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wl_def.h
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wl_def.h
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#ifndef WL_DEF_H
#define WL_DEF_H
// Defines which version shall be built and configures supported extra features
#include "version.h"
#include <assert.h>
#include <fcntl.h>
#include <math.h>
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <SDL.h>
#include <stdint.h>
#include <string.h>
#include <stdarg.h>
#if !defined O_BINARY
# define O_BINARY 0
#endif
/*
the pragma pack(1) that was here
caused problems when linking to std.
std::pairs for exampled ended up packed
but the compiled library so/dll
uses normal offsets naturally.
gcc and libstdc++ work fine now.
delete any old config file and don't load old saves
they will not load right in a new build
*/
#define YESBUTTONNAME "Y"
#define NOBUTTONNAME "N"
#include "foreign.h"
#ifndef SPEAR
#include "audiowl6.h"
#ifdef UPLOAD
#include "gfxv_apo.h"
#else
#ifdef GOODTIMES
#include "gfxv_wl6.h"
#else
#include "gfxv_apo.h"
#endif
#endif
#else
#include "audiosod.h"
#include "gfxv_sod.h"
#include "f_spear.h"
#endif
typedef uint8_t byte;
typedef uint16_t word;
typedef int32_t fixed;
typedef uint32_t longword;
typedef int8_t boolean;
typedef void* memptr;
typedef struct
{
int x, y;
} Point;
typedef struct
{
Point ul, lr;
} Rect;
void Quit(const char* errorStr, ...);
#include "id_pm.h"
#include "id_sd.h"
#include "id_in.h"
#include "id_vl.h"
#include "id_vh.h"
#include "id_us.h"
#include "id_ca.h"
#include "wl_menu.h"
#define MAPSPOT(x,y,plane) (mapsegs[plane][((y)<<mapshift)+(x)])
#define SIGN(x) ((x)>0?1:-1)
#define ABS(x) ((int)(x)>0?(x):-(x))
#define LABS(x) ((int32_t)(x)>0?(x):-(x))
#define abs(x) ABS(x)
/*
=============================================================================
GLOBAL CONSTANTS
=============================================================================
*/
#define MAXTICS 10
#define DEMOTICS 4
#define MAXACTORS 150 // max number of nazis, etc / map
#define MAXSTATS 400 // max number of lamps, bonus, etc
#define MAXDOORS 64 // max number of sliding doors
#define MAXWALLTILES 64 // max number of wall tiles
//
// tile constants
//
#define ICONARROWS 90
#define PUSHABLETILE 98
#define EXITTILE 99 // at end of castle
#define AREATILE 107 // first of NUMAREAS floor tiles
#define NUMAREAS 37
#define ELEVATORTILE 21
#define AMBUSHTILE 106
#define ALTELEVATORTILE 107
#define NUMBERCHARS 9
//----------------
#define EXTRAPOINTS 40000
#define PLAYERSPEED 3000
#define RUNSPEED 6000
#define SCREENSEG 0xa000
#define SCREENBWIDE 80
#define HEIGHTRATIO 0.50 // also defined in id_mm.c
#define BORDERCOLOR 3
#define FLASHCOLOR 5
#define FLASHTICS 4
#ifndef SPEAR
#define LRpack 8 // # of levels to store in endgame
#else
#define LRpack 20
#endif
#define PLAYERSIZE MINDIST // player radius
#define MINACTORDIST 0x10000l // minimum dist from player center
// to any actor center
#define NUMLATCHPICS 100
#undef M_PI
#define PI 3.141592657
#define M_PI PI
#define GLOBAL1 (1l<<16)
#define TILEGLOBAL GLOBAL1
#define PIXGLOBAL (GLOBAL1/64)
#define TILESHIFT 16l
#define UNSIGNEDSHIFT 8
#define ANGLES 360 // must be divisable by 4
#define ANGLEQUAD (ANGLES/4)
#define FINEANGLES 3600
#define ANG90 (FINEANGLES/4)
#define ANG180 (ANG90*2)
#define ANG270 (ANG90*3)
#define ANG360 (ANG90*4)
#define VANG90 (ANGLES/4)
#define VANG180 (VANG90*2)
#define VANG270 (VANG90*3)
#define VANG360 (VANG90*4)
#define MINDIST (0x5800l)
#define mapshift 6
#define MAPSIZE (1<<mapshift)
#define maparea MAPSIZE*MAPSIZE
#define mapheight MAPSIZE
#define mapwidth MAPSIZE
#define TEXTURESHIFT 6
#define TEXTURESIZE (1<<TEXTURESHIFT)
#define TEXTUREFROMFIXEDSHIFT 4
#define TEXTUREMASK (TEXTURESIZE*(TEXTURESIZE-1))
#define SPRITESCALEFACTOR 2
#define NORTH 0
#define EAST 1
#define SOUTH 2
#define WEST 3
#define STATUSLINES 40
#define SCREENSIZE (SCREENBWIDE*208)
#define PAGE1START 0
#define PAGE2START (SCREENSIZE)
#define PAGE3START (SCREENSIZE*2u)
#define FREESTART (SCREENSIZE*3u)
#define PIXRADIUS 512
#define STARTAMMO 8
// object flag values
typedef enum
{
FL_SHOOTABLE = 0x00000001,
FL_BONUS = 0x00000002,
FL_NEVERMARK = 0x00000004,
FL_VISABLE = 0x00000008,
FL_ATTACKMODE = 0x00000010,
FL_FIRSTATTACK = 0x00000020,
FL_AMBUSH = 0x00000040,
FL_NONMARK = 0x00000080,
FL_FULLBRIGHT = 0x00000100,
// next free bit is 0x00001000
} objflag_t;
//
// sprite constants
//
enum
{
SPR_DEMO,
#ifndef APOGEE_1_0
SPR_DEATHCAM,
#endif
//
// static sprites
//
SPR_STAT_0, SPR_STAT_1, SPR_STAT_2, SPR_STAT_3,
SPR_STAT_4, SPR_STAT_5, SPR_STAT_6, SPR_STAT_7,
SPR_STAT_8, SPR_STAT_9, SPR_STAT_10, SPR_STAT_11,
SPR_STAT_12, SPR_STAT_13, SPR_STAT_14, SPR_STAT_15,
SPR_STAT_16, SPR_STAT_17, SPR_STAT_18, SPR_STAT_19,
SPR_STAT_20, SPR_STAT_21, SPR_STAT_22, SPR_STAT_23,
SPR_STAT_24, SPR_STAT_25, SPR_STAT_26, SPR_STAT_27,
SPR_STAT_28, SPR_STAT_29, SPR_STAT_30, SPR_STAT_31,
SPR_STAT_32, SPR_STAT_33, SPR_STAT_34, SPR_STAT_35,
SPR_STAT_36, SPR_STAT_37, SPR_STAT_38, SPR_STAT_39,
SPR_STAT_40, SPR_STAT_41, SPR_STAT_42, SPR_STAT_43,
SPR_STAT_44, SPR_STAT_45, SPR_STAT_46, SPR_STAT_47,
#ifdef SPEAR
SPR_STAT_48, SPR_STAT_49, SPR_STAT_50, SPR_STAT_51,
#endif
//
// guard
//
SPR_GRD_S_1, SPR_GRD_S_2, SPR_GRD_S_3, SPR_GRD_S_4,
SPR_GRD_S_5, SPR_GRD_S_6, SPR_GRD_S_7, SPR_GRD_S_8,
SPR_GRD_W1_1, SPR_GRD_W1_2, SPR_GRD_W1_3, SPR_GRD_W1_4,
SPR_GRD_W1_5, SPR_GRD_W1_6, SPR_GRD_W1_7, SPR_GRD_W1_8,
SPR_GRD_W2_1, SPR_GRD_W2_2, SPR_GRD_W2_3, SPR_GRD_W2_4,
SPR_GRD_W2_5, SPR_GRD_W2_6, SPR_GRD_W2_7, SPR_GRD_W2_8,
SPR_GRD_W3_1, SPR_GRD_W3_2, SPR_GRD_W3_3, SPR_GRD_W3_4,
SPR_GRD_W3_5, SPR_GRD_W3_6, SPR_GRD_W3_7, SPR_GRD_W3_8,
SPR_GRD_W4_1, SPR_GRD_W4_2, SPR_GRD_W4_3, SPR_GRD_W4_4,
SPR_GRD_W4_5, SPR_GRD_W4_6, SPR_GRD_W4_7, SPR_GRD_W4_8,
SPR_GRD_PAIN_1, SPR_GRD_DIE_1, SPR_GRD_DIE_2, SPR_GRD_DIE_3,
SPR_GRD_PAIN_2, SPR_GRD_DEAD,
SPR_GRD_SHOOT1, SPR_GRD_SHOOT2, SPR_GRD_SHOOT3,
//
// dogs
//
SPR_DOG_W1_1, SPR_DOG_W1_2, SPR_DOG_W1_3, SPR_DOG_W1_4,
SPR_DOG_W1_5, SPR_DOG_W1_6, SPR_DOG_W1_7, SPR_DOG_W1_8,
SPR_DOG_W2_1, SPR_DOG_W2_2, SPR_DOG_W2_3, SPR_DOG_W2_4,
SPR_DOG_W2_5, SPR_DOG_W2_6, SPR_DOG_W2_7, SPR_DOG_W2_8,
SPR_DOG_W3_1, SPR_DOG_W3_2, SPR_DOG_W3_3, SPR_DOG_W3_4,
SPR_DOG_W3_5, SPR_DOG_W3_6, SPR_DOG_W3_7, SPR_DOG_W3_8,
SPR_DOG_W4_1, SPR_DOG_W4_2, SPR_DOG_W4_3, SPR_DOG_W4_4,
SPR_DOG_W4_5, SPR_DOG_W4_6, SPR_DOG_W4_7, SPR_DOG_W4_8,
SPR_DOG_DIE_1, SPR_DOG_DIE_2, SPR_DOG_DIE_3, SPR_DOG_DEAD,
SPR_DOG_JUMP1, SPR_DOG_JUMP2, SPR_DOG_JUMP3,
//
// ss
//
SPR_SS_S_1, SPR_SS_S_2, SPR_SS_S_3, SPR_SS_S_4,
SPR_SS_S_5, SPR_SS_S_6, SPR_SS_S_7, SPR_SS_S_8,
SPR_SS_W1_1, SPR_SS_W1_2, SPR_SS_W1_3, SPR_SS_W1_4,
SPR_SS_W1_5, SPR_SS_W1_6, SPR_SS_W1_7, SPR_SS_W1_8,
SPR_SS_W2_1, SPR_SS_W2_2, SPR_SS_W2_3, SPR_SS_W2_4,
SPR_SS_W2_5, SPR_SS_W2_6, SPR_SS_W2_7, SPR_SS_W2_8,
SPR_SS_W3_1, SPR_SS_W3_2, SPR_SS_W3_3, SPR_SS_W3_4,
SPR_SS_W3_5, SPR_SS_W3_6, SPR_SS_W3_7, SPR_SS_W3_8,
SPR_SS_W4_1, SPR_SS_W4_2, SPR_SS_W4_3, SPR_SS_W4_4,
SPR_SS_W4_5, SPR_SS_W4_6, SPR_SS_W4_7, SPR_SS_W4_8,
SPR_SS_PAIN_1, SPR_SS_DIE_1, SPR_SS_DIE_2, SPR_SS_DIE_3,
SPR_SS_PAIN_2, SPR_SS_DEAD,
SPR_SS_SHOOT1, SPR_SS_SHOOT2, SPR_SS_SHOOT3,
//
// mutant
//
SPR_MUT_S_1, SPR_MUT_S_2, SPR_MUT_S_3, SPR_MUT_S_4,
SPR_MUT_S_5, SPR_MUT_S_6, SPR_MUT_S_7, SPR_MUT_S_8,
SPR_MUT_W1_1, SPR_MUT_W1_2, SPR_MUT_W1_3, SPR_MUT_W1_4,
SPR_MUT_W1_5, SPR_MUT_W1_6, SPR_MUT_W1_7, SPR_MUT_W1_8,
SPR_MUT_W2_1, SPR_MUT_W2_2, SPR_MUT_W2_3, SPR_MUT_W2_4,
SPR_MUT_W2_5, SPR_MUT_W2_6, SPR_MUT_W2_7, SPR_MUT_W2_8,
SPR_MUT_W3_1, SPR_MUT_W3_2, SPR_MUT_W3_3, SPR_MUT_W3_4,
SPR_MUT_W3_5, SPR_MUT_W3_6, SPR_MUT_W3_7, SPR_MUT_W3_8,
SPR_MUT_W4_1, SPR_MUT_W4_2, SPR_MUT_W4_3, SPR_MUT_W4_4,
SPR_MUT_W4_5, SPR_MUT_W4_6, SPR_MUT_W4_7, SPR_MUT_W4_8,
SPR_MUT_PAIN_1, SPR_MUT_DIE_1, SPR_MUT_DIE_2, SPR_MUT_DIE_3,
SPR_MUT_PAIN_2, SPR_MUT_DIE_4, SPR_MUT_DEAD,
SPR_MUT_SHOOT1, SPR_MUT_SHOOT2, SPR_MUT_SHOOT3, SPR_MUT_SHOOT4,
//
// officer
//
SPR_OFC_S_1, SPR_OFC_S_2, SPR_OFC_S_3, SPR_OFC_S_4,
SPR_OFC_S_5, SPR_OFC_S_6, SPR_OFC_S_7, SPR_OFC_S_8,
SPR_OFC_W1_1, SPR_OFC_W1_2, SPR_OFC_W1_3, SPR_OFC_W1_4,
SPR_OFC_W1_5, SPR_OFC_W1_6, SPR_OFC_W1_7, SPR_OFC_W1_8,
SPR_OFC_W2_1, SPR_OFC_W2_2, SPR_OFC_W2_3, SPR_OFC_W2_4,
SPR_OFC_W2_5, SPR_OFC_W2_6, SPR_OFC_W2_7, SPR_OFC_W2_8,
SPR_OFC_W3_1, SPR_OFC_W3_2, SPR_OFC_W3_3, SPR_OFC_W3_4,
SPR_OFC_W3_5, SPR_OFC_W3_6, SPR_OFC_W3_7, SPR_OFC_W3_8,
SPR_OFC_W4_1, SPR_OFC_W4_2, SPR_OFC_W4_3, SPR_OFC_W4_4,
SPR_OFC_W4_5, SPR_OFC_W4_6, SPR_OFC_W4_7, SPR_OFC_W4_8,
SPR_OFC_PAIN_1, SPR_OFC_DIE_1, SPR_OFC_DIE_2, SPR_OFC_DIE_3,
SPR_OFC_PAIN_2, SPR_OFC_DIE_4, SPR_OFC_DEAD,
SPR_OFC_SHOOT1, SPR_OFC_SHOOT2, SPR_OFC_SHOOT3,
#ifndef SPEAR
//
// ghosts
//
SPR_BLINKY_W1, SPR_BLINKY_W2, SPR_PINKY_W1, SPR_PINKY_W2,
SPR_CLYDE_W1, SPR_CLYDE_W2, SPR_INKY_W1, SPR_INKY_W2,
//
// hans
//
SPR_BOSS_W1, SPR_BOSS_W2, SPR_BOSS_W3, SPR_BOSS_W4,
SPR_BOSS_SHOOT1, SPR_BOSS_SHOOT2, SPR_BOSS_SHOOT3, SPR_BOSS_DEAD,
SPR_BOSS_DIE1, SPR_BOSS_DIE2, SPR_BOSS_DIE3,
//
// schabbs
//
SPR_SCHABB_W1, SPR_SCHABB_W2, SPR_SCHABB_W3, SPR_SCHABB_W4,
SPR_SCHABB_SHOOT1, SPR_SCHABB_SHOOT2,
SPR_SCHABB_DIE1, SPR_SCHABB_DIE2, SPR_SCHABB_DIE3, SPR_SCHABB_DEAD,
SPR_HYPO1, SPR_HYPO2, SPR_HYPO3, SPR_HYPO4,
//
// fake
//
SPR_FAKE_W1, SPR_FAKE_W2, SPR_FAKE_W3, SPR_FAKE_W4,
SPR_FAKE_SHOOT, SPR_FIRE1, SPR_FIRE2,
SPR_FAKE_DIE1, SPR_FAKE_DIE2, SPR_FAKE_DIE3, SPR_FAKE_DIE4,
SPR_FAKE_DIE5, SPR_FAKE_DEAD,
//
// hitler
//
SPR_MECHA_W1, SPR_MECHA_W2, SPR_MECHA_W3, SPR_MECHA_W4,
SPR_MECHA_SHOOT1, SPR_MECHA_SHOOT2, SPR_MECHA_SHOOT3, SPR_MECHA_DEAD,
SPR_MECHA_DIE1, SPR_MECHA_DIE2, SPR_MECHA_DIE3,
SPR_HITLER_W1, SPR_HITLER_W2, SPR_HITLER_W3, SPR_HITLER_W4,
SPR_HITLER_SHOOT1, SPR_HITLER_SHOOT2, SPR_HITLER_SHOOT3, SPR_HITLER_DEAD,
SPR_HITLER_DIE1, SPR_HITLER_DIE2, SPR_HITLER_DIE3, SPR_HITLER_DIE4,
SPR_HITLER_DIE5, SPR_HITLER_DIE6, SPR_HITLER_DIE7,
//
// giftmacher
//
SPR_GIFT_W1, SPR_GIFT_W2, SPR_GIFT_W3, SPR_GIFT_W4,
SPR_GIFT_SHOOT1, SPR_GIFT_SHOOT2,
SPR_GIFT_DIE1, SPR_GIFT_DIE2, SPR_GIFT_DIE3, SPR_GIFT_DEAD,
#endif
//
// Rocket, smoke and small explosion
//
SPR_ROCKET_1, SPR_ROCKET_2, SPR_ROCKET_3, SPR_ROCKET_4,
SPR_ROCKET_5, SPR_ROCKET_6, SPR_ROCKET_7, SPR_ROCKET_8,
SPR_SMOKE_1, SPR_SMOKE_2, SPR_SMOKE_3, SPR_SMOKE_4,
SPR_BOOM_1, SPR_BOOM_2, SPR_BOOM_3,
//
// Angel of Death's DeathSparks(tm)
//
#ifdef SPEAR
SPR_HROCKET_1, SPR_HROCKET_2, SPR_HROCKET_3, SPR_HROCKET_4,
SPR_HROCKET_5, SPR_HROCKET_6, SPR_HROCKET_7, SPR_HROCKET_8,
SPR_HSMOKE_1, SPR_HSMOKE_2, SPR_HSMOKE_3, SPR_HSMOKE_4,
SPR_HBOOM_1, SPR_HBOOM_2, SPR_HBOOM_3,
SPR_SPARK1, SPR_SPARK2, SPR_SPARK3, SPR_SPARK4,
#endif
#ifndef SPEAR
//
// gretel
//
SPR_GRETEL_W1, SPR_GRETEL_W2, SPR_GRETEL_W3, SPR_GRETEL_W4,
SPR_GRETEL_SHOOT1, SPR_GRETEL_SHOOT2, SPR_GRETEL_SHOOT3, SPR_GRETEL_DEAD,
SPR_GRETEL_DIE1, SPR_GRETEL_DIE2, SPR_GRETEL_DIE3,
//
// fat face
//
SPR_FAT_W1, SPR_FAT_W2, SPR_FAT_W3, SPR_FAT_W4,
SPR_FAT_SHOOT1, SPR_FAT_SHOOT2, SPR_FAT_SHOOT3, SPR_FAT_SHOOT4,
SPR_FAT_DIE1, SPR_FAT_DIE2, SPR_FAT_DIE3, SPR_FAT_DEAD,
//
// bj
//
#ifdef APOGEE_1_0
SPR_BJ_W1 = 360,
#elif defined(APOGEE_1_1) && defined(UPLOAD)
SPR_BJ_W1 = 406,
#else
SPR_BJ_W1,
#endif
SPR_BJ_W2, SPR_BJ_W3, SPR_BJ_W4,
SPR_BJ_JUMP1, SPR_BJ_JUMP2, SPR_BJ_JUMP3, SPR_BJ_JUMP4,
#else
//
// THESE ARE FOR 'SPEAR OF DESTINY'
//
//
// Trans Grosse
//
SPR_TRANS_W1, SPR_TRANS_W2, SPR_TRANS_W3, SPR_TRANS_W4,
SPR_TRANS_SHOOT1, SPR_TRANS_SHOOT2, SPR_TRANS_SHOOT3, SPR_TRANS_DEAD,
SPR_TRANS_DIE1, SPR_TRANS_DIE2, SPR_TRANS_DIE3,
//
// Wilhelm
//
SPR_WILL_W1, SPR_WILL_W2, SPR_WILL_W3, SPR_WILL_W4,
SPR_WILL_SHOOT1, SPR_WILL_SHOOT2, SPR_WILL_SHOOT3, SPR_WILL_SHOOT4,
SPR_WILL_DIE1, SPR_WILL_DIE2, SPR_WILL_DIE3, SPR_WILL_DEAD,
//
// UberMutant
//
SPR_UBER_W1, SPR_UBER_W2, SPR_UBER_W3, SPR_UBER_W4,
SPR_UBER_SHOOT1, SPR_UBER_SHOOT2, SPR_UBER_SHOOT3, SPR_UBER_SHOOT4,
SPR_UBER_DIE1, SPR_UBER_DIE2, SPR_UBER_DIE3, SPR_UBER_DIE4,
SPR_UBER_DEAD,
//
// Death Knight
//
SPR_DEATH_W1, SPR_DEATH_W2, SPR_DEATH_W3, SPR_DEATH_W4,
SPR_DEATH_SHOOT1, SPR_DEATH_SHOOT2, SPR_DEATH_SHOOT3, SPR_DEATH_SHOOT4,
SPR_DEATH_DIE1, SPR_DEATH_DIE2, SPR_DEATH_DIE3, SPR_DEATH_DIE4,
SPR_DEATH_DIE5, SPR_DEATH_DIE6, SPR_DEATH_DEAD,
//
// Ghost
//
SPR_SPECTRE_W1, SPR_SPECTRE_W2, SPR_SPECTRE_W3, SPR_SPECTRE_W4,
SPR_SPECTRE_F1, SPR_SPECTRE_F2, SPR_SPECTRE_F3, SPR_SPECTRE_F4,
//
// Angel of Death
//
SPR_ANGEL_W1, SPR_ANGEL_W2, SPR_ANGEL_W3, SPR_ANGEL_W4,
SPR_ANGEL_SHOOT1, SPR_ANGEL_SHOOT2, SPR_ANGEL_TIRED1, SPR_ANGEL_TIRED2,
SPR_ANGEL_DIE1, SPR_ANGEL_DIE2, SPR_ANGEL_DIE3, SPR_ANGEL_DIE4,
SPR_ANGEL_DIE5, SPR_ANGEL_DIE6, SPR_ANGEL_DIE7, SPR_ANGEL_DEAD,
#endif
//
// player attack frames
//
SPR_KNIFEREADY, SPR_KNIFEATK1, SPR_KNIFEATK2, SPR_KNIFEATK3,
SPR_KNIFEATK4,
SPR_PISTOLREADY, SPR_PISTOLATK1, SPR_PISTOLATK2, SPR_PISTOLATK3,
SPR_PISTOLATK4,
SPR_MACHINEGUNREADY, SPR_MACHINEGUNATK1, SPR_MACHINEGUNATK2, MACHINEGUNATK3,
SPR_MACHINEGUNATK4,
SPR_CHAINREADY, SPR_CHAINATK1, SPR_CHAINATK2, SPR_CHAINATK3,
SPR_CHAINATK4,
};
/*
=============================================================================
GLOBAL TYPES
=============================================================================
*/
typedef enum {
di_north,
di_east,
di_south,
di_west
} controldir_t;
typedef enum {
dr_normal,
dr_lock1,
dr_lock2,
dr_lock3,
dr_lock4,
dr_elevator
} door_t;
typedef enum {
ac_badobject = -1,
ac_no,
ac_yes,
ac_allways
} activetype;
typedef enum {
nothing,
playerobj,
inertobj,
guardobj,
officerobj,
ssobj,
dogobj,
bossobj,
schabbobj,
fakeobj,
mechahitlerobj,
mutantobj,
needleobj,
fireobj,
bjobj,
ghostobj,
realhitlerobj,
gretelobj,
giftobj,
fatobj,
rocketobj,
spectreobj,
angelobj,
transobj,
uberobj,
willobj,
deathobj,
hrocketobj,
sparkobj
} classtype;
typedef enum {
none,
block,
bo_gibs,
bo_alpo,
bo_firstaid,
bo_key1,
bo_key2,
bo_key3,
bo_key4,
bo_cross,
bo_chalice,
bo_bible,
bo_crown,
bo_clip,
bo_clip2,
bo_machinegun,
bo_chaingun,
bo_food,
bo_fullheal,
bo_25clip,
bo_spear
} wl_stat_t;
typedef enum {
east,
northeast,
north,
northwest,
west,
southwest,
south,
southeast,
nodir
} dirtype;
#define NUMENEMIES 22
typedef enum {
en_guard,
en_officer,
en_ss,
en_dog,
en_boss,
en_schabbs,
en_fake,
en_hitler,
en_mutant,
en_blinky,
en_clyde,
en_pinky,
en_inky,
en_gretel,
en_gift,
en_fat,
en_spectre,
en_angel,
en_trans,
en_uber,
en_will,
en_death
} enemy_t;
typedef void (*statefunc) (void*);
typedef struct statestruct
{
boolean rotate;
short shapenum; // a shapenum of -1 means get from ob->temp1
short tictime;
void (*think) (void*), (*action) (void*);
struct statestruct* next;
} statetype;
//---------------------
//
// trivial actor structure
//
//---------------------
typedef struct statstruct
{
byte tilex, tiley;
short shapenum; // if shapenum == -1 the obj has been removed
byte* visspot;
uint32_t flags;
byte itemnumber;
} statobj_t;
//---------------------
//
// door actor structure
//
//---------------------
typedef enum
{
dr_open, dr_closed, dr_opening, dr_closing
} doortype;
typedef struct doorstruct
{
byte tilex, tiley;
boolean vertical;
byte lock;
doortype action;
short ticcount;
} doorobj_t;
//--------------------
//
// thinking actor structure
//
//--------------------
typedef struct objstruct
{
activetype active;
short ticcount;
classtype obclass;
statetype* state;
uint32_t flags; // FL_SHOOTABLE, etc
int32_t distance; // if negative, wait for that door to open
dirtype dir;
fixed x, y;
word tilex, tiley;
byte areanumber;
short viewx;
word viewheight;
fixed transx, transy; // in global coord
short angle;
short hitpoints;
int32_t speed;
short temp1, temp2, hidden;
struct objstruct* next, * prev;
} objtype;
enum
{
bt_nobutton = -1,
bt_attack = 0,
bt_strafe,
bt_run,
bt_use,
bt_readyknife,
bt_readypistol,
bt_readymachinegun,
bt_readychaingun,
bt_nextweapon,
bt_prevweapon,
bt_esc,
bt_pause,
bt_strafeleft,
bt_straferight,
bt_moveforward,
bt_movebackward,
bt_turnleft,
bt_turnright,
NUMBUTTONS
};
#define NUMWEAPONS 4
typedef enum
{
wp_knife,
wp_pistol,
wp_machinegun,
wp_chaingun
} weapontype;
enum
{
gd_baby,
gd_easy,
gd_medium,
gd_hard
};
//---------------
//
// gamestate structure
//
//---------------
typedef struct
{
short difficulty;
short mapon;
int32_t oldscore, score, nextextra;
short lives;
short health;
short ammo;
short keys;
weapontype bestweapon, weapon, chosenweapon;
short faceframe;
short attackframe, attackcount, weaponframe;
short episode, secretcount, treasurecount, killcount,
secrettotal, treasuretotal, killtotal;
int32_t TimeCount;
int32_t killx, killy;
boolean victoryflag; // set during victory animations
} gametype;
typedef enum
{
ex_stillplaying,
ex_completed,
ex_died,
ex_warped,
ex_resetgame,
ex_loadedgame,
ex_victorious,
ex_abort,
ex_demodone,
ex_secretlevel
} exit_t;
extern word* mapsegs[MAPPLANES];
extern int mapon;
/*
=============================================================================
WL_MAIN DEFINITIONS
=============================================================================
*/
extern boolean loadedgame;
extern fixed focallength;
extern int viewscreenx, viewscreeny;
extern int viewwidth;
extern int viewheight;
extern short centerx;
extern int32_t heightnumerator;
extern fixed scale;
extern int dirangle[9];
extern int mouseadjustment;
extern int shootdelta;
extern unsigned screenofs;
extern boolean startgame;
extern char str[80];
extern char configdir[256];
extern char configname[13];
//
// Command line parameter variables
//
extern boolean param_debugmode;
extern boolean param_nowait;
extern int param_difficulty;
extern int param_tedlevel;
extern int param_joystickindex;
extern int param_joystickhat;
extern int param_samplerate;
extern int param_audiobuffer;
extern int param_mission;
extern boolean param_goodtimes;
extern boolean param_ignorenumchunks;
void NewGame(int difficulty, int episode);
void CalcProjection(int32_t focal);
void NewViewSize(int width);
boolean SetViewSize(unsigned width, unsigned height);
boolean LoadTheGame(FILE* file, int x, int y);
boolean SaveTheGame(FILE* file, int x, int y);
void ShowViewSize(int width);
void ShutdownId(void);
/*
=============================================================================
WL_GAME DEFINITIONS
=============================================================================
*/
extern gametype gamestate;
extern byte bordercol;
extern SDL_Surface* latchpics[NUMLATCHPICS];
extern char demoname[13];
void SetupGameLevel(void);
void GameLoop(void);
void DrawPlayBorder(void);
void DrawStatusBorder(byte color);
void DrawPlayScreen(void);
void DrawPlayBorderSides(void);
void ShowActStatus();
void PlayDemo(int demonumber);
void RecordDemo(void);
#ifdef SPEAR
extern int32_t spearx, speary;
extern unsigned spearangle;
extern boolean spearflag;
#endif
#define ClearMemory SD_StopDigitized
// JAB
#define PlaySoundLocTile(s,tx,ty) PlaySoundLocGlobal(s,(((int32_t)(tx) << TILESHIFT) + (1L << (TILESHIFT - 1))),(((int32_t)ty << TILESHIFT) + (1L << (TILESHIFT - 1))))
#define PlaySoundLocActor(s,ob) PlaySoundLocGlobal(s,(ob)->x,(ob)->y)
void PlaySoundLocGlobal(word s, fixed gx, fixed gy);
void UpdateSoundLoc(void);
/*
=============================================================================
WL_PLAY DEFINITIONS
=============================================================================
*/
#define BASEMOVE 35
#define RUNMOVE 70
#define BASETURN 35
#define RUNTURN 70
#define JOYSCALE 2
extern byte tilemap[MAPSIZE][MAPSIZE]; // wall values only
extern byte spotvis[MAPSIZE][MAPSIZE];
extern objtype* actorat[MAPSIZE][MAPSIZE];
extern objtype* player;
extern unsigned tics;
extern int viewsize;
extern int lastgamemusicoffset;
//
// current user input
//
extern int controlx, controly; // range from -100 to 100
extern boolean buttonstate[NUMBUTTONS];
extern objtype objlist[MAXACTORS];
extern boolean buttonheld[NUMBUTTONS];
extern exit_t playstate;
extern boolean madenoise;
extern statobj_t statobjlist[MAXSTATS];
extern statobj_t* laststatobj;
extern objtype* newobj, * killerobj;
extern doorobj_t doorobjlist[MAXDOORS];
extern doorobj_t* lastdoorobj;
extern int godmode;
extern boolean demorecord, demoplayback;
extern int8_t* demoptr, * lastdemoptr;
extern memptr demobuffer;
//
// control info
//
extern boolean mouseenabled, joystickenabled;
extern int dirscan[4];
extern int buttonscan[NUMBUTTONS];
extern int buttonmouse[4];
extern int buttonjoy[32];
void InitActorList(void);
void GetNewActor(void);
void PlayLoop(void);
void CenterWindow(word w, word h);
void InitRedShifts(void);
void FinishPaletteShifts(void);
void RemoveObj(objtype* gone);
void PollControls(void);
int StopMusic(void);
void StartMusic(void);
void ContinueMusic(int offs);
void StartDamageFlash(int damage);
void StartBonusFlash(void);