_FLOAT && mo->target)
+ { // float down towards target if too close
+ if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
+ {
+ dist = P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
+ delta = (mo->target->z + (mo->height >> 1) ) - mo->z;
+ if (delta < 0 && dist < -(delta*3))
+ mo->z -= FLOATSPEED;
+ else if (delta > 0 && dist < (delta*3))
+ mo->z += FLOATSPEED;
+ }
+ }
+ if (mo->player && mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
+ && leveltime & 2)
+ {
+ mo->z += finesine[(FINEANGLES/20*leveltime>>2) & FINEMASK];
+ }
+
+//
+// clip movement
+//
+ if (mo->z <= mo->floorz)
+ { // Hit the floor
+ mo->z = mo->floorz;
+ if (mo->momz < 0)
+ {
+ mo->momz = 0;
+ }
+ if (mo->flags & MF_SKULLFLY)
+ { // The skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ if (mo->info->crashstate && (mo->flags & MF_CORPSE))
+ {
+ return;
+ }
+ }
+ else if (mo->flags2 & MF2_LOGRAV)
+ {
+ if (mo->momz == 0)
+ mo->momz = -(GRAVITY>>3)*2;
+ else
+ mo->momz -= GRAVITY>>3;
+ }
+ else if (! (mo->flags & MF_NOGRAVITY) )
+ {
+ if (mo->momz == 0)
+ mo->momz = -GRAVITY*2;
+ else
+ mo->momz -= GRAVITY;
+ }
+
+ if (mo->z + mo->height > mo->ceilingz)
+ { // hit the ceiling
+ if (mo->momz > 0)
+ mo->momz = 0;
+ mo->z = mo->ceilingz - mo->height;
+ if (mo->flags & MF_SKULLFLY)
+ { // the skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ }
+}
+
+//===========================================================================
+//
+// CheckMissileImpact
+//
+//===========================================================================
+
+static void CheckMissileImpact(mobj_t *mobj)
+{
+ int i;
+
+ if (!numspechit || !(mobj->flags & MF_MISSILE) || !mobj->target)
+ {
+ return;
+ }
+ if (!mobj->target->player)
+ {
+ return;
+ }
+ for (i = numspechit - 1; i >= 0; i--)
+ {
+ P_ShootSpecialLine(mobj->target, spechit[i]);
+ }
+}
+
+/*
+===================
+=
+= P_TryMove
+=
+= Attempt to move to a new position, crossing special lines unless MF_TELEPORT
+= is set
+=
+===================
+*/
+
+boolean P_TryMove (mobj_t *thing, fixed_t x, fixed_t y)
+{
+ fixed_t oldx, oldy;
+ int side, oldside;
+ line_t *ld;
+
+ floatok = false;
+ if (!P_CheckPosition(thing, x, y))
+ { // Solid wall or thing
+ CheckMissileImpact(thing);
+ return false;
+ }
+ if (!(thing->flags & MF_NOCLIP))
+ {
+ if (tmceilingz - tmfloorz < thing->height)
+ { // Doesn't fit
+ CheckMissileImpact(thing);
+ return false;
+ }
+ floatok = true;
+ if (!(thing->flags & MF_TELEPORT)
+ && tmceilingz - thing->z < thing->height
+ && !(thing->flags2 & MF2_FLY))
+ { // mobj must lower itself to fit
+ CheckMissileImpact(thing);
+ return false;
+ }
+ if (thing->flags2 & MF2_FLY)
+ {
+ if (thing->z + thing->height > tmceilingz)
+ {
+ thing->momz = -8*FRACUNIT;
+ return false;
+ }
+ else if (thing->z < tmfloorz && tmfloorz - tmdropoffz > 24*FRACUNIT)
+ {
+ thing->momz = 8*FRACUNIT;
+ return false;
+ }
+ }
+ if (!(thing->flags & MF_TELEPORT)
+ // The Minotaur floor fire (MT_MNTRFX2) can step up any amount
+ && thing->type != MT_MNTRFX2
+ && tmfloorz - thing->z > 24*FRACUNIT)
+ { // Too big a step up
+ CheckMissileImpact(thing);
+ return false;
+ }
+ if ((thing->flags & MF_MISSILE) && tmfloorz > thing->z)
+ {
+ CheckMissileImpact(thing);
+ }
+ if (!(thing->flags & (MF_DROPOFF|MF_FLOAT))
+ && tmfloorz - tmdropoffz > 24*FRACUNIT)
+ { // Can't move over a dropoff
+ return false;
+ }
+ }
+
+//
+// the move is ok, so link the thing into its new position
+//
+ P_UnsetThingPosition (thing);
+
+ oldx = thing->x;
+ oldy = thing->y;
+ thing->floorz = tmfloorz;
+ thing->ceilingz = tmceilingz;
+ thing->x = x;
+ thing->y = y;
+
+ P_SetThingPosition (thing);
+
+ if (thing->flags2 & MF2_FOOTCLIP && P_GetThingFloorType(thing) != FLOOR_SOLID)
+ {
+ thing->flags2 |= MF2_FEETARECLIPPED;
+ }
+ else if (thing->flags2 & MF2_FEETARECLIPPED)
+ {
+ thing->flags2 &= ~MF2_FEETARECLIPPED;
+ }
+
+//
+// if any special lines were hit, do the effect
+//
+ if (! (thing->flags & (MF_TELEPORT|MF_NOCLIP)) )
+ {
+ while (numspechit--)
+ {
+ // see if the line was crossed
+ ld = spechit[numspechit];
+ side = P_PointOnLineSide (thing->x, thing->y, ld);
+ oldside = P_PointOnLineSide (oldx, oldy, ld);
+ if (side != oldside)
+ {
+ if (ld->special)
+ {
+ P_CrossSpecialLine (ld - lines, oldside, thing);
+ }
+ }
+ }
+ }
+
+ return true;
+}
+
+/*
+==================
+=
+= P_ThingHeightClip
+=
+= Takes a valid thing and adjusts the thing->floorz, thing->ceilingz,
+= anf possibly thing->z
+=
+= This is called for all nearby monsters whenever a sector changes height
+=
+= If the thing doesn't fit, the z will be set to the lowest value and
+= false will be returned
+==================
+*/
+
+static boolean P_ThingHeightClip (mobj_t *thing)
+{
+ boolean onfloor;
+
+ onfloor = (thing->z == thing->floorz);
+
+ P_CheckPosition (thing, thing->x, thing->y);
+ // what about stranding a monster partially off an edge?
+
+ thing->floorz = tmfloorz;
+ thing->ceilingz = tmceilingz;
+
+ if (onfloor)
+ { // walking monsters rise and fall with the floor
+ thing->z = thing->floorz;
+ }
+ else
+ { // don't adjust a floating monster unless forced to
+ if (thing->z + thing->height > thing->ceilingz)
+ thing->z = thing->ceilingz - thing->height;
+ }
+
+ if (thing->ceilingz - thing->floorz < thing->height)
+ return false;
+
+ return true;
+}
+
+
+/*
+==============================================================================
+
+ SLIDE MOVE
+
+Allows the player to slide along any angled walls
+
+==============================================================================
+*/
+
+static fixed_t bestslidefrac, secondslidefrac;
+static line_t *bestslideline, *secondslideline;
+static mobj_t *slidemo;
+
+static fixed_t tmxmove, tmymove;
+
+/*
+==================
+=
+= P_HitSlideLine
+=
+= Adjusts the xmove / ymove so that the next move will slide along the wall
+==================
+*/
+
+static void P_HitSlideLine (line_t *ld)
+{
+ int side;
+ angle_t lineangle, moveangle, deltaangle;
+ fixed_t movelen, newlen;
+
+ if (ld->slopetype == ST_HORIZONTAL)
+ {
+ tmymove = 0;
+ return;
+ }
+ if (ld->slopetype == ST_VERTICAL)
+ {
+ tmxmove = 0;
+ return;
+ }
+
+ side = P_PointOnLineSide (slidemo->x, slidemo->y, ld);
+
+ lineangle = R_PointToAngle2 (0, 0, ld->dx, ld->dy);
+ if (side == 1)
+ lineangle += ANG180;
+ moveangle = R_PointToAngle2 (0, 0, tmxmove, tmymove);
+ deltaangle = moveangle - lineangle;
+ if (deltaangle > ANG180)
+ deltaangle += ANG180;
+// I_Error ("SlideLine: ang>ANG180");
+
+ lineangle >>= ANGLETOFINESHIFT;
+ deltaangle >>= ANGLETOFINESHIFT;
+
+ movelen = P_AproxDistance (tmxmove, tmymove);
+ newlen = FixedMul (movelen, finecosine[deltaangle]);
+ tmxmove = FixedMul (newlen, finecosine[lineangle]);
+ tmymove = FixedMul (newlen, finesine[lineangle]);
+}
+
+/*
+==============
+=
+= PTR_SlideTraverse
+=
+==============
+*/
+
+static boolean PTR_SlideTraverse (intercept_t *in)
+{
+ line_t *li;
+
+ if (!in->isaline)
+ I_Error ("PTR_SlideTraverse: not a line?");
+
+ li = in->d.line;
+ if (! (li->flags & ML_TWOSIDED))
+ {
+ if (P_PointOnLineSide (slidemo->x, slidemo->y, li))
+ return true; // don't hit the back side
+ goto isblocking;
+ }
+
+ P_LineOpening (li); // set openrange, opentop, openbottom
+ if (openrange < slidemo->height)
+ goto isblocking; // doesn't fit
+
+ if (opentop - slidemo->z < slidemo->height)
+ goto isblocking; // mobj is too high
+
+ if (openbottom - slidemo->z > 24*FRACUNIT )
+ goto isblocking; // too big a step up
+
+ return true; // this line doesn't block movement
+
+// the line does block movement, see if it is closer than best so far
+isblocking:
+ if (in->frac < bestslidefrac)
+ {
+ secondslidefrac = bestslidefrac;
+ secondslideline = bestslideline;
+ bestslidefrac = in->frac;
+ bestslideline = li;
+ }
+
+ return false; // stop
+}
+
+
+/*
+==================
+=
+= P_SlideMove
+=
+= The momx / momy move is bad, so try to slide along a wall
+=
+= Find the first line hit, move flush to it, and slide along it
+=
+= This is a kludgy mess.
+==================
+*/
+
+void P_SlideMove (mobj_t *mo)
+{
+ fixed_t leadx, leady;
+ fixed_t trailx, traily;
+ fixed_t newx, newy;
+ int hitcount;
+
+ slidemo = mo;
+ hitcount = 0;
+retry:
+ if (++hitcount == 3)
+ goto stairstep; // don't loop forever
+
+//
+// trace along the three leading corners
+//
+ if (mo->momx > 0)
+ {
+ leadx = mo->x + mo->radius;
+ trailx = mo->x - mo->radius;
+ }
+ else
+ {
+ leadx = mo->x - mo->radius;
+ trailx = mo->x + mo->radius;
+ }
+
+ if (mo->momy > 0)
+ {
+ leady = mo->y + mo->radius;
+ traily = mo->y - mo->radius;
+ }
+ else
+ {
+ leady = mo->y - mo->radius;
+ traily = mo->y + mo->radius;
+ }
+
+ bestslidefrac = FRACUNIT + 1;
+
+ P_PathTraverse(leadx, leady, leadx + mo->momx, leady + mo->momy,
+ PT_ADDLINES, PTR_SlideTraverse);
+ P_PathTraverse(trailx, leady, trailx + mo->momx, leady + mo->momy,
+ PT_ADDLINES, PTR_SlideTraverse);
+ P_PathTraverse(leadx, traily, leadx + mo->momx, traily + mo->momy,
+ PT_ADDLINES, PTR_SlideTraverse);
+
+//
+// move up to the wall
+//
+ if (bestslidefrac == FRACUNIT + 1)
+ { // the move must have hit the middle, so stairstep
+stairstep:
+ if (!P_TryMove(mo, mo->x, mo->y + mo->momy))
+ {
+ P_TryMove(mo, mo->x + mo->momx, mo->y);
+ }
+ return;
+ }
+
+ bestslidefrac -= 0x800; // fudge a bit to make sure it doesn't hit
+ if (bestslidefrac > 0)
+ {
+ newx = FixedMul (mo->momx, bestslidefrac);
+ newy = FixedMul (mo->momy, bestslidefrac);
+ if (!P_TryMove (mo, mo->x + newx, mo->y + newy))
+ goto stairstep;
+ }
+
+//
+// now continue along the wall
+//
+ bestslidefrac = FRACUNIT - (bestslidefrac + 0x800); // remainder
+ if (bestslidefrac > FRACUNIT)
+ bestslidefrac = FRACUNIT;
+ if (bestslidefrac <= 0)
+ return;
+
+ tmxmove = FixedMul (mo->momx, bestslidefrac);
+ tmymove = FixedMul (mo->momy, bestslidefrac);
+
+ P_HitSlideLine (bestslideline); // clip the moves
+
+ mo->momx = tmxmove;
+ mo->momy = tmymove;
+
+ if (!P_TryMove (mo, mo->x + tmxmove, mo->y + tmymove))
+ {
+ goto retry;
+ }
+}
+
+
+/*
+==============================================================================
+
+ P_LineAttack
+
+==============================================================================
+*/
+
+mobj_t *linetarget; /* who got hit (or NULL) */
+
+fixed_t attackrange;
+static fixed_t aimslope;
+static int la_damage;
+
+static mobj_t *shootthing;
+static fixed_t shootz; /* height if not aiming up or down */
+ /* ???: use slope for monsters? */
+
+
+/*
+===============================================================================
+=
+= PTR_AimTraverse
+=
+= Sets linetaget and aimslope when a target is aimed at
+===============================================================================
+*/
+
+static boolean PTR_AimTraverse (intercept_t *in)
+{
+ line_t *li;
+ mobj_t *th;
+ fixed_t slope, thingtopslope, thingbottomslope;
+ fixed_t dist;
+
+ if (in->isaline)
+ {
+ li = in->d.line;
+ if (!(li->flags & ML_TWOSIDED))
+ return false; // stop
+//
+// crosses a two sided line
+// a two sided line will restrict the possible target ranges
+ P_LineOpening (li);
+
+ if (openbottom >= opentop)
+ return false; // stop
+
+ dist = FixedMul (attackrange, in->frac);
+
+ if (li->frontsector->floorheight != li->backsector->floorheight)
+ {
+ slope = FixedDiv (openbottom - shootz , dist);
+ if (slope > bottomslope)
+ bottomslope = slope;
+ }
+
+ if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+ {
+ slope = FixedDiv (opentop - shootz, dist);
+ if (slope < topslope)
+ topslope = slope;
+ }
+
+ if (topslope <= bottomslope)
+ return false; // stop
+
+ return true; // shot continues
+ }
+
+//
+// shoot a thing
+//
+ th = in->d.thing;
+ if (th == shootthing)
+ return true; // can't shoot self
+ if (!(th->flags & MF_SHOOTABLE))
+ { // corpse or something
+ return true;
+ }
+ if (th->type == MT_POD)
+ { // Can't auto-aim at pods
+ return true;
+ }
+
+// check angles to see if the thing can be aimed at
+
+ dist = FixedMul (attackrange, in->frac);
+ thingtopslope = FixedDiv (th->z + th->height - shootz, dist);
+ if (thingtopslope < bottomslope)
+ return true; // shot over the thing
+ thingbottomslope = FixedDiv (th->z - shootz, dist);
+ if (thingbottomslope > topslope)
+ return true; // shot under the thing
+
+//
+// this thing can be hit!
+//
+ if (thingtopslope > topslope)
+ thingtopslope = topslope;
+ if (thingbottomslope < bottomslope)
+ thingbottomslope = bottomslope;
+
+ aimslope = (thingtopslope + thingbottomslope) / 2;
+ linetarget = th;
+
+ return false; // don't go any farther
+}
+
+
+/*
+==============================================================================
+=
+= PTR_ShootTraverse
+=
+==============================================================================
+*/
+
+static boolean PTR_ShootTraverse (intercept_t *in)
+{
+ fixed_t x, y, z;
+ fixed_t frac;
+ line_t *li;
+ mobj_t *th;
+ fixed_t slope;
+ fixed_t dist;
+ fixed_t thingtopslope, thingbottomslope;
+ mobj_t *mo;
+
+ if (in->isaline)
+ {
+ li = in->d.line;
+ if (li->special)
+ P_ShootSpecialLine (shootthing, li);
+ if (!(li->flags & ML_TWOSIDED))
+ goto hitline;
+
+//
+// crosses a two sided line
+//
+ P_LineOpening (li);
+
+ dist = FixedMul (attackrange, in->frac);
+
+ if (li->frontsector->floorheight != li->backsector->floorheight)
+ {
+ slope = FixedDiv (openbottom - shootz, dist);
+ if (slope > aimslope)
+ goto hitline;
+ }
+
+ if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+ {
+ slope = FixedDiv (opentop - shootz , dist);
+ if (slope < aimslope)
+ goto hitline;
+ }
+
+ return true; // shot continues
+//
+// hit line
+//
+hitline:
+ // position a bit closer
+ frac = in->frac - FixedDiv(4*FRACUNIT, attackrange);
+ x = trace.x + FixedMul(trace.dx, frac);
+ y = trace.y + FixedMul(trace.dy, frac);
+ z = shootz + FixedMul(aimslope, FixedMul(frac, attackrange));
+
+ if (li->frontsector->ceilingpic == skyflatnum)
+ {
+ if (z > li->frontsector->ceilingheight)
+ return false; // don't shoot the sky!
+ if (li->backsector && li->backsector->ceilingpic == skyflatnum)
+ return false; // it's a sky hack wall
+ }
+
+ P_SpawnPuff (x, y, z);
+ return false; // don't go any farther
+ }
+
+//
+// shoot a thing
+//
+ th = in->d.thing;
+ if (th == shootthing)
+ return true; // can't shoot self
+ if (!(th->flags & MF_SHOOTABLE))
+ return true; // corpse or something
+
+//
+// check for physical attacks on a ghost
+//
+ if (th->flags & MF_SHADOW && shootthing->player->readyweapon == wp_staff)
+ {
+ return true;
+ }
+
+// check angles to see if the thing can be aimed at
+ dist = FixedMul (attackrange, in->frac);
+ thingtopslope = FixedDiv (th->z + th->height - shootz, dist);
+ if (thingtopslope < aimslope)
+ return true; // shot over the thing
+ thingbottomslope = FixedDiv (th->z - shootz, dist);
+ if (thingbottomslope > aimslope)
+ return true; // shot under the thing
+
+//
+// hit thing
+//
+ // position a bit closer
+ frac = in->frac - FixedDiv(10*FRACUNIT, attackrange);
+ x = trace.x + FixedMul(trace.dx, frac);
+ y = trace.y + FixedMul(trace.dy, frac);
+ z = shootz + FixedMul(aimslope, FixedMul(frac, attackrange));
+ if (PuffType == MT_BLASTERPUFF1)
+ { // Make blaster big puff
+ mo = P_SpawnMobj(x, y, z, MT_BLASTERPUFF2);
+ S_StartSound(mo, sfx_blshit);
+ }
+ else
+ {
+ P_SpawnPuff(x, y, z);
+ }
+ if (la_damage)
+ {
+ if (!(in->d.thing->flags & MF_NOBLOOD) && P_Random() < 192)
+ {
+ P_BloodSplatter(x, y, z, in->d.thing);
+ }
+ P_DamageMobj(th, shootthing, shootthing, la_damage);
+ }
+ return false; // don't go any farther
+}
+
+/*
+=================
+=
+= P_AimLineAttack
+=
+=================
+*/
+
+fixed_t P_AimLineAttack (mobj_t *t1, angle_t angle, fixed_t distance)
+{
+ fixed_t x2, y2;
+
+ angle >>= ANGLETOFINESHIFT;
+ shootthing = t1;
+ x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
+ y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
+ shootz = t1->z + (t1->height>>1) + 8*FRACUNIT;
+ topslope = 100*FRACUNIT/160; // can't shoot outside view angles
+ bottomslope = -100*FRACUNIT/160;
+ attackrange = distance;
+ linetarget = NULL;
+
+ P_PathTraverse (t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_AimTraverse);
+
+ if (linetarget)
+ return aimslope;
+ return 0;
+}
+
+
+/*
+=================
+=
+= P_LineAttack
+=
+= if damage == 0, it is just a test trace that will leave linetarget set
+=
+=================
+*/
+
+void P_LineAttack (mobj_t *t1, angle_t angle, fixed_t distance, fixed_t slope, int damage)
+{
+ fixed_t x2, y2;
+
+ angle >>= ANGLETOFINESHIFT;
+ shootthing = t1;
+ la_damage = damage;
+ x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
+ y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
+ shootz = t1->z + (t1->height>>1) + 8*FRACUNIT;
+ if (t1->flags2 & MF2_FEETARECLIPPED)
+ {
+ shootz -= FOOTCLIPSIZE;
+ }
+ attackrange = distance;
+ aimslope = slope;
+
+ P_PathTraverse (t1->x, t1->y, x2, y2, PT_ADDLINES|PT_ADDTHINGS, PTR_ShootTraverse);
+}
+
+
+/*
+==============================================================================
+
+ USE LINES
+
+==============================================================================
+*/
+
+static mobj_t *usething;
+
+static boolean PTR_UseTraverse (intercept_t *in)
+{
+ if (!in->d.line->special)
+ {
+ P_LineOpening (in->d.line);
+ if (openrange <= 0)
+ {
+ //S_StartSound (usething, sfx_noway);
+ return false; // can't use through a wall
+ }
+ return true; // not a special line, but keep checking
+ }
+
+ if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1)
+ return false; // don't use back sides
+
+ P_UseSpecialLine (usething, in->d.line);
+
+ return false; // can't use for than one special line in a row
+}
+
+
+/*
+================
+=
+= P_UseLines
+=
+= Looks for special lines in front of the player to activate
+================
+*/
+
+void P_UseLines (player_t *player)
+{
+ int angle;
+ fixed_t x1, y1, x2, y2;
+
+ usething = player->mo;
+
+ angle = player->mo->angle >> ANGLETOFINESHIFT;
+ x1 = player->mo->x;
+ y1 = player->mo->y;
+ x2 = x1 + (USERANGE>>FRACBITS)*finecosine[angle];
+ y2 = y1 + (USERANGE>>FRACBITS)*finesine[angle];
+
+ P_PathTraverse (x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse);
+}
+
+
+/*
+==============================================================================
+
+ RADIUS ATTACK
+
+==============================================================================
+*/
+
+static mobj_t *bombsource;
+static mobj_t *bombspot;
+static int bombdamage;
+
+/*
+=================
+=
+= PIT_RadiusAttack
+=
+= Source is the creature that casued the explosion at spot
+=================
+*/
+
+static boolean PIT_RadiusAttack (mobj_t *thing)
+{
+ fixed_t dx, dy, dist;
+
+ if (!(thing->flags & MF_SHOOTABLE))
+ {
+ return true;
+ }
+ if (thing->type == MT_MINOTAUR || thing->type == MT_SORCERER1
+ || thing->type == MT_SORCERER2)
+ { // Episode 2 and 3 bosses take no damage from PIT_RadiusAttack
+ return true;
+ }
+ dx = abs(thing->x - bombspot->x);
+ dy = abs(thing->y - bombspot->y);
+ dist = dx > dy ? dx : dy;
+ dist = (dist - thing->radius)>>FRACBITS;
+ if (dist < 0)
+ {
+ dist = 0;
+ }
+ if (dist >= bombdamage)
+ { // Out of range
+ return true;
+ }
+ if (P_CheckSight(thing, bombspot))
+ { // OK to damage, target is in direct path
+ P_DamageMobj(thing, bombspot, bombsource, bombdamage - dist);
+ }
+ return true;
+}
+
+/*
+=================
+=
+= P_RadiusAttack
+=
+= Source is the creature that caused the explosion at spot
+=================
+*/
+
+void P_RadiusAttack (mobj_t *spot, mobj_t *source, int damage)
+{
+ int x, y, xl, xh, yl, yh;
+ fixed_t dist;
+
+ dist = (damage + MAXRADIUS)<<FRACBITS;
+ yh = (spot->y + dist-bmaporgy)>>MAPBLOCKSHIFT;
+ yl = (spot->y - dist-bmaporgy)>>MAPBLOCKSHIFT;
+ xh = (spot->x + dist-bmaporgx)>>MAPBLOCKSHIFT;
+ xl = (spot->x - dist-bmaporgx)>>MAPBLOCKSHIFT;
+ bombspot = spot;
+ if (spot->type == MT_POD && spot->target)
+ {
+ bombsource = spot->target;
+ }
+ else
+ {
+ bombsource = source;
+ }
+ bombdamage = damage;
+ for (y = yl; y <= yh; y++)
+ {
+ for (x = xl; x <= xh; x++)
+ {
+ P_BlockThingsIterator(x, y, PIT_RadiusAttack);
+ }
+ }
+}
+
+/*
+==============================================================================
+
+ SECTOR HEIGHT CHANGING
+
+= After modifying a sectors floor or ceiling height, call this
+= routine to adjust the positions of all things that touch the
+= sector.
+=
+= If anything doesn't fit anymore, true will be returned.
+= If crunch is true, they will take damage as they are being crushed
+= If Crunch is false, you should set the sector height back the way it
+= was and call P_ChangeSector again to undo the changes
+==============================================================================
+*/
+
+static boolean crushchange;
+static boolean nofit;
+
+/*
+===============
+=
+= PIT_ChangeSector
+=
+===============
+*/
+
+static boolean PIT_ChangeSector (mobj_t *thing)
+{
+ mobj_t *mo;
+
+ if (P_ThingHeightClip (thing))
+ return true; // keep checking
+
+ // crunch bodies to giblets
+ if (thing->health <= 0)
+ {
+ //P_SetMobjState (thing, S_GIBS);
+ thing->height = 0;
+ thing->radius = 0;
+ return true; // keep checking
+ }
+
+ // crunch dropped items
+ if (thing->flags & MF_DROPPED)
+ {
+ P_RemoveMobj (thing);
+ return true; // keep checking
+ }
+
+ if (!(thing->flags & MF_SHOOTABLE))
+ return true; // assume it is bloody gibs or something
+
+ nofit = true;
+ if (crushchange && !(leveltime & 3))
+ {
+ P_DamageMobj(thing, NULL, NULL, 10);
+ // spray blood in a random direction
+ mo = P_SpawnMobj (thing->x, thing->y, thing->z + thing->height/2, MT_BLOOD);
+ mo->momx = (P_Random() - P_Random ())<<12;
+ mo->momy = (P_Random() - P_Random ())<<12;
+ }
+
+ return true; // keep checking (crush other things)
+}
+
+/*
+===============
+=
+= P_ChangeSector
+=
+===============
+*/
+
+boolean P_ChangeSector (sector_t *sector, boolean crunch)
+{
+ int x, y;
+
+ nofit = false;
+ crushchange = crunch;
+
+// recheck heights for all things near the moving sector
+ for (x = sector->blockbox[BOXLEFT]; x <= sector->blockbox[BOXRIGHT]; x++)
+ {
+ for (y = sector->blockbox[BOXBOTTOM]; y <= sector->blockbox[BOXTOP]; y++)
+ P_BlockThingsIterator (x, y, PIT_ChangeSector);
+ }
+
+ return nofit;
+}
+
--- /dev/null
+++ b/p_maputl.c
@@ -1,0 +1,756 @@
+// P_maputl.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+
+
+/*
+===================
+=
+= P_AproxDistance
+=
+= Gives an estimation of distance (not exact)
+=
+===================
+*/
+
+fixed_t P_AproxDistance (fixed_t dx, fixed_t dy)
+{
+ dx = abs(dx);
+ dy = abs(dy);
+ if (dx < dy)
+ return dx + dy - (dx>>1);
+ return dx + dy - (dy>>1);
+}
+
+
+/*
+==================
+=
+= P_PointOnLineSide
+=
+= Returns 0 or 1
+==================
+*/
+
+int P_PointOnLineSide (fixed_t x, fixed_t y, line_t *line)
+{
+ fixed_t dx, dy;
+ fixed_t left, right;
+
+ if (!line->dx)
+ {
+ if (x <= line->v1->x)
+ return line->dy > 0;
+ return line->dy < 0;
+ }
+ if (!line->dy)
+ {
+ if (y <= line->v1->y)
+ return line->dx < 0;
+ return line->dx > 0;
+ }
+
+ dx = (x - line->v1->x);
+ dy = (y - line->v1->y);
+
+ left = FixedMul (line->dy>>FRACBITS, dx);
+ right = FixedMul (dy, line->dx>>FRACBITS);
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+/*
+=================
+=
+= P_BoxOnLineSide
+=
+= Considers the line to be infinite
+= Returns side 0 or 1, -1 if box crosses the line
+=================
+*/
+
+int P_BoxOnLineSide (fixed_t *tmbox, line_t *ld)
+{
+ int p1 = 0, p2 = 0;
+
+ switch (ld->slopetype)
+ {
+ case ST_HORIZONTAL:
+ p1 = tmbox[BOXTOP] > ld->v1->y;
+ p2 = tmbox[BOXBOTTOM] > ld->v1->y;
+ if (ld->dx < 0)
+ {
+ p1 ^= 1;
+ p2 ^= 1;
+ }
+ break;
+ case ST_VERTICAL:
+ p1 = tmbox[BOXRIGHT] < ld->v1->x;
+ p2 = tmbox[BOXLEFT] < ld->v1->x;
+ if (ld->dy < 0)
+ {
+ p1 ^= 1;
+ p2 ^= 1;
+ }
+ break;
+ case ST_POSITIVE:
+ p1 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXTOP], ld);
+ p2 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXBOTTOM], ld);
+ break;
+ case ST_NEGATIVE:
+ p1 = P_PointOnLineSide (tmbox[BOXRIGHT], tmbox[BOXTOP], ld);
+ p2 = P_PointOnLineSide (tmbox[BOXLEFT], tmbox[BOXBOTTOM], ld);
+ break;
+ }
+
+ if (p1 == p2)
+ return p1;
+ return -1;
+}
+
+/*
+==================
+=
+= P_PointOnDivlineSide
+=
+= Returns 0 or 1
+==================
+*/
+
+int P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t *line)
+{
+ fixed_t dx, dy;
+ fixed_t left, right;
+
+ if (!line->dx)
+ {
+ if (x <= line->x)
+ return line->dy > 0;
+ return line->dy < 0;
+ }
+ if (!line->dy)
+ {
+ if (y <= line->y)
+ return line->dx < 0;
+ return line->dx > 0;
+ }
+
+ dx = (x - line->x);
+ dy = (y - line->y);
+
+// try to quickly decide by looking at sign bits
+ if ((line->dy ^ line->dx ^ dx ^ dy) & 0x80000000)
+ {
+ if ((line->dy ^ dx) & 0x80000000)
+ return 1; // (left is negative)
+ return 0;
+ }
+
+ left = FixedMul (line->dy>>8, dx>>8);
+ right = FixedMul (dy>>8, line->dx>>8);
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+/*
+==============
+=
+= P_MakeDivline
+=
+==============
+*/
+
+void P_MakeDivline (line_t *li, divline_t *dl)
+{
+ dl->x = li->v1->x;
+ dl->y = li->v1->y;
+ dl->dx = li->dx;
+ dl->dy = li->dy;
+}
+
+
+/*
+===============
+=
+= P_InterceptVector
+=
+= Returns the fractional intercept point along the first divline
+=
+= This is only called by the addthings and addlines traversers
+===============
+*/
+
+fixed_t P_InterceptVector (divline_t *v2, divline_t *v1)
+{
+#if 1
+ fixed_t frac, num, den;
+
+ den = FixedMul(v1->dy>>8, v2->dx) - FixedMul(v1->dx>>8, v2->dy);
+ if (den == 0)
+ return 0;
+// I_Error ("P_InterceptVector: parallel");
+ num = FixedMul((v1->x - v2->x)>>8, v1->dy) +
+ FixedMul ((v2->y - v1->y)>>8, v1->dx);
+ frac = FixedDiv (num , den);
+
+ return frac;
+#else
+ float frac, num, den, v1x, v1y, v1dx, v1dy, v2x, v2y, v2dx, v2dy;
+
+ v1x = (float)v1->x/FRACUNIT;
+ v1y = (float)v1->y/FRACUNIT;
+ v1dx = (float)v1->dx/FRACUNIT;
+ v1dy = (float)v1->dy/FRACUNIT;
+ v2x = (float)v2->x/FRACUNIT;
+ v2y = (float)v2->y/FRACUNIT;
+ v2dx = (float)v2->dx/FRACUNIT;
+ v2dy = (float)v2->dy/FRACUNIT;
+
+ den = v1dy*v2dx - v1dx*v2dy;
+ if (den == 0)
+ return 0; // parallel
+ num = (v1x - v2x)*v1dy + (v2y - v1y)*v1dx;
+ frac = num / den;
+
+ return frac*FRACUNIT;
+#endif
+}
+
+/*
+==================
+=
+= P_LineOpening
+=
+= Sets opentop and openbottom to the window through a two sided line
+= OPTIMIZE: keep this precalculated
+==================
+*/
+
+fixed_t opentop, openbottom, openrange;
+fixed_t lowfloor;
+
+void P_LineOpening (line_t *ld)
+{
+ sector_t *front, *back;
+
+ if (ld->sidenum[1] == -1)
+ { // single sided line
+ openrange = 0;
+ return;
+ }
+
+ front = ld->frontsector;
+ back = ld->backsector;
+
+ if (front->ceilingheight < back->ceilingheight)
+ opentop = front->ceilingheight;
+ else
+ opentop = back->ceilingheight;
+ if (front->floorheight > back->floorheight)
+ {
+ openbottom = front->floorheight;
+ lowfloor = back->floorheight;
+ }
+ else
+ {
+ openbottom = back->floorheight;
+ lowfloor = front->floorheight;
+ }
+
+ openrange = opentop - openbottom;
+}
+
+/*
+===============================================================================
+
+ THING POSITION SETTING
+
+===============================================================================
+*/
+
+/*
+===================
+=
+= P_UnsetThingPosition
+=
+= Unlinks a thing from block map and sectors
+=
+===================
+*/
+
+void P_UnsetThingPosition (mobj_t *thing)
+{
+ int blockx, blocky;
+
+ if (! (thing->flags & MF_NOSECTOR))
+ { // inert things don't need to be in blockmap
+ // unlink from subsector
+ if (thing->snext)
+ thing->snext->sprev = thing->sprev;
+ if (thing->sprev)
+ thing->sprev->snext = thing->snext;
+ else
+ thing->subsector->sector->thinglist = thing->snext;
+ }
+
+ if (! (thing->flags & MF_NOBLOCKMAP))
+ { // inert things don't need to be in blockmap
+ // unlink from block map
+ if (thing->bnext)
+ thing->bnext->bprev = thing->bprev;
+ if (thing->bprev)
+ thing->bprev->bnext = thing->bnext;
+ else
+ {
+ blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT;
+ blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT;
+ if (blockx >= 0 && blockx < bmapwidth &&
+ blocky >= 0 && blocky < bmapheight)
+ {
+ blocklinks[blocky*bmapwidth+blockx] = thing->bnext;
+ }
+ }
+ }
+}
+
+
+/*
+===================
+=
+= P_SetThingPosition
+=
+= Links a thing into both a block and a subsector based on it's x y
+= Sets thing->subsector properly
+=
+===================
+*/
+
+void P_SetThingPosition (mobj_t *thing)
+{
+ subsector_t *ss;
+ sector_t *sec;
+ int blockx, blocky;
+ mobj_t **link;
+
+//
+// link into subsector
+//
+ ss = R_PointInSubsector (thing->x, thing->y);
+ thing->subsector = ss;
+ if (! (thing->flags & MF_NOSECTOR))
+ { // invisible things don't go into the sector links
+ sec = ss->sector;
+
+ thing->sprev = NULL;
+ thing->snext = sec->thinglist;
+ if (sec->thinglist)
+ sec->thinglist->sprev = thing;
+ sec->thinglist = thing;
+ }
+
+//
+// link into blockmap
+//
+ if (! (thing->flags & MF_NOBLOCKMAP))
+ { // inert things don't need to be in blockmap
+ blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT;
+ blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT;
+ if (blockx >= 0 && blockx < bmapwidth && blocky >= 0 && blocky < bmapheight)
+ {
+ link = &blocklinks[blocky*bmapwidth + blockx];
+ thing->bprev = NULL;
+ thing->bnext = *link;
+ if (*link)
+ (*link)->bprev = thing;
+ *link = thing;
+ }
+ else
+ { // thing is off the map
+ thing->bnext = thing->bprev = NULL;
+ }
+ }
+}
+
+
+/*
+===============================================================================
+
+ BLOCK MAP ITERATORS
+
+For each line/thing in the given mapblock, call the passed function.
+If the function returns false, exit with false without checking anything else.
+
+===============================================================================
+*/
+
+/*
+==================
+=
+= P_BlockLinesIterator
+=
+= The validcount flags are used to avoid checking lines
+= that are marked in multiple mapblocks, so increment validcount before
+= the first call to P_BlockLinesIterator, then make one or more calls to it
+===================
+*/
+
+boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*) )
+{
+ int offset;
+ short *list;
+ line_t *ld;
+
+ if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
+ return true;
+ offset = y*bmapwidth + x;
+
+ offset = *(blockmap+offset);
+
+ for (list = blockmaplump + offset; *list != -1; list++)
+ {
+ ld = &lines[*list];
+ if (ld->validcount == validcount)
+ continue; // line has already been checked
+ ld->validcount = validcount;
+
+ if ( !func(ld) )
+ return false;
+ }
+
+ return true; // everything was checked
+}
+
+
+/*
+==================
+=
+= P_BlockThingsIterator
+=
+==================
+*/
+
+boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*) )
+{
+ mobj_t *mobj;
+
+ if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
+ return true;
+
+ for (mobj = blocklinks[y*bmapwidth + x]; mobj; mobj = mobj->bnext)
+ {
+ if (!func( mobj ) )
+ return false;
+ }
+
+ return true;
+}
+
+/*
+===============================================================================
+
+ INTERCEPT ROUTINES
+
+===============================================================================
+*/
+
+intercept_t intercepts[MAXINTERCEPTS], *intercept_p;
+divline_t trace;
+static boolean earlyout;
+
+/*
+==================
+=
+= PIT_AddLineIntercepts
+=
+= Looks for lines in the given block that intercept the given trace
+= to add to the intercepts list
+= A line is crossed if its endpoints are on opposite sides of the trace
+= Returns true if earlyout and a solid line hit
+==================
+*/
+
+static boolean PIT_AddLineIntercepts (line_t *ld)
+{
+ int s1, s2;
+ fixed_t frac;
+ divline_t dl;
+
+// avoid precision problems with two routines
+ if (trace.dx > FRACUNIT*16 || trace.dy > FRACUNIT*16 ||
+ trace.dx < -FRACUNIT*16 || trace.dy < -FRACUNIT*16)
+ {
+ s1 = P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace);
+ s2 = P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace);
+ }
+ else
+ {
+ s1 = P_PointOnLineSide (trace.x, trace.y, ld);
+ s2 = P_PointOnLineSide (trace.x + trace.dx, trace.y + trace.dy, ld);
+ }
+ if (s1 == s2)
+ return true; // line isn't crossed
+
+//
+// hit the line
+//
+ P_MakeDivline (ld, &dl);
+ frac = P_InterceptVector (&trace, &dl);
+ if (frac < 0)
+ return true; // behind source
+
+// try to early out the check
+ if (earlyout && frac < FRACUNIT && !ld->backsector)
+ return false; // stop checking
+
+ intercept_p->frac = frac;
+ intercept_p->isaline = true;
+ intercept_p->d.line = ld;
+ intercept_p++;
+
+ return true; // continue
+}
+
+
+/*
+==================
+=
+= PIT_AddThingIntercepts
+=
+==================
+*/
+
+static boolean PIT_AddThingIntercepts (mobj_t *thing)
+{
+ fixed_t x1, y1, x2, y2;
+ int s1, s2;
+ boolean tracepositive;
+ divline_t dl;
+ fixed_t frac;
+
+ tracepositive = (trace.dx ^ trace.dy) > 0;
+
+ // check a corner to corner crossection for hit
+
+ if (tracepositive)
+ {
+ x1 = thing->x - thing->radius;
+ y1 = thing->y + thing->radius;
+
+ x2 = thing->x + thing->radius;
+ y2 = thing->y - thing->radius;
+ }
+ else
+ {
+ x1 = thing->x - thing->radius;
+ y1 = thing->y - thing->radius;
+
+ x2 = thing->x + thing->radius;
+ y2 = thing->y + thing->radius;
+ }
+ s1 = P_PointOnDivlineSide (x1, y1, &trace);
+ s2 = P_PointOnDivlineSide (x2, y2, &trace);
+ if (s1 == s2)
+ return true; // line isn't crossed
+
+ dl.x = x1;
+ dl.y = y1;
+ dl.dx = x2 - x1;
+ dl.dy = y2 - y1;
+ frac = P_InterceptVector (&trace, &dl);
+ if (frac < 0)
+ return true; // behind source
+ intercept_p->frac = frac;
+ intercept_p->isaline = false;
+ intercept_p->d.thing = thing;
+ intercept_p++;
+
+ return true; // keep going
+}
+
+
+/*
+====================
+=
+= P_TraverseIntercepts
+=
+= Returns true if the traverser function returns true for all lines
+====================
+*/
+
+boolean P_TraverseIntercepts (traverser_t func, fixed_t maxfrac)
+{
+ int count;
+ fixed_t dist;
+ intercept_t *scan, *in;
+
+ count = intercept_p - intercepts;
+ in = NULL; // shut up compiler warning
+
+ while (count--)
+ {
+ dist = H2MAXINT;
+ for (scan = intercepts; scan < intercept_p; scan++)
+ {
+ if (scan->frac < dist)
+ {
+ dist = scan->frac;
+ in = scan;
+ }
+ }
+
+ if (dist > maxfrac)
+ return true; // checked everything in range
+#if 0
+ { // don't check these yet, ther may be others inserted
+ in = scan = intercepts;
+ for (scan = intercepts; scan < intercept_p; scan++)
+ {
+ if (scan->frac > maxfrac)
+ *in++ = *scan;
+ }
+ intercept_p = in;
+ return false;
+ }
+#endif
+
+ if ( !func (in) )
+ return false; // don't bother going farther
+ in->frac = H2MAXINT;
+ }
+
+ return true; // everything was traversed
+}
+
+
+/*
+==================
+=
+= P_PathTraverse
+=
+= Traces a line from x1,y1 to x2,y2, calling the traverser function for each
+= Returns true if the traverser function returns true for all lines
+==================
+*/
+
+boolean P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2,
+ int flags, boolean (*trav) (intercept_t *))
+{
+ fixed_t xt1,yt1,xt2,yt2;
+ fixed_t xstep,ystep;
+ fixed_t partial;
+ fixed_t xintercept, yintercept;
+ int mapx, mapy, mapxstep, mapystep;
+ int count;
+
+ earlyout = flags & PT_EARLYOUT;
+
+ validcount++;
+ intercept_p = intercepts;
+
+ if (((x1 - bmaporgx) & (MAPBLOCKSIZE - 1)) == 0)
+ x1 += FRACUNIT; // don't side exactly on a line
+ if (((y1 - bmaporgy) & (MAPBLOCKSIZE - 1)) == 0)
+ y1 += FRACUNIT; // don't side exactly on a line
+ trace.x = x1;
+ trace.y = y1;
+ trace.dx = x2 - x1;
+ trace.dy = y2 - y1;
+
+ x1 -= bmaporgx;
+ y1 -= bmaporgy;
+ xt1 = x1>>MAPBLOCKSHIFT;
+ yt1 = y1>>MAPBLOCKSHIFT;
+
+ x2 -= bmaporgx;
+ y2 -= bmaporgy;
+ xt2 = x2>>MAPBLOCKSHIFT;
+ yt2 = y2>>MAPBLOCKSHIFT;
+
+ if (xt2 > xt1)
+ {
+ mapxstep = 1;
+ partial = FRACUNIT - ((x1>>MAPBTOFRAC) & (FRACUNIT - 1));
+ ystep = FixedDiv (y2 - y1, abs(x2 - x1));
+ }
+ else if (xt2 < xt1)
+ {
+ mapxstep = -1;
+ partial = (x1>>MAPBTOFRAC) & (FRACUNIT - 1);
+ ystep = FixedDiv (y2 - y1, abs(x2 - x1));
+ }
+ else
+ {
+ mapxstep = 0;
+ partial = FRACUNIT;
+ ystep = 256*FRACUNIT;
+ }
+ yintercept = (y1>>MAPBTOFRAC) + FixedMul (partial, ystep);
+
+ if (yt2 > yt1)
+ {
+ mapystep = 1;
+ partial = FRACUNIT - ((y1>>MAPBTOFRAC) & (FRACUNIT - 1));
+ xstep = FixedDiv (x2 - x1, abs(y2 - y1));
+ }
+ else if (yt2 < yt1)
+ {
+ mapystep = -1;
+ partial = (y1>>MAPBTOFRAC) & (FRACUNIT - 1);
+ xstep = FixedDiv (x2 - x1, abs(y2 - y1));
+ }
+ else
+ {
+ mapystep = 0;
+ partial = FRACUNIT;
+ xstep = 256*FRACUNIT;
+ }
+ xintercept = (x1>>MAPBTOFRAC) + FixedMul (partial, xstep);
+
+//
+// step through map blocks
+// Count is present to prevent a round off error from skipping the break
+ mapx = xt1;
+ mapy = yt1;
+
+ for (count = 0; count < 64; count++)
+ {
+ if (flags & PT_ADDLINES)
+ {
+ if (!P_BlockLinesIterator (mapx, mapy, PIT_AddLineIntercepts))
+ return false; // early out
+ }
+ if (flags & PT_ADDTHINGS)
+ {
+ if (!P_BlockThingsIterator (mapx, mapy, PIT_AddThingIntercepts))
+ return false; // early out
+ }
+
+ if (mapx == xt2 && mapy == yt2)
+ break;
+
+ if ((yintercept >> FRACBITS) == mapy)
+ {
+ yintercept += ystep;
+ mapx += mapxstep;
+ }
+ else if ((xintercept >> FRACBITS) == mapx)
+ {
+ xintercept += xstep;
+ mapy += mapystep;
+ }
+ }
+
+//
+// go through the sorted list
+//
+ return P_TraverseIntercepts (trav, FRACUNIT);
+}
+
--- /dev/null
+++ b/p_mobj.c
@@ -1,0 +1,1625 @@
+// P_mobj.c
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "sounds.h"
+#include "soundst.h"
+
+// MACROS ------------------------------------------------------------------
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+void G_PlayerReborn(int player);
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+void P_SpawnMapThing(mapthing_t *mthing);
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern fixed_t attackrange;
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+mobjtype_t PuffType;
+mobj_t *MissileMobj;
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static
+fixed_t FloatBobOffsets[64] =
+{
+ 0, 51389, 102283, 152192,
+ 200636, 247147, 291278, 332604,
+ 370727, 405280, 435929, 462380,
+ 484378, 501712, 514213, 521763,
+ 524287, 521763, 514213, 501712,
+ 484378, 462380, 435929, 405280,
+ 370727, 332604, 291278, 247147,
+ 200636, 152192, 102283, 51389,
+ -1, -51390, -102284, -152193,
+ -200637, -247148, -291279, -332605,
+ -370728, -405281, -435930, -462381,
+ -484380, -501713, -514215, -521764,
+ -524288, -521764, -514214, -501713,
+ -484379, -462381, -435930, -405280,
+ -370728, -332605, -291279, -247148,
+ -200637, -152193, -102284, -51389
+};
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// P_SetMobjState
+//
+// Returns true if the mobj is still present.
+//
+//==========================================================================
+
+boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
+{
+ state_t *st;
+
+ if (state == S_NULL)
+ { // Remove mobj
+ mobj->state = NULL;
+ P_RemoveMobj(mobj);
+ return false;
+ }
+ st = &states[state];
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+ if (st->action)
+ { // Call action function
+ st->action(mobj);
+ }
+ return true;
+}
+
+//==========================================================================
+//
+// P_SetMobjStateNF
+//
+// Same as P_SetMobjState, but does not call the state function.
+//
+//==========================================================================
+
+boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state)
+{
+ state_t *st;
+
+ if (state == S_NULL)
+ { // Remove mobj
+ mobj->state = NULL;
+ P_RemoveMobj(mobj);
+ return false;
+ }
+ st = &states[state];
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+ return true;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ExplodeMissile
+//
+//----------------------------------------------------------------------------
+
+void P_ExplodeMissile(mobj_t *mo)
+{
+ if (mo->type == MT_WHIRLWIND)
+ {
+ if (++mo->special2 < 60)
+ {
+ return;
+ }
+ }
+ mo->momx = mo->momy = mo->momz = 0;
+ P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
+ //mo->tics -= P_Random() & 3;
+ mo->flags &= ~MF_MISSILE;
+ if (mo->info->deathsound)
+ {
+ S_StartSound(mo, mo->info->deathsound);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_FloorBounceMissile
+//
+//----------------------------------------------------------------------------
+
+static void P_FloorBounceMissile(mobj_t *mo)
+{
+ mo->momz = -mo->momz;
+ P_SetMobjState(mo, mobjinfo[mo->type].deathstate);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ThrustMobj
+//
+//----------------------------------------------------------------------------
+
+void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move)
+{
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx += FixedMul(move, finecosine[angle]);
+ mo->momy += FixedMul(move, finesine[angle]);
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_FaceMobj
+//
+// Returns 1 if 'source' needs to turn clockwise, or 0 if 'source' needs
+// to turn counter clockwise. 'delta' is set to the amount 'source'
+// needs to turn.
+//
+//----------------------------------------------------------------------------
+
+int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta)
+{
+ angle_t diff;
+ angle_t angle1;
+ angle_t angle2;
+
+ angle1 = source->angle;
+ angle2 = R_PointToAngle2(source->x, source->y, target->x, target->y);
+ if (angle2 > angle1)
+ {
+ diff = angle2 - angle1;
+ if (diff > ANGLE_180)
+ {
+ *delta = ANGLE_MAX - diff;
+ return 0;
+ }
+ else
+ {
+ *delta = diff;
+ return 1;
+ }
+ }
+ else
+ {
+ diff = angle1 - angle2;
+ if (diff > ANGLE_180)
+ {
+ *delta = ANGLE_MAX - diff;
+ return 1;
+ }
+ else
+ {
+ *delta = diff;
+ return 0;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// P_SeekerMissile
+//
+// The missile special1 field must be mobj_t *target. Returns true if
+// target was tracked, false if not.
+//
+//----------------------------------------------------------------------------
+
+boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax)
+{
+ int dir;
+ int dist;
+ angle_t delta;
+ angle_t angle;
+ mobj_t *target;
+
+ target = (mobj_t *)actor->special1;
+ if (target == NULL)
+ {
+ return false;
+ }
+ if (!(target->flags & MF_SHOOTABLE))
+ { // Target died
+ actor->special1 = 0;
+ return false;
+ }
+ dir = P_FaceMobj(actor, target, &delta);
+ if (delta > thresh)
+ {
+ delta >>= 1;
+ if (delta > turnMax)
+ {
+ delta = turnMax;
+ }
+ }
+ if (dir)
+ { // Turn clockwise
+ actor->angle += delta;
+ }
+ else
+ { // Turn counter clockwise
+ actor->angle -= delta;
+ }
+ angle = actor->angle>>ANGLETOFINESHIFT;
+ actor->momx = FixedMul(actor->info->speed, finecosine[angle]);
+ actor->momy = FixedMul(actor->info->speed, finesine[angle]);
+ if (actor->z + actor->height < target->z
+ || target->z + target->height < actor->z)
+ { // Need to seek vertically
+ dist = P_AproxDistance(target->x - actor->x, target->y - actor->y);
+ dist = dist/actor->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ actor->momz = (target->z - actor->z)/dist;
+ }
+ return true;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_XYMovement
+//
+//----------------------------------------------------------------------------
+
+#define STOPSPEED 0x1000
+#define FRICTION_NORMAL 0xe800
+#define FRICTION_LOW 0xf900
+#define FRICTION_FLY 0xeb00
+
+static void P_XYMovement(mobj_t *mo)
+{
+ fixed_t ptryx, ptryy;
+ player_t *player;
+ fixed_t xmove, ymove;
+ int special;
+ static int windTab[3] = {2048*5, 2048*10, 2048*25};
+
+ if (!mo->momx && !mo->momy)
+ {
+ if (mo->flags & MF_SKULLFLY)
+ { // A flying mobj slammed into something
+ mo->flags &= ~MF_SKULLFLY;
+ mo->momx = mo->momy = mo->momz = 0;
+ P_SetMobjState(mo, mo->info->seestate);
+ }
+ return;
+ }
+ special = mo->subsector->sector->special;
+ if (mo->flags2 & MF2_WINDTHRUST)
+ {
+ switch (special)
+ {
+ case 40: case 41: case 42: // Wind_East
+ P_ThrustMobj(mo, 0, windTab[special-40]);
+ break;
+ case 43: case 44: case 45: // Wind_North
+ P_ThrustMobj(mo, ANG90, windTab[special-43]);
+ break;
+ case 46: case 47: case 48: // Wind_South
+ P_ThrustMobj(mo, ANG270, windTab[special-46]);
+ break;
+ case 49: case 50: case 51: // Wind_West
+ P_ThrustMobj(mo, ANG180, windTab[special-49]);
+ break;
+ }
+ }
+ player = mo->player;
+ if (mo->momx > MAXMOVE)
+ {
+ mo->momx = MAXMOVE;
+ }
+ else if (mo->momx < -MAXMOVE)
+ {
+ mo->momx = -MAXMOVE;
+ }
+ if (mo->momy > MAXMOVE)
+ {
+ mo->momy = MAXMOVE;
+ }
+ else if (mo->momy < -MAXMOVE)
+ {
+ mo->momy = -MAXMOVE;
+ }
+ xmove = mo->momx;
+ ymove = mo->momy;
+ do
+ {
+ if (xmove > MAXMOVE/2 || ymove > MAXMOVE/2)
+ {
+ ptryx = mo->x + xmove/2;
+ ptryy = mo->y + ymove/2;
+ xmove >>= 1;
+ ymove >>= 1;
+ }
+ else
+ {
+ ptryx = mo->x + xmove;
+ ptryy = mo->y + ymove;
+ xmove = ymove = 0;
+ }
+ if (!P_TryMove(mo, ptryx, ptryy))
+ { // Blocked move
+ if (mo->flags2 & MF2_SLIDE)
+ { // Try to slide along it
+ P_SlideMove(mo);
+ }
+ else if (mo->flags & MF_MISSILE)
+ { // Explode a missile
+ if (ceilingline && ceilingline->backsector
+ && ceilingline->backsector->ceilingpic == skyflatnum)
+ { // Hack to prevent missiles exploding against the sky
+ if (mo->type == MT_BLOODYSKULL)
+ {
+ mo->momx = mo->momy = 0;
+ mo->momz = -FRACUNIT;
+ }
+ else
+ {
+ P_RemoveMobj(mo);
+ }
+ return;
+ }
+ P_ExplodeMissile(mo);
+ }
+ //else if (mo->info->crashstate)
+ //{
+ // mo->momx = mo->momy = 0;
+ // P_SetMobjState(mo, mo->info->crashstate);
+ // return;
+ //}
+ else
+ {
+ mo->momx = mo->momy = 0;
+ }
+ }
+ } while (xmove || ymove);
+
+ // Friction
+
+ if (player && player->cheats & CF_NOMOMENTUM)
+ { // Debug option for no sliding at all
+ mo->momx = mo->momy = 0;
+ return;
+ }
+ if (mo->flags & (MF_MISSILE|MF_SKULLFLY))
+ { // No friction for missiles
+ return;
+ }
+ if (mo->z > mo->floorz && !(mo->flags2 & MF2_FLY) && !(mo->flags2 & MF2_ONMOBJ))
+ { // No friction when falling
+ return;
+ }
+ if (mo->flags & MF_CORPSE)
+ { // Don't stop sliding if halfway off a step with some momentum
+ if (mo->momx > FRACUNIT/4 || mo->momx < -FRACUNIT/4
+ || mo->momy > FRACUNIT/4 || mo->momy < -FRACUNIT/4)
+ {
+ if (mo->floorz != mo->subsector->sector->floorheight)
+ {
+ return;
+ }
+ }
+ }
+ if (mo->momx > -STOPSPEED && mo->momx < STOPSPEED
+ && mo->momy > -STOPSPEED && mo->momy < STOPSPEED
+ && (!player || (player->cmd.forwardmove == 0
+ && player->cmd.sidemove == 0)) )
+ { // If in a walking frame, stop moving
+ if (player)
+ {
+ if (player->chickenTics)
+ {
+ if ((unsigned)((player->mo->state-states)
+ -S_CHICPLAY_RUN1) < 4)
+ {
+ P_SetMobjState(player->mo, S_CHICPLAY);
+ }
+ }
+ else
+ {
+ if ((unsigned)((player->mo->state-states)
+ -S_PLAY_RUN1) < 4)
+ {
+ P_SetMobjState(player->mo, S_PLAY);
+ }
+ }
+ }
+ mo->momx = 0;
+ mo->momy = 0;
+ }
+ else
+ {
+ if (mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
+ && !(mo->flags2 & MF2_ONMOBJ))
+ {
+ mo->momx = FixedMul(mo->momx, FRICTION_FLY);
+ mo->momy = FixedMul(mo->momy, FRICTION_FLY);
+ }
+ else if (special == 15) // Friction_Low
+ {
+ mo->momx = FixedMul(mo->momx, FRICTION_LOW);
+ mo->momy = FixedMul(mo->momy, FRICTION_LOW);
+ }
+ else
+ {
+ mo->momx = FixedMul(mo->momx, FRICTION_NORMAL);
+ mo->momy = FixedMul(mo->momy, FRICTION_NORMAL);
+ }
+ }
+}
+
+/*
+===============
+=
+= P_ZMovement
+=
+===============
+*/
+
+static void P_ZMovement(mobj_t *mo)
+{
+ int dist;
+ int delta;
+//
+// check for smooth step up
+//
+ if (mo->player && mo->z < mo->floorz)
+ {
+ mo->player->viewheight -= mo->floorz-mo->z;
+ mo->player->deltaviewheight = (VIEWHEIGHT - mo->player->viewheight)>>3;
+ }
+//
+// adjust height
+//
+ mo->z += mo->momz;
+ if (mo->flags & MF_FLOAT && mo->target)
+ { // float down towards target if too close
+ if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
+ {
+ dist = P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
+ delta = (mo->target->z + (mo->height>>1)) - mo->z;
+ if (delta < 0 && dist < -(delta*3))
+ mo->z -= FLOATSPEED;
+ else if (delta > 0 && dist < (delta*3))
+ mo->z += FLOATSPEED;
+ }
+ }
+ if (mo->player && mo->flags2 & MF2_FLY && !(mo->z <= mo->floorz)
+ && leveltime & 2)
+ {
+ mo->z += finesine[(FINEANGLES/20*leveltime>>2) & FINEMASK];
+ }
+
+//
+// clip movement
+//
+ if (mo->z <= mo->floorz)
+ { // Hit the floor
+ if (mo->flags & MF_MISSILE)
+ {
+ mo->z = mo->floorz;
+ if (mo->flags2 & MF2_FLOORBOUNCE)
+ {
+ P_FloorBounceMissile(mo);
+ return;
+ }
+ else if (mo->type == MT_MNTRFX2)
+ { // Minotaur floor fire can go up steps
+ return;
+ }
+ else
+ {
+ P_ExplodeMissile(mo);
+ return;
+ }
+ }
+ if (mo->z-mo->momz > mo->floorz)
+ { // Spawn splashes, etc.
+ P_HitFloor(mo);
+ }
+ mo->z = mo->floorz;
+ if (mo->momz < 0)
+ {
+ if (mo->player && mo->momz < -GRAVITY*8
+ && !(mo->flags2 & MF2_FLY)) // squat down
+ {
+ mo->player->deltaviewheight = mo->momz>>3;
+ S_StartSound(mo, sfx_plroof);
+#if defined(__WATCOMC__) && defined(_DOS)
+ if (!useexterndriver)
+ {
+ mo->player->centering = true;
+ }
+#else
+ mo->player->centering = true;
+#endif
+ }
+ mo->momz = 0;
+ }
+ if (mo->flags & MF_SKULLFLY)
+ { // The skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ if (mo->info->crashstate && (mo->flags & MF_CORPSE))
+ {
+ P_SetMobjState(mo, mo->info->crashstate);
+ return;
+ }
+ }
+ else if (mo->flags2 & MF2_LOGRAV)
+ {
+ if (mo->momz == 0)
+ mo->momz = -(GRAVITY>>3)*2;
+ else
+ mo->momz -= GRAVITY>>3;
+ }
+ else if (! (mo->flags & MF_NOGRAVITY))
+ {
+ if (mo->momz == 0)
+ mo->momz = -GRAVITY*2;
+ else
+ mo->momz -= GRAVITY;
+ }
+
+ if (mo->z + mo->height > mo->ceilingz)
+ { // hit the ceiling
+ if (mo->momz > 0)
+ mo->momz = 0;
+ mo->z = mo->ceilingz - mo->height;
+ if (mo->flags & MF_SKULLFLY)
+ { // the skull slammed into something
+ mo->momz = -mo->momz;
+ }
+ if (mo->flags & MF_MISSILE)
+ {
+ if (mo->subsector->sector->ceilingpic == skyflatnum)
+ {
+ if (mo->type == MT_BLOODYSKULL)
+ {
+ mo->momx = mo->momy = 0;
+ mo->momz = -FRACUNIT;
+ }
+ else
+ {
+ P_RemoveMobj(mo);
+ }
+ return;
+ }
+ P_ExplodeMissile(mo);
+ return;
+ }
+ }
+}
+
+/*
+===============
+=
+= P_NightmareRespawn
+=
+===============
+*/
+
+static void P_NightmareRespawn (mobj_t *mobj)
+{
+ fixed_t x, y, z;
+ subsector_t *ss;
+ mobj_t *mo;
+ mapthing_t *mthing;
+
+ x = mobj->spawnpoint.x << FRACBITS;
+ y = mobj->spawnpoint.y << FRACBITS;
+
+ if (!P_CheckPosition(mobj, x, y))
+ return; // somthing is occupying it's position
+
+// spawn a teleport fog at old spot
+ mo = P_SpawnMobj(mobj->x, mobj->y,
+ mobj->subsector->sector->floorheight+TELEFOGHEIGHT,
+ MT_TFOG);
+ S_StartSound(mo, sfx_telept);
+
+// spawn a teleport fog at the new spot
+ ss = R_PointInSubsector(x, y);
+ mo = P_SpawnMobj(x, y, ss->sector->floorheight+TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(mo, sfx_telept);
+
+// spawn the new monster
+ mthing = &mobj->spawnpoint;
+
+// spawn it
+ if (mobj->info->flags & MF_SPAWNCEILING)
+ z = ONCEILINGZ;
+ else
+ z = ONFLOORZ;
+ mo = P_SpawnMobj(x, y, z, mobj->type);
+ mo->spawnpoint = mobj->spawnpoint;
+ mo->angle = ANG45 * (mthing->angle/45);
+ if (mthing->options & MTF_AMBUSH)
+ mo->flags |= MF_AMBUSH;
+
+ mo->reactiontime = 18;
+
+// remove the old monster
+ P_RemoveMobj(mobj);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_BlasterMobjThinker
+//
+// Thinker for the ultra-fast blaster PL2 ripper-spawning missile.
+//
+//----------------------------------------------------------------------------
+
+void P_BlasterMobjThinker(mobj_t *mobj)
+{
+ int i;
+ fixed_t xfrac;
+ fixed_t yfrac;
+ fixed_t zfrac;
+ fixed_t z;
+ boolean changexy;
+
+ // Handle movement
+ if (mobj->momx || mobj->momy ||
+ (mobj->z != mobj->floorz) || mobj->momz)
+ {
+ xfrac = mobj->momx>>3;
+ yfrac = mobj->momy>>3;
+ zfrac = mobj->momz>>3;
+ changexy = xfrac || yfrac;
+ for (i = 0; i < 8; i++)
+ {
+ if (changexy)
+ {
+ if (!P_TryMove(mobj, mobj->x + xfrac, mobj->y + yfrac))
+ { // Blocked move
+ P_ExplodeMissile(mobj);
+ return;
+ }
+ }
+ mobj->z += zfrac;
+ if (mobj->z <= mobj->floorz)
+ { // Hit the floor
+ mobj->z = mobj->floorz;
+ P_HitFloor(mobj);
+ P_ExplodeMissile(mobj);
+ return;
+ }
+ if (mobj->z+mobj->height > mobj->ceilingz)
+ { // Hit the ceiling
+ mobj->z = mobj->ceilingz-mobj->height;
+ P_ExplodeMissile(mobj);
+ return;
+ }
+ if (changexy && (P_Random() < 64))
+ {
+ z = mobj->z - 8*FRACUNIT;
+ if (z < mobj->floorz)
+ {
+ z = mobj->floorz;
+ }
+ P_SpawnMobj(mobj->x, mobj->y, z, MT_BLASTERSMOKE);
+ }
+ }
+ }
+ // Advance the state
+ if (mobj->tics != -1)
+ {
+ mobj->tics--;
+ while (!mobj->tics)
+ {
+ if (!P_SetMobjState(mobj, mobj->state->nextstate))
+ { // mobj was removed
+ return;
+ }
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_MobjThinker
+//
+//----------------------------------------------------------------------------
+
+void P_MobjThinker(mobj_t *mobj)
+{
+ mobj_t *onmo;
+
+ // Handle X and Y momentums
+ if (mobj->momx || mobj->momy || (mobj->flags & MF_SKULLFLY))
+ {
+ P_XYMovement(mobj);
+ if (mobj->thinker.function == (think_t)-1)
+ { // mobj was removed
+ return;
+ }
+ }
+ if (mobj->flags2 & MF2_FLOATBOB)
+ { // Floating item bobbing motion
+ mobj->z = mobj->floorz +
+ FloatBobOffsets[(mobj->health++) & 63];
+ }
+ else if ((mobj->z != mobj->floorz) || mobj->momz)
+ { // Handle Z momentum and gravity
+ if (mobj->flags2 & MF2_PASSMOBJ)
+ {
+ if (!(onmo = P_CheckOnmobj(mobj)))
+ {
+ P_ZMovement(mobj);
+ }
+ else
+ {
+ if (mobj->player && mobj->momz < 0)
+ {
+ mobj->flags2 |= MF2_ONMOBJ;
+ mobj->momz = 0;
+ }
+ if (mobj->player && (onmo->player || onmo->type == MT_POD))
+ {
+ mobj->momx = onmo->momx;
+ mobj->momy = onmo->momy;
+ if (onmo->z < onmo->floorz)
+ {
+ mobj->z += onmo->floorz-onmo->z;
+ if (onmo->player)
+ {
+ onmo->player->viewheight -= onmo->floorz - onmo->z;
+ onmo->player->deltaviewheight =
+ (VIEWHEIGHT - onmo->player->viewheight)>>3;
+ }
+ onmo->z = onmo->floorz;
+ }
+ }
+ }
+ }
+ else
+ {
+ P_ZMovement(mobj);
+ }
+ if (mobj->thinker.function == (think_t)-1)
+ { // mobj was removed
+ return;
+ }
+ }
+
+ // Cycle through states, calling action functions at transitions
+ if (mobj->tics != -1)
+ {
+ mobj->tics--;
+ // you can cycle through multiple states in a tic
+ while (!mobj->tics)
+ {
+ if (!P_SetMobjState(mobj, mobj->state->nextstate))
+ { // mobj was removed
+ return;
+ }
+ }
+ }
+ else
+ { // Check for monster respawn
+ if (!(mobj->flags & MF_COUNTKILL))
+ {
+ return;
+ }
+ if (!respawnmonsters)
+ {
+ return;
+ }
+ mobj->movecount++;
+ if (mobj->movecount < 12*35)
+ {
+ return;
+ }
+ if (leveltime & 31)
+ {
+ return;
+ }
+ if(P_Random() > 4)
+ {
+ return;
+ }
+ P_NightmareRespawn(mobj);
+ }
+}
+
+//==========================================================================
+//
+// P_SpawnMobj
+//
+//==========================================================================
+
+mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
+{
+ mobj_t *mobj;
+ state_t *st;
+ mobjinfo_t *info;
+ fixed_t space;
+
+ mobj = (mobj_t *) Z_Malloc(sizeof(*mobj), PU_LEVEL, NULL);
+ memset(mobj, 0, sizeof(*mobj));
+ info = &mobjinfo[type];
+ mobj->type = type;
+ mobj->info = info;
+ mobj->x = x;
+ mobj->y = y;
+ mobj->radius = info->radius;
+ mobj->height = info->height;
+ mobj->flags = info->flags;
+ mobj->flags2 = info->flags2;
+ mobj->damage = info->damage;
+ mobj->health = info->spawnhealth;
+ if (gameskill != sk_nightmare)
+ {
+ mobj->reactiontime = info->reactiontime;
+ }
+ mobj->lastlook = P_Random() % MAXPLAYERS;
+
+ // Set the state, but do not use P_SetMobjState, because action
+ // routines can't be called yet. If the spawnstate has an action
+ // routine, it will not be called.
+ st = &states[info->spawnstate];
+ mobj->state = st;
+ mobj->tics = st->tics;
+ mobj->sprite = st->sprite;
+ mobj->frame = st->frame;
+
+ // Set subsector and/or block links.
+ P_SetThingPosition(mobj);
+ mobj->floorz = mobj->subsector->sector->floorheight;
+ mobj->ceilingz = mobj->subsector->sector->ceilingheight;
+ if (z == ONFLOORZ)
+ {
+ mobj->z = mobj->floorz;
+ }
+ else if (z == ONCEILINGZ)
+ {
+ mobj->z = mobj->ceilingz-mobj->info->height;
+ }
+ else if (z == FLOATRANDZ)
+ {
+ space = ((mobj->ceilingz)-(mobj->info->height))-mobj->floorz;
+ if (space > 48*FRACUNIT)
+ {
+ space -= 40*FRACUNIT;
+ mobj->z = ((space*P_Random())>>8) + mobj->floorz + 40*FRACUNIT;
+ }
+ else
+ {
+ mobj->z = mobj->floorz;
+ }
+ }
+ else
+ {
+ mobj->z = z;
+ }
+ if (mobj->flags2 & MF2_FOOTCLIP && P_GetThingFloorType(mobj) != FLOOR_SOLID
+ && mobj->floorz == mobj->subsector->sector->floorheight)
+ {
+ mobj->flags2 |= MF2_FEETARECLIPPED;
+ }
+ else
+ {
+ mobj->flags2 &= ~MF2_FEETARECLIPPED;
+ }
+
+ mobj->thinker.function = P_MobjThinker;
+ P_AddThinker(&mobj->thinker);
+ return (mobj);
+}
+
+//==========================================================================
+//
+// P_RemoveMobj
+//
+//==========================================================================
+
+void P_RemoveMobj(mobj_t *mobj)
+{
+ // Unlink from sector and block lists
+ P_UnsetThingPosition(mobj);
+
+ // Stop any playing sound
+ S_StopSound(mobj);
+
+ // Free block
+ P_RemoveThinker((thinker_t *)mobj);
+}
+
+//==========================================================================
+//
+// P_SpawnPlayer
+//
+// Called when a player is spawned on the level. Most of the player
+// structure stays unchanged between levels.
+//
+//==========================================================================
+
+void P_SpawnPlayer(mapthing_t *mthing)
+{
+ player_t *p;
+ fixed_t x, y, z;
+ mobj_t *mobj;
+ int i;
+ extern int playerkeys;
+
+ if (!playeringame[mthing->type - 1])
+ { // Not playing
+ return;
+ }
+ p = &players[mthing->type - 1];
+ if (p->playerstate == PST_REBORN)
+ {
+ G_PlayerReborn(mthing->type - 1);
+ }
+ x = mthing->x << FRACBITS;
+ y = mthing->y << FRACBITS;
+ z = ONFLOORZ;
+ mobj = P_SpawnMobj(x,y,z, MT_PLAYER);
+ if (mthing->type > 1)
+ { // Set color translation bits for player sprites
+ mobj->flags |= (mthing->type - 1)<<MF_TRANSSHIFT;
+ }
+
+ mobj->angle = ANG45 * (mthing->angle/45);
+ mobj->player = p;
+ mobj->health = p->health;
+ p->mo = mobj;
+ p->playerstate = PST_LIVE;
+ p->refire = 0;
+ p->message = NULL;
+ p->damagecount = 0;
+ p->bonuscount = 0;
+ p->chickenTics = 0;
+ p->rain1 = NULL;
+ p->rain2 = NULL;
+ p->extralight = 0;
+ p->fixedcolormap = 0;
+ p->viewheight = VIEWHEIGHT;
+ P_SetupPsprites(p); // setup gun psprite
+ if (deathmatch)
+ { // Give all keys in death match mode
+ for (i = 0; i < NUMKEYS; i++)
+ {
+ p->keys[i] = true;
+ if (p == &players[consoleplayer])
+ {
+ playerkeys = 7;
+ UpdateState |= I_STATBAR;
+ }
+ }
+ }
+ else if (p == &players[consoleplayer])
+ {
+ playerkeys = 0;
+ UpdateState |= I_STATBAR;
+ }
+}
+
+//==========================================================================
+//
+// P_SpawnMapThing
+//
+// The fields of the mapthing should already be in host byte order.
+//
+//==========================================================================
+
+void P_SpawnMapThing(mapthing_t *mthing)
+{
+ int i;
+ int bit;
+ mobj_t *mobj;
+ fixed_t x, y, z;
+
+ // Count deathmatch start positions
+ if (mthing->type == 11)
+ {
+ if (deathmatch_p < &deathmatchstarts[10])
+ {
+ memcpy(deathmatch_p, mthing, sizeof(*mthing));
+ deathmatch_p++;
+ }
+ return;
+ }
+
+ // Check for players specially
+ if (mthing->type <= 4)
+ {
+ // save spots for respawning in network games
+ playerstarts[mthing->type-1] = *mthing;
+ if (!deathmatch)
+ {
+ P_SpawnPlayer(mthing);
+ }
+ return;
+ }
+
+ // Ambient sound sequences
+ if (mthing->type >= 1200 && mthing->type < 1300)
+ {
+ P_AddAmbientSfx(mthing->type-1200);
+ return;
+ }
+
+ // Check for boss spots
+ if (mthing->type == 56) // Monster_BossSpot
+ {
+ P_AddBossSpot(mthing->x<<FRACBITS, mthing->y<<FRACBITS,
+ ANG45*(mthing->angle/45));
+ return;
+ }
+
+ // Check for apropriate skill level
+ if (!netgame && (mthing->options & 16))
+ return;
+
+ if (gameskill == sk_baby)
+ bit = 1;
+ else if (gameskill == sk_nightmare)
+ bit = 4;
+ else
+ bit = 1<<(gameskill - 1);
+ if (!(mthing->options & bit))
+ return;
+
+ // Find which type to spawn
+ for (i = 0; i < NUMMOBJTYPES; i++)
+ {
+ if (mthing->type == mobjinfo[i].doomednum)
+ {
+ break;
+ }
+ }
+
+ if (i == NUMMOBJTYPES)
+ {
+ I_Error("P_SpawnMapThing: Unknown type %i at (%i, %i)",
+ mthing->type, mthing->x, mthing->y);
+ }
+
+ // Don't spawn keys and players in deathmatch
+ if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH)
+ {
+ return;
+ }
+
+ // Don't spawn monsters if -nomonsters
+ if (nomonsters && (mobjinfo[i].flags & MF_COUNTKILL))
+ {
+ return;
+ }
+
+ // Spawn it
+ switch (i)
+ { // Special stuff
+ case MT_WSKULLROD:
+ case MT_WPHOENIXROD:
+ case MT_AMSKRDWIMPY:
+ case MT_AMSKRDHEFTY:
+ case MT_AMPHRDWIMPY:
+ case MT_AMPHRDHEFTY:
+ case MT_AMMACEWIMPY:
+ case MT_AMMACEHEFTY:
+ case MT_ARTISUPERHEAL:
+ case MT_ARTITELEPORT:
+ case MT_ITEMSHIELD2:
+ if (shareware)
+ { // Don't place on map in shareware version
+ return;
+ }
+ break;
+ case MT_WMACE:
+ if (!shareware)
+ { // Put in the mace spot list
+ P_AddMaceSpot(mthing);
+ return;
+ }
+ return;
+ default:
+ break;
+ }
+ x = mthing->x<<FRACBITS;
+ y = mthing->y<<FRACBITS;
+ if (mobjinfo[i].flags & MF_SPAWNCEILING)
+ {
+ z = ONCEILINGZ;
+ }
+ else if (mobjinfo[i].flags2 & MF2_SPAWNFLOAT)
+ {
+ z = FLOATRANDZ;
+ }
+ else
+ {
+ z = ONFLOORZ;
+ }
+ mobj = P_SpawnMobj(x, y, z, i);
+ if (mobj->flags2 & MF2_FLOATBOB)
+ { // Seed random starting index for bobbing motion
+ mobj->health = P_Random();
+ }
+ if (mobj->tics > 0)
+ {
+ mobj->tics = 1 + (P_Random() % mobj->tics);
+ }
+ if (mobj->flags & MF_COUNTKILL)
+ {
+ totalkills++;
+ mobj->spawnpoint = *mthing;
+ }
+ if (mobj->flags & MF_COUNTITEM)
+ {
+ totalitems++;
+ }
+ mobj->angle = ANG45*(mthing->angle/45);
+ if (mthing->options & MTF_AMBUSH)
+ {
+ mobj->flags |= MF_AMBUSH;
+ }
+}
+
+/*
+===============================================================================
+
+ GAME SPAWN FUNCTIONS
+
+===============================================================================
+*/
+
+//---------------------------------------------------------------------------
+//
+// PROC P_SpawnPuff
+//
+//---------------------------------------------------------------------------
+
+void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z)
+{
+ mobj_t *puff;
+
+ z += ((P_Random() - P_Random()) << 10);
+ puff = P_SpawnMobj(x, y, z, PuffType);
+ if (puff->info->attacksound)
+ {
+ S_StartSound(puff, puff->info->attacksound);
+ }
+ switch (PuffType)
+ {
+ case MT_BEAKPUFF:
+ case MT_STAFFPUFF:
+ puff->momz = FRACUNIT;
+ break;
+ case MT_GAUNTLETPUFF1:
+ case MT_GAUNTLETPUFF2:
+ puff->momz = .8*FRACUNIT;
+ default:
+ break;
+ }
+}
+
+/*
+================
+=
+= P_SpawnBlood
+=
+================
+*/
+
+/*
+void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, int damage)
+{
+ mobj_t *th;
+
+ z += ((P_Random() - P_Random()) << 10);
+ th = P_SpawnMobj (x, y, z, MT_BLOOD);
+ th->momz = FRACUNIT*2;
+ th->tics -= P_Random() & 3;
+
+ if (damage <= 12 && damage >= 9)
+ P_SetMobjState (th, S_BLOOD2);
+ else if (damage < 9)
+ P_SetMobjState (th, S_BLOOD3);
+}
+*/
+
+//---------------------------------------------------------------------------
+//
+// PROC P_BloodSplatter
+//
+//---------------------------------------------------------------------------
+
+void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator)
+{
+ mobj_t *mo;
+
+ mo = P_SpawnMobj(x, y, z, MT_BLOODSPLATTER);
+ mo->target = originator;
+ mo->momx = (P_Random() - P_Random()) << 9;
+ mo->momy = (P_Random() - P_Random()) << 9;
+ mo->momz = FRACUNIT*2;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_RipperBlood
+//
+//---------------------------------------------------------------------------
+
+void P_RipperBlood(mobj_t *mo)
+{
+ mobj_t *th;
+ fixed_t x, y, z;
+
+ x = mo->x + ((P_Random() - P_Random()) <<12);
+ y = mo->y + ((P_Random() - P_Random()) <<12);
+ z = mo->z + ((P_Random() - P_Random()) <<12);
+ th = P_SpawnMobj(x, y, z, MT_BLOOD);
+ th->flags |= MF_NOGRAVITY;
+ th->momx = mo->momx>>1;
+ th->momy = mo->momy>>1;
+ th->tics += P_Random() & 3;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GetThingFloorType
+//
+//---------------------------------------------------------------------------
+
+int P_GetThingFloorType(mobj_t *thing)
+{
+ return(TerrainTypes[thing->subsector->sector->floorpic]);
+ /*
+ if (thing->subsector->sector->floorpic
+ == W_GetNumForName("FLTWAWA1") - firstflat)
+ {
+ return FLOOR_WATER;
+ }
+ else
+ {
+ return FLOOR_SOLID;
+ }
+ */
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_HitFloor
+//
+//---------------------------------------------------------------------------
+
+int P_HitFloor(mobj_t *thing)
+{
+ mobj_t *mo;
+
+ if (thing->floorz != thing->subsector->sector->floorheight)
+ { // don't splash if landing on the edge above water/lava/etc....
+ return FLOOR_SOLID;
+ }
+ switch (P_GetThingFloorType(thing))
+ {
+ case FLOOR_WATER:
+ P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASHBASE);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SPLASH);
+ mo->target = thing;
+ mo->momx = (P_Random() -P_Random()) <<8;
+ mo->momy = (P_Random() -P_Random()) <<8;
+ mo->momz = 2*FRACUNIT + (P_Random() <<8);
+ S_StartSound(mo, sfx_gloop);
+ return FLOOR_WATER;
+ case FLOOR_LAVA:
+ P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASPLASH);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_LAVASMOKE);
+ mo->momz = FRACUNIT + (P_Random() <<7);
+ S_StartSound(mo, sfx_burn);
+ return FLOOR_LAVA;
+ case FLOOR_SLUDGE:
+ P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGESPLASH);
+ mo = P_SpawnMobj(thing->x, thing->y, ONFLOORZ, MT_SLUDGECHUNK);
+ mo->target = thing;
+ mo->momx = (P_Random() - P_Random()) <<8;
+ mo->momy = (P_Random() - P_Random()) <<8;
+ mo->momz = FRACUNIT + (P_Random() <<8);
+ return FLOOR_SLUDGE;
+ }
+
+ return FLOOR_SOLID;
+}
+
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_CheckMissileSpawn
+//
+// Returns true if the missile is at a valid spawn point, otherwise
+// explodes it and returns false.
+//
+//---------------------------------------------------------------------------
+
+boolean P_CheckMissileSpawn(mobj_t *missile)
+{
+ //missile->tics -= P_Random() & 3;
+
+ // move a little forward so an angle can be computed if it
+ // immediately explodes
+ missile->x += (missile->momx>>1);
+ missile->y += (missile->momy>>1);
+ missile->z += (missile->momz>>1);
+ if (!P_TryMove(missile, missile->x, missile->y))
+ {
+ P_ExplodeMissile(missile);
+ return false;
+ }
+
+ return true;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_SpawnMissile
+//
+// Returns NULL if the missile exploded immediately, otherwise returns
+// a mobj_t pointer to the missile.
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type)
+{
+ fixed_t z;
+ mobj_t *th;
+ angle_t an;
+ int dist;
+
+ switch (type)
+ {
+ case MT_MNTRFX1: // Minotaur swing attack missile
+ z = source->z + 40*FRACUNIT;
+ break;
+ case MT_MNTRFX2: // Minotaur floor fire missile
+ z = ONFLOORZ;
+ break;
+ case MT_SRCRFX1: // Sorcerer Demon fireball
+ z = source->z + 48*FRACUNIT;
+ break;
+ case MT_KNIGHTAXE: // Knight normal axe
+ case MT_REDAXE: // Knight red power axe
+ z = source->z + 36*FRACUNIT;
+ break;
+ default:
+ z = source->z + 32*FRACUNIT;
+ break;
+ }
+ if (source->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ th = P_SpawnMobj(source->x, source->y, z, type);
+ if (th->info->seesound)
+ {
+ S_StartSound(th, th->info->seesound);
+ }
+ th->target = source; // Originator
+ an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
+ if (dest->flags & MF_SHADOW)
+ { // Invisible target
+ an += (P_Random() - P_Random()) <<21;
+ }
+ th->angle = an;
+ an >>= ANGLETOFINESHIFT;
+ th->momx = FixedMul(th->info->speed, finecosine[an]);
+ th->momy = FixedMul(th->info->speed, finesine[an]);
+ dist = P_AproxDistance(dest->x - source->x, dest->y - source->y);
+ dist = dist/th->info->speed;
+ if (dist < 1)
+ {
+ dist = 1;
+ }
+ th->momz = (dest->z - source->z)/dist;
+ return (P_CheckMissileSpawn(th) ? th : NULL);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_SpawnMissileAngle
+//
+// Returns NULL if the missile exploded immediately, otherwise returns
+// a mobj_t pointer to the missile.
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type,
+ angle_t angle, fixed_t momz)
+{
+ fixed_t z;
+ mobj_t *mo;
+
+ switch (type)
+ {
+ case MT_MNTRFX1: // Minotaur swing attack missile
+ z = source->z + 40*FRACUNIT;
+ break;
+ case MT_MNTRFX2: // Minotaur floor fire missile
+ z = ONFLOORZ;
+ break;
+ case MT_SRCRFX1: // Sorcerer Demon fireball
+ z = source->z + 48*FRACUNIT;
+ break;
+ default:
+ z = source->z + 32*FRACUNIT;
+ break;
+ }
+ if (source->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ mo = P_SpawnMobj(source->x, source->y, z, type);
+ if (mo->info->seesound)
+ {
+ S_StartSound(mo, mo->info->seesound);
+ }
+ mo->target = source; // Originator
+ mo->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ mo->momx = FixedMul(mo->info->speed, finecosine[angle]);
+ mo->momy = FixedMul(mo->info->speed, finesine[angle]);
+ mo->momz = momz;
+ return (P_CheckMissileSpawn(mo) ? mo : NULL);
+}
+
+/*
+================
+=
+= P_SpawnPlayerMissile
+=
+= Tries to aim at a nearby monster
+================
+*/
+
+mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type)
+{
+ angle_t an;
+ fixed_t x, y, z, slope;
+
+ // Try to find a target
+ an = source->angle;
+ slope = P_AimLineAttack(source, an, 16*64*FRACUNIT);
+ if (!linetarget)
+ {
+ an += 1<<26;
+ slope = P_AimLineAttack(source, an, 16*64*FRACUNIT);
+ if (!linetarget)
+ {
+ an -= 2<<26;
+ slope = P_AimLineAttack(source, an, 16*64*FRACUNIT);
+ }
+ if (!linetarget)
+ {
+ an = source->angle;
+ slope = ((source->player->lookdir)<<FRACBITS)/173;
+ }
+ }
+ x = source->x;
+ y = source->y;
+ z = source->z + 4*8*FRACUNIT + ((source->player->lookdir)<<FRACBITS)/173;
+ if (source->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ MissileMobj = P_SpawnMobj(x, y, z, type);
+ if (MissileMobj->info->seesound)
+ {
+ S_StartSound(MissileMobj, MissileMobj->info->seesound);
+ }
+ MissileMobj->target = source;
+ MissileMobj->angle = an;
+ MissileMobj->momx = FixedMul(MissileMobj->info->speed, finecosine[an>>ANGLETOFINESHIFT]);
+ MissileMobj->momy = FixedMul(MissileMobj->info->speed, finesine[an>>ANGLETOFINESHIFT]);
+ MissileMobj->momz = FixedMul(MissileMobj->info->speed, slope);
+ if (MissileMobj->type == MT_BLASTERFX1)
+ { // Ultra-fast ripper spawning missile
+ MissileMobj->x += (MissileMobj->momx>>3);
+ MissileMobj->y += (MissileMobj->momy>>3);
+ MissileMobj->z += (MissileMobj->momz>>3);
+ }
+ else
+ { // Normal missile
+ MissileMobj->x += (MissileMobj->momx>>1);
+ MissileMobj->y += (MissileMobj->momy>>1);
+ MissileMobj->z += (MissileMobj->momz>>1);
+ }
+ if (!P_TryMove(MissileMobj, MissileMobj->x, MissileMobj->y))
+ { // Exploded immediately
+ P_ExplodeMissile(MissileMobj);
+ return NULL;
+ }
+ return (MissileMobj);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_SPMAngle
+//
+//---------------------------------------------------------------------------
+
+mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle)
+{
+ mobj_t *th;
+ angle_t an;
+ fixed_t x, y, z, slope;
+
+//
+// see which target is to be aimed at
+//
+ an = angle;
+ slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
+ if (!linetarget)
+ {
+ an += 1<<26;
+ slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
+ if (!linetarget)
+ {
+ an -= 2<<26;
+ slope = P_AimLineAttack (source, an, 16*64*FRACUNIT);
+ }
+ if (!linetarget)
+ {
+ an = angle;
+ slope = ((source->player->lookdir)<<FRACBITS)/173;
+ }
+ }
+ x = source->x;
+ y = source->y;
+ z = source->z + 4*8*FRACUNIT + ((source->player->lookdir)<<FRACBITS)/173;
+ if (source->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ th = P_SpawnMobj(x, y, z, type);
+ if (th->info->seesound)
+ {
+ S_StartSound(th, th->info->seesound);
+ }
+ th->target = source;
+ th->angle = an;
+ th->momx = FixedMul(th->info->speed, finecosine[an>>ANGLETOFINESHIFT]);
+ th->momy = FixedMul(th->info->speed, finesine[an>>ANGLETOFINESHIFT]);
+ th->momz = FixedMul(th->info->speed, slope);
+ return (P_CheckMissileSpawn(th) ? th : NULL);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_ContMobjSound
+//
+//---------------------------------------------------------------------------
+
+void A_ContMobjSound(mobj_t *actor)
+{
+ switch (actor->type)
+ {
+ case MT_KNIGHTAXE:
+ S_StartSound(actor, sfx_kgtatk);
+ break;
+ case MT_MUMMYFX1:
+ S_StartSound(actor, sfx_mumhed);
+ break;
+ default:
+ break;
+ }
+}
+
--- /dev/null
+++ b/p_plats.c
@@ -1,0 +1,251 @@
+
+// P_plats.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+plat_t *activeplats[MAXPLATS];
+
+//==================================================================
+//
+// Move a plat up and down
+//
+//==================================================================
+
+void T_PlatRaise(plat_t *plat)
+{
+ result_e res;
+
+ switch (plat->status)
+ {
+ case up:
+ res = T_MovePlane(plat->sector, plat->speed, plat->high, plat->crush, 0, 1);
+ if (!(leveltime & 31))
+ {
+ S_StartSound((mobj_t *)(void *)&plat->sector->soundorg, sfx_stnmov);
+ }
+ if (plat->type == raiseAndChange
+ || plat->type == raiseToNearestAndChange)
+ {
+ if (!(leveltime & 7))
+ {
+ S_StartSound((mobj_t *)(void *)&plat->sector->soundorg, sfx_stnmov);
+ }
+ }
+ if (res == res_crushed && (!plat->crush))
+ {
+ plat->count = plat->wait;
+ plat->status = down;
+ S_StartSound((mobj_t *)(void *)&plat->sector->soundorg, sfx_pstart);
+ }
+ else
+ if (res == res_pastdest)
+ {
+ plat->count = plat->wait;
+ plat->status = waiting;
+ S_StartSound((mobj_t *)(void *)&plat->sector->soundorg, sfx_pstop);
+ switch (plat->type)
+ {
+ case downWaitUpStay:
+ P_RemoveActivePlat(plat);
+ break;
+ case raiseAndChange:
+ P_RemoveActivePlat(plat);
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+
+ case down:
+ res = T_MovePlane(plat->sector, plat->speed, plat->low, false, 0, -1);
+ if (res == res_pastdest)
+ {
+ plat->count = plat->wait;
+ plat->status = waiting;
+ S_StartSound((mobj_t *)(void *)&plat->sector->soundorg, sfx_pstop);
+ }
+ else
+ {
+ if (!(leveltime & 31))
+ {
+ S_StartSound((mobj_t *)(void *)&plat->sector->soundorg, sfx_stnmov);
+ }
+ }
+ break;
+
+ case waiting:
+ if (!--plat->count)
+ {
+ if (plat->sector->floorheight == plat->low)
+ plat->status = up;
+ else
+ plat->status = down;
+ S_StartSound((mobj_t *)(void *)&plat->sector->soundorg, sfx_pstart);
+ }
+
+ case in_stasis:
+ break;
+ }
+}
+
+//==================================================================
+//
+// Do Platforms
+// "amount" is only used for SOME platforms.
+//
+//==================================================================
+
+int EV_DoPlat(line_t *line, plattype_e type, int amount)
+{
+ plat_t *plat;
+ int secnum;
+ int rtn;
+ sector_t *sec;
+
+ secnum = -1;
+ rtn = 0;
+
+ //
+ // Activate all <type> plats that are in_stasis
+ //
+ switch (type)
+ {
+ case perpetualRaise:
+ P_ActivateInStasis(line->tag);
+ break;
+ default:
+ break;
+ }
+
+ while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+ {
+ sec = §ors[secnum];
+ if (sec->specialdata)
+ continue;
+
+ //
+ // Find lowest & highest floors around sector
+ //
+ rtn = 1;
+ plat = (plat_t *) Z_Malloc( sizeof(*plat), PU_LEVSPEC, NULL);
+ P_AddThinker(&plat->thinker);
+
+ plat->type = type;
+ plat->sector = sec;
+ plat->sector->specialdata = plat;
+ plat->thinker.function = T_PlatRaise;
+ plat->crush = false;
+ plat->tag = line->tag;
+ switch (type)
+ {
+ case raiseToNearestAndChange:
+ plat->speed = PLATSPEED/2;
+ sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
+ plat->high = P_FindNextHighestFloor(sec, sec->floorheight);
+ plat->wait = 0;
+ plat->status = up;
+ sec->special = 0; // NO MORE DAMAGE, IF APPLICABLE
+ S_StartSound((mobj_t *)(void *)&sec->soundorg, sfx_stnmov);
+ break;
+ case raiseAndChange:
+ plat->speed = PLATSPEED/2;
+ sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
+ plat->high = sec->floorheight + amount*FRACUNIT;
+ plat->wait = 0;
+ plat->status = up;
+ S_StartSound((mobj_t *)(void *)&sec->soundorg, sfx_stnmov);
+ break;
+ case downWaitUpStay:
+ plat->speed = PLATSPEED * 4;
+ plat->low = P_FindLowestFloorSurrounding(sec);
+ if (plat->low > sec->floorheight)
+ plat->low = sec->floorheight;
+ plat->high = sec->floorheight;
+ plat->wait = 35*PLATWAIT;
+ plat->status = down;
+ S_StartSound((mobj_t *)(void *)&sec->soundorg, sfx_pstart);
+ break;
+ case perpetualRaise:
+ plat->speed = PLATSPEED;
+ plat->low = P_FindLowestFloorSurrounding(sec);
+ if (plat->low > sec->floorheight)
+ plat->low = sec->floorheight;
+ plat->high = P_FindHighestFloorSurrounding(sec);
+ if (plat->high < sec->floorheight)
+ plat->high = sec->floorheight;
+ plat->wait = 35*PLATWAIT;
+ plat->status = P_Random() & 1;
+ S_StartSound((mobj_t *)(void *)&sec->soundorg, sfx_pstart);
+ break;
+ }
+ P_AddActivePlat(plat);
+ }
+ return rtn;
+}
+
+void P_ActivateInStasis(int tag)
+{
+ int i;
+
+ for (i = 0; i < MAXPLATS; i++)
+ {
+ if (activeplats[i] &&
+ (activeplats[i])->tag == tag &&
+ (activeplats[i])->status == in_stasis)
+ {
+ (activeplats[i])->status = (activeplats[i])->oldstatus;
+ (activeplats[i])->thinker.function = T_PlatRaise;
+ }
+ }
+}
+
+void EV_StopPlat(line_t *line)
+{
+ int j;
+
+ for (j = 0; j < MAXPLATS; j++)
+ {
+ if (activeplats[j] && ((activeplats[j])->status != in_stasis) &&
+ ((activeplats[j])->tag == line->tag))
+ {
+ (activeplats[j])->oldstatus = (activeplats[j])->status;
+ (activeplats[j])->status = in_stasis;
+ (activeplats[j])->thinker.function = NULL;
+ }
+ }
+}
+
+void P_AddActivePlat(plat_t *plat)
+{
+ int i;
+ for (i = 0; i < MAXPLATS; i++)
+ {
+ if (activeplats[i] == NULL)
+ {
+ activeplats[i] = plat;
+ return;
+ }
+ }
+ I_Error ("P_AddActivePlat: no more plats!");
+}
+
+void P_RemoveActivePlat(plat_t *plat)
+{
+ int i;
+ for (i = 0; i < MAXPLATS; i++)
+ {
+ if (plat == activeplats[i])
+ {
+ (activeplats[i])->sector->specialdata = NULL;
+ P_RemoveThinker(&(activeplats[i])->thinker);
+ activeplats[i] = NULL;
+ return;
+ }
+ }
+ I_Error ("P_RemoveActivePlat: can't find plat!");
+}
+
--- /dev/null
+++ b/p_pspr.c
@@ -1,0 +1,1894 @@
+// P_pspr.c
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define LOWERSPEED FRACUNIT*6
+#define RAISESPEED FRACUNIT*6
+
+#define WEAPONBOTTOM 128*FRACUNIT
+#define WEAPONTOP 32*FRACUNIT
+
+#define FLAME_THROWER_TICS 10*35
+#define MAGIC_JUNK 1234
+#define MAX_MACE_SPOTS 8
+
+// TYPES -------------------------------------------------------------------
+
+static struct
+{
+ fixed_t x;
+ fixed_t y;
+} MaceSpots[MAX_MACE_SPOTS];
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+weaponinfo_t wpnlev1info[NUMWEAPONS] =
+{
+ { // Staff
+ am_noammo, // ammo
+ S_STAFFUP, // upstate
+ S_STAFFDOWN, // downstate
+ S_STAFFREADY, // readystate
+ S_STAFFATK1_1, // atkstate
+ S_STAFFATK1_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Gold wand
+ am_goldwand, // ammo
+ S_GOLDWANDUP, // upstate
+ S_GOLDWANDDOWN, // downstate
+ S_GOLDWANDREADY, // readystate
+ S_GOLDWANDATK1_1, // atkstate
+ S_GOLDWANDATK1_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Crossbow
+ am_crossbow, // ammo
+ S_CRBOWUP, // upstate
+ S_CRBOWDOWN, // downstate
+ S_CRBOW1, // readystate
+ S_CRBOWATK1_1, // atkstate
+ S_CRBOWATK1_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Blaster
+ am_blaster, // ammo
+ S_BLASTERUP, // upstate
+ S_BLASTERDOWN, // downstate
+ S_BLASTERREADY, // readystate
+ S_BLASTERATK1_1, // atkstate
+ S_BLASTERATK1_3, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Skull rod
+ am_skullrod, // ammo
+ S_HORNRODUP, // upstate
+ S_HORNRODDOWN, // downstate
+ S_HORNRODREADY, // readystae
+ S_HORNRODATK1_1, // atkstate
+ S_HORNRODATK1_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Phoenix rod
+ am_phoenixrod, // ammo
+ S_PHOENIXUP, // upstate
+ S_PHOENIXDOWN, // downstate
+ S_PHOENIXREADY, // readystate
+ S_PHOENIXATK1_1, // atkstate
+ S_PHOENIXATK1_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Mace
+ am_mace, // ammo
+ S_MACEUP, // upstate
+ S_MACEDOWN, // downstate
+ S_MACEREADY, // readystate
+ S_MACEATK1_1, // atkstate
+ S_MACEATK1_2, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Gauntlets
+ am_noammo, // ammo
+ S_GAUNTLETUP, // upstate
+ S_GAUNTLETDOWN, // downstate
+ S_GAUNTLETREADY, // readystate
+ S_GAUNTLETATK1_1, // atkstate
+ S_GAUNTLETATK1_3, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Beak
+ am_noammo, // ammo
+ S_BEAKUP, // upstate
+ S_BEAKDOWN, // downstate
+ S_BEAKREADY, // readystate
+ S_BEAKATK1_1, // atkstate
+ S_BEAKATK1_1, // holdatkstate
+ S_NULL // flashstate
+ }
+};
+
+weaponinfo_t wpnlev2info[NUMWEAPONS] =
+{
+ { // Staff
+ am_noammo, // ammo
+ S_STAFFUP2, // upstate
+ S_STAFFDOWN2, // downstate
+ S_STAFFREADY2_1, // readystate
+ S_STAFFATK2_1, // atkstate
+ S_STAFFATK2_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Gold wand
+ am_goldwand, // ammo
+ S_GOLDWANDUP, // upstate
+ S_GOLDWANDDOWN, // downstate
+ S_GOLDWANDREADY, // readystate
+ S_GOLDWANDATK2_1, // atkstate
+ S_GOLDWANDATK2_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Crossbow
+ am_crossbow, // ammo
+ S_CRBOWUP, // upstate
+ S_CRBOWDOWN, // downstate
+ S_CRBOW1, // readystate
+ S_CRBOWATK2_1, // atkstate
+ S_CRBOWATK2_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Blaster
+ am_blaster, // ammo
+ S_BLASTERUP, // upstate
+ S_BLASTERDOWN, // downstate
+ S_BLASTERREADY, // readystate
+ S_BLASTERATK2_1, // atkstate
+ S_BLASTERATK2_3, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Skull rod
+ am_skullrod, // ammo
+ S_HORNRODUP, // upstate
+ S_HORNRODDOWN, // downstate
+ S_HORNRODREADY, // readystae
+ S_HORNRODATK2_1, // atkstate
+ S_HORNRODATK2_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Phoenix rod
+ am_phoenixrod, // ammo
+ S_PHOENIXUP, // upstate
+ S_PHOENIXDOWN, // downstate
+ S_PHOENIXREADY, // readystate
+ S_PHOENIXATK2_1, // atkstate
+ S_PHOENIXATK2_2, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Mace
+ am_mace, // ammo
+ S_MACEUP, // upstate
+ S_MACEDOWN, // downstate
+ S_MACEREADY, // readystate
+ S_MACEATK2_1, // atkstate
+ S_MACEATK2_1, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Gauntlets
+ am_noammo, // ammo
+ S_GAUNTLETUP2, // upstate
+ S_GAUNTLETDOWN2, // downstate
+ S_GAUNTLETREADY2_1, // readystate
+ S_GAUNTLETATK2_1, // atkstate
+ S_GAUNTLETATK2_3, // holdatkstate
+ S_NULL // flashstate
+ },
+ { // Beak
+ am_noammo, // ammo
+ S_BEAKUP, // upstate
+ S_BEAKDOWN, // downstate
+ S_BEAKREADY, // readystate
+ S_BEAKATK2_1, // atkstate
+ S_BEAKATK2_1, // holdatkstate
+ S_NULL // flashstate
+ }
+};
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int MaceSpotCount;
+
+static fixed_t bulletslope;
+
+static int WeaponAmmoUsePL1[NUMWEAPONS] =
+{
+ 0, // staff
+ USE_GWND_AMMO_1, // gold wand
+ USE_CBOW_AMMO_1, // crossbow
+ USE_BLSR_AMMO_1, // blaster
+ USE_SKRD_AMMO_1, // skull rod
+ USE_PHRD_AMMO_1, // phoenix rod
+ USE_MACE_AMMO_1, // mace
+ 0, // gauntlets
+ 0 // beak
+};
+
+static int WeaponAmmoUsePL2[NUMWEAPONS] =
+{
+ 0, // staff
+ USE_GWND_AMMO_2, // gold wand
+ USE_CBOW_AMMO_2, // crossbow
+ USE_BLSR_AMMO_2, // blaster
+ USE_SKRD_AMMO_2, // skull rod
+ USE_PHRD_AMMO_2, // phoenix rod
+ USE_MACE_AMMO_2, // mace
+ 0, // gauntlets
+ 0 // beak
+};
+
+// CODE --------------------------------------------------------------------
+
+//---------------------------------------------------------------------------
+//
+// PROC P_OpenWeapons
+//
+// Called at level load before things are loaded.
+//
+//---------------------------------------------------------------------------
+
+void P_OpenWeapons(void)
+{
+ MaceSpotCount = 0;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_AddMaceSpot
+//
+//---------------------------------------------------------------------------
+
+void P_AddMaceSpot(mapthing_t *mthing)
+{
+ if (MaceSpotCount == MAX_MACE_SPOTS)
+ {
+ I_Error("Too many mace spots.");
+ }
+ MaceSpots[MaceSpotCount].x = mthing->x<<FRACBITS;
+ MaceSpots[MaceSpotCount].y = mthing->y<<FRACBITS;
+ MaceSpotCount++;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_RepositionMace
+//
+// Chooses the next spot to place the mace.
+//
+//---------------------------------------------------------------------------
+
+void P_RepositionMace(mobj_t *mo)
+{
+ int spot;
+ subsector_t *ss;
+
+ P_UnsetThingPosition(mo);
+ spot = P_Random() % MaceSpotCount;
+ mo->x = MaceSpots[spot].x;
+ mo->y = MaceSpots[spot].y;
+ ss = R_PointInSubsector(mo->x, mo->y);
+ mo->z = mo->floorz = ss->sector->floorheight;
+ mo->ceilingz = ss->sector->ceilingheight;
+ P_SetThingPosition(mo);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_CloseWeapons
+//
+// Called at level load after things are loaded.
+//
+//---------------------------------------------------------------------------
+
+void P_CloseWeapons(void)
+{
+ int spot;
+
+ if (!MaceSpotCount)
+ { // No maces placed
+ return;
+ }
+ if (!deathmatch && P_Random() < 64)
+ { // Sometimes doesn't show up if not in deathmatch
+ return;
+ }
+ spot = P_Random() % MaceSpotCount;
+ P_SpawnMobj(MaceSpots[spot].x, MaceSpots[spot].y, ONFLOORZ, MT_WMACE);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_SetPsprite
+//
+//---------------------------------------------------------------------------
+
+void P_SetPsprite(player_t *player, int position, statenum_t stnum)
+{
+ pspdef_t *psp;
+ state_t *state;
+
+ psp = &player->psprites[position];
+ do
+ {
+ if (!stnum)
+ { // Object removed itself.
+ psp->state = NULL;
+ break;
+ }
+ state = &states[stnum];
+ psp->state = state;
+ psp->tics = state->tics; // could be 0
+ if (state->misc1)
+ { // Set coordinates.
+ psp->sx = state->misc1<<FRACBITS;
+ psp->sy = state->misc2<<FRACBITS;
+ }
+ if (state->action)
+ { // Call action routine.
+ ((void(*)(void*,void*))state->action)(player, psp);
+ if (!psp->state)
+ {
+ break;
+ }
+ }
+ stnum = psp->state->nextstate;
+ } while (!psp->tics); // An initial state of 0 could cycle through.
+}
+
+/*
+=================
+=
+= P_CalcSwing
+=
+=================
+*/
+
+/*
+fixed_t swingx, swingy;
+void P_CalcSwing (player_t *player)
+{
+ fixed_t swing;
+ int angle;
+
+// OPTIMIZE: tablify this
+
+ swing = player->bob;
+
+ angle = (FINEANGLES/70*leveltime) & FINEMASK;
+ swingx = FixedMul (swing, finesine[angle]);
+
+ angle = (FINEANGLES/70*leveltime + FINEANGLES/2) & FINEMASK;
+ swingy = -FixedMul (swingx, finesine[angle]);
+}
+*/
+
+//---------------------------------------------------------------------------
+//
+// PROC P_ActivateBeak
+//
+//---------------------------------------------------------------------------
+
+void P_ActivateBeak(player_t *player)
+{
+ player->pendingweapon = wp_nochange;
+ player->readyweapon = wp_beak;
+ player->psprites[ps_weapon].sy = WEAPONTOP;
+ P_SetPsprite(player, ps_weapon, S_BEAKREADY);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_PostChickenWeapon
+//
+//---------------------------------------------------------------------------
+
+void P_PostChickenWeapon(player_t *player, weapontype_t weapon)
+{
+ if (weapon == wp_beak)
+ { // Should never happen
+ weapon = wp_staff;
+ }
+ player->pendingweapon = wp_nochange;
+ player->readyweapon = weapon;
+ player->psprites[ps_weapon].sy = WEAPONBOTTOM;
+ P_SetPsprite(player, ps_weapon, wpnlev1info[weapon].upstate);
+}
+
+
+//---------------------------------------------------------------------------
+//
+// PROC P_BringUpWeapon
+//
+// Starts bringing the pending weapon up from the bottom of the screen.
+//
+//---------------------------------------------------------------------------
+
+void P_BringUpWeapon(player_t *player)
+{
+ statenum_t newstate;
+
+ if (player->pendingweapon == wp_nochange)
+ {
+ player->pendingweapon = player->readyweapon;
+ }
+ if (player->pendingweapon == wp_gauntlets)
+ {
+ S_StartSound(player->mo, sfx_gntact);
+ }
+ if (player->powers[pw_weaponlevel2])
+ {
+ newstate = wpnlev2info[player->pendingweapon].upstate;
+ }
+ else
+ {
+ newstate = wpnlev1info[player->pendingweapon].upstate;
+ }
+ player->pendingweapon = wp_nochange;
+ player->psprites[ps_weapon].sy = WEAPONBOTTOM;
+ P_SetPsprite(player, ps_weapon, newstate);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_CheckAmmo
+//
+// Returns true if there is enough ammo to shoot. If not, selects the
+// next weapon to use.
+//
+//---------------------------------------------------------------------------
+
+boolean P_CheckAmmo(player_t *player)
+{
+ ammotype_t ammo;
+ int *ammoUse;
+ int count;
+
+ ammo = wpnlev1info[player->readyweapon].ammo;
+ if (player->powers[pw_weaponlevel2] && !deathmatch)
+ {
+ ammoUse = WeaponAmmoUsePL2;
+ }
+ else
+ {
+ ammoUse = WeaponAmmoUsePL1;
+ }
+ count = ammoUse[player->readyweapon];
+ if (ammo == am_noammo || player->ammo[ammo] >= count)
+ {
+ return true;
+ }
+ // out of ammo, pick a weapon to change to
+ do
+ {
+ if (player->weaponowned[wp_skullrod]
+ && player->ammo[am_skullrod] > ammoUse[wp_skullrod])
+ {
+ player->pendingweapon = wp_skullrod;
+ }
+ else if (player->weaponowned[wp_blaster]
+ && player->ammo[am_blaster] > ammoUse[wp_blaster])
+ {
+ player->pendingweapon = wp_blaster;
+ }
+ else if (player->weaponowned[wp_crossbow]
+ && player->ammo[am_crossbow] > ammoUse[wp_crossbow])
+ {
+ player->pendingweapon = wp_crossbow;
+ }
+ else if (player->weaponowned[wp_mace]
+ && player->ammo[am_mace] > ammoUse[wp_mace])
+ {
+ player->pendingweapon = wp_mace;
+ }
+ else if (player->ammo[am_goldwand] > ammoUse[wp_goldwand])
+ {
+ player->pendingweapon = wp_goldwand;
+ }
+ else if (player->weaponowned[wp_gauntlets])
+ {
+ player->pendingweapon = wp_gauntlets;
+ }
+ else if (player->weaponowned[wp_phoenixrod]
+ && player->ammo[am_phoenixrod] > ammoUse[wp_phoenixrod])
+ {
+ player->pendingweapon = wp_phoenixrod;
+ }
+ else
+ {
+ player->pendingweapon = wp_staff;
+ }
+ } while (player->pendingweapon == wp_nochange);
+ if (player->powers[pw_weaponlevel2])
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev2info[player->readyweapon].downstate);
+ }
+ else
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev1info[player->readyweapon].downstate);
+ }
+ return false;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_FireWeapon
+//
+//---------------------------------------------------------------------------
+
+void P_FireWeapon(player_t *player)
+{
+ weaponinfo_t *wpinfo;
+ statenum_t attackState;
+
+ if (!P_CheckAmmo(player))
+ {
+ return;
+ }
+ P_SetMobjState(player->mo, S_PLAY_ATK2);
+ wpinfo = player->powers[pw_weaponlevel2] ? &wpnlev2info[0]
+ : &wpnlev1info[0];
+ attackState = player->refire ? wpinfo[player->readyweapon].holdatkstate
+ : wpinfo[player->readyweapon].atkstate;
+ P_SetPsprite(player, ps_weapon, attackState);
+ P_NoiseAlert(player->mo, player->mo);
+ if (player->readyweapon == wp_gauntlets && !player->refire)
+ { // Play the sound for the initial gauntlet attack
+ S_StartSound(player->mo, sfx_gntuse);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_DropWeapon
+//
+// The player died, so put the weapon away.
+//
+//---------------------------------------------------------------------------
+
+void P_DropWeapon(player_t *player)
+{
+ if (player->powers[pw_weaponlevel2])
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev2info[player->readyweapon].downstate);
+ }
+ else
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev1info[player->readyweapon].downstate);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_WeaponReady
+//
+// The player can fire the weapon or change to another weapon at this time.
+//
+//---------------------------------------------------------------------------
+
+void A_WeaponReady (player_t *player, pspdef_t *psp)
+{
+ int angle;
+
+ if (player->chickenTics)
+ { // Change to the chicken beak
+ P_ActivateBeak(player);
+ return;
+ }
+ // Change player from attack state
+ if (player->mo->state == &states[S_PLAY_ATK1]
+ || player->mo->state == &states[S_PLAY_ATK2])
+ {
+ P_SetMobjState(player->mo, S_PLAY);
+ }
+ // Check for staff PL2 active sound
+ if ((player->readyweapon == wp_staff)
+ && (psp->state == &states[S_STAFFREADY2_1])
+ && P_Random() < 128)
+ {
+ S_StartSound(player->mo, sfx_stfcrk);
+ }
+ // Put the weapon away if the player has a pending weapon or has
+ // died.
+ if (player->pendingweapon != wp_nochange || !player->health)
+ {
+ if (player->powers[pw_weaponlevel2])
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev2info[player->readyweapon].downstate);
+ }
+ else
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev1info[player->readyweapon].downstate);
+ }
+ return;
+ }
+
+ // Check for fire. The phoenix rod does not auto fire.
+ if (player->cmd.buttons & BT_ATTACK)
+ {
+ if(!player->attackdown || (player->readyweapon != wp_phoenixrod))
+ {
+ player->attackdown = true;
+ P_FireWeapon(player);
+ return;
+ }
+ }
+ else
+ {
+ player->attackdown = false;
+ }
+
+ // Bob the weapon based on movement speed.
+ angle = (128*leveltime) & FINEMASK;
+ psp->sx = FRACUNIT+FixedMul(player->bob, finecosine[angle]);
+ angle &= FINEANGLES/2 - 1;
+ psp->sy = WEAPONTOP + FixedMul(player->bob, finesine[angle]);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_UpdateBeak
+//
+//---------------------------------------------------------------------------
+
+void P_UpdateBeak(player_t *player, pspdef_t *psp)
+{
+ psp->sy = WEAPONTOP + (player->chickenPeck<<(FRACBITS-1));
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_BeakReady
+//
+//---------------------------------------------------------------------------
+
+void A_BeakReady(player_t *player, pspdef_t *psp)
+{
+ if (player->cmd.buttons & BT_ATTACK)
+ { // Chicken beak attack
+ player->attackdown = true;
+ P_SetMobjState(player->mo, S_CHICPLAY_ATK1);
+ if (player->powers[pw_weaponlevel2])
+ {
+ P_SetPsprite(player, ps_weapon, S_BEAKATK2_1);
+ }
+ else
+ {
+ P_SetPsprite(player, ps_weapon, S_BEAKATK1_1);
+ }
+ P_NoiseAlert(player->mo, player->mo);
+ }
+ else
+ {
+ if (player->mo->state == &states[S_CHICPLAY_ATK1])
+ { // Take out of attack state
+ P_SetMobjState(player->mo, S_CHICPLAY);
+ }
+ player->attackdown = false;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_ReFire
+//
+// The player can re fire the weapon without lowering it entirely.
+//
+//---------------------------------------------------------------------------
+
+void A_ReFire(player_t *player, pspdef_t *psp)
+{
+ if ((player->cmd.buttons&BT_ATTACK)
+ && player->pendingweapon == wp_nochange && player->health)
+ {
+ player->refire++;
+ P_FireWeapon(player);
+ }
+ else
+ {
+ player->refire = 0;
+ P_CheckAmmo(player);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_Lower
+//
+//---------------------------------------------------------------------------
+
+void A_Lower(player_t *player, pspdef_t *psp)
+{
+ if (player->chickenTics)
+ {
+ psp->sy = WEAPONBOTTOM;
+ }
+ else
+ {
+ psp->sy += LOWERSPEED;
+ }
+ if (psp->sy < WEAPONBOTTOM)
+ { // Not lowered all the way yet
+ return;
+ }
+ if (player->playerstate == PST_DEAD)
+ { // Player is dead, so don't bring up a pending weapon
+ psp->sy = WEAPONBOTTOM;
+ return;
+ }
+ if (!player->health)
+ { // Player is dead, so keep the weapon off screen
+ P_SetPsprite(player, ps_weapon, S_NULL);
+ return;
+ }
+ player->readyweapon = player->pendingweapon;
+ P_BringUpWeapon(player);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_BeakRaise
+//
+//---------------------------------------------------------------------------
+
+void A_BeakRaise(player_t *player, pspdef_t *psp)
+{
+ psp->sy = WEAPONTOP;
+ P_SetPsprite(player, ps_weapon,
+ wpnlev1info[player->readyweapon].readystate);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_Raise
+//
+//---------------------------------------------------------------------------
+
+void A_Raise(player_t *player, pspdef_t *psp)
+{
+ psp->sy -= RAISESPEED;
+ if (psp->sy > WEAPONTOP)
+ { // Not raised all the way yet
+ return;
+ }
+ psp->sy = WEAPONTOP;
+ if (player->powers[pw_weaponlevel2])
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev2info[player->readyweapon].readystate);
+ }
+ else
+ {
+ P_SetPsprite(player, ps_weapon,
+ wpnlev1info[player->readyweapon].readystate);
+ }
+}
+
+/*
+===============
+=
+= P_BulletSlope
+=
+= Sets a slope so a near miss is at aproximately the height of the
+= intended target
+=
+===============
+*/
+
+static void P_BulletSlope (mobj_t *mo)
+{
+ angle_t an;
+
+//
+// see which target is to be aimed at
+//
+ an = mo->angle;
+ bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
+ if (!linetarget)
+ {
+ an += 1<<26;
+ bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
+ if (!linetarget)
+ {
+ an -= 2<<26;
+ bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
+ }
+ if (!linetarget)
+ {
+ an += 2<<26;
+ bulletslope = (mo->player->lookdir<<FRACBITS)/173;
+ }
+ }
+}
+
+//****************************************************************************
+//
+// WEAPON ATTACKS
+//
+//****************************************************************************
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BeakAttackPL1
+//
+//----------------------------------------------------------------------------
+
+void A_BeakAttackPL1(player_t *player, pspdef_t *psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+
+ damage = 1 + (P_Random() & 3);
+ angle = player->mo->angle;
+ slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
+ PuffType = MT_BEAKPUFF;
+ P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
+ if (linetarget)
+ {
+ player->mo->angle = R_PointToAngle2(player->mo->x,
+ player->mo->y, linetarget->x, linetarget->y);
+ }
+ S_StartSound(player->mo, sfx_chicpk1 + (P_Random() % 3));
+ player->chickenPeck = 12;
+ psp->tics -= P_Random() & 7;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BeakAttackPL2
+//
+//----------------------------------------------------------------------------
+
+void A_BeakAttackPL2(player_t *player, pspdef_t *psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+
+ damage = HITDICE(4);
+ angle = player->mo->angle;
+ slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
+ PuffType = MT_BEAKPUFF;
+ P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
+ if (linetarget)
+ {
+ player->mo->angle = R_PointToAngle2(player->mo->x,
+ player->mo->y, linetarget->x, linetarget->y);
+ }
+ S_StartSound(player->mo, sfx_chicpk1 + (P_Random() % 3));
+ player->chickenPeck = 12;
+ psp->tics -= P_Random() & 3;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_StaffAttackPL1
+//
+//----------------------------------------------------------------------------
+
+void A_StaffAttackPL1(player_t *player, pspdef_t *psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+
+ damage = 5 + (P_Random() & 15);
+ angle = player->mo->angle;
+ angle += (P_Random() - P_Random())<<18;
+ slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
+ PuffType = MT_STAFFPUFF;
+ P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
+ if (linetarget)
+ {
+ //S_StartSound(player->mo, sfx_stfhit);
+ // turn to face target
+ player->mo->angle = R_PointToAngle2(player->mo->x,
+ player->mo->y, linetarget->x, linetarget->y);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_StaffAttackPL2
+//
+//----------------------------------------------------------------------------
+
+void A_StaffAttackPL2(player_t *player, pspdef_t *psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+
+ // P_inter.c:P_DamageMobj() handles target momentums
+ damage = 18 + (P_Random() & 63);
+ angle = player->mo->angle;
+ angle += (P_Random() - P_Random())<<18;
+ slope = P_AimLineAttack(player->mo, angle, MELEERANGE);
+ PuffType = MT_STAFFPUFF2;
+ P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);
+ if (linetarget)
+ {
+ //S_StartSound(player->mo, sfx_stfpow);
+ // turn to face target
+ player->mo->angle = R_PointToAngle2(player->mo->x,
+ player->mo->y, linetarget->x, linetarget->y);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireBlasterPL1
+//
+//----------------------------------------------------------------------------
+
+void A_FireBlasterPL1(player_t *player, pspdef_t *psp)
+{
+ mobj_t *mo;
+ angle_t angle;
+ int damage;
+
+ mo = player->mo;
+ S_StartSound(mo, sfx_gldhit);
+ player->ammo[am_blaster] -= USE_BLSR_AMMO_1;
+ P_BulletSlope(mo);
+ damage = HITDICE(4);
+ angle = mo->angle;
+ if (player->refire)
+ {
+ angle += (P_Random() - P_Random())<<18;
+ }
+ PuffType = MT_BLASTERPUFF1;
+ P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage);
+ S_StartSound(player->mo, sfx_blssht);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireBlasterPL2
+//
+//----------------------------------------------------------------------------
+
+void A_FireBlasterPL2(player_t *player, pspdef_t *psp)
+{
+ mobj_t *mo;
+
+ player->ammo[am_blaster] -=
+ deathmatch ? USE_BLSR_AMMO_1 : USE_BLSR_AMMO_2;
+ mo = P_SpawnPlayerMissile(player->mo, MT_BLASTERFX1);
+ if (mo)
+ {
+ mo->thinker.function = P_BlasterMobjThinker;
+ }
+ S_StartSound(player->mo, sfx_blssht);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireGoldWandPL1
+//
+//----------------------------------------------------------------------------
+
+void A_FireGoldWandPL1(player_t *player, pspdef_t *psp)
+{
+ mobj_t *mo;
+ angle_t angle;
+ int damage;
+
+ mo = player->mo;
+ player->ammo[am_goldwand] -= USE_GWND_AMMO_1;
+ P_BulletSlope(mo);
+ damage = 7 + (P_Random() & 7);
+ angle = mo->angle;
+ if (player->refire)
+ {
+ angle += (P_Random() - P_Random())<<18;
+ }
+ PuffType = MT_GOLDWANDPUFF1;
+ P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage);
+ S_StartSound(player->mo, sfx_gldhit);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireGoldWandPL2
+//
+//----------------------------------------------------------------------------
+
+void A_FireGoldWandPL2(player_t *player, pspdef_t *psp)
+{
+ int i;
+ mobj_t *mo;
+ angle_t angle;
+ int damage;
+ fixed_t momz;
+
+ mo = player->mo;
+ player->ammo[am_goldwand] -=
+ deathmatch ? USE_GWND_AMMO_1 : USE_GWND_AMMO_2;
+ PuffType = MT_GOLDWANDPUFF2;
+ P_BulletSlope(mo);
+ momz = FixedMul(mobjinfo[MT_GOLDWANDFX2].speed, bulletslope);
+ P_SpawnMissileAngle(mo, MT_GOLDWANDFX2, mo->angle-(ANG45/8), momz);
+ P_SpawnMissileAngle(mo, MT_GOLDWANDFX2, mo->angle+(ANG45/8), momz);
+ angle = mo->angle-(ANG45/8);
+ for (i = 0; i < 5; i++)
+ {
+ damage = 1 + (P_Random() & 7);
+ P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage);
+ angle += ((ANG45/8)*2)/4;
+ }
+ S_StartSound(player->mo, sfx_gldhit);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireMacePL1B
+//
+//----------------------------------------------------------------------------
+
+void A_FireMacePL1B(player_t *player, pspdef_t *psp)
+{
+ mobj_t *pmo;
+ mobj_t *ball;
+ angle_t angle;
+
+ if (player->ammo[am_mace] < USE_MACE_AMMO_1)
+ {
+ return;
+ }
+ player->ammo[am_mace] -= USE_MACE_AMMO_1;
+ pmo = player->mo;
+ ball = P_SpawnMobj(pmo->x, pmo->y,
+ pmo->z + 28*FRACUNIT
+ - FOOTCLIPSIZE*((pmo->flags2 & MF2_FEETARECLIPPED) != 0),
+ MT_MACEFX2);
+ ball->momz = 2*FRACUNIT+((player->lookdir)<<(FRACBITS-5));
+ angle = pmo->angle;
+ ball->target = pmo;
+ ball->angle = angle;
+ ball->z += (player->lookdir)<<(FRACBITS-4);
+ angle >>= ANGLETOFINESHIFT;
+ ball->momx = (pmo->momx>>1) + FixedMul(ball->info->speed, finecosine[angle]);
+ ball->momy = (pmo->momy>>1) + FixedMul(ball->info->speed, finesine[angle]);
+ S_StartSound(ball, sfx_lobsht);
+ P_CheckMissileSpawn(ball);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireMacePL1
+//
+//----------------------------------------------------------------------------
+
+void A_FireMacePL1(player_t *player, pspdef_t *psp)
+{
+ mobj_t *ball;
+
+ if (P_Random() < 28)
+ {
+ A_FireMacePL1B(player, psp);
+ return;
+ }
+ if (player->ammo[am_mace] < USE_MACE_AMMO_1)
+ {
+ return;
+ }
+ player->ammo[am_mace] -= USE_MACE_AMMO_1;
+ psp->sx = ((P_Random() & 3) - 2)*FRACUNIT;
+ psp->sy = WEAPONTOP + (P_Random() & 3)*FRACUNIT;
+ ball = P_SPMAngle(player->mo,
+ MT_MACEFX1, player->mo->angle + (((P_Random() & 7) - 4)<<24));
+ if (ball)
+ {
+ ball->special1 = 16; // tics till dropoff
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MacePL1Check
+//
+//----------------------------------------------------------------------------
+
+void A_MacePL1Check(mobj_t *ball)
+{
+ angle_t angle;
+
+ if (ball->special1 == 0)
+ {
+ return;
+ }
+ ball->special1 -= 4;
+ if (ball->special1 > 0)
+ {
+ return;
+ }
+ ball->special1 = 0;
+ ball->flags2 |= MF2_LOGRAV;
+ angle = ball->angle>>ANGLETOFINESHIFT;
+ ball->momx = FixedMul(7*FRACUNIT, finecosine[angle]);
+ ball->momy = FixedMul(7*FRACUNIT, finesine[angle]);
+ ball->momz -= ball->momz>>1;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MaceBallImpact
+//
+//----------------------------------------------------------------------------
+
+void A_MaceBallImpact(mobj_t *ball)
+{
+ if ((ball->z <= ball->floorz) && (P_HitFloor(ball) != FLOOR_SOLID))
+ { // Landed in some sort of liquid
+ P_RemoveMobj(ball);
+ return;
+ }
+ if ((ball->health != MAGIC_JUNK) && (ball->z <= ball->floorz)
+ && ball->momz)
+ { // Bounce
+ ball->health = MAGIC_JUNK;
+ ball->momz = (ball->momz*192)>>8;
+ ball->flags2 &= ~MF2_FLOORBOUNCE;
+ P_SetMobjState(ball, ball->info->spawnstate);
+ S_StartSound(ball, sfx_bounce);
+ }
+ else
+ { // Explode
+ ball->flags |= MF_NOGRAVITY;
+ ball->flags2 &= ~MF2_LOGRAV;
+ S_StartSound(ball, sfx_lobhit);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_MaceBallImpact2
+//
+//----------------------------------------------------------------------------
+
+void A_MaceBallImpact2(mobj_t *ball)
+{
+ mobj_t *tiny;
+ angle_t angle;
+
+ if ((ball->z <= ball->floorz) && (P_HitFloor(ball) != FLOOR_SOLID))
+ { // Landed in some sort of liquid
+ P_RemoveMobj(ball);
+ return;
+ }
+ if ((ball->z != ball->floorz) || (ball->momz < 2*FRACUNIT))
+ { // Explode
+ ball->momx = ball->momy = ball->momz = 0;
+ ball->flags |= MF_NOGRAVITY;
+ ball->flags2 &= ~(MF2_LOGRAV|MF2_FLOORBOUNCE);
+ }
+ else
+ { // Bounce
+ ball->momz = (ball->momz*192)>>8;
+ P_SetMobjState(ball, ball->info->spawnstate);
+
+ tiny = P_SpawnMobj(ball->x, ball->y, ball->z, MT_MACEFX3);
+ angle = ball->angle+ANG90;
+ tiny->target = ball->target;
+ tiny->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ tiny->momx = (ball->momx>>1) +
+ FixedMul(ball->momz-FRACUNIT, finecosine[angle]);
+ tiny->momy = (ball->momy>>1) +
+ FixedMul(ball->momz-FRACUNIT, finesine[angle]);
+ tiny->momz = ball->momz;
+ P_CheckMissileSpawn(tiny);
+
+ tiny = P_SpawnMobj(ball->x, ball->y, ball->z, MT_MACEFX3);
+ angle = ball->angle-ANG90;
+ tiny->target = ball->target;
+ tiny->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ tiny->momx = (ball->momx>>1) +
+ FixedMul(ball->momz-FRACUNIT, finecosine[angle]);
+ tiny->momy = (ball->momy>>1) +
+ FixedMul(ball->momz-FRACUNIT, finesine[angle]);
+ tiny->momz = ball->momz;
+ P_CheckMissileSpawn(tiny);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireMacePL2
+//
+//----------------------------------------------------------------------------
+
+void A_FireMacePL2(player_t *player, pspdef_t *psp)
+{
+ mobj_t *mo;
+
+ player->ammo[am_mace] -=
+ deathmatch ? USE_MACE_AMMO_1 : USE_MACE_AMMO_2;
+ mo = P_SpawnPlayerMissile(player->mo, MT_MACEFX4);
+ if (mo)
+ {
+ mo->momx += player->mo->momx;
+ mo->momy += player->mo->momy;
+ mo->momz = 2*FRACUNIT + ((player->lookdir)<<(FRACBITS-5));
+ if (linetarget)
+ {
+ mo->special1 = (intptr_t)linetarget;
+ }
+ }
+ S_StartSound(player->mo, sfx_lobsht);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_DeathBallImpact
+//
+//----------------------------------------------------------------------------
+
+void A_DeathBallImpact(mobj_t *ball)
+{
+ int i;
+ mobj_t *target;
+ angle_t angle=0;
+ boolean newAngle;
+
+ if ((ball->z <= ball->floorz) && (P_HitFloor(ball) != FLOOR_SOLID))
+ { // Landed in some sort of liquid
+ P_RemoveMobj(ball);
+ return;
+ }
+ if ((ball->z <= ball->floorz) && ball->momz)
+ { // Bounce
+ newAngle = false;
+ target = (mobj_t *)ball->special1;
+ if (target)
+ {
+ if (!(target->flags & MF_SHOOTABLE))
+ { // Target died
+ ball->special1 = 0;
+ }
+ else
+ { // Seek
+ angle = R_PointToAngle2(ball->x, ball->y,
+ target->x, target->y);
+ newAngle = true;
+ }
+ }
+ else
+ { // Find new target
+ angle = 0;
+ for (i = 0; i < 16; i++)
+ {
+ P_AimLineAttack(ball, angle, 10*64*FRACUNIT);
+ if (linetarget && ball->target != linetarget)
+ {
+ ball->special1 = (intptr_t)linetarget;
+ angle = R_PointToAngle2(ball->x, ball->y,
+ linetarget->x, linetarget->y);
+ newAngle = true;
+ break;
+ }
+ angle += ANGLE_45/2;
+ }
+ }
+ if (newAngle)
+ {
+ ball->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ ball->momx = FixedMul(ball->info->speed, finecosine[angle]);
+ ball->momy = FixedMul(ball->info->speed, finesine[angle]);
+ }
+ P_SetMobjState(ball, ball->info->spawnstate);
+ S_StartSound(ball, sfx_pstop);
+ }
+ else
+ { // Explode
+ ball->flags |= MF_NOGRAVITY;
+ ball->flags2 &= ~MF2_LOGRAV;
+ S_StartSound(ball, sfx_phohit);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SpawnRippers
+//
+//----------------------------------------------------------------------------
+
+void A_SpawnRippers(mobj_t *actor)
+{
+ unsigned int i;
+ angle_t angle;
+ mobj_t *ripper;
+
+ for (i = 0; i < 8; i++)
+ {
+ ripper = P_SpawnMobj(actor->x, actor->y, actor->z, MT_RIPPER);
+ angle = i*ANG45;
+ ripper->target = actor->target;
+ ripper->angle = angle;
+ angle >>= ANGLETOFINESHIFT;
+ ripper->momx = FixedMul(ripper->info->speed, finecosine[angle]);
+ ripper->momy = FixedMul(ripper->info->speed, finesine[angle]);
+ P_CheckMissileSpawn(ripper);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireCrossbowPL1
+//
+//----------------------------------------------------------------------------
+
+void A_FireCrossbowPL1(player_t *player, pspdef_t *psp)
+{
+ mobj_t *pmo;
+
+ pmo = player->mo;
+ player->ammo[am_crossbow] -= USE_CBOW_AMMO_1;
+ P_SpawnPlayerMissile(pmo, MT_CRBOWFX1);
+ P_SPMAngle(pmo, MT_CRBOWFX3, pmo->angle-(ANG45/10));
+ P_SPMAngle(pmo, MT_CRBOWFX3, pmo->angle+(ANG45/10));
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireCrossbowPL2
+//
+//----------------------------------------------------------------------------
+
+void A_FireCrossbowPL2(player_t *player, pspdef_t *psp)
+{
+ mobj_t *pmo;
+
+ pmo = player->mo;
+ player->ammo[am_crossbow] -=
+ deathmatch ? USE_CBOW_AMMO_1 : USE_CBOW_AMMO_2;
+ P_SpawnPlayerMissile(pmo, MT_CRBOWFX2);
+ P_SPMAngle(pmo, MT_CRBOWFX2, pmo->angle-(ANG45/10));
+ P_SPMAngle(pmo, MT_CRBOWFX2, pmo->angle+(ANG45/10));
+ P_SPMAngle(pmo, MT_CRBOWFX3, pmo->angle-(ANG45/5));
+ P_SPMAngle(pmo, MT_CRBOWFX3, pmo->angle+(ANG45/5));
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_BoltSpark
+//
+//----------------------------------------------------------------------------
+
+void A_BoltSpark(mobj_t *bolt)
+{
+ mobj_t *spark;
+
+ if (P_Random() > 50)
+ {
+ spark = P_SpawnMobj(bolt->x, bolt->y, bolt->z, MT_CRBOWFX4);
+ spark->x += (P_Random()-P_Random())<<10;
+ spark->y += (P_Random()-P_Random())<<10;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireSkullRodPL1
+//
+//----------------------------------------------------------------------------
+
+void A_FireSkullRodPL1(player_t *player, pspdef_t *psp)
+{
+ mobj_t *mo;
+
+ if (player->ammo[am_skullrod] < USE_SKRD_AMMO_1)
+ {
+ return;
+ }
+ player->ammo[am_skullrod] -= USE_SKRD_AMMO_1;
+ mo = P_SpawnPlayerMissile(player->mo, MT_HORNRODFX1);
+ // Randomize the first frame
+ if (mo && P_Random() > 128)
+ {
+ P_SetMobjState(mo, S_HRODFX1_2);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FireSkullRodPL2
+//
+// The special2 field holds the player number that shot the rain missile.
+// The special1 field is used for the seeking routines, then as a counter
+// for the sound looping.
+//
+//----------------------------------------------------------------------------
+
+void A_FireSkullRodPL2(player_t *player, pspdef_t *psp)
+{
+ player->ammo[am_skullrod] -=
+ deathmatch ? USE_SKRD_AMMO_1 : USE_SKRD_AMMO_2;
+ P_SpawnPlayerMissile(player->mo, MT_HORNRODFX2);
+ // Use MissileMobj instead of the return value from
+ // P_SpawnPlayerMissile because we need to give info to the mobj
+ // even if it exploded immediately.
+ if (netgame)
+ { // Multi-player game
+ MissileMobj->special2 = P_GetPlayerNum(player);
+ }
+ else
+ { // Always use red missiles in single player games
+ MissileMobj->special2 = 2;
+ }
+ if (linetarget)
+ {
+ MissileMobj->special1 = (intptr_t)linetarget;
+ }
+ S_StartSound(MissileMobj, sfx_hrnpow);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SkullRodPL2Seek
+//
+//----------------------------------------------------------------------------
+
+void A_SkullRodPL2Seek(mobj_t *actor)
+{
+ P_SeekerMissile(actor, ANGLE_1*10, ANGLE_1*30);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_AddPlayerRain
+//
+//----------------------------------------------------------------------------
+
+void A_AddPlayerRain(mobj_t *actor)
+{
+ int playerNum;
+ player_t *player;
+
+ playerNum = netgame ? actor->special2 : 0;
+ if (!playeringame[playerNum])
+ { // Player left the game
+ return;
+ }
+ player = &players[playerNum];
+ if (player->health <= 0)
+ { // Player is dead
+ return;
+ }
+ if (player->rain1 && player->rain2)
+ { // Terminate an active rain
+ if (player->rain1->health < player->rain2->health)
+ {
+ if (player->rain1->health > 16)
+ {
+ player->rain1->health = 16;
+ }
+ player->rain1 = NULL;
+ }
+ else
+ {
+ if (player->rain2->health > 16)
+ {
+ player->rain2->health = 16;
+ }
+ player->rain2 = NULL;
+ }
+ }
+ // Add rain mobj to list
+ if (player->rain1)
+ {
+ player->rain2 = actor;
+ }
+ else
+ {
+ player->rain1 = actor;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_SkullRodStorm
+//
+//----------------------------------------------------------------------------
+
+void A_SkullRodStorm(mobj_t *actor)
+{
+ fixed_t x;
+ fixed_t y;
+ mobj_t *mo;
+ int playerNum;
+ player_t *player;
+
+ if (actor->health-- == 0)
+ {
+ P_SetMobjState(actor, S_NULL);
+ playerNum = netgame ? actor->special2 : 0;
+ if (!playeringame[playerNum])
+ { // Player left the game
+ return;
+ }
+ player = &players[playerNum];
+ if (player->health <= 0)
+ { // Player is dead
+ return;
+ }
+ if (player->rain1 == actor)
+ {
+ player->rain1 = NULL;
+ }
+ else if (player->rain2 == actor)
+ {
+ player->rain2 = NULL;
+ }
+ return;
+ }
+ if (P_Random() < 25)
+ { // Fudge rain frequency
+ return;
+ }
+ x = actor->x + ((P_Random() & 127) - 64)*FRACUNIT;
+ y = actor->y + ((P_Random() & 127) - 64)*FRACUNIT;
+ mo = P_SpawnMobj(x, y, ONCEILINGZ, MT_RAINPLR1+actor->special2);
+ mo->target = actor->target;
+ mo->momx = 1; // Force collision detection
+ mo->momz = -mo->info->speed;
+ mo->special2 = actor->special2; // Transfer player number
+ P_CheckMissileSpawn(mo);
+ if (!(actor->special1 & 31))
+ {
+ S_StartSound(actor, sfx_ramrain);
+ }
+ actor->special1++;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_RainImpact
+//
+//----------------------------------------------------------------------------
+
+void A_RainImpact(mobj_t *actor)
+{
+ if (actor->z > actor->floorz)
+ {
+ P_SetMobjState(actor, S_RAINAIRXPLR1_1+actor->special2);
+ }
+ else if (P_Random() < 40)
+ {
+ P_HitFloor(actor);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_HideInCeiling
+//
+//----------------------------------------------------------------------------
+
+void A_HideInCeiling(mobj_t *actor)
+{
+ actor->z = actor->ceilingz+4*FRACUNIT;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FirePhoenixPL1
+//
+//----------------------------------------------------------------------------
+
+void A_FirePhoenixPL1(player_t *player, pspdef_t *psp)
+{
+ angle_t angle;
+
+ player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_1;
+ P_SpawnPlayerMissile(player->mo, MT_PHOENIXFX1);
+ //P_SpawnPlayerMissile(player->mo, MT_MNTRFX2);
+ angle = player->mo->angle+ANG180;
+ angle >>= ANGLETOFINESHIFT;
+ player->mo->momx += FixedMul(4*FRACUNIT, finecosine[angle]);
+ player->mo->momy += FixedMul(4*FRACUNIT, finesine[angle]);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_PhoenixPuff
+//
+//----------------------------------------------------------------------------
+
+void A_PhoenixPuff(mobj_t *actor)
+{
+ mobj_t *puff;
+ angle_t angle;
+
+ P_SeekerMissile(actor, ANGLE_1*5, ANGLE_1*10);
+ puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PHOENIXPUFF);
+ angle = actor->angle+ANG90;
+ angle >>= ANGLETOFINESHIFT;
+ puff->momx = FixedMul(FRACUNIT*1.3, finecosine[angle]);
+ puff->momy = FixedMul(FRACUNIT*1.3, finesine[angle]);
+ puff->momz = 0;
+ puff = P_SpawnMobj(actor->x, actor->y, actor->z, MT_PHOENIXPUFF);
+ angle = actor->angle-ANG90;
+ angle >>= ANGLETOFINESHIFT;
+ puff->momx = FixedMul(FRACUNIT*1.3, finecosine[angle]);
+ puff->momy = FixedMul(FRACUNIT*1.3, finesine[angle]);
+ puff->momz = 0;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_InitPhoenixPL2
+//
+//----------------------------------------------------------------------------
+
+void A_InitPhoenixPL2(player_t *player, pspdef_t *psp)
+{
+ player->flamecount = FLAME_THROWER_TICS;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FirePhoenixPL2
+//
+// Flame thrower effect.
+//
+//----------------------------------------------------------------------------
+
+void A_FirePhoenixPL2(player_t *player, pspdef_t *psp)
+{
+ mobj_t *mo;
+ mobj_t *pmo;
+ angle_t angle;
+ fixed_t x, y, z;
+ fixed_t slope;
+
+ if (--player->flamecount == 0)
+ { // Out of flame
+ P_SetPsprite(player, ps_weapon, S_PHOENIXATK2_4);
+ player->refire = 0;
+ return;
+ }
+ pmo = player->mo;
+ angle = pmo->angle;
+ x = pmo->x+((P_Random()-P_Random())<<9);
+ y = pmo->y+((P_Random()-P_Random())<<9);
+ z = pmo->z+26*FRACUNIT+((player->lookdir)<<FRACBITS)/173;
+ if (pmo->flags2 & MF2_FEETARECLIPPED)
+ {
+ z -= FOOTCLIPSIZE;
+ }
+ slope = ((player->lookdir)<<FRACBITS)/173+(FRACUNIT/10);
+ mo = P_SpawnMobj(x, y, z, MT_PHOENIXFX2);
+ mo->target = pmo;
+ mo->angle = angle;
+ mo->momx = pmo->momx +
+ FixedMul(mo->info->speed, finecosine[angle>>ANGLETOFINESHIFT]);
+ mo->momy = pmo->momy +
+ FixedMul(mo->info->speed, finesine[angle>>ANGLETOFINESHIFT]);
+ mo->momz = FixedMul(mo->info->speed, slope);
+ if (!player->refire || !(leveltime % 38))
+ {
+ S_StartSound(player->mo, sfx_phopow);
+ }
+ P_CheckMissileSpawn(mo);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_ShutdownPhoenixPL2
+//
+//----------------------------------------------------------------------------
+
+void A_ShutdownPhoenixPL2(player_t *player, pspdef_t *psp)
+{
+ player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_2;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FlameEnd
+//
+//----------------------------------------------------------------------------
+
+void A_FlameEnd(mobj_t *actor)
+{
+ actor->momz += 1.5*FRACUNIT;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC A_FloatPuff
+//
+//----------------------------------------------------------------------------
+
+void A_FloatPuff(mobj_t *puff)
+{
+ puff->momz += 1.8*FRACUNIT;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_GauntletAttack
+//
+//---------------------------------------------------------------------------
+
+void A_GauntletAttack(player_t *player, pspdef_t *psp)
+{
+ angle_t angle;
+ int damage;
+ int slope;
+ int randVal;
+ fixed_t dist;
+
+ psp->sx = ((P_Random() & 3) - 2)*FRACUNIT;
+ psp->sy = WEAPONTOP + (P_Random() & 3)*FRACUNIT;
+ angle = player->mo->angle;
+ if (player->powers[pw_weaponlevel2])
+ {
+ damage = HITDICE(2);
+ dist = 4*MELEERANGE;
+ angle += (P_Random() - P_Random())<<17;
+ PuffType = MT_GAUNTLETPUFF2;
+ }
+ else
+ {
+ damage = HITDICE(2);
+ dist = MELEERANGE+1;
+ angle += (P_Random() - P_Random())<<18;
+ PuffType = MT_GAUNTLETPUFF1;
+ }
+ slope = P_AimLineAttack(player->mo, angle, dist);
+ P_LineAttack(player->mo, angle, dist, slope, damage);
+ if (!linetarget)
+ {
+ if (P_Random() > 64)
+ {
+ player->extralight = !player->extralight;
+ }
+ S_StartSound(player->mo, sfx_gntful);
+ return;
+ }
+ randVal = P_Random();
+ if (randVal < 64)
+ {
+ player->extralight = 0;
+ }
+ else if (randVal < 160)
+ {
+ player->extralight = 1;
+ }
+ else
+ {
+ player->extralight = 2;
+ }
+ if (player->powers[pw_weaponlevel2])
+ {
+ P_GiveBody(player, damage>>1);
+ S_StartSound(player->mo, sfx_gntpow);
+ }
+ else
+ {
+ S_StartSound(player->mo, sfx_gnthit);
+ }
+ // turn to face target
+ angle = R_PointToAngle2(player->mo->x, player->mo->y,
+ linetarget->x, linetarget->y);
+ if (angle-player->mo->angle > ANG180)
+ {
+ if (angle-player->mo->angle < -ANG90/20)
+ player->mo->angle = angle + ANG90/21;
+ else
+ player->mo->angle -= ANG90/20;
+ }
+ else
+ {
+ if (angle-player->mo->angle > ANG90/20)
+ player->mo->angle = angle - ANG90/21;
+ else
+ player->mo->angle += ANG90/20;
+ }
+ player->mo->flags |= MF_JUSTATTACKED;
+}
+
+void A_Light0(player_t *player, pspdef_t *psp)
+{
+ player->extralight = 0;
+}
+
+void A_Light1(player_t *player, pspdef_t *psp)
+{
+ player->extralight = 1;
+}
+
+void A_Light2(player_t *player, pspdef_t *psp)
+{
+ player->extralight = 2;
+}
+
+//------------------------------------------------------------------------
+//
+// PROC P_SetupPsprites
+//
+// Called at start of level for each player
+//
+//------------------------------------------------------------------------
+
+void P_SetupPsprites(player_t *player)
+{
+ int i;
+
+ // Remove all psprites
+ for (i = 0; i < NUMPSPRITES; i++)
+ {
+ player->psprites[i].state = NULL;
+ }
+ // Spawn the ready weapon
+ player->pendingweapon = player->readyweapon;
+ P_BringUpWeapon(player);
+}
+
+//------------------------------------------------------------------------
+//
+// PROC P_MovePsprites
+//
+// Called every tic by player thinking routine
+//
+//------------------------------------------------------------------------
+
+void P_MovePsprites(player_t *player)
+{
+ int i;
+ pspdef_t *psp;
+ state_t *state;
+
+ psp = &player->psprites[0];
+ for (i = 0; i < NUMPSPRITES; i++, psp++)
+ {
+ if ((state = psp->state) != 0) // a null state means not active
+ {
+ // drop tic count and possibly change state
+ if (psp->tics != -1) // a -1 tic count never changes
+ {
+ psp->tics--;
+ if (!psp->tics)
+ {
+ P_SetPsprite(player, i, psp->state->nextstate);
+ }
+ }
+ }
+ }
+ player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
+ player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
+}
+
--- /dev/null
+++ b/p_setup.c
@@ -1,0 +1,969 @@
+
+// P_main.c
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+#ifdef RENDER3D
+#include "ogl_def.h"
+#endif
+
+// MACROS ------------------------------------------------------------------
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+void P_SpawnMapThing(mapthing_t *mthing);
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+#ifdef RENDER3D
+static float P_AccurateDistance(fixed_t dx, fixed_t dy);
+#endif
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+mapthing_t deathmatchstarts[10], *deathmatch_p;
+mapthing_t playerstarts[MAXPLAYERS];
+
+int numvertexes;
+vertex_t *vertexes;
+
+int numsegs;
+seg_t *segs;
+
+int numsectors;
+sector_t *sectors;
+
+int numsubsectors;
+subsector_t *subsectors;
+
+int numnodes;
+node_t *nodes;
+
+int numlines;
+line_t *lines;
+
+int numsides;
+side_t *sides;
+
+short *blockmaplump; // offsets in blockmap are from here
+short *blockmap;
+int bmapwidth, bmapheight; // in mapblocks
+fixed_t bmaporgx, bmaporgy; // origin of block map
+mobj_t **blocklinks; // for thing chains
+byte *rejectmatrix; // for fast sight rejection
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+// CODE --------------------------------------------------------------------
+
+
+/*
+=================
+=
+= P_LoadVertexes
+=
+=================
+*/
+
+static void P_LoadVertexes (int lump)
+{
+ void *data;
+ int i;
+ mapvertex_t *ml;
+ vertex_t *li;
+
+ numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t);
+ vertexes = (vertex_t *) Z_Malloc (numvertexes*sizeof(vertex_t), PU_LEVEL, NULL);
+ data = W_CacheLumpNum (lump, PU_STATIC);
+
+ ml = (mapvertex_t *)data;
+ li = vertexes;
+ for (i = 0; i < numvertexes; i++, li++, ml++)
+ {
+ li->x = SHORT(ml->x)<<FRACBITS;
+ li->y = SHORT(ml->y)<<FRACBITS;
+ }
+
+ Z_Free (data);
+}
+
+
+/*
+=================
+=
+= P_LoadSegs
+=
+=================
+*/
+
+static void P_LoadSegs (int lump)
+{
+ void *data;
+ int i;
+ mapseg_t *ml;
+ seg_t *li;
+ line_t *ldef;
+ int _linedef, side;
+
+ numsegs = W_LumpLength (lump) / sizeof(mapseg_t);
+ segs = (seg_t *) Z_Malloc (numsegs*sizeof(seg_t), PU_LEVEL, NULL);
+ memset (segs, 0, numsegs*sizeof(seg_t));
+ data = W_CacheLumpNum (lump, PU_STATIC);
+
+ ml = (mapseg_t *)data;
+ li = segs;
+ for (i = 0; i < numsegs; i++, li++, ml++)
+ {
+ li->v1 = &vertexes[SHORT(ml->v1)];
+ li->v2 = &vertexes[SHORT(ml->v2)];
+
+ li->angle = (SHORT(ml->angle))<<16;
+ li->offset = (SHORT(ml->offset))<<16;
+ _linedef = SHORT(ml->linedef);
+ ldef = &lines[_linedef];
+ li->linedef = ldef;
+ side = SHORT(ml->side);
+ li->sidedef = &sides[ldef->sidenum[side]];
+ li->frontsector = sides[ldef->sidenum[side]].sector;
+ if (ldef-> flags & ML_TWOSIDED)
+ li->backsector = sides[ldef->sidenum[side^1]].sector;
+ else
+ li->backsector = 0;
+
+#ifdef RENDER3D
+ // Calculate the length of the segment. We need this for
+ // the texture coordinates. -jk
+ li->len = P_AccurateDistance(li->v2->x - li->v1->x, li->v2->y - li->v1->y);
+#endif
+ }
+
+ Z_Free (data);
+}
+
+
+/*
+=================
+=
+= P_LoadSubsectors
+=
+=================
+*/
+
+static void P_LoadSubsectors (int lump)
+{
+ void *data;
+ int i;
+ mapsubsector_t *ms;
+ subsector_t *ss;
+
+ numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t);
+ subsectors = (subsector_t *) Z_Malloc (numsubsectors*sizeof(subsector_t), PU_LEVEL, NULL);
+ data = W_CacheLumpNum (lump, PU_STATIC);
+
+ ms = (mapsubsector_t *)data;
+ memset (subsectors, 0, numsubsectors*sizeof(subsector_t));
+ ss = subsectors;
+ for (i = 0; i < numsubsectors; i++, ss++, ms++)
+ {
+ ss->numlines = SHORT(ms->numsegs);
+ ss->firstline = SHORT(ms->firstseg);
+ }
+
+ Z_Free (data);
+}
+
+
+/*
+=================
+=
+= P_LoadSectors
+=
+=================
+*/
+
+static void P_LoadSectors (int lump)
+{
+ void *data;
+ int i;
+ mapsector_t *ms;
+ sector_t *ss;
+
+ numsectors = W_LumpLength (lump) / sizeof(mapsector_t);
+ sectors = (sector_t *) Z_Malloc (numsectors*sizeof(sector_t), PU_LEVEL, NULL);
+ memset (sectors, 0, numsectors*sizeof(sector_t));
+ data = W_CacheLumpNum (lump, PU_STATIC);
+
+ ms = (mapsector_t *)data;
+ ss = sectors;
+
+ for (i = 0; i < numsectors; i++, ss++, ms++)
+ {
+ ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
+ ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
+ ss->floorpic = R_FlatNumForName(ms->floorpic);
+ ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
+ ss->lightlevel = SHORT(ms->lightlevel);
+ ss->special = SHORT(ms->special);
+ ss->tag = SHORT(ms->tag);
+ ss->thinglist = NULL;
+
+#ifdef RENDER3D
+ ss->flatoffx = ss->flatoffy = 0;// Flat scrolling.
+ ss->skyfix = 0; // Set if needed.
+#endif
+ }
+ Z_Free(data);
+}
+
+
+/*
+=================
+=
+= P_LoadNodes
+=
+=================
+*/
+
+static void P_LoadNodes (int lump)
+{
+ void *data;
+ int i, j, k;
+ mapnode_t *mn;
+ node_t *no;
+
+ numnodes = W_LumpLength (lump) / sizeof(mapnode_t);
+ nodes = (node_t *) Z_Malloc (numnodes*sizeof(node_t), PU_LEVEL, NULL);
+ data = W_CacheLumpNum (lump, PU_STATIC);
+
+ mn = (mapnode_t *)data;
+ no = nodes;
+ for (i = 0; i < numnodes; i++, no++, mn++)
+ {
+ no->x = SHORT(mn->x)<<FRACBITS;
+ no->y = SHORT(mn->y)<<FRACBITS;
+ no->dx = SHORT(mn->dx)<<FRACBITS;
+ no->dy = SHORT(mn->dy)<<FRACBITS;
+ for (j = 0; j < 2; j++)
+ {
+ no->children[j] = SHORT(mn->children[j]);
+ for (k = 0; k < 4; k++)
+ no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
+ }
+ }
+ Z_Free (data);
+}
+
+
+/*
+=================
+=
+= P_LoadThings
+=
+=================
+*/
+
+static void P_LoadThings(int lump)
+{
+ void *data;
+ int i;
+ mapthing_t *mt;
+ int numthings;
+
+ data = W_CacheLumpNum(lump, PU_STATIC);
+ numthings = W_LumpLength(lump) / sizeof(mapthing_t);
+
+ mt = (mapthing_t *)data;
+ for (i = 0; i < numthings; i++, mt++)
+ {
+ mt->x = SHORT(mt->x);
+ mt->y = SHORT(mt->y);
+ mt->angle = SHORT(mt->angle);
+ mt->type = SHORT(mt->type);
+ mt->options = SHORT(mt->options);
+ P_SpawnMapThing(mt);
+ }
+ Z_Free(data);
+}
+
+/*
+=================
+=
+= P_LoadLineDefs
+=
+= Also counts secret lines for intermissions
+=================
+*/
+
+static void P_LoadLineDefs(int lump)
+{
+ void *data;
+ int i;
+ maplinedef_t *mld;
+ line_t *ld;
+ vertex_t *v1, *v2;
+
+ numlines = W_LumpLength(lump) / sizeof(maplinedef_t);
+ lines = (line_t *) Z_Malloc(numlines*sizeof(line_t), PU_LEVEL, NULL);
+ memset(lines, 0, numlines*sizeof(line_t));
+ data = W_CacheLumpNum(lump, PU_STATIC);
+
+ mld = (maplinedef_t *)data;
+ ld = lines;
+ for (i = 0; i < numlines; i++, mld++, ld++)
+ {
+ ld->flags = SHORT(mld->flags);
+
+ ld->special = SHORT(mld->special);
+ ld->tag = SHORT(mld->tag);
+
+ v1 = ld->v1 = &vertexes[SHORT(mld->v1)];
+ v2 = ld->v2 = &vertexes[SHORT(mld->v2)];
+ ld->dx = v2->x - v1->x;
+ ld->dy = v2->y - v1->y;
+ if (!ld->dx)
+ ld->slopetype = ST_VERTICAL;
+ else if (!ld->dy)
+ ld->slopetype = ST_HORIZONTAL;
+ else
+ {
+ if (FixedDiv (ld->dy , ld->dx) > 0)
+ ld->slopetype = ST_POSITIVE;
+ else
+ ld->slopetype = ST_NEGATIVE;
+ }
+
+ if (v1->x < v2->x)
+ {
+ ld->bbox[BOXLEFT] = v1->x;
+ ld->bbox[BOXRIGHT] = v2->x;
+ }
+ else
+ {
+ ld->bbox[BOXLEFT] = v2->x;
+ ld->bbox[BOXRIGHT] = v1->x;
+ }
+ if (v1->y < v2->y)
+ {
+ ld->bbox[BOXBOTTOM] = v1->y;
+ ld->bbox[BOXTOP] = v2->y;
+ }
+ else
+ {
+ ld->bbox[BOXBOTTOM] = v2->y;
+ ld->bbox[BOXTOP] = v1->y;
+ }
+ ld->sidenum[0] = SHORT(mld->sidenum[0]);
+ ld->sidenum[1] = SHORT(mld->sidenum[1]);
+ if (ld->sidenum[0] != -1)
+ ld->frontsector = sides[ld->sidenum[0]].sector;
+ else
+ ld->frontsector = 0;
+ if (ld->sidenum[1] != -1)
+ ld->backsector = sides[ld->sidenum[1]].sector;
+ else
+ ld->backsector = 0;
+ }
+
+ Z_Free (data);
+}
+
+
+/*
+=================
+=
+= P_LoadSideDefs
+=
+=================
+*/
+
+static void P_LoadSideDefs (int lump)
+{
+ void *data;
+ int i;
+ mapsidedef_t *msd;
+ side_t *sd;
+
+ numsides = W_LumpLength (lump) / sizeof(mapsidedef_t);
+ sides = (side_t *) Z_Malloc (numsides*sizeof(side_t), PU_LEVEL, NULL);
+ memset (sides, 0, numsides*sizeof(side_t));
+ data = W_CacheLumpNum (lump, PU_STATIC);
+
+ msd = (mapsidedef_t *)data;
+ sd = sides;
+ for (i = 0; i < numsides; i++, msd++, sd++)
+ {
+ sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
+ sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
+ sd->toptexture = R_TextureNumForName(msd->toptexture);
+ sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
+ sd->midtexture = R_TextureNumForName(msd->midtexture);
+ sd->sector = §ors[SHORT(msd->sector)];
+ }
+ Z_Free(data);
+}
+
+/*
+=================
+=
+= P_LoadBlockMap
+=
+=================
+*/
+
+static void P_LoadBlockMap (int lump)
+{
+ int i, count;
+
+ blockmaplump = (short *) W_CacheLumpNum (lump, PU_LEVEL);
+ blockmap = blockmaplump + 4;
+ count = W_LumpLength (lump) / 2;
+ for (i = 0; i < count; i++)
+ blockmaplump[i] = SHORT(blockmaplump[i]);
+
+ bmaporgx = blockmaplump[0]<<FRACBITS;
+ bmaporgy = blockmaplump[1]<<FRACBITS;
+ bmapwidth = blockmaplump[2];
+ bmapheight = blockmaplump[3];
+
+// clear out mobj chains
+ count = sizeof(*blocklinks) * bmapwidth * bmapheight;
+ blocklinks = (mobj_t **) Z_Malloc (count, PU_LEVEL, NULL);
+ memset (blocklinks, 0, count);
+}
+
+
+/*
+=================
+=
+= P_GroupLines
+=
+= Builds sector line lists and subsector sector numbers
+= Finds block bounding boxes for sectors
+=================
+*/
+
+static void P_GroupLines (void)
+{
+ line_t **linebuffer;
+ int i, j, total;
+ line_t *li;
+ sector_t *sector;
+ subsector_t *ss;
+ seg_t *seg;
+ fixed_t bbox[4];
+ int block;
+
+// look up sector number for each subsector
+ ss = subsectors;
+ for (i = 0; i < numsubsectors; i++, ss++)
+ {
+ seg = &segs[ss->firstline];
+ ss->sector = seg->sidedef->sector;
+ }
+
+// count number of lines in each sector
+ li = lines;
+ total = 0;
+ for (i = 0; i < numlines; i++, li++)
+ {
+ total++;
+ li->frontsector->linecount++;
+ if (li->backsector && li->backsector != li->frontsector)
+ {
+ li->backsector->linecount++;
+ total++;
+ }
+ }
+
+// build line tables for each sector
+ linebuffer = (line_t **) Z_Malloc (total * sizeof(line_t *), PU_LEVEL, NULL);
+ sector = sectors;
+ for (i = 0; i < numsectors; i++, sector++)
+ {
+ M_ClearBox (bbox);
+ sector->lines = linebuffer;
+ li = lines;
+ for (j = 0; j < numlines; j++, li++)
+ {
+ if (li->frontsector == sector || li->backsector == sector)
+ {
+ *linebuffer++ = li;
+ M_AddToBox (bbox, li->v1->x, li->v1->y);
+ M_AddToBox (bbox, li->v2->x, li->v2->y);
+ }
+ }
+ if (linebuffer - sector->lines != sector->linecount)
+ I_Error ("P_GroupLines: miscounted");
+
+ // set the degenmobj_t to the middle of the bounding box
+ sector->soundorg.x = (bbox[BOXRIGHT] + bbox[BOXLEFT]) / 2;
+ sector->soundorg.y = (bbox[BOXTOP] + bbox[BOXBOTTOM]) / 2;
+
+ // adjust bounding box to map blocks
+ block = (bbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT;
+ block = block >= bmapheight ? bmapheight - 1 : block;
+ sector->blockbox[BOXTOP] = block;
+
+ block = (bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT;
+ block = block < 0 ? 0 : block;
+ sector->blockbox[BOXBOTTOM] = block;
+
+ block = (bbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT;
+ block = block >= bmapwidth ? bmapwidth - 1 : block;
+ sector->blockbox[BOXRIGHT] = block;
+
+ block = (bbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT;
+ block = block < 0 ? 0 : block;
+ sector->blockbox[BOXLEFT] = block;
+ }
+}
+
+
+#if defined(RENDER3D)
+
+#define MAX_CC_SIDES 64
+
+static float P_AccurateDistance(fixed_t dx, fixed_t dy)
+{
+ float fx = FIX2FLT(dx), fy = FIX2FLT(dy);
+ return (float)sqrt(fx*fx + fy*fy);
+}
+
+static int __no_optimize detSideFloat(fvertex_t *pnt, fdivline_t *dline)
+{
+ /*
+ (AY-CY)(BX-AX)-(AX-CX)(BY-AY)
+ s = -----------------------------
+ L**2
+
+ If s < 0 C is left of AB (you can just check the numerator)
+ If s > 0 C is right of AB
+ If s = 0 C is on AB
+
+ We'll return false if the point c is on the left side.
+ */
+ float s = (dline->y - pnt->y) * dline->dx - (dline->x - pnt->x) * dline->dy;
+ if (s < 0)
+ return 0;
+ return 1;
+}
+
+// Lines start-end and fdiv must intersect.
+static float __no_optimize findIntersectionVertex(fvertex_t *start, fvertex_t *end,
+ fdivline_t *fdiv, fvertex_t *inter)
+{
+ float ax = start->x, ay = start->y, bx = end->x, by = end->y;
+ float cx = fdiv->x, cy = fdiv->y, dx = cx + fdiv->dx, dy = cy + fdiv->dy;
+ /*
+ (YA-YC)(XD-XC)-(XA-XC)(YD-YC)
+ r = ----------------------------- (eqn 1)
+ (XB-XA)(YD-YC)-(YB-YA)(XD-XC)
+ */
+ float r = ((ay - cy) * (dx-cx) - (ax-cx) * (dy-cy)) /
+ ((bx - ax) * (dy - cy) - (by - ay) * (dx-cx));
+ /*
+ XI=XA+r(XB-XA)
+ YI=YA+r(YB-YA)
+ */
+ inter->x = ax + r * (bx - ax);
+ inter->y = ay + r * (by - ay);
+ return r;
+}
+
+static void P_ConvexCarver(subsector_t *ssec, int num, divline_t *list)
+{
+ int numclippers = num + ssec->numlines;
+ fdivline_t *clippers = (fdivline_t *) malloc(numclippers*sizeof(fdivline_t));
+ int i, k, numedgepoints;
+ fvertex_t *edgepoints;
+ unsigned char sidelist[MAX_CC_SIDES];
+
+// Convert the divlines to float, in reverse order.
+ for (i = 0; i < numclippers; i++)
+ {
+ if (i < num)
+ {
+ clippers[i].x = FIX2FLT(list[num - i - 1].x);
+ clippers[i].y = FIX2FLT(list[num - i - 1].y);
+ clippers[i].dx = FIX2FLT(list[num - i - 1].dx);
+ clippers[i].dy = FIX2FLT(list[num - i - 1].dy);
+ }
+ else
+ {
+ seg_t *seg = segs + (ssec->firstline + i - num);
+ clippers[i].x = FIX2FLT(seg->v1->x);
+ clippers[i].y = FIX2FLT(seg->v1->y);
+ clippers[i].dx = FIX2FLT(seg->v2->x - seg->v1->x);
+ clippers[i].dy = FIX2FLT(seg->v2->y - seg->v1->y);
+ }
+ }
+
+// Setup the 'worldwide' polygon.
+ numedgepoints = 4;
+ edgepoints = (fvertex_t *) malloc(numedgepoints*sizeof(fvertex_t));
+
+ edgepoints[0].x = -32768;
+ edgepoints[0].y = 32768;
+
+ edgepoints[1].x = 32768;
+ edgepoints[1].y = 32768;
+
+ edgepoints[2].x = 32768;
+ edgepoints[2].y = -32768;
+
+ edgepoints[3].x = -32768;
+ edgepoints[3].y = -32768;
+
+// We'll now clip the polygon with each of the divlines. The left side of
+// each divline is discarded.
+ for (i = 0; i < numclippers; i++)
+ {
+ fdivline_t *curclip = clippers + i;
+
+ // First we'll determine the side of each vertex.
+ // Points are allowed to be on the line.
+ for (k = 0; k < numedgepoints; k++)
+ {
+ sidelist[k] = detSideFloat(edgepoints + k, curclip);
+ }
+
+ for (k = 0; k < numedgepoints; k++)
+ {
+ int startIdx = k, endIdx = k + 1;
+
+ // Check the end index.
+ if (endIdx == numedgepoints)
+ endIdx = 0; // Wrap-around.
+
+ // Clipping will happen when the ends are on different sides.
+ if (sidelist[startIdx] != sidelist[endIdx])
+ {
+ fvertex_t newvert;
+ // Find the intersection point of intersecting lines.
+ findIntersectionVertex(edgepoints + startIdx, edgepoints + endIdx, curclip, &newvert);
+
+ // Add the new vertex. Also modify the sidelist.
+ edgepoints = (fvertex_t *) realloc(edgepoints, (++numedgepoints)*sizeof(fvertex_t));
+ if (numedgepoints >= MAX_CC_SIDES)
+ I_Error("Too many points in carver.\n");
+
+ // Make room for the new vertex.
+ memmove(edgepoints + endIdx + 1, edgepoints + endIdx,
+ (numedgepoints - endIdx - 1)*sizeof(fvertex_t));
+ memcpy (edgepoints + endIdx, &newvert, sizeof(newvert));
+
+ memmove(sidelist + endIdx + 1, sidelist + endIdx, numedgepoints - endIdx - 1);
+ sidelist[endIdx] = 1;
+
+ // Skip over the new vertex.
+ k++;
+ }
+ }
+
+ // Now we must discard the points that are on the wrong side.
+ for (k = 0; k < numedgepoints; k++)
+ {
+ if (!sidelist[k])
+ {
+ memmove(edgepoints + k, edgepoints + k + 1, (numedgepoints-k-1)*sizeof(fvertex_t));
+ memmove(sidelist + k, sidelist + k + 1, numedgepoints - k - 1);
+ numedgepoints--;
+ k--;
+ }
+ }
+ }
+
+ if (!numedgepoints)
+ {
+ // I_Error("All carved away!\n");
+ printf( "All carved away: subsector %p\n", ssec);
+ ssec->numedgeverts = 0;
+ ssec->edgeverts = 0;
+ ssec->origedgeverts = 0;
+ }
+ else
+ {
+ // Screen out consecutive identical points.
+ for (i = 0; i < numedgepoints; i++)
+ {
+ int previdx = i - 1;
+ if (previdx < 0)
+ previdx = numedgepoints - 1;
+ if (edgepoints[i].x == edgepoints[previdx].x &&
+ edgepoints[i].y == edgepoints[previdx].y)
+ {
+ // This point (i) must be removed.
+ memmove(edgepoints + i, edgepoints + i + 1,
+ sizeof(fvertex_t)*(numedgepoints - i - 1));
+ numedgepoints--;
+ i--;
+ }
+ }
+ // We need these with dynamic lights.
+ ssec->origedgeverts = (fvertex_t *) Z_Malloc(sizeof(fvertex_t)*numedgepoints, PU_LEVEL, NULL);
+ memcpy(ssec->origedgeverts, edgepoints, sizeof(fvertex_t)*numedgepoints);
+
+ // Find the center point. Do this by first finding the bounding box.
+ ssec->bbox[0].x = ssec->bbox[1].x = edgepoints[0].x;
+ ssec->bbox[0].y = ssec->bbox[1].y = edgepoints[0].y;
+ for (i = 1; i < numedgepoints; i++)
+ {
+ if (edgepoints[i].x < ssec->bbox[0].x)
+ ssec->bbox[0].x = edgepoints[i].x;
+ if (edgepoints[i].y < ssec->bbox[0].y)
+ ssec->bbox[0].y = edgepoints[i].y;
+ if (edgepoints[i].x > ssec->bbox[1].x)
+ ssec->bbox[1].x = edgepoints[i].x;
+ if (edgepoints[i].y > ssec->bbox[1].y)
+ ssec->bbox[1].y = edgepoints[i].y;
+ }
+ ssec->midpoint.x = (ssec->bbox[1].x + ssec->bbox[0].x) / 2;
+ ssec->midpoint.y = (ssec->bbox[1].y + ssec->bbox[0].y) / 2;
+
+ // Make slight adjustments to patch up those ugly, small gaps.
+ for (i = 0; i < numedgepoints; i++)
+ {
+ float dx = edgepoints[i].x - ssec->midpoint.x,
+ dy = edgepoints[i].y - ssec->midpoint.y;
+ float dlen = (float) sqrt(dx*dx + dy*dy) * 3;
+ if (dlen)
+ {
+ edgepoints[i].x += dx / dlen;
+ edgepoints[i].y += dy / dlen;
+ }
+ }
+
+ ssec->numedgeverts = numedgepoints;
+ ssec->edgeverts = (fvertex_t *) Z_Malloc(sizeof(fvertex_t)*numedgepoints, PU_LEVEL, NULL);
+ memcpy(ssec->edgeverts, edgepoints, sizeof(fvertex_t)*numedgepoints);
+ }
+
+ // We're done, free the edgepoints memory.
+ free(clippers);
+ free(edgepoints);
+}
+
+static void P_CreateFloorsAndCeilings(int bspnode, int numdivlines, divline_t* divlines)
+{
+ node_t *nod;
+ divline_t *childlist, *dl;
+ int childlistsize = numdivlines + 1;
+
+ // If this is a subsector we are dealing with, begin carving with the
+ // given list.
+ if (bspnode & NF_SUBSECTOR)
+ {
+ // We have arrived at a subsector. The divline list contains all
+ // the partition lines that carve out the subsector.
+ int ssidx = bspnode & (~NF_SUBSECTOR);
+ OGL_DEBUG("subsector %d: %d divlines\n", ssidx, numdivlines);
+ // if (ssidx < 10)
+ P_ConvexCarver(subsectors+ssidx, numdivlines, divlines);
+
+ OGL_DEBUG("subsector %d: %d edgeverts\n", ssidx, subsectors[ssidx].numedgeverts);
+ return; // This leaf is done.
+ }
+
+ // Get a pointer to the node.
+ nod = nodes + bspnode;
+
+ // Allocate a new list for each child.
+ childlist = (divline_t *) malloc(childlistsize*sizeof(divline_t));
+
+ // Copy the previous lines.
+ if (divlines)
+ memcpy(childlist, divlines, numdivlines*sizeof(divline_t));
+
+ dl = childlist + numdivlines;
+ dl->x = nod->x;
+ dl->y = nod->y;
+ // The right child gets the original line (LEFT side clipped).
+ dl->dx = nod->dx;
+ dl->dy = nod->dy;
+ P_CreateFloorsAndCeilings(nod->children[0], childlistsize, childlist);
+
+ // The left side. We must reverse the line, otherwise the wrong
+ // side would get clipped.
+ dl->dx = -nod->dx;
+ dl->dy = -nod->dy;
+ P_CreateFloorsAndCeilings(nod->children[1], childlistsize, childlist);
+
+ // We are finishing with this node, free the allocated list.
+ free(childlist);
+}
+
+static void P_SkyFix(void)
+{
+ int i;
+
+ // We need to check all the linedefs.
+ for (i = 0; i < numlines; i++)
+ {
+ line_t *line = lines + i;
+ sector_t *front = line->frontsector, *back = line->backsector;
+ int fix = 0;
+ // The conditions!
+ if (!front || !back)
+ continue;
+ // Both the front and back sectors must have the sky ceiling.
+ if (front->ceilingpic != skyflatnum || back->ceilingpic != skyflatnum)
+ continue;
+ // Operate on the lower sector.
+ OGL_DEBUG("Line %d (f:%d, b:%d).\n", i, front->ceilingheight >> FRACBITS,
+ back->ceilingheight >> FRACBITS);
+ if (front->ceilingheight < back->ceilingheight)
+ {
+ fix = (back->ceilingheight - front->ceilingheight) >> FRACBITS;
+ if (fix > front->skyfix)
+ front->skyfix = fix;
+ }
+ else if (front->ceilingheight > back->ceilingheight)
+ {
+ fix = (front->ceilingheight - back->ceilingheight) >> FRACBITS;
+ if (fix > back->skyfix)
+ back->skyfix = fix;
+ }
+ }
+}
+#endif /* RENDER3D */
+
+//=============================================================================
+
+/*
+=================
+=
+= P_SetupLevel
+=
+=================
+*/
+
+void P_SetupLevel(int episode, int map, int playermask, skill_t skill)
+{
+ int i;
+ int parm;
+ char lumpname[9];
+ int lumpnum;
+ mobj_t *mobj;
+
+ totalkills = totalitems = totalsecret = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ players[i].killcount = players[i].secretcount = players[i].itemcount = 0;
+ }
+ players[consoleplayer].viewz = 1; // will be set by player think
+
+ S_Start (); // make sure all sounds are stopped before Z_FreeTags
+
+ Z_FreeTags(PU_LEVEL, PU_PURGELEVEL - 1);
+
+#ifdef RENDER3D
+ OGL_ResetData();
+#endif
+
+ P_InitThinkers();
+
+//
+// look for a regular (development) map first
+//
+ lumpname[0] = 'E';
+ lumpname[1] = '0' + episode;
+ lumpname[2] = 'M';
+ lumpname[3] = '0' + map;
+ lumpname[4] = 0;
+ leveltime = 0;
+
+ lumpnum = W_GetNumForName (lumpname);
+
+ // Note: most of this ordering is important
+ P_LoadBlockMap(lumpnum + ML_BLOCKMAP);
+ P_LoadVertexes(lumpnum + ML_VERTEXES);
+ P_LoadSectors(lumpnum + ML_SECTORS);
+ P_LoadSideDefs(lumpnum + ML_SIDEDEFS);
+ P_LoadLineDefs(lumpnum + ML_LINEDEFS);
+ P_LoadSubsectors(lumpnum + ML_SSECTORS);
+ P_LoadNodes(lumpnum + ML_NODES);
+ P_LoadSegs(lumpnum + ML_SEGS);
+
+#ifdef RENDER3D
+ // We need to carve out the floor/ceiling polygons of each subsector.
+ // Walk the tree to do this.
+ //OGL_DEBUG("Floor/ceiling creation: begin at %d, ", ticcount);
+ P_CreateFloorsAndCeilings(numnodes - 1, 0, 0);
+ // Also check if the sky needs a fix.
+ P_SkyFix();
+#endif
+
+ rejectmatrix = (byte *) W_CacheLumpNum(lumpnum + ML_REJECT, PU_LEVEL);
+ P_GroupLines();
+ bodyqueslot = 0;
+ deathmatch_p = deathmatchstarts;
+ P_InitAmbientSound();
+ P_InitMonsters();
+ P_OpenWeapons();
+ P_LoadThings(lumpnum + ML_THINGS);
+ P_CloseWeapons();
+
+ // If deathmatch, randomly spawn the active players
+ TimerGame = 0;
+ if (deathmatch)
+ {
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ { // must give a player spot before deathmatchspawn
+ mobj = P_SpawnMobj (playerstarts[i].x<<16,
+ playerstarts[i].y<<16,
+ 0, MT_PLAYER);
+ players[i].mo = mobj;
+ G_DeathMatchSpawnPlayer (i);
+ P_RemoveMobj (mobj);
+ }
+ }
+ parm = M_CheckParm("-timer");
+ if (parm && parm < myargc - 1)
+ {
+ TimerGame = atoi(myargv[parm + 1]) * 35 * 60;
+ }
+ }
+
+// set up world state
+ P_SpawnSpecials ();
+
+// build subsector connect matrix
+// P_ConnectSubsectors ();
+
+// preload graphics
+ if (precache)
+ R_PrecacheLevel ();
+
+// printf ("free memory: 0x%x\n", Z_FreeMemory());
+}
+
+
+/*
+=================
+=
+= P_Init
+=
+=================
+*/
+
+void P_Init(void)
+{
+ P_InitSwitchList();
+ P_InitPicAnims();
+ P_InitTerrainTypes();
+ P_InitLava();
+ R_InitSprites(sprnames);
+}
+
--- /dev/null
+++ b/p_sight.c
@@ -1,0 +1,334 @@
+// P_sight.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+
+/*
+==============================================================================
+
+P_CheckSight
+
+This uses specialized forms of the maputils routines for optimized performance
+
+==============================================================================
+*/
+
+static int sightcounts[3];
+static fixed_t sightzstart; /* eye z of looker */
+
+fixed_t topslope, bottomslope;
+ /* slopes to top and bottom of target */
+
+
+/*
+==============
+=
+= PTR_SightTraverse
+=
+==============
+*/
+
+static boolean PTR_SightTraverse (intercept_t *in)
+{
+ line_t *li;
+ fixed_t slope;
+
+ li = in->d.line;
+
+//
+// crosses a two sided line
+//
+ P_LineOpening (li);
+
+ if (openbottom >= opentop) // quick test for totally closed doors
+ return false; // stop
+
+ if (li->frontsector->floorheight != li->backsector->floorheight)
+ {
+ slope = FixedDiv (openbottom - sightzstart, in->frac);
+ if (slope > bottomslope)
+ bottomslope = slope;
+ }
+
+ if (li->frontsector->ceilingheight != li->backsector->ceilingheight)
+ {
+ slope = FixedDiv (opentop - sightzstart, in->frac);
+ if (slope < topslope)
+ topslope = slope;
+ }
+
+ if (topslope <= bottomslope)
+ return false; // stop
+
+ return true; // keep going
+}
+
+
+/*
+==================
+=
+= P_SightBlockLinesIterator
+=
+===================
+*/
+
+static boolean P_SightBlockLinesIterator (int x, int y)
+{
+ int offset;
+ short *list;
+ line_t *ld;
+ int s1, s2;
+ divline_t dl;
+
+ offset = y*bmapwidth + x;
+
+ offset = *(blockmap + offset);
+
+ for (list = blockmaplump+offset; *list != -1; list++)
+ {
+ ld = &lines[*list];
+ if (ld->validcount == validcount)
+ continue; // line has already been checked
+ ld->validcount = validcount;
+
+ s1 = P_PointOnDivlineSide (ld->v1->x, ld->v1->y, &trace);
+ s2 = P_PointOnDivlineSide (ld->v2->x, ld->v2->y, &trace);
+ if (s1 == s2)
+ continue; // line isn't crossed
+ P_MakeDivline (ld, &dl);
+ s1 = P_PointOnDivlineSide (trace.x, trace.y, &dl);
+ s2 = P_PointOnDivlineSide (trace.x + trace.dx, trace.y + trace.dy, &dl);
+ if (s1 == s2)
+ continue; // line isn't crossed
+
+ // try to early out the check
+ if (!ld->backsector)
+ return false; // stop checking
+
+ // store the line for later intersection testing
+ intercept_p->d.line = ld;
+ intercept_p++;
+ }
+
+ return true; // everything was checked
+}
+
+/*
+====================
+=
+= P_SightTraverseIntercepts
+=
+= Returns true if the traverser function returns true for all lines
+====================
+*/
+
+static boolean P_SightTraverseIntercepts (void)
+{
+ int count;
+ fixed_t dist;
+ intercept_t *scan, *in;
+ divline_t dl;
+
+ count = intercept_p - intercepts;
+//
+// calculate intercept distance
+//
+ for (scan = intercepts; scan < intercept_p; scan++)
+ {
+ P_MakeDivline (scan->d.line, &dl);
+ scan->frac = P_InterceptVector (&trace, &dl);
+ }
+
+//
+// go through in order
+//
+ in = NULL; // shut up compiler warning
+
+ while (count--)
+ {
+ dist = H2MAXINT;
+ for (scan = intercepts; scan < intercept_p; scan++)
+ {
+ if (scan->frac < dist)
+ {
+ dist = scan->frac;
+ in = scan;
+ }
+ }
+
+ if ( !PTR_SightTraverse (in) )
+ return false; // don't bother going farther
+ in->frac = H2MAXINT;
+ }
+
+ return true; // everything was traversed
+}
+
+
+/*
+==================
+=
+= P_SightPathTraverse
+=
+= Traces a line from x1,y1 to x2,y2, calling the traverser function for each
+= Returns true if the traverser function returns true for all lines
+==================
+*/
+
+static boolean P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
+{
+ fixed_t xt1,yt1,xt2,yt2;
+ fixed_t xstep,ystep;
+ fixed_t partial;
+ fixed_t xintercept, yintercept;
+ int mapx, mapy, mapxstep, mapystep;
+ int count;
+
+ validcount++;
+ intercept_p = intercepts;
+
+ if (((x1 - bmaporgx) & (MAPBLOCKSIZE - 1)) == 0)
+ x1 += FRACUNIT; // don't side exactly on a line
+ if (((y1 - bmaporgy) & (MAPBLOCKSIZE - 1)) == 0)
+ y1 += FRACUNIT; // don't side exactly on a line
+ trace.x = x1;
+ trace.y = y1;
+ trace.dx = x2 - x1;
+ trace.dy = y2 - y1;
+
+ x1 -= bmaporgx;
+ y1 -= bmaporgy;
+ xt1 = x1>>MAPBLOCKSHIFT;
+ yt1 = y1>>MAPBLOCKSHIFT;
+
+ x2 -= bmaporgx;
+ y2 -= bmaporgy;
+ xt2 = x2>>MAPBLOCKSHIFT;
+ yt2 = y2>>MAPBLOCKSHIFT;
+
+// points should never be out of bounds, but check once instead of
+// each block
+ if (xt1 < 0 || yt1 < 0 || xt1 >= bmapwidth || yt1 >= bmapheight ||
+ xt2 < 0 || yt2 < 0 || xt2 >= bmapwidth || yt2 >= bmapheight)
+ return false;
+
+ if (xt2 > xt1)
+ {
+ mapxstep = 1;
+ partial = FRACUNIT - ((x1>>MAPBTOFRAC) & (FRACUNIT - 1));
+ ystep = FixedDiv (y2 - y1, abs(x2 - x1));
+ }
+ else if (xt2 < xt1)
+ {
+ mapxstep = -1;
+ partial = (x1>>MAPBTOFRAC) & (FRACUNIT - 1);
+ ystep = FixedDiv (y2 - y1, abs(x2 - x1));
+ }
+ else
+ {
+ mapxstep = 0;
+ partial = FRACUNIT;
+ ystep = 256*FRACUNIT;
+ }
+ yintercept = (y1>>MAPBTOFRAC) + FixedMul (partial, ystep);
+
+ if (yt2 > yt1)
+ {
+ mapystep = 1;
+ partial = FRACUNIT - ((y1>>MAPBTOFRAC) & (FRACUNIT - 1));
+ xstep = FixedDiv (x2 - x1, abs(y2 - y1));
+ }
+ else if (yt2 < yt1)
+ {
+ mapystep = -1;
+ partial = (y1>>MAPBTOFRAC) & (FRACUNIT - 1);
+ xstep = FixedDiv (x2 - x1, abs(y2 - y1));
+ }
+ else
+ {
+ mapystep = 0;
+ partial = FRACUNIT;
+ xstep = 256*FRACUNIT;
+ }
+ xintercept = (x1>>MAPBTOFRAC) + FixedMul (partial, xstep);
+
+//
+// step through map blocks
+// Count is present to prevent a round off error from skipping the break
+ mapx = xt1;
+ mapy = yt1;
+
+ for (count = 0; count < 64; count++)
+ {
+ if (!P_SightBlockLinesIterator (mapx, mapy))
+ {
+ sightcounts[1]++;
+ return false; // early out
+ }
+
+ if (mapx == xt2 && mapy == yt2)
+ break;
+
+ if ((yintercept >> FRACBITS) == mapy)
+ {
+ yintercept += ystep;
+ mapx += mapxstep;
+ }
+ else if ((xintercept >> FRACBITS) == mapx)
+ {
+ xintercept += xstep;
+ mapy += mapystep;
+ }
+ }
+
+//
+// couldn't early out, so go through the sorted list
+//
+ sightcounts[2]++;
+
+ return P_SightTraverseIntercepts ();
+}
+
+
+/*
+=====================
+=
+= P_CheckSight
+=
+= Returns true if a straight line between t1 and t2 is unobstructed
+= look from eyes of t1 to any part of t2
+=
+=====================
+*/
+
+boolean P_CheckSight (mobj_t *t1, mobj_t *t2)
+{
+ int s1, s2;
+ int pnum, bytenum, bitnum;
+
+//
+// check for trivial rejection
+//
+ s1 = (t1->subsector->sector - sectors);
+ s2 = (t2->subsector->sector - sectors);
+ pnum = s1*numsectors + s2;
+ bytenum = pnum>>3;
+ bitnum = 1 << (pnum & 7);
+
+ if (rejectmatrix[bytenum] & bitnum)
+ {
+ sightcounts[0]++;
+ return false; // can't possibly be connected
+ }
+
+//
+// check precisely
+//
+ sightzstart = t1->z + t1->height - (t1->height>>2);
+ topslope = (t2->z + t2->height) - sightzstart;
+ bottomslope = (t2->z) - sightzstart;
+
+ return P_SightPathTraverse (t1->x, t1->y, t2->x, t2->y);
+}
+
--- /dev/null
+++ b/p_spec.c
@@ -1,0 +1,1282 @@
+
+// P_Spec.c
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define MAX_AMBIENT_SFX 8 /* Per level */
+
+// TYPES -------------------------------------------------------------------
+
+typedef enum
+{
+ afxcmd_play, /* (sound) */
+ afxcmd_playabsvol, /* (sound, volume) */
+ afxcmd_playrelvol, /* (sound, volume) */
+ afxcmd_delay, /* (ticks) */
+ afxcmd_delayrand, /* (andbits) */
+ afxcmd_end /* () */
+} afxcmd_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+anim_t anims[MAXANIMS];
+anim_t *lastanim;
+int *TerrainTypes;
+mobj_t LavaInflictor;
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int *LevelAmbientSfx[MAX_AMBIENT_SFX];
+static int *AmbSfxPtr;
+static int AmbSfxCount;
+static int AmbSfxTics;
+static int AmbSfxVolume;
+
+static int AmbSndSeqInit[] =
+{ /* Startup */
+ afxcmd_end
+};
+static int AmbSndSeq1[] =
+{ /* Scream */
+ afxcmd_play, sfx_amb1,
+ afxcmd_end
+};
+static int AmbSndSeq2[] =
+{ /* Squish */
+ afxcmd_play, sfx_amb2,
+ afxcmd_end
+};
+static int AmbSndSeq3[] =
+{ /* Drops */
+ afxcmd_play, sfx_amb3,
+ afxcmd_delay, 16,
+ afxcmd_delayrand, 31,
+ afxcmd_play, sfx_amb7,
+ afxcmd_delay, 16,
+ afxcmd_delayrand, 31,
+ afxcmd_play, sfx_amb3,
+ afxcmd_delay, 16,
+ afxcmd_delayrand, 31,
+ afxcmd_play, sfx_amb7,
+ afxcmd_delay, 16,
+ afxcmd_delayrand, 31,
+ afxcmd_play, sfx_amb3,
+ afxcmd_delay, 16,
+ afxcmd_delayrand, 31,
+ afxcmd_play, sfx_amb7,
+ afxcmd_delay, 16,
+ afxcmd_delayrand, 31,
+ afxcmd_end
+};
+static int AmbSndSeq4[] =
+{ /* SlowFootSteps */
+ afxcmd_play, sfx_amb4,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb4, -3,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb4, -3,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb4, -3,
+ afxcmd_delay, 15,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_end
+};
+static int AmbSndSeq5[] =
+{ /* Heartbeat */
+ afxcmd_play, sfx_amb5,
+ afxcmd_delay, 35,
+ afxcmd_play, sfx_amb5,
+ afxcmd_delay, 35,
+ afxcmd_play, sfx_amb5,
+ afxcmd_delay, 35,
+ afxcmd_play, sfx_amb5,
+ afxcmd_end
+};
+static int AmbSndSeq6[] =
+{ /* Bells */
+ afxcmd_play, sfx_amb6,
+ afxcmd_delay, 17,
+ afxcmd_playrelvol, sfx_amb6, -8,
+ afxcmd_delay, 17,
+ afxcmd_playrelvol, sfx_amb6, -8,
+ afxcmd_delay, 17,
+ afxcmd_playrelvol, sfx_amb6, -8,
+ afxcmd_end
+};
+static int AmbSndSeq7[] =
+{ /* Growl */
+ afxcmd_play, sfx_bstsit,
+ afxcmd_end
+};
+static int AmbSndSeq8[] =
+{ /* Magic */
+ afxcmd_play, sfx_amb8,
+ afxcmd_end
+};
+static int AmbSndSeq9[] =
+{ /* Laughter */
+ afxcmd_play, sfx_amb9,
+ afxcmd_delay, 16,
+ afxcmd_playrelvol, sfx_amb9, -4,
+ afxcmd_delay, 16,
+ afxcmd_playrelvol, sfx_amb9, -4,
+ afxcmd_delay, 16,
+ afxcmd_playrelvol, sfx_amb10, -4,
+ afxcmd_delay, 16,
+ afxcmd_playrelvol, sfx_amb10, -4,
+ afxcmd_delay, 16,
+ afxcmd_playrelvol, sfx_amb10, -4,
+ afxcmd_end
+};
+static int AmbSndSeq10[] =
+{ /* FastFootsteps */
+ afxcmd_play, sfx_amb4,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb4, -3,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb4, -3,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb4, -3,
+ afxcmd_delay, 8,
+ afxcmd_playrelvol, sfx_amb11, -3,
+ afxcmd_end
+};
+
+static int *AmbientSfx[] =
+{
+ AmbSndSeq1, /* Scream */
+ AmbSndSeq2, /* Squish */
+ AmbSndSeq3, /* Drops */
+ AmbSndSeq4, /* SlowFootsteps */
+ AmbSndSeq5, /* Heartbeat */
+ AmbSndSeq6, /* Bells */
+ AmbSndSeq7, /* Growl */
+ AmbSndSeq8, /* Magic */
+ AmbSndSeq9, /* Laughter */
+ AmbSndSeq10 /* FastFootsteps */
+};
+
+static animdef_t animdefs[] =
+{
+ /* false = flat, true = texture */
+ { false, "FLTWAWA3", "FLTWAWA1", 8 }, /* Water */
+ { false, "FLTSLUD3", "FLTSLUD1", 8 }, /* Sludge */
+ { false, "FLTTELE4", "FLTTELE1", 6 }, /* Teleport */
+ { false, "FLTFLWW3", "FLTFLWW1", 9 }, /* River - West */
+ { false, "FLTLAVA4", "FLTLAVA1", 8 }, /* Lava */
+ { false, "FLATHUH4", "FLATHUH1", 8 }, /* Super Lava */
+ { true, "LAVAFL3", "LAVAFL1", 6 }, /* Texture: Lavaflow */
+ { true, "WATRWAL3", "WATRWAL1", 4 }, /* Texture: Waterfall */
+ { -1 }
+};
+
+static struct
+{
+ const char *name;
+ int type;
+} TerrainTypeDefs[] =
+{
+ { "FLTWAWA1", FLOOR_WATER },
+ { "FLTFLWW1", FLOOR_WATER },
+ { "FLTLAVA1", FLOOR_LAVA },
+ { "FLATHUH1", FLOOR_LAVA },
+ { "FLTSLUD1", FLOOR_SLUDGE },
+ { "END", -1 }
+};
+
+// CODE --------------------------------------------------------------------
+
+//----------------------------------------------------------------------------
+//
+// PROC P_InitLava
+//
+//----------------------------------------------------------------------------
+
+void P_InitLava(void)
+{
+ memset(&LavaInflictor, 0, sizeof(mobj_t));
+ LavaInflictor.type = MT_PHOENIXFX2;
+ LavaInflictor.flags2 = MF2_FIREDAMAGE|MF2_NODMGTHRUST;
+}
+
+//==========================================================================
+//
+// PROC P_InitTerrainTypes
+//
+//==========================================================================
+
+void P_InitTerrainTypes(void)
+{
+ int i;
+ int lump;
+ int size;
+
+ size = (numflats + 1) * sizeof(int);
+ TerrainTypes = (int *) Z_Malloc(size, PU_STATIC, NULL);
+ memset(TerrainTypes, 0, size);
+ for (i = 0; TerrainTypeDefs[i].type != -1; i++)
+ {
+ lump = W_CheckNumForName(TerrainTypeDefs[i].name);
+ if (lump != -1)
+ {
+ TerrainTypes[lump - firstflat] = TerrainTypeDefs[i].type;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_InitPicAnims
+//
+//----------------------------------------------------------------------------
+
+void P_InitPicAnims(void)
+{
+ int i;
+
+ lastanim = anims;
+ for (i = 0; animdefs[i].istexture != -1; i++)
+ {
+ if (animdefs[i].istexture)
+ { // Texture animation
+ if (R_CheckTextureNumForName(animdefs[i].startname) == -1)
+ { // Texture doesn't exist
+ continue;
+ }
+ lastanim->picnum = R_TextureNumForName(animdefs[i].endname);
+ lastanim->basepic = R_TextureNumForName(animdefs[i].startname);
+ }
+ else
+ { // Flat animation
+ if (W_CheckNumForName(animdefs[i].startname) == -1)
+ { // Flat doesn't exist
+ continue;
+ }
+ lastanim->picnum = R_FlatNumForName(animdefs[i].endname);
+ lastanim->basepic = R_FlatNumForName(animdefs[i].startname);
+ }
+ lastanim->istexture = animdefs[i].istexture;
+ lastanim->numpics = lastanim->picnum-lastanim->basepic+1;
+ if (lastanim->numpics < 2)
+ {
+ I_Error("P_InitPicAnims: bad cycle from %s to %s",
+ animdefs[i].startname, animdefs[i].endname);
+ }
+ lastanim->speed = animdefs[i].speed;
+ lastanim++;
+ }
+}
+
+/*
+==============================================================================
+
+ UTILITIES
+
+==============================================================================
+*/
+
+//
+// Will return a side_t* given the number of the current sector, the
+// line number, and the side (0/1) that you want.
+//
+side_t *getSide(int currentSector, int line, int side)
+{
+ return &sides[ (sectors[currentSector].lines[line])->sidenum[side] ];
+}
+
+//
+// Will return a sector_t* given the number of the current sector, the
+// line number, and the side (0/1) that you want.
+//
+sector_t *getSector(int currentSector, int line, int side)
+{
+ return sides[ (sectors[currentSector].lines[line])->sidenum[side] ].sector;
+}
+
+//
+// Given the sector number and the line number, will tell you whether
+// the line is two-sided or not.
+//
+int twoSided(int sector, int line)
+{
+ return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
+}
+
+//==================================================================
+//
+// Return sector_t * of sector next to current. NULL if not two-sided line
+//
+//==================================================================
+sector_t *getNextSector(line_t *line,sector_t *sec)
+{
+ if (!(line->flags & ML_TWOSIDED))
+ return NULL;
+
+ if (line->frontsector == sec)
+ return line->backsector;
+
+ return line->frontsector;
+}
+
+//==================================================================
+//
+// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindLowestFloorSurrounding(sector_t *sec)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+ fixed_t floor = sec->floorheight;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check,sec);
+ if (!other)
+ continue;
+ if (other->floorheight < floor)
+ floor = other->floorheight;
+ }
+ return floor;
+}
+
+//==================================================================
+//
+// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+ fixed_t floor = -500*FRACUNIT;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check,sec);
+ if (!other)
+ continue;
+ if (other->floorheight > floor)
+ floor = other->floorheight;
+ }
+ return floor;
+}
+
+//==================================================================
+//
+// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
+//
+//==================================================================
+
+#define MAX_ADJOINING_SECTORS 20 /* 20 adjoining sectors max! */
+
+fixed_t P_FindNextHighestFloor(sector_t *sec,int currentheight)
+{
+ int i;
+ int h;
+ int min;
+ line_t *check;
+ sector_t *other;
+ fixed_t height = currentheight;
+ fixed_t heightlist[MAX_ADJOINING_SECTORS];
+
+ for (i = 0, h = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check,sec);
+ if (!other)
+ continue;
+ if (other->floorheight > height)
+ heightlist[h++] = other->floorheight;
+ if (h >= MAX_ADJOINING_SECTORS)
+ {
+ fprintf(stderr, "Sector with more than %d adjoining sectors\n",
+ MAX_ADJOINING_SECTORS);
+ break;
+ }
+ }
+
+ //
+ // Find lowest height in list
+ //
+ if(!h)
+ return currentheight;
+
+ min = heightlist[0];
+ for (i = 1; i < h; i++)
+ {
+ if (heightlist[i] < min)
+ min = heightlist[i];
+ }
+
+ return min;
+}
+
+//==================================================================
+//
+// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindLowestCeilingSurrounding(sector_t *sec)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+ fixed_t height = H2MAXINT;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check,sec);
+ if (!other)
+ continue;
+ if (other->ceilingheight < height)
+ height = other->ceilingheight;
+ }
+ return height;
+}
+
+//==================================================================
+//
+// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
+//
+//==================================================================
+fixed_t P_FindHighestCeilingSurrounding(sector_t *sec)
+{
+ int i;
+ line_t *check;
+ sector_t *other;
+ fixed_t height = 0;
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check,sec);
+ if (!other)
+ continue;
+ if (other->ceilingheight > height)
+ height = other->ceilingheight;
+ }
+ return height;
+}
+
+//==================================================================
+//
+// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
+//
+//==================================================================
+int P_FindSectorFromLineTag(line_t *line,int start)
+{
+ int i;
+
+ for (i = start + 1; i < numsectors; i++)
+ {
+ if (sectors[i].tag == line->tag)
+ return i;
+ }
+ return -1;
+}
+
+//==================================================================
+//
+// Find minimum light from an adjacent sector
+//
+//==================================================================
+int P_FindMinSurroundingLight(sector_t *sector,int max)
+{
+ int i;
+ int min;
+ line_t *line;
+ sector_t *check;
+
+ min = max;
+ for (i = 0; i < sector->linecount; i++)
+ {
+ line = sector->lines[i];
+ check = getNextSector(line,sector);
+ if (!check)
+ continue;
+ if (check->lightlevel < min)
+ min = check->lightlevel;
+ }
+ return min;
+}
+
+/*
+==============================================================================
+
+EVENTS
+
+Events are operations triggered by using, crossing, or shooting special lines,
+or by timed thinkers
+
+==============================================================================
+*/
+
+/*
+===============================================================================
+=
+= P_CrossSpecialLine - TRIGGER
+=
+= Called every time a thing origin is about to cross
+= a line with a non 0 special
+=
+===============================================================================
+*/
+
+void P_CrossSpecialLine(int linenum, int side, mobj_t *thing)
+{
+ line_t *line;
+
+ line = &lines[linenum];
+ if (!thing->player)
+ { // Check if trigger allowed by non-player mobj
+ switch (line->special)
+ {
+ case 39: // Trigger_TELEPORT
+ case 97: // Retrigger_TELEPORT
+ case 4: // Trigger_Raise_Door
+ //case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER
+ //case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER
+ break;
+ default:
+ return;
+ }
+ }
+ switch (line->special)
+ {
+ //====================================================
+ // TRIGGERS
+ //====================================================
+ case 2: // Open Door
+ EV_DoDoor(line, vldoor_open, VDOORSPEED);
+ line->special = 0;
+ break;
+ case 3: // Close Door
+ EV_DoDoor(line, vldoor_close, VDOORSPEED);
+ line->special = 0;
+ break;
+ case 4: // Raise Door
+ EV_DoDoor(line, vldoor_normal, VDOORSPEED);
+ line->special = 0;
+ break;
+ case 5: // Raise Floor
+ EV_DoFloor(line, raiseFloor);
+ line->special = 0;
+ break;
+ case 6: // Fast Ceiling Crush & Raise
+ EV_DoCeiling(line, fastCrushAndRaise);
+ line->special = 0;
+ break;
+ case 8: // Trigger_Build_Stairs (8 pixel steps)
+ EV_BuildStairs(line, 8*FRACUNIT);
+ line->special = 0;
+ break;
+ case 106: // Trigger_Build_Stairs_16 (16 pixel steps)
+ EV_BuildStairs(line, 16*FRACUNIT);
+ line->special = 0;
+ break;
+ case 10: // PlatDownWaitUp
+ EV_DoPlat(line, downWaitUpStay, 0);
+ line->special = 0;
+ break;
+ case 12: // Light Turn On - brightest near
+ EV_LightTurnOn(line, 0);
+ line->special = 0;
+ break;
+ case 13: // Light Turn On 255
+ EV_LightTurnOn(line, 255);
+ line->special = 0;
+ break;
+ case 16: // Close Door 30
+ EV_DoDoor(line, close30ThenOpen, VDOORSPEED);
+ line->special = 0;
+ break;
+ case 17: // Start Light Strobing
+ EV_StartLightStrobing(line);
+ line->special = 0;
+ break;
+ case 19: // Lower Floor
+ EV_DoFloor(line, lowerFloor);
+ line->special = 0;
+ break;
+ case 22: // Raise floor to nearest height and change texture
+ EV_DoPlat(line, raiseToNearestAndChange, 0);
+ line->special = 0;
+ break;
+ case 25: // Ceiling Crush and Raise
+ EV_DoCeiling(line, crushAndRaise);
+ line->special = 0;
+ break;
+ case 30: // Raise floor to shortest texture height
+ // on either side of lines
+ EV_DoFloor(line, raiseToTexture);
+ line->special = 0;
+ break;
+ case 35: // Lights Very Dark
+ EV_LightTurnOn(line, 35);
+ line->special = 0;
+ break;
+ case 36: // Lower Floor (TURBO)
+ EV_DoFloor(line, turboLower);
+ line->special = 0;
+ break;
+ case 37: // LowerAndChange
+ EV_DoFloor(line, lowerAndChange);
+ line->special = 0;
+ break;
+ case 38: // Lower Floor To Lowest
+ EV_DoFloor(line, lowerFloorToLowest);
+ line->special = 0;
+ break;
+ case 39: // TELEPORT!
+ EV_Teleport(line, side, thing);
+ line->special = 0;
+ break;
+ case 40: // RaiseCeilingLowerFloor
+ EV_DoCeiling(line, raiseToHighest);
+ EV_DoFloor(line, lowerFloorToLowest);
+ line->special = 0;
+ break;
+ case 44: // Ceiling Crush
+ EV_DoCeiling(line, lowerAndCrush);
+ line->special = 0;
+ break;
+ case 52: // EXIT!
+ G_ExitLevel ();
+ line->special = 0;
+ break;
+ case 53: // Perpetual Platform Raise
+ EV_DoPlat(line, perpetualRaise, 0);
+ line->special = 0;
+ break;
+ case 54: // Platform Stop
+ EV_StopPlat(line);
+ line->special = 0;
+ break;
+ case 56: // Raise Floor Crush
+ EV_DoFloor(line, raiseFloorCrush);
+ line->special = 0;
+ break;
+ case 57: // Ceiling Crush Stop
+ EV_CeilingCrushStop(line);
+ line->special = 0;
+ break;
+ case 58: // Raise Floor 24
+ EV_DoFloor(line, raiseFloor24);
+ line->special = 0;
+ break;
+ case 59: // Raise Floor 24 And Change
+ EV_DoFloor(line, raiseFloor24AndChange);
+ line->special = 0;
+ break;
+ case 104: // Turn lights off in sector(tag)
+ EV_TurnTagLightsOff(line);
+ line->special = 0;
+ break;
+ case 105: // Trigger_SecretExit
+ G_SecretExitLevel();
+ line->special = 0;
+ break;
+
+ //====================================================
+ // RE-DOABLE TRIGGERS
+ //====================================================
+
+ case 72: // Ceiling Crush
+ EV_DoCeiling(line, lowerAndCrush);
+ break;
+ case 73: // Ceiling Crush and Raise
+ EV_DoCeiling(line, crushAndRaise);
+ break;
+ case 74: // Ceiling Crush Stop
+ EV_CeilingCrushStop(line);
+ break;
+ case 75: // Close Door
+ EV_DoDoor(line, vldoor_close, VDOORSPEED);
+ break;
+ case 76: // Close Door 30
+ EV_DoDoor(line, close30ThenOpen, VDOORSPEED);
+ break;
+ case 77: // Fast Ceiling Crush & Raise
+ EV_DoCeiling(line, fastCrushAndRaise);
+ break;
+ case 79: // Lights Very Dark
+ EV_LightTurnOn(line, 35);
+ break;
+ case 80: // Light Turn On - brightest near
+ EV_LightTurnOn(line, 0);
+ break;
+ case 81: // Light Turn On 255
+ EV_LightTurnOn(line, 255);
+ break;
+ case 82: // Lower Floor To Lowest
+ EV_DoFloor(line, lowerFloorToLowest);
+ break;
+ case 83: // Lower Floor
+ EV_DoFloor(line, lowerFloor);
+ break;
+ case 84: // LowerAndChange
+ EV_DoFloor(line, lowerAndChange);
+ break;
+ case 86: // Open Door
+ EV_DoDoor(line, vldoor_open, VDOORSPEED);
+ break;
+ case 87: // Perpetual Platform Raise
+ EV_DoPlat(line, perpetualRaise, 0);
+ break;
+ case 88: // PlatDownWaitUp
+ EV_DoPlat(line, downWaitUpStay, 0);
+ break;
+ case 89: // Platform Stop
+ EV_StopPlat(line);
+ break;
+ case 90: // Raise Door
+ EV_DoDoor(line, vldoor_normal, VDOORSPEED);
+ break;
+ case 100: // Retrigger_Raise_Door_Turbo
+ EV_DoDoor(line, vldoor_normal, VDOORSPEED*3);
+ break;
+ case 91: // Raise Floor
+ EV_DoFloor(line, raiseFloor);
+ break;
+ case 92: // Raise Floor 24
+ EV_DoFloor(line, raiseFloor24);
+ break;
+ case 93: // Raise Floor 24 And Change
+ EV_DoFloor(line, raiseFloor24AndChange);
+ break;
+ case 94: // Raise Floor Crush
+ EV_DoFloor(line, raiseFloorCrush);
+ break;
+ case 95: // Raise floor to nearest height and change texture
+ EV_DoPlat(line, raiseToNearestAndChange, 0);
+ break;
+ case 96: // Raise floor to shortest texture height
+ // on either side of lines
+ EV_DoFloor(line, raiseToTexture);
+ break;
+ case 97: // TELEPORT!
+ EV_Teleport(line, side, thing);
+ break;
+ case 98: // Lower Floor (TURBO)
+ EV_DoFloor(line, turboLower);
+ break;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ShootSpecialLine
+//
+// Called when a thing shoots a special line.
+//
+//----------------------------------------------------------------------------
+
+void P_ShootSpecialLine(mobj_t *thing, line_t *line)
+{
+ if (!thing->player)
+ { // Check if trigger allowed by non-player mobj
+ switch (line->special)
+ {
+ case 46: // Impact_OpenDoor
+ break;
+ default:
+ return;
+ }
+ }
+ switch (line->special)
+ {
+ case 24: // Impact_RaiseFloor
+ EV_DoFloor(line, raiseFloor);
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 46: // Impact_OpenDoor
+ EV_DoDoor(line, vldoor_open, VDOORSPEED);
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 47: // Impact_RaiseFloorNear&Change
+ EV_DoPlat(line, raiseToNearestAndChange, 0);
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerInSpecialSector
+//
+// Called every tic frame that the player origin is in a special sector.
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerInSpecialSector(player_t *player)
+{
+ sector_t *sector;
+ static int pushTab[5] =
+ {
+ 2048*5,
+ 2048*10,
+ 2048*25,
+ 2048*30,
+ 2048*35
+ };
+
+ sector = player->mo->subsector->sector;
+ if (player->mo->z != sector->floorheight)
+ { // Player is not touching the floor
+ return;
+ }
+ switch (sector->special)
+ {
+ case 7: // Damage_Sludge
+ if (!(leveltime & 31))
+ {
+ P_DamageMobj(player->mo, NULL, NULL, 4);
+ }
+ break;
+ case 5: // Damage_LavaWimpy
+ if (!(leveltime & 15))
+ {
+ P_DamageMobj(player->mo, &LavaInflictor, NULL, 5);
+ P_HitFloor(player->mo);
+ }
+ break;
+ case 16: // Damage_LavaHefty
+ if (!(leveltime & 15))
+ {
+ P_DamageMobj(player->mo, &LavaInflictor, NULL, 8);
+ P_HitFloor(player->mo);
+ }
+ break;
+ case 4: // Scroll_EastLavaDamage
+ P_Thrust(player, 0, 2048*28);
+ if (!(leveltime & 15))
+ {
+ P_DamageMobj(player->mo, &LavaInflictor, NULL, 5);
+ P_HitFloor(player->mo);
+ }
+ break;
+ case 9: // SecretArea
+ player->secretcount++;
+ sector->special = 0;
+ break;
+ case 11: // Exit_SuperDamage (DOOM E1M8 finale)
+ /*
+ player->cheats &= ~CF_GODMODE;
+ if (!(leveltime & 0x1f))
+ {
+ P_DamageMobj(player->mo, NULL, NULL, 20);
+ }
+ if (player->health <= 10)
+ {
+ G_ExitLevel();
+ }
+ */
+ break;
+
+ case 25: case 26: case 27: case 28: case 29: // Scroll_North
+ P_Thrust(player, ANG90, pushTab[sector->special-25]);
+ break;
+ case 20: case 21: case 22: case 23: case 24: // Scroll_East
+ P_Thrust(player, 0, pushTab[sector->special-20]);
+ break;
+ case 30: case 31: case 32: case 33: case 34: // Scroll_South
+ P_Thrust(player, ANG270, pushTab[sector->special-30]);
+ break;
+ case 35: case 36: case 37: case 38: case 39: // Scroll_West
+ P_Thrust(player, ANG180, pushTab[sector->special-35]);
+ break;
+
+ case 40: case 41: case 42: case 43: case 44: case 45:
+ case 46: case 47: case 48: case 49: case 50: case 51:
+ // Wind specials are handled in (P_mobj):P_XYMovement
+ break;
+
+ case 15: // Friction_Low
+ // Only used in (P_mobj):P_XYMovement and (P_user):P_Thrust
+ break;
+
+ default:
+ I_Error("P_PlayerInSpecialSector: "
+ "unknown special %i", sector->special);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_UpdateSpecials
+//
+// Animate planes, scroll walls, etc.
+//
+//----------------------------------------------------------------------------
+
+void P_UpdateSpecials(void)
+{
+ int i;
+ int pic;
+ anim_t *anim;
+ line_t *line;
+
+ // Animate flats and textures
+ for (anim = anims; anim < lastanim; anim++)
+ {
+ for (i = anim->basepic; i < anim->basepic+anim->numpics; i++)
+ {
+ pic = anim->basepic +
+ ((leveltime/anim->speed + i) % anim->numpics);
+ if (anim->istexture)
+ {
+ texturetranslation[i] = pic;
+ }
+ else
+ {
+ flattranslation[i] = pic;
+ }
+ }
+ }
+ // Update scrolling texture offsets
+ for (i = 0; i < numlinespecials; i++)
+ {
+ line = linespeciallist[i];
+ switch (line->special)
+ {
+ case 48: // Effect_Scroll_Left
+ sides[line->sidenum[0]].textureoffset += FRACUNIT;
+ break;
+ case 99: // Effect_Scroll_Right
+ sides[line->sidenum[0]].textureoffset -= FRACUNIT;
+ break;
+ }
+ }
+ // Handle buttons
+ for (i = 0; i < MAXBUTTONS; i++)
+ {
+ if (buttonlist[i].btimer)
+ {
+ buttonlist[i].btimer--;
+ if (!buttonlist[i].btimer)
+ {
+ switch (buttonlist[i].where)
+ {
+ case swtch_top:
+ sides[buttonlist[i].line->sidenum[0]].toptexture =
+ buttonlist[i].btexture;
+ break;
+ case swtch_middle:
+ sides[buttonlist[i].line->sidenum[0]].midtexture =
+ buttonlist[i].btexture;
+ break;
+ case swtch_bottom:
+ sides[buttonlist[i].line->sidenum[0]].bottomtexture =
+ buttonlist[i].btexture;
+ break;
+ }
+ S_StartSound(buttonlist[i].soundorg, sfx_switch);
+ memset(&buttonlist[i], 0, sizeof(button_t));
+ }
+ }
+ }
+}
+
+//============================================================
+//
+// Special Stuff that can't be categorized
+//
+//============================================================
+int EV_DoDonut(line_t *line)
+{
+ sector_t *s1;
+ sector_t *s2;
+ sector_t *s3;
+ int secnum;
+ int rtn;
+ int i;
+ floormove_t *floor;
+
+ secnum = -1;
+ rtn = 0;
+ while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
+ {
+ s1 = §ors[secnum];
+
+ // ALREADY MOVING? IF SO, KEEP GOING...
+ if (s1->specialdata)
+ continue;
+
+ rtn = 1;
+ s2 = getNextSector(s1->lines[0],s1);
+ for (i = 0; i < s2->linecount; i++)
+ {
+ if (!(s2->lines[i]->flags & ML_TWOSIDED) ||
+ (s2->lines[i]->backsector == s1))
+ continue;
+ s3 = s2->lines[i]->backsector;
+
+ //
+ // Spawn rising slime
+ //
+ floor = (floormove_t *) Z_Malloc (sizeof(*floor), PU_LEVSPEC, NULL);
+ P_AddThinker (&floor->thinker);
+ s2->specialdata = floor;
+ floor->thinker.function = T_MoveFloor;
+ floor->type = donutRaise;
+ floor->crush = false;
+ floor->direction = 1;
+ floor->sector = s2;
+ floor->speed = FLOORSPEED / 2;
+ floor->texture = s3->floorpic;
+ floor->newspecial = 0;
+ floor->floordestheight = s3->floorheight;
+
+ //
+ // Spawn lowering donut-hole
+ //
+ floor = (floormove_t *) Z_Malloc (sizeof(*floor), PU_LEVSPEC, NULL);
+ P_AddThinker (&floor->thinker);
+ s1->specialdata = floor;
+ floor->thinker.function = T_MoveFloor;
+ floor->type = lowerFloor;
+ floor->crush = false;
+ floor->direction = -1;
+ floor->sector = s1;
+ floor->speed = FLOORSPEED / 2;
+ floor->floordestheight = s3->floorheight;
+ break;
+ }
+ }
+ return rtn;
+}
+
+/*
+==============================================================================
+
+ SPECIAL SPAWNING
+
+==============================================================================
+*/
+
+/*
+================================================================================
+= P_SpawnSpecials
+=
+= After the map has been loaded, scan for specials that
+= spawn thinkers
+=
+===============================================================================
+*/
+
+short numlinespecials;
+line_t *linespeciallist[MAXLINEANIMS];
+
+void P_SpawnSpecials (void)
+{
+ sector_t *sector;
+ int i;
+#if 0
+ int episode = 1;
+ if (W_CheckNumForName("texture2") >= 0)
+ episode = 2;
+#endif
+ //
+ // Init special SECTORs
+ //
+ sector = sectors;
+ for (i = 0; i < numsectors; i++, sector++)
+ {
+ if (!sector->special)
+ continue;
+ switch (sector->special)
+ {
+ case 1: // FLICKERING LIGHTS
+ P_SpawnLightFlash (sector);
+ break;
+ case 2: // STROBE FAST
+ P_SpawnStrobeFlash(sector, FASTDARK, 0);
+ break;
+ case 3: // STROBE SLOW
+ P_SpawnStrobeFlash(sector, SLOWDARK, 0);
+ break;
+ case 4: // STROBE FAST/DEATH SLIME
+ P_SpawnStrobeFlash(sector, FASTDARK, 0);
+ sector->special = 4;
+ break;
+ case 8: // GLOWING LIGHT
+ P_SpawnGlowingLight(sector);
+ break;
+ case 9: // SECRET SECTOR
+ totalsecret++;
+ break;
+ case 10: // DOOR CLOSE IN 30 SECONDS
+ P_SpawnDoorCloseIn30 (sector);
+ break;
+ case 12: // SYNC STROBE SLOW
+ P_SpawnStrobeFlash(sector, SLOWDARK, 1);
+ break;
+ case 13: // SYNC STROBE FAST
+ P_SpawnStrobeFlash(sector, FASTDARK, 1);
+ break;
+ case 14: // DOOR RAISE IN 5 MINUTES
+ P_SpawnDoorRaiseIn5Mins (sector, i);
+ break;
+ }
+ }
+
+ //
+ // Init line EFFECTs
+ //
+ numlinespecials = 0;
+ for (i = 0; i < numlines; i++)
+ {
+ switch(lines[i].special)
+ {
+ case 48: // Effect_Scroll_Left
+ case 99: // Effect_Scroll_Right
+ linespeciallist[numlinespecials] = &lines[i];
+ numlinespecials++;
+ break;
+ }
+ }
+ //
+ // Init other misc stuff
+ //
+ for (i = 0; i < MAXCEILINGS; i++)
+ activeceilings[i] = NULL;
+ for (i = 0; i < MAXPLATS; i++)
+ activeplats[i] = NULL;
+ for (i = 0; i < MAXBUTTONS; i++)
+ memset(&buttonlist[i], 0, sizeof(button_t));
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_InitAmbientSound
+//
+//----------------------------------------------------------------------------
+
+void P_InitAmbientSound(void)
+{
+ AmbSfxCount = 0;
+ AmbSfxVolume = 0;
+ AmbSfxTics = 10*TICSPERSEC;
+ AmbSfxPtr = AmbSndSeqInit;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_AddAmbientSfx
+//
+// Called by (P_mobj):P_SpawnMapThing during (P_setup):P_SetupLevel.
+//
+//----------------------------------------------------------------------------
+
+void P_AddAmbientSfx(int sequence)
+{
+ if (AmbSfxCount == MAX_AMBIENT_SFX)
+ {
+ I_Error("Too many ambient sound sequences");
+ }
+ LevelAmbientSfx[AmbSfxCount++] = AmbientSfx[sequence];
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_AmbientSound
+//
+// Called every tic by (P_tick):P_Ticker.
+//
+//----------------------------------------------------------------------------
+
+void P_AmbientSound(void)
+{
+ afxcmd_t cmd;
+ int sound;
+ boolean done;
+
+ if (!AmbSfxCount)
+ { // No ambient sound sequences on current level
+ return;
+ }
+ if (--AmbSfxTics)
+ {
+ return;
+ }
+ done = false;
+ do
+ {
+ cmd = *AmbSfxPtr++;
+ switch (cmd)
+ {
+ case afxcmd_play:
+ AmbSfxVolume = P_Random()>>2;
+ S_StartSoundAtVolume(NULL, *AmbSfxPtr++, AmbSfxVolume);
+ break;
+ case afxcmd_playabsvol:
+ sound = *AmbSfxPtr++;
+ AmbSfxVolume = *AmbSfxPtr++;
+ S_StartSoundAtVolume(NULL, sound, AmbSfxVolume);
+ break;
+ case afxcmd_playrelvol:
+ sound = *AmbSfxPtr++;
+ AmbSfxVolume += *AmbSfxPtr++;
+ if(AmbSfxVolume < 0)
+ {
+ AmbSfxVolume = 0;
+ }
+ else if(AmbSfxVolume > 127)
+ {
+ AmbSfxVolume = 127;
+ }
+ S_StartSoundAtVolume(NULL, sound, AmbSfxVolume);
+ break;
+ case afxcmd_delay:
+ AmbSfxTics = *AmbSfxPtr++;
+ done = true;
+ break;
+ case afxcmd_delayrand:
+ AmbSfxTics = P_Random()&(*AmbSfxPtr++);
+ done = true;
+ break;
+ case afxcmd_end:
+ AmbSfxTics = 6*TICSPERSEC+P_Random();
+ AmbSfxPtr = LevelAmbientSfx[P_Random() % AmbSfxCount];
+ done = true;
+ break;
+ default:
+ I_Error("P_AmbientSound: Unknown afxcmd %d", cmd);
+ break;
+ }
+ } while (done == false);
+}
+
--- /dev/null
+++ b/p_spec.h
@@ -1,0 +1,338 @@
+// P_spec.h
+
+#ifndef __P_SPEC__
+#define __P_SPEC__
+
+/* ---- P_SPEC ---- */
+
+/* Animating textures and planes */
+typedef struct
+{
+ boolean istexture;
+ int picnum;
+ int basepic;
+ int numpics;
+ int speed;
+} anim_t;
+
+/* source animation definition */
+typedef struct
+{
+ boolean istexture; /* if false, it's a flat */
+ const char endname[9];
+ const char startname[9];
+ int speed;
+} animdef_t;
+
+#define MAXANIMS 32
+
+extern anim_t anims[MAXANIMS], *lastanim;
+extern int *TerrainTypes;
+
+/* Animating line specials */
+#define MAXLINEANIMS 64
+
+extern short numlinespecials;
+extern line_t *linespeciallist[MAXLINEANIMS];
+
+/* Define values for map objects */
+#define MO_TELEPORTMAN 14
+
+/* at game start */
+void P_InitPicAnims(void);
+void P_InitTerrainTypes(void);
+void P_InitLava(void);
+
+/* at map load */
+void P_SpawnSpecials(void);
+void P_InitAmbientSound(void);
+void P_AddAmbientSfx(int sequence);
+
+/* every tic */
+void P_UpdateSpecials(void);
+void P_AmbientSound(void);
+
+/* when needed */
+boolean P_UseSpecialLine ( mobj_t *thing, line_t *line);
+void P_ShootSpecialLine ( mobj_t *thing, line_t *line);
+void P_CrossSpecialLine (int linenum, int side, mobj_t *thing);
+
+void P_PlayerInSpecialSector(player_t *player);
+
+int twoSided(int sector,int line);
+sector_t *getSector(int currentSector,int line,int side);
+side_t *getSide(int currentSector,int line, int side);
+fixed_t P_FindLowestFloorSurrounding(sector_t *sec);
+fixed_t P_FindHighestFloorSurrounding(sector_t *sec);
+fixed_t P_FindNextHighestFloor(sector_t *sec,int currentheight);
+fixed_t P_FindLowestCeilingSurrounding(sector_t *sec);
+fixed_t P_FindHighestCeilingSurrounding(sector_t *sec);
+int P_FindSectorFromLineTag(line_t *line,int start);
+int P_FindMinSurroundingLight(sector_t *sector,int max);
+sector_t *getNextSector(line_t *line,sector_t *sec);
+
+
+/* ---- SPECIAL ---- */
+
+int EV_DoDonut(line_t *line);
+
+
+/* ---- P_LIGHTS ---- */
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ int count;
+ int maxlight;
+ int minlight;
+ int maxtime;
+ int mintime;
+} lightflash_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ int count;
+ int minlight;
+ int maxlight;
+ int darktime;
+ int brighttime;
+} strobe_t;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ int minlight;
+ int maxlight;
+ int direction;
+} glow_t;
+
+#define GLOWSPEED 8
+#define STROBEBRIGHT 5
+#define FASTDARK 15
+#define SLOWDARK 35
+
+void T_LightFlash (lightflash_t *flash);
+void P_SpawnLightFlash (sector_t *sector);
+void T_StrobeFlash (strobe_t *flash);
+void P_SpawnStrobeFlash (sector_t *sector, int fastOrSlow, int inSync);
+void EV_StartLightStrobing(line_t *line);
+void EV_TurnTagLightsOff(line_t *line);
+void EV_LightTurnOn(line_t *line, int bright);
+void T_Glow(glow_t *g);
+void P_SpawnGlowingLight(sector_t *sector);
+
+
+/* ---- P_SWITCH ---- */
+
+typedef struct
+{
+ const char name1[9];
+ const char name2[9];
+ short episode;
+} switchlist_t;
+
+typedef enum
+{
+ swtch_top,
+ swtch_middle,
+ swtch_bottom
+} bwhere_e;
+
+typedef struct
+{
+ line_t *line;
+ bwhere_e where;
+ int btexture;
+ int btimer;
+ mobj_t *soundorg;
+} button_t;
+
+#define MAXSWITCHES 50 /* max # of wall switches in a level */
+#define MAXBUTTONS 16 /* 4 players, 4 buttons each at once, max. */
+#define BUTTONTIME 35 /* 1 second */
+
+extern button_t buttonlist[MAXBUTTONS];
+
+void P_ChangeSwitchTexture(line_t *line, int useAgain);
+void P_InitSwitchList(void);
+
+
+/* ---- P_PLATS ---- */
+
+typedef enum
+{
+ up,
+ down,
+ waiting,
+ in_stasis
+} plat_e;
+
+typedef enum
+{
+ perpetualRaise,
+ downWaitUpStay,
+ raiseAndChange,
+ raiseToNearestAndChange
+} plattype_e;
+
+typedef struct
+{
+ thinker_t thinker;
+ sector_t *sector;
+ fixed_t speed;
+ fixed_t low;
+ fixed_t high;
+ int wait;
+ int count;
+ plat_e status;
+ plat_e oldstatus;
+ boolean crush;
+ int tag;
+ plattype_e type;
+} plat_t;
+
+#define PLATWAIT 3
+#define PLATSPEED FRACUNIT
+#define MAXPLATS 30
+
+extern plat_t *activeplats[MAXPLATS];
+
+void T_PlatRaise(plat_t *plat);
+int EV_DoPlat(line_t *line, plattype_e type, int amount);
+void P_AddActivePlat(plat_t *plat);
+void P_RemoveActivePlat(plat_t *plat);
+void EV_StopPlat(line_t *line);
+void P_ActivateInStasis(int tag);
+
+
+/* ---- P_DOORS ---- */
+
+typedef enum
+{
+ vldoor_normal,
+ close30ThenOpen,
+ vldoor_close,
+ vldoor_open,
+ raiseIn5Mins
+} vldoor_e;
+
+typedef struct
+{
+ thinker_t thinker;
+ vldoor_e type;
+ sector_t *sector;
+ fixed_t topheight;
+ fixed_t speed;
+ int direction; /* 1 = up, 0 = waiting at top, -1 = down */
+ int topwait; /* tics to wait at the top (keep in case a door going down is reset) */
+ int topcountdown; /* when it reaches 0, start going down */
+} vldoor_t;
+
+#define VDOORSPEED (FRACUNIT * 2)
+#define VDOORWAIT 150
+
+void EV_VerticalDoor(line_t *line, mobj_t *thing);
+int EV_DoDoor(line_t *line, vldoor_e type, fixed_t speed);
+void T_VerticalDoor(vldoor_t *door);
+void P_SpawnDoorCloseIn30(sector_t *sec);
+void P_SpawnDoorRaiseIn5Mins(sector_t *sec, int secnum);
+
+
+/* ---- P_CEILNG ---- */
+
+typedef enum
+{
+ lowerToFloor,
+ raiseToHighest,
+ lowerAndCrush,
+ crushAndRaise,
+ fastCrushAndRaise
+} ceiling_e;
+
+typedef struct
+{
+ thinker_t thinker;
+ ceiling_e type;
+ sector_t *sector;
+ fixed_t bottomheight, topheight;
+ fixed_t speed;
+ boolean crush;
+ int direction; /* 1 = up, 0 = waiting, -1 = down */
+ int tag; /* ID */
+ int olddirection;
+} ceiling_t;
+
+#define CEILSPEED FRACUNIT
+#define CEILWAIT 150
+#define MAXCEILINGS 30
+
+extern ceiling_t *activeceilings[MAXCEILINGS];
+
+int EV_DoCeiling(line_t *line, ceiling_e type);
+void T_MoveCeiling(ceiling_t *ceiling);
+void P_AddActiveCeiling(ceiling_t *c);
+void P_RemoveActiveCeiling(ceiling_t *c);
+int EV_CeilingCrushStop(line_t *line);
+void P_ActivateInStasisCeiling(line_t *line);
+
+
+/* ---- P_FLOOR ---- */
+
+typedef enum
+{
+ lowerFloor, /* lower floor to highest surrounding floor */
+ lowerFloorToLowest, /* lower floor to lowest surrounding floor */
+ turboLower, /* lower floor to highest surrounding floor VERY FAST */
+ raiseFloor, /* raise floor to lowest surrounding CEILING */
+ raiseFloorToNearest, /* raise floor to next highest surrounding floor */
+ raiseToTexture, /* raise floor to shortest height texture around it */
+ lowerAndChange, /* lower floor to lowest surrounding floor and change */
+ /* floorpic */
+ raiseFloor24,
+ raiseFloor24AndChange,
+ raiseFloorCrush,
+ donutRaise,
+ raiseBuildStep /* One step of a staircase */
+} floor_e;
+
+typedef struct
+{
+ thinker_t thinker;
+ floor_e type;
+ boolean crush;
+ sector_t *sector;
+ int direction;
+ int newspecial;
+ short texture;
+ fixed_t floordestheight;
+ fixed_t speed;
+} floormove_t;
+
+#define FLOORSPEED FRACUNIT
+
+typedef enum
+{
+ res_ok,
+ res_crushed,
+ res_pastdest
+} result_e;
+
+result_e T_MovePlane(sector_t *sector, fixed_t speed,
+ fixed_t dest, boolean crush, int floorOrCeiling, int direction);
+
+int EV_BuildStairs(line_t *line, fixed_t stepDelta);
+int EV_DoFloor(line_t *line, floor_e floortype);
+void T_MoveFloor(floormove_t *floor);
+
+
+/* ---- p_telept ---- */
+
+boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, angle_t angle);
+boolean EV_Teleport(line_t *line, int side, mobj_t *thing);
+
+#endif /* __P_SPEC__ */
+
--- /dev/null
+++ b/p_switch.c
@@ -1,0 +1,404 @@
+// p_switch.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+//==================================================================
+//
+// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
+//
+//==================================================================
+
+static switchlist_t alphSwitchList[] =
+{
+ { "SW1OFF", "SW1ON", 1},
+ { "SW2OFF", "SW2ON", 1},
+
+ /*
+ { "SW1CTY", "SW2CTY", 1},
+ { "SW1ORGRY", "SW2ORGRY", 1},
+ { "SW1GRSTN", "SW2GRSTN", 1},
+ { "SW1SNDP", "SW2SNDP", 1},
+ { "SW1SPINE", "SW2SPINE", 1},
+ { "SW1SQPEB", "SW2SQPEB", 1},
+ { "SW1TRST1", "SW2TRST1", 1},
+ { "SW1CSTL", "SW2CSTL", 1},
+ { "SW1MOSS", "SW2MOSS", 1},
+ { "SW1SNDSQ", "SW2SNDSQ", 1},
+ { "SW1RED", "SW2RED", 1},
+ { "SW1WOOD", "SW2WOOD", 1},
+ { "SW1BROWN", "SW2BROWN", 1},
+
+ { "SW1TRST2", "SW2TRST2", 2},
+ { "SW1MSC", "SW2MSC", 2},
+ { "SW1MSC2", "SW2MSC2", 2},
+ { "SW1GRDMD", "SW2GRDMD", 2},
+ */
+
+#if 0
+ { "SW1BRCOM", "SW2BRCOM", 1},
+ { "SW1BRN1", "SW2BRN1", 1},
+ { "SW1BRN2", "SW2BRN2", 1},
+ { "SW1BRNGN", "SW2BRNGN", 1},
+ { "SW1BROWN", "SW2BROWN", 1},
+ { "SW1COMM", "SW2COMM", 1},
+ { "SW1COMP", "SW2COMP", 1},
+ { "SW1DIRT", "SW2DIRT", 1},
+ { "SW1EXIT", "SW2EXIT", 1},
+ { "SW1GRAY", "SW2GRAY", 1},
+ { "SW1GRAY1", "SW2GRAY1", 1},
+ { "SW1METAL", "SW2METAL", 1},
+ { "SW1PIPE", "SW2PIPE", 1},
+ { "SW1SLAD", "SW2SLAD", 1},
+ { "SW1STARG", "SW2STARG", 1},
+ { "SW1STON1", "SW2STON1", 1},
+ { "SW1STON2", "SW2STON2", 1},
+ { "SW1STONE", "SW2STONE", 1},
+ { "SW1STRTN", "SW2STRTN", 1},
+
+ { "SW1BLUE", "SW2BLUE", 2},
+ { "SW1CMT", "SW2CMT", 2},
+ { "SW1GARG", "SW2GARG", 2},
+ { "SW1GSTON", "SW2GSTON", 2},
+ { "SW1HOT", "SW2HOT", 2},
+ { "SW1LION", "SW2LION", 2},
+ { "SW1SATYR", "SW2SATYR", 2},
+ { "SW1SKIN", "SW2SKIN", 2},
+ { "SW1VINE", "SW2VINE", 2},
+ { "SW1WOOD", "SW2WOOD", 2},
+#endif
+ { "\0", "\0", 0}
+};
+
+static int switchlist[MAXSWITCHES * 2];
+static int numswitches;
+
+button_t buttonlist[MAXBUTTONS];
+
+/*
+===============
+=
+= P_InitSwitchList
+=
+= Only called at game initialization
+=
+===============
+*/
+
+void P_InitSwitchList(void)
+{
+ int i, idx;
+ int episode;
+
+ episode = 1;
+ if (!shareware)
+ episode = 2;
+
+ for (idx = 0, i = 0; i < MAXSWITCHES; i++)
+ {
+ if (!alphSwitchList[i].episode)
+ {
+ numswitches = idx/2;
+ switchlist[idx] = -1;
+ break;
+ }
+
+ if (alphSwitchList[i].episode <= episode)
+ {
+ switchlist[idx++] = R_TextureNumForName(alphSwitchList[i].name1);
+ switchlist[idx++] = R_TextureNumForName(alphSwitchList[i].name2);
+ }
+ }
+}
+
+//==================================================================
+//
+// Start a button counting down till it turns off.
+//
+//==================================================================
+
+void P_StartButton(line_t *line, bwhere_e w, int texture, int timer)
+{
+ int i;
+
+ for (i = 0;i < MAXBUTTONS;i++)
+ {
+ if (!buttonlist[i].btimer)
+ {
+ buttonlist[i].line = line;
+ buttonlist[i].where = w;
+ buttonlist[i].btexture = texture;
+ buttonlist[i].btimer = timer;
+ buttonlist[i].soundorg = (mobj_t *)(void *)&line->frontsector->soundorg;
+ return;
+ }
+ }
+ I_Error("P_StartButton: no button slots left!");
+}
+
+//==================================================================
+//
+// Function that changes wall texture.
+// Tell it if switch is ok to use again (1=yes, it's a button).
+//
+//==================================================================
+
+void P_ChangeSwitchTexture(line_t *line, int useAgain)
+{
+ int texTop;
+ int texMid;
+ int texBot;
+ int i;
+ int sound;
+
+ if (!useAgain)
+ line->special = 0;
+
+ texTop = sides[line->sidenum[0]].toptexture;
+ texMid = sides[line->sidenum[0]].midtexture;
+ texBot = sides[line->sidenum[0]].bottomtexture;
+
+ sound = sfx_switch;
+ //if (line->special == 11) // EXIT SWITCH?
+ // sound = sfx_swtchx;
+
+ for (i = 0; i < numswitches*2; i++)
+ {
+ if (switchlist[i] == texTop)
+ {
+ S_StartSound(buttonlist->soundorg, sound);
+ sides[line->sidenum[0]].toptexture = switchlist[i^1];
+ if (useAgain)
+ {
+ P_StartButton(line, swtch_top, switchlist[i], BUTTONTIME);
+ }
+ return;
+ }
+ else if (switchlist[i] == texMid)
+ {
+ S_StartSound(buttonlist->soundorg, sound);
+ sides[line->sidenum[0]].midtexture = switchlist[i^1];
+ if (useAgain)
+ {
+ P_StartButton(line, swtch_middle, switchlist[i], BUTTONTIME);
+ }
+ return;
+ }
+ else if (switchlist[i] == texBot)
+ {
+ S_StartSound(buttonlist->soundorg, sound);
+ sides[line->sidenum[0]].bottomtexture = switchlist[i^1];
+ if (useAgain)
+ {
+ P_StartButton(line, swtch_bottom, switchlist[i], BUTTONTIME);
+ }
+ return;
+ }
+ }
+}
+
+/*
+==============================================================================
+=
+= P_UseSpecialLine
+=
+= Called when a thing uses a special line
+= Only the front sides of lines are usable
+===============================================================================
+*/
+
+boolean P_UseSpecialLine (mobj_t *thing, line_t *line)
+{
+ //
+ // Switches that other things can activate
+ //
+ if (!thing->player)
+ {
+ if (line->flags & ML_SECRET)
+ return false; // never open secret doors
+ switch (line->special)
+ {
+ case 1: // MANUAL DOOR RAISE
+ case 32: // MANUAL BLUE
+ case 33: // MANUAL RED
+ case 34: // MANUAL YELLOW
+ break;
+ default:
+ return false;
+ }
+ }
+
+ //
+ // do something
+ //
+ switch (line->special)
+ {
+ //===============================================
+ // MANUALS
+ //===============================================
+ case 1: // Vertical Door
+ case 26: // Blue Door/Locked
+ case 27: // Yellow Door /Locked
+ case 28: // Red Door /Locked
+
+ case 31: // Manual door open
+ case 32: // Blue locked door open
+ case 33: // Red locked door open
+ case 34: // Yellow locked door open
+ EV_VerticalDoor (line, thing);
+ break;
+
+ //===============================================
+ // SWITCHES
+ //===============================================
+ case 7: // Switch_Build_Stairs (8 pixel steps)
+ if (EV_BuildStairs(line, 8*FRACUNIT))
+ {
+ P_ChangeSwitchTexture(line, 0);
+ }
+ break;
+ case 107: // Switch_Build_Stairs_16 (16 pixel steps)
+ if (EV_BuildStairs(line, 16*FRACUNIT))
+ {
+ P_ChangeSwitchTexture(line, 0);
+ }
+ break;
+ case 9: // Change Donut
+ if (EV_DoDonut(line))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 11: // Exit level
+ G_ExitLevel ();
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 14: // Raise Floor 32 and change texture
+ if (EV_DoPlat(line, raiseAndChange, 32))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 15: // Raise Floor 24 and change texture
+ if (EV_DoPlat(line,raiseAndChange, 24))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 18: // Raise Floor to next highest floor
+ if (EV_DoFloor(line, raiseFloorToNearest))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 20: // Raise Plat next highest floor and change texture
+ if (EV_DoPlat(line, raiseToNearestAndChange, 0))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 21: // PlatDownWaitUpStay
+ if (EV_DoPlat(line, downWaitUpStay, 0))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 23: // Lower Floor to Lowest
+ if (EV_DoFloor(line, lowerFloorToLowest))
+ P_ChangeSwitchTexture(line,0);
+ break;
+ case 29: // Raise Door
+ if (EV_DoDoor(line, vldoor_normal, VDOORSPEED))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 41: // Lower Ceiling to Floor
+ if (EV_DoCeiling(line, lowerToFloor))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 71: // Turbo Lower Floor
+ if (EV_DoFloor(line, turboLower))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 49: // Lower Ceiling And Crush
+ if (EV_DoCeiling(line, lowerAndCrush))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 50: // Close Door
+ if (EV_DoDoor(line, vldoor_close, VDOORSPEED))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 51: // Secret EXIT
+ G_SecretExitLevel ();
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 55: // Raise Floor Crush
+ if (EV_DoFloor(line, raiseFloorCrush))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 101: // Raise Floor
+ if (EV_DoFloor(line, raiseFloor))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 102: // Lower Floor to Surrounding floor height
+ if (EV_DoFloor(line, lowerFloor))
+ P_ChangeSwitchTexture(line, 0);
+ break;
+ case 103: // Open Door
+ if (EV_DoDoor(line, vldoor_open, VDOORSPEED))
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ //===============================================
+ // BUTTONS
+ //===============================================
+ case 42: // Close Door
+ if (EV_DoDoor(line, vldoor_close, VDOORSPEED))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 43: // Lower Ceiling to Floor
+ if (EV_DoCeiling(line, lowerToFloor))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 45: // Lower Floor to Surrounding floor height
+ if (EV_DoFloor(line, lowerFloor))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 60: // Lower Floor to Lowest
+ if (EV_DoFloor(line, lowerFloorToLowest))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 61: // Open Door
+ if (EV_DoDoor(line, vldoor_open, VDOORSPEED))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 62: // PlatDownWaitUpStay
+ if (EV_DoPlat(line, downWaitUpStay, 1))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 63: // Raise Door
+ if (EV_DoDoor(line, vldoor_normal, VDOORSPEED))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 64: // Raise Floor to ceiling
+ if (EV_DoFloor(line, raiseFloor))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 66: // Raise Floor 24 and change texture
+ if (EV_DoPlat(line, raiseAndChange, 24))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 67: // Raise Floor 32 and change texture
+ if (EV_DoPlat(line, raiseAndChange, 32))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 65: // Raise Floor Crush
+ if (EV_DoFloor(line, raiseFloorCrush))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 68: // Raise Plat to next highest floor and change texture
+ if (EV_DoPlat(line, raiseToNearestAndChange, 0))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 69: // Raise Floor to next highest floor
+ if (EV_DoFloor(line, raiseFloorToNearest))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ case 70: // Turbo Lower Floor
+ if (EV_DoFloor(line, turboLower))
+ P_ChangeSwitchTexture(line, 1);
+ break;
+ }
+
+ return true;
+}
+
--- /dev/null
+++ b/p_telept.c
@@ -1,0 +1,168 @@
+// P_telept.c
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+// MACROS ------------------------------------------------------------------
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// FUNC P_Teleport
+//
+//==========================================================================
+
+boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, angle_t angle)
+{
+ fixed_t oldx;
+ fixed_t oldy;
+ fixed_t oldz;
+ fixed_t aboveFloor;
+ fixed_t fogDelta;
+ player_t *player;
+ unsigned int an;
+ mobj_t *fog;
+
+ oldx = thing->x;
+ oldy = thing->y;
+ oldz = thing->z;
+ aboveFloor = thing->z - thing->floorz;
+ if (!P_TeleportMove(thing, x, y))
+ {
+ return false;
+ }
+ if (thing->player)
+ {
+ player = thing->player;
+ if (player->powers[pw_flight] && aboveFloor)
+ {
+ thing->z = thing->floorz+aboveFloor;
+ if (thing->z + thing->height > thing->ceilingz)
+ {
+ thing->z = thing->ceilingz - thing->height;
+ }
+ player->viewz = thing->z + player->viewheight;
+ }
+ else
+ {
+ thing->z = thing->floorz;
+ player->viewz = thing->z + player->viewheight;
+ player->lookdir = 0;
+ }
+ }
+ else if (thing->flags & MF_MISSILE)
+ {
+ thing->z = thing->floorz + aboveFloor;
+ if (thing->z + thing->height > thing->ceilingz)
+ {
+ thing->z = thing->ceilingz - thing->height;
+ }
+ }
+ else
+ {
+ thing->z = thing->floorz;
+ }
+ // Spawn teleport fog at source and destination
+ fogDelta = (thing->flags & MF_MISSILE) ? 0 : TELEFOGHEIGHT;
+ fog = P_SpawnMobj(oldx, oldy, oldz + fogDelta, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ an = angle>>ANGLETOFINESHIFT;
+ fog = P_SpawnMobj(x + 20*finecosine[an], y + 20*finesine[an], thing->z + fogDelta, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ if (thing->player && !thing->player->powers[pw_weaponlevel2])
+ { // Freeze player for about .5 sec
+ thing->reactiontime = 18;
+ }
+ thing->angle = angle;
+ if (thing->flags2 & MF2_FOOTCLIP && P_GetThingFloorType(thing) != FLOOR_SOLID)
+ {
+ thing->flags2 |= MF2_FEETARECLIPPED;
+ }
+ else if (thing->flags2 & MF2_FEETARECLIPPED)
+ {
+ thing->flags2 &= ~MF2_FEETARECLIPPED;
+ }
+ if (thing->flags & MF_MISSILE)
+ {
+ angle >>= ANGLETOFINESHIFT;
+ thing->momx = FixedMul(thing->info->speed, finecosine[angle]);
+ thing->momy = FixedMul(thing->info->speed, finesine[angle]);
+ }
+ else
+ {
+ thing->momx = thing->momy = thing->momz = 0;
+ }
+ return true;
+}
+
+//==========================================================================
+//
+// FUNC EV_Teleport
+//
+//==========================================================================
+
+boolean EV_Teleport(line_t *line, int side, mobj_t *thing)
+{
+ int i;
+ int tag;
+ mobj_t *m;
+ thinker_t *thinker;
+ sector_t *sector;
+
+ if (thing->flags2 & MF2_NOTELEPORT)
+ {
+ return false;
+ }
+ if (side == 1)
+ { // Don't teleport when crossing back side
+ return false;
+ }
+ tag = line->tag;
+ for (i = 0; i < numsectors; i++)
+ {
+ if (sectors[i].tag == tag)
+ {
+ thinker = thinkercap.next;
+ for (thinker = thinkercap.next; thinker != &thinkercap;
+ thinker = thinker->next)
+ {
+ if (thinker->function != P_MobjThinker)
+ { // Not a mobj
+ continue;
+ }
+ m = (mobj_t *)thinker;
+ if (m->type != MT_TELEPORTMAN )
+ { // Not a teleportman
+ continue;
+ }
+ sector = m->subsector->sector;
+ if (sector-sectors != i)
+ { // Wrong sector
+ continue;
+ }
+ return (P_Teleport(thing, m->x, m->y, m->angle));
+ }
+ }
+ }
+ return false;
+}
+
--- /dev/null
+++ b/p_tick.c
@@ -1,0 +1,146 @@
+// P_tick.c
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+
+// MACROS ------------------------------------------------------------------
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void P_RunThinkers (void);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+int leveltime;
+int TimerGame;
+thinker_t thinkercap; /* both the head and tail of the thinker list */
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+// CODE --------------------------------------------------------------------
+
+
+//==========================================================================
+//
+// THINKERS
+//
+// All thinkers should be allocated by Z_Malloc so they can be operated
+// on uniformly. The actual structures will vary in size, but the first
+// element must be thinker_t.
+//
+//==========================================================================
+
+
+//==========================================================================
+//
+// PROC P_Ticker
+//
+//==========================================================================
+
+void P_Ticker(void)
+{
+ int i;
+
+ if (paused)
+ {
+ return;
+ }
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ P_PlayerThink(&players[i]);
+ }
+ }
+ if (TimerGame)
+ {
+ if (!--TimerGame)
+ {
+ G_ExitLevel();
+ }
+ }
+ P_RunThinkers();
+ P_UpdateSpecials();
+ P_AmbientSound();
+ leveltime++;
+}
+
+//==========================================================================
+//
+// P_RunThinkers
+//
+//==========================================================================
+
+static void P_RunThinkers(void)
+{
+ thinker_t *currentthinker;
+
+ currentthinker = thinkercap.next;
+ while (currentthinker != &thinkercap)
+ {
+ if (currentthinker->function == (think_t)-1)
+ { // Time to remove it
+ currentthinker->next->prev = currentthinker->prev;
+ currentthinker->prev->next = currentthinker->next;
+ Z_Free(currentthinker);
+ }
+ else if (currentthinker->function)
+ {
+ currentthinker->function(currentthinker);
+ }
+ currentthinker = currentthinker->next;
+ }
+}
+
+//==========================================================================
+//
+// P_InitThinkers
+//
+//==========================================================================
+
+void P_InitThinkers(void)
+{
+ thinkercap.prev = thinkercap.next = &thinkercap;
+}
+
+//==========================================================================
+//
+// P_AddThinker
+//
+// Adds a new thinker at the end of the list.
+//
+//==========================================================================
+
+void P_AddThinker(thinker_t *thinker)
+{
+ thinkercap.prev->next = thinker;
+ thinker->next = &thinkercap;
+ thinker->prev = thinkercap.prev;
+ thinkercap.prev = thinker;
+}
+
+//==========================================================================
+//
+// P_RemoveThinker
+//
+// Deallocation is lazy -- it will not actually be freed until its
+// thinking turn comes up.
+//
+//==========================================================================
+
+void P_RemoveThinker(thinker_t *thinker)
+{
+ thinker->function = (think_t)-1;
+}
+
--- /dev/null
+++ b/p_user.c
@@ -1,0 +1,1012 @@
+// P_user.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+#include "v_compat.h" /* V_SetPaletteXXX() macros */
+
+// Macros
+
+#define MAXBOB 0x100000 /* 16 pixels of bob */
+
+// Extern Data
+
+extern int inv_ptr;
+extern int curpos;
+extern boolean ultimatemsg;
+
+// Private Data
+
+static boolean onground;
+static int newtorch; /* used in the torch flicker effect. */
+static int newtorchdelta;
+
+static boolean WeaponInShareware[] =
+{
+ true, /* Staff */
+ true, /* Gold wand */
+ true, /* Crossbow */
+ true, /* Blaster */
+ false, /* Skull rod */
+ false, /* Phoenix rod */
+ false, /* Mace */
+ true, /* Gauntlets */
+ true /* Beak */
+};
+
+// Global Functions
+
+void P_PlayerNextArtifact(player_t *player);
+
+
+//==========================================================================
+
+
+/*
+==================
+=
+= P_Thrust
+=
+= moves the given origin along a given angle
+=
+==================
+*/
+
+void P_Thrust(player_t *player, angle_t angle, fixed_t move)
+{
+ angle >>= ANGLETOFINESHIFT;
+ if (player->powers[pw_flight] && !(player->mo->z <= player->mo->floorz))
+ {
+ player->mo->momx += FixedMul(move, finecosine[angle]);
+ player->mo->momy += FixedMul(move, finesine[angle]);
+ }
+ else if (player->mo->subsector->sector->special == 15) // Friction_Low
+ {
+ player->mo->momx += FixedMul(move>>2, finecosine[angle]);
+ player->mo->momy += FixedMul(move>>2, finesine[angle]);
+ }
+ else
+ {
+ player->mo->momx += FixedMul(move, finecosine[angle]);
+ player->mo->momy += FixedMul(move, finesine[angle]);
+ }
+}
+
+
+/*
+==================
+=
+= P_CalcHeight
+=
+Calculate the walking / running height adjustment
+=
+==================
+*/
+
+static void P_CalcHeight (player_t *player)
+{
+ int angle;
+ fixed_t bob;
+
+//
+// regular movement bobbing (needs to be calculated for gun swing even
+// if not on ground)
+// OPTIMIZE: tablify angle
+
+ player->bob = FixedMul (player->mo->momx, player->mo->momx) +
+ FixedMul (player->mo->momy,player->mo->momy);
+ player->bob >>= 2;
+ if (player->bob > MAXBOB)
+ player->bob = MAXBOB;
+ if (player->mo->flags2 & MF2_FLY && !onground)
+ {
+ player->bob = FRACUNIT/2;
+ }
+
+ if ((player->cheats & CF_NOMOMENTUM))
+ {
+ player->viewz = player->mo->z + VIEWHEIGHT;
+ if (player->viewz > player->mo->ceilingz - 4*FRACUNIT)
+ player->viewz = player->mo->ceilingz - 4*FRACUNIT;
+ player->viewz = player->mo->z + player->viewheight;
+ return;
+ }
+
+ angle = (FINEANGLES/20*leveltime) & FINEMASK;
+ bob = FixedMul (player->bob/2, finesine[angle]);
+
+//
+// move viewheight
+//
+ if (player->playerstate == PST_LIVE)
+ {
+ player->viewheight += player->deltaviewheight;
+ if (player->viewheight > VIEWHEIGHT)
+ {
+ player->viewheight = VIEWHEIGHT;
+ player->deltaviewheight = 0;
+ }
+ if (player->viewheight < VIEWHEIGHT/2)
+ {
+ player->viewheight = VIEWHEIGHT/2;
+ if (player->deltaviewheight <= 0)
+ player->deltaviewheight = 1;
+ }
+
+ if (player->deltaviewheight)
+ {
+ player->deltaviewheight += FRACUNIT/4;
+ if (!player->deltaviewheight)
+ player->deltaviewheight = 1;
+ }
+ }
+
+ if (player->chickenTics)
+ {
+ player->viewz = player->mo->z + player->viewheight - (20*FRACUNIT);
+ }
+ else
+ {
+ player->viewz = player->mo->z + player->viewheight + bob;
+ }
+ if (player->mo->flags2 & MF2_FEETARECLIPPED
+ && player->playerstate != PST_DEAD
+ && player->mo->z <= player->mo->floorz)
+ {
+ player->viewz -= FOOTCLIPSIZE;
+ }
+ if (player->viewz > player->mo->ceilingz - 4*FRACUNIT)
+ {
+ player->viewz = player->mo->ceilingz - 4*FRACUNIT;
+ }
+ if (player->viewz < player->mo->floorz + 4*FRACUNIT)
+ {
+ player->viewz = player->mo->floorz + 4*FRACUNIT;
+ }
+}
+
+/*
+=================
+=
+= P_MovePlayer
+=
+=================
+*/
+
+static void P_MovePlayer(player_t *player)
+{
+ int look;
+ int fly;
+ ticcmd_t *cmd;
+
+ cmd = &player->cmd;
+ player->mo->angle += (cmd->angleturn<<16);
+
+ onground = (player->mo->z <= player->mo->floorz
+ || (player->mo->flags2&MF2_ONMOBJ));
+
+ if (player->chickenTics)
+ { // Chicken speed
+ if (cmd->forwardmove && (onground || player->mo->flags2 & MF2_FLY))
+ P_Thrust(player, player->mo->angle, cmd->forwardmove*2500);
+ if (cmd->sidemove && (onground || player->mo->flags2 & MF2_FLY))
+ P_Thrust(player, player->mo->angle - ANG90, cmd->sidemove*2500);
+ }
+ else
+ { // Normal speed
+ if (cmd->forwardmove && (onground || player->mo->flags2 & MF2_FLY))
+ P_Thrust(player, player->mo->angle, cmd->forwardmove*2048);
+ if (cmd->sidemove && (onground || player->mo->flags2 & MF2_FLY))
+ P_Thrust(player, player->mo->angle - ANG90, cmd->sidemove*2048);
+ }
+
+ if (cmd->forwardmove || cmd->sidemove)
+ {
+ if (player->chickenTics)
+ {
+ if (player->mo->state == &states[S_CHICPLAY])
+ {
+ P_SetMobjState(player->mo, S_CHICPLAY_RUN1);
+ }
+ }
+ else
+ {
+ if (player->mo->state == &states[S_PLAY])
+ {
+ P_SetMobjState(player->mo, S_PLAY_RUN1);
+ }
+ }
+ }
+
+ look = cmd->lookfly & 15;
+ if (look > 7)
+ {
+ look -= 16;
+ }
+ if (look)
+ {
+ if (look == TOCENTER)
+ {
+ player->centering = true;
+ }
+ else
+ {
+ player->lookdir += 5*look;
+ if (player->lookdir > 90 || player->lookdir < -110)
+ {
+ player->lookdir -= 5*look;
+ }
+ }
+ }
+ if (player->centering)
+ {
+ if (player->lookdir > 0)
+ {
+ player->lookdir -= 8;
+ }
+ else if (player->lookdir < 0)
+ {
+ player->lookdir += 8;
+ }
+ if (abs(player->lookdir) < 8)
+ {
+ player->lookdir = 0;
+ player->centering = false;
+ }
+ }
+ fly = cmd->lookfly>>4;
+ if (fly > 7)
+ {
+ fly -= 16;
+ }
+ if (fly && player->powers[pw_flight])
+ {
+ if (fly != TOCENTER)
+ {
+ player->flyheight = fly*2;
+ if (!(player->mo->flags2 & MF2_FLY))
+ {
+ player->mo->flags2 |= MF2_FLY;
+ player->mo->flags |= MF_NOGRAVITY;
+ }
+ }
+ else
+ {
+ player->mo->flags2 &= ~MF2_FLY;
+ player->mo->flags &= ~MF_NOGRAVITY;
+ }
+ }
+ else if (fly > 0)
+ {
+ P_PlayerUseArtifact(player, arti_fly);
+ }
+ if (player->mo->flags2 & MF2_FLY)
+ {
+ player->mo->momz = player->flyheight*FRACUNIT;
+ if (player->flyheight)
+ {
+ player->flyheight /= 2;
+ }
+ }
+}
+
+/*
+=================
+=
+= P_DeathThink
+=
+=================
+*/
+
+#define ANG5 (ANG90/18)
+
+static void P_DeathThink(player_t *player)
+{
+ angle_t angle, delta;
+ int lookDelta;
+
+ P_MovePsprites(player);
+
+ onground = (player->mo->z <= player->mo->floorz);
+ if (player->mo->type == MT_BLOODYSKULL)
+ { // Flying bloody skull
+ player->viewheight = 6*FRACUNIT;
+ player->deltaviewheight = 0;
+ //player->damagecount = 20;
+ if (onground)
+ {
+ if (player->lookdir < 60)
+ {
+ lookDelta = (60 - player->lookdir)/8;
+ if (lookDelta < 1 && (leveltime & 1))
+ {
+ lookDelta = 1;
+ }
+ else if (lookDelta > 6)
+ {
+ lookDelta = 6;
+ }
+ player->lookdir += lookDelta;
+ }
+ }
+ }
+ else
+ { // Fall to ground
+ player->deltaviewheight = 0;
+ if (player->viewheight > 6*FRACUNIT)
+ player->viewheight -= FRACUNIT;
+ if (player->viewheight < 6*FRACUNIT)
+ player->viewheight = 6*FRACUNIT;
+ if (player->lookdir > 0)
+ {
+ player->lookdir -= 6;
+ }
+ else if (player->lookdir < 0)
+ {
+ player->lookdir += 6;
+ }
+ if (abs(player->lookdir) < 6)
+ {
+ player->lookdir = 0;
+ }
+ }
+ P_CalcHeight(player);
+
+ if (player->attacker && player->attacker != player->mo)
+ {
+ angle = R_PointToAngle2(player->mo->x, player->mo->y,
+ player->attacker->x, player->attacker->y);
+ delta = angle-player->mo->angle;
+ if (delta < ANG5 || delta > (unsigned)-ANG5)
+ { // Looking at killer, so fade damage flash down
+ player->mo->angle = angle;
+ if (player->damagecount)
+ {
+ player->damagecount--;
+ }
+ }
+ else if (delta < ANG180)
+ player->mo->angle += ANG5;
+ else
+ player->mo->angle -= ANG5;
+ }
+ else if (player->damagecount)
+ {
+ player->damagecount--;
+ }
+
+ if (player->cmd.buttons & BT_USE)
+ {
+ if (player == &players[consoleplayer])
+ {
+ V_SetPaletteBase();
+ inv_ptr = 0;
+ curpos = 0;
+ newtorch = 0;
+ newtorchdelta = 0;
+ }
+ player->playerstate = PST_REBORN;
+ // Let the mobj know the player has entered the reborn state. Some
+ // mobjs need to know when it's ok to remove themselves.
+ player->mo->special2 = 666;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ChickenPlayerThink
+//
+//----------------------------------------------------------------------------
+
+static void P_ChickenPlayerThink(player_t *player)
+{
+ mobj_t *pmo;
+
+ if (player->health > 0)
+ { // Handle beak movement
+ P_UpdateBeak(player, &player->psprites[ps_weapon]);
+ }
+ if (player->chickenTics & 15)
+ {
+ return;
+ }
+ pmo = player->mo;
+ if (!(pmo->momx + pmo->momy) && P_Random() < 160)
+ { // Twitch view angle
+ pmo->angle += (P_Random() - P_Random())<<19;
+ }
+ if ((pmo->z <= pmo->floorz) && (P_Random() < 32))
+ { // Jump and noise
+ pmo->momz += FRACUNIT;
+ P_SetMobjState(pmo, S_CHICPLAY_PAIN);
+ return;
+ }
+ if (P_Random() < 48)
+ { // Just noise
+ S_StartSound(pmo, sfx_chicact);
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_GetPlayerNum
+//
+//----------------------------------------------------------------------------
+
+int P_GetPlayerNum(player_t *player)
+{
+ int i;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (player == &players[i])
+ {
+ return i;
+ }
+ }
+ return 0;
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_UndoPlayerChicken
+//
+//----------------------------------------------------------------------------
+
+boolean P_UndoPlayerChicken(player_t *player)
+{
+ mobj_t *fog;
+ mobj_t *mo;
+ mobj_t *pmo;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ angle_t angle;
+ int playerNum;
+ weapontype_t weapon;
+ int oldFlags;
+ int oldFlags2;
+
+ pmo = player->mo;
+ x = pmo->x;
+ y = pmo->y;
+ z = pmo->z;
+ angle = pmo->angle;
+ weapon = pmo->special1;
+ oldFlags = pmo->flags;
+ oldFlags2 = pmo->flags2;
+ P_SetMobjState(pmo, S_FREETARGMOBJ);
+ mo = P_SpawnMobj(x, y, z, MT_PLAYER);
+ if (P_TestMobjLocation(mo) == false)
+ { // Didn't fit
+ P_RemoveMobj(mo);
+ mo = P_SpawnMobj(x, y, z, MT_CHICPLAYER);
+ mo->angle = angle;
+ mo->health = player->health;
+ mo->special1 = weapon;
+ mo->player = player;
+ mo->flags = oldFlags;
+ mo->flags2 = oldFlags2;
+ player->mo = mo;
+ player->chickenTics = 2*35;
+ return false;
+ }
+ playerNum = P_GetPlayerNum(player);
+ if (playerNum != 0)
+ { // Set color translation
+ mo->flags |= playerNum<<MF_TRANSSHIFT;
+ }
+ mo->angle = angle;
+ mo->player = player;
+ mo->reactiontime = 18;
+ if (oldFlags2 & MF2_FLY)
+ {
+ mo->flags2 |= MF2_FLY;
+ mo->flags |= MF_NOGRAVITY;
+ }
+ player->chickenTics = 0;
+ player->powers[pw_weaponlevel2] = 0;
+ player->health = mo->health = MAXHEALTH;
+ player->mo = mo;
+ angle >>= ANGLETOFINESHIFT;
+ fog = P_SpawnMobj(x + 20*finecosine[angle],
+ y + 20*finesine[angle],
+ z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ P_PostChickenWeapon(player, weapon);
+ return true;
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerThink
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerThink(player_t *player)
+{
+ ticcmd_t *cmd;
+ weapontype_t newweapon;
+
+ // No-clip cheat
+ if (player->cheats & CF_NOCLIP)
+ {
+ player->mo->flags |= MF_NOCLIP;
+ }
+ else
+ {
+ player->mo->flags &= ~MF_NOCLIP;
+ }
+ cmd = &player->cmd;
+ if (player->mo->flags & MF_JUSTATTACKED)
+ { // Gauntlets attack auto forward motion
+ cmd->angleturn = 0;
+ cmd->forwardmove = 0xc800 / 512;
+ cmd->sidemove = 0;
+ player->mo->flags &= ~MF_JUSTATTACKED;
+ }
+// messageTics is above the rest of the counters so that messages will
+// go away, even in death.
+ player->messageTics--; // Can go negative
+ if (!player->messageTics)
+ { // Refresh the screen when a message goes away
+ ultimatemsg = false; // clear out any chat messages.
+ BorderTopRefresh = true;
+ }
+ if (player->playerstate == PST_DEAD)
+ {
+ P_DeathThink(player);
+ return;
+ }
+ if (player->chickenTics)
+ {
+ P_ChickenPlayerThink(player);
+ }
+ // Handle movement
+ if (player->mo->reactiontime)
+ { // Player is frozen
+ player->mo->reactiontime--;
+ }
+ else
+ {
+ P_MovePlayer(player);
+ }
+ P_CalcHeight(player);
+ if (player->mo->subsector->sector->special)
+ {
+ P_PlayerInSpecialSector(player);
+ }
+ if (cmd->arti)
+ { // Use an artifact
+ if (cmd->arti == 0xff)
+ {
+ P_PlayerNextArtifact(player);
+ }
+ else
+ {
+ P_PlayerUseArtifact(player, cmd->arti);
+ }
+ }
+ // Check for weapon change
+ if (cmd->buttons & BT_SPECIAL)
+ { // A special event has no other buttons
+ cmd->buttons = 0;
+ }
+ if (cmd->buttons & BT_CHANGE)
+ {
+ // The actual changing of the weapon is done when the weapon
+ // psprite can do it (A_WeaponReady), so it doesn't happen in
+ // the middle of an attack.
+ newweapon = (cmd->buttons & BT_WEAPONMASK)>>BT_WEAPONSHIFT;
+ if (newweapon == wp_staff && player->weaponowned[wp_gauntlets]
+ && !(player->readyweapon == wp_gauntlets))
+ {
+ newweapon = wp_gauntlets;
+ }
+ if (player->weaponowned[newweapon]
+ && newweapon != player->readyweapon)
+ {
+ if (WeaponInShareware[newweapon] || !shareware)
+ {
+ player->pendingweapon = newweapon;
+ }
+ }
+ }
+ // Check for use
+ if (cmd->buttons & BT_USE)
+ {
+ if (!player->usedown)
+ {
+ P_UseLines(player);
+ player->usedown = true;
+ }
+ }
+ else
+ {
+ player->usedown = false;
+ }
+ // Chicken counter
+ if (player->chickenTics)
+ {
+ if (player->chickenPeck)
+ { // Chicken attack counter
+ player->chickenPeck -= 3;
+ }
+ if (!--player->chickenTics)
+ { // Attempt to undo the chicken
+ P_UndoPlayerChicken(player);
+ }
+ }
+ // Cycle psprites
+ P_MovePsprites(player);
+ // Other Counters
+ if (player->powers[pw_invulnerability])
+ {
+ player->powers[pw_invulnerability]--;
+ }
+ if (player->powers[pw_invisibility])
+ {
+ if (!--player->powers[pw_invisibility])
+ {
+ player->mo->flags &= ~MF_SHADOW;
+ }
+ }
+ if (player->powers[pw_infrared])
+ {
+ player->powers[pw_infrared]--;
+ }
+ if (player->powers[pw_flight])
+ {
+ if (!--player->powers[pw_flight])
+ {
+#if defined(__WATCOMC__) && defined(_DOS)
+ if (player->mo->z != player->mo->floorz && !useexterndriver)
+ {
+ player->centering = true;
+ }
+#else
+ if (player->mo->z != player->mo->floorz)
+ {
+ player->centering = true;
+ }
+#endif
+
+ player->mo->flags2 &= ~MF2_FLY;
+ player->mo->flags &= ~MF_NOGRAVITY;
+ BorderTopRefresh = true; //make sure the sprite's cleared out
+ }
+ }
+ if (player->powers[pw_weaponlevel2])
+ {
+ if (!--player->powers[pw_weaponlevel2])
+ {
+ if ((player->readyweapon == wp_phoenixrod)
+ && (player->psprites[ps_weapon].state != &states[S_PHOENIXREADY])
+ && (player->psprites[ps_weapon].state != &states[S_PHOENIXUP]))
+ {
+ P_SetPsprite(player, ps_weapon, S_PHOENIXREADY);
+ player->ammo[am_phoenixrod] -= USE_PHRD_AMMO_2;
+ player->refire = 0;
+ }
+ else if ((player->readyweapon == wp_gauntlets)
+ || (player->readyweapon == wp_staff))
+ {
+ player->pendingweapon = player->readyweapon;
+ }
+ BorderTopRefresh = true;
+ }
+ }
+ if (player->damagecount)
+ {
+ player->damagecount--;
+ }
+ if (player->bonuscount)
+ {
+ player->bonuscount--;
+ }
+ // Colormaps
+ if (player->powers[pw_invulnerability])
+ {
+ if (player->powers[pw_invulnerability] > BLINKTHRESHOLD
+ || (player->powers[pw_invulnerability] & 8))
+ {
+ player->fixedcolormap = INVERSECOLORMAP;
+ }
+ else
+ {
+ player->fixedcolormap = 0;
+ }
+ }
+ else
+ if (player->powers[pw_infrared])
+ {
+ if (player->powers[pw_infrared] <= BLINKTHRESHOLD)
+ {
+ if (player->powers[pw_infrared] & 8)
+ {
+ player->fixedcolormap = 0;
+ }
+ else
+ {
+ player->fixedcolormap = 1;
+ }
+ }
+ else if (!(leveltime & 16) && player == &players[consoleplayer])
+ {
+ if (newtorch)
+ {
+ if (player->fixedcolormap + newtorchdelta > 7
+ || player->fixedcolormap + newtorchdelta < 1
+ || newtorch == player->fixedcolormap)
+ {
+ newtorch = 0;
+ }
+ else
+ {
+ player->fixedcolormap += newtorchdelta;
+ }
+ }
+ else
+ {
+ newtorch = (M_Random() & 7) + 1;
+ newtorchdelta = (newtorch == player->fixedcolormap) ?
+ 0 : ((newtorch > player->fixedcolormap) ? 1 : -1);
+ }
+ }
+ }
+ else
+ {
+ player->fixedcolormap = 0;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_ArtiTele
+//
+//----------------------------------------------------------------------------
+
+static void P_ArtiTele(player_t *player)
+{
+ int i;
+ int selections;
+ fixed_t destX;
+ fixed_t destY;
+ angle_t destAngle;
+
+ if (deathmatch)
+ {
+ selections = deathmatch_p-deathmatchstarts;
+ i = P_Random() % selections;
+ destX = deathmatchstarts[i].x<<FRACBITS;
+ destY = deathmatchstarts[i].y<<FRACBITS;
+ destAngle = ANG45*(deathmatchstarts[i].angle/45);
+ }
+ else
+ {
+ destX = playerstarts[0].x<<FRACBITS;
+ destY = playerstarts[0].y<<FRACBITS;
+ destAngle = ANG45*(playerstarts[0].angle/45);
+ }
+ P_Teleport(player->mo, destX, destY, destAngle);
+ S_StartSound(NULL, sfx_wpnup); // Full volume laugh
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerNextArtifact
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerNextArtifact(player_t *player)
+{
+ if (player == &players[consoleplayer])
+ {
+ inv_ptr--;
+ if (inv_ptr < 6)
+ {
+ curpos--;
+ if (curpos < 0)
+ {
+ curpos = 0;
+ }
+ }
+ if (inv_ptr < 0)
+ {
+ inv_ptr = player->inventorySlotNum - 1;
+ if (inv_ptr < 6)
+ {
+ curpos = inv_ptr;
+ }
+ else
+ {
+ curpos = 6;
+ }
+ }
+ player->readyArtifact =
+ player->inventory[inv_ptr].type;
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerRemoveArtifact
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerRemoveArtifact(player_t *player, int slot)
+{
+ int i;
+
+ player->artifactCount--;
+ if (!(--player->inventory[slot].count))
+ { // Used last of a type - compact the artifact list
+ player->readyArtifact = arti_none;
+ player->inventory[slot].type = arti_none;
+ for (i = slot + 1; i < player->inventorySlotNum; i++)
+ {
+ player->inventory[i-1] = player->inventory[i];
+ }
+ player->inventorySlotNum--;
+ if (player == &players[consoleplayer])
+ { // Set position markers and get next readyArtifact
+ inv_ptr--;
+ if (inv_ptr < 6)
+ {
+ curpos--;
+ if (curpos < 0)
+ {
+ curpos = 0;
+ }
+ }
+ if (inv_ptr >= player->inventorySlotNum)
+ {
+ inv_ptr = player->inventorySlotNum - 1;
+ }
+ if (inv_ptr < 0)
+ {
+ inv_ptr = 0;
+ }
+ player->readyArtifact =
+ player->inventory[inv_ptr].type;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_PlayerUseArtifact
+//
+//----------------------------------------------------------------------------
+
+void P_PlayerUseArtifact(player_t *player, artitype_t arti)
+{
+ int i;
+
+ for (i = 0; i < player->inventorySlotNum; i++)
+ {
+ if (player->inventory[i].type == arti)
+ { // Found match - try to use
+ if (P_UseArtifact(player, arti))
+ { // Artifact was used - remove it from inventory
+ P_PlayerRemoveArtifact(player, i);
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sfx_artiuse);
+ ArtifactFlash = 4;
+ }
+ }
+ else
+ { // Unable to use artifact, advance pointer
+ P_PlayerNextArtifact(player);
+ }
+ break;
+ }
+ }
+}
+
+//----------------------------------------------------------------------------
+//
+// FUNC P_UseArtifact
+//
+// Returns true if artifact was used.
+//
+//----------------------------------------------------------------------------
+
+boolean P_UseArtifact(player_t *player, artitype_t arti)
+{
+ mobj_t *mo;
+ angle_t angle;
+
+ switch (arti)
+ {
+ case arti_invulnerability:
+ if (!P_GivePower(player, pw_invulnerability))
+ {
+ return false;
+ }
+ break;
+ case arti_invisibility:
+ if (!P_GivePower(player, pw_invisibility))
+ {
+ return false;
+ }
+ break;
+ case arti_health:
+ if (!P_GiveBody(player, 25))
+ {
+ return false;
+ }
+ break;
+ case arti_superhealth:
+ if (!P_GiveBody(player, 100))
+ {
+ return false;
+ }
+ break;
+ case arti_tomeofpower:
+ if (player->chickenTics)
+ { // Attempt to undo chicken
+ if (P_UndoPlayerChicken(player) == false)
+ { // Failed
+ P_DamageMobj(player->mo, NULL, NULL, 10000);
+ }
+ else
+ { // Succeeded
+ player->chickenTics = 0;
+ S_StartSound(player->mo, sfx_wpnup);
+ }
+ }
+ else
+ {
+ if (!P_GivePower(player, pw_weaponlevel2))
+ {
+ return false;
+ }
+ if (player->readyweapon == wp_staff)
+ {
+ P_SetPsprite(player, ps_weapon, S_STAFFREADY2_1);
+ }
+ else if(player->readyweapon == wp_gauntlets)
+ {
+ P_SetPsprite(player, ps_weapon, S_GAUNTLETREADY2_1);
+ }
+ }
+ break;
+ case arti_torch:
+ if (!P_GivePower(player, pw_infrared))
+ {
+ return false;
+ }
+ break;
+ case arti_firebomb:
+ angle = player->mo->angle>>ANGLETOFINESHIFT;
+ mo = P_SpawnMobj(player->mo->x+24*finecosine[angle],
+ player->mo->y+24*finesine[angle], player->mo->z - 15*FRACUNIT*
+ ((player->mo->flags2 & MF2_FEETARECLIPPED) != 0), MT_FIREBOMB);
+ mo->target = player->mo;
+ break;
+ case arti_egg:
+ mo = player->mo;
+ P_SpawnPlayerMissile(mo, MT_EGGFX);
+ P_SPMAngle(mo, MT_EGGFX, mo->angle - (ANG45/6));
+ P_SPMAngle(mo, MT_EGGFX, mo->angle + (ANG45/6));
+ P_SPMAngle(mo, MT_EGGFX, mo->angle - (ANG45/3));
+ P_SPMAngle(mo, MT_EGGFX, mo->angle + (ANG45/3));
+ break;
+ case arti_fly:
+ if (!P_GivePower(player, pw_flight))
+ {
+ return false;
+ }
+ break;
+ case arti_teleport:
+ P_ArtiTele(player);
+ break;
+ default:
+ return false;
+ }
+ return true;
+}
+
--- /dev/null
+++ b/r_bsp.c
@@ -1,0 +1,471 @@
+// R_bsp.c
+
+#include "h2stdinc.h"
+
+#ifndef RENDER3D
+
+#include "doomdef.h"
+#include "r_local.h"
+
+seg_t *curline;
+side_t *sidedef;
+line_t *linedef;
+sector_t *frontsector, *backsector;
+
+drawseg_t drawsegs[MAXDRAWSEGS], *ds_p;
+
+void R_StoreWallRange (int start, int stop); /* r_segs.c */
+
+/*
+====================
+=
+= R_ClearDrawSegs
+=
+====================
+*/
+
+void R_ClearDrawSegs (void)
+{
+ ds_p = drawsegs;
+}
+
+//=============================================================================
+
+
+/*
+===============================================================================
+=
+= ClipWallSegment
+=
+= Clips the given range of columns and includes it in the new clip list
+===============================================================================
+*/
+
+typedef struct
+{
+ int first, last;
+} cliprange_t;
+
+#define MAXSEGS 32
+
+static cliprange_t solidsegs[MAXSEGS], *newend; // newend is one past the last valid seg
+
+
+static void R_ClipSolidWallSegment (int first, int last)
+{
+ cliprange_t *next, *start;
+
+// find the first range that touches the range (adjacent pixels are touching)
+ start = solidsegs;
+ while (start->last < first - 1)
+ start++;
+
+ if (first < start->first)
+ {
+ if (last < start->first - 1)
+ { // post is entirely visible (above start), so insert a new clippost
+ R_StoreWallRange (first, last);
+ next = newend;
+ newend++;
+ while (next != start)
+ {
+ *next = *(next - 1);
+ next--;
+ }
+ next->first = first;
+ next->last = last;
+ return;
+ }
+
+ // there is a fragment above *start
+ R_StoreWallRange (first, start->first - 1);
+ start->first = first; // adjust the clip size
+ }
+
+ if (last <= start->last)
+ return; // bottom contained in start
+
+ next = start;
+ while (last >= (next + 1)->first - 1)
+ {
+ // there is a fragment between two posts
+ R_StoreWallRange (next->last + 1, (next + 1)->first - 1);
+ next++;
+ if (last <= next->last)
+ { // bottom is contained in next
+ start->last = next->last; // adjust the clip size
+ goto crunch;
+ }
+ }
+
+ // there is a fragment after *next
+ R_StoreWallRange (next->last + 1, last);
+ start->last = last; // adjust the clip size
+
+// remove start+1 to next from the clip list,
+// because start now covers their area
+crunch:
+ if (next == start)
+ return; // post just extended past the bottom of one post
+
+ while (next++ != newend) // remove a post
+ *++start = *next;
+ newend = start + 1;
+}
+
+/*
+===============================================================================
+=
+= R_ClipPassWallSegment
+=
+= Clips the given range of columns, but does not includes it in the clip list
+===============================================================================
+*/
+
+static void R_ClipPassWallSegment (int first, int last)
+{
+ cliprange_t *start;
+
+// find the first range that touches the range (adjacent pixels are touching)
+ start = solidsegs;
+ while (start->last < first - 1)
+ start++;
+
+ if (first < start->first)
+ {
+ if (last < start->first - 1)
+ { // post is entirely visible (above start)
+ R_StoreWallRange (first, last);
+ return;
+ }
+
+ // there is a fragment above *start
+ R_StoreWallRange (first, start->first - 1);
+ }
+
+ if (last <= start->last)
+ return; // bottom contained in start
+
+ while (last >= (start + 1)->first - 1)
+ {
+ // there is a fragment between two posts
+ R_StoreWallRange (start->last + 1, (start + 1)->first - 1);
+ start++;
+ if (last <= start->last)
+ return;
+ }
+
+ // there is a fragment after *next
+ R_StoreWallRange (start->last + 1, last);
+}
+
+
+/*
+====================
+=
+= R_ClearClipSegs
+=
+====================
+*/
+
+void R_ClearClipSegs (void)
+{
+ solidsegs[0].first = -0x7fffffff;
+ solidsegs[0].last = -1;
+ solidsegs[1].first = viewwidth;
+ solidsegs[1].last = 0x7fffffff;
+ newend = solidsegs + 2;
+}
+
+
+//=============================================================================
+
+/*
+======================
+=
+= R_AddLine
+=
+= Clips the given segment and adds any visible pieces to the line list
+=
+======================
+*/
+
+static void R_AddLine (seg_t *line)
+{
+ int x1, x2;
+ angle_t angle1, angle2, span, tspan;
+
+ curline = line;
+
+// OPTIMIZE: quickly reject orthogonal back sides
+
+ angle1 = R_PointToAngle (line->v1->x, line->v1->y);
+ angle2 = R_PointToAngle (line->v2->x, line->v2->y);
+
+//
+// clip to view edges
+// OPTIMIZE: make constant out of 2*clipangle (FIELDOFVIEW)
+ span = angle1 - angle2;
+ if (span >= ANG180)
+ return; // back side
+
+ rw_angle1 = angle1; // global angle needed by segcalc
+ angle1 -= viewangle;
+ angle2 -= viewangle;
+
+ tspan = angle1 + clipangle;
+ if (tspan > 2*clipangle)
+ {
+ tspan -= 2*clipangle;
+ if (tspan >= span)
+ return; // totally off the left edge
+ angle1 = clipangle;
+ }
+ tspan = clipangle - angle2;
+ if (tspan > 2*clipangle)
+ {
+ tspan -= 2*clipangle;
+ if (tspan >= span)
+ return; // totally off the left edge
+ angle2 = -clipangle;
+ }
+
+//
+// the seg is in the view range, but not necessarily visible
+//
+ angle1 = (angle1 + ANG90)>>ANGLETOFINESHIFT;
+ angle2 = (angle2 + ANG90)>>ANGLETOFINESHIFT;
+ x1 = viewangletox[angle1];
+ x2 = viewangletox[angle2];
+ if (x1 == x2)
+ return; // does not cross a pixel
+
+ backsector = line->backsector;
+
+ if (!backsector)
+ goto clipsolid; // single sided line
+
+ if (backsector->ceilingheight <= frontsector->floorheight ||
+ backsector->floorheight >= frontsector->ceilingheight)
+ goto clipsolid; // closed door
+
+ if (backsector->ceilingheight != frontsector->ceilingheight ||
+ backsector->floorheight != frontsector->floorheight)
+ goto clippass; // window
+
+// reject empty lines used for triggers and special events
+ if (backsector->ceilingpic == frontsector->ceilingpic &&
+ backsector->floorpic == frontsector->floorpic &&
+ backsector->lightlevel == frontsector->lightlevel &&
+ curline->sidedef->midtexture == 0)
+ return;
+
+clippass:
+ R_ClipPassWallSegment (x1, x2 - 1);
+ return;
+
+clipsolid:
+ R_ClipSolidWallSegment (x1, x2 - 1);
+}
+
+//============================================================================
+
+
+/*
+===============================================================================
+=
+= R_CheckBBox
+=
+= Returns true if some part of the bbox might be visible
+=
+===============================================================================
+*/
+
+static int checkcoord[12][4] =
+{
+ {3,0, 2,1},
+ {3,0, 2,0},
+ {3,1, 2,0},
+ {0},
+ {2,0, 2,1},
+ {0,0,0,0},
+ {3,1, 3,0},
+ {0},
+ {2,0, 3,1},
+ {2,1, 3,1},
+ {2,1, 3,0}
+};
+
+static boolean R_CheckBBox (fixed_t *bspcoord)
+{
+ int boxx, boxy, boxpos;
+ fixed_t x1, y1, x2, y2;
+ angle_t angle1, angle2, span, tspan;
+ cliprange_t *start;
+ int sx1, sx2;
+
+// find the corners of the box that define the edges from current viewpoint
+ if (viewx <= bspcoord[BOXLEFT])
+ boxx = 0;
+ else if (viewx < bspcoord[BOXRIGHT])
+ boxx = 1;
+ else
+ boxx = 2;
+
+ if (viewy >= bspcoord[BOXTOP])
+ boxy = 0;
+ else if (viewy > bspcoord[BOXBOTTOM])
+ boxy = 1;
+ else
+ boxy = 2;
+
+ boxpos = (boxy<<2) + boxx;
+ if (boxpos == 5)
+ return true;
+
+ x1 = bspcoord[checkcoord[boxpos][0]];
+ y1 = bspcoord[checkcoord[boxpos][1]];
+ x2 = bspcoord[checkcoord[boxpos][2]];
+ y2 = bspcoord[checkcoord[boxpos][3]];
+
+//
+// check clip list for an open space
+//
+ angle1 = R_PointToAngle (x1, y1) - viewangle;
+ angle2 = R_PointToAngle (x2, y2) - viewangle;
+
+ span = angle1 - angle2;
+ if (span >= ANG180)
+ return true; // sitting on a line
+ tspan = angle1 + clipangle;
+ if (tspan > 2*clipangle)
+ {
+ tspan -= 2*clipangle;
+ if (tspan >= span)
+ return false; // totally off the left edge
+ angle1 = clipangle;
+ }
+ tspan = clipangle - angle2;
+ if (tspan > 2*clipangle)
+ {
+ tspan -= 2*clipangle;
+ if (tspan >= span)
+ return false; // totally off the left edge
+ angle2 = -clipangle;
+ }
+
+// find the first clippost that touches the source post (adjacent pixels are touching)
+ angle1 = (angle1 + ANG90)>>ANGLETOFINESHIFT;
+ angle2 = (angle2 + ANG90)>>ANGLETOFINESHIFT;
+ sx1 = viewangletox[angle1];
+ sx2 = viewangletox[angle2];
+ if (sx1 == sx2)
+ return false; // does not cross a pixel
+ sx2--;
+
+ start = solidsegs;
+ while (start->last < sx2)
+ start++;
+ if (sx1 >= start->first && sx2 <= start->last)
+ return false; // the clippost contains the new span
+
+ return true;
+}
+
+
+/*
+================
+=
+= R_Subsector
+=
+= Draw one or more segments
+================
+*/
+
+static void R_Subsector (int num)
+{
+ int count;
+ seg_t *line;
+ subsector_t *sub;
+
+#ifdef RANGECHECK
+ if (num >= numsubsectors)
+ I_Error ("R_Subsector: ss %i with numss = %i", num, numsubsectors);
+#endif
+
+ sscount++;
+ sub = &subsectors[num];
+ frontsector = sub->sector;
+ count = sub->numlines;
+ line = &segs[sub->firstline];
+
+ if (frontsector->floorheight < viewz)
+ {
+ floorplane = R_FindPlane(frontsector->floorheight,
+ frontsector->floorpic,
+ frontsector->lightlevel,
+ frontsector->special);
+ }
+ else
+ {
+ floorplane = NULL;
+ }
+ if (frontsector->ceilingheight > viewz ||
+ frontsector->ceilingpic == skyflatnum)
+ {
+ ceilingplane = R_FindPlane(frontsector->ceilingheight,
+ frontsector->ceilingpic,
+ frontsector->lightlevel, 0);
+ }
+ else
+ {
+ ceilingplane = NULL;
+ }
+
+ R_AddSprites(frontsector);
+
+ while (count--)
+ {
+ R_AddLine (line);
+ line++;
+ }
+}
+
+
+/*
+===============================================================================
+=
+= RenderBSPNode
+=
+===============================================================================
+*/
+
+void R_RenderBSPNode (int bspnum)
+{
+ node_t *bsp;
+ int side;
+
+ if (bspnum & NF_SUBSECTOR)
+ {
+ if (bspnum == -1)
+ R_Subsector (0);
+ else
+ R_Subsector (bspnum & (~NF_SUBSECTOR));
+ return;
+ }
+
+ bsp = &nodes[bspnum];
+
+//
+// decide which side the view point is on
+//
+ side = R_PointOnSide (viewx, viewy, bsp);
+
+ R_RenderBSPNode (bsp->children[side]); // recursively divide front space
+
+ if (R_CheckBBox (bsp->bbox[side^1])) // possibly divide back space
+ R_RenderBSPNode (bsp->children[side^1]);
+}
+
+#endif /* RENDER3D */
+
--- /dev/null
+++ b/r_data.c
@@ -1,0 +1,677 @@
+// R_data.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "r_local.h"
+#include "p_local.h"
+
+extern void CheckAbortStartup(void);
+
+int firstflat, lastflat, numflats;
+int firstpatch, lastpatch, numpatches;
+int firstspritelump, lastspritelump, numspritelumps;
+
+int numtextures;
+texture_t **textures;
+
+lighttable_t *colormaps;
+
+int *flattranslation; // for global animation
+int *texturetranslation; // for global animation
+
+fixed_t *spritewidth; // needed for pre rendering
+fixed_t *spriteoffset;
+fixed_t *spritetopoffset;
+
+fixed_t *textureheight; // needed for texture pegging
+
+static int *texturewidthmask;
+static int *texturecompositesize;
+static short **texturecolumnlump;
+static unsigned short **texturecolumnofs;
+static byte **texturecomposite;
+
+
+/*
+==============================================================================
+
+ MAPTEXTURE_T CACHING
+
+when a texture is first needed, it counts the number of composite columns
+required in the texture and allocates space for a column directory and any
+new columns. The directory will simply point inside other patches if there
+is only one patch in a given column, but any columns with multiple patches
+will have new column_ts generated.
+
+==============================================================================
+*/
+
+/*
+===================
+=
+= R_DrawColumnInCache
+=
+= Clip and draw a column from a patch into a cached post
+=
+===================
+*/
+
+static void R_DrawColumnInCache (column_t *patch, byte *cache, int originy, int cacheheight)
+{
+ int count, position;
+ byte *source;
+// byte *dest = (byte *)cache + 3;
+
+ while (patch->topdelta != 0xff)
+ {
+ source = (byte *)patch + 3;
+ count = patch->length;
+ position = originy + patch->topdelta;
+ if (position < 0)
+ {
+ count += position;
+ position = 0;
+ }
+ if (position + count > cacheheight)
+ count = cacheheight - position;
+ if (count > 0)
+ memcpy (cache + position, source, count);
+
+ patch = (column_t *)( (byte *)patch + patch->length + 4);
+ }
+}
+
+
+/*
+===================
+=
+= R_GenerateComposite
+=
+===================
+*/
+
+static void R_GenerateComposite (int texnum)
+{
+ byte *block;
+ texture_t *texture;
+ texpatch_t *patch;
+ patch_t *realpatch;
+ int x, x1, x2;
+ int i;
+ column_t *patchcol;
+ short *collump;
+ unsigned short *colofs;
+
+ texture = textures[texnum];
+ block = (byte *) Z_Malloc (texturecompositesize[texnum], PU_STATIC, &texturecomposite[texnum]);
+ collump = texturecolumnlump[texnum];
+ colofs = texturecolumnofs[texnum];
+
+//
+// composite the columns together
+//
+ patch = texture->patches;
+
+ for (i = 0, patch = texture->patches; i < texture->patchcount; i++, patch++)
+ {
+ realpatch = (patch_t *) W_CacheLumpNum (patch->patch, PU_CACHE);
+ x1 = patch->originx;
+ x2 = x1 + SHORT(realpatch->width);
+
+ if (x1 < 0)
+ x = 0;
+ else
+ x = x1;
+ if (x2 > texture->width)
+ x2 = texture->width;
+
+ for ( ; x < x2 ; x++)
+ {
+ if (collump[x] >= 0)
+ continue; // column does not have multiple patches
+ patchcol = (column_t *)((byte *)realpatch + LONG(realpatch->columnofs[x - x1]));
+ R_DrawColumnInCache (patchcol, block + colofs[x], patch->originy, texture->height);
+ }
+ }
+
+// now that the texture has been built, it is purgable
+ Z_ChangeTag (block, PU_CACHE);
+}
+
+
+/*
+===================
+=
+= R_GenerateLookup
+=
+===================
+*/
+
+void R_GenerateLookup (int texnum)
+{
+ texture_t *texture;
+ byte *patchcount; // [texture->width]
+ texpatch_t *patch;
+ patch_t *realpatch;
+ int x, x1, x2;
+ int i;
+ short *collump;
+ unsigned short *colofs;
+
+ texture = textures[texnum];
+
+ texturecomposite[texnum] = 0; // composited not created yet
+ texturecompositesize[texnum] = 0;
+ collump = texturecolumnlump[texnum];
+ colofs = texturecolumnofs[texnum];
+
+//
+// count the number of columns that are covered by more than one patch
+// fill in the lump / offset, so columns with only a single patch are
+// all done
+//
+ patchcount = (byte *)malloc (texture->width);
+ memset (patchcount, 0, texture->width);
+ patch = texture->patches;
+
+ for (i = 0, patch = texture->patches; i < texture->patchcount; i++, patch++)
+ {
+ realpatch = (patch_t *) W_CacheLumpNum (patch->patch, PU_CACHE);
+ x1 = patch->originx;
+ x2 = x1 + SHORT(realpatch->width);
+ if (x1 < 0)
+ x = 0;
+ else
+ x = x1;
+ if (x2 > texture->width)
+ x2 = texture->width;
+ for ( ; x < x2 ; x++)
+ {
+ patchcount[x]++;
+ collump[x] = patch->patch;
+ colofs[x] = LONG(realpatch->columnofs[x - x1]) + 3;
+ }
+ }
+
+ for (x = 0; x < texture->width; x++)
+ {
+ if (!patchcount[x])
+ {
+ char name[9];
+ name[8] = 0;
+ memcpy (name, texture->name, 8);
+ // I_Error ("R_GenerateLookup: column without a patch");
+ printf ("R_GenerateLookup: column without a patch (%s)\n", name);
+ free (patchcount);
+ return;
+ }
+ if (patchcount[x] > 1)
+ {
+ collump[x] = -1; // use the cached block
+ colofs[x] = texturecompositesize[texnum];
+ if (texturecompositesize[texnum] > 0x10000 - texture->height)
+ I_Error ("R_GenerateLookup: texture %i is >64k", texnum);
+ texturecompositesize[texnum] += texture->height;
+ }
+ }
+ free (patchcount);
+}
+
+
+/*
+================
+=
+= R_GetColumn
+=
+================
+*/
+
+byte *R_GetColumn (int tex, int col)
+{
+ int lump, ofs;
+
+ col &= texturewidthmask[tex];
+ lump = texturecolumnlump[tex][col];
+ ofs = texturecolumnofs[tex][col];
+ if (lump > 0)
+ return (byte *)W_CacheLumpNum(lump, PU_CACHE) + ofs;
+ if (!texturecomposite[tex])
+ R_GenerateComposite (tex);
+ return texturecomposite[tex] + ofs;
+}
+
+
+/*
+==================
+=
+= R_InitTextures
+=
+= Initializes the texture list with the textures from the world map
+=
+==================
+*/
+
+static void R_InitTextures (void)
+{
+ maptexture_t *mtexture;
+ texture_t *texture;
+ mappatch_t *mpatch;
+ texpatch_t *patch;
+ int i, j;
+ int *maptex, *maptex2, *maptex1;
+ byte *names;
+ char name[9], *name_p;
+ int *patchlookup;
+ int totalwidth;
+ int nummappatches;
+ int offset, maxoff, maxoff2;
+ int numtextures1, numtextures2;
+ int *directory;
+
+//
+// load the patch names from pnames.lmp
+//
+ name[8] = 0;
+ names = (byte *) W_CacheLumpName ("PNAMES", PU_STATIC);
+ nummappatches = READ_INT32(names);
+ name_p = (char *)names + 4;
+ patchlookup = (int *)malloc(nummappatches*sizeof(*patchlookup));
+ for (i = 0; i < nummappatches; i++)
+ {
+ strncpy (name, name_p + i*8, 8);
+ patchlookup[i] = W_CheckNumForName (name);
+ }
+ Z_Free (names);
+
+//
+// load the map texture definitions from textures.lmp
+//
+ maptex = maptex1 = (int *) W_CacheLumpName ("TEXTURE1", PU_STATIC);
+ numtextures1 = LONG(*maptex);
+ maxoff = W_LumpLength (W_GetNumForName ("TEXTURE1"));
+ directory = maptex + 1;
+
+ if (W_CheckNumForName ("TEXTURE2") != -1)
+ {
+ maptex2 = (int *) W_CacheLumpName ("TEXTURE2", PU_STATIC);
+ numtextures2 = LONG(*maptex2);
+ maxoff2 = W_LumpLength (W_GetNumForName ("TEXTURE2"));
+ }
+ else
+ {
+ maptex2 = NULL;
+ numtextures2 = 0;
+ maxoff2 = 0;
+ }
+ numtextures = numtextures1 + numtextures2;
+
+ //
+ // Init the startup thermometer at this point...
+ //
+ {
+ int spramount;
+ spramount = W_GetNumForName("S_END") - W_GetNumForName("S_START") + 1;
+ InitThermo(spramount + numtextures + 6);
+ }
+
+ textures = (texture_t **) Z_Malloc (numtextures*sizeof(texture_t *), PU_STATIC, NULL);
+ texturecolumnlump = (short **) Z_Malloc (numtextures*sizeof(short *), PU_STATIC, NULL);
+ texturecolumnofs = (unsigned short **) Z_Malloc (numtextures*sizeof(short *), PU_STATIC, NULL);
+ texturecomposite = (byte **) Z_Malloc (numtextures*sizeof(byte *), PU_STATIC, NULL);
+ texturecompositesize = (int *) Z_Malloc (numtextures*sizeof(int), PU_STATIC, NULL);
+ texturewidthmask = (int *) Z_Malloc (numtextures*sizeof(int), PU_STATIC, NULL);
+ textureheight = (fixed_t *) Z_Malloc (numtextures*sizeof(fixed_t), PU_STATIC, NULL);
+
+ totalwidth = 0;
+
+ for (i = 0; i < numtextures; i++, directory++)
+ {
+ IncThermo();
+ if (i == numtextures1)
+ { // start looking in second texture file
+ maptex = maptex2;
+ maxoff = maxoff2;
+ directory = maptex + 1;
+ }
+
+ offset = LONG(*directory);
+ if (offset > maxoff)
+ I_Error ("R_InitTextures: bad texture directory");
+ mtexture = (maptexture_t *) ( (byte *)maptex + offset);
+ j = SHORT(mtexture->patchcount);
+ texture = textures[i] = (texture_t *)
+ Z_Malloc (sizeof(texture_t) + sizeof(texpatch_t)*(j - 1), PU_STATIC, NULL);
+ texture->width = SHORT(mtexture->width);
+ texture->height = SHORT(mtexture->height);
+ texture->patchcount = SHORT(mtexture->patchcount);
+ name_p = (char *)maptex + offset;
+ memcpy (texture->name, name_p, sizeof(texture->name));
+ mpatch = &mtexture->patches[0];
+ patch = &texture->patches[0];
+ for (j = 0; j < texture->patchcount; j++, mpatch++, patch++)
+ {
+ patch->originx = SHORT(mpatch->originx);
+ patch->originy = SHORT(mpatch->originy);
+ patch->patch = patchlookup[SHORT(mpatch->patch)];
+ if (patch->patch == -1)
+ {
+ memcpy (name, texture->name, 8);
+ I_Error ("R_InitTextures: Missing patch in texture %s", name);
+ }
+ }
+ texturecolumnlump[i] = (short *) Z_Malloc (texture->width*2, PU_STATIC, NULL);
+ texturecolumnofs[i] = (unsigned short *) Z_Malloc (texture->width*2, PU_STATIC, NULL);
+ j = 1;
+ while (j*2 <= texture->width)
+ j<<=1;
+ texturewidthmask[i] = j - 1;
+ textureheight[i] = texture->height<<FRACBITS;
+
+ totalwidth += texture->width;
+ }
+
+ Z_Free (maptex1);
+ if (maptex2)
+ Z_Free (maptex2);
+
+//
+// precalculate whatever possible
+//
+ for (i = 0; i < numtextures; i++)
+ {
+ R_GenerateLookup (i);
+ CheckAbortStartup();
+ }
+
+//
+// translation table for global animation
+//
+ texturetranslation = (int *) Z_Malloc ((numtextures + 1)*sizeof(int), PU_STATIC, NULL);
+ for (i = 0; i < numtextures; i++)
+ texturetranslation[i] = i;
+
+ free (patchlookup);
+}
+
+
+/*
+================
+=
+= R_InitFlats
+=
+=================
+*/
+
+static void R_InitFlats (void)
+{
+ int i;
+
+ firstflat = W_GetNumForName ("F_START") + 1;
+ lastflat = W_GetNumForName ("F_END") - 1;
+ numflats = lastflat - firstflat + 1;
+
+// translation table for global animation
+ flattranslation = (int *) Z_Malloc ((numflats + 1) * sizeof(int), PU_STATIC, NULL);
+ for (i = 0; i < numflats; i++)
+ flattranslation[i] = i;
+}
+
+
+/*
+================
+=
+= R_InitSpriteLumps
+=
+= Finds the width and hoffset of all sprites in the wad, so the sprite doesn't
+= need to be cached just for the header during rendering
+=================
+*/
+
+static void R_InitSpriteLumps (void)
+{
+ int i;
+ patch_t *patch;
+
+ firstspritelump = W_GetNumForName ("S_START") + 1;
+ lastspritelump = W_GetNumForName ("S_END") - 1;
+ numspritelumps = lastspritelump - firstspritelump + 1;
+ spritewidth = (fixed_t *) Z_Malloc (numspritelumps*sizeof(fixed_t), PU_STATIC, NULL);
+ spriteoffset = (fixed_t *) Z_Malloc (numspritelumps*sizeof(fixed_t), PU_STATIC, NULL);
+ spritetopoffset = (fixed_t *) Z_Malloc (numspritelumps*sizeof(fixed_t), PU_STATIC, NULL);
+
+ for (i = 0; i < numspritelumps; i++)
+ {
+ IncThermo();
+ patch = (patch_t *) W_CacheLumpNum (firstspritelump + i, PU_CACHE);
+ spritewidth[i] = SHORT(patch->width)<<FRACBITS;
+ spriteoffset[i] = SHORT(patch->leftoffset)<<FRACBITS;
+ spritetopoffset[i] = SHORT(patch->topoffset)<<FRACBITS;
+ }
+}
+
+
+/*
+================
+=
+= R_InitColormaps
+=
+=================
+*/
+
+static void R_InitColormaps (void)
+{
+ int lump, length;
+//
+// load in the light tables
+// 256 byte align tables
+//
+ lump = W_GetNumForName("COLORMAP");
+ length = W_LumpLength (lump) + 255;
+ colormaps = (lighttable_t *) Z_Malloc (length, PU_STATIC, NULL);
+ colormaps = (byte *)( ((intptr_t)colormaps + 255) & ~0xff);
+ W_ReadLump (lump, colormaps);
+}
+
+
+/*
+================
+=
+= R_InitData
+=
+= Locates all the lumps that will be used by all views
+= Must be called after W_Init
+=================
+*/
+
+void R_InitData (void)
+{
+ tprintf("\nR_InitTextures ",0);
+ R_InitTextures();
+ tprintf("R_InitFlats\n",0);
+ R_InitFlats();
+ IncThermo();
+ tprintf("R_InitSpriteLumps ",0);
+ R_InitSpriteLumps();
+ IncThermo();
+ R_InitColormaps();
+}
+
+//=============================================================================
+
+/*
+================
+=
+= R_FlatNumForName
+=
+================
+*/
+
+int R_FlatNumForName (const char *name)
+{
+ int i;
+ char namet[9];
+
+ i = W_CheckNumForName (name);
+ if (i == -1)
+ {
+ namet[8] = 0;
+ memcpy (namet, name,8);
+ I_Error ("R_FlatNumForName: %s not found", namet);
+ }
+ return i - firstflat;
+}
+
+
+/*
+================
+=
+= R_CheckTextureNumForName
+=
+================
+*/
+
+int R_CheckTextureNumForName (const char *name)
+{
+ int i;
+
+ if (name[0] == '-') // no texture marker
+ return 0;
+
+ for (i = 0; i < numtextures; i++)
+ {
+ if (!strncasecmp(textures[i]->name, name, 8))
+ return i;
+ }
+
+ return -1;
+}
+
+
+/*
+================
+=
+= R_TextureNumForName
+=
+================
+*/
+
+int R_TextureNumForName (const char *name)
+{
+ int i;
+
+ i = R_CheckTextureNumForName (name);
+ if (i == -1)
+ I_Error ("R_TextureNumForName: %s not found", name);
+
+ return i;
+}
+
+
+/*
+=================
+=
+= R_PrecacheLevel
+=
+= Preloads all relevent graphics for the level
+=================
+*/
+
+static int flatmemory, texturememory, spritememory;
+
+void R_PrecacheLevel (void)
+{
+ char *flatpresent;
+ char *texturepresent;
+ char *spritepresent;
+ int i, j, k, lump;
+ texture_t *texture;
+ thinker_t *th;
+ spriteframe_t *sf;
+
+ if (demoplayback)
+ return;
+
+//
+// precache flats
+//
+ flatpresent = (char*)malloc(numflats);
+ memset (flatpresent, 0, numflats);
+ for (i = 0; i < numsectors; i++)
+ {
+ flatpresent[sectors[i].floorpic] = 1;
+ flatpresent[sectors[i].ceilingpic] = 1;
+ }
+
+ flatmemory = 0;
+ for (i = 0; i < numflats; i++)
+ {
+ if (flatpresent[i])
+ {
+ lump = firstflat + i;
+ flatmemory += lumpinfo[lump].size;
+ W_CacheLumpNum(lump, PU_CACHE);
+ }
+ }
+
+//
+// precache textures
+//
+ texturepresent = (char*) malloc(numtextures);
+ memset (texturepresent, 0, numtextures);
+
+ for (i = 0; i < numsides; i++)
+ {
+ texturepresent[sides[i].toptexture] = 1;
+ texturepresent[sides[i].midtexture] = 1;
+ texturepresent[sides[i].bottomtexture] = 1;
+ }
+
+ texturepresent[skytexture] = 1;
+
+ texturememory = 0;
+ for (i = 0; i < numtextures; i++)
+ {
+ if (!texturepresent[i])
+ continue;
+ texture = textures[i];
+ for (j = 0; j < texture->patchcount; j++)
+ {
+ lump = texture->patches[j].patch;
+ texturememory += lumpinfo[lump].size;
+ W_CacheLumpNum(lump, PU_CACHE);
+ }
+ }
+
+//
+// precache sprites
+//
+ spritepresent = (char*)malloc(numsprites);
+ memset (spritepresent, 0, numsprites);
+
+ for (th = thinkercap.next; th != &thinkercap; th = th->next)
+ {
+ if (th->function == P_MobjThinker)
+ spritepresent[((mobj_t *)th)->sprite] = 1;
+ }
+
+ spritememory = 0;
+ for (i = 0; i < numsprites; i++)
+ {
+ if (!spritepresent[i])
+ continue;
+ for (j = 0; j < sprites[i].numframes; j++)
+ {
+ sf = &sprites[i].spriteframes[j];
+ for (k = 0; k < 8; k++)
+ {
+ lump = firstspritelump + sf->lump[k];
+ spritememory += lumpinfo[lump].size;
+ W_CacheLumpNum(lump, PU_CACHE);
+ }
+ }
+ }
+ free (flatpresent);
+ free (texturepresent);
+ free (spritepresent);
+}
+
--- /dev/null
+++ b/r_draw.c
@@ -1,0 +1,482 @@
+// R_draw.c
+
+#include "h2stdinc.h"
+
+#ifndef RENDER3D
+
+#include "doomdef.h"
+#include "r_local.h"
+
+/*
+
+All drawing to the view buffer is accomplished in this file. The other refresh
+files only know about ccordinates, not the architecture of the frame buffer.
+
+*/
+
+int viewwidth, scaledviewwidth, viewheight, viewwindowx, viewwindowy;
+
+byte *ylookup[MAXHEIGHT];
+int columnofs[MAXWIDTH];
+byte *tinttable; // used for translucent sprites
+
+
+/*
+==================
+=
+= R_DrawColumn
+=
+= Source is the top of the column to scale
+=
+==================
+*/
+
+lighttable_t *dc_colormap;
+int dc_x;
+int dc_yl;
+int dc_yh;
+fixed_t dc_iscale;
+fixed_t dc_texturemid;
+byte *dc_source; // first pixel in a column (possibly virtual)
+
+//int dccount; // just for profiling
+
+
+void R_DrawColumn (void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery)*fracstep;
+
+ do
+ {
+ *dest = dc_colormap[dc_source[(frac>>FRACBITS) & 127]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ } while (count--);
+}
+
+void R_DrawColumnLow (void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+// dccount++;
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery)*fracstep;
+
+ do
+ {
+ *dest = dc_colormap[dc_source[(frac>>FRACBITS) & 127]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ } while (count--);
+}
+
+/*
+#define FUZZTABLE 50
+#define FUZZOFF (SCREENWIDTH)
+static int fuzzoffset[FUZZTABLE] =
+{
+ FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
+ FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
+ FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,
+ FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
+ FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,
+ FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,
+ FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF
+};
+static int fuzzpos = 0;
+*/
+
+void R_DrawFuzzColumn (void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ if (!dc_yl)
+ dc_yl = 1;
+ if (dc_yh == viewheight - 1)
+ dc_yh = viewheight - 2;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error ("R_DrawFuzzColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery)*fracstep;
+
+// OLD FUZZY INVISO SPRITE STUFF
+/*
+ do
+ {
+ *dest = colormaps[6*256 + dest[fuzzoffset[fuzzpos]]];
+ if (++fuzzpos == FUZZTABLE)
+ fuzzpos = 0;
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ } while (count--);
+*/
+ do
+ {
+ *dest = tinttable[((*dest)<<8) + dc_colormap[dc_source[(frac>>FRACBITS) & 127]]];
+ // *dest = dest[SCREENWIDTH*10+5];
+ // *dest = //tinttable[((*dest)<<8) + colormaps[dc_source[(frac>>FRACBITS) & 127]]];
+ // *dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ } while (count--);
+}
+
+/*
+========================
+=
+= R_DrawTranslatedColumn
+=
+========================
+*/
+
+byte *dc_translation;
+byte *translationtables;
+
+void R_DrawTranslatedColumn (void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery)*fracstep;
+
+ do
+ {
+ *dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ } while (count--);
+}
+
+void R_DrawTranslatedFuzzColumn (void)
+{
+ int count;
+ byte *dest;
+ fixed_t frac, fracstep;
+
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+
+#ifdef RANGECHECK
+ if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+
+ fracstep = dc_iscale;
+ frac = dc_texturemid + (dc_yl - centery)*fracstep;
+
+ do
+ {
+ *dest = tinttable[((*dest)<<8) + dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ } while (count--);
+}
+
+//--------------------------------------------------------------------------
+//
+// PROC R_InitTranslationTables
+//
+//--------------------------------------------------------------------------
+
+void R_InitTranslationTables (void)
+{
+ int i;
+
+ // Load tint table
+ tinttable = (byte *) W_CacheLumpName("TINTTAB", PU_STATIC);
+
+ // Allocate translation tables
+ translationtables = (byte *) Z_Malloc(256*3 + 255, PU_STATIC, NULL);
+ translationtables = (byte *)(((intptr_t)translationtables + 255) & ~255);
+
+ // Fill out the translation tables
+ for (i = 0; i < 256; i++)
+ {
+ if (i >= 225 && i <= 240)
+ {
+ translationtables[i] = 114 + (i - 225); // yellow
+ translationtables[i + 256] = 145 + (i - 225); // red
+ translationtables[i + 512] = 190 + (i - 225); // blue
+ }
+ else
+ {
+ translationtables[i] =
+ translationtables[i + 256] =
+ translationtables[i + 512] = i;
+ }
+ }
+}
+
+/*
+================
+=
+= R_DrawSpan
+=
+================
+*/
+
+int ds_y;
+int ds_x1;
+int ds_x2;
+lighttable_t *ds_colormap;
+fixed_t ds_xfrac;
+fixed_t ds_yfrac;
+fixed_t ds_xstep;
+fixed_t ds_ystep;
+byte *ds_source; // start of a 64*64 tile image
+
+//int dscount; // just for profiling
+
+
+void R_DrawSpan (void)
+{
+ fixed_t xfrac, yfrac;
+ byte *dest;
+ int count, spot;
+
+#ifdef RANGECHECK
+ if (ds_x2 < ds_x1 || ds_x1 < 0 || ds_x2 >= SCREENWIDTH || (unsigned)ds_y > SCREENHEIGHT)
+ I_Error ("R_DrawSpan: %i to %i at %i", ds_x1, ds_x2, ds_y);
+// dscount++;
+#endif
+
+ xfrac = ds_xfrac;
+ yfrac = ds_yfrac;
+
+ dest = ylookup[ds_y] + columnofs[ds_x1];
+ count = ds_x2 - ds_x1;
+ do
+ {
+ spot = ((yfrac>>(16-6)) & (63*64)) + ((xfrac>>16) & 63);
+ *dest++ = ds_colormap[ds_source[spot]];
+ xfrac += ds_xstep;
+ yfrac += ds_ystep;
+ } while (count--);
+}
+
+void R_DrawSpanLow (void)
+{
+ fixed_t xfrac, yfrac;
+ byte *dest;
+ int count, spot;
+
+#ifdef RANGECHECK
+ if (ds_x2 < ds_x1 || ds_x1 < 0 || ds_x2 >= SCREENWIDTH || (unsigned)ds_y > SCREENHEIGHT)
+ I_Error ("R_DrawSpan: %i to %i at %i", ds_x1, ds_x2, ds_y);
+// dscount++;
+#endif
+
+ xfrac = ds_xfrac;
+ yfrac = ds_yfrac;
+
+ dest = ylookup[ds_y] + columnofs[ds_x1];
+ count = ds_x2 - ds_x1;
+ do
+ {
+ spot = ((yfrac>>(16-6)) & (63*64)) + ((xfrac>>16) & 63);
+ *dest++ = ds_colormap[ds_source[spot]];
+ xfrac += ds_xstep;
+ yfrac += ds_ystep;
+ } while (count--);
+}
+
+
+/*
+================
+=
+= R_InitBuffer
+=
+=================
+*/
+
+void R_InitBuffer (int width, int height)
+{
+ int i;
+
+ viewwindowx = (SCREENWIDTH - width) >> 1;
+ for (i = 0; i < width; i++)
+ columnofs[i] = viewwindowx + i;
+ if (width == SCREENWIDTH)
+ viewwindowy = 0;
+ else
+ viewwindowy = (SCREENHEIGHT - SBARHEIGHT - height) >> 1;
+ for (i = 0; i < height; i++)
+ ylookup[i] = screens + (i + viewwindowy)*SCREENWIDTH;
+}
+
+
+/*
+==================
+=
+= R_DrawViewBorder
+=
+= Draws the border around the view for different size windows
+==================
+*/
+
+boolean BorderNeedRefresh;
+
+void R_DrawViewBorder (void)
+{
+ byte *src, *dest;
+ int x, y;
+
+ if (scaledviewwidth == SCREENWIDTH)
+ return;
+
+ if (shareware)
+ {
+ src = (byte *) W_CacheLumpName ("FLOOR04", PU_CACHE);
+ }
+ else
+ {
+ src = (byte *) W_CacheLumpName ("FLAT513", PU_CACHE);
+ }
+ dest = screens;
+
+ for (y = 0 ; y < SCREENHEIGHT - SBARHEIGHT; y++)
+ {
+ for (x = 0; x < SCREENWIDTH/64; x++)
+ {
+ memcpy (dest, src + ((y & 63)<<6), 64);
+ dest += 64;
+ }
+ if (SCREENWIDTH & 63)
+ {
+ memcpy (dest, src + ((y & 63)<<6), SCREENWIDTH & 63);
+ dest += (SCREENWIDTH & 63);
+ }
+ }
+ for (x = viewwindowx; x < viewwindowx + viewwidth; x += 16)
+ {
+ V_DrawPatch(x, viewwindowy - 4, (patch_t *)W_CacheLumpName("bordt", PU_CACHE));
+ V_DrawPatch(x, viewwindowy + viewheight, (patch_t *)W_CacheLumpName("bordb", PU_CACHE));
+ }
+ for (y = viewwindowy; y < viewwindowy + viewheight; y += 16)
+ {
+ V_DrawPatch(viewwindowx - 4, y, (patch_t *)W_CacheLumpName("bordl", PU_CACHE));
+ V_DrawPatch(viewwindowx+viewwidth, y, (patch_t *)W_CacheLumpName("bordr", PU_CACHE));
+ }
+ V_DrawPatch(viewwindowx - 4, viewwindowy - 4, (patch_t *)W_CacheLumpName("bordtl", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy - 4, (patch_t *)W_CacheLumpName("bordtr", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy + viewheight, (patch_t *)W_CacheLumpName("bordbr", PU_CACHE));
+ V_DrawPatch(viewwindowx - 4, viewwindowy + viewheight, (patch_t *)W_CacheLumpName("bordbl", PU_CACHE));
+}
+
+/*
+==================
+=
+= R_DrawTopBorder
+=
+= Draws the top border around the view for different size windows
+==================
+*/
+
+boolean BorderTopRefresh;
+
+void R_DrawTopBorder (void)
+{
+ byte *src, *dest;
+ int x, y;
+
+ if (scaledviewwidth == SCREENWIDTH)
+ return;
+
+ if (shareware)
+ {
+ src = (byte *) W_CacheLumpName ("FLOOR04", PU_CACHE);
+ }
+ else
+ {
+ src = (byte *) W_CacheLumpName ("FLAT513", PU_CACHE);
+ }
+ dest = screens;
+
+ for (y = 0; y < 30; y++)
+ {
+ for (x = 0; x < SCREENWIDTH/64; x++)
+ {
+ memcpy (dest, src + ((y & 63)<<6), 64);
+ dest += 64;
+ }
+ if (SCREENWIDTH & 63)
+ {
+ memcpy (dest, src + ((y & 63)<<6), SCREENWIDTH & 63);
+ dest += (SCREENWIDTH & 63);
+ }
+ }
+ if (viewwindowy < 25)
+ {
+ for (x = viewwindowx; x < viewwindowx + viewwidth; x += 16)
+ {
+ V_DrawPatch(x, viewwindowy - 4, (patch_t *)W_CacheLumpName("bordt", PU_CACHE));
+ }
+ V_DrawPatch(viewwindowx-4, viewwindowy, (patch_t *)W_CacheLumpName("bordl", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy, (patch_t *)W_CacheLumpName("bordr", PU_CACHE));
+ V_DrawPatch(viewwindowx - 4, viewwindowy + 16, (patch_t *)W_CacheLumpName("bordl", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy + 16, (patch_t *)W_CacheLumpName("bordr", PU_CACHE));
+
+ V_DrawPatch(viewwindowx - 4, viewwindowy - 4, (patch_t *)W_CacheLumpName("bordtl", PU_CACHE));
+ V_DrawPatch(viewwindowx + viewwidth, viewwindowy - 4, (patch_t *)W_CacheLumpName("bordtr", PU_CACHE));
+ }
+}
+
+#endif /* RENDER3D */
+
--- /dev/null
+++ b/r_local.h
@@ -1,0 +1,495 @@
+// R_local.h
+
+#ifndef __R_LOCAL__
+#define __R_LOCAL__
+
+#define ANGLETOSKYSHIFT 22 /* sky map is 256*128*4 maps */
+
+#define BASEYCENTER 100
+
+#define MAXWIDTH 1120
+#define MAXHEIGHT 832
+
+#define PI 3.141592657
+
+#define CENTERY (SCREENHEIGHT / 2)
+
+#define MINZ (FRACUNIT * 4)
+
+#define FIELDOFVIEW 2048 /* fineangles in the SCREENWIDTH wide window */
+
+/* lighting constants */
+#define LIGHTLEVELS 16
+#define LIGHTSEGSHIFT 4
+#define MAXLIGHTSCALE 48
+#define LIGHTSCALESHIFT 12
+#define MAXLIGHTZ 128
+#define LIGHTZSHIFT 20
+#define NUMCOLORMAPS 32 /* number of diminishing */
+#define INVERSECOLORMAP 32
+
+
+/* ------ INTERNAL MAP TYPES ------ */
+
+/* ---- used by play and refresh ---- */
+
+#pragma pack on
+
+typedef struct
+{
+ fixed_t x,y;
+} vertex_t;
+
+struct line_s;
+
+typedef struct
+{
+ fixed_t floorheight, ceilingheight;
+ short floorpic, ceilingpic;
+ short lightlevel;
+ short special, tag;
+
+ int soundtraversed; /* 0 = untraversed, 1,2 = sndlines -1 */
+ mobj_t *soundtarget; /* thing that made a sound (or null) */
+
+ int blockbox[4]; /* mapblock bounding box for height changes */
+ degenmobj_t soundorg; /* for any sounds played by the sector */
+ int validcount; /* if == validcount, already checked */
+ mobj_t *thinglist; /* list of mobjs in sector */
+ void *specialdata; /* thinker_t for reversable actions */
+ int linecount;
+ struct line_s **lines; /* [linecount] size */
+
+#ifdef RENDER3D
+ int flatoffx, flatoffy; /* Scrolling flats. */
+ int skyfix; /* Offset to ceiling height rendering w/sky. */
+#endif
+
+} sector_t;
+
+typedef struct
+{
+ fixed_t textureoffset; /* add this to the calculated texture col */
+ fixed_t rowoffset; /* add this to the calculated texture top */
+ short toptexture, bottomtexture, midtexture;
+ sector_t *sector;
+} side_t;
+
+typedef enum
+{
+ ST_HORIZONTAL,
+ ST_VERTICAL,
+ ST_POSITIVE,
+ ST_NEGATIVE
+} slopetype_t;
+
+typedef struct line_s
+{
+ vertex_t *v1, *v2;
+ fixed_t dx,dy; // v2 - v1 for side checking
+ short flags;
+ short special, tag;
+ short sidenum[2]; // sidenum[1] will be -1 if one sided
+ fixed_t bbox[4];
+ slopetype_t slopetype; // to aid move clipping
+ sector_t *frontsector, *backsector;
+ int validcount; // if == validcount, already checked
+ void *specialdata; // thinker_t for reversable actions
+} line_t;
+
+#ifdef RENDER3D
+typedef struct
+{
+ float x, y;
+} fvertex_t;
+#endif
+
+typedef struct subsector_s
+{
+ sector_t *sector;
+ short numlines;
+ short firstline;
+#ifdef RENDER3D
+ /* Sorted edge vertices for rendering floors and ceilings. */
+ char numedgeverts;
+ fvertex_t *edgeverts; /* A list of edge vertices. */
+ fvertex_t *origedgeverts; /* Unmodified, accurate edge vertices. */
+ fvertex_t bbox[2]; /* Min and max points. */
+ fvertex_t midpoint; /* Center of bounding box. */
+#endif
+} subsector_t;
+
+typedef struct
+{
+ vertex_t *v1, *v2;
+ fixed_t offset;
+ angle_t angle;
+ side_t *sidedef;
+ line_t *linedef;
+ sector_t *frontsector;
+ sector_t *backsector; /* NULL for one sided lines */
+#ifdef RENDER3D
+ float len; /* Length of the segment (v1 -> v2) for texture mapping. */
+#endif
+} seg_t;
+
+typedef struct
+{
+ fixed_t x, y, dx, dy; /* partition line */
+ fixed_t bbox[2][4]; /* bounding box for each child */
+ unsigned short children[2]; /* if NF_SUBSECTOR its a subsector */
+} node_t;
+
+typedef struct
+{
+ int originx; /* block origin (allways UL), which has allready */
+ int originy; /* accounted for the patch's internal origin */
+ int patch;
+} texpatch_t;
+
+/* a maptexturedef_t describes a rectangular texture, which is composed of one
+ * or more mappatch_t structures that arrange graphic patches
+ */
+typedef struct
+{
+ char name[8]; /* for switch changing, etc */
+ short width;
+ short height;
+ short patchcount;
+ texpatch_t patches[1]; /* [patchcount] drawn back to front */
+ /* into the cached texture */
+#ifdef RENDER3D
+ boolean masked; /* from maptexture_t */
+#endif
+} texture_t;
+
+
+/* ------ OTHER TYPES ------ */
+
+typedef byte lighttable_t; /* this could be wider for >8 bit display */
+
+#define MAXVISPLANES 128
+#define MAXOPENINGS (SCREENWIDTH * 64)
+
+typedef struct
+{
+ fixed_t height;
+ int picnum;
+ int lightlevel;
+ int special;
+ int minx, maxx;
+ byte pad1; /* leave pads for [minx-1]/[maxx+1] */
+ byte top[SCREENWIDTH];
+ byte pad2;
+ byte pad3;
+ byte bottom[SCREENWIDTH];
+ byte pad4;
+} visplane_t;
+
+typedef struct drawseg_s
+{
+ seg_t *curline;
+ int x1, x2;
+ fixed_t scale1, scale2, scalestep;
+ int silhouette; /* 0 = none, 1 = bottom, 2 = top, 3 = both */
+ fixed_t bsilheight; /* don't clip sprites above this */
+ fixed_t tsilheight; /* don't clip sprites below this */
+ /* pointers to lists for sprite clipping */
+ short *sprtopclip; /* adjusted so [x1] is first value */
+ short *sprbottomclip; /* adjusted so [x1] is first value */
+ short *maskedtexturecol; /* adjusted so [x1] is first value */
+} drawseg_t;
+
+#define SIL_NONE 0
+#define SIL_BOTTOM 1
+#define SIL_TOP 2
+#define SIL_BOTH 3
+
+#define MAXDRAWSEGS 256
+
+/* A vissprite_t is a thing that will be drawn during a refresh */
+typedef struct vissprite_s
+{
+ struct vissprite_s *prev, *next;
+ int x1, x2;
+ fixed_t gx, gy; /* for line side calculation */
+ fixed_t gz, gzt; /* global bottom / top for silhouette clipping */
+ fixed_t startfrac; /* horizontal position of x1 */
+ fixed_t scale;
+ fixed_t xiscale; /* negative if flipped */
+ fixed_t texturemid;
+ int patch;
+#ifdef RENDER3D
+ int lightlevel;
+ float v1[2], v2[2]; /* The vertices (v1 is the left one). */
+ float secfloor, secceil;
+#else
+ lighttable_t *colormap;
+#endif
+ int mobjflags; /* for color translation and shadow draw */
+ boolean psprite; /* true if psprite */
+ fixed_t footclip; /* foot clipping */
+} vissprite_t;
+
+
+extern visplane_t *floorplane, *ceilingplane;
+
+/* Sprites are patches with a special naming convention so they can be
+ * recognized by R_InitSprites. The sprite and frame specified by a
+ * thing_t is range checked at run time.
+ * a sprite is a patch_t that is assumed to represent a three dimensional
+ * object and may have multiple rotations pre drawn. Horizontal flipping
+ * is used to save space. Some sprites will only have one picture used
+ * for all views.
+ */
+typedef struct
+{
+ boolean rotate; /* if false use 0 for any position */
+ short lump[8]; /* lump to use for view angles 0-7 */
+ byte flip[8]; /* flip (1 = flip) to use for view angles 0-7 */
+} spriteframe_t;
+
+typedef struct
+{
+ int numframes;
+ spriteframe_t *spriteframes;
+} spritedef_t;
+
+extern spritedef_t *sprites;
+extern int numsprites;
+
+#pragma pack off
+
+/*============================================================================*/
+
+extern int numvertexes;
+extern vertex_t *vertexes;
+
+extern int numsegs;
+extern seg_t *segs;
+
+extern int numsectors;
+extern sector_t *sectors;
+
+extern int numsubsectors;
+extern subsector_t *subsectors;
+
+extern int numnodes;
+extern node_t *nodes;
+
+extern int numlines;
+extern line_t *lines;
+
+extern int numsides;
+extern side_t *sides;
+
+
+extern fixed_t viewx, viewy, viewz;
+extern angle_t viewangle;
+extern player_t *viewplayer;
+
+#ifdef RENDER3D
+extern float viewpitch;
+extern int sbarscale;
+#endif
+
+extern angle_t clipangle;
+
+extern int viewangletox[FINEANGLES / 2];
+extern angle_t xtoviewangle[SCREENWIDTH + 1];
+extern fixed_t finetangent[FINEANGLES / 2];
+
+extern fixed_t rw_distance;
+extern angle_t rw_normalangle;
+
+
+/* ---- R_main.c ---- */
+
+extern int viewwidth, viewheight, viewwindowx, viewwindowy;
+extern int centerx, centery;
+extern fixed_t centerxfrac;
+extern fixed_t centeryfrac;
+extern fixed_t projection;
+
+extern int validcount;
+
+extern int sscount, linecount, loopcount;
+extern lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
+extern lighttable_t *scalelightfixed[MAXLIGHTSCALE];
+extern lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
+
+extern int extralight;
+extern lighttable_t *fixedcolormap;
+
+extern fixed_t viewcos, viewsin;
+
+extern int detailshift; /* 0 = high, 1 = low */
+
+extern void (*colfunc) (void);
+extern void (*basecolfunc) (void);
+extern void (*fuzzcolfunc) (void);
+extern void (*spanfunc) (void);
+
+int R_PointOnSide (fixed_t x, fixed_t y, node_t *node);
+int R_PointOnSegSide (fixed_t x, fixed_t y, seg_t *line);
+angle_t R_PointToAngle (fixed_t x, fixed_t y);
+angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2);
+fixed_t R_PointToDist (fixed_t x, fixed_t y);
+fixed_t R_ScaleFromGlobalAngle (angle_t visangle);
+subsector_t *R_PointInSubsector (fixed_t x, fixed_t y);
+void R_AddPointToBox (int x, int y, fixed_t *box);
+
+
+/* ---- R_bsp.c ---- */
+
+extern seg_t *curline;
+extern side_t *sidedef;
+extern line_t *linedef;
+extern sector_t *frontsector, *backsector;
+
+extern int rw_x;
+extern int rw_stopx;
+
+extern boolean segtextured;
+extern boolean markfloor; /* false if the back side is the same plane */
+extern boolean markceiling;
+extern boolean skymap;
+
+extern drawseg_t drawsegs[MAXDRAWSEGS], *ds_p;
+
+extern lighttable_t **hscalelight, **vscalelight, **dscalelight;
+
+typedef void (*drawfunc_t) (int start, int stop);
+void R_ClearClipSegs (void);
+
+void R_ClearDrawSegs (void);
+void R_InitSkyMap (void);
+void R_RenderBSPNode (int bspnum);
+
+
+/* ---- R_segs.c ---- */
+
+extern int rw_angle1; /* angle to line origin */
+
+void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2);
+
+
+/* ---- R_plane.c ---- */
+
+typedef void (*planefunction_t) (int top, int bottom);
+extern planefunction_t floorfunc, ceilingfunc;
+
+extern int skyflatnum;
+
+extern short openings[MAXOPENINGS], *lastopening;
+
+extern short floorclip[SCREENWIDTH];
+extern short ceilingclip[SCREENWIDTH];
+
+extern fixed_t yslope[SCREENHEIGHT];
+extern fixed_t distscale[SCREENWIDTH];
+
+void R_InitPlanes (void);
+void R_ClearPlanes (void);
+void R_MapPlane (int y, int x1, int x2);
+void R_MakeSpans (int x, int t1, int b1, int t2, int b2);
+void R_DrawPlanes (void);
+
+visplane_t *R_FindPlane (fixed_t height, int picnum, int lightlevel, int special);
+visplane_t *R_CheckPlane (visplane_t *pl, int start, int stop);
+
+
+/* ---- R_data.c ---- */
+
+extern fixed_t *textureheight; /* needed for texture pegging */
+extern fixed_t *spritewidth; /* needed for pre rendering (fracs) */
+extern fixed_t *spriteoffset;
+extern fixed_t *spritetopoffset;
+extern lighttable_t *colormaps;
+extern int viewwidth, scaledviewwidth, viewheight;
+extern int firstflat;
+extern int numflats;
+
+extern int *flattranslation; /* for global animation */
+extern int *texturetranslation; /* for global animation */
+
+extern int firstspritelump, lastspritelump, numspritelumps;
+
+byte *R_GetColumn (int tex, int col);
+void R_InitData (void);
+void R_PrecacheLevel (void);
+
+
+/* ---- R_things.c ---- */
+
+#define MAXVISSPRITES 128
+
+extern vissprite_t vissprites[MAXVISSPRITES], *vissprite_p;
+extern vissprite_t vsprsortedhead;
+
+/* constant arrays used for psprite clipping and initializing clipping */
+extern short negonearray[SCREENWIDTH];
+extern short screenheightarray[SCREENWIDTH];
+
+/* vars for R_DrawMaskedColumn */
+extern short *mfloorclip;
+extern short *mceilingclip;
+extern fixed_t spryscale;
+extern fixed_t sprtopscreen;
+extern fixed_t sprbotscreen;
+
+extern fixed_t pspritescale, pspriteiscale;
+
+
+void R_DrawMaskedColumn (column_t *column, signed int baseclip);
+
+void R_SortVisSprites (void);
+
+void R_AddSprites (sector_t *sec);
+void R_AddPSprites (void);
+void R_DrawSprites (void);
+void R_InitSprites (const char **namelist);
+void R_ClearSprites (void);
+void R_DrawMasked (void);
+void R_ClipVisSprite (vissprite_t *vis, int xl, int xh);
+
+
+/* ---- R_draw.c ---- */
+
+extern lighttable_t *dc_colormap;
+extern int dc_x;
+extern int dc_yl;
+extern int dc_yh;
+extern fixed_t dc_iscale;
+extern fixed_t dc_texturemid;
+extern byte *dc_source; /* first pixel in a column */
+
+void R_DrawColumn (void);
+void R_DrawColumnLow (void);
+void R_DrawFuzzColumn (void);
+void R_DrawFuzzColumnLow (void);
+void R_DrawTranslatedColumn (void);
+void R_DrawTranslatedFuzzColumn (void);
+void R_DrawTranslatedColumnLow (void);
+
+extern int ds_y;
+extern int ds_x1;
+extern int ds_x2;
+extern lighttable_t *ds_colormap;
+extern fixed_t ds_xfrac;
+extern fixed_t ds_yfrac;
+extern fixed_t ds_xstep;
+extern fixed_t ds_ystep;
+extern byte *ds_source; /* start of a 64*64 tile image */
+
+extern byte *translationtables;
+extern byte *dc_translation;
+
+void R_DrawSpan (void);
+void R_DrawSpanLow (void);
+
+void R_InitBuffer (int width, int height);
+void R_InitTranslationTables (void);
+
+#endif /* __R_LOCAL__ */
+
--- /dev/null
+++ b/r_main.c
@@ -1,0 +1,834 @@
+// R_main.c
+
+#include "h2stdinc.h"
+
+#ifndef RENDER3D
+
+#include "doomdef.h"
+#include "r_local.h"
+
+int viewangleoffset;
+
+#if defined(__WATCOMC__) && defined(_DOS)
+int newViewAngleOff;
+#endif
+
+int validcount = 1; // increment every time a check is made
+
+lighttable_t *fixedcolormap;
+extern lighttable_t **walllights;
+
+int centerx, centery;
+fixed_t centerxfrac, centeryfrac;
+fixed_t projection;
+
+int framecount; // just for profiling purposes
+
+int sscount, linecount, loopcount;
+
+fixed_t viewx, viewy, viewz;
+angle_t viewangle;
+fixed_t viewcos, viewsin;
+player_t *viewplayer;
+
+int detailshift; // 0 = high, 1 = low
+
+//
+// precalculated math tables
+//
+angle_t clipangle;
+
+// The viewangletox[viewangle + FINEANGLES/4] lookup maps the visible view
+// angles to screen X coordinates, flattening the arc to a flat projection
+// plane. There will be many angles mapped to the same X.
+int viewangletox[FINEANGLES/2];
+
+// The xtoviewangleangle[] table maps a screen pixel to the lowest viewangle
+// that maps back to x ranges from clipangle to -clipangle
+angle_t xtoviewangle[SCREENWIDTH+1];
+
+// the finetangentgent[angle+FINEANGLES/4] table holds the fixed_t tangent
+// values for view angles, ranging from H2MININT to 0 to H2MAXINT.
+// fixed_t finetangent[FINEANGLES/2];
+
+// fixed_t finesine[5*FINEANGLES/4];
+fixed_t *finecosine = &finesine[FINEANGLES/4];
+
+lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
+lighttable_t *scalelightfixed[MAXLIGHTSCALE];
+lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
+
+int extralight; // bumped light from gun blasts
+
+void (*colfunc) (void);
+void (*basecolfunc) (void);
+void (*fuzzcolfunc) (void);
+void (*transcolfunc) (void);
+void (*spanfunc) (void);
+
+/*
+===================
+=
+= R_AddPointToBox
+=
+===================
+*/
+
+void R_AddPointToBox (int x, int y, fixed_t *box)
+{
+ if (x < box[BOXLEFT])
+ box[BOXLEFT] = x;
+ if (x > box[BOXRIGHT])
+ box[BOXRIGHT] = x;
+ if (y < box[BOXBOTTOM])
+ box[BOXBOTTOM] = y;
+ if (y > box[BOXTOP])
+ box[BOXTOP] = y;
+}
+
+
+/*
+===============================================================================
+=
+= R_PointOnSide
+=
+= Returns side 0 (front) or 1 (back)
+===============================================================================
+*/
+
+int R_PointOnSide (fixed_t x, fixed_t y, node_t *node)
+{
+ fixed_t dx, dy;
+ fixed_t left, right;
+
+ if (!node->dx)
+ {
+ if (x <= node->x)
+ return node->dy > 0;
+ return node->dy < 0;
+ }
+ if (!node->dy)
+ {
+ if (y <= node->y)
+ return node->dx < 0;
+ return node->dx > 0;
+ }
+
+ dx = (x - node->x);
+ dy = (y - node->y);
+
+// try to quickly decide by looking at sign bits
+ if ((node->dy ^ node->dx ^ dx ^ dy) & 0x80000000)
+ {
+ if ((node->dy ^ dx) & 0x80000000)
+ return 1; // (left is negative)
+ return 0;
+ }
+
+ left = FixedMul (node->dy>>FRACBITS , dx);
+ right = FixedMul (dy , node->dx>>FRACBITS);
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+int R_PointOnSegSide (fixed_t x, fixed_t y, seg_t *line)
+{
+ fixed_t lx, ly;
+ fixed_t ldx, ldy;
+ fixed_t dx, dy;
+ fixed_t left, right;
+
+ lx = line->v1->x;
+ ly = line->v1->y;
+
+ ldx = line->v2->x - lx;
+ ldy = line->v2->y - ly;
+
+ if (!ldx)
+ {
+ if (x <= lx)
+ return ldy > 0;
+ return ldy < 0;
+ }
+ if (!ldy)
+ {
+ if (y <= ly)
+ return ldx < 0;
+ return ldx > 0;
+ }
+
+ dx = (x - lx);
+ dy = (y - ly);
+
+// try to quickly decide by looking at sign bits
+ if ((ldy ^ ldx ^ dx ^ dy) & 0x80000000)
+ {
+ if ((ldy ^ dx) & 0x80000000)
+ return 1; // (left is negative)
+ return 0;
+ }
+
+ left = FixedMul (ldy>>FRACBITS, dx);
+ right = FixedMul (dy, ldx>>FRACBITS);
+
+ if (right < left)
+ return 0; // front side
+ return 1; // back side
+}
+
+
+/*
+===============================================================================
+=
+= R_PointToAngle
+=
+===============================================================================
+*/
+
+// to get a global angle from cartesian coordinates, the coordinates are
+// flipped until they are in the first octant of the coordinate system, then
+// the y (<=x) is scaled and divided by x to get a tangent (slope) value
+// which is looked up in the tantoangle[] table. The +1 size is to handle
+// the case when x==y without additional checking.
+#define SLOPERANGE 2048
+#define SLOPEBITS 11
+#define DBITS (FRACBITS-SLOPEBITS)
+
+extern int tantoangle[SLOPERANGE+1]; // get from tables.c
+
+//int tantoangle[SLOPERANGE+1];
+
+static int SlopeDiv (unsigned num, unsigned den)
+{
+ unsigned ans;
+ if (den < 512)
+ return SLOPERANGE;
+ ans = (num<<3) / (den>>8);
+ return ans <= SLOPERANGE ? ans : SLOPERANGE;
+}
+
+angle_t R_PointToAngle (fixed_t x, fixed_t y)
+{
+ x -= viewx;
+ y -= viewy;
+ if ( (!x) && (!y) )
+ return 0;
+ if (x >= 0)
+ { // x >= 0
+ if (y >= 0)
+ { // y >= 0
+ if (x > y)
+ return tantoangle[SlopeDiv(y,x)]; // octant 0
+ else
+ return ANG90 - 1 - tantoangle[SlopeDiv(x,y)]; // octant 1
+ }
+ else
+ { // y < 0
+ y = -y;
+ if (x > y)
+ return -tantoangle[SlopeDiv(y,x)]; // octant 8
+ else
+ return ANG270 + tantoangle[SlopeDiv(x,y)]; // octant 7
+ }
+ }
+ else
+ { // x < 0
+ x = -x;
+ if (y >= 0)
+ { // y >= 0
+ if (x > y)
+ return ANG180 - 1 - tantoangle[SlopeDiv(y,x)]; // octant 3
+ else
+ return ANG90 + tantoangle[SlopeDiv(x,y)]; // octant 2
+ }
+ else
+ { // y < 0
+ y = -y;
+ if (x > y)
+ return ANG180 + tantoangle[SlopeDiv(y,x)]; // octant 4
+ else
+ return ANG270 - 1 - tantoangle[SlopeDiv(x,y)]; // octant 5
+ }
+ }
+
+ return 0;
+}
+
+
+angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
+{
+ viewx = x1;
+ viewy = y1;
+ return R_PointToAngle (x2, y2);
+}
+
+
+fixed_t R_PointToDist (fixed_t x, fixed_t y)
+{
+ int angle;
+ fixed_t dx, dy, temp;
+ fixed_t dist;
+
+ dx = abs(x - viewx);
+ dy = abs(y - viewy);
+
+ if (dy > dx)
+ {
+ temp = dx;
+ dx = dy;
+ dy = temp;
+ }
+
+ angle = (tantoangle[ FixedDiv(dy,dx)>>DBITS ]+ANG90) >> ANGLETOFINESHIFT;
+
+ dist = FixedDiv (dx, finesine[angle]); // use as cosine
+
+ return dist;
+}
+
+
+/*
+=================
+=
+= R_InitPointToAngle
+=
+=================
+*/
+
+void R_InitPointToAngle (void)
+{
+// now getting from tables.c
+#if 0
+ int i;
+ int t; /* int32_t */
+ float f;
+//
+// slope (tangent) to angle lookup
+//
+ for (i = 0; i <= SLOPERANGE; i++)
+ {
+ f = atan((float)i / SLOPERANGE) / (3.141592657*2);
+ t = 0xffffffff * f;
+ tantoangle[i] = t;
+ }
+#endif
+}
+
+//=============================================================================
+
+/*
+================
+=
+= R_ScaleFromGlobalAngle
+=
+= Returns the texture mapping scale for the current line at the given angle
+= rw_distance must be calculated first
+================
+*/
+
+fixed_t R_ScaleFromGlobalAngle (angle_t visangle)
+{
+ fixed_t scale;
+ int anglea, angleb;
+ int sinea, sineb;
+ fixed_t num, den;
+
+#if 0
+{
+ fixed_t dist, z;
+ fixed_t sinv, cosv;
+
+ sinv = finesine[(visangle - rw_normalangle)>>ANGLETOFINESHIFT];
+ dist = FixedDiv (rw_distance, sinv);
+ cosv = finecosine[(viewangle - visangle)>>ANGLETOFINESHIFT];
+ z = abs(FixedMul (dist, cosv));
+ scale = FixedDiv(projection, z);
+ return scale;
+}
+#endif
+
+ anglea = ANG90 + (visangle - viewangle);
+ angleb = ANG90 + (visangle - rw_normalangle);
+// bothe sines are allways positive
+ sinea = finesine[anglea>>ANGLETOFINESHIFT];
+ sineb = finesine[angleb>>ANGLETOFINESHIFT];
+ num = FixedMul(projection, sineb)<<detailshift;
+ den = FixedMul(rw_distance, sinea);
+ if (den > num>>16)
+ {
+ scale = FixedDiv (num, den);
+ if (scale > 64*FRACUNIT)
+ scale = 64*FRACUNIT;
+ else if (scale < 256)
+ scale = 256;
+ }
+ else
+ scale = 64*FRACUNIT;
+
+ return scale;
+}
+
+
+/*
+=================
+=
+= R_InitTables
+=
+=================
+*/
+
+void R_InitTables (void)
+{
+// now getting from tables.c
+#if 0
+ int i;
+ float a, fv;
+ int t;
+
+//
+// viewangle tangent table
+//
+ for (i = 0; i < FINEANGLES/2; i++)
+ {
+ a = (i - FINEANGLES/4 + 0.5) * PI * 2 / FINEANGLES;
+ fv = FRACUNIT * tan(a);
+ t = fv;
+ finetangent[i] = t;
+ }
+
+//
+// finesine table
+//
+ for (i = 0; i < 5*FINEANGLES/4; i++)
+ {
+// OPTIMIZE: mirror...
+ a = (i + 0.5) * PI * 2 / FINEANGLES;
+ t = FRACUNIT * sin(a);
+ finesine[i] = t;
+ }
+#endif
+}
+
+
+/*
+=================
+=
+= R_InitTextureMapping
+=
+=================
+*/
+
+void R_InitTextureMapping (void)
+{
+ int i;
+ int x;
+ int t;
+ fixed_t focallength;
+
+//
+// use tangent table to generate viewangletox
+// viewangletox will give the next greatest x after the view angle
+//
+ // calc focallength so FIELDOFVIEW angles covers SCREENWIDTH
+ focallength = FixedDiv (centerxfrac, finetangent[FINEANGLES/4 + FIELDOFVIEW/2]);
+
+ for (i = 0; i < FINEANGLES/2; i++)
+ {
+ if (finetangent[i] > FRACUNIT*2)
+ t = -1;
+ else if (finetangent[i] < -FRACUNIT*2)
+ t = viewwidth + 1;
+ else
+ {
+ t = FixedMul (finetangent[i], focallength);
+ t = (centerxfrac - t + FRACUNIT - 1)>>FRACBITS;
+ if (t < -1)
+ t = -1;
+ else if (t > viewwidth + 1)
+ t = viewwidth + 1;
+ }
+ viewangletox[i] = t;
+ }
+
+//
+// scan viewangletox[] to generate xtoviewangleangle[]
+//
+// xtoviewangle will give the smallest view angle that maps to x
+ for (x = 0; x <= viewwidth; x++)
+ {
+ i = 0;
+ while (viewangletox[i] > x)
+ i++;
+ xtoviewangle[x] = (i<<ANGLETOFINESHIFT) - ANG90;
+ }
+
+//
+// take out the fencepost cases from viewangletox
+//
+ for (i = 0; i < FINEANGLES/2; i++)
+ {
+ t = FixedMul (finetangent[i], focallength);
+ t = centerx - t;
+ if (viewangletox[i] == -1)
+ viewangletox[i] = 0;
+ else if (viewangletox[i] == viewwidth + 1)
+ viewangletox[i] = viewwidth;
+ }
+
+ clipangle = xtoviewangle[0];
+}
+
+//=============================================================================
+
+/*
+====================
+=
+= R_InitLightTables
+=
+= Only inits the zlight table, because the scalelight table changes
+= with view size
+=
+====================
+*/
+
+#define DISTMAP 2
+
+void R_InitLightTables (void)
+{
+ int i, j, level, start_map;
+ int scale;
+
+//
+// Calculate the light levels to use for each level / distance combination
+//
+ for (i = 0; i < LIGHTLEVELS; i++)
+ {
+ start_map = ((LIGHTLEVELS - 1 - i) * 2) * NUMCOLORMAPS / LIGHTLEVELS;
+ for (j = 0; j < MAXLIGHTZ; j++)
+ {
+ scale = FixedDiv ((SCREENWIDTH/2*FRACUNIT), (j + 1)<<LIGHTZSHIFT);
+ scale >>= LIGHTSCALESHIFT;
+ level = start_map - scale/DISTMAP;
+ if (level < 0)
+ level = 0;
+ if (level >= NUMCOLORMAPS)
+ level = NUMCOLORMAPS-1;
+ zlight[i][j] = colormaps + level*256;
+ }
+ }
+}
+
+
+/*
+==============
+=
+= R_SetViewSize
+=
+= Don't really change anything here, because i might be in the middle of
+= a refresh. The change will take effect next refresh.
+=
+==============
+*/
+
+static int setblocks, setdetail;
+boolean setsizeneeded;
+
+void R_SetViewSize (int blocks, int detail)
+{
+ setsizeneeded = true;
+ setblocks = blocks;
+ setdetail = detail;
+}
+
+/*
+==============
+=
+= R_ExecuteSetViewSize
+=
+==============
+*/
+
+void R_ExecuteSetViewSize (void)
+{
+ fixed_t cosadj, dy;
+ int i, j, level, start_map;
+
+ setsizeneeded = false;
+
+ if (setblocks == 11)
+ {
+ scaledviewwidth = SCREENWIDTH;
+ viewheight = SCREENHEIGHT;
+ }
+ else
+ {
+ scaledviewwidth = setblocks*32;
+ viewheight = (setblocks*158/10);
+ }
+
+ detailshift = setdetail;
+ viewwidth = scaledviewwidth>>detailshift;
+
+ centery = viewheight/2;
+ centerx = viewwidth/2;
+ centerxfrac = centerx<<FRACBITS;
+ centeryfrac = centery<<FRACBITS;
+ projection = centerxfrac;
+
+ if (!detailshift)
+ {
+ colfunc = basecolfunc = R_DrawColumn;
+ fuzzcolfunc = R_DrawFuzzColumn;
+ transcolfunc = R_DrawTranslatedColumn;
+ spanfunc = R_DrawSpan;
+ }
+ else
+ {
+ colfunc = basecolfunc = R_DrawColumnLow;
+ fuzzcolfunc = R_DrawFuzzColumn;
+ transcolfunc = R_DrawTranslatedColumn;
+ spanfunc = R_DrawSpanLow;
+ }
+
+ R_InitBuffer (scaledviewwidth, viewheight);
+
+ R_InitTextureMapping ();
+
+//
+// psprite scales
+//
+ pspritescale = FRACUNIT*viewwidth/SCREENWIDTH;
+ pspriteiscale = FRACUNIT*SCREENWIDTH/viewwidth;
+
+//
+// thing clipping
+//
+ for (i = 0; i < viewwidth; i++)
+ screenheightarray[i] = viewheight;
+
+//
+// planes
+//
+ for (i = 0; i < viewheight; i++)
+ {
+ dy = ((i - viewheight/2)<<FRACBITS) + FRACUNIT/2;
+ dy = abs(dy);
+ yslope[i] = FixedDiv ((viewwidth<<detailshift)/2*FRACUNIT, dy);
+ }
+
+ for (i = 0; i < viewwidth; i++)
+ {
+ cosadj = abs(finecosine[xtoviewangle[i]>>ANGLETOFINESHIFT]);
+ distscale[i] = FixedDiv (FRACUNIT, cosadj);
+ }
+
+//
+// Calculate the light levels to use for each level / scale combination
+//
+ for (i = 0; i < LIGHTLEVELS; i++)
+ {
+ start_map = ((LIGHTLEVELS - 1 - i) * 2) * NUMCOLORMAPS / LIGHTLEVELS;
+ for (j = 0; j < MAXLIGHTSCALE; j++)
+ {
+ level = start_map - j*SCREENWIDTH/(viewwidth<<detailshift)/DISTMAP;
+ if (level < 0)
+ level = 0;
+ if (level >= NUMCOLORMAPS)
+ level = NUMCOLORMAPS-1;
+ scalelight[i][j] = colormaps + level*256;
+ }
+ }
+
+//
+// draw the border
+//
+ R_DrawViewBorder (); // erase old menu stuff
+}
+
+
+/*
+==============
+=
+= R_Init
+=
+==============
+*/
+
+int detailLevel;
+int screenblocks;
+
+void R_Init(void)
+{
+ tprintf("R_InitData ",1);
+ R_InitData();
+ tprintf("R_InitPointToAngle\n",0);
+ R_InitPointToAngle();
+ tprintf("R_InitTables ",0);
+ R_InitTables();
+ // viewwidth / viewheight / detailLevel are set by the defaults
+ R_SetViewSize(screenblocks, detailLevel);
+ tprintf("R_InitPlanes\n",0);
+ R_InitPlanes();
+ tprintf("R_InitLightTables ",0);
+ R_InitLightTables();
+ tprintf("R_InitSkyMap\n",0);
+ R_InitSkyMap();
+ R_InitTranslationTables();
+ framecount = 0;
+}
+
+/*
+==============
+=
+= R_PointInSubsector
+=
+==============
+*/
+
+subsector_t *R_PointInSubsector (fixed_t x, fixed_t y)
+{
+ node_t *node;
+ int side, nodenum;
+
+ if (!numnodes) // single subsector is a special case
+ return subsectors;
+
+ nodenum = numnodes - 1;
+
+ while (! (nodenum & NF_SUBSECTOR) )
+ {
+ node = &nodes[nodenum];
+ side = R_PointOnSide (x, y, node);
+ nodenum = node->children[side];
+ }
+
+ return &subsectors[nodenum & ~NF_SUBSECTOR];
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC R_SetupFrame
+//
+//----------------------------------------------------------------------------
+
+void R_SetupFrame(player_t *player)
+{
+ int i;
+ int tableAngle;
+ int tempCentery;
+
+ viewplayer = player;
+#if defined(__WATCOMC__) && defined(_DOS)
+ viewangleoffset = newViewAngleOff<<ANGLETOFINESHIFT;
+#endif
+ viewangle = player->mo->angle + viewangleoffset;
+ tableAngle = viewangle>>ANGLETOFINESHIFT;
+ if (player->chickenTics && player->chickenPeck)
+ { // Set chicken attack view position
+ viewx = player->mo->x + player->chickenPeck*finecosine[tableAngle];
+ viewy = player->mo->y + player->chickenPeck*finesine[tableAngle];
+ }
+ else
+ { // Normal view position
+ viewx = player->mo->x;
+ viewy = player->mo->y;
+ }
+
+ extralight = player->extralight;
+ viewz = player->viewz;
+
+ tempCentery = viewheight/2 + (player->lookdir)*screenblocks/10;
+ if (centery != tempCentery)
+ {
+ centery = tempCentery;
+ centeryfrac = centery<<FRACBITS;
+ for (i = 0; i < viewheight; i++)
+ {
+ yslope[i] = FixedDiv ( (viewwidth<<detailshift)/2*FRACUNIT,
+ abs(((i - centery)<<FRACBITS) + FRACUNIT/2) );
+ }
+ }
+ viewsin = finesine[tableAngle];
+ viewcos = finecosine[tableAngle];
+ sscount = 0;
+ if (player->fixedcolormap)
+ {
+ fixedcolormap = colormaps + player->fixedcolormap*256*sizeof(lighttable_t);
+ walllights = scalelightfixed;
+ for (i = 0; i < MAXLIGHTSCALE; i++)
+ {
+ scalelightfixed[i] = fixedcolormap;
+ }
+ }
+ else
+ {
+ fixedcolormap = 0;
+ }
+ framecount++;
+ validcount++;
+ if (BorderNeedRefresh)
+ {
+ if (setblocks < 10)
+ {
+ R_DrawViewBorder();
+ }
+ BorderNeedRefresh = false;
+ BorderTopRefresh = false;
+ UpdateState |= I_FULLSCRN;
+ }
+ if (BorderTopRefresh)
+ {
+ if (setblocks < 10)
+ {
+ R_DrawTopBorder();
+ }
+ BorderTopRefresh = false;
+ UpdateState |= I_MESSAGES;
+ }
+
+#if defined(__WATCOMC__) && defined(_DOS)
+ destview = destscreen + (viewwindowx>>2) + viewwindowy*80;
+#endif
+#if 0
+ {
+ static int frame;
+ memset (screen, frame, SCREENWIDTH*SCREENHEIGHT);
+ frame++;
+ }
+#endif
+}
+
+/*
+==============
+=
+= R_RenderView
+=
+==============
+*/
+
+void R_RenderPlayerView (player_t *player)
+{
+ R_SetupFrame (player);
+
+ R_ClearClipSegs ();
+ R_ClearDrawSegs ();
+ R_ClearPlanes ();
+
+ R_ClearSprites ();
+ NetUpdate (); // check for new console commands
+
+ R_RenderBSPNode (numnodes - 1); // the head node is the last node output
+ NetUpdate (); // check for new console commands
+
+ R_DrawPlanes ();
+ NetUpdate (); // check for new console commands
+
+ R_DrawMasked ();
+ NetUpdate (); // check for new console commands
+}
+
+#endif /* RENDER3D */
+
--- /dev/null
+++ b/r_plane.c
@@ -1,0 +1,450 @@
+// R_planes.c
+
+#include "h2stdinc.h"
+
+#ifndef RENDER3D
+
+#include "doomdef.h"
+#include "r_local.h"
+
+// MACROS ------------------------------------------------------------------
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern byte *ylookup[MAXHEIGHT];
+extern int columnofs[MAXWIDTH];
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+// Sky mapping
+int skytexture;
+int skyflatnum;
+int skytexturemid;
+fixed_t skyiscale;
+
+planefunction_t floorfunc, ceilingfunc;
+
+// Opening
+visplane_t visplanes[MAXVISPLANES], *lastvisplane;
+visplane_t *floorplane, *ceilingplane;
+short openings[MAXOPENINGS], *lastopening;
+
+// clip values are the solid pixel bounding the range
+// floorclip starts out SCREENHEIGHT
+// ceilingclip starts out -1
+short floorclip[SCREENWIDTH];
+short ceilingclip[SCREENWIDTH];
+
+// spanstart holds the start of a plane span
+// initialized to 0 at start
+int spanstart[SCREENHEIGHT];
+int spanstop[SCREENHEIGHT];
+
+// texture mapping
+lighttable_t **planezlight;
+fixed_t planeheight;
+
+fixed_t yslope[SCREENHEIGHT];
+fixed_t distscale[SCREENWIDTH];
+fixed_t basexscale, baseyscale;
+fixed_t cachedheight[SCREENHEIGHT];
+fixed_t cacheddistance[SCREENHEIGHT];
+fixed_t cachedxstep[SCREENHEIGHT];
+fixed_t cachedystep[SCREENHEIGHT];
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// R_InitSkyMap
+//
+// Called whenever the view size changes.
+//
+//==========================================================================
+
+void R_InitSkyMap(void)
+{
+ skyflatnum = R_FlatNumForName("F_SKY1");
+ skytexturemid = 200*FRACUNIT;
+ skyiscale = FRACUNIT;
+}
+
+//==========================================================================
+//
+// R_InitPlanes
+//
+// Only at game startup
+//
+//==========================================================================
+
+void R_InitPlanes(void)
+{
+}
+
+//==========================================================================
+//
+// R_MapPlane
+//
+// Globals used: planeheight, ds_source, basexscale, baseyscale,
+// viewx, viewy.
+//
+//==========================================================================
+
+void R_MapPlane(int y, int x1, int x2)
+{
+ angle_t angle;
+ fixed_t distance, length;
+ unsigned idx;
+
+#ifdef RANGECHECK
+ if (x2 < x1 || x1 < 0 || x2 >= viewwidth || (unsigned)y > viewheight)
+ {
+ I_Error("R_MapPlane: %i, %i at %i", x1, x2, y);
+ }
+#endif
+
+ if (planeheight != cachedheight[y])
+ {
+ cachedheight[y] = planeheight;
+ distance = cacheddistance[y] = FixedMul(planeheight, yslope[y]);
+ ds_xstep = cachedxstep[y] = FixedMul(distance, basexscale);
+ ds_ystep = cachedystep[y] = FixedMul(distance, baseyscale);
+ }
+ else
+ {
+ distance = cacheddistance[y];
+ ds_xstep = cachedxstep[y];
+ ds_ystep = cachedystep[y];
+ }
+
+ length = FixedMul(distance, distscale[x1]);
+ angle = (viewangle+xtoviewangle[x1])>>ANGLETOFINESHIFT;
+ ds_xfrac = viewx+FixedMul(finecosine[angle], length);
+ ds_yfrac = -viewy-FixedMul(finesine[angle], length);
+
+ if (fixedcolormap)
+ {
+ ds_colormap = fixedcolormap;
+ }
+ else
+ {
+ idx = distance >> LIGHTZSHIFT;
+ if (idx >= MAXLIGHTZ)
+ {
+ idx = MAXLIGHTZ-1;
+ }
+ ds_colormap = planezlight[idx];
+ }
+
+ ds_y = y;
+ ds_x1 = x1;
+ ds_x2 = x2;
+
+ spanfunc(); // high or low detail
+}
+
+//==========================================================================
+//
+// R_ClearPlanes
+//
+// At begining of frame
+//
+//==========================================================================
+
+void R_ClearPlanes(void)
+{
+ int i;
+ angle_t angle;
+
+ // Opening / clipping determination
+ for (i = 0; i < viewwidth; i++)
+ {
+ floorclip[i] = viewheight;
+ ceilingclip[i] = -1;
+ }
+
+ lastvisplane = visplanes;
+ lastopening = openings;
+
+ // Texture calculation
+ memset(cachedheight, 0, sizeof(cachedheight));
+ angle = (viewangle - ANG90)>>ANGLETOFINESHIFT; // left to right mapping
+ // Scale will be unit scale at SCREENWIDTH/2 distance
+ basexscale = FixedDiv(finecosine[angle], centerxfrac);
+ baseyscale = -FixedDiv(finesine[angle], centerxfrac);
+}
+
+//==========================================================================
+//
+// R_FindPlane
+//
+//==========================================================================
+
+visplane_t *R_FindPlane(fixed_t height, int picnum,
+ int lightlevel, int special)
+{
+ visplane_t *check;
+
+ if (picnum == skyflatnum)
+ { // All skies map together
+ height = 0;
+ lightlevel = 0;
+ }
+
+ for (check = visplanes; check < lastvisplane; check++)
+ {
+ if (height == check->height &&
+ picnum == check->picnum &&
+ lightlevel == check->lightlevel &&
+ special == check->special)
+ break;
+ }
+
+ if (check < lastvisplane)
+ {
+ return check;
+ }
+
+ if (lastvisplane - visplanes == MAXVISPLANES)
+ {
+ I_Error("R_FindPlane: no more visplanes");
+ }
+
+ lastvisplane++;
+ check->height = height;
+ check->picnum = picnum;
+ check->lightlevel = lightlevel;
+ check->special = special;
+ check->minx = SCREENWIDTH;
+ check->maxx = -1;
+ memset(check->top, 0xff, sizeof(check->top));
+ return check;
+}
+
+//==========================================================================
+//
+// R_CheckPlane
+//
+//==========================================================================
+
+visplane_t *R_CheckPlane(visplane_t *pl, int start, int stop)
+{
+ int intrl, intrh;
+ int unionl, unionh;
+ int x;
+
+ if (start < pl->minx)
+ {
+ intrl = pl->minx;
+ unionl = start;
+ }
+ else
+ {
+ unionl = pl->minx;
+ intrl = start;
+ }
+ if (stop > pl->maxx)
+ {
+ intrh = pl->maxx;
+ unionh = stop;
+ }
+ else
+ {
+ unionh = pl->maxx;
+ intrh = stop;
+ }
+
+ for (x = intrl; x <= intrh; x++)
+ {
+ if (pl->top[x] != 0xff)
+ {
+ break;
+ }
+ }
+
+ if (x > intrh)
+ {
+ pl->minx = unionl;
+ pl->maxx = unionh;
+ return pl; // use the same one
+ }
+
+ // make a new visplane
+ lastvisplane->height = pl->height;
+ lastvisplane->picnum = pl->picnum;
+ lastvisplane->lightlevel = pl->lightlevel;
+ lastvisplane->special = pl->special;
+ pl = lastvisplane++;
+ pl->minx = start;
+ pl->maxx = stop;
+ memset(pl->top, 0xff, sizeof(pl->top));
+
+ return pl;
+}
+
+//==========================================================================
+//
+// R_MakeSpans
+//
+//==========================================================================
+
+void R_MakeSpans(int x, int t1, int b1, int t2, int b2)
+{
+ while (t1 < t2 && t1 <= b1)
+ {
+ R_MapPlane(t1, spanstart[t1], x - 1);
+ t1++;
+ }
+ while (b1 > b2 && b1 >= t1)
+ {
+ R_MapPlane(b1, spanstart[b1], x - 1);
+ b1--;
+ }
+ while (t2 < t1 && t2 <= b2)
+ {
+ spanstart[t2] = x;
+ t2++;
+ }
+ while (b2 > b1 && b2 >= t2)
+ {
+ spanstart[b2] = x;
+ b2--;
+ }
+}
+
+//==========================================================================
+//
+// R_DrawPlanes
+//
+// At the end of each frame
+//
+//==========================================================================
+
+void R_DrawPlanes(void)
+{
+ visplane_t *pl;
+ int light;
+ int x, stop;
+ int angle;
+ byte *tempSource;
+ byte *dest;
+ int count;
+ fixed_t frac, fracstep;
+
+#ifdef RANGECHECK
+ if (ds_p - drawsegs > MAXDRAWSEGS)
+ {
+ I_Error("R_DrawPlanes: drawsegs overflow (%i)", ds_p - drawsegs);
+ }
+ if (lastvisplane - visplanes > MAXVISPLANES)
+ {
+ I_Error("R_DrawPlanes: visplane overflow (%i)", lastvisplane - visplanes);
+ }
+ if (lastopening - openings > MAXOPENINGS)
+ {
+ I_Error("R_DrawPlanes: opening overflow (%i)", lastopening - openings);
+ }
+#endif
+
+ for (pl = visplanes; pl < lastvisplane; pl++)
+ {
+ if (pl->minx > pl->maxx)
+ {
+ continue;
+ }
+ if (pl->picnum == skyflatnum)
+ { // Sky flat
+ dc_iscale = skyiscale;
+ dc_colormap = colormaps;// sky is allways drawn full bright
+ dc_texturemid = skytexturemid;
+ for (x = pl->minx; x <= pl->maxx; x++)
+ {
+ dc_yl = pl->top[x];
+ dc_yh = pl->bottom[x];
+ if (dc_yl <= dc_yh)
+ {
+ angle = (viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT;
+ dc_x = x;
+ dc_source = R_GetColumn(skytexture, angle);
+ count = dc_yh - dc_yl;
+ if (count < 0)
+ return;
+#ifdef RANGECHECK
+ if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
+ I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
+#endif
+ dest = ylookup[dc_yl] + columnofs[dc_x];
+ fracstep = 1;
+ frac = (dc_texturemid>>FRACBITS) + (dc_yl-centery);
+ do
+ {
+ *dest = dc_source[frac];
+ dest += SCREENWIDTH;
+ frac += fracstep;
+ } while (count--);
+ // colfunc ();
+ }
+ }
+ continue;
+ }
+
+ // Regular flat
+ tempSource = (byte *) W_CacheLumpNum(firstflat + flattranslation[pl->picnum], PU_STATIC);
+ switch (pl->special)
+ {
+ case 25: case 26: case 27: case 28: case 29: // Scroll_North
+ ds_source = tempSource;
+ break;
+ case 20: case 21: case 22: case 23: case 24: // Scroll_East
+ ds_source = tempSource + ((63 - ((leveltime>>1) & 63))<<(pl->special - 20) & 63);
+ //ds_source = tempSource+((leveltime>>1)&63);
+ break;
+ case 30: case 31: case 32: case 33: case 34: // Scroll_South
+ ds_source = tempSource;
+ break;
+ case 35: case 36: case 37: case 38: case 39: // Scroll_West
+ ds_source = tempSource;
+ break;
+ case 4: // Scroll_EastLavaDamage
+ ds_source = tempSource + (((63 - ((leveltime>>1) & 63))<<3) & 63);
+ break;
+ default:
+ ds_source = tempSource;
+ }
+ planeheight = abs(pl->height - viewz);
+ light = (pl->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ if (light >= LIGHTLEVELS)
+ {
+ light = LIGHTLEVELS-1;
+ }
+ if (light < 0)
+ {
+ light = 0;
+ }
+ planezlight = zlight[light];
+
+ pl->top[pl->maxx + 1] = 0xff;
+ pl->top[pl->minx - 1] = 0xff;
+
+ stop = pl->maxx + 1;
+ for (x = pl->minx; x <= stop; x++)
+ {
+ R_MakeSpans(x, pl->top[x - 1], pl->bottom[x - 1],
+ pl->top[x], pl->bottom[x]);
+ }
+ Z_ChangeTag(tempSource, PU_CACHE);
+ }
+}
+
+#endif /* !RENDER3D */
+
--- /dev/null
+++ b/r_segs.c
@@ -1,0 +1,636 @@
+//**************************************************************************
+//**
+//** R_SEGS.C
+//**
+//** This version has the tall-sector-crossing-precision-bug fixed.
+//**
+//**************************************************************************
+
+#include "h2stdinc.h"
+
+#ifndef RENDER3D
+
+#include "doomdef.h"
+#include "r_local.h"
+
+// OPTIMIZE: closed two sided lines as single sided
+
+boolean segtextured; // true if any of the segs textures might be vis
+boolean markfloor; // false if the back side is the same plane
+boolean markceiling;
+boolean maskedtexture;
+int toptexture, bottomtexture, midtexture;
+
+angle_t rw_normalangle;
+int rw_angle1; // angle to line origin
+
+//
+// wall
+//
+int rw_x;
+int rw_stopx;
+angle_t rw_centerangle;
+fixed_t rw_offset;
+fixed_t rw_distance;
+fixed_t rw_scale;
+fixed_t rw_scalestep;
+fixed_t rw_midtexturemid;
+fixed_t rw_toptexturemid;
+fixed_t rw_bottomtexturemid;
+
+int worldtop, worldbottom, worldhigh, worldlow;
+
+fixed_t pixhigh, pixlow;
+fixed_t pixhighstep, pixlowstep;
+fixed_t topfrac, topstep;
+fixed_t bottomfrac, bottomstep;
+
+lighttable_t **walllights;
+
+short *maskedtexturecol;
+
+
+/*
+================
+=
+= R_RenderMaskedSegRange
+=
+================
+*/
+
+void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
+{
+ unsigned idx;
+ column_t *col;
+ int lightnum;
+ int texnum;
+
+//
+// calculate light table
+// use different light tables for horizontal / vertical / diagonal
+// OPTIMIZE: get rid of LIGHTSEGSHIFT globally
+ curline = ds->curline;
+ frontsector = curline->frontsector;
+ backsector = curline->backsector;
+ texnum = texturetranslation[curline->sidedef->midtexture];
+
+ lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ if (curline->v1->y == curline->v2->y)
+ lightnum--;
+ else if (curline->v1->x == curline->v2->x)
+ lightnum++;
+ if (lightnum < 0)
+ walllights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ walllights = scalelight[LIGHTLEVELS-1];
+ else
+ walllights = scalelight[lightnum];
+
+ maskedtexturecol = ds->maskedtexturecol;
+
+ rw_scalestep = ds->scalestep;
+ spryscale = ds->scale1 + (x1 - ds->x1)*rw_scalestep;
+ mfloorclip = ds->sprbottomclip;
+ mceilingclip = ds->sprtopclip;
+
+//
+// find positioning
+//
+ if (curline->linedef->flags & ML_DONTPEGBOTTOM)
+ {
+ dc_texturemid = frontsector->floorheight > backsector->floorheight ?
+ frontsector->floorheight : backsector->floorheight;
+ dc_texturemid = dc_texturemid + textureheight[texnum] - viewz;
+ }
+ else
+ {
+ dc_texturemid = frontsector->ceilingheight < backsector->ceilingheight ?
+ frontsector->ceilingheight : backsector->ceilingheight;
+ dc_texturemid = dc_texturemid - viewz;
+ }
+ dc_texturemid += curline->sidedef->rowoffset;
+
+ if (fixedcolormap)
+ dc_colormap = fixedcolormap;
+//
+// draw the columns
+//
+ for (dc_x = x1 ; dc_x <= x2 ; dc_x++)
+ {
+ // calculate lighting
+ if (maskedtexturecol[dc_x] != H2MAXSHORT)
+ {
+ if (!fixedcolormap)
+ {
+ idx = spryscale>>LIGHTSCALESHIFT;
+ if (idx >= MAXLIGHTSCALE)
+ idx = MAXLIGHTSCALE-1;
+ dc_colormap = walllights[idx];
+ }
+
+ sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
+ dc_iscale = 0xffffffffu / (unsigned)spryscale;
+
+ //
+ // draw the texture
+ //
+ col = (column_t *)(
+ (byte *)R_GetColumn(texnum,maskedtexturecol[dc_x]) -3);
+
+ R_DrawMaskedColumn (col, -1);
+ maskedtexturecol[dc_x] = H2MAXSHORT;
+ }
+ spryscale += rw_scalestep;
+ }
+}
+
+/*
+================
+=
+= R_RenderSegLoop
+=
+= Draws zero, one, or two textures (and possibly a masked texture) for walls
+= Can draw or mark the starting pixel of floor and ceiling textures
+=
+= CALLED: CORE LOOPING ROUTINE
+================
+*/
+
+#define HEIGHTBITS 12
+#define HEIGHTUNIT (1<<HEIGHTBITS)
+
+void R_RenderSegLoop (void)
+{
+ angle_t angle;
+ unsigned idx;
+ int yl, yh, mid;
+ fixed_t texturecolumn = 0;
+ int top, bottom;
+
+ for ( ; rw_x < rw_stopx ; rw_x++)
+ {
+//
+// mark floor / ceiling areas
+//
+ yl = (topfrac + HEIGHTUNIT - 1)>>HEIGHTBITS;
+ if (yl < ceilingclip[rw_x] + 1)
+ yl = ceilingclip[rw_x] + 1; // no space above wall
+ if (markceiling)
+ {
+ top = ceilingclip[rw_x] + 1;
+ bottom = yl - 1;
+ if (bottom >= floorclip[rw_x])
+ bottom = floorclip[rw_x] - 1;
+ if (top <= bottom)
+ {
+ ceilingplane->top[rw_x] = top;
+ ceilingplane->bottom[rw_x] = bottom;
+ }
+ }
+
+ yh = bottomfrac>>HEIGHTBITS;
+ if (yh >= floorclip[rw_x])
+ yh = floorclip[rw_x] - 1;
+ if (markfloor)
+ {
+ top = yh + 1;
+ bottom = floorclip[rw_x] - 1;
+ if (top <= ceilingclip[rw_x])
+ top = ceilingclip[rw_x] + 1;
+ if (top <= bottom)
+ {
+ floorplane->top[rw_x] = top;
+ floorplane->bottom[rw_x] = bottom;
+ }
+ }
+
+//
+// texturecolumn and lighting are independent of wall tiers
+//
+ if (segtextured)
+ {
+ // calculate texture offset
+ angle = (rw_centerangle + xtoviewangle[rw_x])>>ANGLETOFINESHIFT;
+ texturecolumn = rw_offset - FixedMul(finetangent[angle], rw_distance);
+ texturecolumn >>= FRACBITS;
+ // calculate lighting
+ idx = rw_scale>>LIGHTSCALESHIFT;
+ if (idx >= MAXLIGHTSCALE)
+ idx = MAXLIGHTSCALE - 1;
+ dc_colormap = walllights[idx];
+ dc_x = rw_x;
+ dc_iscale = 0xffffffffu / (unsigned)rw_scale;
+ }
+
+//
+// draw the wall tiers
+//
+ if (midtexture)
+ { // single sided line
+ dc_yl = yl;
+ dc_yh = yh;
+ dc_texturemid = rw_midtexturemid;
+ dc_source = R_GetColumn(midtexture, texturecolumn);
+ colfunc ();
+ ceilingclip[rw_x] = viewheight;
+ floorclip[rw_x] = -1;
+ }
+ else
+ { // two sided line
+ if (toptexture)
+ { // top wall
+ mid = pixhigh>>HEIGHTBITS;
+ pixhigh += pixhighstep;
+ if (mid >= floorclip[rw_x])
+ mid = floorclip[rw_x] - 1;
+ if (mid >= yl)
+ {
+ dc_yl = yl;
+ dc_yh = mid;
+ dc_texturemid = rw_toptexturemid;
+ dc_source = R_GetColumn(toptexture, texturecolumn);
+ colfunc ();
+ ceilingclip[rw_x] = mid;
+ }
+ else
+ ceilingclip[rw_x] = yl - 1;
+ }
+ else
+ { // no top wall
+ if (markceiling)
+ ceilingclip[rw_x] = yl - 1;
+ }
+
+ if (bottomtexture)
+ { // bottom wall
+ mid = (pixlow+HEIGHTUNIT-1)>>HEIGHTBITS;
+ pixlow += pixlowstep;
+ if (mid <= ceilingclip[rw_x])
+ mid = ceilingclip[rw_x] + 1; // no space above wall
+ if (mid <= yh)
+ {
+ dc_yl = mid;
+ dc_yh = yh;
+ dc_texturemid = rw_bottomtexturemid;
+ dc_source = R_GetColumn(bottomtexture, texturecolumn);
+ colfunc ();
+ floorclip[rw_x] = mid;
+ }
+ else
+ floorclip[rw_x] = yh + 1;
+ }
+ else
+ { // no bottom wall
+ if (markfloor)
+ floorclip[rw_x] = yh + 1;
+ }
+
+ if (maskedtexture)
+ { // save texturecol for backdrawing of masked mid texture
+ maskedtexturecol[rw_x] = texturecolumn;
+ }
+ }
+
+ rw_scale += rw_scalestep;
+ topfrac += topstep;
+ bottomfrac += bottomstep;
+ }
+}
+
+
+/*
+=====================
+=
+= R_StoreWallRange
+=
+= A wall segment will be drawn between start and stop pixels (inclusive)
+=
+======================
+*/
+
+void R_StoreWallRange (int start, int stop)
+{
+ fixed_t hyp;
+ fixed_t sineval;
+ angle_t distangle, offsetangle;
+ fixed_t vtop;
+ int lightnum;
+
+ if (ds_p == &drawsegs[MAXDRAWSEGS])
+ return; // don't overflow and crash
+
+#ifdef RANGECHECK
+ if (start >=viewwidth || start > stop)
+ I_Error ("Bad R_RenderWallRange: %i to %i", start , stop);
+#endif
+
+ sidedef = curline->sidedef;
+ linedef = curline->linedef;
+
+// mark the segment as visible for auto map
+ linedef->flags |= ML_MAPPED;
+
+//
+// calculate rw_distance for scale calculation
+//
+ rw_normalangle = curline->angle + ANG90;
+ offsetangle = abs(rw_normalangle - rw_angle1);
+ if (offsetangle > ANG90)
+ offsetangle = ANG90;
+ distangle = ANG90 - offsetangle;
+ hyp = R_PointToDist (curline->v1->x, curline->v1->y);
+ sineval = finesine[distangle>>ANGLETOFINESHIFT];
+ rw_distance = FixedMul (hyp, sineval);
+
+ ds_p->x1 = rw_x = start;
+ ds_p->x2 = stop;
+ ds_p->curline = curline;
+ rw_stopx = stop + 1;
+
+//
+// calculate scale at both ends and step
+//
+ ds_p->scale1 = rw_scale =
+ R_ScaleFromGlobalAngle (viewangle + xtoviewangle[start]);
+ if (stop > start)
+ {
+ ds_p->scale2 = R_ScaleFromGlobalAngle (viewangle + xtoviewangle[stop]);
+ ds_p->scalestep = rw_scalestep =
+ (ds_p->scale2 - rw_scale) / (stop-start);
+ }
+ else
+ {
+ //
+ // try to fix the stretched line bug
+ //
+#if 0
+ if (rw_distance < FRACUNIT/2)
+ {
+ fixed_t xtr, ytr;
+ fixed_t gxt, gyt;
+
+ xtr = curline->v1->x - viewx;
+ ytr = curline->v1->y - viewy;
+
+ gxt = FixedMul(xtr, viewcos);
+ gyt = -FixedMul(ytr, viewsin);
+ ds_p->scale1 = FixedDiv(projection, gxt - gyt);
+ }
+#endif
+ ds_p->scale2 = ds_p->scale1;
+ }
+
+//
+// calculate texture boundaries and decide if floor / ceiling marks
+// are needed
+//
+ worldtop = frontsector->ceilingheight - viewz;
+ worldbottom = frontsector->floorheight - viewz;
+
+ midtexture = toptexture = bottomtexture = maskedtexture = 0;
+ ds_p->maskedtexturecol = NULL;
+
+ if (!backsector)
+ {
+//
+// single sided line
+//
+ midtexture = texturetranslation[sidedef->midtexture];
+ // a single sided line is terminal, so it must mark ends
+ markfloor = markceiling = true;
+ if (linedef->flags & ML_DONTPEGBOTTOM)
+ {
+ vtop = frontsector->floorheight + textureheight[sidedef->midtexture];
+ rw_midtexturemid = vtop - viewz; // bottom of texture at bottom
+ }
+ else
+ rw_midtexturemid = worldtop; // top of texture at top
+ rw_midtexturemid += sidedef->rowoffset;
+ ds_p->silhouette = SIL_BOTH;
+ ds_p->sprtopclip = screenheightarray;
+ ds_p->sprbottomclip = negonearray;
+ ds_p->bsilheight = H2MAXINT;
+ ds_p->tsilheight = H2MININT;
+ }
+ else
+ {
+//
+// two sided line
+//
+ ds_p->sprtopclip = ds_p->sprbottomclip = NULL;
+ ds_p->silhouette = 0;
+ if (frontsector->floorheight > backsector->floorheight)
+ {
+ ds_p->silhouette = SIL_BOTTOM;
+ ds_p->bsilheight = frontsector->floorheight;
+ }
+ else if (backsector->floorheight > viewz)
+ {
+ ds_p->silhouette = SIL_BOTTOM;
+ ds_p->bsilheight = H2MAXINT;
+// ds_p->sprbottomclip = negonearray;
+ }
+ if (frontsector->ceilingheight < backsector->ceilingheight)
+ {
+ ds_p->silhouette |= SIL_TOP;
+ ds_p->tsilheight = frontsector->ceilingheight;
+ }
+ else if (backsector->ceilingheight < viewz)
+ {
+ ds_p->silhouette |= SIL_TOP;
+ ds_p->tsilheight = H2MININT;
+// ds_p->sprtopclip = screenheightarray;
+ }
+
+ if (backsector->ceilingheight <= frontsector->floorheight)
+ {
+ ds_p->sprbottomclip = negonearray;
+ ds_p->bsilheight = H2MAXINT;
+ ds_p->silhouette |= SIL_BOTTOM;
+ }
+ if (backsector->floorheight >= frontsector->ceilingheight)
+ {
+ ds_p->sprtopclip = screenheightarray;
+ ds_p->tsilheight = H2MININT;
+ ds_p->silhouette |= SIL_TOP;
+ }
+ worldhigh = backsector->ceilingheight - viewz;
+ worldlow = backsector->floorheight - viewz;
+
+ // hack to allow height changes in outdoor areas
+ if (frontsector->ceilingpic == skyflatnum &&
+ backsector->ceilingpic == skyflatnum)
+ worldtop = worldhigh;
+
+ if (worldlow != worldbottom ||
+ backsector->floorpic != frontsector->floorpic ||
+ backsector->lightlevel != frontsector->lightlevel)
+ markfloor = true;
+ else
+ markfloor = false; // same plane on both sides
+
+ if (worldhigh != worldtop ||
+ backsector->ceilingpic != frontsector->ceilingpic ||
+ backsector->lightlevel != frontsector->lightlevel)
+ markceiling = true;
+ else
+ markceiling = false; // same plane on both sides
+
+ if (backsector->ceilingheight <= frontsector->floorheight ||
+ backsector->floorheight >= frontsector->ceilingheight)
+ markceiling = markfloor = true; // closed door
+
+ if (worldhigh < worldtop)
+ { // top texture
+ toptexture = texturetranslation[sidedef->toptexture];
+ if (linedef->flags & ML_DONTPEGTOP)
+ rw_toptexturemid = worldtop; // top of texture at top
+ else
+ {
+ vtop = backsector->ceilingheight +
+ textureheight[sidedef->toptexture];
+ rw_toptexturemid = vtop - viewz; // bottom of texture
+ }
+ }
+ if (worldlow > worldbottom)
+ { // bottom texture
+ bottomtexture = texturetranslation[sidedef->bottomtexture];
+ if (linedef->flags & ML_DONTPEGBOTTOM)
+ { // bottom of texture at bottom
+ rw_bottomtexturemid = worldtop; // top of texture at top
+ }
+ else // top of texture at top
+ rw_bottomtexturemid = worldlow;
+ }
+ rw_toptexturemid += sidedef->rowoffset;
+ rw_bottomtexturemid += sidedef->rowoffset;
+
+ //
+ // allocate space for masked texture tables
+ //
+ if (sidedef->midtexture)
+ { // masked midtexture
+ maskedtexture = true;
+ ds_p->maskedtexturecol = maskedtexturecol = lastopening - rw_x;
+ lastopening += rw_stopx - rw_x;
+ }
+ }
+
+//
+// calculate rw_offset (only needed for textured lines)
+//
+ segtextured = midtexture | toptexture | bottomtexture | maskedtexture;
+
+ if (segtextured)
+ {
+ offsetangle = rw_normalangle - rw_angle1;
+ if (offsetangle > ANG180)
+ offsetangle = -offsetangle;
+ if (offsetangle > ANG90)
+ offsetangle = ANG90;
+ sineval = finesine[offsetangle >>ANGLETOFINESHIFT];
+ rw_offset = FixedMul (hyp, sineval);
+ if (rw_normalangle - rw_angle1 < ANG180)
+ rw_offset = -rw_offset;
+ rw_offset += sidedef->textureoffset + curline->offset;
+ rw_centerangle = ANG90 + viewangle - rw_normalangle;
+
+ //
+ // calculate light table
+ // use different light tables for horizontal / vertical / diagonal
+ // OPTIMIZE: get rid of LIGHTSEGSHIFT globally
+ if (!fixedcolormap)
+ {
+ lightnum = (frontsector->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ if (curline->v1->y == curline->v2->y)
+ lightnum--;
+ else if (curline->v1->x == curline->v2->x)
+ lightnum++;
+ if (lightnum < 0)
+ walllights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ walllights = scalelight[LIGHTLEVELS-1];
+ else
+ walllights = scalelight[lightnum];
+ }
+ }
+
+//
+// if a floor / ceiling plane is on the wrong side of the view plane
+// it is definately invisible and doesn't need to be marked
+//
+ if (frontsector->floorheight >= viewz)
+ markfloor = false; // above view plane
+ if (frontsector->ceilingheight <= viewz &&
+ frontsector->ceilingpic != skyflatnum)
+ markceiling = false; // below view plane
+
+//
+// calculate incremental stepping values for texture edges
+//
+ worldtop >>= 4;
+ worldbottom >>= 4;
+
+ topstep = -FixedMul (rw_scalestep, worldtop);
+ topfrac = (centeryfrac>>4) - FixedMul (worldtop, rw_scale);
+
+ bottomstep = -FixedMul (rw_scalestep, worldbottom);
+ bottomfrac = (centeryfrac>>4) - FixedMul (worldbottom, rw_scale);
+
+ if (backsector)
+ {
+ worldhigh >>= 4;
+ worldlow >>= 4;
+
+ if (worldhigh < worldtop)
+ {
+ pixhigh = (centeryfrac>>4) - FixedMul (worldhigh, rw_scale);
+ pixhighstep = -FixedMul (rw_scalestep,worldhigh);
+ }
+ if (worldlow > worldbottom)
+ {
+ pixlow = (centeryfrac>>4) - FixedMul (worldlow, rw_scale);
+ pixlowstep = -FixedMul (rw_scalestep, worldlow);
+ }
+ }
+
+//
+// render it
+//
+ if (markceiling)
+ ceilingplane = R_CheckPlane (ceilingplane, rw_x, rw_stopx - 1);
+ if (markfloor)
+ floorplane = R_CheckPlane (floorplane, rw_x, rw_stopx - 1);
+
+ R_RenderSegLoop ();
+
+//
+// save sprite clipping info
+//
+ if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture) && !ds_p->sprtopclip)
+ {
+ memcpy (lastopening, ceilingclip + start, 2*(rw_stopx - start));
+ ds_p->sprtopclip = lastopening - start;
+ lastopening += rw_stopx - start;
+ }
+ if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture) && !ds_p->sprbottomclip)
+ {
+ memcpy (lastopening, floorclip + start, 2*(rw_stopx - start));
+ ds_p->sprbottomclip = lastopening - start;
+ lastopening += rw_stopx - start;
+ }
+ if (maskedtexture && !(ds_p->silhouette & SIL_TOP))
+ {
+ ds_p->silhouette |= SIL_TOP;
+ ds_p->tsilheight = H2MININT;
+ }
+ if (maskedtexture && !(ds_p->silhouette & SIL_BOTTOM))
+ {
+ ds_p->silhouette |= SIL_BOTTOM;
+ ds_p->bsilheight = H2MAXINT;
+ }
+ ds_p++;
+}
+
+#endif /* !RENDER3D */
+
--- /dev/null
+++ b/r_things.c
@@ -1,0 +1,1163 @@
+// R_things.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "r_local.h"
+#ifdef RENDER3D
+#include "ogl_def.h"
+#endif
+
+void R_DrawColumn (void);
+void R_DrawFuzzColumn (void);
+
+typedef struct
+{
+ int x1, x2;
+
+ int column;
+ int topclip;
+ int bottomclip;
+} maskdraw_t;
+
+/*
+
+Sprite rotation 0 is facing the viewer, rotation 1 is one angle turn CLOCKWISE around the axis.
+This is not the same as the angle, which increases counter clockwise
+(protractor). There was a lot of stuff grabbed wrong, so I changed it...
+
+*/
+
+fixed_t pspritescale, pspriteiscale;
+
+// constant arrays used for psprite clipping and initializing clipping
+#ifndef RENDER3D
+short negonearray[SCREENWIDTH];
+short screenheightarray[SCREENWIDTH];
+#endif
+
+// variables used to look up and range check thing_t sprites patches
+spritedef_t *sprites;
+int numsprites;
+
+#ifndef RENDER3D
+static lighttable_t **spritelights;
+#endif
+
+static spriteframe_t sprtemp[26];
+static int maxframe;
+static const char *spritename;
+
+
+/*
+===============================================================================
+
+ INITIALIZATION FUNCTIONS
+
+===============================================================================
+*/
+
+/*
+=================
+=
+= R_InstallSpriteLump
+=
+= Local function for R_InitSprites
+=================
+*/
+
+void R_InstallSpriteLump (int lump, unsigned frame, unsigned rotation, boolean flipped)
+{
+ int r;
+
+ if (frame >= 26 || rotation > 8)
+ I_Error ("R_InstallSpriteLump: Bad frame characters in lump %i", lump);
+
+ if ((int)frame > maxframe)
+ maxframe = frame;
+
+ if (rotation == 0)
+ {
+ // the lump should be used for all rotations
+ if (sprtemp[frame].rotate == false)
+ {
+ I_Error ("R_InitSprites: Sprite %s frame %c has multip rot=0 lump",
+ spritename, 'A'+frame);
+ }
+ if (sprtemp[frame].rotate == true)
+ {
+ I_Error ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump",
+ spritename, 'A'+frame);
+ }
+
+ sprtemp[frame].rotate = false;
+ for (r = 0; r < 8; r++)
+ {
+ sprtemp[frame].lump[r] = lump - firstspritelump;
+ sprtemp[frame].flip[r] = (byte)flipped;
+ }
+ return;
+ }
+
+ // the lump is only used for one rotation
+ if (sprtemp[frame].rotate == false)
+ {
+ I_Error ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump",
+ spritename, 'A'+frame);
+ }
+
+ sprtemp[frame].rotate = true;
+
+ rotation--; // make 0 based
+ if (sprtemp[frame].lump[rotation] != -1)
+ {
+ I_Error ("R_InitSprites: Sprite %s : %c : %c has two lumps mapped to it",
+ spritename, 'A'+frame, '1' + rotation);
+ }
+
+ sprtemp[frame].lump[rotation] = lump - firstspritelump;
+ sprtemp[frame].flip[rotation] = (byte)flipped;
+}
+
+/*
+=================
+=
+= R_InitSpriteDefs
+=
+= Pass a null terminated list of sprite names (4 chars exactly) to be used
+= Builds the sprite rotation matrixes to account for horizontally flipped
+= sprites. Will report an error if the lumps are inconsistant
+=
+Only called at startup
+=
+= Sprite lump names are 4 characters for the actor, a letter for the frame,
+= and a number for the rotation, A sprite that is flippable will have an
+= additional letter/number appended. The rotation character can be 0 to
+= signify no rotations
+=================
+*/
+
+void R_InitSpriteDefs (const char **namelist)
+{
+ const char **check;
+ int i, l, frame, rotation;
+ int start, end;
+
+// count the number of sprite names
+ check = namelist;
+ while (*check != NULL)
+ check++;
+ numsprites = check - namelist;
+
+ if (!numsprites)
+ return;
+
+ sprites = (spritedef_t *) Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL);
+
+ start = firstspritelump - 1;
+ end = lastspritelump + 1;
+
+// scan all the lump names for each of the names, noting the highest
+// frame letter
+// Just compare 4 characters as ints
+ for (i = 0; i < numsprites; i++)
+ {
+ spritename = namelist[i];
+ memset (sprtemp, -1, sizeof(sprtemp));
+
+ maxframe = -1;
+
+ //
+ // scan the lumps, filling in the frames for whatever is found
+ //
+ for (l = start + 1; l < end; l++)
+ {
+ if (memcmp(lumpinfo[l].name, namelist[i], 4) == 0)
+ {
+ frame = lumpinfo[l].name[4] - 'A';
+ rotation = lumpinfo[l].name[5] - '0';
+ R_InstallSpriteLump (l, frame, rotation, false);
+ if (lumpinfo[l].name[6])
+ {
+ frame = lumpinfo[l].name[6] - 'A';
+ rotation = lumpinfo[l].name[7] - '0';
+ R_InstallSpriteLump (l, frame, rotation, true);
+ }
+ }
+ }
+
+ //
+ // check the frames that were found for completeness
+ //
+ if (maxframe == -1)
+ {
+ //continue;
+ sprites[i].numframes = 0;
+ if (shareware)
+ continue;
+ I_Error ("R_InitSprites: No lumps found for sprite %s", namelist[i]);
+ }
+
+ maxframe++;
+ for (frame = 0; frame < maxframe; frame++)
+ {
+ switch ((int)sprtemp[frame].rotate)
+ {
+ case -1: // no rotations were found for that frame at all
+ I_Error ("R_InitSprites: No patches found for %s frame %c",
+ namelist[i], frame+'A');
+ case 0: // only the first rotation is needed
+ break;
+
+ case 1: // must have all 8 frames
+ for (rotation = 0; rotation < 8; rotation++)
+ {
+ if (sprtemp[frame].lump[rotation] == -1)
+ {
+ I_Error ("R_InitSprites: Sprite %s frame %c is missing rotations",
+ namelist[i], frame+'A');
+ }
+ }
+ }
+ }
+
+ //
+ // allocate space for the frames present and copy sprtemp to it
+ //
+ sprites[i].numframes = maxframe;
+ sprites[i].spriteframes =
+ (spriteframe_t *) Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
+ memcpy (sprites[i].spriteframes, sprtemp, maxframe*sizeof(spriteframe_t));
+ }
+}
+
+
+/*
+===============================================================================
+
+ GAME FUNCTIONS
+
+===============================================================================
+*/
+
+vissprite_t vissprites[MAXVISSPRITES], *vissprite_p;
+
+/*
+===================
+=
+= R_InitSprites
+=
+= Called at program start
+===================
+*/
+
+void R_InitSprites (const char **namelist)
+{
+#ifndef RENDER3D
+ int i;
+
+ for (i = 0; i < SCREENWIDTH; i++)
+ {
+ negonearray[i] = -1;
+ }
+#endif
+ R_InitSpriteDefs (namelist);
+}
+
+
+/*
+===================
+=
+= R_ClearSprites
+=
+= Called at frame start
+===================
+*/
+
+void R_ClearSprites (void)
+{
+ vissprite_p = vissprites;
+}
+
+
+/*
+===================
+=
+= R_NewVisSprite
+=
+===================
+*/
+
+static vissprite_t overflowsprite;
+
+static vissprite_t *R_NewVisSprite (void)
+{
+ if (vissprite_p == &vissprites[MAXVISSPRITES])
+ return &overflowsprite;
+ vissprite_p++;
+ return vissprite_p - 1;
+}
+
+
+#ifndef RENDER3D
+/*
+================
+=
+= R_DrawMaskedColumn
+=
+= Used for sprites and masked mid textures
+================
+*/
+
+short *mfloorclip;
+short *mceilingclip;
+fixed_t spryscale;
+fixed_t sprtopscreen;
+fixed_t sprbotscreen;
+
+void R_DrawMaskedColumn (column_t *column, signed int baseclip)
+{
+ int topscreen, bottomscreen;
+ fixed_t basetexturemid;
+
+ basetexturemid = dc_texturemid;
+
+ for ( ; column->topdelta != 0xff ; )
+ {
+ // calculate unclipped screen coordinates for post
+ topscreen = sprtopscreen + spryscale*column->topdelta;
+ bottomscreen = topscreen + spryscale*column->length;
+ dc_yl = (topscreen + FRACUNIT - 1)>>FRACBITS;
+ dc_yh = (bottomscreen - 1)>>FRACBITS;
+
+ if (dc_yh >= mfloorclip[dc_x])
+ dc_yh = mfloorclip[dc_x] - 1;
+ if (dc_yl <= mceilingclip[dc_x])
+ dc_yl = mceilingclip[dc_x] + 1;
+
+ if (dc_yh >= baseclip && baseclip != -1)
+ dc_yh = baseclip;
+
+ if (dc_yl <= dc_yh)
+ {
+ dc_source = (byte *)column + 3;
+ dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS);
+ // dc_source = (byte *)column + 3 - column->topdelta;
+ colfunc (); // either R_DrawColumn or R_DrawFuzzColumn
+ }
+ column = (column_t *)( (byte *)column + column->length + 4);
+ }
+
+ dc_texturemid = basetexturemid;
+}
+
+
+/*
+================
+=
+= R_DrawVisSprite
+=
+= mfloorclip and mceilingclip should also be set
+================
+*/
+
+void R_DrawVisSprite (vissprite_t *vis, int x1, int x2)
+{
+ column_t *column;
+ int texturecolumn;
+ fixed_t frac;
+ patch_t *patch;
+ fixed_t baseclip;
+
+ patch = (patch_t *) W_CacheLumpNum(vis->patch + firstspritelump, PU_CACHE);
+
+ dc_colormap = vis->colormap;
+
+// if (!dc_colormap)
+// colfunc = fuzzcolfunc; // NULL colormap = shadow draw
+
+ if (vis->mobjflags & MF_SHADOW)
+ {
+ if (vis->mobjflags & MF_TRANSLATION)
+ {
+ colfunc = R_DrawTranslatedFuzzColumn;
+ dc_translation = translationtables - 256 +
+ ((vis->mobjflags & MF_TRANSLATION)>>(MF_TRANSSHIFT - 8));
+ }
+ else
+ { // Draw using shadow column function
+ colfunc = fuzzcolfunc;
+ }
+ }
+ else if (vis->mobjflags & MF_TRANSLATION)
+ {
+ // Draw using translated column function
+ colfunc = R_DrawTranslatedColumn;
+ dc_translation = translationtables - 256 +
+ ((vis->mobjflags & MF_TRANSLATION)>>(MF_TRANSSHIFT - 8));
+ }
+
+ dc_iscale = abs(vis->xiscale) >> detailshift;
+ dc_texturemid = vis->texturemid;
+ frac = vis->startfrac;
+ spryscale = vis->scale;
+
+ sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
+
+ // check to see if weapon is a vissprite
+ if (vis->psprite)
+ {
+ dc_texturemid += FixedMul(((centery-viewheight/2)<<FRACBITS), vis->xiscale);
+ sprtopscreen += (viewheight/2 - centery)<<FRACBITS;
+ }
+
+ if (vis->footclip && !vis->psprite)
+ {
+ sprbotscreen = sprtopscreen + FixedMul(SHORT(patch->height)<<FRACBITS, spryscale);
+ baseclip = (sprbotscreen - FixedMul(vis->footclip<<FRACBITS, spryscale))>>FRACBITS;
+ }
+ else
+ {
+ baseclip = -1;
+ }
+
+ for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
+ {
+ texturecolumn = frac>>FRACBITS;
+#ifdef RANGECHECK
+ if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
+ I_Error ("R_DrawSpriteRange: bad texturecolumn");
+#endif
+ column = (column_t *) ((byte *)patch + LONG(patch->columnofs[texturecolumn]));
+ R_DrawMaskedColumn (column, baseclip);
+ }
+
+ colfunc = basecolfunc;
+}
+#endif /* RENDER3D */
+
+
+/*
+===================
+=
+= R_ProjectSprite
+=
+= Generates a vissprite for a thing if it might be visible
+=
+===================
+*/
+
+void R_ProjectSprite (mobj_t *thing)
+{
+ fixed_t xtr, ytr;
+ fixed_t gxt, gyt;
+ fixed_t tz;
+ fixed_t xscale;
+ int x1 = 0, x2 = 0;
+ spritedef_t *sprdef;
+ spriteframe_t *sprframe;
+ int lump;
+ unsigned int rot;
+ boolean flip;
+#ifndef RENDER3D
+ fixed_t tx;
+ int idx;
+#endif
+ vissprite_t *vis;
+ angle_t ang;
+ fixed_t iscale;
+#ifdef RENDER3D
+ float v1[2], v2[2];
+ float sinrv, cosrv, thangle; // rv = real value
+#endif
+
+ if (thing->flags2 & MF2_DONTDRAW)
+ { // Never make a vissprite when MF2_DONTDRAW is flagged.
+ return;
+ }
+
+//
+// transform the origin point
+//
+ xtr = thing->x - viewx;
+ ytr = thing->y - viewy;
+
+ gxt = FixedMul(xtr,viewcos);
+ gyt = -FixedMul(ytr,viewsin);
+ tz = gxt - gyt;
+
+#ifdef RENDER3D
+ if (tz < 0)
+ tz = -tz; // Make it positive. The clipper will handle backside.
+ if (tz < FRACUNIT)
+ tz = FRACUNIT;
+#else
+ if (tz < MINZ)
+ return; // thing is behind view plane
+#endif
+ xscale = FixedDiv(projection, tz);
+
+#ifndef RENDER3D
+ gxt = -FixedMul(xtr,viewsin);
+ gyt = FixedMul(ytr,viewcos);
+ tx = -(gyt + gxt);
+
+ if (abs(tx) > (tz<<2))
+ return; // too far off the side
+#endif
+
+//
+// decide which patch to use for sprite reletive to player
+//
+#ifdef RANGECHECK
+ if ((unsigned int)thing->sprite >= numsprites)
+ I_Error ("R_ProjectSprite: invalid sprite number %i ", thing->sprite);
+#endif
+ sprdef = &sprites[thing->sprite];
+#ifdef RANGECHECK
+ if ((thing->frame&FF_FRAMEMASK) >= sprdef->numframes)
+ I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ", thing->sprite, thing->frame);
+#endif
+ sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK];
+
+ if (sprframe->rotate)
+ { // choose a different rotation based on player view
+ ang = R_PointToAngle (thing->x, thing->y);
+ rot = (ang - thing->angle + (unsigned int)(ANG45/2)*9) >> 29;
+ lump = sprframe->lump[rot];
+ flip = !!(sprframe->flip[rot]);
+ }
+ else
+ { // use single rotation for all views
+ lump = sprframe->lump[0];
+ flip = !!(sprframe->flip[0]);
+ }
+
+//
+// calculate edges of the shape
+//
+#ifdef RENDER3D
+ v1[VX] = FIX2FLT(thing->x);
+ v1[VY] = FIX2FLT(thing->y);
+// thangle = BANG2RAD(bamsAtan2((v1[VY]-FIX2FLT(viewy))*10, (v1[VX]-FIX2FLT(viewx))*10)) - PI/2;
+ thangle = BANG2RAD(bamsAtan2(FIX2FLT(ytr)*10, FIX2FLT(xtr)*10)) - PI/2;
+ sinrv = sin(thangle);
+ cosrv = cos(thangle);
+ v1[VX] -= cosrv*(spriteoffset[lump]>>FRACBITS);
+ v1[VY] -= sinrv*(spriteoffset[lump]>>FRACBITS);
+ v2[VX] = v1[VX] + cosrv*(spritewidth[lump]>>FRACBITS);
+ v2[VY] = v1[VY] + sinrv*(spritewidth[lump]>>FRACBITS);
+ // Check for visibility.
+ if (!C_CheckViewRelSeg(v1[VX], v1[VY], v2[VX], v2[VY]))
+ //if (!C_IsAngleVisible(RAD2BANG(thangle+PI/2)))
+ return; // Isn't visible.
+#else
+ tx -= spriteoffset[lump];
+ x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS;
+ if (x1 > viewwidth)
+ return; // off the right side
+ tx += spritewidth[lump];
+ x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1;
+ if (x2 < 0)
+ return; // off the left side
+#endif
+
+//
+// store information in a vissprite
+//
+ vis = R_NewVisSprite ();
+ vis->mobjflags = thing->flags;
+ vis->psprite = false;
+ vis->scale = xscale<<detailshift;
+ vis->gx = thing->x;
+ vis->gy = thing->y;
+ vis->gz = thing->z;
+ vis->gzt = thing->z + spritetopoffset[lump];
+
+#ifdef RENDER3D
+ vis->secfloor = FIX2FLT(thing->subsector->sector->floorheight);
+ vis->secceil = FIX2FLT(thing->subsector->sector->ceilingheight);
+#endif
+
+ // foot clipping
+ if (thing->flags2 & MF2_FEETARECLIPPED
+ && thing->z <= thing->subsector->sector->floorheight)
+ {
+ vis->footclip = 10;
+ }
+ else
+ vis->footclip = 0;
+ vis->texturemid = vis->gzt - viewz - (vis->footclip<<FRACBITS);
+
+#ifdef RENDER3D
+ // The start and end vertices.
+ vis->v1[VX] = v1[VX];
+ vis->v1[VY] = v1[VY];
+ vis->v2[VX] = v2[VX];
+ vis->v2[VY] = v2[VY];
+#endif
+
+ vis->x1 = x1 < 0 ? 0 : x1;
+ vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
+ iscale = FixedDiv (FRACUNIT, xscale);
+ if (flip)
+ {
+ vis->startfrac = spritewidth[lump]-1;
+ vis->xiscale = -iscale;
+ }
+ else
+ {
+ vis->startfrac = 0;
+ vis->xiscale = iscale;
+ }
+ if (vis->x1 > x1)
+ vis->startfrac += vis->xiscale*(vis->x1 - x1);
+ vis->patch = lump;
+//
+// get light level
+//
+
+// if (thing->flags & MF_SHADOW)
+// vis->colormap = NULL; // shadow draw
+// else ...
+
+#ifdef RENDER3D
+ if (thing->frame & FF_FULLBRIGHT)
+ { // full bright
+ vis->lightlevel = -1;
+ }
+ else
+ { // diminished light
+ vis->lightlevel = thing->subsector->sector->lightlevel;
+ }
+#else
+ if (fixedcolormap)
+ vis->colormap = fixedcolormap; // fixed map
+ else if (thing->frame & FF_FULLBRIGHT)
+ vis->colormap = colormaps; // full bright
+ else
+ { // diminished light
+ idx = xscale>>(LIGHTSCALESHIFT - detailshift);
+ if (idx >= MAXLIGHTSCALE)
+ idx = MAXLIGHTSCALE-1;
+ vis->colormap = spritelights[idx];
+ }
+#endif
+}
+
+
+/*
+========================
+=
+= R_AddSprites
+=
+========================
+*/
+
+void R_AddSprites (sector_t *sec)
+{
+ if (sec->validcount == validcount)
+ {
+ return; // already added
+ }
+ else
+ {
+ mobj_t *thing;
+#ifndef RENDER3D
+ int lightnum;
+
+ lightnum = (sec->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ if (lightnum < 0)
+ spritelights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ spritelights = scalelight[LIGHTLEVELS-1];
+ else
+ spritelights = scalelight[lightnum];
+#endif
+
+ sec->validcount = validcount;
+
+ for (thing = sec->thinglist ; thing ; thing = thing->snext)
+ R_ProjectSprite (thing);
+ }
+}
+
+
+/*
+========================
+=
+= R_DrawPSprite
+=
+========================
+*/
+
+static int PSpriteSY[NUMWEAPONS] =
+{
+ 0, // staff
+ 5*FRACUNIT, // goldwand
+ 15*FRACUNIT, // crossbow
+ 15*FRACUNIT, // blaster
+ 15*FRACUNIT, // skullrod
+ 15*FRACUNIT, // phoenix rod
+ 15*FRACUNIT, // mace
+ 15*FRACUNIT, // gauntlets
+ 15*FRACUNIT // beak
+};
+
+void R_DrawPSprite (pspdef_t *psp)
+{
+ fixed_t tx;
+ int x1;
+#ifndef RENDER3D
+ int x2;
+#endif
+ spritedef_t *sprdef;
+ spriteframe_t *sprframe;
+ int lump;
+ boolean flip;
+#ifdef RENDER3D
+ float light, alpha;
+ int y;
+#else
+ vissprite_t *vis, avis;
+#endif
+ int tempangle;
+
+//
+// decide which patch to use
+//
+#ifdef RANGECHECK
+ if ( (unsigned int)psp->state->sprite >= numsprites)
+ I_Error ("R_ProjectSprite: invalid sprite number %i ", psp->state->sprite);
+#endif
+ sprdef = &sprites[psp->state->sprite];
+#ifdef RANGECHECK
+ if ( (psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes)
+ I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ", psp->state->sprite, psp->state->frame);
+#endif
+ sprframe = &sprdef->spriteframes[psp->state->frame & FF_FRAMEMASK];
+
+ lump = sprframe->lump[0];
+ flip = !!(sprframe->flip[0]);
+
+//
+// calculate edges of the shape
+//
+ tx = psp->sx - 160*FRACUNIT;
+
+ tx -= spriteoffset[lump];
+ if (viewangleoffset)
+ {
+ tempangle = ((centerxfrac/1024)*(viewangleoffset>>ANGLETOFINESHIFT));
+ }
+ else
+ {
+ tempangle = 0;
+ }
+ x1 = (centerxfrac + FixedMul (tx,pspritescale)+tempangle ) >>FRACBITS;
+
+#ifdef RENDER3D
+ // Set the OpenGL color & alpha.
+ light = 1;
+ alpha = 1;
+ //vis->colormap = spritelights[MAXLIGHTSCALE-1];
+ if (viewplayer->powers[pw_invulnerability] > 4*32)
+ {
+ if (viewplayer->mo->flags2 & MF2_DONTDRAW)
+ { // don't draw the psprite
+ // vis->mobjflags |= MF_SHADOW;
+ alpha = .333f;
+ }
+ else if (viewplayer->mo->flags & MF_SHADOW)
+ {
+ // vis->mobjflags |= MF_ALTSHADOW;
+ alpha = .666f;
+ }
+ }
+ else if (viewplayer->powers[pw_invulnerability] & 8)
+ {
+ // vis->mobjflags |= MF_SHADOW;
+ alpha = .333f;
+ }
+ if (fixedcolormap)
+ {
+ // Fixed color
+ // vis->colormap = fixedcolormap;
+ light = 1;
+ }
+ else if (psp->state->frame & FF_FULLBRIGHT)
+ {
+ // Full bright
+ // vis->colormap = colormaps;
+ light = 1;
+ }
+ else
+ {
+ // local light
+ // vis->colormap = spritelights[MAXLIGHTSCALE-1];
+ light = viewplayer->mo->subsector->sector->lightlevel / 255.0;
+ }
+
+//
+// do some OpenGL rendering, oh yeah
+//
+ y = -(spritetopoffset[lump]>>FRACBITS) + (psp->sy>>FRACBITS);
+ if (viewheight == SCREENHEIGHT)
+ {
+ y += PSpriteSY[players[consoleplayer].readyweapon] >> FRACBITS;
+ }
+ else
+ y -= 39/2;
+
+ light += .1f; // Add some extra light.
+ OGL_SetColorAndAlpha(light, light, light, alpha);
+ OGL_DrawPSprite(x1, y, 1, flip, lump);
+
+#else
+
+ if (x1 > viewwidth)
+ return; // off the right side
+ tx += spritewidth[lump];
+ x2 = ((centerxfrac + FixedMul(tx, pspritescale) + tempangle) >>FRACBITS) - 1;
+ if (x2 < 0)
+ return; // off the left side
+
+//
+// store information in a vissprite
+//
+ vis = &avis;
+ vis->mobjflags = 0;
+ vis->psprite = true;
+ vis->texturemid = (BASEYCENTER<<FRACBITS)+FRACUNIT/2 - (psp->sy-spritetopoffset[lump]);
+ if (viewheight == SCREENHEIGHT)
+ {
+ vis->texturemid -= PSpriteSY[players[consoleplayer].readyweapon];
+ }
+ vis->x1 = x1 < 0 ? 0 : x1;
+ vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
+ vis->scale = pspritescale<<detailshift;
+ if (flip)
+ {
+ vis->xiscale = -pspriteiscale;
+ vis->startfrac = spritewidth[lump]-1;
+ }
+ else
+ {
+ vis->xiscale = pspriteiscale;
+ vis->startfrac = 0;
+ }
+ if (vis->x1 > x1)
+ vis->startfrac += vis->xiscale*(vis->x1 - x1);
+ vis->patch = lump;
+
+ if (viewplayer->powers[pw_invisibility] > 4*32 ||
+ viewplayer->powers[pw_invisibility] & 8)
+ {
+ // Invisibility
+ vis->colormap = spritelights[MAXLIGHTSCALE-1];
+ vis->mobjflags |= MF_SHADOW;
+ }
+ else if (fixedcolormap)
+ {
+ // Fixed color
+ vis->colormap = fixedcolormap;
+ }
+ else if (psp->state->frame & FF_FULLBRIGHT)
+ {
+ // Full bright
+ vis->colormap = colormaps;
+ }
+ else
+ {
+ // local light
+ vis->colormap = spritelights[MAXLIGHTSCALE-1];
+ }
+ R_DrawVisSprite(vis, vis->x1, vis->x2);
+#endif
+}
+
+/*
+========================
+=
+= R_DrawPlayerSprites
+=
+========================
+*/
+
+void R_DrawPlayerSprites (void)
+{
+ int i;
+ pspdef_t *psp;
+#ifndef RENDER3D
+ int lightnum;
+
+//
+// get light level
+//
+ lightnum = (viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT) + extralight;
+ if (lightnum < 0)
+ spritelights = scalelight[0];
+ else if (lightnum >= LIGHTLEVELS)
+ spritelights = scalelight[LIGHTLEVELS-1];
+ else
+ spritelights = scalelight[lightnum];
+//
+// clip to screen bounds
+//
+ mfloorclip = screenheightarray;
+ mceilingclip = negonearray;
+#endif
+
+//
+// add all active psprites
+//
+ for (i = 0, psp = viewplayer->psprites; i < NUMPSPRITES; i++, psp++)
+ {
+ if (psp->state)
+ R_DrawPSprite (psp);
+ }
+}
+
+
+/*
+========================
+=
+= R_SortVisSprites
+=
+========================
+*/
+
+vissprite_t vsprsortedhead;
+
+void R_SortVisSprites (void)
+{
+ int i, count;
+ vissprite_t *ds, *best;
+ vissprite_t unsorted;
+ fixed_t bestscale;
+
+ count = vissprite_p - vissprites;
+
+ unsorted.next = unsorted.prev = &unsorted;
+ if (!count)
+ return;
+
+ for (ds = vissprites; ds < vissprite_p; ds++)
+ {
+ ds->next = ds + 1;
+ ds->prev = ds - 1;
+ }
+ vissprites[0].prev = &unsorted;
+ unsorted.next = &vissprites[0];
+ (vissprite_p - 1)->next = &unsorted;
+ unsorted.prev = vissprite_p - 1;
+
+//
+// pull the vissprites out by scale
+//
+ best = 0; // shut up the compiler warning
+ vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
+ for (i = 0; i < count; i++)
+ {
+ bestscale = H2MAXINT;
+ for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
+ {
+ if (ds->scale < bestscale)
+ {
+ bestscale = ds->scale;
+ best = ds;
+ }
+ }
+ best->next->prev = best->prev;
+ best->prev->next = best->next;
+ best->next = &vsprsortedhead;
+ best->prev = vsprsortedhead.prev;
+ vsprsortedhead.prev->next = best;
+ vsprsortedhead.prev = best;
+ }
+}
+
+
+#ifndef RENDER3D
+/*
+========================
+=
+= R_DrawSprite
+=
+========================
+*/
+
+void R_DrawSprite (vissprite_t *spr)
+{
+ drawseg_t *ds;
+ short clipbot[SCREENWIDTH], cliptop[SCREENWIDTH];
+ int x, r1, r2;
+ fixed_t scale, lowscale;
+ int silhouette;
+
+ for (x = spr->x1; x <= spr->x2; x++)
+ clipbot[x] = cliptop[x] = -2;
+
+//
+// scan drawsegs from end to start for obscuring segs
+// the first drawseg that has a greater scale is the clip seg
+//
+ for (ds = ds_p - 1; ds >= drawsegs; ds--)
+ {
+ //
+ // determine if the drawseg obscures the sprite
+ //
+ if (ds->x1 > spr->x2 || ds->x2 < spr->x1 ||
+ (!ds->silhouette && !ds->maskedtexturecol))
+ continue; // doesn't cover sprite
+
+ r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
+ r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
+ if (ds->scale1 > ds->scale2)
+ {
+ lowscale = ds->scale2;
+ scale = ds->scale1;
+ }
+ else
+ {
+ lowscale = ds->scale1;
+ scale = ds->scale2;
+ }
+
+ if (scale < spr->scale || ( lowscale < spr->scale
+ && !R_PointOnSegSide(spr->gx, spr->gy, ds->curline) ) )
+ {
+ if (ds->maskedtexturecol) // masked mid texture
+ R_RenderMaskedSegRange (ds, r1, r2);
+ continue; // seg is behind sprite
+ }
+
+//
+// clip this piece of the sprite
+//
+ silhouette = ds->silhouette;
+ if (spr->gz >= ds->bsilheight)
+ silhouette &= ~SIL_BOTTOM;
+ if (spr->gzt <= ds->tsilheight)
+ silhouette &= ~SIL_TOP;
+
+ if (silhouette == 1)
+ { // bottom sil
+ for (x = r1; x <= r2; x++)
+ {
+ if (clipbot[x] == -2)
+ clipbot[x] = ds->sprbottomclip[x];
+ }
+ }
+ else if (silhouette == 2)
+ { // top sil
+ for (x = r1; x <= r2; x++)
+ {
+ if (cliptop[x] == -2)
+ cliptop[x] = ds->sprtopclip[x];
+ }
+ }
+ else if (silhouette == 3)
+ { // both
+ for (x = r1; x <= r2; x++)
+ {
+ if (clipbot[x] == -2)
+ clipbot[x] = ds->sprbottomclip[x];
+ if (cliptop[x] == -2)
+ cliptop[x] = ds->sprtopclip[x];
+ }
+ }
+ }
+
+//
+// all clipping has been performed, so draw the sprite
+//
+
+// check for unclipped columns
+ for (x = spr->x1; x <= spr->x2; x++)
+ {
+ if (clipbot[x] == -2)
+ clipbot[x] = viewheight;
+ if (cliptop[x] == -2)
+ cliptop[x] = -1;
+ }
+
+ mfloorclip = clipbot;
+ mceilingclip = cliptop;
+ R_DrawVisSprite (spr, spr->x1, spr->x2);
+}
+#endif /* !RENDER3D */
+
+
+/*
+========================
+=
+= R_DrawMasked
+=
+========================
+*/
+
+void R_DrawMasked (void)
+{
+ vissprite_t *spr;
+
+#ifdef RENDER3D
+ extern boolean willRenderSprites;
+
+ if (!willRenderSprites)
+ return;
+
+ R_SortVisSprites();
+
+ if (vissprite_p > vissprites)
+ {
+ // draw all vissprites back to front
+ glDepthMask(GL_FALSE);
+
+ for (spr = vsprsortedhead.next; spr != &vsprsortedhead;
+ spr = spr->next)
+ {
+ R_RenderSprite(spr);
+ }
+
+ glDepthMask(GL_TRUE);
+ }
+#else
+ drawseg_t *ds;
+
+ R_SortVisSprites ();
+
+ if (vissprite_p > vissprites)
+ {
+ // draw all vissprites back to front
+ for (spr = vsprsortedhead.next; spr != &vsprsortedhead;
+ spr = spr->next)
+ {
+ R_DrawSprite (spr);
+ }
+ }
+
+//
+// render any remaining masked mid textures
+//
+ for (ds = ds_p - 1; ds >= drawsegs; ds--)
+ {
+ if (ds->maskedtexturecol)
+ R_RenderMaskedSegRange (ds, ds->x1, ds->x2);
+ }
+
+//
+// draw the psprites on top of everything
+//
+// Added for the sideviewing with an external device
+ if (viewangleoffset <= 1024<<ANGLETOFINESHIFT ||
+ viewangleoffset >= -(1024<<ANGLETOFINESHIFT))
+ {
+ // don't draw on side views
+ R_DrawPlayerSprites ();
+ }
+
+// if (!viewangleoffset) // don't draw on side views
+// R_DrawPlayerSprites ();
+#endif
+}
+
--- /dev/null
+++ b/s_sound.c
@@ -1,0 +1,947 @@
+//**************************************************************************
+//**
+//** S_SOUND.C: MUSIC & SFX API
+//**
+//**************************************************************************
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h" /* P_AproxDistance() */
+#include "sounds.h"
+#include "i_sound.h"
+#include "soundst.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define DEFAULT_ARCHIVEPATH "o:\\sound\\archive\\"
+#define PRIORITY_MAX_ADJUST 10
+#define DIST_ADJUST (MAX_SND_DIST/PRIORITY_MAX_ADJUST)
+
+// TYPES -------------------------------------------------------------------
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static boolean S_StopSoundID(int sound_id, int priority);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern int snd_MaxVolume;
+extern int snd_MusicVolume;
+extern int snd_Channels;
+
+#if defined(__WATCOMC__) && defined(_DOS)
+extern int snd_SfxDevice;
+extern int snd_MusicDevice;
+extern int snd_DesiredSfxDevice;
+extern int snd_DesiredMusicDevice;
+extern int tsm_ID;
+#endif
+
+extern void **lumpcache;
+
+extern int startepisode;
+extern int startmap;
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+/* Music info */
+musicinfo_t S_music[] =
+{
+ { "MUS_E1M1", 0 }, // 1-1
+ { "MUS_E1M2", 0 },
+ { "MUS_E1M3", 0 },
+ { "MUS_E1M4", 0 },
+ { "MUS_E1M5", 0 },
+ { "MUS_E1M6", 0 },
+ { "MUS_E1M7", 0 },
+ { "MUS_E1M8", 0 },
+ { "MUS_E1M9", 0 },
+
+ { "MUS_E2M1", 0 }, // 2-1
+ { "MUS_E2M2", 0 },
+ { "MUS_E2M3", 0 },
+ { "MUS_E2M4", 0 },
+ { "MUS_E1M4", 0 },
+ { "MUS_E2M6", 0 },
+ { "MUS_E2M7", 0 },
+ { "MUS_E2M8", 0 },
+ { "MUS_E2M9", 0 },
+
+ { "MUS_E1M1", 0 }, // 3-1
+ { "MUS_E3M2", 0 },
+ { "MUS_E3M3", 0 },
+ { "MUS_E1M6", 0 },
+ { "MUS_E1M3", 0 },
+ { "MUS_E1M2", 0 },
+ { "MUS_E1M5", 0 },
+ { "MUS_E1M9", 0 },
+ { "MUS_E2M6", 0 },
+
+ { "MUS_E1M6", 0 }, // 4-1
+ { "MUS_E1M2", 0 },
+ { "MUS_E1M3", 0 },
+ { "MUS_E1M4", 0 },
+ { "MUS_E1M5", 0 },
+ { "MUS_E1M1", 0 },
+ { "MUS_E1M7", 0 },
+ { "MUS_E1M8", 0 },
+ { "MUS_E1M9", 0 },
+
+ { "MUS_E2M1", 0 }, // 5-1
+ { "MUS_E2M2", 0 },
+ { "MUS_E2M3", 0 },
+ { "MUS_E2M4", 0 },
+ { "MUS_E1M4", 0 },
+ { "MUS_E2M6", 0 },
+ { "MUS_E2M7", 0 },
+ { "MUS_E2M8", 0 },
+ { "MUS_E2M9", 0 },
+
+ { "MUS_E3M2", 0 }, // 6-1
+ { "MUS_E3M3", 0 }, // 6-2
+ { "MUS_E1M6", 0 }, // 6-3
+
+ { "MUS_TITL", 0 },
+ { "MUS_INTR", 0 },
+ { "MUS_CPTD", 0 }
+};
+
+/* Sound info */
+sfxinfo_t S_sfx[] =
+{
+ { {0,0,0,0,0,0,0,0}, NULL, 0, -1, NULL, 0, 0 },
+ { "gldhit", NULL, 32, -1, NULL, 0, 2 },
+ { "gntful", NULL, 32, -1, NULL, 0, -1 },
+ { "gnthit", NULL, 32, -1, NULL, 0, -1 },
+ { "gntpow", NULL, 32, -1, NULL, 0, -1 },
+ { "gntact", NULL, 32, -1, NULL, 0, -1 },
+ { "gntuse", NULL, 32, -1, NULL, 0, -1 },
+ { "phosht", NULL, 32, -1, NULL, 0, 2 },
+ { "phohit", NULL, 32, -1, NULL, 0, -1 },
+ { "-phopow", &S_sfx[sfx_hedat1], 32, -1, NULL, 0, 1 },
+ { "lobsht", NULL, 20, -1, NULL, 0, 2 },
+ { "lobhit", NULL, 20, -1, NULL, 0, 2 },
+ { "lobpow", NULL, 20, -1, NULL, 0, 2 },
+ { "hrnsht", NULL, 32, -1, NULL, 0, 2 },
+ { "hrnhit", NULL, 32, -1, NULL, 0, 2 },
+ { "hrnpow", NULL, 32, -1, NULL, 0, 2 },
+ { "ramphit", NULL, 32, -1, NULL, 0, 2 },
+ { "ramrain", NULL, 10, -1, NULL, 0, 2 },
+ { "bowsht", NULL, 32, -1, NULL, 0, 2 },
+ { "stfhit", NULL, 32, -1, NULL, 0, 2 },
+ { "stfpow", NULL, 32, -1, NULL, 0, 2 },
+ { "stfcrk", NULL, 32, -1, NULL, 0, 2 },
+ { "impsit", NULL, 32, -1, NULL, 0, 2 },
+ { "impat1", NULL, 32, -1, NULL, 0, 2 },
+ { "impat2", NULL, 32, -1, NULL, 0, 2 },
+ { "impdth", NULL, 80, -1, NULL, 0, 2 },
+ { "-impact", &S_sfx[sfx_impsit], 20, -1, NULL, 0, 2 },
+ { "imppai", NULL, 32, -1, NULL, 0, 2 },
+ { "mumsit", NULL, 32, -1, NULL, 0, 2 },
+ { "mumat1", NULL, 32, -1, NULL, 0, 2 },
+ { "mumat2", NULL, 32, -1, NULL, 0, 2 },
+ { "mumdth", NULL, 80, -1, NULL, 0, 2 },
+ { "-mumact", &S_sfx[sfx_mumsit], 20, -1, NULL, 0, 2 },
+ { "mumpai", NULL, 32, -1, NULL, 0, 2 },
+ { "mumhed", NULL, 32, -1, NULL, 0, 2 },
+ { "bstsit", NULL, 32, -1, NULL, 0, 2 },
+ { "bstatk", NULL, 32, -1, NULL, 0, 2 },
+ { "bstdth", NULL, 80, -1, NULL, 0, 2 },
+ { "bstact", NULL, 20, -1, NULL, 0, 2 },
+ { "bstpai", NULL, 32, -1, NULL, 0, 2 },
+ { "clksit", NULL, 32, -1, NULL, 0, 2 },
+ { "clkatk", NULL, 32, -1, NULL, 0, 2 },
+ { "clkdth", NULL, 80, -1, NULL, 0, 2 },
+ { "clkact", NULL, 20, -1, NULL, 0, 2 },
+ { "clkpai", NULL, 32, -1, NULL, 0, 2 },
+ { "snksit", NULL, 32, -1, NULL, 0, 2 },
+ { "snkatk", NULL, 32, -1, NULL, 0, 2 },
+ { "snkdth", NULL, 80, -1, NULL, 0, 2 },
+ { "snkact", NULL, 20, -1, NULL, 0, 2 },
+ { "snkpai", NULL, 32, -1, NULL, 0, 2 },
+ { "kgtsit", NULL, 32, -1, NULL, 0, 2 },
+ { "kgtatk", NULL, 32, -1, NULL, 0, 2 },
+ { "kgtat2", NULL, 32, -1, NULL, 0, 2 },
+ { "kgtdth", NULL, 80, -1, NULL, 0, 2 },
+ { "-kgtact", &S_sfx[sfx_kgtsit], 20, -1, NULL, 0, 2 },
+ { "kgtpai", NULL, 32, -1, NULL, 0, 2 },
+ { "wizsit", NULL, 32, -1, NULL, 0, 2 },
+ { "wizatk", NULL, 32, -1, NULL, 0, 2 },
+ { "wizdth", NULL, 80, -1, NULL, 0, 2 },
+ { "wizact", NULL, 20, -1, NULL, 0, 2 },
+ { "wizpai", NULL, 32, -1, NULL, 0, 2 },
+ { "minsit", NULL, 32, -1, NULL, 0, 2 },
+ { "minat1", NULL, 32, -1, NULL, 0, 2 },
+ { "minat2", NULL, 32, -1, NULL, 0, 2 },
+ { "minat3", NULL, 32, -1, NULL, 0, 2 },
+ { "mindth", NULL, 80, -1, NULL, 0, 2 },
+ { "minact", NULL, 20, -1, NULL, 0, 2 },
+ { "minpai", NULL, 32, -1, NULL, 0, 2 },
+ { "hedsit", NULL, 32, -1, NULL, 0, 2 },
+ { "hedat1", NULL, 32, -1, NULL, 0, 2 },
+ { "hedat2", NULL, 32, -1, NULL, 0, 2 },
+ { "hedat3", NULL, 32, -1, NULL, 0, 2 },
+ { "heddth", NULL, 80, -1, NULL, 0, 2 },
+ { "hedact", NULL, 20, -1, NULL, 0, 2 },
+ { "hedpai", NULL, 32, -1, NULL, 0, 2 },
+ { "sorzap", NULL, 32, -1, NULL, 0, 2 },
+ { "sorrise", NULL, 32, -1, NULL, 0, 2 },
+ { "sorsit", NULL, 200, -1, NULL, 0, 2 },
+ { "soratk", NULL, 32, -1, NULL, 0, 2 },
+ { "soract", NULL, 200, -1, NULL, 0, 2 },
+ { "sorpai", NULL, 200, -1, NULL, 0, 2 },
+ { "sordsph", NULL, 200, -1, NULL, 0, 2 },
+ { "sordexp", NULL, 200, -1, NULL, 0, 2 },
+ { "sordbon", NULL, 200, -1, NULL, 0, 2 },
+ { "-sbtsit", &S_sfx[sfx_bstsit], 32, -1, NULL, 0, 2 },
+ { "-sbtatk", &S_sfx[sfx_bstatk], 32, -1, NULL, 0, 2 },
+ { "sbtdth", NULL, 80, -1, NULL, 0, 2 },
+ { "sbtact", NULL, 20, -1, NULL, 0, 2 },
+ { "sbtpai", NULL, 32, -1, NULL, 0, 2 },
+ { "plroof", NULL, 32, -1, NULL, 0, 2 },
+ { "plrpai", NULL, 32, -1, NULL, 0, 2 },
+ { "plrdth", NULL, 80, -1, NULL, 0, 2 },
+ { "gibdth", NULL, 100, -1, NULL, 0, 2 },
+ { "plrwdth", NULL, 80, -1, NULL, 0, 2 },
+ { "plrcdth", NULL, 100, -1, NULL, 0, 2 },
+ { "itemup", NULL, 32, -1, NULL, 0, 2 },
+ { "wpnup", NULL, 32, -1, NULL, 0, 2 },
+ { "telept", NULL, 50, -1, NULL, 0, 2 },
+ { "doropn", NULL, 40, -1, NULL, 0, 2 },
+ { "dorcls", NULL, 40, -1, NULL, 0, 2 },
+ { "dormov", NULL, 40, -1, NULL, 0, 2 },
+ { "artiup", NULL, 32, -1, NULL, 0, 2 },
+ { "switch", NULL, 40, -1, NULL, 0, 2 },
+ { "pstart", NULL, 40, -1, NULL, 0, 2 },
+ { "pstop", NULL, 40, -1, NULL, 0, 2 },
+ { "stnmov", NULL, 40, -1, NULL, 0, 2 },
+ { "chicpai", NULL, 32, -1, NULL, 0, 2 },
+ { "chicatk", NULL, 32, -1, NULL, 0, 2 },
+ { "chicdth", NULL, 40, -1, NULL, 0, 2 },
+ { "chicact", NULL, 32, -1, NULL, 0, 2 },
+ { "chicpk1", NULL, 32, -1, NULL, 0, 2 },
+ { "chicpk2", NULL, 32, -1, NULL, 0, 2 },
+ { "chicpk3", NULL, 32, -1, NULL, 0, 2 },
+ { "keyup", NULL, 50, -1, NULL, 0, 2 },
+ { "ripslop", NULL, 16, -1, NULL, 0, 2 },
+ { "newpod", NULL, 16, -1, NULL, 0, -1 },
+ { "podexp", NULL, 40, -1, NULL, 0, -1 },
+ { "bounce", NULL, 16, -1, NULL, 0, 2 },
+ { "-volsht", &S_sfx[sfx_bstatk], 16, -1, NULL, 0, 2 },
+ { "-volhit", &S_sfx[sfx_lobhit], 16, -1, NULL, 0, 2 },
+ { "burn", NULL, 10, -1, NULL, 0, 2 },
+ { "splash", NULL, 10, -1, NULL, 0, 1 },
+ { "gloop", NULL, 10, -1, NULL, 0, 2 },
+ { "respawn", NULL, 10, -1, NULL, 0, 1 },
+ { "blssht", NULL, 32, -1, NULL, 0, 2 },
+ { "blshit", NULL, 32, -1, NULL, 0, 2 },
+ { "chat", NULL, 100, -1, NULL, 0, 1 },
+ { "artiuse", NULL, 32, -1, NULL, 0, 1 },
+ { "gfrag", NULL, 100, -1, NULL, 0, 1 },
+ { "waterfl", NULL, 16, -1, NULL, 0, 2 },
+
+ // Monophonic sounds
+
+ { "wind", NULL, 16, -1, NULL, 0, 1 },
+ { "amb1", NULL, 1, -1, NULL, 0, 1 },
+ { "amb2", NULL, 1, -1, NULL, 0, 1 },
+ { "amb3", NULL, 1, -1, NULL, 0, 1 },
+ { "amb4", NULL, 1, -1, NULL, 0, 1 },
+ { "amb5", NULL, 1, -1, NULL, 0, 1 },
+ { "amb6", NULL, 1, -1, NULL, 0, 1 },
+ { "amb7", NULL, 1, -1, NULL, 0, 1 },
+ { "amb8", NULL, 1, -1, NULL, 0, 1 },
+ { "amb9", NULL, 1, -1, NULL, 0, 1 },
+ { "amb10", NULL, 1, -1, NULL, 0, 1 },
+ { "amb11", NULL, 1, -1, NULL, 0, 0 }
+};
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static channel_t Channel[MAX_CHANNELS];
+static int AmbChan;
+static int RegisteredSong; /* the current registered song. */
+static int isExternalSong;
+static int NextCleanup;
+static boolean MusicPaused;
+static int Mus_Song = -1;
+static int Mus_LumpNum;
+static void *Mus_SndPtr;
+static byte *SoundCurve;
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// S_Init
+//
+//==========================================================================
+
+void S_Init(void)
+{
+ SoundCurve = (byte *) Z_Malloc(MAX_SND_DIST, PU_STATIC, NULL);
+ I_StartupSound();
+ if (snd_Channels > 8)
+ {
+ snd_Channels = 8;
+ }
+ I_SetChannels(snd_Channels);
+ I_SetMusicVolume(snd_MusicVolume);
+ S_SetMaxVolume(true);
+}
+
+//==========================================================================
+//
+// S_ShutDown
+//
+//==========================================================================
+
+void S_ShutDown(void)
+{
+#if defined(__WATCOMC__) && defined(_DOS)
+ if (tsm_ID == -1)
+ return;
+#endif
+ if (RegisteredSong)
+ {
+ I_StopSong(RegisteredSong);
+ I_UnRegisterSong(RegisteredSong);
+ }
+ I_ShutdownSound();
+}
+
+//==========================================================================
+//
+// S_Start
+//
+//==========================================================================
+
+void S_Start(void)
+{
+ int i;
+
+ S_StartSong((gameepisode-1)*9 + gamemap-1, true);
+
+ // stop all sounds
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (Channel[i].handle)
+ {
+ S_StopSound(Channel[i].mo);
+ }
+ }
+ memset(Channel, 0, 8*sizeof(channel_t));
+}
+
+//==========================================================================
+//
+// S_StartSong
+//
+//==========================================================================
+
+void S_StartSong(int song, boolean loop)
+{
+ int length;
+ if (song == Mus_Song)
+ { // don't replay an old song
+ return;
+ }
+ if (RegisteredSong)
+ {
+ I_StopSong(RegisteredSong);
+ I_UnRegisterSong(RegisteredSong);
+ if (!isExternalSong)
+ {
+ Z_ChangeTag(lumpcache[Mus_LumpNum], PU_CACHE);
+#if defined(__WATCOMC__) && defined(_DOS)
+ _dpmi_unlockregion(Mus_SndPtr, lumpinfo[Mus_LumpNum].size);
+#endif
+ }
+ }
+ if (song < mus_e1m1 || song >= NUMMUSIC)
+ {
+ return;
+ }
+ isExternalSong = I_RegisterExternalSong(S_music[song].name);
+ if (isExternalSong)
+ {
+ RegisteredSong = isExternalSong;
+ I_PlaySong(RegisteredSong, loop);
+ Mus_Song = song;
+ return;
+ }
+ Mus_LumpNum = W_GetNumForName(S_music[song].name);
+ length = W_LumpLength(Mus_LumpNum);
+ Mus_SndPtr = W_CacheLumpNum(Mus_LumpNum, PU_MUSIC);
+#if defined(__WATCOMC__) && defined(_DOS)
+ _dpmi_lockregion(Mus_SndPtr, lumpinfo[Mus_LumpNum].size);
+#endif
+ RegisteredSong = I_RegisterSong(Mus_SndPtr, length);
+ I_PlaySong(RegisteredSong, loop); // 'true' denotes endless looping.
+ Mus_Song = song;
+}
+
+//==========================================================================
+//
+// S_StartSound
+//
+//==========================================================================
+
+void S_StartSound(mobj_t *origin, int sound_id)
+{
+ static int sndcount = 0;
+
+ int i;
+ int dist, vol, chan;
+ int priority;
+ int angle, sep;
+ int absx, absy;
+
+ if (sound_id == 0 || snd_MaxVolume == 0)
+ return;
+#if 0
+ if (origin == NULL)
+ {
+ origin = players[consoleplayer].mo;
+ // this can be uninitialized when we are newly
+ // started before the demos start playing !...
+ }
+#endif
+
+ // calculate the distance before other stuff so that we can throw out
+ // sounds that are beyond the hearing range.
+ if (origin)
+ {
+ absx = abs(origin->x - players[consoleplayer].mo->x);
+ absy = abs(origin->y - players[consoleplayer].mo->y);
+ }
+ else
+ {
+ absx = absy = 0;
+ }
+ dist = absx + absy - (absx > absy ? absy>>1 : absx>>1);
+ dist >>= FRACBITS;
+// dist = P_AproxDistance(origin->x-viewx, origin->y-viewy)>>FRACBITS;
+
+ if (dist >= MAX_SND_DIST)
+ {
+// dist = MAX_SND_DIST - 1;
+ return; // sound is beyond the hearing range...
+ }
+ if (dist < 0)
+ {
+ dist = 0;
+ }
+ priority = S_sfx[sound_id].priority;
+ priority *= (10 - (dist/160));
+ if (!S_StopSoundID(sound_id, priority))
+ {
+ return; // other sounds have greater priority
+ }
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (!origin || origin->player)
+ {
+ i = snd_Channels;
+ break; // let the player have more than one sound.
+ }
+ if (origin == Channel[i].mo)
+ { // only allow other mobjs one sound
+ S_StopSound(Channel[i].mo);
+ break;
+ }
+ }
+ if (i >= snd_Channels)
+ {
+ if (sound_id >= sfx_wind)
+ {
+ if (AmbChan != -1
+ && S_sfx[sound_id].priority <=
+ S_sfx[Channel[AmbChan].sound_id].priority)
+ {
+ return; //ambient channel already in use
+ }
+ else
+ {
+ AmbChan = -1;
+ }
+ }
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (Channel[i].mo == NULL)
+ {
+ break;
+ }
+ }
+ if (i >= snd_Channels)
+ {
+ // look for a lower priority sound to replace.
+ sndcount++;
+ if (sndcount >= snd_Channels)
+ {
+ sndcount = 0;
+ }
+ for (chan = 0; chan < snd_Channels; chan++)
+ {
+ i = (sndcount + chan) % snd_Channels;
+ if (priority >= Channel[i].priority)
+ {
+ chan = -1; // denote that sound should be replaced.
+ break;
+ }
+ }
+ if (chan != -1)
+ {
+ return; // no free channels.
+ }
+ else // replace the lower priority sound.
+ {
+ if (Channel[i].handle)
+ {
+ if (I_SoundIsPlaying(Channel[i].handle))
+ {
+ I_StopSound(Channel[i].handle);
+ }
+ if (S_sfx[Channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[Channel[i].sound_id].usefulness--;
+ }
+
+ if (AmbChan == i)
+ {
+ AmbChan = -1;
+ }
+ }
+ }
+ }
+ }
+ if (S_sfx[sound_id].lumpnum == 0)
+ {
+ S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]);
+ }
+ if (S_sfx[sound_id].snd_ptr == NULL)
+ {
+ if (W_LumpLength(S_sfx[sound_id].lumpnum) <= 8)
+ {
+ char name[9];
+ strncpy(name, S_sfx[sound_id].name, 8);
+ name[8] = '\0';
+ // I_Error("broken sound lump #%d (%s)\n",
+ fprintf(stderr, "broken sound lump #%d (%s)\n",
+ S_sfx[sound_id].lumpnum, name);
+ return;
+ }
+ S_sfx[sound_id].snd_ptr =
+ W_CacheLumpNum(S_sfx[sound_id].lumpnum, PU_SOUND);
+#if defined(__WATCOMC__) && defined(_DOS)
+ _dpmi_lockregion(S_sfx[sound_id].snd_ptr,
+ lumpinfo[S_sfx[sound_id].lumpnum].size);
+#endif
+ }
+
+ // calculate the volume based upon the distance from the sound origin.
+// vol = (snd_MaxVolume*16 + dist*(-snd_MaxVolume*16)/MAX_SND_DIST)>>9;
+ vol = SoundCurve[dist];
+
+ if (!origin || origin == players[consoleplayer].mo)
+ {
+ sep = 128;
+ }
+ else
+ {
+ angle = R_PointToAngle2(players[consoleplayer].mo->x,
+ players[consoleplayer].mo->y,
+ origin->x, origin->y);
+ angle = (angle - viewangle)>>24;
+ sep = angle*2 - 128;
+ if (sep < 64)
+ sep = -sep;
+ if (sep > 192)
+ sep = 512-sep;
+ }
+
+ Channel[i].pitch = (byte)(127 + (M_Random() & 7) - (M_Random() & 7));
+ Channel[i].handle = I_StartSound(sound_id, S_sfx[sound_id].snd_ptr, vol,
+ sep, Channel[i].pitch, 0);
+ Channel[i].mo = origin;
+ Channel[i].sound_id = sound_id;
+ Channel[i].priority = priority;
+ if (sound_id >= sfx_wind)
+ {
+ AmbChan = i;
+ }
+ if (S_sfx[sound_id].usefulness == -1)
+ {
+ S_sfx[sound_id].usefulness = 1;
+ }
+ else
+ {
+ S_sfx[sound_id].usefulness++;
+ }
+}
+
+//==========================================================================
+//
+// S_StartSoundAtVolume
+//
+//==========================================================================
+void S_StartSoundAtVolume(mobj_t *origin, int sound_id, int volume)
+{
+ int i;
+
+ if (sound_id == 0 || snd_MaxVolume == 0)
+ return;
+ if (origin == NULL)
+ {
+ origin = players[displayplayer].mo;
+ }
+
+ if (volume == 0)
+ {
+ return;
+ }
+ volume = (volume * (snd_MaxVolume + 1) * 8)>>7;
+
+// no priority checking, as ambient sounds would be the LOWEST.
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (Channel[i].mo == NULL)
+ {
+ break;
+ }
+ }
+ if (i >= snd_Channels)
+ {
+ return;
+ }
+ if (S_sfx[sound_id].lumpnum == 0)
+ {
+ S_sfx[sound_id].lumpnum = I_GetSfxLumpNum(&S_sfx[sound_id]);
+ }
+ if (S_sfx[sound_id].snd_ptr == NULL)
+ {
+ if (W_LumpLength(S_sfx[sound_id].lumpnum) <= 8)
+ {
+ char name[9];
+ strncpy(name, S_sfx[sound_id].name, 8);
+ name[8] = '\0';
+ // I_Error("broken sound lump #%d (%s)\n",
+ fprintf(stderr, "broken sound lump #%d (%s)\n",
+ S_sfx[sound_id].lumpnum, name);
+ return;
+ }
+ S_sfx[sound_id].snd_ptr =
+ W_CacheLumpNum(S_sfx[sound_id].lumpnum, PU_SOUND);
+#if defined(__WATCOMC__) && defined(_DOS)
+ _dpmi_lockregion(S_sfx[sound_id].snd_ptr,
+ lumpinfo[S_sfx[sound_id].lumpnum].size);
+#endif
+ }
+ Channel[i].pitch = (byte)(127 - (M_Random() & 3) + (M_Random() & 3));
+ Channel[i].handle = I_StartSound(sound_id, S_sfx[sound_id].snd_ptr,
+ volume, 128, Channel[i].pitch, 0);
+ Channel[i].mo = origin;
+ Channel[i].sound_id = sound_id;
+ Channel[i].priority = 1; // super low priority.
+ if (S_sfx[sound_id].usefulness == -1)
+ {
+ S_sfx[sound_id].usefulness = 1;
+ }
+ else
+ {
+ S_sfx[sound_id].usefulness++;
+ }
+}
+
+//==========================================================================
+//
+// S_StopSoundID
+//
+//==========================================================================
+
+boolean S_StopSoundID(int sound_id, int priority)
+{
+ int i;
+ int lp; //least priority
+ int found;
+
+ if (S_sfx[sound_id].numchannels == -1)
+ {
+ return true;
+ }
+ lp = -1; //denote the argument sound_id
+ found = 0;
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (Channel[i].sound_id == sound_id && Channel[i].mo)
+ {
+ found++; //found one. Now, should we replace it??
+ if (priority >= Channel[i].priority)
+ { // if we're gonna kill one, then this'll be it
+ lp = i;
+ priority = Channel[i].priority;
+ }
+ }
+ }
+ if (found < S_sfx[sound_id].numchannels)
+ {
+ return true;
+ }
+ else if (lp == -1)
+ {
+ return false; // don't replace any sounds
+ }
+ if (Channel[lp].handle)
+ {
+ if (I_SoundIsPlaying(Channel[lp].handle))
+ {
+ I_StopSound(Channel[lp].handle);
+ }
+ if (S_sfx[Channel[lp].sound_id].usefulness > 0)
+ {
+ S_sfx[Channel[lp].sound_id].usefulness--;
+ }
+ Channel[lp].mo = NULL;
+ }
+ return true;
+}
+
+//==========================================================================
+//
+// S_StopSound
+//
+//==========================================================================
+
+void S_StopSound(mobj_t *origin)
+{
+ int i;
+
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (Channel[i].mo == origin)
+ {
+ I_StopSound(Channel[i].handle);
+ if (S_sfx[Channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[Channel[i].sound_id].usefulness--;
+ }
+ Channel[i].handle = 0;
+ Channel[i].mo = NULL;
+ if (AmbChan == i)
+ {
+ AmbChan = -1;
+ }
+ }
+ }
+}
+
+//==========================================================================
+//
+// S_SoundLink
+//
+//==========================================================================
+
+void S_SoundLink(mobj_t *oldactor, mobj_t *newactor)
+{
+ int i;
+
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (Channel[i].mo == oldactor)
+ Channel[i].mo = newactor;
+ }
+}
+
+//==========================================================================
+//
+// S_PauseSound
+//
+//==========================================================================
+
+void S_PauseSound(void)
+{
+ I_PauseSong(RegisteredSong);
+}
+
+//==========================================================================
+//
+// S_ResumeSound
+//
+//==========================================================================
+
+void S_ResumeSound(void)
+{
+ I_ResumeSong(RegisteredSong);
+}
+
+//==========================================================================
+//
+// S_UpdateSounds
+//
+//==========================================================================
+
+void S_UpdateSounds(mobj_t *listener)
+{
+ int i, dist, vol;
+ int angle, sep;
+ int priority;
+ int absx, absy;
+
+ listener = players[consoleplayer].mo;
+ if (snd_MaxVolume == 0)
+ {
+ return;
+ }
+
+ if (NextCleanup < gametic)
+ {
+ for (i = 0; i < NUMSFX; i++)
+ {
+ if (S_sfx[i].usefulness == 0 && S_sfx[i].snd_ptr)
+ {
+ if (lumpcache[S_sfx[i].lumpnum])
+ {
+ if (((memblock_t *) ((byte*)(lumpcache[S_sfx[i].lumpnum]) -
+ sizeof(memblock_t)))->id == ZONEID)
+ { // taken directly from the Z_ChangeTag macro
+ Z_ChangeTag2(lumpcache[S_sfx[i].lumpnum], PU_CACHE);
+#if defined(__WATCOMC__) && defined(_DOS)
+ _dpmi_unlockregion(S_sfx[i].snd_ptr,
+ lumpinfo[S_sfx[i].lumpnum].size);
+#endif
+ }
+ }
+ S_sfx[i].usefulness = -1;
+ S_sfx[i].snd_ptr = NULL;
+ }
+ }
+ // Note, heretic does this every second (gametic+35)
+ NextCleanup = gametic + 35*30; // every 30 seconds
+ }
+ for (i = 0; i < snd_Channels; i++)
+ {
+ if (!Channel[i].handle || S_sfx[Channel[i].sound_id].usefulness == -1)
+ {
+ continue;
+ }
+ if (!I_SoundIsPlaying(Channel[i].handle))
+ {
+ if (S_sfx[Channel[i].sound_id].usefulness > 0)
+ {
+ S_sfx[Channel[i].sound_id].usefulness--;
+ }
+ Channel[i].handle = 0;
+ Channel[i].mo = NULL;
+ Channel[i].sound_id = 0;
+ if (AmbChan == i)
+ {
+ AmbChan = -1;
+ }
+ }
+ if (Channel[i].mo == NULL || Channel[i].sound_id == 0
+ || Channel[i].mo == listener)
+ {
+ continue;
+ }
+ else
+ {
+ absx = abs(Channel[i].mo->x - listener->x);
+ absy = abs(Channel[i].mo->y - listener->y);
+ dist = absx+absy-(absx > absy ? absy>>1 : absx>>1);
+ dist >>= FRACBITS;
+
+ if (dist >= MAX_SND_DIST)
+ {
+ S_StopSound(Channel[i].mo);
+ continue;
+ }
+ if (dist < 0)
+ {
+ dist = 0;
+ }
+ vol = SoundCurve[dist];
+ angle = R_PointToAngle2(listener->x, listener->y,
+ Channel[i].mo->x, Channel[i].mo->y);
+ angle = (angle - viewangle)>>24;
+ sep = angle*2-128;
+ if(sep < 64)
+ sep = -sep;
+ if(sep > 192)
+ sep = 512-sep;
+ I_UpdateSoundParams(Channel[i].handle, vol, sep, Channel[i].pitch);
+ priority = S_sfx[Channel[i].sound_id].priority;
+ priority *= PRIORITY_MAX_ADJUST - (dist / DIST_ADJUST);
+ Channel[i].priority = priority;
+ }
+ }
+}
+
+//==========================================================================
+//
+// S_GetChannelInfo
+//
+//==========================================================================
+
+void S_GetChannelInfo(SoundInfo_t *s)
+{
+ int i;
+ ChanInfo_t *c;
+
+ s->channelCount = snd_Channels;
+ s->musicVolume = snd_MusicVolume;
+ s->soundVolume = snd_MaxVolume;
+ for (i = 0; i < snd_Channels; i++)
+ {
+ c = &s->chan[i];
+ c->id = Channel[i].sound_id;
+ c->priority = Channel[i].priority;
+ c->name = S_sfx[c->id].name;
+ c->mo = Channel[i].mo;
+ c->distance = P_AproxDistance(c->mo->x-viewx, c->mo->y-viewy)>>FRACBITS;
+ }
+}
+
+void S_SetMaxVolume(boolean fullprocess)
+{
+ int i;
+ byte *SC = (byte *)W_CacheLumpName("SNDCURVE", PU_CACHE);
+ if (!fullprocess)
+ {
+ SoundCurve[0] = ( *(SC) * (snd_MaxVolume * 8))>>7;
+ }
+ else
+ {
+ for (i = 0; i < MAX_SND_DIST; i++)
+ {
+ SoundCurve[i] = ( *(SC + i) * (snd_MaxVolume * 8))>>7;
+ }
+ }
+}
+
+//==========================================================================
+//
+// S_SetMusicVolume
+//
+//==========================================================================
+
+void S_SetMusicVolume(void)
+{
+ I_SetMusicVolume(snd_MusicVolume);
+ if (snd_MusicVolume == 0)
+ {
+ I_PauseSong(RegisteredSong);
+ MusicPaused = true;
+ }
+ else if (MusicPaused)
+ {
+ MusicPaused = false;
+ I_ResumeSong(RegisteredSong);
+ }
+}
+
--- /dev/null
+++ b/sb_bar.c
@@ -1,0 +1,1505 @@
+// SB_bar.c
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+#include "soundst.h"
+
+#define PLAYPAL_NUM playpalette
+#include "v_compat.h"
+
+// MACROS ------------------------------------------------------------------
+
+#ifdef RENDER3D
+#define V_DrawPatch(x,y,p) OGL_DrawPatch((x),(y),(p))
+#define V_DrawFuzzPatch(x,y,p) OGL_DrawFuzzPatch((x),(y),(p))
+#define V_DrawAltFuzzPatch(x,y,p) OGL_DrawAltFuzzPatch((x),(y),(p))
+#endif
+
+#define CHEAT_ENCRYPT(a) \
+ ((((a) & 1 ) << 5) + \
+ (((a) & 2 ) << 1) + \
+ (((a) & 4 ) << 4) + \
+ (((a) & 8 ) >> 3) + \
+ (((a) & 16 ) >> 3) + \
+ (((a) & 32 ) << 2) + \
+ (((a) & 64 ) >> 2) + \
+ (((a) & 128) >> 4))
+
+// TYPES -------------------------------------------------------------------
+
+typedef struct Cheat_s
+{
+ void (*func)(player_t *player, struct Cheat_s *cheat);
+ byte *sequence;
+ byte *pos;
+ int args[2];
+ int currentArg;
+} Cheat_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void DrawSoundInfo(void);
+#ifndef RENDER3D
+static void ShadeLine(int x, int y, int height, int shade);
+#endif
+static void ShadeChain(void);
+static void DrINumber(signed int val, int x, int y);
+static void DrBNumber(signed int val, int x, int y);
+static void DrawCommonBar(void);
+static void DrawMainBar(void);
+static void DrawInventoryBar(void);
+static void DrawFullScreenStuff(void);
+static boolean HandleCheats(byte key);
+static boolean CheatAddKey(Cheat_t *cheat, byte key, boolean *eat);
+static void CheatGodFunc(player_t *player, Cheat_t *cheat);
+static void CheatNoClipFunc(player_t *player, Cheat_t *cheat);
+static void CheatWeaponsFunc(player_t *player, Cheat_t *cheat);
+static void CheatPowerFunc(player_t *player, Cheat_t *cheat);
+static void CheatHealthFunc(player_t *player, Cheat_t *cheat);
+static void CheatKeysFunc(player_t *player, Cheat_t *cheat);
+static void CheatSoundFunc(player_t *player, Cheat_t *cheat);
+static void CheatTickerFunc(player_t *player, Cheat_t *cheat);
+static void CheatArtifact1Func(player_t *player, Cheat_t *cheat);
+static void CheatArtifact2Func(player_t *player, Cheat_t *cheat);
+static void CheatArtifact3Func(player_t *player, Cheat_t *cheat);
+static void CheatWarpFunc(player_t *player, Cheat_t *cheat);
+static void CheatChickenFunc(player_t *player, Cheat_t *cheat);
+static void CheatMassacreFunc(player_t *player, Cheat_t *cheat);
+static void CheatIDKFAFunc(player_t *player, Cheat_t *cheat);
+static void CheatIDDQDFunc(player_t *player, Cheat_t *cheat);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+extern byte *screens;
+
+// PUBLIC DATA DECLARATIONS ------------------------------------------------
+
+boolean DebugSound; /* Debug flag for displaying sound info */
+
+boolean inventory;
+int curpos;
+int inv_ptr;
+int ArtifactFlash;
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static int HealthMarker;
+static int ChainWiggle;
+static player_t *CPlayer;
+static int FontBNumBase;
+static int playpalette;
+static int spinbooklump;
+static int spinflylump;
+
+static PATCH_REF PatchLTFACE;
+static PATCH_REF PatchRTFACE;
+static PATCH_REF PatchBARBACK;
+static PATCH_REF PatchCHAIN;
+static PATCH_REF PatchSTATBAR;
+static PATCH_REF PatchLIFEGEM;
+static PATCH_REF PatchLTFCTOP;
+static PATCH_REF PatchRTFCTOP;
+static PATCH_REF PatchSELECTBOX;
+static PATCH_REF PatchINumbers[10];
+static PATCH_REF PatchNEGATIVE;
+static PATCH_REF PatchSmNumbers[10];
+static PATCH_REF PatchBLACKSQ;
+static PATCH_REF PatchINVBAR;
+static PATCH_REF PatchARMCLEAR;
+static PATCH_REF PatchCHAINBACK;
+static PATCH_REF PatchINVLFGEM1;
+static PATCH_REF PatchINVLFGEM2;
+static PATCH_REF PatchINVRTGEM1;
+static PATCH_REF PatchINVRTGEM2;
+
+static byte CheatLookup[256];
+
+/* Toggle god mode */
+static byte CheatGodSeq[] =
+{
+ CHEAT_ENCRYPT('q'),
+ CHEAT_ENCRYPT('u'),
+ CHEAT_ENCRYPT('i'),
+ CHEAT_ENCRYPT('c'),
+ CHEAT_ENCRYPT('k'),
+ CHEAT_ENCRYPT('e'),
+ CHEAT_ENCRYPT('n'),
+ 0xff
+};
+
+/* Toggle no clipping mode */
+static byte CheatNoClipSeq[] =
+{
+ CHEAT_ENCRYPT('k'),
+ CHEAT_ENCRYPT('i'),
+ CHEAT_ENCRYPT('t'),
+ CHEAT_ENCRYPT('t'),
+ CHEAT_ENCRYPT('y'),
+ 0xff
+};
+
+/* Get all weapons and ammo */
+static byte CheatWeaponsSeq[] =
+{
+ CHEAT_ENCRYPT('r'),
+ CHEAT_ENCRYPT('a'),
+ CHEAT_ENCRYPT('m'),
+ CHEAT_ENCRYPT('b'),
+ CHEAT_ENCRYPT('o'),
+ 0xff
+};
+
+/* Toggle tome of power */
+static byte CheatPowerSeq[] =
+{
+ CHEAT_ENCRYPT('s'),
+ CHEAT_ENCRYPT('h'),
+ CHEAT_ENCRYPT('a'),
+ CHEAT_ENCRYPT('z'),
+ CHEAT_ENCRYPT('a'),
+ CHEAT_ENCRYPT('m'),
+ 0xff, 0
+};
+
+/* Get full health */
+static byte CheatHealthSeq[] =
+{
+ CHEAT_ENCRYPT('p'),
+ CHEAT_ENCRYPT('o'),
+ CHEAT_ENCRYPT('n'),
+ CHEAT_ENCRYPT('c'),
+ CHEAT_ENCRYPT('e'),
+ 0xff
+};
+
+/* Get all keys */
+static byte CheatKeysSeq[] =
+{
+ CHEAT_ENCRYPT('s'),
+ CHEAT_ENCRYPT('k'),
+ CHEAT_ENCRYPT('e'),
+ CHEAT_ENCRYPT('l'),
+ 0xff, 0
+};
+
+/* Toggle sound debug info */
+static byte CheatSoundSeq[] =
+{
+ CHEAT_ENCRYPT('n'),
+ CHEAT_ENCRYPT('o'),
+ CHEAT_ENCRYPT('i'),
+ CHEAT_ENCRYPT('s'),
+ CHEAT_ENCRYPT('e'),
+ 0xff
+};
+
+/* Toggle ticker */
+static byte CheatTickerSeq[] =
+{
+ CHEAT_ENCRYPT('t'),
+ CHEAT_ENCRYPT('i'),
+ CHEAT_ENCRYPT('c'),
+ CHEAT_ENCRYPT('k'),
+ CHEAT_ENCRYPT('e'),
+ CHEAT_ENCRYPT('r'),
+ 0xff, 0
+};
+
+/* Get an artifact 1st stage (ask for type) */
+static byte CheatArtifact1Seq[] =
+{
+ CHEAT_ENCRYPT('g'),
+ CHEAT_ENCRYPT('i'),
+ CHEAT_ENCRYPT('m'),
+ CHEAT_ENCRYPT('m'),
+ CHEAT_ENCRYPT('e'),
+ 0xff
+};
+
+/* Get an artifact 2nd stage (ask for count) */
+static byte CheatArtifact2Seq[] =
+{
+ CHEAT_ENCRYPT('g'),
+ CHEAT_ENCRYPT('i'),
+ CHEAT_ENCRYPT('m'),
+ CHEAT_ENCRYPT('m'),
+ CHEAT_ENCRYPT('e'),
+ 0, 0xff, 0
+};
+
+/* Get an artifact final stage */
+static byte CheatArtifact3Seq[] =
+{
+ CHEAT_ENCRYPT('g'),
+ CHEAT_ENCRYPT('i'),
+ CHEAT_ENCRYPT('m'),
+ CHEAT_ENCRYPT('m'),
+ CHEAT_ENCRYPT('e'),
+ 0, 0, 0xff
+};
+
+/* Warp to new level */
+static byte CheatWarpSeq[] =
+{
+ CHEAT_ENCRYPT('e'),
+ CHEAT_ENCRYPT('n'),
+ CHEAT_ENCRYPT('g'),
+ CHEAT_ENCRYPT('a'),
+ CHEAT_ENCRYPT('g'),
+ CHEAT_ENCRYPT('e'),
+ 0, 0, 0xff, 0
+};
+
+/* Save a screenshot */
+static byte CheatChickenSeq[] =
+{
+ CHEAT_ENCRYPT('c'),
+ CHEAT_ENCRYPT('o'),
+ CHEAT_ENCRYPT('c'),
+ CHEAT_ENCRYPT('k'),
+ CHEAT_ENCRYPT('a'),
+ CHEAT_ENCRYPT('d'),
+ CHEAT_ENCRYPT('o'),
+ CHEAT_ENCRYPT('o'),
+ CHEAT_ENCRYPT('d'),
+ CHEAT_ENCRYPT('l'),
+ CHEAT_ENCRYPT('e'),
+ CHEAT_ENCRYPT('d'),
+ CHEAT_ENCRYPT('o'),
+ CHEAT_ENCRYPT('o'),
+ 0xff, 0
+};
+
+/* Kill all monsters */
+static byte CheatMassacreSeq[] =
+{
+ CHEAT_ENCRYPT('m'),
+ CHEAT_ENCRYPT('a'),
+ CHEAT_ENCRYPT('s'),
+ CHEAT_ENCRYPT('s'),
+ CHEAT_ENCRYPT('a'),
+ CHEAT_ENCRYPT('c'),
+ CHEAT_ENCRYPT('r'),
+ CHEAT_ENCRYPT('e'),
+ 0xff, 0
+};
+
+static byte CheatIDKFASeq[] =
+{
+ CHEAT_ENCRYPT('i'),
+ CHEAT_ENCRYPT('d'),
+ CHEAT_ENCRYPT('k'),
+ CHEAT_ENCRYPT('f'),
+ CHEAT_ENCRYPT('a'),
+ 0xff, 0
+};
+
+static byte CheatIDDQDSeq[] =
+{
+ CHEAT_ENCRYPT('i'),
+ CHEAT_ENCRYPT('d'),
+ CHEAT_ENCRYPT('d'),
+ CHEAT_ENCRYPT('q'),
+ CHEAT_ENCRYPT('d'),
+ 0xff, 0
+};
+
+static Cheat_t Cheats[] =
+{
+ { CheatGodFunc, CheatGodSeq, NULL, {0, 0}, 0 },
+ { CheatNoClipFunc, CheatNoClipSeq, NULL, {0, 0}, 0 },
+ { CheatWeaponsFunc, CheatWeaponsSeq, NULL, {0, 0}, 0 },
+ { CheatPowerFunc, CheatPowerSeq, NULL, {0, 0}, 0 },
+ { CheatHealthFunc, CheatHealthSeq, NULL, {0, 0}, 0 },
+ { CheatKeysFunc, CheatKeysSeq, NULL, {0, 0}, 0 },
+ { CheatSoundFunc, CheatSoundSeq, NULL, {0, 0}, 0 },
+ { CheatTickerFunc, CheatTickerSeq, NULL, {0, 0}, 0 },
+ { CheatArtifact1Func, CheatArtifact1Seq, NULL, {0, 0}, 0 },
+ { CheatArtifact2Func, CheatArtifact2Seq, NULL, {0, 0}, 0 },
+ { CheatArtifact3Func, CheatArtifact3Seq, NULL, {0, 0}, 0 },
+ { CheatWarpFunc, CheatWarpSeq, NULL, {0, 0}, 0 },
+ { CheatChickenFunc, CheatChickenSeq, NULL, {0, 0}, 0 },
+ { CheatMassacreFunc, CheatMassacreSeq, NULL, {0, 0}, 0 },
+ { CheatIDKFAFunc, CheatIDKFASeq, NULL, {0, 0}, 0 },
+ { CheatIDDQDFunc, CheatIDDQDSeq, NULL, {0, 0}, 0 },
+ { NULL, NULL, NULL, {0, 0}, 0 } // Terminator
+};
+
+// CODE --------------------------------------------------------------------
+
+//---------------------------------------------------------------------------
+//
+// PROC SB_Init
+//
+//---------------------------------------------------------------------------
+
+void SB_Init(void)
+{
+ int i;
+ int startLump;
+
+ PatchLTFACE = (PATCH_REF) WR_CacheLumpName("LTFACE", PU_STATIC);
+ PatchRTFACE = (PATCH_REF) WR_CacheLumpName("RTFACE", PU_STATIC);
+ PatchBARBACK = (PATCH_REF) WR_CacheLumpName("BARBACK", PU_STATIC);
+ PatchINVBAR = (PATCH_REF) WR_CacheLumpName("INVBAR", PU_STATIC);
+ PatchCHAIN = (PATCH_REF) WR_CacheLumpName("CHAIN", PU_STATIC);
+ if (deathmatch)
+ {
+ PatchSTATBAR = (PATCH_REF) WR_CacheLumpName("STATBAR", PU_STATIC);
+ }
+ else
+ {
+ PatchSTATBAR = (PATCH_REF) WR_CacheLumpName("LIFEBAR", PU_STATIC);
+ }
+ if (!netgame)
+ { // single player game uses red life gem
+ PatchLIFEGEM = (PATCH_REF) WR_CacheLumpName("LIFEGEM2", PU_STATIC);
+ }
+ else
+ {
+ PatchLIFEGEM = (PATCH_REF) WR_CacheLumpNum(W_GetNumForName("LIFEGEM0") + consoleplayer, PU_STATIC);
+ }
+ PatchLTFCTOP = (PATCH_REF) WR_CacheLumpName("LTFCTOP", PU_STATIC);
+ PatchRTFCTOP = (PATCH_REF) WR_CacheLumpName("RTFCTOP", PU_STATIC);
+ PatchSELECTBOX = (PATCH_REF) WR_CacheLumpName("SELECTBOX", PU_STATIC);
+ PatchINVLFGEM1 = (PATCH_REF) WR_CacheLumpName("INVGEML1", PU_STATIC);
+ PatchINVLFGEM2 = (PATCH_REF) WR_CacheLumpName("INVGEML2", PU_STATIC);
+ PatchINVRTGEM1 = (PATCH_REF) WR_CacheLumpName("INVGEMR1", PU_STATIC);
+ PatchINVRTGEM2 = (PATCH_REF) WR_CacheLumpName("INVGEMR2", PU_STATIC);
+ PatchBLACKSQ = (PATCH_REF) WR_CacheLumpName("BLACKSQ", PU_STATIC);
+ PatchARMCLEAR = (PATCH_REF) WR_CacheLumpName("ARMCLEAR", PU_STATIC);
+ PatchCHAINBACK = (PATCH_REF) WR_CacheLumpName("CHAINBACK", PU_STATIC);
+ startLump = W_GetNumForName("IN0");
+ for (i = 0; i < 10; i++)
+ {
+ PatchINumbers[i] = (PATCH_REF) WR_CacheLumpNum(startLump + i, PU_STATIC);
+ }
+ PatchNEGATIVE = (PATCH_REF) WR_CacheLumpName("NEGNUM", PU_STATIC);
+ FontBNumBase = W_GetNumForName("FONTB16");
+ startLump = W_GetNumForName("SMALLIN0");
+ for (i = 0; i < 10; i++)
+ {
+ PatchSmNumbers[i] = (PATCH_REF) WR_CacheLumpNum(startLump + i, PU_STATIC);
+ }
+ playpalette = W_GetNumForName("PLAYPAL");
+ spinbooklump = W_GetNumForName("SPINBK0");
+ spinflylump = W_GetNumForName("SPFLY0");
+ for (i = 0; i < 256; i++)
+ {
+ CheatLookup[i] = CHEAT_ENCRYPT(i);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SB_Ticker
+//
+//---------------------------------------------------------------------------
+
+void SB_Ticker(void)
+{
+ int delta;
+ int curHealth;
+
+ if (leveltime&1)
+ {
+ ChainWiggle = P_Random() & 1;
+ }
+ curHealth = players[consoleplayer].mo->health;
+ if (curHealth < 0)
+ {
+ curHealth = 0;
+ }
+ if (curHealth < HealthMarker)
+ {
+ delta = (HealthMarker - curHealth)>>2;
+ if (delta < 1)
+ {
+ delta = 1;
+ }
+ else if (delta > 8)
+ {
+ delta = 8;
+ }
+ HealthMarker -= delta;
+ }
+ else if (curHealth > HealthMarker)
+ {
+ delta = (curHealth - HealthMarker)>>2;
+ if (delta < 1)
+ {
+ delta = 1;
+ }
+ else if (delta > 8)
+ {
+ delta = 8;
+ }
+ HealthMarker += delta;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrINumber
+//
+// Draws a three digit number.
+//
+//---------------------------------------------------------------------------
+
+static void DrINumber(signed int val, int x, int y)
+{
+ PATCH_REF patch;
+ int oldval;
+
+ oldval = val;
+ if (val < 0)
+ {
+ if (val < -9)
+ {
+ V_DrawPatch(x + 1, y + 1, (PATCH_REF)WR_CacheLumpName("LAME", PU_CACHE));
+ }
+ else
+ {
+ val = -val;
+ V_DrawPatch(x + 18, y, PatchINumbers[val]);
+ V_DrawPatch(x + 9, y, PatchNEGATIVE);
+ }
+ return;
+ }
+ if (val > 99)
+ {
+ patch = PatchINumbers[val/100];
+ V_DrawPatch(x, y, patch);
+ }
+ val = val % 100;
+ if (val > 9 || oldval > 99)
+ {
+ patch = PatchINumbers[val/10];
+ V_DrawPatch(x + 9, y, patch);
+ }
+ val = val % 10;
+ patch = PatchINumbers[val];
+ V_DrawPatch(x + 18, y, patch);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrBNumber
+//
+// Draws a three digit number using FontB
+//
+//---------------------------------------------------------------------------
+
+static void DrBNumber(signed int val, int x, int y)
+{
+ patch_t* patch;
+ int xpos;
+ int oldval;
+ int width;
+
+ oldval = val;
+ xpos = x;
+ if (val < 0)
+ {
+ val = 0;
+ }
+ if (val > 99)
+ {
+ patch = (patch_t *) W_CacheLumpNum(FontBNumBase + val/100, PU_CACHE);
+ width = SHORT(patch->width) / 2;
+#ifdef RENDER3D
+ OGL_DrawShadowedPatch(xpos + 6 - width, y, FontBNumBase + val/100);
+#else
+ V_DrawShadowedPatch(xpos + 6 - width, y, patch);
+#endif
+ }
+ val = val % 100;
+ xpos += 12;
+ if (val > 9 || oldval > 99)
+ {
+ patch = (patch_t *) W_CacheLumpNum(FontBNumBase + val/10, PU_CACHE);
+ width = SHORT(patch->width) / 2;
+#ifdef RENDER3D
+ OGL_DrawShadowedPatch(xpos + 6 - width, y, FontBNumBase + val/10);
+#else
+ V_DrawShadowedPatch(xpos + 6 - width, y, patch);
+#endif
+ }
+ val = val % 10;
+ xpos += 12;
+ patch = (patch_t *) W_CacheLumpNum(FontBNumBase + val, PU_CACHE);
+ width = SHORT(patch->width) / 2;
+#ifdef RENDER3D
+ OGL_DrawShadowedPatch(xpos + 6 - width, y, FontBNumBase + val/1);
+#else
+ V_DrawShadowedPatch(xpos + 6 - width, y, patch);
+#endif
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrSmallNumber
+//
+// Draws a small two digit number.
+//
+//---------------------------------------------------------------------------
+
+static void DrSmallNumber(int val, int x, int y)
+{
+ PATCH_REF patch;
+
+ if (val == 1)
+ {
+ return;
+ }
+ if (val > 9)
+ {
+ patch = PatchSmNumbers[val/10];
+ V_DrawPatch(x, y, patch);
+ }
+ val = val % 10;
+ patch = PatchSmNumbers[val];
+ V_DrawPatch(x + 4, y, patch);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC ShadeLine
+//
+//---------------------------------------------------------------------------
+
+#ifndef RENDER3D
+static void ShadeLine(int x, int y, int height, int shade)
+{
+ byte *dest;
+ byte *shades;
+
+ shades = colormaps + 9*256 + shade*2*256;
+ dest = screens + y*SCREENWIDTH + x;
+ while (height--)
+ {
+ *(dest) = *(shades + *dest);
+ dest += SCREENWIDTH;
+ }
+}
+#endif
+
+//---------------------------------------------------------------------------
+//
+// PROC ShadeChain
+//
+//---------------------------------------------------------------------------
+
+static void ShadeChain(void)
+{
+ int i;
+
+ for (i = 0; i < 16; i++)
+ {
+#ifndef RENDER3D
+ ShadeLine(277+ i, 190, 10, i/2 );
+ ShadeLine(19 + i, 190, 10, 7 - (i/2));
+#else
+ OGL_ShadeRect(277+ i, 190, 1, 10, (float)(9 + i ) / 32.0f);
+ OGL_ShadeRect(19 + i, 190, 1, 10, (float)(9 + 15 - i) / 32.0f);
+#endif
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawSoundInfo
+//
+// Displays sound debugging information.
+//
+//---------------------------------------------------------------------------
+
+static void DrawSoundInfo(void)
+{
+ int i;
+ SoundInfo_t s;
+ ChanInfo_t *c;
+ char text[32];
+ int x;
+ int y;
+ int xPos[7] = {1, 75, 112, 156, 200, 230, 260};
+
+ if (leveltime & 16)
+ {
+ MN_DrTextA("*** SOUND DEBUG INFO ***", xPos[0], 20);
+ }
+ S_GetChannelInfo(&s);
+ if (s.channelCount == 0)
+ {
+ return;
+ }
+ x = 0;
+ MN_DrTextA("NAME", xPos[x++], 30);
+ MN_DrTextA("MO.T", xPos[x++], 30);
+ MN_DrTextA("MO.X", xPos[x++], 30);
+ MN_DrTextA("MO.Y", xPos[x++], 30);
+ MN_DrTextA("ID", xPos[x++], 30);
+ MN_DrTextA("PRI", xPos[x++], 30);
+ MN_DrTextA("DIST", xPos[x++], 30);
+ for (i = 0; i < s.channelCount; i++)
+ {
+ c = &s.chan[i];
+ x = 0;
+ y = 40 + i*10;
+ if (c->mo == NULL)
+ { // Channel is unused
+ MN_DrTextA("------", xPos[0], y);
+ continue;
+ }
+ snprintf(text, sizeof(text), "%s", c->name);
+ M_ForceUppercase(text);
+ MN_DrTextA(text, xPos[x++], y);
+ snprintf(text, sizeof(text), "%d", c->mo->type);
+ MN_DrTextA(text, xPos[x++], y);
+ snprintf(text, sizeof(text), "%d", c->mo->x>>FRACBITS);
+ MN_DrTextA(text, xPos[x++], y);
+ snprintf(text, sizeof(text), "%d", c->mo->y>>FRACBITS);
+ MN_DrTextA(text, xPos[x++], y);
+ snprintf(text, sizeof(text), "%d", c->id);
+ MN_DrTextA(text, xPos[x++], y);
+ snprintf(text, sizeof(text), "%d", c->priority);
+ MN_DrTextA(text, xPos[x++], y);
+ snprintf(text, sizeof(text), "%d", c->distance);
+ MN_DrTextA(text, xPos[x++], y);
+ }
+ UpdateState |= I_FULLSCRN;
+ BorderNeedRefresh = true;
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC SB_Drawer
+//
+//---------------------------------------------------------------------------
+
+static const char patcharti[][10] =
+{
+ { "ARTIBOX" }, /* none */
+ { "ARTIINVU" }, /* invulnerability */
+ { "ARTIINVS" }, /* invisibility */
+ { "ARTIPTN2" }, /* health */
+ { "ARTISPHL" }, /* superhealth */
+ { "ARTIPWBK" }, /* tomeofpower */
+ { "ARTITRCH" }, /* torch */
+ { "ARTIFBMB" }, /* firebomb */
+ { "ARTIEGGC" }, /* egg */
+ { "ARTISOAR" }, /* fly */
+ { "ARTIATLP" } /* teleport */
+};
+
+static const char ammopic[][10] =
+{
+ { "INAMGLD" },
+ { "INAMBOW" },
+ { "INAMBST" },
+ { "INAMRAM" },
+ { "INAMPNX" },
+ { "INAMLOB" }
+};
+
+int SB_state = -1;
+static int oldfrags = -9999;
+static int oldammo = -1;
+static int oldarmor = -1;
+static int oldweapon = -1;
+static int oldhealth = -1;
+static int oldlife = -1;
+static int oldarti = 0;
+static int oldartiCount = 0;
+static int oldkeys = -1;
+
+int playerkeys = 0;
+
+void SB_Drawer(void)
+{
+ int frame;
+ static boolean hitCenterFrame;
+
+ // Sound info debug stuff
+ if (DebugSound == true)
+ {
+ DrawSoundInfo();
+ }
+ CPlayer = &players[consoleplayer];
+ if (viewheight == SCREENHEIGHT && !automapactive)
+ {
+ DrawFullScreenStuff();
+ SB_state = -1;
+ }
+ else
+ {
+#ifndef RENDER3D
+ if (SB_state == -1)
+ {
+#endif
+ V_DrawPatch(0, 158, PatchBARBACK);
+ if (players[consoleplayer].cheats & CF_GODMODE)
+ {
+ V_DrawPatch(16, 167, (PATCH_REF)WR_CacheLumpName("GOD1", PU_CACHE));
+ V_DrawPatch(287, 167, (PATCH_REF)WR_CacheLumpName("GOD2", PU_CACHE));
+ }
+ oldhealth = -1;
+#ifndef RENDER3D
+ }
+#endif
+ DrawCommonBar();
+ if (!inventory)
+ {
+#ifndef RENDER3D
+ if (SB_state != 0)
+ {
+#endif
+ // Main interface
+ V_DrawPatch(34, 160, PatchSTATBAR);
+ oldarti = 0;
+ oldammo = -1;
+ oldarmor = -1;
+ oldweapon = -1;
+ oldfrags = -9999; //can't use -1, 'cuz of negative frags
+ oldlife = -1;
+ oldkeys = -1;
+#ifndef RENDER3D
+ }
+#endif
+ DrawMainBar();
+ SB_state = 0;
+ }
+ else
+ {
+ if (SB_state != 1)
+ {
+ V_DrawPatch(34, 160, PatchINVBAR);
+ }
+ DrawInventoryBar();
+ SB_state = 1;
+ }
+ }
+ SB_PaletteFlash();
+
+ // Flight icons
+ if (CPlayer->powers[pw_flight])
+ {
+ if (CPlayer->powers[pw_flight] > BLINKTHRESHOLD
+ || !(CPlayer->powers[pw_flight] & 16))
+ {
+ frame = (leveltime / 3) & 15;
+ if (CPlayer->mo->flags2 & MF2_FLY)
+ {
+ if (hitCenterFrame && (frame != 15 && frame != 0))
+ {
+ V_DrawPatch(20, 17, (PATCH_REF)WR_CacheLumpNum(spinflylump + 15, PU_CACHE));
+ }
+ else
+ {
+ V_DrawPatch(20, 17, (PATCH_REF)WR_CacheLumpNum(spinflylump + frame, PU_CACHE));
+ hitCenterFrame = false;
+ }
+ }
+ else
+ {
+ if (!hitCenterFrame && (frame != 15 && frame != 0))
+ {
+ V_DrawPatch(20, 17, (PATCH_REF)WR_CacheLumpNum(spinflylump + frame, PU_CACHE));
+ hitCenterFrame = false;
+ }
+ else
+ {
+ V_DrawPatch(20, 17, (PATCH_REF)WR_CacheLumpNum(spinflylump + 15, PU_CACHE));
+ hitCenterFrame = true;
+ }
+ }
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+ else
+ {
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+ }
+
+ if (CPlayer->powers[pw_weaponlevel2] && !CPlayer->chickenTics)
+ {
+ if (CPlayer->powers[pw_weaponlevel2] > BLINKTHRESHOLD
+ || !(CPlayer->powers[pw_weaponlevel2] & 16))
+ {
+ frame = (leveltime / 3) & 15;
+ V_DrawPatch(300, 17, (PATCH_REF)WR_CacheLumpNum(spinbooklump + frame, PU_CACHE));
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+ else
+ {
+ BorderTopRefresh = true;
+ UpdateState |= I_MESSAGES;
+ }
+ }
+ /*
+ if (CPlayer->powers[pw_weaponlevel2] > BLINKTHRESHOLD
+ || (CPlayer->powers[pw_weaponlevel2] & 8))
+ {
+ V_DrawPatch(291, 0, (PATCH_REF)WR_CacheLumpName("ARTIPWBK", PU_CACHE));
+ }
+ else
+ {
+ BorderTopRefresh = true;
+ }
+ */
+}
+
+// sets the new palette based upon current values of player->damagecount
+// and player->bonuscount
+void SB_PaletteFlash(void)
+{
+ static int sb_palette = 0;
+ int palette;
+
+ CPlayer = &players[consoleplayer];
+
+ if (CPlayer->damagecount)
+ {
+ palette = (CPlayer->damagecount + 7)>>3;
+ if (palette >= NUMREDPALS)
+ {
+ palette = NUMREDPALS - 1;
+ }
+ palette += STARTREDPALS;
+ }
+ else if (CPlayer->bonuscount)
+ {
+ palette = (CPlayer->bonuscount + 7)>>3;
+ if (palette >= NUMBONUSPALS)
+ {
+ palette = NUMBONUSPALS - 1;
+ }
+ palette += STARTBONUSPALS;
+ }
+ else
+ {
+ palette = 0;
+ }
+ if (palette != sb_palette)
+ {
+ sb_palette = palette;
+ V_SetPaletteShift(palette);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawCommonBar
+//
+//---------------------------------------------------------------------------
+
+void DrawCommonBar(void)
+{
+ int chainY;
+ int healthPos;
+
+ V_DrawPatch(0, 148, PatchLTFCTOP);
+ V_DrawPatch(290, 148, PatchRTFCTOP);
+
+#ifndef RENDER3D
+ if (oldhealth != HealthMarker)
+ {
+ oldhealth = HealthMarker;
+#endif
+ healthPos = HealthMarker;
+ if (healthPos < 0)
+ {
+ healthPos = 0;
+ }
+ if (healthPos > 100)
+ {
+ healthPos = 100;
+ }
+ healthPos = (healthPos * 256) / 100;
+ chainY = (HealthMarker == CPlayer->mo->health) ? 191 : 191+ChainWiggle;
+ V_DrawPatch(0, 190, PatchCHAINBACK);
+ V_DrawPatch(2 + (healthPos % 17), chainY, PatchCHAIN);
+ V_DrawPatch(17+ healthPos, chainY, PatchLIFEGEM);
+ V_DrawPatch(0, 190, PatchLTFACE);
+ V_DrawPatch(276, 190, PatchRTFACE);
+ ShadeChain();
+#ifndef RENDER3D
+ UpdateState |= I_STATBAR;
+ }
+#endif
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawMainBar
+//
+//---------------------------------------------------------------------------
+
+void DrawMainBar(void)
+{
+ int i;
+ int temp;
+
+ // Ready artifact
+ if (ArtifactFlash)
+ {
+#ifndef RENDER3D
+ V_DrawPatch(180, 161, PatchBLACKSQ);
+#endif
+ V_DrawPatch(182, 161, (PATCH_REF)WR_CacheLumpNum(W_GetNumForName("useartia") + ArtifactFlash - 1, PU_CACHE));
+ ArtifactFlash--;
+ oldarti = -1; /* so that the correct artifact fills in after the flash */
+ UpdateState |= I_STATBAR;
+ }
+ else if (oldarti != CPlayer->readyArtifact
+ || oldartiCount != CPlayer->inventory[inv_ptr].count)
+ {
+#ifndef RENDER3D
+ V_DrawPatch(180, 161, PatchBLACKSQ);
+#endif
+ if (CPlayer->readyArtifact > 0)
+ {
+ V_DrawPatch(179,160, (PATCH_REF)WR_CacheLumpName(patcharti[CPlayer->readyArtifact], PU_CACHE));
+ DrSmallNumber(CPlayer->inventory[inv_ptr].count, 201, 182);
+ }
+ oldarti = CPlayer->readyArtifact;
+ oldartiCount = CPlayer->inventory[inv_ptr].count;
+#ifndef RENDER3D
+ UpdateState |= I_STATBAR;
+#endif
+ }
+
+ // Frags
+ if (deathmatch)
+ {
+ temp = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ temp += CPlayer->frags[i];
+ }
+#ifndef RENDER3D
+ if (temp != oldfrags)
+ {
+#endif
+ V_DrawPatch(57, 171, PatchARMCLEAR);
+ DrINumber(temp, 61, 170);
+#ifndef RENDER3D
+ oldfrags = temp;
+ UpdateState |= I_STATBAR;
+ }
+#endif
+ }
+ else
+ {
+ temp = HealthMarker;
+ if (temp < 0)
+ {
+ temp = 0;
+ }
+ else if (temp > 100)
+ {
+ temp = 100;
+ }
+#ifndef RENDER3D
+ if (oldlife != temp)
+ {
+ oldlife = temp;
+#endif
+ V_DrawPatch(57, 171, PatchARMCLEAR);
+ DrINumber(temp, 61, 170);
+#ifndef RENDER3D
+ UpdateState |= I_STATBAR;
+ }
+#endif
+ }
+
+ // Keys
+#ifndef RENDER3D
+ if (oldkeys != playerkeys)
+ {
+#endif
+ if (CPlayer->keys[key_yellow])
+ {
+ V_DrawPatch(153, 164, (PATCH_REF)WR_CacheLumpName("ykeyicon", PU_CACHE));
+ }
+ if (CPlayer->keys[key_green])
+ {
+ V_DrawPatch(153, 172, (PATCH_REF)WR_CacheLumpName("gkeyicon", PU_CACHE));
+ }
+ if (CPlayer->keys[key_blue])
+ {
+ V_DrawPatch(153, 180, (PATCH_REF)WR_CacheLumpName("bkeyicon", PU_CACHE));
+ }
+#ifndef RENDER3D
+ oldkeys = playerkeys;
+ UpdateState |= I_STATBAR;
+ }
+#endif
+ // Ammo
+ temp = CPlayer->ammo[wpnlev1info[CPlayer->readyweapon].ammo];
+#ifndef RENDER3D
+ if (oldammo != temp || oldweapon != CPlayer->readyweapon)
+ {
+#endif
+ V_DrawPatch(108, 161, PatchBLACKSQ);
+ if (temp && CPlayer->readyweapon > 0 && CPlayer->readyweapon < 7)
+ {
+ DrINumber(temp, 109, 162);
+ V_DrawPatch(111, 172, (PATCH_REF)WR_CacheLumpName(
+ ammopic[CPlayer->readyweapon-1], PU_CACHE));
+ }
+#ifndef RENDER3D
+ oldammo = temp;
+ oldweapon = CPlayer->readyweapon;
+ UpdateState |= I_STATBAR;
+ }
+#endif
+
+ // Armor
+ if (oldarmor != CPlayer->armorpoints)
+ {
+ V_DrawPatch(224, 171, PatchARMCLEAR);
+ DrINumber(CPlayer->armorpoints, 228, 170);
+ oldarmor = CPlayer->armorpoints;
+ UpdateState |= I_STATBAR;
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC DrawInventoryBar
+//
+//---------------------------------------------------------------------------
+
+void DrawInventoryBar(void)
+{
+ int i;
+ int x;
+
+ x = inv_ptr-curpos;
+ UpdateState |= I_STATBAR;
+ V_DrawPatch(34, 160, PatchINVBAR);
+ for (i = 0; i < 7; i++)
+ {
+ //V_DrawPatch(50 + i*31, 160, (PATCH_REF)WR_CacheLumpName("ARTIBOX", PU_CACHE));
+ if (CPlayer->inventorySlotNum > x + i
+ && CPlayer->inventory[x + i].type != arti_none)
+ {
+ V_DrawPatch(50 + i*31, 160, (PATCH_REF)WR_CacheLumpName(
+ patcharti[CPlayer->inventory[x+i].type], PU_CACHE));
+ DrSmallNumber(CPlayer->inventory[x+i].count, 69+i*31, 182);
+ }
+ }
+ V_DrawPatch(50 + curpos*31, 189, PatchSELECTBOX);
+ if (x != 0)
+ {
+ V_DrawPatch(38, 159, !(leveltime & 4) ? PatchINVLFGEM1 : PatchINVLFGEM2);
+ }
+ if (CPlayer->inventorySlotNum - x > 7)
+ {
+ V_DrawPatch(269, 159, !(leveltime & 4) ? PatchINVRTGEM1 : PatchINVRTGEM2);
+ }
+}
+
+void DrawFullScreenStuff(void)
+{
+ int i;
+ int x;
+ int temp;
+
+ UpdateState |= I_FULLSCRN;
+ if (CPlayer->mo->health > 0)
+ {
+ DrBNumber(CPlayer->mo->health, 5, 180);
+ }
+ else
+ {
+ DrBNumber(0, 5, 180);
+ }
+ if (deathmatch)
+ {
+ temp = 0;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (playeringame[i])
+ {
+ temp += CPlayer->frags[i];
+ }
+ }
+ DrINumber(temp, 45, 185);
+ }
+ if (!inventory)
+ {
+ if (CPlayer->readyArtifact > 0)
+ {
+ V_DrawFuzzPatch(286, 170, (PATCH_REF)WR_CacheLumpName("ARTIBOX", PU_CACHE));
+ V_DrawPatch(286, 170, (PATCH_REF)WR_CacheLumpName(patcharti[CPlayer->readyArtifact], PU_CACHE));
+ DrSmallNumber(CPlayer->inventory[inv_ptr].count, 307, 192);
+ }
+ }
+ else
+ {
+ x = inv_ptr - curpos;
+ for (i = 0; i < 7; i++)
+ {
+ V_DrawFuzzPatch(50 + i*31, 168, (PATCH_REF)WR_CacheLumpName("ARTIBOX", PU_CACHE));
+ if (CPlayer->inventorySlotNum > x + i
+ && CPlayer->inventory[x + i].type != arti_none)
+ {
+ V_DrawPatch(50 + i*31, 168, (PATCH_REF)WR_CacheLumpName(patcharti[CPlayer->inventory[x + i].type], PU_CACHE));
+ DrSmallNumber(CPlayer->inventory[x + i].count, 69 + i*31, 190);
+ }
+ }
+ V_DrawPatch(50 + curpos*31, 197, PatchSELECTBOX);
+ if (x != 0)
+ {
+ V_DrawPatch(38, 167, !(leveltime & 4) ? PatchINVLFGEM1 : PatchINVLFGEM2);
+ }
+ if (CPlayer->inventorySlotNum-x > 7)
+ {
+ V_DrawPatch(269, 167, !(leveltime & 4) ? PatchINVRTGEM1 : PatchINVRTGEM2);
+ }
+ }
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC SB_Responder
+//
+//--------------------------------------------------------------------------
+
+boolean SB_Responder(event_t *event)
+{
+ if (event->type == ev_keydown)
+ {
+ if (HandleCheats(event->data1))
+ { // Need to eat the key
+ return true;
+ }
+ }
+ return false;
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC HandleCheats
+//
+// Returns true if the caller should eat the key.
+//
+//--------------------------------------------------------------------------
+
+static boolean HandleCheats(byte key)
+{
+ int i;
+ boolean eat;
+
+ if (netgame || gameskill == sk_nightmare)
+ { // Can't cheat in a net-game, or in nightmare mode
+ return false;
+ }
+ if (players[consoleplayer].health <= 0)
+ { // Dead players can't cheat
+ return false;
+ }
+ eat = false;
+ for (i = 0; Cheats[i].func != NULL; i++)
+ {
+ if (CheatAddKey(&Cheats[i], key, &eat))
+ {
+ Cheats[i].func(&players[consoleplayer], &Cheats[i]);
+ S_StartSound(NULL, sfx_dorcls);
+ }
+ }
+ return eat;
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC CheatAddkey
+//
+// Returns true if the added key completed the cheat, false otherwise.
+//
+//--------------------------------------------------------------------------
+
+static boolean CheatAddKey(Cheat_t *cheat, byte key, boolean *eat)
+{
+ if (!cheat->pos)
+ {
+ cheat->pos = cheat->sequence;
+ cheat->currentArg = 0;
+ }
+ if (*cheat->pos == 0)
+ {
+ *eat = true;
+ cheat->args[cheat->currentArg++] = key;
+ cheat->pos++;
+ }
+ else if (CheatLookup[key] == *cheat->pos)
+ {
+ cheat->pos++;
+ }
+ else
+ {
+ cheat->pos = cheat->sequence;
+ cheat->currentArg = 0;
+ }
+ if (*cheat->pos == 0xff)
+ {
+ cheat->pos = cheat->sequence;
+ cheat->currentArg = 0;
+ return true;
+ }
+ return false;
+}
+
+//--------------------------------------------------------------------------
+//
+// CHEAT FUNCTIONS
+//
+//--------------------------------------------------------------------------
+
+static void CheatGodFunc(player_t *player, Cheat_t *cheat)
+{
+ player->cheats ^= CF_GODMODE;
+ if (player->cheats & CF_GODMODE)
+ {
+ P_SetMessage(player, TXT_CHEATGODON, false);
+ }
+ else
+ {
+ P_SetMessage(player, TXT_CHEATGODOFF, false);
+ }
+ SB_state = -1;
+}
+
+static void CheatNoClipFunc(player_t *player, Cheat_t *cheat)
+{
+ player->cheats ^= CF_NOCLIP;
+ if (player->cheats & CF_NOCLIP)
+ {
+ P_SetMessage(player, TXT_CHEATNOCLIPON, false);
+ }
+ else
+ {
+ P_SetMessage(player, TXT_CHEATNOCLIPOFF, false);
+ }
+}
+
+static void CheatWeaponsFunc(player_t *player, Cheat_t *cheat)
+{
+ int i;
+
+ player->armorpoints = 200;
+ player->armortype = 2;
+ if (!player->backpack)
+ {
+ for (i = 0; i < NUMAMMO; i++)
+ {
+ player->maxammo[i] *= 2;
+ }
+ player->backpack = true;
+ }
+ for (i = 0; i < NUMWEAPONS-1; i++)
+ {
+ player->weaponowned[i] = true;
+ }
+ if (shareware)
+ {
+ player->weaponowned[wp_skullrod] = false;
+ player->weaponowned[wp_phoenixrod] = false;
+ player->weaponowned[wp_mace] = false;
+ }
+ for (i = 0; i < NUMAMMO; i++)
+ {
+ player->ammo[i] = player->maxammo[i];
+ }
+ P_SetMessage(player, TXT_CHEATWEAPONS, false);
+}
+
+static void CheatPowerFunc(player_t *player, Cheat_t *cheat)
+{
+ if (player->powers[pw_weaponlevel2])
+ {
+ player->powers[pw_weaponlevel2] = 0;
+ P_SetMessage(player, TXT_CHEATPOWEROFF, false);
+ }
+ else
+ {
+ P_UseArtifact(player, arti_tomeofpower);
+ P_SetMessage(player, TXT_CHEATPOWERON, false);
+ }
+}
+
+static void CheatHealthFunc(player_t *player, Cheat_t *cheat)
+{
+ if (player->chickenTics)
+ {
+ player->health = player->mo->health = MAXCHICKENHEALTH;
+ }
+ else
+ {
+ player->health = player->mo->health = MAXHEALTH;
+ }
+ P_SetMessage(player, TXT_CHEATHEALTH, false);
+}
+
+static void CheatKeysFunc(player_t *player, Cheat_t *cheat)
+{
+ player->keys[key_yellow] = true;
+ player->keys[key_green] = true;
+ player->keys[key_blue] = true;
+ playerkeys = 7; // Key refresh flags
+ P_SetMessage(player, TXT_CHEATKEYS, false);
+}
+
+static void CheatSoundFunc(player_t *player, Cheat_t *cheat)
+{
+ DebugSound = !DebugSound;
+ if (DebugSound)
+ {
+ P_SetMessage(player, TXT_CHEATSOUNDON, false);
+ }
+ else
+ {
+ P_SetMessage(player, TXT_CHEATSOUNDOFF, false);
+ }
+}
+
+static void CheatTickerFunc(player_t *player, Cheat_t *cheat)
+{
+ extern int DisplayTicker;
+
+ DisplayTicker = !DisplayTicker;
+ if (DisplayTicker)
+ {
+ P_SetMessage(player, TXT_CHEATTICKERON, false);
+ }
+ else
+ {
+ P_SetMessage(player, TXT_CHEATTICKEROFF, false);
+ }
+}
+
+static void CheatArtifact1Func(player_t *player, Cheat_t *cheat)
+{
+ P_SetMessage(player, TXT_CHEATARTIFACTS1, false);
+}
+
+static void CheatArtifact2Func(player_t *player, Cheat_t *cheat)
+{
+ P_SetMessage(player, TXT_CHEATARTIFACTS2, false);
+}
+
+static void CheatArtifact3Func(player_t *player, Cheat_t *cheat)
+{
+ int i;
+ int j;
+ artitype_t type;
+ int count;
+
+ type = cheat->args[0] - 'a' + 1;
+ count = cheat->args[1] - '0';
+ if (type == 26 && count == 0)
+ { // All artifacts
+ for (i = arti_none + 1; i < NUMARTIFACTS; i++)
+ {
+ if (shareware && (i == arti_superhealth
+ || i == arti_teleport))
+ {
+ continue;
+ }
+ for (j = 0; j < 16; j++)
+ {
+ P_GiveArtifact(player, i, NULL);
+ }
+ }
+ P_SetMessage(player, TXT_CHEATARTIFACTS3, false);
+ }
+ else if (type > arti_none && type < NUMARTIFACTS
+ && count > 0 && count < 10)
+ {
+ if (shareware && (type == arti_superhealth || type == arti_teleport))
+ {
+ P_SetMessage(player, TXT_CHEATARTIFACTSFAIL, false);
+ return;
+ }
+ for (i = 0; i < count; i++)
+ {
+ P_GiveArtifact(player, type, NULL);
+ }
+ P_SetMessage(player, TXT_CHEATARTIFACTS3, false);
+ }
+ else
+ { // Bad input
+ P_SetMessage(player, TXT_CHEATARTIFACTSFAIL, false);
+ }
+}
+
+static void CheatWarpFunc(player_t *player, Cheat_t *cheat)
+{
+ int episode;
+ int map;
+
+ episode = cheat->args[0] - '0';
+ map = cheat->args[1] - '0';
+ if (M_ValidEpisodeMap(episode, map))
+ {
+ G_DeferedInitNew(gameskill, episode, map);
+ P_SetMessage(player, TXT_CHEATWARP, false);
+ }
+}
+
+static void CheatChickenFunc(player_t *player, Cheat_t *cheat)
+{
+ extern boolean P_UndoPlayerChicken(player_t *player);
+
+ if (player->chickenTics)
+ {
+ if (P_UndoPlayerChicken(player))
+ {
+ P_SetMessage(player, TXT_CHEATCHICKENOFF, false);
+ }
+ }
+ else if (P_ChickenMorphPlayer(player))
+ {
+ P_SetMessage(player, TXT_CHEATCHICKENON, false);
+ }
+}
+
+static void CheatMassacreFunc(player_t *player, Cheat_t *cheat)
+{
+ P_Massacre();
+ P_SetMessage(player, TXT_CHEATMASSACRE, false);
+}
+
+static void CheatIDKFAFunc(player_t *player, Cheat_t *cheat)
+{
+ int i;
+ if (player->chickenTics)
+ {
+ return;
+ }
+ for (i = 1; i < 8; i++)
+ {
+ player->weaponowned[i] = false;
+ }
+ player->pendingweapon = wp_staff;
+ P_SetMessage(player, TXT_CHEATIDKFA, true);
+}
+
+static void CheatIDDQDFunc(player_t *player, Cheat_t *cheat)
+{
+ P_DamageMobj(player->mo, NULL, player->mo, 10000);
+ P_SetMessage(player, TXT_CHEATIDDQD, true);
+}
+
--- /dev/null
+++ b/sounds.h
@@ -1,0 +1,270 @@
+
+// sounds.h
+
+#ifndef __SOUNDSH__
+#define __SOUNDSH__
+
+#define MAX_SND_DIST 1600
+#define MAX_CHANNELS 16
+
+/* ---- Music identifiers ---- */
+
+typedef enum
+{
+ mus_e1m1,
+ mus_e1m2,
+ mus_e1m3,
+ mus_e1m4,
+ mus_e1m5,
+ mus_e1m6,
+ mus_e1m7,
+ mus_e1m8,
+ mus_e1m9,
+
+ mus_e2m1,
+ mus_e2m2,
+ mus_e2m3,
+ mus_e2m4,
+ mus_e2m5,
+ mus_e2m6,
+ mus_e2m7,
+ mus_e2m8,
+ mus_e2m9,
+
+ mus_e3m1,
+ mus_e3m2,
+ mus_e3m3,
+ mus_e3m4,
+ mus_e3m5,
+ mus_e3m6,
+ mus_e3m7,
+ mus_e3m8,
+ mus_e3m9,
+
+ mus_e4m1,
+ mus_e4m2,
+ mus_e4m3,
+ mus_e4m4,
+ mus_e4m5,
+ mus_e4m6,
+ mus_e4m7,
+ mus_e4m8,
+ mus_e4m9,
+
+ mus_e5m1,
+ mus_e5m2,
+ mus_e5m3,
+ mus_e5m4,
+ mus_e5m5,
+ mus_e5m6,
+ mus_e5m7,
+ mus_e5m8,
+ mus_e5m9,
+
+ mus_e6m1,
+ mus_e6m2,
+ mus_e6m3,
+
+ mus_titl,
+ mus_intr,
+ mus_cptd,
+ NUMMUSIC
+} musicenum_t;
+
+typedef struct
+{
+ const char name[8];
+ int p1;
+} musicinfo_t;
+
+typedef struct sfxinfo_s
+{
+ const char name[8];
+ struct sfxinfo_s *link; /* Make alias for another sound */
+ unsigned short priority; /* Higher priority takes precendence */
+ int usefulness; /* Determines when a sound should be cached out */
+ void *snd_ptr;
+ int lumpnum;
+ int numchannels; /* total number of channels a sound type may occupy */
+} sfxinfo_t;
+
+typedef struct
+{
+ mobj_t *mo;
+ int sound_id;
+ int handle;
+ int pitch;
+ int priority;
+} channel_t;
+
+typedef struct
+{
+ int id;
+ unsigned short priority;
+ const char *name;
+ mobj_t *mo;
+ int distance;
+} ChanInfo_t;
+
+typedef struct
+{
+ int channelCount;
+ int musicVolume;
+ int soundVolume;
+ ChanInfo_t chan[8];
+} SoundInfo_t;
+
+/* ---- Sound identifiers ---- */
+
+typedef enum
+{
+ sfx_None,
+ sfx_gldhit,
+ sfx_gntful,
+ sfx_gnthit,
+ sfx_gntpow,
+ sfx_gntact,
+ sfx_gntuse,
+ sfx_phosht,
+ sfx_phohit,
+ sfx_phopow,
+ sfx_lobsht,
+ sfx_lobhit,
+ sfx_lobpow,
+ sfx_hrnsht,
+ sfx_hrnhit,
+ sfx_hrnpow,
+ sfx_ramphit,
+ sfx_ramrain,
+ sfx_bowsht,
+ sfx_stfhit,
+ sfx_stfpow,
+ sfx_stfcrk,
+ sfx_impsit,
+ sfx_impat1,
+ sfx_impat2,
+ sfx_impdth,
+ sfx_impact,
+ sfx_imppai,
+ sfx_mumsit,
+ sfx_mumat1,
+ sfx_mumat2,
+ sfx_mumdth,
+ sfx_mumact,
+ sfx_mumpai,
+ sfx_mumhed,
+ sfx_bstsit,
+ sfx_bstatk,
+ sfx_bstdth,
+ sfx_bstact,
+ sfx_bstpai,
+ sfx_clksit,
+ sfx_clkatk,
+ sfx_clkdth,
+ sfx_clkact,
+ sfx_clkpai,
+ sfx_snksit,
+ sfx_snkatk,
+ sfx_snkdth,
+ sfx_snkact,
+ sfx_snkpai,
+ sfx_kgtsit,
+ sfx_kgtatk,
+ sfx_kgtat2,
+ sfx_kgtdth,
+ sfx_kgtact,
+ sfx_kgtpai,
+ sfx_wizsit,
+ sfx_wizatk,
+ sfx_wizdth,
+ sfx_wizact,
+ sfx_wizpai,
+ sfx_minsit,
+ sfx_minat1,
+ sfx_minat2,
+ sfx_minat3,
+ sfx_mindth,
+ sfx_minact,
+ sfx_minpai,
+ sfx_hedsit,
+ sfx_hedat1,
+ sfx_hedat2,
+ sfx_hedat3,
+ sfx_heddth,
+ sfx_hedact,
+ sfx_hedpai,
+ sfx_sorzap,
+ sfx_sorrise,
+ sfx_sorsit,
+ sfx_soratk,
+ sfx_soract,
+ sfx_sorpai,
+ sfx_sordsph,
+ sfx_sordexp,
+ sfx_sordbon,
+ sfx_sbtsit,
+ sfx_sbtatk,
+ sfx_sbtdth,
+ sfx_sbtact,
+ sfx_sbtpai,
+ sfx_plroof,
+ sfx_plrpai,
+ sfx_plrdth, /* Normal */
+ sfx_gibdth, /* Extreme */
+ sfx_plrwdth, /* Wimpy */
+ sfx_plrcdth, /* Crazy */
+ sfx_itemup,
+ sfx_wpnup,
+ sfx_telept,
+ sfx_doropn,
+ sfx_dorcls,
+ sfx_dormov,
+ sfx_artiup,
+ sfx_switch,
+ sfx_pstart,
+ sfx_pstop,
+ sfx_stnmov,
+ sfx_chicpai,
+ sfx_chicatk,
+ sfx_chicdth,
+ sfx_chicact,
+ sfx_chicpk1,
+ sfx_chicpk2,
+ sfx_chicpk3,
+ sfx_keyup,
+ sfx_ripslop,
+ sfx_newpod,
+ sfx_podexp,
+ sfx_bounce,
+ sfx_volsht,
+ sfx_volhit,
+ sfx_burn,
+ sfx_splash,
+ sfx_gloop,
+ sfx_respawn,
+ sfx_blssht,
+ sfx_blshit,
+ sfx_chat,
+ sfx_artiuse,
+ sfx_gfrag,
+ sfx_waterfl,
+
+ /* Monophonic sounds */
+
+ sfx_wind,
+ sfx_amb1,
+ sfx_amb2,
+ sfx_amb3,
+ sfx_amb4,
+ sfx_amb5,
+ sfx_amb6,
+ sfx_amb7,
+ sfx_amb8,
+ sfx_amb9,
+ sfx_amb10,
+ sfx_amb11,
+ NUMSFX
+} sfxenum_t;
+
+#endif /* __SOUNDSH__ */
+
--- /dev/null
+++ b/soundst.h
@@ -1,0 +1,24 @@
+// soundst.h
+
+#ifndef __SOUNDSTH__
+#define __SOUNDSTH__
+
+extern int snd_MaxVolume;
+extern int snd_MusicVolume;
+
+void S_Init(void);
+void S_ShutDown(void);
+void S_Start(void);
+void S_StartSound(mobj_t *origin, int sound_id);
+void S_StartSoundAtVolume(mobj_t *origin, int sound_id, int volume);
+void S_StopSound(mobj_t *origin);
+void S_PauseSound(void);
+void S_ResumeSound(void);
+void S_UpdateSounds(mobj_t *listener);
+void S_StartSong(int song, boolean loop);
+void S_GetChannelInfo(SoundInfo_t *s);
+void S_SetMaxVolume(boolean fullprocess);
+void S_SetMusicVolume(void);
+
+#endif /* __SOUNDSTH__ */
+
--- /dev/null
+++ b/sv_save.c
@@ -1,0 +1,694 @@
+//**************************************************************************
+//**
+//** sv_save.c
+//**
+//**************************************************************************
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+#include "p_local.h"
+
+// MACROS ------------------------------------------------------------------
+
+#define SVG_RAM 0
+#define SVG_FILE 1
+#define SAVEGAMESIZE 0x30000
+#define SAVE_GAME_TERMINATOR 0x1d
+
+// TYPES -------------------------------------------------------------------
+
+typedef enum
+{
+ tc_end,
+ tc_mobj
+} thinkerclass_t;
+
+enum
+{
+ tc_ceiling,
+ tc_door,
+ tc_floor,
+ tc_plat,
+ tc_flash,
+ tc_strobe,
+ tc_glow,
+ tc_endspecials
+} specials_e;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+static void ArchivePlayers(void);
+static void UnarchivePlayers(void);
+static void ArchiveWorld(void);
+static void UnarchiveWorld(void);
+static void ArchiveThinkers(void);
+static void UnarchiveThinkers(void);
+static void ArchiveSpecials(void);
+static void UnarchiveSpecials(void);
+static void OpenStreamOut(const char *fileName);
+static void CloseStreamOut(const char *fileName);
+static void StreamOutBuffer(const void *buffer, int size);
+static void StreamOutByte(byte val);
+static void StreamOutWord(unsigned short val);
+//static void StreamOutLong(unsigned int val);
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+static FILE *SavingFP;
+static int SaveGameType;
+static void *SaveBuffer;
+static byte *SavePtr;
+
+// CODE --------------------------------------------------------------------
+
+//==========================================================================
+//
+// SV_SaveGame
+//
+//==========================================================================
+
+void SV_SaveGame(int slot, const char *description)
+{
+ int i;
+ char fileName[MAX_OSPATH];
+ char verString[SAVEVERSIONSIZE];
+
+ snprintf(fileName, sizeof(fileName), "%s%s%d.hsg",
+ basePath, SAVEGAMENAME, slot);
+ OpenStreamOut(fileName);
+ StreamOutBuffer(description, SAVESTRINGSIZE);
+ memset(verString, 0, sizeof(verString));
+ sprintf(verString, "version %i", VERSION);
+ StreamOutBuffer(verString, SAVEVERSIONSIZE);
+ StreamOutByte(gameskill);
+ StreamOutByte(gameepisode);
+ StreamOutByte(gamemap);
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ StreamOutByte(playeringame[i]);
+ }
+ StreamOutByte(leveltime>>16);
+ StreamOutByte(leveltime>>8);
+ StreamOutByte(leveltime);
+ ArchivePlayers();
+ ArchiveWorld();
+ ArchiveThinkers();
+ ArchiveSpecials();
+ CloseStreamOut(fileName);
+}
+
+//==========================================================================
+//
+// SV_LoadGame
+//
+//==========================================================================
+
+void SV_LoadGame(int slot)
+{
+ int i;
+ int a, b, c;
+ char fileName[MAX_OSPATH];
+ char vcheck[SAVEVERSIONSIZE];
+
+ snprintf(fileName, sizeof(fileName), "%s%s%d.hsg",
+ basePath, SAVEGAMENAME, slot);
+ M_ReadFile(fileName, &SaveBuffer);
+ SavePtr = (byte *)SaveBuffer + SAVESTRINGSIZE; // Skip the description field
+ memset(vcheck, 0, sizeof(vcheck));
+ sprintf(vcheck, "version %i", VERSION);
+ if (strcmp((char *)SavePtr, vcheck) != 0)
+ { // Bad version
+ return;
+ }
+ SavePtr += SAVEVERSIONSIZE;
+ gameskill = *SavePtr++;
+ gameepisode = *SavePtr++;
+ gamemap = *SavePtr++;
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ playeringame[i] = *SavePtr++;
+ }
+ // Load a base level
+ G_InitNew(gameskill, gameepisode, gamemap);
+
+ // Create leveltime
+ a = *SavePtr++;
+ b = *SavePtr++;
+ c = *SavePtr++;
+ leveltime = (a<<16) + (b<<8) + c;
+
+ // De-archive all the modifications
+ UnarchivePlayers();
+ UnarchiveWorld();
+ UnarchiveThinkers();
+ UnarchiveSpecials();
+
+ if (*SavePtr != SAVE_GAME_TERMINATOR)
+ { // Missing savegame termination marker
+ I_Error("Bad savegame");
+ }
+ Z_Free(SaveBuffer);
+}
+
+//==========================================================================
+//
+// ArchivePlayers
+//
+//==========================================================================
+
+static void ArchivePlayers(void)
+{
+ int i, j;
+ player_t dest;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ {
+ continue;
+ }
+ memcpy(&dest, &players[i], sizeof(player_t));
+ for (j = 0; j < NUMPSPRITES; j++)
+ {
+ if (dest.psprites[j].state)
+ {
+ dest.psprites[j].state =
+ (state_t *)(dest.psprites[j].state - states);
+ }
+ }
+ StreamOutBuffer(&dest, sizeof(player_t));
+ }
+}
+
+//==========================================================================
+//
+// UnarchivePlayers
+//
+//==========================================================================
+
+static void UnarchivePlayers(void)
+{
+ int i, j;
+
+ for (i = 0; i < MAXPLAYERS; i++)
+ {
+ if (!playeringame[i])
+ continue;
+ memcpy(&players[i], SavePtr, sizeof(player_t));
+ SavePtr += sizeof(player_t);
+ players[i].mo = NULL; // will be set when unarc thinker
+ players[i].message = NULL;
+ players[i].attacker = NULL;
+ for (j = 0; j < NUMPSPRITES; j++)
+ {
+ if (players[i]. psprites[j].state)
+ players[i].psprites[j].state = &states[(int)players[i].psprites[j].state];
+ }
+ }
+}
+
+//==========================================================================
+//
+// ArchiveWorld
+//
+//==========================================================================
+
+static void ArchiveWorld(void)
+{
+ int i, j;
+ sector_t *sec;
+ line_t *li;
+ side_t *si;
+
+ // Sectors
+ for (i = 0, sec = sectors; i < numsectors; i++, sec++)
+ {
+ StreamOutWord(sec->floorheight>>FRACBITS);
+ StreamOutWord(sec->ceilingheight>>FRACBITS);
+ StreamOutWord(sec->floorpic);
+ StreamOutWord(sec->ceilingpic);
+ StreamOutWord(sec->lightlevel);
+ StreamOutWord(sec->special); // needed?
+ StreamOutWord(sec->tag); // needed?
+ }
+
+ // Lines
+ for (i = 0, li = lines; i < numlines; i++, li++)
+ {
+ StreamOutWord(li->flags);
+ StreamOutWord(li->special);
+ StreamOutWord(li->tag);
+ for (j = 0; j < 2; j++)
+ {
+ if (li->sidenum[j] == -1)
+ {
+ continue;
+ }
+ si = &sides[li->sidenum[j]];
+ StreamOutWord(si->textureoffset>>FRACBITS);
+ StreamOutWord(si->rowoffset>>FRACBITS);
+ StreamOutWord(si->toptexture);
+ StreamOutWord(si->bottomtexture);
+ StreamOutWord(si->midtexture);
+ }
+ }
+}
+
+//==========================================================================
+//
+// UnarchiveWorld
+//
+//==========================================================================
+
+static void UnarchiveWorld(void)
+{
+ int i, j;
+ sector_t *sec;
+ line_t *li;
+ side_t *si;
+ short *get;
+
+ get = (short *)SavePtr;
+
+//
+// do sectors
+//
+ for (i = 0, sec = sectors; i < numsectors; i++, sec++)
+ {
+ sec->floorheight = *get++ << FRACBITS;
+ sec->ceilingheight = *get++ << FRACBITS;
+ sec->floorpic = *get++;
+ sec->ceilingpic = *get++;
+ sec->lightlevel = *get++;
+ sec->special = *get++; // needed?
+ sec->tag = *get++; // needed?
+ sec->specialdata = 0;
+ sec->soundtarget = 0;
+ }
+
+//
+// do lines
+//
+ for (i = 0, li = lines; i < numlines; i++, li++)
+ {
+ li->flags = *get++;
+ li->special = *get++;
+ li->tag = *get++;
+ for (j = 0; j < 2; j++)
+ {
+ if (li->sidenum[j] == -1)
+ continue;
+ si = &sides[li->sidenum[j]];
+ si->textureoffset = *get++ << FRACBITS;
+ si->rowoffset = *get++ << FRACBITS;
+ si->toptexture = *get++;
+ si->bottomtexture = *get++;
+ si->midtexture = *get++;
+ }
+ }
+
+ SavePtr = (byte *)get;
+}
+
+//==========================================================================
+//
+// ArchiveThinkers
+//
+//==========================================================================
+
+static void ArchiveThinkers(void)
+{
+ thinker_t *th;
+ mobj_t mobj;
+
+ for (th = thinkercap.next; th != &thinkercap; th = th->next)
+ {
+ if (th->function == P_MobjThinker)
+ {
+ StreamOutByte(tc_mobj);
+ memcpy(&mobj, th, sizeof(mobj_t));
+ mobj.state = (state_t *)(mobj.state - states);
+ if (mobj.player)
+ {
+ mobj.player = (player_t *)((mobj.player - players) + 1);
+ }
+ StreamOutBuffer(&mobj, sizeof(mobj_t));
+ continue;
+ }
+ //I_Error("P_ArchiveThinkers: Unknown thinker function");
+ }
+
+ // Add a terminating marker
+ StreamOutByte(tc_end);
+}
+
+//==========================================================================
+//
+// UnarchiveThinkers
+//
+//==========================================================================
+
+static void UnarchiveThinkers(void)
+{
+ byte tclass;
+ thinker_t *currentthinker, *next;
+ mobj_t *mobj;
+
+//
+// remove all the current thinkers
+//
+ currentthinker = thinkercap.next;
+ while (currentthinker != &thinkercap)
+ {
+ next = currentthinker->next;
+ if (currentthinker->function == P_MobjThinker)
+ P_RemoveMobj ((mobj_t *)currentthinker);
+ else
+ Z_Free (currentthinker);
+ currentthinker = next;
+ }
+ P_InitThinkers ();
+
+// read in saved thinkers
+ while (1)
+ {
+ tclass = *SavePtr++;
+ switch (tclass)
+ {
+ case tc_end:
+ return; // end of list
+
+ case tc_mobj:
+ mobj = (mobj_t *) Z_Malloc (sizeof(*mobj), PU_LEVEL, NULL);
+ memcpy (mobj, SavePtr, sizeof(*mobj));
+ SavePtr += sizeof(*mobj);
+ mobj->state = &states[(int)mobj->state];
+ mobj->target = NULL;
+ if (mobj->player)
+ {
+ mobj->player = &players[(int)mobj->player - 1];
+ mobj->player->mo = mobj;
+ }
+ P_SetThingPosition (mobj);
+ mobj->info = &mobjinfo[mobj->type];
+ mobj->floorz = mobj->subsector->sector->floorheight;
+ mobj->ceilingz = mobj->subsector->sector->ceilingheight;
+ mobj->thinker.function = P_MobjThinker;
+ P_AddThinker (&mobj->thinker);
+ break;
+
+ default:
+ I_Error("Unknown tclass %i in savegame", tclass);
+ }
+ }
+}
+
+//==========================================================================
+//
+// ArchiveSpecials
+//
+//==========================================================================
+
+static void ArchiveSpecials(void)
+{
+/*
+T_MoveCeiling, (ceiling_t: sector_t * swizzle), - active list
+T_VerticalDoor, (vldoor_t: sector_t * swizzle),
+T_MoveFloor, (floormove_t: sector_t * swizzle),
+T_LightFlash, (lightflash_t: sector_t * swizzle),
+T_StrobeFlash, (strobe_t: sector_t *),
+T_Glow, (glow_t: sector_t *),
+T_PlatRaise, (plat_t: sector_t *), - active list
+*/
+ thinker_t *th;
+ ceiling_t ceiling;
+ vldoor_t door;
+ floormove_t floor;
+ plat_t plat;
+ lightflash_t flash;
+ strobe_t strobe;
+ glow_t glow;
+
+ for (th = thinkercap.next; th != &thinkercap; th = th->next)
+ {
+ if (th->function == T_MoveCeiling)
+ {
+ StreamOutByte(tc_ceiling);
+ memcpy(&ceiling, th, sizeof(ceiling_t));
+ ceiling.sector = (sector_t *)(ceiling.sector - sectors);
+ StreamOutBuffer(&ceiling, sizeof(ceiling_t));
+ continue;
+ }
+ if (th->function == T_VerticalDoor)
+ {
+ StreamOutByte(tc_door);
+ memcpy(&door, th, sizeof(vldoor_t));
+ door.sector = (sector_t *)(door.sector - sectors);
+ StreamOutBuffer(&door, sizeof(vldoor_t));
+ continue;
+ }
+ if (th->function == T_MoveFloor)
+ {
+ StreamOutByte(tc_floor);
+ memcpy(&floor, th, sizeof(floormove_t));
+ floor.sector = (sector_t *)(floor.sector - sectors);
+ StreamOutBuffer(&floor, sizeof(floormove_t));
+ continue;
+ }
+ if (th->function == T_PlatRaise)
+ {
+ StreamOutByte(tc_plat);
+ memcpy(&plat, th, sizeof(plat_t));
+ plat.sector = (sector_t *)(plat.sector - sectors);
+ StreamOutBuffer(&plat, sizeof(plat_t));
+ continue;
+ }
+ if (th->function == T_LightFlash)
+ {
+ StreamOutByte(tc_flash);
+ memcpy(&flash, th, sizeof(lightflash_t));
+ flash.sector = (sector_t *)(flash.sector - sectors);
+ StreamOutBuffer(&flash, sizeof(lightflash_t));
+ continue;
+ }
+ if (th->function == T_StrobeFlash)
+ {
+ StreamOutByte(tc_strobe);
+ memcpy(&strobe, th, sizeof(strobe_t));
+ strobe.sector = (sector_t *)(strobe.sector - sectors);
+ StreamOutBuffer(&strobe, sizeof(strobe_t));
+ continue;
+ }
+ if (th->function == T_Glow)
+ {
+ StreamOutByte(tc_glow);
+ memcpy(&glow, th, sizeof(glow_t));
+ glow.sector = (sector_t *)(glow.sector - sectors);
+ StreamOutBuffer(&glow, sizeof(glow_t));
+ continue;
+ }
+ }
+ // Add a terminating marker
+ StreamOutByte(tc_endspecials);
+}
+
+//==========================================================================
+//
+// UnarchiveSpecials
+//
+//==========================================================================
+
+static void UnarchiveSpecials(void)
+{
+ byte tclass;
+ ceiling_t *ceiling;
+ vldoor_t *door;
+ floormove_t *floor;
+ plat_t *plat;
+ lightflash_t *flash;
+ strobe_t *strobe;
+ glow_t *glow;
+
+// read in saved thinkers
+ while (1)
+ {
+ tclass = *SavePtr++;
+ switch (tclass)
+ {
+ case tc_endspecials:
+ return; // end of list
+
+ case tc_ceiling:
+ ceiling = (ceiling_t *) Z_Malloc (sizeof(*ceiling), PU_LEVEL, NULL);
+ memcpy (ceiling, SavePtr, sizeof(*ceiling));
+ SavePtr += sizeof(*ceiling);
+ ceiling->sector = §ors[(int)ceiling->sector];
+ ceiling->sector->specialdata = T_MoveCeiling;
+ if (ceiling->thinker.function)
+ ceiling->thinker.function = T_MoveCeiling;
+ P_AddThinker (&ceiling->thinker);
+ P_AddActiveCeiling(ceiling);
+ break;
+
+ case tc_door:
+ door = (vldoor_t *) Z_Malloc (sizeof(*door), PU_LEVEL, NULL);
+ memcpy (door, SavePtr, sizeof(*door));
+ SavePtr += sizeof(*door);
+ door->sector = §ors[(int)door->sector];
+ door->sector->specialdata = door;
+ door->thinker.function = T_VerticalDoor;
+ P_AddThinker (&door->thinker);
+ break;
+
+ case tc_floor:
+ floor = (floormove_t *) Z_Malloc (sizeof(*floor), PU_LEVEL, NULL);
+ memcpy (floor, SavePtr, sizeof(*floor));
+ SavePtr += sizeof(*floor);
+ floor->sector = §ors[(int)floor->sector];
+ floor->sector->specialdata = T_MoveFloor;
+ floor->thinker.function = T_MoveFloor;
+ P_AddThinker (&floor->thinker);
+ break;
+
+ case tc_plat:
+ plat = (plat_t *) Z_Malloc (sizeof(*plat), PU_LEVEL, NULL);
+ memcpy (plat, SavePtr, sizeof(*plat));
+ SavePtr += sizeof(*plat);
+ plat->sector = §ors[(int)plat->sector];
+ plat->sector->specialdata = T_PlatRaise;
+ if (plat->thinker.function)
+ plat->thinker.function = T_PlatRaise;
+ P_AddThinker (&plat->thinker);
+ P_AddActivePlat(plat);
+ break;
+
+ case tc_flash:
+ flash = (lightflash_t *) Z_Malloc (sizeof(*flash), PU_LEVEL, NULL);
+ memcpy (flash, SavePtr, sizeof(*flash));
+ SavePtr += sizeof(*flash);
+ flash->sector = §ors[(int)flash->sector];
+ flash->thinker.function = T_LightFlash;
+ P_AddThinker (&flash->thinker);
+ break;
+
+ case tc_strobe:
+ strobe = (strobe_t *) Z_Malloc (sizeof(*strobe), PU_LEVEL, NULL);
+ memcpy (strobe, SavePtr, sizeof(*strobe));
+ SavePtr += sizeof(*strobe);
+ strobe->sector = §ors[(int)strobe->sector];
+ strobe->thinker.function = T_StrobeFlash;
+ P_AddThinker (&strobe->thinker);
+ break;
+
+ case tc_glow:
+ glow = (glow_t *) Z_Malloc (sizeof(*glow), PU_LEVEL, NULL);
+ memcpy (glow, SavePtr, sizeof(*glow));
+ SavePtr += sizeof(*glow);
+ glow->sector = §ors[(int)glow->sector];
+ glow->thinker.function = T_Glow;
+ P_AddThinker (&glow->thinker);
+ break;
+
+ default:
+ I_Error("P_UnarchiveSpecials:Unknown tclass %i "
+ "in savegame", tclass);
+ }
+ }
+}
+
+//==========================================================================
+//
+// OpenStreamOut
+//
+//==========================================================================
+
+static void OpenStreamOut(const char *fileName)
+{
+ MallocFailureOk = true;
+ SaveBuffer = Z_Malloc(SAVEGAMESIZE, PU_STATIC, NULL);
+ SavePtr = (byte *)SaveBuffer;
+ MallocFailureOk = false;
+ if (SaveBuffer == NULL)
+ { // Not enough memory - use file save method
+ SaveGameType = SVG_FILE;
+ SavingFP = fopen(fileName, "wb");
+ }
+ else
+ {
+ SaveGameType = SVG_RAM;
+ }
+}
+
+//==========================================================================
+//
+// CloseStreamOut
+//
+//==========================================================================
+
+static void CloseStreamOut(const char *fileName)
+{
+ int length;
+
+ StreamOutByte(SAVE_GAME_TERMINATOR);
+ if (SaveGameType == SVG_RAM)
+ {
+ length = SavePtr - (byte *)SaveBuffer;
+ if (length > SAVEGAMESIZE)
+ {
+ I_Error("Savegame buffer overrun");
+ }
+ M_WriteFile(fileName, SaveBuffer, length);
+ Z_Free(SaveBuffer);
+ }
+ else
+ { // SVG_FILE
+ fclose(SavingFP);
+ }
+}
+
+//==========================================================================
+//
+// SV_Write
+//
+//==========================================================================
+
+static void StreamOutBuffer(const void *buffer, int size)
+{
+ if (SaveGameType == SVG_RAM)
+ {
+ memcpy(SavePtr, buffer, size);
+ SavePtr += size;
+ }
+ else
+ { // SVG_FILE
+ fwrite(buffer, size, 1, SavingFP);
+ }
+}
+
+static void StreamOutByte(byte val)
+{
+ StreamOutBuffer(&val, sizeof(byte));
+}
+
+static void StreamOutWord(unsigned short val)
+{
+ StreamOutBuffer(&val, sizeof(unsigned short));
+}
+
+/*
+static void StreamOutLong(unsigned int val)
+{
+ StreamOutBuffer(&val, sizeof(int));
+}
+*/
+
--- /dev/null
+++ b/tables.c
@@ -1,0 +1,2066 @@
+// tables.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+
+int finetangent[4096] =
+{
+-170910304,-56965752,-34178904,-24413316,-18988036,-15535599,-13145455,-11392683,
+-10052327,-8994149,-8137527,-7429880,-6835455,-6329090,-5892567,-5512368,
+-5178251,-4882318,-4618375,-4381502,-4167737,-3973855,-3797206,-3635590,
+-3487165,-3350381,-3223918,-3106651,-2997613,-2895966,-2800983,-2712030,
+-2628549,-2550052,-2476104,-2406322,-2340362,-2277919,-2218719,-2162516,
+-2109087,-2058233,-2009771,-1963536,-1919378,-1877161,-1836758,-1798063,
+-1760956,-1725348,-1691149,-1658278,-1626658,-1596220,-1566898,-1538632,
+-1511367,-1485049,-1459630,-1435065,-1411312,-1388330,-1366084,-1344537,
+-1323658,-1303416,-1283783,-1264730,-1246234,-1228269,-1210813,-1193846,
+-1177345,-1161294,-1145673,-1130465,-1115654,-1101225,-1087164,-1073455,
+-1060087,-1047046,-1034322,-1021901,-1009774,-997931,-986361,-975054,
+-964003,-953199,-942633,-932298,-922186,-912289,-902602,-893117,
+-883829,-874730,-865817,-857081,-848520,-840127,-831898,-823827,
+-815910,-808143,-800521,-793041,-785699,-778490,-771411,-764460,
+-757631,-750922,-744331,-737853,-731486,-725227,-719074,-713023,
+-707072,-701219,-695462,-689797,-684223,-678737,-673338,-668024,
+-662792,-657640,-652568,-647572,-642651,-637803,-633028,-628323,
+-623686,-619117,-614613,-610174,-605798,-601483,-597229,-593033,
+-588896,-584815,-580789,-576818,-572901,-569035,-565221,-561456,
+-557741,-554074,-550455,-546881,-543354,-539870,-536431,-533034,
+-529680,-526366,-523094,-519861,-516667,-513512,-510394,-507313,
+-504269,-501261,-498287,-495348,-492443,-489571,-486732,-483925,
+-481150,-478406,-475692,-473009,-470355,-467730,-465133,-462565,
+-460024,-457511,-455024,-452564,-450129,-447720,-445337,-442978,
+-440643,-438332,-436045,-433781,-431540,-429321,-427125,-424951,
+-422798,-420666,-418555,-416465,-414395,-412344,-410314,-408303,
+-406311,-404338,-402384,-400448,-398530,-396630,-394747,-392882,
+-391034,-389202,-387387,-385589,-383807,-382040,-380290,-378555,
+-376835,-375130,-373440,-371765,-370105,-368459,-366826,-365208,
+-363604,-362013,-360436,-358872,-357321,-355783,-354257,-352744,
+-351244,-349756,-348280,-346816,-345364,-343924,-342495,-341078,
+-339671,-338276,-336892,-335519,-334157,-332805,-331464,-330133,
+-328812,-327502,-326201,-324910,-323629,-322358,-321097,-319844,
+-318601,-317368,-316143,-314928,-313721,-312524,-311335,-310154,
+-308983,-307819,-306664,-305517,-304379,-303248,-302126,-301011,
+-299904,-298805,-297714,-296630,-295554,-294485,-293423,-292369,
+-291322,-290282,-289249,-288223,-287204,-286192,-285186,-284188,
+-283195,-282210,-281231,-280258,-279292,-278332,-277378,-276430,
+-275489,-274553,-273624,-272700,-271782,-270871,-269965,-269064,
+-268169,-267280,-266397,-265519,-264646,-263779,-262917,-262060,
+-261209,-260363,-259522,-258686,-257855,-257029,-256208,-255392,
+-254581,-253774,-252973,-252176,-251384,-250596,-249813,-249035,
+-248261,-247492,-246727,-245966,-245210,-244458,-243711,-242967,
+-242228,-241493,-240763,-240036,-239314,-238595,-237881,-237170,
+-236463,-235761,-235062,-234367,-233676,-232988,-232304,-231624,
+-230948,-230275,-229606,-228941,-228279,-227621,-226966,-226314,
+-225666,-225022,-224381,-223743,-223108,-222477,-221849,-221225,
+-220603,-219985,-219370,-218758,-218149,-217544,-216941,-216341,
+-215745,-215151,-214561,-213973,-213389,-212807,-212228,-211652,
+-211079,-210509,-209941,-209376,-208815,-208255,-207699,-207145,
+-206594,-206045,-205500,-204956,-204416,-203878,-203342,-202809,
+-202279,-201751,-201226,-200703,-200182,-199664,-199149,-198636,
+-198125,-197616,-197110,-196606,-196105,-195606,-195109,-194614,
+-194122,-193631,-193143,-192658,-192174,-191693,-191213,-190736,
+-190261,-189789,-189318,-188849,-188382,-187918,-187455,-186995,
+-186536,-186080,-185625,-185173,-184722,-184274,-183827,-183382,
+-182939,-182498,-182059,-181622,-181186,-180753,-180321,-179891,
+-179463,-179037,-178612,-178190,-177769,-177349,-176932,-176516,
+-176102,-175690,-175279,-174870,-174463,-174057,-173653,-173251,
+-172850,-172451,-172053,-171657,-171263,-170870,-170479,-170089,
+-169701,-169315,-168930,-168546,-168164,-167784,-167405,-167027,
+-166651,-166277,-165904,-165532,-165162,-164793,-164426,-164060,
+-163695,-163332,-162970,-162610,-162251,-161893,-161537,-161182,
+-160828,-160476,-160125,-159775,-159427,-159079,-158734,-158389,
+-158046,-157704,-157363,-157024,-156686,-156349,-156013,-155678,
+-155345,-155013,-154682,-154352,-154024,-153697,-153370,-153045,
+-152722,-152399,-152077,-151757,-151438,-151120,-150803,-150487,
+-150172,-149859,-149546,-149235,-148924,-148615,-148307,-148000,
+-147693,-147388,-147084,-146782,-146480,-146179,-145879,-145580,
+-145282,-144986,-144690,-144395,-144101,-143808,-143517,-143226,
+-142936,-142647,-142359,-142072,-141786,-141501,-141217,-140934,
+-140651,-140370,-140090,-139810,-139532,-139254,-138977,-138701,
+-138426,-138152,-137879,-137607,-137335,-137065,-136795,-136526,
+-136258,-135991,-135725,-135459,-135195,-134931,-134668,-134406,
+-134145,-133884,-133625,-133366,-133108,-132851,-132594,-132339,
+-132084,-131830,-131576,-131324,-131072,-130821,-130571,-130322,
+-130073,-129825,-129578,-129332,-129086,-128841,-128597,-128353,
+-128111,-127869,-127627,-127387,-127147,-126908,-126669,-126432,
+-126195,-125959,-125723,-125488,-125254,-125020,-124787,-124555,
+-124324,-124093,-123863,-123633,-123404,-123176,-122949,-122722,
+-122496,-122270,-122045,-121821,-121597,-121374,-121152,-120930,
+-120709,-120489,-120269,-120050,-119831,-119613,-119396,-119179,
+-118963,-118747,-118532,-118318,-118104,-117891,-117678,-117466,
+-117254,-117044,-116833,-116623,-116414,-116206,-115998,-115790,
+-115583,-115377,-115171,-114966,-114761,-114557,-114354,-114151,
+-113948,-113746,-113545,-113344,-113143,-112944,-112744,-112546,
+-112347,-112150,-111952,-111756,-111560,-111364,-111169,-110974,
+-110780,-110586,-110393,-110200,-110008,-109817,-109626,-109435,
+-109245,-109055,-108866,-108677,-108489,-108301,-108114,-107927,
+-107741,-107555,-107369,-107184,-107000,-106816,-106632,-106449,
+-106266,-106084,-105902,-105721,-105540,-105360,-105180,-105000,
+-104821,-104643,-104465,-104287,-104109,-103933,-103756,-103580,
+-103404,-103229,-103054,-102880,-102706,-102533,-102360,-102187,
+-102015,-101843,-101671,-101500,-101330,-101159,-100990,-100820,
+-100651,-100482,-100314,-100146,-99979,-99812,-99645,-99479,
+-99313,-99148,-98982,-98818,-98653,-98489,-98326,-98163,
+-98000,-97837,-97675,-97513,-97352,-97191,-97030,-96870,
+-96710,-96551,-96391,-96233,-96074,-95916,-95758,-95601,
+-95444,-95287,-95131,-94975,-94819,-94664,-94509,-94354,
+-94200,-94046,-93892,-93739,-93586,-93434,-93281,-93129,
+-92978,-92826,-92675,-92525,-92375,-92225,-92075,-91926,
+-91777,-91628,-91480,-91332,-91184,-91036,-90889,-90742,
+-90596,-90450,-90304,-90158,-90013,-89868,-89724,-89579,
+-89435,-89292,-89148,-89005,-88862,-88720,-88577,-88435,
+-88294,-88152,-88011,-87871,-87730,-87590,-87450,-87310,
+-87171,-87032,-86893,-86755,-86616,-86479,-86341,-86204,
+-86066,-85930,-85793,-85657,-85521,-85385,-85250,-85114,
+-84980,-84845,-84710,-84576,-84443,-84309,-84176,-84043,
+-83910,-83777,-83645,-83513,-83381,-83250,-83118,-82987,
+-82857,-82726,-82596,-82466,-82336,-82207,-82078,-81949,
+-81820,-81691,-81563,-81435,-81307,-81180,-81053,-80925,
+-80799,-80672,-80546,-80420,-80294,-80168,-80043,-79918,
+-79793,-79668,-79544,-79420,-79296,-79172,-79048,-78925,
+-78802,-78679,-78557,-78434,-78312,-78190,-78068,-77947,
+-77826,-77705,-77584,-77463,-77343,-77223,-77103,-76983,
+-76864,-76744,-76625,-76506,-76388,-76269,-76151,-76033,
+-75915,-75797,-75680,-75563,-75446,-75329,-75213,-75096,
+-74980,-74864,-74748,-74633,-74517,-74402,-74287,-74172,
+-74058,-73944,-73829,-73715,-73602,-73488,-73375,-73262,
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+};
+
+int finesine[10240] =
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+26212,26258,26304,26350,26396,26442,26488,26534,
+26580,26626,26672,26718,26764,26810,26856,26902,
+26947,26993,27039,27085,27131,27176,27222,27268,
+27313,27359,27405,27450,27496,27542,27587,27633,
+27678,27724,27770,27815,27861,27906,27952,27997,
+28042,28088,28133,28179,28224,28269,28315,28360,
+28405,28451,28496,28541,28586,28632,28677,28722,
+28767,28812,28858,28903,28948,28993,29038,29083,
+29128,29173,29218,29263,29308,29353,29398,29443,
+29488,29533,29577,29622,29667,29712,29757,29801,
+29846,29891,29936,29980,30025,30070,30114,30159,
+30204,30248,30293,30337,30382,30427,30471,30516,
+30560,30604,30649,30693,30738,30782,30826,30871,
+30915,30959,31004,31048,31092,31136,31181,31225,
+31269,31313,31357,31402,31446,31490,31534,31578,
+31622,31666,31710,31754,31798,31842,31886,31930,
+31974,32017,32061,32105,32149,32193,32236,32280,
+32324,32368,32411,32455,32499,32542,32586,32630,
+32673,32717,32760,32804,32847,32891,32934,32978,
+33021,33065,33108,33151,33195,33238,33281,33325,
+33368,33411,33454,33498,33541,33584,33627,33670,
+33713,33756,33799,33843,33886,33929,33972,34015,
+34057,34100,34143,34186,34229,34272,34315,34358,
+34400,34443,34486,34529,34571,34614,34657,34699,
+34742,34785,34827,34870,34912,34955,34997,35040,
+35082,35125,35167,35210,35252,35294,35337,35379,
+35421,35464,35506,35548,35590,35633,35675,35717,
+35759,35801,35843,35885,35927,35969,36011,36053,
+36095,36137,36179,36221,36263,36305,36347,36388,
+36430,36472,36514,36556,36597,36639,36681,36722,
+36764,36805,36847,36889,36930,36972,37013,37055,
+37096,37137,37179,37220,37262,37303,37344,37386,
+37427,37468,37509,37551,37592,37633,37674,37715,
+37756,37797,37838,37879,37920,37961,38002,38043,
+38084,38125,38166,38207,38248,38288,38329,38370,
+38411,38451,38492,38533,38573,38614,38655,38695,
+38736,38776,38817,38857,38898,38938,38979,39019,
+39059,39100,39140,39180,39221,39261,39301,39341,
+39382,39422,39462,39502,39542,39582,39622,39662,
+39702,39742,39782,39822,39862,39902,39942,39982,
+40021,40061,40101,40141,40180,40220,40260,40299,
+40339,40379,40418,40458,40497,40537,40576,40616,
+40655,40695,40734,40773,40813,40852,40891,40931,
+40970,41009,41048,41087,41127,41166,41205,41244,
+41283,41322,41361,41400,41439,41478,41517,41556,
+41595,41633,41672,41711,41750,41788,41827,41866,
+41904,41943,41982,42020,42059,42097,42136,42174,
+42213,42251,42290,42328,42366,42405,42443,42481,
+42520,42558,42596,42634,42672,42711,42749,42787,
+42825,42863,42901,42939,42977,43015,43053,43091,
+43128,43166,43204,43242,43280,43317,43355,43393,
+43430,43468,43506,43543,43581,43618,43656,43693,
+43731,43768,43806,43843,43880,43918,43955,43992,
+44029,44067,44104,44141,44178,44215,44252,44289,
+44326,44363,44400,44437,44474,44511,44548,44585,
+44622,44659,44695,44732,44769,44806,44842,44879,
+44915,44952,44989,45025,45062,45098,45135,45171,
+45207,45244,45280,45316,45353,45389,45425,45462,
+45498,45534,45570,45606,45642,45678,45714,45750,
+45786,45822,45858,45894,45930,45966,46002,46037,
+46073,46109,46145,46180,46216,46252,46287,46323,
+46358,46394,46429,46465,46500,46536,46571,46606,
+46642,46677,46712,46747,46783,46818,46853,46888,
+46923,46958,46993,47028,47063,47098,47133,47168,
+47203,47238,47273,47308,47342,47377,47412,47446,
+47481,47516,47550,47585,47619,47654,47688,47723,
+47757,47792,47826,47861,47895,47929,47963,47998,
+48032,48066,48100,48134,48168,48202,48237,48271,
+48305,48338,48372,48406,48440,48474,48508,48542,
+48575,48609,48643,48676,48710,48744,48777,48811,
+48844,48878,48911,48945,48978,49012,49045,49078,
+49112,49145,49178,49211,49244,49278,49311,49344,
+49377,49410,49443,49476,49509,49542,49575,49608,
+49640,49673,49706,49739,49771,49804,49837,49869,
+49902,49935,49967,50000,50032,50064,50097,50129,
+50162,50194,50226,50259,50291,50323,50355,50387,
+50420,50452,50484,50516,50548,50580,50612,50644,
+50675,50707,50739,50771,50803,50834,50866,50898,
+50929,50961,50993,51024,51056,51087,51119,51150,
+51182,51213,51244,51276,51307,51338,51369,51401,
+51432,51463,51494,51525,51556,51587,51618,51649,
+51680,51711,51742,51773,51803,51834,51865,51896,
+51926,51957,51988,52018,52049,52079,52110,52140,
+52171,52201,52231,52262,52292,52322,52353,52383,
+52413,52443,52473,52503,52534,52564,52594,52624,
+52653,52683,52713,52743,52773,52803,52832,52862,
+52892,52922,52951,52981,53010,53040,53069,53099,
+53128,53158,53187,53216,53246,53275,53304,53334,
+53363,53392,53421,53450,53479,53508,53537,53566,
+53595,53624,53653,53682,53711,53739,53768,53797,
+53826,53854,53883,53912,53940,53969,53997,54026,
+54054,54082,54111,54139,54167,54196,54224,54252,
+54280,54309,54337,54365,54393,54421,54449,54477,
+54505,54533,54560,54588,54616,54644,54672,54699,
+54727,54755,54782,54810,54837,54865,54892,54920,
+54947,54974,55002,55029,55056,55084,55111,55138,
+55165,55192,55219,55246,55274,55300,55327,55354,
+55381,55408,55435,55462,55489,55515,55542,55569,
+55595,55622,55648,55675,55701,55728,55754,55781,
+55807,55833,55860,55886,55912,55938,55965,55991,
+56017,56043,56069,56095,56121,56147,56173,56199,
+56225,56250,56276,56302,56328,56353,56379,56404,
+56430,56456,56481,56507,56532,56557,56583,56608,
+56633,56659,56684,56709,56734,56760,56785,56810,
+56835,56860,56885,56910,56935,56959,56984,57009,
+57034,57059,57083,57108,57133,57157,57182,57206,
+57231,57255,57280,57304,57329,57353,57377,57402,
+57426,57450,57474,57498,57522,57546,57570,57594,
+57618,57642,57666,57690,57714,57738,57762,57785,
+57809,57833,57856,57880,57903,57927,57950,57974,
+57997,58021,58044,58067,58091,58114,58137,58160,
+58183,58207,58230,58253,58276,58299,58322,58345,
+58367,58390,58413,58436,58459,58481,58504,58527,
+58549,58572,58594,58617,58639,58662,58684,58706,
+58729,58751,58773,58795,58818,58840,58862,58884,
+58906,58928,58950,58972,58994,59016,59038,59059,
+59081,59103,59125,59146,59168,59190,59211,59233,
+59254,59276,59297,59318,59340,59361,59382,59404,
+59425,59446,59467,59488,59509,59530,59551,59572,
+59593,59614,59635,59656,59677,59697,59718,59739,
+59759,59780,59801,59821,59842,59862,59883,59903,
+59923,59944,59964,59984,60004,60025,60045,60065,
+60085,60105,60125,60145,60165,60185,60205,60225,
+60244,60264,60284,60304,60323,60343,60363,60382,
+60402,60421,60441,60460,60479,60499,60518,60537,
+60556,60576,60595,60614,60633,60652,60671,60690,
+60709,60728,60747,60766,60785,60803,60822,60841,
+60859,60878,60897,60915,60934,60952,60971,60989,
+61007,61026,61044,61062,61081,61099,61117,61135,
+61153,61171,61189,61207,61225,61243,61261,61279,
+61297,61314,61332,61350,61367,61385,61403,61420,
+61438,61455,61473,61490,61507,61525,61542,61559,
+61577,61594,61611,61628,61645,61662,61679,61696,
+61713,61730,61747,61764,61780,61797,61814,61831,
+61847,61864,61880,61897,61913,61930,61946,61963,
+61979,61995,62012,62028,62044,62060,62076,62092,
+62108,62125,62141,62156,62172,62188,62204,62220,
+62236,62251,62267,62283,62298,62314,62329,62345,
+62360,62376,62391,62407,62422,62437,62453,62468,
+62483,62498,62513,62528,62543,62558,62573,62588,
+62603,62618,62633,62648,62662,62677,62692,62706,
+62721,62735,62750,62764,62779,62793,62808,62822,
+62836,62850,62865,62879,62893,62907,62921,62935,
+62949,62963,62977,62991,63005,63019,63032,63046,
+63060,63074,63087,63101,63114,63128,63141,63155,
+63168,63182,63195,63208,63221,63235,63248,63261,
+63274,63287,63300,63313,63326,63339,63352,63365,
+63378,63390,63403,63416,63429,63441,63454,63466,
+63479,63491,63504,63516,63528,63541,63553,63565,
+63578,63590,63602,63614,63626,63638,63650,63662,
+63674,63686,63698,63709,63721,63733,63745,63756,
+63768,63779,63791,63803,63814,63825,63837,63848,
+63859,63871,63882,63893,63904,63915,63927,63938,
+63949,63960,63971,63981,63992,64003,64014,64025,
+64035,64046,64057,64067,64078,64088,64099,64109,
+64120,64130,64140,64151,64161,64171,64181,64192,
+64202,64212,64222,64232,64242,64252,64261,64271,
+64281,64291,64301,64310,64320,64330,64339,64349,
+64358,64368,64377,64387,64396,64405,64414,64424,
+64433,64442,64451,64460,64469,64478,64487,64496,
+64505,64514,64523,64532,64540,64549,64558,64566,
+64575,64584,64592,64600,64609,64617,64626,64634,
+64642,64651,64659,64667,64675,64683,64691,64699,
+64707,64715,64723,64731,64739,64747,64754,64762,
+64770,64777,64785,64793,64800,64808,64815,64822,
+64830,64837,64844,64852,64859,64866,64873,64880,
+64887,64895,64902,64908,64915,64922,64929,64936,
+64943,64949,64956,64963,64969,64976,64982,64989,
+64995,65002,65008,65015,65021,65027,65033,65040,
+65046,65052,65058,65064,65070,65076,65082,65088,
+65094,65099,65105,65111,65117,65122,65128,65133,
+65139,65144,65150,65155,65161,65166,65171,65177,
+65182,65187,65192,65197,65202,65207,65212,65217,
+65222,65227,65232,65237,65242,65246,65251,65256,
+65260,65265,65270,65274,65279,65283,65287,65292,
+65296,65300,65305,65309,65313,65317,65321,65325,
+65329,65333,65337,65341,65345,65349,65352,65356,
+65360,65363,65367,65371,65374,65378,65381,65385,
+65388,65391,65395,65398,65401,65404,65408,65411,
+65414,65417,65420,65423,65426,65429,65431,65434,
+65437,65440,65442,65445,65448,65450,65453,65455,
+65458,65460,65463,65465,65467,65470,65472,65474,
+65476,65478,65480,65482,65484,65486,65488,65490,
+65492,65494,65496,65497,65499,65501,65502,65504,
+65505,65507,65508,65510,65511,65513,65514,65515,
+65516,65518,65519,65520,65521,65522,65523,65524,
+65525,65526,65527,65527,65528,65529,65530,65530,
+65531,65531,65532,65532,65533,65533,65534,65534,
+65534,65535,65535,65535,65535,65535,65535,65535
+};
+
+int tantoangle[2049] =
+{
+0,333772,667544,1001315,1335086,1668857,2002626,2336395,
+2670163,3003929,3337694,3671457,4005219,4338979,4672736,5006492,
+5340245,5673995,6007743,6341488,6675230,7008968,7342704,7676435,
+8010164,8343888,8677609,9011325,9345037,9678744,10012447,10346145,
+10679838,11013526,11347209,11680887,12014558,12348225,12681885,13015539,
+13349187,13682829,14016464,14350092,14683714,15017328,15350936,15684536,
+16018129,16351714,16685291,17018860,17352422,17685974,18019518,18353054,
+18686582,19020100,19353610,19687110,20020600,20354080,20687552,21021014,
+21354466,21687906,22021338,22354758,22688168,23021568,23354956,23688332,
+24021698,24355052,24688396,25021726,25355046,25688352,26021648,26354930,
+26688200,27021456,27354702,27687932,28021150,28354356,28687548,29020724,
+29353888,29687038,30020174,30353296,30686404,31019496,31352574,31685636,
+32018684,32351718,32684734,33017736,33350722,33683692,34016648,34349584,
+34682508,35015412,35348300,35681172,36014028,36346868,36679688,37012492,
+37345276,37678044,38010792,38343524,38676240,39008936,39341612,39674272,
+40006912,40339532,40672132,41004716,41337276,41669820,42002344,42334848,
+42667332,42999796,43332236,43664660,43997060,44329444,44661800,44994140,
+45326456,45658752,45991028,46323280,46655512,46987720,47319908,47652072,
+47984212,48316332,48648428,48980500,49312548,49644576,49976580,50308556,
+50640512,50972444,51304352,51636236,51968096,52299928,52631740,52963524,
+53295284,53627020,53958728,54290412,54622068,54953704,55285308,55616888,
+55948444,56279972,56611472,56942948,57274396,57605816,57937212,58268576,
+58599916,58931228,59262512,59593768,59924992,60256192,60587364,60918508,
+61249620,61580704,61911760,62242788,62573788,62904756,63235692,63566604,
+63897480,64228332,64559148,64889940,65220696,65551424,65882120,66212788,
+66543420,66874024,67204600,67535136,67865648,68196120,68526568,68856984,
+69187360,69517712,69848024,70178304,70508560,70838776,71168960,71499112,
+71829224,72159312,72489360,72819376,73149360,73479304,73809216,74139096,
+74468936,74798744,75128520,75458264,75787968,76117632,76447264,76776864,
+77106424,77435952,77765440,78094888,78424304,78753688,79083032,79412336,
+79741608,80070840,80400032,80729192,81058312,81387392,81716432,82045440,
+82374408,82703336,83032224,83361080,83689896,84018664,84347400,84676096,
+85004760,85333376,85661952,85990488,86318984,86647448,86975864,87304240,
+87632576,87960872,88289128,88617344,88945520,89273648,89601736,89929792,
+90257792,90585760,90913688,91241568,91569408,91897200,92224960,92552672,
+92880336,93207968,93535552,93863088,94190584,94518040,94845448,95172816,
+95500136,95827416,96154648,96481832,96808976,97136080,97463136,97790144,
+98117112,98444032,98770904,99097736,99424520,99751256,100077944,100404592,
+100731192,101057744,101384248,101710712,102037128,102363488,102689808,103016080,
+103342312,103668488,103994616,104320696,104646736,104972720,105298656,105624552,
+105950392,106276184,106601928,106927624,107253272,107578872,107904416,108229920,
+108555368,108880768,109206120,109531416,109856664,110181872,110507016,110832120,
+111157168,111482168,111807112,112132008,112456856,112781648,113106392,113431080,
+113755720,114080312,114404848,114729328,115053760,115378136,115702464,116026744,
+116350960,116675128,116999248,117323312,117647320,117971272,118295176,118619024,
+118942816,119266560,119590248,119913880,120237456,120560984,120884456,121207864,
+121531224,121854528,122177784,122500976,122824112,123147200,123470224,123793200,
+124116120,124438976,124761784,125084528,125407224,125729856,126052432,126374960,
+126697424,127019832,127342184,127664472,127986712,128308888,128631008,128953072,
+129275080,129597024,129918912,130240744,130562520,130884232,131205888,131527480,
+131849016,132170496,132491912,132813272,133134576,133455816,133776992,134098120,
+134419184,134740176,135061120,135382000,135702816,136023584,136344272,136664912,
+136985488,137306016,137626464,137946864,138267184,138587456,138907664,139227808,
+139547904,139867920,140187888,140507776,140827616,141147392,141467104,141786752,
+142106336,142425856,142745312,143064720,143384048,143703312,144022512,144341664,
+144660736,144979744,145298704,145617584,145936400,146255168,146573856,146892480,
+147211040,147529536,147847968,148166336,148484640,148802880,149121056,149439152,
+149757200,150075168,150393072,150710912,151028688,151346400,151664048,151981616,
+152299136,152616576,152933952,153251264,153568496,153885680,154202784,154519824,
+154836784,155153696,155470528,155787296,156104000,156420624,156737200,157053696,
+157370112,157686480,158002768,158318976,158635136,158951216,159267232,159583168,
+159899040,160214848,160530592,160846256,161161840,161477376,161792832,162108208,
+162423520,162738768,163053952,163369040,163684080,163999040,164313936,164628752,
+164943504,165258176,165572784,165887312,166201776,166516160,166830480,167144736,
+167458912,167773008,168087040,168400992,168714880,169028688,169342432,169656096,
+169969696,170283216,170596672,170910032,171223344,171536576,171849728,172162800,
+172475808,172788736,173101600,173414384,173727104,174039728,174352288,174664784,
+174977200,175289536,175601792,175913984,176226096,176538144,176850096,177161984,
+177473792,177785536,178097200,178408784,178720288,179031728,179343088,179654368,
+179965568,180276704,180587744,180898720,181209616,181520448,181831184,182141856,
+182452448,182762960,183073408,183383760,183694048,184004240,184314368,184624416,
+184934400,185244288,185554096,185863840,186173504,186483072,186792576,187102000,
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+};
+
--- /dev/null
+++ b/v_compat.h
@@ -1,0 +1,51 @@
+//**************************************************************************
+//**
+//** v_compat.h
+//**
+//**************************************************************************
+
+#ifndef __V_COMPAT_H
+#define __V_COMPAT_H
+
+#if defined(RENDER3D)
+#include "ogl_def.h"
+#endif
+
+/* SetPalette */
+
+#ifndef PLAYPAL_NUM
+#define PLAYPAL_NUM W_GetNumForName("PLAYPAL")
+#endif
+
+#if defined(RENDER3D)
+#define V_SetPaletteBase() OGL_SetFilter(0)
+#define V_SetPaletteShift(num) OGL_SetFilter((num))
+#else
+#define V_SetPaletteBase() I_SetPalette((byte *)W_CacheLumpName("PLAYPAL", PU_CACHE))
+#define V_SetPaletteShift(num) I_SetPalette((byte *)W_CacheLumpNum(PLAYPAL_NUM, PU_CACHE) + (num)*768)
+#endif
+
+/* Minimal definitions for DrawPatch / DrawRawScreen stuff. */
+#if defined(RENDER3D)
+#define PATCH_REF int
+#define INVALID_PATCH 0
+#define BYTE_REF int
+#else
+#define BYTE_REF byte*
+#define PATCH_REF patch_t*
+#define INVALID_PATCH NULL
+#endif
+
+/* Minimal definitions for CacheLumpName / CacheLumpNum stuff. */
+#if defined(RENDER3D)
+#define ZR_ChangeTag(a,b)
+#define WR_CacheLumpName(a,b) W_GetNumForName((a))
+#define WR_CacheLumpNum(a,b) (a)
+#else
+#define ZR_ChangeTag Z_ChangeTag
+#define WR_CacheLumpName W_CacheLumpName
+#define WR_CacheLumpNum W_CacheLumpNum
+#endif
+
+#endif /* __V_COMPAT_H */
+
--- /dev/null
+++ b/v_video.c
@@ -1,0 +1,296 @@
+// V_video.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+
+#define SC_INDEX 0x3c4
+
+int usegamma;
+
+byte gammatable[5][256] =
+{
+ { 1, 2, 3, 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, 30, 31, 32,
+ 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48,
+ 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64,
+ 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80,
+ 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96,
+ 97, 98, 99,100,101,102,103,104,105,106,107,108,109,110,111,112,
+ 113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,
+ 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,
+ 144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,
+ 160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,
+ 176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,
+ 192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,
+ 208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,
+ 224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,
+ 240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255
+ },
+
+ { 2, 4, 5, 7, 8, 10, 11, 12, 14, 15, 16, 18, 19, 20, 21, 23,
+ 24, 25, 26, 27, 29, 30, 31, 32, 33, 34, 36, 37, 38, 39, 40, 41,
+ 42, 44, 45, 46, 47, 48, 49, 50, 51, 52, 54, 55, 56, 57, 58, 59,
+ 60, 61, 62, 63, 64, 65, 66, 67, 69, 70, 71, 72, 73, 74, 75, 76,
+ 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92,
+ 93, 94, 95, 96, 97, 98, 99,100,101,102,103,104,105,106,107,108,
+ 109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,
+ 125,126,127,128,129,129,130,131,132,133,134,135,136,137,138,139,
+ 140,141,142,143,144,145,146,147,148,148,149,150,151,152,153,154,
+ 155,156,157,158,159,160,161,162,163,163,164,165,166,167,168,169,
+ 170,171,172,173,174,175,175,176,177,178,179,180,181,182,183,184,
+ 185,186,186,187,188,189,190,191,192,193,194,195,196,196,197,198,
+ 199,200,201,202,203,204,205,205,206,207,208,209,210,211,212,213,
+ 214,214,215,216,217,218,219,220,221,222,222,223,224,225,226,227,
+ 228,229,230,230,231,232,233,234,235,236,237,237,238,239,240,241,
+ 242,243,244,245,245,246,247,248,249,250,251,252,252,253,254,255
+ },
+
+ { 4, 7, 9, 11, 13, 15, 17, 19, 21, 22, 24, 26, 27, 29, 30, 32,
+ 33, 35, 36, 38, 39, 40, 42, 43, 45, 46, 47, 48, 50, 51, 52, 54,
+ 55, 56, 57, 59, 60, 61, 62, 63, 65, 66, 67, 68, 69, 70, 72, 73,
+ 74, 75, 76, 77, 78, 79, 80, 82, 83, 84, 85, 86, 87, 88, 89, 90,
+ 91, 92, 93, 94, 95, 96, 97, 98,100,101,102,103,104,105,106,107,
+ 108,109,110,111,112,113,114,114,115,116,117,118,119,120,121,122,
+ 123,124,125,126,127,128,129,130,131,132,133,133,134,135,136,137,
+ 138,139,140,141,142,143,144,144,145,146,147,148,149,150,151,152,
+ 153,153,154,155,156,157,158,159,160,160,161,162,163,164,165,166,
+ 166,167,168,169,170,171,172,172,173,174,175,176,177,178,178,179,
+ 180,181,182,183,183,184,185,186,187,188,188,189,190,191,192,193,
+ 193,194,195,196,197,197,198,199,200,201,201,202,203,204,205,206,
+ 206,207,208,209,210,210,211,212,213,213,214,215,216,217,217,218,
+ 219,220,221,221,222,223,224,224,225,226,227,228,228,229,230,231,
+ 231,232,233,234,235,235,236,237,238,238,239,240,241,241,242,243,
+ 244,244,245,246,247,247,248,249,250,251,251,252,253,254,254,255
+ },
+
+ { 8, 12, 16, 19, 22, 24, 27, 29, 31, 34, 36, 38, 40, 41, 43, 45,
+ 47, 49, 50, 52, 53, 55, 57, 58, 60, 61, 63, 64, 65, 67, 68, 70,
+ 71, 72, 74, 75, 76, 77, 79, 80, 81, 82, 84, 85, 86, 87, 88, 90,
+ 91, 92, 93, 94, 95, 96, 98, 99,100,101,102,103,104,105,106,107,
+ 108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,
+ 124,125,126,127,128,129,130,131,132,133,134,135,135,136,137,138,
+ 139,140,141,142,143,143,144,145,146,147,148,149,150,150,151,152,
+ 153,154,155,155,156,157,158,159,160,160,161,162,163,164,165,165,
+ 166,167,168,169,169,170,171,172,173,173,174,175,176,176,177,178,
+ 179,180,180,181,182,183,183,184,185,186,186,187,188,189,189,190,
+ 191,192,192,193,194,195,195,196,197,197,198,199,200,200,201,202,
+ 202,203,204,205,205,206,207,207,208,209,210,210,211,212,212,213,
+ 214,214,215,216,216,217,218,219,219,220,221,221,222,223,223,224,
+ 225,225,226,227,227,228,229,229,230,231,231,232,233,233,234,235,
+ 235,236,237,237,238,238,239,240,240,241,242,242,243,244,244,245,
+ 246,246,247,247,248,249,249,250,251,251,252,253,253,254,254,255
+ },
+
+ { 16, 23, 28, 32, 36, 39, 42, 45, 48, 50, 53, 55, 57, 60, 62, 64,
+ 66, 68, 69, 71, 73, 75, 76, 78, 80, 81, 83, 84, 86, 87, 89, 90,
+ 92, 93, 94, 96, 97, 98,100,101,102,103,105,106,107,108,109,110,
+ 112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,128,
+ 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,
+ 143,144,145,146,147,148,149,150,150,151,152,153,154,155,155,156,
+ 157,158,159,159,160,161,162,163,163,164,165,166,166,167,168,169,
+ 169,170,171,172,172,173,174,175,175,176,177,177,178,179,180,180,
+ 181,182,182,183,184,184,185,186,187,187,188,189,189,190,191,191,
+ 192,193,193,194,195,195,196,196,197,198,198,199,200,200,201,202,
+ 202,203,203,204,205,205,206,207,207,208,208,209,210,210,211,211,
+ 212,213,213,214,214,215,216,216,217,217,218,219,219,220,220,221,
+ 221,222,223,223,224,224,225,225,226,227,227,228,228,229,229,230,
+ 230,231,232,232,233,233,234,234,235,235,236,236,237,237,238,239,
+ 239,240,240,241,241,242,242,243,243,244,244,245,245,246,246,247,
+ 247,248,248,249,249,250,250,251,251,252,252,253,254,254,255,255
+ }
+};
+
+#if defined(RENDER3D)
+
+void V_Init(void)
+{
+ /* OpenGL: NOTHING TO DO HERE. */
+}
+
+#else /* RENDER3D */
+
+byte *screens;
+int dirtybox[4];
+
+//---------------------------------------------------------------------------
+//
+// PROC V_Init
+//
+//---------------------------------------------------------------------------
+
+void V_Init(void)
+{
+ // I_AllocLow will put screen in low dos memory on PCs.
+ screens = I_AllocLow(SCREENWIDTH*SCREENHEIGHT);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC V_DrawPatch
+//
+// Draws a column based masked pic to the screen.
+//
+//---------------------------------------------------------------------------
+
+void V_DrawPatch(int x, int y, patch_t *patch)
+{
+ int count;
+ int col;
+ column_t *column;
+ byte *desttop;
+ byte *dest;
+ byte *source;
+ int w;
+
+ y -= SHORT(patch->topoffset);
+ x -= SHORT(patch->leftoffset);
+ if (x < 0 || x + SHORT(patch->width) > SCREENWIDTH || y < 0
+ || y + SHORT(patch->height) > SCREENHEIGHT)
+ {
+ I_Error("Bad V_DrawPatch");
+ }
+
+ col = 0;
+ desttop = screens + y*SCREENWIDTH + x;
+ w = SHORT(patch->width);
+
+ for ( ; col < w; x++, col++, desttop++)
+ {
+ column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
+ // Step through the posts in a column
+ while (column->topdelta != 0xff)
+ {
+ source = (byte *)column + 3;
+ dest = desttop + column->topdelta*SCREENWIDTH;
+ count = column->length;
+ while (count--)
+ {
+ *dest = *source++;
+ dest += SCREENWIDTH;
+ }
+ column = (column_t *)((byte *)column + column->length + 4);
+ }
+ }
+}
+
+/*
+==================
+=
+= V_DrawFuzzPatch
+=
+= Masks a column based translucent masked pic to the screen.
+=
+==================
+*/
+extern byte *tinttable;
+
+void V_DrawFuzzPatch (int x, int y, patch_t *patch)
+{
+ int count,col;
+ column_t *column;
+ byte *desttop, *dest, *source;
+ int w;
+
+ y -= SHORT(patch->topoffset);
+ x -= SHORT(patch->leftoffset);
+
+ if (x < 0 || x + SHORT(patch->width) > SCREENWIDTH || y < 0
+ || y + SHORT(patch->height)> SCREENHEIGHT)
+ {
+ I_Error ("Bad V_DrawPatch");
+ }
+
+ col = 0;
+ desttop = screens + y*SCREENWIDTH + x;
+ w = SHORT(patch->width);
+
+ for ( ; col < w; x++, col++, desttop++)
+ {
+ column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
+
+ // step through the posts in a column
+ while (column->topdelta != 0xff )
+ {
+ source = (byte *)column + 3;
+ dest = desttop + column->topdelta*SCREENWIDTH;
+ count = column->length;
+
+ while (count--)
+ {
+ *dest = tinttable[((*dest)<<8) + *source++];
+ dest += SCREENWIDTH;
+ }
+ column = (column_t *)((byte *)column + column->length + 4);
+ }
+ }
+}
+
+/*
+==================
+=
+= V_DrawShadowedPatch
+=
+= Masks a column based masked pic to the screen.
+=
+==================
+*/
+
+void V_DrawShadowedPatch(int x, int y, patch_t *patch)
+{
+ int count,col;
+ column_t *column;
+ byte *desttop, *dest, *source;
+ byte *desttop2, *dest2;
+ int w;
+
+ y -= SHORT(patch->topoffset);
+ x -= SHORT(patch->leftoffset);
+
+ if (x < 0 || x + SHORT(patch->width) > SCREENWIDTH || y < 0
+ || y + SHORT(patch->height) > SCREENHEIGHT)
+ {
+ I_Error ("Bad V_DrawPatch");
+ }
+
+ col = 0;
+ desttop = screens+y*SCREENWIDTH+x;
+ desttop2 = screens+(y+2)*SCREENWIDTH+x+2;
+ w = SHORT(patch->width);
+
+ for ( ; col < w; x++, col++, desttop++, desttop2++)
+ {
+ column = (column_t *)((byte *)patch + LONG(patch->columnofs[col]));
+
+ // step through the posts in a column
+ while (column->topdelta != 0xff )
+ {
+ source = (byte *)column + 3;
+ dest = desttop + column->topdelta*SCREENWIDTH;
+ dest2 = desttop2 + column->topdelta*SCREENWIDTH;
+ count = column->length;
+
+ while (count--)
+ {
+ *dest2 = tinttable[((*dest2)<<8)];
+ dest2 += SCREENWIDTH;
+ *dest = *source++;
+ dest += SCREENWIDTH;
+ }
+ column = (column_t *)((byte *)column + column->length + 4);
+ }
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC V_DrawRawScreen
+//
+//---------------------------------------------------------------------------
+
+void V_DrawRawScreen(byte *raw)
+{
+ memcpy(screens, raw, SCREENWIDTH*SCREENHEIGHT);
+}
+
+#endif /* ! RENDER3D */
+
--- /dev/null
+++ b/w_wad.c
@@ -1,0 +1,440 @@
+// W_wad.c
+
+// HEADER FILES ------------------------------------------------------------
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+
+// MACROS ------------------------------------------------------------------
+
+/* compatibility with DOS/Windows */
+#ifndef O_BINARY
+# if defined(_O_BINARY)
+# define O_BINARY _O_BINARY
+# else
+# define O_BINARY 0
+# endif
+#endif
+
+// TYPES -------------------------------------------------------------------
+
+typedef struct
+{
+ char identification[4]; // should be IWAD
+ int numlumps;
+ int infotableofs;
+} wadinfo_t;
+
+typedef struct
+{
+ int filepos;
+ int size;
+ char name[8];
+} filelump_t;
+
+// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
+
+// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
+
+// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
+
+// EXTERNAL DATA DECLARATIONS ----------------------------------------------
+
+// PUBLIC DATA DEFINITIONS -------------------------------------------------
+
+const char *waddir;
+lumpinfo_t *lumpinfo; // location of each lump on disk
+int numlumps;
+void **lumpcache;
+
+// PRIVATE DATA DEFINITIONS ------------------------------------------------
+
+// CODE --------------------------------------------------------------------
+
+boolean W_IsWadPresent(const char *filename)
+{
+ char path[MAX_OSPATH];
+ int handle = -1;
+
+ /* try the directory from the command line or
+ * from the shared data environment variable.
+ */
+ if (waddir && *waddir)
+ {
+ snprintf (path, sizeof(path), "%s/%s", waddir, filename);
+ handle = open(path, OREAD);
+ }
+#if !defined(_NO_USERDIRS)
+ if (handle == -1) /* Try UserDIR */
+ {
+ snprintf (path, sizeof(path), "%s%s", basePath, filename);
+ handle = open(path, OREAD);
+ }
+#endif /* !_NO_USERDIRS */
+ if (handle == -1) /* Now try CWD */
+ {
+ handle = open(filename, OREAD);
+ }
+ if (handle == -1)
+ return false; /* Didn't find the file. */
+ close(handle);
+ return true;
+}
+
+//==========================================================================
+//
+// W_AddFile
+//
+// All files are optional, but at least one file must be found.
+// Files with a .wad extension are wadlink files with multiple lumps,
+// other files are single lumps with the base filename for the lump name.
+//
+//==========================================================================
+
+void W_AddFile(const char *filename)
+{
+ wadinfo_t header;
+ lumpinfo_t *lump_p;
+ char path[MAX_OSPATH];
+ int handle, length;
+ int startlump;
+ filelump_t *fileinfo, singleinfo;
+ filelump_t *freeFileInfo;
+ int i;
+
+ handle = -1;
+ /* try the directory from the command line or
+ * from the shared data environment variable.
+ */
+ if (waddir && *waddir)
+ {
+ snprintf (path, sizeof(path), "%s/%s", waddir, filename);
+ handle = open(path, OREAD);
+ }
+#if !defined(_NO_USERDIRS)
+ if (handle == -1) /* Try UserDIR */
+ {
+ snprintf (path, sizeof(path), "%s%s", basePath, filename);
+ handle = open(path, OREAD);
+ }
+#endif /* !_NO_USERDIRS */
+ if (handle == -1) /* Now try CWD */
+ {
+ handle = open(filename, OREAD);
+ }
+ if (handle == -1)
+ return; /* Didn't find the file. */
+
+ startlump = numlumps;
+ if (strcasecmp(filename + strlen(filename) - 3, "wad") != 0)
+ { // Single lump file
+ fileinfo = &singleinfo;
+ freeFileInfo = NULL;
+ singleinfo.filepos = 0;
+ singleinfo.size = LONG(filelength(handle));
+ M_ExtractFileBase(filename, singleinfo.name);
+ numlumps++;
+ }
+ else
+ { // WAD file
+ read(handle, &header, sizeof(header));
+ if (strncmp(header.identification, "IWAD", 4) != 0)
+ {
+ if (strncmp(header.identification, "PWAD", 4) != 0)
+ { // Bad file id
+ I_Error("Wad file %s doesn't have IWAD or PWAD id\n", filename);
+ }
+ }
+ header.numlumps = LONG(header.numlumps);
+ header.infotableofs = LONG(header.infotableofs);
+ length = header.numlumps * sizeof(filelump_t);
+ fileinfo = (filelump_t *) malloc(length);
+ if (!fileinfo)
+ {
+ I_Error("W_AddFile: fileinfo malloc failed\n");
+ }
+ freeFileInfo = fileinfo;
+ seek(handle, header.infotableofs, 0);
+ read(handle, fileinfo, length);
+ numlumps += header.numlumps;
+ }
+
+ // Fill in lumpinfo
+ lumpinfo = (lumpinfo_t *) realloc(lumpinfo, numlumps * sizeof(lumpinfo_t));
+ if (!lumpinfo)
+ {
+ I_Error("Couldn't realloc lumpinfo");
+ }
+ lump_p = &lumpinfo[startlump];
+ for (i = startlump; i < numlumps; i++, lump_p++, fileinfo++)
+ {
+ memset(lump_p->name, 0, 8);
+ lump_p->handle = handle;
+ lump_p->position = LONG(fileinfo->filepos);
+ lump_p->size = LONG(fileinfo->size);
+ strncpy(lump_p->name, fileinfo->name, 8);
+ }
+ if (freeFileInfo)
+ {
+ free(freeFileInfo);
+ }
+}
+
+//==========================================================================
+//
+// W_InitMultipleFiles
+//
+// Pass a null terminated list of files to use. All files are optional,
+// but at least one file must be found. Files with a .wad extension are
+// idlink files with multiple lumps. Other files are single lumps with
+// the base filename for the lump name. Lump names can appear multiple
+// times. The name searcher looks backwards, so a later file can
+// override an earlier one.
+//
+//==========================================================================
+
+void W_InitMultipleFiles(const char **filenames)
+{
+ int size;
+
+ // Open all the files, load headers, and count lumps
+ numlumps = 0;
+ lumpinfo = (lumpinfo_t *) malloc(1); // Will be realloced as lumps are added
+
+ for ( ; *filenames; filenames++)
+ {
+ W_AddFile(*filenames);
+ }
+ if (!numlumps)
+ {
+ I_Error("W_InitMultipleFiles: no files found");
+ }
+
+ // Set up caching
+ size = numlumps * sizeof(*lumpcache);
+ lumpcache = (void **) malloc(size);
+ if (!lumpcache)
+ {
+ I_Error("Couldn't allocate lumpcache");
+ }
+ memset(lumpcache, 0, size);
+}
+
+//==========================================================================
+//
+// W_InitFile
+//
+// Just initialize from a single file
+//
+//==========================================================================
+
+void W_InitFile(const char *filename)
+{
+ const char *names[2];
+
+ names[0] = filename;
+ names[1] = NULL;
+ W_InitMultipleFiles(names);
+}
+
+//==========================================================================
+//
+// W_NumLumps
+//
+//==========================================================================
+
+int W_NumLumps(void)
+{
+ return numlumps;
+}
+
+//==========================================================================
+//
+// W_CheckNumForName
+//
+// Returns -1 if name not found.
+//
+//==========================================================================
+
+int W_CheckNumForName(const char *name)
+{
+ char name8[9];
+ lumpinfo_t *lump_p;
+
+ // Make the name into two integers for easy compares
+ memset(name8, 0, sizeof(name8));
+ strncpy(name8, name, 8);
+ strupr(name8); // case insensitive
+
+ // Scan backwards so patch lump files take precedence
+ lump_p = lumpinfo + numlumps;
+ while (lump_p-- != lumpinfo)
+ {
+ if (memcmp(lump_p->name, name8, 8) == 0)
+ {
+ return (int)(lump_p - lumpinfo);
+ }
+ }
+ return -1;
+}
+
+//==========================================================================
+//
+// W_GetNumForName
+//
+// Calls W_CheckNumForName, but bombs out if not found.
+//
+//==========================================================================
+
+int W_GetNumForName (const char *name)
+{
+ int i;
+
+ i = W_CheckNumForName(name);
+ if (i != -1)
+ {
+ return i;
+ }
+ I_Error("W_GetNumForName: %s not found!", name);
+ return -1;
+}
+
+//==========================================================================
+//
+// W_LumpLength
+//
+// Returns the buffer size needed to load the given lump.
+//
+//==========================================================================
+
+int W_LumpLength(int lump)
+{
+ if (lump >= numlumps)
+ {
+ I_Error("W_LumpLength: %i >= numlumps", lump);
+ }
+ return lumpinfo[lump].size;
+}
+
+//==========================================================================
+//
+// W_ReadLump
+//
+// Loads the lump into the given buffer, which must be >= W_LumpLength().
+//
+//==========================================================================
+
+void W_ReadLump(int lump, void *dest)
+{
+ int c;
+ lumpinfo_t *l;
+
+ if (lump >= numlumps)
+ {
+ I_Error("W_ReadLump: %i >= numlumps", lump);
+ }
+ l = lumpinfo+lump;
+ seek(l->handle, l->position, 0);
+ c = read(l->handle, dest, l->size);
+ if (c < l->size)
+ {
+ I_Error("W_ReadLump: only read %i of %i on lump %i",
+ c, l->size, lump);
+ }
+}
+
+//==========================================================================
+//
+// W_CacheLumpNum
+//
+//==========================================================================
+
+void *W_CacheLumpNum(int lump, int tag)
+{
+ if ((unsigned)lump >= numlumps)
+ {
+ I_Error("W_CacheLumpNum: %i >= numlumps", lump);
+ }
+ if (!lumpcache[lump])
+ { // Need to read the lump in
+ Z_Malloc(W_LumpLength(lump), tag, &lumpcache[lump]);
+ W_ReadLump(lump, lumpcache[lump]);
+ }
+ else
+ {
+ Z_ChangeTag(lumpcache[lump], tag);
+ }
+ return lumpcache[lump];
+}
+
+//==========================================================================
+//
+// W_CacheLumpName
+//
+//==========================================================================
+
+void *W_CacheLumpName(const char *name, int tag)
+{
+ return W_CacheLumpNum(W_GetNumForName(name), tag);
+}
+
+//==========================================================================
+//
+// W_Profile
+//
+//==========================================================================
+
+// Ripped out for Heretic
+/*
+static int info[2500][10];
+static int profilecount;
+
+void W_Profile (void)
+{
+ int i;
+ memblock_t *block;
+ void *ptr;
+ char ch;
+ FILE *f;
+ int j;
+ char name[9];
+
+ for (i = 0; i < numlumps; i++)
+ {
+ ptr = lumpcache[i];
+ if (!ptr)
+ {
+ ch = ' ';
+ continue;
+ }
+ else
+ {
+ block = (memblock_t *) ( (byte *)ptr - sizeof(memblock_t));
+ if (block->tag < PU_PURGELEVEL)
+ ch = 'S';
+ else
+ ch = 'P';
+ }
+ info[i][profilecount] = ch;
+ }
+ profilecount++;
+
+ f = fopen ("waddump.txt","w");
+ name[8] = 0;
+ for (i = 0; i < numlumps; i++)
+ {
+ memcpy (name, lumpinfo[i].name, 8);
+ for (j = 0; j < 8; j++)
+ if (!name[j])
+ break;
+ for ( ; j < 8; j++)
+ name[j] = ' ';
+ fprintf (f,"%s ",name);
+ for (j = 0; j < profilecount; j++)
+ fprintf (f," %c",info[i][j]);
+ fprintf (f,"\n");
+ }
+ fclose (f);
+}
+*/
+
--- /dev/null
+++ b/z_zone.c
@@ -1,0 +1,388 @@
+// Z_zone.c
+
+#include "h2stdinc.h"
+#include "doomdef.h"
+
+/*
+==============================================================================
+
+ ZONE MEMORY ALLOCATION
+
+There is never any space between memblocks, and there will never be two
+contiguous free memblocks.
+
+The rover can be left pointing at a non-empty block
+
+It is of no value to free a cachable block, because it will get overwritten
+automatically if needed
+
+==============================================================================
+*/
+
+
+typedef struct
+{
+ int size; // total bytes malloced, including header
+ memblock_t blocklist; // start / end cap for linked list
+ memblock_t *rover;
+} memzone_t;
+
+static memzone_t *mainzone;
+boolean MallocFailureOk;
+
+/*
+========================
+=
+= Z_ClearZone
+=
+========================
+*/
+
+void Z_ClearZone (memzone_t *zone)
+{
+ memblock_t *block;
+
+// set the entire zone to one free block
+
+ zone->blocklist.next = zone->blocklist.prev = block =
+ (memblock_t *)( (byte *)zone + sizeof(memzone_t) );
+ zone->blocklist.user = (void **)zone;
+ zone->blocklist.tag = PU_STATIC;
+ zone->rover = block;
+
+ block->prev = block->next = &zone->blocklist;
+ block->user = NULL; // free block
+ block->size = zone->size - sizeof(memzone_t);
+}
+
+
+/*
+========================
+=
+= Z_Init
+=
+========================
+*/
+
+void Z_Init (void)
+{
+ memblock_t *block;
+ int size;
+
+ MallocFailureOk = false;
+ mainzone = (memzone_t *)I_ZoneBase (&size);
+ mainzone->size = size;
+
+// set the entire zone to one free block
+
+ mainzone->blocklist.next = mainzone->blocklist.prev = block =
+ (memblock_t *)( (byte *)mainzone + sizeof(memzone_t) );
+ mainzone->blocklist.user = (void **)mainzone;
+ mainzone->blocklist.tag = PU_STATIC;
+ mainzone->rover = block;
+
+ block->prev = block->next = &mainzone->blocklist;
+ block->user = NULL; // free block
+ block->size = mainzone->size - sizeof(memzone_t);
+}
+
+
+/*
+========================
+=
+= Z_Free
+=
+========================
+*/
+
+void Z_Free (void *ptr)
+{
+ memblock_t *block, *other;
+
+ block = (memblock_t *) ( (byte *)ptr - sizeof(memblock_t));
+ if (block->id != ZONEID)
+ I_Error ("Z_Free: freed a pointer without ZONEID");
+
+ if (block->user > (void **)0x100) // smaller values are not pointers
+ *block->user = 0; // clear the user's mark
+ block->user = NULL; // mark as free
+ block->tag = 0;
+ block->id = 0;
+
+ other = block->prev;
+ if (!other->user)
+ { // merge with previous free block
+ other->size += block->size;
+ other->next = block->next;
+ other->next->prev = other;
+ if (block == mainzone->rover)
+ mainzone->rover = other;
+ block = other;
+ }
+
+ other = block->next;
+ if (!other->user)
+ { // merge the next free block onto the end
+ block->size += other->size;
+ block->next = other->next;
+ block->next->prev = block;
+ if (other == mainzone->rover)
+ mainzone->rover = block;
+ }
+}
+
+
+/*
+========================
+=
+= Z_Malloc
+=
+= You can pass a NULL user if the tag is < PU_PURGELEVEL
+========================
+*/
+
+#define MINFRAGMENT 64
+
+void *Z_Malloc (int size, int tag, void *user)
+{
+ int extra;
+ memblock_t *start, *rover, *newblock, *base;
+
+//
+// scan through the block list looking for the first free block
+// of sufficient size, throwing out any purgable blocks along the way
+//
+ size += sizeof(memblock_t); // account for size of block header
+ size = (size + 7) & ~7; // align to 8-byte boundary
+
+//
+// if there is a free block behind the rover, back up over them
+//
+ base = mainzone->rover;
+ if (!base->prev->user)
+ base = base->prev;
+
+ rover = base;
+ start = base->prev;
+
+ do
+ {
+ if (rover == start) // scaned all the way around the list
+ {
+ if (MallocFailureOk == true)
+ {
+ return NULL;
+ }
+ else
+ {
+ I_Error("Z_Malloc: failed on allocation of %i bytes", size);
+ }
+ }
+ if (rover->user)
+ {
+ if (rover->tag < PU_PURGELEVEL)
+ // hit a block that can't be purged, so move base past it
+ base = rover = rover->next;
+ else
+ {
+ // free the rover block (adding the size to base)
+ base = base->prev; // the rover can be the base block
+ Z_Free ((byte *)rover + sizeof(memblock_t));
+ base = base->next;
+ rover = base->next;
+ }
+ }
+ else
+ rover = rover->next;
+ } while (base->user || base->size < size);
+
+//
+// found a block big enough
+//
+ extra = base->size - size;
+ if (extra > MINFRAGMENT)
+ { // there will be a free fragment after the allocated block
+ newblock = (memblock_t *) ((byte *)base + size);
+ newblock->size = extra;
+ newblock->user = NULL; // free block
+ newblock->tag = 0;
+ newblock->prev = base;
+ newblock->next = base->next;
+ newblock->next->prev = newblock;
+ base->next = newblock;
+ base->size = size;
+ }
+
+ if (user)
+ {
+ base->user = (void **)user; // mark as an in use block
+ *(void **)user = (void *) ((byte *)base + sizeof(memblock_t));
+ }
+ else
+ {
+ if (tag >= PU_PURGELEVEL)
+ I_Error ("Z_Malloc: an owner is required for purgable blocks");
+ base->user = (void **) 2; // mark as in use, but unowned
+ }
+ base->tag = tag;
+
+ mainzone->rover = base->next; // next allocation will start looking here
+
+ base->id = ZONEID;
+ return (void *) ((byte *)base + sizeof(memblock_t));
+}
+
+
+/*
+========================
+=
+= Z_FreeTags
+=
+========================
+*/
+
+void Z_FreeTags (int lowtag, int hightag)
+{
+ memblock_t *block, *next;
+
+ for (block = mainzone->blocklist.next ; block != &mainzone->blocklist; block = next)
+ {
+ next = block->next; // get link before freeing
+ if (!block->user)
+ continue; // free block
+ if (block->tag >= lowtag && block->tag <= hightag)
+ Z_Free ( (byte *)block+sizeof(memblock_t));
+ }
+}
+
+/*
+========================
+=
+= Z_DumpHeap
+=
+========================
+*/
+
+void Z_DumpHeap (int lowtag, int hightag)
+{
+ memblock_t *block;
+
+ printf ("zone size: %i location: %p\n", mainzone->size,mainzone);
+ printf ("tag range: %i to %i\n", lowtag, hightag);
+
+ for (block = mainzone->blocklist.next ; ; block = block->next)
+ {
+ if (block->tag >= lowtag && block->tag <= hightag)
+ printf ("block:%p size:%7i user:%p tag:%3i\n",
+ block, block->size, block->user, block->tag);
+
+ if (block->next == &mainzone->blocklist)
+ break; // all blocks have been hit
+ if ( (byte *)block + block->size != (byte *)block->next)
+ printf ("ERROR: block size does not touch the next block\n");
+ if ( block->next->prev != block)
+ printf ("ERROR: next block doesn't have proper back link\n");
+ if (!block->user && !block->next->user)
+ printf ("ERROR: two consecutive free blocks\n");
+ }
+}
+
+/*
+========================
+=
+= Z_FileDumpHeap
+=
+========================
+*/
+
+void Z_FileDumpHeap (FILE *f)
+{
+ memblock_t *block;
+
+ fprintf (f, "zone size: %i location: %p\n", mainzone->size, mainzone);
+
+ for (block = mainzone->blocklist.next ; ; block = block->next)
+ {
+ fprintf (f, "block:%p size:%7i user:%p tag:%3i\n",
+ block, block->size, block->user, block->tag);
+
+ if (block->next == &mainzone->blocklist)
+ break; // all blocks have been hit
+ if ( (byte *)block + block->size != (byte *)block->next)
+ fprintf (f, "ERROR: block size does not touch the next block\n");
+ if ( block->next->prev != block)
+ fprintf (f, "ERROR: next block doesn't have proper back link\n");
+ if (!block->user && !block->next->user)
+ fprintf (f, "ERROR: two consecutive free blocks\n");
+ }
+}
+
+/*
+========================
+=
+= Z_CheckHeap
+=
+========================
+*/
+
+void Z_CheckHeap (void)
+{
+ memblock_t *block;
+
+ for (block = mainzone->blocklist.next ; ; block = block->next)
+ {
+ if (block->next == &mainzone->blocklist)
+ break; // all blocks have been hit
+ if ( (byte *)block + block->size != (byte *)block->next)
+ I_Error ("Z_CheckHeap: block size does not touch the next block\n");
+ if ( block->next->prev != block)
+ I_Error ("Z_CheckHeap: next block doesn't have proper back link\n");
+ if (!block->user && !block->next->user)
+ I_Error ("Z_CheckHeap: two consecutive free blocks\n");
+ }
+}
+
+
+/*
+========================
+=
+= Z_ChangeTag
+=
+========================
+*/
+
+void Z_ChangeTag2 (void *ptr, int tag)
+{
+ memblock_t *block;
+
+ block = (memblock_t *) ( (byte *)ptr - sizeof(memblock_t));
+ if (block->id != ZONEID)
+ I_Error ("Z_ChangeTag: freed a pointer without ZONEID");
+ if (tag >= PU_PURGELEVEL && (uintptr_t)block->user < 0x100)
+ I_Error ("Z_ChangeTag: an owner is required for purgable blocks");
+ block->tag = tag;
+}
+
+
+/*
+========================
+=
+= Z_FreeMemory
+=
+========================
+*/
+
+int Z_FreeMemory (void)
+{
+ memblock_t *block;
+ int freemem;
+
+ freemem = 0;
+ for (block = mainzone->blocklist.next ; block != &mainzone->blocklist; block = block->next)
+ {
+ if (!block->user || block->tag >= PU_PURGELEVEL)
+ freemem += block->size;
+ }
+ return freemem;
+}
+