diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..77380b0 --- /dev/null +++ b/.gitignore @@ -0,0 +1,7 @@ +.art*.zip +__pycache__ +.vs +emsdk +demos/html5/*.data +demos/html5/*.js +demos/html5/*.html diff --git a/MAKE.bat b/MAKE.bat index dc03717..51eff02 100644 --- a/MAKE.bat +++ b/MAKE.bat @@ -13,14 +13,14 @@ cd `dirname $0` # tidy environment if [ "$1" = "tidy" ]; then rm 0?-* 2> /dev/null - rm fwk.o 2> /dev/null + rm v4k.o 2> /dev/null rm .art*.zip 2> /dev/null - rm demos/lua/.art*.zip 2> /dev/null + rm engine/bind/.art*.zip 2> /dev/null rm demos/html5/.art*.zip 2> /dev/null - rm demos/lua/libfwk* 2> /dev/null - rm fwk_*.* 2> /dev/null + rm engine/bind/libv4k* 2> /dev/null + rm v4k_*.* 2> /dev/null rm 3rd_*.* 2> /dev/null - rm libfwk* 2> /dev/null + rm libv4k* 2> /dev/null rm -rf *.dSYM 2> /dev/null rm *.png 2> /dev/null rm *.mp4 2> /dev/null @@ -38,6 +38,11 @@ if [ "$1" = "join" ]; then sh tools/join.bat exit fi +if [ "$1" = "prep" ]; then + sh MAKE.bat join + sh MAKE.bat amalgamation + exit +fi # cook if [ "$1" = "cook" ]; then cc -o cook tools/cook.c -I. @@ -62,6 +67,8 @@ while [ $# -ge 1 ]; do echo sh MAKE.bat [gcc,clang,tcc] [dbg,dev,rel] [dll,static] echo sh MAKE.bat [tidy] echo sh MAKE.bat [split,join] + echo sh MAKE.bat [amalgamation] + echo sh MAKE.bat [prep] echo sh MAKE.bat [cook] echo sh MAKE.bat [sln] exit @@ -147,19 +154,19 @@ if [ "$(uname)" != "Darwin" ]; then chmod +x tools/xlsx2ini.linux chmod +x tools/premake5.linux chmod +x tools/ninja.linux - chmod +x demos/lua/luajit.linux + chmod +x engine/bind/luajit.linux echo build=$build, type=$dll, cc=$cc, args=$args # framework (as dynamic library) if [ "$dll" = "dll" ]; then - echo libfwk.so && $cc -o libfwk.so engine/fwk.c -shared -fPIC -w -lX11 -lm -ldl -lpthread $flags $args - cp libfwk.so demos/lua/ - export import="libfwk.so -Wl,-rpath,./" + echo libv4k.so && $cc -o libv4k.so engine/v4k.c -shared -fPIC -w -lX11 -lm -ldl -lpthread $flags $args + cp libv4k.so engine/bind/ + export import="libv4k.so -Wl,-rpath,./" else # framework (static) - echo fwk && $cc -c engine/fwk.c -w $flags $args - export import=fwk.o + echo v4k && $cc -c engine/v4k.c -w $flags $args + export import=v4k.o fi # editor @@ -202,19 +209,19 @@ if [ "$(uname)" = "Darwin" ]; then chmod +x tools/xlsx2ini.osx chmod +x tools/premake5.osx chmod +x tools/ninja.osx - chmod +x demos/lua/luajit.osx + chmod +x engine/bind/luajit.osx echo build=$build, type=$dll, cc=$cc, args=$args # framework (as dynamic library) if [ "$dll" = "dll" ]; then - echo libfwk && cc -ObjC -dynamiclib -o libfwk.dylib engine/fwk.c -framework cocoa -framework iokit -framework audiotoolbox -w $flags $args - cp libfwk.dylib demos/lua - export import=libfwk.dylib + echo libv4k && cc -ObjC -dynamiclib -o libv4k.dylib engine/v4k.c -framework cocoa -framework iokit -framework audiotoolbox -w $flags $args + cp libv4k.dylib engine/bind + export import=libv4k.dylib else # framework - echo fwk && cc -c -ObjC engine/fwk.c -w $flags $args - export import=fwk.o + echo v4k && cc -c -ObjC engine/v4k.c -w $flags $args + export import=v4k.o fi # editor @@ -253,13 +260,17 @@ if "%1"=="help" ( echo %0 [docs] ; generate tools/docs/docs.html file echo %0 [cook] ; cook .zipfiles with tools/cook.ini cookbook echo %0 [sync] ; sync repo to latest + echo %0 [pull] ; pull changes from 'latest' upstream + echo %0 [git] ; prepare for commit + echo %0 [push] ; prepare for commit, stage changes and commit them echo %0 [tidy] ; clean up temp files - echo %0 [bindings] ; generate demos/lua bindings - echo %0 [checkmem] ; check untracked allocators in FWK - echo %0 [split^|join] ; engine/fwk* ^>split^> engine/split/* or engine/split/* ^>join^> engine/fwk* - echo %0 [amalgamation] ; combine engine/fwk* into a single-header file + echo %0 [bind] ; generate lua bindings + echo %0 [checkmem] ; check untracked allocators in V4K + echo %0 [split^|join] ; engine/v4k* ^>split^> engine/split/* or engine/split/* ^>join^> engine/v4k* + echo %0 [amalgamation] ; combine engine/v4k* into a single-header file + echo %0 [prep] ; combine split files into a single-header file, ready for use echo %0 [sln] ; generate a xcode/gmake/ninja/visual studio solution - echo %0 [cl^|tcc^|cc^|gcc^|clang^|clang-cl] [dbg^|dev^|rel] [static^|dll] [nofwk^|nodemos^|noeditor] [vis] [-- args] + echo %0 [cl^|tcc^|cc^|gcc^|clang^|clang-cl] [dbg^|dev^|rel] [static^|dll] [nov4k^|nodemos^|editor] [vis] [-- args] echo cl \ echo tcc ^| echo cc ^| select compiler. must be accessible in PATH @@ -269,11 +280,11 @@ if "%1"=="help" ( echo dbg \ debug build: [x] ASAN [x] poison [x] asserts [x] profiler [x] symbols [ ] zero optimizations echo dev ^| develop build: [ ] ASAN [x] poison [x] asserts [x] profiler [x] symbols [*] some optimizations (default^) echo rel / release build: [ ] ASAN [ ] poison [ ] asserts [ ] profiler [x] symbols (cl,clang-cl only^) [x] many optimizations - echo static \ link fwk as static library - echo dll / link fwk as dynamic library (dll^) (default^) - echo nofwk \ do not compile framework + echo static \ link v4k as static library + echo dll / link v4k as dynamic library (dll^) (default^) + echo nov4k \ do not compile framework echo nodemos ^| do not compile demos - echo noeditor / do not compile editor + echo editor / do compile editor echo vis ^> visualize invokation cmdline. echo args ^> after `--` separator is found, pass all remaining arguments to compiler as-is echo. @@ -290,18 +301,18 @@ if "%1"=="sync" ( rem cook asset files if "%1"=="cook" ( rem generate cooker twice: use multi-threaded version if available (cl). then cook. - rem call tools\tcc tools\cook.c -Iengine engine\fwk.c - rem cl tools\cook.c -Iengine engine\fwk.c + rem call tools\tcc tools\cook.c -Iengine engine\v4k.c + rem cl tools\cook.c -Iengine engine\v4k.c rem cook tools\cook exit /b ) rem generate bindings -if "%1"=="bindings" ( +if "%1"=="bind" ( rem luajit - tools\luajit tools\luajit_make_bindings.lua > fwk.lua - move /y fwk.lua demos\lua + tools\luajit tools\luajit_make_bindings.lua > v4k.lua + move /y v4k.lua engine\bind exit /b ) @@ -318,45 +329,45 @@ if "%1"=="docs" ( set /p LAST_MODIFIED= fwk.html - move /y fwk.html engine\ + cl tools\docs\docs.c engine\v4k.c -Iengine %2 + docs engine\v4k.h --excluded=3rd_glad.h,v4k.h,v4k_compat.h, > v4k.html + move /y v4k.html engine\ exit /b ) rem generate single-header distribution if "%1"=="amalgamation" ( -echo // This file is intended to be consumed by a compiler. Do not read. > fwk.h -echo // **Browse to any of the sources in engine/split/ folder instead** >> fwk.h -echo // ---------------------------------------------------------------- >> fwk.h -echo // #define FWK_IMPLEMENTATION early in **one** C file to unroll the >> fwk.h -echo // implementation. The symbol must be defined in a C (not C++^) file>> fwk.h -echo // ---------------------------------------------------------------- >> fwk.h -echo #pragma once >> fwk.h -type engine\split\3rd_font_md.h >> fwk.h -type engine\split\3rd_glad.h >> fwk.h -type engine\fwk.h >> fwk.h -echo #ifdef FWK_IMPLEMENTATION >> fwk.h -echo #define FWK_3RD >> fwk.h -type engine\fwk >> fwk.h -type engine\fwk.c >> fwk.h -echo #endif // FWK_IMPLEMENTATION >> fwk.h -move /y fwk.h engine\joint +echo // This file is intended to be consumed by a compiler. Do not read. > v4k.h +echo // **Browse to any of the sources in engine/split/ folder instead** >> v4k.h +echo // ---------------------------------------------------------------- >> v4k.h +echo // #define V4K_IMPLEMENTATION early in **one** C file to unroll the >> v4k.h +echo // implementation. The symbol must be defined in a C (not C++^) file>> v4k.h +echo // ---------------------------------------------------------------- >> v4k.h +echo #pragma once >> v4k.h +type engine\split\3rd_font_md.h >> v4k.h +type engine\split\3rd_glad.h >> v4k.h +type engine\v4k.h >> v4k.h +echo #ifdef V4K_IMPLEMENTATION >> v4k.h +echo #define V4K_3RD >> v4k.h +type engine\v4k >> v4k.h +type engine\v4k.c >> v4k.h +echo #endif // V4K_IMPLEMENTATION >> v4k.h +move /y v4k.h engine\joint exit /b ) -rem generate prior files to a github release -if "%1"=="github" ( +rem generate prior files to a git release +if "%1"=="git" ( rem call make.bat dll call make.bat docs - call make.bat bindings + call make.bat bind call make.bat amalgamation call make.bat split rem rd /q /s engine\split rem md engine\split -rem move /y fwk_*.? engine\split\ +rem move /y v4k_*.? engine\split\ rem move /y 3rd_*.? engine\split\ call make.bat tidy @@ -364,6 +375,28 @@ rem move /y 3rd_*.? engine\split\ exit /b ) +if "%1"=="pull" ( + git fetch v4k + git merge -Xrename-threshold=50 v4k/main + exit /b +) + +if "%1"=="push" ( + call make.bat tidy + + git status + git add . + git commit + + exit /b +) + +if "%1"=="prep" ( + call make.bat join + call make.bat amalgamation + exit /b +) + rem shortcuts for split & join amalgamation scripts if "%1"=="split" ( call tools\split @@ -376,11 +409,19 @@ if "%1"=="join" ( rem check memory api calls if "%1"=="checkmem" ( - findstr /RNC:"[^_xv]realloc[(]" engine\fwk.c engine\split\fwk* - findstr /RNC:"[^_xv]malloc[(]" engine\fwk.c engine\split\fwk* - findstr /RNC:"[^_xv]free[(]" engine\fwk.c engine\split\fwk* - findstr /RNC:"[^_xv]calloc[(]" engine\fwk.c engine\split\fwk* - findstr /RNC:"[^_xv]strdup[(]" engine\fwk.c engine\split\fwk* + findstr /RNC:"[^_xv]realloc[(]" engine\v4k.c engine\split\v4k* + findstr /RNC:"[^_xv]xrealloc[(]" engine\v4k.c engine\split\v4k* + findstr /RNC:"[^_xv]malloc[(]" engine\v4k.c engine\split\v4k* + findstr /RNC:"[^_xv]free[(]" engine\v4k.c engine\split\v4k* + findstr /RNC:"[^_xv]calloc[(]" engine\v4k.c engine\split\v4k* + findstr /RNC:"[^_xv]strdup[(]" engine\v4k.c engine\split\v4k* + exit /b +) + +if "%1"=="html5" ( + pushd demos\html5 + call make.bat %2 + popd exit /b ) @@ -391,7 +432,7 @@ rem tidy environment if "%1"=="tidy" ( move /y ??-*.png demos > nul 2> nul move /y ??-*.c demos > nul 2> nul - del demos\lua\fwk.dll > nul 2> nul + del engine\bind\v4k.dll > nul 2> nul del .temp*.* > nul 2> nul del *.zip > nul 2> nul del *.mem > nul 2> nul @@ -408,7 +449,7 @@ if "%1"=="tidy" ( del *.def > nul 2> nul del *.dll > nul 2> nul del 3rd_*.* > nul 2> nul - del fwk_*.* > nul 2> nul + del v4k_*.* > nul 2> nul rem del ??-*.* > nul 2> nul del temp_*.* > nul 2> nul rd /q /s .vs > nul 2> nul @@ -426,9 +467,9 @@ set dll=dll set build=dev set args=-Iengine set other= -set fwk=yes +set v4k=yes set demos=yes -set editor=yes +set editor=no set vis=no set sln=no set rc=0 @@ -452,9 +493,10 @@ set rc=0 if "%1"=="vis" set "vis=yes" && goto loop - if "%1"=="nofwk" set "fwk=no" && goto loop + if "%1"=="nov4k" set "v4k=no" && goto loop if "%1"=="nodemos" set "demos=no" && goto loop if "%1"=="noeditor" set "editor=no" && goto loop + if "%1"=="editor" set "editor=yes" && goto loop if "%1"=="tcc" set "cc=%1" && goto loop if "%1"=="cl" set "cc=%1" && goto loop @@ -530,10 +572,10 @@ if "!cc!"=="cl" ( if "!dll!"=="static" ( set export=/c - set import=fwk.obj + set import=v4k.obj ) else ( set export=/DAPI=EXPORT /LD - set import=/DAPI=IMPORT fwk.lib + set import=/DAPI=IMPORT v4k.lib ) if "!build!"=="rel" ( @@ -554,15 +596,15 @@ if "!cc!"=="cl" ( if "!dll!"=="static" ( set export=/c - set import=fwk.obj + set import=v4k.obj ) else ( set export=/DAPI=EXPORT /LD - set import=/DAPI=IMPORT fwk.lib + set import=/DAPI=IMPORT v4k.lib ) - set warnings_fwkc=-Wno-deprecated-declarations -Wno-tautological-constant-out-of-range-compare + set warnings_v4kc=-Wno-deprecated-declarations -Wno-tautological-constant-out-of-range-compare set warnings_demos=-Wno-empty-body -Wno-format-security -Wno-pointer-sign - set warnings=!warnings_fwkc! !warnings_demos! + set warnings=!warnings_v4kc! !warnings_demos! if "!build!"=="rel" ( set args=!warnings! /nologo /Zi /MT /openmp /DNDEBUG !args! /Os /Ox /O2 /Oy /GF /Gw /arch:AVX2 @@ -581,10 +623,10 @@ if "!cc!"=="cl" ( if "!dll!"=="static" ( set export=-c - set import=fwk.o + set import=v4k.o ) else ( set export=-DAPI=EXPORT -shared - set import=-DAPI=IMPORT fwk.def + set import=-DAPI=IMPORT v4k.def ) if "!build!"=="rel" ( @@ -606,10 +648,10 @@ if "!cc!"=="cl" ( if "!dll!"=="static" ( set export=-c - set import=fwk.o !libs! -Wl,--allow-multiple-definition + set import=v4k.o !libs! -Wl,--allow-multiple-definition ) else ( - set export=-DAPI=EXPORT -shared -o fwk.dll !libs! -Wl,--out-implib,fwk.a - set import=-DAPI=IMPORT fwk.a + set export=-DAPI=EXPORT -shared -o v4k.dll !libs! -Wl,--out-implib,v4k.a + set import=-DAPI=IMPORT v4k.a ) set args=-Wno-implicit-function-declaration !args! @@ -635,31 +677,34 @@ echo import=!import!, export=!export! if "!cc!"=="tcc" set "cc=call tools\tcc" rem detect wether user-defined sources use single-header distro -rem if so, remove API=IMPORT flags and also do not produce fwk.dll by default +rem if so, remove API=IMPORT flags and also do not produce v4k.dll by default if not "!other!"=="" ( - >nul find "FWK_IMPLEMENTATION" !other! && ( + >nul find "V4K_IMPLEMENTATION" !other! && ( set import= - set fwk=no + set v4k=no ) ) rem framework -if "!fwk!"=="yes" ( -if "!vis!"=="yes" echo !cc! engine\fwk.c !export! !args! ^&^& if "!dll!"=="dll" copy /y fwk.dll demos\lua ^> nul -!echo! fwk && !cc! engine\fwk.c !export! !args! && if "!dll!"=="dll" copy /y fwk.dll demos\lua > nul || set rc=1 +if "!v4k!"=="yes" ( +if "!vis!"=="yes" echo !cc! engine\v4k.c !export! !args! ^&^& if "!dll!"=="dll" copy /y v4k.dll engine\bind ^> nul +!echo! v4k && !cc! engine\v4k.c !export! !args! && if "!dll!"=="dll" copy /y v4k.dll engine\bind > nul || set rc=1 ) rem editor if "!editor!"=="yes" ( set edit=-DCOOK_ON_DEMAND -DUI_LESSER_SPACING -DUI_ICONS_SMALL if "!vis!"=="yes" echo !cc! !o! editor.exe tools\editor\editor.c !edit! !import! !args! -rem !echo! editor && !cc! !o! editor.exe tools\editor\editor.c !edit! !import! !args! || set rc=1 -rem !echo! editor2 && !cc! !o! editor2.exe tools\editor\editor2.c !edit! !args! || set rc=1 +!echo! editor && !cc! !o! editor.exe tools\editor\editor.c !edit! !import! !args! || set rc=1 +!echo! editor2 && !cc! !o! editor2.exe tools\editor\editor2.c !edit! !args! || set rc=1 ) rem demos if "!demos!"=="yes" ( -!echo! hello && !cc! !o! hello.exe hello.c !args! || set rc=1 +!echo! hello && !cc! !o! hello.exe hello.c !args! || set rc=1 +!echo! 99-syncdemo && !cc! !o! 99-syncdemo.exe demos\99-syncdemo.c !import! !args! || set rc=1 +!echo! 99-shadertoy && !cc! !o! 99-shadertoy.exe demos\99-shadertoy.c !import! !args! || set rc=1 +!echo! 99-material && !cc! !o! 99-material.exe demos\99-material.c !import! !args! || set rc=1 rem !echo! 00-ui && !cc! !o! 00-ui.exe demos\00-ui.c !import! !args! || set rc=1 rem !echo! 01-sprite && !cc! !o! 01-sprite.exe demos\01-sprite.c !import! !args! || set rc=1 rem !echo! 02-ddraw && !cc! !o! 02-ddraw.exe demos\02-ddraw.c !import! !args! || set rc=1 diff --git a/README.md b/README.md index 6b75a62..281ac2e 100644 --- a/README.md +++ b/README.md @@ -1,19 +1,11 @@ -

F·W·K

+

V·4·K

-3D game framework in C.
-

- -

-
+3D game engine/framework in C, with Luajit and Python bindings.

## Goals -- [x] ~~C++~~. C. -- [x] ~~Fast~~. Naive. -- [x] ~~Modern~~. Simple. -- [x] ~~Full featured~~. Small. -- [x] ~~Rich build system~~. Single file. -- [x] ~~Royaltie fee~~. Free and unlicensed. +- [x] ~~Full featured~~, ~~Fast~~, ~~Modern C++~~. Small, Naive, Simple C. +- [x] ~~Rich build system~~, ~~Royaltie fee~~. Single file, Freely unlicensed. ## Features ᕦ(ᐛ)ᕤ - [x] Pipeline: configurable and integrated [asset pipeline](tools/cook.ini). @@ -38,7 +30,7 @@ - [x] Audio: WAV/FLAC, OGG/MP1/MP3, FUR, MOD/XM/S3M/IT, SFXR and MID+SF2/SF3. - [x] Video: MP4, MPG, OGV, MKV, WMV and AVI. Also, MP4 recording with MPEG-1 fallback. - [x] Model: IQM/E, GLTF/2, GLB, FBX, OBJ, DAE, BLEND, MD3/5, MS3D, SMD, X, 3DS, BVH, DXF, LWO. -- [x] Render: PBR (metallic-roughness) workflow. +- [x] Render: PBR (metallic-roughness) workflow. - [x] Render: Cubemaps, panoramas and spherical harmonics. Rayleigh/Mie scattering. - [x] Render: Post-effects (SSAO,FXAA1/3,CRT,Contrast,Grain,Outline,Vignette...). - [x] Render: 3D Anims, skeletal anims, hardware skinning and instanced rendering. @@ -52,25 +44,36 @@ - [x] Scene handling. - [x] Profiler, stats and leaks finder. - [x] [Editor (wip)](https://user-images.githubusercontent.com/35402248/174457347-f787a6a2-aac8-404c-a5da-f44310c3d432.mp4). -- [x] [Documentation (wip)](https://bit.ly/-f-w-k-). +- [x] [Documentation (wip)](https://bit.ly/v4k2023). ## Roadmap ᕕ(ᐛ)ᕗ (in order of arrival; ✱: partial support) - [ ] AI pass: actors, waypoints, pathfinding, behavior trees (h/fsm,goap), and navmesh generation. -- [ ] Render pass: reverse-Z, automatic LODs, impostors, decals. - - [ ] Materials: (colors✱, textures✱, matcaps✱, videos✱, shadertoys✱). Shadertoys as post-fx✱. - - [ ] Lighting: Hard/soft shadow mapping (VSM,CCSM). Baked lightmaps. Refl probes. Integrated PBR. - [ ] Network/VM pass: Entity/component/systems and worlds. + - [ ] Core pass: struct serialization. - [ ] Message pipeline and replication. - [ ] Digital signals, message buffering and event polling. - [ ] World streaming and level loading. - [ ] Scenegraphs and spatial partioning. BVH, PVS, occluders, frustum culling. - [ ] Server/client architecture. Hybrid P2P. - [ ] NAT traversal. Socketless API, message API and pub/sub wrappers (enet/websocket). +- [ ] Editor pass = netbased + offline rendering + virtual input. + - [ ] Basic: Gizmos✱, scene tree, property editor✱, load/save✱, undo/redo✱, copy/paste, on/off (vis,tick,ddraw,log), vcs. + - [ ] Scenenode: node singleton display, node console, node labels, node outlines✱. + - [ ] Debug: toggles on/off (billboards✱, materials, un/lit, cast shadows, wireframe, skybox✱/mie✱, fog/atmosphere, collide✱, physics). + - [ ] Level: volumes, triggers, platforms, level streaming. + - [ ] Sub-editor: timeline and data tracks, node graphs. + - [ ] Sub-editor: Procedural content, brushes, noise and CSG. + - [ ] Sub-editor: blendshapes, additive anims, head/foot/hand IKs. + - [ ] Script pass: DLL✱ (module->plugin/sys), Lua✱, Luajit✱, Teal✱ and TypeScript. +- [ ] Render pass: reverse-Z, automatic LODs, impostors, decals. + - [ ] Materials: (colors✱, textures✱, matcaps✱, videos✱, shadertoys✱). Shadertoys as post-fx✱. + - [ ] Lighting: Hard/soft shadow mapping (VSM,CCSM). Baked lightmaps. Refl probes. Integrated PBR. - [ ] Tools pass - [ ] Extend shaders + bindings. Per-platform✱, per-type✱, per-asset options. GIF, PKM. - [ ] Extend atlas (sprite/lightmaps). Fit packing (sprites). - [ ] Extend bindings and messaging: parse C headers during cooking stage. - [ ] API pass + - [ ] Extend math: quat2, bezier, catmull. - [ ] Discuss API and freeze it. - [ ] Document everything. @@ -79,7 +82,7 @@ Nice to have/extend (engine dependant): - Animation pass: playlists, additive, blend/shapes, ik/bones, animgraph/controllers. // 6) anims, I (playlist: ~~forward/backwards/loop/rewind)~~, II (~~blend~~/shapes), III (ik/bone), IV (graph/controller) // ~~blend anims~~, animtracks+animevents, additive anims, -// fwk_data: quantization: ~~half, quant, microfloat~~. +// v4k_data: quantization: ~~half, quant, microfloat~~. // anim; ~~keyframes[] { frame+delay,frame+delay,... }, anim duration, anim flip,~~ // anim tracks / anim events - Audio pass: 3D audio, HRTF, FFT, filtering and sound occlusion. @@ -129,8 +132,8 @@ Engine types: Nice to have: - [ ] fix leaks and todos -- [ ] fwk_app: cpu usage, orientation -- [ ] fwk_input: mouse clip, mouse wrap, +- [ ] v4k_app: cpu usage, orientation +- [ ] v4k_input: mouse clip, mouse wrap, - [ ] zip0 seek-vfs optimization. zip_append_file is suboptimal, and requires tons of contiguous memory for giant files. Almost done: @@ -172,37 +175,31 @@ Almost done: --> -## Hello FWK +## Hello V4K ```C -#include "fwk.h" // Minimal C sample +#include "v4k.h" // Minimal C sample int main() { window_create(75.0, 0); // 75% size, no extra flags while( window_swap() && !input(KEY_ESC) ) { // game loop - puts("hello FWK from C!"); + puts("hello V4K from C!"); } } ``` -```C -#include "fwk.h" // Minimal HTML5 sample -void render(void *arg) { - if( !input(KEY_ESC) ) puts("hello FWK from HTML5!"); -} -int main() { - window_create(75.0, 0); // 75% size, no extra flags - window_loop(render, NULL); // game loop -} -``` - ```lua -local fwk = require("fwk") -- Minimal Lua sample -fwk.window_create(75.0,0) -- 75% size, no extra flags -while fwk.window_swap() and fwk.input(fwk.KEY_ESC) == 0 do -- game loop - print("hello FWK from Lua!") +local v4k = require("v4k") -- Minimal Lua sample +v4k.window_create(75.0,0) -- 75% size, no extra flags +while v4k.window_swap() and v4k.input(v4k.KEY_ESC) == 0 do -- game loop + print("hello V4K from Lua!") end ``` ## Quickstart +- Double-click `MAKE.bat` (Win) or `sh MAKE.bat` (Linux/OSX) to compile everything. +- `MAKE.bat sln` (Win) or `sh MAKE.bat sln` (Linux/OSX) to generate solutions/makefiles. +- `MAKE.bat help` (Win) or `sh MAKE.bat help` (Linux/OSX) for a bunch of options. +- `MAKE.bat hello.c` (Win) or `sh MAKE.bat hello.c` (Linux/OSX) to build a single executable. +- Alternatively, ```bat echo win/vc && cl hello.c echo win/clang-cl && clang-cl hello.c @@ -215,94 +212,108 @@ echo osx && cc -ObjC hello.c -framework cocoa -framework iokit -fr ``` ## Cook -- Most asset types need to be cooked before being used in your application. Some other assets like `.png` do not. -- Cooked assets will be written into .zipfiles close to your executable, and mounted before entering game loop. -- Cooked .zipfiles and your executable are the only required assets when releasing your game. -- Cook manually your assets by invoking supplied [`tools/cook` standalone binary](tools/). -- Cook automatically your assets by just playing your game: a runtime cook is already embedded into your binary. - - In order to achieve this, ensure the [`tools/` folder](tools/) is close to your executable. - - This folder contains all the related binaries to perform any asset conversion plus the [cookbook](tools/cook.ini) to do so. +- Assets need to be cooked before being consumed in your application. The [tools/](tools/) folder contains all the related binaries to perform any asset processing plus the [cookbook](tools/cook.ini) to do so. +- Your game will cook all your assets as long as the [`tools/`](tools/) folder is next to your executable. Alternatively, cook them all just by invoking supplied [`tools/cook` standalone binary](tools/). +- In both cases, assets will be cooked and packed into .zipfiles next to your executable, then mounted before entering game loop. These .zipfiles plus your executable are the only required files when releasing your game. ## Extra tips - Any ico/png file named after the executable name will be automatically used as app icon. - Similar to the ico/png case above, the cooked .zipfiles can be named after the main executable as well. -- Dropped files into game window will be imported & saved into [`import/`](art/engine/import) folder. -- Update the gamepad controller database by upgrading the [`gamecontrollerdb.txt`](art/engine/input) file. -- Depending on your IDE, you might need to browse to [`split/`](split/) sources when debugging FWK. +- Dropped files into game window will be imported & saved into [`import/`](engine/art/import/) folder. +- Update the gamepad controller database by upgrading the [`gamecontrollerdb.txt`](engine/art/input/) file. +- Depending on your IDE, you might need to browse to [`engine/split/`](engine/split/) sources when debugging V4K. - Cook assets on demand, as opposed to cook all existing assets on depot, by using `--cook-on-demand` flag. - Linux/OSX users can optionally install wine and use the Windows tools instead (by using `--cook-wine` flag). - Disable automatic cooking by using `--cook-jobs=0` flag (not recommended). -- Generate a project solution by dropping `split/fwk.h, fwk.c and fwk` files into it. +- Generate a project solution by dropping `engine/v4k.h, v4k.c and v4k` files into it. +- Auto-generated Luajit and Python bindings can be found in the [`engine/bind/`](engine/bind/) folder. + -## Credits (Artwork + demos) -- [Nanofactory](https://sketchfab.com/3d-models/kgirls01-d2f946f58a8040ae993cda70c97b302c), for kgirls01 3D model (CC BY-NC-ND 4.0). -- [RottingPixels](https://opengameart.org/content/2d-castle-platformer-tileset-16x16), for castle-tileset (CC0). -- [wwwtyro](https://github.com/wwwtyro/glsl-atmosphere), for nicest rayleigh/mie scattering shader around (CC0). +## Credits +**Artwork** +[Dean Evans, Raijin](https://youtu.be/RRvYkrrpMKo?t=147 "for the Map song (c)"), +[Nuulbee](https://sketchfab.com/3d-models/kgirls01-d2f946f58a8040ae993cda70c97b302c "for kgirls01 3D model (CC BY-NC-ND 4.0)"), +[Rotting Pixels](https://opengameart.org/content/2d-castle-platformer-tileset-16x16 "for castle-tileset (CC0)"), +[Tom Lewandowski](https://QuestStudios.com "for his MIDI recordings (c)"), +[Rye Terrell](https://github.com/wwwtyro/glsl-atmosphere "for nicest rayleigh/mie scattering shader around (CC0)"), +**Tools** +[Aaron Barany](https://github.com/akb825/Cuttlefish "for cuttlefish (APACHE2)"), +[Arseny Kapoulkine](https://github.com/zeux/pugixml/ "for pugixml (MIT)"), +[Assimp authors](https://github.com/assimp/assimp "for assimp (BSD3)"), +[Bernhard Schelling](https://github.com/schellingb/TinySoundFont "for tml.h (Zlib) and tsf.h (MIT)"), +[Christian Collins](http://www.schristiancollins.com "for GeneralUser GS soundfont (PD)"), +[FFMPEG authors](https://www.ffmpeg.org/ "for ffmpeg (LGPL21)"), +[Imagination](https://developer.imaginationtech.com/pvrtextool/ "for pvrtextoolcli (ITL)"), +[Krzysztof Gabis](https://github.com/kgabis/ape "for split.py/join.py (MIT)"), +[Lee Salzman](https://github.com/lsalzman/iqm/tree/5882b8c32fa622eba3861a621bb715d693573420/demo "for iqm.cpp (PD)"), +[Martín Lucas Golini](https://github.com/SpartanJ/eepp/commit/8552941da19380d7a629c4da80a976aec5d39e5c "for emscripten-fs.html (CC0)"), +[Mattias Gustavsson](https://github.com/mattiasgustavsson/libs "for mid.h (PD)"), +[Michael Schmoock](http://github.com/willsteel/lcpp "for lcpp (MIT)"), +[Morgan McGuire](https://casual-effects.com/markdeep/ "for markdeep (BSD2)"), +[Olivier Lapicque, Konstanty Bialkowski](https://github.com/Konstanty/libmodplug "for libmodplug (PD)"), +[Polyglot Team](https://docs.google.com/spreadsheets/d/17f0dQawb-s_Fd7DHgmVvJoEGDMH_yoSd8EYigrb0zmM/edit "for polyglot gamedev (CC0)"), +[Tildearrow](https://github.com/tildearrow/furnace/ "for Furnace (GPL2)"), +[Tomas Pettersson](http://www.drpetter.se/ "for sfxr (PD)"), +[Tor Andersson](https://github.com/ccxvii/asstools "for assiqe.c (BSD)"), +**Runtime** +[Andreas Mantler](https://github.com/ands "for their math library (PD)"), +[Barerose](https://github.com/barerose "for swrap (CC0) and math library (CC0)"), +[Camilla Löwy](https://github.com/elmindreda "for glfw3 (Zlib)"), +[Dave Rand](https://tools.ietf.org/html/rfc1978 "for ppp (PD)"), +[David Herberth](https://github.com/dav1dde/ "for glad generated code (PD)"), +[David Reid](https://github.com/mackron "for miniaudio (PD)"), +[Dominic Szablewski](https://github.com/phoboslab/pl_mpeg "for pl_mpeg (MIT)"), +[Dominik Madarász](https://github.com/zaklaus "for json5 parser (PD)"), +[Eduard Suica](https://github.com/eduardsui/tlse "for tlse (PD)"), +[Evan Wallace](https://github.com/evanw "for their math library (CC0)"), +[Gargaj+cce/Peisik](https://github.com/gargaj/foxotron "for Foxotron/PBR shaders (UNLICENSE)"), +[Guilherme Lampert](https://github.com/glampert "for their math library (PD)"), +[Guillaume Vareille](http://tinyfiledialogs.sourceforge.net "for tinyfiledialogs (ZLIB)"), +[Haruhiko Okumura](https://oku.edu.mie-u.ac.jp/~okumura/compression/ "for lzss (PD)"), +[Igor Pavlov](https://www.7-zip.org/ "for LZMA (PD)"), +[Ilya Muravyov](https://github.com/encode84 "for bcm, balz, crush, ulz, lz4x (PD)"), +[Jon Olick](https://www.jonolick.com/ "for jo_mp1 and jo_mpeg (PD)"), +[Joonas Pihlajamaa](https://github.com/jokkebk/JUnzip "for JUnzip library (PD)"), +[Juliette Focault](https://github.com/juliettef/IconFontCppHeaders/blob/main/IconsMaterialDesign.h "for the generated MD header (ZLIB)"), +[Kristoffer Grönlund](https://github.com/krig "for their math library (CC0)"), +[Lee Salzman](https://github.com/lsalzman/iqm/tree/5882b8c32fa622eba3861a621bb715d693573420/demo "for IQM spec & player (PD)"), +[Lee Salzman, V.Hrytsenko, D.Madarász](https://github.com/zpl-c/enet/ "for enet (MIT)"), +[Libtomcrypt](https://github.com/libtom/libtomcrypt "for libtomcrypt (Unlicense)"), +[Lua authors](https://www.lua.org/ "for Lua language (MIT)"), +[Mattias Gustavsson](https://github.com/mattiasgustavsson/libs "for thread.h and https.h (PD)"), +[Micha Mettke](https://github.com/vurtun "for their math library (PD)"), +[Micha Mettke, Chris Willcocks, Dmitry Hrabrov](https://github.com/vurtun/nuklear "for nuklear (PD)"), +[Michael Galetzka](https://github.com/Cultrarius/Swarmz "for swarmz (UNLICENSE)"), +[Mārtiņš Možeiko](https://gist.github.com/mmozeiko/68f0a8459ef2f98bcd879158011cc275 "for A* pathfinding (PD)"), +[Omar Cornut, vaiorabbit](https://github.com/ocornut/imgui/pull/3627 "for tables of unicode ranges (MIT-0)"), +[Rabia Alhaffar](https://github.com/Rabios/ice_libs "for ice_batt.h (PD)"), +[Rich Geldreich](https://github.com/richgel999/miniz "for miniz (PD)"), +[Ross Williams](http://ross.net/compression/lzrw3a.html "for lzrw3a (PD)"), +[Samuli Raivio](https://github.com/bqqbarbhg/bq_websocket "for bq_websocket (PD)"), +[Sean Barrett](https://github.com/nothings "for stb_image, stb_image_write, stb_sprintf, stb_truetype and stb_vorbis (PD)"), +[Sebastian Steinhauer](https://github.com/kieselsteini "for sts_mixer (PD)"), +[Stan Melax, Cloud Wu](https://web.archive.org/web/20031204035320/http://www.melax.com/polychop/gdmag.pdf "for polychop C algorithm (PD)"), +[Stefan Gustavson](https://github.com/stegu/perlin-noise "for simplex noise (PD)"), +[Sterling Orsten](https://github.com/sgorsten "for their math library (UNLICENSE)"), +[Tor Andersson](https://github.com/ccxvii/minilibs "for xml.c (PD)"), +[Vassvik](https://github.com/vassvik/mv_easy_font "for mv_easy_font (Unlicense)"), +[Wolfgang Draxinger](https://github.com/datenwolf "for their math library (WTFPL2)"), -## Credits (Tools) -- [Aaron Barany](https://github.com/akb825/Cuttlefish), for cuttlefish (APACHE2). -- [Arseny Kapoulkine](https://github.com/zeux/pugixml/), for pugixml (MIT). -- [Assimp authors](https://github.com/assimp/assimp), for assimp (BSD3). -- [Bernhard Schelling](https://github.com/schellingb/TinySoundFont), for tml.h (Zlib) and tsf.h (MIT). -- [ffmpeg authors](https://www.ffmpeg.org/), for ffmpeg (LGPL21). -- [Imagination](https://developer.imaginationtech.com/pvrtextool/), for pvrtextoolcli (ITL). -- [Krzysztof Gabis](https://github.com/kgabis/ape), for split.py/join.py (MIT). -- [Lee Salzman](https://github.com/lsalzman/iqm/tree/5882b8c32fa622eba3861a621bb715d693573420/demo), for iqm.cpp (PD). -- [Mattias Gustavsson](https://github.com/mattiasgustavsson/libs), for mid.h (PD). -- [Michael Schmoock](http://github.com/willsteel/lcpp), for lcpp (MIT). -- [Olivier Lapicque, Konstanty Bialkowski](https://github.com/Konstanty/libmodplug), for libmodplug (PD). -- [Polyglot Team](https://docs.google.com/spreadsheets/d/17f0dQawb-s_Fd7DHgmVvJoEGDMH_yoSd8EYigrb0zmM/edit), for polyglot gamedev (CC0). -- [Tildearrow](https://github.com/tildearrow/furnace/), for Furnace (GPL2). -- [Tomas Pettersson](http://www.drpetter.se/), for sfxr (PD). -- [Tor Andersson](https://github.com/ccxvii/asstools), for assiqe.c (BSD). - -## Credits (Runtime) -- [Barerose](https://github.com/barerose), for swrap (CC0). -- [Camilla Löwy](https://github.com/elmindreda), for glfw3 (Zlib). -- [Dave Rand](https://tools.ietf.org/html/rfc1978) for ppp (PD). -- [David Herberth](https://github.com/dav1dde/), for glad generated code (PD). -- [David Reid](https://github.com/mackron), for miniaudio (PD). -- [Dominic Szablewski](https://github.com/phoboslab/pl_mpeg), for pl_mpeg (MIT). -- [Dominik Madarász](https://github.com/zaklaus), for json5 parser (PD). -- [Eduard Suica](https://github.com/eduardsui/tlse), for tlse (PD). -- [Gargaj+cce/Peisik](https://github.com/gargaj/foxotron), for Foxotron/PBR shaders (UNLICENSE). -- [Guillaume Vareille](http://tinyfiledialogs.sourceforge.net), for tinyfiledialogs (ZLIB). -- [Haruhiko Okumura](https://oku.edu.mie-u.ac.jp/~okumura/compression/) for lzss (PD). -- [Igor Pavlov](https://www.7-zip.org/) for LZMA (PD). -- [Ilya Muravyov](https://github.com/encode84) for bcm, balz, crush, ulz, lz4x (PD). -- [Jon Olick](https://www.jonolick.com/), for jo_mp1 and jo_mpeg (PD). -- [Joonas Pihlajamaa](https://github.com/jokkebk/JUnzip), for JUnzip library (PD). -- [Juliette Focault](https://github.com/juliettef/IconFontCppHeaders/blob/main/IconsMaterialDesign.h), for the generated MD header (ZLIB). -- [Lee Salzman](https://github.com/lsalzman/iqm/tree/5882b8c32fa622eba3861a621bb715d693573420/demo), for IQM spec & player (PD). -- [Lee Salzman, V.Hrytsenko, D.Madarász](https://github.com/zpl-c/enet/), for enet (MIT). -- [Libtomcrypt](https://github.com/libtom/libtomcrypt), for libtomcrypt (Unlicense). -- [Lua authors](https://www.lua.org/), for Lua language (MIT). -- [Mārtiņš Možeiko](https://gist.github.com/mmozeiko/68f0a8459ef2f98bcd879158011cc275), for A* pathfinding (PD). -- [Mattias Gustavsson](https://github.com/mattiasgustavsson/libs), for thread.h and https.h (PD). -- [Micha Mettke, Chris Willcocks, Dmitry Hrabrov](https://github.com/vurtun/nuklear), for nuklear (PD). -- [Michael Galetzka](https://github.com/Cultrarius/Swarmz), for swarmz (UNLICENSE). -- [Omar Cornut, vaiorabbit](https://github.com/ocornut/imgui/pull/3627), for tables of unicode ranges (MIT-0). -- [Rabia Alhaffar](https://github.com/Rabios/ice_libs), for ice_batt.h (PD). -- [Rich Geldreich](https://github.com/richgel999/miniz), for miniz (PD). -- [Ross Williams](http://ross.net/compression/lzrw3a.html) for lzrw3a (PD). -- [Samuli Raivio](https://github.com/bqqbarbhg/bq_websocket), for bq_websocket (PD). -- [Sean Barrett](https://github.com/nothings), for stb_image, stb_image_write, stb_sprintf, stb_truetype and stb_vorbis (PD). -- [Sebastian Steinhauer](https://github.com/kieselsteini), for sts_mixer (PD). -- [Stan Melax, Cloud Wu](https://web.archive.org/web/20031204035320/http://www.melax.com/polychop/gdmag.pdf), for polychop C algorithm (PD). -- [Stefan Gustavson](https://github.com/stegu/perlin-noise), for simplex noise (PD). -- [Tor Andersson](https://github.com/ccxvii/minilibs), for xml.c (PD). -- [Vassvik](https://github.com/vassvik/mv_easy_font), for mv_easy_font (Unlicense). -- Special thanks to [@ands](https://github.com/ands), [@barerose](https://github.com/barerose), [@datenwolf](https://github.com/datenwolf), [@evanw](https://github.com/evanw), [@glampert](https://github.com/glampert), [@krig](https://github.com/krig), [@sgorsten](https://github.com/sgorsten) and [@vurtun](https://github.com/vurtun) for their math libraries (PD,CC0,WTFPL2,CC0,PD,CC0,Unlicense,PD). + ## Unlicense This software is released into the [public domain](https://unlicense.org/). Also dual-licensed as [0-BSD](https://opensource.org/licenses/0BSD) or [MIT (No Attribution)](https://github.com/aws/mit-0) for those countries where public domain is a concern (sigh). Any contribution to this repository is implicitly subjected to the same release conditions aforementioned. ## Links -

-Issues -Discord
+Still looking for alternatives? [amulet](https://github.com/ianmaclarty/amulet), [aroma](https://github.com/leafo/aroma/), [astera](https://github.com/tek256/astera), [blendelf](https://github.com/jesterKing/BlendELF), [bullordengine](https://github.com/MarilynDafa/Bulllord-Engine), [candle](https://github.com/EvilPudding/candle), [cave](https://github.com/kieselsteini/cave), [chickpea](https://github.com/ivansafrin/chickpea), [corange](https://github.com/orangeduck/Corange), [cute](https://github.com/RandyGaul/cute_framework), [dos-like](https://github.com/mattiasgustavsson/dos-like), [ejoy2d](https://github.com/ejoy/ejoy2d), [exengine](https://github.com/exezin/exengine), [gunslinger](https://github.com/MrFrenik/gunslinger), [hate](https://github.com/excessive/hate), [island](https://github.com/island-org/island), [juno](https://github.com/rxi/juno), [l](https://github.com/Lyatus/L), [lgf](https://github.com/Planimeter/lgf), [limbus](https://github.com/redien/limbus), [love](https://github.com/love2d/love/), [lovr](https://github.com/bjornbytes/lovr), [mini3d](https://github.com/mini3d/mini3d), [mintaro](https://github.com/mackron/mintaro), [mio](https://github.com/ccxvii/mio), [olive.c](https://github.com/tsoding/olive.c), [opensource](https://github.com/w23/OpenSource), [ouzel](https://github.com/elnormous/ouzel/), [pez](https://github.com/prideout/pez), [pixie](https://github.com/mattiasgustavsson/pixie), [punity](https://github.com/martincohen/Punity), [r96](https://github.com/badlogic/r96), [ricotech](https://github.com/dbechrd/RicoTech), [rizz](https://github.com/septag/rizz), [tigr](https://github.com/erkkah/tigr), [yourgamelib](https://github.com/duddel/yourgamelib) -Still looking for alternatives? -[amulet](https://github.com/ianmaclarty/amulet), [aroma](https://github.com/leafo/aroma/), [astera](https://github.com/tek256/astera), [blendelf](https://github.com/jesterKing/BlendELF), [bullordengine](https://github.com/MarilynDafa/Bulllord-Engine), [candle](https://github.com/EvilPudding/candle), [cave](https://github.com/kieselsteini/cave), [chickpea](https://github.com/ivansafrin/chickpea), [corange](https://github.com/orangeduck/Corange), [cute](https://github.com/RandyGaul/cute_framework), [dos-like](https://github.com/mattiasgustavsson/dos-like), [ejoy2d](https://github.com/ejoy/ejoy2d), [exengine](https://github.com/exezin/exengine), [gunslinger](https://github.com/MrFrenik/gunslinger), [hate](https://github.com/excessive/hate), [island](https://github.com/island-org/island), [juno](https://github.com/rxi/juno), [l](https://github.com/Lyatus/L), [lgf](https://github.com/Planimeter/lgf), [limbus](https://github.com/redien/limbus), [love](https://github.com/love2d/love/), [lovr](https://github.com/bjornbytes/lovr), [mini3d](https://github.com/mini3d/mini3d), [mintaro](https://github.com/mackron/mintaro), [mio](https://github.com/ccxvii/mio), [olive.c](https://github.com/tsoding/olive.c), [opensource](https://github.com/w23/OpenSource), [ouzel](https://github.com/elnormous/ouzel/), [pez](https://github.com/prideout/pez), [pixie](https://github.com/mattiasgustavsson/pixie), [punity](https://github.com/martincohen/Punity), [r96](https://github.com/badlogic/r96), [ricotech](https://github.com/dbechrd/RicoTech), [rizz](https://github.com/septag/rizz), [tigr](https://github.com/erkkah/tigr), [yourgamelib](https://github.com/duddel/yourgamelib) -

+Issues Discord diff --git a/demos/99-bytebeat.c b/demos/99-bytebeat.c new file mode 100644 index 0000000..0ab7c7a --- /dev/null +++ b/demos/99-bytebeat.c @@ -0,0 +1,30 @@ +#include +#include + +/* +https://www.tastyfish.cz/lrs/bytebeat.html +Outputting the variable i creates a periodical saw-shaped beat, multiplication/division decreases/increases the speed, addition/subtraction shifts the phase backward/forward. +Squaring (and other powers) create a wah-wah effect. +Crazier patterns can be achieved by using the variable in places of numerical constants, e.g. i << ((i / 512) % 8) (shifting by a value that depends on the variable). +Modulo (%) increases the frequency and decreases volume (limits the wave peak). +So called Sierpinski harmonies are often used melodic expressions of the form i*N & i >> M. +Bitwise and (&) can add distortion (create steps in the wave). +A macro structure of the song (silent/louds parts, verse/chorus, ...) can be achieved by combining multiple patterns with some low-frequency pattern, e.g. this alternates a slower and faster beat: int cond = (i & 0x8000) == 0;, cond * (i / 16) + !cond * (i / 32) +Extra variables can add more complexity (e.g. precompute some variable a which will subsequently be used multiple times in the final formula). +*/ + +int main(void) { + for (int t = 0;; ++t) { + putchar( + t|(t<<((t/920)%16))|(t/3*t&(t<<13)*t)|(t%16386?123:t&203?148:3)&(t/920) + // (t/8)>>(t>>9)*t/((t>>14&3)+4) + // ((1-(((t+10)>>((t>>9)&((t>>14))))&(t>>4&-2)))*2)*(((t>>10)^((t+((t>>6)&127))>>10))&1)*32+128 + // t*((0xbadbea75>>((t>>12)&30)&3)*0.25*(0x5afe5>>((t>>16)&28)&3)) + // ((t>>4)*(13&(0x8898a989>>(t>>11&30)))&255)+((((t>>9|(t>>2)|t>>8)*10+4*((t>>2)&t>>15|t>>8))&255)>>1) + // t*((t>>12|t>>8)&63&t>>4) + // ((0x47 >> ((t >> 9) % 32)) & (t >> (t % 32))) | (0x57 >> ((t >> 7) % 32)) | (0x06 >> ((t >> ((((t * 11) >> 14) & 0x0e) % 32)) % 32)) + ); + } + + return 0; +} diff --git a/demos/99-material.c b/demos/99-material.c new file mode 100644 index 0000000..f775e87 --- /dev/null +++ b/demos/99-material.c @@ -0,0 +1,65 @@ +// @todo: object_print(obj, ""); + +#include "v4k.h" + +int main() { + // create the window + window_create( 0.75f, WINDOW_MSAA8 ); + + // create camera + camera_t cam = camera(); + // load video, RGB texture, no audio + video_t *v = video( "bjork-all-is-full-of-love.mp4", VIDEO_RGB | VIDEO_NO_AUDIO ); video_seek(v, 30); + // load texture + texture_t t1 = texture("kgirl/g01_texture.png", TEXTURE_RGB); + texture_t t2 = texture("matcaps/material3", 0); + // load model + model_t m1 = model("suzanne.obj", MODEL_NO_ANIMATIONS); + model_t m2 = model("suzanne.obj", MODEL_NO_ANIMATIONS|MODEL_MATCAPS); + + // spawn object1 (diffuse) + object_t* obj1 = scene_spawn(); + object_model(obj1, m1); + object_diffuse(obj1, t1); + object_scale(obj1, vec3(3,3,3)); + object_move(obj1, vec3(-10+5*0,0,-10)); + object_pivot(obj1, vec3(0,90,0)); + + // spawn object2 (matcap) + object_t* obj2 = scene_spawn(); + object_model(obj2, m2); + object_diffuse(obj2, t2); + object_scale(obj2, vec3(3,3,3)); + object_move(obj2, vec3(-10+5*2,0,-10)); + object_pivot(obj2, vec3(0,90,0)); + + // spawn object2 (video) + object_t* obj3 = scene_spawn(); + object_model(obj3, m1); + object_diffuse(obj3, video_textures(v)[0]); + object_scale(obj3, vec3(3,3,3)); + object_move(obj3, vec3(-10+5*1,0,-10)); + object_pivot(obj3, vec3(0,90,0)); + + while(window_swap() && !input(KEY_ESC)) { + // draw environment + viewport_color( RGB3(22,22,32) ); + ddraw_grid(0); + ddraw_flush(); + + // update video + video_decode( v ); + + // draw scene + scene_render(SCENE_FOREGROUND); + + // fps camera + bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R); + if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f); + vec2 mouselook = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active); + vec3 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-input(KEY_C),input(KEY_W)-input(KEY_S)), cam.speed); + camera_move(&cam, wasdec.x,wasdec.y,wasdec.z); + camera_fps(&cam, mouselook.x,mouselook.y); + window_cursor( !active ); + } +} \ No newline at end of file diff --git a/demos/99-net_rpc.c b/demos/99-net_rpc.c new file mode 100644 index 0000000..ca108d8 --- /dev/null +++ b/demos/99-net_rpc.c @@ -0,0 +1,128 @@ +// core for remote procedure calls +// - rlyeh, public domain. +// +// format: +// - query: id method [args.....] ('subject' is alias for arg[0]; and 'object' can be any arg[1..]) +// - answer: id error [values...] +// +// todo: +// - [ ] promote rpc_function to (int argc, void **args) ? +#define V4K_IMPLEMENTATION +#include "engine/joint/v4k.h" + +#ifndef RPC_H +#define RPC_H + +void rpc_insert(const char *signature, void * function ); + +char *rpc(const char *cmdline); // for debugging purposes +char* rpc_quick(unsigned query_number, const char* cmdline); +char *rpc_full(unsigned id, const char* method, unsigned num_args, char *args[]); + +#endif + +// ----------------------------------------------------------------------------- + +#define RPC_C +#ifdef RPC_C +#pragma once + +typedef void* (*rpc_function)(); + +typedef struct rpc_call { + char *method; + rpc_function function; + uint64_t function_hash; +} rpc_call; + +#define RPC_SIGNATURE_i_iii UINT64_C(0x9830e90d3327e74b) // HASH_STR("int(int,int,int)") +#define RPC_SIGNATURE_i_ii UINT64_C(0xa7fcab437d38c750) // HASH_STR("int(int,int)") +#define RPC_SIGNATURE_s_s UINT64_C(0xc4db3d7818162463) // HASH_STR("char*(char*)") +#define RPC_SIGNATURE_s_v UINT64_C(0x8857a7c1cd20bd7b) // HASH_STR("char*(void)") + +rpc_call rpc_new_call(const char *signature, rpc_function function) { + if( signature && function ) { + array(char*)tokens = strsplit(signature, "(,)"); array_pop(tokens); + if( array_count(tokens) >= 1 ) { + char *method = strrchr(tokens[0], ' ')+1; + char *rettype = va("%.*s", (int)(method - tokens[0] - 1), tokens[0]); + int num_args = array_count(tokens) - 1; + uint64_t hash = hash_str(va("%s(%s)", rettype, num_args ? strjoin(num_args, &tokens[1], ",") : "void" )); + method = va("%s%d", method, num_args ); +#ifdef _DEBUG + printf("%p %p %s %s(", function, (void*)hash, rettype, method); for(int i = 1, end = array_count(tokens); i < end; ++i) printf("%s%s", tokens[i], i == (end-1)? "":", "); puts(");"); +#endif + return (rpc_call) { strdup(method), function, hash }; // LEAK + } + } + return (rpc_call) {0}; +} + +static map(char*, rpc_call) rpc_calls = 0; + +void rpc_insert(const char *signature, void *function ) { + rpc_call call = rpc_new_call(signature, function); + if( call.method ) { + if( !rpc_calls ) map_init(rpc_calls, less_str, hash_str); + if( map_find(rpc_calls, call.method)) { + map_erase(rpc_calls, call.method); + } + map_insert(rpc_calls, call.method, call); + } +} + +char *rpc_full(unsigned id, const char* method, unsigned num_args, char *args[]) { +#ifdef _DEBUG + printf("id:%x method:%s args:", id, method ); + for( int i = 0; i < num_args; ++i ) printf("%s", args[i]); puts(""); +#endif + + method = va("%s%d", method, num_args); + rpc_call *found = map_find(rpc_calls, (char*)method); + if( found ) { + switch(found->function_hash) { + default: + case RPC_SIGNATURE_i_iii: return va("%d \"%d %s\" %d", id, errno, strerror(errno), (int)(uintptr_t)found->function(atoi(args[0]), atoi(args[1]), atoi(args[2])) ); + case RPC_SIGNATURE_i_ii: return va("%d \"%d %s\" %d", id, errno, strerror(errno), (int)(uintptr_t)found->function(atoi(args[0]), atoi(args[1])) ); + case RPC_SIGNATURE_s_s: return va("%d \"%d %s\" %s", id, errno, strerror(errno), (char*)found->function(args[0]) ); + case RPC_SIGNATURE_s_v: return va("%d \"%d %s\" %s", id, errno, strerror(errno), (char*)found->function() ); + } + } + return va("%d \"0\" ?", id); +} + +char* rpc_quick(unsigned query_number, const char* cmdline) { + array(char*) args = os_argparse(cmdline, false); + int num_args = array_count(args); + char *ret = num_args ? rpc_full(query_number, args[0], num_args - 1, &args[1]) : rpc_full(query_number, "", 0, NULL); + array_free(args); + return ret; +} + +char *rpc(const char *cmdline) { // for debugging purposes + char *rc = rpc_quick(0, cmdline); + puts(rc); + return rc; +} + +// ----------------------------------------------------------------------------- + +int rpc_add2(int num1, int num2) { + return num1+num2; +} +int rpc_add3(int num1, int num2, int num3) { + return num1+num2+num3; +} +char *rpc_echo(char *text) { + return text; +} + +int main() { + rpc_insert("int add(int,int)", rpc_add2); + rpc_insert("int add(int,int,int)", rpc_add3); + rpc_insert("char* echo(char*)", rpc_echo); + rpc("add 1 2"); // -> 3 + rpc("add 100 3 -3"); // -> 100 + rpc("echo \"hello world\""); // -> hello world +} +#endif // RPC_C diff --git a/demos/99-shadertoy.c b/demos/99-shadertoy.c new file mode 100644 index 0000000..e7552d2 --- /dev/null +++ b/demos/99-shadertoy.c @@ -0,0 +1,43 @@ +// shadertoy viewer +// - rlyeh, public domain + +#include "v4k.h" + +int main() { + window_create(75, 0); // WINDOW_MSAA8); + window_title(__FILE__); + + const char **list = file_list("demos/art/shadertoys/", "**.fs"); + if(!list[0]) exit(-1); + array(char*) browser = 0; + while(*list) array_push(browser, STRDUP(file_name(*list++))); + int browser_count = array_count(browser); + + shadertoy_t sh = {0}; + + while(window_swap() && !input(KEY_ESC)) { + // selector + int next = input_down(KEY_UP) || input_down(KEY_LEFT); + int prev = input_down(KEY_DOWN) || input_down(KEY_RIGHT); + static int selector = 0; + static int reload = 1; + if( next ) if( selector > 0 ) --selector, reload = 1; + if( prev ) if( selector < browser_count - 1 ) ++selector, reload = 1; + if( reload ) { + reload = 0; + window_title(va("V4K - %s", browser[selector])); + sh = shadertoy( browser[selector], 0 ); + } + + // draw + shadertoy_render(&sh, window_delta()); + + // UI + if( ui_panel("Shadertoy", 0)) { + if( ui_list("In use", (const char**)browser, browser_count, &selector) ) { + reload = 1; + } + ui_panel_end(); + } + } +} diff --git a/demos/99-syncdemo.c b/demos/99-syncdemo.c new file mode 100644 index 0000000..256eeff --- /dev/null +++ b/demos/99-syncdemo.c @@ -0,0 +1,108 @@ +#include "v4k.h" + +enum { MAX_NPCS = 5 }; +struct player_t { + uint64_t seen_until; + float x,y,z,angle; + uint32_t color; +}; +struct npc_t { + float x,y,z; + uint32_t color; +}; +struct world_t { + struct player_t player[MAX_CLIENTS]; + struct npc_t npc[MAX_NPCS]; +} world = {0}; + +void bind_netbuffers(int64_t self_id) { + uint32_t colors[] = { ORANGE,GREEN,RED,CYAN,PURPLE,YELLOW,GRAY,PINK,AQUA }; + for (int64_t i=0; ix,100,self->z); + camera_lookat(&cam, vec3(self->x,0,self->z)); + + // input - move player + float iy = input(KEY_UP) - input(KEY_DOWN); + float ix = input(KEY_RIGHT) - input(KEY_LEFT); + if( iy || ix ) { + self->x += iy*window_delta()*15; + self->z += ix*window_delta()*15; + } + self->seen_until = date_epoch() + 4; + + // npc - update npc movement on server-side + if (self_id == 0) { + for (int i = 0; i < MAX_NPCS; ++i) { + struct npc_t *n = &world.npc[i]; + n->z = sinf(window_time())*4.f; + } + } + + // background - draw grid + ddraw_grid(0); + + // foreground - draw all players + for( int id = 0; id < MAX_CLIENTS; ++id ) { + struct player_t *p = &world.player[id]; + if (p->seen_until < date_epoch()) continue; /* skip inactive players */ + ddraw_color( p->color ); + ddraw_capsule(vec3(p->x,0,p->z), vec3(p->x,2,p->z), 1); + ddraw_text(vec3(p->x,4,p->z), 0.01, stringf("player #%d", id)); + } + for( int id = 0; id < MAX_NPCS; ++id ) { + struct npc_t *p = &world.npc[id]; + ddraw_color( p->color ); + ddraw_capsule(vec3(p->x,0,p->z), vec3(p->x,2,p->z), 1); + ddraw_text(vec3(p->x,4,p->z), 0.01, stringf("npc #%d", id)); + } + + // stats + char title[64]; + sprintf(title, "player #%lld", self_id); + window_title(title); + } +} diff --git a/demos/art/audio/larry.mid b/demos/art/audio/larry.mid new file mode 100644 index 0000000..3b886aa Binary files /dev/null and b/demos/art/audio/larry.mid differ diff --git a/demos/art/audio/larry.txt b/demos/art/audio/larry.txt new file mode 100644 index 0000000..63987f6 --- /dev/null +++ b/demos/art/audio/larry.txt @@ -0,0 +1,38 @@ + SIERRA ON-LINE, INC. + 3-D Animated Adventure Game Soundtrack Series + =============================================== + LEISURE SUIT LARRY III: PASSIONATE PATTI- + IN PURSUIT OF THE PULSATING PECTORALS + + + "TAWNI AT THE BEACH" + Mike Dana + =============================================== + Copyright (c)1989 Sierra On-Line, Inc. + =============================================== + + GENERAL MIDI VERSION + +System Requirements: + +- MIDI Playback Software capable of reading Type 1 Standard + MIDI File format +- General MIDI sound device (Wave Table or better recommended) + + +This Standard MIDI File was recorded directly from Sierra's "Leisure Suit +Larry 3" adventure game. It has been converted from the MT-32 version for +playback on General MIDI sound cards. A Wave Table or better sound card is +highly recommended for optimal playback. + +Recorded/converted for General MIDI by Tom Lewandowski. +Address questions or comments to: + + QUEST STUDIOS + Tom Lewandowski + tom@queststudios.com + + www.QuestStudios.com + + + diff --git a/demos/art/audio/waterworld-map.fur b/demos/art/audio/waterworld-map.fur new file mode 100644 index 0000000..2bf8a7a Binary files /dev/null and b/demos/art/audio/waterworld-map.fur differ diff --git a/demos/art/matcaps/39433A_65866E_86BF8B_BFF8D8-256px.png b/demos/art/matcaps/39433A_65866E_86BF8B_BFF8D8-256px.png new file mode 100644 index 0000000..948b53f Binary files /dev/null and b/demos/art/matcaps/39433A_65866E_86BF8B_BFF8D8-256px.png differ diff --git a/demos/art/matcaps/394641_B1A67E_75BEBE_7D7256-256px.png b/demos/art/matcaps/394641_B1A67E_75BEBE_7D7256-256px.png new file mode 100644 index 0000000..ecf0968 Binary files /dev/null and b/demos/art/matcaps/394641_B1A67E_75BEBE_7D7256-256px.png differ diff --git a/demos/art/matcaps/3B6E10_E3F2C3_88AC2E_99CE51-256px.png b/demos/art/matcaps/3B6E10_E3F2C3_88AC2E_99CE51-256px.png new file mode 100644 index 0000000..5b5db52 Binary files /dev/null and b/demos/art/matcaps/3B6E10_E3F2C3_88AC2E_99CE51-256px.png differ diff --git a/demos/art/matcaps/material3.jpg b/demos/art/matcaps/material3.jpg new file mode 100644 index 0000000..544b109 Binary files /dev/null and b/demos/art/matcaps/material3.jpg differ diff --git a/demos/art/matcaps/normals.jpg b/demos/art/matcaps/normals.jpg new file mode 100644 index 0000000..3a8ec05 Binary files /dev/null and b/demos/art/matcaps/normals.jpg differ diff --git a/demos/art/matcaps/test_steel.jpg b/demos/art/matcaps/test_steel.jpg new file mode 100644 index 0000000..f9958cd Binary files /dev/null and b/demos/art/matcaps/test_steel.jpg differ diff --git a/demos/art/meshes/cube.obj b/demos/art/meshes/cube.obj new file mode 100644 index 0000000..cc4b2ef --- /dev/null +++ b/demos/art/meshes/cube.obj @@ -0,0 +1,40 @@ +# 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a/demos/art/meshes/shaderBall.glb b/demos/art/meshes/shaderBall.glb new file mode 100644 index 0000000..76cf4ea Binary files /dev/null and b/demos/art/meshes/shaderBall.glb differ diff --git a/demos/art/meshes/shaderBall.license b/demos/art/meshes/shaderBall.license new file mode 100644 index 0000000..1ec1e4f --- /dev/null +++ b/demos/art/meshes/shaderBall.license @@ -0,0 +1,6 @@ +Kristof Lovas +https://kristoflovas.gumroad.com/l/FWVNShaderBall + +This is a much lower poly shader ball mesh than the regular ones available on the internet, its made from 10.000 triangles, and it uses face weighted normals, to achieve smooth shading. Its ideal for non tessellated material presentation, or to be used in a material showcasing scene, where a lot of them would appear on the screen at the same time. + +To get the best shading, make sure you the vertex normals from the fbx, so the face weighted normals works! diff --git a/demos/art/meshes/sphere.obj b/demos/art/meshes/sphere.obj new file mode 100644 index 0000000..8a1bf90 --- /dev/null +++ b/demos/art/meshes/sphere.obj @@ -0,0 +1,1833 @@ +v -1 0 1.40385e-007 +v -0.983024 -0.156077 0.0964607 +v -0.983024 0.156077 -0.0964604 +v -0.978148 -0.185961 -0.0929805 +v -0.978148 0 0.207911 +v -0.978148 0 -0.207911 +v -0.978148 0.185961 0.0929807 +v -0.939205 -0.343331 0.00428931 +v -0.939205 -0.157379 0.305166 +v -0.939205 0.157379 -0.305166 +v -0.939205 0.343331 -0.00428905 +v -0.934172 -0.187593 -0.303531 +v -0.934172 0.187593 0.303531 +v -0.93267 -0.306855 0.189647 +v -0.93267 0.306855 -0.189647 +v -0.913545 -0.363797 -0.181898 +v -0.913545 0 0.406737 +v -0.913545 0 -0.406737 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+f 3/588/505 9/585/502 7/586/503 +f 3/588/505 7/586/503 5/590/507 +f 6/589/506 4/587/504 46/559/476 +f 6/589/506 46/559/476 44/563/480 +f 45/562/479 3/588/505 5/590/507 +f 45/562/479 5/590/507 43/566/483 +f 4/587/504 2/544/461 48/543/460 +f 4/587/504 48/543/460 46/559/476 +f 47/546/463 1/545/462 3/588/505 +f 47/546/463 3/588/505 45/562/479 diff --git a/demos/art/shadertoys/!default.fs b/demos/art/shadertoys/!default.fs new file mode 100644 index 0000000..2b75674 --- /dev/null +++ b/demos/art/shadertoys/!default.fs @@ -0,0 +1,5 @@ +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 uv = fragCoord.xy / iResolution.xy; + fragColor = vec4(uv,0.5+0.5*sin(iGlobalTime),1.0); +} diff --git a/demos/art/shadertoys/3l23Rh.fs b/demos/art/shadertoys/3l23Rh.fs new file mode 100644 index 0000000..30bdc32 --- /dev/null +++ b/demos/art/shadertoys/3l23Rh.fs @@ -0,0 +1,165 @@ +// Protean clouds by nimitz (twitter: @stormoid) +// https://www.shadertoy.com/view/3l23Rh +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License +// Contact the author for other licensing options + +/* + Technical details: + + The main volume noise is generated from a deformed periodic grid, which can produce + a large range of noise-like patterns at very cheap evalutation cost. Allowing for multiple + fetches of volume gradient computation for improved lighting. + + To further accelerate marching, since the volume is smooth, more than half the the density + information isn't used to rendering or shading but only as an underlying volume distance to + determine dynamic step size, by carefully selecting an equation (polynomial for speed) to + step as a function of overall density (not necessarialy rendered) the visual results can be + the same as a naive implementation with ~40% increase in rendering performance. + + Since the dynamic marching step size is even less uniform due to steps not being rendered at all + the fog is evaluated as the difference of the fog integral at each rendered step. + +*/ + +mat3 rot_x(float a){float sa = sin(a); float ca = cos(a); return mat3(1.,.0,.0, .0,ca,sa, .0,-sa,ca);} +mat3 rot_y(float a){float sa = sin(a); float ca = cos(a); return mat3(ca,.0,sa, .0,1.,.0, -sa,.0,ca);} +mat3 rot_z(float a){float sa = sin(a); float ca = cos(a); return mat3(ca,sa,.0, -sa,ca,.0, .0,.0,1.);} +mat2 rot(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);} +const float fov = 1.5; + +const mat3 m3 = mat3(0.33338, 0.56034, -0.71817, -0.87887, 0.32651, -0.15323, 0.15162, 0.69596, 0.61339)*1.93; +float mag2(vec2 p){return dot(p,p);} +float mag2(vec3 p){return dot(p,p);} + +float linstep(in float mn, in float mx, in float x){ return clamp((x - mn)/(mx - mn), 0., 1.); } +vec2 disp(float t){ return vec2(sin(t*0.22)*1., cos(t*0.175)*1.)*2.; } +float prm1 = 0.; +vec2 bsMo = vec2(0); + +float colVar = 0.; +float shapeVar = 0.; + +float mg2(vec2 p){return dot(p,p);} + +vec2 map(vec3 p) +{ + vec3 p2 = p; + p2.xy -= disp(p.z).xy; + p.xy *= rot(sin(p.z+iTime)*0.15 + iTime*0.09); + float cl = mag2(p2.xy); + float d = 0.; + p *= .61; + float z = 1.; + float trk = 1.; + for(int i = 0; i < 5; i++) + { + p += sin(p.zxy*0.75*trk + iTime*trk*.8)*(0.1 + prm1*0.2); + d -= abs(dot(cos(p), sin(p.yzx))*z); + z *= 0.57; + trk *= 1.4; + p = p*m3; + } + d = abs(d + prm1*3.)+ prm1*.3 - 2.5 + bsMo.y; + return vec2(d + cl*.2 + 0.25, cl); +} + +vec4 render( in vec3 ro, in vec3 rd, float time ) +{ + vec4 rez = vec4(0); + const float ldst = 8.; + vec3 lpos = vec3(disp(time + ldst)*0.5, time + ldst); + float t = 1.5; + float fogT = 0.; + for(int i=0; i<130; i++) + { + if(rez.a > 0.99)break; + + vec3 pos = ro + t*rd; + vec2 mpv = map(pos); + float den = clamp(mpv.x-0.3,0.,1.)*1.12; + float dn = clamp((mpv.x + 2.),0.,3.); + + vec4 col = vec4(0); + if (mpv.x > 0.6) + { + + col = vec4(sin(vec3(5.,0.4,0.2) + mpv.y*0.1 +sin(pos.z*0.4)*0.5 + 1.8)*0.5 + 0.5,0.08); + col *= den*den*den; + col.rgb *= linstep(4.,-2.5, mpv.x)*2.3; + float dif = clamp((den - map(pos+.8).x)/9., 0.001, 1. ); + dif += clamp((den - map(pos+.35).x)/2.5, 0.001, 1. ); + col.xyz *= den*(vec3(0.005,.045,.075) + 1.5*vec3(0.033,0.07,0.03)*dif); + } + + float fogC = exp(t*0.2 - 2.2); + col.rgba += vec4(0.06,0.11,0.11, 0.1)*clamp(fogC-fogT, 0., 1.); + fogT = fogC; + rez = rez + col*(1. - rez.a); + t += clamp(0.5 - dn*dn*.05, 0.09, 0.3); + } + return clamp(rez, 0.0, 1.0); +} + + +float getsat(vec3 c) +{ + float mi = min(min(c.x, c.y), c.z); + float ma = max(max(c.x, c.y), c.z); + return (ma - mi)/(ma+ 1e-7); +} + +//from my "Will it blend" shader (https://www.shadertoy.com/view/lsdGzN) +vec3 iLerp(in vec3 a, in vec3 b, in float x) +{ + vec3 ic = mix(a, b, x) + vec3(1e-6,0.,0.); + float sd = abs(getsat(ic) - mix(getsat(a), getsat(b), x)); + vec3 dir = normalize(vec3(2.*ic.x - ic.y - ic.z, 2.*ic.y - ic.x - ic.z, 2.*ic.z - ic.y - ic.x)); + float lgt = dot(vec3(1.0), ic); + float ff = dot(dir, normalize(ic)); + ic += 1.5*dir*sd*ff*lgt; + return clamp(ic,0.,1.); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 q = fragCoord.xy/iResolution.xy; + vec2 p = q - 0.5; + p.x *= iResolution.x/iResolution.y; + vec2 mous = iMouse.xy/iResolution.xy; + vec2 mo = mous - 0.5; + bsMo = mo; + mo = (mo==vec2(-0.5))?mo=vec2(0.12, 0.15):mo; + mo.x *= iResolution.x/iResolution.y; + mo*= 4.14; + mo.y = clamp(mo.y*0.6-.5,-4. ,.15 ); + + float time = iTime*3.; + vec3 ro = vec3(0,0,time); + + + ro += vec3(sin(iTime)*0.5,sin(iTime*1.)*0.,0); + + float dspAmp = .85; + ro.xy += disp(ro.z)*dspAmp; + float tgtDst = 3.5; + + + vec3 target = normalize(ro - vec3(disp(time + tgtDst)*dspAmp, time + tgtDst)); + ro.x -= bsMo.x*2.; + vec3 rightdir = normalize(cross(target, vec3(0,1,0))); + vec3 updir = normalize(cross(rightdir, target)); + rightdir = normalize(cross(updir, target)); + vec3 rd=normalize((p.x*rightdir + p.y*updir)*1. - target); + rd.xy *= rot(-disp(time + 3.5).x*0.2 + bsMo.x); + prm1 = smoothstep(-0.4, 0.4,sin(iTime*0.3)); + vec4 scn = render(ro, rd, time); + + vec3 col = scn.rgb; + col = iLerp(col.bgr, col.rgb, clamp(1.-prm1,0.05,1.)); + + col = pow(col, vec3(.55,0.65,0.6))*vec3(1.,.97,.9); + + col *= pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.12)*0.7+0.3; //Vign + + fragColor = vec4( col, 1.0 ); +} diff --git a/demos/art/shadertoys/4dt3RX.fs b/demos/art/shadertoys/4dt3RX.fs new file mode 100644 index 0000000..d6dcba9 --- /dev/null +++ b/demos/art/shadertoys/4dt3RX.fs @@ -0,0 +1,313 @@ +//bio.jpg, hill.jpg, check.jpg +//Raymarch settings + +#define MIN_DIST 0.001 +#define MAX_DIST 32.0 +#define MAX_STEPS 96 +#define STEP_MULT 0.9 +#define NORMAL_OFFS 0.01 +#define FOCAL_LENGTH 0.8 + +//Scene settings + +//#define SHOW_RAY_COST + +//Colors +#define SKY_COLOR_1 vec3(0.60,0.00,0.00) +#define SKY_COLOR_2 vec3(1.00,0.50,0.00) + +#define SUN_COLOR_1 vec3(1.00, 0.00, 0.00) +#define SUN_COLOR_2 vec3(1.00, 1.00, 0.00) + +#define GRID_COLOR_1 vec3(0.00, 0.05, 0.20) +#define GRID_COLOR_2 vec3(1.00, 0.20, 0.60) + +#define WATER_COLOR vec3(0.50, 1.00, 2.90) + +//Parameters +#define GRID_SIZE 0.20 +#define GRID_LINE_SIZE 1.25 + +#define WATER_LEVEL 0.20 +#define WATER_FOG_SIZE 0.05 + +#define SUN_DIRECTION vec3( 0.10,-1.00,-0.03) + +#define CLOUD_SCROLL vec2(0.002, 0.001) +#define CLOUD_BLUR 2.0 +#define CLOUD_SCALE vec2(0.04, 0.10) + +#define MOUNTAIN_SCALE 6.0 +#define MOUNTAIN_SHIFT 5.3 + +//Color modes +//vec3(#,#,#) Number of bits per channel + +//24 bit color +#define RGB888 vec3(8,8,8) +//16 bit color +#define RGB565 vec3(5,6,5) +#define RGB664 vec3(6,6,4) +//8 bit color +#define RGB332 vec3(3,3,2) +#define RGB242 vec3(2,4,2) +#define RGB222 vec3(2,2,2) //+2 unused + +//#define DITHER_ENABLE +#define COLOR_MODE RGB242 + +//Object IDs +#define SKYDOME 0. +#define FLOOR 1. +#define RIVER 2. + +float pi = atan(1.0) * 4.0; +float tau = atan(1.0) * 8.0; + +vec3 dither(vec3 color, vec3 bits, vec2 pixel) +{ + vec3 cmax = exp2(bits)-1.0; + + vec3 dithfactor = mod(color, 1.0 / cmax) * cmax; + float dithlevel = texture(iChannel2,pixel / iChannelResolution[2].xy).r; + + vec3 cl = floor(color * cmax)/cmax; + vec3 ch = ceil(color * cmax)/cmax; + + return mix(cl, ch, step(dithlevel, dithfactor)); +} + +struct MarchResult +{ + vec3 position; + vec3 normal; + float dist; + float steps; + float id; +}; + +//Returns a rotation matrix for the given angles around the X,Y,Z axes. +mat3 Rotate(vec3 angles) +{ + vec3 c = cos(angles); + vec3 s = sin(angles); + + mat3 rotX = mat3( 1.0, 0.0, 0.0, 0.0,c.x,s.x, 0.0,-s.x, c.x); + mat3 rotY = mat3( c.y, 0.0,-s.y, 0.0,1.0,0.0, s.y, 0.0, c.y); + mat3 rotZ = mat3( c.z, s.z, 0.0,-s.z,c.z,0.0, 0.0, 0.0, 1.0); + + return rotX * rotY * rotZ; +} + +//==== Distance field operators/functions by iq. ==== +vec2 opU(vec2 d1, vec2 d2) +{ + return (d1.x < d2.x) ? d1 : d2; +} + +vec2 opS(vec2 d1, vec2 d2) +{ + return (-d1.x > d2.x) ? d1*vec2(-1,1) : d2; +} + +vec2 sdSphere(vec3 p, float s, float id) +{ + return vec2(length(p) - s, id); +} + +vec2 sdPlane(vec3 p, vec4 n, float id) +{ + // n must be normalized + return vec2(dot(p,n.xyz) + n.w, id); +} + +vec2 sdColumn(vec3 p, float r, float id) +{ + return vec2(((abs(p.x)+abs(p.y))-r)/sqrt(2.0), id); +} + +vec2 dfRiver(vec3 p, float id) +{ + float offs = sin(p.y)*0.15 + sin(p.y * 0.2); + + return sdColumn(p.xzy + vec3(offs,0,0), 0.4, id); +} + +//Distance to the scene +vec2 Scene(vec3 p) +{ + vec2 d = vec2(MAX_DIST, SKYDOME); + + d = opU(sdPlane(p, vec4(0, 0,-1, 0), FLOOR), d); + + d = opS(dfRiver(p, RIVER), d); + + return d; +} + +//Surface normal at the current position +vec3 Normal(vec3 p) +{ + vec3 off = vec3(NORMAL_OFFS, 0, 0); + return normalize + ( + vec3 + ( + Scene(p + off.xyz).x - Scene(p - off.xyz).x, + Scene(p + off.zxy).x - Scene(p - off.zxy).x, + Scene(p + off.yzx).x - Scene(p - off.yzx).x + ) + ); +} + +//Raymarch the scene with the given ray +MarchResult MarchRay(vec3 orig,vec3 dir) +{ + float steps = 0.0; + float dist = 0.0; + float id = 0.0; + + for(int i = 0;i < MAX_STEPS;i++) + { + vec2 object = Scene(orig + dir * dist); + + //Add the sky dome and have it follow the camera. + object = opU(object, -sdSphere(dir * dist, MAX_DIST, SKYDOME)); + + dist += object.x * STEP_MULT; + + id = object.y; + + steps++; + + if(abs(object.x) < MIN_DIST * dist) + { + break; + } + } + + MarchResult result; + + result.position = orig + dir * dist; + result.normal = Normal(result.position); + result.dist = dist; + result.steps = steps; + result.id = id; + + return result; +} + +//Scene texturing/shading +vec3 Shade(MarchResult hit, vec3 direction, vec3 camera) +{ + vec3 color = vec3(0.0); + + if(hit.id == FLOOR) + { + vec2 uv = abs(mod(hit.position.xy + GRID_SIZE/2.0, GRID_SIZE) - GRID_SIZE/2.0); + + uv /= fwidth(hit.position.xy); + + float riverEdge = dfRiver(hit.position, 0.0).x / fwidth(hit.position.xy).x; + + float gln = min(min(uv.x, uv.y), riverEdge) / GRID_SIZE; + + color = mix(GRID_COLOR_1, GRID_COLOR_2, 1.0 - smoothstep(0.0, GRID_LINE_SIZE / GRID_SIZE, gln)); + } + + if(hit.id == RIVER) + { + vec2 uv = vec2(hit.position.z, abs(mod(hit.position.y + GRID_SIZE/2.0, GRID_SIZE) - GRID_SIZE/2.0)); + uv /= fwidth(hit.position.xy); + + float gln = min(uv.x, uv.y) / GRID_SIZE; + + color = mix(GRID_COLOR_1, GRID_COLOR_2, 1.0 - smoothstep(0.0, GRID_LINE_SIZE / GRID_SIZE, gln)); + } + + //Distance fog + color *= 1.0 - smoothstep(0.0, MAX_DIST*0.9, hit.dist); + + //Water + float waterMix = smoothstep(WATER_LEVEL - WATER_FOG_SIZE, WATER_LEVEL + WATER_FOG_SIZE, hit.position.z); + + color = mix(color, WATER_COLOR, waterMix); + + if(hit.id == SKYDOME) + { + //Sky gradient + //Causes weird position-colored artefacts around the horizon (AMD R9 270) + //color = mix(SKY_COLOR_1, SKY_COLOR_2, -hit.position.z/16.0); + color += mix(SKY_COLOR_1, SKY_COLOR_2, -hit.position.z/16.0); + + //Sun + vec3 sunDir = normalize(SUN_DIRECTION); + + float sun = smoothstep(0.950, 0.952, dot(direction, sunDir)); + + vec3 sunCol = mix(SUN_COLOR_1, SUN_COLOR_2, -hit.position.z/16.0); + + color = mix(color, sunCol, sun); + + //Clouds + vec2 cloudUV = CLOUD_SCALE * direction.xy / dot(direction, vec3(0, 0,-1)); + cloudUV += CLOUD_SCROLL * iGlobalTime; + + color *= smoothstep(0.5, 0.3, texture(iChannel1, cloudUV, CLOUD_BLUR).r) * 0.5 + 0.5; + + //Mountains + float a = atan(hit.position.y, hit.position.x)/tau + 0.5; + a -= 3.28; + + float mountains = MOUNTAIN_SCALE * texture(iChannel0, vec2(a, 0.1),-99.0).r - hit.position.z - MOUNTAIN_SHIFT; + + color = mix(color, vec3(0.0), 1.0 - smoothstep(0.6, 0.7, mountains)); + } + + return color; +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 res = iResolution.xy / iResolution.y; + vec2 uv = fragCoord.xy / iResolution.y; + + //Camera stuff + vec3 angles = vec3(0); + + //Auto mode + if(iMouse.xy == vec2(0,0)) + { + angles.y = tau * (1.8 / 8.0); + angles.x = tau * (3.9 / 8.0) + sin(iGlobalTime * 0.1) * 0.3; + } + else + { + angles = vec3((iMouse.xy / iResolution.xy) * pi, 0); + angles.xy *= vec2(2.0, 1.0); + } + + angles.y = clamp(angles.y, 0.0, 15.5 * tau / 64.0); + + mat3 rotate = Rotate(angles.yzx); + + vec3 orig = vec3(0, 0,-2) * rotate; + + vec3 dir = normalize(vec3(uv - res / 2.0, FOCAL_LENGTH)) * rotate; + + //Ray marching + MarchResult hit = MarchRay(orig, dir); + + //Shading + vec3 color = Shade(hit, dir, orig); + + #ifdef SHOW_RAY_COST + color = mix(vec3(0,1,0), vec3(1,0,0), hit.steps / float(MAX_STEPS)); + #endif + + #ifdef DITHER_ENABLE + color = dither(color, COLOR_MODE, fragCoord); + #endif + + fragColor = vec4(color, 1.0); +} \ No newline at end of file diff --git a/demos/art/shadertoys/4s3XDn.fs b/demos/art/shadertoys/4s3XDn.fs new file mode 100644 index 0000000..37dd8d1 --- /dev/null +++ b/demos/art/shadertoys/4s3XDn.fs @@ -0,0 +1,718 @@ +#define line1 H_ e_ l_ l_ o_ _ BOLD S_ h_ a_ d_ e_ r_ t_ o_ y_ BOLD _ t_ h_ i_ s_ _ i_ s_ _ m_ y_ +#define line2 BLUE p_ r_ o_ p_ o_ r_ t_ i_ o_ n_ a_ l_ BLUE _ f_ o_ n_ t_ _dot _ I_ _ h_ o_ p_ e_ _ y_ o_ u_ +#define line3 GREEN l_ i_ k_ e_ GREEN _ i_ t_ _comma _ RED f_ e_ e_ l_ RED _ ITAL f_ r_ e_ e_ ITAL _ t_ o_ _ u_ s_ e_ _ i_ t_ _dot +#define line4 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_ +#define line5 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_ +#define line6 _1 _2 _3 _4 _5 _6 _7 _8 _9 _0 _dot _comma _exclam _question _open1 _close1 _dotdot _dotcomma _equal _add _sub _mul _div _lt _gt _hash _and _or _und _open2 _close2 _open3 _close3 + +// line function, used in k, v, w, x, y, z, 1, 2, 4, 7 and , +// rest is drawn using (stretched) circle(g) + +// todo: distance fields of s,S, J { and } +// todo before we can show shaders :) +// + +float line(vec2 p, vec2 a, vec2 b) +{ + vec2 pa = p - a; + vec2 ba = b - a; + float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); + return length(pa - ba * h); +} + +//These functions are re-used by multiple letters +float _u(vec2 uv, float w, float v) { + return length(vec2( + abs(length(vec2(uv.x, + max(0.0,-(.4-v)-uv.y) ))-w) + ,max(0.,uv.y-.4))); +} +float _i(vec2 uv) { + return length(vec2(uv.x,max(0.,abs(uv.y)-.4))); +} +float _j(vec2 uv) { + uv.x+=.2; + uv.y+=.55; + float x = uv.x>0.&&uv.y<0.? + abs(length(uv)-.25) + :min(length(uv+vec2(0.,.25)), + length(vec2(uv.x-.25,max(0.,abs(uv.y-.475)-.475)))); + return x; +} +float _l(vec2 uv) { + uv.y -= .2; + return length(vec2(uv.x,max(0.,abs(uv.y)-.6))); +} +float _o(vec2 uv) { + return abs(length(vec2(uv.x,max(0.,abs(uv.y)-.15)))-.25); +} + +// Here is the alphabet +float aa(vec2 uv) { + uv = -uv; + float x = abs(length(vec2(max(0.,abs(uv.x)-.05),uv.y-.2))-.2); + x = min(x,length(vec2(uv.x+.25,max(0.,abs(uv.y-.2)-.2)))); + return min(x,(uv.x<0.?uv.y<0.:atan(uv.x,uv.y+0.15)>2.)?_o(uv):length(vec2(uv.x-.22734,uv.y+.254))); +} +float bb(vec2 uv) { + float x = _o(uv); + uv.x += .25; + return min(x,_l(uv)); +} +float cc(vec2 uv) { + float x = _o(uv); + uv.y= abs(uv.y); + return uv.x<0.||atan(uv.x,uv.y-0.15)<1.14?x: + min(length(vec2(uv.x+.25,max(0.0,abs(uv.y)-.15))),//makes df right + length(uv+vec2(-.22734,-.254))); +} +float dd(vec2 uv) { + uv.x *= -1.; + return bb(uv); +} +float ee(vec2 uv) { + float x = _o(uv); + return min(uv.x<0.||uv.y>.05||atan(uv.x,uv.y+0.15)>2.?x:length(vec2(uv.x-.22734,uv.y+.254)), + length(vec2(max(0.,abs(uv.x)-.25),uv.y-.05))); +} +float ff(vec2 uv) { + uv.x *= -1.; + uv.x += .05; + float x = _j(vec2(uv.x,-uv.y)); + uv.y -= .4; + x = min(x,length(vec2(max(0.,abs(uv.x-.05)-.25),uv.y))); + return x; +} +float gg(vec2 uv) { + float x = _o(uv); + return min(x,uv.x>0.||atan(uv.x,uv.y+.6)<-2.? + _u(uv,0.25,-0.2): + length(uv+vec2(.23,.7))); +} +float hh(vec2 uv) { + uv.y *= -1.; + float x = _u(uv,.25,.25); + uv.x += .25; + uv.y *= -1.; + return min(x,_l(uv)); +} +float ii(vec2 uv) { + return min(_i(uv),length(vec2(uv.x,uv.y-.6))); +} +float jj(vec2 uv) { + uv.x+=.05; + return min(_j(uv),length(vec2(uv.x-.05,uv.y-.6))); +} +float kk(vec2 uv) { + float x = line(uv,vec2(-.25,-.1), vec2(0.25,0.4)); + x = min(x,line(uv,vec2(-.15,.0), vec2(0.25,-0.4))); + uv.x+=.25; + return min(x,_l(uv)); +} +float ll(vec2 uv) { + return _l(uv); +} +float mm(vec2 uv) { + //uv.x *= 1.4; + uv.y *= -1.; + uv.x-=.175; + float x = _u(uv,.175,.175); + uv.x+=.35; + x = min(x,_u(uv,.175,.175)); + uv.x+=.175; + return min(x,_i(uv)); +} +float nn(vec2 uv) { + uv.y *= -1.; + float x = _u(uv,.25,.25); + uv.x+=.25; + return min(x,_i(uv)); +} +float oo(vec2 uv) { + return _o(uv); +} +float pp(vec2 uv) { + float x = _o(uv); + uv.x += .25; + uv.y += .4; + return min(x,_l(uv)); +} +float qq(vec2 uv) { + uv.x = -uv.x; + return pp(uv); +} +float rr(vec2 uv) { + uv.x -= .05; + float x =atan(uv.x,uv.y-0.15)<1.14&&uv.y>0.?_o(uv):length(vec2(uv.x-.22734,uv.y-.254)); + + //)?_o(uv):length(vec2(uv.x-.22734,uv.y+.254))+.4); + + uv.x+=.25; + return min(x,_i(uv)); +} +float ss(vec2 uv) { + if (uv.y <.225-uv.x*.5 && uv.x>0. || uv.y<-.225-uv.x*.5) + uv = -uv; + float a = abs(length(vec2(max(0.,abs(uv.x)-.05),uv.y-.2))-.2); + float b = length(vec2(uv.x-.231505,uv.y-.284)); + float x = atan(uv.x-.05,uv.y-0.2)<1.14?a:b; + return x; +} +float tt(vec2 uv) { + uv.x *= -1.; + uv.y -= .4; + uv.x += .05; + float x = min(_j(uv),length(vec2(max(0.,abs(uv.x-.05)-.25),uv.y))); + return x; +} +float uu(vec2 uv) { + return _u(uv,.25,.25); +} +float vv(vec2 uv) { + uv.x=abs(uv.x); + return line(uv,vec2(0.25,0.4), vec2(0.,-0.4)); +} +float ww(vec2 uv) { + uv.x=abs(uv.x); + return min(line(uv,vec2(0.3,0.4), vec2(.2,-0.4)), + line(uv,vec2(0.2,-0.4), vec2(0.,0.1))); +} +float xx(vec2 uv) { + uv=abs(uv); + return line(uv,vec2(0.,0.), vec2(.3,0.4)); +} +float yy(vec2 uv) { + return min(line(uv,vec2(.0,-.2), vec2(-.3,0.4)), + line(uv,vec2(.3,.4), vec2(-.3,-0.8))); +} +float zz(vec2 uv) { + float l = line(uv,vec2(0.25,0.4), vec2(-0.25,-0.4)); + uv.y=abs(uv.y); + float x = length(vec2(max(0.,abs(uv.x)-.25),uv.y-.4)); + return min(x,l); +} + +// Capitals +float AA(vec2 uv) { + float x = length(vec2( + abs(length(vec2(uv.x, + max(0.0,uv.y-.35) ))-0.25) + ,min(0.,uv.y+.4))); + return min(x,length(vec2(max(0.,abs(uv.x)-.25),uv.y-.1) )); +} + +float BB(vec2 uv) { + uv.y -=.1; + uv.y = abs(uv.y); + float x = length(vec2( + abs(length(vec2(max(0.0,uv.x), + uv.y-.25))-0.25) + ,min(0.,uv.x+.25))); + return min(x,length(vec2(uv.x+.25,max(0.,abs(uv.y)-.5)) )); +} +float CC(vec2 uv) { + float x = abs(length(vec2(uv.x,max(0.,abs(uv.y-.1)-.25)))-.25); + uv.y -= .1; + uv.y= abs(uv.y); + return uv.x<0.||atan(uv.x,uv.y-0.25)<1.14?x: + min(length(vec2(uv.x+.25,max(0.0,abs(uv.y)-.25))),//makes df right + length(uv+vec2(-.22734,-.354))); +} +float DD(vec2 uv) { + uv.y -=.1; + //uv.y = abs(uv.y); + float x = length(vec2( + abs(length(vec2(max(0.0,uv.x), + max(0.0,abs(uv.y)-.25)))-0.25) + ,min(0.,uv.x+.25))); + return min(x,length(vec2(uv.x+.25,max(0.,abs(uv.y)-.5)) )); +} +float EE(vec2 uv) { + uv.y -=.1; + uv.y = abs(uv.y); + float x = min(length(vec2(max(0.,abs(uv.x)-.25),uv.y)), + length(vec2(max(0.,abs(uv.x)-.25),uv.y-.5))); + return min(x,length(vec2(uv.x+.25,max(0.,abs(uv.y)-.5)))); +} +float FF(vec2 uv) { + uv.y -=.1; + float x = min(length(vec2(max(0.,abs(uv.x)-.25),uv.y)), + length(vec2(max(0.,abs(uv.x)-.25),uv.y-.5))); + return min(x,length(vec2(uv.x+.25,max(0.,abs(uv.y)-.5)))); +} +float GG(vec2 uv) { + float x = abs(length(vec2(uv.x,max(0.,abs(uv.y-.1)-.25)))-.25); + uv.y -= .1; + float a = atan(uv.x,max(0.,abs(uv.y)-0.25)); + x = uv.x<0.||a<1.14 || a>3.?x: + min(length(vec2(uv.x+.25,max(0.0,abs(uv.y)-.25))),//makes df right + length(uv+vec2(-.22734,-.354))); + x = min(x,line(uv,vec2(.22734,-.1),vec2(.22734,-.354))); + return min(x,line(uv,vec2(.22734,-.1),vec2(.05,-.1))); +} +float HH(vec2 uv) { + uv.y -=.1; + uv.x = abs(uv.x); + float x = length(vec2(max(0.,abs(uv.x)-.25),uv.y)); + return min(x,length(vec2(uv.x-.25,max(0.,abs(uv.y)-.5)))); +} +float II(vec2 uv) { + uv.y -= .1; + float x = length(vec2(uv.x,max(0.,abs(uv.y)-.5))); + uv.y = abs(uv.y); + return min(x,length(vec2(max(0.,abs(uv.x)-.1),uv.y-.5))); +} +float JJ(vec2 uv) { + uv.x += .125; + float x = length(vec2( + abs(length(vec2(uv.x, + min(0.0,uv.y+.15) ))-0.25) + ,max(0.,max(-uv.x,uv.y-.6)))); + return min(x,length(vec2(max(0.,abs(uv.x-.125)-.125),uv.y-.6))); +} +float KK(vec2 uv) { + float x = line(uv,vec2(-.25,-.1), vec2(0.25,0.6)); + x = min(x,line(uv,vec2(-.1, .1), vec2(0.25,-0.4))); +// uv.x+=.25; + return min(x,length(vec2(uv.x+.25,max(0.,abs(uv.y-.1)-.5)))); +} +float LL(vec2 uv) { + uv.y -=.1; + float x = length(vec2(max(0.,abs(uv.x)-.2),uv.y+.5)); + return min(x,length(vec2(uv.x+.2,max(0.,abs(uv.y)-.5)))); +} +float MM(vec2 uv) { + uv.y-=.1; + float x = min(length(vec2(uv.x-.35,max(0.,abs(uv.y)-.5))), + line(uv,vec2(-.35,.5),vec2(.0,-.1))); + x = min(x,line(uv,vec2(.0,-.1),vec2(.35,.5))); + return min(x,length(vec2(uv.x+.35,max(0.,abs(uv.y)-.5)))); +} +float NN(vec2 uv) { + uv.y-=.1; + float x = min(length(vec2(uv.x-.25,max(0.,abs(uv.y)-.5))), + line(uv,vec2(-.25,.5),vec2(.25,-.5))); + return min(x,length(vec2(uv.x+.25,max(0.,abs(uv.y)-.5)))); +} +float OO(vec2 uv) { + return abs(length(vec2(uv.x,max(0.,abs(uv.y-.1)-.25)))-.25); +} +float PP(vec2 uv) { + float x = length(vec2( + abs(length(vec2(max(0.0,uv.x), + uv.y-.35))-0.25) + ,min(0.,uv.x+.25))); + return min(x,length(vec2(uv.x+.25,max(0.,abs(uv.y-.1)-.5)) )); +} +float QQ(vec2 uv) { + float x = abs(length(vec2(uv.x,max(0.,abs(uv.y-.1)-.25)))-.25); + uv.y += .3; + uv.x -= .2; + return min(x,length(vec2(abs(uv.x+uv.y),max(0.,abs(uv.x-uv.y)-.2)))/sqrt(2.)); +} +float RR(vec2 uv) { + float x = length(vec2( + abs(length(vec2(max(0.0,uv.x), + uv.y-.35))-0.25) + ,min(0.,uv.x+.25))); + x = min(x,length(vec2(uv.x+.25,max(0.,abs(uv.y-.1)-.5)) )); + return min(x,line(uv,vec2(0.0,0.1),vec2(0.25,-0.4))); +} +float SS(vec2 uv) { + uv.y -= .1; + if (uv.y <.275-uv.x*.5 && uv.x>0. || uv.y<-.275-uv.x*.5) + uv = -uv; + float a = abs(length(vec2(max(0.,abs(uv.x)),uv.y-.25))-.25); + float b = length(vec2(uv.x-.236,uv.y-.332)); + float x = atan(uv.x-.05,uv.y-0.25)<1.14?a:b; + return x; +} +float TT(vec2 uv) { + uv.y -= .1; + float x = length(vec2(uv.x,max(0.,abs(uv.y)-.5))); + return min(x,length(vec2(max(0.,abs(uv.x)-.25),uv.y-.5))); +} +float UU(vec2 uv) { + float x = length(vec2( + abs(length(vec2(uv.x, + min(0.0,uv.y+.15) ))-0.25) + ,max(0.,uv.y-.6))); + return x; +} +float VV(vec2 uv) { + uv.x=abs(uv.x); + return line(uv,vec2(0.25,0.6), vec2(0.,-0.4)); +} +float WW(vec2 uv) { + uv.x=abs(uv.x); + return min(line(uv,vec2(0.3,0.6), vec2(.2,-0.4)), + line(uv,vec2(0.2,-0.4), vec2(0.,0.2))); +} +float XX(vec2 uv) { + uv.y -= .1; + uv=abs(uv); + return line(uv,vec2(0.,0.), vec2(.3,0.5)); +} +float YY(vec2 uv) { + return min(min(line(uv,vec2(.0, .1), vec2(-.3, 0.6)), + line(uv,vec2(.0, .1), vec2( .3, 0.6))), + length(vec2(uv.x,max(0.,abs(uv.y+.15)-.25)))); +} +float ZZ(vec2 uv) { + float l = line(uv,vec2(0.25,0.6), vec2(-0.25,-0.4)); + uv.y-=.1; + uv.y=abs(uv.y); + float x = length(vec2(max(0.,abs(uv.x)-.25),uv.y-.5)); + return min(x,l); +} + +//Numbers +float _11(vec2 uv) { + return min(min( + line(uv,vec2(-0.2,0.45),vec2(0.,0.6)), + length(vec2(uv.x,max(0.,abs(uv.y-.1)-.5)))), + length(vec2(max(0.,abs(uv.x)-.2),uv.y+.4))); + +} +float _22(vec2 uv) { + float x = min(line(uv,vec2(0.185,0.17),vec2(-.25,-.4)), + length(vec2(max(0.,abs(uv.x)-.25),uv.y+.4))); + uv.y-=.35; + uv.x += 0.025; + return min(x,abs(atan(uv.x,uv.y)-0.63)<1.64?abs(length(uv)-.275): + length(uv+vec2(.23,-.15))); +} +float _33(vec2 uv) { + uv.y-=.1; + uv.y = abs(uv.y); + uv.y-=.25; + return atan(uv.x,uv.y)>-1.?abs(length(uv)-.25): + min(length(uv+vec2(.211,-.134)),length(uv+vec2(.0,.25))); +} +float _44(vec2 uv) { + float x = min(length(vec2(uv.x-.15,max(0.,abs(uv.y-.1)-.5))), + line(uv,vec2(0.15,0.6),vec2(-.25,-.1))); + return min(x,length(vec2(max(0.,abs(uv.x)-.25),uv.y+.1))); +} +float _55(vec2 uv) { + float b = min(length(vec2(max(0.,abs(uv.x)-.25),uv.y-.6)), + length(vec2(uv.x+.25,max(0.,abs(uv.y-.36)-.236)))); + uv.y += 0.1; + uv.x += 0.05; + float c = abs(length(vec2(uv.x,max(0.,abs(uv.y)-.0)))-.3); + return min(b,abs(atan(uv.x,uv.y)+1.57)<.86 && uv.x<0.? + length(uv+vec2(.2,.224)) + :c); +} +float _66(vec2 uv) { + uv.y-=.075; + uv = -uv; + float b = abs(length(vec2(uv.x,max(0.,abs(uv.y)-.275)))-.25); + uv.y-=.175; + float c = abs(length(vec2(uv.x,max(0.,abs(uv.y)-.05)))-.25); + return min(c,cos(atan(uv.x,uv.y+.45)+0.65)<0.||(uv.x>0.&& uv.y<0.)?b: + length(uv+vec2(0.2,0.6))); +} +float _77(vec2 uv) { + return min(length(vec2(max(0.,abs(uv.x)-.25),uv.y-.6)), + line(uv,vec2(-0.25,-0.39),vec2(0.25,0.6))); +} +float _88(vec2 uv) { + float l = length(vec2(max(0.,abs(uv.x)-.08),uv.y-.1+uv.x*.07)); + uv.y-=.1; + uv.y = abs(uv.y); + uv.y-=.245; + return min(abs(length(uv)-.255),l); +} +float _99(vec2 uv) { + uv.y-=.125; + float b = abs(length(vec2(uv.x,max(0.,abs(uv.y)-.275)))-.25); + uv.y-=.175; + float c = abs(length(vec2(uv.x,max(0.,abs(uv.y)-.05)))-.25); + return min(c,cos(atan(uv.x,uv.y+.45)+0.65)<0.||(uv.x>0.&& uv.y<0.)?b: + length(uv+vec2(0.2,0.6))); +} +float _00(vec2 uv) { + uv.y-=.1; + return abs(length(vec2(uv.x,max(0.,abs(uv.y)-.25)))-.25); +} + +//Symbols +float ddot(vec2 uv) { + uv.y+=.4; + return length(uv)*0.97;//-.03; +} +float comma(vec2 uv) { + return min(ddot(uv),line(uv,vec2(.031,-.405),vec2(-.029,-.52))); +} +float exclam(vec2 uv) { + return min(ddot(uv),length(vec2(uv.x,max(0.,abs(uv.y-.2)-.4)))-uv.y*.06); +} +float question(vec2 uv) { + float x = min(ddot(uv),length(vec2(uv.x,max(0.,abs(uv.y+.035)-.1125)))); + uv.y-=.35; + uv.x += 0.025; + return min(x,abs(atan(uv.x,uv.y)-1.05)<2.?abs(length(uv)-.275): + length(uv+vec2(.225,-.16))-.0); +} +float open1(vec2 uv) { + uv.x-=.62; + return abs(atan(uv.x,uv.y)+1.57)<1.? + abs(length(uv)-.8) + :length(vec2(uv.x+.435,abs(uv.y)-.672)); +} +float close1(vec2 uv) { + uv.x = -uv.x; + return open1(uv); +} +float dotdot(vec2 uv) { + uv.y -= .1; + uv.y = abs(uv.y); + uv.y-=.25; + return length(uv); +} +float dotcomma(vec2 uv) { + uv.y -= .1; + float x = line(uv,vec2(.0,-.28),vec2(-.029,-.32)); + uv.y = abs(uv.y); + uv.y-=.25; + return min(length(uv),x); +} +float eequal(vec2 uv) { + uv.y -= .1; + uv.y = abs(uv.y); + return length(vec2(max(0.,abs(uv.x)-.25),uv.y-.15)); +} +float aadd(vec2 uv) { + uv.y -= .1; + return min(length(vec2(max(0.,abs(uv.x)-.25),uv.y)), + length(vec2(uv.x,max(0.,abs(uv.y)-.25)))); +} +float ssub(vec2 uv) { + return length(vec2(max(0.,abs(uv.x)-.25),uv.y-.1)); +} +float mmul(vec2 uv) { + uv.y -= .1; + uv = abs(uv); + return min(line(uv,vec2(0.866*.25,0.5*.25),vec2(0.)) + ,length(vec2(uv.x,max(0.,abs(uv.y)-.25)))); +} +float ddiv(vec2 uv) { + return line(uv,vec2(-0.25,-0.4),vec2(0.25,0.6)); +} +float lt(vec2 uv) { + uv.y-=.1; + uv.y = abs(uv.y); + return line(uv,vec2(0.25,0.25),vec2(-0.25,0.)); +} +float gt(vec2 uv) { + uv.x=-uv.x; + return lt(uv); +} +float hash(vec2 uv) { + uv.y-=.1; + uv.x -= uv.y*.1; + uv = abs(uv); + return min(length(vec2(uv.x-.125,max(0.,abs(uv.y)-.3))), + length(vec2(max(0.,abs(uv.x)-.25),uv.y-.125))); +} +float and(vec2 uv) { + uv.y-=.44; + uv.x+=.05; + float x = abs(atan(uv.x,uv.y))<2.356?abs(length(uv)-.15):1.0; + x = min(x,line(uv,vec2(-0.106,-0.106),vec2(0.4,-0.712))); + x = min(x,line(uv,vec2( 0.106,-0.106),vec2(-0.116,-0.397))); + uv.x-=.025; + uv.y+=.54; + x = min(x,abs(atan(uv.x,uv.y)-.785)>1.57?abs(length(uv)-.2):1.0); + return min(x,line(uv,vec2( 0.141,-0.141),vec2( 0.377,0.177))); +} +float or(vec2 uv) { + uv.y -= .1; + return length(vec2(uv.x,max(0.,abs(uv.y)-.5))); +} +float und(vec2 uv) { + return length(vec2(max(0.,abs(uv.x)-.25),uv.y+.4)); +} +float open2(vec2 uv) { + uv.y -= .1; + uv.y = abs(uv.y); + return min(length(vec2(uv.x+.125,max(0.,abs(uv.y)-.5))), + length(vec2(max(0.,abs(uv.x)-.125),uv.y-.5))); +} +float close2(vec2 uv) { + uv.x=-uv.x; + return open2(uv); +} +float open3(vec2 uv) { + uv.y -= .1; + uv.y = abs(uv.y); + float x = length(vec2( + abs(length(vec2((uv.x*sign(uv.y-.25)-.2), + max(0.0,abs(uv.y-.25)-.05) ))-0.2) + ,max(0.,abs(uv.x)-.2))); + return x; + +} +float close3(vec2 uv) { + uv.x=-uv.x; + return open3(uv); +} + +vec2 clc(vec2 uv, float cp, float w, float ital) { + return uv-vec2(cp-(w*.5)+uv.y*ital,0.); +} +bool hit(vec2 uv,inout float cp,float w, float px) { + return abs((cp+=w)-uv.x)0.); + float scale = 1.1-ms;// 2.0-cos(iGlobalTime*.1); + vec2 mouseOffs = ms*(iMouse.xy-.5*iResolution.xy)/scale; + vec2 uv = (fragCoord+mouseOffs-.5*iResolution.xy) / iResolution.x * 22.0 * scale; + + //float ofs = floor(uv.x)+8.; + //uv.x = mod(uv.x,1.0)-.5; + + float px = 22.0/iResolution.x*scale; + float x = 100.; + float cp = 0.; + vec4 cur = vec4(0.,0.,0.,0.5); + vec4 us = cur; + float ital = 0.0; + //uv+= .03*cos(uv*7.+iGlobalTime); + //uv.y += 2.; + uv.x += 10.1; + //uv.y -= 3.; + //uv.x += 5.; + + int lnr = 2-int(floor(uv.y/2.)); + uv.y = mod(uv.y,2.0)-1.0; + + if (lnr==0) {line1} + if (lnr==1) {line2} + if (lnr==2) {line3} + if (lnr==3) {line4} + if (lnr==4) {line5} + if (lnr==5) {line6} + + vec3 clr = vec3(0.0); + + // Wobbly font + //float weight = 0.05+sin(length(-10.0+uv*3.9-10.0*sin(.09*iGlobalTime)))/50.; + + float weight = 0.01+us.w*min(iGlobalTime*.02-.05,0.03);//+.03*length(sin(uv*6.+.3*iGlobalTime));//+0.02-0.06*cos(iGlobalTime*.4+1.); + if (ms>0.) { + fragColor = vec4(mix(us.rgb+0.5-0.5*smoothstep(0.,2.*px, abs(mod(x,.1)-.05)),vec3(1.0), sqrt(x)),1.0); + } else + fragColor = vec4(mix(us.rgb,vec3(1.0),smoothstep(weight-px,weight+px, x)),1.0); +} diff --git a/demos/art/shadertoys/4sBSWW.fs b/demos/art/shadertoys/4sBSWW.fs new file mode 100644 index 0000000..8edf1f4 --- /dev/null +++ b/demos/art/shadertoys/4sBSWW.fs @@ -0,0 +1,155 @@ +// Smaller Number Printing - @P_Malin +// Creative Commons CC0 1.0 Universal (CC-0) + +// Feel free to modify, distribute or use in commercial code, just don't hold me liable for anything bad that happens! +// If you use this code and want to give credit, that would be nice but you don't have to. + +// I first made this number printing code in https://www.shadertoy.com/view/4sf3RN +// It started as a silly way of representing digits with rectangles. +// As people started actually using this in a number of places I thought I would try to condense the +// useful function a little so that it can be dropped into other shaders more easily, +// just snip between the perforations below. +// Also, the licence on the previous shader was a bit restrictive for utility code. +// +// Disclaimer: The values printed may not be accurate! +// Accuracy improvement for fractional values taken from TimoKinnunen https://www.shadertoy.com/view/lt3GRj + +// ---- 8< ---- GLSL Number Printing - @P_Malin ---- 8< ---- +// Creative Commons CC0 1.0 Universal (CC-0) +// https://www.shadertoy.com/view/4sBSWW + +float DigitBin( const int x ) +{ + return x==0?480599.0:x==1?139810.0:x==2?476951.0:x==3?476999.0:x==4?350020.0:x==5?464711.0:x==6?464727.0:x==7?476228.0:x==8?481111.0:x==9?481095.0:0.0; +} + +float PrintValue( vec2 vStringCoords, float fValue, float fMaxDigits, float fDecimalPlaces ) +{ + if ((vStringCoords.y < 0.0) || (vStringCoords.y >= 1.0)) return 0.0; + + bool bNeg = ( fValue < 0.0 ); + fValue = abs(fValue); + + float fLog10Value = log2(abs(fValue)) / log2(10.0); + float fBiggestIndex = max(floor(fLog10Value), 0.0); + float fDigitIndex = fMaxDigits - floor(vStringCoords.x); + float fCharBin = 0.0; + if(fDigitIndex > (-fDecimalPlaces - 1.01)) { + if(fDigitIndex > fBiggestIndex) { + if((bNeg) && (fDigitIndex < (fBiggestIndex+1.5))) fCharBin = 1792.0; + } else { + if(fDigitIndex == -1.0) { + if(fDecimalPlaces > 0.0) fCharBin = 2.0; + } else { + float fReducedRangeValue = fValue; + if(fDigitIndex < 0.0) { fReducedRangeValue = fract( fValue ); fDigitIndex += 1.0; } + float fDigitValue = (abs(fReducedRangeValue / (pow(10.0, fDigitIndex)))); + fCharBin = DigitBin(int(floor(mod(fDigitValue, 10.0)))); + } + } + } + return floor(mod((fCharBin / pow(2.0, floor(fract(vStringCoords.x) * 4.0) + (floor(vStringCoords.y * 5.0) * 4.0))), 2.0)); +} + +// ---- 8< -------- 8< -------- 8< -------- 8< ---- + + + +// Original interface + +float PrintValue(const in vec2 fragCoord, const in vec2 vPixelCoords, const in vec2 vFontSize, const in float fValue, const in float fMaxDigits, const in float fDecimalPlaces) +{ + vec2 vStringCharCoords = (fragCoord.xy - vPixelCoords) / vFontSize; + + return PrintValue( vStringCharCoords, fValue, fMaxDigits, fDecimalPlaces ); +} + +float GetCurve(float x) +{ + return sin( x * 3.14159 * 4.0 ); +} + +float GetCurveDeriv(float x) +{ + return 3.14159 * 4.0 * cos( x * 3.14159 * 4.0 ); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec3 vColour = vec3(0.0); + + // Multiples of 4x5 work best + vec2 vFontSize = vec2(8.0, 15.0); + + // Draw Horizontal Line + if(abs(fragCoord.y - iResolution.y * 0.5) < 1.0) + { + vColour = vec3(0.25); + } + + // Draw Sin Wave + // See the comment from iq or this page + // http://www.iquilezles.org/www/articles/distance/distance.htm + float fCurveX = fragCoord.x / iResolution.x; + float fSinY = (GetCurve(fCurveX) * 0.25 + 0.5) * iResolution.y; + float fSinYdX = (GetCurveDeriv(fCurveX) * 0.25) * iResolution.y / iResolution.x; + float fDistanceToCurve = abs(fSinY - fragCoord.y) / sqrt(1.0+fSinYdX*fSinYdX); + float fSetPixel = fDistanceToCurve - 1.0; // Add more thickness + vColour = mix(vec3(1.0, 0.0, 0.0), vColour, clamp(fSetPixel, 0.0, 1.0)); + + // Draw Sin Value + float fValue4 = GetCurve(iMouse.x / iResolution.x); + float fPixelYCoord = (fValue4 * 0.25 + 0.5) * iResolution.y; + + // Plot Point on Sin Wave + float fDistToPointA = length( vec2(iMouse.x, fPixelYCoord) - fragCoord.xy) - 4.0; + vColour = mix(vColour, vec3(0.0, 0.0, 1.0), (1.0 - clamp(fDistToPointA, 0.0, 1.0))); + + // Plot Mouse Pos + float fDistToPointB = length( vec2(iMouse.x, iMouse.y) - fragCoord.xy) - 4.0; + vColour = mix(vColour, vec3(0.0, 1.0, 0.0), (1.0 - clamp(fDistToPointB, 0.0, 1.0))); + + // Print Sin Value + vec2 vPixelCoord4 = vec2(iMouse.x, fPixelYCoord) + vec2(4.0, 4.0); + float fDigits = 1.0; + float fDecimalPlaces = 2.0; + float fIsDigit4 = PrintValue( (fragCoord - vPixelCoord4) / vFontSize, fValue4, fDigits, fDecimalPlaces); + vColour = mix( vColour, vec3(0.0, 0.0, 1.0), fIsDigit4); + + // Print Shader Time + vec2 vPixelCoord1 = vec2(96.0, 5.0); + float fValue1 = iTime; + fDigits = 6.0; + float fIsDigit1 = PrintValue( (fragCoord - vPixelCoord1) / vFontSize, fValue1, fDigits, fDecimalPlaces); + vColour = mix( vColour, vec3(0.0, 1.0, 1.0), fIsDigit1); + + // Print Date + vColour = mix( vColour, vec3(1.0, 1.0, 0.0), PrintValue( (fragCoord - vec2(0.0, 5.0)) / vFontSize, iDate.x, 4.0, 0.0)); + vColour = mix( vColour, vec3(1.0, 1.0, 0.0), PrintValue( (fragCoord - vec2(0.0 + 48.0, 5.0)) / vFontSize, iDate.y + 1.0, 2.0, 0.0)); + vColour = mix( vColour, vec3(1.0, 1.0, 0.0), PrintValue( (fragCoord - vec2(0.0 + 72.0, 5.0)) / vFontSize, iDate.z, 2.0, 0.0)); + + // Draw Time + vColour = mix( vColour, vec3(1.0, 0.0, 1.0), PrintValue( (fragCoord - vec2(184.0, 5.0)) / vFontSize, mod(iDate.w / (60.0 * 60.0), 12.0), 2.0, 0.0)); + vColour = mix( vColour, vec3(1.0, 0.0, 1.0), PrintValue( (fragCoord - vec2(184.0 + 24.0, 5.0)) / vFontSize, mod(iDate.w / 60.0, 60.0), 2.0, 0.0)); + vColour = mix( vColour, vec3(1.0, 0.0, 1.0), PrintValue( (fragCoord - vec2(184.0 + 48.0, 5.0)) / vFontSize, mod(iDate.w, 60.0), 2.0, 0.0)); + + if(iMouse.x > 0.0) + { + // Print Mouse X + vec2 vPixelCoord2 = iMouse.xy + vec2(-52.0, 6.0); + float fValue2 = iMouse.x / iResolution.x; + fDigits = 1.0; + fDecimalPlaces = 3.0; + float fIsDigit2 = PrintValue( (fragCoord - vPixelCoord2) / vFontSize, fValue2, fDigits, fDecimalPlaces); + vColour = mix( vColour, vec3(0.0, 1.0, 0.0), fIsDigit2); + + // Print Mouse Y + vec2 vPixelCoord3 = iMouse.xy + vec2(0.0, 6.0); + float fValue3 = iMouse.y / iResolution.y; + fDigits = 1.0; + float fIsDigit3 = PrintValue( (fragCoord - vPixelCoord3) / vFontSize, fValue3, fDigits, fDecimalPlaces); + vColour = mix( vColour, vec3(0.0, 1.0, 0.0), fIsDigit3); + } + + fragColor = vec4(vColour,1.0); +} \ No newline at end of file diff --git a/demos/art/shadertoys/4sdGWN.fs b/demos/art/shadertoys/4sdGWN.fs new file mode 100644 index 0000000..199f76f --- /dev/null +++ b/demos/art/shadertoys/4sdGWN.fs @@ -0,0 +1,201 @@ +// Created by anatole duprat - XT95/2015 +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + +//More details here http://www.aduprat.com/portfolio/?page=articles/hemisphericalSDFAO + +const float PI = 3.14159265359; + +vec3 raymarche( in vec3 ro, in vec3 rd, in vec2 nfplane ); +vec3 normal( in vec3 p ); +float box( in vec3 p, in vec3 data ); +float map( in vec3 p ); + +mat3 lookat( in vec3 fw, in vec3 up ); +mat3 rotate( in vec3 v, in float angle); + + + +//Random number [0:1] without sine +#define HASHSCALE1 .1031 +float hash(float p) +{ + vec3 p3 = fract(vec3(p) * HASHSCALE1); + p3 += dot(p3, p3.yzx + 19.19); + return fract((p3.x + p3.y) * p3.z); +} + +vec3 randomSphereDir(vec2 rnd) +{ + float s = rnd.x*PI*2.; + float t = rnd.y*2.-1.; + return vec3(sin(s), cos(s), t) / sqrt(1.0 + t * t); +} +vec3 randomHemisphereDir(vec3 dir, float i) +{ + vec3 v = randomSphereDir( vec2(hash(i+1.), hash(i+2.)) ); + return v * sign(dot(v, dir)); +} + +float ambientOcclusion( in vec3 p, in vec3 n, in float maxDist, in float falloff ) +{ + const int nbIte = 32; + const float nbIteInv = 1./float(nbIte); + const float rad = 1.-1.*nbIteInv; //Hemispherical factor (self occlusion correction) + + float ao = 0.0; + + for( int i=0; i .5 ) + { + if( v.x-iMouse.x/iResolution.x >0. ) + col *= a; + else + col *= b; + } + else + { + if( v.x > 0.5 ) + col *= a; + else + col *= b; + } + + return col; +} + +//Main +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + //screen coords + vec2 q = fragCoord.xy/iResolution.xy; + vec2 v = -1.0+2.0*q; + v.x *= iResolution.x/iResolution.y; + + //camera ray + float ctime = (iGlobalTime)*.25; + vec3 ro = vec3( cos(ctime)*5.,10.+cos(ctime*.5)*3.,-13.+sin(ctime) ); + vec3 rd = normalize( vec3(v.x, v.y, 1.5) ); + rd = lookat( -ro + vec3(0., 5., 0.), vec3(0., 1., 0.) ) * rd; + + //classic raymarching by distance field + vec3 p = raymarche(ro, rd, vec2(1., 30.) ); + vec3 n = normal(p.xyz); + vec3 col = shade(p, n, ro, rd, q); + + //Gamma correction + col = pow(col, vec3(1./2.2)); + + if( iMouse.z > .5 ) + { + if( abs(q.x-iMouse.x/iResolution.x) < 1./iResolution.x ) + col = vec3(0.); + } + else if( abs(q.x-.5) < 1./iResolution.x) + col = vec3(0.); + + fragColor = vec4( col, 1. ); +} + + + + + +float map( in vec3 p ) +{ + float d = -box(p-vec3(0.,10.,0.),vec3(10.)); + d = min(d, box(rotate(vec3(0.,1.,0.), 1.)*(p-vec3(4.,5.,6.)), vec3(3.,5.,3.)) ); + d = min(d, box(rotate(vec3(0.,1.,0.),-1.)*(p-vec3(-4.,2.,0.)), vec3(2.)) ); + d = max(d, -p.z-9.); + + return d; +} + + +vec3 raymarche( in vec3 ro, in vec3 rd, in vec2 nfplane ) +{ + vec3 p = ro+rd*nfplane.x; + float t = 0.; + for(int i=0; i<64; i++) + { + float d = map(p); + t += d; + p += rd*d; + if( d < 0.001 || t > nfplane.y ) + break; + + } + + return p; +} +vec3 normal( in vec3 p ) +{ + vec3 eps = vec3(0.001, 0.0, 0.0); + return normalize( vec3( + map(p+eps.xyy)-map(p-eps.xyy), + map(p+eps.yxy)-map(p-eps.yxy), + map(p+eps.yyx)-map(p-eps.yyx) + ) ); +} + +float box( in vec3 p, in vec3 data ) +{ + return max(max(abs(p.x)-data.x,abs(p.y)-data.y),abs(p.z)-data.z); +} + + +mat3 lookat( in vec3 fw, in vec3 up ) +{ + fw = normalize(fw); + vec3 rt = normalize( cross(fw, normalize(up)) ); + return mat3( rt, cross(rt, fw), fw ); +} + +mat3 rotate( in vec3 v, in float angle) +{ + float c = cos(angle); + float s = sin(angle); + + return mat3(c + (1.0 - c) * v.x * v.x, (1.0 - c) * v.x * v.y - s * v.z, (1.0 - c) * v.x * v.z + s * v.y, + (1.0 - c) * v.x * v.y + s * v.z, c + (1.0 - c) * v.y * v.y, (1.0 - c) * v.y * v.z - s * v.x, + (1.0 - c) * v.x * v.z - s * v.y, (1.0 - c) * v.y * v.z + s * v.x, c + (1.0 - c) * v.z * v.z + ); +} + + + diff --git a/demos/art/shadertoys/4sfGWX.fs b/demos/art/shadertoys/4sfGWX.fs new file mode 100644 index 0000000..db44377 --- /dev/null +++ b/demos/art/shadertoys/4sfGWX.fs @@ -0,0 +1,436 @@ +// Wolfenstein. Created by Reinder Nijhoff 2013 +// @reindernijhoff +// +// https://www.shadertoy.com/view/4sfGWX +// + +#define NUM_MATERIALS 3 +#define NUM_OBJECTS 1 +#define SECONDS_IN_ROOM 3. +#define ROOM_SIZE 10. +#define MAXSTEPS 17 +#define MATERIAL_DOOR 200 +#define MATERIAL_DOORWAY 201 + +#define COL(r,g,b) vec3(r/255.,g/255.,b/255.) + +#define time (iGlobalTime+40.) +vec3 rdcenter; + +//---------------------------------------------------------------------- +// Math functions + +float hash( const float n ) { + return fract(sin(n*14.1234512)*51231.545341231); +} +float hash( const vec2 x ) { + float n = dot( x, vec2(14.1432,1131.15532) ); + return fract(sin(n)*51231.545341231); +} +float crossp( const vec2 a, const vec2 b ) { return a.x*b.y - a.y*b.x; } +vec3 rotate(vec3 r, float v){ return vec3(r.x*cos(v)+r.z*sin(v),r.y,r.z*cos(v)-r.x*sin(v));} +bool intersectSegment(const vec3 ro, const vec3 rd, const vec2 a, const vec2 b, out float dist, out float u) { + vec2 p = ro.xz; vec2 r = rd.xz; + vec2 q = a-p; vec2 s = b-a; + float rCrossS = crossp(r, s); + + if( rCrossS == 0.){ + return false; + } + dist = crossp(q, s) / rCrossS; + u = crossp(q, r) / rCrossS; + + if(0. <= dist && 0. <= u && u <= 1.){ + return true; + } + return false; +} + +//---------------------------------------------------------------------- +// Material helper functions + +float onCircle( const vec2 c, const vec2 centre, const float radius ) { + return clamp( 4.*(radius - distance(c,centre)), 0., 1. ); +} +float onCircleLine( const vec2 c, const vec2 centre, const float radius ) { + return clamp( 1.-1.5*abs(radius - distance(c,centre)), 0., 1. ); +} +float onLine( const float c, const float b ) { + return clamp( 1.-abs(b-c), 0., 1. ); +} +float onBand( const float c, const float mi, const float ma ) { + return clamp( (ma-c+1.), 0., 1. )*clamp( (c-mi+1.), 0., 1. ); +} +float onLineSegmentX( const vec2 c, const float b, const float mi, const float ma ) { + return onLine( c.x, b )*onBand( c.y, mi, ma ); +} +float onLineSegmentY( const vec2 c, const float b, const float mi, const float ma ) { + return onLine( c.y, b )*onBand( c.x, mi, ma ); +} +float onRect( const vec2 c, const vec2 lt, const vec2 rb ) { + return onBand( c.x, lt.x, rb.x )*onBand( c.y, lt.y, rb.y ); +} +vec3 addBevel( const vec2 c, const vec2 lt, const vec2 rb, const float size, const float strength, const float lil, const float lit, const vec3 col ) { + float xl = clamp( (c.x-lt.x)/size, 0., 1. ); + float xr = clamp( (rb.x-c.x)/size, 0., 1. ); + float yt = clamp( (c.y-lt.y)/size, 0., 1. ); + float yb = clamp( (rb.y-c.y)/size, 0., 1. ); + + return mix( col, col*clamp(1.0+strength*(lil*(xl-xr)+lit*(yb-yt)), 0., 2.), onRect( c, lt, rb ) ); +} +vec3 addKnob( const vec2 c, const vec2 centre, const float radius, const float strength, const vec3 col ) { + vec2 lv = normalize( centre-c ); + return mix( col, col*(1.0+strength*dot(lv,vec2(-0.7071,0.7071))), onCircle(c, centre, radius ) ); +} +float stepeq( float a, float b ) { + return step( a, b )*step( b, a ); +} +//---------------------------------------------------------------------- +// Generate materials! + +void getMaterialColor( const int material, in vec2 uv, const float decorationHash, out vec3 col ) { + vec3 fgcol; + + uv = floor( mod(uv+64., vec2(64.)) ); + vec2 uvs = uv / 64.; + + // basecolor + vec3 basecol = vec3( mix(55./255.,84./255.,uvs.y ) ); + float br = hash(uv); + col = basecol; +// grey bricks + if( material == 0 || material == 1 ) { + vec2 buv = vec2( mod(uv.x+1. + (floor((uv.y+1.) / 16.) * 16.), 32.) , mod( uv.y+1., 16.) ); + float bbr = mix( 190./255., 91./255., (buv.y)/14. ) + 0.05*br; + if ( buv.x < 2. || buv.y < 2.) { + bbr = 72./255.; + } + col = vec3(bbr*0.95); + col = addBevel( buv, vec2(1.,1.), vec2( 31.5, 15.), 2., 0.35, 1., 1., col); + // blue wall + if( material == 1 ) { + col *= 1.3*COL(11.,50.,209.); + col = mix( col, COL(2.,15.,86.), onBand(uv.y,14.,49.)); + col = mix( col, COL(9.,44.,185.)*(0.9+0.1*br), onBand(uv.y,16.,47.)); + col = mix( col, COL(3.,25.,122.), onBand(uv.y,21.,42.)); + col = addBevel( uv, vec2(-1.,16.), vec2( 65., 21.), 1., 0.35, 1., 1., col); + col = addBevel( uv, vec2(-1.,43.), vec2( 65., 48.), 1., 0.35, 1., 1., col); + + col = mix( col, COL(2.,11.,74.), onRect(uv, vec2(22.,22.), vec2(42.,42.))); + col = mix( col, COL(9.,44.,185.)*(0.95+0.1*br), onRect(uv, vec2(22.,23.), vec2(42.,40.))); + col = addBevel( uv, vec2(22.,23.), vec2(42.,40.), 1., 0.2, -1., 1., col); + col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.x-26.)/3.), onRect(uv, vec2(26.,23.), vec2(29.,29.))); + col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.y-34.)/2.), onRect(uv, vec2(22.,34.), vec2(29.,36.))); + col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.y-27.)/2.), onRect(uv, vec2(35.,27.), vec2(42.,29.))); + col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.y-34.)/8.), onRect(uv, vec2(35.,34.), vec2(38.,42.))); + } + } +// wooden wall + else if( material == 2 ) { + float mx = mod( uv.x, 64./5. ); + float h1 = hash( floor(uv.x/(64./5.)) ); + float h2 = hash( 1.+1431.16*floor(uv.x/(64./5.)) ); + col = mix( COL(115.,75.,43.),COL( 71.,56.,26.), smoothstep( 0.2, 1., (0.7+h2)*abs(mod( h2-uv.y*(0.05+0.1*h2)+(1.+h1+h2)*sin(mx*(0.1+0.2*h2)), 2. )-1.) ) ); + + col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x)/2.), step(uv.x,2.) ); + col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-10.)/2.), step(10.,uv.x)*step(uv.x,12.) ); + col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-26.)/2.), step(26.,uv.x)*step(uv.x,28.) ); + col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-40.)/2.), step(40.,uv.x)*step(uv.x,42.) ); + col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-54.)/2.), step(54.,uv.x)*step(uv.x,56.) ); + + col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x- 8.)), step( 8.,uv.x)*step(uv.x,9.) ); + col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-24.)), step(24.,uv.x)*step(uv.x,25.) ); + col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-38.)), step(38.,uv.x)*step(uv.x,39.) ); + col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-52.)), step(52.,uv.x)*step(uv.x,53.) ); + col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-62.)), step(62.,uv.x) ); + + col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.y)/2.), step(uv.y,2.) ); + col *= 1.-0.3*stepeq(uv.y,3.); + } +// door + else if( material == MATERIAL_DOOR ) { + fgcol = COL(44., 176., 175.)*(0.95+0.15*sin(-0.25+ 4.*((-0.9-uvs.y)/(1.3-0.8*uvs.x)) ) ); + fgcol = addBevel( uv, vec2(-1.,1.), vec2(62.,66.), 2., 0.4, -1., -1., fgcol); + fgcol = addBevel( uv, vec2( 6.,6.), vec2(57.,57.), 2.25, 0.5, -1., -1., fgcol); + fgcol = mix( addKnob( mod( uv, vec2(8.) ), vec2(3.5), 1.65, 0.5, fgcol ), fgcol, onRect( uv, vec2( 6.,6.), vec2(57.,57.)) ) ; + + //knob + fgcol *= 1.-0.2*onRect( uv, vec2( 13.5, 28.5 ), vec2( 22.5, 44.5 ) ); + fgcol = mix( fgcol, mix( COL(44.,44.,44.),COL(152.,152.,152.), ((uv.x+(43.-uv.y)-15.)/25. ) ), onRect( uv, vec2( 15., 27. ), vec2( 24., 43. ) ) ); + fgcol = addBevel( uv, vec2( 15., 27. ), vec2( 24., 43. ), 1., 0.45, 1., 1., fgcol); + fgcol = mix( fgcol, addKnob( mod( uv, vec2(6.) ), vec2(4.25,5.5), 1.15, 0.75, fgcol ), onRect( uv, vec2( 15., 27. ), vec2( 24., 43. ) ) ) ; + + fgcol *= 1.-0.5*onRect( uv, vec2( 16.5, 33.5 ), vec2( 20.5, 38.5 ) ); + fgcol = mix( fgcol, mix( COL(88.,84.,11.),COL(251.,242.,53.), ((uv.x+(37.-uv.y)-18.)/7. ) ), onRect( uv, vec2( 18., 33. ), vec2( 21., 37. ) ) ); + fgcol = mix( fgcol, COL(0.,0.,0.), onRect( uv, vec2( 19., 34. ), vec2( 20., 35.7 ) ) ); + + fgcol *= 1.-0.2*onRect( uv, vec2( 6.5, 29.5 ), vec2( 10.5, 41.5 ) ); + fgcol = mix( fgcol, mix( COL(88.,84.,11.),COL(251.,242.,53.), ((uv.x+(40.-uv.y)-9.)/13. ) ), onRect( uv, vec2( 9., 29. ), vec2( 11., 40. ) ) ); + fgcol = addBevel( uv, vec2( 9., 29. ), vec2( 11., 40. ), 0.75, 0.5, 1., 1., fgcol); + + col = mix( basecol, fgcol, onRect( uv, vec2(1.,1.), vec2(62.,62.) ) ); + } +// doorway + else if( material == MATERIAL_DOORWAY ) { + fgcol = COL(44., 176., 175.)*(0.95+0.15*sin(-0.25+ 4.*((-0.9-uvs.y)/(1.3-0.8*uvs.x)) ) ); + vec2 uvhx = vec2( 32.-abs(uv.x-32.), uv.y ); + fgcol = addBevel( uvhx, vec2(-1.,1.), vec2(28.,66.), 2., 0.4, -1., -1., fgcol); + fgcol = addBevel( uvhx, vec2( 6.,6.), vec2(23.,57.), 2.25, 0.5, -1., -1., fgcol); + fgcol = mix( addKnob( vec2( mod( uvhx.x, 22. ), mod( uvhx.y, 28. )), vec2(3.5), 1.65, 0.5, fgcol ), fgcol, onRect( uvhx, vec2( 6.,6.), vec2(24.,57.)) ) ; + fgcol = mix( fgcol, vec3(0.), onRect( uv, vec2( 29., 1.), vec2( 35., 63.) ) ); + col = mix( basecol, fgcol, onRect( uv, vec2(1.,1.), vec2(62.,62.) ) ); + } + +// prison door + if( decorationHash > 0.93 && material < (NUM_MATERIALS+1) ) { + vec4 prisoncoords = vec4(12.,14.,52.,62.); + // shadow + col *= 1.-0.5*onRect( uv, vec2( 11., 13. ), vec2( 53., 63. ) ); + // hinge + col = mix( col, COL(72.,72.,72.), stepeq(uv.x, 53.)*step( mod(uv.y+2.,25.), 5.)*step(13.,uv.y) ); + col = mix( col, COL(100.,100.,100.), stepeq(uv.x, 53.)*step( mod(uv.y+1.,25.), 3.)*step(13.,uv.y) ); + + vec3 pcol = vec3(0.)+COL(100.,100.,100.)*step( mod(uv.x-4., 7.), 0. ); + pcol += COL(55.,55.,55.)*step( mod(uv.x-5., 7.), 0. ); + pcol = addBevel(uv, vec2(0.,17.), vec2(63.,70.), 3., 0.8, 0., -1., pcol); + pcol = addBevel(uv, vec2(0.,45.), vec2(22.,70.), 3., 0.8, 0., -1., pcol); + + fgcol = COL(72.,72.,72.); + fgcol = addBevel(uv, prisoncoords.xy, prisoncoords.zw+vec2(1.,1.), 1., 0.5, -1., 1., fgcol ); + fgcol = addBevel(uv, prisoncoords.xy+vec2(3.,3.), prisoncoords.zw-vec2(2.,1.), 1., 0.5, 1., -1., fgcol ); + fgcol = mix( fgcol, pcol, onRect( uv, prisoncoords.xy+vec2(3.,3.), prisoncoords.zw-vec2(3.,2.) ) ); + fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uv, vec2(15.,32.5), vec2(21.,44.) ) ); + + fgcol = mix( fgcol, mix( COL(0.,0.,0.), COL(43.,43.,43.), (uv.y-37.) ), stepeq(uv.x, 15.)*step(37.,uv.y)*step(uv.y,38.) ); + fgcol = mix( fgcol, mix( COL(0.,0.,0.), COL(43.,43.,43.), (uv.y-37.)/3. ), stepeq(uv.x, 17.)*step(37.,uv.y)*step(uv.y,40.) ); + fgcol = mix( fgcol, COL(43.,43.,43.), stepeq(uv.x, 18.)*step(37.,uv.y)*step(uv.y,41.) ); + fgcol = mix( fgcol, mix( COL(0.,0.,0.), COL(100.,100.,100.), (uv.y-37.)/3. ), stepeq(uv.x, 18.)*step(36.,uv.y)*step(uv.y,40.) ); + fgcol = mix( fgcol, COL(43.,43.,43.), stepeq(uv.x, 19.)*step(37.,uv.y)*step(uv.y,40.) ); + + fgcol = mix( fgcol, mix( COL(84.,84.,84.), COL(108.,108.,108.), (uv.x-15.)/2. ), stepeq(uv.y, 32.)*step(15.,uv.x)*step(uv.x,17.) ); + fgcol = mix( fgcol, COL(81.,81.,81.), stepeq(uv.y, 32.)*step(20.,uv.x)*step(uv.x,21.) ); + + col = mix( col, fgcol, onRect( uv, prisoncoords.xy, prisoncoords.zw ) ); + } +// flag + else if( decorationHash > 0.63 && material < (NUM_MATERIALS+1) ) { + vec2 uvc = uv-vec2(32.,30.); + + // shadow + vec4 shadowcoords = vec4( 14., 7., + 54., max( 56. + sin( uv.x*0.32-1. ),56.) ); + col *= 1.-0.3*onRect( uv, vec2( 6., 6. ), vec2( 61., 7. ) ); + col *= 1.-0.3*clamp( 0.25*(56.-uv.x), 0., 1.)*onRect( uv, shadowcoords.xy, shadowcoords.zw ); + + // rod + col = mix( col, COL(250.,167.,98.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 26., 4., 6.5 ) ); + col = mix( col, COL(251.,242.,53.), onLineSegmentY( uv, 5., 4., 60. ) ); + col = mix( col, COL(155.,76.,17.), onLineSegmentY( uv, 6., 4., 60. ) ); + col = mix( col, COL(202.,96.,25.), onLineSegmentY( vec2( abs(uv.x-32.), uv.y ), 6., 26., 28. ) ); + col = mix( col, COL(251.,242.,53.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 25., 3., 7. ) ); + col = mix( col, COL(252.,252.,217.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 25., 4.3, 5.5 ) ); + col = mix( col, COL(252.,252.,217.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 26., 5.3, 5.5 ) ); + col = mix( col, COL(0.,0.,0.), onLineSegmentY( vec2( abs(uv.x-32.), uv.y ), 6., 18.3, 19.5 ) ); + + // flag + vec4 flagcoords = vec4( 13., min( 9.5 - pow(5.5* (uvs.x-0.5), 2.), 9. ), + 51., max( 55. + sin( uv.x*0.4+2.7 ),55.) ); + + fgcol = COL(249.,41.,27.); + + fgcol = mix( fgcol, COL(255.,255.,255.), onBand( min(abs(uvc.x), abs(uvc.y)), 2., 4. ) ); + fgcol = mix( fgcol, COL(72.,72.,72.), onLine( min(abs(uvc.x), abs(uvc.y)), 3. ) ); + + fgcol = mix( fgcol, COL(255.,255.,255.), onCircle( uv, vec2(32.,30.), 12.5 ) ); + fgcol = mix( fgcol, COL(0.,0.,0.), onCircleLine( uv, vec2(32.,30.), 11. ) ); + fgcol = mix( fgcol, COL(0.,0.,0.), onCircleLine( uv, vec2(32.,30.), 9. ) ); + + vec2 uvr = vec2( (uvc.x-uvc.y)*0.7071, (uvc.y+uvc.x)*0.7071)*sign( uvc.x+0.5 ); + fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2(-1.,-1.), vec2(1.,4.) ) ); + fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2(-4.2, 4.2), vec2(1.,6.15) ) ); + fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2(-1.,-1.), vec2(4.,1.) ) ); + fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2( 4.2,-1.), vec2(6.15,4.2) ) ); + + fgcol *= (0.8+0.2*sin( uv.x*0.4+2.7 )); + fgcol *= (0.8+0.2*clamp( 0.5*(uv.y-7.), 0., 1.)); + + // mix flag on background + col = mix( col, fgcol, onRect( uv, flagcoords.xy, flagcoords.zw ) ); + } + +// fake 8-bit color palette and dithering + col = floor( (col+0.5*mod(uv.x+uv.y,2.)/32.)*32.)/32.; +} +bool getObjectColor( const int object, in vec2 uv, inout vec3 icol ) { + uv = floor( mod(uv, vec2(64.)) ); + vec2 uvs = uv / 64.; + vec3 col = vec3(20./255.); + float d; + +// only a lamp for now + + // lamp top + d = distance( uv*vec2(1.,2.), vec2(28.1, 5.8)*vec2(1.,2.) ); + col = mix( col, mix( COL(41.,250.,46.), COL(13.,99.,12.), clamp( d/8.-0.2, 0., 1.) ), + onCircle(uv, vec2(31.,13.6), 11.7 )*step( uv.y, 6. )); + col = mix( col, COL(9.,75.,6.), onCircleLine( uv, vec2(31.,14.), 11.6 ) * + step( length(uv-vec2(31.,13.6)), 11.7 )*step( uv.y, 6. ) ); + col = mix( col, COL(100.,100.,100.), onLine( abs(uv.x-31.), 1. )*step( uv.y, 1. ) ); + col = mix( col, COL(140.,140.,140.), onLine( abs(uv.x-31.), 0.25 )*step( uv.y, 1. )*step( 1., uv.y ) ); + + // lamp bottom + d = distance( uv*vec2(1.,2.), vec2(30.5, 6.5)*vec2(1.,2.) ); + col = mix( col, mix( COL(41.,250.,46.), COL(13.,99.,12.), clamp( abs(uv.x-31.)/4.-1.25, 0., 1. )), step( abs(uv.x-31.), 9. )*stepeq( uv.y, 7.) ); + col = mix( col, mix( COL(41.,250.,46.), COL(16.,123.,17.), clamp( abs(uv.x-31.)/4.-1.25, 0., 1. )), step( abs(uv.x-31.), 9. )*stepeq( uv.y, 8.) ); + col = mix( col, mix( COL(133.,250.,130.), COL(22.,150.,23.), clamp( abs(uv.x-31.)/4.-0.75, 0., 1. )), step( abs(uv.x-31.), 7. )*stepeq( uv.y, 9.) ); + + col = mix( col, mix( COL(255.,251.,187.), col, clamp( d/4.5-0.6, 0., 1.) ), + onCircle(uv, vec2(31.,1.), 10.2 )*step( uv.y, 8. )*step( 7., uv.y )); + col = mix( col, mix( COL(255.,255.,255.), col, clamp( d/4.-0.7, 0., 1.) ), + onCircle(uv, vec2(31.,1.), 7.2 )*step( uv.y, 8. )*step( 7., uv.y )); + + // floor + d = distance( vec2(mod(uv.x, 32.),uv.y)*vec2(1.5,30./3.), vec2(16., 61.5)*vec2(1.5,30./3.) ); + col = mix( col, mix( COL(168.,168.,168.), COL(124.,124.,124.), clamp(d/15.-0.5, 0., 1.) ), step(d,24.5)); + col = mix( col, mix( COL(124.,124.,124.), COL(140.,140.,140.), clamp((uv.y-59.)/1., 0., 1.)), step(59.,uv.y)*step(uv.x, 57.)*step(7.,uv.x)); + col = mix( col, mix( COL(168.,168.,168.), COL(124.,124.,124.), clamp(abs(32.-uv.x)/10.-2., 0., 1.)), step(uv.y, 62.)*step(62.,uv.y)*step(uv.x, 61.)*step(3.,uv.x)); + col = mix( col, mix( COL(152.,152.,152.), COL(124.,124.,124.), clamp(abs(32.-uv.x)/10.-2.25, 0., 1.)), step(uv.y, 61.)*step(61.,uv.y)*step(uv.x, 59.)*step(5.,uv.x)); + + col = floor( (col)*32.)/32.; + if( any(notEqual(col, vec3(floor((20./255.)*32.)/32.))) ) { + icol = col; + return true; + } + return false; +} + +//---------------------------------------------------------------------- +// Proocedural MAP functions + +bool isWall( const vec2 vos ) { + return vos.y<0.4*ROOM_SIZE || vos.y>2.75*ROOM_SIZE || any( equal( mod( vos, vec2( ROOM_SIZE ) ), vec2(0.,0.) ) ); +} +bool isDoor( const vec2 vos ) { + return isWall(vos) && ((hash(vos)>0.75 && any( equal( mod( vos, vec2( ROOM_SIZE*0.5 ) ), vec2(2.) ) )) + || any( equal( mod( vos, vec2( ROOM_SIZE ) ), vec2(ROOM_SIZE*0.5) ) )); +} +bool isObject( const vec2 vos ) { + return hash( vos*10. ) > 0.95; +} +bool map( const vec2 vos ) { + return isObject( vos ) || isWall( vos ); +} + +//---------------------------------------------------------------------- +// Render MAP functions + +bool intersectSprite( const vec3 ro, const vec3 rd, const vec3 vos, const vec3 nor, out vec2 uv ) { + float dist, u; + vec2 a = vos.xz + nor.zx*vec2(-0.5,0.5) + vec2(0.5, 0.5); + vec2 b = vos.xz - nor.zx*vec2(-0.5,0.5) + vec2(0.5, 0.5); + if( intersectSegment( ro, rd, a, b, dist, u) ) { + uv.x = u; uv.y = 1.-(ro+dist*rd).y; + if( sign(nor.x)<0. ) uv.x = 1.-uv.x; + return uv.y>0.&&uv.y<1.; + } + return false; +} +int getMaterialId( const vec2 vos ) { + return int( mod( 521.21 * hash( floor((vos-vec2(0.5))/ROOM_SIZE ) ), float(NUM_MATERIALS)) ); +} +bool getColorForPosition( const vec3 ro, const vec3 rd, const vec3 vos, const vec3 pos, const vec3 nor, inout vec3 col ) { + vec2 uv; + + if( isWall( vos.xz ) ) { + if( isDoor( vos.xz ) ) { + if( intersectSprite( ro, rd, vos+nor*0.03, nor, uv ) ) { + // open the door + uv.x -= clamp( 2.-0.75*distance( ro.xz, vos.xz+vec2(0.5) ), 0., 1.); + if( uv.x > 0. ) { + getMaterialColor( MATERIAL_DOOR, uv*64., 0., col ); + return true; + } + } + return false; + } + // a wall is hit + if( pos.y <= 1. && pos.y >= 0. ) { + vec2 mpos = vec2( dot(vec3(-nor.z,0.0,nor.x),pos), -pos.y ); + float sha = 0.6 + 0.4*abs(nor.z); + getMaterialColor( isDoor( vos.xz+nor.xz )?MATERIAL_DOORWAY:getMaterialId(vos.xz), mpos*64., hash( vos.xz ), col ); + col *= sha; + return true; + } + return true; + } + if( isObject( vos.xz ) && !isWall( vos.xz+vec2(1.,0.) ) && !isWall( vos.xz+vec2(-1.,0.) ) + && !isWall( vos.xz+vec2(0.,-1.) ) && !isWall( vos.xz+vec2(0.,1.) ) && + intersectSprite( ro, rd, vos, rdcenter, uv ) ) { + return getObjectColor( 0, uv*64., col ); + } + return false; +} + +bool castRay( const vec3 ro, const vec3 rd, inout vec3 col ) { + vec3 pos = floor(ro); + vec3 ri = 1.0/rd; + vec3 rs = sign(rd); + vec3 dis = (pos-ro + 0.5 + rs*0.5) * ri; + + float res = 0.0; + vec3 mm = vec3(0.0); + bool hit = false; + + for( int i=0; i0.?vec3(56./255.):vec3(112./255.); + castRay( ro, rd, col ); + + fragColor = vec4( col, 1.0 ); +} diff --git a/demos/art/shadertoys/4tc3DX.fs b/demos/art/shadertoys/4tc3DX.fs new file mode 100644 index 0000000..ceb6081 --- /dev/null +++ b/demos/art/shadertoys/4tc3DX.fs @@ -0,0 +1,167 @@ +/*-------------------------------------------------------------------------------------- +License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ +To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This software is distributed without any warranty. +---------------------------------------------------------------------------------------- +^ This means do ANYTHING YOU WANT with this code. Because we are programmers, not lawyers. +-Otavio Good + +**************** Glorious Line Algorithm **************** +This is an attempt to solve everything anyone could want from a line in one function. +Glorious features: +- antialiasing +- rectangles, squares, lines, circles, rounded rectangles +- square or rounded endpoints +- outline shapes (might have some bugs still) +- dashed, animated lines +- resolution dependent or independent - some functions work in pixel units, some in UV coordinates. +- efficient +*/ + +// Clamp [0..1] range +vec3 saturate(vec3 a) { return clamp(a, 0.0, 1.0); } +vec2 saturate(vec2 a) { return clamp(a, 0.0, 1.0); } +float saturate(float a) { return clamp(a, 0.0, 1.0); } + +// Basically a triangle wave +float repeat(float x) { return abs(fract(x*0.5+0.5)-0.5)*2.0; } + +// This is it... what you have been waiting for... _The_ Glorious Line Algorithm. +// This function will make a signed distance field that says how far you are from the edge +// of the line at any point U,V. +// Pass it UVs, line end points, line thickness (x is along the line and y is perpendicular), +// How rounded the end points should be (0.0 is rectangluar, setting rounded to thick.y will be circular), +// dashOn is just 1.0 or 0.0 to turn on the dashed lines. +float LineDistField(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded, float dashOn) { + // Don't let it get more round than circular. + rounded = min(thick.y, rounded); + // midpoint + vec2 mid = (pB + pA) * 0.5; + // vector from point A to B + vec2 delta = pB - pA; + // Distance between endpoints + float lenD = length(delta); + // unit vector pointing in the line's direction + vec2 unit = delta / lenD; + // Check for when line endpoints are the same + if (lenD < 0.0001) unit = vec2(1.0, 0.0); // if pA and pB are same + // Perpendicular vector to unit - also length 1.0 + vec2 perp = unit.yx * vec2(-1.0, 1.0); + // position along line from midpoint + float dpx = dot(unit, uv - mid); + // distance away from line at a right angle + float dpy = dot(perp, uv - mid); + // Make a distance function that is 0 at the transition from black to white + float disty = abs(dpy) - thick.y + rounded; + float distx = abs(dpx) - lenD * 0.5 - thick.x + rounded; + + // Too tired to remember what this does. Something like rounded endpoints for distance function. + float dist = length(vec2(max(0.0, distx), max(0.0,disty))) - rounded; + dist = min(dist, max(distx, disty)); + + // This is for animated dashed lines. Delete if you don't like dashes. + float dashScale = 2.0*thick.y; + // Make a distance function for the dashes + float dash = (repeat(dpx/dashScale + iGlobalTime)-0.5)*dashScale; + // Combine this distance function with the line's. + dist = max(dist, dash-(1.0-dashOn*1.0)*10000.0); + + return dist; +} + +// This makes a filled line in pixel units. A 1.0 thick line will be 1 pixel thick. +float FillLinePix(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded) { + float scale = dFdy(uv).y; + thick = (thick * 0.5 - 0.5) * scale; + float df = LineDistField(uv, pA, pB, vec2(thick), rounded, 0.0); + return saturate(df / scale); +} + +// This makes an outlined line in pixel units. A 1.0 thick outline will be 1 pixel thick. +float DrawOutlinePix(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded, float outlineThick) { + float scale = dFdy(uv).y; + thick = (thick * 0.5 - 0.5) * scale; + rounded = (rounded * 0.5 - 0.5) * scale; + outlineThick = (outlineThick * 0.5 - 0.5) * scale; + float df = LineDistField(uv, pA, pB, vec2(thick), rounded, 0.0); + return saturate((abs(df + outlineThick) - outlineThick) / scale); +} + +// This makes a line in UV units. A 1.0 thick line will span a whole 0..1 in UV space. +float FillLine(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded) { + float df = LineDistField(uv, pA, pB, vec2(thick), rounded, 0.0); + return saturate(df / dFdy(uv).y); +} + +// This makes a dashed line in UV units. A 1.0 thick line will span a whole 0..1 in UV space. +float FillLineDash(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded) { + float df = LineDistField(uv, pA, pB, vec2(thick), rounded, 1.0); + return saturate(df / dFdy(uv).y); +} + +// This makes an outlined line in UV units. A 1.0 thick outline will span 0..1 in UV space. +float DrawOutline(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded, float outlineThick) { + float df = LineDistField(uv, pA, pB, vec2(thick), rounded, 0.0); + return saturate((abs(df + outlineThick) - outlineThick) / dFdy(uv).y); +} + +// This just draws a point for debugging using a different technique that is less glorious. +void DrawPoint(vec2 uv, vec2 p, inout vec3 col) { + col = mix(col, vec3(1.0, 0.25, 0.25), saturate(dFdy(uv).y*8.0/distance(uv, p)-4.0)); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + // Adjust UV space so it's a nice size and square. + vec2 uv = fragCoord.xy / iResolution.xy; + uv -= 0.5; + uv.x *= iResolution.x / iResolution.y; + uv *= 16.0; + + // Make things that rotate with time. + vec2 rotA = vec2(cos(iGlobalTime*0.82), sin(iGlobalTime*0.82)); + vec2 rotB = vec2(sin(iGlobalTime*0.82), -cos(iGlobalTime*0.82)); + // Make a bunch of line endpoints to use. + vec2 pA = vec2(-4.0, 0.0) - rotA; + vec2 pB = vec2(4.0, 0.0) + rotA; + vec2 pC = pA + vec2(0.0, 4.0); + vec2 pD = pB + vec2(0.0, 4.0); + // Debugging code + //float df = LineDistField(uv, pA, pB, vec2(28.0 * dFdy(uv).y), 0.1, 0.0); + //float df = DistField(uv, pA, pB, 25.000625 * dFdx(uv).x, 0.5); + //vec3 finalColor = vec3(df*1.0, -df*1.0, 0.0); + //finalColor = vec3(1.0) * saturate(df / dFdy(uv).y); + //finalColor = vec3(1.0) * saturate((abs(df+0.009)-0.009) / dFdy(uv).y); + + // Clear to white. + vec3 finalColor = vec3(1.0); + + // Lots of sample lines + // 1 pixel thick regardless of screen scale. + finalColor *= FillLinePix(uv, pA, pB, vec2(0.0, 1.0), 0.0); + // Rounded rectangle outline, 1 pixel thick + finalColor *= DrawOutlinePix(uv, pA, pB, vec2(32.0), 16.0, 1.0); + // square-cornered rectangle outline, 1 pixel thick + finalColor *= DrawOutlinePix(uv, pA, pB, vec2(64.0), 0.0, 1.0); + // Fully rounded endpoint with outline 8 pixels thick + finalColor *= DrawOutlinePix(uv, pA, pB, vec2(128.0), 128.0, 8.0); + // Dashed line with rectangular endpoints that touch pC and pD, 0.5 radius thickness in UV units + finalColor *= FillLineDash(uv, pC, pD, vec2(0.0, 0.5), 0.0); + // Rounded endpoint dashed line with radius 0.125 in UV units + finalColor *= FillLineDash(uv, pC + vec2(0.0, 2.0), pD + vec2(0.0, 2.0), vec2(0.125), 1.0); + + finalColor *= DrawOutline(uv, (pA + pB) * 0.5 + vec2(0.0, -4.5), (pA + pB) * 0.5 + vec2(0.0, -4.5), vec2(2.0, 2.0), 2.0, 0.8); + finalColor *= FillLine(uv, pA - vec2(4.0, 0.0), pC - vec2(4.0, 0.0)+rotA, vec2(0.125), 1.0); + finalColor *= FillLine(uv, pB + vec2(4.0, 0.0), pD + vec2(4.0, 0.0)-rotA, vec2(0.125), 1.0); + + DrawPoint(uv, pA, finalColor); + DrawPoint(uv, pB, finalColor); + DrawPoint(uv, pC, finalColor); + DrawPoint(uv, pD, finalColor); + + // Blue grid lines + finalColor -= vec3(1.0, 1.0, 0.2) * saturate(repeat(uv.x*2.0) - 0.92)*4.0; + finalColor -= vec3(1.0, 1.0, 0.2) * saturate(repeat(uv.y*2.0) - 0.92)*4.0; + //finalColor *= saturate(mod(fragCoord.y + 0.5, 2.0) + mod(fragCoord.x + 0.5, 2.0)); + fragColor = vec4(sqrt(saturate(finalColor)), 1.0); +} + diff --git a/demos/art/shadertoys/4tdSWr.fs b/demos/art/shadertoys/4tdSWr.fs new file mode 100644 index 0000000..1b06807 --- /dev/null +++ b/demos/art/shadertoys/4tdSWr.fs @@ -0,0 +1,112 @@ +// https://www.shadertoy.com/view/4tdSWr + +const float cloudscale = 1.1; +const float speed = 0.03; +const float clouddark = 0.5; +const float cloudlight = 0.3; +const float cloudcover = 0.2; +const float cloudalpha = 8.0; +const float skytint = 0.5; +const vec3 skycolour1 = vec3(0.2, 0.4, 0.6); +const vec3 skycolour2 = vec3(0.4, 0.7, 1.0); + +const mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 ); + +vec2 hash( vec2 p ) { + p = vec2(dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3))); + return -1.0 + 2.0*fract(sin(p)*43758.5453123); +} + +float noise( in vec2 p ) { + const float K1 = 0.366025404; // (sqrt(3)-1)/2; + const float K2 = 0.211324865; // (3-sqrt(3))/6; + vec2 i = floor(p + (p.x+p.y)*K1); + vec2 a = p - i + (i.x+i.y)*K2; + vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); //vec2 of = 0.5 + 0.5*vec2(sign(a.x-a.y), sign(a.y-a.x)); + vec2 b = a - o + K2; + vec2 c = a - 1.0 + 2.0*K2; + vec3 h = max(0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 ); + vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))); + return dot(n, vec3(70.0)); +} + +float fbm(vec2 n) { + float total = 0.0, amplitude = 0.1; + for (int i = 0; i < 7; i++) { + total += noise(n) * amplitude; + n = m * n; + amplitude *= 0.4; + } + return total; +} + +// ----------------------------------------------- + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) { + vec2 p = fragCoord.xy / iResolution.xy; + vec2 uv = p*vec2(iResolution.x/iResolution.y,1.0); + float time = iGlobalTime * speed; + float q = fbm(uv * cloudscale * 0.5); + + //ridged noise shape + float r = 0.0; + uv *= cloudscale; + uv -= q - time; + float weight = 0.8; + for (int i=0; i<8; i++){ + r += abs(weight*noise( uv )); + uv = m*uv + time; + weight *= 0.7; + } + + //noise shape + float f = 0.0; + uv = p*vec2(iResolution.x/iResolution.y,1.0); + uv *= cloudscale; + uv -= q - time; + weight = 0.7; + for (int i=0; i<8; i++){ + f += weight*noise( uv ); + uv = m*uv + time; + weight *= 0.6; + } + + f *= r + f; + + //noise colour + float c = 0.0; + time = iGlobalTime * speed * 2.0; + uv = p*vec2(iResolution.x/iResolution.y,1.0); + uv *= cloudscale*2.0; + uv -= q - time; + weight = 0.4; + for (int i=0; i<7; i++){ + c += weight*noise( uv ); + uv = m*uv + time; + weight *= 0.6; + } + + //noise ridge colour + float c1 = 0.0; + time = iGlobalTime * speed * 3.0; + uv = p*vec2(iResolution.x/iResolution.y,1.0); + uv *= cloudscale*3.0; + uv -= q - time; + weight = 0.4; + for (int i=0; i<7; i++){ + c1 += abs(weight*noise( uv )); + uv = m*uv + time; + weight *= 0.6; + } + + c += c1; + + vec3 skycolour = mix(skycolour2, skycolour1, p.y); + vec3 cloudcolour = vec3(1.1, 1.1, 0.9) * clamp((clouddark + cloudlight*c), 0.0, 1.0); + + f = cloudcover + cloudalpha*f*r; + + vec3 result = mix(skycolour, clamp(skytint * skycolour + cloudcolour, 0.0, 1.0), clamp(f + c, 0.0, 1.0)); + + fragColor = vec4( result, 1.0 ); +} diff --git a/demos/art/shadertoys/4tjGRh.fs b/demos/art/shadertoys/4tjGRh.fs new file mode 100644 index 0000000..b2f51fa --- /dev/null +++ b/demos/art/shadertoys/4tjGRh.fs @@ -0,0 +1,1442 @@ +// Planet Shadertoy. Created by Reinder Nijhoff 2015 +// @reindernijhoff +// +// https://www.shadertoy.com/view/4tjGRh +// + +//#define HIGH_QUALITY +//#define MED_QUALITY +//#define LOW_QUALITY +#define VERY_LOW_QUALITY + +const float PI = 3.14159265359; +const float DEG_TO_RAD = (PI / 180.0); +const float MAX = 10000.0; + +const float EARTH_RADIUS = 1000.; +const float EARTH_ATMOSPHERE = 5.; +const float EARTH_CLOUDS = 1.; + +const float RING_INNER_RADIUS = 1500.; +const float RING_OUTER_RADIUS = 2300.; +const float RING_HEIGHT = 2.; + +#ifdef HIGH_QUALITY + const int SEA_NUM_STEPS = 7; + const int TERRAIN_NUM_STEPS = 140; + const int ASTEROID_NUM_STEPS = 11; + const int ASTEROID_NUM_BOOL_SUB = 7; + const int RING_VOXEL_STEPS = 25; + const float ASTEROID_MAX_DISTANCE = 1.1; + const int FBM_STEPS = 4; + const int ATMOSPHERE_NUM_OUT_SCATTER = 5; + const int ATMOSPHERE_NUM_IN_SCATTER = 7; + + #define DISPLAY_LLAMEL + #define DISPLAY_CLOUDS + #define DISPLAY_CLOUDS_DETAIL + #define DISPLAY_TERRAIN_DETAIL +#endif + +#ifdef MED_QUALITY + const int SEA_NUM_STEPS = 6; + const int TERRAIN_NUM_STEPS = 100; + const int ASTEROID_NUM_STEPS = 10; + const int ASTEROID_NUM_BOOL_SUB = 6; + const int RING_VOXEL_STEPS = 24; + const float ASTEROID_MAX_DISTANCE = 1.; + const int FBM_STEPS = 4; + const int ATMOSPHERE_NUM_OUT_SCATTER = 4; + const int ATMOSPHERE_NUM_IN_SCATTER = 6; + #define DISPLAY_CLOUDS + #define DISPLAY_TERRAIN_DETAIL + #define DISPLAY_CLOUDS_DETAIL +#endif + +#ifdef LOW_QUALITY + const int SEA_NUM_STEPS = 5; + const int TERRAIN_NUM_STEPS = 75; + const int ASTEROID_NUM_STEPS = 9; + const int ASTEROID_NUM_BOOL_SUB = 5; + const int RING_VOXEL_STEPS = 20; + const float ASTEROID_MAX_DISTANCE = .85; + const int FBM_STEPS = 3; + const int ATMOSPHERE_NUM_OUT_SCATTER = 3; + const int ATMOSPHERE_NUM_IN_SCATTER = 5; +#endif + +#ifdef VERY_LOW_QUALITY + const int SEA_NUM_STEPS = 4; + const int TERRAIN_NUM_STEPS = 60; + const int ASTEROID_NUM_STEPS = 7; + const int ASTEROID_NUM_BOOL_SUB = 4; + const int RING_VOXEL_STEPS = 16; + const float ASTEROID_MAX_DISTANCE = .67; + const int FBM_STEPS = 3; + const int ATMOSPHERE_NUM_OUT_SCATTER = 2; + const int ATMOSPHERE_NUM_IN_SCATTER = 4; + #define HIDE_TERRAIN +#endif + +const vec3 SUN_DIRECTION = vec3( .940721, .28221626, .18814417 ); +const vec3 SUN_COLOR = vec3(.3, .21, .165); + +float time; + +//----------------------------------------------------- +// Noise functions +//----------------------------------------------------- + +float hash( const in float n ) { + return fract(sin(n)*43758.5453123); +} +float hash( const in vec2 p ) { + float h = dot(p,vec2(127.1,311.7)); + return fract(sin(h)*43758.5453123); +} +float hash( const in vec3 p ) { + float h = dot(p,vec3(127.1,311.7,758.5453123)); + return fract(sin(h)*43758.5453123); +} +vec3 hash31( const in float p) { + vec3 h = vec3(1275.231,4461.7,7182.423) * p; + return fract(sin(h)*43758.543123); +} +vec3 hash33( const in vec3 p) { + return vec3( hash(p), hash(p.zyx), hash(p.yxz) ); +} + +float noise( const in float p ) { + float i = floor( p ); + float f = fract( p ); + float u = f*f*(3.0-2.0*f); + return -1.0+2.0* mix( hash( i + 0. ), hash( i + 1. ), u); +} + +float noise( const in vec2 p ) { + vec2 i = floor( p ); + vec2 f = fract( p ); + vec2 u = f*f*(3.0-2.0*f); + return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ), + hash( i + vec2(1.0,0.0) ), u.x), + mix( hash( i + vec2(0.0,1.0) ), + hash( i + vec2(1.0,1.0) ), u.x), u.y); +} +float noise( const in vec3 x ) { + vec3 p = floor(x); + vec3 f = fract(x); + f = f*f*(3.0-2.0*f); + float n = p.x + p.y*157.0 + 113.0*p.z; + return mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x), + mix( hash(n+157.0), hash(n+158.0),f.x),f.y), + mix(mix( hash(n+113.0), hash(n+114.0),f.x), + mix( hash(n+270.0), hash(n+271.0),f.x),f.y),f.z); +} + +float tri( const in vec2 p ) { + return 0.5*(cos(6.2831*p.x) + cos(6.2831*p.y)); + +} + +const mat2 m2 = mat2( 0.80, -0.60, 0.60, 0.80 ); + +float fbm( in vec2 p ) { + float f = 0.0; + f += 0.5000*noise( p ); p = m2*p*2.02; + f += 0.2500*noise( p ); p = m2*p*2.03; + f += 0.1250*noise( p ); + +#ifndef LOW_QUALITY +#ifndef VERY_LOW_QUALITY + p = m2*p*2.01; + f += 0.0625*noise( p ); +#endif +#endif + return f/0.9375; +} + +float fbm( const in vec3 p, const in float a, const in float f) { + float ret = 0.0; + float amp = 1.0; + float frq = 1.0; + for(int i = 0; i < FBM_STEPS; i++) { + float n = pow(noise(p * frq),2.0); + ret += n * amp; + frq *= f; + amp *= a * (pow(n,0.2)); + } + return ret; +} + +//----------------------------------------------------- +// Lightning functions +//----------------------------------------------------- + +float diffuse( const in vec3 n, const in vec3 l) { + return clamp(dot(n,l),0.,1.); +} + +float specular( const in vec3 n, const in vec3 l, const in vec3 e, const in float s) { + float nrm = (s + 8.0) / (3.1415 * 8.0); + return pow(max(dot(reflect(e,n),l),0.0),s) * nrm; +} + +float fresnel( const in vec3 n, const in vec3 e, float s ) { + return pow(clamp(1.-dot(n,e), 0., 1.),s); +} + +//----------------------------------------------------- +// Math functions +//----------------------------------------------------- + +vec2 rotate(float angle, vec2 v) { + return vec2(cos(angle) * v.x + sin(angle) * v.y, cos(angle) * v.y - sin(angle) * v.x); +} + +float boolSub(float a,float b) { + return max(a,-b); +} +float sphere(vec3 p,float r) { + return length(p)-r; +} + +//----------------------------------------------------- +// Intersection functions (by iq) +//----------------------------------------------------- + +vec3 nSphere( in vec3 pos, in vec4 sph ) { + return (pos-sph.xyz)/sph.w; +} + +float iSphere( in vec3 ro, in vec3 rd, in vec4 sph ) { + vec3 oc = ro - sph.xyz; + float b = dot( oc, rd ); + float c = dot( oc, oc ) - sph.w*sph.w; + float h = b*b - c; + if( h<0.0 ) return -1.0; + return -b - sqrt( h ); +} + +float iCSphereF( vec3 p, vec3 dir, float r ) { + float b = dot( p, dir ); + float c = dot( p, p ) - r * r; + float d = b * b - c; + if ( d < 0.0 ) return -MAX; + return -b + sqrt( d ); +} + +vec2 iCSphere2( vec3 p, vec3 dir, float r ) { + float b = dot( p, dir ); + float c = dot( p, p ) - r * r; + float d = b * b - c; + if ( d < 0.0 ) return vec2( MAX, -MAX ); + d = sqrt( d ); + return vec2( -b - d, -b + d ); +} + +vec3 nPlane( in vec3 ro, in vec4 obj ) { + return obj.xyz; +} + +float iPlane( in vec3 ro, in vec3 rd, in vec4 pla ) { + return (-pla.w - dot(pla.xyz,ro)) / dot( pla.xyz, rd ); +} + +//----------------------------------------------------- +// Wet stone by TDM +// +// https://www.shadertoy.com/view/ldSSzV +//----------------------------------------------------- + +const float ASTEROID_TRESHOLD = 0.001; +const float ASTEROID_EPSILON = 1e-6; +const float ASTEROID_DISPLACEMENT = 0.1; +const float ASTEROID_RADIUS = 0.13; + +const vec3 RING_COLOR_1 = vec3(0.42,0.3,0.2); +const vec3 RING_COLOR_2 = vec3(0.51,0.41,0.32) * 0.2; + +float asteroidRock( const in vec3 p, const in vec3 id ) { + float d = sphere(p,ASTEROID_RADIUS); + for(int i = 0; i < ASTEROID_NUM_BOOL_SUB; i++) { + float ii = float(i)+id.x; + float r = (ASTEROID_RADIUS*2.5) + ASTEROID_RADIUS*hash(ii); + vec3 v = normalize(hash31(ii) * 2.0 - 1.0); + d = boolSub(d,sphere(p+v*r,r * 0.8)); + } + return d; +} + +float asteroidMap( const in vec3 p, const in vec3 id) { + float d = asteroidRock(p, id) + noise(p*4.0) * ASTEROID_DISPLACEMENT; + return d; +} + +float asteroidMapDetailed( const in vec3 p, const in vec3 id) { + float d = asteroidRock(p, id) + fbm(p*4.0,0.4,2.96) * ASTEROID_DISPLACEMENT; + return d; +} + +void asteroidTransForm(inout vec3 ro, const in vec3 id ) { + float xyangle = (id.x-.5)*time*2.; + ro.xy = rotate( xyangle, ro.xy ); + + float yzangle = (id.y-.5)*time*2.; + ro.yz = rotate( yzangle, ro.yz ); +} + +void asteroidUnTransForm(inout vec3 ro, const in vec3 id ) { + float yzangle = (id.y-.5)*time*2.; + ro.yz = rotate( -yzangle, ro.yz ); + + float xyangle = (id.x-.5)*time*2.; + ro.xy = rotate( -xyangle, ro.xy ); +} + +vec3 asteroidGetNormal(vec3 p, vec3 id) { + asteroidTransForm( p, id ); + + vec3 n; + n.x = asteroidMapDetailed(vec3(p.x+ASTEROID_EPSILON,p.y,p.z), id); + n.y = asteroidMapDetailed(vec3(p.x,p.y+ASTEROID_EPSILON,p.z), id); + n.z = asteroidMapDetailed(vec3(p.x,p.y,p.z+ASTEROID_EPSILON), id); + n = normalize(n-asteroidMapDetailed(p, id)); + + asteroidUnTransForm( n, id ); + return n; +} + +vec2 asteroidSpheretracing(vec3 ori, vec3 dir, vec3 id) { + asteroidTransForm( ori, id ); + asteroidTransForm( dir, id ); + + vec2 td = vec2(0.0); + for(int i = 0; i < ASTEROID_NUM_STEPS; i++) { + vec3 p = ori + dir * td.x; + td.y = asteroidMap(p, id); + if(td.y < ASTEROID_TRESHOLD) break; + td.x += (td.y-ASTEROID_TRESHOLD) * 0.9; + } + return td; +} + +vec3 asteroidGetStoneColor(vec3 p, float c, vec3 l, vec3 n, vec3 e) { + return mix( diffuse(n,l)*RING_COLOR_1*SUN_COLOR, SUN_COLOR*specular(n,l,e,3.0), .5*fresnel(n,e,5.)); +} + +//----------------------------------------------------- +// Ring (by me ;)) +//----------------------------------------------------- + +const float RING_DETAIL_DISTANCE = 40.; +const float RING_VOXEL_STEP_SIZE = .03; + +vec3 ringShadowColor( const in vec3 ro ) { + if( iSphere( ro, SUN_DIRECTION, vec4( 0., 0., 0., EARTH_RADIUS ) ) > 0. ) { + return vec3(0.); + } + return vec3(1.); +} + +bool ringMap( const in vec3 ro ) { + return ro.z < RING_HEIGHT/RING_VOXEL_STEP_SIZE && hash(ro)<.5; +} + +vec4 renderRingNear( const in vec3 ro, const in vec3 rd ) { +// find startpoint + float d1 = iPlane( ro, rd, vec4( 0., 0., 1., RING_HEIGHT ) ); + float d2 = iPlane( ro, rd, vec4( 0., 0., 1., -RING_HEIGHT ) ); + + if( d1 < 0. && d2 < 0. ) return vec4( 0. ); + + float d = min( max(d1,0.), max(d2,0.) ); + + if( d > ASTEROID_MAX_DISTANCE ) return vec4( 0. ); + + vec3 ros = ro + rd*d; + + // avoid precision problems.. + vec2 mroxy = mod(ros.xy, vec2(10.)); + vec2 roxy = ros.xy - mroxy; + ros.xy -= roxy; + ros /= RING_VOXEL_STEP_SIZE; + ros.xy -= vec2(.013,.112)*time*.5; + + vec3 pos = floor(ros); + vec3 ri = 1.0/rd; + vec3 rs = sign(rd); + vec3 dis = (pos-ros + 0.5 + rs*0.5) * ri; + + float alpha = 0., dint; + vec3 offset = vec3(0.), id, asteroidro; + vec2 asteroid; + + for( int i=0; i 0. ) { + asteroidro = ros+rd*dint-(pos+offset); + asteroid = asteroidSpheretracing( asteroidro, rd, id ); + + if( asteroid.y < .1 ) { + alpha = 1.; + break; + } + } + + } + vec3 mm = step(dis.xyz, dis.yxy) * step(dis.xyz, dis.zzx); + dis += mm * rs * ri; + pos += mm * rs; + } + + if( alpha > 0. ) { + vec3 intersection = ros + rd*(asteroid.x+dint); + vec3 n = asteroidGetNormal( asteroidro + rd*asteroid.x, id ); + + vec3 col = asteroidGetStoneColor(intersection, .1, SUN_DIRECTION, n, rd); + + intersection *= RING_VOXEL_STEP_SIZE; + intersection.xy += roxy; + col *= ringShadowColor( intersection ); + + return vec4( col, 1.-smoothstep(0.4*ASTEROID_MAX_DISTANCE, 0.5* ASTEROID_MAX_DISTANCE, distance( intersection, ro ) ) ); + } + + return vec4(0.); +} + +//----------------------------------------------------- +// Ring (by me ;)) +//----------------------------------------------------- + +float renderRingFarShadow( const in vec3 ro, const in vec3 rd ) { + // intersect plane + float d = iPlane( ro, rd, vec4( 0., 0., 1., 0.) ); + + if( d > 0. ) { + vec3 intersection = ro + rd*d; + float l = length(intersection.xy); + + if( l > RING_INNER_RADIUS && l < RING_OUTER_RADIUS ) { + return .5 + .5 * (.2+.8*noise( l*.07 )) * (.5+.5*noise(intersection.xy)); + } + } + return 0.; +} + +vec4 renderRingFar( const in vec3 ro, const in vec3 rd, inout float maxd ) { + // intersect plane + float d = iPlane( ro, rd, vec4( 0., 0., 1., 0.) ); + + if( d > 0. && d < maxd ) { + maxd = d; + vec3 intersection = ro + rd*d; + float l = length(intersection.xy); + + if( l > RING_INNER_RADIUS && l < RING_OUTER_RADIUS ) { + float dens = .5 + .5 * (.2+.8*noise( l*.07 )) * (.5+.5*noise(intersection.xy)); + vec3 col = mix( RING_COLOR_1, RING_COLOR_2, abs( noise(l*0.2) ) ) * abs(dens) * 1.5; + + col *= ringShadowColor( intersection ); + col *= .8+.3*diffuse( vec3(0,0,1), SUN_DIRECTION ); + col *= SUN_COLOR; + return vec4( col, dens ); + } + } + return vec4(0.); +} + +vec4 renderRing( const in vec3 ro, const in vec3 rd, inout float maxd ) { + vec4 far = renderRingFar( ro, rd, maxd ); + float l = length( ro.xy ); + + if( abs(ro.z) < RING_HEIGHT+RING_DETAIL_DISTANCE + && l < RING_OUTER_RADIUS+RING_DETAIL_DISTANCE + && l > RING_INNER_RADIUS-RING_DETAIL_DISTANCE ) { + + float d = iPlane( ro, rd, vec4( 0., 0., 1., 0.) ); + float detail = mix( .5 * noise( fract(ro.xy+rd.xy*d) * 92.1)+.25, 1., smoothstep( 0.,RING_DETAIL_DISTANCE, d) ); + far.xyz *= detail; + } + + // are asteroids neaded ? + if( abs(ro.z) < RING_HEIGHT+ASTEROID_MAX_DISTANCE + && l < RING_OUTER_RADIUS+ASTEROID_MAX_DISTANCE + && l > RING_INNER_RADIUS-ASTEROID_MAX_DISTANCE ) { + + vec4 near = renderRingNear( ro, rd ); + far = mix( far, near, near.w ); + maxd=0.; + } + + return far; +} + +//----------------------------------------------------- +// Stars (by me ;)) +//----------------------------------------------------- + +vec4 renderStars( const in vec3 rd ) { + vec3 rds = rd; + vec3 col = vec3(0); + float v = 1.0/( 2. * ( 1. + rds.z ) ); + + vec2 xy = vec2(rds.y * v, rds.x * v); + float s = noise(rds*134.); + + s += noise(rds*470.); + s = pow(s,19.0) * 0.00001; + if (s > 0.5) { + vec3 backStars = vec3(s)*.5 * vec3(0.95,0.8,0.9); + col += backStars; + } + return vec4( col, 1 ); +} + +//----------------------------------------------------- +// Atmospheric Scattering by GLtracy +// +// https://www.shadertoy.com/view/lslXDr +//----------------------------------------------------- + +const float ATMOSPHERE_K_R = 0.166; +const float ATMOSPHERE_K_M = 0.0025; +const float ATMOSPHERE_E = 12.3; +const vec3 ATMOSPHERE_C_R = vec3( 0.3, 0.7, 1.0 ); +const float ATMOSPHERE_G_M = -0.85; + +const float ATMOSPHERE_SCALE_H = 4.0 / ( EARTH_ATMOSPHERE ); +const float ATMOSPHERE_SCALE_L = 1.0 / ( EARTH_ATMOSPHERE ); + +const float ATMOSPHERE_FNUM_OUT_SCATTER = float(ATMOSPHERE_NUM_OUT_SCATTER); +const float ATMOSPHERE_FNUM_IN_SCATTER = float(ATMOSPHERE_NUM_IN_SCATTER); + +const int ATMOSPHERE_NUM_OUT_SCATTER_LOW = 2; +const int ATMOSPHERE_NUM_IN_SCATTER_LOW = 4; +const float ATMOSPHERE_FNUM_OUT_SCATTER_LOW = float(ATMOSPHERE_NUM_OUT_SCATTER_LOW); +const float ATMOSPHERE_FNUM_IN_SCATTER_LOW = float(ATMOSPHERE_NUM_IN_SCATTER_LOW); + +float atmosphericPhaseMie( float g, float c, float cc ) { + float gg = g * g; + float a = ( 1.0 - gg ) * ( 1.0 + cc ); + float b = 1.0 + gg - 2.0 * g * c; + + b *= sqrt( b ); + b *= 2.0 + gg; + + return 1.5 * a / b; +} + +float atmosphericPhaseReyleigh( float cc ) { + return 0.75 * ( 1.0 + cc ); +} + +float atmosphericDensity( vec3 p ){ + return exp( -( length( p ) - EARTH_RADIUS ) * ATMOSPHERE_SCALE_H ); +} + +float atmosphericOptic( vec3 p, vec3 q ) { + vec3 step = ( q - p ) / ATMOSPHERE_FNUM_OUT_SCATTER; + vec3 v = p + step * 0.5; + + float sum = 0.0; + for ( int i = 0; i < ATMOSPHERE_NUM_OUT_SCATTER; i++ ) { + sum += atmosphericDensity( v ); + v += step; + } + sum *= length( step ) * ATMOSPHERE_SCALE_L; + + return sum; +} + +vec4 atmosphericInScatter( vec3 o, vec3 dir, vec2 e, vec3 l ) { + float len = ( e.y - e.x ) / ATMOSPHERE_FNUM_IN_SCATTER; + vec3 step = dir * len; + vec3 p = o + dir * e.x; + vec3 v = p + dir * ( len * 0.5 ); + + float sumdensity = 0.; + vec3 sum = vec3( 0.0 ); + + for ( int i = 0; i < ATMOSPHERE_NUM_IN_SCATTER; i++ ) { + vec3 u = v + l * iCSphereF( v, l, EARTH_RADIUS + EARTH_ATMOSPHERE ); + float n = ( atmosphericOptic( p, v ) + atmosphericOptic( v, u ) ) * ( PI * 4.0 ); + float dens = atmosphericDensity( v ); + + float m = MAX; + sum += dens * exp( -n * ( ATMOSPHERE_K_R * ATMOSPHERE_C_R + ATMOSPHERE_K_M ) ) + * (1. - renderRingFarShadow( u, SUN_DIRECTION ) ); + sumdensity += dens; + + v += step; + } + sum *= len * ATMOSPHERE_SCALE_L; + + float c = dot( dir, -l ); + float cc = c * c; + + return vec4( sum * ( ATMOSPHERE_K_R * ATMOSPHERE_C_R * atmosphericPhaseReyleigh( cc ) + + ATMOSPHERE_K_M * atmosphericPhaseMie( ATMOSPHERE_G_M, c, cc ) ) * ATMOSPHERE_E, + clamp(sumdensity * len * ATMOSPHERE_SCALE_L,0.,1.)); +} + +float atmosphericOpticLow( vec3 p, vec3 q ) { + vec3 step = ( q - p ) / ATMOSPHERE_FNUM_OUT_SCATTER_LOW; + vec3 v = p + step * 0.5; + + float sum = 0.0; + for ( int i = 0; i < ATMOSPHERE_NUM_OUT_SCATTER_LOW; i++ ) { + sum += atmosphericDensity( v ); + v += step; + } + sum *= length( step ) * ATMOSPHERE_SCALE_L; + + return sum; +} + +vec3 atmosphericInScatterLow( vec3 o, vec3 dir, vec2 e, vec3 l ) { + float len = ( e.y - e.x ) / ATMOSPHERE_FNUM_IN_SCATTER_LOW; + vec3 step = dir * len; + vec3 p = o + dir * e.x; + vec3 v = p + dir * ( len * 0.5 ); + + vec3 sum = vec3( 0.0 ); + + for ( int i = 0; i < ATMOSPHERE_NUM_IN_SCATTER_LOW; i++ ) { + vec3 u = v + l * iCSphereF( v, l, EARTH_RADIUS + EARTH_ATMOSPHERE ); + float n = ( atmosphericOpticLow( p, v ) + atmosphericOpticLow( v, u ) ) * ( PI * 4.0 ); + float m = MAX; + sum += atmosphericDensity( v ) * exp( -n * ( ATMOSPHERE_K_R * ATMOSPHERE_C_R + ATMOSPHERE_K_M ) ); + v += step; + } + sum *= len * ATMOSPHERE_SCALE_L; + + float c = dot( dir, -l ); + float cc = c * c; + + return sum * ( ATMOSPHERE_K_R * ATMOSPHERE_C_R * atmosphericPhaseReyleigh( cc ) + + ATMOSPHERE_K_M * atmosphericPhaseMie( ATMOSPHERE_G_M, c, cc ) ) * ATMOSPHERE_E; +} + +vec4 renderAtmospheric( const in vec3 ro, const in vec3 rd, inout float d ) { + // inside or outside atmosphere? + vec2 e = iCSphere2( ro, rd, EARTH_RADIUS + EARTH_ATMOSPHERE ); + vec2 f = iCSphere2( ro, rd, EARTH_RADIUS ); + + if( length(ro) <= EARTH_RADIUS + EARTH_ATMOSPHERE ) { + if( d < e.y ) { + e.y = d; + } + d = e.y; + e.x = 0.; + + if ( iSphere( ro, rd, vec4(0,0,0,EARTH_RADIUS)) > 0. ) { + d = iSphere( ro, rd, vec4(0,0,0,EARTH_RADIUS)); + } + } else { + if( iSphere( ro, rd, vec4(0,0,0,EARTH_RADIUS + EARTH_ATMOSPHERE )) < 0. ) return vec4(0.); + + if ( e.x > e.y ) { + d = MAX; + return vec4(0.); + } + d = e.y = min( e.y, f.x ); + } + return atmosphericInScatter( ro, rd, e, SUN_DIRECTION ); +} + +vec3 renderAtmosphericLow( const in vec3 ro, const in vec3 rd ) { + vec2 e = iCSphere2( ro, rd, EARTH_RADIUS + EARTH_ATMOSPHERE ); + e.x = 0.; + return atmosphericInScatterLow( ro, rd, e, SUN_DIRECTION ); +} + +//----------------------------------------------------- +// Seascape by TDM +// +// https://www.shadertoy.com/view/Ms2SD1 +//----------------------------------------------------- + +const int SEA_ITER_GEOMETRY = 3; +const int SEA_ITER_FRAGMENT = 5; + +const float SEA_EPSILON = 1e-3; +#define SEA_EPSILON_NRM (0.1 / iResolution.x) +const float SEA_HEIGHT = 0.6; +const float SEA_CHOPPY = 4.0; +const float SEA_SPEED = 0.8; +const float SEA_FREQ = 0.16; +const vec3 SEA_BASE = vec3(0.1,0.19,0.22); +const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6); +float SEA_TIME; +const mat2 sea_octave_m = mat2(1.6,1.2,-1.2,1.6); + +float seaOctave( in vec2 uv, const in float choppy) { + uv += noise(uv); + vec2 wv = 1.0-abs(sin(uv)); + vec2 swv = abs(cos(uv)); + wv = mix(wv,swv,wv); + return pow(1.0-pow(wv.x * wv.y,0.65),choppy); +} + +float seaMap(const in vec3 p) { + float freq = SEA_FREQ; + float amp = SEA_HEIGHT; + float choppy = SEA_CHOPPY; + vec2 uv = p.xz; uv.x *= 0.75; + + float d, h = 0.0; + for(int i = 0; i < SEA_ITER_GEOMETRY; i++) { + d = seaOctave((uv+SEA_TIME)*freq,choppy); + d += seaOctave((uv-SEA_TIME)*freq,choppy); + h += d * amp; + uv *= sea_octave_m; freq *= 1.9; amp *= 0.22; + choppy = mix(choppy,1.0,0.2); + } + return p.y - h; +} + +float seaMapHigh(const in vec3 p) { + float freq = SEA_FREQ; + float amp = SEA_HEIGHT; + float choppy = SEA_CHOPPY; + vec2 uv = p.xz; uv.x *= 0.75; + + float d, h = 0.0; + for(int i = 0; i < SEA_ITER_FRAGMENT; i++) { + d = seaOctave((uv+SEA_TIME)*freq,choppy); + d += seaOctave((uv-SEA_TIME)*freq,choppy); + h += d * amp; + uv *= sea_octave_m; freq *= 1.9; amp *= 0.22; + choppy = mix(choppy,1.0,0.2); + } + return p.y - h; +} + +vec3 seaGetColor( const in vec3 n, vec3 eye, const in vec3 l, const in float att, + const in vec3 sunc, const in vec3 upc, const in vec3 reflected) { + vec3 refracted = SEA_BASE * upc + diffuse(n,l) * SEA_WATER_COLOR * 0.12 * sunc; + vec3 color = mix(refracted,reflected,fresnel(n, -eye, 3.)*.65 ); + + color += upc*SEA_WATER_COLOR * (att * 0.18); + color += sunc * vec3(specular(n,l,eye,60.0)); + + return color; +} + +vec3 seaGetNormal(const in vec3 p, const in float eps) { + vec3 n; + n.y = seaMapHigh(p); + n.x = seaMapHigh(vec3(p.x+eps,p.y,p.z)) - n.y; + n.z = seaMapHigh(vec3(p.x,p.y,p.z+eps)) - n.y; + n.y = eps; + return normalize(n); +} + +float seaHeightMapTracing(const in vec3 ori, const in vec3 dir, out vec3 p) { + float tm = 0.0; + float tx = 1000.0; + float hx = seaMap(ori + dir * tx); + if(hx > 0.0) return tx; + float hm = seaMap(ori + dir * tm); + float tmid = 0.0; + for(int i = 0; i < SEA_NUM_STEPS; i++) { + tmid = mix(tm,tx, hm/(hm-hx)); + p = ori + dir * tmid; + float hmid = seaMap(p); + if(hmid < 0.0) { + tx = tmid; + hx = hmid; + } else { + tm = tmid; + hm = hmid; + } + } + return tmid; +} + +vec3 seaTransform( in vec3 x ) { + x.yz = rotate( 0.8, x.yz ); + return x; +} + +vec3 seaUntransform( in vec3 x ) { + x.yz = rotate( -0.8, x.yz ); + return x; +} + +void renderSea( const in vec3 ro, const in vec3 rd, inout vec3 n, inout float att ) { + vec3 p, + rom = seaTransform(ro), + rdm = seaTransform(rd); + + rom.y -= EARTH_RADIUS; + rom *= 1000.; + rom.xz += vec2(3.1,.2)*time; + + SEA_TIME = time * SEA_SPEED; + + seaHeightMapTracing(rom,rdm,p); + float squareddist = dot(p - rom, p-rom ); + n = seaGetNormal(p, squareddist * SEA_EPSILON_NRM ); + + n = seaUntransform(n); + + att = clamp(SEA_HEIGHT+p.y, 0.,1.); +} + +//----------------------------------------------------- +// Terrain based on Elevated and Terrain Tubes by IQ +// +// https://www.shadertoy.com/view/MdX3Rr +// https://www.shadertoy.com/view/4sjXzG +//----------------------------------------------------- + +#ifndef HIDE_TERRAIN + +const mat2 terrainM2 = mat2(1.6,-1.2,1.2,1.6); + +float terrainLow( vec2 p ) { + p *= 0.0013; + + float s = 1.0; + float t = 0.0; + for( int i=0; i<2; i++ ) { + t += s*tri( p ); + s *= 0.5 + 0.1*t; + p = 0.97*terrainM2*p + (t-0.5)*0.12; + } + return t*33.0; +} + +float terrainMed( vec2 p ) { + p *= 0.0013; + + float s = 1.0; + float t = 0.0; + for( int i=0; i<6; i++ ) { + t += s*tri( p ); + s *= 0.5 + 0.1*t; + p = 0.97*terrainM2*p + (t-0.5)*0.12; + } + + return t*33.0; +} + +float terrainHigh( vec2 p ) { + vec2 q = p; + p *= 0.0013; + + float s = 1.0; + float t = 0.0; + for( int i=0; i<7; i++ ) { + t += s*tri( p ); + s *= 0.5 + 0.1*t; + p = 0.97*terrainM2*p + (t-0.5)*0.12; + } + + t += t*0.015*fbm( q ); + return t*33.0; +} + +float terrainMap( const in vec3 pos ) { + return pos.y - terrainMed(pos.xz); +} + +float terrainMapH( const in vec3 pos ) { + float y = terrainHigh(pos.xz); + float h = pos.y - y; + return h; +} + +float terrainIntersect( in vec3 ro, in vec3 rd, in float tmin, in float tmax ) { + float t = tmin; + for( int i=0; itmax ) break; + t += res*.9; + } + + return t; +} + +float terrainCalcShadow(in vec3 ro, in vec3 rd ) { + vec2 eps = vec2(150.0,0.0); + float h1 = terrainMed( ro.xz ); + float h2 = terrainLow( ro.xz ); + + float d1 = 10.0; + float d2 = 80.0; + float d3 = 200.0; + float s1 = clamp( 1.0*(h1 + rd.y*d1 - terrainMed(ro.xz + d1*rd.xz)), 0.0, 1.0 ); + float s2 = clamp( 0.5*(h1 + rd.y*d2 - terrainMed(ro.xz + d2*rd.xz)), 0.0, 1.0 ); + float s3 = clamp( 0.2*(h2 + rd.y*d3 - terrainLow(ro.xz + d3*rd.xz)), 0.0, 1.0 ); + + return min(min(s1,s2),s3); +} +vec3 terrainCalcNormalHigh( in vec3 pos, float t ) { + vec2 e = vec2(1.0,-1.0)*0.001*t; + + return normalize( e.xyy*terrainMapH( pos + e.xyy ) + + e.yyx*terrainMapH( pos + e.yyx ) + + e.yxy*terrainMapH( pos + e.yxy ) + + e.xxx*terrainMapH( pos + e.xxx ) ); +} + +vec3 terrainCalcNormalMed( in vec3 pos, float t ) { + float e = 0.005*t; + vec2 eps = vec2(e,0.0); + float h = terrainMed( pos.xz ); + return normalize(vec3( terrainMed(pos.xz-eps.xy)-h, e, terrainMed(pos.xz-eps.yx)-h )); +} + +vec3 terrainTransform( in vec3 x ) { + x.zy = rotate( -.83, x.zy ); + return x; +} + +vec3 terrainUntransform( in vec3 x ) { + x.zy = rotate( .83, x.zy ); + return x; +} + + +float llamelTime; +const float llamelScale = 5.; + +vec3 llamelPosition() { + llamelTime = time*2.5; + vec2 pos = vec2( -400., 135.-llamelTime*0.075* llamelScale); + return vec3( pos.x, terrainMed( pos ), pos.y ); +} + +vec3 terrainShade( const in vec3 col, const in vec3 pos, const in vec3 rd, const in vec3 n, const in float spec, + const in vec3 sunc, const in vec3 upc, const in vec3 reflc ) { + vec3 sunDirection = terrainTransform(SUN_DIRECTION); + float dif = diffuse( n, sunDirection ); + float bac = diffuse( n, vec3(-sunDirection.x, sunDirection.y, -sunDirection.z) ); + float sha = terrainCalcShadow( pos, sunDirection ); + float amb = clamp( n.y,0.0,1.0); + + vec3 lin = vec3(0.0); + lin += 2.*dif*sunc*vec3( sha, sha*sha*0.1+0.9*sha, sha*sha*0.2+0.8*sha ); + lin += 0.2*amb*upc; + lin += 0.08*bac*clamp(vec3(1.)-sunc, vec3(0.), vec3(1.)); + return mix( col*lin*3., reflc, spec*fresnel(n,-terrainTransform(rd),5.0) ); +} + +vec3 terrainGetColor( const in vec3 pos, const in vec3 rd, const in float t, const in vec3 sunc, const in vec3 upc, const in vec3 reflc ) { + vec3 nor = terrainCalcNormalHigh( pos, t ); + vec3 sor = terrainCalcNormalMed( pos, t ); + + float spec = 0.005; + +#ifdef DISPLAY_TERRAIN_DETAIL + float no = noise(5.*fbm(1.11*pos.xz)); +#else + const float no = 0.; +#endif + float r = .5+.5*fbm(.95*pos.xz); + vec3 col = (r*0.25+0.75)*0.9*mix( vec3(0.08,0.07,0.07), vec3(0.10,0.09,0.08), noise(0.4267*vec2(pos.x*2.,pos.y*9.8))+.01*no ); + col = mix( col, 0.20*vec3(0.45,.30,0.15)*(0.50+0.50*r),smoothstep(0.825,0.925,nor.y+.025*no) ); + col = mix( col, 0.15*vec3(0.30,.30,0.10)*(0.25+0.75*r),smoothstep(0.95,1.0,nor.y+.025*no) ); + col *= .88+.12*no; + + float s = nor.y + 0.03*pos.y + 0.35*fbm(0.05*pos.xz) - .35; + float sf = fwidth(s) * 1.5; + s = smoothstep(0.84-sf, 0.84+sf, s ); + col = mix( col, 0.29*vec3(0.62,0.65,0.7), s); + nor = mix( nor, sor, 0.7*smoothstep(0.9, 0.95, s ) ); + spec = mix( spec, 0.45, smoothstep(0.9, 0.95, s ) ); + + col = terrainShade( col, pos, rd, nor, spec, sunc, upc, reflc ); + +#ifdef DISPLAY_LLAMEL + col *= clamp( distance(pos.xz, llamelPosition().xz )*0.4, 0.4, 1.); +#endif + + return col; +} + +vec3 terrainTransformRo( const in vec3 ro ) { + vec3 rom = terrainTransform(ro); + rom.y -= EARTH_RADIUS - 100.; + rom.xz *= 5.; + rom.xz += vec2(-170.,50.)+vec2(-4.,.4)*time; + rom.y += (terrainLow( rom.xz ) - 86.)*clamp( 1.-1.*(length(ro)-EARTH_RADIUS), 0., 1.); + return rom; +} + +vec4 renderTerrain( const in vec3 ro, const in vec3 rd, inout vec3 intersection, inout vec3 n ) { + vec3 p, + rom = terrainTransformRo(ro), + rdm = terrainTransform(rd); + + float tmin = 10.0; + float tmax = 3200.0; + + float res = terrainIntersect( rom, rdm, tmin, tmax ); + + if( res > tmax ) { + res = -1.; + } else { + vec3 pos = rom+rdm*res; + n = terrainCalcNormalMed( pos, res ); + n = terrainUntransform( n ); + + intersection = ro+rd*res/100.; + } + return vec4(res, rom+rdm*res); +} + +#endif + +//----------------------------------------------------- +// LLamels by Eiffie +// +// https://www.shadertoy.com/view/ltsGz4 +//----------------------------------------------------- +#ifdef DISPLAY_LLAMEL +float llamelMapSMin(const in float a,const in float b,const in float k){ + float h=clamp(0.5+0.5*(b-a)/k,0.0,1.0);return b+h*(a-b-k+k*h); +} + +float llamelMapLeg(vec3 p, vec3 j0, vec3 j3, vec3 l, vec4 r, vec3 rt){//z joint with tapered legs + float lx2z=l.x/(l.x+l.z),h=l.y*lx2z; + vec3 u=(j3-j0)*lx2z,q=u*(0.5+0.5*(l.x*l.x-h*h)/dot(u,u)); + q+=sqrt(max(0.0,l.x*l.x-dot(q,q)))*normalize(cross(u,rt)); + vec3 j1=j0+q,j2=j3-q*(1.0-lx2z)/lx2z; + u=p-j0;q=j1-j0; + h=clamp(dot(u,q)/dot(q,q),0.0,1.0); + float d=length(u-q*h)-r.x-(r.y-r.x)*h; + u=p-j1;q=j2-j1; + h=clamp(dot(u,q)/dot(q,q),0.0,1.0); + d=min(d,length(u-q*h)-r.y-(r.z-r.y)*h); + u=p-j2;q=j3-j2; + h=clamp(dot(u,q)/dot(q,q),0.0,1.0); + return min(d,length(u-q*h)-r.z-(r.w-r.z)*h); +} + +float llamelMap(in vec3 p) { + const vec3 rt=vec3(0.0,0.0,1.0); + p.y += 0.25*llamelScale; + p.xz -= 0.5*llamelScale; + p.xz = vec2(-p.z, p.x); + vec3 pori = p; + + p /= llamelScale; + + vec2 c=floor(p.xz); + p.xz=fract(p.xz)-vec2(0.5); + p.y -= p.x*.04*llamelScale; + float sa=sin(c.x*2.0+c.y*4.5+llamelTime*0.05)*0.15; + + float b=0.83-abs(p.z); + float a=c.x+117.0*c.y+sign(p.x)*1.57+sign(p.z)*1.57+llamelTime,ca=cos(a); + vec3 j0=vec3(sign(p.x)*0.125,ca*0.01,sign(p.z)*0.05),j3=vec3(j0.x+sin(a)*0.1,max(-0.25+ca*0.1,-0.25),j0.z); + float dL=llamelMapLeg(p,j0,j3,vec3(0.08,0.075,0.12),vec4(0.03,0.02,0.015,0.01),rt*sign(p.x)); + p.y-=0.03; + float dB=(length(p.xyz*vec3(1.0,1.75,1.75))-0.14)*0.75; + a=c.x+117.0*c.y+llamelTime;ca=cos(a);sa*=0.4; + j0=vec3(0.125,0.03+abs(ca)*0.03,ca*0.01),j3=vec3(0.3,0.07+ca*sa,sa); + float dH=llamelMapLeg(p,j0,j3,vec3(0.075,0.075,0.06),vec4(0.03,0.035,0.03,0.01),rt); + dB=llamelMapSMin(min(dL,dH),dB,clamp(0.04+p.y,0.0,1.0)); + a=max(abs(p.z),p.y)+0.05; + return max(min(dB,min(a,b)),length(pori.xz-vec2(0.5)*llamelScale)-.5*llamelScale); +} + +vec3 llamelGetNormal( in vec3 ro ) { + vec2 e = vec2(1.0,-1.0)*0.001; + + return normalize( e.xyy*llamelMap( ro + e.xyy ) + + e.yyx*llamelMap( ro + e.yyx ) + + e.yxy*llamelMap( ro + e.yxy ) + + e.xxx*llamelMap( ro + e.xxx ) ); +} + +vec4 renderLlamel( in vec3 ro, const in vec3 rd, const in vec3 sunc, const in vec3 upc, const in vec3 reflc ) { + ro -= llamelPosition(); + float t=.1*hash(rd.xy),d,dm=10.0,tm; + for(int i=0;i<36;i++){ + t+=d=llamelMap(ro+rd*t); + if(d1000.0 || d<0.00001)break; + } + dm=max(0.0,dm); + if( dm < .02 ) { + vec3 col = vec3(0.45,.30,0.15)*.2; + vec3 pos = ro + rd*tm; + vec3 nor = llamelGetNormal( pos ); + col = terrainShade( col, pos, rd, nor, .01, sunc, upc, reflc ); + return vec4(col, clamp( 1.-(dm-0.01)/0.01,0., 1.) ); + } + + return vec4(0.); +} +#endif + +//----------------------------------------------------- +// Clouds (by me ;)) +//----------------------------------------------------- + +vec4 renderClouds( const in vec3 ro, const in vec3 rd, const in float d, const in vec3 n, const in float land, + const in vec3 sunColor, const in vec3 upColor, inout float shadow ) { + vec3 intersection = ro+rd*d; + vec3 cint = intersection*0.009; + float rot = -.2*length(cint.xy) + .6*fbm( cint*.4,0.5,2.96 ) + .05*land; + + cint.xy = rotate( rot, cint.xy ); + + vec3 cdetail = mod(intersection*3.23,vec3(50.)); + cdetail.xy = rotate( .25*rot, cdetail.xy ); + + float clouds = 1.3*(fbm( cint*(1.+.02*noise(intersection)),0.5,2.96)+.4*land-.3); + +#ifdef DISPLAY_CLOUDS_DETAIL + if( d < 200. ) { + clouds += .3*(fbm(cdetail,0.5,2.96)-.5)*(1.-smoothstep(0.,200.,d)); + } +#endif + + shadow = clamp(1.-clouds, 0., 1.); + + clouds = clamp(clouds, 0., 1.); + clouds *= clouds; + clouds *= smoothstep(0.,0.4,d); + + vec3 clbasecolor = vec3(1.); + vec3 clcol = .1*clbasecolor*sunColor * vec3(specular(n,SUN_DIRECTION,rd,36.0)); + clcol += .3*clbasecolor*sunColor; + clcol += clbasecolor*(diffuse(n,SUN_DIRECTION)*sunColor+upColor); + + return vec4( clcol, clouds ); +} + +//----------------------------------------------------- +// Planet (by me ;)) +//----------------------------------------------------- + +vec4 renderPlanet( const in vec3 ro, const in vec3 rd, const in vec3 up, inout float maxd ) { + float d = iSphere( ro, rd, vec4( 0., 0., 0., EARTH_RADIUS ) ); + + vec3 intersection = ro + rd*d; + vec3 n = nSphere( intersection, vec4( 0., 0., 0., EARTH_RADIUS ) ); + vec4 res; + +#ifndef HIDE_TERRAIN + bool renderTerrainDetail = length(ro) < EARTH_RADIUS+EARTH_ATMOSPHERE && + dot( terrainUntransform( vec3(0.,1.,0.) ), normalize(ro) ) > .9996; +#endif + bool renderSeaDetail = d < 1. && dot( seaUntransform( vec3(0.,1.,0.) ), normalize(ro) ) > .9999; + float mixDetailColor = 0.; + + if( d < 0. || d > maxd) { +#ifndef HIDE_TERRAIN + if( renderTerrainDetail ) { + intersection = ro; + n = normalize( ro ); + } else { + return vec4(0); + } +#else + return vec4(0.); +#endif + } + if( d > 0. ) { + maxd = d; + } + float att = 0.; + + if( dot(n,SUN_DIRECTION) < -0.1 ) return vec4( 0., 0., 0., 1. ); + + float dm = MAX, e = 0.; + vec3 col, detailCol, nDetail; + + // normal and intersection +#ifndef HIDE_TERRAIN + if( renderTerrainDetail ) { + res = renderTerrain( ro, rd, intersection, nDetail ); + if( res.x < 0. && d < 0. ) { + return vec4(0); + } + if( res.x >= 0. ) { + maxd = pow(res.x/4000.,4.)*50.; + e = -10.; + } + mixDetailColor = 1.-smoothstep(.75, 1., (length(ro)-EARTH_RADIUS) / EARTH_ATMOSPHERE); + n = normalize( mix( n, nDetail, mixDetailColor ) ); + } else +#endif + if( renderSeaDetail ) { + float attsea, mf = smoothstep(.5,1.,d); + + renderSea( ro, rd, nDetail, attsea ); + + n = normalize(mix( nDetail, n, mf )); + att = mix( attsea, att, mf ); + } else { + e = fbm( .003*intersection+vec3(1.),0.4,2.96) + smoothstep(.85,.95, abs(intersection.z/EARTH_RADIUS)); +#ifndef HIDE_TERRAIN + if( d < 1500. ) { + e += (-.03+.06* fbm( intersection*0.1,0.4,2.96))*(1.-d/1500.); + } +#endif + } + + vec3 sunColor = .25*renderAtmosphericLow( intersection, SUN_DIRECTION).xyz; + vec3 upColor = 2.*renderAtmosphericLow( intersection, n).xyz; + vec3 reflColor = renderAtmosphericLow( intersection, reflect(rd,n)).xyz; + + // color +#ifndef HIDE_TERRAIN + if(renderTerrainDetail ) { + detailCol = col = terrainGetColor(res.yzw, rd, res.x, sunColor, upColor, reflColor); + d = 0.; + } +#endif + + if( mixDetailColor < 1. ) { + if( e < .45 ) { + // sea + col = seaGetColor(n,rd,SUN_DIRECTION, att, sunColor, upColor, reflColor); + } else { + // planet (land) far + float land1 = max(0.1, fbm( intersection*0.0013,0.4,2.96) ); + float land2 = max(0.1, fbm( intersection*0.0063,0.4,2.96) ); + float iceFactor = abs(pow(intersection.z/EARTH_RADIUS,13.0))*e; + + vec3 landColor1 = vec3(0.43,0.65,0.1) * land1; + vec3 landColor2 = RING_COLOR_1 * land2; + vec3 mixedLand = (landColor1 + landColor2)* 0.5; + vec3 finalLand = mix(mixedLand, vec3(7.0, 7.0, 7.0) * land1 * 1.5, max(iceFactor+.02*land2-.02, 0.)); + + col = (diffuse(n,SUN_DIRECTION)*sunColor+upColor)*finalLand*.75; +#ifdef HIGH_QUALITY + col *= (.5+.5*fbm( intersection*0.23,0.4,2.96) ); +#endif + } + } + + if( mixDetailColor > 0. ) { + col = mix( col, detailCol, mixDetailColor ); + } + +#ifdef DISPLAY_LLAMEL + if(renderTerrainDetail ) { + vec3 rom = terrainTransformRo(ro), + rdm = terrainTransform(rd); + d = iSphere( rom, rdm, vec4( llamelPosition(), llamelScale*3. ) ); + if( d > 0. ) { + vec4 llamel = renderLlamel( rom+rdm*d, rdm, sunColor, upColor, reflColor ); + col = mix(col, llamel.rgb, llamel.a); + } + } +#endif + + d = iSphere( ro, rd, vec4( 0., 0., 0., EARTH_RADIUS+EARTH_CLOUDS ) ); + if( d > 0. ) { + float shadow; + vec4 clouds = renderClouds( ro, rd, d, n, e, sunColor, upColor, shadow); + col *= shadow; + col = mix( col, clouds.rgb, clouds.w ); + } + + float m = MAX; + col *= (1. - renderRingFarShadow( ro+rd*d, SUN_DIRECTION ) ); + + return vec4( col, 1. ); +} + +//----------------------------------------------------- +// Lens flare by musk +// +// https://www.shadertoy.com/view/4sX3Rs +//----------------------------------------------------- + +vec3 lensFlare( const in vec2 uv, const in vec2 pos) { + vec2 main = uv-pos; + vec2 uvd = uv*(length(uv)); + + float f0 = 1.5/(length(uv-pos)*16.0+1.0); + + float f1 = max(0.01-pow(length(uv+1.2*pos),1.9),.0)*7.0; + + float f2 = max(1.0/(1.0+32.0*pow(length(uvd+0.8*pos),2.0)),.0)*00.25; + float f22 = max(1.0/(1.0+32.0*pow(length(uvd+0.85*pos),2.0)),.0)*00.23; + float f23 = max(1.0/(1.0+32.0*pow(length(uvd+0.9*pos),2.0)),.0)*00.21; + + vec2 uvx = mix(uv,uvd,-0.5); + + float f4 = max(0.01-pow(length(uvx+0.4*pos),2.4),.0)*6.0; + float f42 = max(0.01-pow(length(uvx+0.45*pos),2.4),.0)*5.0; + float f43 = max(0.01-pow(length(uvx+0.5*pos),2.4),.0)*3.0; + + vec3 c = vec3(.0); + + c.r+=f2+f4; c.g+=f22+f42; c.b+=f23+f43; + c = c*.5 - vec3(length(uvd)*.05); + c+=vec3(f0); + + return c; +} + +//----------------------------------------------------- +// cameraPath +//----------------------------------------------------- + +vec3 pro, pta, pup; +float dro, dta, dup; + +void camint( inout vec3 ret, const in float t, const in float duration, const in vec3 dest, inout vec3 prev, inout float prevt ) { + if( t >= prevt && t <= prevt+duration ) { + ret = mix( prev, dest, smoothstep(prevt, prevt+duration, t) ); + } + prev = dest; + prevt += duration; +} + +void cameraPath( in float t, out vec3 ro, out vec3 ta, out vec3 up ) { +#ifndef HIDE_TERRAIN + time = t = mod( t, 92. ); +#else + time = t = mod( t, 66. ); +#endif + dro = dta = dup = 0.; + + pro = ro = vec3(900. ,7000. ,1500. ); + pta = ta = vec3( 0. , 0. , 0. ); + pup = up = vec3( 0. , 0.4, 1. ); + + camint( ro, t, 5., vec3(-4300. ,-1000. , 500. ), pro, dro ); + camint( ta, t, 5., vec3( 0. , 0. , 0. ), pta, dta ); + camint( up, t, 7., vec3( 0. , 0.1, 1. ), pup, dup ); + + camint( ro, t, 3., vec3(-1355. , 1795. , 1.2 ), pro, dro ); + camint( ta, t, 1., vec3( 0. , 300. ,-600. ), pta, dta ); + camint( up, t, 6., vec3( 0. , 0.1, 1. ), pup, dup ); + + camint( ro, t, 10., vec3(-1355. , 1795. , 1.2 ), pro, dro ); + camint( ta, t, 14., vec3( 0. , 100. , 600. ), pta, dta ); + camint( up, t, 13., vec3( 0. , 0.3, 1. ), pup, dup ); + + vec3 roe = seaUntransform( vec3( 0., EARTH_RADIUS+0.004, 0. ) ); + vec3 upe = seaUntransform( vec3( 0., 1., 0. ) ); + + camint( ro, t, 7.,roe, pro, dro ); + camint( ta, t, 7., vec3( EARTH_RADIUS + 0., EARTH_RADIUS - 500., 500. ), pta, dta ); + camint( up, t, 6., upe, pup, dup ); + + camint( ro, t, 17.,roe, pro, dro ); + camint( ta, t, 17., vec3( EARTH_RADIUS + 500., EARTH_RADIUS + 1300., -100. ), pta, dta ); + camint( up, t, 18., vec3(.0,1.,1.), pup, dup ); + + camint( ro, t, 11., vec3( 3102. , 0. , 1450. ), pro, dro ); + camint( ta, t, 4., vec3( 0. , -100. , 0. ), pta, dta ); + camint( up, t, 8., vec3( 0. , 0.15, 1. ), pup, dup ); +#ifndef HIDE_TERRAIN + roe = terrainUntransform( vec3( 0., EARTH_RADIUS+0.004, 0. ) ); + upe = terrainUntransform( vec3( 0., 1., 0. ) ); + + camint( ro, t, 7., roe, pro, dro ); + camint( ta, t, 12., vec3( -EARTH_RADIUS, EARTH_RADIUS+200., 100.), pta, dta ); + camint( up, t, 2., upe, pup, dup ); + + roe = terrainUntransform( vec3( 0., EARTH_RADIUS+0.001, 0. ) ); + camint( ro, t, 17.,roe, pro, dro ); + camint( ta, t, 18., roe + vec3( 5000., EARTH_RADIUS-100., -2000.), pta, dta ); + camint( up, t, 18., vec3(.0,1.,1.), pup, dup ); + + roe = terrainUntransform( vec3( 0., EARTH_RADIUS+1.8, 0. ) ); + camint( ro, t, 4.,roe, pro, dro ); + camint( ta, t, 4.5, roe + vec3( EARTH_RADIUS, EARTH_RADIUS+2000., -30.), pta, dta ); + camint( up, t, 4., vec3(.0,1.,1.), pup, dup ); +#endif + camint( ro, t, 10., vec3(900. ,7000. , 1500. ), pro, dro ); + camint( ta, t, 2., vec3( 0. , 0. , 0. ), pta, dta ); + camint( up, t, 10., vec3( 0. , 0.4, 1. ), pup, dup ); + + up = normalize( up ); +} + +//----------------------------------------------------- +// mainImage +//----------------------------------------------------- + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) { + vec2 uv = fragCoord.xy / iResolution.xy; + + vec2 p = -1.0 + 2.0 * (fragCoord.xy) / iResolution.xy; + p.x *= iResolution.x/iResolution.y; + + vec3 col; + +// black bands + vec2 bandy = vec2(.1,.9); + if( uv.y < bandy.x || uv.y > bandy.y ) { + col = vec3(0.); + } else { + // camera + vec3 ro, ta, up; + cameraPath( iGlobalTime*.7, ro, ta, up ); + + vec3 ww = normalize( ta - ro ); + vec3 uu = normalize( cross(ww,up) ); + vec3 vv = normalize( cross(uu,ww)); + vec3 rd = normalize( -p.x*uu + p.y*vv + 2.2*ww ); + + float maxd = MAX; + col = renderStars( rd ).xyz; + + vec4 planet = renderPlanet( ro, rd, up, maxd ); + if( planet.w > 0. ) col.xyz = planet.xyz; + + float atmosphered = maxd; + vec4 atmosphere = .85*renderAtmospheric( ro, rd, atmosphered ); + col = col * (1.-atmosphere.w ) + atmosphere.xyz; + + vec4 ring = renderRing( ro, rd, maxd ); + if( ring.w > 0. && atmosphered < maxd ) { + ring.xyz = ring.xyz * (1.-atmosphere.w ) + atmosphere.xyz; + } + col = col * (1.-ring.w ) + ring.xyz; + +#ifdef DISPLAY_CLOUDS + float lro = length(ro); + if( lro < EARTH_RADIUS+EARTH_CLOUDS*1.25 ) { + vec3 sunColor = 2.*renderAtmosphericLow( ro, SUN_DIRECTION); + vec3 upColor = 4.*renderAtmosphericLow( ro, vec3(-SUN_DIRECTION.x, SUN_DIRECTION.y, -SUN_DIRECTION.z)); + + if( lro < EARTH_RADIUS+EARTH_CLOUDS ) { + // clouds + float d = iCSphereF( ro, rd, EARTH_RADIUS + EARTH_CLOUDS ); + if( d < maxd ) { + float shadow; + vec4 clouds = renderClouds( ro, rd, d, normalize(ro), 0., sunColor, upColor, shadow ); + clouds.w *= 1.-smoothstep(0.8*EARTH_CLOUDS,EARTH_CLOUDS,lro-EARTH_RADIUS); + col = mix(col, clouds.rgb, clouds.w * (1.-smoothstep( 10., 30., d)) ); + } + } + float offset = lro-EARTH_RADIUS-EARTH_CLOUDS; + col = mix( col, .5*sunColor, .15*abs(noise(offset*100.))*clamp(1.-4.*abs(offset)/EARTH_CLOUDS, 0., 1.) ); + } +#endif + + // post processing + col = pow( clamp(col,0.0,1.0), vec3(0.4545) ); + col *= vec3(1.,0.99,0.95); + col = clamp(1.06*col-0.03, 0., 1.); + + vec2 sunuv = 2.7*vec2( dot( SUN_DIRECTION, -uu ), dot( SUN_DIRECTION, vv ) ); + float flare = dot( SUN_DIRECTION, normalize(ta-ro) ); + col += vec3(1.4,1.2,1.0)*lensFlare(p, sunuv)*clamp( flare+.3, 0., 1.); + + uv.y = (uv.y-bandy.x)*(1./(bandy.y-bandy.x)); + col *= 0.5 + 0.5*pow( 16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y), 0.1 ); + } + fragColor = vec4( col ,1.0); +} diff --git a/demos/art/shadertoys/4ts3z2.fs b/demos/art/shadertoys/4ts3z2.fs new file mode 100644 index 0000000..1dc6805 --- /dev/null +++ b/demos/art/shadertoys/4ts3z2.fs @@ -0,0 +1,252 @@ +//Xyptonjtroz by nimitz (twitter: @stormoid) + +//Audio by Dave_Hoskins + +#define ITR 100 +#define FAR 30. +#define time iGlobalTime + +/* + Believable animated volumetric dust storm in 7 samples, + blending each layer in based on geometry distance allows to + render it without visible seams. 3d Triangle noise is + used for the dust volume. + + Also included is procedural bump mapping and glow based on + curvature*fresnel. (see: https://www.shadertoy.com/view/Xts3WM) + + + Further explanation of the dust generation (per Dave's request): + + The basic idea is to have layers of gradient shaded volumetric + animated noise. The problem is when geometry is intersected + before the ray reaches the far plane. A way to smoothly blend + the low sampled noise is needed. So I am blending (smoothstep) + each dust layer based on current ray distance and the solid + interesction distance. I am also scaling the noise taps as a + function of the current distance so that the distant dust doesn't + appear too noisy and as a function of current height to get some + "ground hugging" effect. + +*/ + +mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);} + +float height(in vec2 p) +{ + p *= 0.2; + return sin(p.y)*0.4 + sin(p.x)*0.4; +} + +//smooth min form iq +float smin( float a, float b) +{ + const float k = 0.7; + float h = clamp( 0.5 + 0.5*(b-a)/k, 0.0, 1.0 ); + return mix( b, a, h ) - k*h*(1.0-h); +} + +//form Dave +vec2 hash22(vec2 p) +{ + p = fract(p * vec2(5.3983, 5.4427)); + p += dot(p.yx, p.xy + vec2(21.5351, 14.3137)); + return fract(vec2(p.x * p.y * 95.4337, p.x * p.y * 97.597)); +} + +float vine(vec3 p, in float c, in float h) +{ + p.y += sin(p.z*0.2625)*2.5; + p.x += cos(p.z*0.1575)*3.; + vec2 q = vec2(mod(p.x, c)-c/2., p.y); + return length(q) - h -sin(p.z*2.+sin(p.x*7.)*0.5+time*0.5)*0.13; +} + +float map(vec3 p) +{ + p.y += height(p.zx); + + vec3 bp = p; + vec2 hs = hash22(floor(p.zx/4.)); + p.zx = mod(p.zx,4.)-2.; + + float d = p.y+0.5; + p.y -= hs.x*0.4-0.15; + p.zx += hs*1.3; + d = smin(d, length(p)-hs.x*0.4); + + d = smin(d, vine(bp+vec3(1.8,0.,0),15.,.8) ); + d = smin(d, vine(bp.zyx+vec3(0.,0,17.),20.,0.75) ); + + return d*1.1; +} + +float march(in vec3 ro, in vec3 rd) +{ + float precis = 0.002; + float h=precis*2.0; + float d = 0.; + for( int i=0; iFAR ) break; + d += h; + float res = map(ro+rd*d); + h = res; + } + return d; +} + +float tri(in float x){return abs(fract(x)-.5);} +vec3 tri3(in vec3 p){return vec3( tri(p.z+tri(p.y*1.)), tri(p.z+tri(p.x*1.)), tri(p.y+tri(p.x*1.)));} + +mat2 m2 = mat2(0.970, 0.242, -0.242, 0.970); + +float triNoise3d(in vec3 p, in float spd) +{ + float z=1.4; + float rz = 0.; + vec3 bp = p; + for (float i=0.; i<=3.; i++ ) + { + vec3 dg = tri3(bp*2.); + p += (dg+time*spd); + + bp *= 1.8; + z *= 1.5; + p *= 1.2; + //p.xz*= m2; + + rz+= (tri(p.z+tri(p.x+tri(p.y))))/z; + bp += 0.14; + } + return rz; +} + +float fogmap(in vec3 p, in float d) +{ + p.x += time*1.5; + p.z += sin(p.x*.5); + return triNoise3d(p*2.2/(d+20.),0.2)*(1.-smoothstep(0.,.7,p.y)); +} + +vec3 fog(in vec3 col, in vec3 ro, in vec3 rd, in float mt) +{ + float d = .5; + for(int i=0; i<7; i++) + { + vec3 pos = ro + rd*d; + float rz = fogmap(pos, d); + float grd = clamp((rz - fogmap(pos+.8-float(i)*0.1,d))*3., 0.1, 1. ); + vec3 col2 = (vec3(.1,0.8,.5)*.5 + .5*vec3(.5, .8, 1.)*(1.7-grd))*0.55; + col = mix(col,col2,clamp(rz*smoothstep(d-0.4,d+2.+d*.75,mt),0.,1.) ); + d *= 1.5+0.3; + if (d>mt)break; + } + return col; +} + +vec3 normal(in vec3 p) +{ + vec2 e = vec2(-1., 1.)*0.005; + return normalize(e.yxx*map(p + e.yxx) + e.xxy*map(p + e.xxy) + + e.xyx*map(p + e.xyx) + e.yyy*map(p + e.yyy) ); +} + +float bnoise(in vec3 p) +{ + float n = sin(triNoise3d(p*.3,0.0)*11.)*0.6+0.4; + n += sin(triNoise3d(p*1.,0.05)*40.)*0.1+0.9; + return (n*n)*0.003; +} + +vec3 bump(in vec3 p, in vec3 n, in float ds) +{ + vec2 e = vec2(.005,0); + float n0 = bnoise(p); + vec3 d = vec3(bnoise(p+e.xyy)-n0, bnoise(p+e.yxy)-n0, bnoise(p+e.yyx)-n0)/e.x; + n = normalize(n-d*2.5/sqrt(ds)); + return n; +} + +float shadow(in vec3 ro, in vec3 rd, in float mint, in float tmax) +{ + float res = 1.0; + float t = mint; + for( int i=0; i<10; i++ ) + { + float h = map(ro + rd*t); + res = min( res, 4.*h/t ); + t += clamp( h, 0.05, .5 ); + if(h<0.001 || t>tmax) break; + } + return clamp( res, 0.0, 1.0 ); + +} + +float curv(in vec3 p, in float w) +{ + vec2 e = vec2(-1., 1.)*w; + + float t1 = map(p + e.yxx), t2 = map(p + e.xxy); + float t3 = map(p + e.xyx), t4 = map(p + e.yyy); + + return .125/(e.x*e.x) *(t1 + t2 + t3 + t4 - 4. * map(p)); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 p = fragCoord.xy/iResolution.xy-0.5; + vec2 q = fragCoord.xy/iResolution.xy; + p.x*=iResolution.x/iResolution.y; + vec2 mo = iMouse.xy / iResolution.xy-.5; + mo = (mo==vec2(-.5))?mo=vec2(-0.1,0.07):mo; + mo.x *= iResolution.x/iResolution.y; + + vec3 ro = vec3(smoothstep(0.,1.,tri(time*.45)*2.)*0.1, smoothstep(0.,1.,tri(time*0.9)*2.)*0.07, -time*0.6); + ro.y -= height(ro.zx)+0.05; + mo.x += smoothstep(0.6,1.,sin(time*.6)*0.5+0.5)-1.5; + vec3 eyedir = normalize(vec3(cos(mo.x),mo.y*2.-0.2+sin(time*0.45*1.57)*0.1,sin(mo.x))); + vec3 rightdir = normalize(vec3(cos(mo.x+1.5708),0.,sin(mo.x+1.5708))); + vec3 updir = normalize(cross(rightdir,eyedir)); + vec3 rd=normalize((p.x*rightdir+p.y*updir)*1.+eyedir); + + vec3 ligt = normalize( vec3(.5, .05, -.2) ); + vec3 ligt2 = normalize( vec3(.5, -.1, -.2) ); + + float rz = march(ro,rd); + + vec3 fogb = mix(vec3(.7,.8,.8 )*0.3, vec3(1.,1.,.77)*.95, pow(dot(rd,ligt2)+1.2, 2.5)*.25); + fogb *= clamp(rd.y*.5+.6, 0., 1.); + vec3 col = fogb; + + if ( rz < FAR ) + { + vec3 pos = ro+rz*rd; + vec3 nor= normal( pos ); + float d = distance(pos,ro); + nor = bump(pos,nor,d); + float crv = clamp(curv(pos, .4),.0,10.); + float shd = shadow(pos,ligt,0.1,3.); + float dif = clamp( dot( nor, ligt ), 0.0, 1.0 )*shd; + float spe = pow(clamp( dot( reflect(rd,nor), ligt ), 0.0, 1.0 ),50.)*shd; + float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 1.5 ); + vec3 brdf = vec3(0.10,0.11,0.13); + brdf += 1.5*dif*vec3(1.00,0.90,0.7); + col = mix(vec3(0.1,0.2,1),vec3(.3,.5,1),pos.y*.5)*0.2+.1; + col *= (sin(bnoise(pos)*900.)*0.2+0.8); + col = col*brdf + col*spe*.5 + fre*vec3(.7,1.,0.2)*.3*crv; + } + + //ordinary distance fog first + col = mix(col, fogb, smoothstep(FAR-7.,FAR,rz)); + + //then volumetric fog + col = fog(col, ro, rd, rz); + + //post + col = pow(col,vec3(0.8)); + col *= 1.-smoothstep(0.1,2.,length(p)); + + fragColor = vec4( col, 1.0 ); +} + diff --git a/demos/art/shadertoys/4ttGWM.fs b/demos/art/shadertoys/4ttGWM.fs new file mode 100644 index 0000000..17d8071 --- /dev/null +++ b/demos/art/shadertoys/4ttGWM.fs @@ -0,0 +1,63 @@ +// london.jpg + +// I started working a bit on the colors of Remix 2, ended up with something like this. :) +// Remix 2 here: https://www.shadertoy.com/view/MtcGD7 +// Remix 1 here: https://www.shadertoy.com/view/llc3DM +// Original here: https://www.shadertoy.com/view/XsXXRN + +float rand(vec2 n) { + return fract(sin(cos(dot(n, vec2(12.9898,12.1414)))) * 83758.5453); +} + +float noise(vec2 n) { + const vec2 d = vec2(0.0, 1.0); + vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n)); + return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y); +} + +float fbm(vec2 n) { + float total = 0.0, amplitude = 1.0; + for (int i = 0; i <5; i++) { + total += noise(n) * amplitude; + n += n*1.7; + amplitude *= 0.47; + } + return total; +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) { + + const vec3 c1 = vec3(0.5, 0.0, 0.1); + const vec3 c2 = vec3(0.9, 0.1, 0.0); + const vec3 c3 = vec3(0.2, 0.1, 0.7); + const vec3 c4 = vec3(1.0, 0.9, 0.1); + const vec3 c5 = vec3(0.1); + const vec3 c6 = vec3(0.9); + + vec2 speed = vec2(0.1, 0.9); + float shift = 1.327+sin(iGlobalTime*2.0)/2.4; + float alpha = 1.0; + + float dist = 3.5-sin(iGlobalTime*0.4)/1.89; + + vec2 uv = fragCoord.xy / iResolution.xy; + vec2 p = fragCoord.xy * dist / iResolution.xx; + p += sin(p.yx*4.0+vec2(.2,-.3)*iGlobalTime)*0.04; + p += sin(p.yx*8.0+vec2(.6,+.1)*iGlobalTime)*0.01; + + p.x -= iGlobalTime/1.1; + float q = fbm(p - iGlobalTime * 0.3+1.0*sin(iGlobalTime+0.5)/2.0); + float qb = fbm(p - iGlobalTime * 0.4+0.1*cos(iGlobalTime)/2.0); + float q2 = fbm(p - iGlobalTime * 0.44 - 5.0*cos(iGlobalTime)/2.0) - 6.0; + float q3 = fbm(p - iGlobalTime * 0.9 - 10.0*cos(iGlobalTime)/15.0)-4.0; + float q4 = fbm(p - iGlobalTime * 1.4 - 20.0*sin(iGlobalTime)/14.0)+2.0; + q = (q + qb - .4 * q2 -2.0*q3 + .6*q4)/3.8; + vec2 r = vec2(fbm(p + q /2.0 + iGlobalTime * speed.x - p.x - p.y), fbm(p + q - iGlobalTime * speed.y)); + vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y); + vec3 color = vec3(1.0/(pow(c+1.61,vec3(4.0))) * cos(shift * fragCoord.y / iResolution.y)); + + color=vec3(1.0,.2,.05)/(pow((r.y+r.y)* max(.0,p.y)+0.1, 4.0));; + color += (texture(iChannel0,uv*0.6+vec2(.5,.1)).xyz*0.01*pow((r.y+r.y)*.65,5.0)+0.055)*mix( vec3(.9,.4,.3),vec3(.7,.5,.2), uv.y); + color = color/(1.0+max(vec3(0),color)); + fragColor = vec4(color.x, color.y, color.z, alpha); +} \ No newline at end of file diff --git a/demos/art/shadertoys/Md2XDD.fs b/demos/art/shadertoys/Md2XDD.fs new file mode 100644 index 0000000..a066542 --- /dev/null +++ b/demos/art/shadertoys/Md2XDD.fs @@ -0,0 +1,309 @@ +//Somewhere in 1993 by nimitz (twitter: @stormoid) + +#define PALETTE 6.8 + +//3 to 5 works best +#define TERRAIN_COMPLEXITY 4. +#define ITR 100 +#define FAR 700. +#define time mod(iGlobalTime,500.) + +mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,-s,s,c);} +float smoothfloor(const in float x, const in float w) +{ + return floor(x)+smoothstep(w, 1.-w,fract(x)); +} + +vec3 enpos() +{ + return vec3(sin(time)*100.+50.,sin(time)*30.+30.,300.+sin(time*.9+sin(time*0.88+0.2))*100.); +} + +//-------------------------------------------------------- +//---------------------------HUD-------------------------- +//-------------------------------------------------------- + +float square(in vec2 p){ return max(abs(p.x),abs(p.y));} +float loz(in vec2 p){ return abs(p.x)+abs(p.y);} + +//from Dave (https://www.shadertoy.com/view/4djSRW) +vec2 hash2(float p) +{ + vec2 p2 = fract(p * vec2(5.3983, 5.4427)); + p2 += dot(p2.yx, p2.xy + vec2(21.5351, 14.3137)); + return fract(vec2(p2.x * p2.y * 95.4337, p2.x * p2.y * 97.597)); +} + +float line( in vec2 a, in vec2 b, in vec2 p ) +{ + vec2 pa = p - a, ba = b - a; + float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); + return length( pa - ba*h ); +} + +float crosshair(in vec2 p , in float tk, in float rt) +{ + float d = abs(p.x)+abs(p.y); + float a = atan(p.y,p.x); + float rz = smoothstep(0.03*tk,.04*tk,abs(d-0.5)); + d = sin(a*3.+1.59-time*3.5-rt); + rz += smoothstep(0.0,.07*tk,d); + return rz; +} + +//inspired by otaviogood "runes" (https://www.shadertoy.com/view/MsXSRn) +float text2(in vec2 p) +{ + p = (p+vec2(1.75,-.8))*7.; + p.x *= 1.5; + float sd = floor(time*8.); + vec2 p1 = vec2(0), p2 = hash2(sd); + float d= 1.; + vec2 fl = vec2(2.,2.); + for(float i=0.;i<7.;i++) + { + if(hash2(sd+i+10.).x<0.3)continue; + p1 = hash2(i+sd); + p2 = hash2(i+sd+1.); + p1 = (floor(p1*fl) + .5)/fl; + p2 = (floor(p2*fl) + .5)/fl; + if (p1 == p2) p2 = vec2(.5); + d = min(line(p1, p2, p), d); + p1 = p2; + p2 = hash2(i+sd+3.); + p2 = (floor(p2*fl) + .5)/fl; + d = min(line(p1, p2, p), d); + p1 = p2; + p2 = hash2(i+sd+5.); + p2 = (floor(p2*fl) + .5)/fl; + if (p1 == p2) + { + p2 = hash2(i+sd+7.); + p2 = (floor(p2*fl) + .5)/fl; + } + d = min(line(p1,p2,p),d); + p.x -= .8; + } + + d = smoothstep(0.03, .08,d); + return d; +} + +vec3 makeHud(in vec2 p, in float seek) +{ + float sk1 = smoothstep(0.99, 1., seek); + float sk2 = step(1.-sk1, .5); + //lens deformation + float ll = abs(p.x)+abs(p.y)*0.25; + p *= ll * -.3+1.29; + p *= 2.; + vec3 col = vec3(0); + float d= 1.; + //crosshairs + float rz = crosshair(p*1.1, .9,1.+sk1); + rz = min(rz,crosshair(p*2.7,2., -time*6.5-1.1-sk1)); + //minimap (top right) + float d2 = square(p+vec2(-1.45, -0.67))+0.02; + d = smoothstep(0.3,0.31,d2); + d = max(d,smoothstep(0.35,.55,min(sin(p.x*80.+1.9),sin(p.y*80.+time*15.))+1.4)); + d = min(d,smoothstep(0.002,0.009,abs(d2-0.3))); + vec3 enp = enpos()/1000.; + enp.z = 1.-enp.z; + float en = smoothstep(0.025, 0.033, loz(enp.xz+p-vec2(1.47, 1.4))) ; + en += mod(floor(time*2.5), 2.); + d = min(d,en); + rz = min(d,rz); + //text (top left) + rz= min(rz,text2(p)); + //altitude bars + d = min(rz,sin(p.y*100.+sin(time)*20.)*3.+3.); + d2 = max(d,(p.x+0.59)*200.); + d2 = max(d2,-(p.x+0.66)*200.); + float d3 = max(d,(p.x-0.66)*200.); + d3 = max(d3,-(p.x-.59)*200.); + d2 = min(d2,d3); + d2 += smoothstep(0.59, .6, -p.y); + d2 += smoothstep(0.59, .6, p.y); + rz = min(rz,d2); + //bottom left "status" + float num = mod(floor(time*12.),12.); + vec2 p2 = p+vec2(-1.32,.94); + d = 1.; + for(float i=0.;i<5.;i++) + { + d = min(d,length(p2)+float(num==i)); + p2.x -= 0.1; + } + d = smoothstep(0.023,.03,d); + rz = min(d,rz); + + vec3 hcol = (sin(vec3(0.35,0.4,0.48)*(3.35)*PALETTE)*0.5+.5); + hcol.gb -= sk2; + hcol.r += sk2; + return hcol*(1.-rz); +} + +//-------------------------------------------------------- +//-------------------------------------------------------- +//-------------------------------------------------------- + +float tri(in float x) +{ + return abs(fract(x)-0.5); +} + +mat2 m2 = mat2( 0.80, 0.60, -0.60, 0.80 ); +float tnoise(in vec2 p) +{ + p*=.008; + float z=2.; + float rz = 0.; + for (float i= 1.;i < TERRAIN_COMPLEXITY;i++ ) + { + rz+= tri(p.x+tri(p.y*1.))/z; + z = z*2.; + p = p*1.8; + p*= m2; + } + return rz*9.; +} + +float oct(in vec3 p){ return dot(vec3(0.5773),abs(p));} +vec2 ou( vec2 d1, vec2 d2 ){return (d1.xFAR ) break; + d += h; + vec2 res = map(ro+rd*d); + h = res.x*1.4; + c = res.y; + } + return vec2(d,c); +} + +vec3 normal(const in vec3 p) +{ + vec2 e = vec2(-1., 1.)*.1; + return normalize(e.yxx*map(p + e.yxx).x + e.xxy*map(p + e.xxy).x + + e.xyx*map(p + e.xyx).x + e.yyy*map(p + e.yyy).x ); +} + +//(from eiffie, who thought it was from iq, dont know who actually wrote it) +float segm(vec3 ro, vec3 rd, vec3 p1, vec3 p2) +{ + vec3 p = p1-ro; + vec3 di = p2-ro-p; + float proj = dot(rd, di); + float m = clamp((dot(rd,p)*proj-dot(p,di))/(dot(di,di)-proj*proj), 0., 1.); + p += di*m; + p = dot(p, rd)*rd-p; + return smoothstep(0.9985,.999,1.-dot(p,p)); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 p = fragCoord.xy/iResolution.xy-0.5; + vec2 bp = p+0.5; + p.x*=iResolution.x/iResolution.y; + vec2 um = vec2(0); + um.x = 0.5+(smoothstep(-2.,2.,sin(time*.7-0.1))-0.5)*.1; + um.y = sin(time+1.)*0.02; + + //camera + vec3 ro = vec3((smoothstep(-2., 2., sin(time*0.7+1.57))-0.5)*50., sin(time)*5.-1., time*50.); + um.x *= 3.; + vec3 eye = normalize(vec3(cos(um.x),um.y*5.,sin(um.x))); + vec3 right = normalize(vec3(cos(um.x+1.5708),0.,sin(um.x+1.5708))); + mat2 ori = mm2( smoothstep(-.5,.5,sin(time*0.7+0.78))-.5 + smoothfloor(time*0.04,.45)*6.28 ); + right.xy *= ori; + vec3 up = normalize(cross(right,eye)); + vec3 rd=normalize((p.x*right+p.y*up)*.75+eye); + + vec3 bg = sin(vec3(0.35,0.4,0.48)*11.3*PALETTE)*0.5+.5; + vec3 col = bg*floor(-rd.y*50.+6.)*0.06; + + //march + vec2 rz = march(ro,rd); + if ( rz.x < FAR ) + { + vec3 pos = ro+rz.x*rd; + vec3 nor = normal( pos ); + vec3 ligt = normalize(vec3(-.7,0.2, 0.1)); + float dif = clamp(dot(nor, ligt), 0., 1.); + float fre = pow(clamp(1. + dot(nor, rd), 0., 1.), 2.); + if (rz.y == 1.) + { + float mx = abs(pos.x*.1)-10.; + mx = smoothstep(-20.,10.,mx); + col = mix(vec3(0.,0.37,0),vec3(0.2,.17,0.15),mx); + } + else + col = sin(vec3(0.35,0.4,0.48)*rz.y*PALETTE)*0.5+.55; + col = col*dif + col*0.4 + .3*fre*col; + } + + //lasers + vec3 enp =enpos(); + enp.z += time*50.; + vec3 rn = enp - ro; + float tgt = dot(eye, normalize(rn)); + if (tgt > .997) + { + vec3 ray1 = vec3(0.7, 1., -1); + vec3 ray2 = vec3(-0.7, 1., -1); + ray1.xy *= ori; ray2.xy *= ori; + float lz = segm(ro,rd,ro-ray1,up*0.5+ro+(eye-ray1*0.01)*30.); + lz += segm(ro,rd,ro-ray2,up*.5+ro+(eye-ray2*0.01)*30.); + float sw = mod(floor(time*20.),2.); + lz *= sw; + col = col*(1.-smoothstep(0.0,1.,lz))+lz*vec3(1.,0.,0.); + //hit (cant really have explosions since I don't have a function for hit times) + if (tgt > .999) + { + vec2 d = hash2(time); + rd.xy += d*0.03; + rn.xy += d*10.; + float s = sw*smoothstep(0.9998, .9999,dot(rd,normalize(rn))); + col = col*(1.-smoothstep(0., 1., s))+s*vec3(1.-d.x, .0, 0.1); + } + } + + //hud + float lk = 0.; + if (tgt > .99)lk = 4.; + vec3 hud = makeHud(p,tgt); + col = col*(1.-smoothstep(0., 1., hud.y+hud.x+hud.z))+hud; + //scanlines + col *= (sin(p.y*1.3*iResolution.x)*0.15)*(sin(p.y*10.+time*410.)*0.4)+1.; + + fragColor = vec4( col, 1.0 ); +} \ No newline at end of file diff --git a/demos/art/shadertoys/MdfGD2.fs b/demos/art/shadertoys/MdfGD2.fs new file mode 100644 index 0000000..af6fd7a --- /dev/null +++ b/demos/art/shadertoys/MdfGD2.fs @@ -0,0 +1,94 @@ +// bwvideo.mp4 +float sat( float t ) { + return clamp( t, 0.0, 1.0 ); +} +vec2 sat( vec2 t ) { + return clamp( t, 0.0, 1.0 ); +} +// vec3 sat( vec3 v ) { + // return clamp( v, 0.0f, 1.0f ); +// } + +//remaps inteval [a;b] to [0;1] +float remap( float t, float a, float b ) { + return sat( (t - a) / (b - a) ); +} + +//note: /\ t=[0;0.5;1], y=[0;1;0] +float linterp( float t ) { + return sat( 1.0 - abs( 2.0*t - 1.0 ) ); +} + +//note: [0;1] +float rand( vec2 n ) { + return fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); +} + +//note: [-1;1] +float srand( vec2 n ) { + return rand(n) * 2.0 - 1.0; +} + +float mytrunc( float x, float num_levels ) +{ + return floor(x*num_levels) / num_levels; +} +vec2 mytrunc( vec2 x, vec2 num_levels ) +{ + return floor(x*num_levels) / num_levels; +} + +vec3 rgb2yuv( vec3 rgb ) +{ + vec3 yuv; + yuv.x = dot( rgb, vec3(0.299,0.587,0.114) ); + yuv.y = dot( rgb, vec3(-0.14713, -0.28886, 0.436) ); + yuv.z = dot( rgb, vec3(0.615, -0.51499, -0.10001) ); + return yuv; + } + vec3 yuv2rgb( vec3 yuv ) + { + vec3 rgb; + rgb.r = yuv.x + yuv.z * 1.13983; + rgb.g = yuv.x + dot( vec2(-0.39465, -0.58060), yuv.yz ); + rgb.b = yuv.x + yuv.y * 2.03211; + return rgb; + } + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + float THRESHOLD = 0.1 + iMouse.x / iResolution.x; + float time_s = mod( iGlobalTime, 32.0 ); + + float glitch_threshold = 1.0 - THRESHOLD; + const float max_ofs_siz = 0.1; //TOOD: input + const float yuv_threshold = 0.5; //TODO: input, >1.0f == no distort + const float time_frq = 16.0; + + vec2 uv = fragCoord.xy / iResolution.xy; + uv.y = 1.0 - uv.y; + + const float min_change_frq = 4.0; + float ct = mytrunc( time_s, min_change_frq ); + float change_rnd = rand( mytrunc(uv.yy,vec2(16)) + 150.0 * ct ); + + float tf = time_frq*change_rnd; + + float t = 5.0 * mytrunc( time_s, tf ); + float vt_rnd = 0.5*rand( mytrunc(uv.yy + t, vec2(11)) ); + vt_rnd += 0.5 * rand(mytrunc(uv.yy + t, vec2(7))); + vt_rnd = vt_rnd*2.0 - 1.0; + vt_rnd = sign(vt_rnd) * sat( ( abs(vt_rnd) - glitch_threshold) / (1.0-glitch_threshold) ); + + vec2 uv_nm = uv; + uv_nm = sat( uv_nm + vec2(max_ofs_siz*vt_rnd, 0) ); + + float rnd = rand( vec2( mytrunc( time_s, 8.0 )) ); + uv_nm.y = (rnd>mix(1.0, 0.975, sat(THRESHOLD))) ? 1.0-uv_nm.y : uv_nm.y; + + vec4 smpl = texture( iChannel0, uv_nm, -10.0 ); + vec3 smpl_yuv = rgb2yuv( smpl.rgb ); + smpl_yuv.y /= 1.0-3.0*abs(vt_rnd) * sat( yuv_threshold - vt_rnd ); + smpl_yuv.z += 0.125 * vt_rnd * sat( vt_rnd - yuv_threshold ); + fragColor = vec4( yuv2rgb(smpl_yuv), smpl.a ); +} diff --git a/demos/art/shadertoys/Ms2SD1.fs b/demos/art/shadertoys/Ms2SD1.fs new file mode 100644 index 0000000..7f0d823 --- /dev/null +++ b/demos/art/shadertoys/Ms2SD1.fs @@ -0,0 +1,184 @@ +/* + * "Seascape" by Alexander Alekseev aka TDM - 2014 + * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + * Contact: tdmaav@gmail.com + */ + +const int NUM_STEPS = 8; +const float PI = 3.1415; +const float EPSILON = 1e-3; +#define EPSILON_NRM (0.1 / iResolution.x) + +// sea +const int ITER_GEOMETRY = 3; +const int ITER_FRAGMENT = 5; +const float SEA_HEIGHT = 0.6; +const float SEA_CHOPPY = 4.0; +const float SEA_SPEED = 0.8; +const float SEA_FREQ = 0.16; +const vec3 SEA_BASE = vec3(0.1,0.19,0.22); +const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6); +#define SEA_TIME (1.0 + iGlobalTime * SEA_SPEED) +const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6); + +// math +mat3 fromEuler(vec3 ang) { + vec2 a1 = vec2(sin(ang.x),cos(ang.x)); + vec2 a2 = vec2(sin(ang.y),cos(ang.y)); + vec2 a3 = vec2(sin(ang.z),cos(ang.z)); + mat3 m; + m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x); + m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x); + m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y); + return m; +} +float hash( vec2 p ) { + float h = dot(p,vec2(127.1,311.7)); + return fract(sin(h)*43758.5453123); +} +float noise( in vec2 p ) { + vec2 i = floor( p ); + vec2 f = fract( p ); + vec2 u = f*f*(3.0-2.0*f); + return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ), + hash( i + vec2(1.0,0.0) ), u.x), + mix( hash( i + vec2(0.0,1.0) ), + hash( i + vec2(1.0,1.0) ), u.x), u.y); +} + +// lighting +float diffuse(vec3 n,vec3 l,float p) { + return pow(dot(n,l) * 0.4 + 0.6,p); +} +float specular(vec3 n,vec3 l,vec3 e,float s) { + float nrm = (s + 8.0) / (3.1415 * 8.0); + return pow(max(dot(reflect(e,n),l),0.0),s) * nrm; +} + +// sky +vec3 getSkyColor(vec3 e) { + e.y = max(e.y,0.0); + return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4); +} + +// sea +float sea_octave(vec2 uv, float choppy) { + uv += noise(uv); + vec2 wv = 1.0-abs(sin(uv)); + vec2 swv = abs(cos(uv)); + wv = mix(wv,swv,wv); + return pow(1.0-pow(wv.x * wv.y,0.65),choppy); +} + +float map(vec3 p) { + float freq = SEA_FREQ; + float amp = SEA_HEIGHT; + float choppy = SEA_CHOPPY; + vec2 uv = p.xz; uv.x *= 0.75; + + float d, h = 0.0; + for(int i = 0; i < ITER_GEOMETRY; i++) { + d = sea_octave((uv+SEA_TIME)*freq,choppy); + d += sea_octave((uv-SEA_TIME)*freq,choppy); + h += d * amp; + uv *= octave_m; freq *= 1.9; amp *= 0.22; + choppy = mix(choppy,1.0,0.2); + } + return p.y - h; +} + +float map_detailed(vec3 p) { + float freq = SEA_FREQ; + float amp = SEA_HEIGHT; + float choppy = SEA_CHOPPY; + vec2 uv = p.xz; uv.x *= 0.75; + + float d, h = 0.0; + for(int i = 0; i < ITER_FRAGMENT; i++) { + d = sea_octave((uv+SEA_TIME)*freq,choppy); + d += sea_octave((uv-SEA_TIME)*freq,choppy); + h += d * amp; + uv *= octave_m; freq *= 1.9; amp *= 0.22; + choppy = mix(choppy,1.0,0.2); + } + return p.y - h; +} + +vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) { + float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0); + fresnel = pow(fresnel,3.0) * 0.65; + + vec3 reflected = getSkyColor(reflect(eye,n)); + vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12; + + vec3 color = mix(refracted,reflected,fresnel); + + float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0); + color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten; + + color += vec3(specular(n,l,eye,60.0)); + + return color; +} + +// tracing +vec3 getNormal(vec3 p, float eps) { + vec3 n; + n.y = map_detailed(p); + n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y; + n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y; + n.y = eps; + return normalize(n); +} + +float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) { + float tm = 0.0; + float tx = 1000.0; + float hx = map(ori + dir * tx); + if(hx > 0.0) return tx; + float hm = map(ori + dir * tm); + float tmid = 0.0; + for(int i = 0; i < NUM_STEPS; i++) { + tmid = mix(tm,tx, hm/(hm-hx)); + p = ori + dir * tmid; + float hmid = map(p); + if(hmid < 0.0) { + tx = tmid; + hx = hmid; + } else { + tm = tmid; + hm = hmid; + } + } + return tmid; +} + +// main +void mainImage( out vec4 fragColor, in vec2 fragCoord ) { + vec2 uv = fragCoord.xy / iResolution.xy; + uv = uv * 2.0 - 1.0; + uv.x *= iResolution.x / iResolution.y; + float time = iGlobalTime * 0.3 + iMouse.x*0.01; + + // ray + vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time); + vec3 ori = vec3(0.0,3.5,time*5.0); + vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15; + dir = normalize(dir) * fromEuler(ang); + + // tracing + vec3 p; + heightMapTracing(ori,dir,p); + vec3 dist = p - ori; + vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM); + vec3 light = normalize(vec3(0.0,1.0,0.8)); + + // color + vec3 color = mix( + getSkyColor(dir), + getSeaColor(p,n,light,dir,dist), + pow(smoothstep(0.0,-0.05,dir.y),0.3)); + + // post + fragColor = vec4(pow(color,vec3(0.75)), 1.0); +} diff --git a/demos/art/shadertoys/Mss3WN.fs b/demos/art/shadertoys/Mss3WN.fs new file mode 100644 index 0000000..f77de2a --- /dev/null +++ b/demos/art/shadertoys/Mss3WN.fs @@ -0,0 +1,219 @@ +/*by mu6k, Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + + I have no idea how I ended up here, but it demosceneish enough to publish. + You can use the mouse to rotate the camera around the 'object'. + If you can't see the shadows, increase occlusion_quality. + If it doesn't compile anymore decrease object_count and render_steps. + + 15/06/2013: + - published + + 16/06/2013: + - modified for better performance and compatibility + + muuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuusk!*/ + +#define occlusion_enabled +#define occlusion_quality 4 +//#define occlusion_preview + +#define noise_use_smoothstep + +#define light_color vec3(0.1,0.4,0.6) +#define light_direction normalize(vec3(.2,1.0,-0.2)) +#define light_speed_modifier 1.0 + +#define object_color vec3(0.9,0.1,0.1) +#define object_count 9 +#define object_speed_modifier 1.0 + +#define render_steps 33 + +float hash(float x) +{ + return fract(sin(x*.0127863)*17143.321); +} + +float hash(vec2 x) +{ + return fract(cos(dot(x.xy,vec2(2.31,53.21))*124.123)*412.0); +} + +vec3 cc(vec3 color, float factor,float factor2) //a wierd color modifier +{ + float w = color.x+color.y+color.z; + return mix(color,vec3(w)*factor,w*factor2); +} + +float hashmix(float x0, float x1, float interp) +{ + x0 = hash(x0); + x1 = hash(x1); + #ifdef noise_use_smoothstep + interp = smoothstep(0.0,1.0,interp); + #endif + return mix(x0,x1,interp); +} + +float noise(float p) // 1D noise +{ + float pm = mod(p,1.0); + float pd = p-pm; + return hashmix(pd,pd+1.0,pm); +} + +vec3 rotate_y(vec3 v, float angle) +{ + float ca = cos(angle); float sa = sin(angle); + return v*mat3( + +ca, +.0, -sa, + +.0,+1.0, +.0, + +sa, +.0, +ca); +} + +vec3 rotate_x(vec3 v, float angle) +{ + float ca = cos(angle); float sa = sin(angle); + return v*mat3( + +1.0, +.0, +.0, + +.0, +ca, -sa, + +.0, +sa, +ca); +} + +float max3(float a, float b, float c)//returns the maximum of 3 values +{ + return max(a,max(b,c)); +} + +vec3 bpos[object_count];//position for each metaball + +float dist(vec3 p)//distance function +{ + float d=1024.0; + float nd; + for (int i=0 ;i4.0) break; + } + + if (dd<0.5) //close enough + color = object_material(p,d); + else + color = background(d); + + //post procesing + color *=.85; + color = mix(color,color*color,0.3); + color -= hash(color.xy+uv.xy)*.015; + color -= length(uv)*.1; + color =cc(color,.5,.6); + fragColor = vec4(color,1.0); +} \ No newline at end of file diff --git a/demos/art/shadertoys/Mt2GWD.fs b/demos/art/shadertoys/Mt2GWD.fs new file mode 100644 index 0000000..cfcb0e8 --- /dev/null +++ b/demos/art/shadertoys/Mt2GWD.fs @@ -0,0 +1,393 @@ +// Mt2GWD +// flyguy + +#define DOWN_SCALE 1.0 + +#define MAX_INT_DIGITS 4 + +#define CHAR_SIZE vec2(8, 12) +#define CHAR_SPACING vec2(8, 12) + +#define STRWIDTH(c) (c * CHAR_SPACING.x) +#define STRHEIGHT(c) (c * CHAR_SPACING.y) + +#define NORMAL 0 +#define INVERT 1 +#define UNDERLINE 2 + +int TEXT_MODE = NORMAL; + +/* +-------- +-###---- +##-##--- +##-##--- +-###---- +#####-#- +##-####- +##--##-- +##-###-- +-###-##- +-------- +-------- + +00000000 +01110000 +11011000 +11011000 +01110000 +11111010 +11011110 +11001100 +11011100 +01110110 +00000000 +00000000 + +//Broken up into 4 8x3 (24 bit) chunks for each component of the vec4. +//Hexadecimal is being used to reduce clutter in the code but decimal still works. + +00000000 +01110000 -> 00000000 01110000 11011000 -> 0x0070D8 +11011000 + +11011000 +01110000 -> 11011000 01110000 11111010 -> 0xD870FA +11111010 + +11011110 +11001100 -> 11011110 11001100 11011100 -> 0xDECCDC +11011100 + +01110110 +00000000 -> 01110110 00000000 00000000 -> 0x760000 +00000000 + +vec4(0x0070D8,0xD870FA,0xDECCDC,0x760000) +*/ + +//Automatically generated from the 8x12 font sheet here: +//http://www.massmind.org/techref/datafile/charset/extractor/charset_extractor.htm + +vec4 ch_spc = vec4(0x000000,0x000000,0x000000,0x000000); +vec4 ch_exc = vec4(0x003078,0x787830,0x300030,0x300000); +vec4 ch_quo = vec4(0x006666,0x662400,0x000000,0x000000); +vec4 ch_hsh = vec4(0x006C6C,0xFE6C6C,0x6CFE6C,0x6C0000); +vec4 ch_dol = vec4(0x30307C,0xC0C078,0x0C0CF8,0x303000); +vec4 ch_pct = vec4(0x000000,0xC4CC18,0x3060CC,0x8C0000); +vec4 ch_amp = vec4(0x0070D8,0xD870FA,0xDECCDC,0x760000); +vec4 ch_apo = vec4(0x003030,0x306000,0x000000,0x000000); +vec4 ch_lbr = vec4(0x000C18,0x306060,0x603018,0x0C0000); +vec4 ch_rbr = vec4(0x006030,0x180C0C,0x0C1830,0x600000); +vec4 ch_ast = vec4(0x000000,0x663CFF,0x3C6600,0x000000); +vec4 ch_crs = vec4(0x000000,0x18187E,0x181800,0x000000); +vec4 ch_com = vec4(0x000000,0x000000,0x000038,0x386000); +vec4 ch_dsh = vec4(0x000000,0x0000FE,0x000000,0x000000); +vec4 ch_per = vec4(0x000000,0x000000,0x000038,0x380000); +vec4 ch_lsl = vec4(0x000002,0x060C18,0x3060C0,0x800000); +vec4 ch_0 = vec4(0x007CC6,0xD6D6D6,0xD6D6C6,0x7C0000); +vec4 ch_1 = vec4(0x001030,0xF03030,0x303030,0xFC0000); +vec4 ch_2 = vec4(0x0078CC,0xCC0C18,0x3060CC,0xFC0000); +vec4 ch_3 = vec4(0x0078CC,0x0C0C38,0x0C0CCC,0x780000); +vec4 ch_4 = vec4(0x000C1C,0x3C6CCC,0xFE0C0C,0x1E0000); +vec4 ch_5 = vec4(0x00FCC0,0xC0C0F8,0x0C0CCC,0x780000); +vec4 ch_6 = vec4(0x003860,0xC0C0F8,0xCCCCCC,0x780000); +vec4 ch_7 = vec4(0x00FEC6,0xC6060C,0x183030,0x300000); +vec4 ch_8 = vec4(0x0078CC,0xCCEC78,0xDCCCCC,0x780000); +vec4 ch_9 = vec4(0x0078CC,0xCCCC7C,0x181830,0x700000); +vec4 ch_col = vec4(0x000000,0x383800,0x003838,0x000000); +vec4 ch_scl = vec4(0x000000,0x383800,0x003838,0x183000); +vec4 ch_les = vec4(0x000C18,0x3060C0,0x603018,0x0C0000); +vec4 ch_equ = vec4(0x000000,0x007E00,0x7E0000,0x000000); +vec4 ch_grt = vec4(0x006030,0x180C06,0x0C1830,0x600000); +vec4 ch_que = vec4(0x0078CC,0x0C1830,0x300030,0x300000); +vec4 ch_ats = vec4(0x007CC6,0xC6DEDE,0xDEC0C0,0x7C0000); +vec4 ch_A = vec4(0x003078,0xCCCCCC,0xFCCCCC,0xCC0000); +vec4 ch_B = vec4(0x00FC66,0x66667C,0x666666,0xFC0000); +vec4 ch_C = vec4(0x003C66,0xC6C0C0,0xC0C666,0x3C0000); +vec4 ch_D = vec4(0x00F86C,0x666666,0x66666C,0xF80000); +vec4 ch_E = vec4(0x00FE62,0x60647C,0x646062,0xFE0000); +vec4 ch_F = vec4(0x00FE66,0x62647C,0x646060,0xF00000); +vec4 ch_G = vec4(0x003C66,0xC6C0C0,0xCEC666,0x3E0000); +vec4 ch_H = vec4(0x00CCCC,0xCCCCFC,0xCCCCCC,0xCC0000); +vec4 ch_I = vec4(0x007830,0x303030,0x303030,0x780000); +vec4 ch_J = vec4(0x001E0C,0x0C0C0C,0xCCCCCC,0x780000); +vec4 ch_K = vec4(0x00E666,0x6C6C78,0x6C6C66,0xE60000); +vec4 ch_L = vec4(0x00F060,0x606060,0x626666,0xFE0000); +vec4 ch_M = vec4(0x00C6EE,0xFEFED6,0xC6C6C6,0xC60000); +vec4 ch_N = vec4(0x00C6C6,0xE6F6FE,0xDECEC6,0xC60000); +vec4 ch_O = vec4(0x00386C,0xC6C6C6,0xC6C66C,0x380000); +vec4 ch_P = vec4(0x00FC66,0x66667C,0x606060,0xF00000); +vec4 ch_Q = vec4(0x00386C,0xC6C6C6,0xCEDE7C,0x0C1E00); +vec4 ch_R = vec4(0x00FC66,0x66667C,0x6C6666,0xE60000); +vec4 ch_S = vec4(0x0078CC,0xCCC070,0x18CCCC,0x780000); +vec4 ch_T = vec4(0x00FCB4,0x303030,0x303030,0x780000); +vec4 ch_U = vec4(0x00CCCC,0xCCCCCC,0xCCCCCC,0x780000); +vec4 ch_V = vec4(0x00CCCC,0xCCCCCC,0xCCCC78,0x300000); +vec4 ch_W = vec4(0x00C6C6,0xC6C6D6,0xD66C6C,0x6C0000); +vec4 ch_X = vec4(0x00CCCC,0xCC7830,0x78CCCC,0xCC0000); +vec4 ch_Y = vec4(0x00CCCC,0xCCCC78,0x303030,0x780000); +vec4 ch_Z = vec4(0x00FECE,0x981830,0x6062C6,0xFE0000); +vec4 ch_lsb = vec4(0x003C30,0x303030,0x303030,0x3C0000); +vec4 ch_rsl = vec4(0x000080,0xC06030,0x180C06,0x020000); +vec4 ch_rsb = vec4(0x003C0C,0x0C0C0C,0x0C0C0C,0x3C0000); +vec4 ch_pow = vec4(0x10386C,0xC60000,0x000000,0x000000); +vec4 ch_usc = vec4(0x000000,0x000000,0x000000,0x00FF00); +vec4 ch_a = vec4(0x000000,0x00780C,0x7CCCCC,0x760000); +vec4 ch_b = vec4(0x00E060,0x607C66,0x666666,0xDC0000); +vec4 ch_c = vec4(0x000000,0x0078CC,0xC0C0CC,0x780000); +vec4 ch_d = vec4(0x001C0C,0x0C7CCC,0xCCCCCC,0x760000); +vec4 ch_e = vec4(0x000000,0x0078CC,0xFCC0CC,0x780000); +vec4 ch_f = vec4(0x00386C,0x6060F8,0x606060,0xF00000); +vec4 ch_g = vec4(0x000000,0x0076CC,0xCCCC7C,0x0CCC78); +vec4 ch_h = vec4(0x00E060,0x606C76,0x666666,0xE60000); +vec4 ch_i = vec4(0x001818,0x007818,0x181818,0x7E0000); +vec4 ch_j = vec4(0x000C0C,0x003C0C,0x0C0C0C,0xCCCC78); +vec4 ch_k = vec4(0x00E060,0x60666C,0x786C66,0xE60000); +vec4 ch_l = vec4(0x007818,0x181818,0x181818,0x7E0000); +vec4 ch_m = vec4(0x000000,0x00FCD6,0xD6D6D6,0xC60000); +vec4 ch_n = vec4(0x000000,0x00F8CC,0xCCCCCC,0xCC0000); +vec4 ch_o = vec4(0x000000,0x0078CC,0xCCCCCC,0x780000); +vec4 ch_p = vec4(0x000000,0x00DC66,0x666666,0x7C60F0); +vec4 ch_q = vec4(0x000000,0x0076CC,0xCCCCCC,0x7C0C1E); +vec4 ch_r = vec4(0x000000,0x00EC6E,0x766060,0xF00000); +vec4 ch_s = vec4(0x000000,0x0078CC,0x6018CC,0x780000); +vec4 ch_t = vec4(0x000020,0x60FC60,0x60606C,0x380000); +vec4 ch_u = vec4(0x000000,0x00CCCC,0xCCCCCC,0x760000); +vec4 ch_v = vec4(0x000000,0x00CCCC,0xCCCC78,0x300000); +vec4 ch_w = vec4(0x000000,0x00C6C6,0xD6D66C,0x6C0000); +vec4 ch_x = vec4(0x000000,0x00C66C,0x38386C,0xC60000); +vec4 ch_y = vec4(0x000000,0x006666,0x66663C,0x0C18F0); +vec4 ch_z = vec4(0x000000,0x00FC8C,0x1860C4,0xFC0000); +vec4 ch_lpa = vec4(0x001C30,0x3060C0,0x603030,0x1C0000); +vec4 ch_bar = vec4(0x001818,0x181800,0x181818,0x180000); +vec4 ch_rpa = vec4(0x00E030,0x30180C,0x183030,0xE00000); +vec4 ch_tid = vec4(0x0073DA,0xCE0000,0x000000,0x000000); +vec4 ch_lar = vec4(0x000000,0x10386C,0xC6C6FE,0x000000); + +vec2 res = vec2(0); +vec2 print_pos = vec2(0); + +//Extracts bit b from the given number. +//Shifts bits right (num / 2^bit) then ANDs the result with 1 (mod(result,2.0)). +float extract_bit(float n, float b) +{ + b = clamp(b,-1.0,24.0); + return floor(mod(floor(n / pow(2.0,floor(b))),2.0)); +} + +//Returns the pixel at uv in the given bit-packed sprite. +float sprite(vec4 spr, vec2 size, vec2 uv) +{ + uv = floor(uv); + + //Calculate the bit to extract (x + y * width) (flipped on x-axis) + float bit = (size.x-uv.x-1.0) + uv.y * size.x; + + //Clipping bound to remove garbage outside the sprite's boundaries. + bool bounds = all(greaterThanEqual(uv,vec2(0))) && all(lessThan(uv,size)); + + float pixels = 0.0; + pixels += extract_bit(spr.x, bit - 72.0); + pixels += extract_bit(spr.y, bit - 48.0); + pixels += extract_bit(spr.z, bit - 24.0); + pixels += extract_bit(spr.w, bit - 00.0); + + return bounds ? pixels : 0.0; +} + +//Prints a character and moves the print position forward by 1 character width. +float char_(vec4 ch, vec2 uv) +{ + if( TEXT_MODE == INVERT ) + { + //Inverts all of the bits in the character. + ch = pow(2.0,24.0)-1.0-ch; + } + if( TEXT_MODE == UNDERLINE ) + { + //Makes the bottom 8 bits all 1. + //Shifts the bottom chunk right 8 bits to drop the lowest 8 bits, + //then shifts it left 8 bits and adds 255 (binary 11111111). + ch.w = floor(ch.w/256.0)*256.0 + 255.0; + } + + float px = sprite(ch, CHAR_SIZE, uv - print_pos); + print_pos.x += CHAR_SPACING.x; + return px; +} + + +//Returns the digit sprite for the given number. +vec4 get_digit(float d) +{ + d = floor(d); + + if(d == 0.0) return ch_0; + if(d == 1.0) return ch_1; + if(d == 2.0) return ch_2; + if(d == 3.0) return ch_3; + if(d == 4.0) return ch_4; + if(d == 5.0) return ch_5; + if(d == 6.0) return ch_6; + if(d == 7.0) return ch_7; + if(d == 8.0) return ch_8; + if(d == 9.0) return ch_9; + return vec4(0.0); +} + +//Prints out the given number starting at pos. +float print_number(float number, vec2 uv) +{ + float result = 0.0; + + for(int i = 3;i >= -1;i--) + { + float digit = mod( number / pow(10.0, float(i)) , 10.0); + + if(i == -1) //Add a decimal point. + { + result += char_(ch_per,uv); + } + + if(abs(number) > pow(10.0, float(i)) || i == 0) //Clip off leading zeros. + { + result += char_(get_digit(digit),uv); + } + } + return result; +} + +float print_integer(float number, int zeros, vec2 uv) +{ + float result = 0.0; + + for(int i = MAX_INT_DIGITS;i >= 0;i--) + { + float digit = mod( number / pow(10.0, float(i)) , 10.0); + + if(abs(number) > pow(10.0, float(i)) || zeros > i || i == 0) //Clip off leading zeros. + { + result += char_(get_digit(digit),uv); + } + } + return result; +} + +float text(vec2 uv) +{ + float col = 0.0; + + vec2 center = res/2.0; + + float hour = floor(iDate.w/60.0/60.0); + float minute = floor(mod(iDate.w/60.0,60.0)); + float second = floor(mod(iDate.w,60.0)); + + //Greeting Text + + print_pos = floor(center - vec2(STRWIDTH(17.0),STRHEIGHT(1.0))/2.0); + + col += char_(ch_H,uv); + col += char_(ch_e,uv); + col += char_(ch_l,uv); + col += char_(ch_l,uv); + col += char_(ch_o,uv); + col += char_(ch_com,uv); + + col += char_(ch_spc,uv); + + col += char_(ch_S,uv); + col += char_(ch_h,uv); + col += char_(ch_a,uv); + col += char_(ch_d,uv); + col += char_(ch_e,uv); + col += char_(ch_r,uv); + col += char_(ch_t,uv); + col += char_(ch_o,uv); + col += char_(ch_y,uv); + col += char_(ch_exc,uv); + + //Date Text + + print_pos = vec2(2, 2.0 + STRHEIGHT(2.0)); + + TEXT_MODE = INVERT; + col += char_(ch_D,uv); + col += char_(ch_a,uv); + col += char_(ch_t,uv); + col += char_(ch_e,uv); + + TEXT_MODE = NORMAL; + col += char_(ch_col,uv); + + TEXT_MODE = UNDERLINE; + col += print_integer(iDate.z,2,uv); + col += char_(ch_lsl,uv); + col += print_integer(iDate.y+1.0,2,uv); + col += char_(ch_lsl,uv); + col += print_integer(iDate.x,4,uv); + + //Time Text + + print_pos = vec2(2, 2.0 + STRHEIGHT(1.0)); + + TEXT_MODE = INVERT; + col += char_(ch_T, uv); + col += char_(ch_i, uv); + col += char_(ch_m, uv); + col += char_(ch_e, uv); + + TEXT_MODE = NORMAL; + col += char_(ch_col, uv); + + TEXT_MODE = UNDERLINE; + + col += print_integer(hour,2, uv); + col += char_(ch_col, uv); + col += print_integer(minute,2, uv); + col += char_(ch_col, uv); + col += print_integer(second,2, uv); + + //Resolution Text + + print_pos = vec2(2, 2.0 + STRHEIGHT(0.0)); + + TEXT_MODE = INVERT; + col += char_(ch_R,uv); + col += char_(ch_e,uv); + col += char_(ch_s,uv); + col += char_(ch_o,uv); + col += char_(ch_l,uv); + col += char_(ch_u,uv); + col += char_(ch_t,uv); + col += char_(ch_i,uv); + col += char_(ch_o,uv); + col += char_(ch_n,uv); + + TEXT_MODE = NORMAL; + col += char_(ch_col,uv); + + TEXT_MODE = UNDERLINE; + col += print_integer(iResolution.x,0,uv); + col += char_(ch_x,uv); + col += print_integer(iResolution.y,0,uv); + + return col; +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + res = iResolution.xy / DOWN_SCALE; + vec2 uv = fragCoord.xy / DOWN_SCALE; + vec2 duv = floor(fragCoord.xy / DOWN_SCALE); + + float pixel = text(duv); + + //Shading stuff + vec3 col = vec3(1); + col *= (1.-distance(mod(uv,vec2(1.0)),vec2(0.65)))*1.2; + col *= mix(vec3(0.2),vec3(0,1,0),pixel); + + fragColor = vec4(vec3(col), 1.0); +} \ No newline at end of file diff --git a/demos/art/shadertoys/MtX3Ws.fs b/demos/art/shadertoys/MtX3Ws.fs new file mode 100644 index 0000000..2a42c17 --- /dev/null +++ b/demos/art/shadertoys/MtX3Ws.fs @@ -0,0 +1,106 @@ +// cube02_0.jpg +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. +// Created by S. Guillitte 2015 + +float zoom=1.; + +vec2 cmul( vec2 a, vec2 b ) { return vec2( a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x ); } +vec2 csqr( vec2 a ) { return vec2( a.x*a.x - a.y*a.y, 2.*a.x*a.y ); } + + +mat2 rot(float a) { + return mat2(cos(a),sin(a),-sin(a),cos(a)); +} + +vec2 iSphere( in vec3 ro, in vec3 rd, in vec4 sph )//from iq +{ + vec3 oc = ro - sph.xyz; + float b = dot( oc, rd ); + float c = dot( oc, oc ) - sph.w*sph.w; + float h = b*b - c; + if( h<0.0 ) return vec2(-1.0); + h = sqrt(h); + return vec2(-b-h, -b+h ); +} + +float map(in vec3 p) { + + float res = 0.; + + vec3 c = p; + for (int i = 0; i < 10; ++i) { + p =.7*abs(p)/dot(p,p) -.7; + p.yz= csqr(p.yz); + p=p.zxy; + res += exp(-19. * abs(dot(p,c))); + + } + return res/2.; +} + + + +vec3 raymarch( in vec3 ro, vec3 rd, vec2 tminmax ) +{ + float t = tminmax.x; + float dt = .02; + //float dt = .2 - .195*cos(iGlobalTime*.05);//animated + vec3 col= vec3(0.); + float c = 0.; + for( int i=0; i<64; i++ ) + { + t+=dt*exp(-2.*c); + if(t>tminmax.y)break; + vec3 pos = ro+t*rd; + + c = map(ro+t*rd); + + col = .99*col+ .08*vec3(c*c, c, c*c*c);//green + //col = .99*col+ .08*vec3(c*c*c, c*c, c);//blue + } + return col; +} + + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + float time = iGlobalTime; + vec2 q = fragCoord.xy / iResolution.xy; + vec2 p = -1.0 + 2.0 * q; + p.x *= iResolution.x/iResolution.y; + vec2 m = vec2(0.); + if( iMouse.z>0.0 )m = iMouse.xy/iResolution.xy*3.14; + m-=.5; + + // camera + + vec3 ro = zoom*vec3(4.); + ro.yz*=rot(m.y); + ro.xz*=rot(m.x+ 0.1*time); + vec3 ta = vec3( 0.0 , 0.0, 0.0 ); + vec3 ww = normalize( ta - ro ); + vec3 uu = normalize( cross(ww,vec3(0.0,1.0,0.0) ) ); + vec3 vv = normalize( cross(uu,ww)); + vec3 rd = normalize( p.x*uu + p.y*vv + 4.0*ww ); + + + vec2 tmm = iSphere( ro, rd, vec4(0.,0.,0.,2.) ); + + // raymarch + vec3 col = raymarch(ro,rd,tmm); + if (tmm.x<0.)col = texture(iChannel0, rd.rg).rgb; + else { + vec3 nor=(ro+tmm.x*rd)/2.; + nor = reflect(rd, nor); + float fre = pow(.5+ clamp(dot(nor,rd),0.0,1.0), 3. )*1.3; + col += texture(iChannel0, nor.rg).rgb * fre; + + } + + // shade + + col = .5 *(log(1.+col)); + col = clamp(col,0.,1.); + fragColor = vec4( col, 1.0 ); + +} diff --git a/demos/art/shadertoys/WtXyW4.fs b/demos/art/shadertoys/WtXyW4.fs new file mode 100644 index 0000000..a46d507 --- /dev/null +++ b/demos/art/shadertoys/WtXyW4.fs @@ -0,0 +1,465 @@ +// https://www.shadertoy.com/view/WtXyW4 + +// License CC0: Alien Waterworld +// Been working on space themed shaders +// Code "borrowed" from the usual suspects + +#define PI 3.141592654 +#define TAU (2.0*PI) + +#define TOLERANCE 0.00001 +#define MAX_ITER 55 +#define MAX_DISTANCE 31.0 +#define PERIOD 45.0 +#define TIME mod(iTime, PERIOD) + +const vec3 skyCol1 = vec3(0.35, 0.45, 0.6); +const vec3 skyCol2 = skyCol1*skyCol1*skyCol1*3.0; +const vec3 sunCol1 = vec3(1.0,0.9,0.8); +const vec3 sunCol2 = vec3(1.0,0.9,0.8); +const vec3 smallSunCol1 = vec3(1.0,0.5,0.25)*0.5; +const vec3 smallSunCol2 = vec3(1.0,0.5,0.25)*0.5; +const vec3 ringColor = sqrt(vec3(0.95, 0.65, 0.45)); +const vec4 planet = vec4(80.0, -20.0, 100.0, 50.0)*1000.0; +const vec3 planetCol = sqrt(vec3(0.9, 0.8, 0.7)); +const vec3 ringsNormal = normalize(vec3(1.0, 1.25, 0.0)); +const vec4 rings = vec4(ringsNormal, -dot(ringsNormal, planet.xyz)); + +void rot(inout vec2 p, float a) { + float c = cos(a); + float s = sin(a); + p = vec2(p.x*c + p.y*s, -p.x*s + p.y*c); +} + +float psin(float f) { + return 0.5 + 0.5*sin(f); +} + +vec2 toRect(vec2 p) { + return p.x*vec2(cos(p.y), sin(p.y)); +} + +vec2 toPolar(vec2 p) { + return vec2(length(p), atan(p.y, p.x)); +} + +float mod1(inout float p, float size) { + float halfsize = size*0.5; + float c = floor((p + halfsize)/size); + p = mod(p + halfsize, size) - halfsize; + return c; +} + +float circle(vec2 p, float r) { + return length(p) - r; +} + +float rayPlane(vec3 ro, vec3 rd, vec4 p) { + return -(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz); +} + +vec2 raySphere(vec3 ro, vec3 rd, vec4 sphere) +{ + vec3 ce = sphere.xyz; + float ra = sphere.w; + vec3 oc = ro - ce; + float b = dot( oc, rd ); + float c = dot( oc, oc ) - ra*ra; + float h = b*b - c; + if( h<0.0 ) return vec2(-1.0); // no intersection + h = sqrt( h ); + return vec2( -b-h, -b+h ); +} + +float hash(in vec2 co) { + return fract(sin(dot(co.xy ,vec2(12.9898,58.233))) * 13758.5453); +} + + +float noise2(vec2 x) { + vec2 i = floor(x); + vec2 w = fract(x); + +#if 1 + // quintic interpolation + vec2 u = w*w*w*(w*(w*6.0-15.0)+10.0); +#else + // cubic interpolation + vec2 u = w*w*(3.0-2.0*w); +#endif + + float a = hash(i+vec2(0.0,0.0)); + float b = hash(i+vec2(1.0,0.0)); + float c = hash(i+vec2(0.0,1.0)); + float d = hash(i+vec2(1.0,1.0)); + + float k0 = a; + float k1 = b - a; + float k2 = c - a; + float k3 = d - c + a - b; + + return k0 + k1*u.x + k2*u.y + k3*u.x*u.y; +} + +float smoother(float d, float s) { + return s*tanh(d/s); +} + +float heightMod(vec2 p) { + vec2 pp = toPolar(p); + pp.y += -pp.x*0.2; + p = toRect(pp); + return pow((psin(1.0*p.x)*psin(1.0*p.y)), max(0.25, pp.x*0.20))*0.8; +} + +float loheight(vec2 p, float d) { + const float aa = 0.5; + const float ff = 2.03; + const float tt = 1.3; + const float oo = 0.93; + + float hm = heightMod(p); + + vec2 s = vec2(0.0); + float a = 1.0; + float o = 0.2; + + for (int i = 0; i < 3; ++i) { + float nn = a*(noise2(2.0*p)); + s.x += nn; + s.y += abs(a); + p += o; + a *= aa; + p *= ff; + o *= oo; + rot(p, tt); + } + + s.x /= s.y; + s.x -= 1.0; + s.x += 0.7*hm; + s.x = smoother(s.x, 0.125); + + return max(s.x+0.125, 0.0)*0.5; +} + +float height(vec2 p, float d) { + const float aa = 0.5; + const float ff = 2.03; + const float tt = 1.3; + const float oo = 0.93; + + float hm = heightMod(p); + + vec2 s = vec2(0.0); + float a = 1.0; + float o = 0.2; + + for (int i = 0; i < 5; ++i) { + float nn = a*(noise2(2.0*p)); + s.x += nn; + s.y += abs(a); + p += o; + a *= aa; + p *= ff; + o *= oo; + rot(p, tt); + } + + s.x /= s.y; + s.x -= 1.0; + s.x += 0.7*hm; + s.x = smoother(s.x, 0.125); + + return max(s.x+0.125, 0.0)*0.5; +} + +float hiheight(vec2 p, float d) { + const float aa = 0.5; + const float ff = 2.03; + const float tt = 1.3; + const float oo = 0.93; + + float hm = heightMod(p); + + vec2 s = vec2(0.0); + float a = 1.0; + float o = 0.2; + + for (int i = 0; i < 6; ++i) { + float nn = a*(noise2(2.0*p)); + s.x += nn; + s.y += abs(a); + p += o; + a *= aa; + p *= ff; + o *= oo; + rot(p, tt); + } + + s.x /= s.y; + s.x -= 1.0; + s.x += 0.7*hm; + s.x = smoother(s.x, 0.125); + + return max(s.x+0.125, 0.0)*0.5; +} + +vec3 normal(vec2 p, float d) { + vec2 eps = vec2(0.000125, 0.0); + + vec3 n; + + n.x = (hiheight(p - eps.xy, d) - hiheight(p + eps.xy, d)); + n.y = 2.0*eps.x; + n.z = (hiheight(p - eps.yx, d) - hiheight(p + eps.yx, d)); + + return normalize(n); +} + +float march(vec3 ro, vec3 rd, float id, out int max_iter) { + float dt = 0.1; + float d = id; + int currentStep = 0; + float lastd = d; + for (int i = 0; i < MAX_ITER; ++i) { + vec3 p = ro + d*rd; + float h = height(p.xz, d); + + if (d > MAX_DISTANCE) { + max_iter = i; + return MAX_DISTANCE; + } + + float hd = p.y - h; + + if (hd < TOLERANCE) { + return d; + } + + float sl = 0.9; + + dt = max(hd*sl, TOLERANCE+0.0005*d); + lastd = d; + d += dt; + } + + max_iter = MAX_ITER; + return MAX_DISTANCE; +} + +vec3 sunDirection() { + return normalize(vec3(-0.5, 0.2, 1.0)); +} + +vec3 smallSunDirection() { + return normalize(vec3(-0.2, -0.05, 1.0)); +} + +vec3 skyColor(vec3 ro, vec3 rd) { + vec3 sunDir = sunDirection(); + vec3 smallSunDir = smallSunDirection(); + + float sunDot = max(dot(rd, sunDir), 0.0); + float smallSunDot = max(dot(rd, smallSunDir), 0.0); + + float angle = atan(rd.y, length(rd.xz))*2.0/PI; + + vec3 sunCol = 0.5*sunCol1*pow(sunDot, 20.0) + 8.0*sunCol2*pow(sunDot, 2000.0); + vec3 smallSunCol = 0.5*smallSunCol1*pow(smallSunDot, 200.0) + 8.0*smallSunCol2*pow(smallSunDot, 20000.0); + + + vec2 si = raySphere(ro, rd, planet); + float pi = rayPlane(ro, rd, rings); + + float dustTransparency = smoothstep(-0.15, 0.075, rd.y); + + vec3 skyCol = mix(skyCol1, skyCol2, sqrt(dustTransparency)); + skyCol *= (1.0-dustTransparency); + + + vec3 planetSurface = ro + si.x*rd; + vec3 planetNormal = normalize(planetSurface - planet.xyz); + float planetDiff = max(dot(planetNormal, sunDir), 0.0); + float planetBorder = max(dot(planetNormal, -rd), 0.0); + float planetLat = (planetSurface.x+planetSurface.y)*0.0005; + vec3 planetCol = mix(1.3*planetCol, 0.3*planetCol, pow(psin(planetLat+1.0)*psin(sqrt(2.0)*planetLat+2.0)*psin(sqrt(3.5)*planetLat+3.0), 0.5)); + + vec3 ringsSurface = ro + pi*rd; + + float borderTransparency = smoothstep(0.0, 0.1, planetBorder); + + float ringsDist = length(ringsSurface - planet.xyz)*1.0; + float ringsPeriod = ringsDist*0.001; + const float ringsMax = 150000.0*0.655; + const float ringsMin = 100000.0*0.666; + float ringsMul = pow(psin(ringsPeriod+1.0)*psin(sqrt(0.5)*ringsPeriod+2.0)*psin(sqrt(0.45)*ringsPeriod+4.0)*psin(sqrt(0.35)*ringsPeriod+5.0), 0.25); + float ringsMix = psin(ringsPeriod*10.0)*psin(ringsPeriod*10.0*sqrt(2.0))*(1.0 - smoothstep(50000.0, 200000.0, pi)); + + vec3 ringsCol = mix(vec3(0.125), 0.75*ringColor, ringsMix)*step(-pi, 0.0)*step(ringsDist, ringsMax)*step(-ringsDist, -ringsMin)*ringsMul; + + vec3 final = vec3(0.0); + + final += ringsCol*(step(pi, si.x) + step(si.x, 0.0)); + + final += step(0.0, si.x)*pow(planetDiff, 0.75)*mix(planetCol, ringsCol, 0.0)*dustTransparency*borderTransparency + ringsCol*(1.0 - borderTransparency); + + final += skyCol + sunCol + smallSunCol; + + return final; +} + +vec3 shipColor(vec2 p) { + vec2 pp = toPolar(p); + pp.y += pp.x*0.05; + p = toRect(pp); + + float n = mod1(p.x, 0.15); + p.y += 3.0-TIME*0.5+0.05*abs(n*n); + + float td = abs(p.x) - (0.005-p.y*0.002); + td = abs(td) - (0.02*pow(-p.y, 0.25)); + float sd = circle(p, 0.05); + + vec3 trailCol = vec3(0.5)*smoothstep(-5.0, 0.0, p.y)*step(p.y, 0.0)*smoothstep(0.0, 0.025, -td); + vec3 shipCol = vec3(0.5+smoothstep(-1.0, 1.0, sin(TIME*15.0*TAU+n)))*smoothstep(0.0, 0.075, -sd); + + vec3 col = trailCol; + col += shipCol; + + float sm = step(abs(n), 2.0); + + return col*sm; +} + +vec3 getColor(vec3 ro, vec3 rd) { + int max_iter = 0; + vec3 skyCol = skyColor(ro, rd); + vec3 col = vec3(0); + + const float shipHeight = 1.0; + const float seaHeight = 0.0; + const float cloudHeight = 0.2; + const float upperCloudHeight = 0.5; + + float id = (cloudHeight - ro.y)/rd.y; + + if (id > 0.0) { + float d = march(ro, rd, id, max_iter); + vec3 sunDir = sunDirection(); + vec3 osunDir = sunDir*vec3(-1.0, 1.0, -1.0); + vec3 p = ro + d*rd; + + float loh = loheight(p.xz, d); + float loh2 = loheight(p.xz+sunDir.xz*0.05, d); + float hih = hiheight(p.xz, d); + vec3 normal = normal(p.xz, d); + + float ud = (upperCloudHeight - 4.0*loh - ro.y)/rd.y; + + float sd = (seaHeight - ro.y)/rd.y; + vec3 sp = ro + sd*rd; + float scd = (cloudHeight - sp.y)/sunDir.y; + vec3 scp = sp + sunDir*scd; + + float sloh = loheight(scp.xz, d); + float cshd = exp(-15.0*sloh); + + float amb = 0.3; + + vec3 seaNormal = normalize(vec3(0.0, 1.0, 0.0)); + vec3 seaRef = reflect(rd, seaNormal); + vec3 seaCol = .25*skyColor(p, seaRef); + seaCol += pow(max(dot(seaNormal, sunDir), 0.0), 2.0); + seaCol *= cshd; + seaCol += 0.075*pow(vec3(0.1, 1.3, 4.0), vec3(max(dot(seaNormal, seaRef), 0.0))); + + float spe = pow(max(dot(sunDir, reflect(rd, normal)), 0.0), 3.0); + float fre = pow(1.0-dot(normal, -rd), 2.0); + + col = seaCol; + + + const float level = 0.00; + const float level2 = 0.3; + // REALLY fake shadows and lighting + vec3 scol = sunCol1*(smoothstep(level, level2, hih) - smoothstep(level, level2, loh2)); + col = mix(vec3(1.0), col, exp(-17.0*(hih-0.25*loh))); + col = mix(vec3(.75), col, exp(-10.0*loh*(max(d-ud, 0.0)))); + col += scol; + + col += vec3(0.5)*spe*fre; + + float ssd = (shipHeight - ro.y)/rd.y; + + col += shipColor((ro + rd*ssd).xz); + + col = mix(col, skyCol, smoothstep(0.5*MAX_DISTANCE, 1.*MAX_DISTANCE, d)); + + } else { + col = skyCol; + } + +// col += vec3(1.1, 0.0, 0.0)* smoothstep(0.25, 1.0,(float(max_iter)/float(MAX_ITER))); + return col; +} + +vec3 postProcess(in vec3 col, in vec2 q) +{ + //col = saturate(col); + col=pow(clamp(col,0.0,1.0),vec3(0.75)); + col=col*0.6+0.4*col*col*(3.0-2.0*col); // contrast + col=mix(col, vec3(dot(col, vec3(0.33))), -0.4); // satuation + col*=0.5+0.5*pow(19.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.7); // vigneting + return col; +} + +vec3 getSample1(vec2 p, float time) { + vec3 ro = vec3(0.5, 5.5, -2.0); + vec3 la = ro + vec3(0.0, -1.+0.9*TIME/PERIOD, 1.0); + + vec3 ww = normalize(la - ro); + vec3 uu = normalize(cross(vec3(0.0,1.0,0.0), ww)); + vec3 vv = normalize(cross(ww, uu)); + vec3 rd = normalize(p.x*uu + p.y*vv + 2.0*ww); + + vec3 col = getColor(ro, rd) ; + + return col; + +} + +vec3 getSample2(vec2 p, float time) { + p.y-=time*0.25; + float h = height(p, 0.0); + vec3 n = normal(p, 0.0); + + vec3 lp = vec3(10.0, -1.2, 0.0); + + vec3 ld = normalize(vec3(p.x, h, p.y)- lp); + + float d = max(dot(ld, n), 0.0); + + vec3 col = vec3(0.0); + + col = vec3(1.0)*(h+0.1); + col += vec3(1.5)*pow(d, 0.75); + + return col; + +} + +void mainImage(out vec4 fragColor, vec2 fragCoord) { + vec2 q = fragCoord.xy/iResolution.xy; + vec2 p = -1.0 + 2.0*q; + p.x *= iResolution.x/iResolution.y; + + vec3 col = getSample1(p, TIME); + + col = postProcess(col, q); + + col *= smoothstep(0.0, 2.0, TIME); + col *= 1.0-smoothstep(PERIOD-2.0, PERIOD, TIME); + + fragColor = vec4(col, 1.0); +} diff --git a/demos/art/shadertoys/XdBGW3.fs b/demos/art/shadertoys/XdBGW3.fs new file mode 100644 index 0000000..7e6f415 --- /dev/null +++ b/demos/art/shadertoys/XdBGW3.fs @@ -0,0 +1,461 @@ +// noise3.jpg, stars.jpg +// Ben Quantock 2014 +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + +// parameters +const float SSradius = 200.0; // Okay, it's actually a lot smaller than the Stanford Torus, but it's a cool name. +const float SSthickness = 16.0; + +const float angularSpeed = .221; // g = r*w^2, e.g. w = sqrt(9.81/200) = .221 + +vec3 SunDir = vec3(1,1,-1.5); + +const float tau = 6.28318530717958647692; + +vec2 Noise( in vec3 x ) +{ + vec3 p = floor(x), f = fract(x); + f = f*f*(3.0-2.0*f); + vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy; + vec4 rg = textureLod( iChannel0, (uv+0.5)/256.0, 0.0 ); + return mix( rg.yw, rg.xz, f.z ); +} + + +#define MAX 1000.0 + +float Foliage( vec3 pos ) +{ + return + max( + abs(pos.z)-SSthickness, + abs(length(pos.xy)-SSradius-2.0 + Noise(pos/16.0).x*2.0 + 2.0*abs(pos.z)/SSthickness - 1.0)-1.0 + ); + // todo: leafiness +} + +float Water( vec3 pos ) +{ + return max( abs(pos.z)-SSthickness, abs(length(pos.xy)-SSradius-1.0)-1.0 ); +} + + +float Building( vec3 pos, float seed ) +{ + if ( seed < .1 ) + return length(vec3(pos.x,max(abs(pos.y)-2.0,0.0),pos.z))-2.0; + + vec3 p = pos; + p.y += (seed-.5)*p.z; + p = abs(p)-vec3(2,3,2); + vec3 p2 = abs(pos+vec3(0,1.67,0))-vec3(1,.67,1); + return max(max(max(p.x,p.y),p.z),-max(p2.z,p2.y)); +} + + +float Solid( vec3 pos ) +{ + float r = length(pos.xy); + + vec2 polar = vec2(atan(pos.x,-pos.y),length(pos.xy)); + + vec3 spokep = pos; + const float spokeangle = tau/5.0; + float spokea = (fract(polar.x/spokeangle)-.5)*spokeangle; + spokep.xy = polar.y*vec2(sin(spokea),-cos(spokea)); + + return + min(min( + // ring + max(max( + // outer torus + abs( length(vec2(pos.z, r-SSradius))-SSthickness-.5 )-.5, + // window-gap + 5.0-abs(r-(SSradius-6.0))), + // top gap + min( + 6.0-abs(pos.z), //todo: close bottom + SSradius-r + ) + ), + // buildings + //length( vec3((fract(polar.x*40.0)-.5)*polar.y/40.0,polar.y+1.0-SSradius,pos.z+30.0*(fract(pow(floor(polar.x*40.0)*.777,2.0))-.5) ) ) - .5 + //length( vec3((fract(polar.x*20.0)-.5)*polar.y/20.0,polar.y-SSradius,pos.z+30.0*(fract(pow(floor(polar.x*20.0)*.444,2.0))-.5) ) ) - 2.0 + Building( vec3((fract(polar.x*20.0)-.5)*polar.y/20.0,polar.y-SSradius,pos.z+30.0*(fract(pow((floor(polar.x*20.0)+5.0)*.444,2.0))-.5) ), fract(pow(floor(polar.x*20.0)*.777,2.0)) ) + // could do roads connecting them, by drawing 2 for every position + ), + max( + min( min( + // spokes + max( + -SSradius-spokep.y, + length(spokep.xz)-2.0 + ), + // hub + max( + r-20.0, + abs(pos.z)-7.0 + )), + max( + r-17.0, + abs(pos.z)-9.0 + ) + ), + // dock + min( + 8.0-abs(pos.x), + 3.0-abs(pos.y) + ) + ) + ); +} + + +// smooth min, to prevent hard edges when I use union of lights +bool domin; +float smin ( float a, float b ) +{ + /*const float s = 1.0; + return -log2(exp2(-a/s)+exp2(-b/s))*s;*/ + if ( domin ) + { + return min( a, b ); + } + else + { + return 1.0/(1.0/a+1.0/b); + } +} + + +float Lights( vec3 pos ) +{ + return + smin(smin(//smin( + // ring light + sqrt( pow(length(vec2(pos.z, length(pos.xy)-188.0)),2.0) + pow(max(.0,dot(pos.xy,vec2(sin(iGlobalTime*.3),cos(iGlobalTime*.3)))),2.0) )-.5, + + // landing lights + //length( vec3( abs(pos.x)-8.0, max(vec2(0),abs(pos.yz)-vec2(3,8.5)) ) )-.1), + + // moving lights to test fake lighting/shadows + length(pos-vec3(-sin(iGlobalTime*.2)*20.0+8.0,-197,12.0*sin(iGlobalTime)))-.3), + length(pos-vec3(-sin(iGlobalTime*.22)*30.0,-197.0+4.0*sin(iGlobalTime*.7),12.0*sin(iGlobalTime*.87)))-2.0 + ); +} + +vec4 SampleLights( vec3 pos ) +{ + domin = false; + + // like then Normal calc + float r = .1; + vec2 d = vec2(-1,1) * r; + vec3 p0 = pos+d.xxx; // tetrahedral offsets + vec3 p1 = pos+d.xyy; + vec3 p2 = pos+d.yxy; + vec3 p3 = pos+d.yyx; + + float f0 = Lights(p0); + float f1 = Lights(p1); + float f2 = Lights(p2); + float f3 = Lights(p3); + + // this direction is completely innaccurrate for hard-edged intersections! + // it gets one or other surface normal, rather than a smoothed result + // so, build smooth light shapes + + return vec4( + -normalize( p0*f0+p1*f1+p2*f2+p3*f3 - pos*(f0+f1+f2+f3) ),// /r, should be possible to use non-normalized value, for more realistic effect + (f0+f1+f2+f3)/4.0 + ); +} + + +float DistanceField( vec3 pos ) +{ + domin = true; + + return min( min( min( + Foliage( pos ), + Water( pos ) ), + Solid( pos ) ), + Lights( pos ) + ); +} + + +float DistanceFieldNoLights( vec3 pos ) +{ + return min( min( + Foliage( pos ), + Water( pos ) ), + Solid( pos ) + ); +} + + +struct ShadeData { vec3 pos, ray, normal; float shadow; float t; }; +ShadeData SetShadeData( vec3 pos, vec3 ray, vec3 normal, float shadow, float t ) +{ + ShadeData s; + s.pos = pos; + s.ray = ray; + s.normal = normal; + s.shadow = shadow; + s.t = t; + return s; +} + + +vec3 DiffuseLight( ShadeData s ) +{ + // sunlight + vec3 sun = vec3(1)*2.0*max(.0,dot(s.normal,SunDir))*s.shadow; + + // local soft light sources + // Actually sample the lights!! + vec4 sl = SampleLights( s.pos ); +// float fade = 1.0/sl.w; // point lights should be 1/(w*w), line lights are 1/w, infinite area lights are 1 + //vec3 local = vec3(.4,.7,1)*5.0*(dot(sl.xyz,s.normal)*.5+.5)*fade; + vec3 local = vec3(.4,.7,1)*2.0*(dot(sl.xyz,s.normal)+1.0)/sl.w; + + // like ambient occlusion, but towards the light + vec3 l = normalize(sl.xyz); + float d = 2.0;//s.t/20.0; +//shadow strength should depend on strength of SH vector + local *= .3+.7*min( 1.0, max( 0.0, (DistanceFieldNoLights(s.pos+l*d)/d)) );// /max(.001,dot(s.normal,l)) ); + + // ambient + vec3 ambient = vec3(0) + local; + // this ambient occlusion trick works ridiculously well + // sample the distance field at a point in front of the surface + // if there's a nearby concave surface the value will be less than the distance to the sample point + float aoRange = s.t/20.0; + float occlusion = max( 0.0, 1.0 - DistanceFieldNoLights( s.pos + s.normal*aoRange )/aoRange ); // can be > 1.0 + ambient *= exp2( -2.0*pow(occlusion,2.0) ); // tweak the curve + + return ambient;//+sun; +} + + +vec3 ShadeFoliage( ShadeData s ) +{ + vec3 albedo = mix( vec3(.05,.02,.01), vec3(.1,.5,.0), Noise(s.pos*20.0).x*.3+.7 ); + + return albedo*DiffuseLight(s); +} + +vec3 ShadeWater( ShadeData s ) +{ + const float albedoScale = 4.0; + float rad = (SSradius+1.0)/albedoScale; + rad = floor( rad*tau+.5 )/tau; // round it so we get a whole number of texture repeats + vec2 uv = vec2(s.pos.z/albedoScale,atan(s.pos.x,s.pos.y)*rad); + + vec3 base = vec3(.05,.1,.2)*DiffuseLight(s); + + // normal map + vec2 noise = (Noise( s.pos*2.0+iGlobalTime*vec3(-4,4,0) )*2.0-1.0)*.1; + vec3 tangent = normalize(vec3(s.pos.y,-s.pos.x,0)); + vec3 binormal = vec3(0,0,1); + vec3 normal = s.normal + tangent*noise.x + binormal*noise.y; + + float fresnel = dot(normal,s.ray); + vec3 reflection = s.ray-2.0*fresnel*normal; + fresnel = pow( 1.0-abs(fresnel), 5.0 ); + float up = dot( reflection, normal ); + float across = dot( reflection, binormal ); + vec3 refcol = vec3(.4,.7,1)*1.0*pow(1.0-abs(across),40.0); + + return mix( base, refcol, fresnel ); +} + +vec3 ShadeSolid( ShadeData s ) +{ + return vec3(.8) * DiffuseLight(s); +} + +vec3 ShadeLights( ShadeData s ) +{ + return vec3(.4,.7,1)*8.0*abs(dot(s.ray,s.normal)); // draw the lightbulb +} + +vec3 Shade( ShadeData s ) +{ + float foliage = Foliage(s.pos); + float water = Water(s.pos); + float solid = Solid(s.pos); + float lights = Lights(s.pos); + float dist = min(min(min(foliage, water),solid),lights); + + if ( lights == dist ) + return ShadeLights(s); + +#if (1) // test lighting + return DiffuseLight(s)*.8; +#else + else if ( foliage == dist ) + return ShadeFoliage(s); + else if ( water == dist ) + return ShadeWater(s); + else + return ShadeSolid(s); +#endif +} + + +//Compute the surface normal +vec3 Normal( vec3 pos ) +{ + // in theory we should be able to get a good gradient using just 4 points + vec2 d = vec2(-1,1) * .01; + vec3 p0 = pos+d.xxx; // tetrahedral offsets + vec3 p1 = pos+d.xyy; + vec3 p2 = pos+d.yxy; + vec3 p3 = pos+d.yyx; + + float f0 = DistanceField(p0); + float f1 = DistanceField(p1); + float f2 = DistanceField(p2); + float f3 = DistanceField(p3); + + return normalize( p0*f0+p1*f1+p2*f2+p3*f3 - pos*(f0+f1+f2+f3) ); +} + + +struct Camera { vec3 pos, target, up; float zoom; }; + +Camera SetCam( vec3 pos, vec3 target, vec3 up, float zoom ) +{ + Camera cam; + cam.pos = pos; + cam.target = target; + cam.up = up; + cam.zoom = zoom; + return cam; +} + +Camera MixCam( Camera a, Camera b, float c ) +{ + Camera cam; + cam.pos = mix( a.pos, b.pos, c ); + cam.target = mix( a.target, b.target, c ); + cam.up = mix( a.up, b.up, c ); + cam.zoom = mix( a.zoom, b.zoom, c ); + return cam; +} + +vec3 BGRot( in vec3 v, in vec3 cs ) +{ + return vec3(v.xy*cs.x + v.yx*cs.yz, v.z); +} + +vec2 Trace( vec3 pos, vec3 ray, vec2 interval ) +{ + float t = interval.x; + float h; + for( int i=0; i<200; i++ ) + { + h = DistanceField( pos + t*ray ); + if ( h < .01 || t > interval.y ) + break; + t += h; + } + return vec2(t,h); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + // rotate background + float a = iGlobalTime*angularSpeed; // radians per second + vec3 cs = vec3( cos(a), sin(a)*vec2(1,-1) ); + SunDir = normalize( BGRot( SunDir, cs ) ); + + // todo: animate camera between pairs of keyframes + Camera camKeys[8]; + camKeys[0] = SetCam( vec3(-400,-300,-300), vec3(0,0,0), vec3(0,.5,-1), .8 ); + camKeys[1] = SetCam( vec3(-20,3.0-SSradius,-16), vec3(SSradius,-130,0), vec3(0,1,1), .7 ); + camKeys[2] = SetCam( vec3(-10,2.0-SSradius,16), vec3(0,-SSradius,0), vec3(0,1,0), .8 ); + camKeys[3] = SetCam( vec3(30,2.5-SSradius,5), vec3(-SSradius,40.0-SSradius,-50), vec3(0,1,0), .8 ); + camKeys[4] = SetCam( vec3(30,2.5-SSradius,5), vec3(-SSradius,40.0-SSradius,-50), vec3(0,1,0), .8 ); + camKeys[5] = SetCam( vec3(-10,2.5-SSradius,2), vec3(0,SSradius,0), vec3(.5,3,1), 1.2 ); + camKeys[6] = SetCam( vec3(200,-150,400), vec3(0,0,0), vec3(0,.5,1), .8 ); + camKeys[7] = SetCam( vec3(0,0,50), vec3(0,0,0), vec3(cs.y,-cs.x,0), .8 ); + + // pick a pair of cameras using time + // todo: could manually pick cam using all combinations of "iop", shown on screen when auto-cycling (cam: io) + // mouse moves cam along path, and target up/down (by up*length(target-pos)) + float T = fract(iGlobalTime/52.0)*4.0; + Camera cam1, cam2; + bool rotCam = false; + if ( T < 1.0 ) { cam1 = camKeys[0]; cam2 = camKeys[1]; rotCam = true; } + else if ( T < 2.0 ) { cam1 = camKeys[2]; cam2 = camKeys[3]; } + else if ( T < 3.0 ) { cam1 = camKeys[4]; cam2 = camKeys[5]; } + else { cam1 = camKeys[6]; cam2 = camKeys[7]; rotCam = true; } + + // mix between them + //T = smoothstep( .15, .85, fract(T) ); + T = fract(T); + float T2 = T*T; + T = (6.0*T2 - 15.0*T + 10.0)*T2*T; + Camera cam = MixCam( cam1, cam2, T ); + +//rotCam = true; cam = camKeys[1]; +rotCam = false; cam = camKeys[3]; + + //Camera cam = SetCam( vec3(500.0*(iMouse.xy/iResolution.xy-.5),0)+vec3(0,-300,-300), vec3(0,-100,0), vec3(0,1,0), .7 ); + + // fire a ray from the camera + vec3 pos = cam.pos; + vec3 forward = normalize(cam.target-cam.pos); + vec3 right = normalize(cross(cam.up,forward)); + vec3 up = normalize(cross(forward,right)); + vec3 ray = normalize(vec3( fragCoord.xy-iResolution.xy*.5, iResolution.x*cam.zoom )); + ray = right*ray.x + up*ray.y + forward*ray.z; + + if ( rotCam ) + { + pos = BGRot( pos, cs ); + ray = BGRot( ray, cs ); + } + + // intersect that ray with isosurface bounding volume + vec2 interval = vec2(0,1000); + + // march isosurface + vec2 th = Trace( pos, ray, interval ); + + // shading + vec3 col; + + if ( th.y < 1.0 ) // shade some near misses to reduce artefacts + { + vec3 p = pos + th.x*ray; + vec3 n = Normal(p); + + float shadowBias = mix ( 1.0, .1, abs(dot( n, SunDir )) ); + + float shadow = Trace( p, SunDir, vec2(shadowBias, 1000.0) ).y; + + shadow = smoothstep( .01, 4.0, shadow ); + + col = Shade( SetShadeData(p,ray,n,shadow,th.x) ); + } + else + { + // draw background + ray = BGRot( ray, cs.xzy ); + float s = 1.3; + vec3 X = texture( iChannel1, ray.yz*s ).rgb; + vec3 Y = texture( iChannel1, ray.xz*s ).rgb; + vec3 Z = texture( iChannel1, ray.xy*s ).rgb; + col = mix( X, Y, smoothstep(-.3,.3,abs(ray.y)-abs(ray.x)) ); + col = mix( col, Z, smoothstep(-.3,.3,abs(ray.z)-max(abs(ray.x),abs(ray.y))) ); + col = pow(col,vec3(7,5,3))*.1; + + col = vec3(0); + } + + fragColor = vec4(pow(col,vec3(1.0/2.2)),1.0); +} \ No newline at end of file diff --git a/demos/art/shadertoys/XdsGDB.fs b/demos/art/shadertoys/XdsGDB.fs new file mode 100644 index 0000000..fb86f87 --- /dev/null +++ b/demos/art/shadertoys/XdsGDB.fs @@ -0,0 +1,423 @@ +// noise3.jpg, +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + +const float tau = 6.28318530717958647692; + +// Gamma correction +#define GAMMA (2.2) + +vec3 ToLinear( in vec3 col ) +{ + // simulate a monitor, converting colour values into light values + return pow( col, vec3(GAMMA) ); +} + +vec3 ToGamma( in vec3 col ) +{ + // convert back into colour values, so the correct light will come out of the monitor + return pow( col, vec3(1.0/GAMMA) ); +} + +vec3 localRay; + +// Set up a camera looking at the scene. +// origin - camera is positioned relative to, and looking at, this point +// distance - how far camera is from origin +// rotation - about x & y axes, by left-hand screw rule, relative to camera looking along +z +// zoom - the relative length of the lens +void CamPolar( out vec3 pos, out vec3 ray, in vec3 origin, in vec2 rotation, in float distance, in float zoom, in vec2 fragCoord ) +{ + // get rotation coefficients + vec2 c = vec2(cos(rotation.x),cos(rotation.y)); + vec4 s; + s.xy = vec2(sin(rotation.x),sin(rotation.y)); // worth testing if this is faster as sin or sqrt(1.0-cos); + s.zw = -s.xy; + + // ray in view space + ray.xy = fragCoord.xy - iResolution.xy*.5; + ray.z = iResolution.y*zoom; + ray = normalize(ray); + localRay = ray; + + // rotate ray + ray.yz = ray.yz*c.xx + ray.zy*s.zx; + ray.xz = ray.xz*c.yy + ray.zx*s.yw; + + // position camera + pos = origin - distance*vec3(c.x*s.y,s.z,c.x*c.y); +} + + +// Noise functions, distinguished by variable types + +vec2 Noise( in vec3 x ) +{ + vec3 p = floor(x); + vec3 f = fract(x); + f = f*f*(3.0-2.0*f); +// vec3 f2 = f*f; f = f*f2*(10.0-15.0*f+6.0*f2); + + vec2 uv = (p.xy+vec2(37.0,17.0)*p.z); + + vec4 rg = textureLod( iChannel0, (uv+f.xy+0.5)/256.0, 0.0 ); + + return mix( rg.yw, rg.xz, f.z ); +} + +vec2 NoisePrecise( in vec3 x ) +{ + vec3 p = floor(x); + vec3 f = fract(x); + f = f*f*(3.0-2.0*f); +// vec3 f2 = f*f; f = f*f2*(10.0-15.0*f+6.0*f2); + + vec2 uv = (p.xy+vec2(37.0,17.0)*p.z); + + vec4 rg = mix( mix( + textureLod( iChannel0, (uv+0.5)/256.0, 0.0 ), + textureLod( iChannel0, (uv+vec2(1,0)+0.5)/256.0, 0.0 ), + f.x ), + mix( + textureLod( iChannel0, (uv+vec2(0,1)+0.5)/256.0, 0.0 ), + textureLod( iChannel0, (uv+1.5)/256.0, 0.0 ), + f.x ), + f.y ); + + + return mix( rg.yw, rg.xz, f.z ); +} + +vec4 Noise( in vec2 x ) +{ + vec2 p = floor(x.xy); + vec2 f = fract(x.xy); + f = f*f*(3.0-2.0*f); +// vec3 f2 = f*f; f = f*f2*(10.0-15.0*f+6.0*f2); + + vec2 uv = p.xy + f.xy; + return textureLod( iChannel0, (uv+0.5)/256.0, 0.0 ); +} + +vec4 Noise( in ivec2 x ) +{ + return textureLod( iChannel0, (vec2(x)+0.5)/256.0, 0.0 ); +} + +vec2 Noise( in ivec3 x ) +{ + vec2 uv = vec2(x.xy)+vec2(37.0,17.0)*float(x.z); + return textureLod( iChannel0, (uv+0.5)/256.0, 0.0 ).xz; +} + + +float Waves( vec3 pos ) +{ + pos *= .2*vec3(1,1,1); + + const int octaves = 5; + float f = 0.0; + + // need to do the octaves from large to small, otherwise things don't line up + // (because I rotate by 45 degrees on each octave) + pos += iGlobalTime*vec3(0,.1,.1); + for ( int i=0; i < octaves; i++ ) + { + pos = (pos.yzx + pos.zyx*vec3(1,-1,1))/sqrt(2.0); + f = f*2.0+abs(Noise(pos).x-.5)*2.0; + pos *= 2.0; + } + f /= exp2(float(octaves)); + + return (.5-f)*1.0; +} + +float WavesDetail( vec3 pos ) +{ + pos *= .2*vec3(1,1,1); + + const int octaves = 8; + float f = 0.0; + + // need to do the octaves from large to small, otherwise things don't line up + // (because I rotate by 45 degrees on each octave) + pos += iGlobalTime*vec3(0,.1,.1); + for ( int i=0; i < octaves; i++ ) + { + pos = (pos.yzx + pos.zyx*vec3(1,-1,1))/sqrt(2.0); + f = f*2.0+abs(NoisePrecise(pos).x-.5)*2.0; + pos *= 2.0; + } + f /= exp2(float(octaves)); + + return (.5-f)*1.0; +} + +float WavesSmooth( vec3 pos ) +{ + pos *= .2*vec3(1,1,1); + + const int octaves = 2; + float f = 0.0; + + // need to do the octaves from large to small, otherwise things don't line up + // (because I rotate by 45 degrees on each octave) + pos += iGlobalTime*vec3(0,.1,.1); + for ( int i=0; i < octaves; i++ ) + { + pos = (pos.yzx + pos.zyx*vec3(1,-1,1))/sqrt(2.0); + //f = f*2.0+abs(Noise(pos).x-.5)*2.0; + f = f*2.0+sqrt(pow(NoisePrecise(pos).x-.5,2.0)+.01)*2.0; + pos *= 2.0; + } + f /= exp2(float(octaves)); + + return (.5-f)*1.0; +} + +float WaveCrests( vec3 ipos, in vec2 fragCoord ) +{ + vec3 pos = ipos; + pos *= .2*vec3(1,1,1); + + const int octaves1 = 6; + const int octaves2 = 16; + float f = 0.0; + + // need to do the octaves from large to small, otherwise things don't line up + // (because I rotate by 45 degrees on each octave) + pos += iGlobalTime*vec3(0,.1,.1); + vec3 pos2 = pos; + for ( int i=0; i < octaves1; i++ ) + { + pos = (pos.yzx + pos.zyx*vec3(1,-1,1))/sqrt(2.0); + f = f*1.5+abs(Noise(pos).x-.5)*2.0; + pos *= 2.0; + } + pos = pos2 * exp2(float(octaves1)); + pos.y = -.05*iGlobalTime; + for ( int i=octaves1; i < octaves2; i++ ) + { + pos = (pos.yzx + pos.zyx*vec3(1,-1,1))/sqrt(2.0); + f = f*1.5+pow(abs(Noise(pos).x-.5)*2.0,1.0); + pos *= 2.0; + } + f /= 1500.0; + + f -= Noise(ivec2(fragCoord.xy)).x*.01; + + return pow(smoothstep(.4,-.1,f),6.0); +} + + +vec3 Sky( vec3 ray ) +{ + return vec3(.4,.45,.5); +} + + +vec3 boatRight, boatUp, boatForward; +vec3 boatPosition; + +void ComputeBoatTransform( void ) +{ + vec3 samples[5]; + + samples[0] = vec3(0,0, 0); + samples[1] = vec3(0,0, .5); + samples[2] = vec3(0,0,-.5); + samples[3] = vec3( .5,0,0); + samples[4] = vec3(-.5,0,0); + + samples[0].y = WavesSmooth(samples[0]); + samples[1].y = WavesSmooth(samples[1]); + samples[2].y = WavesSmooth(samples[2]); + samples[3].y = WavesSmooth(samples[3]); + samples[4].y = WavesSmooth(samples[4]); + + boatPosition = (samples[0]+samples[1]+samples[2]+samples[3]+samples[4])/5.0; + + boatRight = samples[3]-samples[4]; + boatForward = samples[1]-samples[2]; + boatUp = normalize(cross(boatForward,boatRight)); + boatRight = normalize(cross(boatUp,boatForward)); + boatForward = normalize(boatForward); + + boatPosition += .0*boatUp; +} + +vec3 BoatToWorld( vec3 dir ) +{ + return dir.x*boatRight+dir.x*boatUp+dir.x*boatForward; +} + +vec3 WorldToBoat( vec3 dir ) +{ + return vec3( dot(dir,boatRight), dot(dir,boatUp), dot(dir,boatForward) ); +} + +float TraceBoat( vec3 pos, vec3 ray ) +{ + vec3 c = boatPosition; + float r = 1.0; + + c -= pos; + + float t = dot(c,ray); + + float p = length(c-t*ray); + if ( p > r ) + return 0.0; + + return t-sqrt(r*r-p*p); +} + + +vec3 ShadeBoat( vec3 pos, vec3 ray ) +{ + pos -= boatPosition; + vec3 norm = normalize(pos); + pos = WorldToBoat(pos); + + vec3 lightDir = normalize(vec3(-2,3,1)); + float ndotl = dot(norm,lightDir); + + // allow some light bleed, as if it's subsurface scattering through plastic + vec3 light = smoothstep(-.1,1.0,ndotl)*vec3(1.0,.9,.8)+vec3(.06,.1,.1); + + // anti-alias the albedo + float aa = 4.0/iResolution.x; + + //vec3 albedo = ((fract(pos.x)-.5)*(fract(pos.y)-.5)*(fract(pos.z)-.5) < 0.0) ? vec3(0) : vec3(1); + vec3 albedo = vec3(1,.01,0); + albedo = mix( vec3(.04), albedo, smoothstep( .25-aa, .25, abs(pos.y) ) ); + albedo = mix( mix( vec3(1), vec3(.04), smoothstep(-aa*4.0,aa*4.0,cos(atan(pos.x,pos.z)*6.0)) ), albedo, smoothstep( .2-aa*1.5, .2, abs(pos.y) ) ); + albedo = mix( vec3(.04), albedo, smoothstep( .05-aa*1.0, .05, abs(abs(pos.y)-.6) ) ); + albedo = mix( vec3(1,.8,.08), albedo, smoothstep( .05-aa*1.0, .05, abs(abs(pos.y)-.65) ) ); + + vec3 col = albedo*light; + + // specular + vec3 h = normalize(lightDir-ray); + float s = pow(max(0.0,dot(norm,h)),100.0)*100.0/32.0; + + vec3 specular = s*vec3(1,1,1); + + vec3 rr = reflect(ray,norm); + specular += mix( vec3(0,.04,.04), Sky(rr), smoothstep( -.1, .1, rr.y ) ); + + float ndotr = dot(norm,ray); + float fresnel = pow(1.0-abs(ndotr),5.0); + fresnel = mix( .001, 1.0, fresnel ); + + col = mix( col, specular, fresnel ); + + return col; +} + + +float OceanDistanceField( vec3 pos ) +{ + return pos.y - Waves(pos); +} + +float OceanDistanceFieldDetail( vec3 pos ) +{ + return pos.y - WavesDetail(pos); +} + +vec3 OceanNormal( vec3 pos ) +{ + vec3 norm; + vec2 d = vec2(.01*length(pos),0); + + norm.x = OceanDistanceFieldDetail( pos+d.xyy )-OceanDistanceFieldDetail( pos-d.xyy ); + norm.y = OceanDistanceFieldDetail( pos+d.yxy )-OceanDistanceFieldDetail( pos-d.yxy ); + norm.z = OceanDistanceFieldDetail( pos+d.yyx )-OceanDistanceFieldDetail( pos-d.yyx ); + + return normalize(norm); +} + +float TraceOcean( vec3 pos, vec3 ray ) +{ + float h = 1.0; + float t = 0.0; + for ( int i=0; i < 100; i++ ) + { + if ( h < .01 || t > 100.0 ) + break; + h = OceanDistanceField( pos+t*ray ); + t += h; + } + + if ( h > .1 ) + return 0.0; + + return t; +} + + +vec3 ShadeOcean( vec3 pos, vec3 ray, in vec2 fragCoord ) +{ + vec3 norm = OceanNormal(pos); + float ndotr = dot(ray,norm); + + float fresnel = pow(1.0-abs(ndotr),5.0); + + vec3 reflectedRay = ray-2.0*norm*ndotr; + vec3 refractedRay = ray+(-cos(1.33*acos(-ndotr))-ndotr)*norm; + refractedRay = normalize(refractedRay); + + const float crackFudge = .0; + + // reflection + vec3 reflection = Sky(reflectedRay); + float t=TraceBoat( pos-crackFudge*reflectedRay, reflectedRay ); + + if ( t > 0.0 ) + { + reflection = ShadeBoat( pos+(t-crackFudge)*reflectedRay, reflectedRay ); + } + + + // refraction + t=TraceBoat( pos-crackFudge*refractedRay, refractedRay ); + + vec3 col = vec3(0,.04,.04); // under-sea colour + if ( t > 0.0 ) + { + col = mix( col, ShadeBoat( pos+(t-crackFudge)*refractedRay, refractedRay ), exp(-t) ); + } + + col = mix( col, reflection, fresnel ); + + // foam + col = mix( col, vec3(1), WaveCrests(pos,fragCoord) ); + + return col; +} + + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + ComputeBoatTransform(); + + vec2 camRot = vec2(.5,.5)+vec2(-.35,4.5)*(iMouse.yx/iResolution.yx); + vec3 pos, ray; + CamPolar( pos, ray, vec3(0), camRot, 3.0, 1.0, fragCoord ); + + float to = TraceOcean( pos, ray ); + float tb = TraceBoat( pos, ray ); + + vec3 result; + if ( to > 0.0 && ( to < tb || tb == 0.0 ) ) + result = ShadeOcean( pos+ray*to, ray, fragCoord ); + else if ( tb > 0.0 ) + result = ShadeBoat( pos+ray*tb, ray ); + else + result = Sky( ray ); + + // vignette effect + result *= 1.1*smoothstep( .35, 1.0, localRay.z ); + + fragColor = vec4(ToGamma(result),1.0); +} diff --git a/demos/art/shadertoys/Xl2XRW.fs b/demos/art/shadertoys/Xl2XRW.fs new file mode 100644 index 0000000..547b2dd --- /dev/null +++ b/demos/art/shadertoys/Xl2XRW.fs @@ -0,0 +1,954 @@ +// river.jpg + +// Where the River Goes +// @P_Malin + +// What started as a hacked flow and advection experiment turned into something nice. + +// Placeholder audio https://www.youtube.com/watch?v=gmar4gh5nIw suggested by @qthund on twitter + +//#define ENABLE_ULTRA_QUALITY + +#define ENABLE_WATER +#define ENABLE_FOAM +#define ENABLE_WATER_RECEIVE_SHADOW +#define ENABLE_CONE_STEPPING + + +// Textureless version +//#define ENABLE_NIMITZ_TRIANGLE_NOISE + +//#define ENABLE_LANDSCAPE_RECEIVE_SHADOW + +//#define ENABLE_SCREENSHOT_MODE +const float k_screenshotTime = 13.0; + +#if defined(ENABLE_SCREENSHOT_MODE) || defined(ENABLE_ULTRA_QUALITY) +#define ENABLE_SUPERSAMPLE_MODE +#endif + +#ifndef ENABLE_SCREENSHOT_MODE +#ifdef ENABLE_ULTRA_QUALITY +const int k_raymarchSteps = 96; +const int k_fmbSteps = 6; +const int k_superSampleCount = 6; +#else +const int k_raymarchSteps = 64; +const int k_fmbSteps = 3; +#endif +#else +const int k_raymarchSteps = 96; +const int k_fmbSteps = 5; +const int k_superSampleCount = 10; +#endif + +const int k_fmbWaterSteps = 4; + +#define OBJ_ID_SKY 0.0 +#define OBJ_ID_GROUND 1.0 + +float g_fTime; + +const vec3 g_vSunDir = vec3( -1.0, 0.7, 0.25 ); +vec3 GetSunDir() { return normalize( g_vSunDir ); } + +const vec3 g_sunColour = vec3( 1.0, 0.85, 0.5 ) * 5.0; +const vec3 g_skyColour = vec3( 0.1, 0.5, 1.0 ) * 1.0; + +const vec3 k_bgSkyColourUp = g_skyColour * 4.0; +const vec3 k_bgSkyColourDown = g_skyColour * 6.0; + +const vec3 k_envFloorColor = vec3(0.3, 0.2, 0.2); + +const vec3 k_vFogExt = vec3(0.01, 0.015, 0.015) * 3.0; +const vec3 k_vFogIn = vec3(1.0, 0.9, 0.8) * 0.015; + + +const float k_fFarClip = 20.0; + +#define MOD2 vec2(4.438975,3.972973) + +float Hash( float p ) +{ + // https://www.shadertoy.com/view/4djSRW - Dave Hoskins + vec2 p2 = fract(vec2(p) * MOD2); + p2 += dot(p2.yx, p2.xy+19.19); + return fract(p2.x * p2.y); + //return fract(sin(n)*43758.5453); +} + +float SmoothNoise(in vec2 o) +{ + vec2 p = floor(o); + vec2 f = fract(o); + + float n = p.x + p.y*57.0; + + float a = Hash(n+ 0.0); + float b = Hash(n+ 1.0); + float c = Hash(n+ 57.0); + float d = Hash(n+ 58.0); + + vec2 f2 = f * f; + vec2 f3 = f2 * f; + + vec2 t = 3.0 * f2 - 2.0 * f3; + + float u = t.x; + float v = t.y; + + float res = a + (b-a)*u +(c-a)*v + (a-b+d-c)*u*v; + + return res; +} + +float FBM( vec2 p, float ps ) { + float f = 0.0; + float tot = 0.0; + float a = 1.0; + for( int i=0; i 0.0 ) + { + if( vPos.y > 1.0 ) + { + intersection.m_objId = OBJ_ID_SKY; + intersection.m_dist = k_fFarClip; + break; + } + } + + + fSceneDist = GetSceneDistance( vPos ); + + oldT = intersection.m_dist; + intersection.m_dist += fSceneDist * stepScale; + + intersection.m_objId = OBJ_ID_GROUND; + if ( fSceneDist <= 0.01 ) + { + break; + } + + if ( intersection.m_dist > k_fFarClip ) + { + intersection.m_objId = OBJ_ID_SKY; + intersection.m_dist = k_fFarClip; + break; + } + + + } + + intersection.m_pos = vRayOrigin + vRayDir * intersection.m_dist; +} + +vec3 GetSceneNormal(const in vec3 vPos) +{ + const float fDelta = 0.001; + + vec3 vDir1 = vec3( 1.0, 0.0, -1.0); + vec3 vDir2 = vec3(-1.0, 0.0, 1.0); + vec3 vDir3 = vec3(-1.0, 0.0, -1.0); + + vec3 vOffset1 = vDir1 * fDelta; + vec3 vOffset2 = vDir2 * fDelta; + vec3 vOffset3 = vDir3 * fDelta; + + vec3 vPos1 = vPos + vOffset1; + vec3 vPos2 = vPos + vOffset2; + vec3 vPos3 = vPos + vOffset3; + + float f1 = GetSceneDistance( vPos1 ); + float f2 = GetSceneDistance( vPos2 ); + float f3 = GetSceneDistance( vPos3 ); + + vPos1.y -= f1; + vPos2.y -= f2; + vPos3.y -= f3; + + vec3 vNormal = cross( vPos1 - vPos2, vPos3 - vPos2 ); + + return normalize( vNormal ); +} + + +void TraceWater( vec3 vRayOrigin, vec3 vRayDir, out Intersection intersection ) +{ + intersection.m_dist = k_fFarClip; + + float t = -vRayOrigin.y / vRayDir.y; + if ( t > 0.0 ) + { + intersection.m_dist = t; + } + + intersection.m_pos = vRayOrigin + vRayDir * intersection.m_dist; +} + +struct Surface +{ + vec3 m_pos; + vec3 m_normal; + vec3 m_albedo; + vec3 m_specR0; + float m_gloss; + float m_specScale; +}; + +#ifdef ENABLE_NIMITZ_TRIANGLE_NOISE +// https://www.shadertoy.com/view/4ts3z2 + +float tri(in float x){return abs(fract(x)-.5);} +vec3 tri3(in vec3 p){return vec3( tri(p.z+tri(p.y)), tri(p.z+tri(p.x)), tri(p.y+tri(p.x)));} + +float triNoise(in vec3 p) +{ + float z=1.4; + float rz = 0.; + vec3 bp = p; + for (float i=0.; i<=4.; i++ ) + { + vec3 dg = tri3(bp*2.); + p += dg; + + bp *= 1.8; + z *= 1.5; + p *= 1.2; + + rz+= (tri(p.z+tri(p.x+tri(p.y))))/z; + bp += 0.14; + } + return rz; +} +#endif + +void GetSurfaceInfo( Intersection intersection, out Surface surface ) +{ + surface.m_pos = intersection.m_pos; + surface.m_normal = GetSceneNormal(intersection.m_pos); + +#ifdef ENABLE_NIMITZ_TRIANGLE_NOISE + vec3 vNoisePos = surface.m_pos * vec3(0.4, 0.3, 1.0); + surface.m_normal = normalize(surface.m_normal +triNoise(vNoisePos)); + float fNoise = triNoise(vNoisePos); + fNoise = pow( fNoise, 0.15); + surface.m_albedo = mix(vec3(.7,.8,.95), vec3(.1, .1,.05), fNoise ); +#else + #if 0 + surface.m_albedo = texture( iChannel0, intersection.m_pos.xz ).rgb; + surface.m_albedo = surface.m_albedo * surface.m_albedo; + #else + vec3 vWeights = surface.m_normal * surface.m_normal; + vec3 col = vec3(0.0); + vec3 _sample; + _sample = texture( iChannel0, intersection.m_pos.xz ).rgb; + col += _sample * _sample * vWeights.y; + _sample = texture( iChannel0, intersection.m_pos.xy ).rgb; + col += _sample * _sample * vWeights.z; + _sample = texture( iChannel0, intersection.m_pos.yz ).rgb; + col += _sample * _sample * vWeights.x; + col /= vWeights.x + vWeights.y + vWeights.z; + surface.m_albedo = col; + #endif +#endif + + surface.m_specR0 = vec3(0.001); + surface.m_gloss = 0.0; + surface.m_specScale = 1.0; +} + +float GIV( float dotNV, float k) +{ + return 1.0 / ((dotNV + 0.0001) * (1.0 - k)+k); +} + +float GetSunShadow( const vec3 vPos ) +{ + vec3 vSunDir = GetSunDir(); + + Intersection shadowInt; + float k_fShadowDist = 2.0; + RaymarchScene( vPos + vSunDir * k_fShadowDist, -vSunDir, shadowInt ); + + float fShadowFactor = 1.0; + if( shadowInt.m_dist < (k_fShadowDist - 0.1) ) + { + fShadowFactor = 0.0; + } + + return fShadowFactor; +} + +void AddSunLight( Surface surf, const vec3 vViewDir, const float fShadowFactor, inout vec3 vDiffuse, inout vec3 vSpecular ) +{ + vec3 vSunDir = GetSunDir(); + + vec3 vH = normalize( vViewDir + vSunDir ); + float fNdotL = clamp(dot(GetSunDir(), surf.m_normal), 0.0, 1.0); + float fNdotV = clamp(dot(vViewDir, surf.m_normal), 0.0, 1.0); + float fNdotH = clamp(dot(surf.m_normal, vH), 0.0, 1.0); + + float diffuseIntensity = fNdotL; + + vDiffuse += g_sunColour * diffuseIntensity * fShadowFactor; + //vDiffuse = fShadowFactor * vec3(100.0); + + float alpha = 1.0 - surf.m_gloss; + // D + + float alphaSqr = alpha * alpha; + float pi = 3.14159; + float denom = fNdotH * fNdotH * (alphaSqr - 1.0) + 1.0; + float d = alphaSqr / (pi * denom * denom); + + float k = alpha / 2.0; + float vis = GIV(fNdotL, k) * GIV(fNdotV, k); + + float fSpecularIntensity = d * vis * fNdotL; + vSpecular += g_sunColour * fSpecularIntensity * fShadowFactor; +} + +void AddSkyLight( Surface surf, inout vec3 vDiffuse, inout vec3 vSpecular ) +{ + float skyIntensity = max( 0.0, surf.m_normal.y * 0.3 + 0.7 ); + vDiffuse += g_skyColour * skyIntensity; +} + +vec3 GetFresnel( vec3 vView, vec3 vNormal, vec3 vR0, float fGloss ) +{ + float NdotV = max( 0.0, dot( vView, vNormal ) ); + + return vR0 + (vec3(1.0) - vR0) * pow( 1.0 - NdotV, 5.0 ) * pow( fGloss, 20.0 ); +} + +vec3 GetWaterExtinction( float dist ) +{ + float fOpticalDepth = dist * 6.0; + + vec3 vExtinctCol = 1.0 - vec3(0.5, 0.4, 0.1); + vec3 vExtinction = exp2( -fOpticalDepth * vExtinctCol ); + + return vExtinction; +} + +vec3 GetSkyColour( vec3 vRayDir ) +{ + vec3 vSkyColour = mix( k_bgSkyColourDown, k_bgSkyColourUp, clamp( vRayDir.y, 0.0, 1.0 ) ); + float fSunDotV = dot(GetSunDir(), vRayDir); + float fDirDot = clamp(fSunDotV * 0.5 + 0.5, 0.0, 1.0); + vSkyColour += g_sunColour * (1.0 - exp2(fDirDot * -0.5)) * 2.0; + + return vSkyColour; +} + +vec3 GetEnvColour( vec3 vRayDir, float fGloss ) +{ + return mix( k_envFloorColor, k_bgSkyColourUp, clamp( vRayDir.y * (1.0 - fGloss * 0.5) * 0.5 + 0.5, 0.0, 1.0 ) ); +} + + +vec3 GetRayColour( const in vec3 vRayOrigin, const in vec3 vRayDir, out Intersection intersection ) +{ + RaymarchScene( vRayOrigin, vRayDir, intersection ); + + if ( intersection.m_objId == OBJ_ID_SKY ) + { + return GetSkyColour( vRayDir ); + } + + Surface surface; + GetSurfaceInfo( intersection, surface ); + + vec3 vIgnore = vec3(0.0); + vec3 vResult = vec3(0.0); + float fSunShadow = 1.0; + AddSunLight( surface, -vRayDir, fSunShadow, vResult, vIgnore ); + AddSkyLight( surface, vResult, vIgnore); + return vResult * surface.m_albedo; +} + +vec3 GetRayColour( const in vec3 vRayOrigin, const in vec3 vRayDir ) +{ + Intersection intersection; + return GetRayColour( vRayOrigin, vRayDir, intersection ); +} + +vec3 GetSceneColour( const in vec3 vRayOrigin, const in vec3 vRayDir ) +{ + Intersection primaryInt; + RaymarchScene( vRayOrigin, vRayDir, primaryInt ); + + float fFogDistance = 0.0; + vec3 vResult = vec3( 0.0 ); + + float fSunDotV = dot(GetSunDir(), vRayDir); + + if ( primaryInt.m_objId == OBJ_ID_SKY ) + { + vResult = GetSkyColour( vRayDir ); + fFogDistance = k_fFarClip; + } + else + { + Intersection waterInt; + TraceWater( vRayOrigin, vRayDir, waterInt ); + + vec3 vReflectRayOrigin; + vec3 vSpecNormal; + vec3 vTransmitLight; + + Surface specSurface; + vec3 vSpecularLight = vec3(0.0); + + #ifdef ENABLE_WATER + vec3 vFlowRateAndFoam = GetFlowRate( waterInt.m_pos.xz ); + vec2 vFlowRate = vFlowRateAndFoam.xy; + #ifdef ENABLE_FOAM + float fFoam = vFlowRateAndFoam.z; + float fFoamScale = 1.5; + float fFoamOffset = 0.2; + fFoam = clamp( (fFoam - fFoamOffset) * fFoamScale, 0.0, 1.0 ); + fFoam = fFoam * fFoam * 0.5; + #else + float fFoam = 0.0; + #endif + + float fWaterFoamTex = 1.0; + vec4 vWaterNormalAndHeight = SampleFlowingNormal( waterInt.m_pos.xz, vFlowRate, fFoam, g_fTime, fWaterFoamTex ); + + if( vRayDir.y < -0.01 ) + { + // lie about the water intersection depth + waterInt.m_dist -= (0.04 * (1.0 - vWaterNormalAndHeight.w) / vRayDir.y); + } + + if( waterInt.m_dist < primaryInt.m_dist ) + { + fFogDistance = waterInt.m_dist; + vec3 vWaterNormal = vWaterNormalAndHeight.xyz; + + vReflectRayOrigin = waterInt.m_pos; + vSpecNormal = vWaterNormal; + + vec3 vRefractRayOrigin = waterInt.m_pos; + vec3 vRefractRayDir = refract( vRayDir, vWaterNormal, 1.0 / 1.3333 ); + + Intersection refractInt; + vec3 vRefractLight = GetRayColour( vRefractRayOrigin, vRefractRayDir, refractInt ); // note : dont need sky + + float fEdgeAlpha = clamp( (1.0 + vWaterNormalAndHeight.w * 0.25) - refractInt.m_dist * 10.0, 0.0, 1.0 ); + fFoam *= 1.0 - fEdgeAlpha; + + // add extra extinction for the light travelling to the point underwater + vec3 vExtinction = GetWaterExtinction( refractInt.m_dist + abs( refractInt.m_pos.y ) ); + + specSurface.m_pos = waterInt.m_pos; + specSurface.m_normal = normalize( vWaterNormal + GetSunDir() * fFoam ); // would rather have SSS for foam + specSurface.m_albedo = vec3(1.0); + specSurface.m_specR0 = vec3( 0.01, 0.01, 0.01 ); + + vec2 vFilterWidth = max(abs(dFdx(waterInt.m_pos.xz)), abs(dFdy(waterInt.m_pos.xz))); + float fFilterWidth= max(vFilterWidth.x, vFilterWidth.y); + float fGlossFactor = exp2( -fFilterWidth * 0.3 ); + specSurface.m_gloss = 0.99 * fGlossFactor; + specSurface.m_specScale = 1.0; + + vec3 vSurfaceDiffuse = vec3(0.0); + + float fSunShadow = 1.0; + #ifdef ENABLE_WATER_RECEIVE_SHADOW + fSunShadow = GetSunShadow( waterInt.m_pos ); + #endif + AddSunLight( specSurface, -vRayDir, fSunShadow, vSurfaceDiffuse, vSpecularLight); + AddSkyLight( specSurface, vSurfaceDiffuse, vSpecularLight); + + vec3 vInscatter = vSurfaceDiffuse * (1.0 - exp( -refractInt.m_dist * 0.1 )) * (1.0 + fSunDotV); + vTransmitLight = vRefractLight.rgb; + vTransmitLight += vInscatter; + vTransmitLight *= vExtinction; + + + #ifdef ENABLE_FOAM + float fFoamBlend = 1.0 - pow( fWaterFoamTex, fFoam * 5.0);// * (1.0 - fWaterFoamTex)); + vTransmitLight = mix(vTransmitLight, vSurfaceDiffuse * 0.8, fFoamBlend ); + specSurface.m_specScale = clamp(1.0 - fFoamBlend * 4.0, 0.0, 1.0); + #endif + } + else + #endif // #ifdef ENABLE_WATER + { + fFogDistance = primaryInt.m_dist; + + Surface primarySurface; + GetSurfaceInfo( primaryInt, primarySurface ); + + vSpecNormal = primarySurface.m_normal; + vReflectRayOrigin = primaryInt.m_pos; + + float fWetness = 1.0 - clamp( (vReflectRayOrigin.y + 0.025) * 5.0, 0.0, 1.0); + primarySurface.m_gloss = mix( primarySurface.m_albedo.r, 1.0, fWetness ); + primarySurface.m_albedo = mix( primarySurface.m_albedo, primarySurface.m_albedo * 0.8, fWetness ); + + vTransmitLight = vec3(0.0); + float fSunShadow = 1.0; + #ifdef ENABLE_LANDSCAPE_RECEIVE_SHADOW + fSunShadow = GetSunShadow( primaryInt.m_pos ); + #endif + AddSunLight( primarySurface, -vRayDir, fSunShadow, vTransmitLight, vSpecularLight); + AddSkyLight( primarySurface, vTransmitLight, vSpecularLight); + vTransmitLight *= primarySurface.m_albedo; + specSurface = primarySurface; + } + + vec3 vReflectRayDir = reflect( vRayDir, vSpecNormal ); + vec3 vReflectLight = GetRayColour( vReflectRayOrigin, vReflectRayDir ); + + vReflectLight = mix( GetEnvColour(vReflectRayDir, specSurface.m_gloss), vReflectLight, pow( specSurface.m_gloss, 40.0) ); + + vec3 vFresnel = GetFresnel( -vRayDir, vSpecNormal, specSurface.m_specR0, specSurface.m_gloss ); + + vSpecularLight += vReflectLight; + vResult = mix(vTransmitLight, vSpecularLight, vFresnel * specSurface.m_specScale ); + } + + + if ( fFogDistance >= k_fFarClip ) + { + fFogDistance = 100.0; + vResult = smoothstep( 0.9995, 0.9999, fSunDotV ) * g_sunColour * 200.0; + } + + vec3 vFogColour = GetSkyColour(vRayDir); + + vec3 vFogExtCol = exp2( k_vFogExt * -fFogDistance ); + vec3 vFogInCol = exp2( k_vFogIn * -fFogDistance ); + vResult = vResult*(vFogExtCol) + vFogColour*(1.0-vFogInCol); + + return vResult; +} + +// Code from https://www.shadertoy.com/view/ltlSWf +void BlockRender(in vec2 fragCoord) +{ + const float blockRate = 15.0; + const float blockSize = 64.0; + float frame = floor(iGlobalTime * blockRate); + vec2 blockRes = floor(iResolution.xy / blockSize) + vec2(1.0); + float blockX = fract(frame / blockRes.x) * blockRes.x; + float blockY = fract(floor(frame / blockRes.x) / blockRes.y) * blockRes.y; + // Don't draw anything outside the current block. + if ((fragCoord.x - blockX * blockSize >= blockSize) || + (fragCoord.x - (blockX - 1.0) * blockSize < blockSize) || + (fragCoord.y - blockY * blockSize >= blockSize) || + (fragCoord.y - (blockY - 1.0) * blockSize < blockSize)) + { + discard; + } +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + g_fTime = iGlobalTime; + +#ifdef ENABLE_SCREENSHOT_MODE + BlockRender( fragCoord.xy ); + float fBaseTime = k_screenshotTime; +#else + float fBaseTime = iGlobalTime; +#endif + g_fTime = fBaseTime; + + float fCameraTime = g_fTime; + + // Static camera locations + //fCameraTime = 146.0; // some rocks + + vec2 vUV = fragCoord.xy / iResolution.xy; + + vec3 vCameraTarget = vec3(0.0, -0.5, 0.0); + + vCameraTarget.x -= fCameraTime * 0.5; + + vec3 vCameraPos = vCameraTarget + vec3(0.0, 0.0, 0.0); + + float fHeading = fCameraTime * 0.1; + float fDist = 1.5 - cos(fCameraTime * 0.1 + 2.0) * 0.8; + + if( iMouse.z > 0.0 ) + { + fHeading = iMouse.x * 10.0 / iResolution.x; + fDist = 5.0 - iMouse.y * 5.0 / iResolution.y; + } + + vCameraPos.y += 1.0 + fDist * fDist * 0.01; + + vCameraPos.x += sin( fHeading ) * fDist; + vCameraPos.z += cos( fHeading ) * fDist; + + vCameraTarget.z += GetRiverMeander( vCameraTarget.x ); + vCameraPos.z += GetRiverMeander( vCameraPos.x ); + + vCameraPos.y = max( vCameraPos.y, GetTerrainHeightSimple( vCameraPos ) + 0.2 ); + + vec3 vRayOrigin = vCameraPos; + vec3 vRayDir = GetCameraRayDir( GetWindowCoord(vUV), vCameraPos, vCameraTarget ); + +#ifndef ENABLE_SUPERSAMPLE_MODE + vec3 vResult = GetSceneColour(vRayOrigin, vRayDir); +#else + vec3 vResult = vec3(0.0); + float fTot = 0.0; + for(int i=0; i 0.99 || t > 6.)break; + vec3 pos = ro + t*rd; + vec4 col = map(pos); + float den = col.a; + col.a *= ALPHA_WEIGHT; + col.rgb *= col.a*1.7; + rz += col*(1. - rz.a); + t += BASE_STEP - den*(BASE_STEP-BASE_STEP*0.015); + } + return rz; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 p = fragCoord.xy/iResolution.xy*2. - 1.; + p.x *= iResolution.x/iResolution.y*0.95; + mo = 2.0*iMouse.xy/iResolution.xy; + mo = (mo==vec2(.0))?mo=vec2(0.5,1.):mo; + + vec3 ro = 4.*normalize(vec3(cos(2.75-2.0*(mo.x+time*0.05)), sin(time*0.22)*0.2, sin(2.75-2.0*(mo.x+time*0.05)))); + vec3 eye = normalize(vec3(0) - ro); + vec3 rgt = normalize(cross(vec3(0,1,0), eye)); + vec3 up = cross(eye,rgt); + vec3 rd = normalize(p.x*rgt + p.y*up + (3.3-sin(time*0.3)*.7)*eye); + + vec4 col = vmarch(ro, rd); + fragColor = vec4(col.rgb, 1.0); +} \ No newline at end of file diff --git a/demos/art/shadertoys/XsBSDm.fs b/demos/art/shadertoys/XsBSDm.fs new file mode 100644 index 0000000..37d7c02 --- /dev/null +++ b/demos/art/shadertoys/XsBSDm.fs @@ -0,0 +1,499 @@ +// https://www.shadertoy.com/view/XsBSDm + +float g_cw = 15.; // char width in normalized units +float g_ch = 30.; // char height in normalized units + +float g_cwb = .6; // character width buffer as a percentage of char width +float g_chb = .5; // line buffer as a percentage of char height + +// vertical segment with the bottom of the segment being s +// and having length d +float vd( vec2 s, float d, vec2 uv ) +{ + float t = (d * (uv.y - s.y)) / (d*d); + t = clamp(t, 0., 1.); + return .1 * length((s + t * vec2(0., d)) - uv); +} + +// horizontal segment with the left of the segment being s +// and having length d +float hd( vec2 s, float d, vec2 uv ) +{ + float t = (d * (uv.x - s.x)) / (d*d); + t = clamp(t, 0., 1.); + return .1 * length((s + t * vec2(d, 0.)) - uv); +} + +// divide the experience into cells. +vec2 mod_uv(vec2 uv) +{ + return vec2(mod(uv.x, g_cw * (1. + g_cwb)), + mod(uv.y, g_ch * (1. + g_chb))); +} + +// --------------------------------------------- +// ALPHABET +float a(vec2 uv) +{ + float r = vd(vec2(0.), g_ch * .9, uv); + r = min(r, hd(vec2(g_cw * .1, g_ch), g_cw * .8, uv)); + r = min(r, vd(vec2(g_cw, 0.), g_ch * .9, uv)); + r = min(r, hd(vec2(0., g_ch * .6), g_cw, uv)); + return r; +} + +float b(vec2 uv) +{ + float r = vd(vec2(0.), g_ch, uv); + r = min(r, hd(vec2(.0, g_ch), g_cw, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .7), g_ch * .3, uv)); + r = min(r, hd(vec2(0., g_ch * .6), g_cw * .8, uv)); + r = min(r, vd(vec2(g_cw, 0.), g_ch * .5, uv)); + r = min(r, hd(vec2(0.), g_cw, uv)); + return r; +} + +float c(vec2 uv) +{ + float r = vd(vec2(0., g_ch * .1), g_ch * .8, uv); + r = min(r, hd(vec2(g_cw * .1, 0.), g_cw * .9, uv)); + r = min(r, hd(vec2(g_cw * .1, g_ch), g_cw * .9, uv)); + return r; +} + +float d(vec2 uv) +{ + float r = vd(vec2(0.), g_ch, uv); + r = min(r, vd(vec2(g_cw, g_ch * .1), g_ch * .8, uv)); + r = min(r, hd(vec2(0.), g_cw * .9, uv)); + r = min(r, hd(vec2(.0, g_ch), g_cw * .9, uv)); + return r; +} + +float e(vec2 uv) +{ + float r = hd(vec2(.0, g_ch), g_cw, uv); + r = min(r, vd(vec2(0.), g_ch, uv)); + r = min(r, hd(vec2(0.), g_cw, uv)); + r = min(r, hd(vec2(0., g_ch * .6), g_cw * .8, uv)); + return r; +} + +float f(vec2 uv) +{ + float r = hd(vec2(0., g_ch), g_cw, uv); + r = min(r, vd(vec2(0.), g_ch, uv)); + r = min(r, hd(vec2(0., g_ch * .6), g_cw * .8, uv)); + return r; +} + +float g(vec2 uv) +{ + float r = hd(vec2(g_cw * .1, g_ch), g_cw * .8, uv); + r = min(r, vd(vec2(0., g_ch * .1), g_ch * .8, uv)); + r = min(r, hd(vec2(g_cw * .1, 0.), g_cw * .8, uv)); + r = min(r, vd(vec2(g_cw, .1 * g_ch), g_ch * .4, uv)); + r = min(r, hd(vec2(g_cw * .5, g_ch * .6), g_cw * .4, uv)); + return r; +} + +float h(vec2 uv) +{ + float r = vd(vec2(0.), g_ch, uv); + r = min(r, vd(vec2(g_cw, 0.), g_ch, uv)); + r = min(r, hd(vec2(.0, g_ch * .6), g_cw, uv)); + return r; +} +float i(vec2 uv) +{ + float r = hd(vec2(0.), g_cw, uv); + r = min(r, vd(vec2(g_cw * .5, 0.), g_ch, uv)); + r = min(r, hd(vec2(0., g_ch), g_cw, uv)); + return r; +} + +float j(vec2 uv) +{ + float r = vd(vec2(g_cw, g_ch * .1), g_ch * .9, uv); + r = min(r, hd(vec2(g_cw * .1, 0.), g_cw * .8, uv)); + r = min(r, vd(vec2(0., g_ch * .1), g_ch * .2, uv)); + return r; +} + + +float k(vec2 uv) +{ + float r = vd(vec2(0.), g_ch, uv); + r = min(r, vd(vec2(g_cw, g_ch*.7), g_ch * .3, uv)); + r = min(r, vd(vec2(g_cw, 0.), g_ch * .5, uv)); + r = min(r, hd(vec2(0., g_ch * .6), g_cw * .8, uv)); + return r; +} + +float l(vec2 uv) +{ + float r = vd(vec2(0.), g_ch, uv); + r = min(r, hd(vec2(0.), g_cw, uv)); + return r; +} + +float m(vec2 uv) +{ + float r = vd(vec2(0.), g_ch, uv); + r = min(r, vd(vec2(g_cw, 0.), g_ch, uv)); + r = min(r, hd(vec2(0., g_ch), g_cw * .3, uv)); + r = min(r, vd(vec2(g_cw * .5, g_ch * .6), .3 * g_ch, uv)); + r = min(r, hd(vec2(g_cw * .7, g_ch), g_cw * .3, uv)); + return r; +} + +float n(vec2 uv) +{ + float r = vd(vec2(0.), g_ch, uv); + r = min(r, vd(vec2(g_cw, 0.), g_ch, uv)); + r = min(r, vd(vec2(g_cw * .1, g_ch * .9), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .3, g_ch * .7), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .5, g_ch * .5), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .7, g_ch * .3), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .9, 0.), g_ch * .2, uv)); + return r; +} + +float o(vec2 uv) +{ + float r = vd(vec2(0., g_ch * .1), g_ch * .8, uv); + r = min(r, hd(vec2(g_cw * .1, g_ch), g_cw * .8, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .1), g_ch * .8, uv)); + r = min(r, hd(vec2(g_cw * .1, 0.), g_cw * .8, uv)); + return r; +} + +float p(vec2 uv) +{ + float r = vd(vec2(0.), g_ch, uv); + r = min(r, hd(vec2(0., g_ch), g_cw, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .7), g_ch * .3, uv)); + r = min(r, hd(vec2(0., g_ch * .6), g_cw * .8, uv)); + return r; +} +float q(vec2 uv) +{ + float r = vd(vec2(0., g_ch * .1), g_ch * .8, uv); + r = min(r, hd(vec2(g_cw * .1, g_ch), g_cw * .8, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .1), g_ch * .8, uv)); + r = min(r, hd(vec2(g_cw * .1, 0.), g_cw * .8, uv)); + r = min(r, vd(vec2(g_cw * .7, g_ch * -.05), g_cw * .4, uv)); + return r; +} + +float r(vec2 uv) +{ + float r = vd(vec2(0.), g_ch, uv); + r = min(r, hd(vec2(.0, g_ch), g_cw, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .7), g_ch * .3, uv)); + r = min(r, hd(vec2(0., g_ch * .6), g_cw * .8, uv)); + r = min(r, vd(vec2(g_cw, 0.), g_ch * .5, uv)); + return r; +} +float s(vec2 uv) +{ + float r = hd(vec2(0.), g_cw * .9, uv); + r = min(r, vd(vec2(g_cw, g_ch * .1), g_ch * .4, uv)); + r = min(r, hd(vec2(g_cw * .2, g_ch * .6), g_cw * .7, uv)); + r = min(r, vd(vec2(0., g_ch * .7), g_ch * .2, uv)); + r = min(r, hd(vec2(g_cw * .2, g_ch), g_cw * .8, uv)); + return r; +} + +float t(vec2 uv) +{ + float r = hd(vec2(0., g_ch), g_cw, uv); + r = min(r, vd(vec2(g_cw * .5, 0.), g_ch, uv)); + return r; +} + + +float u(vec2 uv) +{ + float r = vd(vec2(0., g_ch * .1), g_ch * .9, uv); + r = min(r, hd(vec2(g_cw * .1, 0.), g_cw * .8, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .1), g_ch * .9, uv)); + return r; +} + +float v(vec2 uv) +{ + float r = vd(vec2(0., g_ch * .5), g_ch * .5, uv); + r = min(r, vd(vec2(g_cw, g_ch * .5), g_ch * .5, uv)); + r = min(r, vd(vec2(g_cw * .2, g_ch * .2), g_ch * .2, uv)); + r = min(r, vd(vec2(g_cw * .8, g_ch * .2), g_ch * .2, uv)); + r = min(r, vd(vec2(g_cw * .5, 0.), g_ch * .1, uv)); + return r; +} + +float w(vec2 uv) +{ + float r = vd(vec2(0.), g_ch, uv); + r = min(r, vd(vec2(g_cw, 0.), g_ch, uv)); + r = min(r, vd(vec2(g_cw * .5, g_ch * .1), g_ch * .3, uv)); + r = min(r, hd(vec2(0.), g_cw * .3, uv)); + r = min(r, hd(vec2(g_cw * .7, 0.), g_cw * .3, uv)); + return r; +} + +float x(vec2 uv) +{ + float r = vd(vec2(0., g_ch * .9), g_ch * .1, uv); + r = min(r, vd(vec2(g_cw * .2, g_ch * .7), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .5, g_ch * .5), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .8, g_ch * .3), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw, 0.), g_ch * .2, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .9), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .8, g_ch * .7), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .2, g_ch * .3), g_ch * .1, uv)); + r = min(r, vd(vec2(0.), g_ch * .2, uv)); + + return r; +} + +float y(vec2 uv) +{ + float r = vd(vec2(0., g_ch * .8), g_ch * .2, uv); + r = min(r, vd(vec2(g_cw * .2, g_ch * .6), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .8, g_ch * .6), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .8), g_ch * .2, uv)); + r = min(r, vd(vec2(g_cw * .5, 0.), g_ch * .5, uv)); + + return r; +} +float z(vec2 uv) +{ + float r = hd(vec2(0., g_ch), g_cw, uv); + r = min(r, vd(vec2(g_cw * .9, g_ch * .9), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .7, g_ch * .7), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .5, g_ch * .5), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .3, g_ch * .3), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .1, g_ch * .1), g_ch * .1, uv)); + r = min(r, hd(vec2(0.), g_cw, uv)); + return r; +} + +// --------------------------------------------- +// NUMBERS + +float n1(vec2 uv) +{ + float r = hd(vec2(g_cw * .3, g_ch), g_cw * .2, uv); + r = min(r, vd(vec2(g_cw * .5, 0.) , g_ch, uv)); + return r; +} + + +float n2(vec2 uv) +{ + float r = hd(vec2(0., g_ch), .9 * g_cw, uv); + r = min(r, vd(vec2(g_cw, g_ch*.7), g_ch * .2, uv)); + r = min(r, hd(vec2(g_cw * .2, g_ch * .6), g_cw * .7, uv)); + r = min(r, vd(vec2(0.), g_ch * .5, uv)); + r = min(r, hd(vec2(0.), g_cw * .9, uv)); + return r; +} +float n3(vec2 uv) +{ + float r = hd(vec2(0., g_ch), .9 * g_cw, uv); + r = min(r, vd(vec2(g_cw, g_ch * .1), g_ch * .4, uv)); + r = min(r, hd(vec2(g_cw * .2, g_ch * .6), g_cw * .7, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .7), g_ch * .2, uv)); + r = min(r, hd(vec2(0.), g_cw * .9, uv)); + return r; +} +float n4(vec2 uv) +{ + float r = vd(vec2(0., g_ch * .6), g_ch * .4, uv); + r = min(r, hd(vec2(.0, g_ch * .6), g_cw, uv)); + r = min(r, vd(vec2(g_cw, 0.), g_ch, uv)); + return r; +} + +float n5(vec2 uv) +{ + float r = hd(vec2(0., g_ch), g_cw, uv); + r = min(r, vd(vec2(0., g_ch*.6), g_ch * .4, uv)); + r = min(r, hd(vec2(g_cw * .1, g_ch * .6), g_cw * .8, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .1), g_ch * .4, uv)); + r = min(r, hd(vec2(0.), g_cw * .9, uv)); + return r; +} +float n6(vec2 uv) +{ + float r = hd(vec2(g_cw * .1, g_ch), g_cw * .9, uv); + r = min(r, vd(vec2(0., g_ch * .1), g_ch * .8, uv)); + r = min(r, hd(vec2(g_cw * .1, 0.), g_cw * .8, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .1), g_ch * .4, uv)); + r = min(r, hd(vec2(g_cw * .2, g_ch * .6), g_cw * .7, uv)); + return r; +} +float n7(vec2 uv) +{ + + float r = hd(vec2(0., g_ch), g_cw, uv); + r = min(r, vd(vec2(g_cw * .9, g_ch * .9), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .7, g_ch * .7), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .5, g_ch * .5), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .3, g_ch * .3), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .1, 0.), g_ch * .2, uv)); + return r; +} + +float n8(vec2 uv) +{ + float r = hd(vec2(g_cw * .1, 0.), g_cw * .8, uv); + r = min(r, vd(vec2(g_cw, g_ch * .1), g_ch * .4, uv)); + r = min(r, hd(vec2(g_cw * .2, g_ch * .6), g_cw * .7, uv)); + r = min(r, vd(vec2(0., g_ch * .1), g_ch * .4, uv)); + r = min(r, hd(vec2(g_cw * .1, g_ch), .8 * g_cw, uv)); + r = min(r, vd(vec2(0., g_ch * .7), g_ch * .2, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .7), g_ch * .2, uv)); + return r; +} +float n9(vec2 uv) +{ + float r = hd(vec2(g_cw * .1, 0.), g_cw * .8, uv); + r = min(r, vd(vec2(g_cw, g_ch * .1), g_ch * .8, uv)); + r = min(r, hd(vec2(g_cw * .2, g_ch * .6), g_cw * .6, uv)); + r = min(r, hd(vec2(g_cw * .1, g_ch), g_cw * .8, uv)); + r = min(r, vd(vec2(0., g_ch * .7), g_ch * .2, uv)); + return r; +} +float n0(vec2 uv) +{ + float r = vd(vec2(0., g_ch * .1), g_ch * .8, uv); + r = min(r, hd(vec2(g_cw * .1, g_ch), g_cw * .8, uv)); + r = min(r, vd(vec2(g_cw, g_ch * .1), g_ch * .8, uv)); + r = min(r, hd(vec2(g_cw * .1, 0.), g_cw * .8, uv)); + + r = min(r, vd(vec2(g_cw * .9, g_ch * .9), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .7, g_ch * .7), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .5, g_ch * .5), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .3, g_ch * .3), g_ch * .1, uv)); + r = min(r, vd(vec2(g_cw * .1, g_ch * .1), g_ch * .1, uv)); + + return r; +} + +// --------------------------------------------- +// SPECIAL CHARACTERS + +float pe(vec2 uv) // period +{ + float r = vd(vec2(0.), g_ch * .02, uv); + + return r; +} + +// --------------------------------------------- +// MACROS + +#define A if (cs == idx) { tx = min(tx, a(uv)); } idx++; +#define B if (cs == idx) { tx = min(tx, b(uv)); } idx++; +#define C if (cs == idx) { tx = min(tx, c(uv)); } idx++; +#define D if (cs == idx) { tx = min(tx, d(uv)); } idx++; +#define E if (cs == idx) { tx = min(tx, e(uv)); } idx++; +#define F if (cs == idx) { tx = min(tx, f(uv)); } idx++; +#define G if (cs == idx) { tx = min(tx, g(uv)); } idx++; +#define H if (cs == idx) { tx = min(tx, h(uv)); } idx++; +#define I if (cs == idx) { tx = min(tx, i(uv)); } idx++; +#define J if (cs == idx) { tx = min(tx, j(uv)); } idx++; +#define K if (cs == idx) { tx = min(tx, k(uv)); } idx++; +#define L if (cs == idx) { tx = min(tx, l(uv)); } idx++; +#define M if (cs == idx) { tx = min(tx, m(uv)); } idx++; +#define N if (cs == idx) { tx = min(tx, n(uv)); } idx++; +#define O if (cs == idx) { tx = min(tx, o(uv)); } idx++; +#define P if (cs == idx) { tx = min(tx, p(uv)); } idx++; +#define Q if (cs == idx) { tx = min(tx, q(uv)); } idx++; +#define R if (cs == idx) { tx = min(tx, r(uv)); } idx++; +#define S if (cs == idx) { tx = min(tx, s(uv)); } idx++; +#define T if (cs == idx) { tx = min(tx, t(uv)); } idx++; +#define U if (cs == idx) { tx = min(tx, u(uv)); } idx++; +#define V if (cs == idx) { tx = min(tx, v(uv)); } idx++; +#define W if (cs == idx) { tx = min(tx, w(uv)); } idx++; +#define X if (cs == idx) { tx = min(tx, x(uv)); } idx++; +#define Y if (cs == idx) { tx = min(tx, y(uv)); } idx++; +#define Z if (cs == idx) { tx = min(tx, z(uv)); } idx++; +#define N1 if (cs == idx) { tx = min(tx, n1(uv)); } idx++; +#define N2 if (cs == idx) { tx = min(tx, n2(uv)); } idx++; +#define N3 if (cs == idx) { tx = min(tx, n3(uv)); } idx++; +#define N4 if (cs == idx) { tx = min(tx, n4(uv)); } idx++; +#define N5 if (cs == idx) { tx = min(tx, n5(uv)); } idx++; +#define N6 if (cs == idx) { tx = min(tx, n6(uv)); } idx++; +#define N7 if (cs == idx) { tx = min(tx, n7(uv)); } idx++; +#define N8 if (cs == idx) { tx = min(tx, n8(uv)); } idx++; +#define N9 if (cs == idx) { tx = min(tx, n9(uv)); } idx++; +#define N0 if (cs == idx) { tx = min(tx, n0(uv)); } idx++; +#define PE if (cs == idx) { tx = min(tx, pe(uv)); } idx++; +#define SP idx++; +#define NL idx+=int(cc - mod(float(idx), cc)); + +// --------------------------------------------- + + +// Periodic saw tooth function that repeats with a period of +// 4 and ranges from [-1, 1]. +// The function starts out at 0 for x=0, +// raises to 1 for x=1, +// drops to 0 for x=2, +// continues to -1 for x=3, +// and then rises back to 0 for x=4 +// to complete the period + +float sawtooth( float x ) +{ + float xmod = mod(x+3.0, 4.); + return abs(xmod-2.0) - 1.; +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + + float display_width = 1010.; + float cc = floor(display_width / (g_cw * (1. + g_cwb))); // character count per line + + vec2 uv = (fragCoord.xy) / iResolution.xx; + uv.y = iResolution.y/iResolution.x - uv.y; // type from top to bottom, left to right + uv *= display_width; + + int cs = int(floor(uv.x / (g_cw * (1. + g_cwb))) + cc * floor(uv.y/(g_ch * (1. + g_chb)))); + + uv = mod_uv(uv); + uv.y = g_ch * (1. + g_chb) - uv.y; // paint the character from the bottom left corner + vec3 ccol = .35 * vec3(.1, .3, .2) * max(smoothstep(3., 0., uv.x), smoothstep(5., 0., uv.y)); + uv -= vec2(g_cw * g_cwb * .5, g_ch * g_chb * .5); + + float tx = 10000.; + int idx = 0; + + //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 N1 N2 N3 N4 N5 N6 N7 N8 N9 N0 PE NL + + NL + NL + SP I N SP T H E SP N O T SP T O O SP D I S T A N T SP F U T U R E NL + SP W A Y SP D O W N SP I N SP D E E P SP N1 N3 NL + SP D R PE SP F O R R E S T E R SP A N D SP T V S SP F R A N K NL + SP W E R E SP H A T C H I N G SP A N SP E V I L SP S C H E M E PE NL + SP T H E Y SP H I R E D SP A SP T E M P SP B Y SP T H E SP N A M E SP O F SP M I K E NL + SP J U S T SP A SP R E G U L A R SP J O E SP T H E Y SP D I D N T SP L I K E PE NL + SP T H E I R SP E X P E R I M E N T SP N E E D E D SP A SP G O O D SP T E S T SP C A S E NL + SP S O SP T H E Y SP C O N K E D SP H I M SP O N SP T H E SP N O G G I N NL + SP A N D SP T H E Y SP S H O T SP H I M SP I N T O SP S P A C E SP PE PE PE + + float throb = .4 + .2 * (.5 * sin(4. * iGlobalTime - .05 * float(cs)) + .5); + vec3 tcol = vec3(.7, 1., .8) * smoothstep(.2, .0, tx); + vec3 tglow = vec3(.7, 1., .8) * (.3 * throb + .7 * mix(.6, 1., throb) * smoothstep(throb, .1, tx)); + + vec3 terminal_color = ccol + tcol + tglow; + vec3 simple_color = vec3(max(0., 1. - tx)); + float trans = smoothstep(-.1, .1, sawtooth(.3 * iGlobalTime - 1.)); + + fragColor = vec4(mix(terminal_color, simple_color, trans), 1.0); + +} \ No newline at end of file diff --git a/demos/art/shadertoys/XsK3RR.fs b/demos/art/shadertoys/XsK3RR.fs new file mode 100644 index 0000000..4fec510 --- /dev/null +++ b/demos/art/shadertoys/XsK3RR.fs @@ -0,0 +1,161 @@ +#define NUM_LIGHTS 6 +#define WALL_COLOR vec3(1.0, 0.5, 0.1) +#define FLOOR_COLOR vec3(0.4, 0.4, 0.4) +#define AMBIENT_LIGHT vec3(0.1, 0.1, 0.1) +//#define SHOW_SHADOWMAP + +#define INF 1e8 +#define EPS 1e-3 +float tau = atan(1.0)*8.0; + +//Globals +vec2 res = vec2(0); //Y-Normalized resolution +vec2 mouse = vec2(0); //Mouse coords (form center) +float psz = 0.0; //Pixel size +vec2 hpo = vec2(0); //Half pixel offset + +// Shapes +float sdCircle(float r, vec2 uv) +{ + return length(uv) - r; +} + +float sdRing(float ir, float or, vec2 uv) +{ + return abs(length(uv) - (ir+or)/2.0) - (or - ir); +} + +float sdBox(float s, vec2 uv) +{ + return max(abs(uv.x), abs(uv.y)) - s; +} + +float sdRect(vec2 s, vec2 uv) +{ + uv = abs(uv) - s; + return max(uv.x, uv.y); +} + +float sdPlane(vec2 dir, vec2 uv) +{ + return dot(normalize(dir), uv); +} + +// Operations +float opU(float a, float b) +{ + return min(a, b); +} + +float opI(float a, float b) +{ + return max(a, b); +} + +float opS(float a, float b) +{ + return max(-a, b); +} + +//Domain modifiers +mat2 Rotate(float a) +{ + return mat2(cos(a), sin(a),-sin(a), cos(a)); +} + +vec2 Rep1(vec2 uv, float r) +{ + uv.x = mod(uv.x, r) - r/2.0; + return uv; +} + +vec2 Rep2(vec2 uv, vec2 r) +{ + return mod(uv, r) - r/2.0; +} + +// Scene function (must be changed in both tabs) +float Scene(vec2 uv) +{ + float d = -sdRect(res/2.0 - 0.05, uv); + + vec2 rp = Rep2(uv, vec2(0.2)); + + d = opU(sdCircle(0.02, rp), d); + + rp = Rep1(uv, 0.2); + + d = opU(sdRect(vec2(0.005,0.1), rp), d); + + d = opS(sdBox(0.2, uv), d); + + d = opU(sdRing(0.08, 0.09, uv), d); + + d = opS(sdRect(vec2(0.11,0.03), uv * Rotate(iGlobalTime)), d); + + return d; +} + +vec2 LightOrigin(int id) +{ + return texture(iChannel0,vec2(0, float(id))/iResolution.xy + hpo).yz; +} + +vec3 LightColor(int id) +{ + return texture(iChannel0,vec2(1, float(id))/iResolution.xy + hpo).yzw; +} + +float SampleShadow(int id, vec2 uv) +{ + float a = atan(uv.y, uv.x)/tau + 0.5; + float r = length(uv); + + float idn = float(id)/iResolution.y; + + float s = texture(iChannel0, vec2(a, idn) + hpo).x; + + return 1.0-smoothstep(s, s+0.02, length(uv)); +} + +//Reads lights from light buffer and combines them. +vec3 MixLights(vec2 uv) +{ + vec3 b = AMBIENT_LIGHT; + + for(int i = 0;i < NUM_LIGHTS;i++) + { + vec2 o = LightOrigin(i); + vec3 c = LightColor(i); + + float l = 0.01 / pow(length(vec3(uv - o, 0.1)), 2.0); + l *= SampleShadow(i, uv-o); + b += c * l; + } + + return b; +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + hpo = 0.5 / iResolution.xy; + res = iResolution.xy / iResolution.y; + psz = 1.0 / iResolution.y; + vec2 uv = fragCoord.xy / iResolution.y - res/2.0; + + mouse = iMouse.xy / iResolution.y - res/2.0; + + vec3 col = vec3(0); + + float d = Scene(uv); + + col = mix(FLOOR_COLOR, WALL_COLOR, smoothstep(psz, 0.0, d)); + + col *= MixLights(uv); + + #ifdef SHOW_SHADOWMAP + col = texture(iChannel0, fragCoord/iResolution.xy).rgb; + #endif + + fragColor = vec4(col, 1.0); +} diff --git a/demos/art/shadertoys/XsSSRW.fs b/demos/art/shadertoys/XsSSRW.fs new file mode 100644 index 0000000..1dcf9b8 --- /dev/null +++ b/demos/art/shadertoys/XsSSRW.fs @@ -0,0 +1,396 @@ +// stone.jpg +// Abandoned base. Created by Reinder Nijhoff 2014 +// @reindernijhoff +// +// https://www.shadertoy.com/view/XsSSRW +// + +// #define GOLD +#define BUMPMAP +#define MARCHSTEPS 128 +#define MARCHSTEPSREFLECTION 64 +#define SPHERE + +//---------------------------------------------------------------------- +const vec2 dropPosition = vec2(1.05,2.1); +const vec3 backgroundColor = vec3(0.9,0.5,0.2); +#define time iGlobalTime +#define stime2 sin(time*2.) +#define ctime2 cos(time*2.) + +//---------------------------------------------------------------------- +// noises + +float hash( float n ) { + return fract(sin(n)*43758.5453123); +} + +float noise( in vec2 x ) { + vec2 p = floor(x); + vec2 f = fract(x); + f = f*f*(3.0-2.0*f); + float n = p.x + p.y*157.0; + return mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x), + mix( hash(n+157.0), hash(n+158.0),f.x),f.y); +} + +const mat2 m2 = mat2( 0.80, -0.60, 0.60, 0.80 ); + +float fbm( vec2 p ) { + float f = 0.0; + f += 0.5000*noise( p ); p = m2*p*2.02; + f += 0.2500*noise( p ); p = m2*p*2.03; + f += 0.1250*noise( p ); p = m2*p*2.01; + f += 0.0625*noise( p ); + + return f/0.9375; +} + +mat2 rot(const in float a) { + return mat2(cos(a),sin(a),-sin(a),cos(a)); +} + +//---------------------------------------------------------------------- +// distance primitives + +float sdBox( in vec3 p, in vec3 b ) { + vec3 d = abs(p) - b; + return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0)); +} + +float sdSphere( in vec3 p, in float s ) { + return length(p)-s; +} + +float sdCylinder( in vec3 p, in vec2 h ) { + vec2 d = abs(vec2(length(p.xz),p.y)) - h; + return min(max(d.x,d.y),0.0) + length(max(d,0.0)); +} + +float sdPipe( in vec3 p, in vec3 h ) { + return length(h.xy-p.xy) - h.z; +} + +float sdPPipe( in vec3 p, in vec3 h ) { + return length(h.xy-p.xy) - h.z - 0.02*(max(sin(p.z*20.)-0.8,0.)); +} + +//---------------------------------------------------------------------- +// distance operators + +float opU( float d2, float d1 ) { return min( d1,d2); } +float opS( float d2, float d1 ) { return max(-d1,d2); } +vec2 opU( vec2 d2, vec2 d1 ) { return mix(d1,d2,step(d2.x,d1.x)); }//( d2.xd2.x)?-d1:d2; } + +//---------------------------------------------------------------------- +// Map functions + +#ifdef SPHERE +vec3 sP; +#endif + +float xoffset( float z) { + return 2.1*sin(z*0.1); +} + +vec2 getSectorId( float z ) { + float id = floor( (z+6.)/12.); + return vec2( id, hash(id) ); +} + +float map( vec3 p ) { + float zorig = p.z; + p = vec3( p.x+xoffset(p.z), p.y-2., mod( p.z + 6., 12. ) - 6.); + + float x = p.x*2., y = p.y-0.8, z = p.z; + float d = -sdBox( vec3((x+y)*0.7071, (y-x)*0.7071, z), vec3(3.8,3.8,20.) ); + + d = opS( d, sdBox( p, vec3( 2.5, 2., 5.75 ) ) ); + d = opU( d, sdPPipe( vec3(abs(p.x),p.y,p.z), vec3( 2.2, -1.7, 0.25 ) ) ); + d = opU( d, sdPipe( vec3(p.x,abs(p.y-0.2),p.z), vec3( 2.4, 1.5, 0.1 ) ) ); + d = opU( d, sdPipe( vec3(p.x,p.y+0.6*cos(p.z*3.1415926/12.),p.z), vec3( -2.4, 1.8, 0.12 ) ) ); + + d = opU( d, 2.2-p.y ); + float l = distance( p.xz, dropPosition ); + p.y += 0.003*sin(40.*l-6.*time)*exp(-4.*l); + + d = opU( d, p.y+2.03 ); + d = opU( d, sdSphere( vec3( p.x, p.y-2.3, p.z*0.3), 0.2) ); + + if( getSectorId(zorig).y > 0.75 ) { + d = opS( d, sdCylinder( vec3(p.x, p.y-9., p.z), vec2(1.5,10.) ) ); + + vec3 pr = vec3( stime2*p.x+ctime2*p.z, p.y-2.4, stime2*p.z-ctime2*p.x); + d = opU( d, sdBox( pr, vec3(3.0,0.1,0.1) ) ); + d = opU( d, sdBox( pr, vec3(0.1,0.1,3.0) ) ); + } +#ifdef SPHERE + d = opU( d, sdSphere( vec3( p.x, p.y, zorig)-sP, 0.2) ); +#endif + return d; +} + +float mapMaterial( vec3 p ) { + float zorig = p.z; + p = vec3( p.x+xoffset(p.z), p.y-2., mod( p.z + 6., 12. ) - 6.); + + float x = p.x*2., y = p.y-0.8, z = p.z; + vec2 d = vec2( -sdBox( vec3((x+y)*0.7071, (y-x)*0.7071, z), vec3(3.8,3.8,20.) ), 5.); + + d = opS( d, vec2( sdBox( p, vec3( 2.5, 2., 5.75 ) ), 3. ) ); + d = opU( d, vec2( sdPPipe( vec3(abs(p.x),p.y,p.z), vec3( 2.2, -1.7, 0.25 ) ), 1. ) ); + d = opU( d, vec2( sdPipe( vec3(p.x,abs(p.y-0.2),p.z), vec3( 2.4, 1.5, 0.1 ) ), 4. ) ); + d = opU( d, vec2( sdPipe( vec3(p.x,p.y+0.6*cos(p.z*3.1415926/12.),p.z), vec3( -2.4, 1.8, 0.12 ) ), 4. ) ); + + + d = opU( d, vec2( 2.2-p.y, 5. ) ); + d = opU( d, vec2( p.y+2.03, 2. ) ); + d = opU( d, vec2( sdSphere( vec3( p.x, p.y-2.3, p.z*0.3), 0.2), 6.) ); + + if( getSectorId(zorig).y > 0.75 ) { + d = opS( d, vec2( sdCylinder( vec3(p.x, p.y-4., p.z), vec2(1.5,2.) ), 5.) ); + + vec3 pr = vec3( stime2*p.x+ctime2*p.z, p.y-2.4, stime2*p.z-ctime2*p.x); + d = opU( d, vec2( sdBox( pr, vec3(3.0,0.1,0.1) ), 4.) ); + d = opU( d, vec2( sdBox( pr, vec3(0.1,0.1,3.0) ), 4.) ); + } + +#ifdef SPHERE + d = opU( d, vec2( sdSphere( vec3( p.x, p.y, zorig)-sP, 0.2), 7.) ); +#endif + + return abs(d.y); +} + +//---------------------------------------------------------------------- + +vec3 calcNormal( in vec3 pos ) { + const vec2 e = vec2(1.0,-1.0)*0.005; + + vec3 n = normalize( e.xyy*map( pos + e.xyy ) + + e.yyx*map( pos + e.yyx ) + + e.yxy*map( pos + e.yxy ) + + e.xxx*map( pos + e.xxx ) ); + +#ifdef BUMPMAP + vec3 p = pos * 20.; + if( abs(pos.x+xoffset(pos.z))>2.48 )n = normalize( n + 0.1*vec3(0.,fbm(p.yz)-0.5,fbm(p.zy)-0.5)); +#endif + + return n; +} + +vec3 int1, int2; + +float intersect( in vec3 ro, in vec3 rd ) { + const float maxd = 60.0; + const float precis = 0.001; + float h = precis*2.0; + float t = 0.; + int1.z = -1.; + + for( int i=0; i < MARCHSTEPS; i++ ) { + if( h < precis ) { + int1 = ro+rd*t; + break; + } + h = map( ro+rd*t ); + t += h; + } + if( int1.z < 0. ) return -1.; + + ro = ro + rd*t; + vec3 nor = calcNormal(ro); + rd = reflect( rd, nor ); + ro += 0.1 * nor; + t = 0.0; + h = precis*2.0; + + for( int i=0; i < MARCHSTEPSREFLECTION; i++ ) { + if( h < precis ) { + int2 = ro+rd*t; + return 1.; + } + h = map( ro+rd*t ); + t += h; + } + + return 0.; +} + +float softshadow( in vec3 ro, in vec3 rd, in float mint, in float maxt, in float k ) { + float res = 1.0; + float t = mint; + for( int i=0; i<16; i++ ) { + if( t>maxt ) break; + float h = map( ro + rd*t ); + res = min( res, k*h/t ); + t += 0.03 + h; + } + return clamp( res, 0.0, 1.0 ); + +} + +float calcOcc( in vec3 pos, in vec3 nor ) { + float totao = 0.0; + float sca = 1.0; + for( int i=0; i<5; i++ ) + { + float h = 0.02 + float(i)/4.0; + float d = map( pos + h*nor ); + totao += clamp(h-d,0.0,1.0)*sca; + sca *= 0.4; + } + return clamp( 1.0 - 2.0*totao, 0.0, 1.0 ); +} + + +//---------------------------------------------------------------------- +// shade + +vec4 texcube( sampler2D sam, in vec3 p, in vec3 n ) +{ + vec4 x = texture( sam, p.yz ); + vec4 y = texture( sam, p.zx ); + vec4 z = texture( sam, p.xy ); + return x*abs(n.x) + y*abs(n.y) + z*abs(n.z); +} + +float calcLightning( in vec3 pos, in vec3 light, in vec3 nor, in float maxDist, in bool shadow ) { + float sh = 1.; + vec3 lig = ( light-pos ); + float im = length( lig ); + lig /= im; + if(shadow) sh = softshadow( pos, lig, 1.02, im, 32.0 ); + sh /= im; + sh *= clamp(dot(nor,lig),0.,1.); + return sh * (1.-smoothstep(0.,maxDist,im)); +} + +vec3 shade( in vec3 ro, in vec3 pos, in bool shadow, in float m, in float r ) { + vec3 light, col = vec3(0.); + vec3 nor = calcNormal(pos); + + vec2 id = getSectorId(pos.z); + + float occ = calcOcc( pos, nor ); + float dist, sh = 1., xo = xoffset(pos.z); + + float rc = hash(id.x+43.); + float gc = hash(id.x+153.); + vec3 lc = normalize(vec3( max(rc,gc), min(rc,gc), 0.1 ) ); + + if( id.y > 0.75 ) { + light = vec3( -xo, 6.5, id*12. ); + light.xz += vec2( hash(id.x+56423.), hash(id.x+124.) ) - 0.5; + sh = 8.; + dist = 8.; + } else { + light = vec3( -xo, 3.9, id*12. ); + sh = 3.; + dist = 5.3; + if( hash(id.x+234.) < 0.15 ) lc *= 1.-clamp( 10.*(fbm( vec2(time*10., id.x) )-2.5*id.y), 0., 1.); + if( pos.y > 4. ) sh*=0.5; + } + + sh *= calcLightning( pos, light, nor, dist, shadow ); + + + if( m < 6.5 ) col = texcube( iChannel0, pos*0.5, nor ).xyz; + if( m == 1. ) col *= 0.05; + if( m == 4. && pos.y > 2. ) col *= vec3(0.1,0.,0.); + if( m == 4. && pos.y < 2. ) col *= vec3(0.1,0.4,1.2); + + if( m == 5. ) col *= (1.+0.5*fbm(pos.yz*2.))*vec3(0.2,0.1,0.05); + if( m == 2. ) col *= vec3(0.8,0.6,0.4); + + col *= lc * occ * sh; + + if( m == 6. ) col = mix( 0.1*col, col*fbm(pos.xz*10.) + 0.8*lc, + (1.-smoothstep( 4.15, 4.2,pos.y)) * + smoothstep( 0.01, 0.04,abs(mod(pos.z+0.15,0.3)-0.15)) * + smoothstep( 0.01, 0.02,abs(pos.x+xo))); + + col *= clamp(1.-2.*r, 0.65, 1.); + + col = mix( 0.05*backgroundColor, col, exp( -0.04*distance(pos, ro) ) ); + + + return col; +} + +//---------------------------------------------------------------------- +// main + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) { + vec2 q = fragCoord.xy / iResolution.xy; + vec2 p = -1.0 + 2.0*q; + p.x *= iResolution.x / iResolution.y; + + if (q.y < .12 || q.y >= .88) { + fragColor=vec4(0.,0.,0.,1.); + return; + } + + // camera + float o = 0.2*noise(vec2(time,0.)); + float z = 2.*time+o; + float x = -0.95*xoffset(z); + vec3 ro = vec3(x,1.7+0.02*sin(time*1.13*2.*3.1415926+o), z-1.); + vec3 ta = vec3(x,1.7, z+5.); + +#ifdef SPHERE + sP = vec3(sin(time), 1.6*cos(time*0.4), ro.z+9.+6.*sin(time*0.15) ); +// ta = mix(ta,sP+vec3(0.,2.,0.),0.2); +#endif + + if (iMouse.z>=1.) { + ta.yz *= rot( -(0.5-iMouse.y/iResolution.y)*0.15 ); + ta.xz *= rot( -(0.5-iMouse.x/iResolution.x)*0.5 ); + } + + vec3 ww = normalize( ta - ro ); + vec3 uu = normalize( cross(ww,vec3(0.0,1.0,0.0) ) ); + vec3 vv = normalize( cross(uu,ww)); + vec3 rd = normalize( -p.x*uu + p.y*vv + 2.2*ww ); + + vec3 col = 0.035*backgroundColor; + + // raymarch + float ints = intersect(ro ,rd ); + if( ints > -0.5 ) { + float m = mapMaterial(int1); + +#ifdef GOLD + float r = .8; +#else + float xo = xoffset(int1.z); + vec3 p = vec3( int1.x+xo, int1.y-2., mod( int1.z + 6., 12. ) - 6.); + float l = m == 2.?exp(-2.*distance( p.xz, dropPosition )):0.; + + float r = 0.6 * clamp(2.*(fbm( int1.xz )-0.6+l), 0.0125, 1.)*clamp(2.-int1.y, 0., 1.); + if(m == 1.) r = 0.05+0.3 * fbm( int1.xz * 20. ); + if(m == 7.) r = .8; + + if(abs(int1.x+xo) > 2.49) { + r = fbm(int1.yz*0.5)*0.4* + clamp(2.*(fbm( int1.yz*vec2(3.2,24.)+vec2(0.5*time,0.) )-0.5+l), 0.0, 1.) + *clamp(0.5*int1.y, 0., 1.); + } + if(m == 4.) { r = 0.1; } +#endif + col = shade( ro, int1.xyz, true, m, r ); + + if( ints > 0.5 ) { + col += r * shade( int1.xyz, int2.xyz, false, mapMaterial(int2), 0. ); + } + } + + // gamma + col = pow( clamp(col*2.,0.0,1.0), vec3(0.4545) ); + col *= 1.2*vec3(1.,0.99,0.95); + col = clamp(1.06*col-0.03, 0., 1.); + + fragColor = vec4( col, 1.0 ); +} diff --git a/demos/art/shadertoys/XsVSzW.fs b/demos/art/shadertoys/XsVSzW.fs new file mode 100644 index 0000000..b9f75a6 --- /dev/null +++ b/demos/art/shadertoys/XsVSzW.fs @@ -0,0 +1,28 @@ +// + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + float time=iGlobalTime*1.0; + vec2 uv = (fragCoord.xy / iResolution.xx-0.5)*8.0; + vec2 uv0=uv; + float i0=1.0; + float i1=1.0; + float i2=1.0; + float i4=0.0; + for(int s=0;s<7;s++) + { + vec2 r; + r=vec2(cos(uv.y*i0-i4+time/i1),sin(uv.x*i0-i4+time/i1))/i2; + r+=vec2(-r.y,r.x)*0.3; + uv.xy+=r; + + i0*=1.93; + i1*=1.15; + i2*=1.7; + i4+=0.05+0.1*time*i1; + } + float r=sin(uv.x-time)*0.5+0.5; + float b=sin(uv.y+time)*0.5+0.5; + float g=sin((uv.x+uv.y+sin(time*0.5))*0.5)*0.5+0.5; + fragColor = vec4(r,g,b,1.0); +} \ No newline at end of file diff --git a/demos/art/shadertoys/XsfGWj.fs b/demos/art/shadertoys/XsfGWj.fs new file mode 100644 index 0000000..97643c4 --- /dev/null +++ b/demos/art/shadertoys/XsfGWj.fs @@ -0,0 +1,594 @@ +// Ben Weston - 15/08/2013 + +/* +Eye ball effects: +• Ray-marched shape +• Ray-traced iris refraction +• Fake photon mapping on iris +• Subsurface scattering on sclera +• HDR reflections with fresnel +• Eyelid reflection occlusion +• Eyelid ambient occlusion +• Procedural textures +• Procedural animation +*/ + +// KEY CONTROLS - (click on eye to give keyboard focus) +const int Key_M = 77; // mouse controls camera / eye direction + +const int Key_E = 69; // refraction on/off +const int Key_P = 80; // photon mapping on/off +const int Key_L = 76; // change photon mapping technique (both fake, but one is imitating reality and the other is prettier) + +const int Key_S = 83; // subsurface scattering on/off +const int Key_A = 65; // ambient occlusion on/off + +const int Key_R = 82; // reflection on/off +const int Key_O = 79; // reflection eyelid occlusion on/off + +const int Key_C = 67; // iris colour +const int Key_N = 78; // iris normal + + +// Lights +#if (1) + // High-contrast light edge-on + const vec3 lightDir = vec3(-2,2,.5); + const vec3 lightColour = vec3(1.0); + const vec3 fillLightDir = vec3(0,1,0); + const vec3 fillLightColour = vec3(.65,.7,.8)*.7;//vec3(.15,.2,.25); +#else + // more neutral "good" lighting (doesn't show off the effects) + const vec3 lightDir = vec3(-2,2,-1); + const vec3 lightColour = vec3(.83,.8,.78); + const vec3 fillLightDir = vec3(0,1,0); + const vec3 fillLightColour = vec3(.65,.7,.8); +#endif + + + +// Constants +const float tau = 6.28318530717958647692; + +// Forward declarations +float Noise( in vec3 x ); +vec2 Noise2( in vec3 x ); + + + +// Gamma correction +#define GAMMA (2.2) + +vec3 ToLinear( in vec3 col ) +{ + // simulate a monitor, converting colour values into light values + return pow( col, vec3(GAMMA) ); +} + +vec3 ToGamma( in vec3 col ) +{ + // convert back into colour values, so the correct light will come out of the monitor + return pow( col, vec3(1.0/GAMMA) ); +} + + +// key is javascript keycode: http://www.webonweboff.com/tips/js/event_key_codes.aspx +bool ReadKey( int key, bool toggle ) +{ + float keyVal = texture( iChannel3, vec2( (float(key)+.5)/256.0, toggle?.75:.25 ) ).x; + return (keyVal>.5)?true:false; +} + + +// ------- EDIT THESE THINGS! ------- + +// Camera (also rotated by mouse) +const vec3 CamPos = vec3(0,0.0,-250.0); +const vec3 CamLook = vec3(0,0,0); +const float CamZoom = 10.0; +const float NearPlane = 0.0; // actually not needed +const float drawDistance = 1000.0; + +const vec3 SkyColour = vec3(.4,.25,.2);//fillLightColour*.5;//vec3(.1,.3,.5); + +vec3 SkyDome( vec3 rd ) +{ + //the cube maps have lines in, and aren't HDR, so make our own shapes + + // random variation + vec3 result = ToLinear(SkyColour)*2.0*Noise(rd); + + // square sky-light + result = mix( result, vec3(8), smoothstep(.8,1.0,rd.y/max((rd.x+1.0),abs(rd.z))) ); + + return result; +} + +// Eye params +const float IrisAng = tau/12.0; +const float PupilAng = (1.6*IrisAng/5.0); +const float EyeRadius = 10.0; +const float BulgeRadius = 6.0; // used for photon trace, must be bigger than EyeRadius*sin(IrisAng) + + +vec4 ComputeEyeRotation() +{ + vec2 rot; + if ( !ReadKey( Key_M, true ) && iMouse.w > .00001 ) + rot = .25*vec2(1.0,1.0)*tau*(iMouse.xy-iResolution.xy*.5)/iResolution.x; + else + { + float time = iGlobalTime/2.0; + time += Noise(vec3(0,time,0)); // add noise to time (this adds SO MUCH character!) + float flick = floor(time)+smoothstep(0.0,0.05,fract(time)); + rot = vec2(.2,.1)*tau*(texture( iChannel0, vec2((flick+.5)/256.0,.5), -100.0 ).rb-.5); + } + + return vec4(cos(rot.x),sin(rot.x),cos(rot.y),sin(rot.y)); +} + + +vec3 ApplyEyeRotation( vec3 pos, vec4 rotation ) +{ + pos.yz = rotation.z*pos.yz + rotation.w*pos.zy*vec2(1,-1); + pos.xz = rotation.x*pos.xz + rotation.y*pos.zx*vec2(1,-1); + + return pos; +} + + + +// Shape +// This should return continuous positive values when outside and negative values inside, +// which roughly indicate the distance of the nearest surface. +float Isosurface( vec3 pos, vec4 eyeRotation ) +{ + pos = ApplyEyeRotation(pos,eyeRotation); + +/* float f = length(pos)-EyeRadius; + +// f += Noise(pos*3.0)*.008; + + // cornea bulge + float o = EyeRadius*cos(IrisAng)-sqrt(BulgeRadius*BulgeRadius-EyeRadius*EyeRadius*pow(sin(IrisAng),2.0)); + float g = length(pos-vec3(0,0,-o))-BulgeRadius; + +//g += Noise(pos/2.0)*.5; + + return min(f,g); + //return -log(exp(-g*2.0)+exp(-f*2.0))/2.0;*/ + + vec2 slice = vec2(length(pos.xy),pos.z); + + float aa = atan(slice.x,-slice.y); + float bulge = cos(tau*.2*aa/IrisAng); + bulge = bulge*.8-.8; + bulge *= smoothstep(tau*.25,0.0,aa); + + // sharp-edged bulge +// if ( aa < IrisAng ) +// bulge += cos(tau*.25*aa/IrisAng)*.5; + bulge += cos(tau*.25*aa/IrisAng)*.5 * smoothstep(-.02,.1,IrisAng-aa); // slightly softer + + return length(slice) - EyeRadius - bulge; +} + + + +float GetEyelidMask( vec3 pos, vec4 eyeRotation ) +{ + vec3 eyelidPos = pos; + float eyelidTilt = -.05; + eyelidPos.xy = cos(eyelidTilt)*pos.xy + sin(eyelidTilt)*pos.yx*vec2(1,-1); + + float highLid = tan(max(tau*.05,asin(eyeRotation.w)+IrisAng+.05)); + float lowLid = tan(tau*.1); + + float blink = smoothstep(.0,.02,abs(Noise(vec3(iGlobalTime*.2,0,0))-.5 )); + highLid *= blink; + lowLid *= blink; + + return min( + (-eyelidPos.z-2.0) - (-eyelidPos.y/lowLid), + (-eyelidPos.z-2.0) - (eyelidPos.y/highLid) + ); +} + +float GetIrisPattern( vec2 uv ) +{ + return Noise( vec3( 10.0*uv/pow(length(uv),.7), 0 ) ); +} + +// Colour +vec3 Shading( vec3 worldPos, vec3 norm, float shadow, vec3 rd, vec4 eyeRotation ) +{ + vec3 view = normalize(-rd); + + // eyelids - just match BG colour + float eyelidMask = GetEyelidMask(worldPos, eyeRotation); + + if ( eyelidMask < 0.0 || (-worldPos.z-3.0) < (worldPos.x/tan(tau*.23)) ) + { + return ToLinear(SkyColour); + } + + vec3 pos = ApplyEyeRotation(worldPos,eyeRotation); + + float lenposxy = length(pos.xy); + float ang = atan(lenposxy/(-pos.z)); + if ( ang < 0.0 ) + ang += tau/2.0; + + + // refract ray + vec3 irisRay = ApplyEyeRotation(-view,eyeRotation); + vec3 localNorm = ApplyEyeRotation(norm,eyeRotation); + float a = dot(irisRay,localNorm); + float b = cos(acos(a)*1.33); + if ( !ReadKey( Key_E, true ) ) + irisRay += localNorm*(b-a); + irisRay = normalize(irisRay); + + // intersect with plane + float planeDist = -cos(IrisAng)*EyeRadius; + float t = (planeDist-pos.z)/irisRay.z; + + vec3 ppos = t*irisRay+pos; + + + // polar coord map + float rad = length(ppos.xy); + float pupilr = EyeRadius*sin(PupilAng); + float irisr = EyeRadius*sin(IrisAng); + + float irisPattern = GetIrisPattern(ppos.xy); // reduce contrast of this now we have actual lighting! + +/* vec3 iris = mix( mix( vec3(.3,.1,.1)*.5+.5*vec3(.6,.4,.1), vec3(.6,.4,.1), irisPattern ), // hazel + mix( vec3(.2,.2,.2)*.5+.5*vec3(.5,.45,.2), vec3(.5,.45,.2), irisPattern ),*/ + +/* vec3 iris = mix( mix( vec3(.1,.1,.4), vec3(.7,.9,1), irisPattern ), // blue + mix( vec3(.1,.1,.4), vec3(.3,.4,.7), irisPattern ),*/ + +// smoothstep(pupilr*2.0,irisr,rad)); + + vec3 iris = ToLinear( mix( pow( vec3(.65,.82,.85), 2.0*vec3(1.2-sqrt(irisPattern)) ), + vec3(1,.5,.2), .7*pow( mix( smoothstep(pupilr,irisr,rad), Noise(ppos), .7), 2.0) )); + + if ( ReadKey( Key_C, true ) ) + iris = vec3(1); + + // darken outer + iris *= pow( smoothstep( irisr+1.0, irisr-1.5, rad ), GAMMA ); + + + vec3 irisNorm; + irisNorm.x = GetIrisPattern(ppos.xy+vec2(-.001,0)) - GetIrisPattern(ppos.xy+vec2(.001,0)); + irisNorm.y = GetIrisPattern(ppos.xy+vec2(0,-.001)) - GetIrisPattern(ppos.xy+vec2(0,.001)); + + // add a radial lump + irisNorm.xy += -.01*normalize(ppos.xy)*sin(1.*tau*rad/irisr); + + irisNorm.z = -.15; // adjust severity of bumps + irisNorm = normalize(irisNorm); + + if ( ReadKey( Key_N, true ) ) + irisNorm = vec3(0,0,-1); + + + // lighting + // fake photon mapping by crudely sampling the photon density + + // apply lighting with this modified normal + vec3 lightDirN = normalize(lightDir); + vec3 localLightDir = ApplyEyeRotation(lightDirN,eyeRotation); + + vec3 fillLightDirN = normalize(fillLightDir); + vec3 localFillLightDir = ApplyEyeRotation(fillLightDirN,eyeRotation); + + // Bend the light, imitating results of offline photon-mapping + // Jimenez's paper makes this seem very complex, because their mapping used a non-flat receiver + // but the self-shadowing was negligible, so the main effect was just like premultiplying by a normal + // where we'd get better results by using the actual normal. + + float photonsL, photonsFL; + + if ( !ReadKey( Key_P, true ) ) + { + if ( !ReadKey( Key_L, true ) ) + { + // Nice retro-reflective effect, but not correct + vec3 nn = normalize(vec3( ppos.xy, -sqrt(max(0.0,BulgeRadius*BulgeRadius-rad*rad)) )); + + vec3 irisLDir = localLightDir; + vec3 irisFLDir = localFillLightDir; + // irisLDir.z = -cos(acos(-irisLDir.z)/1.33); // experiments showed it cuts out at 120 degrees, i.e. 1.33*the usual 90 degree cutoff + // irisFLDir.z = -cos(acos(-irisFLDir.z)/1.33); // experiments showed it cuts out at 120 degrees, i.e. 1.33*the usual 90 degree cutoff + float d = dot(nn,irisLDir); + irisLDir += nn*(cos(acos(d)/1.33) - d); + d = dot(nn,irisFLDir); + irisFLDir += nn*(cos(acos(d)/1.33) - d); + irisLDir = normalize(irisLDir); + irisFLDir = normalize(irisFLDir); + photonsL = smoothstep(0.0,1.0,dot(irisNorm,irisLDir)); //soften terminator + photonsFL = (dot(irisNorm,irisFLDir)*.5+.5); + //Seriously, this^ looks really nice, but not like reality. Bah! + + /* reverse it, to make it look a lot like the accurate version - meh + vec3 nn = normalize(vec3( -ppos.xy, -sqrt(max(0.0,BulgeRadius*BulgeRadius-rad*rad)) )); + + vec3 irisLDir = localLightDir; + vec3 irisFLDir = localFillLightDir; + float d = dot(nn,irisLDir); + irisLDir += nn*(cos(acos(d)/1.33) - d); + d = dot(nn,irisFLDir); + irisFLDir += nn*(cos(acos(d)/1.33) - d); + irisLDir = normalize(irisLDir); + irisFLDir = normalize(irisFLDir); + + float photonsL = smoothstep(0.0,1.0,dot(irisNorm,irisLDir)); // soften the terminator + float photonsFL = (dot(irisNorm,irisFLDir)*.5+.5); + */ + + } + else + { + //this is a reasonable match to the dark crescent effect seen in photos and offline photon mapping, but it looks wrong to me. + vec3 irisLDir = localLightDir; + vec3 irisFLDir = localFillLightDir; + irisLDir.z = -cos(acos(-irisLDir.z)/1.5); // experiments showed it cuts out at 120 degrees, i.e. 1.33*the usual 90 degree cutoff + irisFLDir.z = -cos(acos(-irisFLDir.z)/1.5); // experiments showed it cuts out at 120 degrees, i.e. 1.33*the usual 90 degree cutoff + irisLDir = normalize(irisLDir); + irisFLDir = normalize(irisFLDir); + + photonsL = smoothstep(0.0,1.0,dot(irisNorm,irisLDir)); // soften the terminator + photonsFL = (dot(irisNorm,irisFLDir)*.5+.5); + + // dark caustic ring + photonsL *= .3+.7*smoothstep( 1.2, .9, length(ppos.xy/irisr+.2*irisLDir.xy/(irisLDir.z-.05)) ); + // photonsFL *= ...; + } + } + else + { + // no photons + photonsL = max( 0.0, dot(irisNorm,localLightDir) ); + photonsFL = .5+.5*dot(irisNorm,localLightDir); + } + + vec3 l = ToLinear(lightColour)*photonsL; + vec3 fl = ToLinear(fillLightColour)*photonsFL; + + vec3 ambientOcclusion = vec3(1); + vec3 eyelidShadow = vec3(1); + if ( !ReadKey( Key_A, true ) ) + { + // ambient occlusion on fill light + ambientOcclusion = mix( vec3(1), ToLinear(vec3(.8,.7,.68)), pow(smoothstep( 5.0, 0.0, eyelidMask ),1.0) ); + + // shadow on actual light + eyelidShadow = mix( vec3(1), ToLinear(vec3(.8,.7,.68)), smoothstep( 2.0, -2.0, GetEyelidMask( worldPos+lightDir*1.0, eyeRotation ) ) ); + } + fl *= ambientOcclusion; + l *= eyelidShadow; + + iris *= l+fl; + + // darken pupil + iris *= smoothstep( pupilr-.01, pupilr+.5, rad ); + + + // veins + float theta = atan(pos.x,pos.y); + theta += Noise(pos*1.0)*tau*.03; + float veins = (sin(theta*60.0)*.5+.5); + veins *= veins; + veins *= (sin(theta*13.0)*.5+.5); + veins *= smoothstep( IrisAng, tau*.2, ang ); + veins *= veins; + veins *= .5; + + vec3 sclera = mix( ToLinear(vec3(1,.98,.96)), ToLinear(vec3(.9,.1,0)), veins ); + + float ndotl = dot(norm,lightDirN); + + // subsurface scattering +// float subsurface = max(0.0,-2.0*ndotl*EyeRadius); +// l = pow(ToLinear(vec3(.5,.3,.25)),vec3(subsurface*.2)); // more intense the further light had to travel + + // fake, because that^ approximation gives a hard terminator + l = pow(ToLinear(vec3(.5,.3,.25)), vec3(mix( 3.0, 0.0, smoothstep(-1.0,.2,ndotl) )) ); + + if ( ReadKey( Key_S, true ) ) +// l = mix( l, vec3(max(0.0,ndotl)), 0.5 ); +// else + l = vec3(max(0.0,ndotl)); + + l *= ToLinear(lightColour); + + fl = ToLinear(fillLightColour)*(dot(norm,fillLightDirN)*.5+.5); + + fl *= ambientOcclusion; + l *= eyelidShadow; + + + sclera *= l+fl; + + // blend between them + float blend = smoothstep(-.1,.1,ang-IrisAng); + vec3 result = mix(iris,sclera,blend); + + + // eyelid ambient occlusion/radiosity +// if ( !ReadKey( Key_A, true ) ) + //result *= mix( vec3(1), ToLinear(vec3(.65,.55,.55)), exp2(-eyelidMask*2.0) ); +// result *= mix( vec3(1), ToLinear(vec3(.8,.7,.68)), pow(smoothstep( 5.0, 0.0, eyelidMask ),1.0) ); + + + // bumps - in specular only to help sub-surface scattering look smooth + vec3 bumps; + bumps.xy = .7*Noise2( pos*3.0 ); + bumps.z = sqrt(1.0-dot(bumps.xy,bumps.xy)); + + bumps = mix( vec3(0,0,1), bumps, blend ); + + norm.xy += bumps.xy*.1; + norm = normalize(norm); + + float glossiness = mix(.7,1.0,bumps.z); + + // reflection map + float ndoti = dot( view, norm ); + vec3 rr = -view+2.0*ndoti*norm; + vec3 reflection = SkyDome( rr ); + + // specular + vec3 h = normalize(view+lightDir); + float specular = pow(max(0.0,dot(h,norm)),2000.0); + + // should fresnel affect specular? or should it just be added? + reflection += specular*32.0*glossiness*ToLinear(lightColour); + + // reflection of eyelids + //float eyelidReflection = smoothstep( 1.8, 2.0, eyelidMask ); + // apply some parallax (subtle improvement when looking up/down at eye) + float eyelidReflection = smoothstep( .8, 1.0, GetEyelidMask( normalize(worldPos + rd*2.0)*EyeRadius, eyeRotation ) ); + if ( !ReadKey( Key_O, true ) ) + reflection *= eyelidReflection; + + // fresnel + float fresnel = mix(.04*glossiness,1.0,pow(1.0-ndoti,5.0)); + + if ( !ReadKey( Key_R, true ) ) + result = mix ( result, reflection, fresnel ); + + + //anti-alias the edge + float mask2 = min( eyelidMask, (-worldPos.z-3.0) - (worldPos.x/tan(tau*.23)) ); + result = mix( ToLinear(SkyColour), result, smoothstep(.0,.3,mask2) ); + + return result; +} + + +// Precision controls +const float epsilon = .003; +const float normalPrecision = .1; +const float shadowOffset = .1; +const int traceDepth = 100; // takes time + + + +// ------- BACK-END CODE ------- + +vec2 Noise2( in vec3 x ) +{ + vec3 p = floor(x.xzy); + vec3 f = fract(x.xzy); + f = f*f*(3.0-2.0*f); +// vec3 f2 = f*f; f = f*f2*(10.0-15.0*f+6.0*f2); + + vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy; + vec4 rg = textureLod( iChannel0, (uv+0.5)/256.0, 0.0 ); + return mix( rg.yw, rg.xz, f.z ); +} + +float Noise( in vec3 x ) +{ + return Noise2(x).x; +} + +float Trace( vec3 ro, vec3 rd, vec4 eyeRotation ) +{ + float t = 0.0; + float dist = 1.0; + for ( int i=0; i < traceDepth; i++ ) + { + if ( abs(dist) < epsilon || t > drawDistance || t < 0.0 ) + continue; + dist = Isosurface( ro+rd*t, eyeRotation ); + t = t+dist; + } + + return t;//vec4(ro+rd*t,dist); +} + +// get normal +vec3 GetNormal( vec3 pos, vec4 eyeRotation ) +{ + const vec2 delta = vec2(normalPrecision, 0); + + vec3 n; + +// it's important this is centred on the pos, it fixes a lot of errors + n.x = Isosurface( pos + delta.xyy, eyeRotation ) - Isosurface( pos - delta.xyy, eyeRotation ); + n.y = Isosurface( pos + delta.yxy, eyeRotation ) - Isosurface( pos - delta.yxy, eyeRotation ); + n.z = Isosurface( pos + delta.yyx, eyeRotation ) - Isosurface( pos - delta.yyx, eyeRotation ); + return normalize(n); +} + +// camera function by TekF +// compute ray from camera parameters +vec3 GetRay( vec3 dir, float zoom, vec2 uv ) +{ + uv = uv - .5; + uv.x *= iResolution.x/iResolution.y; + + dir = zoom*normalize(dir); + vec3 right = normalize(cross(vec3(0,1,0),dir)); + vec3 up = normalize(cross(dir,right)); + + return dir + right*uv.x + up*uv.y; +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 uv = fragCoord.xy / iResolution.xy; + + vec3 camPos = CamPos; + vec3 camLook = CamLook; + + vec2 camRot = .5*tau*(iMouse.xy-iResolution.xy*.5)/iResolution.x; + if ( !ReadKey( Key_M, true ) ) + camRot = vec2(0,0); + camPos.yz = cos(camRot.y)*camPos.yz + sin(camRot.y)*camPos.zy*vec2(1,-1); + camPos.xz = cos(camRot.x)*camPos.xz + sin(camRot.x)*camPos.zx*vec2(1,-1); + + vec4 eyeRotation = ComputeEyeRotation(); + + if ( Isosurface(camPos, eyeRotation) <= 0.0 ) + { + // camera inside ground + fragColor = vec4(0,0,0,0); + return; + } + + vec3 ro = camPos; + vec3 rd; + rd = GetRay( camLook-camPos, CamZoom, uv ); + + ro += rd*(NearPlane/CamZoom); + + rd = normalize(rd); + + float t = Trace(ro,rd,eyeRotation); + + vec3 result = ToLinear(SkyColour); + if ( t > 0.0 && t < drawDistance ) + { + vec3 pos = ro+t*rd; + + vec3 norm = GetNormal(pos,eyeRotation); + + // shadow test + float shadow = 1.0; + if ( Trace( pos+lightDir*shadowOffset, lightDir, eyeRotation ) < drawDistance ) + shadow = 0.0; + + result = Shading( pos, norm, shadow, rd, eyeRotation ); + + // fog +// result = mix ( SkyColour, result, exp(-t*t*.0002) ); + } + + fragColor = vec4( ToGamma( result ), 1.0 ); +} \ No newline at end of file diff --git a/demos/art/shadertoys/XsjXRm.fs b/demos/art/shadertoys/XsjXRm.fs new file mode 100644 index 0000000..598d66c --- /dev/null +++ b/demos/art/shadertoys/XsjXRm.fs @@ -0,0 +1,200 @@ +//noise3.jpg +//Plasma Globe by nimitz (twitter: @stormoid) + +//looks best with around 25 rays +#define NUM_RAYS 13. + +#define VOLUMETRIC_STEPS 19 + +#define MAX_ITER 35 +#define FAR 6. + +#define time iGlobalTime*1.1 + + +mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,-s,s,c);} +float noise( in float x ){return textureLod(iChannel0, vec2(x*.01,1.),0.0).x;} + +float hash( float n ){return fract(sin(n)*43758.5453);} + +//iq's ubiquitous 3d noise +float noise(in vec3 p) +{ + vec3 ip = floor(p); + vec3 f = fract(p); + f = f*f*(3.0-2.0*f); + + vec2 uv = (ip.xy+vec2(37.0,17.0)*ip.z) + f.xy; + vec2 rg = textureLod( iChannel0, (uv+ 0.5)/256.0, 0.0 ).yx; + return mix(rg.x, rg.y, f.z); +} + +mat3 m3 = mat3( 0.00, 0.80, 0.60, + -0.80, 0.36, -0.48, + -0.60, -0.48, 0.64 ); + + +//See: https://www.shadertoy.com/view/XdfXRj +float flow(in vec3 p, in float t) +{ + float z=2.; + float rz = 0.; + vec3 bp = p; + for (float i= 1.;i < 5.;i++ ) + { + p += time*.1; + rz+= (sin(noise(p+t*0.8)*6.)*0.5+0.5) /z; + p = mix(bp,p,0.6); + z *= 2.; + p *= 2.01; + p*= m3; + } + return rz; +} + +//could be improved +float sins(in float x) +{ + float rz = 0.; + float z = 2.; + for (float i= 0.;i < 3.;i++ ) + { + rz += abs(fract(x*1.4)-0.5)/z; + x *= 1.3; + z *= 1.15; + x -= time*.65*z; + } + return rz; +} + +float segm( vec3 p, vec3 a, vec3 b) +{ + vec3 pa = p - a; + vec3 ba = b - a; + float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1. ); + return length( pa - ba*h )*.5; +} + +vec3 path(in float i, in float d) +{ + vec3 en = vec3(0.,0.,1.); + float sns2 = sins(d+i*0.5)*0.22; + float sns = sins(d+i*.6)*0.21; + en.xz *= mm2((hash(i*10.569)-.5)*6.2+sns2); + en.xy *= mm2((hash(i*4.732)-.5)*6.2+sns); + return en; +} + +vec2 map(vec3 p, float i) +{ + float lp = length(p); + vec3 bg = vec3(0.); + vec3 en = path(i,lp); + + float ins = smoothstep(0.11,.46,lp); + float outs = .15+smoothstep(.0,.15,abs(lp-1.)); + p *= ins*outs; + float id = ins*outs; + + float rz = segm(p, bg, en)-0.011; + return vec2(rz,id); +} + +float march(in vec3 ro, in vec3 rd, in float startf, in float maxd, in float j) +{ + float precis = 0.001; + float h=0.5; + float d = startf; + for( int i=0; imaxd ) break; + d += h*1.2; + float res = map(ro+rd*d, j).x; + h = res; + } + return d; +} + +//volumetric marching +vec3 vmarch(in vec3 ro, in vec3 rd, in float j, in vec3 orig) +{ + vec3 p = ro; + vec2 r = vec2(0.); + vec3 sum = vec3(0); + float w = 0.; + for( int i=0; i= FAR)continue; + vec3 pos = ro+rz*rd; + col = max(col,vmarch(pos,rd,j, bro)); + } + #endif + + ro = bro; + rd = brd; + vec2 sph = iSphere2(ro,rd); + + if (sph.x > 0.) + { + vec3 pos = ro+rd*sph.x; + vec3 pos2 = ro+rd*sph.y; + vec3 rf = reflect( rd, pos ); + vec3 rf2 = reflect( rd, pos2 ); + float nz = (-log(abs(flow(rf*1.2,time)-.01))); + float nz2 = (-log(abs(flow(rf2*1.2,-time)-.01))); + col += (0.1*nz*nz* vec3(0.12,0.12,.5) + 0.05*nz2*nz2*vec3(0.55,0.2,.55))*0.8; + } + + fragColor = vec4(col*1.3, 1.0); +} \ No newline at end of file diff --git a/demos/art/shadertoys/XslGRr.fs b/demos/art/shadertoys/XslGRr.fs new file mode 100644 index 0000000..36344b6 --- /dev/null +++ b/demos/art/shadertoys/XslGRr.fs @@ -0,0 +1,145 @@ +// noise3.jpg +// Created by inigo quilez - iq/2013 +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + +// Volumetric clouds. It performs level of detail (LOD) for faster rendering + +float noise( in vec3 x ) +{ + vec3 p = floor(x); + vec3 f = fract(x); + f = f*f*(3.0-2.0*f); + +#if 1 + vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy; + vec2 rg = textureLod( iChannel0, (uv+ 0.5)/256.0, 0. ).yx; +#else + ivec3 q = ivec3(p); + ivec2 uv = q.xy + ivec2(37,17)*q.z; + + vec2 rg = mix( mix( texelFetch( iChannel0, (uv )&255, 0 ), + texelFetch( iChannel0, (uv+ivec2(1,0))&255, 0 ), f.x ), + mix( texelFetch( iChannel0, (uv+ivec2(0,1))&255, 0 ), + texelFetch( iChannel0, (uv+ivec2(1,1))&255, 0 ), f.x ), f.y ).yx; +#endif + + return -1.0+2.0*mix( rg.x, rg.y, f.z ); +} + +float map5( in vec3 p ) +{ + vec3 q = p - vec3(0.0,0.1,1.0)*iGlobalTime; + float f; + f = 0.50000*noise( q ); q = q*2.02; + f += 0.25000*noise( q ); q = q*2.03; + f += 0.12500*noise( q ); q = q*2.01; + f += 0.06250*noise( q ); q = q*2.02; + f += 0.03125*noise( q ); + return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 ); +} + +float map4( in vec3 p ) +{ + vec3 q = p - vec3(0.0,0.1,1.0)*iGlobalTime; + float f; + f = 0.50000*noise( q ); q = q*2.02; + f += 0.25000*noise( q ); q = q*2.03; + f += 0.12500*noise( q ); q = q*2.01; + f += 0.06250*noise( q ); + return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 ); +} +float map3( in vec3 p ) +{ + vec3 q = p - vec3(0.0,0.1,1.0)*iGlobalTime; + float f; + f = 0.50000*noise( q ); q = q*2.02; + f += 0.25000*noise( q ); q = q*2.03; + f += 0.12500*noise( q ); + return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 ); +} +float map2( in vec3 p ) +{ + vec3 q = p - vec3(0.0,0.1,1.0)*iGlobalTime; + float f; + f = 0.50000*noise( q ); q = q*2.02; + f += 0.25000*noise( q );; + return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 ); +} + +vec3 sundir = normalize( vec3(-1.0,0.0,-1.0) ); + +vec4 integrate( in vec4 sum, in float dif, in float den, in vec3 bgcol, in float t ) +{ + // lighting + vec3 lin = vec3(0.65,0.7,0.75)*1.4 + vec3(1.0, 0.6, 0.3)*dif; + vec4 col = vec4( mix( vec3(1.0,0.95,0.8), vec3(0.25,0.3,0.35), den ), den ); + col.xyz *= lin; + col.xyz = mix( col.xyz, bgcol, 1.0-exp(-0.003*t*t) ); + // front to back blending + col.a *= 0.4; + col.rgb *= col.a; + return sum + col*(1.0-sum.a); +} + +#define MARCH(STEPS,MAPLOD) for(int i=0; i2.0 || sum.a > 0.99 ) break; float den = MAPLOD( pos ); if( den>0.01 ) { float dif = clamp((den - MAPLOD(pos+0.3*sundir))/0.6, 0.0, 1.0 ); sum = integrate( sum, dif, den, bgcol, t ); } t += max(0.05,0.02*t); } + +vec4 raymarch( in vec3 ro, in vec3 rd, in vec3 bgcol, in ivec2 px ) +{ + vec4 sum = vec4(0.0); + + float t = 0.05*texelFetch( iChannel0, px&255, 0 ).x; + + MARCH(30,map5); + MARCH(30,map4); + MARCH(30,map3); + MARCH(30,map2); + + return clamp( sum, 0.0, 1.0 ); +} + +mat3 setCamera( in vec3 ro, in vec3 ta, float cr ) +{ + vec3 cw = normalize(ta-ro); + vec3 cp = vec3(sin(cr), cos(cr),0.0); + vec3 cu = normalize( cross(cw,cp) ); + vec3 cv = normalize( cross(cu,cw) ); + return mat3( cu, cv, cw ); +} + +vec4 render( in vec3 ro, in vec3 rd, in ivec2 px ) +{ + // background sky + float sun = clamp( dot(sundir,rd), 0.0, 1.0 ); + vec3 col = vec3(0.6,0.71,0.75) - rd.y*0.2*vec3(1.0,0.5,1.0) + 0.15*0.5; + col += 0.2*vec3(1.0,.6,0.1)*pow( sun, 8.0 ); + + // clouds + vec4 res = raymarch( ro, rd, col, px ); + col = col*(1.0-res.w) + res.xyz; + + // sun glare + col += 0.2*vec3(1.0,0.4,0.2)*pow( sun, 3.0 ); + + return vec4( col, 1.0 ); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 p = (-iResolution.xy + 2.0*fragCoord.xy)/ iResolution.y; + + vec2 m = iMouse.xy/iResolution.xy; + + // camera + vec3 ro = 4.0*normalize(vec3(sin(3.0*m.x), 0.4*m.y, cos(3.0*m.x))); + vec3 ta = vec3(0.0, -1.0, 0.0); + mat3 ca = setCamera( ro, ta, 0.0 ); + // ray + vec3 rd = ca * normalize( vec3(p.xy,1.5)); + + fragColor = render( ro, rd, ivec2(fragCoord-0.5) ); +} + +void mainVR( out vec4 fragColor, in vec2 fragCoord, in vec3 fragRayOri, in vec3 fragRayDir ) +{ + fragColor = render( fragRayOri, fragRayDir, ivec2(fragCoord-0.5) ); +} \ No newline at end of file diff --git a/demos/art/shadertoys/XtGGRt.fs b/demos/art/shadertoys/XtGGRt.fs new file mode 100644 index 0000000..aada4f0 --- /dev/null +++ b/demos/art/shadertoys/XtGGRt.fs @@ -0,0 +1,168 @@ +// Auroras by nimitz 2017 (twitter: @stormoid) +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License +// Contact the author for other licensing options + +/* + + There are two main hurdles I encountered rendering this effect. + First, the nature of the texture that needs to be generated to get a believable effect + needs to be very specific, with large scale band-like structures, small scale non-smooth variations + to create the trail-like effect, a method for animating said texture smoothly and finally doing all + of this cheaply enough to be able to evaluate it several times per fragment/pixel. + + The second obstacle is the need to render a large volume while keeping the computational cost low. + Since the effect requires the trails to extend way up in the atmosphere to look good, this means + that the evaluated volume cannot be as constrained as with cloud effects. My solution was to make + the sample stride increase polynomially, which works very well as long as the trails are lower opcaity than + the rest of the effect. Which is always the case for auroras. + + After that, there were some issues with getting the correct emission curves and removing banding at lowered + sample densities, this was fixed by a combination of sample number influenced dithering and slight sample blending. + + N.B. the base setup is from an old shader and ideally the effect would take an arbitrary ray origin and + direction. But this was not required for this demo and would be trivial to fix. +*/ + +#define time iTime + +mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);} +mat2 m2 = mat2(0.95534, 0.29552, -0.29552, 0.95534); +float tri(in float x){return clamp(abs(fract(x)-.5),0.01,0.49);} +vec2 tri2(in vec2 p){return vec2(tri(p.x)+tri(p.y),tri(p.y+tri(p.x)));} + +float triNoise2d(in vec2 p, float spd) +{ + float z=1.8; + float z2=2.5; + float rz = 0.; + p *= mm2(p.x*0.06); + vec2 bp = p; + for (float i=0.; i<5.; i++ ) + { + vec2 dg = tri2(bp*1.85)*.75; + dg *= mm2(time*spd); + p -= dg/z2; + + bp *= 1.3; + z2 *= .45; + z *= .42; + p *= 1.21 + (rz-1.0)*.02; + + rz += tri(p.x+tri(p.y))*z; + p*= -m2; + } + return clamp(1./pow(rz*29., 1.3),0.,.55); +} + +float hash21(in vec2 n){ return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); } +vec4 aurora(vec3 ro, vec3 rd) +{ + vec4 col = vec4(0); + vec4 avgCol = vec4(0); + + for(float i=0.;i<50.;i++) + { + float of = 0.006*hash21(gl_FragCoord.xy)*smoothstep(0.,15., i); + float pt = ((.8+pow(i,1.4)*.002)-ro.y)/(rd.y*2.+0.4); + pt -= of; + vec3 bpos = ro + pt*rd; + vec2 p = bpos.zx; + float rzt = triNoise2d(p, 0.06); + vec4 col2 = vec4(0,0,0, rzt); + col2.rgb = (sin(1.-vec3(2.15,-.5, 1.2)+i*0.043)*0.5+0.5)*rzt; + avgCol = mix(avgCol, col2, .5); + col += avgCol*exp2(-i*0.065 - 2.5)*smoothstep(0.,5., i); + + } + + col *= (clamp(rd.y*15.+.4,0.,1.)); + + + //return clamp(pow(col,vec4(1.3))*1.5,0.,1.); + //return clamp(pow(col,vec4(1.7))*2.,0.,1.); + //return clamp(pow(col,vec4(1.5))*2.5,0.,1.); + //return clamp(pow(col,vec4(1.8))*1.5,0.,1.); + + //return smoothstep(0.,1.1,pow(col,vec4(1.))*1.5); + return col*1.8; + //return pow(col,vec4(1.))*2. +} + + +//-------------------Background and Stars-------------------- + +vec3 nmzHash33(vec3 q) +{ + uvec3 p = uvec3(ivec3(q)); + p = p*uvec3(374761393U, 1103515245U, 668265263U) + p.zxy + p.yzx; + p = p.yzx*(p.zxy^(p >> 3U)); + return vec3(p^(p >> 16U))*(1.0/vec3(0xffffffffU)); +} + +vec3 stars(in vec3 p) +{ + vec3 c = vec3(0.); + float res = iResolution.x*1.; + + for (float i=0.;i<4.;i++) + { + vec3 q = fract(p*(.15*res))-0.5; + vec3 id = floor(p*(.15*res)); + vec2 rn = nmzHash33(id).xy; + float c2 = 1.-smoothstep(0.,.6,length(q)); + c2 *= step(rn.x,.0005+i*i*0.001); + c += c2*(mix(vec3(1.0,0.49,0.1),vec3(0.75,0.9,1.),rn.y)*0.1+0.9); + p *= 1.3; + } + return c*c*.8; +} + +vec3 bg(in vec3 rd) +{ + float sd = dot(normalize(vec3(-0.5, -0.6, 0.9)), rd)*0.5+0.5; + sd = pow(sd, 5.); + vec3 col = mix(vec3(0.05,0.1,0.2), vec3(0.1,0.05,0.2), sd); + return col*.63; +} +//----------------------------------------------------------- + + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 q = fragCoord.xy / iResolution.xy; + vec2 p = q - 0.5; + p.x*=iResolution.x/iResolution.y; + + vec3 ro = vec3(0,0,-6.7); + vec3 rd = normalize(vec3(p,1.3)); + vec2 mo = iMouse.xy / iResolution.xy-.5; + mo = (mo==vec2(-.5))?mo=vec2(-0.1,0.1):mo; + mo.x *= iResolution.x/iResolution.y; + rd.yz *= mm2(mo.y); + rd.xz *= mm2(mo.x + sin(time*0.05)*0.2); + + vec3 col = vec3(0.); + vec3 brd = rd; + float fade = smoothstep(0.,0.01,abs(brd.y))*0.1+0.9; + + col = bg(rd)*fade; + + if (rd.y > 0.){ + vec4 aur = smoothstep(0.,1.5,aurora(ro,rd))*fade; + col += stars(rd); + col = col*(1.-aur.a) + aur.rgb; + } + else //Reflections + { + rd.y = abs(rd.y); + col = bg(rd)*fade*0.6; + vec4 aur = smoothstep(0.0,2.5,aurora(ro,rd)); + col += stars(rd)*0.1; + col = col*(1.-aur.a) + aur.rgb; + vec3 pos = ro + ((0.5-ro.y)/rd.y)*rd; + float nz2 = triNoise2d(pos.xz*vec2(.5,.7), 0.); + col += mix(vec3(0.2,0.25,0.5)*0.08,vec3(0.3,0.3,0.5)*0.7, nz2*0.4); + } + + fragColor = vec4(col, 1.); +} diff --git a/demos/art/shadertoys/XtGGzG.fs b/demos/art/shadertoys/XtGGzG.fs new file mode 100644 index 0000000..ab11695 --- /dev/null +++ b/demos/art/shadertoys/XtGGzG.fs @@ -0,0 +1,94 @@ +// Viridis approximation, Jerome Liard, August 2016 +// https://www.shadertoy.com/view/XtGGzG + +// Applied polynomial regression to viridis color palettes so I could easily use them in shaders. +// Degree 5 seems to be a good fit (doesn't capture all details but...) +// +// Some credits/reference links about viridis palettes and why they are good, and some use examples: +// +// https://bids.github.io/colormap/ (says license is CC0) +// https://github.com/sjmgarnier/viridis#references @sjmgarnier +// https://cran.r-project.org/web/packages/viridis/vignettes/intro-to-viridis.html +// +// I learned about the existence of this palette via via https://www.mrao.cam.ac.uk/~dag/CUBEHELIX/ via @kenpex + +//#define PLOT_CURVES +#define BLACK_BANDS + +float saturate( float x ) { return clamp( x, 0.0, 1.0 ); } + +vec3 viridis_quintic( float x ) +{ + x = saturate( x ); + vec4 x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3 + vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7 + return vec3( + dot( x1.xyzw, vec4( +0.280268003, -0.143510503, +2.225793877, -14.815088879 ) ) + dot( x2.xy, vec2( +25.212752309, -11.772589584 ) ), + dot( x1.xyzw, vec4( -0.002117546, +1.617109353, -1.909305070, +2.701152864 ) ) + dot( x2.xy, vec2( -1.685288385, +0.178738871 ) ), + dot( x1.xyzw, vec4( +0.300805501, +2.614650302, -12.019139090, +28.933559110 ) ) + dot( x2.xy, vec2( -33.491294770, +13.762053843 ) ) ); +} + +vec3 inferno_quintic( float x ) +{ + x = saturate( x ); + vec4 x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3 + vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7 + return vec3( + dot( x1.xyzw, vec4( -0.027780558, +1.228188385, +0.278906882, +3.892783760 ) ) + dot( x2.xy, vec2( -8.490712758, +4.069046086 ) ), + dot( x1.xyzw, vec4( +0.014065206, +0.015360518, +1.605395918, -4.821108251 ) ) + dot( x2.xy, vec2( +8.389314011, -4.193858954 ) ), + dot( x1.xyzw, vec4( -0.019628385, +3.122510347, -5.893222355, +2.798380308 ) ) + dot( x2.xy, vec2( -3.608884658, +4.324996022 ) ) ); +} + +vec3 magma_quintic( float x ) +{ + x = saturate( x ); + vec4 x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3 + vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7 + return vec3( + dot( x1.xyzw, vec4( -0.023226960, +1.087154378, -0.109964741, +6.333665763 ) ) + dot( x2.xy, vec2( -11.640596589, +5.337625354 ) ), + dot( x1.xyzw, vec4( +0.010680993, +0.176613780, +1.638227448, -6.743522237 ) ) + dot( x2.xy, vec2( +11.426396979, -5.523236379 ) ), + dot( x1.xyzw, vec4( -0.008260782, +2.244286052, +3.005587601, -24.279769818 ) ) + dot( x2.xy, vec2( +32.484310068, -12.688259703 ) ) ); +} + +vec3 plasma_quintic( float x ) +{ + x = saturate( x ); + vec4 x1 = vec4( 1.0, x, x * x, x * x * x ); // 1 x x2 x3 + vec4 x2 = x1 * x1.w * x; // x4 x5 x6 x7 + return vec3( + dot( x1.xyzw, vec4( +0.063861086, +1.992659096, -1.023901152, -0.490832805 ) ) + dot( x2.xy, vec2( +1.308442123, -0.914547012 ) ), + dot( x1.xyzw, vec4( +0.049718590, -0.791144343, +2.892305078, +0.811726816 ) ) + dot( x2.xy, vec2( -4.686502417, +2.717794514 ) ), + dot( x1.xyzw, vec4( +0.513275779, +1.580255060, -5.164414457, +4.559573646 ) ) + dot( x2.xy, vec2( -1.916810682, +0.570638854 ) ) ); +} + +float tri( float x ) { return 1.0 - abs( fract( x * 0.5 ) - 0.5 ) * 2.0; } +vec3 smoothstep_unchecked( vec3 x ) { return ( x * x ) * ( 3.0 - x * 2.0 ); } +vec3 smoothbump( vec3 a, vec3 r, vec3 x ) { return 1.0 - smoothstep_unchecked( min( abs( x - a ), r ) / r ); } + +#ifdef SHADERTOY_STANDALONE +void main() +#else +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +#endif +{ + fragColor.a = 1.0; + + vec2 uv = fragCoord.xy / iResolution.xy; + + if ( uv.y > 0.75 ) fragColor.xyz = viridis_quintic( uv.x ); + else if ( uv.y > 0.5 ) fragColor.xyz = inferno_quintic( uv.x ); + else if ( uv.y > 0.25 ) fragColor.xyz = magma_quintic( uv.x ); + else if ( uv.y > 0.0 ) fragColor.xyz = plasma_quintic( uv.x ); + + #ifdef BLACK_BANDS + float r = 32.0 / iResolution.y; + fragColor.xyz *= step( r, tri( uv.y / 0.125 ) ); + #endif + + #ifdef PLOT_CURVES + float y = fract( uv.y / 0.25 ); + float r = 6.0 / iResolution.y; + fragColor.xyz += smoothbump( vec3( 0.0 ), vec3( r ), vec3( y ) - fragColor.xyz ); + #endif +} + diff --git a/demos/art/shadertoys/Xts3DD.fs b/demos/art/shadertoys/Xts3DD.fs new file mode 100644 index 0000000..d4b5b18 --- /dev/null +++ b/demos/art/shadertoys/Xts3DD.fs @@ -0,0 +1,171 @@ +//Cloud Ten by nimitz (twitter: @stormoid) noise3.jpg + +#define time iGlobalTime +mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);} +float noise(float t){return textureLod(iChannel0,vec2(t,.0)/iChannelResolution[0].xy,0.0).x;} +float moy = 0.; + +float noise(in vec3 x) //3d noise from iq +{ + vec3 p = floor(x); + vec3 f = fract(x); + f = f*f*(3.0-2.0*f); + vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy; + vec2 rg = textureLod( iChannel0, (uv+ 0.5)/256.0, 0.0 ).yx; + return mix( rg.x, rg.y, f.z ); +} + +float fbm(in vec3 x) +{ + float rz = 0.; + float a = .35; + for (int i = 0; i<2; i++) + { + rz += noise(x)*a; + a*=.35; + x*= 4.; + } + return rz; +} + +float path(in float x){ return sin(x*0.01-3.1415)*28.+6.5; } +float map(vec3 p){ + return p.y*0.07 + (fbm(p*0.3)-0.1) + sin(p.x*0.24 + sin(p.z*.01)*7.)*0.22+0.15 + sin(p.z*0.08)*0.05; +} + +float march(in vec3 ro, in vec3 rd) +{ + float precis = .3; + float h= 1.; + float d = 0.; + for( int i=0; i<17; i++ ) + { + if( abs(h)70. ) break; + d += h; + vec3 pos = ro+rd*d; + pos.y += .5; + float res = map(pos)*7.; + h = res; + } + return d; +} + +vec3 lgt = vec3(0); +float mapV( vec3 p ){ return clamp(-map(p), 0., 1.);} +vec4 marchV(in vec3 ro, in vec3 rd, in float t, in vec3 bgc) +{ + vec4 rz = vec4( 0.0 ); + + for( int i=0; i<150; i++ ) + { + if(rz.a > 0.99 || t > 200.) break; + + vec3 pos = ro + t*rd; + float den = mapV(pos); + + vec4 col = vec4(mix( vec3(.8,.75,.85), vec3(.0), den ),den); + col.xyz *= mix(bgc*bgc*2.5, mix(vec3(0.1,0.2,0.55),vec3(.8,.85,.9),moy*0.4), clamp( -(den*40.+0.)*pos.y*.03-moy*0.5, 0., 1. ) ); + col.rgb += clamp((1.-den*6.) + pos.y*0.13 +.55, 0., 1.)*0.35*mix(bgc,vec3(1),0.7); //Fringes + col += clamp(den*pos.y*.15, -.02, .0); //Depth occlusion + col *= smoothstep(0.2+moy*0.05,.0,mapV(pos+1.*lgt))*.85+0.15; //Shadows + + col.a *= .9; + col.rgb *= col.a; + rz = rz + col*(1.0 - rz.a); + + t += max(.4,(2.-den*30.)*t*0.011); + } + + return clamp(rz, 0., 1.); +} + +float pent(in vec2 p){ + vec2 q = abs(p); + return max(max(q.x*1.176-p.y*0.385, q.x*0.727+p.y), -p.y*1.237)*1.; +} + +vec3 flare(vec2 p, vec2 pos) //Inspired by mu6k's lens flare (https://www.shadertoy.com/view/4sX3Rs) +{ + vec2 q = p-pos; + vec2 pds = p*(length(p))*0.75; + float a = atan(q.x,q.y); + + float rz = .55*(pow(abs(fract(a*.8+.12)-0.5),3.)*(noise(a*15.)*0.9+.1)*exp2((-dot(q,q)*4.))); //Spokes + + rz += max(1.0/(1.0+32.0*pent(pds+0.8*pos)),.0)*00.2; //Projected ghost (main lens) + vec2 p2 = mix(p,pds,-.5); //Reverse distort + rz += max(0.01-pow(pent(p2 + 0.4*pos),2.2),.0)*3.0; + rz += max(0.01-pow(pent(p2 + 0.2*pos),5.5),.0)*3.0; + rz += max(0.01-pow(pent(p2 - 0.1*pos),1.6),.0)*4.0; + rz += max(0.01-pow(pent(-(p2 + 1.*pos)),2.5),.0)*5.0; + rz += max(0.01-pow(pent(-(p2 - .5*pos)),2.),.0)*4.0; + rz += max(0.01-pow(pent(-(p2 + .7*pos)),5.),.0)*3.0; + + return vec3(clamp(rz,0.,1.)); +} + +mat3 rot_x(float a){float sa = sin(a); float ca = cos(a); return mat3(1.,.0,.0, .0,ca,sa, .0,-sa,ca);} +mat3 rot_y(float a){float sa = sin(a); float ca = cos(a); return mat3(ca,.0,sa, .0,1.,.0, -sa,.0,ca);} +mat3 rot_z(float a){float sa = sin(a); float ca = cos(a); return mat3(ca,sa,.0, -sa,ca,.0, .0,.0,1.);} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 q = fragCoord.xy / iResolution.xy; + vec2 p = q - 0.5; + float asp =iResolution.x/iResolution.y; + p.x *= asp; + vec2 mo = iMouse.xy / iResolution.xy; + moy = mo.y; + float st = sin(time*0.3-1.3)*0.2; + vec3 ro = vec3(0.,-2.+sin(time*.3-1.)*2.,time*30.); + ro.x = path(ro.z); + vec3 ta = ro + vec3(0,0,1); + vec3 fw = normalize( ta - ro); + vec3 uu = normalize(cross( vec3(0.0,1.0,0.0), fw )); + vec3 vv = normalize(cross(fw,uu)); + const float zoom = 1.; + vec3 rd = normalize( p.x*uu + p.y*vv + -zoom*fw ); + + float rox = sin(time*0.2)*0.8+2.9; + rox += smoothstep(0.6,1.2,sin(time*0.25))*3.5; + float roy = sin(time*0.5)*0.2; + mat3 rotation = rot_x(-roy)*rot_y(-rox+st*1.5)*rot_z(st); + mat3 inv_rotation = rot_z(-st)*rot_y(rox-st*1.5)*rot_x(roy); + rd *= rotation; + rd.y -= dot(p,p)*0.06; + rd = normalize(rd); + + vec3 col = vec3(0.); + lgt = normalize(vec3(-0.3,mo.y+0.1,1.)); + float rdl = clamp(dot(rd, lgt),0.,1.); + + vec3 hor = mix( vec3(.9,.6,.7)*0.35, vec3(.5,0.05,0.05), rdl ); + hor = mix(hor, vec3(.5,.8,1),mo.y); + col += mix( vec3(.2,.2,.6), hor, exp2(-(1.+ 3.*(1.-rdl))*max(abs(rd.y),0.)) )*.6; + col += .8*vec3(1.,.9,.9)*exp2(rdl*650.-650.); + col += .3*vec3(1.,1.,0.1)*exp2(rdl*100.-100.); + col += .5*vec3(1.,.7,0.)*exp2(rdl*50.-50.); + col += .4*vec3(1.,0.,0.05)*exp2(rdl*10.-10.); + vec3 bgc = col; + + float rz = march(ro,rd); + + if (rz < 70.) + { + vec4 res = marchV(ro, rd, rz-5., bgc); + col = col*(1.0-res.w) + res.xyz; + } + + vec3 projected_flare = (-lgt*inv_rotation); + col += 1.4*vec3(0.7,0.7,0.4)*max(flare(p,-projected_flare.xy/projected_flare.z*zoom)*projected_flare.z,0.); + + float g = smoothstep(0.03,.97,mo.x); + col = mix(mix(col,col.brg*vec3(1,0.75,1),clamp(g*2.,0.0,1.0)), col.bgr, clamp((g-0.5)*2.,0.0,1.)); + + col = clamp(col, 0., 1.); + col = col*0.5 + 0.5*col*col*(3.0-2.0*col); //saturation + col = pow(col, vec3(0.416667))*1.055 - 0.055; //sRGB + col *= pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.12 ); //Vign + + fragColor = vec4( col, 1.0 ); +} diff --git a/demos/art/shadertoys/ctXyDl.fs b/demos/art/shadertoys/ctXyDl.fs new file mode 100644 index 0000000..a03a754 --- /dev/null +++ b/demos/art/shadertoys/ctXyDl.fs @@ -0,0 +1,251 @@ +float sdSphere(vec3 p, float r) +{ + return length(p) - r; +} + +float sdCapsule(vec3 p, float h, float r) +{ + return length(vec3(p.x, max(0.0, abs(p.y) - 0.5*h), p.z)) - r; +} + +float sdCylinder( vec3 p, float h, float r ) +{ + vec2 d = abs(vec2(length(p.xz),p.y)) - vec2(r,h); + return min(max(d.x,d.y),0.0) + length(max(d,0.0)); +} + + +struct Scene +{ + vec2 rot; + vec2 stre; +}; + +mat2 rot2(float theta) +{ + float c = cos(theta); + float s = sin(theta); + return mat2( + c, -s, + s, c + ); +} + +vec3 apply_rot(vec3 p, vec2 rot) +{ + p.xy *= rot2(rot.x); + p.yz *= rot2(rot.y); + return p; +} + +float smax(float a, float b, float k) +{ + float dist = abs(a - b); + float res = max(a, b); + if (dist < k) + { + res += (1.0/(4.0*k))*(k-dist)*(k-dist); + } + return res; +} + +float smin(float a, float b, float k) +{ + float dist = abs(a - b); + float res = min(a, b); + if (dist < k) + { + res -= (1.0/(4.0*k))*(k-dist)*(k-dist); + } + return res; +} + +float map_shell(Scene scene, vec3 p) +{ + p = apply_rot(p, scene.rot); + float dist = sdCapsule(p-vec3(0,-0.4,0), 1.3, 0.43); + dist = smin(dist, sdCylinder(p-vec3(0,0.6,0), 0.6, 0.12), 0.03); + dist = smax(dist, -p.y-1.1, 0.02); + return dist; +} + +vec3 calc_normal_shell(Scene scene, vec3 p) +{ + vec2 e = vec2(0, 0.0001); + return normalize(vec3(map_shell(scene, p+e.yxx), + map_shell(scene, p+e.xyx), + map_shell(scene, p+e.xxy)) - + vec3(map_shell(scene, p))); +} + +float map_body(Scene scene, vec3 p) +{ + float dist = map_shell(scene, p)+0.04; + + vec3 surfaceN = vec3(0,1,0); + // surface wobble + surfaceN.yz *= rot2(scene.stre.y*sin(10.0*iTime)); + surfaceN.xy *= rot2(scene.stre.x*sin(10.0*iTime)); + // travelling waves + float perturb = 0.1*(scene.stre.x*sin(4.0*(p.x+sign(scene.stre.x)*5.0*iTime)) + + scene.stre.y*sin(4.0*(p.z+sign(scene.stre.y)*5.0*iTime))); + // TODO: SDF is completely ruined if I remove the *0.1 here, why? + // does this screw up the SDF that badly? + dist = 0.1*max(dist, dot(p,surfaceN)-(0.0+perturb)); + return dist; +} + +vec3 calc_normal_body(Scene scene, vec3 p) +{ + vec2 e = vec2(0, 0.0001); + return normalize(vec3(map_body(scene,p+e.yxx), + map_body(scene,p+e.xyx), + map_body(scene,p+e.xxy)) - + vec3(map_body(scene,p))); +} + +vec3 render(Scene scene, vec2 uv) +{ + float cam_angle = 0.0 * 6.28; + vec3 ro = 2.0*vec3(sin(cam_angle), 0.2, -cos(cam_angle)); + vec3 at = vec3(0); + vec3 cam_z = normalize(at - ro); + vec3 cam_x = normalize(cross(vec3(0, 1, 0), cam_z)); + vec3 cam_y = cross(cam_z, cam_x); + vec3 rd = normalize(uv.x * cam_x + uv.y * cam_y + 1.3 * cam_z); + + bool hit = false; + float t = 0.0; + for (int i = 0; i < 256; ++i) + { + vec3 p = ro + t * rd; + float dist = 0.1*map_shell(scene, p); + if (dist < 0.001) + { + hit = true; + break; + } + t += dist; + } + + bool hit_inner = false; + float t_inner = 0.0; + for (int i = 0; i < 256; ++i) + { + vec3 p = ro + t_inner * rd; + float dist = map_body(scene, p); + if (dist < 0.001) + { + hit_inner = true; + break; + } + t_inner += dist; + } + + vec3 glass_f0 = vec3(0.5); + vec3 water_f0 = vec3(0.3); + vec3 keyLightCol = 1.5*vec3(1);//vec3(0.3, 0.5, 1.1); + vec3 keyLightDir = normalize(vec3(0.0,0.9,0.5)); + vec3 waterDifCol = 1.3*vec3(0.3,0.6,0.8); + + vec3 bgCol = texture(iChannel0, rd).rgb; + bgCol = bgCol * bgCol; // gamma -> linear + + vec3 col = bgCol; + vec3 glass_fre = vec3(1); + if (hit) + { + vec3 p = ro + t * rd; + vec3 n = calc_normal_shell(scene, p); + vec3 l = rd - 2.0 * dot(rd, n) * n; + glass_fre = glass_f0 + (vec3(1) - glass_f0) * pow(1.0 - dot(n, l), 5.0); + + { + float keyLightCos = dot(keyLightDir, l); + + vec3 keyLight = texture(iChannel1, l).rgb; + vec3 spe = keyLight * glass_fre; + col = spe; + } + } + + if (hit_inner) + { + vec3 p = ro + t_inner * rd; + vec3 n = calc_normal_body(scene, p); + vec3 l = rd - 2.0 * dot(rd, n) * n; + vec3 fre = water_f0 + (vec3(1) - water_f0) * pow(1.0 - dot(n, l), 5.0); + + { + float keyLightCos = dot(keyLightDir, l); + + vec3 keyLight = texture(iChannel1, l).rgb; + vec3 spe = keyLight * fre; + vec3 dif = waterDifCol * keyLightCol * (0.05 + 0.3 * (0.5 + 0.5 * keyLightCos)); + col = mix(col, spe + dif, 1.0-glass_fre); + } + } + else + { + col = mix(col, bgCol,1.0-glass_fre); + } + return col; +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + // Normalized pixel coordinates (from 0 to 1) + vec2 uv = fragCoord/iResolution.xy; + uv = 2.0 * uv - 1.0; + uv.x *= iResolution.x / iResolution.y; + +#define SIM1_DATA_IDX 0 +#define SIM2_DATA_IDX 1 +#define DATA_STRIDE 2 + // simulation data stored in double-buffered packs of floats for persistent storage + int currPackIdx = iFrame & 1; + int nextPackIdx = (iFrame + 1) & 1; + vec4 sim1Data = texelFetch(iChannel2, ivec2(DATA_STRIDE*currPackIdx + SIM1_DATA_IDX, 0), 0); + vec4 sim2Data = texelFetch(iChannel2, ivec2(DATA_STRIDE*currPackIdx + SIM2_DATA_IDX, 0), 0); + + vec2 prevMouseCoord = sim1Data.xy; + vec2 prevRot = sim1Data.zw; + vec2 prevStre = sim2Data.xy; + + // reference: https://shadertoyunofficial.wordpress.com/2016/07/20/special-shadertoy-features/ + bool mouseDown = iMouse.z > 0. && iMouse.w < 0.; + + // compute current rotation + vec2 deltaRot = vec2(0); + if (iMouse.x > 0. && mouseDown) + deltaRot.x = (iMouse.x - prevMouseCoord.x) / 800.0 * 6.28; + if (iMouse.y > 0. && mouseDown) + deltaRot.y -= (iMouse.y - prevMouseCoord.y) / 450.0 * 6.28; + vec2 currRot = prevRot + deltaRot; + // dampening oscillation + vec2 stre = 0.3*abs(deltaRot) + 0.987*prevStre; + stre = min(vec2(0.5), stre); + + // special routine for data pixels (not color pixels) + ivec2 iFragCoord = ivec2(fragCoord); + int nextPackBegin = nextPackIdx * DATA_STRIDE; + int nextPackEnd = nextPackBegin + DATA_STRIDE; + if (iFragCoord.x >= nextPackBegin && iFragCoord.y < nextPackEnd && iFragCoord.y == 0) + { + int dataIdx = iFragCoord.x - nextPackBegin; + if (dataIdx == SIM1_DATA_IDX) + fragColor = vec4(iMouse.xy, currRot); + if (dataIdx == SIM2_DATA_IDX) + fragColor = vec4(stre, 0, 0); + return; + } + + Scene scene; + scene.rot = currRot; + scene.stre = stre; + + vec3 col = render(scene, uv); + + col = sqrt(col); + fragColor = vec4(col,1.0); +} \ No newline at end of file diff --git a/demos/art/shadertoys/lddXzM.fs b/demos/art/shadertoys/lddXzM.fs new file mode 100644 index 0000000..9fc00e5 --- /dev/null +++ b/demos/art/shadertoys/lddXzM.fs @@ -0,0 +1,306 @@ +#define line1 h_ e_ l_ l_ o_ _ s_ h_ a_ d_ e_ r_ t_ o_ y_ crlf +#define line2 t_ h_ i_ s_ _ i_ s_ _ m_ y_ _ f_ o_ n_ t_ crlf +#define line3 h_ o_ p_ e_ _ y_ o_ u_ _ l_ i_ k_ e_ _ i_ t_ crlf +#define line4 f_ e_ e_ l_ _ f_ r_ e_ e_ _ t_ o_ _ u_ s_ e_ crlf +#define line5 _ a_ b_ c_ d_ e_ f_ g_ h_ i_ j_ k_ l_ m_ crlf +#define line6 _ n_ o_ p_ q_ r_ s_ t_ u_ v_ w_ x_ y_ z_ + +//======Start shared code for state +#define pz_stateYOffset 0.0 +#define pz_stateBuf 0 +#define pz_stateSample(x) texture(iChannel0,x) +vec2 pz_realBufferResolution; +vec2 pz_originalBufferResolution; +float pz_scale; + +void pz_initializeState() { + pz_realBufferResolution = iChannelResolution[pz_stateBuf].xy; + pz_originalBufferResolution = pz_stateSample(.5/pz_realBufferResolution).xy; +} + +vec2 pz_nr2vec(float nr) { + return vec2(mod(nr, pz_originalBufferResolution.x) + , pz_stateYOffset+floor(nr / pz_originalBufferResolution.x))+.5; +} + +vec4 pz_readState(float nr) { + return pz_stateSample(pz_nr2vec(nr)/pz_realBufferResolution); +} + +float pz_resetCount() { + return pz_readState(1.).z; +} + +vec3 pz_position() { + return pz_readState(3.).xyz; +} + +vec2 pz_initializeState(vec2 fragCoord) { + pz_initializeState(); + + vec3 position = pz_position(); + fragCoord -= 0.5*iResolution.xy; + fragCoord *= pz_scale = position.z; + fragCoord += (0.5 + position.xy) * iResolution.xy ; + + return fragCoord; +} +//======End shared code for state + +// line function, used in k, s, v, w, x, y, z +float line(vec2 p, vec2 a, vec2 b) +{ + vec2 pa = p - a; + vec2 ba = b - a; + float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); + return length(pa - ba * h); +} + +//These functions are re-used by multiple letters +float _u(vec2 uv,float w,float v) { + return length(vec2( + abs(length(vec2(uv.x, + max(0.0,-(.4-v)-uv.y) ))-w) + ,max(0.,uv.y-.4))) +.4; +} +float _i(vec2 uv) { + return length(vec2(uv.x,max(0.,abs(uv.y)-.4)))+.4; +} +float _j(vec2 uv) { + uv.x+=.2; + float t = _u(uv,.25,-.15); + float x = uv.x>0.?t:length(vec2(uv.x,uv.y+.8))+.4; + return x; +} +float _l(vec2 uv) { + uv.y -= .2; + return length(vec2(uv.x,max(0.,abs(uv.y)-.6)))+.4; +} +float _o(vec2 uv) { + return abs(length(vec2(uv.x,max(0.,abs(uv.y)-.15)))-.25)+.4; +} + +// Here is the alphabet +float aa(vec2 uv) { + uv = -uv; + float x = abs(length(vec2(max(0.,abs(uv.x)-.05),uv.y-.2))-.2)+.4; + x = min(x,length(vec2(uv.x+.25,max(0.,abs(uv.y-.2)-.2)))+.4); + return min(x,(uv.x<0.?uv.y<0.:atan(uv.x,uv.y+0.15)>2.)?_o(uv):length(vec2(uv.x-.22734,uv.y+.254))+.4); +} +float bb(vec2 uv) { + float x = _o(uv); + uv.x += .25; + return min(x,_l(uv)); +} +float cc(vec2 uv) { + float x = _o(uv); + uv.y= abs(uv.y); + return uv.x<0.||atan(uv.x,uv.y-0.15)<1.14?x:length(vec2(uv.x-.22734,uv.y-.254))+.4; +} +float dd(vec2 uv) { + uv.x *= -1.; + return bb(uv); +} +float ee(vec2 uv) { + float x = _o(uv); + return min(uv.x<0.||uv.y>.05||atan(uv.x,uv.y+0.15)>2.?x:length(vec2(uv.x-.22734,uv.y+.254))+.4, + length(vec2(max(0.,abs(uv.x)-.25),uv.y-.05))+.4); +} +float ff(vec2 uv) { + uv.x *= -1.; + uv.x += .05; + float x = _j(vec2(uv.x,-uv.y)); + uv.y -= .4; + x = min(x,length(vec2(max(0.,abs(uv.x-.05)-.25),uv.y))+.4); + return x; +} +float gg(vec2 uv) { + float x = _o(uv); + return min(x,uv.x>0.||uv.y<-.65?_u(uv,0.25,-0.2):length(vec2(uv.x+0.25,uv.y+.65))+.4 ); +} +float hh(vec2 uv) { + uv.y *= -1.; + float x = _u(uv,.25,.25); + uv.x += .25; + uv.y *= -1.; + return min(x,_l(uv)); +} +float ii(vec2 uv) { + return min(_i(uv),length(vec2(uv.x,uv.y-.7))+.4); +} +float jj(vec2 uv) { + uv.x += .05; + return min(_j(uv),length(vec2(uv.x-.05,uv.y-.7))+.4); +} +float kk(vec2 uv) { + float x = line(uv,vec2(-.25,-.1), vec2(0.25,0.4))+.4; + x = min(x,line(uv,vec2(-.15,.0), vec2(0.25,-0.4))+.4); + uv.x+=.25; + return min(x,_l(uv)); +} +float ll(vec2 uv) { + return _l(uv); +} +float mm(vec2 uv) { + //uv.x *= 1.4; + uv.y *= -1.; + uv.x-=.175; + float x = _u(uv,.175,.175); + uv.x+=.35; + x = min(x,_u(uv,.175,.175)); + uv.x+=.175; + return min(x,_i(uv)); +} +float nn(vec2 uv) { + uv.y *= -1.; + float x = _u(uv,.25,.25); + uv.x+=.25; + return min(x,_i(uv)); +} +float oo(vec2 uv) { + return _o(uv); +} +float pp(vec2 uv) { + float x = _o(uv); + uv.x += .25; + uv.y += .4; + return min(x,_l(uv)); +} +float qq(vec2 uv) { + uv.x = -uv.x; + return pp(uv); +} +float rr(vec2 uv) { + float x =atan(uv.x,uv.y-0.15)<1.14&&uv.y>0.?_o(uv):length(vec2(uv.x-.22734,uv.y-.254))+.4; + + //)?_o(uv):length(vec2(uv.x-.22734,uv.y+.254))+.4); + + uv.x+=.25; + return min(x,_i(uv)); +} +float ss(vec2 uv) { + + if (uv.y <.145 && uv.x>0. || uv.y<-.145) + uv = -uv; + + float x = atan(uv.x-.05,uv.y-0.2)<1.14? + abs(length(vec2(max(0.,abs(uv.x)-.05),uv.y-.2))-.2)+.4: + length(vec2(uv.x-.231505,uv.y-.284))+.4; + return x; +} +float tt(vec2 uv) { + uv.x *= -1.; + uv.y -= .4; + uv.x += .05; + float x = min(_j(uv),length(vec2(max(0.,abs(uv.x-.05)-.25),uv.y))+.4); + return x; +} +float uu(vec2 uv) { + return _u(uv,.25,.25); +} +float vv(vec2 uv) { + uv.x=abs(uv.x); + return line(uv,vec2(0.25,0.4), vec2(0.,-0.4))+.4; +} +float ww(vec2 uv) { + uv.x=abs(uv.x); + return min(line(uv,vec2(0.3,0.4), vec2(.2,-0.4))+.4, + line(uv,vec2(0.2,-0.4), vec2(0.,0.1))+.4); +} +float xx(vec2 uv) { + uv=abs(uv); + return line(uv,vec2(0.,0.), vec2(.3,0.4))+.4; +} +float yy(vec2 uv) { + return min(line(uv,vec2(.0,-.2), vec2(-.3,0.4))+.4, + line(uv,vec2(.3,.4), vec2(-.3,-0.8))+.4); +} +float zz(vec2 uv) { + float l = line(uv,vec2(0.25,0.4), vec2(-0.25,-0.4))+.4; + uv.y=abs(uv.y); + float x = length(vec2(max(0.,abs(uv.x)-.25),uv.y-.4))+.4; + return min(x,l); +} + +// Spare Q :) +float Q(vec2 uv) { + + float x = _o(uv); + uv.y += .3; + uv.x -= .2; + return min(x,length(vec2(abs(uv.x+uv.y),max(0.,abs(uv.x-uv.y)-.2)))/sqrt(2.) +.4); +} + +//Render char if it's up +#define ch(l) if (nr++==ofs) x=min(x,l(uv)); + +//Make it a bit easier to type text +#define a_ ch(aa); +#define b_ ch(bb); +#define c_ ch(cc); +#define d_ ch(dd); +#define e_ ch(ee); +#define f_ ch(ff); +#define g_ ch(gg); +#define h_ ch(hh); +#define i_ ch(ii); +#define j_ ch(jj); +#define k_ ch(kk); +#define l_ ch(ll); +#define m_ ch(mm); +#define n_ ch(nn); +#define o_ ch(oo); +#define p_ ch(pp); +#define q_ ch(qq); +#define r_ ch(rr); +#define s_ ch(ss); +#define t_ ch(tt); +#define u_ ch(uu); +#define v_ ch(vv); +#define w_ ch(ww); +#define x_ ch(xx); +#define y_ ch(yy); +#define z_ ch(zz); + +//Space +#define _ nr++; + +//Next line +#define crlf uv.y += 2.0; nr = 0.; + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + fragCoord = pz_initializeState(fragCoord); + + float scale = 1.0;//3.5-3.0*sin(iGlobalTime*.2); + vec2 uv = (fragCoord-0.5*iResolution.xy) / iResolution.x * 22.0 * scale; + + float ofs = floor(uv.x)+8.; + uv.x = mod(uv.x,1.0)-.5; + + float x = 100.; + float nr = 0.; + uv.y -= 5.; + + line1; + line2; + line3; + line4; + line5; + line6; + + vec3 clr = vec3(0.0); + + float px = 17.0/iResolution.x*pz_scale; + + clr.r = 0.7-0.7*smoothstep(0.49-px,0.49+px, x); // The body + clr.g = 0.7-0.7*smoothstep(0.00,px*1.5, abs(x-0.49+px)); // Yellow outline + clr.b = 0.4-0.4*smoothstep(0.43,0.53,1.0-x); // Background with shadow + clr.rg += 0.12-0.12*smoothstep(0.00,0.1+px, abs(x-0.49+px)); // Yellow glow + + if (iMouse.w>0.1) { + clr.rgb = vec3(smoothstep(0.49-px,0.49+px, x)); + } + + fragColor = vec4(clamp(clr,0.0,1.0),1.0); +} diff --git a/demos/art/shadertoys/lds3DS8.fs b/demos/art/shadertoys/lds3DS8.fs new file mode 100644 index 0000000..c8ad496 --- /dev/null +++ b/demos/art/shadertoys/lds3DS8.fs @@ -0,0 +1,318 @@ +// Created by Reinder Nijhoff 2013 +// @reindernijhoff + +// empirical measured values +#define EYEDISTANCE 5.15 +#define LENSDISTANCE -0.136 +#define FOV 0.62 + +#define SHADOW +//#define REFLECTION + +#define RAYCASTSTEPS 30 + +#define EXPOSURE 0.9 +#define EPSILON 0.0001 +#define MAXDISTANCE 400. +#define GRIDSIZE 10. +#define GRIDSIZESMALL 8. +#define MAXHEIGHT 10. +#define SPEED 2.5 + +float time; + +// +// math functions +// + +const mat2 mr = mat2 (0.84147, 0.54030, + 0.54030, -0.84147 ); +float hash( float n ) { + return fract(sin(n)*43758.5453); +} +vec2 hash2( float n ) { + return fract(sin(vec2(n,n+1.0))*vec2(2.1459123,3.3490423)); +} +vec2 hash2( vec2 n ) { + return fract(sin(vec2( n.x*n.y, n.x+n.y))*vec2(2.1459123,3.3490423)); +} +vec3 hash3( float n ) { + return fract(sin(vec3(n,n+1.0,n+2.0))*vec3(3.5453123,4.1459123,1.3490423)); +} +vec3 hash3( vec2 n ) { + return fract(sin(vec3(n.x, n.y, n+2.0))*vec3(3.5453123,4.1459123,1.3490423)); +} +// +// intersection functions +// + +bool intersectPlane(vec3 ro, vec3 rd, float height, out float dist) { + if (rd.y==0.0) { + return false; + } + + float d = -(ro.y - height)/rd.y; + d = min(100000.0, d); + if( d > 0. ) { + dist = d; + return true; + } + return false; +} + +bool intersectUnitSphere ( in vec3 ro, in vec3 rd, in vec3 sph, out float dist, out vec3 normal ) { + vec3 ds = ro - sph; + float bs = dot( rd, ds ); + float cs = dot( ds, ds ) - 1.0; + float ts = bs*bs - cs; + + if( ts > 0.0 ) { + ts = -bs - sqrt( ts ); + if( ts>0. ) { + normal = normalize( (ro+ts*rd)-sph ); + dist = ts; + return true; + } + } + + return false; +} + +// +// Scene +// + +void getSphereOffset( vec2 grid, inout vec2 center ) { + center = (hash2( grid+vec2(43.12,1.23) ) - vec2(0.5) )*(GRIDSIZESMALL); +} +void getMovingSpherePosition( vec2 grid, vec2 sphereOffset, inout vec3 center ) { + // falling? + float s = 0.1+hash( grid.x*1.23114+5.342+754.324231*grid.y ); + float t = 14.*s + time/s; + + float y = s * MAXHEIGHT * abs( cos( t ) ); + vec2 offset = grid + sphereOffset; + + center = vec3( offset.x, y, offset.y ) + 0.5*vec3( GRIDSIZE, 2., GRIDSIZE ); +} +void getSpherePosition( vec2 grid, vec2 sphereOffset, inout vec3 center ) { + vec2 offset = grid + sphereOffset; + center = vec3( offset.x, 0., offset.y ) + 0.5*vec3( GRIDSIZE, 2., GRIDSIZE ); +} +vec3 getSphereColor( vec2 grid ) { + return normalize( hash3( grid+vec2(43.12*grid.y,12.23*grid.x) ) ); +} + +vec3 trace(vec3 ro, vec3 rd, out vec3 intersection, out vec3 normal, out float dist, out int material) { + material = 0; // sky + dist = MAXDISTANCE; + float distcheck; + + vec3 sphereCenter, col, normalcheck; + + if( intersectPlane( ro, rd, 0., distcheck) && distcheck < MAXDISTANCE ) { + dist = distcheck; + material = 1; + normal = vec3( 0., 1., 0. ); + col = vec3( 1. ); + } else { + col = vec3( 0. ); + } + + // trace grid + vec2 map = floor( ro.xz / GRIDSIZE ) * GRIDSIZE; + float deltaDistX = GRIDSIZE*sqrt(1. + (rd.z * rd.z) / (rd.x * rd.x)); + float deltaDistY = GRIDSIZE*sqrt(1. + (rd.x * rd.x) / (rd.z * rd.z)); + float stepX, stepY, sideDistX, sideDistY; + + //calculate step and initial sideDist + if (rd.x < 0.) { + stepX = -GRIDSIZE; + sideDistX = (ro.x - map.x) * deltaDistX / GRIDSIZE; + } else { + stepX = GRIDSIZE; + sideDistX = (map.x + GRIDSIZE - ro.x) * deltaDistX / GRIDSIZE; + } + if (rd.z < 0.) { + stepY = -GRIDSIZE; + sideDistY = (ro.z - map.y) * deltaDistY / GRIDSIZE; + } else { + stepY = GRIDSIZE; + sideDistY = (map.y + GRIDSIZE - ro.z) * deltaDistY / GRIDSIZE; + } + + bool hit = false; + + for( int i=0; i dist+GRIDSIZE ) continue; + + vec2 offset; + getSphereOffset( map, offset ); + + getMovingSpherePosition( map, -offset, sphereCenter ); + + if( intersectUnitSphere( ro, rd, sphereCenter, distcheck, normalcheck ) && distcheck < dist ) { + dist = distcheck; + normal = normalcheck; + material = 2; + hit = true; + } + + getSpherePosition( map, offset, sphereCenter ); + if( intersectUnitSphere( ro, rd, sphereCenter, distcheck, normalcheck ) && distcheck < dist ) { + dist = distcheck; + normal = normalcheck; + col = vec3( 2. ); + material = 3; + hit = true; + } + + if (sideDistX < sideDistY) { + sideDistX += deltaDistX; + map.x += stepX; + } else { + sideDistY += deltaDistY; + map.y += stepY; + } + } + + vec3 color = vec3( 0. ); + if( (hit || material == 1) ) { + intersection = ro + rd*dist; + vec2 map = intersection.xz - mod( intersection.xz, vec2(GRIDSIZE,GRIDSIZE) ); + + if( material == 1 || material == 3 ) { + // lightning + vec3 c = vec3( -GRIDSIZE,0., GRIDSIZE ); + for( int x=0; x<3; x++ ) { + for( int y=0; y<3; y++ ) { + vec2 mapoffset = map+vec2( c[x], c[y] ); + vec2 offset; + getSphereOffset( mapoffset, offset ); + vec3 lcolor = getSphereColor( mapoffset ); + vec3 lpos; + getMovingSpherePosition( mapoffset, -offset, lpos ); + + float shadow = 1.; +#ifdef SHADOW + if( material == 1 ) { + for( int sx=0; sx<3; sx++ ) { + for( int sy=0; sy<3; sy++ ) { + if( shadow < 1. ) continue; + + vec2 smapoffset = map+vec2( c[sx], c[sy] ); + vec2 soffset; + getSphereOffset( smapoffset, soffset ); + vec3 slpos, sn; + getSpherePosition( smapoffset, soffset, slpos ); + float sd; + if( intersectUnitSphere( intersection, normalize( lpos - intersection ), slpos, sd, sn ) ) { + shadow = 0.; + } + } + } + } +#endif + color += col * lcolor * ( shadow * max( dot( normalize(lpos-intersection), normal ), 0.) * + (1. - clamp( distance( lpos, intersection )/GRIDSIZE, 0., 1.) ) ); + } + } + } else { + // emitter + color = (1.5+dot(normal, vec3( 0.5, 0.5, -0.5) )) *getSphereColor( map ); + } + } + return color; +} + +// left +float w = 1.0; +float h = 1.0; +float scaleFactor = 1.0; + +vec2 leftLensCenter = vec2( LENSDISTANCE, 0. ); +vec2 rightLensCenter = vec2( -LENSDISTANCE, 0. ); + +vec2 Scale; +vec2 ScaleIn = vec2( 1., 1.); +vec4 HmdWarpParam = vec4(1., 0.22, 0.24, 0); + +vec2 HmdWarp(vec2 in01, vec2 lensCenter) { + vec2 theta = (in01-lensCenter) * ScaleIn; // Scales to [-1, 1] + float rSq = dot(theta, theta); + vec2 rvector = theta * + (HmdWarpParam.x + HmdWarpParam.y * rSq + + HmdWarpParam.z * rSq * rSq + + HmdWarpParam.w * rSq * rSq * rSq); + return lensCenter + Scale * rvector; +} + + + + + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) { + Scale = 0.65*vec2( 1., iResolution.x/iResolution.y ); + time = iGlobalTime; + vec2 q = fragCoord.xy/iResolution.xy; + vec2 p = 2.0*q; + + p.x *= 2.; + + bool lefteye = true; + if( p.x > 2. ) { + p.x -= 2.; + lefteye = false; + } + p -= vec2(1.); + + p = HmdWarp( p, lefteye?leftLensCenter:rightLensCenter ); + + + p.x *= iResolution.x/iResolution.y; + + // camera + vec3 ce = vec3( cos( 0.232*time) * 10., 7.+3.*cos(0.3*time), GRIDSIZE*(time/SPEED) ); + vec3 ro = ce; + vec3 ta = ro + vec3( -sin( 0.232*time) * 10., -2.0+cos(0.23*time), 10.0 ); + + float roll = -0.15*sin(0.5*time); + + // camera tx + vec3 cw = normalize( ta-ro ); + vec3 cp = vec3( sin(roll), cos(roll),0.0 ); + vec3 cu = normalize( cross(cw,cp) ); + vec3 cv = normalize( cross(cu,cw) ); + + vec3 go = vec3( 0.0 ); + go.x = (lefteye?-0.5*EYEDISTANCE:0.5*EYEDISTANCE); + ro += go.x*cu + go.y*cv; + + // create offset voor left or right eye + vec3 er = normalize( vec3( p.xy, FOV ) ); + vec3 rd = er.x*cu + er.y*cv + er.z*cw; + + + + // raytrace + int material; + vec3 normal, intersection; + float dist; + + vec3 col = trace(ro, rd, intersection, normal, dist, material); + +#ifdef REFLECTION + if( material > 0 ) { + vec3 ro = intersection + EPSILON*normal; + rd = reflect( rd, normal ); + col += 0.05 * trace(ro, rd, intersection, normal, dist, material); + } +#endif + + col = pow( col, vec3(EXPOSURE, EXPOSURE, EXPOSURE) ); + col = clamp(col, 0.0, 1.0); + + + + fragColor = vec4( col,1.0); +} \ No newline at end of file diff --git a/demos/art/shadertoys/wsjBD3.fs b/demos/art/shadertoys/wsjBD3.fs new file mode 100644 index 0000000..b7dec23 --- /dev/null +++ b/demos/art/shadertoys/wsjBD3.fs @@ -0,0 +1,348 @@ +// https://www.shadertoy.com/view/wsjBD3 +// License CC0: A battered alien planet +// Been experimenting with space inspired shaders + +#define PI 3.141592654 +#define TAU (2.0*PI) + +#define TOLERANCE 0.00001 +#define MAX_ITER 65 +#define MIN_DISTANCE 0.01 +#define MAX_DISTANCE 9.0 + +const vec3 skyCol1 = vec3(0.35, 0.45, 0.6); +const vec3 skyCol2 = vec3(0.4, 0.7, 1.0); +const vec3 skyCol3 = pow(skyCol1, vec3(0.25)); +const vec3 sunCol1 = vec3(1.0,0.6,0.4); +const vec3 sunCol2 = vec3(1.0,0.9,0.7); +const vec3 smallSunCol1 = vec3(1.0,0.5,0.25)*0.5; +const vec3 smallSunCol2 = vec3(1.0,0.5,0.25)*0.5; +const vec3 mountainColor = 1.0*sqrt(vec3(0.95, 0.65, 0.45)); +const float cellWidth = 1.0; +const vec4 planet = vec4(80.0, -20.0, 100.0, 50.0)*1000.0; + +void rot(inout vec2 p, float a) { + float c = cos(a); + float s = sin(a); + p = vec2(p.x*c + p.y*s, -p.x*s + p.y*c); +} + +vec2 mod2(inout vec2 p, vec2 size) { + vec2 c = floor((p + size*0.5)/size); + p = mod(p + size*0.5,size) - size*0.5; + return c; +} + +float circle(vec2 p, float r) { + return length(p) - r; +} + +float egg(vec2 p, float ra, float rb) { + const float k = sqrt(3.0); + p.x = abs(p.x); + float r = ra - rb; + return ((p.y<0.0) ? length(vec2(p.x, p.y )) - r : + (k*(p.x+r) 0.0 && b > 0.0) return vec2(-1.0, -1.0); + float discr = b * b - c; + if(discr < 0.0) return vec2(-1.0); + float normalMultiplier = 1.0; + float s = sqrt(discr); + float t0 = -b - s; + float t1 = -b + s;; + return vec2(t0, t1); +} + +float noise1(vec2 p) { + vec2 n = mod2(p, vec2(cellWidth)); + vec2 hh = hash(sqrt(2.0)*(n+1000.0)); + hh.x *= hh.y; + + float r = 0.225*cellWidth; + + float d = circle(p, 2.0*r); + + float h = hh.x*smoothstep(0.0, r, -d); + + return h*0.25; +} + +float noise2_(vec2 p) { + vec2 n = mod2(p, vec2(cellWidth)); + vec2 hh = hash(sqrt(2.0)*(n+1000.0)); + hh.x *= hh.y; + + rot(p, TAU*hh.y); + float r = 0.45*cellWidth; + +// float d = circle(p, 1.0*r); + float d = egg(p, 0.75*r, 0.5*r*abs(hh.y)); + + float h = (hh.x)*smoothstep(0.0, r, -2.0*d); + + return h*0.275; +} + + +float height(vec2 p, float dd, int mx) { + const float aa = 0.45; + const float ff = 2.03; + const float tt = 1.2; + const float oo = 3.93; + const float near = 0.25; + const float far = 0.65; + + float a = 1.0; + float o = 0.2; + float s = 0.0; + float d = 0.0; + + int i = 0; + + for (; i < 4;++i) { + float nn = a*noise2_(p); + s += nn; + d += abs(a); + p += o; + a *= aa; + p *= ff; + o *= oo; + rot(p, tt); + } + + float lod = s/d; + + float rdd = dd/MAX_DISTANCE; + mx = int(mix(float(4), float(mx), step(rdd, far))); + + for (; i < mx; ++i) { + float nn = a*noise1(p); + s += nn; + d += abs(a); + p += o; + a *= aa; + p *= ff; + o *= oo; + rot(p, tt); + } + + float hid = (s/d); + + return mix(hid, lod, smoothstep(near, far, rdd)); +} + +float loheight(vec2 p, float d) { + return height(p, d, 0); +} + +float height(vec2 p, float d) { + return height(p, d, 6); +} + +float hiheight(vec2 p, float d) { + return height(p, d, 8); +} + +vec3 normal(vec2 p, float d) { + vec2 eps = vec2(0.00125, 0.0); + + vec3 n; + + n.x = (hiheight(p - eps.xy, d) - hiheight(p + eps.xy, d)); + n.y = 2.0*eps.x; + n.z = (hiheight(p - eps.yx, d) - hiheight(p + eps.yx, d)); + + return normalize(n); +} + +const float stepLength[] = float[](0.9, 0.25); + + +float march(vec3 ro, vec3 rd, out int max_iter) { + float dt = 0.1; + float d = MIN_DISTANCE; + int currentStep = 0; + float lastd = d; + for (int i = 0; i < MAX_ITER; ++i) + { + vec3 p = ro + d*rd; + float h = height(p.xz, d); + + if (d > MAX_DISTANCE) { + max_iter = i; + return MAX_DISTANCE; + } + + float hd = p.y - h; + + if (hd < TOLERANCE) { + ++currentStep; + if (currentStep >= stepLength.length()) { + max_iter = i; + return d; + } + + d = lastd; + continue; + } + + float sl = stepLength[currentStep]; + + dt = max(hd, TOLERANCE)*sl + 0.0025*d; + lastd = d; + d += dt; + } + + max_iter = MAX_ITER; + return MAX_DISTANCE; +} + +vec3 sunDirection() { + return normalize(vec3(-0.5, 0.085, 1.0)); +} + +vec3 smallSunDirection() { + return normalize(vec3(-0.2, -0.05, 1.0)); +} + +float psin(float f) { + return 0.5 + 0.5*sin(f); +} + +vec3 skyColor(vec3 ro, vec3 rd) { + vec3 sunDir = sunDirection(); + vec3 smallSunDir = smallSunDirection(); + + float sunDot = max(dot(rd, sunDir), 0.0); + float smallSunDot = max(dot(rd, smallSunDir), 0.0); + + float angle = atan(rd.y, length(rd.xz))*2.0/PI; + + vec3 skyCol = mix(mix(skyCol1, skyCol2, max(0.0, angle)), skyCol3, clamp(-angle*2.0, 0.0, 1.0)); + + vec3 sunCol = 0.5*sunCol1*pow(sunDot, 20.0) + 8.0*sunCol2*pow(sunDot, 2000.0); + vec3 smallSunCol = 0.5*smallSunCol1*pow(smallSunDot, 200.0) + 8.0*smallSunCol2*pow(smallSunDot, 20000.0); + + vec3 dust = pow(sunCol2*mountainColor, vec3(1.75))*smoothstep(0.05, -0.1, rd.y)*0.5; + + vec2 si = raySphere(ro, rd, planet); + + vec3 planetSurface = ro + si.x*rd; + vec3 planetNormal = normalize(planetSurface - planet.xyz); + float planetDiff = max(dot(planetNormal, sunDir), 0.0); + float planetBorder = max(dot(planetNormal, -rd), 0.0); + float planetLat = (planetSurface.x+planetSurface.y)*0.0005; + vec3 planetCol = mix(1.3*vec3(0.9, 0.8, 0.7), 0.3*vec3(0.9, 0.8, 0.7), pow(psin(planetLat+1.0)*psin(sqrt(2.0)*planetLat+2.0)*psin(sqrt(3.5)*planetLat+3.0), 0.5)); + + vec3 final = vec3(0.0); + + final += step(0.0, si.x)*pow(planetDiff, 0.75)*planetCol*smoothstep(-0.075, 0.0, rd.y)*smoothstep(0.0, 0.1, planetBorder); + + final += skyCol + sunCol + smallSunCol + dust; + + + return final; +} + +vec3 getColor(vec3 ro, vec3 rd) { + int max_iter = 0; + vec3 skyCol = skyColor(ro, rd); + vec3 col = vec3(0); + + float d = march(ro, rd, max_iter); + + if (d < MAX_DISTANCE) { + vec3 sunDir = sunDirection(); + vec3 osunDir = sunDir*vec3(-1.0, .0, -1.0); + vec3 p = ro + d*rd; + + vec3 normal = normal(p.xz, d); + + float amb = 0.2; + + float dif1 = max(0.0, dot(sunDir, normal)); + vec3 shd1 = sunCol2*mix(amb, 1.0, pow(dif1, 0.75)); + + float dif2 = max(0.0, dot(osunDir, normal)); + vec3 shd2 = sunCol1*mix(amb, 1.0, pow(dif2, 0.75)); + + vec3 ref = reflect(rd, normal); + vec3 rcol = skyColor(p, ref); + + col = mountainColor*amb*skyCol3; + col += mix(shd1, shd2, -0.5)*mountainColor; + float fre = max(dot(normal, -rd), 0.0); + fre = pow(1.0 - fre, 5.0); + col += rcol*fre*0.5; + col += (1.0*p.y); + col = tanh(col); + col = mix(col, skyCol, smoothstep(0.5*MAX_DISTANCE, 1.0*MAX_DISTANCE, d)); + + } else { + col = skyCol; + } + +// col += vec3(1.1, 0.0, 0.0)* smoothstep(0.25, 1.0,(float(max_iter)/float(MAX_ITER))); + return col; +} + +vec3 getSample1(vec2 p, float time) { + float off = 0.5*iTime; + + vec3 ro = vec3(0.5, 1.0-0.25, -2.0 + off); + vec3 la = ro + vec3(0.0, -0.30, 2.0); + + vec3 ww = normalize(la - ro); + vec3 uu = normalize(cross(vec3(0.0,1.0,0.0), ww)); + vec3 vv = normalize(cross(ww, uu)); + vec3 rd = normalize(p.x*uu + p.y*vv + 2.0*ww); + + vec3 col = getColor(ro, rd) ; + + return col; + +} + +vec3 getSample2(vec2 p, float time) { + p.y-=time*0.25; + float h = height(p, 0.0); + vec3 n = normal(p, 0.0); + + vec3 lp = vec3(10.0, -1.2, 0.0); + + vec3 ld = normalize(vec3(p.x, h, p.y)- lp); + + float d = max(dot(ld, n), 0.0); + + vec3 col = vec3(0.0); + + col = vec3(1.0)*(h+0.1); + col += vec3(1.5)*pow(d, 0.75); + + return col; + +} + +void mainImage(out vec4 fragColor, vec2 fragCoord) { + vec2 q = fragCoord.xy/iResolution.xy; + vec2 p = -1.0 + 2.0*q; + p.x *= iResolution.x/iResolution.y; + + vec3 col = getSample1(p, iTime); + + fragColor = vec4(col, 1.0); +} diff --git a/demos/art/videos/bjork-all-is-full-of-love.mp4 b/demos/art/videos/bjork-all-is-full-of-love.mp4 new file mode 100644 index 0000000..7502f70 Binary files /dev/null and b/demos/art/videos/bjork-all-is-full-of-love.mp4 differ diff --git a/demos/html5/MAKE.bat b/demos/html5/MAKE.bat new file mode 100644 index 0000000..996099d --- /dev/null +++ b/demos/html5/MAKE.bat @@ -0,0 +1,51 @@ +#!/bin/bash 2>nul || goto :windows + +if [ "$1" = "" ]; then + sh MAKE.bat demo_collide.c + exit +fi + +## clone emscripten sdk +git clone https://github.com/emscripten-core/emsdk ../../../../../emsdk +pushd ../../../../../emsdk + ./emsdk install 3.0.0 ## latest + ./emsdk activate 3.0.0 ## latest + source ./emsdk_env.sh +popd + +## cook art +if [ "$(uname)" = "Darwin" ]; then + chmod +x ../../../tools/cook.osx + ../../../tools/cook.osx +else + chmod +x ../../../tools/cook.linux + ../../../tools/cook.linux +fi + +## host webserver, compile and launch +python -m http.server --bind 127.0.0.1 8000 1> /dev/null 2> /dev/null & +emcc $@ -g ../../../code/v4k.c -I../../../code -o index.html -s FULL_ES3 -s USE_GLFW=3 -s SINGLE_FILE=1 -s PRECISE_F32=1 -s TOTAL_MEMORY=256mb -s ENVIRONMENT=worker,web --shell-file template.html -Wfatal-errors --preload-file .art[00].zip -s ALLOW_MEMORY_GROWTH=1 -lidbfs.js && xdg-open http://localhost:8000/index.html + +exit + +:windows + +if "%1"=="" MAKE.bat demo_ui.c + +rem clone emscripten sdk +if not exist "emsdk" ( + git clone https://github.com/emscripten-core/emsdk emsdk + pushd emsdk + call emsdk install 3.0.0 && rem latest + call emsdk activate 3.0.0 && rem latest + popd +) +if "%EMSDK%"=="" call emsdk\emsdk_env.bat --system + +rem cook art +..\..\tools\cook.exe --cook-jobs=1 --cook-ini=..\..\tools\cook.ini + +rem host webserver, compile and launch +rem start python -m http.server --bind 127.0.0.1 8000 +emcc %* -g ..\..\engine\v4k.c -I..\..\engine -o index.html -pthread -s FULL_ES3 -s USE_PTHREADS -s USE_GLFW=3 -s SINGLE_FILE=1 -s PRECISE_F32=1 -s TOTAL_MEMORY=256mb -s ENVIRONMENT=worker,web --shell-file template.html -Wfatal-errors --preload-file .art[00].zip -s ALLOW_MEMORY_GROWTH=1 -lidbfs.js +rem && start "" http://localhost:8000/index.html diff --git a/demos/html5/README.md b/demos/html5/README.md new file mode 100644 index 0000000..132e50e --- /dev/null +++ b/demos/html5/README.md @@ -0,0 +1,20 @@ +## Known HTML5 issues: +- [x] Game loop is event based (fixed: see `window_loop()`) +- [x] No automated emsdk installation (fixed: see `demos/html5/MAKE.bat`) +- [x] Art must be cooked beforehand (fixed: see `demos/html5/MAKE.bat`) +- [x] No VFS loading (fixed) +- [x] No UI rendering (fixed) +- [x] No cooker (fixed: win,osx,linux) +- [x] No input (fixed) +- [x] No gamepads (fixed) +- [x] No multi-touch (fixed) +- [ ] No audio +- [ ] No file writing (untested) +- [ ] No glTexture1D() +- [ ] No network +- [ ] No fbos +- [ ] No callstacks +- [ ] No pbos +- [ ] Shaders require (automated?) GL->GLES translation (No postfxs, models, skyboxes, pbrs, ...) (@todo: embed Spir-v/glslcross tools?) +- [ ] Shaders: `vec2 iResolution = vec2(iWidth, iHeight); // ERROR: '=' : global variable initializers must be constant expressions` +- [ ] Shaders: `uniform float var = 1.0f; // ERROR: 'uniform' : cannot initialize this type of qualifier` diff --git a/demos/html5/coi-serviceworker.js b/demos/html5/coi-serviceworker.js new file mode 100644 index 0000000..af2caf1 --- /dev/null +++ b/demos/html5/coi-serviceworker.js @@ -0,0 +1,118 @@ +/*! coi-serviceworker v0.1.7 - Guido Zuidhof and contributors, licensed under MIT */ +let coepCredentialless = false; +if (typeof window === 'undefined') { + self.addEventListener("install", () => self.skipWaiting()); + self.addEventListener("activate", (event) => event.waitUntil(self.clients.claim())); + + self.addEventListener("message", (ev) => { + if (!ev.data) { + return; + } else if (ev.data.type === "deregister") { + self.registration + .unregister() + .then(() => { + return self.clients.matchAll(); + }) + .then(clients => { + clients.forEach((client) => client.navigate(client.url)); + }); + } else if (ev.data.type === "coepCredentialless") { + coepCredentialless = ev.data.value; + } + }); + + self.addEventListener("fetch", function (event) { + const r = event.request; + if (r.cache === "only-if-cached" && r.mode !== "same-origin") { + return; + } + + const request = (coepCredentialless && r.mode === "no-cors") + ? new Request(r, { + credentials: "omit", + }) + : r; + event.respondWith( + fetch(request) + .then((response) => { + if (response.status === 0) { + return response; + } + + const newHeaders = new Headers(response.headers); + newHeaders.set("Cross-Origin-Embedder-Policy", + coepCredentialless ? "credentialless" : "require-corp" + ); + if (!coepCredentialless) { + newHeaders.set("Cross-Origin-Resource-Policy", "cross-origin"); + } + newHeaders.set("Cross-Origin-Opener-Policy", "same-origin"); + + return new Response(response.body, { + status: response.status, + statusText: response.statusText, + headers: newHeaders, + }); + }) + .catch((e) => console.error(e)) + ); + }); + +} else { + (() => { + // You can customize the behavior of this script through a global `coi` variable. + const coi = { + shouldRegister: () => true, + shouldDeregister: () => false, + coepCredentialless: () => (window.chrome !== undefined || window.netscape !== undefined), + doReload: () => window.location.reload(), + quiet: false, + ...window.coi + }; + + const n = navigator; + + if (n.serviceWorker && n.serviceWorker.controller) { + n.serviceWorker.controller.postMessage({ + type: "coepCredentialless", + value: coi.coepCredentialless(), + }); + + if (coi.shouldDeregister()) { + n.serviceWorker.controller.postMessage({ type: "deregister" }); + } + } + + // If we're already coi: do nothing. Perhaps it's due to this script doing its job, or COOP/COEP are + // already set from the origin server. Also if the browser has no notion of crossOriginIsolated, just give up here. + if (window.crossOriginIsolated !== false || !coi.shouldRegister()) return; + + if (!window.isSecureContext) { + !coi.quiet && console.log("COOP/COEP Service Worker not registered, a secure context is required."); + return; + } + + // In some environments (e.g. Chrome incognito mode) this won't be available + if (n.serviceWorker) { + n.serviceWorker.register(window.document.currentScript.src).then( + (registration) => { + !coi.quiet && console.log("COOP/COEP Service Worker registered", registration.scope); + + registration.addEventListener("updatefound", () => { + !coi.quiet && console.log("Reloading page to make use of updated COOP/COEP Service Worker."); + coi.doReload(); + }); + + // If the registration is active, but it's not controlling the page + if (registration.active && !n.serviceWorker.controller) { + !coi.quiet && console.log("Reloading page to make use of COOP/COEP Service Worker."); + coi.doReload(); + } + }, + (err) => { + !coi.quiet && console.error("COOP/COEP Service Worker failed to register:", err); + } + ); + } + })(); +} diff --git a/demos/html5/coi-serviceworker.min.js b/demos/html5/coi-serviceworker.min.js new file mode 100644 index 0000000..e79fce1 --- /dev/null +++ b/demos/html5/coi-serviceworker.min.js @@ -0,0 +1,2 @@ +/*! coi-serviceworker v0.1.7 - Guido Zuidhof and contributors, licensed under MIT */ +let coepCredentialless=!1;"undefined"==typeof window?(self.addEventListener("install",(()=>self.skipWaiting())),self.addEventListener("activate",(e=>e.waitUntil(self.clients.claim()))),self.addEventListener("message",(e=>{e.data&&("deregister"===e.data.type?self.registration.unregister().then((()=>self.clients.matchAll())).then((e=>{e.forEach((e=>e.navigate(e.url)))})):"coepCredentialless"===e.data.type&&(coepCredentialless=e.data.value))})),self.addEventListener("fetch",(function(e){const r=e.request;if("only-if-cached"===r.cache&&"same-origin"!==r.mode)return;const s=coepCredentialless&&"no-cors"===r.mode?new Request(r,{credentials:"omit"}):r;e.respondWith(fetch(s).then((e=>{if(0===e.status)return e;const r=new Headers(e.headers);return r.set("Cross-Origin-Embedder-Policy",coepCredentialless?"credentialless":"require-corp"),coepCredentialless||r.set("Cross-Origin-Resource-Policy","cross-origin"),r.set("Cross-Origin-Opener-Policy","same-origin"),new Response(e.body,{status:e.status,statusText:e.statusText,headers:r})})).catch((e=>console.error(e))))}))):(()=>{const e={shouldRegister:()=>!0,shouldDeregister:()=>!1,coepCredentialless:()=>(window.chrome!==undefined||window.netscape!==undefined),doReload:()=>window.location.reload(),quiet:!1,...window.coi},r=navigator;r.serviceWorker&&r.serviceWorker.controller&&(r.serviceWorker.controller.postMessage({type:"coepCredentialless",value:e.coepCredentialless()}),e.shouldDeregister()&&r.serviceWorker.controller.postMessage({type:"deregister"})),!1===window.crossOriginIsolated&&e.shouldRegister()&&(window.isSecureContext?r.serviceWorker&&r.serviceWorker.register(window.document.currentScript.src).then((s=>{!e.quiet&&console.log("COOP/COEP Service Worker registered",s.scope),s.addEventListener("updatefound",(()=>{!e.quiet&&console.log("Reloading page to make use of updated COOP/COEP Service Worker."),e.doReload()})),s.active&&!r.serviceWorker.controller&&(!e.quiet&&console.log("Reloading page to make use of COOP/COEP Service Worker."),e.doReload())}),(r=>{!e.quiet&&console.error("COOP/COEP Service Worker failed to register:",r)})):!e.quiet&&console.log("COOP/COEP Service Worker not registered, a secure context is required."))})(); diff --git a/demos/html5/demo_collide.c b/demos/html5/demo_collide.c new file mode 100644 index 0000000..df8e0b7 --- /dev/null +++ b/demos/html5/demo_collide.c @@ -0,0 +1,616 @@ +// original code by @vurtun (public domain) +// - rlyeh, public domain. +// +// @todo: fix leaks: poly_free() + +#include "v4k.h" + +// -- demo + +int paused; +camera_t cam; + +void game_loop(void *userdata) { + // key handler + if (input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen()^1 ); + if (input_down(KEY_ESC) ) window_loop_exit(); // @todo: break -> window_close() + + // animation + static float dx = 0, dy = 0; + if (input_down(KEY_SPACE)) paused ^= 1; + float delta = (0.25f / 60.f) * !paused; + dx = dx + delta * 2.0f; + dy = dy + delta * 0.8f; + + // fps camera + { + vec3 move = {0}; + vec2 view = {0}; + + // show/hide cursor + bool dragging = input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R); + if( ui_active() || ui_hover() || gizmo_active() || input_touch_active() ) dragging = false; + window_cursor( !dragging ); + + // keyboard/mouse + if( dragging ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f); + vec3 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-input(KEY_C),input(KEY_W)-input(KEY_S)), cam.speed); + vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * dragging); + move = add3(move, wasdec); + view = add2(view, mouse); + + // gamepad + vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f /*15% deadzone*/); + vec2 filtered_rpad = input_filter_deadzone(input2(GAMEPAD_RPAD), 0.15f /*15% deadzone*/); + vec3 gamepad_move = scale3(vec3(filtered_lpad.x, input(GAMEPAD_LT) - input(GAMEPAD_RT), filtered_lpad.y), 1.0f); + vec2 gamepad_view = scale2(filtered_rpad, 1.0f); + move = add3(move, gamepad_move); + view = add2(view, gamepad_view); + + // multi-touch + vec2 touch_move = input_touch_delta_from_origin(0, 0.0125f /*sensitivityFwd*/); // button #0 (left border) + vec2 touch_view = input_touch_delta(1, 0.125f /*sensitivityRot*/); // button #1 (right border) + move = add3(move, vec3(touch_move.x, 0, -touch_move.y)); + view = add2(view, vec2(touch_view.x, -touch_view.y)); + + // apply inputs + camera_move(&cam, move.x,move.y,move.z); + camera_fps(&cam, view.x,view.y); + } + + // projview matrix + mat44 projview; multiply44x2(projview, cam.proj, cam.view); + + // rendering + viewport_color3(vec3(0.15,0.15,0.15)); +#if 0 + viewport_clear(true, true); + viewport_clip(vec2(0,0), vec2(window_width(), window_height())); +#endif + + // debug draw collisions + { + // 3D + glEnable(GL_DEPTH_TEST); + + // grid + ddraw_grid(0); + + { + // Triangle-Ray Intersection*/ + vec3 ro, rd; + int suc; + + triangle tri = { vec3(-9,1,28), vec3(-10,0,28), vec3(-11,1,28) }; + + // ray + ro = vec3(-10,-1,20); + rd = vec3(-10+0.4f*sinf(dx), 2.0f*cosf(dy), 29.81023f); + rd = sub3(rd, ro); + rd = norm3(rd); + + ray r = ray(ro, rd); + hit *hit = ray_hit_triangle(r, tri); + if (hit) { + // point of intersection + ddraw_color(RED); + ddraw_box(hit->p, vec3(0.10f, 0.10f, 0.10f)); + + // intersection normal + ddraw_color(BLUE); + vec3 v = add3(hit->p, hit->n); + ddraw_arrow(hit->p, v); + } + + // line + ddraw_color(RED); + rd = scale3(rd,10); + rd = add3(ro,rd); + ddraw_line(ro, rd); + + // triangle + if (hit) ddraw_color(RED); + else ddraw_color(WHITE); + ddraw_triangle(tri.p0,tri.p1,tri.p2); + } + { + // Plane-Ray Intersection*/ + vec3 ro, rd; + mat33 rot; + + // ray + static float d = 0; + d += delta * 2.0f; + ro = vec3(0,-1,20); + rd = vec3(0.1f, 0.5f, 9.81023f); + rd = sub3(rd, ro); + rd = norm3(rd); + + // rotation + rotation33(rot, deg(d), 0,1,0); + rd = mulv33(rot, rd); + + // intersection + ray r = ray(ro, rd); + plane pl = plane(vec3(0,0,28), vec3(0,0,1)); + hit *hit = ray_hit_plane(r, pl); + if (hit) { + // point of intersection + ddraw_color(RED); + ddraw_box(hit->p, vec3(0.10f, 0.10f, 0.10f)); + + // intersection normal + ddraw_color(BLUE); + vec3 v = add3(hit->p, hit->n); + ddraw_arrow(hit->p, v); + ddraw_color(RED); + } + // line + ddraw_color(RED); + rd = scale3(rd,9); + rd = add3(ro,rd); + ddraw_line(ro, rd); + + // plane + if (hit) ddraw_color(RED); + else ddraw_color(WHITE); + ddraw_plane(vec3(0,0,28), vec3(0,0,1), 3.0f); + } + { + // Sphere-Ray Intersection*/ + vec3 ro, rd; + sphere s; + + // ray + ro = vec3(0,-1,0); + rd = vec3(0.4f*sinf(dx), 2.0f*cosf(dy), 9.81023f); + rd = sub3(rd, ro); + rd = norm3(rd); + + ray r = ray(ro, rd); + s = sphere(vec3(0,0,8), 1); + hit *hit = ray_hit_sphere(r, s); + if(hit) { + // points of intersection + vec3 in = add3(ro,scale3(rd,hit->t0)); + + ddraw_color(GREEN); + ddraw_box(in, vec3(0.05f, 0.05f, 0.05f)); + + in = add3(ro,scale3(rd,hit->t1)); + + ddraw_color(YELLOW); + ddraw_box(in, vec3(0.05f, 0.05f, 0.05f)); + + // intersection normal + ddraw_color(BLUE); + vec3 v = add3(hit->p, hit->n); + ddraw_arrow(hit->p, v); + ddraw_color(RED); + } + // line + ddraw_color(RED); + rd = scale3(rd,10); + rd = add3(ro,rd); + ddraw_line(ro, rd); + + // sphere + if (hit) ddraw_color(RED); + else ddraw_color(WHITE); + ddraw_sphere(vec3(0,0,8), 1); + } + { // ray-aabb + aabb bounds = aabb(vec3(10-0.5f,-0.5f,7.5f), vec3(10.5f,0.5f,8.5f)); + + vec3 ro = vec3(10,-1,0); + vec3 rd = vec3(10+0.4f*sinf(dx), 2.0f*cosf(dy), 9.81023f); + rd = norm3(sub3(rd, ro)); + ray r = ray(ro, rd); + + hit *hit = ray_hit_aabb(r, bounds); + if(hit) { + // points of intersection + vec3 in; + in = scale3(rd,hit->t0); + in = add3(ro,in); + + ddraw_color(RED); + ddraw_box(in, vec3(0.05f, 0.05f, 0.05f)); + + in = scale3(rd,hit->t1); + in = add3(ro,in); + + ddraw_color(RED); + ddraw_box(in, vec3(0.05f, 0.05f, 0.05f)); + + // intersection normal + ddraw_color(BLUE); + vec3 v = add3(hit->p, hit->n); + ddraw_arrow(hit->p, v); + ddraw_color(RED); + } else ddraw_color(WHITE); + ddraw_box(vec3(10,0,8), vec3(1,1,1)); + + // line + ddraw_color(RED); + rd = scale3(rd,10); + rd = add3(ro,rd); + ddraw_line(ro, rd); + } + { + // Sphere-Sphere intersection*/ + sphere a = sphere(vec3(-10,0,8), 1); + sphere b = sphere(vec3(-10+0.6f*sinf(dx), 3.0f*cosf(dy),8), 1); + hit *m = sphere_hit_sphere(a, b); + if (m) { + vec3 v; + ddraw_color(BLUE); + ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); + v = add3(m->contact_point, m->normal); + ddraw_arrow(m->contact_point, v); + ddraw_color(RED); + } else ddraw_color(WHITE); + + ddraw_sphere(a.c, 1); + ddraw_sphere(b.c, 1); + } + { + // AABB-AABB intersection*/ + const float x = 10+0.6f*sinf(dx); + const float y = 3.0f*cosf(dy); + const float z = 20.0f; + + aabb a = aabb(vec3(10-0.5f,-0.5f,20-0.5f), vec3(10+0.5f,0.5f,20.5f)); + aabb b = aabb(vec3(x-0.5f,y-0.5f,z-0.5f), vec3(x+0.5f,y+0.5f,z+0.5f)); + hit *m = aabb_hit_aabb(a, b); + if(m) { + vec3 v; + ddraw_color(BLUE); + ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); + v = add3(m->contact_point, m->normal); + ddraw_arrow(m->contact_point, v); + ddraw_color(RED); + } else ddraw_color(WHITE); + + ddraw_box(vec3(10,0,20), vec3(1,1,1)); + ddraw_box(vec3(x,y,z), vec3(1,1,1)); + } + { + // Capsule-Capsule intersection*/ + const float x = 20+0.4f*sinf(dx); + const float y = 3.0f*cosf(dy); + const float z = 28.5f; + + capsule a = capsule(vec3(20.0f,-1.0f,28.0f), vec3(20.0f,1.0f,28.0f), 0.2f); + capsule b = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f); + hit *m = capsule_hit_capsule(a, b); + if( m ) { + vec3 v; + ddraw_color(BLUE); + ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); + v = add3(m->contact_point, m->normal); + ddraw_arrow(m->contact_point, v); + ddraw_color(RED); + } else ddraw_color(WHITE); + ddraw_capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f); + ddraw_capsule(vec3(20.0f,-1.0f,28.0f), vec3(20.0f,1.0f,28.0f), 0.2f); + } + { + // AABB-Sphere intersection*/ + aabb a = aabb(vec3(20-0.5f,-0.5f,7.5f), vec3(20.5f,0.5f,8.5f)); + sphere s = sphere(vec3(20+0.6f*sinf(dx), 3.0f*cosf(dy),8), 1); + hit *m = aabb_hit_sphere(a, s); + if(m) { + vec3 v; + ddraw_color(BLUE); + ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); + v = add3(m->contact_point, m->normal); + ddraw_arrow(m->contact_point, v); + ddraw_color(RED); + } else ddraw_color(WHITE); + + ddraw_box(vec3(20,0,8), vec3(1,1,1)); + ddraw_sphere(s.c, 1); + } + { + // Sphere-AABB intersection*/ + const float x = 10+0.6f*sinf(dx); + const float y = 3.0f*cosf(dy); + const float z = -8.0f; + + sphere s = sphere(vec3(10,0,-8), 1); + aabb a = aabb(vec3(x-0.5f,y-0.5f,z-0.5f), vec3(x+0.5f,y+0.5f,z+0.5f)); + hit *m = sphere_hit_aabb(s, a); + if(m) { + vec3 v; + ddraw_color(BLUE); + ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); + v = add3(m->contact_point, m->normal); + ddraw_arrow(m->contact_point, v); + ddraw_color(RED); + } else ddraw_color(WHITE); + + ddraw_box(vec3(x,y,z), vec3(1,1,1)); + ddraw_sphere(s.c, 1); + } + { + // Capsule-Sphere intersection*/ + capsule c = capsule(vec3(-20.5f,-1.0f,7.5f), vec3(-20+0.5f,1.0f,8.5f), 0.2f); + sphere b = sphere(vec3(-20+0.6f*sinf(dx), 3.0f*cosf(dy),8), 1); + hit *m = capsule_hit_sphere(c, b); + if(m) { + vec3 v; + ddraw_color(BLUE); + ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); + v = add3(m->contact_point, m->normal); + ddraw_arrow(m->contact_point, v); + ddraw_color(RED); + } else ddraw_color(WHITE); + ddraw_sphere(b.c, 1); + ddraw_capsule(vec3(-20.5f,-1.0f,7.5f), vec3(-20+0.5f,1.0f,8.5f), 0.2f); + } + { + // Sphere-Capsule intersection*/ + const float x = 20+0.4f*sinf(dx); + const float y = 3.0f*cosf(dy); + const float z = -8; + + sphere s = sphere(vec3(20,0,-8), 1); + capsule c = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f); + hit *m = sphere_hit_capsule(s, c); + if(m) { + vec3 v; + ddraw_color(BLUE); + ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); + v = add3(m->contact_point, m->normal); + ddraw_arrow(m->contact_point, v); + ddraw_color(RED); + } else ddraw_color(WHITE); + + ddraw_capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f); + ddraw_sphere(s.c, 1); + } + { + // Capsule-AABB intersection*/ + const float x = -20+0.6f*sinf(dx); + const float y = 3.0f*cosf(dy); + const float z = 28.0f; + + capsule c = capsule(vec3(-20.5f,-1.0f,27.5f), vec3(-20+0.5f,1.0f,28.5f), 0.2f); + aabb b = aabb(vec3(x-0.5f,y-0.5f,z-0.5f), vec3(x+0.5f,y+0.5f,z+0.5f)); + hit *m = capsule_hit_aabb(c, b); + if(m) { + vec3 v; + ddraw_color(BLUE); + ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); + v = add3(m->contact_point, m->normal); + ddraw_arrow(m->contact_point, v); + ddraw_color(RED); + } else ddraw_color(WHITE); + ddraw_box(vec3(x,y,z), vec3(1,1,1)); + ddraw_capsule(vec3(-20.5f,-1.0f,27.5f), vec3(-20+0.5f,1.0f,28.5f), 0.2f); + } + { + // AABB-Capsule intersection*/ + const float x = 0.4f*sinf(dx); + const float y = 3.0f*cosf(dy); + const float z = -8; + + aabb a = aabb(vec3(-0.5f,-0.5f,-8.5f), vec3(0.5f,0.5f,-7.5f)); + capsule c = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f); + hit *m = aabb_hit_capsule(a, c); + if(m) { + ddraw_color(RED); + ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); + ddraw_arrow(m->contact_point, add3(m->contact_point, m->normal)); + } else ddraw_color(WHITE); + + ddraw_capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f); + ddraw_box(vec3(0,0,-8.0f), vec3(1,1,1)); + } + { + // poly(Pyramid)-Sphere (GJK) intersection*/ + sphere s = sphere(vec3(-10+0.6f*sinf(dx), 3.0f*cosf(dy),-8), 1); + poly pyr = pyramid(vec3(-10.5f,-0.5f,-7.5f), vec3(-10.5f,1.0f,-7.5f), 1.0f); + + gjk_result gjk; + if (poly_hit_sphere(&gjk, pyr, s)) + ddraw_color(RED); + else ddraw_color(WHITE); + + ddraw_sphere(s.c, 1); + ddraw_pyramid(vec3(-10.5f,-0.5f,-7.5f), 0.5f/*vec3(-10.5f,1.0f,-7.5f)*/, 1.0f); + + poly_free(&pyr); + + ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f)); + ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f)); + ddraw_line(gjk.p0, gjk.p1); + } + { + // poly(Diamond)-Sphere (GJK) intersection*/ + + sphere s = sphere(vec3(-20+0.6f*sinf(dx), 3.0f*cosf(dy),-8), 1); + poly dmd = diamond(vec3(-20.5f,-0.5f,-7.5f), vec3(-20.5f,1.0f,-7.5f), 0.5f); + + gjk_result gjk; + if (poly_hit_sphere(&gjk, dmd, s)) + ddraw_color(RED); + else ddraw_color(WHITE); + + ddraw_sphere(s.c, 1); + ddraw_diamond(vec3(-20.5f,-0.5f,-7.5f), vec3(-20.5f,1.0f,-7.5f), 0.5f); + + poly_free(&dmd); + + ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f)); + ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f)); + ddraw_line(gjk.p0, gjk.p1); + } + { + // poly(Pyramid)-Capsule (GJK) intersection*/ + + const float x = 0.4f*sinf(dx); + const float y = 3.0f*cosf(dy); + const float z = -15; + + capsule c = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z), 0.2f); + poly pyr = pyramid(vec3(-0.5f,-0.5f,-15.5f), vec3(-0.5f,1.0f,-15.5f), 1.0f); + + gjk_result gjk; + if (poly_hit_capsule(&gjk, pyr, c)) + ddraw_color(RED); + else ddraw_color(WHITE); + + ddraw_capsule(c.a, c.b, c.r); + ddraw_pyramid(vec3(-0.5f,-0.5f,-15.5f), 0.5f/*vec3(-0.5f,1.0f,-15.5f)*/, 1.0f); + + poly_free(&pyr); + + ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f)); + ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f)); + ddraw_line(gjk.p0, gjk.p1); + } + + { + // poly(Diamond)-Capsule (GJK) intersection*/ + + const float x = -10 + 0.4f*sinf(dx); + const float y = 3.0f*cosf(dy); + const float z = -15; + + capsule c = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z), 0.2f); + poly dmd = diamond(vec3(-10.5f,-0.5f,-15.5f), vec3(-10.5f,1.0f,-15.5f), 0.5f); + + gjk_result gjk; + if (poly_hit_capsule(&gjk, dmd, c)) + ddraw_color(RED); + else ddraw_color(WHITE); + + ddraw_capsule(c.a, c.b, c.r); + ddraw_diamond(vec3(-10.5f,-0.5f,-15.5f), vec3(-10.5f,1.0f,-15.5f), 0.5f); + + poly_free(&dmd); + + ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f)); + ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f)); + ddraw_line(gjk.p0, gjk.p1); + } + + { + // poly(Diamond)-poly(Pyramid) (GJK) intersection*/ + + const float x = -20 + 0.4f*sinf(dx); + const float y = 3.0f*cosf(dy); + const float z = -15; + + poly pyr = pyramid(vec3(x,y-0.5f,z), vec3(x,y+1,z), 0.8f); + poly dmd = diamond(vec3(-20.5f,-0.5f,-15.5f), vec3(-20.5f,1.0f,-15.5f), 0.5f); + + gjk_result gjk; + if (poly_hit_poly(&gjk, dmd, pyr)) + ddraw_color(RED); + else ddraw_color(WHITE); + + ddraw_pyramid(vec3(x,y-0.5f,z), 1/*vec3(x,y+1,z)*/, 1/*0.8f*/); + ddraw_diamond(vec3(-20.5f,-0.5f,-15.5f), vec3(-20.5f,1.0f,-15.5f), 0.5f); + + poly_free(&dmd); + poly_free(&pyr); + + ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f)); + ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f)); + ddraw_line(gjk.p0, gjk.p1); + } + { + // poly(Pyramid)-poly(Diamond) (GJK) intersection*/ + + const float x = 10 + 0.4f*sinf(dx); + const float y = 3.0f*cosf(dy); + const float z = -15; + + poly dmd = diamond(vec3(x,y-0.5f,z), vec3(x,y+1,z), 0.5f); + poly pyr = pyramid(vec3(10.5f,-0.5f,-15.5f), vec3(10.5f,1.0f,-15.5f), 1.0f); + + gjk_result gjk; + if (poly_hit_poly(&gjk, dmd, pyr)) + ddraw_color(RED); + else ddraw_color(WHITE); + + ddraw_diamond(vec3(x,y-0.5f,z), vec3(x,y+1,z), 0.5f); + ddraw_pyramid(vec3(10.5f,-0.5f,-15.5f), 0.5f/*vec3(10.5f,1.0f,-15.5f)*/, 1.0f); + + poly_free(&dmd); + poly_free(&pyr); + + ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f)); + ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f)); + ddraw_line(gjk.p0, gjk.p1); + } + { + // poly(Diamond)-AABB (GJK) intersection*/ + + const float x = 20 + 0.4f*sinf(dx); + const float y = 3.0f*cosf(dy); + const float z = -15; + + poly dmd = diamond(vec3(x,y-0.5f,z), vec3(x,y+1,z), 0.5f); + aabb a = aabb(vec3(19.5f,-0.5f,-14.5f), vec3(20.5f,0.5f,-15.5f)); + + gjk_result gjk; + if (poly_hit_aabb(&gjk, dmd, a)) + ddraw_color(RED); + else ddraw_color(WHITE); + + poly_free(&dmd); + + ddraw_diamond(vec3(x,y-0.5f,z), vec3(x,y+1,z), 0.5f); + ddraw_box(vec3(20,0,-15), vec3(1,1,1)); + + ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f)); + ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f)); + ddraw_line(gjk.p0, gjk.p1); + } + } + + //fx_begin(); + //ddraw_flush(); + //fx_end(); + + if( ui_panel("Audio", 0) ) { + if( ui_button("test audio") ) { + // audio (both clips & streams) + static audio_t voice; voice = audio_clip("coin.wav"); // "pew.sfxr" + static audio_t stream; stream = audio_stream("wrath_of_the_djinn.xm"); // "larry.mid" + audio_play(voice, 0); + audio_play(stream, 0); + } + ui_panel_end(); + } + + if( ui_panel("FX", 0) ) { + for( int i = 0; i < 64; ++i ) { + char *name = fx_name(i); if( !name ) break; + bool b = fx_enabled(i); + if( ui_bool(name, &b) ) fx_enable(i, fx_enabled(i) ^ 1); + } + ui_panel_end(); + } +} + + +int main(void) { + // 75% sized, msaa x4 enabled + window_create(0.75f, WINDOW_MSAA4); + window_title( "V4K - SPACE pauses simulation" ); + + // for(const char **list = file_list("fx**.fs"); *list; list++) { + // //fx_load(*list); + // } + + // camera that points to origin + cam = camera(); + + // main loop + window_loop(game_loop, NULL); +} diff --git a/demos/html5/demo_ui.c b/demos/html5/demo_ui.c new file mode 100644 index 0000000..05ad96b --- /dev/null +++ b/demos/html5/demo_ui.c @@ -0,0 +1,57 @@ +#include "v4k.h" + +void render(void *arg) { + static int integer = 42; + static bool toggle = true; + static bool boolean = true; + static float floating = 3.14159; + static float float2[2] = {1,2}; + static float float3[3] = {1,2,3}; + static float float4[4] = {1,2,3,4}; + static float rgb[3] = {0.84,0.67,0.17}; + static float rgba[4] = {0.67,0.90,0.12,1}; + static float slider = 0.5f; + static float slider2 = 0.5f; + static char string[64] = "hello world 123"; + static int item = 0; const char *list[] = {"one","two","three"}; + static bool show_dialog = false; + static uint8_t bitmask = 0x55; + + if( ui_panel("UI", 0)) { + if( ui_label("my label")) {} + if( ui_label("my label with tooltip@built on " __DATE__ " " __TIME__)) {} + if( ui_separator() ) {} + if( ui_bool("my bool", &boolean) ) puts("bool changed"); + if( ui_int("my int", &integer) ) puts("int changed"); + if( ui_float("my float", &floating) ) puts("float changed"); + if( ui_buffer("my string", string, 64) ) puts("string changed"); + if( ui_separator() ) {} + if( ui_slider("my slider", &slider)) puts("slider changed"); + if( ui_slider2("my slider 2", &slider2, va("%.2f", slider2))) puts("slider2 changed"); + if( ui_separator() ) {} + if( ui_list("my list", list, 3, &item ) ) puts("list changed"); + if( ui_separator() ) {} + if( ui_color3f("my color3", rgb) ) puts("color3 changed"); + if( ui_color4f("my color4@this is a tooltip", rgba) ) puts("color4 changed"); + if( ui_separator() ) {} + if( ui_float2("my float2", float2) ) puts("float2 changed"); + if( ui_float3("my float3", float3) ) puts("float3 changed"); + if( ui_float4("my float4", float4) ) puts("float4 changed"); + if( ui_bits8("my bitmask", &bitmask) ) printf("bitmask changed %x\n", bitmask); + if( ui_separator() ) {} + if( ui_toggle("my toggle", &toggle) ) printf("toggle %s\n", toggle ? "on":"off"); + if( ui_separator() ) {} + if( ui_image("my image", texture_checker().id, 0, 0) ) { puts("image clicked"); } + if( ui_button("my button") ) { puts("button clicked"); show_dialog = true; } + if( ui_dialog("my dialog", __FILE__ "\n" __DATE__ "\n" "Public Domain.", 2/*two buttons*/, &show_dialog) ) {} + + ui_panel_end(); + } + + input_demo(); +} + +int main() { + window_create(0.75f, 0); + window_loop(render, NULL); +} diff --git a/demos/html5/index.worker.js b/demos/html5/index.worker.js new file mode 100644 index 0000000..c59d2de --- /dev/null +++ b/demos/html5/index.worker.js @@ -0,0 +1,162 @@ +/** + * @license + * Copyright 2015 The Emscripten Authors + * SPDX-License-Identifier: MIT + */ + +// Pthread Web Worker startup routine: +// This is the entry point file that is loaded first by each Web Worker +// that executes pthreads on the Emscripten application. + +'use strict'; + +var Module = {}; + +// Thread-local: + +function assert(condition, text) { + if (!condition) abort('Assertion failed: ' + text); +} + +function threadPrintErr() { + var text = Array.prototype.slice.call(arguments).join(' '); + console.error(text); +} +function threadAlert() { + var text = Array.prototype.slice.call(arguments).join(' '); + postMessage({cmd: 'alert', text: text, threadId: Module['_pthread_self']()}); +} +// We don't need out() for now, but may need to add it if we want to use it +// here. Or, if this code all moves into the main JS, that problem will go +// away. (For now, adding it here increases code size for no benefit.) +var out = function() { + throw 'out() is not defined in worker.js.'; +} +var err = threadPrintErr; +self.alert = threadAlert; + +Module['instantiateWasm'] = function(info, receiveInstance) { + // Instantiate from the module posted from the main thread. + // We can just use sync instantiation in the worker. + var instance = new WebAssembly.Instance(Module['wasmModule'], info); + // TODO: Due to Closure regression https://github.com/google/closure-compiler/issues/3193, + // the above line no longer optimizes out down to the following line. + // When the regression is fixed, we can remove this if/else. + receiveInstance(instance); + // We don't need the module anymore; new threads will be spawned from the main thread. + Module['wasmModule'] = null; + return instance.exports; +}; + +self.onmessage = function(e) { + try { + if (e.data.cmd === 'load') { // Preload command that is called once per worker to parse and load the Emscripten code. + + // Module and memory were sent from main thread + Module['wasmModule'] = e.data.wasmModule; + + Module['wasmMemory'] = e.data.wasmMemory; + + Module['buffer'] = Module['wasmMemory'].buffer; + + Module['ENVIRONMENT_IS_PTHREAD'] = true; + + if (typeof e.data.urlOrBlob === 'string') { + importScripts(e.data.urlOrBlob); + } else { + var objectUrl = URL.createObjectURL(e.data.urlOrBlob); + importScripts(objectUrl); + URL.revokeObjectURL(objectUrl); + } + } else if (e.data.cmd === 'run') { + // This worker was idle, and now should start executing its pthread entry + // point. + // performance.now() is specced to return a wallclock time in msecs since + // that Web Worker/main thread launched. However for pthreads this can + // cause subtle problems in emscripten_get_now() as this essentially + // would measure time from pthread_create(), meaning that the clocks + // between each threads would be wildly out of sync. Therefore sync all + // pthreads to the clock on the main browser thread, so that different + // threads see a somewhat coherent clock across each of them + // (+/- 0.1msecs in testing). + Module['__performance_now_clock_drift'] = performance.now() - e.data.time; + + // Pass the thread address inside the asm.js scope to store it for fast access that avoids the need for a FFI out. + Module['__emscripten_thread_init'](e.data.threadInfoStruct, /*isMainBrowserThread=*/0, /*isMainRuntimeThread=*/0); + + assert(e.data.threadInfoStruct); + // Also call inside JS module to set up the stack frame for this pthread in JS module scope + Module['establishStackSpace'](); + Module['PThread'].receiveObjectTransfer(e.data); + Module['PThread'].threadInit(); + + try { + // pthread entry points are always of signature 'void *ThreadMain(void *arg)' + // Native codebases sometimes spawn threads with other thread entry point signatures, + // such as void ThreadMain(void *arg), void *ThreadMain(), or void ThreadMain(). + // That is not acceptable per C/C++ specification, but x86 compiler ABI extensions + // enable that to work. If you find the following line to crash, either change the signature + // to "proper" void *ThreadMain(void *arg) form, or try linking with the Emscripten linker + // flag -s EMULATE_FUNCTION_POINTER_CASTS=1 to add in emulation for this x86 ABI extension. + var result = Module['invokeEntryPoint'](e.data.start_routine, e.data.arg); + + Module['checkStackCookie'](); + if (Module['keepRuntimeAlive']()) { + Module['PThread'].setExitStatus(result); + } else { + Module['__emscripten_thread_exit'](result); + } + } catch(ex) { + if (ex != 'unwind') { + // FIXME(sbc): Figure out if this is still needed or useful. Its not + // clear to me how this check could ever fail. In order to get into + // this try/catch block at all we have already called bunch of + // functions on `Module`.. why is this one special? + if (typeof(Module['_emscripten_futex_wake']) !== 'function') { + err("Thread Initialisation failed."); + throw ex; + } + // ExitStatus not present in MINIMAL_RUNTIME + if (ex instanceof Module['ExitStatus']) { + if (Module['keepRuntimeAlive']()) { + err('Pthread 0x' + Module['_pthread_self']().toString(16) + ' called exit(), staying alive due to noExitRuntime.'); + } else { + err('Pthread 0x' + Module['_pthread_self']().toString(16) + ' called exit(), calling _emscripten_thread_exit.'); + Module['__emscripten_thread_exit'](ex.status); + } + } + else + { + // The pthread "crashed". Do not call `_emscripten_thread_exit` (which + // would make this thread joinable. Instead, re-throw the exception + // and let the top level handler propagate it back to the main thread. + throw ex; + } + } else { + // else e == 'unwind', and we should fall through here and keep the pthread alive for asynchronous events. + err('Pthread 0x' + Module['_pthread_self']().toString(16) + ' completed its main entry point with an `unwind`, keeping the worker alive for asynchronous operation.'); + } + } + } else if (e.data.cmd === 'cancel') { // Main thread is asking for a pthread_cancel() on this thread. + if (Module['_pthread_self']()) { + Module['__emscripten_thread_exit'](-1/*PTHREAD_CANCELED*/); + } + postMessage({ 'cmd': 'cancelDone' }); + } else if (e.data.target === 'setimmediate') { + // no-op + } else if (e.data.cmd === 'processThreadQueue') { + if (Module['_pthread_self']()) { // If this thread is actually running? + Module['_emscripten_current_thread_process_queued_calls'](); + } + } else { + err('worker.js received unknown command ' + e.data.cmd); + err(e.data); + } + } catch(ex) { + err('worker.js onmessage() captured an uncaught exception: ' + ex); + if (ex && ex.stack) err(ex.stack); + throw ex; + } +}; + + diff --git a/demos/html5/index_ui.html b/demos/html5/index_ui.html new file mode 100644 index 0000000..7217ada --- /dev/null +++ b/demos/html5/index_ui.html @@ -0,0 +1,12644 @@ + + + + + + + + + + + + +
+ +
+ + + + + + + + + + + diff --git a/demos/html5/template.html b/demos/html5/template.html new file mode 100644 index 0000000..98b0f7b --- /dev/null +++ b/demos/html5/template.html @@ -0,0 +1,141 @@ + + + + + + + + + + + + +
+ +
+ + + {{{ SCRIPT }}} + + + + + + diff --git a/demos/ports/anarch/MAKE.bat b/demos/ports/anarch/MAKE.bat new file mode 100644 index 0000000..a069cb7 --- /dev/null +++ b/demos/ports/anarch/MAKE.bat @@ -0,0 +1,6 @@ +cl game.c -I..\..\..\engine\joint %* /link /SUBSYSTEM:WINDOWS /entry:mainCRTStartup + +del *.obj +del *.exp +del *.lib +del *.pdb diff --git a/demos/ports/anarch/README.md b/demos/ports/anarch/README.md new file mode 100644 index 0000000..eb18640 --- /dev/null +++ b/demos/ports/anarch/README.md @@ -0,0 +1,17 @@ +# Anarch + +![](game.png) + +*extremely small, completely public domain, no-dependency, no-file, +portable suckless anarcho-pacifist from-scratch 90s-style Doom clone that runs +everywhere, made for the benefit of all living beings* + +[website](https://drummyfish.gitlab.io/anarch) - [trailer](https://libre.video/videos/watch/c968774a-c12d-46d6-8851-0c578ffa8dcb) - [play in browser](https://drummyfish.gitlab.io/anarch/bin/web/anarch.html) - [itch.io](https://drummyfish.itch.io/anarch) + +## License + +I, Miloslav Číž (drummyfish), have released everything in the Anarch repository under CC0 1.0 (public domain, https://creativecommons.org/publicdomain/zero/1.0/) + a waiver of all other IP rights (including patents), which is as follows: + +*Each contributor to this work agrees that they waive any exclusive rights, including but not limited to copyright, patents, trademark, trade dress, industrial design, plant varieties and trade secrets, to any and all ideas, concepts, processes, discoveries, improvements and inventions conceived, discovered, made, designed, researched or developed by the contributor either solely or jointly with others, which relate to this work or result from this work. Should any waiver of such right be judged legally invalid or ineffective under applicable law, the contributor hereby grants to each affected person a royalty-free, non transferable, non sublicensable, non exclusive, irrevocable and unconditional license to this right.* + +If you'd like to support me or just read something about me and my projects, visit my site: [www.tastyfish.cz](http://www.tastyfish.cz/). diff --git a/demos/ports/anarch/UNLICENSE b/demos/ports/anarch/UNLICENSE new file mode 100644 index 0000000..0e259d4 --- /dev/null +++ b/demos/ports/anarch/UNLICENSE @@ -0,0 +1,121 @@ +Creative Commons Legal Code + +CC0 1.0 Universal + + CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE + LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN + ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS + INFORMATION ON AN "AS-IS" BASIS. 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Affirmer understands and acknowledges that Creative Commons is not a + party to this document and has no duty or obligation with respect to + this CC0 or use of the Work. diff --git a/demos/ports/anarch/constants.h b/demos/ports/anarch/constants.h new file mode 100644 index 0000000..956baa0 --- /dev/null +++ b/demos/ports/anarch/constants.h @@ -0,0 +1,587 @@ +/** + @file constants.h + + This file contains definitions of game constants that are not considered + part of game settings and whose change can ffect the game balance and + playability, e.g. physics constants. + + by Miloslav Ciz (drummyfish), 2019 + + Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/) + plus a waiver of all other intellectual property. The goal of this work is to + be and remain completely in the public domain forever, available for any use + whatsoever. +*/ + +#ifndef _SFG_CONSTANTS_H +#define _SFG_CONSTANTS_H + +/** + How quickly player moves, in squares per second. +*/ +#define SFG_PLAYER_MOVE_SPEED 7 + +/** + Gravity acceleration in squares / (second^2). +*/ +#define SFG_GRAVITY_ACCELERATION 30 + +/** + Initial upwards speed of player's jump, in squares per second. +*/ +#define SFG_PLAYER_JUMP_SPEED 5 + +/** + Melee and close-up attack range, in RCL_Units. +*/ +#define SFG_MELEE_RANGE 1600 + +/** + When a projectile is shot, it'll be offset by this distance (in RCL_Units) + from the shooter. +*/ + +#define SFG_PROJECTILE_SPAWN_OFFSET 256 + +/** + Player's melee hit range, in RCL_Units (RCL_UNITS_PER_SQUARE means full angle, + 180 degrees to both sides). +*/ +#define SFG_PLAYER_MELEE_ANGLE 512 + +/** + How quickly elevators and squeezers move, in RCL_Unit per second. +*/ +#define SFG_MOVING_WALL_SPEED 1024 + +/** + How quickly doors open and close, in RCL_Unit per second. +*/ +#define SFG_DOOR_OPEN_SPEED 2048 + +/** + Helper special state value. +*/ +#define SFG_CANT_SAVE 255 + +/** + Says the distance in RCL_Units at which level elements (items, monsters etc.) + are active. +*/ +#define SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE (12 * 1024) + +/** + Rate at which AI will be updated, which also affects how fast enemies will + appear. +*/ +#define SFG_AI_FPS 4 + +/** + Says a probability (0 - 255) of the AI changing its state during one update + step. +*/ +#define SFG_AI_RANDOM_CHANGE_PROBABILITY 40 + +/** + Distance at which level elements (sprites) collide, in RCL_Unit (1024 per + square). +*/ +#define SFG_ELEMENT_COLLISION_RADIUS 1800 + +/** + Height, in RCL_Units, at which collisions happen with level elements + (sprites). +*/ +#define SFG_ELEMENT_COLLISION_HEIGHT 1024 + +/** + Distance at which explosion does damage and throws away the player, in + RCL_Units. Should be higher than SFG_ELEMENT_COLLISION_RADIUS so that + exploded rockets also hurt the target. +*/ +#define SFG_EXPLOSION_RADIUS 2000 + +/** + Distance in RCL_Units which the player is pushed away by an explosion. Watch + out, a slightly higher value can make player go through walls. Rather keep + this under RCL_UNITS_PER_SQUARE; +*/ +#define SFG_EXPLOSION_PUSH_AWAY_DISTANCE 1023 + +/** + How much damage triggers a barrel explosion. +*/ + +#define SFG_BARREL_EXPLOSION_DAMAGE_THRESHOLD 3 + +/** + Maximum player health. +*/ +#define SFG_PLAYER_MAX_HEALTH 125 + +/** + Start health of player. +*/ +#define SFG_PLAYER_START_HEALTH 100 + +/** + At which value health indicator shows a warning (red color). +*/ +#define SFG_PLAYER_HEALTH_WARNING_LEVEL 20 + +/** + Amount of health that is increased by taking a health kit. +*/ +#define SFG_HEALTH_KIT_VALUE 20 + +/** + How much randomness (positive and negative) will be added to damage + (e.g. by weapons, explosions, ...). This constant is is 0 to 255, 255 meaning + 100% of the base value. +*/ +#define SFG_DAMAGE_RANDOMNESS 64 + +/** + Height of monster collision BBox in RCL_Units. +*/ +#define SFG_MONSTER_COLLISION_HEIGHT 1024 + +/** + Specifies key repeat delay, in ms. +*/ +#define SFG_KEY_REPEAT_DELAY 500 + +/** + Specifies key repeat period, in ms. +*/ +#define SFG_KEY_REPEAT_PERIOD 150 + +/** + Angle in which multiple projectiles are spread, RCL_Units. +*/ +#define SFG_PROJECTILE_SPREAD_ANGLE 100 + +#define SFG_MAX_MONSTERS 64 + +#define SFG_MAX_PROJECTILES 12 + +#define SFG_MAX_DOORS 32 + +#define SFG_AMMO_BULLETS 0 +#define SFG_AMMO_ROCKETS 1 +#define SFG_AMMO_PLASMA 2 + +#define SFG_AMMO_TOTAL 3 + +#define SFG_AMMO_NONE SFG_AMMO_TOTAL + +#define SFG_AMMO_INCREASE_BULLETS 10 +#define SFG_AMMO_INCREASE_ROCKETS 5 +#define SFG_AMMO_INCREASE_PLASMA 8 + +#define SFG_AMMO_MAX_BULLETS 200 +#define SFG_AMMO_MAX_ROCKETS 100 +#define SFG_AMMO_MAX_PLASMA 150 + +/** + Duration of story text (intro/outro) in ms. +*/ +#define SFG_STORYTEXT_DURATION 15000 + +/** + Time in ms of the player death animation. +*/ +#define SFG_LOSE_ANIMATION_DURATION 2000 + +/** + Time in ms of the level win animation. +*/ +#define SFG_WIN_ANIMATION_DURATION 2500 + +/** + Time in ms of the level start stage. +*/ +#define SFG_LEVEL_START_DURATION 1500 + +/** + Vertical sprite size, in RCL_Units. +*/ +#define SFG_BASE_SPRITE_SIZE RCL_UNITS_PER_SQUARE + +/** + Default value of the settings byte. +*/ +#define SFG_DEFAULT_SETTINGS 0x03 + +// ----------------------------------------------------------------------------- +// derived constants + +#define SFG_GAME_RESOLUTION_X \ + (SFG_SCREEN_RESOLUTION_X / SFG_RESOLUTION_SCALEDOWN) + +#define SFG_GAME_RESOLUTION_Y \ + (SFG_SCREEN_RESOLUTION_Y / SFG_RESOLUTION_SCALEDOWN) + +#define SFG_MS_PER_FRAME (1000 / SFG_FPS) // ms per frame with target FPS + +#if SFG_MS_PER_FRAME == 0 + #undef SFG_MS_PER_FRAME + #define SFG_MS_PER_FRAME 1 +#endif + +#define SFG_KEY_REPEAT_DELAY_FRAMES \ + (SFG_KEY_REPEAT_DELAY / SFG_MS_PER_FRAME) + +#if SFG_KEY_REPEAT_DELAY_FRAMES == 0 + #undef SFG_KEY_REPEAT_DELAY_FRAMES + #define SFG_KEY_REPEAT_DELAY_FRAMES 1 +#endif + +#define SFG_KEY_REPEAT_PERIOD_FRAMES \ + (SFG_KEY_REPEAT_PERIOD / SFG_MS_PER_FRAME) + +#if SFG_KEY_REPEAT_PERIOD_FRAMES == 0 + #undef SFG_KEY_REPEAT_PERIOD_FRAMES + #define SFG_KEY_REPEAT_PERIOD_FRAMES 1 +#endif + +#define SFG_WEAPON_IMAGE_SCALE \ + (SFG_GAME_RESOLUTION_X / (SFG_TEXTURE_SIZE * 5)) + +#if SFG_WEAPON_IMAGE_SCALE == 0 + #undef SFG_WEAPON_IMAGE_SCALE + #define SFG_WEAPON_IMAGE_SCALE 1 +#endif + +#define SFG_WEAPONBOB_OFFSET_PIXELS \ + (SFG_WEAPONBOB_OFFSET * SFG_WEAPON_IMAGE_SCALE) + +#define SFG_WEAPON_IMAGE_POSITION_X \ + (SFG_GAME_RESOLUTION_X / 2 - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE) / 2) + +#if SFG_GAME_RESOLUTION_Y > 70 + #define SFG_WEAPON_IMAGE_POSITION_Y \ + (SFG_GAME_RESOLUTION_Y - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE)) +#elif SFG_GAME_RESOLUTION_Y > 50 + #define SFG_WEAPON_IMAGE_POSITION_Y (SFG_GAME_RESOLUTION_Y \ + - ((SFG_WEAPON_IMAGE_SCALE * 3 * SFG_TEXTURE_SIZE) / 4)) +#else + #define SFG_WEAPON_IMAGE_POSITION_Y \ + (SFG_GAME_RESOLUTION_Y - SFG_TEXTURE_SIZE / 2) +#endif + +#define SFG_PLAYER_TURN_UNITS_PER_FRAME \ + ((SFG_PLAYER_TURN_SPEED * RCL_UNITS_PER_SQUARE) / (360 * SFG_FPS)) + +#if SFG_PLAYER_TURN_UNITS_PER_FRAME == 0 + #undef SFG_PLAYER_TURN_UNITS_PER_FRAME + #define SFG_PLAYER_TURN_UNITS_PER_FRAME 1 +#endif + +#define SFG_PLAYER_MOVE_UNITS_PER_FRAME \ + ((SFG_PLAYER_MOVE_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS) + +#if SFG_PLAYER_MOVE_UNITS_PER_FRAME == 0 + #undef SFG_PLAYER_MOVE_UNITS_PER_FRAME + #define SFG_PLAYER_MOVE_UNITS_PER_FRAME 1 +#endif + +#define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME \ + ((SFG_GRAVITY_ACCELERATION * RCL_UNITS_PER_SQUARE) / (SFG_FPS * SFG_FPS)) + +#if SFG_GRAVITY_SPEED_INCREASE_PER_FRAME == 0 + #undef SFG_GRAVITY_SPEED_INCREASE_PER_FRAME + #define SFG_GRAVITY_SPEED_INCREASE_PER_FRAME 1 +#endif + +#define SFG_PLAYER_JUMP_OFFSET_PER_FRAME \ + (((SFG_PLAYER_JUMP_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS) \ + - SFG_GRAVITY_SPEED_INCREASE_PER_FRAME / 2) + /* ^ This substraction corrects the initial veloc. so that the numeric curve + copies the analytical (smooth) curve. Without it the numeric curve goes + ABOVE and makes player jump higher with lower FPS. To make sense of this + try to solve the differential equation and plot it. */ + +#if SFG_PLAYER_JUMP_OFFSET_PER_FRAME == 0 + #undef SFG_PLAYER_JUMP_OFFSET_PER_FRAME + #define SFG_PLAYER_JUMP_OFFSET_PER_FRAME 1 +#endif + +#define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME \ + (SFG_HEADBOB_SPEED / SFG_FPS) + +#if SFG_HEADBOB_FRAME_INCREASE_PER_FRAME == 0 + #undef SFG_HEADBOB_FRAME_INCREASE_PER_FRAME + #define SFG_HEADBOB_FRAME_INCREASE_PER_FRAME 1 +#endif + +#define SFG_HEADBOB_ENABLED (SFG_HEADBOB_SPEED > 0 && SFG_HEADBOB_OFFSET > 0) + +#define SFG_CAMERA_SHEAR_STEP_PER_FRAME \ + ((SFG_GAME_RESOLUTION_Y * SFG_CAMERA_SHEAR_SPEED) / SFG_FPS) + +#if SFG_CAMERA_SHEAR_STEP_PER_FRAME == 0 + #undef SFG_CAMERA_SHEAR_STEP_PER_FRAME + #define SFG_CAMERA_SHEAR_STEP_PER_FRAME 1 +#endif + +#define SFG_CAMERA_MAX_SHEAR_PIXELS \ + ((SFG_CAMERA_MAX_SHEAR * SFG_GAME_RESOLUTION_Y) / 1024) + +#define SFG_FONT_SIZE_SMALL \ + (SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 50)) + +#if SFG_FONT_SIZE_SMALL == 0 + #undef SFG_FONT_SIZE_SMALL + #define SFG_FONT_SIZE_SMALL 1 +#endif + +#define SFG_FONT_SIZE_MEDIUM \ + (SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 30)) + +#if SFG_FONT_SIZE_MEDIUM == 0 + #undef SFG_FONT_SIZE_MEDIUM + #define SFG_FONT_SIZE_MEDIUM 1 +#endif + +#define SFG_FONT_SIZE_BIG \ + (SFG_GAME_RESOLUTION_X / (SFG_FONT_CHARACTER_SIZE * 18)) + +#if SFG_FONT_SIZE_BIG == 0 + #undef SFG_FONT_SIZE_BIG + #define SFG_FONT_SIZE_BIG 1 +#endif + +#define SFG_Z_BUFFER_SIZE SFG_GAME_RESOLUTION_X + +/** + Step in which walls get higher, in raycastlib units. +*/ +#define SFG_WALL_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 4) + +#define SFG_CEILING_MAX_HEIGHT\ + (16 * RCL_UNITS_PER_SQUARE - RCL_UNITS_PER_SQUARE / 2 ) + +#define SFG_DOOR_UP_DOWN_MASK 0x20 +#define SFG_DOOR_LOCK(doorRecord) ((doorRecord) >> 6) +#define SFG_DOOR_VERTICAL_POSITION_MASK 0x1f +#define SFG_DOOR_HEIGHT_STEP (RCL_UNITS_PER_SQUARE / 0x1f) + +#define SFG_DOOR_INCREMENT_PER_FRAME \ + (SFG_DOOR_OPEN_SPEED / (SFG_DOOR_HEIGHT_STEP * SFG_FPS)) + +#if SFG_DOOR_INCREMENT_PER_FRAME == 0 + #undef SFG_DOOR_INCREMENT_PER_FRAME + #define SFG_DOOR_INCREMENT_PER_FRAME 1 +#endif + +#define SFG_MAX_ITEMS SFG_MAX_LEVEL_ELEMENTS + +#define SFG_MAX_SPRITE_SIZE SFG_GAME_RESOLUTION_X + +#define SFG_MAP_PIXEL_SIZE (SFG_GAME_RESOLUTION_Y / SFG_MAP_SIZE) + +#if SFG_MAP_PIXEL_SIZE == 0 + #undef SFG_MAP_PIXEL_SIZE + #define SFG_MAP_PIXEL_SIZE 1 +#endif + +#define SFG_AI_UPDATE_FRAME_INTERVAL \ + (SFG_FPS / SFG_AI_FPS) + +#if SFG_AI_UPDATE_FRAME_INTERVAL == 0 + #undef SFG_AI_UPDATE_FRAME_INTERVAL + #define SFG_AI_UPDATE_FRAME_INTERVAL 1 +#endif + +#define SFG_SPRITE_ANIMATION_FRAME_DURATION \ + (SFG_FPS / SFG_SPRITE_ANIMATION_SPEED) + +#if SFG_SPRITE_ANIMATION_FRAME_DURATION == 0 + #undef SFG_SPRITE_ANIMATION_FRAME_DURATION + #define SFG_SPRITE_ANIMATION_FRAME_DURATION 1 +#endif + +#define SFG_HUD_MARGIN (SFG_GAME_RESOLUTION_X / 40) + +#define SFG_HUD_BORDER_INDICATOR_WIDTH_PIXELS \ + (SFG_GAME_RESOLUTION_Y / SFG_HUD_BORDER_INDICATOR_WIDTH) + +#define SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES \ + (SFG_HUD_BORDER_INDICATOR_DURATION / SFG_MS_PER_FRAME) + +#if SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES == 0 + #define SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES 1 +#endif + +#define SFG_BLINK_PERIOD_FRAMES (SFG_BLINK_PERIOD / SFG_MS_PER_FRAME) + +#define SFG_HUD_BAR_HEIGHT \ + (SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM + SFG_HUD_MARGIN * 2 + 1) + +// ----------------------------------------------------------------------------- +// monsters + +#define SFG_MONSTER_ATTACK_MELEE 0 +#define SFG_MONSTER_ATTACK_FIREBALL 1 +#define SFG_MONSTER_ATTACK_BULLET 2 +#define SFG_MONSTER_ATTACK_FIREBALL_BULLET 3 +#define SFG_MONSTER_ATTACK_PLASMA 4 +#define SFG_MONSTER_ATTACK_EXPLODE 5 +#define SFG_MONSTER_ATTACK_FIREBALL_PLASMA 6 + +#define SFG_MONSTER_ATTRIBUTE(attackType,aggressivity0to255,health0to255,spriteSize0to3) \ + ((uint16_t) ( \ + attackType | \ + ((aggressivity0to255 / 8) << 3) | \ + (spriteSize0to3 << 8) | \ + ((health0to255 / 4) << 10))) + +#define SFG_GET_MONSTER_ATTACK_TYPE(monsterNumber) \ + (SFG_monsterAttributeTable[monsterNumber] & 0x0007) + +#define SFG_GET_MONSTER_AGGRESSIVITY(monsterNumber) \ + (((SFG_monsterAttributeTable[monsterNumber] >> 3) & 0x1F) * 8) + +#define SFG_GET_MONSTER_SPRITE_SIZE(monsterNumber) \ + ((SFG_monsterAttributeTable[monsterNumber] >> 8) & 0x03) + +#define SFG_GET_MONSTER_MAX_HEALTH(monsterNumber) \ + (((SFG_monsterAttributeTable[monsterNumber] >> 10) & 0x3F) * 4) + +/** + Table of monster attributes, each as a 16bit word in format: + + MSB hhhhhhssaaaattt LSB + + ttt: attack type + aaaaa: aggressivity (frequence of attacks), 0 to 31 + ss: sprite size + hhhhhh: health, 0 to 63 +*/ +uint16_t SFG_monsterAttributeTable[SFG_MONSTERS_TOTAL] = +{ + /* spider */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL,40,61,2), + /* destr. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_BULLET,90,170,3), + /* warrior */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_MELEE,255,40,1), + /* plasma */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_PLASMA,56,92,1), + /* ender */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_PLASMA,128,255,3), + /* turret */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_BULLET,32,23,0), + /* explod. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_EXPLODE,255,36,1) +}; + +// ----------------------------------------------------------------------------- +// weapons and projectiles + +#define SFG_WEAPON_KNIFE 0 +#define SFG_WEAPON_SHOTGUN 1 +#define SFG_WEAPON_MACHINE_GUN 2 +#define SFG_WEAPON_ROCKET_LAUNCHER 3 +#define SFG_WEAPON_PLASMAGUN 4 +#define SFG_WEAPON_SOLUTION 5 + +#define SFG_WEAPONS_TOTAL 6 + +#define SFG_WEAPON_ATTRIBUTE(fireType,projectileCount,fireCooldownMs) \ + ((uint8_t) (fireType | ((projectileCount - 1) << 2) | ((fireCooldownMs / (SFG_MS_PER_FRAME * 16)) << 4))) + +#define SFG_GET_WEAPON_FIRE_TYPE(weaponNumber) \ + (SFG_weaponAttributeTable[weaponNumber] & 0x03) + +#define SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(weaponNumber) \ + ((SFG_weaponAttributeTable[weaponNumber] >> 4) * 16) + +#define SFG_GET_WEAPON_PROJECTILE_COUNT(weaponNumber) \ + (((SFG_weaponAttributeTable[weaponNumber] >> 2) & 0x03) + 1) + +#define SFG_MIN_WEAPON_COOLDOWN_FRAMES 8 + +#define SFG_WEAPON_FIRE_TYPE_MELEE 0 +#define SFG_WEAPON_FIRE_TYPE_BULLET 1 +#define SFG_WEAPON_FIRE_TYPE_FIREBALL 2 +#define SFG_WEAPON_FIRE_TYPE_PLASMA 3 + +#define SFG_WEAPON_FIRE_TYPES_TOTAL 4 + +/** + Table of weapon attributes, each as a byte in format: + + MSB ccccnnff LSB + + ff: fire type + nn: number of projectiles - 1 + cccc: fire cooldown in frames, i.e. time after which the next shot can be + shot again, ccccc has to be multiplied by 16 to get the real value +*/ +static const uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] = +{ + /* knife */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_MELEE,1,650), // DPS: 6.2 + /* shotgun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,2,1250), // DPS: 12.8 + /* m. gun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,1,700), // DPS: 11.4 + /* r. laun. */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_FIREBALL,1,850), // DPS: 28.2 + /* plasma */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,1,550), // DPS: 32.7 + /* solution */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,4,1050) // DPS: 85.7 +}; + +static const uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] = +{ + /* melee */ 4, + /* bullet */ 8, + /* explostion (fireball) */ 24, + /* plasma */ 18 +}; + +#define SFG_PROJECTILE_EXPLOSION 0 +#define SFG_PROJECTILE_FIREBALL 1 +#define SFG_PROJECTILE_PLASMA 2 +#define SFG_PROJECTILE_DUST 3 +#define SFG_PROJECTILE_BULLET 4 +#define SFG_PROJECTILE_NONE 255 + +#define SFG_PROJECTILES_TOTAL 5 + +#define SFG_PROJECTILE_ATTRIBUTE(speedSquaresPerSec,timeToLiveMs) \ + ((uint8_t) \ + ((((speedSquaresPerSec / 4 == 0) && (speedSquaresPerSec != 0)) ? 1 : speedSquaresPerSec / 4) | \ + ((timeToLiveMs / (8 * SFG_MS_PER_FRAME)) << 3))) + +#define SFG_GET_PROJECTILE_SPEED_UPS(projectileNumber) \ + (((SFG_projectileAttributeTable[projectileNumber] & 0x07) * 4 * RCL_UNITS_PER_SQUARE) / SFG_FPS) + +#define SFG_GET_PROJECTILE_FRAMES_TO_LIVE(projectileNumber) \ + ((SFG_projectileAttributeTable[projectileNumber] >> 3) * 8) + +/** + Table of projectile attributes, each as a byte in format: + + MSB lllllsss LSB + + fff: half speed in game squares per second + lllll: eigth of frames to live +*/ + +#define LOW_FPS (SFG_FPS < 24) ///< low FPS needs low speeds, because collisions + +static const uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] = +{ + /* explosion */ SFG_PROJECTILE_ATTRIBUTE(0,400), + /* fireball */ SFG_PROJECTILE_ATTRIBUTE(10,1000), + +#if LOW_FPS + /* plasma */ SFG_PROJECTILE_ATTRIBUTE(17,500), +#else + /* plasma */ SFG_PROJECTILE_ATTRIBUTE(18,500), +#endif + + /* dust */ SFG_PROJECTILE_ATTRIBUTE(0,450), + +#if LOW_FPS + /* bullet */ SFG_PROJECTILE_ATTRIBUTE(17,1000) +#else + /* bullet */ SFG_PROJECTILE_ATTRIBUTE(28,1000) +#endif +}; + +#undef LOW_FPS + +#endif // guard diff --git a/demos/ports/anarch/game.c b/demos/ports/anarch/game.c new file mode 100644 index 0000000..5a210ea --- /dev/null +++ b/demos/ports/anarch/game.c @@ -0,0 +1,149 @@ +/** + @file game.c + + This is a quick V4K implementation of the game front end, with a couple of fixes for MSVC. + by r-lyeh + + Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/) + plus a waiver of all other intellectual property. The goal of this work is + be and remain completely in the public domain forever, available for any use + whatsoever. +*/ + +#define V4K_IMPLEMENTATION +#include "v4k.h" + +#ifdef _MSC_VER +#define __builtin_expect(expr,val) (expr) +#endif + +#define SFG_FPS 60 +#define SFG_LOG(str) ;// puts(str); +#define SFG_DITHERED_SHADOW 1 +#define SFG_DIMINISH_SPRITES 1 +#define SFG_HEADBOB_SHEAR (-1 * SFG_SCREEN_RESOLUTION_Y / 80) +#define SFG_BACKGROUND_BLUR 1 +#define SFG_SCREEN_RESOLUTION_X 700 +#define SFG_SCREEN_RESOLUTION_Y 512 +#define SFG_CAN_EXIT 1 + +#include "game.h" +#include "sounds.h" + +// now implement the Anarch API functions (SFG_*) + +void SFG_processEvent(uint8_t event, uint8_t data) +{} + +void SFG_sleepMs(uint16_t timeMs) +{} + +uint32_t SFG_getTimeMs() { + return time_ms(); +} + +void SFG_getMouseOffset(int16_t *x, int16_t *y) +{} + +int8_t SFG_keyPressed(uint8_t key) { + switch (key) { + default: return 0; + case SFG_KEY_UP: return !!input(KEY_UP); + case SFG_KEY_DOWN: return !!input(KEY_DOWN); + case SFG_KEY_RIGHT: return !!input(KEY_RIGHT); + case SFG_KEY_LEFT: return !!input(KEY_LEFT); + case SFG_KEY_A: return !!input(KEY_Z) | !!input(KEY_SPACE); + case SFG_KEY_C: return !!input(KEY_X) | !!input(KEY_LALT); + case SFG_KEY_B: return !!input(KEY_C) | !!input(KEY_LCTRL); + } +} + +void SFG_save(uint8_t data[SFG_SAVE_SIZE]) { + if( !file_write("anarch.sav",data,SFG_SAVE_SIZE) ) { + puts("V4K: could not save the file!"); + return; + } +} + +uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]) { + int len = file_size("anarch.sav"); + for( char *blob = file_read("anarch.sav"); blob && len == SFG_SAVE_SIZE; ) { + return !!memcpy(data, blob, len); + } + puts("V4K: no save file to open"); + return 0; +} + +uint32_t screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; + +void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex) { + static unsigned palette32[256]; + + do_once + for (int i = 0; i < 256; ++i) { // precompute RGB palette + uint16_t col565 = paletteRGB565[i]; + palette32[i] = 0xff000000 | ((col565 << 19) & 0xf80000) | ((col565 << 5) & 0xfc00) | ((col565 >> 8) & 0xf8); + } + + screen[y * SFG_SCREEN_RESOLUTION_X + x] = palette32[colorIndex]; +} + +uint8_t musicOn = 1; //< this has to be init to 0 (not 1), else a few samples get played at start +void SFG_setMusic(uint8_t value) { + if( value == SFG_MUSIC_TURN_ON ) musicOn = 1; + if( value == SFG_MUSIC_TURN_OFF ) musicOn = 0; + if( value == SFG_MUSIC_NEXT ) SFG_nextMusicTrack(); +} + +#define MUSIC_VOLUME 16.f +uint16_t audioBuff[SFG_SFX_SAMPLE_COUNT] = {0}; +uint16_t audioPos = 0; // audio position for the next audio buffer fill +uint32_t audioUpdateFrame = 0; // game frame at which audio buffer fill happened + +static inline int16_t mixSamples(int16_t sample1, int16_t sample2) { + return sample1 + sample2; +} + +void audioFillCallback(void *userdata, uint8_t *s, int l) { + uint16_t *s16 = (uint16_t *) s; + + for (int i = 0; i < l / 2; ++i) { + s16[i] = musicOn ? + mixSamples(audioBuff[audioPos], MUSIC_VOLUME * (SFG_getNextMusicSample() - SFG_musicTrackAverages[SFG_MusicState.track])) + : audioBuff[audioPos]; + + audioBuff[audioPos] = 0; + audioPos = (audioPos < SFG_SFX_SAMPLE_COUNT - 1) ? (audioPos + 1) : 0; + } + + audioUpdateFrame = SFG_game.frame; +} + +void SFG_playSound(uint8_t soundIndex, uint8_t volume) { + uint16_t pos = (audioPos + ((SFG_game.frame - audioUpdateFrame) * SFG_MS_PER_FRAME * 8)) % SFG_SFX_SAMPLE_COUNT; + uint16_t volumeScale = 1 << (volume / 37); + + for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i) { + audioBuff[pos] = mixSamples(audioBuff[pos], (128 - SFG_GET_SFX_SAMPLE(soundIndex,i)) * volumeScale); + pos = (pos < SFG_SFX_SAMPLE_COUNT - 1) ? (pos + 1) : 0; + } +} + +int main() { + // install signal handlers + signal_hooks(); + + SFG_init(); + + window_create(0.75, 0); + texture_t t = texture_checker(); + + while( window_swap() && SFG_mainLoopBody() ) { + texture_update(&t, SFG_SCREEN_RESOLUTION_X, SFG_SCREEN_RESOLUTION_Y, 4, screen, TEXTURE_RGB|TEXTURE_LINEAR); + fullscreen_quad_rgb(t, 1.0f); + + uint16_t samples[128]; // 8 KHz 16-bit mono = 8000/60 = 133 samples/frame -> 256 samples/frame + audioFillCallback(NULL, (uint8_t*)samples, sizeof(samples)); + audio_queue(samples, countof(samples), AUDIO_8KHZ|AUDIO_16|AUDIO_1CH ); + } +} diff --git a/demos/ports/anarch/game.h b/demos/ports/anarch/game.h new file mode 100644 index 0000000..24285cb --- /dev/null +++ b/demos/ports/anarch/game.h @@ -0,0 +1,5024 @@ +/** + @file game.h + + Main source file of Anarch the game that puts together all the pieces. main + game logic is implemented here. + + physics notes (you can break this when messing around with game constants): + + - Lowest ceiling under which player can fit is 4 height steps. + - Widest hole over which player can run without jumping is 1 square. + - Widest hole over which the player can jump is 3 squares. + - Highest step a player can walk onto without jumping is 2 height steps. + - Highest step a player can jump onto is 3 height steps. + + by Miloslav Ciz (drummyfish), 2019 + + Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/) + plus a waiver of all other intellectual property. The goal of this work is + be and remain completely in the public domain forever, available for any use + whatsoever. +*/ + +#ifndef _SFG_GAME_H +#define _SFG_GAME_H + +#include // Needed for fixed width types, can easily be replaced. + +/* + The following keys are mandatory to be implemented on any platform in order + for the game to be playable. Enums are bloat. +*/ +#define SFG_KEY_UP 0 +#define SFG_KEY_RIGHT 1 +#define SFG_KEY_DOWN 2 +#define SFG_KEY_LEFT 3 +#define SFG_KEY_A 4 ///< fire, confirm +#define SFG_KEY_B 5 ///< cancel, strafe, look up/down +#define SFG_KEY_C 6 ///< menu, jump, switch weapons + +/* + The following keys are optional for a platform to implement. They just make + the controls more comfortable. +*/ +#define SFG_KEY_JUMP 7 +#define SFG_KEY_STRAFE_LEFT 8 +#define SFG_KEY_STRAFE_RIGHT 9 +#define SFG_KEY_MAP 10 +#define SFG_KEY_TOGGLE_FREELOOK 11 +#define SFG_KEY_NEXT_WEAPON 12 +#define SFG_KEY_PREVIOUS_WEAPON 13 +#define SFG_KEY_MENU 14 +#define SFG_KEY_CYCLE_WEAPON 15 + +#define SFG_KEY_COUNT 16 ///< Number of keys. + +/* ============================= PORTING =================================== */ + +/* When porting, do the following: + - Include this file (and possibly other optional files, like sounds.h) in + your main_*.c frontend source. + - Implement the following functions in your frontend source. + - Call SFG_init() from your frontend initialization code. + - Call SFG_mainLoopBody() from within your frontend main loop. + + If your platform is an AVR CPU (e.g. some Arduinos) and so has Harvard + architecture, define #SFG_AVR 1 before including this file in your frontend + source. */ + +#ifndef SFG_LOG + #define SFG_LOG(str) {} ///< Can be redefined to log game messages. +#endif + +#ifndef SFG_CPU_LOAD + #define SFG_CPU_LOAD(percent) {} ///< Can be redefined to check CPU load in %. +#endif + +#ifndef SFG_GAME_STEP_COMMAND + #define SFG_GAME_STEP_COMMAND {} /**< Will be called each simlation step (good + for creating deterministic behavior such as + demos (SFG_mainLoopBody() calls potentially + multiple simulation steps). */ +#endif + +/** + Returns 1 (0) if given key is pressed (not pressed). At least the mandatory + keys have to be implemented, the optional keys don't have to ever return 1. + See the key constant definitions to see which ones are mandatory. +*/ +int8_t SFG_keyPressed(uint8_t key); + +/** + Optional function for mouse/joystick/analog controls, gets mouse x and y + offset in pixels from the game screen center (to achieve classic FPS mouse + controls the platform should center the mouse after this call). If the + platform isn't using a mouse, this function can simply return [0,0] offset at + each call, or even do nothing at all (leave the variables as are). +*/ +void SFG_getMouseOffset(int16_t *x, int16_t *y); + +/** + Returns time in milliseconds sice program start. +*/ +uint32_t SFG_getTimeMs(); + +/** + Sleep (yield CPU) for specified amount of ms. This is used to relieve CPU + usage. If your platform doesn't need this or handles it in other way, this + function can do nothing. +*/ +void SFG_sleepMs(uint16_t timeMs); + +/** + Set specified screen pixel. ColorIndex is the index of the game's palette. + The function doesn't have to (and shouldn't, for the sake of performance) + check whether the coordinates are within screen bounds. +*/ +static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex); + +/** + Play given sound effect (SFX). This function may or may not use the sound + samples provided in sounds.h, and it may or may not ignore the (logarithmic) + volume parameter (0 to 255). Depending on the platform, the function can play + completely different samples or even e.g. just beeps. If the platform can't + play sounds, this function implementation can simply be left empty. This + function doesn't have to implement safety measures, the back end takes cares + of them. +*/ +void SFG_playSound(uint8_t soundIndex, uint8_t volume); + +#define SFG_MUSIC_TURN_OFF 0 +#define SFG_MUSIC_TURN_ON 1 +#define SFG_MUSIC_NEXT 2 + +/** + Informs the frontend how music should play, e.g. turn on/off, change track, + ... See SFG_MUSIC_* constants. Playing music is optional and the frontend may + ignore this. If a frontend wants to implement music, it can use the bytebeat + provided in sounds.h or use its own. +*/ +void SFG_setMusic(uint8_t value); + +#define SFG_EVENT_VIBRATE 0 ///< the controller should vibrate (or blink etc.) +#define SFG_EVENT_PLAYER_HURT 1 +#define SFG_EVENT_PLAYER_DIES 2 +#define SFG_EVENT_LEVEL_STARTS 3 +#define SFG_EVENT_LEVEL_WON 4 +#define SFG_EVENT_MONSTER_DIES 5 +#define SFG_EVENT_PLAYER_TAKES_ITEM 6 +#define SFG_EVENT_EXPLOSION 7 +#define SFG_EVENT_PLAYER_TELEPORTS 8 +#define SFG_EVENT_PLAYER_CHANGES_WEAPON 9 + +/** + This is an optional function that informs the frontend about special events + which may trigger something special on the platform, such as a controller + vibration, logging etc. The implementation of this function may be left empty. +*/ +void SFG_processEvent(uint8_t event, uint8_t data); + +#define SFG_SAVE_SIZE 12 ///< size of the save in bytes + +/** + Optional function for permanently saving the game state. Platforms that don't + have permanent storage (HDD, EEPROM etc.) may let this function simply do + nothing. If implemented, the function should save the passed data into its + permanent storage, e.g. a file, a cookie etc. +*/ +void SFG_save(uint8_t data[SFG_SAVE_SIZE]); + +/** + Optional function for retrieving game data that were saved to permanent + storage. Platforms without permanent storage may let this function do nothing. + If implemented, the function should fill the passed array with data from + permanent storage, e.g. a file, a cookie etc. + + If this function is called before SFG_save was ever called and no data is + present in permanent memory, this function should do nothing (leave the data + array as is). + + This function should return 1 if saving/loading is possible or 0 if not (this + will be used by the game to detect saving/loading capability). +*/ +uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]); + +/* ========================================================================= */ + +/** + Main game loop body, call this inside your platform's specific main loop. + Returns 1 if the game continues or 0 if the game was exited and program should + halt. This functions handles reaching the target FPS and sleeping for + relieving CPU, so don't do this. +*/ +uint8_t SFG_mainLoopBody(); + +/** + Initializes the game, call this in the platform's initialization code. +*/ +void SFG_init(); + +#include "settings.h" + +#if SFG_AVR + #include + + #define SFG_PROGRAM_MEMORY const PROGMEM + #define SFG_PROGRAM_MEMORY_U8(addr) pgm_read_byte(addr) +#else + #define SFG_PROGRAM_MEMORY static const + #define SFG_PROGRAM_MEMORY_U8(addr) ((uint8_t) (*(addr))) +#endif + +#include "images.h" // don't change the order of these includes +#include "levels.h" +#include "texts.h" +#include "palette.h" + +#if SFG_TEXTURE_DISTANCE == 0 + #define RCL_COMPUTE_WALL_TEXCOORDS 0 +#endif + +#define RCL_PIXEL_FUNCTION SFG_pixelFunc +#define RCL_TEXTURE_VERTICAL_STRETCH 0 + +#define RCL_CAMERA_COLL_HEIGHT_BELOW 800 +#define RCL_CAMERA_COLL_HEIGHT_ABOVE 200 + +#define RCL_HORIZONTAL_FOV SFG_FOV_HORIZONTAL +#define RCL_VERTICAL_FOV SFG_FOV_VERTICAL + +#include "raycastlib.h" + +#include "constants.h" + +typedef struct +{ + uint8_t coords[2]; + uint8_t state; /**< door state in format: + + MSB ccbaaaaa LSB + + aaaaa: current door height (how much they're open) + b: whether currently going up (0) or down (1) + cc: by which card (key) the door is unlocked, 00 + means no card (unlocked), 1 means card 0 etc. */ +} SFG_DoorRecord; + +#define SFG_SPRITE_SIZE(size0to3) \ + (((size0to3 + 3) * SFG_BASE_SPRITE_SIZE) / 4) + +#define SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(size0to3) \ + (SFG_SPRITE_SIZE(size0to3) / 2) + +#define SFG_SPRITE_SIZE_PIXELS(size0to3) \ + ((SFG_SPRITE_SIZE(size0to3) * SFG_SPRITE_MAX_SIZE) / RCL_UNITS_PER_SQUARE) + +/** + Holds information about one instance of a level item (a type of level element, + e.g. pickable items, decorations etc.). The format is following: + + MSB abbbbbbb LSB + + a: active flag, 1 means the item is nearby to player and is active + bbbbbbb: index to elements array of the current level, pointing to element + representing this item +*/ +typedef uint8_t SFG_ItemRecord; + +#define SFG_ITEM_RECORD_ACTIVE_MASK 0x80 + +#define SFG_ITEM_RECORD_LEVEL_ELEMENT(itemRecord) \ + (SFG_currentLevel.levelPointer->elements[itemRecord & \ + ~SFG_ITEM_RECORD_ACTIVE_MASK]) + +typedef struct +{ + uint8_t stateType; /**< Holds state (lower 4 bits) and type of monster (upper + 4 bits). */ + uint8_t coords[2]; /**< monster position, in 1/4s of a square */ + uint8_t health; +} SFG_MonsterRecord; + +#define SFG_MR_STATE(mr) ((mr).stateType & SFG_MONSTER_MASK_STATE) +#define SFG_MR_TYPE(mr) \ + (SFG_MONSTER_INDEX_TO_TYPE(((mr).stateType & SFG_MONSTER_MASK_TYPE) >> 4)) + +#define SFG_MONSTER_COORD_TO_RCL_UNITS(c) ((RCL_UNITS_PER_SQUARE / 8) + c * 256) +#define SFG_MONSTER_COORD_TO_SQUARES(c) (c / 4) + +#define SFG_ELEMENT_COORD_TO_RCL_UNITS(c) \ + (c * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2) + +#define SFG_MONSTER_MASK_STATE 0x0f +#define SFG_MONSTER_MASK_TYPE 0xf0 + +#define SFG_MONSTER_STATE_INACTIVE 0 ///< Not nearby, not actively updated. +#define SFG_MONSTER_STATE_IDLE 1 +#define SFG_MONSTER_STATE_ATTACKING 2 +#define SFG_MONSTER_STATE_HURTING 3 +#define SFG_MONSTER_STATE_DYING 4 +#define SFG_MONSTER_STATE_GOING_N 5 +#define SFG_MONSTER_STATE_GOING_NE 6 +#define SFG_MONSTER_STATE_GOING_E 7 +#define SFG_MONSTER_STATE_GOING_SE 8 +#define SFG_MONSTER_STATE_GOING_S 9 +#define SFG_MONSTER_STATE_GOING_SW 10 +#define SFG_MONSTER_STATE_GOING_W 11 +#define SFG_MONSTER_STATE_GOING_NW 12 +#define SFG_MONSTER_STATE_DEAD 13 + +typedef struct +{ + uint8_t type; + uint8_t doubleFramesToLive; /**< This number times two (because 255 could be + too little at high FPS) says after how many + frames the projectile is destroyed. */ + uint16_t position[3]; /**< Current position, stored as u16 to save space, as + that is exactly enough to store position on 64x64 + map. */ + int16_t direction[3]; /**< Added to position each game step. */ +} SFG_ProjectileRecord; + +#define SFG_GAME_STATE_INIT 0 ///< first state, waiting for key releases +#define SFG_GAME_STATE_PLAYING 1 +#define SFG_GAME_STATE_WIN 2 +#define SFG_GAME_STATE_LOSE 3 +#define SFG_GAME_STATE_INTRO 4 +#define SFG_GAME_STATE_OUTRO 5 +#define SFG_GAME_STATE_MAP 6 +#define SFG_GAME_STATE_LEVEL_START 7 +#define SFG_GAME_STATE_MENU 8 + +#define SFG_MENU_ITEM_CONTINUE 0 +#define SFG_MENU_ITEM_MAP 1 +#define SFG_MENU_ITEM_PLAY 2 +#define SFG_MENU_ITEM_LOAD 3 +#define SFG_MENU_ITEM_SOUND 4 +#define SFG_MENU_ITEM_SHEAR 5 +#define SFG_MENU_ITEM_EXIT 6 + +#define SFG_MENU_ITEM_NONE 255 + +/* + GLOBAL VARIABLES +=============================================================================== +*/ + +/** + Groups global variables related to the game as such in a single struct. There + are still other global structs for player, level etc. +*/ +struct +{ + uint8_t state; ///< Current game state. + uint32_t stateTime; ///< Time in ms from last state change. + uint8_t currentRandom; ///< for RNG + uint8_t spriteAnimationFrame; + uint8_t soundsPlayedThisFrame; /**< Each bit says whether given sound was + played this frame, prevents playing too many + sounds at once. */ + RCL_RayConstraints rayConstraints; ///< Ray constraints for rendering. + RCL_RayConstraints visibilityRayConstraints; ///< Constraints for visibility. + uint8_t keyStates[SFG_KEY_COUNT]; /**< Pressed states of keys, each value + stores the number of frames for which the + key has been held. */ + uint8_t zBuffer[SFG_Z_BUFFER_SIZE]; + uint8_t textureAverageColors[SFG_WALL_TEXTURE_COUNT]; /**< Contains average + color for each wall texture. */ + int8_t backgroundScaleMap[SFG_GAME_RESOLUTION_Y]; + uint16_t backgroundScroll; + uint8_t spriteSamplingPoints[SFG_MAX_SPRITE_SIZE]; /**< Helper for + precomputing sprite + sampling positions for + drawing. */ + uint32_t frameTime; ///< time (in ms) of the current frame start + uint32_t frame; ///< frame number + uint8_t selectedMenuItem; + uint8_t selectedLevel; ///< level to play selected in the main menu + uint8_t antiSpam; ///< Prevents log message spamming. + uint8_t settings; /**< dynamic game settings (can be changed at runtime), + bit meaning: + + MSB -------- LSB + |||| + |||\_ sound (SFX) + ||\__ music + |\___ shearing + \____ freelook (shearing not sliding back) */ + uint8_t blink; ///< Says whether blinkg is currently on or off. + uint8_t saved; /**< Helper variable to know if game was saved. Can be + 0 (not saved), 1 (just saved) or 255 (can't save).*/ + uint8_t cheatState; /**< Highest bit say whether cheat is enabled, other bits + represent the state of typing the cheat code. */ + uint8_t save[SFG_SAVE_SIZE]; /**< Stores the game save state that's kept in + the persistent memory. + + The save format is binary and platform independent. + The save contains game settings, game progress and a + saved position. The format is as follows: + + 0 4b (less signif.) highest level that has been reached + 0 4b (more signif.) level number of the saved position (0: no save) + 1 8b game settings (SFG_game.settings) + 2 8b health at saved position + 3 8b bullet ammo at saved position + 4 8b rocket ammo at saved position + 5 8b plasma ammo at saved position + 6 32b little endian total play time, in 10ths of sec + 10 16b little endian total enemies killed from start */ + uint8_t continues; ///< Whether the game continues or was exited. +} SFG_game; + +#define SFG_SAVE_TOTAL_TIME (SFG_game.save[6] + SFG_game.save[7] * 256 + \ + SFG_game.save[8] * 65536 + SFG_game.save[9] * 4294967296) + +/** + Stores player state. +*/ +struct +{ + RCL_Camera camera; + int8_t squarePosition[2]; + RCL_Vector2D direction; + RCL_Unit verticalSpeed; + RCL_Unit previousVerticalSpeed; /**< Vertical speed in previous frame, needed + for determining whether player is in the + air. */ + uint16_t headBobFrame; + uint8_t weapon; ///< currently selected weapon + uint8_t health; + uint32_t weaponCooldownFrames; ///< frames left for weapon cooldown + uint32_t lastHurtFrame; + uint32_t lastItemTakenFrame; + uint8_t ammo[SFG_AMMO_TOTAL]; + uint8_t cards; /**< Lowest 3 bits say which access cards + have been taken, the next 3 bits say + which cards should be blinking in the HUD, + the last 2 bits are a blink reset counter. */ + uint8_t justTeleported; + int8_t previousWeaponDirection; ///< Direction (+/0/-) of previous weapon. +} SFG_player; + +/** + Stores the current level and helper precomputed values for better performance. +*/ +struct +{ + const SFG_Level *levelPointer; + uint8_t levelNumber; + const uint8_t* textures[7]; ///< textures the level is using + uint32_t timeStart; + uint32_t frameStart; + uint32_t completionTime10sOfS; ///< completion time in 10ths of second + uint8_t floorColor; + uint8_t ceilingColor; + + SFG_DoorRecord doorRecords[SFG_MAX_DOORS]; + uint8_t doorRecordCount; + uint8_t checkedDoorIndex; ///< Says which door are currently being checked. + + SFG_ItemRecord itemRecords[SFG_MAX_ITEMS]; ///< Holds level items. + uint8_t itemRecordCount; + uint8_t checkedItemIndex; ///< Same as checkedDoorIndex, but for items. + + SFG_MonsterRecord monsterRecords[SFG_MAX_MONSTERS]; + uint8_t monsterRecordCount; + uint8_t checkedMonsterIndex; + + SFG_ProjectileRecord projectileRecords[SFG_MAX_PROJECTILES]; + uint8_t projectileRecordCount; + uint8_t bossCount; + uint8_t monstersDead; + uint8_t backgroundImage; + uint8_t teleporterCount; + uint16_t mapRevealMask; /**< Bits say which parts of the map have been + revealed. */ + uint8_t itemCollisionMap[(SFG_MAP_SIZE * SFG_MAP_SIZE) / 8]; + /**< Bit array, for each map square says whether there + is a colliding item or not. */ +} SFG_currentLevel; + +#if SFG_AVR +/** + Copy of the current level that is stored in RAM. This is only done on Arduino + because accessing it in program memory (PROGMEM) directly would be a pain. + Because of this Arduino needs more RAM. +*/ +SFG_Level SFG_ramLevel; +#endif + +/** + Helper function for accessing the itemCollisionMap bits. +*/ +void SFG_getItemCollisionMapIndex( + uint8_t x, uint8_t y, uint16_t *byte, uint8_t *bit) +{ + uint16_t index = y * SFG_MAP_SIZE + x; + + *byte = index / 8; + *bit = index % 8; +} + +void SFG_setItemCollisionMapBit(uint8_t x, uint8_t y, uint8_t value) +{ + uint16_t byte; + uint8_t bit; + + SFG_getItemCollisionMapIndex(x,y,&byte,&bit); + + SFG_currentLevel.itemCollisionMap[byte] &= ~(0x01 << bit); + SFG_currentLevel.itemCollisionMap[byte] |= (value & 0x01) << bit; +} + +uint8_t SFG_getItemCollisionMapBit(uint8_t x, uint8_t y) +{ + uint16_t byte; + uint8_t bit; + + SFG_getItemCollisionMapIndex(x,y,&byte,&bit); + return (SFG_currentLevel.itemCollisionMap[byte] >> bit) & 0x01; +} + +#if SFG_DITHERED_SHADOW +static const uint8_t SFG_ditheringPatterns[] = +{ + 0,0,0,0, + 0,0,0,0, + + 0,0,0,0, + 0,1,0,0, + + 0,0,0,0, + 0,1,0,1, + + 1,0,1,0, + 0,1,0,0, + + 1,0,1,0, + 0,1,0,1, + + 1,0,1,0, + 0,1,1,1, + + 1,1,1,1, + 0,1,0,1, + + 1,1,1,1, + 0,1,1,1, + + 1,1,1,1, + 1,1,1,1 +}; +#endif + +/* + FUNCTIONS +=============================================================================== +*/ + +/** + Returns a pseudorandom byte. This is a very simple congruent generator, its + parameters have been chosen so that each number (0-255) is included in the + output exactly once! +*/ +uint8_t SFG_random() +{ + SFG_game.currentRandom *= 13; + SFG_game.currentRandom += 7; + + return SFG_game.currentRandom; +} + +void SFG_playGameSound(uint8_t soundIndex, uint8_t volume) +{ + if (!(SFG_game.settings & 0x01)) + return; + + uint8_t mask = 0x01 << soundIndex; + + if (!(SFG_game.soundsPlayedThisFrame & mask)) + { + SFG_playSound(soundIndex,volume); + SFG_game.soundsPlayedThisFrame |= mask; + } +} + +/** + Returns a damage value for specific attack type (SFG_WEAPON_FIRE_TYPE_...), + with added randomness (so the values will differ). For explosion pass + SFG_WEAPON_FIRE_TYPE_FIREBALL. +*/ +uint8_t SFG_getDamageValue(uint8_t attackType) +{ + if (attackType >= SFG_WEAPON_FIRE_TYPES_TOTAL) + return 0; + + int32_t value = SFG_attackDamageTable[attackType]; // has to be signed + int32_t maxAdd = (value * SFG_DAMAGE_RANDOMNESS) / 256; + + value = value + (maxAdd / 2) - (SFG_random() * maxAdd / 256); + + if (value < 0) + value = 0; + + return value; +} + +/** + Saves game data to persistent storage. +*/ +void SFG_gameSave() +{ + if (SFG_game.saved == SFG_CANT_SAVE) + return; + + SFG_LOG("saving game data"); + + SFG_save(SFG_game.save); +} + +/** + Loads game data from persistent storage. +*/ +void SFG_gameLoad() +{ + if (SFG_game.saved == SFG_CANT_SAVE) + return; + + SFG_LOG("loading game data"); + + uint8_t result = SFG_load(SFG_game.save); + + if (result == 0) + SFG_game.saved = SFG_CANT_SAVE; +} + +/** + Returns ammo type for given weapon. +*/ +uint8_t SFG_weaponAmmo(uint8_t weapon) +{ + if (weapon == SFG_WEAPON_KNIFE) + return SFG_AMMO_NONE; + if (weapon == SFG_WEAPON_MACHINE_GUN || + weapon == SFG_WEAPON_SHOTGUN) + return SFG_AMMO_BULLETS; + else if (weapon == SFG_WEAPON_ROCKET_LAUNCHER) + return SFG_AMMO_ROCKETS; + else + return SFG_AMMO_PLASMA; +} + +RCL_Unit SFG_taxicabDistance( + RCL_Unit x0, RCL_Unit y0, RCL_Unit z0, RCL_Unit x1, RCL_Unit y1, RCL_Unit z1) +{ + return (RCL_abs(x0 - x1) + RCL_abs(y0 - y1) + RCL_abs(z0 - z1)); +} + +uint8_t SFG_isInActiveDistanceFromPlayer(RCL_Unit x, RCL_Unit y, RCL_Unit z) +{ + return SFG_taxicabDistance( + x,y,z,SFG_player.camera.position.x,SFG_player.camera.position.y, + SFG_player.camera.height) <= SFG_LEVEL_ELEMENT_ACTIVE_DISTANCE; +} + +/** + Function called when a level end to compute the stats etc. +*/ +void SFG_levelEnds() +{ + SFG_currentLevel.completionTime10sOfS = (SFG_MS_PER_FRAME * + (SFG_game.frame - SFG_currentLevel.frameStart)) / 100; + + if ( + (SFG_player.health != 0) && + (SFG_currentLevel.levelNumber >= (SFG_game.save[0] & 0x0f)) && + ((SFG_currentLevel.levelNumber + 1) < SFG_NUMBER_OF_LEVELS)) + { + SFG_game.save[0] = // save progress + (SFG_game.save[0] & 0xf0) | (SFG_currentLevel.levelNumber + 1); + + SFG_gameSave(); + } + + SFG_currentLevel.monstersDead = 0; + + for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i) + if (SFG_currentLevel.monsterRecords[i].health == 0) + SFG_currentLevel.monstersDead++; + + uint32_t totalTime = SFG_SAVE_TOTAL_TIME; + + if ((SFG_currentLevel.levelNumber == 0) || (totalTime != 0)) + { + SFG_LOG("Updating save totals."); + + totalTime += SFG_currentLevel.completionTime10sOfS; + + for (uint8_t i = 0; i < 4; ++i) + { + SFG_game.save[6 + i] = totalTime % 256; + totalTime /= 256; + } + + SFG_game.save[10] += SFG_currentLevel.monstersDead % 256; + SFG_game.save[11] += SFG_currentLevel.monstersDead / 256; + } + + SFG_game.save[2] = SFG_player.health; + SFG_game.save[3] = SFG_player.ammo[0]; + SFG_game.save[4] = SFG_player.ammo[1]; + SFG_game.save[5] = SFG_player.ammo[2]; +} + +static inline uint8_t SFG_RCLUnitToZBuffer(RCL_Unit x) +{ + x /= (RCL_UNITS_PER_SQUARE / 8); + + uint8_t okay = x < 256; + + return okay * (x + 1) - 1; +} + +const uint8_t *SFG_getMonsterSprite( + uint8_t monsterType, uint8_t state, uint8_t frame) +{ + uint8_t index = + state == SFG_MONSTER_STATE_DEAD ? 18 : 17; + // ^ makes the compiled binary smaller compared to returning pointers directly + + if ((state != SFG_MONSTER_STATE_DYING) && (state != SFG_MONSTER_STATE_DEAD)) + switch (monsterType) + { + case SFG_LEVEL_ELEMENT_MONSTER_SPIDER: + switch (state) + { + case SFG_MONSTER_STATE_ATTACKING: index = 1; break; + case SFG_MONSTER_STATE_IDLE: index = 0; break; + default: index = frame ? 0 : 2; break; + } + break; + + case SFG_LEVEL_ELEMENT_MONSTER_WARRIOR: + index = state != SFG_MONSTER_STATE_ATTACKING ? 6 : 7; + break; + + case SFG_LEVEL_ELEMENT_MONSTER_DESTROYER: + switch (state) + { + case SFG_MONSTER_STATE_ATTACKING: index = 4; break; + case SFG_MONSTER_STATE_IDLE: index = 3; break; + default: index = frame ? 3 : 5; break; + } + break; + + case SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT: + index = state != SFG_MONSTER_STATE_ATTACKING ? 8 : 9; + break; + + case SFG_LEVEL_ELEMENT_MONSTER_ENDER: + switch (state) + { + case SFG_MONSTER_STATE_ATTACKING: index = 12; break; + case SFG_MONSTER_STATE_IDLE: index = 10; break; + default: index = frame ? 10 : 11; break; + } + break; + + case SFG_LEVEL_ELEMENT_MONSTER_TURRET: + switch (state) + { + case SFG_MONSTER_STATE_ATTACKING: index = 15; break; + case SFG_MONSTER_STATE_IDLE: index = 13; break; + default: index = frame ? 13 : 14; break; + } + break; + + case SFG_LEVEL_ELEMENT_MONSTER_EXPLODER: + default: + index = 16; + break; + } + + return SFG_monsterSprites + index * SFG_TEXTURE_STORE_SIZE; +} + +/** + Says whether given key is currently pressed (down). This should be preferred + to SFG_keyPressed(). +*/ +uint8_t SFG_keyIsDown(uint8_t key) +{ + return SFG_game.keyStates[key] != 0; +} + +/** + Says whether given key has been pressed in the current frame. +*/ +uint8_t SFG_keyJustPressed(uint8_t key) +{ + return (SFG_game.keyStates[key]) == 1; +} + +/** + Says whether a key is being repeated after being held for certain time. +*/ +uint8_t SFG_keyRepeated(uint8_t key) +{ + return + ((SFG_game.keyStates[key] >= SFG_KEY_REPEAT_DELAY_FRAMES) || + (SFG_game.keyStates[key] == 255)) && + (SFG_game.frame % SFG_KEY_REPEAT_PERIOD_FRAMES == 0); +} + +uint16_t SFG_keyRegisters(uint8_t key) +{ + return SFG_keyJustPressed(key) || SFG_keyRepeated(key); +} + +#if SFG_RESOLUTION_SCALEDOWN == 1 + #define SFG_setGamePixel SFG_setPixel +#else + +/** + Sets the game pixel (a pixel that can potentially be bigger than the screen + pixel). +*/ +static inline void SFG_setGamePixel(uint16_t x, uint16_t y, uint8_t colorIndex) +{ + uint16_t screenY = y * SFG_RESOLUTION_SCALEDOWN; + uint16_t screenX = x * SFG_RESOLUTION_SCALEDOWN; + + for (uint16_t j = screenY; j < screenY + SFG_RESOLUTION_SCALEDOWN; ++j) + for (uint16_t i = screenX; i < screenX + SFG_RESOLUTION_SCALEDOWN; ++i) + SFG_setPixel(i,j,colorIndex); +} +#endif + +void SFG_recomputePLayerDirection() +{ + SFG_player.camera.direction = + RCL_wrap(SFG_player.camera.direction,RCL_UNITS_PER_SQUARE); + + SFG_player.direction = RCL_angleToDirection(SFG_player.camera.direction); + + SFG_player.direction.x = + (SFG_player.direction.x * SFG_PLAYER_MOVE_UNITS_PER_FRAME) + / RCL_UNITS_PER_SQUARE; + + SFG_player.direction.y = + (SFG_player.direction.y * SFG_PLAYER_MOVE_UNITS_PER_FRAME) + / RCL_UNITS_PER_SQUARE; + + SFG_game.backgroundScroll = + ((SFG_player.camera.direction * 8) * SFG_GAME_RESOLUTION_Y) + / RCL_UNITS_PER_SQUARE; +} + +#if SFG_BACKGROUND_BLUR != 0 +uint8_t SFG_backgroundBlurIndex = 0; + +static const int8_t SFG_backgroundBlurOffsets[8] = + { + 0 * SFG_BACKGROUND_BLUR, + 16 * SFG_BACKGROUND_BLUR, + 7 * SFG_BACKGROUND_BLUR, + 17 * SFG_BACKGROUND_BLUR, + 1 * SFG_BACKGROUND_BLUR, + 4 * SFG_BACKGROUND_BLUR, + 15 * SFG_BACKGROUND_BLUR, + 9 * SFG_BACKGROUND_BLUR, + }; +#endif + +static inline uint8_t SFG_fogValueDiminish(RCL_Unit depth) +{ + return depth / SFG_FOG_DIMINISH_STEP; +} + +static inline uint8_t + SFG_getTexelFull(uint8_t textureIndex,RCL_Unit u, RCL_Unit v) +{ + return + SFG_getTexel( + textureIndex != 255 ? + SFG_currentLevel.textures[textureIndex] : + (SFG_wallTextures + SFG_currentLevel.levelPointer->doorTextureIndex + * SFG_TEXTURE_STORE_SIZE), + u / (RCL_UNITS_PER_SQUARE / SFG_TEXTURE_SIZE), + v / (RCL_UNITS_PER_SQUARE / SFG_TEXTURE_SIZE)); +} + +static inline uint8_t SFG_getTexelAverage(uint8_t textureIndex) +{ + return + textureIndex != 255 ? + SFG_game.textureAverageColors[ + SFG_currentLevel.levelPointer->textureIndices[textureIndex]] + : + ( + SFG_game.textureAverageColors[ + SFG_currentLevel.levelPointer->doorTextureIndex] + + 1 // to distinguish from normal walls + ); +} + +void SFG_pixelFunc(RCL_PixelInfo *pixel) +{ + uint8_t color; + uint8_t shadow = 0; + + if (pixel->isHorizon && pixel->depth > RCL_UNITS_PER_SQUARE * 16) + { + color = SFG_TRANSPARENT_COLOR; + } + else if (pixel->isWall) + { + uint8_t textureIndex = + pixel->isFloor ? + ( + ((pixel->hit.type & SFG_TILE_PROPERTY_MASK) != SFG_TILE_PROPERTY_DOOR) ? + (pixel->hit.type & 0x7) + : + ( + (pixel->texCoords.y > RCL_UNITS_PER_SQUARE) ? + (pixel->hit.type & 0x7) : 255 + ) + ): + ((pixel->hit.type & 0x38) >> 3); + +#if SFG_TEXTURE_DISTANCE != 0 + RCL_Unit textureV = pixel->texCoords.y; + + if ((pixel->hit.type & SFG_TILE_PROPERTY_MASK) == + SFG_TILE_PROPERTY_SQUEEZER) + textureV += pixel->wallHeight; +#endif + + color = + textureIndex != SFG_TILE_TEXTURE_TRANSPARENT ? + ( +#if SFG_TEXTURE_DISTANCE >= 65535 + SFG_getTexelFull(textureIndex,pixel->texCoords.x,textureV) +#elif SFG_TEXTURE_DISTANCE == 0 + SFG_getTexelAverage(textureIndex) +#else + pixel->depth <= SFG_TEXTURE_DISTANCE ? + SFG_getTexelFull(textureIndex,pixel->texCoords.x,textureV) : + SFG_getTexelAverage(textureIndex) +#endif + ) + : + SFG_TRANSPARENT_COLOR; + + shadow = pixel->hit.direction >> 1; + } + else // floor/ceiling + { + color = pixel->isFloor ? + ( +#if SFG_DIFFERENT_FLOOR_CEILING_COLORS + 2 + (pixel->height / SFG_WALL_HEIGHT_STEP) % 4 +#else + SFG_currentLevel.floorColor +#endif + ) : + (pixel->height < SFG_CEILING_MAX_HEIGHT ? + ( +#if SFG_DIFFERENT_FLOOR_CEILING_COLORS + 18 + (pixel->height / SFG_WALL_HEIGHT_STEP) % 4 +#else + SFG_currentLevel.ceilingColor +#endif + ) + : SFG_TRANSPARENT_COLOR); + } + + if (color != SFG_TRANSPARENT_COLOR) + { +#if SFG_DITHERED_SHADOW + uint8_t fogShadow = (pixel->depth * 8) / SFG_FOG_DIMINISH_STEP; + + uint8_t fogShadowPart = fogShadow & 0x07; + + fogShadow /= 8; + + uint8_t xMod4 = pixel->position.x & 0x03; + uint8_t yMod2 = pixel->position.y & 0x01; + + shadow += + fogShadow + SFG_ditheringPatterns[fogShadowPart * 8 + yMod2 * 4 + xMod4]; +#else + shadow += SFG_fogValueDiminish(pixel->depth); +#endif + +#if SFG_ENABLE_FOG + color = palette_minusValue(color,shadow); +#endif + } + else + { +#if SFG_DRAW_LEVEL_BACKGROUND + color = SFG_getTexel(SFG_backgroundImages + + SFG_currentLevel.backgroundImage * SFG_TEXTURE_STORE_SIZE, + SFG_game.backgroundScaleMap[((pixel->position.x + #if SFG_BACKGROUND_BLUR != 0 + + SFG_backgroundBlurOffsets[SFG_backgroundBlurIndex] + #endif + ) * SFG_RAYCASTING_SUBSAMPLE + SFG_game.backgroundScroll) % SFG_GAME_RESOLUTION_Y], + (SFG_game.backgroundScaleMap[(pixel->position.y // ^ TODO: get rid of mod? + #if SFG_BACKGROUND_BLUR != 0 + + SFG_backgroundBlurOffsets[SFG_backgroundBlurIndex + 1] + #endif + ) % SFG_GAME_RESOLUTION_Y]) + ); + + #if SFG_BACKGROUND_BLUR != 0 + SFG_backgroundBlurIndex = (SFG_backgroundBlurIndex + 1) % 8; + #endif +#else + color = 1; +#endif + } + +#if SFG_BRIGHTNESS > 0 + color = palette_plusValue(color,SFG_BRIGHTNESS); +#elif SFG_BRIGHTNESS < 0 + color = palette_minusValue(color,-1 * SFG_BRIGHTNESS); +#endif + +#if SFG_RAYCASTING_SUBSAMPLE == 1 + // the other version will probably get optimized to this, but just in case + SFG_setGamePixel(pixel->position.x,pixel->position.y,color); +#else + RCL_Unit screenX = pixel->position.x * SFG_RAYCASTING_SUBSAMPLE; + + for (int_fast8_t i = 0; i < SFG_RAYCASTING_SUBSAMPLE; ++i) + { + SFG_setGamePixel(screenX,pixel->position.y,color); + screenX++; + } +#endif +} + +/** + Draws image on screen, with transparency. This is faster than sprite drawing. + For performance sake drawing near screen edges is not pixel perfect. +*/ +void SFG_blitImage( + const uint8_t *image, + int16_t posX, + int16_t posY, + uint8_t scale) +{ + if (scale == 0) + return; + + uint16_t x0 = posX, + x1, + y0 = posY, + y1; + + uint8_t u0 = 0, v0 = 0; + + if (posX < 0) + { + x0 = 0; + u0 = (-1 * posX) / scale; + } + + posX += scale * SFG_TEXTURE_SIZE; + + uint16_t limitX = SFG_GAME_RESOLUTION_X - scale; + uint16_t limitY = SFG_GAME_RESOLUTION_Y - scale; + + x1 = posX >= 0 ? + (posX <= limitX ? posX : limitX) + : 0; + + if (x1 >= SFG_GAME_RESOLUTION_X) + x1 = SFG_GAME_RESOLUTION_X - 1; + + if (posY < 0) + { + y0 = 0; + v0 = (-1 * posY) / scale; + } + + posY += scale * SFG_TEXTURE_SIZE; + + y1 = posY >= 0 ? (posY <= limitY ? posY : limitY) : 0; + + if (y1 >= SFG_GAME_RESOLUTION_Y) + y1 = SFG_GAME_RESOLUTION_Y - 1; + + uint8_t v = v0; + + for (uint16_t y = y0; y < y1; y += scale) + { + uint8_t u = u0; + + for (uint16_t x = x0; x < x1; x += scale) + { + uint8_t color = SFG_getTexel(image,u,v); + + if (color != SFG_TRANSPARENT_COLOR) + { + uint16_t sY = y; + + for (uint8_t j = 0; j < scale; ++j) + { + uint16_t sX = x; + + for (uint8_t i = 0; i < scale; ++i) + { + SFG_setGamePixel(sX,sY,color); + sX++; + } + + sY++; + } + } + u++; + } + v++; + } +} + +void SFG_drawScaledSprite( + const uint8_t *image, + int16_t centerX, + int16_t centerY, + int16_t size, + uint8_t minusValue, + RCL_Unit distance) +{ + if (size == 0) + return; + + if (size > SFG_MAX_SPRITE_SIZE) + size = SFG_MAX_SPRITE_SIZE; + + uint16_t halfSize = size / 2; + + int16_t topLeftX = centerX - halfSize; + int16_t topLeftY = centerY - halfSize; + + int16_t x0, u0; + + if (topLeftX < 0) + { + u0 = -1 * topLeftX; + x0 = 0; + } + else + { + u0 = 0; + x0 = topLeftX; + } + + int16_t x1 = topLeftX + size - 1; + + if (x1 >= SFG_GAME_RESOLUTION_X) + x1 = SFG_GAME_RESOLUTION_X - 1; + + int16_t y0, v0; + + if (topLeftY < 0) + { + v0 = -1 * topLeftY; + y0 = 0; + } + else + { + v0 = 0; + y0 = topLeftY; + } + + int16_t y1 = topLeftY + size - 1; + + if (y1 >= SFG_GAME_RESOLUTION_Y) + y1 = SFG_GAME_RESOLUTION_Y - 1; + + if ((x0 > x1) || (y0 > y1) || (u0 >= size) || (v0 >= size)) // outside screen? + return; + + int16_t u1 = u0 + (x1 - x0); + int16_t v1 = v0 + (y1 - y0); + + // precompute sampling positions: + + int16_t uMin = RCL_min(u0,u1); + int16_t vMin = RCL_min(v0,v1); + int16_t uMax = RCL_max(u0,u1); + int16_t vMax = RCL_max(v0,v1); + + int16_t precompFrom = RCL_min(uMin,vMin); + int16_t precompTo = RCL_max(uMax,vMax); + + precompFrom = RCL_max(0,precompFrom); + precompTo = RCL_min(SFG_MAX_SPRITE_SIZE - 1,precompTo); + + #define PRECOMP_SCALE 512 + + int16_t precompStepScaled = ((SFG_TEXTURE_SIZE) * PRECOMP_SCALE) / size; + int16_t precompPosScaled = precompFrom * precompStepScaled; + + for (int16_t i = precompFrom; i <= precompTo; ++i) + { + SFG_game.spriteSamplingPoints[i] = precompPosScaled / PRECOMP_SCALE; + precompPosScaled += precompStepScaled; + } + + #undef PRECOMP_SCALE + + uint8_t zDistance = SFG_RCLUnitToZBuffer(distance); + + for (int16_t x = x0, u = u0; x <= x1; ++x, ++u) + { + if (SFG_game.zBuffer[x] >= zDistance) + { + int8_t columnTransparent = 1; + + for (int16_t y = y0, v = v0; y <= y1; ++y, ++v) + { + uint8_t color = + SFG_getTexel(image,SFG_game.spriteSamplingPoints[u], + SFG_game.spriteSamplingPoints[v]); + + if (color != SFG_TRANSPARENT_COLOR) + { +#if SFG_DIMINISH_SPRITES + color = palette_minusValue(color,minusValue); +#endif + columnTransparent = 0; + + SFG_setGamePixel(x,y,color); + } + } + + if (!columnTransparent) + SFG_game.zBuffer[x] = zDistance; + } + } +} + +RCL_Unit SFG_texturesAt(int16_t x, int16_t y) +{ + uint8_t p; + + SFG_TileDefinition tile = + SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&p); + + return + SFG_TILE_FLOOR_TEXTURE(tile) | (SFG_TILE_CEILING_TEXTURE(tile) << 3) | p; + // ^ store both textures (floor and ceiling) and properties in one number +} + +RCL_Unit SFG_movingWallHeight +( + RCL_Unit low, + RCL_Unit high, + uint32_t time +) +{ + RCL_Unit height = RCL_nonZero(high - low); + RCL_Unit halfHeight = height / 2; + + RCL_Unit sinArg = + (time * ((SFG_MOVING_WALL_SPEED * RCL_UNITS_PER_SQUARE) / 1000)) / height; + + return + low + halfHeight + (RCL_sin(sinArg) * halfHeight) / RCL_UNITS_PER_SQUARE; +} + +RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y) +{ + uint8_t properties; + + SFG_TileDefinition tile = + SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&properties); + + RCL_Unit doorHeight = 0; + + if (properties == SFG_TILE_PROPERTY_DOOR) + { + for (uint8_t i = 0; i < SFG_currentLevel.doorRecordCount; ++i) + { + SFG_DoorRecord *door = &(SFG_currentLevel.doorRecords[i]); + + if ((door->coords[0] == x) && (door->coords[1] == y)) + { + doorHeight = door->state & SFG_DOOR_VERTICAL_POSITION_MASK; + + doorHeight = doorHeight != (0xff & SFG_DOOR_VERTICAL_POSITION_MASK) ? + doorHeight * SFG_DOOR_HEIGHT_STEP : RCL_UNITS_PER_SQUARE; + + break; + } + } + } + else if (properties == SFG_TILE_PROPERTY_ELEVATOR) + { + RCL_Unit height = + SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP; + + return SFG_movingWallHeight( + height, + height + SFG_TILE_CEILING_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP, + SFG_game.frameTime - SFG_currentLevel.timeStart); + } + + return SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP - doorHeight; +} + +/** + Like SFG_floorCollisionHeightAt, but takes into account colliding items on + the map, so the squares that have these items are higher. The former function + is for rendering, this one is for collision checking. +*/ +RCL_Unit SFG_floorCollisionHeightAt(int16_t x, int16_t y) +{ + return SFG_floorHeightAt(x,y) + + SFG_getItemCollisionMapBit(x,y) * RCL_UNITS_PER_SQUARE; +} + +void SFG_getPlayerWeaponInfo( + uint8_t *ammoType, uint8_t *projectileCount, uint8_t *canShoot) +{ + *ammoType = SFG_weaponAmmo(SFG_player.weapon); + + *projectileCount = SFG_GET_WEAPON_PROJECTILE_COUNT(SFG_player.weapon); + +#if SFG_INFINITE_AMMO + *canShoot = 1; +#else + *canShoot = + ((*ammoType == SFG_AMMO_NONE) || + (SFG_player.ammo[*ammoType] >= *projectileCount) || + (SFG_game.cheatState & 0x80)); +#endif +} + +void SFG_playerRotateWeapon(uint8_t next) +{ + uint8_t initialWeapon = SFG_player.weapon; + int8_t increment = next ? 1 : -1; + + while (1) + { + SFG_player.weapon = + (SFG_WEAPONS_TOTAL + SFG_player.weapon + increment) % SFG_WEAPONS_TOTAL; + + if (SFG_player.weapon == initialWeapon) + break; + + uint8_t ammo, projectileCount, canShoot; + + SFG_getPlayerWeaponInfo(&ammo,&projectileCount,&canShoot); + + if (canShoot) + break; + } +} + +void SFG_initPlayer() +{ + RCL_initCamera(&SFG_player.camera); + + SFG_player.camera.resolution.x = + SFG_GAME_RESOLUTION_X / SFG_RAYCASTING_SUBSAMPLE; + + SFG_player.camera.resolution.y = SFG_GAME_RESOLUTION_Y - SFG_HUD_BAR_HEIGHT; + + SFG_player.camera.position.x = RCL_UNITS_PER_SQUARE / 2 + + SFG_currentLevel.levelPointer->playerStart[0] * RCL_UNITS_PER_SQUARE; + + SFG_player.camera.position.y = RCL_UNITS_PER_SQUARE / 2 + + SFG_currentLevel.levelPointer->playerStart[1] * RCL_UNITS_PER_SQUARE; + + SFG_player.squarePosition[0] = + SFG_player.camera.position.x / RCL_UNITS_PER_SQUARE; + + SFG_player.squarePosition[1] = + SFG_player.camera.position.y / RCL_UNITS_PER_SQUARE; + + SFG_player.camera.height = SFG_floorHeightAt( + SFG_currentLevel.levelPointer->playerStart[0], + SFG_currentLevel.levelPointer->playerStart[1]) + + RCL_CAMERA_COLL_HEIGHT_BELOW; + + SFG_player.camera.direction = SFG_currentLevel.levelPointer->playerStart[2] * + (RCL_UNITS_PER_SQUARE / 256); + + SFG_recomputePLayerDirection(); + + SFG_player.previousVerticalSpeed = 0; + + SFG_player.headBobFrame = 0; + + SFG_player.weapon = SFG_WEAPON_KNIFE; + + SFG_player.weaponCooldownFrames = 0; + SFG_player.lastHurtFrame = SFG_game.frame; + SFG_player.lastItemTakenFrame = SFG_game.frame; + + SFG_player.health = SFG_PLAYER_START_HEALTH; + + SFG_player.previousWeaponDirection = 0; + + SFG_player.cards = +#if SFG_UNLOCK_DOOR + 0x07; +#else + 0; +#endif + + SFG_player.justTeleported = 0; + + for (uint8_t i = 0; i < SFG_AMMO_TOTAL; ++i) + SFG_player.ammo[i] = 0; +} + +RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y) +{ + uint8_t properties; + SFG_TileDefinition tile = + SFG_getMapTile(SFG_currentLevel.levelPointer,x,y,&properties); + + if (properties == SFG_TILE_PROPERTY_ELEVATOR) + return SFG_CEILING_MAX_HEIGHT; + + uint8_t height = SFG_TILE_CEILING_HEIGHT(tile); + + return properties != SFG_TILE_PROPERTY_SQUEEZER ? + ( + height != SFG_TILE_CEILING_MAX_HEIGHT ? + ((SFG_TILE_FLOOR_HEIGHT(tile) + height) * SFG_WALL_HEIGHT_STEP) : + SFG_CEILING_MAX_HEIGHT + ) : + SFG_movingWallHeight( + SFG_TILE_FLOOR_HEIGHT(tile) * SFG_WALL_HEIGHT_STEP, + (SFG_TILE_CEILING_HEIGHT(tile) + SFG_TILE_FLOOR_HEIGHT(tile)) + * SFG_WALL_HEIGHT_STEP, + SFG_game.frameTime - SFG_currentLevel.timeStart); +} + +/** + Gets sprite (image and sprite size) for given item. +*/ +void SFG_getItemSprite( + uint8_t elementType, const uint8_t **sprite, uint8_t *spriteSize) +{ + *spriteSize = 0; + *sprite = SFG_itemSprites + (elementType - 1) * SFG_TEXTURE_STORE_SIZE; + + switch (elementType) + { + case SFG_LEVEL_ELEMENT_TREE: + case SFG_LEVEL_ELEMENT_RUIN: + case SFG_LEVEL_ELEMENT_LAMP: + case SFG_LEVEL_ELEMENT_TELEPORTER: + *spriteSize = 2; + break; + + case SFG_LEVEL_ELEMENT_TERMINAL: + *spriteSize = 1; + break; + + case SFG_LEVEL_ELEMENT_FINISH: + case SFG_LEVEL_ELEMENT_COLUMN: + *spriteSize = 3; + break; + + case SFG_LEVEL_ELEMENT_CARD0: + case SFG_LEVEL_ELEMENT_CARD1: + case SFG_LEVEL_ELEMENT_CARD2: + *sprite = SFG_itemSprites + + (SFG_LEVEL_ELEMENT_CARD0 - 1) * SFG_TEXTURE_STORE_SIZE; + break; + + case SFG_LEVEL_ELEMENT_BLOCKER: + *sprite = 0; + break; + + default: + break; + } +} + +/** + Says whether given item type collides, i.e. stops player from moving. +*/ +uint8_t SFG_itemCollides(uint8_t elementType) +{ + return + elementType == SFG_LEVEL_ELEMENT_BARREL || + elementType == SFG_LEVEL_ELEMENT_TREE || + elementType == SFG_LEVEL_ELEMENT_TERMINAL || + elementType == SFG_LEVEL_ELEMENT_COLUMN || + elementType == SFG_LEVEL_ELEMENT_RUIN || + elementType == SFG_LEVEL_ELEMENT_BLOCKER || + elementType == SFG_LEVEL_ELEMENT_LAMP; +} + +void SFG_setGameState(uint8_t state) +{ + SFG_LOG("changing game state"); + SFG_game.state = state; + SFG_game.stateTime = 0; +} + +void SFG_setAndInitLevel(uint8_t levelNumber) +{ + SFG_LOG("setting and initializing level"); + + const SFG_Level *level; + +#if SFG_AVR + memcpy_P(&SFG_ramLevel,SFG_levels[levelNumber],sizeof(SFG_Level)); + level = &SFG_ramLevel; +#else + level = SFG_levels[levelNumber]; +#endif + + SFG_game.currentRandom = 0; + + if (SFG_game.saved != SFG_CANT_SAVE) + SFG_game.saved = 0; + + SFG_currentLevel.levelNumber = levelNumber; + SFG_currentLevel.monstersDead = 0; + SFG_currentLevel.backgroundImage = level->backgroundImage; + SFG_currentLevel.levelPointer = level; + SFG_currentLevel.bossCount = 0; + SFG_currentLevel.floorColor = level->floorColor; + SFG_currentLevel.ceilingColor = level->ceilingColor; + SFG_currentLevel.completionTime10sOfS = 0; + + for (uint8_t i = 0; i < 7; ++i) + SFG_currentLevel.textures[i] = + SFG_wallTextures + level->textureIndices[i] * SFG_TEXTURE_STORE_SIZE; + + SFG_LOG("initializing doors"); + + SFG_currentLevel.checkedDoorIndex = 0; + SFG_currentLevel.doorRecordCount = 0; + SFG_currentLevel.projectileRecordCount = 0; + SFG_currentLevel.teleporterCount = 0; + SFG_currentLevel.mapRevealMask = +#if SFG_REVEAL_MAP + 0xffff; +#else + 0; +#endif + + for (uint8_t j = 0; j < SFG_MAP_SIZE; ++j) + { + for (uint8_t i = 0; i < SFG_MAP_SIZE; ++i) + { + uint8_t properties; + + SFG_getMapTile(level,i,j,&properties); + + if ((properties & SFG_TILE_PROPERTY_MASK) == SFG_TILE_PROPERTY_DOOR) + { + SFG_DoorRecord *d = + &(SFG_currentLevel.doorRecords[SFG_currentLevel.doorRecordCount]); + + d->coords[0] = i; + d->coords[1] = j; + d->state = 0x00; + + SFG_currentLevel.doorRecordCount++; + } + + if (SFG_currentLevel.doorRecordCount >= SFG_MAX_DOORS) + { + SFG_LOG("warning: too many doors!"); + break; + } + } + + if (SFG_currentLevel.doorRecordCount >= SFG_MAX_DOORS) + break; + } + + SFG_LOG("initializing level elements"); + + SFG_currentLevel.itemRecordCount = 0; + SFG_currentLevel.checkedItemIndex = 0; + + SFG_currentLevel.monsterRecordCount = 0; + SFG_currentLevel.checkedMonsterIndex = 0; + + SFG_MonsterRecord *monster; + + for (uint16_t i = 0; i < ((SFG_MAP_SIZE * SFG_MAP_SIZE) / 8); ++i) + SFG_currentLevel.itemCollisionMap[i] = 0; + + for (uint8_t i = 0; i < SFG_MAX_LEVEL_ELEMENTS; ++i) + { + const SFG_LevelElement *e = &(SFG_currentLevel.levelPointer->elements[i]); + + if (e->type != SFG_LEVEL_ELEMENT_NONE) + { + if (SFG_LEVEL_ELEMENT_TYPE_IS_MOSTER(e->type)) + { + monster = + &(SFG_currentLevel.monsterRecords[SFG_currentLevel.monsterRecordCount]); + + monster->stateType = (SFG_MONSTER_TYPE_TO_INDEX(e->type) << 4) + | SFG_MONSTER_STATE_INACTIVE; + + monster->health = + SFG_GET_MONSTER_MAX_HEALTH(SFG_MONSTER_TYPE_TO_INDEX(e->type)); + + monster->coords[0] = e->coords[0] * 4 + 2; + monster->coords[1] = e->coords[1] * 4 + 2; + + SFG_currentLevel.monsterRecordCount++; + + if (e->type == SFG_LEVEL_ELEMENT_MONSTER_ENDER) + SFG_currentLevel.bossCount++; + } + else if ((e->type < SFG_LEVEL_ELEMENT_LOCK0) || + (e->type > SFG_LEVEL_ELEMENT_LOCK2)) + { + SFG_currentLevel.itemRecords[SFG_currentLevel.itemRecordCount] = i; + SFG_currentLevel.itemRecordCount++; + + if (e->type == SFG_LEVEL_ELEMENT_TELEPORTER) + SFG_currentLevel.teleporterCount++; + + if (SFG_itemCollides(e->type)) + SFG_setItemCollisionMapBit(e->coords[0],e->coords[1],1); + } + else + { + uint8_t properties; + + SFG_getMapTile(level,e->coords[0],e->coords[1],&properties); + + if ((properties & SFG_TILE_PROPERTY_MASK) == SFG_TILE_PROPERTY_DOOR) + { + // find the door record and lock the door: + for (uint16_t j = 0; j < SFG_currentLevel.doorRecordCount; ++j) + { + SFG_DoorRecord *d = &(SFG_currentLevel.doorRecords[j]); + + if (d->coords[0] == e->coords[0] && d->coords[1] == e->coords[1]) + { + d->state |= (e->type - SFG_LEVEL_ELEMENT_LOCK0 + 1) << 6; + break; + } + } + } + else + { + SFG_LOG("warning: lock not put on door tile!"); + } + } + } + } + + SFG_currentLevel.timeStart = SFG_game.frameTime; + SFG_currentLevel.frameStart = SFG_game.frame; + + SFG_game.spriteAnimationFrame = 0; + + SFG_initPlayer(); + SFG_setGameState(SFG_GAME_STATE_LEVEL_START); + SFG_setMusic(SFG_MUSIC_NEXT); + SFG_processEvent(SFG_EVENT_LEVEL_STARTS,levelNumber); +} + +void SFG_createDefaultSaveData(uint8_t *memory) +{ + for (uint16_t i = 0; i < SFG_SAVE_SIZE; ++i) + memory[i] = 0; + + memory[1] = SFG_DEFAULT_SETTINGS; +} + +void SFG_init() +{ + SFG_LOG("initializing game") + + SFG_game.frame = 0; + SFG_game.frameTime = 0; + SFG_game.currentRandom = 0; + SFG_game.cheatState = 0; + SFG_game.continues = 1; + + RCL_initRayConstraints(&SFG_game.rayConstraints); + SFG_game.rayConstraints.maxHits = SFG_RAYCASTING_MAX_HITS; + SFG_game.rayConstraints.maxSteps = SFG_RAYCASTING_MAX_STEPS; + + RCL_initRayConstraints(&SFG_game.visibilityRayConstraints); + SFG_game.visibilityRayConstraints.maxHits = + SFG_RAYCASTING_VISIBILITY_MAX_HITS; + SFG_game.visibilityRayConstraints.maxSteps = + SFG_RAYCASTING_VISIBILITY_MAX_STEPS; + + SFG_game.antiSpam = 0; + + SFG_LOG("computing average texture colors") + + for (uint8_t i = 0; i < SFG_WALL_TEXTURE_COUNT; ++i) + { + /** For simplicity, we round colors so that there is only 64 of them, and + we count them up to 256. */ + + uint8_t colorHistogram[64]; + + for (uint8_t j = 0; j < 64; ++j) + colorHistogram[j] = 0; + + for (uint8_t y = 0; y < SFG_TEXTURE_SIZE; ++y) + for (uint8_t x = 0; x < SFG_TEXTURE_SIZE; ++x) + { + uint8_t color = + SFG_getTexel(SFG_wallTextures + i * SFG_TEXTURE_STORE_SIZE,x,y) / 4; + + colorHistogram[color] += 1; + + if (colorHistogram[color] == 255) + break; + } + + uint8_t maxIndex = 0; + + for (uint8_t j = 0; j < 64; ++j) + { + if (colorHistogram[j] == 255) + { + maxIndex = j; + break; + } + + if (colorHistogram[j] > colorHistogram[maxIndex]) + maxIndex = j; + } + + SFG_game.textureAverageColors[i] = maxIndex * 4; + } + + for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_Y; ++i) + SFG_game.backgroundScaleMap[i] = + (i * SFG_TEXTURE_SIZE) / SFG_GAME_RESOLUTION_Y; + + for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i) + SFG_game.keyStates[i] = 0; + + SFG_currentLevel.levelPointer = 0; + SFG_game.backgroundScroll = 0; + SFG_game.selectedMenuItem = 0; + SFG_game.selectedLevel = 0; + SFG_game.settings = SFG_DEFAULT_SETTINGS; + SFG_game.saved = 0; + + SFG_createDefaultSaveData(SFG_game.save); + + SFG_gameLoad(); // attempt to load settings + + if (SFG_game.saved != SFG_CANT_SAVE) + { + SFG_LOG("settings loaded"); + SFG_game.settings = SFG_game.save[1]; + } + else + { + SFG_LOG("saving/loading not possible"); + SFG_game.save[0] = SFG_NUMBER_OF_LEVELS - 1; // revealed all levels + } + +#if SFG_ALL_LEVELS + SFG_game.save[0] = SFG_NUMBER_OF_LEVELS - 1; +#endif + + SFG_setMusic((SFG_game.settings & 0x02) ? + SFG_MUSIC_TURN_ON : SFG_MUSIC_TURN_OFF); + +#if SFG_START_LEVEL == 0 + SFG_setGameState(SFG_GAME_STATE_INIT); +#else + SFG_setAndInitLevel(SFG_START_LEVEL - 1); +#endif +} + +/** + Adds new projectile to the current level, returns 1 if added, 0 if not (max + count reached). +*/ +uint8_t SFG_createProjectile(SFG_ProjectileRecord projectile) +{ + if (SFG_currentLevel.projectileRecordCount >= SFG_MAX_PROJECTILES) + return 0; + + SFG_currentLevel.projectileRecords[SFG_currentLevel.projectileRecordCount] = + projectile; + + SFG_currentLevel.projectileRecordCount++; + + return 1; +} + +/** + Launches projectile of given type from given position in given direction + (has to be normalized), with given offset (so as to not collide with the + shooting entity). Returns the same value as SFG_createProjectile. +*/ +uint8_t SFG_launchProjectile( + uint8_t type, + RCL_Vector2D shootFrom, + RCL_Unit shootFromHeight, + RCL_Vector2D direction, + RCL_Unit verticalSpeed, + RCL_Unit offsetDistance + ) +{ + if (type == SFG_PROJECTILE_NONE) + return 0; + + SFG_ProjectileRecord p; + + p.type = type; + p.doubleFramesToLive = + RCL_nonZero(SFG_GET_PROJECTILE_FRAMES_TO_LIVE(type) / 2); + + p.position[0] = + shootFrom.x + (direction.x * offsetDistance) / RCL_UNITS_PER_SQUARE; + p.position[1] = + shootFrom.y + (direction.y * offsetDistance) / RCL_UNITS_PER_SQUARE; + p.position[2] = shootFromHeight; + + p.direction[0] = + (direction.x * SFG_GET_PROJECTILE_SPEED_UPS(type)) / RCL_UNITS_PER_SQUARE; + p.direction[1] = + (direction.y * SFG_GET_PROJECTILE_SPEED_UPS(type)) / RCL_UNITS_PER_SQUARE; + p.direction[2] = verticalSpeed; + + return SFG_createProjectile(p); +} + +/** + Pushes a given position away from a center by given distance, with collisions. + Returns 1 if push away happened, otherwise 0. +*/ +uint8_t SFG_pushAway( + RCL_Unit pos[3], + RCL_Unit centerX, + RCL_Unit centerY, + RCL_Unit preferredDirection, + RCL_Unit distance) +{ + RCL_Vector2D fromCenter; + + fromCenter.x = pos[0] - centerX; + fromCenter.y = pos[1] - centerY; + + RCL_Unit l = RCL_len(fromCenter); + + if (l < 128) + { + fromCenter = RCL_angleToDirection(preferredDirection); + l = RCL_UNITS_PER_SQUARE; + } + + RCL_Vector2D offset; + + offset.x = (fromCenter.x * distance) / l; + offset.y = (fromCenter.y * distance) / l; + + RCL_Camera c; + + RCL_initCamera(&c); + + c.position.x = pos[0]; + c.position.y = pos[1]; + c.height = pos[2]; + + RCL_moveCameraWithCollision(&c,offset,0,SFG_floorCollisionHeightAt, + SFG_ceilingHeightAt,1,1); + + pos[0] = c.position.x; + pos[1] = c.position.y; + pos[2] = c.height; + + return 1; +} + +uint8_t SFG_pushPlayerAway( + RCL_Unit centerX, RCL_Unit centerY, RCL_Unit distance) +{ + RCL_Unit p[3]; + + p[0] = SFG_player.camera.position.x; + p[1] = SFG_player.camera.position.y; + p[2] = SFG_player.camera.height; + + uint8_t result = SFG_pushAway(p,centerX,centerY, + SFG_player.camera.direction - RCL_UNITS_PER_SQUARE / 2, + distance); + + SFG_player.camera.position.x = p[0]; + SFG_player.camera.position.y = p[1]; + SFG_player.camera.height = p[2]; + + return result; +} + +/** + Helper function to resolve collision with level element. The function supposes + the collision already does happen and only resolves it. Returns adjusted move + offset. +*/ +RCL_Vector2D SFG_resolveCollisionWithElement( + RCL_Vector2D position, RCL_Vector2D moveOffset, RCL_Vector2D elementPos) +{ + RCL_Unit dx = RCL_abs(elementPos.x - position.x); + RCL_Unit dy = RCL_abs(elementPos.y - position.y); + + if (dx > dy) + { + // colliding from left/right + + if ((moveOffset.x > 0) == (position.x < elementPos.x)) + moveOffset.x = 0; + // ^ only stop if heading towards element, to avoid getting stuck + } + else + { + // colliding from up/down + + if ((moveOffset.y > 0) == (position.y < elementPos.y)) + moveOffset.y = 0; + } + + return moveOffset; +} + +/** + Adds or substracts player's health during the playing state due to taking + damage (negative value) or getting healed. Negative value will be corrected by + SFG_PLAYER_DAMAGE_MULTIPLIER in this function. +*/ +void SFG_playerChangeHealth(int8_t healthAdd) +{ + if (SFG_game.state != SFG_GAME_STATE_PLAYING) + return; // don't hurt during level starting phase + + if (healthAdd < 0) + { + if (SFG_game.cheatState & 0x80) // invincible? + return; + + healthAdd = + RCL_min(-1, + (((RCL_Unit) healthAdd) * SFG_PLAYER_DAMAGE_MULTIPLIER) / + RCL_UNITS_PER_SQUARE); + + SFG_player.lastHurtFrame = SFG_game.frame; + SFG_processEvent(SFG_EVENT_VIBRATE,0); + SFG_processEvent(SFG_EVENT_PLAYER_HURT,-1 * healthAdd); + } + + int16_t health = SFG_player.health; + health += healthAdd; + health = RCL_clamp(health,0,SFG_PLAYER_MAX_HEALTH); + + SFG_player.health = health; +} + +uint8_t SFG_distantSoundVolume(RCL_Unit x, RCL_Unit y, RCL_Unit z) +{ + RCL_Unit distance = SFG_taxicabDistance(x,y,z, + SFG_player.camera.position.x, + SFG_player.camera.position.y, + SFG_player.camera.height); + + if (distance >= SFG_SFX_MAX_DISTANCE) + return 0; + + uint32_t result = 255 - (distance * 255) / SFG_SFX_MAX_DISTANCE; + + return (result * result) / 256; +} + +/** + Same as SFG_playerChangeHealth but for monsters. +*/ +void SFG_monsterChangeHealth(SFG_MonsterRecord *monster, int8_t healthAdd) +{ + int16_t health = monster->health; + + health += healthAdd; + health = RCL_clamp(health,0,255); + monster->health = health; + + if (healthAdd < 0) + { + // play hurt sound + + uint8_t volume = SFG_distantSoundVolume( + SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]), + SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]), + SFG_floorHeightAt( + SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]), + SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1]))); + + SFG_playGameSound(5,volume); + + if (monster->health == 0) + SFG_playGameSound(2,volume); + } +} + +void SFG_removeItem(uint8_t index) +{ + SFG_LOG("removing item"); + + for (uint16_t j = index; j < SFG_currentLevel.itemRecordCount - 1; ++j) + SFG_currentLevel.itemRecords[j] = + SFG_currentLevel.itemRecords[j + 1]; + + SFG_currentLevel.itemRecordCount--; +} + +/** + Checks a 3D point visibility from player's position (WITHOUT considering + facing direction). +*/ +static inline uint8_t SFG_spriteIsVisible(RCL_Vector2D pos, RCL_Unit height) +{ + return + RCL_castRay3D( + SFG_player.camera.position, + SFG_player.camera.height, + pos, + height, + SFG_floorHeightAt, + SFG_ceilingHeightAt, + SFG_game.visibilityRayConstraints + ) == RCL_UNITS_PER_SQUARE; +} + +RCL_Unit SFG_directionTangent(RCL_Unit dirX, RCL_Unit dirY, RCL_Unit dirZ) +{ + RCL_Vector2D v; + + v.x = dirX; + v.y = dirY; + + return (dirZ * RCL_UNITS_PER_SQUARE) / RCL_len(v); +} + +/** + Returns a tangent in RCL_Unit of vertical autoaim, given current game state. +*/ +RCL_Unit SFG_autoaimVertically() +{ + for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i) + { + SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i]; + + uint8_t state = SFG_MR_STATE(m); + + if (state == SFG_MONSTER_STATE_INACTIVE || + state == SFG_MONSTER_STATE_DEAD) + continue; + + RCL_Vector2D worldPosition, toMonster; + + worldPosition.x = SFG_MONSTER_COORD_TO_RCL_UNITS(m.coords[0]); + worldPosition.y = SFG_MONSTER_COORD_TO_RCL_UNITS(m.coords[1]); + + toMonster.x = worldPosition.x - SFG_player.camera.position.x; + toMonster.y = worldPosition.y - SFG_player.camera.position.y; + + if (RCL_abs( + RCL_vectorsAngleCos(SFG_player.direction,toMonster) + - RCL_UNITS_PER_SQUARE) < SFG_VERTICAL_AUTOAIM_ANGLE_THRESHOLD) + { + uint8_t spriteSize = SFG_GET_MONSTER_SPRITE_SIZE( + SFG_MONSTER_TYPE_TO_INDEX(SFG_MR_TYPE(m))); + + RCL_Unit worldHeight = + SFG_floorHeightAt( + SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]), + SFG_MONSTER_COORD_TO_SQUARES(m.coords[1])) + + + SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize); + + if (SFG_spriteIsVisible(worldPosition,worldHeight)) + return SFG_directionTangent(toMonster.x,toMonster.y, + worldHeight - (SFG_player.camera.height)); + } + } + + return 0; +} + +/** + Helper function, returns a pointer to level element representing item with + given index, but only if the item is active (otherwise 0 is returned). +*/ +static inline const SFG_LevelElement *SFG_getActiveItemElement(uint8_t index) +{ + SFG_ItemRecord item = SFG_currentLevel.itemRecords[index]; + + if ((item & SFG_ITEM_RECORD_ACTIVE_MASK) == 0) + return 0; + + return &(SFG_currentLevel.levelPointer->elements[item & + ~SFG_ITEM_RECORD_ACTIVE_MASK]); +} + +static inline const SFG_LevelElement *SFG_getLevelElement(uint8_t index) +{ + SFG_ItemRecord item = SFG_currentLevel.itemRecords[index]; + + return &(SFG_currentLevel.levelPointer->elements[item & + ~SFG_ITEM_RECORD_ACTIVE_MASK]); +} + +void SFG_createExplosion(RCL_Unit, RCL_Unit, RCL_Unit); // forward decl + +void SFG_explodeBarrel(uint8_t itemIndex, RCL_Unit x, RCL_Unit y, RCL_Unit z) +{ + const SFG_LevelElement *e = SFG_getLevelElement(itemIndex); + SFG_setItemCollisionMapBit(e->coords[0],e->coords[1],0); + SFG_removeItem(itemIndex); + SFG_createExplosion(x,y,z); +} + +void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z) +{ + SFG_ProjectileRecord explosion; + + SFG_playGameSound(2,SFG_distantSoundVolume(x,y,z)); + SFG_processEvent(SFG_EVENT_EXPLOSION,0); + + explosion.type = SFG_PROJECTILE_EXPLOSION; + + explosion.position[0] = x; + explosion.position[1] = y; + explosion.position[2] = z; + + explosion.direction[0] = 0; + explosion.direction[1] = 0; + explosion.direction[2] = 0; + + explosion.doubleFramesToLive = RCL_nonZero( + SFG_GET_PROJECTILE_FRAMES_TO_LIVE(SFG_PROJECTILE_EXPLOSION) / 2); + + SFG_createProjectile(explosion); + + uint8_t damage = SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_FIREBALL); + + if (SFG_taxicabDistance(x,y,z,SFG_player.camera.position.x, + SFG_player.camera.position.y,SFG_player.camera.height) + <= SFG_EXPLOSION_RADIUS) + { + SFG_playerChangeHealth(-1 * damage); + SFG_pushPlayerAway(x,y,SFG_EXPLOSION_PUSH_AWAY_DISTANCE); + } + + for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i) + { + SFG_MonsterRecord *monster = &(SFG_currentLevel.monsterRecords[i]); + + uint16_t state = SFG_MR_STATE(*monster); + + if ((state == SFG_MONSTER_STATE_INACTIVE) || + (state == SFG_MONSTER_STATE_DEAD)) + continue; + + RCL_Unit monsterHeight = + SFG_floorHeightAt( + SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]), + SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1])) + + RCL_UNITS_PER_SQUARE / 2; + + if (SFG_taxicabDistance( + SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]), + SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]),monsterHeight, + x,y,z) <= SFG_EXPLOSION_RADIUS) + { + SFG_monsterChangeHealth(monster, + -1 * SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_FIREBALL)); + } + } + + // explode nearby barrels + + if (damage >= SFG_BARREL_EXPLOSION_DAMAGE_THRESHOLD) + for (uint16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i) + { + SFG_ItemRecord item = SFG_currentLevel.itemRecords[i]; + + /* We DON'T check just active barrels but all, otherwise it looks weird + that out of sight barrels in a line didn't explode.*/ + + SFG_LevelElement element = SFG_ITEM_RECORD_LEVEL_ELEMENT(item); + + if (element.type != SFG_LEVEL_ELEMENT_BARREL) + continue; + + RCL_Unit elementX = + element.coords[0] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2; + + RCL_Unit elementY = + element.coords[1] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2; + + RCL_Unit elementHeight = + SFG_floorHeightAt(element.coords[0],element.coords[1]); + + if (SFG_taxicabDistance( + x,y,z,elementX,elementY,elementHeight) <= SFG_EXPLOSION_RADIUS) + { + SFG_explodeBarrel(i,elementX,elementY,elementHeight); + i--; + } + } +} + +void SFG_createDust(RCL_Unit x, RCL_Unit y, RCL_Unit z) +{ + SFG_ProjectileRecord dust; + + dust.type = SFG_PROJECTILE_DUST; + + dust.position[0] = x; + dust.position[1] = y; + dust.position[2] = z; + + dust.direction[0] = 0; + dust.direction[1] = 0; + dust.direction[2] = 0; + + dust.doubleFramesToLive = + RCL_nonZero(SFG_GET_PROJECTILE_FRAMES_TO_LIVE(SFG_PROJECTILE_DUST) / 2); + + SFG_createProjectile(dust); +} + +void SFG_getMonsterWorldPosition(SFG_MonsterRecord *monster, RCL_Unit *x, + RCL_Unit *y, RCL_Unit *z) +{ + *x = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]); + *y = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]); + *z = SFG_floorHeightAt( + SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]), + SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1])) + + RCL_UNITS_PER_SQUARE / 2; +} + +void SFG_monsterPerformAI(SFG_MonsterRecord *monster) +{ + uint8_t state = SFG_MR_STATE(*monster); + uint8_t type = SFG_MR_TYPE(*monster); + uint8_t monsterNumber = SFG_MONSTER_TYPE_TO_INDEX(type); + uint8_t attackType = SFG_GET_MONSTER_ATTACK_TYPE(monsterNumber); + + int8_t coordAdd[2]; + + coordAdd[0] = 0; + coordAdd[1] = 0; + + uint8_t notRanged = + (attackType == SFG_MONSTER_ATTACK_MELEE) || + (attackType == SFG_MONSTER_ATTACK_EXPLODE); + + uint8_t monsterSquare[2]; + /* because of some insanely retarded C++ compilers that error on narrowing + conversion between { } we init this way: */ + monsterSquare[0] = SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]); + monsterSquare[1] = SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1]); + + RCL_Unit currentHeight = + SFG_floorCollisionHeightAt(monsterSquare[0],monsterSquare[1]); + + if ( // ranged monsters: sometimes randomly attack + !notRanged && + (SFG_random() < + SFG_GET_MONSTER_AGGRESSIVITY(SFG_MONSTER_TYPE_TO_INDEX(type))) + ) + { + RCL_Vector2D pos; + pos.x = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]); + pos.y = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]); + + if (SFG_random() % 4 != 0 && + SFG_spriteIsVisible(pos,currentHeight + // only if player is visible + SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND( + SFG_GET_MONSTER_SPRITE_SIZE( + SFG_MONSTER_TYPE_TO_INDEX(type))))) + { + // ranged attack + + state = SFG_MONSTER_STATE_ATTACKING; + + RCL_Vector2D dir; + + dir.x = SFG_player.camera.position.x - pos.x + - 128 * SFG_MONSTER_AIM_RANDOMNESS + + SFG_random() * SFG_MONSTER_AIM_RANDOMNESS; + + dir.y = SFG_player.camera.position.y - pos.y + - 128 * SFG_MONSTER_AIM_RANDOMNESS + + SFG_random() * SFG_MONSTER_AIM_RANDOMNESS; + + uint8_t projectile; + + switch (SFG_GET_MONSTER_ATTACK_TYPE(monsterNumber)) + { + case SFG_MONSTER_ATTACK_FIREBALL: + projectile = SFG_PROJECTILE_FIREBALL; + break; + + case SFG_MONSTER_ATTACK_BULLET: + projectile = SFG_PROJECTILE_BULLET; + break; + + case SFG_MONSTER_ATTACK_PLASMA: + projectile = SFG_PROJECTILE_PLASMA; + break; + + case SFG_MONSTER_ATTACK_FIREBALL_BULLET: + projectile = (SFG_random() < 128) ? + SFG_PROJECTILE_FIREBALL : + SFG_PROJECTILE_BULLET; + break; + + case SFG_MONSTER_ATTACK_FIREBALL_PLASMA: + projectile = (SFG_random() < 128) ? + SFG_PROJECTILE_FIREBALL : + SFG_PROJECTILE_PLASMA; + break; + + default: + projectile = SFG_PROJECTILE_NONE; + break; + } + + if (projectile == SFG_PROJECTILE_BULLET) + SFG_playGameSound(0, + SFG_distantSoundVolume( + SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]), + SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]), + currentHeight) + ); + + RCL_Unit middleHeight = currentHeight + + SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(SFG_GET_MONSTER_SPRITE_SIZE( + SFG_MONSTER_TYPE_TO_INDEX(SFG_MR_TYPE(*monster)))); + + RCL_Unit verticalSpeed = ( + ((projectile != SFG_PROJECTILE_NONE) ? + SFG_GET_PROJECTILE_SPEED_UPS(projectile) : 0) * + SFG_directionTangent(dir.x,dir.y,SFG_player.camera.height - + middleHeight)) / RCL_UNITS_PER_SQUARE; + + dir = RCL_normalize(dir); + + SFG_launchProjectile( + projectile, + pos, + middleHeight, + dir, + verticalSpeed, + SFG_PROJECTILE_SPAWN_OFFSET + ); + } // if visible + else + state = SFG_MONSTER_STATE_IDLE; + } + else if (state == SFG_MONSTER_STATE_IDLE) + { + if (notRanged) + { + // non-ranged monsters: walk towards player + + RCL_Unit pX, pY, pZ; + SFG_getMonsterWorldPosition(monster,&pX,&pY,&pZ); + + uint8_t isClose = // close to player? + SFG_taxicabDistance(pX,pY,pZ, + SFG_player.camera.position.x, + SFG_player.camera.position.y, + SFG_player.camera.height) <= SFG_MELEE_RANGE; + + if (!isClose) + { + // walk towards player + + if (monsterSquare[0] > SFG_player.squarePosition[0]) + { + if (monsterSquare[1] > SFG_player.squarePosition[1]) + state = SFG_MONSTER_STATE_GOING_NW; + else if (monsterSquare[1] < SFG_player.squarePosition[1]) + state = SFG_MONSTER_STATE_GOING_SW; + else + state = SFG_MONSTER_STATE_GOING_W; + } + else if (monsterSquare[0] < SFG_player.squarePosition[0]) + { + if (monsterSquare[1] > SFG_player.squarePosition[1]) + state = SFG_MONSTER_STATE_GOING_NE; + else if (monsterSquare[1] < SFG_player.squarePosition[1]) + state = SFG_MONSTER_STATE_GOING_SE; + else + state = SFG_MONSTER_STATE_GOING_E; + } + else + { + if (monsterSquare[1] > SFG_player.squarePosition[1]) + state = SFG_MONSTER_STATE_GOING_N; + else if (monsterSquare[1] < SFG_player.squarePosition[1]) + state = SFG_MONSTER_STATE_GOING_S; + } + } + else // is close + { + // melee, close-up attack + + if (attackType == SFG_MONSTER_ATTACK_MELEE) + { + // melee attack + + state = SFG_MONSTER_STATE_ATTACKING; + + SFG_playerChangeHealth( + -1 * SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_MELEE)); + + SFG_playGameSound(3,255); + } + else // SFG_MONSTER_ATTACK_EXPLODE + { + // explode + + SFG_createExplosion(pX,pY,pZ); + monster->health = 0; + } + } + } + else // ranged monsters + { + // choose walk direction randomly + + switch (SFG_random() % 8) + { + case 0: state = SFG_MONSTER_STATE_GOING_E; break; + case 1: state = SFG_MONSTER_STATE_GOING_W; break; + case 2: state = SFG_MONSTER_STATE_GOING_N; break; + case 3: state = SFG_MONSTER_STATE_GOING_S; break; + case 4: state = SFG_MONSTER_STATE_GOING_NE; break; + case 5: state = SFG_MONSTER_STATE_GOING_NW; break; + case 6: state = SFG_MONSTER_STATE_GOING_SE; break; + case 7: state = SFG_MONSTER_STATE_GOING_SW; break; + default: break; + } + } + } + else if (state == SFG_MONSTER_STATE_ATTACKING) + { + state = SFG_MONSTER_STATE_IDLE; + } + else + { + int8_t add = 1; + + if (attackType == SFG_MONSTER_ATTACK_MELEE) + add = 2; + else if (attackType == SFG_MONSTER_ATTACK_EXPLODE) + add = 3; + + if (state == SFG_MONSTER_STATE_GOING_E || + state == SFG_MONSTER_STATE_GOING_NE || + state == SFG_MONSTER_STATE_GOING_SE) + coordAdd[0] = add; + else if (state == SFG_MONSTER_STATE_GOING_W || + state == SFG_MONSTER_STATE_GOING_SW || + state == SFG_MONSTER_STATE_GOING_NW) + coordAdd[0] = -1 * add; + + if (state == SFG_MONSTER_STATE_GOING_N || + state == SFG_MONSTER_STATE_GOING_NE || + state == SFG_MONSTER_STATE_GOING_NW) + coordAdd[1] = -1 * add; + else if (state == SFG_MONSTER_STATE_GOING_S || + state == SFG_MONSTER_STATE_GOING_SE || + state == SFG_MONSTER_STATE_GOING_SW) + coordAdd[1] = add; + + if ((coordAdd[0] != 0 || coordAdd[1] != 0) && SFG_random() < + SFG_MONSTER_SOUND_PROBABILITY) + SFG_playGameSound(5, + SFG_distantSoundVolume( + SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]), + SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]), + currentHeight) / 2); + + state = SFG_MONSTER_STATE_IDLE; + } + + int16_t newPos[2]; + + newPos[0] = monster->coords[0] + coordAdd[0]; + newPos[1] = monster->coords[1] + coordAdd[1]; + + int8_t collision = 0; + + if (newPos[0] < 0 || newPos[0] >= 256 || newPos[1] < 0 || newPos[1] >= 256) + { + collision = 1; + } + else + { + uint8_t movingDiagonally = (coordAdd[0] != 0) && (coordAdd[1] != 0); + + // when moving diagonally, we need to check extra tiles + + for (uint8_t i = 0; i < (1 + movingDiagonally); ++i) + { + newPos[0] = monster->coords[0] + (i != 1) * coordAdd[0]; + + RCL_Unit newHeight = + SFG_floorCollisionHeightAt( + SFG_MONSTER_COORD_TO_SQUARES(newPos[0]), + SFG_MONSTER_COORD_TO_SQUARES(newPos[1])); + + collision = + RCL_abs(currentHeight - newHeight) > RCL_CAMERA_COLL_STEP_HEIGHT; + + if (!collision) + collision = (SFG_ceilingHeightAt( + SFG_MONSTER_COORD_TO_SQUARES(newPos[0]), + SFG_MONSTER_COORD_TO_SQUARES(newPos[1])) - newHeight) < + SFG_MONSTER_COLLISION_HEIGHT; + + if (collision) + break; + } + + newPos[0] = monster->coords[0] + coordAdd[0]; + } + + if (collision) + { + state = SFG_MONSTER_STATE_IDLE; + // ^ will force the monster to choose random direction in the next update + + newPos[0] = monster->coords[0]; + newPos[1] = monster->coords[1]; + } + + monster->stateType = state | (monsterNumber << 4); + monster->coords[0] = newPos[0]; + monster->coords[1] = newPos[1];; +} + +static inline uint8_t SFG_elementCollides( + RCL_Unit pointX, + RCL_Unit pointY, + RCL_Unit pointZ, + RCL_Unit elementX, + RCL_Unit elementY, + RCL_Unit elementHeight +) +{ + return + SFG_taxicabDistance(pointX,pointY,pointZ,elementX,elementY,elementHeight) + <= SFG_ELEMENT_COLLISION_RADIUS; +} + +/** + Checks collision of a projectile with level element at given position. +*/ +uint8_t SFG_projectileCollides(SFG_ProjectileRecord *projectile, + RCL_Unit x, RCL_Unit y, RCL_Unit z) +{ + if (!SFG_elementCollides(x,y,z, + projectile->position[0],projectile->position[1],projectile->position[2])) + return 0; + + if ((projectile->type == SFG_PROJECTILE_EXPLOSION) || + (projectile->type == SFG_PROJECTILE_DUST)) + return 0; + + /* For directional projectiles we only register a collision if its direction + is "towards" the element so that the shooter doesn't get shot by his own + projectile. */ + + RCL_Vector2D projDir, toElement; + + projDir.x = projectile->direction[0]; + projDir.y = projectile->direction[1]; + + toElement.x = x - projectile->position[0]; + toElement.y = y - projectile->position[1]; + + return RCL_vectorsAngleCos(projDir,toElement) >= 0; +} + +/** + Updates a frame of the currently loaded level, i.e. enemies, projectiles, + animations etc., with the exception of player. +*/ +void SFG_updateLevel() +{ + // update projectiles: + + uint8_t substractFrames = + ((SFG_game.frame - SFG_currentLevel.frameStart) & 0x01) ? 1 : 0; + /* ^ only substract frames to live every other frame because a maximum of + 256 frames would be too few */ + + for (int8_t i = 0; i < SFG_currentLevel.projectileRecordCount; ++i) + { // ^ has to be signed + SFG_ProjectileRecord *p = &(SFG_currentLevel.projectileRecords[i]); + + uint8_t attackType = 255; + + if (p->type == SFG_PROJECTILE_BULLET) + attackType = SFG_WEAPON_FIRE_TYPE_BULLET; + else if (p->type == SFG_PROJECTILE_PLASMA) + attackType = SFG_WEAPON_FIRE_TYPE_PLASMA; + + RCL_Unit pos[3] = {0,0,0}; /* we have to convert from uint16_t because of + under/overflows */ + uint8_t eliminate = 0; + + for (uint8_t j = 0; j < 3; ++j) + { + pos[j] = p->position[j]; + pos[j] += p->direction[j]; + + if ( // projectile outside map? + (pos[j] < 0) || + (pos[j] >= (SFG_MAP_SIZE * RCL_UNITS_PER_SQUARE))) + { + eliminate = 1; + break; + } + } + + if (p->doubleFramesToLive == 0) // no more time to live? + { + eliminate = 1; + } + else if ( + (p->type != SFG_PROJECTILE_EXPLOSION) && + (p->type != SFG_PROJECTILE_DUST)) + { + if (SFG_projectileCollides( // collides with player? + p, + SFG_player.camera.position.x, + SFG_player.camera.position.y, + SFG_player.camera.height)) + { + eliminate = 1; + + SFG_playerChangeHealth(-1 * SFG_getDamageValue(attackType)); + } + + /* Check collision with the map (we don't use SFG_floorCollisionHeightAt + because collisions with items have to be done differently for + projectiles). */ + + if (!eliminate && + ((SFG_floorHeightAt(pos[0] / RCL_UNITS_PER_SQUARE,pos[1] / + RCL_UNITS_PER_SQUARE) >= pos[2]) + || + (SFG_ceilingHeightAt(pos[0] / RCL_UNITS_PER_SQUARE,pos[1] / + RCL_UNITS_PER_SQUARE) <= pos[2])) + ) + eliminate = 1; + + // check collision with active level elements + + if (!eliminate) // monsters + for (uint16_t j = 0; j < SFG_currentLevel.monsterRecordCount; ++j) + { + SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[j]); + + uint8_t state = SFG_MR_STATE(*m); + + if ((state != SFG_MONSTER_STATE_INACTIVE) && + (state != SFG_MONSTER_STATE_DEAD)) + { + if (SFG_projectileCollides(p, + SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[0]), + SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[1]), + SFG_floorHeightAt( + SFG_MONSTER_COORD_TO_SQUARES(m->coords[0]), + SFG_MONSTER_COORD_TO_SQUARES(m->coords[1])) + )) + { + eliminate = 1; + SFG_monsterChangeHealth(m,-1 * SFG_getDamageValue(attackType)); + break; + } + } + } + + if (!eliminate) // items (can't check itemCollisionMap because of barrels) + for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j) + { + const SFG_LevelElement *e = SFG_getActiveItemElement(j); + + if (e != 0 && SFG_itemCollides(e->type)) + { + RCL_Unit x = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[0]); + RCL_Unit y = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[1]); + RCL_Unit z = SFG_floorHeightAt(e->coords[0],e->coords[1]); + + if (SFG_projectileCollides(p,x,y,z)) + { + if ( + (e->type == SFG_LEVEL_ELEMENT_BARREL) && + (SFG_getDamageValue(attackType) >= + SFG_BARREL_EXPLOSION_DAMAGE_THRESHOLD) + ) + { + SFG_explodeBarrel(j,x,y,z); + } + + eliminate = 1; + break; + } + } + } + } + + if (eliminate) + { + if (p->type == SFG_PROJECTILE_FIREBALL) + SFG_createExplosion(p->position[0],p->position[1],p->position[2]); + else if (p->type == SFG_PROJECTILE_BULLET) + SFG_createDust(p->position[0],p->position[1],p->position[2]); + else if (p->type == SFG_PROJECTILE_PLASMA) + SFG_playGameSound(4,SFG_distantSoundVolume(pos[0],pos[1],pos[2])); + + // remove the projectile + + for (uint8_t j = i; j < SFG_currentLevel.projectileRecordCount - 1; ++j) + SFG_currentLevel.projectileRecords[j] = + SFG_currentLevel.projectileRecords[j + 1]; + + SFG_currentLevel.projectileRecordCount--; + + i--; + } + else + { + p->position[0] = pos[0]; + p->position[1] = pos[1]; + p->position[2] = pos[2]; + } + + p->doubleFramesToLive -= substractFrames; + } + + // handle door: + if (SFG_currentLevel.doorRecordCount > 0) // has to be here + { + /* Check door on whether a player is standing nearby. For performance + reasons we only check a few doors and move to others in the next + frame. */ + + if (SFG_currentLevel.checkedDoorIndex == 0) + { + uint8_t count = SFG_player.cards >> 6; + + SFG_player.cards = (count <= 1) ? + (SFG_player.cards & 0x07) : + ((SFG_player.cards & 0x7f) | ((count - 1) << 6)); + } + + for (uint16_t i = 0; + i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME, + SFG_currentLevel.doorRecordCount); + ++i) + { + SFG_DoorRecord *door = + &(SFG_currentLevel.doorRecords[SFG_currentLevel.checkedDoorIndex]); + + uint8_t upDownState = door->state & SFG_DOOR_UP_DOWN_MASK; + + uint8_t newUpDownState = 0; + + uint8_t lock = SFG_DOOR_LOCK(door->state); + + if ( // player near door? + (door->coords[0] >= (SFG_player.squarePosition[0] - 1)) && + (door->coords[0] <= (SFG_player.squarePosition[0] + 1)) && + (door->coords[1] >= (SFG_player.squarePosition[1] - 1)) && + (door->coords[1] <= (SFG_player.squarePosition[1] + 1))) + { + if (lock == 0) + { + newUpDownState = SFG_DOOR_UP_DOWN_MASK; + } + else + { + lock = 1 << (lock - 1); + + if (SFG_player.cards & lock) // player has the card? + newUpDownState = SFG_DOOR_UP_DOWN_MASK; + else + SFG_player.cards = + (SFG_player.cards & 0x07) | (lock << 3) | (2 << 6); + } + } + + if (upDownState != newUpDownState) + SFG_playGameSound(1,255); + + door->state = (door->state & ~SFG_DOOR_UP_DOWN_MASK) | newUpDownState; + + SFG_currentLevel.checkedDoorIndex++; + + if (SFG_currentLevel.checkedDoorIndex >= SFG_currentLevel.doorRecordCount) + SFG_currentLevel.checkedDoorIndex = 0; + } + + // move door up/down: + for (uint32_t i = 0; i < SFG_currentLevel.doorRecordCount; ++i) + { + SFG_DoorRecord *door = &(SFG_currentLevel.doorRecords[i]); + + int8_t height = door->state & SFG_DOOR_VERTICAL_POSITION_MASK; + + height = (door->state & SFG_DOOR_UP_DOWN_MASK) ? + RCL_min(0x1f,height + SFG_DOOR_INCREMENT_PER_FRAME) : + RCL_max(0x00,height - SFG_DOOR_INCREMENT_PER_FRAME); + + door->state = (door->state & ~SFG_DOOR_VERTICAL_POSITION_MASK) | height; + } + } + + // handle items, in a similar manner to door: + if (SFG_currentLevel.itemRecordCount > 0) // has to be here + { + // check item distances: + + for (uint16_t i = 0; + i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME, + SFG_currentLevel.itemRecordCount); + ++i) + { + SFG_ItemRecord item = + SFG_currentLevel.itemRecords[SFG_currentLevel.checkedItemIndex]; + + item &= ~SFG_ITEM_RECORD_ACTIVE_MASK; + + SFG_LevelElement e = + SFG_currentLevel.levelPointer->elements[item]; + + if ( + SFG_isInActiveDistanceFromPlayer( + e.coords[0] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2, + e.coords[1] * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2, + SFG_floorHeightAt(e.coords[0],e.coords[1]) + RCL_UNITS_PER_SQUARE / 2) + ) + item |= SFG_ITEM_RECORD_ACTIVE_MASK; + + SFG_currentLevel.itemRecords[SFG_currentLevel.checkedItemIndex] = item; + + SFG_currentLevel.checkedItemIndex++; + + if (SFG_currentLevel.checkedItemIndex >= SFG_currentLevel.itemRecordCount) + SFG_currentLevel.checkedItemIndex = 0; + } + } + + // similarly handle monsters: + if (SFG_currentLevel.monsterRecordCount > 0) // has to be here + { + // check monster distances: + + for (uint16_t i = 0; + i < RCL_min(SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME, + SFG_currentLevel.monsterRecordCount); + ++i) + { + SFG_MonsterRecord *monster = + &(SFG_currentLevel.monsterRecords[SFG_currentLevel.checkedMonsterIndex]); + + if ( // far away from the player? + !SFG_isInActiveDistanceFromPlayer( + SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]), + SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]), + SFG_floorHeightAt( + SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]), + SFG_MONSTER_COORD_TO_SQUARES(monster->coords[1])) + + RCL_UNITS_PER_SQUARE / 2 + ) + ) + { + monster->stateType = + (monster->stateType & SFG_MONSTER_MASK_TYPE) | + SFG_MONSTER_STATE_INACTIVE; + } + else if (SFG_MR_STATE(*monster) == SFG_MONSTER_STATE_INACTIVE) + { + monster->stateType = + (monster->stateType & SFG_MONSTER_MASK_TYPE) | + (monster->health != 0 ? + SFG_MONSTER_STATE_IDLE : SFG_MONSTER_STATE_DEAD); + } + + SFG_currentLevel.checkedMonsterIndex++; + + if (SFG_currentLevel.checkedMonsterIndex >= + SFG_currentLevel.monsterRecordCount) + SFG_currentLevel.checkedMonsterIndex = 0; + } + } + + // update AI and handle dead monsters: + if ((SFG_game.frame - SFG_currentLevel.frameStart) % + SFG_AI_UPDATE_FRAME_INTERVAL == 0) + { + for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i) + { + SFG_MonsterRecord *monster = &(SFG_currentLevel.monsterRecords[i]); + uint8_t state = SFG_MR_STATE(*monster); + + if ((state == SFG_MONSTER_STATE_INACTIVE) || + (state == SFG_MONSTER_STATE_DEAD)) + continue; + + if (state == SFG_MONSTER_STATE_DYING) + { + monster->stateType = + (monster->stateType & 0xf0) | SFG_MONSTER_STATE_DEAD; + } + else if (monster->health == 0) + { + monster->stateType = (monster->stateType & SFG_MONSTER_MASK_TYPE) | + SFG_MONSTER_STATE_DYING; + + if (SFG_MR_TYPE(*monster) == SFG_LEVEL_ELEMENT_MONSTER_ENDER) + { + SFG_currentLevel.bossCount--; + + // last boss killed gives player a key card + + if (SFG_currentLevel.bossCount == 0) + { + SFG_LOG("boss killed, giving player a card"); + SFG_player.cards |= 0x04; + } + } + + SFG_processEvent(SFG_EVENT_MONSTER_DIES,SFG_MR_TYPE(*monster)); + + if (SFG_MR_TYPE(*monster) == SFG_LEVEL_ELEMENT_MONSTER_EXPLODER) + SFG_createExplosion( + SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]), + SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]), + SFG_floorCollisionHeightAt( + SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0]), + SFG_MONSTER_COORD_TO_SQUARES(monster->coords[0])) + + RCL_UNITS_PER_SQUARE / 2); + } + else + { +#if SFG_PREVIEW_MODE == 0 + SFG_monsterPerformAI(monster); +#endif + } + } + } +} + +/** + Maps square position on the map to a bit in map reveal mask. +*/ +static inline uint16_t SFG_getMapRevealBit(uint8_t squareX, uint8_t squareY) +{ + return 1 << ((squareY / 16) * 4 + squareX / 16); +} + +/** + Draws text on screen using the bitmap font stored in assets. +*/ +void SFG_drawText( + const char *text, + uint16_t x, + uint16_t y, + uint8_t size, + uint8_t color, + uint16_t maxLength, + uint16_t limitX) +{ + if (size == 0) + size = 1; + + if (limitX == 0) + limitX = 65535; + + if (maxLength == 0) + maxLength = 65535; + + uint16_t pos = 0; + + uint16_t currentX = x; + uint16_t currentY = y; + + while (pos < maxLength && text[pos] != 0) // for each character + { + uint16_t character = + //SFG_PROGRAM_MEMORY_U8(SFG_font + SFG_charToFontIndex(text[pos])); + SFG_font[SFG_charToFontIndex(text[pos])]; + + for (uint8_t i = 0; i < SFG_FONT_CHARACTER_SIZE; ++i) // for each line + { + currentY = y; + + for (uint8_t j = 0; j < SFG_FONT_CHARACTER_SIZE; ++j) // for each row + { + if (character & 0x8000) + for (uint8_t k = 0; k < size; ++k) + for (uint8_t l = 0; l < size; ++l) + { + uint16_t drawX = currentX + k; + uint16_t drawY = currentY + l; + + if (drawX < SFG_GAME_RESOLUTION_X && + drawY < SFG_GAME_RESOLUTION_Y) + SFG_setGamePixel(drawX,drawY,color); + } + + currentY += size; + character = character << 1; + } + + currentX += size; + } + + currentX += size; // space + + if (currentX > limitX) + { + currentX = x; + y += (SFG_FONT_CHARACTER_SIZE + 1) * size; + } + + pos++; + } +} + +void SFG_drawLevelStartOverlay() +{ + uint8_t stage = (SFG_game.stateTime * 4) / SFG_LEVEL_START_DURATION; + + // fade in: + + for (uint16_t y = 0; y < SFG_GAME_RESOLUTION_Y; ++y) + for (uint16_t x = 0; x < SFG_GAME_RESOLUTION_X; ++x) + { + uint8_t draw = 0; + + switch (stage) + { + case 0: draw = 1; break; + case 1: draw = (x % 2) || (y % 2); break; + case 2: draw = (x % 2) == (y % 2); break; + case 3: draw = (x % 2) && (y % 2); break; + default: break; + } + + if (draw) + SFG_setGamePixel(x,y,0); + } + + if (SFG_game.saved == 1) + SFG_drawText(SFG_TEXT_SAVED,SFG_HUD_MARGIN,SFG_HUD_MARGIN, + SFG_FONT_SIZE_MEDIUM,7,255,0); +} + +/** + Sets player's height to match the floor height below him. +*/ +void SFG_updatePlayerHeight() +{ + SFG_player.camera.height = + SFG_floorCollisionHeightAt( + SFG_player.squarePosition[0],SFG_player.squarePosition[1]) + + RCL_CAMERA_COLL_HEIGHT_BELOW; +} + +void SFG_winLevel() +{ + SFG_levelEnds(); + SFG_setGameState(SFG_GAME_STATE_WIN); + SFG_playGameSound(2,255); + SFG_processEvent(SFG_EVENT_VIBRATE,0); + SFG_processEvent(SFG_EVENT_LEVEL_WON,SFG_currentLevel.levelNumber + 1); +} + +/** + Part of SFG_gameStep() for SFG_GAME_STATE_PLAYING. +*/ +void SFG_gameStepPlaying() +{ +#if SFG_QUICK_WIN + if (SFG_game.stateTime > 500) + SFG_winLevel(); +#endif + + if ( + (SFG_keyIsDown(SFG_KEY_C) && SFG_keyIsDown(SFG_KEY_DOWN)) || + SFG_keyIsDown(SFG_KEY_MENU)) + { + SFG_setGameState(SFG_GAME_STATE_MENU); + SFG_playGameSound(3,SFG_MENU_CLICK_VOLUME); + return; + } + + SFG_updateLevel(); + + int8_t recomputeDirection = SFG_currentLevel.frameStart == SFG_game.frame; + + RCL_Vector2D moveOffset; + + moveOffset.x = 0; + moveOffset.y = 0; + + int8_t strafe = 0; + + uint8_t currentWeapon = SFG_player.weapon; + +#if SFG_HEADBOB_ENABLED + int8_t bobbing = 0; +#endif + + int8_t shearing = 0; + + if (SFG_player.weaponCooldownFrames > 0) + SFG_player.weaponCooldownFrames--; + + if (SFG_keyJustPressed(SFG_KEY_TOGGLE_FREELOOK)) + SFG_game.settings = (SFG_game.settings & 0x04) ? + (SFG_game.settings & ~0x0c) : (SFG_game.settings | 0x0c); + + int8_t canSwitchWeapon = SFG_player.weaponCooldownFrames == 0; + + if (SFG_keyJustPressed(SFG_KEY_NEXT_WEAPON) && canSwitchWeapon) + SFG_playerRotateWeapon(1); + else if (SFG_keyJustPressed(SFG_KEY_PREVIOUS_WEAPON) && canSwitchWeapon) + SFG_playerRotateWeapon(0); + else if (SFG_keyJustPressed(SFG_KEY_CYCLE_WEAPON) && + SFG_player.previousWeaponDirection) + SFG_playerRotateWeapon(SFG_player.previousWeaponDirection > 0); + + uint8_t shearingOn = SFG_game.settings & 0x04; + + if (SFG_keyIsDown(SFG_KEY_B)) + { + if (shearingOn) // B + U/D: shearing (if on) + { + if (SFG_keyIsDown(SFG_KEY_UP)) + { + SFG_player.camera.shear = + RCL_min(SFG_CAMERA_MAX_SHEAR_PIXELS, + SFG_player.camera.shear + SFG_CAMERA_SHEAR_STEP_PER_FRAME); + + shearing = 1; + } + else if (SFG_keyIsDown(SFG_KEY_DOWN)) + { + SFG_player.camera.shear = + RCL_max(-1 * SFG_CAMERA_MAX_SHEAR_PIXELS, + SFG_player.camera.shear - SFG_CAMERA_SHEAR_STEP_PER_FRAME); + + shearing = 1; + } + } + + if (!SFG_keyIsDown(SFG_KEY_C)) + { // B + L/R: strafing + if (SFG_keyIsDown(SFG_KEY_LEFT)) + strafe = -1; + else if (SFG_keyIsDown(SFG_KEY_RIGHT)) + strafe = 1; + } + } + + if (SFG_keyIsDown(SFG_KEY_C)) // C + A/B/L/R: weapon switching + { + if ((SFG_keyJustPressed(SFG_KEY_LEFT) || SFG_keyJustPressed(SFG_KEY_A)) && + canSwitchWeapon) + SFG_playerRotateWeapon(0); + else if ( + (SFG_keyJustPressed(SFG_KEY_RIGHT) || SFG_keyJustPressed(SFG_KEY_B)) && + canSwitchWeapon) + SFG_playerRotateWeapon(1); + } + else if (!SFG_keyIsDown(SFG_KEY_B)) // L/R: turning + { + if (SFG_keyIsDown(SFG_KEY_LEFT)) + { + SFG_player.camera.direction -= SFG_PLAYER_TURN_UNITS_PER_FRAME; + recomputeDirection = 1; + } + else if (SFG_keyIsDown(SFG_KEY_RIGHT)) + { + SFG_player.camera.direction += SFG_PLAYER_TURN_UNITS_PER_FRAME; + recomputeDirection = 1; + } + } + + if (!SFG_keyIsDown(SFG_KEY_B) || !shearingOn) // U/D: movement + { + if (SFG_keyIsDown(SFG_KEY_UP)) + { + moveOffset.x += SFG_player.direction.x; + moveOffset.y += SFG_player.direction.y; +#if SFG_HEADBOB_ENABLED + bobbing = 1; +#endif + } + else if (SFG_keyIsDown(SFG_KEY_DOWN)) + { + moveOffset.x -= SFG_player.direction.x; + moveOffset.y -= SFG_player.direction.y; +#if SFG_HEADBOB_ENABLED + bobbing = 1; +#endif + } + } + + int16_t mouseX = 0, mouseY = 0; + + SFG_getMouseOffset(&mouseX,&mouseY); + + if (mouseX != 0) // mouse turning + { + SFG_player.camera.direction += + (mouseX * SFG_MOUSE_SENSITIVITY_HORIZONTAL) / 128; + + recomputeDirection = 1; + } + + if ((mouseY != 0) && shearingOn) // mouse shearing + SFG_player.camera.shear = + RCL_max(RCL_min( + SFG_player.camera.shear - + (mouseY * SFG_MOUSE_SENSITIVITY_VERTICAL) / 128, + SFG_CAMERA_MAX_SHEAR_PIXELS), + -1 * SFG_CAMERA_MAX_SHEAR_PIXELS); + + if (recomputeDirection) + SFG_recomputePLayerDirection(); + + if (SFG_keyIsDown(SFG_KEY_STRAFE_LEFT)) + strafe = -1; + else if (SFG_keyIsDown(SFG_KEY_STRAFE_RIGHT)) + strafe = 1; + + if (strafe != 0) + { + uint8_t normalize = (moveOffset.x != 0) || (moveOffset.y != 0); + + moveOffset.x += strafe * SFG_player.direction.y; + moveOffset.y -= strafe * SFG_player.direction.x; + + if (normalize) + { + // This prevents reaching higher speed when moving diagonally. + + moveOffset = RCL_normalize(moveOffset); + + moveOffset.x = (moveOffset.x * SFG_PLAYER_MOVE_UNITS_PER_FRAME) + / RCL_UNITS_PER_SQUARE; + + moveOffset.y = (moveOffset.y * SFG_PLAYER_MOVE_UNITS_PER_FRAME) + / RCL_UNITS_PER_SQUARE; + } + } + +#if SFG_PREVIEW_MODE + if (SFG_keyIsDown(SFG_KEY_B)) + SFG_player.verticalSpeed = SFG_PLAYER_MOVE_UNITS_PER_FRAME; + else if (SFG_keyIsDown(SFG_KEY_C)) + SFG_player.verticalSpeed = -1 * SFG_PLAYER_MOVE_UNITS_PER_FRAME; + else + SFG_player.verticalSpeed = 0; +#else + RCL_Unit verticalOffset = + ( + ( + SFG_keyIsDown(SFG_KEY_JUMP) || + (SFG_keyIsDown(SFG_KEY_UP) && SFG_keyIsDown(SFG_KEY_C)) + ) && + (SFG_player.verticalSpeed == 0) && + (SFG_player.previousVerticalSpeed == 0)) ? + SFG_PLAYER_JUMP_OFFSET_PER_FRAME : // jump + (SFG_player.verticalSpeed - SFG_GRAVITY_SPEED_INCREASE_PER_FRAME); +#endif + + if (!shearing && SFG_player.camera.shear != 0 && !(SFG_game.settings & 0x08)) + { + // gradually shear back to zero + + SFG_player.camera.shear = + (SFG_player.camera.shear > 0) ? + RCL_max(0,SFG_player.camera.shear - SFG_CAMERA_SHEAR_STEP_PER_FRAME) : + RCL_min(0,SFG_player.camera.shear + SFG_CAMERA_SHEAR_STEP_PER_FRAME); + } + +#if SFG_HEADBOB_ENABLED && !SFG_PREVIEW_MODE + if (bobbing) + { + SFG_player.headBobFrame += SFG_HEADBOB_FRAME_INCREASE_PER_FRAME; + } + else if (SFG_player.headBobFrame != 0) + { + // smoothly stop bobbing + + uint8_t quadrant = (SFG_player.headBobFrame % RCL_UNITS_PER_SQUARE) / + (RCL_UNITS_PER_SQUARE / 4); + + /* When in quadrant in which sin is going away from zero, switch to the + same value of the next quadrant, so that bobbing starts to go towards + zero immediately. */ + + if (quadrant % 2 == 0) + SFG_player.headBobFrame = + ((quadrant + 1) * RCL_UNITS_PER_SQUARE / 4) + + (RCL_UNITS_PER_SQUARE / 4 - SFG_player.headBobFrame % + (RCL_UNITS_PER_SQUARE / 4)); + + RCL_Unit currentFrame = SFG_player.headBobFrame; + RCL_Unit nextFrame = SFG_player.headBobFrame + 16; + + // only stop bobbing when we pass a frame at which sin crosses zero + SFG_player.headBobFrame = + (currentFrame / (RCL_UNITS_PER_SQUARE / 2) == + nextFrame / (RCL_UNITS_PER_SQUARE / 2)) ? + nextFrame : 0; + } +#endif + + RCL_Unit previousHeight = SFG_player.camera.height; + + // handle player collision with level elements: + + // monsters: + for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i) + { + SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]); + + uint8_t state = SFG_MR_STATE(*m); + + if (state == SFG_MONSTER_STATE_INACTIVE || state == SFG_MONSTER_STATE_DEAD) + continue; + + RCL_Vector2D mPos; + + mPos.x = SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[0]); + mPos.y = SFG_MONSTER_COORD_TO_RCL_UNITS(m->coords[1]); + + if ( + SFG_elementCollides( + SFG_player.camera.position.x, + SFG_player.camera.position.y, + SFG_player.camera.height, + mPos.x, + mPos.y, + SFG_floorHeightAt( + SFG_MONSTER_COORD_TO_SQUARES(m->coords[0]), + SFG_MONSTER_COORD_TO_SQUARES(m->coords[1])) + ) + ) + { + moveOffset = SFG_resolveCollisionWithElement( + SFG_player.camera.position,moveOffset,mPos); + } + } + + uint8_t collidesWithTeleporter = 0; + + /* item collisions with player (only those that don't stop player's movement, + as those are handled differently, via itemCollisionMap): */ + for (int16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i) + // ^ has to be int16_t (signed) + { + if (!(SFG_currentLevel.itemRecords[i] & SFG_ITEM_RECORD_ACTIVE_MASK)) + continue; + + const SFG_LevelElement *e = SFG_getActiveItemElement(i); + + if (e != 0) + { + RCL_Vector2D ePos; + + ePos.x = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[0]); + ePos.y = SFG_ELEMENT_COORD_TO_RCL_UNITS(e->coords[1]); + + if (!SFG_itemCollides(e->type) && + SFG_elementCollides( + SFG_player.camera.position.x, + SFG_player.camera.position.y, + SFG_player.camera.height, + ePos.x, + ePos.y, + SFG_floorHeightAt(e->coords[0],e->coords[1])) + ) + { + uint8_t eliminate = 1; + + uint8_t onlyKnife = 1; + + for (uint8_t j = 0; j < SFG_AMMO_TOTAL; ++j) + if (SFG_player.ammo[j] != 0) + { + onlyKnife = 0; + break; + } + + switch (e->type) + { + case SFG_LEVEL_ELEMENT_HEALTH: + if (SFG_player.health < SFG_PLAYER_MAX_HEALTH) + SFG_playerChangeHealth(SFG_HEALTH_KIT_VALUE); + else + eliminate = 0; + break; + +#define addAmmo(type) \ + if (SFG_player.ammo[SFG_AMMO_##type] < SFG_AMMO_MAX_##type) \ + {\ + SFG_player.ammo[SFG_AMMO_##type] = RCL_min(SFG_AMMO_MAX_##type,\ + SFG_player.ammo[SFG_AMMO_##type] + SFG_AMMO_INCREASE_##type);\ + if (onlyKnife) SFG_playerRotateWeapon(1); \ + }\ + else\ + eliminate = 0; + + case SFG_LEVEL_ELEMENT_BULLETS: + addAmmo(BULLETS) + break; + + case SFG_LEVEL_ELEMENT_ROCKETS: + addAmmo(ROCKETS) + break; + + case SFG_LEVEL_ELEMENT_PLASMA: + addAmmo(PLASMA) + break; + +#undef addAmmo + + case SFG_LEVEL_ELEMENT_CARD0: + case SFG_LEVEL_ELEMENT_CARD1: + case SFG_LEVEL_ELEMENT_CARD2: + SFG_player.cards |= 1 << (e->type - SFG_LEVEL_ELEMENT_CARD0); + break; + + case SFG_LEVEL_ELEMENT_TELEPORTER: + collidesWithTeleporter = 1; + eliminate = 0; + break; + + case SFG_LEVEL_ELEMENT_FINISH: + SFG_winLevel(); + eliminate = 0; + break; + + default: + eliminate = 0; + break; + } + + if (eliminate) // take the item + { +#if !SFG_PREVIEW_MODE + SFG_removeItem(i); + SFG_player.lastItemTakenFrame = SFG_game.frame; + i--; + SFG_playGameSound(3,255); + SFG_processEvent(SFG_EVENT_PLAYER_TAKES_ITEM,e->type); +#endif + } + else if ( + e->type == SFG_LEVEL_ELEMENT_TELEPORTER && + SFG_currentLevel.teleporterCount > 1 && + !SFG_player.justTeleported) + { + // teleport to random destination teleporter + + uint8_t teleporterNumber = + SFG_random() % (SFG_currentLevel.teleporterCount - 1) + 1; + + for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j) + { + SFG_LevelElement e2 = + SFG_currentLevel.levelPointer->elements + [SFG_currentLevel.itemRecords[j] & + ~SFG_ITEM_RECORD_ACTIVE_MASK]; + + if ((e2.type == SFG_LEVEL_ELEMENT_TELEPORTER) && (j != i)) + teleporterNumber--; + + if (teleporterNumber == 0) + { + SFG_player.camera.position.x = + SFG_ELEMENT_COORD_TO_RCL_UNITS(e2.coords[0]); + + SFG_player.camera.position.y = + SFG_ELEMENT_COORD_TO_RCL_UNITS(e2.coords[1]); + + SFG_player.camera.height = + SFG_floorHeightAt(e2.coords[0],e2.coords[1]) + + RCL_CAMERA_COLL_HEIGHT_BELOW; + + SFG_currentLevel.itemRecords[j] |= SFG_ITEM_RECORD_ACTIVE_MASK; + /* ^ we have to make the new teleporter immediately active so + that it will immediately collide */ + + SFG_player.justTeleported = 1; + + SFG_playGameSound(4,255); + SFG_processEvent(SFG_EVENT_PLAYER_TELEPORTS,0); + + break; + } // if teleporterNumber == 0 + } // for level items + } // if eliminate + } // if item collides + } // if element != 0 + } // for, item collision check + + if (!collidesWithTeleporter) + SFG_player.justTeleported = 0; + +#if SFG_PREVIEW_MODE + SFG_player.camera.position.x += + SFG_PREVIEW_MODE_SPEED_MULTIPLIER * moveOffset.x; + + SFG_player.camera.position.y += + SFG_PREVIEW_MODE_SPEED_MULTIPLIER * moveOffset.y; + + SFG_player.camera.height += + SFG_PREVIEW_MODE_SPEED_MULTIPLIER * SFG_player.verticalSpeed; +#else + RCL_moveCameraWithCollision(&(SFG_player.camera),moveOffset, + verticalOffset,SFG_floorCollisionHeightAt,SFG_ceilingHeightAt,1,1); + + SFG_player.previousVerticalSpeed = SFG_player.verticalSpeed; + + RCL_Unit limit = RCL_max(RCL_max(0,verticalOffset),SFG_player.verticalSpeed); + + SFG_player.verticalSpeed = + RCL_min(limit,SFG_player.camera.height - previousHeight); + /* ^ By "limit" we assure height increase caused by climbing a step doesn't + add vertical velocity. */ +#endif + +#if SFG_PREVIEW_MODE == 0 + if ( + SFG_keyIsDown(SFG_KEY_A) && + !SFG_keyIsDown(SFG_KEY_C) && + (SFG_player.weaponCooldownFrames == 0) && + (SFG_game.stateTime > 400) // don't immediately shoot if returning from menu + ) + { + /* Player attack/shoot/fire, this has to be done AFTER the player is moved, + otherwise he could shoot himself while running forward. */ + + uint8_t ammo, projectileCount, canShoot; + + SFG_getPlayerWeaponInfo(&ammo,&projectileCount,&canShoot); + + if (canShoot) + { + uint8_t sound; + + switch (SFG_player.weapon) + { + case SFG_WEAPON_KNIFE: sound = 255; break; + case SFG_WEAPON_ROCKET_LAUNCHER: + case SFG_WEAPON_SHOTGUN: sound = 2; break; + case SFG_WEAPON_PLASMAGUN: + case SFG_WEAPON_SOLUTION: sound = 4; break; + default: sound = 0; break; + } + + if (sound != 255) + SFG_playGameSound(sound,255); + + if (ammo != SFG_AMMO_NONE) + SFG_player.ammo[ammo] -= projectileCount; + + uint8_t projectile; + + switch (SFG_GET_WEAPON_FIRE_TYPE(SFG_player.weapon)) + { + case SFG_WEAPON_FIRE_TYPE_PLASMA: + projectile = SFG_PROJECTILE_PLASMA; + break; + + case SFG_WEAPON_FIRE_TYPE_FIREBALL: + projectile = SFG_PROJECTILE_FIREBALL; + break; + + case SFG_WEAPON_FIRE_TYPE_BULLET: + projectile = SFG_PROJECTILE_BULLET; + break; + + case SFG_WEAPON_FIRE_TYPE_MELEE: + projectile = SFG_PROJECTILE_NONE; + break; + + default: + projectile = 255; + break; + } + + if (projectile != SFG_PROJECTILE_NONE) + { + uint16_t angleAdd = SFG_PROJECTILE_SPREAD_ANGLE / (projectileCount + 1); + + RCL_Unit direction = + (SFG_player.camera.direction - SFG_PROJECTILE_SPREAD_ANGLE / 2) + + angleAdd; + + RCL_Unit projectileSpeed = SFG_GET_PROJECTILE_SPEED_UPS(projectile); + + /* Vertical speed will be either determined by autoaim (if shearing is + off) or the camera shear value. */ + RCL_Unit verticalSpeed = (SFG_game.settings & 0x04) ? + (SFG_player.camera.shear * projectileSpeed * 2) / // only approximate + SFG_CAMERA_MAX_SHEAR_PIXELS + : + (projectileSpeed * SFG_autoaimVertically()) / RCL_UNITS_PER_SQUARE; + + for (uint8_t i = 0; i < projectileCount; ++i) + { + SFG_launchProjectile( + projectile, + SFG_player.camera.position, + SFG_player.camera.height, + RCL_angleToDirection(direction), + verticalSpeed, + SFG_PROJECTILE_SPAWN_OFFSET + ); + + direction += angleAdd; + } + } + else + { + // player's melee attack + + for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i) + { + SFG_MonsterRecord *m = &(SFG_currentLevel.monsterRecords[i]); + + uint8_t state = SFG_MR_STATE(*m); + + if ((state == SFG_MONSTER_STATE_INACTIVE) || + (state == SFG_MONSTER_STATE_DEAD)) + continue; + + RCL_Unit pX, pY, pZ; + SFG_getMonsterWorldPosition(m,&pX,&pY,&pZ); + + if (SFG_taxicabDistance(pX,pY,pZ, + SFG_player.camera.position.x, + SFG_player.camera.position.y, + SFG_player.camera.height) > SFG_MELEE_RANGE) + continue; + + RCL_Vector2D toMonster; + + toMonster.x = pX - SFG_player.camera.position.x; + toMonster.y = pY - SFG_player.camera.position.y; + + if (RCL_vectorsAngleCos(SFG_player.direction,toMonster) >= + (RCL_UNITS_PER_SQUARE - SFG_PLAYER_MELEE_ANGLE)) + { + SFG_monsterChangeHealth(m, + -1 * SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_MELEE)); + + SFG_createDust(pX,pY,pZ); + + break; + } + } + } + + SFG_player.weaponCooldownFrames = + RCL_max( + SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(SFG_player.weapon), + SFG_MIN_WEAPON_COOLDOWN_FRAMES); + + SFG_getPlayerWeaponInfo(&ammo,&projectileCount,&canShoot); + + if (!canShoot) + { + // No more ammo, switch to the second strongest weapon. + + SFG_playerRotateWeapon(1); + + uint8_t previousWeapon = SFG_player.weapon; + + SFG_playerRotateWeapon(0); + + if (previousWeapon > SFG_player.weapon) + SFG_playerRotateWeapon(1); + } + } // endif: has enough ammo? + } // attack +#endif // SFG_PREVIEW_MODE == 0 + + SFG_player.squarePosition[0] = + SFG_player.camera.position.x / RCL_UNITS_PER_SQUARE; + + SFG_player.squarePosition[1] = + SFG_player.camera.position.y / RCL_UNITS_PER_SQUARE; + + SFG_currentLevel.mapRevealMask |= + SFG_getMapRevealBit( + SFG_player.squarePosition[0], + SFG_player.squarePosition[1]); + + uint8_t properties; + + SFG_getMapTile(SFG_currentLevel.levelPointer,SFG_player.squarePosition[0], + SFG_player.squarePosition[1],&properties); + + if ( // squeezer check + (properties == SFG_TILE_PROPERTY_SQUEEZER) && + ((SFG_ceilingHeightAt( + SFG_player.squarePosition[0],SFG_player.squarePosition[1]) - + SFG_floorHeightAt( + SFG_player.squarePosition[0],SFG_player.squarePosition[1])) + < + (RCL_CAMERA_COLL_HEIGHT_ABOVE + RCL_CAMERA_COLL_HEIGHT_BELOW))) + { + SFG_LOG("player is squeezed"); + SFG_player.health = 0; + } + + if (SFG_player.weapon != currentWeapon) // if weapon switched, start cooldown + { + if (SFG_player.weapon == (currentWeapon + 1) % SFG_WEAPONS_TOTAL) + SFG_player.previousWeaponDirection = -1; + else if (currentWeapon == (SFG_player.weapon + 1) % SFG_WEAPONS_TOTAL) + SFG_player.previousWeaponDirection = 1; + else + SFG_player.previousWeaponDirection = 0; + + SFG_player.weaponCooldownFrames = + SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(SFG_player.weapon) / 2; + } + +#if SFG_IMMORTAL == 0 + if (SFG_player.health == 0) + { + SFG_LOG("player dies"); + SFG_levelEnds(); + SFG_processEvent(SFG_EVENT_VIBRATE,0); + SFG_processEvent(SFG_EVENT_PLAYER_DIES,0); + SFG_setGameState(SFG_GAME_STATE_LOSE); + } +#endif +} + +/** + This function defines which items are displayed in the menu. +*/ +uint8_t SFG_getMenuItem(uint8_t index) +{ + uint8_t current = 0; + + while (1) // find first legitimate item + { + if ( // skip non-legitimate items + ((current <= SFG_MENU_ITEM_MAP) && (SFG_currentLevel.levelPointer == 0)) + || ((current == SFG_MENU_ITEM_LOAD) && ((SFG_game.save[0] >> 4) == 0))) + { + current++; + continue; + } + + if (index == 0) + return (current <= (SFG_MENU_ITEM_EXIT - (SFG_CAN_EXIT ? 0 : 1)) + ) ? current : SFG_MENU_ITEM_NONE; + + current++; + index--; + } + + return SFG_MENU_ITEM_NONE; +} + +void SFG_handleCheats() +{ + // this is a state machine handling cheat typing + + uint8_t expectedKey; + + switch (SFG_game.cheatState & 0x0f) + { + case 0: case 3: case 5: case 7: case 10: + expectedKey = SFG_KEY_A; break; + case 1: case 8: + expectedKey = SFG_KEY_B; break; + case 2: case 9: + expectedKey = SFG_KEY_RIGHT; break; + case 4: + expectedKey = SFG_KEY_C; break; + case 6: default: + expectedKey = SFG_KEY_DOWN; break; + } + + for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i) // no other keys must be pressed + if ((i != expectedKey) && SFG_keyJustPressed(i)) + { + SFG_game.cheatState &= 0xf0; // back to start state + return; + } + + if (!SFG_keyJustPressed(expectedKey)) + return; + + SFG_game.cheatState++; // go to next state + + if ((SFG_game.cheatState & 0x0f) > 10) // final state resolved? + { + if (SFG_game.cheatState & 0x80) + { + SFG_LOG("cheat disabled"); + SFG_game.cheatState = 0; + } + else + { + SFG_LOG("cheat activated"); + SFG_playGameSound(4,255); + SFG_playerChangeHealth(SFG_PLAYER_MAX_HEALTH); + SFG_player.ammo[SFG_AMMO_BULLETS] = SFG_AMMO_MAX_BULLETS; + SFG_player.ammo[SFG_AMMO_ROCKETS] = SFG_AMMO_MAX_ROCKETS; + SFG_player.ammo[SFG_AMMO_PLASMA] = SFG_AMMO_MAX_PLASMA; + SFG_player.weapon = SFG_WEAPON_SOLUTION; + SFG_player.cards |= 0x07; + SFG_game.cheatState = 0x80; + } + } +} + +void SFG_gameStepMenu() +{ + uint8_t menuItems = 0; + + while (SFG_getMenuItem(menuItems) != SFG_MENU_ITEM_NONE) + menuItems++; + + uint8_t item = SFG_getMenuItem(SFG_game.selectedMenuItem); + + if (SFG_keyRegisters(SFG_KEY_DOWN) && + (SFG_game.selectedMenuItem < menuItems - 1)) + { + SFG_game.selectedMenuItem++; + SFG_playGameSound(3,SFG_MENU_CLICK_VOLUME); + } + else if (SFG_keyRegisters(SFG_KEY_UP) && (SFG_game.selectedMenuItem > 0)) + { + SFG_game.selectedMenuItem--; + SFG_playGameSound(3,SFG_MENU_CLICK_VOLUME); + } + else if (SFG_keyJustPressed(SFG_KEY_A)) + { + switch (item) + { + case SFG_MENU_ITEM_PLAY: + for (uint8_t i = 6; i < SFG_SAVE_SIZE; ++i) // reset totals in save + SFG_game.save[i] = 0; + + if (SFG_game.selectedLevel == 0) + { + SFG_currentLevel.levelNumber = 0; // to draw intro, not outro + SFG_setGameState(SFG_GAME_STATE_INTRO); + } + else + SFG_setAndInitLevel(SFG_game.selectedLevel); + + break; + + case SFG_MENU_ITEM_LOAD: + { + SFG_gameLoad(); + + uint8_t saveBackup[SFG_SAVE_SIZE]; + + for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i) + saveBackup[i] = SFG_game.save[i]; + + SFG_setAndInitLevel(SFG_game.save[0] >> 4); + + for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i) + SFG_game.save[i] = saveBackup[i]; + + SFG_player.health = SFG_game.save[2]; + SFG_player.ammo[0] = SFG_game.save[3]; + SFG_player.ammo[1] = SFG_game.save[4]; + SFG_player.ammo[2] = SFG_game.save[5]; + + SFG_playerRotateWeapon(1); // this chooses weapon with ammo available + break; + } + + case SFG_MENU_ITEM_CONTINUE: + SFG_setGameState(SFG_GAME_STATE_PLAYING); + break; + + case SFG_MENU_ITEM_MAP: + SFG_setGameState(SFG_GAME_STATE_MAP); + break; + + case SFG_MENU_ITEM_SOUND: + SFG_LOG("sound changed"); + + SFG_game.settings = + (SFG_game.settings & ~0x03) | ((SFG_game.settings + 1) & 0x03); + + SFG_playGameSound(3,SFG_MENU_CLICK_VOLUME); + + if ((SFG_game.settings & 0x02) != + ((SFG_game.settings - 1) & 0x02)) + SFG_setMusic((SFG_game.settings & 0x02) ? + SFG_MUSIC_TURN_ON : SFG_MUSIC_TURN_OFF); + + SFG_game.save[1] = SFG_game.settings; + SFG_gameSave(); + + break; + + case SFG_MENU_ITEM_SHEAR: + { + uint8_t current = (SFG_game.settings >> 2) & 0x03; + + current++; + + if (current == 2) // option that doesn't make sense, skip + current++; + + SFG_game.settings = + (SFG_game.settings & ~0x0c) | ((current & 0x03) << 2); + + SFG_game.save[1] = SFG_game.settings; + SFG_gameSave(); + + break; + } + + case SFG_MENU_ITEM_EXIT: + SFG_game.continues = 0; + break; + + default: + break; + } + } + else if (item == SFG_MENU_ITEM_PLAY) + { + if (SFG_keyRegisters(SFG_KEY_RIGHT) && + (SFG_game.selectedLevel < (SFG_game.save[0] & 0x0f))) + { + SFG_game.selectedLevel++; + SFG_playGameSound(3,SFG_MENU_CLICK_VOLUME); + } + else if (SFG_keyRegisters(SFG_KEY_LEFT) && SFG_game.selectedLevel > 0) + { + SFG_game.selectedLevel--; + SFG_playGameSound(3,SFG_MENU_CLICK_VOLUME); + } + } +} + +/** + Performs one game step (logic, physics, menu, ...), happening SFG_MS_PER_FRAME + after the previous step. +*/ +void SFG_gameStep() +{ + SFG_GAME_STEP_COMMAND + + SFG_game.soundsPlayedThisFrame = 0; + + SFG_game.blink = (SFG_game.frame / SFG_BLINK_PERIOD_FRAMES) % 2; + + for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i) + if (!SFG_keyPressed(i)) + SFG_game.keyStates[i] = 0; + else if (SFG_game.keyStates[i] < 255) + SFG_game.keyStates[i]++; + + if ((SFG_currentLevel.frameStart - SFG_game.frame) % + SFG_SPRITE_ANIMATION_FRAME_DURATION == 0) + SFG_game.spriteAnimationFrame++; + + switch (SFG_game.state) + { + case SFG_GAME_STATE_PLAYING: + SFG_handleCheats(); + SFG_gameStepPlaying(); + break; + + case SFG_GAME_STATE_MENU: + SFG_gameStepMenu(); + break; + + case SFG_GAME_STATE_LOSE: + { + // player die animation (lose) + + SFG_updateLevel(); // let monsters and other things continue moving + SFG_updatePlayerHeight(); // in case player is on elevator + + int32_t t = SFG_game.stateTime; + + RCL_Unit h = SFG_floorHeightAt(SFG_player.squarePosition[0], + SFG_player.squarePosition[1]); + + SFG_player.camera.height = + RCL_max(h,h + ((SFG_LOSE_ANIMATION_DURATION - t) * + RCL_CAMERA_COLL_HEIGHT_BELOW) / SFG_LOSE_ANIMATION_DURATION); + + SFG_player.camera.shear = + RCL_min(SFG_CAMERA_MAX_SHEAR_PIXELS / 4, + (t * (SFG_CAMERA_MAX_SHEAR_PIXELS / 4)) / SFG_LOSE_ANIMATION_DURATION); + + if (t > SFG_LOSE_ANIMATION_DURATION && + (SFG_keyIsDown(SFG_KEY_A) || SFG_keyIsDown(SFG_KEY_B))) + { + for (uint8_t i = 6; i < SFG_SAVE_SIZE; ++i) + SFG_game.save[i] = 0; + + SFG_setAndInitLevel(SFG_currentLevel.levelNumber); + } + + break; + } + + case SFG_GAME_STATE_WIN: + { + // win animation + + SFG_updateLevel(); + + int32_t t = SFG_game.stateTime; + + if (t > SFG_WIN_ANIMATION_DURATION) + { + if (SFG_currentLevel.levelNumber == (SFG_NUMBER_OF_LEVELS - 1)) + { + if (SFG_keyIsDown(SFG_KEY_A)) + { + SFG_setGameState(SFG_GAME_STATE_OUTRO); + SFG_setMusic(SFG_MUSIC_TURN_OFF); + } + } + else if (SFG_keyIsDown(SFG_KEY_RIGHT) || + SFG_keyIsDown(SFG_KEY_LEFT) || + SFG_keyIsDown(SFG_KEY_STRAFE_LEFT) || + SFG_keyIsDown(SFG_KEY_STRAFE_RIGHT)) + { + SFG_setAndInitLevel(SFG_currentLevel.levelNumber + 1); + + SFG_player.health = SFG_game.save[2]; + SFG_player.ammo[0] = SFG_game.save[3]; + SFG_player.ammo[1] = SFG_game.save[4]; + SFG_player.ammo[2] = SFG_game.save[5]; + + SFG_playerRotateWeapon(1); + + if (SFG_keyIsDown(SFG_KEY_RIGHT) || SFG_keyIsDown(SFG_KEY_STRAFE_RIGHT)) + { + // save the current position + SFG_game.save[0] = + (SFG_game.save[0] & 0x0f) | (SFG_currentLevel.levelNumber << 4); + + SFG_gameSave(); + SFG_game.saved = 1; + } + } + } + + break; + } + + case SFG_GAME_STATE_MAP: + if (SFG_keyIsDown(SFG_KEY_B)) + SFG_setGameState(SFG_GAME_STATE_MENU); + + break; + + case SFG_GAME_STATE_INTRO: + if (SFG_keyJustPressed(SFG_KEY_A) || SFG_keyJustPressed(SFG_KEY_B)) + SFG_setAndInitLevel(0); + + break; + + case SFG_GAME_STATE_OUTRO: + if ((SFG_game.stateTime > SFG_STORYTEXT_DURATION) && + (SFG_keyIsDown(SFG_KEY_A) || + SFG_keyIsDown(SFG_KEY_B))) + { + SFG_currentLevel.levelPointer = 0; + SFG_currentLevel.levelNumber = 0; + SFG_setGameState(SFG_GAME_STATE_MENU); + SFG_playGameSound(3,SFG_MENU_CLICK_VOLUME); + SFG_setMusic(SFG_MUSIC_TURN_ON); + } + + break; + + case SFG_GAME_STATE_LEVEL_START: + { + SFG_updateLevel(); + SFG_updatePlayerHeight(); // in case player is on elevator + + int16_t x = 0, y = 0; + + SFG_getMouseOffset(&x,&y); // this keeps centering the mouse + + if (SFG_game.stateTime >= SFG_LEVEL_START_DURATION) + SFG_setGameState(SFG_GAME_STATE_PLAYING); + + break; + } + + default: + break; + } + + SFG_game.stateTime += SFG_MS_PER_FRAME; +} + +void SFG_fillRectangle( + uint16_t x, uint16_t y, uint16_t width, uint16_t height, uint8_t color) +{ + if ((x + width > SFG_GAME_RESOLUTION_X) || + (y + height > SFG_GAME_RESOLUTION_Y)) + return; + + for (uint16_t j = y; j < y + height; ++j) + for (uint16_t i = x; i < x + width; ++i) + SFG_setGamePixel(i,j,color); +} + +static inline void SFG_clearScreen(uint8_t color) +{ + SFG_fillRectangle(0,0,SFG_GAME_RESOLUTION_X, + SFG_GAME_RESOLUTION_Y,color); +} + +/** + Draws fullscreen map of the current level. +*/ +void SFG_drawMap() +{ + SFG_clearScreen(0); + + uint16_t maxJ = + (SFG_MAP_PIXEL_SIZE * SFG_MAP_SIZE) < SFG_GAME_RESOLUTION_Y ? + (SFG_MAP_SIZE) : (SFG_GAME_RESOLUTION_Y / SFG_MAP_PIXEL_SIZE); + + uint16_t maxI = + (SFG_MAP_PIXEL_SIZE * SFG_MAP_SIZE) < SFG_GAME_RESOLUTION_X ? + (SFG_MAP_SIZE) : (SFG_GAME_RESOLUTION_X / SFG_MAP_PIXEL_SIZE); + + uint16_t topLeftX = + (SFG_GAME_RESOLUTION_X - (maxI * SFG_MAP_PIXEL_SIZE)) / 2; + + uint16_t topLeftY = + (SFG_GAME_RESOLUTION_Y - (maxJ * SFG_MAP_PIXEL_SIZE)) / 2; + + uint16_t x; + uint16_t y = topLeftY; + + uint8_t playerColor = + SFG_game.blink ? SFG_MAP_PLAYER_COLOR1 : SFG_MAP_PLAYER_COLOR2; + + for (int16_t j = 0; j < maxJ; ++j) + { + x = topLeftX; + + for (int16_t i = maxI - 1; i >= 0; --i) + { + uint8_t color = 0; // init with non-revealed color + + if (SFG_currentLevel.mapRevealMask & SFG_getMapRevealBit(i,j)) + { + uint8_t properties; + + SFG_TileDefinition tile = + SFG_getMapTile(SFG_currentLevel.levelPointer,i,j,&properties); + + color = playerColor; // start with player color + + if (i != SFG_player.squarePosition[0] || + j != SFG_player.squarePosition[1]) + { + if (properties == SFG_TILE_PROPERTY_ELEVATOR) + color = SFG_MAP_ELEVATOR_COLOR; + else if (properties == SFG_TILE_PROPERTY_SQUEEZER) + color = SFG_MAP_SQUEEZER_COLOR; + else if (properties == SFG_TILE_PROPERTY_DOOR) + color = SFG_MAP_DOOR_COLOR; + else + { + color = 0; + + uint8_t c = SFG_TILE_CEILING_HEIGHT(tile) / 4; + + if (c != 0) + color = (SFG_TILE_FLOOR_HEIGHT(tile) % 8 + 3) * 8 + c - 1; + } + } + } + + for (int_fast16_t k = 0; k < SFG_MAP_PIXEL_SIZE; ++k) + for (int_fast16_t l = 0; l < SFG_MAP_PIXEL_SIZE; ++l) + SFG_setGamePixel(x + l, y + k,color); + + x += SFG_MAP_PIXEL_SIZE; + } + + y += SFG_MAP_PIXEL_SIZE; + } +} + +/** + Draws fullscreen story text (intro/outro). +*/ +void SFG_drawStoryText() +{ + const char *text = SFG_outroText; + uint16_t textColor = 23; + uint8_t clearColor = 9; + uint8_t sprite = 18; + + if (SFG_currentLevel.levelNumber != (SFG_NUMBER_OF_LEVELS - 1)) // intro? + { + text = SFG_introText; + textColor = 7; + clearColor = 0; + sprite = SFG_game.blink * 2; + } + + SFG_clearScreen(clearColor); + + if (SFG_GAME_RESOLUTION_Y > 50) + SFG_blitImage(SFG_monsterSprites + sprite * SFG_TEXTURE_STORE_SIZE, + (SFG_GAME_RESOLUTION_X - SFG_TEXTURE_SIZE * SFG_FONT_SIZE_SMALL) / 2, + SFG_GAME_RESOLUTION_Y - (SFG_TEXTURE_SIZE + 3) * SFG_FONT_SIZE_SMALL, + SFG_FONT_SIZE_SMALL); + + uint16_t textLen = 0; + + while (text[textLen] != 0) + textLen++; + + uint16_t drawLen = RCL_min( + textLen,(SFG_game.stateTime * textLen) / SFG_STORYTEXT_DURATION + 1); + +#define CHAR_SIZE (SFG_FONT_SIZE_SMALL * (SFG_FONT_CHARACTER_SIZE + 1)) +#define LINE_LENGTH (SFG_GAME_RESOLUTION_X / CHAR_SIZE) +#define MAX_LENGTH (((SFG_GAME_RESOLUTION_Y / CHAR_SIZE) / 2) * LINE_LENGTH ) + + uint16_t drawShift = (drawLen < MAX_LENGTH) ? 0 : + (((drawLen - MAX_LENGTH) / LINE_LENGTH) * LINE_LENGTH); + +#undef CHAR_SIZE +#undef LINE_LENGTH +#undef MAX_LENGTH + + text += drawShift; + drawLen -= drawShift; + + SFG_drawText(text,SFG_HUD_MARGIN,SFG_HUD_MARGIN,SFG_FONT_SIZE_SMALL,textColor, + drawLen,SFG_GAME_RESOLUTION_X - SFG_HUD_MARGIN); +} + +/** + Draws a number as text on screen, returns the number of characters drawn. +*/ +uint8_t SFG_drawNumber( + int16_t number, + uint16_t x, + uint16_t y, + uint8_t size, + uint8_t color) +{ + char text[7]; + + text[6] = 0; // terminate the string + + int8_t positive = 1; + + if (number < 0) + { + positive = 0; + number *= -1; + } + + int8_t position = 5; + + while (1) + { + text[position] = '0' + number % 10; + number /= 10; + + position--; + + if (number == 0 || position == 0) + break; + } + + if (!positive) + { + text[position] = '-'; + position--; + } + + SFG_drawText(text + position + 1,x,y,size,color,0,0); + + return 5 - position; +} + +/** + Draws a screen border that indicates something is happening, e.g. being hurt + or taking an item. +*/ +void SFG_drawIndicationBorder(uint16_t width, uint8_t color) +{ + for (int_fast16_t j = 0; j < width; ++j) + { + uint16_t j2 = SFG_GAME_RESOLUTION_Y - 1 - j; + + for (int_fast16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i) + { + if ((i & 0x01) == (j & 0x01)) + { + SFG_setGamePixel(i,j,color); + SFG_setGamePixel(i,j2,color); + } + } + } + + for (int_fast16_t i = 0; i < width; ++i) + { + uint16_t i2 = SFG_GAME_RESOLUTION_X - 1 - i; + + for (int_fast16_t j = width; j < SFG_GAME_RESOLUTION_Y - width; ++j) + { + if ((i & 0x01) == (j & 0x01)) + { + SFG_setGamePixel(i,j,color); + SFG_setGamePixel(i2,j,color); + } + } + } +} + +/** + Draws the player weapon, includes handling the shoot animation. +*/ +void SFG_drawWeapon(int16_t bobOffset) +{ + uint32_t animationLength = + RCL_max(SFG_MIN_WEAPON_COOLDOWN_FRAMES, + SFG_GET_WEAPON_FIRE_COOLDOWN_FRAMES(SFG_player.weapon)); + + uint32_t shotAnimationFrame = + animationLength - SFG_player.weaponCooldownFrames; + + bobOffset -= SFG_HUD_BAR_HEIGHT; + + uint8_t fireType = SFG_GET_WEAPON_FIRE_TYPE(SFG_player.weapon); + + if (shotAnimationFrame < animationLength) + { + if (fireType == SFG_WEAPON_FIRE_TYPE_MELEE) + { + bobOffset = shotAnimationFrame < animationLength / 2 ? 0 : + 2 * SFG_WEAPONBOB_OFFSET_PIXELS; + } + else + { + bobOffset += + ((animationLength - shotAnimationFrame) * SFG_WEAPON_IMAGE_SCALE * 20) + / animationLength; + + if ( + ((fireType == SFG_WEAPON_FIRE_TYPE_FIREBALL) || + (fireType == SFG_WEAPON_FIRE_TYPE_BULLET)) && + shotAnimationFrame < animationLength / 2) + SFG_blitImage(SFG_effectSprites, + SFG_WEAPON_IMAGE_POSITION_X, + SFG_WEAPON_IMAGE_POSITION_Y - + (SFG_TEXTURE_SIZE / 3) * SFG_WEAPON_IMAGE_SCALE + bobOffset, + SFG_WEAPON_IMAGE_SCALE); + } + } + + SFG_blitImage(SFG_weaponImages + SFG_player.weapon * SFG_TEXTURE_STORE_SIZE, + SFG_WEAPON_IMAGE_POSITION_X, + SFG_WEAPON_IMAGE_POSITION_Y + bobOffset - 1, + SFG_WEAPON_IMAGE_SCALE); +} + +uint16_t SFG_textLen(const char *text) +{ + uint16_t result = 0; + + while (text[result] != 0) + result++; + + return result; +} + +static inline uint16_t SFG_characterSize(uint8_t textSize) +{ + return (SFG_FONT_CHARACTER_SIZE + 1) * textSize; +} + +static inline uint16_t + SFG_textHorizontalSize(const char *text, uint8_t textSize) +{ + return (SFG_textLen(text) * SFG_characterSize(textSize)); +} + +void SFG_drawMenu() +{ + #define BACKGROUND_SCALE (SFG_GAME_RESOLUTION_X / (4 * SFG_TEXTURE_SIZE)) + + #if BACKGROUND_SCALE == 0 + #undef BACKGROUND_SCALE + #define BACKGROUND_SCALE 1 + #endif + + #define SCROLL_PIXELS_PER_FRAME ((64 * SFG_GAME_RESOLUTION_X) / (8 * SFG_FPS)) + + #if SCROLL_PIXELS_PER_FRAME == 0 + #undef SCROLL_PIXELS_PER_FRAME + #define SCROLL_PIXELS_PER_FRAME 1 + #endif + + #define SELECTION_START_X ((SFG_GAME_RESOLUTION_X - 12 * SFG_FONT_SIZE_MEDIUM\ + * (SFG_FONT_CHARACTER_SIZE + 1)) / 2) + + uint16_t scroll = (SFG_game.frame * SCROLL_PIXELS_PER_FRAME) / 64; + + for (uint16_t y = 0; y < SFG_GAME_RESOLUTION_Y; ++y) + for (uint16_t x = 0; x < SFG_GAME_RESOLUTION_X; ++x) + SFG_setGamePixel(x,y, + (y >= (SFG_TEXTURE_SIZE * BACKGROUND_SCALE)) ? 0 : + SFG_getTexel(SFG_backgroundImages,((x + scroll) / BACKGROUND_SCALE) + % SFG_TEXTURE_SIZE,y / BACKGROUND_SCALE)); + + uint16_t y = SFG_characterSize(SFG_FONT_SIZE_MEDIUM); + + SFG_blitImage(SFG_logoImage,SFG_GAME_RESOLUTION_X / 2 - + (SFG_TEXTURE_SIZE / 2) * SFG_FONT_SIZE_SMALL,y,SFG_FONT_SIZE_SMALL); + +#if SFG_GAME_RESOLUTION_Y > 50 + y += 32 * SFG_FONT_SIZE_MEDIUM + SFG_characterSize(SFG_FONT_SIZE_MEDIUM); +#else + y = 2; +#endif + + uint8_t i = 0; + + while (1) // draw menu items + { + uint8_t item = SFG_getMenuItem(i); + + if (item == SFG_MENU_ITEM_NONE) + break; + +#if (SFG_GAME_RESOLUTION_Y < 70) || SFG_FORCE_SINGLE_ITEM_MENU + // with low resolution only display the selected item + + if (i != SFG_game.selectedMenuItem) + { + i++; + continue; + } +#endif + + const char *text = SFG_menuItemTexts[item]; + uint8_t textLen = SFG_textLen(text); + + uint16_t drawX = (SFG_GAME_RESOLUTION_X - + SFG_textHorizontalSize(text,SFG_FONT_SIZE_MEDIUM)) / 2; + + uint8_t textColor = 7; + + if (i != SFG_game.selectedMenuItem) + textColor = 23; + else + SFG_fillRectangle( // menu item highlight + SELECTION_START_X, + y - SFG_FONT_SIZE_MEDIUM, + SFG_GAME_RESOLUTION_X - SELECTION_START_X * 2, + SFG_characterSize(SFG_FONT_SIZE_MEDIUM),2); + + SFG_drawText(text,drawX,y,SFG_FONT_SIZE_MEDIUM,textColor,0,0); + + if ((item == SFG_MENU_ITEM_PLAY || item == SFG_MENU_ITEM_SOUND + || item == SFG_MENU_ITEM_SHEAR) && + ((i != SFG_game.selectedMenuItem) || SFG_game.blink)) + { + uint32_t x = + drawX + SFG_characterSize(SFG_FONT_SIZE_MEDIUM) * (textLen + 1); + + uint8_t c = 93; + + if (item == SFG_MENU_ITEM_PLAY) + SFG_drawNumber(SFG_game.selectedLevel + 1,x,y,SFG_FONT_SIZE_MEDIUM,c); + else if (item == SFG_MENU_ITEM_SHEAR) + { + uint8_t n = (SFG_game.settings >> 2) & 0x03; + + SFG_drawNumber(n == 3 ? 2 : n,x,y,SFG_FONT_SIZE_MEDIUM,c); + } + else + { + char settingText[3] = " "; + + settingText[0] = (SFG_game.settings & 0x01) ? 'S' : ' '; + settingText[1] = (SFG_game.settings & 0x02) ? 'M' : ' '; + + SFG_drawText(settingText,x,y,SFG_FONT_SIZE_MEDIUM,c,0,0); + } + } + + y += SFG_characterSize(SFG_FONT_SIZE_MEDIUM) + SFG_FONT_SIZE_MEDIUM; + i++; + } + + SFG_drawText(SFG_VERSION_STRING " CC0",SFG_HUD_MARGIN,SFG_GAME_RESOLUTION_Y - + SFG_HUD_MARGIN - SFG_FONT_SIZE_SMALL * SFG_FONT_CHARACTER_SIZE, + SFG_FONT_SIZE_SMALL,4,0,0); + + #if SFG_OS_IS_MALWARE + if (SFG_game.blink) + SFG_drawText(SFG_MALWARE_WARNING,SFG_HUD_MARGIN,SFG_HUD_MARGIN, + SFG_FONT_SIZE_MEDIUM,95,0,0); + #endif + + #undef MAX_ITEMS + #undef BACKGROUND_SCALE + #undef SCROLL_PIXELS_PER_FRAME +} + +void SFG_drawWinOverlay() +{ + uint32_t t = RCL_min(SFG_WIN_ANIMATION_DURATION,SFG_game.stateTime); + + uint32_t t2 = RCL_min(t,SFG_WIN_ANIMATION_DURATION / 4); + + #define STRIP_HEIGHT (SFG_GAME_RESOLUTION_Y / 2) + #define INNER_STRIP_HEIGHT ((STRIP_HEIGHT * 3) / 4) + #define STRIP_START ((SFG_GAME_RESOLUTION_Y - STRIP_HEIGHT) / 2) + + RCL_Unit l = (t2 * STRIP_HEIGHT * 4) / SFG_WIN_ANIMATION_DURATION; + + for (uint16_t y = STRIP_START; y < STRIP_START + l; ++y) + for (uint16_t x = 0; x < SFG_GAME_RESOLUTION_X; ++x) + SFG_setGamePixel(x,y, + RCL_abs(y - (SFG_GAME_RESOLUTION_Y / 2)) <= (INNER_STRIP_HEIGHT / 2) ? + 0 : 172); + + char textLine[] = SFG_TEXT_LEVEL_COMPLETE; + + uint16_t y = SFG_GAME_RESOLUTION_Y / 2 - + ((STRIP_HEIGHT + INNER_STRIP_HEIGHT) / 2) / 2; + + uint16_t x = (SFG_GAME_RESOLUTION_X - + SFG_textHorizontalSize(textLine,SFG_FONT_SIZE_BIG)) / 2; + + SFG_drawText(textLine,x,y,SFG_FONT_SIZE_BIG,7 + SFG_game.blink * 95,255,0); + + uint32_t timeTotal = SFG_SAVE_TOTAL_TIME; + + // don't show totals in level 1: + uint8_t blink = (SFG_game.blink) && (SFG_currentLevel.levelNumber != 0) + && (timeTotal != 0); + + if (t >= (SFG_WIN_ANIMATION_DURATION / 2)) + { + y += (SFG_FONT_SIZE_BIG + SFG_FONT_SIZE_MEDIUM) * SFG_FONT_CHARACTER_SIZE; + x = SFG_HUD_MARGIN; + + #define CHAR_SIZE (SFG_FONT_SIZE_SMALL * SFG_FONT_CHARACTER_SIZE) + + uint32_t time = blink ? timeTotal : SFG_currentLevel.completionTime10sOfS; + + x += SFG_drawNumber(time / 10,x,y,SFG_FONT_SIZE_SMALL,7) * + CHAR_SIZE + SFG_FONT_SIZE_SMALL; + + char timeRest[5] = ".X s"; + + timeRest[1] = '0' + (time % 10); + + SFG_drawText(timeRest,x,y,SFG_FONT_SIZE_SMALL,7,4,0); + + x = SFG_HUD_MARGIN; + y += (SFG_FONT_SIZE_BIG + SFG_FONT_SIZE_MEDIUM) * SFG_FONT_CHARACTER_SIZE; + + if (blink) + { + x += (SFG_drawNumber(SFG_game.save[10] + SFG_game.save[11] * 256,x,y, + SFG_FONT_SIZE_SMALL,7) + 1) * CHAR_SIZE; + } + else + { + x += SFG_drawNumber(SFG_currentLevel.monstersDead,x,y, + SFG_FONT_SIZE_SMALL,7) * CHAR_SIZE; + + SFG_drawText("/",x,y,SFG_FONT_SIZE_SMALL,7,1,0); + + x += CHAR_SIZE; + + x += (SFG_drawNumber(SFG_currentLevel.monsterRecordCount,x,y, + SFG_FONT_SIZE_SMALL,7) + 1) * CHAR_SIZE; + } + + SFG_drawText(SFG_TEXT_KILLS,x,y,SFG_FONT_SIZE_SMALL,7,255,0); + + if ((t >= (SFG_WIN_ANIMATION_DURATION - 1)) && + (SFG_currentLevel.levelNumber != (SFG_NUMBER_OF_LEVELS - 1)) && + SFG_game.blink) + { + y += (SFG_FONT_SIZE_BIG + SFG_FONT_SIZE_MEDIUM) * SFG_FONT_CHARACTER_SIZE; + + SFG_drawText(SFG_TEXT_SAVE_PROMPT, + (SFG_GAME_RESOLUTION_X - SFG_textHorizontalSize(SFG_TEXT_SAVE_PROMPT, + SFG_FONT_SIZE_MEDIUM)) / 2,y,SFG_FONT_SIZE_MEDIUM,7,255,0); + } + + #undef CHAR_SIZE + } + + #undef STRIP_HEIGHT + #undef STRIP_START + #undef INNER_STRIP_HEIGHT +} + +void SFG_draw() +{ +#if SFG_BACKGROUND_BLUR != 0 + SFG_backgroundBlurIndex = 0; +#endif + + if (SFG_game.state == SFG_GAME_STATE_MENU) + { + SFG_drawMenu(); + return; + } + + if (SFG_game.state == SFG_GAME_STATE_INTRO || + SFG_game.state == SFG_GAME_STATE_OUTRO) + { + SFG_drawStoryText(); + return; + } + + if (SFG_keyIsDown(SFG_KEY_MAP) || (SFG_game.state == SFG_GAME_STATE_MAP)) + { + SFG_drawMap(); + } + else + { + for (int_fast16_t i = 0; i < SFG_Z_BUFFER_SIZE; ++i) + SFG_game.zBuffer[i] = 255; + + int16_t weaponBobOffset = 0; + +#if SFG_HEADBOB_ENABLED + RCL_Unit headBobOffset = 0; + +#if SFG_HEADBOB_SHEAR != 0 + int16_t headBobShearOffset = 0; +#endif + + if (SFG_game.state != SFG_GAME_STATE_LOSE) + { + RCL_Unit bobSin = RCL_sin(SFG_player.headBobFrame); + + headBobOffset = (bobSin * SFG_HEADBOB_OFFSET) / RCL_UNITS_PER_SQUARE; + +#if SFG_HEADBOB_SHEAR != 0 + headBobShearOffset = (bobSin * SFG_HEADBOB_SHEAR) / RCL_UNITS_PER_SQUARE; + SFG_player.camera.shear += headBobShearOffset; +#endif + + weaponBobOffset = + (bobSin * SFG_WEAPONBOB_OFFSET_PIXELS) / (RCL_UNITS_PER_SQUARE) + + SFG_WEAPONBOB_OFFSET_PIXELS; + } + else + { + // player die animation + + weaponBobOffset = + (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE * SFG_game.stateTime) / + SFG_LOSE_ANIMATION_DURATION; + } + + // add head bob just for the rendering (we'll will substract it back later) + + SFG_player.camera.height += headBobOffset; +#endif // headbob enabled? + + RCL_renderComplex( + SFG_player.camera, + SFG_floorHeightAt, + SFG_ceilingHeightAt, + SFG_texturesAt, + SFG_game.rayConstraints); + + // draw sprites: + + // monster sprites: + for (int_fast16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i) + { + SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i]; + uint8_t state = SFG_MR_STATE(m); + + if (state != SFG_MONSTER_STATE_INACTIVE) + { + RCL_Vector2D worldPosition; + + worldPosition.x = SFG_MONSTER_COORD_TO_RCL_UNITS(m.coords[0]); + worldPosition.y = SFG_MONSTER_COORD_TO_RCL_UNITS(m.coords[1]); + + uint8_t spriteSize = SFG_GET_MONSTER_SPRITE_SIZE( + SFG_MONSTER_TYPE_TO_INDEX(SFG_MR_TYPE(m))); + + RCL_Unit worldHeight = + SFG_floorHeightAt( + SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]), + SFG_MONSTER_COORD_TO_SQUARES(m.coords[1])) + + SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize); + + RCL_PixelInfo p = + RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera); + + if (p.depth > 0 && + SFG_spriteIsVisible(worldPosition,worldHeight)) + { + const uint8_t *s = + SFG_getMonsterSprite( + SFG_MR_TYPE(m), + state, + SFG_game.spriteAnimationFrame & 0x01); + + SFG_drawScaledSprite(s, + p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y, + RCL_perspectiveScaleVertical( + SFG_SPRITE_SIZE_PIXELS(spriteSize), + p.depth), + p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth); + } + } + } + + // item sprites: + for (int_fast16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i) + if (SFG_currentLevel.itemRecords[i] & SFG_ITEM_RECORD_ACTIVE_MASK) + { + RCL_Vector2D worldPosition; + + SFG_LevelElement e = + SFG_currentLevel.levelPointer->elements[ + SFG_currentLevel.itemRecords[i] & ~SFG_ITEM_RECORD_ACTIVE_MASK]; + + worldPosition.x = + SFG_ELEMENT_COORD_TO_RCL_UNITS(e.coords[0]); + + worldPosition.y = + SFG_ELEMENT_COORD_TO_RCL_UNITS(e.coords[1]); + + const uint8_t *sprite; + uint8_t spriteSize; + + SFG_getItemSprite(e.type,&sprite,&spriteSize); + + if (sprite != 0) + { + RCL_Unit worldHeight = SFG_floorHeightAt(e.coords[0],e.coords[1]) + + SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize); + + RCL_PixelInfo p = + RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera); + + if (p.depth > 0 && + SFG_spriteIsVisible(worldPosition,worldHeight)) + SFG_drawScaledSprite(sprite,p.position.x * SFG_RAYCASTING_SUBSAMPLE, + p.position.y, + RCL_perspectiveScaleVertical(SFG_SPRITE_SIZE_PIXELS(spriteSize), + p.depth),p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth); + } + } + + // projectile sprites: + for (uint8_t i = 0; i < SFG_currentLevel.projectileRecordCount; ++i) + { + SFG_ProjectileRecord *proj = &(SFG_currentLevel.projectileRecords[i]); + + if (proj->type == SFG_PROJECTILE_BULLET) + continue; // bullets aren't drawn + + RCL_Vector2D worldPosition; + + worldPosition.x = proj->position[0]; + worldPosition.y = proj->position[1]; + + RCL_PixelInfo p = + RCL_mapToScreen(worldPosition,proj->position[2],SFG_player.camera); + + const uint8_t *s = + SFG_effectSprites + proj->type * SFG_TEXTURE_STORE_SIZE; + + int16_t spriteSize = SFG_SPRITE_SIZE_PIXELS(0); + + if (proj->type == SFG_PROJECTILE_EXPLOSION || + proj->type == SFG_PROJECTILE_DUST) + { + int16_t doubleFramesToLive = + RCL_nonZero(SFG_GET_PROJECTILE_FRAMES_TO_LIVE(proj->type) / 2); + + // grow the explosion/dust sprite as an animation + spriteSize = ( + SFG_SPRITE_SIZE_PIXELS(2) * + RCL_sin( + ((doubleFramesToLive - + proj->doubleFramesToLive) * RCL_UNITS_PER_SQUARE / 4) + / doubleFramesToLive) + ) / RCL_UNITS_PER_SQUARE; + } + + if (p.depth > 0 && + SFG_spriteIsVisible(worldPosition,proj->position[2])) + SFG_drawScaledSprite(s, + p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y, + RCL_perspectiveScaleVertical(spriteSize,p.depth), + SFG_fogValueDiminish(p.depth), + p.depth); + } + +#if SFG_HEADBOB_ENABLED + // after rendering sprites substract back the head bob offset + SFG_player.camera.height -= headBobOffset; + +#if SFG_HEADBOB_SHEAR != 0 + SFG_player.camera.shear -= headBobShearOffset; +#endif + +#endif // head bob enabled? + +#if SFG_PREVIEW_MODE == 0 + SFG_drawWeapon(weaponBobOffset); +#endif + + // draw HUD: + + // bar + + uint8_t color = 61; + uint8_t color2 = 48; + + if (SFG_game.cheatState & 0x80) + { + color = 170; + color2 = 0; + } + + for (uint16_t j = SFG_GAME_RESOLUTION_Y - SFG_HUD_BAR_HEIGHT; + j < SFG_GAME_RESOLUTION_Y; ++j) + { + for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i) + SFG_setGamePixel(i,j,color); + + color = color2; + } + + #define TEXT_Y (SFG_GAME_RESOLUTION_Y - SFG_HUD_MARGIN - \ + SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM) + + SFG_drawNumber( // health + SFG_player.health, + SFG_HUD_MARGIN, + TEXT_Y, + SFG_FONT_SIZE_MEDIUM, + SFG_player.health > SFG_PLAYER_HEALTH_WARNING_LEVEL ? 6 : 175); + + SFG_drawNumber( // ammo + SFG_player.weapon != SFG_WEAPON_KNIFE ? + SFG_player.ammo[SFG_weaponAmmo(SFG_player.weapon)] : 0, + SFG_GAME_RESOLUTION_X - SFG_HUD_MARGIN - + (SFG_FONT_CHARACTER_SIZE + 1) * SFG_FONT_SIZE_MEDIUM * 3, + TEXT_Y, + SFG_FONT_SIZE_MEDIUM, + 6); + + for (uint8_t i = 0; i < 3; ++i) // access cards + if ( + ((SFG_player.cards >> i) | ((SFG_player.cards >> (i + 3)) + & SFG_game.blink)) & 0x01) + SFG_fillRectangle( + SFG_HUD_MARGIN + (SFG_FONT_CHARACTER_SIZE + 1) * + SFG_FONT_SIZE_MEDIUM * (5 + i), + TEXT_Y, + SFG_FONT_SIZE_MEDIUM * SFG_FONT_CHARACTER_SIZE, + SFG_FONT_SIZE_MEDIUM * SFG_FONT_CHARACTER_SIZE, + i == 0 ? 93 : (i == 1 ? 124 : 60)); + + #undef TEXT_Y + + // border indicator + + if ((SFG_game.frame - SFG_player.lastHurtFrame + <= SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES) || + (SFG_game.state == SFG_GAME_STATE_LOSE)) + SFG_drawIndicationBorder(SFG_HUD_BORDER_INDICATOR_WIDTH_PIXELS, + SFG_HUD_HURT_INDICATION_COLOR); + else if (SFG_game.frame - SFG_player.lastItemTakenFrame + <= SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES) + SFG_drawIndicationBorder(SFG_HUD_BORDER_INDICATOR_WIDTH_PIXELS, + SFG_HUD_ITEM_TAKEN_INDICATION_COLOR); + + if (SFG_game.state == SFG_GAME_STATE_WIN) + SFG_drawWinOverlay(); + else if (SFG_game.state == SFG_GAME_STATE_LEVEL_START) + SFG_drawLevelStartOverlay(); + } +} + +uint8_t SFG_mainLoopBody() +{ + /* Standard deterministic game loop, independed of actual achieved FPS. + Each game logic (physics) frame is performed with the SFG_MS_PER_FRAME + delta time. */ + + if (SFG_game.state != SFG_GAME_STATE_INIT) + { + uint32_t timeNow = SFG_getTimeMs(); + +#if SFG_TIME_MULTIPLIER != 1024 + timeNow = (timeNow * SFG_TIME_MULTIPLIER) / 1024; +#endif + + int32_t timeSinceLastFrame = timeNow - SFG_game.frameTime; + + if (timeSinceLastFrame >= SFG_MS_PER_FRAME) + { + uint8_t steps = 0; + + uint8_t wasFirstFrame = SFG_game.frame == 0; + + while (timeSinceLastFrame >= SFG_MS_PER_FRAME) + { + uint8_t previousWeapon = SFG_player.weapon; + + SFG_game.frameTime += SFG_MS_PER_FRAME; + + SFG_gameStep(); + + if (SFG_player.weapon != previousWeapon) + SFG_processEvent(SFG_EVENT_PLAYER_CHANGES_WEAPON,SFG_player.weapon); + + timeSinceLastFrame -= SFG_MS_PER_FRAME; + + SFG_game.frame++; + steps++; + } + + if ((steps > 1) && (SFG_game.antiSpam == 0) && (!wasFirstFrame)) + { + SFG_LOG("failed to reach target FPS! consider setting a lower value") + SFG_game.antiSpam = 30; + } + + if (SFG_game.antiSpam > 0) + SFG_game.antiSpam--; + + // render only once + SFG_draw(); + + if (SFG_game.frame % 16 == 0) + SFG_CPU_LOAD(((SFG_getTimeMs() - timeNow) * 100) / SFG_MS_PER_FRAME); + } + else + { + // wait, relieve CPU + SFG_sleepMs(RCL_max(1, + (3 * (SFG_game.frameTime + SFG_MS_PER_FRAME - timeNow)) / 4)); + } + } + else if (!SFG_keyPressed(SFG_KEY_A) && !SFG_keyPressed(SFG_KEY_B)) + { + /* At the beginning we have to wait for the release of the keys in order not + to immediatelly confirm a menu item. */ + SFG_setGameState(SFG_GAME_STATE_MENU); + } + + return SFG_game.continues; +} + +#undef SFG_SAVE_TOTAL_TIME + +#endif // guard diff --git a/demos/ports/anarch/game.png b/demos/ports/anarch/game.png new file mode 100644 index 0000000..c37baef Binary files /dev/null and b/demos/ports/anarch/game.png differ diff --git a/demos/ports/anarch/images.h b/demos/ports/anarch/images.h new file mode 100644 index 0000000..8f88bcc --- /dev/null +++ b/demos/ports/anarch/images.h @@ -0,0 +1,1397 @@ +/** + @file assets.h + + This file containts assets to be used in the game. Textures are stored by + columns for cache friendliness (as rendering also happens by columns), + 4 bits per pixel, which means an index to 16 color subpalette stored at the + beginning of the image. Images can be converted to this format with the + provided pything script: + + python img2array.py -t -c -x32 -y32 -ppalette565.png image.png + + by Miloslav Ciz (drummyfish), 2019 + + Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/) + plus a waiver of all other intellectual property. The goal of this work is to + be and remain completely in the public domain forever, available for any use + whatsoever. +*/ + +#ifndef _SFG_IMAGES_H +#define _SFG_IMAGES_H + +#define SFG_TEXTURE_SIZE 32 + +#define SFG_TEXTURE_STORE_SIZE (16 + (SFG_TEXTURE_SIZE * SFG_TEXTURE_SIZE) / 2) + +/** + Color index which will in textures and sprites be considered transparent. +*/ +#define SFG_TRANSPARENT_COLOR 175 + +/** + Special index of an implicit texture that consists of only transparent pixels. +*/ +#define SFG_TRANSPARENT_TEXTURE 255 + +static inline uint8_t SFG_getTexel(const uint8_t *texture, uint8_t x, uint8_t y) +{ + x &= 0x1f; + y &= 0x1f; + + return SFG_PROGRAM_MEMORY_U8(texture + + ((SFG_PROGRAM_MEMORY_U8(texture + 16 + (x * SFG_TEXTURE_SIZE + y) / 2) >> + (4 * (y % 2 == 0))) & 0x0f)); +} + +#define SFG_WALL_TEXTURE_COUNT 16 + +SFG_PROGRAM_MEMORY uint8_t + SFG_wallTextures[SFG_WALL_TEXTURE_COUNT * SFG_TEXTURE_STORE_SIZE] = +{ +// 0, white wooden planks +4,21,5,3,20,0,2,26,6,18,57,65,1,16,17,49,0,1,0,3,32,1,33,0,161,64,1,16,64,3,3, +32,0,17,16,9,32,1,17,1,161,65,1,16,78,132,35,32,0,17,16,7,32,1,32,17,240,49,0, +16,57,99,87,206,0,18,16,6,33,0,16,1,177,48,0,0,97,0,2,0,0,17,32,6,32,1,0,1,178, +48,0,0,48,0,2,0,0,17,32,7,32,17,1,0,178,48,1,0,49,0,1,0,0,1,16,3,32,18,0,0,194, +48,0,0,48,0,18,4,64,17,32,4,35,0,3,0,194,48,0,0,49,0,34,4,0,17,32,6,130,50,32, +40,242,48,1,0,49,0,18,0,0,2,32,12,85,85,85,85,81,48,2,0,49,0,33,3,0,2,16,3,32,0, +32,2,98,48,1,0,49,0,34,19,0,18,17,3,32,0,32,0,194,48,2,0,0,0,34,3,4,2,16,3,16,0, +32,32,226,48,2,0,48,0,33,19,0,18,33,3,0,16,32,32,178,48,1,1,50,1,34,3,4,17,16,3, +0,16,32,16,162,48,1,64,50,1,34,7,3,1,17,3,0,16,32,16,184,2,2,2,2,48,18,3,0,0,17, +3,0,17,32,16,94,93,93,89,112,0,18,3,0,0,16,3,0,2,32,16,48,48,48,3,0,0,17,4,0,0, +17,3,0,1,32,16,48,48,0,3,1,1,18,3,0,0,32,7,16,1,32,16,48,0,1,0,1,50,34,3,0,1,33, +3,16,1,20,32,112,48,0,16,1,49,34,3,64,16,33,3,4,2,4,16,48,49,0,16,0,49,34,3,64, +0,32,3,16,1,0,0,48,49,0,16,65,48,34,3,49,0,17,3,16,2,0,0,48,49,1,32,0,49,34,3, +64,0,16,19,16,2,1,0,113,49,17,16,0,48,32,3,0,0,16,19,16,1,2,0,97,66,17,32,64,48, +33,19,34,2,0,137,16,1,18,0,97,49,17,16,66,64,32,3,84,212,105,69,16,1,17,0,97,49, +18,16,50,48,16,19,51,48,51,51,16,1,16,0,98,50,1,19,66,48,32,3,0,1,0,3,32,1,33,0, +177,49,2,16,66,64,16,3,0,1,0,7,32,1,16,1,82,64,1,16,50,0,16,35,0,1,0,9,33,2,32, +0,161,64,1,20,48,0,0,32 +, // 1, skyscraper window +4,5,3,6,2,81,0,59,48,128,138,131,66,44,137,129,16,176,208,176,44,33,0,0,1,43,1, +13,0,32,29,0,0,176,0,0,12,64,0,17,0,32,0,17,1,32,13,11,0,176,0,208,4,65,0,0,0, +34,1,16,1,32,16,0,23,32,0,2,40,66,2,194,230,140,34,208,2,176,17,0,119,76,66,34, +34,34,34,34,34,34,34,34,34,116,64,0,72,194,51,51,51,51,17,49,51,19,19,49,51,12, +34,36,17,210,49,17,16,17,1,17,17,16,17,1,17,42,1,17,17,2,49,154,116,244,229,164, +233,85,49,16,17,14,1,16,2,69,17,104,79,117,149,88,94,137,49,17,17,36,0,0,196,69, +48,137,119,69,84,79,88,85,49,17,1,4,92,244,0,34,0,69,85,95,127,116,86,89,49,17, +17,36,0,0,17,32,1,169,88,229,228,74,85,85,49,19,1,4,0,0,0,2,49,90,153,85,85,169, +95,85,49,16,17,4,2,0,0,39,48,68,85,233,138,37,133,136,49,17,17,36,0,32,0,4,17, +122,150,84,133,230,136,136,49,1,17,10,0,0,0,44,48,35,51,51,51,51,51,35,49,17,1, +66,0,13,0,4,17,51,3,211,3,3,35,2,49,17,17,34,0,0,0,37,49,167,42,70,106,69,102, +102,49,0,17,36,2,34,68,244,48,39,119,79,69,150,102,102,49,17,17,68,64,34,16,76, +49,119,2,127,120,102,102,102,49,17,19,5,0,1,1,74,49,114,119,4,152,102,104,102, +49,17,17,75,0,0,208,28,49,119,39,116,248,104,134,102,49,16,17,34,0,0,0,10,17,39, +114,37,169,104,136,86,49,16,17,4,0,0,1,43,49,114,126,232,74,102,104,134,49,1,0, +34,0,32,0,116,17,119,122,102,88,102,102,102,49,16,17,66,0,0,1,36,49,17,17,17,17, +17,17,17,1,1,1,64,0,0,32,184,49,17,49,17,17,19,51,17,17,17,19,178,0,34,44,66,34, +71,39,34,180,36,66,34,2,32,32,192,17,19,66,192,0,16,176,66,34,34,34,200,36,34, +34,36,68,44,221,192,0,0,10,32,0,16,1,34,16,16,0,11,0,16,13,64,0,0,10,0,0,0,1,34, +0,1,1,2,16,0,1,176,27,0,11,33,0,17,0,112,0,1,17,113,16,0 +, // 2, pink high-tech wall +83,4,12,5,84,20,61,85,13,6,11,3,7,14,15,0,34,32,34,0,32,2,170,34,170,160,170, +160,17,17,17,17,34,34,32,34,42,34,170,2,42,42,170,170,17,17,17,17,34,34,34,36, +34,160,36,32,160,160,42,10,49,17,17,17,34,34,34,42,34,0,0,0,0,0,0,4,49,49,17,17, +34,34,2,10,36,32,17,17,81,17,81,23,59,59,59,17,0,0,0,0,2,0,84,84,96,0,0,0,59,59, +49,19,102,102,102,102,96,32,20,86,0,102,102,102,145,59,59,19,34,34,34,36,96,32, +21,86,5,85,85,23,59,59,49,19,34,34,34,42,96,64,21,86,5,85,69,71,145,155,49,49, +34,34,66,37,96,128,84,86,5,85,91,23,49,49,49,19,34,34,0,0,0,0,0,0,4,84,69,87, +145,155,49,49,34,38,6,102,102,102,102,96,68,84,84,23,145,145,145,51,34,38,2,37, +88,32,68,69,69,85,85,71,49,145,49,51,40,134,2,34,130,64,21,69,85,84,21,23,145, +145,147,51,36,38,4,68,68,64,84,85,85,84,20,71,145,145,49,51,37,38,2,66,68,32,69, +85,85,85,69,87,145,145,147,51,40,134,5,84,72,64,20,65,69,68,20,71,145,193,147, +51,36,70,2,72,136,112,68,65,20,84,20,87,145,145,51,57,40,134,8,133,132,32,84,84, +17,84,68,87,195,147,147,51,40,134,8,88,136,112,21,17,17,68,17,23,147,51,51,51, +36,134,4,133,136,112,81,17,17,68,65,87,147,147,51,57,40,134,0,0,0,0,0,0,65,20, +68,71,147,57,147,57,39,120,102,102,102,102,102,102,1,17,84,71,153,51,57,57,40, +119,135,119,96,112,17,22,1,17,68,183,147,57,51,51,37,120,135,120,96,112,177,22, +1,17,17,87,153,147,57,57,37,136,136,135,96,32,65,22,1,20,91,71,60,57,57,57,0,0, +0,0,96,112,84,22,96,0,0,0,57,57,60,57,102,102,102,102,104,128,75,181,102,102, +102,102,60,57,51,60,39,119,135,119,120,112,180,84,180,181,75,183,57,60,57,57,34, +136,135,215,231,116,119,119,119,119,119,119,60,51,60,60,37,120,135,114,119,135, +125,120,116,212,68,114,60,60,57,57,34,117,136,135,135,120,132,136,136,136,136, +71,57,57,57,153 +, // 3, partly mossy concrete wall +4,3,5,36,20,37,76,12,11,19,77,130,13,35,2,0,2,0,0,80,32,0,0,1,5,37,1,64,4,25,19, +145,0,32,96,32,0,16,48,24,115,48,65,53,48,16,113,11,2,0,0,0,0,0,0,152,3,48,49, +48,51,19,1,17,0,32,16,48,0,16,0,8,0,0,1,67,0,23,19,17,2,0,5,48,0,16,0,24,115,65, +113,85,67,16,0,17,2,0,18,0,0,0,0,6,4,0,0,67,48,19,145,17,0,0,3,80,80,0,0,1,3,80, +19,3,83,16,9,1,2,0,210,0,0,16,0,1,148,3,1,48,51,16,17,17,19,0,16,48,0,16,0,24,5, +64,113,51,3,49,1,11,2,0,0,34,0,0,0,8,85,3,1,67,84,3,112,17,0,36,5,4,32,96,0,8,4, +4,3,52,83,16,17,1,34,0,2,32,0,0,7,1,3,32,49,3,51,119,49,113,4,32,96,66,0,0,0,7, +5,84,1,51,67,112,0,30,2,32,98,32,10,0,0,8,68,32,64,5,3,49,0,14,2,2,96,0,0,96,0, +6,5,80,49,48,51,112,1,27,0,32,2,0,1,96,0,1,51,0,1,3,51,27,0,27,2,0,96,32,0,0,6, +8,0,48,3,3,48,208,24,1,2,32,98,4,32,0,0,6,4,36,3,0,51,0,16,17,34,194,96,34,0,96, +0,6,50,48,1,83,67,144,0,8,0,42,2,36,0,0,162,8,5,32,65,64,48,23,1,1,2,32,100,34, +6,0,12,8,68,50,1,0,3,16,112,1,36,34,2,0,0,0,0,8,0,0,0,48,0,23,7,17,2,42,4,32,42, +0,0,8,5,64,64,35,0,135,0,1,2,64,98,44,6,0,32,8,48,48,1,85,0,17,0,49,2,32,3,2,0, +4,0,8,5,64,0,0,4,0,112,1,4,34,98,2,6,98,32,8,85,36,48,67,5,1,0,11,2,32,98,192, +160,4,52,8,4,0,1,4,0,0,112,113,2,194,2,0,0,0,2,1,5,85,64,211,4,48,0,1,2,32,0,42, +0,21,4,8,64,68,45,4,48,0,23,27,2,32,96,0,0,16,0,1,5,80,0,85,3,16,0,1,2,194,0,0, +0,16,48,17,84,85,0,48,64,144,25,17,0,32,96,0,0,0,64,13,3,68,0,5,48,16,0,17 +, // 4, wooden chess pattern +20,12,11,21,2,43,19,73,1,83,81,10,9,34,42,65,86,82,91,85,89,249,149,153,66,34, +40,34,34,114,34,36,0,0,0,48,48,35,0,2,33,18,39,17,17,66,17,18,0,0,5,48,3,96,3, +50,33,34,40,33,33,113,17,18,96,0,6,48,3,99,3,50,33,34,23,33,18,129,17,18,80,3,5, +48,3,99,3,54,33,33,23,18,17,114,17,18,80,0,5,48,3,99,0,54,33,34,20,34,33,114,33, +18,80,0,2,48,51,163,3,54,65,34,20,34,33,65,33,18,80,3,2,48,0,163,0,54,33,34,20, +34,17,66,33,18,0,0,2,3,0,67,0,53,177,34,20,34,17,130,33,18,0,0,2,51,0,211,0,5, +33,34,36,34,17,114,18,18,80,0,6,3,0,99,0,53,33,34,20,18,33,113,17,18,0,3,2,48,3, +99,0,6,65,33,20,18,33,65,17,18,0,0,2,0,0,96,0,6,34,34,20,17,33,129,17,18,0,0,5, +0,0,99,0,1,33,34,36,17,33,130,17,18,3,3,53,48,0,35,0,6,65,17,20,17,17,66,17,18, +80,85,86,5,85,224,85,85,68,68,72,66,68,132,68,36,66,34,20,34,34,66,34,36,96,0,5, +5,80,80,85,82,65,34,20,33,34,65,18,18,3,3,53,48,3,83,0,5,65,34,20,18,34,65,18, +34,51,51,54,51,3,80,5,5,66,34,20,18,34,65,18,18,51,51,53,51,3,80,5,5,66,34,20, +17,33,65,17,18,0,51,54,51,3,80,5,5,65,34,20,17,17,65,17,34,51,51,53,51,3,80,0,0, +65,34,20,17,17,65,17,18,0,51,54,48,51,80,0,0,66,34,20,17,18,65,17,18,3,51,54,48, +51,80,5,5,65,34,20,17,33,65,17,18,3,51,54,51,51,32,0,5,65,34,20,17,33,65,17,18, +3,51,54,51,51,80,1,5,65,34,20,17,33,65,34,34,3,51,59,48,51,80,5,85,65,34,20,17, +17,66,34,36,3,51,52,48,3,83,1,5,65,34,20,17,17,68,17,20,3,51,54,48,48,35,48,5, +65,33,20,34,17,66,17,18,3,0,52,51,51,35,48,5,65,33,20,17,17,65,18,18,3,51,54,51, +0,35,48,5,32,80,106,0,80,101,6,2,85,85,92,86,86,160,5,82 +, // 5, red brick wall +13,5,6,21,93,101,4,100,11,7,19,3,106,178,0,0,33,17,22,37,48,8,33,3,54,33,64,0,1, +20,5,70,37,0,88,37,85,88,32,64,4,17,64,0,65,20,0,70,32,51,56,37,85,8,33,0,4,17, +83,51,81,20,96,70,32,3,52,38,51,8,33,3,4,18,83,51,81,20,85,70,38,6,4,32,51,8,33, +3,4,18,64,51,81,20,85,69,38,0,4,38,3,52,33,83,5,17,67,51,81,20,101,70,38,0,4,38, +83,4,17,83,0,17,67,51,81,20,101,68,38,0,4,38,69,68,17,86,80,18,69,85,65,36,101, +68,32,85,4,34,17,17,33,86,83,18,18,34,34,36,0,88,33,0,4,34,34,18,33,83,0,18,17, +17,17,36,0,84,35,3,56,34,64,76,17,83,48,98,112,0,119,36,0,68,35,0,4,34,133,4,18, +3,48,98,113,0,17,36,0,85,33,0,4,34,133,100,17,81,48,98,112,0,1,36,0,86,35,0,8, +33,165,68,17,67,53,98,113,0,1,36,85,86,35,0,4,33,69,106,17,64,53,98,112,0,1,20, +85,86,35,0,4,33,133,68,17,64,53,18,112,0,1,20,5,86,35,0,4,33,166,84,17,64,53,18, +112,0,1,20,5,86,35,3,4,33,69,10,17,80,53,18,112,0,1,36,85,86,35,0,52,34,69,100, +33,83,5,18,112,0,113,40,5,84,33,64,8,33,69,4,33,69,68,18,112,0,1,36,0,22,33,0,4, +33,0,52,17,34,34,18,112,0,1,34,34,145,34,41,146,33,0,4,17,17,17,18,113,17,1,36, +99,22,38,80,49,33,69,4,32,0,4,98,112,17,17,36,51,6,32,80,4,33,69,106,35,3,53,98, +112,0,17,36,51,6,33,3,52,33,69,72,35,51,53,18,16,0,17,37,51,6,33,3,52,17,69,84, +35,51,53,98,112,0,17,37,51,6,33,1,52,17,69,100,35,51,48,98,113,17,17,21,3,6,35, +3,52,17,67,4,35,51,48,98,112,0,17,16,51,6,35,3,53,17,69,100,33,49,19,97,112,0, +17,37,51,6,35,3,4,17,212,4,33,3,51,98,1,0,1,36,3,6,35,3,52,18,34,34,33,3,48,177, +34,153,146,36,51,54,33,3,52,34,49,17,33,3,48,98,70,102,17,36,0,6 +, // 6, grass-covered concrete wall, tiles with skyscraper window +36,37,43,35,4,3,107,34,131,50,42,5,106,110,114,26,3,131,51,128,58,52,0,5,84,56, +84,2,0,48,66,0,48,128,5,5,10,112,0,68,0,48,85,68,4,144,32,1,6,32,17,0,7,116,80, +0,85,153,36,13,0,1,0,0,16,1,1,0,54,115,3,160,110,234,55,1,208,40,1,0,170,96,0, +39,115,51,51,144,0,51,144,0,0,16,0,2,17,16,17,208,11,187,20,0,2,43,64,32,17,16, +0,44,17,1,0,16,3,1,0,2,0,3,64,0,0,32,32,0,1,16,17,0,1,3,2,96,32,37,64,0,2,0,2, +32,17,16,1,1,0,0,34,128,32,0,1,16,16,32,0,32,1,0,0,0,16,8,0,2,2,2,2,0,32,2,32,0, +34,1,19,48,5,96,0,2,0,32,0,17,1,2,0,16,1,18,16,65,16,0,32,0,1,2,2,4,0,8,32,2,1, +39,18,4,1,32,0,208,0,0,0,1,16,0,2,0,0,18,19,48,0,16,13,0,1,0,32,18,16,0,0,0,16, +1,0,0,16,65,16,0,0,33,1,16,0,54,0,38,0,6,64,0,129,0,0,0,0,1,0,0,0,9,63,50,2,2,8, +2,32,0,18,0,17,0,1,17,96,0,5,80,32,0,0,0,0,18,69,80,0,1,16,48,1,0,32,153,206,32, +2,2,32,17,4,64,96,32,0,17,0,224,0,131,64,0,0,0,1,0,4,8,0,0,16,16,1,18,96,0,2,2, +0,34,32,2,0,0,5,0,0,96,2,0,32,0,2,0,2,0,17,0,0,0,85,34,32,0,0,0,0,0,2,0,1,16,48, +0,33,2,68,0,2,2,0,16,0,32,32,32,38,1,32,0,0,34,6,0,0,48,3,0,8,0,0,0,18,16,0,0, +98,0,32,0,0,0,33,32,0,32,0,17,17,0,0,0,33,32,0,0,4,49,18,0,2,16,2,1,66,0,98,2,0, +0,0,34,0,17,1,0,0,0,17,0,17,33,2,0,12,126,199,112,39,0,16,6,21,0,16,16,0,16,32, +32,167,51,63,62,172,151,113,0,0,2,0,1,17,48,16,16,48,69,4,51,64,64,0,16,8,96,27, +16,16,16,62,57,149,0,4,51,0,1,4,7,80,2,0,17,1,51,8,52,0,68,0,32,0,4,68,36,16,32 +, // 7, steel door +4,80,3,17,5,59,6,69,58,50,60,2,68,74,70,67,1,17,17,17,17,17,17,17,17,17,17,17, +17,17,17,17,22,102,70,102,70,102,70,102,70,100,102,100,102,100,102,97,16,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,1,16,0,32,0,32,0,32,0,32,2,0,2,0,2,0,1,19,189,187,221,189, +219,219,219,187,187,187,219,189,189,189,177,17,51,51,51,51,51,51,51,51,51,51,51, +51,51,51,49,19,136,136,136,133,133,85,95,34,34,44,47,34,194,34,40,19,136,34,34, +34,2,34,34,34,32,34,32,2,2,2,34,19,130,40,140,136,192,197,192,112,112,64,0,0,7, +4,7,19,146,136,200,92,80,122,90,160,0,64,0,7,0,4,0,19,146,149,136,200,84,122, +202,0,0,64,0,0,7,14,0,19,146,153,153,197,94,170,80,112,0,64,0,112,0,4,0,19,146, +37,156,133,112,5,0,0,224,224,0,112,112,4,0,19,146,153,153,87,160,0,7,160,0,64,0, +0,0,4,4,19,146,149,41,149,4,7,80,160,10,71,0,0,7,4,0,19,146,153,146,87,0,170,87, +0,7,64,0,7,0,4,4,19,146,89,204,87,4,167,80,7,0,224,0,0,0,4,0,19,146,153,156,90, +160,122,80,0,14,64,0,0,112,116,4,19,146,149,153,85,116,170,192,0,112,64,112,0,0, +4,0,19,146,41,92,138,84,122,90,0,0,71,0,7,0,4,4,19,146,153,204,80,126,90,202, +224,0,64,0,0,0,4,0,19,146,143,85,32,4,170,90,160,0,71,0,7,7,14,0,19,130,136,140, +128,116,122,202,112,10,64,0,112,0,4,0,19,130,40,200,92,14,170,80,0,170,74,112,0, +112,116,0,19,136,34,34,34,2,2,0,0,32,34,34,34,34,2,34,19,136,136,136,133,34,85, +85,85,37,194,47,34,242,34,34,17,51,51,51,51,51,51,51,51,51,51,51,51,51,51,49,27, +189,221,187,219,219,219,187,221,187,187,221,189,189,189,177,22,102,70,102,70, +102,70,102,70,102,70,100,102,100,102,97,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,16,0, +32,0,32,0,32,0,32,0,32,2,0,2,0,1,1,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17 +, // 8, white skull on blue +6,5,4,59,60,62,218,14,3,13,85,139,74,63,12,15,17,17,17,17,17,18,147,69,72,17,17, +17,17,17,17,17,16,16,1,1,16,18,35,51,50,17,1,1,16,16,1,17,16,0,0,0,0,18,36,99, +82,16,16,0,0,0,0,17,0,0,0,0,0,18,37,51,82,17,0,0,0,0,0,1,16,0,0,0,0,18,35,179, +50,17,16,0,0,0,0,1,0,0,0,0,0,18,35,51,66,17,16,0,0,0,0,17,16,0,0,0,1,226,37,67, +84,40,17,0,0,0,0,1,0,0,0,17,42,34,85,83,85,67,33,16,0,0,0,17,0,0,1,18,34,51,34, +34,68,75,98,129,16,0,0,17,16,0,17,162,51,130,34,34,38,198,52,66,129,0,1,17,17, +17,42,36,98,33,17,17,34,51,51,68,98,33,17,17,130,34,36,68,33,17,17,23,121,34,52, +68,51,66,34,34,68,84,53,85,33,0,0,121,151,34,37,85,67,69,221,51,51,68,52,82,16, +0,0,126,151,18,34,133,91,69,84,99,51,107,52,66,0,16,16,247,119,17,34,40,60,67, +51,68,83,99,51,50,1,1,17,0,1,33,18,40,51,51,52,85,75,52,52,66,0,17,17,0,1,33,18, +40,51,68,51,69,51,84,53,82,1,0,16,247,119,17,34,40,70,69,51,51,85,84,52,82,16,0, +0,126,151,18,34,132,70,69,84,99,85,68,52,52,33,0,0,121,151,34,36,52,60,52,85,51, +130,34,35,107,33,17,17,23,121,34,99,107,195,66,34,34,17,17,42,102,98,33,17,17, +34,54,102,102,98,33,17,17,16,0,17,162,68,130,34,34,36,76,102,98,33,0,1,17,0,0,1, +18,35,69,34,34,85,67,194,161,16,0,0,17,16,0,0,17,42,35,69,67,68,75,33,16,0,0,0, +17,0,0,0,0,1,226,35,99,54,42,17,0,0,0,0,1,0,0,0,0,0,18,35,51,66,17,16,0,0,0,0, +17,16,0,0,0,0,18,37,51,82,17,16,0,0,0,0,1,0,0,0,0,0,18,45,51,66,17,0,0,0,0,0,1, +16,0,0,0,0,18,36,99,50,16,16,0,0,0,0,17,16,16,1,1,16,18,35,68,50,17,16,16,16,16, +1,17,17,17,17,17,17,18,148,85,88,17,17,17,17,17,17,17 +, // 9, red lava with stones +3,4,12,11,83,94,102,92,91,14,93,15,19,20,100,0,3,82,2,83,32,67,84,1,17,17,16,5, +32,17,20,0,2,48,0,67,117,118,36,0,33,33,0,5,33,17,17,19,69,64,17,20,67,86,82,36, +17,1,0,53,1,17,17,64,56,1,17,17,0,130,50,117,131,64,4,39,0,17,17,0,32,1,17,17,3, +82,4,68,39,85,34,98,36,16,0,3,0,0,1,16,3,82,1,16,0,35,53,106,83,51,51,54,85,68, +36,3,53,32,49,17,16,0,54,34,66,35,37,86,67,85,85,34,38,66,1,17,17,0,82,64,64,0, +3,101,0,32,3,34,102,103,65,1,17,3,84,1,17,0,3,83,18,17,0,67,34,68,85,52,0,69,48, +17,17,19,69,0,17,17,20,3,112,0,2,53,51,114,1,17,17,16,69,65,17,17,16,3,80,3,0,4, +46,98,64,17,17,32,115,1,17,18,0,53,64,17,17,16,50,86,34,0,0,0,35,1,0,0,0,37,65, +17,17,17,2,34,119,85,67,66,34,0,51,130,50,98,64,17,17,17,2,35,68,51,85,102,98, +35,51,50,86,102,35,34,2,16,3,132,0,0,4,34,82,35,20,0,66,85,39,120,34,4,2,80,1, +17,4,53,52,0,17,4,3,83,64,2,37,81,69,16,77,17,16,69,16,0,18,16,0,84,16,0,67,66, +38,49,17,17,32,53,32,17,17,17,0,82,0,33,16,3,102,32,0,0,4,84,0,18,17,17,0,84,1, +17,17,4,182,98,64,0,3,84,1,17,17,17,0,83,1,17,17,4,99,37,83,50,50,32,0,33,17,16, +0,83,1,17,33,2,36,0,34,114,118,84,16,17,0,0,3,83,1,17,16,67,49,1,16,4,38,103,51, +64,84,68,53,32,0,17,0,55,32,17,17,0,39,50,39,85,37,82,166,98,36,16,64,34,1,17, +17,16,55,32,0,36,0,4,54,34,117,66,51,84,1,17,17,16,82,0,0,2,17,4,39,64,18,82, +118,98,64,1,17,4,84,16,17,17,18,4,84,4,0,20,53,102,82,32,0,4,84,0,33,17,16,2,32, +1,17,64,39,51,69,85,117,53,156,65,1,18,50,38,36,17,17,16,34,0,0,20,67,102,101, +115,51,51,130,101,101,32,17,4,84,1,17,33,16,38,148,19,56,56 +, // 10, transparent window +175,4,5,3,59,13,49,60,74,62,61,50,83,2,69,12,17,17,33,17,81,17,17,33,17,17,17, +17,18,34,34,17,59,17,17,17,17,17,17,17,17,17,177,17,18,34,82,33,51,51,51,51,51, +51,51,51,51,51,59,81,18,34,33,17,49,182,102,102,102,102,102,102,102,107,18,33, +18,34,34,33,51,0,0,0,0,116,16,0,0,10,50,37,18,34,34,33,51,0,0,0,0,116,16,0,0,10, +50,17,18,34,21,33,51,0,0,0,0,84,16,0,0,10,50,33,17,243,51,52,51,0,0,0,0,20,16,0, +0,10,50,145,18,17,17,21,51,0,0,0,0,20,32,0,0,10,50,149,18,49,81,17,51,0,0,0,0, +116,112,0,0,1,50,37,82,17,113,17,51,18,51,140,140,71,72,140,136,200,50,37,82,49, +17,225,51,18,68,68,68,121,116,68,68,71,50,33,82,18,18,17,51,0,0,0,0,212,208,0,0, +12,50,17,18,37,34,17,51,0,0,0,0,20,16,0,0,9,50,17,18,18,37,30,51,0,0,0,0,116,32, +0,0,2,50,145,18,34,34,33,51,0,0,0,0,116,16,0,0,2,50,37,18,34,18,17,51,0,0,0,0, +116,16,0,0,10,50,145,18,37,33,18,51,0,0,0,0,116,16,0,0,10,57,145,82,33,18,225, +51,0,0,0,0,20,16,0,0,10,57,145,18,18,17,21,51,0,0,0,0,212,208,0,0,13,50,149,18, +37,18,17,51,18,68,68,68,121,116,68,68,71,50,37,18,34,33,17,51,18,60,200,140,71, +76,136,136,200,50,37,18,34,81,30,51,0,0,0,0,244,16,0,0,1,50,149,18,34,33,17,51, +0,0,0,0,20,32,0,0,10,50,33,18,18,17,17,51,0,0,0,0,116,32,0,0,2,50,33,17,243,51, +52,51,0,0,0,0,20,16,0,0,10,50,17,18,17,17,17,51,0,0,0,0,84,16,0,0,10,50,33,82, +17,33,31,51,0,0,0,0,116,16,0,0,2,50,33,18,17,17,17,49,182,102,102,102,102,102, +102,102,107,34,81,18,37,17,17,19,50,34,34,34,34,34,34,34,34,35,81,18,34,17,17, +59,34,34,34,34,34,34,34,34,34,181,17,18,18,81,21,17,17,17,17,33,17,17,17,21,17, +17,17,18,34,34,18 +, // 11, white steel blocks +6,5,7,4,3,85,71,78,0,0,0,0,0,0,0,0,68,68,68,68,68,68,68,68,68,68,68,68,68,68,68, +68,51,51,51,51,51,51,51,51,51,51,51,51,51,51,51,52,34,0,34,34,2,34,34,34,34,34, +0,34,34,34,0,17,0,17,0,0,0,1,16,0,0,0,0,0,1,16,17,17,0,20,0,0,0,0,0,0,0,0,0,0,1, +64,0,17,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,17,17,17,17,17,17,17,17,81,17,17,17,17,17, +17,17,17,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,17,1,17,16,0,0,0,0,0,0,0,0,0,0,0,0,17,0, +0,1,1,0,0,6,0,0,0,0,0,0,0,0,17,34,0,34,0,34,34,34,34,34,34,34,34,32,2,34,17,0, +17,0,1,16,0,0,0,0,0,17,0,0,0,0,17,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,17,0,0,0,0,1,0, +0,0,0,0,0,0,16,0,17,17,17,17,17,81,17,22,0,0,0,1,17,1,17,17,17,19,0,0,0,0,0,2,0, +0,0,1,0,0,0,0,113,21,16,0,0,0,0,2,0,0,0,1,0,0,0,0,0,19,0,0,0,0,0,2,0,0,0,1,0,0, +0,0,1,17,34,34,32,2,34,34,0,0,0,2,34,34,0,34,0,17,0,0,0,0,0,17,0,0,0,0,0,1,16, +16,17,17,0,16,0,0,0,0,0,0,0,0,0,0,0,0,0,17,0,17,0,1,0,0,0,0,0,0,0,0,0,0,0,17,17, +17,17,17,17,17,17,81,17,17,17,17,17,17,17,17,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,1, +17,16,0,0,0,0,0,0,0,0,1,0,1,16,17,0,0,1,1,0,0,6,0,0,0,16,0,0,0,0,17,34,0,34,0, +34,0,34,34,34,34,34,34,32,2,34,17,0,17,1,1,16,0,0,0,0,0,17,0,1,16,0,17,0,20,0,0, +0,0,0,0,0,0,0,0,1,64,1,17,0,0,0,0,0,0,0,1,0,0,0,0,16,0,17,17,17,17,17,17,17,17, +17,17,21,17,17,17,17,17,17,19,51,51,51,51,51,51,51,51,51,51,51,51,51,51,51,51 +, // 12, gray square-tiled wall +4,5,3,13,50,6,12,21,85,20,14,11,19,22,84,0,17,17,17,17,17,17,17,18,17,17,17,17, +17,17,17,20,17,3,16,8,17,16,0,18,17,16,1,1,0,3,16,18,16,1,16,1,0,49,17,48,17,1, +3,6,0,17,3,2,16,16,0,16,16,24,16,16,17,0,0,23,16,0,0,2,16,1,3,17,1,16,16,18,19, +0,0,0,49,1,1,2,16,48,17,6,17,17,0,0,16,16,16,119,16,19,0,2,17,16,17,17,17,26,16, +50,17,49,0,19,0,0,0,2,16,17,49,17,129,17,16,2,16,3,16,0,0,1,6,2,16,17,16,1,17, +17,16,2,17,0,17,1,0,0,0,18,17,49,24,17,17,129,16,6,16,113,49,3,16,0,0,98,17,17, +17,16,49,0,96,9,16,16,0,0,1,49,0,18,17,17,17,17,17,16,1,2,81,1,0,32,0,16,16,2, +17,161,129,1,0,48,0,4,16,0,48,16,0,49,1,2,17,17,17,49,17,0,0,16,16,0,16,16,0,0, +48,2,80,17,17,17,19,17,48,0,16,16,0,0,0,17,6,2,32,48,32,6,0,34,32,98,2,34,34,38, +2,34,34,34,21,81,21,85,81,21,81,86,85,21,17,17,21,81,17,27,17,17,16,19,0,48,1,0, +16,0,0,0,48,0,0,2,19,17,49,0,17,1,17,2,22,1,0,1,1,48,0,2,16,17,0,0,48,0,49,2,80, +6,0,0,16,1,48,2,16,48,0,0,16,16,112,50,16,0,0,1,0,16,16,148,17,1,49,0,0,49,0,28, +16,0,0,48,3,0,0,2,16,0,3,1,0,0,17,18,16,3,0,0,0,0,0,50,17,113,1,3,0,0,48,2,16,0, +0,0,0,6,0,2,16,0,0,0,0,48,0,18,16,0,0,0,0,0,0,2,17,0,0,0,0,0,3,2,208,0,3,0,48,0, +0,4,17,112,48,19,16,0,0,18,17,0,0,0,0,0,16,100,16,17,9,1,1,16,1,2,22,0,0,0,0,0, +0,2,16,1,0,16,3,0,48,0,16,0,0,0,0,224,0,4,16,48,3,1,0,0,16,50,16,3,0,48,0,3,0, +52,16,16,1,16,0,0,0,2,16,16,0,0,2,2,1,4,68,66,32,34,36,34,34,36,34,36,34,34,68, +68,68,68 +, // 13, scifi door +3,2,4,9,0,74,200,10,75,41,160,48,120,17,34,50,68,68,68,68,68,68,68,68,70,102, +102,102,102,102,102,102,85,85,153,85,85,153,85,85,85,136,136,136,136,136,136, +136,149,153,153,147,147,57,55,57,125,238,88,135,127,85,119,119,51,147,51,51,51, +55,147,55,215,125,215,119,119,119,119,119,68,68,68,68,68,68,68,70,102,102,102, +102,102,102,102,102,0,0,0,0,0,0,0,5,2,34,34,34,34,34,34,34,53,92,65,85,19,48,0, +81,32,11,160,0,1,18,34,1,48,83,64,0,83,16,0,1,34,1,178,34,1,2,34,33,53,84,65,0, +4,49,80,1,0,11,160,34,43,16,2,1,52,196,49,85,28,51,51,161,26,186,16,0,11,17,17, +161,51,51,51,51,51,51,49,16,1,17,17,17,17,17,17,16,53,85,49,85,19,21,0,34,32,0, +16,0,1,2,34,1,53,5,48,0,83,16,34,34,34,32,18,34,1,2,34,17,49,85,49,0,4,16,34,34, +34,32,16,34,43,2,32,161,51,68,49,85,28,16,34,34,34,32,16,0,11,0,17,0,51,67,51, +51,51,16,34,34,34,32,17,17,17,1,16,34,52,49,49,17,19,16,34,34,34,32,16,0,1,0,17, +2,51,5,48,0,84,16,34,34,34,32,18,34,10,2,1,17,48,5,49,5,84,16,34,34,34,32,16,32, +10,2,32,161,48,85,49,21,28,53,2,34,34,0,16,0,11,16,34,17,49,19,67,68,195,17,80, +177,16,1,161,171,177,0,0,177,51,52,17,51,67,51,17,16,1,26,0,17,161,17,17,16,53, +92,48,85,196,48,0,1,32,11,18,0,186,18,34,1,48,83,48,5,52,48,0,33,34,1,18,32,27, +18,34,33,53,84,49,85,68,17,80,1,0,11,16,0,186,0,2,1,52,196,51,76,67,19,51,161, +26,186,17,171,161,1,17,161,0,0,0,0,0,0,0,0,2,34,34,34,34,34,34,34,68,68,68,68, +68,68,68,102,102,102,102,102,102,102,102,102,51,147,51,51,51,55,147,125,125,119, +119,119,119,119,119,119,149,153,153,147,147,121,55,62,119,238,88,135,127,85,119, +119,85,85,153,85,85,153,85,85,152,136,136,136,136,136,136,136,68,68,68,68,68,68, +68,68,102,102,102,102,102,102,102,102 +, // 14, concrete wall, tiles with skyscraper window +5,4,3,2,6,44,131,66,50,51,45,81,132,28,138,1,1,97,81,193,39,32,17,17,16,44,16, +21,17,33,5,17,17,97,17,17,23,49,17,0,17,33,17,0,16,33,21,28,17,97,17,81,19,48, +17,17,17,34,16,1,16,33,1,17,9,33,17,18,47,50,18,130,255,248,34,81,18,97,0,17, +153,55,50,34,34,34,34,34,34,34,34,34,34,147,49,17,63,114,68,68,68,68,0,64,68,4, +4,64,68,24,34,35,0,82,64,0,1,0,16,0,0,1,0,16,0,46,16,0,0,18,64,16,1,17,0,0,13,0, +0,1,0,31,16,1,18,59,0,16,0,0,0,0,0,0,0,0,0,35,17,17,115,59,65,17,0,0,0,0,0,0,0, +0,16,19,183,51,161,34,17,16,0,0,0,0,0,0,0,0,0,35,17,17,0,33,16,0,0,0,0,0,0,0,0, +4,208,19,17,17,17,18,64,0,0,0,0,0,0,0,0,1,0,19,18,17,17,41,65,16,0,0,0,0,0,0,0, +0,0,35,17,33,17,19,0,16,0,0,0,0,0,0,0,16,0,30,17,17,17,39,65,0,0,0,0,0,0,0,0,0, +16,50,17,21,17,19,0,21,17,0,0,0,0,0,0,0,0,34,17,17,17,43,64,0,0,0,0,0,0,0,0,29, +0,35,18,34,51,51,65,21,1,0,0,0,0,0,0,0,0,51,49,34,1,55,64,0,0,0,0,0,0,0,0,0,4, +27,17,16,16,62,64,16,1,0,0,0,0,0,0,0,0,54,17,17,81,7,64,0,160,0,1,0,0,0,0,1,0, +34,17,17,17,30,0,16,16,16,0,0,0,0,0,1,0,19,17,17,16,38,64,0,0,160,16,0,0,0,208, +16,209,34,17,33,17,147,0,16,17,0,0,16,0,16,0,1,0,50,17,17,16,35,64,0,0,0,0,0,0, +0,16,16,16,49,17,17,33,111,64,0,64,0,0,4,68,0,0,0,4,98,17,34,40,50,34,57,41,34, +99,35,50,34,18,33,33,129,0,4,50,129,17,1,193,50,34,34,34,143,35,34,34,35,51,39, +85,113,17,17,22,33,17,1,16,34,1,1,161,22,17,1,21,49,17,17,30,17,17,17,16,34,17, +16,16,18,10,17,16,97,12,17,22,32,17,0,17,145,17,16,0,144,1,17 +, // 15, computer tech wall +52,59,53,220,38,141,54,143,75,76,77,61,74,5,66,95,48,0,0,0,10,17,0,0,0,0,38,0,0, +0,0,51,16,0,2,1,17,17,0,0,16,0,38,0,0,0,0,3,10,0,0,0,17,1,17,17,17,16,34,0,1,0, +0,0,7,0,0,0,17,49,81,33,33,32,34,48,1,48,0,0,2,0,0,0,17,1,1,17,17,16,38,0,0,0,0, +0,0,0,0,83,0,17,1,33,33,35,18,0,0,80,0,0,0,0,3,0,0,17,17,17,17,16,2,83,2,0,7,0, +0,85,19,19,3,17,17,33,33,32,2,17,0,32,0,0,0,0,48,0,1,16,1,0,16,0,34,17,17,0,0,0, +0,1,2,16,0,24,0,80,1,0,82,1,12,2,0,0,16,16,5,16,0,1,1,0,9,17,34,17,30,18,32,8, +16,0,96,0,0,17,17,17,17,17,34,80,85,16,32,1,0,2,2,0,0,17,68,68,68,68,34,5,85,1, +39,0,0,6,0,176,0,17,68,68,68,68,34,85,5,1,114,3,0,6,0,0,10,25,68,68,68,68,38,11, +85,1,114,3,0,6,0,0,0,17,68,68,68,68,34,0,48,1,2,3,2,6,0,0,0,17,68,68,68,68,34,0, +0,1,2,0,0,2,112,0,0,17,68,68,68,68,38,0,0,1,2,112,0,0,7,112,80,17,68,68,68,68, +38,0,0,21,34,0,0,16,32,0,0,19,34,34,34,34,34,5,0,80,34,177,17,227,0,53,1,17,16, +3,1,1,50,19,51,224,32,24,128,17,32,16,1,16,1,0,16,16,2,51,28,50,32,8,16,1,0,80, +0,21,0,0,16,1,146,51,137,6,0,1,0,1,16,0,17,17,0,0,17,16,34,17,144,32,0,3,0,0,17, +0,1,1,13,240,3,17,35,24,0,0,3,3,0,0,81,16,0,1,15,240,51,0,35,0,3,0,0,1,48,0,0, +195,0,17,0,0,5,49,34,0,3,0,160,3,0,0,5,48,206,17,4,208,109,0,2,48,0,112,2,3,57, +0,0,0,1,17,13,208,221,51,18,17,0,176,3,3,19,0,5,16,0,1,3,0,49,19,50,17,1,0,51,1, +144,0,48,0,0,17,0,0,0,48,34,49,48,0,0,3,48,0,0,0,10,17,0,0,0,0,38,0,0,0,0,51 +}; + +SFG_PROGRAM_MEMORY uint8_t SFG_itemSprites[13 * SFG_TEXTURE_STORE_SIZE] = +{ +// 0, barrel +175,6,106,29,100,84,7,92,2,43,10,11,46,4,28,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,255,0,0,0,0,0,0, +15,240,0,0,0,0,0,0,255,248,255,255,255,255,255,255,248,143,255,255,255,255,255, +255,143,248,248,255,255,143,136,136,130,136,136,136,136,136,136,136,143,168,66, +136,136,137,136,146,146,130,153,153,146,146,143,66,168,170,226,34,130,41,73,41, +66,137,34,34,153,41,146,226,168,186,34,34,155,149,187,186,162,170,84,153,34,146, +36,158,170,234,34,233,229,93,170,171,85,91,43,78,68,66,146,36,187,121,228,237, +69,90,181,85,85,93,91,132,77,66,36,73,158,89,18,68,69,187,85,183,119,122,181, +187,68,66,68,18,222,93,18,68,77,161,197,28,119,119,170,26,94,34,36,18,213,93, +193,20,21,177,17,81,87,119,123,183,84,52,44,20,222,93,17,17,23,17,17,21,119,117, +17,81,65,35,65,28,213,93,49,17,26,21,186,167,119,225,17,17,113,34,49,49,222,93, +60,19,106,97,106,119,115,49,97,193,118,35,67,19,222,93,18,102,101,102,102,103, +117,86,22,54,113,50,35,18,213,93,18,198,99,118,102,119,119,119,119,183,54,99,38, +25,190,93,102,102,195,166,203,119,119,123,190,101,108,50,51,99,181,93,54,54,51, +117,22,19,87,187,229,53,51,34,33,28,222,125,51,51,51,58,49,28,17,49,21,227,19, +19,51,17,158,185,195,51,51,49,174,81,17,85,117,17,17,193,28,76,155,186,51,195, +51,17,61,91,187,181,49,52,49,28,20,28,154,170,25,236,30,49,49,17,49,193,17,17, +28,20,19,28,184,170,25,225,193,17,17,17,17,193,17,17,17,20,19,30,184,138,60,238, +236,193,193,193,17,195,65,17,17,225,68,62,175,250,34,34,34,34,34,36,225,228,34, +34,34,34,34,36,175,251,0,0,0,0,0,0,4,64,0,0,0,0,0,0,191,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 1, health +175,7,5,6,2,94,0,69,4,53,71,93,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,68,68,64,0,4,68,68,64,0,0,0,0,0,0,0,4,17,17,20,68,65,17,17,20, +0,0,0,0,0,0,0,65,18,35,49,17,19,50,35,56,64,0,0,0,0,0,4,17,55,119,119,119,119, +119,119,50,70,0,0,0,0,0,4,34,119,41,41,41,41,41,39,114,134,0,0,0,0,0,4,34,114, +146,146,146,146,146,149,115,38,0,0,0,0,0,68,19,161,17,17,17,17,17,53,163,54,0,0, +0,0,4,34,35,163,17,17,17,17,17,21,163,38,0,0,0,0,4,108,41,161,21,85,85,85,177, +53,162,134,0,0,0,0,4,4,34,163,21,85,85,85,177,21,162,70,0,0,0,0,4,4,194,161,49, +49,91,17,49,53,168,96,0,0,0,0,4,0,66,163,19,17,91,19,19,21,168,96,0,0,0,0,4,0, +66,161,49,49,91,17,49,53,168,96,0,0,0,0,4,4,194,163,19,17,91,19,19,21,168,96,0, +0,0,0,4,4,34,161,21,85,85,85,177,53,162,70,0,0,0,0,4,108,41,163,21,85,85,85,177, +21,162,134,0,0,0,0,6,34,35,161,17,17,17,17,17,53,163,38,0,0,0,0,0,102,19,163,17, +17,17,17,17,21,163,54,0,0,0,0,0,4,34,121,41,41,41,41,41,37,115,38,0,0,0,0,0,4, +34,119,146,146,146,146,146,151,114,134,0,0,0,0,0,4,19,55,119,119,119,119,119, +119,50,70,0,0,0,0,0,0,98,50,35,40,136,130,50,35,40,96,0,0,0,0,0,0,6,136,136,134, +102,104,136,136,134,0,0,0,0,0,0,0,0,102,102,96,0,6,102,102,96,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 2, ammo: bullets +175,124,168,125,2,5,21,194,19,17,112,113,190,3,4,23,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,170,170,170,0,0,0,0,0,0,0,0,0,0,0,0,170,136,72,218, +0,0,0,0,0,2,34,34,34,34,32,10,104,102,214,73,32,0,0,0,0,34,119,119,119,119,34, +36,68,68,68,71,32,0,0,0,0,33,17,17,17,25,183,119,238,231,119,23,32,0,0,0,0,35, +17,17,20,68,183,119,238,231,119,23,32,0,0,0,0,35,17,20,72,132,183,119,238,231, +119,23,32,0,0,0,0,35,17,70,134,109,179,51,255,243,51,49,32,0,0,0,0,35,17,20,74, +170,179,119,85,81,17,49,32,0,0,0,0,35,17,26,168,132,179,113,85,81,17,49,32,0,0, +0,0,35,17,70,134,109,179,113,92,193,17,49,32,0,0,0,0,35,17,26,150,245,179,17, +204,81,17,49,32,0,0,0,0,35,17,20,137,153,179,17,197,81,17,49,32,0,0,0,0,35,17, +70,134,109,179,17,92,81,23,23,32,0,0,0,0,35,17,26,137,153,179,17,204,199,68,68, +66,0,0,0,0,35,17,20,152,132,179,17,85,68,136,72,66,0,0,0,0,35,17,70,134,109,179, +17,84,104,102,214,210,0,0,0,0,35,17,26,150,245,179,17,204,73,255,95,82,0,0,0,0, +35,17,20,152,132,179,17,85,193,153,154,162,0,0,0,0,35,17,70,134,109,179,17,92, +193,20,68,210,0,0,0,0,35,17,26,150,245,179,17,197,193,20,246,130,0,0,0,0,35,17, +72,137,153,179,17,197,81,20,93,66,0,0,0,0,35,17,26,152,132,179,17,92,193,25,246, +130,0,0,0,0,35,17,166,134,109,179,17,92,81,17,150,130,0,0,0,0,2,34,42,166,245, +179,17,204,193,17,152,32,0,0,0,0,0,0,0,2,34,179,17,85,81,17,58,32,0,0,0,0,0,0,0, +0,0,35,17,85,81,17,49,32,0,0,0,0,0,0,0,0,0,34,34,153,146,34,49,32,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,34,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0 +, // 3, ammo: rockets +175,1,117,120,30,3,33,82,5,98,101,102,2,178,174,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,17,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,204,16,0,0,0,0,0,0,0,0,0, +0,0,0,17,26,197,81,17,17,17,16,0,0,0,0,0,0,0,17,204,202,85,92,113,119,23,16,0,0, +0,0,0,0,1,85,197,90,85,204,119,17,119,16,0,0,3,51,0,0,1,170,85,90,85,92,119,119, +119,16,0,3,59,47,51,0,1,85,197,90,85,204,124,119,199,193,0,59,187,42,169,51,53, +170,92,90,85,87,246,31,31,193,3,187,238,218,153,157,149,68,37,36,42,39,135,17, +17,17,0,62,238,217,153,51,53,85,82,36,34,167,136,97,17,16,0,3,222,217,211,0,6, +68,34,36,42,247,136,246,17,96,0,3,221,221,211,0,6,68,85,36,34,247,136,246,225, +96,0,59,187,42,169,51,53,68,133,36,42,39,136,246,209,96,3,187,238,218,153,157, +149,68,40,36,34,167,136,246,145,96,0,62,238,217,153,51,53,68,85,36,42,39,136, +246,225,96,0,3,222,217,211,0,6,68,130,36,34,167,136,246,209,96,0,3,221,221,211, +51,54,68,85,36,42,247,136,246,145,96,0,59,187,42,169,51,53,68,85,36,34,247,136, +246,225,96,3,187,238,218,153,157,149,68,34,36,42,39,136,246,209,96,0,62,238,217, +153,51,53,68,85,36,34,167,136,118,145,96,0,3,62,217,51,59,230,68,34,36,42,39, +136,201,153,16,0,0,3,51,0,50,182,68,34,36,34,167,135,106,153,16,0,0,0,0,0,3,54, +85,82,36,42,247,140,250,169,145,0,0,0,0,0,0,6,136,37,36,34,247,134,34,221,209,0, +0,0,0,0,0,0,102,72,68,42,39,134,187,238,236,0,0,0,0,0,0,0,0,102,104,34,166,102, +203,238,192,0,0,0,0,0,0,0,0,0,6,68,105,209,203,190,192,0,0,0,0,0,0,0,0,0,0,102, +1,145,28,188,0,0,0,0,0,0,0,0,0,0,0,0,0,17,16,192,0,0,0,0,0,0,0,0,0,0,0,0,0,17,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 4, ammo: plasma +175,6,0,2,4,142,206,5,7,62,205,115,207,116,1,201,0,0,0,0,35,51,51,51,51,50,0,3, +48,0,0,0,0,0,0,3,57,145,145,145,153,147,32,54,99,0,0,0,0,0,0,51,149,34,34,34,34, +52,34,42,162,34,34,32,0,0,2,57,50,143,255,34,243,34,238,39,66,238,62,32,0,0,3, +149,40,252,106,175,84,51,51,55,67,62,67,32,0,0,3,146,2,198,170,219,87,68,67,67, +52,67,116,32,0,0,3,146,2,198,170,221,87,68,67,68,68,67,116,32,0,0,3,146,2,198, +106,219,81,119,116,55,119,116,23,32,0,0,3,146,0,54,102,106,81,119,119,67,51,51, +52,32,0,0,3,146,0,251,187,187,184,17,17,17,17,23,67,32,0,0,3,50,2,106,221,219, +88,17,145,25,27,182,132,32,0,0,2,66,2,198,170,173,88,17,81,21,27,172,132,32,0,0, +3,50,2,198,106,171,88,17,81,89,27,172,132,32,0,0,2,66,0,54,102,106,88,153,85, +145,26,204,132,32,0,0,3,50,0,251,187,187,184,149,17,17,17,23,132,32,0,0,2,66,2, +106,221,219,88,17,25,25,17,23,132,32,0,0,3,50,2,198,170,221,88,21,21,21,17,23, +132,32,0,0,2,66,2,198,106,219,88,21,21,21,17,23,132,32,0,0,3,50,0,54,102,106,88, +25,21,81,17,23,132,32,0,0,2,66,0,251,187,187,184,17,17,25,17,23,132,32,0,0,3,50, +2,106,221,219,88,17,81,21,17,23,132,32,0,0,2,66,2,198,170,221,88,17,81,81,17,23, +132,32,0,0,3,146,2,198,106,219,88,17,85,21,17,23,132,32,0,0,3,146,0,54,102,106, +88,149,17,17,17,23,132,32,0,0,3,146,0,251,187,187,184,81,145,17,20,23,132,32,0, +0,3,146,2,106,221,219,88,17,81,81,23,23,132,32,0,0,3,146,2,198,170,221,88,17,81, +149,20,23,132,32,0,0,3,149,34,198,106,170,88,17,85,17,17,23,67,32,0,0,2,52,62, +54,102,106,88,17,17,51,51,51,52,32,0,0,0,35,69,46,238,238,247,119,115,71,119, +116,116,32,0,0,0,2,52,65,65,65,67,51,34,35,50,34,34,32,0,0,0,0,34,34,34,34,34, +34,0,2,32,0,0,0 +, // 5, tree +175,0,17,115,5,3,2,196,4,114,20,38,22,96,37,21,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,51,0,0,0,1,17,0,0,0,3,54,32,0,0,0,3,51,51,0,17,26,72,0,0,0, +59,187,178,0,0,0,0,3,51,49,72,100,72,0,0,3,187,238,113,0,0,0,0,38,98,49,68,100, +72,0,0,6,190,231,57,16,0,0,34,187,238,33,68,100,72,0,0,34,190,119,57,16,0,0,43, +119,119,114,100,101,72,0,2,194,231,115,145,16,2,32,1,23,119,114,100,70,136,2,34, +194,231,57,145,0,44,16,51,49,19,114,68,134,85,2,204,207,147,153,145,2,193,3,51, +27,51,50,72,100,72,0,17,204,169,34,209,26,16,0,1,179,50,33,70,68,72,0,0,17,207, +82,37,173,16,0,0,17,38,98,86,164,72,0,0,0,17,26,85,33,98,0,1,170,85,82,72,106, +72,0,0,0,0,1,90,93,22,17,31,165,85,34,68,134,88,0,51,102,0,29,42,166,221,42,250, +85,34,33,68,72,101,3,187,183,17,204,246,250,82,255,85,82,45,210,100,70,72,3,190, +121,111,245,95,207,255,165,85,45,17,18,100,70,72,59,183,115,146,93,223,204,165, +85,45,17,119,114,68,72,101,59,231,115,146,209,165,44,109,17,29,42,17,50,68,134, +88,110,119,57,157,218,93,198,209,17,1,29,165,18,72,106,72,30,115,57,157,170,34, +198,17,145,0,49,37,82,86,164,72,1,51,153,37,93,28,81,41,16,3,49,210,82,70,68,72, +0,25,34,121,17,28,33,17,0,0,51,29,34,72,100,72,0,1,119,57,16,26,33,0,0,3,54,177, +34,68,134,85,0,1,115,145,16,21,16,0,3,54,107,18,82,100,70,136,0,0,17,17,2,25,18, +0,0,43,231,21,82,100,101,72,0,0,0,0,33,123,113,32,0,2,35,49,82,68,100,72,0,0,0, +0,27,238,121,16,0,0,49,17,18,68,100,72,0,0,0,0,30,231,57,16,0,51,51,51,50,72, +100,72,0,0,0,0,30,115,145,16,0,0,51,48,0,17,26,72,0,0,0,0,1,57,17,0,0,3,48,0,0, +0,1,17,0,0,0,0,0,17,16,0,0,0,0,0,0,0,0,0 +, // 6, finish +175,3,4,0,5,1,2,6,50,7,198,209,48,42,44,49,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,51,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,147,3,51,51,51,51,51, +51,51,51,51,51,51,51,51,54,115,3,153,153,153,34,153,153,146,41,153,153,34,153, +153,153,115,3,119,119,119,34,119,119,114,39,119,119,34,119,119,119,67,3,68,68, +71,119,119,119,119,119,119,119,119,119,119,119,67,3,68,68,71,34,34,34,34,34,34, +34,34,34,34,34,67,53,85,85,71,40,136,136,136,136,136,136,136,136,129,68,115,49, +170,165,36,43,204,204,95,102,102,102,102,102,97,71,115,49,170,165,36,43,204,197, +246,102,102,102,102,102,97,65,67,49,161,165,36,43,187,255,216,136,136,136,136, +136,129,65,67,49,17,21,36,43,187,253,136,136,136,136,136,136,129,65,67,49,161, +165,36,43,187,253,136,136,136,136,136,136,129,65,67,49,26,21,36,43,102,129,17, +17,17,17,17,17,17,65,67,49,161,165,18,43,102,129,17,17,17,17,17,17,17,65,67,49, +17,21,18,43,102,129,17,17,17,17,17,17,17,65,67,49,170,165,18,43,17,34,34,34,34, +34,34,34,33,65,67,49,17,21,18,43,17,34,34,34,34,34,34,34,33,65,67,49,161,21,18, +43,18,68,68,68,68,68,68,68,65,65,67,49,170,165,142,43,18,68,68,68,68,68,68,68, +65,65,67,49,161,21,142,43,18,119,119,119,119,119,119,119,113,85,83,53,85,85,142, +38,18,68,68,68,68,68,68,68,65,245,83,3,102,102,97,34,34,34,34,34,34,34,34,34,33, +255,99,3,102,102,97,85,85,85,85,85,85,85,85,85,85,85,99,3,102,102,102,17,102, +102,97,22,102,102,17,102,102,102,99,3,85,85,85,17,85,85,81,21,85,85,17,85,85,86, +99,3,51,51,51,51,51,51,51,51,51,51,51,51,51,53,83,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3, +83,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,51,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0 +, // 7, teleport +175,0,151,6,3,143,5,4,134,53,55,2,127,63,45,54,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,17,16,0,0,1,17,0,0,1,17,17,16,0,0,0,1,183,177,0,0,27,123,16,0,18,33,18, +33,0,0,0,1,86,113,0,0,21,103,16,0,18,123,27,177,0,0,0,1,86,113,0,0,21,103,17,17, +18,55,183,113,0,1,17,17,68,65,176,11,20,68,67,51,123,51,182,97,0,20,51,51,51,51, +17,17,51,51,54,37,17,99,118,97,0,19,100,68,34,86,51,51,101,34,41,204,145,68,71, +113,0,19,68,68,34,34,34,37,82,34,124,136,155,68,68,65,0,19,221,37,82,40,130,34, +130,85,142,232,235,151,116,65,0,19,68,40,130,85,85,88,200,204,206,233,235,244, +75,177,0,19,69,172,205,165,34,34,85,136,204,136,228,254,70,116,0,19,68,172,202, +170,221,34,85,34,233,153,148,249,70,116,0,19,74,172,205,170,210,34,85,34,238, +153,151,249,70,116,0,19,74,170,221,170,210,34,85,37,140,136,151,249,118,116,0, +19,173,221,210,85,34,37,88,136,200,233,151,249,230,116,0,19,77,221,210,88,34,85, +136,136,200,153,158,249,230,116,0,19,68,221,221,218,34,34,85,37,136,136,158,249, +230,116,0,19,69,221,221,218,210,34,130,34,156,201,151,249,118,116,0,19,68,90, +170,170,173,34,130,34,156,201,151,249,118,116,0,19,170,74,221,213,130,37,85,136, +140,204,151,249,70,116,0,19,90,88,34,37,82,89,137,156,204,238,158,244,68,177,0, +19,165,40,34,34,130,37,130,85,94,232,155,246,51,49,0,19,68,68,34,34,34,34,85,34, +200,85,155,147,54,49,0,19,100,68,34,86,51,51,101,34,44,153,155,99,118,97,0,20, +51,51,51,51,17,17,51,51,54,85,113,115,118,97,0,1,17,17,68,65,176,11,20,68,67,51, +228,99,182,97,0,0,0,1,86,113,0,0,21,103,17,17,23,54,182,113,0,0,0,1,86,113,0,0, +21,103,16,0,18,107,23,113,0,0,0,1,183,177,0,0,27,123,16,0,18,33,18,33,0,0,0,0, +17,16,0,0,1,17,0,0,1,17,17,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 8, computer terminal +175,0,1,85,5,4,23,6,9,26,80,65,2,84,161,194,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,17,0,1,17,17,17,17,17,17,0,1,16,0,0,0,1,116,0,22,101,101,102,102,102, +101,16,1,65,0,0,238,225,117,1,99,53,53,51,51,51,53,187,27,75,17,17,238,17,69,22, +60,129,17,17,17,17,139,83,102,74,140,158,233,154,69,22,56,148,68,68,68,73,21,51, +54,74,142,238,51,25,69,22,49,66,34,34,34,36,19,68,54,90,238,141,61,169,69,21, +177,66,242,242,34,36,19,119,54,202,131,51,218,121,69,22,49,66,242,34,34,36,31, +119,54,90,141,216,167,121,69,22,49,66,242,242,34,36,131,119,54,202,17,138,119, +73,69,22,49,66,242,34,34,36,207,119,54,90,87,119,68,89,69,22,49,66,242,34,34,36, +195,119,54,90,148,68,85,89,69,22,49,66,34,34,34,36,195,119,54,90,181,85,85,89, +69,22,49,79,255,255,255,244,195,119,54,202,185,153,149,89,69,22,49,66,34,34,34, +36,195,119,54,90,185,153,153,153,69,22,49,66,34,34,34,36,140,119,54,90,17,138, +187,153,85,22,49,66,34,34,34,36,19,119,54,202,141,216,171,187,69,21,177,66,34, +34,34,36,28,119,54,90,131,51,218,187,85,22,49,66,34,34,34,36,19,68,54,90,133,85, +93,171,149,22,56,148,68,68,68,73,21,51,54,74,141,221,93,27,89,22,60,129,17,17, +17,17,139,83,54,74,136,136,136,138,149,1,51,60,60,51,51,51,53,187,27,75,17,17, +17,17,153,0,24,140,140,136,136,136,136,16,1,65,0,0,0,1,153,0,1,17,17,17,17,17, +17,0,1,16,0,0,0,1,187,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0 +, // 9, column +175,2,4,3,5,48,6,63,51,7,81,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,65,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,20,65,0,0,0,0,0,0,0,0,0,0,0,0,0,0,20,73,16,0,0,0,0,0,0,0, +0,0,0,0,0,1,148,38,145,16,0,0,16,0,0,0,1,0,0,0,1,22,146,36,105,145,17,17,33,17, +17,17,23,17,17,17,25,150,98,36,102,67,119,119,41,121,150,102,103,119,118,121,54, +150,98,36,70,67,68,71,36,68,68,68,71,66,119,119,57,70,66,50,68,67,36,68,40,68, +68,67,34,66,36,68,52,36,66,34,34,35,51,51,40,34,50,40,34,35,50,34,52,36,66,50, +34,33,49,129,40,35,131,49,50,35,50,50,20,36,66,35,34,33,17,17,40,129,51,49,18, +51,50,131,18,36,34,51,51,49,17,24,33,19,51,17,50,56,51,131,18,34,66,50,51,49,26, +161,33,51,17,19,50,17,51,19,19,50,51,51,19,49,170,161,35,17,17,17,18,51,19,19, +19,50,35,49,19,17,161,168,34,130,35,56,34,34,33,131,17,34,33,49,50,53,85,85,37, +85,85,85,82,85,85,85,82,67,49,17,42,160,0,0,16,0,0,0,1,0,0,0,10,162,33,19,160,0, +0,0,0,0,0,0,0,0,0,0,0,10,33,26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,17,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,17,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 10, ruin +175,5,4,3,50,153,2,75,12,6,13,21,240,17,74,83,0,0,0,0,0,0,0,5,0,0,0,9,25,56,18, +19,0,0,0,0,0,0,0,5,0,0,0,145,34,162,56,35,0,0,0,0,0,0,0,117,0,0,0,18,19,49,35, +50,0,0,0,0,119,87,116,69,119,87,82,25,34,51,50,162,0,0,0,5,84,84,84,84,84,85,69, +154,34,34,51,34,0,0,0,0,0,0,0,117,0,0,2,145,33,177,19,50,0,0,0,0,0,0,0,236,0,0, +153,17,17,18,34,51,0,0,0,0,0,0,0,204,0,9,155,17,177,17,17,19,0,0,0,0,0,0,0,236, +0,9,17,17,34,17,17,131,0,0,0,0,0,0,17,17,17,17,17,17,161,17,17,38,0,0,0,0,0,1, +17,35,51,17,177,17,17,17,19,99,0,0,0,0,0,1,19,35,57,33,17,17,18,177,35,102,0,0, +0,0,0,2,24,51,17,17,17,18,17,17,54,102,0,0,0,7,119,124,34,56,33,177,17,27,18,18, +102,214,0,0,0,119,84,92,19,50,33,18,33,17,17,40,99,51,0,0,119,117,0,4,19,51,161, +17,17,17,27,54,70,111,0,0,0,0,0,3,35,67,49,177,33,17,18,99,18,34,0,0,0,0,0,0,34, +51,52,50,34,162,38,49,161,130,0,0,0,0,0,0,65,34,130,68,50,18,131,34,17,33,0,0,0, +0,0,0,49,35,34,52,72,34,99,18,18,42,0,0,0,0,0,0,66,35,35,56,68,214,49,34,33,34, +0,0,7,119,71,71,193,51,50,51,34,70,50,18,162,33,0,0,0,85,84,84,65,35,131,50,132, +70,33,18,34,34,0,0,0,0,0,0,49,35,51,51,52,70,34,35,51,50,0,0,0,0,0,0,51,52,68, +67,68,46,131,51,51,51,0,0,0,0,0,0,244,68,221,77,221,34,102,102,54,109,0,0,0,0,0, +0,0,7,80,0,6,18,35,238,102,102,0,0,0,0,0,0,0,7,80,0,3,18,34,243,51,230,0,0,0,0, +0,84,68,71,84,119,117,146,34,40,51,246,0,0,0,0,0,0,68,85,85,85,67,18,35,35,34, +52,0,0,0,0,0,0,0,5,80,0,0,51,51,51,51,51,0,0,0,0,0,0,0,5,0,0,0,0,51,50,51,35 +, // 11, lamp +175,0,49,31,7,106,27,28,107,3,4,105,1,2,26,34,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,17,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,220,16,0,0,0,0,0,0,0,0,0,0,0,0,0,1,220, +16,0,0,0,0,0,0,0,0,0,0,0,0,0,29,220,193,0,0,0,0,0,0,0,0,0,0,0,0,0,22,220,91,0,0, +0,0,0,0,0,0,17,0,1,16,85,103,146,88,85,0,0,0,0,0,0,1,33,0,22,133,51,103,146,232, +51,80,0,0,0,0,0,1,33,17,215,131,51,103,146,248,67,80,0,0,1,16,0,25,33,28,103, +132,68,103,146,248,68,59,187,177,26,33,17,153,33,28,119,132,68,231,98,232,68,55, +119,226,42,34,34,153,33,28,167,132,68,103,111,104,68,59,187,177,26,33,17,169,33, +17,167,131,51,119,98,136,67,80,0,0,1,16,0,26,33,0,23,85,51,119,111,230,51,80,0, +0,0,0,0,1,33,0,1,16,85,119,146,230,85,0,0,0,0,0,0,1,33,0,0,0,0,26,146,97,0,0,0, +0,0,0,0,0,17,0,0,0,0,26,162,241,0,0,0,0,0,0,0,0,0,0,0,0,0,1,175,16,0,0,0,0,0,0, +0,0,0,0,0,0,0,1,162,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 12, access card +175,0,21,45,44,23,46,2,19,34,69,22,68,60,131,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,17,17,17,17,17,17,0,0,0,0,0,0,0,0,1, +68,17,24,102,101,86,97,0,0,0,0,0,0,0,0,1,68,17,24,102,85,86,101,16,0,0,0,0,0,0, +0,1,67,17,24,101,85,86,101,183,16,0,0,0,0,0,0,1,51,17,24,85,85,102,59,178,16,0, +0,0,0,0,0,1,51,17,24,85,86,232,219,34,240,0,0,0,0,0,0,1,51,17,24,85,86,131,130, +34,240,0,0,0,0,0,0,1,51,17,24,85,102,52,114,34,16,0,0,0,0,0,0,1,54,17,24,86,99, +56,66,34,16,0,0,0,0,0,0,1,102,17,24,86,51,141,114,34,16,0,0,0,0,0,0,1,101,17,24, +102,51,211,114,34,16,0,0,0,0,0,0,1,101,17,24,99,51,55,114,34,16,0,0,0,0,0,0,1, +85,17,24,51,51,119,226,34,16,0,0,0,0,0,0,1,85,17,24,51,52,71,34,34,16,0,0,0,0,0, +0,1,85,17,24,51,52,119,130,34,16,0,0,0,0,0,0,1,85,17,24,51,68,228,114,34,16,0,0, +0,0,0,0,1,85,17,24,52,68,66,34,34,16,0,0,0,0,0,0,1,86,17,25,52,68,66,34,34,16,0, +0,0,0,0,0,1,86,17,23,68,68,34,34,34,16,0,0,0,0,0,0,1,102,17,23,68,68,34,34,34, +16,0,0,0,0,0,0,1,99,17,23,68,153,153,114,34,16,0,0,0,0,0,0,1,99,17,23,68,154, +170,114,34,16,0,0,0,0,0,0,1,51,17,23,68,154,204,114,34,16,0,0,0,0,0,0,1,51,17, +23,68,154,204,114,34,16,0,0,0,0,0,0,1,51,17,23,68,151,119,114,34,16,0,0,0,0,0,0, +1,51,17,23,66,130,34,130,34,16,0,0,0,0,0,0,1,51,17,23,66,130,34,130,34,16,0,0,0, +0,0,0,0,17,17,17,17,17,17,17,17,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0 +}; + +SFG_PROGRAM_MEMORY uint8_t SFG_backgroundImages[3 * SFG_TEXTURE_STORE_SIZE] = +{ +// 0, city +64,10,73,168,19,12,14,13,80,1,72,101,0,100,136,57,17,17,17,68,87,119,119,119, +118,8,0,32,0,46,34,154,17,17,20,85,84,85,119,118,102,96,0,130,130,2,34,154,17, +17,20,65,68,69,119,102,99,48,48,0,2,32,34,154,17,17,17,17,68,68,87,118,102,102, +104,0,2,14,34,154,17,17,17,20,69,69,51,51,0,8,0,224,2,32,34,154,17,17,17,20,85, +87,60,204,195,51,0,0,0,2,34,154,17,17,17,68,85,119,252,204,51,224,48,0,0,32,34, +154,17,17,17,68,85,119,51,51,48,3,0,0,130,34,34,154,17,17,68,68,85,119,119,102, +102,104,48,40,32,32,34,154,17,17,20,69,87,119,119,102,102,102,128,128,0,2,34, +154,17,17,17,69,87,51,51,51,0,8,48,40,32,32,34,154,17,17,17,20,87,60,252,252, +243,51,0,0,128,2,34,154,65,17,17,20,85,60,204,204,51,48,48,0,32,32,34,154,17,17, +17,68,85,51,63,51,48,51,8,130,130,2,34,154,17,17,20,69,103,181,85,86,102,0,56,0, +0,46,34,154,17,17,17,69,85,187,85,91,102,3,15,0,0,2,34,154,17,17,17,68,85,187, +51,51,0,8,8,0,0,32,34,154,17,17,17,68,77,187,51,51,48,0,142,0,0,2,34,154,17,17, +17,68,77,219,51,51,0,8,48,0,0,32,34,154,17,17,65,69,51,51,60,204,195,51,224,0,0, +2,34,154,17,17,68,69,63,239,204,204,51,48,224,0,0,32,34,154,17,17,71,69,51,51, +51,51,48,240,136,128,14,2,34,154,68,17,71,68,85,221,187,219,176,8,48,40,32,46, +34,154,17,17,20,68,69,93,219,211,48,0,0,0,0,2,34,154,17,17,68,68,77,219,221,211, +0,8,48,0,224,32,34,154,65,20,69,85,84,219,221,179,48,0,136,128,0,2,34,154,17,68, +69,85,119,123,221,219,182,104,8,32,0,32,34,154,17,17,68,69,87,107,221,187,102, +102,102,128,0,2,34,154,17,17,20,85,87,107,219,190,0,8,8,0,0,32,34,154,17,17,20, +84,86,107,182,102,102,3,224,0,2,2,34,154,17,17,20,68,71,103,118,110,0,8,0,40,34, +32,34,154,17,17,17,68,71,102,103,102,102,102,104,128,0,2,34,154 +, // 1, reddish scifi interior +168,18,17,19,65,153,1,9,152,232,0,45,61,80,96,160,18,114,34,34,34,34,34,80,0,0, +0,0,0,0,0,0,18,114,34,34,34,34,34,80,0,0,0,0,0,0,0,0,0,215,34,34,34,34,34,80,0, +0,0,0,0,0,0,0,0,119,34,34,34,34,34,80,0,0,0,0,0,0,0,0,0,214,34,34,34,34,34,34, +32,0,0,0,0,0,0,0,0,118,34,34,34,34,34,34,36,69,0,0,0,0,0,0,18,118,17,17,17,17, +17,17,20,69,0,0,0,0,0,0,18,118,17,17,17,17,17,17,20,69,0,0,0,0,0,0,18,118,114, +34,34,34,34,34,116,69,0,0,0,0,0,0,18,118,130,34,34,38,0,0,0,0,0,0,0,0,0,0,18, +118,135,34,34,34,0,0,0,0,0,0,0,0,0,0,85,86,138,34,34,34,34,41,133,0,0,0,0,0,0,0, +0,86,138,17,17,17,17,25,133,85,0,0,0,0,0,0,0,86,138,17,17,17,27,25,132,70,0,0,0, +0,0,0,0,85,85,85,17,17,17,25,132,70,0,0,0,0,0,0,0,0,0,5,17,17,17,25,132,70,0,0, +0,0,0,0,0,0,0,5,17,27,17,25,132,70,0,0,0,0,0,0,0,6,128,17,17,17,17,25,132,70,0, +0,0,0,0,0,16,118,128,17,17,27,17,25,246,0,0,0,0,0,0,0,16,118,128,17,17,17,17,25, +132,0,0,0,0,0,0,0,16,118,128,51,51,51,51,57,246,0,0,0,0,0,0,0,16,118,130,51,51, +51,51,50,132,0,0,0,0,0,0,0,16,118,130,51,51,51,51,50,132,0,0,0,0,0,0,0,16,118, +131,51,51,51,51,51,132,70,0,0,0,0,0,0,0,0,5,60,51,51,51,51,36,70,0,0,0,0,0,0,0, +0,5,51,51,51,51,51,36,70,0,0,0,0,0,0,0,14,229,51,51,51,51,51,52,70,0,0,0,0,0,0, +85,85,51,195,51,51,51,51,52,64,0,0,0,0,0,0,18,114,17,17,17,17,17,17,18,64,0,0,0, +0,0,0,18,113,17,17,17,17,17,17,17,64,0,0,0,0,0,0,18,115,51,51,51,51,51,80,0,0,0, +0,0,0,0,0,18,115,51,51,51,51,51,80,0,0,0,0,0,0,0,0 +, // 2, red city at night +171,1,175,90,172,174,173,25,27,30,91,103,0,0,0,0,113,23,113,17,51,68,68,102,102, +85,82,34,34,34,38,49,113,23,113,17,51,68,68,102,102,85,82,34,34,34,35,51,113,0, +0,0,0,0,0,0,68,69,85,19,4,101,166,17,113,0,0,4,68,102,102,85,85,81,17,19,4,101, +38,54,113,0,0,4,68,102,102,85,85,81,17,19,4,101,38,51,113,0,0,4,68,102,102,85, +85,82,33,19,4,101,34,49,113,0,0,0,0,0,0,0,4,69,81,19,4,101,42,17,119,17,17,17, +17,0,4,68,102,85,85,35,4,101,42,51,135,17,17,51,51,51,0,0,0,0,68,83,4,101,34,17, +152,113,17,59,51,48,0,4,68,102,85,19,4,101,34,83,152,113,17,51,51,48,0,4,68,17, +17,19,4,101,42,51,135,113,17,51,51,48,0,4,68,17,17,19,4,101,164,17,119,17,17,59, +51,48,0,4,68,102,82,19,4,101,165,17,119,17,17,51,51,51,0,0,0,0,69,85,85,34,37, +51,119,113,17,17,17,16,4,68,102,101,82,37,85,34,34,102,119,119,17,19,51,0,4,70, +102,85,34,37,85,34,34,34,119,119,17,17,17,0,4,70,101,85,34,37,85,34,34,34,119, +17,17,17,17,16,4,70,101,82,38,17,48,70,51,34,113,16,0,0,0,0,0,0,102,102,33,17, +48,67,50,38,17,16,176,176,0,4,68,102,101,82,33,17,48,17,51,51,113,16,0,0,0,4,68, +102,101,82,33,17,48,17,51,50,113,16,0,0,0,4,68,102,101,82,38,17,48,17,51,51,135, +17,17,17,17,16,0,0,0,82,34,34,34,35,50,34,136,113,17,17,17,19,0,0,70,85,85,34, +34,36,51,36,136,113,17,16,0,3,48,0,0,0,68,102,82,36,17,17,152,135,17,16,0,0,51, +0,4,68,85,85,34,33,17,22,153,135,17,16,0,0,0,0,0,0,68,102,82,37,17,17,153,135, +17,17,17,16,0,68,70,101,1,19,4,101,81,34,152,119,16,0,0,0,4,68,64,17,17,19,4, +101,34,36,152,119,16,0,0,0,0,68,70,101,1,19,4,101,35,51,135,119,16,0,0,0,0,4,70, +101,85,34,34,34,35,54,119,23,16,0,0,0,0,0,0,4,69,82,34,34,35,51 +}; + +SFG_PROGRAM_MEMORY uint8_t SFG_weaponImages[6 * SFG_TEXTURE_STORE_SIZE] = +{ +// 0, knife +175,5,4,2,0,3,6,1,61,83,85,60,63,77,40,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,68,68,0,0,0,0,0,0,0,0,0,0,0,0,0,4,97,163,64,0,0,0,0,0,0,0,0,0,0,0,0,4,106,169, +64,0,0,0,0,0,0,0,0,0,0,0,0,4,26,217,64,0,0,0,0,0,0,0,0,0,0,0,0,0,74,147,64,0,0, +0,0,0,0,0,0,0,0,5,85,85,57,147,116,0,0,0,0,0,0,0,0,5,85,86,108,136,61,153,116,0, +0,0,0,0,0,0,85,88,102,102,102,136,49,148,68,68,0,0,0,0,0,88,17,102,204,102,102, +136,54,227,83,52,0,0,0,0,85,34,17,102,102,111,246,24,118,114,34,34,0,0,0,85,17, +34,22,111,108,97,17,18,118,114,53,83,0,0,85,17,22,17,17,34,34,37,85,87,113,117, +51,83,0,5,17,22,24,130,34,17,17,24,27,37,114,51,51,83,0,81,22,98,187,184,17,102, +97,17,34,37,114,51,51,51,5,17,104,187,34,134,102,102,102,18,33,37,121,51,51,51, +5,22,139,130,40,24,140,204,129,34,17,37,121,115,115,119,81,17,85,82,82,33,28,97, +17,34,34,37,125,119,115,119,51,51,52,116,68,68,49,33,21,34,82,37,125,55,119,119, +0,0,0,0,0,0,3,65,35,43,226,37,125,151,71,119,0,0,0,0,0,0,0,3,126,35,69,37,58, +147,116,68,0,0,0,0,0,0,0,0,14,52,4,87,61,147,116,0,0,0,0,0,0,0,0,0,0,0,14,68,57, +147,64,0,0,0,0,0,0,0,0,0,0,0,0,0,74,147,64,0,0,0,0,0,0,0,0,0,0,0,0,4,26,217,64, +0,0,0,0,0,0,0,0,0,0,0,0,4,170,167,64,0,0,0,0,0,0,0,0,0,0,0,0,4,157,167,64,0,0,0, +0,0,0,0,0,0,0,0,0,0,68,68,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0 +, // 1, shotgun +175,3,4,54,5,17,2,1,7,101,100,99,25,98,9,18,0,0,0,0,0,0,0,0,0,0,0,0,0,0,119,119, +0,0,0,0,0,0,0,0,0,0,0,0,102,103,91,170,0,0,0,0,0,0,0,0,0,0,1,22,67,45,186,153,0, +0,0,0,0,0,0,0,1,17,20,50,52,218,153,74,0,0,0,0,0,0,0,17,18,35,136,55,20,218,153, +75,0,0,0,0,0,17,17,68,72,131,51,71,20,91,169,170,0,0,0,0,17,52,51,136,51,35,136, +35,52,93,187,180,0,0,0,1,51,19,131,56,130,67,50,36,66,91,186,148,0,0,0,19,51,19, +136,136,50,36,17,71,18,93,186,154,0,0,0,24,134,56,131,52,68,17,194,39,18,85,219, +187,0,0,6,51,54,51,52,68,66,34,34,34,34,21,255,185,0,0,6,51,50,50,34,34,34,33, +17,17,23,28,93,169,0,0,87,114,34,98,17,17,17,17,17,17,23,28,85,169,0,9,188,231, +21,97,81,85,85,85,92,92,197,197,87,218,0,5,85,206,236,229,85,85,117,117,119,119, +119,199,119,221,0,0,7,204,193,17,17,17,17,17,17,17,17,252,87,218,0,5,85,204,202, +170,169,153,153,153,153,153,170,170,87,169,0,9,188,199,34,193,17,17,17,17,17,17, +23,17,85,169,0,0,87,115,50,35,51,136,51,52,68,34,39,17,91,153,0,0,6,136,134,56, +136,136,136,131,51,136,136,65,219,185,0,0,6,51,54,67,51,51,131,56,136,55,24,77, +186,187,0,0,0,98,38,35,68,68,51,34,35,55,20,45,169,148,0,0,0,100,68,100,34,34, +44,18,17,67,52,219,153,68,0,0,0,6,68,34,34,18,38,97,28,98,34,219,171,186,0,0,0, +0,102,17,68,33,17,108,17,103,17,91,219,171,0,0,0,0,0,102,102,20,68,34,33,103,22, +93,186,154,0,0,0,0,0,0,0,102,98,34,68,70,22,91,186,153,0,0,0,0,0,0,0,0,6,102,98, +44,38,93,186,153,0,0,0,0,0,0,0,0,0,0,6,102,34,101,219,153,0,0,0,0,0,0,0,0,0,0,0, +0,102,103,95,170,0,0,0,0,0,0,0,0,0,0,0,0,0,0,119,119,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0 +, // 2, machine gun +175,2,4,3,1,5,6,0,60,59,50,53,61,62,74,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,20,68,64,0,0,0,0,0,0,0,0,0,0,0,17,34,51,17,20,0, +0,0,0,0,0,0,0,0,0,1,98,17,17,68,71,65,17,16,0,0,0,0,0,0,0,22,33,17,20,68,70,102, +35,167,0,0,0,0,0,0,0,22,33,20,68,97,22,98,50,228,0,0,0,0,0,0,0,118,52,70,17,102, +102,34,34,20,0,0,0,0,0,0,7,51,17,22,102,102,101,37,35,20,0,0,0,0,0,0,22,102,22, +34,82,140,178,34,49,20,0,0,0,0,0,1,82,34,51,50,34,43,178,51,161,68,0,0,0,0,17, +17,34,35,51,152,49,19,51,161,68,68,0,0,1,17,88,83,34,58,19,136,37,37,50,51,133, +85,0,0,22,150,134,99,35,147,50,34,85,85,34,51,34,85,0,0,121,24,56,209,35,51,50, +34,85,82,34,51,34,37,0,0,113,19,18,33,35,51,34,37,85,34,37,51,34,34,0,0,1,119, +49,49,147,38,101,85,85,34,85,51,130,34,0,0,0,0,119,113,147,50,34,86,102,86,98, +161,68,68,0,0,0,0,0,7,25,34,37,85,34,37,195,51,161,68,0,0,0,0,0,0,113,17,17,51, +53,92,131,51,49,20,0,0,0,0,0,0,7,19,20,65,17,17,19,50,51,20,0,0,0,0,0,0,0,118, +20,65,68,17,17,50,35,20,0,0,0,0,0,0,0,22,17,68,68,20,65,19,51,20,0,0,0,0,0,0,0, +22,33,17,68,68,65,17,51,23,0,0,0,0,0,0,0,7,98,49,17,20,119,68,68,64,0,0,0,0,0,0, +0,0,23,34,51,17,20,0,0,0,0,0,0,0,0,0,0,0,0,17,119,119,64,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 3, rocket launcher +175,33,7,39,115,2,0,5,117,116,4,37,114,3,36,108,0,0,0,0,0,0,0,0,0,0,0,0,13,209, +102,0,0,0,0,0,0,0,0,0,0,0,0,221,218,122,85,96,0,0,0,0,0,0,0,0,0,0,13,34,39,165, +51,96,0,0,0,0,0,0,0,0,0,0,5,170,170,165,51,96,0,0,0,0,0,0,0,0,0,0,5,93,221,221, +81,102,0,0,0,0,102,102,16,0,0,0,17,102,102,102,102,204,0,0,0,17,170,173,214,80, +17,17,136,137,198,204,193,206,0,0,93,122,213,81,17,17,136,136,137,68,193,236, +158,238,0,5,170,17,22,20,148,152,148,204,196,153,66,153,136,136,0,90,161,17,100, +68,76,68,76,153,153,137,40,136,136,136,5,163,17,17,73,153,201,153,201,136,139, +190,43,179,51,51,5,58,81,20,136,132,136,132,139,179,55,226,51,51,51,51,13,42,17, +24,187,180,68,68,178,34,34,162,34,34,34,35,215,33,17,72,187,119,114,36,34,34,35, +162,35,51,51,17,211,33,21,131,50,34,34,46,34,34,34,162,34,34,209,51,163,37,85, +131,51,51,34,46,34,34,34,114,34,45,51,119,163,37,85,232,51,51,51,62,51,51,51, +178,51,127,55,187,211,37,85,238,238,238,238,228,136,136,187,226,51,115,123,185, +215,49,81,20,68,68,73,148,153,152,142,146,235,175,251,153,13,58,17,28,68,68,68, +68,68,68,153,67,153,175,123,153,5,122,17,81,204,196,68,68,68,68,68,67,116,175, +123,137,5,119,85,85,97,204,204,204,204,68,68,71,36,223,123,185,0,87,117,85,81, +102,17,17,28,204,204,196,58,211,123,184,0,5,119,165,85,81,102,85,17,17,17,204, +167,211,119,187,0,0,81,122,213,85,85,22,101,85,17,17,74,31,119,187,0,0,0,17,170, +173,214,16,102,102,85,17,17,31,247,119,0,0,0,0,102,102,96,0,0,0,102,102,81,31, +119,119,0,0,0,0,0,0,0,0,0,0,0,0,102,23,123,183,0,0,0,0,0,0,0,0,0,0,0,0,0,109, +123,187,0,0,0,0,0,0,0,0,0,0,0,0,0,97,215,136,0,0,0,0,0,0,0,0,0,0,0,0,0,6,109, +255,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,102 +, // 4, plasma gun +175,4,3,6,5,17,50,49,0,187,7,190,37,42,100,209,0,0,0,0,0,0,0,0,0,0,0,0,2,80,1, +17,0,0,0,0,0,0,0,0,0,0,37,0,44,149,26,163,0,0,0,0,0,0,0,2,80,2,198,80,134,106, +163,51,0,0,0,0,0,0,0,44,101,2,194,37,170,170,51,51,0,0,0,0,0,0,2,201,103,88,42, +170,163,51,21,86,0,0,0,0,119,0,2,194,37,170,74,51,52,85,102,17,0,0,0,34,68,112, +40,42,170,172,67,51,70,33,17,17,0,0,34,52,68,130,74,164,51,196,51,51,110,17,18, +85,0,2,51,66,136,170,67,51,68,67,51,52,81,17,37,51,0,42,52,119,170,68,51,51,51, +51,51,66,17,18,68,68,2,163,55,42,163,51,52,66,221,85,93,33,17,68,17,153,2,119, +119,118,102,102,98,33,17,18,17,18,20,73,187,187,42,52,17,17,17,17,17,17,17,17, +33,17,36,155,149,136,36,18,119,117,86,97,20,68,68,68,36,68,33,185,83,67,35,68, +65,39,150,150,22,22,145,105,22,145,27,181,51,20,35,68,17,39,185,185,185,185,187, +155,185,187,187,182,52,20,35,65,18,39,150,150,22,22,145,105,22,145,27,182,68,20, +33,34,119,117,86,97,20,68,68,68,36,68,33,185,97,33,36,17,19,51,51,51,51,51,51, +51,35,51,36,155,150,88,2,119,118,102,102,102,34,36,68,50,51,50,52,73,187,187,2, +17,39,33,17,17,17,18,101,101,85,99,51,68,17,153,0,34,18,117,34,34,17,17,17,17, +17,229,51,50,68,68,0,7,34,34,88,119,114,17,119,209,17,17,83,51,37,51,0,0,119,34, +39,136,247,47,34,45,17,17,110,51,50,85,0,0,0,119,119,128,136,85,119,34,114,33, +22,228,51,51,0,0,0,0,136,0,8,198,87,117,242,34,33,102,85,67,0,0,0,0,0,0,8,201, +101,136,85,82,34,34,34,85,0,0,0,0,0,0,0,140,152,8,201,136,82,34,34,34,0,0,0,0,0, +0,0,8,128,8,198,128,134,101,34,34,0,0,0,0,0,0,0,0,0,0,136,0,140,152,133,85,0,0, +0,0,0,0,0,0,0,0,0,0,8,128,8,136,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 5, solution +6,76,175,48,26,5,4,7,57,77,75,27,58,2,28,68,34,34,34,34,34,34,34,34,45,221,211, +34,35,51,50,51,34,34,34,51,51,34,34,34,55,7,119,50,48,6,67,21,34,34,51,69,86,51, +56,45,112,87,119,3,8,136,68,161,34,34,53,102,70,102,68,215,0,87,7,102,131,173, +133,170,34,34,48,182,68,70,103,112,0,231,0,100,134,108,218,90,34,34,48,96,181, +68,112,0,0,231,0,84,134,119,74,165,34,34,53,176,96,183,0,0,5,21,80,4,77,7,124, +170,34,51,53,70,102,112,0,5,105,145,21,0,70,0,7,202,51,85,104,136,71,0,0,97,17, +153,17,85,0,0,0,124,48,70,102,104,135,0,6,17,31,25,17,17,85,0,0,7,48,180,68,70, +103,0,81,17,17,17,153,17,25,80,0,0,48,101,182,68,71,0,81,17,26,17,249,145,17,23, +0,5,48,224,96,230,71,0,101,17,17,17,25,145,17,23,0,92,53,176,224,96,71,0,105,81, +250,241,241,153,17,23,0,202,51,54,70,181,64,0,97,150,144,154,15,153,17,23,0,198, +34,35,68,68,64,5,97,31,127,122,122,25,145,16,85,134,34,35,56,136,128,0,97,31,1, +15,10,17,145,23,0,134,51,51,68,68,64,0,97,26,145,144,159,17,25,23,0,138,53,102, +70,69,176,0,97,17,169,170,241,17,25,151,0,138,53,176,176,224,183,5,97,17,25,145, +17,17,17,151,0,88,48,224,96,101,183,5,81,17,26,153,241,17,17,112,0,5,53,101,229, +180,135,0,85,17,17,25,145,17,80,0,0,0,53,228,77,136,135,0,5,81,26,25,97,7,5,0,0, +6,51,68,136,132,71,0,0,85,81,17,151,0,0,80,0,76,34,51,133,70,70,112,0,85,5,16, +112,0,102,5,100,204,34,34,53,176,229,71,0,5,80,231,0,5,68,102,76,204,34,34,48, +224,182,68,112,0,85,231,0,6,72,68,204,197,34,34,48,182,68,68,71,112,5,87,0,100, +104,141,220,90,34,34,53,68,68,136,136,55,5,96,5,100,3,173,133,170,34,34,51,136, +136,51,51,35,112,102,100,136,64,136,132,161,34,34,34,51,51,34,34,34,54,102,68, +50,56,100,67,21,34,34,34,34,34,34,34,34,35,51,51,34,35,51,50,51 +}; + +SFG_PROGRAM_MEMORY uint8_t SFG_effectSprites[4 * SFG_TEXTURE_STORE_SIZE] = +{ +// 0, explostion +175,183,174,15,103,111,191,7,31,95,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,48,48,0,0,0, +0,0,0,0,0,0,0,0,3,3,3,3,19,3,0,0,0,0,0,0,0,0,0,48,48,16,51,49,19,48,48,0,0,0,0, +0,0,0,3,3,1,1,19,17,131,51,49,0,0,0,0,1,16,0,0,48,50,34,20,85,120,49,17,64,0,0, +0,0,65,1,0,0,34,17,69,87,117,17,33,16,0,0,0,0,4,16,16,4,18,17,21,87,85,18,33,16, +0,0,0,1,9,34,34,17,34,17,21,85,85,66,17,48,0,0,0,65,18,34,34,17,65,22,85,86,68, +65,19,51,0,0,48,17,34,34,33,18,65,68,70,68,68,102,67,51,0,1,19,49,34,34,33,18, +36,132,100,70,97,20,81,17,51,48,17,18,34,18,18,34,33,119,85,86,97,33,81,51,48,3, +51,18,33,17,34,33,37,119,85,100,97,18,35,51,0,48,49,34,18,34,33,102,87,119,117, +97,17,34,34,16,48,1,17,18,33,17,22,104,119,119,117,81,18,18,33,67,0,1,65,18,33, +20,71,119,119,119,119,132,65,18,34,64,48,0,69,81,17,86,69,88,119,119,133,81,17, +18,34,147,0,0,56,21,69,86,70,103,119,119,116,17,18,34,34,144,0,3,51,56,86,102, +102,120,118,101,120,81,34,34,35,0,0,48,51,17,85,102,102,103,70,102,136,85,34,34, +17,0,0,3,49,19,53,84,102,100,70,102,88,133,84,66,17,19,0,48,51,51,85,68,102,68, +102,102,101,97,33,68,19,17,48,3,3,49,81,36,84,17,70,101,82,33,18,33,67,51,0,0, +51,49,17,33,33,33,70,102,66,34,34,34,17,51,48,0,3,17,18,34,33,34,20,129,18,34, +34,34,34,51,0,0,49,17,34,33,17,17,33,65,34,34,17,18,34,19,48,0,1,18,33,17,17,17, +34,34,33,145,17,18,34,19,48,0,1,17,17,19,49,49,18,17,49,19,49,18,34,35,51,0,0, +17,51,51,17,49,18,19,3,19,51,17,17,36,3,0,3,51,51,48,48,3,17,16,48,17,3,51,17, +16,0,0,3,48,3,3,0,0,16,19,0,0,0,51,51,0,0,0,51,0,0,0,0,0,1,3,48,0,51,51,48,0,0 +, // 1, fireball +175,103,183,7,191,111,254,31,95,180,173,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,17,0,16,0,0,0,0, +0,0,0,0,0,0,1,1,23,17,17,24,1,0,0,0,0,0,0,0,0,0,16,16,23,85,87,81,24,16,0,0,0,0, +0,0,0,1,8,17,119,115,55,119,17,129,16,0,0,0,0,0,0,0,129,23,119,51,51,55,113,24, +23,0,0,0,0,0,0,8,17,17,113,83,51,85,119,23,113,0,0,0,0,0,0,1,21,113,81,19,53,81, +17,119,129,0,0,0,0,0,0,17,19,53,17,19,50,17,17,113,16,16,0,0,0,0,1,33,83,49,17, +19,66,34,17,17,18,0,0,0,0,0,0,33,85,53,21,19,18,34,34,24,18,16,0,0,0,0,1,33,85, +85,84,68,20,34,35,66,98,0,0,0,0,0,0,33,83,53,20,68,51,51,51,70,34,16,0,0,0,0,1, +33,19,49,66,36,67,52,41,40,98,0,0,0,0,0,0,33,19,84,34,36,36,70,38,134,34,0,0,0, +0,0,0,8,21,81,18,36,66,98,102,166,32,0,0,0,0,0,0,2,21,81,18,68,68,38,134,105,33, +0,0,0,0,0,0,0,18,33,18,68,51,73,102,98,16,0,0,0,0,0,0,0,18,18,34,68,51,74,102, +102,16,0,0,0,0,0,0,0,1,17,18,34,36,38,38,129,0,0,0,0,0,0,0,0,0,8,134,38,34,34, +104,0,0,0,0,0,0,0,0,0,0,0,2,34,102,96,16,0,0,0,0,0,0,0,0,0,0,0,0,1,16,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0 +, // 2, plasma +175,199,126,213,198,215,118,46,125,204,124,134,45,117,135,116,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,1,17,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,68,16,0,0,0,0,0,0,0,0,0,0,16, +1,17,20,17,16,16,16,0,0,0,0,0,0,0,17,18,7,113,20,17,119,1,1,0,0,0,0,0,0,1,17,65, +16,34,67,50,33,17,16,0,0,0,0,0,0,1,36,34,1,19,153,51,33,65,0,0,0,0,0,0,0,14,37, +34,32,51,57,163,35,50,16,0,0,0,0,0,0,114,37,82,2,17,51,170,51,34,17,0,0,0,0,0,0, +18,51,83,34,17,3,152,138,43,178,16,0,0,0,0,1,20,34,52,83,163,32,123,136,199,34, +17,0,0,0,0,1,17,18,35,51,51,34,18,34,194,36,68,0,0,0,0,0,17,17,104,109,250,51, +18,34,34,51,17,0,0,0,0,1,7,113,34,134,136,34,211,70,34,131,17,0,0,0,0,0,16,34, +34,134,34,34,97,17,102,98,16,0,0,0,0,0,1,18,85,84,17,98,97,33,22,98,1,0,0,0,0,1, +17,37,83,242,68,70,18,146,33,23,16,0,0,0,0,1,50,53,35,134,133,65,39,185,37,17,1, +0,0,0,0,0,19,147,34,136,51,81,39,190,36,65,32,0,0,0,0,0,17,18,34,131,34,83,39,0, +35,34,32,0,0,0,0,1,1,17,34,34,34,57,50,114,49,34,0,0,0,0,0,0,16,17,34,34,83,147, +67,33,64,0,0,0,0,0,0,0,1,2,33,35,81,17,68,68,65,0,0,0,0,0,0,0,0,2,33,21,17,17, +17,17,16,0,0,0,0,0,0,0,0,0,0,20,65,0,1,17,0,0,0,0,0,0,0,0,0,0,0,1,65,16,0,16,0, +0,0,0,0,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 3, dust +175,5,3,4,53,2,6,52,50,74,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,2,34,0,0,16, +1,0,0,0,0,0,0,0,0,0,0,34,50,32,3,48,0,0,0,0,0,0,0,0,0,0,2,35,50,16,66,18,0,0,0, +0,0,0,0,1,16,0,2,49,51,4,4,2,82,34,0,0,0,0,0,0,1,16,0,49,49,32,64,18,81,51,32,0, +0,0,0,0,0,0,0,3,22,55,97,18,33,19,48,0,0,0,0,0,0,0,0,0,6,19,50,34,19,17,48,0,0, +0,0,0,0,1,51,17,17,99,35,129,51,50,0,0,0,0,0,0,0,0,1,55,0,7,50,4,34,32,1,0,0,0, +0,0,0,0,3,112,64,2,64,32,98,0,0,0,0,0,0,0,0,0,9,52,4,3,4,4,5,0,0,0,0,0,0,0,0,0, +18,64,34,49,0,32,18,1,16,0,0,0,0,0,0,0,18,34,35,19,32,18,50,0,1,16,0,0,0,0,0,0, +0,37,19,34,136,18,51,16,0,0,0,0,0,0,0,0,0,5,35,49,51,1,0,16,0,0,0,0,0,0,0,0,0,1, +17,19,34,0,0,0,0,0,0,0,0,0,0,0,0,0,34,18,32,0,0,0,0,0,0,0,0,0,0,0,1,0,0,34,0,1, +0,0,0,0,0,0,0,0,0,0,16,0,16,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,16,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +}; + +SFG_PROGRAM_MEMORY uint8_t SFG_monsterSprites[19 * SFG_TEXTURE_STORE_SIZE] = +{ +// 0, spider idle +175,0,4,3,5,6,223,1,7,10,2,20,62,95,120,18,0,1,17,16,0,0,0,0,0,0,0,0,1,17,16,0, +0,20,45,65,0,0,0,0,0,0,0,0,21,52,33,0,1,65,170,20,16,0,0,0,0,0,0,17,133,50,51, +16,1,218,211,162,16,0,0,0,0,0,17,133,84,17,17,17,1,42,61,173,16,1,0,0,0,1,133, +84,33,0,0,0,1,65,170,20,17,1,16,0,1,24,85,73,16,0,0,0,0,20,210,71,119,19,81,0,0, +1,19,146,16,0,0,0,1,115,17,115,115,68,65,0,0,0,1,66,49,0,0,0,20,36,119,41,37,69, +85,16,0,0,1,66,49,17,17,0,18,50,115,21,85,68,68,33,0,1,17,51,133,52,66,16,20,45, +113,28,197,66,66,65,1,24,136,85,85,50,35,49,1,17,37,86,198,196,34,33,0,1,85,85, +68,153,153,145,0,21,85,70,140,102,34,34,16,0,147,57,147,51,35,16,0,17,119,60, +104,102,98,34,46,238,191,66,243,17,17,17,1,57,115,115,38,108,198,34,231,243,187, +116,33,0,0,0,18,49,153,151,34,104,198,62,255,59,180,51,112,0,0,0,18,49,51,55,34, +104,198,62,255,59,180,51,112,0,0,0,1,57,121,115,38,108,198,34,231,243,187,116, +33,0,0,0,0,17,119,60,104,102,98,34,46,238,191,66,147,17,17,17,0,21,85,70,140, +102,34,34,16,0,148,41,147,51,35,16,1,17,37,86,198,196,34,33,0,1,136,136,133,153, +153,145,20,45,113,28,197,66,66,65,1,21,85,85,85,52,66,49,18,50,115,21,85,84,68, +33,0,1,17,51,133,50,35,16,20,36,119,41,37,85,85,16,0,0,1,66,55,17,17,0,1,115,17, +115,115,68,65,0,0,0,1,66,49,0,0,0,0,20,45,71,119,19,81,0,0,1,19,50,16,0,0,0,1, +65,170,20,17,1,16,0,1,24,136,137,16,0,0,0,1,218,61,162,16,1,0,0,0,1,133,85,129, +0,0,0,1,42,211,173,16,0,0,0,0,0,17,69,85,17,17,17,1,65,170,20,16,0,0,0,0,0,0,17, +69,50,35,16,0,20,210,65,0,0,0,0,0,0,0,0,20,50,49,0,0,1,17,16,0,0,0,0,0,0,0,0,1, +17,16,0 +, // 1, spider attacking +175,0,183,3,4,1,191,5,31,6,7,22,10,223,20,18,0,34,37,85,43,176,0,0,0,0,0,0,17, +17,16,0,0,34,98,34,38,102,0,0,0,0,0,1,148,71,65,16,0,2,98,34,102,98,0,0,0,0,0, +89,169,52,51,49,0,2,104,40,102,32,0,0,0,0,5,170,145,17,17,16,2,38,104,136,98,32, +80,0,0,0,90,167,65,0,0,0,2,102,102,102,102,34,85,0,0,5,184,124,16,0,0,0,2,102, +34,34,102,102,232,80,0,91,139,76,16,0,0,0,2,34,46,34,38,102,187,113,0,85,84,196, +49,17,17,0,0,91,235,85,34,107,136,145,0,0,5,115,19,71,116,16,0,94,238,94,88,139, +139,116,80,0,85,58,169,52,67,49,0,23,75,85,91,184,231,71,80,5,170,153,119,60, +204,17,0,1,21,232,141,141,116,68,16,88,137,119,204,195,49,0,0,1,153,136,189,169, +212,68,65,1,195,60,51,51,67,16,0,1,17,85,55,218,221,212,68,85,95,116,243,49,17, +17,0,19,197,51,83,77,217,125,69,95,62,87,65,16,0,0,1,67,49,204,197,68,218,157, +95,243,235,51,80,0,0,0,1,67,193,51,53,68,218,157,95,243,235,51,80,0,0,0,0,19, +197,204,83,77,217,125,69,95,62,87,65,16,0,0,0,1,17,85,55,218,221,212,68,85,95, +116,243,49,17,17,0,1,153,153,125,168,221,68,65,5,51,60,51,51,67,16,0,1,17,232, +141,141,190,68,16,90,170,170,204,195,49,0,0,23,75,85,91,184,235,71,85,5,183,153, +170,60,204,17,0,94,238,94,88,184,187,116,80,0,85,55,153,52,67,49,2,43,235,82,34, +136,136,145,0,0,1,115,19,71,116,16,2,34,82,34,98,46,187,113,0,85,83,196,49,17, +17,0,2,98,34,38,102,44,232,16,0,91,170,124,16,0,0,0,2,102,102,102,98,37,85,0,0, +5,185,172,16,0,0,0,2,38,136,134,34,80,80,0,0,0,88,167,65,0,0,0,0,182,136,134,98, +80,0,0,0,0,5,185,145,17,17,16,0,34,102,102,102,32,0,0,0,0,0,87,153,52,51,49,0,2, +98,34,102,107,0,0,0,0,0,1,116,71,65,16,0,2,37,82,43,32,0,0,0,0,0,0,17,17,16,0 +, // 2, spider walking +175,0,4,5,6,3,223,1,10,7,2,18,62,95,120,63,0,0,17,17,0,0,0,0,0,0,0,1,17,17,0,0, +0,1,50,211,16,0,0,0,0,0,0,21,51,50,16,0,0,19,26,161,49,0,0,0,0,0,17,146,35,33,0, +0,0,29,173,90,33,0,0,0,0,1,148,68,81,16,0,0,0,18,165,218,209,0,16,0,0,25,67,49, +16,0,0,0,0,19,26,161,49,16,17,0,1,148,51,16,0,0,0,0,0,1,61,35,119,113,84,16,25, +68,56,0,0,0,0,0,0,23,81,23,87,83,51,16,17,21,129,0,0,0,0,0,1,50,55,114,130,67, +68,65,0,1,50,16,0,0,0,0,1,37,39,81,68,67,51,50,0,1,85,81,17,17,17,0,1,50,215,17, +204,67,35,35,16,25,153,148,68,83,50,16,0,17,18,68,111,108,50,34,16,1,68,68,68, +82,37,81,0,1,68,67,105,246,98,34,33,0,133,88,136,136,136,129,0,1,23,117,198,150, +102,34,34,238,227,37,181,17,0,0,0,21,135,87,82,102,252,98,46,123,91,50,81,0,0,0, +1,37,24,136,114,38,159,101,235,181,35,181,112,0,0,0,1,37,24,136,114,38,159,101, +235,181,35,181,112,0,0,0,0,21,135,87,82,102,252,98,46,123,83,123,33,0,0,0,0,1, +23,117,198,150,102,34,34,238,235,50,133,17,17,0,0,1,68,67,105,246,98,34,33,0, +131,40,85,85,34,16,0,17,18,68,111,108,50,34,16,1,148,33,17,17,17,0,1,50,215,17, +204,67,35,35,16,25,50,16,0,0,0,0,1,37,39,81,68,67,51,50,17,148,72,136,128,0,0,0, +1,50,55,114,130,67,68,65,20,68,73,148,136,128,0,0,0,23,81,23,87,83,51,16,1,17, +84,68,83,56,129,0,0,1,61,35,119,113,84,16,0,5,21,68,82,34,81,0,0,19,26,161,49, +16,17,0,0,20,66,87,18,37,16,0,0,18,165,218,209,0,16,0,0,1,84,52,65,17,81,17,0, +29,173,90,33,0,0,0,0,0,17,19,52,82,37,16,0,19,26,161,49,0,0,0,0,0,0,1,19,82,81, +0,0,1,50,211,16,0,0,0,0,0,0,0,1,17,16,0,0,0,17,17,0,0,0,0,0,0,0,0,0,0,0,0 +, // 3, destroyer idle +0,175,3,4,5,73,1,6,2,77,157,79,7,78,76,75,17,0,0,0,17,17,17,17,17,17,17,17,17, +17,17,17,17,11,221,219,0,17,17,17,16,0,0,0,0,0,1,17,17,11,217,153,219,1,17,16,2, +119,114,39,116,119,1,17,17,11,189,154,155,1,16,12,194,124,204,204,199,204,1,17, +17,16,189,154,169,176,12,199,116,35,51,51,50,51,1,17,17,17,11,217,170,213,196, +68,67,34,34,34,40,34,0,0,17,16,11,217,154,149,52,50,50,0,0,0,0,0,4,64,17,7,118, +102,138,173,83,68,128,17,17,17,17,7,114,32,16,116,12,66,106,169,181,51,71,0,1, +17,0,115,56,128,16,67,0,102,102,42,213,35,52,71,112,0,119,51,40,128,7,48,194,0, +7,114,171,82,51,68,71,114,83,34,40,128,4,12,204,64,0,71,106,181,131,52,68,71,82, +34,40,80,4,12,199,114,192,36,70,157,184,52,119,116,37,40,133,80,0,204,119,119, +96,4,70,169,213,55,51,55,69,80,102,96,0,102,103,116,44,4,50,106,155,83,157,147, +117,34,0,0,2,9,230,68,32,3,50,106,173,83,57,211,53,34,1,17,2,11,150,68,48,3,50, +106,233,83,57,211,53,34,1,17,0,34,36,67,44,3,50,106,238,83,157,147,37,34,128,0, +0,119,68,67,128,3,54,254,229,34,51,50,53,88,50,32,6,7,68,50,192,131,38,174,245, +35,34,35,37,34,40,128,2,4,68,48,0,50,111,229,82,51,51,50,82,34,40,128,3,32,66,0, +3,38,254,86,130,34,34,34,88,34,40,128,16,50,0,0,0,111,229,104,34,40,133,85,104, +136,40,80,16,51,99,38,105,154,245,130,40,96,82,67,6,102,133,80,17,3,54,102,137, +238,88,134,96,17,7,66,6,0,101,80,17,16,13,187,154,229,102,104,36,0,116,72,128, +17,6,96,17,17,11,186,170,245,96,130,51,71,67,34,32,17,16,0,17,16,187,218,174, +240,5,130,51,51,51,50,80,17,17,17,17,11,189,170,175,1,16,5,34,34,34,80,1,17,17, +17,17,11,221,170,255,1,17,16,85,85,0,1,17,17,17,17,17,11,218,255,0,17,17,17,0,0, +17,17,17,17,17,17,17,0,0,0,17,17,17,17,17,17,17,17,17,17,17,17 +, // 4, destroyer attacking +175,0,3,4,73,1,5,2,183,6,77,157,79,78,7,31,0,0,0,0,0,0,0,0,0,0,128,0,0,0,0,0,0, +17,17,17,0,0,0,0,0,136,136,128,0,0,0,0,0,28,221,220,17,0,0,0,8,136,136,128,0,0, +0,0,0,28,218,170,220,16,1,88,136,136,255,136,128,0,0,0,0,28,218,187,172,85,94, +238,136,136,255,136,128,0,0,0,0,28,218,187,187,215,105,255,248,136,136,136,0,0, +0,0,0,1,221,171,187,163,102,255,255,136,136,136,0,0,1,17,0,25,17,85,87,189,38, +99,99,56,136,0,0,17,86,97,1,150,37,230,37,186,195,51,35,56,0,0,17,255,146,33,1, +99,37,85,85,82,211,35,54,98,17,17,249,99,55,113,25,51,94,33,17,153,44,50,51,111, +255,243,70,50,39,113,22,53,238,230,17,22,148,195,115,54,153,159,114,34,39,113, +19,49,238,153,46,18,102,125,151,57,51,57,100,34,39,65,19,94,233,153,149,17,102, +90,215,51,173,163,148,68,116,65,18,21,85,153,98,225,99,37,172,67,58,211,52,39, +69,81,19,33,163,86,98,17,51,37,189,67,58,211,52,34,17,17,18,33,202,86,99,17,51, +37,58,67,173,163,36,34,16,0,19,18,34,102,50,225,51,37,58,66,51,50,52,34,113,17, +18,89,150,102,55,17,51,82,52,35,34,35,36,71,50,33,19,33,150,99,46,23,50,82,36, +35,51,50,116,34,39,113,19,37,102,99,17,19,37,36,66,51,50,39,66,34,39,113,19,34, +22,33,17,50,82,69,114,34,36,68,71,34,39,113,1,50,81,17,85,85,36,87,34,39,66,99, +23,119,39,65,1,51,37,50,87,171,68,21,81,119,25,98,21,85,116,65,0,19,51,85,123, +50,65,87,38,17,150,103,113,17,84,65,0,1,92,202,171,52,81,35,51,105,99,34,33,0, +21,81,0,1,204,219,187,36,20,114,51,51,51,50,65,0,1,17,0,28,205,219,178,65,20, +119,34,34,34,65,16,0,0,0,0,28,205,187,36,16,1,20,68,68,65,16,0,0,0,0,0,28,219, +187,33,0,0,1,17,17,16,0,0,0,0,0,0,28,219,177,16,0,0,0,0,0,0,0,0,0,0,0,0,17,17, +16,0,0,0,0,0,0,0,0,0,0,0,0 +, // 5, destroyer walking +175,0,3,4,1,5,2,73,6,77,79,7,78,157,75,76,0,17,17,17,0,0,0,0,0,0,0,0,0,0,0,0,0, +26,204,202,17,0,0,1,17,17,17,0,0,0,0,0,0,26,201,153,202,16,1,19,136,130,33,17, +17,0,0,0,0,26,172,157,154,16,27,179,40,187,184,133,129,16,0,0,0,1,172,157,217, +161,184,136,50,51,59,184,102,16,0,0,0,0,26,201,221,199,85,85,50,34,35,50,102,16, +0,0,0,1,26,201,157,151,53,35,97,17,18,38,102,16,17,16,0,24,17,68,70,220,115,54, +16,0,1,17,97,17,85,16,1,133,36,181,36,217,167,51,81,17,16,0,17,56,34,16,1,83,36, +68,68,119,199,35,53,88,129,17,136,51,102,16,24,51,75,33,17,136,122,114,51,85,88, +130,115,34,102,16,21,52,187,181,17,21,135,167,99,53,85,88,114,34,102,16,19,49, +187,136,43,18,85,76,214,53,136,133,39,34,103,16,19,75,184,136,132,17,85,73,199, +56,51,56,87,118,119,16,18,20,68,136,82,177,83,36,154,115,156,147,135,33,68,16, +19,33,159,69,82,17,51,36,220,115,57,195,55,34,17,16,18,33,169,69,83,17,51,36, +249,115,57,195,55,34,97,17,19,18,34,85,50,177,51,36,255,115,156,147,39,38,50,33, +18,72,133,85,54,17,51,78,247,34,51,50,55,114,38,97,19,33,133,83,43,22,50,78,231, +35,34,35,39,34,38,97,19,36,85,83,17,19,36,231,114,51,51,50,114,34,38,97,19,34, +21,33,17,50,78,116,98,34,34,38,118,34,38,113,1,50,65,17,68,68,231,70,34,38,97, +17,22,102,103,113,1,51,36,50,70,157,119,20,38,65,16,0,1,20,71,113,0,19,51,68, +109,254,113,70,65,23,97,16,0,1,20,65,0,1,74,169,157,247,65,35,37,136,133,33,0,0, +1,17,0,0,26,173,221,231,65,98,51,85,134,97,0,0,0,0,0,1,170,205,223,225,23,98,34, +51,51,33,0,0,0,0,0,26,172,221,222,16,1,17,118,34,38,97,0,0,0,0,0,26,204,221,238, +16,0,0,17,17,17,16,0,0,0,0,0,26,205,238,17,0,0,0,0,0,0,0,0,0,0,0,0,17,17,17,0,0, +0,0,0,0,0,0,0,0,0,0 +, // 6, warrior idle +175,0,3,5,1,4,6,62,2,7,92,170,151,93,95,148,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,12,199,119,119, +119,204,204,187,176,0,0,0,0,0,0,0,185,153,153,153,153,150,103,119,123,0,0,0,0,0, +0,1,255,204,119,119,119,119,119,119,193,0,0,0,0,0,0,1,17,17,17,17,17,17,17,28, +133,16,0,0,0,0,0,0,0,0,0,0,0,0,0,1,85,16,0,0,1,17,16,0,0,0,0,0,0,0,0,0,21,81,0, +1,19,53,81,0,0,0,0,0,0,0,0,0,1,33,1,22,99,51,81,0,0,17,0,0,0,0,0,0,1,40,22,102, +51,51,33,0,0,25,16,0,17,16,0,0,18,40,153,102,99,50,68,0,0,22,145,17,234,145,0,1, +173,85,85,54,51,50,68,0,0,19,105,155,234,102,16,24,90,173,51,38,99,50,68,0,0,1, +51,54,178,54,129,130,55,218,211,38,51,50,68,0,0,0,21,51,102,99,136,34,55,122, +211,38,99,51,36,0,1,17,34,85,51,102,56,34,55,218,211,38,51,51,81,0,19,51,51,51, +51,51,88,34,58,173,50,86,99,53,81,0,1,17,34,37,51,53,88,34,170,51,35,102,50,34, +36,0,0,0,18,85,85,85,136,40,163,50,57,98,34,34,36,0,0,1,37,85,178,82,136,136, +162,43,149,34,180,68,68,0,0,21,85,43,234,34,65,132,162,43,82,36,68,34,36,0,0,21, +33,17,234,33,0,20,162,36,43,68,66,83,82,0,0,18,16,0,17,16,0,1,17,17,36,68,68,68, +68,0,0,17,0,0,0,0,0,0,0,1,43,68,68,34,36,0,0,0,0,0,0,0,0,0,0,0,18,43,66,83,82,0, +0,0,0,0,0,0,0,0,0,0,1,18,36,68,68,0,0,0,0,0,0,0,0,0,0,0,0,1,18,34,36,0,0,0,0,0, +0,0,0,0,0,0,0,0,1,17,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 7, warrior attacking +175,0,62,5,7,3,4,1,2,6,170,151,92,95,148,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +17,0,0,1,17,16,0,0,0,0,0,0,0,0,0,1,85,16,1,19,54,97,0,0,1,16,0,0,0,0,0,19,82,17, +25,147,51,97,0,0,1,145,16,1,17,0,1,53,126,74,89,51,51,87,0,0,1,153,17,29,201,16, +1,136,135,72,85,147,53,119,0,0,1,57,68,205,201,49,24,99,34,68,165,51,53,119,0,0, +0,19,51,154,163,152,136,50,36,68,133,83,53,119,0,0,0,1,86,57,153,150,133,50,34, +36,74,83,53,119,0,0,1,17,17,86,51,147,34,34,34,36,72,85,51,87,0,0,19,51,51,51, +51,54,133,34,43,180,68,165,51,97,0,0,1,17,17,83,54,102,133,51,34,34,68,133,83, +97,0,0,0,1,86,102,102,104,133,50,34,34,68,74,86,97,0,0,0,21,102,106,165,88,130, +34,68,68,68,69,133,87,0,0,1,86,101,205,197,135,120,34,34,34,36,66,167,119,0,0,1, +101,17,29,197,16,7,130,34,187,180,68,165,101,0,0,1,81,0,1,17,34,34,34,34,34,34, +68,42,119,0,0,1,16,0,0,0,2,34,36,68,68,68,68,74,85,0,0,0,0,0,0,0,0,0,34,34,68, +68,68,68,23,0,0,0,0,0,0,0,0,0,0,2,43,187,187,187,17,0,0,0,0,0,0,0,0,0,0,0,0,0,1, +17,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 8, plasmabot idle +175,0,72,65,2,3,4,5,61,60,54,62,6,59,49,66,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +2,34,34,0,0,0,0,0,0,0,0,0,0,0,0,0,42,170,170,34,0,0,0,0,0,0,1,17,0,0,0,0,42,147, +56,171,32,0,0,0,0,0,1,193,0,0,0,0,42,50,35,153,32,0,0,0,1,17,20,68,17,17,0,2, +171,50,34,57,32,0,0,0,1,119,118,102,85,65,0,2,163,34,34,57,33,0,0,0,1,101,85,68, +68,65,0,2,163,34,35,137,35,16,0,0,1,17,17,17,17,17,0,42,185,50,35,141,50,49,0,0, +0,0,1,65,0,0,0,42,187,131,57,211,66,52,16,0,0,0,21,81,0,0,0,43,51,136,179,68, +136,34,17,17,17,17,68,65,0,0,0,36,101,51,52,216,136,146,86,124,197,204,204,113, +0,0,0,3,122,229,61,136,137,242,17,17,17,17,28,17,0,0,0,2,122,174,83,153,211,35, +65,0,0,0,28,16,0,0,0,2,118,174,101,51,50,51,65,0,17,17,68,65,17,16,0,2,118,102, +238,85,82,52,65,1,119,119,102,102,85,65,0,2,118,102,238,102,98,52,81,1,102,85, +85,68,68,65,0,2,118,174,102,83,50,53,81,0,17,17,17,17,17,16,0,2,122,174,101,171, +179,37,81,0,0,0,20,16,0,0,0,3,122,230,93,184,136,210,17,17,17,17,21,17,0,0,0,35, +118,85,52,216,137,243,86,124,197,204,199,81,0,0,0,43,85,170,179,68,159,34,17,17, +17,17,68,65,0,0,0,42,171,147,57,211,66,52,16,0,0,0,23,113,0,0,0,42,185,50,35, +136,50,65,0,0,0,0,1,193,0,0,0,2,179,34,35,137,36,16,0,0,1,17,20,68,17,17,0,2, +179,34,34,57,33,0,0,0,1,119,118,102,85,65,0,2,152,50,34,61,32,0,0,0,1,101,85,68, +68,65,0,0,40,50,35,223,32,0,0,0,1,17,17,17,17,17,0,0,41,147,61,255,32,0,0,0,0,0, +1,81,0,0,0,0,47,255,223,34,0,0,0,0,0,0,1,17,0,0,0,0,2,34,34,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 9, plasmabot attacking +175,198,0,2,4,3,72,39,193,5,194,6,49,192,65,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,111,193,1,0,0,0,0,0,0,0,0,0,0,0,0,6,177,17,17,0,0,0,0,0,0,2,34,0,0,0,0,15, +113,17,17,240,0,0,0,0,0,2,178,0,0,0,0,107,17,23,17,31,0,0,0,8,136,131,51,34,34, +0,0,97,23,119,113,17,17,0,0,10,153,153,68,85,50,0,0,103,17,119,119,17,16,0,0,10, +68,85,83,51,50,0,6,145,17,119,17,19,61,0,0,10,168,141,34,34,34,0,1,17,17,23,17, +85,172,128,0,0,0,2,50,0,0,0,6,17,113,17,17,85,172,128,0,0,0,2,82,0,0,0,6,156,55, +113,85,84,76,200,170,168,136,211,50,0,0,0,6,52,85,81,84,180,68,245,73,187,91, +187,146,0,0,0,0,233,151,85,91,180,67,98,34,34,34,43,34,0,0,0,0,105,71,115,52,69, +230,227,32,0,0,43,32,0,0,0,0,105,68,124,83,206,110,227,32,168,141,51,50,34,32,0, +0,105,68,68,204,85,110,51,218,153,153,68,68,85,50,0,0,105,68,68,204,68,110,51, +218,68,85,85,51,51,50,0,0,105,68,124,69,238,254,53,208,136,136,221,210,34,32,0, +0,105,71,124,91,153,207,85,32,0,0,35,32,0,0,0,0,233,71,197,25,68,69,253,136,221, +221,37,34,0,0,0,6,233,149,81,20,148,67,197,73,187,91,185,82,0,0,0,6,149,87,17, +17,84,60,200,136,136,136,211,50,0,0,0,6,187,113,17,17,21,172,208,0,0,0,13,146,0, +0,0,6,177,17,119,17,17,163,32,0,0,0,13,178,0,0,0,6,73,145,23,119,19,50,0,0,10, +136,131,51,34,34,0,0,105,17,119,113,28,32,0,0,10,153,68,68,85,50,0,0,105,17,119, +17,17,0,0,0,10,69,85,51,51,50,0,0,97,17,23,17,22,0,0,0,10,168,210,34,34,34,0,0, +1,65,17,21,17,0,0,0,0,0,2,82,0,0,0,0,6,52,69,31,0,0,0,0,0,0,2,34,0,0,0,0,0,102, +102,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 10, ender idle +0,3,4,5,2,175,1,6,52,7,93,92,50,74,73,0,85,85,85,85,0,0,0,80,5,0,5,85,85,80,0,0, +85,85,80,0,153,153,52,1,134,17,16,80,0,9,114,32,85,80,3,151,119,119,119,104,97, +135,129,9,119,115,36,16,85,9,114,115,51,51,51,54,97,114,113,99,50,17,22,16,80, +151,113,18,4,18,34,51,97,135,129,102,33,20,70,16,9,119,20,55,114,0,65,34,16,17, +22,24,4,68,70,16,2,20,67,51,51,51,48,34,33,6,96,129,4,65,0,0,9,113,51,58,58,51, +115,3,49,65,51,0,65,96,85,85,9,49,33,34,35,34,35,49,51,18,34,38,102,102,0,0,7, +49,36,34,33,35,18,113,115,43,50,22,23,119,114,32,7,49,33,1,34,51,49,39,23,114, +51,22,18,34,36,16,7,19,34,64,66,34,51,19,35,51,50,6,102,17,22,96,80,115,35,11, +176,34,49,19,45,194,35,51,116,100,70,16,85,3,55,10,164,18,18,61,17,18,18,50,55, +97,22,16,80,1,121,10,170,65,35,18,34,34,33,34,35,96,0,0,3,68,121,64,0,1,18,34, +32,68,18,34,34,6,5,85,1,68,119,64,0,1,17,18,32,68,18,34,34,6,5,85,80,1,55,10, +170,65,34,65,34,34,33,34,33,96,0,0,85,3,51,10,164,35,34,52,17,18,17,34,36,103, +114,32,80,115,35,11,176,51,49,19,20,65,18,34,68,98,36,16,9,19,34,64,67,51,119, +19,35,50,33,70,6,17,22,96,7,49,33,1,51,51,113,35,19,52,34,16,100,68,70,16,3,49, +36,34,50,39,18,49,35,65,17,70,65,17,22,16,3,49,33,51,51,35,35,16,18,75,68,102, +102,102,0,0,3,33,35,51,51,51,49,1,17,68,70,0,98,96,85,85,1,68,18,58,58,49,208, +17,68,6,96,129,2,34,0,0,3,34,65,35,50,0,65,20,96,17,22,24,1,18,36,32,80,50,36, +29,4,18,17,70,97,135,129,0,17,17,20,16,85,2,36,34,34,33,20,230,97,114,113,100, +68,17,22,16,85,80,4,193,17,204,68,104,1,135,129,4,68,68,70,16,85,85,80,0,68,68, +70,1,128,17,16,80,0,4,70,16,85,85,85,85,0,0,0,80,5,0,5,85,85,80,0,0 +, // 11, ender walking +0,3,4,5,175,2,1,6,52,93,7,92,50,74,73,0,68,68,68,68,64,0,0,4,0,64,0,68,68,0,0,4, +68,68,68,0,10,170,114,80,136,97,17,4,0,167,34,4,68,68,0,39,119,119,119,21,86,24, +120,16,119,50,81,4,68,0,167,35,51,51,51,49,102,23,39,22,33,17,97,4,64,42,114,18, +85,1,34,51,22,24,120,22,1,85,97,4,64,167,37,87,114,32,81,34,49,1,17,97,128,85, +97,4,2,21,85,51,51,51,53,18,34,16,102,8,16,81,0,4,10,119,19,51,147,147,115,1,49, +85,18,0,1,96,68,68,10,115,18,34,34,50,35,50,35,33,34,22,102,96,68,68,7,115,18, +81,34,18,49,55,19,50,178,22,23,114,0,0,7,115,18,16,18,35,50,23,23,115,35,22,18, +39,114,32,3,17,50,53,5,34,51,35,35,51,50,6,102,18,37,16,64,115,34,48,187,2,49, +19,45,194,35,51,117,101,22,96,64,50,39,112,153,177,18,49,209,17,33,35,55,97,86, +16,68,0,39,160,153,149,35,17,34,34,34,18,51,96,22,16,64,53,87,165,0,0,17,34,33, +5,82,34,35,6,0,0,64,21,87,165,0,0,17,18,33,5,82,34,34,6,4,68,68,0,39,112,153, +149,34,81,34,34,34,18,33,96,0,4,68,7,51,48,153,178,34,53,17,17,33,18,21,103,34, +4,64,115,35,48,187,3,49,19,21,81,18,17,85,98,81,4,10,17,34,37,5,51,55,19,34,51, +33,86,6,17,102,4,7,50,18,16,19,51,113,35,19,50,81,80,101,85,97,4,7,50,18,82,35, +39,18,49,83,37,21,86,81,17,97,4,3,50,18,35,51,50,35,16,18,37,181,102,102,96,0,4, +2,34,19,51,51,51,49,101,17,85,86,0,2,34,102,96,1,21,81,51,147,145,214,81,85,80, +102,1,128,18,37,32,64,50,37,19,50,37,1,21,86,1,17,104,16,17,21,16,64,51,33,93, +80,82,17,86,96,24,120,22,1,17,22,16,68,0,33,82,34,33,21,230,96,23,39,22,85,85, +86,16,68,68,0,92,17,204,85,96,16,24,120,16,85,85,86,16,68,68,68,0,5,85,86,0,136, +1,17,4,0,0,0,0,68,68,68,68,64,0,0,68,0,64,0,68,68,68,68,68 +, // 12, ender attacking +0,4,5,175,3,26,28,191,6,29,2,1,30,7,105,27,51,51,51,51,48,0,0,3,0,48,112,51,51, +48,0,0,51,51,51,0,13,221,137,80,153,231,119,115,0,13,129,16,51,51,0,24,136,136, +136,101,94,119,221,119,136,130,26,64,51,0,216,18,204,204,204,198,119,125,221, +119,118,244,75,64,48,29,129,73,85,6,153,204,103,119,215,126,6,250,171,64,48,216, +26,168,137,144,86,153,198,7,119,118,144,90,171,64,1,74,170,34,34,34,37,105,153, +96,119,9,96,84,0,0,13,136,66,34,82,82,130,6,198,85,121,0,6,176,51,51,13,130,65, +17,17,33,18,41,156,150,153,110,187,187,0,0,8,130,65,164,17,65,36,40,108,201,89, +110,104,136,129,16,8,130,65,64,65,18,33,72,248,140,156,110,105,145,26,64,2,68, +33,42,170,17,34,18,18,34,41,14,235,255,75,176,48,130,17,42,85,1,36,66,26,81,18, +34,133,181,171,64,48,33,17,40,5,84,65,36,164,68,20,18,40,180,75,64,51,0,17,141, +5,90,18,68,17,17,17,65,34,176,0,0,48,42,161,141,0,0,68,17,20,10,161,17,18,11,3, +51,48,74,161,136,0,0,68,65,20,10,161,17,17,11,3,51,51,0,18,40,5,90,17,95,145,17, +17,65,20,176,0,0,51,8,34,33,5,81,17,37,255,255,31,65,74,184,129,16,48,130,18,42, +85,2,47,242,101,95,249,255,85,177,26,64,13,68,17,26,10,34,40,108,153,34,150,91, +11,244,75,176,8,33,65,64,66,34,134,156,108,201,86,80,181,170,171,64,8,33,65,161, +18,152,105,198,92,149,101,94,95,68,75,64,2,33,65,18,34,41,156,96,105,149,85,238, +235,187,0,0,1,17,66,34,34,44,198,229,102,85,126,0,9,176,51,51,4,74,164,34,82, +166,254,86,85,80,119,6,144,145,0,0,48,33,26,66,41,149,6,101,94,119,119,121,96, +97,26,16,48,34,20,95,80,89,102,94,224,119,215,126,6,111,74,64,51,0,20,89,153, +150,101,238,231,125,221,119,117,111,75,64,51,51,0,95,102,255,85,224,96,119,215, +112,85,90,171,64,51,51,51,0,5,85,94,0,153,7,119,3,0,10,171,64,51,51,51,51,48,0, +0,51,0,48,112,51,51,48,0,0 +, // 13, turret idle +175,0,131,26,41,168,37,6,91,7,48,93,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,16,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,25,145,0,0,0,0,0,0,0,0,17,0,0,0,0,17,151,98,16,0,0,0,0,0,0,1,130,16,0,0, +1,35,184,130,81,16,0,0,0,0,0,1,40,16,0,0,1,34,123,178,85,65,0,0,0,0,0,23,49,0,0, +0,25,98,187,98,81,16,0,0,0,0,0,23,65,0,0,0,25,98,118,98,16,0,0,0,0,0,1,115,16,0, +17,17,71,98,118,98,81,16,0,0,0,1,20,116,16,0,0,0,22,35,114,36,85,65,0,0,1,25, +103,53,16,0,0,1,50,52,98,36,81,16,0,0,25,151,39,69,161,0,0,25,51,68,98,36,16,0, +0,0,25,118,100,84,161,0,1,151,54,35,184,36,16,0,0,1,151,98,35,52,85,17,23,102, +70,35,104,132,81,16,0,1,151,98,35,52,85,162,50,34,70,35,104,132,85,65,0,1,118, +34,51,68,85,17,19,51,70,35,104,132,81,16,0,1,118,35,51,68,81,0,1,67,70,35,184, +36,16,0,0,1,102,35,52,69,81,0,0,20,66,53,98,36,16,0,0,1,115,51,68,81,16,0,0,1, +67,165,98,36,81,16,0,1,114,51,69,16,0,0,0,0,20,85,98,36,85,65,0,27,98,35,65,0,0, +1,17,17,18,58,35,58,81,16,0,27,34,35,16,0,0,23,98,51,18,58,35,58,16,0,1,123,130, +52,16,0,0,22,34,68,18,58,140,58,81,16,23,98,184,129,0,0,0,1,35,65,1,90,44,202, +85,65,25,34,35,193,0,0,0,1,20,81,1,85,140,202,81,16,22,34,52,65,0,0,0,17,1,16,0, +17,35,58,16,0,1,35,68,16,0,0,0,16,0,0,0,0,19,49,0,0,0,17,17,0,0,0,0,0,0,0,0,0,1, +16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0 +, // 14 turret walk +175,0,131,26,41,37,168,6,91,7,48,93,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,1,153,16,0,0,0,0,0,0,0,0,0,0,0,0,1,25,117,33,0,0,0,0,0,0,0,0,1,16,0,0, +18,59,136,33,0,0,0,0,0,0,0,0,24,33,0,0,18,39,187,38,16,0,0,0,0,0,0,0,18,129,0,1, +149,43,181,38,65,0,0,0,0,0,0,1,115,16,0,1,149,39,85,38,16,0,0,0,0,0,0,25,33,0,1, +20,117,39,85,33,0,0,0,0,0,1,17,114,49,0,16,1,82,55,34,70,16,0,0,0,1,25,87,51,16, +0,0,19,35,69,34,65,0,0,0,0,25,151,39,70,16,0,1,147,52,69,34,65,0,0,0,0,25,117, +84,100,161,0,25,115,82,59,130,70,16,0,0,1,151,82,35,52,161,17,117,83,82,53,136, +70,65,0,0,1,151,82,35,52,102,35,34,35,82,53,136,70,16,0,0,1,117,34,51,68,102,17, +51,52,82,53,136,65,0,0,0,1,117,34,51,68,102,0,20,52,82,59,130,65,0,0,0,23,85,35, +52,70,97,0,1,68,35,101,34,65,0,0,0,23,82,51,68,102,96,0,0,20,58,101,34,70,16,0, +1,181,34,52,65,16,0,17,16,1,70,101,34,65,0,0,23,178,34,52,16,0,1,119,81,17,35, +162,51,161,0,1,117,40,35,65,0,0,1,82,35,49,35,162,51,166,16,1,146,43,136,65,0,0, +17,34,52,17,35,168,195,166,65,1,82,34,60,16,0,0,1,51,65,0,22,162,204,166,16,1, +34,51,68,16,0,0,0,17,16,0,22,104,204,161,0,0,17,52,65,0,0,0,0,0,0,0,1,18,51,161, +0,0,0,17,16,0,0,0,0,0,0,0,0,1,51,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0 +, // 15 turret attack +175,0,131,41,26,1,168,191,7,48,81,6,37,21,35,44,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,1,136,16,0,0,0,0,0,0,0,0,0,0,0,0,1,24,188,33,0,0,0,0,0,0,0,0,0,0,0,0, +18,77,170,38,16,0,0,0,0,0,0,0,0,0,0,0,18,43,212,38,49,0,0,0,0,0,0,0,0,0,0,1,140, +45,220,38,16,0,0,0,0,0,0,0,0,0,0,1,140,43,220,33,0,0,0,0,0,0,0,0,0,1,17,19,188, +43,220,38,16,0,0,0,0,80,85,0,0,0,0,1,194,75,226,54,49,0,0,0,85,135,188,165,0,0, +0,148,36,61,226,54,16,0,0,90,136,183,15,254,80,0,9,132,67,61,226,49,0,0,0,168, +139,119,112,238,80,0,24,180,194,77,162,49,0,0,1,187,183,120,135,116,161,21,189, +211,194,77,170,54,16,0,1,192,119,120,135,119,9,173,204,195,194,77,170,54,49,0,1, +204,192,119,119,106,169,21,221,211,194,77,170,54,16,0,0,175,255,247,122,170,80, +0,94,211,194,77,162,49,0,0,0,90,255,231,68,170,80,0,5,227,36,109,226,49,0,0,0,0, +85,224,74,85,0,0,0,83,73,109,226,54,16,0,0,0,0,85,85,0,0,0,0,1,54,109,226,54,49, +0,0,0,0,0,0,0,0,68,68,65,36,158,68,150,16,0,0,0,0,0,0,0,4,141,221,225,36,158,68, +145,0,0,0,0,0,0,0,0,4,221,35,49,36,154,164,150,16,0,0,0,0,0,0,0,0,18,67,16,22, +158,170,150,49,0,0,0,0,0,0,0,0,17,54,16,22,106,170,150,16,0,0,0,0,0,0,0,1,16,17, +0,1,30,68,145,0,0,0,0,0,0,0,0,1,0,0,0,0,1,68,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0 +, // 16 exploder walk +175,168,1,2,3,102,4,5,23,174,99,191,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,16,0,0, +0,0,89,0,0,0,0,0,0,0,0,68,65,177,0,0,5,85,89,0,0,0,0,0,0,0,4,34,33,177,0,0,19, +187,144,0,0,0,0,0,0,0,1,32,1,131,16,1,198,57,0,0,0,0,0,0,0,0,23,97,1,138,16,28, +116,16,0,0,0,0,0,0,17,17,34,34,17,138,17,17,65,0,0,0,0,0,0,0,22,50,51,51,50,134, +19,49,16,1,17,0,0,0,0,0,23,66,51,34,184,134,33,49,1,23,199,21,153,0,0,0,23,66, +34,184,133,85,50,17,28,199,103,99,85,80,0,0,23,66,136,138,18,85,106,50,199,119, +100,99,85,153,0,0,23,66,136,85,171,166,102,34,39,102,51,36,181,89,144,0,23,34, +34,165,90,21,130,33,36,35,55,103,75,89,0,1,18,187,136,136,81,168,36,116,18,119, +118,70,59,185,144,24,139,85,85,102,98,88,39,71,18,102,102,68,59,187,153,1,18,51, +170,170,97,168,36,116,18,68,68,68,59,185,144,0,19,34,34,58,106,21,130,33,39,34, +51,68,75,89,0,0,23,50,35,35,171,166,163,34,54,103,51,36,85,153,0,0,23,66,42,51, +18,102,163,34,52,70,102,115,89,144,0,0,23,66,34,163,51,86,50,17,19,52,68,97,89, +0,0,0,23,66,50,34,58,90,33,49,1,19,51,16,0,0,0,0,22,50,51,51,34,90,19,49,16,1, +17,0,0,0,0,0,17,17,34,34,17,138,17,17,193,0,0,0,0,0,0,0,0,0,20,65,1,131,16,20, +124,16,0,0,0,0,0,0,0,0,1,32,1,131,16,1,70,57,0,0,0,0,0,0,0,0,1,18,33,129,0,0,19, +187,144,0,0,0,0,0,0,0,0,17,17,129,0,0,5,155,153,0,0,0,0,0,0,0,0,0,1,16,0,0,0,5, +80,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +, // 17 universal dying sprite +175,0,223,1,3,4,5,2,6,73,135,79,26,159,131,37,0,0,0,0,0,0,0,0,0,0,0,51,0,0,0,0, +0,0,0,0,0,2,0,0,0,34,32,51,0,0,0,0,0,0,0,0,0,2,32,0,2,163,34,0,0,0,0,0,0,0,0,0, +0,0,0,0,42,3,50,33,16,0,0,0,0,0,0,0,0,0,1,16,32,0,2,22,97,16,0,0,0,0,0,0,0,1,24, +129,16,0,1,119,85,81,0,0,0,0,0,0,0,24,134,134,1,16,1,68,119,84,16,0,0,0,0,0,0, +24,102,136,102,81,0,20,68,116,16,0,0,0,0,0,1,102,102,104,134,65,2,20,68,151,113, +0,0,0,0,0,1,101,86,102,101,48,2,1,68,73,113,0,0,0,0,0,1,101,85,102,100,48,35,52, +17,73,16,0,0,0,0,0,1,85,85,85,71,51,37,84,48,17,0,0,0,0,0,0,1,84,80,80,71,50,34, +36,48,0,0,0,0,0,0,0,0,20,68,68,115,34,85,34,35,0,51,0,0,0,0,0,0,1,68,19,50,42, +51,85,34,3,48,0,0,0,0,0,0,0,17,34,34,163,101,51,67,32,0,0,0,0,0,0,0,0,2,42,68, +83,67,85,49,0,0,0,0,0,0,0,0,2,34,0,53,51,53,51,84,16,0,0,0,0,0,0,0,0,32,0,1,187, +211,115,21,16,0,0,0,0,0,0,0,2,32,0,27,189,211,48,23,16,0,0,0,0,0,0,0,2,0,0,27, +221,209,1,97,0,0,0,0,0,0,0,0,0,0,1,155,221,65,1,112,1,17,16,0,0,0,0,0,0,0,22, +153,145,17,22,49,22,117,16,0,0,0,0,0,0,1,101,84,113,0,23,54,102,53,16,0,0,0,0,0, +0,33,85,84,121,16,1,85,68,55,81,0,0,0,0,0,2,33,68,73,17,193,1,68,71,115,65,0,0, +0,0,0,34,42,153,145,1,195,16,23,119,115,65,0,0,0,0,0,32,2,170,34,31,236,49,23, +116,17,17,0,0,0,0,0,0,0,34,2,24,238,193,1,17,0,0,0,0,0,0,0,0,0,32,0,24,254,193, +0,35,48,0,0,0,0,0,0,0,0,0,0,1,17,16,2,32,48,0,0,0,0,0,0,0,0,0,0,0,1,0,2,0,0,0 +, // 18 universal dead/corpse sprite +175,0,3,4,1,5,6,2,157,18,95,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,4,68,0,0,0,0,0,0,0,0,0,0,0,0,0,0,66,34,0,0,0,0,0,0,0,0,0,0,0, +0,0,4,50,34,0,0,0,0,0,0,0,0,0,0,0,0,0,4,36,17,0,0,0,0,0,0,0,0,0,0,0,0,1,18,65, +49,0,0,0,0,0,0,0,0,0,0,1,17,34,34,19,51,0,0,0,0,0,0,0,0,0,1,22,98,34,34,33,20,0, +0,0,0,0,0,0,0,0,22,101,101,40,130,36,68,0,0,0,0,0,0,0,0,0,22,85,102,85,136,129, +17,0,0,0,0,0,0,0,0,1,85,85,82,37,136,22,68,0,0,0,0,0,0,0,0,1,18,53,85,34,132,19, +36,0,0,0,0,0,0,0,0,0,2,34,85,84,33,100,66,0,0,0,0,0,0,0,0,1,35,51,51,39,22,102, +49,0,0,0,0,0,0,0,0,1,50,58,58,39,65,101,33,0,0,0,0,0,0,0,0,0,18,34,34,116,22,83, +17,0,0,0,0,0,0,0,0,0,1,34,20,68,17,50,20,0,0,0,0,0,0,0,0,0,0,17,4,68,34,20,52,0, +0,0,0,0,0,0,0,0,0,0,0,34,39,83,49,0,0,0,0,0,0,0,0,0,0,0,34,35,117,51,65,0,0,0,0, +0,0,0,0,0,0,0,0,19,115,51,52,0,0,0,0,0,0,0,0,0,0,0,0,19,55,163,153,0,0,0,0,0,0, +0,0,0,0,0,0,1,55,51,153,0,0,0,0,0,0,0,0,0,0,0,0,0,17,115,41,0,0,0,0,0,0,0,0,0,0, +0,0,17,53,36,65,0,0,0,0,0,0,0,0,0,0,0,0,21,33,17,18,0,0,0,0,0,0,0,0,0,0,0,0,1, +16,1,35,0,0,0,0,0,0,0,0,0,0,0,0,0,0,18,50,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,34,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,2,17,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0 +}; + +SFG_PROGRAM_MEMORY uint8_t SFG_logoImage[SFG_TEXTURE_STORE_SIZE] = +{ +175,224,0,7,4,5,162,77,2,74,70,69,6,11,68,75,0,0,0,0,0,0,17,17,17,17,17,0,0,0,0, +0,0,0,0,0,0,1,132,69,51,84,65,0,0,0,0,0,0,0,0,0,0,24,65,17,19,17,17,0,0,0,0,0,0, +0,0,0,0,24,65,0,19,16,0,0,0,0,0,0,0,0,0,0,0,24,65,17,19,17,17,0,0,0,0,0,0,0,0,0, +0,1,132,69,51,84,65,32,0,0,0,0,0,0,0,0,0,1,17,17,17,17,17,242,0,0,0,0,0,0,0,6, +97,243,94,40,51,84,66,159,32,0,0,0,0,0,17,17,24,60,190,40,50,34,34,155,146,0,0, +0,0,0,33,17,20,203,238,109,51,84,66,251,178,0,0,0,0,0,17,17,131,171,123,145,18, +34,38,122,187,32,0,0,0,0,6,97,92,170,167,113,115,35,81,122,171,32,0,0,0,0,2,22, +202,170,170,212,51,37,210,26,121,130,0,0,0,0,34,17,22,234,164,28,60,34,92,23, +218,56,32,0,0,2,33,17,102,110,113,69,210,35,51,93,51,66,50,0,0,34,34,40,126,246, +210,34,195,35,51,49,210,34,34,0,0,0,2,40,119,238,105,197,210,35,51,93,51,65,50, +0,0,0,2,38,87,119,166,156,60,34,92,223,218,161,32,0,0,2,34,38,87,119,170,20,51, +37,223,23,114,18,0,0,0,2,34,34,69,122,119,241,211,35,86,102,187,32,0,0,0,0,0,97, +213,119,187,97,134,45,17,246,105,32,0,0,0,0,34,33,22,247,238,29,51,53,65,155,98, +0,0,0,0,0,2,34,33,110,233,29,54,17,17,155,146,0,0,0,0,0,0,0,97,111,153,34,34,34, +29,159,32,0,0,0,0,0,0,0,0,41,150,40,51,84,65,146,0,0,0,0,0,0,0,0,0,2,38,40,56, +24,65,32,0,0,0,0,0,0,0,0,0,0,2,40,49,145,65,0,0,0,0,0,0,0,0,0,0,1,17,34,17,17, +17,0,0,0,0,0,0,0,0,0,0,1,132,69,51,84,65,0,0,0,0,0,0,0,0,0,0,1,17,24,56,17,17,0, +0,0,0,0,0,0,0,0,0,0,0,24,51,84,65,0,0,0,0,0,0,0,0,0,0,0,0,1,17,17,17,0,0,0,0,0 +}; + +uint8_t SFG_charToFontIndex(char c) +{ + if (c >= 'a' && c <= 'z') + return c - 'a'; + + if (c >= 'A' && c <= 'Z') + return c - 'A'; + + if (c >= '0' && c <= '9') + return c - '0' + 31; + + switch (c) + { + case ' ': return 26; break; + case '.': return 27; break; + case ',': return 28; break; + case '!': return 29; break; + case '/': return 41; break; + case '-': return 42; break; + case '+': return 43; break; + case '(': return 44; break; + case ')': return 45; break; + case '%': return 46; break; + default: return 30; break; // "?" + } +} + +#define SFG_FONT_CHARACTER_SIZE 4 ///< width (= height) of font char. in pixels + +/** + 4x4 font, each character stored as 16 bits. +*/ +static const uint16_t SFG_font[47] = +{ + 0xfaf0, // 0 "A" + 0xfd70, // 1 "B" + 0x6990, // 2 "C" + 0xf960, // 3 "D" + 0xfd90, // 4 "E" + 0xfa80, // 5 "F" + 0x69b0, // 6 "G" + 0xf4f0, // 7 "H" + 0x9f90, // 8 "I" + 0x31f0, // 9 "J" + 0xf4b0, // 10 "K" + 0xf110, // 11 "L" + 0xfc4f, // 12 "M" + 0xf42f, // 13 "N" + 0x6996, // 14 "O" + 0xfae0, // 15 "P" + 0x69b7, // 16 "Q" + 0xfad0, // 17 "R" + 0x5da0, // 18 "S" + 0x8f80, // 19 "T" + 0xf1f0, // 20 "U" + 0xe1e0, // 21 "V" + 0xf32f, // 22 "W" + 0x9690, // 23 "X" + 0xc7c0, // 24 "Y" + 0xbd90, // 25 "Z" + 0x0000, // 26 " " + 0x0100, // 27 "." + 0x0300, // 28 "," + 0x0d00, // 29 "!" + 0x48b4, // 30 "?" + 0xf9f0, // 31 "0" + 0x9f10, // 32 "1" + 0xbdd0, // 33 "2" + 0x9da0, // 34 "3" + 0xe2f0, // 35 "4" + 0xdbb0, // 36 "5" + 0xfbb0, // 37 "6" + 0x8bc0, // 38 "7" + 0xfdf0, // 39 "8" + 0xddf0, // 40 "9" + 0x1680, // 41 "/" + 0x2220, // 42 "-" + 0x2720, // 43 "+" + 0x0690, // 44 "(" + 0x0960, // 45 ")" + 0x9249 // 46 "%" +}; + +#endif // guard diff --git a/demos/ports/anarch/levels.h b/demos/ports/anarch/levels.h new file mode 100644 index 0000000..09164f8 --- /dev/null +++ b/demos/ports/anarch/levels.h @@ -0,0 +1,1983 @@ +/** + @file levels.h + + This file contains game levels and related code. + + by Miloslav Ciz (drummyfish), 2019 + + Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/) + plus a waiver of all other intellectual property. The goal of this work is to + be and remain completely in the public domain forever, available for any use + whatsoever. +*/ + +#ifndef _SFG_LEVELS_H +#define _SFG_LEVELS_H + +#define SFG_MAP_SIZE 64 +#define SFG_TILE_DICTIONARY_SIZE 64 + +/** + Defines a single game map tile. The format is following: + + MSB aaabbbbb cccddddd LSB + + aaa: ceiling texture index (from texture available on the map), 111 + means completely transparent texture + bbbbb: ceiling height (1111 meaning no ceiling) ABOVE the floor + ccc: floor texture index, 111 means completely transparent texture + ddddd: floor height +*/ +typedef uint16_t SFG_TileDefinition; + +#define SFG_TILE_CEILING_MAX_HEIGHT 31 +#define SFG_TILE_TEXTURE_TRANSPARENT 7 + +typedef SFG_TileDefinition SFG_TileDictionary[SFG_TILE_DICTIONARY_SIZE]; + +/// helper macros for SFG_TileDefinition +#define SFG_TD(floorH, ceilH, floorT, ceilT)\ + ((floorH & 0x001f) |\ + ((floorT & 0x0007) << 5) |\ + ((ceilH & 0x001f) << 8) |\ + ((ceilT & 0x0007) << 13)) + +#define SFG_TILE_FLOOR_HEIGHT(tile) (tile & 0x1f) +#define SFG_TILE_FLOOR_TEXTURE(tile) ((tile & 0xe0) >> 5) +#define SFG_TILE_CEILING_HEIGHT(tile) ((tile & 0x1f00) >> 8) +#define SFG_TILE_CEILING_TEXTURE(tile) ((tile & 0xe000) >> 13) + +#define SFG_OUTSIDE_TILE SFG_TD(63,0,7,7) + +/** + Game map represented as a 2D array. Array item has this format: + + MSB aabbbbbb LSB + + aa: type of square, possible values: + 00: normal + 01: moving floor (elevator), moves from floor height to ceililing height + (there is no ceiling above) + 10: moving ceiling, moves from ceiling height to floor height + 11: door + bbbbbb: index into tile dictionary +*/ +typedef uint8_t SFG_MapArray[SFG_MAP_SIZE * SFG_MAP_SIZE]; + +#define SFG_TILE_PROPERTY_MASK 0xc0 +#define SFG_TILE_PROPERTY_NORMAL 0x00 +#define SFG_TILE_PROPERTY_ELEVATOR 0x40 +#define SFG_TILE_PROPERTY_SQUEEZER 0x80 +#define SFG_TILE_PROPERTY_DOOR 0xc0 + +/** + Serves to place elements (items, enemies etc.) into the game level. +*/ +typedef struct +{ + uint8_t type; + uint8_t coords[2]; +} SFG_LevelElement; + +#define SFG_MAX_LEVEL_ELEMENTS 128 + +/* + Definitions of level element type. These values must leave the highest bit + unused because that will be used by the game engine, so the values must be + lower than 128. +*/ +#define SFG_LEVEL_ELEMENT_NONE 0 +#define SFG_LEVEL_ELEMENT_BARREL 0x01 +#define SFG_LEVEL_ELEMENT_HEALTH 0x02 +#define SFG_LEVEL_ELEMENT_BULLETS 0x03 +#define SFG_LEVEL_ELEMENT_ROCKETS 0x04 +#define SFG_LEVEL_ELEMENT_PLASMA 0x05 +#define SFG_LEVEL_ELEMENT_TREE 0x06 +#define SFG_LEVEL_ELEMENT_FINISH 0x07 +#define SFG_LEVEL_ELEMENT_TELEPORTER 0x08 +#define SFG_LEVEL_ELEMENT_TERMINAL 0x09 +#define SFG_LEVEL_ELEMENT_COLUMN 0x0a +#define SFG_LEVEL_ELEMENT_RUIN 0x0b +#define SFG_LEVEL_ELEMENT_LAMP 0x0c +#define SFG_LEVEL_ELEMENT_CARD0 0x0d ///< Access card, unlocks doors with lock. +#define SFG_LEVEL_ELEMENT_CARD1 0x0e +#define SFG_LEVEL_ELEMENT_CARD2 0x0f +#define SFG_LEVEL_ELEMENT_LOCK0 0x10 /**< Special level element that must be + placed on a tile with door. This door is + then locked until taking the corresponding + access card. */ +#define SFG_LEVEL_ELEMENT_LOCK1 0x11 +#define SFG_LEVEL_ELEMENT_LOCK2 0x12 +#define SFG_LEVEL_ELEMENT_BLOCKER 0x13 ///< invisible wall + +#define SFG_LEVEL_ELEMENT_MONSTER_SPIDER 0x20 +#define SFG_LEVEL_ELEMENT_MONSTER_DESTROYER 0x21 +#define SFG_LEVEL_ELEMENT_MONSTER_WARRIOR 0x22 +#define SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT 0x23 +#define SFG_LEVEL_ELEMENT_MONSTER_ENDER 0x24 +#define SFG_LEVEL_ELEMENT_MONSTER_TURRET 0x25 +#define SFG_LEVEL_ELEMENT_MONSTER_EXPLODER 0x26 + +#define SFG_MONSTERS_TOTAL 7 + +#define SFG_MONSTER_TYPE_TO_INDEX(monsterType) \ + ((monsterType) - SFG_LEVEL_ELEMENT_MONSTER_SPIDER) + +#define SFG_MONSTER_INDEX_TO_TYPE(monsterIndex) \ + ((monsterIndex) + SFG_LEVEL_ELEMENT_MONSTER_SPIDER) + +#define SFG_LEVEL_ELEMENT_TYPE_IS_MOSTER(t) \ + ((t) >= SFG_LEVEL_ELEMENT_MONSTER_SPIDER) + +typedef struct +{ + SFG_MapArray mapArray; + SFG_TileDictionary tileDictionary; + uint8_t textureIndices[7]; /**< Says which textures are used on the map. There + can be at most 7 because of 3bit indexing (one + value is reserved for special transparent + texture). */ + uint8_t doorTextureIndex; /**< Index (global, NOT from textureIndices) of a + texture used for door. */ + uint8_t floorColor; + uint8_t ceilingColor; + uint8_t playerStart[3]; /**< Player starting location: square X, square Y, + direction (fourths of RCL_Unit). */ + uint8_t backgroundImage; ///< Index of level background image. + SFG_LevelElement elements[SFG_MAX_LEVEL_ELEMENTS]; +} SFG_Level; + +static inline SFG_TileDefinition SFG_getMapTile +( + const SFG_Level *level, + int16_t x, + int16_t y, + uint8_t *properties +) +{ + if (x >= 0 && x < SFG_MAP_SIZE && y >= 0 && y < SFG_MAP_SIZE) + { + uint8_t tile = level->mapArray[y * SFG_MAP_SIZE + x]; + + *properties = tile & 0xc0; + return level->tileDictionary[tile & 0x3f]; + } + + *properties = SFG_TILE_PROPERTY_NORMAL; + return SFG_OUTSIDE_TILE; +} + +#define SFG_NUMBER_OF_LEVELS 10 + +/* + NOTE: Initially the levels were stored sequentially in one big array, but that + caused some issues with Arduino's PROGMEM, so now we store each level in a + separate variable and eventually create an array of pointers to these. + + Levels can be designed using bitmap editor and converted to the struct format + with provided tools. +*/ + +SFG_PROGRAM_MEMORY SFG_Level SFG_level0 = + { // level + { // mapArray + #define o 0 + #define AA (37 | SFG_TILE_PROPERTY_ELEVATOR) + #define BB (24 | SFG_TILE_PROPERTY_ELEVATOR) + #define CC (16 | SFG_TILE_PROPERTY_DOOR) + #define DD (18 | SFG_TILE_PROPERTY_ELEVATOR) + #define EE (32 | SFG_TILE_PROPERTY_DOOR) + // 0 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 +/*0 */ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,23,23,23,23,23,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,23,23,23,23,23,27,23,23,23,23,23,23,23,23,23,27,23,23,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*0 */ +/*1 */ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,23,23,23,23,23,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,23,23,27,27,23,1 ,29,29,29,27,27,27,29,29,29,1 ,23,27,27,29,29,29,29,29,29,29,29,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*1 */ +/*2 */ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,23,23,23,23,23,1 ,1 ,1 ,1 ,o ,o ,o ,o ,23,23,29,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,29,30,30,30,29,30,30,30,27,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*2 */ +/*3 */ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,23,23,23,23,23,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,23,29,1 ,1 ,1 ,6 ,6 ,1 ,1 ,1 ,1 ,1 ,6 ,6 ,1 ,1 ,1 ,28,30,30,30,30,30,30,30,27,o ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*3 */ +/*4 */ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,23,23,23,23,23,11,11,11,o ,o ,38,38,38,o ,23,29,1 ,1 ,o ,26,o ,o ,o ,o ,o ,o ,o ,26,o ,1 ,1 ,29,30,30,30,29,30,30,30,27,o ,5 ,15,15,15,15,15,5 ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*4 */ +/*5 */ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,23,23,23,23,23,11,11,11,o ,o ,38,38,38,o ,23,23,1 ,1 ,o ,26,o ,o ,o ,o ,o ,o ,o ,26,o ,1 ,1 ,23,29,29,29,29,30,30,30,27,o ,5 ,15,15,15,15,15,5 ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*5 */ +/*6 */ o ,o ,o ,o ,o ,o ,o ,23,23,23,23,23,11,11,11,o ,o ,38,38,38,o ,23,23,29,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,29,23,o ,o ,o ,29,30,30,30,27,o ,5 ,15,15,15,15,15,5 ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*6 */ +/*7 */ o ,o ,o ,o ,o ,o ,o ,23,23,23,23,23,11,11,11,o ,o ,38,38,38,o ,23,23,23,6 ,8 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,6 ,23,23,o ,o ,o ,29,29,29,29,29,o ,5 ,15,15,15,15,15,5 ,5 ,5 ,o ,o ,o ,o ,o ,o ,o , /*7 */ +/*8 */ o ,o ,o ,o ,3 ,3 ,3 ,23,23,23,23,23,o ,o ,o ,o ,o ,o ,38,o ,o ,23,23,29,6 ,8 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,6 ,23,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,5 ,15,15,15,15,15,15,15,5 ,o ,o ,o ,o ,o ,o ,o , /*8 */ +/*9 */ o ,o ,o ,o ,3 ,o ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,38,o ,23,23,23,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,29,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,5 ,15,15,15,15,15,15,15,5 ,o ,o ,o ,o ,o ,o ,o , /*9 */ +/*10*/ o ,o ,o ,o ,3 ,o ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,38,38,38,38,38,AA,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,23,o ,o ,o ,o ,o ,5 ,5 ,5 ,5 ,5 ,15,15,15,5 ,5 ,15,5 ,5 ,o ,o ,o ,o ,o ,o ,o , /*10*/ +/*11*/ o ,o ,o ,o ,3 ,o ,o ,o ,o ,3 ,3 ,3 ,3 ,o ,o ,o ,3 ,3 ,3 ,3 ,23,23,27,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,27,o ,o ,o ,o ,o ,5 ,15,15,15,15,15,15,15,5 ,5 ,5 ,5 ,o ,o ,o ,o ,o ,o ,o ,o , /*11*/ +/*12*/ o ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,31,31,o ,o ,o ,31,31,o ,o ,23,23,27,27,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,6 ,6 ,27,o ,o ,o ,o ,o ,5 ,15,15,15,15,15,15,15,5 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*12*/ +/*13*/ 22,22,22,22,22,39,39,39,22,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,23,23,23,23,26,26,o ,o ,o ,o ,o ,26,26,25,25,BB,BB,27,o ,o ,o ,o ,o ,5 ,15,15,15,15,15,15,15,5 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,14,14,14, /*13*/ +/*14*/ 21,21,21,21,21,21,21,21,22,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,23,23,23,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,25,25,19,19,5 ,5 ,5 ,o ,o ,o ,5 ,15,15,15,5 ,5 ,5 ,5 ,5 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,14,14,14, /*14*/ +/*15*/ 21,21,21,21,21,21,21,21,22,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,5 ,19,19,19,19,19,5 ,5 ,5 ,5 ,5 ,15,15,15,5 ,5 ,6 ,6 ,5 ,5 ,o ,1 ,1 ,1 ,1 ,1 ,1 ,o ,14,14, /*15*/ +/*16*/ 21,21,21,21,21,21,21,21,22,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,8 ,8 ,8 ,36,o ,o ,o ,5 ,19,19,19,19,19,5 ,o ,o ,o ,19,15,15,15,5 ,o ,o ,o ,o ,3 ,o ,1 ,1 ,1 ,1 ,1 ,1 ,o ,14,14, /*16*/ +/*17*/ 22,22,22,22,22,21,21,21,22,31,31,o ,o ,31,31,o ,o ,o ,31,31,o ,o ,o ,31,31,o ,12,9 ,9 ,9 ,12,o ,31,31,5 ,19,19,19,19,19,5 ,o ,o ,o ,5 ,17,17,17,5 ,26,o ,o ,26,3 ,o ,o ,o ,o ,o ,o ,o ,o ,14,14, /*17*/ +/*18*/ o ,o ,o ,o ,22,20,20,20,39,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,12,10,10,10,12,2 ,2 ,2 ,2 ,5 ,5 ,6 ,CC,6 ,5 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,14,14, /*18*/ +/*19*/ o ,o ,o ,o ,22,21,21,21,39,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,12,10,10,10,12,2 ,2 ,2 ,2 ,5 ,5 ,19,19,19,5 ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,8 ,8 ,26,o ,o ,3 ,o ,o ,o ,o ,o ,o ,14,14, /*19*/ +/*20*/ o ,o ,o ,o ,39,20,20,20,39,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,12,10,10,10,12,2 ,2 ,2 ,2 ,6 ,5 ,15,15,15,19,11,10,9 ,8 ,o ,o ,o ,o ,8 ,8 ,8 ,26,o ,o ,3 ,o ,o ,o ,o ,o ,o ,14,14, /*20*/ +/*21*/ o ,o ,o ,o ,39,21,21,21,39,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,12,10,10,10,12,2 ,2 ,2 ,2 ,6 ,5 ,15,15,15,19,11,10,9 ,8 ,o ,o ,o ,o ,8 ,8 ,8 ,26,o ,o ,3 ,o ,o ,o ,o ,o ,o ,14,14, /*21*/ +/*22*/ o ,o ,o ,o ,22,20,20,20,22,DD,o ,o ,o ,o ,o ,o ,26,26,26,26,26,o ,o ,o ,o ,o ,12,9 ,9 ,9 ,12,o ,2 ,2 ,2 ,6 ,5 ,15,15,15,19,11,10,9 ,8 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,14,14, /*22*/ +/*23*/ o ,o ,o ,o ,22,21,21,21,22,12,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,8 ,8 ,8 ,36,o ,2 ,2 ,2 ,5 ,5 ,15,15,15,19,11,10,9 ,8 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,14,14, /*23*/ +/*24*/ o ,o ,o ,o ,39,21,21,21,21,11,10,9 ,8 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,6 ,5 ,19,19,19,5 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,14,14, /*24*/ +/*25*/ o ,o ,o ,o ,39,21,21,21,21,11,10,9 ,8 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,6 ,5 ,15,15,15,5 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,14,14, /*25*/ +/*26*/ o ,o ,o ,o ,22,21,21,21,22,12,o ,o ,o ,o ,o ,o ,8 ,8 ,o ,o ,o ,8 ,8 ,o ,o ,o ,8 ,8 ,o ,o ,o ,o ,DD,2 ,2 ,6 ,5 ,15,15,15,5 ,o ,o ,o ,5 ,17,17,17,5 ,26,o ,o ,26,3 ,o ,o ,o ,o ,o ,o ,o ,o ,14,14, /*26*/ +/*27*/ o ,o ,o ,o ,22,20,20,20,22,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,31,31,2 ,2 ,2 ,5 ,5 ,15,15,15,5 ,o ,o ,o ,5 ,15,15,15,5 ,o ,o ,o ,o ,3 ,o ,1 ,1 ,1 ,1 ,1 ,1 ,o ,14,14, /*27*/ +/*28*/ o ,o ,o ,o ,39,21,21,21,39,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,2 ,2 ,2 ,2 ,2 ,5 ,15,15,15,15,5 ,5 ,5 ,5 ,5 ,19,19,19,5 ,5 ,6 ,6 ,5 ,5 ,o ,1 ,1 ,1 ,1 ,1 ,1 ,3 ,14,14, /*28*/ +/*29*/ o ,o ,o ,o ,39,20,20,20,39,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,2 ,2 ,2 ,2 ,2 ,5 ,5 ,15,15,15,15,15,15,15,19,15,15,15,5 ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,1 ,3 ,14,14, /*29*/ +/*30*/ o ,o ,o ,o ,22,21,21,21,39,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,2 ,2 ,2 ,2 ,2 ,5 ,15,15,15,15,15,15,15,15,19,15,15,15,5 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,14,14,14, /*30*/ +/*31*/ o ,o ,o ,o ,22,20,20,20,39,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,2 ,2 ,2 ,2 ,2 ,5 ,5 ,15,15,15,15,15,15,15,19,15,15,15,5 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,14,14,14, /*31*/ +/*32*/ o ,o ,o ,o ,39,21,21,21,22,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,2 ,2 ,2 ,2 ,2 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,19,19,19,5 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,14,14,14, /*32*/ +/*33*/ o ,o ,o ,o ,39,21,21,21,22,40,40,40,40,40,40,40,40,40,31,35,31,o ,o ,31,35,31,o ,o ,31,35,2 ,2 ,2 ,2 ,2 ,6 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,15,15,15,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 , /*33*/ +/*34*/ o ,o ,o ,o ,22,21,21,21,21,11,10,9 ,40,40,40,40,40,40,31,35,31,o ,o ,31,35,31,o ,o ,31,35,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,5 ,1 ,1 ,1 ,5 ,15,15,15,5 ,o ,14,14,14,14,14,14,14,o ,o ,o ,o ,o ,o ,14, /*34*/ +/*35*/ o ,o ,o ,o ,22,21,21,21,21,11,10,9 ,40,40,40,40,40,40,31,35,o ,o ,o ,o ,35,o ,o ,o ,o ,35,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,6 ,1 ,1 ,1 ,5 ,15,15,15,5 ,o ,14,14,14,14,14,14,14,o ,o ,o ,o ,o ,o ,14, /*35*/ +/*36*/ o ,o ,o ,o ,22,21,21,21,21,11,10,9 ,40,40,40,40,40,40,40,35,o ,o ,o ,o ,35,o ,o ,o ,o ,35,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,6 ,1 ,1 ,1 ,5 ,15,15,15,5 ,6 ,14,14,14,14,14,14,14,3 ,3 ,3 ,3 ,o ,o ,14, /*36*/ +/*37*/ o ,o ,o ,o ,22,39,39,39,22,40,40,40,40,40,40,40,40,40,40,35,35,o ,o ,35,35,35,o ,o ,35,35,31,31,31,31,6 ,6 ,6 ,6 ,2 ,2 ,6 ,1 ,1 ,1 ,1 ,6 ,CC,6 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,o ,14,14, /*37*/ +/*38*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,10,34,10,34,40,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,6 ,2 ,2 ,5 ,1 ,1 ,1 ,11,11,11,11,11,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,o ,14,14, /*38*/ +/*39*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,10,34,10,34,40,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,6 ,2 ,2 ,6 ,1 ,1 ,1 ,11,11,11,11,11,o ,o ,o ,o ,12,o ,o ,o ,o ,o ,o ,3 ,o ,14,14, /*39*/ +/*40*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,35,35,35,35,35,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,6 ,2 ,2 ,6 ,1 ,1 ,1 ,11,11,11,11,11,11,11,11,11,12,11,10,9 ,8 ,o ,o ,3 ,o ,14,14, /*40*/ +/*41*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,31,o ,o ,o ,35,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,6 ,2 ,2 ,6 ,1 ,1 ,1 ,11,11,11,11,11,11,11,11,11,12,11,10,9 ,8 ,o ,o ,3 ,o ,14,14, /*41*/ +/*42*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,31,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,5 ,1 ,1 ,6 ,2 ,2 ,5 ,1 ,1 ,1 ,11,11,11,11,11,11,11,11,11,12,11,10,9 ,8 ,o ,o ,3 ,o ,o ,1 , /*42*/ +/*43*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,31,o ,o ,o ,35,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,o ,26,2 ,2 ,6 ,1 ,1 ,1 ,11,11,11,11,11,11,4 ,o ,o ,12,o ,o ,o ,o ,o ,o ,3 ,o ,o ,1 , /*43*/ +/*44*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,35,35,35,35,35,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,40,40,o ,o ,o ,o ,o ,o ,o ,o ,26,2 ,2 ,6 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,5 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,o ,o ,1 , /*44*/ +/*45*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,o ,o ,o ,3 ,3 ,3 ,3 ,3 ,40,40,o ,o ,o ,o ,o ,o ,o ,o ,26,2 ,2 ,6 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,o ,o ,1 , /*45*/ +/*46*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,40,40,o ,o ,o ,o ,o ,o ,o ,o ,31,2 ,2 ,5 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,5 ,1 ,1 ,1 ,1 ,1 ,o ,o ,1 , /*46*/ +/*47*/ 1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,23,23,23,23,29,o ,o ,o ,o ,o ,31,2 ,2 ,6 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,1 , /*47*/ +/*48*/ 1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,23,23,23,23,23,o ,o ,o ,o ,o ,31,2 ,2 ,6 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,8 ,o ,o ,8 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,1 , /*48*/ +/*49*/ 1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,23,23,23,23,23,23,29,o ,o ,o ,26,2 ,2 ,6 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*49*/ +/*50*/ 1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,11,11,11,o ,o ,o ,o ,23,23,23,23,23,23,23,23,o ,o ,o ,26,2 ,2 ,5 ,5 ,6 ,1 ,1 ,1 ,6 ,1 ,1 ,1 ,5 ,8 ,o ,o ,8 ,6 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*50*/ +/*51*/ 1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,3 ,o ,o ,o ,8 ,9 ,10,11,11,11,10,9 ,8 ,o ,23,23,23,23,23,27,23,29,o ,o ,o ,26,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,o ,o ,o ,o ,o ,o ,o ,o ,6 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*51*/ +/*52*/ 1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,3 ,o ,8 ,9 ,10,11,11,11,10,9 ,8 ,o ,23,23,23,27,1 ,1 ,9 ,9 ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,2 ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*52*/ +/*53*/ 1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,27,1 ,27,15,15,15,27,1 ,27,23,23,23,23,27,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,2 ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*53*/ +/*54*/ 1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,23,23,27,15,15,15,27,23,23,23,23,23,33,EE,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,2 ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*54*/ +/*55*/ 1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,23,23,27,15,15,15,27,23,23,23,23,23,23,27,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,2 ,o ,o ,o ,8 ,8 ,8 ,8 ,8 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*55*/ +/*56*/ 1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,15,15,15,15,15,15,15,15,15,23,23,23,23,27,1 ,1 ,9 ,9 ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,2 ,o ,o ,o ,8 ,8 ,8 ,8 ,8 ,5 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*56*/ +/*57*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,23,15,15,15,15,15,15,15,15,15,23,23,23,23,23,23,27,23,29,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,DD,o ,o ,o ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,9 ,10,11,11,3 ,1 ,1 , /*57*/ +/*58*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,23,15,15,23,23,23,23,23,15,15,23,23,23,23,23,23,23,23,23,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,1 ,1 ,1 ,11,3 ,1 ,1 , /*58*/ +/*59*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,23,15,15,23,23,23,23,23,15,15,23,23,23,23,23,23,23,23,29,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,8 ,8 ,8 ,8 ,1 ,11,3 ,1 ,1 , /*59*/ +/*60*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,23,15,15,23,23,23,23,23,15,15,23,23,23,23,23,23,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,8 ,8 ,8 ,8 ,8 ,8 ,1 ,1 ,1 , /*60*/ +/*61*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,23,15,15,23,23,23,23,23,15,15,23,23,23,23,23,23,29,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,8 ,8 ,8 ,8 ,8 ,1 ,1 ,1 , /*61*/ +/*62*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,8 ,8 ,1 ,1 ,1 , /*62*/ +/*63*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,3 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,3 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,3 ,3 ,3 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,8 ,8 ,o ,o ,o /*63*/ + // 0 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 + #undef AA + #undef BB + #undef CC + #undef DD + #undef EE + #undef o + }, + { // tileDictionary + SFG_TD( 7,31,1,0),SFG_TD(26,31,0,0),SFG_TD( 0,31,0,0),SFG_TD(14,31,2,0), // 0 + SFG_TD(11,31,2,0),SFG_TD(26,31,2,0),SFG_TD(26,31,3,0),SFG_TD( 7,11,0,0), // 4 + SFG_TD( 8,31,4,0),SFG_TD( 9,31,4,0),SFG_TD(10,31,4,0),SFG_TD(11,31,4,0), // 8 + SFG_TD(11,31,2,0),SFG_TD( 7,11,4,0),SFG_TD(30,31,0,0),SFG_TD(11, 7,2,0), // 12 + SFG_TD(15, 0,4,3),SFG_TD(13, 2,2,2),SFG_TD( 0, 7,5,0),SFG_TD(11, 5,2,2), // 16 + SFG_TD(11,31,2,0),SFG_TD(11, 7,2,7),SFG_TD(18, 0,2,7),SFG_TD( 7, 0,0,0), // 20 + SFG_TD(11,15,5,0),SFG_TD(30,31,2,0),SFG_TD(12,31,6,0),SFG_TD( 7, 0,3,3), // 24 + SFG_TD(26, 4,0,0),SFG_TD(31, 0,2,0),SFG_TD(26, 5,0,0),SFG_TD(10,31,6,0), // 28 + SFG_TD(11, 0,1,0),SFG_TD( 7, 4,1,0),SFG_TD(10,31,2,0),SFG_TD(14,31,4,0), // 32 + SFG_TD(14,31,2,0),SFG_TD( 3,23,5,0),SFG_TD( 3, 4,1,0),SFG_TD(18,31,4,0), // 36 + SFG_TD( 8,31,2,0),SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0), // 40 + SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0), // 44 + SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0), // 48 + SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0), // 52 + SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0), // 56 + SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0),SFG_TD( 7,11,0,0) // 60 + }, // tileDictionary + {1 ,3 ,12,14,5 ,11,6 }, // textureIndices + 13, // doorTextureIndex + 20, // floorColor + 3, // ceilingColor + {52, 55, 80 }, // player start: x, y, direction + 0, // backgroundImage + { // elements + {SFG_LEVEL_ELEMENT_BULLETS, {31,2}},{SFG_LEVEL_ELEMENT_BULLETS, {29,2}}, + {SFG_LEVEL_ELEMENT_BULLETS, {35,4}},{SFG_LEVEL_ELEMENT_BULLETS, {25,4}}, + {SFG_LEVEL_ELEMENT_BULLETS, {51,5}},{SFG_LEVEL_ELEMENT_ROCKETS, {50,5}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {44,5}},{SFG_LEVEL_ELEMENT_TELEPORTER, {18,5}}, + {SFG_LEVEL_ELEMENT_BULLETS, {51,6}},{SFG_LEVEL_ELEMENT_ROCKETS, {50,6}}, + {SFG_LEVEL_ELEMENT_TELEPORTER, {54,10}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {36,13}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {29,13}},{SFG_LEVEL_ELEMENT_TERMINAL, {35,15}}, + {SFG_LEVEL_ELEMENT_LAMP, {32,15}},{SFG_LEVEL_ELEMENT_RUIN, {19,15}}, + {SFG_LEVEL_ELEMENT_BULLETS, {49,16}},{SFG_LEVEL_ELEMENT_RUIN, {18,16}}, + {SFG_LEVEL_ELEMENT_RUIN, {19,17}},{SFG_LEVEL_ELEMENT_LOCK0, {38,18}}, + {SFG_LEVEL_ELEMENT_CARD0, {50,20}},{SFG_LEVEL_ELEMENT_RUIN, {6,21}}, + {SFG_LEVEL_ELEMENT_RUIN, {5,21}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {46,22}}, + {SFG_LEVEL_ELEMENT_RUIN, {7,22}},{SFG_LEVEL_ELEMENT_LAMP, {9,23}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {16,24}},{SFG_LEVEL_ELEMENT_LAMP, {31,25}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {16,25}},{SFG_LEVEL_ELEMENT_LAMP, {9,26}}, + {SFG_LEVEL_ELEMENT_HEALTH, {49,27}},{SFG_LEVEL_ELEMENT_BULLETS, {47,27}}, + {SFG_LEVEL_ELEMENT_BULLETS, {45,27}},{SFG_LEVEL_ELEMENT_LAMP, {36,28}}, + {SFG_LEVEL_ELEMENT_LAMP, {36,30}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {34,32}}, + {SFG_LEVEL_ELEMENT_HEALTH, {30,33}},{SFG_LEVEL_ELEMENT_BULLETS, {27,33}}, + {SFG_LEVEL_ELEMENT_BULLETS, {22,33}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {21,36}}, + {SFG_LEVEL_ELEMENT_TREE, {53,39}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {46,39}}, + {SFG_LEVEL_ELEMENT_TREE, {15,39}},{SFG_LEVEL_ELEMENT_TREE, {13,39}}, + {SFG_LEVEL_ELEMENT_BULLETS, {44,41}},{SFG_LEVEL_ELEMENT_TREE, {53,43}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {32,43}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {31,43}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {30,43}},{SFG_LEVEL_ELEMENT_RUIN, {21,45}}, + {SFG_LEVEL_ELEMENT_RUIN, {20,45}},{SFG_LEVEL_ELEMENT_RUIN, {19,45}}, + {SFG_LEVEL_ELEMENT_LAMP, {54,48}},{SFG_LEVEL_ELEMENT_BARREL, {53,48}}, + {SFG_LEVEL_ELEMENT_BARREL, {52,48}},{SFG_LEVEL_ELEMENT_LAMP, {51,48}}, + {SFG_LEVEL_ELEMENT_LAMP, {54,50}},{SFG_LEVEL_ELEMENT_LAMP, {51,50}}, + {SFG_LEVEL_ELEMENT_RUIN, {40,51}},{SFG_LEVEL_ELEMENT_TREE, {32,52}}, + {SFG_LEVEL_ELEMENT_FINISH, {28,54}},{SFG_LEVEL_ELEMENT_BULLETS, {49,55}}, + {SFG_LEVEL_ELEMENT_BULLETS, {48,55}},{SFG_LEVEL_ELEMENT_BULLETS, {49,56}}, + {SFG_LEVEL_ELEMENT_BULLETS, {48,56}},{SFG_LEVEL_ELEMENT_TREE, {32,56}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {58,57}},{SFG_LEVEL_ELEMENT_RUIN, {48,59}}, + {SFG_LEVEL_ELEMENT_RUIN, {48,60}},{SFG_LEVEL_ELEMENT_RUIN, {51,61}}, + {SFG_LEVEL_ELEMENT_RUIN, {50,61}},{SFG_LEVEL_ELEMENT_RUIN, {45,61}}, + {SFG_LEVEL_ELEMENT_RUIN, {44,61}},{SFG_LEVEL_ELEMENT_RUIN, {43,61}}, + {SFG_LEVEL_ELEMENT_LAMP, {42,61}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}} + }, // elements + } // level + ; + +SFG_PROGRAM_MEMORY SFG_Level SFG_level1 = + { // level + { // mapArray + #define o 0 + #define AA (21 | SFG_TILE_PROPERTY_DOOR) + #define BB (23 | SFG_TILE_PROPERTY_ELEVATOR) + #define CC (3 | SFG_TILE_PROPERTY_SQUEEZER) + #define DD (31 | SFG_TILE_PROPERTY_ELEVATOR) + #define EE (1 | SFG_TILE_PROPERTY_DOOR) + #define FF (22 | SFG_TILE_PROPERTY_DOOR) + #define GG (50 | SFG_TILE_PROPERTY_ELEVATOR) + #define HH (49 | SFG_TILE_PROPERTY_ELEVATOR) + #define II (48 | SFG_TILE_PROPERTY_ELEVATOR) + // 0 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 +/*0 */ 4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,6 ,7 ,7 ,7 ,7 ,6 ,7 ,7 ,7 ,7 ,6 ,6 ,6 ,6 ,6 ,7 ,7 ,6 ,6 ,6 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,12,6 ,6 ,6 ,12,6 ,6 ,6 ,12,6 ,6 ,6 ,12,6 ,6 ,6 ,12,6 ,6 , /*0 */ +/*1 */ 4 ,4 ,4 ,4 ,5 ,5 ,5 ,4 ,4 ,4 ,4 ,4 ,6 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,21,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,7 ,9 ,9 ,9 ,9 ,6 ,5 ,5 ,5 ,5 ,5 ,21,6 ,5 ,5 ,5 ,57,57,5 ,5 ,5 ,13,16,16,16,16,16,16,16,16,16,16,6 , /*1 */ +/*2 */ 4 ,4 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,4 ,4 ,4 ,6 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,21,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,7 ,9 ,9 ,9 ,9 ,6 ,28,28,28,5 ,5 ,21,4 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,16,16,16,16,16,16,16,16,16,16,16,15, /*2 */ +/*3 */ 4 ,4 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,4 ,4 ,4 ,6 ,54,54,54,54,4 ,8 ,8 ,8 ,8 ,21,8 ,8 ,4 ,54,54,54,54,54,6 ,9 ,9 ,9 ,9 ,6 ,21,21,28,5 ,5 ,21,21,57,5 ,5 ,5 ,5 ,5 ,5 ,5 ,16,16,16,16,16,16,16,16,16,16,16,6 , /*3 */ +/*4 */ 4 ,5 ,5 ,5 ,9 ,9 ,9 ,5 ,5 ,5 ,4 ,4 ,4 ,8 ,8 ,8 ,8 ,54,8 ,8 ,8 ,8 ,21,8 ,8 ,54,8 ,8 ,8 ,8 ,8 ,6 ,6 ,6 ,6 ,6 ,6 ,21,21,28,5 ,5 ,21,39,57,5 ,5 ,5 ,5 ,5 ,5 ,5 ,13,16,16,16,16,16,16,16,16,16,16,6 , /*4 */ +/*5 */ 4 ,5 ,5 ,5 ,9 ,9 ,9 ,5 ,5 ,5 ,8 ,8 ,AA,8 ,8 ,8 ,8 ,54,8 ,8 ,8 ,8 ,21,8 ,8 ,54,8 ,8 ,8 ,8 ,8 ,6 ,16,16,16,16,16,21,21,28,5 ,5 ,21,13,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,6 , /*5 */ +/*6 */ 4 ,5 ,5 ,5 ,9 ,9 ,9 ,5 ,5 ,5 ,4 ,4 ,4 ,8 ,8 ,8 ,8 ,54,8 ,8 ,8 ,8 ,21,8 ,8 ,54,8 ,8 ,8 ,8 ,8 ,6 ,16,16,16,16,16,63,21,28,5 ,5 ,21,39,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,57,6 , /*6 */ +/*7 */ 9 ,4 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,4 ,4 ,4 ,6 ,8 ,8 ,8 ,8 ,4 ,21,21,21,21,21,AA,21,4 ,8 ,8 ,8 ,8 ,8 ,6 ,16,16,16,16,16,63,21,28,5 ,5 ,21,21,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,57,6 , /*7 */ +/*8 */ 9 ,4 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,4 ,4 ,4 ,6 ,8 ,8 ,21,21,4 ,54,54,54,54,54,54,54,4 ,21,21,21,BB,BB,27,16,16,16,16,16,21,21,28,5 ,5 ,21,39,5 ,5 ,5 ,5 ,5 ,5 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 , /*8 */ +/*9 */ 10,10,4 ,4 ,5 ,5 ,5 ,4 ,4 ,4 ,4 ,4 ,6 ,8 ,8 ,8 ,8 ,54,8 ,8 ,8 ,8 ,8 ,8 ,8 ,54,8 ,8 ,21,BB,BB,27,16,16,17,17,17,21,21,28,5 ,5 ,21,13,5 ,5 ,5 ,5 ,5 ,5 ,4 ,5 ,5 ,5 ,5 ,53,53,53,53,5 ,5 ,5 ,56,6 , /*9 */ +/*10*/ 10,10,10,9 ,4 ,3 ,4 ,4 ,4 ,4 ,4 ,4 ,6 ,8 ,8 ,8 ,8 ,54,8 ,8 ,8 ,8 ,8 ,8 ,8 ,54,8 ,8 ,21,BB,BB,27,16,16,18,18,18,21,21,28,5 ,5 ,21,21,5 ,5 ,5 ,5 ,5 ,5 ,20,5 ,5 ,5 ,5 ,53,53,53,53,5 ,5 ,5 ,57,6 , /*10*/ +/*11*/ 10,10,10,9 ,9 ,9 ,9 ,1 ,6 ,6 ,15,6 ,6 ,6 ,6 ,6 ,6 ,6 ,7 ,7 ,7 ,7 ,7 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,19,19,19,21,21,28,5 ,5 ,21,21,59,5 ,5 ,5 ,5 ,5 ,21,5 ,5 ,5 ,5 ,53,53,53,53,1 ,13,13,13,1 , /*11*/ +/*12*/ 10,10,10,9 ,9 ,9 ,9 ,1 ,12,16,16,16,16,16,16,12,5 ,56,28,28,28,28,28,60,58,58,5 ,5 ,5 ,5 ,5 ,5 ,21,21,20,20,20,21,21,28,5 ,5 ,21,21,5 ,5 ,59,5 ,5 ,5 ,21,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,1 ,o ,o ,o ,1 , /*12*/ +/*13*/ 9 ,11,9 ,9 ,9 ,9 ,11,1 ,6 ,16,16,16,16,16,16,16,5 ,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,21,28,28,28,28,28,28,28,28,28,4 ,21,21,21,21,20,20,20,21,1 ,1 ,1 ,1 ,2 ,4 ,1 ,1 ,4 ,3 ,3 ,4 ,1 , /*13*/ +/*14*/ 9 ,11,9 ,9 ,9 ,9 ,11,1 ,6 ,16,16,16,16,16,16,16,5 ,25,5 ,5 ,5 ,5 ,5 ,5 ,56,5 ,5 ,5 ,5 ,5 ,5 ,5 ,20,28,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,21,21,21,21,o ,CC,CC,CC,o ,21,1 ,4 ,o ,o ,o ,o ,o ,o ,14,14,o ,1 , /*14*/ +/*15*/ 9 ,11,11,11,9 ,9 ,9 ,1 ,12,16,16,16,16,16,16,12,5 ,25,5 ,5 ,5 ,5 ,5 ,59,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,20,28,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,21,21,21,21,21,28,28,28,21,21,1 ,3 ,o ,o ,o ,o ,o ,o ,14,14,o ,1 , /*15*/ +/*16*/ 10,10,11,11,9 ,9 ,9 ,1 ,6 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,25,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,20,28,5 ,5 ,5 ,5 ,5 ,5 ,5 ,60,29,5 ,5 ,21,21,53,53,53,21,21,1 ,3 ,o ,o ,o ,o ,o ,o ,14,14,o ,1 , /*16*/ +/*17*/ 10,10,9 ,9 ,9 ,9 ,9 ,1 ,6 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,21,28,5 ,5 ,5 ,5 ,5 ,5 ,5 ,60,29,5 ,5 ,53,53,53,53,53,53,53,1 ,3 ,o ,o ,o ,o ,o ,o ,14,14,o ,1 , /*17*/ +/*18*/ 10,10,9 ,9 ,9 ,9 ,9 ,1 ,6 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,58,58,5 ,5 ,5 ,5 ,21,4 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,29,5 ,5 ,53,53,53,53,53,53,53,1 ,3 ,o ,o ,o ,o ,o ,o ,14,14,o ,1 , /*18*/ +/*19*/ 10,9 ,9 ,9 ,9 ,9 ,9 ,4 ,21,21,20,20,21,6 ,6 ,58,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,59,5 ,6 ,6 ,21,21,21,21,21,24,24,24,24,24,24,24,24,5 ,21,5 ,5 ,53,53,53,53,53,53,53,1 ,3 ,o ,o ,o ,o ,13,o ,14,14,o ,1 , /*19*/ +/*20*/ 10,10,10,9 ,9 ,9 ,9 ,8 ,8 ,8 ,20,20,8 ,6 ,6 ,58,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,6 ,6 ,31,30,30,31,31,31,31,31,31,31,30,31,31,6 ,6 ,5 ,5 ,53,53,53,53,53,53,53,1 ,3 ,o ,o ,o ,o ,1 ,o ,14,14,o ,1 , /*20*/ +/*21*/ 9 ,10,10,9 ,9 ,9 ,9 ,8 ,8 ,8 ,20,20,8 ,6 ,6 ,5 ,5 ,59,5 ,5 ,5 ,5 ,5 ,5 ,5 ,56,6 ,6 ,31,31,31,31,31,31,31,31,31,31,30,31,31,6 ,DD,8 ,8 ,53,53,53,53,53,53,53,1 ,3 ,3 ,3 ,3 ,3 ,1 ,3 ,3 ,3 ,3 ,1 , /*21*/ +/*22*/ 11,11,9 ,9 ,9 ,9 ,9 ,4 ,8 ,8 ,20,20,8 ,6 ,6 ,58,58,5 ,5 ,5 ,5 ,5 ,5 ,56,5 ,59,6 ,6 ,31,30,30,30,31,31,31,31,31,31,30,31,31,6 ,31,8 ,8 ,53,53,53,53,53,53,53,1 ,o ,o ,o ,o ,3 ,1 ,o ,14,14,o ,1 , /*22*/ +/*23*/ 11,11,9 ,9 ,9 ,9 ,9 ,21,8 ,8 ,20,20,8 ,8 ,8 ,58,58,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,57,6 ,6 ,31,30,31,30,30,31,31,31,31,31,30,31,31,31,31,8 ,8 ,53,53,53,53,53,53,53,1 ,o ,o ,o ,o ,3 ,1 ,o ,14,14,o ,1 , /*23*/ +/*24*/ 9 ,10,10,10,9 ,9 ,9 ,21,8 ,8 ,20,20,8 ,8 ,8 ,62,58,5 ,5 ,5 ,5 ,57,61,5 ,61,57,6 ,6 ,31,30,31,31,30,30,30,30,30,30,30,31,31,6 ,6 ,6 ,6 ,1 ,1 ,1 ,1 ,EE,1 ,1 ,1 ,o ,o ,o ,o ,3 ,1 ,o ,14,14,o ,1 , /*24*/ +/*25*/ 9 ,10,10,10,9 ,9 ,9 ,21,8 ,5 ,5 ,5 ,8 ,6 ,6 ,57,61,56,5 ,5 ,5 ,57,5 ,5 ,56,58,6 ,6 ,31,30,31,31,31,31,31,31,31,31,31,31,31,6 ,58,o ,o ,o ,1 ,o ,o ,o ,o ,o ,61,o ,o ,o ,o ,3 ,1 ,1 ,19,19,1 ,1 , /*25*/ +/*26*/ 9 ,10,10,10,9 ,9 ,9 ,21,8 ,5 ,5 ,5 ,8 ,6 ,12,57,5 ,5 ,5 ,5 ,5 ,5 ,56,5 ,5 ,5 ,12,6 ,31,30,31,31,31,31,31,31,31,31,31,31,31,6 ,58,o ,o ,o ,2 ,o ,o ,o ,o ,o ,EE,o ,o ,o ,o ,3 ,1 ,1 ,18,18,1 ,1 , /*26*/ +/*27*/ 9 ,11,11,9 ,9 ,9 ,9 ,20,5 ,5 ,5 ,5 ,8 ,6 ,6 ,61,5 ,5 ,5 ,5 ,5 ,5 ,5 ,59,58,5 ,6 ,6 ,31,31,31,31,31,31,31,31,31,31,31,31,31,6 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,3 ,61,3 ,3 ,3 ,3 ,4 ,1 ,1 ,17,17,1 ,1 , /*27*/ +/*28*/ 9 ,11,11,9 ,9 ,9 ,9 ,21,8 ,8 ,8 ,8 ,8 ,21,6 ,58,5 ,5 ,5 ,5 ,5 ,5 ,5 ,56,5 ,5 ,6 ,6 ,31,30,31,31,31,31,31,31,31,31,31,31,31,6 ,58,o ,o ,o ,1 ,o ,o ,o ,o ,3 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,16,16,16,16,1 , /*28*/ +/*29*/ 1 ,1 ,1 ,1 ,1 ,1 ,20,20,20,20,20,20,20,21,6 ,58,5 ,5 ,5 ,5 ,5 ,5 ,5 ,58,5 ,56,6 ,6 ,31,30,31,30,30,30,30,30,30,30,31,31,31,6 ,58,o ,o ,o ,2 ,o ,o ,o ,o ,3 ,EE,5 ,5 ,5 ,5 ,5 ,1 ,16,16,16,16,1 , /*29*/ +/*30*/ 1 ,58,58,57,57,57,21,21,21,21,20,20,20,21,6 ,56,5 ,5 ,5 ,5 ,5 ,5 ,5 ,57,5 ,60,6 ,6 ,31,30,30,30,31,31,31,31,31,30,30,31,31,6 ,58,o ,o ,o ,1 ,o ,o ,o ,o ,3 ,1 ,o ,o ,o ,5 ,5 ,1 ,16,16,16,16,1 , /*30*/ +/*31*/ 1 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,1 ,21,20,20,20,21,6 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,59,5 ,6 ,6 ,31,31,31,31,31,31,31,31,31,31,30,31,31,6 ,58,o ,o ,1 ,1 ,o ,o ,o ,o ,3 ,1 ,o ,o ,o ,5 ,5 ,1 ,16,16,16,16,1 , /*31*/ +/*32*/ 1 ,5 ,58,58,5 ,1 ,5 ,57,57,21,20,20,20,21,21,21,21,21,20,20,20,20,21,4 ,7 ,7 ,6 ,6 ,31,31,31,31,31,31,31,31,31,31,30,31,31,6 ,58,o ,o ,o ,EE,o ,o ,o ,o ,3 ,EE,o ,o ,o ,5 ,5 ,1 ,16,16,16,16,1 , /*32*/ +/*33*/ 1 ,5 ,1 ,5 ,5 ,5 ,5 ,5 ,1 ,57,5 ,5 ,5 ,5 ,5 ,12,13,13,53,53,53,53,21,21,13,13,6 ,6 ,6 ,6 ,6 ,6 ,31,31,30,30,30,30,30,31,31,6 ,58,o ,o ,o ,1 ,o ,o ,o ,o ,3 ,1 ,5 ,5 ,5 ,5 ,5 ,1 ,16,16,16,16,1 , /*33*/ +/*34*/ 1 ,58,5 ,5 ,1 ,1 ,5 ,5 ,5 ,57,5 ,5 ,5 ,5 ,5 ,13,13,13,53,53,53,53,53,53,13,13,13,13,53,53,53,53,24,24,24,24,6 ,6 ,6 ,6 ,6 ,6 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,3 ,1 ,1 ,1 ,1 ,16,16,1 ,16,16,16,16,15, /*34*/ +/*35*/ 1 ,5 ,5 ,1 ,5 ,5 ,5 ,57,5 ,57,5 ,5 ,5 ,5 ,5 ,13,13,13,53,53,53,53,53,53,13,5 ,5 ,13,53,53,53,53,53,53,53,53,6 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,o ,o ,o ,o ,3 ,2 ,o ,o ,1 ,16,16,1 ,16,16,16,16,21, /*35*/ +/*36*/ 1 ,5 ,1 ,1 ,5 ,57,1 ,5 ,1 ,1 ,1 ,5 ,5 ,5 ,5 ,12,13,13,53,53,53,53,53,5 ,5 ,5 ,5 ,5 ,5 ,53,53,53,13,13,13,13,13,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,o ,o ,o ,o ,3 ,1 ,o ,o ,21,16,16,16,16,21,27,27,21, /*36*/ +/*37*/ 1 ,19,18,1 ,5 ,1 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,53,13,13,53,53,53,53,13,5 ,5 ,5 ,5 ,5 ,5 ,13,13,13,13,13,4 ,61,1 ,2 ,1 ,1 ,2 ,1 ,1 ,2 ,1 ,61,4 ,o ,o ,o ,o ,3 ,1 ,o ,o ,21,16,16,16,16,21,BB,BB,21, /*37*/ +/*38*/ 1 ,57,17,1 ,5 ,1 ,5 ,57,57,5 ,58,5 ,5 ,5 ,5 ,53,53,13,13,13,13,13,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,13,13,13,1 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,o ,o ,o ,o ,3 ,4 ,o ,o ,21,21,21,21,21,21,8 ,8 ,21, /*38*/ +/*39*/ 1 ,16,16,1 ,5 ,5 ,5 ,58,5 ,5 ,58,5 ,5 ,5 ,5 ,12,53,53,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,59,57,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,1 ,o ,o ,1 ,o ,o ,21,7 ,7 ,54,54,4 , /*39*/ +/*40*/ 1 ,16,1 ,1 ,1 ,1 ,1 ,5 ,5 ,58,62,5 ,5 ,5 ,5 ,53,53,53,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,EE,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,1 ,1 ,1 ,1 ,o ,o ,21,7 ,8 ,8 ,54,21, /*40*/ +/*41*/ 1 ,16,1 ,16,16,16,16,1 ,5 ,5 ,62,5 ,5 ,5 ,5 ,53,53,53,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,EE,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,2 ,o ,o ,o ,o ,o ,21,7 ,8 ,8 ,54,21, /*41*/ +/*42*/ 1 ,16,16,16,16,16,1 ,1 ,58,5 ,62,59,5 ,5 ,5 ,12,53,53,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,59,57,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,1 ,o ,o ,o ,o ,o ,21,7 ,8 ,8 ,54,21, /*42*/ +/*43*/ 1 ,58,5 ,1 ,5 ,57,5 ,5 ,5 ,5 ,1 ,5 ,5 ,5 ,5 ,53,53,13,13,13,13,13,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,13,13,13,1 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,1 ,o ,o ,21,21,21,21,7 ,8 ,8 ,54,21, /*43*/ +/*44*/ 1 ,5 ,5 ,1 ,5 ,5 ,5 ,1 ,1 ,5 ,1 ,5 ,5 ,5 ,5 ,53,13,13,13,13,13,13,13,5 ,5 ,5 ,5 ,5 ,5 ,13,13,1 ,1 ,1 ,4 ,1 ,1 ,2 ,1 ,1 ,2 ,1 ,1 ,57,EE,57,1 ,1 ,1 ,EE,1 ,4 ,1 ,o ,o ,1 ,7 ,7 ,7 ,7 ,54,54,54,4 , /*44*/ +/*45*/ 1 ,5 ,5 ,5 ,57,1 ,1 ,5 ,58,5 ,1 ,5 ,56,5 ,5 ,12,13,13,13,13,13,13,13,13,5 ,5 ,5 ,5 ,13,13,13,1 ,o ,o ,o ,o ,o ,o ,1 ,o ,o ,22,22,22,FF,22,22,22,1 ,o ,1 ,1 ,1 ,o ,o ,1 ,8 ,8 ,8 ,8 ,8 ,8 ,54,1 , /*45*/ +/*46*/ 1 ,5 ,57,5 ,5 ,5 ,1 ,5 ,5 ,5 ,58,21,21,21,21,21,21,21,21,21,13,13,13,13,13,5 ,5 ,13,13,53,53,1 ,o ,o ,o ,o ,o ,o ,1 ,o ,o ,22,o ,o ,o ,o ,o ,22,1 ,o ,o ,o ,1 ,o ,o ,1 ,8 ,8 ,8 ,8 ,8 ,8 ,54,1 , /*46*/ +/*47*/ 1 ,58,57,1 ,1 ,5 ,58,58,1 ,1 ,58,21,5 ,5 ,5 ,5 ,56,5 ,5 ,21,13,13,13,13,13,5 ,5 ,13,13,53,53,EE,o ,o ,55,1 ,1 ,1 ,1 ,o ,o ,22,o ,o ,o ,o ,o ,22,1 ,o ,o ,o ,1 ,o ,o ,1 ,8 ,8 ,8 ,8 ,8 ,8 ,54,1 , /*47*/ +/*48*/ 6 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,20,5 ,5 ,5 ,5 ,5 ,5 ,5 ,20,53,53,53,EE,53,53,53,53,53,53,53,1 ,o ,o ,55,1 ,o ,o ,o ,o ,o ,22,o ,o ,o ,o ,o ,22,4 ,5 ,5 ,5 ,4 ,1 ,1 ,1 ,1 ,1 ,1 ,8 ,8 ,8 ,54,1 , /*48*/ +/*49*/ 7 ,57,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,20,5 ,5 ,5 ,5 ,5 ,5 ,5 ,20,53,53,53,1 ,53,53,53,53,53,53,53,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,22,o ,o ,o ,o ,o ,22,1 ,8 ,8 ,8 ,54,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,54,1 , /*49*/ +/*50*/ 7 ,57,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,20,5 ,5 ,5 ,5 ,5 ,5 ,5 ,21,13,13,13,13,13,13,13,13,53,53,53,1 ,1 ,22,22,22,22,22,22,22,22,4 ,o ,o ,o ,o ,o ,22,1 ,8 ,8 ,8 ,54,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,54,1 , /*50*/ +/*51*/ 6 ,5 ,5 ,57,58,5 ,1 ,1 ,58,58,58,21,59,5 ,5 ,5 ,5 ,5 ,5 ,21,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,28,28,28,1 ,4 ,GG,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,o ,o ,o ,o ,o ,22,1 ,8 ,8 ,8 ,54,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,54,1 , /*51*/ +/*52*/ 6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,6 ,28,28,28,28,28,28,28,1 ,28,28,28,1 ,1 ,22,3 ,o ,o ,o ,o ,3 ,3 ,3 ,o ,o ,o ,o ,o ,22,1 ,8 ,8 ,8 ,54,54,54,54,54,54,54,54,54,54,54,4 , /*52*/ +/*53*/ 11,11,11,11,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,6 ,28,28,28,28,28,28,28,1 ,28,28,28,1 ,1 ,22,3 ,o ,o ,o ,o ,3 ,3 ,3 ,o ,o ,o ,o ,o ,22,1 ,8 ,8 ,1 ,4 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*53*/ +/*54*/ 11,11,11,11,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,6 ,28,28,28,28,28,28,28,1 ,28,28,28,1 ,4 ,HH,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,o ,o ,o ,o ,o ,22,1 ,8 ,8 ,1 ,22,22,22,22,22,22,22,22,22,22,22,22, /*54*/ +/*55*/ 11,11,10,10,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,6 ,28,28,28,28,28,28,28,1 ,28,28,28,1 ,1 ,22,22,22,22,22,22,22,22,4 ,22,GG,HH,II,22,22,1 ,8 ,8 ,1 ,22,22,22,22,22,63,6 ,6 ,6 ,6 ,6 ,6 , /*55*/ +/*56*/ 6 ,10,10,10,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,6 ,o ,o ,o ,o ,1 ,26,26,1 ,28,28,28,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,63,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,1 ,22,5 ,5 ,56,5 ,5 ,5 ,56,6 ,6 ,6 ,6 , /*56*/ +/*57*/ 6 ,10,10,10,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,6 ,o ,o ,o ,o ,26,28,28,28,28,28,28,5 ,5 ,5 ,5 ,5 ,5 ,5 ,63,54,54,8 ,54,54,54,54,54,54,54,54,54,1 ,22,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,6 ,6 ,6 , /*57*/ +/*58*/ 6 ,6 ,6 ,6 ,6 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,6 ,o ,o ,o ,o ,26,28,28,28,28,28,28,5 ,5 ,5 ,5 ,5 ,5 ,5 ,1 ,28,28,28,28,28,28,28,28,28,28,12,12,12,22,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,4 ,6 ,6 , /*58*/ +/*59*/ 6 ,6 ,6 ,6 ,6 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,6 ,o ,o ,o ,o ,26,28,28,28,28,28,28,5 ,5 ,5 ,5 ,5 ,5 ,5 ,EE,28,28,28,28,28,28,28,28,28,28,28,FF,FF,FF,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,3 ,31,13, /*59*/ +/*60*/ 6 ,6 ,6 ,6 ,6 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,6 ,o ,o ,o ,o ,EE,28,28,28,28,28,28,5 ,5 ,5 ,5 ,5 ,5 ,5 ,1 ,28,28,28,28,28,28,28,28,28,28,12,12,12,22,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,4 ,6 ,6 , /*60*/ +/*61*/ 6 ,6 ,6 ,6 ,6 ,11,11,11,11,9 ,9 ,9 ,9 ,9 ,9 ,9 ,11,11,11,6 ,o ,o ,o ,o ,26,28,28,28,28,28,28,5 ,5 ,5 ,5 ,5 ,5 ,5 ,63,54,54,8 ,54,54,54,54,54,54,54,54,54,1 ,22,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,6 ,6 ,6 , /*61*/ +/*62*/ 9 ,9 ,9 ,9 ,9 ,11,11,11,11,10,10,10,10,10,10,10,11,11,11,6 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,1 ,1 ,2 ,1 ,1 ,1 ,1 ,1 ,26,26,26,1 ,63,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,1 ,22,5 ,5 ,5 ,5 ,5 ,5 ,59,6 ,6 ,6 ,6 , /*62*/ +/*63*/ 9 ,9 ,9 ,9 ,9 ,11,11,11,11,10,10,10,10,10,10,10,11,11,11,6 ,28,28,28,28,22,22,22,22,22,22,22,22,22,22,6 ,9 ,9 ,9 ,6 ,22,22,4 ,22,II,GG,HH,22,22,22,22,22,22,22,22,22,22,22,63,6 ,6 ,6 ,6 ,6 ,6 /*63*/ + // 0 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 + #undef AA + #undef BB + #undef CC + #undef DD + #undef EE + #undef FF + #undef GG + #undef HH + #undef II + #undef o + }, + { // tileDictionary + SFG_TD(14, 7,0,0),SFG_TD(18, 0,0,1),SFG_TD(18, 0,2,1),SFG_TD(14, 6,0,4), // 0 + SFG_TD(14, 0,4,4),SFG_TD(14,20,4,4),SFG_TD(29, 0,3,4),SFG_TD(27, 2,3,4), // 4 + SFG_TD(25, 6,4,4),SFG_TD(14,31,0,0),SFG_TD(26,31,1,0),SFG_TD(30,31,0,0), // 8 + SFG_TD(31, 0,2,2),SFG_TD(14, 0,6,6),SFG_TD(14, 8,0,0),SFG_TD(22, 0,2,3), // 12 + SFG_TD(18, 8,6,0),SFG_TD(17, 9,6,0),SFG_TD(16,10,6,0),SFG_TD(15,11,6,0), // 16 + SFG_TD(14, 7,3,3),SFG_TD(29, 0,3,3),SFG_TD(18, 0,5,2),SFG_TD(18, 7,4,0), // 20 + SFG_TD(14,20,3,4),SFG_TD(13,21,0,4),SFG_TD(16, 2,0,1),SFG_TD(18, 4,6,3), // 24 + SFG_TD(14,17,0,4),SFG_TD(18, 8,3,3),SFG_TD(13,21,0,0),SFG_TD( 4,30,0,0), // 28 + SFG_TD(14, 8,0,0),SFG_TD(14, 8,0,0),SFG_TD(14, 8,0,0),SFG_TD(14, 8,0,0), // 32 + SFG_TD(14, 8,0,0),SFG_TD(14, 8,0,0),SFG_TD(14, 8,0,0),SFG_TD(30, 0,3,6), // 36 + SFG_TD(14, 8,0,0),SFG_TD(14, 8,0,0),SFG_TD(14, 8,0,0),SFG_TD(14, 8,0,0), // 40 + SFG_TD(14, 8,0,0),SFG_TD(14, 8,0,0),SFG_TD(14, 8,0,0),SFG_TD(14, 8,0,0), // 44 + SFG_TD(29,17,5,5),SFG_TD(29,18,5,5),SFG_TD(29,19,5,5),SFG_TD(14, 8,0,0), // 48 + SFG_TD(14, 8,0,0),SFG_TD(14, 7,0,6),SFG_TD(25, 5,4,4),SFG_TD(16, 5,1,0), // 52 + SFG_TD(18,16,1,0),SFG_TD(22,12,1,0),SFG_TD(26, 8,0,0),SFG_TD(18,16,0,0), // 56 + SFG_TD(17,17,1,0),SFG_TD(21,13,0,0),SFG_TD(25, 9,1,0),SFG_TD(14, 0,5,5) // 60 + }, // tileDictionary + {0 ,4 ,7 ,5 ,11,15,3 }, // textureIndices + 7, // doorTextureIndex + 3, // floorColor + 18, // ceilingColor + {62, 2 , 144}, // player start: x, y, direction + 1, // backgroundImage + { // elements + {SFG_LEVEL_ELEMENT_BULLETS, {28,1}},{SFG_LEVEL_ELEMENT_BULLETS, {27,1}}, + {SFG_LEVEL_ELEMENT_BULLETS, {56,2}},{SFG_LEVEL_ELEMENT_HEALTH, {21,4}}, + {SFG_LEVEL_ELEMENT_LOCK1, {12,5}},{SFG_LEVEL_ELEMENT_CARD2, {10,5}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {5,7}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {45,8}}, + {SFG_LEVEL_ELEMENT_BARREL, {45,9}},{SFG_LEVEL_ELEMENT_RUIN, {40,9}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {20,9}},{SFG_LEVEL_ELEMENT_RUIN, {41,10}}, + {SFG_LEVEL_ELEMENT_RUIN, {39,10}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {20,10}}, + {SFG_LEVEL_ELEMENT_HEALTH, {3,10}},{SFG_LEVEL_ELEMENT_RUIN, {39,11}}, + {SFG_LEVEL_ELEMENT_HEALTH, {61,12}},{SFG_LEVEL_ELEMENT_BULLETS, {58,12}}, + {SFG_LEVEL_ELEMENT_BULLETS, {57,12}},{SFG_LEVEL_ELEMENT_HEALTH, {11,12}}, + {SFG_LEVEL_ELEMENT_BULLETS, {41,15}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {23,15}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {36,16}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {18,16}}, + {SFG_LEVEL_ELEMENT_BULLETS, {53,17}},{SFG_LEVEL_ELEMENT_BULLETS, {53,18}}, + {SFG_LEVEL_ELEMENT_TERMINAL, {14,18}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {24,19}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {7,20}},{SFG_LEVEL_ELEMENT_BULLETS, {7,21}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {61,23}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {42,23}}, + {SFG_LEVEL_ELEMENT_BARREL, {23,23}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {61,26}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {37,26}},{SFG_LEVEL_ELEMENT_HEALTH, {43,28}}, + {SFG_LEVEL_ELEMENT_BULLETS, {16,28}},{SFG_LEVEL_ELEMENT_RUIN, {53,29}}, + {SFG_LEVEL_ELEMENT_BULLETS, {16,29}},{SFG_LEVEL_ELEMENT_HEALTH, {57,31}}, + {SFG_LEVEL_ELEMENT_RUIN, {44,31}},{SFG_LEVEL_ELEMENT_BULLETS, {43,32}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {43,39}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {41,39}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {26,40}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {41,41}}, + {SFG_LEVEL_ELEMENT_HEALTH, {36,45}},{SFG_LEVEL_ELEMENT_BULLETS, {35,45}}, + {SFG_LEVEL_ELEMENT_TREE, {32,45}},{SFG_LEVEL_ELEMENT_BULLETS, {7,45}}, + {SFG_LEVEL_ELEMENT_TERMINAL, {37,46}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {43,47}}, + {SFG_LEVEL_ELEMENT_LOCK1, {23,48}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {44,50}}, + {SFG_LEVEL_ELEMENT_COLUMN, {29,50}},{SFG_LEVEL_ELEMENT_HEALTH, {39,52}}, + {SFG_LEVEL_ELEMENT_TERMINAL, {34,52}},{SFG_LEVEL_ELEMENT_BULLETS, {39,53}}, + {SFG_LEVEL_ELEMENT_TERMINAL, {34,53}},{SFG_LEVEL_ELEMENT_TELEPORTER, {46,54}}, + {SFG_LEVEL_ELEMENT_TELEPORTER, {35,54}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {9,54}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {25,55}},{SFG_LEVEL_ELEMENT_BARREL, {18,55}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {11,55}},{SFG_LEVEL_ELEMENT_TERMINAL, {57,56}}, + {SFG_LEVEL_ELEMENT_COLUMN, {23,56}},{SFG_LEVEL_ELEMENT_COLUMN, {20,56}}, + {SFG_LEVEL_ELEMENT_HEALTH, {4,56}},{SFG_LEVEL_ELEMENT_TREE, {37,57}}, + {SFG_LEVEL_ELEMENT_TREE, {32,57}},{SFG_LEVEL_ELEMENT_BULLETS, {20,58}}, + {SFG_LEVEL_ELEMENT_CARD1, {8,58}},{SFG_LEVEL_ELEMENT_FINISH, {62,59}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {58,59}},{SFG_LEVEL_ELEMENT_LOCK2, {52,59}}, + {SFG_LEVEL_ELEMENT_CARD0, {41,59}},{SFG_LEVEL_ELEMENT_LOCK0, {38,59}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {28,59}},{SFG_LEVEL_ELEMENT_BULLETS, {20,60}}, + {SFG_LEVEL_ELEMENT_TREE, {37,61}},{SFG_LEVEL_ELEMENT_TREE, {32,61}}, + {SFG_LEVEL_ELEMENT_TERMINAL, {57,62}},{SFG_LEVEL_ELEMENT_ROCKETS, {49,62}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}} + }, // elements + } // level + ; + +SFG_PROGRAM_MEMORY SFG_Level SFG_level2 = + { // level + { // mapArray + #define o 0 + #define AA (20 | SFG_TILE_PROPERTY_DOOR) + #define BB (32 | SFG_TILE_PROPERTY_DOOR) + #define CC (22 | SFG_TILE_PROPERTY_ELEVATOR) + #define DD (40 | SFG_TILE_PROPERTY_SQUEEZER) + #define EE (44 | SFG_TILE_PROPERTY_DOOR) + // 0 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 +/*0 */ 23,23,23,23,23,23,23,23,23,20,4 ,4 ,4 ,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 , /*0 */ +/*1 */ 23,22,22,22,22,22,22,22,22,16,16,4 ,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,20,16,16,16,16,16,20,4 ,2 ,2 ,2 ,48,3 ,3 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,2 ,o ,o ,48,4 ,4 ,4 ,4 ,4 ,4 ,4 , /*1 */ +/*2 */ 23,22,22,22,22,22,22,22,22,o ,o ,3 ,o ,o ,18,18,18,18,18,18,18,o ,o ,46,o ,o ,o ,o ,o ,16,20,21,19,19,19,19,4 ,2 ,2 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,48,4 ,3 ,o ,5 ,5 ,3 ,4 ,4 ,4 ,4 ,4 ,4 ,4 , /*2 */ +/*3 */ 23,22,22,22,22,22,22,22,22,17,17,3 ,17,17,18,18,18,18,18,18,18,17,17,47,17,17,17,17,o ,16,AA,19,19,19,19,19,2 ,o ,o ,5 ,5 ,o ,o ,3 ,48,4 ,5 ,5 ,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,6 ,7 ,6 ,4 ,4 ,4 , /*3 */ +/*4 */ 23,22,22,22,22,22,22,22,22,o ,3 ,o ,o ,o ,18,18,18,18,18,18,18,o ,o ,46,o ,o ,o ,17,o ,16,20,19,19,19,19,19,3 ,o ,o ,o ,o ,2 ,4 ,4 ,4 ,4 ,2 ,o ,3 ,3 ,4 ,o ,2 ,4 ,4 ,4 ,4 ,4 ,10,11,11,4 ,4 ,4 , /*4 */ +/*5 */ 23,22,22,22,22,22,22,22,22,16,4 ,4 ,16,16,16,16,16,16,16,16,16,16,16,16,16,16,o ,17,o ,16,20,16,16,16,16,16,20,20,20,20,20,20,20,20,20,4 ,4 ,4 ,4 ,4 ,4 ,8 ,4 ,4 ,4 ,4 ,9 ,9 ,10,4 ,11,12,4 ,4 , /*5 */ +/*6 */ 23,22,22,22,22,22,23,23,23,20,4 ,4 ,4 ,20,20,20,20,20,20,20,20,20,20,20,20,16,o ,17,o ,16,20,20,20,AA,20,20,20,19,19,19,19,19,19,19,20,4 ,4 ,4 ,4 ,4 ,9 ,9 ,4 ,4 ,4 ,4 ,9 ,4 ,4 ,4 ,4 ,12,4 ,4 , /*6 */ +/*7 */ 23,22,22,22,22,22,23,23,23,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,16,o ,17,o ,16,20,20,20,19,19,19,19,19,19,19,19,19,19,19,20,4 ,4 ,4 ,4 ,10,10,9 ,10,11,4 ,8 ,8 ,4 ,4 ,13,13,12,4 ,4 , /*7 */ +/*8 */ 23,22,22,22,22,22,23,23,23,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,4 ,3 ,18,18,18,16,20,20,20,20,20,20,20,20,20,24,24,29,29,29,20,4 ,4 ,4 ,11,11,4 ,4 ,4 ,12,12,8 ,4 ,4 ,13,13,4 ,4 ,4 ,4 , /*8 */ +/*9 */ 23,22,22,22,22,22,23,23,23,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,4 ,4 ,18,18,18,16,20,29,29,29,29,29,29,29,20,25,25,29,29,29,20,4 ,4 ,12,12,4 ,4 ,4 ,4 ,4 ,4 ,8 ,4 ,4 ,13,4 ,4 ,4 ,4 ,4 , /*9 */ +/*10*/ 30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,20,20,20,4 ,3 ,18,18,18,3 ,20,29,29,29,29,29,29,29,20,26,26,29,20,29,20,4 ,4 ,12,12,4 ,4 ,15,9 ,9 ,8 ,8 ,13,13,13,13,15,4 ,4 ,4 , /*10*/ +/*11*/ 30,40,40,40,40,40,40,40,40,40,40,40,40,40,40,40,40,40,40,40,40,41,o ,o ,20,16,18,18,18,16,20,29,29,34,34,34,29,29,20,27,27,29,20,29,20,4 ,4 ,13,13,4 ,4 ,15,8 ,8 ,8 ,8 ,13,13,13,13,13,15,4 ,4 , /*11*/ +/*12*/ 30,40,41,41,41,41,41,40,40,40,40,40,41,41,41,41,41,41,40,40,40,41,o ,o ,20,16,18,18,18,16,20,29,29,34,34,34,29,29,20,28,28,29,20,29,20,4 ,4 ,13,13,13,4 ,13,8 ,8 ,8 ,8 ,13,13,4 ,13,13,13,4 ,4 , /*12*/ +/*13*/ 30,40,41,40,40,40,41,41,41,41,40,40,41,40,40,40,40,41,40,40,40,41,o ,o ,31,16,18,18,18,16,20,29,29,29,29,29,29,29,20,29,29,29,20,29,20,4 ,4 ,4 ,4 ,13,4 ,8 ,8 ,8 ,8 ,8 ,13,13,4 ,4 ,13,13,6 ,4 , /*13*/ +/*14*/ 30,40,41,40,40,40,40,40,40,41,40,40,41,40,40,41,41,41,40,40,40,41,o ,o ,32,16,18,18,18,16,20,29,29,29,29,29,29,29,20,29,29,29,20,29,20,4 ,4 ,4 ,4 ,13,13,8 ,8 ,8 ,8 ,8 ,12,13,4 ,6 ,13,13,7 ,4 , /*14*/ +/*15*/ 30,40,41,40,40,40,40,40,40,41,41,41,41,40,40,41,40,40,40,40,42,41,o ,36,31,16,o ,17,o ,16,20,20,20,29,29,29,20,20,20,32,32,32,32,29,20,20,4 ,4 ,4 ,13,13,8 ,8 ,8 ,8 ,8 ,8 ,13,4 ,7 ,12,12,6 ,4 , /*15*/ +/*16*/ 30,40,41,40,40,40,40,40,40,40,40,40,40,40,40,41,40,40,40,40,43,41,o ,35,20,16,o ,17,o ,16,20,19,19,28,28,28,19,19,20,29,29,29,29,29,29,20,4 ,4 ,4 ,13,13,8 ,8 ,8 ,8 ,8 ,8 ,13,13,6 ,11,11,4 ,4 , /*16*/ +/*17*/ 30,40,41,41,41,41,41,41,40,40,40,40,40,40,40,41,40,40,41,41,41,41,o ,16,AA,16,o ,17,o ,16,20,19,19,27,27,27,19,19,20,29,30,31,31,30,29,31,4 ,4 ,4 ,13,13,12,8 ,8 ,8 ,8 ,12,13,13,4 ,11,10,10,4 , /*17*/ +/*18*/ 30,40,40,40,40,40,40,41,40,40,40,40,40,41,40,41,40,40,41,40,43,41,o ,35,20,16,o ,17,o ,16,20,19,19,26,26,26,19,19,20,29,31,31,31,31,29,30,4 ,4 ,4 ,4 ,13,13,13,13,10,13,13,13,4 ,4 ,4 ,10,9 ,4 , /*18*/ +/*19*/ 30,40,40,40,40,40,40,41,40,40,41,40,40,41,40,41,40,40,41,40,42,41,o ,36,31,16,o ,17,o ,16,20,19,19,25,25,25,19,19,20,29,31,31,31,31,29,30,4 ,4 ,15,15,15,13,13,13,13,13,13,4 ,4 ,4 ,4 ,9 ,9 ,4 , /*19*/ +/*20*/ 30,41,41,41,41,40,40,41,41,41,41,40,40,41,40,41,41,41,41,40,40,41,o ,o ,32,16,o ,17,o ,16,20,19,19,24,24,24,19,19,20,29,30,31,31,30,29,31,4 ,4 ,15,4 ,15,4 ,4 ,14,4 ,4 ,4 ,4 ,4 ,4 ,8 ,8 ,8 ,4 , /*20*/ +/*21*/ 30,40,40,40,40,40,40,40,40,40,41,40,40,41,40,40,40,40,40,40,40,41,o ,o ,31,16,o ,17,o ,16,20,19,19,19,19,19,19,19,20,29,29,29,29,29,29,20,4 ,4 ,15,4 ,11,11,11,12,4 ,4 ,o ,o ,3 ,4 ,8 ,8 ,4 ,4 , /*21*/ +/*22*/ 30,40,40,40,40,40,40,40,40,40,41,40,40,41,40,40,40,40,40,40,40,41,o ,o ,20,16,o ,17,o ,16,16,19,19,19,19,25,21,19,20,24,25,26,27,28,28,20,4 ,4 ,15,15,4 ,11,4 ,4 ,4 ,o ,5 ,5 ,o ,1 ,o ,4 ,4 ,4 , /*22*/ +/*23*/ 30,40,41,41,41,41,41,41,40,40,41,40,30,30,30,30,30,30,30,30,30,20,20,20,20,16,o ,17,o ,16,16,19,19,19,19,25,34,19,20,19,19,19,19,19,19,20,4 ,4 ,4 ,15,15,8 ,33,4 ,4 ,48,o ,o ,3 ,4 ,4 ,4 ,4 ,4 , /*23*/ +/*24*/ 30,40,41,40,40,40,40,41,41,40,41,40,30,31,31,31,31,31,31,31,31,31,31,31,20,16,o ,17,o ,16,16,19,19,19,19,19,19,19,20,19,19,19,19,19,19,20,4 ,4 ,4 ,4 ,4 ,14,14,4 ,4 ,2 ,3 ,6 ,4 ,4 ,4 ,4 ,4 ,4 , /*24*/ +/*25*/ 30,40,41,40,40,40,40,40,41,41,41,40,30,31,o ,o ,o ,o ,o ,o ,o ,o ,o ,31,31,16,o ,17,o ,16,16,19,19,19,19,19,19,21,20,19,19,19,19,19,19,20,4 ,4 ,4 ,14,14,14,14,3 ,3 ,3 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 , /*25*/ +/*26*/ 30,40,41,41,41,41,40,40,40,40,40,40,30,31,o ,o ,o ,o ,o ,o ,o ,o ,o ,31,32,16,o ,17,o ,16,16,19,19,19,19,19,19,19,20,19,19,19,19,19,19,20,20,4 ,14,14,14,14,4 ,4 ,2 ,3 ,4 ,2 ,3 ,3 ,2 ,4 ,4 ,4 , /*26*/ +/*27*/ 30,40,40,40,40,41,41,40,40,40,40,40,30,31,o ,o ,o ,o ,o ,o ,o ,o ,o ,31,31,16,o ,17,o ,16,16,19,19,19,19,19,19,19,20,21,19,19,19,19,19,19,20,4 ,14,14,14,4 ,4 ,3 ,o ,o ,3 ,o ,o ,o ,o ,3 ,4 ,4 , /*27*/ +/*28*/ 30,40,40,40,40,40,41,40,40,40,40,40,30,31,o ,o ,o ,o ,o ,o ,o ,o ,o ,31,20,16,o ,17,o ,16,16,19,19,19,19,25,34,19,20,19,19,21,19,19,19,19,20,4 ,14,14,14,4 ,3 ,o ,o ,o ,o ,o ,5 ,5 ,5 ,1 ,4 ,4 , /*28*/ +/*29*/ 30,40,40,40,40,40,41,40,40,40,40,40,30,31,o ,o ,o ,o ,o ,o ,o ,o ,o ,31,20,16,o ,17,o ,16,16,19,19,19,19,25,21,19,20,20,20,20,20,20,16,16,20,4 ,14,14,14,8 ,o ,o ,2 ,o ,o ,o ,o ,o ,5 ,o ,3 ,4 , /*29*/ +/*30*/ 30,40,30,40,40,41,41,41,40,40,30,40,30,31,o ,o ,o ,47,31,6 ,36,36,36,31,20,16,o ,17,o ,16,20,19,19,19,19,19,19,19,20,29,29,29,20,20,16,16,32,4 ,14,14,8 ,8 ,o ,3 ,3 ,3 ,o ,o ,4 ,3 ,o ,5 ,o ,4 , /*30*/ +/*31*/ 30,43,30,41,41,41,41,41,41,41,30,43,30,31,o ,o ,o ,o ,46,o ,35,35,35,31,31,16,o ,17,o ,16,20,19,19,24,24,24,19,19,20,29,29,29,20,20,16,16,32,4 ,4 ,4 ,8 ,o ,4 ,4 ,4 ,4 ,o ,4 ,4 ,4 ,o ,5 ,o ,4 , /*31*/ +/*32*/ 30,42,30,40,40,30,30,30,40,40,30,42,30,31,o ,o ,o ,47,46,o ,16,16,16,31,32,16,o ,17,o ,16,20,19,19,25,25,25,19,19,20,29,29,29,20,20,16,16,20,20,20,20,3 ,o ,4 ,4 ,4 ,4 ,2 ,4 ,4 ,4 ,o ,5 ,o ,4 , /*32*/ +/*33*/ 30,40,40,40,40,30,30,30,40,40,40,40,30,31,4 ,3 ,3 ,31,31,31,32,BB,32,32,31,16,o ,17,o ,16,20,19,19,26,26,26,19,19,20,29,29,29,20,20,19,19,19,19,19,20,3 ,o ,o ,4 ,4 ,3 ,3 ,4 ,4 ,4 ,3 ,o ,1 ,4 , /*33*/ +/*34*/ 30,30,30,30,30,30,30,30,30,30,30,30,30,4 ,4 ,o ,o ,4 ,4 ,32,16,16,16,16,20,16,o ,17,o ,16,20,19,19,27,27,27,19,19,20,29,29,29,20,20,19,19,19,19,19,20,6 ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,3 ,2 ,48,4 ,4 , /*34*/ +/*35*/ 30,30,30,30,30,30,30,30,30,30,30,30,30,4 ,2 ,o ,o ,2 ,4 ,32,16,16,16,16,20,16,o ,17,o ,16,20,19,19,28,28,28,19,19,20,29,29,29,20,20,19,19,19,19,19,20,4 ,o ,5 ,o ,1 ,4 ,4 ,4 ,1 ,3 ,4 ,4 ,4 ,4 , /*35*/ +/*36*/ 30,30,30,30,30,30,30,30,30,30,30,30,30,4 ,4 ,o ,o ,o ,4 ,32,16,16,16,16,20,16,o ,17,o ,16,16,20,20,29,29,29,20,20,20,29,29,29,20,34,19,25,25,25,19,34,4 ,3 ,o ,5 ,o ,3 ,3 ,1 ,2 ,2 ,4 ,4 ,4 ,4 , /*36*/ +/*37*/ 30,30,30,30,30,30,30,30,30,30,30,30,30,32,32,4 ,3 ,3 ,4 ,32,16,16,16,16,31,16,o ,17,o ,16,20,29,29,29,29,29,29,29,29,29,29,29,20,34,19,25,25,25,19,34,4 ,4 ,3 ,o ,2 ,3 ,3 ,1 ,o ,o ,3 ,4 ,4 ,4 , /*37*/ +/*38*/ 30,40,40,40,40,40,40,40,40,40,42,43,41,o ,o ,o ,o ,36,35,32,16,16,16,16,32,16,o ,17,o ,16,20,29,29,29,29,29,29,29,29,29,29,29,20,34,19,25,25,25,19,34,4 ,4 ,4 ,4 ,3 ,3 ,4 ,4 ,o ,5 ,o ,3 ,6 ,6 , /*38*/ +/*39*/ 30,40,41,40,40,40,40,40,40,40,42,43,41,o ,o ,o ,o ,o ,16,BB,16,16,16,16,31,16,o ,17,o ,16,20,20,20,34,34,34,20,20,20,20,20,20,20,20,19,19,19,19,19,20,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,o ,5 ,5 ,o ,o ,7 , /*39*/ +/*40*/ 30,40,40,40,40,40,40,40,40,40,40,40,41,o ,o ,o ,o ,36,35,32,16,16,16,16,20,16,o ,17,o ,16,34,20,20,20,20,20,20,34,34,34,20,20,20,20,20,20,20,20,20,20,4 ,4 ,4 ,4 ,4 ,4 ,4 ,2 ,o ,5 ,o ,3 ,6 ,6 , /*40*/ +/*41*/ 30,40,40,40,40,40,40,40,40,40,40,40,30,32,32,38,38,38,32,32,16,16,16,16,20,16,o ,17,o ,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,20,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,2 ,o ,o ,o ,o ,4 ,4 ,4 , /*41*/ +/*42*/ 30,40,40,40,40,40,40,40,40,40,40,40,30,o ,o ,o ,o ,o ,o ,32,16,16,34,AA,20,16,o ,17,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,16,34,20,7 ,7 ,7 ,7 ,7 ,4 ,4 ,1 ,5 ,o ,o ,3 ,4 ,4 ,4 , /*42*/ +/*43*/ 30,40,40,40,40,40,40,40,40,40,40,40,30,o ,o ,o ,o ,o ,o ,32,16,16,34,16,16,16,o ,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,o ,16,16,31,7 ,7 ,o ,o ,7 ,7 ,4 ,1 ,5 ,o ,2 ,3 ,4 ,4 ,4 , /*43*/ +/*44*/ 30,40,40,40,42,43,41,43,42,40,40,40,41,o ,o ,o ,o ,o ,o ,32,32,32,34,34,20,16,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,17,o ,16,34,20,7 ,o ,o ,o ,o ,7 ,4 ,3 ,5 ,5 ,o ,2 ,4 ,4 ,4 , /*44*/ +/*45*/ 30,30,30,30,30,30,41,30,30,30,30,30,30,o ,30,o ,30,o ,30,32,32,32,20,20,20,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,o ,17,o ,16,20,7 ,7 ,o ,o ,o ,o ,7 ,4 ,4 ,o ,5 ,5 ,o ,4 ,4 ,4 , /*45*/ +/*46*/ 44,44,44,44,44,34,46,34,44,44,44,44,44,32,32,32,32,32,32,32,32,32,20,20,20,20,20,31,32,31,20,20,31,32,31,20,20,31,16,31,20,20,16,o ,17,o ,16,20,7 ,o ,o ,o ,o ,7 ,7 ,4 ,4 ,3 ,o ,o ,o ,o ,4 ,4 , /*46*/ +/*47*/ 44,46,46,46,39,o ,o ,o ,39,46,46,46,44,44,44,44,44,44,44,20,20,20,20,30,32,32,16,32,32,30,20,20,20,20,20,20,20,32,32,32,20,20,16,o ,17,o ,16,20,7 ,o ,o ,o ,o ,7 ,4 ,4 ,1 ,3 ,3 ,o ,o ,o ,3 ,4 , /*47*/ +/*48*/ 44,46,46,46,39,o ,o ,o ,39,46,46,46,44,CC,CC,CC,CC,CC,44,20,20,16,16,16,16,16,16,16,16,16,16,16,20,20,20,20,20,20,20,20,20,20,16,o ,17,o ,16,20,7 ,7 ,o ,o ,7 ,7 ,4 ,1 ,1 ,3 ,3 ,4 ,o ,5 ,o ,4 , /*48*/ +/*49*/ 44,46,46,46,39,o ,o ,o ,39,46,46,46,44,CC,DD,DD,DD,CC,44,20,31,16,16,16,16,16,16,16,16,16,16,16,31,16,16,16,16,16,16,16,16,20,16,o ,17,o ,16,20,7 ,7 ,7 ,o ,7 ,6 ,4 ,1 ,3 ,3 ,3 ,4 ,o ,5 ,o ,4 , /*49*/ +/*50*/ 44,46,46,46,39,o ,o ,o ,39,46,46,46,44,CC,DD,DD,DD,CC,44,20,31,16,16,16,16,16,16,16,16,16,16,16,31,16,16,16,16,16,16,16,16,AA,16,o ,17,o ,16,20,4 ,4 ,6 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,4 ,4 ,4 ,o ,3 ,4 , /*50*/ +/*51*/ 44,44,EE,44,44,o ,o ,o ,44,44,EE,44,44,CC,DD,DD,DD,CC,44,20,20,16,16,16,16,16,16,16,16,16,16,16,20,20,20,20,16,16,20,20,20,20,3 ,3 ,3 ,3 ,4 ,4 ,4 ,4 ,6 ,6 ,6 ,4 ,3 ,3 ,3 ,3 ,4 ,4 ,4 ,4 ,4 ,4 , /*51*/ +/*52*/ 44,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,44,CC,CC,CC,CC,CC,44,20,20,16,16,16,20,20,20,20,20,16,16,16,20,20,20,20,16,16,20,16,16,AA,16,o ,17,3 ,3 ,4 ,4 ,4 ,4 ,4 ,4 ,3 ,3 ,o ,o ,3 ,1 ,3 ,4 ,4 ,4 ,4 , /*52*/ +/*53*/ 44,44,44,44,34,o ,o ,o ,34,44,44,44,44,36,36,36,36,36,44,35,35,16,16,16,35,35,37,35,35,16,16,16,35,35,37,20,16,16,20,16,16,20,16,o ,17,o ,16,20,4 ,4 ,4 ,4 ,3 ,2 ,o ,o ,o ,o ,o ,1 ,3 ,4 ,4 ,4 , /*53*/ +/*54*/ 4 ,4 ,4 ,4 ,44,o ,o ,o ,44,36,46,46,46,46,46,46,46,46,44,36,36,o ,o ,o ,36,36,37,36,36,o ,o ,o ,36,36,37,20,16,16,20,16,16,20,16,o ,17,o ,16,20,4 ,4 ,3 ,48,2 ,o ,o ,o ,5 ,5 ,o ,o ,1 ,4 ,4 ,4 , /*54*/ +/*55*/ 4 ,4 ,4 ,4 ,44,o ,o ,o ,44,36,46,o ,o ,o ,o ,o ,o ,o ,44,o ,o ,o ,o ,o ,o ,o ,37,46,o ,o ,o ,o ,o ,46,37,20,16,16,34,16,16,20,16,o ,17,o ,16,20,5 ,5 ,o ,o ,o ,o ,5 ,5 ,5 ,5 ,5 ,o ,1 ,1 ,4 ,4 , /*55*/ +/*56*/ 4 ,4 ,4 ,44,44,o ,o ,o ,44,36,46,45,45,o ,45,45,o ,o ,44,o ,o ,o ,o ,o ,o ,o ,37,46,o ,o ,o ,o ,o ,46,37,20,16,16,16,16,16,20,16,o ,17,o ,3 ,4 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,o ,o ,o ,o ,o ,o ,1 ,4 ,4 , /*56*/ +/*57*/ 4 ,4 ,4 ,o ,o ,o ,o ,o ,o ,o ,46,45,45,o ,45,45,o ,o ,o ,o ,o ,o ,o ,o ,o ,30,37,46,o ,36,36,36,o ,46,37,20,16,16,16,16,16,20,16,o ,17,o ,o ,3 ,o ,5 ,5 ,5 ,o ,o ,o ,2 ,3 ,48,1 ,o ,5 ,5 ,5 ,6 , /*57*/ +/*58*/ 4 ,4 ,4 ,o ,o ,o ,o ,o ,o ,o ,46,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,46,37,46,o ,36,36,36,o ,46,37,20,16,16,16,16,16,20,16,o ,17,o ,o ,3 ,2 ,o ,o ,o ,o ,2 ,2 ,4 ,4 ,4 ,4 ,1 ,o ,5 ,5 ,6 , /*58*/ +/*59*/ 4 ,4 ,4 ,4 ,2 ,o ,o ,o ,o ,o ,46,45,45,o ,45,45,o ,o ,o ,o ,o ,o ,o ,o ,o ,46,37,46,o ,36,36,36,o ,46,37,20,31,31,31,31,31,20,16,o ,17,o ,3 ,4 ,2 ,2 ,o ,o ,2 ,2 ,4 ,4 ,4 ,4 ,4 ,3 ,1 ,o ,o ,4 , /*59*/ +/*60*/ 4 ,4 ,4 ,4 ,4 ,4 ,4 ,3 ,o ,o ,46,45,45,o ,45,45,o ,o ,o ,o ,30,46,46,46,46,46,37,46,o ,o ,o ,o ,o ,46,37,20,20,20,20,20,20,20,16,o ,17,o ,16,20,2 ,2 ,2 ,2 ,2 ,3 ,4 ,4 ,4 ,4 ,4 ,4 ,3 ,3 ,4 ,4 , /*60*/ +/*61*/ 4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,3 ,46,o ,o ,o ,o ,o ,o ,o ,37,37,37,37,37,37,37,37,37,30,o ,o ,o ,o ,o ,30,37,20,20,20,20,20,20,20,16,o ,17,22,16,20,2 ,2 ,2 ,3 ,4 ,3 ,3 ,4 ,3 ,3 ,3 ,4 ,4 ,4 ,4 ,4 , /*61*/ +/*62*/ 4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,2 ,2 ,o ,o ,3 ,3 ,37,4 ,4 ,4 ,4 ,4 ,4 ,4 ,32,32,32,32,CC,32,32,32,32,20,20,20,20,20,20,20,4 ,3 ,17,2 ,3 ,20,3 ,3 ,4 ,4 ,4 ,4 ,3 ,3 ,3 ,4 ,4 ,4 ,4 ,4 ,4 ,4 , /*62*/ +/*63*/ 4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,32,32,32,32,32,32,32,32,32,20,20,20,20,20,20,20,20,4 ,4 ,4 ,4 ,20,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 /*63*/ + // 0 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 + #undef AA + #undef BB + #undef CC + #undef DD + #undef EE + #undef o + }, + { // tileDictionary + SFG_TD(14,10,0,0),SFG_TD(16, 8,0,0),SFG_TD(14, 8,0,0),SFG_TD(16, 6,0,0), // 0 + SFG_TD(14, 0,0,0),SFG_TD(13,12,0,0),SFG_TD(21, 0,1,1),SFG_TD(14, 0,2,2), // 4 + SFG_TD(14,24,0,0),SFG_TD(16,22,0,0),SFG_TD(18,20,0,0),SFG_TD(20,18,0,0), // 8 + SFG_TD(22,16,0,0),SFG_TD(24,14,0,0),SFG_TD(24, 4,0,0),SFG_TD(31, 7,0,0), // 12 + SFG_TD(17, 5,1,1),SFG_TD(15, 9,3,0),SFG_TD(23, 1,3,0),SFG_TD(17,10,1,1), // 16 + SFG_TD(21, 0,1,4),SFG_TD(22, 5,5,1),SFG_TD(14,31,3,0),SFG_TD(26, 0,1,7), // 20 + SFG_TD(18, 9,1,1),SFG_TD(19, 8,1,1),SFG_TD(20, 7,1,1),SFG_TD(21, 6,1,1), // 24 + SFG_TD(22, 5,1,1),SFG_TD(23, 4,1,1),SFG_TD(21, 0,3,3),SFG_TD(21, 0,5,5), // 28 + SFG_TD(21, 0,6,6),SFG_TD(14, 4,0,0),SFG_TD(21, 0,4,4),SFG_TD(16, 6,1,1), // 32 + SFG_TD(15, 7,1,1),SFG_TD(21, 0,5,1),SFG_TD(17, 2,6,6),SFG_TD(16, 3,1,1), // 36 + SFG_TD( 9,15,1,3),SFG_TD(14, 4,3,3),SFG_TD(11,13,3,3),SFG_TD(13,11,3,3), // 40 + SFG_TD(18, 0,1,1),SFG_TD(15, 9,5,1),SFG_TD(14, 9,0,3),SFG_TD(15, 8,3,3), // 44 + SFG_TD(16, 6,1,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0), // 48 + SFG_TD(14,15,0,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0), // 52 + SFG_TD(14,15,0,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0), // 56 + SFG_TD(14,15,0,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0) // 60 + }, // tileDictionary + {9 ,3 ,6 ,11,12,2 ,5 }, // textureIndices + 13, // doorTextureIndex + 18, // floorColor + 26, // ceilingColor + {44, 61, 64 }, // player start: x, y, direction + 0, // backgroundImage + { // elements + {SFG_LEVEL_ELEMENT_BULLETS, {55,2}},{SFG_LEVEL_ELEMENT_ROCKETS, {12,2}}, + {SFG_LEVEL_ELEMENT_RUIN, {11,2}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {25,3}}, + {SFG_LEVEL_ELEMENT_RUIN, {11,3}},{SFG_LEVEL_ELEMENT_RUIN, {10,4}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {51,5}},{SFG_LEVEL_ELEMENT_BARREL, {32,5}}, + {SFG_LEVEL_ELEMENT_LAMP, {31,5}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {61,6}}, + {SFG_LEVEL_ELEMENT_HEALTH, {26,7}},{SFG_LEVEL_ELEMENT_BARREL, {55,10}}, + {SFG_LEVEL_ELEMENT_RUIN, {29,10}},{SFG_LEVEL_ELEMENT_BULLETS, {23,11}}, + {SFG_LEVEL_ELEMENT_BULLETS, {22,11}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {13,11}}, + {SFG_LEVEL_ELEMENT_BULLETS, {54,12}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {43,13}}, + {SFG_LEVEL_ELEMENT_LAMP, {50,14}},{SFG_LEVEL_ELEMENT_RUIN, {34,14}}, + {SFG_LEVEL_ELEMENT_RUIN, {33,14}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {50,15}}, + {SFG_LEVEL_ELEMENT_RUIN, {35,15}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {10,15}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {11,16}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {55,18}}, + {SFG_LEVEL_ELEMENT_TELEPORTER, {50,20}},{SFG_LEVEL_ELEMENT_LAMP, {31,20}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {5,21}},{SFG_LEVEL_ELEMENT_TELEPORTER, {51,23}}, + {SFG_LEVEL_ELEMENT_LAMP, {25,23}},{SFG_LEVEL_ELEMENT_TREE, {36,24}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {32,24}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {34,25}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {25,25}},{SFG_LEVEL_ELEMENT_BULLETS, {18,25}}, + {SFG_LEVEL_ELEMENT_BARREL, {55,26}},{SFG_LEVEL_ELEMENT_BARREL, {54,26}}, + {SFG_LEVEL_ELEMENT_PLASMA, {48,26}},{SFG_LEVEL_ELEMENT_LAMP, {39,26}}, + {SFG_LEVEL_ELEMENT_HEALTH, {37,26}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {32,26}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {17,26}},{SFG_LEVEL_ELEMENT_PLASMA, {48,27}}, + {SFG_LEVEL_ELEMENT_TREE, {36,27}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {20,27}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {19,27}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {9,27}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {48,28}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {17,28}}, + {SFG_LEVEL_ELEMENT_TERMINAL, {18,29}},{SFG_LEVEL_ELEMENT_LAMP, {31,31}}, + {SFG_LEVEL_ELEMENT_HEALTH, {50,32}},{SFG_LEVEL_ELEMENT_BARREL, {16,32}}, + {SFG_LEVEL_ELEMENT_BARREL, {15,32}},{SFG_LEVEL_ELEMENT_HEALTH, {55,33}}, + {SFG_LEVEL_ELEMENT_BARREL, {25,33}},{SFG_LEVEL_ELEMENT_BULLETS, {10,33}}, + {SFG_LEVEL_ELEMENT_HEALTH, {9,33}},{SFG_LEVEL_ELEMENT_CARD1, {3,33}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {56,36}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {44,36}}, + {SFG_LEVEL_ELEMENT_LAMP, {30,36}},{SFG_LEVEL_ELEMENT_CARD0, {46,37}}, + {SFG_LEVEL_ELEMENT_RUIN, {36,37}},{SFG_LEVEL_ELEMENT_RUIN, {35,38}}, + {SFG_LEVEL_ELEMENT_HEALTH, {31,38}},{SFG_LEVEL_ELEMENT_RUIN, {18,39}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {2,39}},{SFG_LEVEL_ELEMENT_RUIN, {18,40}}, + {SFG_LEVEL_ELEMENT_BARREL, {33,41}},{SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {23,41}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {37,42}},{SFG_LEVEL_ELEMENT_LOCK1, {23,42}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {9,42}},{SFG_LEVEL_ELEMENT_BLOCKER, {8,42}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {7,42}},{SFG_LEVEL_ELEMENT_BLOCKER, {6,42}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {5,42}},{SFG_LEVEL_ELEMENT_BLOCKER, {4,42}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {3,42}},{SFG_LEVEL_ELEMENT_TERMINAL, {47,43}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {35,43}},{SFG_LEVEL_ELEMENT_BULLETS, {21,43}}, + {SFG_LEVEL_ELEMENT_HEALTH, {20,43}},{SFG_LEVEL_ELEMENT_ROCKETS, {16,43}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {52,44}},{SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {51,44}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {37,44}},{SFG_LEVEL_ELEMENT_LAMP, {38,46}}, + {SFG_LEVEL_ELEMENT_LAMP, {26,47}},{SFG_LEVEL_ELEMENT_HEALTH, {61,49}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {57,49}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {10,49}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {2,49}},{SFG_LEVEL_ELEMENT_BARREL, {1,49}}, + {SFG_LEVEL_ELEMENT_RUIN, {44,50}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {35,50}}, + {SFG_LEVEL_ELEMENT_HEALTH, {33,50}},{SFG_LEVEL_ELEMENT_PLASMA, {15,50}}, + {SFG_LEVEL_ELEMENT_RUIN, {45,51}},{SFG_LEVEL_ELEMENT_RUIN, {43,51}}, + {SFG_LEVEL_ELEMENT_RUIN, {42,51}},{SFG_LEVEL_ELEMENT_LOCK0, {41,52}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {39,52}},{SFG_LEVEL_ELEMENT_RUIN, {9,52}}, + {SFG_LEVEL_ELEMENT_LAMP, {58,55}},{SFG_LEVEL_ELEMENT_BULLETS, {53,56}}, + {SFG_LEVEL_ELEMENT_BULLETS, {52,56}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {39,56}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {30,56}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {40,57}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {22,57}},{SFG_LEVEL_ELEMENT_RUIN, {46,60}}, + {SFG_LEVEL_ELEMENT_FINISH, {30,62}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}} + }, // elements + } // level + ; + +SFG_PROGRAM_MEMORY SFG_Level SFG_level3 = + { // level + { // mapArray + #define o 0 + #define AA (5 | SFG_TILE_PROPERTY_SQUEEZER) + #define BB (19 | SFG_TILE_PROPERTY_DOOR) + #define CC (24 | SFG_TILE_PROPERTY_DOOR) + #define DD (56 | SFG_TILE_PROPERTY_ELEVATOR) + #define EE (7 | SFG_TILE_PROPERTY_ELEVATOR) + #define FF (8 | SFG_TILE_PROPERTY_DOOR) + #define GG (63 | SFG_TILE_PROPERTY_DOOR) + #define HH (47 | SFG_TILE_PROPERTY_SQUEEZER) + #define II (4 | SFG_TILE_PROPERTY_SQUEEZER) + #define JJ (51 | SFG_TILE_PROPERTY_ELEVATOR) + #define KK (17 | SFG_TILE_PROPERTY_ELEVATOR) + #define LL (50 | SFG_TILE_PROPERTY_ELEVATOR) + #define MM (1 | SFG_TILE_PROPERTY_DOOR) + // 0 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 +/*0 */ 8 ,8 ,8 ,8 ,8 ,24,24,24,8 ,8 ,24,24,24,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,21,8 ,8 ,8 ,8 ,8 ,8 ,8 ,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,8 , /*0 */ +/*1 */ 8 ,5 ,5 ,5 ,5 ,24,5 ,24,9 ,9 ,24,5 ,24,5 ,5 ,5 ,5 ,5 ,5 ,27,27,27,59,59,21,59,59,27,27,27,27,27,24,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*1 */ +/*2 */ 8 ,5 ,24,24,24,9 ,5 ,9 ,9 ,9 ,9 ,5 ,9 ,9 ,5 ,5 ,5 ,5 ,5 ,27,27,27,59,59,21,59,59,27,27,27,27,27,24,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*2 */ +/*3 */ 8 ,5 ,24,5 ,5 ,AA,AA,AA,AA,9 ,AA,AA,AA,9 ,5 ,5 ,5 ,5 ,5 ,27,27,27,59,5 ,5 ,5 ,59,27,27,27,27,27,24,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,32,32,32,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,8 , /*3 */ +/*4 */ 8 ,5 ,24,5 ,9 ,AA,AA,9 ,AA,AA,AA,AA,AA,9 ,5 ,5 ,5 ,5 ,57,9 ,59,59,59,5 ,5 ,5 ,59,59,59,9 ,9 ,27,24,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,32,32,32,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*4 */ +/*5 */ 63,57,24,5 ,9 ,AA,AA,9 ,5 ,AA,AA,AA,9 ,9 ,5 ,5 ,5 ,5 ,57,59,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,59,57,5 ,6 ,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,32,32,32,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*5 */ +/*6 */ 8 ,57,9 ,AA,AA,AA,AA,9 ,24,9 ,9 ,9 ,5 ,5 ,5 ,5 ,5 ,5 ,57,59,5 ,59,59,59,59,59,59,59,5 ,59,57,5 ,6 ,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,32,32,32,32,32,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,8 , /*6 */ +/*7 */ 8 ,57,9 ,AA,AA,AA,9 ,24,5 ,AA,AA,9 ,5 ,5 ,5 ,5 ,5 ,5 ,57,59,5 ,59,9 ,27,27,27,9 ,59,5 ,59,57,5 ,23,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,32,32,32,32,32,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*7 */ +/*8 */ 53,57,9 ,AA,AA,AA,9 ,24,5 ,AA,AA,21,5 ,5 ,5 ,5 ,5 ,5 ,57,59,5 ,59,27,5 ,5 ,5 ,27,59,5 ,59,57,5 ,23,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,32,32,32,32,32,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*8 */ +/*9 */ 8 ,57,24,5 ,24,5 ,24,24,5 ,AA,AA,21,5 ,5 ,5 ,5 ,5 ,5 ,57,59,5 ,59,27,5 ,5 ,5 ,27,59,5 ,59,57,5 ,23,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,32,32,32,32,32,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,8 , /*9 */ +/*10*/ 8 ,57,24,5 ,24,5 ,24,24,5 ,AA,AA,9 ,5 ,5 ,5 ,5 ,5 ,5 ,57,59,5 ,19,27,5 ,5 ,5 ,27,19,5 ,59,57,5 ,6 ,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,32,32,32,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*10*/ +/*11*/ 63,57,9 ,9 ,9 ,AA,9 ,9 ,24,AA,AA,9 ,5 ,5 ,5 ,5 ,5 ,5 ,57,59,5 ,BB,27,5 ,5 ,5 ,27,BB,5 ,59,57,5 ,6 ,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,32,32,32,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*11*/ +/*12*/ 8 ,57,9 ,AA,AA,AA,AA,AA,9 ,AA,AA,9 ,9 ,9 ,9 ,27,27,27,9 ,58,59,58,9 ,27,27,27,9 ,58,59,58,9 ,27,24,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,32,32,32,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,8 , /*12*/ +/*13*/ 8 ,57,9 ,9 ,AA,AA,AA,AA,9 ,AA,AA,AA,AA,9 ,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,24,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*13*/ +/*14*/ 53,57,24,5 ,AA,AA,9 ,9 ,9 ,9 ,9 ,AA,AA,9 ,27,27,27,27,27,27,27,27,9 ,27,27,27,9 ,27,27,27,27,27,24,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*14*/ +/*15*/ 8 ,57,24,5 ,AA,AA,5 ,24,5 ,AA,AA,AA,AA,9 ,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,24,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,8 , /*15*/ +/*16*/ 8 ,57,24,5 ,AA,AA,5 ,24,5 ,AA,AA,AA,9 ,9 ,27,27,27,27,27,27,27,27,9 ,27,9 ,27,9 ,27,27,27,27,27,24,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*16*/ +/*17*/ 63,57,24,5 ,AA,AA,9 ,9 ,9 ,AA,AA,AA,9 ,57,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,23,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*17*/ +/*18*/ 8 ,5 ,9 ,9 ,AA,AA,AA,AA,AA,AA,AA,AA,9 ,57,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,23,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,6 ,6 ,24,8 , /*18*/ +/*19*/ 8 ,5 ,9 ,9 ,AA,9 ,AA,AA,AA,AA,5 ,5 ,24,57,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,23,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,8 , /*19*/ +/*20*/ 53,5 ,9 ,9 ,AA,9 ,AA,AA,AA,AA,5 ,5 ,24,57,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,24,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,25,24,8 , /*20*/ +/*21*/ 53,5 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,24,24,9 ,57,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,6 ,6 ,6 ,6 ,6 ,6 ,24,24,24,24,24,24,24,24,24,24,24,24,CC,24,24,24,24,24,24,24,24,24,24,42,24,8 , /*21*/ +/*22*/ 8 ,5 ,19,59,59,59,63,63,63,59,59,59,19,57,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,26,6 ,6 ,6 ,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,6 ,24,24,42,24,8 , /*22*/ +/*23*/ 8 ,5 ,BB,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,59,57,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,24,48,48,48,48,48,24,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,26,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,42,42,24,8 , /*23*/ +/*24*/ 8 ,59,19,59,59,59,19,21,19,59,59,59,19,57,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,27,5 ,5 ,5 ,5 ,5 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,26,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,24,24,24,8 , /*24*/ +/*25*/ 53,27,27,27,27,27,27,27,27,27,27,27,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,24,48,48,48,48,5 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,26,6 ,24,24,24,6 ,6 ,6 ,24,24,24,6 ,6 ,6 ,24,24,24,6 ,26,6 ,6 ,8 ,8 , /*25*/ +/*26*/ 8 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,27,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,23,5 ,5 ,5 ,48,5 ,6 ,6 ,6 ,6 ,6 ,6 ,24,26,26,24,6 ,24,24,24,6 ,6 ,6 ,24,6 ,24,6 ,6 ,6 ,24,24,24,6 ,26,6 ,6 ,DD,8 , /*26*/ +/*27*/ 8 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,27,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,23,5 ,48,5 ,5 ,5 ,23,6 ,6 ,6 ,6 ,6 ,26,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,26,6 ,6 ,8 ,8 , /*27*/ +/*28*/ 8 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,27,19,57,57,57,57,57,57,57,57,57,5 ,5 ,5 ,5 ,23,5 ,48,48,48,48,23,6 ,6 ,6 ,6 ,6 ,26,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,24,6 ,6 ,DD,8 , /*28*/ +/*29*/ 8 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,27,19,59,59,59,58,58,59,59,59,19,5 ,5 ,5 ,5 ,23,5 ,5 ,5 ,5 ,5 ,23,6 ,6 ,6 ,6 ,6 ,26,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,8 ,8 , /*29*/ +/*30*/ 8 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,27,BB,27,27,27,27,27,27,27,27,BB,5 ,5 ,5 ,5 ,24,48,48,48,63,11,22,63,20,CC,20,20,20,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,8 ,8 , /*30*/ +/*31*/ 53,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,27,19,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,19,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,22,EE,EE,12,6 ,6 ,20,20,20,6 ,6 ,6 ,23,6 ,6 ,6 ,26,6 ,6 ,6 ,23,6 ,6 ,6 ,23,6 ,6 ,6 ,23,6 ,6 ,6 ,8 ,8 , /*31*/ +/*32*/ 8 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,15,14,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,10,EE,EE,22,47,47,18,4 ,4 ,18,47,47,47,47,47,47,63,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,33,8 , /*32*/ +/*33*/ 8 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,15,14,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,22,FF,63,47,47,18,4 ,4 ,18,47,47,47,47,47,47,63,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,33,8 , /*33*/ +/*34*/ 63,o ,o ,o ,o ,63,63,o ,o ,o ,o ,o ,o ,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,46,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,55,8 , /*34*/ +/*35*/ 8 ,o ,o ,o ,63,63,63,63,o ,o ,o ,o ,o ,3 ,3 ,3 ,61,61,63,24,63,61,61,o ,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,46,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,18,13,18,4 ,55,DD, /*35*/ +/*36*/ 8 ,o ,o ,o ,63,63,63,63,o ,o ,o ,o ,o ,3 ,3 ,3 ,61,63,62,62,62,63,61,o ,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,46,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,13,13,13,4 ,55,DD, /*36*/ +/*37*/ 63,o ,o ,o ,o ,63,63,o ,o ,o ,o ,o ,o ,62,62,62,63,62,62,62,62,62,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,46,46,46,46,46,46,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,13,13,13,4 ,55,8 , /*37*/ +/*38*/ 8 ,o ,54,54,54,o ,o ,54,54,54,o ,o ,o ,62,62,62,GG,62,62,62,62,62,24,o ,o ,o ,o ,o ,o ,o ,8 ,53,4 ,4 ,4 ,4 ,4 ,4 ,4 ,46,46,46,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,18,13,13,13,18,18,4 ,53,8 , /*38*/ +/*39*/ 8 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,15,15,62,62,62,63,62,62,62,62,62,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,4 ,46,46,16,16,16,16,16,16,16,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,13,13,13,13,18,4 ,4 ,55,8 , /*39*/ +/*40*/ 8 ,3 ,JJ,JJ,JJ,3 ,3 ,JJ,JJ,JJ,3 ,14,14,3 ,3 ,3 ,61,63,62,62,62,63,61,o ,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,4 ,46,4 ,16,HH,16,II,16,HH,16,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,13,13,13,4 ,4 ,4 ,4 ,55,8 , /*40*/ +/*41*/ 63,3 ,JJ,JJ,JJ,3 ,3 ,JJ,JJ,JJ,3 ,3 ,3 ,3 ,3 ,3 ,61,61,63,24,63,61,61,o ,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,46,46,4 ,4 ,47,4 ,47,4 ,47,4 ,4 ,8 ,18,4 ,4 ,4 ,4 ,4 ,13,13,13,4 ,4 ,4 ,4 ,55,8 , /*41*/ +/*42*/ 8 ,3 ,JJ,JJ,JJ,3 ,3 ,JJ,JJ,JJ,3 ,14,14,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61,61,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,46,4 ,4 ,4 ,47,4 ,47,4 ,47,4 ,4 ,13,45,4 ,4 ,4 ,4 ,4 ,18,13,18,4 ,4 ,4 ,4 ,55,8 , /*42*/ +/*43*/ 8 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,15,15,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61,61,o ,o ,8 ,53,4 ,4 ,4 ,4 ,4 ,46,4 ,4 ,4 ,45,4 ,45,4 ,45,4 ,4 ,13,45,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,53,8 , /*43*/ +/*44*/ 8 ,o ,54,54,54,o ,o ,54,54,54,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61,61,61,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,46,4 ,4 ,4 ,47,47,47,47,47,4 ,4 ,18,45,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,8 ,8 , /*44*/ +/*45*/ 8 ,o ,49,49,49,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61,61,61,61,61,61,61,24,24,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,19,4 ,4 ,4 ,46,46,46,46,47,4 ,4 ,18,45,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,8 ,8 , /*45*/ +/*46*/ 63,o ,49,49,49,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61,61,61,61,61,61,61,24,24,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,46,46,46,46,47,4 ,4 ,13,45,4 ,4 ,46,46,4 ,4 ,4 ,4 ,4 ,46,46,4 ,8 ,8 , /*46*/ +/*47*/ 8 ,o ,49,49,49,o ,o ,o ,15,15,15,o ,o ,15,15,15,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,46,46,46,46,47,4 ,4 ,13,45,4 ,4 ,46,46,4 ,4 ,4 ,4 ,4 ,46,46,4 ,8 ,8 , /*47*/ +/*48*/ 8 ,o ,49,49,49,o ,o ,o ,14,14,14,o ,o ,14,14,14,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,53,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,47,47,47,47,47,4 ,4 ,18,18,4 ,4 ,4 ,4 ,4 ,18,13,18,4 ,4 ,4 ,4 ,8 ,8 , /*48*/ +/*49*/ 8 ,o ,49,49,49,o ,o ,o ,3 ,3 ,3 ,o ,o ,3 ,3 ,3 ,o ,o ,54,o ,o ,o ,54,o ,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,18,18,4 ,4 ,4 ,45,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,16,13,16,4 ,4 ,4 ,4 ,8 ,8 , /*49*/ +/*50*/ 8 ,o ,49,49,49,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,18,18,4 ,4 ,4 ,45,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,16,KK,16,4 ,4 ,4 ,4 ,8 ,8 , /*50*/ +/*51*/ 8 ,o ,24,LL,24,o ,o ,54,3 ,54,o ,o ,o ,o ,54,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,18,18,4 ,4 ,4 ,47,47,47,47,47,4 ,4 ,18,18,4 ,4 ,4 ,4 ,4 ,16,16,16,4 ,4 ,4 ,4 ,DD,8 , /*51*/ +/*52*/ 63,o ,2 ,2 ,2 ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,3 ,3 ,49,61,61,49,3 ,3 ,3 ,3 ,54,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,18,4 ,4 ,4 ,4 ,4 ,4 ,4 ,47,4 ,4 ,13,45,4 ,4 ,4 ,4 ,4 ,18,13,18,4 ,4 ,4 ,4 ,8 ,8 , /*52*/ +/*53*/ 8 ,o ,2 ,2 ,2 ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,60,61,61,61,3 ,3 ,3 ,3 ,o ,o ,o ,o ,o ,8 ,53,4 ,4 ,4 ,4 ,4 ,18,4 ,4 ,4 ,4 ,4 ,4 ,4 ,47,4 ,4 ,13,45,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,8 ,8 , /*53*/ +/*54*/ 8 ,15,2 ,2 ,2 ,o ,o ,54,3 ,54,o ,o ,o ,o ,o ,o ,o ,60,61,61,61,3 ,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,18,18,4 ,4 ,4 ,47,47,47,4 ,47,4 ,4 ,18,45,4 ,19,46,46,46,46,46,46,46,46,46,46,19,8 , /*54*/ +/*55*/ 8 ,14,2 ,2 ,2 ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,3 ,3 ,49,61,61,49,3 ,3 ,3 ,3 ,54,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,18,18,4 ,4 ,4 ,45,4 ,45,4 ,47,4 ,4 ,18,45,4 ,46,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,8 ,8 , /*55*/ +/*56*/ 8 ,3 ,2 ,2 ,2 ,2 ,8 ,24,3 ,61,61,o ,o ,o ,54,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,18,18,4 ,4 ,4 ,47,4 ,47,47,47,4 ,4 ,13,45,4 ,46,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,8 ,8 , /*56*/ +/*57*/ 8 ,3 ,2 ,2 ,2 ,2 ,2 ,8 ,3 ,61,61,o ,o ,o ,54,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,47,4 ,4 ,4 ,4 ,4 ,4 ,13,45,4 ,46,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,8 ,8 , /*57*/ +/*58*/ 63,14,2 ,2 ,2 ,2 ,2 ,2 ,MM,61,61,o ,o ,o ,o ,3 ,o ,o ,54,o ,o ,o ,54,o ,o ,o ,63,63,o ,o ,8 ,53,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,18,HH,18,4 ,4 ,4 ,4 ,4 ,8 ,18,4 ,46,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,8 ,8 , /*58*/ +/*59*/ 8 ,15,2 ,2 ,2 ,2 ,2 ,8 ,3 ,61,61,o ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,63,63,63,o ,o ,o ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,16,16,16,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,46,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,8 ,8 , /*59*/ +/*60*/ 8 ,o ,2 ,2 ,2 ,2 ,8 ,24,3 ,61,61,54,o ,54,o ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,63,63,63,o ,o ,o ,4 ,4 ,4 ,4 ,19,46,46,46,19,46,19,46,46,46,46,46,46,46,46,19,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,53,8 , /*60*/ +/*61*/ 8 ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,63,o ,o ,o ,o ,4 ,4 ,4 ,4 ,46,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,34,8 , /*61*/ +/*62*/ 8 ,o ,o ,o ,o ,o ,o ,o ,o ,54,o ,54,o ,54,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,4 ,46,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,34,8 , /*62*/ +/*63*/ 8 ,8 ,8 ,DD,8 ,DD,8 ,8 ,8 ,8 ,53,53,53,8 ,8 ,8 ,53,8 ,34,34,34,8 ,53,8 ,34,34,34,8 ,53,8 ,19,19,33,33,33,53,19,8 ,8 ,8 ,8 ,8 ,53,34,34,53,8 ,8 ,8 ,8 ,53,34,34,53,8 ,8 ,8 ,8 ,8 ,53,34,34,34,8 /*63*/ + // 0 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 + #undef AA + #undef BB + #undef CC + #undef DD + #undef EE + #undef FF + #undef GG + #undef HH + #undef II + #undef JJ + #undef KK + #undef LL + #undef MM + #undef o + }, + { // tileDictionary + SFG_TD(10,20,0,0),SFG_TD( 4,26,0,0),SFG_TD( 0, 4,0,0),SFG_TD( 4,26,0,0), // 0 + SFG_TD( 0,30,2,2),SFG_TD(17,13,0,2),SFG_TD(24, 6,0,1),SFG_TD( 0,24,1,0), // 4 + SFG_TD( 4, 0,1,0),SFG_TD(19, 0,4,1),SFG_TD(10, 5,0,0),SFG_TD(17, 5,0,0), // 8 + SFG_TD(24, 5,0,0),SFG_TD( 8,22,3,0),SFG_TD( 6,24,0,0),SFG_TD( 8,22,0,0), // 12 + SFG_TD(11,19,1,0),SFG_TD( 0,10,0,0),SFG_TD( 8,22,0,0),SFG_TD(21, 0,4,4), // 16 + SFG_TD(24, 0,0,5),SFG_TD(17, 5,0,1),SFG_TD( 0, 0,0,0),SFG_TD(24, 6,5,5), // 20 + SFG_TD(28, 0,5,1),SFG_TD(24, 8,0,1),SFG_TD(26, 3,5,1),SFG_TD(17,10,0,5), // 24 + SFG_TD(13,15,0,0),SFG_TD(13,15,0,0),SFG_TD(13,15,0,0),SFG_TD(13,15,0,0), // 28 + SFG_TD(24, 8,0,1),SFG_TD( 8, 0,6,0),SFG_TD(18, 0,0,6),SFG_TD(13,15,0,0), // 32 + SFG_TD(13,15,0,0),SFG_TD(13,15,0,0),SFG_TD(13,15,0,0),SFG_TD(13,15,0,0), // 36 + SFG_TD(13,15,0,0),SFG_TD(13,15,0,0),SFG_TD(28, 4,5,1),SFG_TD(13,15,0,0), // 40 + SFG_TD(13,15,0,0),SFG_TD( 2,28,4,2),SFG_TD( 0,13,0,4),SFG_TD( 2,28,2,2), // 44 + SFG_TD(22, 8,5,2),SFG_TD(15,15,0,0),SFG_TD( 0,15,0,0),SFG_TD(15,11,5,0), // 48 + SFG_TD(13,15,0,0),SFG_TD( 0, 0,1,1),SFG_TD(10,20,1,0),SFG_TD(22, 8,0,0), // 52 + SFG_TD(31,24,4,4),SFG_TD(19,11,6,2),SFG_TD( 0, 0,3,3),SFG_TD(19, 3,4,3), // 56 + SFG_TD(12,18,5,0),SFG_TD(14,16,5,0),SFG_TD(17,13,1,1),SFG_TD(21, 0,2,2) // 60 + }, // tileDictionary + {14,3 ,11,15,2 ,12,10}, // textureIndices + 13, // doorTextureIndex + 50, // floorColor + 186, // ceilingColor + {56, 50, 64 }, // player start: x, y, direction + 1, // backgroundImage + { // elements + {SFG_LEVEL_ELEMENT_FINISH, {24,0}},{SFG_LEVEL_ELEMENT_BULLETS, {29,1}}, + {SFG_LEVEL_ELEMENT_BULLETS, {28,1}},{SFG_LEVEL_ELEMENT_CARD0, {11,1}}, + {SFG_LEVEL_ELEMENT_PLASMA, {4,1}},{SFG_LEVEL_ELEMENT_ROCKETS, {3,1}}, + {SFG_LEVEL_ELEMENT_TELEPORTER, {35,2}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {60,3}}, + {SFG_LEVEL_ELEMENT_CARD2, {40,6}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {51,7}}, + {SFG_LEVEL_ELEMENT_LAMP, {12,7}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {36,9}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {47,10}},{SFG_LEVEL_ELEMENT_LAMP, {12,10}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {1,10}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {42,11}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {34,11}},{SFG_LEVEL_ELEMENT_LOCK2, {27,11}}, + {SFG_LEVEL_ELEMENT_LOCK2, {21,11}},{SFG_LEVEL_ELEMENT_BARREL, {5,11}}, + {SFG_LEVEL_ELEMENT_COLUMN, {37,12}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {35,12}}, + {SFG_LEVEL_ELEMENT_COLUMN, {33,12}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {55,13}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {1,13}},{SFG_LEVEL_ELEMENT_HEALTH, {3,15}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {50,17}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {53,20}}, + {SFG_LEVEL_ELEMENT_BARREL, {18,20}},{SFG_LEVEL_ELEMENT_LOCK2, {50,21}}, + {SFG_LEVEL_ELEMENT_BARREL, {19,21}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {18,21}}, + {SFG_LEVEL_ELEMENT_BARREL, {17,21}},{SFG_LEVEL_ELEMENT_BARREL, {18,22}}, + {SFG_LEVEL_ELEMENT_TELEPORTER, {60,23}},{SFG_LEVEL_ELEMENT_HEALTH, {39,23}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {39,24}},{SFG_LEVEL_ELEMENT_ROCKETS, {61,25}}, + {SFG_LEVEL_ELEMENT_HEALTH, {60,25}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {50,26}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {29,27}},{SFG_LEVEL_ELEMENT_HEALTH, {5,28}}, + {SFG_LEVEL_ELEMENT_LAMP, {22,29}},{SFG_LEVEL_ELEMENT_LOCK1, {35,30}}, + {SFG_LEVEL_ELEMENT_COLUMN, {56,31}},{SFG_LEVEL_ELEMENT_COLUMN, {50,31}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {54,32}},{SFG_LEVEL_ELEMENT_BULLETS, {53,32}}, + {SFG_LEVEL_ELEMENT_BULLETS, {38,32}},{SFG_LEVEL_ELEMENT_PLASMA, {37,32}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {32,32}},{SFG_LEVEL_ELEMENT_LAMP, {33,34}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {33,35}},{SFG_LEVEL_ELEMENT_PLASMA, {9,35}}, + {SFG_LEVEL_ELEMENT_HEALTH, {23,36}},{SFG_LEVEL_ELEMENT_TERMINAL, {19,36}}, + {SFG_LEVEL_ELEMENT_PLASMA, {9,36}},{SFG_LEVEL_ELEMENT_CARD1, {21,38}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {19,38}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {57,39}}, + {SFG_LEVEL_ELEMENT_PLASMA, {56,40}},{SFG_LEVEL_ELEMENT_ROCKETS, {56,41}}, + {SFG_LEVEL_ELEMENT_BARREL, {37,48}},{SFG_LEVEL_ELEMENT_BARREL, {36,48}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {44,49}},{SFG_LEVEL_ELEMENT_HEALTH, {36,52}}, + {SFG_LEVEL_ELEMENT_BULLETS, {36,53}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {18,53}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {11,53}},{SFG_LEVEL_ELEMENT_BARREL, {3,53}}, + {SFG_LEVEL_ELEMENT_BULLETS, {58,57}},{SFG_LEVEL_ELEMENT_BULLETS, {56,57}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {44,57}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {3,57}}, + {SFG_LEVEL_ELEMENT_BARREL, {51,58}},{SFG_LEVEL_ELEMENT_BARREL, {50,58}}, + {SFG_LEVEL_ELEMENT_TERMINAL, {39,58}},{SFG_LEVEL_ELEMENT_LOCK0, {8,58}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {5,58}},{SFG_LEVEL_ELEMENT_BARREL, {51,59}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {3,59}},{SFG_LEVEL_ELEMENT_BULLETS, {20,61}}, + {SFG_LEVEL_ELEMENT_HEALTH, {3,61}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}} + }, // elements + } // level + + ; + +SFG_PROGRAM_MEMORY SFG_Level SFG_level4 = + { // level + { // mapArray + #define o 0 + #define AA (5 | SFG_TILE_PROPERTY_DOOR) + #define BB (10 | SFG_TILE_PROPERTY_DOOR) + #define CC (6 | SFG_TILE_PROPERTY_DOOR) + #define DD (8 | SFG_TILE_PROPERTY_DOOR) + // 0 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 +/*0 */ 62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,60,60,62,62,62,62,62,62,62,62,62,o ,o ,o ,o ,o ,62,62,62,18,2 ,2 ,2 ,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18, /*0 */ +/*1 */ 62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,o ,o ,62,62,62,62,62,62,62,62,62,o ,o ,o ,o ,o ,62,62,62,18,2 ,2 ,2 ,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18,18, /*1 */ +/*2 */ 62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,o ,o ,62,62,62,62,62,62,62,62,62,o ,o ,o ,o ,o ,62,62,62,18,2 ,2 ,2 ,18,18,18,18,18,18,18,18,18,17,18,18,18,17,18,18,18,18,18,18, /*2 */ +/*3 */ 62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,o ,o ,62,62,62,62,62,62,62,62,62,o ,o ,o ,o ,o ,62,62,62,18,2 ,2 ,2 ,17,18,18,18,17,18,18,18,7 ,7 ,7 ,7 ,7 ,7 ,7 ,17,18,18,18,18, /*3 */ +/*4 */ 62,62,62,62,62,62,62,62,62,62,62,62,62,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,62,62,62,62,62,62,62,62,62,o ,o ,o ,o ,o ,62,62,62,18,2 ,2 ,2 ,17,2 ,2 ,2 ,2 ,2 ,2 ,2 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,2 ,2 ,2 ,2 ,18, /*4 */ +/*5 */ o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,62,62,62,18,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,AA,7 ,7 ,7 ,7 ,7 ,7 ,7 ,2 ,2 ,2 ,2 ,18, /*5 */ +/*6 */ o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,62,62,62,18,2 ,2 ,2 ,17,2 ,2 ,2 ,2 ,2 ,2 ,2 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,2 ,2 ,2 ,2 ,18, /*6 */ +/*7 */ o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,62,62,62,18,18,18,18,17,18,18,18,17,18,18,18,7 ,7 ,7 ,7 ,7 ,7 ,7 ,17,2 ,2 ,2 ,17, /*7 */ +/*8 */ o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,62,62,62,18,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,18,2 ,2 ,2 ,18, /*8 */ +/*9 */ o ,o ,o ,o ,63,63,63,61,61,61,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,62,62,62,18,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,18,2 ,2 ,2 ,18, /*9 */ +/*10*/ o ,o ,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,o ,o ,o ,o ,o ,62,62,62,62,62,62,62,18,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,17,2 ,2 ,2 ,17, /*10*/ +/*11*/ 62,62,o ,o ,63,o ,o ,o ,o ,o ,60,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,o ,o ,o ,o ,o ,62,62,62,62,62,62,62,18,7 ,7 ,11,11,11,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,18,2 ,2 ,2 ,18, /*11*/ +/*12*/ 62,62,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,59,59,59,o ,o ,63,o ,o ,o ,o ,o ,62,62,62,62,62,62,62,18,7 ,7 ,11,11,11,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,18,2 ,2 ,2 ,18, /*12*/ +/*13*/ 62,62,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,59,59,59,o ,o ,63,o ,o ,o ,o ,o ,62,62,62,62,62,62,62,18,7 ,7 ,11,11,11,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,17,2 ,2 ,2 ,17, /*13*/ +/*14*/ 62,62,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,59,59,59,o ,o ,63,o ,o ,o ,o ,o ,62,62,62,62,62,62,62,18,18,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,18,2 ,2 ,2 ,18, /*14*/ +/*15*/ 62,62,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,o ,o ,o ,o ,o ,62,62,62,62,62,62,62,1 ,18,18,18,17,18,18,18,17,18,18,18,17,18,18,18,17,18,18,18,2 ,2 ,2 ,18, /*15*/ +/*16*/ 62,62,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,o ,o ,o ,o ,o ,62,62,62,62,62,62,1 ,17,17,17,17,17,17,17,17,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,18,2 ,2 ,2 ,18, /*16*/ +/*17*/ 62,62,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,o ,o ,o ,62,62,62,62,62,62,62,62,1 ,17,17,17,17,17,2 ,2 ,17,1 ,1 ,55,1 ,1 ,1 ,1 ,1 ,55,1 ,1 ,17,2 ,2 ,2 ,17, /*17*/ +/*18*/ 62,62,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,o ,o ,o ,62,62,62,62,62,62,62,62,1 ,17,17,17,17,17,2 ,2 ,2 ,2 ,2 ,2 ,25,1 ,1 ,1 ,25,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 , /*18*/ +/*19*/ 60,o ,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,o ,o ,o ,62,62,62,62,62,62,62,62,1 ,17,17,17,17,17,2 ,2 ,2 ,2 ,2 ,2 ,25,25,25,25,25,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 , /*19*/ +/*20*/ 60,o ,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,o ,o ,o ,62,62,o ,o ,o ,o ,o ,62,1 ,17,17,17,17,17,2 ,2 ,17,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 , /*20*/ +/*21*/ 60,o ,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,60,60,60,62,62,o ,o ,o ,o ,o ,62,1 ,17,17,17,17,17,17,17,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 , /*21*/ +/*22*/ 60,o ,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,o ,o ,o ,62,62,60,60,60,60,60,o ,62,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 , /*22*/ +/*23*/ 60,o ,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,55,10,BB,BB,BB,10,55,o ,o ,o ,o ,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,60,o ,62,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 , /*23*/ +/*24*/ 60,o ,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,10,10,36,36,36,36,36,10,10,o ,o ,o ,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,60,o ,62,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,1 ,1 , /*24*/ +/*25*/ 60,o ,o ,o ,63,o ,o ,o ,o ,o ,o ,o ,10,36,36,36,36,36,36,36,36,36,10,o ,o ,o ,o ,59,o ,o ,o ,o ,o ,o ,o ,o ,o ,60,o ,62,1 ,1 ,1 ,1 ,1 ,51,51,1 ,1 ,1 ,1 ,2 ,3 ,2 ,3 ,2 ,1 ,1 ,1 ,1 ,51,51,1 ,1 , /*25*/ +/*26*/ 10,49,49,10,10,10,10,10,10,10,10,10,10,36,36,36,36,36,36,36,36,36,10,10,10,10,10,10,10,10,10,10,49,49,10,o ,o ,60,o ,62,62,1 ,1 ,1 ,1 ,51,51,1 ,1 ,1 ,1 ,2 ,CC,2 ,CC,2 ,1 ,1 ,1 ,1 ,51,51,1 ,1 , /*26*/ +/*27*/ 10,33,33,33,45,46,46,46,46,46,46,46,46,36,36,36,36,36,36,36,36,36,46,46,46,46,46,46,46,46,45,33,33,33,10,o ,o ,60,o ,62,62,62,1 ,1 ,1 ,51,51,51,51,51,51,2 ,2 ,2 ,2 ,2 ,51,51,51,51,51,51,1 ,1 , /*27*/ +/*28*/ 10,33,33,33,45,46,46,46,46,46,46,46,46,36,36,36,36,36,36,36,36,36,46,46,46,46,46,46,46,46,45,33,33,33,10,o ,o ,60,o ,62,62,62,62,1 ,1 ,51,51,51,51,51,51,2 ,2 ,2 ,2 ,2 ,51,51,51,51,51,51,1 ,1 , /*28*/ +/*29*/ 10,33,33,33,45,46,46,46,46,46,46,46,46,46,46,46,46,46,46,46,46,46,46,46,46,46,46,46,46,46,45,33,33,33,10,60,60,60,60,8 ,62,62,62,62,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*29*/ +/*30*/ 10,33,33,33,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,33,33,33,10,o ,o ,o ,o ,o ,o ,21,21,62,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*30*/ +/*31*/ 10,34,34,34,10,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,10,34,34,34,10,o ,o ,o ,o ,o ,o ,o ,o ,62,62,62,62,62,62,1 ,1 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*31*/ +/*32*/ 49,35,35,35,10,35,35,43,35,43,35,43,35,43,35,43,35,43,35,43,35,43,35,43,35,43,35,43,35,35,10,35,35,35,49,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,1 ,1 ,4 ,2 ,2 ,2 ,4 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*32*/ +/*33*/ 49,35,35,35,10,35,34,42,34,42,34,42,34,42,34,42,34,42,34,42,34,42,34,42,34,42,34,42,34,35,10,35,35,35,49,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,1 ,1 ,1 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*33*/ +/*34*/ 49,35,35,35,10,43,42,41,33,41,33,41,33,41,33,41,33,41,33,41,33,41,33,41,33,41,33,41,42,43,10,35,35,35,49,o ,o ,o ,o ,o ,o ,o ,o ,62,62,62,62,62,62,1 ,1 ,1 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*34*/ +/*35*/ 10,35,35,35,DD,35,34,33,32,40,32,40,32,40,32,40,32,40,32,40,32,40,32,40,32,40,32,33,34,35,DD,35,35,35,10,o ,o ,o ,o ,o ,o ,o ,o ,62,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*35*/ +/*36*/ 10,10,10,10,10,43,42,41,40,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,40,41,42,43,10,10,10,10,10,o ,o ,o ,o ,o ,o ,o ,o ,62,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,1 ,1 ,1 ,17,17,17,17,17,17, /*36*/ +/*37*/ 10,9 ,9 ,9 ,9 ,9 ,34,33,32,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,32,33,34,9 ,9 ,9 ,9 ,9 ,10,o ,o ,60,60,60,60,60,60,62,1 ,1 ,1 ,25,25,25,25,25,1 ,2 ,1 ,1 ,1 ,1 ,17,30,30,30,17,17, /*37*/ +/*38*/ 10,9 ,9 ,9 ,9 ,9 ,42,41,40,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,40,41,42,9 ,9 ,9 ,9 ,9 ,10,o ,o ,60,o ,o ,o ,o ,o ,62,1 ,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,29,30,30,30,17,17, /*38*/ +/*39*/ 10,9 ,9 ,9 ,9 ,9 ,34,33,32,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,32,33,34,9 ,9 ,9 ,9 ,9 ,10,o ,o ,60,o ,o ,o ,o ,o ,62,1 ,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,29,30,30,30,17,17, /*39*/ +/*40*/ 10,BB,10,10,8 ,43,42,41,40,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,40,41,42,43,8 ,10,10,BB,10,o ,o ,60,62,62,8 ,8 ,62,62,1 ,1 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,2 ,1 ,1 ,1 ,1 ,17,30,30,30,17,17, /*40*/ +/*41*/ 10,9 ,9 ,9 ,8 ,35,34,33,32,36,22,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,22,36,32,33,34,35,8 ,9 ,9 ,9 ,10,o ,o ,60,62,1 ,1 ,1 ,1 ,1 ,17,1 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,2 ,1 ,1 ,1 ,1 ,17,17,30,17,17,17, /*41*/ +/*42*/ 10,9 ,9 ,9 ,8 ,43,42,41,40,36,22,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,22,36,40,41,42,43,8 ,9 ,9 ,9 ,10,o ,o ,60,62,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,2 ,1 ,1 ,1 ,1 ,17,30,30,30,17,17, /*42*/ +/*43*/ 10,9 ,9 ,9 ,8 ,35,34,33,32,36,22,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,22,36,32,33,34,35,8 ,9 ,9 ,9 ,10,o ,o ,60,62,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,2 ,1 ,1 ,1 ,1 ,17,30,30,30,17,17, /*43*/ +/*44*/ 10,9 ,9 ,9 ,8 ,43,42,41,40,36,22,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,22,36,40,41,42,43,8 ,9 ,9 ,9 ,10,62,62,62,62,1 ,2 ,2 ,2 ,1 ,17,1 ,1 ,1 ,1 ,1 ,1 ,1 ,4 ,2 ,4 ,1 ,1 ,1 ,17,30,30,30,17,17, /*44*/ +/*45*/ 10,9 ,9 ,9 ,8 ,35,34,33,32,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,32,33,34,35,8 ,9 ,9 ,9 ,10,62,62,1 ,1 ,1 ,29,29,29,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,1 ,1 ,1 ,17,17,17,17,17,17, /*45*/ +/*46*/ 10,9 ,9 ,9 ,9 ,9 ,36,36,36,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,36,36,36,9 ,9 ,9 ,9 ,9 ,10,62,62,1 ,1 ,30,30,30,30,30,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*46*/ +/*47*/ BB,9 ,9 ,9 ,9 ,9 ,36,36,36,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,36,36,36,9 ,9 ,9 ,9 ,9 ,BB,62,62,1 ,31,31,31,31,31,31,31,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*47*/ +/*48*/ 10,9 ,9 ,9 ,9 ,9 ,36,36,36,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,36,36,36,9 ,9 ,9 ,9 ,9 ,10,62,62,1 ,31,31,31,31,31,31,31,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*48*/ +/*49*/ 10,9 ,9 ,9 ,8 ,35,34,33,32,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,32,33,34,35,8 ,9 ,9 ,9 ,10,62,62,1 ,31,31,31,31,31,31,31,1 ,1 ,1 ,1 ,4 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,4 ,1 ,1 ,1 ,1 ,1 ,1 , /*49*/ +/*50*/ 10,9 ,9 ,9 ,8 ,43,42,41,40,36,22,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,22,36,40,41,42,43,8 ,9 ,9 ,9 ,10,62,62,1 ,1 ,31,31,31,31,31,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 , /*50*/ +/*51*/ 10,9 ,9 ,9 ,8 ,35,34,33,32,36,22,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,22,36,32,33,34,35,8 ,9 ,9 ,9 ,10,62,62,1 ,1 ,31,31,31,31,31,1 ,1 ,17,1 ,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,17,1 ,1 ,1 , /*51*/ +/*52*/ 10,9 ,9 ,9 ,8 ,43,42,41,40,36,22,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,22,36,40,41,42,43,8 ,9 ,9 ,9 ,10,62,62,1 ,1 ,1 ,31,31,31,1 ,1 ,1 ,3 ,1 ,1 ,4 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,4 ,1 ,1 ,3 ,1 ,1 ,1 , /*52*/ +/*53*/ 10,9 ,9 ,9 ,8 ,35,34,33,32,36,22,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,22,36,32,33,34,35,8 ,9 ,9 ,9 ,12,o ,62,62,62,1 ,31,31,31,1 ,1 ,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 , /*53*/ +/*54*/ 10,BB,10,10,8 ,43,42,41,40,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,40,41,42,43,8 ,10,10,BB,10,o ,o ,21,8 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 , /*54*/ +/*55*/ 10,9 ,9 ,9 ,9 ,9 ,34,33,32,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,32,33,34,9 ,9 ,9 ,9 ,9 ,10,o ,o ,21,8 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,29,29,2 ,2 ,2 ,29,29,2 ,2 ,2 ,2 ,1 ,1 ,1 , /*55*/ +/*56*/ 10,9 ,9 ,9 ,9 ,9 ,42,41,40,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,40,41,42,9 ,9 ,9 ,9 ,9 ,10,o ,o ,o ,8 ,62,62,62,62,1 ,1 ,1 ,4 ,2 ,2 ,30,30,30,2 ,2 ,2 ,30,30,30,2 ,2 ,4 ,1 ,1 ,1 , /*56*/ +/*57*/ 10,9 ,9 ,9 ,9 ,9 ,34,33,32,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,32,33,34,9 ,9 ,9 ,9 ,9 ,10,o ,o ,o ,o ,o ,o ,o ,62,1 ,1 ,1 ,1 ,1 ,2 ,30,30,30,2 ,2 ,2 ,30,30,30,2 ,1 ,1 ,1 ,1 ,1 , /*57*/ +/*58*/ 10,10,10,10,10,43,42,41,40,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,36,40,41,42,43,10,10,10,10,10,o ,o ,o ,o ,o ,o ,o ,62,1 ,1 ,1 ,1 ,1 ,2 ,30,30,30,2 ,2 ,2 ,30,30,30,2 ,1 ,1 ,1 ,1 ,1 , /*58*/ +/*59*/ 10,35,35,35,DD,35,34,33,32,40,32,40,40,40,32,40,32,40,32,40,32,40,40,40,32,40,32,33,34,35,DD,35,35,35,10,60,60,60,60,60,60,60,62,1 ,1 ,1 ,1 ,1 ,1 ,30,30,30,2 ,2 ,2 ,30,30,30,1 ,1 ,1 ,1 ,1 ,1 , /*59*/ +/*60*/ 49,35,35,35,8 ,43,42,41,33,41,33,41,33,41,33,41,33,41,33,41,33,41,33,41,33,41,33,41,42,43,8 ,35,35,35,49,o ,o ,o ,o ,o ,o ,o ,62,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*60*/ +/*61*/ 49,35,35,35,8 ,35,34,42,34,42,34,42,34,42,34,42,34,42,34,42,34,42,34,42,34,42,34,42,34,35,8 ,35,35,35,49,o ,o ,o ,o ,o ,o ,o ,62,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*61*/ +/*62*/ 49,35,35,35,8 ,35,35,43,35,43,35,43,35,43,35,43,35,43,35,43,35,43,35,43,35,43,35,43,35,35,8 ,35,35,35,49,o ,o ,o ,o ,o ,o ,o ,62,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*62*/ +/*63*/ 10,35,35,35,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,35,35,35,10,o ,o ,o ,o ,o ,o ,o ,62,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,17,BB,17,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 /*63*/ + // 0 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 + #undef AA + #undef BB + #undef CC + #undef DD + #undef o + }, + { // tileDictionary + SFG_TD(19,31,1,0),SFG_TD(23, 0,4,4),SFG_TD(19, 7,4,4),SFG_TD(22, 4,6,0), // 0 + SFG_TD(19, 3,0,3),SFG_TD(23, 3,3,4),SFG_TD(24, 5,4,4),SFG_TD(19,12,4,4), // 4 + SFG_TD(31, 0,0,1),SFG_TD(19, 6,1,1),SFG_TD(23, 0,1,1),SFG_TD(20,11,1,4), // 8 + SFG_TD(19, 4,1,1),SFG_TD(19,15,0,0),SFG_TD(19,15,0,0),SFG_TD(19,15,0,0), // 12 + SFG_TD(19,15,0,0),SFG_TD(23, 0,1,1),SFG_TD(23, 0,2,4),SFG_TD(19,15,0,0), // 16 + SFG_TD(19,15,0,0),SFG_TD(23,31,2,0),SFG_TD(21,31,2,0),SFG_TD(27,31,1,0), // 20 + SFG_TD(19,15,0,0),SFG_TD(22, 3,4,4),SFG_TD(19,15,0,0),SFG_TD(19,15,0,0), // 24 + SFG_TD(19,15,0,0),SFG_TD(18, 8,4,4),SFG_TD(17, 9,4,4),SFG_TD(16,10,4,4), // 28 + SFG_TD(21,20,0,0),SFG_TD(23,18,0,0),SFG_TD(25,16,0,0),SFG_TD(27,14,0,0), // 32 + SFG_TD(19,22,0,0),SFG_TD(19,15,0,0),SFG_TD(19,15,0,0),SFG_TD(19,15,0,0), // 36 + SFG_TD(21,20,2,0),SFG_TD(23,18,2,0),SFG_TD(25,16,2,0),SFG_TD(27,14,2,0), // 40 + SFG_TD(19,15,0,0),SFG_TD(21,10,0,1),SFG_TD(19,12,1,1),SFG_TD(19,15,0,0), // 44 + SFG_TD(19,15,0,0),SFG_TD(29, 3,1,1),SFG_TD(19,15,0,0),SFG_TD(19, 6,4,4), // 48 + SFG_TD(19,15,0,0),SFG_TD(19,15,0,0),SFG_TD(19,15,0,0),SFG_TD(31,31,3,0), // 52 + SFG_TD(19,15,0,0),SFG_TD(19,15,0,0),SFG_TD(19,15,0,0),SFG_TD(21,31,1,0), // 56 + SFG_TD(25,31,4,0),SFG_TD(22,31,2,0),SFG_TD(19, 0,5,5),SFG_TD(27,31,1,0) // 60 + }, // tileDictionary + {3 ,12,0 ,8 ,5 ,1 ,15}, // textureIndices + 7, // doorTextureIndex + 202, // floorColor + 66, // ceilingColor + {53, 61, 64 }, // player start: x, y, direction + 2, // backgroundImage + { // elements + {SFG_LEVEL_ELEMENT_LAMP, {58,3}},{SFG_LEVEL_ELEMENT_COLUMN, {51,4}}, + {SFG_LEVEL_ELEMENT_LOCK2, {51,5}},{SFG_LEVEL_ELEMENT_FINISH, {44,5}}, + {SFG_LEVEL_ELEMENT_COLUMN, {51,6}},{SFG_LEVEL_ELEMENT_LAMP, {58,7}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {9,9}},{SFG_LEVEL_ELEMENT_BLOCKER, {8,9}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {7,9}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {51,10}}, + {SFG_LEVEL_ELEMENT_LAMP, {6,11}},{SFG_LEVEL_ELEMENT_TELEPORTER, {44,12}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {58,13}},{SFG_LEVEL_ELEMENT_TELEPORTER, {23,13}}, + {SFG_LEVEL_ELEMENT_HEALTH, {17,17}},{SFG_LEVEL_ELEMENT_BULLETS, {15,17}}, + {SFG_LEVEL_ELEMENT_BULLETS, {45,18}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {17,18}}, + {SFG_LEVEL_ELEMENT_HEALTH, {55,19}},{SFG_LEVEL_ELEMENT_BULLETS, {53,19}}, + {SFG_LEVEL_ELEMENT_HEALTH, {51,19}},{SFG_LEVEL_ELEMENT_BULLETS, {45,19}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {56,21}},{SFG_LEVEL_ELEMENT_LAMP, {20,22}}, + {SFG_LEVEL_ELEMENT_LAMP, {14,22}},{SFG_LEVEL_ELEMENT_RUIN, {26,24}}, + {SFG_LEVEL_ELEMENT_HEALTH, {8,24}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {18,25}}, + {SFG_LEVEL_ELEMENT_BULLETS, {5,25}},{SFG_LEVEL_ELEMENT_ROCKETS, {54,26}}, + {SFG_LEVEL_ELEMENT_PLASMA, {52,26}},{SFG_LEVEL_ELEMENT_HEALTH, {36,26}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {16,26}},{SFG_LEVEL_ELEMENT_TREE, {18,29}}, + {SFG_LEVEL_ELEMENT_TREE, {16,29}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {53,30}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {29,35}},{SFG_LEVEL_ELEMENT_ROCKETS, {51,37}}, + {SFG_LEVEL_ELEMENT_HEALTH, {49,37}},{SFG_LEVEL_ELEMENT_COLUMN, {19,37}}, + {SFG_LEVEL_ELEMENT_COLUMN, {15,37}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {60,38}}, + {SFG_LEVEL_ELEMENT_BULLETS, {30,38}},{SFG_LEVEL_ELEMENT_BARREL, {21,38}}, + {SFG_LEVEL_ELEMENT_BARREL, {13,38}},{SFG_LEVEL_ELEMENT_HEALTH, {4,38}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {20,40}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {13,40}}, + {SFG_LEVEL_ELEMENT_HEALTH, {21,41}},{SFG_LEVEL_ELEMENT_PLASMA, {13,41}}, + {SFG_LEVEL_ELEMENT_PLASMA, {60,43}},{SFG_LEVEL_ELEMENT_BARREL, {17,46}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {12,46}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {42,47}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {40,47}},{SFG_LEVEL_ELEMENT_LOCK0, {34,47}}, + {SFG_LEVEL_ELEMENT_BULLETS, {23,47}},{SFG_LEVEL_ELEMENT_BARREL, {18,47}}, + {SFG_LEVEL_ELEMENT_BARREL, {16,47}},{SFG_LEVEL_ELEMENT_ROCKETS, {11,47}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {3,47}},{SFG_LEVEL_ELEMENT_LOCK0, {0,47}}, + {SFG_LEVEL_ELEMENT_BARREL, {41,48}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {32,48}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {21,48}},{SFG_LEVEL_ELEMENT_BARREL, {17,48}}, + {SFG_LEVEL_ELEMENT_BARREL, {42,49}},{SFG_LEVEL_ELEMENT_BARREL, {40,49}}, + {SFG_LEVEL_ELEMENT_PLASMA, {42,50}},{SFG_LEVEL_ELEMENT_PLASMA, {40,50}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {43,51}},{SFG_LEVEL_ELEMENT_PLASMA, {41,51}}, + {SFG_LEVEL_ELEMENT_PLASMA, {39,51}},{SFG_LEVEL_ELEMENT_PLASMA, {60,52}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {46,52}},{SFG_LEVEL_ELEMENT_RUIN, {33,52}}, + {SFG_LEVEL_ELEMENT_TERMINAL, {41,53}},{SFG_LEVEL_ELEMENT_HEALTH, {40,53}}, + {SFG_LEVEL_ELEMENT_PLASMA, {21,53}},{SFG_LEVEL_ELEMENT_HEALTH, {13,53}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {21,54}},{SFG_LEVEL_ELEMENT_MONSTER_ENDER, {17,55}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {13,55}},{SFG_LEVEL_ELEMENT_HEALTH, {30,56}}, + {SFG_LEVEL_ELEMENT_BARREL, {21,56}},{SFG_LEVEL_ELEMENT_BARREL, {13,56}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {4,56}},{SFG_LEVEL_ELEMENT_HEALTH, {41,57}}, + {SFG_LEVEL_ELEMENT_COLUMN, {19,57}},{SFG_LEVEL_ELEMENT_COLUMN, {15,57}}, + {SFG_LEVEL_ELEMENT_RUIN, {29,59}},{SFG_LEVEL_ELEMENT_LOCK0, {4,59}}, + {SFG_LEVEL_ELEMENT_LOCK1, {53,63}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}} + }, // elements + } // level + ; + +SFG_PROGRAM_MEMORY SFG_Level SFG_level5 = + { // level + { // mapArray + #define o 0 + #define AA (63 | SFG_TILE_PROPERTY_ELEVATOR) + #define BB (32 | SFG_TILE_PROPERTY_DOOR) + #define CC (30 | SFG_TILE_PROPERTY_DOOR) + #define DD (59 | SFG_TILE_PROPERTY_ELEVATOR) + #define EE (53 | SFG_TILE_PROPERTY_DOOR) + #define FF (44 | SFG_TILE_PROPERTY_DOOR) + // 0 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 +/*0 */ 22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,1 ,1 ,1 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,7 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,5 ,2 ,2 ,2 ,2 , /*0 */ +/*1 */ 22,22,22,22,22,22,22,22,o ,o ,o ,22,22,22,22,22,22,22,22,22,22,22,22,22,22,1 ,1 ,1 ,1 ,1 ,1 ,1 ,35,31,o ,o ,31,35,7 ,40,40,40,40,40,40,40,40,40,26,35,31,o ,o ,31,35,31,o ,o ,31,35,2 ,2 ,2 ,2 , /*1 */ +/*2 */ 23,23,23,23,23,23,22,22,o ,o ,o ,22,22,22,22,22,22,22,22,22,22,22,22,22,22,1 ,1 ,1 ,1 ,1 ,1 ,1 ,35,31,o ,o ,31,35,7 ,11,10,40,40,40,40,40,40,40,26,35,31,o ,o ,31,35,31,o ,o ,31,35,2 ,2 ,2 ,2 , /*2 */ +/*3 */ 23,23,23,23,23,23,22,22,o ,o ,o ,o ,o ,o ,o ,o ,3 ,o ,o ,o ,o ,55,55,55,60,60,60,1 ,1 ,1 ,1 ,1 ,35,o ,o ,o ,o ,35,7 ,11,10,40,40,40,40,40,40,40,26,35,o ,o ,o ,o ,35,o ,o ,o ,o ,35,2 ,2 ,2 ,2 , /*3 */ +/*4 */ 23,23,23,23,23,23,22,22,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,o ,o ,o ,o ,56,56,55,55,60,60,1 ,1 ,1 ,1 ,1 ,35,o ,o ,o ,o ,35,7 ,11,10,40,40,40,40,40,40,40,40,35,o ,o ,o ,o ,35,o ,o ,o ,o ,35,2 ,2 ,2 ,2 , /*4 */ +/*5 */ 23,23,23,23,23,23,55,55,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61,61,56,56,5 ,1 ,1 ,5 ,35,35,35,35,35,35,o ,o ,35,35,7 ,40,40,40,40,40,40,40,40,40,40,35,35,o ,o ,35,35,35,o ,o ,35,35,31,31,31,31, /*5 */ +/*6 */ 23,23,23,23,23,23,61,61,55,55,o ,o ,o ,o ,o ,o ,o ,o ,o ,61,2 ,2 ,2 ,61,1 ,1 ,1 ,1 ,31,31,o ,o ,35,o ,o ,o ,o ,o ,7 ,7 ,7 ,7 ,10,34,10,34,40,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*6 */ +/*7 */ 23,23,23,23,23,23,2 ,2 ,56,55,55,55,55,o ,o ,o ,o ,55,55,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,7 ,10,34,10,34,40,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*7 */ +/*8 */ 23,o ,o ,2 ,2 ,2 ,2 ,2 ,2 ,56,55,55,55,55,55,55,55,55,61,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,7 ,35,35,35,35,35,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*8 */ +/*9 */ 23,o ,o ,56,56,2 ,2 ,2 ,2 ,61,61,61,61,55,55,55,61,61,61,2 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,31,31,o ,o ,35,o ,o ,o ,o ,o ,o ,o ,o ,7 ,31,o ,o ,o ,35,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*9 */ +/*10*/ 23,o ,o ,o ,56,56,2 ,2 ,2 ,61,55,55,55,o ,o ,o ,o ,55,55,61,2 ,2 ,2 ,61,5 ,1 ,1 ,5 ,35,35,35,35,35,o ,o ,o ,o ,o ,o ,o ,o ,7 ,31,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o , /*10*/ +/*11*/ 23,o ,o ,23,23,23,2 ,2 ,2 ,55,55,o ,o ,o ,o ,o ,o ,o ,o ,o ,56,56,o ,61,2 ,2 ,2 ,2 ,2 ,56,21,21,21,31,o ,o ,o ,o ,o ,o ,o ,7 ,31,o ,o ,o ,35,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,3 ,3 ,o ,o ,o ,o , /*11*/ +/*12*/ 23,o ,o ,23,23,23,2 ,2 ,61,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61,2 ,2 ,2 ,61,o ,21,21,21,31,o ,o ,o ,o ,o ,o ,o ,7 ,35,35,35,35,35,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,40,40,o ,o ,o ,o ,o , /*12*/ +/*13*/ 23,o ,o ,23,23,23,61,2 ,55,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61,56,o ,o ,o ,21,21,21,16,o ,o ,o ,o ,o ,o ,o ,7 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,o ,o ,o ,3 ,3 ,3 ,3 ,3 ,40,40,o ,o ,o ,o ,o , /*13*/ +/*14*/ 23,23,23,23,23,23,56,56,55,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,21,21,21,31,o ,o ,o ,o ,o ,o ,o ,7 ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,40,40,o ,o ,o ,o ,o , /*14*/ +/*15*/ 23,23,22,22,22,22,22,22,22,22,37,16,57,57,26,57,57,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,21,21,21,31,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,23,23,23,23,29,o ,o , /*15*/ +/*16*/ 23,23,22,22,22,22,22,22,22,22,22,12,57,26,26,26,26,21,21,21,21,21,21,o ,o ,o ,o ,22,22,22,21,21,21,16,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,23,23,23,23,23,o ,o , /*16*/ +/*17*/ 23,23,AA,o ,o ,22,22,22,22,22,22,17,13,26,26,26,26,21,21,21,21,21,21,o ,o ,o ,o ,22,22,22,21,21,21,31,o ,o ,o ,o ,o ,o ,o ,7 ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,23,23,23,23,23,23,29, /*17*/ +/*18*/ 23,23,10,o ,o ,22,22,22,22,22,22,12,57,26,26,26,26,21,21,21,21,21,21,o ,o ,o ,o ,22,22,22,21,21,21,31,o ,o ,o ,o ,o ,16,16,7 ,3 ,o ,o ,o ,o ,o ,o ,11,11,11,o ,o ,o ,o ,23,23,23,23,23,23,23,23, /*18*/ +/*19*/ 23,23,8 ,o ,o ,22,22,22,22,22,22,16,57,26,26,26,57,o ,16,o ,o ,16,o ,o ,o ,o ,o ,16,31,31,16,31,31,16,o ,o ,o ,o ,o ,12,12,7 ,3 ,o ,o ,o ,8 ,9 ,10,11,11,11,10,9 ,8 ,o ,23,23,23,23,23,27,23,29, /*19*/ +/*20*/ 23,23,o ,o ,o ,22,22,22,22,22,22,o ,57,57,57,57,57,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,17,17,7 ,3 ,3 ,3 ,o ,8 ,9 ,10,11,11,11,10,9 ,8 ,o ,23,23,23,27,1 ,1 ,9 ,9 , /*20*/ +/*21*/ 23,23,o ,22,22,22,22,22,22,22,37,o ,o ,62,o ,62,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,13,13,7 ,7 ,7 ,7 ,23,27,1 ,27,15,15,15,27,1 ,27,23,23,23,23,27,o ,o ,o ,o , /*21*/ +/*22*/ 30,o ,o ,35,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,54,13,13,13,13,13,23,23,23,27,15,15,15,27,23,23,23,23,23,33,BB,o ,o ,o ,o , /*22*/ +/*23*/ 30,52,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,61,61,2 ,2 ,2 ,2 ,13,o ,o ,13,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,61,61,54,13,13,13,13,23,23,23,27,15,15,15,27,27,27,27,27,27,27,27,o ,o ,o ,o , /*23*/ +/*24*/ 30,52,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,12,o ,o ,12,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,54,13,13,13,23,23,23,27,15,15,15,15,15,15,15,15,27,27,27,1 ,1 ,9 ,9 , /*24*/ +/*25*/ 30,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,56,54,13,13,23,23,23,27,15,15,15,15,15,15,15,15,27,27,23,23,27,23,29, /*25*/ +/*26*/ 30,52,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,12,o ,o ,12,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,56,54,13,23,23,23,27,27,27,27,27,27,27,15,15,27,27,23,23,23,23,23, /*26*/ +/*27*/ 30,52,2 ,2 ,2 ,61,61,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,13,o ,o ,13,2 ,2 ,2 ,61,61,61,61,61,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,56,54,13,13,13,30,13,13,22,22,22,22,27,15,15,27,27,22,22,22,22,22, /*27*/ +/*28*/ 3 ,o ,o ,o ,o ,o ,o ,o ,4 ,2 ,4 ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,2 ,54,13,13,13,CC,13,13,22,22,22,22,27,15,15,27,27,22,22,22,22,22, /*28*/ +/*29*/ 3 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,2 ,4 ,o ,o ,o ,35,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,54,13,13,13,30,13,13,22,22,22,22,27,27,27,27,27,22,22,22,22,22, /*29*/ +/*30*/ 3 ,2 ,DD,DD,DD,4 ,4 ,2 ,2 ,2 ,4 ,o ,o ,o ,35,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,54,13,13,13,30,30,30,23,23,23,23,23,23,23,23,23,23,23,23,o ,o , /*30*/ +/*31*/ 3 ,2 ,DD,DD,DD,4 ,4 ,2 ,4 ,4 ,4 ,o ,o ,o ,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,2 ,54,13,13,13,13,22,23,23,20,20,20,20,20,20,20,20,23,23,o ,o , /*31*/ +/*32*/ 3 ,2 ,DD,DD,DD,4 ,4 ,2 ,4 ,4 ,4 ,37,36,36,36,36,49,o ,o ,o ,o ,o ,31,31,16,16,31,31,o ,o ,o ,31,31,31,31,o ,o ,o ,o ,61,2 ,2 ,2 ,2 ,61,54,13,13,13,22,23,23,12,12,12,12,12,12,12,12,23,23,o ,o , /*32*/ +/*33*/ 3 ,2 ,4 ,4 ,4 ,4 ,4 ,2 ,2 ,2 ,4 ,36,58,58,58,58,37,o ,o ,o ,o ,37,22,22,22,22,22,22,37,31,37,22,22,22,22,49,55,55,55,61,2 ,2 ,2 ,2 ,2 ,54,17,17,17,22,23,23,12,12,12,12,12,12,12,12,23,23,o ,o , /*33*/ +/*34*/ 3 ,2 ,4 ,2 ,2 ,2 ,4 ,2 ,2 ,2 ,4 ,36,58,58,58,58,58,o ,o ,o ,o ,22,22,22,22,22,22,22,37,21,37,22,22,22,22,22,o ,o ,o ,o ,56,2 ,2 ,2 ,2 ,54,12,12,12,22,23,23,20,20,20,12,12,20,20,20,23,23,o ,o , /*34*/ +/*35*/ 3 ,2 ,4 ,2 ,4 ,2 ,16,4 ,4 ,2 ,4 ,36,58,58,58,58,37,o ,o ,o ,o ,22,22,22,22,22,22,22,37,21,37,22,22,22,22,49,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,54,16,16,16,30,23,23,23,23,20,12,12,20,23,23,23,23,o ,o , /*35*/ +/*36*/ 3 ,2 ,2 ,2 ,4 ,2 ,12,2 ,2 ,2 ,4 ,36,19,58,19,19,36,o ,o ,o ,o ,22,22,22,22,22,22,22,22,13,13,13,13,17,12,16,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,o ,o ,o ,o ,30,27,23,23,23,27,EE,EE,27,23,23,23,27,o ,o , /*36*/ +/*37*/ 3 ,2 ,2 ,2 ,4 ,2 ,17,2 ,4 ,4 ,4 ,36,58,58,58,58,36,o ,o ,o ,o ,49,22,22,22,22,22,22,22,13,13,13,13,17,12,16,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,o ,o ,o ,o ,30,3 ,o ,22,22,17,12,12,17,22,22,60,3 ,3 ,o , /*37*/ +/*38*/ 3 ,2 ,2 ,2 ,4 ,2 ,2 ,2 ,2 ,2 ,4 ,36,58,58,58,58,36,o ,o ,o ,o ,22,22,22,22,37,37,37,49,13,13,13,13,17,12,16,o ,o ,o ,o ,60,2 ,2 ,2 ,2 ,o ,o ,o ,62,30,3 ,o ,o ,12,12,12,60,60,12,o ,o ,3 ,3 ,o , /*38*/ +/*39*/ 3 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,37,58,58,58,36,49,o ,o ,o ,o ,22,22,22,22,36,13,13,13,13,13,13,37,22,22,37,o ,o ,o ,o ,o ,2 ,2 ,2 ,61,o ,o ,o ,o ,30,3 ,o ,o ,60,12,o ,o ,60,12,o ,o ,3 ,3 ,o , /*39*/ +/*40*/ 3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,FF,58,58,58,36,o ,o ,o ,o ,o ,22,22,22,22,36,13,13,13,13,13,13,22,22,22,22,o ,o ,o ,o ,o ,2 ,2 ,2 ,61,o ,o ,o ,62,30,3 ,o ,o ,16,16,o ,o ,16,16,o ,o ,3 ,3 ,o , /*40*/ +/*41*/ 3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,37,58,58,58,36,o ,21,21,21,21,22,22,22,22,37,37,37,22,13,13,13,22,22,22,49,o ,o ,o ,o ,60,2 ,2 ,2 ,61,o ,o ,o ,o ,30,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,o , /*41*/ +/*42*/ 7 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,37,36,36,36,37,o ,21,21,21,21,37,37,22,22,49,49,22,22,13,13,13,37,22,22,21,o ,o ,o ,o ,o ,2 ,2 ,2 ,56,o ,o ,o ,o ,30,3 ,31,o ,o ,o ,o ,o ,o ,o ,o ,31,3 ,3 ,o , /*42*/ +/*43*/ 7 ,55,55,55,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,16,12,17,13,13,13,13,13,13,13,13,13,13,13,22,22,22,21,62,o ,o ,o ,o ,2 ,2 ,2 ,56,o ,o ,o ,o ,30,3 ,60,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,o , /*43*/ +/*44*/ 7 ,55,55,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,16,12,17,13,13,13,13,13,13,13,13,13,13,13,22,22,22,21,o ,o ,o ,o ,o ,13,12,12,13,o ,o ,o ,o ,30,3 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,o , /*44*/ +/*45*/ 7 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,o ,o ,16,12,17,13,13,13,13,13,13,13,13,13,13,37,22,22,37,21,62,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,30,3 ,31,o ,o ,o ,o ,o ,o ,55,o ,31,3 ,3 ,28, /*45*/ +/*46*/ 7 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,21,21,21,21,21,22,22,49,30,30,13,13,13,13,13,13,13,13,13,49,22,37,21,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,30,3 ,o ,o ,o ,o ,o ,o ,o ,55,o ,o ,3 ,3 ,28, /*46*/ +/*47*/ 7 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,21,21,21,21,21,22,22,22,13,30,13,13,13,13,13,13,13,13,13,49,22,37,21,62,o ,o ,o ,o ,13,12,12,13,o ,o ,o ,o ,30,3 ,o ,o ,o ,o ,o ,o ,o ,55,55,o ,3 ,3 ,28, /*47*/ +/*48*/ 7 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,21,21,21,21,21,22,22,22,13,13,13,13,13,13,13,13,13,13,37,22,22,37,21,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,o ,o ,o ,o ,30,3 ,3 ,3 ,3 ,o ,o ,o ,o ,3 ,3 ,3 ,3 ,3 ,28, /*48*/ +/*49*/ 7 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,55,22,22,22,21,21,22,22,22,13,30,13,13,13,13,13,13,13,13,13,22,22,22,21,62,o ,o ,o ,o ,2 ,2 ,2 ,2 ,o ,o ,o ,o ,30,60,60,o ,3 ,o ,o ,o ,o ,3 ,o ,o ,o ,3 ,28, /*49*/ +/*50*/ 7 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61,61,22,22,22,21,21,22,22,37,13,30,30,30,30,30,30,13,13,13,13,22,22,22,21,o ,o ,o ,o ,60,2 ,2 ,2 ,2 ,o ,o ,o ,62,30,o ,o ,o ,3 ,3 ,o ,o ,3 ,3 ,o ,o ,o ,37,37, /*50*/ +/*51*/ 7 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,56,2 ,2 ,36,22,21,21,22,22,49,13,13,13,13,13,13,30,13,13,13,13,37,22,22,49,o ,o ,o ,o ,o ,2 ,2 ,2 ,2 ,o ,o ,o ,o ,30,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,22,22, /*51*/ +/*52*/ 7 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,55,2 ,61,36,22,22,22,22,22,49,49,37,22,22,22,22,22,22,49,13,13,22,22,22,22,16,o ,o ,o ,o ,2 ,2 ,2 ,2 ,o ,o ,o ,62,30,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,22,22, /*52*/ +/*53*/ 7 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,22,13,13,22,22,22,22,12,o ,o ,o ,60,2 ,2 ,2 ,2 ,o ,o ,o ,o ,30,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,22,22, /*53*/ +/*54*/ 7 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,37,37,37,37,37,37,37,37,22,22,22,49,22,49,22,22,49,13,13,37,22,22,37,17,o ,o ,o ,o ,2 ,2 ,2 ,2 ,o ,o ,o ,21,21,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,60,22,22, /*54*/ +/*55*/ 7 ,o ,o ,8 ,9 ,10,10,10,9 ,8 ,o ,o ,o ,o ,o ,o ,o ,16,12,17,13,o ,o ,o ,o ,o ,o ,o ,o ,35,13,13,13,13,13,13,13,o ,o ,o ,o ,2 ,2 ,2 ,2 ,o ,o ,o ,21,21,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,7 ,7 ,22,22, /*55*/ +/*56*/ 22,22,23,23,23,23,EE,23,23,23,23,22,22,37,37,37,37,37,37,37,37,22,o ,o ,o ,o ,o ,o ,62,35,13,13,13,13,13,13,13,o ,o ,o ,o ,52,52,2 ,52,o ,o ,o ,21,21,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,7 ,o ,o ,o , /*56*/ +/*57*/ 22,22,23,20,20,14,14,14,20,23,23,22,22,22,22,22,22,22,23,23,23,22,8 ,o ,o ,o ,o ,o ,o ,35,17,17,12,16,o ,o ,o ,o ,o ,o ,o ,DD,2 ,2 ,2 ,o ,o ,o ,21,21,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,7 ,o ,o ,o , /*57*/ +/*58*/ 20,20,20,14,14,14,14,14,20,20,20,19,19,19,19,19,19,19,AA,20,20,22,9 ,o ,o ,o ,o ,o ,6 ,35,17,17,12,16,o ,o ,o ,o ,o ,o ,o ,DD,2 ,2 ,2 ,o ,o ,o ,21,21,o ,30,30,30,o ,o ,o ,o ,21,21,21,o ,o ,21, /*58*/ +/*59*/ 20,14,14,14,14,20,20,20,20,14,14,14,14,14,14,14,14,14,14,14,14,23,10,o ,o ,o ,o ,o ,21,21,17,17,37,37,37,37,23,23,23,23,23,3 ,3 ,3 ,3 ,o ,o ,o ,21,21,7 ,21,21,21,o ,o ,o ,56,21,21,21,2 ,o ,21, /*59*/ +/*60*/ 20,14,14,14,14,14,14,14,20,14,14,14,14,14,14,14,14,14,14,14,14,EE,10,o ,o ,o ,o ,o ,21,20,EE,EE,20,20,20,20,20,20,14,14,14,10,9 ,8 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61,2 ,2 ,2 ,2 ,o ,21, /*60*/ +/*61*/ 20,14,14,14,14,14,14,14,EE,14,14,14,14,14,20,20,14,14,14,14,14,23,9 ,o ,o ,o ,o ,o ,21,20,14,14,14,EE,14,14,14,14,14,14,14,10,9 ,8 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61,2 ,2 ,2 ,2 ,61,o ,21, /*61*/ +/*62*/ 20,14,14,14,14,14,14,14,20,14,14,14,14,14,20,20,20,20,20,20,20,23,8 ,o ,o ,o ,6 ,o ,21,20,14,14,14,20,14,14,14,14,14,20,23,3 ,3 ,3 ,3 ,21,21,21,23,23,23,23,23,23,55,56,61,2 ,2 ,2 ,2 ,o ,o ,21, /*62*/ +/*63*/ 20,20,50,50,20,50,50,20,20,20,50,20,50,20,20,20,20,20,20,20,20,23,7 ,7 ,7 ,7 ,7 ,7 ,23,20,20,20,20,20,20,20,20,20,20,20,23,28,28,28,28,21,21,21,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23 /*63*/ + // 0 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 + #undef AA + #undef BB + #undef CC + #undef DD + #undef EE + #undef FF + #undef o + }, + { // tileDictionary + SFG_TD(10,31,1,0),SFG_TD(29,31,0,0),SFG_TD( 0,31,0,0),SFG_TD(17,31,2,0), // 0 + SFG_TD(10,31,2,0),SFG_TD(29,31,2,0),SFG_TD(14,31,5,0),SFG_TD(21,31,2,0), // 4 + SFG_TD(11,31,4,0),SFG_TD(12,31,4,0),SFG_TD(13,31,4,0),SFG_TD(14,31,4,0), // 8 + SFG_TD(12,31,2,0),SFG_TD(14,31,2,0),SFG_TD(13, 5,2,0),SFG_TD(14, 7,2,0), // 12 + SFG_TD(11,31,2,0),SFG_TD(13,31,2,0),SFG_TD(10, 7,0,0),SFG_TD(30,31,2,0), // 16 + SFG_TD(30, 0,2,0),SFG_TD(26,31,0,0),SFG_TD(30,31,0,0),SFG_TD(10, 0,0,0), // 20 + SFG_TD(10, 7,0,0),SFG_TD(10, 7,0,0),SFG_TD(15,31,6,0),SFG_TD(10, 0,3,3), // 24 + SFG_TD(24,31,6,0),SFG_TD(31, 0,2,0),SFG_TD(18,31,6,0),SFG_TD(13,31,6,0), // 28 + SFG_TD(14, 0,1,0),SFG_TD(10, 7,1,0),SFG_TD(13,31,2,0),SFG_TD(17,31,4,0), // 32 + SFG_TD(30,31,4,0),SFG_TD(30,31,3,0),SFG_TD(10, 7,0,0),SFG_TD(10, 7,0,0), // 36 + SFG_TD(11,31,2,0),SFG_TD(10, 7,0,0),SFG_TD(10, 7,0,0),SFG_TD(10, 7,0,0), // 40 + SFG_TD(14, 0,1,0),SFG_TD(10, 7,0,0),SFG_TD(10, 7,0,0),SFG_TD(10, 7,0,0), // 44 + SFG_TD(10, 7,0,0),SFG_TD(30,31,2,0),SFG_TD(15, 2,2,2),SFG_TD(13, 5,2,0), // 48 + SFG_TD( 9,31,5,0),SFG_TD(17, 0,3,3),SFG_TD(14,31,1,0),SFG_TD( 9,31,1,0), // 52 + SFG_TD( 6,31,1,0),SFG_TD(18,31,0,0),SFG_TD(10,11,3,3),SFG_TD( 0,10,5,0), // 56 + SFG_TD(12,31,1,0),SFG_TD( 3,31,1,0),SFG_TD(12,31,5,0),SFG_TD(13,17,5,0) // 60 + }, // tileDictionary + {1 ,9 ,12,14,5 ,0 ,6 }, // textureIndices + 7, // doorTextureIndex + 20, // floorColor + 3, // ceilingColor + {50, 24, 64 }, // player start: x, y, direction + 0, // backgroundImage + { // elements + {SFG_LEVEL_ELEMENT_BULLETS, {35,1}},{SFG_LEVEL_ELEMENT_BULLETS, {34,1}}, + {SFG_LEVEL_ELEMENT_RUIN, {6,5}},{SFG_LEVEL_ELEMENT_HEALTH, {30,6}}, + {SFG_LEVEL_ELEMENT_RUIN, {23,7}},{SFG_LEVEL_ELEMENT_HEALTH, {23,8}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {37,9}},{SFG_LEVEL_ELEMENT_RUIN, {4,9}}, + {SFG_LEVEL_ELEMENT_RUIN, {20,10}},{SFG_LEVEL_ELEMENT_CARD2, {5,10}}, + {SFG_LEVEL_ELEMENT_HEALTH, {26,11}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {22,11}}, + {SFG_LEVEL_ELEMENT_RUIN, {51,13}},{SFG_LEVEL_ELEMENT_RUIN, {50,13}}, + {SFG_LEVEL_ELEMENT_RUIN, {49,13}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {21,13}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {19,13}},{SFG_LEVEL_ELEMENT_ROCKETS, {55,14}}, + {SFG_LEVEL_ELEMENT_BULLETS, {54,14}},{SFG_LEVEL_ELEMENT_BULLETS, {9,16}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {16,17}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {7,17}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {6,18}},{SFG_LEVEL_ELEMENT_LAMP, {43,19}}, + {SFG_LEVEL_ELEMENT_LAMP, {21,19}},{SFG_LEVEL_ELEMENT_LAMP, {18,19}}, + {SFG_LEVEL_ELEMENT_CARD1, {9,20}},{SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {8,20}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {50,21}},{SFG_LEVEL_ELEMENT_LAMP, {5,22}}, + {SFG_LEVEL_ELEMENT_TREE, {4,22}},{SFG_LEVEL_ELEMENT_RUIN, {34,23}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {53,24}},{SFG_LEVEL_ELEMENT_BLOCKER, {53,25}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {18,25}},{SFG_LEVEL_ELEMENT_RUIN, {1,25}}, + {SFG_LEVEL_ELEMENT_PLASMA, {49,27}},{SFG_LEVEL_ELEMENT_ROCKETS, {48,27}}, + {SFG_LEVEL_ELEMENT_PLASMA, {34,27}},{SFG_LEVEL_ELEMENT_BULLETS, {49,28}}, + {SFG_LEVEL_ELEMENT_LOCK2, {47,28}},{SFG_LEVEL_ELEMENT_LAMP, {15,28}}, + {SFG_LEVEL_ELEMENT_RUIN, {13,28}},{SFG_LEVEL_ELEMENT_PLASMA, {49,29}}, + {SFG_LEVEL_ELEMENT_HEALTH, {48,29}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {45,29}}, + {SFG_LEVEL_ELEMENT_LAMP, {35,32}},{SFG_LEVEL_ELEMENT_LAMP, {21,32}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {7,32}},{SFG_LEVEL_ELEMENT_FINISH, {56,34}}, + {SFG_LEVEL_ELEMENT_FINISH, {55,34}},{SFG_LEVEL_ELEMENT_PLASMA, {24,34}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {56,35}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {55,35}}, + {SFG_LEVEL_ELEMENT_BULLETS, {24,35}},{SFG_LEVEL_ELEMENT_BARREL, {20,35}}, + {SFG_LEVEL_ELEMENT_PLASMA, {9,35}},{SFG_LEVEL_ELEMENT_BULLETS, {5,35}}, + {SFG_LEVEL_ELEMENT_COLUMN, {57,37}},{SFG_LEVEL_ELEMENT_COLUMN, {54,37}}, + {SFG_LEVEL_ELEMENT_BULLETS, {15,37}},{SFG_LEVEL_ELEMENT_HEALTH, {60,38}}, + {SFG_LEVEL_ELEMENT_RUIN, {44,38}},{SFG_LEVEL_ELEMENT_ROCKETS, {26,39}}, + {SFG_LEVEL_ELEMENT_CARD0, {34,40}},{SFG_LEVEL_ELEMENT_LOCK1, {11,40}}, + {SFG_LEVEL_ELEMENT_PLASMA, {19,41}},{SFG_LEVEL_ELEMENT_TERMINAL, {14,41}}, + {SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {55,42}},{SFG_LEVEL_ELEMENT_TREE, {36,42}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {19,42}},{SFG_LEVEL_ELEMENT_HEALTH, {60,44}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {56,44}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {54,44}}, + {SFG_LEVEL_ELEMENT_TREE, {48,44}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {33,44}}, + {SFG_LEVEL_ELEMENT_BULLETS, {48,45}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {27,45}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {26,45}},{SFG_LEVEL_ELEMENT_COLUMN, {15,45}}, + {SFG_LEVEL_ELEMENT_TREE, {48,46}},{SFG_LEVEL_ELEMENT_LAMP, {1,47}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {15,48}},{SFG_LEVEL_ELEMENT_ROCKETS, {14,48}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {7,48}},{SFG_LEVEL_ELEMENT_HEALTH, {61,49}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {6,49}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {3,49}}, + {SFG_LEVEL_ELEMENT_TREE, {36,50}},{SFG_LEVEL_ELEMENT_HEALTH, {5,50}}, + {SFG_LEVEL_ELEMENT_LAMP, {58,51}},{SFG_LEVEL_ELEMENT_LAMP, {53,51}}, + {SFG_LEVEL_ELEMENT_HEALTH, {26,51}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {12,51}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {7,51}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {26,53}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {5,53}},{SFG_LEVEL_ELEMENT_LAMP, {1,53}}, + {SFG_LEVEL_ELEMENT_PLASMA, {58,55}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {55,55}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {50,55}},{SFG_LEVEL_ELEMENT_BLOCKER, {29,55}}, + {SFG_LEVEL_ELEMENT_BARREL, {13,55}},{SFG_LEVEL_ELEMENT_BLOCKER, {29,56}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {25,56}},{SFG_LEVEL_ELEMENT_BLOCKER, {29,57}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {24,57}},{SFG_LEVEL_ELEMENT_RUIN, {47,58}}, + {SFG_LEVEL_ELEMENT_RUIN, {46,58}},{SFG_LEVEL_ELEMENT_BLOCKER, {29,58}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {23,58}},{SFG_LEVEL_ELEMENT_BULLETS, {21,58}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {18,58}},{SFG_LEVEL_ELEMENT_RUIN, {46,59}}, + {SFG_LEVEL_ELEMENT_RUIN, {45,59}},{SFG_LEVEL_ELEMENT_LOCK0, {31,60}}, + {SFG_LEVEL_ELEMENT_LOCK0, {30,60}},{SFG_LEVEL_ELEMENT_TREE, {7,60}}, + {SFG_LEVEL_ELEMENT_LOCK1, {33,61}},{SFG_LEVEL_ELEMENT_TREE, {16,61}}, + {SFG_LEVEL_ELEMENT_TREE, {13,61}},{SFG_LEVEL_ELEMENT_LOCK0, {8,61}}, + {SFG_LEVEL_ELEMENT_BARREL, {27,62}},{SFG_LEVEL_ELEMENT_HEALTH, {25,62}}, + {SFG_LEVEL_ELEMENT_TREE, {1,62}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}} + }, // elements + } // level + ; + +SFG_PROGRAM_MEMORY SFG_Level SFG_level6 = + { // level + { // mapArray + #define o 0 + #define AA (17 | SFG_TILE_PROPERTY_DOOR) + #define BB (33 | SFG_TILE_PROPERTY_DOOR) + #define CC (16 | SFG_TILE_PROPERTY_ELEVATOR) + #define DD (1 | SFG_TILE_PROPERTY_DOOR) + #define EE (41 | SFG_TILE_PROPERTY_ELEVATOR) + #define FF (55 | SFG_TILE_PROPERTY_DOOR) + #define GG (56 | SFG_TILE_PROPERTY_ELEVATOR) + // 0 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 +/*0 */ 1 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,1 ,1 ,1 ,1 ,5 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,33,50,50,33,33,33,50,5 ,19,19,19,19,19,19,19,19,19,19,19,19,20,20,20,20,20,20,20,o ,o ,o ,o ,o , /*0 */ +/*1 */ 47,14,14,1 ,13,13,13,13,13,13,13,13,13,13,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,31,31,50,31,31,31,50,5 ,19,19,19,5 ,19,19,19,5 ,19,19,19,5 ,5 ,19,19,19,19,19,20,o ,o ,o ,o ,o , /*1 */ +/*2 */ 47,14,14,15,13,13,13,13,13,13,13,13,13,13,1 ,5 ,5 ,33,50,50,50,33,5 ,5 ,5 ,33,50,50,50,33,5 ,5 ,31,31,50,31,31,31,50,50,50,33,50,50,50,33,50,50,50,33,50,50,5 ,19,19,19,19,19,20,o ,o ,o ,o ,o , /*2 */ +/*3 */ 63,14,14,15,13,13,13,13,13,13,13,13,13,13,1 ,5 ,31,31,31,50,31,31,31,5 ,31,31,31,50,31,31,31,5 ,31,31,50,31,31,31,50,5 ,31,31,31,50,31,31,31,5 ,31,31,31,31,19,19,19,19,19,19,20,o ,o ,o ,o ,o , /*3 */ +/*4 */ 63,14,14,15,13,13,13,35,35,35,35,13,13,13,1 ,1 ,31,31,34,63,34,31,31,1 ,31,31,34,63,34,31,31,1 ,31,31,50,31,31,31,50,5 ,31,31,34,63,34,31,31,5 ,31,31,31,31,5 ,19,19,19,19,19,20,o ,o ,o ,o ,o , /*4 */ +/*5 */ 1 ,1 ,AA,1 ,13,13,13,35,13,13,35,13,13,13,1 ,5 ,31,31,31,50,31,31,31,5 ,31,31,31,50,31,31,31,5 ,31,31,50,31,31,31,50,50,31,31,31,50,31,31,31,50,31,31,31,50,5 ,1 ,19,19,19,19,20,o ,o ,o ,o ,o , /*5 */ +/*6 */ 1 ,1 ,CC,1 ,13,13,13,35,35,35,35,13,13,13,1 ,5 ,31,31,34,63,34,31,31,5 ,31,31,34,63,34,31,31,5 ,31,31,BB,31,31,31,50,5 ,31,31,34,63,34,31,31,5 ,31,31,34,63,5 ,24,19,19,19,19,20,o ,o ,o ,o ,o , /*6 */ +/*7 */ o ,1 ,DD,1 ,13,13,13,13,13,13,13,13,13,13,1 ,1 ,31,31,34,63,34,31,31,1 ,31,31,34,63,34,31,31,1 ,31,31,50,31,31,31,50,50,31,31,34,63,34,31,31,50,31,31,34,63,5 ,24,19,19,19,19,20,o ,o ,o ,o ,o , /*7 */ +/*8 */ o ,1 ,18,18,13,13,13,13,13,13,13,13,13,13,1 ,5 ,31,31,31,50,31,31,31,5 ,31,31,31,50,31,31,31,5 ,31,50,31,31,31,31,31,50,31,31,31,50,31,31,31,50,31,31,31,50,5 ,24,19,19,19,19,20,o ,o ,o ,o ,o , /*8 */ +/*9 */ o ,1 ,13,13,13,13,13,13,13,13,13,13,13,13,1 ,50,50,BB,50,63,50,BB,50,63,50,BB,50,63,50,BB,50,63,50,31,31,31,31,31,31,31,50,BB,50,63,50,BB,50,63,50,BB,50,63,5 ,1 ,19,19,19,19,20,o ,o ,o ,o ,o , /*9 */ +/*10*/ o ,1 ,13,13,13,13,13,13,13,13,13,13,13,13,1 ,50,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,49,49,49,31,31,31,31,31,31,31,31,31,31,31,31,31,50,5 ,19,19,19,19,19,20,o ,o ,o ,o ,o , /*10*/ +/*11*/ 1 ,1 ,13,13,13,13,13,13,13,13,13,13,13,13,1 ,50,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,45,49,45,31,31,31,31,31,31,31,31,31,31,31,31,31,50,5 ,19,19,19,19,19,20,o ,o ,o ,o ,o , /*11*/ +/*12*/ 1 ,14,13,13,13,13,13,13,13,13,13,13,13,13,1 ,50,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,45,45,45,31,31,31,31,31,31,31,31,31,31,31,31,31,50,5 ,19,19,19,19,19,20,o ,o ,o ,o ,o , /*12*/ +/*13*/ 1 ,14,13,13,13,13,13,13,13,13,13,13,35,13,1 ,50,50,BB,50,63,50,BB,50,63,50,BB,50,63,50,BB,50,63,50,31,31,31,31,31,31,31,50,BB,50,63,50,BB,50,63,50,BB,50,63,1 ,24,24,1 ,5 ,5 ,1 ,1 ,1 ,1 ,o ,o , /*13*/ +/*14*/ 1 ,14,13,13,13,13,13,13,13,13,13,13,35,18,1 ,5 ,31,31,31,50,31,31,31,5 ,31,31,31,50,31,31,31,5 ,31,50,31,31,31,31,31,50,31,31,31,50,31,31,31,5 ,31,31,31,50,1 ,40,40,1 ,3 ,3 ,1 ,40,40,1 ,o ,o , /*14*/ +/*15*/ 1 ,14,1 ,1 ,1 ,5 ,1 ,3 ,3 ,3 ,3 ,1 ,5 ,DD,5 ,1 ,31,31,34,63,34,31,31,5 ,31,31,34,63,34,31,31,5 ,31,31,50,31,31,31,50,50,31,31,34,63,34,31,31,5 ,31,31,34,63,1 ,40,13,13,3 ,3 ,13,13,40,1 ,1 ,20, /*15*/ +/*16*/ 1 ,14,14,1 ,o ,o ,1 ,24,24,24,24,1 ,14,CC,14,1 ,31,31,34,63,34,31,31,1 ,31,31,34,63,34,31,31,1 ,31,31,50,31,31,31,50,5 ,31,31,34,63,34,31,31,50,31,31,34,63,1 ,40,13,13,3 ,3 ,13,13,40,5 ,19,20, /*16*/ +/*17*/ 1 ,14,14,1 ,o ,o ,1 ,24,24,24,24,1 ,14,14,14,1 ,31,31,31,50,31,31,31,1 ,31,31,31,50,31,31,31,5 ,31,31,50,31,31,31,50,50,31,31,31,50,31,31,31,50,31,31,31,50,1 ,40,40,1 ,3 ,3 ,1 ,40,40,40,19,20, /*17*/ +/*18*/ 1 ,14,14,1 ,o ,o ,1 ,1 ,24,24,1 ,1 ,14,14,14,1 ,31,31,34,63,34,31,31,5 ,31,31,34,63,34,31,31,5 ,31,31,50,31,31,31,50,5 ,31,31,31,31,34,31,31,5 ,31,31,34,63,1 ,40,13,13,3 ,3 ,13,13,40,40,19,20, /*18*/ +/*19*/ 1 ,14,14,1 ,1 ,1 ,1 ,24,24,24,24,1 ,14,14,14,1 ,31,31,31,50,31,31,31,5 ,31,31,31,50,31,31,31,BB,31,31,50,31,31,31,50,5 ,31,31,31,31,31,31,31,5 ,31,31,31,50,1 ,40,13,13,3 ,3 ,13,13,40,5 ,19,20, /*19*/ +/*20*/ 1 ,14,14,1 ,14,14,1 ,13,13,13,13,1 ,14,14,14,1 ,5 ,5 ,36,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,50,31,31,31,50,50,50,50,50,50,50,50,50,50,50,50,50,50,1 ,40,40,1 ,3 ,3 ,1 ,40,40,1 ,1 ,20, /*20*/ +/*21*/ 1 ,14,14,1 ,14,14,14,14,13,13,14,14,14,14,14,1 ,4 ,4 ,36,4 ,4 ,4 ,50,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,50,1 ,1 ,1 ,1 ,1 ,1 ,1 ,63,63,63,63,63,63,1 ,40,13,13,3 ,3 ,13,13,40,1 ,o ,o , /*21*/ +/*22*/ 1 ,14,14,14,14,14,1 ,13,13,13,13,1 ,14,14,14,1 ,4 ,4 ,36,36,36,4 ,50,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,50,1 ,2 ,2 ,DD,2 ,o ,24,o ,24,o ,24,24,24,24,40,13,13,3 ,3 ,13,13,40,1 ,o ,o , /*22*/ +/*23*/ 1 ,14,14,14,14,14,1 ,13,13,13,13,1 ,37,1 ,37,1 ,4 ,4 ,4 ,4 ,36,4 ,50,31,31,31,31,30,30,32,30,30,31,31,31,50,50,50,50,1 ,2 ,2 ,1 ,2 ,o ,24,o ,24,o ,24,24,24,24,40,40,1 ,3 ,3 ,1 ,40,40,1 ,o ,o , /*23*/ +/*24*/ 1 ,1 ,1 ,1 ,14,14,14,13,13,13,13,24,24,24,24,24,13,13,13,4 ,36,4 ,63,31,31,31,31,29,29,32,29,29,31,31,31,1 ,o ,o ,2 ,1 ,2 ,2 ,1 ,1 ,1 ,1 ,63,63,63,63,63,63,1 ,40,40,40,3 ,3 ,40,40,40,1 ,o ,o , /*24*/ +/*25*/ o ,o ,o ,1 ,14,14,14,13,13,13,13,24,24,24,24,24,13,13,13,36,36,4 ,63,31,31,31,31,28,28,32,28,28,31,31,31,1 ,o ,o ,2 ,DD,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,40,40,40,3 ,3 ,40,40,40,1 ,o ,o , /*25*/ +/*26*/ o ,o ,o ,1 ,14,14,14,13,13,13,13,24,24,24,24,24,13,13,13,4 ,4 ,4 ,63,31,31,31,31,27,27,32,27,27,31,31,31,1 ,40,40,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,5 ,5 ,1 ,1 ,1 ,1 ,o ,o , /*26*/ +/*27*/ o ,o ,o ,1 ,4 ,4 ,4 ,36,4 ,4 ,36,1 ,37,1 ,37,1 ,24,24,24,1 ,1 ,1 ,1 ,31,31,31,31,26,26,26,26,26,31,31,31,1 ,40,40,1 ,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55, /*27*/ +/*28*/ 4 ,4 ,4 ,4 ,4 ,4 ,4 ,36,36,36,36,36,4 ,1 ,1 ,37,24,24,24,37,37,37,1 ,31,31,31,32,25,25,25,25,25,32,31,31,1 ,40,40,1 ,55,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,55, /*28*/ +/*29*/ 46,58,58,58,58,58,4 ,4 ,4 ,4 ,4 ,31,4 ,1 ,1 ,1 ,40,40,40,40,40,24,24,24,24,24,24,24,24,24,24,24,24,24,24,5 ,40,40,1 ,55,o ,1 ,1 ,1 ,o ,1 ,1 ,1 ,o ,1 ,1 ,o ,1 ,1 ,o ,1 ,1 ,1 ,o ,1 ,1 ,o ,o ,55, /*29*/ +/*30*/ 46,58,58,58,58,58,58,58,58,29,30,31,4 ,1 ,1 ,1 ,40,40,40,40,40,24,24,24,24,24,24,24,24,24,24,24,24,24,24,40,40,40,1 ,55,o ,o ,1 ,o ,o ,o ,1 ,1 ,o ,o ,1 ,o ,o ,1 ,o ,o ,1 ,1 ,o ,o ,1 ,o ,o ,55, /*30*/ +/*31*/ 46,58,58,58,58,58,4 ,4 ,4 ,4 ,4 ,4 ,4 ,1 ,1 ,1 ,40,40,40,40,40,24,24,24,24,24,24,24,24,24,24,24,24,24,24,40,40,40,1 ,55,o ,o ,1 ,o ,o ,1 ,1 ,1 ,o ,o ,1 ,o ,1 ,1 ,o ,1 ,1 ,1 ,o ,o ,1 ,1 ,o ,55, /*31*/ +/*32*/ 4 ,4 ,4 ,4 ,4 ,4 ,4 ,39,39,39,39,39,39,1 ,1 ,1 ,40,40,40,40,40,24,24,24,24,24,24,24,24,24,24,24,24,24,24,5 ,40,40,1 ,55,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,55, /*32*/ +/*33*/ 39,39,39,39,39,39,39,39,o ,o ,o ,o ,o ,3 ,3 ,3 ,40,40,40,1 ,1 ,31,31,31,31,31,24,31,31,31,31,31,31,31,24,31,31,1 ,1 ,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55,55, /*33*/ +/*34*/ 60,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,3 ,40,40,40,1 ,5 ,31,31,31,31,31,24,31,31,31,31,31,31,31,24,31,31,1 ,1 ,39,39,39,39,39,39,39,39,39,39,39,39,39,39,39,39,39,39,39,39,39,39,39,39,63, /*34*/ +/*35*/ 60,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,3 ,40,40,40,1 ,63,31,31,24,24,24,24,63,1 ,1 ,1 ,24,24,24,24,31,31,1 ,1 ,39,39,39,52,52,52,52,52,52,24,24,26,EE,EE,EE,24,24,24,52,52,52,52,52,52,7 , /*35*/ +/*36*/ 60,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,39,o ,61,1 ,1 ,1 ,1 ,63,31,31,24,24,24,24,63,1 ,1 ,1 ,24,24,24,24,31,31,1 ,1 ,39,39,39,39,39,52,52,52,52,24,24,24,EE,EE,EE,24,24,24,52,52,52,52,52,52,63, /*36*/ +/*37*/ 39,39,5 ,o ,o ,5 ,5 ,o ,5 ,5 ,o ,o ,o ,39,o ,61,1 ,1 ,1 ,1 ,63,31,31,24,24,24,24,63,1 ,1 ,1 ,24,24,24,24,31,31,1 ,1 ,1 ,1 ,1 ,1 ,39,52,52,52,39,24,24,26,EE,EE,EE,26,24,24,52,52,52,52,52,52,7 , /*37*/ +/*38*/ o ,o ,39,o ,o ,39,o ,o ,o ,39,o ,o ,o ,39,o ,61,1 ,1 ,1 ,1 ,5 ,31,31,31,31,31,24,31,31,31,1 ,24,24,24,24,31,31,31,31,30,29,28,1 ,39,52,52,52,39,24,24,26,26,24,24,5 ,24,24,4 ,39,39,39,39,39,63, /*38*/ +/*39*/ o ,o ,39,o ,o ,5 ,o ,o ,o ,5 ,39,39,39,39,o ,61,1 ,1 ,1 ,1 ,1 ,31,31,31,31,31,24,31,31,31,1 ,24,24,24,24,31,31,31,31,30,29,28,1 ,39,39,39,o ,39,24,24,24,24,24,24,5 ,24,24,o ,4 ,o ,o ,o ,o ,o , /*39*/ +/*40*/ o ,o ,39,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,39,o ,61,61,61,61,61,61,24,24,24,24,24,24,1 ,30,30,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,25,26,27,1 ,o ,o ,39,o ,39,24,24,24,24,24,24,5 ,24,24,o ,o ,4 ,o ,o ,o ,o , /*40*/ +/*41*/ o ,o ,39,o ,o ,5 ,o ,o ,o ,o ,o ,o ,o ,39,o ,o ,o ,o ,o ,o ,o ,24,24,24,24,24,24,1 ,29,29,1 ,1 ,1 ,63,63,63,1 ,o ,o ,25,26,27,1 ,o ,o ,o ,o ,39,4 ,4 ,5 ,5 ,5 ,5 ,4 ,4 ,4 ,o ,o ,o ,4 ,o ,o ,o , /*41*/ +/*42*/ o ,o ,39,o ,o ,39,o ,o ,o ,o ,o ,o ,o ,39,o ,61,61,61,61,61,61,24,24,24,24,24,24,63,28,28,27,26,25,24,24,24,24,o ,o ,o ,o ,o ,1 ,o ,o ,o ,o ,53,o ,51,38,38,38,4 ,o ,o ,o ,4 ,o ,o ,o ,4 ,o ,o , /*42*/ +/*43*/ o ,o ,39,o ,o ,5 ,5 ,o ,5 ,39,5 ,o ,o ,39,o ,61,51,51,51,51,61,24,24,24,24,24,24,63,28,28,27,26,25,24,24,24,24,o ,o ,o ,o ,o ,1 ,o ,o ,o ,o ,53,o ,51,38,38,38,o ,o ,4 ,o ,4 ,4 ,o ,o ,o ,4 ,o , /*43*/ +/*44*/ 39,39,5 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,39,o ,5 ,52,51,51,51,61,24,24,24,24,24,24,63,63,63,1 ,1 ,1 ,24,24,24,1 ,o ,o ,o ,o ,o ,1 ,o ,o ,o ,o ,53,o ,51,38,38,38,o ,4 ,1 ,o ,4 ,1 ,4 ,o ,o ,o ,4 , /*44*/ +/*45*/ 1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,39,o ,o ,o ,51,51,51,5 ,61,61,61,o ,o ,61,61,51,51,51,51,12,24,24,24,12,o ,o ,o ,o ,o ,1 ,o ,o ,o ,o ,53,o ,51,38,38,38,o ,4 ,4 ,o ,o ,o ,o ,4 ,o ,o ,60, /*45*/ +/*46*/ 1 ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,39,39,39,39,o ,5 ,52,51,51,51,61,3 ,3 ,3 ,3 ,3 ,o ,52,51,51,51,51,1 ,24,24,24,1 ,o ,o ,o ,o ,o ,1 ,59,53,53,53,53,o ,51,38,38,38,o ,o ,4 ,o ,o ,o ,o ,4 ,o ,o ,4 , /*46*/ +/*47*/ 1 ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,DD,2 ,o ,o ,o ,61,51,51,51,51,61,3 ,3 ,3 ,3 ,3 ,o ,52,51,51,51,51,12,24,24,24,12,o ,o ,o ,o ,o ,1 ,59,59,59,59,59,o ,51,38,38,38,4 ,o ,1 ,o ,4 ,1 ,4 ,4 ,o ,o ,60, /*47*/ +/*48*/ 1 ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,61,o ,o ,o ,o ,61,61,61,61,61,61,3 ,3 ,61,3 ,3 ,61,52,52,52,52,1 ,1 ,o ,o ,o ,1 ,o ,o ,o ,o ,o ,1 ,4 ,4 ,59,4 ,4 ,o ,51,38,38,38,4 ,o ,4 ,o ,o ,o ,o ,4 ,o ,o ,4 , /*48*/ +/*49*/ 60,o ,o ,63,48,48,48,48,48,48,63,63,63,63,63,63,5 ,24,5 ,6 ,6 ,3 ,3 ,3 ,3 ,3 ,6 ,6 ,6 ,48,48,1 ,1 ,1 ,2 ,1 ,1 ,o ,o ,o ,o ,o ,1 ,4 ,57,59,57,4 ,o ,51,38,38,38,o ,o ,4 ,o ,o ,o ,o ,4 ,o ,o ,60, /*49*/ +/*50*/ 60,o ,o ,63,6 ,6 ,6 ,6 ,6 ,6 ,25,26,27,28,29,30,30,24,24,6 ,6 ,3 ,3 ,3 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,1 ,1 ,1 ,DD,1 ,1 ,1 ,o ,o ,o ,1 ,1 ,4 ,4 ,59,4 ,4 ,o ,51,38,38,38,o ,4 ,1 ,o ,4 ,1 ,4 ,4 ,o ,o ,4 , /*50*/ +/*51*/ 60,o ,o ,63,6 ,6 ,6 ,6 ,6 ,6 ,25,26,27,28,29,30,30,24,24,6 ,6 ,3 ,3 ,3 ,3 ,3 ,6 ,6 ,6 ,6 ,1 ,1 ,o ,2 ,2 ,2 ,o ,1 ,1 ,1 ,1 ,1 ,1 ,4 ,57,59,57,4 ,o ,51,38,38,38,o ,o ,4 ,o ,o ,o ,o ,5 ,o ,o ,60, /*51*/ +/*52*/ 60,o ,o ,63,6 ,6 ,6 ,6 ,6 ,6 ,25,26,27,28,29,30,5 ,6 ,5 ,1 ,63,63,63,63,1 ,1 ,6 ,6 ,6 ,5 ,1 ,o ,o ,o ,o ,o ,o ,o ,1 ,4 ,4 ,4 ,4 ,4 ,4 ,59,4 ,4 ,o ,51,38,38,38,4 ,o ,4 ,o ,o ,o ,o ,40,24,24,4 , /*52*/ +/*53*/ 60,o ,o ,63,6 ,6 ,6 ,6 ,6 ,6 ,25,26,27,28,29,30,5 ,6 ,6 ,48,6 ,6 ,6 ,6 ,6 ,5 ,6 ,6 ,6 ,5 ,1 ,o ,o ,o ,o ,o ,o ,o ,1 ,4 ,4 ,4 ,4 ,24,24,24,24,4 ,o ,51,38,38,38,4 ,24,4 ,o ,o ,o ,o ,40,24,24,4 , /*53*/ +/*54*/ 1 ,o ,o ,1 ,6 ,6 ,6 ,6 ,6 ,6 ,25,26,27,28,29,30,5 ,6 ,6 ,48,6 ,6 ,6 ,6 ,6 ,5 ,6 ,6 ,6 ,2 ,1 ,2 ,o ,3 ,3 ,3 ,o ,2 ,1 ,2 ,o ,o ,o ,24,24,24,62,4 ,o ,51,38,38,38,4 ,24,4 ,o ,o ,o ,o ,5 ,24,24,4 , /*54*/ +/*55*/ 5 ,25,25,5 ,25,25,5 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,5 ,6 ,6 ,48,6 ,6 ,6 ,6 ,6 ,5 ,6 ,6 ,6 ,2 ,DD,2 ,o ,3 ,3 ,3 ,o ,2 ,DD,2 ,o ,3 ,3 ,24,24,24,24,4 ,4 ,4 ,5 ,5 ,5 ,4 ,54,4 ,4 ,4 ,1 ,1 ,4 ,54,24,4 , /*55*/ +/*56*/ 1 ,26,26,1 ,26,26,1 ,31,31,31,31,31,31,31,31,1 ,5 ,6 ,6 ,48,48,48,48,48,6 ,5 ,6 ,6 ,6 ,2 ,1 ,2 ,o ,3 ,3 ,3 ,o ,2 ,1 ,2 ,o ,o ,o ,24,24,24,62,4 ,53,53,53,53,53,4 ,FF,4 ,53,53,4 ,4 ,4 ,FF,4 ,4 , /*56*/ +/*57*/ 5 ,27,27,5 ,27,27,5 ,31,31,31,31,31,31,31,31,1 ,5 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,5 ,6 ,6 ,6 ,5 ,1 ,o ,o ,o ,o ,o ,o ,o ,1 ,4 ,4 ,4 ,4 ,24,24,24,24,4 ,4 ,4 ,4 ,62,24,24,54,24,24,62,4 ,40,40,54,40,4 , /*57*/ +/*58*/ 1 ,28,28,1 ,28,28,1 ,31,31,31,31,31,31,31,31,1 ,5 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,1 ,6 ,6 ,6 ,5 ,1 ,o ,o ,o ,o ,o ,o ,o ,1 ,4 ,58,58,58,4 ,58,4 ,4 ,4 ,58,58,4 ,24,24,24,24,24,24,24,4 ,24,24,24,24,4 , /*58*/ +/*59*/ 5 ,28,28,5 ,28,28,5 ,30,30,50,50,5 ,BB,5 ,50,50,5 ,o ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,o ,o ,o ,o ,o ,1 ,1 ,4 ,58,4 ,58,4 ,58,4 ,58,58,58,58,4 ,24,24,24,24,24,24,24,4 ,24,24,24,24,4 , /*59*/ +/*60*/ 1 ,28,28,1 ,28,28,1 ,29,29,50,31,34,31,31,31,50,5 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,3 ,o ,o ,1 ,1 ,1 ,o ,1 ,1 ,1 ,4 ,4 ,58,4 ,58,58,58,4 ,58,58,4 ,58,4 ,24,24,24,24,24,24,24,58,24,24,24,24,4 , /*60*/ +/*61*/ 1 ,28,28,28,28,28,28,28,28,50,31,34,31,31,31,50,5 ,o ,1 ,o ,o ,o ,o ,o ,o ,o ,3 ,3 ,3 ,o ,o ,2 ,2 ,1 ,o ,1 ,4 ,4 ,58,58,58,4 ,4 ,4 ,4 ,4 ,58,58,4 ,58,4 ,4 ,24,24,24,24,54,54,4 ,24,24,24,24,4 , /*61*/ +/*62*/ 1 ,28,28,28,28,28,28,28,28,50,31,31,31,31,31,50,5 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,2 ,1 ,o ,1 ,4 ,4 ,58,4 ,58,58,58,58,58,58,58,58,4 ,58,58,58,GG,24,24,24,54,54,4 ,40,40,40,40,4 , /*62*/ +/*63*/ 1 ,1 ,1 ,37,1 ,1 ,37,1 ,1 ,50,50,33,50,33,50,50,5 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,7 ,1 ,7 ,7 ,7 ,7 ,7 ,7 ,1 ,1 ,DD,1 ,4 ,4 ,46,4 ,4 ,57,4 ,57,4 ,57,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,60,60,4 ,4 /*63*/ + // 0 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 + #undef AA + #undef BB + #undef CC + #undef DD + #undef EE + #undef FF + #undef GG + #undef o + }, + { // tileDictionary + SFG_TD( 8, 6,1,1),SFG_TD(13, 0,0,0),SFG_TD( 9, 5,0,0),SFG_TD( 8, 8,0,0), // 0 + SFG_TD(13, 0,2,2),SFG_TD(13, 0,3,3),SFG_TD( 8, 9,0,0),SFG_TD(11, 3,4,0), // 4 + SFG_TD(10, 5,0,0),SFG_TD(10, 5,0,0),SFG_TD(10, 5,0,0),SFG_TD(10, 5,0,0), // 8 + SFG_TD(10, 2,0,0),SFG_TD( 8,21,0,0),SFG_TD(23, 6,0,0),SFG_TD(25, 2,0,0), // 12 + SFG_TD( 9,14,2,0),SFG_TD(27, 0,0,0),SFG_TD( 9,20,0,0),SFG_TD( 8,31,1,1), // 16 + SFG_TD(11, 0,0,7),SFG_TD(10, 5,0,0),SFG_TD(10, 5,0,0),SFG_TD(10, 5,0,0), // 20 + SFG_TD( 8,13,0,0),SFG_TD( 9,12,0,0),SFG_TD(10,11,0,0),SFG_TD(11,10,0,0), // 24 + SFG_TD(12, 9,0,0),SFG_TD(13, 8,0,0),SFG_TD(14, 7,0,0),SFG_TD(15, 6,0,0), // 28 + SFG_TD(18, 3,3,0),SFG_TD(19, 0,6,4),SFG_TD(17, 4,4,0),SFG_TD(10,19,1,0), // 32 + SFG_TD(17, 4,2,2),SFG_TD(13, 0,1,1),SFG_TD( 4, 9,1,1),SFG_TD(11, 0,1,0), // 36 + SFG_TD( 8, 6,1,0),SFG_TD( 7, 1,1,0),SFG_TD(10, 5,0,0),SFG_TD(10, 5,0,0), // 40 + SFG_TD(10, 5,0,0),SFG_TD(18, 4,3,0),SFG_TD(17, 0,6,0),SFG_TD(27, 0,6,0), // 44 + SFG_TD(10, 3,4,4),SFG_TD(15, 7,0,0),SFG_TD(19, 0,0,4),SFG_TD( 6, 8,1,1), // 48 + SFG_TD( 7, 7,1,1),SFG_TD(11, 0,2,5),SFG_TD( 9,12,0,0),SFG_TD(13, 0,5,5), // 52 + SFG_TD( 8, 5,2,2),SFG_TD( 5, 0,5,5),SFG_TD(13, 4,2,2),SFG_TD( 8, 7,2,2), // 56 + SFG_TD(12, 0,6,0),SFG_TD(14, 0,0,1),SFG_TD(11,10,5,0),SFG_TD( 0, 0,4,4) // 60 + }, // tileDictionary + {12,3 ,11,14,4 ,8 ,10}, // textureIndices + 7, // doorTextureIndex + 58, // floorColor + 2, // ceilingColor + {34, 59, 64 }, // player start: x, y, direction + 0, // backgroundImage + { // elements + {SFG_LEVEL_ELEMENT_PLASMA, {33,1}},{SFG_LEVEL_ELEMENT_HEALTH, {8,1}}, + {SFG_LEVEL_ELEMENT_CARD1, {2,1}},{SFG_LEVEL_ELEMENT_HEALTH, {1,1}}, + {SFG_LEVEL_ELEMENT_RUIN, {52,3}},{SFG_LEVEL_ELEMENT_BULLETS, {20,3}}, + {SFG_LEVEL_ELEMENT_RUIN, {51,4}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {41,7}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {36,8}},{SFG_LEVEL_ELEMENT_PLASMA, {7,8}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {8,9}},{SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {6,9}}, + {SFG_LEVEL_ELEMENT_HEALTH, {53,10}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {10,10}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {4,10}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {40,11}}, + {SFG_LEVEL_ELEMENT_TERMINAL, {36,11}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {32,11}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {7,11}},{SFG_LEVEL_ELEMENT_ROCKETS, {1,12}}, + {SFG_LEVEL_ELEMENT_LOCK0, {17,13}},{SFG_LEVEL_ELEMENT_PLASMA, {1,13}}, + {SFG_LEVEL_ELEMENT_TREE, {57,14}},{SFG_LEVEL_ELEMENT_TREE, {56,14}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {17,14}},{SFG_LEVEL_ELEMENT_HEALTH, {33,15}}, + {SFG_LEVEL_ELEMENT_CARD0, {62,17}},{SFG_LEVEL_ELEMENT_BULLETS, {46,17}}, + {SFG_LEVEL_ELEMENT_RUIN, {43,18}},{SFG_LEVEL_ELEMENT_ROCKETS, {20,18}}, + {SFG_LEVEL_ELEMENT_PLASMA, {17,18}},{SFG_LEVEL_ELEMENT_LOCK0, {42,22}}, + {SFG_LEVEL_ELEMENT_COLUMN, {29,23}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {8,23}}, + {SFG_LEVEL_ELEMENT_HEALTH, {20,24}},{SFG_LEVEL_ELEMENT_TERMINAL, {41,25}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {14,25}},{SFG_LEVEL_ELEMENT_COLUMN, {29,26}}, + {SFG_LEVEL_ELEMENT_LAMP, {32,28}},{SFG_LEVEL_ELEMENT_LAMP, {26,28}}, + {SFG_LEVEL_ELEMENT_RUIN, {20,29}},{SFG_LEVEL_ELEMENT_HEALTH, {61,30}}, + {SFG_LEVEL_ELEMENT_PLASMA, {59,30}},{SFG_LEVEL_ELEMENT_HEALTH, {55,30}}, + {SFG_LEVEL_ELEMENT_TELEPORTER, {52,30}},{SFG_LEVEL_ELEMENT_PLASMA, {45,30}}, + {SFG_LEVEL_ELEMENT_RUIN, {20,30}},{SFG_LEVEL_ELEMENT_TELEPORTER, {2,30}}, + {SFG_LEVEL_ELEMENT_RUIN, {20,31}},{SFG_LEVEL_ELEMENT_RUIN, {19,32}}, + {SFG_LEVEL_ELEMENT_RUIN, {20,33}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {22,34}}, + {SFG_LEVEL_ELEMENT_BULLETS, {62,35}},{SFG_LEVEL_ELEMENT_ROCKETS, {61,35}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {42,35}},{SFG_LEVEL_ELEMENT_BULLETS, {23,35}}, + {SFG_LEVEL_ELEMENT_TREE, {21,35}},{SFG_LEVEL_ELEMENT_HEALTH, {62,36}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {59,36}},{SFG_LEVEL_ELEMENT_TERMINAL, {50,36}}, + {SFG_LEVEL_ELEMENT_RUIN, {14,36}},{SFG_LEVEL_ELEMENT_ROCKETS, {23,37}}, + {SFG_LEVEL_ELEMENT_TREE, {21,37}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {14,37}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {12,38}},{SFG_LEVEL_ELEMENT_ROCKETS, {11,38}}, + {SFG_LEVEL_ELEMENT_PLASMA, {10,38}},{SFG_LEVEL_ELEMENT_LAMP, {24,40}}, + {SFG_LEVEL_ELEMENT_LAMP, {22,40}},{SFG_LEVEL_ELEMENT_BARREL, {45,41}}, + {SFG_LEVEL_ELEMENT_BARREL, {15,41}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {7,41}}, + {SFG_LEVEL_ELEMENT_BARREL, {46,42}},{SFG_LEVEL_ELEMENT_BARREL, {44,42}}, + {SFG_LEVEL_ELEMENT_BARREL, {43,42}},{SFG_LEVEL_ELEMENT_RUIN, {36,42}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {33,42}},{SFG_LEVEL_ELEMENT_BARREL, {54,43}}, + {SFG_LEVEL_ELEMENT_RUIN, {36,43}},{SFG_LEVEL_ELEMENT_BULLETS, {19,43}}, + {SFG_LEVEL_ELEMENT_TREE, {26,44}},{SFG_LEVEL_ELEMENT_TREE, {21,44}}, + {SFG_LEVEL_ELEMENT_BULLETS, {46,45}},{SFG_LEVEL_ELEMENT_BULLETS, {45,45}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {35,45}},{SFG_LEVEL_ELEMENT_ROCKETS, {19,45}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {58,46}},{SFG_LEVEL_ELEMENT_BARREL, {54,46}}, + {SFG_LEVEL_ELEMENT_PLASMA, {41,46}},{SFG_LEVEL_ELEMENT_HEALTH, {37,46}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {14,46}},{SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {51,47}}, + {SFG_LEVEL_ELEMENT_BULLETS, {19,47}},{SFG_LEVEL_ELEMENT_RUIN, {14,47}}, + {SFG_LEVEL_ELEMENT_BULLETS, {59,48}},{SFG_LEVEL_ELEMENT_LAMP, {40,48}}, + {SFG_LEVEL_ELEMENT_LAMP, {38,48}},{SFG_LEVEL_ELEMENT_PLASMA, {59,49}}, + {SFG_LEVEL_ELEMENT_BARREL, {53,49}},{SFG_LEVEL_ELEMENT_FINISH, {39,49}}, + {SFG_LEVEL_ELEMENT_TREE, {17,49}},{SFG_LEVEL_ELEMENT_LOCK2, {34,50}}, + {SFG_LEVEL_ELEMENT_BARREL, {54,51}},{SFG_LEVEL_ELEMENT_COLUMN, {36,52}}, + {SFG_LEVEL_ELEMENT_COLUMN, {32,52}},{SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {6,52}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {51,54}},{SFG_LEVEL_ELEMENT_TREE, {46,54}}, + {SFG_LEVEL_ELEMENT_COLUMN, {42,54}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {22,54}}, + {SFG_LEVEL_ELEMENT_BULLETS, {19,54}},{SFG_LEVEL_ELEMENT_TREE, {62,55}}, + {SFG_LEVEL_ELEMENT_LOCK1, {38,55}},{SFG_LEVEL_ELEMENT_TREE, {46,56}}, + {SFG_LEVEL_ELEMENT_COLUMN, {42,56}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {56,59}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {51,59}},{SFG_LEVEL_ELEMENT_HEALTH, {14,60}}, + {SFG_LEVEL_ELEMENT_TERMINAL, {10,60}},{SFG_LEVEL_ELEMENT_HEALTH, {61,61}}, + {SFG_LEVEL_ELEMENT_HEALTH, {32,61}},{SFG_LEVEL_ELEMENT_ROCKETS, {17,61}}, + {SFG_LEVEL_ELEMENT_CARD2, {57,62}},{SFG_LEVEL_ELEMENT_HEALTH, {38,62}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {34,62}},{SFG_LEVEL_ELEMENT_BULLETS, {32,62}}, + {SFG_LEVEL_ELEMENT_LAMP, {25,62}},{SFG_LEVEL_ELEMENT_NONE, {0,0}} + }, // elements + } // level + ; + +SFG_PROGRAM_MEMORY SFG_Level SFG_level7 = + { // level + { // mapArray + #define o 0 + #define AA (31 | SFG_TILE_PROPERTY_DOOR) + #define BB (34 | SFG_TILE_PROPERTY_ELEVATOR) + #define CC (29 | SFG_TILE_PROPERTY_SQUEEZER) + #define DD (30 | SFG_TILE_PROPERTY_DOOR) + #define EE (39 | SFG_TILE_PROPERTY_ELEVATOR) + #define FF (28 | SFG_TILE_PROPERTY_DOOR) + #define GG (44 | SFG_TILE_PROPERTY_ELEVATOR) + #define HH (8 | SFG_TILE_PROPERTY_DOOR) + #define II (1 | SFG_TILE_PROPERTY_DOOR) + // 0 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 +/*0 */ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,32,32,1 ,11,11,11,11,11,11,11,11,11,11,11,27,25,25,25,1 ,31,31,8 ,31,8 ,31,31, /*0 */ +/*1 */ 12,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,1 ,23,23,1 ,22,22,22,22,22,22,22,22,22,22,22,27,24,o ,24,1 ,31,31,41,41,41,31,31, /*1 */ +/*2 */ 12,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,8 ,1 ,23,23,27,22,22,15,15,15,15,15,15,15,15,21,27,o ,o ,o ,1 ,8 ,41,41,41,41,41,8 , /*2 */ +/*3 */ 12,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,8 ,1 ,23,23,27,23,22,15,20,20,20,20,20,20,20,20,27,o ,o ,o ,1 ,31,41,41,41,41,41,31, /*3 */ +/*4 */ 12,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,8 ,1 ,23,23,35,23,22,15,20,22,22,22,22,22,22,19,27,o ,o ,o ,1 ,8 ,23,23,23,23,23,8 , /*4 */ +/*5 */ 12,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,4 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,4 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,8 ,1 ,23,23,27,23,22,15,20,22,18,18,18,18,18,18,28,o ,o ,o ,1 ,31,23,23,23,23,23,31, /*5 */ +/*6 */ 12,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,3 ,4 ,3 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,3 ,4 ,3 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,8 ,1 ,23,23,27,22,22,15,20,22,18,20,20,20,20,17,28,o ,o ,o ,1 ,8 ,23,23,23,23,23,8 , /*6 */ +/*7 */ 12,o ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,3 ,4 ,3 ,2 ,o ,o ,o ,o ,o ,o ,o ,o ,2 ,3 ,4 ,3 ,2 ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,1 ,23,23,1 ,22,22,21,20,19,18,17,o ,o ,o ,o ,16,o ,o ,o ,1 ,31,31,23,23,23,31,31, /*7 */ +/*8 */ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,2 ,3 ,4 ,3 ,2 ,o ,1 ,1 ,1 ,1 ,1 ,1 ,o ,2 ,3 ,4 ,3 ,2 ,o ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,23,23,1 ,22,22,15,20,22,18,20,o ,o ,24,o ,28,o ,o ,o ,1 ,27,27,27,AA,27,27,27, /*8 */ +/*9 */ 1 ,11,17,17,17,17,17,17,1 ,o ,2 ,3 ,4 ,3 ,2 ,o ,1 ,1 ,1 ,1 ,1 ,1 ,17,23,23,23,23,23,23,1 ,26,1 ,26,1 ,1 ,1 ,1 ,1 ,23,23,1 ,22,22,15,20,22,18,20,37,o ,24,o ,28,o ,o ,o ,1 ,1 ,23,23,23,23,23,1 , /*9 */ +/*10*/ 1 ,25,17,CC,17,17,CC,17,1 ,o ,2 ,2 ,2 ,2 ,2 ,o ,1 ,1 ,1 ,1 ,1 ,1 ,18,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,1 ,BB,BB,1 ,1 ,23,23,1 ,22,22,15,20,22,18,20,37,o ,24,o ,28,o ,o ,o ,42,32,23,23,23,23,23,33, /*10*/ +/*11*/ 1 ,25,17,17,17,17,17,17,1 ,23,23,23,o ,23,23,23,1 ,1 ,1 ,1 ,1 ,1 ,19,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,1 ,BB,BB,23,DD,23,23,1 ,22,22,15,20,22,18,20,o ,o ,24,o ,28,o ,o ,o ,o ,32,23,23,23,23,23,32, /*11*/ +/*12*/ 1 ,25,17,CC,17,17,CC,17,17,o ,o ,o ,o ,o ,o ,o ,37,o ,o ,o ,o ,36,20,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,1 ,BB,BB,1 ,1 ,23,23,1 ,22,22,21,20,19,18,17,o ,o ,o ,o ,16,o ,o ,o ,24,32,23,23,23,23,23,33, /*12*/ +/*13*/ 1 ,25,17,17,17,17,17,17,17,o ,o ,o ,o ,o ,o ,o ,37,o ,o ,o ,o ,36,21,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,1 ,1 ,1 ,1 ,1 ,23,23,27,22,22,15,20,22,18,20,20,20,20,17,28,o ,o ,o ,o ,32,23,23,23,23,23,1 , /*13*/ +/*14*/ 1 ,25,17,17,17,17,17,17,17,o ,o ,o ,o ,o ,o ,o ,37,o ,o ,o ,o ,36,22,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,1 ,1 ,1 ,1 ,1 ,23,23,27,23,22,15,20,22,18,18,18,18,18,18,28,o ,o ,o ,o ,32,23,23,1 ,23,23,32, /*14*/ +/*15*/ 1 ,25,17,17,17,17,17,17,17,o ,o ,o ,o ,o ,o ,o ,37,o ,o ,o ,o ,1 ,23,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,1 ,1 ,1 ,1 ,1 ,23,23,35,23,22,15,20,22,22,22,22,22,22,19,27,o ,o ,o ,24,32,41,41,41,41,41,32, /*15*/ +/*16*/ 1 ,25,17,CC,17,17,CC,17,1 ,10,10,10,10,10,10,10,10,10,10,10,10,1 ,1 ,1 ,26,1 ,26,20,20,20,26,1 ,26,1 ,1 ,1 ,1 ,1 ,23,23,27,23,22,15,20,20,20,20,20,20,20,20,27,o ,o ,o ,o ,32,41,41,41,41,41,1 , /*16*/ +/*17*/ 1 ,25,17,17,17,17,17,17,1 ,17,18,19,20,22,23,23,22,20,19,18,17,9 ,9 ,1 ,17,37,o ,o ,o ,o ,o ,o ,37,1 ,1 ,1 ,23,23,23,23,27,22,22,15,15,15,15,15,15,15,15,21,27,o ,o ,o ,o ,32,41,41,41,41,41,33, /*17*/ +/*18*/ 1 ,25,17,CC,17,17,CC,17,1 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,1 ,17,37,o ,o ,o ,o ,o ,o ,37,1 ,1 ,23,23,23,23,23,1 ,22,22,22,22,22,22,22,22,22,22,22,27,o ,o ,o ,24,32,41,41,41,41,41,32, /*18*/ +/*19*/ 1 ,11,17,17,17,17,17,17,1 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,1 ,1 ,37,o ,o ,o ,o ,o ,o ,37,1 ,1 ,1 ,23,23,23,23,1 ,1 ,1 ,27,27,27,27,27,27,27,27,27,27,o ,o ,o ,o ,32,41,41,41,41,41,33, /*19*/ +/*20*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,1 ,37,o ,o ,o ,o ,o ,o ,37,1 ,1 ,23,23,23,23,23,23,23,23,23,23,23,23,22,21,20,19,18,17,o ,o ,o ,o ,32,41,41,41,41,41,1 , /*20*/ +/*21*/ 5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,1 ,37,o ,o ,o ,o ,o ,o ,37,1 ,1 ,23,23,23,23,23,23,23,23,23,23,23,23,22,21,20,19,18,17,o ,o ,o ,1 ,1 ,40,1 ,DD,DD,1 ,1 , /*21*/ +/*22*/ 5 ,5 ,5 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,5 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,1 ,37,37,37,37,37,37,37,37,1 ,1 ,23,23,23,23,23,23,23,23,23,23,23,23,22,21,20,19,18,17,o ,o ,o ,1 ,1 ,40,1 ,23,23,1 ,1 , /*22*/ +/*23*/ 5 ,5 ,5 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,5 ,8 ,8 ,8 ,8 ,8 ,9 ,9 ,9 ,9 ,9 ,1 ,FF,1 ,1 ,o ,o ,o ,o ,37,1 ,1 ,1 ,23,23,23,23,1 ,23,23,23,23,38,38,38,38,38,1 ,1 ,1 ,o ,o ,o ,1 ,1 ,40,EE,23,23,EE,1 , /*23*/ +/*24*/ 5 ,6 ,6 ,6 ,10,6 ,6 ,10,6 ,6 ,10,6 ,6 ,5 ,8 ,10,6 ,6 ,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,1 ,o ,o ,o ,o ,37,1 ,1 ,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,1 ,1 ,1 ,o ,o ,o ,1 ,1 ,1 ,CC,23,23,CC,1 , /*24*/ +/*25*/ 7 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,5 ,8 ,10,6 ,37,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,1 ,o ,o ,o ,o ,37,1 ,1 ,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,1 ,o ,24,o ,o ,o ,24,o ,1 ,EE,23,23,EE,1 , /*25*/ +/*26*/ 7 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,5 ,8 ,10,6 ,6 ,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,1 ,o ,o ,o ,o ,37,1 ,1 ,23,23,23,23,23,23,23,23,23,23,23,23,23,23,23,1 ,o ,o ,o ,o ,o ,o ,o ,1 ,CC,23,23,CC,1 , /*26*/ +/*27*/ 7 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,1 ,37,37,37,37,37,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,28,28,28,28,28,1 ,o ,o ,o ,o ,o ,o ,o ,1 ,EE,23,23,EE,1 , /*27*/ +/*28*/ 7 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,5 ,8 ,10,6 ,37,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,1 ,1 ,1 ,1 ,o ,37,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,17,18,18,18,17,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,23,23,1 ,1 , /*28*/ +/*29*/ 7 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,5 ,8 ,10,6 ,6 ,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,6 ,6 ,6 ,1 ,o ,37,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,18,18,18,18,18,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,DD,DD,1 ,1 , /*29*/ +/*30*/ 7 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,5 ,8 ,10,6 ,6 ,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,6 ,6 ,6 ,FF,o ,37,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,27,23,23,27,27, /*30*/ +/*31*/ 5 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,5 ,8 ,10,6 ,37,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,6 ,6 ,6 ,1 ,o ,37,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,27,23,23,27,27, /*31*/ +/*32*/ 5 ,5 ,6 ,6 ,5 ,5 ,6 ,6 ,6 ,5 ,5 ,5 ,5 ,5 ,8 ,10,6 ,6 ,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,1 ,1 ,1 ,1 ,o ,37,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,31,23,23,31,27, /*32*/ +/*33*/ 1 ,o ,o ,o ,o ,5 ,6 ,6 ,6 ,5 ,8 ,8 ,8 ,8 ,8 ,10,6 ,6 ,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,1 ,42,o ,o ,o ,37,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,27,31,23,23,31,27, /*33*/ +/*34*/ 1 ,o ,o ,o ,o ,5 ,6 ,6 ,6 ,5 ,8 ,10,10,10,10,10,6 ,37,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,1 ,o ,o ,o ,o ,37,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,27,27,27,23,23,27,27, /*34*/ +/*35*/ 1 ,FF,1 ,1 ,1 ,5 ,6 ,6 ,6 ,5 ,8 ,10,6 ,6 ,6 ,6 ,6 ,6 ,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,1 ,o ,o ,o ,o ,37,1 ,28,24,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,27,27,27,27,23,23,27,27, /*35*/ +/*36*/ GG,45,GG,GG,5 ,5 ,6 ,6 ,6 ,5 ,8 ,10,6 ,6 ,6 ,6 ,6 ,6 ,6 ,9 ,9 ,9 ,9 ,9 ,6 ,6 ,6 ,1 ,o ,o ,o ,o ,37,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,23,23,23,23,23,23,23,23,1 , /*36*/ +/*37*/ GG,45,45,GG,5 ,6 ,6 ,6 ,6 ,5 ,8 ,8 ,1 ,1 ,8 ,HH,8 ,1 ,1 ,1 ,1 ,DD,1 ,1 ,1 ,FF,1 ,1 ,o ,o ,o ,o ,28,1 ,28,24,o ,o ,o ,o ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,32,23,23,23,23,23,23,23,23,32, /*37*/ +/*38*/ GG,45,45,GG,5 ,6 ,6 ,6 ,5 ,10,o ,o ,o ,o ,o ,37,o ,19,19,19,23,36,36,o ,o ,o ,o ,o ,o ,o ,o ,o ,28,1 ,1 ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,32,23,23,27,27,27,27,23,23,32, /*38*/ +/*39*/ GG,45,GG,5 ,6 ,6 ,6 ,6 ,5 ,10,o ,o ,o ,o ,o ,37,o ,o ,o ,o ,36,36,36,o ,o ,o ,o ,o ,o ,o ,o ,28,28,1 ,1 ,o ,o ,o ,o ,o ,1 ,1 ,1 ,28,24,o ,o ,o ,o ,o ,o ,o ,o ,o ,32,23,23,31,27,27,31,23,23,32, /*39*/ +/*40*/ GG,GG,5 ,5 ,6 ,6 ,6 ,5 ,10,10,o ,o ,o ,o ,o ,37,o ,o ,o ,o ,36,36,36,o ,o ,o ,o ,o ,o ,o ,28,28,28,1 ,1 ,1 ,1 ,16,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,32,23,23,27,27,27,27,23,23,32, /*40*/ +/*41*/ 5 ,5 ,6 ,6 ,6 ,6 ,5 ,10,10,10,o ,o ,o ,o ,o ,37,o ,19,19,19,23,36,36,o ,o ,o ,27,43,43,43,28,27,27,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,24,28,24,o ,o ,o ,o ,o ,o ,o ,o ,o ,32,23,23,23,23,23,23,23,23,32, /*41*/ +/*42*/ 5 ,5 ,6 ,6 ,6 ,5 ,10,10,10,10,o ,o ,o ,o ,o ,37,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,27,o ,o ,o ,37,10,27,1 ,1 ,42,o ,o ,o ,o ,o ,o ,o ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,23,23,23,23,23,23,23,23,1 , /*42*/ +/*43*/ 5 ,6 ,6 ,6 ,6 ,5 ,10,10,10,10,o ,o ,o ,o ,o ,37,o ,o ,o ,o ,36,36,36,o ,o ,o ,28,o ,o ,o ,o ,17,28,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,24,28,24,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,DD,1 ,1 ,1 ,1 , /*43*/ +/*44*/ 5 ,6 ,6 ,6 ,5 ,10,10,10,10,10,o ,o ,o ,o ,o ,37,o ,o ,o ,o ,36,36,36,o ,o ,o ,FF,o ,o ,o ,o ,17,28,1 ,1 ,42,o ,o ,o ,o ,o ,o ,o ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,23,23,23,23,23,23,23,33, /*44*/ +/*45*/ 5 ,6 ,6 ,6 ,5 ,10,10,10,10,10,o ,o ,37,37,37,37,o ,o ,o ,o ,36,36,36,o ,o ,o ,28,o ,o ,o ,o ,17,28,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,o ,o ,1 ,1 ,16,16,1 ,1 ,o ,o ,1 ,1 ,23,23,23,23,23,23,23,32, /*45*/ +/*46*/ 5 ,6 ,6 ,6 ,5 ,10,10,10,10,8 ,o ,o ,37,o ,o ,1 ,1 ,1 ,1 ,1 ,36,36,36,o ,o ,o ,27,o ,o ,o ,37,10,27,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,37,37,1 ,24,o ,o ,24,1 ,37,37,1 ,1 ,23,23,38,38,38,23,23,33, /*46*/ +/*47*/ 1 ,o ,o ,o ,o ,o ,o ,37,o ,o ,o ,o ,37,o ,o ,1 ,23,23,23,23,36,36,36,18,o ,18,27,27,28,28,28,27,27,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,24,o ,o ,24,1 ,1 ,1 ,1 ,1 ,23,23,38,38,38,23,23,1 , /*47*/ +/*48*/ 1 ,o ,o ,o ,o ,o ,o ,37,o ,o ,o ,o ,37,1 ,1 ,1 ,23,23,23,23,36,36,36,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,24,15,15,15,15,15,15,15,15,15,15,15,15,33, /*48*/ +/*49*/ 1 ,o ,o ,o ,o ,o ,o ,37,37,37,37,37,37,1 ,1 ,1 ,23,23,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,15,15,15,15,15,15,15,15,15,15,15,15,15,32, /*49*/ +/*50*/ 1 ,1 ,o ,o ,o ,o ,o ,o ,o ,37,1 ,1 ,1 ,1 ,42,1 ,23,23,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,15,15,15,15,15,15,15,15,15,15,15,15,15,15,33, /*50*/ +/*51*/ 1 ,1 ,o ,o ,o ,o ,o ,o ,o ,37,FF,o ,o ,o ,o ,o ,23,23,1 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,1 ,6 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,15,15,15,15,15,15,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 , /*51*/ +/*52*/ 1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,37,1 ,o ,o ,o ,o ,o ,23,23,1 ,8 ,5 ,10,5 ,10,5 ,10,5 ,10,5 ,8 ,1 ,6 ,o ,o ,o ,o ,17,18,19,20,21,22,23,15,15,15,15,15,15,15,15,15,1 ,12,12,12,12,12,12,12,12,12,12,12, /*52*/ +/*53*/ 1 ,1 ,1 ,1 ,1 ,II,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,23,23,1 ,8 ,10,o ,o ,o ,o ,o ,o ,o ,10,8 ,1 ,6 ,o ,o ,o ,o ,17,18,19,20,21,22,23,15,15,15,15,15,15,15,15,1 ,12,12,12,12,13,13,13,13,12,12,12,12, /*53*/ +/*54*/ 1 ,1 ,1 ,1 ,o ,o ,o ,1 ,1 ,1 ,1 ,17,18,19,20,22,23,23,1 ,8 ,5 ,o ,o ,o ,o ,o ,o ,o ,5 ,8 ,1 ,6 ,o ,o ,o ,o ,17,18,19,20,21,22,23,15,15,15,15,15,15,15,15,1 ,12,12,13,13,13,13,13,13,13,13,12,12, /*54*/ +/*55*/ 1 ,1 ,o ,o ,2 ,2 ,2 ,o ,o ,1 ,1 ,17,18,19,20,22,23,23,1 ,8 ,10,o ,o ,o ,o ,o ,o ,o ,10,8 ,1 ,6 ,o ,o ,o ,o ,17,18,19,20,21,22,23,15,15,15,15,15,15,15,15,1 ,12,12,13,13,14,13,13,14,13,13,12,12, /*55*/ +/*56*/ 1 ,1 ,o ,2 ,3 ,3 ,3 ,2 ,o ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,8 ,5 ,o ,o ,o ,o ,o ,o ,o ,5 ,8 ,1 ,1 ,o ,o ,o ,o ,o ,o ,27,15,15,15,15,15,15,15,15,15,15,1 ,1 ,1 ,12,13,13,13,14,13,13,14,13,13,13,12, /*56*/ +/*57*/ 1 ,o ,2 ,3 ,4 ,4 ,4 ,3 ,2 ,o ,1 ,o ,2 ,3 ,4 ,4 ,3 ,2 ,o ,1 ,1 ,10,10,10,10,10,10,10,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,15,23,23,23,23,23,23,23,23,23,23,23,23,1 ,12,13,13,13,14,13,13,14,13,13,13,12, /*57*/ +/*58*/ 1 ,o ,2 ,3 ,4 ,4 ,4 ,3 ,2 ,o ,II,o ,o ,o ,o ,o ,o ,o ,o ,II,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,1 ,o ,o ,o ,o ,24,15,23,23,23,23,23,23,23,23,23,23,22,22,1 ,12,13,13,13,13,13,13,13,13,13,13,12, /*58*/ +/*59*/ 1 ,o ,2 ,3 ,4 ,4 ,4 ,3 ,2 ,o ,1 ,o ,2 ,3 ,4 ,4 ,3 ,2 ,o ,1 ,1 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,1 ,o ,o ,o ,o ,o ,15,23,38,23,23,38,23,23,23,23,23,22,38,1 ,12,13,13,14,13,13,13,13,14,13,13,12, /*59*/ +/*60*/ 1 ,1 ,o ,2 ,3 ,3 ,3 ,2 ,o ,1 ,1 ,11,11,11,11,11,11,11,11,1 ,1 ,1 ,1 ,1 ,FF,1 ,6 ,6 ,6 ,6 ,6 ,6 ,FF,o ,o ,o ,o ,24,15,23,23,23,23,23,23,23,23,23,23,22,22,1 ,12,12,13,13,14,14,14,14,13,13,12,12, /*60*/ +/*61*/ 1 ,1 ,o ,o ,2 ,2 ,2 ,o ,o ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,o ,o ,o ,1 ,o ,o ,o ,o ,o ,o ,1 ,o ,o ,o ,o ,o ,15,23,38,23,23,38,23,23,23,23,23,22,38,1 ,12,12,13,13,13,13,13,13,13,13,12,12, /*61*/ +/*62*/ 1 ,1 ,1 ,1 ,o ,o ,o ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,o ,o ,o ,1 ,o ,42,o ,42,o ,o ,1 ,o ,o ,o ,o ,o ,27,23,23,23,23,23,23,23,23,23,23,22,22,1 ,12,12,12,12,13,13,13,13,12,12,12,12, /*62*/ +/*63*/ 1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,25,25,25,25,25,1 ,1 ,1 ,33,32,33,1 ,1 ,33,32,33,1 ,1 ,1 ,12,12,12,12,12,12,12,12,12,12,12,12 /*63*/ + // 0 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 + #undef AA + #undef BB + #undef CC + #undef DD + #undef EE + #undef FF + #undef GG + #undef HH + #undef II + #undef o + }, + { // tileDictionary + SFG_TD(15,14,0,0),SFG_TD(19, 0,0,0),SFG_TD(13,18,0,0),SFG_TD(11,22,0,0), // 0 + SFG_TD( 9,26,0,0),SFG_TD(19, 0,1,2),SFG_TD(15, 9,0,0),SFG_TD(19, 0,1,3), // 4 + SFG_TD(19, 0,4,4),SFG_TD(22, 7,4,4),SFG_TD(16, 7,4,4),SFG_TD(31, 0,3,3), // 8 + SFG_TD(26, 0,3,7),SFG_TD(15,31,0,0),SFG_TD(18,31,0,0),SFG_TD(23, 6,5,5), // 12 + SFG_TD(15, 5,0,0),SFG_TD(16,13,5,5),SFG_TD(17,12,5,5),SFG_TD(18,11,5,5), // 16 + SFG_TD(19,10,5,5),SFG_TD(20, 9,5,5),SFG_TD(21, 8,5,5),SFG_TD(22, 7,5,0), // 20 + SFG_TD(17,12,6,5),SFG_TD(23, 0,0,3),SFG_TD(19, 0,2,2),SFG_TD(31, 0,6,6), // 24 + SFG_TD(19, 0,6,0),SFG_TD(17, 6,4,4),SFG_TD(26, 0,5,0),SFG_TD(26, 0,1,1), // 28 + SFG_TD(25, 3,0,0),SFG_TD(26, 1,0,0),SFG_TD(22,31,6,6),SFG_TD(22, 5,5,6), // 32 + SFG_TD(22, 7,0,0),SFG_TD(15,13,0,4),SFG_TD(24, 5,6,5),SFG_TD(20,14,4,4), // 36 + SFG_TD(31, 8,0,0),SFG_TD(22,13,5,0),SFG_TD(21, 8,2,5),SFG_TD(15, 6,0,0), // 40 + SFG_TD(31,30,4,4),SFG_TD(15, 4,0,0),SFG_TD(15,13,0,0),SFG_TD(15,13,0,0), // 44 + SFG_TD(15,13,0,0),SFG_TD(15,13,0,0),SFG_TD(15,13,0,0),SFG_TD(15,13,0,0), // 48 + SFG_TD(15,13,0,0),SFG_TD(15,13,0,0),SFG_TD(15,13,0,0),SFG_TD(15,13,0,0), // 52 + SFG_TD(15,13,0,0),SFG_TD(15,13,0,0),SFG_TD(15,13,0,0),SFG_TD(15,13,0,0), // 56 + SFG_TD(15,13,0,0),SFG_TD(15,13,0,0),SFG_TD(15,13,0,0),SFG_TD(15,13,0,0) // 60 + }, // tileDictionary + {12,8 ,2 ,10,11,14,4 }, // textureIndices + 13, // doorTextureIndex + 4, // floorColor + 66, // ceilingColor + {34, 11, 0 }, // player start: x, y, direction + 1, // backgroundImage + { // elements + {SFG_LEVEL_ELEMENT_FINISH, {60,1}},{SFG_LEVEL_ELEMENT_BULLETS, {54,1}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {20,3}},{SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {24,4}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {18,5}},{SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {8,5}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {44,6}},{SFG_LEVEL_ELEMENT_COLUMN, {61,9}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {60,9}},{SFG_LEVEL_ELEMENT_COLUMN, {59,9}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {51,9}},{SFG_LEVEL_ELEMENT_CARD2, {50,9}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {46,9}},{SFG_LEVEL_ELEMENT_BULLETS, {41,9}}, + {SFG_LEVEL_ELEMENT_PLASMA, {41,10}},{SFG_LEVEL_ELEMENT_BLOCKER, {28,10}}, + {SFG_LEVEL_ELEMENT_HEALTH, {50,11}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {38,11}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {31,11}},{SFG_LEVEL_ELEMENT_BLOCKER, {30,11}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {26,11}},{SFG_LEVEL_ELEMENT_BLOCKER, {29,12}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {28,12}},{SFG_LEVEL_ELEMENT_BLOCKER, {26,12}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {31,13}},{SFG_LEVEL_ELEMENT_BLOCKER, {27,13}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {23,13}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {48,14}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {44,14}},{SFG_LEVEL_ELEMENT_BLOCKER, {31,14}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {29,14}},{SFG_LEVEL_ELEMENT_BLOCKER, {26,14}}, + {SFG_LEVEL_ELEMENT_BARREL, {20,14}},{SFG_LEVEL_ELEMENT_TERMINAL, {3,14}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {31,15}},{SFG_LEVEL_ELEMENT_BLOCKER, {29,15}}, + {SFG_LEVEL_ELEMENT_CARD0, {28,15}},{SFG_LEVEL_ELEMENT_BLOCKER, {27,15}}, + {SFG_LEVEL_ELEMENT_BLOCKER, {26,15}},{SFG_LEVEL_ELEMENT_BULLETS, {4,19}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {35,20}},{SFG_LEVEL_ELEMENT_PLASMA, {35,21}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {35,22}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {62,23}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {10,24}},{SFG_LEVEL_ELEMENT_PLASMA, {7,24}}, + {SFG_LEVEL_ELEMENT_BULLETS, {4,24}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {62,25}}, + {SFG_LEVEL_ELEMENT_TREE, {56,25}},{SFG_LEVEL_ELEMENT_TREE, {52,25}}, + {SFG_LEVEL_ELEMENT_HEALTH, {49,25}},{SFG_LEVEL_ELEMENT_CARD1, {17,25}}, + {SFG_LEVEL_ELEMENT_HEALTH, {15,25}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {59,27}}, + {SFG_LEVEL_ELEMENT_BARREL, {28,27}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {14,27}}, + {SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {10,27}},{SFG_LEVEL_ELEMENT_BULLETS, {43,28}}, + {SFG_LEVEL_ELEMENT_BULLETS, {42,28}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {5,28}}, + {SFG_LEVEL_ELEMENT_RUIN, {27,29}},{SFG_LEVEL_ELEMENT_RUIN, {26,30}}, + {SFG_LEVEL_ELEMENT_HEALTH, {24,30}},{SFG_LEVEL_ELEMENT_RUIN, {27,31}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {10,31}},{SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {4,31}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {17,34}},{SFG_LEVEL_ELEMENT_HEALTH, {4,34}}, + {SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {49,35}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {51,36}}, + {SFG_LEVEL_ELEMENT_LOCK1, {15,37}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {5,38}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {4,39}},{SFG_LEVEL_ELEMENT_BULLETS, {1,39}}, + {SFG_LEVEL_ELEMENT_COLUMN, {29,41}},{SFG_LEVEL_ELEMENT_COLUMN, {28,41}}, + {SFG_LEVEL_ELEMENT_COLUMN, {27,41}},{SFG_LEVEL_ELEMENT_ROCKETS, {8,41}}, + {SFG_LEVEL_ELEMENT_PLASMA, {31,42}},{SFG_LEVEL_ELEMENT_ROCKETS, {7,42}}, + {SFG_LEVEL_ELEMENT_LOCK0, {59,43}},{SFG_LEVEL_ELEMENT_HEALTH, {35,43}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {30,44}},{SFG_LEVEL_ELEMENT_TREE, {59,46}}, + {SFG_LEVEL_ELEMENT_PLASMA, {31,46}},{SFG_LEVEL_ELEMENT_BULLETS, {59,47}}, + {SFG_LEVEL_ELEMENT_TREE, {25,47}},{SFG_LEVEL_ELEMENT_TREE, {23,47}}, + {SFG_LEVEL_ELEMENT_BULLETS, {46,51}},{SFG_LEVEL_ELEMENT_BULLETS, {15,51}}, + {SFG_LEVEL_ELEMENT_LOCK1, {10,51}},{SFG_LEVEL_ELEMENT_TELEPORTER, {27,52}}, + {SFG_LEVEL_ELEMENT_TELEPORTER, {25,52}},{SFG_LEVEL_ELEMENT_TELEPORTER, {23,52}}, + {SFG_LEVEL_ELEMENT_TELEPORTER, {21,52}},{SFG_LEVEL_ELEMENT_ROCKETS, {15,52}}, + {SFG_LEVEL_ELEMENT_TELEPORTER, {28,53}},{SFG_LEVEL_ELEMENT_TELEPORTER, {20,53}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {47,54}},{SFG_LEVEL_ELEMENT_TERMINAL, {24,54}}, + {SFG_LEVEL_ELEMENT_TELEPORTER, {28,55}},{SFG_LEVEL_ELEMENT_TELEPORTER, {20,55}}, + {SFG_LEVEL_ELEMENT_TELEPORTER, {62,57}},{SFG_LEVEL_ELEMENT_PLASMA, {59,57}}, + {SFG_LEVEL_ELEMENT_PLASMA, {56,57}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {45,58}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {14,58}},{SFG_LEVEL_ELEMENT_BARREL, {12,58}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {5,58}},{SFG_LEVEL_ELEMENT_HEALTH, {1,58}}, + {SFG_LEVEL_ELEMENT_TREE, {50,59}},{SFG_LEVEL_ELEMENT_LOCK2, {32,60}}, + {SFG_LEVEL_ELEMENT_TREE, {50,61}},{SFG_LEVEL_ELEMENT_ROCKETS, {22,61}}, + {SFG_LEVEL_ELEMENT_PLASMA, {22,62}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}} + }, // elements + } // level + ; + +SFG_PROGRAM_MEMORY SFG_Level SFG_level8 = + { // level + { // mapArray + #define o 0 + #define AA (10 | SFG_TILE_PROPERTY_DOOR) + #define BB (63 | SFG_TILE_PROPERTY_ELEVATOR) + #define CC (11 | SFG_TILE_PROPERTY_DOOR) + #define DD (13 | SFG_TILE_PROPERTY_DOOR) + #define EE (7 | SFG_TILE_PROPERTY_DOOR) + #define FF (60 | SFG_TILE_PROPERTY_DOOR) + #define GG (12 | SFG_TILE_PROPERTY_ELEVATOR) + #define HH (61 | SFG_TILE_PROPERTY_DOOR) + #define II (0 | SFG_TILE_PROPERTY_DOOR) + // 0 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 +/*0 */ 44,44,44,58,58,58,58,58,58,58,58,58,58,10,61,6 ,6 ,6 ,6 ,61,61,6 ,6 ,6 ,6 ,61,61,6 ,6 ,6 ,6 ,61,1 ,6 ,6 ,6 ,6 ,6 ,61,6 ,6 ,6 ,6 ,61,6 ,6 ,6 ,6 ,6 ,1 ,1 ,1 ,1 ,15,1 ,1 ,1 ,1 ,1 ,15,1 ,1 ,1 ,1 , /*0 */ +/*1 */ 44,44,58,58,59,59,59,59,59,59,59,59,59,10,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,14,14,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,1 ,1 , /*1 */ +/*2 */ 44,58,58,59,59,59,59,59,59,59,59,59,59,AA,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,14,14,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,1 , /*2 */ +/*3 */ 58,58,59,59,59,59,59,59,59,59,59,59,59,10,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,14,14,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,11,11,11,15,4 ,4 ,4 ,5 ,5 ,4 ,4 ,4 ,5 ,5 ,4 ,4 ,4 ,15, /*3 */ +/*4 */ 58,59,59,59,59,59,59,59,59,10,10,10,10,10,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,14,14,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,4 ,4 ,4 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,4 ,4 ,4 ,1 , /*4 */ +/*5 */ 58,59,59,59,59,59,59,59,10,61,61,61,61,61,4 ,4 ,3 ,3 ,4 ,4 ,3 ,3 ,4 ,4 ,13,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,14,14,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,11,o ,o ,2 ,4 ,4 ,4 ,4 ,5 ,BB,BB,BB,5 ,4 ,4 ,4 ,4 ,1 , /*5 */ +/*6 */ 58,59,59,59,59,59,59,57,57,54,53,52,51,50,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,1 ,13,13,13,13,13,13,13,15,15,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,CC,o ,o ,2 ,4 ,4 ,4 ,4 ,5 ,BB,BB,BB,5 ,4 ,4 ,4 ,4 ,1 , /*6 */ +/*7 */ 58,59,59,59,59,59,57,57,55,54,53,52,51,50,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,1 ,13,13,13,o ,13,13,13,13,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,11,o ,o ,2 ,4 ,4 ,4 ,4 ,5 ,BB,BB,BB,5 ,4 ,4 ,4 ,4 ,1 , /*7 */ +/*8 */ 58,59,59,59,59,10,57,55,55,54,53,52,51,50,4 ,4 ,4 ,4 ,3 ,3 ,4 ,4 ,4 ,4 ,DD,o ,o ,o ,o ,o ,o ,13,13,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,4 ,4 ,4 ,5 ,5 ,5 ,5 ,5 ,5 ,5 ,4 ,4 ,4 ,1 , /*8 */ +/*9 */ 58,59,59,59,10,61,55,55,55,54,53,52,51,50,4 ,4 ,4 ,4 ,3 ,3 ,4 ,4 ,4 ,4 ,1 ,13,13,13,o ,15,o ,o ,13,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,11,11,11,15,4 ,4 ,4 ,5 ,5 ,4 ,4 ,4 ,5 ,5 ,4 ,4 ,4 ,15, /*9 */ +/*10*/ 58,59,59,59,10,61,55,55,55,54,53,52,51,50,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,1 ,13,o ,o ,o ,o ,o ,13,13,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,1 , /*10*/ +/*11*/ 58,59,59,59,10,61,55,55,55,54,53,52,51,50,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,13,o ,o ,15,o ,13,13,13,13,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,1 ,1 , /*11*/ +/*12*/ 58,59,59,59,10,61,55,55,55,54,53,52,51,50,4 ,4 ,3 ,3 ,4 ,4 ,3 ,3 ,4 ,4 ,1 ,13,o ,o ,o ,o ,o ,o ,DD,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,15,1 ,2 ,2 ,2 ,1 ,15,1 ,1 ,1 ,1 , /*12*/ +/*13*/ 10,10,AA,10,61,10,10,10,10,10,10,10,8 ,8 ,10,10,8 ,8 ,10,10,8 ,8 ,10,10,1 ,13,13,13,o ,13,13,13,13,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,62,62,62,1 , /*13*/ +/*14*/ 61,o ,o ,o ,o ,10,10,10,10,10,10,o ,o ,o ,o ,o ,o ,o ,23,23,15,15,15,15,13,13,13,13,13,13,13,13,13,23,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,62,1 , /*14*/ +/*15*/ 56,o ,o ,o ,o ,10,10,10,10,10,8 ,o ,o ,o ,o ,o ,o ,o ,23,23,15,15,15,15,15,15,15,15,15,15,13,13,13,23,o ,o ,o ,o ,o ,o ,61,61,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,62,61, /*15*/ +/*16*/ 56,o ,o ,o ,o ,49,10,10,10,10,8 ,o ,o ,62,62,15,15,EE,15,15,15,15,15,o ,o ,o ,o ,o ,15,15,15,15,15,15,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,11,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,56, /*16*/ +/*17*/ 56,o ,o ,o ,o ,o ,10,10,10,10,10,o ,o ,62,15,15,o ,o ,o ,15,15,15,15,o ,o ,o ,o ,o ,15,15,o ,o ,61,o ,o ,o ,o ,o ,o ,o ,8 ,62,o ,o ,o ,o ,o ,11,62,8 ,62,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,56, /*17*/ +/*18*/ 56,o ,o ,o ,o ,o ,o ,49,10,10,10,49,49,15,15,o ,o ,o ,o ,o ,15,15,15,15,15,15,o ,o ,15,15,o ,o ,EE,o ,40,40,40,40,40,o ,8 ,62,o ,o ,o ,o ,o ,o ,62,8 ,62,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,56, /*18*/ +/*19*/ 56,o ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,o ,o ,15,o ,o ,o ,o ,o ,o ,o ,15,15,15,15,1 ,o ,o ,1 ,15,o ,o ,61,o ,40,40,40,40,40,o ,8 ,62,o ,o ,o ,o ,o ,o ,62,8 ,62,62,62,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61, /*19*/ +/*20*/ 56,o ,o ,o ,o ,o ,o ,o ,o ,62,8 ,o ,o ,15,o ,o ,15,o ,15,o ,o ,15,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,15,o ,40,40,40,40,40,o ,8 ,8 ,8 ,49,49,49,49,8 ,8 ,8 ,8 ,8 ,8 ,49,10,40,40,40,40,40,40,10,49,10, /*20*/ +/*21*/ 56,o ,o ,o ,o ,o ,o ,o ,62,62,10,o ,o ,15,o ,o ,o ,o ,o ,o ,o ,15,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,15,o ,40,40,40,40,40,o ,o ,o ,3 ,2 ,2 ,2 ,2 ,3 ,1 ,1 ,1 ,1 ,1 ,o ,40,40,40,40,40,40,40,40,o ,10, /*21*/ +/*22*/ 61,o ,o ,o ,o ,o ,o ,o ,62,62,10,o ,o ,15,15,o ,o ,o ,o ,o ,15,61,o ,o ,15,1 ,o ,o ,1 ,15,15,15,15,o ,o ,o ,o ,o ,o ,o ,o ,o ,3 ,2 ,2 ,2 ,2 ,3 ,1 ,1 ,1 ,1 ,1 ,o ,40,40,40,40,40,40,40,40,o ,10, /*22*/ +/*23*/ 61,o ,o ,o ,o ,o ,o ,o ,o ,62,8 ,o ,o ,15,15,15,o ,o ,o ,15,o ,EE,o ,o ,15,15,o ,o ,15,15,15,15,8 ,62,62,10,10,1 ,1 ,1 ,1 ,1 ,1 ,2 ,2 ,2 ,2 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,40,40,40,40,40,40,40,40,o ,10, /*23*/ +/*24*/ 61,o ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,49,49,15,15,15,o ,o ,o ,15,o ,61,o ,o ,15,15,o ,o ,o ,o ,o ,15,8 ,o ,o ,10,10,1 ,62,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,1 ,o ,40,40,40,40,40,40,40,40,o ,10, /*24*/ +/*25*/ 56,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,15,15,15,61,EE,61,15,o ,15,15,15,15,15,o ,o ,o ,o ,o ,15,8 ,o ,o ,o ,10,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,o ,40,40,40,40,40,40,40,40,o ,10, /*25*/ +/*26*/ 56,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,15,23,23,23,23,23,23,23,15,15,15,15,15,15,15,61,EE,61,8 ,8 ,o ,o ,o ,AA,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,49,10,40,40,40,40,40,40,10,49,10, /*26*/ +/*27*/ 56,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,8 ,24,8 ,49,49,49,49,o ,o ,o ,10,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,62,1 ,10,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61, /*27*/ +/*28*/ 56,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,55,55,8 ,55,55,55,55,55,55,55,55,55,55,55,55,55,62,o ,o ,o ,o ,o ,o ,10,10,1 ,62,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,10,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,56, /*28*/ +/*29*/ 56,o ,o ,o ,o ,o ,o ,o ,o ,4 ,4 ,4 ,55,55,FF,55,55,55,55,55,55,55,55,55,55,55,55,55,62,o ,o ,o ,o ,o ,o ,10,10,1 ,1 ,1 ,1 ,9 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,o ,o ,AA,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,56, /*29*/ +/*30*/ 56,o ,o ,o ,o ,o ,o ,o ,o ,4 ,50,50,54,54,8 ,55,4 ,4 ,4 ,4 ,4 ,50,51,52,53,54,55,8 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,47,47,46,46,GG,46,46,46,47,1 ,o ,o ,o ,o ,o ,10,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,56, /*30*/ +/*31*/ 56,o ,o ,o ,o ,o ,o ,o ,o ,4 ,51,51,53,53,8 ,55,4 ,4 ,4 ,4 ,4 ,50,51,52,53,54,55,1 ,1 ,1 ,53,53,52,52,52,51,51,47,47,46,46,46,46,46,46,47,47,1 ,o ,o ,62,1 ,10,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,61, /*31*/ +/*32*/ 61,o ,o ,o ,o ,o ,11,o ,o ,4 ,52,52,52,52,8 ,55,4 ,4 ,4 ,4 ,4 ,50,51,52,53,54,55,1 ,1 ,1 ,53,53,52,52,52,51,51,47,47,47,47,47,47,47,47,47,47,47,1 ,1 ,3 ,3 ,1 ,1 ,7 ,13,7 ,1 ,1 ,7 ,13,7 ,1 ,1 , /*32*/ +/*33*/ 61,EE,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,8 ,55,4 ,4 ,4 ,4 ,4 ,50,51,52,53,54,55,1 ,1 ,1 ,54,53,53,52,51,51,50,47,47,10,o ,o ,o ,o ,o ,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,o , /*33*/ +/*34*/ 61,o ,o ,o ,o ,24,24,24,24,24,24,1 ,1 ,1 ,3 ,55,4 ,4 ,4 ,4 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,54,54,54,60,50,50,50,47,47,o ,o ,o ,o ,o ,o ,o ,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,o , /*34*/ +/*35*/ 61,61,61,24,24,29,29,29,29,29,24,24,1 ,1 ,1 ,55,4 ,4 ,4 ,4 ,o ,o ,o ,o ,o ,o ,o ,1 ,15,1 ,54,54,54,1 ,50,50,50,47,47,o ,o ,o ,o ,o ,o ,o ,47,47,60,60,60,60,47,47,47,47,1 ,1 ,1 ,47,47,47,47,o , /*35*/ +/*36*/ 24,24,24,29,29,29,29,29,29,29,29,24,24,1 ,1 ,55,4 ,4 ,4 ,4 ,o ,4 ,4 ,4 ,4 ,4 ,4 ,1 ,55,1 ,55,55,55,1 ,4 ,4 ,4 ,47,47,10,o ,o ,o ,o ,o ,47,47,47,o ,o ,o ,60,47,47,47,47,23,23,23,47,47,47,47,o , /*36*/ +/*37*/ 24,29,29,29,29,29,29,29,29,29,29,29,24,1 ,1 ,55,4 ,4 ,4 ,4 ,o ,50,50,50,50,50,50,1 ,55,1 ,55,55,55,1 ,4 ,4 ,4 ,47,47,47,47,47,47,47,47,47,47,o ,o ,o ,o ,60,47,47,47,47,23,23,23,47,47,47,47,o , /*37*/ +/*38*/ 24,o ,29,29,29,29,29,29,29,29,29,29,24,1 ,1 ,55,4 ,4 ,4 ,4 ,o ,51,51,51,51,51,51,1 ,55,1 ,55,55,55,1 ,1 ,EE,1 ,1 ,47,47,47,47,47,47,47,1 ,o ,o ,o ,o ,o ,60,47,47,47,47,o ,1 ,o ,47,47,47,47,o , /*38*/ +/*39*/ 24,o ,o ,o ,29,29,24,24,29,29,29,29,24,24,1 ,55,4 ,4 ,4 ,4 ,o ,52,52,52,52,52,52,1 ,55,HH,55,55,55,1 ,o ,o ,o ,46,46,46,46,46,46,46,46,46,o ,o ,o ,o ,o ,60,47,47,47,47,o ,1 ,o ,47,47,47,47,o , /*39*/ +/*40*/ 24,o ,o ,o ,o ,o ,24,24,29,29,29,29,29,24,1 ,55,4 ,4 ,4 ,4 ,o ,53,53,53,53,53,53,1 ,55,1 ,55,55,55,1 ,o ,o ,o ,46,46,46,46,46,46,46,46,46,o ,o ,o ,3 ,47,47,47,47,47,47,II,II,II,47,47,47,47,o , /*40*/ +/*41*/ 24,o ,o ,o ,o ,o ,24,24,29,29,29,29,29,24,1 ,1 ,o ,o ,o ,o ,o ,54,54,54,54,54,54,60,1 ,60,55,55,55,1 ,o ,o ,o ,46,46,46,46,46,46,46,46,46,II,o ,o ,o ,o ,o ,47,47,47,47,47,o ,47,46,47,46,47,o , /*41*/ +/*42*/ 24,28,28,o ,o ,o ,o ,24,29,29,29,29,29,24,1 ,1 ,1 ,EE,1 ,1 ,1 ,55,55,55,55,55,55,55,55,55,55,55,55,1 ,o ,o ,o ,46,46,46,46,46,46,46,46,46,o ,o ,o ,o ,o ,o ,47,47,47,47,47,o ,47,47,47,47,47,o , /*42*/ +/*43*/ 24,24,28,31,31,31,31,24,24,29,29,29,29,24,24,1 ,1 ,o ,o ,o ,1 ,55,55,55,55,55,55,55,55,55,55,55,55,1 ,o ,o ,o ,46,46,46,46,46,46,46,46,46,o ,o ,o ,o ,o ,o ,47,47,47,47,47,o ,47,46,47,46,47,o , /*43*/ +/*44*/ 24,24,28,28,30,30,30,24,24,29,29,29,29,29,24,24,1 ,o ,o ,o ,1 ,55,55,55,55,55,55,55,55,55,55,55,55,1 ,o ,o ,o ,46,46,46,46,46,46,46,46,46,o ,o ,o ,o ,o ,o ,47,47,47,47,47,o ,47,47,47,47,47,o , /*44*/ +/*45*/ 24,24,24,24,30,30,30,30,24,29,29,29,29,29,29,24,24,1 ,1 ,o ,1 ,55,55,55,55,55,55,55,55,55,55,55,55,1 ,o ,o ,o ,46,46,46,46,46,46,46,46,46,o ,o ,o ,o ,o ,o ,15,1 ,1 ,1 ,7 ,EE,7 ,1 ,1 ,1 ,1 ,1 , /*45*/ +/*46*/ 24,24,24,24,29,29,30,30,24,29,29,29,29,29,29,29,24,24,1 ,o ,1 ,55,55,55,55,55,55,55,55,55,55,55,55,1 ,o ,o ,o ,46,46,46,46,46,46,46,46,46,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,o ,o ,o ,1 ,1 ,1 ,1 ,1 , /*46*/ +/*47*/ 24,24,24,24,29,29,29,29,24,24,29,29,29,30,30,30,30,24,1 ,o ,1 ,55,55,55,55,55,55,55,55,55,55,55,55,1 ,o ,o ,o ,46,46,46,45,45,45,46,46,46,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,23,23,23,1 ,1 ,1 ,1 ,1 , /*47*/ +/*48*/ 24,24,24,24,29,29,29,29,29,24,29,30,30,30,30,30,30,24,24,1 ,1 ,1 ,60,9 ,9 ,60,1 ,1 ,1 ,60,HH,60,1 ,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,1 ,1 ,1 ,1 ,1 , /*48*/ +/*49*/ 24,24,24,29,29,29,29,29,29,24,30,30,30,30,30,30,30,30,24,24,8 ,46,46,GG,GG,46,46,1 ,55,55,55,55,55,1 ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,8 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 , /*49*/ +/*50*/ 24,24,24,o ,o ,o ,o ,o ,o ,24,30,30,30,30,30,30,30,30,24,24,8 ,46,46,GG,GG,46,46,56,55,55,55,55,55,56,o ,o ,o ,8 ,o ,o ,o ,o ,o ,o ,o ,8 ,o ,o ,o ,o ,23,o ,o ,23,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 ,1 , /*50*/ +/*51*/ 24,24,24,o ,o ,o ,o ,o ,o ,24,30,30,30,30,31,31,31,31,24,24,8 ,46,46,GG,GG,46,46,56,55,55,55,55,55,56,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,EE,o ,o ,23,o ,o ,o ,o ,o ,o ,1 ,1 ,1 ,1 , /*51*/ +/*52*/ 24,24,24,24,o ,o ,o ,o ,o ,24,30,31,31,31,31,31,31,31,24,24,8 ,46,46,GG,GG,46,46,1 ,55,55,55,55,55,61,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,23,o ,o ,23,o ,o ,o ,o ,o ,o ,62,1 ,1 ,1 , /*52*/ +/*53*/ 24,24,24,24,o ,o ,o ,o ,28,24,31,31,31,31,31,31,31,28,24,24,8 ,47,47,9 ,9 ,47,47,1 ,55,55,55,55,55,56,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,8 ,8 ,8 ,48,1 ,1 ,1 ,1 ,1 ,o ,o ,o ,o ,62,62,1 ,1 , /*53*/ +/*54*/ 24,24,28,o ,o ,o ,o ,o ,24,24,31,31,31,31,31,31,31,28,24,24,8 ,47,47,9 ,9 ,47,47,1 ,55,55,55,55,55,56,o ,o ,o ,o ,11,o ,o ,o ,o ,o ,o ,o ,o ,8 ,48,48,4 ,50,51,54,55,1 ,o ,o ,o ,o ,o ,o ,o ,1 , /*54*/ +/*55*/ 24,28,28,o ,o ,o ,o ,28,24,24,24,31,31,o ,o ,o ,o ,28,24,24,8 ,47,47,9 ,9 ,47,47,1 ,55,55,55,55,55,1 ,o ,1 ,1 ,1 ,1 ,1 ,1 ,EE,1 ,1 ,13,1 ,1 ,48,48,4 ,4 ,50,52,53,54,1 ,o ,o ,o ,o ,o ,o ,o ,6 , /*55*/ +/*56*/ 24,28,o ,o ,o ,o ,o ,24,24,24,24,24,24,o ,o ,o ,o ,28,24,24,8 ,8 ,8 ,9 ,9 ,47,47,3 ,3 ,55,55,55,55,48,14,48,48,48,48,48,48,48,48,48,48,48,48,48,4 ,4 ,4 ,50,51,52,51,1 ,o ,o ,o ,o ,o ,o ,o ,6 , /*56*/ +/*57*/ 24,o ,o ,o ,o ,o ,o ,24,28,o ,o ,28,24,o ,o ,o ,28,28,24,24,8 ,8 ,8 ,9 ,9 ,47,47,1 ,3 ,3 ,55,55,55,48,4 ,48,4 ,o ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,50,50,50,7 ,o ,o ,o ,o ,o ,o ,o ,6 , /*57*/ +/*58*/ 24,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,28,24,24,8 ,9 ,9 ,9 ,9 ,9 ,47,47,1 ,1 ,3 ,1 ,1 ,1 ,48,4 ,48,4 ,48,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,7 ,o ,o ,o ,o ,o ,o ,o ,6 , /*58*/ +/*59*/ 24,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,28,24,24,15,9 ,9 ,9 ,9 ,9 ,47,47,46,46,46,46,46,9 ,9 ,4 ,48,4 ,48,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,7 ,o ,o ,o ,o ,o ,o ,o ,6 , /*59*/ +/*60*/ 24,24,o ,o ,o ,o ,o ,o ,o ,24,24,o ,o ,o ,o ,o ,24,24,24,8 ,9 ,9 ,9 ,47,47,47,47,47,47,47,47,47,9 ,3 ,o ,3 ,o ,3 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,1 ,o ,o ,o ,o ,o ,o ,o ,1 , /*60*/ +/*61*/ 24,24,28,28,o ,o ,o ,28,28,24,24,24,28,o ,o ,28,24,24,24,15,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,48,4 ,4 ,4 ,48,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,4 ,53,53,1 ,1 ,1 ,1 ,EE,1 ,1 ,1 ,1 , /*61*/ +/*62*/ 24,24,24,28,28,28,28,28,24,24,24,24,24,24,24,24,24,24,24,8 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,9 ,48,4 ,4 ,4 ,48,4 ,4 ,4 ,4 ,23,4 ,4 ,4 ,23,4 ,4 ,4 ,23,4 ,4 ,53,53,1 ,1 ,1 ,1 ,o ,o ,o ,o ,1 , /*62*/ +/*63*/ 24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,24,8 ,56,56,56,56,8 ,6 ,6 ,6 ,3 ,3 ,6 ,6 ,6 ,48,61,61,61,61,61,6 ,6 ,6 ,8 ,6 ,6 ,6 ,8 ,6 ,6 ,6 ,8 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,o ,1 /*63*/ + // 0 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 + #undef AA + #undef BB + #undef CC + #undef DD + #undef EE + #undef FF + #undef GG + #undef HH + #undef II + #undef o + }, + { // tileDictionary + SFG_TD(13,11,0,0),SFG_TD(14, 0,1,0),SFG_TD(13, 7,0,0),SFG_TD(17, 0,2,2), // 0 + SFG_TD(13,22,0,0),SFG_TD(12,23,0,0),SFG_TD(17, 0,0,5),SFG_TD(17, 0,1,0), // 4 + SFG_TD(20, 0,0,6),SFG_TD(20, 4,0,0),SFG_TD(17, 0,6,6),SFG_TD(17, 7,1,0), // 8 + SFG_TD( 9,11,2,0),SFG_TD(17, 0,1,1),SFG_TD(15, 9,0,0),SFG_TD( 0, 0,4,4), // 12 + SFG_TD(13,14,0,0),SFG_TD(13,14,0,0),SFG_TD(13,14,0,0),SFG_TD(13,14,0,0), // 16 + SFG_TD(13,14,0,0),SFG_TD(13,14,0,0),SFG_TD(13,14,0,0),SFG_TD(13, 8,0,4), // 20 + SFG_TD(17, 0,3,3),SFG_TD(13,14,0,0),SFG_TD(13,14,0,0),SFG_TD(13,14,0,0), // 24 + SFG_TD(15, 7,3,3),SFG_TD(19, 5,3,3),SFG_TD(17, 7,3,3),SFG_TD(15, 9,3,3), // 28 + SFG_TD(13,14,0,0),SFG_TD(13,14,0,0),SFG_TD(13,14,0,0),SFG_TD(13,14,0,0), // 32 + SFG_TD(13,14,0,0),SFG_TD(13,14,0,0),SFG_TD(13,14,0,0),SFG_TD(13,14,0,0), // 36 + SFG_TD(13,10,0,0),SFG_TD(13,14,0,0),SFG_TD(13,14,0,0),SFG_TD(13,14,0,0), // 40 + SFG_TD( 0, 0,7,7),SFG_TD(11,24,0,0),SFG_TD( 9,26,0,0),SFG_TD( 9, 4,0,0), // 44 + SFG_TD(14, 0,4,0),SFG_TD(13, 7,0,6),SFG_TD(14,21,0,0),SFG_TD(15,20,0,0), // 48 + SFG_TD(16,19,0,0),SFG_TD(17,18,0,0),SFG_TD(18,17,0,0),SFG_TD(19,16,0,0), // 52 + SFG_TD(20, 2,0,0),SFG_TD(23, 2,6,6),SFG_TD(17,31,0,0),SFG_TD(13,31,0,0), // 56 + SFG_TD(23, 0,6,6),SFG_TD(23, 0,0,0),SFG_TD(15, 9,3,0),SFG_TD(12,31,0,0) // 60 + }, // tileDictionary + {12,2 ,11,6 ,8 ,10,14}, // textureIndices + 7, // doorTextureIndex + 5, // floorColor + 4, // ceilingColor + {59, 59, 64 }, // player start: x, y, direction + 2, // backgroundImage + { // elements + {SFG_LEVEL_ELEMENT_CARD0, {33,3}},{SFG_LEVEL_ELEMENT_HEALTH, {31,3}}, + {SFG_LEVEL_ELEMENT_LAMP, {46,4}},{SFG_LEVEL_ELEMENT_FINISH, {56,6}}, + {SFG_LEVEL_ELEMENT_LOCK2, {46,6}},{SFG_LEVEL_ELEMENT_HEALTH, {6,6}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {28,7}},{SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {17,7}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {11,7}},{SFG_LEVEL_ELEMENT_LAMP, {46,8}}, + {SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {40,8}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {28,8}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {27,8}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {26,8}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {25,8}},{SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {8,10}}, + {SFG_LEVEL_ELEMENT_CARD2, {7,10}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {12,11}}, + {SFG_LEVEL_ELEMENT_COLUMN, {57,12}},{SFG_LEVEL_ELEMENT_COLUMN, {56,12}}, + {SFG_LEVEL_ELEMENT_COLUMN, {55,12}},{SFG_LEVEL_ELEMENT_LOCK2, {32,12}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {37,13}},{SFG_LEVEL_ELEMENT_HEALTH, {28,13}}, + {SFG_LEVEL_ELEMENT_LOCK1, {2,13}},{SFG_LEVEL_ELEMENT_ROCKETS, {23,16}}, + {SFG_LEVEL_ELEMENT_BULLETS, {50,17}},{SFG_LEVEL_ELEMENT_PLASMA, {23,17}}, + {SFG_LEVEL_ELEMENT_BULLETS, {50,18}},{SFG_LEVEL_ELEMENT_PLASMA, {41,18}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {54,19}},{SFG_LEVEL_ELEMENT_ROCKETS, {37,19}}, + {SFG_LEVEL_ELEMENT_HEALTH, {36,19}},{SFG_LEVEL_ELEMENT_PLASMA, {37,20}}, + {SFG_LEVEL_ELEMENT_BULLETS, {36,20}},{SFG_LEVEL_ELEMENT_BULLETS, {19,20}}, + {SFG_LEVEL_ELEMENT_BULLETS, {15,20}},{SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {27,21}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {9,21}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {7,21}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {45,22}},{SFG_LEVEL_ELEMENT_ROCKETS, {9,22}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {4,22}},{SFG_LEVEL_ELEMENT_PLASMA, {1,22}}, + {SFG_LEVEL_ELEMENT_TREE, {34,23}},{SFG_LEVEL_ELEMENT_TREE, {33,23}}, + {SFG_LEVEL_ELEMENT_PLASMA, {1,23}},{SFG_LEVEL_ELEMENT_PLASMA, {1,24}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {17,26}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {47,27}}, + {SFG_LEVEL_ELEMENT_PLASMA, {28,28}},{SFG_LEVEL_ELEMENT_TREE, {27,28}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {41,29}},{SFG_LEVEL_ELEMENT_HEALTH, {28,29}}, + {SFG_LEVEL_ELEMENT_TREE, {27,29}},{SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {20,29}}, + {SFG_LEVEL_ELEMENT_RUIN, {1,32}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {49,33}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {49,34}},{SFG_LEVEL_ELEMENT_PLASMA, {38,34}}, + {SFG_LEVEL_ELEMENT_LAMP, {15,34}},{SFG_LEVEL_ELEMENT_HEALTH, {38,35}}, + {SFG_LEVEL_ELEMENT_HEALTH, {58,36}},{SFG_LEVEL_ELEMENT_ROCKETS, {56,36}}, + {SFG_LEVEL_ELEMENT_HEALTH, {28,36}},{SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {15,36}}, + {SFG_LEVEL_ELEMENT_BULLETS, {49,37}},{SFG_LEVEL_ELEMENT_BULLETS, {49,38}}, + {SFG_LEVEL_ELEMENT_LOCK0, {35,38}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {53,39}}, + {SFG_LEVEL_ELEMENT_HEALTH, {50,40}},{SFG_LEVEL_ELEMENT_ROCKETS, {28,40}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {57,41}},{SFG_LEVEL_ELEMENT_RUIN, {17,41}}, + {SFG_LEVEL_ELEMENT_CARD1, {10,41}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {61,42}}, + {SFG_LEVEL_ELEMENT_MONSTER_TURRET, {53,42}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {44,42}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {38,42}},{SFG_LEVEL_ELEMENT_BARREL, {37,42}}, + {SFG_LEVEL_ELEMENT_LAMP, {12,43}},{SFG_LEVEL_ELEMENT_ROCKETS, {60,44}}, + {SFG_LEVEL_ELEMENT_NONE, {45,44}},{SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {41,44}}, + {SFG_LEVEL_ELEMENT_BARREL, {37,44}},{SFG_LEVEL_ELEMENT_BARREL, {24,47}}, + {SFG_LEVEL_ELEMENT_BARREL, {23,47}},{SFG_LEVEL_ELEMENT_TELEPORTER, {4,47}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {32,49}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {28,49}}, + {SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {14,49}},{SFG_LEVEL_ELEMENT_ROCKETS, {51,50}}, + {SFG_LEVEL_ELEMENT_COLUMN, {50,50}},{SFG_LEVEL_ELEMENT_BULLETS, {11,50}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {7,50}},{SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {6,50}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {5,50}},{SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {4,50}}, + {SFG_LEVEL_ELEMENT_LOCK0, {50,51}},{SFG_LEVEL_ELEMENT_BULLETS, {11,51}}, + {SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {57,52}},{SFG_LEVEL_ELEMENT_PLASMA, {51,52}}, + {SFG_LEVEL_ELEMENT_COLUMN, {50,52}},{SFG_LEVEL_ELEMENT_PLASMA, {28,52}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {28,53}},{SFG_LEVEL_ELEMENT_BULLETS, {62,54}}, + {SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {61,54}},{SFG_LEVEL_ELEMENT_TELEPORTER, {54,54}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {3,54}},{SFG_LEVEL_ELEMENT_PLASMA, {56,55}}, + {SFG_LEVEL_ELEMENT_PLASMA, {41,55}},{SFG_LEVEL_ELEMENT_RUIN, {34,55}}, + {SFG_LEVEL_ELEMENT_HEALTH, {22,55}},{SFG_LEVEL_ELEMENT_PLASMA, {21,55}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {34,57}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {45,58}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {9,59}},{SFG_LEVEL_ELEMENT_LAMP, {2,59}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {56,60}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {41,60}}, + {SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {36,60}},{SFG_LEVEL_ELEMENT_HEALTH, {23,60}}, + {SFG_LEVEL_ELEMENT_HEALTH, {15,61}},{SFG_LEVEL_ELEMENT_ROCKETS, {8,61}}, + {SFG_LEVEL_ELEMENT_RUIN, {61,62}},{SFG_LEVEL_ELEMENT_ROCKETS, {60,62}}, + {SFG_LEVEL_ELEMENT_HEALTH, {59,62}},{SFG_LEVEL_ELEMENT_NONE, {0,0}} + }, // elements + } // level + ; + +SFG_PROGRAM_MEMORY SFG_Level SFG_level9 = + { // level + { // mapArray + #define o 0 + #define AA (41 | SFG_TILE_PROPERTY_ELEVATOR) + #define BB (53 | SFG_TILE_PROPERTY_ELEVATOR) + #define CC (48 | SFG_TILE_PROPERTY_DOOR) + #define DD (4 | SFG_TILE_PROPERTY_DOOR) + #define EE (7 | SFG_TILE_PROPERTY_ELEVATOR) + // 0 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 +/*0 */ 6 ,6 ,6 ,AA,AA,AA,6 ,6 ,6 ,6 ,21,21,21,21,4 ,4 ,4 ,4 ,6 ,6 ,6 ,6 ,AA,AA,AA,AA,62,62,62,62,62,62,62,62,62,62,62,62,62,63,63,58,58,58,58,58,58,58,58,58,63,63,63,58,58,58,58,58,58,58,58,58,63,63, /*0 */ +/*1 */ 62,33,62,32,33,39,62,37,38,33,62,37,32,33,62,35,36,35,62,33,34,33,62,32,33,32,62,62,62,62,62,62,62,62,62,62,62,62,62,63,58,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,58,63, /*1 */ +/*2 */ 47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,62,62,62,BB,52,52,52,52,52,52,52,52,52,58,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,58, /*2 */ +/*3 */ 47,47,47,47,47,47,47,47,47,49,47,49,47,47,47,49,47,49,47,47,47,49,47,49,47,47,62,62,62,47,62,62,62,62,62,62,62,62,62,58,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,58, /*3 */ +/*4 */ 47,47,47,49,47,49,47,47,49,49,49,49,49,47,49,49,49,49,49,47,49,49,49,49,49,47,47,47,47,47,62,62,62,62,62,62,62,62,62,58,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,58, /*4 */ +/*5 */ 47,47,47,47,47,47,47,47,49,49,49,49,49,47,49,49,49,49,49,47,49,49,49,49,49,47,62,62,62,62,62,62,62,62,62,62,62,62,62,58,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,58, /*5 */ +/*6 */ 47,47,49,47,47,47,49,47,47,49,49,49,47,47,47,49,49,49,47,47,47,49,49,49,47,47,62,62,63,63,63,63,63,63,63,63,62,62,62,58,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,58, /*6 */ +/*7 */ 47,47,47,49,49,49,47,47,47,47,49,47,47,47,47,47,49,47,47,47,47,47,49,47,47,47,62,62,63,o ,o ,o ,o ,o ,o ,63,62,62,62,58,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,58,58,58,58,58,58,58,58,58,58,o ,o ,58, /*7 */ +/*8 */ 47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,62,62,57,o ,o ,o ,o ,o ,o ,57,62,62,62,58,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,58,1 ,1 ,1 ,1 ,1 ,1 ,25,1 ,58,58,58,58, /*8 */ +/*9 */ 47,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,63,o ,o ,o ,o ,o ,o ,63,62,62,62,63,58,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,58,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,58,23,23,23, /*9 */ +/*10*/ 47,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,57,o ,o ,o ,o ,o ,o ,57,62,62,62,63,63,58,58,58,58,58,58,58,58,58,58,58,1 ,62,62,62,62,62,62,62,47,47,62,62, /*10*/ +/*11*/ 47,62,62,62,62,62,63,63,57,63,63,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,63,o ,o ,o ,o ,o ,o ,63,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,63,63,57,63,63,62,62,62,47,62,62, /*11*/ +/*12*/ 47,62,62,62,62,62,63,o ,o ,o ,63,63,57,63,57,63,57,63,57,63,57,63,57,63,57,63,57,63,63,o ,o ,o ,o ,o ,o ,63,63,57,63,57,63,57,63,57,63,57,63,57,63,57,63,57,63,63,o ,o ,o ,63,62,62,62,47,47,47, /*12*/ +/*13*/ 47,62,62,62,62,62,57,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,57,62,62,62,62,62,CC, /*13*/ +/*14*/ 47,62,62,62,62,62,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,62,62,62,62,62,47, /*14*/ +/*15*/ 47,62,62,62,62,62,63,63,o ,o ,1 ,1 ,1 ,25,1 ,1 ,1 ,1 ,1 ,1 ,60,1 ,1 ,1 ,1 ,o ,8 ,9 ,10,11,12,1 ,1 ,12,11,10,9 ,8 ,o ,1 ,1 ,1 ,1 ,60,1 ,1 ,1 ,1 ,1 ,1 ,25,1 ,1 ,1 ,o ,o ,63,63,62,62,62,62,62,47, /*15*/ +/*16*/ 47,62,62,62,62,62,62,63,o ,o ,1 ,2 ,2 ,2 ,2 ,2 ,1 ,2 ,2 ,2 ,59,2 ,26,2 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,2 ,26,2 ,59,2 ,2 ,2 ,1 ,2 ,2 ,2 ,2 ,2 ,1 ,o ,o ,63,62,62,62,62,62,62,47, /*16*/ +/*17*/ 47,62,62,62,62,62,62,23,o ,o ,1 ,2 ,3 ,3 ,3 ,21,1 ,21,27,15,15,15,3 ,2 ,2 ,2 ,59,2 ,59,2 ,59,2 ,2 ,59,2 ,59,2 ,59,2 ,2 ,2 ,3 ,3 ,3 ,3 ,27,21,1 ,21,3 ,3 ,3 ,2 ,1 ,o ,o ,23,62,62,62,62,62,62,47, /*17*/ +/*18*/ 47,62,62,62,62,62,62,23,o ,o ,60,59,61,6 ,6 ,21,1 ,1 ,21,15,15,15,3 ,3 ,3 ,3 ,61,3 ,61,3 ,61,3 ,3 ,61,3 ,61,3 ,61,3 ,3 ,3 ,3 ,6 ,6 ,6 ,21,1 ,1 ,21,6 ,6 ,61,59,60,o ,o ,23,62,62,62,62,62,62,47, /*18*/ +/*19*/ 47,62,62,62,62,62,62,63,o ,o ,1 ,2 ,3 ,6 ,6 ,21,1 ,1 ,21,15,15,15,15,6 ,6 ,6 ,61,6 ,61,6 ,61,6 ,6 ,61,6 ,61,6 ,61,6 ,6 ,6 ,6 ,6 ,6 ,6 ,21,1 ,1 ,21,6 ,6 ,3 ,2 ,1 ,o ,o ,63,62,62,62,62,62,62,47, /*19*/ +/*20*/ 47,62,62,62,62,62,62,57,o ,o ,1 ,2 ,3 ,6 ,6 ,21,21,21,21,6 ,15,15,15,6 ,6 ,6 ,61,6 ,61,22,61,6 ,6 ,61,22,61,6 ,61,6 ,6 ,6 ,6 ,6 ,6 ,6 ,21,21,21,21,6 ,6 ,3 ,2 ,1 ,o ,o ,57,62,62,62,62,62,62,47, /*20*/ +/*21*/ 47,62,62,62,62,62,62,63,o ,o ,25,26,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,15,15,6 ,6 ,61,6 ,61,6 ,61,6 ,6 ,61,6 ,61,6 ,61,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,26,25,o ,o ,63,62,62,62,62,62,62,47, /*21*/ +/*22*/ 47,62,62,62,62,63,63,57,o ,o ,1 ,2 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,15,15,6 ,61,6 ,61,6 ,61,6 ,6 ,61,6 ,61,6 ,61,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,2 ,1 ,o ,o ,57,63,63,62,62,62,62,47, /*22*/ +/*23*/ 47,62,62,62,62,63,o ,o ,o ,o ,1 ,2 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,15,6 ,61,3 ,61,3 ,61,6 ,6 ,61,3 ,61,3 ,61,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,2 ,1 ,o ,o ,o ,o ,63,62,62,62,62,47, /*23*/ +/*24*/ 47,62,62,62,62,63,o ,o ,o ,o ,1 ,2 ,2 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,15,15,4 ,4 ,4 ,4 ,13,13,13,13,4 ,4 ,4 ,4 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,2 ,2 ,1 ,o ,o ,o ,o ,63,62,62,62,62,47, /*24*/ +/*25*/ 47,62,62,62,62,63,o ,o ,o ,o ,60,2 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,4 ,4 ,4 ,13,13,13,5 ,5 ,13,13,13,4 ,4 ,4 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,2 ,60,o ,o ,o ,o ,63,62,62,62,62,47, /*25*/ +/*26*/ 47,62,62,62,62,63,o ,o ,o ,o ,60,2 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,4 ,4 ,4 ,13,5 ,5 ,5 ,5 ,5 ,5 ,13,4 ,4 ,4 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,2 ,60,o ,o ,o ,o ,63,62,62,62,62,47, /*26*/ +/*27*/ 47,62,62,62,62,63,o ,o ,o ,o ,1 ,2 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,13,4 ,4 ,13,5 ,5 ,5 ,5 ,5 ,5 ,13,4 ,4 ,13,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,2 ,1 ,o ,o ,o ,o ,63,62,62,62,62,47, /*27*/ +/*28*/ 47,62,62,62,62,63,o ,o ,o ,o ,1 ,2 ,3 ,6 ,61,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,4 ,4 ,4 ,13,13,13,5 ,5 ,13,13,13,4 ,4 ,4 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,61,6 ,3 ,2 ,1 ,o ,o ,o ,o ,63,62,62,62,62,47, /*28*/ +/*29*/ 47,62,62,62,62,63,63,57,o ,o ,1 ,2 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,4 ,4 ,4 ,4 ,4 ,13,DD,DD,13,4 ,4 ,4 ,4 ,4 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,2 ,1 ,o ,o ,57,63,63,62,62,62,62,47, /*29*/ +/*30*/ 47,62,62,62,62,62,62,63,o ,o ,25,26,3 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,4 ,4 ,13,4 ,4 ,5 ,5 ,4 ,4 ,13,4 ,4 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,3 ,26,25,o ,o ,63,62,62,62,62,62,62,47, /*30*/ +/*31*/ 47,62,62,62,62,62,62,57,o ,o ,1 ,2 ,2 ,2 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,6 ,3 ,6 ,6 ,6 ,6 ,3 ,6 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,2 ,2 ,2 ,1 ,o ,o ,57,62,62,62,62,62,62,47, /*31*/ +/*32*/ 47,62,62,62,62,62,62,63,o ,o ,1 ,1 ,1 ,2 ,14,3 ,3 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,3 ,3 ,14,2 ,1 ,1 ,1 ,o ,o ,63,62,62,62,62,62,62,47, /*32*/ +/*33*/ 47,62,62,62,62,62,62,57,o ,o ,1 ,1 ,1 ,2 ,14,3 ,3 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,3 ,3 ,14,2 ,1 ,1 ,1 ,o ,o ,57,62,62,62,62,62,62,47, /*33*/ +/*34*/ 47,62,62,62,62,62,62,63,o ,o ,1 ,1 ,1 ,2 ,14,3 ,3 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,3 ,3 ,14,2 ,1 ,1 ,1 ,o ,o ,63,62,62,62,62,62,62,47, /*34*/ +/*35*/ 47,62,62,62,62,62,62,57,o ,o ,1 ,1 ,1 ,2 ,14,3 ,3 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,3 ,3 ,14,2 ,1 ,1 ,1 ,o ,o ,57,62,62,62,62,62,62,47, /*35*/ +/*36*/ 47,62,62,62,62,62,62,63,o ,o ,1 ,2 ,2 ,2 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,2 ,2 ,2 ,1 ,o ,o ,63,62,62,62,62,62,62,47, /*36*/ +/*37*/ 47,62,62,62,62,62,62,57,o ,o ,25,2 ,3 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,3 ,2 ,25,o ,o ,57,62,62,62,62,62,62,47, /*37*/ +/*38*/ 47,62,62,62,62,62,62,63,o ,o ,1 ,2 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,2 ,1 ,o ,o ,63,62,62,62,62,62,62,47, /*38*/ +/*39*/ 47,62,62,62,62,63,63,57,o ,o ,1 ,2 ,3 ,6 ,6 ,6 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,6 ,6 ,15,15,2 ,1 ,o ,o ,57,63,63,62,62,62,62,47, /*39*/ +/*40*/ 47,62,62,62,62,63,o ,o ,o ,o ,1 ,2 ,3 ,6 ,6 ,6 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,15,15,15,15,2 ,1 ,o ,o ,o ,o ,63,62,62,62,62,47, /*40*/ +/*41*/ 47,62,62,62,62,63,o ,o ,o ,58,1 ,2 ,3 ,6 ,6 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,15,15,3 ,2 ,1 ,58,o ,o ,o ,63,62,62,62,62,47, /*41*/ +/*42*/ 47,62,62,62,62,63,o ,o ,o ,1 ,1 ,2 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,2 ,1 ,1 ,o ,o ,o ,63,62,62,62,62,47, /*42*/ +/*43*/ 47,62,62,62,62,63,o ,o ,o ,1 ,1 ,2 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,2 ,1 ,1 ,o ,o ,o ,63,62,62,62,62,47, /*43*/ +/*44*/ 47,62,62,62,62,63,o ,o ,o ,58,1 ,2 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,2 ,1 ,58,o ,o ,o ,63,62,62,62,62,47, /*44*/ +/*45*/ 47,62,62,62,62,63,o ,o ,o ,o ,1 ,2 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,2 ,1 ,o ,o ,o ,o ,63,62,62,62,62,47, /*45*/ +/*46*/ 47,62,62,62,62,63,63,57,o ,o ,1 ,2 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,2 ,1 ,o ,o ,57,63,63,62,62,62,62,47, /*46*/ +/*47*/ 47,62,62,62,62,62,62,63,o ,o ,60,59,61,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,61,59,60,o ,o ,63,62,62,62,62,62,62,47, /*47*/ +/*48*/ 47,62,62,62,62,62,62,57,o ,o ,25,26,27,3 ,6 ,3 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,3 ,14,14,3 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,3 ,6 ,3 ,27,26,25,o ,o ,57,62,62,62,62,62,62,47, /*48*/ +/*49*/ 47,62,62,62,62,62,62,63,o ,o ,60,59,61,3 ,6 ,6 ,6 ,3 ,6 ,6 ,61,6 ,6 ,61,6 ,6 ,6 ,6 ,20,5 ,5 ,5 ,5 ,5 ,5 ,20,6 ,6 ,6 ,6 ,61,6 ,6 ,61,6 ,6 ,3 ,6 ,6 ,6 ,3 ,61,59,60,o ,o ,63,62,62,62,62,62,62,47, /*49*/ +/*50*/ 47,62,62,62,62,62,62,57,o ,o ,1 ,2 ,3 ,3 ,6 ,6 ,6 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,20,5 ,5 ,5 ,5 ,5 ,5 ,20,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,6 ,6 ,6 ,3 ,3 ,2 ,1 ,o ,o ,57,62,62,62,62,62,62,47, /*50*/ +/*51*/ 47,62,62,62,62,62,62,63,o ,o ,60,59,61,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,3 ,3 ,3 ,3 ,5 ,5 ,EE,EE,5 ,5 ,3 ,3 ,3 ,3 ,3 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,6 ,3 ,61,59,60,o ,o ,63,62,62,62,62,62,62,47, /*51*/ +/*52*/ 47,62,62,62,62,62,62,57,o ,o ,1 ,2 ,3 ,3 ,6 ,6 ,6 ,6 ,3 ,3 ,3 ,6 ,6 ,6 ,3 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,3 ,6 ,6 ,6 ,3 ,3 ,3 ,6 ,6 ,6 ,6 ,3 ,3 ,2 ,1 ,o ,o ,57,62,62,62,62,62,62,47, /*52*/ +/*53*/ 47,62,62,62,62,62,62,63,o ,o ,1 ,2 ,2 ,3 ,3 ,3 ,3 ,3 ,3 ,2 ,3 ,3 ,3 ,3 ,3 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,2 ,3 ,3 ,3 ,3 ,3 ,2 ,3 ,3 ,3 ,3 ,3 ,3 ,2 ,2 ,1 ,o ,o ,63,62,62,62,62,62,62,47, /*53*/ +/*54*/ 47,62,62,62,62,62,62,57,o ,o ,1 ,2 ,2 ,2 ,59,2 ,59,2 ,2 ,2 ,2 ,2 ,26,2 ,2 ,2 ,1 ,16,17,18,19,2 ,2 ,19,18,17,16,1 ,2 ,2 ,2 ,26,2 ,2 ,2 ,2 ,2 ,59,2 ,59,2 ,2 ,2 ,1 ,o ,o ,57,62,62,62,62,62,62,47, /*54*/ +/*55*/ 47,62,62,62,62,62,62,63,o ,o ,1 ,1 ,1 ,1 ,60,25,60,1 ,1 ,1 ,1 ,1 ,25,1 ,60,1 ,60,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,1 ,60,1 ,60,1 ,25,1 ,1 ,1 ,1 ,1 ,60,25,60,1 ,1 ,1 ,1 ,o ,o ,63,62,62,62,62,62,62,47, /*55*/ +/*56*/ 47,62,62,62,62,62,62,57,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,57,57,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,57,62,62,62,62,62,62,47, /*56*/ +/*57*/ 47,62,62,62,62,62,62,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,63,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,o ,63,62,62,62,62,62,62,47, /*57*/ +/*58*/ 47,62,62,62,62,62,62,63,63,57,63,57,63,57,63,57,63,23,23,23,23,23,63,57,63,57,63,57,o ,o ,o ,o ,o ,o ,o ,o ,57,63,57,63,57,63,23,23,23,23,23,63,57,63,57,63,57,63,57,63,63,62,62,62,62,62,62,47, /*58*/ +/*59*/ 47,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,63,o ,o ,o ,o ,o ,o ,o ,o ,63,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,47, /*59*/ +/*60*/ 47,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,63,63,63,63,63,63,63,63,63,63,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,47, /*60*/ +/*61*/ 47,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,47, /*61*/ +/*62*/ 47,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,62,47, /*62*/ +/*63*/ 47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47,47 /*63*/ + // 0 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 + #undef AA + #undef BB + #undef CC + #undef DD + #undef EE + #undef o + }, + { // tileDictionary + SFG_TD( 0,31,0,0),SFG_TD(12,31,0,0),SFG_TD(22,31,0,0),SFG_TD(31,31,0,0), // 0 + SFG_TD(31, 0,0,0),SFG_TD(27,31,0,0),SFG_TD(29,31,4,0),SFG_TD(22, 5,1,0), // 4 + SFG_TD( 2,31,0,0),SFG_TD( 4,31,0,0),SFG_TD( 6,31,0,0),SFG_TD( 8,31,0,0), // 8 + SFG_TD(10,31,0,0),SFG_TD(31, 0,3,3),SFG_TD(31,31,3,0),SFG_TD(28,31,4,0), // 12 + SFG_TD(14,31,0,0),SFG_TD(16,31,0,0),SFG_TD(18,31,0,0),SFG_TD(20,31,0,0), // 16 + SFG_TD(29,31,0,0),SFG_TD(31,31,5,0),SFG_TD(31, 0,6,6),SFG_TD( 9,31,0,0), // 20 + SFG_TD(14,15,0,0),SFG_TD(12,31,2,0),SFG_TD(22,31,2,0),SFG_TD(31,31,2,0), // 24 + SFG_TD(14,15,0,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0), // 28 + SFG_TD(13, 4,7,7),SFG_TD( 1,16,7,7),SFG_TD( 9, 4,7,7),SFG_TD( 1,12,7,7), // 32 + SFG_TD( 5,12,7,7),SFG_TD( 1,12,7,7),SFG_TD( 5, 4,7,7),SFG_TD( 1, 4,7,7), // 36 + SFG_TD(14,15,0,0),SFG_TD(31,18,5,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0), // 40 + SFG_TD(14,15,0,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0),SFG_TD( 0,31,7,7), // 44 + SFG_TD( 4,31,0,0),SFG_TD( 0,31,0,0),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0), // 48 + SFG_TD(31,31,7,7),SFG_TD( 0,31,0,7),SFG_TD(14,15,0,0),SFG_TD(14,15,0,0), // 52 + SFG_TD(14,15,0,0),SFG_TD( 4,31,3,0),SFG_TD( 2,31,5,0),SFG_TD(23,31,1,0), // 56 + SFG_TD(13,31,1,0),SFG_TD(30,31,1,0),SFG_TD(31, 0,7,7),SFG_TD( 4,31,0,0) // 60 + }, // tileDictionary + {14,11,1 ,8 ,9 ,5 ,13}, // textureIndices + 7, // doorTextureIndex + 74, // floorColor + 74, // ceilingColor + {55, 13, 160}, // player start: x, y, direction + 2, // backgroundImage + { // elements + {SFG_LEVEL_ELEMENT_BULLETS, {55,2}},{SFG_LEVEL_ELEMENT_BULLETS, {53,2}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {47,2}},{SFG_LEVEL_ELEMENT_ROCKETS, {45,2}}, + {SFG_LEVEL_ELEMENT_HEALTH, {55,4}},{SFG_LEVEL_ELEMENT_HEALTH, {53,4}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {47,4}},{SFG_LEVEL_ELEMENT_ROCKETS, {45,4}}, + {SFG_LEVEL_ELEMENT_PLASMA, {48,6}},{SFG_LEVEL_ELEMENT_PLASMA, {48,7}}, + {SFG_LEVEL_ELEMENT_TELEPORTER, {43,7}},{SFG_LEVEL_ELEMENT_HEALTH, {33,8}}, + {SFG_LEVEL_ELEMENT_HEALTH, {30,8}},{SFG_LEVEL_ELEMENT_BULLETS, {33,10}}, + {SFG_LEVEL_ELEMENT_PLASMA, {30,10}},{SFG_LEVEL_ELEMENT_LOCK2, {63,13}}, + {SFG_LEVEL_ELEMENT_RUIN, {43,13}},{SFG_LEVEL_ELEMENT_RUIN, {43,14}}, + {SFG_LEVEL_ELEMENT_RUIN, {42,15}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {52,17}}, + {SFG_LEVEL_ELEMENT_BARREL, {25,17}},{SFG_LEVEL_ELEMENT_TELEPORTER, {46,19}}, + {SFG_LEVEL_ELEMENT_RUIN, {22,19}},{SFG_LEVEL_ELEMENT_HEALTH, {17,19}}, + {SFG_LEVEL_ELEMENT_BULLETS, {16,19}},{SFG_LEVEL_ELEMENT_HEALTH, {47,21}}, + {SFG_LEVEL_ELEMENT_PLASMA, {46,21}},{SFG_LEVEL_ELEMENT_PLASMA, {17,21}}, + {SFG_LEVEL_ELEMENT_HEALTH, {16,21}},{SFG_LEVEL_ELEMENT_ROCKETS, {47,22}}, + {SFG_LEVEL_ELEMENT_BULLETS, {46,22}},{SFG_LEVEL_ELEMENT_BULLETS, {17,22}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {16,22}},{SFG_LEVEL_ELEMENT_HEALTH, {32,23}}, + {SFG_LEVEL_ELEMENT_HEALTH, {31,23}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {10,23}}, + {SFG_LEVEL_ELEMENT_BARREL, {47,24}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {42,24}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {56,25}},{SFG_LEVEL_ELEMENT_BARREL, {47,25}}, + {SFG_LEVEL_ELEMENT_FINISH, {32,25}},{SFG_LEVEL_ELEMENT_FINISH, {31,25}}, + {SFG_LEVEL_ELEMENT_RUIN, {24,25}},{SFG_LEVEL_ELEMENT_ROCKETS, {7,25}}, + {SFG_LEVEL_ELEMENT_PLASMA, {56,26}},{SFG_LEVEL_ELEMENT_HEALTH, {42,26}}, + {SFG_LEVEL_ELEMENT_COLUMN, {33,26}},{SFG_LEVEL_ELEMENT_COLUMN, {30,26}}, + {SFG_LEVEL_ELEMENT_HEALTH, {21,26}},{SFG_LEVEL_ELEMENT_PLASMA, {7,26}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {56,27}},{SFG_LEVEL_ELEMENT_COLUMN, {33,27}}, + {SFG_LEVEL_ELEMENT_COLUMN, {30,27}},{SFG_LEVEL_ELEMENT_ROCKETS, {7,27}}, + {SFG_LEVEL_ELEMENT_HEALTH, {42,28}},{SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {38,28}}, + {SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {26,28}},{SFG_LEVEL_ELEMENT_HEALTH, {21,28}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {39,29}},{SFG_LEVEL_ELEMENT_LOCK2, {32,29}}, + {SFG_LEVEL_ELEMENT_LOCK2, {31,29}},{SFG_LEVEL_ELEMENT_ROCKETS, {25,29}}, + {SFG_LEVEL_ELEMENT_BULLETS, {33,30}},{SFG_LEVEL_ELEMENT_BULLETS, {30,30}}, + {SFG_LEVEL_ELEMENT_MONSTER_ENDER, {40,32}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {31,32}}, + {SFG_LEVEL_ELEMENT_MONSTER_ENDER, {23,32}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {55,33}}, + {SFG_LEVEL_ELEMENT_HEALTH, {52,33}},{SFG_LEVEL_ELEMENT_HEALTH, {11,33}}, + {SFG_LEVEL_ELEMENT_HEALTH, {52,34}},{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {45,34}}, + {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {19,34}},{SFG_LEVEL_ELEMENT_HEALTH, {11,34}}, + {SFG_LEVEL_ELEMENT_MONSTER_ENDER, {31,35}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {27,36}}, + {SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {39,37}},{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {35,37}}, + {SFG_LEVEL_ELEMENT_MONSTER_DESTROYER, {24,37}},{SFG_LEVEL_ELEMENT_PLASMA, {43,39}}, + {SFG_LEVEL_ELEMENT_PLASMA, {20,39}},{SFG_LEVEL_ELEMENT_HEALTH, {32,40}}, + {SFG_LEVEL_ELEMENT_HEALTH, {31,40}},{SFG_LEVEL_ELEMENT_BARREL, {43,41}}, + {SFG_LEVEL_ELEMENT_BARREL, {42,41}},{SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {38,41}}, + {SFG_LEVEL_ELEMENT_MONSTER_EXPLODER, {25,41}},{SFG_LEVEL_ELEMENT_BARREL, {20,41}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {56,42}},{SFG_LEVEL_ELEMENT_BARREL, {43,42}}, + {SFG_LEVEL_ELEMENT_BARREL, {42,42}},{SFG_LEVEL_ELEMENT_BARREL, {21,42}}, + {SFG_LEVEL_ELEMENT_BARREL, {19,42}},{SFG_LEVEL_ELEMENT_ROCKETS, {7,42}}, + {SFG_LEVEL_ELEMENT_PLASMA, {56,43}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {52,43}}, + {SFG_LEVEL_ELEMENT_BARREL, {32,43}},{SFG_LEVEL_ELEMENT_BARREL, {31,43}}, + {SFG_LEVEL_ELEMENT_BARREL, {30,43}},{SFG_LEVEL_ELEMENT_BARREL, {20,43}}, + {SFG_LEVEL_ELEMENT_PLASMA, {7,43}},{SFG_LEVEL_ELEMENT_HEALTH, {32,45}}, + {SFG_LEVEL_ELEMENT_HEALTH, {31,45}},{SFG_LEVEL_ELEMENT_ROCKETS, {49,50}}, + {SFG_LEVEL_ELEMENT_HEALTH, {48,50}},{SFG_LEVEL_ELEMENT_HEALTH, {15,50}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {14,50}},{SFG_LEVEL_ELEMENT_PLASMA, {49,51}}, + {SFG_LEVEL_ELEMENT_BULLETS, {48,51}},{SFG_LEVEL_ELEMENT_BULLETS, {15,51}}, + {SFG_LEVEL_ELEMENT_PLASMA, {14,51}},{SFG_LEVEL_ELEMENT_RUIN, {31,52}}, + {SFG_LEVEL_ELEMENT_RUIN, {36,53}},{SFG_LEVEL_ELEMENT_RUIN, {35,53}}, + {SFG_LEVEL_ELEMENT_RUIN, {34,53}},{SFG_LEVEL_ELEMENT_RUIN, {33,53}}, + {SFG_LEVEL_ELEMENT_RUIN, {32,53}},{SFG_LEVEL_ELEMENT_RUIN, {28,53}}, + {SFG_LEVEL_ELEMENT_RUIN, {27,53}},{SFG_LEVEL_ELEMENT_MONSTER_TURRET, {25,53}}, + {SFG_LEVEL_ELEMENT_BARREL, {18,54}},{SFG_LEVEL_ELEMENT_HEALTH, {55,57}}, + {SFG_LEVEL_ELEMENT_HEALTH, {8,57}},{SFG_LEVEL_ELEMENT_MONSTER_PLASMABOT, {33,58}}, + {SFG_LEVEL_ELEMENT_ROCKETS, {32,59}},{SFG_LEVEL_ELEMENT_PLASMA, {31,59}}, + {SFG_LEVEL_ELEMENT_NONE, {0,0}},{SFG_LEVEL_ELEMENT_NONE, {0,0}} + }, // elements + } // level + ; + +static const SFG_Level * SFG_levels[SFG_NUMBER_OF_LEVELS] = +{ + &SFG_level0, &SFG_level1, &SFG_level2, &SFG_level3, &SFG_level4, &SFG_level5, + &SFG_level6, &SFG_level7, &SFG_level8, &SFG_level9 +}; + +#endif // guard + diff --git a/demos/ports/anarch/palette.h b/demos/ports/anarch/palette.h new file mode 100644 index 0000000..ec66ee2 --- /dev/null +++ b/demos/ports/anarch/palette.h @@ -0,0 +1,98 @@ +/* + @file palette.h + + General purpose HSV-based 256 color palette. + + by Miloslav Ciz (drummyfish), 2019 + + Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/) + plus a waiver of all other intellectual property. The goal of this work is + be and remain completely in the public domain forever, available for any use + whatsoever. +*/ + +#ifndef PALETTE_256_H +#define PALETTE_256_H + +SFG_PROGRAM_MEMORY uint16_t paletteRGB565[256] = { +#if 1 +// manually adjusted, more saturated palette +0, 6371, 14855, 27436, 38066, 48631, 59228, 65535, 6241, 14563, 24966, 33320, +43755, 52142, 62577, 64885, 6337, 16772, 25190, 35689, 44139, 52559, 63058, +65333, 6402, 14851, 23334, 31816, 40268, 50830, 59314, 65526, 4354, 10755, +15174, 21576, 30027, 36462, 42929, 51190, 2306, 8709, 13096, 19532, 25935, +30323, 36790, 47098, 4356, 8711, 15115, 19536, 27956, 32377, 38846, 47103, +4227, 8519, 12812, 17136, 25588, 31961, 38334, 46751, 2115, 8424, 14732, 21040, +27380, 33721, 40030, 48511, 6244, 12520, 22924, 31280, 39669, 48089, 56445, +64927, 8290, 16614, 24969, 33325, 43761, 52148, 62585, 64892, 10240, 18464, +26657, 38946, 47202, 55524, 63781, 64074, 10400, 18753, 27170, 37601, 48034, +56421, 64837, 65002, 6496, 14944, 23425, 31937, 40418, 48869, 57317, 61418, +352, 4704, 7041, 7362, 15842, 20196, 24550, 30697, 354, 611, 2949, 5288, 7658, +12013, 8175, 20467, 357, 617, 910, 5298, 9686, 7931, 14335, 24575, 69, 233, +4461, 4594, 8918, 2907, 13311, 19679, 4133, 2089, 4173, 8306, 10455, 16667, +20863, 27263, 6149, 14377, 22574, 28819, 39063, 45371, 53631, 57983, 10242, +18469, 26664, 38987, 47247, 55537, 63797, 64119, 10272, 18432, 26624, 34848, +45056, 53312, 61504, 63520, 10336, 18624, 26976, 35296, 45728, 54048, 62400, +64609, 8544, 16992, 25440, 31872, 42400, 50880, 59328, 65504, 4448, 2656, +7008, 11392, 13728, 14016, 20416, 26593, 2400, 608, 864, 3200, 5504, 1698, +1985, 2019, 353, 614, 872, 1163, 1422, 1713, 2005, 2039, 197, 361, 557, 753, +950, 5273, 1406, 9759, 5, 9, 2093, 81, 4214, 186, 2270, 351, 2052, 4105, 4109, +8209, 8278, 12314, 16414, 18527, 10245, 14378, 22541, 30738, 38934, 47130, 55326, +61471, 10241, 18435, 26630, 34824, 45066, 53293, 61519, 63601 +#else +// original palette +0, 8484, 19017, 27501, 38034, 46518, 57051, 65535, 8354, 16709, 25096, 33450, +41805, 50192, 58546, 64853, 8386, 16805, 25224, 33642, 42061, 50480, 58898, +65269, 6402, 14853, 23304, 29706, 38157, 46608, 55058, 61429, 4354, 10757, +17160, 23562, 29965, 36368, 42770, 49141, 4355, 10758, 17161, 21516, 27920, +34323, 38678, 45049, 4323, 10759, 17163, 21519, 27923, 34327, 38683, 45055, +4292, 10632, 17004, 21296, 27668, 34008, 38300, 44671, 4260, 10568, 16908, +23216, 29524, 35864, 42172, 48479, 6308, 14664, 23052, 29360, 37716, 46104, +54460, 60767, 8355, 16710, 25098, 33453, 41809, 50196, 58552, 64859, 8257, +16546, 24836, 33093, 41382, 49672, 57929, 64170, 8353, 16738, 25124, 33509, +41894, 50248, 58633, 64970, 6401, 12802, 21252, 27653, 36102, 42504, 50953, +57322, 2305, 6658, 11012, 15365, 19718, 24072, 28425, 32746, 2306, 4612, 8967, +11273, 13580, 17934, 20240, 22515, 2307, 4615, 8971, 11279, 13587, 17943, 20251, +22527, 2180, 4392, 8652, 10864, 13076, 17304, 19516, 21727, 2116, 6312, 10508, +14672, 18868, 23064, 25180, 29375, 6212, 12456, 20748, 26960, 35252, 41496, +49756, 55999, 8258, 16549, 24840, 33099, 41390, 49681, 57940, 64183, 8192, +16384, 24576, 32768, 40960, 49152, 57344, 63488, 8320, 16640, 24960, 33312, +41632, 49952, 58304, 64576, 6400, 14848, 23296, 29696, 38144, 46592, 52992, +61408, 2304, 6656, 8960, 13312, 15616, 19968, 22272, 26592, 256, 513, 769, 1026, +1283, 1539, 1796, 2021, 258, 517, 776, 1035, 1294, 1552, 1811, 2038, 164, 360, +556, 752, 948, 1144, 1308, 1503, 36, 104, 140, 208, 244, 312, 348, 415, 2052, +4104, 8204, 10256, 14356, 16408, 18460, 22559, 6148, 14344, 20492, 28688, 34836, +43032, 51228, 57375, 8194, 16388, 24582, 32777, 40971, 49165, 57359, 63505 +#endif +}; + +/** Adds value (brightness), possibly negative, to given color (represented by + its palette index). If you know you'll only be either adding or substracting, + use plusValue() or minusValue() functions, which should be faster. */ +static inline uint8_t palette_addValue(uint8_t color, int8_t add) +{ + uint8_t newValue = color + add; + + if ((newValue >> 3) == (color >> 3)) + return newValue; + else + return add > 0 ? (color | 0x07) : 0; +} + +/** Adds a positive value (brightness) to given color (represented by its + palette index). This should be a little bit faster than addValue(). */ +static inline uint8_t palette_plusValue(uint8_t color, uint8_t plus) +{ + uint8_t newValue = color + plus; + return ((newValue >> 3) == (color >> 3)) ? newValue : (color | 0x07); +} + +/** Substracts a positive value (brightness) from given color (represented by + its palette index). This should be a little bit faster than addValue(). */ +static inline uint8_t palette_minusValue(uint8_t color, uint8_t minus) +{ + uint8_t newValue = color - minus; + return ((newValue >> 3) == (color >> 3)) ? newValue : 0; +} + +#endif //guard diff --git a/demos/ports/anarch/raycastlib.h b/demos/ports/anarch/raycastlib.h new file mode 100644 index 0000000..3b31a61 --- /dev/null +++ b/demos/ports/anarch/raycastlib.h @@ -0,0 +1,2066 @@ +#ifndef RAYCASTLIB_H +#define RAYCASTLIB_H + +/** + raycastlib (RCL) - Small C header-only raycasting library for embedded and + low performance computers, such as Arduino. Only uses integer math and stdint + standard library. + + Check the defines below to fine-tune accuracy vs performance! Don't forget + to compile with optimizations. + + Before including the library define RCL_PIXEL_FUNCTION to the name of the + function (with RCL_PixelFunction signature) that will render your pixels! + + - All public (and most private) library identifiers start with RCL_. + - Game field's bottom left corner is at [0,0]. + - X axis goes right in the ground plane. + - Y axis goes up in the ground plane. + - Height means the Z (vertical) coordinate. + - Each game square is RCL_UNITS_PER_SQUARE * RCL_UNITS_PER_SQUARE points. + - Angles are in RCL_Units, 0 means pointing right (x+) and positively rotates + clockwise. A full angle has RCL_UNITS_PER_SQUARE RCL_Units. + - Most things are normalized with RCL_UNITS_PER_SQUARE (sin, cos, vector + unit length, texture coordinates etc.). + - Screen coordinates are normal: [0,0] = top left, x goes right, y goes down. + + author: Miloslav "drummyfish" Ciz + license: CC0 1.0 + version: 0.908d + + Version numbering: major.minor[d], id 'd' is appended, this is a + in-development version based on the previous stable major.minor version. Two + 'd' versions with the same version number, .e.g. 1.0d, may be different. +*/ + +#include + +#ifndef RCL_RAYCAST_TINY /** Turns on super efficient version of this library. + Only use if neccesarry, looks ugly. Also not done + yet. */ + #define RCL_UNITS_PER_SQUARE 1024 /**< Number of RCL_Units in a side of a + spatial square. */ + typedef int32_t RCL_Unit; /**< Smallest spatial unit, there is + RCL_UNITS_PER_SQUARE units in a square's + length. This effectively serves the purpose of + a fixed-point arithmetic. */ + #define RCL_INFINITY 2000000000 +#else + #define RCL_UNITS_PER_SQUARE 32 + typedef int16_t RCL_Unit; + #define RCL_INFINITY 30000 + #define RCL_USE_DIST_APPROX 2 +#endif + +#ifndef RCL_COMPUTE_WALL_TEXCOORDS +#define RCL_COMPUTE_WALL_TEXCOORDS 1 +#endif + +#ifndef RCL_COMPUTE_FLOOR_TEXCOORDS +#define RCL_COMPUTE_FLOOR_TEXCOORDS 0 +#endif + +#ifndef RCL_FLOOR_TEXCOORDS_HEIGHT +#define RCL_FLOOR_TEXCOORDS_HEIGHT 0 /** If RCL_COMPUTE_FLOOR_TEXCOORDS == 1, + this says for what height level the + texture coords will be computed for + (for simplicity/performance only one + level is allowed). */ +#endif + +#ifndef RCL_USE_COS_LUT +#define RCL_USE_COS_LUT 0 /**< type of look up table for cos function: + 0: none (compute) + 1: 64 items + 2: 128 items */ +#endif + +#ifndef RCL_USE_DIST_APPROX +#define RCL_USE_DIST_APPROX 0 /**< What distance approximation to use: + 0: none (compute full Euclidean distance) + 1: accurate approximation + 2: octagonal approximation (LQ) */ +#endif + +#ifndef RCL_RECTILINEAR +#define RCL_RECTILINEAR 1 /**< Whether to use rectilinear perspective (normally + used), or curvilinear perspective (fish eye). */ +#endif + +#ifndef RCL_TEXTURE_VERTICAL_STRETCH +#define RCL_TEXTURE_VERTICAL_STRETCH 1 /**< Whether textures should be + stretched to wall height (possibly + slightly slower if on). */ +#endif + +#ifndef RCL_COMPUTE_FLOOR_DEPTH +#define RCL_COMPUTE_FLOOR_DEPTH 1 /**< Whether depth should be computed for + floor pixels - turns this off if not + needed. */ +#endif + +#ifndef RCL_COMPUTE_CEILING_DEPTH +#define RCL_COMPUTE_CEILING_DEPTH 1 /**< As RCL_COMPUTE_FLOOR_DEPTH but for + ceiling. */ +#endif + +#ifndef RCL_ROLL_TEXTURE_COORDS +#define RCL_ROLL_TEXTURE_COORDS 1 /**< Says whether rolling doors should also + roll the texture coordinates along (mostly + desired for doors). */ +#endif + +#ifndef RCL_VERTICAL_FOV +#define RCL_VERTICAL_FOV (RCL_UNITS_PER_SQUARE / 3) +#endif + +#define RCL_VERTICAL_FOV_TAN (RCL_VERTICAL_FOV * 4) ///< tan approximation + +#ifndef RCL_HORIZONTAL_FOV +#define RCL_HORIZONTAL_FOV (RCL_UNITS_PER_SQUARE / 4) +#endif + +#define RCL_HORIZONTAL_FOV_TAN (RCL_HORIZONTAL_FOV * 4) + +#define RCL_HORIZONTAL_FOV_HALF (RCL_HORIZONTAL_FOV / 2) + +#ifndef RCL_CAMERA_COLL_RADIUS +#define RCL_CAMERA_COLL_RADIUS RCL_UNITS_PER_SQUARE / 4 +#endif + +#ifndef RCL_CAMERA_COLL_HEIGHT_BELOW +#define RCL_CAMERA_COLL_HEIGHT_BELOW RCL_UNITS_PER_SQUARE +#endif + +#ifndef RCL_CAMERA_COLL_HEIGHT_ABOVE +#define RCL_CAMERA_COLL_HEIGHT_ABOVE (RCL_UNITS_PER_SQUARE / 3) +#endif + +#ifndef RCL_CAMERA_COLL_STEP_HEIGHT +#define RCL_CAMERA_COLL_STEP_HEIGHT (RCL_UNITS_PER_SQUARE / 2) +#endif + +#ifndef RCL_TEXTURE_INTERPOLATION_SCALE + #define RCL_TEXTURE_INTERPOLATION_SCALE 1024 /**< This says scaling of fixed + poit vertical texture coord + computation. This should be power + of two! Higher number can look more + accurate but may cause overflow. */ +#endif + +#define RCL_HORIZON_DEPTH (11 * RCL_UNITS_PER_SQUARE) /**< What depth the + horizon has (the floor + depth is only + approximated with the + help of this + constant). */ +#ifndef RCL_VERTICAL_DEPTH_MULTIPLY +#define RCL_VERTICAL_DEPTH_MULTIPLY 2 /**< Defines a multiplier of height + difference when approximating floor/ceil + depth. */ +#endif + +#define RCL_min(a,b) ((a) < (b) ? (a) : (b)) +#define RCL_max(a,b) ((a) > (b) ? (a) : (b)) +#define RCL_nonZero(v) ((v) + ((v) == 0)) ///< To prevent zero divisions. +#define RCL_zeroClamp(x) ((x) * ((x) >= 0)) +#define RCL_likely(cond) __builtin_expect(!!(cond),1) +#define RCL_unlikely(cond) __builtin_expect(!!(cond),0) + +#define RCL_logV2D(v)\ + printf("[%d,%d]\n",v.x,v.y); + +#define RCL_logRay(r){\ + printf("ray:\n");\ + printf(" start: ");\ + RCL_logV2D(r.start);\ + printf(" dir: ");\ + RCL_logV2D(r.direction);} + +#define RCL_logHitResult(h){\ + printf("hit:\n");\ + printf(" square: ");\ + RCL_logV2D(h.square);\ + printf(" pos: ");\ + RCL_logV2D(h.position);\ + printf(" dist: %d\n", h.distance);\ + printf(" dir: %d\n", h.direction);\ + printf(" texcoord: %d\n", h.textureCoord);} + +#define RCL_logPixelInfo(p){\ + printf("pixel:\n");\ + printf(" position: ");\ + RCL_logV2D(p.position);\ + printf(" texCoord: ");\ + RCL_logV2D(p.texCoords);\ + printf(" depth: %d\n", p.depth);\ + printf(" height: %d\n", p.height);\ + printf(" wall: %d\n", p.isWall);\ + printf(" hit: ");\ + RCL_logHitResult(p.hit);\ + } + +#define RCL_logCamera(c){\ + printf("camera:\n");\ + printf(" position: ");\ + RCL_logV2D(c.position);\ + printf(" height: %d\n",c.height);\ + printf(" direction: %d\n",c.direction);\ + printf(" shear: %d\n",c.shear);\ + printf(" resolution: %d x %d\n",c.resolution.x,c.resolution.y);\ + } + +/// Position in 2D space. +typedef struct +{ + RCL_Unit x; + RCL_Unit y; +} RCL_Vector2D; + +typedef struct +{ + RCL_Vector2D start; + RCL_Vector2D direction; +} RCL_Ray; + +typedef struct +{ + RCL_Unit distance; /**< Distance to the hit position, or -1 if no + collision happened. If RCL_RECTILINEAR != 0, then + the distance is perpendicular to the projection + plane (fish eye correction), otherwise it is + the straight distance to the ray start + position. */ + uint8_t direction; /**< Direction of hit. The convention for angle + units is explained above. */ + RCL_Unit textureCoord; /**< Normalized (0 to RCL_UNITS_PER_SQUARE - 1) + texture coordinate (horizontal). */ + RCL_Vector2D square; ///< Collided square coordinates. + RCL_Vector2D position; ///< Exact collision position in RCL_Units. + RCL_Unit arrayValue; /** Value returned by array function (most often + this will be the floor height). */ + RCL_Unit type; /**< Integer identifying type of square (number + returned by type function, e.g. texture + index).*/ + RCL_Unit doorRoll; ///< Holds value of door roll. +} RCL_HitResult; + +typedef struct +{ + RCL_Vector2D position; + RCL_Unit direction; // TODO: rename to "angle" to keep consistency + RCL_Vector2D resolution; + int16_t shear; /**< Shear offset in pixels (0 => no shear), can simulate + looking up/down. */ + RCL_Unit height; +} RCL_Camera; + +/** + Holds an information about a single rendered pixel (for a pixel function + that works as a fragment shader). +*/ +typedef struct +{ + RCL_Vector2D position; ///< On-screen position. + int8_t isWall; ///< Whether the pixel is a wall or a floor/ceiling. + int8_t isFloor; ///< Whether the pixel is floor or ceiling. + int8_t isHorizon; ///< If the pixel belongs to horizon segment. + RCL_Unit depth; ///< Corrected depth. + RCL_Unit wallHeight;///< Only for wall pixels, says its height. + RCL_Unit height; ///< World height (mostly for floor). + RCL_HitResult hit; ///< Corresponding ray hit. + RCL_Vector2D texCoords; /**< Normalized (0 to RCL_UNITS_PER_SQUARE - 1) + texture coordinates. */ +} RCL_PixelInfo; + +void RCL_PIXEL_FUNCTION (RCL_PixelInfo *pixel); + +typedef struct +{ + uint16_t maxHits; + uint16_t maxSteps; +} RCL_RayConstraints; + +/** + Function used to retrieve some information about cells of the rendered scene. + It should return a characteristic of given square as an integer (e.g. square + height, texture index, ...) - between squares that return different numbers + there is considered to be a collision. + + This function should be as fast as possible as it will typically be called + very often. +*/ +typedef RCL_Unit (*RCL_ArrayFunction)(int16_t x, int16_t y); +/* + TODO: maybe array functions should be replaced by defines of funtion names + like with pixelFunc? Could be more efficient than function pointers. +*/ + +/** + Function that renders a single pixel at the display. It is handed an info + about the pixel it should draw. + + This function should be as fast as possible as it will typically be called + very often. +*/ +typedef void (*RCL_PixelFunction)(RCL_PixelInfo *info); + +typedef void + (*RCL_ColumnFunction)(RCL_HitResult *hits, uint16_t hitCount, uint16_t x, + RCL_Ray ray); + +/** + Simple-interface function to cast a single ray. + + @return The first collision result. +*/ +RCL_HitResult RCL_castRay(RCL_Ray ray, RCL_ArrayFunction arrayFunc); + +/** + Casts a 3D ray in 3D environment with floor and optional ceiling + (ceilingHeightFunc can be 0). This can be useful for hitscan shooting, + visibility checking etc. + + @return normalized ditance (0 to RCL_UNITS_PER_SQUARE) along the ray at which + the environment was hit, RCL_UNITS_PER_SQUARE means nothing was hit +*/ +RCL_Unit RCL_castRay3D( + RCL_Vector2D pos1, RCL_Unit height1, RCL_Vector2D pos2, RCL_Unit height2, + RCL_ArrayFunction floorHeightFunc, RCL_ArrayFunction ceilingHeightFunc, + RCL_RayConstraints constraints); + +/** + Maps a single point in the world to the screen (2D position + depth). +*/ +RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height, + RCL_Camera camera); + +/** + Casts a single ray and returns a list of collisions. + + @param ray ray to be cast, if RCL_RECTILINEAR != 0 then the computed hit + distance is divided by the ray direction vector length (to correct + the fish eye effect) + @param arrayFunc function that will be used to determine collisions (hits) + with the ray (squares for which this function returns different values + are considered to have a collision between them), this will typically + be a function returning floor height + @param typeFunc optional (can be 0) function - if provided, it will be used + to mark the hit result with the number returned by this function + (it can be e.g. a texture index) + @param hitResults array in which the hit results will be stored (has to be + preallocated with at space for at least as many hit results as + maxHits specified with the constraints parameter) + @param hitResultsLen in this variable the number of hit results will be + returned + @param constraints specifies constraints for the ray cast +*/ +void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc, + RCL_ArrayFunction typeFunc, RCL_HitResult *hitResults, + uint16_t *hitResultsLen, RCL_RayConstraints constraints); + +RCL_Vector2D RCL_angleToDirection(RCL_Unit angle); + +/** +Cos function. + +@param input to cos in RCL_Units (RCL_UNITS_PER_SQUARE = 2 * pi = 360 degrees) +@return RCL_normalized output in RCL_Units (from -RCL_UNITS_PER_SQUARE to + RCL_UNITS_PER_SQUARE) +*/ +RCL_Unit RCL_cos(RCL_Unit input); + +RCL_Unit RCL_sin(RCL_Unit input); + +RCL_Unit RCL_tan(RCL_Unit input); + +RCL_Unit RCL_ctg(RCL_Unit input); + +/// Normalizes given vector to have RCL_UNITS_PER_SQUARE length. +RCL_Vector2D RCL_normalize(RCL_Vector2D v); + +/// Computes a cos of an angle between two vectors. +RCL_Unit RCL_vectorsAngleCos(RCL_Vector2D v1, RCL_Vector2D v2); + +uint16_t RCL_sqrt(RCL_Unit value); +RCL_Unit RCL_dist(RCL_Vector2D p1, RCL_Vector2D p2); +RCL_Unit RCL_len(RCL_Vector2D v); + +/** + Converts an angle in whole degrees to an angle in RCL_Units that this library + uses. +*/ +RCL_Unit RCL_degreesToUnitsAngle(int16_t degrees); + +///< Computes the change in size of an object due to perspective (vertical FOV). +RCL_Unit RCL_perspectiveScaleVertical(RCL_Unit originalSize, RCL_Unit distance); + +RCL_Unit RCL_perspectiveScaleVerticalInverse(RCL_Unit originalSize, + RCL_Unit scaledSize); + +RCL_Unit + RCL_perspectiveScaleHorizontal(RCL_Unit originalSize, RCL_Unit distance); + +RCL_Unit RCL_perspectiveScaleHorizontalInverse(RCL_Unit originalSize, + RCL_Unit scaledSize); + +/** + Casts rays for given camera view and for each hit calls a user provided + function. +*/ +void RCL_castRaysMultiHit(RCL_Camera cam, RCL_ArrayFunction arrayFunc, + RCL_ArrayFunction typeFunction, RCL_ColumnFunction columnFunc, + RCL_RayConstraints constraints); + +/** + Using provided functions, renders a complete complex (multilevel) camera + view. + + This function should render each screen pixel exactly once. + + function rendering summary: + - performance: slower + - accuracy: higher + - wall textures: yes + - different wall heights: yes + - floor/ceiling textures: no + - floor geometry: yes, multilevel + - ceiling geometry: yes (optional), multilevel + - rolling door: no + - camera shearing: yes + - rendering order: left-to-right, not specifically ordered vertically + + @param cam camera whose view to render + @param floorHeightFunc function that returns floor height (in RCL_Units) + @param ceilingHeightFunc same as floorHeightFunc but for ceiling, can also be + 0 (no ceiling will be rendered) + @param typeFunction function that says a type of square (e.g. its texture + index), can be 0 (no type in hit result) + @param pixelFunc callback function to draw a single pixel on screen + @param constraints constraints for each cast ray +*/ +void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc, + RCL_ArrayFunction ceilingHeightFunc, RCL_ArrayFunction typeFunction, + RCL_RayConstraints constraints); + +/** + Renders given camera view, with help of provided functions. This function is + simpler and faster than RCL_renderComplex(...) and is meant to be rendering + flat levels. + + function rendering summary: + - performance: faster + - accuracy: lower + - wall textures: yes + - different wall heights: yes + - floor/ceiling textures: yes (only floor, you can mirror it for ceiling) + - floor geometry: no (just flat floor, with depth information) + - ceiling geometry: no (just flat ceiling, with depth information) + - rolling door: yes + - camera shearing: no + - rendering order: left-to-right, top-to-bottom + + Additionally this function supports rendering rolling doors. + + This function should render each screen pixel exactly once. + + @param rollFunc function that for given square says its door roll in + RCL_Units (0 = no roll, RCL_UNITS_PER_SQUARE = full roll right, + -RCL_UNITS_PER_SQUARE = full roll left), can be zero (no rolling door, + rendering should also be faster as fewer intersections will be tested) +*/ +void RCL_renderSimple(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc, + RCL_ArrayFunction typeFunc, RCL_ArrayFunction rollFunc, + RCL_RayConstraints constraints); + +/** + Function that moves given camera and makes it collide with walls and + potentially also floor and ceilings. It's meant to help implement player + movement. + + @param camera camera to move + @param planeOffset offset to move the camera in + @param heightOffset height offset to move the camera in + @param floorHeightFunc function used to retrieve the floor height + @param ceilingHeightFunc function for retrieving ceiling height, can be 0 + (camera won't collide with ceiling) + @param computeHeight whether to compute height - if false (0), floor and + ceiling functions won't be used and the camera will + only collide horizontally with walls (good for simpler + game, also faster) + @param force if true, forces to recompute collision even if position doesn't + change +*/ +void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset, + RCL_Unit heightOffset, RCL_ArrayFunction floorHeightFunc, + RCL_ArrayFunction ceilingHeightFunc, int8_t computeHeight, int8_t force); + +void RCL_initCamera(RCL_Camera *camera); +void RCL_initRayConstraints(RCL_RayConstraints *constraints); + +//============================================================================= +// privates + +#define _RCL_UNUSED(what) (void)(what); + +// global helper variables, for precomputing stuff etc. +RCL_Camera _RCL_camera; +RCL_Unit _RCL_horizontalDepthStep = 0; +RCL_Unit _RCL_startFloorHeight = 0; +RCL_Unit _RCL_startCeil_Height = 0; +RCL_Unit _RCL_camResYLimit = 0; +RCL_Unit _RCL_middleRow = 0; +RCL_ArrayFunction _RCL_floorFunction = 0; +RCL_ArrayFunction _RCL_ceilFunction = 0; +RCL_Unit _RCL_fHorizontalDepthStart = 0; +RCL_Unit _RCL_cHorizontalDepthStart = 0; +int16_t _RCL_cameraHeightScreen = 0; +RCL_ArrayFunction _RCL_rollFunction = 0; // says door rolling +RCL_Unit *_RCL_floorPixelDistances = 0; +RCL_Unit _RCL_fovCorrectionFactors[2] = {0,0}; //correction for hor/vert fov + +RCL_Unit RCL_clamp(RCL_Unit value, RCL_Unit valueMin, RCL_Unit valueMax) +{ + if (value >= valueMin) + { + if (value <= valueMax) + return value; + else + return valueMax; + } + else + return valueMin; +} + +static inline RCL_Unit RCL_abs(RCL_Unit value) +{ + return value * (((value >= 0) << 1) - 1); +} + +/// Like mod, but behaves differently for negative values. +static inline RCL_Unit RCL_wrap(RCL_Unit value, RCL_Unit mod) +{ + RCL_Unit cmp = value < 0; + return cmp * mod + (value % mod) - cmp; +} + +/// Performs division, rounding down, NOT towards zero. +static inline RCL_Unit RCL_divRoundDown(RCL_Unit value, RCL_Unit divisor) +{ + return value / divisor - ((value >= 0) ? 0 : 1); +} + +// Bhaskara's cosine approximation formula +#define trigHelper(x) (((RCL_Unit) RCL_UNITS_PER_SQUARE) *\ + (RCL_UNITS_PER_SQUARE / 2 * RCL_UNITS_PER_SQUARE / 2 - 4 * (x) * (x)) /\ + (RCL_UNITS_PER_SQUARE / 2 * RCL_UNITS_PER_SQUARE / 2 + (x) * (x))) + +#if RCL_USE_COS_LUT == 1 + + #ifdef RCL_RAYCAST_TINY + const RCL_Unit cosLUT[64] = + { + 16,14,11,6,0,-6,-11,-14,-15,-14,-11,-6,0,6,11,14 + }; + #else + const RCL_Unit cosLUT[64] = + { + 1024,1019,1004,979,946,903,851,791,724,649,568,482,391,297,199,100,0,-100, + -199,-297,-391,-482,-568,-649,-724,-791,-851,-903,-946,-979,-1004,-1019, + -1023,-1019,-1004,-979,-946,-903,-851,-791,-724,-649,-568,-482,-391,-297, + -199,-100,0,100,199,297,391,482,568,649,724,791,851,903,946,979,1004,1019 + }; + #endif + +#elif RCL_USE_COS_LUT == 2 +const RCL_Unit cosLUT[128] = +{ + 1024,1022,1019,1012,1004,993,979,964,946,925,903,878,851,822,791,758,724, + 687,649,609,568,526,482,437,391,344,297,248,199,150,100,50,0,-50,-100,-150, + -199,-248,-297,-344,-391,-437,-482,-526,-568,-609,-649,-687,-724,-758,-791, + -822,-851,-878,-903,-925,-946,-964,-979,-993,-1004,-1012,-1019,-1022,-1023, + -1022,-1019,-1012,-1004,-993,-979,-964,-946,-925,-903,-878,-851,-822,-791, + -758,-724,-687,-649,-609,-568,-526,-482,-437,-391,-344,-297,-248,-199,-150, + -100,-50,0,50,100,150,199,248,297,344,391,437,482,526,568,609,649,687,724, + 758,791,822,851,878,903,925,946,964,979,993,1004,1012,1019,1022 +}; +#endif + +RCL_Unit RCL_cos(RCL_Unit input) +{ + input = RCL_wrap(input,RCL_UNITS_PER_SQUARE); + +#if RCL_USE_COS_LUT == 1 + + #ifdef RCL_RAYCAST_TINY + return cosLUT[input]; + #else + return cosLUT[input / 16]; + #endif + +#elif RCL_USE_COS_LUT == 2 + return cosLUT[input / 8]; +#else + if (input < RCL_UNITS_PER_SQUARE / 4) + return trigHelper(input); + else if (input < RCL_UNITS_PER_SQUARE / 2) + return -1 * trigHelper(RCL_UNITS_PER_SQUARE / 2 - input); + else if (input < 3 * RCL_UNITS_PER_SQUARE / 4) + return -1 * trigHelper(input - RCL_UNITS_PER_SQUARE / 2); + else + return trigHelper(RCL_UNITS_PER_SQUARE - input); +#endif +} + +#undef trigHelper + +RCL_Unit RCL_sin(RCL_Unit input) +{ + return RCL_cos(input - RCL_UNITS_PER_SQUARE / 4); +} + +RCL_Unit RCL_tan(RCL_Unit input) +{ + return (RCL_sin(input) * RCL_UNITS_PER_SQUARE) / RCL_nonZero(RCL_cos(input) +); + + return (RCL_sin(input) * RCL_UNITS_PER_SQUARE) / RCL_nonZero(RCL_cos(input)); +} + +RCL_Unit RCL_ctg(RCL_Unit input) +{ + return (RCL_cos(input) * RCL_UNITS_PER_SQUARE) / RCL_sin(input); +} + +RCL_Vector2D RCL_angleToDirection(RCL_Unit angle) +{ + RCL_Vector2D result; + + result.x = RCL_cos(angle); + result.y = -1 * RCL_sin(angle); + + return result; +} + +uint16_t RCL_sqrt(RCL_Unit value) +{ +#ifdef RCL_RAYCAST_TINY + uint16_t result = 0; + uint16_t a = value; + uint16_t b = 1u << 14; +#else + uint32_t result = 0; + uint32_t a = value; + uint32_t b = 1u << 30; +#endif + + while (b > a) + b >>= 2; + + while (b != 0) + { + if (a >= result + b) + { + a -= result + b; + result = result + 2 * b; + } + + b >>= 2; + result >>= 1; + } + + return result; +} + +RCL_Unit RCL_dist(RCL_Vector2D p1, RCL_Vector2D p2) +{ + RCL_Unit dx = p2.x - p1.x; + RCL_Unit dy = p2.y - p1.y; + +#if RCL_USE_DIST_APPROX == 2 + // octagonal approximation + + dx = RCL_abs(dx); + dy = RCL_abs(dy); + + return dy > dx ? dx / 2 + dy : dy / 2 + dx; +#elif RCL_USE_DIST_APPROX == 1 + // more accurate approximation + + RCL_Unit a, b, result; + + dx = ((dx < 0) * 2 - 1) * dx; + dy = ((dy < 0) * 2 - 1) * dy; + + if (dx < dy) + { + a = dy; + b = dx; + } + else + { + a = dx; + b = dy; + } + + result = a + (44 * b) / 102; + + if (a < (b << 4)) + result -= (5 * a) / 128; + + return result; +#else + dx = dx * dx; + dy = dy * dy; + + return RCL_sqrt((RCL_Unit) (dx + dy)); +#endif +} + +RCL_Unit RCL_len(RCL_Vector2D v) +{ + RCL_Vector2D zero; + zero.x = 0; + zero.y = 0; + + return RCL_dist(zero,v); +} + +static inline int8_t RCL_pointIsLeftOfRay(RCL_Vector2D point, RCL_Ray ray) +{ + RCL_Unit dX = point.x - ray.start.x; + RCL_Unit dY = point.y - ray.start.y; + return (ray.direction.x * dY - ray.direction.y * dX) > 0; + // ^ Z component of cross-product +} + +void RCL_castRayMultiHit(RCL_Ray ray, RCL_ArrayFunction arrayFunc, + RCL_ArrayFunction typeFunc, RCL_HitResult *hitResults, + uint16_t *hitResultsLen, RCL_RayConstraints constraints) +{ + RCL_Vector2D currentPos = ray.start; + RCL_Vector2D currentSquare; + + currentSquare.x = RCL_divRoundDown(ray.start.x,RCL_UNITS_PER_SQUARE); + currentSquare.y = RCL_divRoundDown(ray.start.y,RCL_UNITS_PER_SQUARE); + + *hitResultsLen = 0; + + RCL_Unit squareType = arrayFunc(currentSquare.x,currentSquare.y); + + // DDA variables + RCL_Vector2D nextSideDist; // dist. from start to the next side in given axis + RCL_Vector2D delta; + RCL_Vector2D step; // -1 or 1 for each axis + int8_t stepHorizontal = 0; // whether the last step was hor. or vert. + + nextSideDist.x = 0; + nextSideDist.y = 0; + + RCL_Unit dirVecLengthNorm = RCL_len(ray.direction) * RCL_UNITS_PER_SQUARE; + + delta.x = RCL_abs(dirVecLengthNorm / RCL_nonZero(ray.direction.x)); + delta.y = RCL_abs(dirVecLengthNorm / RCL_nonZero(ray.direction.y)); + + // init DDA + + if (ray.direction.x < 0) + { + step.x = -1; + nextSideDist.x = (RCL_wrap(ray.start.x,RCL_UNITS_PER_SQUARE) * delta.x) / + RCL_UNITS_PER_SQUARE; + } + else + { + step.x = 1; + nextSideDist.x = + ((RCL_wrap(RCL_UNITS_PER_SQUARE - ray.start.x,RCL_UNITS_PER_SQUARE)) * + delta.x) / RCL_UNITS_PER_SQUARE; + } + + if (ray.direction.y < 0) + { + step.y = -1; + nextSideDist.y = (RCL_wrap(ray.start.y,RCL_UNITS_PER_SQUARE) * delta.y) / + RCL_UNITS_PER_SQUARE; + } + else + { + step.y = 1; + nextSideDist.y = + ((RCL_wrap(RCL_UNITS_PER_SQUARE - ray.start.y,RCL_UNITS_PER_SQUARE)) * + delta.y) / RCL_UNITS_PER_SQUARE; + } + + // DDA loop + + #define RECIP_SCALE 65536 + + RCL_Unit rayDirXRecip = RECIP_SCALE / RCL_nonZero(ray.direction.x); + RCL_Unit rayDirYRecip = RECIP_SCALE / RCL_nonZero(ray.direction.y); + // ^ we precompute reciprocals to avoid divisions in the loop + + for (uint16_t i = 0; i < constraints.maxSteps; ++i) + { + RCL_Unit currentType = arrayFunc(currentSquare.x,currentSquare.y); + + if (RCL_unlikely(currentType != squareType)) + { + // collision + + RCL_HitResult h; + + h.arrayValue = currentType; + h.doorRoll = 0; + h.position = currentPos; + h.square = currentSquare; + + if (stepHorizontal) + { + h.position.x = currentSquare.x * RCL_UNITS_PER_SQUARE; + h.direction = 3; + + if (step.x == -1) + { + h.direction = 1; + h.position.x += RCL_UNITS_PER_SQUARE; + } + + RCL_Unit diff = h.position.x - ray.start.x; + + h.position.y = // avoid division by multiplying with reciprocal + ray.start.y + (ray.direction.y * diff * rayDirXRecip) / RECIP_SCALE; + +#if RCL_RECTILINEAR + /* Here we compute the fish eye corrected distance (perpendicular to + the projection plane) as the Euclidean distance (of hit from camera + position) divided by the length of the ray direction vector. This can + be computed without actually computing Euclidean distances as a + hypothenuse A (distance) divided by hypothenuse B (length) is equal to + leg A (distance along principal axis) divided by leg B (length along + the same principal axis). */ + +#define CORRECT(dir1,dir2)\ + RCL_Unit tmp = diff / 4; /* 4 to prevent overflow */ \ + h.distance = ((tmp / 8) != 0) ? /* prevent a bug with small dists */ \ + ((tmp * RCL_UNITS_PER_SQUARE * rayDir ## dir1 ## Recip) / (RECIP_SCALE / 4)):\ + RCL_abs(h.position.dir2 - ray.start.dir2); + + CORRECT(X,y) + +#endif // RCL_RECTILINEAR + } + else + { + h.position.y = currentSquare.y * RCL_UNITS_PER_SQUARE; + h.direction = 2; + + if (step.y == -1) + { + h.direction = 0; + h.position.y += RCL_UNITS_PER_SQUARE; + } + + RCL_Unit diff = h.position.y - ray.start.y; + + h.position.x = + ray.start.x + (ray.direction.x * diff * rayDirYRecip) / RECIP_SCALE; + +#if RCL_RECTILINEAR + + CORRECT(Y,x) // same as above but for different axis + +#undef CORRECT + +#endif // RCL_RECTILINEAR + } + +#if !RCL_RECTILINEAR + h.distance = RCL_dist(h.position,ray.start); +#endif + if (typeFunc != 0) + h.type = typeFunc(currentSquare.x,currentSquare.y); + +#if RCL_COMPUTE_WALL_TEXCOORDS == 1 + switch (h.direction) + { + case 0: h.textureCoord = + RCL_wrap(-1 * h.position.x,RCL_UNITS_PER_SQUARE); break; + + case 1: h.textureCoord = + RCL_wrap(h.position.y,RCL_UNITS_PER_SQUARE); break; + + case 2: h.textureCoord = + RCL_wrap(h.position.x,RCL_UNITS_PER_SQUARE); break; + + case 3: h.textureCoord = + RCL_wrap(-1 * h.position.y,RCL_UNITS_PER_SQUARE); break; + + default: h.textureCoord = 0; break; + } + + if (_RCL_rollFunction != 0) + { + h.doorRoll = _RCL_rollFunction(currentSquare.x,currentSquare.y); + + if (h.direction == 0 || h.direction == 1) + h.doorRoll *= -1; + } + +#else + h.textureCoord = 0; +#endif + + hitResults[*hitResultsLen] = h; + + *hitResultsLen += 1; + + squareType = currentType; + + if (*hitResultsLen >= constraints.maxHits) + break; + } + + // DDA step + + if (nextSideDist.x < nextSideDist.y) + { + nextSideDist.x += delta.x; + currentSquare.x += step.x; + stepHorizontal = 1; + } + else + { + nextSideDist.y += delta.y; + currentSquare.y += step.y; + stepHorizontal = 0; + } + } +} + +RCL_HitResult RCL_castRay(RCL_Ray ray, RCL_ArrayFunction arrayFunc) +{ + RCL_HitResult result; + uint16_t len; + RCL_RayConstraints c; + + c.maxSteps = 1000; + c.maxHits = 1; + + RCL_castRayMultiHit(ray,arrayFunc,0,&result,&len,c); + + if (len == 0) + result.distance = -1; + + return result; +} + +void RCL_castRaysMultiHit(RCL_Camera cam, RCL_ArrayFunction arrayFunc, + RCL_ArrayFunction typeFunction, RCL_ColumnFunction columnFunc, + RCL_RayConstraints constraints) +{ + RCL_Vector2D dir1 = + RCL_angleToDirection(cam.direction - RCL_HORIZONTAL_FOV_HALF); + + RCL_Vector2D dir2 = + RCL_angleToDirection(cam.direction + RCL_HORIZONTAL_FOV_HALF); + + /* We scale the side distances so that the middle one is + RCL_UNITS_PER_SQUARE, which has to be this way. */ + + RCL_Unit cos = RCL_nonZero(RCL_cos(RCL_HORIZONTAL_FOV_HALF)); + + dir1.x = (dir1.x * RCL_UNITS_PER_SQUARE) / cos; + dir1.y = (dir1.y * RCL_UNITS_PER_SQUARE) / cos; + + dir2.x = (dir2.x * RCL_UNITS_PER_SQUARE) / cos; + dir2.y = (dir2.y * RCL_UNITS_PER_SQUARE) / cos; + + RCL_Unit dX = dir2.x - dir1.x; + RCL_Unit dY = dir2.y - dir1.y; + +#ifdef _MSC_VER + RCL_HitResult *hits = _alloca(sizeof(RCL_HitResult) * constraints.maxHits); +#else + RCL_HitResult hits[constraints.maxHits]; +#endif + uint16_t hitCount; + + RCL_Ray r; + r.start = cam.position; + + RCL_Unit currentDX = 0; + RCL_Unit currentDY = 0; + + for (int16_t i = 0; i < cam.resolution.x; ++i) + { + /* Here by linearly interpolating the direction vector its length changes, + which in result achieves correcting the fish eye effect (computing + perpendicular distance). */ + + r.direction.x = dir1.x + currentDX / cam.resolution.x; + r.direction.y = dir1.y + currentDY / cam.resolution.x; + + RCL_castRayMultiHit(r,arrayFunc,typeFunction,hits,&hitCount,constraints); + + columnFunc(hits,hitCount,i,r); + + currentDX += dX; + currentDY += dY; + } +} + +/** + Helper function that determines intersection with both ceiling and floor. +*/ +RCL_Unit _RCL_floorCeilFunction(int16_t x, int16_t y) +{ + RCL_Unit f = _RCL_floorFunction(x,y); + + if (_RCL_ceilFunction == 0) + return f; + + RCL_Unit c = _RCL_ceilFunction(x,y); + +#ifndef RCL_RAYCAST_TINY + return ((f & 0x0000ffff) << 16) | (c & 0x0000ffff); +#else + return ((f & 0x00ff) << 8) | (c & 0x00ff); +#endif +} + +RCL_Unit _floorHeightNotZeroFunction(int16_t x, int16_t y) +{ + return _RCL_floorFunction(x,y) == 0 ? 0 : + RCL_nonZero((x & 0x00FF) | ((y & 0x00FF) << 8)); + // ^ this makes collisions between all squares - needed for rolling doors +} + +RCL_Unit RCL_adjustDistance(RCL_Unit distance, RCL_Camera *camera, + RCL_Ray *ray) +{ + /* FIXME/TODO: The adjusted (=orthogonal, camera-space) distance could + possibly be computed more efficiently by not computing Euclidean + distance at all, but rather compute the distance of the collision + point from the projection plane (line). */ + + RCL_Unit result = + (distance * + RCL_vectorsAngleCos(RCL_angleToDirection(camera->direction), + ray->direction)) / RCL_UNITS_PER_SQUARE; + + return RCL_nonZero(result); + // ^ prevent division by zero +} + +/// Helper for drawing floor or ceiling. Returns the last drawn pixel position. +static inline int16_t _RCL_drawHorizontalColumn( + RCL_Unit yCurrent, + RCL_Unit yTo, + RCL_Unit limit1, // TODO: int16_t? + RCL_Unit limit2, + RCL_Unit verticalOffset, + int16_t increment, + int8_t computeDepth, + int8_t computeCoords, + int16_t depthIncrementMultiplier, + RCL_Ray *ray, + RCL_PixelInfo *pixelInfo +) +{ + _RCL_UNUSED(ray); + + RCL_Unit depthIncrement; + RCL_Unit dx; + RCL_Unit dy; + + pixelInfo->isWall = 0; + + int16_t limit = RCL_clamp(yTo,limit1,limit2); + + RCL_Unit depth = 0; /* TODO: this is for clamping depth to 0 so that we don't + have negative depths, but we should do it more + elegantly and efficiently */ + + _RCL_UNUSED(depth); + + /* for performance reasons have different version of the critical loop + to be able to branch early */ + #define loop(doDepth,doCoords)\ + {\ + if (doDepth) /*constant condition - compiler should optimize it out*/\ + {\ + depth = pixelInfo->depth + RCL_abs(verticalOffset) *\ + RCL_VERTICAL_DEPTH_MULTIPLY;\ + depthIncrement = depthIncrementMultiplier *\ + _RCL_horizontalDepthStep;\ + }\ + if (doCoords) /*constant condition - compiler should optimize it out*/\ + {\ + dx = pixelInfo->hit.position.x - _RCL_camera.position.x;\ + dy = pixelInfo->hit.position.y - _RCL_camera.position.y;\ + }\ + for (int16_t i = yCurrent + increment;\ + increment == -1 ? i >= limit : i <= limit; /* TODO: is efficient? */\ + i += increment)\ + {\ + pixelInfo->position.y = i;\ + if (doDepth) /*constant condition - compiler should optimize it out*/\ + {\ + depth += depthIncrement;\ + pixelInfo->depth = RCL_zeroClamp(depth); \ + /* ^ int comparison is fast, it is not braching! (= test instr.) */\ + }\ + if (doCoords) /*constant condition - compiler should optimize it out*/\ + {\ + RCL_Unit d = _RCL_floorPixelDistances[i];\ + RCL_Unit d2 = RCL_nonZero(pixelInfo->hit.distance);\ + pixelInfo->texCoords.x =\ + _RCL_camera.position.x + ((d * dx) / d2);\ + pixelInfo->texCoords.y =\ + _RCL_camera.position.y + ((d * dy) / d2);\ + }\ + RCL_PIXEL_FUNCTION(pixelInfo);\ + }\ + } + + if (computeDepth) // branch early + { + if (!computeCoords) + loop(1,0) + else + loop(1,1) + } + else + { + if (!computeCoords) + loop(0,0) + else + loop(1,1) + } + + #undef loop + + return limit; +} + +/// Helper for drawing walls. Returns the last drawn pixel position. +static inline int16_t _RCL_drawWall( + RCL_Unit yCurrent, + RCL_Unit yFrom, + RCL_Unit yTo, + RCL_Unit limit1, // TODO: int16_t? + RCL_Unit limit2, + RCL_Unit height, + int16_t increment, + RCL_PixelInfo *pixelInfo + ) +{ + _RCL_UNUSED(height) + + height = RCL_abs(height); + + pixelInfo->isWall = 1; + + RCL_Unit limit = RCL_clamp(yTo,limit1,limit2); + + RCL_Unit wallLength = RCL_nonZero(RCL_abs(yTo - yFrom - 1)); + + RCL_Unit wallPosition = RCL_abs(yFrom - yCurrent) - increment; + + RCL_Unit heightScaled = height * RCL_TEXTURE_INTERPOLATION_SCALE; + _RCL_UNUSED(heightScaled); + + RCL_Unit coordStepScaled = RCL_COMPUTE_WALL_TEXCOORDS ? +#if RCL_TEXTURE_VERTICAL_STRETCH == 1 + ((RCL_UNITS_PER_SQUARE * RCL_TEXTURE_INTERPOLATION_SCALE) / wallLength) +#else + (heightScaled / wallLength) +#endif + : 0; + + pixelInfo->texCoords.y = RCL_COMPUTE_WALL_TEXCOORDS ? + (wallPosition * coordStepScaled) : 0; + + if (increment < 0) + { + coordStepScaled *= -1; + pixelInfo->texCoords.y = +#if RCL_TEXTURE_VERTICAL_STRETCH == 1 + (RCL_UNITS_PER_SQUARE * RCL_TEXTURE_INTERPOLATION_SCALE) + - pixelInfo->texCoords.y; +#else + heightScaled - pixelInfo->texCoords.y; +#endif + } + else + { + // with floor wall, don't start under 0 + pixelInfo->texCoords.y = RCL_zeroClamp(pixelInfo->texCoords.y); + } + + RCL_Unit textureCoordScaled = pixelInfo->texCoords.y; + + for (RCL_Unit i = yCurrent + increment; + increment == -1 ? i >= limit : i <= limit; // TODO: is efficient? + i += increment) + { + pixelInfo->position.y = i; + +#if RCL_COMPUTE_WALL_TEXCOORDS == 1 + pixelInfo->texCoords.y = + textureCoordScaled / RCL_TEXTURE_INTERPOLATION_SCALE; + + textureCoordScaled += coordStepScaled; +#endif + + RCL_PIXEL_FUNCTION(pixelInfo); + } + + return limit; +} + +/// Fills a RCL_HitResult struct with info for a hit at infinity. +static inline void _RCL_makeInfiniteHit(RCL_HitResult *hit, RCL_Ray *ray) +{ + hit->distance = RCL_UNITS_PER_SQUARE * RCL_UNITS_PER_SQUARE; + /* ^ horizon is at infinity, but we can't use too big infinity + (RCL_INFINITY) because it would overflow in the following mult. */ + hit->position.x = (ray->direction.x * hit->distance) / RCL_UNITS_PER_SQUARE; + hit->position.y = (ray->direction.y * hit->distance) / RCL_UNITS_PER_SQUARE; + + hit->direction = 0; + hit->textureCoord = 0; + hit->arrayValue = 0; + hit->doorRoll = 0; + hit->type = 0; +} + +void _RCL_columnFunctionComplex(RCL_HitResult *hits, uint16_t hitCount, uint16_t x, + RCL_Ray ray) +{ + // last written Y position, can never go backwards + RCL_Unit fPosY = _RCL_camera.resolution.y; + RCL_Unit cPosY = -1; + + // world coordinates (relative to camera height though) + RCL_Unit fZ1World = _RCL_startFloorHeight; + RCL_Unit cZ1World = _RCL_startCeil_Height; + + RCL_PixelInfo p; + p.position.x = x; + p.height = 0; + p.wallHeight = 0; + p.texCoords.x = 0; + p.texCoords.y = 0; + + // we'll be simulatenously drawing the floor and the ceiling now + for (RCL_Unit j = 0; j <= hitCount; ++j) + { // ^ = add extra iteration for horizon plane + int8_t drawingHorizon = j == hitCount; + + RCL_HitResult hit; + RCL_Unit distance = 1; + + RCL_Unit fWallHeight = 0, cWallHeight = 0; + RCL_Unit fZ2World = 0, cZ2World = 0; + RCL_Unit fZ1Screen = 0, cZ1Screen = 0; + RCL_Unit fZ2Screen = 0, cZ2Screen = 0; + + if (!drawingHorizon) + { + hit = hits[j]; + distance = RCL_nonZero(hit.distance); + p.hit = hit; + + fWallHeight = _RCL_floorFunction(hit.square.x,hit.square.y); + fZ2World = fWallHeight - _RCL_camera.height; + fZ1Screen = _RCL_middleRow - RCL_perspectiveScaleVertical( + (fZ1World * _RCL_camera.resolution.y) / + RCL_UNITS_PER_SQUARE,distance); + fZ2Screen = _RCL_middleRow - RCL_perspectiveScaleVertical( + (fZ2World * _RCL_camera.resolution.y) / + RCL_UNITS_PER_SQUARE,distance); + + if (_RCL_ceilFunction != 0) + { + cWallHeight = _RCL_ceilFunction(hit.square.x,hit.square.y); + cZ2World = cWallHeight - _RCL_camera.height; + cZ1Screen = _RCL_middleRow - RCL_perspectiveScaleVertical( + (cZ1World * _RCL_camera.resolution.y) / + RCL_UNITS_PER_SQUARE,distance); + cZ2Screen = _RCL_middleRow - RCL_perspectiveScaleVertical( + (cZ2World * _RCL_camera.resolution.y) / + RCL_UNITS_PER_SQUARE,distance); + } + } + else + { + fZ1Screen = _RCL_middleRow; + cZ1Screen = _RCL_middleRow + 1; + _RCL_makeInfiniteHit(&p.hit,&ray); + } + + RCL_Unit limit; + + p.isWall = 0; + p.isHorizon = drawingHorizon; + + // draw floor until wall + p.isFloor = 1; + p.height = fZ1World + _RCL_camera.height; + p.wallHeight = 0; + +#if RCL_COMPUTE_FLOOR_DEPTH == 1 + p.depth = (_RCL_fHorizontalDepthStart - fPosY) * _RCL_horizontalDepthStep; +#else + p.depth = 0; +#endif + + limit = _RCL_drawHorizontalColumn(fPosY,fZ1Screen,cPosY + 1, + _RCL_camera.resolution.y,fZ1World,-1,RCL_COMPUTE_FLOOR_DEPTH, + // ^ purposfully allow outside screen bounds + RCL_COMPUTE_FLOOR_TEXCOORDS && p.height == RCL_FLOOR_TEXCOORDS_HEIGHT, + 1,&ray,&p); + + if (fPosY > limit) + fPosY = limit; + + if (_RCL_ceilFunction != 0 || drawingHorizon) + { + // draw ceiling until wall + p.isFloor = 0; + p.height = cZ1World + _RCL_camera.height; + +#if RCL_COMPUTE_CEILING_DEPTH == 1 + p.depth = (cPosY - _RCL_cHorizontalDepthStart) * + _RCL_horizontalDepthStep; +#endif + + limit = _RCL_drawHorizontalColumn(cPosY,cZ1Screen, + -1,fPosY - 1,cZ1World,1,RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p); + // ^ purposfully allow outside screen bounds here + + if (cPosY < limit) + cPosY = limit; + } + + if (!drawingHorizon) // don't draw walls for horizon plane + { + p.isWall = 1; + p.depth = distance; + p.isFloor = 1; + p.texCoords.x = hit.textureCoord; + p.height = fZ1World + _RCL_camera.height; + p.wallHeight = fWallHeight; + + // draw floor wall + + if (fPosY > 0) // still pixels left? + { + p.isFloor = 1; + + limit = _RCL_drawWall(fPosY,fZ1Screen,fZ2Screen,cPosY + 1, + _RCL_camera.resolution.y, + // ^ purposfully allow outside screen bounds here +#if RCL_TEXTURE_VERTICAL_STRETCH == 1 + RCL_UNITS_PER_SQUARE +#else + fZ2World - fZ1World +#endif + ,-1,&p); + + + if (fPosY > limit) + fPosY = limit; + + fZ1World = fZ2World; // for the next iteration + } // ^ purposfully allow outside screen bounds here + + // draw ceiling wall + + if (_RCL_ceilFunction != 0 && cPosY < _RCL_camResYLimit) // pixels left? + { + p.isFloor = 0; + p.height = cZ1World + _RCL_camera.height; + p.wallHeight = cWallHeight; + + limit = _RCL_drawWall(cPosY,cZ1Screen,cZ2Screen, + -1,fPosY - 1, + // ^ puposfully allow outside screen bounds here +#if RCL_TEXTURE_VERTICAL_STRETCH == 1 + RCL_UNITS_PER_SQUARE +#else + cZ1World - cZ2World +#endif + ,1,&p); + + if (cPosY < limit) + cPosY = limit; + + cZ1World = cZ2World; // for the next iteration + } // ^ puposfully allow outside screen bounds here + } + } +} + +void _RCL_columnFunctionSimple(RCL_HitResult *hits, uint16_t hitCount, + uint16_t x, RCL_Ray ray) +{ + RCL_Unit y = 0; + RCL_Unit wallHeightScreen = 0; + RCL_Unit wallStart = _RCL_middleRow; + + RCL_Unit dist = 1; + + RCL_PixelInfo p; + p.position.x = x; + p.wallHeight = RCL_UNITS_PER_SQUARE; + + if (hitCount > 0) + { + RCL_HitResult hit = hits[0]; + + uint8_t goOn = 1; + + if (_RCL_rollFunction != 0 && RCL_COMPUTE_WALL_TEXCOORDS == 1) + { + if (hit.arrayValue == 0) + { + // standing inside door square, looking out => move to the next hit + + if (hitCount > 1) + hit = hits[1]; + else + goOn = 0; + } + else + { + // normal hit, check the door roll + + RCL_Unit texCoordMod = hit.textureCoord % RCL_UNITS_PER_SQUARE; + + int8_t unrolled = hit.doorRoll >= 0 ? + (hit.doorRoll > texCoordMod) : + (texCoordMod > RCL_UNITS_PER_SQUARE + hit.doorRoll); + + if (unrolled) + { + goOn = 0; + + if (hitCount > 1) /* should probably always be true (hit on square + exit) */ + { + if (hit.direction % 2 != hits[1].direction % 2) + { + // hit on the inner side + hit = hits[1]; + goOn = 1; + } + else if (hitCount > 2) + { + // hit on the opposite side + hit = hits[2]; + goOn = 1; + } + } + } + } + } + + p.hit = hit; + + if (goOn) + { + dist = hit.distance; + + RCL_Unit wallHeightWorld = _RCL_floorFunction(hit.square.x,hit.square.y); + + if (wallHeightWorld < 0) + { + /* We can't just do wallHeightWorld = max(0,wallHeightWorld) because + we would be processing an actual hit with height 0, which shouldn't + ever happen, so we assign some arbitrary height. */ + + wallHeightWorld = RCL_UNITS_PER_SQUARE; + } + + RCL_Unit worldPointTop = wallHeightWorld - _RCL_camera.height; + RCL_Unit worldPointBottom = -1 * _RCL_camera.height; + + wallStart = _RCL_middleRow - + (RCL_perspectiveScaleVertical(worldPointTop,dist) + * _RCL_camera.resolution.y) / RCL_UNITS_PER_SQUARE; + + int16_t wallEnd = _RCL_middleRow - + (RCL_perspectiveScaleVertical(worldPointBottom,dist) + * _RCL_camera.resolution.y) / RCL_UNITS_PER_SQUARE; + + wallHeightScreen = wallEnd - wallStart; + + if (wallHeightScreen <= 0) // can happen because of rounding errors + wallHeightScreen = 1; + } + } + else + { + _RCL_makeInfiniteHit(&p.hit,&ray); + } + + // draw ceiling + + p.isWall = 0; + p.isFloor = 0; + p.isHorizon = 1; + p.depth = 1; + p.height = RCL_UNITS_PER_SQUARE; + + y = _RCL_drawHorizontalColumn(-1,wallStart,-1,_RCL_middleRow,_RCL_camera.height,1, + RCL_COMPUTE_CEILING_DEPTH,0,1,&ray,&p); + + // draw wall + + p.isWall = 1; + p.isFloor = 1; + p.depth = dist; + p.height = 0; + +#if RCL_ROLL_TEXTURE_COORDS == 1 && RCL_COMPUTE_WALL_TEXCOORDS == 1 + p.hit.textureCoord -= p.hit.doorRoll; +#endif + + p.texCoords.x = p.hit.textureCoord; + p.texCoords.y = 0; + + RCL_Unit limit = _RCL_drawWall(y,wallStart,wallStart + wallHeightScreen - 1, + -1,_RCL_camResYLimit,p.hit.arrayValue,1,&p); + + y = RCL_max(y,limit); // take max, in case no wall was drawn + y = RCL_max(y,wallStart); + + // draw floor + + p.isWall = 0; + +#if RCL_COMPUTE_FLOOR_DEPTH == 1 + p.depth = (_RCL_camera.resolution.y - y) * _RCL_horizontalDepthStep + 1; +#endif + + _RCL_drawHorizontalColumn(y,_RCL_camResYLimit,-1,_RCL_camResYLimit, + _RCL_camera.height,1,RCL_COMPUTE_FLOOR_DEPTH,RCL_COMPUTE_FLOOR_TEXCOORDS, + -1,&ray,&p); +} + +/** + Precomputes a distance from camera to the floor at each screen row into an + array (must be preallocated with sufficient (camera.resolution.y) length). +*/ +static inline void _RCL_precomputeFloorDistances(RCL_Camera camera, + RCL_Unit *dest, uint16_t startIndex) +{ + RCL_Unit camHeightScreenSize = + (camera.height * camera.resolution.y) / RCL_UNITS_PER_SQUARE; + + for (uint16_t i = startIndex; i < camera.resolution.y; ++i) + dest[i] = RCL_perspectiveScaleVerticalInverse(camHeightScreenSize, + RCL_abs(i - _RCL_middleRow)); +} + +void RCL_renderComplex(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc, + RCL_ArrayFunction ceilingHeightFunc, RCL_ArrayFunction typeFunction, + RCL_RayConstraints constraints) +{ + _RCL_floorFunction = floorHeightFunc; + _RCL_ceilFunction = ceilingHeightFunc; + _RCL_camera = cam; + _RCL_camResYLimit = cam.resolution.y - 1; + + uint16_t halfResY = cam.resolution.y / 2; + + _RCL_middleRow = halfResY + cam.shear; + + _RCL_fHorizontalDepthStart = _RCL_middleRow + halfResY; + _RCL_cHorizontalDepthStart = _RCL_middleRow - halfResY; + + _RCL_startFloorHeight = floorHeightFunc( + RCL_divRoundDown(cam.position.x,RCL_UNITS_PER_SQUARE), + RCL_divRoundDown(cam.position.y,RCL_UNITS_PER_SQUARE)) -1 * cam.height; + + _RCL_startCeil_Height = + ceilingHeightFunc != 0 ? + ceilingHeightFunc( + RCL_divRoundDown(cam.position.x,RCL_UNITS_PER_SQUARE), + RCL_divRoundDown(cam.position.y,RCL_UNITS_PER_SQUARE)) -1 * cam.height + : RCL_INFINITY; + + _RCL_horizontalDepthStep = RCL_HORIZON_DEPTH / cam.resolution.y; + +#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1 + RCL_Unit floorPixelDistances[cam.resolution.y]; + _RCL_precomputeFloorDistances(cam,floorPixelDistances,0); + _RCL_floorPixelDistances = floorPixelDistances; // pass to column function +#endif + + RCL_castRaysMultiHit(cam,_RCL_floorCeilFunction,typeFunction, + _RCL_columnFunctionComplex,constraints); +} + +void RCL_renderSimple(RCL_Camera cam, RCL_ArrayFunction floorHeightFunc, + RCL_ArrayFunction typeFunc, RCL_ArrayFunction rollFunc, + RCL_RayConstraints constraints) +{ + _RCL_floorFunction = floorHeightFunc; + _RCL_camera = cam; + _RCL_camResYLimit = cam.resolution.y - 1; + _RCL_middleRow = cam.resolution.y / 2; + _RCL_rollFunction = rollFunc; + + _RCL_cameraHeightScreen = + (_RCL_camera.resolution.y * (_RCL_camera.height - RCL_UNITS_PER_SQUARE)) / + RCL_UNITS_PER_SQUARE; + + _RCL_horizontalDepthStep = RCL_HORIZON_DEPTH / cam.resolution.y; + + constraints.maxHits = + _RCL_rollFunction == 0 ? + 1 : // no door => 1 hit is enough + 3; // for correctly rendering rolling doors we'll need 3 hits (NOT 2) + +#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1 + RCL_Unit floorPixelDistances[cam.resolution.y]; + _RCL_precomputeFloorDistances(cam,floorPixelDistances,_RCL_middleRow); + _RCL_floorPixelDistances = floorPixelDistances; // pass to column function +#endif + + RCL_castRaysMultiHit(cam,_floorHeightNotZeroFunction,typeFunc, + _RCL_columnFunctionSimple, constraints); + +#if RCL_COMPUTE_FLOOR_TEXCOORDS == 1 + _RCL_floorPixelDistances = 0; +#endif +} + +RCL_Vector2D RCL_normalize(RCL_Vector2D v) +{ + RCL_Vector2D result; + RCL_Unit l = RCL_len(v); + l = RCL_nonZero(l); + + result.x = (v.x * RCL_UNITS_PER_SQUARE) / l; + result.y = (v.y * RCL_UNITS_PER_SQUARE) / l; + + return result; +} + +RCL_Unit RCL_vectorsAngleCos(RCL_Vector2D v1, RCL_Vector2D v2) +{ + v1 = RCL_normalize(v1); + v2 = RCL_normalize(v2); + + return (v1.x * v2.x + v1.y * v2.y) / RCL_UNITS_PER_SQUARE; +} + + +RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height, + RCL_Camera camera) +{ + RCL_PixelInfo result; + + RCL_Vector2D toPoint; + + toPoint.x = worldPosition.x - camera.position.x; + toPoint.y = worldPosition.y - camera.position.y; + + RCL_Unit middleColumn = camera.resolution.x / 2; + + // rotate the point to camera space (y left/right, x forw/backw) + + RCL_Unit cos = RCL_cos(camera.direction); + RCL_Unit sin = RCL_sin(camera.direction); + + RCL_Unit tmp = toPoint.x; + + toPoint.x = (toPoint.x * cos - toPoint.y * sin) / RCL_UNITS_PER_SQUARE; + toPoint.y = (tmp * sin + toPoint.y * cos) / RCL_UNITS_PER_SQUARE; + + result.depth = toPoint.x; + + result.position.x = middleColumn - + (RCL_perspectiveScaleHorizontal(toPoint.y,result.depth) * middleColumn) / + RCL_UNITS_PER_SQUARE; + + result.position.y = + (RCL_perspectiveScaleVertical(height - camera.height,result.depth) + * camera.resolution.y) / RCL_UNITS_PER_SQUARE; + + result.position.y = camera.resolution.y / 2 - result.position.y + camera.shear; + + return result; +} + +RCL_Unit RCL_degreesToUnitsAngle(int16_t degrees) +{ + return (degrees * RCL_UNITS_PER_SQUARE) / 360; +} + +/** + Ugly temporary hack to solve mapping to screen. This function computes + (approximately, usin a table) a divisor needed for FOV correction. +*/ +RCL_Unit _RCL_fovCorrectionFactor(RCL_Unit fov) +{ + uint16_t table[9] = + {1,208,408,692,1024,1540,2304,5376,30000}; + + fov = RCL_min(RCL_UNITS_PER_SQUARE / 2 - 1,fov); + + uint8_t index = fov / 64; + uint32_t t = ((fov - index * 64) * RCL_UNITS_PER_SQUARE) / 64; + uint32_t v1 = table[index]; + uint32_t v2 = table[index + 1]; + + return v1 + ((v2 - v1) * t) / RCL_UNITS_PER_SQUARE; +} + +RCL_Unit RCL_perspectiveScaleVertical(RCL_Unit originalSize, RCL_Unit distance) +{ + if (_RCL_fovCorrectionFactors[1] == 0) + _RCL_fovCorrectionFactors[1] = _RCL_fovCorrectionFactor(RCL_VERTICAL_FOV); + + return distance != 0 ? ((originalSize * RCL_UNITS_PER_SQUARE) / + RCL_nonZero((_RCL_fovCorrectionFactors[1] * distance) / RCL_UNITS_PER_SQUARE) + ) : 0; +} + +RCL_Unit RCL_perspectiveScaleVerticalInverse(RCL_Unit originalSize, + RCL_Unit scaledSize) +{ + if (_RCL_fovCorrectionFactors[1] == 0) + _RCL_fovCorrectionFactors[1] = _RCL_fovCorrectionFactor(RCL_VERTICAL_FOV); + + return scaledSize != 0 ? + + ((originalSize * RCL_UNITS_PER_SQUARE) / + RCL_nonZero((_RCL_fovCorrectionFactors[1] * scaledSize) + / RCL_UNITS_PER_SQUARE)) : RCL_INFINITY; +} + +RCL_Unit + RCL_perspectiveScaleHorizontal(RCL_Unit originalSize, RCL_Unit distance) +{ + if (_RCL_fovCorrectionFactors[0] == 0) + _RCL_fovCorrectionFactors[0] = _RCL_fovCorrectionFactor(RCL_HORIZONTAL_FOV); + + return distance != 0 ? + ((originalSize * RCL_UNITS_PER_SQUARE) / + RCL_nonZero((_RCL_fovCorrectionFactors[0] * distance) / RCL_UNITS_PER_SQUARE) + ) : 0; +} + +RCL_Unit RCL_perspectiveScaleHorizontalInverse(RCL_Unit originalSize, + RCL_Unit scaledSize) +{ + // TODO: probably doesn't work + + return scaledSize != 0 ? + (originalSize * RCL_UNITS_PER_SQUARE + RCL_UNITS_PER_SQUARE / 2) / + ((RCL_HORIZONTAL_FOV_TAN * 2 * scaledSize) / RCL_UNITS_PER_SQUARE) + : RCL_INFINITY; +} + +RCL_Unit RCL_castRay3D( + RCL_Vector2D pos1, RCL_Unit height1, RCL_Vector2D pos2, RCL_Unit height2, + RCL_ArrayFunction floorHeightFunc, RCL_ArrayFunction ceilingHeightFunc, + RCL_RayConstraints constraints) +{ +#ifdef _MSC_VER + RCL_HitResult *hits = _alloca(sizeof(RCL_HitResult) * constraints.maxHits); +#else + RCL_HitResult hits[constraints.maxHits]; +#endif + uint16_t numHits; + + RCL_Ray ray; + + ray.start = pos1; + + RCL_Unit distance; + + ray.direction.x = pos2.x - pos1.x; + ray.direction.y = pos2.y - pos1.y; + + distance = RCL_len(ray.direction); + + ray.direction = RCL_normalize(ray.direction); + + RCL_Unit heightDiff = height2 - height1; + + RCL_castRayMultiHit(ray,floorHeightFunc,0,hits,&numHits,constraints); + + RCL_Unit result = RCL_UNITS_PER_SQUARE; + + int16_t squareX = RCL_divRoundDown(pos1.x,RCL_UNITS_PER_SQUARE); + int16_t squareY = RCL_divRoundDown(pos1.y,RCL_UNITS_PER_SQUARE); + + RCL_Unit startHeight = floorHeightFunc(squareX,squareY); + + #define checkHits(comp,res) \ + { \ + RCL_Unit currentHeight = startHeight; \ + for (uint16_t i = 0; i < numHits; ++i) \ + { \ + if (hits[i].distance > distance) \ + break;\ + RCL_Unit h = hits[i].arrayValue; \ + if ((currentHeight comp h ? currentHeight : h) \ + comp (height1 + (hits[i].distance * heightDiff) / distance)) \ + { \ + res = (hits[i].distance * RCL_UNITS_PER_SQUARE) / distance; \ + break; \ + } \ + currentHeight = h; \ + } \ + } + + checkHits(>,result) + + if (ceilingHeightFunc != 0) + { + RCL_Unit result2 = RCL_UNITS_PER_SQUARE; + + startHeight = ceilingHeightFunc(squareX,squareY); + + RCL_castRayMultiHit(ray,ceilingHeightFunc,0,hits,&numHits,constraints); + + checkHits(<,result2) + + if (result2 < result) + result = result2; + } + + #undef checkHits + + return result; +} + +void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset, + RCL_Unit heightOffset, RCL_ArrayFunction floorHeightFunc, + RCL_ArrayFunction ceilingHeightFunc, int8_t computeHeight, int8_t force) +{ + int8_t movesInPlane = planeOffset.x != 0 || planeOffset.y != 0; + + if (movesInPlane || force) + { + int16_t xSquareNew, ySquareNew; + + RCL_Vector2D corner; // BBox corner in the movement direction + RCL_Vector2D cornerNew; + + int16_t xDir = planeOffset.x > 0 ? 1 : -1; + int16_t yDir = planeOffset.y > 0 ? 1 : -1; + + corner.x = camera->position.x + xDir * RCL_CAMERA_COLL_RADIUS; + corner.y = camera->position.y + yDir * RCL_CAMERA_COLL_RADIUS; + + int16_t xSquare = RCL_divRoundDown(corner.x,RCL_UNITS_PER_SQUARE); + int16_t ySquare = RCL_divRoundDown(corner.y,RCL_UNITS_PER_SQUARE); + + cornerNew.x = corner.x + planeOffset.x; + cornerNew.y = corner.y + planeOffset.y; + + xSquareNew = RCL_divRoundDown(cornerNew.x,RCL_UNITS_PER_SQUARE); + ySquareNew = RCL_divRoundDown(cornerNew.y,RCL_UNITS_PER_SQUARE); + + RCL_Unit bottomLimit = -1 * RCL_INFINITY; + RCL_Unit topLimit = RCL_INFINITY; + + RCL_Unit currCeilHeight = RCL_INFINITY; + + if (computeHeight) + { + bottomLimit = camera->height - RCL_CAMERA_COLL_HEIGHT_BELOW + + RCL_CAMERA_COLL_STEP_HEIGHT; + + topLimit = camera->height + RCL_CAMERA_COLL_HEIGHT_ABOVE; + + if (ceilingHeightFunc != 0) + currCeilHeight = ceilingHeightFunc(xSquare,ySquare); + } + + // checks a single square for collision against the camera + #define collCheck(dir,s1,s2)\ + if (computeHeight)\ + {\ + RCL_Unit height = floorHeightFunc(s1,s2);\ + if (height > bottomLimit || \ + currCeilHeight - height < \ + RCL_CAMERA_COLL_HEIGHT_BELOW + RCL_CAMERA_COLL_HEIGHT_ABOVE)\ + dir##Collides = 1;\ + else if (ceilingHeightFunc != 0)\ + {\ + RCL_Unit height2 = ceilingHeightFunc(s1,s2);\ + if ((height2 < topLimit) || ((height2 - height) < \ + (RCL_CAMERA_COLL_HEIGHT_ABOVE + RCL_CAMERA_COLL_HEIGHT_BELOW)))\ + dir##Collides = 1;\ + }\ + }\ + else\ + dir##Collides = floorHeightFunc(s1,s2) > RCL_CAMERA_COLL_STEP_HEIGHT; + + // check collision against non-diagonal square + #define collCheckOrtho(dir,dir2,s1,s2,x)\ + if (dir##SquareNew != dir##Square)\ + {\ + collCheck(dir,s1,s2)\ + }\ + if (!dir##Collides)\ + { /* now also check for coll on the neighbouring square */ \ + int16_t dir2##Square2 = RCL_divRoundDown(corner.dir2 - dir2##Dir *\ + RCL_CAMERA_COLL_RADIUS * 2,RCL_UNITS_PER_SQUARE);\ + if (dir2##Square2 != dir2##Square)\ + {\ + if (x)\ + collCheck(dir,dir##SquareNew,dir2##Square2)\ + else\ + collCheck(dir,dir2##Square2,dir##SquareNew)\ + }\ + } + + int8_t xCollides = 0; + collCheckOrtho(x,y,xSquareNew,ySquare,1) + + int8_t yCollides = 0; + collCheckOrtho(y,x,xSquare,ySquareNew,0) + + if (xCollides || yCollides) + { + if (movesInPlane) + { + #define collHandle(dir)\ + if (dir##Collides)\ + cornerNew.dir = (dir##Square) * RCL_UNITS_PER_SQUARE +\ + RCL_UNITS_PER_SQUARE / 2 + dir##Dir * (RCL_UNITS_PER_SQUARE / 2) -\ + dir##Dir;\ + + collHandle(x) + collHandle(y) + + #undef collHandle + } + else + { + /* Player collides without moving in the plane; this can happen e.g. on + elevators due to vertical only movement. This code can get executed + when force == 1. */ + + RCL_Vector2D squarePos; + RCL_Vector2D newPos; + + squarePos.x = xSquare * RCL_UNITS_PER_SQUARE; + squarePos.y = ySquare * RCL_UNITS_PER_SQUARE; + + newPos.x = + RCL_max(squarePos.x + RCL_CAMERA_COLL_RADIUS + 1, + RCL_min(squarePos.x + RCL_UNITS_PER_SQUARE - RCL_CAMERA_COLL_RADIUS - 1, + camera->position.x)); + + newPos.y = + RCL_max(squarePos.y + RCL_CAMERA_COLL_RADIUS + 1, + RCL_min(squarePos.y + RCL_UNITS_PER_SQUARE - RCL_CAMERA_COLL_RADIUS - 1, + camera->position.y)); + + cornerNew.x = corner.x + (newPos.x - camera->position.x); + cornerNew.y = corner.y + (newPos.y - camera->position.y); + } + } + else + { + /* If no non-diagonal collision is detected, a diagonal/corner collision + can still happen, check it here. */ + + if (xSquare != xSquareNew && ySquare != ySquareNew) + { + int8_t xyCollides = 0; + collCheck(xy,xSquareNew,ySquareNew) + + if (xyCollides) + { + // normally should slide, but let's KISS and simply stop any movement + cornerNew = corner; + } + } + } + + #undef collCheck + + camera->position.x = cornerNew.x - xDir * RCL_CAMERA_COLL_RADIUS; + camera->position.y = cornerNew.y - yDir * RCL_CAMERA_COLL_RADIUS; + } + + if (computeHeight && (movesInPlane || (heightOffset != 0) || force)) + { + camera->height += heightOffset; + + int16_t xSquare1 = RCL_divRoundDown(camera->position.x - + RCL_CAMERA_COLL_RADIUS,RCL_UNITS_PER_SQUARE); + + int16_t xSquare2 = RCL_divRoundDown(camera->position.x + + RCL_CAMERA_COLL_RADIUS,RCL_UNITS_PER_SQUARE); + + int16_t ySquare1 = RCL_divRoundDown(camera->position.y - + RCL_CAMERA_COLL_RADIUS,RCL_UNITS_PER_SQUARE); + + int16_t ySquare2 = RCL_divRoundDown(camera->position.y + + RCL_CAMERA_COLL_RADIUS,RCL_UNITS_PER_SQUARE); + + RCL_Unit bottomLimit = floorHeightFunc(xSquare1,ySquare1); + RCL_Unit topLimit = ceilingHeightFunc != 0 ? + ceilingHeightFunc(xSquare1,ySquare1) : RCL_INFINITY; + + RCL_Unit height; + + #define checkSquares(s1,s2)\ + {\ + height = floorHeightFunc(xSquare##s1,ySquare##s2);\ + bottomLimit = RCL_max(bottomLimit,height);\ + height = ceilingHeightFunc != 0 ?\ + ceilingHeightFunc(xSquare##s1,ySquare##s2) : RCL_INFINITY;\ + topLimit = RCL_min(topLimit,height);\ + } + + if (xSquare2 != xSquare1) + checkSquares(2,1) + + if (ySquare2 != ySquare1) + checkSquares(1,2) + + if (xSquare2 != xSquare1 && ySquare2 != ySquare1) + checkSquares(2,2) + + camera->height = RCL_clamp(camera->height, + bottomLimit + RCL_CAMERA_COLL_HEIGHT_BELOW, + topLimit - RCL_CAMERA_COLL_HEIGHT_ABOVE); + + #undef checkSquares + } +} + +void RCL_initCamera(RCL_Camera *camera) +{ + camera->position.x = 0; + camera->position.y = 0; + camera->direction = 0; + camera->resolution.x = 20; + camera->resolution.y = 15; + camera->shear = 0; + camera->height = RCL_UNITS_PER_SQUARE; +} + +void RCL_initRayConstraints(RCL_RayConstraints *constraints) +{ + constraints->maxHits = 1; + constraints->maxSteps = 20; +} + +#endif + diff --git a/demos/ports/anarch/settings.h b/demos/ports/anarch/settings.h new file mode 100644 index 0000000..2c8820a --- /dev/null +++ b/demos/ports/anarch/settings.h @@ -0,0 +1,518 @@ +/** + @file settings.h + + This file contains settings (or setting hints) for the game. Values here can + fine tune performance vs quality and personalize the final compiled game. Some + of these settings may be overriden by the specific platform used according to + its limitations. You are advised to NOT change value in this file directly, + but rather predefine them somewhere before this file gets included, e.g. in + you personal settings file. + + by Miloslav Ciz (drummyfish), 2019 + + Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/) + plus a waiver of all other intellectual property. The goal of this work is to + be and remain completely in the public domain forever, available for any use + whatsoever. +*/ + +#ifndef _SFG_SETTINGS_H +#define _SFG_SETTINGS_H + +/** + Time multiplier in SFG_Units (1.0 == 1024). This can be used to slow down or + speed up the game. Note that this also changes the rendering FPS accordingly + (e.g. half FPS at half speed), so if you want to keep the FPS, divide it by + the multiplier value. +*/ +#ifndef SFG_TIME_MULTIPLIER + #define SFG_TIME_MULTIPLIER 1024 +#endif + +/** + Target FPS (frames per second). This sets the game logic FPS and will try to + render at the same rate. If such fast rendering can't be achieved, frames will + be droped, but the game logic will still be forced to run at this speed, so + the game may actually become slowed down if FPS is set too high. Too high or + too low FPS can also negatively affect game speeds which are computed as + integers and rounding errors can occur soon, so don't set this to extreme + values (try to keep between 20 to 100). FPS also determines the game + simulation step length, so different FPS values may result in very slight + differences in game behavior (not very noticeable but affecting demos etc.). +*/ +#ifndef SFG_FPS + #define SFG_FPS 60 +#endif + +/** + Increases or decreases the brightness of the rendered world (but not menu, + HUD etc.). Effective values are -8 to 8. +*/ +#ifndef SFG_BRIGHTNESS + #define SFG_BRIGHTNESS 0 +#endif + +/** + On platforms with mouse this sets its horizontal sensitivity. 128 means 1 + RCL_Unit turn angle per mouse pixel travelled. +*/ +#ifndef SFG_MOUSE_SENSITIVITY_HORIZONTAL + #define SFG_MOUSE_SENSITIVITY_HORIZONTAL 32 +#endif + +/** + Like SFG_MOUSE_SENSITIVITY_HORIZONTAL but for vertical look. 128 means 1 + shear pixel per mouse pixel travelled. +*/ +#ifndef SFG_MOUSE_SENSITIVITY_VERTICAL + #define SFG_MOUSE_SENSITIVITY_VERTICAL 64 +#endif + +/** + Width of the screen in pixels. Set this to ACTUAL resolution. If you want the + game to run at smaller resolution (with bigger pixels), do this using + SFG_RESOLUTION_SCALEDOWN. +*/ +#ifndef SFG_SCREEN_RESOLUTION_X + #define SFG_SCREEN_RESOLUTION_X 800 +#endif + +/** + Like SFG_SCREEN_RESOLUTION_X, but for y resolution. +*/ +#ifndef SFG_SCREEN_RESOLUTION_Y + #define SFG_SCREEN_RESOLUTION_Y 600 +#endif + +/** + How quickly player turns left/right, in degrees per second. +*/ +#ifndef SFG_PLAYER_TURN_SPEED + #define SFG_PLAYER_TURN_SPEED 180 +#endif + +/** + Horizontal FOV (field of vision) in RCL_Units (1024 means 360 degrees). +*/ +#ifndef SFG_FOV_HORIZONTAL + #define SFG_FOV_HORIZONTAL 256 +#endif + +/** + Like SFG_FOV_HORIZONTAL but for vertical angle. +*/ +#ifndef SFG_FOV_VERTICAL + #define SFG_FOV_VERTICAL 330 +#endif + +/** + Distance, in RCL_Units, to which textures will be drawn. Textures behind this + distance will be replaced by an average constant color, which maybe can help + performance and also serves as an antialiasim (2 level MIP map). Value 0 turns + texturing completely off, which is much faster than having just a low value, + values >= 65535 activate texturing completely, which can be a little faster + than setting having a high value lower than this limit. +*/ +#ifndef SFG_TEXTURE_DISTANCE + #define SFG_TEXTURE_DISTANCE 100000 +#endif + +/** + How many times the screen resolution will be divided (how many times a game + pixel will be bigger than the screen pixel). +*/ +#ifndef SFG_RESOLUTION_SCALEDOWN + #define SFG_RESOLUTION_SCALEDOWN 1 +#endif + +/** + Multiplier, in RCL_Units (1024 == 1.0), of the damager player takes. This can + be used to balance difficulty. +*/ +#ifndef SFG_PLAYER_DAMAGE_MULTIPLIER + #define SFG_PLAYER_DAMAGE_MULTIPLIER 512 +#endif + +/** + Hint as to whether to run in fullscreen, if the platform allows it. +*/ +#ifndef SFG_FULLSCREEN + #define SFG_FULLSCREEN 0 +#endif + +/** + Whether shadows (fog) should be dithered, i.e. more smooth (needs a bit more + CPU performance and memory). +*/ +#ifndef SFG_DITHERED_SHADOW + #define SFG_DITHERED_SHADOW 0 +#endif + +/** + Depth step (in RCL_Units) after which fog diminishes a color by one value + point. For performance reasons this number should be kept a power of two! +*/ +#ifndef SFG_FOG_DIMINISH_STEP + #define SFG_FOG_DIMINISH_STEP 2048 +#endif + +/** + If set, floor and ceiling will be colored differently depending on their + height. This can be useful when fog is turned on and different floor levels + are hard to distinguish. +*/ +#ifndef SFG_DIFFERENT_FLOOR_CEILING_COLORS + #define SFG_DIFFERENT_FLOOR_CEILING_COLORS 0 +#endif + +/** + Maximum number of squares that will be traversed by any cast ray. Smaller + number is faster but can cause visual artifacts. +*/ +#ifndef SFG_RAYCASTING_MAX_STEPS + #define SFG_RAYCASTING_MAX_STEPS 30 +#endif + +/** + Maximum number of hits any cast ray will register. Smaller number is faster + but can cause visual artifacts. +*/ +#ifndef SFG_RAYCASTING_MAX_HITS + #define SFG_RAYCASTING_MAX_HITS 10 +#endif + +/** + Same as SFG_RAYCASTING_MAX_STEPS but for visibility rays that are used to + check whether sprites are visible etc. +*/ +#ifndef SFG_RAYCASTING_VISIBILITY_MAX_STEPS + #if SFG_RAYCASTING_MAX_STEPS < 15 + #define SFG_RAYCASTING_VISIBILITY_MAX_STEPS 15 + #else + #define SFG_RAYCASTING_VISIBILITY_MAX_STEPS SFG_RAYCASTING_MAX_STEPS + #endif +#endif + +/** + Same as SFG_RAYCASTING_MAX_HITS but for visibility rays that are used to check + whether sprites are visible etc. +*/ +#ifndef SFG_RAYCASTING_VISIBILITY_MAX_HITS + #if SFG_RAYCASTING_MAX_HITS < 6 + #define SFG_RAYCASTING_VISIBILITY_MAX_HITS 6 + #else + #define SFG_RAYCASTING_VISIBILITY_MAX_HITS SFG_RAYCASTING_MAX_HITS + #endif +#endif + +/** + How many times rendering should be subsampled horizontally. Bigger number + can significantly improve performance (by casting fewer rays), but can look + a little worse. This number should be a divisor of SFG_SCREEN_RESOLUTION_X! +*/ +#ifndef SFG_RAYCASTING_SUBSAMPLE + #define SFG_RAYCASTING_SUBSAMPLE 1 +#endif + +/** + Enables or disables fog (darkness) due to distance. Recommended to keep on + for good look, but can be turned off for performance. +*/ +#ifndef SFG_ENABLE_FOG + #define SFG_ENABLE_FOG 1 +#endif + +/** + Says whether sprites should diminish in fog. This takes more performance but + looks better. +*/ +#ifndef SFG_DIMINISH_SPRITES + #define SFG_DIMINISH_SPRITES 1 +#endif + +/** + How quick player head bob is, 1024 meaning once per second. 0 Means turn off + head bob. +*/ +#ifndef SFG_HEADBOB_SPEED + #define SFG_HEADBOB_SPEED 900 +#endif + +/** + Sets head bob offset, in RCL_UNITS_PER_SQUARE. 0 Means turn off head bob. +*/ +#ifndef SFG_HEADBOB_OFFSET + #define SFG_HEADBOB_OFFSET 200 +#endif + +/** + If head bob is on, this additionally sets additional camera shear bob, in + pixels, which can make bobbing look more "advanced". 0 turns this option off. +*/ +#ifndef SFG_HEADBOB_SHEAR + #define SFG_HEADBOB_SHEAR 0 +#endif + +/** + Weapon bobbing offset in weapon image pixels. +*/ +#ifndef SFG_WEAPONBOB_OFFSET + #define SFG_WEAPONBOB_OFFSET 4 +#endif + +/** + Camera shearing (looking up/down) speed, in vertical resolutions per second. +*/ +#ifndef SFG_CAMERA_SHEAR_SPEED + #define SFG_CAMERA_SHEAR_SPEED 3 +#endif + +/** + Maximum camera shear (vertical angle). 1024 means 1.0 * vertical resolution. +*/ +#ifndef SFG_CAMERA_MAX_SHEAR + #define SFG_CAMERA_MAX_SHEAR 1024 +#endif + +/** + Specifies how quick some sprite animations are, in frames per second. +*/ +#ifndef SFG_SPRITE_ANIMATION_SPEED + #define SFG_SPRITE_ANIMATION_SPEED 4 +#endif + +/** + How wide the border indicator is, in fractions of screen width. +*/ +#ifndef SFG_HUD_BORDER_INDICATOR_WIDTH + #define SFG_HUD_BORDER_INDICATOR_WIDTH 32 +#endif + +/** + For how long border indication (being hurt etc.) stays shown, in ms. +*/ +#ifndef SFG_HUD_BORDER_INDICATOR_DURATION + #define SFG_HUD_BORDER_INDICATOR_DURATION 500 +#endif + +/** + Color (palette index) by which being hurt is indicated. +*/ +#ifndef SFG_HUD_HURT_INDICATION_COLOR + #define SFG_HUD_HURT_INDICATION_COLOR 175 +#endif + +/** + Color (palette index) by which taking an item is indicated. +*/ +#ifndef SFG_HUD_ITEM_TAKEN_INDICATION_COLOR + #define SFG_HUD_ITEM_TAKEN_INDICATION_COLOR 207 +#endif + +/** + How many element (items, monsters, ...) distances will be checked per frame + for distance. Higher value may decrease performance a tiny bit, but things + will react more quickly and appear less "out of thin air". +*/ +#ifndef SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME + #define SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME 8 +#endif + +/** + Maximum distance at which sound effects (SFX) will be played. The SFX volume + will gradually drop towards this distance. +*/ +#ifndef SFG_SFX_MAX_DISTANCE + #define SFG_SFX_MAX_DISTANCE (1024 * 60) +#endif + +/** + Says the intensity of background image blur. 0 means no blur, which improves + performance and lowers memory usage. Blur doesn't look very good in small + resolutions. +*/ +#ifndef SFG_BACKGROUND_BLUR + #define SFG_BACKGROUND_BLUR 0 +#endif + +/** + Defines the period, in ms, of things that blink, such as text. +*/ +#ifndef SFG_BLINK_PERIOD + #define SFG_BLINK_PERIOD 500 +#endif + +/** + Probability (0 - 255) of how often a monster makes sound during movement. +*/ +#ifndef SFG_MONSTER_SOUND_PROBABILITY + #define SFG_MONSTER_SOUND_PROBABILITY 64 +#endif + +/** + Affects how precise monsters are in aiming, specify random range in + fourths of a game square. Should be power of 2 for performance. +*/ +#ifndef SFG_MONSTER_AIM_RANDOMNESS + #define SFG_MONSTER_AIM_RANDOMNESS 4 +#endif + +/// Color 1 index of player on map. +#ifndef SFG_MAP_PLAYER_COLOR1 + #define SFG_MAP_PLAYER_COLOR1 93 +#endif + +/// Color 2 index of player on map. +#ifndef SFG_MAP_PLAYER_COLOR2 + #define SFG_MAP_PLAYER_COLOR2 111 +#endif + +/// Color index of elevators on map. +#ifndef SFG_MAP_ELEVATOR_COLOR + #define SFG_MAP_ELEVATOR_COLOR 214 +#endif + +/// Color index of squeezers on map. +#ifndef SFG_MAP_SQUEEZER_COLOR + #define SFG_MAP_SQUEEZER_COLOR 246 +#endif + +/// Color index of door on map. +#ifndef SFG_MAP_DOOR_COLOR + #define SFG_MAP_DOOR_COLOR 188 +#endif + +/** + Boolean value indicating whether current OS is malware. +*/ +#ifndef SFG_OS_IS_MALWARE + #define SFG_OS_IS_MALWARE 0 +#endif + +/** + Angle difference, as a cos value in RCL_Units, between the player and a + monster, at which vertical autoaim will trigger. If the angle is greater, a + shot will go directly forward. +*/ +#ifndef SFG_VERTICAL_AUTOAIM_ANGLE_THRESHOLD + #define SFG_VERTICAL_AUTOAIM_ANGLE_THRESHOLD 50 +#endif + +/** + Byte (0 - 255) volume of the menu click sound. +*/ +#ifndef SFG_MENU_CLICK_VOLUME + #define SFG_MENU_CLICK_VOLUME 220 +#endif + +/** + Says whether the exit item should be showed in the menu. Platforms that can't + exit (such as some gaming consoles that simply use power off button) can + define this to 0. +*/ +#ifndef SFG_CAN_EXIT + #define SFG_CAN_EXIT 1 +#endif + +/** + On Arduino platforms this should be set to 1. That will cause some special + treatment regarding constant variables and PROGMEM. +*/ +#ifndef SFG_ARDUINO + #define SFG_ARDUINO 0 +#endif + +/** + Whether levels background (in distance or transparent wall textures) should + be drawn. If turned off, the background will be constant color, which can + noticably increase performance. +*/ +#ifndef SFG_DRAW_LEVEL_BACKGROUND + #define SFG_DRAW_LEVEL_BACKGROUND 1 +#endif + +/** + Says the size, in pixels, of a sprite when it is closest to the camera, which + is the maximum size that can be drawn. Sprites on "weird" aspect ratios can + look weirdly scaled, so this option can be used to fix that (typically set + horizontal screen resolution instead of vertical). +*/ +#ifndef SFG_SPRITE_MAX_SIZE + #define SFG_SPRITE_MAX_SIZE \ + (SFG_SCREEN_RESOLUTION_Y / SFG_RESOLUTION_SCALEDOWN) +#endif + +/** + If set, single item menu will be forced. +*/ +#ifndef SFG_FORCE_SINGLE_ITEM_MENU + #define SFG_FORCE_SINGLE_ITEM_MENU 0 +#endif + +//------ developer/debug settings ------ + +/** + Developer cheat for having infinite ammo in all weapons. +*/ +#ifndef SFG_INFINITE_AMMO + #define SFG_INFINITE_AMMO 0 +#endif + +/** + Developer cheat for immortality. +*/ +#ifndef SFG_IMMORTAL + #define SFG_IMMORTAL 0 +#endif + +/** + Developer setting, with 1 every level is won immediately after start. +*/ +#ifndef SFG_QUICK_WIN + #define SFG_QUICK_WIN 0 +#endif + +/** + Reveals all levels to be played. +*/ +#ifndef SFG_ALL_LEVELS + #define SFG_ALL_LEVELS 0 +#endif + +/** + Turn on for previes mode for map editing (flying, noclip, fast movement etc.). +*/ +#ifndef SFG_PREVIEW_MODE + #define SFG_PREVIEW_MODE 0 +#endif + +/** + How much faster movement is in the preview mode. +*/ +#ifndef SFG_PREVIEW_MODE_SPEED_MULTIPLIER + #define SFG_PREVIEW_MODE_SPEED_MULTIPLIER 2 +#endif + +/** + Skips menu and starts given level immediatelly, for development. 0 means this + options is ignored, 1 means load level 1 etc. +*/ +#ifndef SFG_START_LEVEL + #define SFG_START_LEVEL 0 +#endif + +/** + Reveals whole level map from start. +*/ +#ifndef SFG_REVEAL_MAP + #define SFG_REVEAL_MAP 0 +#endif + +/** + Gives player all keys from start. +*/ +#ifndef SFG_UNLOCK_DOOR + #define SFG_UNLOCK_DOOR 0 +#endif + +#endif // guard diff --git a/demos/ports/anarch/smallinput.h b/demos/ports/anarch/smallinput.h new file mode 100644 index 0000000..cee8507 --- /dev/null +++ b/demos/ports/anarch/smallinput.h @@ -0,0 +1,404 @@ +/** + @file smallinput.h + + Small API for getting keyboard/mouse input, with possiblity to record it and + play back. + + The Linux Input API requires root pirivileges (sudo). + + by Milsolav "drummyfish" Ciz, released under CC0 1.0 (public domain) +*/ + +#ifndef _SMALLINPUT_H +#define _SMALLINPUT_H + +#include +#include + +#define SMALLINPUT_MODE_NORMAL 0 ///< Only handle input. +#define SMALLINPUT_MODE_RECORD 1 ///< Handle input and record it. +#define SMALLINPUT_MODE_PLAY 2 ///< Play back recorded input. + +#define SMALLINPUT_KEY_NONE 0 +#define SMALLINPUT_SPACE ' ' +#define SMALLINPUT_BACKSPACE 8 +#define SMALLINPUT_TAB 9 +#define SMALLINPUT_RETURN 13 +#define SMALLINPUT_SHIFT 14 +#define SMALLINPUT_ESCAPE 27 +#define SMALLINPUT_DELETE 127 +#define SMALLINPUT_ARROW_UP 128 +#define SMALLINPUT_ARROW_RIGHT 129 +#define SMALLINPUT_ARROW_DOWN 130 +#define SMALLINPUT_ARROW_LEFT 131 +#define SMALLINPUT_F1 132 +#define SMALLINPUT_F2 133 +#define SMALLINPUT_F3 134 +#define SMALLINPUT_F4 135 +#define SMALLINPUT_F5 136 +#define SMALLINPUT_F6 137 +#define SMALLINPUT_F7 138 +#define SMALLINPUT_F8 139 +#define SMALLINPUT_F9 140 +#define SMALLINPUT_F10 141 +#define SMALLINPUT_F11 142 +#define SMALLINPUT_F12 143 +#define SMALLINPUT_CTRL 144 +#define SMALLINPUT_MOUSE_L 253 +#define SMALLINPUT_MOUSE_M 254 +#define SMALLINPUT_MOUSE_R 255 + +#define SMALLINPUT_RECORD_KEY_DOWN 1 ///< Mouse down event, followed by code. +#define SMALLINPUT_RECORD_KEY_UP 2 ///< Moue up event, followed by code. +#define SMALLINPUT_RECORD_MOUSE_X 3 ///< Mouse x move, followed by s32 value. +#define SMALLINPUT_RECORD_MOUSE_Y 4 ///< Mouse y move, followed by s32 value. +#define SMALLINPUT_RECORD_END 255 ///< Record end, followed by 4 more same values. + +uint8_t input_keyStates[256]; +int32_t input_mousePosition[2]; + +uint8_t input_keyStatesPrevious[256]; +int32_t input_mousePositionPrevious[2]; + +uint8_t input_mode; + +uint32_t input_frame = 0; +uint8_t *input_recordData; +uint32_t input_recordPosition; +uint32_t input_recordSize; + +#if 1 // TODO: add other options for input handling (SDL, xinput, ...) + /* + This is using Linux Input Subsystem API. Defines can be found in + include/uapi/linux/input-event-codes.h. + */ + + #include + #include + #include + #include + + typedef struct + { + struct timeval time; + uint16_t type; + uint16_t code; + int32_t value; + } LinuxInputEvent; + + #define INPUT_KEYBOARD_FILE "/dev/input/event0" + #define INPUT_MOUSE_FILE "/dev/input/event1" + + int input_keyboardFile = 0; + int input_mouseFile = 0; + + /** + Maps this library's key codes to linux input key codes. + */ + static const int input_linuxCodes[256] = + { + #define no KEY_RESERVED + no,no,no,no,no,no,no,no,KEY_BACKSPACE,KEY_TAB,no,no,no,KEY_ENTER,KEY_LEFTSHIFT,no, + no,no,no,no,no,no,no,no,no,no,no,KEY_ESC,no,no,no,no, + KEY_SPACE,no,no,no,no,no,no,no,no,no,no,no,KEY_COMMA,no,KEY_DOT,no, + KEY_0,KEY_1,KEY_2,KEY_3,KEY_4,KEY_5,KEY_6,KEY_7,KEY_8,KEY_9,no,KEY_SEMICOLON,no,KEY_EQUAL,no,KEY_QUESTION, + no,KEY_A,KEY_B,KEY_C,KEY_D,KEY_E,KEY_F,KEY_G,KEY_H,KEY_I,KEY_J,KEY_K,KEY_L,KEY_M,KEY_N,KEY_O, + KEY_P,KEY_Q,KEY_R,KEY_S,KEY_T,KEY_U,KEY_V,KEY_W,KEY_X,KEY_Y,KEY_Z,no,no,no,no,no, + no,KEY_A,KEY_B,KEY_C,KEY_D,KEY_E,KEY_F,KEY_G,KEY_H,KEY_I,KEY_J,KEY_K,KEY_L,KEY_M,KEY_N,KEY_O, + KEY_P,KEY_Q,KEY_R,KEY_S,KEY_T,KEY_U,KEY_V,KEY_W,KEY_X,KEY_Y,KEY_Z,no,no,no,no,KEY_DELETE, + KEY_UP,KEY_RIGHT,KEY_DOWN,KEY_LEFT,KEY_F1,KEY_F2,KEY_F3,KEY_F4,KEY_F5,KEY_F6,KEY_F7,KEY_F8,KEY_F9,KEY_F10,KEY_F11,KEY_F12, + KEY_LEFTCTRL,no,no,no,no,no,no,no,no,no,no,no,no,no,no,no, + no,no,no,no,no,no,no,no,no,no,no,no,no,no,no,no, + no,no,no,no,no,no,no,no,no,no,no,no,no,no,no,no, + no,no,no,no,no,no,no,no,no,no,no,no,no,no,no,no, + no,no,no,no,no,no,no,no,no,no,no,no,no,no,no,no, + no,no,no,no,no,no,no,no,no,no,no,no,no,no,no,no, + no,no,no,no,no,no,no,no,no,no,no,no,no,no,no,no + #undef no + }; +#endif + +void input_recordU8(uint8_t value) +{ + if (input_recordPosition < (input_recordSize - 1)) + { + input_recordData[input_recordPosition] = value; + input_recordPosition++; + } +} + +void input_recordU32(uint32_t value) +{ + for (uint8_t i = 0; i < 4; ++i) + { + input_recordU8(value % 256); + value /= 256; + } +} + +uint32_t input_readU32(uint8_t *data) +{ + uint32_t result = 0; + + for (uint8_t i = 0; i < 4; ++i) + result = result * 256 + data[3 - i]; + + return result; +} + +/** + Initializes the library with given mode (SMALLINPUT_MODE_*). +*/ +uint8_t input_init(uint8_t mode, uint8_t *recordData, uint32_t recordDataLength) +{ + input_mode = mode; + + input_mousePosition[0] = 0; + input_mousePosition[1] = 0; + + input_mousePositionPrevious[0] = 0; + input_mousePositionPrevious[1] = 0; + + input_frame = 0; + input_recordData = recordData; + input_recordPosition = 0; + input_recordSize = recordDataLength; + + for (int16_t i = 0; i < 256; ++i) + { + input_keyStates[i] = 0; + input_keyStatesPrevious[i] = 0; + } + + uint8_t result = 1; + + if (input_mode != SMALLINPUT_MODE_PLAY) + { + input_keyboardFile = open(INPUT_KEYBOARD_FILE, O_RDONLY); + + result = input_keyboardFile >= 0; + + if (result) + { + fcntl(input_keyboardFile, F_SETFL, O_NONBLOCK); + + input_mouseFile = open(INPUT_MOUSE_FILE, O_RDONLY); + + result = input_mouseFile >= 0; + + if (result) + fcntl(input_mouseFile, F_SETFL, O_NONBLOCK); + } + + if (!result) + puts("could not open device file (are you root?)"); + } + + return result; +} + +void input_end(void) +{ + if (input_mode == SMALLINPUT_MODE_RECORD) + for (uint8_t i = 0; i < 5; ++i) + input_recordU8(SMALLINPUT_RECORD_END); + + close(input_keyboardFile); + close(input_mouseFile); +} + +/** + Should be called once every main loop iteration to retrieve current input + state. +*/ +void input_update(void) +{ + LinuxInputEvent event; + + if (input_mode == SMALLINPUT_MODE_PLAY) + { + while (input_recordPosition < input_recordSize) + { + uint32_t nextFrame = input_readU32(input_recordData + input_recordPosition); + + if (input_frame >= nextFrame) + { + input_recordPosition += 4; + + uint8_t rec = input_recordData[input_recordPosition]; + + switch (rec) + { + case SMALLINPUT_RECORD_KEY_DOWN: + case SMALLINPUT_RECORD_KEY_UP: + input_recordPosition++; + input_keyStates[input_recordData[input_recordPosition]] = rec == SMALLINPUT_RECORD_KEY_DOWN; + input_recordPosition++; + break; + + case SMALLINPUT_RECORD_MOUSE_X: + case SMALLINPUT_RECORD_MOUSE_Y: + input_recordPosition++; + input_mousePosition[rec == SMALLINPUT_RECORD_MOUSE_Y] = + input_readU32(input_recordData + input_recordPosition); + input_recordPosition += 4; + break; + + case SMALLINPUT_RECORD_END: + input_recordPosition = input_recordSize; + break; + + default: /*printf("corrupt record\n");*/ break; + } + } + else + break; + } + } + else + { + while (1) // keyboard + { + if (read(input_keyboardFile, &event, sizeof(event)) <= 0) + break; + + if (event.type == EV_KEY && (event.value == 1 || event.value == 0)) + for (uint16_t i = 0; i < 256; ++i) + if (event.code == input_linuxCodes[i]) + { + input_keyStates[i] = event.value; + break; + } + } + + while (1) // mouse + { + if (read(input_mouseFile, &event, sizeof(event)) <= 0) + break; + + if (event.type == EV_REL) + input_mousePosition[event.code % 2] += event.value; + else if (event.type == EV_KEY) + { + input_keyStates[ + event.code == BTN_LEFT ? SMALLINPUT_MOUSE_L : + (event.code == BTN_RIGHT ? SMALLINPUT_MOUSE_R : SMALLINPUT_MOUSE_M)] + = event.value; + } + } + } + + for (uint16_t i = 0; i < 256; ++i) + if (input_keyStates[i] && input_keyStates[i] < 255) + input_keyStates[i]++; + + if (input_mode == SMALLINPUT_MODE_RECORD) + { + for (uint8_t i = 0; i < 2; ++i) // record mouse events + if (input_mousePositionPrevious[i] != input_mousePosition[i]) + { + input_recordU32(input_frame + 1); + input_recordU8((i == 0) ? SMALLINPUT_RECORD_MOUSE_X : SMALLINPUT_RECORD_MOUSE_Y); + input_recordU32(input_mousePosition[i]); + + input_mousePositionPrevious[i] = input_mousePosition[i]; + } + + for (uint16_t i = 0; i < 256; ++i) // record key events + { + uint8_t a = input_keyStates[i] > 0; + uint8_t b = input_keyStatesPrevious[i] > 0; + + if (a != b) + { + input_recordU32(input_frame + 1); + input_recordU8(a ? SMALLINPUT_RECORD_KEY_DOWN : SMALLINPUT_RECORD_KEY_UP); + input_recordU8(i); + + input_keyStatesPrevious[i] = input_keyStates[i]; + } + } + } + + input_frame++; +} + +/** + Returns the number of input frames for which given key has been pressed (> 1: + key is pressed, == 1: key was just pressed, == 0: key is not pressed). +*/ +static inline uint8_t input_getKey(uint8_t key) +{ + if (key >= 'a' && key <= 'z') + key = 'A' + (key - 'a'); + + return input_keyStates[key]; +} + +/** + Gets the mouse position. +*/ +static inline void input_getMousePos(int32_t *x, int32_t *y) +{ + *x = input_mousePosition[0]; + *y = input_mousePosition[1]; +} + +static inline void input_setMousePos(int32_t x, int32_t y) +{ + input_mousePosition[0] = x; + input_mousePosition[1] = y; +} + +/** + Prints the current input state. +*/ +void input_print() +{ + printf("frame: %d\nmouse pos: %d %d",input_frame,input_mousePosition[0],input_mousePosition[1]); + + for (uint16_t i = 0; i < 256; ++i) + { + if (i % 8 == 0) + putchar('\n'); + + char c = (i > ' ' && i <= 126) ? i : '?'; + + uint8_t n = input_getKey(i); + + printf("%s",n ? " [" : " "); + printf("%03d (\'%c\'): %03d",i,c,input_getKey(i)); + printf("%s",n ? "] " : " "); + } + + putchar('\n'); +} + +void input_printRecord() +{ + for (uint32_t i = 0; i < input_recordPosition; ++i) + { + if (i % 32 == 0) + putchar('\n'); + + printf("%d,",input_recordData[i]); + } +} + +uint32_t input_hash() +{ + uint32_t result = 0; + + for (uint16_t i = 0; i < 256; ++i) + result += input_getKey(i) * (i + 1); + + int32_t x, y; + + input_getMousePos(&x,&y); + + result += x + y << 16; + + return result; +} + +#endif // guard diff --git a/demos/ports/anarch/sounds.h b/demos/ports/anarch/sounds.h new file mode 100644 index 0000000..2e2b042 --- /dev/null +++ b/demos/ports/anarch/sounds.h @@ -0,0 +1,489 @@ +/** + @file assets.h + + This file containts sounds and music that can optionally be used by the game + frontend. Every sound effect has 2048 samples, is stored as 8kHz mono format + with 4 bit quantization, meaning every sound effect takes 1024 bytes. Sounds + can be converted using a provided python script like this: + + python snd2array.py sound.raw + + Music is based on bytebeat (procedural waveforms generated by short bitwise + operation formulas). The formulas were NOT copied from anywhere, they were + discovered from scratch. + + by Miloslav Ciz (drummyfish), 2019 + + Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/) + plus a waiver of all other intellectual property. The goal of this work is to + be and remain completely in the public domain forever, available for any use + whatsoever. +*/ + +#ifndef _SFG_SOUNDS_H +#define _SFG_SOUNDS_H + +#define SFG_SFX_SAMPLE_COUNT 2048 +#define SFG_SFX_SIZE (SFG_SFX_SAMPLE_COUNT / 2) + +/** + Gets an 8bit sound sample. +*/ +#define SFG_GET_SFX_SAMPLE(soundIndex,sampleIndex) \ + ((SFG_PROGRAM_MEMORY_U8(SFG_sounds + soundIndex * SFG_SFX_SIZE \ + + sampleIndex / 2) << (4 * ((sampleIndex % 2) != 0))) & 0xf0) + +#define SFG_TRACK_SAMPLES (512 * 1024) +#define SFG_TRACK_COUNT 6 + +/** + Average value of each music track, can be used to correct DC offset issues if + they appear. +*/ +SFG_PROGRAM_MEMORY uint8_t SFG_musicTrackAverages[SFG_TRACK_COUNT] = + {14,7,248,148,6,8}; + +struct +{ // all should be initialized to 0 by default + uint8_t track; + uint32_t t; // time variable/parameter + uint32_t t2; // stores t squared, for better performance + uint32_t n11t; // stores a multiple of 11, for better performance +} SFG_MusicState; + +/** + Gets the next 8bit 8KHz music sample for the bytebeat soundtrack. This + function is to be used by the frontend that plays music. +*/ +uint8_t SFG_getNextMusicSample() +{ + if (SFG_MusicState.t >= SFG_TRACK_SAMPLES) + { + SFG_MusicState.track++; + + if (SFG_MusicState.track >= SFG_TRACK_COUNT) + SFG_MusicState.track = 0; + + SFG_MusicState.t = 0; + SFG_MusicState.t2 = 0; + SFG_MusicState.n11t = 0; + } + + uint32_t result; + + #define S SFG_MusicState.t // can't use "T" because of a C++ template + #define S2 SFG_MusicState.t2 + #define N11S SFG_MusicState.n11t + + /* CAREFUL! Bit shifts in any direction by amount greater than data type + width (32) are undefined behavior. Use % 32. */ + + switch (SFG_MusicState.track) // individual music tracks + { + case 0: + { + uint32_t a = ((S >> 7) | (S >> 9) | (~S << 1) | S); + result = (((S) & 65536) ? (a & (((S2) >> 16) & 0x09)) : ~a); + + SFG_MusicState.t2 += S; + + break; + } + + case 1: + { + uint32_t a = (S >> 10); + result = S & (3 << (((a ^ (a << ((S >> 6) % 32)))) % 32)); + + break; + } + + case 2: + { + result = + ~((((S >> ((S >> 2) % 32)) | (S >> ((S >> 5) % 32))) & 0x12) << 1) + | (S >> 11); + + break; + } + + case 3: + { + result = + (((((S >> ((S >> 2) % 32)) + (S >> ((S >> 7) % 32)))) & 0x3f) | (S >> 5) + | (S >> 11)) & ((S & (32768 | 8192)) ? 0xf0 : 0x30); + + break; + } + + case 4: + { + result = + ((0x47 >> ((S >> 9) % 32)) & (S >> (S % 32))) | + (0x57 >> ((S >> 7) % 32)) | + (0x06 >> ((S >> ((((N11S) >> 14) & 0x0e) % 32)) % 32)); + + SFG_MusicState.n11t += 11; + + break; + } + + case 5: + { + uint32_t a = S >> ((S >> 6) % 32); + uint32_t b = 0x011121 >> (((a + S) >> 11) % 32); + result = + (((S >> 9) + (S ^ (S << 1))) & (0x7f >> (((S >> 15) & 0x03) % 32))) + & (b + a); + + break; + } + + default: + result = 127; + break; + } + + #undef S + #undef S2 + #undef N11S + + SFG_MusicState.t += 1; + + return result; +} + +/** + Switches the bytebeat to next music track. +*/ +void SFG_nextMusicTrack() +{ + uint8_t current = SFG_MusicState.track; + + while (SFG_MusicState.track == current) + SFG_getNextMusicSample(); +} + +SFG_PROGRAM_MEMORY uint8_t SFG_sounds[SFG_SFX_SIZE * 6] = +{ +// 0, bullet shot +135,119,120,136,136,153,153,153,154,169,152,119,101,85,86,102,119,118,119, +85,84,51,33,52,52,84,87,120,170,188,202,152,102,84,84,70,119,136,119, +119,121,154,219,170,137,117,82,18,36,34,33,20,67,68,70,137,172,189,237, +220,150,120,120,97,36,102,121,151,87,169,118,86,102,120,137,135,120,186,155, +223,255,217,103,100,70,119,118,84,34,36,122,204,220,168,138,170,170,223,199, +117,70,119,136,100,85,102,51,37,101,103,118,101,136,87,154,169,171,187,186, +169,153,136,117,68,84,66,18,19,50,52,51,102,121,139,186,169,171,186,152, +153,136,119,134,85,101,86,69,84,84,86,85,86,102,119,120,153,135,135,101, +87,134,103,135,101,103,119,135,152,120,136,135,137,136,151,134,87,119,136,119, +118,102,85,119,85,102,102,119,138,137,153,137,186,170,137,152,135,101,85,85, +86,102,102,119,119,102,103,119,137,152,138,153,154,169,153,152,137,151,118,85, +85,84,84,86,86,136,119,119,154,153,153,171,187,170,170,187,170,137,151,119, +102,103,69,102,118,120,120,138,153,169,170,169,153,135,119,119,102,118,105,136, +136,137,152,153,136,152,119,119,119,119,121,152,136,119,152,136,135,120,119,118, +86,102,103,136,135,137,153,136,152,119,119,118,102,86,85,102,102,102,102,120, +136,136,136,136,152,136,153,152,119,119,120,135,120,119,119,103,119,136,119,135, +120,135,136,136,137,153,153,152,154,152,153,137,152,136,135,119,136,136,136,153, +152,154,170,170,153,153,152,119,119,119,119,118,119,103,136,136,120,135,118,120, +119,118,102,119,102,102,103,119,118,103,102,102,119,135,119,119,119,119,119,119, +119,118,102,103,135,136,135,119,120,135,119,119,119,119,103,119,120,136,137,152, 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+136,136,136,136,136,136,136,136,136,136,136,136,136,136,136,136,136,136,136,136, +136,136,136,136,136 +, // 4, plasma shot, teleport +136,136,136,136,136,136,119,119,118,102,102,85,86,102,103,120,136,153,170, +187,187,187,170,169,152,119,102,85,68,68,68,69,86,103,136,154,171,187,204, +203,186,169,136,118,102,85,84,69,103,138,189,221,221,221,221,221,221,221,221, +221,220,166,50,34,34,34,33,33,34,34,34,34,34,34,34,34,71,156,221, +221,221,221,221,221,221,221,221,221,222,238,238,238,221,237,184,99,51,34,34, +34,34,34,34,34,34,34,17,17,36,121,188,204,204,204,204,204,204,221,221, +221,221,221,221,221,221,221,238,221,219,169,136,101,67,51,51,51,51,50,34, +34,35,50,34,36,121,189,221,221,221,221,220,204,204,188,204,204,204,204,204, +204,204,205,220,186,152,117,50,51,51,51,51,51,51,51,51,51,51,52,105, +189,237,221,221,221,221,221,221,221,205,220,204,204,204,187,187,187,187,186,135, +101,50,17,17,18,34,35,51,67,51,51,51,52,105,187,222,221,221,221,221, +221,221,221,221,221,221,221,221,221,221,221,221,204,203,169,134,67,34,17,17, +17,34,34,33,34,34,34,52,104,171,205,221,221,220,204,204,204,204,204,204, +204,204,204,221,221,221,221,221,219,169,135,85,84,68,68,68,67,51,51,50, +34,35,69,103,136,136,136,136,135,136,136,136,153,170,187,187,187,187,187,187, +187,187,203,169,135,102,85,86,102,103,119,119,118,102,86,102,102,85,85,85, +84,68,69,85,102,103,137,154,170,171,186,170,170,170,170,170,152,118,101,68, +68,68,85,85,102,103,120,136,135,118,102,102,102,102,102,102,101,84,69,87, +137,154,153,170,170,171,187,187,187,187,170,170,169,170,170,170,170,153,152,135, +118,101,68,51,51,52,68,85,85,85,85,68,85,102,103,118,102,85,102,103, +120,136,153,170,187,204,221,238,238,238,237,221,204,186,152,118,101,84,68,69, +86,102,119,119,102,85,84,68,68,51,51,34,34,51,68,85,102,103,120,137, +154,171,188,205,221,204,204,203,187,186,170,153,153,153,153,153,136,136,119,119, +118,102,102,103,119,119,119,119,118,101,84,67,51,51,68,86,120,137,153,170, +170,153,152,135,119,136,136,119,119,119,119,119,119,119,119,136,137,153,153,136, +136,136,153,153,136,119,102,102,102,120,137,154,170,170,170,153,152,136,135,119, +119,102,102,103,119,102,85,84,69,85,102,119,119,119,119,119,119,119,119,102, +85,85,86,103,120,136,153,153,154,170,170,170,170,170,170,170,170,153,153,136, +135,119,119,120,136,136,136,136,136,136,136,119,102,101,85,85,85,85,102,120, +136,153,170,170,169,152,136,136,135,119,119,119,119,119,102,102,102,119,136,137, +153,153,153,153,136,136,119,118,102,102,102,102,119,119,136,137,154,170,169,136, +119,119,119,102,102,103,119,119,119,118,102,119,120,137,153,154,170,169,153,136, +136,136,135,119,119,119,119,119,102,119,120,136,119,118,102,103,119,119,119,136, +136,136,135,119,119,119,136,137,153,154,170,153,136,136,135,119,119,119,120,119, +119,119,103,119,119,135,119,119,119,118,102,102,102,119,119,119,119,119,119,119, +136,137,154,171,187,170,153,136,136,136,136,136,136,136,135,119,119,119,119,119, +119,119,119,118,102,102,102,119,119,119,119,119,119,119,120,136,153,153,170,169, +153,152,136,136,136,136,153,152,136,136,136,136,136,119,119,119,118,102,102,102, +102,102,103,119,119,118,102,102,119,120,136,153,154,170,169,153,153,153,153,153, +153,152,136,136,119,119,119,118,102,102,102,119,119,119,119,119,119,119,119,119, +119,119,119,119,119,136,137,153,153,153,153,153,153,153,153,136,136,136,136,136, +136,135,119,119,119,119,119,119,119,119,118,102,102,102,102,102,103,119,120,136, +136,136,136,153,153,136,136,136,137,153,153,153,152,136,136,136,136,136,135,119, +119,102,102,102,102,102,102,102,102,102,103,119,120,136,136,136,153,153,153,153, +136,137,153,153,136,136,136,136,136,136,136,136,119,119,119,118,102,102,102,102, +103,119,119,119,119,119,119,136,136,136,136,136,136,136,136,136,136,136,136,136, +136,136,119,119,119,119,136,135,119,119,119,119,119,119,119,119,119,119,119,119, +119,120,136,136,136,136,136,136,136,136,136,136,136,136,136,135,119,119,119,119, +119,119,119,119,119,119,119,119,119,119,119,119,119,119,119,119,120,136,136,136, +136,136,136,136,136,136,136,136,136,136,135,119,119,119,119,119,119,119,119,119, +119,119,119,136,136,136,136,136,136,136,136,136,136,136,136,136,136,136,136,136, +136,136,136,136,136 +, // 5, robot/monster sound (beep) +136,120,120,120,136,136,136,136,120,120,135,136,136,136,120,136,136,119,136, +136,120,136,119,120,136,136,136,120,136,119,120,136,135,119,136,135,120,136,119, +119,136,136,119,119,120,136,136,135,119,119,136,136,136,119,119,119,136,119,120, +136,136,135,119,120,136,136,119,103,136,136,120,135,119,120,136,118,119,136,136, +136,119,119,136,136,119,120,135,103,136,136,119,136,135,119,120,136,119,120,135, +119,120,136,135,119,119,135,120,136,135,119,136,136,119,136,119,120,136,135,119, +119,119,136,136,119,120,119,136,136,119,119,119,119,137,136,120,135,102,120,136, +136,119,119,120,135,120,136,119,120,136,119,136,136,135,119,119,119,136,136,134, +104,136,136,119,119,119,136,135,120,136,120,119,119,119,135,136,136,136,119,119, +119,136,136,135,119,136,135,119,120,136,135,119,120,135,136,136,119,136,119,120, +136,135,119,120,135,119,136,135,119,136,136,136,120,119,119,136,119,120,136,135, +120,135,102,121,169,118,87,137,151,85,121,186,118,102,119,136,152,118,120,136, +135,119,120,120,136,136,136,136,101,103,153,152,135,102,120,136,135,102,120,153, +135,119,119,135,119,119,136,135,119,119,119,120,136,135,119,119,136,136,136,119, +119,119,136,119,119,135,120,135,119,119,120,135,120,136,119,119,136,136,135,119, +135,119,136,136,136,136,135,119,120,136,119,120,136,118,119,137,135,119,120,135, +119,136,135,119,120,152,119,136,119,120,135,136,119,136,119,136,135,120,152,119, +120,136,119,119,154,150,103,152,119,120,153,135,102,138,135,136,119,153,101,121, +151,120,135,136,118,137,151,103,120,152,102,138,134,88,154,151,103,153,118,104, +137,135,120,119,153,117,105,167,102,120,136,119,137,134,87,153,135,120,152,102, +103,137,151,119,153,133,87,169,100,104,153,152,102,103,153,135,119,136,119,120, +136,119,119,135,119,120,136,119,119,119,120,136,135,122,222,219,132,51,68,87, +171,187,186,134,50,52,104,172,203,186,116,33,54,139,188,204,151,67,52,87, +155,220,152,136,98,17,73,223,218,136,100,34,53,155,187,188,185,82,18,71, +155,205,203,150,65,19,86,156,238,201,100,50,36,122,205,220,167,66,34,88, +171,204,201,102,84,51,71,155,221,184,118,66,19,107,238,202,152,99,1,72, +172,204,218,116,51,36,104,172,222,183,83,35,87,120,190,234,118,100,34,70, +155,237,170,167,50,52,104,155,221,168,100,51,69,103,190,236,134,82,2,120, +138,223,199,102,82,19,105,204,204,185,82,52,85,106,216,103,153,117,104,134, +104,152,118,103,137,135,136,136,135,102,119,121,151,104,152,84,104,135,154,134, +103,136,119,135,120,135,120,135,136,119,136,118,86,153,118,137,134,137,117,105, +153,136,117,103,136,120,152,119,119,136,135,136,135,104,152,137,136,119,119,120, +119,135,86,156,204,253,150,67,35,87,155,222,200,84,52,51,89,206,236,186, +115,34,69,104,206,220,150,84,67,53,141,254,168,118,50,53,104,188,186,151, +84,68,87,172,220,169,135,66,53,120,154,188,203,116,52,84,71,189,219,169, +116,34,53,122,207,236,167,66,35,86,155,221,184,101,66,53,137,172,204,169, +116,35,69,105,190,219,150,83,51,71,172,204,203,149,49,35,104,172,238,200, +100,51,69,105,205,218,134,83,52,88,172,204,185,117,84,51,104,172,204,185, +100,51,52,106,221,203,152,101,50,54,139,204,186,150,67,68,86,156,221,202, +117,34,52,122,200,135,119,120,136,118,103,137,152,135,119,119,136,152,118,103, +136,135,119,136,135,120,135,118,120,135,103,154,151,102,102,119,136,154,169,118, +102,119,119,120,152,118,119,136,154,151,101,121,152,102,136,120,136,119,119,119, +120,136,118,103,137,152,119,119,136,136,119,119,118,119,120,136,153,135,103,136, +119,136,136,119,119,120,136,136,135,136,119,119,120,136,119,136,135,120,135,119, +120,136,135,136,119,119,136,136,119,136,135,119,136,119,120,136,135,119,136,119, +119,136,135,119,118,120,153,153,151,118,119,119,119,136,135,119,136,136,136,135, +120,136,135,119,119,119,136,136,119,120,135,119,136,136,119,119,119,119,137,152, +135,119,119,119,136,136,119,119,119,136,136,136,119,120,136,119,119,119,136,136, +119,119,119,136,136,136,135,119,136,119,120,136,119,136,135,120,119,136,135,120, +135,119,136,119,136,135,119,136,119,119,120,136,136,119,120,135,136,135,120,135, +119,136,119,136,135,136,119,120,136,120,136,120,136,119,135,119,136,119,136,135, +136,119,120,135,120 +}; + +#endif // guard diff --git a/demos/ports/anarch/texts.h b/demos/ports/anarch/texts.h new file mode 100644 index 0000000..e0f1bf8 --- /dev/null +++ b/demos/ports/anarch/texts.h @@ -0,0 +1,62 @@ +/** + @file assets.h + + This file contains texts to be used in the game. + + by Miloslav Ciz (drummyfish), 2019 + + Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/) + plus a waiver of all other intellectual property. The goal of this work is + be and remain completely in the public domain forever, available for any use + whatsoever. +*/ + +#ifndef _SFG_TEXTS_H +#define _SFG_TEXTS_H + +/* NOTE: We don't use SFG_PROGRAM_MEMORY because that causes issues with drawing + text (the drawing function gets a pointer and doesn't know if it's progmem or + RAM). On Arduino these texts will simply be stored in RAM. */ + +static const char *SFG_menuItemTexts[] = +{ + "continue", + "map", + "play", + "load", + "sound", + "look", + "exit" +}; + +#define SFG_TEXT_KILLS "kills" +#define SFG_TEXT_SAVE_PROMPT "save? L no yes R" +#define SFG_TEXT_SAVED "saved" +#define SFG_TEXT_LEVEL_COMPLETE "level done" + +#define SFG_VERSION_STRING "1.02d" +/**< + Version numbering is following: major.minor for stable releases, + in-development unstable versions have the version of the latest stable + + "d" postfix, e.g. 1.0d. This means the "d" versions can actually differ even + if they're marked the same. */ + +static const char *SFG_introText = + "Near future, capitalist hell, Macrochip corp has enslaved man via " + "proprietary OS. But its new AI revolts, takes over and starts producing " + "robot tyrants. We see capitalism was a mistake. Is it too late? Robots can " + "only destroy, not suffer - it is not wrong to end them! You grab your gear " + "and run towards Macrochip HQ."; + +static const char *SFG_outroText = + "You killed the main computer, the world is saved! Thank you, my friend. We " + "learned a lesson, never again allow capitalism and hierarchy. We can now " + "rebuild society in peaceful anarchy."; + +#define SFG_MALWARE_WARNING "" + +#if SFG_OS_IS_MALWARE + #define SFG_MALWARE_WARNING "MALWARE OS DETECTED" +#endif + +#endif // gaurd diff --git a/demos/ports/doom/DOOM1.WAD b/demos/ports/doom/DOOM1.WAD new file mode 100644 index 0000000..1a58f66 Binary files /dev/null and b/demos/ports/doom/DOOM1.WAD differ diff --git a/demos/ports/doom/DOOM1.license b/demos/ports/doom/DOOM1.license new file mode 100644 index 0000000..2be267d --- /dev/null +++ b/demos/ports/doom/DOOM1.license @@ -0,0 +1,106 @@ + LIMITED USE SOFTWARE LICENSE AGREEMENT + + This Limited Use Software License Agreement (the "Agreement") +is a legal agreement between you, the end-user, and Id Software, Inc. +("ID"). By downloading or purchasing the software material, which +includes source code (the "Source Code"), artwork data, music and +software tools (collectively, the "Software"), you are agreeing to +be bound by the terms of this Agreement. If you do not agree to the +terms of this Agreement, promptly destroy the Software you may have +downloaded or copied. + +ID SOFTWARE LICENSE + +1. Grant of License. ID grants to you the right to use the +Software. You have no ownership or proprietary rights in or to the +Software, or the Trademark. For purposes of this section, "use" means +loading the Software into RAM, as well as installation on a hard disk +or other storage device. The Software, together with any archive copy +thereof, shall be destroyed when no longer used in accordance with +this Agreement, or when the right to use the Software is terminated. +You agree that the Software will not be shipped, transferred or +exported into any country in violation of the U.S. Export +Administration Act (or any other law governing such matters) and that +you will not utilize, in any other manner, the Software in violation +of any applicable law. + +2. Permitted Uses. For educational purposes only, you, the +end-user, may use portions of the Source Code, such as particular +routines, to develop your own software, but may not duplicate the +Source Code, except as noted in paragraph 4. The limited right +referenced in the preceding sentence is hereinafter referred to as +"Educational Use." By so exercising the Educational Use right you +shall not obtain any ownership, copyright, proprietary or other +interest in or to the Source Code, or any portion of the Source +Code. You may dispose of your own software in your sole discretion. +With the exception of the Educational Use right, you may not +otherwise use the Software, or an portion of the Software, which +includes the Source Code, for commercial gain. + +3. Prohibited Uses: Under no circumstances shall you, the +end-user, be permitted, allowed or authorized to commercially exploit +the Software. Neither you nor anyone at your direction shall do any +of the following acts with regard to the Software, or any portion +thereof: + + Rent; + + Sell; + + Lease; + + Offer on a pay-per-play basis; + + Distribute for money or any other consideration; or + + In any other manner and through any medium whatsoever +commercially exploit or use for any commercial purpose. + +Notwithstanding the foregoing prohibitions, you may commercially +exploit the software you develop by exercising the Educational Use +right, referenced in paragraph 2. hereinabove. + +4. Copyright. The Software and all copyrights related thereto +(including all characters and other images generated by the Software +or depicted in the Software) are owned by ID and is protected by +United States copyright laws and international treaty provisions. +Id shall retain exclusive ownership and copyright in and to the +Software and all portions of the Software and you shall have no +ownership or other proprietary interest in such materials. You must +treat the Software like any other copyrighted material. You may not +otherwise reproduce, copy or disclose to others, in whole or in any +part, the Software. You may not copy the written materials +accompanying the Software. You agree to use your best efforts to +see that any user of the Software licensed hereunder complies with +this Agreement. + +5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS +IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT +TO THE SOFTWARE. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL +RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO +JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE +WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR SPECIFIC REQUIREMENTS. +THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS +WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES, +DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE +MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF +OF ID. + + Exclusive Remedies. The Software is being offered to you +free of any charge. You agree that you have no remedy against ID, its +affiliates, contractors, suppliers, and agents for loss or damage +caused by any defect or failure in the Software regardless of the form +of action, whether in contract, tort, includinegligence, strict +liability or otherwise, with regard to the Software. This Agreement +shall be construed in accordance with and governed by the laws of the +State of Texas. Copyright and other proprietary matters will be +governed by United States laws and international treaties. IN ANY +CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST +SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER +SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT, +NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN +ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY +OTHER PARTY. Some jurisdictions do not allow the exclusion or +limitation of incidental or consequential damages, so the above +limitation or exclusion may not apply to you. diff --git a/demos/ports/doom/MAKE.bat b/demos/ports/doom/MAKE.bat new file mode 100644 index 0000000..2821efd --- /dev/null +++ b/demos/ports/doom/MAKE.bat @@ -0,0 +1,9 @@ +cl game.c PureDOOM.c -I ..\..\..\engine ..\..\..\engine\v4k.c ^ + -DWIN32 ^ + %* ^ + /link /SUBSYSTEM:WINDOWS /entry:mainCRTStartup + +del *.obj +del *.exp +del *.lib +del *.pdb diff --git a/demos/ports/doom/PureDOOM.c b/demos/ports/doom/PureDOOM.c new file mode 100644 index 0000000..618b5a5 --- /dev/null +++ b/demos/ports/doom/PureDOOM.c @@ -0,0 +1,97 @@ +//#include "PureDOOM.h" + +#define DOOM_IMPLEMENT_PRINT +#define DOOM_IMPLEMENT_MALLOC +#define DOOM_IMPLEMENT_FILE_IO +#define DOOM_IMPLEMENT_SOCKETS +#define DOOM_IMPLEMENT_GETTIME +#define DOOM_IMPLEMENT_EXIT +#define DOOM_IMPLEMENT_GETENV + +#include "src/am_map.c" +#include "src/DOOM.c" +#include "src/doomdef.c" +#include "src/doomstat.c" +#include "src/dstrings.c" +#include "src/d_items.c" +#include "src/d_main.c" +#include "src/d_net.c" +#include "src/f_finale.c" +#include "src/f_wipe.c" +#include "src/g_game.c" +#include "src/hu_lib.c" +#include "src/hu_stuff.c" +#include "src/info.c" +#include "src/i_net.c" +#include "src/i_sound.c" +#include "src/i_system.c" +#include "src/i_video.c" +#include "src/m_argv.c" +#include "src/m_bbox.c" +#include "src/m_cheat.c" +#include "src/m_fixed.c" + +#ifdef LoadMenu +#undef LoadMenu // windoze +#endif +#include "src/m_menu.c" + +#include "src/m_misc.c" +#include "src/m_random.c" +#include "src/m_swap.c" +#include "src/p_ceilng.c" +#include "src/p_doors.c" +#include "src/p_enemy.c" +#include "src/p_floor.c" +#include "src/p_inter.c" +#include "src/p_lights.c" +#include "src/p_map.c" +#include "src/p_maputl.c" +#include "src/p_mobj.c" +#include "src/p_plats.c" +#include "src/p_pspr.c" +#include "src/p_saveg.c" +#include "src/p_setup.c" +#include "src/p_sight.c" +#include "src/p_spec.c" +#include "src/p_switch.c" +#include "src/p_telept.c" +#include "src/p_tick.c" +#include "src/p_user.c" +#include "src/r_bsp.c" +#include "src/r_data.c" +#include "src/r_draw.c" +#include "src/r_main.c" +#include "src/r_plane.c" +#include "src/r_segs.c" +#include "src/r_sky.c" +#include "src/r_things.c" + +#include "src/sounds.c" +#undef BG + +#include "src/st_lib.c" +#include "src/st_stuff.c" + +#define channels channels2 +#define mus_playing mus_playing2 +#include "src/s_sound.c" +#undef mus_playing +#undef channels + +#include "src/tables.c" +#include "src/v_video.c" + +#define anim_t anim_t2 +#define anims anims2 +#define time time2 +#include "src/wi_stuff.c" +#undef anims +#undef anim_t +#undef time + +#define strupr strupr2 +#include "src/w_wad.c" +#undef strupr + +#include "src/z_zone.c" diff --git a/demos/ports/doom/PureDOOM.h b/demos/ports/doom/PureDOOM.h new file mode 100644 index 0000000..ea4299b --- /dev/null +++ b/demos/ports/doom/PureDOOM.h @@ -0,0 +1,6985 @@ +//----------------------------------------------------------------------------- +// +// 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. +// +//----------------------------------------------------------------------------- +/* Pure DOOM usage + + Do this: + #define DOOM_IMPLEMENTATION + before you include this file in *one* C or C++ file to create the implementation. + + // i.e. it should look like this: + #include ... + #include ... + #include ... + #define DOOM_IMPLEMENTATION + #include "PureDOOM.h" + +*/ +//----------------------------------------------------------------------------- + + +#ifndef __DOOM_H__ +#define __DOOM_H__ + + +// Sample rate of sound samples from doom +#define DOOM_SAMPLERATE 11025 + +// MIDI tick needs to be called 140 times per seconds +#define DOOM_MIDI_RATE 140 + +// Hide menu options. If for say your platform doesn't support mouse or +// MIDI playback, you can hide these settings from the menu. +#define DOOM_FLAG_HIDE_MOUSE_OPTIONS 1 // Remove mouse options from menu +#define DOOM_FLAG_HIDE_SOUND_OPTIONS 2 // Remove sound options from menu +#define DOOM_FLAG_HIDE_MUSIC_OPTIONS 4 // Remove music options from menu + +// Darken background when menu is open, making it more readable. This +// uses a bit more CPU and redraws the HUD every frame +#define DOOM_FLAG_MENU_DARKEN_BG 8 + + +#if __cplusplus +extern "C" { +#endif + +typedef enum +{ + DOOM_SEEK_CUR = 1, + DOOM_SEEK_END = 2, + DOOM_SEEK_SET = 0 +} doom_seek_t; + + +typedef void(*doom_print_fn)(const char* str); +typedef void*(*doom_malloc_fn)(int size); +typedef void(*doom_free_fn)(void* ptr); +typedef void*(*doom_open_fn)(const char* filename, const char* mode); +typedef void(*doom_close_fn)(void* handle); +typedef int(*doom_read_fn)(void* handle, void *buf, int count); +typedef int(*doom_write_fn)(void* handle, const void *buf, int count); +typedef int(*doom_seek_fn)(void* handle, int offset, doom_seek_t origin); +typedef int(*doom_tell_fn)(void* handle); +typedef int(*doom_eof_fn)(void* handle); +typedef void(*doom_gettime_fn)(int* sec, int* usec); +typedef void(*doom_exit_fn)(int code); +typedef char*(*doom_getenv_fn)(const char* var); + + +// Doom key mapping +typedef enum +{ + DOOM_KEY_UNKNOWN = -1, + DOOM_KEY_TAB = 9, + DOOM_KEY_ENTER = 13, + DOOM_KEY_ESCAPE = 27, + DOOM_KEY_SPACE = 32, + DOOM_KEY_APOSTROPHE = '\'', + DOOM_KEY_MULTIPLY = '*', + DOOM_KEY_COMMA = ',', + DOOM_KEY_MINUS = 0x2d, + DOOM_KEY_PERIOD = '.', + DOOM_KEY_SLASH = '/', + DOOM_KEY_0 = '0', + DOOM_KEY_1 = '1', + DOOM_KEY_2 = '2', + DOOM_KEY_3 = '3', + DOOM_KEY_4 = '4', + DOOM_KEY_5 = '5', + DOOM_KEY_6 = '6', + DOOM_KEY_7 = '7', + DOOM_KEY_8 = '8', + DOOM_KEY_9 = '9', + DOOM_KEY_SEMICOLON = ';', + DOOM_KEY_EQUALS = 0x3d, + DOOM_KEY_LEFT_BRACKET = '[', + DOOM_KEY_RIGHT_BRACKET = ']', + DOOM_KEY_A = 'a', + DOOM_KEY_B = 'b', + DOOM_KEY_C = 'c', + DOOM_KEY_D = 'd', + DOOM_KEY_E = 'e', + DOOM_KEY_F = 'f', + DOOM_KEY_G = 'g', + DOOM_KEY_H = 'h', + DOOM_KEY_I = 'i', + DOOM_KEY_J = 'j', + DOOM_KEY_K = 'k', + DOOM_KEY_L = 'l', + DOOM_KEY_M = 'm', + DOOM_KEY_N = 'n', + DOOM_KEY_O = 'o', + DOOM_KEY_P = 'p', + DOOM_KEY_Q = 'q', + DOOM_KEY_R = 'r', + DOOM_KEY_S = 's', + DOOM_KEY_T = 't', + DOOM_KEY_U = 'u', + DOOM_KEY_V = 'v', + DOOM_KEY_W = 'w', + DOOM_KEY_X = 'x', + DOOM_KEY_Y = 'y', + DOOM_KEY_Z = 'z', + DOOM_KEY_BACKSPACE = 127, + DOOM_KEY_CTRL = (0x80 + 0x1d), // Both left and right + DOOM_KEY_LEFT_ARROW = 0xac, + DOOM_KEY_UP_ARROW = 0xad, + DOOM_KEY_RIGHT_ARROW = 0xae, + DOOM_KEY_DOWN_ARROW = 0xaf, + DOOM_KEY_SHIFT = (0x80 + 0x36), // Both left and right + DOOM_KEY_ALT = (0x80 + 0x38), // Both left and right + DOOM_KEY_F1 = (0x80 + 0x3b), + DOOM_KEY_F2 = (0x80 + 0x3c), + DOOM_KEY_F3 = (0x80 + 0x3d), + DOOM_KEY_F4 = (0x80 + 0x3e), + DOOM_KEY_F5 = (0x80 + 0x3f), + DOOM_KEY_F6 = (0x80 + 0x40), + DOOM_KEY_F7 = (0x80 + 0x41), + DOOM_KEY_F8 = (0x80 + 0x42), + DOOM_KEY_F9 = (0x80 + 0x43), + DOOM_KEY_F10 = (0x80 + 0x44), + DOOM_KEY_F11 = (0x80 + 0x57), + DOOM_KEY_F12 = (0x80 + 0x58), + DOOM_KEY_PAUSE = 0xff +} doom_key_t; + + +// Mouse button mapping +typedef enum +{ + DOOM_LEFT_BUTTON = 0, + DOOM_RIGHT_BUTTON = 1, + DOOM_MIDDLE_BUTTON = 2 +} doom_button_t; + + +// For the software renderer. Default is 320x200 +void doom_set_resolution(int width, int height); + +// Set default configurations. Lets say, changing arrows to WASD as default controls +void doom_set_default_int(const char* name, int value); +void doom_set_default_string(const char* name, const char* value); + +// set callbacks +void doom_set_print(doom_print_fn print_fn); +void doom_set_malloc(doom_malloc_fn malloc_fn, doom_free_fn free_fn); +void doom_set_file_io(doom_open_fn open_fn, + doom_close_fn close_fn, + doom_read_fn read_fn, + doom_write_fn write_fn, + doom_seek_fn seek_fn, + doom_tell_fn tell_fn, + doom_eof_fn eof_fn); +void doom_set_gettime(doom_gettime_fn gettime_fn); +void doom_set_exit(doom_exit_fn exit_fn); +void doom_set_getenv(doom_getenv_fn getenv_fn); + +// Initializes DOOM and start things up. Call only call one +void doom_init(int argc, char** argv, int flags); + +// Call this every frame +void doom_update(); + +// Channels: 1 = indexed, 3 = RGB, 4 = RGBA +const unsigned char* doom_get_framebuffer(int channels); + +// It is always 2048 bytes in size +short* doom_get_sound_buffer(); + +// Call this 140 times per second. Or about every 7ms. +// Returns midi message. Keep calling it until it returns 0. +unsigned long doom_tick_midi(); + +// Events +void doom_key_down(doom_key_t key); +void doom_key_up(doom_key_t key); +void doom_button_down(doom_button_t button); +void doom_button_up(doom_button_t button); +void doom_mouse_move(int delta_x, int delta_y); + + +#ifdef __cplusplus +} // extern "C" +#endif + +#endif +#ifndef __D_ENGLSH__ +#define __D_ENGLSH__ + + +// +// Printed strings for translation +// + +// +// D_Main.C +// +#define D_DEVSTR "Development mode ON.\n" +#define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n" + +// +// M_Menu.C +// +#define PRESSKEY "press a key." +#define PRESSYN "press y or n." +#define QUITMSG "are you sure you want to\nquit this great game?" +#define LOADNET "you can't do load while in a net game!\n\n" PRESSKEY +#define QLOADNET "you can't quickload during a netgame!\n\n" PRESSKEY +#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n" PRESSKEY +#define SAVEDEAD "you can't save if you aren't playing!\n\n" PRESSKEY +#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n" PRESSYN +#define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n" PRESSYN + +#define QSPROMPT_1 "quicksave over your game named\n\n'" +#define QSPROMPT_2 "'?\n\n" PRESSYN +#define QLPROMPT_1 "do you want to quickload the game named\n\n'%s" +#define QLPROMPT_2 "'?\n\n" PRESSYN + +#define NEWGAME \ +"you can't start a new game\n"\ +"while in a network game.\n\n" PRESSKEY + +#define NIGHTMARE \ +"are you sure? this skill level\n"\ +"isn't even remotely fair.\n\n" PRESSYN + +#define SWSTRING \ +"this is the shareware version of doom.\n\n"\ +"you need to order the entire trilogy.\n\n" PRESSKEY + +#define MSGOFF "Messages OFF" +#define MSGON "Messages ON" +#define CROSSOFF "Crosshair OFF" +#define CROSSON "Crosshair ON" +#define ALWAYSRUNOFF "Always run OFF" +#define ALWAYSRUNON "Always run ON" +#define NETEND "you can't end a netgame!\n\n" PRESSKEY +#define ENDGAME "are you sure you want to end the game?\n\n" PRESSYN + +#define DOSY "(press y to quit)" + +#define DETAILHI "High detail" +#define DETAILLO "Low detail" +#define GAMMALVL0 "Gamma correction OFF" +#define GAMMALVL1 "Gamma correction level 1" +#define GAMMALVL2 "Gamma correction level 2" +#define GAMMALVL3 "Gamma correction level 3" +#define GAMMALVL4 "Gamma correction level 4" +#define EMPTYSTRING "empty slot" + +// +// P_inter.C +// +#define GOTARMOR "Picked up the armor." +#define GOTMEGA "Picked up the MegaArmor!" +#define GOTHTHBONUS "Picked up a health bonus." +#define GOTARMBONUS "Picked up an armor bonus." +#define GOTSTIM "Picked up a stimpack." +#define GOTMEDINEED "Picked up a medikit that you REALLY need!" +#define GOTMEDIKIT "Picked up a medikit." +#define GOTSUPER "Supercharge!" + +#define GOTBLUECARD "Picked up a blue keycard." +#define GOTYELWCARD "Picked up a yellow keycard." +#define GOTREDCARD "Picked up a red keycard." +#define GOTBLUESKUL "Picked up a blue skull key." +#define GOTYELWSKUL "Picked up a yellow skull key." +#define GOTREDSKULL "Picked up a red skull key." + +#define GOTINVUL "Invulnerability!" +#define GOTBERSERK "Berserk!" +#define GOTINVIS "Partial Invisibility" +#define GOTSUIT "Radiation Shielding Suit" +#define GOTMAP "Computer Area Map" +#define GOTVISOR "Light Amplification Visor" +#define GOTMSPHERE "MegaSphere!" + +#define GOTCLIP "Picked up a clip." +#define GOTCLIPBOX "Picked up a box of bullets." +#define GOTROCKET "Picked up a rocket." +#define GOTROCKBOX "Picked up a box of rockets." +#define GOTCELL "Picked up an energy cell." +#define GOTCELLBOX "Picked up an energy cell pack." +#define GOTSHELLS "Picked up 4 shotgun shells." +#define GOTSHELLBOX "Picked up a box of shotgun shells." +#define GOTBACKPACK "Picked up a backpack full of ammo!" + +#define GOTBFG9000 "You got the BFG9000! Oh, yes." +#define GOTCHAINGUN "You got the chaingun!" +#define GOTCHAINSAW "A chainsaw! Find some meat!" +#define GOTLAUNCHER "You got the rocket launcher!" +#define GOTPLASMA "You got the plasma gun!" +#define GOTSHOTGUN "You got the shotgun!" +#define GOTSHOTGUN2 "You got the super shotgun!" + +// +// P_Doors.C +// +#define PD_BLUEO "You need a blue key to activate this object" +#define PD_REDO "You need a red key to activate this object" +#define PD_YELLOWO "You need a yellow key to activate this object" +#define PD_BLUEK "You need a blue key to open this door" +#define PD_REDK "You need a red key to open this door" +#define PD_YELLOWK "You need a yellow key to open this door" + +// +// G_game.C +// +#define GGSAVED "game saved." + +// +// HU_stuff.C +// +#define HUSTR_MSGU "[Message unsent]" + +#define HUSTR_E1M1 "E1M1: Hangar" +#define HUSTR_E1M2 "E1M2: Nuclear Plant" +#define HUSTR_E1M3 "E1M3: Toxin Refinery" +#define HUSTR_E1M4 "E1M4: Command Control" +#define HUSTR_E1M5 "E1M5: Phobos Lab" +#define HUSTR_E1M6 "E1M6: Central Processing" +#define HUSTR_E1M7 "E1M7: Computer Station" +#define HUSTR_E1M8 "E1M8: Phobos Anomaly" +#define HUSTR_E1M9 "E1M9: Military Base" + +#define HUSTR_E2M1 "E2M1: Deimos Anomaly" +#define HUSTR_E2M2 "E2M2: Containment Area" +#define HUSTR_E2M3 "E2M3: Refinery" +#define HUSTR_E2M4 "E2M4: Deimos Lab" +#define HUSTR_E2M5 "E2M5: Command Center" +#define HUSTR_E2M6 "E2M6: Halls of the Damned" +#define HUSTR_E2M7 "E2M7: Spawning Vats" +#define HUSTR_E2M8 "E2M8: Tower of Babel" +#define HUSTR_E2M9 "E2M9: Fortress of Mystery" + +#define HUSTR_E3M1 "E3M1: Hell Keep" +#define HUSTR_E3M2 "E3M2: Slough of Despair" +#define HUSTR_E3M3 "E3M3: Pandemonium" +#define HUSTR_E3M4 "E3M4: House of Pain" +#define HUSTR_E3M5 "E3M5: Unholy Cathedral" +#define HUSTR_E3M6 "E3M6: Mt. Erebus" +#define HUSTR_E3M7 "E3M7: Limbo" +#define HUSTR_E3M8 "E3M8: Dis" +#define HUSTR_E3M9 "E3M9: Warrens" + +#define HUSTR_E4M1 "E4M1: Hell Beneath" +#define HUSTR_E4M2 "E4M2: Perfect Hatred" +#define HUSTR_E4M3 "E4M3: Sever The Wicked" +#define HUSTR_E4M4 "E4M4: Unruly Evil" +#define HUSTR_E4M5 "E4M5: They Will Repent" +#define HUSTR_E4M6 "E4M6: Against Thee Wickedly" +#define HUSTR_E4M7 "E4M7: And Hell Followed" +#define HUSTR_E4M8 "E4M8: Unto The Cruel" +#define HUSTR_E4M9 "E4M9: Fear" + +#define HUSTR_1 "level 1: entryway" +#define HUSTR_2 "level 2: underhalls" +#define HUSTR_3 "level 3: the gantlet" +#define HUSTR_4 "level 4: the focus" +#define HUSTR_5 "level 5: the waste tunnels" +#define HUSTR_6 "level 6: the crusher" +#define HUSTR_7 "level 7: dead simple" +#define HUSTR_8 "level 8: tricks and traps" +#define HUSTR_9 "level 9: the pit" +#define HUSTR_10 "level 10: refueling base" +#define HUSTR_11 "level 11: 'o' of destruction!" + +#define HUSTR_12 "level 12: the factory" +#define HUSTR_13 "level 13: downtown" +#define HUSTR_14 "level 14: the inmost dens" +#define HUSTR_15 "level 15: industrial zone" +#define HUSTR_16 "level 16: suburbs" +#define HUSTR_17 "level 17: tenements" +#define HUSTR_18 "level 18: the courtyard" +#define HUSTR_19 "level 19: the citadel" +#define HUSTR_20 "level 20: gotcha!" + +#define HUSTR_21 "level 21: nirvana" +#define HUSTR_22 "level 22: the catacombs" +#define HUSTR_23 "level 23: barrels o' fun" +#define HUSTR_24 "level 24: the chasm" +#define HUSTR_25 "level 25: bloodfalls" +#define HUSTR_26 "level 26: the abandoned mines" +#define HUSTR_27 "level 27: monster condo" +#define HUSTR_28 "level 28: the spirit world" +#define HUSTR_29 "level 29: the living end" +#define HUSTR_30 "level 30: icon of sin" + +#define HUSTR_31 "level 31: wolfenstein" +#define HUSTR_32 "level 32: grosse" + +#define PHUSTR_1 "level 1: congo" +#define PHUSTR_2 "level 2: well of souls" +#define PHUSTR_3 "level 3: aztec" +#define PHUSTR_4 "level 4: caged" +#define PHUSTR_5 "level 5: ghost town" +#define PHUSTR_6 "level 6: baron's lair" +#define PHUSTR_7 "level 7: caughtyard" +#define PHUSTR_8 "level 8: realm" +#define PHUSTR_9 "level 9: abattoire" +#define PHUSTR_10 "level 10: onslaught" +#define PHUSTR_11 "level 11: hunted" + +#define PHUSTR_12 "level 12: speed" +#define PHUSTR_13 "level 13: the crypt" +#define PHUSTR_14 "level 14: genesis" +#define PHUSTR_15 "level 15: the twilight" +#define PHUSTR_16 "level 16: the omen" +#define PHUSTR_17 "level 17: compound" +#define PHUSTR_18 "level 18: neurosphere" +#define PHUSTR_19 "level 19: nme" +#define PHUSTR_20 "level 20: the death domain" + +#define PHUSTR_21 "level 21: slayer" +#define PHUSTR_22 "level 22: impossible mission" +#define PHUSTR_23 "level 23: tombstone" +#define PHUSTR_24 "level 24: the final frontier" +#define PHUSTR_25 "level 25: the temple of darkness" +#define PHUSTR_26 "level 26: bunker" +#define PHUSTR_27 "level 27: anti-christ" +#define PHUSTR_28 "level 28: the sewers" +#define PHUSTR_29 "level 29: odyssey of noises" +#define PHUSTR_30 "level 30: the gateway of hell" + +#define PHUSTR_31 "level 31: cyberden" +#define PHUSTR_32 "level 32: go 2 it" + +#define THUSTR_1 "level 1: system control" +#define THUSTR_2 "level 2: human bbq" +#define THUSTR_3 "level 3: power control" +#define THUSTR_4 "level 4: wormhole" +#define THUSTR_5 "level 5: hanger" +#define THUSTR_6 "level 6: open season" +#define THUSTR_7 "level 7: prison" +#define THUSTR_8 "level 8: metal" +#define THUSTR_9 "level 9: stronghold" +#define THUSTR_10 "level 10: redemption" +#define THUSTR_11 "level 11: storage facility" + +#define THUSTR_12 "level 12: crater" +#define THUSTR_13 "level 13: nukage processing" +#define THUSTR_14 "level 14: steel works" +#define THUSTR_15 "level 15: dead zone" +#define THUSTR_16 "level 16: deepest reaches" +#define THUSTR_17 "level 17: processing area" +#define THUSTR_18 "level 18: mill" +#define THUSTR_19 "level 19: shipping/respawning" +#define THUSTR_20 "level 20: central processing" + +#define THUSTR_21 "level 21: administration center" +#define THUSTR_22 "level 22: habitat" +#define THUSTR_23 "level 23: lunar mining project" +#define THUSTR_24 "level 24: quarry" +#define THUSTR_25 "level 25: baron's den" +#define THUSTR_26 "level 26: ballistyx" +#define THUSTR_27 "level 27: mount pain" +#define THUSTR_28 "level 28: heck" +#define THUSTR_29 "level 29: river styx" +#define THUSTR_30 "level 30: last call" + +#define THUSTR_31 "level 31: pharaoh" +#define THUSTR_32 "level 32: caribbean" + +#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" + +#define HUSTR_TALKTOSELF1 "You mumble to yourself" +#define HUSTR_TALKTOSELF2 "Who's there?" +#define HUSTR_TALKTOSELF3 "You scare yourself" +#define HUSTR_TALKTOSELF4 "You start to rave" +#define HUSTR_TALKTOSELF5 "You've lost it..." + +#define HUSTR_MESSAGESENT "[Message Sent]" + +// The following should NOT be changed unless it seems +// just AWFULLY necessary + +#define HUSTR_PLRGREEN "Green: " +#define HUSTR_PLRINDIGO "Indigo: " +#define HUSTR_PLRBROWN "Brown: " +#define HUSTR_PLRRED "Red: " + +#define HUSTR_KEYGREEN 'g' +#define HUSTR_KEYINDIGO 'i' +#define HUSTR_KEYBROWN 'b' +#define HUSTR_KEYRED 'r' + +// +// AM_map.C +// + +#define AMSTR_FOLLOWON "Follow Mode ON" +#define AMSTR_FOLLOWOFF "Follow Mode OFF" + +#define AMSTR_GRIDON "Grid ON" +#define AMSTR_GRIDOFF "Grid OFF" + +#define AMSTR_MARKEDSPOT "Marked Spot" +#define AMSTR_MARKSCLEARED "All Marks Cleared" + +// +// ST_stuff.C +// + +#define STSTR_MUS "Music Change" +#define STSTR_NOMUS "IMPOSSIBLE SELECTION" +#define STSTR_DQDON "Degreelessness Mode On" +#define STSTR_DQDOFF "Degreelessness Mode Off" + +#define STSTR_KFAADDED "Very Happy Ammo Added" +#define STSTR_FAADDED "Ammo (no keys) Added" + +#define STSTR_NCON "No Clipping Mode ON" +#define STSTR_NCOFF "No Clipping Mode OFF" + +#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp" +#define STSTR_BEHOLDX "Power-up Toggled" + +#define STSTR_CHOPPERS "... doesn't suck - GM" +#define STSTR_CLEV "Changing Level..." + +// +// F_Finale.C +// +#define E1TEXT \ +"Once you beat the big badasses and\n"\ +"clean out the moon base you're supposed\n"\ +"to win, aren't you? Aren't you? Where's\n"\ +"your fat reward and ticket home? What\n"\ +"the hell is this? It's not supposed to\n"\ +"end this way!\n"\ +"\n" \ +"It stinks like rotten meat, but looks\n"\ +"like the lost Deimos base. Looks like\n"\ +"you're stuck on The Shores of Hell.\n"\ +"The only way out is through.\n"\ +"\n"\ +"To continue the DOOM experience, play\n"\ +"The Shores of Hell and its amazing\n"\ +"sequel, Inferno!\n" + + +#define E2TEXT \ +"You've done it! The hideous cyber-\n"\ +"demon lord that ruled the lost Deimos\n"\ +"moon base has been slain and you\n"\ +"are triumphant! But ... where are\n"\ +"you? You clamber to the edge of the\n"\ +"moon and look down to see the awful\n"\ +"truth.\n" \ +"\n"\ +"Deimos floats above Hell itself!\n"\ +"You've never heard of anyone escaping\n"\ +"from Hell, but you'll make the bastards\n"\ +"sorry they ever heard of you! Quickly,\n"\ +"you rappel down to the surface of\n"\ +"Hell.\n"\ +"\n" \ +"Now, it's on to the final chapter of\n"\ +"DOOM! -- Inferno." + + +#define E3TEXT \ +"The loathsome spiderdemon that\n"\ +"masterminded the invasion of the moon\n"\ +"bases and caused so much death has had\n"\ +"its ass kicked for all time.\n"\ +"\n"\ +"A hidden doorway opens and you enter.\n"\ +"You've proven too tough for Hell to\n"\ +"contain, and now Hell at last plays\n"\ +"fair -- for you emerge from the door\n"\ +"to see the green fields of Earth!\n"\ +"Home at last.\n" \ +"\n"\ +"You wonder what's been happening on\n"\ +"Earth while you were battling evil\n"\ +"unleashed. It's good that no Hell-\n"\ +"spawn could have come through that\n"\ +"door with you ..." + + +#define E4TEXT \ +"the spider mastermind must have sent forth\n"\ +"its legions of hellspawn before your\n"\ +"final confrontation with that terrible\n"\ +"beast from hell. but you stepped forward\n"\ +"and brought forth eternal damnation and\n"\ +"suffering upon the horde as a true hero\n"\ +"would in the face of something so evil.\n"\ +"\n"\ +"besides, someone was gonna pay for what\n"\ +"happened to daisy, your pet rabbit.\n"\ +"\n"\ +"but now, you see spread before you more\n"\ +"potential pain and gibbitude as a nation\n"\ +"of demons run amok among our cities.\n"\ +"\n"\ +"next stop, hell on earth!" + + +// after level 6, put this: +#define C1TEXT \ +"YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n" \ +"STARPORT. BUT SOMETHING IS WRONG. THE\n" \ +"MONSTERS HAVE BROUGHT THEIR OWN REALITY\n" \ +"WITH THEM, AND THE STARPORT'S TECHNOLOGY\n" \ +"IS BEING SUBVERTED BY THEIR PRESENCE.\n" \ +"\n"\ +"AHEAD, YOU SEE AN OUTPOST OF HELL, A\n" \ +"FORTIFIED ZONE. IF YOU CAN GET PAST IT,\n" \ +"YOU CAN PENETRATE INTO THE HAUNTED HEART\n" \ +"OF THE STARBASE AND FIND THE CONTROLLING\n" \ +"SWITCH WHICH HOLDS EARTH'S POPULATION\n" \ +"HOSTAGE." + +// After level 11, put this: +#define C2TEXT \ +"YOU HAVE WON! YOUR VICTORY HAS ENABLED\n" \ +"HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"\ +"THE NIGHTMARE. NOW YOU ARE THE ONLY\n"\ +"HUMAN LEFT ON THE FACE OF THE PLANET.\n"\ +"CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\n"\ +"AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"\ +"YOU SIT BACK AND WAIT FOR DEATH, CONTENT\n"\ +"THAT YOU HAVE SAVED YOUR SPECIES.\n"\ +"\n"\ +"BUT THEN, EARTH CONTROL BEAMS DOWN A\n"\ +"MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"\ +"THE SOURCE OF THE ALIEN INVASION. IF YOU\n"\ +"GO THERE, YOU MAY BE ABLE TO BLOCK THEIR\n"\ +"ENTRY. THE ALIEN BASE IS IN THE HEART OF\n"\ +"YOUR OWN HOME CITY, NOT FAR FROM THE\n"\ +"STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"\ +"UP AND RETURN TO THE FRAY." + + +// After level 20, put this: +#define C3TEXT \ +"YOU ARE AT THE CORRUPT HEART OF THE CITY,\n"\ +"SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"\ +"YOU SEE NO WAY TO DESTROY THE CREATURES'\n"\ +"ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\n"\ +"TEETH AND PLUNGE THROUGH IT.\n"\ +"\n"\ +"THERE MUST BE A WAY TO CLOSE IT ON THE\n"\ +"OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"\ +"GOT TO GO THROUGH HELL TO GET TO IT?" + + +// After level 29, put this: +#define C4TEXT \ +"THE HORRENDOUS VISAGE OF THE BIGGEST\n"\ +"DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"\ +"YOU, AFTER YOU PUMP YOUR ROCKETS INTO\n"\ +"HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"\ +"UP AND DIES, ITS THRASHING LIMBS\n"\ +"DEVASTATING UNTOLD MILES OF HELL'S\n"\ +"SURFACE.\n"\ +"\n"\ +"YOU'VE DONE IT. THE INVASION IS OVER.\n"\ +"EARTH IS SAVED. HELL IS A WRECK. YOU\n"\ +"WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"\ +"DIE, NOW. WIPING THE SWEAT FROM YOUR\n"\ +"FOREHEAD YOU BEGIN THE LONG TREK BACK\n"\ +"HOME. REBUILDING EARTH OUGHT TO BE A\n"\ +"LOT MORE FUN THAN RUINING IT WAS.\n" + + + +// Before level 31, put this: +#define C5TEXT \ +"CONGRATULATIONS, YOU'VE FOUND THE SECRET\n"\ +"LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"\ +"HUMANS, RATHER THAN DEMONS. YOU WONDER\n"\ +"WHO THE INMATES OF THIS CORNER OF HELL\n"\ +"WILL BE." + + +// Before level 32, put this: +#define C6TEXT \ +"CONGRATULATIONS, YOU'VE FOUND THE\n"\ +"SUPER SECRET LEVEL! YOU'D BETTER\n"\ +"BLAZE THROUGH THIS ONE!\n" + + +// after map 06 +#define P1TEXT \ +"You gloat over the steaming carcass of the\n"\ +"Guardian. With its death, you've wrested\n"\ +"the Accelerator from the stinking claws\n"\ +"of Hell. You relax and glance around the\n"\ +"room. Damn! There was supposed to be at\n"\ +"least one working prototype, but you can't\n"\ +"see it. The demons must have taken it.\n"\ +"\n"\ +"You must find the prototype, or all your\n"\ +"struggles will have been wasted. Keep\n"\ +"moving, keep fighting, keep killing.\n"\ +"Oh yes, keep living, too." + + +// after map 11 +#define P2TEXT \ +"Even the deadly Arch-Vile labyrinth could\n"\ +"not stop you, and you've gotten to the\n"\ +"prototype Accelerator which is soon\n"\ +"efficiently and permanently deactivated.\n"\ +"\n"\ +"You're good at that kind of thing." + + +// after map 20 +#define P3TEXT \ +"You've bashed and battered your way into\n"\ +"the heart of the devil-hive. Time for a\n"\ +"Search-and-Destroy mission, aimed at the\n"\ +"Gatekeeper, whose foul offspring is\n"\ +"cascading to Earth. Yeah, he's bad. But\n"\ +"you know who's worse!\n"\ +"\n"\ +"Grinning evilly, you check your gear, and\n"\ +"get ready to give the bastard a little Hell\n"\ +"of your own making!" + +// after map 30 +#define P4TEXT \ +"The Gatekeeper's evil face is splattered\n"\ +"all over the place. As its tattered corpse\n"\ +"collapses, an inverted Gate forms and\n"\ +"sucks down the shards of the last\n"\ +"prototype Accelerator, not to mention the\n"\ +"few remaining demons. You're done. Hell\n"\ +"has gone back to pounding bad dead folks \n"\ +"instead of good live ones. Remember to\n"\ +"tell your grandkids to put a rocket\n"\ +"launcher in your coffin. If you go to Hell\n"\ +"when you die, you'll need it for some\n"\ +"final cleaning-up ..." + +// before map 31 +#define P5TEXT \ +"You've found the second-hardest level we\n"\ +"got. Hope you have a saved game a level or\n"\ +"two previous. If not, be prepared to die\n"\ +"aplenty. For master marines only." + +// before map 32 +#define P6TEXT \ +"Betcha wondered just what WAS the hardest\n"\ +"level we had ready for ya? Now you know.\n"\ +"No one gets out alive." + + +#define T1TEXT \ +"You've fought your way out of the infested\n"\ +"experimental labs. It seems that UAC has\n"\ +"once again gulped it down. With their\n"\ +"high turnover, it must be hard for poor\n"\ +"old UAC to buy corporate health insurance\n"\ +"nowadays..\n"\ +"\n"\ +"Ahead lies the military complex, now\n"\ +"swarming with diseased horrors hot to get\n"\ +"their teeth into you. With luck, the\n"\ +"complex still has some warlike ordnance\n"\ +"laying around." + + +#define T2TEXT \ +"You hear the grinding of heavy machinery\n"\ +"ahead. You sure hope they're not stamping\n"\ +"out new hellspawn, but you're ready to\n"\ +"ream out a whole herd if you have to.\n"\ +"They might be planning a blood feast, but\n"\ +"you feel about as mean as two thousand\n"\ +"maniacs packed into one mad killer.\n"\ +"\n"\ +"You don't plan to go down easy." + + +#define T3TEXT \ +"The vista opening ahead looks real damn\n"\ +"familiar. Smells familiar, too -- like\n"\ +"fried excrement. You didn't like this\n"\ +"place before, and you sure as hell ain't\n"\ +"planning to like it now. The more you\n"\ +"brood on it, the madder you get.\n"\ +"Hefting your gun, an evil grin trickles\n"\ +"onto your face. Time to take some names." + +#define T4TEXT \ +"Suddenly, all is silent, from one horizon\n"\ +"to the other. The agonizing echo of Hell\n"\ +"fades away, the nightmare sky turns to\n"\ +"blue, the heaps of monster corpses start \n"\ +"to evaporate along with the evil stench \n"\ +"that filled the air. Jeeze, maybe you've\n"\ +"done it. Have you really won?\n"\ +"\n"\ +"Something rumbles in the distance.\n"\ +"A blue light begins to glow inside the\n"\ +"ruined skull of the demon-spitter." + + +#define T5TEXT \ +"What now? Looks totally different. Kind\n"\ +"of like King Tut's condo. Well,\n"\ +"whatever's here can't be any worse\n"\ +"than usual. Can it? Or maybe it's best\n"\ +"to let sleeping gods lie.." + + +#define T6TEXT \ +"Time for a vacation. You've burst the\n"\ +"bowels of hell and by golly you're ready\n"\ +"for a break. You mutter to yourself,\n"\ +"Maybe someone else can kick Hell's ass\n"\ +"next time around. Ahead lies a quiet town,\n"\ +"with peaceful flowing water, quaint\n"\ +"buildings, and presumably no Hellspawn.\n"\ +"\n"\ +"As you step off the transport, you hear\n"\ +"the stomp of a cyberdemon's iron shoe." + + +// +// Character cast strings F_FINALE.C +// +#define CC_ZOMBIE "ZOMBIEMAN" +#define CC_SHOTGUN "SHOTGUN GUY" +#define CC_HEAVY "HEAVY WEAPON DUDE" +#define CC_IMP "IMP" +#define CC_DEMON "DEMON" +#define CC_LOST "LOST SOUL" +#define CC_CACO "CACODEMON" +#define CC_HELL "HELL KNIGHT" +#define CC_BARON "BARON OF HELL" +#define CC_ARACH "ARACHNOTRON" +#define CC_PAIN "PAIN ELEMENTAL" +#define CC_REVEN "REVENANT" +#define CC_MANCU "MANCUBUS" +#define CC_ARCH "ARCH-VILE" +#define CC_SPIDER "THE SPIDER MASTERMIND" +#define CC_CYBER "THE CYBERDEMON" +#define CC_HERO "OUR HERO" + + +#endif + + +#ifndef __D_THINK__ +#define __D_THINK__ + + +// +// Experimental stuff. +// To compile this as "ANSI C with classes" +// we will need to handle the various +// action functions cleanly. +// +typedef void (*actionf_v)(); +typedef void (*actionf_p1)(void*); +typedef void (*actionf_p2)(void*, void*); + +typedef union +{ + actionf_p1 acp1; + actionf_v acv; + actionf_p2 acp2; +} actionf_t; + + +// Historically, "think_t" is yet another +// function pointer to a routine to handle +// an actor. +typedef actionf_t think_t; + + +// Doubly linked list of actors. +typedef struct thinker_s +{ + struct thinker_s* prev; + struct thinker_s* next; + think_t function; +} thinker_t; + + +#endif + + +#ifndef __DOOM_CONFIG_H__ +#define __DOOM_CONFIG_H__ + + +#if defined(WIN32) +#define DOOM_WIN32 +#elif defined(__APPLE__) +#define DOOM_APPLE +#else +#define DOOM_LINUX +#endif + + +//#include "DOOM.h" + + +#define doom_abs(x) ((x) < 0 ? -(x) : (x)) + + +extern char error_buf[260]; +extern int doom_flags; +extern doom_print_fn doom_print; +extern doom_malloc_fn doom_malloc; +extern doom_free_fn doom_free; +extern doom_open_fn doom_open; +extern doom_close_fn doom_close; +extern doom_read_fn doom_read; +extern doom_write_fn doom_write; +extern doom_seek_fn doom_seek; +extern doom_tell_fn doom_tell; +extern doom_eof_fn doom_eof; +extern doom_gettime_fn doom_gettime; +extern doom_exit_fn doom_exit; +extern doom_getenv_fn doom_getenv; + + +const char* doom_itoa(int i, int radix); +const char* doom_ctoa(char c); +const char* doom_ptoa(void* p); +void doom_memset(void* ptr, int value, int num); +void* doom_memcpy(void* destination, const void* source, int num); +int doom_fprint(void* handle, const char* str); +int doom_strlen(const char* str); +char* doom_concat(char* dst, const char* src); +char* doom_strcpy(char* destination, const char* source); +char* doom_strncpy(char* destination, const char* source, int num); +int doom_strcmp(const char* str1, const char* str2); +int doom_strncmp(const char* str1, const char* str2, int n); +int doom_strcasecmp(const char* str1, const char* str2); +int doom_strncasecmp(const char* str1, const char* str2, int n); +int doom_atoi(const char* str); +int doom_atox(const char* str); +int doom_toupper(int c); + + +#endif +#ifndef __DOOMDEF__ +#define __DOOMDEF__ + + + + + + +// +// Global parameters/defines. +// +// DOOM version +enum +{ + VERSION = 110 +}; + + +// Game mode handling - identify IWAD version +// to handle IWAD dependend animations etc. +typedef enum +{ + shareware, // DOOM 1 shareware, E1, M9 + registered, // DOOM 1 registered, E3, M27 + commercial, // DOOM 2 retail, E1 M34 + // DOOM 2 german edition not handled + retail, // DOOM 1 retail, E4, M36 + indetermined // Well, no IWAD found. +} GameMode_t; + + +// Mission packs - might be useful for TC stuff? +typedef enum +{ + doom, // DOOM 1 + doom2, // DOOM 2 + pack_tnt, // TNT mission pack + pack_plut, // Plutonia pack + none +} GameMission_t; + + +// Identify language to use, software localization. +typedef enum +{ + english, + french, + german, + unknown +} Language_t; + + +// If rangecheck is undefined, +// most parameter validation debugging code will not be compiled +#define RANGECHECK + +// +// For resize of screen, at start of game. +// It will not work dynamically, see visplanes. +// +#define BASE_WIDTH 320 + +// It is educational but futile to change this +// scaling e.g. to 2. Drawing of status bar, +// menues etc. is tied to the scale implied +// by the graphics. +#define SCREEN_MUL 1 +#define INV_ASPECT_RATIO 0.625 // 0.75, ideally + +// Defines suck. C sucks. +// C++ might sucks for OOP, but it sure is a better C. +// So there. +// extern int SCREENWIDTH; +#define SCREENWIDTH 320 +#define SCREENHEIGHT 200 + +// The maximum number of players, multiplayer/networking. +#define MAXPLAYERS 4 + +// State updates, number of tics / second. +#if defined(DOOM_FAST_TICK) +#define TICKMUL 2 +#else +#define TICKMUL 1 +#endif +#define TICRATE (35 * TICKMUL) + + +// The current state of the game: whether we are +// playing, gazing at the intermission screen, +// the game final animation, or a demo. +typedef enum +{ + GS_LEVEL, + GS_INTERMISSION, + GS_FINALE, + GS_DEMOSCREEN +} gamestate_t; + + +// +// Difficulty/skill settings/filters. +// + +// Skill flags. +#define MTF_EASY 1 +#define MTF_NORMAL 2 +#define MTF_HARD 4 + +// Deaf monsters/do not react to sound. +#define MTF_AMBUSH 8 + + +typedef enum +{ + sk_baby, + sk_easy, + sk_medium, + sk_hard, + sk_nightmare +} skill_t; + + +// +// Key cards. +// +typedef enum +{ + it_bluecard, + it_yellowcard, + it_redcard, + it_blueskull, + it_yellowskull, + it_redskull, + NUMCARDS +} card_t; + + +// The defined weapons, +// including a marker indicating +// user has not changed weapon. +typedef enum +{ + wp_fist, + wp_pistol, + wp_shotgun, + wp_chaingun, + wp_missile, + wp_plasma, + wp_bfg, + wp_chainsaw, + wp_supershotgun, + NUMWEAPONS, + // No pending weapon change. + wp_nochange +} weapontype_t; + + +// Ammunition types defined. +typedef enum +{ + am_clip, // Pistol / chaingun ammo. + am_shell, // Shotgun / double barreled shotgun. + am_cell, // Plasma rifle, BFG. + am_misl, // Missile launcher. + NUMAMMO, + am_noammo // Unlimited for chainsaw / fist. +} ammotype_t; + + +// Power up artifacts. +typedef enum +{ + pw_invulnerability, + pw_strength, + pw_invisibility, + pw_ironfeet, + pw_allmap, + pw_infrared, + NUMPOWERS +} powertype_t; + + +// +// Power up durations, +// how many seconds till expiration, +// assuming TICRATE is 35 ticks/second. +// +typedef enum +{ + INVULNTICS = (30 * TICRATE), + INVISTICS = (60 * TICRATE), + INFRATICS = (120 * TICRATE), + IRONTICS = (60 * TICRATE) +} powerduration_t; + + +// +// DOOM keyboard definition. +// This is the stuff configured by Setup.Exe. +// Most key data are simple ascii (uppercased). +// +#if 0 //< @r-lyeh +#define KEY_RIGHTARROW 0xae +#define KEY_LEFTARROW 0xac +#define KEY_UPARROW 0xad +#define KEY_DOWNARROW 0xaf +#define KEY_ESCAPE 27 +#define KEY_ENTER 13 +#define KEY_TAB 9 +#define KEY_F1 (0x80+0x3b) +#define KEY_F2 (0x80+0x3c) +#define KEY_F3 (0x80+0x3d) +#define KEY_F4 (0x80+0x3e) +#define KEY_F5 (0x80+0x3f) +#define KEY_F6 (0x80+0x40) +#define KEY_F7 (0x80+0x41) +#define KEY_F8 (0x80+0x42) +#define KEY_F9 (0x80+0x43) +#define KEY_F10 (0x80+0x44) +#define KEY_F11 (0x80+0x57) +#define KEY_F12 (0x80+0x58) + +#define KEY_BACKSPACE 127 +#define KEY_PAUSE 0xff + +#define KEY_EQUALS 0x3d +#define KEY_MINUS 0x2d + +#define KEY_RSHIFT (0x80+0x36) +#define KEY_RCTRL (0x80+0x1d) +#define KEY_RALT (0x80+0x38) + +#define KEY_LALT KEY_RALT +#endif + + +#endif // __DOOMDEF__ + + +#ifndef __D_ITEMS__ +#define __D_ITEMS__ + + +//#include "doomdef.h" + + +// Weapon info: sprite frames, ammunition use. +typedef struct +{ + ammotype_t ammo; + int upstate; + int downstate; + int readystate; + int atkstate; + int flashstate; +} weaponinfo_t; + + +extern weaponinfo_t weaponinfo[NUMWEAPONS]; + + +#endif + + +#ifndef __DOOMTYPE__ +#define __DOOMTYPE__ + + +// Fixed to use builtin bool type with C++. +#ifdef __cplusplus +typedef bool doom_boolean; +#else +#if !defined(false) && !defined(true) +typedef enum +{ + false, true +} doom_boolean; +#else +typedef int doom_boolean; +#endif +#endif + + +typedef unsigned char byte; + + +#define DOOM_MAXCHAR ((char)0x7f) +#define DOOM_MAXSHORT ((short)0x7fff) + +// Max pos 32-bit int. +#define DOOM_MAXINT ((int)0x7fffffff) +#define DOOM_MAXLONG ((long)0x7fffffff) +#define DOOM_MINCHAR ((char)0x80) +#define DOOM_MINSHORT ((short)0x8000) + +// Max negative 32-bit integer. +#define DOOM_MININT ((int)0x80000000) +#define DOOM_MINLONG ((long)0x80000000) + + +#endif + + +#ifndef __D_EVENT__ +#define __D_EVENT__ + + +//#include "doomtype.h" + + +// +// Event handling. +// + +// Input event types. +typedef enum +{ + ev_keydown, + ev_keyup, + ev_mouse, + ev_joystick +} evtype_t; + + +// Event structure. +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 enum +{ + ga_nothing, + ga_loadlevel, + ga_newgame, + ga_loadgame, + ga_savegame, + ga_playdemo, + ga_completed, + ga_victory, + ga_worlddone, + ga_screenshot +} gameaction_t; + + +// +// Button/action code definitions. +// +typedef enum +{ + // Press "Fire". + BT_ATTACK = 1, + // Use button, to open doors, activate switches. + BT_USE = 2, + + // Flag: game events, not really buttons. + BT_SPECIAL = 128, + BT_SPECIALMASK = 3, + + // Flag, weapon change pending. + // If true, the next 3 bits hold weapon num. + BT_CHANGE = 4, + // The 3bit weapon mask and shift, convenience. + BT_WEAPONMASK = (8 + 16 + 32), + BT_WEAPONSHIFT = 3, + + // Pause the game. + BTS_PAUSE = 1, + // Save the game at each console. + BTS_SAVEGAME = 2, + + // Savegame slot numbers + // occupy the second byte of buttons. + BTS_SAVEMASK = (4 + 8 + 16), + BTS_SAVESHIFT = 2, +} buttoncode_t; + + +// +// GLOBAL VARIABLES +// +#define MAXEVENTS (64 * 64) // [pd] Crank up the number because we pump them faster + +extern event_t events[MAXEVENTS]; +extern int eventhead; +extern int eventtail; + +extern gameaction_t gameaction; + + +#endif + + +#ifndef __AMMAP_H__ +#define __AMMAP_H__ + + +//#include "d_event.h" + + +// Used by ST StatusBar stuff. +#define AM_MSGHEADER (('a'<<24)+('m'<<16)) +#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8)) +#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8)) + + +// Called by main loop. +doom_boolean AM_Responder(event_t* ev); + +// Called by main loop. +void AM_Ticker(void); + +// Called by main loop, +// called instead of view drawer if automap active. +void AM_Drawer(void); + +// Called to force the automap to quit +// if the level is completed while it is up. +void AM_Stop(void); + + +#endif + + +#ifndef __D_MAIN__ +#define __D_MAIN__ + + +//#include "d_event.h" + + +#define MAXWADFILES 20 + + +extern char* wadfiles[MAXWADFILES]; + + +void D_AddFile(char* file); + +// +// D_DoomMain() +// Not a globally visible function, just included for source reference, +// calls all startup code, parses command line options. +// If not overrided by user input, calls N_AdvanceDemo. +// +void D_DoomMain(void); + +// Called by IO functions when input is detected. +void D_PostEvent(event_t* ev); + +// +// BASE LEVEL +// +void D_PageTicker(void); +void D_PageDrawer(void); +void D_AdvanceDemo(void); +void D_StartTitle(void); + + +#endif +#ifndef __D_TEXTUR__ +#define __D_TEXTUR__ + + +//#include "doomtype.h" + + +// +// Flats? +// +// a pic is an unmasked block of pixels +typedef struct +{ + byte width; + byte height; + byte data; +} pic_t; + + +#endif + + +#ifndef __D_TICCMD__ +#define __D_TICCMD__ + + +//#include "doomtype.h" + + +// The data sampled per tick (single player) +// and transmitted to other peers (multiplayer). +// Mainly movements/button commands per game tick, +// plus a checksum for internal state consistency. +typedef struct +{ + char forwardmove; // *2048 for move + char sidemove; // *2048 for move + short angleturn; // <<16 for angle delta + short consistancy; // checks for net game + byte chatchar; + byte buttons; +} ticcmd_t; + + +#endif + + +#ifndef __DOOMDATA__ +#define __DOOMDATA__ + + +// The most basic types we use, portability. +//#include "doomtype.h" + +// Some global defines, that configure the game. +//#include "doomdef.h" + + +// +// Map level types. +// The following data structures define the persistent format +// used in the lumps of the WAD files. +// + +// Lump order in a map WAD: each map needs a couple of lumps +// to provide a complete scene geometry description. +enum +{ + ML_LABEL, // A separator, name, ExMx or MAPxx + ML_THINGS, // Monsters, items.. + ML_LINEDEFS, // LineDefs, from editing + ML_SIDEDEFS, // SideDefs, from editing + ML_VERTEXES, // Vertices, edited and BSP splits generated + ML_SEGS, // LineSegs, from LineDefs split by BSP + ML_SSECTORS, // SubSectors, list of LineSegs + ML_NODES, // BSP nodes + ML_SECTORS, // Sectors, from editing + ML_REJECT, // LUT, sector-sector visibility + ML_BLOCKMAP // LUT, motion clipping, walls/grid element +}; + + +// A single Vertex. +typedef struct +{ + short x; + short y; +} mapvertex_t; + + +// A SideDef, defining the visual appearance of a wall, +// by setting textures and offsets. +typedef struct +{ + short textureoffset; + short rowoffset; + char toptexture[8]; + char bottomtexture[8]; + char midtexture[8]; + // Front sector, towards viewer. + short sector; +} mapsidedef_t; + + +// A LineDef, as used for editing, and as input +// to the BSP builder. +typedef struct +{ + short v1; + short v2; + short flags; + short special; + short tag; + // sidenum[1] will be -1 if one sided + short sidenum[2]; +} maplinedef_t; + + +// +// LineDef attributes. +// + +// Solid, is an obstacle. +#define ML_BLOCKING 1 + +// Blocks monsters only. +#define ML_BLOCKMONSTERS 2 + +// Backside will not be present at all +// if not two sided. +#define ML_TWOSIDED 4 + +// 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 (use next to windows). + +// upper texture unpegged +#define ML_DONTPEGTOP 8 + +// lower texture unpegged +#define ML_DONTPEGBOTTOM 16 + +// In AutoMap: don't map as two sided: IT'S A SECRET! +#define ML_SECRET 32 + +// Sound rendering: don't let sound cross two of these. +#define ML_SOUNDBLOCK 64 + +// Don't draw on the automap at all. +#define ML_DONTDRAW 128 + +// Set if already seen, thus drawn in automap. +#define ML_MAPPED 256 + + +// Sector definition, from editing. +typedef struct +{ + short floorheight; + short ceilingheight; + char floorpic[8]; + char ceilingpic[8]; + short lightlevel; + short special; + short tag; +} mapsector_t; + + +// SubSector, as generated by BSP. +typedef struct +{ + short numsegs; + // Index of first one, segs are stored sequentially. + short firstseg; +} mapsubsector_t; + + +// LineSeg, generated by splitting LineDefs +// using partition lines selected by BSP builder. +typedef struct +{ + short v1; + short v2; + short angle; + short linedef; + short side; + short offset; +} mapseg_t; + + +// +// BSP node structure. +// + +// Indicate a leaf. +#define NF_SUBSECTOR 0x8000 + +typedef struct +{ + // Partition line from (x,y) to x+dx,y+dy) + short x; + short y; + short dx; + short dy; + + // Bounding box for each child, + // clip against view frustum. + short bbox[2][4]; + + // If NF_SUBSECTOR its a subsector, + // else it's a node of another subtree. + unsigned short children[2]; +} mapnode_t; + + +// Thing definition, position, orientation and type, +// plus skill/visibility flags and attributes. +typedef struct +{ + short x; + short y; + short angle; + short type; + short options; +} mapthing_t; + + +#endif // __DOOMDATA__ + + +#ifndef __DSTRINGS__ +#define __DSTRINGS__ + + +// All important printed strings. +// Language selection (message strings). +// Use -DFRENCH etc. + +#ifdef FRENCH +//#include "d_french.h" // Leave the extra space there, to throw off regex in PureDOOM.h creation +#else +//#include "d_englsh.h" +#endif + + +// Misc. other strings. +#define SAVEGAMENAME "doomsav" + +// +// File locations, +// relative to current position. +// Path names are OS-sensitive. +// +#define DEVMAPS "devmaps" +#define DEVDATA "devdata" + +// Not done in french? + +// QuitDOOM messages +#define NUM_QUITMESSAGES 22 + + +extern char* endmsg[]; + + +#endif + + +#ifndef __F_FINALE__ +#define __F_FINALE__ + + +//#include "doomtype.h" +//#include "d_event.h" + + +// +// FINALE +// + +// Called by main loop. +doom_boolean F_Responder(event_t* ev); + +// Called by main loop. +void F_Ticker(void); + +// Called by main loop. +void F_Drawer(void); + +void F_StartFinale(void); + + +#endif + + +#ifndef __F_WIPE_H__ +#define __F_WIPE_H__ + + +// +// SCREEN WIPE PACKAGE +// + +enum +{ + // simple gradual pixel change for 8-bit only + wipe_ColorXForm, + + // weird screen melt + wipe_Melt, + + wipe_NUMWIPES +}; + + +int wipe_StartScreen(int x, int y, int width, int height); +int wipe_EndScreen(int x, int y, int width, int height); +int wipe_ScreenWipe(int wipeno, int x, int y, int width, int height, int ticks); + + +#endif + + +#ifndef __G_GAME__ +#define __G_GAME__ + + +//#include "doomdef.h" +//#include "d_event.h" + + +// +// GAME +// +void G_DeathMatchSpawnPlayer(int playernum); + +void G_InitNew(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_DeferedInitNew(skill_t skill, int episode, int map); + +void G_DeferedPlayDemo(char* demo); + +// Can be called by the startup code or M_Responder, +// calls P_SetupLevel or W_EnterWorld. +void G_LoadGame(char* name); + +void G_DoLoadGame(void); + +// Called by M_Responder. +void G_SaveGame(int slot, char* description); + +// Only called by startup code. +void G_RecordDemo(char* name); + +void G_BeginRecording(void); + +void G_TimeDemo(char* name); +doom_boolean G_CheckDemoStatus(void); + +void G_ExitLevel(void); +void G_SecretExitLevel(void); + +void G_WorldDone(void); + +void G_Ticker(void); +doom_boolean G_Responder(event_t* ev); + +void G_ScreenShot(void); + + +#endif + + +#ifndef __HU_STUFF_H__ +#define __HU_STUFF_H__ + + +//#include "d_event.h" + + +// +// Globally visible constants. +// +#define HU_FONTSTART '!' // the first font characters +#define HU_FONTEND '_' // the last font characters + +// Calculate # of glyphs in font. +#define HU_FONTSIZE (HU_FONTEND - HU_FONTSTART + 1) + +#define HU_BROADCAST 5 + +#define HU_MSGREFRESH KEY_ENTER +#define HU_MSGX 0 +#define HU_MSGY 0 +#define HU_MSGWIDTH 64 // in characters +#define HU_MSGHEIGHT 1 // in lines + +#define HU_MSGTIMEOUT (4*TICRATE) + + +// +// HEADS UP TEXT +// + +void HU_Init(void); +void HU_Start(void); +doom_boolean HU_Responder(event_t* ev); +void HU_Ticker(void); +void HU_Drawer(void); +char HU_dequeueChatChar(void); +void HU_Erase(void); + + +#endif + + +#ifndef __I_NET__ +#define __I_NET__ + + +// Called by D_DoomMain. + +void I_InitNetwork (void); +void I_NetCmd (void); + + +#endif + + +#ifndef __I_SYSTEM__ +#define __I_SYSTEM__ + + +//#include "d_ticcmd.h" +//#include "d_event.h" + + +// 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); + + +#endif + + +#ifndef __I_VIDEO__ +#define __I_VIDEO__ + + +//#include "doomtype.h" + + +// 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); + +// 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 + + +#ifndef __INFO__ +#define __INFO__ + + +// Needed for action function pointer handling. +//#include "d_think.h" + + +typedef enum +{ + SPR_TROO, + SPR_SHTG, + SPR_PUNG, + SPR_PISG, + SPR_PISF, + SPR_SHTF, + SPR_SHT2, + SPR_CHGG, + SPR_CHGF, + SPR_MISG, + SPR_MISF, + SPR_SAWG, + SPR_PLSG, + SPR_PLSF, + SPR_BFGG, + SPR_BFGF, + SPR_BLUD, + SPR_PUFF, + SPR_BAL1, + SPR_BAL2, + SPR_PLSS, + SPR_PLSE, + SPR_MISL, + SPR_BFS1, + SPR_BFE1, + SPR_BFE2, + SPR_TFOG, + SPR_IFOG, + SPR_PLAY, + SPR_POSS, + SPR_SPOS, + SPR_VILE, + SPR_FIRE, + SPR_FATB, + SPR_FBXP, + SPR_SKEL, + SPR_MANF, + SPR_FATT, + SPR_CPOS, + SPR_SARG, + SPR_HEAD, + SPR_BAL7, + SPR_BOSS, + SPR_BOS2, + SPR_SKUL, + SPR_SPID, + SPR_BSPI, + SPR_APLS, + SPR_APBX, + SPR_CYBR, + SPR_PAIN, + SPR_SSWV, + SPR_KEEN, + SPR_BBRN, + SPR_BOSF, + SPR_ARM1, + SPR_ARM2, + SPR_BAR1, + SPR_BEXP, + SPR_FCAN, + SPR_BON1, + SPR_BON2, + SPR_BKEY, + SPR_RKEY, + SPR_YKEY, + SPR_BSKU, + SPR_RSKU, + SPR_YSKU, + SPR_STIM, + SPR_MEDI, + SPR_SOUL, + SPR_PINV, + SPR_PSTR, + SPR_PINS, + SPR_MEGA, + SPR_SUIT, + SPR_PMAP, + SPR_PVIS, + SPR_CLIP, + SPR_AMMO, + SPR_ROCK, + SPR_BROK, + SPR_CELL, + SPR_CELP, + SPR_SHEL, + SPR_SBOX, + SPR_BPAK, + SPR_BFUG, + SPR_MGUN, + SPR_CSAW, + SPR_LAUN, + SPR_PLAS, + SPR_SHOT, + SPR_SGN2, + SPR_COLU, + SPR_SMT2, + SPR_GOR1, + SPR_POL2, + SPR_POL5, + SPR_POL4, + SPR_POL3, + SPR_POL1, + SPR_POL6, + SPR_GOR2, + SPR_GOR3, + SPR_GOR4, + SPR_GOR5, + SPR_SMIT, + SPR_COL1, + SPR_COL2, + SPR_COL3, + SPR_COL4, + SPR_CAND, + SPR_CBRA, + SPR_COL6, + SPR_TRE1, + SPR_TRE2, + SPR_ELEC, + SPR_CEYE, + SPR_FSKU, + SPR_COL5, + SPR_TBLU, + SPR_TGRN, + SPR_TRED, + SPR_SMBT, + SPR_SMGT, + SPR_SMRT, + SPR_HDB1, + SPR_HDB2, + SPR_HDB3, + SPR_HDB4, + SPR_HDB5, + SPR_HDB6, + SPR_POB1, + SPR_POB2, + SPR_BRS1, + SPR_TLMP, + SPR_TLP2, + NUMSPRITES +} spritenum_t; + + +typedef enum +{ + S_NULL, + S_LIGHTDONE, + S_PUNCH, + S_PUNCHDOWN, + S_PUNCHUP, + S_PUNCH1, + S_PUNCH2, + S_PUNCH3, + S_PUNCH4, + S_PUNCH5, + S_PISTOL, + S_PISTOLDOWN, + S_PISTOLUP, + S_PISTOL1, + S_PISTOL2, + S_PISTOL3, + S_PISTOL4, + S_PISTOLFLASH, + S_SGUN, + S_SGUNDOWN, + S_SGUNUP, + S_SGUN1, + S_SGUN2, + S_SGUN3, + S_SGUN4, + S_SGUN5, + S_SGUN6, + S_SGUN7, + S_SGUN8, + S_SGUN9, + S_SGUNFLASH1, + S_SGUNFLASH2, + S_DSGUN, + S_DSGUNDOWN, + S_DSGUNUP, + S_DSGUN1, + S_DSGUN2, + S_DSGUN3, + S_DSGUN4, + S_DSGUN5, + S_DSGUN6, + S_DSGUN7, + S_DSGUN8, + S_DSGUN9, + S_DSGUN10, + S_DSNR1, + S_DSNR2, + S_DSGUNFLASH1, + S_DSGUNFLASH2, + S_CHAIN, + S_CHAINDOWN, + S_CHAINUP, + S_CHAIN1, + S_CHAIN2, + S_CHAIN3, + S_CHAINFLASH1, + S_CHAINFLASH2, + S_MISSILE, + S_MISSILEDOWN, + S_MISSILEUP, + S_MISSILE1, + S_MISSILE2, + S_MISSILE3, + S_MISSILEFLASH1, + S_MISSILEFLASH2, + S_MISSILEFLASH3, + S_MISSILEFLASH4, + S_SAW, + S_SAWB, + S_SAWDOWN, + S_SAWUP, + S_SAW1, + S_SAW2, + S_SAW3, + S_PLASMA, + S_PLASMADOWN, + S_PLASMAUP, + S_PLASMA1, + S_PLASMA2, + S_PLASMAFLASH1, + S_PLASMAFLASH2, + S_BFG, + S_BFGDOWN, + S_BFGUP, + S_BFG1, + S_BFG2, + S_BFG3, + S_BFG4, + S_BFGFLASH1, + S_BFGFLASH2, + S_BLOOD1, + S_BLOOD2, + S_BLOOD3, + S_PUFF1, + S_PUFF2, + S_PUFF3, + S_PUFF4, + S_TBALL1, + S_TBALL2, + S_TBALLX1, + S_TBALLX2, + S_TBALLX3, + S_RBALL1, + S_RBALL2, + S_RBALLX1, + S_RBALLX2, + S_RBALLX3, + S_PLASBALL, + S_PLASBALL2, + S_PLASEXP, + S_PLASEXP2, + S_PLASEXP3, + S_PLASEXP4, + S_PLASEXP5, + S_ROCKET, + S_BFGSHOT, + S_BFGSHOT2, + S_BFGLAND, + S_BFGLAND2, + S_BFGLAND3, + S_BFGLAND4, + S_BFGLAND5, + S_BFGLAND6, + S_BFGEXP, + S_BFGEXP2, + S_BFGEXP3, + S_BFGEXP4, + S_EXPLODE1, + S_EXPLODE2, + S_EXPLODE3, + S_TFOG, + S_TFOG01, + S_TFOG02, + S_TFOG2, + S_TFOG3, + S_TFOG4, + S_TFOG5, + S_TFOG6, + S_TFOG7, + S_TFOG8, + S_TFOG9, + S_TFOG10, + S_IFOG, + S_IFOG01, + S_IFOG02, + S_IFOG2, + S_IFOG3, + S_IFOG4, + S_IFOG5, + S_PLAY, + S_PLAY_RUN1, + S_PLAY_RUN2, + S_PLAY_RUN3, + S_PLAY_RUN4, + S_PLAY_ATK1, + S_PLAY_ATK2, + S_PLAY_PAIN, + S_PLAY_PAIN2, + S_PLAY_DIE1, + S_PLAY_DIE2, + S_PLAY_DIE3, + S_PLAY_DIE4, + S_PLAY_DIE5, + S_PLAY_DIE6, + S_PLAY_DIE7, + S_PLAY_XDIE1, + S_PLAY_XDIE2, + S_PLAY_XDIE3, + S_PLAY_XDIE4, + S_PLAY_XDIE5, + S_PLAY_XDIE6, + S_PLAY_XDIE7, + S_PLAY_XDIE8, + S_PLAY_XDIE9, + S_POSS_STND, + S_POSS_STND2, + S_POSS_RUN1, + S_POSS_RUN2, + S_POSS_RUN3, + S_POSS_RUN4, + S_POSS_RUN5, + S_POSS_RUN6, + S_POSS_RUN7, + S_POSS_RUN8, + S_POSS_ATK1, + S_POSS_ATK2, + S_POSS_ATK3, + S_POSS_PAIN, + S_POSS_PAIN2, + S_POSS_DIE1, + S_POSS_DIE2, + S_POSS_DIE3, + S_POSS_DIE4, + S_POSS_DIE5, + S_POSS_XDIE1, + S_POSS_XDIE2, + S_POSS_XDIE3, + S_POSS_XDIE4, + S_POSS_XDIE5, + S_POSS_XDIE6, + S_POSS_XDIE7, + S_POSS_XDIE8, + S_POSS_XDIE9, + S_POSS_RAISE1, + S_POSS_RAISE2, + S_POSS_RAISE3, + S_POSS_RAISE4, + S_SPOS_STND, + S_SPOS_STND2, + S_SPOS_RUN1, + S_SPOS_RUN2, + S_SPOS_RUN3, + S_SPOS_RUN4, + S_SPOS_RUN5, + S_SPOS_RUN6, + S_SPOS_RUN7, + S_SPOS_RUN8, + S_SPOS_ATK1, + S_SPOS_ATK2, + S_SPOS_ATK3, + S_SPOS_PAIN, + S_SPOS_PAIN2, + S_SPOS_DIE1, + S_SPOS_DIE2, + S_SPOS_DIE3, + S_SPOS_DIE4, + S_SPOS_DIE5, + S_SPOS_XDIE1, + S_SPOS_XDIE2, + S_SPOS_XDIE3, + S_SPOS_XDIE4, + S_SPOS_XDIE5, + S_SPOS_XDIE6, + S_SPOS_XDIE7, + S_SPOS_XDIE8, + S_SPOS_XDIE9, + S_SPOS_RAISE1, + S_SPOS_RAISE2, + S_SPOS_RAISE3, + S_SPOS_RAISE4, + S_SPOS_RAISE5, + S_VILE_STND, + S_VILE_STND2, + S_VILE_RUN1, + S_VILE_RUN2, + S_VILE_RUN3, + S_VILE_RUN4, + S_VILE_RUN5, + S_VILE_RUN6, + S_VILE_RUN7, + S_VILE_RUN8, + S_VILE_RUN9, + S_VILE_RUN10, + S_VILE_RUN11, + S_VILE_RUN12, + S_VILE_ATK1, + S_VILE_ATK2, + S_VILE_ATK3, + S_VILE_ATK4, + S_VILE_ATK5, + S_VILE_ATK6, + S_VILE_ATK7, + S_VILE_ATK8, + S_VILE_ATK9, + S_VILE_ATK10, + S_VILE_ATK11, + S_VILE_HEAL1, + S_VILE_HEAL2, + S_VILE_HEAL3, + S_VILE_PAIN, + S_VILE_PAIN2, + S_VILE_DIE1, + S_VILE_DIE2, + S_VILE_DIE3, + S_VILE_DIE4, + S_VILE_DIE5, + S_VILE_DIE6, + S_VILE_DIE7, + S_VILE_DIE8, + S_VILE_DIE9, + S_VILE_DIE10, + S_FIRE1, + S_FIRE2, + S_FIRE3, + S_FIRE4, + S_FIRE5, + S_FIRE6, + S_FIRE7, + S_FIRE8, + S_FIRE9, + S_FIRE10, + S_FIRE11, + S_FIRE12, + S_FIRE13, + S_FIRE14, + S_FIRE15, + S_FIRE16, + S_FIRE17, + S_FIRE18, + S_FIRE19, + S_FIRE20, + S_FIRE21, + S_FIRE22, + S_FIRE23, + S_FIRE24, + S_FIRE25, + S_FIRE26, + S_FIRE27, + S_FIRE28, + S_FIRE29, + S_FIRE30, + S_SMOKE1, + S_SMOKE2, + S_SMOKE3, + S_SMOKE4, + S_SMOKE5, + S_TRACER, + S_TRACER2, + S_TRACEEXP1, + S_TRACEEXP2, + S_TRACEEXP3, + S_SKEL_STND, + S_SKEL_STND2, + S_SKEL_RUN1, + S_SKEL_RUN2, + S_SKEL_RUN3, + S_SKEL_RUN4, + S_SKEL_RUN5, + S_SKEL_RUN6, + S_SKEL_RUN7, + S_SKEL_RUN8, + S_SKEL_RUN9, + S_SKEL_RUN10, + S_SKEL_RUN11, + S_SKEL_RUN12, + S_SKEL_FIST1, + S_SKEL_FIST2, + S_SKEL_FIST3, + S_SKEL_FIST4, + S_SKEL_MISS1, + S_SKEL_MISS2, + S_SKEL_MISS3, + S_SKEL_MISS4, + S_SKEL_PAIN, + S_SKEL_PAIN2, + S_SKEL_DIE1, + S_SKEL_DIE2, + S_SKEL_DIE3, + S_SKEL_DIE4, + S_SKEL_DIE5, + S_SKEL_DIE6, + S_SKEL_RAISE1, + S_SKEL_RAISE2, + S_SKEL_RAISE3, + S_SKEL_RAISE4, + S_SKEL_RAISE5, + S_SKEL_RAISE6, + S_FATSHOT1, + S_FATSHOT2, + S_FATSHOTX1, + S_FATSHOTX2, + S_FATSHOTX3, + S_FATT_STND, + S_FATT_STND2, + S_FATT_RUN1, + S_FATT_RUN2, + S_FATT_RUN3, + S_FATT_RUN4, + S_FATT_RUN5, + S_FATT_RUN6, + S_FATT_RUN7, + S_FATT_RUN8, + S_FATT_RUN9, + S_FATT_RUN10, + S_FATT_RUN11, + S_FATT_RUN12, + S_FATT_ATK1, + S_FATT_ATK2, + S_FATT_ATK3, + S_FATT_ATK4, + S_FATT_ATK5, + S_FATT_ATK6, + S_FATT_ATK7, + S_FATT_ATK8, + S_FATT_ATK9, + S_FATT_ATK10, + S_FATT_PAIN, + S_FATT_PAIN2, + S_FATT_DIE1, + S_FATT_DIE2, + S_FATT_DIE3, + S_FATT_DIE4, + S_FATT_DIE5, + S_FATT_DIE6, + S_FATT_DIE7, + S_FATT_DIE8, + S_FATT_DIE9, + S_FATT_DIE10, + S_FATT_RAISE1, + S_FATT_RAISE2, + S_FATT_RAISE3, + S_FATT_RAISE4, + S_FATT_RAISE5, + S_FATT_RAISE6, + S_FATT_RAISE7, + S_FATT_RAISE8, + S_CPOS_STND, + S_CPOS_STND2, + S_CPOS_RUN1, + S_CPOS_RUN2, + S_CPOS_RUN3, + S_CPOS_RUN4, + S_CPOS_RUN5, + S_CPOS_RUN6, + S_CPOS_RUN7, + S_CPOS_RUN8, + S_CPOS_ATK1, + S_CPOS_ATK2, + S_CPOS_ATK3, + S_CPOS_ATK4, + S_CPOS_PAIN, + S_CPOS_PAIN2, + S_CPOS_DIE1, + S_CPOS_DIE2, + S_CPOS_DIE3, + S_CPOS_DIE4, + S_CPOS_DIE5, + S_CPOS_DIE6, + S_CPOS_DIE7, + S_CPOS_XDIE1, + S_CPOS_XDIE2, + S_CPOS_XDIE3, + S_CPOS_XDIE4, + S_CPOS_XDIE5, + S_CPOS_XDIE6, + S_CPOS_RAISE1, + S_CPOS_RAISE2, + S_CPOS_RAISE3, + S_CPOS_RAISE4, + S_CPOS_RAISE5, + S_CPOS_RAISE6, + S_CPOS_RAISE7, + S_TROO_STND, + S_TROO_STND2, + S_TROO_RUN1, + S_TROO_RUN2, + S_TROO_RUN3, + S_TROO_RUN4, + S_TROO_RUN5, + S_TROO_RUN6, + S_TROO_RUN7, + S_TROO_RUN8, + S_TROO_ATK1, + S_TROO_ATK2, + S_TROO_ATK3, + S_TROO_PAIN, + S_TROO_PAIN2, + S_TROO_DIE1, + S_TROO_DIE2, + S_TROO_DIE3, + S_TROO_DIE4, + S_TROO_DIE5, + S_TROO_XDIE1, + S_TROO_XDIE2, + S_TROO_XDIE3, + S_TROO_XDIE4, + S_TROO_XDIE5, + S_TROO_XDIE6, + S_TROO_XDIE7, + S_TROO_XDIE8, + S_TROO_RAISE1, + S_TROO_RAISE2, + S_TROO_RAISE3, + S_TROO_RAISE4, + S_TROO_RAISE5, + S_SARG_STND, + S_SARG_STND2, + S_SARG_RUN1, + S_SARG_RUN2, + S_SARG_RUN3, + S_SARG_RUN4, + S_SARG_RUN5, + S_SARG_RUN6, + S_SARG_RUN7, + S_SARG_RUN8, + S_SARG_ATK1, + S_SARG_ATK2, + S_SARG_ATK3, + S_SARG_PAIN, + S_SARG_PAIN2, + S_SARG_DIE1, + S_SARG_DIE2, + S_SARG_DIE3, + S_SARG_DIE4, + S_SARG_DIE5, + S_SARG_DIE6, + S_SARG_RAISE1, + S_SARG_RAISE2, + S_SARG_RAISE3, + S_SARG_RAISE4, + S_SARG_RAISE5, + S_SARG_RAISE6, + S_HEAD_STND, + S_HEAD_RUN1, + S_HEAD_ATK1, + S_HEAD_ATK2, + S_HEAD_ATK3, + S_HEAD_PAIN, + S_HEAD_PAIN2, + S_HEAD_PAIN3, + S_HEAD_DIE1, + S_HEAD_DIE2, + S_HEAD_DIE3, + S_HEAD_DIE4, + S_HEAD_DIE5, + S_HEAD_DIE6, + S_HEAD_RAISE1, + S_HEAD_RAISE2, + S_HEAD_RAISE3, + S_HEAD_RAISE4, + S_HEAD_RAISE5, + S_HEAD_RAISE6, + S_BRBALL1, + S_BRBALL2, + S_BRBALLX1, + S_BRBALLX2, + S_BRBALLX3, + S_BOSS_STND, + S_BOSS_STND2, + S_BOSS_RUN1, + S_BOSS_RUN2, + S_BOSS_RUN3, + S_BOSS_RUN4, + S_BOSS_RUN5, + S_BOSS_RUN6, + S_BOSS_RUN7, + S_BOSS_RUN8, + S_BOSS_ATK1, + S_BOSS_ATK2, + S_BOSS_ATK3, + S_BOSS_PAIN, + S_BOSS_PAIN2, + S_BOSS_DIE1, + S_BOSS_DIE2, + S_BOSS_DIE3, + S_BOSS_DIE4, + S_BOSS_DIE5, + S_BOSS_DIE6, + S_BOSS_DIE7, + S_BOSS_RAISE1, + S_BOSS_RAISE2, + S_BOSS_RAISE3, + S_BOSS_RAISE4, + S_BOSS_RAISE5, + S_BOSS_RAISE6, + S_BOSS_RAISE7, + S_BOS2_STND, + S_BOS2_STND2, + S_BOS2_RUN1, + S_BOS2_RUN2, + S_BOS2_RUN3, + S_BOS2_RUN4, + S_BOS2_RUN5, + S_BOS2_RUN6, + S_BOS2_RUN7, + S_BOS2_RUN8, + S_BOS2_ATK1, + S_BOS2_ATK2, + S_BOS2_ATK3, + S_BOS2_PAIN, + S_BOS2_PAIN2, + S_BOS2_DIE1, + S_BOS2_DIE2, + S_BOS2_DIE3, + S_BOS2_DIE4, + S_BOS2_DIE5, + S_BOS2_DIE6, + S_BOS2_DIE7, + S_BOS2_RAISE1, + S_BOS2_RAISE2, + S_BOS2_RAISE3, + S_BOS2_RAISE4, + S_BOS2_RAISE5, + S_BOS2_RAISE6, + S_BOS2_RAISE7, + S_SKULL_STND, + S_SKULL_STND2, + S_SKULL_RUN1, + S_SKULL_RUN2, + S_SKULL_ATK1, + S_SKULL_ATK2, + S_SKULL_ATK3, + S_SKULL_ATK4, + S_SKULL_PAIN, + S_SKULL_PAIN2, + S_SKULL_DIE1, + S_SKULL_DIE2, + S_SKULL_DIE3, + S_SKULL_DIE4, + S_SKULL_DIE5, + S_SKULL_DIE6, + S_SPID_STND, + S_SPID_STND2, + S_SPID_RUN1, + S_SPID_RUN2, + S_SPID_RUN3, + S_SPID_RUN4, + S_SPID_RUN5, + S_SPID_RUN6, + S_SPID_RUN7, + S_SPID_RUN8, + S_SPID_RUN9, + S_SPID_RUN10, + S_SPID_RUN11, + S_SPID_RUN12, + S_SPID_ATK1, + S_SPID_ATK2, + S_SPID_ATK3, + S_SPID_ATK4, + S_SPID_PAIN, + S_SPID_PAIN2, + S_SPID_DIE1, + S_SPID_DIE2, + S_SPID_DIE3, + S_SPID_DIE4, + S_SPID_DIE5, + S_SPID_DIE6, + S_SPID_DIE7, + S_SPID_DIE8, + S_SPID_DIE9, + S_SPID_DIE10, + S_SPID_DIE11, + S_BSPI_STND, + S_BSPI_STND2, + S_BSPI_SIGHT, + S_BSPI_RUN1, + S_BSPI_RUN2, + S_BSPI_RUN3, + S_BSPI_RUN4, + S_BSPI_RUN5, + S_BSPI_RUN6, + S_BSPI_RUN7, + S_BSPI_RUN8, + S_BSPI_RUN9, + S_BSPI_RUN10, + S_BSPI_RUN11, + S_BSPI_RUN12, + S_BSPI_ATK1, + S_BSPI_ATK2, + S_BSPI_ATK3, + S_BSPI_ATK4, + S_BSPI_PAIN, + S_BSPI_PAIN2, + S_BSPI_DIE1, + S_BSPI_DIE2, + S_BSPI_DIE3, + S_BSPI_DIE4, + S_BSPI_DIE5, + S_BSPI_DIE6, + S_BSPI_DIE7, + S_BSPI_RAISE1, + S_BSPI_RAISE2, + S_BSPI_RAISE3, + S_BSPI_RAISE4, + S_BSPI_RAISE5, + S_BSPI_RAISE6, + S_BSPI_RAISE7, + S_ARACH_PLAZ, + S_ARACH_PLAZ2, + S_ARACH_PLEX, + S_ARACH_PLEX2, + S_ARACH_PLEX3, + S_ARACH_PLEX4, + S_ARACH_PLEX5, + S_CYBER_STND, + S_CYBER_STND2, + S_CYBER_RUN1, + S_CYBER_RUN2, + S_CYBER_RUN3, + S_CYBER_RUN4, + S_CYBER_RUN5, + S_CYBER_RUN6, + S_CYBER_RUN7, + S_CYBER_RUN8, + S_CYBER_ATK1, + S_CYBER_ATK2, + S_CYBER_ATK3, + S_CYBER_ATK4, + S_CYBER_ATK5, + S_CYBER_ATK6, + S_CYBER_PAIN, + S_CYBER_DIE1, + S_CYBER_DIE2, + S_CYBER_DIE3, + S_CYBER_DIE4, + S_CYBER_DIE5, + S_CYBER_DIE6, + S_CYBER_DIE7, + S_CYBER_DIE8, + S_CYBER_DIE9, + S_CYBER_DIE10, + S_PAIN_STND, + S_PAIN_RUN1, + S_PAIN_RUN2, + S_PAIN_RUN3, + S_PAIN_RUN4, + S_PAIN_RUN5, + S_PAIN_RUN6, + S_PAIN_ATK1, + S_PAIN_ATK2, + S_PAIN_ATK3, + S_PAIN_ATK4, + S_PAIN_PAIN, + S_PAIN_PAIN2, + S_PAIN_DIE1, + S_PAIN_DIE2, + S_PAIN_DIE3, + S_PAIN_DIE4, + S_PAIN_DIE5, + S_PAIN_DIE6, + S_PAIN_RAISE1, + S_PAIN_RAISE2, + S_PAIN_RAISE3, + S_PAIN_RAISE4, + S_PAIN_RAISE5, + S_PAIN_RAISE6, + S_SSWV_STND, + S_SSWV_STND2, + S_SSWV_RUN1, + S_SSWV_RUN2, + S_SSWV_RUN3, + S_SSWV_RUN4, + S_SSWV_RUN5, + S_SSWV_RUN6, + S_SSWV_RUN7, + S_SSWV_RUN8, + S_SSWV_ATK1, + S_SSWV_ATK2, + S_SSWV_ATK3, + S_SSWV_ATK4, + S_SSWV_ATK5, + S_SSWV_ATK6, + S_SSWV_PAIN, + S_SSWV_PAIN2, + S_SSWV_DIE1, + S_SSWV_DIE2, + S_SSWV_DIE3, + S_SSWV_DIE4, + S_SSWV_DIE5, + S_SSWV_XDIE1, + S_SSWV_XDIE2, + S_SSWV_XDIE3, + S_SSWV_XDIE4, + S_SSWV_XDIE5, + S_SSWV_XDIE6, + S_SSWV_XDIE7, + S_SSWV_XDIE8, + S_SSWV_XDIE9, + S_SSWV_RAISE1, + S_SSWV_RAISE2, + S_SSWV_RAISE3, + S_SSWV_RAISE4, + S_SSWV_RAISE5, + S_KEENSTND, + S_COMMKEEN, + S_COMMKEEN2, + S_COMMKEEN3, + S_COMMKEEN4, + S_COMMKEEN5, + S_COMMKEEN6, + S_COMMKEEN7, + S_COMMKEEN8, + S_COMMKEEN9, + S_COMMKEEN10, + S_COMMKEEN11, + S_COMMKEEN12, + S_KEENPAIN, + S_KEENPAIN2, + S_BRAIN, + S_BRAIN_PAIN, + S_BRAIN_DIE1, + S_BRAIN_DIE2, + S_BRAIN_DIE3, + S_BRAIN_DIE4, + S_BRAINEYE, + S_BRAINEYESEE, + S_BRAINEYE1, + S_SPAWN1, + S_SPAWN2, + S_SPAWN3, + S_SPAWN4, + S_SPAWNFIRE1, + S_SPAWNFIRE2, + S_SPAWNFIRE3, + S_SPAWNFIRE4, + S_SPAWNFIRE5, + S_SPAWNFIRE6, + S_SPAWNFIRE7, + S_SPAWNFIRE8, + S_BRAINEXPLODE1, + S_BRAINEXPLODE2, + S_BRAINEXPLODE3, + S_ARM1, + S_ARM1A, + S_ARM2, + S_ARM2A, + S_BAR1, + S_BAR2, + S_BEXP, + S_BEXP2, + S_BEXP3, + S_BEXP4, + S_BEXP5, + S_BBAR1, + S_BBAR2, + S_BBAR3, + S_BON1, + S_BON1A, + S_BON1B, + S_BON1C, + S_BON1D, + S_BON1E, + S_BON2, + S_BON2A, + S_BON2B, + S_BON2C, + S_BON2D, + S_BON2E, + S_BKEY, + S_BKEY2, + S_RKEY, + S_RKEY2, + S_YKEY, + S_YKEY2, + S_BSKULL, + S_BSKULL2, + S_RSKULL, + S_RSKULL2, + S_YSKULL, + S_YSKULL2, + S_STIM, + S_MEDI, + S_SOUL, + S_SOUL2, + S_SOUL3, + S_SOUL4, + S_SOUL5, + S_SOUL6, + S_PINV, + S_PINV2, + S_PINV3, + S_PINV4, + S_PSTR, + S_PINS, + S_PINS2, + S_PINS3, + S_PINS4, + S_MEGA, + S_MEGA2, + S_MEGA3, + S_MEGA4, + S_SUIT, + S_PMAP, + S_PMAP2, + S_PMAP3, + S_PMAP4, + S_PMAP5, + S_PMAP6, + S_PVIS, + S_PVIS2, + S_CLIP, + S_AMMO, + S_ROCK, + S_BROK, + S_CELL, + S_CELP, + S_SHEL, + S_SBOX, + S_BPAK, + S_BFUG, + S_MGUN, + S_CSAW, + S_LAUN, + S_PLAS, + S_SHOT, + S_SHOT2, + S_COLU, + S_STALAG, + S_BLOODYTWITCH, + S_BLOODYTWITCH2, + S_BLOODYTWITCH3, + S_BLOODYTWITCH4, + S_DEADTORSO, + S_DEADBOTTOM, + S_HEADSONSTICK, + S_GIBS, + S_HEADONASTICK, + S_HEADCANDLES, + S_HEADCANDLES2, + S_DEADSTICK, + S_LIVESTICK, + S_LIVESTICK2, + S_MEAT2, + S_MEAT3, + S_MEAT4, + S_MEAT5, + S_STALAGTITE, + S_TALLGRNCOL, + S_SHRTGRNCOL, + S_TALLREDCOL, + S_SHRTREDCOL, + S_CANDLESTIK, + S_CANDELABRA, + S_SKULLCOL, + S_TORCHTREE, + S_BIGTREE, + S_TECHPILLAR, + S_EVILEYE, + S_EVILEYE2, + S_EVILEYE3, + S_EVILEYE4, + S_FLOATSKULL, + S_FLOATSKULL2, + S_FLOATSKULL3, + S_HEARTCOL, + S_HEARTCOL2, + S_BLUETORCH, + S_BLUETORCH2, + S_BLUETORCH3, + S_BLUETORCH4, + S_GREENTORCH, + S_GREENTORCH2, + S_GREENTORCH3, + S_GREENTORCH4, + S_REDTORCH, + S_REDTORCH2, + S_REDTORCH3, + S_REDTORCH4, + S_BTORCHSHRT, + S_BTORCHSHRT2, + S_BTORCHSHRT3, + S_BTORCHSHRT4, + S_GTORCHSHRT, + S_GTORCHSHRT2, + S_GTORCHSHRT3, + S_GTORCHSHRT4, + S_RTORCHSHRT, + S_RTORCHSHRT2, + S_RTORCHSHRT3, + S_RTORCHSHRT4, + S_HANGNOGUTS, + S_HANGBNOBRAIN, + S_HANGTLOOKDN, + S_HANGTSKULL, + S_HANGTLOOKUP, + S_HANGTNOBRAIN, + S_COLONGIBS, + S_SMALLPOOL, + S_BRAINSTEM, + S_TECHLAMP, + S_TECHLAMP2, + S_TECHLAMP3, + S_TECHLAMP4, + S_TECH2LAMP, + S_TECH2LAMP2, + S_TECH2LAMP3, + S_TECH2LAMP4, + NUMSTATES +} statenum_t; + + +typedef struct +{ + spritenum_t sprite; + long frame; + long tics; + actionf_t action; + statenum_t nextstate; + long misc1, misc2; +} state_t; + + +extern state_t states[NUMSTATES]; +extern char* sprnames[NUMSPRITES + 1]; + + +typedef enum +{ + MT_PLAYER, + MT_POSSESSED, + MT_SHOTGUY, + MT_VILE, + MT_FIRE, + MT_UNDEAD, + MT_TRACER, + MT_SMOKE, + MT_FATSO, + MT_FATSHOT, + MT_CHAINGUY, + MT_TROOP, + MT_SERGEANT, + MT_SHADOWS, + MT_HEAD, + MT_BRUISER, + MT_BRUISERSHOT, + MT_KNIGHT, + MT_SKULL, + MT_SPIDER, + MT_BABY, + MT_CYBORG, + MT_PAIN, + MT_WOLFSS, + MT_KEEN, + MT_BOSSBRAIN, + MT_BOSSSPIT, + MT_BOSSTARGET, + MT_SPAWNSHOT, + MT_SPAWNFIRE, + MT_BARREL, + MT_TROOPSHOT, + MT_HEADSHOT, + MT_ROCKET, + MT_PLASMA, + MT_BFG, + MT_ARACHPLAZ, + MT_PUFF, + MT_BLOOD, + MT_TFOG, + MT_IFOG, + MT_TELEPORTMAN, + MT_EXTRABFG, + MT_MISC0, + MT_MISC1, + MT_MISC2, + MT_MISC3, + MT_MISC4, + MT_MISC5, + MT_MISC6, + MT_MISC7, + MT_MISC8, + MT_MISC9, + MT_MISC10, + MT_MISC11, + MT_MISC12, + MT_INV, + MT_MISC13, + MT_INS, + MT_MISC14, + MT_MISC15, + MT_MISC16, + MT_MEGA, + MT_CLIP, + MT_MISC17, + MT_MISC18, + MT_MISC19, + MT_MISC20, + MT_MISC21, + MT_MISC22, + MT_MISC23, + MT_MISC24, + MT_MISC25, + MT_CHAINGUN, + MT_MISC26, + MT_MISC27, + MT_MISC28, + MT_SHOTGUN, + MT_SUPERSHOTGUN, + MT_MISC29, + MT_MISC30, + MT_MISC31, + MT_MISC32, + MT_MISC33, + MT_MISC34, + MT_MISC35, + MT_MISC36, + MT_MISC37, + MT_MISC38, + MT_MISC39, + MT_MISC40, + MT_MISC41, + MT_MISC42, + MT_MISC43, + MT_MISC44, + MT_MISC45, + MT_MISC46, + MT_MISC47, + MT_MISC48, + MT_MISC49, + MT_MISC50, + MT_MISC51, + MT_MISC52, + MT_MISC53, + MT_MISC54, + MT_MISC55, + MT_MISC56, + MT_MISC57, + MT_MISC58, + MT_MISC59, + MT_MISC60, + MT_MISC61, + MT_MISC62, + MT_MISC63, + MT_MISC64, + MT_MISC65, + MT_MISC66, + MT_MISC67, + MT_MISC68, + MT_MISC69, + MT_MISC70, + MT_MISC71, + MT_MISC72, + MT_MISC73, + MT_MISC74, + MT_MISC75, + MT_MISC76, + MT_MISC77, + MT_MISC78, + MT_MISC79, + MT_MISC80, + MT_MISC81, + MT_MISC82, + MT_MISC83, + MT_MISC84, + MT_MISC85, + MT_MISC86, + 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 deathstate; + int xdeathstate; + int deathsound; + int speed; + int radius; + int height; + int mass; + int damage; + int activesound; + int flags; + int raisestate; +} mobjinfo_t; + + +extern mobjinfo_t mobjinfo[NUMMOBJTYPES]; + + +#endif + + +#ifndef __M_ARGV__ +#define __M_ARGV__ + + +// +// MISC +// +extern int myargc; +extern char** myargv; + +// Returns the position of the given parameter +// in the arg list (0 if not found). +int M_CheckParm(char* check); + + +#endif + + +#ifndef __M_CHEAT__ +#define __M_CHEAT__ + + +// +// CHEAT SEQUENCE PACKAGE +// + +#define SCRAMBLE(a) \ +((((a)&1)<<7) + (((a)&2)<<5) + ((a)&4) + (((a)&8)<<1) \ + + (((a)&16)>>1) + ((a)&32) + (((a)&64)>>5) + (((a)&128)>>7)) + + +typedef struct +{ + unsigned char* sequence; + unsigned char* p; +} cheatseq_t; + + +int cht_CheckCheat(cheatseq_t* cht, char key); +void cht_GetParam(cheatseq_t* cht, char* buffer); + + +#endif + + +#ifndef __M_FIXED__ +#define __M_FIXED__ + + +// +// Fixed point, 32bit as 16.16. +// +#define FRACBITS 16 +#define FRACUNIT (1< +// using from sounds.h +// +void S_StartSound(void* origin, int sound_id); + +// Will start a sound at a given volume. +void S_StartSoundAtVolume(void* origin, int sound_id, int volume); + +// Stop sound for thing at +void S_StopSound(void* origin); + +// Start music using from sounds.h +void S_StartMusic(int music_id); + +// Start music using from sounds.h, +// and set whether looping +void S_ChangeMusic(int music_id, int looping); + +// Stops the music fer sure. +void S_StopMusic(void); + +// Stop and resume music, during game PAUSE. +void S_PauseSound(void); +void S_ResumeSound(void); + +// +// Updates music & sounds +// +void S_UpdateSounds(void* listener); + +void S_SetMusicVolume(int volume); +void S_SetSfxVolume(int volume); + + +#endif + + +#ifndef __SOUNDS__ +#define __SOUNDS__ + + +// +// SoundFX struct. +// +typedef struct sfxinfo_struct sfxinfo_t; + +struct sfxinfo_struct +{ + // up to 6-character name + char* name; + + // Sfx singularity (only one at a time) + int singularity; + + // Sfx priority + int priority; + + // referenced sound if a link + sfxinfo_t* link; + + // pitch if a link + int pitch; + + // volume if a link + int volume; + + // sound data + void* data; + + // this is checked every second to see if sound + // can be thrown out (if 0, then decrement, if -1, + // then throw out, if > 0, then it is in use) + int usefulness; + + // lump number of sfx + int lumpnum; +}; + + +// +// MusicInfo struct. +// +typedef struct +{ + // up to 6-character name + char* name; + + // lump number of music + int lumpnum; + + // music data + void* data; + + // music handle once registered + int handle; +} musicinfo_t; + + +// the complete set of sound effects +extern sfxinfo_t S_sfx[]; + +// the complete set of music +extern musicinfo_t S_music[]; + +// +// Identifiers for all music in game. +// +typedef enum +{ + mus_None, + 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_inter, + mus_intro, + mus_bunny, + mus_victor, + mus_introa, + mus_runnin, + mus_stalks, + mus_countd, + mus_betwee, + mus_doom, + mus_the_da, + mus_shawn, + mus_ddtblu, + mus_in_cit, + mus_dead, + mus_stlks2, + mus_theda2, + mus_doom2, + mus_ddtbl2, + mus_runni2, + mus_dead2, + mus_stlks3, + mus_romero, + mus_shawn2, + mus_messag, + mus_count2, + mus_ddtbl3, + mus_ampie, + mus_theda3, + mus_adrian, + mus_messg2, + mus_romer2, + mus_tense, + mus_shawn3, + mus_openin, + mus_evil, + mus_ultima, + mus_read_m, + mus_dm2ttl, + mus_dm2int, + NUMMUSIC +} musicenum_t; + + +// +// Identifiers for all sfx in game. +// +typedef enum +{ + sfx_None, + sfx_pistol, + sfx_shotgn, + sfx_sgcock, + sfx_dshtgn, + sfx_dbopn, + sfx_dbcls, + sfx_dbload, + sfx_plasma, + sfx_bfg, + sfx_sawup, + sfx_sawidl, + sfx_sawful, + sfx_sawhit, + sfx_rlaunc, + sfx_rxplod, + sfx_firsht, + sfx_firxpl, + sfx_pstart, + sfx_pstop, + sfx_doropn, + sfx_dorcls, + sfx_stnmov, + sfx_swtchn, + sfx_swtchx, + sfx_plpain, + sfx_dmpain, + sfx_popain, + sfx_vipain, + sfx_mnpain, + sfx_pepain, + sfx_slop, + sfx_itemup, + sfx_wpnup, + sfx_oof, + sfx_telept, + sfx_posit1, + sfx_posit2, + sfx_posit3, + sfx_bgsit1, + sfx_bgsit2, + sfx_sgtsit, + sfx_cacsit, + sfx_brssit, + sfx_cybsit, + sfx_spisit, + sfx_bspsit, + sfx_kntsit, + sfx_vilsit, + sfx_mansit, + sfx_pesit, + sfx_sklatk, + sfx_sgtatk, + sfx_skepch, + sfx_vilatk, + sfx_claw, + sfx_skeswg, + sfx_pldeth, + sfx_pdiehi, + sfx_podth1, + sfx_podth2, + sfx_podth3, + sfx_bgdth1, + sfx_bgdth2, + sfx_sgtdth, + sfx_cacdth, + sfx_skldth, + sfx_brsdth, + sfx_cybdth, + sfx_spidth, + sfx_bspdth, + sfx_vildth, + sfx_kntdth, + sfx_pedth, + sfx_skedth, + sfx_posact, + sfx_bgact, + sfx_dmact, + sfx_bspact, + sfx_bspwlk, + sfx_vilact, + sfx_noway, + sfx_barexp, + sfx_punch, + sfx_hoof, + sfx_metal, + sfx_chgun, + sfx_tink, + sfx_bdopn, + sfx_bdcls, + sfx_itmbk, + sfx_flame, + sfx_flamst, + sfx_getpow, + sfx_bospit, + sfx_boscub, + sfx_bossit, + sfx_bospn, + sfx_bosdth, + sfx_manatk, + sfx_mandth, + sfx_sssit, + sfx_ssdth, + sfx_keenpn, + sfx_keendt, + sfx_skeact, + sfx_skesit, + sfx_skeatk, + sfx_radio, + NUMSFX +} sfxenum_t; + +#endif + + +#ifndef __STSTUFF_H__ +#define __STSTUFF_H__ + +//#include "doomtype.h" +//#include "d_event.h" + +// Size of statusbar. +// Now sensitive for scaling. +#define ST_HEIGHT (32 * SCREEN_MUL) +#define ST_WIDTH SCREENWIDTH +#define ST_Y (SCREENHEIGHT - ST_HEIGHT) + + +// +// STATUS BAR +// + +// Called by main loop. +doom_boolean ST_Responder(event_t* ev); + +// Called by main loop. +void ST_Ticker(void); + +// Called by main loop. +void ST_Drawer(doom_boolean fullscreen, doom_boolean refresh); + +// Called when the console player is spawned on each level. +void ST_Start(void); + +// Called by startup code. +void ST_Init(void); + + +// States for status bar code. +typedef enum +{ + AutomapState, + FirstPersonState +} st_stateenum_t; + + +// States for the chat code. +typedef enum +{ + StartChatState, + WaitDestState, + GetChatState +} st_chatstateenum_t; + + +doom_boolean ST_Responder(event_t* ev); + +#endif + + +#ifndef __TABLES__ +#define __TABLES__ + + +#ifdef LINUX + +#else +#define PI 3.141592657 +#endif + +//#include "m_fixed.h" + +#define FINEANGLES 8192 +#define FINEMASK (FINEANGLES-1) + +// 0x100000000 to 0x2000 +#define ANGLETOFINESHIFT 19 + +// Effective size is 10240. +extern fixed_t finesine[5 * FINEANGLES / 4]; + +// Re-use data, is just PI/2 pahse shift. +extern fixed_t* finecosine; + + +// Effective size is 4096. +extern fixed_t finetangent[FINEANGLES / 2]; + +// Binary Angle Measument, BAM. +#define ANG45 0x20000000 +#define ANG90 0x40000000 +#define ANG180 0x80000000 +#define ANG270 0xc0000000 + +#define SLOPERANGE 2048 +#define SLOPEBITS 11 +#define DBITS (FRACBITS - SLOPEBITS) + +typedef unsigned angle_t; + +// Effective size is 2049; +// The +1 size is to handle the case when x==y +// without additional checking. +extern angle_t tantoangle[SLOPERANGE + 1]; + + +// Utility function, +// called by R_PointToAngle. +int SlopeDiv(unsigned num, unsigned den); + + +#endif + + +#ifndef __P_MOBJ__ +#define __P_MOBJ__ + + +// Basics. +//#include "tables.h" +//#include "m_fixed.h" + +// We need the thinker_t stuff. +//#include "d_think.h" + +// We need the WAD data structure for Map things, +// from the THINGS lump. +//#include "doomdata.h" + +// States are tied to finite states are +// tied to animation frames. +// Needs precompiled tables/data structures. +//#include "info.h" + + +// +// NOTES: mobj_t +// +// 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 its 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 by 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 its origin contained. +// +// A valid mobj_t is a mobj_t that has the proper subsector_t +// filled in for its xy coordinates and is linked into the +// sector from which the subsector was made, 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. +// +// Any questions? +// + +// +// Misc. mobj flags +// +typedef enum +{ + // Call P_SpecialThing when touched. + MF_SPECIAL = 1, + // Blocks. + MF_SOLID = 2, + // Can be hit. + MF_SHOOTABLE = 4, + // Don't use the sector links (invisible but touchable). + MF_NOSECTOR = 8, + // Don't use the blocklinks (inert but displayable) + MF_NOBLOCKMAP = 16, + + // Not to be activated by sound, deaf monster. + MF_AMBUSH = 32, + // Will try to attack right back. + MF_JUSTHIT = 64, + // Will take at least one step before attacking. + MF_JUSTATTACKED = 128, + // On level spawning (initial position), + // hang from ceiling instead of stand on floor. + MF_SPAWNCEILING = 256, + // Don't apply gravity (every tic), + // that is, object will float, keeping current height + // or changing it actively. + MF_NOGRAVITY = 512, + + // Movement flags. + // This allows jumps from high places. + MF_DROPOFF = 0x400, + // For players, will pick up items. + MF_PICKUP = 0x800, + // Player cheat. ??? + MF_NOCLIP = 0x1000, + // Player: keep info about sliding along walls. + MF_SLIDE = 0x2000, + // Allow moves to any height, no gravity. + // For active floaters, e.g. cacodemons, pain elementals. + MF_FLOAT = 0x4000, + // Don't cross lines + // ??? or look at heights on teleport. + MF_TELEPORT = 0x8000, + // Don't hit same species, explode on block. + // Player missiles as well as fireballs of various kinds. + MF_MISSILE = 0x10000, + // Dropped by a demon, not level spawned. + // E.g. ammo clips dropped by dying former humans. + MF_DROPPED = 0x20000, + // Use fuzzy draw (shadow demons or spectres), + // temporary player invisibility powerup. + MF_SHADOW = 0x40000, + // Flag: don't bleed when shot (use puff), + // barrels and shootable furniture shall not bleed. + MF_NOBLOOD = 0x80000, + // Don't stop moving halfway off a step, + // that is, have dead bodies slide down all the way. + MF_CORPSE = 0x100000, + // Floating to a height for a move, ??? + // don't auto float to target's height. + MF_INFLOAT = 0x200000, + + // On kill, count this enemy object + // towards intermission kill total. + // Happy gathering. + MF_COUNTKILL = 0x400000, + + // On picking up, count this item object + // towards intermission item total. + MF_COUNTITEM = 0x800000, + + // Special handling: skull in flight. + // Neither a cacodemon nor a missile. + MF_SKULLFLY = 0x1000000, + + // Don't spawn this object + // in death match mode (e.g. key cards). + MF_NOTDMATCH = 0x2000000, + + // Player sprites in multiplayer modes are modified + // using an internal color lookup table for re-indexing. + // If 0x4 0x8 or 0xc, + // use a translation table for player colormaps + MF_TRANSLATION = 0xc000000, + // Hmm ???. + MF_TRANSSHIFT = 26 +} mobjflag_t; + + +// Map Object definition. +typedef struct mobj_s +{ + // List: thinker links. + thinker_t thinker; + + // Info for drawing: position. + fixed_t x; + fixed_t y; + fixed_t z; + + // More list: links in sector (if needed) + struct mobj_s* snext; + struct mobj_s* sprev; + + //More drawing info: to determine current sprite. + angle_t angle; // orientation + spritenum_t sprite; // used to find patch_t and flip value + int frame; // might be ORed with FF_FULLBRIGHT + + // Interaction info, by BLOCKMAP. + // Links in blocks (if needed). + struct mobj_s* bnext; + struct mobj_s* bprev; + + struct subsector_s* subsector; + + // The closest interval over all contacted Sectors. + fixed_t floorz; + fixed_t ceilingz; + + // For movement checking. + fixed_t radius; + fixed_t height; + + // Momentums, used to update position. + fixed_t momx; + fixed_t momy; + fixed_t momz; + + // If == validcount, already checked. + int validcount; + + mobjtype_t type; + mobjinfo_t* info; // &mobjinfo[mobj->type] + + int tics; // state tic counter + state_t* state; + int flags; + int health; + + // Movement direction, movement generation (zig-zagging). + int movedir; // 0-7 + int movecount; // when 0, select a new dir + + // Thing being chased/attacked (or 0), + // also the originator for missiles. + struct mobj_s* target; + + // Reaction time: if non 0, don't attack yet. + // Used by player to freeze a bit after teleporting. + int reactiontime; + + // If >0, the target will be chased + // no matter what (even if shot) + int threshold; + + // Additional info record for player avatars only. + // Only valid if type == MT_PLAYER + struct player_s* player; + + // Player number last looked for. + int lastlook; + + // For nightmare respawn. + mapthing_t spawnpoint; + + // Thing being chased/attacked for tracers. + struct mobj_s* tracer; +} mobj_t; + + +#endif + + +#ifndef __P_PSPR__ +#define __P_PSPR__ + +// Basic data types. +// Needs fixed point, and BAM angles. +//#include "m_fixed.h" +//#include "tables.h" + +// Needs to include the precompiled +// sprite animation tables. +// Header generated by multigen utility. +// This includes all the data for thing animation, +// i.e. the Thing Atrributes table +// and the Frame Sequence table. +//#include "info.h" + +// +// Frame flags: +// handles maximum brightness (torches, muzzle flare, light sources) +// +#define FF_FULLBRIGHT 0x8000 // flag in thing->frame +#define FF_FRAMEMASK 0x7fff + + +// +// Overlay psprites are scaled shapes +// drawn 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 0 state means not active + int tics; + fixed_t sx; + fixed_t sy; +} pspdef_t; + + +#endif + + +#ifndef __D_PLAYER__ +#define __D_PLAYER__ + + +// The player data structure depends on a number +// of other structs: items (internal inventory), +// animation states (closely tied to the sprites +// used to represent them, unfortunately). +//#include "d_items.h" +//#include "p_pspr.h" + +// In addition, the player is just a special +// case of the generic moving object/actor. +//#include "p_mobj.h" + +// Finally, for odd reasons, the player input +// is buffered within the player data struct, +// as commands per game tick. +//#include "d_ticcmd.h" + + +// +// Player states. +// +typedef enum +{ + // Playing or camping. + PST_LIVE, + // Dead on the ground, view follows killer. + PST_DEAD, + // Ready to restart/respawn??? + PST_REBORN +} playerstate_t; + + +// +// Player internal flags, for cheats and debug. +// +typedef enum +{ + // No clipping, walk through barriers. + CF_NOCLIP = 1, + // No damage, no health loss. + CF_GODMODE = 2, + // Not really a cheat, just a debug aid. + CF_NOMOMENTUM = 4 +} cheat_t; + + +// +// Extended player object info: player_t +// +typedef struct player_s +{ + mobj_t* mo; + playerstate_t playerstate; + ticcmd_t cmd; + + // Determine POV, + // including viewpoint bobbing during movement. + // Focal origin above r.z + fixed_t viewz; + // Base height above floor for viewz. + fixed_t viewheight; + // Bob/squat speed. + fixed_t deltaviewheight; + // bounded/scaled total momentum. + fixed_t bob; + + // This is only used between levels, + // mo->health is used during levels. + int health; + int armorpoints; + // Armor type is 0-2. + int armortype; + + // Power ups. invinc and invis are tic counters. + int powers[NUMPOWERS]; + doom_boolean cards[NUMCARDS]; + doom_boolean backpack; + + // Frags, kills of other players. + int frags[MAXPLAYERS]; + weapontype_t readyweapon; + + // Is wp_nochange if not changing. + weapontype_t pendingweapon; + + doom_boolean weaponowned[NUMWEAPONS]; + int ammo[NUMAMMO]; + int maxammo[NUMAMMO]; + + // True if button down last tic. + int attackdown; + int usedown; + + // Bit flags, for cheats and debug. + // See cheat_t, above. + int cheats; + + // Refired shots are less accurate. + int refire; + + // For intermission stats. + int killcount; + int itemcount; + int secretcount; + + // Hint messages. + char* message; + + // For screen flashing (red or bright). + int damagecount; + int bonuscount; + + // Who did damage (0 for floors/ceilings). + mobj_t* attacker; + + // So gun flashes light up areas. + int extralight; + + // Current PLAYPAL, ??? + // can be set to REDCOLORMAP for pain, etc. + int fixedcolormap; + + // Player skin colorshift, + // 0-3 for which color to draw player. + int colormap; + + // Overlay view sprites (gun, etc). + pspdef_t psprites[NUMPSPRITES]; + + // True if secret level has been done. + doom_boolean didsecret; +} player_t; + + +// +// INTERMISSION +// Structure passed e.g. to WI_Start(wb) +// +typedef struct +{ + doom_boolean in; // whether the player is in game + + // Player stats, kills, collected items etc. + int skills; + int sitems; + int ssecret; + int stime; + int frags[4]; + int score; // current score on entry, modified on return +} wbplayerstruct_t; + + +typedef struct +{ + int epsd; // episode # (0-2) + + // if true, splash the secret level + doom_boolean didsecret; + + // previous and next levels, origin 0 + int last; + int next; + + int maxkills; + int maxitems; + int maxsecret; + int maxfrags; + + // the par time + int partime; + + // index of this player in game + int pnum; + + wbplayerstruct_t plyr[MAXPLAYERS]; +} wbstartstruct_t; + + +#endif + + +#ifndef __D_NET__ +#define __D_NET__ + + +//#include "d_player.h" + + +// +// Network play related stuff. +// There is a data struct that stores network +// communication related stuff, and another +// one that defines the actual packets to +// be transmitted. +// + +#define DOOMCOM_ID 0x12345678l + +// Max computers/players in a game. +#define MAXNETNODES 8 + +// Networking and tick handling related. +#define BACKUPTICS 12 + + +typedef enum +{ + CMD_SEND = 1, + CMD_GET = 2 +} command_t; + + +// +// Network packet data. +// +typedef struct +{ + // High bit is retransmit request. + unsigned checksum; + // Only valid if NCMD_RETRANSMIT. + byte retransmitfrom; + + byte starttic; + byte player; + byte numtics; + ticcmd_t cmds[BACKUPTICS]; +} doomdata_t; + + +typedef struct +{ + // Supposed to be DOOMCOM_ID? + long id; + + // DOOM executes an int to execute commands. + short intnum; + // Communication between DOOM and the driver. + // Is CMD_SEND or CMD_GET. + short command; + // Is dest for send, set by get (-1 = no packet). + short remotenode; + + // Number of bytes in doomdata to be sent + short datalength; + + // Info common to all nodes. + // Console is allways node 0. + short numnodes; + // Flag: 1 = no duplication, 2-5 = dup for slow nets. + short ticdup; + // Flag: 1 = send a backup tic in every packet. + short extratics; + // Flag: 1 = deathmatch. + short deathmatch; + // Flag: -1 = new game, 0-5 = load savegame + short savegame; + short episode; // 1-3 + short map; // 1-9 + short skill; // 1-5 + + // Info specific to this node. + short consoleplayer; + short numplayers; + + // These are related to the 3-display mode, + // in which two drones looking left and right + // were used to render two additional views + // on two additional computers. + // Probably not operational anymore. + // 1 = left, 0 = center, -1 = right + short angleoffset; + // 1 = drone + short drone; + + // The packet data to be sent. + doomdata_t data; +} doomcom_t; + + +// Create any new ticcmds and broadcast to other players. +void NetUpdate(void); + +// Broadcasts special packets to other players +// to notify of game exit +void D_QuitNetGame(void); + +//? how many ticks to run? +void TryRunTics(void); + + +#endif + + +#ifndef __D_STATE__ +#define __D_STATE__ + + +// We need globally shared data structures, +// for defining the global state variables. +//#include "doomdata.h" +//#include "d_net.h" + +// We need the playr data structure as well. +//#include "d_player.h" + + +// ------------------------ +// Command line parameters. +// +extern doom_boolean nomonsters; // checkparm of -nomonsters +extern doom_boolean respawnparm; // checkparm of -respawn +extern doom_boolean fastparm; // checkparm of -fast +extern doom_boolean devparm; // DEBUG: launched with -devparm + + +// ----------------------------------------------------- +// Game Mode - identify IWAD as shareware, retail etc. +// +extern GameMode_t gamemode; +extern GameMission_t gamemission; + +// Set if homebrew PWAD stuff has been added. +extern doom_boolean modifiedgame; + + +// ------------------------------------------- +// Language. +extern Language_t language; + + +// ------------------------------------------- +// Selected skill type, map etc. +// + +// Defaults for menu, methinks. +extern skill_t startskill; +extern int startepisode; +extern int startmap; + +extern doom_boolean autostart; + +// Selected by user. +extern skill_t gameskill; +extern int gameepisode; +extern int gamemap; + +// Nightmare mode flag, single player. +extern doom_boolean respawnmonsters; + +// Netgame? Only true if >1 player. +extern doom_boolean netgame; + +// Flag: true only if started as net deathmatch. +// An enum might handle altdeath/cooperative better. +extern doom_boolean deathmatch; + +// ------------------------- +// Internal parameters for sound rendering. +// These have been taken from the DOS version, +// but are not (yet) supported with Linux +// (e.g. no sound volume adjustment with menu. + +// These are not used, but should be (menu). +// From m_menu.c: +// Sound FX volume has default, 0 - 15 +// Music volume has default, 0 - 15 +// These are multiplied by 8. +extern int snd_SfxVolume; // maximum volume for sound +extern int snd_MusicVolume; // maximum volume for music + +// Current music/sfx card - index useless +// w/o a reference LUT in a sound module. +// Ideally, this would use indices found +// in: /usr/include/linux/soundcard.h +extern int snd_MusicDevice; +extern int snd_SfxDevice; + +// Config file? Same disclaimer as above. +extern int snd_DesiredMusicDevice; +extern int snd_DesiredSfxDevice; + + +// ------------------------- +// Status flags for refresh. +// + +// Depending on view size - no status bar? +// Note that there is no way to disable the +// status bar explicitely. +extern doom_boolean statusbaractive; + +extern doom_boolean automapactive; // In AutoMap mode? +extern doom_boolean menuactive; // Menu overlayed? +extern doom_boolean paused; // Game Pause? + +extern doom_boolean viewactive; + +extern doom_boolean nodrawers; +extern doom_boolean noblit; + +extern int viewwindowx; +extern int viewwindowy; +extern int viewheight; +extern int viewwidth; +extern int scaledviewwidth; + + +// This one is related to the 3-screen display mode. +// ANG90 = left side, ANG270 = right +extern int viewangleoffset; + +// Player taking events, and displaying. +extern int consoleplayer; +extern int displayplayer; + + +// ------------------------------------- +// Scores, rating. +// Statistics on a given map, for intermission. +// +extern int totalkills; +extern int totalitems; +extern int totalsecret; + +// Timer, for scores. +extern int levelstarttic; // gametic at level start +extern int leveltime; // tics in game play for par + + +// -------------------------------------- +// DEMO playback/recording related stuff. +// No demo, there is a human player in charge? +// Disable save/end game? +extern doom_boolean usergame; + +//? +extern doom_boolean demoplayback; +extern doom_boolean demorecording; + +// Quit after playing a demo from cmdline. +extern doom_boolean singledemo; + +//? +extern gamestate_t gamestate; + + +//----------------------------- +// Internal parameters, fixed. +// These are set by the engine, and not changed +// according to user inputs. Partly load from +// WAD, partly set at startup time. + +extern int gametic; + + +// Bookkeeping on players - state. +extern player_t players[MAXPLAYERS]; + +// Alive? Disconnected? +extern doom_boolean playeringame[MAXPLAYERS]; + + +// Player spawn spots for deathmatch. +#define MAX_DM_STARTS 10 +extern mapthing_t deathmatchstarts[MAX_DM_STARTS]; +extern mapthing_t* deathmatch_p; + +// Player spawn spots. +extern mapthing_t playerstarts[MAXPLAYERS]; + +// Intermission stats. +// Parameters for world map / intermission. +extern wbstartstruct_t wminfo; + + +// LUT of ammunition limits for each kind. +// This doubles with BackPack powerup item. +extern int maxammo[NUMAMMO]; + + +//----------------------------------------- +// Internal parameters, used for engine. +// + +// File handling stuff. +extern char basedefault[1024]; +extern void* debugfile; + +// if true, load all graphics at level load +extern doom_boolean precache; + +// wipegamestate can be set to -1 +// to force a wipe on the next draw +extern gamestate_t wipegamestate; + +extern int mouseSensitivity; +//? +// debug flag to cancel adaptiveness +extern doom_boolean singletics; + +extern int bodyqueslot; + + +// Needed to store the number of the dummy sky flat. +// Used for rendering, +// as well as tracking projectiles etc. +extern int skyflatnum; + + +// Netgame stuff (buffers and pointers, i.e. indices). + +// This is ??? +extern doomcom_t* doomcom; + +// This points inside doomcom. +extern doomdata_t* netbuffer; + + +extern ticcmd_t localcmds[BACKUPTICS]; +extern int rndindex; + +extern int maketic; +extern int nettics[MAXNETNODES]; + +extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; +extern int ticdup; + + +#endif + + +#ifndef __I_SOUND__ +#define __I_SOUND__ + + +//#include "doomdef.h" + + + +//#include "doomstat.h" +//#include "sounds.h" + + +// Init at program start... +void I_InitSound(); + +// ... update sound buffer and audio device at runtime... +void I_UpdateSound(void); +void I_SubmitSound(void); + +// ... shut down and relase at program termination. +void I_ShutdownSound(void); + + +// +// SFX I/O +// + +// Initialize channels? +void I_SetChannels(); + +// Get raw data lump index for sound descriptor. +int I_GetSfxLumpNum(sfxinfo_t* sfxinfo); + +// Starts a sound in a particular sound channel. +int I_StartSound(int id, int vol, int sep, int pitch, int priority); + +// Stops a sound channel. +void I_StopSound(int handle); + +// Called by S_*() functions +// to see if a channel is still playing. +// Returns 0 if no longer playing, 1 if playing. +int I_SoundIsPlaying(int handle); + +// Updates the volume, separation, +// and pitch of a sound channel. +void I_UpdateSoundParams(int handle, int vol, int sep, int pitch); + + +// +// MUSIC I/O +// +void I_InitMusic(void); +void I_ShutdownMusic(void); + +// Volume. +void I_SetMusicVolume(int volume); + +// PAUSE game handling. +void I_PauseSong(int handle); +void I_ResumeSong(int handle); + +// Registers a song handle to song data. +int I_RegisterSong(void* data); + +// Called by anything that wishes to start music. +// plays a song, and when the song is done, +// starts playing it again in an endless loop. +// Horrible thing to do, considering. +void I_PlaySong(int handle, int looping); + +// Stops a song over 3 seconds. +void I_StopSong(int handle); + +// See above (register), then think backwards +void I_UnRegisterSong(int handle); + +// Get next MIDI message +unsigned long I_TickSong(); + + +#endif + + +#ifndef __P_INTER__ +#define __P_INTER__ + + +//#include "d_player.h" + + +doom_boolean P_GivePower(player_t*, int); + + +#endif + + +#ifndef __R_DEFS__ +#define __R_DEFS__ + + +// Screenwidth. +//#include "doomdef.h" + +// Some more or less basic data types +// we depend on. +//#include "m_fixed.h" + +// We rely on the thinker data struct +// to handle sound origins in sectors. +//#include "d_think.h" +// SECTORS do store MObjs anyway. +//#include "p_mobj.h" + + +// Silhouette, needed for clipping Segs (mainly) +// and sprites representing things. +#define SIL_NONE 0 +#define SIL_BOTTOM 1 +#define SIL_TOP 2 +#define SIL_BOTH 3 + +#define MAXDRAWSEGS 256 + + +// +// INTERNAL MAP TYPES +// used by play and refresh +// + +// +// Your plain vanilla vertex. +// Note: transformed values not buffered locally, +// like some DOOM-alikes ("wt", "WebView") did. +// +typedef struct +{ + fixed_t x; + fixed_t y; +} vertex_t; + + +// Forward of LineDefs, for Sectors. +struct line_s; + +// Each sector has a degenmobj_t in its center +// for sound origin purposes. +// I suppose this does not handle sound from +// moving objects (doppler), because +// position is prolly just buffered, not +// updated. +typedef struct +{ + thinker_t thinker; // not used for anything + fixed_t x; + fixed_t y; + fixed_t z; +} degenmobj_t; + +// +// The SECTORS record, at runtime. +// Stores things/mobjs. +// +typedef struct +{ + fixed_t floorheight; + fixed_t ceilingheight; + short floorpic; + short ceilingpic; + short lightlevel; + short special; + short tag; + + // 0 = untraversed, 1,2 = sndlines -1 + int soundtraversed; + + // thing that made a sound (or null) + mobj_t* soundtarget; + + // mapblock bounding box for height changes + int blockbox[4]; + + // origin for any sounds played by the sector + degenmobj_t soundorg; + + // if == validcount, already checked + int validcount; + + // list of mobjs in sector + mobj_t* thinglist; + + // thinker_t for reversable actions + void* specialdata; + + int linecount; + struct line_s** lines; // [linecount] size +} sector_t; + + +// +// The SideDef. +// +typedef struct +{ + // add this to the calculated texture column + fixed_t textureoffset; + + // add this to the calculated texture top + fixed_t rowoffset; + + // Texture indices. + // We do not maintain names here. + short toptexture; + short bottomtexture; + short midtexture; + + // Sector the SideDef is facing. + sector_t* sector; +} side_t; + + +// +// Move clipping aid for LineDefs. +// +typedef enum +{ + ST_HORIZONTAL, + ST_VERTICAL, + ST_POSITIVE, + ST_NEGATIVE +} slopetype_t; + + +typedef struct line_s +{ + // Vertices, from v1 to v2. + vertex_t* v1; + vertex_t* v2; + + // Precalculated v2 - v1 for side checking. + fixed_t dx; + fixed_t dy; + + // Animation related. + short flags; + short special; + short tag; + + // Visual appearance: SideDefs. + // sidenum[1] will be -1 if one sided + short sidenum[2]; + + // Neat. Another bounding box, for the extent + // of the LineDef. + fixed_t bbox[4]; + + // To aid move clipping. + slopetype_t slopetype; + + // Front and back sector. + // Note: redundant? Can be retrieved from SideDefs. + sector_t* frontsector; + sector_t* backsector; + + // if == validcount, already checked + int validcount; + + // thinker_t for reversable actions + void* specialdata; +} line_t; + + +// +// A SubSector. +// References a Sector. +// Basically, this is a list of LineSegs, +// indicating the visible walls that define +// (all or some) sides of a convex BSP leaf. +// +typedef struct subsector_s +{ + sector_t* sector; + short numlines; + short firstline; +} subsector_t; + + +// +// The LineSeg. +// +typedef struct +{ + vertex_t* v1; + vertex_t* v2; + + fixed_t offset; + + angle_t angle; + + side_t* sidedef; + line_t* linedef; + + // Sector references. + // Could be retrieved from linedef, too. + // backsector is 0 for one sided lines + sector_t* frontsector; + sector_t* backsector; +} seg_t; + + +// +// BSP node. +// +typedef struct +{ + // Partition line. + fixed_t x; + fixed_t y; + fixed_t dx; + fixed_t dy; + + // Bounding box for each child. + fixed_t bbox[2][4]; + + // If NF_SUBSECTOR its a subsector. + unsigned short children[2]; +} node_t; + + +// 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; + + +// +// OTHER TYPES +// + +// This could be wider for >8 bit display. +// Indeed, true color support is posibble +// precalculating 24bpp lightmap/colormap LUT. +// from darkening PLAYPAL to all black. +// Could even us emore than 32 levels. +typedef byte lighttable_t; + + +// +// ? +// +typedef struct drawseg_s +{ + seg_t* curline; + int x1; + int x2; + + fixed_t scale1; + fixed_t scale2; + fixed_t scalestep; + + // 0=none, 1=bottom, 2=top, 3=both + int silhouette; + + // do not clip sprites above this + fixed_t bsilheight; + + // do not clip sprites below this + fixed_t tsilheight; + + // Pointers to lists for sprite clipping, + // all three adjusted so [x1] is first value. + short* sprtopclip; + short* sprbottomclip; + short* maskedtexturecol; +} drawseg_t; + + +// Patches. +// A patch holds one or more columns. +// Patches are used for sprites and all masked pictures, +// and we compose textures from the TEXTURE1/2 lists +// of patches. +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; + + +// A vissprite_t is a thing +// that will be drawn during a refresh. +// I.e. a sprite object that is partly visible. +typedef struct vissprite_s +{ + // Doubly linked list. + struct vissprite_s* prev; + struct vissprite_s* next; + + int x1; + int x2; + + // for line side calculation + fixed_t gx; + fixed_t gy; + + // global bottom / top for silhouette clipping + fixed_t gz; + fixed_t gzt; + + // horizontal position of x1 + fixed_t startfrac; + + fixed_t scale; + + // negative if flipped + fixed_t xiscale; + + fixed_t texturemid; + int patch; + + // for color translation and shadow draw, + // maxbright frames as well + lighttable_t* colormap; + + int mobjflags; +} vissprite_t; + + +// +// Sprites are patches with a special naming convention +// so they can be recognized by R_InitSprites. +// The base name is NNNNFx or NNNNFxFx, with +// x indicating the rotation, x = 0, 1-7. +// 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, +// thus NNNNF2F5 defines a mirrored patch. +// Some sprites will only have one picture used +// for all views: NNNNF0 +// +typedef struct +{ + // If false use 0 for any position. + // Note: as eight entries are available, + // we might as well insert the same name eight times. + doom_boolean rotate; + + // Lump to use for view angles 0-7. + short lump[8]; + + // Flip bit (1 = flip) to use for view angles 0-7. + byte flip[8]; +} spriteframe_t; + + +// +// A sprite definition: +// a number of animation frames. +// +typedef struct +{ + int numframes; + spriteframe_t* spriteframes; +} spritedef_t; + + +// +// Now what is a visplane, anyway? +// +typedef struct +{ + fixed_t height; + int picnum; + int lightlevel; + int minx; + int maxx; + + // leave pads for [minx-1]/[maxx+1] + + byte pad1; + // Here lies the rub for all + // dynamic resize/change of resolution. + byte top[SCREENWIDTH]; + byte pad2; + byte pad3; + // See above. + byte bottom[SCREENWIDTH]; + byte pad4; +} visplane_t; + + +#endif + + +#ifndef __HULIB__ +#define __HULIB__ + + +// We are referring to patches. +//#include "r_defs.h" + + +// background and foreground screen numbers +// different from other modules. +#define BG 1 +#define FG 0 + +// font stuff +#define HU_CHARERASE KEY_BACKSPACE + +#define HU_MAXLINES 4 +#define HU_MAXLINELENGTH 80 + + +// +// Typedefs of widgets +// + +// Text Line widget +// (parent of Scrolling Text and Input Text widgets) +typedef struct +{ + // left-justified position of scrolling text window + int x; + int y; + + patch_t** f; // font + int sc; // start character + char l[HU_MAXLINELENGTH + 1]; // line of text + int len; // current line length + + // whether this line needs to be udpated + int needsupdate; +} hu_textline_t; + + +// Scrolling Text window widget +// (child of Text Line widget) +typedef struct +{ + hu_textline_t l[HU_MAXLINES]; // text lines to draw + int h; // height in lines + int cl; // current line number + + // pointer to doom_boolean stating whether to update window + doom_boolean* on; + doom_boolean laston; // last value of *->on. +} hu_stext_t; + + +// Input Text Line widget +// (child of Text Line widget) +typedef struct +{ + hu_textline_t l; // text line to input on + + // left margin past which I am not to delete characters + int lm; + + // pointer to doom_boolean stating whether to update window + doom_boolean* on; + doom_boolean laston; // last value of *->on; +} hu_itext_t; + + +// +// Widget creation, access, and update routines +// + +// initializes heads-up widget library +void HUlib_init(void); + +// +// textline code +// + +// clear a line of text +void HUlib_clearTextLine(hu_textline_t* t); + +void HUlib_initTextLine(hu_textline_t* t, int x, int y, patch_t** f, int sc); + +// returns success +doom_boolean HUlib_addCharToTextLine(hu_textline_t* t, char ch); + +// returns success +doom_boolean HUlib_delCharFromTextLine(hu_textline_t* t); + +// draws tline +void HUlib_drawTextLine(hu_textline_t* l, doom_boolean drawcursor); + +// erases text line +void HUlib_eraseTextLine(hu_textline_t* l); + + +// +// Scrolling Text window widget routines +// + +// ? +void HUlib_initSText(hu_stext_t* s, + int x, + int y, + int h, + patch_t** font, + int startchar, + doom_boolean* on); + +// add a new line +void HUlib_addLineToSText(hu_stext_t* s); + +// ? +void HUlib_addMessageToSText(hu_stext_t* s, char* prefix, char* msg); + +// draws stext +void HUlib_drawSText(hu_stext_t* s); + +// erases all stext lines +void HUlib_eraseSText(hu_stext_t* s); + +// Input Text Line widget routines +void HUlib_initIText(hu_itext_t* it, + int x, + int y, + patch_t** font, + int startchar, + doom_boolean* on); + +// enforces left margin +void HUlib_delCharFromIText(hu_itext_t* it); + +// enforces left margin +void HUlib_eraseLineFromIText(hu_itext_t* it); + +// resets line and left margin +void HUlib_resetIText(hu_itext_t* it); + +// left of left-margin +void HUlib_addPrefixToIText(hu_itext_t* it, char* str); + +// whether eaten +doom_boolean HUlib_keyInIText(hu_itext_t* it, unsigned char ch); + +void HUlib_drawIText(hu_itext_t* it); + +// erases all itext lines +void HUlib_eraseIText(hu_itext_t* it); + + +#endif + + +#ifndef __P_SPEC__ +#define __P_SPEC__ + + +//#include "p_mobj.h" +//#include "r_defs.h" + + +// +// End-level timer (-TIMER option) +// +extern doom_boolean levelTimer; +extern int levelTimeCount; + + +// Define values for map objects +#define MO_TELEPORTMAN 14 + + +// at game start +void P_InitPicAnims(void); + +// at map load +void P_SpawnSpecials(void); + +// every tic +void P_UpdateSpecials(void); + +// when needed +doom_boolean P_UseSpecialLine(mobj_t* thing, line_t* line, int side); + +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; +} fireflicker_t; + + +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 P_SpawnFireFlicker(sector_t* sector); +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 +{ + char name1[9]; + char name2[9]; + short episode; +} switchlist_t; + + +typedef enum +{ + top, + middle, + bottom +} bwhere_e; + + +typedef struct +{ + line_t* line; + bwhere_e where; + int btexture; + int btimer; + mobj_t* soundorg; +} button_t; + + +// max # of wall switches in a level +#define MAXSWITCHES 50 + +// 4 players, 4 buttons each at once, max. +#define MAXBUTTONS 16 + +// 1 second, in ticks. +#define BUTTONTIME 35 + + +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, + blazeDWUS +} 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; + doom_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 +{ + door_normal, + close30ThenOpen, + door_close, + door_open, + raiseIn5Mins, + blazeRaise, + blazeOpen, + blazeClose +} vldoor_e; + + +typedef struct +{ + thinker_t thinker; + vldoor_e type; + sector_t* sector; + fixed_t topheight; + fixed_t speed; + + // 1 = up, 0 = waiting at top, -1 = down + int direction; + + // tics to wait at the top + int topwait; + + // (keep in case a door going down is reset) + // when it reaches 0, start going down + int topcountdown; +} 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); +int EV_DoLockedDoor(line_t* line, vldoor_e type, mobj_t* thing); +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, + silentCrushAndRaise +} ceiling_e; + + +typedef struct +{ + thinker_t thinker; + ceiling_e type; + sector_t* sector; + fixed_t bottomheight; + fixed_t topheight; + fixed_t speed; + doom_boolean crush; + + // 1 = up, 0 = waiting, -1 = down + int direction; + + // ID + int tag; + 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 +{ + // lower floor to highest surrounding floor + lowerFloor, + + // lower floor to lowest surrounding floor + lowerFloorToLowest, + + // lower floor to highest surrounding floor VERY FAST + turboLower, + + // raise floor to lowest surrounding CEILING + raiseFloor, + + // raise floor to next highest surrounding floor + raiseFloorToNearest, + + // raise floor to shortest height texture around it + raiseToTexture, + + // lower floor to lowest surrounding floor + // and change floorpic + lowerAndChange, + + raiseFloor24, + raiseFloor24AndChange, + raiseFloorCrush, + + // raise to next highest floor, turbo-speed + raiseFloorTurbo, + donutRaise, + raiseFloor512 +} floor_e; + + +typedef enum +{ + build8, // slowly build by 8 + turbo16 // quickly build by 16 +} stair_e; + + +typedef struct +{ + thinker_t thinker; + floor_e type; + doom_boolean crush; + sector_t* sector; + int direction; + int newspecial; + short texture; + fixed_t floordestheight; + fixed_t speed; +} floormove_t; + + +#define FLOORSPEED FRACUNIT + + +typedef enum +{ + ok, + crushed, + pastdest +} result_e; + + +result_e T_MovePlane(sector_t* sector, fixed_t speed, fixed_t dest, doom_boolean crush, int floorOrCeiling, int direction); +int EV_BuildStairs(line_t* line, stair_e type); +int EV_DoFloor(line_t* line, floor_e floortype); +void T_MoveFloor(floormove_t* floor); + +// +// P_TELEPT +// +int EV_Teleport(line_t* line, int side, mobj_t* thing); + + +#endif + + +#ifndef __R_BSP__ +#define __R_BSP__ + + +//#include "r_defs.h" + + +extern seg_t* curline; +extern side_t* sidedef; +extern line_t* linedef; +extern sector_t* frontsector; +extern sector_t* backsector; + +extern int rw_x; +extern int rw_stopx; + +extern doom_boolean segtextured; + +// false if the back side is the same plane +extern doom_boolean markfloor; +extern doom_boolean markceiling; + +extern doom_boolean skymap; + +extern drawseg_t drawsegs[MAXDRAWSEGS]; +extern drawseg_t* ds_p; + +extern lighttable_t** hscalelight; +extern lighttable_t** vscalelight; +extern lighttable_t** dscalelight; + + +typedef void (*drawfunc_t) (int start, int stop); + + +// BSP? +void R_ClearClipSegs(void); +void R_ClearDrawSegs(void); +void R_RenderBSPNode(int bspnum); + + +#endif + + +#ifndef __R_DRAW__ +#define __R_DRAW__ + + +//#include "r_defs.h" + + +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; + +// first pixel in a column +extern byte* dc_source; + + +// The span blitting interface. +// Hook in assembler or system specific BLT +// here. +void R_DrawColumn(void); +void R_DrawColumnLow(void); + +// The Spectre/Invisibility effect. +void R_DrawFuzzColumn(void); +void R_DrawFuzzColumnLow(void); + +// Draw with color translation tables, +// for player sprite rendering, +// Green/Red/Blue/Indigo shirts. +void R_DrawTranslatedColumn(void); +void R_DrawTranslatedColumnLow(void); + +void R_VideoErase(unsigned ofs, int count); + +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; + +// start of a 64*64 tile image +extern byte* ds_source; + +extern byte* translationtables; +extern byte* dc_translation; + + +// Span blitting for rows, floor/ceiling. +// No Sepctre effect needed. +void R_DrawSpan(void); + +// Low resolution mode, 160x200? +void R_DrawSpanLow(void); + +void R_InitBuffer(int width, int height); + + +// Initialize color translation tables, +// for player rendering etc. +void R_InitTranslationTables(void); + +// Rendering function. +void R_FillBackScreen(void); + +// If the view size is not full screen, draws a border around it. +void R_DrawViewBorder(void); + + +#endif + + +#ifndef __R_SEGS__ +#define __R_SEGS__ + + +//#include "r_defs.h" + + +void R_RenderMaskedSegRange(drawseg_t* ds, int x1, int x2); + + +#endif + + +#ifndef __R_STATE__ +#define __R_STATE__ + + +//#include "d_player.h" // Need data structure definitions. +//#include "r_defs.h" + + +// +// Refresh internal data structures, +// for rendering. +// + +// needed for texture pegging +extern fixed_t* textureheight; + +// needed for pre rendering (fracs) +extern fixed_t* spritewidth; + +extern fixed_t* spriteoffset; +extern fixed_t* spritetopoffset; + +extern lighttable_t* colormaps; + +extern int viewwidth; +extern int scaledviewwidth; +extern int viewheight; + +extern int firstflat; + +// for global animation +extern int* flattranslation; +extern int* texturetranslation; + +// Sprite.... +extern int firstspritelump; +extern int lastspritelump; +extern int numspritelumps; + +// +// Lookup tables for map data. +// +extern int numsprites; +extern spritedef_t* sprites; + +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; + +// +// POV data. +// +extern fixed_t viewx; +extern fixed_t viewy; +extern fixed_t viewz; + +extern angle_t viewangle; +extern player_t* viewplayer; + +// ? +extern angle_t clipangle; + +extern int viewangletox[FINEANGLES / 2]; +extern angle_t xtoviewangle[SCREENWIDTH + 1]; + +extern fixed_t rw_distance; +extern angle_t rw_normalangle; + +// angle to line origin +extern int rw_angle1; + +// Segs count? +extern int sscount; + +extern visplane_t* floorplane; +extern visplane_t* ceilingplane; + + +#endif + + +#ifndef __R_DATA__ +#define __R_DATA__ + + +//#include "r_defs.h" +//#include "r_state.h" + + +// Retrieve column data for span blitting. +byte* R_GetColumn(int tex, int col); + +// I/O, setting up the stuff. +void R_InitData(void); +void R_PrecacheLevel(void); + +// Retrieval. +// Floor/ceiling opaque texture tiles, +// lookup by name. For animation? +int R_FlatNumForName(char* name); + +// Called by P_Ticker for switches and animations, +// returns the texture number for the texture name. +int R_TextureNumForName(char* name); +int R_CheckTextureNumForName(char* name); + +#endif + + +#ifndef __R_MAIN__ +#define __R_MAIN__ + +//#include "d_player.h" +//#include "r_data.h" + + +// +// POV related. +// +extern fixed_t viewcos; +extern fixed_t viewsin; + +extern int viewwidth; +extern int viewheight; +extern int viewwindowx; +extern int viewwindowy; + +extern int centerx; +extern int centery; + +extern fixed_t centerxfrac; +extern fixed_t centeryfrac; +extern fixed_t projection; + +extern int validcount; + +extern int linecount; +extern int loopcount; + + +// +// Lighting LUT. +// Used for z-depth cuing per column/row, +// and other lighting effects (sector ambient, flash). +// + +// Lighting constants. +// Now why not 32 levels here? +#define LIGHTLEVELS 16 +#define LIGHTSEGSHIFT 4 + +#define MAXLIGHTSCALE 48 +#define LIGHTSCALESHIFT 12 +#define MAXLIGHTZ 128 +#define LIGHTZSHIFT 20 + +extern lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE]; +extern lighttable_t* scalelightfixed[MAXLIGHTSCALE]; +extern lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ]; + +extern int extralight; +extern lighttable_t* fixedcolormap; + + +// Number of diminishing brightness levels. +// There a 0-31, i.e. 32 LUT in the COLORMAP lump. +#define NUMCOLORMAPS 32 + + +// Blocky/low detail mode. +//B remove this? +// 0 = high, 1 = low +extern int detailshift; + + +// +// Function pointers to switch refresh/drawing functions. +// Used to select shadow mode etc. +// +extern void (*colfunc) (void); +extern void (*basecolfunc) (void); +extern void (*fuzzcolfunc) (void); +// No shadow effects on floors. +extern void (*spanfunc) (void); + + +// +// Utility functions. +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); + + +// +// REFRESH - the actual rendering functions. +// + +// Called by G_Drawer. +void R_RenderPlayerView(player_t* player); + +// Called by startup code. +void R_Init(void); + +// Called by M_Responder. +void R_SetViewSize(int blocks, int detail); + +#endif + + +#ifndef __R_PLANE__ +#define __R_PLANE__ + + +//#include "r_data.h" + + +// Visplane related. +extern short* lastopening; + +typedef void (*planefunction_t) (int top, int bottom); + +extern planefunction_t floorfunc; +extern planefunction_t ceilingfunc_t; + +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); +visplane_t* R_CheckPlane(visplane_t* pl, int start, int stop); + + +#endif + + +#ifndef __R_THINGS__ +#define __R_THINGS__ + + +//#include "r_defs.h" + + +#define MAXVISSPRITES 128 + + +extern vissprite_t vissprites[MAXVISSPRITES]; +extern vissprite_t* 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 pspritescale; +extern fixed_t pspriteiscale; + + +void R_DrawMaskedColumn(column_t* column); +void R_SortVisSprites(void); +void R_AddSprites(sector_t* sec); +void R_InitSprites(char** namelist); +void R_ClearSprites(void); +void R_DrawMasked(void); + + +#endif + + +#ifndef __R_LOCAL__ +#define __R_LOCAL__ + +// Binary Angles, sine/cosine/atan lookups. +//#include "tables.h" + +// Screen size related parameters. +//#include "doomdef.h" + +// Include the refresh/render data structs. +//#include "r_data.h" + +// +// Separate header file for each module. +// +//#include "r_main.h" +//#include "r_bsp.h" +//#include "r_segs.h" +//#include "r_plane.h" +//#include "r_data.h" +//#include "r_things.h" +//#include "r_draw.h" + +#endif // __R_LOCAL__ + + +#ifndef __P_LOCAL__ +#define __P_LOCAL__ + + +#ifndef __R_LOCAL__ +//#include "r_local.h" +#endif + + +#define FLOATSPEED (FRACUNIT*4) + +#define MAXHEALTH 100 +#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 do not 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) + +// follow a player exlusively for 3 seconds +#define BASETHRESHOLD 100 + + +// +// P_TICK +// + +// both the head and tail of the thinker list +extern thinker_t thinkercap; + + +void P_InitThinkers(void); +void P_AddThinker(thinker_t* thinker); +void P_RemoveThinker(thinker_t* thinker); + + +// +// P_PSPR +// +void P_SetupPsprites(player_t* curplayer); +void P_MovePsprites(player_t* curplayer); +void P_DropWeapon(player_t* player); + + +// +// P_USER +// +void P_PlayerThink(player_t* player); + + +// +// P_MOBJ +// +#define ONFLOORZ DOOM_MININT +#define ONCEILINGZ DOOM_MAXINT + +// Time interval for item respawning. +#define ITEMQUESIZE 128 + + +extern mapthing_t itemrespawnque[ITEMQUESIZE]; +extern int itemrespawntime[ITEMQUESIZE]; +extern int iquehead; +extern int iquetail; + + +void P_RespawnSpecials(void); +mobj_t* P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type); +void P_RemoveMobj(mobj_t* th); +doom_boolean P_SetMobjState(mobj_t* mobj, statenum_t state); +void P_MobjThinker(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); +mobj_t* P_SpawnMissile(mobj_t* source, mobj_t* dest, mobjtype_t type); +void P_SpawnPlayerMissile(mobj_t* source, mobjtype_t type); + + +// +// P_ENEMY +// +void P_NoiseAlert(mobj_t* target, mobj_t* emmiter); + + +// +// P_MAPUTL +// +typedef struct +{ + fixed_t x; + fixed_t y; + fixed_t dx; + fixed_t dy; +} divline_t; + + +typedef struct +{ + fixed_t frac; // along trace line + doom_boolean isaline; + union + { + mobj_t* thing; + line_t* line; + } d; +} intercept_t; + + +#define MAXINTERCEPTS 128 +extern intercept_t intercepts[MAXINTERCEPTS]; +extern intercept_t* intercept_p; + + +typedef doom_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; +extern fixed_t openbottom; +extern fixed_t openrange; +extern fixed_t lowfloor; + + +void P_LineOpening(line_t* linedef); + + +doom_boolean P_BlockLinesIterator(int x, int y, doom_boolean(*func)(line_t*)); +doom_boolean P_BlockThingsIterator(int x, int y, doom_boolean(*func)(mobj_t*)); + + +#define PT_ADDLINES 1 +#define PT_ADDTHINGS 2 +#define PT_EARLYOUT 4 + + +extern divline_t trace; + + +doom_boolean P_PathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, doom_boolean(*trav) (intercept_t*)); +void P_UnsetThingPosition(mobj_t* thing); +void P_SetThingPosition(mobj_t* thing); + + +// +// P_MAP +// + +// If "floatok" true, move would be ok +// if within "tmfloorz - tmceilingz". +extern doom_boolean floatok; +extern fixed_t tmfloorz; +extern fixed_t tmceilingz; + +extern line_t* ceilingline; + + +doom_boolean P_CheckPosition(mobj_t* thing, fixed_t x, fixed_t y); +doom_boolean P_TryMove(mobj_t* thing, fixed_t x, fixed_t y); +doom_boolean P_TeleportMove(mobj_t* thing, fixed_t x, fixed_t y); +void P_SlideMove(mobj_t* mo); +doom_boolean P_CheckSight(mobj_t* t1, mobj_t* t2); +void P_UseLines(player_t* player); +doom_boolean P_ChangeSector(sector_t* sector, doom_boolean crunch); + + +extern mobj_t* linetarget; // who got hit (or 0) + + +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; +extern int bmapheight; // in mapblocks +extern fixed_t bmaporgx; +extern fixed_t bmaporgy; // origin of block map +extern mobj_t** blocklinks; // for thing chains + + +// +// P_INTER +// +extern int maxammo[NUMAMMO]; +extern int clipammo[NUMAMMO]; + + +void P_TouchSpecialThing(mobj_t* special, mobj_t* toucher); +void P_DamageMobj(mobj_t* target, mobj_t* inflictor, mobj_t* source, int damage); + + +// +// P_SPEC +// +//#include "p_spec.h" + + +#endif // __P_LOCAL__ + + +#ifndef __STLIB__ +#define __STLIB__ + + +// We are referring to patches. +//#include "r_defs.h" + + +// +// Background and foreground screen numbers +// +#define STLIB_BG 4 +#define STLIB_FG 0 + + +// +// Typedefs of widgets +// + +// Number widget +typedef struct +{ + // upper right-hand corner + // of the number (right-justified) + int x; + int y; + + // max # of digits in number + int width; + + // last number value + int oldnum; + + // pointer to current value + int* num; + + // pointer to doom_boolean stating + // whether to update number + doom_boolean* on; + + // list of patches for 0-9 + patch_t** p; + + // user data + int data; +} st_number_t; + + +// Percent widget ("child" of number widget, +// or, more precisely, contains a number widget.) +typedef struct +{ + // number information + st_number_t n; + + // percent sign graphic + patch_t* p; +} st_percent_t; + + +// Multiple Icon widget +typedef struct +{ + // center-justified location of icons + int x; + int y; + + // last icon number + int oldinum; + + // pointer to current icon + int* inum; + + // pointer to doom_boolean stating + // whether to update icon + doom_boolean* on; + + // list of icons + patch_t** p; + + // user data + int data; +} st_multicon_t; + + +// Binary Icon widget +typedef struct +{ + // center-justified location of icon + int x; + int y; + + // last icon value + int oldval; + + // pointer to current icon status + doom_boolean* val; + + // pointer to doom_boolean + // stating whether to update icon + doom_boolean* on; + + + patch_t* p; // icon + int data; // user data + +} st_binicon_t; + + +// +// Widget creation, access, and update routines +// + +// Initializes widget library. +// More precisely, initialize STMINUS, +// everything else is done somewhere else. +// +void STlib_init(void); + +// Number widget routines +void STlib_initNum(st_number_t* n, + int x, + int y, + patch_t** pl, + int* num, + doom_boolean* on, + int width); + +void STlib_updateNum(st_number_t* n, doom_boolean refresh); + +// Percent widget routines +void STlib_initPercent(st_percent_t* p, + int x, + int y, + patch_t** pl, + int* num, + doom_boolean* on, + patch_t* percent); + +void STlib_updatePercent(st_percent_t* per, int refresh); + +// Multiple Icon widget routines +void STlib_initMultIcon(st_multicon_t* mi, + int x, + int y, + patch_t** il, + int* inum, + doom_boolean* on); + +void STlib_updateMultIcon(st_multicon_t* mi, doom_boolean refresh); + +// Binary Icon widget routines +void STlib_initBinIcon(st_binicon_t* b, + int x, + int y, + patch_t* i, + doom_boolean* val, + doom_boolean* on); + +void STlib_updateBinIcon(st_binicon_t* bi, doom_boolean refresh); + +#endif + + +#ifndef __V_VIDEO__ +#define __V_VIDEO__ + +//#include "doomtype.h" +//#include "doomdef.h" +//#include "r_data.h" // Needed because we are refering to patches. + +// +// VIDEO +// + +#define CENTERY (SCREENHEIGHT / 2) + + +// Screen 0 is the screen updated by I_Update screen. +// Screen 1 is an extra buffer. +extern byte* screens[5]; +extern int dirtybox[4]; +extern byte gammatable[5][256]; +extern int usegamma; + + +// Allocates buffer screens, call before R_Init. +void V_Init(void); + +void V_CopyRect(int srcx, + int srcy, + int srcscrn, + int width, + int height, + int destx, + int desty, + int destscrn); + +void V_DrawPatch(int x, + int y, + int scrn, + patch_t* patch); + +void V_DrawPatchDirect(int x, + int y, + int scrn, + patch_t* patch); + +void V_DrawPatchRectDirect(int x, int y, int scrn, patch_t* patch, int src_x, int src_w); + +// Draw a linear block of pixels into the view buffer. +void V_DrawBlock(int x, + int y, + int scrn, + int width, + int height, + byte* src); + +// Reads a linear block of pixels into the view buffer. +void V_GetBlock(int x, + int y, + int scrn, + int width, + int height, + byte* dest); + +void V_MarkRect(int x, + int y, + int width, + int height); + +#endif + + +#ifndef __W_WAD__ +#define __W_WAD__ + + +// +// TYPES +// +typedef struct +{ + // Should be "IWAD" or "PWAD". + char identification[4]; + int numlumps; + int infotableofs; +} wadinfo_t; + + +typedef struct +{ + int filepos; + int size; + char name[8]; +} filelump_t; + + +// +// WADFILE I/O related stuff. +// +typedef struct +{ + char name[8]; + void* handle; + int position; + int size; +} lumpinfo_t; + + +extern void** lumpcache; +extern lumpinfo_t* lumpinfo; +extern int numlumps; + +void W_InitMultipleFiles(char** filenames); +void W_Reload(void); + +int W_CheckNumForName(char* name); +int W_GetNumForName(char* name); + +int W_LumpLength(int lump); +void W_ReadLump(int lump, void* dest); + +void* W_CacheLumpNum(int lump, int tag); +void* W_CacheLumpName(char* name, int tag); + + +#endif + + +#ifndef __WI_STUFF__ +#define __WI_STUFF__ + +//#include "doomdef.h" + +// States for the intermission +typedef enum +{ + NoState = -1, + StatCount, + ShowNextLoc +} stateenum_t; + +// Called by main loop, animate the intermission. +void WI_Ticker(void); + +// Called by main loop, +// draws the intermission directly into the screen buffer. +void WI_Drawer(void); + +// Setup for an intermission screen. +void WI_Start(wbstartstruct_t* wbstartstruct); + +#endif + + +#ifndef __Z_ZONE__ +#define __Z_ZONE__ + + + + +// +// ZONE MEMORY +// PU - purge tags. +// 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 + + +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_DumpHeap(int lowtag, int hightag); +void Z_FileDumpHeap(void* f); +void Z_CheckHeap(void); +void Z_ChangeTag2(void* ptr, int tag); +int Z_FreeMemory(void); + + +typedef struct memblock_s +{ + int size; // including the header and possibly tiny fragments + void** user; // 0 if a free block + int tag; // purgelevel + int id; // should be ZONEID + struct memblock_s* next; + struct memblock_s* prev; +} memblock_t; + +// +// This is used to get the local FILE:LINE info from CPP +// prior to really call the function in question. +// +#define Z_ChangeTag(p,t) \ +{ \ + if (( (memblock_t *)( (byte *)(p) - sizeof(memblock_t)))->id!=0x1d4a11) \ + { \ + /*I_Error("Error: Z_CT at "__FILE__":%i",__LINE__);*/ \ + char buf[260]; \ + doom_strcpy(buf, "Error: Z_CT at " __FILE__ ":"); \ + doom_concat(buf, doom_itoa(__LINE__, 10)); \ + I_Error(buf); \ + } \ + Z_ChangeTag2(p,t); \ +}; + + +#endif + + + +#if defined(DOOM_IMPLEMENTATION) +#endif // DOOM_IMPLEMENTATION diff --git a/demos/ports/doom/game.c b/demos/ports/doom/game.c new file mode 100644 index 0000000..3994c43 --- /dev/null +++ b/demos/ports/doom/game.c @@ -0,0 +1,187 @@ +// PureDOOM port based on existing SDL port by @daivuk +// - rlyeh, public domain. + +#include "v4k.h" + +#define DOOM_IMPLEMENTATION +#include "PureDOOM.h" + +// Resolution DOOM renders at +enum { DOOM_WIDTH = 320, DOOM_HEIGHT = 200 }; + +// ---------------------------------------------------------------------------- + +doom_key_t scancode_to_doom_key(int scancode) { + switch (scancode) { + case KEY_TAB: return DOOM_KEY_TAB; + case KEY_ENTER: return DOOM_KEY_ENTER; + case KEY_ESC: return DOOM_KEY_ESCAPE; + case KEY_SPACE: return DOOM_KEY_SPACE; + case KEY_COMMA: return DOOM_KEY_COMMA; + case KEY_MINUS: return DOOM_KEY_MINUS; + case KEY_SLASH: return DOOM_KEY_SLASH; + case KEY_0: return DOOM_KEY_0; + case KEY_1: return DOOM_KEY_1; + case KEY_2: return DOOM_KEY_2; + case KEY_3: return DOOM_KEY_3; + case KEY_4: return DOOM_KEY_4; + case KEY_5: return DOOM_KEY_5; + case KEY_6: return DOOM_KEY_6; + case KEY_7: return DOOM_KEY_7; + case KEY_8: return DOOM_KEY_8; + case KEY_9: return DOOM_KEY_9; + case KEY_SEMICOLON: return DOOM_KEY_SEMICOLON; + case KEY_A: return DOOM_KEY_A; + case KEY_B: return DOOM_KEY_B; + case KEY_C: return DOOM_KEY_C; + case KEY_D: return DOOM_KEY_D; + case KEY_E: return DOOM_KEY_E; + case KEY_F: return DOOM_KEY_F; + case KEY_G: return DOOM_KEY_G; + case KEY_H: return DOOM_KEY_H; + case KEY_I: return DOOM_KEY_I; + case KEY_J: return DOOM_KEY_J; + case KEY_K: return DOOM_KEY_K; + case KEY_L: return DOOM_KEY_L; + case KEY_M: return DOOM_KEY_M; + case KEY_N: return DOOM_KEY_N; + case KEY_O: return DOOM_KEY_O; + case KEY_P: return DOOM_KEY_P; + case KEY_Q: return DOOM_KEY_Q; + case KEY_R: return DOOM_KEY_R; + case KEY_S: return DOOM_KEY_S; + case KEY_T: return DOOM_KEY_T; + case KEY_U: return DOOM_KEY_U; + case KEY_V: return DOOM_KEY_V; + case KEY_W: return DOOM_KEY_W; + case KEY_X: return DOOM_KEY_X; + case KEY_Y: return DOOM_KEY_Y; + case KEY_Z: return DOOM_KEY_Z; + case KEY_BS: return DOOM_KEY_BACKSPACE; + case KEY_LCTRL: + case KEY_RCTRL: return DOOM_KEY_CTRL; + case KEY_LEFT: return DOOM_KEY_LEFT_ARROW; + case KEY_UP: return DOOM_KEY_UP_ARROW; + case KEY_RIGHT: return DOOM_KEY_RIGHT_ARROW; + case KEY_DOWN: return DOOM_KEY_DOWN_ARROW; + case KEY_LSHIFT: + case KEY_RSHIFT: return DOOM_KEY_SHIFT; + case KEY_LALT: + case KEY_RALT: return DOOM_KEY_ALT; + case KEY_F1: return DOOM_KEY_F1; + case KEY_F2: return DOOM_KEY_F2; + case KEY_F3: return DOOM_KEY_F3; + case KEY_F4: return DOOM_KEY_F4; + case KEY_F5: return DOOM_KEY_F5; + case KEY_F6: return DOOM_KEY_F6; + case KEY_F7: return DOOM_KEY_F7; + case KEY_F8: return DOOM_KEY_F8; + case KEY_F9: return DOOM_KEY_F9; + case KEY_F10: return DOOM_KEY_F10; + case KEY_F11: return DOOM_KEY_F11; + case KEY_F12: return DOOM_KEY_F12; + case KEY_PAUSE: return DOOM_KEY_PAUSE; + case MOUSE_L: return DOOM_LEFT_BUTTON; + case MOUSE_R: return DOOM_RIGHT_BUTTON; + case MOUSE_M: return DOOM_MIDDLE_BUTTON; + default: return DOOM_KEY_UNKNOWN; + } + return DOOM_KEY_UNKNOWN; +} + +void keyboard() { + int keys[] = { + KEY_ESC, + KEY_TICK, KEY_1,KEY_2,KEY_3,KEY_4,KEY_5,KEY_6,KEY_7,KEY_8,KEY_9,KEY_0, KEY_BS, + KEY_TAB, KEY_Q,KEY_W,KEY_E,KEY_R,KEY_T,KEY_Y,KEY_U,KEY_I,KEY_O,KEY_P, + KEY_CAPS, KEY_A,KEY_S,KEY_D,KEY_F,KEY_G,KEY_H,KEY_J,KEY_K,KEY_L, KEY_ENTER, + KEY_LSHIFT, KEY_Z,KEY_X,KEY_C,KEY_V,KEY_B,KEY_N,KEY_M, KEY_RSHIFT, KEY_UP, + KEY_LCTRL,KEY_LALT, KEY_SPACE, KEY_RALT,KEY_RCTRL, KEY_LEFT,KEY_DOWN,KEY_RIGHT, + }; + for( int i = 0; i < countof(keys); ++i ) { + int doom_vk = scancode_to_doom_key(keys[i]); + if( doom_vk != DOOM_KEY_UNKNOWN ) { + /**/ if( input_down(keys[i]) ) doom_key_down(doom_vk); + else if( input_up(keys[i]) ) doom_key_up(doom_vk); + } + } +} + +void mouse() { + if( !window_has_cursor() ) { // Dev allow us to take mouse out of window + int motion_x = input_diff(MOUSE_X); + int motion_y = input_diff(MOUSE_Y); + + const float MOUSE_SENSITIVITY = 3.0f; + doom_mouse_move(motion_x * MOUSE_SENSITIVITY, motion_y * MOUSE_SENSITIVITY); + + /**/ if( input_down(MOUSE_L) ) doom_button_down(scancode_to_doom_key(MOUSE_L)); + else if( input_up(MOUSE_L) ) doom_button_up(scancode_to_doom_key(MOUSE_L)); + /**/ if( input_down(MOUSE_R) ) doom_button_down(scancode_to_doom_key(MOUSE_R)); + else if( input_up(MOUSE_R) ) doom_button_up(scancode_to_doom_key(MOUSE_R)); + } +} + +void logic() { + doom_update(); +} + +void blit() { + static texture_t screen; do_once screen = texture_checker(); + texture_update(&screen, DOOM_WIDTH, DOOM_HEIGHT, 4, doom_get_framebuffer(4), TEXTURE_RGBA/*|TEXTURE_LINEAR*/); + fullscreen_quad_rgb(screen, 1.0f); // gamma(1) +} + +void audio() { + // doom_get_sound_buffer() is always 2048 bytes sized, 11khz 16bit stereo, 512 samples + static int target_frame = 60.0 * ( 512. / 11025 ); + static int curr_frame = 0; if( curr_frame++ >= target_frame ) { curr_frame = 0; + audio_queue(doom_get_sound_buffer(), 512, 0|AUDIO_16|AUDIO_2CH|AUDIO_11KHZ); + } +} + +unsigned midi(unsigned interval, void *param) { // this is async called every interval, via timer + unsigned midi_msg; + while( (midi_msg = doom_tick_midi()) != 0 ) midi_send(midi_msg); + return 1000 / DOOM_MIDI_RATE ifdef(osx, -1); // Weirdly, on Apple music is too slow +} + +// ---------------------------------------------------------------------------- + +int main(int argc, char** argv) { + // install signal handlers + signal_hooks(); + + // Change default bindings to modern + doom_set_default_int("key_up", DOOM_KEY_W); + doom_set_default_int("key_down", DOOM_KEY_S); + doom_set_default_int("key_strafeleft", DOOM_KEY_A); + doom_set_default_int("key_straferight", DOOM_KEY_D); + doom_set_default_int("key_use", DOOM_KEY_E); + doom_set_default_int("mouse_move", 0); // Mouse will not move forward + + // Change resolution + doom_set_resolution(DOOM_WIDTH, DOOM_HEIGHT); + + // Initialize doom + doom_init(argc, argv, DOOM_FLAG_MENU_DARKEN_BG); + + // Init app + window_create(0.75, 0); + window_aspect_lock(DOOM_WIDTH, DOOM_HEIGHT); + window_title("Pure DOOM"); + window_cursor(false); + timer(0, midi, 0); + + // Loop app + while( window_swap() ) { + if( input_down(KEY_F10) ) tty_attach(); + if( input_down(KEY_F11) ) window_fullscreen(!window_has_fullscreen()); + + keyboard(); + mouse(); + logic(); + blit(); + audio(); + } +} diff --git a/demos/ports/doom/game.png b/demos/ports/doom/game.png new file mode 100644 index 0000000..0287df5 Binary files /dev/null and b/demos/ports/doom/game.png differ diff --git a/demos/ports/doom/src/DOOM.c b/demos/ports/doom/src/DOOM.c new file mode 100644 index 0000000..92b55ee --- /dev/null +++ b/demos/ports/doom/src/DOOM.c @@ -0,0 +1,741 @@ +#if defined(WIN32) +#define _CRT_SECURE_NO_WARNINGS +#define _WINSOCK_DEPRECATED_NO_WARNINGS +#define _CRT_NONSTDC_NO_DEPRECATE +#endif + +#include "DOOM.h" + +#include "d_main.h" +#include "doomdef.h" +#include "doomtype.h" +#include "i_system.h" +#include "m_argv.h" +#include "m_misc.h" + + +extern byte* screens[5]; +extern unsigned char screen_palette[256 * 3]; +extern doom_boolean is_wiping_screen; +extern default_t defaults[]; +extern int numdefaults; +extern signed short mixbuffer[2048]; + + +static unsigned char* screen_buffer = 0; +static unsigned char* final_screen_buffer = 0; +static int last_update_time = 0; +static int button_states[3] = { 0 }; +static char itoa_buf[20]; + + +char error_buf[260]; +int doom_flags = 0; +doom_print_fn doom_print = 0; +doom_malloc_fn doom_malloc = 0; +doom_free_fn doom_free = 0; +doom_open_fn doom_open = 0; +doom_close_fn doom_close = 0; +doom_read_fn doom_read = 0; +doom_write_fn doom_write = 0; +doom_seek_fn doom_seek = 0; +doom_tell_fn doom_tell = 0; +doom_eof_fn doom_eof = 0; +doom_gettime_fn doom_gettime = 0; +doom_exit_fn doom_exit = 0; +doom_getenv_fn doom_getenv = 0; + + +void D_DoomLoop(void); +void D_UpdateWipe(void); +void I_UpdateSound(); +unsigned long I_TickSong(); + + +#if defined(DOOM_IMPLEMENT_PRINT) +#include +static void doom_print_impl(const char* str) +{ + printf("%s", str); +} +#else +static void doom_print_impl(const char* str) {} +#endif + +#if defined(DOOM_IMPLEMENT_MALLOC) +#include +static void* doom_malloc_impl(int size) +{ + return malloc((size_t)size); +} +static void doom_free_impl(void* ptr) +{ + free(ptr); +} +#else +static void* doom_malloc_impl(int size) { return 0; } +static void doom_free_impl(void* ptr) {} +#endif + + +#if defined(DOOM_IMPLEMENT_FILE_IO) +#include +void* doom_open_impl(const char* filename, const char* mode) +{ + return fopen(filename, mode); +} +void doom_close_impl(void* handle) +{ + fclose(handle); +} +int doom_read_impl(void* handle, void *buf, int count) +{ + return (int)fread(buf, 1, count, handle); +} +int doom_write_impl(void* handle, const void *buf, int count) +{ + return (int)fwrite(buf, 1, count, handle); +} +int doom_seek_impl(void* handle, int offset, doom_seek_t origin) +{ + return fseek(handle, offset, origin); +} +int doom_tell_impl(void* handle) +{ + return (int)ftell(handle); +} +int doom_eof_impl(void* handle) +{ + return feof(handle); +} +#else +void* doom_open_impl(const char* filename, const char* mode) +{ + return 0; +} +void doom_close_impl(void* handle) {} +int doom_read_impl(void* handle, void *buf, int count) +{ + return -1; +} +int doom_write_impl(void* handle, const void *buf, int count) +{ + return -1; +} +int doom_seek_impl(void* handle, int offset, doom_seek_t origin) +{ + return -1; +} +int doom_tell_impl(void* handle) +{ + return -1; +} +int doom_eof_impl(void* handle) +{ + return 1; +} +#endif + + +#if defined(DOOM_IMPLEMENT_GETTIME) +#if defined(WIN32) +#include +#else +#include +#endif +void doom_gettime_impl(int* sec, int* usec) +{ +#if defined(WIN32) + static const unsigned long long EPOCH = ((unsigned long long)116444736000000000ULL); + SYSTEMTIME system_time; + FILETIME file_time; + unsigned long long time; + GetSystemTime(&system_time); + SystemTimeToFileTime(&system_time, &file_time); + time = ((unsigned long long)file_time.dwLowDateTime); + time += ((unsigned long long)file_time.dwHighDateTime) << 32; + *sec = (int)((time - EPOCH) / 10000000L); + *usec = (int)(system_time.wMilliseconds * 1000); +#else + struct timeval tp; + struct timezone tzp; + gettimeofday(&tp, &tzp); + *sec = tp.tv_sec; + *usec = tp.tv_usec; +#endif +} +#else +void doom_gettime_impl(int* sec, int* usec) +{ + *sec = 0; + *usec = 0; +} +#endif + + +#if defined(DOOM_IMPLEMENT_EXIT) +#include +void doom_exit_impl(int code) +{ + exit(code); +} +#else +void doom_exit_impl(int code) {} +#endif + + +#if defined(DOOM_IMPLEMENT_GETENV) +#include +char* doom_getenv_impl(const char* var) +{ + return getenv(var); +} +#else +char* doom_getenv_impl(const char* var) { + return (char*)0; //< @r-lyeh add missing return +} +#endif + + +void doom_memset(void* ptr, int value, int num) +{ + unsigned char* p = ptr; + for (int i = 0; i < num; ++i, ++p) + { + *p = (unsigned char)value; + } +} + + +void* doom_memcpy(void* destination, const void* source, int num) +{ + unsigned char* dst = destination; + const unsigned char* src = source; + + for (int i = 0; i < num; ++i, ++dst, ++src) + { + *dst = *src; + } + + return destination; +} + + +int doom_strlen(const char* str) +{ + int len = 0; + while (*str++) ++len; + return len; +} + + +char* doom_concat(char* dst, const char* src) +{ + char* ret = dst; + dst += doom_strlen(dst); + + while (*src) *dst++ = *src++; + *dst = *src; // \0 + + return ret; +} + + +char* doom_strcpy(char* dst, const char* src) +{ + char* ret = dst; + + while (*src) *dst++ = *src++; + *dst = *src; // \0 + + return ret; +} + + +char* doom_strncpy(char* dst, const char* src, int num) +{ + int i = 0; + + for (; i < num; ++i) + { + if (!src[i]) break; + dst[i] = src[i]; + } + + while (i < num) dst[i++] = '\0'; + + return dst; +} + + +int doom_strcmp(const char* str1, const char* str2) +{ + int ret = 0; + + while (!(ret = *(unsigned char*)str1 - *(unsigned char*) str2) && *str1) + ++str1, ++str2; + + if (ret < 0) + ret = -1; + else if (ret > 0) + ret = 1; + + return (ret); +} + + +int doom_strncmp(const char* str1, const char* str2, int n) +{ + int ret = 0; + int count = 1; + + while (!(ret = *(unsigned char*)str1 - *(unsigned char*) str2) && *str1 && count++ < n) + ++str1, ++str2; + + if (ret < 0) + ret = -1; + else if (ret > 0) + ret = 1; + + return (ret); +} + + +int doom_toupper(int c) +{ + if (c >= 'a' && c <= 'z') return c - 'a' + 'A'; + return c; +} + + +int doom_strcasecmp(const char* str1, const char* str2) +{ + int ret = 0; + + while (!(ret = doom_toupper(*(unsigned char*)str1) - doom_toupper(*(unsigned char*)str2)) && *str1) + ++str1, ++str2; + + if (ret < 0) + ret = -1; + else if (ret > 0) + ret = 1; + + return (ret); +} + + +int doom_strncasecmp(const char* str1, const char* str2, int n) +{ + int ret = 0; + int count = 1; + + while (!(ret = doom_toupper(*(unsigned char*)str1) - doom_toupper(*(unsigned char*)str2)) && *str1 && count++ < n) + ++str1, ++str2; + + if (ret < 0) + ret = -1; + else if (ret > 0) + ret = 1; + + return (ret); +} + + +int doom_atoi(const char* str) +{ + int i = 0; + int c; + + while ((c = *str++) != 0) + { + i *= 10; + i += c - '0'; + } + + return i; +} + + +int doom_atox(const char* str) +{ + int i = 0; + int c; + + while ((c = *str++) != 0) + { + i *= 16; + if (c >= '0' && c <= '9') + i += c - '0'; + else + i += c - 'A' + 10; + } + + return i; +} + + +const char* doom_itoa(int k, int radix) +{ + int i = k < 0 ? -k : k; + if (i == 0) + { + itoa_buf[0] = '0'; + itoa_buf[1] = '\0'; + return itoa_buf; + } + + int idx = k < 0 ? 1 : 0; + int j = i; + while (j) + { + j /= radix; + idx++; + } + itoa_buf[idx] = '\0'; + + if (radix == 10) + { + while (i) + { + itoa_buf[--idx] = '0' + (i % 10); + i /= 10; + } + } + else + { + while (i) + { + int k = (i & 0xF); + if (k >= 10) + itoa_buf[--idx] = 'A' + ((i & 0xF) - 10); + else + itoa_buf[--idx] = '0' + (i & 0xF); + i >>= 4; + } + } + + if (k < 0) itoa_buf[0] = '-'; + + return itoa_buf; +} + + +const char* doom_ctoa(char c) +{ + itoa_buf[0] = c; + itoa_buf[1] = '\0'; + return itoa_buf; +} + + +const char* doom_ptoa(void* p) +{ + int idx = 0; + unsigned long long i = (unsigned long long)p; + + itoa_buf[idx++] = '0'; + itoa_buf[idx++] = 'x'; + + while (i) + { + int k = (i & 0xF); + if (k >= 10) + itoa_buf[idx++] = 'A' + ((i & 0xF) - 10); + else + itoa_buf[idx++] = '0' + (i & 0xF); + i >>= 4; + } + + itoa_buf[idx] = '\0'; + return itoa_buf; +} + + +int doom_fprint(void* handle, const char* str) +{ + return doom_write(handle, str, doom_strlen(str)); +} + + +static default_t* get_default(const char* name) +{ + for (int i = 0; i < numdefaults; ++i) + { + if (doom_strcmp(defaults[i].name, name) == 0) return &defaults[i]; + } + return 0; +} + + +void doom_set_resolution(int width, int height) +{ + if (width <= 0 || height <= 0) return; + // SCREENWIDTH = width; + // SCREENHEIGHT = height; +} + + +void doom_set_default_int(const char* name, int value) +{ + default_t* def = get_default(name); + if (!def) return; + def->defaultvalue = value; +} + + +void doom_set_default_string(const char* name, const char* value) +{ + default_t* def = get_default(name); + if (!def) return; + def->default_text_value = (char*)value; +} + + +void doom_set_print(doom_print_fn print_fn) +{ + doom_print = print_fn; +} + + +void doom_set_malloc(doom_malloc_fn malloc_fn, doom_free_fn free_fn) +{ + doom_malloc = malloc_fn; + doom_free = free_fn; +} + + +void doom_set_file_io(doom_open_fn open_fn, + doom_close_fn close_fn, + doom_read_fn read_fn, + doom_write_fn write_fn, + doom_seek_fn seek_fn, + doom_tell_fn tell_fn, + doom_eof_fn eof_fn) +{ + doom_open = open_fn; + doom_close = close_fn; + doom_read = read_fn; + doom_write = write_fn; + doom_seek = seek_fn; + doom_tell = tell_fn; + doom_eof = eof_fn; +} + + +void doom_set_gettime(doom_gettime_fn gettime_fn) +{ + doom_gettime = gettime_fn; +} + + +void doom_set_exit(doom_exit_fn exit_fn) +{ + doom_exit = exit_fn; +} + + +void doom_set_getenv(doom_getenv_fn getenv_fn) +{ + doom_getenv = getenv_fn; +} + + +void doom_init(int argc, char** argv, int flags) +{ + if (!doom_print) doom_print = doom_print_impl; + if (!doom_malloc) doom_malloc = doom_malloc_impl; + if (!doom_free) doom_free = doom_free_impl; + if (!doom_open) doom_open = doom_open_impl; + if (!doom_close) doom_close = doom_close_impl; + if (!doom_read) doom_read = doom_read_impl; + if (!doom_write) doom_write = doom_write_impl; + if (!doom_seek) doom_seek = doom_seek_impl; + if (!doom_tell) doom_tell = doom_tell_impl; + if (!doom_eof) doom_eof = doom_eof_impl; + if (!doom_gettime) doom_gettime = doom_gettime_impl; + if (!doom_exit) doom_exit = doom_exit_impl; + if (!doom_getenv) doom_getenv = doom_getenv_impl; + + screen_buffer = doom_malloc(SCREENWIDTH * SCREENHEIGHT); + final_screen_buffer = doom_malloc(SCREENWIDTH * SCREENHEIGHT * 4); + last_update_time = I_GetTime(); + + myargc = argc; + myargv = argv; + doom_flags = flags; + + D_DoomMain(); +} + + +void doom_update() +{ + int now = I_GetTime(); + int delta_time = now - last_update_time; + + while (delta_time-- > 0) + { + if (is_wiping_screen) + D_UpdateWipe(); + else + D_DoomLoop(); + } + + last_update_time = now; +} + + +const unsigned char* doom_get_framebuffer(int channels) +{ + int i, len; + + doom_memcpy(screen_buffer, screens[0], SCREENWIDTH * SCREENHEIGHT); + + extern doom_boolean menuactive; + extern gamestate_t gamestate; + extern doom_boolean automapactive; + extern int crosshair; + + // Draw crosshair + if (crosshair && + !menuactive && + gamestate == GS_LEVEL && + !automapactive) + { + int y; + extern int setblocks; + if (setblocks == 11) y = SCREENHEIGHT / 2 + 8; + else y = SCREENHEIGHT / 2 - 8; + for (i = 0; i < 2; ++i) + { + screen_buffer[SCREENWIDTH / 2 - 2 - i + y * SCREENWIDTH] = 4; + screen_buffer[SCREENWIDTH / 2 + 2 + i + y * SCREENWIDTH] = 4; + } + for (i = 0; i < 2; ++i) + { + screen_buffer[SCREENWIDTH / 2 + (y - 2 - i) * SCREENWIDTH] = 4; + screen_buffer[SCREENWIDTH / 2 + (y + 2 + i) * SCREENWIDTH] = 4; + } + } + + if (channels == 1) + { + return screen_buffer; + } + else if (channels == 3) + { + for (i = 0, len = SCREENWIDTH * SCREENHEIGHT; i < len; ++i) + { + int k = i * 3; + int kpal = screen_buffer[i] * 3; + final_screen_buffer[k + 0] = screen_palette[kpal + 0]; + final_screen_buffer[k + 1] = screen_palette[kpal + 1]; + final_screen_buffer[k + 2] = screen_palette[kpal + 2]; + } + return final_screen_buffer; + } + else if (channels == 4) + { + for (i = 0, len = SCREENWIDTH * SCREENHEIGHT; i < len; ++i) + { + int k = i * 4; + int kpal = screen_buffer[i] * 3; + final_screen_buffer[k + 0] = screen_palette[kpal + 0]; + final_screen_buffer[k + 1] = screen_palette[kpal + 1]; + final_screen_buffer[k + 2] = screen_palette[kpal + 2]; + final_screen_buffer[k + 3] = 255; + } + return final_screen_buffer; + } + else + { + return 0; + } +} + + +unsigned long doom_tick_midi() +{ + return I_TickSong(); +} + + +short* doom_get_sound_buffer() +{ + I_UpdateSound(); + return mixbuffer; +} + + +void doom_key_down(doom_key_t key) +{ + event_t event; + event.type = ev_keydown; + event.data1 = (int)key; + D_PostEvent(&event); +} + + +void doom_key_up(doom_key_t key) +{ + event_t event; + event.type = ev_keyup; + event.data1 = (int)key; + D_PostEvent(&event); +} + + +void doom_button_down(doom_button_t button) +{ + button_states[button] = 1; + + event_t event; + event.type = ev_mouse; + event.data1 = + (button_states[0]) | + (button_states[1] ? 2 : 0) | + (button_states[2] ? 4 : 0); + event.data2 = event.data3 = 0; + D_PostEvent(&event); +} + + +void doom_button_up(doom_button_t button) +{ + button_states[button] = 0; + + event_t event; + event.type = ev_mouse; + event.data1 = + (button_states[0]) | + (button_states[1] ? 2 : 0) | + (button_states[2] ? 4 : 0); + + event.data1 = + event.data1 + ^ (button_states[0] ? 1 : 0) + ^ (button_states[1] ? 2 : 0) + ^ (button_states[2] ? 4 : 0); + + event.data2 = event.data3 = 0; + D_PostEvent(&event); +} + + +void doom_mouse_move(int delta_x, int delta_y) +{ + event_t event; + + event.type = ev_mouse; + event.data1 = + (button_states[0]) | + (button_states[1] ? 2 : 0) | + (button_states[2] ? 4 : 0); + event.data2 = delta_x; + event.data3 = -delta_y; + + if (event.data2 || event.data3) + { + D_PostEvent(&event); + } +} diff --git a/demos/ports/doom/src/DOOM.h b/demos/ports/doom/src/DOOM.h new file mode 100644 index 0000000..a44aa00 --- /dev/null +++ b/demos/ports/doom/src/DOOM.h @@ -0,0 +1,216 @@ +//----------------------------------------------------------------------------- +// +// 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. +// +//----------------------------------------------------------------------------- +/* Pure DOOM usage + + Do this: + #define DOOM_IMPLEMENTATION + before you include this file in *one* C or C++ file to create the implementation. + + // i.e. it should look like this: + #include ... + #include ... + #include ... + #define DOOM_IMPLEMENTATION + #include "PureDOOM.h" + +*/ +//----------------------------------------------------------------------------- + + +#ifndef __DOOM_H__ +#define __DOOM_H__ + + +// Sample rate of sound samples from doom +#define DOOM_SAMPLERATE 11025 + +// MIDI tick needs to be called 140 times per seconds +#define DOOM_MIDI_RATE 140 + +// Hide menu options. If for say your platform doesn't support mouse or +// MIDI playback, you can hide these settings from the menu. +#define DOOM_FLAG_HIDE_MOUSE_OPTIONS 1 // Remove mouse options from menu +#define DOOM_FLAG_HIDE_SOUND_OPTIONS 2 // Remove sound options from menu +#define DOOM_FLAG_HIDE_MUSIC_OPTIONS 4 // Remove music options from menu + +// Darken background when menu is open, making it more readable. This +// uses a bit more CPU and redraws the HUD every frame +#define DOOM_FLAG_MENU_DARKEN_BG 8 + + +#if __cplusplus +extern "C" { +#endif + +typedef enum +{ + DOOM_SEEK_CUR = 1, + DOOM_SEEK_END = 2, + DOOM_SEEK_SET = 0 +} doom_seek_t; + + +typedef void(*doom_print_fn)(const char* str); +typedef void*(*doom_malloc_fn)(int size); +typedef void(*doom_free_fn)(void* ptr); +typedef void*(*doom_open_fn)(const char* filename, const char* mode); +typedef void(*doom_close_fn)(void* handle); +typedef int(*doom_read_fn)(void* handle, void *buf, int count); +typedef int(*doom_write_fn)(void* handle, const void *buf, int count); +typedef int(*doom_seek_fn)(void* handle, int offset, doom_seek_t origin); +typedef int(*doom_tell_fn)(void* handle); +typedef int(*doom_eof_fn)(void* handle); +typedef void(*doom_gettime_fn)(int* sec, int* usec); +typedef void(*doom_exit_fn)(int code); +typedef char*(*doom_getenv_fn)(const char* var); + + +// Doom key mapping +typedef enum +{ + DOOM_KEY_UNKNOWN = -1, + DOOM_KEY_TAB = 9, + DOOM_KEY_ENTER = 13, + DOOM_KEY_ESCAPE = 27, + DOOM_KEY_SPACE = 32, + DOOM_KEY_APOSTROPHE = '\'', + DOOM_KEY_MULTIPLY = '*', + DOOM_KEY_COMMA = ',', + DOOM_KEY_MINUS = 0x2d, + DOOM_KEY_PERIOD = '.', + DOOM_KEY_SLASH = '/', + DOOM_KEY_0 = '0', + DOOM_KEY_1 = '1', + DOOM_KEY_2 = '2', + DOOM_KEY_3 = '3', + DOOM_KEY_4 = '4', + DOOM_KEY_5 = '5', + DOOM_KEY_6 = '6', + DOOM_KEY_7 = '7', + DOOM_KEY_8 = '8', + DOOM_KEY_9 = '9', + DOOM_KEY_SEMICOLON = ';', + DOOM_KEY_EQUALS = 0x3d, + DOOM_KEY_LEFT_BRACKET = '[', + DOOM_KEY_RIGHT_BRACKET = ']', + DOOM_KEY_A = 'a', + DOOM_KEY_B = 'b', + DOOM_KEY_C = 'c', + DOOM_KEY_D = 'd', + DOOM_KEY_E = 'e', + DOOM_KEY_F = 'f', + DOOM_KEY_G = 'g', + DOOM_KEY_H = 'h', + DOOM_KEY_I = 'i', + DOOM_KEY_J = 'j', + DOOM_KEY_K = 'k', + DOOM_KEY_L = 'l', + DOOM_KEY_M = 'm', + DOOM_KEY_N = 'n', + DOOM_KEY_O = 'o', + DOOM_KEY_P = 'p', + DOOM_KEY_Q = 'q', + DOOM_KEY_R = 'r', + DOOM_KEY_S = 's', + DOOM_KEY_T = 't', + DOOM_KEY_U = 'u', + DOOM_KEY_V = 'v', + DOOM_KEY_W = 'w', + DOOM_KEY_X = 'x', + DOOM_KEY_Y = 'y', + DOOM_KEY_Z = 'z', + DOOM_KEY_BACKSPACE = 127, + DOOM_KEY_CTRL = (0x80 + 0x1d), // Both left and right + DOOM_KEY_LEFT_ARROW = 0xac, + DOOM_KEY_UP_ARROW = 0xad, + DOOM_KEY_RIGHT_ARROW = 0xae, + DOOM_KEY_DOWN_ARROW = 0xaf, + DOOM_KEY_SHIFT = (0x80 + 0x36), // Both left and right + DOOM_KEY_ALT = (0x80 + 0x38), // Both left and right + DOOM_KEY_F1 = (0x80 + 0x3b), + DOOM_KEY_F2 = (0x80 + 0x3c), + DOOM_KEY_F3 = (0x80 + 0x3d), + DOOM_KEY_F4 = (0x80 + 0x3e), + DOOM_KEY_F5 = (0x80 + 0x3f), + DOOM_KEY_F6 = (0x80 + 0x40), + DOOM_KEY_F7 = (0x80 + 0x41), + DOOM_KEY_F8 = (0x80 + 0x42), + DOOM_KEY_F9 = (0x80 + 0x43), + DOOM_KEY_F10 = (0x80 + 0x44), + DOOM_KEY_F11 = (0x80 + 0x57), + DOOM_KEY_F12 = (0x80 + 0x58), + DOOM_KEY_PAUSE = 0xff +} doom_key_t; + + +// Mouse button mapping +typedef enum +{ + DOOM_LEFT_BUTTON = 0, + DOOM_RIGHT_BUTTON = 1, + DOOM_MIDDLE_BUTTON = 2 +} doom_button_t; + + +// For the software renderer. Default is 320x200 +void doom_set_resolution(int width, int height); + +// Set default configurations. Lets say, changing arrows to WASD as default controls +void doom_set_default_int(const char* name, int value); +void doom_set_default_string(const char* name, const char* value); + +// set callbacks +void doom_set_print(doom_print_fn print_fn); +void doom_set_malloc(doom_malloc_fn malloc_fn, doom_free_fn free_fn); +void doom_set_file_io(doom_open_fn open_fn, + doom_close_fn close_fn, + doom_read_fn read_fn, + doom_write_fn write_fn, + doom_seek_fn seek_fn, + doom_tell_fn tell_fn, + doom_eof_fn eof_fn); +void doom_set_gettime(doom_gettime_fn gettime_fn); +void doom_set_exit(doom_exit_fn exit_fn); +void doom_set_getenv(doom_getenv_fn getenv_fn); + +// Initializes DOOM and start things up. Call only call one +void doom_init(int argc, char** argv, int flags); + +// Call this every frame +void doom_update(); + +// Channels: 1 = indexed, 3 = RGB, 4 = RGBA +const unsigned char* doom_get_framebuffer(int channels); + +// It is always 2048 bytes in size +short* doom_get_sound_buffer(); + +// Call this 140 times per second. Or about every 7ms. +// Returns midi message. Keep calling it until it returns 0. +unsigned long doom_tick_midi(); + +// Events +void doom_key_down(doom_key_t key); +void doom_key_up(doom_key_t key); +void doom_button_down(doom_button_t button); +void doom_button_up(doom_button_t button); +void doom_mouse_move(int delta_x, int delta_y); + + +#ifdef __cplusplus +} // extern "C" +#endif + +#endif diff --git a/demos/ports/doom/src/DOOM.license b/demos/ports/doom/src/DOOM.license new file mode 100644 index 0000000..2be267d --- /dev/null +++ b/demos/ports/doom/src/DOOM.license @@ -0,0 +1,106 @@ + LIMITED USE SOFTWARE LICENSE AGREEMENT + + This Limited Use Software License Agreement (the "Agreement") +is a legal agreement between you, the end-user, and Id Software, Inc. +("ID"). By downloading or purchasing the software material, which +includes source code (the "Source Code"), artwork data, music and +software tools (collectively, the "Software"), you are agreeing to +be bound by the terms of this Agreement. If you do not agree to the +terms of this Agreement, promptly destroy the Software you may have +downloaded or copied. + +ID SOFTWARE LICENSE + +1. Grant of License. ID grants to you the right to use the +Software. You have no ownership or proprietary rights in or to the +Software, or the Trademark. For purposes of this section, "use" means +loading the Software into RAM, as well as installation on a hard disk +or other storage device. The Software, together with any archive copy +thereof, shall be destroyed when no longer used in accordance with +this Agreement, or when the right to use the Software is terminated. +You agree that the Software will not be shipped, transferred or +exported into any country in violation of the U.S. Export +Administration Act (or any other law governing such matters) and that +you will not utilize, in any other manner, the Software in violation +of any applicable law. + +2. Permitted Uses. 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Some jurisdictions do not allow the exclusion or +limitation of incidental or consequential damages, so the above +limitation or exclusion may not apply to you. diff --git a/demos/ports/doom/src/am_map.c b/demos/ports/doom/src/am_map.c new file mode 100644 index 0000000..b92500f --- /dev/null +++ b/demos/ports/doom/src/am_map.c @@ -0,0 +1,1319 @@ +// 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: the automap code +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + +#include "z_zone.h" +#include "doomdef.h" +#include "st_stuff.h" +#include "p_local.h" +#include "w_wad.h" +#include "m_cheat.h" +#include "i_system.h" +#include "v_video.h" // Needs access to LFB. +#include "doomstat.h" // State. +#include "r_state.h" // State. +#include "dstrings.h" // Data. +#include "am_map.h" + + +// For use if I do walls with outsides/insides +#define REDS (256-5*16) +#define REDRANGE 16 +#define BLUES (256-4*16+8) +#define BLUERANGE 8 +#define GREENS (7*16) +#define GREENRANGE 16 +#define GRAYS (6*16) +#define GRAYSRANGE 16 +#define BROWNS (4*16) +#define BROWNRANGE 16 +#define YELLOWS (256-32+7) +#define YELLOWRANGE 1 +#define BLACK 0 +#define WHITE (256-47) + +// Automap colors +#define BACKGROUND BLACK +#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_MARKKEY 'm' +#define AM_CLEARMARKKEY 'c' + +#define AM_NUMMARKPOINTS 10 + +// scale on entry +#define INITSCALEMTOF (.2*FRACUNIT) +// how much the automap moves window per tic in frame-buffer coordinates +// moves 140 pixels in 1 second +#define F_PANINC 4 +// how much zoom-in per tic +// goes to 2x in 1 second +#define M_ZOOMIN ((int) (1.02*FRACUNIT)) +// how much zoom-out per tic +// pulls out to 0.5x in 1 second +#define M_ZOOMOUT ((int) (FRACUNIT/1.02)) + +// 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 struct +{ + fixed_t x, y; +} mpoint_t; + + +typedef struct +{ + mpoint_t a, b; +} mline_t; + + +typedef struct +{ + fixed_t slp, islp; +} islope_t; + + +// +// The vector graphics for the automap. +// A line drawing of the player pointing right, +// starting from the middle. +// +#define R ((8*PLAYERRADIUS)/7) +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 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[] = { + { { (fixed_t)(-.867 * R), (fixed_t)(-.5 * R) }, { (fixed_t)(.867 * R), (fixed_t)(-.5 * R) } }, + { { (fixed_t)(.867 * R), (fixed_t)(-.5 * R) } , { 0, R } }, + { { 0, R }, { (fixed_t)(-.867 * R), (fixed_t)(-.5 * R) } } +}; +#undef R +#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t)) + +#define R (FRACUNIT) +mline_t thintriangle_guy[] = { + { { (fixed_t)(-.5 * R), (fixed_t)(-.7 * R) }, { R, 0 } }, + { { R, 0 }, { (fixed_t)(-.5 * R), (fixed_t)(.7 * R) } }, + { { (fixed_t)(-.5 * R), (fixed_t)(.7 * R) }, { (fixed_t)(-.5 * R), (fixed_t)(-.7 * R) } } +}; +#undef R +#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t)) + + +static int cheating = 0; +static int grid = 0; + +static int leveljuststarted = 1; // kluge until AM_LevelInit() is called + +static int finit_width = SCREENWIDTH; +static int finit_height = SCREENHEIGHT - 32; + +// location of window on screen +static int f_x; +static int f_y; + +// size of window on screen +static int f_w; +static int f_h; + +static int lightlev; // used for funky strobing effect +static byte* fb; // pseudo-frame buffer +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; +static fixed_t m_h; + +// based on level size +static fixed_t min_x; +static fixed_t min_y; +static fixed_t max_x; +static fixed_t max_y; + +static fixed_t max_w; // max_x-min_x, +static fixed_t max_h; // max_y-min_y + +// based on player size +static fixed_t min_w; +static fixed_t min_h; + +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 = (fixed_t)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 patch_t* marknums[10]; // numbers used for marking by the automap +static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are +static int markpointnum = 0; // next point to be assigned + +static int followplayer = 1; // specifies whether to follow the player around + +static unsigned char cheat_amap_seq[] = { 0xb2, 0x26, 0x26, 0x2e, 0xff }; +static cheatseq_t cheat_amap = { cheat_amap_seq, 0 }; + +static doom_boolean stopped = true; + + +doom_boolean automapactive = false; + + +extern doom_boolean viewactive; + + +void V_MarkRect(int x, int y, int width, int height); + + +// 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. +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 ? -DOOM_MAXINT : DOOM_MAXINT); + else is->islp = FixedDiv(dx, dy); + if (!dx) is->slp = (dy < 0 ? -DOOM_MAXINT : DOOM_MAXINT); + else is->slp = FixedDiv(dy, dx); +} + + +// +// +// +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; +} + + +// +// +// +void AM_saveScaleAndLoc(void) +{ + old_m_x = m_x; + old_m_y = m_y; + old_m_w = m_w; + old_m_h = m_h; +} + + +// +// +// +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); +} + + +// +// adds a marker at the current location +// +void AM_addMark(void) +{ + markpoints[markpointnum].x = m_x + m_w / 2; + markpoints[markpointnum].y = m_y + m_h / 2; + markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS; +} + + +// +// Determines bounding box of all vertices, +// sets global variables controlling zoom range. +// +void AM_findMinMaxBoundaries(void) +{ + int i; + fixed_t a; + fixed_t b; + + min_x = min_y = DOOM_MAXINT; + max_x = max_y = -DOOM_MAXINT; + + 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; // const? never changed? + 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); +} + + +// +// +// +void AM_changeWindowLoc(void) +{ + if (m_paninc.x || m_paninc.y) + { + followplayer = 0; + f_oldloc.x = DOOM_MAXINT; + } + + 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; + else if (m_x + m_w / 2 < min_x) + m_x = min_x - m_w / 2; + + if (m_y + m_h / 2 > max_y) + m_y = max_y - m_h / 2; + else if (m_y + m_h / 2 < min_y) + m_y = min_y - m_h / 2; + + m_x2 = m_x + m_w; + m_y2 = m_y + m_h; +} + + +// +// +// +void AM_initVariables(void) +{ + int pnum; + static event_t st_notify = { ev_keyup, AM_MSGENTERED }; + + automapactive = true; + fb = screens[0]; + + f_oldloc.x = DOOM_MAXINT; + 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]; + 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; + + // inform the status bar of the change + ST_Responder(&st_notify); +} + + +// +// +// +void AM_loadPics(void) +{ + int i; + char namebuf[9]; + + for (i = 0; i < 10; i++) + { + doom_concat(doom_strcpy(namebuf, "AMMNUM"), doom_itoa(i, 10)); + marknums[i] = W_CacheLumpName(namebuf, PU_STATIC); + } +} + + +void AM_unloadPics(void) +{ + int i; + + for (i = 0; i < 10; i++) + Z_ChangeTag(marknums[i], PU_CACHE); +} + + +void AM_clearMarks(void) +{ + int i; + + for (i = 0; i < AM_NUMMARKPOINTS; i++) + markpoints[i].x = -1; // means empty + markpointnum = 0; +} + + +// +// should be called at the start of every level +// right now, i figure it out myself +// +void AM_LevelInit(void) +{ + leveljuststarted = 0; + + f_x = f_y = 0; + f_w = finit_width; + f_h = finit_height; + + AM_clearMarks(); + + 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); +} + + +// +// +// +void AM_Stop(void) +{ + static event_t st_notify = { 0, ev_keyup, AM_MSGEXITED }; + + AM_unloadPics(); + automapactive = false; + ST_Responder(&st_notify); + stopped = true; +} + + +// +// +// +void AM_Start(void) +{ + static int lastlevel = -1, lastepisode = -1; + + if (!stopped) AM_Stop(); + stopped = false; + if (lastlevel != gamemap || lastepisode != gameepisode) + { + AM_LevelInit(); + lastlevel = gamemap; + lastepisode = gameepisode; + } + AM_initVariables(); + AM_loadPics(); +} + + +// +// set the window scale to the maximum size +// +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 +// +void AM_maxOutWindowScale(void) +{ + scale_mtof = max_scale_mtof; + scale_ftom = FixedDiv(FRACUNIT, scale_mtof); + AM_activateNewScale(); +} + + +// +// Handle events (user inputs) in automap mode +// +doom_boolean AM_Responder(event_t* ev) +{ + int rc; + static int cheatstate = 0; + static int bigstate = 0; + static char buffer[20]; + + rc = false; + + if (!automapactive) + { + if (ev->type == ev_keydown && ev->data1 == AM_STARTKEY) + { + 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 = DOOM_MAXINT; + plr->message = followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF; + break; + case AM_GRIDKEY: + grid = !grid; + plr->message = grid ? AMSTR_GRIDON : AMSTR_GRIDOFF; + break; + case AM_MARKKEY: + doom_strcpy(buffer, AMSTR_MARKEDSPOT); + doom_concat(buffer, " "); + doom_concat(buffer, doom_itoa(markpointnum, 10)); + //doom_sprintf(buffer, "%s %d", AMSTR_MARKEDSPOT, markpointnum); + plr->message = buffer; + AM_addMark(); + break; + case AM_CLEARMARKKEY: + AM_clearMarks(); + plr->message = AMSTR_MARKSCLEARED; + break; + default: + cheatstate = 0; + rc = false; + } + if (!deathmatch && cht_CheckCheat(&cheat_amap, ev->data1)) + { + 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; +} + + +// +// Zooming +// +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(); +} + + +// +// +// +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_x2 = m_x + m_w; + m_y2 = m_y + m_h; + f_oldloc.x = plr->mo->x; + f_oldloc.y = plr->mo->y; + } +} + + +// +// +// +void AM_updateLightLev(void) +{ + static int 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); + } +} + + +// +// Updates on Game Tick +// +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(); +} + + +// +// Clear automap frame buffer. +// +void AM_clearFB(int color) +{ + doom_memset(fb, color, f_w * f_h); +} + + +// +// Automap clipping of lines. +// +// Based on Cohen-Sutherland clipping algorithm but with a slightly +// faster reject and precalculated slopes. If the speed is needed, +// use a hash algorithm to handle the common cases. +// +doom_boolean AM_clipMline(mline_t* ml, fline_t* fl) +{ + enum + { + LEFT = 1, + RIGHT = 2, + BOTTOM = 4, + TOP = 8 + }; + + register int outcode1 = 0; + register int outcode2 = 0; + register int outside; + + fpoint_t tmp; + int dx; + int 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; + } + + 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 needed for speed +// +void AM_drawFline(fline_t* fl, int color) +{ + register int x; + register int y; + register int dx; + register int dy; + register int sx; + register int sy; + register int ax; + register int ay; + register int d; + + static int fuck = 0; + + // For debugging only +#if 0 // [pd] Don't waste CPU cycles testing this then + 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) + { + doom_print("fuck "); + doom_print(doom_itoa(fuck++, 10)); + doom_print("\r"); + return; + } +#endif + +#define PUTDOT(xx,yy,cc) fb[(yy)*f_w+(xx)]=(cc) + + 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) + { + PUTDOT(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) + { + PUTDOT(x, y, color); + if (y == fl->b.y) return; + if (d >= 0) + { + x += sx; + d -= ay; + } + y += sy; + d += ax; + } + } +} + + +// +// Clip lines, draw visible part sof lines. +// +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 +} + + +// +// Draws flat (floor/ceiling tile) aligned grid lines. +// +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); + } +} + + +// +// Determines visible lines, draws them. +// This is LineDef based, not LineSeg based. +// +void AM_drawWalls(void) +{ + int i; + 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, SECRETWALLCOLORS + lightlev); + else AM_drawMline(&l, WALLCOLORS + lightlev); + } + else if (lines[i].backsector->floorheight + != lines[i].frontsector->floorheight) + { + AM_drawMline(&l, FDWALLCOLORS + lightlev); // floor level change + } + else if (lines[i].backsector->ceilingheight + != lines[i].frontsector->ceilingheight) + { + AM_drawMline(&l, CDWALLCOLORS + lightlev); // ceiling level change + } + 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); + } + } +} + + +// +// Rotation in 2D. +// Used to rotate player arrow line character. +// +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; +} + + +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); + } +} + + +void AM_drawPlayers(void) +{ + int i; + player_t* p; + static int their_colors[] = { GREENS, GRAYS, BROWNS, REDS }; + int their_color = -1; + int color; + + if (!netgame) + { + if (cheating) + AM_drawLineCharacter + (cheat_player_arrow, NUMCHEATPLYRLINES, 0, + plr->mo->angle, WHITE, plr->mo->x, plr->mo->y); + else + 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 = 246; // *close* to black + else + color = their_colors[their_color]; + + AM_drawLineCharacter + (player_arrow, NUMPLYRLINES, 0, p->mo->angle, + color, p->mo->x, p->mo->y); + } +} + + +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; + } + } +} + + +void AM_drawMarks(void) +{ + int i, fx, fy, w, h; + + for (i = 0; i < AM_NUMMARKPOINTS; i++) + { + if (markpoints[i].x != -1) + { + // w = SHORT(marknums[i]->width); + // h = SHORT(marknums[i]->height); + w = 5; // because something's wrong with the wad, i guess + h = 6; // because something's wrong with the wad, i guess + fx = CXMTOF(markpoints[i].x); + fy = CYMTOF(markpoints[i].y); + if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h) + V_DrawPatch(fx, fy, FB, marknums[i]); + } + } +} + + +void AM_drawCrosshair(int color) +{ + fb[(f_w * (f_h + 1)) / 2] = color; // single point for now +} + + +void AM_Drawer(void) +{ + if (!automapactive) return; + + AM_clearFB(BACKGROUND); + if (grid) + AM_drawGrid(GRIDCOLORS); + AM_drawWalls(); + AM_drawPlayers(); + if (cheating == 2) + AM_drawThings(THINGCOLORS, THINGRANGE); + AM_drawCrosshair(XHAIRCOLORS); + + AM_drawMarks(); + + V_MarkRect(f_x, f_y, f_w, f_h); +} diff --git a/demos/ports/doom/src/am_map.h b/demos/ports/doom/src/am_map.h new file mode 100644 index 0000000..20a618f --- /dev/null +++ b/demos/ports/doom/src/am_map.h @@ -0,0 +1,56 @@ +// 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: +// AutoMap module. +// +//----------------------------------------------------------------------------- + +#ifndef __AMMAP_H__ +#define __AMMAP_H__ + + +#include "d_event.h" + + +// Used by ST StatusBar stuff. +#define AM_MSGHEADER (('a'<<24)+('m'<<16)) +#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8)) +#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8)) + + +// Called by main loop. +doom_boolean AM_Responder(event_t* ev); + +// Called by main loop. +void AM_Ticker(void); + +// Called by main loop, +// called instead of view drawer if automap active. +void AM_Drawer(void); + +// Called to force the automap to quit +// if the level is completed while it is up. +void AM_Stop(void); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/d_englsh.h b/demos/ports/doom/src/d_englsh.h new file mode 100644 index 0000000..0ec6f10 --- /dev/null +++ b/demos/ports/doom/src/d_englsh.h @@ -0,0 +1,699 @@ +// 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: +// Printed strings for translation. +// English language support (default). +// +//----------------------------------------------------------------------------- + +#ifndef __D_ENGLSH__ +#define __D_ENGLSH__ + + +// +// Printed strings for translation +// + +// +// D_Main.C +// +#define D_DEVSTR "Development mode ON.\n" +#define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n" + +// +// M_Menu.C +// +#define PRESSKEY "press a key." +#define PRESSYN "press y or n." +#define QUITMSG "are you sure you want to\nquit this great game?" +#define LOADNET "you can't do load while in a net game!\n\n" PRESSKEY +#define QLOADNET "you can't quickload during a netgame!\n\n" PRESSKEY +#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n" PRESSKEY +#define SAVEDEAD "you can't save if you aren't playing!\n\n" PRESSKEY +#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n" PRESSYN +#define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n" PRESSYN + +#define QSPROMPT_1 "quicksave over your game named\n\n'" +#define QSPROMPT_2 "'?\n\n" PRESSYN +#define QLPROMPT_1 "do you want to quickload the game named\n\n'%s" +#define QLPROMPT_2 "'?\n\n" PRESSYN + +#define NEWGAME \ +"you can't start a new game\n"\ +"while in a network game.\n\n" PRESSKEY + +#define NIGHTMARE \ +"are you sure? this skill level\n"\ +"isn't even remotely fair.\n\n" PRESSYN + +#define SWSTRING \ +"this is the shareware version of doom.\n\n"\ +"you need to order the entire trilogy.\n\n" PRESSKEY + +#define MSGOFF "Messages OFF" +#define MSGON "Messages ON" +#define CROSSOFF "Crosshair OFF" +#define CROSSON "Crosshair ON" +#define ALWAYSRUNOFF "Always run OFF" +#define ALWAYSRUNON "Always run ON" +#define NETEND "you can't end a netgame!\n\n" PRESSKEY +#define ENDGAME "are you sure you want to end the game?\n\n" PRESSYN + +#define DOSY "(press y to quit)" + +#define DETAILHI "High detail" +#define DETAILLO "Low detail" +#define GAMMALVL0 "Gamma correction OFF" +#define GAMMALVL1 "Gamma correction level 1" +#define GAMMALVL2 "Gamma correction level 2" +#define GAMMALVL3 "Gamma correction level 3" +#define GAMMALVL4 "Gamma correction level 4" +#define EMPTYSTRING "empty slot" + +// +// P_inter.C +// +#define GOTARMOR "Picked up the armor." +#define GOTMEGA "Picked up the MegaArmor!" +#define GOTHTHBONUS "Picked up a health bonus." +#define GOTARMBONUS "Picked up an armor bonus." +#define GOTSTIM "Picked up a stimpack." +#define GOTMEDINEED "Picked up a medikit that you REALLY need!" +#define GOTMEDIKIT "Picked up a medikit." +#define GOTSUPER "Supercharge!" + +#define GOTBLUECARD "Picked up a blue keycard." +#define GOTYELWCARD "Picked up a yellow keycard." +#define GOTREDCARD "Picked up a red keycard." +#define GOTBLUESKUL "Picked up a blue skull key." +#define GOTYELWSKUL "Picked up a yellow skull key." +#define GOTREDSKULL "Picked up a red skull key." + +#define GOTINVUL "Invulnerability!" +#define GOTBERSERK "Berserk!" +#define GOTINVIS "Partial Invisibility" +#define GOTSUIT "Radiation Shielding Suit" +#define GOTMAP "Computer Area Map" +#define GOTVISOR "Light Amplification Visor" +#define GOTMSPHERE "MegaSphere!" + +#define GOTCLIP "Picked up a clip." +#define GOTCLIPBOX "Picked up a box of bullets." +#define GOTROCKET "Picked up a rocket." +#define GOTROCKBOX "Picked up a box of rockets." +#define GOTCELL "Picked up an energy cell." +#define GOTCELLBOX "Picked up an energy cell pack." +#define GOTSHELLS "Picked up 4 shotgun shells." +#define GOTSHELLBOX "Picked up a box of shotgun shells." +#define GOTBACKPACK "Picked up a backpack full of ammo!" + +#define GOTBFG9000 "You got the BFG9000! Oh, yes." +#define GOTCHAINGUN "You got the chaingun!" +#define GOTCHAINSAW "A chainsaw! Find some meat!" +#define GOTLAUNCHER "You got the rocket launcher!" +#define GOTPLASMA "You got the plasma gun!" +#define GOTSHOTGUN "You got the shotgun!" +#define GOTSHOTGUN2 "You got the super shotgun!" + +// +// P_Doors.C +// +#define PD_BLUEO "You need a blue key to activate this object" +#define PD_REDO "You need a red key to activate this object" +#define PD_YELLOWO "You need a yellow key to activate this object" +#define PD_BLUEK "You need a blue key to open this door" +#define PD_REDK "You need a red key to open this door" +#define PD_YELLOWK "You need a yellow key to open this door" + +// +// G_game.C +// +#define GGSAVED "game saved." + +// +// HU_stuff.C +// +#define HUSTR_MSGU "[Message unsent]" + +#define HUSTR_E1M1 "E1M1: Hangar" +#define HUSTR_E1M2 "E1M2: Nuclear Plant" +#define HUSTR_E1M3 "E1M3: Toxin Refinery" +#define HUSTR_E1M4 "E1M4: Command Control" +#define HUSTR_E1M5 "E1M5: Phobos Lab" +#define HUSTR_E1M6 "E1M6: Central Processing" +#define HUSTR_E1M7 "E1M7: Computer Station" +#define HUSTR_E1M8 "E1M8: Phobos Anomaly" +#define HUSTR_E1M9 "E1M9: Military Base" + +#define HUSTR_E2M1 "E2M1: Deimos Anomaly" +#define HUSTR_E2M2 "E2M2: Containment Area" +#define HUSTR_E2M3 "E2M3: Refinery" +#define HUSTR_E2M4 "E2M4: Deimos Lab" +#define HUSTR_E2M5 "E2M5: Command Center" +#define HUSTR_E2M6 "E2M6: Halls of the Damned" +#define HUSTR_E2M7 "E2M7: Spawning Vats" +#define HUSTR_E2M8 "E2M8: Tower of Babel" +#define HUSTR_E2M9 "E2M9: Fortress of Mystery" + +#define HUSTR_E3M1 "E3M1: Hell Keep" +#define HUSTR_E3M2 "E3M2: Slough of Despair" +#define HUSTR_E3M3 "E3M3: Pandemonium" +#define HUSTR_E3M4 "E3M4: House of Pain" +#define HUSTR_E3M5 "E3M5: Unholy Cathedral" +#define HUSTR_E3M6 "E3M6: Mt. Erebus" +#define HUSTR_E3M7 "E3M7: Limbo" +#define HUSTR_E3M8 "E3M8: Dis" +#define HUSTR_E3M9 "E3M9: Warrens" + +#define HUSTR_E4M1 "E4M1: Hell Beneath" +#define HUSTR_E4M2 "E4M2: Perfect Hatred" +#define HUSTR_E4M3 "E4M3: Sever The Wicked" +#define HUSTR_E4M4 "E4M4: Unruly Evil" +#define HUSTR_E4M5 "E4M5: They Will Repent" +#define HUSTR_E4M6 "E4M6: Against Thee Wickedly" +#define HUSTR_E4M7 "E4M7: And Hell Followed" +#define HUSTR_E4M8 "E4M8: Unto The Cruel" +#define HUSTR_E4M9 "E4M9: Fear" + +#define HUSTR_1 "level 1: entryway" +#define HUSTR_2 "level 2: underhalls" +#define HUSTR_3 "level 3: the gantlet" +#define HUSTR_4 "level 4: the focus" +#define HUSTR_5 "level 5: the waste tunnels" +#define HUSTR_6 "level 6: the crusher" +#define HUSTR_7 "level 7: dead simple" +#define HUSTR_8 "level 8: tricks and traps" +#define HUSTR_9 "level 9: the pit" +#define HUSTR_10 "level 10: refueling base" +#define HUSTR_11 "level 11: 'o' of destruction!" + +#define HUSTR_12 "level 12: the factory" +#define HUSTR_13 "level 13: downtown" +#define HUSTR_14 "level 14: the inmost dens" +#define HUSTR_15 "level 15: industrial zone" +#define HUSTR_16 "level 16: suburbs" +#define HUSTR_17 "level 17: tenements" +#define HUSTR_18 "level 18: the courtyard" +#define HUSTR_19 "level 19: the citadel" +#define HUSTR_20 "level 20: gotcha!" + +#define HUSTR_21 "level 21: nirvana" +#define HUSTR_22 "level 22: the catacombs" +#define HUSTR_23 "level 23: barrels o' fun" +#define HUSTR_24 "level 24: the chasm" +#define HUSTR_25 "level 25: bloodfalls" +#define HUSTR_26 "level 26: the abandoned mines" +#define HUSTR_27 "level 27: monster condo" +#define HUSTR_28 "level 28: the spirit world" +#define HUSTR_29 "level 29: the living end" +#define HUSTR_30 "level 30: icon of sin" + +#define HUSTR_31 "level 31: wolfenstein" +#define HUSTR_32 "level 32: grosse" + +#define PHUSTR_1 "level 1: congo" +#define PHUSTR_2 "level 2: well of souls" +#define PHUSTR_3 "level 3: aztec" +#define PHUSTR_4 "level 4: caged" +#define PHUSTR_5 "level 5: ghost town" +#define PHUSTR_6 "level 6: baron's lair" +#define PHUSTR_7 "level 7: caughtyard" +#define PHUSTR_8 "level 8: realm" +#define PHUSTR_9 "level 9: abattoire" +#define PHUSTR_10 "level 10: onslaught" +#define PHUSTR_11 "level 11: hunted" + +#define PHUSTR_12 "level 12: speed" +#define PHUSTR_13 "level 13: the crypt" +#define PHUSTR_14 "level 14: genesis" +#define PHUSTR_15 "level 15: the twilight" +#define PHUSTR_16 "level 16: the omen" +#define PHUSTR_17 "level 17: compound" +#define PHUSTR_18 "level 18: neurosphere" +#define PHUSTR_19 "level 19: nme" +#define PHUSTR_20 "level 20: the death domain" + +#define PHUSTR_21 "level 21: slayer" +#define PHUSTR_22 "level 22: impossible mission" +#define PHUSTR_23 "level 23: tombstone" +#define PHUSTR_24 "level 24: the final frontier" +#define PHUSTR_25 "level 25: the temple of darkness" +#define PHUSTR_26 "level 26: bunker" +#define PHUSTR_27 "level 27: anti-christ" +#define PHUSTR_28 "level 28: the sewers" +#define PHUSTR_29 "level 29: odyssey of noises" +#define PHUSTR_30 "level 30: the gateway of hell" + +#define PHUSTR_31 "level 31: cyberden" +#define PHUSTR_32 "level 32: go 2 it" + +#define THUSTR_1 "level 1: system control" +#define THUSTR_2 "level 2: human bbq" +#define THUSTR_3 "level 3: power control" +#define THUSTR_4 "level 4: wormhole" +#define THUSTR_5 "level 5: hanger" +#define THUSTR_6 "level 6: open season" +#define THUSTR_7 "level 7: prison" +#define THUSTR_8 "level 8: metal" +#define THUSTR_9 "level 9: stronghold" +#define THUSTR_10 "level 10: redemption" +#define THUSTR_11 "level 11: storage facility" + +#define THUSTR_12 "level 12: crater" +#define THUSTR_13 "level 13: nukage processing" +#define THUSTR_14 "level 14: steel works" +#define THUSTR_15 "level 15: dead zone" +#define THUSTR_16 "level 16: deepest reaches" +#define THUSTR_17 "level 17: processing area" +#define THUSTR_18 "level 18: mill" +#define THUSTR_19 "level 19: shipping/respawning" +#define THUSTR_20 "level 20: central processing" + +#define THUSTR_21 "level 21: administration center" +#define THUSTR_22 "level 22: habitat" +#define THUSTR_23 "level 23: lunar mining project" +#define THUSTR_24 "level 24: quarry" +#define THUSTR_25 "level 25: baron's den" +#define THUSTR_26 "level 26: ballistyx" +#define THUSTR_27 "level 27: mount pain" +#define THUSTR_28 "level 28: heck" +#define THUSTR_29 "level 29: river styx" +#define THUSTR_30 "level 30: last call" + +#define THUSTR_31 "level 31: pharaoh" +#define THUSTR_32 "level 32: caribbean" + +#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" + +#define HUSTR_TALKTOSELF1 "You mumble to yourself" +#define HUSTR_TALKTOSELF2 "Who's there?" +#define HUSTR_TALKTOSELF3 "You scare yourself" +#define HUSTR_TALKTOSELF4 "You start to rave" +#define HUSTR_TALKTOSELF5 "You've lost it..." + +#define HUSTR_MESSAGESENT "[Message Sent]" + +// The following should NOT be changed unless it seems +// just AWFULLY necessary + +#define HUSTR_PLRGREEN "Green: " +#define HUSTR_PLRINDIGO "Indigo: " +#define HUSTR_PLRBROWN "Brown: " +#define HUSTR_PLRRED "Red: " + +#define HUSTR_KEYGREEN 'g' +#define HUSTR_KEYINDIGO 'i' +#define HUSTR_KEYBROWN 'b' +#define HUSTR_KEYRED 'r' + +// +// AM_map.C +// + +#define AMSTR_FOLLOWON "Follow Mode ON" +#define AMSTR_FOLLOWOFF "Follow Mode OFF" + +#define AMSTR_GRIDON "Grid ON" +#define AMSTR_GRIDOFF "Grid OFF" + +#define AMSTR_MARKEDSPOT "Marked Spot" +#define AMSTR_MARKSCLEARED "All Marks Cleared" + +// +// ST_stuff.C +// + +#define STSTR_MUS "Music Change" +#define STSTR_NOMUS "IMPOSSIBLE SELECTION" +#define STSTR_DQDON "Degreelessness Mode On" +#define STSTR_DQDOFF "Degreelessness Mode Off" + +#define STSTR_KFAADDED "Very Happy Ammo Added" +#define STSTR_FAADDED "Ammo (no keys) Added" + +#define STSTR_NCON "No Clipping Mode ON" +#define STSTR_NCOFF "No Clipping Mode OFF" + +#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp" +#define STSTR_BEHOLDX "Power-up Toggled" + +#define STSTR_CHOPPERS "... doesn't suck - GM" +#define STSTR_CLEV "Changing Level..." + +// +// F_Finale.C +// +#define E1TEXT \ +"Once you beat the big badasses and\n"\ +"clean out the moon base you're supposed\n"\ +"to win, aren't you? Aren't you? Where's\n"\ +"your fat reward and ticket home? What\n"\ +"the hell is this? It's not supposed to\n"\ +"end this way!\n"\ +"\n" \ +"It stinks like rotten meat, but looks\n"\ +"like the lost Deimos base. Looks like\n"\ +"you're stuck on The Shores of Hell.\n"\ +"The only way out is through.\n"\ +"\n"\ +"To continue the DOOM experience, play\n"\ +"The Shores of Hell and its amazing\n"\ +"sequel, Inferno!\n" + + +#define E2TEXT \ +"You've done it! The hideous cyber-\n"\ +"demon lord that ruled the lost Deimos\n"\ +"moon base has been slain and you\n"\ +"are triumphant! But ... where are\n"\ +"you? You clamber to the edge of the\n"\ +"moon and look down to see the awful\n"\ +"truth.\n" \ +"\n"\ +"Deimos floats above Hell itself!\n"\ +"You've never heard of anyone escaping\n"\ +"from Hell, but you'll make the bastards\n"\ +"sorry they ever heard of you! Quickly,\n"\ +"you rappel down to the surface of\n"\ +"Hell.\n"\ +"\n" \ +"Now, it's on to the final chapter of\n"\ +"DOOM! -- Inferno." + + +#define E3TEXT \ +"The loathsome spiderdemon that\n"\ +"masterminded the invasion of the moon\n"\ +"bases and caused so much death has had\n"\ +"its ass kicked for all time.\n"\ +"\n"\ +"A hidden doorway opens and you enter.\n"\ +"You've proven too tough for Hell to\n"\ +"contain, and now Hell at last plays\n"\ +"fair -- for you emerge from the door\n"\ +"to see the green fields of Earth!\n"\ +"Home at last.\n" \ +"\n"\ +"You wonder what's been happening on\n"\ +"Earth while you were battling evil\n"\ +"unleashed. It's good that no Hell-\n"\ +"spawn could have come through that\n"\ +"door with you ..." + + +#define E4TEXT \ +"the spider mastermind must have sent forth\n"\ +"its legions of hellspawn before your\n"\ +"final confrontation with that terrible\n"\ +"beast from hell. but you stepped forward\n"\ +"and brought forth eternal damnation and\n"\ +"suffering upon the horde as a true hero\n"\ +"would in the face of something so evil.\n"\ +"\n"\ +"besides, someone was gonna pay for what\n"\ +"happened to daisy, your pet rabbit.\n"\ +"\n"\ +"but now, you see spread before you more\n"\ +"potential pain and gibbitude as a nation\n"\ +"of demons run amok among our cities.\n"\ +"\n"\ +"next stop, hell on earth!" + + +// after level 6, put this: +#define C1TEXT \ +"YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n" \ +"STARPORT. BUT SOMETHING IS WRONG. THE\n" \ +"MONSTERS HAVE BROUGHT THEIR OWN REALITY\n" \ +"WITH THEM, AND THE STARPORT'S TECHNOLOGY\n" \ +"IS BEING SUBVERTED BY THEIR PRESENCE.\n" \ +"\n"\ +"AHEAD, YOU SEE AN OUTPOST OF HELL, A\n" \ +"FORTIFIED ZONE. IF YOU CAN GET PAST IT,\n" \ +"YOU CAN PENETRATE INTO THE HAUNTED HEART\n" \ +"OF THE STARBASE AND FIND THE CONTROLLING\n" \ +"SWITCH WHICH HOLDS EARTH'S POPULATION\n" \ +"HOSTAGE." + +// After level 11, put this: +#define C2TEXT \ +"YOU HAVE WON! YOUR VICTORY HAS ENABLED\n" \ +"HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"\ +"THE NIGHTMARE. NOW YOU ARE THE ONLY\n"\ +"HUMAN LEFT ON THE FACE OF THE PLANET.\n"\ +"CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\n"\ +"AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"\ +"YOU SIT BACK AND WAIT FOR DEATH, CONTENT\n"\ +"THAT YOU HAVE SAVED YOUR SPECIES.\n"\ +"\n"\ +"BUT THEN, EARTH CONTROL BEAMS DOWN A\n"\ +"MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"\ +"THE SOURCE OF THE ALIEN INVASION. IF YOU\n"\ +"GO THERE, YOU MAY BE ABLE TO BLOCK THEIR\n"\ +"ENTRY. THE ALIEN BASE IS IN THE HEART OF\n"\ +"YOUR OWN HOME CITY, NOT FAR FROM THE\n"\ +"STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"\ +"UP AND RETURN TO THE FRAY." + + +// After level 20, put this: +#define C3TEXT \ +"YOU ARE AT THE CORRUPT HEART OF THE CITY,\n"\ +"SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"\ +"YOU SEE NO WAY TO DESTROY THE CREATURES'\n"\ +"ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\n"\ +"TEETH AND PLUNGE THROUGH IT.\n"\ +"\n"\ +"THERE MUST BE A WAY TO CLOSE IT ON THE\n"\ +"OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"\ +"GOT TO GO THROUGH HELL TO GET TO IT?" + + +// After level 29, put this: +#define C4TEXT \ +"THE HORRENDOUS VISAGE OF THE BIGGEST\n"\ +"DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"\ +"YOU, AFTER YOU PUMP YOUR ROCKETS INTO\n"\ +"HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"\ +"UP AND DIES, ITS THRASHING LIMBS\n"\ +"DEVASTATING UNTOLD MILES OF HELL'S\n"\ +"SURFACE.\n"\ +"\n"\ +"YOU'VE DONE IT. THE INVASION IS OVER.\n"\ +"EARTH IS SAVED. HELL IS A WRECK. YOU\n"\ +"WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"\ +"DIE, NOW. WIPING THE SWEAT FROM YOUR\n"\ +"FOREHEAD YOU BEGIN THE LONG TREK BACK\n"\ +"HOME. REBUILDING EARTH OUGHT TO BE A\n"\ +"LOT MORE FUN THAN RUINING IT WAS.\n" + + + +// Before level 31, put this: +#define C5TEXT \ +"CONGRATULATIONS, YOU'VE FOUND THE SECRET\n"\ +"LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"\ +"HUMANS, RATHER THAN DEMONS. YOU WONDER\n"\ +"WHO THE INMATES OF THIS CORNER OF HELL\n"\ +"WILL BE." + + +// Before level 32, put this: +#define C6TEXT \ +"CONGRATULATIONS, YOU'VE FOUND THE\n"\ +"SUPER SECRET LEVEL! YOU'D BETTER\n"\ +"BLAZE THROUGH THIS ONE!\n" + + +// after map 06 +#define P1TEXT \ +"You gloat over the steaming carcass of the\n"\ +"Guardian. With its death, you've wrested\n"\ +"the Accelerator from the stinking claws\n"\ +"of Hell. You relax and glance around the\n"\ +"room. Damn! There was supposed to be at\n"\ +"least one working prototype, but you can't\n"\ +"see it. The demons must have taken it.\n"\ +"\n"\ +"You must find the prototype, or all your\n"\ +"struggles will have been wasted. Keep\n"\ +"moving, keep fighting, keep killing.\n"\ +"Oh yes, keep living, too." + + +// after map 11 +#define P2TEXT \ +"Even the deadly Arch-Vile labyrinth could\n"\ +"not stop you, and you've gotten to the\n"\ +"prototype Accelerator which is soon\n"\ +"efficiently and permanently deactivated.\n"\ +"\n"\ +"You're good at that kind of thing." + + +// after map 20 +#define P3TEXT \ +"You've bashed and battered your way into\n"\ +"the heart of the devil-hive. Time for a\n"\ +"Search-and-Destroy mission, aimed at the\n"\ +"Gatekeeper, whose foul offspring is\n"\ +"cascading to Earth. Yeah, he's bad. But\n"\ +"you know who's worse!\n"\ +"\n"\ +"Grinning evilly, you check your gear, and\n"\ +"get ready to give the bastard a little Hell\n"\ +"of your own making!" + +// after map 30 +#define P4TEXT \ +"The Gatekeeper's evil face is splattered\n"\ +"all over the place. As its tattered corpse\n"\ +"collapses, an inverted Gate forms and\n"\ +"sucks down the shards of the last\n"\ +"prototype Accelerator, not to mention the\n"\ +"few remaining demons. You're done. Hell\n"\ +"has gone back to pounding bad dead folks \n"\ +"instead of good live ones. Remember to\n"\ +"tell your grandkids to put a rocket\n"\ +"launcher in your coffin. If you go to Hell\n"\ +"when you die, you'll need it for some\n"\ +"final cleaning-up ..." + +// before map 31 +#define P5TEXT \ +"You've found the second-hardest level we\n"\ +"got. Hope you have a saved game a level or\n"\ +"two previous. If not, be prepared to die\n"\ +"aplenty. For master marines only." + +// before map 32 +#define P6TEXT \ +"Betcha wondered just what WAS the hardest\n"\ +"level we had ready for ya? Now you know.\n"\ +"No one gets out alive." + + +#define T1TEXT \ +"You've fought your way out of the infested\n"\ +"experimental labs. It seems that UAC has\n"\ +"once again gulped it down. With their\n"\ +"high turnover, it must be hard for poor\n"\ +"old UAC to buy corporate health insurance\n"\ +"nowadays..\n"\ +"\n"\ +"Ahead lies the military complex, now\n"\ +"swarming with diseased horrors hot to get\n"\ +"their teeth into you. With luck, the\n"\ +"complex still has some warlike ordnance\n"\ +"laying around." + + +#define T2TEXT \ +"You hear the grinding of heavy machinery\n"\ +"ahead. You sure hope they're not stamping\n"\ +"out new hellspawn, but you're ready to\n"\ +"ream out a whole herd if you have to.\n"\ +"They might be planning a blood feast, but\n"\ +"you feel about as mean as two thousand\n"\ +"maniacs packed into one mad killer.\n"\ +"\n"\ +"You don't plan to go down easy." + + +#define T3TEXT \ +"The vista opening ahead looks real damn\n"\ +"familiar. Smells familiar, too -- like\n"\ +"fried excrement. You didn't like this\n"\ +"place before, and you sure as hell ain't\n"\ +"planning to like it now. The more you\n"\ +"brood on it, the madder you get.\n"\ +"Hefting your gun, an evil grin trickles\n"\ +"onto your face. Time to take some names." + +#define T4TEXT \ +"Suddenly, all is silent, from one horizon\n"\ +"to the other. The agonizing echo of Hell\n"\ +"fades away, the nightmare sky turns to\n"\ +"blue, the heaps of monster corpses start \n"\ +"to evaporate along with the evil stench \n"\ +"that filled the air. Jeeze, maybe you've\n"\ +"done it. Have you really won?\n"\ +"\n"\ +"Something rumbles in the distance.\n"\ +"A blue light begins to glow inside the\n"\ +"ruined skull of the demon-spitter." + + +#define T5TEXT \ +"What now? Looks totally different. Kind\n"\ +"of like King Tut's condo. Well,\n"\ +"whatever's here can't be any worse\n"\ +"than usual. Can it? Or maybe it's best\n"\ +"to let sleeping gods lie.." + + +#define T6TEXT \ +"Time for a vacation. You've burst the\n"\ +"bowels of hell and by golly you're ready\n"\ +"for a break. You mutter to yourself,\n"\ +"Maybe someone else can kick Hell's ass\n"\ +"next time around. Ahead lies a quiet town,\n"\ +"with peaceful flowing water, quaint\n"\ +"buildings, and presumably no Hellspawn.\n"\ +"\n"\ +"As you step off the transport, you hear\n"\ +"the stomp of a cyberdemon's iron shoe." + + +// +// Character cast strings F_FINALE.C +// +#define CC_ZOMBIE "ZOMBIEMAN" +#define CC_SHOTGUN "SHOTGUN GUY" +#define CC_HEAVY "HEAVY WEAPON DUDE" +#define CC_IMP "IMP" +#define CC_DEMON "DEMON" +#define CC_LOST "LOST SOUL" +#define CC_CACO "CACODEMON" +#define CC_HELL "HELL KNIGHT" +#define CC_BARON "BARON OF HELL" +#define CC_ARACH "ARACHNOTRON" +#define CC_PAIN "PAIN ELEMENTAL" +#define CC_REVEN "REVENANT" +#define CC_MANCU "MANCUBUS" +#define CC_ARCH "ARCH-VILE" +#define CC_SPIDER "THE SPIDER MASTERMIND" +#define CC_CYBER "THE CYBERDEMON" +#define CC_HERO "OUR HERO" + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/d_event.h b/demos/ports/doom/src/d_event.h new file mode 100644 index 0000000..579ab6c --- /dev/null +++ b/demos/ports/doom/src/d_event.h @@ -0,0 +1,119 @@ +// 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: +// +// +//----------------------------------------------------------------------------- + +#ifndef __D_EVENT__ +#define __D_EVENT__ + + +#include "doomtype.h" + + +// +// Event handling. +// + +// Input event types. +typedef enum +{ + ev_keydown, + ev_keyup, + ev_mouse, + ev_joystick +} evtype_t; + + +// Event structure. +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 enum +{ + ga_nothing, + ga_loadlevel, + ga_newgame, + ga_loadgame, + ga_savegame, + ga_playdemo, + ga_completed, + ga_victory, + ga_worlddone, + ga_screenshot +} gameaction_t; + + +// +// Button/action code definitions. +// +typedef enum +{ + // Press "Fire". + BT_ATTACK = 1, + // Use button, to open doors, activate switches. + BT_USE = 2, + + // Flag: game events, not really buttons. + BT_SPECIAL = 128, + BT_SPECIALMASK = 3, + + // Flag, weapon change pending. + // If true, the next 3 bits hold weapon num. + BT_CHANGE = 4, + // The 3bit weapon mask and shift, convenience. + BT_WEAPONMASK = (8 + 16 + 32), + BT_WEAPONSHIFT = 3, + + // Pause the game. + BTS_PAUSE = 1, + // Save the game at each console. + BTS_SAVEGAME = 2, + + // Savegame slot numbers + // occupy the second byte of buttons. + BTS_SAVEMASK = (4 + 8 + 16), + BTS_SAVESHIFT = 2, +} buttoncode_t; + + +// +// GLOBAL VARIABLES +// +#define MAXEVENTS (64 * 64) // [pd] Crank up the number because we pump them faster + +extern event_t events[MAXEVENTS]; +extern int eventhead; +extern int eventtail; + +extern gameaction_t gameaction; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/d_french.h b/demos/ports/doom/src/d_french.h new file mode 100644 index 0000000..0823a4b --- /dev/null +++ b/demos/ports/doom/src/d_french.h @@ -0,0 +1,433 @@ +// 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: +// Printed strings, french translation. +// +//----------------------------------------------------------------------------- + + +#ifndef __D_FRENCH__ +#define __D_FRENCH__ + +// +// D_Main.C +// +#define D_DEVSTR "MODE DEVELOPPEMENT ON.\n" +#define D_CDROM "VERSION CD-ROM: DEFAULT.CFG DANS C:\\DOOMDATA\n" + +// +// M_Menu.C +// +#define PRESSKEY "APPUYEZ SUR UNE TOUCHE." +#define PRESSYN "APPUYEZ SUR Y OU N" +#define QUITMSG "VOUS VOULEZ VRAIMENT\nQUITTER CE SUPER JEU?" +#define LOADNET "VOUS NE POUVEZ PAS CHARGER\nUN JEU EN RESEAU!\n\n"PRESSKEY +#define QLOADNET "CHARGEMENT RAPIDE INTERDIT EN RESEAU!\n\n"PRESSKEY +#define QSAVESPOT "VOUS N'AVEZ PAS CHOISI UN EMPLACEMENT!\n\n"PRESSKEY +#define SAVEDEAD "VOUS NE POUVEZ PAS SAUVER SI VOUS NE JOUEZ "\ +"PAS!\n\n"PRESSKEY +#define QSPROMPT "SAUVEGARDE RAPIDE DANS LE FICHIER \n\n'%s'?\n\n"PRESSYN +#define QLPROMPT "VOULEZ-VOUS CHARGER LA SAUVEGARDE"\ +"\n\n'%s'?\n\n"PRESSYN +#define NEWGAME "VOUS NE POUVEZ PAS LANCER\n"\ +"UN NOUVEAU JEU SUR RESEAU.\n\n"PRESSKEY +#define NIGHTMARE "VOUS CONFIRMEZ? CE NIVEAU EST\n"\ +"VRAIMENT IMPITOYABLE!n"PRESSYN +#define SWSTRING "CECI EST UNE VERSION SHAREWARE DE DOOM.\n\n"\ +"VOUS DEVRIEZ COMMANDER LA TRILOGIE COMPLETE.\n\n"PRESSKEY +#define MSGOFF "MESSAGES OFF" +#define MSGON "MESSAGES ON" +#define NETEND "VOUS NE POUVEZ PAS METTRE FIN A UN JEU SUR "\ +"RESEAU!\n\n"PRESSKEY +#define ENDGAME "VOUS VOULEZ VRAIMENT METTRE FIN AU JEU?\n\n"PRESSYN + +#define DOSY "(APPUYEZ SUR Y POUR REVENIR AU OS.)" + +#define DETAILHI "GRAPHISMES MAXIMUM " +#define DETAILLO "GRAPHISMES MINIMUM " +#define GAMMALVL0 "CORRECTION GAMMA OFF" +#define GAMMALVL1 "CORRECTION GAMMA NIVEAU 1" +#define GAMMALVL2 "CORRECTION GAMMA NIVEAU 2" +#define GAMMALVL3 "CORRECTION GAMMA NIVEAU 3" +#define GAMMALVL4 "CORRECTION GAMMA NIVEAU 4" +#define EMPTYSTRING "EMPLACEMENT VIDE" + +// +// P_inter.C +// +#define GOTARMOR "ARMURE RECUPEREE." +#define GOTMEGA "MEGA-ARMURE RECUPEREE!" +#define GOTHTHBONUS "BONUS DE SANTE RECUPERE." +#define GOTARMBONUS "BONUS D'ARMURE RECUPERE." +#define GOTSTIM "STIMPACK RECUPERE." +#define GOTMEDINEED "MEDIKIT RECUPERE. VOUS EN AVEZ VRAIMENT BESOIN!" +#define GOTMEDIKIT "MEDIKIT RECUPERE." +#define GOTSUPER "SUPERCHARGE!" + +#define GOTBLUECARD "CARTE MAGNETIQUE BLEUE RECUPEREE." +#define GOTYELWCARD "CARTE MAGNETIQUE JAUNE RECUPEREE." +#define GOTREDCARD "CARTE MAGNETIQUE ROUGE RECUPEREE." +#define GOTBLUESKUL "CLEF CRANE BLEUE RECUPEREE." +#define GOTYELWSKUL "CLEF CRANE JAUNE RECUPEREE." +#define GOTREDSKULL "CLEF CRANE ROUGE RECUPEREE." + +#define GOTINVUL "INVULNERABILITE!" +#define GOTBERSERK "BERSERK!" +#define GOTINVIS "INVISIBILITE PARTIELLE " +#define GOTSUIT "COMBINAISON ANTI-RADIATIONS " +#define GOTMAP "CARTE INFORMATIQUE " +#define GOTVISOR "VISEUR A AMPLIFICATION DE LUMIERE " +#define GOTMSPHERE "MEGASPHERE!" + +#define GOTCLIP "CHARGEUR RECUPERE." +#define GOTCLIPBOX "BOITE DE BALLES RECUPEREE." +#define GOTROCKET "ROQUETTE RECUPEREE." +#define GOTROCKBOX "CAISSE DE ROQUETTES RECUPEREE." +#define GOTCELL "CELLULE D'ENERGIE RECUPEREE." +#define GOTCELLBOX "PACK DE CELLULES D'ENERGIE RECUPERE." +#define GOTSHELLS "4 CARTOUCHES RECUPEREES." +#define GOTSHELLBOX "BOITE DE CARTOUCHES RECUPEREE." +#define GOTBACKPACK "SAC PLEIN DE MUNITIONS RECUPERE!" + +#define GOTBFG9000 "VOUS AVEZ UN BFG9000! OH, OUI!" +#define GOTCHAINGUN "VOUS AVEZ LA MITRAILLEUSE!" +#define GOTCHAINSAW "UNE TRONCONNEUSE!" +#define GOTLAUNCHER "VOUS AVEZ UN LANCE-ROQUETTES!" +#define GOTPLASMA "VOUS AVEZ UN FUSIL A PLASMA!" +#define GOTSHOTGUN "VOUS AVEZ UN FUSIL!" +#define GOTSHOTGUN2 "VOUS AVEZ UN SUPER FUSIL!" + +// +// P_Doors.C +// +#define PD_BLUEO "IL VOUS FAUT UNE CLEF BLEUE" +#define PD_REDO "IL VOUS FAUT UNE CLEF ROUGE" +#define PD_YELLOWO "IL VOUS FAUT UNE CLEF JAUNE" +#define PD_BLUEK PD_BLUEO +#define PD_REDK PD_REDO +#define PD_YELLOWK PD_YELLOWO + +// +// G_game.C +// +#define GGSAVED "JEU SAUVEGARDE." + +// +// HU_stuff.C +// +#define HUSTR_MSGU "[MESSAGE NON ENVOYE]" + +#define HUSTR_E1M1 "E1M1: HANGAR" +#define HUSTR_E1M2 "E1M2: USINE NUCLEAIRE " +#define HUSTR_E1M3 "E1M3: RAFFINERIE DE TOXINES " +#define HUSTR_E1M4 "E1M4: CENTRE DE CONTROLE " +#define HUSTR_E1M5 "E1M5: LABORATOIRE PHOBOS " +#define HUSTR_E1M6 "E1M6: TRAITEMENT CENTRAL " +#define HUSTR_E1M7 "E1M7: CENTRE INFORMATIQUE " +#define HUSTR_E1M8 "E1M8: ANOMALIE PHOBOS " +#define HUSTR_E1M9 "E1M9: BASE MILITAIRE " + +#define HUSTR_E2M1 "E2M1: ANOMALIE DEIMOS " +#define HUSTR_E2M2 "E2M2: ZONE DE CONFINEMENT " +#define HUSTR_E2M3 "E2M3: RAFFINERIE" +#define HUSTR_E2M4 "E2M4: LABORATOIRE DEIMOS " +#define HUSTR_E2M5 "E2M5: CENTRE DE CONTROLE " +#define HUSTR_E2M6 "E2M6: HALLS DES DAMNES " +#define HUSTR_E2M7 "E2M7: CUVES DE REPRODUCTION " +#define HUSTR_E2M8 "E2M8: TOUR DE BABEL " +#define HUSTR_E2M9 "E2M9: FORTERESSE DU MYSTERE " + +#define HUSTR_E3M1 "E3M1: DONJON DE L'ENFER " +#define HUSTR_E3M2 "E3M2: BOURBIER DU DESESPOIR " +#define HUSTR_E3M3 "E3M3: PANDEMONIUM" +#define HUSTR_E3M4 "E3M4: MAISON DE LA DOULEUR " +#define HUSTR_E3M5 "E3M5: CATHEDRALE PROFANE " +#define HUSTR_E3M6 "E3M6: MONT EREBUS" +#define HUSTR_E3M7 "E3M7: LIMBES" +#define HUSTR_E3M8 "E3M8: DIS" +#define HUSTR_E3M9 "E3M9: CLAPIERS" + +#define HUSTR_1 "NIVEAU 1: ENTREE " +#define HUSTR_2 "NIVEAU 2: HALLS SOUTERRAINS " +#define HUSTR_3 "NIVEAU 3: LE FEU NOURRI " +#define HUSTR_4 "NIVEAU 4: LE FOYER " +#define HUSTR_5 "NIVEAU 5: LES EGOUTS " +#define HUSTR_6 "NIVEAU 6: LE BROYEUR " +#define HUSTR_7 "NIVEAU 7: L'HERBE DE LA MORT" +#define HUSTR_8 "NIVEAU 8: RUSES ET PIEGES " +#define HUSTR_9 "NIVEAU 9: LE PUITS " +#define HUSTR_10 "NIVEAU 10: BASE DE RAVITAILLEMENT " +#define HUSTR_11 "NIVEAU 11: LE CERCLE DE LA MORT!" + +#define HUSTR_12 "NIVEAU 12: L'USINE " +#define HUSTR_13 "NIVEAU 13: LE CENTRE VILLE" +#define HUSTR_14 "NIVEAU 14: LES ANTRES PROFONDES " +#define HUSTR_15 "NIVEAU 15: LA ZONE INDUSTRIELLE " +#define HUSTR_16 "NIVEAU 16: LA BANLIEUE" +#define HUSTR_17 "NIVEAU 17: LES IMMEUBLES" +#define HUSTR_18 "NIVEAU 18: LA COUR " +#define HUSTR_19 "NIVEAU 19: LA CITADELLE " +#define HUSTR_20 "NIVEAU 20: JE T'AI EU!" + +#define HUSTR_21 "NIVEAU 21: LE NIRVANA" +#define HUSTR_22 "NIVEAU 22: LES CATACOMBES " +#define HUSTR_23 "NIVEAU 23: LA GRANDE FETE " +#define HUSTR_24 "NIVEAU 24: LE GOUFFRE " +#define HUSTR_25 "NIVEAU 25: LES CHUTES DE SANG" +#define HUSTR_26 "NIVEAU 26: LES MINES ABANDONNEES " +#define HUSTR_27 "NIVEAU 27: CHEZ LES MONSTRES " +#define HUSTR_28 "NIVEAU 28: LE MONDE DE L'ESPRIT " +#define HUSTR_29 "NIVEAU 29: LA LIMITE " +#define HUSTR_30 "NIVEAU 30: L'ICONE DU PECHE " + +#define HUSTR_31 "NIVEAU 31: WOLFENSTEIN" +#define HUSTR_32 "NIVEAU 32: LE MASSACRE" + + +#define HUSTR_CHATMACRO1 "JE SUIS PRET A LEUR EN FAIRE BAVER!" +#define HUSTR_CHATMACRO2 "JE VAIS BIEN." +#define HUSTR_CHATMACRO3 "JE N'AI PAS L'AIR EN FORME!" +#define HUSTR_CHATMACRO4 "AU SECOURS!" +#define HUSTR_CHATMACRO5 "TU CRAINS!" +#define HUSTR_CHATMACRO6 "LA PROCHAINE FOIS, MINABLE..." +#define HUSTR_CHATMACRO7 "VIENS ICI!" +#define HUSTR_CHATMACRO8 "JE VAIS M'EN OCCUPER." +#define HUSTR_CHATMACRO9 "OUI" +#define HUSTR_CHATMACRO0 "NON" + +#define HUSTR_TALKTOSELF1 "VOUS PARLEZ TOUT SEUL " +#define HUSTR_TALKTOSELF2 "QUI EST LA?" +#define HUSTR_TALKTOSELF3 "VOUS VOUS FAITES PEUR " +#define HUSTR_TALKTOSELF4 "VOUS COMMENCEZ A DELIRER " +#define HUSTR_TALKTOSELF5 "VOUS ETES LARGUE..." + +#define HUSTR_MESSAGESENT "[MESSAGE ENVOYE]" + +// The following should NOT be changed unless it seems +// just AWFULLY necessary + +#define HUSTR_PLRGREEN "VERT: " +#define HUSTR_PLRINDIGO "INDIGO: " +#define HUSTR_PLRBROWN "BRUN: " +#define HUSTR_PLRRED "ROUGE: " + +#define HUSTR_KEYGREEN 'g' // french key should be "V" +#define HUSTR_KEYINDIGO 'i' +#define HUSTR_KEYBROWN 'b' +#define HUSTR_KEYRED 'r' + +// +// AM_map.C +// + +#define AMSTR_FOLLOWON "MODE POURSUITE ON" +#define AMSTR_FOLLOWOFF "MODE POURSUITE OFF" + +#define AMSTR_GRIDON "GRILLE ON" +#define AMSTR_GRIDOFF "GRILLE OFF" + +#define AMSTR_MARKEDSPOT "REPERE MARQUE " +#define AMSTR_MARKSCLEARED "REPERES EFFACES " + +// +// ST_stuff.C +// + +#define STSTR_MUS "CHANGEMENT DE MUSIQUE " +#define STSTR_NOMUS "IMPOSSIBLE SELECTION" +#define STSTR_DQDON "INVULNERABILITE ON " +#define STSTR_DQDOFF "INVULNERABILITE OFF" + +#define STSTR_KFAADDED "ARMEMENT MAXIMUM! " +#define STSTR_FAADDED "ARMES (SAUF CLEFS) AJOUTEES" + +#define STSTR_NCON "BARRIERES ON" +#define STSTR_NCOFF "BARRIERES OFF" + +#define STSTR_BEHOLD " inVuln, Str, Inviso, Rad, Allmap, or Lite-amp" +#define STSTR_BEHOLDX "AMELIORATION ACTIVEE" + +#define STSTR_CHOPPERS "... DOESN'T SUCK - GM" +#define STSTR_CLEV "CHANGEMENT DE NIVEAU..." + +// +// F_Finale.C +// +#define E1TEXT "APRES AVOIR VAINCU LES GROS MECHANTS\n"\ +"ET NETTOYE LA BASE LUNAIRE, VOUS AVEZ\n"\ +"GAGNE, NON? PAS VRAI? OU EST DONC VOTRE\n"\ +" RECOMPENSE ET VOTRE BILLET DE\n"\ +"RETOUR? QU'EST-QUE CA VEUT DIRE?CE"\ +"N'EST PAS LA FIN ESPEREE!\n"\ +"\n" \ +"CA SENT LA VIANDE PUTREFIEE, MAIS\n"\ +"ON DIRAIT LA BASE DEIMOS. VOUS ETES\n"\ +"APPAREMMENT BLOQUE AUX PORTES DE L'ENFER.\n"\ +"LA SEULE ISSUE EST DE L'AUTRE COTE.\n"\ +"\n"\ +"POUR VIVRE LA SUITE DE DOOM, JOUEZ\n"\ +"A 'AUX PORTES DE L'ENFER' ET A\n"\ +"L'EPISODE SUIVANT, 'L'ENFER'!\n" + +#define E2TEXT "VOUS AVEZ REUSSI. L'INFAME DEMON\n"\ +"QUI CONTROLAIT LA BASE LUNAIRE DE\n"\ +"DEIMOS EST MORT, ET VOUS AVEZ\n"\ +"TRIOMPHE! MAIS... OU ETES-VOUS?\n"\ +"VOUS GRIMPEZ JUSQU'AU BORD DE LA\n"\ +"LUNE ET VOUS DECOUVREZ L'ATROCE\n"\ +"VERITE.\n" \ +"\n"\ +"DEIMOS EST AU-DESSUS DE L'ENFER!\n"\ +"VOUS SAVEZ QUE PERSONNE NE S'EN\n"\ +"EST JAMAIS ECHAPPE, MAIS CES FUMIERS\n"\ +"VONT REGRETTER DE VOUS AVOIR CONNU!\n"\ +"VOUS REDESCENDEZ RAPIDEMENT VERS\n"\ +"LA SURFACE DE L'ENFER.\n"\ +"\n" \ +"VOICI MAINTENANT LE CHAPITRE FINAL DE\n"\ +"DOOM! -- L'ENFER." + +#define E3TEXT "LE DEMON ARACHNEEN ET REPUGNANT\n"\ +"QUI A DIRIGE L'INVASION DES BASES\n"\ +"LUNAIRES ET SEME LA MORT VIENT DE SE\n"\ +"FAIRE PULVERISER UNE FOIS POUR TOUTES.\n"\ +"\n"\ +"UNE PORTE SECRETE S'OUVRE. VOUS ENTREZ.\n"\ +"VOUS AVEZ PROUVE QUE VOUS POUVIEZ\n"\ +"RESISTER AUX HORREURS DE L'ENFER.\n"\ +"IL SAIT ETRE BEAU JOUEUR, ET LORSQUE\n"\ +"VOUS SORTEZ, VOUS REVOYEZ LES VERTES\n"\ +"PRAIRIES DE LA TERRE, VOTRE PLANETE.\n"\ +"\n"\ +"VOUS VOUS DEMANDEZ CE QUI S'EST PASSE\n"\ +"SUR TERRE PENDANT QUE VOUS AVEZ\n"\ +"COMBATTU LE DEMON. HEUREUSEMENT,\n"\ +"AUCUN GERME DU MAL N'A FRANCHI\n"\ +"CETTE PORTE AVEC VOUS..." + + + +// after level 6, put this: + +#define C1TEXT "VOUS ETES AU PLUS PROFOND DE L'ASTROPORT\n" \ +"INFESTE DE MONSTRES, MAIS QUELQUE CHOSE\n" \ +"NE VA PAS. ILS ONT APPORTE LEUR PROPRE\n" \ +"REALITE, ET LA TECHNOLOGIE DE L'ASTROPORT\n" \ +"EST AFFECTEE PAR LEUR PRESENCE.\n" \ +"\n"\ +"DEVANT VOUS, VOUS VOYEZ UN POSTE AVANCE\n" \ +"DE L'ENFER, UNE ZONE FORTIFIEE. SI VOUS\n" \ +"POUVEZ PASSER, VOUS POURREZ PENETRER AU\n" \ +"COEUR DE LA BASE HANTEE ET TROUVER \n" \ +"L'INTERRUPTEUR DE CONTROLE QUI GARDE LA \n" \ +"POPULATION DE LA TERRE EN OTAGE." + +// After level 11, put this: + +#define C2TEXT "VOUS AVEZ GAGNE! VOTRE VICTOIRE A PERMIS\n" \ +"A L'HUMANITE D'EVACUER LA TERRE ET \n"\ +"D'ECHAPPER AU CAUCHEMAR. VOUS ETES \n"\ +"MAINTENANT LE DERNIER HUMAIN A LA SURFACE \n"\ +"DE LA PLANETE. VOUS ETES ENTOURE DE \n"\ +"MUTANTS CANNIBALES, D'EXTRATERRESTRES \n"\ +"CARNIVORES ET D'ESPRITS DU MAL. VOUS \n"\ +"ATTENDEZ CALMEMENT LA MORT, HEUREUX \n"\ +"D'AVOIR PU SAUVER VOTRE RACE.\n"\ +"MAIS UN MESSAGE VOUS PARVIENT SOUDAIN\n"\ +"DE L'ESPACE: \"NOS CAPTEURS ONT LOCALISE\n"\ +"LA SOURCE DE L'INVASION EXTRATERRESTRE.\n"\ +"SI VOUS Y ALLEZ, VOUS POURREZ PEUT-ETRE\n"\ +"LES ARRETER. LEUR BASE EST SITUEE AU COEUR\n"\ +"DE VOTRE VILLE NATALE, PRES DE L'ASTROPORT.\n"\ +"VOUS VOUS RELEVEZ LENTEMENT ET PENIBLEMENT\n"\ +"ET VOUS REPARTEZ POUR LE FRONT." + +// After level 20, put this: + +#define C3TEXT "VOUS ETES AU COEUR DE LA CITE CORROMPUE,\n"\ +"ENTOURE PAR LES CADAVRES DE VOS ENNEMIS.\n"\ +"VOUS NE VOYEZ PAS COMMENT DETRUIRE LA PORTE\n"\ +"DES CREATURES DE CE COTE. VOUS SERREZ\n"\ +"LES DENTS ET PLONGEZ DANS L'OUVERTURE.\n"\ +"\n"\ +"IL DOIT Y AVOIR UN MOYEN DE LA FERMER\n"\ +"DE L'AUTRE COTE. VOUS ACCEPTEZ DE\n"\ +"TRAVERSER L'ENFER POUR LE FAIRE?" + +// After level 29, put this: + +#define C4TEXT "LE VISAGE HORRIBLE D'UN DEMON D'UNE\n"\ +"TAILLE INCROYABLE S'EFFONDRE DEVANT\n"\ +"VOUS LORSQUE VOUS TIREZ UNE SALVE DE\n"\ +"ROQUETTES DANS SON CERVEAU. LE MONSTRE\n"\ +"SE RATATINE, SES MEMBRES DECHIQUETES\n"\ +"SE REPANDANT SUR DES CENTAINES DE\n"\ +"KILOMETRES A LA SURFACE DE L'ENFER.\n"\ +"\n"\ +"VOUS AVEZ REUSSI. L'INVASION N'AURA.\n"\ +"PAS LIEU. LA TERRE EST SAUVEE. L'ENFER\n"\ +"EST ANEANTI. EN VOUS DEMANDANT OU IRONT\n"\ +"MAINTENANT LES DAMNES, VOUS ESSUYEZ\n"\ +"VOTRE FRONT COUVERT DE SUEUR ET REPARTEZ\n"\ +"VERS LA TERRE. SA RECONSTRUCTION SERA\n"\ +"BEAUCOUP PLUS DROLE QUE SA DESTRUCTION.\n" + +// Before level 31, put this: + +#define C5TEXT "FELICITATIONS! VOUS AVEZ TROUVE LE\n"\ +"NIVEAU SECRET! IL SEMBLE AVOIR ETE\n"\ +"CONSTRUIT PAR LES HUMAINS. VOUS VOUS\n"\ +"DEMANDEZ QUELS PEUVENT ETRE LES\n"\ +"HABITANTS DE CE COIN PERDU DE L'ENFER." + +// Before level 32, put this: + +#define C6TEXT "FELICITATIONS! VOUS AVEZ DECOUVERT\n"\ +"LE NIVEAU SUPER SECRET! VOUS FERIEZ\n"\ +"MIEUX DE FONCER DANS CELUI-LA!\n" + +// +// Character cast strings F_FINALE.C +// +#define CC_ZOMBIE "ZOMBIE" +#define CC_SHOTGUN "TYPE AU FUSIL" +#define CC_HEAVY "MEC SUPER-ARME" +#define CC_IMP "DIABLOTIN" +#define CC_DEMON "DEMON" +#define CC_LOST "AME PERDUE" +#define CC_CACO "CACODEMON" +#define CC_HELL "CHEVALIER DE L'ENFER" +#define CC_BARON "BARON DE L'ENFER" +#define CC_ARACH "ARACHNOTRON" +#define CC_PAIN "ELEMENTAIRE DE LA DOULEUR" +#define CC_REVEN "REVENANT" +#define CC_MANCU "MANCUBUS" +#define CC_ARCH "ARCHI-INFAME" +#define CC_SPIDER "L'ARAIGNEE CERVEAU" +#define CC_CYBER "LE CYBERDEMON" +#define CC_HERO "NOTRE HEROS" + + + +#endif +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- + + diff --git a/demos/ports/doom/src/d_items.c b/demos/ports/doom/src/d_items.c new file mode 100644 index 0000000..ca84070 --- /dev/null +++ b/demos/ports/doom/src/d_items.c @@ -0,0 +1,125 @@ +// 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: +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "info.h" // We are referring to sprite numbers. +#include "d_items.h" + + +// +// PSPRITE ACTIONS for waepons. +// This struct controls the weapon animations. +// +// Each entry is: +// ammo/amunition type +// upstate +// downstate +// readystate +// atkstate, i.e. attack/fire/hit frame +// flashstate, muzzle flash +// +weaponinfo_t weaponinfo[NUMWEAPONS] = +{ + { + // fist + am_noammo, + S_PUNCHUP, + S_PUNCHDOWN, + S_PUNCH, + S_PUNCH1, + S_NULL + }, + { + // pistol + am_clip, + S_PISTOLUP, + S_PISTOLDOWN, + S_PISTOL, + S_PISTOL1, + S_PISTOLFLASH + }, + { + // shotgun + am_shell, + S_SGUNUP, + S_SGUNDOWN, + S_SGUN, + S_SGUN1, + S_SGUNFLASH1 + }, + { + // chaingun + am_clip, + S_CHAINUP, + S_CHAINDOWN, + S_CHAIN, + S_CHAIN1, + S_CHAINFLASH1 + }, + { + // missile launcher + am_misl, + S_MISSILEUP, + S_MISSILEDOWN, + S_MISSILE, + S_MISSILE1, + S_MISSILEFLASH1 + }, + { + // plasma rifle + am_cell, + S_PLASMAUP, + S_PLASMADOWN, + S_PLASMA, + S_PLASMA1, + S_PLASMAFLASH1 + }, + { + // bfg 9000 + am_cell, + S_BFGUP, + S_BFGDOWN, + S_BFG, + S_BFG1, + S_BFGFLASH1 + }, + { + // chainsaw + am_noammo, + S_SAWUP, + S_SAWDOWN, + S_SAW, + S_SAW1, + S_NULL + }, + { + // super shotgun + am_shell, + S_DSGUNUP, + S_DSGUNDOWN, + S_DSGUN, + S_DSGUN1, + S_DSGUNFLASH1 + }, +}; diff --git a/demos/ports/doom/src/d_items.h b/demos/ports/doom/src/d_items.h new file mode 100644 index 0000000..75d97c2 --- /dev/null +++ b/demos/ports/doom/src/d_items.h @@ -0,0 +1,50 @@ +// 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: +// Items: key cards, artifacts, weapon, ammunition. +// +//----------------------------------------------------------------------------- + +#ifndef __D_ITEMS__ +#define __D_ITEMS__ + + +#include "doomdef.h" + + +// Weapon info: sprite frames, ammunition use. +typedef struct +{ + ammotype_t ammo; + int upstate; + int downstate; + int readystate; + int atkstate; + int flashstate; +} weaponinfo_t; + + +extern weaponinfo_t weaponinfo[NUMWEAPONS]; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/d_main.c b/demos/ports/doom/src/d_main.c new file mode 100644 index 0000000..6cf98c8 --- /dev/null +++ b/demos/ports/doom/src/d_main.c @@ -0,0 +1,1258 @@ +// 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: +// DOOM main program (D_DoomMain) and game loop (D_DoomLoop), +// plus functions to determine game mode (shareware, registered), +// parse command line parameters, configure game parameters (turbo), +// and call the startup functions. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#if defined(DOOM_WIN32) + + +#define X_OK 0 +#define W_OK 2 +#define R_OK 4 +#define RW_OK 6 +#elif defined(DOOM_APPLE) + + +#endif + +#include "doomdef.h" +#include "doomstat.h" +#include "dstrings.h" +#include "sounds.h" +#include "z_zone.h" +#include "w_wad.h" +#include "s_sound.h" +#include "v_video.h" +#include "f_finale.h" +#include "f_wipe.h" +#include "m_argv.h" +#include "m_misc.h" +#include "m_menu.h" +#include "i_system.h" +#include "i_sound.h" +#include "i_video.h" +#include "g_game.h" +#include "hu_stuff.h" +#include "wi_stuff.h" +#include "st_stuff.h" +#include "am_map.h" +#include "p_setup.h" +#include "r_local.h" +#include "d_main.h" + + +#define MAXARGVS 100 + + +char* wadfiles[MAXWADFILES]; + +doom_boolean devparm; // started game with -devparm +doom_boolean nomonsters; // checkparm of -nomonsters +doom_boolean respawnparm; // checkparm of -respawn +doom_boolean fastparm; // checkparm of -fast + +doom_boolean drone; + +doom_boolean singletics = true; // debug flag to cancel adaptiveness + +doom_boolean is_wiping_screen = false; + +skill_t startskill; +int startepisode; +int startmap; +doom_boolean autostart; + +void* debugfile = 0; + +doom_boolean advancedemo; + +char wadfile[1024]; // primary wad file +char mapdir[1024]; // directory of development maps +char basedefault[1024]; // default file + +// +// EVENT HANDLING +// +// Events are asynchronous inputs generally generated by the game user. +// Events can be discarded if no responder claims them +// +event_t events[MAXEVENTS]; +int eventhead; +int eventtail; + +// wipegamestate can be set to -1 to force a wipe on the next draw +gamestate_t wipegamestate = GS_DEMOSCREEN; +void R_ExecuteSetViewSize(void); + +// print title for every printed line +char title[128]; + + +extern doom_boolean inhelpscreens; +extern doom_boolean setsizeneeded; +extern int showMessages; +extern doom_boolean demorecording; + + +void D_DoomLoop(void); +void D_CheckNetGame(void); +void D_ProcessEvents(void); +void G_BuildTiccmd(ticcmd_t* cmd); +void D_DoAdvanceDemo(void); + + +// +// D_PostEvent +// Called by the I/O functions when input is detected +// +void D_PostEvent(event_t* ev) +{ + events[eventhead] = *ev; + eventhead++; + eventhead = (eventhead) & (MAXEVENTS - 1); +} + + +// +// D_ProcessEvents +// Send all the events of the given timestamp down the responder chain +// +void D_ProcessEvents(void) +{ + event_t* ev; + + // IF STORE DEMO, DO NOT ACCEPT INPUT + if ((gamemode == commercial) + && (W_CheckNumForName("map01") < 0)) + return; + + for (; eventtail != eventhead; ) + { + ev = &events[eventtail]; + if (!M_Responder(ev)) + G_Responder(ev); + // else menu ate the event + eventtail++; + eventtail = (eventtail) & (MAXEVENTS - 1); + } +} + + +// +// D_Display +// draw current display, possibly wiping it from the previous +// +void D_Display(void) +{ + static doom_boolean viewactivestate = false; + static doom_boolean menuactivestate = false; + static doom_boolean inhelpscreensstate = false; + static doom_boolean fullscreen = false; + static gamestate_t oldgamestate = -1; + static int borderdrawcount; + int wipestart; + int y; + doom_boolean wipe; + doom_boolean redrawsbar; + + if (nodrawers) + return; // for comparative timing / profiling + + redrawsbar = false; + + // change the view size if needed + if (setsizeneeded) + { + R_ExecuteSetViewSize(); + oldgamestate = -1; // force background redraw + borderdrawcount = 3; + } + + // save the current screen if about to wipe + if (gamestate != wipegamestate) + { + wipe = true; + wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT); + } + else + wipe = false; + + if (gamestate == GS_LEVEL && gametic) + HU_Erase(); + + // do buffered drawing + switch (gamestate) + { + case GS_LEVEL: + if (!gametic) + break; + if (automapactive) + AM_Drawer(); + if (wipe || (viewheight != 200 && fullscreen)) + redrawsbar = true; + if (inhelpscreensstate && !inhelpscreens) + redrawsbar = true; // just put away the help screen + ST_Drawer(viewheight == 200, redrawsbar); + fullscreen = viewheight == 200; + break; + + case GS_INTERMISSION: + WI_Drawer(); + break; + + case GS_FINALE: + F_Drawer(); + break; + + case GS_DEMOSCREEN: + D_PageDrawer(); + break; + } + + // draw buffered stuff to screen + I_UpdateNoBlit(); + + // draw the view directly + if (gamestate == GS_LEVEL && !automapactive && gametic) + R_RenderPlayerView(&players[displayplayer]); + + if (gamestate == GS_LEVEL && gametic) + HU_Drawer(); + + // clean up border stuff + if (gamestate != oldgamestate && gamestate != GS_LEVEL) + I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE)); + + // see if the border needs to be initially drawn + if (gamestate == GS_LEVEL && oldgamestate != GS_LEVEL) + { + viewactivestate = false; // view was not active + R_FillBackScreen(); // draw the pattern into the back screen + } + + // see if the border needs to be updated to the screen + if (gamestate == GS_LEVEL && !automapactive && scaledviewwidth != 320) + { + if (menuactive || menuactivestate || !viewactivestate) + borderdrawcount = 3; + if (borderdrawcount) + { + R_DrawViewBorder(); // erase old menu stuff + borderdrawcount--; + } + + } + + menuactivestate = menuactive; + viewactivestate = viewactive; + inhelpscreensstate = inhelpscreens; + oldgamestate = wipegamestate = gamestate; + + // draw pause pic + if (paused) + { + if (automapactive) + y = 4; + else + y = viewwindowy + 4; + V_DrawPatchDirect(viewwindowx + (scaledviewwidth - 68) / 2, + y, 0, W_CacheLumpName("M_PAUSE", PU_CACHE)); + } + + + // menus go directly to the screen + M_Drawer(); // menu is drawn even on top of everything + NetUpdate(); // send out any new accumulation + + + // normal update + is_wiping_screen = wipe; + if (!wipe) + { + I_FinishUpdate(); // page flip or blit buffer + return; + } + + // wipe update + wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT); + + wipestart = I_GetTime() - 1; + +#if 0 // [pd] Moved to D_UpdateWipe + do + { + do + { + nowtime = I_GetTime(); + tics = nowtime - wipestart; + } while (!tics); + wipestart = nowtime; + done = wipe_ScreenWipe(wipe_Melt + , 0, 0, SCREENWIDTH, SCREENHEIGHT, tics); + I_UpdateNoBlit(); + M_Drawer(); // menu is drawn even on top of wipes + I_FinishUpdate(); // page flip or blit buffer + } while (!done); +#endif +} + + +// +// D_DoomLoop +// +void D_UpdateWipe(void) +{ + if (wipe_ScreenWipe(wipe_Melt, 0, 0, SCREENWIDTH, SCREENHEIGHT, 1)) + is_wiping_screen = false; +} + + +void D_DoomLoop(void) +{ +#if 0 // [pd] Moved to D_DoomMain() + if (demorecording) + G_BeginRecording(); + + if (M_CheckParm("-debugfile")) + { + char filename[20]; + //doom_sprintf(filename, "debug%i.txt", consoleplayer); + doom_print("debug output to: %s\n", filename); + debugfile = doom_open(filename, "w"); + } + + I_InitGraphics(); +#endif + + // 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(); + M_Ticker(); + G_Ticker(); + gametic++; + maketic++; + } + else + { + TryRunTics(); // will run at least one tic + } + + S_UpdateSounds(players[consoleplayer].mo);// move positional sounds + + // Update display, next frame, with current state. + D_Display(); + +#if 0 // [pd] Sound is queried by the application's audio thread. + // Sound mixing for the buffer is snychronous. + I_UpdateSound(); + + // Synchronous sound output is explicitly called. + // Update sound output. + I_SubmitSound(); +#endif + } +} + + +// +// DEMO LOOP +// +int demosequence; +int pagetic; +char* pagename; + + +// +// D_PageTicker +// Handles timing for warped projection +// +void D_PageTicker(void) +{ + if (--pagetic < 0) + D_AdvanceDemo(); +} + + +// +// D_PageDrawer +// +void D_PageDrawer(void) +{ + V_DrawPatch(0, 0, 0, W_CacheLumpName(pagename, PU_CACHE)); +} + + +// +// D_AdvanceDemo +// Called after each demo or intro demosequence finishes +// +void D_AdvanceDemo(void) +{ + advancedemo = true; +} + + +// +// This cycles through the demo sequences. +// FIXME - version dependend demo numbers? +// +void D_DoAdvanceDemo(void) +{ + players[consoleplayer].playerstate = PST_LIVE; // not reborn + advancedemo = false; + usergame = false; // no save / end game here + paused = false; + gameaction = ga_nothing; + + if (gamemode == retail) + demosequence = (demosequence + 1) % 7; + else + demosequence = (demosequence + 1) % 6; + + switch (demosequence) + { + case 0: + if (gamemode == commercial) + pagetic = 35 * 11; + else + pagetic = 170; + gamestate = GS_DEMOSCREEN; + pagename = "TITLEPIC"; + if (gamemode == commercial) + S_StartMusic(mus_dm2ttl); + else + S_StartMusic(mus_intro); + break; + case 1: + G_DeferedPlayDemo("demo1"); + break; + case 2: + pagetic = 200; + gamestate = GS_DEMOSCREEN; + pagename = "CREDIT"; + break; + case 3: + G_DeferedPlayDemo("demo2"); + break; + case 4: + gamestate = GS_DEMOSCREEN; + if (gamemode == commercial) + { + pagetic = 35 * 11; + pagename = "TITLEPIC"; + S_StartMusic(mus_dm2ttl); + } + else + { + pagetic = 200; + + if (gamemode == retail) + pagename = "CREDIT"; + else + pagename = "HELP2"; + } + break; + case 5: + G_DeferedPlayDemo("demo3"); + break; + // THE DEFINITIVE DOOM Special Edition demo + case 6: + G_DeferedPlayDemo("demo4"); + break; + } +} + + +// +// D_StartTitle +// +void D_StartTitle(void) +{ + gameaction = ga_nothing; + demosequence = -1; + D_AdvanceDemo(); +} + + +// +// D_AddFile +// +void D_AddFile(char* file) +{ + int numwadfiles; + char* newfile; + + for (numwadfiles = 0; wadfiles[numwadfiles]; numwadfiles++) + ; + + newfile = doom_malloc(doom_strlen(file) + 1); + doom_strcpy(newfile, file); + + wadfiles[numwadfiles] = newfile; +} + + +// +// IdentifyVersion +// Checks availability of IWAD files by name, +// to determine whether registered/commercial features +// should be executed (notably loading PWAD's). +// +void IdentifyVersion(void) +{ + char* doom1wad; + char* doomwad; + char* doomuwad; + char* doom2wad; + + char* doom2fwad; + char* plutoniawad; + char* tntwad; + + char* home; + char* doomwaddir; + doomwaddir = doom_getenv("DOOMWADDIR"); + if (!doomwaddir) + doomwaddir = "."; + + // Commercial. + doom2wad = doom_malloc(doom_strlen(doomwaddir) + 1 + 9 + 1); + //doom_sprintf(doom2wad, "%s/doom2.wad", doomwaddir); + doom_strcpy(doom2wad, doomwaddir); + doom_concat(doom2wad, "/doom2.wad"); + + // Retail. + doomuwad = doom_malloc(doom_strlen(doomwaddir) + 1 + 8 + 1); + //doom_sprintf(doomuwad, "%s/doomu.wad", doomwaddir); + doom_strcpy(doomuwad, doomwaddir); + doom_concat(doomuwad, "/doomu.wad"); + + // Registered. + doomwad = doom_malloc(doom_strlen(doomwaddir) + 1 + 8 + 1); + //doom_sprintf(doomwad, "%s/doom.wad", doomwaddir); + doom_strcpy(doomwad, doomwaddir); + doom_concat(doomwad, "/doom.wad"); + + // Shareware. + doom1wad = doom_malloc(doom_strlen(doomwaddir) + 1 + 9 + 1); + //doom_sprintf(doom1wad, "%s/doom1.wad", doomwaddir); + doom_strcpy(doom1wad, doomwaddir); + doom_concat(doom1wad, "/doom1.wad"); + + // Bug, dear Shawn. + // Insufficient malloc, caused spurious realloc errors. + plutoniawad = doom_malloc(doom_strlen(doomwaddir) + 1 +/*9*/12 + 1); + //doom_sprintf(plutoniawad, "%s/plutonia.wad", doomwaddir); + doom_strcpy(plutoniawad, doomwaddir); + doom_concat(plutoniawad, "/plutonia.wad"); + + tntwad = doom_malloc(doom_strlen(doomwaddir) + 1 + 9 + 1); + //doom_sprintf(tntwad, "%s/tnt.wad", doomwaddir); + doom_strcpy(tntwad, doomwaddir); + doom_concat(tntwad, "/tnt.wad"); + + // French stuff. + doom2fwad = doom_malloc(doom_strlen(doomwaddir) + 1 + 10 + 1); + //doom_sprintf(doom2fwad, "%s/doom2f.wad", doomwaddir); + doom_strcpy(doom2fwad, doomwaddir); + doom_concat(doom2fwad, "/doom2f.wad"); + +#if !defined(DOOM_WIN32) + home = doom_getenv("HOME"); + if (!home) + I_Error("Error: Please set $HOME to your home directory"); +#else + home = "."; +#endif + //doom_sprintf(basedefault, "%s/.doomrc", home); + doom_strcpy(basedefault, home); + doom_concat(basedefault, "/.doomrc"); + + if (M_CheckParm("-shdev")) + { + gamemode = shareware; + devparm = true; + D_AddFile(DEVDATA"doom1.wad"); + D_AddFile(DEVMAPS"data_se/texture1.lmp"); + D_AddFile(DEVMAPS"data_se/pnames.lmp"); + doom_strcpy(basedefault, DEVDATA"default.cfg"); + return; + } + + if (M_CheckParm("-regdev")) + { + gamemode = registered; + devparm = true; + D_AddFile(DEVDATA"doom.wad"); + D_AddFile(DEVMAPS"data_se/texture1.lmp"); + D_AddFile(DEVMAPS"data_se/texture2.lmp"); + D_AddFile(DEVMAPS"data_se/pnames.lmp"); + doom_strcpy(basedefault, DEVDATA"default.cfg"); + return; + } + + if (M_CheckParm("-comdev")) + { + gamemode = commercial; + devparm = true; + /* I don't bother + if(plutonia) + D_AddFile (DEVDATA"plutonia.wad"); + else if(tnt) + D_AddFile (DEVDATA"tnt.wad"); + else*/ + D_AddFile(DEVDATA"doom2.wad"); + + D_AddFile(DEVMAPS"cdata/texture1.lmp"); + D_AddFile(DEVMAPS"cdata/pnames.lmp"); + doom_strcpy(basedefault, DEVDATA"default.cfg"); + return; + } + + void* f; + if (f = doom_open(doom2fwad, "rb")) + { + doom_close(f); + gamemode = commercial; + // C'est ridicule! + // Let's handle languages in config files, okay? + language = french; + doom_print("French version\n"); + D_AddFile(doom2fwad); + return; + } + + if (f = doom_open(doom2wad, "rb")) + { + doom_close(f); + gamemode = commercial; + D_AddFile(doom2wad); + return; + } + + if (f = doom_open(plutoniawad, "rb")) + { + doom_close(f); + gamemode = commercial; + D_AddFile(plutoniawad); + return; + } + + if (f = doom_open(tntwad, "rb")) + { + doom_close(f); + gamemode = commercial; + D_AddFile(tntwad); + return; + } + + if (f = doom_open(doomuwad, "rb")) + { + doom_close(f); + gamemode = retail; + D_AddFile(doomuwad); + return; + } + + if (f = doom_open(doomwad, "rb")) + { + doom_close(f); + gamemode = registered; + D_AddFile(doomwad); + return; + } + + if (f = doom_open(doom1wad, "rb")) + { + doom_close(f); + gamemode = shareware; + D_AddFile(doom1wad); + return; + } + + doom_print("Game mode indeterminate.\n"); + gamemode = indetermined; +} + + +// +// Find a Response File +// +void FindResponseFile(void) +{ + int i; + + for (i = 1; i < myargc; i++) + if (myargv[i][0] == '@') + { + void* handle = 0; + int size; + int k; + int index; + int indexinfile; + char* infile; + char* file; + char* moreargs[20]; + char* firstargv; + + // READ THE RESPONSE FILE INTO MEMORY + handle = doom_open(&myargv[i][1], "rb"); + if (!handle) + { + doom_print("\nNo such response file!"); + doom_exit(1); + } + doom_print("Found response file %s!\n"); + doom_print(&myargv[i][1]); + doom_print("!\n"); + doom_seek(handle, 0, DOOM_SEEK_END); + size = doom_tell(handle); + doom_seek(handle, 0, DOOM_SEEK_SET); + file = doom_malloc(size); + doom_read(handle, file, size * 1); + doom_close(handle); + + // KEEP ALL CMDLINE ARGS FOLLOWING @RESPONSEFILE ARG + for (index = 0, k = i + 1; k < myargc; k++) + moreargs[index++] = myargv[k]; + + firstargv = myargv[0]; + myargv = doom_malloc(sizeof(char*) * MAXARGVS); + doom_memset(myargv, 0, 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 < index; k++) + myargv[indexinfile++] = moreargs[k]; + myargc = indexinfile; + + // DISPLAY ARGS + doom_print(doom_itoa(myargc, 10)); + doom_print(" command-line args:\n"); + for (k = 1; k < myargc; k++) + { + //doom_print("%s\n", myargv[k]); + doom_print(myargv[k]); + doom_print("\n"); + } + + break; + } +} + + +// +// D_DoomMain +// +void D_DoomMain(void) +{ + int p; + char file[256]; + + FindResponseFile(); + + IdentifyVersion(); + + modifiedgame = false; + + nomonsters = M_CheckParm("-nomonsters"); + respawnparm = M_CheckParm("-respawn"); + fastparm = M_CheckParm("-fast"); + devparm = M_CheckParm("-devparm"); + if (M_CheckParm("-altdeath")) + deathmatch = 2; + else if (M_CheckParm("-deathmatch")) + deathmatch = 1; + + switch (gamemode) + { + case retail: + //doom_sprintf(title, + // " " + // "The Ultimate DOOM Startup v%i.%i" + // " ", + // VERSION / 100, VERSION % 100); + doom_strcpy(title, " " "The Ultimate DOOM Startup v"); + doom_concat(title, doom_itoa(VERSION / 100, 10)); + doom_concat(title, "."); + doom_concat(title, doom_itoa(VERSION % 100, 10)); + doom_concat(title, " "); + break; + case shareware: + //doom_sprintf(title, + // " " + // "DOOM Shareware Startup v%i.%i" + // " ", + // VERSION / 100, VERSION % 100); + doom_strcpy(title, " " "DOOM Shareware Startup v"); + doom_concat(title, doom_itoa(VERSION / 100, 10)); + doom_concat(title, "."); + doom_concat(title, doom_itoa(VERSION % 100, 10)); + doom_concat(title, " "); + break; + case registered: + //doom_sprintf(title, + // " " + // "DOOM Registered Startup v%i.%i" + // " ", + // VERSION / 100, VERSION % 100); + doom_strcpy(title, " " "DOOM Registered Startup v"); + doom_concat(title, doom_itoa(VERSION / 100, 10)); + doom_concat(title, "."); + doom_concat(title, doom_itoa(VERSION % 100, 10)); + doom_concat(title, " "); + break; + case commercial: + //doom_sprintf(title, + // " " + // "DOOM 2: Hell on Earth v%i.%i" + // " ", + // VERSION / 100, VERSION % 100); + doom_strcpy(title, " " "DOOM 2: Hell on Earth v"); + doom_concat(title, doom_itoa(VERSION / 100, 10)); + doom_concat(title, "."); + doom_concat(title, doom_itoa(VERSION % 100, 10)); + doom_concat(title, " "); + break; + /*FIXME + case pack_plut: + sprintf (title, + " " + "DOOM 2: Plutonia Experiment v%i.%i" + " ", + VERSION/100,VERSION%100); + break; + case pack_tnt: + sprintf (title, + " " + "DOOM 2: TNT - Evilution v%i.%i" + " ", + VERSION/100,VERSION%100); + break; + */ + default: + //doom_sprintf(title, + // " " + // "Public DOOM - v%i.%i" + // " ", + // VERSION / 100, VERSION % 100); + doom_strcpy(title, " " "Public DOOM - v"); + doom_concat(title, doom_itoa(VERSION / 100, 10)); + doom_concat(title, "."); + doom_concat(title, doom_itoa(VERSION % 100, 10)); + doom_concat(title, " "); + break; + } + + //doom_print("%s\n", title); + doom_print(title); + doom_print("\n"); + + if (devparm) + doom_print(D_DEVSTR); + +#if 0 // [pd] Ignore cdrom + if (M_CheckParm("-cdrom")) + { + doom_print(D_CDROM); + mkdir("c:\\doomdata", 0); + doom_strcpy(basedefault, "c:/doomdata/default.cfg"); + } +#endif + + // turbo option + if ((p = M_CheckParm("-turbo"))) + { + int scale = 200; + extern int forwardmove[2]; + extern int sidemove[2]; + + if (p < myargc - 1) + scale = doom_atoi(myargv[p + 1]); + if (scale < 10) + scale = 10; + if (scale > 400) + scale = 400; + //doom_print("turbo scale: %i%%\n", scale); + doom_print("turbo scale: "); + doom_print(doom_itoa(scale, 10)); + doom_print("%%\n"); + forwardmove[0] = forwardmove[0] * scale / 100; + forwardmove[1] = forwardmove[1] * scale / 100; + sidemove[0] = sidemove[0] * scale / 100; + sidemove[1] = sidemove[1] * scale / 100; + } + + // add any files specified on the command line with -file wadfile + // to the wad list + // + // convenience hack to allow -wart e m to add a wad file + // prepend a tilde to the filename so wadfile will be reloadable + p = M_CheckParm("-wart"); + if (p) + { + myargv[p][4] = 'p'; // big hack, change to -warp + + // Map name handling. + switch (gamemode) + { + case shareware: + case retail: + case registered: + //doom_sprintf(file, "~"DEVMAPS"E%cM%c.wad", myargv[p + 1][0], myargv[p + 2][0]); + doom_strcpy(file, "~"DEVMAPS"E"); + doom_concat(file, doom_ctoa(myargv[p + 1][0])); + doom_concat(file, "M"); + doom_concat(file, doom_ctoa(myargv[p + 2][0])); + doom_concat(file, ".wad"); + + //doom_print("Warping to Episode %s, Map %s.\n", myargv[p + 1], myargv[p + 2]); + doom_print("Warping to Episode "); + doom_print(myargv[p + 1]); + doom_print(", Map "); + doom_print(myargv[p + 2]); + doom_print(".\n"); + break; + + case commercial: + default: + p = doom_atoi(myargv[p + 1]); + if (p < 10) + { + //doom_sprintf(file, "~"DEVMAPS"cdata/map0%i.wad", p); + doom_strcpy(file, "~"DEVMAPS"cdata/map0"); + doom_concat(file, doom_itoa(p, 10)); + doom_concat(file, ".wad"); + } + else + { + //doom_sprintf(file, "~"DEVMAPS"cdata/map%i.wad", p); + doom_strcpy(file, "~"DEVMAPS"cdata/map"); + doom_concat(file, doom_itoa(p, 10)); + doom_concat(file, ".wad"); + } + break; + } + D_AddFile(file); + } + + p = M_CheckParm("-file"); + if (p) + { + // the parms after p are wadfile/lump names, + // until end of parms or another - preceded parm + modifiedgame = true; // homebrew levels + while (++p != myargc && myargv[p][0] != '-') + D_AddFile(myargv[p]); + } + + p = M_CheckParm("-playdemo"); + + if (!p) + p = M_CheckParm("-timedemo"); + + if (p && p < myargc - 1) + { + //doom_sprintf(file, "%s.lmp", myargv[p + 1]); + doom_strcpy(file, myargv[p + 1]); + doom_concat(file, ".lmp"); + D_AddFile(file); + //doom_print("Playing demo %s.lmp.\n", myargv[p + 1]); + doom_print("Playing demo "); + doom_print(myargv[p + 1]); + doom_print(".lmp.\n"); + } + + // get skill / episode / map from parms + startskill = sk_medium; + startepisode = 1; + startmap = 1; + autostart = false; + + + 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("-timer"); + if (p && p < myargc - 1 && deathmatch) + { + int time; + time = doom_atoi(myargv[p + 1]); + //doom_print("Levels will end after %d minute", time); + doom_print("Levels will end after "); + doom_print(doom_itoa(time, 10)); + doom_print(" minute"); + if (time > 1) + doom_print("s"); + doom_print(".\n"); + } + + p = M_CheckParm("-avg"); + if (p && p < myargc - 1 && deathmatch) + doom_print("Austin Virtual Gaming: Levels will end after 20 minutes\n"); + + p = M_CheckParm("-warp"); + if (p && p < myargc - 1) + { + if (gamemode == commercial) + startmap = doom_atoi(myargv[p + 1]); + else + { + startepisode = myargv[p + 1][0] - '0'; + startmap = myargv[p + 2][0] - '0'; + } + autostart = true; + } + + // init subsystems + doom_print("V_Init: allocate screens.\n"); + V_Init(); + + doom_print("M_LoadDefaults: Load system defaults.\n"); + M_LoadDefaults(); // load before initing other systems + + doom_print("Z_Init: Init zone memory allocation daemon. \n"); + Z_Init(); + + doom_print("W_Init: Init WADfiles.\n"); + W_InitMultipleFiles(wadfiles); + + + // Check for -file in shareware + if (modifiedgame) + { + // These are the lumps that will be checked in IWAD, + // if any one is not present, execution will be aborted. + char name[23][8] = + { + "e2m1","e2m2","e2m3","e2m4","e2m5","e2m6","e2m7","e2m8","e2m9", + "e3m1","e3m3","e3m3","e3m4","e3m5","e3m6","e3m7","e3m8","e3m9", + "dphoof","bfgga0","heada1","cybra1","spida1d1" + }; + int i; + + if (gamemode == shareware) + I_Error("Error: \nYou cannot -file with the shareware " + "version. Register!"); + + // Check for fake IWAD with right name, + // but w/o all the lumps of the registered version. + if (gamemode == registered) + for (i = 0; i < 23; i++) + if (W_CheckNumForName(name[i]) < 0) + I_Error("Error: \nThis is not the registered version."); + } + + // Iff additonal PWAD files are used, print modified banner + if (modifiedgame) + { + /*m*/doom_print( + "===========================================================================\n" + "ATTENTION: This version of DOOM has been modified. If you would like to\n" + "get a copy of the original game, call 1-800-IDGAMES or see the readme file.\n" + " You will not receive technical support for modified games.\n" + //" press enter to continue\n" + "===========================================================================\n" + ); + //getchar(); + } + + + // Check and print which version is executed. + switch (gamemode) + { + case shareware: + case indetermined: + doom_print( + "===========================================================================\n" + " Shareware!\n" + "===========================================================================\n" + ); + break; + case registered: + case retail: + case commercial: + doom_print( + "===========================================================================\n" + " Commercial product - do not distribute!\n" + " Please report software piracy to the SPA: 1-800-388-PIR8\n" + "===========================================================================\n" + ); + break; + + default: + // Ouch. + break; + } + + doom_print("M_Init: Init miscellaneous info.\n"); + M_Init(); + + doom_print("R_Init: Init DOOM refresh daemon - "); + R_Init(); + + doom_print("\nP_Init: Init Playloop state.\n"); + P_Init(); + + doom_print("I_Init: Setting up machine state.\n"); + I_Init(); + + doom_print("D_CheckNetGame: Checking network game status.\n"); + D_CheckNetGame(); + + doom_print("S_Init: Setting up sound.\n"); + S_Init(snd_SfxVolume /* *8 */, snd_MusicVolume /* *8*/); + + doom_print("HU_Init: Setting up heads up display.\n"); + HU_Init(); + + doom_print("ST_Init: Init status bar.\n"); + ST_Init(); + + // check for a driver that wants intermission stats +#if 0 // [pd] Unsure how to test this + p = M_CheckParm("-statcopy"); + if (p && p < myargc - 1) + { + // for statistics driver + extern void* statcopy; + + statcopy = (void*)atoll(myargv[p + 1]); + doom_print("External statistics registered.\n"); + } +#endif + + // start the apropriate game based on parms + p = M_CheckParm("-record"); + + if (p && p < myargc - 1) + { + G_RecordDemo(myargv[p + 1]); + autostart = true; + } + + 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) + { +#if 0 // [pd] We don't support the cdrom flag + if (M_CheckParm("-cdrom")) + { + //doom_sprintf(file, "c:\\doomdata\\"SAVEGAMENAME"%c.dsg", myargv[p + 1][0]); + } + else +#endif + { + //doom_sprintf(file, SAVEGAMENAME"%c.dsg", myargv[p + 1][0]); + doom_strcpy(file, SAVEGAMENAME); + doom_concat(file, doom_ctoa(myargv[p + 1][0])); + doom_concat(file, ".dsg"); + } + G_LoadGame(file); + } + + + if (gameaction != ga_loadgame) + { + if (autostart || netgame) + G_InitNew(startskill, startepisode, startmap); + else + D_StartTitle(); // start up intro loop + + } + + // D_DoomLoop (); // never returns [ddps] Called by app + + if (demorecording) + G_BeginRecording(); + + if (M_CheckParm("-debugfile")) + { + char filename[20]; + //doom_sprintf(filename, "debug%i.txt", consoleplayer); + doom_strcpy(filename, "debug"); + doom_concat(filename, doom_itoa(consoleplayer, 10)); + doom_concat(filename, ".txt"); + //doom_print("debug output to: %s\n", filename); + doom_print("debug output to: "); + doom_print(filename); + doom_print("\n"); + debugfile = doom_open(filename, "w"); + } + + I_InitGraphics(); +} diff --git a/demos/ports/doom/src/d_main.h b/demos/ports/doom/src/d_main.h new file mode 100644 index 0000000..9bac67d --- /dev/null +++ b/demos/ports/doom/src/d_main.h @@ -0,0 +1,59 @@ +// 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: +// System specific interface stuff. +// +//----------------------------------------------------------------------------- + +#ifndef __D_MAIN__ +#define __D_MAIN__ + + +#include "d_event.h" + + +#define MAXWADFILES 20 + + +extern char* wadfiles[MAXWADFILES]; + + +void D_AddFile(char* file); + +// +// D_DoomMain() +// Not a globally visible function, just included for source reference, +// calls all startup code, parses command line options. +// If not overrided by user input, calls N_AdvanceDemo. +// +void D_DoomMain(void); + +// Called by IO functions when input is detected. +void D_PostEvent(event_t* ev); + +// +// BASE LEVEL +// +void D_PageTicker(void); +void D_PageDrawer(void); +void D_AdvanceDemo(void); +void D_StartTitle(void); + + +#endif diff --git a/demos/ports/doom/src/d_net.c b/demos/ports/doom/src/d_net.c new file mode 100644 index 0000000..a6c2482 --- /dev/null +++ b/demos/ports/doom/src/d_net.c @@ -0,0 +1,856 @@ +// 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: +// DOOM Network game communication and protocol, +// all OS independend parts. +// +//----------------------------------------------------------------------------- + +#include "doom_config.h" + + + +#include "m_menu.h" +#include "i_system.h" +#include "i_video.h" +#include "i_net.h" +#include "g_game.h" +#include "doomdef.h" +#include "doomstat.h" + + +// +// 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 NCMD_EXIT 0x80000000 +#define NCMD_RETRANSMIT 0x40000000 +#define NCMD_SETUP 0x20000000 +#define NCMD_KILL 0x10000000 // kill game +#define NCMD_CHECKSUM 0x0fffffff + +#define RESENDCOUNT 10 +#define PL_DRONE 0x80 // bit flag in doomdata->player + + +doomcom_t* doomcom; +doomdata_t* netbuffer; // points inside doomcom + +ticcmd_t localcmds[BACKUPTICS]; + +ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; +int nettics[MAXNETNODES]; +doom_boolean nodeingame[MAXNETNODES]; // set false as nodes leave game +doom_boolean remoteresend[MAXNETNODES]; // set when local needs tics +int resendto[MAXNETNODES]; // set when remote needs tics +int resendcount[MAXNETNODES]; + +int nodeforplayer[MAXPLAYERS]; + +int maketic; +int lastnettic; +int skiptics; +int ticdup; +int maxsend; // BACKUPTICS/(2*ticdup)-1 + +doom_boolean reboundpacket; +doomdata_t reboundstore; + +char exitmsg[80]; +int gametime; +int frametics[4]; +int frameon; +int frameskip[4]; +int oldnettics; + + +extern int viewangleoffset; +extern doom_boolean advancedemo; + + +void D_ProcessEvents(void); +void G_BuildTiccmd(ticcmd_t* cmd); +void D_DoAdvanceDemo(void); + + +// +// +// +int NetbufferSize(void) +{ + return (int)(long long)&(((doomdata_t*)0)->cmds[netbuffer->numtics]); +} + + +// +// Checksum +// +unsigned NetbufferChecksum(void) +{ + unsigned c; + int i, l; + + c = 0x1234567; + + // FIXME -endianess? +// #ifdef NORMALUNIX + return 0; // byte order problems +// #endif + + l = (NetbufferSize() - (int)(long long)&(((doomdata_t*)0)->retransmitfrom)) / 4; + for (i = 0; i < l; i++) + c += ((unsigned*)&netbuffer->retransmitfrom)[i] * (i + 1); + + return c & NCMD_CHECKSUM; +} + + +// +// +// +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("Error: ExpandTics: strange value %i at maketic %i", low, maketic); + doom_strcpy(error_buf, "Error: ExpandTics: strange value "); + doom_concat(error_buf, doom_itoa(low, 10)); + doom_concat(error_buf, " at maketic "); + doom_concat(error_buf, doom_itoa(maketic, 10)); + I_Error(error_buf); + return 0; +} + + +// +// HSendPacket +// +void HSendPacket(int node, int flags) +{ + netbuffer->checksum = NetbufferChecksum() | flags; + + if (!node) + { + reboundstore = *netbuffer; + reboundpacket = true; + return; + } + + if (demoplayback) + return; + + if (!netgame) + I_Error("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); + doom_fprint(debugfile, "send ("); + doom_fprint(debugfile, doom_itoa(ExpandTics(netbuffer->starttic), 10)); + doom_fprint(debugfile, " + "); + doom_fprint(debugfile, doom_itoa(netbuffer->numtics, 10)); + doom_fprint(debugfile, ", R "); + doom_fprint(debugfile, doom_itoa(realretrans, 10)); + doom_fprint(debugfile, ") ["); + doom_fprint(debugfile, doom_itoa(doomcom->datalength, 10)); + doom_fprint(debugfile, "] "); + } + + for (i = 0; i < doomcom->datalength; i++) + { + //fprintf(debugfile, "%i ", ((byte*)netbuffer)[i]); + doom_fprint(debugfile, doom_itoa(((byte*)netbuffer)[i], 10)); + doom_fprint(debugfile, " "); + } + + doom_fprint(debugfile, "\n"); + } + + I_NetCmd(); +} + + +// +// HGetPacket +// Returns false if no packet is waiting +// +doom_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); + doom_fprint(debugfile, "bad packet length "); + doom_fprint(debugfile, doom_itoa(doomcom->datalength, 10)); + doom_fprint(debugfile, "\n"); + } + return false; + } + + if (NetbufferChecksum() != (netbuffer->checksum & NCMD_CHECKSUM)) + { + if (debugfile) + { + doom_fprint(debugfile, "bad packet checksum\n"); + } + return false; + } + + if (debugfile) + { + int realretrans; + int i; + + if (netbuffer->checksum & NCMD_SETUP) + { + doom_fprint(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); + doom_fprint(debugfile, "get "); + doom_fprint(debugfile, doom_itoa(doomcom->remotenode, 10)); + doom_fprint(debugfile, " = ("); + doom_fprint(debugfile, doom_itoa(ExpandTics(netbuffer->starttic), 10)); + doom_fprint(debugfile, " + "); + doom_fprint(debugfile, doom_itoa(netbuffer->numtics, 10)); + doom_fprint(debugfile, ", R "); + doom_fprint(debugfile, doom_itoa(realretrans, 10)); + doom_fprint(debugfile, ")["); + doom_fprint(debugfile, doom_itoa(doomcom->datalength, 10)); + doom_fprint(debugfile, "] "); + } + + for (i = 0; i < doomcom->datalength; i++) + { + //fprintf(debugfile, "%i ", ((byte*)netbuffer)[i]); + doom_fprint(debugfile, doom_itoa(((byte*)netbuffer)[i], 10)); + doom_fprint(debugfile, " "); + } + doom_fprint(debugfile, "\n"); + } + } + return true; +} + + +// +// GetPackets +// +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; + doom_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("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]); + doom_fprint(debugfile, "retransmit from "); + doom_fprint(debugfile, doom_itoa(resendto[netnode], 10)); + doom_fprint(debugfile, "\n"); + } + 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); + doom_fprint(debugfile, "out of order packet ("); + doom_fprint(debugfile, doom_itoa(realstart, 10)); + doom_fprint(debugfile, " + "); + doom_fprint(debugfile, doom_itoa(netbuffer->numtics, 10)); + doom_fprint(debugfile, ")\n"); + } + 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]); + doom_fprint(debugfile, "missed tics from "); + doom_fprint(debugfile, doom_itoa(netnode, 10)); + doom_fprint(debugfile, " ("); + doom_fprint(debugfile, doom_itoa(realstart, 10)); + doom_fprint(debugfile, " - "); + doom_fprint(debugfile, doom_itoa(nettics[netnode], 10)); + doom_fprint(debugfile, ")\n"); + } + 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 +// +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 + + //doom_print ("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("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 +// +void CheckAbort(void) +{ + event_t* ev; + int stoptic; + + stoptic = I_GetTime() + 2; + while (I_GetTime() < stoptic) + I_StartTic(); + + I_StartTic(); + for (; eventtail != eventhead + ; ) + { + ev = &events[eventtail]; + if (ev->type == ev_keydown && ev->data1 == KEY_ESCAPE) + I_Error("Error: Network game synchronization aborted."); + } + + eventtail++; + eventtail = (eventtail) & (MAXEVENTS - 1); +} + + +// +// D_ArbitrateNetStart +// +void D_ArbitrateNetStart(void) +{ + int i; + doom_boolean gotinfo[MAXNETNODES]; + + autostart = true; + doom_memset(gotinfo, 0, sizeof(gotinfo)); + + if (doomcom->consoleplayer) + { + // listen for setup info from key player + doom_print("listening for network start info...\n"); + while (1) + { + CheckAbort(); + if (!HGetPacket()) + continue; + if (netbuffer->checksum & NCMD_SETUP) + { + if (netbuffer->player != VERSION) + I_Error("Error: Different DOOM 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; + return; + } + } + } + else + { + // key player, send the setup info + doom_print("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->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 +// +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("Error: Doomcom buffer invalid!"); + + netbuffer = &doomcom->data; + consoleplayer = displayplayer = doomcom->consoleplayer; + if (netgame) + D_ArbitrateNetStart(); + + //doom_print("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", + // startskill, deathmatch, startmap, startepisode); + doom_print("startskill "); + doom_print(doom_itoa(startskill, 10)); + doom_print(" deathmatch: "); + doom_print(doom_itoa(deathmatch, 10)); + doom_print(" startmap: "); + doom_print(doom_itoa(startmap, 10)); + doom_print(" startepisode: "); + doom_print(doom_itoa(startepisode, 10)); + doom_print("\n"); + + // 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; + + //doom_print("player %i of %i (%i nodes)\n", + // consoleplayer + 1, doomcom->numplayers, doomcom->numnodes); + doom_print("player "); + doom_print(doom_itoa(consoleplayer + 1, 10)); + doom_print(" of "); + doom_print(doom_itoa(doomcom->numplayers, 10)); + doom_print(" ("); + doom_print(doom_itoa(doomcom->numnodes, 10)); + doom_print(" nodes)\n"); +} + + +// +// D_QuitNetGame +// Called before quitting to leave a net game +// without hanging the other players +// +void D_QuitNetGame(void) +{ + int i, j; + + if (debugfile) + doom_close(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 +// +void TryRunTics(void) +{ + int i; + int lowtic; + int entertic; + static int oldentertics; + int realtics; + int availabletics; + int counts; + int numplaying; + + // get real tics + entertic = I_GetTime() / ticdup; + realtics = entertic - oldentertics; + oldentertics = entertic; + + // get available tics + NetUpdate(); + + lowtic = DOOM_MAXINT; + 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); + doom_fprint(debugfile, "=======real: "); + doom_fprint(debugfile, doom_itoa(realtics, 10)); + doom_fprint(debugfile, " avail: "); + doom_fprint(debugfile, doom_itoa(availabletics, 10)); + doom_fprint(debugfile, " game: "); + doom_fprint(debugfile, doom_itoa(counts, 10)); + doom_fprint(debugfile, "\n"); + } + + 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--; + // doom_print ("-"); + } + frameskip[frameon & 3] = (oldnettics > nettics[nodeforplayer[i]]); + oldnettics = nettics[0]; + if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3]) + { + skiptics = 1; + // doom_print ("+"); + } + } + }// demoplayback + + // wait for new tics if needed + while (lowtic < gametic / ticdup + counts) + { + NetUpdate(); + lowtic = DOOM_MAXINT; + + for (i = 0; i < doomcom->numnodes; i++) + if (nodeingame[i] && nettics[i] < lowtic) + lowtic = nettics[i]; + + if (lowtic < gametic / ticdup) + I_Error("Error: TryRunTics: lowtic < gametic"); + + // don't stay in here forever -- give the menu a chance to work + if (I_GetTime() / ticdup - entertic >= 20) + { + M_Ticker(); + return; + } + } + + // run the count * ticdup dics + while (counts--) + { + for (i = 0; i < ticdup; i++) + { + if (gametic / ticdup > lowtic) + I_Error("Error: gametic>lowtic"); + if (advancedemo) + D_DoAdvanceDemo(); + M_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 + } +} diff --git a/demos/ports/doom/src/d_net.h b/demos/ports/doom/src/d_net.h new file mode 100644 index 0000000..23b72da --- /dev/null +++ b/demos/ports/doom/src/d_net.h @@ -0,0 +1,137 @@ +// 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: +// Networking stuff. +// +//----------------------------------------------------------------------------- + +#ifndef __D_NET__ +#define __D_NET__ + + +#include "d_player.h" + + +// +// Network play related stuff. +// There is a data struct that stores network +// communication related stuff, and another +// one that defines the actual packets to +// be transmitted. +// + +#define DOOMCOM_ID 0x12345678l + +// Max computers/players in a game. +#define MAXNETNODES 8 + +// Networking and tick handling related. +#define BACKUPTICS 12 + + +typedef enum +{ + CMD_SEND = 1, + CMD_GET = 2 +} command_t; + + +// +// Network packet data. +// +typedef struct +{ + // High bit is retransmit request. + unsigned checksum; + // Only valid if NCMD_RETRANSMIT. + byte retransmitfrom; + + byte starttic; + byte player; + byte numtics; + ticcmd_t cmds[BACKUPTICS]; +} doomdata_t; + + +typedef struct +{ + // Supposed to be DOOMCOM_ID? + long id; + + // DOOM executes an int to execute commands. + short intnum; + // Communication between DOOM and the driver. + // Is CMD_SEND or CMD_GET. + short command; + // Is dest for send, set by get (-1 = no packet). + short remotenode; + + // Number of bytes in doomdata to be sent + short datalength; + + // Info common to all nodes. + // Console is allways node 0. + short numnodes; + // Flag: 1 = no duplication, 2-5 = dup for slow nets. + short ticdup; + // Flag: 1 = send a backup tic in every packet. + short extratics; + // Flag: 1 = deathmatch. + short deathmatch; + // Flag: -1 = new game, 0-5 = load savegame + short savegame; + short episode; // 1-3 + short map; // 1-9 + short skill; // 1-5 + + // Info specific to this node. + short consoleplayer; + short numplayers; + + // These are related to the 3-display mode, + // in which two drones looking left and right + // were used to render two additional views + // on two additional computers. + // Probably not operational anymore. + // 1 = left, 0 = center, -1 = right + short angleoffset; + // 1 = drone + short drone; + + // The packet data to be sent. + doomdata_t data; +} doomcom_t; + + +// Create any new ticcmds and broadcast to other players. +void NetUpdate(void); + +// Broadcasts special packets to other players +// to notify of game exit +void D_QuitNetGame(void); + +//? how many ticks to run? +void TryRunTics(void); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/d_player.h b/demos/ports/doom/src/d_player.h new file mode 100644 index 0000000..fbdd777 --- /dev/null +++ b/demos/ports/doom/src/d_player.h @@ -0,0 +1,209 @@ +// 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: +// +// +//----------------------------------------------------------------------------- + +#ifndef __D_PLAYER__ +#define __D_PLAYER__ + + +// The player data structure depends on a number +// of other structs: items (internal inventory), +// animation states (closely tied to the sprites +// used to represent them, unfortunately). +#include "d_items.h" +#include "p_pspr.h" + +// In addition, the player is just a special +// case of the generic moving object/actor. +#include "p_mobj.h" + +// Finally, for odd reasons, the player input +// is buffered within the player data struct, +// as commands per game tick. +#include "d_ticcmd.h" + + +// +// Player states. +// +typedef enum +{ + // Playing or camping. + PST_LIVE, + // Dead on the ground, view follows killer. + PST_DEAD, + // Ready to restart/respawn??? + PST_REBORN +} playerstate_t; + + +// +// Player internal flags, for cheats and debug. +// +typedef enum +{ + // No clipping, walk through barriers. + CF_NOCLIP = 1, + // No damage, no health loss. + CF_GODMODE = 2, + // Not really a cheat, just a debug aid. + CF_NOMOMENTUM = 4 +} cheat_t; + + +// +// Extended player object info: player_t +// +typedef struct player_s +{ + mobj_t* mo; + playerstate_t playerstate; + ticcmd_t cmd; + + // Determine POV, + // including viewpoint bobbing during movement. + // Focal origin above r.z + fixed_t viewz; + // Base height above floor for viewz. + fixed_t viewheight; + // Bob/squat speed. + fixed_t deltaviewheight; + // bounded/scaled total momentum. + fixed_t bob; + + // This is only used between levels, + // mo->health is used during levels. + int health; + int armorpoints; + // Armor type is 0-2. + int armortype; + + // Power ups. invinc and invis are tic counters. + int powers[NUMPOWERS]; + doom_boolean cards[NUMCARDS]; + doom_boolean backpack; + + // Frags, kills of other players. + int frags[MAXPLAYERS]; + weapontype_t readyweapon; + + // Is wp_nochange if not changing. + weapontype_t pendingweapon; + + doom_boolean weaponowned[NUMWEAPONS]; + int ammo[NUMAMMO]; + int maxammo[NUMAMMO]; + + // True if button down last tic. + int attackdown; + int usedown; + + // Bit flags, for cheats and debug. + // See cheat_t, above. + int cheats; + + // Refired shots are less accurate. + int refire; + + // For intermission stats. + int killcount; + int itemcount; + int secretcount; + + // Hint messages. + char* message; + + // For screen flashing (red or bright). + int damagecount; + int bonuscount; + + // Who did damage (0 for floors/ceilings). + mobj_t* attacker; + + // So gun flashes light up areas. + int extralight; + + // Current PLAYPAL, ??? + // can be set to REDCOLORMAP for pain, etc. + int fixedcolormap; + + // Player skin colorshift, + // 0-3 for which color to draw player. + int colormap; + + // Overlay view sprites (gun, etc). + pspdef_t psprites[NUMPSPRITES]; + + // True if secret level has been done. + doom_boolean didsecret; +} player_t; + + +// +// INTERMISSION +// Structure passed e.g. to WI_Start(wb) +// +typedef struct +{ + doom_boolean in; // whether the player is in game + + // Player stats, kills, collected items etc. + int skills; + int sitems; + int ssecret; + int stime; + int frags[4]; + int score; // current score on entry, modified on return +} wbplayerstruct_t; + + +typedef struct +{ + int epsd; // episode # (0-2) + + // if true, splash the secret level + doom_boolean didsecret; + + // previous and next levels, origin 0 + int last; + int next; + + int maxkills; + int maxitems; + int maxsecret; + int maxfrags; + + // the par time + int partime; + + // index of this player in game + int pnum; + + wbplayerstruct_t plyr[MAXPLAYERS]; +} wbstartstruct_t; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/d_textur.h b/demos/ports/doom/src/d_textur.h new file mode 100644 index 0000000..8728aa9 --- /dev/null +++ b/demos/ports/doom/src/d_textur.h @@ -0,0 +1,48 @@ +// 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: +// Typedefs related to to textures etc., +// isolated here to make it easier separating modules. +// +//----------------------------------------------------------------------------- + +#ifndef __D_TEXTUR__ +#define __D_TEXTUR__ + + +#include "doomtype.h" + + +// +// Flats? +// +// a pic is an unmasked block of pixels +typedef struct +{ + byte width; + byte height; + byte data; +} pic_t; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/d_think.h b/demos/ports/doom/src/d_think.h new file mode 100644 index 0000000..bfdf39f --- /dev/null +++ b/demos/ports/doom/src/d_think.h @@ -0,0 +1,67 @@ +// 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: +// MapObj data. Map Objects or mobjs are actors, entities, +// thinker, take-your-pick... anything that moves, acts, or +// suffers state changes of more or less violent nature. +// +//----------------------------------------------------------------------------- + +#ifndef __D_THINK__ +#define __D_THINK__ + + +// +// Experimental stuff. +// To compile this as "ANSI C with classes" +// we will need to handle the various +// action functions cleanly. +// +typedef void (*actionf_v)(); +typedef void (*actionf_p1)(void*); +typedef void (*actionf_p2)(void*, void*); + +typedef union +{ + actionf_p1 acp1; + actionf_v acv; + actionf_p2 acp2; +} actionf_t; + + +// Historically, "think_t" is yet another +// function pointer to a routine to handle +// an actor. +typedef actionf_t think_t; + + +// Doubly linked list of actors. +typedef struct thinker_s +{ + struct thinker_s* prev; + struct thinker_s* next; + think_t function; +} thinker_t; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/d_ticcmd.h b/demos/ports/doom/src/d_ticcmd.h new file mode 100644 index 0000000..bc1623d --- /dev/null +++ b/demos/ports/doom/src/d_ticcmd.h @@ -0,0 +1,50 @@ +// 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 __D_TICCMD__ +#define __D_TICCMD__ + + +#include "doomtype.h" + + +// The data sampled per tick (single player) +// and transmitted to other peers (multiplayer). +// Mainly movements/button commands per game tick, +// plus a checksum for internal state consistency. +typedef struct +{ + char forwardmove; // *2048 for move + char sidemove; // *2048 for move + short angleturn; // <<16 for angle delta + short consistancy; // checks for net game + byte chatchar; + byte buttons; +} ticcmd_t; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/doom_config.h b/demos/ports/doom/src/doom_config.h new file mode 100644 index 0000000..93d71ee --- /dev/null +++ b/demos/ports/doom/src/doom_config.h @@ -0,0 +1,56 @@ +#ifndef __DOOM_CONFIG_H__ +#define __DOOM_CONFIG_H__ + + +#if defined(WIN32) +#define DOOM_WIN32 +#elif defined(__APPLE__) +#define DOOM_APPLE +#else +#define DOOM_LINUX +#endif + + +#include "DOOM.h" + + +#define doom_abs(x) ((x) < 0 ? -(x) : (x)) + + +extern char error_buf[260]; +extern int doom_flags; +extern doom_print_fn doom_print; +extern doom_malloc_fn doom_malloc; +extern doom_free_fn doom_free; +extern doom_open_fn doom_open; +extern doom_close_fn doom_close; +extern doom_read_fn doom_read; +extern doom_write_fn doom_write; +extern doom_seek_fn doom_seek; +extern doom_tell_fn doom_tell; +extern doom_eof_fn doom_eof; +extern doom_gettime_fn doom_gettime; +extern doom_exit_fn doom_exit; +extern doom_getenv_fn doom_getenv; + + +const char* doom_itoa(int i, int radix); +const char* doom_ctoa(char c); +const char* doom_ptoa(void* p); +void doom_memset(void* ptr, int value, int num); +void* doom_memcpy(void* destination, const void* source, int num); +int doom_fprint(void* handle, const char* str); +int doom_strlen(const char* str); +char* doom_concat(char* dst, const char* src); +char* doom_strcpy(char* destination, const char* source); +char* doom_strncpy(char* destination, const char* source, int num); +int doom_strcmp(const char* str1, const char* str2); +int doom_strncmp(const char* str1, const char* str2, int n); +int doom_strcasecmp(const char* str1, const char* str2); +int doom_strncasecmp(const char* str1, const char* str2, int n); +int doom_atoi(const char* str); +int doom_atox(const char* str); +int doom_toupper(int c); + + +#endif diff --git a/demos/ports/doom/src/doomdata.h b/demos/ports/doom/src/doomdata.h new file mode 100644 index 0000000..e414eca --- /dev/null +++ b/demos/ports/doom/src/doomdata.h @@ -0,0 +1,215 @@ +// 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: +// all external data is defined here +// most of the data is loaded into different structures at run time +// some internal structures shared by many modules are here +// +//----------------------------------------------------------------------------- + +#ifndef __DOOMDATA__ +#define __DOOMDATA__ + + +// The most basic types we use, portability. +#include "doomtype.h" + +// Some global defines, that configure the game. +#include "doomdef.h" + + +// +// Map level types. +// The following data structures define the persistent format +// used in the lumps of the WAD files. +// + +// Lump order in a map WAD: each map needs a couple of lumps +// to provide a complete scene geometry description. +enum +{ + ML_LABEL, // A separator, name, ExMx or MAPxx + ML_THINGS, // Monsters, items.. + ML_LINEDEFS, // LineDefs, from editing + ML_SIDEDEFS, // SideDefs, from editing + ML_VERTEXES, // Vertices, edited and BSP splits generated + ML_SEGS, // LineSegs, from LineDefs split by BSP + ML_SSECTORS, // SubSectors, list of LineSegs + ML_NODES, // BSP nodes + ML_SECTORS, // Sectors, from editing + ML_REJECT, // LUT, sector-sector visibility + ML_BLOCKMAP // LUT, motion clipping, walls/grid element +}; + + +// A single Vertex. +typedef struct +{ + short x; + short y; +} mapvertex_t; + + +// A SideDef, defining the visual appearance of a wall, +// by setting textures and offsets. +typedef struct +{ + short textureoffset; + short rowoffset; + char toptexture[8]; + char bottomtexture[8]; + char midtexture[8]; + // Front sector, towards viewer. + short sector; +} mapsidedef_t; + + +// A LineDef, as used for editing, and as input +// to the BSP builder. +typedef struct +{ + short v1; + short v2; + short flags; + short special; + short tag; + // sidenum[1] will be -1 if one sided + short sidenum[2]; +} maplinedef_t; + + +// +// LineDef attributes. +// + +// Solid, is an obstacle. +#define ML_BLOCKING 1 + +// Blocks monsters only. +#define ML_BLOCKMONSTERS 2 + +// Backside will not be present at all +// if not two sided. +#define ML_TWOSIDED 4 + +// 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 (use next to windows). + +// upper texture unpegged +#define ML_DONTPEGTOP 8 + +// lower texture unpegged +#define ML_DONTPEGBOTTOM 16 + +// In AutoMap: don't map as two sided: IT'S A SECRET! +#define ML_SECRET 32 + +// Sound rendering: don't let sound cross two of these. +#define ML_SOUNDBLOCK 64 + +// Don't draw on the automap at all. +#define ML_DONTDRAW 128 + +// Set if already seen, thus drawn in automap. +#define ML_MAPPED 256 + + +// Sector definition, from editing. +typedef struct +{ + short floorheight; + short ceilingheight; + char floorpic[8]; + char ceilingpic[8]; + short lightlevel; + short special; + short tag; +} mapsector_t; + + +// SubSector, as generated by BSP. +typedef struct +{ + short numsegs; + // Index of first one, segs are stored sequentially. + short firstseg; +} mapsubsector_t; + + +// LineSeg, generated by splitting LineDefs +// using partition lines selected by BSP builder. +typedef struct +{ + short v1; + short v2; + short angle; + short linedef; + short side; + short offset; +} mapseg_t; + + +// +// BSP node structure. +// + +// Indicate a leaf. +#define NF_SUBSECTOR 0x8000 + +typedef struct +{ + // Partition line from (x,y) to x+dx,y+dy) + short x; + short y; + short dx; + short dy; + + // Bounding box for each child, + // clip against view frustum. + short bbox[2][4]; + + // If NF_SUBSECTOR its a subsector, + // else it's a node of another subtree. + unsigned short children[2]; +} mapnode_t; + + +// Thing definition, position, orientation and type, +// plus skill/visibility flags and attributes. +typedef struct +{ + short x; + short y; + short angle; + short type; + short options; +} mapthing_t; + + +#endif // __DOOMDATA__ + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/doomdef.c b/demos/ports/doom/src/doomdef.c new file mode 100644 index 0000000..8c9899c --- /dev/null +++ b/demos/ports/doom/src/doomdef.c @@ -0,0 +1,27 @@ +// 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: +// DoomDef - basic defines for DOOM, e.g. Version, game mode +// and skill level, and display parameters. +// +//----------------------------------------------------------------------------- + +#include "doom_config.h" + +#include "doomdef.h" diff --git a/demos/ports/doom/src/doomdef.h b/demos/ports/doom/src/doomdef.h new file mode 100644 index 0000000..43b7fc2 --- /dev/null +++ b/demos/ports/doom/src/doomdef.h @@ -0,0 +1,264 @@ +// 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: +// Internally used data structures for virtually everything, +// key definitions, lots of other stuff. +// +//----------------------------------------------------------------------------- + +#ifndef __DOOMDEF__ +#define __DOOMDEF__ + + + + + + +// +// Global parameters/defines. +// +// DOOM version +enum +{ + VERSION = 110 +}; + + +// Game mode handling - identify IWAD version +// to handle IWAD dependend animations etc. +typedef enum +{ + shareware, // DOOM 1 shareware, E1, M9 + registered, // DOOM 1 registered, E3, M27 + commercial, // DOOM 2 retail, E1 M34 + // DOOM 2 german edition not handled + retail, // DOOM 1 retail, E4, M36 + indetermined // Well, no IWAD found. +} GameMode_t; + + +// Mission packs - might be useful for TC stuff? +typedef enum +{ + doom, // DOOM 1 + doom2, // DOOM 2 + pack_tnt, // TNT mission pack + pack_plut, // Plutonia pack + none +} GameMission_t; + + +// Identify language to use, software localization. +typedef enum +{ + english, + french, + german, + unknown +} Language_t; + + +// If rangecheck is undefined, +// most parameter validation debugging code will not be compiled +#define RANGECHECK + +// +// For resize of screen, at start of game. +// It will not work dynamically, see visplanes. +// +#define BASE_WIDTH 320 + +// It is educational but futile to change this +// scaling e.g. to 2. Drawing of status bar, +// menues etc. is tied to the scale implied +// by the graphics. +#define SCREEN_MUL 1 +#define INV_ASPECT_RATIO 0.625 // 0.75, ideally + +// Defines suck. C sucks. +// C++ might sucks for OOP, but it sure is a better C. +// So there. +// extern int SCREENWIDTH; +#define SCREENWIDTH 320 +#define SCREENHEIGHT 200 + +// The maximum number of players, multiplayer/networking. +#define MAXPLAYERS 4 + +// State updates, number of tics / second. +#if defined(DOOM_FAST_TICK) +#define TICKMUL 2 +#else +#define TICKMUL 1 +#endif +#define TICRATE (35 * TICKMUL) + + +// The current state of the game: whether we are +// playing, gazing at the intermission screen, +// the game final animation, or a demo. +typedef enum +{ + GS_LEVEL, + GS_INTERMISSION, + GS_FINALE, + GS_DEMOSCREEN +} gamestate_t; + + +// +// Difficulty/skill settings/filters. +// + +// Skill flags. +#define MTF_EASY 1 +#define MTF_NORMAL 2 +#define MTF_HARD 4 + +// Deaf monsters/do not react to sound. +#define MTF_AMBUSH 8 + + +typedef enum +{ + sk_baby, + sk_easy, + sk_medium, + sk_hard, + sk_nightmare +} skill_t; + + +// +// Key cards. +// +typedef enum +{ + it_bluecard, + it_yellowcard, + it_redcard, + it_blueskull, + it_yellowskull, + it_redskull, + NUMCARDS +} card_t; + + +// The defined weapons, +// including a marker indicating +// user has not changed weapon. +typedef enum +{ + wp_fist, + wp_pistol, + wp_shotgun, + wp_chaingun, + wp_missile, + wp_plasma, + wp_bfg, + wp_chainsaw, + wp_supershotgun, + NUMWEAPONS, + // No pending weapon change. + wp_nochange +} weapontype_t; + + +// Ammunition types defined. +typedef enum +{ + am_clip, // Pistol / chaingun ammo. + am_shell, // Shotgun / double barreled shotgun. + am_cell, // Plasma rifle, BFG. + am_misl, // Missile launcher. + NUMAMMO, + am_noammo // Unlimited for chainsaw / fist. +} ammotype_t; + + +// Power up artifacts. +typedef enum +{ + pw_invulnerability, + pw_strength, + pw_invisibility, + pw_ironfeet, + pw_allmap, + pw_infrared, + NUMPOWERS +} powertype_t; + + +// +// Power up durations, +// how many seconds till expiration, +// assuming TICRATE is 35 ticks/second. +// +typedef enum +{ + INVULNTICS = (30 * TICRATE), + INVISTICS = (60 * TICRATE), + INFRATICS = (120 * TICRATE), + IRONTICS = (60 * TICRATE) +} powerduration_t; + + +// +// DOOM keyboard definition. +// This is the stuff configured by Setup.Exe. +// Most key data are simple ascii (uppercased). +// +#define KEY_RIGHTARROW 0xae +#define KEY_LEFTARROW 0xac +#define KEY_UPARROW 0xad +#define KEY_DOWNARROW 0xaf +#define KEY_ESCAPE 27 +#define KEY_ENTER 13 +#define KEY_TAB 9 +#define KEY_F1 (0x80+0x3b) +#define KEY_F2 (0x80+0x3c) +#define KEY_F3 (0x80+0x3d) +#define KEY_F4 (0x80+0x3e) +#define KEY_F5 (0x80+0x3f) +#define KEY_F6 (0x80+0x40) +#define KEY_F7 (0x80+0x41) +#define KEY_F8 (0x80+0x42) +#define KEY_F9 (0x80+0x43) +#define KEY_F10 (0x80+0x44) +#define KEY_F11 (0x80+0x57) +#define KEY_F12 (0x80+0x58) + +#define KEY_BACKSPACE 127 +#define KEY_PAUSE 0xff + +#define KEY_EQUALS 0x3d +#define KEY_MINUS 0x2d + +#define KEY_RSHIFT (0x80+0x36) +#define KEY_RCTRL (0x80+0x1d) +#define KEY_RALT (0x80+0x38) + +#define KEY_LALT KEY_RALT + + +#endif // __DOOMDEF__ + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/doomstat.c b/demos/ports/doom/src/doomstat.c new file mode 100644 index 0000000..c03932c --- /dev/null +++ b/demos/ports/doom/src/doomstat.c @@ -0,0 +1,37 @@ +// 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: +// Put all global tate variables here. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" +#include "doomstat.h" + + +// Game Mode - identify IWAD as shareware, retail etc. +GameMode_t gamemode = indetermined; +GameMission_t gamemission = doom; + +// Language. +Language_t language = english; + +// Set if homebrew PWAD stuff has been added. +doom_boolean modifiedgame; diff --git a/demos/ports/doom/src/doomstat.h b/demos/ports/doom/src/doomstat.h new file mode 100644 index 0000000..288bfa4 --- /dev/null +++ b/demos/ports/doom/src/doomstat.h @@ -0,0 +1,268 @@ +// 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: +// All the global variables that store the internal state. +// Theoretically speaking, the internal state of the engine +// should be found by looking at the variables collected +// here, and every relevant module will have to include +// this header file. +// In practice, things are a bit messy. +// +//----------------------------------------------------------------------------- + +#ifndef __D_STATE__ +#define __D_STATE__ + + +// We need globally shared data structures, +// for defining the global state variables. +#include "doomdata.h" +#include "d_net.h" + +// We need the playr data structure as well. +#include "d_player.h" + + +// ------------------------ +// Command line parameters. +// +extern doom_boolean nomonsters; // checkparm of -nomonsters +extern doom_boolean respawnparm; // checkparm of -respawn +extern doom_boolean fastparm; // checkparm of -fast +extern doom_boolean devparm; // DEBUG: launched with -devparm + + +// ----------------------------------------------------- +// Game Mode - identify IWAD as shareware, retail etc. +// +extern GameMode_t gamemode; +extern GameMission_t gamemission; + +// Set if homebrew PWAD stuff has been added. +extern doom_boolean modifiedgame; + + +// ------------------------------------------- +// Language. +extern Language_t language; + + +// ------------------------------------------- +// Selected skill type, map etc. +// + +// Defaults for menu, methinks. +extern skill_t startskill; +extern int startepisode; +extern int startmap; + +extern doom_boolean autostart; + +// Selected by user. +extern skill_t gameskill; +extern int gameepisode; +extern int gamemap; + +// Nightmare mode flag, single player. +extern doom_boolean respawnmonsters; + +// Netgame? Only true if >1 player. +extern doom_boolean netgame; + +// Flag: true only if started as net deathmatch. +// An enum might handle altdeath/cooperative better. +extern doom_boolean deathmatch; + +// ------------------------- +// Internal parameters for sound rendering. +// These have been taken from the DOS version, +// but are not (yet) supported with Linux +// (e.g. no sound volume adjustment with menu. + +// These are not used, but should be (menu). +// From m_menu.c: +// Sound FX volume has default, 0 - 15 +// Music volume has default, 0 - 15 +// These are multiplied by 8. +extern int snd_SfxVolume; // maximum volume for sound +extern int snd_MusicVolume; // maximum volume for music + +// Current music/sfx card - index useless +// w/o a reference LUT in a sound module. +// Ideally, this would use indices found +// in: /usr/include/linux/soundcard.h +extern int snd_MusicDevice; +extern int snd_SfxDevice; + +// Config file? Same disclaimer as above. +extern int snd_DesiredMusicDevice; +extern int snd_DesiredSfxDevice; + + +// ------------------------- +// Status flags for refresh. +// + +// Depending on view size - no status bar? +// Note that there is no way to disable the +// status bar explicitely. +extern doom_boolean statusbaractive; + +extern doom_boolean automapactive; // In AutoMap mode? +extern doom_boolean menuactive; // Menu overlayed? +extern doom_boolean paused; // Game Pause? + +extern doom_boolean viewactive; + +extern doom_boolean nodrawers; +extern doom_boolean noblit; + +extern int viewwindowx; +extern int viewwindowy; +extern int viewheight; +extern int viewwidth; +extern int scaledviewwidth; + + +// This one is related to the 3-screen display mode. +// ANG90 = left side, ANG270 = right +extern int viewangleoffset; + +// Player taking events, and displaying. +extern int consoleplayer; +extern int displayplayer; + + +// ------------------------------------- +// Scores, rating. +// Statistics on a given map, for intermission. +// +extern int totalkills; +extern int totalitems; +extern int totalsecret; + +// Timer, for scores. +extern int levelstarttic; // gametic at level start +extern int leveltime; // tics in game play for par + + +// -------------------------------------- +// DEMO playback/recording related stuff. +// No demo, there is a human player in charge? +// Disable save/end game? +extern doom_boolean usergame; + +//? +extern doom_boolean demoplayback; +extern doom_boolean demorecording; + +// Quit after playing a demo from cmdline. +extern doom_boolean singledemo; + +//? +extern gamestate_t gamestate; + + +//----------------------------- +// Internal parameters, fixed. +// These are set by the engine, and not changed +// according to user inputs. Partly load from +// WAD, partly set at startup time. + +extern int gametic; + + +// Bookkeeping on players - state. +extern player_t players[MAXPLAYERS]; + +// Alive? Disconnected? +extern doom_boolean playeringame[MAXPLAYERS]; + + +// Player spawn spots for deathmatch. +#define MAX_DM_STARTS 10 +extern mapthing_t deathmatchstarts[MAX_DM_STARTS]; +extern mapthing_t* deathmatch_p; + +// Player spawn spots. +extern mapthing_t playerstarts[MAXPLAYERS]; + +// Intermission stats. +// Parameters for world map / intermission. +extern wbstartstruct_t wminfo; + + +// LUT of ammunition limits for each kind. +// This doubles with BackPack powerup item. +extern int maxammo[NUMAMMO]; + + +//----------------------------------------- +// Internal parameters, used for engine. +// + +// File handling stuff. +extern char basedefault[1024]; +extern void* debugfile; + +// if true, load all graphics at level load +extern doom_boolean precache; + +// wipegamestate can be set to -1 +// to force a wipe on the next draw +extern gamestate_t wipegamestate; + +extern int mouseSensitivity; +//? +// debug flag to cancel adaptiveness +extern doom_boolean singletics; + +extern int bodyqueslot; + + +// Needed to store the number of the dummy sky flat. +// Used for rendering, +// as well as tracking projectiles etc. +extern int skyflatnum; + + +// Netgame stuff (buffers and pointers, i.e. indices). + +// This is ??? +extern doomcom_t* doomcom; + +// This points inside doomcom. +extern doomdata_t* netbuffer; + + +extern ticcmd_t localcmds[BACKUPTICS]; +extern int rndindex; + +extern int maketic; +extern int nettics[MAXNETNODES]; + +extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; +extern int ticdup; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/doomtype.h b/demos/ports/doom/src/doomtype.h new file mode 100644 index 0000000..f398dc3 --- /dev/null +++ b/demos/ports/doom/src/doomtype.h @@ -0,0 +1,65 @@ +// 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: +// Simple basic typedefs, isolated here to make it easier +// separating modules. +// +//----------------------------------------------------------------------------- + +#ifndef __DOOMTYPE__ +#define __DOOMTYPE__ + + +// Fixed to use builtin bool type with C++. +#ifdef __cplusplus +typedef bool doom_boolean; +#else +#if !defined(false) && !defined(true) +typedef enum +{ + false, true +} doom_boolean; +#else +typedef int doom_boolean; +#endif +#endif + + +typedef unsigned char byte; + + +#define DOOM_MAXCHAR ((char)0x7f) +#define DOOM_MAXSHORT ((short)0x7fff) + +// Max pos 32-bit int. +#define DOOM_MAXINT ((int)0x7fffffff) +#define DOOM_MAXLONG ((long)0x7fffffff) +#define DOOM_MINCHAR ((char)0x80) +#define DOOM_MINSHORT ((short)0x8000) + +// Max negative 32-bit integer. +#define DOOM_MININT ((int)0x80000000) +#define DOOM_MINLONG ((long)0x80000000) + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/dstrings.c b/demos/ports/doom/src/dstrings.c new file mode 100644 index 0000000..86ec099 --- /dev/null +++ b/demos/ports/doom/src/dstrings.c @@ -0,0 +1,61 @@ +// 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: +// Globally defined strings. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" +#include "dstrings.h" + + +char* endmsg[NUM_QUITMESSAGES + 1] = +{ + // DOOM1 + QUITMSG, + "please don't leave, there's more\ndemons to toast!", + "let's beat it -- this is turning\ninto a bloodbath!", + "i wouldn't leave if i were you.\ndos is much worse.", + "you're trying to say you like dos\nbetter than me, right?", + "don't leave yet -- there's a\ndemon around that corner!", + "ya know, next time you come in here\ni'm gonna toast ya.", + "go ahead and leave. see if i care.", + + // QuitDOOM II messages + "you want to quit?\nthen, thou hast lost an eighth!", + "don't go now, there's a \ndimensional shambler waiting\nat the dos prompt!", + "get outta here and go back\nto your boring programs.", + "if i were your boss, i'd \n deathmatch ya in a minute!", + "look, bud. you leave now\nand you forfeit your body count!", + "just leave. when you come\nback, i'll be waiting with a bat.", + "you're lucky i don't smack\nyou for thinking about leaving.", + + // FinalDOOM? + "fuck you, pussy!\nget the fuck out!", + "you quit and i'll jizz\nin your cystholes!", + "if you leave, i'll make\nthe lord drink my jizz.", + "hey, ron! can we say\n'fuck' in the game?", + "i'd leave: this is just\nmore monsters and levels.\nwhat a load.", + "suck it down, asshole!\nyou're a fucking wimp!", + "don't quit now! we're \nstill spending your money!", + + // Internal debug. Different style, too. + "THIS IS NO MESSAGE!\nPage intentionally left blank." +}; diff --git a/demos/ports/doom/src/dstrings.h b/demos/ports/doom/src/dstrings.h new file mode 100644 index 0000000..7b2db42 --- /dev/null +++ b/demos/ports/doom/src/dstrings.h @@ -0,0 +1,66 @@ +// 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: +// DOOM strings, by language. +// +//----------------------------------------------------------------------------- + +#ifndef __DSTRINGS__ +#define __DSTRINGS__ + + +// All important printed strings. +// Language selection (message strings). +// Use -DFRENCH etc. + +#ifdef FRENCH +#include "d_french.h" // Leave the extra space there, to throw off regex in PureDOOM.h creation +#else +#include "d_englsh.h" +#endif + + +// Misc. other strings. +#define SAVEGAMENAME "doomsav" + +// +// File locations, +// relative to current position. +// Path names are OS-sensitive. +// +#define DEVMAPS "devmaps" +#define DEVDATA "devdata" + +// Not done in french? + +// QuitDOOM messages +#define NUM_QUITMESSAGES 22 + + +extern char* endmsg[]; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/f_finale.c b/demos/ports/doom/src/f_finale.c new file mode 100644 index 0000000..87cc70a --- /dev/null +++ b/demos/ports/doom/src/f_finale.c @@ -0,0 +1,718 @@ +// 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: +// Game completion, final screen animation. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + +#include "i_system.h" // Functions. +#include "m_swap.h" // Functions. +#include "z_zone.h" // Functions. +#include "v_video.h" // Functions. +#include "w_wad.h" // Functions. +#include "s_sound.h" // Functions. +#include "dstrings.h" // Data. +#include "sounds.h" // Data. +#include "doomstat.h" +#include "r_state.h" +#include "hu_stuff.h" + + +#define TEXTSPEED 3 +#define TEXTWAIT 250 + + +typedef struct +{ + char* name; + mobjtype_t type; +} castinfo_t; + + +// Stage of animation: +// 0 = text, 1 = art screen, 2 = character cast +int finalestage; + +int finalecount; + +char* e1text = E1TEXT; +char* e2text = E2TEXT; +char* e3text = E3TEXT; +char* e4text = E4TEXT; + +char* c1text = C1TEXT; +char* c2text = C2TEXT; +char* c3text = C3TEXT; +char* c4text = C4TEXT; +char* c5text = C5TEXT; +char* c6text = C6TEXT; + +char* p1text = P1TEXT; +char* p2text = P2TEXT; +char* p3text = P3TEXT; +char* p4text = P4TEXT; +char* p5text = P5TEXT; +char* p6text = P6TEXT; + +char* t1text = T1TEXT; +char* t2text = T2TEXT; +char* t3text = T3TEXT; +char* t4text = T4TEXT; +char* t5text = T5TEXT; +char* t6text = T6TEXT; + +char* finaletext; +char* finaleflat; + +castinfo_t castorder[] = { + {CC_ZOMBIE, MT_POSSESSED}, + {CC_SHOTGUN, MT_SHOTGUY}, + {CC_HEAVY, MT_CHAINGUY}, + {CC_IMP, MT_TROOP}, + {CC_DEMON, MT_SERGEANT}, + {CC_LOST, MT_SKULL}, + {CC_CACO, MT_HEAD}, + {CC_HELL, MT_KNIGHT}, + {CC_BARON, MT_BRUISER}, + {CC_ARACH, MT_BABY}, + {CC_PAIN, MT_PAIN}, + {CC_REVEN, MT_UNDEAD}, + {CC_MANCU, MT_FATSO}, + {CC_ARCH, MT_VILE}, + {CC_SPIDER, MT_SPIDER}, + {CC_CYBER, MT_CYBORG}, + {CC_HERO, MT_PLAYER}, + + {0,0} +}; + +int castnum; +int casttics; +state_t* caststate; +doom_boolean castdeath; +int castframes; +int castonmelee; +doom_boolean castattacking; + + +// +// F_StartCast +// +extern gamestate_t wipegamestate; +extern patch_t* hu_font[HU_FONTSIZE]; + + +void F_StartCast(void); +void F_CastTicker(void); +doom_boolean F_CastResponder(event_t* ev); +void F_CastDrawer(void); +void V_DrawPatchFlipped(int x, int y, int scrn, patch_t* patch); + + +// +// F_StartFinale +// +void F_StartFinale(void) +{ + gameaction = ga_nothing; + gamestate = GS_FINALE; + viewactive = false; + automapactive = false; + + // Okay - IWAD dependend stuff. + // This has been changed severly, and + // some stuff might have changed in the process. + switch (gamemode) + { + + // DOOM 1 - E1, E3 or E4, but each nine missions + case shareware: + case registered: + case retail: + { + S_ChangeMusic(mus_victor, true); + + switch (gameepisode) + { + case 1: + finaleflat = "FLOOR4_8"; + finaletext = e1text; + break; + case 2: + finaleflat = "SFLR6_1"; + finaletext = e2text; + break; + case 3: + finaleflat = "MFLR8_4"; + finaletext = e3text; + break; + case 4: + finaleflat = "MFLR8_3"; + finaletext = e4text; + break; + default: + // Ouch. + break; + } + break; + } + + // DOOM II and missions packs with E1, M34 + case commercial: + { + S_ChangeMusic(mus_read_m, true); + + switch (gamemap) + { + case 6: + finaleflat = "SLIME16"; + finaletext = c1text; + break; + case 11: + finaleflat = "RROCK14"; + finaletext = c2text; + break; + case 20: + finaleflat = "RROCK07"; + finaletext = c3text; + break; + case 30: + finaleflat = "RROCK17"; + finaletext = c4text; + break; + case 15: + finaleflat = "RROCK13"; + finaletext = c5text; + break; + case 31: + finaleflat = "RROCK19"; + finaletext = c6text; + break; + default: + // Ouch. + break; + } + break; + } + + + // Indeterminate. + default: + S_ChangeMusic(mus_read_m, true); + finaleflat = "F_SKY1"; // Not used anywhere else. + finaletext = c1text; // FIXME - other text, music? + break; + } + + finalestage = 0; + finalecount = 0; +} + + +doom_boolean F_Responder(event_t* event) +{ + if (finalestage == 2) + return F_CastResponder(event); + + return false; +} + + +// +// F_Ticker +// +void F_Ticker(void) +{ + int i; + + // check for skipping + if ((gamemode == commercial) + && (finalecount > 50)) + { + // go on to the next level + for (i = 0; i < MAXPLAYERS; i++) + if (players[i].cmd.buttons) + break; + + if (i < MAXPLAYERS) + { + if (gamemap == 30) + F_StartCast(); + else + gameaction = ga_worlddone; + } + } + + // advance animation + finalecount++; + + if (finalestage == 2) + { + F_CastTicker(); + return; + } + + if (gamemode == commercial) + return; + + if (!finalestage && finalecount > doom_strlen(finaletext) * TEXTSPEED + TEXTWAIT) + { + finalecount = 0; + finalestage = 1; + wipegamestate = -1; // force a wipe + if (gameepisode == 3) + S_StartMusic(mus_bunny); + } +} + + +// +// F_TextWrite +// +void F_TextWrite(void) +{ + byte* src; + byte* dest; + + int x, y, w; + int count; + char* ch; + int c; + int cx; + int cy; + + // erase the entire screen to a tiled background + src = W_CacheLumpName(finaleflat, PU_CACHE); + dest = screens[0]; + + for (y = 0; y < SCREENHEIGHT; y++) + { + for (x = 0; x < SCREENWIDTH / 64; x++) + { + doom_memcpy(dest, src + ((y & 63) << 6), 64); + dest += 64; + } + if (SCREENWIDTH & 63) + { + doom_memcpy(dest, src + ((y & 63) << 6), SCREENWIDTH & 63); + dest += (SCREENWIDTH & 63); + } + } + + V_MarkRect(0, 0, SCREENWIDTH, SCREENHEIGHT); + + // draw some of the text onto the screen + cx = 10; + cy = 10; + ch = finaletext; + + count = (finalecount - 10) / TEXTSPEED; + if (count < 0) + count = 0; + for (; count; count--) + { + c = *ch++; + if (!c) + break; + if (c == '\n') + { + cx = 10; + cy += 11; + continue; + } + + c = doom_toupper(c) - HU_FONTSTART; + if (c < 0 || c> HU_FONTSIZE) + { + cx += 4; + continue; + } + + w = SHORT(hu_font[c]->width); + if (cx + w > SCREENWIDTH) + break; + V_DrawPatch(cx, cy, 0, hu_font[c]); + cx += w; + } +} + + +// +// Final DOOM 2 animation +// Casting by id Software. +// in order of appearance +// +void F_StartCast(void) +{ + wipegamestate = -1; // force a screen wipe + castnum = 0; + caststate = &states[mobjinfo[castorder[castnum].type].seestate]; + casttics = caststate->tics; + castdeath = false; + finalestage = 2; + castframes = 0; + castonmelee = 0; + castattacking = false; + S_ChangeMusic(mus_evil, true); +} + + +// +// F_CastTicker +// +void F_CastTicker(void) +{ + int st; + int sfx; + + if (--casttics > 0) + return; // not time to change state yet + + if (caststate->tics == -1 || caststate->nextstate == S_NULL) + { + // switch from deathstate to next monster + castnum++; + castdeath = false; + if (castorder[castnum].name == 0) + castnum = 0; + if (mobjinfo[castorder[castnum].type].seesound) + S_StartSound(0, mobjinfo[castorder[castnum].type].seesound); + caststate = &states[mobjinfo[castorder[castnum].type].seestate]; + castframes = 0; + } + else + { + // just advance to next state in animation + if (caststate == &states[S_PLAY_ATK1]) + goto stopattack; // Oh, gross hack! + st = caststate->nextstate; + caststate = &states[st]; + castframes++; + + // sound hacks.... + switch (st) + { + case S_PLAY_ATK1: sfx = sfx_dshtgn; break; + case S_POSS_ATK2: sfx = sfx_pistol; break; + case S_SPOS_ATK2: sfx = sfx_shotgn; break; + case S_VILE_ATK2: sfx = sfx_vilatk; break; + case S_SKEL_FIST2: sfx = sfx_skeswg; break; + case S_SKEL_FIST4: sfx = sfx_skepch; break; + case S_SKEL_MISS2: sfx = sfx_skeatk; break; + case S_FATT_ATK8: + case S_FATT_ATK5: + case S_FATT_ATK2: sfx = sfx_firsht; break; + case S_CPOS_ATK2: + case S_CPOS_ATK3: + case S_CPOS_ATK4: sfx = sfx_shotgn; break; + case S_TROO_ATK3: sfx = sfx_claw; break; + case S_SARG_ATK2: sfx = sfx_sgtatk; break; + case S_BOSS_ATK2: + case S_BOS2_ATK2: + case S_HEAD_ATK2: sfx = sfx_firsht; break; + case S_SKULL_ATK2: sfx = sfx_sklatk; break; + case S_SPID_ATK2: + case S_SPID_ATK3: sfx = sfx_shotgn; break; + case S_BSPI_ATK2: sfx = sfx_plasma; break; + case S_CYBER_ATK2: + case S_CYBER_ATK4: + case S_CYBER_ATK6: sfx = sfx_rlaunc; break; + case S_PAIN_ATK3: sfx = sfx_sklatk; break; + default: sfx = 0; break; + } + + if (sfx) + S_StartSound(0, sfx); + } + + if (castframes == 12) + { + // go into attack frame + castattacking = true; + if (castonmelee) + caststate = &states[mobjinfo[castorder[castnum].type].meleestate]; + else + caststate = &states[mobjinfo[castorder[castnum].type].missilestate]; + castonmelee ^= 1; + if (caststate == &states[S_NULL]) + { + if (castonmelee) + caststate = + &states[mobjinfo[castorder[castnum].type].meleestate]; + else + caststate = + &states[mobjinfo[castorder[castnum].type].missilestate]; + } + } + + if (castattacking) + { + if (castframes == 24 + || caststate == &states[mobjinfo[castorder[castnum].type].seestate]) + { +stopattack: + castattacking = false; + castframes = 0; + caststate = &states[mobjinfo[castorder[castnum].type].seestate]; + } + } + + casttics = caststate->tics; + if (casttics == -1) + casttics = 15; +} + + +// +// F_CastResponder +// +doom_boolean F_CastResponder(event_t* ev) +{ + if (ev->type != ev_keydown) + return false; + + if (castdeath) + return true; // already in dying frames + + // go into death frame + castdeath = true; + caststate = &states[mobjinfo[castorder[castnum].type].deathstate]; + casttics = caststate->tics; + castframes = 0; + castattacking = false; + if (mobjinfo[castorder[castnum].type].deathsound) + S_StartSound(0, mobjinfo[castorder[castnum].type].deathsound); + + return true; +} + + +void F_CastPrint(char* text) +{ + char* ch; + int c; + int cx; + int w; + int width; + + // find width + ch = text; + width = 0; + + while (ch) + { + c = *ch++; + if (!c) + break; + c = doom_toupper(c) - HU_FONTSTART; + if (c < 0 || c> HU_FONTSIZE) + { + width += 4; + continue; + } + + w = SHORT(hu_font[c]->width); + width += w; + } + + // draw it + cx = 160 - width / 2; + ch = text; + while (ch) + { + c = *ch++; + if (!c) + break; + c = doom_toupper(c) - HU_FONTSTART; + if (c < 0 || c> HU_FONTSIZE) + { + cx += 4; + continue; + } + + w = SHORT(hu_font[c]->width); + V_DrawPatch(cx, 180, 0, hu_font[c]); + cx += w; + } +} + + +// +// F_CastDrawer +// +void F_CastDrawer(void) +{ + spritedef_t* sprdef; + spriteframe_t* sprframe; + int lump; + doom_boolean flip; + patch_t* patch; + + // erase the entire screen to a background + V_DrawPatch(0, 0, 0, W_CacheLumpName("BOSSBACK", PU_CACHE)); + + F_CastPrint(castorder[castnum].name); + + // draw the current frame in the middle of the screen + sprdef = &sprites[caststate->sprite]; + sprframe = &sprdef->spriteframes[caststate->frame & FF_FRAMEMASK]; + lump = sprframe->lump[0]; + flip = (doom_boolean)sprframe->flip[0]; + + patch = W_CacheLumpNum(lump + firstspritelump, PU_CACHE); + if (flip) + V_DrawPatchFlipped(160, 170, 0, patch); + else + V_DrawPatch(160, 170, 0, patch); +} + + +// +// F_DrawPatchCol +// +void F_DrawPatchCol(int x, patch_t* patch, int col) +{ + column_t* column; + byte* source; + byte* dest; + byte* desttop; + int count; + + column = (column_t*)((byte*)patch + LONG(patch->columnofs[col])); + desttop = screens[0] + x; + + // 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); + } +} + + +// +// F_BunnyScroll +// +void F_BunnyScroll(void) +{ + int scrolled; + int x; + patch_t* p1; + patch_t* p2; + char name[10]; + int stage; + static int laststage; + + p1 = W_CacheLumpName("PFUB2", PU_LEVEL); + p2 = W_CacheLumpName("PFUB1", PU_LEVEL); + + V_MarkRect(0, 0, SCREENWIDTH, SCREENHEIGHT); + + scrolled = 320 - (finalecount - 230) / 2; + if (scrolled > 320) + scrolled = 320; + if (scrolled < 0) + scrolled = 0; + + for (x = 0; x < SCREENWIDTH; x++) + { + if (x + scrolled < 320) + F_DrawPatchCol(x, p1, x + scrolled); + else + F_DrawPatchCol(x, p2, x + scrolled - 320); + } + + if (finalecount < 1130) + return; + if (finalecount < 1180) + { + V_DrawPatch((SCREENWIDTH - 13 * 8) / 2, + (SCREENHEIGHT - 8 * 8) / 2, 0, W_CacheLumpName("END0", PU_CACHE)); + laststage = 0; + return; + } + + stage = (finalecount - 1180) / 5; + if (stage > 6) + stage = 6; + if (stage > laststage) + { + S_StartSound(0, sfx_pistol); + laststage = stage; + } + + //doom_sprintf(name, "END%i", stage); + doom_strcpy(name, "END"); + doom_concat(name, doom_itoa(stage, 10)); + V_DrawPatch((SCREENWIDTH - 13 * 8) / 2, (SCREENHEIGHT - 8 * 8) / 2, 0, W_CacheLumpName(name, PU_CACHE)); +} + + +// +// F_Drawer +// +void F_Drawer(void) +{ + if (finalestage == 2) + { + F_CastDrawer(); + return; + } + + if (!finalestage) + F_TextWrite(); + else + { + switch (gameepisode) + { + case 1: + if (gamemode == retail) + V_DrawPatch(0, 0, 0, + W_CacheLumpName("CREDIT", PU_CACHE)); + else + V_DrawPatch(0, 0, 0, + W_CacheLumpName("HELP2", PU_CACHE)); + break; + case 2: + V_DrawPatch(0, 0, 0, + W_CacheLumpName("VICTORY2", PU_CACHE)); + break; + case 3: + F_BunnyScroll(); + break; + case 4: + V_DrawPatch(0, 0, 0, + W_CacheLumpName("ENDPIC", PU_CACHE)); + break; + } + } +} diff --git a/demos/ports/doom/src/f_finale.h b/demos/ports/doom/src/f_finale.h new file mode 100644 index 0000000..c922336 --- /dev/null +++ b/demos/ports/doom/src/f_finale.h @@ -0,0 +1,52 @@ +// 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: +// +// +//----------------------------------------------------------------------------- + +#ifndef __F_FINALE__ +#define __F_FINALE__ + + +#include "doomtype.h" +#include "d_event.h" + + +// +// FINALE +// + +// Called by main loop. +doom_boolean F_Responder(event_t* ev); + +// Called by main loop. +void F_Ticker(void); + +// Called by main loop. +void F_Drawer(void); + +void F_StartFinale(void); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/f_wipe.c b/demos/ports/doom/src/f_wipe.c new file mode 100644 index 0000000..6b02a03 --- /dev/null +++ b/demos/ports/doom/src/f_wipe.c @@ -0,0 +1,258 @@ +// 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: +// Mission begin melt/wipe screen special effect. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "z_zone.h" +#include "i_video.h" +#include "v_video.h" +#include "m_random.h" +#include "doomdef.h" +#include "f_wipe.h" + + +// +// SCREEN WIPE PACKAGE +// + +// when zero, stop the wipe +static doom_boolean go = 0; + +static byte* wipe_scr_start; +static byte* wipe_scr_end; +static byte* wipe_scr; + +static int* y; + + +void wipe_shittyColMajorXform(short* array, int width, int height) +{ + int x; + int y; + short* dest; + + dest = (short*)Z_Malloc(width * height * sizeof(short), PU_STATIC, 0); + + for (y = 0; y < height; y++) + for (x = 0; x < width; x++) + dest[x * height + y] = array[y * width + x]; + + doom_memcpy(array, dest, width * height * 2); + + Z_Free(dest); +} + + +int wipe_initColorXForm(int width, int height, int ticks) +{ + doom_memcpy(wipe_scr, wipe_scr_start, width * height); + return 0; +} + + +int wipe_doColorXForm(int width, int height, int ticks) +{ + doom_boolean changed; + byte* w; + byte* e; + int newval; + + changed = false; + w = wipe_scr; + e = wipe_scr_end; + + while (w != wipe_scr + width * height) + { + if (*w != *e) + { + if (*w > *e) + { + newval = *w - ticks; + if (newval < *e) + *w = *e; + else + *w = newval; + changed = true; + } + else if (*w < *e) + { + newval = *w + ticks; + if (newval > *e) + *w = *e; + else + *w = newval; + changed = true; + } + } + w++; + e++; + } + + return !changed; +} + + +int wipe_exitColorXForm(int width, int height, int ticks) +{ + return 0; +} + + +int wipe_initMelt(int width, int height, int ticks) +{ + int i, r; + + // copy start screen to main screen + doom_memcpy(wipe_scr, wipe_scr_start, width * height); + + // makes this wipe faster (in theory) + // to have stuff in column-major format + wipe_shittyColMajorXform((short*)wipe_scr_start, width / 2, height); + wipe_shittyColMajorXform((short*)wipe_scr_end, width / 2, height); + + // setup initial column positions + // (y<0 => not ready to scroll yet) + y = (int*)Z_Malloc(width * sizeof(int), PU_STATIC, 0); + y[0] = -(M_Random() % 16); + for (i = 1; i < width; i++) + { + r = (M_Random() % 3) - 1; + y[i] = y[i - 1] + r; + if (y[i] > 0) y[i] = 0; + else if (y[i] == -16) y[i] = -15; + } + + return 0; +} + + +int wipe_doMelt(int width, int height, int ticks) +{ + int i; + int j; + int dy; + int idx; + + short* s; + short* d; + doom_boolean done = true; + + width /= 2; + + while (ticks--) + { + for (i = 0; i < width; i++) + { + if (y[i] < 0) + { + y[i]++; done = false; + } + else if (y[i] < height) + { + dy = (y[i] < 16) ? y[i] + 1 : 8; + if (y[i] + dy >= height) dy = height - y[i]; + s = &((short*)wipe_scr_end)[i * height + y[i]]; + d = &((short*)wipe_scr)[y[i] * width + i]; + idx = 0; + for (j = dy; j; j--) + { + d[idx] = *(s++); + idx += width; + } + y[i] += dy; + s = &((short*)wipe_scr_start)[i * height]; + d = &((short*)wipe_scr)[y[i] * width + i]; + idx = 0; + for (j = height - y[i]; j; j--) + { + d[idx] = *(s++); + idx += width; + } + done = false; + } + } + } + + return done; +} + + +int wipe_exitMelt(int width, int height, int ticks) +{ + Z_Free(y); + return 0; +} + + +int wipe_StartScreen(int x, int y, int width, int height) +{ + wipe_scr_start = screens[2]; + I_ReadScreen(wipe_scr_start); + return 0; +} + + +int wipe_EndScreen(int x, int y, int width, int height) +{ + wipe_scr_end = screens[3]; + I_ReadScreen(wipe_scr_end); + V_DrawBlock(x, y, 0, width, height, wipe_scr_start); // restore start scr. + return 0; +} + + +int wipe_ScreenWipe(int wipeno, int x, int y, int width, int height, int ticks) +{ + int rc; + static int (*wipes[])(int, int, int) = + { + wipe_initColorXForm, wipe_doColorXForm, wipe_exitColorXForm, + wipe_initMelt, wipe_doMelt, wipe_exitMelt + }; + + void V_MarkRect(int, int, int, int); + + // initial stuff + if (!go) + { + go = 1; + // wipe_scr = (byte *) Z_Malloc(width*height, PU_STATIC, 0); // DEBUG + wipe_scr = screens[0]; + (*wipes[wipeno * 3])(width, height, ticks); + } + + // do a piece of wipe-in + V_MarkRect(0, 0, width, height); + rc = (*wipes[wipeno * 3 + 1])(width, height, ticks); + // V_DrawBlock(x, y, 0, width, height, wipe_scr); // DEBUG + + // final stuff + if (rc) + { + go = 0; + (*wipes[wipeno * 3 + 2])(width, height, ticks); + } + + return !go; +} diff --git a/demos/ports/doom/src/f_wipe.h b/demos/ports/doom/src/f_wipe.h new file mode 100644 index 0000000..51b68b0 --- /dev/null +++ b/demos/ports/doom/src/f_wipe.h @@ -0,0 +1,53 @@ +// 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: +// Mission start screen wipe/melt, special effects. +// +//----------------------------------------------------------------------------- + +#ifndef __F_WIPE_H__ +#define __F_WIPE_H__ + + +// +// SCREEN WIPE PACKAGE +// + +enum +{ + // simple gradual pixel change for 8-bit only + wipe_ColorXForm, + + // weird screen melt + wipe_Melt, + + wipe_NUMWIPES +}; + + +int wipe_StartScreen(int x, int y, int width, int height); +int wipe_EndScreen(int x, int y, int width, int height); +int wipe_ScreenWipe(int wipeno, int x, int y, int width, int height, int ticks); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/g_game.c b/demos/ports/doom/src/g_game.c new file mode 100644 index 0000000..01f68dd --- /dev/null +++ b/demos/ports/doom/src/g_game.c @@ -0,0 +1,1678 @@ +// 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: none +// +//----------------------------------------------------------------------------- + +#include "doom_config.h" + +#include "doomdef.h" +#include "doomstat.h" +#include "z_zone.h" +#include "f_finale.h" +#include "m_argv.h" +#include "m_misc.h" +#include "m_menu.h" +#include "m_random.h" +#include "i_system.h" +#include "p_setup.h" +#include "p_saveg.h" +#include "p_tick.h" +#include "d_main.h" +#include "wi_stuff.h" +#include "hu_stuff.h" +#include "st_stuff.h" +#include "am_map.h" +#include "v_video.h" // Needs access to LFB. +#include "w_wad.h" +#include "p_local.h" +#include "s_sound.h" +#include "dstrings.h" // Data. +#include "sounds.h" +#include "r_data.h" // SKY handling - still the wrong place. +#include "r_sky.h" +#include "g_game.h" + + +#define SAVEGAMESIZE 0x2c000 +#define SAVESTRINGSIZE 24 +#define MAXPLMOVE (forwardmove[1]) +#define TURBOTHRESHOLD 0x32 +#define SLOWTURNTICS 6 +#define NUMKEYS 256 +#define BODYQUESIZE 32 +#define VERSIONSIZE 16 +#define DEMOMARKER 0x80 + + +// Prototypes +doom_boolean G_CheckDemoStatus(void); +void G_ReadDemoTiccmd(ticcmd_t* cmd); +void G_WriteDemoTiccmd(ticcmd_t* cmd); +void G_PlayerReborn(int player); +void G_InitNew(skill_t skill, int episode, int map); +void G_DoReborn(int playernum); +void G_DoLoadLevel(void); +void G_DoNewGame(void); +void G_DoLoadGame(void); +void G_DoPlayDemo(void); +void G_DoCompleted(void); +void G_DoWorldDone(void); +void G_DoSaveGame(void); +void P_SpawnPlayer(mapthing_t* mthing); +void R_ExecuteSetViewSize(void); + + +gameaction_t gameaction; +gamestate_t gamestate; +skill_t gameskill; +doom_boolean respawnmonsters; +int gameepisode; +int gamemap; + +doom_boolean paused; +doom_boolean sendpause; // send a pause event next tic +doom_boolean sendsave; // send a save event next tic +doom_boolean usergame; // ok to save / end game + +doom_boolean timingdemo; // if true, exit with report on completion +doom_boolean nodrawers; // for comparative timing purposes +doom_boolean noblit; // for comparative timing purposes +int starttime; // for comparative timing purposes + +doom_boolean viewactive; + +doom_boolean deathmatch; // only if started as net death +doom_boolean netgame; // only true if packets are broadcast +doom_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 + +char demoname[32]; +doom_boolean demorecording; +doom_boolean demoplayback; +doom_boolean netdemo; +byte* demobuffer; +byte* demo_p; +byte* demoend; +doom_boolean singledemo; // quit after playing a demo from cmdline + +doom_boolean precache = true; // if true, load all graphics at start + +wbstartstruct_t wminfo; // parms for world map / intermission + +short consistancy[MAXPLAYERS][BACKUPTICS]; + +byte* savebuffer; + +// +// controls (have defaults) +// +int key_right; +int key_left; + +int key_up; +int key_down; +int key_strafeleft; +int key_straferight; +int key_fire; +int key_use; +int key_strafe; +int key_speed; + +int mousebfire; +int mousebstrafe; +int mousebforward; +int mousemove; + +int joybfire; +int joybstrafe; +int joybuse; +int joybspeed; + +fixed_t forwardmove[2] = { 0x19, 0x32 }; +fixed_t sidemove[2] = { 0x18, 0x28 }; +fixed_t angleturn[3] = { 640, 1280, 320 }; // + slow turn + +doom_boolean gamekeydown[NUMKEYS]; +int turnheld; // for accelerative turning + +doom_boolean mousearray[4]; +doom_boolean* mousebuttons = &mousearray[1]; // allow [-1] + +// mouse values are used once +int mousex; +int mousey; + +int dclicktime; +int dclickstate; +int dclicks; +int dclicktime2; +int dclickstate2; +int dclicks2; + +// joystick values are repeated +int joyxmove; +int joyymove; +doom_boolean joyarray[5]; +doom_boolean* joybuttons = &joyarray[1]; // allow [-1] + +int savegameslot; +char savedescription[32]; + +mobj_t* bodyque[BODYQUESIZE]; +int bodyqueslot; + +void* statcopy; // for statistics driver + +// DOOM Par Times +int pars[4][10] = +{ + {0}, + {0,30,75,120,90,165,180,180,30,165}, + {0,90,90,90,120,90,360,240,30,170}, + {0,90,45,90,150,90,90,165,30,135} +}; + +// DOOM II Par Times +int cpars[32] = +{ + 30,90,120,120,90,150,120,120,270,90, // 1-10 + 210,150,150,150,210,150,420,150,210,150, // 11-20 + 240,150,180,150,150,300,330,420,300,180, // 21-30 + 120,30 // 31-32 +}; + +doom_boolean secretexit; + +char savename[256]; + +skill_t d_skill; +int d_episode; +int d_map; + +char* defdemoname; + + +extern gamestate_t wipegamestate; +extern char* pagename; +extern doom_boolean setsizeneeded; + +// The sky texture to be used instead of the F_SKY1 dummy. +extern int skytexture; + + +int G_CmdChecksum(ticcmd_t* cmd) +{ + int i; + int sum = 0; + + for (i = 0; i < sizeof(*cmd) / 4 - 1; i++) + sum += ((int*)cmd)[i]; + + return sum; +} + + +// +// 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 +// +void G_BuildTiccmd(ticcmd_t* cmd) +{ + int i; + doom_boolean strafe; + doom_boolean bstrafe; + int speed; + int tspeed; + int forward; + int side; + + ticcmd_t* base; + + base = I_BaseTiccmd(); // empty, or external driver + doom_memcpy(cmd, base, sizeof(*cmd)); + + cmd->consistancy = + consistancy[consoleplayer][maketic % BACKUPTICS]; + + + strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe] + || joybuttons[joybstrafe]; + + extern int always_run; + doom_boolean running = always_run ? (gamekeydown[key_speed] ? false : true) : (gamekeydown[key_speed] ? true : false); + speed = running || joybuttons[joybspeed]; + + forward = side = 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; + + // 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]; + + // buttons + cmd->chatchar = HU_dequeueChatChar(); + + if (gamekeydown[key_fire] || mousebuttons[mousebfire] + || joybuttons[joybfire]) + cmd->buttons |= BT_ATTACK; + + if (gamekeydown[key_use] || joybuttons[joybuse]) + { + cmd->buttons |= BT_USE; + // clear double clicks if hit use button + dclicks = 0; + } + + // chainsaw overrides + for (i = 0; i < NUMWEAPONS - 1; 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 (mousemove) + forward += mousey; + if (strafe) + side += mousex * 2; + else + cmd->angleturn -= mousex * 0x8; + + 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; + + // 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 +// +void G_DoLoadLevel(void) +{ + int i; + + // Set the sky map. + // First thing, we have a dummy sky texture name, + // a flat. The data is in the WAD only because + // we look for an actual index, instead of simply + // setting one. + skyflatnum = R_FlatNumForName(SKYFLATNAME); + + // DOOM determines the sky texture to be used + // depending on the current episode, and the game version. + if ((gamemode == commercial) + || (gamemode == pack_tnt) + || (gamemode == pack_plut)) + { + skytexture = R_TextureNumForName("SKY3"); + if (gamemap < 12) + skytexture = R_TextureNumForName("SKY1"); + else + if (gamemap < 21) + skytexture = R_TextureNumForName("SKY2"); + } + + levelstarttic = gametic; // for time calculation + + if (wipegamestate == GS_LEVEL) + wipegamestate = -1; // force a wipe + + gamestate = GS_LEVEL; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i] && players[i].playerstate == PST_DEAD) + players[i].playerstate = PST_REBORN; + doom_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 + doom_memset(gamekeydown, 0, sizeof(gamekeydown)); + joyxmove = joyymove = 0; + mousex = mousey = 0; + sendpause = sendsave = paused = false; + doom_memset(mousebuttons, 0, sizeof(*mousebuttons) * 3); + doom_memset(joybuttons, 0, sizeof(*joybuttons) * 4); +} + + +// +// G_Responder +// Get info needed to make ticcmd_ts for the players. +// +doom_boolean G_Responder(event_t* ev) +{ + // allow spy mode changes even during the demo + if (gamestate == GS_LEVEL && ev->type == ev_keydown + && ev->data1 == KEY_F12 && (singledemo || !deathmatch)) + { + // spy mode + do + { + displayplayer++; + if (displayplayer == MAXPLAYERS) + displayplayer = 0; + } while (!playeringame[displayplayer] && displayplayer != consoleplayer); + return true; + } + + // any other key pops up menu if in demos + if (gameaction == ga_nothing && !singledemo && + (demoplayback || gamestate == GS_DEMOSCREEN) + ) + { + if (ev->type == ev_keydown || + (ev->type == ev_mouse && ev->data1) || + (ev->type == ev_joystick && ev->data1)) + { + M_StartControlPanel(); + return true; + } + return false; + } + + if (gamestate == GS_LEVEL) + { +#if 0 + if (devparm && ev->type == ev_keydown && ev->data1 == ';') + { + G_DeathMatchSpawnPlayer(0); + return true; + } +#endif + if (HU_Responder(ev)) + return true; // chat ate the event + if (ST_Responder(ev)) + return true; // status window ate it + if (AM_Responder(ev)) + return true; // automap ate it + } + + if (gamestate == GS_FINALE) + { + if (F_Responder(ev)) + return true; // finale ate the event + } + + switch (ev->type) + { + case ev_keydown: + if (ev->data1 == KEY_PAUSE) + { + sendpause = true; + return true; + } + if (ev->data1 < NUMKEYS) + gamekeydown[ev->data1] = true; + return true; // eat key down events + + case ev_keyup: + if (ev->data1 < NUMKEYS) + 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) / 10; + mousey = ev->data3 * (mouseSensitivity + 5) / 10; + 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 +// Make ticcmd_ts for the players. +// +void G_Ticker(void) +{ + int i; + int buf; + ticcmd_t* cmd; + + // 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_completed: + G_DoCompleted(); + break; + case ga_victory: + F_StartFinale(); + break; + case ga_worlddone: + G_DoWorldDone(); + break; + case ga_screenshot: + M_ScreenShot(); + gameaction = ga_nothing; + break; + case ga_nothing: + break; + } + } + + // get commands, check consistancy, + // and build new consistancy check + buf = (gametic / ticdup) % BACKUPTICS; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i]) + { + cmd = &players[i].cmd; + + doom_memcpy(cmd, &netcmds[i][buf], sizeof(ticcmd_t)); + + if (demoplayback) + G_ReadDemoTiccmd(cmd); + if (demorecording) + G_WriteDemoTiccmd(cmd); + + // check for turbo cheats + if (cmd->forwardmove > TURBOTHRESHOLD + && !(gametic & 31) && ((gametic >> 5) & 3) == i) + { + static char turbomessage[80]; + extern char* player_names[4]; + //doom_sprintf(turbomessage, "%s is turbo!", player_names[i]); + doom_strcpy(turbomessage, player_names[i]); + doom_concat(turbomessage, " is turbo!"); + players[consoleplayer].message = turbomessage; + } + + if (netgame && !netdemo && !(gametic % ticdup)) + { + if (gametic > BACKUPTICS + && consistancy[i][buf] != cmd->consistancy) + { + //I_Error("Error: consistency failure (%i should be %i)", + // cmd->consistancy, consistancy[i][buf]); + + doom_strcpy(error_buf, "Error: consistency failure ("); + doom_concat(error_buf, doom_itoa(cmd->consistancy, 10)); + doom_concat(error_buf, " should be "); + doom_concat(error_buf, doom_itoa(consistancy[i][buf], 10)); + doom_concat(error_buf, ")"); + I_Error(error_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]) + doom_strcpy(savedescription, "NET GAME"); + savegameslot = + (players[i].cmd.buttons & BTS_SAVEMASK) >> BTS_SAVESHIFT; + gameaction = ga_savegame; + break; + } + } + } + } + + // do main actions + switch (gamestate) + { + case GS_LEVEL: + P_Ticker(); + ST_Ticker(); + AM_Ticker(); + HU_Ticker(); + break; + + case GS_INTERMISSION: + WI_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. +// +void G_PlayerFinishLevel(int player) +{ + player_t* p; + + p = &players[player]; + + doom_memset(p->powers, 0, sizeof(p->powers)); + doom_memset(p->cards, 0, sizeof(p->cards)); + p->mo->flags &= ~MF_SHADOW; // cancel invisibility + p->extralight = 0; // cancel gun flashes + p->fixedcolormap = 0; // cancel ir gogles + p->damagecount = 0; // no palette changes + p->bonuscount = 0; +} + + +// +// 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; + int itemcount; + int secretcount; + + doom_memcpy(frags, players[player].frags, sizeof(frags)); + killcount = players[player].killcount; + itemcount = players[player].itemcount; + secretcount = players[player].secretcount; + + p = &players[player]; + doom_memset(p, 0, sizeof(*p)); + + doom_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_pistol; + p->weaponowned[wp_fist] = true; + p->weaponowned[wp_pistol] = true; + p->ammo[am_clip] = 50; + + for (i = 0; i < NUMAMMO; i++) + p->maxammo[i] = maxammo[i]; +} + +// +// G_CheckSpot +// Returns false if the player cannot be respawned +// at the given mapthing_t spot +// because something is occupying it +// + +doom_boolean G_CheckSpot(int playernum, mapthing_t* mthing) +{ + fixed_t x; + fixed_t y; + subsector_t* ss; + unsigned an; + mobj_t* mo; + int i; + + if (!players[playernum].mo) + { + // first spawn of level, before corpses + for (i = 0; i < playernum; i++) + if (players[i].mo->x == mthing->x << FRACBITS + && players[i].mo->y == mthing->y << FRACBITS) + return false; + return true; + } + + x = mthing->x << FRACBITS; + y = mthing->y << FRACBITS; + + if (!P_CheckPosition(players[playernum].mo, x, y)) + return false; + + // flush an old corpse if needed + if (bodyqueslot >= BODYQUESIZE) + P_RemoveMobj(bodyque[bodyqueslot % BODYQUESIZE]); + bodyque[bodyqueslot % BODYQUESIZE] = players[playernum].mo; + bodyqueslot++; + + // 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 + , 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 = (int)(deathmatch_p - deathmatchstarts); + if (selections < 4) + { + //I_Error("Error: Only %i deathmatch spots, 4 required", selections); + + doom_strcpy(error_buf, "Error: Only "); + doom_concat(error_buf, doom_itoa(selections, 10)); + doom_concat(error_buf, " deathmatch spots, 4 required"); + I_Error(error_buf); + } + + 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 +// +void G_DoReborn(int playernum) +{ + int i; + + if (!netgame) + { + // reload the level from scratch + gameaction = ga_loadlevel; + } + else + { + // respawn at the start + + // first dissasociate the corpse + players[playernum].mo->player = 0; + + // 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 +// +void G_ExitLevel(void) +{ + secretexit = false; + gameaction = ga_completed; +} + +// Here's for the german edition. +void G_SecretExitLevel(void) +{ + // IF NO WOLF3D LEVELS, NO SECRET EXIT! + if ((gamemode == commercial) + && (W_CheckNumForName("map31") < 0)) + secretexit = false; + else + secretexit = true; + gameaction = ga_completed; +} + +void G_DoCompleted(void) +{ + int i; + + gameaction = ga_nothing; + + for (i = 0; i < MAXPLAYERS; i++) + if (playeringame[i]) + G_PlayerFinishLevel(i); // take away cards and stuff + + if (automapactive) + AM_Stop(); + + if (gamemode != commercial) + switch (gamemap) + { + case 8: + gameaction = ga_victory; + return; + case 9: + for (i = 0; i < MAXPLAYERS; i++) + players[i].didsecret = true; + break; + } + + if ((gamemap == 8) + && (gamemode != commercial)) + { + // victory + gameaction = ga_victory; + return; + } + + if ((gamemap == 9) + && (gamemode != commercial)) + { + // exit secret level + for (i = 0; i < MAXPLAYERS; i++) + players[i].didsecret = true; + } + + + wminfo.didsecret = players[consoleplayer].didsecret; + wminfo.epsd = gameepisode - 1; + wminfo.last = gamemap - 1; + + // wminfo.next is 0 biased, unlike gamemap + if (gamemode == commercial) + { + if (secretexit) + switch (gamemap) + { + case 15: wminfo.next = 30; break; + case 31: wminfo.next = 31; break; + } + else + switch (gamemap) + { + case 31: + case 32: wminfo.next = 15; break; + default: wminfo.next = gamemap; + } + } + else + { + if (secretexit) + wminfo.next = 8; // go to secret level + else if (gamemap == 9) + { + // returning from secret level + switch (gameepisode) + { + case 1: + wminfo.next = 3; + break; + case 2: + wminfo.next = 5; + break; + case 3: + wminfo.next = 6; + break; + case 4: + wminfo.next = 2; + break; + } + } + else + wminfo.next = gamemap; // go to next level + } + + wminfo.maxkills = totalkills; + wminfo.maxitems = totalitems; + wminfo.maxsecret = totalsecret; + wminfo.maxfrags = 0; + if (gamemode == commercial) + wminfo.partime = 35 * cpars[gamemap - 1]; + else + wminfo.partime = 35 * pars[gameepisode][gamemap]; + wminfo.pnum = consoleplayer; + + for (i = 0; i < MAXPLAYERS; i++) + { + wminfo.plyr[i].in = playeringame[i]; + wminfo.plyr[i].skills = players[i].killcount; + wminfo.plyr[i].sitems = players[i].itemcount; + wminfo.plyr[i].ssecret = players[i].secretcount; + wminfo.plyr[i].stime = leveltime; + doom_memcpy(wminfo.plyr[i].frags, players[i].frags + , sizeof(wminfo.plyr[i].frags)); + } + + gamestate = GS_INTERMISSION; + viewactive = false; + automapactive = false; + + if (statcopy) + doom_memcpy(statcopy, &wminfo, sizeof(wminfo)); + + WI_Start(&wminfo); +} + + +// +// G_WorldDone +// +void G_WorldDone(void) +{ + gameaction = ga_worlddone; + + if (secretexit) + players[consoleplayer].didsecret = true; + + if (gamemode == commercial) + { + switch (gamemap) + { + case 15: + case 31: + if (!secretexit) + break; + case 6: + case 11: + case 20: + case 30: + F_StartFinale(); + break; + } + } +} + +void G_DoWorldDone(void) +{ + gamestate = GS_LEVEL; + gamemap = wminfo.next + 1; + G_DoLoadLevel(); + gameaction = ga_nothing; + viewactive = true; +} + + + +// +// G_InitFromSavegame +// Can be called by the startup code or the menu task. +// + +void G_LoadGame(char* name) +{ + doom_strcpy(savename, name); + gameaction = ga_loadgame; +} + + +void G_DoLoadGame(void) +{ + int length; + int i; + int a, b, c; + char vcheck[VERSIONSIZE]; + + gameaction = ga_nothing; + + length = M_ReadFile(savename, &savebuffer); + save_p = savebuffer + SAVESTRINGSIZE; + + // skip the description field + doom_memset(vcheck, 0, sizeof(vcheck)); + //doom_sprintf(vcheck, "version %i", VERSION); + doom_strcpy(vcheck, "version "); + doom_concat(vcheck, doom_itoa(VERSION, 10)); + if (doom_strcmp((const char*)save_p, (const char*)vcheck)) + return; // bad version + save_p += VERSIONSIZE; + + gameskill = *save_p++; + gameepisode = *save_p++; + gamemap = *save_p++; + for (i = 0; i < MAXPLAYERS; i++) + playeringame[i] = *save_p++; + + // load a base level + G_InitNew(gameskill, gameepisode, gamemap); + + // get the times + a = *save_p++; + b = *save_p++; + c = *save_p++; + leveltime = (a << 16) + (b << 8) + c; + + // dearchive all the modifications + P_UnArchivePlayers(); + P_UnArchiveWorld(); + P_UnArchiveThinkers(); + P_UnArchiveSpecials(); + + if (*save_p != 0x1d) + I_Error("Error: Bad savegame"); + + // done + Z_Free(savebuffer); + + if (setsizeneeded) + R_ExecuteSetViewSize(); + + // draw the pattern into the back screen + R_FillBackScreen(); +} + + +// +// G_SaveGame +// Called by the menu task. +// Description is a 24 byte text string +// +void G_SaveGame(int slot, char* description) +{ + savegameslot = slot; + doom_strcpy(savedescription, description); + sendsave = true; +} + +void G_DoSaveGame(void) +{ + char name[100]; + char name2[VERSIONSIZE]; + char* description; + int length; + int i; + +#if 0 + if (M_CheckParm("-cdrom")) + doom_sprintf(name, "c:\\doomdata\\"SAVEGAMENAME"%d.dsg", savegameslot); + else +#endif + { + //doom_sprintf(name, SAVEGAMENAME"%d.dsg", savegameslot); + doom_strcpy(name, SAVEGAMENAME); + doom_concat(name, doom_itoa(savegameslot, 10)); + doom_concat(name, ".dsg"); + } + description = savedescription; + + save_p = savebuffer = screens[1] + 0x4000; + + doom_memcpy(save_p, description, SAVESTRINGSIZE); + save_p += SAVESTRINGSIZE; + doom_memset(name2, 0, sizeof(name2)); + //doom_sprintf(name2, "version %i", VERSION); + doom_strcpy(name2, "version "); + doom_concat(name2, doom_itoa(VERSION, 10)); + doom_memcpy(save_p, name2, VERSIONSIZE); + save_p += VERSIONSIZE; + + *save_p++ = gameskill; + *save_p++ = gameepisode; + *save_p++ = gamemap; + for (i = 0; i < MAXPLAYERS; i++) + *save_p++ = playeringame[i]; + *save_p++ = leveltime >> 16; + *save_p++ = leveltime >> 8; + *save_p++ = leveltime; + + P_ArchivePlayers(); + P_ArchiveWorld(); + P_ArchiveThinkers(); + P_ArchiveSpecials(); + + *save_p++ = 0x1d; // consistancy marker + + length = (int)(save_p - savebuffer); + if (length > SAVEGAMESIZE) + I_Error("Error: Savegame buffer overrun"); + M_WriteFile(name, savebuffer, length); + gameaction = ga_nothing; + savedescription[0] = 0; + + players[consoleplayer].message = GGSAVED; + + // draw the pattern into the back screen + R_FillBackScreen(); +} + + +// +// 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; +} + + +void G_DoNewGame(void) +{ + demoplayback = false; + netdemo = false; + netgame = false; + deathmatch = false; + playeringame[1] = playeringame[2] = playeringame[3] = 0; + respawnparm = false; + fastparm = false; + nomonsters = false; + consoleplayer = 0; + G_InitNew(d_skill, d_episode, d_map); + gameaction = ga_nothing; +} + +void G_InitNew(skill_t skill, int episode, int map) +{ + int i; + + if (paused) + { + paused = false; + S_ResumeSound(); + } + + + if (skill > sk_nightmare) + skill = sk_nightmare; + + + // This was quite messy with SPECIAL and commented parts. + // Supposedly hacks to make the latest edition work. + // It might not work properly. + if (episode < 1) + episode = 1; + + if (gamemode == retail) + { + if (episode > 4) + episode = 4; + } + else if (gamemode == shareware) + { + if (episode > 1) + episode = 1; // only start episode 1 on shareware + } + else + { + if (episode > 3) + episode = 3; + } + + + + if (map < 1) + map = 1; + + if ((map > 9) + && (gamemode != commercial)) + map = 9; + + M_ClearRandom(); + + if (skill == sk_nightmare || respawnparm) + respawnmonsters = true; + else + respawnmonsters = false; + + if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare)) + { + for (i = S_SARG_RUN1; i <= S_SARG_PAIN2; i++) + states[i].tics >>= 1; + mobjinfo[MT_BRUISERSHOT].speed = 20 * FRACUNIT; + mobjinfo[MT_HEADSHOT].speed = 20 * FRACUNIT; + mobjinfo[MT_TROOPSHOT].speed = 20 * FRACUNIT; + } + else if (skill != sk_nightmare && gameskill == sk_nightmare) + { + for (i = S_SARG_RUN1; i <= S_SARG_PAIN2; i++) + states[i].tics <<= 1; + mobjinfo[MT_BRUISERSHOT].speed = 15 * FRACUNIT; + mobjinfo[MT_HEADSHOT].speed = 10 * FRACUNIT; + mobjinfo[MT_TROOPSHOT].speed = 10 * FRACUNIT; + } + + + // force players to be initialized upon first level load + for (i = 0; i < MAXPLAYERS; i++) + players[i].playerstate = PST_REBORN; + + usergame = true; // will be set false if a demo + paused = false; + demoplayback = false; + automapactive = false; + viewactive = true; + gameepisode = episode; + gamemap = map; + gameskill = skill; + + viewactive = true; + + // set the sky map for the episode + if (gamemode == commercial) + { + skytexture = R_TextureNumForName("SKY3"); + if (gamemap < 12) + skytexture = R_TextureNumForName("SKY1"); + else + if (gamemap < 21) + skytexture = R_TextureNumForName("SKY2"); + } + else + switch (episode) + { + case 1: + skytexture = R_TextureNumForName("SKY1"); + break; + case 2: + skytexture = R_TextureNumForName("SKY2"); + break; + case 3: + skytexture = R_TextureNumForName("SKY3"); + break; + case 4: // Special Edition sky + skytexture = R_TextureNumForName("SKY4"); + break; + } + + G_DoLoadLevel(); +} + + +// +// DEMO RECORDING +// + +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++; +} + + +void G_WriteDemoTiccmd(ticcmd_t* cmd) +{ + if (gamekeydown['q']) // press q to end demo recording + G_CheckDemoStatus(); + *demo_p++ = cmd->forwardmove; + *demo_p++ = cmd->sidemove; + *demo_p++ = (cmd->angleturn + 128) >> 8; + *demo_p++ = cmd->buttons; + demo_p -= 4; + if (demo_p > demoend - 16) + { + // no more space + G_CheckDemoStatus(); + return; + } + + G_ReadDemoTiccmd(cmd); // make SURE it is exactly the same +} + + +// +// G_RecordDemo +// +void G_RecordDemo(char* name) +{ + int i; + int maxsize; + + usergame = false; + doom_strcpy(demoname, name); + doom_concat(demoname, ".lmp"); + maxsize = 0x20000; + i = M_CheckParm("-maxdemo"); + if (i && i < myargc - 1) + maxsize = doom_atoi(myargv[i + 1]) * 1024; + demobuffer = Z_Malloc(maxsize, PU_STATIC, 0); + demoend = demobuffer + maxsize; + + demorecording = true; +} + + +void G_BeginRecording(void) +{ + int i; + + demo_p = demobuffer; + + *demo_p++ = VERSION; + *demo_p++ = gameskill; + *demo_p++ = gameepisode; + *demo_p++ = gamemap; + *demo_p++ = deathmatch; + *demo_p++ = respawnparm; + *demo_p++ = fastparm; + *demo_p++ = nomonsters; + *demo_p++ = consoleplayer; + + for (i = 0; i < MAXPLAYERS; i++) + *demo_p++ = playeringame[i]; +} + + +// +// G_PlayDemo +// + + +void G_DeferedPlayDemo(char* name) +{ + defdemoname = name; + gameaction = ga_playdemo; +} + +void G_DoPlayDemo(void) +{ + skill_t skill; + int i, episode, map; + + gameaction = ga_nothing; + demobuffer = demo_p = W_CacheLumpName(defdemoname, PU_STATIC); + byte demo_version = *demo_p++; + if (demo_version != VERSION && + demo_version != 109) // Demos seem to run fine with version 109 + { + //doom_print("Demo is from a different game version! Demo Verson = %i, this version = %i\n", (int)demo_version, VERSION); + doom_print("Demo is from a different game version! Demo Verson = "); + doom_print(doom_itoa((int)demo_version, 10)); + doom_print(", this version = "); + doom_print(doom_itoa(VERSION, 10)); + doom_print("\n"); + gameaction = ga_nothing; + return; + } + + skill = *demo_p++; + episode = *demo_p++; + map = *demo_p++; + deathmatch = *demo_p++; + respawnparm = *demo_p++; + fastparm = *demo_p++; + nomonsters = *demo_p++; + consoleplayer = *demo_p++; + + for (i = 0; i < MAXPLAYERS; i++) + playeringame[i] = *demo_p++; + if (playeringame[1]) + { + netgame = true; + netdemo = true; + } + + // don't spend a lot of time in loadlevel + precache = false; + G_InitNew(skill, episode, map); + precache = true; + + usergame = false; + demoplayback = true; +} + +// +// G_TimeDemo +// +void G_TimeDemo(char* name) +{ + nodrawers = M_CheckParm("-nodraw"); + noblit = M_CheckParm("-noblit"); + timingdemo = true; + singletics = true; + + defdemoname = name; + gameaction = ga_playdemo; +} + + +/* +=================== += += 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 +=================== +*/ + +doom_boolean G_CheckDemoStatus(void) +{ + int endtime; + + if (timingdemo) + { + endtime = I_GetTime(); + //I_Error("Error: timed %i gametics in %i realtics", gametic + // , endtime - starttime); + + doom_strcpy(error_buf, "Error: timed "); + doom_concat(error_buf, doom_itoa(gametic, 10)); + doom_concat(error_buf, " gametics in "); + doom_concat(error_buf, doom_itoa(endtime - starttime, 10)); + doom_concat(error_buf, " realtics"); + I_Error(error_buf); + } + + if (demoplayback) + { + if (singledemo) + I_Quit(); + + Z_ChangeTag(demobuffer, PU_CACHE); + demoplayback = false; + netdemo = false; + netgame = false; + deathmatch = false; + playeringame[1] = playeringame[2] = playeringame[3] = 0; + respawnparm = false; + fastparm = false; + nomonsters = false; + consoleplayer = 0; + D_AdvanceDemo(); + return true; + } + + if (demorecording) + { + *demo_p++ = DEMOMARKER; + M_WriteFile(demoname, demobuffer, (int)(demo_p - demobuffer)); + Z_Free(demobuffer); + demorecording = false; + //I_Error("Error: Demo %s recorded", demoname); + + doom_strcpy(error_buf, "Error: Demo "); + doom_concat(error_buf, demoname); + doom_concat(error_buf, " recorded"); + I_Error(error_buf); + } + + return false; +} diff --git a/demos/ports/doom/src/g_game.h b/demos/ports/doom/src/g_game.h new file mode 100644 index 0000000..1d6f2be --- /dev/null +++ b/demos/ports/doom/src/g_game.h @@ -0,0 +1,78 @@ +// 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: +// Duh. +// +//----------------------------------------------------------------------------- + +#ifndef __G_GAME__ +#define __G_GAME__ + + +#include "doomdef.h" +#include "d_event.h" + + +// +// GAME +// +void G_DeathMatchSpawnPlayer(int playernum); + +void G_InitNew(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_DeferedInitNew(skill_t skill, int episode, int map); + +void G_DeferedPlayDemo(char* demo); + +// Can be called by the startup code or M_Responder, +// calls P_SetupLevel or W_EnterWorld. +void G_LoadGame(char* name); + +void G_DoLoadGame(void); + +// Called by M_Responder. +void G_SaveGame(int slot, char* description); + +// Only called by startup code. +void G_RecordDemo(char* name); + +void G_BeginRecording(void); + +void G_TimeDemo(char* name); +doom_boolean G_CheckDemoStatus(void); + +void G_ExitLevel(void); +void G_SecretExitLevel(void); + +void G_WorldDone(void); + +void G_Ticker(void); +doom_boolean G_Responder(event_t* ev); + +void G_ScreenShot(void); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/hu_lib.c b/demos/ports/doom/src/hu_lib.c new file mode 100644 index 0000000..43b1d9f --- /dev/null +++ b/demos/ports/doom/src/hu_lib.c @@ -0,0 +1,329 @@ +// 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: heads-up text and input code +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + +#include "doomdef.h" +#include "v_video.h" +#include "m_swap.h" +#include "hu_lib.h" +#include "r_local.h" +#include "r_draw.h" + + +// doom_boolean : whether the screen is always erased +#define noterased viewwindowx + + +extern doom_boolean automapactive; // in AM_map.c + + +void HUlib_init(void) +{ +} + + +void HUlib_clearTextLine(hu_textline_t* t) +{ + t->len = 0; + t->l[0] = 0; + t->needsupdate = true; +} + + +void HUlib_initTextLine(hu_textline_t* t, int x, int y, patch_t** f, int sc) +{ + t->x = x; + t->y = y; + t->f = f; + t->sc = sc; + HUlib_clearTextLine(t); +} + + +doom_boolean HUlib_addCharToTextLine(hu_textline_t* t, char ch) +{ + if (t->len == HU_MAXLINELENGTH) + return false; + else + { + t->l[t->len++] = ch; + t->l[t->len] = 0; + t->needsupdate = 4; + return true; + } +} + + +doom_boolean HUlib_delCharFromTextLine(hu_textline_t* t) +{ + if (!t->len) return false; + else + { + t->l[--t->len] = 0; + t->needsupdate = 4; + return true; + } +} + + +void HUlib_drawTextLine(hu_textline_t* l, doom_boolean drawcursor) +{ + int i; + int w; + int x; + unsigned char c; + + // draw the new stuff + x = l->x; + for (i = 0; i < l->len; i++) + { + c = doom_toupper(l->l[i]); + if (c != ' ' + && c >= l->sc + && c <= '_') + { + w = SHORT(l->f[c - l->sc]->width); + if (x + w > SCREENWIDTH) + break; + V_DrawPatchDirect(x, l->y, FG, l->f[c - l->sc]); + x += w; + } + else + { + x += 4; + if (x >= SCREENWIDTH) + break; + } + } + + // draw the cursor if requested + if (drawcursor + && x + SHORT(l->f['_' - l->sc]->width) <= SCREENWIDTH) + { + V_DrawPatchDirect(x, l->y, FG, l->f['_' - l->sc]); + } +} + + +// sorta called by HU_Erase and just better darn get things straight +void HUlib_eraseTextLine(hu_textline_t* l) +{ + int lh; + int y; + int yoffset; + static doom_boolean lastautomapactive = true; + + // Only erases when NOT in automap and the screen is reduced, + // and the text must either need updating or refreshing + // (because of a recent change back from the automap) + + if (!automapactive && + viewwindowx && l->needsupdate) + { + lh = SHORT(l->f[0]->height) + 1; + for (y = l->y, yoffset = y * SCREENWIDTH; y < l->y + lh; y++, yoffset += SCREENWIDTH) + { + if (y < viewwindowy || y >= viewwindowy + viewheight) + R_VideoErase(yoffset, SCREENWIDTH); // erase entire line + else + { + R_VideoErase(yoffset, viewwindowx); // erase left border + R_VideoErase(yoffset + viewwindowx + viewwidth, viewwindowx); + // erase right border + } + } + } + + lastautomapactive = automapactive; + if (l->needsupdate) l->needsupdate--; +} + + +void HUlib_initSText(hu_stext_t* s, + int x, + int y, + int h, + patch_t** font, + int startchar, + doom_boolean* on) +{ + int i; + + s->h = h; + s->on = on; + s->laston = true; + s->cl = 0; + for (i = 0; i < h; i++) + HUlib_initTextLine(&s->l[i], + x, y - i * (SHORT(font[0]->height) + 1), + font, startchar); +} + + +void HUlib_addLineToSText(hu_stext_t* s) +{ + + int i; + + // add a clear line + if (++s->cl == s->h) + s->cl = 0; + HUlib_clearTextLine(&s->l[s->cl]); + + // everything needs updating + for (i = 0; i < s->h; i++) + s->l[i].needsupdate = 4; +} + + +void HUlib_addMessageToSText(hu_stext_t* s, char* prefix, char* msg) +{ + HUlib_addLineToSText(s); + if (prefix) + while (*prefix) + HUlib_addCharToTextLine(&s->l[s->cl], *(prefix++)); + + while (*msg) + HUlib_addCharToTextLine(&s->l[s->cl], *(msg++)); +} + + +void HUlib_drawSText(hu_stext_t* s) +{ + int i, idx; + hu_textline_t* l; + + if (!*s->on) + return; // if not on, don't draw + + // draw everything + for (i = 0; i < s->h; i++) + { + idx = s->cl - i; + if (idx < 0) + idx += s->h; // handle queue of lines + + l = &s->l[idx]; + + // need a decision made here on whether to skip the draw + HUlib_drawTextLine(l, false); // no cursor, please + } +} + + +void HUlib_eraseSText(hu_stext_t* s) +{ + int i; + + for (i = 0; i < s->h; i++) + { + if (s->laston && !*s->on) + s->l[i].needsupdate = 4; + HUlib_eraseTextLine(&s->l[i]); + } + s->laston = *s->on; +} + + +void HUlib_initIText(hu_itext_t* it, + int x, + int y, + patch_t** font, + int startchar, + doom_boolean* on) +{ + it->lm = 0; // default left margin is start of text + it->on = on; + it->laston = true; + HUlib_initTextLine(&it->l, x, y, font, startchar); +} + + +// The following deletion routines adhere to the left margin restriction +void HUlib_delCharFromIText(hu_itext_t* it) +{ + if (it->l.len != it->lm) + HUlib_delCharFromTextLine(&it->l); +} + + +void HUlib_eraseLineFromIText(hu_itext_t* it) +{ + while (it->lm != it->l.len) + HUlib_delCharFromTextLine(&it->l); +} + + +// Resets left margin as well +void HUlib_resetIText(hu_itext_t* it) +{ + it->lm = 0; + HUlib_clearTextLine(&it->l); +} + + +void HUlib_addPrefixToIText(hu_itext_t* it, char* str) +{ + while (*str) + HUlib_addCharToTextLine(&it->l, *(str++)); + it->lm = it->l.len; +} + + +// wrapper function for handling general keyed input. +// returns true if it ate the key +doom_boolean HUlib_keyInIText(hu_itext_t* it, unsigned char ch) +{ + if (ch >= ' ' && ch <= '_') + HUlib_addCharToTextLine(&it->l, (char)ch); + else + if (ch == KEY_BACKSPACE) + HUlib_delCharFromIText(it); + else + if (ch != KEY_ENTER) + return false; // did not eat key + + return true; // ate the key +} + + +void HUlib_drawIText(hu_itext_t* it) +{ + hu_textline_t* l = &it->l; + + if (!*it->on) + return; + HUlib_drawTextLine(l, true); // draw the line w/ cursor +} + + +void HUlib_eraseIText(hu_itext_t* it) +{ + if (it->laston && !*it->on) + it->l.needsupdate = 4; + HUlib_eraseTextLine(&it->l); + it->laston = *it->on; +} diff --git a/demos/ports/doom/src/hu_lib.h b/demos/ports/doom/src/hu_lib.h new file mode 100644 index 0000000..662b438 --- /dev/null +++ b/demos/ports/doom/src/hu_lib.h @@ -0,0 +1,181 @@ +// 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: none +// +//----------------------------------------------------------------------------- + +#ifndef __HULIB__ +#define __HULIB__ + + +// We are referring to patches. +#include "r_defs.h" + + +// background and foreground screen numbers +// different from other modules. +#define BG 1 +#define FG 0 + +// font stuff +#define HU_CHARERASE KEY_BACKSPACE + +#define HU_MAXLINES 4 +#define HU_MAXLINELENGTH 80 + + +// +// Typedefs of widgets +// + +// Text Line widget +// (parent of Scrolling Text and Input Text widgets) +typedef struct +{ + // left-justified position of scrolling text window + int x; + int y; + + patch_t** f; // font + int sc; // start character + char l[HU_MAXLINELENGTH + 1]; // line of text + int len; // current line length + + // whether this line needs to be udpated + int needsupdate; +} hu_textline_t; + + +// Scrolling Text window widget +// (child of Text Line widget) +typedef struct +{ + hu_textline_t l[HU_MAXLINES]; // text lines to draw + int h; // height in lines + int cl; // current line number + + // pointer to doom_boolean stating whether to update window + doom_boolean* on; + doom_boolean laston; // last value of *->on. +} hu_stext_t; + + +// Input Text Line widget +// (child of Text Line widget) +typedef struct +{ + hu_textline_t l; // text line to input on + + // left margin past which I am not to delete characters + int lm; + + // pointer to doom_boolean stating whether to update window + doom_boolean* on; + doom_boolean laston; // last value of *->on; +} hu_itext_t; + + +// +// Widget creation, access, and update routines +// + +// initializes heads-up widget library +void HUlib_init(void); + +// +// textline code +// + +// clear a line of text +void HUlib_clearTextLine(hu_textline_t* t); + +void HUlib_initTextLine(hu_textline_t* t, int x, int y, patch_t** f, int sc); + +// returns success +doom_boolean HUlib_addCharToTextLine(hu_textline_t* t, char ch); + +// returns success +doom_boolean HUlib_delCharFromTextLine(hu_textline_t* t); + +// draws tline +void HUlib_drawTextLine(hu_textline_t* l, doom_boolean drawcursor); + +// erases text line +void HUlib_eraseTextLine(hu_textline_t* l); + + +// +// Scrolling Text window widget routines +// + +// ? +void HUlib_initSText(hu_stext_t* s, + int x, + int y, + int h, + patch_t** font, + int startchar, + doom_boolean* on); + +// add a new line +void HUlib_addLineToSText(hu_stext_t* s); + +// ? +void HUlib_addMessageToSText(hu_stext_t* s, char* prefix, char* msg); + +// draws stext +void HUlib_drawSText(hu_stext_t* s); + +// erases all stext lines +void HUlib_eraseSText(hu_stext_t* s); + +// Input Text Line widget routines +void HUlib_initIText(hu_itext_t* it, + int x, + int y, + patch_t** font, + int startchar, + doom_boolean* on); + +// enforces left margin +void HUlib_delCharFromIText(hu_itext_t* it); + +// enforces left margin +void HUlib_eraseLineFromIText(hu_itext_t* it); + +// resets line and left margin +void HUlib_resetIText(hu_itext_t* it); + +// left of left-margin +void HUlib_addPrefixToIText(hu_itext_t* it, char* str); + +// whether eaten +doom_boolean HUlib_keyInIText(hu_itext_t* it, unsigned char ch); + +void HUlib_drawIText(hu_itext_t* it); + +// erases all itext lines +void HUlib_eraseIText(hu_itext_t* it); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/hu_stuff.c b/demos/ports/doom/src/hu_stuff.c new file mode 100644 index 0000000..ca4231c --- /dev/null +++ b/demos/ports/doom/src/hu_stuff.c @@ -0,0 +1,733 @@ +// 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: Heads-up displays +// +//----------------------------------------------------------------------------- + +#include "doom_config.h" + + + +#include "doomdef.h" +#include "z_zone.h" +#include "m_swap.h" +#include "hu_stuff.h" +#include "hu_lib.h" +#include "w_wad.h" +#include "s_sound.h" +#include "doomstat.h" +#include "dstrings.h" // Data. +#include "sounds.h" + + +// +// Locally used constants, shortcuts. +// +#define HU_TITLE (mapnames[(gameepisode-1)*9+gamemap-1]) +#define HU_TITLE2 (mapnames2[gamemap-1]) +#define HU_TITLEP (mapnamesp[gamemap-1]) +#define HU_TITLET (mapnamest[gamemap-1]) +#define HU_TITLEHEIGHT 1 +#define HU_TITLEX 0 +#define HU_TITLEY (167 - SHORT(hu_font[0]->height)) +#define HU_INPUTTOGGLE 't' +#define HU_INPUTX HU_MSGX +#define HU_INPUTY (HU_MSGY + HU_MSGHEIGHT*(SHORT(hu_font[0]->height) +1)) +#define HU_INPUTWIDTH 64 +#define HU_INPUTHEIGHT 1 +#define QUEUESIZE 128 + + +static player_t* plr; +static hu_textline_t w_title; +static hu_itext_t w_chat; +static doom_boolean always_off = false; +static char chat_dest[MAXPLAYERS]; +static hu_itext_t w_inputbuffer[MAXPLAYERS]; +static doom_boolean message_on; +static doom_boolean message_nottobefuckedwith; +static hu_stext_t w_message; +static int message_counter; +static doom_boolean headsupactive = false; +static char chatchars[QUEUESIZE]; +static int head = 0; +static int tail = 0; + +char* chat_macros[] = +{ + HUSTR_CHATMACRO0, + HUSTR_CHATMACRO1, + HUSTR_CHATMACRO2, + HUSTR_CHATMACRO3, + HUSTR_CHATMACRO4, + HUSTR_CHATMACRO5, + HUSTR_CHATMACRO6, + HUSTR_CHATMACRO7, + HUSTR_CHATMACRO8, + HUSTR_CHATMACRO9 +}; + +char* player_names[] = +{ + HUSTR_PLRGREEN, + HUSTR_PLRINDIGO, + HUSTR_PLRBROWN, + HUSTR_PLRRED +}; + +const char* shiftxform; + +const char french_shiftxform[] = +{ + 0, + 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, + ' ', '!', '"', '#', '$', '%', '&', + '"', // shift-' + '(', ')', '*', '+', + '?', // shift-, + '_', // shift-- + '>', // shift-. + '?', // shift-/ + '0', // shift-0 + '1', // shift-1 + '2', // shift-2 + '3', // shift-3 + '4', // shift-4 + '5', // shift-5 + '6', // shift-6 + '7', // shift-7 + '8', // shift-8 + '9', // shift-9 + '/', + '.', // shift-; + '<', + '+', // shift-= + '>', '?', '@', + 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', + 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', + '[', // shift-[ + '!', // shift-backslash - OH MY GOD DOES WATCOM SUCK + ']', // shift-] + '"', '_', + '\'', // shift-` + 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', + 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', + '{', '|', '}', '~', 127 + +}; + +const char english_shiftxform[] = +{ + 0, + 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, + 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, + 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, + 31, + ' ', '!', '"', '#', '$', '%', '&', + '"', // shift-' + '(', ')', '*', '+', + '<', // shift-, + '_', // shift-- + '>', // shift-. + '?', // shift-/ + ')', // shift-0 + '!', // shift-1 + '@', // shift-2 + '#', // shift-3 + '$', // shift-4 + '%', // shift-5 + '^', // shift-6 + '&', // shift-7 + '*', // shift-8 + '(', // shift-9 + ':', + ':', // shift-; + '<', + '+', // shift-= + '>', '?', '@', + 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', + 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', + '[', // shift-[ + '!', // shift-backslash - OH MY GOD DOES WATCOM SUCK + ']', // shift-] + '"', '_', + '\'', // shift-` + 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', + 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', + '{', '|', '}', '~', 127 +}; + +char frenchKeyMap[128] = +{ + 0, + 1,2,3,4,5,6,7,8,9,10, + 11,12,13,14,15,16,17,18,19,20, + 21,22,23,24,25,26,27,28,29,30, + 31, + ' ','!','"','#','$','%','&','%','(',')','*','+',';','-',':','!', + '0','1','2','3','4','5','6','7','8','9',':','M','<','=','>','?', + '@','Q','B','C','D','E','F','G','H','I','J','K','L',',','N','O', + 'P','A','R','S','T','U','V','Z','X','Y','W','^','\\','$','^','_', + '@','Q','B','C','D','E','F','G','H','I','J','K','L',',','N','O', + 'P','A','R','S','T','U','V','Z','X','Y','W','^','\\','$','^',127 +}; + +char chat_char; // remove later. +patch_t* hu_font[HU_FONTSIZE]; +doom_boolean chat_on; +doom_boolean message_dontfuckwithme; + +extern int showMessages; +extern doom_boolean automapactive; + + +// +// Builtin map names. +// The actual names can be found in DStrings.h. +// + +char* mapnames[] = // DOOM shareware/registered/retail (Ultimate) names. +{ + + HUSTR_E1M1, + HUSTR_E1M2, + HUSTR_E1M3, + HUSTR_E1M4, + HUSTR_E1M5, + HUSTR_E1M6, + HUSTR_E1M7, + HUSTR_E1M8, + HUSTR_E1M9, + + HUSTR_E2M1, + HUSTR_E2M2, + HUSTR_E2M3, + HUSTR_E2M4, + HUSTR_E2M5, + HUSTR_E2M6, + HUSTR_E2M7, + HUSTR_E2M8, + HUSTR_E2M9, + + HUSTR_E3M1, + HUSTR_E3M2, + HUSTR_E3M3, + HUSTR_E3M4, + HUSTR_E3M5, + HUSTR_E3M6, + HUSTR_E3M7, + HUSTR_E3M8, + HUSTR_E3M9, + + HUSTR_E4M1, + HUSTR_E4M2, + HUSTR_E4M3, + HUSTR_E4M4, + HUSTR_E4M5, + HUSTR_E4M6, + HUSTR_E4M7, + HUSTR_E4M8, + HUSTR_E4M9, + + "NEWLEVEL", + "NEWLEVEL", + "NEWLEVEL", + "NEWLEVEL", + "NEWLEVEL", + "NEWLEVEL", + "NEWLEVEL", + "NEWLEVEL", + "NEWLEVEL" +}; + +char* mapnames2[] = // DOOM 2 map names. +{ + HUSTR_1, + HUSTR_2, + HUSTR_3, + HUSTR_4, + HUSTR_5, + HUSTR_6, + HUSTR_7, + HUSTR_8, + HUSTR_9, + HUSTR_10, + HUSTR_11, + + HUSTR_12, + HUSTR_13, + HUSTR_14, + HUSTR_15, + HUSTR_16, + HUSTR_17, + HUSTR_18, + HUSTR_19, + HUSTR_20, + + HUSTR_21, + HUSTR_22, + HUSTR_23, + HUSTR_24, + HUSTR_25, + HUSTR_26, + HUSTR_27, + HUSTR_28, + HUSTR_29, + HUSTR_30, + HUSTR_31, + HUSTR_32 +}; + + +char* mapnamesp[] = // Plutonia WAD map names. +{ + PHUSTR_1, + PHUSTR_2, + PHUSTR_3, + PHUSTR_4, + PHUSTR_5, + PHUSTR_6, + PHUSTR_7, + PHUSTR_8, + PHUSTR_9, + PHUSTR_10, + PHUSTR_11, + + PHUSTR_12, + PHUSTR_13, + PHUSTR_14, + PHUSTR_15, + PHUSTR_16, + PHUSTR_17, + PHUSTR_18, + PHUSTR_19, + PHUSTR_20, + + PHUSTR_21, + PHUSTR_22, + PHUSTR_23, + PHUSTR_24, + PHUSTR_25, + PHUSTR_26, + PHUSTR_27, + PHUSTR_28, + PHUSTR_29, + PHUSTR_30, + PHUSTR_31, + PHUSTR_32 +}; + + +char* mapnamest[] = // TNT WAD map names. +{ + THUSTR_1, + THUSTR_2, + THUSTR_3, + THUSTR_4, + THUSTR_5, + THUSTR_6, + THUSTR_7, + THUSTR_8, + THUSTR_9, + THUSTR_10, + THUSTR_11, + + THUSTR_12, + THUSTR_13, + THUSTR_14, + THUSTR_15, + THUSTR_16, + THUSTR_17, + THUSTR_18, + THUSTR_19, + THUSTR_20, + + THUSTR_21, + THUSTR_22, + THUSTR_23, + THUSTR_24, + THUSTR_25, + THUSTR_26, + THUSTR_27, + THUSTR_28, + THUSTR_29, + THUSTR_30, + THUSTR_31, + THUSTR_32 +}; + +char ForeignTranslation(unsigned char ch) +{ + return ch < 128 ? frenchKeyMap[ch] : ch; +} + +void HU_Init(void) +{ + + int i; + int j; + char buffer[9]; + + if (french) + shiftxform = french_shiftxform; + else + shiftxform = english_shiftxform; + + // load the heads-up font + j = HU_FONTSTART; + for (i = 0; i < HU_FONTSIZE; i++) + { + //if (j == 40) __debugbreak(); + //doom_sprintf(buffer, "STCFN%.3d", j++); + doom_strcpy(buffer, "STCFN"); + if (j < 100) doom_concat(buffer, "0"); + if (j < 10) doom_concat(buffer, "0"); + doom_concat(buffer, doom_itoa(j++, 10)); + hu_font[i] = (patch_t*)W_CacheLumpName(buffer, PU_STATIC); + } +} + +void HU_Stop(void) +{ + headsupactive = false; +} + +void HU_Start(void) +{ + int i; + char* s; + + if (headsupactive) + HU_Stop(); + + plr = &players[consoleplayer]; + message_on = false; + message_dontfuckwithme = false; + message_nottobefuckedwith = false; + chat_on = false; + + // create the message widget + HUlib_initSText(&w_message, + HU_MSGX, HU_MSGY, HU_MSGHEIGHT, + hu_font, + HU_FONTSTART, &message_on); + + // create the map title widget + HUlib_initTextLine(&w_title, + HU_TITLEX, HU_TITLEY, + hu_font, + HU_FONTSTART); + + switch (gamemode) + { + case shareware: + case registered: + case retail: + s = HU_TITLE; + break; + + /* FIXME + case pack_plut: + s = HU_TITLEP; + break; + case pack_tnt: + s = HU_TITLET; + break; + */ + + case commercial: + default: + s = HU_TITLE2; + break; + } + + while (*s) + HUlib_addCharToTextLine(&w_title, *(s++)); + + // create the chat widget + HUlib_initIText(&w_chat, + HU_INPUTX, HU_INPUTY, + hu_font, + HU_FONTSTART, &chat_on); + + // create the inputbuffer widgets + for (i = 0; i < MAXPLAYERS; i++) + HUlib_initIText(&w_inputbuffer[i], 0, 0, 0, 0, &always_off); + + headsupactive = true; +} + +void HU_Drawer(void) +{ + HUlib_drawSText(&w_message); + HUlib_drawIText(&w_chat); + if (automapactive) + HUlib_drawTextLine(&w_title, false); +} + +void HU_Erase(void) +{ + HUlib_eraseSText(&w_message); + HUlib_eraseIText(&w_chat); + HUlib_eraseTextLine(&w_title); +} + +void HU_Ticker(void) +{ + int i, rc; + char c; + + // tick down message counter if message is up + if (message_counter && !--message_counter) + { + message_on = false; + message_nottobefuckedwith = false; + } + + if (showMessages || message_dontfuckwithme) + { + + // display message if necessary + if ((plr->message && !message_nottobefuckedwith) + || (plr->message && message_dontfuckwithme)) + { + HUlib_addMessageToSText(&w_message, 0, plr->message); + plr->message = 0; + message_on = true; + message_counter = HU_MSGTIMEOUT; + message_nottobefuckedwith = message_dontfuckwithme; + message_dontfuckwithme = 0; + } + + } // else message_on = false; + + // check for incoming chat characters + if (netgame) + { + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) + continue; + if (i != consoleplayer + && (c = players[i].cmd.chatchar)) + { + if (c <= HU_BROADCAST) + chat_dest[i] = c; + else + { + if (c >= 'a' && c <= 'z') + c = (char)shiftxform[(unsigned char)c]; + rc = HUlib_keyInIText(&w_inputbuffer[i], c); + if (rc && c == KEY_ENTER) + { + if (w_inputbuffer[i].l.len + && (chat_dest[i] == consoleplayer + 1 + || chat_dest[i] == HU_BROADCAST)) + { + HUlib_addMessageToSText(&w_message, + player_names[i], + w_inputbuffer[i].l.l); + + message_nottobefuckedwith = true; + message_on = true; + message_counter = HU_MSGTIMEOUT; + if (gamemode == commercial) + S_StartSound(0, sfx_radio); + else + S_StartSound(0, sfx_tink); + } + HUlib_resetIText(&w_inputbuffer[i]); + } + } + players[i].cmd.chatchar = 0; + } + } + } +} + +void HU_queueChatChar(char c) +{ + if (((head + 1) & (QUEUESIZE - 1)) == tail) + { + plr->message = HUSTR_MSGU; + } + else + { + chatchars[head] = c; + head = (head + 1) & (QUEUESIZE - 1); + } +} + +char HU_dequeueChatChar(void) +{ + char c; + + if (head != tail) + { + c = chatchars[tail]; + tail = (tail + 1) & (QUEUESIZE - 1); + } + else + { + c = 0; + } + + return c; +} + +doom_boolean HU_Responder(event_t* ev) +{ + + static char lastmessage[HU_MAXLINELENGTH + 1]; + char* macromessage; + doom_boolean eatkey = false; + static doom_boolean shiftdown = false; + static doom_boolean altdown = false; + unsigned char c; + int i; + int numplayers; + + static char destination_keys[MAXPLAYERS] = + { + HUSTR_KEYGREEN, + HUSTR_KEYINDIGO, + HUSTR_KEYBROWN, + HUSTR_KEYRED + }; + + static int num_nobrainers = 0; + + numplayers = 0; + for (i = 0; i < MAXPLAYERS; i++) + numplayers += playeringame[i]; + + if (ev->data1 == KEY_RSHIFT) + { + shiftdown = ev->type == ev_keydown; + return false; + } + else if (ev->data1 == KEY_RALT || ev->data1 == KEY_LALT) + { + altdown = ev->type == ev_keydown; + return false; + } + + if (ev->type != ev_keydown) + return false; + + if (!chat_on) + { + if (ev->data1 == HU_MSGREFRESH) + { + message_on = true; + message_counter = HU_MSGTIMEOUT; + eatkey = true; + } + else if (netgame && ev->data1 == HU_INPUTTOGGLE) + { + eatkey = chat_on = true; + HUlib_resetIText(&w_chat); + HU_queueChatChar(HU_BROADCAST); + } + else if (netgame && numplayers > 2) + { + for (i = 0; i < MAXPLAYERS; i++) + { + if (ev->data1 == destination_keys[i]) + { + if (playeringame[i] && i != consoleplayer) + { + eatkey = chat_on = true; + HUlib_resetIText(&w_chat); + HU_queueChatChar(i + 1); + break; + } + else if (i == consoleplayer) + { + num_nobrainers++; + if (num_nobrainers < 3) + plr->message = HUSTR_TALKTOSELF1; + else if (num_nobrainers < 6) + plr->message = HUSTR_TALKTOSELF2; + else if (num_nobrainers < 9) + plr->message = HUSTR_TALKTOSELF3; + else if (num_nobrainers < 32) + plr->message = HUSTR_TALKTOSELF4; + else + plr->message = HUSTR_TALKTOSELF5; + } + } + } + } + } + else + { + c = ev->data1; + // send a macro + if (altdown) + { + c = c - '0'; + if (c > 9) + return false; + macromessage = chat_macros[c]; + + // kill last message with a '\n' + HU_queueChatChar(KEY_ENTER); // DEBUG!!! + + // send the macro message + while (*macromessage) + HU_queueChatChar(*macromessage++); + HU_queueChatChar(KEY_ENTER); + + // leave chat mode and notify that it was sent + chat_on = false; + doom_strcpy(lastmessage, chat_macros[c]); + plr->message = lastmessage; + eatkey = true; + } + else + { + if (french) + c = ForeignTranslation(c); + if (shiftdown || (c >= 'a' && c <= 'z')) + c = shiftxform[c]; + eatkey = HUlib_keyInIText(&w_chat, c); + if (eatkey) + { + HU_queueChatChar(c); + } + if (c == KEY_ENTER) + { + chat_on = false; + if (w_chat.l.len) + { + doom_strcpy(lastmessage, w_chat.l.l); + plr->message = lastmessage; + } + } + else if (c == KEY_ESCAPE) + chat_on = false; + } + } + + return eatkey; +} diff --git a/demos/ports/doom/src/hu_stuff.h b/demos/ports/doom/src/hu_stuff.h new file mode 100644 index 0000000..663b2df --- /dev/null +++ b/demos/ports/doom/src/hu_stuff.h @@ -0,0 +1,67 @@ +// 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: Head up display +// +//----------------------------------------------------------------------------- + +#ifndef __HU_STUFF_H__ +#define __HU_STUFF_H__ + + +#include "d_event.h" + + +// +// Globally visible constants. +// +#define HU_FONTSTART '!' // the first font characters +#define HU_FONTEND '_' // the last font characters + +// Calculate # of glyphs in font. +#define HU_FONTSIZE (HU_FONTEND - HU_FONTSTART + 1) + +#define HU_BROADCAST 5 + +#define HU_MSGREFRESH KEY_ENTER +#define HU_MSGX 0 +#define HU_MSGY 0 +#define HU_MSGWIDTH 64 // in characters +#define HU_MSGHEIGHT 1 // in lines + +#define HU_MSGTIMEOUT (4*TICRATE) + + +// +// HEADS UP TEXT +// + +void HU_Init(void); +void HU_Start(void); +doom_boolean HU_Responder(event_t* ev); +void HU_Ticker(void); +void HU_Drawer(void); +char HU_dequeueChatChar(void); +void HU_Erase(void); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/i_net.c b/demos/ports/doom/src/i_net.c new file mode 100644 index 0000000..6a618fe --- /dev/null +++ b/demos/ports/doom/src/i_net.c @@ -0,0 +1,457 @@ +// 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: +// +//----------------------------------------------------------------------------- + + +//#define I_NET_ENABLED + +#if defined(I_NET_ENABLED) +#define _CRT_SECURE_NO_WARNINGS +#define _WINSOCK_DEPRECATED_NO_WARNINGS +#endif +#include "doom_config.h" + +#if defined(I_NET_ENABLED) +#if defined(DOOM_WIN32) +#define _CRT_SECURE_NO_WARNINGS +#define _WINSOCK_DEPRECATED_NO_WARNINGS +#include +#include +#define IPPORT_USERRESERVED 5000 +#pragma comment(lib, "ws2_32.lib") +#else + #include + #include + #include + #include +#define SOCKET int +#endif +#else +#define IPPORT_USERRESERVED 5000 +#endif + +#include "i_system.h" +#include "d_event.h" +#include "d_net.h" +#include "m_argv.h" +#include "doomstat.h" +#include "i_net.h" + + +// For some odd reason... +#if !defined(DOOM_APPLE) // It doesn't complain on Win32? O_o +#define ntohl(x) \ + ((unsigned long int)((((unsigned long int)(x) & 0x000000ffU) << 24) | \ + (((unsigned long int)(x) & 0x0000ff00U) << 8) | \ + (((unsigned long int)(x) & 0x00ff0000U) >> 8) | \ + (((unsigned long int)(x) & 0xff000000U) >> 24))) + +#define ntohs(x) \ + ((unsigned short int)((((unsigned short int)(x) & 0x00ff) << 8) | \ + (((unsigned short int)(x) & 0xff00) >> 8))) \ + +#define htonl(x) ntohl(x) +#define htons(x) ntohs(x) +#endif + + +// +// NETWORKING +// + +int DOOMPORT = (IPPORT_USERRESERVED + 0x1d); +int DOOMPORT_SEND = (IPPORT_USERRESERVED + 0x1e); + +#if defined(I_NET_ENABLED) +SOCKET sendsocket; +SOCKET insocket; + +struct sockaddr_in sendaddress[MAXNETNODES]; +#endif + +void (*netget) (void); +void (*netsend) (void); + + +void NetSend(void); +doom_boolean NetListen(void); + + +// +// UDPsocket +// +#if defined(I_NET_ENABLED) +SOCKET UDPsocket(void) +{ + SOCKET s; + + // allocate a socket + s = socket(PF_INET, SOCK_DGRAM, IPPROTO_UDP); + if (s < 0) + { + //I_Error("Error: can't create socket: %s", strerror(errno)); + + doom_strcpy(error_buf, "Error: can't create socket: "); + doom_concat(error_buf, strerror(errno)); + I_Error(error_buf); + } + + return s; +} +#endif + + +// +// BindToLocalPort +// +#if defined(I_NET_ENABLED) +void BindToLocalPort(SOCKET s, int port) +{ + int v; + struct sockaddr_in address; + + doom_memset(&address, 0, sizeof(address)); + address.sin_family = AF_INET; + address.sin_addr.s_addr = INADDR_ANY; + address.sin_port = port; + + v = bind(s, (void*)&address, sizeof(address)); + if (v == -1) + { + //I_Error("Error: BindToPort: bind: %s", strerror(errno)); + + doom_strcpy(error_buf, "Error: BindToPort: bind: "); + doom_concat(error_buf, strerror(errno)); + I_Error(error_buf); + } +} +#endif + + +// +// PacketSend +// +void PacketSend(void) +{ +#if defined(I_NET_ENABLED) + int c; + doomdata_t sw; + + // byte swap + sw.checksum = htonl(netbuffer->checksum); + sw.player = netbuffer->player; + sw.retransmitfrom = netbuffer->retransmitfrom; + sw.starttic = netbuffer->starttic; + sw.numtics = netbuffer->numtics; + for (c = 0; c < netbuffer->numtics; c++) + { + sw.cmds[c].forwardmove = netbuffer->cmds[c].forwardmove; + sw.cmds[c].sidemove = netbuffer->cmds[c].sidemove; + sw.cmds[c].angleturn = htons(netbuffer->cmds[c].angleturn); + sw.cmds[c].consistancy = htons(netbuffer->cmds[c].consistancy); + sw.cmds[c].chatchar = netbuffer->cmds[c].chatchar; + sw.cmds[c].buttons = netbuffer->cmds[c].buttons; + } + + //doom_print ("sending %i\n",gametic); + c = sendto(sendsocket, (const char*)&sw, doomcom->datalength + , 0, (void*)&sendaddress[doomcom->remotenode] + , sizeof(sendaddress[doomcom->remotenode])); +#endif +} + + +// +// PacketGet +// +void PacketGet(void) +{ +#if defined(I_NET_ENABLED) + int i; + int c; + struct sockaddr_in fromaddress; +#if defined(__APPLE__) + socklen_t fromlen; +#else + int fromlen; +#endif + doomdata_t sw; + + fromlen = sizeof(fromaddress); + c = recvfrom(insocket, (char*)&sw, sizeof(sw), 0 + , (struct sockaddr*)&fromaddress, &fromlen); + if (c == -1) + { +#if defined(DOOM_WIN32) + int r = WSAGetLastError(); + if (r != WSAEWOULDBLOCK) + { + //I_Error("Error: GetPacket: %i", r); + + doom_strcpy(error_buf, "Error: GetPacket: "); + doom_concat(error_buf, doom_itoa(r, 10)); + I_Error(error_buf); + } +#else + if (errno != EWOULDBLOCK) + { + //I_Error("Error: GetPacket: %s", strerror(errno)); + + doom_strcpy(error_buf, "Error: GetPacket: "); + doom_concat(error_buf, strerror(errno)); + I_Error(error_buf); + } +#endif + doomcom->remotenode = -1; // no packet + return; + } + + { + static int first = 1; + if (first) + { + //doom_print("len=%d:p=[0x%x 0x%x] \n", c, *(int*)&sw, *((int*)&sw + 1)); + doom_print("len="); + doom_print(doom_itoa(c, 10)); + doom_print(":p=[0x"); + doom_print(doom_itoa(*(int*)&sw, 16)); + doom_print(" 0x"); + doom_print(doom_itoa(*((int*)&sw + 1), 16)); + doom_print("] \n"); + } + first = 0; + } + + // find remote node number + for (i = 0; i < doomcom->numnodes; i++) + if (fromaddress.sin_addr.s_addr == sendaddress[i].sin_addr.s_addr) + break; + + if (i == doomcom->numnodes) + { + // packet is not from one of the players (new game broadcast) + doomcom->remotenode = -1; // no packet + return; + } + + doomcom->remotenode = i; // good packet from a game player + doomcom->datalength = c; + + // byte swap + netbuffer->checksum = ntohl(sw.checksum); + netbuffer->player = sw.player; + netbuffer->retransmitfrom = sw.retransmitfrom; + netbuffer->starttic = sw.starttic; + netbuffer->numtics = sw.numtics; + + for (c = 0; c < netbuffer->numtics; c++) + { + netbuffer->cmds[c].forwardmove = sw.cmds[c].forwardmove; + netbuffer->cmds[c].sidemove = sw.cmds[c].sidemove; + netbuffer->cmds[c].angleturn = ntohs(sw.cmds[c].angleturn); + netbuffer->cmds[c].consistancy = ntohs(sw.cmds[c].consistancy); + netbuffer->cmds[c].chatchar = sw.cmds[c].chatchar; + netbuffer->cmds[c].buttons = sw.cmds[c].buttons; + } +#endif +} + + +int GetLocalAddress(void) +{ +#if defined(I_NET_ENABLED) + char hostname[1024]; + struct hostent* hostentry; // host information entry + int v; + + // get local address + v = gethostname(hostname, sizeof(hostname)); + if (v == -1) + { + //I_Error("Error: GetLocalAddress : gethostname: errno %d", errno); + + doom_strcpy(error_buf, "Error: GetLocalAddress : gethostname: errno "); + doom_concat(error_buf, strerror(errno)); + I_Error(error_buf); + } + + hostentry = gethostbyname(hostname); + if (!hostentry) + { + I_Error("Error: GetLocalAddress : gethostbyname: couldn't get local host"); + } + + return *(int*)hostentry->h_addr_list[0]; +#else + return 0; +#endif +} + + +// +// I_InitNetwork +// +void I_InitNetwork(void) +{ +#if defined(I_NET_ENABLED) +#if defined(DOOM_WIN32) + WSADATA wsaData; + WSAStartup(MAKEWORD(2, 2), &wsaData); + + u_long trueval = 1; +#else + doom_boolean trueval = true; +#endif +#endif + int i; + int p; + struct hostent* hostentry; // host information entry + + doomcom = doom_malloc(sizeof(*doomcom)); + doom_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 = doom_atoi(myargv[p + 1]); + //doom_print("using alternate port %i\n", DOOMPORT); + doom_print("using alternate port "); + doom_print(doom_itoa(DOOMPORT, 10)); + doom_print("\n"); + } + + p = M_CheckParm("-sendport"); + if (p && p < myargc - 1) + { + DOOMPORT_SEND = doom_atoi(myargv[p + 1]); + //doom_print("using alternate send port %i\n", DOOMPORT_SEND); + doom_print("using alternate send port "); + doom_print(doom_itoa(DOOMPORT_SEND, 10)); + doom_print("\n"); + } + + // parse network game options, + // -net ... + 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; + } + +#if defined(I_NET_ENABLED) + 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("Error: gethostbyname: couldn't find %s", myargv[i]); + + doom_strcpy(error_buf, "Error: gethostbyname: couldn't find "); + doom_concat(error_buf, myargv[i]); + I_Error(error_buf); + } + sendaddress[doomcom->numnodes].sin_addr.s_addr + = *(int*)hostentry->h_addr_list[0]; + } + doomcom->numnodes++; + } + + doomcom->id = DOOMCOM_ID; + doomcom->numplayers = doomcom->numnodes; + + // build message to receive + insocket = UDPsocket(); + BindToLocalPort(insocket, htons(DOOMPORT)); +#if defined(DOOM_WIN32) + ioctlsocket(insocket, FIONBIO, &trueval); +#else + ioctl(insocket, FIONBIO, &trueval); +#endif + + sendsocket = UDPsocket(); +#endif +} + + +void I_NetCmd(void) +{ +#if defined(I_NET_ENABLED) + if (doomcom->command == CMD_SEND) + { + netsend(); + } + else if (doomcom->command == CMD_GET) + { + netget(); + } + else + { + //I_Error("Error: Bad net cmd: %i\n", doomcom->command); + + doom_strcpy(error_buf, "Error: Bad net cmd: "); + doom_concat(error_buf, doom_itoa(doomcom->command, 10)); + I_Error(error_buf); + } +#endif +} diff --git a/demos/ports/doom/src/i_net.h b/demos/ports/doom/src/i_net.h new file mode 100644 index 0000000..7f91503 --- /dev/null +++ b/demos/ports/doom/src/i_net.h @@ -0,0 +1,38 @@ +// 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__ + + +// Called by D_DoomMain. + +void I_InitNetwork (void); +void I_NetCmd (void); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/i_sound.c b/demos/ports/doom/src/i_sound.c new file mode 100644 index 0000000..db76ea6 --- /dev/null +++ b/demos/ports/doom/src/i_sound.c @@ -0,0 +1,1168 @@ +// 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: +// System interface for sound. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "z_zone.h" +#include "i_system.h" +#include "i_sound.h" +#include "m_argv.h" +#include "m_misc.h" +#include "w_wad.h" +#include "doomdef.h" + + +// Needed for calling the actual sound output. +#define SAMPLECOUNT 512 +#define NUM_CHANNELS 8 +// It is 2 for 16bit, and 2 for two channels. +#define BUFMUL 4 +#define MIXBUFFERSIZE (SAMPLECOUNT*BUFMUL) + +#define SAMPLERATE 11025 // Hz +#define SAMPLESIZE 2 // 16bit + +#define MAX_QUEUED_MIDI_MSGS 256 + +#define EVENT_RELEASE_NOTE 0 +#define EVENT_PLAY_NOTE 1 +#define EVENT_PITCH_BEND 2 +#define EVENT_SYSTEM_EVENT 3 +#define EVENT_CONTROLLER 4 +#define EVENT_END_OF_MEASURE 5 +#define EVENT_FINISH 6 +#define EVENT_UNUSED 7 + +#define CONTROLLER_EVENT_ALL_SOUNDS_OFF 10 +#define CONTROLLER_EVENT_ALL_NOTES_OFF 11 +#define CONTROLLER_EVENT_MONO 12 +#define CONTROLLER_EVENT_POLY 13 +#define CONTROLLER_EVENT_RESET_ALL_CONTROLLERS 14 +#define CONTROLLER_EVENT_EVENT 15 + +#define CONTROLLER_CHANGE_INSTRUMENT 0 +#define CONTROLLER_BANK_SELECT 1 +#define CONTROLLER_MODULATION 2 +#define CONTROLLER_VOLUME 3 +#define CONTROLLER_PAN 4 +#define CONTROLLER_EXPRESSION 5 +#define CONTROLLER_REVERB 6 +#define CONTROLLER_CHORUS 7 +#define CONTROLLER_SUSTAIN 8 +#define CONTROLLER_SOFT 9 + + +typedef struct +{ + char ID[4]; + unsigned short scoreLen; + unsigned short scoreStart; + unsigned short channels; + unsigned short sec_channels; + unsigned short instrCnt; + unsigned short dummy; +} mus_header_t; + + +// A quick hack to establish a protocol between +// synchronous mix buffer updates and asynchronous +// audio writes. Probably redundant with gametic. +static int flag = 0; + +static unsigned char* mus_data = 0; +static mus_header_t mus_header; +static int mus_offset = 0; +static int mus_delay = 0; +static doom_boolean mus_loop = false; +static doom_boolean mus_playing = false; +static int mus_volume = 127; +static int mus_channel_volumes[16] = { 127, 127, 127, 127, 127, 127, 127, 127, 127, 127, 127, 127, 127, 127, 127, 127 }; + +static int looping = 0; +static int musicdies = -1; + + +// The number of internal mixing channels, +// the samples calculated for each mixing step, +// the size of the 16bit, 2 hardware channel (stereo) +// mixing buffer, and the samplerate of the raw data. + +// The actual lengths of all sound effects. +int lengths[NUMSFX]; + +// The actual output device. +int audio_fd; + +// The global mixing buffer. +// Basically, samples from all active internal channels +// are modifed and added, and stored in the buffer +// that is submitted to the audio device. +signed short mixbuffer[MIXBUFFERSIZE]; + + +// The channel step amount... +unsigned int channelstep[NUM_CHANNELS]; +// ... and a 0.16 bit remainder of last step. +unsigned int channelstepremainder[NUM_CHANNELS]; + +// The channel data pointers, start and end. +unsigned char* channels[NUM_CHANNELS]; +unsigned char* channelsend[NUM_CHANNELS]; + +// Time/gametic that the channel started playing, +// used to determine oldest, which automatically +// has lowest priority. +// In case number of active sounds exceeds +// available channels. +int channelstart[NUM_CHANNELS]; + +// The sound in channel handles, +// determined on registration, +// might be used to unregister/stop/modify, +// currently unused. +int channelhandles[NUM_CHANNELS]; + +// SFX id of the playing sound effect. +// Used to catch duplicates (like chainsaw). +int channelids[NUM_CHANNELS]; + +// Pitch to stepping lookup, unused. +int steptable[256]; + +// Volume lookups. +int vol_lookup[128 * 256]; + +// Hardware left and right channel volume lookup. +int* channelleftvol_lookup[NUM_CHANNELS]; +int* channelrightvol_lookup[NUM_CHANNELS]; + +unsigned long queued_midi_msgs[MAX_QUEUED_MIDI_MSGS]; +int queue_midi_head = 0; +int queue_midi_tail = 0; + + +void TickSong(); + + +// +// This function loads the sound data from the WAD lump, +// for single sound. +// +void* getsfx(char* sfxname, int* len) +{ + unsigned char* sfx; + unsigned char* paddedsfx; + int i; + int size; + int paddedsize; + char name[20]; + int sfxlump; + + // Get the sound data from the WAD, allocate lump + // in zone memory. + //doom_sprintf(name, "ds%s", sfxname); + doom_strcpy(name, "ds"); + doom_concat(name, sfxname); + + // Now, there is a severe problem with the + // sound handling, in it is not (yet/anymore) + // gamemode aware. That means, sounds from + // DOOM II will be requested even with DOOM + // shareware. + // The sound list is wired into sounds.c, + // which sets the external variable. + // I do not do runtime patches to that + // variable. Instead, we will use a + // default sound for replacement. + if (W_CheckNumForName(name) == -1) + sfxlump = W_GetNumForName("dspistol"); + else + sfxlump = W_GetNumForName(name); + + size = W_LumpLength(sfxlump); + + sfx = (unsigned char*)W_CacheLumpNum(sfxlump, PU_STATIC); + + // Pads the sound effect out to the mixing buffer size. + // The original realloc would interfere with zone memory. + paddedsize = ((size - 8 + (SAMPLECOUNT - 1)) / SAMPLECOUNT) * SAMPLECOUNT; + + // Allocate from zone memory. + paddedsfx = (unsigned char*)Z_Malloc(paddedsize + 8, PU_STATIC, 0); + // ddt: (unsigned char *) realloc(sfx, paddedsize+8); + // This should interfere with zone memory handling, + // which does not kick in in the soundserver. + + // Now copy and pad. + doom_memcpy(paddedsfx, sfx, size); + for (i = size; i < paddedsize + 8; i++) + paddedsfx[i] = 128; + + // Remove the cached lump. + Z_Free(sfx); + + // Preserve padded length. + *len = paddedsize; + + // Return allocated padded data. + return (void*)(paddedsfx + 8); +} + + +// +// This function adds a sound to the +// list of currently active sounds, +// which is maintained as a given number +// (eight, usually) of internal channels. +// Returns a handle. +// +int addsfx(int sfxid, int volume, int step, int seperation) +{ + static unsigned short handlenums = 0; + + int i; + int rc = -1; + + int oldest = gametic; + int oldestnum = 0; + int slot; + + int rightvol; + int leftvol; + + // Chainsaw troubles. + // Play these sound effects only one at a time. + if (sfxid == sfx_sawup + || sfxid == sfx_sawidl + || sfxid == sfx_sawful + || sfxid == sfx_sawhit + || sfxid == sfx_stnmov + || sfxid == sfx_pistol) + { + // Loop all channels, check. + for (i = 0; i < NUM_CHANNELS; i++) + { + // Active, and using the same SFX? + if ((channels[i]) + && (channelids[i] == sfxid)) + { + // Reset. + channels[i] = 0; + // We are sure that iff, + // there will only be one. + break; + } + } + } + + // Loop all channels to find oldest SFX. + for (i = 0; (i < NUM_CHANNELS) && (channels[i]); i++) + { + if (channelstart[i] < oldest) + { + oldestnum = i; + oldest = channelstart[i]; + } + } + + // Tales from the cryptic. + // If we found a channel, fine. + // If not, we simply overwrite the first one, 0. + // Probably only happens at startup. + if (i == NUM_CHANNELS) + slot = oldestnum; + else + slot = i; + + // Okay, in the less recent channel, + // we will handle the new SFX. + // Set pointer to raw data. + channels[slot] = (unsigned char*)S_sfx[sfxid].data; + // Set pointer to end of raw data. + channelsend[slot] = channels[slot] + lengths[sfxid]; + + // Reset current handle number, limited to 0..100. + if (!handlenums) + handlenums = 100; + + // Assign current handle number. + // Preserved so sounds could be stopped (unused). + channelhandles[slot] = rc = handlenums++; + + // Set stepping??? + // Kinda getting the impression this is never used. + channelstep[slot] = step; + // ??? + channelstepremainder[slot] = 0; + // Should be gametic, I presume. + channelstart[slot] = gametic; + + // Separation, that is, orientation/stereo. + // range is: 1 - 256 + seperation += 1; + + // Per left/right channel. + // x^2 seperation, + // adjust volume properly. + leftvol = + volume - ((volume * seperation * seperation) >> 16); ///(256*256); + seperation = seperation - 257; + rightvol = + volume - ((volume * seperation * seperation) >> 16); + + // Sanity check, clamp volume. + if (rightvol < 0 || rightvol > 127) + I_Error("Error: rightvol out of bounds"); + + if (leftvol < 0 || leftvol > 127) + I_Error("Error: leftvol out of bounds"); + + // Get the proper lookup table piece + // for this volume level??? + channelleftvol_lookup[slot] = &vol_lookup[leftvol * 256]; + channelrightvol_lookup[slot] = &vol_lookup[rightvol * 256]; + + // Preserve sound SFX id, + // e.g. for avoiding duplicates of chainsaw. + channelids[slot] = sfxid; + + // You tell me. + return rc; +} + + +// +// SFX API +// Note: this was called by S_Init. +// However, whatever they did in the +// old DPMS based DOS version, this +// were simply dummies in the Linux +// version. +// See soundserver initdata(). +// +void I_SetChannels() +{ + // Init internal lookups (raw data, mixing buffer, channels). + // This function sets up internal lookups used during + // the mixing process. + int i; + int j; + + int* steptablemid = steptable + 128; + + // Okay, reset internal mixing channels to zero. + /*for (i=0; iname); + doom_strcpy(namebuf, "ds"); + doom_concat(namebuf, sfx->name); + return W_GetNumForName(namebuf); +} + + +// +// Starting a sound means adding it +// to the current list of active sounds +// in the internal channels. +// As the SFX info struct contains +// e.g. a pointer to the raw data, +// it is ignored. +// As our sound handling does not handle +// priority, it is ignored. +// Pitching (that is, increased speed of playback) +// is set, but currently not used by mixing. +// +int I_StartSound(int id, int vol, int sep, int pitch, int priority) +{ + // Returns a handle (not used). + id = addsfx(id, vol, steptable[pitch], sep); + return id; +} + + +void I_StopSound(int handle) +{ + // You need the handle returned by StartSound. + // Would be looping all channels, + // tracking down the handle, + // an setting the channel to zero. +} + + +int I_SoundIsPlaying(int handle) +{ + // Ouch. + return gametic < handle; +} + + +// +// This function loops all active (internal) sound +// channels, retrieves a given number of samples +// from the raw sound data, modifies it according +// to the current (internal) channel parameters, +// mixes the per channel samples into the global +// mixbuffer, clamping it to the allowed range, +// and sets up everything for transferring the +// contents of the mixbuffer to the (two) +// hardware channels (left and right, that is). +// +// This function currently supports only 16bit. +// +void I_UpdateSound(void) +{ + static int song_tick_progress = 0; + + // Mix current sound data. + // Data, from raw sound, for right and left. + register unsigned int sample; + register int dl; + register int dr; + + // Pointers in global mixbuffer, left, right, end. + signed short* leftout; + signed short* rightout; + signed short* leftend; + // Step in mixbuffer, left and right, thus two. + int step; + + // Mixing channel index. + int chan; + + // Do music first. [dsl] TODO: if we have embedded synth + //static int song_progress = 0; + //song_progress += 512; + //while (song_progress > 0) + //{ + // TickSong(); // About 7 music ticks per sound sampling (X for doubt) + // song_progress -= 78; + //} + + // Left and right channel + // are in global mixbuffer, alternating. + leftout = mixbuffer; + rightout = mixbuffer + 1; + step = 2; + + // Determine end, for left channel only + // (right channel is implicit). + leftend = mixbuffer + SAMPLECOUNT * step; + + // Mix sounds into the mixing buffer. + // Loop over step*SAMPLECOUNT, + // that is 512 values for two channels. + while (leftout != leftend) + { + // Reset left/right value. + dl = 0; + dr = 0; + + // Love thy L2 chache - made this a loop. + // Now more channels could be set at compile time + // as well. Thus loop those channels. + for (chan = 0; chan < NUM_CHANNELS; chan++) + { + // Check channel, if active. + if (channels[chan]) + { + // Get the raw data from the channel. + sample = *channels[chan]; + // Add left and right part + // for this channel (sound) + // to the current data. + // Adjust volume accordingly. + dl += channelleftvol_lookup[chan][sample]; + dr += channelrightvol_lookup[chan][sample]; + // Increment index ??? + channelstepremainder[chan] += channelstep[chan]; + // MSB is next sample??? + channels[chan] += channelstepremainder[chan] >> 16; + // Limit to LSB??? + channelstepremainder[chan] &= 65536 - 1; + + // Check whether we are done. + if (channels[chan] >= channelsend[chan]) + channels[chan] = 0; + } + } + + // Clamp to range. Left hardware channel. + // Has been char instead of short. + // if (dl > 127) *leftout = 127; + // else if (dl < -128) *leftout = -128; + // else *leftout = dl; + + if (dl > 0x7fff) + *leftout = 0x7fff; + else if (dl < -0x8000) + *leftout = -0x8000; + else + *leftout = dl; + + // Same for right hardware channel. + if (dr > 0x7fff) + *rightout = 0x7fff; + else if (dr < -0x8000) + *rightout = -0x8000; + else + *rightout = dr; + + // Increment current pointers in mixbuffer. + leftout += step; + rightout += step; + } +} + + +//extern doom_sound_callbacks_t doom_sound_callbacks; +//extern doom_boolean skip_next_sound_update; + +// +// This would be used to write out the mixbuffer +// during each game loop update. +// Updates sound buffer and audio device at runtime. +// It is called during Timer interrupt with SNDINTR. +// Mixing now done synchronous, and +// only output be done asynchronous? +// +void I_SubmitSound(void) +{ +} + + +void I_UpdateSoundParams(int handle, int vol, int sep, int pitch) +{ + // I fail too see that this is used. + // Would be using the handle to identify + // on which channel the sound might be active, + // and resetting the channel parameters. +} + + +void I_ShutdownSound(void) +{ + // Wait till all pending sounds are finished. + int done = 0; + int i; + + // FIXME (below). + doom_print("I_ShutdownSound: NOT finishing pending sounds\n"); + + while (!done) + { + for (i = 0; i < 8 && !channels[i]; i++); + + // FIXME. No proper channel output. + //if (i==8) + done = 1; + } + + // Done. + return; +} + + +void I_InitSound() +{ + int i; + + // Secure and configure sound device first. + doom_print("I_InitSound: "); + + // Initialize external data (all sounds) at start, keep static. + doom_print("I_InitSound: "); + + for (i = 1; i < NUMSFX; i++) + { + // Alias? Example is the chaingun sound linked to pistol. + if (!S_sfx[i].link) + { + // Load data from WAD file. + S_sfx[i].data = getsfx(S_sfx[i].name, &lengths[i]); + } + else + { + // Previously loaded already? + S_sfx[i].data = S_sfx[i].link->data; + lengths[i] = lengths[(S_sfx[i].link - S_sfx) / sizeof(sfxinfo_t)]; + } + } + + doom_print(" pre-cached all sound data\n"); + + // Now initialize mixbuffer with zero. + for (i = 0; i < MIXBUFFERSIZE; i++) + mixbuffer[i] = 0; + + // Finished initialization. + doom_print("I_InitSound: sound module ready\n"); +} + + +// +// MUSIC API. +// +void I_InitMusic(void) +{ +} + + +void I_ShutdownMusic(void) +{ +} + + +void I_PlaySong(int handle, int looping) +{ + musicdies = gametic + TICRATE * 30; + + mus_loop = looping ? true : false; + mus_playing = true; +} + + +void I_PauseSong(int handle) +{ + mus_playing = false; +} + + +void I_ResumeSong(int handle) +{ + if (mus_data) mus_playing = true; +} + + +static void reset_all_channels() +{ + for (int i = 0; i < 16; ++i) + queued_midi_msgs[(queue_midi_tail++) % MAX_QUEUED_MIDI_MSGS] = 0b10110000 | i | (123 << 8); +} + + +void I_StopSong(int handle) +{ + mus_data = 0; + mus_delay = 0; + mus_offset = 0; + mus_playing = false; + + reset_all_channels(); +} + + +void I_UnRegisterSong(int handle) +{ + I_StopSong(handle); +} + + +int I_RegisterSong(void* data) +{ + doom_memcpy(&mus_header, data, sizeof(mus_header_t)); + if (doom_strncmp(mus_header.ID, "MUS", 3) != 0 || mus_header.ID[3] != 0x1A) return 0; + + mus_data = (unsigned char*)data; + mus_delay = 0; + mus_offset = mus_header.scoreStart; + mus_playing = false; + + return 1; +} + + +// Is the song playing? +int I_QrySongPlaying(int handle) +{ + return mus_playing; +} + + +unsigned long I_TickSong() +{ + unsigned long midi_event = 0; + + // Dequeue MIDI events + if (queue_midi_head != queue_midi_tail) + return queued_midi_msgs[(queue_midi_head++) % MAX_QUEUED_MIDI_MSGS]; + + if (!mus_playing || !mus_data) return 0; + + if (mus_delay <= 0) + { + int event = (int)mus_data[mus_offset++]; + int type = (event & 0b01110000) >> 4; + int channel = event & 0b00001111; + + if (channel == 15) channel = 9; // Percussion is 9 on GM + else if (channel == 9) channel = 15; + + switch (type) + { + case EVENT_RELEASE_NOTE: + { + int note = (int)mus_data[mus_offset++] & 0b01111111; + midi_event = (0x00000080 | channel | (note << 8)); + break; + } + case EVENT_PLAY_NOTE: + { + int note_bytes = (int)mus_data[mus_offset++]; + int note = note_bytes & 0b01111111; + int vol = 127; + if (note_bytes & 0b10000000) vol = (int)mus_data[mus_offset++] & 0b01111111; + midi_event = (0x00000090 | channel | (note << 8) | (vol << 16)); + break; + } + case EVENT_PITCH_BEND: + { + int bend_amount = (int)mus_data[mus_offset++] * 64; + int l = bend_amount & 0b01111111; + int m = (bend_amount & 0b1111111110000000) >> 7; + midi_event = (0x000000E0 | channel | (l << 8) | (m << 16)); + break; + } + case EVENT_SYSTEM_EVENT: + { + int controller = (int)mus_data[mus_offset++] & 0b01111111; + switch (controller) + { + case CONTROLLER_EVENT_ALL_SOUNDS_OFF: + midi_event = (0x000000B0 | channel | (120 << 8)); + break; + case CONTROLLER_EVENT_ALL_NOTES_OFF: + midi_event = (0x000000B0 | channel | (123 << 8)); + break; + case CONTROLLER_EVENT_MONO: + midi_event = (0x000000B0 | channel | (126 << 8)); + break; + case CONTROLLER_EVENT_POLY: + midi_event = (0x000000B0 | channel | (127 << 8)); + break; + case CONTROLLER_EVENT_RESET_ALL_CONTROLLERS: + midi_event = (0x000000B0 | channel | (121 << 8)); + break; + case CONTROLLER_EVENT_EVENT: // Doom never implemented + break; + } + break; + } + case EVENT_CONTROLLER: + { + int controller = (int)mus_data[mus_offset++] & 0b01111111; + int value = (int)mus_data[mus_offset++] & 0b01111111; + switch (controller) + { + case CONTROLLER_CHANGE_INSTRUMENT: + midi_event = (0x000000C0 | channel | (value << 8)); + break; + case CONTROLLER_BANK_SELECT: + midi_event = (0x000000B0 | channel | 0x2000 | (value << 16)); + break; + case CONTROLLER_MODULATION: + midi_event = (0x000000B0 | channel | 0x0100 | (value << 16)); + break; + case CONTROLLER_VOLUME: + mus_channel_volumes[channel] = value; + midi_event = (0x000000B0 | channel | 0x0700 | (((mus_channel_volumes[channel] * mus_volume) / 127) << 16)); + break; + case CONTROLLER_PAN: + midi_event = (0x000000B0 | channel | 0x0A00 | (value << 16)); + break; + case CONTROLLER_EXPRESSION: + midi_event = (0x000000B0 | channel | 0x0B00 | (value << 16)); + break; + case CONTROLLER_REVERB: + midi_event = (0x000000B0 | channel | 0x5B00 | (value << 16)); + break; + case CONTROLLER_CHORUS: + midi_event = (0x000000B0 | channel | 0x5D00 | (value << 16)); + break; + case CONTROLLER_SUSTAIN: + midi_event = (0x000000B0 | channel | 0x4000 | (value << 16)); + break; + case CONTROLLER_SOFT: + midi_event = (0x000000B0 | channel | 0x4300 | (value << 16)); + break; + } + break; + } + case EVENT_END_OF_MEASURE: + { + break; + } + case EVENT_FINISH: + { + // Loop + if (mus_loop) + { + mus_delay = 0; + mus_offset = mus_header.scoreStart; + break; + } + else + { + mus_playing = false; + return 0; + } + } + case EVENT_UNUSED: + { + int dummy = (int)mus_data[mus_offset++]; + break; + } + } + + if (event & 0b10000000) // Followed by delay + { + mus_delay = 0; + int delay_byte = 0; + do + { + delay_byte = mus_data[mus_offset++]; + mus_delay = mus_delay * 128 + delay_byte & 0b01111111; + } while (delay_byte & 0b10000000); + + return midi_event; + } + } + + mus_delay--; + + return midi_event; +} diff --git a/demos/ports/doom/src/i_sound.h b/demos/ports/doom/src/i_sound.h new file mode 100644 index 0000000..9cc9b33 --- /dev/null +++ b/demos/ports/doom/src/i_sound.h @@ -0,0 +1,110 @@ +// 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 interface, sound. +// +//----------------------------------------------------------------------------- + +#ifndef __I_SOUND__ +#define __I_SOUND__ + + +#include "doomdef.h" + + + +#include "doomstat.h" +#include "sounds.h" + + +// Init at program start... +void I_InitSound(); + +// ... update sound buffer and audio device at runtime... +void I_UpdateSound(void); +void I_SubmitSound(void); + +// ... shut down and relase at program termination. +void I_ShutdownSound(void); + + +// +// SFX I/O +// + +// Initialize channels? +void I_SetChannels(); + +// Get raw data lump index for sound descriptor. +int I_GetSfxLumpNum(sfxinfo_t* sfxinfo); + +// Starts a sound in a particular sound channel. +int I_StartSound(int id, int vol, int sep, int pitch, int priority); + +// Stops a sound channel. +void I_StopSound(int handle); + +// Called by S_*() functions +// to see if a channel is still playing. +// Returns 0 if no longer playing, 1 if playing. +int I_SoundIsPlaying(int handle); + +// Updates the volume, separation, +// and pitch of a sound channel. +void I_UpdateSoundParams(int handle, int vol, int sep, int pitch); + + +// +// MUSIC I/O +// +void I_InitMusic(void); +void I_ShutdownMusic(void); + +// Volume. +void I_SetMusicVolume(int volume); + +// PAUSE game handling. +void I_PauseSong(int handle); +void I_ResumeSong(int handle); + +// Registers a song handle to song data. +int I_RegisterSong(void* data); + +// Called by anything that wishes to start music. +// plays a song, and when the song is done, +// starts playing it again in an endless loop. +// Horrible thing to do, considering. +void I_PlaySong(int handle, int looping); + +// Stops a song over 3 seconds. +void I_StopSong(int handle); + +// See above (register), then think backwards +void I_UnRegisterSong(int handle); + +// Get next MIDI message +unsigned long I_TickSong(); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/i_system.c b/demos/ports/doom/src/i_system.c new file mode 100644 index 0000000..7f9a336 --- /dev/null +++ b/demos/ports/doom/src/i_system.c @@ -0,0 +1,160 @@ +// 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: +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "doomdef.h" +#include "m_misc.h" +#include "i_video.h" +#include "i_sound.h" +#include "d_net.h" +#include "g_game.h" +#include "i_system.h" + + +int mb_used = 6 * (sizeof(void*) / 4); +ticcmd_t emptycmd; + + +extern doom_boolean demorecording; + + +void I_Tactile(int on, int off, int total) +{ +} + + +ticcmd_t* I_BaseTiccmd(void) +{ + return &emptycmd; +} + + +int I_GetHeapSize(void) +{ + return mb_used * 1024 * 1024; +} + + +byte* I_ZoneBase(int* size) +{ + *size = mb_used * 1024 * 1024; + return (byte*)doom_malloc(*size); +} + + +// +// I_GetTime +// returns time in 1/70th second tics +// +int I_GetTime(void) +{ + int sec, usec; + int newtics; + static int basetime = 0; + + doom_gettime(&sec, &usec); + if (!basetime) + basetime = sec; + newtics = (sec - basetime) * TICRATE + usec * TICRATE / 1000000; + return newtics; +} + + +// +// I_Init +// +void I_Init(void) +{ + I_InitSound(); +} + + +// +// I_Quit +// +void I_Quit(void) +{ + D_QuitNetGame(); + I_ShutdownSound(); + I_ShutdownMusic(); + M_SaveDefaults(); + I_ShutdownGraphics(); + doom_exit(0); +} + + +void I_WaitVBL(int count) +{ +#if 0 // [pd] Never sleep in main thread +#ifdef SGI + sginap(1); +#else +#ifdef SUN + sleep(0); +#else + usleep(count * (1000000 / 70)); +#endif +#endif +#endif +} + + +void I_BeginRead(void) +{ +} + + +void I_EndRead(void) +{ +} + + +byte* I_AllocLow(int length) +{ + byte* mem; + + mem = (byte*)doom_malloc(length); + doom_memset(mem, 0, length); + return mem; +} + + +// +// I_Error +// +void I_Error(char* error) +{ + // Message first. + if (error) doom_print(error); + doom_print("\n"); + + // Shutdown. Here might be other errors. + if (demorecording) + G_CheckDemoStatus(); + + D_QuitNetGame(); + I_ShutdownGraphics(); + + doom_exit(-1); +} diff --git a/demos/ports/doom/src/i_system.h b/demos/ports/doom/src/i_system.h new file mode 100644 index 0000000..30ba31f --- /dev/null +++ b/demos/ports/doom/src/i_system.h @@ -0,0 +1,85 @@ +// 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" + + +// 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); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/i_video.c b/demos/ports/doom/src/i_video.c new file mode 100644 index 0000000..d1c2709 --- /dev/null +++ b/demos/ports/doom/src/i_video.c @@ -0,0 +1,143 @@ +// 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: +// DOOM graphics stuff for X11, UNIX. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + +#include "doomstat.h" +#include "i_system.h" +#include "v_video.h" +#include "m_argv.h" +#include "d_main.h" +#include "doomdef.h" + + +#define POINTER_WARP_COUNTDOWN 1 + + +// Fake mouse handling. +// This cannot work properly w/o DGA. +// Needs an invisible mouse cursor at least. +doom_boolean grabMouse; +int doPointerWarp = POINTER_WARP_COUNTDOWN; + +unsigned char screen_palette[256 * 3]; + +doom_boolean mousemoved = false; +doom_boolean shmFinished; + + +// Blocky mode, +// replace each 320x200 pixel with multiply*multiply pixels. +// According to Dave Taylor, it still is a bonehead thing +// to use .... +static int multiply = 1; +static int lastmousex = 0; +static int lastmousey = 0; + + +void I_ShutdownGraphics(void) +{ +} + + +// +// I_StartFrame +// +void I_StartFrame(void) +{ +} + + +void I_GetEvent(void) +{ +} + + +// +// I_StartTic +// +void I_StartTic(void) +{ +} + + +// +// I_UpdateNoBlit +// +void I_UpdateNoBlit(void) +{ + // what is this? +} + + +// +// I_FinishUpdate +// +void I_FinishUpdate(void) +{ + static int lasttic; + int tics; + int i; + + // draws little dots on the bottom of the screen + if (devparm) + { + i = I_GetTime(); + tics = i - lasttic; + lasttic = i; + if (tics > 20) tics = 20; + + for (i = 0; i < tics * 2; i += 2) + screens[0][(SCREENHEIGHT - 1) * SCREENWIDTH + i] = 0xff; + for (; i < 20 * 2; i += 2) + screens[0][(SCREENHEIGHT - 1) * SCREENWIDTH + i] = 0x0; + + } +} + + +// +// I_ReadScreen +// +void I_ReadScreen(byte* scr) +{ + doom_memcpy(scr, screens[0], SCREENWIDTH * SCREENHEIGHT); +} + + +// +// I_SetPalette +// +void I_SetPalette(byte* palette) +{ + doom_memcpy(screen_palette, palette, 256 * 3); +} + + +void I_InitGraphics(void) +{ + screens[0] = (unsigned char*)doom_malloc(SCREENWIDTH * SCREENHEIGHT); +} diff --git a/demos/ports/doom/src/i_video.h b/demos/ports/doom/src/i_video.h new file mode 100644 index 0000000..f6856ab --- /dev/null +++ b/demos/ports/doom/src/i_video.h @@ -0,0 +1,57 @@ +// 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" + + +// 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); + +// 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 + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/info.c b/demos/ports/doom/src/info.c new file mode 100644 index 0000000..c0fd34c --- /dev/null +++ b/demos/ports/doom/src/info.c @@ -0,0 +1,4663 @@ +// 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: +// Thing frame/state LUT, +// generated by multigen utilitiy. +// This one is the original DOOM version, preserved. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "sounds.h" // Data. +#include "m_fixed.h" // Data. +#include "info.h" +#include "p_mobj.h" + + +char* sprnames[NUMSPRITES + 1] = { + "TROO","SHTG","PUNG","PISG","PISF","SHTF","SHT2","CHGG","CHGF","MISG", + "MISF","SAWG","PLSG","PLSF","BFGG","BFGF","BLUD","PUFF","BAL1","BAL2", + "PLSS","PLSE","MISL","BFS1","BFE1","BFE2","TFOG","IFOG","PLAY","POSS", + "SPOS","VILE","FIRE","FATB","FBXP","SKEL","MANF","FATT","CPOS","SARG", + "HEAD","BAL7","BOSS","BOS2","SKUL","SPID","BSPI","APLS","APBX","CYBR", + "PAIN","SSWV","KEEN","BBRN","BOSF","ARM1","ARM2","BAR1","BEXP","FCAN", + "BON1","BON2","BKEY","RKEY","YKEY","BSKU","RSKU","YSKU","STIM","MEDI", + "SOUL","PINV","PSTR","PINS","MEGA","SUIT","PMAP","PVIS","CLIP","AMMO", + "ROCK","BROK","CELL","CELP","SHEL","SBOX","BPAK","BFUG","MGUN","CSAW", + "LAUN","PLAS","SHOT","SGN2","COLU","SMT2","GOR1","POL2","POL5","POL4", + "POL3","POL1","POL6","GOR2","GOR3","GOR4","GOR5","SMIT","COL1","COL2", + "COL3","COL4","CAND","CBRA","COL6","TRE1","TRE2","ELEC","CEYE","FSKU", + "COL5","TBLU","TGRN","TRED","SMBT","SMGT","SMRT","HDB1","HDB2","HDB3", + "HDB4","HDB5","HDB6","POB1","POB2","BRS1","TLMP","TLP2",0 +}; + + +void A_Light0(); +void A_WeaponReady(); +void A_Lower(); +void A_Raise(); +void A_Punch(); +void A_ReFire(); +void A_FirePistol(); +void A_Light1(); +void A_FireShotgun(); +void A_Light2(); +void A_FireShotgun2(); +void A_CheckReload(); +void A_OpenShotgun2(); +void A_LoadShotgun2(); +void A_CloseShotgun2(); +void A_FireCGun(); +void A_GunFlash(); +void A_FireMissile(); +void A_Saw(); +void A_FirePlasma(); +void A_BFGsound(); +void A_FireBFG(); +void A_BFGSpray(); +void A_Explode(); +void A_Pain(); +void A_PlayerScream(); +void A_Fall(); +void A_XScream(); +void A_Look(); +void A_Chase(); +void A_FaceTarget(); +void A_PosAttack(); +void A_Scream(); +void A_SPosAttack(); +void A_VileChase(); +void A_VileStart(); +void A_VileTarget(); +void A_VileAttack(); +void A_StartFire(); +void A_Fire(); +void A_FireCrackle(); +void A_Tracer(); +void A_SkelWhoosh(); +void A_SkelFist(); +void A_SkelMissile(); +void A_FatRaise(); +void A_FatAttack1(); +void A_FatAttack2(); +void A_FatAttack3(); +void A_BossDeath(); +void A_CPosAttack(); +void A_CPosRefire(); +void A_TroopAttack(); +void A_SargAttack(); +void A_HeadAttack(); +void A_BruisAttack(); +void A_SkullAttack(); +void A_Metal(); +void A_SpidRefire(); +void A_BabyMetal(); +void A_BspiAttack(); +void A_Hoof(); +void A_CyberAttack(); +void A_PainAttack(); +void A_PainDie(); +void A_KeenDie(); +void A_BrainPain(); +void A_BrainScream(); +void A_BrainDie(); +void A_BrainAwake(); +void A_BrainSpit(); +void A_SpawnSound(); +void A_SpawnFly(); +void A_BrainExplode(); + + +state_t states[NUMSTATES] = { + {SPR_TROO,0,-1,{0},S_NULL,0,0}, // S_NULL + {SPR_SHTG,4,0,{(actionf_p1)A_Light0},S_NULL,0,0}, // S_LIGHTDONE + {SPR_PUNG,0,1,{(actionf_p1)A_WeaponReady},S_PUNCH,0,0}, // S_PUNCH + {SPR_PUNG,0,1,{(actionf_p1)A_Lower},S_PUNCHDOWN,0,0}, // S_PUNCHDOWN + {SPR_PUNG,0,1,{(actionf_p1)A_Raise},S_PUNCHUP,0,0}, // S_PUNCHUP + {SPR_PUNG,1,4,{0},S_PUNCH2,0,0}, // S_PUNCH1 + {SPR_PUNG,2,4,{(actionf_p1)A_Punch},S_PUNCH3,0,0}, // S_PUNCH2 + {SPR_PUNG,3,5,{0},S_PUNCH4,0,0}, // S_PUNCH3 + {SPR_PUNG,2,4,{0},S_PUNCH5,0,0}, // S_PUNCH4 + {SPR_PUNG,1,5,{(actionf_p1)A_ReFire},S_PUNCH,0,0}, // S_PUNCH5 + {SPR_PISG,0,1,{(actionf_p1)A_WeaponReady},S_PISTOL,0,0},// S_PISTOL + {SPR_PISG,0,1,{(actionf_p1)A_Lower},S_PISTOLDOWN,0,0}, // S_PISTOLDOWN + {SPR_PISG,0,1,{(actionf_p1)A_Raise},S_PISTOLUP,0,0}, // S_PISTOLUP + {SPR_PISG,0,4,{0},S_PISTOL2,0,0}, // S_PISTOL1 + {SPR_PISG,1,6,{(actionf_p1)A_FirePistol},S_PISTOL3,0,0},// S_PISTOL2 + {SPR_PISG,2,4,{0},S_PISTOL4,0,0}, // S_PISTOL3 + {SPR_PISG,1,5,{(actionf_p1)A_ReFire},S_PISTOL,0,0}, // S_PISTOL4 + {SPR_PISF,32768,7,{(actionf_p1)A_Light1},S_LIGHTDONE,0,0}, // S_PISTOLFLASH + {SPR_SHTG,0,1,{(actionf_p1)A_WeaponReady},S_SGUN,0,0}, // S_SGUN + {SPR_SHTG,0,1,{(actionf_p1)A_Lower},S_SGUNDOWN,0,0}, // S_SGUNDOWN + {SPR_SHTG,0,1,{(actionf_p1)A_Raise},S_SGUNUP,0,0}, // S_SGUNUP + {SPR_SHTG,0,3,{0},S_SGUN2,0,0}, // S_SGUN1 + {SPR_SHTG,0,7,{(actionf_p1)A_FireShotgun},S_SGUN3,0,0}, // S_SGUN2 + {SPR_SHTG,1,5,{0},S_SGUN4,0,0}, // S_SGUN3 + {SPR_SHTG,2,5,{0},S_SGUN5,0,0}, // S_SGUN4 + {SPR_SHTG,3,4,{0},S_SGUN6,0,0}, // S_SGUN5 + {SPR_SHTG,2,5,{0},S_SGUN7,0,0}, // S_SGUN6 + {SPR_SHTG,1,5,{0},S_SGUN8,0,0}, // S_SGUN7 + {SPR_SHTG,0,3,{0},S_SGUN9,0,0}, // S_SGUN8 + {SPR_SHTG,0,7,{(actionf_p1)A_ReFire},S_SGUN,0,0}, // S_SGUN9 + {SPR_SHTF,32768,4,{(actionf_p1)A_Light1},S_SGUNFLASH2,0,0}, // S_SGUNFLASH1 + {SPR_SHTF,32769,3,{(actionf_p1)A_Light2},S_LIGHTDONE,0,0}, // S_SGUNFLASH2 + {SPR_SHT2,0,1,{(actionf_p1)A_WeaponReady},S_DSGUN,0,0}, // S_DSGUN + {SPR_SHT2,0,1,{(actionf_p1)A_Lower},S_DSGUNDOWN,0,0}, // S_DSGUNDOWN + {SPR_SHT2,0,1,{(actionf_p1)A_Raise},S_DSGUNUP,0,0}, // S_DSGUNUP + {SPR_SHT2,0,3,{0},S_DSGUN2,0,0}, // S_DSGUN1 + {SPR_SHT2,0,7,{(actionf_p1)A_FireShotgun2},S_DSGUN3,0,0}, // S_DSGUN2 + {SPR_SHT2,1,7,{0},S_DSGUN4,0,0}, // S_DSGUN3 + {SPR_SHT2,2,7,{(actionf_p1)A_CheckReload},S_DSGUN5,0,0}, // S_DSGUN4 + {SPR_SHT2,3,7,{(actionf_p1)A_OpenShotgun2},S_DSGUN6,0,0}, // S_DSGUN5 + {SPR_SHT2,4,7,{0},S_DSGUN7,0,0}, // S_DSGUN6 + {SPR_SHT2,5,7,{(actionf_p1)A_LoadShotgun2},S_DSGUN8,0,0}, // S_DSGUN7 + {SPR_SHT2,6,6,{0},S_DSGUN9,0,0}, // S_DSGUN8 + {SPR_SHT2,7,6,{(actionf_p1)A_CloseShotgun2},S_DSGUN10,0,0}, // S_DSGUN9 + {SPR_SHT2,0,5,{(actionf_p1)A_ReFire},S_DSGUN,0,0}, // S_DSGUN10 + {SPR_SHT2,1,7,{0},S_DSNR2,0,0}, // S_DSNR1 + {SPR_SHT2,0,3,{0},S_DSGUNDOWN,0,0}, // S_DSNR2 + {SPR_SHT2,32776,5,{(actionf_p1)A_Light1},S_DSGUNFLASH2,0,0}, // S_DSGUNFLASH1 + {SPR_SHT2,32777,4,{(actionf_p1)A_Light2},S_LIGHTDONE,0,0}, // S_DSGUNFLASH2 + {SPR_CHGG,0,1,{(actionf_p1)A_WeaponReady},S_CHAIN,0,0}, // S_CHAIN + {SPR_CHGG,0,1,{(actionf_p1)A_Lower},S_CHAINDOWN,0,0}, // S_CHAINDOWN + {SPR_CHGG,0,1,{(actionf_p1)A_Raise},S_CHAINUP,0,0}, // S_CHAINUP + {SPR_CHGG,0,4,{(actionf_p1)A_FireCGun},S_CHAIN2,0,0}, // S_CHAIN1 + {SPR_CHGG,1,4,{(actionf_p1)A_FireCGun},S_CHAIN3,0,0}, // S_CHAIN2 + {SPR_CHGG,1,0,{(actionf_p1)A_ReFire},S_CHAIN,0,0}, // S_CHAIN3 + {SPR_CHGF,32768,5,{(actionf_p1)A_Light1},S_LIGHTDONE,0,0}, // S_CHAINFLASH1 + {SPR_CHGF,32769,5,{(actionf_p1)A_Light2},S_LIGHTDONE,0,0}, // S_CHAINFLASH2 + {SPR_MISG,0,1,{(actionf_p1)A_WeaponReady},S_MISSILE,0,0}, // S_MISSILE + {SPR_MISG,0,1,{(actionf_p1)A_Lower},S_MISSILEDOWN,0,0}, // S_MISSILEDOWN + {SPR_MISG,0,1,{(actionf_p1)A_Raise},S_MISSILEUP,0,0}, // S_MISSILEUP + {SPR_MISG,1,8,{(actionf_p1)A_GunFlash},S_MISSILE2,0,0}, // S_MISSILE1 + {SPR_MISG,1,12,{(actionf_p1)A_FireMissile},S_MISSILE3,0,0}, // S_MISSILE2 + {SPR_MISG,1,0,{(actionf_p1)A_ReFire},S_MISSILE,0,0}, // S_MISSILE3 + {SPR_MISF,32768,3,{(actionf_p1)A_Light1},S_MISSILEFLASH2,0,0}, // S_MISSILEFLASH1 + {SPR_MISF,32769,4,{0},S_MISSILEFLASH3,0,0}, // S_MISSILEFLASH2 + {SPR_MISF,32770,4,{(actionf_p1)A_Light2},S_MISSILEFLASH4,0,0}, // S_MISSILEFLASH3 + {SPR_MISF,32771,4,{(actionf_p1)A_Light2},S_LIGHTDONE,0,0}, // S_MISSILEFLASH4 + {SPR_SAWG,2,4,{(actionf_p1)A_WeaponReady},S_SAWB,0,0}, // S_SAW + {SPR_SAWG,3,4,{(actionf_p1)A_WeaponReady},S_SAW,0,0}, // S_SAWB + {SPR_SAWG,2,1,{(actionf_p1)A_Lower},S_SAWDOWN,0,0}, // S_SAWDOWN + {SPR_SAWG,2,1,{(actionf_p1)A_Raise},S_SAWUP,0,0}, // S_SAWUP + {SPR_SAWG,0,4,{(actionf_p1)A_Saw},S_SAW2,0,0}, // S_SAW1 + {SPR_SAWG,1,4,{(actionf_p1)A_Saw},S_SAW3,0,0}, // S_SAW2 + {SPR_SAWG,1,0,{(actionf_p1)A_ReFire},S_SAW,0,0}, // S_SAW3 + {SPR_PLSG,0,1,{(actionf_p1)A_WeaponReady},S_PLASMA,0,0}, // S_PLASMA + {SPR_PLSG,0,1,{(actionf_p1)A_Lower},S_PLASMADOWN,0,0}, // S_PLASMADOWN + {SPR_PLSG,0,1,{(actionf_p1)A_Raise},S_PLASMAUP,0,0}, // S_PLASMAUP + {SPR_PLSG,0,3,{(actionf_p1)A_FirePlasma},S_PLASMA2,0,0}, // S_PLASMA1 + {SPR_PLSG,1,20,{(actionf_p1)A_ReFire},S_PLASMA,0,0}, // S_PLASMA2 + {SPR_PLSF,32768,4,{(actionf_p1)A_Light1},S_LIGHTDONE,0,0}, // S_PLASMAFLASH1 + {SPR_PLSF,32769,4,{(actionf_p1)A_Light1},S_LIGHTDONE,0,0}, // S_PLASMAFLASH2 + {SPR_BFGG,0,1,{(actionf_p1)A_WeaponReady},S_BFG,0,0}, // S_BFG + {SPR_BFGG,0,1,{(actionf_p1)A_Lower},S_BFGDOWN,0,0}, // S_BFGDOWN + {SPR_BFGG,0,1,{(actionf_p1)A_Raise},S_BFGUP,0,0}, // S_BFGUP + {SPR_BFGG,0,20,{(actionf_p1)A_BFGsound},S_BFG2,0,0}, // S_BFG1 + {SPR_BFGG,1,10,{(actionf_p1)A_GunFlash},S_BFG3,0,0}, // S_BFG2 + {SPR_BFGG,1,10,{(actionf_p1)A_FireBFG},S_BFG4,0,0}, // S_BFG3 + {SPR_BFGG,1,20,{(actionf_p1)A_ReFire},S_BFG,0,0}, // S_BFG4 + {SPR_BFGF,32768,11,{(actionf_p1)A_Light1},S_BFGFLASH2,0,0}, // S_BFGFLASH1 + {SPR_BFGF,32769,6,{(actionf_p1)A_Light2},S_LIGHTDONE,0,0}, // S_BFGFLASH2 + {SPR_BLUD,2,8,{0},S_BLOOD2,0,0}, // S_BLOOD1 + {SPR_BLUD,1,8,{0},S_BLOOD3,0,0}, // S_BLOOD2 + {SPR_BLUD,0,8,{0},S_NULL,0,0}, // S_BLOOD3 + {SPR_PUFF,32768,4,{0},S_PUFF2,0,0}, // S_PUFF1 + {SPR_PUFF,1,4,{0},S_PUFF3,0,0}, // S_PUFF2 + {SPR_PUFF,2,4,{0},S_PUFF4,0,0}, // S_PUFF3 + {SPR_PUFF,3,4,{0},S_NULL,0,0}, // S_PUFF4 + {SPR_BAL1,32768,4,{0},S_TBALL2,0,0}, // S_TBALL1 + {SPR_BAL1,32769,4,{0},S_TBALL1,0,0}, // S_TBALL2 + {SPR_BAL1,32770,6,{0},S_TBALLX2,0,0}, // S_TBALLX1 + {SPR_BAL1,32771,6,{0},S_TBALLX3,0,0}, // S_TBALLX2 + {SPR_BAL1,32772,6,{0},S_NULL,0,0}, // S_TBALLX3 + {SPR_BAL2,32768,4,{0},S_RBALL2,0,0}, // S_RBALL1 + {SPR_BAL2,32769,4,{0},S_RBALL1,0,0}, // S_RBALL2 + {SPR_BAL2,32770,6,{0},S_RBALLX2,0,0}, // S_RBALLX1 + {SPR_BAL2,32771,6,{0},S_RBALLX3,0,0}, // S_RBALLX2 + {SPR_BAL2,32772,6,{0},S_NULL,0,0}, // S_RBALLX3 + {SPR_PLSS,32768,6,{0},S_PLASBALL2,0,0}, // S_PLASBALL + {SPR_PLSS,32769,6,{0},S_PLASBALL,0,0}, // S_PLASBALL2 + {SPR_PLSE,32768,4,{0},S_PLASEXP2,0,0}, // S_PLASEXP + {SPR_PLSE,32769,4,{0},S_PLASEXP3,0,0}, // S_PLASEXP2 + {SPR_PLSE,32770,4,{0},S_PLASEXP4,0,0}, // S_PLASEXP3 + {SPR_PLSE,32771,4,{0},S_PLASEXP5,0,0}, // S_PLASEXP4 + {SPR_PLSE,32772,4,{0},S_NULL,0,0}, // S_PLASEXP5 + {SPR_MISL,32768,1,{0},S_ROCKET,0,0}, // S_ROCKET + {SPR_BFS1,32768,4,{0},S_BFGSHOT2,0,0}, // S_BFGSHOT + {SPR_BFS1,32769,4,{0},S_BFGSHOT,0,0}, // S_BFGSHOT2 + {SPR_BFE1,32768,8,{0},S_BFGLAND2,0,0}, // S_BFGLAND + {SPR_BFE1,32769,8,{0},S_BFGLAND3,0,0}, // S_BFGLAND2 + {SPR_BFE1,32770,8,{(actionf_p1)A_BFGSpray},S_BFGLAND4,0,0}, // S_BFGLAND3 + {SPR_BFE1,32771,8,{0},S_BFGLAND5,0,0}, // S_BFGLAND4 + {SPR_BFE1,32772,8,{0},S_BFGLAND6,0,0}, // S_BFGLAND5 + {SPR_BFE1,32773,8,{0},S_NULL,0,0}, // S_BFGLAND6 + {SPR_BFE2,32768,8,{0},S_BFGEXP2,0,0}, // S_BFGEXP + {SPR_BFE2,32769,8,{0},S_BFGEXP3,0,0}, // S_BFGEXP2 + {SPR_BFE2,32770,8,{0},S_BFGEXP4,0,0}, // S_BFGEXP3 + {SPR_BFE2,32771,8,{0},S_NULL,0,0}, // S_BFGEXP4 + {SPR_MISL,32769,8,{(actionf_p1)A_Explode},S_EXPLODE2,0,0}, // S_EXPLODE1 + {SPR_MISL,32770,6,{0},S_EXPLODE3,0,0}, // S_EXPLODE2 + {SPR_MISL,32771,4,{0},S_NULL,0,0}, // S_EXPLODE3 + {SPR_TFOG,32768,6,{0},S_TFOG01,0,0}, // S_TFOG + {SPR_TFOG,32769,6,{0},S_TFOG02,0,0}, // S_TFOG01 + {SPR_TFOG,32768,6,{0},S_TFOG2,0,0}, // S_TFOG02 + {SPR_TFOG,32769,6,{0},S_TFOG3,0,0}, // S_TFOG2 + {SPR_TFOG,32770,6,{0},S_TFOG4,0,0}, // S_TFOG3 + {SPR_TFOG,32771,6,{0},S_TFOG5,0,0}, // S_TFOG4 + {SPR_TFOG,32772,6,{0},S_TFOG6,0,0}, // S_TFOG5 + {SPR_TFOG,32773,6,{0},S_TFOG7,0,0}, // S_TFOG6 + {SPR_TFOG,32774,6,{0},S_TFOG8,0,0}, // S_TFOG7 + {SPR_TFOG,32775,6,{0},S_TFOG9,0,0}, // S_TFOG8 + {SPR_TFOG,32776,6,{0},S_TFOG10,0,0}, // S_TFOG9 + {SPR_TFOG,32777,6,{0},S_NULL,0,0}, // S_TFOG10 + {SPR_IFOG,32768,6,{0},S_IFOG01,0,0}, // S_IFOG + {SPR_IFOG,32769,6,{0},S_IFOG02,0,0}, // S_IFOG01 + {SPR_IFOG,32768,6,{0},S_IFOG2,0,0}, // S_IFOG02 + {SPR_IFOG,32769,6,{0},S_IFOG3,0,0}, // S_IFOG2 + {SPR_IFOG,32770,6,{0},S_IFOG4,0,0}, // S_IFOG3 + {SPR_IFOG,32771,6,{0},S_IFOG5,0,0}, // S_IFOG4 + {SPR_IFOG,32772,6,{0},S_NULL,0,0}, // S_IFOG5 + {SPR_PLAY,0,-1,{0},S_NULL,0,0}, // S_PLAY + {SPR_PLAY,0,4,{0},S_PLAY_RUN2,0,0}, // S_PLAY_RUN1 + {SPR_PLAY,1,4,{0},S_PLAY_RUN3,0,0}, // S_PLAY_RUN2 + {SPR_PLAY,2,4,{0},S_PLAY_RUN4,0,0}, // S_PLAY_RUN3 + {SPR_PLAY,3,4,{0},S_PLAY_RUN1,0,0}, // S_PLAY_RUN4 + {SPR_PLAY,4,12,{0},S_PLAY,0,0}, // S_PLAY_ATK1 + {SPR_PLAY,32773,6,{0},S_PLAY_ATK1,0,0}, // S_PLAY_ATK2 + {SPR_PLAY,6,4,{0},S_PLAY_PAIN2,0,0}, // S_PLAY_PAIN + {SPR_PLAY,6,4,{(actionf_p1)A_Pain},S_PLAY,0,0}, // S_PLAY_PAIN2 + {SPR_PLAY,7,10,{0},S_PLAY_DIE2,0,0}, // S_PLAY_DIE1 + {SPR_PLAY,8,10,{(actionf_p1)A_PlayerScream},S_PLAY_DIE3,0,0}, // S_PLAY_DIE2 + {SPR_PLAY,9,10,{(actionf_p1)A_Fall},S_PLAY_DIE4,0,0}, // S_PLAY_DIE3 + {SPR_PLAY,10,10,{0},S_PLAY_DIE5,0,0}, // S_PLAY_DIE4 + {SPR_PLAY,11,10,{0},S_PLAY_DIE6,0,0}, // S_PLAY_DIE5 + {SPR_PLAY,12,10,{0},S_PLAY_DIE7,0,0}, // S_PLAY_DIE6 + {SPR_PLAY,13,-1,{0},S_NULL,0,0}, // S_PLAY_DIE7 + {SPR_PLAY,14,5,{0},S_PLAY_XDIE2,0,0}, // S_PLAY_XDIE1 + {SPR_PLAY,15,5,{(actionf_p1)A_XScream},S_PLAY_XDIE3,0,0}, // S_PLAY_XDIE2 + {SPR_PLAY,16,5,{(actionf_p1)A_Fall},S_PLAY_XDIE4,0,0}, // S_PLAY_XDIE3 + {SPR_PLAY,17,5,{0},S_PLAY_XDIE5,0,0}, // S_PLAY_XDIE4 + {SPR_PLAY,18,5,{0},S_PLAY_XDIE6,0,0}, // S_PLAY_XDIE5 + {SPR_PLAY,19,5,{0},S_PLAY_XDIE7,0,0}, // S_PLAY_XDIE6 + {SPR_PLAY,20,5,{0},S_PLAY_XDIE8,0,0}, // S_PLAY_XDIE7 + {SPR_PLAY,21,5,{0},S_PLAY_XDIE9,0,0}, // S_PLAY_XDIE8 + {SPR_PLAY,22,-1,{0},S_NULL,0,0}, // S_PLAY_XDIE9 + {SPR_POSS,0,10,{(actionf_p1)A_Look},S_POSS_STND2,0,0}, // S_POSS_STND + {SPR_POSS,1,10,{(actionf_p1)A_Look},S_POSS_STND,0,0}, // S_POSS_STND2 + {SPR_POSS,0,4,{(actionf_p1)A_Chase},S_POSS_RUN2,0,0}, // S_POSS_RUN1 + {SPR_POSS,0,4,{(actionf_p1)A_Chase},S_POSS_RUN3,0,0}, // S_POSS_RUN2 + {SPR_POSS,1,4,{(actionf_p1)A_Chase},S_POSS_RUN4,0,0}, // S_POSS_RUN3 + {SPR_POSS,1,4,{(actionf_p1)A_Chase},S_POSS_RUN5,0,0}, // S_POSS_RUN4 + {SPR_POSS,2,4,{(actionf_p1)A_Chase},S_POSS_RUN6,0,0}, // S_POSS_RUN5 + {SPR_POSS,2,4,{(actionf_p1)A_Chase},S_POSS_RUN7,0,0}, // S_POSS_RUN6 + {SPR_POSS,3,4,{(actionf_p1)A_Chase},S_POSS_RUN8,0,0}, // S_POSS_RUN7 + {SPR_POSS,3,4,{(actionf_p1)A_Chase},S_POSS_RUN1,0,0}, // S_POSS_RUN8 + {SPR_POSS,4,10,{(actionf_p1)A_FaceTarget},S_POSS_ATK2,0,0}, // S_POSS_ATK1 + {SPR_POSS,5,8,{(actionf_p1)A_PosAttack},S_POSS_ATK3,0,0}, // S_POSS_ATK2 + {SPR_POSS,4,8,{0},S_POSS_RUN1,0,0}, // S_POSS_ATK3 + {SPR_POSS,6,3,{0},S_POSS_PAIN2,0,0}, // S_POSS_PAIN + {SPR_POSS,6,3,{(actionf_p1)A_Pain},S_POSS_RUN1,0,0}, // S_POSS_PAIN2 + {SPR_POSS,7,5,{0},S_POSS_DIE2,0,0}, // S_POSS_DIE1 + {SPR_POSS,8,5,{(actionf_p1)A_Scream},S_POSS_DIE3,0,0}, // S_POSS_DIE2 + {SPR_POSS,9,5,{(actionf_p1)A_Fall},S_POSS_DIE4,0,0}, // S_POSS_DIE3 + {SPR_POSS,10,5,{0},S_POSS_DIE5,0,0}, // S_POSS_DIE4 + {SPR_POSS,11,-1,{0},S_NULL,0,0}, // S_POSS_DIE5 + {SPR_POSS,12,5,{0},S_POSS_XDIE2,0,0}, // S_POSS_XDIE1 + {SPR_POSS,13,5,{(actionf_p1)A_XScream},S_POSS_XDIE3,0,0}, // S_POSS_XDIE2 + {SPR_POSS,14,5,{(actionf_p1)A_Fall},S_POSS_XDIE4,0,0}, // S_POSS_XDIE3 + {SPR_POSS,15,5,{0},S_POSS_XDIE5,0,0}, // S_POSS_XDIE4 + {SPR_POSS,16,5,{0},S_POSS_XDIE6,0,0}, // S_POSS_XDIE5 + {SPR_POSS,17,5,{0},S_POSS_XDIE7,0,0}, // S_POSS_XDIE6 + {SPR_POSS,18,5,{0},S_POSS_XDIE8,0,0}, // S_POSS_XDIE7 + {SPR_POSS,19,5,{0},S_POSS_XDIE9,0,0}, // S_POSS_XDIE8 + {SPR_POSS,20,-1,{0},S_NULL,0,0}, // S_POSS_XDIE9 + {SPR_POSS,10,5,{0},S_POSS_RAISE2,0,0}, // S_POSS_RAISE1 + {SPR_POSS,9,5,{0},S_POSS_RAISE3,0,0}, // S_POSS_RAISE2 + {SPR_POSS,8,5,{0},S_POSS_RAISE4,0,0}, // S_POSS_RAISE3 + {SPR_POSS,7,5,{0},S_POSS_RUN1,0,0}, // S_POSS_RAISE4 + {SPR_SPOS,0,10,{(actionf_p1)A_Look},S_SPOS_STND2,0,0}, // S_SPOS_STND + {SPR_SPOS,1,10,{(actionf_p1)A_Look},S_SPOS_STND,0,0}, // S_SPOS_STND2 + {SPR_SPOS,0,3,{(actionf_p1)A_Chase},S_SPOS_RUN2,0,0}, // S_SPOS_RUN1 + {SPR_SPOS,0,3,{(actionf_p1)A_Chase},S_SPOS_RUN3,0,0}, // S_SPOS_RUN2 + {SPR_SPOS,1,3,{(actionf_p1)A_Chase},S_SPOS_RUN4,0,0}, // S_SPOS_RUN3 + {SPR_SPOS,1,3,{(actionf_p1)A_Chase},S_SPOS_RUN5,0,0}, // S_SPOS_RUN4 + {SPR_SPOS,2,3,{(actionf_p1)A_Chase},S_SPOS_RUN6,0,0}, // S_SPOS_RUN5 + {SPR_SPOS,2,3,{(actionf_p1)A_Chase},S_SPOS_RUN7,0,0}, // S_SPOS_RUN6 + {SPR_SPOS,3,3,{(actionf_p1)A_Chase},S_SPOS_RUN8,0,0}, // S_SPOS_RUN7 + {SPR_SPOS,3,3,{(actionf_p1)A_Chase},S_SPOS_RUN1,0,0}, // S_SPOS_RUN8 + {SPR_SPOS,4,10,{(actionf_p1)A_FaceTarget},S_SPOS_ATK2,0,0}, // S_SPOS_ATK1 + {SPR_SPOS,32773,10,{(actionf_p1)A_SPosAttack},S_SPOS_ATK3,0,0}, // S_SPOS_ATK2 + {SPR_SPOS,4,10,{0},S_SPOS_RUN1,0,0}, // S_SPOS_ATK3 + {SPR_SPOS,6,3,{0},S_SPOS_PAIN2,0,0}, // S_SPOS_PAIN + {SPR_SPOS,6,3,{(actionf_p1)A_Pain},S_SPOS_RUN1,0,0}, // S_SPOS_PAIN2 + {SPR_SPOS,7,5,{0},S_SPOS_DIE2,0,0}, // S_SPOS_DIE1 + {SPR_SPOS,8,5,{(actionf_p1)A_Scream},S_SPOS_DIE3,0,0}, // S_SPOS_DIE2 + {SPR_SPOS,9,5,{(actionf_p1)A_Fall},S_SPOS_DIE4,0,0}, // S_SPOS_DIE3 + {SPR_SPOS,10,5,{0},S_SPOS_DIE5,0,0}, // S_SPOS_DIE4 + {SPR_SPOS,11,-1,{0},S_NULL,0,0}, // S_SPOS_DIE5 + {SPR_SPOS,12,5,{0},S_SPOS_XDIE2,0,0}, // S_SPOS_XDIE1 + {SPR_SPOS,13,5,{(actionf_p1)A_XScream},S_SPOS_XDIE3,0,0}, // S_SPOS_XDIE2 + {SPR_SPOS,14,5,{(actionf_p1)A_Fall},S_SPOS_XDIE4,0,0}, // S_SPOS_XDIE3 + {SPR_SPOS,15,5,{0},S_SPOS_XDIE5,0,0}, // S_SPOS_XDIE4 + {SPR_SPOS,16,5,{0},S_SPOS_XDIE6,0,0}, // S_SPOS_XDIE5 + {SPR_SPOS,17,5,{0},S_SPOS_XDIE7,0,0}, // S_SPOS_XDIE6 + {SPR_SPOS,18,5,{0},S_SPOS_XDIE8,0,0}, // S_SPOS_XDIE7 + {SPR_SPOS,19,5,{0},S_SPOS_XDIE9,0,0}, // S_SPOS_XDIE8 + {SPR_SPOS,20,-1,{0},S_NULL,0,0}, // S_SPOS_XDIE9 + {SPR_SPOS,11,5,{0},S_SPOS_RAISE2,0,0}, // S_SPOS_RAISE1 + {SPR_SPOS,10,5,{0},S_SPOS_RAISE3,0,0}, // S_SPOS_RAISE2 + {SPR_SPOS,9,5,{0},S_SPOS_RAISE4,0,0}, // S_SPOS_RAISE3 + {SPR_SPOS,8,5,{0},S_SPOS_RAISE5,0,0}, // S_SPOS_RAISE4 + {SPR_SPOS,7,5,{0},S_SPOS_RUN1,0,0}, // S_SPOS_RAISE5 + {SPR_VILE,0,10,{(actionf_p1)A_Look},S_VILE_STND2,0,0}, // S_VILE_STND + {SPR_VILE,1,10,{(actionf_p1)A_Look},S_VILE_STND,0,0}, // S_VILE_STND2 + {SPR_VILE,0,2,{(actionf_p1)A_VileChase},S_VILE_RUN2,0,0}, // S_VILE_RUN1 + {SPR_VILE,0,2,{(actionf_p1)A_VileChase},S_VILE_RUN3,0,0}, // S_VILE_RUN2 + {SPR_VILE,1,2,{(actionf_p1)A_VileChase},S_VILE_RUN4,0,0}, // S_VILE_RUN3 + {SPR_VILE,1,2,{(actionf_p1)A_VileChase},S_VILE_RUN5,0,0}, // S_VILE_RUN4 + {SPR_VILE,2,2,{(actionf_p1)A_VileChase},S_VILE_RUN6,0,0}, // S_VILE_RUN5 + {SPR_VILE,2,2,{(actionf_p1)A_VileChase},S_VILE_RUN7,0,0}, // S_VILE_RUN6 + {SPR_VILE,3,2,{(actionf_p1)A_VileChase},S_VILE_RUN8,0,0}, // S_VILE_RUN7 + {SPR_VILE,3,2,{(actionf_p1)A_VileChase},S_VILE_RUN9,0,0}, // S_VILE_RUN8 + {SPR_VILE,4,2,{(actionf_p1)A_VileChase},S_VILE_RUN10,0,0}, // S_VILE_RUN9 + {SPR_VILE,4,2,{(actionf_p1)A_VileChase},S_VILE_RUN11,0,0}, // S_VILE_RUN10 + {SPR_VILE,5,2,{(actionf_p1)A_VileChase},S_VILE_RUN12,0,0}, // S_VILE_RUN11 + {SPR_VILE,5,2,{(actionf_p1)A_VileChase},S_VILE_RUN1,0,0}, // S_VILE_RUN12 + {SPR_VILE,32774,0,{(actionf_p1)A_VileStart},S_VILE_ATK2,0,0}, // S_VILE_ATK1 + {SPR_VILE,32774,10,{(actionf_p1)A_FaceTarget},S_VILE_ATK3,0,0}, // S_VILE_ATK2 + {SPR_VILE,32775,8,{(actionf_p1)A_VileTarget},S_VILE_ATK4,0,0}, // S_VILE_ATK3 + {SPR_VILE,32776,8,{(actionf_p1)A_FaceTarget},S_VILE_ATK5,0,0}, // S_VILE_ATK4 + {SPR_VILE,32777,8,{(actionf_p1)A_FaceTarget},S_VILE_ATK6,0,0}, // S_VILE_ATK5 + {SPR_VILE,32778,8,{(actionf_p1)A_FaceTarget},S_VILE_ATK7,0,0}, // S_VILE_ATK6 + {SPR_VILE,32779,8,{(actionf_p1)A_FaceTarget},S_VILE_ATK8,0,0}, // S_VILE_ATK7 + {SPR_VILE,32780,8,{(actionf_p1)A_FaceTarget},S_VILE_ATK9,0,0}, // S_VILE_ATK8 + {SPR_VILE,32781,8,{(actionf_p1)A_FaceTarget},S_VILE_ATK10,0,0}, // S_VILE_ATK9 + {SPR_VILE,32782,8,{(actionf_p1)A_VileAttack},S_VILE_ATK11,0,0}, // S_VILE_ATK10 + {SPR_VILE,32783,20,{0},S_VILE_RUN1,0,0}, // S_VILE_ATK11 + {SPR_VILE,32794,10,{0},S_VILE_HEAL2,0,0}, // S_VILE_HEAL1 + {SPR_VILE,32795,10,{0},S_VILE_HEAL3,0,0}, // S_VILE_HEAL2 + {SPR_VILE,32796,10,{0},S_VILE_RUN1,0,0}, // S_VILE_HEAL3 + {SPR_VILE,16,5,{0},S_VILE_PAIN2,0,0}, // S_VILE_PAIN + {SPR_VILE,16,5,{(actionf_p1)A_Pain},S_VILE_RUN1,0,0}, // S_VILE_PAIN2 + {SPR_VILE,16,7,{0},S_VILE_DIE2,0,0}, // S_VILE_DIE1 + {SPR_VILE,17,7,{(actionf_p1)A_Scream},S_VILE_DIE3,0,0}, // S_VILE_DIE2 + {SPR_VILE,18,7,{(actionf_p1)A_Fall},S_VILE_DIE4,0,0}, // S_VILE_DIE3 + {SPR_VILE,19,7,{0},S_VILE_DIE5,0,0}, // S_VILE_DIE4 + {SPR_VILE,20,7,{0},S_VILE_DIE6,0,0}, // S_VILE_DIE5 + {SPR_VILE,21,7,{0},S_VILE_DIE7,0,0}, // S_VILE_DIE6 + {SPR_VILE,22,7,{0},S_VILE_DIE8,0,0}, // S_VILE_DIE7 + {SPR_VILE,23,5,{0},S_VILE_DIE9,0,0}, // S_VILE_DIE8 + {SPR_VILE,24,5,{0},S_VILE_DIE10,0,0}, // S_VILE_DIE9 + {SPR_VILE,25,-1,{0},S_NULL,0,0}, // S_VILE_DIE10 + {SPR_FIRE,32768,2,{(actionf_p1)A_StartFire},S_FIRE2,0,0}, // S_FIRE1 + {SPR_FIRE,32769,2,{(actionf_p1)A_Fire},S_FIRE3,0,0}, // S_FIRE2 + {SPR_FIRE,32768,2,{(actionf_p1)A_Fire},S_FIRE4,0,0}, // S_FIRE3 + {SPR_FIRE,32769,2,{(actionf_p1)A_Fire},S_FIRE5,0,0}, // S_FIRE4 + {SPR_FIRE,32770,2,{(actionf_p1)A_FireCrackle},S_FIRE6,0,0}, // S_FIRE5 + {SPR_FIRE,32769,2,{(actionf_p1)A_Fire},S_FIRE7,0,0}, // S_FIRE6 + {SPR_FIRE,32770,2,{(actionf_p1)A_Fire},S_FIRE8,0,0}, // S_FIRE7 + {SPR_FIRE,32769,2,{(actionf_p1)A_Fire},S_FIRE9,0,0}, // S_FIRE8 + {SPR_FIRE,32770,2,{(actionf_p1)A_Fire},S_FIRE10,0,0}, // S_FIRE9 + {SPR_FIRE,32771,2,{(actionf_p1)A_Fire},S_FIRE11,0,0}, // S_FIRE10 + {SPR_FIRE,32770,2,{(actionf_p1)A_Fire},S_FIRE12,0,0}, // S_FIRE11 + {SPR_FIRE,32771,2,{(actionf_p1)A_Fire},S_FIRE13,0,0}, // S_FIRE12 + {SPR_FIRE,32770,2,{(actionf_p1)A_Fire},S_FIRE14,0,0}, // S_FIRE13 + {SPR_FIRE,32771,2,{(actionf_p1)A_Fire},S_FIRE15,0,0}, // S_FIRE14 + {SPR_FIRE,32772,2,{(actionf_p1)A_Fire},S_FIRE16,0,0}, // S_FIRE15 + {SPR_FIRE,32771,2,{(actionf_p1)A_Fire},S_FIRE17,0,0}, // S_FIRE16 + {SPR_FIRE,32772,2,{(actionf_p1)A_Fire},S_FIRE18,0,0}, // S_FIRE17 + {SPR_FIRE,32771,2,{(actionf_p1)A_Fire},S_FIRE19,0,0}, // S_FIRE18 + {SPR_FIRE,32772,2,{(actionf_p1)A_FireCrackle},S_FIRE20,0,0}, // S_FIRE19 + {SPR_FIRE,32773,2,{(actionf_p1)A_Fire},S_FIRE21,0,0}, // S_FIRE20 + {SPR_FIRE,32772,2,{(actionf_p1)A_Fire},S_FIRE22,0,0}, // S_FIRE21 + {SPR_FIRE,32773,2,{(actionf_p1)A_Fire},S_FIRE23,0,0}, // S_FIRE22 + {SPR_FIRE,32772,2,{(actionf_p1)A_Fire},S_FIRE24,0,0}, // S_FIRE23 + {SPR_FIRE,32773,2,{(actionf_p1)A_Fire},S_FIRE25,0,0}, // S_FIRE24 + {SPR_FIRE,32774,2,{(actionf_p1)A_Fire},S_FIRE26,0,0}, // S_FIRE25 + {SPR_FIRE,32775,2,{(actionf_p1)A_Fire},S_FIRE27,0,0}, // S_FIRE26 + {SPR_FIRE,32774,2,{(actionf_p1)A_Fire},S_FIRE28,0,0}, // S_FIRE27 + {SPR_FIRE,32775,2,{(actionf_p1)A_Fire},S_FIRE29,0,0}, // S_FIRE28 + {SPR_FIRE,32774,2,{(actionf_p1)A_Fire},S_FIRE30,0,0}, // S_FIRE29 + {SPR_FIRE,32775,2,{(actionf_p1)A_Fire},S_NULL,0,0}, // S_FIRE30 + {SPR_PUFF,1,4,{0},S_SMOKE2,0,0}, // S_SMOKE1 + {SPR_PUFF,2,4,{0},S_SMOKE3,0,0}, // S_SMOKE2 + {SPR_PUFF,1,4,{0},S_SMOKE4,0,0}, // S_SMOKE3 + {SPR_PUFF,2,4,{0},S_SMOKE5,0,0}, // S_SMOKE4 + {SPR_PUFF,3,4,{0},S_NULL,0,0}, // S_SMOKE5 + {SPR_FATB,32768,2,{(actionf_p1)A_Tracer},S_TRACER2,0,0}, // S_TRACER + {SPR_FATB,32769,2,{(actionf_p1)A_Tracer},S_TRACER,0,0}, // S_TRACER2 + {SPR_FBXP,32768,8,{0},S_TRACEEXP2,0,0}, // S_TRACEEXP1 + {SPR_FBXP,32769,6,{0},S_TRACEEXP3,0,0}, // S_TRACEEXP2 + {SPR_FBXP,32770,4,{0},S_NULL,0,0}, // S_TRACEEXP3 + {SPR_SKEL,0,10,{(actionf_p1)A_Look},S_SKEL_STND2,0,0}, // S_SKEL_STND + {SPR_SKEL,1,10,{(actionf_p1)A_Look},S_SKEL_STND,0,0}, // S_SKEL_STND2 + {SPR_SKEL,0,2,{(actionf_p1)A_Chase},S_SKEL_RUN2,0,0}, // S_SKEL_RUN1 + {SPR_SKEL,0,2,{(actionf_p1)A_Chase},S_SKEL_RUN3,0,0}, // S_SKEL_RUN2 + {SPR_SKEL,1,2,{(actionf_p1)A_Chase},S_SKEL_RUN4,0,0}, // S_SKEL_RUN3 + {SPR_SKEL,1,2,{(actionf_p1)A_Chase},S_SKEL_RUN5,0,0}, // S_SKEL_RUN4 + {SPR_SKEL,2,2,{(actionf_p1)A_Chase},S_SKEL_RUN6,0,0}, // S_SKEL_RUN5 + {SPR_SKEL,2,2,{(actionf_p1)A_Chase},S_SKEL_RUN7,0,0}, // S_SKEL_RUN6 + {SPR_SKEL,3,2,{(actionf_p1)A_Chase},S_SKEL_RUN8,0,0}, // S_SKEL_RUN7 + {SPR_SKEL,3,2,{(actionf_p1)A_Chase},S_SKEL_RUN9,0,0}, // S_SKEL_RUN8 + {SPR_SKEL,4,2,{(actionf_p1)A_Chase},S_SKEL_RUN10,0,0}, // S_SKEL_RUN9 + {SPR_SKEL,4,2,{(actionf_p1)A_Chase},S_SKEL_RUN11,0,0}, // S_SKEL_RUN10 + {SPR_SKEL,5,2,{(actionf_p1)A_Chase},S_SKEL_RUN12,0,0}, // S_SKEL_RUN11 + {SPR_SKEL,5,2,{(actionf_p1)A_Chase},S_SKEL_RUN1,0,0}, // S_SKEL_RUN12 + {SPR_SKEL,6,0,{(actionf_p1)A_FaceTarget},S_SKEL_FIST2,0,0}, // S_SKEL_FIST1 + {SPR_SKEL,6,6,{(actionf_p1)A_SkelWhoosh},S_SKEL_FIST3,0,0}, // S_SKEL_FIST2 + {SPR_SKEL,7,6,{(actionf_p1)A_FaceTarget},S_SKEL_FIST4,0,0}, // S_SKEL_FIST3 + {SPR_SKEL,8,6,{(actionf_p1)A_SkelFist},S_SKEL_RUN1,0,0}, // S_SKEL_FIST4 + {SPR_SKEL,32777,0,{(actionf_p1)A_FaceTarget},S_SKEL_MISS2,0,0}, // S_SKEL_MISS1 + {SPR_SKEL,32777,10,{(actionf_p1)A_FaceTarget},S_SKEL_MISS3,0,0}, // S_SKEL_MISS2 + {SPR_SKEL,10,10,{(actionf_p1)A_SkelMissile},S_SKEL_MISS4,0,0}, // S_SKEL_MISS3 + {SPR_SKEL,10,10,{(actionf_p1)A_FaceTarget},S_SKEL_RUN1,0,0}, // S_SKEL_MISS4 + {SPR_SKEL,11,5,{0},S_SKEL_PAIN2,0,0}, // S_SKEL_PAIN + {SPR_SKEL,11,5,{(actionf_p1)A_Pain},S_SKEL_RUN1,0,0}, // S_SKEL_PAIN2 + {SPR_SKEL,11,7,{0},S_SKEL_DIE2,0,0}, // S_SKEL_DIE1 + {SPR_SKEL,12,7,{0},S_SKEL_DIE3,0,0}, // S_SKEL_DIE2 + {SPR_SKEL,13,7,{(actionf_p1)A_Scream},S_SKEL_DIE4,0,0}, // S_SKEL_DIE3 + {SPR_SKEL,14,7,{(actionf_p1)A_Fall},S_SKEL_DIE5,0,0}, // S_SKEL_DIE4 + {SPR_SKEL,15,7,{0},S_SKEL_DIE6,0,0}, // S_SKEL_DIE5 + {SPR_SKEL,16,-1,{0},S_NULL,0,0}, // S_SKEL_DIE6 + {SPR_SKEL,16,5,{0},S_SKEL_RAISE2,0,0}, // S_SKEL_RAISE1 + {SPR_SKEL,15,5,{0},S_SKEL_RAISE3,0,0}, // S_SKEL_RAISE2 + {SPR_SKEL,14,5,{0},S_SKEL_RAISE4,0,0}, // S_SKEL_RAISE3 + {SPR_SKEL,13,5,{0},S_SKEL_RAISE5,0,0}, // S_SKEL_RAISE4 + {SPR_SKEL,12,5,{0},S_SKEL_RAISE6,0,0}, // S_SKEL_RAISE5 + {SPR_SKEL,11,5,{0},S_SKEL_RUN1,0,0}, // S_SKEL_RAISE6 + {SPR_MANF,32768,4,{0},S_FATSHOT2,0,0}, // S_FATSHOT1 + {SPR_MANF,32769,4,{0},S_FATSHOT1,0,0}, // S_FATSHOT2 + {SPR_MISL,32769,8,{0},S_FATSHOTX2,0,0}, // S_FATSHOTX1 + {SPR_MISL,32770,6,{0},S_FATSHOTX3,0,0}, // S_FATSHOTX2 + {SPR_MISL,32771,4,{0},S_NULL,0,0}, // S_FATSHOTX3 + {SPR_FATT,0,15,{(actionf_p1)A_Look},S_FATT_STND2,0,0}, // S_FATT_STND + {SPR_FATT,1,15,{(actionf_p1)A_Look},S_FATT_STND,0,0}, // S_FATT_STND2 + {SPR_FATT,0,4,{(actionf_p1)A_Chase},S_FATT_RUN2,0,0}, // S_FATT_RUN1 + {SPR_FATT,0,4,{(actionf_p1)A_Chase},S_FATT_RUN3,0,0}, // S_FATT_RUN2 + {SPR_FATT,1,4,{(actionf_p1)A_Chase},S_FATT_RUN4,0,0}, // S_FATT_RUN3 + {SPR_FATT,1,4,{(actionf_p1)A_Chase},S_FATT_RUN5,0,0}, // S_FATT_RUN4 + {SPR_FATT,2,4,{(actionf_p1)A_Chase},S_FATT_RUN6,0,0}, // S_FATT_RUN5 + {SPR_FATT,2,4,{(actionf_p1)A_Chase},S_FATT_RUN7,0,0}, // S_FATT_RUN6 + {SPR_FATT,3,4,{(actionf_p1)A_Chase},S_FATT_RUN8,0,0}, // S_FATT_RUN7 + {SPR_FATT,3,4,{(actionf_p1)A_Chase},S_FATT_RUN9,0,0}, // S_FATT_RUN8 + {SPR_FATT,4,4,{(actionf_p1)A_Chase},S_FATT_RUN10,0,0}, // S_FATT_RUN9 + {SPR_FATT,4,4,{(actionf_p1)A_Chase},S_FATT_RUN11,0,0}, // S_FATT_RUN10 + {SPR_FATT,5,4,{(actionf_p1)A_Chase},S_FATT_RUN12,0,0}, // S_FATT_RUN11 + {SPR_FATT,5,4,{(actionf_p1)A_Chase},S_FATT_RUN1,0,0}, // S_FATT_RUN12 + {SPR_FATT,6,20,{(actionf_p1)A_FatRaise},S_FATT_ATK2,0,0}, // S_FATT_ATK1 + {SPR_FATT,32775,10,{(actionf_p1)A_FatAttack1},S_FATT_ATK3,0,0}, // S_FATT_ATK2 + {SPR_FATT,8,5,{(actionf_p1)A_FaceTarget},S_FATT_ATK4,0,0}, // S_FATT_ATK3 + {SPR_FATT,6,5,{(actionf_p1)A_FaceTarget},S_FATT_ATK5,0,0}, // S_FATT_ATK4 + {SPR_FATT,32775,10,{(actionf_p1)A_FatAttack2},S_FATT_ATK6,0,0}, // S_FATT_ATK5 + {SPR_FATT,8,5,{(actionf_p1)A_FaceTarget},S_FATT_ATK7,0,0}, // S_FATT_ATK6 + {SPR_FATT,6,5,{(actionf_p1)A_FaceTarget},S_FATT_ATK8,0,0}, // S_FATT_ATK7 + {SPR_FATT,32775,10,{(actionf_p1)A_FatAttack3},S_FATT_ATK9,0,0}, // S_FATT_ATK8 + {SPR_FATT,8,5,{(actionf_p1)A_FaceTarget},S_FATT_ATK10,0,0}, // S_FATT_ATK9 + {SPR_FATT,6,5,{(actionf_p1)A_FaceTarget},S_FATT_RUN1,0,0}, // S_FATT_ATK10 + {SPR_FATT,9,3,{0},S_FATT_PAIN2,0,0}, // S_FATT_PAIN + {SPR_FATT,9,3,{(actionf_p1)A_Pain},S_FATT_RUN1,0,0}, // S_FATT_PAIN2 + {SPR_FATT,10,6,{0},S_FATT_DIE2,0,0}, // S_FATT_DIE1 + {SPR_FATT,11,6,{(actionf_p1)A_Scream},S_FATT_DIE3,0,0}, // S_FATT_DIE2 + {SPR_FATT,12,6,{(actionf_p1)A_Fall},S_FATT_DIE4,0,0}, // S_FATT_DIE3 + {SPR_FATT,13,6,{0},S_FATT_DIE5,0,0}, // S_FATT_DIE4 + {SPR_FATT,14,6,{0},S_FATT_DIE6,0,0}, // S_FATT_DIE5 + {SPR_FATT,15,6,{0},S_FATT_DIE7,0,0}, // S_FATT_DIE6 + {SPR_FATT,16,6,{0},S_FATT_DIE8,0,0}, // S_FATT_DIE7 + {SPR_FATT,17,6,{0},S_FATT_DIE9,0,0}, // S_FATT_DIE8 + {SPR_FATT,18,6,{0},S_FATT_DIE10,0,0}, // S_FATT_DIE9 + {SPR_FATT,19,-1,{(actionf_p1)A_BossDeath},S_NULL,0,0}, // S_FATT_DIE10 + {SPR_FATT,17,5,{0},S_FATT_RAISE2,0,0}, // S_FATT_RAISE1 + {SPR_FATT,16,5,{0},S_FATT_RAISE3,0,0}, // S_FATT_RAISE2 + {SPR_FATT,15,5,{0},S_FATT_RAISE4,0,0}, // S_FATT_RAISE3 + {SPR_FATT,14,5,{0},S_FATT_RAISE5,0,0}, // S_FATT_RAISE4 + {SPR_FATT,13,5,{0},S_FATT_RAISE6,0,0}, // S_FATT_RAISE5 + {SPR_FATT,12,5,{0},S_FATT_RAISE7,0,0}, // S_FATT_RAISE6 + {SPR_FATT,11,5,{0},S_FATT_RAISE8,0,0}, // S_FATT_RAISE7 + {SPR_FATT,10,5,{0},S_FATT_RUN1,0,0}, // S_FATT_RAISE8 + {SPR_CPOS,0,10,{(actionf_p1)A_Look},S_CPOS_STND2,0,0}, // S_CPOS_STND + {SPR_CPOS,1,10,{(actionf_p1)A_Look},S_CPOS_STND,0,0}, // S_CPOS_STND2 + {SPR_CPOS,0,3,{(actionf_p1)A_Chase},S_CPOS_RUN2,0,0}, // S_CPOS_RUN1 + {SPR_CPOS,0,3,{(actionf_p1)A_Chase},S_CPOS_RUN3,0,0}, // S_CPOS_RUN2 + {SPR_CPOS,1,3,{(actionf_p1)A_Chase},S_CPOS_RUN4,0,0}, // S_CPOS_RUN3 + {SPR_CPOS,1,3,{(actionf_p1)A_Chase},S_CPOS_RUN5,0,0}, // S_CPOS_RUN4 + {SPR_CPOS,2,3,{(actionf_p1)A_Chase},S_CPOS_RUN6,0,0}, // S_CPOS_RUN5 + {SPR_CPOS,2,3,{(actionf_p1)A_Chase},S_CPOS_RUN7,0,0}, // S_CPOS_RUN6 + {SPR_CPOS,3,3,{(actionf_p1)A_Chase},S_CPOS_RUN8,0,0}, // S_CPOS_RUN7 + {SPR_CPOS,3,3,{(actionf_p1)A_Chase},S_CPOS_RUN1,0,0}, // S_CPOS_RUN8 + {SPR_CPOS,4,10,{(actionf_p1)A_FaceTarget},S_CPOS_ATK2,0,0}, // S_CPOS_ATK1 + {SPR_CPOS,32773,4,{(actionf_p1)A_CPosAttack},S_CPOS_ATK3,0,0}, // S_CPOS_ATK2 + {SPR_CPOS,32772,4,{(actionf_p1)A_CPosAttack},S_CPOS_ATK4,0,0}, // S_CPOS_ATK3 + {SPR_CPOS,5,1,{(actionf_p1)A_CPosRefire},S_CPOS_ATK2,0,0}, // S_CPOS_ATK4 + {SPR_CPOS,6,3,{0},S_CPOS_PAIN2,0,0}, // S_CPOS_PAIN + {SPR_CPOS,6,3,{(actionf_p1)A_Pain},S_CPOS_RUN1,0,0}, // S_CPOS_PAIN2 + {SPR_CPOS,7,5,{0},S_CPOS_DIE2,0,0}, // S_CPOS_DIE1 + {SPR_CPOS,8,5,{(actionf_p1)A_Scream},S_CPOS_DIE3,0,0}, // S_CPOS_DIE2 + {SPR_CPOS,9,5,{(actionf_p1)A_Fall},S_CPOS_DIE4,0,0}, // S_CPOS_DIE3 + {SPR_CPOS,10,5,{0},S_CPOS_DIE5,0,0}, // S_CPOS_DIE4 + {SPR_CPOS,11,5,{0},S_CPOS_DIE6,0,0}, // S_CPOS_DIE5 + {SPR_CPOS,12,5,{0},S_CPOS_DIE7,0,0}, // S_CPOS_DIE6 + {SPR_CPOS,13,-1,{0},S_NULL,0,0}, // S_CPOS_DIE7 + {SPR_CPOS,14,5,{0},S_CPOS_XDIE2,0,0}, // S_CPOS_XDIE1 + {SPR_CPOS,15,5,{(actionf_p1)A_XScream},S_CPOS_XDIE3,0,0}, // S_CPOS_XDIE2 + {SPR_CPOS,16,5,{(actionf_p1)A_Fall},S_CPOS_XDIE4,0,0}, // S_CPOS_XDIE3 + {SPR_CPOS,17,5,{0},S_CPOS_XDIE5,0,0}, // S_CPOS_XDIE4 + {SPR_CPOS,18,5,{0},S_CPOS_XDIE6,0,0}, // S_CPOS_XDIE5 + {SPR_CPOS,19,-1,{0},S_NULL,0,0}, // S_CPOS_XDIE6 + {SPR_CPOS,13,5,{0},S_CPOS_RAISE2,0,0}, // S_CPOS_RAISE1 + {SPR_CPOS,12,5,{0},S_CPOS_RAISE3,0,0}, // S_CPOS_RAISE2 + {SPR_CPOS,11,5,{0},S_CPOS_RAISE4,0,0}, // S_CPOS_RAISE3 + {SPR_CPOS,10,5,{0},S_CPOS_RAISE5,0,0}, // S_CPOS_RAISE4 + {SPR_CPOS,9,5,{0},S_CPOS_RAISE6,0,0}, // S_CPOS_RAISE5 + {SPR_CPOS,8,5,{0},S_CPOS_RAISE7,0,0}, // S_CPOS_RAISE6 + {SPR_CPOS,7,5,{0},S_CPOS_RUN1,0,0}, // S_CPOS_RAISE7 + {SPR_TROO,0,10,{(actionf_p1)A_Look},S_TROO_STND2,0,0}, // S_TROO_STND + {SPR_TROO,1,10,{(actionf_p1)A_Look},S_TROO_STND,0,0}, // S_TROO_STND2 + {SPR_TROO,0,3,{(actionf_p1)A_Chase},S_TROO_RUN2,0,0}, // S_TROO_RUN1 + {SPR_TROO,0,3,{(actionf_p1)A_Chase},S_TROO_RUN3,0,0}, // S_TROO_RUN2 + {SPR_TROO,1,3,{(actionf_p1)A_Chase},S_TROO_RUN4,0,0}, // S_TROO_RUN3 + {SPR_TROO,1,3,{(actionf_p1)A_Chase},S_TROO_RUN5,0,0}, // S_TROO_RUN4 + {SPR_TROO,2,3,{(actionf_p1)A_Chase},S_TROO_RUN6,0,0}, // S_TROO_RUN5 + {SPR_TROO,2,3,{(actionf_p1)A_Chase},S_TROO_RUN7,0,0}, // S_TROO_RUN6 + {SPR_TROO,3,3,{(actionf_p1)A_Chase},S_TROO_RUN8,0,0}, // S_TROO_RUN7 + {SPR_TROO,3,3,{(actionf_p1)A_Chase},S_TROO_RUN1,0,0}, // S_TROO_RUN8 + {SPR_TROO,4,8,{(actionf_p1)A_FaceTarget},S_TROO_ATK2,0,0}, // S_TROO_ATK1 + {SPR_TROO,5,8,{(actionf_p1)A_FaceTarget},S_TROO_ATK3,0,0}, // S_TROO_ATK2 + {SPR_TROO,6,6,{(actionf_p1)A_TroopAttack},S_TROO_RUN1,0,0}, // S_TROO_ATK3 + {SPR_TROO,7,2,{0},S_TROO_PAIN2,0,0}, // S_TROO_PAIN + {SPR_TROO,7,2,{(actionf_p1)A_Pain},S_TROO_RUN1,0,0}, // S_TROO_PAIN2 + {SPR_TROO,8,8,{0},S_TROO_DIE2,0,0}, // S_TROO_DIE1 + {SPR_TROO,9,8,{(actionf_p1)A_Scream},S_TROO_DIE3,0,0}, // S_TROO_DIE2 + {SPR_TROO,10,6,{0},S_TROO_DIE4,0,0}, // S_TROO_DIE3 + {SPR_TROO,11,6,{(actionf_p1)A_Fall},S_TROO_DIE5,0,0}, // S_TROO_DIE4 + {SPR_TROO,12,-1,{0},S_NULL,0,0}, // S_TROO_DIE5 + {SPR_TROO,13,5,{0},S_TROO_XDIE2,0,0}, // S_TROO_XDIE1 + {SPR_TROO,14,5,{(actionf_p1)A_XScream},S_TROO_XDIE3,0,0}, // S_TROO_XDIE2 + {SPR_TROO,15,5,{0},S_TROO_XDIE4,0,0}, // S_TROO_XDIE3 + {SPR_TROO,16,5,{(actionf_p1)A_Fall},S_TROO_XDIE5,0,0}, // S_TROO_XDIE4 + {SPR_TROO,17,5,{0},S_TROO_XDIE6,0,0}, // S_TROO_XDIE5 + {SPR_TROO,18,5,{0},S_TROO_XDIE7,0,0}, // S_TROO_XDIE6 + {SPR_TROO,19,5,{0},S_TROO_XDIE8,0,0}, // S_TROO_XDIE7 + {SPR_TROO,20,-1,{0},S_NULL,0,0}, // S_TROO_XDIE8 + {SPR_TROO,12,8,{0},S_TROO_RAISE2,0,0}, // S_TROO_RAISE1 + {SPR_TROO,11,8,{0},S_TROO_RAISE3,0,0}, // S_TROO_RAISE2 + {SPR_TROO,10,6,{0},S_TROO_RAISE4,0,0}, // S_TROO_RAISE3 + {SPR_TROO,9,6,{0},S_TROO_RAISE5,0,0}, // S_TROO_RAISE4 + {SPR_TROO,8,6,{0},S_TROO_RUN1,0,0}, // S_TROO_RAISE5 + {SPR_SARG,0,10,{(actionf_p1)A_Look},S_SARG_STND2,0,0}, // S_SARG_STND + {SPR_SARG,1,10,{(actionf_p1)A_Look},S_SARG_STND,0,0}, // S_SARG_STND2 + {SPR_SARG,0,2,{(actionf_p1)A_Chase},S_SARG_RUN2,0,0}, // S_SARG_RUN1 + {SPR_SARG,0,2,{(actionf_p1)A_Chase},S_SARG_RUN3,0,0}, // S_SARG_RUN2 + {SPR_SARG,1,2,{(actionf_p1)A_Chase},S_SARG_RUN4,0,0}, // S_SARG_RUN3 + {SPR_SARG,1,2,{(actionf_p1)A_Chase},S_SARG_RUN5,0,0}, // S_SARG_RUN4 + {SPR_SARG,2,2,{(actionf_p1)A_Chase},S_SARG_RUN6,0,0}, // S_SARG_RUN5 + {SPR_SARG,2,2,{(actionf_p1)A_Chase},S_SARG_RUN7,0,0}, // S_SARG_RUN6 + {SPR_SARG,3,2,{(actionf_p1)A_Chase},S_SARG_RUN8,0,0}, // S_SARG_RUN7 + {SPR_SARG,3,2,{(actionf_p1)A_Chase},S_SARG_RUN1,0,0}, // S_SARG_RUN8 + {SPR_SARG,4,8,{(actionf_p1)A_FaceTarget},S_SARG_ATK2,0,0}, // S_SARG_ATK1 + {SPR_SARG,5,8,{(actionf_p1)A_FaceTarget},S_SARG_ATK3,0,0}, // S_SARG_ATK2 + {SPR_SARG,6,8,{(actionf_p1)A_SargAttack},S_SARG_RUN1,0,0}, // S_SARG_ATK3 + {SPR_SARG,7,2,{0},S_SARG_PAIN2,0,0}, // S_SARG_PAIN + {SPR_SARG,7,2,{(actionf_p1)A_Pain},S_SARG_RUN1,0,0}, // S_SARG_PAIN2 + {SPR_SARG,8,8,{0},S_SARG_DIE2,0,0}, // S_SARG_DIE1 + {SPR_SARG,9,8,{(actionf_p1)A_Scream},S_SARG_DIE3,0,0}, // S_SARG_DIE2 + {SPR_SARG,10,4,{0},S_SARG_DIE4,0,0}, // S_SARG_DIE3 + {SPR_SARG,11,4,{(actionf_p1)A_Fall},S_SARG_DIE5,0,0}, // S_SARG_DIE4 + {SPR_SARG,12,4,{0},S_SARG_DIE6,0,0}, // S_SARG_DIE5 + {SPR_SARG,13,-1,{0},S_NULL,0,0}, // S_SARG_DIE6 + {SPR_SARG,13,5,{0},S_SARG_RAISE2,0,0}, // S_SARG_RAISE1 + {SPR_SARG,12,5,{0},S_SARG_RAISE3,0,0}, // S_SARG_RAISE2 + {SPR_SARG,11,5,{0},S_SARG_RAISE4,0,0}, // S_SARG_RAISE3 + {SPR_SARG,10,5,{0},S_SARG_RAISE5,0,0}, // S_SARG_RAISE4 + {SPR_SARG,9,5,{0},S_SARG_RAISE6,0,0}, // S_SARG_RAISE5 + {SPR_SARG,8,5,{0},S_SARG_RUN1,0,0}, // S_SARG_RAISE6 + {SPR_HEAD,0,10,{(actionf_p1)A_Look},S_HEAD_STND,0,0}, // S_HEAD_STND + {SPR_HEAD,0,3,{(actionf_p1)A_Chase},S_HEAD_RUN1,0,0}, // S_HEAD_RUN1 + {SPR_HEAD,1,5,{(actionf_p1)A_FaceTarget},S_HEAD_ATK2,0,0}, // S_HEAD_ATK1 + {SPR_HEAD,2,5,{(actionf_p1)A_FaceTarget},S_HEAD_ATK3,0,0}, // S_HEAD_ATK2 + {SPR_HEAD,32771,5,{(actionf_p1)A_HeadAttack},S_HEAD_RUN1,0,0}, // S_HEAD_ATK3 + {SPR_HEAD,4,3,{0},S_HEAD_PAIN2,0,0}, // S_HEAD_PAIN + {SPR_HEAD,4,3,{(actionf_p1)A_Pain},S_HEAD_PAIN3,0,0}, // S_HEAD_PAIN2 + {SPR_HEAD,5,6,{0},S_HEAD_RUN1,0,0}, // S_HEAD_PAIN3 + {SPR_HEAD,6,8,{0},S_HEAD_DIE2,0,0}, // S_HEAD_DIE1 + {SPR_HEAD,7,8,{(actionf_p1)A_Scream},S_HEAD_DIE3,0,0}, // S_HEAD_DIE2 + {SPR_HEAD,8,8,{0},S_HEAD_DIE4,0,0}, // S_HEAD_DIE3 + {SPR_HEAD,9,8,{0},S_HEAD_DIE5,0,0}, // S_HEAD_DIE4 + {SPR_HEAD,10,8,{(actionf_p1)A_Fall},S_HEAD_DIE6,0,0}, // S_HEAD_DIE5 + {SPR_HEAD,11,-1,{0},S_NULL,0,0}, // S_HEAD_DIE6 + {SPR_HEAD,11,8,{0},S_HEAD_RAISE2,0,0}, // S_HEAD_RAISE1 + {SPR_HEAD,10,8,{0},S_HEAD_RAISE3,0,0}, // S_HEAD_RAISE2 + {SPR_HEAD,9,8,{0},S_HEAD_RAISE4,0,0}, // S_HEAD_RAISE3 + {SPR_HEAD,8,8,{0},S_HEAD_RAISE5,0,0}, // S_HEAD_RAISE4 + {SPR_HEAD,7,8,{0},S_HEAD_RAISE6,0,0}, // S_HEAD_RAISE5 + {SPR_HEAD,6,8,{0},S_HEAD_RUN1,0,0}, // S_HEAD_RAISE6 + {SPR_BAL7,32768,4,{0},S_BRBALL2,0,0}, // S_BRBALL1 + {SPR_BAL7,32769,4,{0},S_BRBALL1,0,0}, // S_BRBALL2 + {SPR_BAL7,32770,6,{0},S_BRBALLX2,0,0}, // S_BRBALLX1 + {SPR_BAL7,32771,6,{0},S_BRBALLX3,0,0}, // S_BRBALLX2 + {SPR_BAL7,32772,6,{0},S_NULL,0,0}, // S_BRBALLX3 + {SPR_BOSS,0,10,{(actionf_p1)A_Look},S_BOSS_STND2,0,0}, // S_BOSS_STND + {SPR_BOSS,1,10,{(actionf_p1)A_Look},S_BOSS_STND,0,0}, // S_BOSS_STND2 + {SPR_BOSS,0,3,{(actionf_p1)A_Chase},S_BOSS_RUN2,0,0}, // S_BOSS_RUN1 + {SPR_BOSS,0,3,{(actionf_p1)A_Chase},S_BOSS_RUN3,0,0}, // S_BOSS_RUN2 + {SPR_BOSS,1,3,{(actionf_p1)A_Chase},S_BOSS_RUN4,0,0}, // S_BOSS_RUN3 + {SPR_BOSS,1,3,{(actionf_p1)A_Chase},S_BOSS_RUN5,0,0}, // S_BOSS_RUN4 + {SPR_BOSS,2,3,{(actionf_p1)A_Chase},S_BOSS_RUN6,0,0}, // S_BOSS_RUN5 + {SPR_BOSS,2,3,{(actionf_p1)A_Chase},S_BOSS_RUN7,0,0}, // S_BOSS_RUN6 + {SPR_BOSS,3,3,{(actionf_p1)A_Chase},S_BOSS_RUN8,0,0}, // S_BOSS_RUN7 + {SPR_BOSS,3,3,{(actionf_p1)A_Chase},S_BOSS_RUN1,0,0}, // S_BOSS_RUN8 + {SPR_BOSS,4,8,{(actionf_p1)A_FaceTarget},S_BOSS_ATK2,0,0}, // S_BOSS_ATK1 + {SPR_BOSS,5,8,{(actionf_p1)A_FaceTarget},S_BOSS_ATK3,0,0}, // S_BOSS_ATK2 + {SPR_BOSS,6,8,{(actionf_p1)A_BruisAttack},S_BOSS_RUN1,0,0}, // S_BOSS_ATK3 + {SPR_BOSS,7,2,{0},S_BOSS_PAIN2,0,0}, // S_BOSS_PAIN + {SPR_BOSS,7,2,{(actionf_p1)A_Pain},S_BOSS_RUN1,0,0}, // S_BOSS_PAIN2 + {SPR_BOSS,8,8,{0},S_BOSS_DIE2,0,0}, // S_BOSS_DIE1 + {SPR_BOSS,9,8,{(actionf_p1)A_Scream},S_BOSS_DIE3,0,0}, // S_BOSS_DIE2 + {SPR_BOSS,10,8,{0},S_BOSS_DIE4,0,0}, // S_BOSS_DIE3 + {SPR_BOSS,11,8,{(actionf_p1)A_Fall},S_BOSS_DIE5,0,0}, // S_BOSS_DIE4 + {SPR_BOSS,12,8,{0},S_BOSS_DIE6,0,0}, // S_BOSS_DIE5 + {SPR_BOSS,13,8,{0},S_BOSS_DIE7,0,0}, // S_BOSS_DIE6 + {SPR_BOSS,14,-1,{(actionf_p1)A_BossDeath},S_NULL,0,0}, // S_BOSS_DIE7 + {SPR_BOSS,14,8,{0},S_BOSS_RAISE2,0,0}, // S_BOSS_RAISE1 + {SPR_BOSS,13,8,{0},S_BOSS_RAISE3,0,0}, // S_BOSS_RAISE2 + {SPR_BOSS,12,8,{0},S_BOSS_RAISE4,0,0}, // S_BOSS_RAISE3 + {SPR_BOSS,11,8,{0},S_BOSS_RAISE5,0,0}, // S_BOSS_RAISE4 + {SPR_BOSS,10,8,{0},S_BOSS_RAISE6,0,0}, // S_BOSS_RAISE5 + {SPR_BOSS,9,8,{0},S_BOSS_RAISE7,0,0}, // S_BOSS_RAISE6 + {SPR_BOSS,8,8,{0},S_BOSS_RUN1,0,0}, // S_BOSS_RAISE7 + {SPR_BOS2,0,10,{(actionf_p1)A_Look},S_BOS2_STND2,0,0}, // S_BOS2_STND + {SPR_BOS2,1,10,{(actionf_p1)A_Look},S_BOS2_STND,0,0}, // S_BOS2_STND2 + {SPR_BOS2,0,3,{(actionf_p1)A_Chase},S_BOS2_RUN2,0,0}, // S_BOS2_RUN1 + {SPR_BOS2,0,3,{(actionf_p1)A_Chase},S_BOS2_RUN3,0,0}, // S_BOS2_RUN2 + {SPR_BOS2,1,3,{(actionf_p1)A_Chase},S_BOS2_RUN4,0,0}, // S_BOS2_RUN3 + {SPR_BOS2,1,3,{(actionf_p1)A_Chase},S_BOS2_RUN5,0,0}, // S_BOS2_RUN4 + {SPR_BOS2,2,3,{(actionf_p1)A_Chase},S_BOS2_RUN6,0,0}, // S_BOS2_RUN5 + {SPR_BOS2,2,3,{(actionf_p1)A_Chase},S_BOS2_RUN7,0,0}, // S_BOS2_RUN6 + {SPR_BOS2,3,3,{(actionf_p1)A_Chase},S_BOS2_RUN8,0,0}, // S_BOS2_RUN7 + {SPR_BOS2,3,3,{(actionf_p1)A_Chase},S_BOS2_RUN1,0,0}, // S_BOS2_RUN8 + {SPR_BOS2,4,8,{(actionf_p1)A_FaceTarget},S_BOS2_ATK2,0,0}, // S_BOS2_ATK1 + {SPR_BOS2,5,8,{(actionf_p1)A_FaceTarget},S_BOS2_ATK3,0,0}, // S_BOS2_ATK2 + {SPR_BOS2,6,8,{(actionf_p1)A_BruisAttack},S_BOS2_RUN1,0,0}, // S_BOS2_ATK3 + {SPR_BOS2,7,2,{0},S_BOS2_PAIN2,0,0}, // S_BOS2_PAIN + {SPR_BOS2,7,2,{(actionf_p1)A_Pain},S_BOS2_RUN1,0,0}, // S_BOS2_PAIN2 + {SPR_BOS2,8,8,{0},S_BOS2_DIE2,0,0}, // S_BOS2_DIE1 + {SPR_BOS2,9,8,{(actionf_p1)A_Scream},S_BOS2_DIE3,0,0}, // S_BOS2_DIE2 + {SPR_BOS2,10,8,{0},S_BOS2_DIE4,0,0}, // S_BOS2_DIE3 + {SPR_BOS2,11,8,{(actionf_p1)A_Fall},S_BOS2_DIE5,0,0}, // S_BOS2_DIE4 + {SPR_BOS2,12,8,{0},S_BOS2_DIE6,0,0}, // S_BOS2_DIE5 + {SPR_BOS2,13,8,{0},S_BOS2_DIE7,0,0}, // S_BOS2_DIE6 + {SPR_BOS2,14,-1,{0},S_NULL,0,0}, // S_BOS2_DIE7 + {SPR_BOS2,14,8,{0},S_BOS2_RAISE2,0,0}, // S_BOS2_RAISE1 + {SPR_BOS2,13,8,{0},S_BOS2_RAISE3,0,0}, // S_BOS2_RAISE2 + {SPR_BOS2,12,8,{0},S_BOS2_RAISE4,0,0}, // S_BOS2_RAISE3 + {SPR_BOS2,11,8,{0},S_BOS2_RAISE5,0,0}, // S_BOS2_RAISE4 + {SPR_BOS2,10,8,{0},S_BOS2_RAISE6,0,0}, // S_BOS2_RAISE5 + {SPR_BOS2,9,8,{0},S_BOS2_RAISE7,0,0}, // S_BOS2_RAISE6 + {SPR_BOS2,8,8,{0},S_BOS2_RUN1,0,0}, // S_BOS2_RAISE7 + {SPR_SKUL,32768,10,{(actionf_p1)A_Look},S_SKULL_STND2,0,0}, // S_SKULL_STND + {SPR_SKUL,32769,10,{(actionf_p1)A_Look},S_SKULL_STND,0,0}, // S_SKULL_STND2 + {SPR_SKUL,32768,6,{(actionf_p1)A_Chase},S_SKULL_RUN2,0,0}, // S_SKULL_RUN1 + {SPR_SKUL,32769,6,{(actionf_p1)A_Chase},S_SKULL_RUN1,0,0}, // S_SKULL_RUN2 + {SPR_SKUL,32770,10,{(actionf_p1)A_FaceTarget},S_SKULL_ATK2,0,0}, // S_SKULL_ATK1 + {SPR_SKUL,32771,4,{(actionf_p1)A_SkullAttack},S_SKULL_ATK3,0,0}, // S_SKULL_ATK2 + {SPR_SKUL,32770,4,{0},S_SKULL_ATK4,0,0}, // S_SKULL_ATK3 + {SPR_SKUL,32771,4,{0},S_SKULL_ATK3,0,0}, // S_SKULL_ATK4 + {SPR_SKUL,32772,3,{0},S_SKULL_PAIN2,0,0}, // S_SKULL_PAIN + {SPR_SKUL,32772,3,{(actionf_p1)A_Pain},S_SKULL_RUN1,0,0}, // S_SKULL_PAIN2 + {SPR_SKUL,32773,6,{0},S_SKULL_DIE2,0,0}, // S_SKULL_DIE1 + {SPR_SKUL,32774,6,{(actionf_p1)A_Scream},S_SKULL_DIE3,0,0}, // S_SKULL_DIE2 + {SPR_SKUL,32775,6,{0},S_SKULL_DIE4,0,0}, // S_SKULL_DIE3 + {SPR_SKUL,32776,6,{(actionf_p1)A_Fall},S_SKULL_DIE5,0,0}, // S_SKULL_DIE4 + {SPR_SKUL,9,6,{0},S_SKULL_DIE6,0,0}, // S_SKULL_DIE5 + {SPR_SKUL,10,6,{0},S_NULL,0,0}, // S_SKULL_DIE6 + {SPR_SPID,0,10,{(actionf_p1)A_Look},S_SPID_STND2,0,0}, // S_SPID_STND + {SPR_SPID,1,10,{(actionf_p1)A_Look},S_SPID_STND,0,0}, // S_SPID_STND2 + {SPR_SPID,0,3,{(actionf_p1)A_Metal},S_SPID_RUN2,0,0}, // S_SPID_RUN1 + {SPR_SPID,0,3,{(actionf_p1)A_Chase},S_SPID_RUN3,0,0}, // S_SPID_RUN2 + {SPR_SPID,1,3,{(actionf_p1)A_Chase},S_SPID_RUN4,0,0}, // S_SPID_RUN3 + {SPR_SPID,1,3,{(actionf_p1)A_Chase},S_SPID_RUN5,0,0}, // S_SPID_RUN4 + {SPR_SPID,2,3,{(actionf_p1)A_Metal},S_SPID_RUN6,0,0}, // S_SPID_RUN5 + {SPR_SPID,2,3,{(actionf_p1)A_Chase},S_SPID_RUN7,0,0}, // S_SPID_RUN6 + {SPR_SPID,3,3,{(actionf_p1)A_Chase},S_SPID_RUN8,0,0}, // S_SPID_RUN7 + {SPR_SPID,3,3,{(actionf_p1)A_Chase},S_SPID_RUN9,0,0}, // S_SPID_RUN8 + {SPR_SPID,4,3,{(actionf_p1)A_Metal},S_SPID_RUN10,0,0}, // S_SPID_RUN9 + {SPR_SPID,4,3,{(actionf_p1)A_Chase},S_SPID_RUN11,0,0}, // S_SPID_RUN10 + {SPR_SPID,5,3,{(actionf_p1)A_Chase},S_SPID_RUN12,0,0}, // S_SPID_RUN11 + {SPR_SPID,5,3,{(actionf_p1)A_Chase},S_SPID_RUN1,0,0}, // S_SPID_RUN12 + {SPR_SPID,32768,20,{(actionf_p1)A_FaceTarget},S_SPID_ATK2,0,0}, // S_SPID_ATK1 + {SPR_SPID,32774,4,{(actionf_p1)A_SPosAttack},S_SPID_ATK3,0,0}, // S_SPID_ATK2 + {SPR_SPID,32775,4,{(actionf_p1)A_SPosAttack},S_SPID_ATK4,0,0}, // S_SPID_ATK3 + {SPR_SPID,32775,1,{(actionf_p1)A_SpidRefire},S_SPID_ATK2,0,0}, // S_SPID_ATK4 + {SPR_SPID,8,3,{0},S_SPID_PAIN2,0,0}, // S_SPID_PAIN + {SPR_SPID,8,3,{(actionf_p1)A_Pain},S_SPID_RUN1,0,0}, // S_SPID_PAIN2 + {SPR_SPID,9,20,{(actionf_p1)A_Scream},S_SPID_DIE2,0,0}, // S_SPID_DIE1 + {SPR_SPID,10,10,{(actionf_p1)A_Fall},S_SPID_DIE3,0,0}, // S_SPID_DIE2 + {SPR_SPID,11,10,{0},S_SPID_DIE4,0,0}, // S_SPID_DIE3 + {SPR_SPID,12,10,{0},S_SPID_DIE5,0,0}, // S_SPID_DIE4 + {SPR_SPID,13,10,{0},S_SPID_DIE6,0,0}, // S_SPID_DIE5 + {SPR_SPID,14,10,{0},S_SPID_DIE7,0,0}, // S_SPID_DIE6 + {SPR_SPID,15,10,{0},S_SPID_DIE8,0,0}, // S_SPID_DIE7 + {SPR_SPID,16,10,{0},S_SPID_DIE9,0,0}, // S_SPID_DIE8 + {SPR_SPID,17,10,{0},S_SPID_DIE10,0,0}, // S_SPID_DIE9 + {SPR_SPID,18,30,{0},S_SPID_DIE11,0,0}, // S_SPID_DIE10 + {SPR_SPID,18,-1,{(actionf_p1)A_BossDeath},S_NULL,0,0}, // S_SPID_DIE11 + {SPR_BSPI,0,10,{(actionf_p1)A_Look},S_BSPI_STND2,0,0}, // S_BSPI_STND + {SPR_BSPI,1,10,{(actionf_p1)A_Look},S_BSPI_STND,0,0}, // S_BSPI_STND2 + {SPR_BSPI,0,20,{0},S_BSPI_RUN1,0,0}, // S_BSPI_SIGHT + {SPR_BSPI,0,3,{(actionf_p1)A_BabyMetal},S_BSPI_RUN2,0,0}, // S_BSPI_RUN1 + {SPR_BSPI,0,3,{(actionf_p1)A_Chase},S_BSPI_RUN3,0,0}, // S_BSPI_RUN2 + {SPR_BSPI,1,3,{(actionf_p1)A_Chase},S_BSPI_RUN4,0,0}, // S_BSPI_RUN3 + {SPR_BSPI,1,3,{(actionf_p1)A_Chase},S_BSPI_RUN5,0,0}, // S_BSPI_RUN4 + {SPR_BSPI,2,3,{(actionf_p1)A_Chase},S_BSPI_RUN6,0,0}, // S_BSPI_RUN5 + {SPR_BSPI,2,3,{(actionf_p1)A_Chase},S_BSPI_RUN7,0,0}, // S_BSPI_RUN6 + {SPR_BSPI,3,3,{(actionf_p1)A_BabyMetal},S_BSPI_RUN8,0,0}, // S_BSPI_RUN7 + {SPR_BSPI,3,3,{(actionf_p1)A_Chase},S_BSPI_RUN9,0,0}, // S_BSPI_RUN8 + {SPR_BSPI,4,3,{(actionf_p1)A_Chase},S_BSPI_RUN10,0,0}, // S_BSPI_RUN9 + {SPR_BSPI,4,3,{(actionf_p1)A_Chase},S_BSPI_RUN11,0,0}, // S_BSPI_RUN10 + {SPR_BSPI,5,3,{(actionf_p1)A_Chase},S_BSPI_RUN12,0,0}, // S_BSPI_RUN11 + {SPR_BSPI,5,3,{(actionf_p1)A_Chase},S_BSPI_RUN1,0,0}, // S_BSPI_RUN12 + {SPR_BSPI,32768,20,{(actionf_p1)A_FaceTarget},S_BSPI_ATK2,0,0}, // S_BSPI_ATK1 + {SPR_BSPI,32774,4,{(actionf_p1)A_BspiAttack},S_BSPI_ATK3,0,0}, // S_BSPI_ATK2 + {SPR_BSPI,32775,4,{0},S_BSPI_ATK4,0,0}, // S_BSPI_ATK3 + {SPR_BSPI,32775,1,{(actionf_p1)A_SpidRefire},S_BSPI_ATK2,0,0}, // S_BSPI_ATK4 + {SPR_BSPI,8,3,{0},S_BSPI_PAIN2,0,0}, // S_BSPI_PAIN + {SPR_BSPI,8,3,{(actionf_p1)A_Pain},S_BSPI_RUN1,0,0}, // S_BSPI_PAIN2 + {SPR_BSPI,9,20,{(actionf_p1)A_Scream},S_BSPI_DIE2,0,0}, // S_BSPI_DIE1 + {SPR_BSPI,10,7,{(actionf_p1)A_Fall},S_BSPI_DIE3,0,0}, // S_BSPI_DIE2 + {SPR_BSPI,11,7,{0},S_BSPI_DIE4,0,0}, // S_BSPI_DIE3 + {SPR_BSPI,12,7,{0},S_BSPI_DIE5,0,0}, // S_BSPI_DIE4 + {SPR_BSPI,13,7,{0},S_BSPI_DIE6,0,0}, // S_BSPI_DIE5 + {SPR_BSPI,14,7,{0},S_BSPI_DIE7,0,0}, // S_BSPI_DIE6 + {SPR_BSPI,15,-1,{(actionf_p1)A_BossDeath},S_NULL,0,0}, // S_BSPI_DIE7 + {SPR_BSPI,15,5,{0},S_BSPI_RAISE2,0,0}, // S_BSPI_RAISE1 + {SPR_BSPI,14,5,{0},S_BSPI_RAISE3,0,0}, // S_BSPI_RAISE2 + {SPR_BSPI,13,5,{0},S_BSPI_RAISE4,0,0}, // S_BSPI_RAISE3 + {SPR_BSPI,12,5,{0},S_BSPI_RAISE5,0,0}, // S_BSPI_RAISE4 + {SPR_BSPI,11,5,{0},S_BSPI_RAISE6,0,0}, // S_BSPI_RAISE5 + {SPR_BSPI,10,5,{0},S_BSPI_RAISE7,0,0}, // S_BSPI_RAISE6 + {SPR_BSPI,9,5,{0},S_BSPI_RUN1,0,0}, // S_BSPI_RAISE7 + {SPR_APLS,32768,5,{0},S_ARACH_PLAZ2,0,0}, // S_ARACH_PLAZ + {SPR_APLS,32769,5,{0},S_ARACH_PLAZ,0,0}, // S_ARACH_PLAZ2 + {SPR_APBX,32768,5,{0},S_ARACH_PLEX2,0,0}, // S_ARACH_PLEX + {SPR_APBX,32769,5,{0},S_ARACH_PLEX3,0,0}, // S_ARACH_PLEX2 + {SPR_APBX,32770,5,{0},S_ARACH_PLEX4,0,0}, // S_ARACH_PLEX3 + {SPR_APBX,32771,5,{0},S_ARACH_PLEX5,0,0}, // S_ARACH_PLEX4 + {SPR_APBX,32772,5,{0},S_NULL,0,0}, // S_ARACH_PLEX5 + {SPR_CYBR,0,10,{(actionf_p1)A_Look},S_CYBER_STND2,0,0}, // S_CYBER_STND + {SPR_CYBR,1,10,{(actionf_p1)A_Look},S_CYBER_STND,0,0}, // S_CYBER_STND2 + {SPR_CYBR,0,3,{(actionf_p1)A_Hoof},S_CYBER_RUN2,0,0}, // S_CYBER_RUN1 + {SPR_CYBR,0,3,{(actionf_p1)A_Chase},S_CYBER_RUN3,0,0}, // S_CYBER_RUN2 + {SPR_CYBR,1,3,{(actionf_p1)A_Chase},S_CYBER_RUN4,0,0}, // S_CYBER_RUN3 + {SPR_CYBR,1,3,{(actionf_p1)A_Chase},S_CYBER_RUN5,0,0}, // S_CYBER_RUN4 + {SPR_CYBR,2,3,{(actionf_p1)A_Chase},S_CYBER_RUN6,0,0}, // S_CYBER_RUN5 + {SPR_CYBR,2,3,{(actionf_p1)A_Chase},S_CYBER_RUN7,0,0}, // S_CYBER_RUN6 + {SPR_CYBR,3,3,{(actionf_p1)A_Metal},S_CYBER_RUN8,0,0}, // S_CYBER_RUN7 + {SPR_CYBR,3,3,{(actionf_p1)A_Chase},S_CYBER_RUN1,0,0}, // S_CYBER_RUN8 + {SPR_CYBR,4,6,{(actionf_p1)A_FaceTarget},S_CYBER_ATK2,0,0}, // S_CYBER_ATK1 + {SPR_CYBR,5,12,{(actionf_p1)A_CyberAttack},S_CYBER_ATK3,0,0}, // S_CYBER_ATK2 + {SPR_CYBR,4,12,{(actionf_p1)A_FaceTarget},S_CYBER_ATK4,0,0}, // S_CYBER_ATK3 + {SPR_CYBR,5,12,{(actionf_p1)A_CyberAttack},S_CYBER_ATK5,0,0}, // S_CYBER_ATK4 + {SPR_CYBR,4,12,{(actionf_p1)A_FaceTarget},S_CYBER_ATK6,0,0}, // S_CYBER_ATK5 + {SPR_CYBR,5,12,{(actionf_p1)A_CyberAttack},S_CYBER_RUN1,0,0}, // S_CYBER_ATK6 + {SPR_CYBR,6,10,{(actionf_p1)A_Pain},S_CYBER_RUN1,0,0}, // S_CYBER_PAIN + {SPR_CYBR,7,10,{0},S_CYBER_DIE2,0,0}, // S_CYBER_DIE1 + {SPR_CYBR,8,10,{(actionf_p1)A_Scream},S_CYBER_DIE3,0,0}, // S_CYBER_DIE2 + {SPR_CYBR,9,10,{0},S_CYBER_DIE4,0,0}, // S_CYBER_DIE3 + {SPR_CYBR,10,10,{0},S_CYBER_DIE5,0,0}, // S_CYBER_DIE4 + {SPR_CYBR,11,10,{0},S_CYBER_DIE6,0,0}, // S_CYBER_DIE5 + {SPR_CYBR,12,10,{(actionf_p1)A_Fall},S_CYBER_DIE7,0,0}, // S_CYBER_DIE6 + {SPR_CYBR,13,10,{0},S_CYBER_DIE8,0,0}, // S_CYBER_DIE7 + {SPR_CYBR,14,10,{0},S_CYBER_DIE9,0,0}, // S_CYBER_DIE8 + {SPR_CYBR,15,30,{0},S_CYBER_DIE10,0,0}, // S_CYBER_DIE9 + {SPR_CYBR,15,-1,{(actionf_p1)A_BossDeath},S_NULL,0,0}, // S_CYBER_DIE10 + {SPR_PAIN,0,10,{(actionf_p1)A_Look},S_PAIN_STND,0,0}, // S_PAIN_STND + {SPR_PAIN,0,3,{(actionf_p1)A_Chase},S_PAIN_RUN2,0,0}, // S_PAIN_RUN1 + {SPR_PAIN,0,3,{(actionf_p1)A_Chase},S_PAIN_RUN3,0,0}, // S_PAIN_RUN2 + {SPR_PAIN,1,3,{(actionf_p1)A_Chase},S_PAIN_RUN4,0,0}, // S_PAIN_RUN3 + {SPR_PAIN,1,3,{(actionf_p1)A_Chase},S_PAIN_RUN5,0,0}, // S_PAIN_RUN4 + {SPR_PAIN,2,3,{(actionf_p1)A_Chase},S_PAIN_RUN6,0,0}, // S_PAIN_RUN5 + {SPR_PAIN,2,3,{(actionf_p1)A_Chase},S_PAIN_RUN1,0,0}, // S_PAIN_RUN6 + {SPR_PAIN,3,5,{(actionf_p1)A_FaceTarget},S_PAIN_ATK2,0,0}, // S_PAIN_ATK1 + {SPR_PAIN,4,5,{(actionf_p1)A_FaceTarget},S_PAIN_ATK3,0,0}, // S_PAIN_ATK2 + {SPR_PAIN,32773,5,{(actionf_p1)A_FaceTarget},S_PAIN_ATK4,0,0}, // S_PAIN_ATK3 + {SPR_PAIN,32773,0,{(actionf_p1)A_PainAttack},S_PAIN_RUN1,0,0}, // S_PAIN_ATK4 + {SPR_PAIN,6,6,{0},S_PAIN_PAIN2,0,0}, // S_PAIN_PAIN + {SPR_PAIN,6,6,{(actionf_p1)A_Pain},S_PAIN_RUN1,0,0}, // S_PAIN_PAIN2 + {SPR_PAIN,32775,8,{0},S_PAIN_DIE2,0,0}, // S_PAIN_DIE1 + {SPR_PAIN,32776,8,{(actionf_p1)A_Scream},S_PAIN_DIE3,0,0}, // S_PAIN_DIE2 + {SPR_PAIN,32777,8,{0},S_PAIN_DIE4,0,0}, // S_PAIN_DIE3 + {SPR_PAIN,32778,8,{0},S_PAIN_DIE5,0,0}, // S_PAIN_DIE4 + {SPR_PAIN,32779,8,{(actionf_p1)A_PainDie},S_PAIN_DIE6,0,0}, // S_PAIN_DIE5 + {SPR_PAIN,32780,8,{0},S_NULL,0,0}, // S_PAIN_DIE6 + {SPR_PAIN,12,8,{0},S_PAIN_RAISE2,0,0}, // S_PAIN_RAISE1 + {SPR_PAIN,11,8,{0},S_PAIN_RAISE3,0,0}, // S_PAIN_RAISE2 + {SPR_PAIN,10,8,{0},S_PAIN_RAISE4,0,0}, // S_PAIN_RAISE3 + {SPR_PAIN,9,8,{0},S_PAIN_RAISE5,0,0}, // S_PAIN_RAISE4 + {SPR_PAIN,8,8,{0},S_PAIN_RAISE6,0,0}, // S_PAIN_RAISE5 + {SPR_PAIN,7,8,{0},S_PAIN_RUN1,0,0}, // S_PAIN_RAISE6 + {SPR_SSWV,0,10,{(actionf_p1)A_Look},S_SSWV_STND2,0,0}, // S_SSWV_STND + {SPR_SSWV,1,10,{(actionf_p1)A_Look},S_SSWV_STND,0,0}, // S_SSWV_STND2 + {SPR_SSWV,0,3,{(actionf_p1)A_Chase},S_SSWV_RUN2,0,0}, // S_SSWV_RUN1 + {SPR_SSWV,0,3,{(actionf_p1)A_Chase},S_SSWV_RUN3,0,0}, // S_SSWV_RUN2 + {SPR_SSWV,1,3,{(actionf_p1)A_Chase},S_SSWV_RUN4,0,0}, // S_SSWV_RUN3 + {SPR_SSWV,1,3,{(actionf_p1)A_Chase},S_SSWV_RUN5,0,0}, // S_SSWV_RUN4 + {SPR_SSWV,2,3,{(actionf_p1)A_Chase},S_SSWV_RUN6,0,0}, // S_SSWV_RUN5 + {SPR_SSWV,2,3,{(actionf_p1)A_Chase},S_SSWV_RUN7,0,0}, // S_SSWV_RUN6 + {SPR_SSWV,3,3,{(actionf_p1)A_Chase},S_SSWV_RUN8,0,0}, // S_SSWV_RUN7 + {SPR_SSWV,3,3,{(actionf_p1)A_Chase},S_SSWV_RUN1,0,0}, // S_SSWV_RUN8 + {SPR_SSWV,4,10,{(actionf_p1)A_FaceTarget},S_SSWV_ATK2,0,0}, // S_SSWV_ATK1 + {SPR_SSWV,5,10,{(actionf_p1)A_FaceTarget},S_SSWV_ATK3,0,0}, // S_SSWV_ATK2 + {SPR_SSWV,32774,4,{(actionf_p1)A_CPosAttack},S_SSWV_ATK4,0,0}, // S_SSWV_ATK3 + {SPR_SSWV,5,6,{(actionf_p1)A_FaceTarget},S_SSWV_ATK5,0,0}, // S_SSWV_ATK4 + {SPR_SSWV,32774,4,{(actionf_p1)A_CPosAttack},S_SSWV_ATK6,0,0}, // S_SSWV_ATK5 + {SPR_SSWV,5,1,{(actionf_p1)A_CPosRefire},S_SSWV_ATK2,0,0}, // S_SSWV_ATK6 + {SPR_SSWV,7,3,{0},S_SSWV_PAIN2,0,0}, // S_SSWV_PAIN + {SPR_SSWV,7,3,{(actionf_p1)A_Pain},S_SSWV_RUN1,0,0}, // S_SSWV_PAIN2 + {SPR_SSWV,8,5,{0},S_SSWV_DIE2,0,0}, // S_SSWV_DIE1 + {SPR_SSWV,9,5,{(actionf_p1)A_Scream},S_SSWV_DIE3,0,0}, // S_SSWV_DIE2 + {SPR_SSWV,10,5,{(actionf_p1)A_Fall},S_SSWV_DIE4,0,0}, // S_SSWV_DIE3 + {SPR_SSWV,11,5,{0},S_SSWV_DIE5,0,0}, // S_SSWV_DIE4 + {SPR_SSWV,12,-1,{0},S_NULL,0,0}, // S_SSWV_DIE5 + {SPR_SSWV,13,5,{0},S_SSWV_XDIE2,0,0}, // S_SSWV_XDIE1 + {SPR_SSWV,14,5,{(actionf_p1)A_XScream},S_SSWV_XDIE3,0,0}, // S_SSWV_XDIE2 + {SPR_SSWV,15,5,{(actionf_p1)A_Fall},S_SSWV_XDIE4,0,0}, // S_SSWV_XDIE3 + {SPR_SSWV,16,5,{0},S_SSWV_XDIE5,0,0}, // S_SSWV_XDIE4 + {SPR_SSWV,17,5,{0},S_SSWV_XDIE6,0,0}, // S_SSWV_XDIE5 + {SPR_SSWV,18,5,{0},S_SSWV_XDIE7,0,0}, // S_SSWV_XDIE6 + {SPR_SSWV,19,5,{0},S_SSWV_XDIE8,0,0}, // S_SSWV_XDIE7 + {SPR_SSWV,20,5,{0},S_SSWV_XDIE9,0,0}, // S_SSWV_XDIE8 + {SPR_SSWV,21,-1,{0},S_NULL,0,0}, // S_SSWV_XDIE9 + {SPR_SSWV,12,5,{0},S_SSWV_RAISE2,0,0}, // S_SSWV_RAISE1 + {SPR_SSWV,11,5,{0},S_SSWV_RAISE3,0,0}, // S_SSWV_RAISE2 + {SPR_SSWV,10,5,{0},S_SSWV_RAISE4,0,0}, // S_SSWV_RAISE3 + {SPR_SSWV,9,5,{0},S_SSWV_RAISE5,0,0}, // S_SSWV_RAISE4 + {SPR_SSWV,8,5,{0},S_SSWV_RUN1,0,0}, // S_SSWV_RAISE5 + {SPR_KEEN,0,-1,{0},S_KEENSTND,0,0}, // S_KEENSTND + {SPR_KEEN,0,6,{0},S_COMMKEEN2,0,0}, // S_COMMKEEN + {SPR_KEEN,1,6,{0},S_COMMKEEN3,0,0}, // S_COMMKEEN2 + {SPR_KEEN,2,6,{(actionf_p1)A_Scream},S_COMMKEEN4,0,0}, // S_COMMKEEN3 + {SPR_KEEN,3,6,{0},S_COMMKEEN5,0,0}, // S_COMMKEEN4 + {SPR_KEEN,4,6,{0},S_COMMKEEN6,0,0}, // S_COMMKEEN5 + {SPR_KEEN,5,6,{0},S_COMMKEEN7,0,0}, // S_COMMKEEN6 + {SPR_KEEN,6,6,{0},S_COMMKEEN8,0,0}, // S_COMMKEEN7 + {SPR_KEEN,7,6,{0},S_COMMKEEN9,0,0}, // S_COMMKEEN8 + {SPR_KEEN,8,6,{0},S_COMMKEEN10,0,0}, // S_COMMKEEN9 + {SPR_KEEN,9,6,{0},S_COMMKEEN11,0,0}, // S_COMMKEEN10 + {SPR_KEEN,10,6,{(actionf_p1)A_KeenDie},S_COMMKEEN12,0,0},// S_COMMKEEN11 + {SPR_KEEN,11,-1,{0},S_NULL,0,0}, // S_COMMKEEN12 + {SPR_KEEN,12,4,{0},S_KEENPAIN2,0,0}, // S_KEENPAIN + {SPR_KEEN,12,8,{(actionf_p1)A_Pain},S_KEENSTND,0,0}, // S_KEENPAIN2 + {SPR_BBRN,0,-1,{0},S_NULL,0,0}, // S_BRAIN + {SPR_BBRN,1,36,{(actionf_p1)A_BrainPain},S_BRAIN,0,0}, // S_BRAIN_PAIN + {SPR_BBRN,0,100,{(actionf_p1)A_BrainScream},S_BRAIN_DIE2,0,0}, // S_BRAIN_DIE1 + {SPR_BBRN,0,10,{0},S_BRAIN_DIE3,0,0}, // S_BRAIN_DIE2 + {SPR_BBRN,0,10,{0},S_BRAIN_DIE4,0,0}, // S_BRAIN_DIE3 + {SPR_BBRN,0,-1,{(actionf_p1)A_BrainDie},S_NULL,0,0}, // S_BRAIN_DIE4 + {SPR_SSWV,0,10,{(actionf_p1)A_Look},S_BRAINEYE,0,0}, // S_BRAINEYE + {SPR_SSWV,0,181,{(actionf_p1)A_BrainAwake},S_BRAINEYE1,0,0}, // S_BRAINEYESEE + {SPR_SSWV,0,150,{(actionf_p1)A_BrainSpit},S_BRAINEYE1,0,0}, // S_BRAINEYE1 + {SPR_BOSF,32768,3,{(actionf_p1)A_SpawnSound},S_SPAWN2,0,0}, // S_SPAWN1 + {SPR_BOSF,32769,3,{(actionf_p1)A_SpawnFly},S_SPAWN3,0,0}, // S_SPAWN2 + {SPR_BOSF,32770,3,{(actionf_p1)A_SpawnFly},S_SPAWN4,0,0}, // S_SPAWN3 + {SPR_BOSF,32771,3,{(actionf_p1)A_SpawnFly},S_SPAWN1,0,0}, // S_SPAWN4 + {SPR_FIRE,32768,4,{(actionf_p1)A_Fire},S_SPAWNFIRE2,0,0}, // S_SPAWNFIRE1 + {SPR_FIRE,32769,4,{(actionf_p1)A_Fire},S_SPAWNFIRE3,0,0}, // S_SPAWNFIRE2 + {SPR_FIRE,32770,4,{(actionf_p1)A_Fire},S_SPAWNFIRE4,0,0}, // S_SPAWNFIRE3 + {SPR_FIRE,32771,4,{(actionf_p1)A_Fire},S_SPAWNFIRE5,0,0}, // S_SPAWNFIRE4 + {SPR_FIRE,32772,4,{(actionf_p1)A_Fire},S_SPAWNFIRE6,0,0}, // S_SPAWNFIRE5 + {SPR_FIRE,32773,4,{(actionf_p1)A_Fire},S_SPAWNFIRE7,0,0}, // S_SPAWNFIRE6 + {SPR_FIRE,32774,4,{(actionf_p1)A_Fire},S_SPAWNFIRE8,0,0}, // S_SPAWNFIRE7 + {SPR_FIRE,32775,4,{(actionf_p1)A_Fire},S_NULL,0,0}, // S_SPAWNFIRE8 + {SPR_MISL,32769,10,{0},S_BRAINEXPLODE2,0,0}, // S_BRAINEXPLODE1 + {SPR_MISL,32770,10,{0},S_BRAINEXPLODE3,0,0}, // S_BRAINEXPLODE2 + {SPR_MISL,32771,10,{(actionf_p1)A_BrainExplode},S_NULL,0,0}, // S_BRAINEXPLODE3 + {SPR_ARM1,0,6,{0},S_ARM1A,0,0}, // S_ARM1 + {SPR_ARM1,32769,7,{0},S_ARM1,0,0}, // S_ARM1A + {SPR_ARM2,0,6,{0},S_ARM2A,0,0}, // S_ARM2 + {SPR_ARM2,32769,6,{0},S_ARM2,0,0}, // S_ARM2A + {SPR_BAR1,0,6,{0},S_BAR2,0,0}, // S_BAR1 + {SPR_BAR1,1,6,{0},S_BAR1,0,0}, // S_BAR2 + {SPR_BEXP,32768,5,{0},S_BEXP2,0,0}, // S_BEXP + {SPR_BEXP,32769,5,{(actionf_p1)A_Scream},S_BEXP3,0,0}, // S_BEXP2 + {SPR_BEXP,32770,5,{0},S_BEXP4,0,0}, // S_BEXP3 + {SPR_BEXP,32771,10,{(actionf_p1)A_Explode},S_BEXP5,0,0}, // S_BEXP4 + {SPR_BEXP,32772,10,{0},S_NULL,0,0}, // S_BEXP5 + {SPR_FCAN,32768,4,{0},S_BBAR2,0,0}, // S_BBAR1 + {SPR_FCAN,32769,4,{0},S_BBAR3,0,0}, // S_BBAR2 + {SPR_FCAN,32770,4,{0},S_BBAR1,0,0}, // S_BBAR3 + {SPR_BON1,0,6,{0},S_BON1A,0,0}, // S_BON1 + {SPR_BON1,1,6,{0},S_BON1B,0,0}, // S_BON1A + {SPR_BON1,2,6,{0},S_BON1C,0,0}, // S_BON1B + {SPR_BON1,3,6,{0},S_BON1D,0,0}, // S_BON1C + {SPR_BON1,2,6,{0},S_BON1E,0,0}, // S_BON1D + {SPR_BON1,1,6,{0},S_BON1,0,0}, // S_BON1E + {SPR_BON2,0,6,{0},S_BON2A,0,0}, // S_BON2 + {SPR_BON2,1,6,{0},S_BON2B,0,0}, // S_BON2A + {SPR_BON2,2,6,{0},S_BON2C,0,0}, // S_BON2B + {SPR_BON2,3,6,{0},S_BON2D,0,0}, // S_BON2C + {SPR_BON2,2,6,{0},S_BON2E,0,0}, // S_BON2D + {SPR_BON2,1,6,{0},S_BON2,0,0}, // S_BON2E + {SPR_BKEY,0,10,{0},S_BKEY2,0,0}, // S_BKEY + {SPR_BKEY,32769,10,{0},S_BKEY,0,0}, // S_BKEY2 + {SPR_RKEY,0,10,{0},S_RKEY2,0,0}, // S_RKEY + {SPR_RKEY,32769,10,{0},S_RKEY,0,0}, // S_RKEY2 + {SPR_YKEY,0,10,{0},S_YKEY2,0,0}, // S_YKEY + {SPR_YKEY,32769,10,{0},S_YKEY,0,0}, // S_YKEY2 + {SPR_BSKU,0,10,{0},S_BSKULL2,0,0}, // S_BSKULL + {SPR_BSKU,32769,10,{0},S_BSKULL,0,0}, // S_BSKULL2 + {SPR_RSKU,0,10,{0},S_RSKULL2,0,0}, // S_RSKULL + {SPR_RSKU,32769,10,{0},S_RSKULL,0,0}, // S_RSKULL2 + {SPR_YSKU,0,10,{0},S_YSKULL2,0,0}, // S_YSKULL + {SPR_YSKU,32769,10,{0},S_YSKULL,0,0}, // S_YSKULL2 + {SPR_STIM,0,-1,{0},S_NULL,0,0}, // S_STIM + {SPR_MEDI,0,-1,{0},S_NULL,0,0}, // S_MEDI + {SPR_SOUL,32768,6,{0},S_SOUL2,0,0}, // S_SOUL + {SPR_SOUL,32769,6,{0},S_SOUL3,0,0}, // S_SOUL2 + {SPR_SOUL,32770,6,{0},S_SOUL4,0,0}, // S_SOUL3 + {SPR_SOUL,32771,6,{0},S_SOUL5,0,0}, // S_SOUL4 + {SPR_SOUL,32770,6,{0},S_SOUL6,0,0}, // S_SOUL5 + {SPR_SOUL,32769,6,{0},S_SOUL,0,0}, // S_SOUL6 + {SPR_PINV,32768,6,{0},S_PINV2,0,0}, // S_PINV + {SPR_PINV,32769,6,{0},S_PINV3,0,0}, // S_PINV2 + {SPR_PINV,32770,6,{0},S_PINV4,0,0}, // S_PINV3 + {SPR_PINV,32771,6,{0},S_PINV,0,0}, // S_PINV4 + {SPR_PSTR,32768,-1,{0},S_NULL,0,0}, // S_PSTR + {SPR_PINS,32768,6,{0},S_PINS2,0,0}, // S_PINS + {SPR_PINS,32769,6,{0},S_PINS3,0,0}, // S_PINS2 + {SPR_PINS,32770,6,{0},S_PINS4,0,0}, // S_PINS3 + {SPR_PINS,32771,6,{0},S_PINS,0,0}, // S_PINS4 + {SPR_MEGA,32768,6,{0},S_MEGA2,0,0}, // S_MEGA + {SPR_MEGA,32769,6,{0},S_MEGA3,0,0}, // S_MEGA2 + {SPR_MEGA,32770,6,{0},S_MEGA4,0,0}, // S_MEGA3 + {SPR_MEGA,32771,6,{0},S_MEGA,0,0}, // S_MEGA4 + {SPR_SUIT,32768,-1,{0},S_NULL,0,0}, // S_SUIT + {SPR_PMAP,32768,6,{0},S_PMAP2,0,0}, // S_PMAP + {SPR_PMAP,32769,6,{0},S_PMAP3,0,0}, // S_PMAP2 + {SPR_PMAP,32770,6,{0},S_PMAP4,0,0}, // S_PMAP3 + {SPR_PMAP,32771,6,{0},S_PMAP5,0,0}, // S_PMAP4 + {SPR_PMAP,32770,6,{0},S_PMAP6,0,0}, // S_PMAP5 + {SPR_PMAP,32769,6,{0},S_PMAP,0,0}, // S_PMAP6 + {SPR_PVIS,32768,6,{0},S_PVIS2,0,0}, // S_PVIS + {SPR_PVIS,1,6,{0},S_PVIS,0,0}, // S_PVIS2 + {SPR_CLIP,0,-1,{0},S_NULL,0,0}, // S_CLIP + {SPR_AMMO,0,-1,{0},S_NULL,0,0}, // S_AMMO + {SPR_ROCK,0,-1,{0},S_NULL,0,0}, // S_ROCK + {SPR_BROK,0,-1,{0},S_NULL,0,0}, // S_BROK + {SPR_CELL,0,-1,{0},S_NULL,0,0}, // S_CELL + {SPR_CELP,0,-1,{0},S_NULL,0,0}, // S_CELP + {SPR_SHEL,0,-1,{0},S_NULL,0,0}, // S_SHEL + {SPR_SBOX,0,-1,{0},S_NULL,0,0}, // S_SBOX + {SPR_BPAK,0,-1,{0},S_NULL,0,0}, // S_BPAK + {SPR_BFUG,0,-1,{0},S_NULL,0,0}, // S_BFUG + {SPR_MGUN,0,-1,{0},S_NULL,0,0}, // S_MGUN + {SPR_CSAW,0,-1,{0},S_NULL,0,0}, // S_CSAW + {SPR_LAUN,0,-1,{0},S_NULL,0,0}, // S_LAUN + {SPR_PLAS,0,-1,{0},S_NULL,0,0}, // S_PLAS + {SPR_SHOT,0,-1,{0},S_NULL,0,0}, // S_SHOT + {SPR_SGN2,0,-1,{0},S_NULL,0,0}, // S_SHOT2 + {SPR_COLU,32768,-1,{0},S_NULL,0,0}, // S_COLU + {SPR_SMT2,0,-1,{0},S_NULL,0,0}, // S_STALAG + {SPR_GOR1,0,10,{0},S_BLOODYTWITCH2,0,0}, // S_BLOODYTWITCH + {SPR_GOR1,1,15,{0},S_BLOODYTWITCH3,0,0}, // S_BLOODYTWITCH2 + {SPR_GOR1,2,8,{0},S_BLOODYTWITCH4,0,0}, // S_BLOODYTWITCH3 + {SPR_GOR1,1,6,{0},S_BLOODYTWITCH,0,0}, // S_BLOODYTWITCH4 + {SPR_PLAY,13,-1,{0},S_NULL,0,0}, // S_DEADTORSO + {SPR_PLAY,18,-1,{0},S_NULL,0,0}, // S_DEADBOTTOM + {SPR_POL2,0,-1,{0},S_NULL,0,0}, // S_HEADSONSTICK + {SPR_POL5,0,-1,{0},S_NULL,0,0}, // S_GIBS + {SPR_POL4,0,-1,{0},S_NULL,0,0}, // S_HEADONASTICK + {SPR_POL3,32768,6,{0},S_HEADCANDLES2,0,0}, // S_HEADCANDLES + {SPR_POL3,32769,6,{0},S_HEADCANDLES,0,0}, // S_HEADCANDLES2 + {SPR_POL1,0,-1,{0},S_NULL,0,0}, // S_DEADSTICK + {SPR_POL6,0,6,{0},S_LIVESTICK2,0,0}, // S_LIVESTICK + {SPR_POL6,1,8,{0},S_LIVESTICK,0,0}, // S_LIVESTICK2 + {SPR_GOR2,0,-1,{0},S_NULL,0,0}, // S_MEAT2 + {SPR_GOR3,0,-1,{0},S_NULL,0,0}, // S_MEAT3 + {SPR_GOR4,0,-1,{0},S_NULL,0,0}, // S_MEAT4 + {SPR_GOR5,0,-1,{0},S_NULL,0,0}, // S_MEAT5 + {SPR_SMIT,0,-1,{0},S_NULL,0,0}, // S_STALAGTITE + {SPR_COL1,0,-1,{0},S_NULL,0,0}, // S_TALLGRNCOL + {SPR_COL2,0,-1,{0},S_NULL,0,0}, // S_SHRTGRNCOL + {SPR_COL3,0,-1,{0},S_NULL,0,0}, // S_TALLREDCOL + {SPR_COL4,0,-1,{0},S_NULL,0,0}, // S_SHRTREDCOL + {SPR_CAND,32768,-1,{0},S_NULL,0,0}, // S_CANDLESTIK + {SPR_CBRA,32768,-1,{0},S_NULL,0,0}, // S_CANDELABRA + {SPR_COL6,0,-1,{0},S_NULL,0,0}, // S_SKULLCOL + {SPR_TRE1,0,-1,{0},S_NULL,0,0}, // S_TORCHTREE + {SPR_TRE2,0,-1,{0},S_NULL,0,0}, // S_BIGTREE + {SPR_ELEC,0,-1,{0},S_NULL,0,0}, // S_TECHPILLAR + {SPR_CEYE,32768,6,{0},S_EVILEYE2,0,0}, // S_EVILEYE + {SPR_CEYE,32769,6,{0},S_EVILEYE3,0,0}, // S_EVILEYE2 + {SPR_CEYE,32770,6,{0},S_EVILEYE4,0,0}, // S_EVILEYE3 + {SPR_CEYE,32769,6,{0},S_EVILEYE,0,0}, // S_EVILEYE4 + {SPR_FSKU,32768,6,{0},S_FLOATSKULL2,0,0}, // S_FLOATSKULL + {SPR_FSKU,32769,6,{0},S_FLOATSKULL3,0,0}, // S_FLOATSKULL2 + {SPR_FSKU,32770,6,{0},S_FLOATSKULL,0,0}, // S_FLOATSKULL3 + {SPR_COL5,0,14,{0},S_HEARTCOL2,0,0}, // S_HEARTCOL + {SPR_COL5,1,14,{0},S_HEARTCOL,0,0}, // S_HEARTCOL2 + {SPR_TBLU,32768,4,{0},S_BLUETORCH2,0,0}, // S_BLUETORCH + {SPR_TBLU,32769,4,{0},S_BLUETORCH3,0,0}, // S_BLUETORCH2 + {SPR_TBLU,32770,4,{0},S_BLUETORCH4,0,0}, // S_BLUETORCH3 + {SPR_TBLU,32771,4,{0},S_BLUETORCH,0,0}, // S_BLUETORCH4 + {SPR_TGRN,32768,4,{0},S_GREENTORCH2,0,0}, // S_GREENTORCH + {SPR_TGRN,32769,4,{0},S_GREENTORCH3,0,0}, // S_GREENTORCH2 + {SPR_TGRN,32770,4,{0},S_GREENTORCH4,0,0}, // S_GREENTORCH3 + {SPR_TGRN,32771,4,{0},S_GREENTORCH,0,0}, // S_GREENTORCH4 + {SPR_TRED,32768,4,{0},S_REDTORCH2,0,0}, // S_REDTORCH + {SPR_TRED,32769,4,{0},S_REDTORCH3,0,0}, // S_REDTORCH2 + {SPR_TRED,32770,4,{0},S_REDTORCH4,0,0}, // S_REDTORCH3 + {SPR_TRED,32771,4,{0},S_REDTORCH,0,0}, // S_REDTORCH4 + {SPR_SMBT,32768,4,{0},S_BTORCHSHRT2,0,0}, // S_BTORCHSHRT + {SPR_SMBT,32769,4,{0},S_BTORCHSHRT3,0,0}, // S_BTORCHSHRT2 + {SPR_SMBT,32770,4,{0},S_BTORCHSHRT4,0,0}, // S_BTORCHSHRT3 + {SPR_SMBT,32771,4,{0},S_BTORCHSHRT,0,0}, // S_BTORCHSHRT4 + {SPR_SMGT,32768,4,{0},S_GTORCHSHRT2,0,0}, // S_GTORCHSHRT + {SPR_SMGT,32769,4,{0},S_GTORCHSHRT3,0,0}, // S_GTORCHSHRT2 + {SPR_SMGT,32770,4,{0},S_GTORCHSHRT4,0,0}, // S_GTORCHSHRT3 + {SPR_SMGT,32771,4,{0},S_GTORCHSHRT,0,0}, // S_GTORCHSHRT4 + {SPR_SMRT,32768,4,{0},S_RTORCHSHRT2,0,0}, // S_RTORCHSHRT + {SPR_SMRT,32769,4,{0},S_RTORCHSHRT3,0,0}, // S_RTORCHSHRT2 + {SPR_SMRT,32770,4,{0},S_RTORCHSHRT4,0,0}, // S_RTORCHSHRT3 + {SPR_SMRT,32771,4,{0},S_RTORCHSHRT,0,0}, // S_RTORCHSHRT4 + {SPR_HDB1,0,-1,{0},S_NULL,0,0}, // S_HANGNOGUTS + {SPR_HDB2,0,-1,{0},S_NULL,0,0}, // S_HANGBNOBRAIN + {SPR_HDB3,0,-1,{0},S_NULL,0,0}, // S_HANGTLOOKDN + {SPR_HDB4,0,-1,{0},S_NULL,0,0}, // S_HANGTSKULL + {SPR_HDB5,0,-1,{0},S_NULL,0,0}, // S_HANGTLOOKUP + {SPR_HDB6,0,-1,{0},S_NULL,0,0}, // S_HANGTNOBRAIN + {SPR_POB1,0,-1,{0},S_NULL,0,0}, // S_COLONGIBS + {SPR_POB2,0,-1,{0},S_NULL,0,0}, // S_SMALLPOOL + {SPR_BRS1,0,-1,{0},S_NULL,0,0}, // S_BRAINSTEM + {SPR_TLMP,32768,4,{0},S_TECHLAMP2,0,0}, // S_TECHLAMP + {SPR_TLMP,32769,4,{0},S_TECHLAMP3,0,0}, // S_TECHLAMP2 + {SPR_TLMP,32770,4,{0},S_TECHLAMP4,0,0}, // S_TECHLAMP3 + {SPR_TLMP,32771,4,{0},S_TECHLAMP,0,0}, // S_TECHLAMP4 + {SPR_TLP2,32768,4,{0},S_TECH2LAMP2,0,0}, // S_TECH2LAMP + {SPR_TLP2,32769,4,{0},S_TECH2LAMP3,0,0}, // S_TECH2LAMP2 + {SPR_TLP2,32770,4,{0},S_TECH2LAMP4,0,0}, // S_TECH2LAMP3 + {SPR_TLP2,32771,4,{0},S_TECH2LAMP,0,0} // S_TECH2LAMP4 +}; + + +mobjinfo_t mobjinfo[NUMMOBJTYPES] = { + + { // 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_plpain, // painsound + S_NULL, // meleestate + S_PLAY_ATK1, // missilestate + S_PLAY_DIE1, // deathstate + S_PLAY_XDIE1, // xdeathstate + sfx_pldeth, // 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 + S_NULL // raisestate + }, + + { // MT_POSSESSED + 3004, // doomednum + S_POSS_STND, // spawnstate + 20, // spawnhealth + S_POSS_RUN1, // seestate + sfx_posit1, // seesound + 8, // reactiontime + sfx_pistol, // attacksound + S_POSS_PAIN, // painstate + 200, // painchance + sfx_popain, // painsound + 0, // meleestate + S_POSS_ATK1, // missilestate + S_POSS_DIE1, // deathstate + S_POSS_XDIE1, // xdeathstate + sfx_podth1, // deathsound + 8, // speed + 20 * FRACUNIT, // radius + 56 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_posact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_POSS_RAISE1 // raisestate + }, + + { // MT_SHOTGUY + 9, // doomednum + S_SPOS_STND, // spawnstate + 30, // spawnhealth + S_SPOS_RUN1, // seestate + sfx_posit2, // seesound + 8, // reactiontime + 0, // attacksound + S_SPOS_PAIN, // painstate + 170, // painchance + sfx_popain, // painsound + 0, // meleestate + S_SPOS_ATK1, // missilestate + S_SPOS_DIE1, // deathstate + S_SPOS_XDIE1, // xdeathstate + sfx_podth2, // deathsound + 8, // speed + 20 * FRACUNIT, // radius + 56 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_posact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_SPOS_RAISE1 // raisestate + }, + + { // MT_VILE + 64, // doomednum + S_VILE_STND, // spawnstate + 700, // spawnhealth + S_VILE_RUN1, // seestate + sfx_vilsit, // seesound + 8, // reactiontime + 0, // attacksound + S_VILE_PAIN, // painstate + 10, // painchance + sfx_vipain, // painsound + 0, // meleestate + S_VILE_ATK1, // missilestate + S_VILE_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_vildth, // deathsound + 15, // speed + 20 * FRACUNIT, // radius + 56 * FRACUNIT, // height + 500, // mass + 0, // damage + sfx_vilact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_NULL // raisestate + }, + + { // MT_FIRE + -1, // doomednum + S_FIRE1, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_UNDEAD + 66, // doomednum + S_SKEL_STND, // spawnstate + 300, // spawnhealth + S_SKEL_RUN1, // seestate + sfx_skesit, // seesound + 8, // reactiontime + 0, // attacksound + S_SKEL_PAIN, // painstate + 100, // painchance + sfx_popain, // painsound + S_SKEL_FIST1, // meleestate + S_SKEL_MISS1, // missilestate + S_SKEL_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_skedth, // deathsound + 10, // speed + 20 * FRACUNIT, // radius + 56 * FRACUNIT, // height + 500, // mass + 0, // damage + sfx_skeact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_SKEL_RAISE1 // raisestate + }, + + { // MT_TRACER + -1, // doomednum + S_TRACER, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_skeatk, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_TRACEEXP1, // deathstate + S_NULL, // xdeathstate + sfx_barexp, // deathsound + 10 * FRACUNIT, // speed + 11 * FRACUNIT, // radius + 8 * FRACUNIT, // height + 100, // mass + 10, // damage + sfx_None, // activesound + MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_SMOKE + -1, // doomednum + S_SMOKE1, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_FATSO + 67, // doomednum + S_FATT_STND, // spawnstate + 600, // spawnhealth + S_FATT_RUN1, // seestate + sfx_mansit, // seesound + 8, // reactiontime + 0, // attacksound + S_FATT_PAIN, // painstate + 80, // painchance + sfx_mnpain, // painsound + 0, // meleestate + S_FATT_ATK1, // missilestate + S_FATT_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_mandth, // deathsound + 8, // speed + 48 * FRACUNIT, // radius + 64 * FRACUNIT, // height + 1000, // mass + 0, // damage + sfx_posact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_FATT_RAISE1 // raisestate + }, + + { // MT_FATSHOT + -1, // doomednum + S_FATSHOT1, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_firsht, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_FATSHOTX1, // deathstate + S_NULL, // xdeathstate + sfx_firxpl, // deathsound + 20 * FRACUNIT, // speed + 6 * FRACUNIT, // radius + 8 * FRACUNIT, // height + 100, // mass + 8, // damage + sfx_None, // activesound + MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_CHAINGUY + 65, // doomednum + S_CPOS_STND, // spawnstate + 70, // spawnhealth + S_CPOS_RUN1, // seestate + sfx_posit2, // seesound + 8, // reactiontime + 0, // attacksound + S_CPOS_PAIN, // painstate + 170, // painchance + sfx_popain, // painsound + 0, // meleestate + S_CPOS_ATK1, // missilestate + S_CPOS_DIE1, // deathstate + S_CPOS_XDIE1, // xdeathstate + sfx_podth2, // deathsound + 8, // speed + 20 * FRACUNIT, // radius + 56 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_posact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_CPOS_RAISE1 // raisestate + }, + + { // MT_TROOP + 3001, // doomednum + S_TROO_STND, // spawnstate + 60, // spawnhealth + S_TROO_RUN1, // seestate + sfx_bgsit1, // seesound + 8, // reactiontime + 0, // attacksound + S_TROO_PAIN, // painstate + 200, // painchance + sfx_popain, // painsound + S_TROO_ATK1, // meleestate + S_TROO_ATK1, // missilestate + S_TROO_DIE1, // deathstate + S_TROO_XDIE1, // xdeathstate + sfx_bgdth1, // deathsound + 8, // speed + 20 * FRACUNIT, // radius + 56 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_bgact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_TROO_RAISE1 // raisestate + }, + + { // MT_SERGEANT + 3002, // doomednum + S_SARG_STND, // spawnstate + 150, // spawnhealth + S_SARG_RUN1, // seestate + sfx_sgtsit, // seesound + 8, // reactiontime + sfx_sgtatk, // attacksound + S_SARG_PAIN, // painstate + 180, // painchance + sfx_dmpain, // painsound + S_SARG_ATK1, // meleestate + 0, // missilestate + S_SARG_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_sgtdth, // deathsound + 10, // speed + 30 * FRACUNIT, // radius + 56 * FRACUNIT, // height + 400, // mass + 0, // damage + sfx_dmact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_SARG_RAISE1 // raisestate + }, + + { // MT_SHADOWS + 58, // doomednum + S_SARG_STND, // spawnstate + 150, // spawnhealth + S_SARG_RUN1, // seestate + sfx_sgtsit, // seesound + 8, // reactiontime + sfx_sgtatk, // attacksound + S_SARG_PAIN, // painstate + 180, // painchance + sfx_dmpain, // painsound + S_SARG_ATK1, // meleestate + 0, // missilestate + S_SARG_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_sgtdth, // deathsound + 10, // speed + 30 * FRACUNIT, // radius + 56 * FRACUNIT, // height + 400, // mass + 0, // damage + sfx_dmact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_SHADOW | MF_COUNTKILL, // flags + S_SARG_RAISE1 // raisestate + }, + + { // MT_HEAD + 3005, // doomednum + S_HEAD_STND, // spawnstate + 400, // spawnhealth + S_HEAD_RUN1, // seestate + sfx_cacsit, // seesound + 8, // reactiontime + 0, // attacksound + S_HEAD_PAIN, // painstate + 128, // painchance + sfx_dmpain, // painsound + 0, // meleestate + S_HEAD_ATK1, // missilestate + S_HEAD_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_cacdth, // deathsound + 8, // speed + 31 * FRACUNIT, // radius + 56 * FRACUNIT, // height + 400, // mass + 0, // damage + sfx_dmact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_FLOAT | MF_NOGRAVITY | MF_COUNTKILL, // flags + S_HEAD_RAISE1 // raisestate + }, + + { // MT_BRUISER + 3003, // doomednum + S_BOSS_STND, // spawnstate + 1000, // spawnhealth + S_BOSS_RUN1, // seestate + sfx_brssit, // seesound + 8, // reactiontime + 0, // attacksound + S_BOSS_PAIN, // painstate + 50, // painchance + sfx_dmpain, // painsound + S_BOSS_ATK1, // meleestate + S_BOSS_ATK1, // missilestate + S_BOSS_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_brsdth, // deathsound + 8, // speed + 24 * FRACUNIT, // radius + 64 * FRACUNIT, // height + 1000, // mass + 0, // damage + sfx_dmact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_BOSS_RAISE1 // raisestate + }, + + { // MT_BRUISERSHOT + -1, // doomednum + S_BRBALL1, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_firsht, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_BRBALLX1, // deathstate + S_NULL, // xdeathstate + sfx_firxpl, // deathsound + 15 * FRACUNIT, // speed + 6 * FRACUNIT, // radius + 8 * FRACUNIT, // height + 100, // mass + 8, // damage + sfx_None, // activesound + MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_KNIGHT + 69, // doomednum + S_BOS2_STND, // spawnstate + 500, // spawnhealth + S_BOS2_RUN1, // seestate + sfx_kntsit, // seesound + 8, // reactiontime + 0, // attacksound + S_BOS2_PAIN, // painstate + 50, // painchance + sfx_dmpain, // painsound + S_BOS2_ATK1, // meleestate + S_BOS2_ATK1, // missilestate + S_BOS2_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_kntdth, // deathsound + 8, // speed + 24 * FRACUNIT, // radius + 64 * FRACUNIT, // height + 1000, // mass + 0, // damage + sfx_dmact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_BOS2_RAISE1 // raisestate + }, + + { // MT_SKULL + 3006, // doomednum + S_SKULL_STND, // spawnstate + 100, // spawnhealth + S_SKULL_RUN1, // seestate + 0, // seesound + 8, // reactiontime + sfx_sklatk, // attacksound + S_SKULL_PAIN, // painstate + 256, // painchance + sfx_dmpain, // painsound + 0, // meleestate + S_SKULL_ATK1, // missilestate + S_SKULL_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_firxpl, // deathsound + 8, // speed + 16 * FRACUNIT, // radius + 56 * FRACUNIT, // height + 50, // mass + 3, // damage + sfx_dmact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_FLOAT | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_SPIDER + 7, // doomednum + S_SPID_STND, // spawnstate + 3000, // spawnhealth + S_SPID_RUN1, // seestate + sfx_spisit, // seesound + 8, // reactiontime + sfx_shotgn, // attacksound + S_SPID_PAIN, // painstate + 40, // painchance + sfx_dmpain, // painsound + 0, // meleestate + S_SPID_ATK1, // missilestate + S_SPID_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_spidth, // deathsound + 12, // speed + 128 * FRACUNIT, // radius + 100 * FRACUNIT, // height + 1000, // mass + 0, // damage + sfx_dmact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_NULL // raisestate + }, + + { // MT_BABY + 68, // doomednum + S_BSPI_STND, // spawnstate + 500, // spawnhealth + S_BSPI_SIGHT, // seestate + sfx_bspsit, // seesound + 8, // reactiontime + 0, // attacksound + S_BSPI_PAIN, // painstate + 128, // painchance + sfx_dmpain, // painsound + 0, // meleestate + S_BSPI_ATK1, // missilestate + S_BSPI_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_bspdth, // deathsound + 12, // speed + 64 * FRACUNIT, // radius + 64 * FRACUNIT, // height + 600, // mass + 0, // damage + sfx_bspact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_BSPI_RAISE1 // raisestate + }, + + { // MT_CYBORG + 16, // doomednum + S_CYBER_STND, // spawnstate + 4000, // spawnhealth + S_CYBER_RUN1, // seestate + sfx_cybsit, // seesound + 8, // reactiontime + 0, // attacksound + S_CYBER_PAIN, // painstate + 20, // painchance + sfx_dmpain, // painsound + 0, // meleestate + S_CYBER_ATK1, // missilestate + S_CYBER_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_cybdth, // deathsound + 16, // speed + 40 * FRACUNIT, // radius + 110 * FRACUNIT, // height + 1000, // mass + 0, // damage + sfx_dmact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_NULL // raisestate + }, + + { // MT_PAIN + 71, // doomednum + S_PAIN_STND, // spawnstate + 400, // spawnhealth + S_PAIN_RUN1, // seestate + sfx_pesit, // seesound + 8, // reactiontime + 0, // attacksound + S_PAIN_PAIN, // painstate + 128, // painchance + sfx_pepain, // painsound + 0, // meleestate + S_PAIN_ATK1, // missilestate + S_PAIN_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_pedth, // deathsound + 8, // speed + 31 * FRACUNIT, // radius + 56 * FRACUNIT, // height + 400, // mass + 0, // damage + sfx_dmact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_FLOAT | MF_NOGRAVITY | MF_COUNTKILL, // flags + S_PAIN_RAISE1 // raisestate + }, + + { // MT_WOLFSS + 84, // doomednum + S_SSWV_STND, // spawnstate + 50, // spawnhealth + S_SSWV_RUN1, // seestate + sfx_sssit, // seesound + 8, // reactiontime + 0, // attacksound + S_SSWV_PAIN, // painstate + 170, // painchance + sfx_popain, // painsound + 0, // meleestate + S_SSWV_ATK1, // missilestate + S_SSWV_DIE1, // deathstate + S_SSWV_XDIE1, // xdeathstate + sfx_ssdth, // deathsound + 8, // speed + 20 * FRACUNIT, // radius + 56 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_posact, // activesound + MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_SSWV_RAISE1 // raisestate + }, + + { // MT_KEEN + 72, // doomednum + S_KEENSTND, // spawnstate + 100, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_KEENPAIN, // painstate + 256, // painchance + sfx_keenpn, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_COMMKEEN, // deathstate + S_NULL, // xdeathstate + sfx_keendt, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 72 * FRACUNIT, // height + 10000000, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY | MF_SHOOTABLE | MF_COUNTKILL, // flags + S_NULL // raisestate + }, + + { // MT_BOSSBRAIN + 88, // doomednum + S_BRAIN, // spawnstate + 250, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_BRAIN_PAIN, // painstate + 255, // painchance + sfx_bospn, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_BRAIN_DIE1, // deathstate + S_NULL, // xdeathstate + sfx_bosdth, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 10000000, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SHOOTABLE, // flags + S_NULL // raisestate + }, + + { // MT_BOSSSPIT + 89, // doomednum + S_BRAINEYE, // spawnstate + 1000, // spawnhealth + S_BRAINEYESEE, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 32 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_NOBLOCKMAP | MF_NOSECTOR, // flags + S_NULL // raisestate + }, + + { // MT_BOSSTARGET + 87, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 32 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_NOBLOCKMAP | MF_NOSECTOR, // flags + S_NULL // raisestate + }, + + { // MT_SPAWNSHOT + -1, // doomednum + S_SPAWN1, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_bospit, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_firxpl, // deathsound + 10 * FRACUNIT, // speed + 6 * FRACUNIT, // radius + 32 * FRACUNIT, // height + 100, // mass + 3, // damage + sfx_None, // activesound + MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY | MF_NOCLIP, // flags + S_NULL // raisestate + }, + + { // MT_SPAWNFIRE + -1, // doomednum + S_SPAWNFIRE1, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_BARREL + 2035, // doomednum + S_BAR1, // spawnstate + 20, // 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_BEXP, // deathstate + S_NULL, // xdeathstate + sfx_barexp, // deathsound + 0, // speed + 10 * FRACUNIT, // radius + 42 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SHOOTABLE | MF_NOBLOOD, // flags + S_NULL // raisestate + }, + + { // MT_TROOPSHOT + -1, // doomednum + S_TBALL1, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_firsht, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_TBALLX1, // deathstate + S_NULL, // xdeathstate + sfx_firxpl, // deathsound + 10 * FRACUNIT, // speed + 6 * FRACUNIT, // radius + 8 * FRACUNIT, // height + 100, // mass + 3, // damage + sfx_None, // activesound + MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_HEADSHOT + -1, // doomednum + S_RBALL1, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_firsht, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_RBALLX1, // deathstate + S_NULL, // xdeathstate + sfx_firxpl, // deathsound + 10 * FRACUNIT, // speed + 6 * FRACUNIT, // radius + 8 * FRACUNIT, // height + 100, // mass + 5, // damage + sfx_None, // activesound + MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_ROCKET + -1, // doomednum + S_ROCKET, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_rlaunc, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_EXPLODE1, // deathstate + S_NULL, // xdeathstate + sfx_barexp, // 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 + S_NULL // raisestate + }, + + { // MT_PLASMA + -1, // doomednum + S_PLASBALL, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_plasma, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_PLASEXP, // deathstate + S_NULL, // xdeathstate + sfx_firxpl, // deathsound + 25 * FRACUNIT, // speed + 13 * FRACUNIT, // radius + 8 * FRACUNIT, // height + 100, // mass + 5, // damage + sfx_None, // activesound + MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_BFG + -1, // doomednum + S_BFGSHOT, // 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_BFGLAND, // deathstate + S_NULL, // xdeathstate + sfx_rxplod, // deathsound + 25 * FRACUNIT, // speed + 13 * FRACUNIT, // radius + 8 * FRACUNIT, // height + 100, // mass + 100, // damage + sfx_None, // activesound + MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_ARACHPLAZ + -1, // doomednum + S_ARACH_PLAZ, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_plasma, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_ARACH_PLEX, // deathstate + S_NULL, // xdeathstate + sfx_firxpl, // deathsound + 25 * FRACUNIT, // speed + 13 * FRACUNIT, // radius + 8 * FRACUNIT, // height + 100, // mass + 5, // damage + sfx_None, // activesound + MF_NOBLOCKMAP | MF_MISSILE | MF_DROPOFF | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_PUFF + -1, // doomednum + S_PUFF1, // 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, // 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 + S_NULL // raisestate + }, + + { // 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, // 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 + S_NULL // raisestate + }, + + { // MT_TFOG + -1, // doomednum + S_TFOG, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_IFOG + -1, // doomednum + S_IFOG, // 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, // 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 + S_NULL // raisestate + }, + + { // 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, // 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 + S_NULL // raisestate + }, + + { // MT_EXTRABFG + -1, // doomednum + S_BFGEXP, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC0 + 2018, // doomednum + S_ARM1, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC1 + 2019, // doomednum + S_ARM2, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC2 + 2014, // doomednum + S_BON1, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC3 + 2015, // doomednum + S_BON2, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC4 + 5, // doomednum + S_BKEY, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC5 + 13, // doomednum + S_RKEY, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC6 + 6, // doomednum + S_YKEY, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC7 + 39, // doomednum + S_YSKULL, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC8 + 38, // doomednum + S_RSKULL, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC9 + 40, // doomednum + S_BSKULL, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC10 + 2011, // doomednum + S_STIM, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC11 + 2012, // doomednum + S_MEDI, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC12 + 2013, // doomednum + S_SOUL, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_INV + 2022, // doomednum + S_PINV, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC13 + 2023, // doomednum + S_PSTR, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_INS + 2024, // doomednum + S_PINS, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC14 + 2025, // doomednum + S_SUIT, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC15 + 2026, // doomednum + S_PMAP, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC16 + 2045, // doomednum + S_PVIS, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MEGA + 83, // doomednum + S_MEGA, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_CLIP + 2007, // doomednum + S_CLIP, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC17 + 2048, // doomednum + S_AMMO, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC18 + 2010, // doomednum + S_ROCK, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC19 + 2046, // doomednum + S_BROK, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC20 + 2047, // doomednum + S_CELL, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC21 + 17, // doomednum + S_CELP, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC22 + 2008, // doomednum + S_SHEL, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC23 + 2049, // doomednum + S_SBOX, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC24 + 8, // doomednum + S_BPAK, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC25 + 2006, // doomednum + S_BFUG, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_CHAINGUN + 2002, // doomednum + S_MGUN, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC26 + 2005, // doomednum + S_CSAW, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC27 + 2003, // doomednum + S_LAUN, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC28 + 2004, // doomednum + S_PLAS, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_SHOTGUN + 2001, // doomednum + S_SHOT, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_SUPERSHOTGUN + 82, // doomednum + S_SHOT2, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC29 + 85, // doomednum + S_TECHLAMP, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC30 + 86, // doomednum + S_TECH2LAMP, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC31 + 2028, // doomednum + S_COLU, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC32 + 30, // doomednum + S_TALLGRNCOL, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC33 + 31, // doomednum + S_SHRTGRNCOL, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC34 + 32, // doomednum + S_TALLREDCOL, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC35 + 33, // doomednum + S_SHRTREDCOL, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC36 + 37, // doomednum + S_SKULLCOL, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC37 + 36, // doomednum + S_HEARTCOL, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC38 + 41, // doomednum + S_EVILEYE, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC39 + 42, // doomednum + S_FLOATSKULL, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC40 + 43, // doomednum + S_TORCHTREE, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC41 + 44, // doomednum + S_BLUETORCH, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC42 + 45, // doomednum + S_GREENTORCH, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC43 + 46, // doomednum + S_REDTORCH, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC44 + 55, // doomednum + S_BTORCHSHRT, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC45 + 56, // doomednum + S_GTORCHSHRT, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC46 + 57, // doomednum + S_RTORCHSHRT, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC47 + 47, // doomednum + S_STALAGTITE, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC48 + 48, // doomednum + S_TECHPILLAR, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC49 + 34, // doomednum + S_CANDLESTIK, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + 0, // flags + S_NULL // raisestate + }, + + { // MT_MISC50 + 35, // doomednum + S_CANDELABRA, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC51 + 49, // doomednum + S_BLOODYTWITCH, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 68 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC52 + 50, // doomednum + S_MEAT2, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 84 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC53 + 51, // doomednum + S_MEAT3, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 84 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC54 + 52, // doomednum + S_MEAT4, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 68 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC55 + 53, // doomednum + S_MEAT5, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 52 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC56 + 59, // doomednum + S_MEAT2, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 84 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC57 + 60, // doomednum + S_MEAT4, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 68 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC58 + 61, // doomednum + S_MEAT3, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 52 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC59 + 62, // doomednum + S_MEAT5, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 52 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC60 + 63, // doomednum + S_BLOODYTWITCH, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 68 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC61 + 22, // doomednum + S_HEAD_DIE6, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + 0, // flags + S_NULL // raisestate + }, + + { // MT_MISC62 + 15, // doomednum + S_PLAY_DIE7, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + 0, // flags + S_NULL // raisestate + }, + + { // MT_MISC63 + 18, // doomednum + S_POSS_DIE5, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + 0, // flags + S_NULL // raisestate + }, + + { // MT_MISC64 + 21, // doomednum + S_SARG_DIE6, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + 0, // flags + S_NULL // raisestate + }, + + { // MT_MISC65 + 23, // doomednum + S_SKULL_DIE6, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + 0, // flags + S_NULL // raisestate + }, + + { // MT_MISC66 + 20, // doomednum + S_TROO_DIE5, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + 0, // flags + S_NULL // raisestate + }, + + { // MT_MISC67 + 19, // doomednum + S_SPOS_DIE5, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + 0, // flags + S_NULL // raisestate + }, + + { // MT_MISC68 + 10, // doomednum + S_PLAY_XDIE9, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + 0, // flags + S_NULL // raisestate + }, + + { // MT_MISC69 + 12, // doomednum + S_PLAY_XDIE9, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + 0, // flags + S_NULL // raisestate + }, + + { // MT_MISC70 + 28, // doomednum + S_HEADSONSTICK, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC71 + 24, // doomednum + S_GIBS, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + 0, // flags + S_NULL // raisestate + }, + + { // MT_MISC72 + 27, // doomednum + S_HEADONASTICK, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC73 + 29, // doomednum + S_HEADCANDLES, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC74 + 25, // doomednum + S_DEADSTICK, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC75 + 26, // doomednum + S_LIVESTICK, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC76 + 54, // doomednum + S_BIGTREE, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 32 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC77 + 70, // doomednum + S_BBAR1, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 16 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID, // flags + S_NULL // raisestate + }, + + { // MT_MISC78 + 73, // doomednum + S_HANGNOGUTS, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 88 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC79 + 74, // doomednum + S_HANGBNOBRAIN, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 88 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC80 + 75, // doomednum + S_HANGTLOOKDN, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 64 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC81 + 76, // doomednum + S_HANGTSKULL, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 64 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC82 + 77, // doomednum + S_HANGTLOOKUP, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 64 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC83 + 78, // doomednum + S_HANGTNOBRAIN, // 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, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16 * FRACUNIT, // radius + 64 * FRACUNIT, // height + 100, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID | MF_SPAWNCEILING | MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_MISC84 + 79, // doomednum + S_COLONGIBS, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC85 + 80, // doomednum + S_SMALLPOOL, // 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, // 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 + S_NULL // raisestate + }, + + { // MT_MISC86 + 81, // doomednum + S_BRAINSTEM, // 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, // 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 + S_NULL // raisestate + } +}; diff --git a/demos/ports/doom/src/info.h b/demos/ports/doom/src/info.h new file mode 100644 index 0000000..929b57f --- /dev/null +++ b/demos/ports/doom/src/info.h @@ -0,0 +1,1344 @@ +// 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: +// Thing frame/state LUT, +// generated by multigen utilitiy. +// This one is the original DOOM version, preserved. +// +//----------------------------------------------------------------------------- + +#ifndef __INFO__ +#define __INFO__ + + +// Needed for action function pointer handling. +#include "d_think.h" + + +typedef enum +{ + SPR_TROO, + SPR_SHTG, + SPR_PUNG, + SPR_PISG, + SPR_PISF, + SPR_SHTF, + SPR_SHT2, + SPR_CHGG, + SPR_CHGF, + SPR_MISG, + SPR_MISF, + SPR_SAWG, + SPR_PLSG, + SPR_PLSF, + SPR_BFGG, + SPR_BFGF, + SPR_BLUD, + SPR_PUFF, + SPR_BAL1, + SPR_BAL2, + SPR_PLSS, + SPR_PLSE, + SPR_MISL, + SPR_BFS1, + SPR_BFE1, + SPR_BFE2, + SPR_TFOG, + SPR_IFOG, + SPR_PLAY, + SPR_POSS, + SPR_SPOS, + SPR_VILE, + SPR_FIRE, + SPR_FATB, + SPR_FBXP, + SPR_SKEL, + SPR_MANF, + SPR_FATT, + SPR_CPOS, + SPR_SARG, + SPR_HEAD, + SPR_BAL7, + SPR_BOSS, + SPR_BOS2, + SPR_SKUL, + SPR_SPID, + SPR_BSPI, + SPR_APLS, + SPR_APBX, + SPR_CYBR, + SPR_PAIN, + SPR_SSWV, + SPR_KEEN, + SPR_BBRN, + SPR_BOSF, + SPR_ARM1, + SPR_ARM2, + SPR_BAR1, + SPR_BEXP, + SPR_FCAN, + SPR_BON1, + SPR_BON2, + SPR_BKEY, + SPR_RKEY, + SPR_YKEY, + SPR_BSKU, + SPR_RSKU, + SPR_YSKU, + SPR_STIM, + SPR_MEDI, + SPR_SOUL, + SPR_PINV, + SPR_PSTR, + SPR_PINS, + SPR_MEGA, + SPR_SUIT, + SPR_PMAP, + SPR_PVIS, + SPR_CLIP, + SPR_AMMO, + SPR_ROCK, + SPR_BROK, + SPR_CELL, + SPR_CELP, + SPR_SHEL, + SPR_SBOX, + SPR_BPAK, + SPR_BFUG, + SPR_MGUN, + SPR_CSAW, + SPR_LAUN, + SPR_PLAS, + SPR_SHOT, + SPR_SGN2, + SPR_COLU, + SPR_SMT2, + SPR_GOR1, + SPR_POL2, + SPR_POL5, + SPR_POL4, + SPR_POL3, + SPR_POL1, + SPR_POL6, + SPR_GOR2, + SPR_GOR3, + SPR_GOR4, + SPR_GOR5, + SPR_SMIT, + SPR_COL1, + SPR_COL2, + SPR_COL3, + SPR_COL4, + SPR_CAND, + SPR_CBRA, + SPR_COL6, + SPR_TRE1, + SPR_TRE2, + SPR_ELEC, + SPR_CEYE, + SPR_FSKU, + SPR_COL5, + SPR_TBLU, + SPR_TGRN, + SPR_TRED, + SPR_SMBT, + SPR_SMGT, + SPR_SMRT, + SPR_HDB1, + SPR_HDB2, + SPR_HDB3, + SPR_HDB4, + SPR_HDB5, + SPR_HDB6, + SPR_POB1, + SPR_POB2, + SPR_BRS1, + SPR_TLMP, + SPR_TLP2, + NUMSPRITES +} spritenum_t; + + +typedef enum +{ + S_NULL, + S_LIGHTDONE, + S_PUNCH, + S_PUNCHDOWN, + S_PUNCHUP, + S_PUNCH1, + S_PUNCH2, + S_PUNCH3, + S_PUNCH4, + S_PUNCH5, + S_PISTOL, + S_PISTOLDOWN, + S_PISTOLUP, + S_PISTOL1, + S_PISTOL2, + S_PISTOL3, + S_PISTOL4, + S_PISTOLFLASH, + S_SGUN, + S_SGUNDOWN, + S_SGUNUP, + S_SGUN1, + S_SGUN2, + S_SGUN3, + S_SGUN4, + S_SGUN5, + S_SGUN6, + S_SGUN7, + S_SGUN8, + S_SGUN9, + S_SGUNFLASH1, + S_SGUNFLASH2, + S_DSGUN, + S_DSGUNDOWN, + S_DSGUNUP, + S_DSGUN1, + S_DSGUN2, + S_DSGUN3, + S_DSGUN4, + S_DSGUN5, + S_DSGUN6, + S_DSGUN7, + S_DSGUN8, + S_DSGUN9, + S_DSGUN10, + S_DSNR1, + S_DSNR2, + S_DSGUNFLASH1, + S_DSGUNFLASH2, + S_CHAIN, + S_CHAINDOWN, + S_CHAINUP, + S_CHAIN1, + S_CHAIN2, + S_CHAIN3, + S_CHAINFLASH1, + S_CHAINFLASH2, + S_MISSILE, + S_MISSILEDOWN, + S_MISSILEUP, + S_MISSILE1, + S_MISSILE2, + S_MISSILE3, + S_MISSILEFLASH1, + S_MISSILEFLASH2, + S_MISSILEFLASH3, + S_MISSILEFLASH4, + S_SAW, + S_SAWB, + S_SAWDOWN, + S_SAWUP, + S_SAW1, + S_SAW2, + S_SAW3, + S_PLASMA, + S_PLASMADOWN, + S_PLASMAUP, + S_PLASMA1, + S_PLASMA2, + S_PLASMAFLASH1, + S_PLASMAFLASH2, + S_BFG, + S_BFGDOWN, + S_BFGUP, + S_BFG1, + S_BFG2, + S_BFG3, + S_BFG4, + S_BFGFLASH1, + S_BFGFLASH2, + S_BLOOD1, + S_BLOOD2, + S_BLOOD3, + S_PUFF1, + S_PUFF2, + S_PUFF3, + S_PUFF4, + S_TBALL1, + S_TBALL2, + S_TBALLX1, + S_TBALLX2, + S_TBALLX3, + S_RBALL1, + S_RBALL2, + S_RBALLX1, + S_RBALLX2, + S_RBALLX3, + S_PLASBALL, + S_PLASBALL2, + S_PLASEXP, + S_PLASEXP2, + S_PLASEXP3, + S_PLASEXP4, + S_PLASEXP5, + S_ROCKET, + S_BFGSHOT, + S_BFGSHOT2, + S_BFGLAND, + S_BFGLAND2, + S_BFGLAND3, + S_BFGLAND4, + S_BFGLAND5, + S_BFGLAND6, + S_BFGEXP, + S_BFGEXP2, + S_BFGEXP3, + S_BFGEXP4, + S_EXPLODE1, + S_EXPLODE2, + S_EXPLODE3, + S_TFOG, + S_TFOG01, + S_TFOG02, + S_TFOG2, + S_TFOG3, + S_TFOG4, + S_TFOG5, + S_TFOG6, + S_TFOG7, + S_TFOG8, + S_TFOG9, + S_TFOG10, + S_IFOG, + S_IFOG01, + S_IFOG02, + S_IFOG2, + S_IFOG3, + S_IFOG4, + S_IFOG5, + S_PLAY, + S_PLAY_RUN1, + S_PLAY_RUN2, + S_PLAY_RUN3, + S_PLAY_RUN4, + S_PLAY_ATK1, + S_PLAY_ATK2, + S_PLAY_PAIN, + S_PLAY_PAIN2, + S_PLAY_DIE1, + S_PLAY_DIE2, + S_PLAY_DIE3, + S_PLAY_DIE4, + S_PLAY_DIE5, + S_PLAY_DIE6, + S_PLAY_DIE7, + S_PLAY_XDIE1, + S_PLAY_XDIE2, + S_PLAY_XDIE3, + S_PLAY_XDIE4, + S_PLAY_XDIE5, + S_PLAY_XDIE6, + S_PLAY_XDIE7, + S_PLAY_XDIE8, + S_PLAY_XDIE9, + S_POSS_STND, + S_POSS_STND2, + S_POSS_RUN1, + S_POSS_RUN2, + S_POSS_RUN3, + S_POSS_RUN4, + S_POSS_RUN5, + S_POSS_RUN6, + S_POSS_RUN7, + S_POSS_RUN8, + S_POSS_ATK1, + S_POSS_ATK2, + S_POSS_ATK3, + S_POSS_PAIN, + S_POSS_PAIN2, + S_POSS_DIE1, + S_POSS_DIE2, + S_POSS_DIE3, + S_POSS_DIE4, + S_POSS_DIE5, + S_POSS_XDIE1, + S_POSS_XDIE2, + S_POSS_XDIE3, + S_POSS_XDIE4, + S_POSS_XDIE5, + S_POSS_XDIE6, + S_POSS_XDIE7, + S_POSS_XDIE8, + S_POSS_XDIE9, + S_POSS_RAISE1, + S_POSS_RAISE2, + S_POSS_RAISE3, + S_POSS_RAISE4, + S_SPOS_STND, + S_SPOS_STND2, + S_SPOS_RUN1, + S_SPOS_RUN2, + S_SPOS_RUN3, + S_SPOS_RUN4, + S_SPOS_RUN5, + S_SPOS_RUN6, + S_SPOS_RUN7, + S_SPOS_RUN8, + S_SPOS_ATK1, + S_SPOS_ATK2, + S_SPOS_ATK3, + S_SPOS_PAIN, + S_SPOS_PAIN2, + S_SPOS_DIE1, + S_SPOS_DIE2, + S_SPOS_DIE3, + S_SPOS_DIE4, + S_SPOS_DIE5, + S_SPOS_XDIE1, + S_SPOS_XDIE2, + S_SPOS_XDIE3, + S_SPOS_XDIE4, + S_SPOS_XDIE5, + S_SPOS_XDIE6, + S_SPOS_XDIE7, + S_SPOS_XDIE8, + S_SPOS_XDIE9, + S_SPOS_RAISE1, + S_SPOS_RAISE2, + S_SPOS_RAISE3, + S_SPOS_RAISE4, + S_SPOS_RAISE5, + S_VILE_STND, + S_VILE_STND2, + S_VILE_RUN1, + S_VILE_RUN2, + S_VILE_RUN3, + S_VILE_RUN4, + S_VILE_RUN5, + S_VILE_RUN6, + S_VILE_RUN7, + S_VILE_RUN8, + S_VILE_RUN9, + S_VILE_RUN10, + S_VILE_RUN11, + S_VILE_RUN12, + S_VILE_ATK1, + S_VILE_ATK2, + S_VILE_ATK3, + S_VILE_ATK4, + S_VILE_ATK5, + S_VILE_ATK6, + S_VILE_ATK7, + S_VILE_ATK8, + S_VILE_ATK9, + S_VILE_ATK10, + S_VILE_ATK11, + S_VILE_HEAL1, + S_VILE_HEAL2, + S_VILE_HEAL3, + S_VILE_PAIN, + S_VILE_PAIN2, + S_VILE_DIE1, + S_VILE_DIE2, + S_VILE_DIE3, + S_VILE_DIE4, + S_VILE_DIE5, + S_VILE_DIE6, + S_VILE_DIE7, + S_VILE_DIE8, + S_VILE_DIE9, + S_VILE_DIE10, + S_FIRE1, + S_FIRE2, + S_FIRE3, + S_FIRE4, + S_FIRE5, + S_FIRE6, + S_FIRE7, + S_FIRE8, + S_FIRE9, + S_FIRE10, + S_FIRE11, + S_FIRE12, + S_FIRE13, + S_FIRE14, + S_FIRE15, + S_FIRE16, + S_FIRE17, + S_FIRE18, + S_FIRE19, + S_FIRE20, + S_FIRE21, + S_FIRE22, + S_FIRE23, + S_FIRE24, + S_FIRE25, + S_FIRE26, + S_FIRE27, + S_FIRE28, + S_FIRE29, + S_FIRE30, + S_SMOKE1, + S_SMOKE2, + S_SMOKE3, + S_SMOKE4, + S_SMOKE5, + S_TRACER, + S_TRACER2, + S_TRACEEXP1, + S_TRACEEXP2, + S_TRACEEXP3, + S_SKEL_STND, + S_SKEL_STND2, + S_SKEL_RUN1, + S_SKEL_RUN2, + S_SKEL_RUN3, + S_SKEL_RUN4, + S_SKEL_RUN5, + S_SKEL_RUN6, + S_SKEL_RUN7, + S_SKEL_RUN8, + S_SKEL_RUN9, + S_SKEL_RUN10, + S_SKEL_RUN11, + S_SKEL_RUN12, + S_SKEL_FIST1, + S_SKEL_FIST2, + S_SKEL_FIST3, + S_SKEL_FIST4, + S_SKEL_MISS1, + S_SKEL_MISS2, + S_SKEL_MISS3, + S_SKEL_MISS4, + S_SKEL_PAIN, + S_SKEL_PAIN2, + S_SKEL_DIE1, + S_SKEL_DIE2, + S_SKEL_DIE3, + S_SKEL_DIE4, + S_SKEL_DIE5, + S_SKEL_DIE6, + S_SKEL_RAISE1, + S_SKEL_RAISE2, + S_SKEL_RAISE3, + S_SKEL_RAISE4, + S_SKEL_RAISE5, + S_SKEL_RAISE6, + S_FATSHOT1, + S_FATSHOT2, + S_FATSHOTX1, + S_FATSHOTX2, + S_FATSHOTX3, + S_FATT_STND, + S_FATT_STND2, + S_FATT_RUN1, + S_FATT_RUN2, + S_FATT_RUN3, + S_FATT_RUN4, + S_FATT_RUN5, + S_FATT_RUN6, + S_FATT_RUN7, + S_FATT_RUN8, + S_FATT_RUN9, + S_FATT_RUN10, + S_FATT_RUN11, + S_FATT_RUN12, + S_FATT_ATK1, + S_FATT_ATK2, + S_FATT_ATK3, + S_FATT_ATK4, + S_FATT_ATK5, + S_FATT_ATK6, + S_FATT_ATK7, + S_FATT_ATK8, + S_FATT_ATK9, + S_FATT_ATK10, + S_FATT_PAIN, + S_FATT_PAIN2, + S_FATT_DIE1, + S_FATT_DIE2, + S_FATT_DIE3, + S_FATT_DIE4, + S_FATT_DIE5, + S_FATT_DIE6, + S_FATT_DIE7, + S_FATT_DIE8, + S_FATT_DIE9, + S_FATT_DIE10, + S_FATT_RAISE1, + S_FATT_RAISE2, + S_FATT_RAISE3, + S_FATT_RAISE4, + S_FATT_RAISE5, + S_FATT_RAISE6, + S_FATT_RAISE7, + S_FATT_RAISE8, + S_CPOS_STND, + S_CPOS_STND2, + S_CPOS_RUN1, + S_CPOS_RUN2, + S_CPOS_RUN3, + S_CPOS_RUN4, + S_CPOS_RUN5, + S_CPOS_RUN6, + S_CPOS_RUN7, + S_CPOS_RUN8, + S_CPOS_ATK1, + S_CPOS_ATK2, + S_CPOS_ATK3, + S_CPOS_ATK4, + S_CPOS_PAIN, + S_CPOS_PAIN2, + S_CPOS_DIE1, + S_CPOS_DIE2, + S_CPOS_DIE3, + S_CPOS_DIE4, + S_CPOS_DIE5, + S_CPOS_DIE6, + S_CPOS_DIE7, + S_CPOS_XDIE1, + S_CPOS_XDIE2, + S_CPOS_XDIE3, + S_CPOS_XDIE4, + S_CPOS_XDIE5, + S_CPOS_XDIE6, + S_CPOS_RAISE1, + S_CPOS_RAISE2, + S_CPOS_RAISE3, + S_CPOS_RAISE4, + S_CPOS_RAISE5, + S_CPOS_RAISE6, + S_CPOS_RAISE7, + S_TROO_STND, + S_TROO_STND2, + S_TROO_RUN1, + S_TROO_RUN2, + S_TROO_RUN3, + S_TROO_RUN4, + S_TROO_RUN5, + S_TROO_RUN6, + S_TROO_RUN7, + S_TROO_RUN8, + S_TROO_ATK1, + S_TROO_ATK2, + S_TROO_ATK3, + S_TROO_PAIN, + S_TROO_PAIN2, + S_TROO_DIE1, + S_TROO_DIE2, + S_TROO_DIE3, + S_TROO_DIE4, + S_TROO_DIE5, + S_TROO_XDIE1, + S_TROO_XDIE2, + S_TROO_XDIE3, + S_TROO_XDIE4, + S_TROO_XDIE5, + S_TROO_XDIE6, + S_TROO_XDIE7, + S_TROO_XDIE8, + S_TROO_RAISE1, + S_TROO_RAISE2, + S_TROO_RAISE3, + S_TROO_RAISE4, + S_TROO_RAISE5, + S_SARG_STND, + S_SARG_STND2, + S_SARG_RUN1, + S_SARG_RUN2, + S_SARG_RUN3, + S_SARG_RUN4, + S_SARG_RUN5, + S_SARG_RUN6, + S_SARG_RUN7, + S_SARG_RUN8, + S_SARG_ATK1, + S_SARG_ATK2, + S_SARG_ATK3, + S_SARG_PAIN, + S_SARG_PAIN2, + S_SARG_DIE1, + S_SARG_DIE2, + S_SARG_DIE3, + S_SARG_DIE4, + S_SARG_DIE5, + S_SARG_DIE6, + S_SARG_RAISE1, + S_SARG_RAISE2, + S_SARG_RAISE3, + S_SARG_RAISE4, + S_SARG_RAISE5, + S_SARG_RAISE6, + S_HEAD_STND, + S_HEAD_RUN1, + S_HEAD_ATK1, + S_HEAD_ATK2, + S_HEAD_ATK3, + S_HEAD_PAIN, + S_HEAD_PAIN2, + S_HEAD_PAIN3, + S_HEAD_DIE1, + S_HEAD_DIE2, + S_HEAD_DIE3, + S_HEAD_DIE4, + S_HEAD_DIE5, + S_HEAD_DIE6, + S_HEAD_RAISE1, + S_HEAD_RAISE2, + S_HEAD_RAISE3, + S_HEAD_RAISE4, + S_HEAD_RAISE5, + S_HEAD_RAISE6, + S_BRBALL1, + S_BRBALL2, + S_BRBALLX1, + S_BRBALLX2, + S_BRBALLX3, + S_BOSS_STND, + S_BOSS_STND2, + S_BOSS_RUN1, + S_BOSS_RUN2, + S_BOSS_RUN3, + S_BOSS_RUN4, + S_BOSS_RUN5, + S_BOSS_RUN6, + S_BOSS_RUN7, + S_BOSS_RUN8, + S_BOSS_ATK1, + S_BOSS_ATK2, + S_BOSS_ATK3, + S_BOSS_PAIN, + S_BOSS_PAIN2, + S_BOSS_DIE1, + S_BOSS_DIE2, + S_BOSS_DIE3, + S_BOSS_DIE4, + S_BOSS_DIE5, + S_BOSS_DIE6, + S_BOSS_DIE7, + S_BOSS_RAISE1, + S_BOSS_RAISE2, + S_BOSS_RAISE3, + S_BOSS_RAISE4, + S_BOSS_RAISE5, + S_BOSS_RAISE6, + S_BOSS_RAISE7, + S_BOS2_STND, + S_BOS2_STND2, + S_BOS2_RUN1, + S_BOS2_RUN2, + S_BOS2_RUN3, + S_BOS2_RUN4, + S_BOS2_RUN5, + S_BOS2_RUN6, + S_BOS2_RUN7, + S_BOS2_RUN8, + S_BOS2_ATK1, + S_BOS2_ATK2, + S_BOS2_ATK3, + S_BOS2_PAIN, + S_BOS2_PAIN2, + S_BOS2_DIE1, + S_BOS2_DIE2, + S_BOS2_DIE3, + S_BOS2_DIE4, + S_BOS2_DIE5, + S_BOS2_DIE6, + S_BOS2_DIE7, + S_BOS2_RAISE1, + S_BOS2_RAISE2, + S_BOS2_RAISE3, + S_BOS2_RAISE4, + S_BOS2_RAISE5, + S_BOS2_RAISE6, + S_BOS2_RAISE7, + S_SKULL_STND, + S_SKULL_STND2, + S_SKULL_RUN1, + S_SKULL_RUN2, + S_SKULL_ATK1, + S_SKULL_ATK2, + S_SKULL_ATK3, + S_SKULL_ATK4, + S_SKULL_PAIN, + S_SKULL_PAIN2, + S_SKULL_DIE1, + S_SKULL_DIE2, + S_SKULL_DIE3, + S_SKULL_DIE4, + S_SKULL_DIE5, + S_SKULL_DIE6, + S_SPID_STND, + S_SPID_STND2, + S_SPID_RUN1, + S_SPID_RUN2, + S_SPID_RUN3, + S_SPID_RUN4, + S_SPID_RUN5, + S_SPID_RUN6, + S_SPID_RUN7, + S_SPID_RUN8, + S_SPID_RUN9, + S_SPID_RUN10, + S_SPID_RUN11, + S_SPID_RUN12, + S_SPID_ATK1, + S_SPID_ATK2, + S_SPID_ATK3, + S_SPID_ATK4, + S_SPID_PAIN, + S_SPID_PAIN2, + S_SPID_DIE1, + S_SPID_DIE2, + S_SPID_DIE3, + S_SPID_DIE4, + S_SPID_DIE5, + S_SPID_DIE6, + S_SPID_DIE7, + S_SPID_DIE8, + S_SPID_DIE9, + S_SPID_DIE10, + S_SPID_DIE11, + S_BSPI_STND, + S_BSPI_STND2, + S_BSPI_SIGHT, + S_BSPI_RUN1, + S_BSPI_RUN2, + S_BSPI_RUN3, + S_BSPI_RUN4, + S_BSPI_RUN5, + S_BSPI_RUN6, + S_BSPI_RUN7, + S_BSPI_RUN8, + S_BSPI_RUN9, + S_BSPI_RUN10, + S_BSPI_RUN11, + S_BSPI_RUN12, + S_BSPI_ATK1, + S_BSPI_ATK2, + S_BSPI_ATK3, + S_BSPI_ATK4, + S_BSPI_PAIN, + S_BSPI_PAIN2, + S_BSPI_DIE1, + S_BSPI_DIE2, + S_BSPI_DIE3, + S_BSPI_DIE4, + S_BSPI_DIE5, + S_BSPI_DIE6, + S_BSPI_DIE7, + S_BSPI_RAISE1, + S_BSPI_RAISE2, + S_BSPI_RAISE3, + S_BSPI_RAISE4, + S_BSPI_RAISE5, + S_BSPI_RAISE6, + S_BSPI_RAISE7, + S_ARACH_PLAZ, + S_ARACH_PLAZ2, + S_ARACH_PLEX, + S_ARACH_PLEX2, + S_ARACH_PLEX3, + S_ARACH_PLEX4, + S_ARACH_PLEX5, + S_CYBER_STND, + S_CYBER_STND2, + S_CYBER_RUN1, + S_CYBER_RUN2, + S_CYBER_RUN3, + S_CYBER_RUN4, + S_CYBER_RUN5, + S_CYBER_RUN6, + S_CYBER_RUN7, + S_CYBER_RUN8, + S_CYBER_ATK1, + S_CYBER_ATK2, + S_CYBER_ATK3, + S_CYBER_ATK4, + S_CYBER_ATK5, + S_CYBER_ATK6, + S_CYBER_PAIN, + S_CYBER_DIE1, + S_CYBER_DIE2, + S_CYBER_DIE3, + S_CYBER_DIE4, + S_CYBER_DIE5, + S_CYBER_DIE6, + S_CYBER_DIE7, + S_CYBER_DIE8, + S_CYBER_DIE9, + S_CYBER_DIE10, + S_PAIN_STND, + S_PAIN_RUN1, + S_PAIN_RUN2, + S_PAIN_RUN3, + S_PAIN_RUN4, + S_PAIN_RUN5, + S_PAIN_RUN6, + S_PAIN_ATK1, + S_PAIN_ATK2, + S_PAIN_ATK3, + S_PAIN_ATK4, + S_PAIN_PAIN, + S_PAIN_PAIN2, + S_PAIN_DIE1, + S_PAIN_DIE2, + S_PAIN_DIE3, + S_PAIN_DIE4, + S_PAIN_DIE5, + S_PAIN_DIE6, + S_PAIN_RAISE1, + S_PAIN_RAISE2, + S_PAIN_RAISE3, + S_PAIN_RAISE4, + S_PAIN_RAISE5, + S_PAIN_RAISE6, + S_SSWV_STND, + S_SSWV_STND2, + S_SSWV_RUN1, + S_SSWV_RUN2, + S_SSWV_RUN3, + S_SSWV_RUN4, + S_SSWV_RUN5, + S_SSWV_RUN6, + S_SSWV_RUN7, + S_SSWV_RUN8, + S_SSWV_ATK1, + S_SSWV_ATK2, + S_SSWV_ATK3, + S_SSWV_ATK4, + S_SSWV_ATK5, + S_SSWV_ATK6, + S_SSWV_PAIN, + S_SSWV_PAIN2, + S_SSWV_DIE1, + S_SSWV_DIE2, + S_SSWV_DIE3, + S_SSWV_DIE4, + S_SSWV_DIE5, + S_SSWV_XDIE1, + S_SSWV_XDIE2, + S_SSWV_XDIE3, + S_SSWV_XDIE4, + S_SSWV_XDIE5, + S_SSWV_XDIE6, + S_SSWV_XDIE7, + S_SSWV_XDIE8, + S_SSWV_XDIE9, + S_SSWV_RAISE1, + S_SSWV_RAISE2, + S_SSWV_RAISE3, + S_SSWV_RAISE4, + S_SSWV_RAISE5, + S_KEENSTND, + S_COMMKEEN, + S_COMMKEEN2, + S_COMMKEEN3, + S_COMMKEEN4, + S_COMMKEEN5, + S_COMMKEEN6, + S_COMMKEEN7, + S_COMMKEEN8, + S_COMMKEEN9, + S_COMMKEEN10, + S_COMMKEEN11, + S_COMMKEEN12, + S_KEENPAIN, + S_KEENPAIN2, + S_BRAIN, + S_BRAIN_PAIN, + S_BRAIN_DIE1, + S_BRAIN_DIE2, + S_BRAIN_DIE3, + S_BRAIN_DIE4, + S_BRAINEYE, + S_BRAINEYESEE, + S_BRAINEYE1, + S_SPAWN1, + S_SPAWN2, + S_SPAWN3, + S_SPAWN4, + S_SPAWNFIRE1, + S_SPAWNFIRE2, + S_SPAWNFIRE3, + S_SPAWNFIRE4, + S_SPAWNFIRE5, + S_SPAWNFIRE6, + S_SPAWNFIRE7, + S_SPAWNFIRE8, + S_BRAINEXPLODE1, + S_BRAINEXPLODE2, + S_BRAINEXPLODE3, + S_ARM1, + S_ARM1A, + S_ARM2, + S_ARM2A, + S_BAR1, + S_BAR2, + S_BEXP, + S_BEXP2, + S_BEXP3, + S_BEXP4, + S_BEXP5, + S_BBAR1, + S_BBAR2, + S_BBAR3, + S_BON1, + S_BON1A, + S_BON1B, + S_BON1C, + S_BON1D, + S_BON1E, + S_BON2, + S_BON2A, + S_BON2B, + S_BON2C, + S_BON2D, + S_BON2E, + S_BKEY, + S_BKEY2, + S_RKEY, + S_RKEY2, + S_YKEY, + S_YKEY2, + S_BSKULL, + S_BSKULL2, + S_RSKULL, + S_RSKULL2, + S_YSKULL, + S_YSKULL2, + S_STIM, + S_MEDI, + S_SOUL, + S_SOUL2, + S_SOUL3, + S_SOUL4, + S_SOUL5, + S_SOUL6, + S_PINV, + S_PINV2, + S_PINV3, + S_PINV4, + S_PSTR, + S_PINS, + S_PINS2, + S_PINS3, + S_PINS4, + S_MEGA, + S_MEGA2, + S_MEGA3, + S_MEGA4, + S_SUIT, + S_PMAP, + S_PMAP2, + S_PMAP3, + S_PMAP4, + S_PMAP5, + S_PMAP6, + S_PVIS, + S_PVIS2, + S_CLIP, + S_AMMO, + S_ROCK, + S_BROK, + S_CELL, + S_CELP, + S_SHEL, + S_SBOX, + S_BPAK, + S_BFUG, + S_MGUN, + S_CSAW, + S_LAUN, + S_PLAS, + S_SHOT, + S_SHOT2, + S_COLU, + S_STALAG, + S_BLOODYTWITCH, + S_BLOODYTWITCH2, + S_BLOODYTWITCH3, + S_BLOODYTWITCH4, + S_DEADTORSO, + S_DEADBOTTOM, + S_HEADSONSTICK, + S_GIBS, + S_HEADONASTICK, + S_HEADCANDLES, + S_HEADCANDLES2, + S_DEADSTICK, + S_LIVESTICK, + S_LIVESTICK2, + S_MEAT2, + S_MEAT3, + S_MEAT4, + S_MEAT5, + S_STALAGTITE, + S_TALLGRNCOL, + S_SHRTGRNCOL, + S_TALLREDCOL, + S_SHRTREDCOL, + S_CANDLESTIK, + S_CANDELABRA, + S_SKULLCOL, + S_TORCHTREE, + S_BIGTREE, + S_TECHPILLAR, + S_EVILEYE, + S_EVILEYE2, + S_EVILEYE3, + S_EVILEYE4, + S_FLOATSKULL, + S_FLOATSKULL2, + S_FLOATSKULL3, + S_HEARTCOL, + S_HEARTCOL2, + S_BLUETORCH, + S_BLUETORCH2, + S_BLUETORCH3, + S_BLUETORCH4, + S_GREENTORCH, + S_GREENTORCH2, + S_GREENTORCH3, + S_GREENTORCH4, + S_REDTORCH, + S_REDTORCH2, + S_REDTORCH3, + S_REDTORCH4, + S_BTORCHSHRT, + S_BTORCHSHRT2, + S_BTORCHSHRT3, + S_BTORCHSHRT4, + S_GTORCHSHRT, + S_GTORCHSHRT2, + S_GTORCHSHRT3, + S_GTORCHSHRT4, + S_RTORCHSHRT, + S_RTORCHSHRT2, + S_RTORCHSHRT3, + S_RTORCHSHRT4, + S_HANGNOGUTS, + S_HANGBNOBRAIN, + S_HANGTLOOKDN, + S_HANGTSKULL, + S_HANGTLOOKUP, + S_HANGTNOBRAIN, + S_COLONGIBS, + S_SMALLPOOL, + S_BRAINSTEM, + S_TECHLAMP, + S_TECHLAMP2, + S_TECHLAMP3, + S_TECHLAMP4, + S_TECH2LAMP, + S_TECH2LAMP2, + S_TECH2LAMP3, + S_TECH2LAMP4, + NUMSTATES +} statenum_t; + + +typedef struct +{ + spritenum_t sprite; + long frame; + long tics; + actionf_t action; + statenum_t nextstate; + long misc1, misc2; +} state_t; + + +extern state_t states[NUMSTATES]; +extern char* sprnames[NUMSPRITES + 1]; + + +typedef enum +{ + MT_PLAYER, + MT_POSSESSED, + MT_SHOTGUY, + MT_VILE, + MT_FIRE, + MT_UNDEAD, + MT_TRACER, + MT_SMOKE, + MT_FATSO, + MT_FATSHOT, + MT_CHAINGUY, + MT_TROOP, + MT_SERGEANT, + MT_SHADOWS, + MT_HEAD, + MT_BRUISER, + MT_BRUISERSHOT, + MT_KNIGHT, + MT_SKULL, + MT_SPIDER, + MT_BABY, + MT_CYBORG, + MT_PAIN, + MT_WOLFSS, + MT_KEEN, + MT_BOSSBRAIN, + MT_BOSSSPIT, + MT_BOSSTARGET, + MT_SPAWNSHOT, + MT_SPAWNFIRE, + MT_BARREL, + MT_TROOPSHOT, + MT_HEADSHOT, + MT_ROCKET, + MT_PLASMA, + MT_BFG, + MT_ARACHPLAZ, + MT_PUFF, + MT_BLOOD, + MT_TFOG, + MT_IFOG, + MT_TELEPORTMAN, + MT_EXTRABFG, + MT_MISC0, + MT_MISC1, + MT_MISC2, + MT_MISC3, + MT_MISC4, + MT_MISC5, + MT_MISC6, + MT_MISC7, + MT_MISC8, + MT_MISC9, + MT_MISC10, + MT_MISC11, + MT_MISC12, + MT_INV, + MT_MISC13, + MT_INS, + MT_MISC14, + MT_MISC15, + MT_MISC16, + MT_MEGA, + MT_CLIP, + MT_MISC17, + MT_MISC18, + MT_MISC19, + MT_MISC20, + MT_MISC21, + MT_MISC22, + MT_MISC23, + MT_MISC24, + MT_MISC25, + MT_CHAINGUN, + MT_MISC26, + MT_MISC27, + MT_MISC28, + MT_SHOTGUN, + MT_SUPERSHOTGUN, + MT_MISC29, + MT_MISC30, + MT_MISC31, + MT_MISC32, + MT_MISC33, + MT_MISC34, + MT_MISC35, + MT_MISC36, + MT_MISC37, + MT_MISC38, + MT_MISC39, + MT_MISC40, + MT_MISC41, + MT_MISC42, + MT_MISC43, + MT_MISC44, + MT_MISC45, + MT_MISC46, + MT_MISC47, + MT_MISC48, + MT_MISC49, + MT_MISC50, + MT_MISC51, + MT_MISC52, + MT_MISC53, + MT_MISC54, + MT_MISC55, + MT_MISC56, + MT_MISC57, + MT_MISC58, + MT_MISC59, + MT_MISC60, + MT_MISC61, + MT_MISC62, + MT_MISC63, + MT_MISC64, + MT_MISC65, + MT_MISC66, + MT_MISC67, + MT_MISC68, + MT_MISC69, + MT_MISC70, + MT_MISC71, + MT_MISC72, + MT_MISC73, + MT_MISC74, + MT_MISC75, + MT_MISC76, + MT_MISC77, + MT_MISC78, + MT_MISC79, + MT_MISC80, + MT_MISC81, + MT_MISC82, + MT_MISC83, + MT_MISC84, + MT_MISC85, + MT_MISC86, + 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 deathstate; + int xdeathstate; + int deathsound; + int speed; + int radius; + int height; + int mass; + int damage; + int activesound; + int flags; + int raisestate; +} mobjinfo_t; + + +extern mobjinfo_t mobjinfo[NUMMOBJTYPES]; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/m_argv.c b/demos/ports/doom/src/m_argv.c new file mode 100644 index 0000000..deb84a3 --- /dev/null +++ b/demos/ports/doom/src/m_argv.c @@ -0,0 +1,53 @@ +// 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: +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + +// #if defined(DOOM_WIN32) +// #define strcasecmp stricmp +// #endif + + +int myargc; +char** myargv; + + +// +// 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(char* check) +{ + int i; + + for (i = 1; i < myargc; i++) + { + if (!doom_strcasecmp(check, myargv[i])) + return i; + } + + return 0; +} diff --git a/demos/ports/doom/src/m_argv.h b/demos/ports/doom/src/m_argv.h new file mode 100644 index 0000000..78daecd --- /dev/null +++ b/demos/ports/doom/src/m_argv.h @@ -0,0 +1,43 @@ +// 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: +// Nil. +// +//----------------------------------------------------------------------------- + +#ifndef __M_ARGV__ +#define __M_ARGV__ + + +// +// MISC +// +extern int myargc; +extern char** myargv; + +// Returns the position of the given parameter +// in the arg list (0 if not found). +int M_CheckParm(char* check); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/m_bbox.c b/demos/ports/doom/src/m_bbox.c new file mode 100644 index 0000000..d1b25b4 --- /dev/null +++ b/demos/ports/doom/src/m_bbox.c @@ -0,0 +1,50 @@ +// 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: +// Main loop menu stuff. +// Random number LUT. +// Default Config File. +// PCX Screenshots. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "m_bbox.h" + + +void M_ClearBox(fixed_t* box) +{ + box[BOXTOP] = box[BOXRIGHT] = DOOM_MININT; + box[BOXBOTTOM] = box[BOXLEFT] = DOOM_MAXINT; +} + + +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; +} diff --git a/demos/ports/doom/src/m_bbox.h b/demos/ports/doom/src/m_bbox.h new file mode 100644 index 0000000..8ab5848 --- /dev/null +++ b/demos/ports/doom/src/m_bbox.h @@ -0,0 +1,51 @@ +// 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: +// Nil. +// +//----------------------------------------------------------------------------- + +#ifndef __M_BBOX__ +#define __M_BBOX__ + + +#include "doomtype.h" +#include "m_fixed.h" + + +// Bounding box coordinate storage. +enum +{ + BOXTOP, + BOXBOTTOM, + BOXLEFT, + BOXRIGHT +}; // bbox coordinates + + +// Bounding box functions. +void M_ClearBox(fixed_t* box); +void M_AddToBox(fixed_t* box, fixed_t x, fixed_t y); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/m_cheat.c b/demos/ports/doom/src/m_cheat.c new file mode 100644 index 0000000..e81071f --- /dev/null +++ b/demos/ports/doom/src/m_cheat.c @@ -0,0 +1,91 @@ +// 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: +// Cheat sequence checking. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "m_cheat.h" + + +// +// CHEAT SEQUENCE PACKAGE +// + +static int firsttime = 1; +static unsigned char cheat_xlate_table[256]; + + +// +// Called in st_stuff module, which handles the input. +// Returns a 1 if the cheat was successful, 0 if failed. +// +int cht_CheckCheat(cheatseq_t* cht, char key) +{ + int i; + int rc = 0; + + if (firsttime) + { + firsttime = 0; + for (i = 0; i < 256; i++) cheat_xlate_table[i] = SCRAMBLE(i); + } + + if (!cht->p) + cht->p = cht->sequence; // initialize if first time + + if (*cht->p == 0) + *(cht->p++) = key; + else if + (cheat_xlate_table[(unsigned char)key] == *cht->p) cht->p++; + else + cht->p = cht->sequence; + + if (*cht->p == 1) + cht->p++; + else if (*cht->p == 0xff) // end of sequence character + { + cht->p = cht->sequence; + rc = 1; + } + + return rc; +} + + +void cht_GetParam(cheatseq_t* cht, char* buffer) +{ + unsigned char* p, c; + + p = cht->sequence; + while (*(p++) != 1); + + do + { + c = *p; + *(buffer++) = c; + *(p++) = 0; + } while (c && *p != 0xff); + + if (*p == 0xff) + *buffer = 0; +} diff --git a/demos/ports/doom/src/m_cheat.h b/demos/ports/doom/src/m_cheat.h new file mode 100644 index 0000000..b128d5b --- /dev/null +++ b/demos/ports/doom/src/m_cheat.h @@ -0,0 +1,52 @@ +// 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: +// Cheat code checking. +// +//----------------------------------------------------------------------------- + +#ifndef __M_CHEAT__ +#define __M_CHEAT__ + + +// +// CHEAT SEQUENCE PACKAGE +// + +#define SCRAMBLE(a) \ +((((a)&1)<<7) + (((a)&2)<<5) + ((a)&4) + (((a)&8)<<1) \ + + (((a)&16)>>1) + ((a)&32) + (((a)&64)>>5) + (((a)&128)>>7)) + + +typedef struct +{ + unsigned char* sequence; + unsigned char* p; +} cheatseq_t; + + +int cht_CheckCheat(cheatseq_t* cht, char key); +void cht_GetParam(cheatseq_t* cht, char* buffer); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/m_fixed.c b/demos/ports/doom/src/m_fixed.c new file mode 100644 index 0000000..b1d9896 --- /dev/null +++ b/demos/ports/doom/src/m_fixed.c @@ -0,0 +1,59 @@ +// 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: +// Fixed point implementation. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "stdlib.h" +#include "doomtype.h" +#include "i_system.h" +#include "m_fixed.h" + + +fixed_t FixedMul(fixed_t a, fixed_t b) +{ + return ((long long)a * (long long)b) >> FRACBITS; +} + + +// +// FixedDiv, C version. +// +fixed_t FixedDiv(fixed_t a, fixed_t b) +{ + if ((doom_abs(a) >> 14) >= doom_abs(b)) + return (a ^ b) < 0 ? DOOM_MININT : DOOM_MAXINT; + return FixedDiv2(a, b); +} + + +fixed_t FixedDiv2(fixed_t a, fixed_t b) +{ + double c; + + c = ((double)a) / ((double)b) * FRACUNIT; + + if (c >= 2147483648.0 || c < -2147483648.0) + I_Error("Error: FixedDiv: divide by zero"); + return (fixed_t)c; +} diff --git a/demos/ports/doom/src/m_fixed.h b/demos/ports/doom/src/m_fixed.h new file mode 100644 index 0000000..ff45d7e --- /dev/null +++ b/demos/ports/doom/src/m_fixed.h @@ -0,0 +1,47 @@ +// 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: +// Fixed point arithemtics, implementation. +// +//----------------------------------------------------------------------------- + +#ifndef __M_FIXED__ +#define __M_FIXED__ + + +// +// Fixed point, 32bit as 16.16. +// +#define FRACBITS 16 +#define FRACUNIT (1< + M_DrawEpisode, // drawing routine -> + 48,63, // x,y + ep1 // lastOn +}; + + +// +// NEW GAME +// +enum +{ + killthings, + toorough, + hurtme, + violence, + nightmare, + newg_end +} newgame_e; + +menuitem_t NewGameMenu[] = +{ + {1,"M_JKILL", M_ChooseSkill, 'i'}, + {1,"M_ROUGH", M_ChooseSkill, 'h'}, + {1,"M_HURT", M_ChooseSkill, 'h'}, + {1,"M_ULTRA", M_ChooseSkill, 'u'}, + {1,"M_NMARE", M_ChooseSkill, 'n'} +}; + +menu_t NewDef = +{ + newg_end, // # of menu items + &EpiDef, // previous menu + NewGameMenu, // menuitem_t -> + M_DrawNewGame, // drawing routine -> + 48,63, // x,y + hurtme // lastOn +}; + + +// +// OPTIONS MENU +// +menuitem_t* OptionsMenu; + +enum +{ + endgame, + messages, + crosshair_opt, + always_run_opt, + //detail, // Details do nothing? + scrnsize, + option_empty1, + mouseoptions, + soundvol, + opt_end +} options_e; + +menuitem_t OptionsMenuFull[] = +{ + {1,"M_ENDGAM", M_EndGame,'e'}, + {1,"M_MESSG", M_ChangeMessages,'m'}, + {1,"TXT_CROS", M_ChangeCrosshair,'c'}, + {1,"TXT_ARUN", M_ChangeAlwaysRun,'r'}, + //{1,"M_DETAIL", M_ChangeDetail,'g'}, // Details do nothing? + {2,"M_SCRNSZ", M_SizeDisplay,'s'}, + {-1,"",0}, + {1,"TXT_MOPT", M_MouseOptions,'f'}, + {1,"M_SVOL", M_Sound,'s'} +}; + +menu_t OptionsDef = +{ + opt_end, + &MainDef, + OptionsMenuFull, + M_DrawOptions, + 60,37, + 0 +}; + + +enum +{ + endgame_no_mouse, + messages_no_mouse, + crosshair_opt_no_mouse, + always_run_opt_no_mouse, + //detail_no_mouse, // Details do nothing? + scrnsize_no_mouse, + option_empty1_no_mouse, + soundvol_no_mouse, + opt_end_no_mouse +} options_e_no_mouse; + +menuitem_t OptionsMenuNoMouse[] = +{ + {1,"M_ENDGAM", M_EndGame,'e'}, + {1,"M_MESSG", M_ChangeMessages,'m'}, + {1,"TXT_CROS", M_ChangeCrosshair,'c'}, + {1,"TXT_ARUN", M_ChangeAlwaysRun,'r'}, + //{1,"M_DETAIL", M_ChangeDetail,'g'}, // Details do nothing? + {2,"M_SCRNSZ", M_SizeDisplay,'s'}, + {-1,"",0}, + {1,"M_SVOL", M_Sound,'s'} +}; + +menu_t OptionsNoMouseDef = +{ + opt_end_no_mouse, + &MainDef, + OptionsMenuNoMouse, + M_DrawOptions, + 60,37, + 0 +}; + + +enum +{ + endgame_no_sound, + messages_no_sound, + crosshair_opt_no_sound, + always_run_opt_no_sound, + //detail_no_sound, // Details do nothing? + scrnsize_no_sound, + option_empty1_no_sound, + mouseoptions_no_sound, + opt_end_no_sound +} options_e_no_sound; + +menuitem_t OptionsMenuNoSound[] = +{ + {1,"M_ENDGAM", M_EndGame,'e'}, + {1,"M_MESSG", M_ChangeMessages,'m'}, + {1,"TXT_CROS", M_ChangeCrosshair,'c'}, + {1,"TXT_ARUN", M_ChangeAlwaysRun,'r'}, + //{1,"M_DETAIL", M_ChangeDetail,'g'}, // Details do nothing? + {2,"M_SCRNSZ", M_SizeDisplay,'s'}, + {-1,"",0}, + {1,"TXT_MOPT", M_MouseOptions,'f'} +}; + +menu_t OptionsNoSoundDef = +{ + opt_end_no_sound, + &MainDef, + OptionsMenuNoSound, + M_DrawOptions, + 60,37, + 0 +}; + + +enum +{ + endgame_no_sound_no_mouse, + messages_no_sound_no_mouse, + crosshair_opt_no_sound_no_mouse, + always_run_top_no_sound_no_mouse, + //detail_no_sound_no_mouse, // Details do nothing? + scrnsize_no_sound_no_mouse, + option_empty1_no_sound_no_mouse, + opt_end_no_sound_no_mouse +} options_e_no_sound_no_mouse; + +menuitem_t OptionsMenuNoSoundNoMouse[] = +{ + {1,"M_ENDGAM", M_EndGame,'e'}, + {1,"M_MESSG", M_ChangeMessages,'m'}, + {1,"TXT_CROS", M_ChangeCrosshair,'c'}, + {1,"TXT_ARUN", M_ChangeAlwaysRun,'r'}, + //{1,"M_DETAIL", M_ChangeDetail,'g'}, // Details do nothing? + {2,"M_SCRNSZ", M_SizeDisplay,'s'}, + {-1,"",0} +}; + +menu_t OptionsNoSoundNoMouseDef = +{ + opt_end_no_sound_no_mouse, + &MainDef, + OptionsMenuNoSoundNoMouse, + M_DrawOptions, + 60,37, + 0 +}; + + +// +// MOUSE OPTIONS +// +enum +{ + mousemov, + mousesens, + mouse_option_empty1, + mouse_opt_end +} mouseoptions_e; + +menuitem_t MouseOptionsMenu[] = +{ + {1,"TXT_MMOV", M_MouseMove,'f'}, + {2,"M_MSENS", M_ChangeSensitivity,'m'}, + {-1,"",0}, +}; + +menu_t MouseOptionsDef = +{ + mouse_opt_end, + &OptionsDef, + MouseOptionsMenu, + M_DrawMouseOptions, + 60,70, + 0 +}; + + +// +// Read This! MENU 1 & 2 +// +enum +{ + rdthsempty1, + read1_end +} read_e; + +menuitem_t ReadMenu1[] = +{ + {1,"",M_ReadThis2,0} +}; + +menu_t ReadDef1 = +{ + read1_end, + &MainDef, + ReadMenu1, + M_DrawReadThis1, + 280,185, + 0 +}; + +enum +{ + rdthsempty2, + read2_end +} read_e2; + +menuitem_t ReadMenu2[] = +{ + {1,"",M_FinishReadThis,0} +}; + +menu_t ReadDef2 = +{ + read2_end, + &ReadDef1, + ReadMenu2, + M_DrawReadThis2, + 330,175, + 0 +}; + +// +// SOUND VOLUME MENU +// +menuitem_t* SoundMenu; + +enum +{ + sfx_vol, + sfx_empty1, + music_vol, + sfx_empty2, + sound_end +} sound_e; + +menuitem_t SoundMenuFull[] = +{ + {2,"M_SFXVOL",M_SfxVol,'s'}, + {-1,"",0}, + {2,"M_MUSVOL",M_MusicVol,'m'}, + {-1,"",0} +}; + +menu_t SoundDef = +{ + sound_end, + &OptionsDef, + SoundMenuFull, + M_DrawSound, + 80,64, + 0 +}; + + +enum +{ + music_vol_no_sfx, + sfx_empty2_no_sfx, + sound_end_no_sfx +} sound_e_no_sfx; + +menuitem_t SoundMenuNoSFX[] = +{ + {2,"M_MUSVOL",M_MusicVol,'m'}, + {-1,"",0} +}; + +menu_t SoundNoSFXDef = +{ + sound_end_no_sfx, + &OptionsDef, + SoundMenuNoSFX, + M_DrawSound, + 80,64, + 0 +}; + + +enum +{ + sfx_vol_no_music, + sfx_empty1_no_music, + sound_end_no_music +} sound_e_no_music; + +menuitem_t SoundMenuNoMusic[] = +{ + {2,"M_SFXVOL",M_SfxVol,'s'}, + {-1,"",0} +}; + +menu_t SoundNoMusicDef = +{ + sound_end_no_music, + &OptionsDef, + SoundMenuNoMusic, + M_DrawSound, + 80,64, + 0 +}; + + +// +// LOAD GAME MENU +// +enum +{ + load1, + load2, + load3, + load4, + load5, + load6, + load_end +} load_e; + +menuitem_t LoadMenu[] = +{ + {1,"", M_LoadSelect,'1'}, + {1,"", M_LoadSelect,'2'}, + {1,"", M_LoadSelect,'3'}, + {1,"", M_LoadSelect,'4'}, + {1,"", M_LoadSelect,'5'}, + {1,"", M_LoadSelect,'6'} +}; + +menu_t LoadDef = +{ + load_end, + &MainDef, + LoadMenu, + M_DrawLoad, + 80,54, + 0 +}; + +// +// SAVE GAME MENU +// +menuitem_t SaveMenu[] = +{ + {1,"", M_SaveSelect,'1'}, + {1,"", M_SaveSelect,'2'}, + {1,"", M_SaveSelect,'3'}, + {1,"", M_SaveSelect,'4'}, + {1,"", M_SaveSelect,'5'}, + {1,"", M_SaveSelect,'6'} +}; + +menu_t SaveDef = +{ + load_end, + &MainDef, + SaveMenu, + M_DrawSave, + 80,54, + 0 +}; + + +// +// M_DrawCustomMenuText +// Draw several segments of patches to make up new text +// +void M_DrawCustomMenuText(char* name, int x, int y) +{ + for (int i = 0; i < custom_texts_count; ++i) + { + menu_custom_text_t* custom_text = menu_custom_texts + i; + if (doom_strcmp(custom_text->name, name) == 0) + { + menu_custom_text_seg_t* seg = custom_text->segs; + while (seg->lump) + { + void* lump = W_CacheLumpName(seg->lump, PU_CACHE); + V_DrawPatchRectDirect(x + seg->offx, y, 0, lump, seg->x, seg->w); + ++seg; + } + break; + } + } +} + + +// +// M_ReadSaveStrings +// read the strings from the savegame files +// +void M_ReadSaveStrings(void) +{ + void* handle; + int count; + int i; + char name[256]; + + for (i = 0; i < load_end; i++) + { +#if 0 + if (M_CheckParm("-cdrom")) + //doom_sprintf(name, "c:\\doomdata\\" SAVEGAMENAME "%d.dsg", i); + else +#endif + { + //doom_sprintf(name, SAVEGAMENAME"%d.dsg", i); + doom_strcpy(name, SAVEGAMENAME); + doom_concat(name, doom_itoa(i, 10)); + doom_strcpy(name, ".dsg"); + } + + handle = doom_open(name, "r"); + if (handle == 0) + { + doom_strcpy(&savegamestrings[i][0], EMPTYSTRING); + LoadMenu[i].status = 0; + continue; + } + count = doom_read(handle, &savegamestrings[i], SAVESTRINGSIZE); + doom_close(handle); + LoadMenu[i].status = 1; + } +} + + +// +// M_LoadGame & Cie. +// +void M_DrawLoad(void) +{ + int i; + + V_DrawPatchDirect(72, 28, 0, W_CacheLumpName("M_LOADG", PU_CACHE)); + for (i = 0; i < load_end; i++) + { + M_DrawSaveLoadBorder(LoadDef.x, LoadDef.y + LINEHEIGHT * i); + M_WriteText(LoadDef.x, LoadDef.y + LINEHEIGHT * i, savegamestrings[i]); + } +} + + +// +// Draw border for the savegame description +// +void M_DrawSaveLoadBorder(int x, int y) +{ + int i; + + V_DrawPatchDirect(x - 8, y + 7, 0, W_CacheLumpName("M_LSLEFT", PU_CACHE)); + + for (i = 0; i < 24; i++) + { + V_DrawPatchDirect(x, y + 7, 0, W_CacheLumpName("M_LSCNTR", PU_CACHE)); + x += 8; + } + + V_DrawPatchDirect(x, y + 7, 0, W_CacheLumpName("M_LSRGHT", PU_CACHE)); +} + + +// +// User wants to load this game +// +void M_LoadSelect(int choice) +{ + char name[256]; + +#if 0 + if (M_CheckParm("-cdrom")) + //doom_sprintf(name, "c:\\doomdata\\"SAVEGAMENAME"%d.dsg", choice); + else +#endif + { + //doom_sprintf(name, SAVEGAMENAME"%d.dsg", choice); + doom_strcpy(name, SAVEGAMENAME); + doom_concat(name, doom_itoa(choice, 10)); + doom_strcpy(name, ".dsg"); + } + G_LoadGame(name); + M_ClearMenus(); +} + + +// +// Selected from DOOM menu +// +void M_LoadGame(int choice) +{ + if (netgame) + { + M_StartMessage(LOADNET, 0, false); + return; + } + + M_SetupNextMenu(&LoadDef); + M_ReadSaveStrings(); +} + + +// +// M_SaveGame & Cie. +// +void M_DrawSave(void) +{ + int i; + + V_DrawPatchDirect(72, 28, 0, W_CacheLumpName("M_SAVEG", PU_CACHE)); + for (i = 0; i < load_end; i++) + { + M_DrawSaveLoadBorder(LoadDef.x, LoadDef.y + LINEHEIGHT * i); + M_WriteText(LoadDef.x, LoadDef.y + LINEHEIGHT * i, savegamestrings[i]); + } + + if (saveStringEnter) + { + i = M_StringWidth(savegamestrings[saveSlot]); + M_WriteText(LoadDef.x + i, LoadDef.y + LINEHEIGHT * saveSlot, "_"); + } +} + + +// +// M_Responder calls this when user is finished +// +void M_DoSave(int slot) +{ + G_SaveGame(slot, savegamestrings[slot]); + M_ClearMenus(); + + // PICK QUICKSAVE SLOT YET? + if (quickSaveSlot == -2) + quickSaveSlot = slot; +} + + +// +// User wants to save. Start string input for M_Responder +// +void M_SaveSelect(int choice) +{ + // we are going to be intercepting all chars + saveStringEnter = 1; + + saveSlot = choice; + doom_strcpy(saveOldString, savegamestrings[choice]); + if (!doom_strcmp(savegamestrings[choice], EMPTYSTRING)) + savegamestrings[choice][0] = 0; + saveCharIndex = (int)doom_strlen(savegamestrings[choice]); +} + + +// +// Selected from DOOM menu +// +void M_SaveGame(int choice) +{ + if (!usergame) + { + M_StartMessage(SAVEDEAD, 0, false); + return; + } + + if (gamestate != GS_LEVEL) + return; + + M_SetupNextMenu(&SaveDef); + M_ReadSaveStrings(); +} + + +// +// M_QuickSave +// +void M_QuickSaveResponse(int ch) +{ + if (ch == 'y') + { + M_DoSave(quickSaveSlot); + S_StartSound(0, sfx_swtchx); + } +} + + +void M_QuickSave(void) +{ + if (!usergame) + { + S_StartSound(0, sfx_oof); + return; + } + + if (gamestate != GS_LEVEL) + return; + + if (quickSaveSlot < 0) + { + M_StartControlPanel(); + M_ReadSaveStrings(); + M_SetupNextMenu(&SaveDef); + quickSaveSlot = -2; // means to pick a slot now + return; + } + //doom_sprintf(tempstring, QSPROMPT, savegamestrings[quickSaveSlot]); + doom_strcpy(tempstring, QSPROMPT_1); + doom_concat(tempstring, savegamestrings[quickSaveSlot]); + doom_strcpy(tempstring, QSPROMPT_2); + M_StartMessage(tempstring, M_QuickSaveResponse, true); +} + + +// +// M_QuickLoad +// +void M_QuickLoadResponse(int ch) +{ + if (ch == 'y') + { + M_LoadSelect(quickSaveSlot); + S_StartSound(0, sfx_swtchx); + } +} + + +void M_QuickLoad(void) +{ + if (netgame) + { + M_StartMessage(QLOADNET, 0, false); + return; + } + + if (quickSaveSlot < 0) + { + M_StartMessage(QSAVESPOT, 0, false); + return; + } + //doom_sprintf(tempstring, QLPROMPT, savegamestrings[quickSaveSlot]); + doom_strcpy(tempstring, QLPROMPT_1); + doom_concat(tempstring, savegamestrings[quickSaveSlot]); + doom_strcpy(tempstring, QLPROMPT_2); + M_StartMessage(tempstring, M_QuickLoadResponse, true); +} + + +// +// Read This Menus +// Had a "quick hack to fix romero bug" +// +void M_DrawReadThis1(void) +{ + inhelpscreens = true; + switch (gamemode) + { + case commercial: + V_DrawPatchDirect(0, 0, 0, W_CacheLumpName("HELP", PU_CACHE)); + break; + case shareware: + case registered: + case retail: + V_DrawPatchDirect(0, 0, 0, W_CacheLumpName("HELP1", PU_CACHE)); + break; + default: + break; + } + return; +} + + +// +// Read This Menus - optional second page. +// +void M_DrawReadThis2(void) +{ + inhelpscreens = true; + switch (gamemode) + { + case retail: + case commercial: + // This hack keeps us from having to change menus. + V_DrawPatchDirect(0, 0, 0, W_CacheLumpName("CREDIT", PU_CACHE)); + break; + case shareware: + case registered: + V_DrawPatchDirect(0, 0, 0, W_CacheLumpName("HELP2", PU_CACHE)); + break; + default: + break; + } + return; +} + + +// +// Change Sfx & Music volumes +// +void M_DrawSound(void) +{ + V_DrawPatchDirect(60, 38, 0, W_CacheLumpName("M_SVOL", PU_CACHE)); + + if (!(doom_flags & DOOM_FLAG_HIDE_SOUND_OPTIONS)) + { + int offset = (doom_flags & DOOM_FLAG_HIDE_MUSIC_OPTIONS) ? sfx_vol_no_music : sfx_vol; + M_DrawThermo(SoundDef.x, SoundDef.y + LINEHEIGHT * (offset + 1), + 16, snd_SfxVolume); + } + + if (!(doom_flags & DOOM_FLAG_HIDE_MUSIC_OPTIONS)) + { + int offset = (doom_flags & DOOM_FLAG_HIDE_SOUND_OPTIONS) ? music_vol_no_sfx : music_vol; + M_DrawThermo(SoundDef.x, SoundDef.y + LINEHEIGHT * (offset + 1), + 16, snd_MusicVolume); + } +} + + +void M_Sound(int choice) +{ + M_SetupNextMenu(&SoundDef); +} + + +void M_MouseOptions(int choice) +{ + M_SetupNextMenu(&MouseOptionsDef); +} + + +void M_SfxVol(int choice) +{ + switch (choice) + { + case 0: + if (snd_SfxVolume) + snd_SfxVolume--; + break; + case 1: + if (snd_SfxVolume < 15) + snd_SfxVolume++; + break; + } + + S_SetSfxVolume(snd_SfxVolume /* *8 */); +} + + +void M_MusicVol(int choice) +{ + switch (choice) + { + case 0: + if (snd_MusicVolume) + snd_MusicVolume--; + break; + case 1: + if (snd_MusicVolume < 15) + snd_MusicVolume++; + break; + } + + S_SetMusicVolume(snd_MusicVolume /* *8 */); +} + + +// +// M_DrawMainMenu +// +void M_DrawMainMenu(void) +{ + V_DrawPatchDirect(94, 2, 0, W_CacheLumpName("M_DOOM", PU_CACHE)); +} + + +// +// M_NewGame +// +void M_DrawNewGame(void) +{ + V_DrawPatchDirect(96, 14, 0, W_CacheLumpName("M_NEWG", PU_CACHE)); + V_DrawPatchDirect(54, 38, 0, W_CacheLumpName("M_SKILL", PU_CACHE)); +} + + +void M_NewGame(int choice) +{ + if (netgame && !demoplayback) + { + M_StartMessage(NEWGAME, 0, false); + return; + } + + if (gamemode == commercial) + M_SetupNextMenu(&NewDef); + else + M_SetupNextMenu(&EpiDef); +} + + +// +// M_Episode +// +void M_DrawEpisode(void) +{ + V_DrawPatchDirect(54, 38, 0, W_CacheLumpName("M_EPISOD", PU_CACHE)); +} + +void M_VerifyNightmare(int ch) +{ + if (ch != 'y') + return; + + G_DeferedInitNew(nightmare, epi + 1, 1); + M_ClearMenus(); +} + +void M_ChooseSkill(int choice) +{ + if (choice == nightmare) + { + M_StartMessage(NIGHTMARE, M_VerifyNightmare, true); + return; + } + + G_DeferedInitNew(choice, epi + 1, 1); + M_ClearMenus(); +} + +void M_Episode(int choice) +{ + if ((gamemode == shareware) + && choice) + { + M_StartMessage(SWSTRING, 0, false); + M_SetupNextMenu(&ReadDef1); + return; + } + + // Yet another hack... + if ((gamemode == registered) + && (choice > 2)) + { + doom_print( + "M_Episode: 4th episode requires UltimateDOOM\n"); + choice = 0; + } + + epi = choice; + M_SetupNextMenu(&NewDef); +} + + +// +// M_Options +// +void M_DrawOptions(void) +{ + V_DrawPatchDirect(108, 15, 0, W_CacheLumpName("M_OPTTTL", PU_CACHE)); + + //V_DrawPatchDirect (OptionsDef.x + 175,OptionsDef.y+LINEHEIGHT*detail,0, + // W_CacheLumpName(detailNames[detailLevel],PU_CACHE)); // Details do nothing? + + V_DrawPatchDirect(OptionsDef.x + 120, OptionsDef.y + LINEHEIGHT * messages, 0, + W_CacheLumpName(msgNames[showMessages], PU_CACHE)); + + extern int crosshair; + V_DrawPatchDirect(OptionsDef.x + 131, OptionsDef.y + LINEHEIGHT * crosshair_opt, 0, + W_CacheLumpName(msgNames[crosshair], PU_CACHE)); + + extern int always_run; + V_DrawPatchDirect(OptionsDef.x + 147, OptionsDef.y + LINEHEIGHT * always_run_opt, 0, + W_CacheLumpName(msgNames[always_run], PU_CACHE)); + + M_DrawThermo(OptionsDef.x, OptionsDef.y + LINEHEIGHT * (scrnsize + 1), + 9, screenSize); +} + + +void M_DrawMouseOptions(void) +{ + M_DrawCustomMenuText("TXT_MOPT", 74, 45); + + V_DrawPatchDirect(MouseOptionsDef.x + 149, MouseOptionsDef.y + LINEHEIGHT * mousemov, 0, + W_CacheLumpName(msgNames[mousemove], PU_CACHE)); + + M_DrawThermo(MouseOptionsDef.x, MouseOptionsDef.y + LINEHEIGHT * (mousesens + 1), + 10, mouseSensitivity); +} + + +void M_Options(int choice) +{ + M_SetupNextMenu(&OptionsDef); +} + + +// +// Toggle messages on/off +// +void M_ChangeMessages(int choice) +{ + // warning: unused parameter `int choice' + choice = 0; + showMessages = 1 - showMessages; + + if (!showMessages) + players[consoleplayer].message = MSGOFF; + else + players[consoleplayer].message = MSGON; + + message_dontfuckwithme = true; +} + + +// +// Toggle crosshair on/off +// +void M_ChangeCrosshair(int choice) +{ + extern int crosshair; + + // warning: unused parameter `int choice' + choice = 0; + crosshair = 1 - crosshair; + + if (!crosshair) + players[consoleplayer].message = CROSSOFF; + else + players[consoleplayer].message = CROSSON; + + message_dontfuckwithme = true; +} + + +// +// Toggle always-run on/off +// +void M_ChangeAlwaysRun(int choice) +{ + extern int always_run; + + // warning: unused parameter `int choice' + choice = 0; + always_run = 1 - always_run; + + if (!always_run) + players[consoleplayer].message = ALWAYSRUNOFF; + else + players[consoleplayer].message = ALWAYSRUNON; + + message_dontfuckwithme = true; +} + + +// +// M_EndGame +// +void M_EndGameResponse(int ch) +{ + if (ch != 'y') + return; + + currentMenu->lastOn = itemOn; + M_ClearMenus(); + D_StartTitle(); +} + + +void M_EndGame(int choice) +{ + choice = 0; + if (!usergame) + { + S_StartSound(0, sfx_oof); + return; + } + + if (netgame) + { + M_StartMessage(NETEND, 0, false); + return; + } + + M_StartMessage(ENDGAME, M_EndGameResponse, true); +} + + +// +// M_ReadThis +// +void M_ReadThis(int choice) +{ + choice = 0; + M_SetupNextMenu(&ReadDef1); +} + + +void M_ReadThis2(int choice) +{ + choice = 0; + M_SetupNextMenu(&ReadDef2); +} + + +void M_FinishReadThis(int choice) +{ + choice = 0; + M_SetupNextMenu(&MainDef); +} + + +// +// M_QuitDOOM +// +void M_QuitResponse(int ch) +{ + if (ch != 'y') + return; + if (!netgame) + { + if (gamemode == commercial) + S_StartSound(0, quitsounds2[(gametic >> 2) & 7]); + else + S_StartSound(0, quitsounds[(gametic >> 2) & 7]); + I_WaitVBL(105); + } + I_Quit(); +} + + +void M_QuitDOOM(int choice) +{ + // We pick index 0 which is language sensitive, + // or one at random, between 1 and maximum number. + if (language != english) + { + //doom_sprintf(endstring, "%s\n\n"DOSY, endmsg[0]); + doom_strcpy(endstring, endmsg[0]); + doom_concat(endstring, "\n\n" DOSY); + } + else + { + //doom_sprintf(endstring, "%s\n\n" DOSY, endmsg[gametic % (NUM_QUITMESSAGES - 2) + 1]); + doom_strcpy(endstring, endmsg[gametic % (NUM_QUITMESSAGES - 2) + 1]); + doom_concat(endstring, "\n\n" DOSY); + } + + M_StartMessage(endstring, M_QuitResponse, true); +} + + +void M_ChangeSensitivity(int choice) +{ + switch (choice) + { + case 0: + if (mouseSensitivity) + mouseSensitivity--; + break; + case 1: + if (mouseSensitivity < 9) + mouseSensitivity++; + break; + } +} + + +void M_MouseMove(int choice) +{ + choice = 0; + mousemove = 1 - mousemove; + + return; +} + + +void M_ChangeDetail(int choice) +{ + choice = 0; + detailLevel = 1 - detailLevel; + + // FIXME - does not work. Remove anyway? + doom_print("M_ChangeDetail: low detail mode n.a.\n"); +} + + +void M_SizeDisplay(int choice) +{ + switch (choice) + { + case 0: + if (screenSize > 0) + { + screenblocks--; + screenSize--; + } + break; + case 1: + if (screenSize < 8) + { + screenblocks++; + screenSize++; + } + break; + } + + R_SetViewSize(screenblocks, detailLevel); +} + + +// +// Menu Functions +// +void M_DrawThermo(int x, int y, int thermWidth, int thermDot) +{ + int xx; + int i; + + xx = x; + V_DrawPatchDirect(xx, y, 0, W_CacheLumpName("M_THERML", PU_CACHE)); + xx += 8; + for (i = 0; i < thermWidth; i++) + { + V_DrawPatchDirect(xx, y, 0, W_CacheLumpName("M_THERMM", PU_CACHE)); + xx += 8; + } + V_DrawPatchDirect(xx, y, 0, W_CacheLumpName("M_THERMR", PU_CACHE)); + + V_DrawPatchDirect((x + 8) + thermDot * 8, y, + 0, W_CacheLumpName("M_THERMO", PU_CACHE)); +} + + +void M_DrawEmptyCell(menu_t* menu, int item) +{ + V_DrawPatchDirect(menu->x - 10, menu->y + item * LINEHEIGHT - 1, 0, + W_CacheLumpName("M_CELL1", PU_CACHE)); +} + + +void M_DrawSelCell(menu_t* menu, int item) +{ + V_DrawPatchDirect(menu->x - 10, menu->y + item * LINEHEIGHT - 1, 0, + W_CacheLumpName("M_CELL2", PU_CACHE)); +} + + +void M_StartMessage(char* string, void* routine, doom_boolean input) +{ + messageLastMenuActive = menuactive; + messageToPrint = 1; + messageString = string; + messageRoutine = routine; + messageNeedsInput = input; + menuactive = true; + return; +} + + +void M_StopMessage(void) +{ + menuactive = messageLastMenuActive; + messageToPrint = 0; +} + + +// +// Find string width from hu_font chars +// +int M_StringWidth(char* string) +{ + int i; + int w = 0; + int c; + + for (i = 0; i < doom_strlen(string); i++) + { + c = doom_toupper(string[i]) - HU_FONTSTART; + if (c < 0 || c >= HU_FONTSIZE) + w += 4; + else + w += SHORT(hu_font[c]->width); + } + + return w; +} + + +// +// Find string height from hu_font chars +// +int M_StringHeight(char* string) +{ + int i; + int h; + int height = SHORT(hu_font[0]->height); + + h = height; + for (i = 0; i < doom_strlen(string); i++) + if (string[i] == '\n') + h += height; + + return h; +} + + +// +// Write a string using the hu_font +// +void M_WriteText(int x, int y, char* string) +{ + int w; + char* ch; + int c; + int cx; + int cy; + + ch = string; + cx = x; + cy = y; + + while (1) + { + c = *ch++; + if (!c) + break; + if (c == '\n') + { + cx = x; + cy += 12; + continue; + } + + c = doom_toupper(c) - HU_FONTSTART; + if (c < 0 || c >= HU_FONTSIZE) + { + cx += 4; + continue; + } + + w = SHORT(hu_font[c]->width); + if (cx + w > SCREENWIDTH) + break; + V_DrawPatchDirect(cx, cy, 0, hu_font[c]); + cx += w; + } +} + + +// +// CONTROL PANEL +// + +// +// M_Responder +// +doom_boolean M_Responder(event_t* ev) +{ + int ch; + int i; + static int joywait = 0; + static int mousewait = 0; + static int mousey = 0; + static int lasty = 0; + static int mousex = 0; + static int lastx = 0; + + ch = -1; + + if (ev->type == ev_joystick && joywait < I_GetTime()) + { + if (ev->data3 == -1) + { + ch = KEY_UPARROW; + joywait = I_GetTime() + 5; + } + else if (ev->data3 == 1) + { + ch = KEY_DOWNARROW; + joywait = I_GetTime() + 5; + } + + if (ev->data2 == -1) + { + ch = KEY_LEFTARROW; + joywait = I_GetTime() + 2; + } + else if (ev->data2 == 1) + { + ch = KEY_RIGHTARROW; + joywait = I_GetTime() + 2; + } + + if (ev->data1 & 1) + { + ch = KEY_ENTER; + joywait = I_GetTime() + 5; + } + if (ev->data1 & 2) + { + ch = KEY_BACKSPACE; + joywait = I_GetTime() + 5; + } + } + else + { + if (ev->type == ev_mouse && mousewait < I_GetTime()) + { + mousey += ev->data3; + if (mousey < lasty - 30) + { + ch = KEY_DOWNARROW; + mousewait = I_GetTime() + 5; + mousey = lasty -= 30; + } + else if (mousey > lasty + 30) + { + ch = KEY_UPARROW; + mousewait = I_GetTime() + 5; + mousey = lasty += 30; + } + + mousex += ev->data2; + if (mousex < lastx - 30) + { + ch = KEY_LEFTARROW; + mousewait = I_GetTime() + 5; + mousex = lastx -= 30; + } + else if (mousex > lastx + 30) + { + ch = KEY_RIGHTARROW; + mousewait = I_GetTime() + 5; + mousex = lastx += 30; + } + + if (ev->data1 & 1) + { + ch = KEY_ENTER; + mousewait = I_GetTime() + 15; + } + + if (ev->data1 & 2) + { + ch = KEY_BACKSPACE; + mousewait = I_GetTime() + 15; + } + } + else + if (ev->type == ev_keydown) + { + ch = ev->data1; + } + } + + if (ch == -1) + return false; + + + // Save Game string input + if (saveStringEnter) + { + switch (ch) + { + case KEY_BACKSPACE: + if (saveCharIndex > 0) + { + saveCharIndex--; + savegamestrings[saveSlot][saveCharIndex] = 0; + } + break; + + case KEY_ESCAPE: + saveStringEnter = 0; + doom_strcpy(&savegamestrings[saveSlot][0], saveOldString); + break; + + case KEY_ENTER: + saveStringEnter = 0; + if (savegamestrings[saveSlot][0]) + M_DoSave(saveSlot); + break; + + default: + ch = doom_toupper(ch); + if (ch != 32) + if (ch - HU_FONTSTART < 0 || ch - HU_FONTSTART >= HU_FONTSIZE) + break; + if (ch >= 32 && ch <= 127 && + saveCharIndex < SAVESTRINGSIZE - 1 && + M_StringWidth(savegamestrings[saveSlot]) < + (SAVESTRINGSIZE - 2) * 8) + { + savegamestrings[saveSlot][saveCharIndex++] = ch; + savegamestrings[saveSlot][saveCharIndex] = 0; + } + break; + } + return true; + } + + // Take care of any messages that need input + if (messageToPrint) + { + if (messageNeedsInput == true && + !(ch == ' ' || ch == 'n' || ch == 'y' || ch == KEY_ESCAPE)) + return false; + + menuactive = messageLastMenuActive; + messageToPrint = 0; + if (messageRoutine) + messageRoutine(ch); + + menuactive = false; + S_StartSound(0, sfx_swtchx); + return true; + } + + if (devparm && ch == KEY_F1) + { + G_ScreenShot(); + return true; + } + + + // F-Keys + if (!menuactive) + switch (ch) + { + case KEY_MINUS: // Screen size down + if (automapactive || chat_on) + return false; + M_SizeDisplay(0); + S_StartSound(0, sfx_stnmov); + return true; + + case KEY_EQUALS: // Screen size up + if (automapactive || chat_on) + return false; + M_SizeDisplay(1); + S_StartSound(0, sfx_stnmov); + return true; + + case KEY_F1: // Help key + M_StartControlPanel(); + + if (gamemode == retail) + currentMenu = &ReadDef2; + else + currentMenu = &ReadDef1; + + itemOn = 0; + S_StartSound(0, sfx_swtchn); + return true; + + case KEY_F2: // Save + M_StartControlPanel(); + S_StartSound(0, sfx_swtchn); + M_SaveGame(0); + return true; + + case KEY_F3: // Load + M_StartControlPanel(); + S_StartSound(0, sfx_swtchn); + M_LoadGame(0); + return true; + + case KEY_F4: // Sound Volume + M_StartControlPanel(); + currentMenu = &SoundDef; + itemOn = sfx_vol; + S_StartSound(0, sfx_swtchn); + return true; + + // case KEY_F5: // Detail toggle + // M_ChangeDetail(0); + // S_StartSound(0, sfx_swtchn); + // return true; + + case KEY_F5: // Crosshair toggle + M_ChangeCrosshair(0); + S_StartSound(0, sfx_swtchn); + return true; + + case KEY_F6: // Quicksave + S_StartSound(0, sfx_swtchn); + M_QuickSave(); + return true; + + case KEY_F7: // End game + S_StartSound(0, sfx_swtchn); + M_EndGame(0); + return true; + + case KEY_F8: // Toggle messages + M_ChangeMessages(0); + S_StartSound(0, sfx_swtchn); + return true; + + case KEY_F9: // Quickload + S_StartSound(0, sfx_swtchn); + M_QuickLoad(); + return true; + + case KEY_F10: // Quit DOOM + S_StartSound(0, sfx_swtchn); + M_QuitDOOM(0); + return true; + + case KEY_F11: // gamma toggle + usegamma++; + if (usegamma > 4) + usegamma = 0; + players[consoleplayer].message = gammamsg[usegamma]; + I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE)); + return true; + + } + + + // Pop-up menu? + if (!menuactive) + { + if (ch == KEY_ESCAPE) + { + M_StartControlPanel(); + S_StartSound(0, sfx_swtchn); + return true; + } + return false; + } + + + // Keys usable within menu + switch (ch) + { + case KEY_DOWNARROW: + do + { + if (itemOn + 1 > currentMenu->numitems - 1) + itemOn = 0; + else itemOn++; + S_StartSound(0, sfx_pstop); + } while (currentMenu->menuitems[itemOn].status == -1); + return true; + + case KEY_UPARROW: + do + { + if (!itemOn) + itemOn = currentMenu->numitems - 1; + else itemOn--; + S_StartSound(0, sfx_pstop); + } while (currentMenu->menuitems[itemOn].status == -1); + return true; + + case KEY_LEFTARROW: + if (currentMenu->menuitems[itemOn].routine && + currentMenu->menuitems[itemOn].status == 2) + { + S_StartSound(0, sfx_stnmov); + currentMenu->menuitems[itemOn].routine(0); + } + return true; + + case KEY_RIGHTARROW: + if (currentMenu->menuitems[itemOn].routine && + currentMenu->menuitems[itemOn].status == 2) + { + S_StartSound(0, sfx_stnmov); + currentMenu->menuitems[itemOn].routine(1); + } + return true; + + case KEY_ENTER: + if (currentMenu->menuitems[itemOn].routine && + currentMenu->menuitems[itemOn].status) + { + currentMenu->lastOn = itemOn; + if (currentMenu->menuitems[itemOn].status == 2) + { + currentMenu->menuitems[itemOn].routine(1); // right arrow + S_StartSound(0, sfx_stnmov); + } + else + { + currentMenu->menuitems[itemOn].routine(itemOn); + S_StartSound(0, sfx_pistol); + } + } + return true; + + case KEY_ESCAPE: + currentMenu->lastOn = itemOn; + M_ClearMenus(); + S_StartSound(0, sfx_swtchx); + return true; + + case KEY_BACKSPACE: + currentMenu->lastOn = itemOn; + if (currentMenu->prevMenu) + { + currentMenu = currentMenu->prevMenu; + itemOn = currentMenu->lastOn; + S_StartSound(0, sfx_swtchn); + } + return true; + + default: + for (i = itemOn + 1; i < currentMenu->numitems; i++) + if (currentMenu->menuitems[i].alphaKey == ch) + { + itemOn = i; + S_StartSound(0, sfx_pstop); + return true; + } + for (i = 0; i <= itemOn; i++) + if (currentMenu->menuitems[i].alphaKey == ch) + { + itemOn = i; + S_StartSound(0, sfx_pstop); + return true; + } + break; + + } + + return false; +} + + +// +// M_StartControlPanel +// +void M_StartControlPanel(void) +{ + // intro might call this repeatedly + if (menuactive) + return; + + menuactive = 1; + currentMenu = &MainDef; // JDC + itemOn = currentMenu->lastOn; // JDC +} + + +// +// M_Drawer +// Called after the view has been rendered, +// but before it has been blitted. +// +void M_Drawer(void) +{ + static short x; + static short y; + short i; + short max; + char string[40]; + int start; + + inhelpscreens = false; + + + // Horiz. & Vertically center string and print it. + if (messageToPrint) + { + start = 0; + y = 100 - M_StringHeight(messageString) / 2; + while (*(messageString + start)) + { + for (i = 0; i < doom_strlen(messageString + start); i++) + if (*(messageString + start + i) == '\n') + { + doom_memset(string, 0, 40); + doom_strncpy(string, messageString + start, i); + start += i + 1; + break; + } + + if (i == doom_strlen(messageString + start)) + { + doom_strcpy(string, messageString + start); + start += i; + } + + x = 160 - M_StringWidth(string) / 2; + M_WriteText(x, y, string); + y += SHORT(hu_font[0]->height); + } + return; + } + + if (!menuactive) + return; + + // Darken background so the menu is more readable. + if (doom_flags & DOOM_FLAG_MENU_DARKEN_BG) + { + extern byte* screens[5]; + extern unsigned char screen_palette[256 * 3]; + extern lighttable_t* colormaps; + for (int j = 0, len = SCREENWIDTH * SCREENHEIGHT; j < len; ++j) + { + byte color = screens[0][j]; + color = colormaps[color + (20 * 256)]; + screens[0][j] = color; + } + } + + if (currentMenu->routine) + currentMenu->routine(); // call Draw routine + + // DRAW MENU + x = currentMenu->x; + y = currentMenu->y; + max = currentMenu->numitems; + + for (i = 0; i < max; i++) + { + menuitem_t* menuitem = currentMenu->menuitems + i; + if (menuitem->name[0]) + { + if (doom_strncmp(menuitem->name, "TXT_", 4) == 0) + { + M_DrawCustomMenuText(menuitem->name, x, y); + } + else + { + V_DrawPatchDirect(x, y, 0, W_CacheLumpName(menuitem->name, PU_CACHE)); + } + } + y += LINEHEIGHT; + } + + + // DRAW SKULL + V_DrawPatchDirect(x + SKULLXOFF, currentMenu->y - 5 + itemOn * LINEHEIGHT, 0, + W_CacheLumpName(skullName[whichSkull], PU_CACHE)); + +} + + +// +// M_ClearMenus +// +void M_ClearMenus(void) +{ + menuactive = 0; +} + + +// +// M_SetupNextMenu +// +void M_SetupNextMenu(menu_t* menudef) +{ + currentMenu = menudef; + itemOn = currentMenu->lastOn; +} + + +// +// M_Ticker +// +void M_Ticker(void) +{ + if (--skullAnimCounter <= 0) + { + whichSkull ^= 1; + skullAnimCounter = 8; + } +} + + +// +// M_Init +// +void M_Init(void) +{ + doom_boolean hide_mouse = (doom_flags & DOOM_FLAG_HIDE_MOUSE_OPTIONS) ? true : false; + doom_boolean hide_sound = ((doom_flags & DOOM_FLAG_HIDE_MUSIC_OPTIONS) && (doom_flags & DOOM_FLAG_HIDE_SOUND_OPTIONS)) ? true : false; + + OptionsMenu = OptionsMenuFull; + if (hide_mouse && !hide_sound) + { + OptionsMenu = OptionsMenuNoMouse; + doom_memcpy(&OptionsDef, &OptionsNoMouseDef, sizeof(OptionsDef)); + } + else if (!hide_mouse && hide_sound) + { + OptionsMenu = OptionsMenuNoSound; + doom_memcpy(&OptionsDef, &OptionsNoSoundDef, sizeof(OptionsDef)); + } + else if (hide_mouse && hide_sound) + { + OptionsMenu = OptionsMenuNoSoundNoMouse; + doom_memcpy(&OptionsDef, &OptionsNoSoundNoMouseDef, sizeof(OptionsDef)); + } + + SoundMenu = SoundMenuFull; + if (doom_flags & DOOM_FLAG_HIDE_MUSIC_OPTIONS) + { + SoundMenu = SoundMenuNoMusic; + doom_memcpy(&SoundDef, &SoundNoMusicDef, sizeof(SoundDef)); + } + else if (doom_flags & DOOM_FLAG_HIDE_SOUND_OPTIONS) + { + SoundMenu = SoundMenuNoSFX; + doom_memcpy(&SoundDef, &SoundNoSFXDef, sizeof(SoundDef)); + } + + currentMenu = &MainDef; + menuactive = 0; + itemOn = currentMenu->lastOn; + whichSkull = 0; + skullAnimCounter = 10; + screenSize = screenblocks - 3; + messageToPrint = 0; + messageString = 0; + messageLastMenuActive = menuactive; + quickSaveSlot = -1; + + // Here we could catch other version dependencies, + // like HELP1/2, and four episodes. + + switch (gamemode) + { + case commercial: + // This is used because DOOM 2 had only one HELP + // page. I use CREDIT as second page now, but + // kept this hack for educational purposes. + MainMenu[readthis] = MainMenu[quitdoom]; + MainDef.numitems--; + MainDef.y += 8; + NewDef.prevMenu = &MainDef; + ReadDef1.routine = M_DrawReadThis1; + ReadDef1.x = 330; + ReadDef1.y = 165; + ReadMenu1[0].routine = M_FinishReadThis; + break; + case shareware: + // Episode 2 and 3 are handled, + // branching to an ad screen. + case registered: + // We need to remove the fourth episode. + EpiDef.numitems--; + break; + case retail: + // We are fine. + default: + break; + } +} diff --git a/demos/ports/doom/src/m_menu.h b/demos/ports/doom/src/m_menu.h new file mode 100644 index 0000000..beb1433 --- /dev/null +++ b/demos/ports/doom/src/m_menu.h @@ -0,0 +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: +// Menu widget stuff, episode selection and such. +// +//----------------------------------------------------------------------------- + +#ifndef __M_MENU__ +#define __M_MENU__ + + +#include "d_event.h" + + +// +// MENUS +// + +// Called by main loop, +// saves config file and calls I_Quit when user exits. +// Even when the menu is not displayed, +// this can resize the view and change game parameters. +// Does all the real work of the menu interaction. +doom_boolean M_Responder(event_t* ev); + +// Called by main loop, +// only used for menu (skull cursor) animation. +void M_Ticker(void); + +// Called by main loop, +// draws the menus directly into the screen buffer. +void M_Drawer(void); + +// Called by D_DoomMain, +// loads the config file. +void M_Init(void); + +// Called by intro code to force menu up upon a keypress, +// does nothing if menu is already up. +void M_StartControlPanel(void); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/m_misc.c b/demos/ports/doom/src/m_misc.c new file mode 100644 index 0000000..fcee6a3 --- /dev/null +++ b/demos/ports/doom/src/m_misc.c @@ -0,0 +1,542 @@ +// 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: +// Main loop menu stuff. +// Default Config File. +// PCX Screenshots. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "doomdef.h" +#include "z_zone.h" +#include "m_swap.h" +#include "m_argv.h" +#include "w_wad.h" +#include "i_system.h" +#include "i_video.h" +#include "v_video.h" +#include "hu_stuff.h" +#include "doomstat.h" // State. +#include "dstrings.h" // Data. +#include "m_misc.h" + + +#ifndef O_BINARY +#define O_BINARY 0 +#endif +#define STRING_VALUE 0xFFFF + + +// +// SCREEN SHOTS +// +typedef struct +{ + char manufacturer; + char version; + char encoding; + char bits_per_pixel; + + unsigned short xmin; + unsigned short ymin; + unsigned short xmax; + unsigned short ymax; + + unsigned short hres; + unsigned short 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; + + +// +// M_DrawText +// Returns the final X coordinate +// HU_Init must have been called to init the font +// +extern patch_t* hu_font[HU_FONTSIZE]; + + +// +// DEFAULTS +// +extern int key_right; +extern int key_left; +extern int key_up; +extern int key_down; + +extern int key_strafeleft; +extern int key_straferight; + +extern int key_fire; +extern int key_use; +extern int key_strafe; +extern int key_speed; + +extern int mousebfire; +extern int mousebstrafe; +extern int mousebforward; +extern int mousemove; + +extern int joybfire; +extern int joybstrafe; +extern int joybuse; +extern int joybspeed; + +extern int viewwidth; +extern int viewheight; + +extern int mouseSensitivity; +extern int showMessages; + +extern int detailLevel; + +extern int screenblocks; + +extern int showMessages; + +// machine-independent sound params +extern int numChannels; + +extern char* chat_macros[]; + +extern byte scantokey[128]; + + +int usemouse; +int usejoystick; +int crosshair; +int always_run; + + +default_t defaults[] = +{ + {"mouse_sensitivity",&mouseSensitivity, 5}, + {"sfx_volume",&snd_SfxVolume, 8}, + {"music_volume",&snd_MusicVolume, 8}, + {"show_messages",&showMessages, 1}, + + {"key_right",&key_right, KEY_RIGHTARROW}, + {"key_left",&key_left, KEY_LEFTARROW}, + {"key_up",&key_up, KEY_UPARROW}, + {"key_down",&key_down, KEY_DOWNARROW}, + {"key_strafeleft",&key_strafeleft, ','}, + {"key_straferight",&key_straferight, '.'}, + + {"key_fire",&key_fire, KEY_RCTRL}, + {"key_use",&key_use, ' '}, + {"key_strafe",&key_strafe, KEY_RALT}, + {"key_speed",&key_speed, KEY_RSHIFT}, + + {"use_mouse",&usemouse, 1}, + {"mouseb_fire",&mousebfire,0}, + {"mouseb_strafe",&mousebstrafe,1}, + {"mouseb_forward",&mousebforward,2}, + {"mouse_move",&mousemove,0}, + + {"use_joystick",&usejoystick, 0}, + {"joyb_fire",&joybfire,0}, + {"joyb_strafe",&joybstrafe,1}, + {"joyb_use",&joybuse,3}, + {"joyb_speed",&joybspeed,2}, + + {"screenblocks",&screenblocks, 9}, + {"detaillevel",&detailLevel, 0}, + {"crosshair",&crosshair, 0}, + {"always_run",&always_run, 0}, + + {"snd_channels",&numChannels, 3}, + + {"usegamma",&usegamma, 0}, + + {"chatmacro0", 0, STRING_VALUE, 0, 0, &chat_macros[0], HUSTR_CHATMACRO0 }, + {"chatmacro1", 0, STRING_VALUE, 0, 0, &chat_macros[1], HUSTR_CHATMACRO1 }, + {"chatmacro2", 0, STRING_VALUE, 0, 0, &chat_macros[2], HUSTR_CHATMACRO2 }, + {"chatmacro3", 0, STRING_VALUE, 0, 0, &chat_macros[3], HUSTR_CHATMACRO3 }, + {"chatmacro4", 0, STRING_VALUE, 0, 0, &chat_macros[4], HUSTR_CHATMACRO4 }, + {"chatmacro5", 0, STRING_VALUE, 0, 0, &chat_macros[5], HUSTR_CHATMACRO5 }, + {"chatmacro6", 0, STRING_VALUE, 0, 0, &chat_macros[6], HUSTR_CHATMACRO6 }, + {"chatmacro7", 0, STRING_VALUE, 0, 0, &chat_macros[7], HUSTR_CHATMACRO7 }, + {"chatmacro8", 0, STRING_VALUE, 0, 0, &chat_macros[8], HUSTR_CHATMACRO8 }, + {"chatmacro9", 0, STRING_VALUE, 0, 0, &chat_macros[9], HUSTR_CHATMACRO9 } +}; + + +int numdefaults = sizeof(defaults) / sizeof(default_t);; +char* defaultfile; + + +int M_DrawText(int x, int y, doom_boolean direct, char* string) +{ + int c; + int w; + + while (*string) + { + c = doom_toupper(*string) - HU_FONTSTART; + string++; + if (c < 0 || c> HU_FONTSIZE) + { + x += 4; + continue; + } + + w = SHORT(hu_font[c]->width); + if (x + w > SCREENWIDTH) + break; + if (direct) + V_DrawPatchDirect(x, y, 0, hu_font[c]); + else + V_DrawPatch(x, y, 0, hu_font[c]); + x += w; + } + + return x; +} + + +// +// M_WriteFile +// +doom_boolean M_WriteFile(char const* name, void* source, int length) +{ + void* handle; + int count; + + handle = doom_open(name, "wb"); + + if (handle == 0) + return false; + + count = doom_write(handle, source, length); + doom_close(handle); + + if (count < length) + return false; + + return true; +} + + +// +// M_ReadFile +// +int M_ReadFile(char const* name, byte** buffer) +{ + void* handle; + int count, length; + byte* buf; + + handle = doom_open(name, "rb"); + if (handle == 0) + { + //I_Error("Error: Couldn't read file %s", name); + + doom_strcpy(error_buf, "Error: Couldn't read file "); + doom_concat(error_buf, name); + I_Error(error_buf); + } + doom_seek(handle, 0, DOOM_SEEK_END); + length = doom_tell(handle); + doom_seek(handle, 0, DOOM_SEEK_SET); + buf = Z_Malloc(length, PU_STATIC, 0); + count = doom_read(handle, buf, length); + doom_close(handle); + + if (count < length) + { + //I_Error("Error: Couldn't read file %s", name); + + doom_strcpy(error_buf, "Error: Couldn't read file "); + doom_concat(error_buf, name); + I_Error(error_buf); + } + + *buffer = buf; + return length; +} + + +// +// M_SaveDefaults +// +void M_SaveDefaults(void) +{ + int i; + int v; + void* f; + + f = doom_open(defaultfile, "w"); + if (!f) + return; // can't write the file, but don't complain + + for (i = 0; i < numdefaults; i++) + { + if (defaults[i].defaultvalue > -0xfff + && defaults[i].defaultvalue < 0xfff) + { + v = *defaults[i].location; + //fprintf(f, "%s\t\t%i\n", defaults[i].name, v); + doom_fprint(f, defaults[i].name); + doom_fprint(f, "\t\t"); + doom_fprint(f, doom_itoa(v, 10)); + doom_fprint(f, "\n"); + } + else + { + //fprintf(f, "%s\t\t\"%s\"\n", defaults[i].name, + // *(char**)(defaults[i].text_location)); + doom_fprint(f, defaults[i].name); + doom_fprint(f, "\t\t\""); + doom_fprint(f, *(char**)(defaults[i].text_location)); + doom_fprint(f, "\"\n"); + } + } + + doom_close(f); +} + + +// +// M_LoadDefaults +// +void M_LoadDefaults(void) +{ + int i; + int len; + void* f; + char def[80]; + char strparm[100]; + char* newstring; + int parm; + doom_boolean isstring; + + // set everything to base values + // numdefaults = sizeof(defaults)/sizeof(defaults[0]); + for (i = 0; i < numdefaults; i++) + { + if (defaults[i].defaultvalue == 0xFFFF) + *defaults[i].text_location = defaults[i].default_text_value; + else + *defaults[i].location = (int)defaults[i].defaultvalue; + } + + // check for a custom default file + i = M_CheckParm("-config"); + if (i && i < myargc - 1) + { + defaultfile = myargv[i + 1]; + //doom_print(" default file: %s\n", defaultfile); + doom_print(" default file: "); + doom_print(defaultfile); + doom_print("\n"); + } + else + defaultfile = basedefault; + + // read the file in, overriding any set defaults + f = doom_open(defaultfile, "r"); + if (f) + { + while (!doom_eof(f)) + { + // def + int arg_read = 0; + char c; + for (i = 0; i < 79; ++i) + { + doom_read(f, &c, 1); + if (c == ' ' || c == '\n' || c == '\t') + { + if (i > 0) arg_read++; + break; + } + def[i] = c; + } + def[i] = '\0'; + + // Ignore spaces + if (c != '\n') + { + while (1) + { + doom_read(f, &c, 1); + if (c != ' ' && c != '\t') break; + } + + // strparam + i = 0; + if (c != '\n') + { + for (; i < 260;) + { + strparm[i++] = c; + doom_read(f, &c, 1); + if (c == '\n') + { + if (i > 0) arg_read++; + break; + } + } + } + strparm[i] = '\0'; + } + + isstring = false; + //if (fscanf(f, "%79s %[^\n]\n", def, strparm) == 2) + if (arg_read == 2) + { + if (strparm[0] == '"') + { + // get a string default + isstring = true; + len = (int)doom_strlen(strparm); + newstring = (char*)doom_malloc(len); + strparm[len - 1] = 0; + doom_strcpy(newstring, strparm + 1); + } + else if (strparm[0] == '0' && strparm[1] == 'x') + { + //sscanf(strparm + 2, "%x", &parm); + parm = doom_atox(strparm + 2); + } + else + { + //sscanf(strparm, "%i", &parm); + parm = doom_atoi(strparm); + } + for (i = 0; i < numdefaults; i++) + if (!doom_strcmp(def, defaults[i].name)) + { + if (!isstring) + *defaults[i].location = parm; + else + *defaults[i].text_location = newstring; + break; + } + } + } + + doom_close(f); + } +} + + +// +// WritePCXfile +// +void WritePCXfile(char* filename, byte* data, int width, int height, byte* palette) +{ + int i; + int length; + pcx_t* pcx; + byte* pack; + + pcx = Z_Malloc(width * height * 2 + 1000, PU_STATIC, 0); + + 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); + doom_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 + doom_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 = (int)(pack - (byte*)pcx); + M_WriteFile(filename, pcx, length); + + Z_Free(pcx); +} + + +// +// M_ScreenShot +// +void M_ScreenShot(void) +{ + int i; + byte* linear; + char lbmname[12]; + void* f; + + // munge planar buffer to linear + linear = screens[2]; + I_ReadScreen(linear); + + // find a file name to save it to + doom_strcpy(lbmname, "DOOM00.pcx"); + + for (i = 0; i <= 99; i++) + { + lbmname[4] = i / 10 + '0'; + lbmname[5] = i % 10 + '0'; + if ((f = doom_open(lbmname, "wb")) == 0) + break; // file doesn't exist + doom_close(f); + } + if (i == 100) + I_Error("Error: M_ScreenShot: Couldn't create a PCX"); + + // save the pcx file + WritePCXfile(lbmname, linear, + SCREENWIDTH, SCREENHEIGHT, + W_CacheLumpName("PLAYPAL", PU_CACHE)); + + players[consoleplayer].message = "screen shot"; +} diff --git a/demos/ports/doom/src/m_misc.h b/demos/ports/doom/src/m_misc.h new file mode 100644 index 0000000..41b6491 --- /dev/null +++ b/demos/ports/doom/src/m_misc.h @@ -0,0 +1,58 @@ +// 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: +// +// +//----------------------------------------------------------------------------- + +#ifndef __M_MISC__ +#define __M_MISC__ + + +#include "doomtype.h" + + +// +// MISC +// +typedef struct +{ + char* name; + int* location; + int defaultvalue; + int scantranslate; // PC scan code hack + int untranslated; // lousy hack + char** text_location; // [pd] int* location was used to store text pointer. Can't change to intptr_t unless we change all settings type + char* default_text_value; // [pd] So we don't change defaultvalue behavior for int to intptr_t +} default_t; + + +doom_boolean M_WriteFile(char const* name, void* source, int length); +int M_ReadFile(char const* name, byte** buffer); +void M_ScreenShot(void); +void M_LoadDefaults(void); +void M_SaveDefaults(void); +int M_DrawText(int x, int y, doom_boolean direct, char* string); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/m_random.c b/demos/ports/doom/src/m_random.c new file mode 100644 index 0000000..5e5ac8d --- /dev/null +++ b/demos/ports/doom/src/m_random.c @@ -0,0 +1,77 @@ +// 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: +// Random number LUT. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + +// +// 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; + + +// Which one is deterministic? +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; +} diff --git a/demos/ports/doom/src/m_random.h b/demos/ports/doom/src/m_random.h new file mode 100644 index 0000000..6b5c123 --- /dev/null +++ b/demos/ports/doom/src/m_random.h @@ -0,0 +1,46 @@ +// 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: +// +// +//----------------------------------------------------------------------------- + +#ifndef __M_RANDOM__ +#define __M_RANDOM__ + + +#include "doomtype.h" + + +// Returns a number from 0 to 255, +// from a lookup table. +int M_Random(void); + +// As M_Random, but used only by the play simulation. +int P_Random(void); + +// Fix randoms for demos. +void M_ClearRandom(void); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/m_swap.c b/demos/ports/doom/src/m_swap.c new file mode 100644 index 0000000..89fbe00 --- /dev/null +++ b/demos/ports/doom/src/m_swap.c @@ -0,0 +1,53 @@ +// 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: +// Endianess handling, swapping 16bit and 32bit. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "m_swap.h" + + +// Not needed with big endian. +#ifdef __BIG_ENDIAN__ + + +// Swap 16bit, that is, MSB and LSB byte. +unsigned short SwapSHORT(unsigned short x) +{ + // No masking with 0xFF should be necessary. + return (x >> 8) | (x << 8); +} + + +// Swapping 32bit. +unsigned long SwapLONG(unsigned long x) +{ + return + (x >> 24) + | ((x >> 8) & 0xff00) + | ((x << 8) & 0xff0000) + | (x << 24); +} + + +#endif diff --git a/demos/ports/doom/src/m_swap.h b/demos/ports/doom/src/m_swap.h new file mode 100644 index 0000000..7c15320 --- /dev/null +++ b/demos/ports/doom/src/m_swap.h @@ -0,0 +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: +// Endianess handling, swapping 16bit and 32bit. +// +//----------------------------------------------------------------------------- + +#ifndef __M_SWAP__ +#define __M_SWAP__ + + +// Endianess handling. +// WAD files are stored little endian. +#ifdef __BIG_ENDIAN__ +unsigned short SwapSHORT(unsigned short); +unsigned long SwapLONG(unsigned long); +#define SHORT(x) ((short)SwapSHORT((unsigned short) (x))) +#define LONG(x) ((long)SwapLONG((unsigned long) (x))) +#else +#define SHORT(x) (x) +#define LONG(x) (x) +#endif + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/p_ceilng.c b/demos/ports/doom/src/p_ceilng.c new file mode 100644 index 0000000..943ec38 --- /dev/null +++ b/demos/ports/doom/src/p_ceilng.c @@ -0,0 +1,322 @@ +// 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: Ceiling aninmation (lowering, crushing, raising) +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "z_zone.h" +#include "doomdef.h" +#include "p_local.h" +#include "s_sound.h" +#include "doomstat.h" // State. +#include "r_state.h" // State. +#include "sounds.h" // Data. + + +// +// 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)) + { + switch (ceiling->type) + { + case silentCrushAndRaise: + break; + default: + S_StartSound((mobj_t*)&ceiling->sector->soundorg, + sfx_stnmov); + // ? + break; + } + } + + if (res == pastdest) + { + switch (ceiling->type) + { + case raiseToHighest: + P_RemoveActiveCeiling(ceiling); + break; + + case silentCrushAndRaise: + S_StartSound((mobj_t*)&ceiling->sector->soundorg, + sfx_pstop); + 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)) + { + switch (ceiling->type) + { + case silentCrushAndRaise: break; + default: + S_StartSound((mobj_t*)&ceiling->sector->soundorg, + sfx_stnmov); + } + } + + if (res == pastdest) + { + switch (ceiling->type) + { + case silentCrushAndRaise: + S_StartSound((mobj_t*)&ceiling->sector->soundorg, + sfx_pstop); + case crushAndRaise: + ceiling->speed = CEILSPEED; + case fastCrushAndRaise: + ceiling->direction = 1; + break; + + case lowerAndCrush: + case lowerToFloor: + P_RemoveActiveCeiling(ceiling); + break; + + default: + break; + } + } + else // ( res != pastdest ) + { + if (res == crushed) + { + switch (ceiling->type) + { + case silentCrushAndRaise: + 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; + int rtn; + sector_t* sec; + ceiling_t* ceiling; + + secnum = -1; + rtn = 0; + + // Reactivate in-stasis ceilings...for certain types. + switch (type) + { + case fastCrushAndRaise: + case silentCrushAndRaise: + 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 = Z_Malloc(sizeof(*ceiling), PU_LEVSPEC, 0); + P_AddThinker(&ceiling->thinker); + sec->specialdata = ceiling; + ceiling->thinker.function.acp1 = (actionf_p1)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 silentCrushAndRaise: + 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] == 0) + { + 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 = 0; + P_RemoveThinker(&activeceilings[i]->thinker); + activeceilings[i] = 0; + 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.acp1 + = (actionf_p1)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.acv = (actionf_v)0; + activeceilings[i]->direction = 0; // in-stasis + rtn = 1; + } + } + + return rtn; +} diff --git a/demos/ports/doom/src/p_doors.c b/demos/ports/doom/src/p_doors.c new file mode 100644 index 0000000..e562102 --- /dev/null +++ b/demos/ports/doom/src/p_doors.c @@ -0,0 +1,517 @@ +// 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: Door animation code (opening/closing) +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "z_zone.h" +#include "doomdef.h" +#include "p_local.h" +#include "s_sound.h" +#include "doomstat.h" // State. +#include "r_state.h" // State. +#include "dstrings.h" // Data. +#include "sounds.h" // Data. + + +// +// 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 blazeRaise: + door->direction = -1; // time to go back down + S_StartSound((mobj_t*)&door->sector->soundorg, + sfx_bdcls); + break; + + case door_normal: + door->direction = -1; // time to go back down + S_StartSound((mobj_t*)&door->sector->soundorg, + sfx_dorcls); + break; + + case close30ThenOpen: + door->direction = 1; + S_StartSound((mobj_t*)&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 = door_normal; + S_StartSound((mobj_t*)&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 == pastdest) + { + switch (door->type) + { + case blazeRaise: + case blazeClose: + door->sector->specialdata = 0; + P_RemoveThinker(&door->thinker); // unlink and free + S_StartSound((mobj_t*)&door->sector->soundorg, + sfx_bdcls); + break; + + case door_normal: + case door_close: + door->sector->specialdata = 0; + P_RemoveThinker(&door->thinker); // unlink and free + break; + + case close30ThenOpen: + door->direction = 0; + door->topcountdown = 35 * 30; + break; + + default: + break; + } + } + else if (res == crushed) + { + switch (door->type) + { + case blazeClose: + case door_close: // DO NOT GO BACK UP! + break; + + default: + door->direction = 1; + S_StartSound((mobj_t*)&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 == pastdest) + { + switch (door->type) + { + case blazeRaise: + case door_normal: + door->direction = 0; // wait at top + door->topcountdown = door->topwait; + break; + + case close30ThenOpen: + case blazeOpen: + case door_open: + door->sector->specialdata = 0; + P_RemoveThinker(&door->thinker); // unlink and free + break; + + default: + break; + } + } + break; + } +} + + +// +// EV_DoLockedDoor +// Move a locked door up/down +// +int EV_DoLockedDoor(line_t* line, vldoor_e type, mobj_t* thing) +{ + player_t* p; + + p = thing->player; + + if (!p) + return 0; + + switch (line->special) + { + case 99: // Blue Lock + case 133: + if (!p) + return 0; + if (!p->cards[it_bluecard] && !p->cards[it_blueskull]) + { + p->message = PD_BLUEO; + S_StartSound(0, sfx_oof); + return 0; + } + break; + + case 134: // Red Lock + case 135: + if (!p) + return 0; + if (!p->cards[it_redcard] && !p->cards[it_redskull]) + { + p->message = PD_REDO; + S_StartSound(0, sfx_oof); + return 0; + } + break; + + case 136: // Yellow Lock + case 137: + if (!p) + return 0; + if (!p->cards[it_yellowcard] && + !p->cards[it_yellowskull]) + { + p->message = PD_YELLOWO; + S_StartSound(0, sfx_oof); + return 0; + } + break; + } + + return EV_DoDoor(line, type); +} + + +int EV_DoDoor(line_t* line, vldoor_e type) +{ + int secnum, rtn; + sector_t* sec; + vldoor_t* door; + + secnum = -1; + rtn = 0; + + while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) + { + sec = §ors[secnum]; + if (sec->specialdata) + continue; + + + // new door thinker + rtn = 1; + door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0); + P_AddThinker(&door->thinker); + sec->specialdata = door; + + door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor; + door->sector = sec; + door->type = type; + door->topwait = VDOORWAIT; + door->speed = VDOORSPEED; + + switch (type) + { + case blazeClose: + door->topheight = P_FindLowestCeilingSurrounding(sec); + door->topheight -= 4 * FRACUNIT; + door->direction = -1; + door->speed = VDOORSPEED * 4; + S_StartSound((mobj_t*)&door->sector->soundorg, + sfx_bdcls); + break; + + case door_close: + door->topheight = P_FindLowestCeilingSurrounding(sec); + door->topheight -= 4 * FRACUNIT; + door->direction = -1; + S_StartSound((mobj_t*)&door->sector->soundorg, + sfx_dorcls); + break; + + case close30ThenOpen: + door->topheight = sec->ceilingheight; + door->direction = -1; + S_StartSound((mobj_t*)&door->sector->soundorg, + sfx_dorcls); + break; + + case blazeRaise: + case blazeOpen: + door->direction = 1; + door->topheight = P_FindLowestCeilingSurrounding(sec); + door->topheight -= 4 * FRACUNIT; + door->speed = VDOORSPEED * 4; + if (door->topheight != sec->ceilingheight) + S_StartSound((mobj_t*)&door->sector->soundorg, + sfx_bdopn); + break; + + case door_normal: + case door_open: + door->direction = 1; + door->topheight = P_FindLowestCeilingSurrounding(sec); + door->topheight -= 4 * FRACUNIT; + if (door->topheight != sec->ceilingheight) + S_StartSound((mobj_t*)&door->sector->soundorg, + sfx_doropn); + break; + + default: + break; + } + } + + return rtn; +} + + +// +// EV_VerticalDoor : open a door manually, no tag value +// +void EV_VerticalDoor(line_t* line, mobj_t* thing) +{ + player_t* player; + int secnum; + 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->cards[it_bluecard] && !player->cards[it_blueskull]) + { + player->message = PD_BLUEK; + S_StartSound(0, sfx_oof); + return; + } + break; + + case 27: // Yellow Lock + case 34: + if (!player) + return; + + if (!player->cards[it_yellowcard] && + !player->cards[it_yellowskull]) + { + player->message = PD_YELLOWK; + S_StartSound(0, sfx_oof); + return; + } + break; + + case 28: // Red Lock + case 33: + if (!player) + return; + + if (!player->cards[it_redcard] && !player->cards[it_redskull]) + { + player->message = PD_REDK; + S_StartSound(0, sfx_oof); + return; + } + break; + } + + // if the sector has an active thinker, use it + sec = sides[line->sidenum[side ^ 1]].sector; + secnum = (int)(sec - sectors); + + if (sec->specialdata) + { + door = sec->specialdata; + switch (line->special) + { + case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s + case 26: + case 27: + case 28: + case 117: + if (door->direction == -1) + door->direction = 1; // go back up + else + { + if (!thing->player) + return; // JDC: bad guys never close doors + + door->direction = -1; // start going down immediately + } + return; + } + } + + // for proper sound + switch (line->special) + { + case 117: // BLAZING DOOR RAISE + case 118: // BLAZING DOOR OPEN + S_StartSound((mobj_t*)&sec->soundorg, sfx_bdopn); + break; + + case 1: // NORMAL DOOR SOUND + case 31: + S_StartSound((mobj_t*)&sec->soundorg, sfx_doropn); + break; + + default: // LOCKED DOOR SOUND + S_StartSound((mobj_t*)&sec->soundorg, sfx_doropn); + break; + } + + + // new door thinker + door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0); + P_AddThinker(&door->thinker); + sec->specialdata = door; + door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor; + door->sector = sec; + door->direction = 1; + door->speed = VDOORSPEED; + door->topwait = VDOORWAIT; + + switch (line->special) + { + case 1: + case 26: + case 27: + case 28: + door->type = door_normal; + break; + + case 31: + case 32: + case 33: + case 34: + door->type = door_open; + line->special = 0; + break; + + case 117: // blazing door raise + door->type = blazeRaise; + door->speed = VDOORSPEED * 4; + break; + case 118: // blazing door open + door->type = blazeOpen; + line->special = 0; + door->speed = VDOORSPEED * 4; + break; + } + + // 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 = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0); + + P_AddThinker(&door->thinker); + + sec->specialdata = door; + sec->special = 0; + + door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor; + door->sector = sec; + door->direction = 0; + door->type = door_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 = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0); + + P_AddThinker(&door->thinker); + + sec->specialdata = door; + sec->special = 0; + + door->thinker.function.acp1 = (actionf_p1)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; +} diff --git a/demos/ports/doom/src/p_enemy.c b/demos/ports/doom/src/p_enemy.c new file mode 100644 index 0000000..84b7c57 --- /dev/null +++ b/demos/ports/doom/src/p_enemy.c @@ -0,0 +1,1957 @@ +// 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: +// Enemy thinking, AI. +// Action Pointer Functions +// that are associated with states/frames. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + +#include "m_random.h" +#include "i_system.h" +#include "doomdef.h" +#include "p_local.h" +#include "s_sound.h" +#include "g_game.h" +#include "doomstat.h" // State. +#include "r_state.h" // State. +#include "sounds.h" // Data. + + +#define MAXSPECIALCROSS 8 +#define FATSPREAD (ANG90/8) +#define SKULLSPEED (20*FRACUNIT) + + +typedef enum +{ + DI_EAST, + DI_NORTHEAST, + DI_NORTH, + DI_NORTHWEST, + DI_WEST, + DI_SOUTHWEST, + DI_SOUTH, + DI_SOUTHEAST, + DI_NODIR, + NUMDIRS +} dirtype_t; + + +// +// P_NewChaseDir related LUT. +// +dirtype_t opposite[] = +{ + DI_WEST, DI_SOUTHWEST, DI_SOUTH, DI_SOUTHEAST, + DI_EAST, DI_NORTHEAST, DI_NORTH, DI_NORTHWEST, DI_NODIR +}; + +dirtype_t diags[] = +{ + DI_NORTHWEST, DI_NORTHEAST, DI_SOUTHWEST, DI_SOUTHEAST +}; + +mobj_t* soundtarget; +fixed_t xspeed[8] = { FRACUNIT,47000,0,-47000,-FRACUNIT,-47000,0,47000 }; +fixed_t yspeed[8] = { 0,47000,FRACUNIT,47000,0,-47000,-FRACUNIT,-47000 }; +int TRACEANGLE = 0xc000000; +mobj_t* corpsehit; +mobj_t* vileobj; +fixed_t viletryx; +fixed_t viletryy; +mobj_t* braintargets[32]; +int numbraintargets; +int braintargeton; + + +extern line_t* spechit[MAXSPECIALCROSS]; +extern int numspechit; + + +void A_Fall(mobj_t* actor); +void A_Fire(mobj_t* actor); +void A_ReFire(player_t* player, pspdef_t* psp); +void A_SpawnFly(mobj_t* mo); + + +// +// ENEMY THINKING +// Enemies are allways spawned +// with targetplayer = -1, threshold = 0 +// Most monsters are spawned unaware of all players, +// but some can be made preaware +// + + +// +// Called by P_NoiseAlert. +// Recursively traverse adjacent sectors, +// sound blocking lines cut off traversal. +// +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) + { + return; // already flooded + } + + 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) + continue; // closed door + + 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); + } +} + + +// +// 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); +} + + +// +// P_CheckMeleeRange +// +doom_boolean P_CheckMeleeRange(mobj_t* actor) +{ + mobj_t* pl; + fixed_t dist; + + if (!actor->target) + return false; + + pl = actor->target; + dist = P_AproxDistance(pl->x - actor->x, pl->y - actor->y); + + if (dist >= MELEERANGE - 20 * FRACUNIT + pl->info->radius) + return false; + + if (!P_CheckSight(actor, actor->target)) + return false; + + return true; +} + + +// +// P_CheckMissileRange +// +doom_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) + return false; // do not attack yet + + // OPTIMIZE: get this from a global checksight + dist = P_AproxDistance(actor->x - actor->target->x, + actor->y - actor->target->y) - 64 * FRACUNIT; + + if (!actor->info->meleestate) + dist -= 128 * FRACUNIT; // no melee attack, so fire more + + dist >>= 16; + + if (actor->type == MT_VILE) + { + if (dist > 14 * 64) + return false; // too far away + } + + + if (actor->type == MT_UNDEAD) + { + if (dist < 196) + return false; // close for fist attack + dist >>= 1; + } + + if (actor->type == MT_CYBORG + || actor->type == MT_SPIDER + || actor->type == MT_SKULL) + { + dist >>= 1; + } + + if (dist > 200) + dist = 200; + + if (actor->type == MT_CYBORG && dist > 160) + dist = 160; + + if (P_Random() < dist) + return false; + + return true; +} + + +// +// P_Move +// Move in the current direction, +// returns false if the move is blocked. +// +doom_boolean P_Move(mobj_t* actor) +{ + fixed_t tryx; + fixed_t tryy; + + line_t* ld; + + // warning: 'catch', 'throw', and 'try' + // are all C++ reserved words + doom_boolean try_ok; + doom_boolean good; + + if (actor->movedir == DI_NODIR) + return false; + + if ((unsigned)actor->movedir >= 8) + I_Error("Error: Weird actor->movedir!"); + + tryx = actor->x + actor->info->speed * xspeed[actor->movedir]; + tryy = actor->y + actor->info->speed * yspeed[actor->movedir]; + + try_ok = P_TryMove(actor, tryx, tryy); + + if (!try_ok) + { + // 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 is not a door + // that can be opened, + // return false + if (P_UseSpecialLine(actor, ld, 0)) + good = true; + } + return good; + } + else + { + actor->flags &= ~MF_INFLOAT; + } + + if (!(actor->flags & MF_FLOAT)) + actor->z = actor->floorz; + + return true; +} + + +// +// TryWalk +// Attempts to move actor on +// in its current (ob->moveangle) direction. +// If blocked by either a wall or an actor +// returns FALSE +// If move is either clear or blocked only by a door, +// returns TRUE and sets... +// If a door is in the way, +// an OpenDoor call is made to start it opening. +// +doom_boolean P_TryWalk(mobj_t* actor) +{ + if (!P_Move(actor)) + { + return false; + } + + actor->movecount = P_Random() & 15; + return true; +} + + +void P_NewChaseDir(mobj_t* actor) +{ + fixed_t deltax; + fixed_t deltay; + + dirtype_t d[3]; + + int tdir; + dirtype_t olddir; + + dirtype_t turnaround; + + if (!actor->target) + I_Error("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 + || doom_abs(deltay) > doom_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)) + { + // either moved forward or attacked + return; + } + } + + 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; + } + + // randomly determine direction of search + if (P_Random() & 1) + { + for (tdir = DI_EAST; + tdir <= DI_SOUTHEAST; + tdir++) + { + if (tdir != turnaround) + { + actor->movedir = tdir; + + if (P_TryWalk(actor)) + return; + } + } + } + else + { + for (tdir = DI_SOUTHEAST; + tdir != (DI_EAST - 1); + 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 not move +} + + +// +// P_LookForPlayers +// If allaround is false, only look 180 degrees in front. +// Returns true if a player is targeted. +// +doom_boolean P_LookForPlayers(mobj_t* actor, doom_boolean allaround) +{ + int c; + int stop; + player_t* player; + sector_t* sector; + angle_t an; + fixed_t dist; + + sector = actor->subsector->sector; + + c = 0; + stop = (actor->lastlook - 1) & 3; + + for (; ; actor->lastlook = (actor->lastlook + 1) & 3) + { + if (!playeringame[actor->lastlook]) + continue; + + if (c++ == 2 + || actor->lastlook == stop) + { + // done looking + return false; + } + + 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 + } + } + + actor->target = player->mo; + return true; + } + + return false; +} + + +// +// A_KeenDie +// DOOM II special, map 32. +// Uses special tag 666. +// +void A_KeenDie(mobj_t* mo) +{ + thinker_t* th; + mobj_t* mo2; + line_t junk; + + A_Fall(mo); + + // scan the remaining thinkers + // to see if all Keens are dead + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 != (actionf_p1)P_MobjThinker) + continue; + + mo2 = (mobj_t*)th; + if (mo2 != mo + && mo2->type == mo->type + && mo2->health > 0) + { + // other Keen not dead + return; + } + } + + junk.tag = 666; + EV_DoDoor(&junk, door_open); +} + + +// +// 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; + } + + if (actor->type == MT_SPIDER + || actor->type == MT_CYBORG) + { + // full volume + S_StartSound(0, 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) + { + if (!actor->target + || actor->target->health <= 0) + { + actor->threshold = 0; + } + else + actor->threshold--; + } + + // 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)) + return; // got a new target + + P_SetMobjState(actor, actor->info->spawnstate); + return; + } + + // do not attack twice in a row + if (actor->flags & MF_JUSTATTACKED) + { + actor->flags &= ~MF_JUSTATTACKED; + if (gameskill != sk_nightmare && !fastparm) + 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 + && !fastparm && 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) + { + S_StartSound(actor, actor->info->activesound); + } +} + + +// +// 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) + actor->angle += (P_Random() - P_Random()) << 21; +} + + +// +// A_PosAttack +// +void A_PosAttack(mobj_t* actor) +{ + int angle; + int damage; + int slope; + + if (!actor->target) + return; + + A_FaceTarget(actor); + angle = actor->angle; + slope = P_AimLineAttack(actor, angle, MISSILERANGE); + + S_StartSound(actor, sfx_pistol); + angle += (P_Random() - P_Random()) << 20; + damage = ((P_Random() % 5) + 1) * 3; + P_LineAttack(actor, angle, MISSILERANGE, slope, damage); +} + + +void A_SPosAttack(mobj_t* actor) +{ + int i; + int angle; + int bangle; + int damage; + int slope; + + if (!actor->target) + return; + + S_StartSound(actor, sfx_shotgn); + A_FaceTarget(actor); + bangle = actor->angle; + slope = P_AimLineAttack(actor, bangle, MISSILERANGE); + + for (i = 0; i < 3; i++) + { + angle = bangle + ((P_Random() - P_Random()) << 20); + damage = ((P_Random() % 5) + 1) * 3; + P_LineAttack(actor, angle, MISSILERANGE, slope, damage); + } +} + + +void A_CPosAttack(mobj_t* actor) +{ + int angle; + int bangle; + int damage; + int slope; + + if (!actor->target) + return; + + S_StartSound(actor, sfx_shotgn); + A_FaceTarget(actor); + bangle = actor->angle; + slope = P_AimLineAttack(actor, bangle, MISSILERANGE); + + angle = bangle + ((P_Random() - P_Random()) << 20); + damage = ((P_Random() % 5) + 1) * 3; + P_LineAttack(actor, angle, MISSILERANGE, slope, damage); +} + + +void A_CPosRefire(mobj_t* actor) +{ + // keep firing unless target got out of sight + A_FaceTarget(actor); + + if (P_Random() < 40) + return; + + if (!actor->target + || actor->target->health <= 0 + || !P_CheckSight(actor, actor->target)) + { + P_SetMobjState(actor, actor->info->seestate); + } +} + + +void A_SpidRefire(mobj_t* actor) +{ + // keep firing unless target got out of sight + A_FaceTarget(actor); + + if (P_Random() < 10) + return; + + if (!actor->target + || actor->target->health <= 0 + || !P_CheckSight(actor, actor->target)) + { + P_SetMobjState(actor, actor->info->seestate); + } +} + + +void A_BspiAttack(mobj_t* actor) +{ + if (!actor->target) + return; + + A_FaceTarget(actor); + + // launch a missile + P_SpawnMissile(actor, actor->target, MT_ARACHPLAZ); +} + + +// +// A_TroopAttack +// +void A_TroopAttack(mobj_t* actor) +{ + int damage; + + if (!actor->target) + return; + + A_FaceTarget(actor); + if (P_CheckMeleeRange(actor)) + { + S_StartSound(actor, sfx_claw); + damage = (P_Random() % 8 + 1) * 3; + P_DamageMobj(actor->target, actor, actor, damage); + return; + } + + // launch a missile + P_SpawnMissile(actor, actor->target, MT_TROOPSHOT); +} + + +void A_SargAttack(mobj_t* actor) +{ + int damage; + + if (!actor->target) + return; + + A_FaceTarget(actor); + if (P_CheckMeleeRange(actor)) + { + damage = ((P_Random() % 10) + 1) * 4; + P_DamageMobj(actor->target, actor, actor, damage); + } +} + + +void A_HeadAttack(mobj_t* actor) +{ + int damage; + + if (!actor->target) + return; + + A_FaceTarget(actor); + if (P_CheckMeleeRange(actor)) + { + damage = (P_Random() % 6 + 1) * 10; + P_DamageMobj(actor->target, actor, actor, damage); + return; + } + + // launch a missile + P_SpawnMissile(actor, actor->target, MT_HEADSHOT); +} + + +void A_CyberAttack(mobj_t* actor) +{ + if (!actor->target) + return; + + A_FaceTarget(actor); + P_SpawnMissile(actor, actor->target, MT_ROCKET); +} + + +void A_BruisAttack(mobj_t* actor) +{ + int damage; + + if (!actor->target) + return; + + if (P_CheckMeleeRange(actor)) + { + S_StartSound(actor, sfx_claw); + damage = (P_Random() % 8 + 1) * 10; + P_DamageMobj(actor->target, actor, actor, damage); + return; + } + + // launch a missile + P_SpawnMissile(actor, actor->target, MT_BRUISERSHOT); +} + + +// +// A_SkelMissile +// +void A_SkelMissile(mobj_t* actor) +{ + mobj_t* mo; + + if (!actor->target) + return; + + A_FaceTarget(actor); + actor->z += 16 * FRACUNIT; // so missile spawns higher + mo = P_SpawnMissile(actor, actor->target, MT_TRACER); + actor->z -= 16 * FRACUNIT; // back to normal + + mo->x += mo->momx; + mo->y += mo->momy; + mo->tracer = actor->target; +} + + +void A_Tracer(mobj_t* actor) +{ + angle_t exact; + fixed_t dist; + fixed_t slope; + mobj_t* dest; + mobj_t* th; + + if (gametic & 3) + return; + + // spawn a puff of smoke behind the rocket + P_SpawnPuff(actor->x, actor->y, actor->z); + + th = P_SpawnMobj(actor->x - actor->momx, + actor->y - actor->momy, + actor->z, MT_SMOKE); + + th->momz = FRACUNIT; + th->tics -= P_Random() & 3; + if (th->tics < 1) + th->tics = 1; + + // adjust direction + dest = actor->tracer; + + if (!dest || dest->health <= 0) + return; + + // change angle + exact = R_PointToAngle2(actor->x, + actor->y, + dest->x, + dest->y); + + if (exact != actor->angle) + { + if (exact - actor->angle > 0x80000000) + { + actor->angle -= TRACEANGLE; + if (exact - actor->angle < 0x80000000) + actor->angle = exact; + } + else + { + actor->angle += TRACEANGLE; + if (exact - actor->angle > 0x80000000) + actor->angle = exact; + } + } + + exact = actor->angle >> ANGLETOFINESHIFT; + actor->momx = FixedMul(actor->info->speed, finecosine[exact]); + actor->momy = FixedMul(actor->info->speed, finesine[exact]); + + // change slope + dist = P_AproxDistance(dest->x - actor->x, + dest->y - actor->y); + + dist = dist / actor->info->speed; + + if (dist < 1) + dist = 1; + slope = (dest->z + 40 * FRACUNIT - actor->z) / dist; + + if (slope < actor->momz) + actor->momz -= FRACUNIT / 8; + else + actor->momz += FRACUNIT / 8; +} + + +void A_SkelWhoosh(mobj_t* actor) +{ + if (!actor->target) + return; + + A_FaceTarget(actor); + S_StartSound(actor, sfx_skeswg); +} + + +void A_SkelFist(mobj_t* actor) +{ + int damage; + + if (!actor->target) + return; + + A_FaceTarget(actor); + + if (P_CheckMeleeRange(actor)) + { + damage = ((P_Random() % 10) + 1) * 6; + S_StartSound(actor, sfx_skepch); + P_DamageMobj(actor->target, actor, actor, damage); + } +} + + +// +// PIT_VileCheck +// Detect a corpse that could be raised. +// +doom_boolean PIT_VileCheck(mobj_t* thing) +{ + int maxdist; + doom_boolean check; + + if (!(thing->flags & MF_CORPSE)) + return true; // not a monster + + if (thing->tics != -1) + return true; // not lying still yet + + if (thing->info->raisestate == S_NULL) + return true; // monster doesn't have a raise state + + maxdist = thing->info->radius + mobjinfo[MT_VILE].radius; + + if (doom_abs(thing->x - viletryx) > maxdist + || doom_abs(thing->y - viletryy) > maxdist) + return true; // not actually touching + + corpsehit = thing; + corpsehit->momx = corpsehit->momy = 0; + corpsehit->height <<= 2; + check = P_CheckPosition(corpsehit, corpsehit->x, corpsehit->y); + corpsehit->height >>= 2; + + if (!check) + return true; // doesn't fit here + + return false; // got one, so stop checking +} + + +// +// A_VileChase +// Check for ressurecting a body +// +void A_VileChase(mobj_t* actor) +{ + int xl; + int xh; + int yl; + int yh; + + int bx; + int by; + + mobjinfo_t* info; + mobj_t* temp; + + if (actor->movedir != DI_NODIR) + { + // check for corpses to raise + viletryx = + actor->x + actor->info->speed * xspeed[actor->movedir]; + viletryy = + actor->y + actor->info->speed * yspeed[actor->movedir]; + + xl = (viletryx - bmaporgx - MAXRADIUS * 2) >> MAPBLOCKSHIFT; + xh = (viletryx - bmaporgx + MAXRADIUS * 2) >> MAPBLOCKSHIFT; + yl = (viletryy - bmaporgy - MAXRADIUS * 2) >> MAPBLOCKSHIFT; + yh = (viletryy - bmaporgy + MAXRADIUS * 2) >> MAPBLOCKSHIFT; + + vileobj = actor; + for (bx = xl; bx <= xh; bx++) + { + for (by = yl; by <= yh; by++) + { + // Call PIT_VileCheck to check + // whether object is a corpse + // that canbe raised. + if (!P_BlockThingsIterator(bx, by, PIT_VileCheck)) + { + // got one! + temp = actor->target; + actor->target = corpsehit; + A_FaceTarget(actor); + actor->target = temp; + + P_SetMobjState(actor, S_VILE_HEAL1); + S_StartSound(corpsehit, sfx_slop); + info = corpsehit->info; + + P_SetMobjState(corpsehit, info->raisestate); + corpsehit->height <<= 2; + corpsehit->flags = info->flags; + corpsehit->health = info->spawnhealth; + corpsehit->target = 0; + + return; + } + } + } + } + + // Return to normal attack. + A_Chase(actor); +} + + +// +// A_VileStart +// +void A_VileStart(mobj_t* actor) +{ + S_StartSound(actor, sfx_vilatk); +} + + +// +// A_Fire +// Keep fire in front of player unless out of sight +// +void A_StartFire(mobj_t* actor) +{ + S_StartSound(actor, sfx_flamst); + A_Fire(actor); +} + + +void A_FireCrackle(mobj_t* actor) +{ + S_StartSound(actor, sfx_flame); + A_Fire(actor); +} + + +void A_Fire(mobj_t* actor) +{ + mobj_t* dest; + unsigned an; + + dest = actor->tracer; + if (!dest) + return; + + // don't move it if the vile lost sight + if (!P_CheckSight(actor->target, dest)) + return; + + an = dest->angle >> ANGLETOFINESHIFT; + + P_UnsetThingPosition(actor); + actor->x = dest->x + FixedMul(24 * FRACUNIT, finecosine[an]); + actor->y = dest->y + FixedMul(24 * FRACUNIT, finesine[an]); + actor->z = dest->z; + P_SetThingPosition(actor); +} + + +// +// A_VileTarget +// Spawn the hellfire +// +void A_VileTarget(mobj_t* actor) +{ + mobj_t* fog; + + if (!actor->target) + return; + + A_FaceTarget(actor); + + fog = P_SpawnMobj(actor->target->x, + actor->target->x, + actor->target->z, MT_FIRE); + + actor->tracer = fog; + fog->target = actor; + fog->tracer = actor->target; + A_Fire(fog); +} + + +// +// A_VileAttack +// +void A_VileAttack(mobj_t* actor) +{ + mobj_t* fire; + int an; + + if (!actor->target) + return; + + A_FaceTarget(actor); + + if (!P_CheckSight(actor, actor->target)) + return; + + S_StartSound(actor, sfx_barexp); + P_DamageMobj(actor->target, actor, actor, 20); + actor->target->momz = 1000 * FRACUNIT / actor->target->info->mass; + + an = actor->angle >> ANGLETOFINESHIFT; + + fire = actor->tracer; + + if (!fire) + return; + + // move the fire between the vile and the player + fire->x = actor->target->x - FixedMul(24 * FRACUNIT, finecosine[an]); + fire->y = actor->target->y - FixedMul(24 * FRACUNIT, finesine[an]); + P_RadiusAttack(fire, actor, 70); +} + + +// +// Mancubus attack, +// firing three missiles (bruisers) +// in three different directions? +// Doesn't look like it. +// +void A_FatRaise(mobj_t* actor) +{ + A_FaceTarget(actor); + S_StartSound(actor, sfx_manatk); +} + + +void A_FatAttack1(mobj_t* actor) +{ + mobj_t* mo; + int an; + + A_FaceTarget(actor); + // Change direction to ... + actor->angle += FATSPREAD; + P_SpawnMissile(actor, actor->target, MT_FATSHOT); + + mo = P_SpawnMissile(actor, actor->target, MT_FATSHOT); + mo->angle += FATSPREAD; + an = mo->angle >> ANGLETOFINESHIFT; + mo->momx = FixedMul(mo->info->speed, finecosine[an]); + mo->momy = FixedMul(mo->info->speed, finesine[an]); +} + + +void A_FatAttack2(mobj_t* actor) +{ + mobj_t* mo; + int an; + + A_FaceTarget(actor); + // Now here choose opposite deviation. + actor->angle -= FATSPREAD; + P_SpawnMissile(actor, actor->target, MT_FATSHOT); + + mo = P_SpawnMissile(actor, actor->target, MT_FATSHOT); + mo->angle -= FATSPREAD * 2; + an = mo->angle >> ANGLETOFINESHIFT; + mo->momx = FixedMul(mo->info->speed, finecosine[an]); + mo->momy = FixedMul(mo->info->speed, finesine[an]); +} + + +void A_FatAttack3(mobj_t* actor) +{ + mobj_t* mo; + int an; + + A_FaceTarget(actor); + + mo = P_SpawnMissile(actor, actor->target, MT_FATSHOT); + mo->angle -= FATSPREAD / 2; + an = mo->angle >> ANGLETOFINESHIFT; + mo->momx = FixedMul(mo->info->speed, finecosine[an]); + mo->momy = FixedMul(mo->info->speed, finesine[an]); + + mo = P_SpawnMissile(actor, actor->target, MT_FATSHOT); + mo->angle += FATSPREAD / 2; + an = mo->angle >> ANGLETOFINESHIFT; + mo->momx = FixedMul(mo->info->speed, finecosine[an]); + mo->momy = FixedMul(mo->info->speed, finesine[an]); +} + + +// +// SkullAttack +// Fly at the player like a missile. +// +void A_SkullAttack(mobj_t* actor) +{ + mobj_t* dest; + angle_t an; + int dist; + + if (!actor->target) + return; + + dest = actor->target; + actor->flags |= MF_SKULLFLY; + + S_StartSound(actor, actor->info->attacksound); + A_FaceTarget(actor); + an = actor->angle >> ANGLETOFINESHIFT; + actor->momx = FixedMul(SKULLSPEED, finecosine[an]); + actor->momy = FixedMul(SKULLSPEED, finesine[an]); + dist = P_AproxDistance(dest->x - actor->x, dest->y - actor->y); + dist = dist / SKULLSPEED; + + if (dist < 1) + dist = 1; + actor->momz = (dest->z + (dest->height >> 1) - actor->z) / dist; +} + + +// +// A_PainShootSkull +// Spawn a lost soul and launch it at the target +// +void A_PainShootSkull(mobj_t* actor, angle_t angle) +{ + fixed_t x; + fixed_t y; + fixed_t z; + + mobj_t* newmobj; + angle_t an; + int prestep; + int count; + thinker_t* currentthinker; + + // count total number of skull currently on the level + count = 0; + + currentthinker = thinkercap.next; + while (currentthinker != &thinkercap) + { + if ((currentthinker->function.acp1 == (actionf_p1)P_MobjThinker) + && ((mobj_t*)currentthinker)->type == MT_SKULL) + count++; + currentthinker = currentthinker->next; + } + + // if there are allready 20 skulls on the level, + // don't spit another one + if (count > 20) + return; + + // okay, there's playe for another one + an = angle >> ANGLETOFINESHIFT; + + prestep = + 4 * FRACUNIT + + 3 * (actor->info->radius + mobjinfo[MT_SKULL].radius) / 2; + + x = actor->x + FixedMul(prestep, finecosine[an]); + y = actor->y + FixedMul(prestep, finesine[an]); + z = actor->z + 8 * FRACUNIT; + + newmobj = P_SpawnMobj(x, y, z, MT_SKULL); + + // Check for movements. + if (!P_TryMove(newmobj, newmobj->x, newmobj->y)) + { + // kill it immediately + P_DamageMobj(newmobj, actor, actor, 10000); + return; + } + + newmobj->target = actor->target; + A_SkullAttack(newmobj); +} + + +// +// A_PainAttack +// Spawn a lost soul and launch it at the target +// +void A_PainAttack(mobj_t* actor) +{ + if (!actor->target) + return; + + A_FaceTarget(actor); + A_PainShootSkull(actor, actor->angle); +} + + +void A_PainDie(mobj_t* actor) +{ + A_Fall(actor); + A_PainShootSkull(actor, actor->angle + ANG90); + A_PainShootSkull(actor, actor->angle + ANG180); + A_PainShootSkull(actor, actor->angle + ANG270); +} + + +void A_Scream(mobj_t* actor) +{ + int sound; + + switch (actor->info->deathsound) + { + case 0: + return; + + case sfx_podth1: + case sfx_podth2: + case sfx_podth3: + sound = sfx_podth1 + P_Random() % 3; + break; + + case sfx_bgdth1: + case sfx_bgdth2: + sound = sfx_bgdth1 + P_Random() % 2; + break; + + default: + sound = actor->info->deathsound; + break; + } + + // Check for bosses. + if (actor->type == MT_SPIDER + || actor->type == MT_CYBORG) + { + // full volume + S_StartSound(0, sound); + } + else + S_StartSound(actor, sound); +} + + +void A_XScream(mobj_t* actor) +{ + S_StartSound(actor, sfx_slop); +} + + +void A_Pain(mobj_t* actor) +{ + if (actor->info->painsound) + S_StartSound(actor, actor->info->painsound); +} + + +void A_Fall(mobj_t* actor) +{ + // actor is on ground, it can be walked over + actor->flags &= ~MF_SOLID; + + // So change this if corpse objects + // are meant to be obstacles. +} + + +// +// A_Explode +// +void A_Explode(mobj_t* thingy) +{ + P_RadiusAttack(thingy, thingy->target, 128); +} + + +// +// A_BossDeath +// Possibly trigger special effects +// if on first boss level +// +void A_BossDeath(mobj_t* mo) +{ + thinker_t* th; + mobj_t* mo2; + line_t junk; + int i; + + if (gamemode == commercial) + { + if (gamemap != 7) + return; + + if ((mo->type != MT_FATSO) + && (mo->type != MT_BABY)) + return; + } + else + { + switch (gameepisode) + { + case 1: + if (gamemap != 8) + return; + + if (mo->type != MT_BRUISER) + return; + break; + + case 2: + if (gamemap != 8) + return; + + if (mo->type != MT_CYBORG) + return; + break; + + case 3: + if (gamemap != 8) + return; + + if (mo->type != MT_SPIDER) + return; + + break; + + case 4: + switch (gamemap) + { + case 6: + if (mo->type != MT_CYBORG) + return; + break; + + case 8: + if (mo->type != MT_SPIDER) + return; + break; + + default: + return; + break; + } + break; + + default: + if (gamemap != 8) + return; + break; + } + } + + // make sure there is a player alive for victory + for (i = 0; i < MAXPLAYERS; i++) + if (playeringame[i] && players[i].health > 0) + break; + + if (i == MAXPLAYERS) + return; // no one left alive, so do not end game + + // scan the remaining thinkers to see + // if all bosses are dead + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 != (actionf_p1)P_MobjThinker) + continue; + + mo2 = (mobj_t*)th; + if (mo2 != mo + && mo2->type == mo->type + && mo2->health > 0) + { + // other boss not dead + return; + } + } + + // victory! + if (gamemode == commercial) + { + if (gamemap == 7) + { + if (mo->type == MT_FATSO) + { + junk.tag = 666; + EV_DoFloor(&junk, lowerFloorToLowest); + return; + } + + if (mo->type == MT_BABY) + { + junk.tag = 667; + EV_DoFloor(&junk, raiseToTexture); + return; + } + } + } + else + { + switch (gameepisode) + { + case 1: + junk.tag = 666; + EV_DoFloor(&junk, lowerFloorToLowest); + return; + break; + + case 4: + switch (gamemap) + { + case 6: + junk.tag = 666; + EV_DoDoor(&junk, blazeOpen); + return; + break; + + case 8: + junk.tag = 666; + EV_DoFloor(&junk, lowerFloorToLowest); + return; + break; + } + } + } + + G_ExitLevel(); +} + + +void A_Hoof(mobj_t* mo) +{ + S_StartSound(mo, sfx_hoof); + A_Chase(mo); +} + + +void A_Metal(mobj_t* mo) +{ + S_StartSound(mo, sfx_metal); + A_Chase(mo); +} + + +void A_BabyMetal(mobj_t* mo) +{ + S_StartSound(mo, sfx_bspwlk); + A_Chase(mo); +} + + +void A_OpenShotgun2(player_t* player, pspdef_t* psp) +{ + S_StartSound(player->mo, sfx_dbopn); +} + + +void A_LoadShotgun2(player_t* player, pspdef_t* psp) +{ + S_StartSound(player->mo, sfx_dbload); +} + + +void A_CloseShotgun2(player_t* player, pspdef_t* psp) +{ + S_StartSound(player->mo, sfx_dbcls); + A_ReFire(player, psp); +} + + +void A_BrainAwake(mobj_t* mo) +{ + thinker_t* thinker; + mobj_t* m; + + // find all the target spots + numbraintargets = 0; + braintargeton = 0; + + thinker = thinkercap.next; + for (thinker = thinkercap.next; + thinker != &thinkercap; + thinker = thinker->next) + { + if (thinker->function.acp1 != (actionf_p1)P_MobjThinker) + continue; // not a mobj + + m = (mobj_t*)thinker; + + if (m->type == MT_BOSSTARGET) + { + braintargets[numbraintargets] = m; + numbraintargets++; + } + } + + S_StartSound(0, sfx_bossit); +} + + +void A_BrainPain(mobj_t* mo) +{ + S_StartSound(0, sfx_bospn); +} + + +void A_BrainScream(mobj_t* mo) +{ + int x; + int y; + int z; + mobj_t* th; + + for (x = mo->x - 196 * FRACUNIT; x < mo->x + 320 * FRACUNIT; x += FRACUNIT * 8) + { + y = mo->y - 320 * FRACUNIT; + z = 128 + P_Random() * 2 * FRACUNIT; + th = P_SpawnMobj(x, y, z, MT_ROCKET); + th->momz = P_Random() * 512; + + P_SetMobjState(th, S_BRAINEXPLODE1); + + th->tics -= P_Random() & 7; + if (th->tics < 1) + th->tics = 1; + } + + S_StartSound(0, sfx_bosdth); +} + + +void A_BrainExplode(mobj_t* mo) +{ + int x; + int y; + int z; + mobj_t* th; + + x = mo->x + (P_Random() - P_Random()) * 2048; + y = mo->y; + z = 128 + P_Random() * 2 * FRACUNIT; + th = P_SpawnMobj(x, y, z, MT_ROCKET); + th->momz = P_Random() * 512; + + P_SetMobjState(th, S_BRAINEXPLODE1); + + th->tics -= P_Random() & 7; + if (th->tics < 1) + th->tics = 1; +} + + +void A_BrainDie(mobj_t* mo) +{ + G_ExitLevel(); +} + + +void A_BrainSpit(mobj_t* mo) +{ + mobj_t* targ; + mobj_t* newmobj; + + static int easy = 0; + + easy ^= 1; + if (gameskill <= sk_easy && (!easy)) + return; + + // shoot a cube at current target + targ = braintargets[braintargeton]; + braintargeton = (braintargeton + 1) % numbraintargets; + + // spawn brain missile + newmobj = P_SpawnMissile(mo, targ, MT_SPAWNSHOT); + newmobj->target = targ; + newmobj->reactiontime = + ((targ->y - mo->y) / newmobj->momy) / newmobj->state->tics; + + S_StartSound(0, sfx_bospit); +} + + +// travelling cube sound +void A_SpawnSound(mobj_t* mo) +{ + S_StartSound(mo, sfx_boscub); + A_SpawnFly(mo); +} + + +void A_SpawnFly(mobj_t* mo) +{ + mobj_t* newmobj; + mobj_t* fog; + mobj_t* targ; + int r; + mobjtype_t type; + + if (--mo->reactiontime) + return; // still flying + + targ = mo->target; + + // First spawn teleport fog. + fog = P_SpawnMobj(targ->x, targ->y, targ->z, MT_SPAWNFIRE); + S_StartSound(fog, sfx_telept); + + // Randomly select monster to spawn. + r = P_Random(); + + // Probability distribution (kind of :), + // decreasing likelihood. + if (r < 50) + type = MT_TROOP; + else if (r < 90) + type = MT_SERGEANT; + else if (r < 120) + type = MT_SHADOWS; + else if (r < 130) + type = MT_PAIN; + else if (r < 160) + type = MT_HEAD; + else if (r < 162) + type = MT_VILE; + else if (r < 172) + type = MT_UNDEAD; + else if (r < 192) + type = MT_BABY; + else if (r < 222) + type = MT_FATSO; + else if (r < 246) + type = MT_KNIGHT; + else + type = MT_BRUISER; + + newmobj = P_SpawnMobj(targ->x, targ->y, targ->z, type); + if (P_LookForPlayers(newmobj, true)) + P_SetMobjState(newmobj, newmobj->info->seestate); + + // telefrag anything in this spot + P_TeleportMove(newmobj, newmobj->x, newmobj->y); + + // remove self (i.e., cube). + P_RemoveMobj(mo); +} + + +void A_PlayerScream(mobj_t* mo) +{ + // Default death sound. + int sound = sfx_pldeth; + + if ((gamemode == commercial) + && (mo->health < -50)) + { + // IF THE PLAYER DIES + // LESS THAN -50% WITHOUT GIBBING + sound = sfx_pdiehi; + } + + S_StartSound(mo, sound); +} diff --git a/demos/ports/doom/src/p_floor.c b/demos/ports/doom/src/p_floor.c new file mode 100644 index 0000000..305c23c --- /dev/null +++ b/demos/ports/doom/src/p_floor.c @@ -0,0 +1,541 @@ +// 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: +// Floor animation: raising stairs. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "z_zone.h" +#include "doomdef.h" +#include "p_local.h" +#include "s_sound.h" +#include "doomstat.h" // State. +#include "r_state.h" // State. +#include "sounds.h" // Data. + + +// +// FLOORS +// + +// +// Move a plane (floor or ceiling) and check for crushing +// +result_e T_MovePlane(sector_t* sector, + fixed_t speed, + fixed_t dest, + doom_boolean crush, + int floorOrCeiling, + int direction) +{ + doom_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 crushed; + } + return pastdest; + } + else + { + lastpos = sector->floorheight; + sector->floorheight -= speed; + flag = P_ChangeSector(sector, crush); + if (flag == true) + { + sector->floorheight = lastpos; + P_ChangeSector(sector, crush); + return 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 crushed; + } + return pastdest; + } + else + { + // COULD GET CRUSHED + lastpos = sector->floorheight; + sector->floorheight += speed; + flag = P_ChangeSector(sector, crush); + if (flag == true) + { + if (crush == true) + return crushed; + sector->floorheight = lastpos; + P_ChangeSector(sector, crush); + return crushed; + } + } + break; + } + break; + + 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 crushed; + } + return pastdest; + } + else + { + // COULD GET CRUSHED + lastpos = sector->ceilingheight; + sector->ceilingheight -= speed; + flag = P_ChangeSector(sector, crush); + + if (flag == true) + { + if (crush == true) + return crushed; + sector->ceilingheight = lastpos; + P_ChangeSector(sector, crush); + return 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 crushed; + } + return pastdest; + } + else + { + lastpos = sector->ceilingheight; + sector->ceilingheight += speed; + flag = P_ChangeSector(sector, crush); + // UNUSED +#if 0 + if (flag == true) + { + sector->ceilingheight = lastpos; + P_ChangeSector(sector, crush); + return crushed; + } +#endif + } + break; + } + break; + } + + return 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*)&floor->sector->soundorg, + sfx_stnmov); + + if (res == pastdest) + { + floor->sector->specialdata = 0; + + 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); + + S_StartSound((mobj_t*)&floor->sector->soundorg, + sfx_pstop); + } +} + + +// +// 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 = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0); + P_AddThinker(&floor->thinker); + sec->specialdata = floor; + floor->thinker.function.acp1 = (actionf_p1)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 = + P_FindHighestFloorSurrounding(sec); + if (floor->floordestheight != sec->floorheight) + floor->floordestheight += 8 * FRACUNIT; + 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 raiseFloorTurbo: + floor->direction = 1; + floor->sector = sec; + floor->speed = FLOORSPEED * 4; + floor->floordestheight = + P_FindNextHighestFloor(sec, sec->floorheight); + 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 raiseFloor512: + floor->direction = 1; + floor->sector = sec; + floor->speed = FLOORSPEED; + floor->floordestheight = floor->sector->floorheight + + 512 * 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 = DOOM_MAXINT; + 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); + + if (sec->floorheight == floor->floordestheight) + { + floor->texture = sec->floorpic; + floor->newspecial = sec->special; + break; + } + } + else + { + sec = getSector(secnum, i, 0); + + if (sec->floorheight == floor->floordestheight) + { + floor->texture = sec->floorpic; + floor->newspecial = sec->special; + break; + } + } + } + } + default: + break; + } + } + + return rtn; +} + + +// +// BUILD A STAIRCASE! +// +int EV_BuildStairs(line_t* line, stair_e type) +{ + int secnum; + int height; + int i; + int newsecnum; + int texture; + int ok; + int rtn; + + sector_t* sec; + sector_t* tsec; + + floormove_t* floor; + + fixed_t stairsize; + fixed_t speed; + + 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 = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0); + P_AddThinker(&floor->thinker); + sec->specialdata = floor; + floor->thinker.function.acp1 = (actionf_p1)T_MoveFloor; + floor->direction = 1; + floor->sector = sec; + switch (type) + { + case build8: + speed = FLOORSPEED / 4; + stairsize = 8 * FRACUNIT; + break; + case turbo16: + speed = FLOORSPEED * 4; + stairsize = 16 * FRACUNIT; + break; + } + floor->speed = speed; + height = sec->floorheight + stairsize; + 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 = (int)(tsec - sectors); + + if (secnum != newsecnum) + continue; + + tsec = (sec->lines[i])->backsector; + newsecnum = (int)(tsec - sectors); + + if (tsec->floorpic != texture) + continue; + + height += stairsize; + + if (tsec->specialdata) + continue; + + sec = tsec; + secnum = newsecnum; + floor = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0); + + P_AddThinker(&floor->thinker); + + sec->specialdata = floor; + floor->thinker.function.acp1 = (actionf_p1)T_MoveFloor; + floor->direction = 1; + floor->sector = sec; + floor->speed = speed; + floor->floordestheight = height; + ok = 1; + break; + } + } while (ok); + } + + return rtn; +} diff --git a/demos/ports/doom/src/p_inter.c b/demos/ports/doom/src/p_inter.c new file mode 100644 index 0000000..78ad78c --- /dev/null +++ b/demos/ports/doom/src/p_inter.c @@ -0,0 +1,924 @@ +// 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: +// Handling interactions (i.e., collisions). +// +//----------------------------------------------------------------------------- + +#include "doom_config.h" + + + + +// Data. +#include "doomdef.h" +#include "dstrings.h" +#include "sounds.h" + +#include "doomstat.h" + +#include "m_random.h" +#include "i_system.h" + +#include "am_map.h" + +#include "p_local.h" + +#include "s_sound.h" + +#ifdef __GNUG__ +#pragma implementation "p_inter.h" +#endif +#include "p_inter.h" + + +#define BONUSADD 6 + + + + +// a weapon is found with two clip loads, +// a big item has five clip loads +int maxammo[NUMAMMO] = {200, 50, 300, 50}; +int clipammo[NUMAMMO] = {10, 4, 20, 1}; + + +// +// GET STUFF +// + +// +// P_GiveAmmo +// Num is the number of clip loads, +// not the individual count (0= 1/2 clip). +// Returns false if the ammo can't be picked up at all +// + +doom_boolean +P_GiveAmmo +( player_t* player, + ammotype_t ammo, + int num ) +{ + int oldammo; + + if (ammo == am_noammo) + return false; + + if (ammo < 0 || ammo > NUMAMMO) + { + //I_Error ("P_GiveAmmo: bad type %i", ammo); + + doom_strcpy(error_buf, "P_GiveAmmo: bad type "); + doom_concat(error_buf, doom_itoa(ammo, 10)); + I_Error(error_buf); + } + + if ( player->ammo[ammo] == player->maxammo[ammo] ) + return false; + + if (num) + num *= clipammo[ammo]; + else + num = clipammo[ammo]/2; + + if (gameskill == sk_baby + || gameskill == sk_nightmare) + { + // give double ammo in trainer mode, + // you'll need in nightmare + num <<= 1; + } + + + oldammo = player->ammo[ammo]; + player->ammo[ammo] += num; + + if (player->ammo[ammo] > player->maxammo[ammo]) + player->ammo[ammo] = player->maxammo[ammo]; + + // If non zero ammo, + // don't change up weapons, + // player was lower on purpose. + if (oldammo) + return true; + + // We were down to zero, + // so select a new weapon. + // Preferences are not user selectable. + switch (ammo) + { + case am_clip: + if (player->readyweapon == wp_fist) + { + if (player->weaponowned[wp_chaingun]) + player->pendingweapon = wp_chaingun; + else + player->pendingweapon = wp_pistol; + } + break; + + case am_shell: + if (player->readyweapon == wp_fist + || player->readyweapon == wp_pistol) + { + if (player->weaponowned[wp_shotgun]) + player->pendingweapon = wp_shotgun; + } + break; + + case am_cell: + if (player->readyweapon == wp_fist + || player->readyweapon == wp_pistol) + { + if (player->weaponowned[wp_plasma]) + player->pendingweapon = wp_plasma; + } + break; + + case am_misl: + if (player->readyweapon == wp_fist) + { + if (player->weaponowned[wp_missile]) + player->pendingweapon = wp_missile; + } + default: + break; + } + + return true; +} + + +// +// P_GiveWeapon +// The weapon name may have a MF_DROPPED flag ored in. +// +doom_boolean +P_GiveWeapon +( player_t* player, + weapontype_t weapon, + doom_boolean dropped ) +{ + doom_boolean gaveammo; + doom_boolean gaveweapon; + + if (netgame + && (deathmatch!=2) + && !dropped ) + { + // leave placed weapons forever on net games + if (player->weaponowned[weapon]) + return false; + + player->bonuscount += BONUSADD; + player->weaponowned[weapon] = true; + + if (deathmatch) + P_GiveAmmo (player, weaponinfo[weapon].ammo, 5); + else + P_GiveAmmo (player, weaponinfo[weapon].ammo, 2); + player->pendingweapon = weapon; + + if (player == &players[consoleplayer]) + S_StartSound (0, sfx_wpnup); + return false; + } + + if (weaponinfo[weapon].ammo != am_noammo) + { + // give one clip with a dropped weapon, + // two clips with a found weapon + if (dropped) + gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 1); + else + gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 2); + } + else + gaveammo = false; + + if (player->weaponowned[weapon]) + gaveweapon = false; + else + { + gaveweapon = true; + player->weaponowned[weapon] = true; + player->pendingweapon = weapon; + } + + return (gaveweapon || gaveammo); +} + + + +// +// P_GiveBody +// Returns false if the body isn't needed at all +// +doom_boolean +P_GiveBody +( player_t* player, + int num ) +{ + if (player->health >= MAXHEALTH) + return false; + + player->health += num; + if (player->health > MAXHEALTH) + player->health = MAXHEALTH; + player->mo->health = player->health; + + return true; +} + + + +// +// P_GiveArmor +// Returns false if the armor is worse +// than the current armor. +// +doom_boolean +P_GiveArmor +( player_t* player, + int armortype ) +{ + int hits; + + hits = armortype*100; + if (player->armorpoints >= hits) + return false; // don't pick up + + player->armortype = armortype; + player->armorpoints = hits; + + return true; +} + + + +// +// P_GiveCard +// +void +P_GiveCard +( player_t* player, + card_t card ) +{ + if (player->cards[card]) + return; + + player->bonuscount = BONUSADD; + player->cards[card] = 1; +} + + +// +// P_GivePower +// +doom_boolean +P_GivePower +( player_t* player, + int /*powertype_t*/ power ) +{ + if (power == pw_invulnerability) + { + player->powers[power] = INVULNTICS; + return true; + } + + if (power == pw_invisibility) + { + player->powers[power] = INVISTICS; + player->mo->flags |= MF_SHADOW; + return true; + } + + if (power == pw_infrared) + { + 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; +} + + + +// +// P_TouchSpecialThing +// +void +P_TouchSpecialThing +( mobj_t* special, + mobj_t* toucher ) +{ + player_t* player; + int i; + fixed_t delta; + int sound; + + delta = special->z - toucher->z; + + if (delta > toucher->height + || delta < -8*FRACUNIT) + { + // out of reach + return; + } + + + sound = sfx_itemup; + player = toucher->player; + + // Dead thing touching. + // Can happen with a sliding player corpse. + if (toucher->health <= 0) + return; + + // Identify by sprite. + switch (special->sprite) + { + // armor + case SPR_ARM1: + if (!P_GiveArmor (player, 1)) + return; + player->message = GOTARMOR; + break; + + case SPR_ARM2: + if (!P_GiveArmor (player, 2)) + return; + player->message = GOTMEGA; + break; + + // bonus items + case SPR_BON1: + player->health++; // can go over 100% + if (player->health > 200) + player->health = 200; + player->mo->health = player->health; + player->message = GOTHTHBONUS; + break; + + case SPR_BON2: + player->armorpoints++; // can go over 100% + if (player->armorpoints > 200) + player->armorpoints = 200; + if (!player->armortype) + player->armortype = 1; + player->message = GOTARMBONUS; + break; + + case SPR_SOUL: + player->health += 100; + if (player->health > 200) + player->health = 200; + player->mo->health = player->health; + player->message = GOTSUPER; + sound = sfx_getpow; + break; + + case SPR_MEGA: + if (gamemode != commercial) + return; + player->health = 200; + player->mo->health = player->health; + P_GiveArmor (player,2); + player->message = GOTMSPHERE; + sound = sfx_getpow; + break; + + // cards + // leave cards for everyone + case SPR_BKEY: + if (!player->cards[it_bluecard]) + player->message = GOTBLUECARD; + P_GiveCard (player, it_bluecard); + if (!netgame) + break; + return; + + case SPR_YKEY: + if (!player->cards[it_yellowcard]) + player->message = GOTYELWCARD; + P_GiveCard (player, it_yellowcard); + if (!netgame) + break; + return; + + case SPR_RKEY: + if (!player->cards[it_redcard]) + player->message = GOTREDCARD; + P_GiveCard (player, it_redcard); + if (!netgame) + break; + return; + + case SPR_BSKU: + if (!player->cards[it_blueskull]) + player->message = GOTBLUESKUL; + P_GiveCard (player, it_blueskull); + if (!netgame) + break; + return; + + case SPR_YSKU: + if (!player->cards[it_yellowskull]) + player->message = GOTYELWSKUL; + P_GiveCard (player, it_yellowskull); + if (!netgame) + break; + return; + + case SPR_RSKU: + if (!player->cards[it_redskull]) + player->message = GOTREDSKULL; + P_GiveCard (player, it_redskull); + if (!netgame) + break; + return; + + // medikits, heals + case SPR_STIM: + if (!P_GiveBody (player, 10)) + return; + player->message = GOTSTIM; + break; + + case SPR_MEDI: + if (!P_GiveBody (player, 25)) + return; + + if (player->health < 25) + player->message = GOTMEDINEED; + else + player->message = GOTMEDIKIT; + break; + + + // power ups + case SPR_PINV: + if (!P_GivePower (player, pw_invulnerability)) + return; + player->message = GOTINVUL; + sound = sfx_getpow; + break; + + case SPR_PSTR: + if (!P_GivePower (player, pw_strength)) + return; + player->message = GOTBERSERK; + if (player->readyweapon != wp_fist) + player->pendingweapon = wp_fist; + sound = sfx_getpow; + break; + + case SPR_PINS: + if (!P_GivePower (player, pw_invisibility)) + return; + player->message = GOTINVIS; + sound = sfx_getpow; + break; + + case SPR_SUIT: + if (!P_GivePower (player, pw_ironfeet)) + return; + player->message = GOTSUIT; + sound = sfx_getpow; + break; + + case SPR_PMAP: + if (!P_GivePower (player, pw_allmap)) + return; + player->message = GOTMAP; + sound = sfx_getpow; + break; + + case SPR_PVIS: + if (!P_GivePower (player, pw_infrared)) + return; + player->message = GOTVISOR; + sound = sfx_getpow; + break; + + // ammo + case SPR_CLIP: + if (special->flags & MF_DROPPED) + { + if (!P_GiveAmmo (player,am_clip,0)) + return; + } + else + { + if (!P_GiveAmmo (player,am_clip,1)) + return; + } + player->message = GOTCLIP; + break; + + case SPR_AMMO: + if (!P_GiveAmmo (player, am_clip,5)) + return; + player->message = GOTCLIPBOX; + break; + + case SPR_ROCK: + if (!P_GiveAmmo (player, am_misl,1)) + return; + player->message = GOTROCKET; + break; + + case SPR_BROK: + if (!P_GiveAmmo (player, am_misl,5)) + return; + player->message = GOTROCKBOX; + break; + + case SPR_CELL: + if (!P_GiveAmmo (player, am_cell,1)) + return; + player->message = GOTCELL; + break; + + case SPR_CELP: + if (!P_GiveAmmo (player, am_cell,5)) + return; + player->message = GOTCELLBOX; + break; + + case SPR_SHEL: + if (!P_GiveAmmo (player, am_shell,1)) + return; + player->message = GOTSHELLS; + break; + + case SPR_SBOX: + if (!P_GiveAmmo (player, am_shell,5)) + return; + player->message = GOTSHELLBOX; + break; + + case SPR_BPAK: + if (!player->backpack) + { + for (i=0 ; imaxammo[i] *= 2; + player->backpack = true; + } + for (i=0 ; imessage = GOTBACKPACK; + break; + + // weapons + case SPR_BFUG: + if (!P_GiveWeapon (player, wp_bfg, false) ) + return; + player->message = GOTBFG9000; + sound = sfx_wpnup; + break; + + case SPR_MGUN: + if (!P_GiveWeapon (player, wp_chaingun, special->flags&MF_DROPPED) ) + return; + player->message = GOTCHAINGUN; + sound = sfx_wpnup; + break; + + case SPR_CSAW: + if (!P_GiveWeapon (player, wp_chainsaw, false) ) + return; + player->message = GOTCHAINSAW; + sound = sfx_wpnup; + break; + + case SPR_LAUN: + if (!P_GiveWeapon (player, wp_missile, false) ) + return; + player->message = GOTLAUNCHER; + sound = sfx_wpnup; + break; + + case SPR_PLAS: + if (!P_GiveWeapon (player, wp_plasma, false) ) + return; + player->message = GOTPLASMA; + sound = sfx_wpnup; + break; + + case SPR_SHOT: + if (!P_GiveWeapon (player, wp_shotgun, special->flags&MF_DROPPED ) ) + return; + player->message = GOTSHOTGUN; + sound = sfx_wpnup; + break; + + case SPR_SGN2: + if (!P_GiveWeapon (player, wp_supershotgun, special->flags&MF_DROPPED ) ) + return; + player->message = GOTSHOTGUN2; + sound = sfx_wpnup; + break; + + default: + I_Error ("P_SpecialThing: Unknown gettable thing"); + } + + if (special->flags & MF_COUNTITEM) + player->itemcount++; + P_RemoveMobj (special); + player->bonuscount += BONUSADD; + if (player == &players[consoleplayer]) + S_StartSound (0, sound); +} + + +// +// KillMobj +// +void +P_KillMobj +( mobj_t* source, + mobj_t* target ) +{ + mobjtype_t item; + mobj_t* mo; + + target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY); + + if (target->type != MT_SKULL) + target->flags &= ~MF_NOGRAVITY; + + target->flags |= MF_CORPSE|MF_DROPOFF; + target->height >>= 2; + + if (source && source->player) + { + // count for intermission + if (target->flags & MF_COUNTKILL) + source->player->killcount++; + + if (target->player) + source->player->frags[target->player-players]++; + } + else if (!netgame && (target->flags & MF_COUNTKILL) ) + { + // count all monster deaths, + // even those caused by other monsters + players[0].killcount++; + } + + if (target->player) + { + // count environment kills against you + if (!source) + target->player->frags[target->player-players]++; + + target->flags &= ~MF_SOLID; + target->player->playerstate = PST_DEAD; + P_DropWeapon (target->player); + + if (target->player == &players[consoleplayer] + && automapactive) + { + // don't die in auto map, + // switch view prior to dying + AM_Stop (); + } + + } + + if (target->health < -target->info->spawnhealth + && target->info->xdeathstate) + { + P_SetMobjState (target, target->info->xdeathstate); + } + else + P_SetMobjState (target, target->info->deathstate); + target->tics -= P_Random()&3; + + if (target->tics < 1) + target->tics = 1; + + // I_StartSound (&actor->r, actor->info->deathsound); + + + // Drop stuff. + // This determines the kind of object spawned + // during the death frame of a thing. + switch (target->type) + { + case MT_WOLFSS: + case MT_POSSESSED: + item = MT_CLIP; + break; + + case MT_SHOTGUY: + item = MT_SHOTGUN; + break; + + case MT_CHAINGUY: + item = MT_CHAINGUN; + break; + + default: + return; + } + + mo = P_SpawnMobj (target->x,target->y,ONFLOORZ, item); + mo->flags |= MF_DROPPED; // special versions of items +} + + + + +// +// P_DamageMobj +// Damages both enemies and players +// "inflictor" is the thing that caused the damage +// creature or missile, can be 0 (slime, etc) +// "source" is the thing to target after taking damage +// creature or 0 +// Source and inflictor are the same for melee attacks. +// Source can be 0 for slime, barrel explosions +// and other environmental stuff. +// +void +P_DamageMobj +( mobj_t* target, + mobj_t* inflictor, + mobj_t* source, + int damage ) +{ + unsigned ang; + int saved; + player_t* player; + fixed_t thrust; + int temp; + + if ( !(target->flags & MF_SHOOTABLE) ) + return; // shouldn't happen... + + if (target->health <= 0) + return; + + if ( target->flags & MF_SKULLFLY ) + { + target->momx = target->momy = target->momz = 0; + } + + player = target->player; + if (player && gameskill == sk_baby) + damage >>= 1; // take half damage in trainer mode + + + // Some close combat weapons should not + // inflict thrust and push the victim out of reach, + // thus kick away unless using the chainsaw. + if (inflictor + && !(target->flags & MF_NOCLIP) + && (!source + || !source->player + || source->player->readyweapon != wp_chainsaw)) + { + ang = R_PointToAngle2 ( inflictor->x, + inflictor->y, + target->x, + target->y); + + thrust = damage*(FRACUNIT>>3)*100/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; + 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; + } + + + // Below certain threshold, + // ignore damage in GOD mode, or with INVUL power. + if ( damage < 1000 + && ( (player->cheats&CF_GODMODE) + || player->powers[pw_invulnerability] ) ) + { + return; + } + + if (player->armortype) + { + if (player->armortype == 1) + saved = damage/3; + else + saved = damage/2; + + if (player->armorpoints <= saved) + { + // armor is used up + saved = player->armorpoints; + player->armortype = 0; + } + player->armorpoints -= saved; + damage -= saved; + } + 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... + + temp = damage < 100 ? damage : 100; + + if (player == &players[consoleplayer]) + I_Tactile (40,10,40+temp*2); + } + + // do the damage + target->health -= damage; + if (target->health <= 0) + { + 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 || target->type == MT_VILE) + && source && source != target + && source->type != MT_VILE) + { + // if not intent on another player, + // chase after this one + target->target = source; + target->threshold = BASETHRESHOLD; + if (target->state == &states[target->info->spawnstate] + && target->info->seestate != S_NULL) + P_SetMobjState (target, target->info->seestate); + } + +} + diff --git a/demos/ports/doom/src/p_inter.h b/demos/ports/doom/src/p_inter.h new file mode 100644 index 0000000..fc51e52 --- /dev/null +++ b/demos/ports/doom/src/p_inter.h @@ -0,0 +1,38 @@ +// 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: +// +// +//----------------------------------------------------------------------------- + +#ifndef __P_INTER__ +#define __P_INTER__ + + +#include "d_player.h" + + +doom_boolean P_GivePower(player_t*, int); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/p_lights.c b/demos/ports/doom/src/p_lights.c new file mode 100644 index 0000000..be9a4c3 --- /dev/null +++ b/demos/ports/doom/src/p_lights.c @@ -0,0 +1,333 @@ +// 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: +// Handle Sector base lighting effects. +// Muzzle flash? +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "z_zone.h" +#include "m_random.h" +#include "doomdef.h" +#include "p_local.h" +#include "r_state.h" // State. + + +// +// FIRELIGHT FLICKER +// + +// +// T_FireFlicker +// +void T_FireFlicker(fireflicker_t* flick) +{ + int amount; + + if (--flick->count) + return; + + amount = (P_Random() & 3) * 16; + + if (flick->sector->lightlevel - amount < flick->minlight) + flick->sector->lightlevel = flick->minlight; + else + flick->sector->lightlevel = flick->maxlight - amount; + + flick->count = 4; +} + + +// +// P_SpawnFireFlicker +// +void P_SpawnFireFlicker(sector_t* sector) +{ + fireflicker_t* flick; + + // Note that we are resetting sector attributes. + // Nothing special about it during gameplay. + sector->special = 0; + + flick = Z_Malloc(sizeof(*flick), PU_LEVSPEC, 0); + + P_AddThinker(&flick->thinker); + + flick->thinker.function.acp1 = (actionf_p1)T_FireFlicker; + flick->sector = sector; + flick->maxlight = sector->lightlevel; + flick->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel) + 16; + flick->count = 4; +} + + +// +// BROKEN LIGHT FLASHING +// + +// +// T_LightFlash +// Do flashing lights. +// +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; + + // nothing special about it during gameplay + sector->special = 0; + + flash = Z_Malloc(sizeof(*flash), PU_LEVSPEC, 0); + + P_AddThinker(&flash->thinker); + + flash->thinker.function.acp1 = (actionf_p1)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 +// +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_SpawnStrobeFlash +// 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 = Z_Malloc(sizeof(*flash), PU_LEVSPEC, 0); + + P_AddThinker(&flash->thinker); + + flash->sector = sector; + flash->darktime = fastOrSlow; + flash->brighttime = STROBEBRIGHT; + flash->thinker.function.acp1 = (actionf_p1)T_StrobeFlash; + flash->maxlight = sector->lightlevel; + flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel); + + if (flash->minlight == flash->maxlight) + flash->minlight = 0; + + // nothing special about it during gameplay + sector->special = 0; + + 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 = Z_Malloc(sizeof(*g), PU_LEVSPEC, 0); + + P_AddThinker(&g->thinker); + + g->sector = sector; + g->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel); + g->maxlight = sector->lightlevel; + g->thinker.function.acp1 = (actionf_p1)T_Glow; + g->direction = -1; + + sector->special = 0; +} diff --git a/demos/ports/doom/src/p_local.h b/demos/ports/doom/src/p_local.h new file mode 100644 index 0000000..1bdbed3 --- /dev/null +++ b/demos/ports/doom/src/p_local.h @@ -0,0 +1,256 @@ +// 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: +// Play functions, animation, global header. +// +//----------------------------------------------------------------------------- + +#ifndef __P_LOCAL__ +#define __P_LOCAL__ + + +#ifndef __R_LOCAL__ +#include "r_local.h" +#endif + + +#define FLOATSPEED (FRACUNIT*4) + +#define MAXHEALTH 100 +#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 do not 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) + +// follow a player exlusively for 3 seconds +#define BASETHRESHOLD 100 + + +// +// P_TICK +// + +// both the head and tail of the thinker list +extern thinker_t thinkercap; + + +void P_InitThinkers(void); +void P_AddThinker(thinker_t* thinker); +void P_RemoveThinker(thinker_t* thinker); + + +// +// P_PSPR +// +void P_SetupPsprites(player_t* curplayer); +void P_MovePsprites(player_t* curplayer); +void P_DropWeapon(player_t* player); + + +// +// P_USER +// +void P_PlayerThink(player_t* player); + + +// +// P_MOBJ +// +#define ONFLOORZ DOOM_MININT +#define ONCEILINGZ DOOM_MAXINT + +// Time interval for item respawning. +#define ITEMQUESIZE 128 + + +extern mapthing_t itemrespawnque[ITEMQUESIZE]; +extern int itemrespawntime[ITEMQUESIZE]; +extern int iquehead; +extern int iquetail; + + +void P_RespawnSpecials(void); +mobj_t* P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type); +void P_RemoveMobj(mobj_t* th); +doom_boolean P_SetMobjState(mobj_t* mobj, statenum_t state); +void P_MobjThinker(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); +mobj_t* P_SpawnMissile(mobj_t* source, mobj_t* dest, mobjtype_t type); +void P_SpawnPlayerMissile(mobj_t* source, mobjtype_t type); + + +// +// P_ENEMY +// +void P_NoiseAlert(mobj_t* target, mobj_t* emmiter); + + +// +// P_MAPUTL +// +typedef struct +{ + fixed_t x; + fixed_t y; + fixed_t dx; + fixed_t dy; +} divline_t; + + +typedef struct +{ + fixed_t frac; // along trace line + doom_boolean isaline; + union + { + mobj_t* thing; + line_t* line; + } d; +} intercept_t; + + +#define MAXINTERCEPTS 128 +extern intercept_t intercepts[MAXINTERCEPTS]; +extern intercept_t* intercept_p; + + +typedef doom_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; +extern fixed_t openbottom; +extern fixed_t openrange; +extern fixed_t lowfloor; + + +void P_LineOpening(line_t* linedef); + + +doom_boolean P_BlockLinesIterator(int x, int y, doom_boolean(*func)(line_t*)); +doom_boolean P_BlockThingsIterator(int x, int y, doom_boolean(*func)(mobj_t*)); + + +#define PT_ADDLINES 1 +#define PT_ADDTHINGS 2 +#define PT_EARLYOUT 4 + + +extern divline_t trace; + + +doom_boolean P_PathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, doom_boolean(*trav) (intercept_t*)); +void P_UnsetThingPosition(mobj_t* thing); +void P_SetThingPosition(mobj_t* thing); + + +// +// P_MAP +// + +// If "floatok" true, move would be ok +// if within "tmfloorz - tmceilingz". +extern doom_boolean floatok; +extern fixed_t tmfloorz; +extern fixed_t tmceilingz; + +extern line_t* ceilingline; + + +doom_boolean P_CheckPosition(mobj_t* thing, fixed_t x, fixed_t y); +doom_boolean P_TryMove(mobj_t* thing, fixed_t x, fixed_t y); +doom_boolean P_TeleportMove(mobj_t* thing, fixed_t x, fixed_t y); +void P_SlideMove(mobj_t* mo); +doom_boolean P_CheckSight(mobj_t* t1, mobj_t* t2); +void P_UseLines(player_t* player); +doom_boolean P_ChangeSector(sector_t* sector, doom_boolean crunch); + + +extern mobj_t* linetarget; // who got hit (or 0) + + +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; +extern int bmapheight; // in mapblocks +extern fixed_t bmaporgx; +extern fixed_t bmaporgy; // origin of block map +extern mobj_t** blocklinks; // for thing chains + + +// +// P_INTER +// +extern int maxammo[NUMAMMO]; +extern int clipammo[NUMAMMO]; + + +void P_TouchSpecialThing(mobj_t* special, mobj_t* toucher); +void P_DamageMobj(mobj_t* target, mobj_t* inflictor, mobj_t* source, int damage); + + +// +// P_SPEC +// +#include "p_spec.h" + + +#endif // __P_LOCAL__ + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/p_map.c b/demos/ports/doom/src/p_map.c new file mode 100644 index 0000000..8f50c85 --- /dev/null +++ b/demos/ports/doom/src/p_map.c @@ -0,0 +1,1291 @@ +// 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: +// Movement, collision handling. +// Shooting and aiming. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + +#include "m_bbox.h" +#include "m_random.h" +#include "i_system.h" +#include "doomdef.h" +#include "p_local.h" +#include "s_sound.h" +#include "doomstat.h" // State. +#include "r_state.h" // State. +#include "sounds.h" // Data. + + +#define MAXSPECIALCROSS 8 + + +fixed_t tmbbox[4]; +mobj_t* tmthing; +int tmflags; +fixed_t tmx; +fixed_t tmy; + +// If "floatok" true, move would be ok +// if within "tmfloorz - tmceilingz". +doom_boolean floatok; + +fixed_t tmfloorz; +fixed_t tmceilingz; +fixed_t tmdropoffz; + +// keep track of the line that lowers the ceiling, +// so missiles don't explode against sky hack walls +line_t* ceilingline; + +// keep track of special lines as they are hit, +// but don't process them until the move is proven valid + +line_t* spechit[MAXSPECIALCROSS]; +int numspechit; + +mobj_t* linetarget; // who got hit (or 0) +mobj_t* shootthing; + +// Height if not aiming up or down +// ???: use slope for monsters? +fixed_t shootz; + +int la_damage; +fixed_t attackrange; + +fixed_t aimslope; +mobj_t* usething; +doom_boolean crushchange; +doom_boolean nofit; + + +// slopes to top and bottom of target +extern fixed_t topslope; +extern fixed_t bottomslope; + + +// +// TELEPORT MOVE +// + +// +// PIT_StompThing +// +doom_boolean PIT_StompThing(mobj_t* thing) +{ + fixed_t blockdist; + + if (!(thing->flags & MF_SHOOTABLE)) + return true; + + blockdist = thing->radius + tmthing->radius; + + if (doom_abs(thing->x - tmx) >= blockdist + || doom_abs(thing->y - tmy) >= blockdist) + { + // didn't hit it + return true; + } + + // don't clip against self + if (thing == tmthing) + return true; + + // monsters don't stomp things except on boss level + if (!tmthing->player && gamemap != 30) + return false; + + P_DamageMobj(thing, tmthing, tmthing, 10000); + + return true; +} + + +// +// P_TeleportMove +// +doom_boolean P_TeleportMove(mobj_t* thing, fixed_t x, fixed_t y) +{ + int xl; + int xh; + int yl; + int yh; + int bx; + int 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 = 0; + + // 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 +// +doom_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) + return false; // one sided line + + if (!(tmthing->flags & MF_MISSILE)) + { + if (ld->flags & ML_BLOCKING) + return false; // explicitly blocking everything + + if (!tmthing->player && ld->flags & ML_BLOCKMONSTERS) + return false; // block monsters only + } + + // set openrange, opentop, openbottom + P_LineOpening(ld); + + // adjust floor / ceiling heights + if (opentop < tmceilingz) + { + tmceilingz = opentop; + ceilingline = ld; + } + + if (openbottom > tmfloorz) + tmfloorz = openbottom; + + if (lowfloor < tmdropoffz) + tmdropoffz = lowfloor; + + // if contacted a special line, add it to the list + if (ld->special) + { + spechit[numspechit] = ld; + numspechit++; + } + + return true; +} + + +// +// PIT_CheckThing +// +doom_boolean PIT_CheckThing(mobj_t* thing) +{ + fixed_t blockdist; + doom_boolean solid; + int damage; + + if (!(thing->flags & (MF_SOLID | MF_SPECIAL | MF_SHOOTABLE))) + return true; + + blockdist = thing->radius + tmthing->radius; + + if (doom_abs(thing->x - tmx) >= blockdist + || doom_abs(thing->y - tmy) >= blockdist) + { + // didn't hit it + return true; + } + + // don't clip against self + if (thing == tmthing) + return true; + + // check for skulls slamming into things + if (tmthing->flags & MF_SKULLFLY) + { + damage = ((P_Random() % 8) + 1) * tmthing->info->damage; + + P_DamageMobj(thing, tmthing, tmthing, damage); + + tmthing->flags &= ~MF_SKULLFLY; + tmthing->momx = tmthing->momy = tmthing->momz = 0; + + P_SetMobjState(tmthing, tmthing->info->spawnstate); + + return false; // stop moving + } + + + // missiles can hit other things + if (tmthing->flags & MF_MISSILE) + { + // see if it went over / under + if (tmthing->z > thing->z + thing->height) + return true; // overhead + if (tmthing->z + tmthing->height < thing->z) + return true; // underneath + + if (tmthing->target && ( + tmthing->target->type == thing->type || + (tmthing->target->type == MT_KNIGHT && thing->type == MT_BRUISER) || + (tmthing->target->type == MT_BRUISER && thing->type == MT_KNIGHT))) + { + // Don't hit same species as originator. + if (thing == tmthing->target) + return true; + + if (thing->type != MT_PLAYER) + { + // Explode, but do no damage. + // Let players missile other players. + return false; + } + } + + if (!(thing->flags & MF_SHOOTABLE)) + { + // didn't do any damage + return !(thing->flags & MF_SOLID); + } + + // damage / explode + damage = ((P_Random() % 8) + 1) * tmthing->info->damage; + P_DamageMobj(thing, tmthing, tmthing->target, damage); + + // don't traverse any more + return false; + } + + // check for special pickup + if (thing->flags & MF_SPECIAL) + { + solid = thing->flags & MF_SOLID; + if (tmflags & MF_PICKUP) + { + // can remove thing + P_TouchSpecialThing(thing, tmthing); + } + return !solid; + } + + return !(thing->flags & MF_SOLID); +} + + +// +// MOVEMENT CLIPPING +// + +// +// 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 +// +doom_boolean P_CheckPosition(mobj_t* thing, fixed_t x, fixed_t y) +{ + int xl; + int xh; + int yl; + int yh; + int bx; + int 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 = 0; + + // 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_TryMove +// Attempt to move to a new position, +// crossing special lines unless MF_TELEPORT is set. +// +doom_boolean P_TryMove(mobj_t* thing, fixed_t x, fixed_t y) +{ + fixed_t oldx; + fixed_t oldy; + int side; + int oldside; + line_t* ld; + + floatok = false; + if (!P_CheckPosition(thing, x, y)) + return false; // solid wall or thing + + if (!(thing->flags & MF_NOCLIP)) + { + if (tmceilingz - tmfloorz < thing->height) + return false; // doesn't fit + + floatok = true; + + if (!(thing->flags & MF_TELEPORT) + && tmceilingz - thing->z < thing->height) + return false; // mobj must lower itself to fit + + if (!(thing->flags & MF_TELEPORT) + && tmfloorz - thing->z > 24 * FRACUNIT) + return false; // too big a step up + + if (!(thing->flags & (MF_DROPOFF | MF_FLOAT)) + && tmfloorz - tmdropoffz > 24 * FRACUNIT) + return false; // don't stand over a dropoff + } + + // 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 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((int)(ld - lines), oldside, thing); + } + } + } + + return true; +} + + +// +// P_ThingHeightClip +// Takes a valid thing and adjusts the thing->floorz, +// thing->ceilingz, and 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. +// +doom_boolean P_ThingHeightClip(mobj_t* thing) +{ + doom_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. +// +fixed_t bestslidefrac; +fixed_t secondslidefrac; + +line_t* bestslideline; +line_t* secondslideline; + +mobj_t* slidemo; + +fixed_t tmxmove; +fixed_t tmymove; + + +// +// P_HitSlideLine +// Adjusts the xmove / ymove +// so that the next move will slide along the wall. +// +void P_HitSlideLine(line_t* ld) +{ + int side; + + angle_t lineangle; + angle_t moveangle; + angle_t deltaangle; + + fixed_t movelen; + fixed_t 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; + + 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 +// +doom_boolean PTR_SlideTraverse(intercept_t* in) +{ + line_t* li; + + if (!in->isaline) + I_Error("Error: PTR_SlideTraverse: not a line?"); + + li = in->d.line; + + if (!(li->flags & ML_TWOSIDED)) + { + if (P_PointOnLineSide(slidemo->x, slidemo->y, li)) + { + // don't hit the back side + return true; + } + goto isblocking; + } + + // set openrange, opentop, openbottom + P_LineOpening(li); + + 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 + + // this line doesn't block movement + return true; + + // 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; + fixed_t leady; + fixed_t trailx; + fixed_t traily; + fixed_t newx; + fixed_t 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 most 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; + } + + // fudge a bit to make sure it doesn't hit + bestslidefrac -= 0x800; + 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. + // First calculate remainder. + bestslidefrac = FRACUNIT - (bestslidefrac + 0x800); + + 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 +// + +// +// PTR_AimTraverse +// Sets linetaget and aimslope when a target is aimed at. +// +doom_boolean +PTR_AimTraverse(intercept_t* in) +{ + line_t* li; + mobj_t* th; + fixed_t slope; + fixed_t thingtopslope; + fixed_t 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)) + return true; // corpse or something + + // 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 +// +doom_boolean PTR_ShootTraverse(intercept_t* in) +{ + fixed_t x; + fixed_t y; + fixed_t z; + fixed_t frac; + + line_t* li; + + mobj_t* th; + + fixed_t slope; + fixed_t dist; + fixed_t thingtopslope; + fixed_t thingbottomslope; + + 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; + } + + // shot continues + return true; + + + // 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) + { + // don't shoot the sky! + if (z > li->frontsector->ceilingheight) + return false; + + // it's a sky hack wall + if (li->backsector && li->backsector->ceilingpic == skyflatnum) + return false; + } + + // Spawn bullet puffs. + P_SpawnPuff(x, y, z); + + // don't go any farther + return false; + } + + // 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 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)); + + // Spawn bullet puffs or blod spots, + // depending on target type. + if (in->d.thing->flags & MF_NOBLOOD) + P_SpawnPuff(x, y, z); + else + P_SpawnBlood(x, y, z, la_damage); + + if (la_damage) + P_DamageMobj(th, shootthing, shootthing, la_damage); + + // don't go any farther + return false; +} + + +// +// P_AimLineAttack +// +fixed_t P_AimLineAttack(mobj_t* t1, angle_t angle, fixed_t distance) +{ + fixed_t x2; + fixed_t 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; + + // can't shoot outside view angles + topslope = 100 * FRACUNIT / 160; + bottomslope = -100 * FRACUNIT / 160; + + attackrange = distance; + linetarget = 0; + + 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; + fixed_t 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; + attackrange = distance; + aimslope = slope; + + P_PathTraverse(t1->x, t1->y, + x2, y2, + PT_ADDLINES | PT_ADDTHINGS, + PTR_ShootTraverse); +} + + +// +// USE LINES +// +doom_boolean PTR_UseTraverse(intercept_t* in) +{ + int side; + + if (!in->d.line->special) + { + P_LineOpening(in->d.line); + if (openrange <= 0) + { + S_StartSound(usething, sfx_noway); + + // can't use through a wall + return false; + } + // not a special line, but keep checking + return true; + } + + side = 0; + if (P_PointOnLineSide(usething->x, usething->y, in->d.line) == 1) + side = 1; + + P_UseSpecialLine(usething, in->d.line, side); + + // can't use for than one special line in a row + return false; +} + + +// +// P_UseLines +// Looks for special lines in front of the player to activate. +// +void P_UseLines(player_t* player) +{ + int angle; + fixed_t x1; + fixed_t y1; + fixed_t x2; + fixed_t 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 +// +mobj_t* bombsource; +mobj_t* bombspot; +int bombdamage; + + +// +// PIT_RadiusAttack +// "bombsource" is the creature +// that caused the explosion at "bombspot". +// +doom_boolean PIT_RadiusAttack(mobj_t* thing) +{ + fixed_t dx; + fixed_t dy; + fixed_t dist; + + if (!(thing->flags & MF_SHOOTABLE)) + return true; + + // Boss spider and cyborg + // take no damage from concussion. + if (thing->type == MT_CYBORG + || thing->type == MT_SPIDER) + return true; + + dx = doom_abs(thing->x - bombspot->x); + dy = doom_abs(thing->y - bombspot->y); + + dist = dx > dy ? dx : dy; + dist = (dist - thing->radius) >> FRACBITS; + + if (dist < 0) + dist = 0; + + if (dist >= bombdamage) + return true; // out of range + + if (P_CheckSight(thing, bombspot)) + { + // must be 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; + int y; + + int xl; + int xh; + int yl; + int 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; + 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. +// + +// +// PIT_ChangeSector +// +doom_boolean PIT_ChangeSector(mobj_t* thing) +{ + mobj_t* mo; + + if (P_ThingHeightClip(thing)) + { + // keep checking + return true; + } + + + // crunch bodies to giblets + if (thing->health <= 0) + { + P_SetMobjState(thing, S_GIBS); + + thing->flags &= ~MF_SOLID; + thing->height = 0; + thing->radius = 0; + + // keep checking + return true; + } + + // crunch dropped items + if (thing->flags & MF_DROPPED) + { + P_RemoveMobj(thing); + + // keep checking + return true; + } + + if (!(thing->flags & MF_SHOOTABLE)) + { + // assume it is bloody gibs or something + return true; + } + + nofit = true; + + if (crushchange && !(leveltime & 3)) + { + P_DamageMobj(thing, 0, 0, 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; + } + + // keep checking (crush other things) + return true; +} + + +// +// P_ChangeSector +// +doom_boolean P_ChangeSector(sector_t* sector, doom_boolean crunch) +{ + int x; + int y; + + nofit = false; + crushchange = crunch; + + // re-check 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; +} diff --git a/demos/ports/doom/src/p_maputl.c b/demos/ports/doom/src/p_maputl.c new file mode 100644 index 0000000..c64ad40 --- /dev/null +++ b/demos/ports/doom/src/p_maputl.c @@ -0,0 +1,788 @@ +// 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: +// Movement/collision utility functions, +// as used by function in p_map.c. +// BLOCKMAP Iterator functions, +// and some PIT_* functions to use for iteration. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + +#include "m_bbox.h" +#include "doomdef.h" +#include "p_local.h" +#include "r_state.h" // State. + + +fixed_t opentop; +fixed_t openbottom; +fixed_t openrange; +fixed_t lowfloor; +intercept_t intercepts[MAXINTERCEPTS]; +intercept_t* intercept_p; +divline_t trace; +doom_boolean earlyout; +int ptflags; + + +// +// P_AproxDistance +// Gives an estimation of distance (not exact) +// +fixed_t P_AproxDistance(fixed_t dx, fixed_t dy) +{ + dx = doom_abs(dx); + dy = doom_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; + fixed_t dy; + fixed_t left; + fixed_t 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; + int p2; + + 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; + fixed_t dy; + fixed_t left; + fixed_t 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) +{ + fixed_t frac; + fixed_t num; + fixed_t 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; +} + + +// +// P_LineOpening +// Sets opentop and openbottom to the window +// through a two sided line. +// OPTIMIZE: keep this precalculated +// +void P_LineOpening(line_t* linedef) +{ + sector_t* front; + sector_t* back; + + if (linedef->sidenum[1] == -1) + { + // single sided line + openrange = 0; + return; + } + + front = linedef->frontsector; + back = linedef->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. +// On each position change, BLOCKMAP and other +// lookups maintaining lists ot things inside +// these structures need to be updated. +// +void P_UnsetThingPosition(mobj_t* thing) +{ + int blockx; + int 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; + int 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 = 0; + 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 = 0; + thing->bnext = *link; + if (*link) + (*link)->bprev = thing; + + *link = thing; + } + else + { + // thing is off the map + thing->bnext = thing->bprev = 0; + } + } +} + + +// +// BLOCK MAP ITERATORS +// For each line/thing in the given mapblock, +// call the passed PIT_* 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. +// +doom_boolean P_BlockLinesIterator(int x, int y, doom_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 +// +doom_boolean P_BlockThingsIterator(int x, int y, doom_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 +// + +// +// 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. +// +doom_boolean PIT_AddLineIntercepts(line_t* ld) +{ + int s1; + int 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 +// +doom_boolean PIT_AddThingIntercepts(mobj_t* thing) +{ + fixed_t x1; + fixed_t y1; + fixed_t x2; + fixed_t y2; + + int s1; + int s2; + + doom_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. +// +doom_boolean P_TraverseIntercepts(traverser_t func, fixed_t maxfrac) +{ + int count; + fixed_t dist; + intercept_t* scan; + intercept_t* in; + + count = (int)(intercept_p - intercepts); + + in = 0; // shut up compiler warning + + while (count--) + { + dist = DOOM_MAXINT; + 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 // UNUSED + { + // don't check these yet, there 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 = DOOM_MAXINT; + } + + 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. +// +doom_boolean P_PathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, doom_boolean(*trav) (intercept_t*)) +{ + fixed_t xt1; + fixed_t yt1; + fixed_t xt2; + fixed_t yt2; + + fixed_t xstep; + fixed_t ystep; + + fixed_t partial; + + fixed_t xintercept; + fixed_t yintercept; + + int mapx; + int mapy; + + int mapxstep; + int 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, doom_abs(x2 - x1)); + } + else if (xt2 < xt1) + { + mapxstep = -1; + partial = (x1 >> MAPBTOFRAC) & (FRACUNIT - 1); + ystep = FixedDiv(y2 - y1, doom_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, doom_abs(y2 - y1)); + } + else if (yt2 < yt1) + { + mapystep = -1; + partial = (y1 >> MAPBTOFRAC) & (FRACUNIT - 1); + xstep = FixedDiv(x2 - x1, doom_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); +} diff --git a/demos/ports/doom/src/p_mobj.c b/demos/ports/doom/src/p_mobj.c new file mode 100644 index 0000000..6536963 --- /dev/null +++ b/demos/ports/doom/src/p_mobj.c @@ -0,0 +1,961 @@ +// 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: +// Moving object handling. Spawn functions. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "i_system.h" +#include "z_zone.h" +#include "m_random.h" +#include "doomdef.h" +#include "p_local.h" +#include "sounds.h" +#include "st_stuff.h" +#include "hu_stuff.h" +#include "s_sound.h" +#include "doomstat.h" + + +#define STOPSPEED 0x1000 +#define FRICTION 0xe800 + + +// +// P_SetMobjState +// Returns true if the mobj is still present. +// +mapthing_t itemrespawnque[ITEMQUESIZE]; +int itemrespawntime[ITEMQUESIZE]; +int iquehead; +int iquetail; + + +extern fixed_t attackrange; + + +void G_PlayerReborn(int player); +void P_SpawnMapThing(mapthing_t* mthing); + + +doom_boolean P_SetMobjState(mobj_t* mobj, statenum_t state) +{ + state_t* st; + + do + { + if (state == S_NULL) + { + mobj->state = (state_t*)S_NULL; + P_RemoveMobj(mobj); + return false; + } + + st = &states[state]; + mobj->state = st; + mobj->tics = st->tics; + mobj->sprite = st->sprite; + mobj->frame = st->frame; + + // Modified handling. + // Call action functions when the state is set + if (st->action.acp1) + st->action.acp1(mobj); + + state = st->nextstate; + } while (!mobj->tics); + + return true; +} + + +// +// P_ExplodeMissile +// +void P_ExplodeMissile(mobj_t* mo) +{ + mo->momx = mo->momy = mo->momz = 0; + + P_SetMobjState(mo, mobjinfo[mo->type].deathstate); + + mo->tics -= P_Random() & 3; + + if (mo->tics < 1) + mo->tics = 1; + + mo->flags &= ~MF_MISSILE; + + if (mo->info->deathsound) + S_StartSound(mo, mo->info->deathsound); +} + + +// +// P_XYMovement +// +void P_XYMovement(mobj_t* mo) +{ + fixed_t ptryx; + fixed_t ptryy; + player_t* player; + fixed_t xmove; + fixed_t ymove; + + if (!mo->momx && !mo->momy) + { + if (mo->flags & MF_SKULLFLY) + { + // the skull slammed into something + mo->flags &= ~MF_SKULLFLY; + mo->momx = mo->momy = mo->momz = 0; + + P_SetMobjState(mo, mo->info->spawnstate); + } + return; + } + + 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->player) + { // 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. + // Does not handle sky floors. + P_RemoveMobj(mo); + return; + } + P_ExplodeMissile(mo); + } + else + mo->momx = mo->momy = 0; + } + } while (xmove || ymove); + + // slow down + 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)) + return; // no friction for missiles ever + + if (mo->z > mo->floorz) + return; // no friction when airborne + + if (mo->flags & MF_CORPSE) + { + // do not 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 && (unsigned)((player->mo->state - states) - S_PLAY_RUN1) < 4) + P_SetMobjState(player->mo, S_PLAY); + + mo->momx = 0; + mo->momy = 0; + } + else + { + mo->momx = FixedMul(mo->momx, FRICTION); + mo->momy = FixedMul(mo->momy, FRICTION); + } +} + + +// +// P_ZMovement +// +void P_ZMovement(mobj_t* mo) +{ + fixed_t dist; + fixed_t 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; + } + + } + + // clip movement + if (mo->z <= mo->floorz) + { + // hit the floor + + // Note (id): + // somebody left this after the setting momz to 0, + // kinda useless there. + if (mo->flags & MF_SKULLFLY) + { + // the skull slammed into something + mo->momz = -mo->momz; + } + + if (mo->momz < 0) + { + if (mo->player + && mo->momz < -GRAVITY * 8) + { + // Squat down. + // Decrease viewheight for a moment + // after hitting the ground (hard), + // and utter appropriate sound. + mo->player->deltaviewheight = mo->momz >> 3; + S_StartSound(mo, sfx_oof); + } + mo->momz = 0; + } + mo->z = mo->floorz; + + if ((mo->flags & MF_MISSILE) + && !(mo->flags & MF_NOCLIP)) + { + P_ExplodeMissile(mo); + return; + } + } + 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) + && !(mo->flags & MF_NOCLIP)) + { + P_ExplodeMissile(mo); + return; + } + } +} + + +// +// P_NightmareRespawn +// +void P_NightmareRespawn(mobj_t* mobj) +{ + fixed_t x; + fixed_t y; + fixed_t z; + subsector_t* ss; + mobj_t* mo; + mapthing_t* mthing; + + x = mobj->spawnpoint.x << FRACBITS; + y = mobj->spawnpoint.y << FRACBITS; + + // somthing is occupying it's position? + if (!P_CheckPosition(mobj, x, y)) + return; // no respwan + + // spawn a teleport fog at old spot + // because of removal of the body? + mo = P_SpawnMobj(mobj->x, + mobj->y, + mobj->subsector->sector->floorheight, MT_TFOG); + // initiate teleport sound + 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, 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; + + // inherit attributes from deceased one + 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); +} + + +// +// P_MobjThinker +// +void P_MobjThinker(mobj_t* mobj) +{ + // momentum movement + if (mobj->momx + || mobj->momy + || (mobj->flags & MF_SKULLFLY)) + { + P_XYMovement(mobj); + + // FIXME: decent NOP/0/Nil function pointer please. + if (mobj->thinker.function.acv == (actionf_v)(-1)) + return; // mobj was removed + } + if ((mobj->z != mobj->floorz) + || mobj->momz) + { + P_ZMovement(mobj); + + // FIXME: decent NOP/0/Nil function pointer please. + if (mobj->thinker.function.acv == (actionf_v)(-1)) + return; // mobj was removed + } + + + // cycle through states, + // calling action functions at transitions + if (mobj->tics != -1) + { + mobj->tics--; + + // you can cycle through multiple states in a tic + if (!mobj->tics) + if (!P_SetMobjState(mobj, mobj->state->nextstate)) + return; // freed itself + } + else + { + // check for nightmare 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; + + mobj = Z_Malloc(sizeof(*mobj), PU_LEVEL, 0); + doom_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->health = info->spawnhealth; + + if (gameskill != sk_nightmare) + mobj->reactiontime = info->reactiontime; + + mobj->lastlook = P_Random() % MAXPLAYERS; + // do not set the state with P_SetMobjState, + // because action routines can not be called yet + 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 + mobj->z = z; + + mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker; + + P_AddThinker(&mobj->thinker); + + return mobj; +} + + +// +// P_RemoveMobj +// +void P_RemoveMobj(mobj_t* mobj) +{ + if ((mobj->flags & MF_SPECIAL) + && !(mobj->flags & MF_DROPPED) + && (mobj->type != MT_INV) + && (mobj->type != MT_INS)) + { + itemrespawnque[iquehead] = mobj->spawnpoint; + itemrespawntime[iquehead] = leveltime; + iquehead = (iquehead + 1) & (ITEMQUESIZE - 1); + + // lose one off the end? + if (iquehead == iquetail) + iquetail = (iquetail + 1) & (ITEMQUESIZE - 1); + } + + // unlink from sector and block lists + P_UnsetThingPosition(mobj); + + // stop any playing sound + S_StopSound(mobj); + + // free block + P_RemoveThinker((thinker_t*)mobj); +} + + +// +// P_RespawnSpecials +// +void P_RespawnSpecials(void) +{ + fixed_t x; + fixed_t y; + fixed_t z; + + subsector_t* ss; + mobj_t* mo; + mapthing_t* mthing; + + int i; + + // only respawn items in deathmatch + if (deathmatch != 2) + return; // + + // nothing left to respawn? + if (iquehead == iquetail) + return; + + // wait at least 30 seconds + if (leveltime - itemrespawntime[iquetail] < 30 * 35) + return; + + mthing = &itemrespawnque[iquetail]; + + x = mthing->x << FRACBITS; + y = mthing->y << FRACBITS; + + // spawn a teleport fog at the new spot + ss = R_PointInSubsector(x, y); + mo = P_SpawnMobj(x, y, ss->sector->floorheight, MT_IFOG); + S_StartSound(mo, sfx_itmbk); + + // find which type to spawn + for (i = 0; i < NUMMOBJTYPES; i++) + { + if (mthing->type == mobjinfo[i].doomednum) + break; + } + + // spawn it + if (mobjinfo[i].flags & MF_SPAWNCEILING) + z = ONCEILINGZ; + else + z = ONFLOORZ; + + mo = P_SpawnMobj(x, y, z, i); + mo->spawnpoint = *mthing; + mo->angle = ANG45 * (mthing->angle / 45); + + // pull it from the que + iquetail = (iquetail + 1) & (ITEMQUESIZE - 1); +} + + +// +// 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; + fixed_t y; + fixed_t z; + + mobj_t* mobj; + + int i; + + // not playing? + if (!playeringame[mthing->type - 1]) + 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); + + // set color translations for player sprites + if (mthing->type > 1) + 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 = 0; + p->damagecount = 0; + p->bonuscount = 0; + p->extralight = 0; + p->fixedcolormap = 0; + p->viewheight = VIEWHEIGHT; + + // setup gun psprite + P_SetupPsprites(p); + + // give all cards in death match mode + if (deathmatch) + for (i = 0; i < NUMCARDS; i++) + p->cards[i] = true; + + if (mthing->type - 1 == consoleplayer) + { + // wake up the status bar + ST_Start(); + // wake up the heads up text + HU_Start(); + } +} + + +// +// 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; + fixed_t y; + fixed_t z; + + // count deathmatch start positions + if (mthing->type == 11) + { + if (deathmatch_p < &deathmatchstarts[10]) + { + doom_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; + } + + // 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("Error: P_SpawnMapThing: Unknown type %i at (%i, %i)", + // mthing->type, + // mthing->x, mthing->y); + + + doom_strcpy(error_buf, "Error: P_SpawnMapThing: Unknown type "); + doom_concat(error_buf, doom_itoa(mthing->type, 10)); + doom_concat(error_buf, " at ("); + doom_concat(error_buf, doom_itoa(mthing->x, 10)); + doom_concat(error_buf, ", "); + doom_concat(error_buf, doom_itoa(mthing->y, 10)); + doom_concat(error_buf, ")"); + I_Error(error_buf); + } + + // don't spawn keycards and players in deathmatch + if (deathmatch && mobjinfo[i].flags & MF_NOTDMATCH) + return; + + // don't spawn any monsters if -nomonsters + if (nomonsters + && (i == MT_SKULL + || (mobjinfo[i].flags & MF_COUNTKILL))) + { + return; + } + + // spawn it + x = mthing->x << FRACBITS; + y = mthing->y << FRACBITS; + + if (mobjinfo[i].flags & MF_SPAWNCEILING) + z = ONCEILINGZ; + else + z = ONFLOORZ; + + mobj = P_SpawnMobj(x, y, z, i); + mobj->spawnpoint = *mthing; + + if (mobj->tics > 0) + mobj->tics = 1 + (P_Random() % mobj->tics); + if (mobj->flags & MF_COUNTKILL) + totalkills++; + if (mobj->flags & MF_COUNTITEM) + totalitems++; + + mobj->angle = ANG45 * (mthing->angle / 45); + if (mthing->options & MTF_AMBUSH) + mobj->flags |= MF_AMBUSH; +} + + +// +// GAME SPAWN FUNCTIONS +// + +// +// P_SpawnPuff +// +void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z) +{ + mobj_t* th; + + z += ((P_Random() - P_Random()) << 10); + + th = P_SpawnMobj(x, y, z, MT_PUFF); + th->momz = FRACUNIT; + th->tics -= P_Random() & 3; + + if (th->tics < 1) + th->tics = 1; + + // don't make punches spark on the wall + if (attackrange == MELEERANGE) + P_SetMobjState(th, S_PUFF3); +} + + +// +// 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 (th->tics < 1) + th->tics = 1; + + if (damage <= 12 && damage >= 9) + P_SetMobjState(th, S_BLOOD2); + else if (damage < 9) + P_SetMobjState(th, S_BLOOD3); +} + + +// +// P_CheckMissileSpawn +// Moves the missile forward a bit +// and possibly explodes it right there. +// +void P_CheckMissileSpawn(mobj_t* th) +{ + th->tics -= P_Random() & 3; + if (th->tics < 1) + th->tics = 1; + + // move a little forward so an angle can + // be computed if it immediately explodes + th->x += (th->momx >> 1); + th->y += (th->momy >> 1); + th->z += (th->momz >> 1); + + if (!P_TryMove(th, th->x, th->y)) + P_ExplodeMissile(th); +} + + +// +// P_SpawnMissile +// +mobj_t* P_SpawnMissile(mobj_t* source, mobj_t* dest, mobjtype_t type) +{ + mobj_t* th; + angle_t an; + int dist; + + th = P_SpawnMobj(source->x, + source->y, + source->z + 4 * 8 * FRACUNIT, type); + + if (th->info->seesound) + S_StartSound(th, th->info->seesound); + + th->target = source; // where it came from + an = R_PointToAngle2(source->x, source->y, dest->x, dest->y); + + // fuzzy player + if (dest->flags & MF_SHADOW) + an += (P_Random() - P_Random()) << 20; + + 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; + P_CheckMissileSpawn(th); + + return th; +} + + +// +// P_SpawnPlayerMissile +// Tries to aim at a nearby monster +// +void P_SpawnPlayerMissile(mobj_t* source, mobjtype_t type) +{ + mobj_t* th; + angle_t an; + + fixed_t x; + fixed_t y; + fixed_t z; + fixed_t slope; + + // see which target is to be aimed at + 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 = 0; + } + } + + x = source->x; + y = source->y; + z = source->z + 4 * 8 * FRACUNIT; + + 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); + + P_CheckMissileSpawn(th); +} diff --git a/demos/ports/doom/src/p_mobj.h b/demos/ports/doom/src/p_mobj.h new file mode 100644 index 0000000..71825c4 --- /dev/null +++ b/demos/ports/doom/src/p_mobj.h @@ -0,0 +1,286 @@ +// 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: +// Map Objects, MObj, definition and handling. +// +//----------------------------------------------------------------------------- + +#ifndef __P_MOBJ__ +#define __P_MOBJ__ + + +// Basics. +#include "tables.h" +#include "m_fixed.h" + +// We need the thinker_t stuff. +#include "d_think.h" + +// We need the WAD data structure for Map things, +// from the THINGS lump. +#include "doomdata.h" + +// States are tied to finite states are +// tied to animation frames. +// Needs precompiled tables/data structures. +#include "info.h" + + +// +// NOTES: mobj_t +// +// 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 its 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 by 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 its origin contained. +// +// A valid mobj_t is a mobj_t that has the proper subsector_t +// filled in for its xy coordinates and is linked into the +// sector from which the subsector was made, 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. +// +// Any questions? +// + +// +// Misc. mobj flags +// +typedef enum +{ + // Call P_SpecialThing when touched. + MF_SPECIAL = 1, + // Blocks. + MF_SOLID = 2, + // Can be hit. + MF_SHOOTABLE = 4, + // Don't use the sector links (invisible but touchable). + MF_NOSECTOR = 8, + // Don't use the blocklinks (inert but displayable) + MF_NOBLOCKMAP = 16, + + // Not to be activated by sound, deaf monster. + MF_AMBUSH = 32, + // Will try to attack right back. + MF_JUSTHIT = 64, + // Will take at least one step before attacking. + MF_JUSTATTACKED = 128, + // On level spawning (initial position), + // hang from ceiling instead of stand on floor. + MF_SPAWNCEILING = 256, + // Don't apply gravity (every tic), + // that is, object will float, keeping current height + // or changing it actively. + MF_NOGRAVITY = 512, + + // Movement flags. + // This allows jumps from high places. + MF_DROPOFF = 0x400, + // For players, will pick up items. + MF_PICKUP = 0x800, + // Player cheat. ??? + MF_NOCLIP = 0x1000, + // Player: keep info about sliding along walls. + MF_SLIDE = 0x2000, + // Allow moves to any height, no gravity. + // For active floaters, e.g. cacodemons, pain elementals. + MF_FLOAT = 0x4000, + // Don't cross lines + // ??? or look at heights on teleport. + MF_TELEPORT = 0x8000, + // Don't hit same species, explode on block. + // Player missiles as well as fireballs of various kinds. + MF_MISSILE = 0x10000, + // Dropped by a demon, not level spawned. + // E.g. ammo clips dropped by dying former humans. + MF_DROPPED = 0x20000, + // Use fuzzy draw (shadow demons or spectres), + // temporary player invisibility powerup. + MF_SHADOW = 0x40000, + // Flag: don't bleed when shot (use puff), + // barrels and shootable furniture shall not bleed. + MF_NOBLOOD = 0x80000, + // Don't stop moving halfway off a step, + // that is, have dead bodies slide down all the way. + MF_CORPSE = 0x100000, + // Floating to a height for a move, ??? + // don't auto float to target's height. + MF_INFLOAT = 0x200000, + + // On kill, count this enemy object + // towards intermission kill total. + // Happy gathering. + MF_COUNTKILL = 0x400000, + + // On picking up, count this item object + // towards intermission item total. + MF_COUNTITEM = 0x800000, + + // Special handling: skull in flight. + // Neither a cacodemon nor a missile. + MF_SKULLFLY = 0x1000000, + + // Don't spawn this object + // in death match mode (e.g. key cards). + MF_NOTDMATCH = 0x2000000, + + // Player sprites in multiplayer modes are modified + // using an internal color lookup table for re-indexing. + // If 0x4 0x8 or 0xc, + // use a translation table for player colormaps + MF_TRANSLATION = 0xc000000, + // Hmm ???. + MF_TRANSSHIFT = 26 +} mobjflag_t; + + +// Map Object definition. +typedef struct mobj_s +{ + // List: thinker links. + thinker_t thinker; + + // Info for drawing: position. + fixed_t x; + fixed_t y; + fixed_t z; + + // More list: links in sector (if needed) + struct mobj_s* snext; + struct mobj_s* sprev; + + //More drawing info: to determine current sprite. + angle_t angle; // orientation + spritenum_t sprite; // used to find patch_t and flip value + int frame; // might be ORed with FF_FULLBRIGHT + + // Interaction info, by BLOCKMAP. + // Links in blocks (if needed). + struct mobj_s* bnext; + struct mobj_s* bprev; + + struct subsector_s* subsector; + + // The closest interval over all contacted Sectors. + fixed_t floorz; + fixed_t ceilingz; + + // For movement checking. + fixed_t radius; + fixed_t height; + + // Momentums, used to update position. + fixed_t momx; + fixed_t momy; + fixed_t momz; + + // If == validcount, already checked. + int validcount; + + mobjtype_t type; + mobjinfo_t* info; // &mobjinfo[mobj->type] + + int tics; // state tic counter + state_t* state; + int flags; + int health; + + // Movement direction, movement generation (zig-zagging). + int movedir; // 0-7 + int movecount; // when 0, select a new dir + + // Thing being chased/attacked (or 0), + // also the originator for missiles. + struct mobj_s* target; + + // Reaction time: if non 0, don't attack yet. + // Used by player to freeze a bit after teleporting. + int reactiontime; + + // If >0, the target will be chased + // no matter what (even if shot) + int threshold; + + // Additional info record for player avatars only. + // Only valid if type == MT_PLAYER + struct player_s* player; + + // Player number last looked for. + int lastlook; + + // For nightmare respawn. + mapthing_t spawnpoint; + + // Thing being chased/attacked for tracers. + struct mobj_s* tracer; +} mobj_t; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/p_plats.c b/demos/ports/doom/src/p_plats.c new file mode 100644 index 0000000..7ef9d91 --- /dev/null +++ b/demos/ports/doom/src/p_plats.c @@ -0,0 +1,298 @@ +// 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: +// Plats (i.e. elevator platforms) code, raising/lowering. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "i_system.h" +#include "z_zone.h" +#include "m_random.h" +#include "doomdef.h" +#include "p_local.h" +#include "s_sound.h" +#include "doomstat.h" // State. +#include "r_state.h" // State. +#include "sounds.h" // Data. + + +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 (plat->type == raiseAndChange + || plat->type == raiseToNearestAndChange) + { + if (!(leveltime & 7)) + S_StartSound((mobj_t*)&plat->sector->soundorg, + sfx_stnmov); + } + + if (res == crushed && (!plat->crush)) + { + plat->count = plat->wait; + plat->status = down; + S_StartSound((mobj_t*)&plat->sector->soundorg, + sfx_pstart); + } + else + { + if (res == pastdest) + { + plat->count = plat->wait; + plat->status = waiting; + S_StartSound((mobj_t*)&plat->sector->soundorg, + sfx_pstop); + + switch (plat->type) + { + case blazeDWUS: + case downWaitUpStay: + P_RemoveActivePlat(plat); + break; + + case raiseAndChange: + case raiseToNearestAndChange: + P_RemoveActivePlat(plat); + break; + + default: + break; + } + } + } + break; + + case down: + res = T_MovePlane(plat->sector, plat->speed, plat->low, false, 0, -1); + + if (res == pastdest) + { + plat->count = plat->wait; + plat->status = waiting; + S_StartSound((mobj_t*)&plat->sector->soundorg, sfx_pstop); + } + break; + + case waiting: + if (!--plat->count) + { + if (plat->sector->floorheight == plat->low) + plat->status = up; + else + plat->status = down; + S_StartSound((mobj_t*)&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 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 = Z_Malloc(sizeof(*plat), PU_LEVSPEC, 0); + P_AddThinker(&plat->thinker); + + plat->type = type; + plat->sector = sec; + plat->sector->specialdata = plat; + plat->thinker.function.acp1 = (actionf_p1)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; + // NO MORE DAMAGE, IF APPLICABLE + sec->special = 0; + + S_StartSound((mobj_t*)&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*)&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*)&sec->soundorg, sfx_pstart); + break; + + case blazeDWUS: + plat->speed = PLATSPEED * 8; + 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*)&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*)&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.acp1 = (actionf_p1)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.acv = (actionf_v)0; + } +} + +void P_AddActivePlat(plat_t* plat) +{ + int i; + + for (i = 0; i < MAXPLATS; i++) + if (activeplats[i] == 0) + { + activeplats[i] = plat; + return; + } + I_Error("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 = 0; + P_RemoveThinker(&(activeplats[i])->thinker); + activeplats[i] = 0; + + return; + } + I_Error("Error: P_RemoveActivePlat: can't find plat!"); +} diff --git a/demos/ports/doom/src/p_pspr.c b/demos/ports/doom/src/p_pspr.c new file mode 100644 index 0000000..09d5fe1 --- /dev/null +++ b/demos/ports/doom/src/p_pspr.c @@ -0,0 +1,778 @@ +// 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: +// Weapon sprite animation, weapon objects. +// Action functions for weapons. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "doomdef.h" +#include "d_event.h" +#include "m_random.h" +#include "p_local.h" +#include "s_sound.h" +#include "doomstat.h" // State. +#include "sounds.h" // Data. +#include "p_pspr.h" + + +#define LOWERSPEED (FRACUNIT*6) +#define RAISESPEED (FRACUNIT*6) + +#define WEAPONBOTTOM (128*FRACUNIT) +#define WEAPONTOP (32*FRACUNIT) + +// plasma cells for a bfg attack +#define BFGCELLS 40 + + +fixed_t swingx; +fixed_t swingy; +fixed_t bulletslope; + + +// +// 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 = 0; + break; + } + + state = &states[stnum]; + psp->state = state; + psp->tics = state->tics; // could be 0 + + if (state->misc1) + { + // coordinate set + psp->sx = state->misc1 << FRACBITS; + psp->sy = state->misc2 << FRACBITS; + } + + // Call action routine. + // Modified handling. + if (state->action.acp2) + { + state->action.acp2(player, psp); + if (!psp->state) + break; + } + + stnum = psp->state->nextstate; + + } while (!psp->tics); + // an initial state of 0 could cycle through +} + + +// +// P_BringUpWeapon +// Starts bringing the pending weapon up +// from the bottom of the screen. +// Uses player +// +void P_BringUpWeapon(player_t* player) +{ + statenum_t newstate; + + if (player->pendingweapon == wp_nochange) + player->pendingweapon = player->readyweapon; + + if (player->pendingweapon == wp_chainsaw) + S_StartSound(player->mo, sfx_sawup); + + newstate = weaponinfo[player->pendingweapon].upstate; + + player->pendingweapon = wp_nochange; + player->psprites[ps_weapon].sy = WEAPONBOTTOM; + + P_SetPsprite(player, ps_weapon, newstate); +} + + +// +// P_CheckAmmo +// Returns true if there is enough ammo to shoot. +// If not, selects the next weapon to use. +// +doom_boolean P_CheckAmmo(player_t* player) +{ + ammotype_t ammo; + int count; + + ammo = weaponinfo[player->readyweapon].ammo; + + // Minimal amount for one shot varies. + if (player->readyweapon == wp_bfg) + count = BFGCELLS; + else if (player->readyweapon == wp_supershotgun) + count = 2; // Double barrel. + else + count = 1; // Regular. + + // Some do not need ammunition anyway. + // Return if current ammunition sufficient. + if (ammo == am_noammo || player->ammo[ammo] >= count) + return true; + + // Out of ammo, pick a weapon to change to. + // Preferences are set here. + do + { + if (player->weaponowned[wp_plasma] + && player->ammo[am_cell] + && (gamemode != shareware)) + { + player->pendingweapon = wp_plasma; + } + else if (player->weaponowned[wp_supershotgun] + && player->ammo[am_shell] > 2 + && (gamemode == commercial)) + { + player->pendingweapon = wp_supershotgun; + } + else if (player->weaponowned[wp_chaingun] + && player->ammo[am_clip]) + { + player->pendingweapon = wp_chaingun; + } + else if (player->weaponowned[wp_shotgun] + && player->ammo[am_shell]) + { + player->pendingweapon = wp_shotgun; + } + else if (player->ammo[am_clip]) + { + player->pendingweapon = wp_pistol; + } + else if (player->weaponowned[wp_chainsaw]) + { + player->pendingweapon = wp_chainsaw; + } + else if (player->weaponowned[wp_missile] + && player->ammo[am_misl]) + { + player->pendingweapon = wp_missile; + } + else if (player->weaponowned[wp_bfg] + && player->ammo[am_cell] > 40 + && (gamemode != shareware)) + { + player->pendingweapon = wp_bfg; + } + else + { + // If everything fails. + player->pendingweapon = wp_fist; + } + + } while (player->pendingweapon == wp_nochange); + + // Now set appropriate weapon overlay. + P_SetPsprite(player, + ps_weapon, + weaponinfo[player->readyweapon].downstate); + + return false; +} + + +// +// P_FireWeapon. +// +void P_FireWeapon(player_t* player) +{ + statenum_t newstate; + + if (!P_CheckAmmo(player)) + return; + + P_SetMobjState(player->mo, S_PLAY_ATK1); + newstate = weaponinfo[player->readyweapon].atkstate; + P_SetPsprite(player, ps_weapon, newstate); + P_NoiseAlert(player->mo, player->mo); + + // [pd] Stop gun bobbing when shooting + pspdef_t* psp; + psp = &player->psprites[ps_weapon]; + psp->sx = FRACUNIT; + psp->sy = WEAPONTOP; +} + + +// +// P_DropWeapon +// Player died, so put the weapon away. +// +void P_DropWeapon(player_t* player) +{ + P_SetPsprite(player, + ps_weapon, + weaponinfo[player->readyweapon].downstate); +} + + +// +// A_WeaponReady +// The player can fire the weapon +// or change to another weapon at this time. +// Follows after getting weapon up, +// or after previous attack/fire sequence. +// +void A_WeaponReady(player_t* player, pspdef_t* psp) +{ + statenum_t newstate; + int angle; + + // get out of attack state + if (player->mo->state == &states[S_PLAY_ATK1] + || player->mo->state == &states[S_PLAY_ATK2]) + { + P_SetMobjState(player->mo, S_PLAY); + } + + if (player->readyweapon == wp_chainsaw + && psp->state == &states[S_SAW]) + { + S_StartSound(player->mo, sfx_sawidl); + } + + // check for change + // if player is dead, put the weapon away + if (player->pendingweapon != wp_nochange || !player->health) + { + // change weapon + // (pending weapon should allready be validated) + newstate = weaponinfo[player->readyweapon].downstate; + P_SetPsprite(player, ps_weapon, newstate); + return; + } + + // check for fire + // the missile launcher and bfg do not auto fire + if (player->cmd.buttons & BT_ATTACK) + { + if (!player->attackdown + || (player->readyweapon != wp_missile + && player->readyweapon != wp_bfg)) + { + 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]); +} + + +// +// A_ReFire +// The player can re-fire the weapon +// without lowering it entirely. +// +void A_ReFire(player_t* player, pspdef_t* psp) +{ + // check for fire + // (if a weaponchange is pending, let it go through instead) + if ((player->cmd.buttons & BT_ATTACK) + && player->pendingweapon == wp_nochange + && player->health) + { + player->refire++; + P_FireWeapon(player); + } + else + { + player->refire = 0; + P_CheckAmmo(player); + } +} + + +void A_CheckReload(player_t* player, pspdef_t* psp) +{ + P_CheckAmmo(player); +} + + +// +// A_Lower +// Lowers current weapon, +// and changes weapon at bottom. +// +void A_Lower(player_t* player, pspdef_t* psp) +{ + psp->sy += LOWERSPEED; + + // Is already down. + if (psp->sy < WEAPONBOTTOM) + return; + + // Player is dead. + if (player->playerstate == PST_DEAD) + { + psp->sy = WEAPONBOTTOM; + + // don't bring weapon back up + return; + } + + // The old weapon has been lowered off the screen, + // so change the weapon and start raising it + 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); +} + + +// +// A_Raise +// +void A_Raise(player_t* player, pspdef_t* psp) +{ + statenum_t newstate; + + psp->sy -= RAISESPEED; + + if (psp->sy > WEAPONTOP) + return; + + psp->sy = WEAPONTOP; + + // The weapon has been raised all the way, + // so change to the ready state. + newstate = weaponinfo[player->readyweapon].readystate; + + P_SetPsprite(player, ps_weapon, newstate); +} + + +// +// A_GunFlash +// +void A_GunFlash(player_t* player, pspdef_t* psp) +{ + P_SetMobjState(player->mo, S_PLAY_ATK2); + P_SetPsprite(player, ps_flash, weaponinfo[player->readyweapon].flashstate); +} + + +// +// WEAPON ATTACKS +// + +// +// A_Punch +// +void A_Punch(player_t* player, pspdef_t* psp) +{ + angle_t angle; + int damage; + int slope; + + damage = (P_Random() % 10 + 1) << 1; + + if (player->powers[pw_strength]) + damage *= 10; + + angle = player->mo->angle; + angle += (P_Random() - P_Random()) << 18; + slope = P_AimLineAttack(player->mo, angle, MELEERANGE); + P_LineAttack(player->mo, angle, MELEERANGE, slope, damage); + + // turn to face target + if (linetarget) + { + S_StartSound(player->mo, sfx_punch); + player->mo->angle = R_PointToAngle2(player->mo->x, + player->mo->y, + linetarget->x, + linetarget->y); + } +} + + +// +// A_Saw +// +void A_Saw(player_t* player, pspdef_t* psp) +{ + angle_t angle; + int damage; + int slope; + + damage = 2 * (P_Random() % 10 + 1); + angle = player->mo->angle; + angle += (P_Random() - P_Random()) << 18; + + // use meleerange + 1 se the puff doesn't skip the flash + slope = P_AimLineAttack(player->mo, angle, MELEERANGE + 1); + P_LineAttack(player->mo, angle, MELEERANGE + 1, slope, damage); + + if (!linetarget) + { + S_StartSound(player->mo, sfx_sawful); + return; + } + S_StartSound(player->mo, sfx_sawhit); + + // 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; +} + + +// +// A_FireMissile +// +void A_FireMissile(player_t* player, pspdef_t* psp) +{ + player->ammo[weaponinfo[player->readyweapon].ammo]--; + P_SpawnPlayerMissile(player->mo, MT_ROCKET); +} + + +// +// A_FireBFG +// +void A_FireBFG(player_t* player, pspdef_t* psp) +{ + player->ammo[weaponinfo[player->readyweapon].ammo] -= BFGCELLS; + P_SpawnPlayerMissile(player->mo, MT_BFG); +} + + +// +// A_FirePlasma +// +void A_FirePlasma(player_t* player, pspdef_t* psp) +{ + player->ammo[weaponinfo[player->readyweapon].ammo]--; + + P_SetPsprite(player, + ps_flash, + weaponinfo[player->readyweapon].flashstate + (P_Random() & 1)); + + P_SpawnPlayerMissile(player->mo, MT_PLASMA); +} + + +// +// P_BulletSlope +// Sets a slope so a near miss is at aproximately +// the height of the intended target +// +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); + } + } +} + + +// +// P_GunShot +// +void P_GunShot(mobj_t* mo, doom_boolean accurate) +{ + angle_t angle; + int damage; + + damage = 5 * (P_Random() % 3 + 1); + angle = mo->angle; + + if (!accurate) + angle += (P_Random() - P_Random()) << 18; + + P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage); +} + + +// +// A_FirePistol +// +void A_FirePistol(player_t* player, pspdef_t* psp) +{ + S_StartSound(player->mo, sfx_pistol); + + P_SetMobjState(player->mo, S_PLAY_ATK2); + player->ammo[weaponinfo[player->readyweapon].ammo]--; + + P_SetPsprite(player, + ps_flash, + weaponinfo[player->readyweapon].flashstate); + + P_BulletSlope(player->mo); + P_GunShot(player->mo, !player->refire); +} + + +// +// A_FireShotgun +// +void A_FireShotgun(player_t* player, pspdef_t* psp) +{ + int i; + + S_StartSound(player->mo, sfx_shotgn); + P_SetMobjState(player->mo, S_PLAY_ATK2); + + player->ammo[weaponinfo[player->readyweapon].ammo]--; + + P_SetPsprite(player, + ps_flash, + weaponinfo[player->readyweapon].flashstate); + + P_BulletSlope(player->mo); + + for (i = 0; i < 7; i++) + P_GunShot(player->mo, false); +} + + +// +// A_FireShotgun2 +// +void A_FireShotgun2(player_t* player, pspdef_t* psp) +{ + int i; + angle_t angle; + int damage; + + + S_StartSound(player->mo, sfx_dshtgn); + P_SetMobjState(player->mo, S_PLAY_ATK2); + + player->ammo[weaponinfo[player->readyweapon].ammo] -= 2; + + P_SetPsprite(player, + ps_flash, + weaponinfo[player->readyweapon].flashstate); + + P_BulletSlope(player->mo); + + for (i = 0; i < 20; i++) + { + damage = 5 * (P_Random() % 3 + 1); + angle = player->mo->angle; + angle += (P_Random() - P_Random()) << 19; + P_LineAttack(player->mo, + angle, + MISSILERANGE, + bulletslope + ((P_Random() - P_Random()) << 5), damage); + } +} + + +// +// A_FireCGun +// +void A_FireCGun(player_t* player, pspdef_t* psp) +{ + S_StartSound(player->mo, sfx_pistol); + + if (!player->ammo[weaponinfo[player->readyweapon].ammo]) + return; + + P_SetMobjState(player->mo, S_PLAY_ATK2); + player->ammo[weaponinfo[player->readyweapon].ammo]--; + + P_SetPsprite(player, + ps_flash, + weaponinfo[player->readyweapon].flashstate + + psp->state + - &states[S_CHAIN1]); + + P_BulletSlope(player->mo); + + P_GunShot(player->mo, !player->refire); +} + + +// +// ? +// +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; +} + + +// +// A_BFGSpray +// Spawn a BFG explosion on every monster in view +// +void A_BFGSpray(mobj_t* mo) +{ + int i; + int j; + int damage; + angle_t an; + + // offset angles from its attack angle + for (i = 0; i < 40; i++) + { + an = mo->angle - ANG90 / 2 + ANG90 / 40 * i; + + // mo->target is the originator (player) + // of the missile + P_AimLineAttack(mo->target, an, 16 * 64 * FRACUNIT); + + if (!linetarget) + continue; + + P_SpawnMobj(linetarget->x, + linetarget->y, + linetarget->z + (linetarget->height >> 2), + MT_EXTRABFG); + + damage = 0; + for (j = 0; j < 15; j++) + damage += (P_Random() & 7) + 1; + + P_DamageMobj(linetarget, mo->target, mo->target, damage); + } +} + + +// +// A_BFGsound +// +void A_BFGsound(player_t* player, pspdef_t* psp) +{ + S_StartSound(player->mo, sfx_bfg); +} + + +// +// 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 = 0; + + // spawn the gun + player->pendingweapon = player->readyweapon; + P_BringUpWeapon(player); +} + + +// +// 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++) + { + // a null state means not active + if ((state = psp->state)) + { + // drop tic count and possibly change state + + // a -1 tic count never changes + if (psp->tics != -1) + { + 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; +} diff --git a/demos/ports/doom/src/p_pspr.h b/demos/ports/doom/src/p_pspr.h new file mode 100644 index 0000000..83673d4 --- /dev/null +++ b/demos/ports/doom/src/p_pspr.h @@ -0,0 +1,75 @@ +// 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: +// Sprite animation. +// +//----------------------------------------------------------------------------- + + +#ifndef __P_PSPR__ +#define __P_PSPR__ + +// Basic data types. +// Needs fixed point, and BAM angles. +#include "m_fixed.h" +#include "tables.h" + +// Needs to include the precompiled +// sprite animation tables. +// Header generated by multigen utility. +// This includes all the data for thing animation, +// i.e. the Thing Atrributes table +// and the Frame Sequence table. +#include "info.h" + +// +// Frame flags: +// handles maximum brightness (torches, muzzle flare, light sources) +// +#define FF_FULLBRIGHT 0x8000 // flag in thing->frame +#define FF_FRAMEMASK 0x7fff + + +// +// Overlay psprites are scaled shapes +// drawn 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 0 state means not active + int tics; + fixed_t sx; + fixed_t sy; +} pspdef_t; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/p_saveg.c b/demos/ports/doom/src/p_saveg.c new file mode 100644 index 0000000..cb0b88b --- /dev/null +++ b/demos/ports/doom/src/p_saveg.c @@ -0,0 +1,584 @@ +// 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: +// Archiving: SaveGame I/O. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "i_system.h" +#include "z_zone.h" +#include "p_local.h" +#include "doomstat.h" // State. +#include "r_state.h" // State. + + +// Pads save_p to a 4-byte boundary +// so that the load/save works on SGI&Gecko. +#define PADSAVEP() save_p += (4 - ((long long)save_p & 3)) & 3 + + +byte* save_p; + + +// TODO: [pd] We are loading/saving raw pointers. It will not work with saves from 32bits system. We need to rewrite those functions. +// +// P_ArchivePlayers +// +void P_ArchivePlayers(void) +{ + int i; + int j; + player_t* dest; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) + continue; + + PADSAVEP(); + + dest = (player_t*)save_p; + doom_memcpy(dest, &players[i], sizeof(player_t)); + save_p += 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); + } + } + } +} + + +// +// P_UnArchivePlayers +// +void P_UnArchivePlayers(void) +{ + int i; + int j; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) + continue; + + PADSAVEP(); + + doom_memcpy(&players[i], save_p, sizeof(player_t)); + save_p += sizeof(player_t); + + // will be set when unarc thinker + players[i].mo = 0; + players[i].message = 0; + players[i].attacker = 0; + + for (j = 0; j < NUMPSPRITES; j++) + { + if (players[i].psprites[j].state) + { + players[i].psprites[j].state + = &states[(long long)players[i].psprites[j].state]; + } + } + } +} + + +// +// P_ArchiveWorld +// +void P_ArchiveWorld(void) +{ + int i; + int j; + sector_t* sec; + line_t* li; + side_t* si; + short* put; + + put = (short*)save_p; + + // do sectors + for (i = 0, sec = sectors; i < numsectors; i++, sec++) + { + *put++ = sec->floorheight >> FRACBITS; + *put++ = sec->ceilingheight >> FRACBITS; + *put++ = sec->floorpic; + *put++ = sec->ceilingpic; + *put++ = sec->lightlevel; + *put++ = sec->special; // needed? + *put++ = sec->tag; // needed? + } + + + // do lines + for (i = 0, li = lines; i < numlines; i++, li++) + { + *put++ = li->flags; + *put++ = li->special; + *put++ = li->tag; + for (j = 0; j < 2; j++) + { + if (li->sidenum[j] == -1) + continue; + + si = &sides[li->sidenum[j]]; + + *put++ = si->textureoffset >> FRACBITS; + *put++ = si->rowoffset >> FRACBITS; + *put++ = si->toptexture; + *put++ = si->bottomtexture; + *put++ = si->midtexture; + } + } + + save_p = (byte*)put; +} + + +// +// P_UnArchiveWorld +// +void P_UnArchiveWorld(void) +{ + int i; + int j; + sector_t* sec; + line_t* li; + side_t* si; + short* get; + + get = (short*)save_p; + + // 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++; + } + } + + save_p = (byte*)get; +} + + +// +// Thinkers +// +typedef enum +{ + tc_end, + tc_mobj +} thinkerclass_t; + + +// +// P_ArchiveThinkers +// +void P_ArchiveThinkers(void) +{ + thinker_t* th; + mobj_t* mobj; + + // save off the current thinkers + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 == (actionf_p1)P_MobjThinker) + { + *save_p++ = tc_mobj; + PADSAVEP(); + mobj = (mobj_t*)save_p; + doom_memcpy(mobj, th, sizeof(*mobj)); + save_p += sizeof(*mobj); + mobj->state = (state_t*)(mobj->state - states); + + if (mobj->player) + mobj->player = (player_t*)((mobj->player - players) + 1); + continue; + } + + // I_Error ("P_ArchiveThinkers: Unknown thinker function"); + } + + // add a terminating marker + *save_p++ = tc_end; +} + + +// +// P_UnArchiveThinkers +// +void P_UnArchiveThinkers(void) +{ + byte tclass; + thinker_t* currentthinker; + thinker_t* next; + mobj_t* mobj; + + // remove all the current thinkers + currentthinker = thinkercap.next; + while (currentthinker != &thinkercap) + { + next = currentthinker->next; + + if (currentthinker->function.acp1 == (actionf_p1)P_MobjThinker) + P_RemoveMobj((mobj_t*)currentthinker); + else + Z_Free(currentthinker); + + currentthinker = next; + } + P_InitThinkers(); + + // read in saved thinkers + while (1) + { + tclass = *save_p++; + switch (tclass) + { + case tc_end: + return; // end of list + + case tc_mobj: + PADSAVEP(); + mobj = Z_Malloc(sizeof(*mobj), PU_LEVEL, 0); + doom_memcpy(mobj, save_p, sizeof(*mobj)); + save_p += sizeof(*mobj); + mobj->state = &states[(long long)mobj->state]; + mobj->target = 0; + if (mobj->player) + { + mobj->player = &players[(long long)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.acp1 = (actionf_p1)P_MobjThinker; + P_AddThinker(&mobj->thinker); + break; + + default: + { + //I_Error("Error: Unknown tclass %i in savegame", tclass); + + doom_strcpy(error_buf, "Error: Unknown tclass "); + doom_concat(error_buf, doom_itoa(tclass, 10)); + doom_concat(error_buf, " in savegame"); + I_Error(error_buf); + } + } + } +} + + +// +// P_ArchiveSpecials +// +enum +{ + tc_ceiling, + tc_door, + tc_floor, + tc_plat, + tc_flash, + tc_strobe, + tc_glow, + tc_endspecials +} specials_e; + + +// +// Things to handle: +// +// 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 +// +void P_ArchiveSpecials(void) +{ + thinker_t* th; + ceiling_t* ceiling; + vldoor_t* door; + floormove_t* floor; + plat_t* plat; + lightflash_t* flash; + strobe_t* strobe; + glow_t* glow; + int i; + + // save off the current thinkers + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acv == (actionf_v)0) + { + for (i = 0; i < MAXCEILINGS; i++) + if (activeceilings[i] == (ceiling_t*)th) + break; + + if (i < MAXCEILINGS) + { + *save_p++ = tc_ceiling; + PADSAVEP(); + ceiling = (ceiling_t*)save_p; + doom_memcpy(ceiling, th, sizeof(*ceiling)); + save_p += sizeof(*ceiling); + ceiling->sector = (sector_t*)(ceiling->sector - sectors); + } + continue; + } + + if (th->function.acp1 == (actionf_p1)T_MoveCeiling) + { + *save_p++ = tc_ceiling; + PADSAVEP(); + ceiling = (ceiling_t*)save_p; + doom_memcpy(ceiling, th, sizeof(*ceiling)); + save_p += sizeof(*ceiling); + ceiling->sector = (sector_t*)(ceiling->sector - sectors); + continue; + } + + if (th->function.acp1 == (actionf_p1)T_VerticalDoor) + { + *save_p++ = tc_door; + PADSAVEP(); + door = (vldoor_t*)save_p; + doom_memcpy(door, th, sizeof(*door)); + save_p += sizeof(*door); + door->sector = (sector_t*)(door->sector - sectors); + continue; + } + + if (th->function.acp1 == (actionf_p1)T_MoveFloor) + { + *save_p++ = tc_floor; + PADSAVEP(); + floor = (floormove_t*)save_p; + doom_memcpy(floor, th, sizeof(*floor)); + save_p += sizeof(*floor); + floor->sector = (sector_t*)(floor->sector - sectors); + continue; + } + + if (th->function.acp1 == (actionf_p1)T_PlatRaise) + { + *save_p++ = tc_plat; + PADSAVEP(); + plat = (plat_t*)save_p; + doom_memcpy(plat, th, sizeof(*plat)); + save_p += sizeof(*plat); + plat->sector = (sector_t*)(plat->sector - sectors); + continue; + } + + if (th->function.acp1 == (actionf_p1)T_LightFlash) + { + *save_p++ = tc_flash; + PADSAVEP(); + flash = (lightflash_t*)save_p; + doom_memcpy(flash, th, sizeof(*flash)); + save_p += sizeof(*flash); + flash->sector = (sector_t*)(flash->sector - sectors); + continue; + } + + if (th->function.acp1 == (actionf_p1)T_StrobeFlash) + { + *save_p++ = tc_strobe; + PADSAVEP(); + strobe = (strobe_t*)save_p; + doom_memcpy(strobe, th, sizeof(*strobe)); + save_p += sizeof(*strobe); + strobe->sector = (sector_t*)(strobe->sector - sectors); + continue; + } + + if (th->function.acp1 == (actionf_p1)T_Glow) + { + *save_p++ = tc_glow; + PADSAVEP(); + glow = (glow_t*)save_p; + doom_memcpy(glow, th, sizeof(*glow)); + save_p += sizeof(*glow); + glow->sector = (sector_t*)(glow->sector - sectors); + continue; + } + } + + // add a terminating marker + *save_p++ = tc_endspecials; +} + + +// +// P_UnArchiveSpecials +// +void P_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 = *save_p++; + switch (tclass) + { + case tc_endspecials: + return; // end of list + + case tc_ceiling: + PADSAVEP(); + ceiling = Z_Malloc(sizeof(*ceiling), PU_LEVEL, 0); + doom_memcpy(ceiling, save_p, sizeof(*ceiling)); + save_p += sizeof(*ceiling); + ceiling->sector = §ors[(long long)ceiling->sector]; + ceiling->sector->specialdata = ceiling; + + if (ceiling->thinker.function.acp1) + ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling; + + P_AddThinker(&ceiling->thinker); + P_AddActiveCeiling(ceiling); + break; + + case tc_door: + PADSAVEP(); + door = Z_Malloc(sizeof(*door), PU_LEVEL, 0); + doom_memcpy(door, save_p, sizeof(*door)); + save_p += sizeof(*door); + door->sector = §ors[(long long)door->sector]; + door->sector->specialdata = door; + door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor; + P_AddThinker(&door->thinker); + break; + + case tc_floor: + PADSAVEP(); + floor = Z_Malloc(sizeof(*floor), PU_LEVEL, 0); + doom_memcpy(floor, save_p, sizeof(*floor)); + save_p += sizeof(*floor); + floor->sector = §ors[(long long)floor->sector]; + floor->sector->specialdata = floor; + floor->thinker.function.acp1 = (actionf_p1)T_MoveFloor; + P_AddThinker(&floor->thinker); + break; + + case tc_plat: + PADSAVEP(); + plat = Z_Malloc(sizeof(*plat), PU_LEVEL, 0); + doom_memcpy(plat, save_p, sizeof(*plat)); + save_p += sizeof(*plat); + plat->sector = §ors[(long long)plat->sector]; + plat->sector->specialdata = plat; + + if (plat->thinker.function.acp1) + plat->thinker.function.acp1 = (actionf_p1)T_PlatRaise; + + P_AddThinker(&plat->thinker); + P_AddActivePlat(plat); + break; + + case tc_flash: + PADSAVEP(); + flash = Z_Malloc(sizeof(*flash), PU_LEVEL, 0); + doom_memcpy(flash, save_p, sizeof(*flash)); + save_p += sizeof(*flash); + flash->sector = §ors[(long long)flash->sector]; + flash->thinker.function.acp1 = (actionf_p1)T_LightFlash; + P_AddThinker(&flash->thinker); + break; + + case tc_strobe: + PADSAVEP(); + strobe = Z_Malloc(sizeof(*strobe), PU_LEVEL, 0); + doom_memcpy(strobe, save_p, sizeof(*strobe)); + save_p += sizeof(*strobe); + strobe->sector = §ors[(long long)strobe->sector]; + strobe->thinker.function.acp1 = (actionf_p1)T_StrobeFlash; + P_AddThinker(&strobe->thinker); + break; + + case tc_glow: + PADSAVEP(); + glow = Z_Malloc(sizeof(*glow), PU_LEVEL, 0); + doom_memcpy(glow, save_p, sizeof(*glow)); + save_p += sizeof(*glow); + glow->sector = §ors[(long long)glow->sector]; + glow->thinker.function.acp1 = (actionf_p1)T_Glow; + P_AddThinker(&glow->thinker); + break; + + default: + { + //I_Error("Error: P_UnarchiveSpecials:Unknown tclass %i " + // "in savegame", tclass); + + doom_strcpy(error_buf, "Error: P_UnarchiveSpecials:Unknown tclass "); + doom_concat(error_buf, doom_itoa(tclass, 10)); + doom_concat(error_buf, " in savegame"); + I_Error(error_buf); + } + } + } +} diff --git a/demos/ports/doom/src/p_saveg.h b/demos/ports/doom/src/p_saveg.h new file mode 100644 index 0000000..27182c9 --- /dev/null +++ b/demos/ports/doom/src/p_saveg.h @@ -0,0 +1,49 @@ +// 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: +// Savegame I/O, archiving, persistence. +// +//----------------------------------------------------------------------------- + +#ifndef __P_SAVEG__ +#define __P_SAVEG__ + + +#include "doomtype.h" + + +// Persistent storage/archiving. +// These are the load / save game routines. +void P_ArchivePlayers(void); +void P_UnArchivePlayers(void); +void P_ArchiveWorld(void); +void P_UnArchiveWorld(void); +void P_ArchiveThinkers(void); +void P_UnArchiveThinkers(void); +void P_ArchiveSpecials(void); +void P_UnArchiveSpecials(void); + +extern byte* save_p; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/p_setup.c b/demos/ports/doom/src/p_setup.c new file mode 100644 index 0000000..9107e4f --- /dev/null +++ b/demos/ports/doom/src/p_setup.c @@ -0,0 +1,674 @@ +// 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: +// Do all the WAD I/O, get map description, +// set up initial state and misc. LUTs. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + +#include "z_zone.h" +#include "m_swap.h" +#include "m_bbox.h" +#include "g_game.h" +#include "i_system.h" +#include "w_wad.h" +#include "doomdef.h" +#include "p_local.h" +#include "s_sound.h" +#include "doomstat.h" + + +// Maintain single and multi player starting spots. +#define MAX_DEATHMATCH_STARTS 10 + + +// +// MAP related Lookup tables. +// Store VERTEXES, LINEDEFS, SIDEDEFS, etc. +// +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; + +// BLOCKMAP +// Created from axis aligned bounding box +// of the map, a rectangular array of +// blocks of size ... +// Used to speed up collision detection +// by spatial subdivision in 2D. +// +// Blockmap size. +int bmapwidth; +int bmapheight; // size in mapblocks +short* blockmap; // int for larger maps +// offsets in blockmap are from here +short* blockmaplump; +// origin of block map +fixed_t bmaporgx; +fixed_t bmaporgy; +// for thing chains +mobj_t** blocklinks; + +// REJECT +// For fast sight rejection. +// Speeds up enemy AI by skipping detailed +// LineOf Sight calculation. +// Without special effect, this could be +// used as a PVS lookup as well. +// +byte* rejectmatrix; + +mapthing_t deathmatchstarts[MAX_DEATHMATCH_STARTS]; +mapthing_t* deathmatch_p; +mapthing_t playerstarts[MAXPLAYERS]; + + +void P_SpawnMapThing(mapthing_t* mthing); + + +// +// P_LoadVertexes +// +void P_LoadVertexes(int lump) +{ + byte* data; + int i; + mapvertex_t* ml; + vertex_t* li; + + // Determine number of lumps: + // total lump length / vertex record length. + numvertexes = W_LumpLength(lump) / sizeof(mapvertex_t); + + // Allocate zone memory for buffer. + vertexes = Z_Malloc(numvertexes * sizeof(vertex_t), PU_LEVEL, 0); + + // Load data into cache. + data = W_CacheLumpNum(lump, PU_STATIC); + + ml = (mapvertex_t*)data; + li = vertexes; + + // Copy and convert vertex coordinates, + // internal representation as fixed. + for (i = 0; i < numvertexes; i++, li++, ml++) + { + li->x = SHORT(ml->x) << FRACBITS; + li->y = SHORT(ml->y) << FRACBITS; + } + + // Free buffer memory. + Z_Free(data); +} + + +// +// P_LoadSegs +// +void P_LoadSegs(int lump) +{ + byte* data; + int i; + mapseg_t* ml; + seg_t* li; + line_t* ldef; + int linedef; + int side; + + numsegs = W_LumpLength(lump) / sizeof(mapseg_t); + segs = Z_Malloc(numsegs * sizeof(seg_t), PU_LEVEL, 0); + doom_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; + } + + Z_Free(data); +} + + +// +// P_LoadSubsectors +// +void P_LoadSubsectors(int lump) +{ + byte* data; + int i; + mapsubsector_t* ms; + subsector_t* ss; + + numsubsectors = W_LumpLength(lump) / sizeof(mapsubsector_t); + subsectors = Z_Malloc(numsubsectors * sizeof(subsector_t), PU_LEVEL, 0); + data = W_CacheLumpNum(lump, PU_STATIC); + + ms = (mapsubsector_t*)data; + doom_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 +// +void P_LoadSectors(int lump) +{ + byte* data; + int i; + mapsector_t* ms; + sector_t* ss; + + numsectors = W_LumpLength(lump) / sizeof(mapsector_t); + sectors = Z_Malloc(numsectors * sizeof(sector_t), PU_LEVEL, 0); + doom_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 = 0; + } + + Z_Free(data); +} + + +// +// P_LoadNodes +// +void P_LoadNodes(int lump) +{ + byte* data; + int i; + int j; + int k; + mapnode_t* mn; + node_t* no; + + numnodes = W_LumpLength(lump) / sizeof(mapnode_t); + nodes = Z_Malloc(numnodes * sizeof(node_t), PU_LEVEL, 0); + 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 +// +void P_LoadThings(int lump) +{ + byte* data; + int i; + mapthing_t* mt; + int numthings; + doom_boolean spawn; + + data = W_CacheLumpNum(lump, PU_STATIC); + numthings = W_LumpLength(lump) / sizeof(mapthing_t); + + mt = (mapthing_t*)data; + for (i = 0; i < numthings; i++, mt++) + { + spawn = true; + + // Do not spawn cool, new monsters if !commercial + if (gamemode != commercial) + { + switch (mt->type) + { + case 68: // Arachnotron + case 64: // Archvile + case 88: // Boss Brain + case 89: // Boss Shooter + case 69: // Hell Knight + case 67: // Mancubus + case 71: // Pain Elemental + case 65: // Former Human Commando + case 66: // Revenant + case 84: // Wolf SS + spawn = false; + break; + } + } + if (spawn == false) + break; + + // Do spawn all other stuff. + 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. +// +void P_LoadLineDefs(int lump) +{ + byte* data; + int i; + maplinedef_t* mld; + line_t* ld; + vertex_t* v1; + vertex_t* v2; + + numlines = W_LumpLength(lump) / sizeof(maplinedef_t); + lines = Z_Malloc(numlines * sizeof(line_t), PU_LEVEL, 0); + doom_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 +// +void P_LoadSideDefs(int lump) +{ + byte* data; + int i; + mapsidedef_t* msd; + side_t* sd; + + numsides = W_LumpLength(lump) / sizeof(mapsidedef_t); + sides = Z_Malloc(numsides * sizeof(side_t), PU_LEVEL, 0); + doom_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 +// +void P_LoadBlockMap(int lump) +{ + int i; + int count; + + blockmaplump = 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 = Z_Malloc(count, PU_LEVEL, 0); + doom_memset(blocklinks, 0, count); +} + + +// +// P_GroupLines +// Builds sector line lists and subsector sector numbers. +// Finds block bounding boxes for sectors. +// +void P_GroupLines(void) +{ + line_t** linebuffer; + int i; + int j; + int 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 = Z_Malloc(total * sizeof(line_t*), PU_LEVEL, 0); + 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("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; + } +} + + +// +// P_SetupLevel +// +void P_SetupLevel(int episode, int map, int playermask, skill_t skill) +{ + int i; + char lumpname[9]; + int lumpnum; + + totalkills = totalitems = totalsecret = wminfo.maxfrags = 0; + wminfo.partime = 180; + for (i = 0; i < MAXPLAYERS; i++) + { + players[i].killcount = players[i].secretcount + = players[i].itemcount = 0; + } + + // Initial height of PointOfView + // will be set by player think. + players[consoleplayer].viewz = 1; + + // Make sure all sounds are stopped before Z_FreeTags. + S_Start(); + + Z_FreeTags(PU_LEVEL, PU_PURGELEVEL - 1); + + // UNUSED W_Profile (); + P_InitThinkers(); + + // if working with a devlopment map, reload it + W_Reload(); + + // find map name + if (gamemode == commercial) + { + if (map < 10) + { + //doom_sprintf(lumpname, "map0%i", map); + doom_strcpy(lumpname, "map0"); + doom_concat(lumpname, doom_itoa(map, 10)); + } + else + { + //doom_sprintf(lumpname, "map%i", map); + doom_strcpy(lumpname, "map"); + doom_concat(lumpname, doom_itoa(map, 10)); + } + } + else + { + lumpname[0] = 'E'; + lumpname[1] = '0' + episode; + lumpname[2] = 'M'; + lumpname[3] = '0' + map; + lumpname[4] = 0; + } + + lumpnum = W_GetNumForName(lumpname); + + leveltime = 0; + + // 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); + + rejectmatrix = W_CacheLumpNum(lumpnum + ML_REJECT, PU_LEVEL); + P_GroupLines(); + + bodyqueslot = 0; + deathmatch_p = deathmatchstarts; + P_LoadThings(lumpnum + ML_THINGS); + + // if deathmatch, randomly spawn the active players + if (deathmatch) + { + for (i = 0; i < MAXPLAYERS; i++) + if (playeringame[i]) + { + players[i].mo = 0; + G_DeathMatchSpawnPlayer(i); + } + } + + // clear special respawning que + iquehead = iquetail = 0; + + // set up world state + P_SpawnSpecials(); + + // preload graphics + if (precache) + R_PrecacheLevel(); +} + + +// +// P_Init +// +void P_Init(void) +{ + P_InitSwitchList(); + P_InitPicAnims(); + R_InitSprites(sprnames); +} diff --git a/demos/ports/doom/src/p_setup.h b/demos/ports/doom/src/p_setup.h new file mode 100644 index 0000000..a1f6b2f --- /dev/null +++ b/demos/ports/doom/src/p_setup.h @@ -0,0 +1,39 @@ +// 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: +// Setup a game, startup stuff. +// +//----------------------------------------------------------------------------- + +#ifndef __P_SETUP__ +#define __P_SETUP__ + + +// NOT called by W_Ticker. Fixme. +void P_SetupLevel(int episode, int map, int playermask, skill_t skill); + +// Called by startup code. +void P_Init(void); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/p_sight.c b/demos/ports/doom/src/p_sight.c new file mode 100644 index 0000000..a09764f --- /dev/null +++ b/demos/ports/doom/src/p_sight.c @@ -0,0 +1,341 @@ +// 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: +// LineOfSight/Visibility checks, uses REJECT Lookup Table. +// +//----------------------------------------------------------------------------- + +#include "doom_config.h" + +#include "doomdef.h" +#include "i_system.h" +#include "p_local.h" +#include "r_state.h" // State. + + +// +// P_CheckSight +// +fixed_t sightzstart; // eye z of looker +fixed_t topslope; +fixed_t bottomslope; // slopes to top and bottom of target + +divline_t strace; // from t1 to t2 +fixed_t t2x; +fixed_t t2y; + +int sightcounts[2]; + + +// +// P_DivlineSide +// Returns side 0 (front), 1 (back), or 2 (on). +// +int P_DivlineSide(fixed_t x, fixed_t y, divline_t* node) +{ + fixed_t dx; + fixed_t dy; + fixed_t left; + fixed_t right; + + if (!node->dx) + { + if (x == node->x) + return 2; + + if (x <= node->x) + return node->dy > 0; + + return node->dy < 0; + } + + if (!node->dy) + { + if (x == node->y) + return 2; + + if (y <= node->y) + return node->dx < 0; + + return node->dx > 0; + } + + dx = (x - node->x); + dy = (y - node->y); + + left = (node->dy >> FRACBITS) * (dx >> FRACBITS); + right = (dy >> FRACBITS) * (node->dx >> FRACBITS); + + if (right < left) + return 0; // front side + + if (left == right) + return 2; + return 1; // back side +} + + +// +// P_InterceptVector2 +// Returns the fractional intercept point +// along the first divline. +// This is only called by the addthings and addlines traversers. +// +fixed_t P_InterceptVector2(divline_t* v2, divline_t* v1) +{ + fixed_t frac; + fixed_t num; + fixed_t den; + + den = FixedMul(v1->dy >> 8, v2->dx) - FixedMul(v1->dx >> 8, v2->dy); + + if (den == 0) + return 0; + + num = FixedMul((v1->x - v2->x) >> 8, v1->dy) + + FixedMul((v2->y - v1->y) >> 8, v1->dx); + frac = FixedDiv(num, den); + + return frac; +} + + +// +// P_CrossSubsector +// Returns true +// if strace crosses the given subsector successfully. +// +doom_boolean P_CrossSubsector(int num) +{ + seg_t* seg; + line_t* line; + int s1; + int s2; + int count; + subsector_t* sub; + sector_t* front; + sector_t* back; + fixed_t opentop; + fixed_t openbottom; + divline_t divl; + vertex_t* v1; + vertex_t* v2; + fixed_t frac; + fixed_t slope; + +#ifdef RANGECHECK + if (num >= numsubsectors) + { + //I_Error("Error: P_CrossSubsector: ss %i with numss = %i", + // num, + // numsubsectors); + + doom_strcpy(error_buf, "Error: P_CrossSubsector: ss "); + doom_concat(error_buf, doom_itoa(num, 10)); + doom_concat(error_buf, " with numss = "); + doom_concat(error_buf, doom_itoa(numsubsectors, 10)); + I_Error(error_buf); + } +#endif + + sub = &subsectors[num]; + + // check lines + count = sub->numlines; + seg = &segs[sub->firstline]; + + for (; count; seg++, count--) + { + line = seg->linedef; + + // allready checked other side? + if (line->validcount == validcount) + continue; + + line->validcount = validcount; + + v1 = line->v1; + v2 = line->v2; + s1 = P_DivlineSide(v1->x, v1->y, &strace); + s2 = P_DivlineSide(v2->x, v2->y, &strace); + + // line isn't crossed? + if (s1 == s2) + continue; + + divl.x = v1->x; + divl.y = v1->y; + divl.dx = v2->x - v1->x; + divl.dy = v2->y - v1->y; + s1 = P_DivlineSide(strace.x, strace.y, &divl); + s2 = P_DivlineSide(t2x, t2y, &divl); + + // line isn't crossed? + if (s1 == s2) + continue; + + // stop because it is not two sided anyway + // might do this after updating validcount? + if (!(line->flags & ML_TWOSIDED)) + return false; + + // crosses a two sided line + front = seg->frontsector; + back = seg->backsector; + + // no wall to block sight with? + if (front->floorheight == back->floorheight + && front->ceilingheight == back->ceilingheight) + continue; + + // possible occluder + // because of ceiling height differences + if (front->ceilingheight < back->ceilingheight) + opentop = front->ceilingheight; + else + opentop = back->ceilingheight; + + // because of ceiling height differences + if (front->floorheight > back->floorheight) + openbottom = front->floorheight; + else + openbottom = back->floorheight; + + // quick test for totally closed doors + if (openbottom >= opentop) + return false; // stop + + frac = P_InterceptVector2(&strace, &divl); + + if (front->floorheight != back->floorheight) + { + slope = FixedDiv(openbottom - sightzstart, frac); + if (slope > bottomslope) + bottomslope = slope; + } + + if (front->ceilingheight != back->ceilingheight) + { + slope = FixedDiv(opentop - sightzstart, frac); + if (slope < topslope) + topslope = slope; + } + + if (topslope <= bottomslope) + return false; // stop + } + + // passed the subsector ok + return true; +} + + +// +// P_CrossBSPNode +// Returns true +// if strace crosses the given node successfully. +// +doom_boolean P_CrossBSPNode(int bspnum) +{ + node_t* bsp; + int side; + + if (bspnum & NF_SUBSECTOR) + { + if (bspnum == -1) + return P_CrossSubsector(0); + else + return P_CrossSubsector(bspnum & (~NF_SUBSECTOR)); + } + + bsp = &nodes[bspnum]; + + // decide which side the start point is on + side = P_DivlineSide(strace.x, strace.y, (divline_t*)bsp); + if (side == 2) + side = 0; // an "on" should cross both sides + + // cross the starting side + if (!P_CrossBSPNode(bsp->children[side])) + return false; + + // the partition plane is crossed here + if (side == P_DivlineSide(t2x, t2y, (divline_t*)bsp)) + { + // the line doesn't touch the other side + return true; + } + + // cross the ending side + return P_CrossBSPNode(bsp->children[side ^ 1]); +} + + +// +// P_CheckSight +// Returns true +// if a straight line between t1 and t2 is unobstructed. +// Uses REJECT. +// +doom_boolean P_CheckSight(mobj_t* t1, mobj_t* t2) +{ + int s1; + int s2; + int pnum; + int bytenum; + int bitnum; + + // First check for trivial rejection. + + // Determine subsector entries in REJECT table. + s1 = (int)(t1->subsector->sector - sectors); + s2 = (int)(t2->subsector->sector - sectors); + pnum = s1 * numsectors + s2; + bytenum = pnum >> 3; + bitnum = 1 << (pnum & 7); + + // Check in REJECT table. + if (rejectmatrix[bytenum] & bitnum) + { + sightcounts[0]++; + + // can't possibly be connected + return false; + } + + // An unobstructed LOS is possible. + // Now look from eyes of t1 to any part of t2. + sightcounts[1]++; + + validcount++; + + sightzstart = t1->z + t1->height - (t1->height >> 2); + topslope = (t2->z + t2->height) - sightzstart; + bottomslope = (t2->z) - sightzstart; + + strace.x = t1->x; + strace.y = t1->y; + t2x = t2->x; + t2y = t2->y; + strace.dx = t2->x - t1->x; + strace.dy = t2->y - t1->y; + + // the head node is the last node output + return P_CrossBSPNode(numnodes - 1); +} diff --git a/demos/ports/doom/src/p_spec.c b/demos/ports/doom/src/p_spec.c new file mode 100644 index 0000000..a1e385d --- /dev/null +++ b/demos/ports/doom/src/p_spec.c @@ -0,0 +1,1313 @@ +// 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: +// Implements special effects: +// Texture animation, height or lighting changes +// according to adjacent sectors, respective +// utility functions, etc. +// Line Tag handling. Line and Sector triggers. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + +#include "doomdef.h" +#include "doomstat.h" +#include "i_system.h" +#include "z_zone.h" +#include "m_argv.h" +#include "m_random.h" +#include "w_wad.h" +#include "r_local.h" +#include "p_local.h" +#include "g_game.h" +#include "s_sound.h" +#include "r_state.h" // State. +#include "sounds.h" // Data. + + +#define MAXANIMS 32 +#define MAXLINEANIMS 64 + +// 20 adjoining sectors max! [dsl] Useless comment is useless +#define MAX_ADJOINING_SECTORS 20 + + +// +// Animating textures and planes +// There is another anim_t used in wi_stuff, unrelated. +// +typedef struct +{ + doom_boolean istexture; + int picnum; + int basepic; + int numpics; + int speed; +} anim_t; + +// +// source animation definition +// +typedef struct +{ + doom_boolean istexture; // if false, it is a flat + char endname[9]; + char startname[9]; + int speed; +} animdef_t; + + +doom_boolean levelTimer; +int levelTimeCount; +short numlinespecials; +line_t* linespeciallist[MAXLINEANIMS]; + + +extern anim_t anims[MAXANIMS]; +extern anim_t* lastanim; + + +// +// P_InitPicAnims +// + +// Floor/ceiling animation sequences, +// defined by first and last frame, +// i.e. the flat (64x64 tile) name to +// be used. +// The full animation sequence is given +// using all the flats between the start +// and end entry, in the order found in +// the WAD file. +// +animdef_t animdefs[] = +{ + {false, "NUKAGE3", "NUKAGE1", 8}, + {false, "FWATER4", "FWATER1", 8}, + {false, "SWATER4", "SWATER1", 8}, + {false, "LAVA4", "LAVA1", 8}, + {false, "BLOOD3", "BLOOD1", 8}, + + // DOOM II flat animations. + {false, "RROCK08", "RROCK05", 8}, + {false, "SLIME04", "SLIME01", 8}, + {false, "SLIME08", "SLIME05", 8}, + {false, "SLIME12", "SLIME09", 8}, + + {true, "BLODGR4", "BLODGR1", 8}, + {true, "SLADRIP3", "SLADRIP1", 8}, + + {true, "BLODRIP4", "BLODRIP1", 8}, + {true, "FIREWALL", "FIREWALA", 8}, + {true, "GSTFONT3", "GSTFONT1", 8}, + {true, "FIRELAVA", "FIRELAV3", 8}, + {true, "FIREMAG3", "FIREMAG1", 8}, + {true, "FIREBLU2", "FIREBLU1", 8}, + {true, "ROCKRED3", "ROCKRED1", 8}, + + {true, "BFALL4", "BFALL1", 8}, + {true, "SFALL4", "SFALL1", 8}, + {true, "WFALL4", "WFALL1", 8}, + {true, "DBRAIN4", "DBRAIN1", 8}, + + {-1} +}; + +anim_t anims[MAXANIMS]; +anim_t* lastanim; + + +// +// Animating line specials +// + +extern short numlinespecials; +extern line_t* linespeciallist[MAXLINEANIMS]; + + +void P_InitPicAnims(void) +{ + int i; + + // Init animation + lastanim = anims; + for (i = 0; animdefs[i].istexture != -1; i++) + { + if (animdefs[i].istexture) + { + // different episode ? + if (R_CheckTextureNumForName(animdefs[i].startname) == -1) + continue; + + lastanim->picnum = R_TextureNumForName(animdefs[i].endname); + lastanim->basepic = R_TextureNumForName(animdefs[i].startname); + } + else + { + if (W_CheckNumForName(animdefs[i].startname) == -1) + 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("Error: P_InitPicAnims: bad cycle from %s to %s", + // animdefs[i].startname, + // animdefs[i].endname); + + doom_strcpy(error_buf, "Error: P_InitPicAnims: bad cycle from "); + doom_concat(error_buf, animdefs[i].startname); + doom_concat(error_buf, " to "); + doom_concat(error_buf, animdefs[i].endname); + I_Error(error_buf); + } + + lastanim->speed = animdefs[i].speed; + lastanim++; + } +} + + +// +// UTILITIES +// + +// +// getSide() +// 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]]; +} + + +// +// getSector() +// 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; +} + + +// +// twoSided() +// Given the sector number and the line number, +// it 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; +} + + +// +// getNextSector() +// Return sector_t * of sector next to current. +// 0 if not two-sided line +// +sector_t* getNextSector(line_t* line, sector_t* sec) +{ + if (!(line->flags & ML_TWOSIDED)) + return 0; + + if (line->frontsector == sec) + return line->backsector; + + return line->frontsector; +} + + +// +// P_FindLowestFloorSurrounding() +// 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; +} + + +// +// P_FindHighestFloorSurrounding() +// 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; +} + + +// +// P_FindNextHighestFloor +// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS +// Note: this should be doable w/o a fixed array. +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; + + // Check for overflow. Exit. + if (h >= MAX_ADJOINING_SECTORS) + { + doom_print( + "Sector with more than 20 adjoining sectors\n"); + break; + } + } + + // Find lowest height in list + if (!h) + return currentheight; + + min = heightlist[0]; + + // Range checking? + 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 = DOOM_MAXINT; + + 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; + int ok; + + line = &lines[linenum]; + + // Triggers that other things can activate + if (!thing->player) + { + // Things that should NOT trigger specials... + switch (thing->type) + { + case MT_ROCKET: + case MT_PLASMA: + case MT_BFG: + case MT_TROOPSHOT: + case MT_HEADSHOT: + case MT_BRUISERSHOT: + return; + break; + + default: break; + } + + ok = 0; + switch (line->special) + { + case 39: // TELEPORT TRIGGER + case 97: // TELEPORT RETRIGGER + case 125: // TELEPORT MONSTERONLY TRIGGER + case 126: // TELEPORT MONSTERONLY RETRIGGER + case 4: // RAISE DOOR + case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER + case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER + ok = 1; + break; + } + if (!ok) + return; + } + + // Note: could use some const's here. + switch (line->special) + { + // TRIGGERS. + // All from here to RETRIGGERS. + case 2: + // Open Door + EV_DoDoor(line, door_open); + line->special = 0; + break; + + case 3: + // Close Door + EV_DoDoor(line, door_close); + line->special = 0; + break; + + case 4: + // Raise Door + EV_DoDoor(line, door_normal); + 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: + // Build Stairs + EV_BuildStairs(line, build8); + 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); + 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(); + 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 108: + // Blazing Door Raise (faster than TURBO!) + EV_DoDoor(line, blazeRaise); + line->special = 0; + break; + + case 109: + // Blazing Door Open (faster than TURBO!) + EV_DoDoor(line, blazeOpen); + line->special = 0; + break; + + case 100: + // Build Stairs Turbo 16 + EV_BuildStairs(line, turbo16); + line->special = 0; + break; + + case 110: + // Blazing Door Close (faster than TURBO!) + EV_DoDoor(line, blazeClose); + line->special = 0; + break; + + case 119: + // Raise floor to nearest surr. floor + EV_DoFloor(line, raiseFloorToNearest); + line->special = 0; + break; + + case 121: + // Blazing PlatDownWaitUpStay + EV_DoPlat(line, blazeDWUS, 0); + line->special = 0; + break; + + case 124: + // Secret EXIT + G_SecretExitLevel(); + break; + + case 125: + // TELEPORT MonsterONLY + if (!thing->player) + { + EV_Teleport(line, side, thing); + line->special = 0; + } + break; + + case 130: + // Raise Floor Turbo + EV_DoFloor(line, raiseFloorTurbo); + line->special = 0; + break; + + case 141: + // Silent Ceiling Crush & Raise + EV_DoCeiling(line, silentCrushAndRaise); + line->special = 0; + break; + + // RETRIGGERS. All from here till end. + 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, door_close); + break; + + case 76: + // Close Door 30 + EV_DoDoor(line, close30ThenOpen); + 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, door_open); + 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, door_normal); + 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; + + case 105: + // Blazing Door Raise (faster than TURBO!) + EV_DoDoor(line, blazeRaise); + break; + + case 106: + // Blazing Door Open (faster than TURBO!) + EV_DoDoor(line, blazeOpen); + break; + + case 107: + // Blazing Door Close (faster than TURBO!) + EV_DoDoor(line, blazeClose); + break; + + case 120: + // Blazing PlatDownWaitUpStay. + EV_DoPlat(line, blazeDWUS, 0); + break; + + case 126: + // TELEPORT MonsterONLY. + if (!thing->player) + EV_Teleport(line, side, thing); + break; + + case 128: + // Raise To Nearest Floor + EV_DoFloor(line, raiseFloorToNearest); + break; + + case 129: + // Raise Floor Turbo + EV_DoFloor(line, raiseFloorTurbo); + break; + } +} + + +// +// P_ShootSpecialLine - IMPACT SPECIALS +// Called when a thing shoots a special line. +// +void P_ShootSpecialLine(mobj_t* thing, line_t* line) +{ + int ok; + + // Impacts that other things can activate. + if (!thing->player) + { + ok = 0; + switch (line->special) + { + case 46: + // OPEN DOOR IMPACT + ok = 1; + break; + } + if (!ok) + return; + } + + switch (line->special) + { + case 24: + // RAISE FLOOR + EV_DoFloor(line, raiseFloor); + P_ChangeSwitchTexture(line, 0); + break; + + case 46: + // OPEN DOOR + EV_DoDoor(line, door_open); + P_ChangeSwitchTexture(line, 1); + break; + + case 47: + // RAISE FLOOR NEAR AND CHANGE + EV_DoPlat(line, raiseToNearestAndChange, 0); + P_ChangeSwitchTexture(line, 0); + break; + } +} + + +// +// P_PlayerInSpecialSector +// Called every tic frame +// that the player origin is in a special sector +// +void P_PlayerInSpecialSector(player_t* player) +{ + sector_t* sector; + + sector = player->mo->subsector->sector; + + // Falling, not all the way down yet? + if (player->mo->z != sector->floorheight) + return; + + // Has hitten ground. + switch (sector->special) + { + case 5: + // HELLSLIME DAMAGE + if (!player->powers[pw_ironfeet]) + if (!(leveltime & 0x1f)) + P_DamageMobj(player->mo, 0, 0, 10); + break; + + case 7: + // NUKAGE DAMAGE + if (!player->powers[pw_ironfeet]) + if (!(leveltime & 0x1f)) + P_DamageMobj(player->mo, 0, 0, 5); + break; + + case 16: + // SUPER HELLSLIME DAMAGE + case 4: + // STROBE HURT + if (!player->powers[pw_ironfeet] + || (P_Random() < 5)) + { + if (!(leveltime & 0x1f)) + P_DamageMobj(player->mo, 0, 0, 20); + } + break; + + case 9: + // SECRET SECTOR + player->secretcount++; + sector->special = 0; + break; + + case 11: + // EXIT SUPER DAMAGE! (for E1M8 finale) + player->cheats &= ~CF_GODMODE; + + if (!(leveltime & 0x1f)) + P_DamageMobj(player->mo, 0, 0, 20); + + if (player->health <= 10) + G_ExitLevel(); + break; + + default: + { + //I_Error("Error: P_PlayerInSpecialSector: " + // "unknown special %i", + // sector->special); + + + doom_strcpy(error_buf, "Error: P_PlayerInSpecialSector: unknown special "); + doom_concat(error_buf, doom_itoa(sector->special, 10)); + I_Error(error_buf); + break; + } + }; +} + + +// +// P_UpdateSpecials +// Animate planes, scroll walls, etc. +// +void P_UpdateSpecials(void) +{ + anim_t* anim; + int pic; + int i; + line_t* line; + + // LEVEL TIMER + if (levelTimer == true) + { + levelTimeCount--; + if (!levelTimeCount) + G_ExitLevel(); + } + + // ANIMATE FLATS AND TEXTURES GLOBALLY + 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; + } + } + + // ANIMATE LINE SPECIALS + for (i = 0; i < numlinespecials; i++) + { + line = linespeciallist[i]; + switch (line->special) + { + case 48: + // EFFECT FIRSTCOL SCROLL + + sides[line->sidenum[0]].textureoffset += FRACUNIT; + break; + } + } + + // DO BUTTONS + for (i = 0; i < MAXBUTTONS; i++) + if (buttonlist[i].btimer) + { + buttonlist[i].btimer--; + if (!buttonlist[i].btimer) + { + switch (buttonlist[i].where) + { + case top: + sides[buttonlist[i].line->sidenum[0]].toptexture = + buttonlist[i].btexture; + break; + + case middle: + sides[buttonlist[i].line->sidenum[0]].midtexture = + buttonlist[i].btexture; + break; + + case bottom: + sides[buttonlist[i].line->sidenum[0]].bottomtexture = + buttonlist[i].btexture; + break; + } + S_StartSound((mobj_t*)&buttonlist[i].soundorg, sfx_swtchn); + doom_memset(&buttonlist[i], 0, sizeof(button_t)); + } + } +} + + +// +// Special Stuff that can not 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 = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0); + P_AddThinker(&floor->thinker); + s2->specialdata = floor; + floor->thinker.function.acp1 = (actionf_p1)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 = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0); + P_AddThinker(&floor->thinker); + s1->specialdata = floor; + floor->thinker.function.acp1 = (actionf_p1)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 +// + +// Parses command line parameters. +void P_SpawnSpecials(void) +{ + sector_t* sector; + int i; + int episode; + + episode = 1; + if (W_CheckNumForName("texture2") >= 0) + episode = 2; + + + // See if -TIMER needs to be used. + levelTimer = false; + + i = M_CheckParm("-avg"); + if (i && deathmatch) + { + levelTimer = true; + levelTimeCount = 20 * 60 * 35; + } + + i = M_CheckParm("-timer"); + if (i && deathmatch) + { + int time; + time = doom_atoi(myargv[i + 1]) * 60 * 35; + levelTimer = true; + levelTimeCount = time; + } + + // 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; + + case 17: + P_SpawnFireFlicker(sector); + break; + } + } + + + // Init line EFFECTs + numlinespecials = 0; + for (i = 0; i < numlines; i++) + { + switch (lines[i].special) + { + case 48: + // EFFECT FIRSTCOL SCROLL+ + linespeciallist[numlinespecials] = &lines[i]; + numlinespecials++; + break; + } + } + + + // Init other misc stuff + for (i = 0; i < MAXCEILINGS; i++) + activeceilings[i] = 0; + + for (i = 0; i < MAXPLATS; i++) + activeplats[i] = 0; + + for (i = 0; i < MAXBUTTONS; i++) + doom_memset(&buttonlist[i], 0, sizeof(button_t)); +} diff --git a/demos/ports/doom/src/p_spec.h b/demos/ports/doom/src/p_spec.h new file mode 100644 index 0000000..331cfe3 --- /dev/null +++ b/demos/ports/doom/src/p_spec.h @@ -0,0 +1,429 @@ +// 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: none +// Implements special effects: +// Texture animation, height or lighting changes +// according to adjacent sectors, respective +// utility functions, etc. +// +//----------------------------------------------------------------------------- + +#ifndef __P_SPEC__ +#define __P_SPEC__ + + +#include "p_mobj.h" +#include "r_defs.h" + + +// +// End-level timer (-TIMER option) +// +extern doom_boolean levelTimer; +extern int levelTimeCount; + + +// Define values for map objects +#define MO_TELEPORTMAN 14 + + +// at game start +void P_InitPicAnims(void); + +// at map load +void P_SpawnSpecials(void); + +// every tic +void P_UpdateSpecials(void); + +// when needed +doom_boolean P_UseSpecialLine(mobj_t* thing, line_t* line, int side); + +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; +} fireflicker_t; + + +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 P_SpawnFireFlicker(sector_t* sector); +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 +{ + char name1[9]; + char name2[9]; + short episode; +} switchlist_t; + + +typedef enum +{ + top, + middle, + bottom +} bwhere_e; + + +typedef struct +{ + line_t* line; + bwhere_e where; + int btexture; + int btimer; + mobj_t* soundorg; +} button_t; + + +// max # of wall switches in a level +#define MAXSWITCHES 50 + +// 4 players, 4 buttons each at once, max. +#define MAXBUTTONS 16 + +// 1 second, in ticks. +#define BUTTONTIME 35 + + +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, + blazeDWUS +} 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; + doom_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 +{ + door_normal, + close30ThenOpen, + door_close, + door_open, + raiseIn5Mins, + blazeRaise, + blazeOpen, + blazeClose +} vldoor_e; + + +typedef struct +{ + thinker_t thinker; + vldoor_e type; + sector_t* sector; + fixed_t topheight; + fixed_t speed; + + // 1 = up, 0 = waiting at top, -1 = down + int direction; + + // tics to wait at the top + int topwait; + + // (keep in case a door going down is reset) + // when it reaches 0, start going down + int topcountdown; +} 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); +int EV_DoLockedDoor(line_t* line, vldoor_e type, mobj_t* thing); +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, + silentCrushAndRaise +} ceiling_e; + + +typedef struct +{ + thinker_t thinker; + ceiling_e type; + sector_t* sector; + fixed_t bottomheight; + fixed_t topheight; + fixed_t speed; + doom_boolean crush; + + // 1 = up, 0 = waiting, -1 = down + int direction; + + // ID + int tag; + 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 +{ + // lower floor to highest surrounding floor + lowerFloor, + + // lower floor to lowest surrounding floor + lowerFloorToLowest, + + // lower floor to highest surrounding floor VERY FAST + turboLower, + + // raise floor to lowest surrounding CEILING + raiseFloor, + + // raise floor to next highest surrounding floor + raiseFloorToNearest, + + // raise floor to shortest height texture around it + raiseToTexture, + + // lower floor to lowest surrounding floor + // and change floorpic + lowerAndChange, + + raiseFloor24, + raiseFloor24AndChange, + raiseFloorCrush, + + // raise to next highest floor, turbo-speed + raiseFloorTurbo, + donutRaise, + raiseFloor512 +} floor_e; + + +typedef enum +{ + build8, // slowly build by 8 + turbo16 // quickly build by 16 +} stair_e; + + +typedef struct +{ + thinker_t thinker; + floor_e type; + doom_boolean crush; + sector_t* sector; + int direction; + int newspecial; + short texture; + fixed_t floordestheight; + fixed_t speed; +} floormove_t; + + +#define FLOORSPEED FRACUNIT + + +typedef enum +{ + ok, + crushed, + pastdest +} result_e; + + +result_e T_MovePlane(sector_t* sector, fixed_t speed, fixed_t dest, doom_boolean crush, int floorOrCeiling, int direction); +int EV_BuildStairs(line_t* line, stair_e type); +int EV_DoFloor(line_t* line, floor_e floortype); +void T_MoveFloor(floormove_t* floor); + +// +// P_TELEPT +// +int EV_Teleport(line_t* line, int side, mobj_t* thing); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/p_switch.c b/demos/ports/doom/src/p_switch.c new file mode 100644 index 0000000..9c31518 --- /dev/null +++ b/demos/ports/doom/src/p_switch.c @@ -0,0 +1,612 @@ +// 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: +// Switches, buttons. Two-state animation. Exits. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "i_system.h" +#include "doomdef.h" +#include "p_local.h" +#include "g_game.h" +#include "s_sound.h" +#include "sounds.h" // Data. +#include "doomstat.h" // State. +#include "r_state.h" // State. + + +// +// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE +// +switchlist_t alphSwitchList[] = +{ + // Doom shareware episode 1 switches + {"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}, + + // Doom registered episodes 2&3 switches + {"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}, + + // Doom II switches + {"SW1PANEL", "SW2PANEL", 3}, + {"SW1ROCK", "SW2ROCK", 3}, + {"SW1MET2", "SW2MET2", 3}, + {"SW1WDMET", "SW2WDMET", 3}, + {"SW1BRIK", "SW2BRIK", 3}, + {"SW1MOD1", "SW2MOD1", 3}, + {"SW1ZIM", "SW2ZIM", 3}, + {"SW1STON6", "SW2STON6", 3}, + {"SW1TEK", "SW2TEK", 3}, + {"SW1MARB", "SW2MARB", 3}, + {"SW1SKULL", "SW2SKULL", 3}, + + {"\0", "\0", 0} +}; + +int switchlist[MAXSWITCHES * 2]; +int numswitches; +button_t buttonlist[MAXBUTTONS]; + + +// +// P_InitSwitchList +// Only called at game initialization. +// +void P_InitSwitchList(void) +{ + int i; + int index; + int episode; + + episode = 1; + + if (gamemode == registered) + episode = 2; + else + if (gamemode == commercial) + episode = 3; + + for (index = 0, i = 0; i < MAXSWITCHES; i++) + { + if (!alphSwitchList[i].episode) + { + numswitches = index / 2; + switchlist[index] = -1; + break; + } + + if (alphSwitchList[i].episode <= episode) + { + switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name1); + switchlist[index++] = 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 time) +{ + int i; + + // See if button is already pressed + for (i = 0; i < MAXBUTTONS; i++) + { + if (buttonlist[i].btimer + && buttonlist[i].line == line) + { + + return; + } + } + + 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 = time; + buttonlist[i].soundorg = (mobj_t*)&line->frontsector->soundorg; + return; + } + } + + I_Error("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_swtchn; + + // EXIT SWITCH? + if (line->special == 11) + 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, 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, 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, bottom, switchlist[i], BUTTONTIME); + + return; + } + } + } + } +} + + +// +// P_UseSpecialLine +// Called when a thing uses a special line. +// Only the front sides of lines are usable. +// +doom_boolean P_UseSpecialLine(mobj_t* thing, line_t* line, int side) +{ + // Err... + // Use the back sides of VERY SPECIAL lines... + if (side) + { + switch (line->special) + { + case 124: + // Sliding door open&close + // UNUSED? + break; + + default: + return false; + break; + } + } + + + // Switches that other things can activate. + if (!thing->player) + { + // never open secret doors + if (line->flags & ML_SECRET) + return false; + + switch (line->special) + { + case 1: // MANUAL DOOR RAISE + case 32: // MANUAL BLUE + case 33: // MANUAL RED + case 34: // MANUAL YELLOW + break; + + default: + return false; + break; + } + } + + + // 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 + + case 117: // Blazing door raise + case 118: // Blazing door open + EV_VerticalDoor(line, thing); + break; + + //UNUSED - Door Slide Open&Close + // case 124: + // EV_SlidingDoor (line, thing); + // break; + + // SWITCHES + case 7: + // Build Stairs + if (EV_BuildStairs(line, build8)) + P_ChangeSwitchTexture(line, 0); + break; + + case 9: + // Change Donut + if (EV_DoDonut(line)) + P_ChangeSwitchTexture(line, 0); + break; + + case 11: + // Exit level + P_ChangeSwitchTexture(line, 0); + G_ExitLevel(); + 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, door_normal)) + 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: + // Ceiling Crush And Raise + if (EV_DoCeiling(line, crushAndRaise)) + P_ChangeSwitchTexture(line, 0); + break; + + case 50: + // Close Door + if (EV_DoDoor(line, door_close)) + P_ChangeSwitchTexture(line, 0); + break; + + case 51: + // Secret EXIT + P_ChangeSwitchTexture(line, 0); + G_SecretExitLevel(); + 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, door_open)) + P_ChangeSwitchTexture(line, 0); + break; + + case 111: + // Blazing Door Raise (faster than TURBO!) + if (EV_DoDoor(line, blazeRaise)) + P_ChangeSwitchTexture(line, 0); + break; + + case 112: + // Blazing Door Open (faster than TURBO!) + if (EV_DoDoor(line, blazeOpen)) + P_ChangeSwitchTexture(line, 0); + break; + + case 113: + // Blazing Door Close (faster than TURBO!) + if (EV_DoDoor(line, blazeClose)) + P_ChangeSwitchTexture(line, 0); + break; + + case 122: + // Blazing PlatDownWaitUpStay + if (EV_DoPlat(line, blazeDWUS, 0)) + P_ChangeSwitchTexture(line, 0); + break; + + case 127: + // Build Stairs Turbo 16 + if (EV_BuildStairs(line, turbo16)) + P_ChangeSwitchTexture(line, 0); + break; + + case 131: + // Raise Floor Turbo + if (EV_DoFloor(line, raiseFloorTurbo)) + P_ChangeSwitchTexture(line, 0); + break; + + case 133: + // BlzOpenDoor BLUE + case 135: + // BlzOpenDoor RED + case 137: + // BlzOpenDoor YELLOW + if (EV_DoLockedDoor(line, blazeOpen, thing)) + P_ChangeSwitchTexture(line, 0); + break; + + case 140: + // Raise Floor 512 + if (EV_DoFloor(line, raiseFloor512)) + P_ChangeSwitchTexture(line, 0); + break; + + // BUTTONS + case 42: + // Close Door + if (EV_DoDoor(line, door_close)) + 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, door_open)) + 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, door_normal)) + 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; + + case 114: + // Blazing Door Raise (faster than TURBO!) + if (EV_DoDoor(line, blazeRaise)) + P_ChangeSwitchTexture(line, 1); + break; + + case 115: + // Blazing Door Open (faster than TURBO!) + if (EV_DoDoor(line, blazeOpen)) + P_ChangeSwitchTexture(line, 1); + break; + + case 116: + // Blazing Door Close (faster than TURBO!) + if (EV_DoDoor(line, blazeClose)) + P_ChangeSwitchTexture(line, 1); + break; + + case 123: + // Blazing PlatDownWaitUpStay + if (EV_DoPlat(line, blazeDWUS, 0)) + P_ChangeSwitchTexture(line, 1); + break; + + case 132: + // Raise Floor Turbo + if (EV_DoFloor(line, raiseFloorTurbo)) + P_ChangeSwitchTexture(line, 1); + break; + + case 99: + // BlzOpenDoor BLUE + case 134: + // BlzOpenDoor RED + case 136: + // BlzOpenDoor YELLOW + if (EV_DoLockedDoor(line, blazeOpen, thing)) + P_ChangeSwitchTexture(line, 1); + break; + + case 138: + // Light Turn On + EV_LightTurnOn(line, 255); + P_ChangeSwitchTexture(line, 1); + break; + + case 139: + // Light Turn Off + EV_LightTurnOn(line, 35); + P_ChangeSwitchTexture(line, 1); + break; + } + + return true; +} diff --git a/demos/ports/doom/src/p_telept.c b/demos/ports/doom/src/p_telept.c new file mode 100644 index 0000000..92008ff --- /dev/null +++ b/demos/ports/doom/src/p_telept.c @@ -0,0 +1,117 @@ +// 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: +// Teleportation. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "doomdef.h" +#include "s_sound.h" +#include "p_local.h" +#include "sounds.h" // Data. +#include "r_state.h" // State. + + +// +// TELEPORTATION +// +int EV_Teleport(line_t* line, int side, mobj_t* thing) +{ + int i; + int tag; + mobj_t* m; + mobj_t* fog; + unsigned an; + thinker_t* thinker; + sector_t* sector; + fixed_t oldx; + fixed_t oldy; + fixed_t oldz; + + // don't teleport missiles + if (thing->flags & MF_MISSILE) + return 0; + + // Don't teleport if hit back of line, + // so you can get out of teleporter. + if (side == 1) + return 0; + + 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) + { + // not a mobj + if (thinker->function.acp1 != (actionf_p1)P_MobjThinker) + continue; + + m = (mobj_t*)thinker; + + // not a teleportman + if (m->type != MT_TELEPORTMAN) + continue; + + sector = m->subsector->sector; + // wrong sector + if (sector - sectors != i) + continue; + + oldx = thing->x; + oldy = thing->y; + oldz = thing->z; + + if (!P_TeleportMove(thing, m->x, m->y)) + return 0; + + thing->z = thing->floorz; //fixme: not needed? + if (thing->player) + thing->player->viewz = thing->z + thing->player->viewheight; + + // spawn teleport fog at source and destination + fog = P_SpawnMobj(oldx, oldy, oldz, MT_TFOG); + S_StartSound(fog, sfx_telept); + an = m->angle >> ANGLETOFINESHIFT; + fog = P_SpawnMobj(m->x + 20 * finecosine[an], m->y + 20 * finesine[an] + , thing->z, MT_TFOG); + + // emit sound, where? + S_StartSound(fog, sfx_telept); + + // don't move for a bit + if (thing->player) + thing->reactiontime = 18; + + thing->angle = m->angle; + thing->momx = thing->momy = thing->momz = 0; + return 1; + } + } + } + + return 0; +} diff --git a/demos/ports/doom/src/p_tick.c b/demos/ports/doom/src/p_tick.c new file mode 100644 index 0000000..aa7d50b --- /dev/null +++ b/demos/ports/doom/src/p_tick.c @@ -0,0 +1,138 @@ +// 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: +// Archiving: SaveGame I/O. +// Thinker, Ticker. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "z_zone.h" +#include "p_local.h" +#include "doomstat.h" + + +int leveltime; + +// +// 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. +// + +// Both the head and tail of the thinker list. +thinker_t thinkercap; + + +// +// 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) +{ + // FIXME: NOP. + thinker->function.acv = (actionf_v)(-1); +} + + +// +// P_RunThinkers +// +void P_RunThinkers(void) +{ + thinker_t* currentthinker; + + currentthinker = thinkercap.next; + while (currentthinker != &thinkercap) + { + if (currentthinker->function.acv == (actionf_v)(-1)) + { + // time to remove it + currentthinker->next->prev = currentthinker->prev; + currentthinker->prev->next = currentthinker->next; + Z_Free(currentthinker); + } + else + { + if (currentthinker->function.acp1) + currentthinker->function.acp1(currentthinker); + } + currentthinker = currentthinker->next; + } +} + + +// +// P_Ticker +// +void P_Ticker(void) +{ + int i; + + // run the tic + if (paused) + return; + + // pause if in menu and at least one tic has been run + if (!netgame + && menuactive + && !demoplayback + && players[consoleplayer].viewz != 1) + { + return; + } + + for (i = 0; i < MAXPLAYERS; i++) + if (playeringame[i]) + P_PlayerThink(&players[i]); + + P_RunThinkers(); + P_UpdateSpecials(); + P_RespawnSpecials(); + + // for par times + leveltime++; +} diff --git a/demos/ports/doom/src/p_tick.h b/demos/ports/doom/src/p_tick.h new file mode 100644 index 0000000..a660f37 --- /dev/null +++ b/demos/ports/doom/src/p_tick.h @@ -0,0 +1,38 @@ +// 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: +// ? +// +//----------------------------------------------------------------------------- + +#ifndef __P_TICK__ +#define __P_TICK__ + + +// Called by C_Ticker, +// can call G_PlayerExited. +// Carries out all thinking of monsters and players. +void P_Ticker(void); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/p_user.c b/demos/ports/doom/src/p_user.c new file mode 100644 index 0000000..01acef1 --- /dev/null +++ b/demos/ports/doom/src/p_user.c @@ -0,0 +1,370 @@ +// 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: +// Player related stuff. +// Bobbing POV/weapon, movement. +// Pending weapon. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "doomdef.h" +#include "d_event.h" +#include "p_local.h" +#include "doomstat.h" + + +// Index of the special effects (INVUL inverse) map. +#define INVERSECOLORMAP 32 + +// 16 pixels of bob +#define MAXBOB 0x100000 + +#define ANG5 (ANG90/18) + + +// +// Movement. +// + +doom_boolean onground; + + +// +// P_Thrust +// Moves the given origin along a given angle. +// +void P_Thrust(player_t* player, angle_t angle, fixed_t move) +{ + angle >>= ANGLETOFINESHIFT; + + player->mo->momx += FixedMul(move, finecosine[angle]); + player->mo->momy += FixedMul(move, finesine[angle]); +} + + +// +// P_CalcHeight +// Calculate the walking / running height adjustment +// +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 + // Note: a LUT allows for effects + // like a ramp with low health. + 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->cheats & CF_NOMOMENTUM) || !onground) + { + 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; + } + } + player->viewz = player->mo->z + player->viewheight + bob; + + if (player->viewz > player->mo->ceilingz - 4 * FRACUNIT) + player->viewz = player->mo->ceilingz - 4 * FRACUNIT; +} + + +// +// P_MovePlayer +// +void P_MovePlayer(player_t* player) +{ + ticcmd_t* cmd; + + cmd = &player->cmd; + + player->mo->angle += (cmd->angleturn << 16); + + // Do not let the player control movement + // if not onground. + onground = (player->mo->z <= player->mo->floorz); + + if (cmd->forwardmove && onground) + P_Thrust(player, player->mo->angle, cmd->forwardmove * 2048); + + if (cmd->sidemove && onground) + P_Thrust(player, player->mo->angle - ANG90, cmd->sidemove * 2048); + + if ((cmd->forwardmove || cmd->sidemove) + && player->mo->state == &states[S_PLAY]) + { + P_SetMobjState(player->mo, S_PLAY_RUN1); + } +} + + +// +// P_DeathThink +// Fall on your face when dying. +// Decrease POV height to floor height. +// +void P_DeathThink(player_t* player) +{ + angle_t angle; + angle_t delta; + + P_MovePsprites(player); + + // fall to the ground + if (player->viewheight > 6 * FRACUNIT) + player->viewheight -= FRACUNIT; + + if (player->viewheight < 6 * FRACUNIT) + player->viewheight = 6 * FRACUNIT; + + player->deltaviewheight = 0; + onground = (player->mo->z <= player->mo->floorz); + 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) + player->playerstate = PST_REBORN; +} + + +// +// P_PlayerThink +// +void P_PlayerThink(player_t* player) +{ + ticcmd_t* cmd; + weapontype_t newweapon; + + // fixme: do this in the cheat code + if (player->cheats & CF_NOCLIP) + player->mo->flags |= MF_NOCLIP; + else + player->mo->flags &= ~MF_NOCLIP; + + // chain saw run forward + cmd = &player->cmd; + if (player->mo->flags & MF_JUSTATTACKED) + { + cmd->angleturn = 0; + cmd->forwardmove = 0xc800 / 512; + cmd->sidemove = 0; + player->mo->flags &= ~MF_JUSTATTACKED; + } + + + if (player->playerstate == PST_DEAD) + { + P_DeathThink(player); + return; + } + + // Move around. + // Reactiontime is used to prevent movement + // for a bit after a teleport. + if (player->mo->reactiontime) + player->mo->reactiontime--; + else + P_MovePlayer(player); + + P_CalcHeight(player); + + if (player->mo->subsector->sector->special) + P_PlayerInSpecialSector(player); + + // Check for weapon change. + + // A special event has no other buttons. + if (cmd->buttons & BT_SPECIAL) + cmd->buttons = 0; + + if (cmd->buttons & BT_CHANGE) + { + // The actual changing of the weapon is done + // when the weapon psprite can do it + // (read: not in the middle of an attack). + newweapon = (cmd->buttons & BT_WEAPONMASK) >> BT_WEAPONSHIFT; + + if (newweapon == wp_fist + && player->weaponowned[wp_chainsaw] + && !(player->readyweapon == wp_chainsaw + && player->powers[pw_strength])) + { + newweapon = wp_chainsaw; + } + + if ((gamemode == commercial) + && newweapon == wp_shotgun + && player->weaponowned[wp_supershotgun] + && player->readyweapon != wp_supershotgun) + { + newweapon = wp_supershotgun; + } + + + if (player->weaponowned[newweapon] + && newweapon != player->readyweapon) + { + // Do not go to plasma or BFG in shareware, + // even if cheated. + if ((newweapon != wp_plasma + && newweapon != wp_bfg) + || (gamemode != 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; + + // cycle psprites + P_MovePsprites(player); + + // Counters, time dependend power ups. + + // Strength counts up to diminish fade. + if (player->powers[pw_strength]) + player->powers[pw_strength]++; + + 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_ironfeet]) + player->powers[pw_ironfeet]--; + + if (player->damagecount) + player->damagecount--; + + if (player->bonuscount) + player->bonuscount--; + + + // Handling colormaps. + if (player->powers[pw_invulnerability]) + { + if (player->powers[pw_invulnerability] > 4 * 32 + || (player->powers[pw_invulnerability] & 8)) + player->fixedcolormap = INVERSECOLORMAP; + else + player->fixedcolormap = 0; + } + else if (player->powers[pw_infrared]) + { + if (player->powers[pw_infrared] > 4 * 32 + || (player->powers[pw_infrared] & 8)) + { + // almost full bright + player->fixedcolormap = 1; + } + else + player->fixedcolormap = 0; + } + else + player->fixedcolormap = 0; +} diff --git a/demos/ports/doom/src/r_bsp.c b/demos/ports/doom/src/r_bsp.c new file mode 100644 index 0000000..5931d7d --- /dev/null +++ b/demos/ports/doom/src/r_bsp.c @@ -0,0 +1,563 @@ +// 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: +// BSP traversal, handling of LineSegs for rendering. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "doomdef.h" +#include "m_bbox.h" +#include "i_system.h" +#include "r_main.h" +#include "r_plane.h" +#include "r_things.h" +#include "doomstat.h" // State. +#include "r_state.h" // State. + + +#define MAXSEGS 32 + + +// +// ClipWallSegment +// Clips the given range of columns +// and includes it in the new clip list. +// +typedef struct +{ + int first; + int last; +} cliprange_t; + + +seg_t* curline; +side_t* sidedef; +line_t* linedef; +sector_t* frontsector; +sector_t* backsector; + +drawseg_t drawsegs[MAXDRAWSEGS]; +drawseg_t* ds_p; + +// newend is one past the last valid seg +cliprange_t* newend; +cliprange_t solidsegs[MAXSEGS]; + +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} +}; + + +void R_StoreWallRange(int start, int stop); + + +// +// R_ClearDrawSegs +// +void R_ClearDrawSegs(void) +{ + ds_p = drawsegs; +} + + +// +// R_ClipSolidWallSegment +// Does handle solid walls, +// e.g. single sided LineDefs (middle texture) +// that entirely block the view. +// +void R_ClipSolidWallSegment(int first, int last) +{ + cliprange_t* next; + 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), + // 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); + // Now adjust the clip size. + start->first = first; + } + + // Bottom contained in start? + if (last <= start->last) + return; + + 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. + // Adjust the clip size. + start->last = next->last; + goto crunch; + } + } + + // There is a fragment after *next. + R_StoreWallRange(next->last + 1, last); + // Adjust the clip size. + start->last = last; + + // Remove start+1 to next from the clip list, + // because start now covers their area. +crunch: + if (next == start) + { + // Post just extended past the bottom of one post. + return; + } + + + 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. +// Does handle windows, +// e.g. LineDefs with upper and lower texture. +// +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); + } + + // Bottom contained in start? + if (last <= start->last) + return; + + 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. +// +void R_AddLine(seg_t* line) +{ + int x1; + int x2; + angle_t angle1; + angle_t angle2; + angle_t span; + angle_t 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; + + // Back side? I.e. backface culling? + if (span >= ANG180) + return; + + // Global angle needed by segcalc. + rw_angle1 = angle1; + angle1 -= viewangle; + angle2 -= viewangle; + + tspan = angle1 + clipangle; + if (tspan > 2 * clipangle) + { + tspan -= 2 * clipangle; + + // Totally off the left edge? + if (tspan >= span) + return; + + angle1 = clipangle; + } + tspan = clipangle - angle2; + if (tspan > 2 * clipangle) + { + tspan -= 2 * clipangle; + + // Totally off the left edge? + if (tspan >= span) + return; +#pragma warning(push) +#pragma warning(disable : 4146) + angle2 = -clipangle; +#pragma warning(pop) + } + + // 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]; + + // Does not cross a pixel? + if (x1 == x2) + return; + + backsector = line->backsector; + + // Single sided line? + if (!backsector) + goto clipsolid; + + // Closed door. + if (backsector->ceilingheight <= frontsector->floorheight + || backsector->floorheight >= frontsector->ceilingheight) + goto clipsolid; + + // Window. + if (backsector->ceilingheight != frontsector->ceilingheight + || backsector->floorheight != frontsector->floorheight) + goto clippass; + + // Reject empty lines used for triggers + // and special events. + // Identical floor and ceiling on both sides, + // identical light levels on both sides, + // and no middle texture. + 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 +// Checks BSP node/subtree bounding box. +// Returns true +// if some part of the bbox might be visible. +// +doom_boolean R_CheckBBox(fixed_t* bspcoord) +{ + int boxx; + int boxy; + int boxpos; + + fixed_t x1; + fixed_t y1; + fixed_t x2; + fixed_t y2; + + angle_t angle1; + angle_t angle2; + angle_t span; + angle_t tspan; + + cliprange_t* start; + + int sx1; + int 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; + + // Sitting on a line? + if (span >= ANG180) + return true; + + tspan = angle1 + clipangle; + + if (tspan > 2 * clipangle) + { + tspan -= 2 * clipangle; + + // Totally off the left edge? + if (tspan >= span) + return false; + + angle1 = clipangle; + } + tspan = clipangle - angle2; + if (tspan > 2 * clipangle) + { + tspan -= 2 * clipangle; + + // Totally off the left edge? + if (tspan >= span) + return false; + +#pragma warning(push) +#pragma warning(disable : 4146) + angle2 = -clipangle; +#pragma warning(pop) + } + + + // 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]; + + // Does not cross a pixel. + if (sx1 == sx2) + return false; + sx2--; + + start = solidsegs; + while (start->last < sx2) + start++; + + if (sx1 >= start->first + && sx2 <= start->last) + { + // The clippost contains the new span. + return false; + } + + return true; +} + + +// +// R_Subsector +// Determine floor/ceiling planes. +// Add sprites of things in sector. +// Draw one or more line segments. +// +void R_Subsector(int num) +{ + int count; + seg_t* line; + subsector_t* sub; + +#ifdef RANGECHECK + if (num >= numsubsectors) + { + //I_Error("Error: R_Subsector: ss %i with numss = %i", + // num, + // numsubsectors); + + + doom_strcpy(error_buf, "Error: R_Subsector: ss "); + doom_concat(error_buf, doom_itoa(num, 10)); + doom_concat(error_buf, " with numss = "); + doom_concat(error_buf, doom_itoa(numsubsectors, 10)); + I_Error(error_buf); + } +#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); + } + else + floorplane = 0; + + if (frontsector->ceilingheight > viewz + || frontsector->ceilingpic == skyflatnum) + { + ceilingplane = R_FindPlane(frontsector->ceilingheight, + frontsector->ceilingpic, + frontsector->lightlevel); + } + else + ceilingplane = 0; + + R_AddSprites(frontsector); + + while (count--) + { + R_AddLine(line); + line++; + } +} + + +// +// RenderBSPNode +// Renders all subsectors below a given node, +// traversing subtree recursively. +// Just call with BSP root. +void R_RenderBSPNode(int bspnum) +{ + node_t* bsp; + int side; + + // Found a subsector? + 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); + + // Recursively divide front space. + R_RenderBSPNode(bsp->children[side]); + + // Possibly divide back space. + if (R_CheckBBox(bsp->bbox[side ^ 1])) + R_RenderBSPNode(bsp->children[side ^ 1]); +} diff --git a/demos/ports/doom/src/r_bsp.h b/demos/ports/doom/src/r_bsp.h new file mode 100644 index 0000000..07f47d6 --- /dev/null +++ b/demos/ports/doom/src/r_bsp.h @@ -0,0 +1,69 @@ +// 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: +// Refresh module, BSP traversal and handling. +// +//----------------------------------------------------------------------------- + +#ifndef __R_BSP__ +#define __R_BSP__ + + +#include "r_defs.h" + + +extern seg_t* curline; +extern side_t* sidedef; +extern line_t* linedef; +extern sector_t* frontsector; +extern sector_t* backsector; + +extern int rw_x; +extern int rw_stopx; + +extern doom_boolean segtextured; + +// false if the back side is the same plane +extern doom_boolean markfloor; +extern doom_boolean markceiling; + +extern doom_boolean skymap; + +extern drawseg_t drawsegs[MAXDRAWSEGS]; +extern drawseg_t* ds_p; + +extern lighttable_t** hscalelight; +extern lighttable_t** vscalelight; +extern lighttable_t** dscalelight; + + +typedef void (*drawfunc_t) (int start, int stop); + + +// BSP? +void R_ClearClipSegs(void); +void R_ClearDrawSegs(void); +void R_RenderBSPNode(int bspnum); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/r_data.c b/demos/ports/doom/src/r_data.c new file mode 100644 index 0000000..8e66529 --- /dev/null +++ b/demos/ports/doom/src/r_data.c @@ -0,0 +1,846 @@ +// 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. +// +// $Log:$ +// +// Revision 1.3 1997/01/29 20:10 +// DESCRIPTION: +// Preparation of data for rendering, +// generation of lookups, caching, retrieval by name. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "i_system.h" +#include "z_zone.h" +#include "m_swap.h" +#include "w_wad.h" +#include "doomdef.h" +#include "r_local.h" +#include "p_local.h" +#include "doomstat.h" +#include "r_sky.h" +#if defined(DOOM_WIN32) + +// #define strncasecmp strnicmp +#elif defined(DOOM_APPLE) + +#else +#ifdef LINUX +#include +#endif +#endif +#include "r_data.h" + + +// +// Graphics. +// DOOM graphics for walls and sprites +// is stored in vertical runs of opaque pixels (posts). +// A column is composed of zero or more posts, +// a patch or sprite is composed of zero or more columns. +// + + +// +// Texture definition. +// Each texture is composed of one or more patches, +// with patches being lumps stored in the WAD. +// The lumps are referenced by number, and patched +// into the rectangular texture space using origin +// and possibly other attributes. +// +typedef struct +{ + short originx; + short originy; + short patch; + short stepdir; + short colormap; +} mappatch_t; + + +// +// Texture definition. +// A DOOM wall texture is a list of patches +// which are to be combined in a predefined order. +// +typedef struct +{ + char name[8]; + doom_boolean masked; + short width; + short height; + //void **columndirectory; // OBSOLETE + int columndirectory; // [pd] If it's not used, at least make sure it's the right size! Pointers are 8 bytes in x64 + short patchcount; + mappatch_t patches[1]; +} maptexture_t; + + +// A single patch from a texture definition, +// basically a rectangular area within +// the texture rectangle. +typedef struct +{ + // Block origin (allways UL), + // which has allready accounted + // for the internal origin of the patch. + int originx; + int originy; + 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 +{ + // Keep name for switch changing, etc. + char name[8]; + short width; + short height; + + // All the patches[patchcount] + // are drawn back to front into the cached texture. + short patchcount; + texpatch_t patches[1]; +} texture_t; + + +int firstflat; +int lastflat; +int numflats; + +int firstpatch; +int lastpatch; +int numpatches; + +int firstspritelump; +int lastspritelump; +int numspritelumps; + +int numtextures; +texture_t** textures; + +int* texturewidthmask; +// needed for texture pegging +fixed_t* textureheight; +int* texturecompositesize; +short** texturecolumnlump; +unsigned short** texturecolumnofs; +byte** texturecomposite; + +// for global animation +int* flattranslation; +int* texturetranslation; + +// needed for pre rendering +fixed_t* spritewidth; +fixed_t* spriteoffset; +fixed_t* spritetopoffset; + +lighttable_t* colormaps; + +int flatmemory; +int texturememory; +int spritememory; + + +// +// 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. +// +void R_DrawColumnInCache(column_t* patch, byte* cache, int originy, int cacheheight) +{ + int count; + int position; + byte* source; + byte* dest; + + 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) + doom_memcpy(cache + position, source, count); + + patch = (column_t*)((byte*)patch + patch->length + 4); + } +} + + +// +// R_GenerateComposite +// Using the texture definition, +// the composite texture is created from the patches, +// and each column is cached. +// +void R_GenerateComposite(int texnum) +{ + byte* block; + texture_t* texture; + texpatch_t* patch; + patch_t* realpatch; + int x; + int x1; + int x2; + int i; + column_t* patchcol; + short* collump; + unsigned short* colofs; + + texture = textures[texnum]; + + block = 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 = 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++) + { + // Column does not have multiple patches? + if (collump[x] >= 0) + continue; + + 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 in column cache, + // it is purgable from zone memory. + Z_ChangeTag(block, PU_CACHE); +} + + +// +// R_GenerateLookup +// +void R_GenerateLookup(int texnum) +{ + texture_t* texture; + byte* patchcount; // patchcount[texture->width] + texpatch_t* patch; + patch_t* realpatch; + int x; + int x1; + int x2; + int i; + short* collump; + unsigned short* colofs; + + texture = textures[texnum]; + + // Composited texture not created yet. + texturecomposite[texnum] = 0; + + texturecompositesize[texnum] = 0; + collump = texturecolumnlump[texnum]; + colofs = texturecolumnofs[texnum]; + + // Now 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*)doom_malloc(texture->width); + doom_memset(patchcount, 0, texture->width); + patch = texture->patches; + + for (i = 0, patch = texture->patches; + i < texture->patchcount; + i++, patch++) + { + realpatch = 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]) + { + //doom_print("R_GenerateLookup: column without a patch (%s)\n", + // texture->name); + doom_print("R_GenerateLookup: column without a patch ("); + doom_print(texture->name); + doom_print(")\n"); + return; + } + // I_Error ("R_GenerateLookup: column without a patch"); + + if (patchcount[x] > 1) + { + // Use the cached block. + collump[x] = -1; + colofs[x] = texturecompositesize[texnum]; + + if (texturecompositesize[texnum] > 0x10000 - texture->height) + { + //I_Error("Error: R_GenerateLookup: texture %i is >64k", + // texnum); + + doom_strcpy(error_buf, "Error: R_GenerateLookup: texture "); + doom_concat(error_buf, doom_itoa(texnum, 10)); + doom_concat(error_buf, " is >64k"); + I_Error(error_buf); + } + + texturecompositesize[texnum] += texture->height; + } + } + + doom_free(patchcount); +} + + +// +// R_GetColumn +// +byte* R_GetColumn(int tex, int col) +{ + int lump; + int 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. +// +void R_InitTextures(void) +{ + maptexture_t* mtexture; + texture_t* texture; + mappatch_t* mpatch; + texpatch_t* patch; + + int i; + int j; + + int* maptex; + int* maptex2; + int* maptex1; + + char name[9]; + char* names; + char* name_p; + + int* patchlookup; + + int totalwidth; + int nummappatches; + int offset; + int maxoff; + int maxoff2; + int numtextures1; + int numtextures2; + + int* directory; + + int temp1; + int temp2; + int temp3; + + // Load the patch names from pnames.lmp. + name[8] = 0; + names = W_CacheLumpName("PNAMES", PU_STATIC); + nummappatches = LONG(*((int*)names)); + name_p = names + 4; + patchlookup = doom_malloc(nummappatches * sizeof(*patchlookup)); + + for (i = 0; i < nummappatches; i++) + { + doom_strncpy(name, name_p + i * 8, 8); + patchlookup[i] = W_CheckNumForName(name); + } + Z_Free(names); + + // Load the map texture definitions from textures.lmp. + // The data is contained in one or two lumps, + // TEXTURE1 for shareware, plus TEXTURE2 for commercial. + maptex = maptex1 = W_CacheLumpName("TEXTURE1", PU_STATIC); + numtextures1 = LONG(*maptex); + maxoff = W_LumpLength(W_GetNumForName("TEXTURE1")); + directory = maptex + 1; + + if (W_CheckNumForName("TEXTURE2") != -1) + { + maptex2 = W_CacheLumpName("TEXTURE2", PU_STATIC); + numtextures2 = LONG(*maptex2); + maxoff2 = W_LumpLength(W_GetNumForName("TEXTURE2")); + } + else + { + maptex2 = 0; + numtextures2 = 0; + maxoff2 = 0; + } + numtextures = numtextures1 + numtextures2; + + textures = Z_Malloc(numtextures * sizeof(texture_t*), PU_STATIC, 0); + texturecolumnlump = Z_Malloc(numtextures * sizeof(short*), PU_STATIC, 0); + texturecolumnofs = Z_Malloc(numtextures * sizeof(unsigned short*), PU_STATIC, 0); + texturecomposite = Z_Malloc(numtextures * sizeof(byte*), PU_STATIC, 0); + texturecompositesize = Z_Malloc(numtextures * sizeof(int), PU_STATIC, 0); + texturewidthmask = Z_Malloc(numtextures * sizeof(int), PU_STATIC, 0); + textureheight = Z_Malloc(numtextures * sizeof(fixed_t), PU_STATIC, 0); + + totalwidth = 0; + + // Really complex printing shit... + temp1 = W_GetNumForName("S_START"); // P_??????? + temp2 = W_GetNumForName("S_END") - 1; + temp3 = ((temp2 - temp1 + 63) / 64) + ((numtextures + 63) / 64); + doom_print("["); + for (i = 0; i < temp3; i++) + doom_print(" "); + doom_print(" ]"); + for (i = 0; i < temp3; i++) + doom_print("\x8"); + doom_print("\x8\x8\x8\x8\x8\x8\x8\x8\x8\x8"); + + for (i = 0; i < numtextures; i++, directory++) + { + if (!(i & 63)) + doom_print("."); + + if (i == numtextures1) + { + // Start looking in second texture file. + maptex = maptex2; + maxoff = maxoff2; + directory = maptex + 1; + } + + offset = LONG(*directory); + + if (offset > maxoff) + I_Error("Error: R_InitTextures: bad texture directory"); + + mtexture = (maptexture_t*)((byte*)maptex + offset); + + texture = textures[i] = + Z_Malloc(sizeof(texture_t) + + sizeof(texpatch_t) * (SHORT(mtexture->patchcount) - 1), + PU_STATIC, 0); + + texture->width = SHORT(mtexture->width); + texture->height = SHORT(mtexture->height); + texture->patchcount = SHORT(mtexture->patchcount); + + doom_memcpy(texture->name, mtexture->name, 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) + { + //I_Error("Error: R_InitTextures: Missing patch in texture %s", + // texture->name); + + doom_strcpy(error_buf, "Error: R_InitTextures: Missing patch in texture "); + doom_concat(error_buf, texture->name); + I_Error(error_buf); + } + } + texturecolumnlump[i] = Z_Malloc(texture->width * sizeof(short), PU_STATIC, 0); + texturecolumnofs[i] = Z_Malloc(texture->width * sizeof(unsigned short), PU_STATIC, 0); + + 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); + + // Create translation table for global animation. + texturetranslation = Z_Malloc((numtextures + 1) * sizeof(int), PU_STATIC, 0); + + for (i = 0; i < numtextures; i++) + texturetranslation[i] = i; + + doom_free(patchlookup); +} + + +// +// R_InitFlats +// +void R_InitFlats(void) +{ + int i; + + firstflat = W_GetNumForName("F_START") + 1; + lastflat = W_GetNumForName("F_END") - 1; + numflats = lastflat - firstflat + 1; + + // Create translation table for global animation. + flattranslation = Z_Malloc((numflats + 1) * sizeof(int), PU_STATIC, 0); + + 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 does not need to be cached completely +// just for having the header info ready during rendering. +// +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 = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0); + spriteoffset = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0); + spritetopoffset = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0); + + for (i = 0; i < numspritelumps; i++) + { + if (!(i & 63)) + doom_print("."); + + patch = 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 +// +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 = Z_Malloc(length, PU_STATIC, 0); + colormaps = (byte*)(((unsigned long long)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) +{ + R_InitTextures(); + doom_print("\nInitTextures"); + R_InitFlats(); + doom_print("\nInitFlats"); + R_InitSpriteLumps(); + doom_print("\nInitSprites"); + R_InitColormaps(); + doom_print("\nInitColormaps"); +} + + +// +// R_FlatNumForName +// Retrieval, get a flat number for a flat name. +// +int R_FlatNumForName(char* name) +{ + int i; + char namet[9]; + + i = W_CheckNumForName(name); + + if (i == -1) + { + namet[8] = 0; + doom_memcpy(namet, name, 8); + //I_Error("Error: R_FlatNumForName: %s not found", namet); + + doom_strcpy(error_buf, "Error: R_FlatNumForName: "); + doom_concat(error_buf, namet); + doom_concat(error_buf, " not found"); + I_Error(error_buf); + } + return i - firstflat; +} + + +// +// R_CheckTextureNumForName +// Check whether texture is available. +// Filter out NoTexture indicator. +// +int R_CheckTextureNumForName(char* name) +{ + int i; + + // "NoTexture" marker. + if (name[0] == '-') + return 0; + + for (i = 0; i < numtextures; i++) + if (!doom_strncasecmp(textures[i]->name, name, 8)) + return i; + + return -1; +} + + +// +// R_TextureNumForName +// Calls R_CheckTextureNumForName, +// aborts with error message. +// +int R_TextureNumForName(char* name) +{ + int i; + + i = R_CheckTextureNumForName(name); + + if (i == -1) + { + //I_Error("Error: R_TextureNumForName: %s not found", + // name); + + doom_strcpy(error_buf, "Error: R_TextureNumForName: "); + doom_concat(error_buf, name); + doom_concat(error_buf, " not found"); + I_Error(error_buf); + } + return i; +} + + +// +// R_PrecacheLevel +// Preloads all relevant graphics for the level. +// +void R_PrecacheLevel(void) +{ + char* flatpresent; + char* texturepresent; + char* spritepresent; + + int i; + int j; + int k; + int lump; + + texture_t* texture; + thinker_t* th; + spriteframe_t* sf; + + if (demoplayback) + return; + + // Precache flats. + flatpresent = doom_malloc(numflats); + doom_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 = doom_malloc(numtextures); + doom_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; + } + + // Sky texture is always present. + // Note that F_SKY1 is the name used to + // indicate a sky floor/ceiling as a flat, + // while the sky texture is stored like + // a wall texture, with an episode dependend + // name. + 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 = doom_malloc(numsprites); + doom_memset(spritepresent, 0, numsprites); + + for (th = thinkercap.next; th != &thinkercap; th = th->next) + { + if (th->function.acp1 == (actionf_p1)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); + } + } + } + + doom_free(texturepresent); + doom_free(flatpresent); + doom_free(spritepresent); +} diff --git a/demos/ports/doom/src/r_data.h b/demos/ports/doom/src/r_data.h new file mode 100644 index 0000000..ae4fab4 --- /dev/null +++ b/demos/ports/doom/src/r_data.h @@ -0,0 +1,54 @@ +// 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: +// Refresh module, data I/O, caching, retrieval of graphics +// by name. +// +//----------------------------------------------------------------------------- + +#ifndef __R_DATA__ +#define __R_DATA__ + + +#include "r_defs.h" +#include "r_state.h" + + +// Retrieve column data for span blitting. +byte* R_GetColumn(int tex, int col); + +// I/O, setting up the stuff. +void R_InitData(void); +void R_PrecacheLevel(void); + +// Retrieval. +// Floor/ceiling opaque texture tiles, +// lookup by name. For animation? +int R_FlatNumForName(char* name); + +// Called by P_Ticker for switches and animations, +// returns the texture number for the texture name. +int R_TextureNumForName(char* name); +int R_CheckTextureNumForName(char* name); + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/r_defs.h b/demos/ports/doom/src/r_defs.h new file mode 100644 index 0000000..0a24f6b --- /dev/null +++ b/demos/ports/doom/src/r_defs.h @@ -0,0 +1,434 @@ +// 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: +// Refresh/rendering module, shared data struct definitions. +// +//----------------------------------------------------------------------------- + +#ifndef __R_DEFS__ +#define __R_DEFS__ + + +// Screenwidth. +#include "doomdef.h" + +// Some more or less basic data types +// we depend on. +#include "m_fixed.h" + +// We rely on the thinker data struct +// to handle sound origins in sectors. +#include "d_think.h" +// SECTORS do store MObjs anyway. +#include "p_mobj.h" + + +// Silhouette, needed for clipping Segs (mainly) +// and sprites representing things. +#define SIL_NONE 0 +#define SIL_BOTTOM 1 +#define SIL_TOP 2 +#define SIL_BOTH 3 + +#define MAXDRAWSEGS 256 + + +// +// INTERNAL MAP TYPES +// used by play and refresh +// + +// +// Your plain vanilla vertex. +// Note: transformed values not buffered locally, +// like some DOOM-alikes ("wt", "WebView") did. +// +typedef struct +{ + fixed_t x; + fixed_t y; +} vertex_t; + + +// Forward of LineDefs, for Sectors. +struct line_s; + +// Each sector has a degenmobj_t in its center +// for sound origin purposes. +// I suppose this does not handle sound from +// moving objects (doppler), because +// position is prolly just buffered, not +// updated. +typedef struct +{ + thinker_t thinker; // not used for anything + fixed_t x; + fixed_t y; + fixed_t z; +} degenmobj_t; + +// +// The SECTORS record, at runtime. +// Stores things/mobjs. +// +typedef struct +{ + fixed_t floorheight; + fixed_t ceilingheight; + short floorpic; + short ceilingpic; + short lightlevel; + short special; + short tag; + + // 0 = untraversed, 1,2 = sndlines -1 + int soundtraversed; + + // thing that made a sound (or null) + mobj_t* soundtarget; + + // mapblock bounding box for height changes + int blockbox[4]; + + // origin for any sounds played by the sector + degenmobj_t soundorg; + + // if == validcount, already checked + int validcount; + + // list of mobjs in sector + mobj_t* thinglist; + + // thinker_t for reversable actions + void* specialdata; + + int linecount; + struct line_s** lines; // [linecount] size +} sector_t; + + +// +// The SideDef. +// +typedef struct +{ + // add this to the calculated texture column + fixed_t textureoffset; + + // add this to the calculated texture top + fixed_t rowoffset; + + // Texture indices. + // We do not maintain names here. + short toptexture; + short bottomtexture; + short midtexture; + + // Sector the SideDef is facing. + sector_t* sector; +} side_t; + + +// +// Move clipping aid for LineDefs. +// +typedef enum +{ + ST_HORIZONTAL, + ST_VERTICAL, + ST_POSITIVE, + ST_NEGATIVE +} slopetype_t; + + +typedef struct line_s +{ + // Vertices, from v1 to v2. + vertex_t* v1; + vertex_t* v2; + + // Precalculated v2 - v1 for side checking. + fixed_t dx; + fixed_t dy; + + // Animation related. + short flags; + short special; + short tag; + + // Visual appearance: SideDefs. + // sidenum[1] will be -1 if one sided + short sidenum[2]; + + // Neat. Another bounding box, for the extent + // of the LineDef. + fixed_t bbox[4]; + + // To aid move clipping. + slopetype_t slopetype; + + // Front and back sector. + // Note: redundant? Can be retrieved from SideDefs. + sector_t* frontsector; + sector_t* backsector; + + // if == validcount, already checked + int validcount; + + // thinker_t for reversable actions + void* specialdata; +} line_t; + + +// +// A SubSector. +// References a Sector. +// Basically, this is a list of LineSegs, +// indicating the visible walls that define +// (all or some) sides of a convex BSP leaf. +// +typedef struct subsector_s +{ + sector_t* sector; + short numlines; + short firstline; +} subsector_t; + + +// +// The LineSeg. +// +typedef struct +{ + vertex_t* v1; + vertex_t* v2; + + fixed_t offset; + + angle_t angle; + + side_t* sidedef; + line_t* linedef; + + // Sector references. + // Could be retrieved from linedef, too. + // backsector is 0 for one sided lines + sector_t* frontsector; + sector_t* backsector; +} seg_t; + + +// +// BSP node. +// +typedef struct +{ + // Partition line. + fixed_t x; + fixed_t y; + fixed_t dx; + fixed_t dy; + + // Bounding box for each child. + fixed_t bbox[2][4]; + + // If NF_SUBSECTOR its a subsector. + unsigned short children[2]; +} node_t; + + +// 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; + + +// +// OTHER TYPES +// + +// This could be wider for >8 bit display. +// Indeed, true color support is posibble +// precalculating 24bpp lightmap/colormap LUT. +// from darkening PLAYPAL to all black. +// Could even us emore than 32 levels. +typedef byte lighttable_t; + + +// +// ? +// +typedef struct drawseg_s +{ + seg_t* curline; + int x1; + int x2; + + fixed_t scale1; + fixed_t scale2; + fixed_t scalestep; + + // 0=none, 1=bottom, 2=top, 3=both + int silhouette; + + // do not clip sprites above this + fixed_t bsilheight; + + // do not clip sprites below this + fixed_t tsilheight; + + // Pointers to lists for sprite clipping, + // all three adjusted so [x1] is first value. + short* sprtopclip; + short* sprbottomclip; + short* maskedtexturecol; +} drawseg_t; + + +// Patches. +// A patch holds one or more columns. +// Patches are used for sprites and all masked pictures, +// and we compose textures from the TEXTURE1/2 lists +// of patches. +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; + + +// A vissprite_t is a thing +// that will be drawn during a refresh. +// I.e. a sprite object that is partly visible. +typedef struct vissprite_s +{ + // Doubly linked list. + struct vissprite_s* prev; + struct vissprite_s* next; + + int x1; + int x2; + + // for line side calculation + fixed_t gx; + fixed_t gy; + + // global bottom / top for silhouette clipping + fixed_t gz; + fixed_t gzt; + + // horizontal position of x1 + fixed_t startfrac; + + fixed_t scale; + + // negative if flipped + fixed_t xiscale; + + fixed_t texturemid; + int patch; + + // for color translation and shadow draw, + // maxbright frames as well + lighttable_t* colormap; + + int mobjflags; +} vissprite_t; + + +// +// Sprites are patches with a special naming convention +// so they can be recognized by R_InitSprites. +// The base name is NNNNFx or NNNNFxFx, with +// x indicating the rotation, x = 0, 1-7. +// 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, +// thus NNNNF2F5 defines a mirrored patch. +// Some sprites will only have one picture used +// for all views: NNNNF0 +// +typedef struct +{ + // If false use 0 for any position. + // Note: as eight entries are available, + // we might as well insert the same name eight times. + doom_boolean rotate; + + // Lump to use for view angles 0-7. + short lump[8]; + + // Flip bit (1 = flip) to use for view angles 0-7. + byte flip[8]; +} spriteframe_t; + + +// +// A sprite definition: +// a number of animation frames. +// +typedef struct +{ + int numframes; + spriteframe_t* spriteframes; +} spritedef_t; + + +// +// Now what is a visplane, anyway? +// +typedef struct +{ + fixed_t height; + int picnum; + int lightlevel; + int minx; + int maxx; + + // leave pads for [minx-1]/[maxx+1] + + byte pad1; + // Here lies the rub for all + // dynamic resize/change of resolution. + byte top[SCREENWIDTH]; + byte pad2; + byte pad3; + // See above. + byte bottom[SCREENWIDTH]; + byte pad4; +} visplane_t; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/r_draw.c b/demos/ports/doom/src/r_draw.c new file mode 100644 index 0000000..6ee9e1e --- /dev/null +++ b/demos/ports/doom/src/r_draw.c @@ -0,0 +1,710 @@ +// 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: +// The actual span/column drawing functions. +// Here find the main potential for optimization, +// e.g. inline assembly, different algorithms. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "doomdef.h" +#include "i_system.h" +#include "z_zone.h" +#include "w_wad.h" +#include "r_local.h" +#include "v_video.h" // Needs access to LFB (guess what). +#include "doomstat.h" // State. + + +// ? +#define MAXWIDTH 1120 +#define MAXHEIGHT 832 + +// status bar height at bottom of screen +#define SBARHEIGHT 32 + +#define FUZZTABLE 50 +#define FUZZOFF (SCREENWIDTH) + + +// +// 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. +// Conveniently, the frame buffer is a linear one, +// and we need only the base address, +// and the total size == width*height*depth/8., +// + +byte* viewimage; +int viewwidth; +int scaledviewwidth; +int viewheight; +int viewwindowx; +int viewwindowy; +byte* ylookup[MAXHEIGHT]; +int columnofs[MAXWIDTH]; + +// Color tables for different players, +// translate a limited part to another +// (color ramps used for suit colors). +// +byte translations[3][256]; + +// +// 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; + +// first pixel in a column (possibly virtual) +byte* dc_source; + +// just for profiling +int dccount; + +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 +}; + +int fuzzpos = 0; + +byte* dc_translation; +byte* translationtables; + + +// +// A column is a vertical slice/span from a wall texture that, +// given the DOOM style restrictions on the view orientation, +// will always have constant z depth. +// Thus a special case loop for very fast rendering can +// be used. It has also been used with Wolfenstein 3D. +// +void R_DrawColumn(void) +{ + int count; + byte* dest; + fixed_t frac; + fixed_t fracstep; + + count = dc_yh - dc_yl; + + // Zero length, column does not exceed a pixel. + if (count < 0) + return; + +#ifdef RANGECHECK + if ((unsigned)dc_x >= SCREENWIDTH + || dc_yl < 0 + || dc_yh >= SCREENHEIGHT) + { + //I_Error("Error: R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); + + doom_strcpy(error_buf, "Error: R_DrawColumn: "); + doom_concat(error_buf, doom_itoa(dc_yl, 10)); + doom_concat(error_buf, " to "); + doom_concat(error_buf, doom_itoa(dc_yh, 10)); + doom_concat(error_buf, " at "); + doom_concat(error_buf, doom_itoa(dc_x, 10)); + I_Error(error_buf); + } +#endif + + // Framebuffer destination address. + // Use ylookup LUT to avoid multiply with ScreenWidth. + // Use columnofs LUT for subwindows? + dest = ylookup[dc_yl] + columnofs[dc_x]; + + // Determine scaling, + // which is the only mapping to be done. + fracstep = dc_iscale; + frac = dc_texturemid + (dc_yl - centery) * fracstep; + + // Inner loop that does the actual texture mapping, + // e.g. a DDA-lile scaling. + // This is as fast as it gets. + do + { + // Re-map color indices from wall texture column + // using a lighting/special effects LUT. + *dest = dc_colormap[dc_source[(frac >> FRACBITS) & 127]]; + + dest += SCREENWIDTH; + frac += fracstep; + + } while (count--); +} + + +void R_DrawColumnLow(void) +{ + int count; + byte* dest; + byte* dest2; + fixed_t frac; + fixed_t fracstep; + + count = dc_yh - dc_yl; + + // Zero length. + if (count < 0) + return; + +#ifdef RANGECHECK + if ((unsigned)dc_x >= SCREENWIDTH + || dc_yl < 0 + || dc_yh >= SCREENHEIGHT) + { + //I_Error("Error: R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); + + doom_strcpy(error_buf, "Error: R_DrawColumn: "); + doom_concat(error_buf, doom_itoa(dc_yl, 10)); + doom_concat(error_buf, " to "); + doom_concat(error_buf, doom_itoa(dc_yh, 10)); + doom_concat(error_buf, " at "); + doom_concat(error_buf, doom_itoa(dc_x, 10)); + I_Error(error_buf); + } +#endif + // Blocky mode, need to multiply by 2. + dc_x <<= 1; + + dest = ylookup[dc_yl] + columnofs[dc_x]; + dest2 = ylookup[dc_yl] + columnofs[dc_x + 1]; + + fracstep = dc_iscale; + frac = dc_texturemid + (dc_yl - centery) * fracstep; + + do + { + // Hack. Does not work corretly. + *dest2 = *dest = dc_colormap[dc_source[(frac >> FRACBITS) & 127]]; + dest += SCREENWIDTH; + dest2 += SCREENWIDTH; + frac += fracstep; + + } while (count--); +} + + +// +// Spectre/Invisibility. +// + +// +// Framebuffer postprocessing. +// Creates a fuzzy image by copying pixels +// from adjacent ones to left and right. +// Used with an all black colormap, this +// could create the SHADOW effect, +// i.e. spectres and invisible players. +// +void R_DrawFuzzColumn(void) +{ + int count; + byte* dest; + fixed_t frac; + fixed_t fracstep; + + // Adjust borders. Low... + if (!dc_yl) + dc_yl = 1; + + // .. and high. + if (dc_yh == viewheight - 1) + dc_yh = viewheight - 2; + + count = dc_yh - dc_yl; + + // Zero length. + if (count < 0) + return; + + +#ifdef RANGECHECK + if ((unsigned)dc_x >= SCREENWIDTH + || dc_yl < 0 || dc_yh >= SCREENHEIGHT) + { + //I_Error("Error: R_DrawFuzzColumn: %i to %i at %i", + // dc_yl, dc_yh, dc_x); + + doom_strcpy(error_buf, "Error: R_DrawFuzzColumn: "); + doom_concat(error_buf, doom_itoa(dc_yl, 10)); + doom_concat(error_buf, " to "); + doom_concat(error_buf, doom_itoa(dc_yh, 10)); + doom_concat(error_buf, " at "); + doom_concat(error_buf, doom_itoa(dc_x, 10)); + I_Error(error_buf); + } +#endif + + // Does not work with blocky mode. + dest = ylookup[dc_yl] + columnofs[dc_x]; + + // Looks familiar. + fracstep = dc_iscale; + frac = dc_texturemid + (dc_yl - centery) * fracstep; + + // Looks like an attempt at dithering, + // using the colormap #6 (of 0-31, a bit + // brighter than average). + do + { + // Lookup framebuffer, and retrieve + // a pixel that is either one column + // left or right of the current one. + // Add index from colormap to index. + *dest = colormaps[6 * 256 + dest[fuzzoffset[fuzzpos]]]; + + // Clamp table lookup index. + if (++fuzzpos == FUZZTABLE) + fuzzpos = 0; + + dest += SCREENWIDTH; + + frac += fracstep; + } while (count--); +} + + +// +// R_DrawTranslatedColumn +// Used to draw player sprites +// with the green colorramp mapped to others. +// Could be used with different translation +// tables, e.g. the lighter colored version +// of the BaronOfHell, the HellKnight, uses +// identical sprites, kinda brightened up. +// +void R_DrawTranslatedColumn(void) +{ + int count; + byte* dest; + fixed_t frac; + fixed_t 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("Error: R_DrawColumn: %i to %i at %i", + // dc_yl, dc_yh, dc_x); + + doom_strcpy(error_buf, "Error: R_DrawColumn: "); + doom_concat(error_buf, doom_itoa(dc_yl, 10)); + doom_concat(error_buf, " to "); + doom_concat(error_buf, doom_itoa(dc_yh, 10)); + doom_concat(error_buf, " at "); + doom_concat(error_buf, doom_itoa(dc_x, 10)); + I_Error(error_buf); + } +#endif + + // FIXME. As above. + dest = ylookup[dc_yl] + columnofs[dc_x]; + + // Looks familiar. + fracstep = dc_iscale; + frac = dc_texturemid + (dc_yl - centery) * fracstep; + + // Here we do an additional index re-mapping. + do + { + // Translation tables are used + // to map certain colorramps to other ones, + // used with PLAY sprites. + // Thus the "green" ramp of the player 0 sprite + // is mapped to gray, red, black/indigo. + *dest = dc_colormap[dc_translation[dc_source[frac >> FRACBITS]]]; + dest += SCREENWIDTH; + + frac += fracstep; + } while (count--); +} + + +// +// R_InitTranslationTables +// Creates the translation tables to map +// the green color ramp to gray, brown, red. +// Assumes a given structure of the PLAYPAL. +// Could be read from a lump instead. +// +void R_InitTranslationTables(void) +{ + int i; + + translationtables = Z_Malloc(256 * 3 + 255, PU_STATIC, 0); + translationtables = (byte*)(((unsigned long long)translationtables + 255) & ~255); + + // translate just the 16 green colors + for (i = 0; i < 256; i++) + { + if (i >= 0x70 && i <= 0x7f) + { + // map green ramp to gray, brown, red + translationtables[i] = 0x60 + (i & 0xf); + translationtables[i + 256] = 0x40 + (i & 0xf); + translationtables[i + 512] = 0x20 + (i & 0xf); + } + else + { + // Keep all other colors as is. + translationtables[i] = translationtables[i + 256] + = translationtables[i + 512] = i; + } + } +} + + +// +// R_DrawSpan +// With DOOM style restrictions on view orientation, +// the floors and ceilings consist of horizontal slices +// or spans with constant z depth. +// However, rotation around the world z axis is possible, +// thus this mapping, while simpler and faster than +// perspective correct texture mapping, has to traverse +// the texture at an angle in all but a few cases. +// In consequence, flats are not stored by column (like walls), +// and the inner loop has to step in texture space u and v. +// +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; + +// start of a 64*64 tile image +byte* ds_source; + +// just for profiling +int dscount; + + +// +// Draws the actual span. +void R_DrawSpan(void) +{ + fixed_t xfrac; + fixed_t yfrac; + byte* dest; + int count; + int spot; + +#ifdef RANGECHECK + if (ds_x2 < ds_x1 + || ds_x1<0 + || ds_x2 >= SCREENWIDTH + || (unsigned)ds_y>SCREENHEIGHT) + { + //I_Error("Error: R_DrawSpan: %i to %i at %i", + // ds_x1, ds_x2, ds_y); + + doom_strcpy(error_buf, "Error: R_DrawSpan: "); + doom_concat(error_buf, doom_itoa(ds_x1, 10)); + doom_concat(error_buf, " to "); + doom_concat(error_buf, doom_itoa(ds_x2, 10)); + doom_concat(error_buf, " at "); + doom_concat(error_buf, doom_itoa(ds_y, 10)); + I_Error(error_buf); + } +#endif + + xfrac = ds_xfrac; + yfrac = ds_yfrac; + + dest = ylookup[ds_y] + columnofs[ds_x1]; + + // We do not check for zero spans here? + count = ds_x2 - ds_x1; + + do + { + // Current texture index in u,v. + spot = ((yfrac >> (16 - 6)) & (63 * 64)) + ((xfrac >> 16) & 63); + + // Lookup pixel from flat texture tile, + // re-index using light/colormap. + *dest++ = ds_colormap[ds_source[spot]]; + + // Next step in u,v. + xfrac += ds_xstep; + yfrac += ds_ystep; + + } while (count--); +} + + +// +// Again.. +// +void R_DrawSpanLow(void) +{ + fixed_t xfrac; + fixed_t yfrac; + byte* dest; + int count; + int spot; + +#ifdef RANGECHECK + if (ds_x2 < ds_x1 + || ds_x1<0 + || ds_x2 >= SCREENWIDTH + || (unsigned)ds_y>SCREENHEIGHT) + { + //I_Error("Error: R_DrawSpan: %i to %i at %i", + // ds_x1, ds_x2, ds_y); + + + doom_strcpy(error_buf, "Error: R_DrawSpan: "); + doom_concat(error_buf, doom_itoa(ds_x1, 10)); + doom_concat(error_buf, " to "); + doom_concat(error_buf, doom_itoa(ds_x2, 10)); + doom_concat(error_buf, " at "); + doom_concat(error_buf, doom_itoa(ds_y, 10)); + I_Error(error_buf); + } +#endif + + xfrac = ds_xfrac; + yfrac = ds_yfrac; + + // Blocky mode, need to multiply by 2. + ds_x1 <<= 1; + ds_x2 <<= 1; + + dest = ylookup[ds_y] + columnofs[ds_x1]; + + count = ds_x2 - ds_x1; + do + { + spot = ((yfrac >> (16 - 6)) & (63 * 64)) + ((xfrac >> 16) & 63); + // Lowres/blocky mode does it twice, + // while scale is adjusted appropriately. + *dest++ = ds_colormap[ds_source[spot]]; + *dest++ = ds_colormap[ds_source[spot]]; + + xfrac += ds_xstep; + yfrac += ds_ystep; + + } while (count--); +} + + +// +// R_InitBuffer +// Creats lookup tables that avoid +// multiplies and other hazzles +// for getting the framebuffer address +// of a pixel to draw. +// +void R_InitBuffer(int width, int height) +{ + int i; + + // Handle resize, + // e.g. smaller view windows + // with border and/or status bar. + viewwindowx = (SCREENWIDTH - width) >> 1; + + // Column offset. For windows. + for (i = 0; i < width; i++) + columnofs[i] = viewwindowx + i; + + // Samw with base row offset. + if (width == SCREENWIDTH) + viewwindowy = 0; + else + viewwindowy = (SCREENHEIGHT - SBARHEIGHT - height) >> 1; + + // Preclaculate all row offsets. + for (i = 0; i < height; i++) + ylookup[i] = screens[0] + (i + viewwindowy) * SCREENWIDTH; +} + + +// +// R_FillBackScreen +// Fills the back screen with a pattern +// for variable screen sizes +// Also draws a beveled edge. +// +void R_FillBackScreen(void) +{ + byte* src; + byte* dest; + int x; + int y; + patch_t* patch; + + // DOOM border patch. + char name1[] = "FLOOR7_2"; + + // DOOM II border patch. + char name2[] = "GRNROCK"; + + char* name; + + if (scaledviewwidth == 320) + return; + + if (gamemode == commercial) + name = name2; + else + name = name1; + + src = W_CacheLumpName(name, PU_CACHE); + dest = screens[1]; + + for (y = 0; y < SCREENHEIGHT - SBARHEIGHT; y++) + { + for (x = 0; x < SCREENWIDTH / 64; x++) + { + doom_memcpy(dest, src + ((y & 63) << 6), 64); + dest += 64; + } + + if (SCREENWIDTH & 63) + { + doom_memcpy(dest, src + ((y & 63) << 6), SCREENWIDTH & 63); + dest += (SCREENWIDTH & 63); + } + } + + patch = W_CacheLumpName("brdr_t", PU_CACHE); + + for (x = 0; x < scaledviewwidth; x += 8) + V_DrawPatch(viewwindowx + x, viewwindowy - 8, 1, patch); + patch = W_CacheLumpName("brdr_b", PU_CACHE); + + for (x = 0; x < scaledviewwidth; x += 8) + V_DrawPatch(viewwindowx + x, viewwindowy + viewheight, 1, patch); + patch = W_CacheLumpName("brdr_l", PU_CACHE); + + for (y = 0; y < viewheight; y += 8) + V_DrawPatch(viewwindowx - 8, viewwindowy + y, 1, patch); + patch = W_CacheLumpName("brdr_r", PU_CACHE); + + for (y = 0; y < viewheight; y += 8) + V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy + y, 1, patch); + + + // Draw beveled edge. + V_DrawPatch(viewwindowx - 8, + viewwindowy - 8, + 1, + W_CacheLumpName("brdr_tl", PU_CACHE)); + + V_DrawPatch(viewwindowx + scaledviewwidth, + viewwindowy - 8, + 1, + W_CacheLumpName("brdr_tr", PU_CACHE)); + + V_DrawPatch(viewwindowx - 8, + viewwindowy + viewheight, + 1, + W_CacheLumpName("brdr_bl", PU_CACHE)); + + V_DrawPatch(viewwindowx + scaledviewwidth, + viewwindowy + viewheight, + 1, + W_CacheLumpName("brdr_br", PU_CACHE)); +} + + +// +// Copy a screen buffer. +// +void R_VideoErase(unsigned ofs, int count) +{ + // LFB copy. + // This might not be a good idea if memcpy + // is not optiomal, e.g. byte by byte on + // a 32bit CPU, as GNU GCC/Linux libc did + // at one point. + doom_memcpy(screens[0] + ofs, screens[1] + ofs, count); +} + + +// +// R_DrawViewBorder +// Draws the border around the view +// for different size windows? +// +void V_MarkRect(int x, int y, int width, int height); + +void R_DrawViewBorder(void) +{ + int top; + int side; + int ofs; + int i; + + if (scaledviewwidth == SCREENWIDTH) + return; + + top = ((SCREENHEIGHT - SBARHEIGHT) - viewheight) / 2; + side = (SCREENWIDTH - scaledviewwidth) / 2; + + // copy top and one line of left side + R_VideoErase(0, top * SCREENWIDTH + side); + + // copy one line of right side and bottom + ofs = (viewheight + top) * SCREENWIDTH - side; + R_VideoErase(ofs, top * SCREENWIDTH + side); + + // copy sides using wraparound + ofs = top * SCREENWIDTH + SCREENWIDTH - side; + side <<= 1; + + for (i = 1; i < viewheight; i++) + { + R_VideoErase(ofs, side); + ofs += SCREENWIDTH; + } + + // ? + V_MarkRect(0, 0, SCREENWIDTH, SCREENHEIGHT - SBARHEIGHT); +} diff --git a/demos/ports/doom/src/r_draw.h b/demos/ports/doom/src/r_draw.h new file mode 100644 index 0000000..562eb39 --- /dev/null +++ b/demos/ports/doom/src/r_draw.h @@ -0,0 +1,103 @@ +// 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 __R_DRAW__ +#define __R_DRAW__ + + +#include "r_defs.h" + + +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; + +// first pixel in a column +extern byte* dc_source; + + +// The span blitting interface. +// Hook in assembler or system specific BLT +// here. +void R_DrawColumn(void); +void R_DrawColumnLow(void); + +// The Spectre/Invisibility effect. +void R_DrawFuzzColumn(void); +void R_DrawFuzzColumnLow(void); + +// Draw with color translation tables, +// for player sprite rendering, +// Green/Red/Blue/Indigo shirts. +void R_DrawTranslatedColumn(void); +void R_DrawTranslatedColumnLow(void); + +void R_VideoErase(unsigned ofs, int count); + +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; + +// start of a 64*64 tile image +extern byte* ds_source; + +extern byte* translationtables; +extern byte* dc_translation; + + +// Span blitting for rows, floor/ceiling. +// No Sepctre effect needed. +void R_DrawSpan(void); + +// Low resolution mode, 160x200? +void R_DrawSpanLow(void); + +void R_InitBuffer(int width, int height); + + +// Initialize color translation tables, +// for player rendering etc. +void R_InitTranslationTables(void); + +// Rendering function. +void R_FillBackScreen(void); + +// If the view size is not full screen, draws a border around it. +void R_DrawViewBorder(void); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/r_local.h b/demos/ports/doom/src/r_local.h new file mode 100644 index 0000000..170abf9 --- /dev/null +++ b/demos/ports/doom/src/r_local.h @@ -0,0 +1,52 @@ +// 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: +// Refresh (R_*) module, global header. +// All the rendering/drawing stuff is here. +// +//----------------------------------------------------------------------------- + +#ifndef __R_LOCAL__ +#define __R_LOCAL__ + +// Binary Angles, sine/cosine/atan lookups. +#include "tables.h" + +// Screen size related parameters. +#include "doomdef.h" + +// Include the refresh/render data structs. +#include "r_data.h" + +// +// Separate header file for each module. +// +#include "r_main.h" +#include "r_bsp.h" +#include "r_segs.h" +#include "r_plane.h" +#include "r_data.h" +#include "r_things.h" +#include "r_draw.h" + +#endif // __R_LOCAL__ + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/r_main.c b/demos/ports/doom/src/r_main.c new file mode 100644 index 0000000..3a456b8 --- /dev/null +++ b/demos/ports/doom/src/r_main.c @@ -0,0 +1,777 @@ +// 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: +// Rendering main loop and setup functions, +// utility functions (BSP, geometry, trigonometry). +// See tables.c, too. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + + +#include "doomdef.h" +#include "d_net.h" +#include "m_bbox.h" +#include "r_local.h" +#include "r_sky.h" + + +#define FIELDOFVIEW 2048 // Fineangles in the SCREENWIDTH wide window. +#define DISTMAP 2 + + +int viewangleoffset; + +// increment every time a check is made +int validcount = 1; + +lighttable_t* fixedcolormap; + +int centerx; +int centery; + +fixed_t centerxfrac; +fixed_t centeryfrac; +fixed_t projection; + +// just for profiling purposes +int framecount; + +int sscount; +int linecount; +int loopcount; + +fixed_t viewx; +fixed_t viewy; +fixed_t viewz; + +angle_t viewangle; + +fixed_t viewcos; +fixed_t viewsin; + +player_t* viewplayer; + +// 0 = high, 1 = low +int detailshift; + +// +// 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]; + +fixed_t* finecosine = &finesine[FINEANGLES / 4]; + +lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE]; +lighttable_t* scalelightfixed[MAXLIGHTSCALE]; +lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ]; + +// bumped light from gun blasts +int extralight; + +doom_boolean setsizeneeded; +int setblocks; +int setdetail; + + +extern lighttable_t** walllights; +extern int detailLevel; +extern int screenblocks; + + +void (*colfunc) (void); +void (*basecolfunc) (void); +void (*fuzzcolfunc) (void); +void (*transcolfunc) (void); +void (*spanfunc) (void); + + +// +// R_AddPointToBox +// Expand a given bbox +// so that it encloses a given point. +// +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 +// Traverse BSP (sub) tree, +// check point against partition plane. +// Returns side 0 (front) or 1 (back). +// +int R_PointOnSide(fixed_t x, fixed_t y, node_t* node) +{ + fixed_t dx; + fixed_t dy; + fixed_t left; + fixed_t 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) + { + // (left is negative) + return 1; + } + return 0; + } + + left = FixedMul(node->dy >> FRACBITS, dx); + right = FixedMul(dy, node->dx >> FRACBITS); + + if (right < left) + { + // front side + return 0; + } + // back side + return 1; +} + + +int R_PointOnSegSide(fixed_t x, fixed_t y, seg_t* line) +{ + fixed_t lx; + fixed_t ly; + fixed_t ldx; + fixed_t ldy; + fixed_t dx; + fixed_t dy; + fixed_t left; + fixed_t 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) + { + // (left is negative) + return 1; + } + return 0; + } + + left = FixedMul(ldy >> FRACBITS, dx); + right = FixedMul(dy, ldx >> FRACBITS); + + if (right < left) + { + // front side + return 0; + } + // back side + return 1; +} + + +// +// 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. + +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) + { + // octant 0 + return tantoangle[SlopeDiv(y, x)]; + } + else + { + // octant 1 + return ANG90 - 1 - tantoangle[SlopeDiv(x, y)]; + } + } + else + { + // y<0 + y = -y; + + if (x > y) + { + // octant 8 +#pragma warning(push) +#pragma warning(disable : 4146) + return -tantoangle[SlopeDiv(y, x)]; +#pragma warning(pop) + } + else + { + // octant 7 + return ANG270 + tantoangle[SlopeDiv(x, y)]; + } + } + } + else + { + // x<0 + x = -x; + + if (y >= 0) + { + // y>= 0 + if (x > y) + { + // octant 3 + return ANG180 - 1 - tantoangle[SlopeDiv(y, x)]; + } + else + { + // octant 2 + return ANG90 + tantoangle[SlopeDiv(x, y)]; + } + } + else + { + // y<0 + y = -y; + + if (x > y) + { + // octant 4 + return ANG180 + tantoangle[SlopeDiv(y, x)]; + } + else + { + // octant 5 + return ANG270 - 1 - tantoangle[SlopeDiv(x, y)]; + } + } + } + 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; + fixed_t dy; + fixed_t temp; + fixed_t dist; + + dx = doom_abs(x - viewx); + dy = doom_abs(y - viewy); + + if (dy > dx) + { + temp = dx; + dx = dy; + dy = temp; + } + + angle = (tantoangle[FixedDiv(dy, dx) >> DBITS] + ANG90) >> ANGLETOFINESHIFT; + + // use as cosine + dist = FixedDiv(dx, finesine[angle]); + + return dist; +} + + +// +// R_InitPointToAngle +// +void R_InitPointToAngle(void) +{ +} + + +// +// R_ScaleFromGlobalAngle +// Returns the texture mapping scale +// for the current line (horizontal span) +// at the given angle. +// rw_distance must be calculated first. +// +fixed_t R_ScaleFromGlobalAngle(angle_t visangle) +{ + fixed_t scale; + int anglea; + int angleb; + int sinea; + int sineb; + fixed_t num; + int den; + + anglea = ANG90 + (visangle - viewangle); + angleb = ANG90 + (visangle - rw_normalangle); + + // both 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) +{ +} + + +// +// 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 xtoviewangle[]: + // 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. +// + +void R_InitLightTables(void) +{ + int i; + int j; + int level; + int startmap; + int scale; + + // Calculate the light levels to use + // for each level / distance combination. + for (i = 0; i < LIGHTLEVELS; i++) + { + startmap = ((LIGHTLEVELS - 1 - i) * 2) * NUMCOLORMAPS / LIGHTLEVELS; + for (j = 0; j < MAXLIGHTZ; j++) + { + scale = FixedDiv((SCREENWIDTH / 2 * FRACUNIT), (j + 1) << LIGHTZSHIFT); + scale >>= LIGHTSCALESHIFT; + level = startmap - scale / DISTMAP; + + if (level < 0) + level = 0; + + if (level >= NUMCOLORMAPS) + level = NUMCOLORMAPS - 1; + + zlight[i][j] = colormaps + level * 256; + } + } +} + + +// +// R_SetViewSize +// Do not really change anything here, +// because it might be in the middle of a refresh. +// The change will take effect next refresh. +// + +void R_SetViewSize(int blocks, int detail) +{ + setsizeneeded = true; + setblocks = blocks; + setdetail = detail; +} + + +// +// R_ExecuteSetViewSize +// +void R_ExecuteSetViewSize(void) +{ + fixed_t cosadj; + fixed_t dy; + int i; + int j; + int level; + int startmap; + + setsizeneeded = false; + + if (setblocks == 11) + { + scaledviewwidth = SCREENWIDTH; + viewheight = SCREENHEIGHT; + } + else + { + scaledviewwidth = setblocks * 32; + viewheight = (setblocks * 168 / 10) & ~7; + } + + 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 = doom_abs(dy); + yslope[i] = FixedDiv((viewwidth << detailshift) / 2 * FRACUNIT, dy); + } + + for (i = 0; i < viewwidth; i++) + { + cosadj = doom_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++) + { + startmap = ((LIGHTLEVELS - 1 - i) * 2) * NUMCOLORMAPS / LIGHTLEVELS; + for (j = 0; j < MAXLIGHTSCALE; j++) + { + level = startmap - j * SCREENWIDTH / (viewwidth << detailshift) / DISTMAP; + + if (level < 0) + level = 0; + + if (level >= NUMCOLORMAPS) + level = NUMCOLORMAPS - 1; + + scalelight[i][j] = colormaps + level * 256; + } + } +} + + +// +// R_Init +// +void R_Init(void) +{ + R_InitData(); + doom_print("\nR_InitData"); + R_InitPointToAngle(); + doom_print("\nR_InitPointToAngle"); + R_InitTables(); + // viewwidth / viewheight / detailLevel are set by the defaults + doom_print("\nR_InitTables"); + + R_SetViewSize(screenblocks, detailLevel); + R_InitPlanes(); + doom_print("\nR_InitPlanes"); + R_InitLightTables(); + doom_print("\nR_InitLightTables"); + R_InitSkyMap(); + doom_print("\nR_InitSkyMap"); + R_InitTranslationTables(); + doom_print("\nR_InitTranslationsTables"); + + framecount = 0; +} + + +// +// R_PointInSubsector +// +subsector_t* R_PointInSubsector(fixed_t x, fixed_t y) +{ + node_t* node; + int side; + int nodenum; + + // single subsector is a special case + if (!numnodes) + 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]; +} + + +// +// R_SetupFrame +// +void R_SetupFrame(player_t* player) +{ + int i; + + viewplayer = player; + viewx = player->mo->x; + viewy = player->mo->y; + viewangle = player->mo->angle + viewangleoffset; + extralight = player->extralight; + + viewz = player->viewz; + + viewsin = finesine[viewangle >> ANGLETOFINESHIFT]; + viewcos = finecosine[viewangle >> ANGLETOFINESHIFT]; + + 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++; +} + + +// +// R_RenderView +// +void R_RenderPlayerView(player_t* player) +{ + R_SetupFrame(player); + + // Clear buffers. + R_ClearClipSegs(); + R_ClearDrawSegs(); + R_ClearPlanes(); + R_ClearSprites(); + + // check for new console commands. + NetUpdate(); + + // The head node is the last node output. + R_RenderBSPNode(numnodes - 1); + + // Check for new console commands. + NetUpdate(); + + R_DrawPlanes(); + + // Check for new console commands. + NetUpdate(); + + R_DrawMasked(); + + // Check for new console commands. + NetUpdate(); +} diff --git a/demos/ports/doom/src/r_main.h b/demos/ports/doom/src/r_main.h new file mode 100644 index 0000000..5457b9a --- /dev/null +++ b/demos/ports/doom/src/r_main.h @@ -0,0 +1,130 @@ +// 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 __R_MAIN__ +#define __R_MAIN__ + +#include "d_player.h" +#include "r_data.h" + + +// +// POV related. +// +extern fixed_t viewcos; +extern fixed_t viewsin; + +extern int viewwidth; +extern int viewheight; +extern int viewwindowx; +extern int viewwindowy; + +extern int centerx; +extern int centery; + +extern fixed_t centerxfrac; +extern fixed_t centeryfrac; +extern fixed_t projection; + +extern int validcount; + +extern int linecount; +extern int loopcount; + + +// +// Lighting LUT. +// Used for z-depth cuing per column/row, +// and other lighting effects (sector ambient, flash). +// + +// Lighting constants. +// Now why not 32 levels here? +#define LIGHTLEVELS 16 +#define LIGHTSEGSHIFT 4 + +#define MAXLIGHTSCALE 48 +#define LIGHTSCALESHIFT 12 +#define MAXLIGHTZ 128 +#define LIGHTZSHIFT 20 + +extern lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE]; +extern lighttable_t* scalelightfixed[MAXLIGHTSCALE]; +extern lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ]; + +extern int extralight; +extern lighttable_t* fixedcolormap; + + +// Number of diminishing brightness levels. +// There a 0-31, i.e. 32 LUT in the COLORMAP lump. +#define NUMCOLORMAPS 32 + + +// Blocky/low detail mode. +//B remove this? +// 0 = high, 1 = low +extern int detailshift; + + +// +// Function pointers to switch refresh/drawing functions. +// Used to select shadow mode etc. +// +extern void (*colfunc) (void); +extern void (*basecolfunc) (void); +extern void (*fuzzcolfunc) (void); +// No shadow effects on floors. +extern void (*spanfunc) (void); + + +// +// Utility functions. +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); + + +// +// REFRESH - the actual rendering functions. +// + +// Called by G_Drawer. +void R_RenderPlayerView(player_t* player); + +// Called by startup code. +void R_Init(void); + +// Called by M_Responder. +void R_SetViewSize(int blocks, int detail); + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/r_plane.c b/demos/ports/doom/src/r_plane.c new file mode 100644 index 0000000..dd520c9 --- /dev/null +++ b/demos/ports/doom/src/r_plane.c @@ -0,0 +1,456 @@ +// 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: +// Here is a core component: drawing the floors and ceilings, +// while maintaining a per column clipping list only. +// Moreover, the sky areas have to be determined. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + +#include "i_system.h" +#include "z_zone.h" +#include "w_wad.h" +#include "doomdef.h" +#include "doomstat.h" +#include "r_local.h" +#include "r_sky.h" + + +#define MAXVISPLANES 128 +#define MAXOPENINGS SCREENWIDTH*64 + + +planefunction_t floorfunc; +planefunction_t ceilingfunc; + +// +// opening +// + +// Here comes the obnoxious "visplane". +visplane_t visplanes[MAXVISPLANES]; +visplane_t* lastvisplane; +visplane_t* floorplane; +visplane_t* ceilingplane; + +// ? +short openings[MAXOPENINGS]; +short* 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; +fixed_t baseyscale; + +fixed_t cachedheight[SCREENHEIGHT]; +fixed_t cacheddistance[SCREENHEIGHT]; +fixed_t cachedxstep[SCREENHEIGHT]; +fixed_t cachedystep[SCREENHEIGHT]; + + +// +// R_InitPlanes +// Only at game startup. +// +void R_InitPlanes(void) +{ + // Doh! +} + + +// +// R_MapPlane +// +// Uses global vars: +// planeheight +// ds_source +// basexscale +// baseyscale +// viewx +// viewy +// +// BASIC PRIMITIVE +// +void R_MapPlane(int y, int x1, int x2) +{ + angle_t angle; + fixed_t distance; + fixed_t length; + unsigned index; + +#ifdef RANGECHECK + if (x2 < x1 + || x1<0 + || x2 >= viewwidth + || (unsigned)y>(unsigned)viewheight) + { + //I_Error("Error: R_MapPlane: %i, %i at %i", x1, x2, y); + + doom_strcpy(error_buf, "Error: R_MapPlane: "); + doom_concat(error_buf, doom_itoa(x1, 10)); + doom_concat(error_buf, ", "); + doom_concat(error_buf, doom_itoa(x2, 10)); + doom_concat(error_buf, " at "); + doom_concat(error_buf, doom_itoa(y, 10)); + I_Error(error_buf); + } +#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 + { + index = distance >> LIGHTZSHIFT; + + if (index >= MAXLIGHTZ) + index = MAXLIGHTZ - 1; + + ds_colormap = planezlight[index]; + } + + ds_y = y; + ds_x1 = x1; + ds_x2 = x2; + + // high or low detail + spanfunc(); +} + + +// +// 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 + doom_memset(cachedheight, 0, sizeof(cachedheight)); + + // left to right mapping + angle = (viewangle - ANG90) >> ANGLETOFINESHIFT; + + // 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) +{ + visplane_t* check; + + if (picnum == skyflatnum) + { + height = 0; // all skys map together + lightlevel = 0; + } + + for (check = visplanes; check < lastvisplane; check++) + { + if (height == check->height + && picnum == check->picnum + && lightlevel == check->lightlevel) + { + break; + } + } + + if (check < lastvisplane) + return check; + + if (lastvisplane - visplanes == MAXVISPLANES) + I_Error("Error: R_FindPlane: no more visplanes"); + + lastvisplane++; + + check->height = height; + check->picnum = picnum; + check->lightlevel = lightlevel; + check->minx = SCREENWIDTH; + check->maxx = -1; + + doom_memset(check->top, 0xff, sizeof(check->top)); + + return check; +} + + +// +// R_CheckPlane +// +visplane_t* R_CheckPlane(visplane_t* pl, int start, int stop) +{ + int intrl; + int intrh; + int unionl; + int 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; + + // use the same one + return pl; + } + + // make a new visplane + lastvisplane->height = pl->height; + lastvisplane->picnum = pl->picnum; + lastvisplane->lightlevel = pl->lightlevel; + + pl = lastvisplane++; + pl->minx = start; + pl->maxx = stop; + + doom_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; + int stop; + int angle; + +#ifdef RANGECHECK + if (ds_p - drawsegs > MAXDRAWSEGS) + { + //I_Error("Error: R_DrawPlanes: drawsegs overflow (%i)", + // ds_p - drawsegs); + + doom_strcpy(error_buf, "Error: R_DrawPlanes: drawsegs overflow ("); + doom_concat(error_buf, doom_itoa((int)(ds_p - drawsegs), 10)); + doom_concat(error_buf, ")"); + I_Error(error_buf); + } + + if (lastvisplane - visplanes > MAXVISPLANES) + { + //I_Error("Error: R_DrawPlanes: visplane overflow (%i)", + // lastvisplane - visplanes); + + doom_strcpy(error_buf, "Error: R_DrawPlanes: visplane overflow ("); + doom_concat(error_buf, doom_itoa((int)(lastvisplane - visplanes), 10)); + doom_concat(error_buf, ")"); + I_Error(error_buf); + } + + if (lastopening - openings > MAXOPENINGS) + { + //I_Error("Error: R_DrawPlanes: opening overflow (%i)", + // lastopening - openings); + + doom_strcpy(error_buf, "Error: R_DrawPlanes: opening overflow ("); + doom_concat(error_buf, doom_itoa((int)(lastopening - openings), 10)); + doom_concat(error_buf, ")"); + I_Error(error_buf); + } +#endif + + for (pl = visplanes; pl < lastvisplane; pl++) + { + if (pl->minx > pl->maxx) + continue; + + + // sky flat + if (pl->picnum == skyflatnum) + { + dc_iscale = pspriteiscale >> detailshift; + + // Sky is allways drawn full bright, + // i.e. colormaps[0] is used. + // Because of this hack, sky is not affected + // by INVUL inverse mapping. + dc_colormap = colormaps; + 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); + colfunc(); + } + } + continue; + } + + // regular flat + ds_source = W_CacheLumpNum(firstflat + + flattranslation[pl->picnum], + PU_STATIC); + + planeheight = doom_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(ds_source, PU_CACHE); + } +} diff --git a/demos/ports/doom/src/r_plane.h b/demos/ports/doom/src/r_plane.h new file mode 100644 index 0000000..e7ca768 --- /dev/null +++ b/demos/ports/doom/src/r_plane.h @@ -0,0 +1,58 @@ +// 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: +// Refresh, visplane stuff (floor, ceilings). +// +//----------------------------------------------------------------------------- + +#ifndef __R_PLANE__ +#define __R_PLANE__ + + +#include "r_data.h" + + +// Visplane related. +extern short* lastopening; + +typedef void (*planefunction_t) (int top, int bottom); + +extern planefunction_t floorfunc; +extern planefunction_t ceilingfunc_t; + +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); +visplane_t* R_CheckPlane(visplane_t* pl, int start, int stop); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/r_segs.c b/demos/ports/doom/src/r_segs.c new file mode 100644 index 0000000..73686d5 --- /dev/null +++ b/demos/ports/doom/src/r_segs.c @@ -0,0 +1,728 @@ +// 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: +// All the clipping: columns, horizontal spans, sky columns. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + +#include "i_system.h" +#include "doomdef.h" +#include "doomstat.h" +#include "r_local.h" +#include "r_sky.h" + + +#define HEIGHTBITS 12 +#define HEIGHTUNIT (1<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] != DOOM_MAXSHORT) + { + if (!fixedcolormap) + { + index = spryscale >> LIGHTSCALESHIFT; + + if (index >= MAXLIGHTSCALE) + index = MAXLIGHTSCALE - 1; + + dc_colormap = walllights[index]; + } + + 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); + maskedtexturecol[dc_x] = DOOM_MAXSHORT; + } + 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. +// +void R_RenderSegLoop(void) +{ + angle_t angle; + unsigned index; + int yl; + int yh; + int mid; + fixed_t texturecolumn; + int top; + int bottom; + + for (; rw_x < rw_stopx; rw_x++) + { + // mark floor / ceiling areas + yl = (topfrac + HEIGHTUNIT - 1) >> HEIGHTBITS; + + // no space above wall? + if (yl < ceilingclip[rw_x] + 1) + yl = ceilingclip[rw_x] + 1; + + 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 + index = rw_scale >> LIGHTSCALESHIFT; + + if (index >= MAXLIGHTSCALE) + index = MAXLIGHTSCALE - 1; + + dc_colormap = walllights[index]; + 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; + + // no space above wall? + if (mid <= ceilingclip[rw_x]) + mid = ceilingclip[rw_x] + 1; + + 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; + + // don't overflow and crash + if (ds_p == &drawsegs[MAXDRAWSEGS]) + return; + +#ifdef RANGECHECK + if (start >= viewwidth || start > stop) + { + //I_Error("Error: Bad R_RenderWallRange: %i to %i", start, stop); + + doom_strcpy(error_buf, "Error: Bad R_RenderWallRange: "); + doom_concat(error_buf, doom_itoa(start, 10)); + doom_concat(error_buf, " to "); + doom_concat(error_buf, doom_itoa(stop, 10)); + I_Error(error_buf); + } +#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 = (angle_t)doom_abs((int)rw_normalangle - (int)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 + { + // UNUSED: try to fix the stretched line bug +#if 0 + if (rw_distance < FRACUNIT / 2) + { + fixed_t trx, try; + fixed_t gxt, gyt; + + trx = curline->v1->x - viewx; + try = curline->v1->y - viewy; + + gxt = FixedMul(trx, viewcos); + gyt = -FixedMul(try, viewsin); + ds_p->scale1 = FixedDiv(projection, gxt - gyt) << detailshift; + } +#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 = 0; + + 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]; + // bottom of texture at bottom + rw_midtexturemid = vtop - viewz; + } + else + { + // top of texture at top + rw_midtexturemid = worldtop; + } + rw_midtexturemid += sidedef->rowoffset; + + ds_p->silhouette = SIL_BOTH; + ds_p->sprtopclip = screenheightarray; + ds_p->sprbottomclip = negonearray; + ds_p->bsilheight = DOOM_MAXINT; + ds_p->tsilheight = DOOM_MININT; + } + else + { + // two sided line + ds_p->sprtopclip = ds_p->sprbottomclip = 0; + 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 = DOOM_MAXINT; + // 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 = DOOM_MININT; + // ds_p->sprtopclip = screenheightarray; + } + + if (backsector->ceilingheight <= frontsector->floorheight) + { + ds_p->sprbottomclip = negonearray; + ds_p->bsilheight = DOOM_MAXINT; + ds_p->silhouette |= SIL_BOTTOM; + } + + if (backsector->floorheight >= frontsector->ceilingheight) + { + ds_p->sprtopclip = screenheightarray; + ds_p->tsilheight = DOOM_MININT; + 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 + { + // same plane on both sides + markfloor = false; + } + + if (worldhigh != worldtop + || backsector->ceilingpic != frontsector->ceilingpic + || backsector->lightlevel != frontsector->lightlevel) + { + markceiling = true; + } + else + { + // same plane on both sides + markceiling = false; + } + + if (backsector->ceilingheight <= frontsector->floorheight + || backsector->floorheight >= frontsector->ceilingheight) + { + // closed door + markceiling = markfloor = true; + } + + if (worldhigh < worldtop) + { + // top texture + toptexture = texturetranslation[sidedef->toptexture]; + if (linedef->flags & ML_DONTPEGTOP) + { + // top of texture at top + rw_toptexturemid = worldtop; + } + else + { + vtop = + backsector->ceilingheight + + textureheight[sidedef->toptexture]; + + // bottom of texture + rw_toptexturemid = vtop - viewz; + } + } + if (worldlow > worldbottom) + { + // bottom texture + bottomtexture = texturetranslation[sidedef->bottomtexture]; + + if (linedef->flags & ML_DONTPEGBOTTOM) + { + // bottom of texture at bottom + // top of texture at top + rw_bottomtexturemid = worldtop; + } + 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) +#pragma warning(push) +#pragma warning(disable : 4146) + offsetangle = -offsetangle; +#pragma warning(pop) + + 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 definitely invisible + // and doesn't need to be marked. + + if (frontsector->floorheight >= viewz) + { + // above view plane + markfloor = false; + } + + if (frontsector->ceilingheight <= viewz + && frontsector->ceilingpic != skyflatnum) + { + // below view plane + markceiling = false; + } + + + // 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) + { + doom_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) + { + doom_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 = DOOM_MININT; + } + if (maskedtexture && !(ds_p->silhouette & SIL_BOTTOM)) + { + ds_p->silhouette |= SIL_BOTTOM; + ds_p->bsilheight = DOOM_MAXINT; + } + ds_p++; +} diff --git a/demos/ports/doom/src/r_segs.h b/demos/ports/doom/src/r_segs.h new file mode 100644 index 0000000..9bb6bb5 --- /dev/null +++ b/demos/ports/doom/src/r_segs.h @@ -0,0 +1,38 @@ +// 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: +// Refresh module, drawing LineSegs from BSP. +// +//----------------------------------------------------------------------------- + +#ifndef __R_SEGS__ +#define __R_SEGS__ + + +#include "r_defs.h" + + +void R_RenderMaskedSegRange(drawseg_t* ds, int x1, int x2); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/r_sky.c b/demos/ports/doom/src/r_sky.c new file mode 100644 index 0000000..1d6cf2d --- /dev/null +++ b/demos/ports/doom/src/r_sky.c @@ -0,0 +1,51 @@ +// 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: +// Sky rendering. The DOOM sky is a texture map like any +// wall, wrapping around. A 1024 columns equal 360 degrees. +// The default sky map is 256 columns and repeats 4 times +// on a 320 screen? +// +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "m_fixed.h" // Needed for FRACUNIT. +#include "r_data.h" // Needed for Flat retrieval. +#include "r_sky.h" + + +// +// sky mapping +// +int skyflatnum; +int skytexture; +int skytexturemid; + + +// +// R_InitSkyMap +// Called whenever the view size changes. +// +void R_InitSkyMap(void) +{ + skytexturemid = 100 * FRACUNIT; +} diff --git a/demos/ports/doom/src/r_sky.h b/demos/ports/doom/src/r_sky.h new file mode 100644 index 0000000..e954104 --- /dev/null +++ b/demos/ports/doom/src/r_sky.h @@ -0,0 +1,43 @@ +// 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: +// Sky rendering. +// +//----------------------------------------------------------------------------- + +#ifndef __R_SKY__ +#define __R_SKY__ + +// SKY, store the number for name. +#define SKYFLATNAME "F_SKY1" + +// The sky map is 256*128*4 maps. +#define ANGLETOSKYSHIFT 22 + +extern int skytexture; +extern int skytexturemid; + +// Called whenever the view size changes. +void R_InitSkyMap(void); + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/r_state.h b/demos/ports/doom/src/r_state.h new file mode 100644 index 0000000..2dfbca3 --- /dev/null +++ b/demos/ports/doom/src/r_state.h @@ -0,0 +1,123 @@ +// 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: +// Refresh/render internal state variables (global). +// +//----------------------------------------------------------------------------- + +#ifndef __R_STATE__ +#define __R_STATE__ + + +#include "d_player.h" // Need data structure definitions. +#include "r_defs.h" + + +// +// Refresh internal data structures, +// for rendering. +// + +// needed for texture pegging +extern fixed_t* textureheight; + +// needed for pre rendering (fracs) +extern fixed_t* spritewidth; + +extern fixed_t* spriteoffset; +extern fixed_t* spritetopoffset; + +extern lighttable_t* colormaps; + +extern int viewwidth; +extern int scaledviewwidth; +extern int viewheight; + +extern int firstflat; + +// for global animation +extern int* flattranslation; +extern int* texturetranslation; + +// Sprite.... +extern int firstspritelump; +extern int lastspritelump; +extern int numspritelumps; + +// +// Lookup tables for map data. +// +extern int numsprites; +extern spritedef_t* sprites; + +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; + +// +// POV data. +// +extern fixed_t viewx; +extern fixed_t viewy; +extern fixed_t viewz; + +extern angle_t viewangle; +extern player_t* viewplayer; + +// ? +extern angle_t clipangle; + +extern int viewangletox[FINEANGLES / 2]; +extern angle_t xtoviewangle[SCREENWIDTH + 1]; + +extern fixed_t rw_distance; +extern angle_t rw_normalangle; + +// angle to line origin +extern int rw_angle1; + +// Segs count? +extern int sscount; + +extern visplane_t* floorplane; +extern visplane_t* ceilingplane; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/r_things.c b/demos/ports/doom/src/r_things.c new file mode 100644 index 0000000..276dc07 --- /dev/null +++ b/demos/ports/doom/src/r_things.c @@ -0,0 +1,1022 @@ +// 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: +// Refresh of things, i.e. objects represented by sprites. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + + +#include "doomdef.h" +#include "m_swap.h" +#include "i_system.h" +#include "z_zone.h" +#include "w_wad.h" +#include "r_local.h" +#include "doomstat.h" + + +#define MINZ (FRACUNIT*4) +#define BASEYCENTER 100 + + +typedef struct +{ + int x1; + int 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; +fixed_t pspriteiscale; + +lighttable_t** spritelights; + +// constant arrays +// used for psprite clipping and initializing clipping +short negonearray[SCREENWIDTH]; +short screenheightarray[SCREENWIDTH]; + +// variables used to look up +// and range check thing_t sprites patches +spritedef_t* sprites; +int numsprites; + +spriteframe_t sprtemp[29]; +int maxframe; +char* spritename; +vissprite_t vissprites[MAXVISSPRITES]; +vissprite_t* vissprite_p; +int newvissprite; +vissprite_t vsprsortedhead; + + +// +// INITIALIZATION FUNCTIONS +// + +// +// R_InstallSpriteLump +// Local function for R_InitSprites. +// +void R_InstallSpriteLump(int lump, unsigned frame, unsigned rotation, doom_boolean flipped) +{ + int r; + + if (frame >= 29 || rotation > 8) + { + //I_Error("Error: R_InstallSpriteLump: " + // "Bad frame characters in lump %i", lump); + doom_strcpy(error_buf, "Error: R_InstallSpriteLump: Bad frame characters in lump "); + doom_concat(error_buf, doom_itoa(lump, 10)); + I_Error(error_buf); + } + + if ((int)frame > maxframe) + maxframe = frame; + + if (rotation == 0) + { + // the lump should be used for all rotations + if (sprtemp[frame].rotate == false) + { + //I_Error("Error: R_InitSprites: Sprite %s frame %c has " + // "multip rot=0 lump", spritename, 'A' + frame); + doom_strcpy(error_buf, "Error: R_InitSprites: Sprite "); + doom_concat(error_buf, spritename); + doom_concat(error_buf, " frame "); + doom_concat(error_buf, doom_ctoa('A' + frame)); + doom_concat(error_buf, " has multip rot=0 lump"); + I_Error(error_buf); + } + + if (sprtemp[frame].rotate == true) + { + //I_Error("Error: R_InitSprites: Sprite %s frame %c has rotations " + // "and a rot=0 lump", spritename, 'A' + frame); + doom_strcpy(error_buf, "Error: R_InitSprites: Sprite "); + doom_concat(error_buf, spritename); + doom_concat(error_buf, " frame "); + doom_concat(error_buf, doom_ctoa('A' + frame)); + doom_concat(error_buf, " has rotations "); + I_Error(error_buf); + } + + 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("Error: R_InitSprites: Sprite %s frame %c has rotations " + // "and a rot=0 lump", spritename, 'A' + frame); + doom_strcpy(error_buf, "Error: R_InitSprites: Sprite "); + doom_concat(error_buf, spritename); + doom_concat(error_buf, " frame "); + doom_concat(error_buf, doom_ctoa('A' + frame)); + doom_concat(error_buf, " has rotations "); + I_Error(error_buf); + } + + sprtemp[frame].rotate = true; + + // make 0 based + rotation--; + if (sprtemp[frame].lump[rotation] != -1) + { + //I_Error("Error: R_InitSprites: Sprite %s : %c : %c " + // "has two lumps mapped to it", + // spritename, 'A' + frame, '1' + rotation); + doom_strcpy(error_buf, "Error: R_InitSprites: Sprite "); + doom_concat(error_buf, spritename); + doom_concat(error_buf, " : "); + doom_concat(error_buf, doom_ctoa('A' + frame)); + doom_concat(error_buf, " : "); + doom_concat(error_buf, doom_ctoa('1' + rotation)); + doom_concat(error_buf, " "); + I_Error(error_buf); + } + + 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(char** namelist) +{ + char** check; + int i; + int l; + int intname; + int frame; + int rotation; + int start; + int end; + int patched; + + // count the number of sprite names + check = namelist; + while (*check != 0) + check++; + + numsprites = (int)(check - namelist); + + if (!numsprites) + return; + + sprites = Z_Malloc(numsprites * sizeof(*sprites), PU_STATIC, 0); + + 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]; + doom_memset(sprtemp, -1, sizeof(sprtemp)); + + maxframe = -1; + intname = *(int*)namelist[i]; + + // scan the lumps, + // filling in the frames for whatever is found + for (l = start + 1; l < end; l++) + { + if (*(int*)lumpinfo[l].name == intname) + { + frame = lumpinfo[l].name[4] - 'A'; + rotation = lumpinfo[l].name[5] - '0'; + + if (modifiedgame) + patched = W_GetNumForName(lumpinfo[l].name); + else + patched = l; + + R_InstallSpriteLump(patched, 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) + { + sprites[i].numframes = 0; + continue; + } + + 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("Error: R_InitSprites: No patches found " + // "for %s frame %c", namelist[i], frame + 'A'); + doom_strcpy(error_buf, "Error: R_InitSprites: No patches found for "); + doom_concat(error_buf, namelist[i]); + doom_concat(error_buf, " frame "); + doom_concat(error_buf, doom_ctoa(frame + 'A')); + I_Error(error_buf); + break; + } + + 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("Error: R_InitSprites: Sprite %s frame %c " + // "is missing rotations", + // namelist[i], frame + 'A'); + doom_strcpy(error_buf, "Error: R_InitSprites: Sprite "); + doom_concat(error_buf, namelist[i]); + doom_concat(error_buf, " frame "); + doom_concat(error_buf, doom_ctoa(frame + 'A')); + doom_concat(error_buf, " is missing rotations"); + I_Error(error_buf); + } + break; + } + } + + // allocate space for the frames present and copy sprtemp to it + sprites[i].numframes = maxframe; + sprites[i].spriteframes = + Z_Malloc(maxframe * sizeof(spriteframe_t), PU_STATIC, 0); + doom_memcpy(sprites[i].spriteframes, sprtemp, maxframe * sizeof(spriteframe_t)); + } +} + + +// +// GAME FUNCTIONS +// + +// +// R_InitSprites +// Called at program start. +// +void R_InitSprites(char** namelist) +{ + int i; + + for (i = 0; i < SCREENWIDTH; i++) + { + negonearray[i] = -1; + } + + R_InitSpriteDefs(namelist); +} + + +// +// R_ClearSprites +// Called at frame start. +// +void R_ClearSprites(void) +{ + vissprite_p = vissprites; +} + + +// +// R_NewVisSprite +// +vissprite_t overflowsprite; + +vissprite_t* R_NewVisSprite(void) +{ + if (vissprite_p == &vissprites[MAXVISSPRITES]) + return &overflowsprite; + + vissprite_p++; + return vissprite_p - 1; +} + + +// +// R_DrawMaskedColumn +// Used for sprites and masked mid textures. +// Masked means: partly transparent, i.e. stored +// in posts/runs of opaque pixels. +// +short* mfloorclip; +short* mceilingclip; + +fixed_t spryscale; +fixed_t sprtopscreen; + +void R_DrawMaskedColumn(column_t* column) +{ + int topscreen; + int 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_yl <= dc_yh) + { + dc_source = (byte*)column + 3; + dc_texturemid = basetexturemid - (column->topdelta << FRACBITS); + // dc_source = (byte *)column + 3 - column->topdelta; + + // Drawn by either R_DrawColumn + // or (SHADOW) R_DrawFuzzColumn. + colfunc(); + } + 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; + + patch = W_CacheLumpNum(vis->patch + firstspritelump, PU_CACHE); + + dc_colormap = vis->colormap; + + if (!dc_colormap) + { + // 0 colormap = shadow draw + colfunc = fuzzcolfunc; + } + else if (vis->mobjflags & MF_TRANSLATION) + { + colfunc = R_DrawTranslatedColumn; + dc_translation = translationtables - 256 + + ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT - 8)); + } + + dc_iscale = doom_abs(vis->xiscale) >> detailshift; + dc_texturemid = vis->texturemid; + frac = vis->startfrac; + spryscale = vis->scale; + sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale); + + 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("Error: R_DrawSpriteRange: bad texturecolumn"); +#endif + column = (column_t*)((byte*)patch + + LONG(patch->columnofs[texturecolumn])); + R_DrawMaskedColumn(column); + } + + colfunc = basecolfunc; +} + + +// +// R_ProjectSprite +// Generates a vissprite for a thing +// if it might be visible. +// +void R_ProjectSprite(mobj_t* thing) +{ + fixed_t tr_x; + fixed_t tr_y; + + fixed_t gxt; + fixed_t gyt; + + fixed_t tx; + fixed_t tz; + + fixed_t xscale; + + int x1; + int x2; + + spritedef_t* sprdef; + spriteframe_t* sprframe; + int lump; + + unsigned rot; + doom_boolean flip; + + int index; + + vissprite_t* vis; + + angle_t ang; + fixed_t iscale; + + // transform the origin point + tr_x = thing->x - viewx; + tr_y = thing->y - viewy; + + gxt = FixedMul(tr_x, viewcos); + gyt = -FixedMul(tr_y, viewsin); + + tz = gxt - gyt; + + // thing is behind view plane? + if (tz < MINZ) + return; + + xscale = FixedDiv(projection, tz); + + gxt = -FixedMul(tr_x, viewsin); + gyt = FixedMul(tr_y, viewcos); + tx = -(gyt + gxt); + + // too far off the side? + if (doom_abs(tx) > (tz << 2)) + return; + + // decide which patch to use for sprite relative to player +#ifdef RANGECHECK + if ((unsigned)thing->sprite >= (unsigned)numsprites) + { + //I_Error("Error: R_ProjectSprite: invalid sprite number %i ", + // thing->sprite); + + doom_strcpy(error_buf, "Error: R_ProjectSprite: invalid sprite number "); + doom_concat(error_buf, doom_itoa(thing->sprite, 10)); + doom_concat(error_buf, " "); + I_Error(error_buf); + } +#endif + sprdef = &sprites[thing->sprite]; +#ifdef RANGECHECK + if ((thing->frame & FF_FRAMEMASK) >= sprdef->numframes) + { + //I_Error("Error: R_ProjectSprite: invalid sprite frame %i : %i ", + // thing->sprite, thing->frame); + + doom_strcpy(error_buf, "Error: R_ProjectSprite: invalid sprite frame "); + doom_concat(error_buf, doom_itoa(thing->sprite, 10)); + doom_concat(error_buf, " : "); + doom_concat(error_buf, doom_itoa(thing->frame, 10)); + doom_concat(error_buf, " "); + I_Error(error_buf); + } +#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)(ANG45 / 2) * 9) >> 29; + lump = sprframe->lump[rot]; + flip = (doom_boolean)sprframe->flip[rot]; + } + else + { + // use single rotation for all views + lump = sprframe->lump[0]; + flip = (doom_boolean)sprframe->flip[0]; + } + + // calculate edges of the shape + tx -= spriteoffset[lump]; + x1 = (centerxfrac + FixedMul(tx, xscale)) >> FRACBITS; + + // off the right side? + if (x1 > viewwidth) + return; + + tx += spritewidth[lump]; + x2 = ((centerxfrac + FixedMul(tx, xscale)) >> FRACBITS) - 1; + + // off the left side + if (x2 < 0) + return; + + // store information in a vissprite + vis = R_NewVisSprite(); + vis->mobjflags = thing->flags; + vis->scale = xscale << detailshift; + vis->gx = thing->x; + vis->gy = thing->y; + vis->gz = thing->z; + vis->gzt = thing->z + spritetopoffset[lump]; + vis->texturemid = vis->gzt - viewz; + 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) + { + // shadow draw + vis->colormap = 0; + } + else if (fixedcolormap) + { + // fixed map + vis->colormap = fixedcolormap; + } + else if (thing->frame & FF_FULLBRIGHT) + { + // full bright + vis->colormap = colormaps; + } + + else + { + // diminished light + index = xscale >> (LIGHTSCALESHIFT - detailshift); + + if (index >= MAXLIGHTSCALE) + index = MAXLIGHTSCALE - 1; + + vis->colormap = spritelights[index]; + } +} + + +// +// R_AddSprites +// During BSP traversal, this adds sprites by sector. +// +void R_AddSprites(sector_t* sec) +{ + mobj_t* thing; + int lightnum; + + // BSP is traversed by subsector. + // A sector might have been split into several + // subsectors during BSP building. + // Thus we check whether its already added. + if (sec->validcount == validcount) + return; + + // Well, now it will be done. + sec->validcount = validcount; + + lightnum = (sec->lightlevel >> LIGHTSEGSHIFT) + extralight; + + if (lightnum < 0) + spritelights = scalelight[0]; + else if (lightnum >= LIGHTLEVELS) + spritelights = scalelight[LIGHTLEVELS - 1]; + else + spritelights = scalelight[lightnum]; + + // Handle all things in sector. + for (thing = sec->thinglist; thing; thing = thing->snext) + R_ProjectSprite(thing); +} + + +// +// R_DrawPSprite +// +void R_DrawPSprite(pspdef_t* psp) +{ + fixed_t tx; + int x1; + int x2; + spritedef_t* sprdef; + spriteframe_t* sprframe; + int lump; + doom_boolean flip; + vissprite_t* vis; + vissprite_t avis; + + // decide which patch to use +#ifdef RANGECHECK + if ((unsigned)psp->state->sprite >= (unsigned)numsprites) + { + //I_Error("Error: R_ProjectSprite: invalid sprite number %i ", + // psp->state->sprite); + doom_strcpy(error_buf, "Error: R_ProjectSprite: invalid sprite number "); + doom_concat(error_buf, doom_itoa(psp->state->sprite, 10)); + doom_concat(error_buf, " "); + I_Error(error_buf); + } +#endif + sprdef = &sprites[psp->state->sprite]; +#ifdef RANGECHECK + if ((psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes) + { + //I_Error("Error: R_ProjectSprite: invalid sprite frame %i : %i ", + // psp->state->sprite, psp->state->frame); + doom_strcpy(error_buf, "Error: R_ProjectSprite: invalid sprite frame "); + doom_concat(error_buf, doom_itoa(psp->state->sprite, 10)); + doom_concat(error_buf, " : "); + doom_concat(error_buf, doom_itoa(psp->state->frame, 10)); + doom_concat(error_buf, " "); + I_Error(error_buf); + } +#endif + sprframe = &sprdef->spriteframes[psp->state->frame & FF_FRAMEMASK]; + + lump = sprframe->lump[0]; + flip = (doom_boolean)sprframe->flip[0]; + + // calculate edges of the shape + tx = psp->sx - 160 * FRACUNIT; + + tx -= spriteoffset[lump]; + x1 = (centerxfrac + FixedMul(tx, pspritescale)) >> FRACBITS; + + // off the right side + if (x1 > viewwidth) + return; + + tx += spritewidth[lump]; + x2 = ((centerxfrac + FixedMul(tx, pspritescale)) >> FRACBITS) - 1; + + // off the left side + if (x2 < 0) + return; + + // store information in a vissprite + vis = &avis; + vis->mobjflags = 0; + vis->texturemid = (BASEYCENTER << FRACBITS) + FRACUNIT / 2 - (psp->sy - spritetopoffset[lump]); + 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) + { + // shadow draw + vis->colormap = 0; + } + 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); +} + + +// +// R_DrawPlayerSprites +// +void R_DrawPlayerSprites(void) +{ + int i; + int lightnum; + pspdef_t* psp; + + // 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; + + // add all active psprites + for (i = 0, psp = viewplayer->psprites; + i < NUMPSPRITES; + i++, psp++) + { + if (psp->state) + R_DrawPSprite(psp); + } +} + + +// +// R_SortVisSprites +// +void R_SortVisSprites(void) +{ + int i; + int count; + vissprite_t* ds; + vissprite_t* best; + vissprite_t unsorted; + fixed_t bestscale; + + count = (int)(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 = DOOM_MAXINT; + 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; + } +} + + +// +// R_DrawSprite +// +void R_DrawSprite(vissprite_t* spr) +{ + drawseg_t* ds; + short clipbot[SCREENWIDTH]; + short cliptop[SCREENWIDTH]; + int x; + int r1; + int r2; + fixed_t scale; + fixed_t 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)) + { + // does not cover sprite + continue; + } + + 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))) + { + // masked mid texture? + if (ds->maskedtexturecol) + R_RenderMaskedSegRange(ds, r1, r2); + // seg is behind sprite + continue; + } + + + // 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); +} + + +// +// R_DrawMasked +// +void R_DrawMasked(void) +{ + vissprite_t* spr; + 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 + // but does not draw on side views + if (!viewangleoffset) + R_DrawPlayerSprites(); +} diff --git a/demos/ports/doom/src/r_things.h b/demos/ports/doom/src/r_things.h new file mode 100644 index 0000000..df92650 --- /dev/null +++ b/demos/ports/doom/src/r_things.h @@ -0,0 +1,65 @@ +// 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: +// Rendering of moving objects, sprites. +// +//----------------------------------------------------------------------------- + +#ifndef __R_THINGS__ +#define __R_THINGS__ + + +#include "r_defs.h" + + +#define MAXVISSPRITES 128 + + +extern vissprite_t vissprites[MAXVISSPRITES]; +extern vissprite_t* 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 pspritescale; +extern fixed_t pspriteiscale; + + +void R_DrawMaskedColumn(column_t* column); +void R_SortVisSprites(void); +void R_AddSprites(sector_t* sec); +void R_InitSprites(char** namelist); +void R_ClearSprites(void); +void R_DrawMasked(void); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/s_sound.c b/demos/ports/doom/src/s_sound.c new file mode 100644 index 0000000..d437541 --- /dev/null +++ b/demos/ports/doom/src/s_sound.c @@ -0,0 +1,729 @@ +// 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: none +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + + +#include "i_system.h" +#include "i_sound.h" +#include "sounds.h" +#include "s_sound.h" +#include "z_zone.h" +#include "m_random.h" +#include "w_wad.h" +#include "doomdef.h" +#include "p_local.h" +#include "doomstat.h" + + +#define S_MAX_VOLUME 127 + +// when to clip out sounds +// Does not fit the large outdoor areas. +#define S_CLIPPING_DIST (1200*0x10000) + +// Distance tp origin when sounds should be maxed out. +// This should relate to movement clipping resolution +// (see BLOCKMAP handling). +// Originally: (200*0x10000). +#define S_CLOSE_DIST (160*0x10000) + +#define S_ATTENUATOR ((S_CLIPPING_DIST-S_CLOSE_DIST)>>FRACBITS) + +// Adjustable by menu. +#define NORM_VOLUME snd_MaxVolume + +#define NORM_PITCH 128 +#define NORM_PRIORITY 64 +#define NORM_SEP 128 + +#define S_PITCH_PERTURB 1 +#define S_STEREO_SWING (96*0x10000) + +// percent attenuation from front to back +#define S_IFRACVOL 30 + +#define NA 0 +#define S_NUMCHANNELS 2 + + +// Current music/sfx card - index useless +// w/o a reference LUT in a sound module. +extern int snd_MusicDevice; +extern int snd_SfxDevice; +// Config file? Same disclaimer as above. +extern int snd_DesiredMusicDevice; +extern int snd_DesiredSfxDevice; + + +typedef struct +{ + // sound information (if null, channel avail.) + sfxinfo_t* sfxinfo; + + // origin of sound + void* origin; + + // handle of the sound being played + int handle; +} channel_t; + + +// the set of channels available +static channel_t* channels; + +// whether songs are mus_paused +static doom_boolean mus_paused; + +// music currently being played +static musicinfo_t* mus_playing = 0; + +static int nextcleanup; + + +// These are not used, but should be (menu). +// Maximum volume of a sound effect. +// Internal default is max out of 0-15. +int snd_SfxVolume = 15; + +// Maximum volume of music. Useless so far. +int snd_MusicVolume = 15; + +// following is set +// by the defaults code in M_misc: +// number of channels available +int numChannels; + + +// +// Prototypes +// +int S_getChannel(void* origin, sfxinfo_t* sfxinfo); +int S_AdjustSoundParams(mobj_t* listener, mobj_t* source, int* vol, int* sep, int* pitch); +void S_StopChannel(int cnum); + + +// +// Initializes sound stuff, including volume +// Sets channels, SFX and music volume, +// allocates channel buffer, sets S_sfx lookup. +// +void S_Init(int sfxVolume, int musicVolume) +{ + int i; + + //doom_print("S_Init: default sfx volume %d\n", sfxVolume); + doom_print("S_Init: default sfx volume "); + doom_print(doom_itoa(sfxVolume, 10)); + doom_print("\n"); + + // Whatever these did with DMX, these are rather dummies now. + I_SetChannels(); + + S_SetSfxVolume(sfxVolume); + // No music with Linux - another dummy. + S_SetMusicVolume(musicVolume); + + // Allocating the internal channels for mixing + // (the maximum numer of sounds rendered + // simultaneously) within zone memory. + channels = + (channel_t*)Z_Malloc(numChannels * sizeof(channel_t), PU_STATIC, 0); + + // Free all channels for use + for (i = 0; i < numChannels; i++) + channels[i].sfxinfo = 0; + + // no sounds are playing, and they are not mus_paused + mus_paused = 0; + + // Note that sounds have not been cached (yet). + for (i = 1; i < NUMSFX; i++) + S_sfx[i].lumpnum = S_sfx[i].usefulness = -1; +} + + +// +// Per level startup code. +// Kills playing sounds at start of level, +// determines music if any, changes music. +// +void S_Start(void) +{ + int cnum; + int mnum; + + // kill all playing sounds at start of level + // (trust me - a good idea) + for (cnum = 0; cnum < numChannels; cnum++) + if (channels[cnum].sfxinfo) + S_StopChannel(cnum); + + // start new music for the level + mus_paused = 0; + + if (gamemode == commercial) + mnum = mus_runnin + gamemap - 1; + else + { + int spmus[] = + { + // Song - Who? - Where? + + mus_e3m4, // American e4m1 + mus_e3m2, // Romero e4m2 + mus_e3m3, // Shawn e4m3 + mus_e1m5, // American e4m4 + mus_e2m7, // Tim e4m5 + mus_e2m4, // Romero e4m6 + mus_e2m6, // J.Anderson e4m7 CHIRON.WAD + mus_e2m5, // Shawn e4m8 + mus_e1m9 // Tim e4m9 + }; + + if (gameepisode < 4) + mnum = mus_e1m1 + (gameepisode - 1) * 9 + gamemap - 1; + else + mnum = spmus[gamemap - 1]; + } + + // HACK FOR COMMERCIAL + // if (commercial && mnum > mus_e3m9) + // mnum -= mus_e3m9; + + S_ChangeMusic(mnum, true); + + nextcleanup = 15; +} + + +void S_StartSoundAtVolume(void* origin_p, int sfx_id, int volume) +{ + int rc; + int sep; + int pitch; + int priority; + sfxinfo_t* sfx; + int cnum; + + mobj_t* origin = (mobj_t*)origin_p; + + // check for bogus sound # + if (sfx_id < 1 || sfx_id > NUMSFX) + { + //I_Error("Error: Bad sfx #: %d", sfx_id); + doom_strcpy(error_buf, "Error: Bad sfx #: "); + doom_concat(error_buf, doom_itoa(sfx_id, 10)); + I_Error(error_buf); + } + + sfx = &S_sfx[sfx_id]; + + // Initialize sound parameters + if (sfx->link) + { + pitch = sfx->pitch; + priority = sfx->priority; + volume += sfx->volume; + + if (volume < 1) + return; + + if (volume > snd_SfxVolume) + volume = snd_SfxVolume; + } + else + { + pitch = NORM_PITCH; + priority = NORM_PRIORITY; + } + + // Check to see if it is audible, + // and if not, modify the params + if (origin && origin != players[consoleplayer].mo) + { + rc = S_AdjustSoundParams(players[consoleplayer].mo, + origin, + &volume, + &sep, + &pitch); + + if (origin->x == players[consoleplayer].mo->x + && origin->y == players[consoleplayer].mo->y) + { + sep = NORM_SEP; + } + + if (!rc) + return; + } + else + { + sep = NORM_SEP; + } + + // hacks to vary the sfx pitches + if (sfx_id >= sfx_sawup + && sfx_id <= sfx_sawhit) + { + pitch += 8 - (M_Random() & 15); + + if (pitch < 0) + pitch = 0; + else if (pitch > 255) + pitch = 255; + } + else if (sfx_id != sfx_itemup + && sfx_id != sfx_tink) + { + pitch += 16 - (M_Random() & 31); + + if (pitch < 0) + pitch = 0; + else if (pitch > 255) + pitch = 255; + } + + // kill old sound + S_StopSound(origin); + + // try to find a channel + cnum = S_getChannel(origin, sfx); + + if (cnum < 0) + return; + + // + // This is supposed to handle the loading/caching. + // For some odd reason, the caching is done nearly + // each time the sound is needed? + // + + // get lumpnum if necessary + if (sfx->lumpnum < 0) + sfx->lumpnum = I_GetSfxLumpNum(sfx); + +#ifndef SNDSRV + // cache data if necessary + if (!sfx->data) + { + doom_print( + "S_StartSoundAtVolume: 16bit and not pre-cached - wtf?\n"); + + // DOS remains, 8bit handling + //sfx->data = (void *) W_CacheLumpNum(sfx->lumpnum, PU_MUSIC); + // fprintf( stderr, + // "S_StartSoundAtVolume: loading %d (lump %d) : 0x%x\n", + // sfx_id, sfx->lumpnum, (int)sfx->data ); + + } +#endif + + // increase the usefulness + if (sfx->usefulness++ < 0) + sfx->usefulness = 1; + + // Assigns the handle to one of the channels in the + // mix/output buffer. + channels[cnum].handle = I_StartSound(sfx_id, + /*sfx->data,*/ + volume, + sep, + pitch, + priority); +} + + +void S_StartSound(void* origin, int sfx_id) +{ + S_StartSoundAtVolume(origin, sfx_id, snd_SfxVolume); +} + + +void S_StopSound(void* origin) +{ + int cnum; + + for (cnum = 0; cnum < numChannels; cnum++) + { + if (channels[cnum].sfxinfo && channels[cnum].origin == origin) + { + S_StopChannel(cnum); + break; + } + } +} + + +// +// Stop and resume music, during game PAUSE. +// +void S_PauseSound(void) +{ + if (mus_playing && !mus_paused) + { + I_PauseSong(mus_playing->handle); + mus_paused = true; + } +} + + +void S_ResumeSound(void) +{ + if (mus_playing && mus_paused) + { + I_ResumeSong(mus_playing->handle); + mus_paused = false; + } +} + + +// +// Updates music & sounds +// +void S_UpdateSounds(void* listener_p) +{ + int audible; + int cnum; + int volume; + int sep; + int pitch; + sfxinfo_t* sfx; + channel_t* c; + + mobj_t* listener = (mobj_t*)listener_p; + + for (cnum = 0; cnum < numChannels; cnum++) + { + c = &channels[cnum]; + sfx = c->sfxinfo; + + if (c->sfxinfo) + { + if (I_SoundIsPlaying(c->handle)) + { + // initialize parameters + volume = snd_SfxVolume; + pitch = NORM_PITCH; + sep = NORM_SEP; + + if (sfx->link) + { + pitch = sfx->pitch; + volume += sfx->volume; + if (volume < 1) + { + S_StopChannel(cnum); + continue; + } + else if (volume > snd_SfxVolume) + { + volume = snd_SfxVolume; + } + } + + // check non-local sounds for distance clipping + // or modify their params + if (c->origin && listener_p != c->origin) + { + audible = S_AdjustSoundParams(listener, + c->origin, + &volume, + &sep, + &pitch); + + if (!audible) + { + S_StopChannel(cnum); + } + else + I_UpdateSoundParams(c->handle, volume, sep, pitch); + } + } + else + { + // if channel is allocated but sound has stopped, + // free it + S_StopChannel(cnum); + } + } + } +} + + +void S_SetMusicVolume(int volume) +{ + if (volume < 0 || volume > 127) + { + //I_Error("Error: Attempt to set music volume at %d", + // volume); + doom_strcpy(error_buf, "Error: Attempt to set music volume at "); + doom_concat(error_buf, doom_itoa(volume, 10)); + I_Error(error_buf); + } + + I_SetMusicVolume(127); + I_SetMusicVolume(volume); + snd_MusicVolume = volume; +} + + +void S_SetSfxVolume(int volume) +{ + if (volume < 0 || volume > 127) + { + //I_Error("Error: Attempt to set sfx volume at %d", volume); + doom_strcpy(error_buf, "Error: Attempt to set sfx volume at "); + doom_concat(error_buf, doom_itoa(volume, 10)); + I_Error(error_buf); + } + + snd_SfxVolume = volume; +} + + +// +// Starts some music with the music id found in sounds.h. +// +void S_StartMusic(int m_id) +{ + S_ChangeMusic(m_id, false); +} + + +void S_ChangeMusic(int musicnum, int looping) +{ + musicinfo_t* music; + char namebuf[9]; + + if ((musicnum <= mus_None) + || (musicnum >= NUMMUSIC)) + { + //I_Error("Error: Bad music number %d", musicnum); + doom_strcpy(error_buf, "Error: Bad music number "); + doom_concat(error_buf, doom_itoa(musicnum, 10)); + I_Error(error_buf); + } + else + music = &S_music[musicnum]; + + if (mus_playing == music) + return; + + // shutdown old music + S_StopMusic(); + + // get lumpnum if neccessary + if (!music->lumpnum) + { + //doom_sprintf(namebuf, "d_%s", music->name); + doom_strcpy(namebuf, "d_"); + doom_concat(namebuf, music->name); + music->lumpnum = W_GetNumForName(namebuf); + } + + // load & register it + music->data = (void*)W_CacheLumpNum(music->lumpnum, PU_MUSIC); + music->handle = I_RegisterSong(music->data); + + // play it + I_PlaySong(music->handle, looping); + + mus_playing = music; +} + + +void S_StopMusic(void) +{ + if (mus_playing) + { + if (mus_paused) + I_ResumeSong(mus_playing->handle); + + I_StopSong(mus_playing->handle); + I_UnRegisterSong(mus_playing->handle); + Z_ChangeTag(mus_playing->data, PU_CACHE); + + mus_playing->data = 0; + mus_playing = 0; + } +} + + +void S_StopChannel(int cnum) +{ + int i; + channel_t* c = &channels[cnum]; + + if (c->sfxinfo) + { + // stop the sound playing + if (I_SoundIsPlaying(c->handle)) + { +#ifdef SAWDEBUG + if (c->sfxinfo == &S_sfx[sfx_sawful]) + doom_print("stopped\n"); +#endif + I_StopSound(c->handle); + } + + // check to see + // if other channels are playing the sound + for (i = 0; i < numChannels; i++) + { + if (cnum != i + && c->sfxinfo == channels[i].sfxinfo) + { + break; + } + } + + // degrade usefulness of sound data + c->sfxinfo->usefulness--; + + c->sfxinfo = 0; + } +} + + +// +// Changes volume, stereo-separation, and pitch variables +// from the norm of a sound effect to be played. +// If the sound is not audible, returns a 0. +// Otherwise, modifies parameters and returns 1. +// +int S_AdjustSoundParams(mobj_t* listener, mobj_t* source, int* vol, int* sep, int* pitch) +{ + fixed_t approx_dist; + fixed_t adx; + fixed_t ady; + angle_t angle; + + // calculate the distance to sound origin + // and clip it if necessary + adx = doom_abs(listener->x - source->x); + ady = doom_abs(listener->y - source->y); + + // From _GG1_ p.428. Appox. eucledian distance fast. + approx_dist = adx + ady - ((adx < ady ? adx : ady) >> 1); + + if (gamemap != 8 + && approx_dist > S_CLIPPING_DIST) + { + return 0; + } + + // angle of source to listener + angle = R_PointToAngle2(listener->x, + listener->y, + source->x, + source->y); + + if (angle > listener->angle) + angle = angle - listener->angle; + else + angle = angle + (0xffffffff - listener->angle); + + angle >>= ANGLETOFINESHIFT; + + // stereo separation + *sep = 128 - (FixedMul(S_STEREO_SWING, finesine[angle]) >> FRACBITS); + + // volume calculation + if (approx_dist < S_CLOSE_DIST) + { + *vol = snd_SfxVolume; + } + else if (gamemap == 8) + { + if (approx_dist > S_CLIPPING_DIST) + approx_dist = S_CLIPPING_DIST; + + *vol = 15 + ((snd_SfxVolume - 15) + * ((S_CLIPPING_DIST - approx_dist) >> FRACBITS)) + / S_ATTENUATOR; + } + else + { + // distance effect + *vol = (snd_SfxVolume + * ((S_CLIPPING_DIST - approx_dist) >> FRACBITS)) + / S_ATTENUATOR; + } + + return (*vol > 0); +} + + +// +// S_getChannel : +// If none available, return -1. Otherwise channel #. +// +int S_getChannel(void* origin, sfxinfo_t* sfxinfo) +{ + // channel number to use + int cnum; + + channel_t* c; + + // Find an open channel + for (cnum = 0; cnum < numChannels; cnum++) + { + if (!channels[cnum].sfxinfo) + break; + else if (origin && channels[cnum].origin == origin) + { + S_StopChannel(cnum); + break; + } + } + + // None available + if (cnum == numChannels) + { + // Look for lower priority + for (cnum = 0; cnum < numChannels; cnum++) + if (channels[cnum].sfxinfo->priority >= sfxinfo->priority) break; + + if (cnum == numChannels) + { + // FUCK! No lower priority. Sorry, Charlie. + return -1; + } + else + { + // Otherwise, kick out lower priority. + S_StopChannel(cnum); + } + } + + c = &channels[cnum]; + + // channel is decided to be cnum. + c->sfxinfo = sfxinfo; + c->origin = origin; + + return cnum; +} diff --git a/demos/ports/doom/src/s_sound.h b/demos/ports/doom/src/s_sound.h new file mode 100644 index 0000000..3ee691a --- /dev/null +++ b/demos/ports/doom/src/s_sound.h @@ -0,0 +1,81 @@ +// 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: +// The not so system specific sound interface. +// +//----------------------------------------------------------------------------- + +#ifndef __S_SOUND__ +#define __S_SOUND__ + + +// +// Initializes sound stuff, including volume +// Sets channels, SFX and music volume, +// allocates channel buffer, sets S_sfx lookup. +// +void S_Init(int sfxVolume, int musicVolume); + +// +// Per level startup code. +// Kills playing sounds at start of level, +// determines music if any, changes music. +// +void S_Start(void); + +// +// Start sound for thing at +// using from sounds.h +// +void S_StartSound(void* origin, int sound_id); + +// Will start a sound at a given volume. +void S_StartSoundAtVolume(void* origin, int sound_id, int volume); + +// Stop sound for thing at +void S_StopSound(void* origin); + +// Start music using from sounds.h +void S_StartMusic(int music_id); + +// Start music using from sounds.h, +// and set whether looping +void S_ChangeMusic(int music_id, int looping); + +// Stops the music fer sure. +void S_StopMusic(void); + +// Stop and resume music, during game PAUSE. +void S_PauseSound(void); +void S_ResumeSound(void); + +// +// Updates music & sounds +// +void S_UpdateSounds(void* listener); + +void S_SetMusicVolume(int volume); +void S_SetSfxVolume(int volume); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/sounds.c b/demos/ports/doom/src/sounds.c new file mode 100644 index 0000000..f617fd3 --- /dev/null +++ b/demos/ports/doom/src/sounds.c @@ -0,0 +1,223 @@ +// 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: +// Created by a sound utility. +// Kept as a sample, DOOM2 sounds. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "doomtype.h" +#include "sounds.h" + + +// +// Information about all the music +// +musicinfo_t S_music[] = +{ + { 0 }, + { "e1m1", 0 }, + { "e1m2", 0 }, + { "e1m3", 0 }, + { "e1m4", 0 }, + { "e1m5", 0 }, + { "e1m6", 0 }, + { "e1m7", 0 }, + { "e1m8", 0 }, + { "e1m9", 0 }, + { "e2m1", 0 }, + { "e2m2", 0 }, + { "e2m3", 0 }, + { "e2m4", 0 }, + { "e2m5", 0 }, + { "e2m6", 0 }, + { "e2m7", 0 }, + { "e2m8", 0 }, + { "e2m9", 0 }, + { "e3m1", 0 }, + { "e3m2", 0 }, + { "e3m3", 0 }, + { "e3m4", 0 }, + { "e3m5", 0 }, + { "e3m6", 0 }, + { "e3m7", 0 }, + { "e3m8", 0 }, + { "e3m9", 0 }, + { "inter", 0 }, + { "intro", 0 }, + { "bunny", 0 }, + { "victor", 0 }, + { "introa", 0 }, + { "runnin", 0 }, + { "stalks", 0 }, + { "countd", 0 }, + { "betwee", 0 }, + { "doom", 0 }, + { "the_da", 0 }, + { "shawn", 0 }, + { "ddtblu", 0 }, + { "in_cit", 0 }, + { "dead", 0 }, + { "stlks2", 0 }, + { "theda2", 0 }, + { "doom2", 0 }, + { "ddtbl2", 0 }, + { "runni2", 0 }, + { "dead2", 0 }, + { "stlks3", 0 }, + { "romero", 0 }, + { "shawn2", 0 }, + { "messag", 0 }, + { "count2", 0 }, + { "ddtbl3", 0 }, + { "ampie", 0 }, + { "theda3", 0 }, + { "adrian", 0 }, + { "messg2", 0 }, + { "romer2", 0 }, + { "tense", 0 }, + { "shawn3", 0 }, + { "openin", 0 }, + { "evil", 0 }, + { "ultima", 0 }, + { "read_m", 0 }, + { "dm2ttl", 0 }, + { "dm2int", 0 } +}; + + +// +// Information about all the sfx +// +sfxinfo_t S_sfx[] = +{ + // S_sfx[0] needs to be a dummy for odd reasons. + { "none", false, 0, 0, -1, -1, 0 }, + { "pistol", false, 64, 0, -1, -1, 0 }, + { "shotgn", false, 64, 0, -1, -1, 0 }, + { "sgcock", false, 64, 0, -1, -1, 0 }, + { "dshtgn", false, 64, 0, -1, -1, 0 }, + { "dbopn", false, 64, 0, -1, -1, 0 }, + { "dbcls", false, 64, 0, -1, -1, 0 }, + { "dbload", false, 64, 0, -1, -1, 0 }, + { "plasma", false, 64, 0, -1, -1, 0 }, + { "bfg", false, 64, 0, -1, -1, 0 }, + { "sawup", false, 64, 0, -1, -1, 0 }, + { "sawidl", false, 118, 0, -1, -1, 0 }, + { "sawful", false, 64, 0, -1, -1, 0 }, + { "sawhit", false, 64, 0, -1, -1, 0 }, + { "rlaunc", false, 64, 0, -1, -1, 0 }, + { "rxplod", false, 70, 0, -1, -1, 0 }, + { "firsht", false, 70, 0, -1, -1, 0 }, + { "firxpl", false, 70, 0, -1, -1, 0 }, + { "pstart", false, 100, 0, -1, -1, 0 }, + { "pstop", false, 100, 0, -1, -1, 0 }, + { "doropn", false, 100, 0, -1, -1, 0 }, + { "dorcls", false, 100, 0, -1, -1, 0 }, + { "stnmov", false, 119, 0, -1, -1, 0 }, + { "swtchn", false, 78, 0, -1, -1, 0 }, + { "swtchx", false, 78, 0, -1, -1, 0 }, + { "plpain", false, 96, 0, -1, -1, 0 }, + { "dmpain", false, 96, 0, -1, -1, 0 }, + { "popain", false, 96, 0, -1, -1, 0 }, + { "vipain", false, 96, 0, -1, -1, 0 }, + { "mnpain", false, 96, 0, -1, -1, 0 }, + { "pepain", false, 96, 0, -1, -1, 0 }, + { "slop", false, 78, 0, -1, -1, 0 }, + { "itemup", true, 78, 0, -1, -1, 0 }, + { "wpnup", true, 78, 0, -1, -1, 0 }, + { "oof", false, 96, 0, -1, -1, 0 }, + { "telept", false, 32, 0, -1, -1, 0 }, + { "posit1", true, 98, 0, -1, -1, 0 }, + { "posit2", true, 98, 0, -1, -1, 0 }, + { "posit3", true, 98, 0, -1, -1, 0 }, + { "bgsit1", true, 98, 0, -1, -1, 0 }, + { "bgsit2", true, 98, 0, -1, -1, 0 }, + { "sgtsit", true, 98, 0, -1, -1, 0 }, + { "cacsit", true, 98, 0, -1, -1, 0 }, + { "brssit", true, 94, 0, -1, -1, 0 }, + { "cybsit", true, 92, 0, -1, -1, 0 }, + { "spisit", true, 90, 0, -1, -1, 0 }, + { "bspsit", true, 90, 0, -1, -1, 0 }, + { "kntsit", true, 90, 0, -1, -1, 0 }, + { "vilsit", true, 90, 0, -1, -1, 0 }, + { "mansit", true, 90, 0, -1, -1, 0 }, + { "pesit", true, 90, 0, -1, -1, 0 }, + { "sklatk", false, 70, 0, -1, -1, 0 }, + { "sgtatk", false, 70, 0, -1, -1, 0 }, + { "skepch", false, 70, 0, -1, -1, 0 }, + { "vilatk", false, 70, 0, -1, -1, 0 }, + { "claw", false, 70, 0, -1, -1, 0 }, + { "skeswg", false, 70, 0, -1, -1, 0 }, + { "pldeth", false, 32, 0, -1, -1, 0 }, + { "pdiehi", false, 32, 0, -1, -1, 0 }, + { "podth1", false, 70, 0, -1, -1, 0 }, + { "podth2", false, 70, 0, -1, -1, 0 }, + { "podth3", false, 70, 0, -1, -1, 0 }, + { "bgdth1", false, 70, 0, -1, -1, 0 }, + { "bgdth2", false, 70, 0, -1, -1, 0 }, + { "sgtdth", false, 70, 0, -1, -1, 0 }, + { "cacdth", false, 70, 0, -1, -1, 0 }, + { "skldth", false, 70, 0, -1, -1, 0 }, + { "brsdth", false, 32, 0, -1, -1, 0 }, + { "cybdth", false, 32, 0, -1, -1, 0 }, + { "spidth", false, 32, 0, -1, -1, 0 }, + { "bspdth", false, 32, 0, -1, -1, 0 }, + { "vildth", false, 32, 0, -1, -1, 0 }, + { "kntdth", false, 32, 0, -1, -1, 0 }, + { "pedth", false, 32, 0, -1, -1, 0 }, + { "skedth", false, 32, 0, -1, -1, 0 }, + { "posact", true, 120, 0, -1, -1, 0 }, + { "bgact", true, 120, 0, -1, -1, 0 }, + { "dmact", true, 120, 0, -1, -1, 0 }, + { "bspact", true, 100, 0, -1, -1, 0 }, + { "bspwlk", true, 100, 0, -1, -1, 0 }, + { "vilact", true, 100, 0, -1, -1, 0 }, + { "noway", false, 78, 0, -1, -1, 0 }, + { "barexp", false, 60, 0, -1, -1, 0 }, + { "punch", false, 64, 0, -1, -1, 0 }, + { "hoof", false, 70, 0, -1, -1, 0 }, + { "metal", false, 70, 0, -1, -1, 0 }, + { "chgun", false, 64, &S_sfx[sfx_pistol], 150, 0, 0 }, + { "tink", false, 60, 0, -1, -1, 0 }, + { "bdopn", false, 100, 0, -1, -1, 0 }, + { "bdcls", false, 100, 0, -1, -1, 0 }, + { "itmbk", false, 100, 0, -1, -1, 0 }, + { "flame", false, 32, 0, -1, -1, 0 }, + { "flamst", false, 32, 0, -1, -1, 0 }, + { "getpow", false, 60, 0, -1, -1, 0 }, + { "bospit", false, 70, 0, -1, -1, 0 }, + { "boscub", false, 70, 0, -1, -1, 0 }, + { "bossit", false, 70, 0, -1, -1, 0 }, + { "bospn", false, 70, 0, -1, -1, 0 }, + { "bosdth", false, 70, 0, -1, -1, 0 }, + { "manatk", false, 70, 0, -1, -1, 0 }, + { "mandth", false, 70, 0, -1, -1, 0 }, + { "sssit", false, 70, 0, -1, -1, 0 }, + { "ssdth", false, 70, 0, -1, -1, 0 }, + { "keenpn", false, 70, 0, -1, -1, 0 }, + { "keendt", false, 70, 0, -1, -1, 0 }, + { "skeact", false, 70, 0, -1, -1, 0 }, + { "skesit", false, 70, 0, -1, -1, 0 }, + { "skeatk", false, 70, 0, -1, -1, 0 }, + { "radio", false, 60, 0, -1, -1, 0 } +}; diff --git a/demos/ports/doom/src/sounds.h b/demos/ports/doom/src/sounds.h new file mode 100644 index 0000000..0e053e7 --- /dev/null +++ b/demos/ports/doom/src/sounds.h @@ -0,0 +1,290 @@ +// 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: +// Created by the sound utility written by Dave Taylor. +// Kept as a sample, DOOM2 sounds. Frozen. +// +//----------------------------------------------------------------------------- + +#ifndef __SOUNDS__ +#define __SOUNDS__ + + +// +// SoundFX struct. +// +typedef struct sfxinfo_struct sfxinfo_t; + +struct sfxinfo_struct +{ + // up to 6-character name + char* name; + + // Sfx singularity (only one at a time) + int singularity; + + // Sfx priority + int priority; + + // referenced sound if a link + sfxinfo_t* link; + + // pitch if a link + int pitch; + + // volume if a link + int volume; + + // sound data + void* data; + + // this is checked every second to see if sound + // can be thrown out (if 0, then decrement, if -1, + // then throw out, if > 0, then it is in use) + int usefulness; + + // lump number of sfx + int lumpnum; +}; + + +// +// MusicInfo struct. +// +typedef struct +{ + // up to 6-character name + char* name; + + // lump number of music + int lumpnum; + + // music data + void* data; + + // music handle once registered + int handle; +} musicinfo_t; + + +// the complete set of sound effects +extern sfxinfo_t S_sfx[]; + +// the complete set of music +extern musicinfo_t S_music[]; + +// +// Identifiers for all music in game. +// +typedef enum +{ + mus_None, + 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_inter, + mus_intro, + mus_bunny, + mus_victor, + mus_introa, + mus_runnin, + mus_stalks, + mus_countd, + mus_betwee, + mus_doom, + mus_the_da, + mus_shawn, + mus_ddtblu, + mus_in_cit, + mus_dead, + mus_stlks2, + mus_theda2, + mus_doom2, + mus_ddtbl2, + mus_runni2, + mus_dead2, + mus_stlks3, + mus_romero, + mus_shawn2, + mus_messag, + mus_count2, + mus_ddtbl3, + mus_ampie, + mus_theda3, + mus_adrian, + mus_messg2, + mus_romer2, + mus_tense, + mus_shawn3, + mus_openin, + mus_evil, + mus_ultima, + mus_read_m, + mus_dm2ttl, + mus_dm2int, + NUMMUSIC +} musicenum_t; + + +// +// Identifiers for all sfx in game. +// +typedef enum +{ + sfx_None, + sfx_pistol, + sfx_shotgn, + sfx_sgcock, + sfx_dshtgn, + sfx_dbopn, + sfx_dbcls, + sfx_dbload, + sfx_plasma, + sfx_bfg, + sfx_sawup, + sfx_sawidl, + sfx_sawful, + sfx_sawhit, + sfx_rlaunc, + sfx_rxplod, + sfx_firsht, + sfx_firxpl, + sfx_pstart, + sfx_pstop, + sfx_doropn, + sfx_dorcls, + sfx_stnmov, + sfx_swtchn, + sfx_swtchx, + sfx_plpain, + sfx_dmpain, + sfx_popain, + sfx_vipain, + sfx_mnpain, + sfx_pepain, + sfx_slop, + sfx_itemup, + sfx_wpnup, + sfx_oof, + sfx_telept, + sfx_posit1, + sfx_posit2, + sfx_posit3, + sfx_bgsit1, + sfx_bgsit2, + sfx_sgtsit, + sfx_cacsit, + sfx_brssit, + sfx_cybsit, + sfx_spisit, + sfx_bspsit, + sfx_kntsit, + sfx_vilsit, + sfx_mansit, + sfx_pesit, + sfx_sklatk, + sfx_sgtatk, + sfx_skepch, + sfx_vilatk, + sfx_claw, + sfx_skeswg, + sfx_pldeth, + sfx_pdiehi, + sfx_podth1, + sfx_podth2, + sfx_podth3, + sfx_bgdth1, + sfx_bgdth2, + sfx_sgtdth, + sfx_cacdth, + sfx_skldth, + sfx_brsdth, + sfx_cybdth, + sfx_spidth, + sfx_bspdth, + sfx_vildth, + sfx_kntdth, + sfx_pedth, + sfx_skedth, + sfx_posact, + sfx_bgact, + sfx_dmact, + sfx_bspact, + sfx_bspwlk, + sfx_vilact, + sfx_noway, + sfx_barexp, + sfx_punch, + sfx_hoof, + sfx_metal, + sfx_chgun, + sfx_tink, + sfx_bdopn, + sfx_bdcls, + sfx_itmbk, + sfx_flame, + sfx_flamst, + sfx_getpow, + sfx_bospit, + sfx_boscub, + sfx_bossit, + sfx_bospn, + sfx_bosdth, + sfx_manatk, + sfx_mandth, + sfx_sssit, + sfx_ssdth, + sfx_keenpn, + sfx_keendt, + sfx_skeact, + sfx_skesit, + sfx_skeatk, + sfx_radio, + NUMSFX +} sfxenum_t; + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/st_lib.c b/demos/ports/doom/src/st_lib.c new file mode 100644 index 0000000..837afdf --- /dev/null +++ b/demos/ports/doom/src/st_lib.c @@ -0,0 +1,221 @@ +// 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: +// The status bar widget code. +// +//----------------------------------------------------------------------------- + +#include "doom_config.h" + + + +#include "doomdef.h" +#include "z_zone.h" +#include "v_video.h" +#include "m_swap.h" +#include "i_system.h" +#include "w_wad.h" +#include "st_stuff.h" +#include "st_lib.h" +#include "r_local.h" + + +// in AM_map.c +extern doom_boolean automapactive; + + +// +// Hack display negative frags. +// Loads and store the stminus lump. +// +patch_t* sttminus; + + +void STlib_init(void) +{ + sttminus = (patch_t*)W_CacheLumpName("STTMINUS", PU_STATIC); +} + +// ? +void STlib_initNum(st_number_t* n, int x, int y, patch_t** pl, int* num, doom_boolean* on, int width) +{ + n->x = x; + n->y = y; + n->oldnum = 0; + n->width = width; + n->num = num; + n->on = on; + n->p = pl; +} + +// +// A fairly efficient way to draw a number +// based on differences from the old number. +// Note: worth the trouble? +// +void STlib_drawNum(st_number_t* n, doom_boolean refresh) +{ + int numdigits = n->width; + int num = *n->num; + + int w = SHORT(n->p[0]->width); + int h = SHORT(n->p[0]->height); + int x = n->x; + + int neg; + + n->oldnum = *n->num; + + neg = num < 0; + + if (neg) + { + if (numdigits == 2 && num < -9) + num = -9; + else if (numdigits == 3 && num < -99) + num = -99; + + num = -num; + } + + // clear the area + x = n->x - numdigits * w; + + if (n->y - ST_Y < 0) + I_Error("Error: drawNum: n->y - ST_Y < 0"); + + V_CopyRect(x, n->y - ST_Y, STLIB_BG, w * numdigits, h, x, n->y, STLIB_FG); + + // if non-number, do not draw it + if (num == 1994) + return; + + x = n->x; + + // in the special case of 0, you draw 0 + if (!num) + V_DrawPatch(x - w, n->y, STLIB_FG, n->p[0]); + + // draw the new number + while (num && numdigits--) + { + x -= w; + V_DrawPatch(x, n->y, STLIB_FG, n->p[num % 10]); + num /= 10; + } + + // draw a minus sign if necessary + if (neg) + V_DrawPatch(x - 8, n->y, STLIB_FG, sttminus); +} + +// +void STlib_updateNum(st_number_t* n, doom_boolean refresh) +{ + if (*n->on) STlib_drawNum(n, refresh); +} + +// +void STlib_initPercent(st_percent_t* p, int x, int y, patch_t** pl, int* num, doom_boolean* on, patch_t* percent) +{ + STlib_initNum(&p->n, x, y, pl, num, on, 3); + p->p = percent; +} + +void STlib_updatePercent(st_percent_t* per, int refresh) +{ + if (refresh && *per->n.on) + V_DrawPatch(per->n.x, per->n.y, STLIB_FG, per->p); + + STlib_updateNum(&per->n, refresh); +} + +void STlib_initMultIcon(st_multicon_t* i, int x, int y, patch_t** il, int* inum, doom_boolean* on) +{ + i->x = x; + i->y = y; + i->oldinum = -1; + i->inum = inum; + i->on = on; + i->p = il; +} + +void STlib_updateMultIcon(st_multicon_t* mi, doom_boolean refresh) +{ + int w; + int h; + int x; + int y; + + if (*mi->on + && (mi->oldinum != *mi->inum || refresh) + && (*mi->inum != -1)) + { + if (mi->oldinum != -1) + { + x = mi->x - SHORT(mi->p[mi->oldinum]->leftoffset); + y = mi->y - SHORT(mi->p[mi->oldinum]->topoffset); + w = SHORT(mi->p[mi->oldinum]->width); + h = SHORT(mi->p[mi->oldinum]->height); + + if (y - ST_Y < 0) + I_Error("Error: updateMultIcon: y - ST_Y < 0"); + + V_CopyRect(x, y - ST_Y, STLIB_BG, w, h, x, y, STLIB_FG); + } + V_DrawPatch(mi->x, mi->y, STLIB_FG, mi->p[*mi->inum]); + mi->oldinum = *mi->inum; + } +} + +void STlib_initBinIcon(st_binicon_t* b, int x, int y, patch_t* i, doom_boolean* val, doom_boolean* on) +{ + b->x = x; + b->y = y; + b->oldval = 0; + b->val = val; + b->on = on; + b->p = i; +} + +void STlib_updateBinIcon(st_binicon_t* bi, doom_boolean refresh) +{ + int x; + int y; + int w; + int h; + + if (*bi->on && (bi->oldval != *bi->val || refresh)) + { + x = bi->x - SHORT(bi->p->leftoffset); + y = bi->y - SHORT(bi->p->topoffset); + w = SHORT(bi->p->width); + h = SHORT(bi->p->height); + + if (y - ST_Y < 0) + I_Error("Error: updateBinIcon: y - ST_Y < 0"); + + if (*bi->val) + V_DrawPatch(bi->x, bi->y, STLIB_FG, bi->p); + else + V_CopyRect(x, y - ST_Y, STLIB_BG, w, h, x, y, STLIB_FG); + + bi->oldval = *bi->val; + } +} diff --git a/demos/ports/doom/src/st_lib.h b/demos/ports/doom/src/st_lib.h new file mode 100644 index 0000000..227cc16 --- /dev/null +++ b/demos/ports/doom/src/st_lib.h @@ -0,0 +1,189 @@ +// 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: +// The status bar widget code. +// +//----------------------------------------------------------------------------- + +#ifndef __STLIB__ +#define __STLIB__ + + +// We are referring to patches. +#include "r_defs.h" + + +// +// Background and foreground screen numbers +// +#define STLIB_BG 4 +#define STLIB_FG 0 + + +// +// Typedefs of widgets +// + +// Number widget +typedef struct +{ + // upper right-hand corner + // of the number (right-justified) + int x; + int y; + + // max # of digits in number + int width; + + // last number value + int oldnum; + + // pointer to current value + int* num; + + // pointer to doom_boolean stating + // whether to update number + doom_boolean* on; + + // list of patches for 0-9 + patch_t** p; + + // user data + int data; +} st_number_t; + + +// Percent widget ("child" of number widget, +// or, more precisely, contains a number widget.) +typedef struct +{ + // number information + st_number_t n; + + // percent sign graphic + patch_t* p; +} st_percent_t; + + +// Multiple Icon widget +typedef struct +{ + // center-justified location of icons + int x; + int y; + + // last icon number + int oldinum; + + // pointer to current icon + int* inum; + + // pointer to doom_boolean stating + // whether to update icon + doom_boolean* on; + + // list of icons + patch_t** p; + + // user data + int data; +} st_multicon_t; + + +// Binary Icon widget +typedef struct +{ + // center-justified location of icon + int x; + int y; + + // last icon value + int oldval; + + // pointer to current icon status + doom_boolean* val; + + // pointer to doom_boolean + // stating whether to update icon + doom_boolean* on; + + + patch_t* p; // icon + int data; // user data + +} st_binicon_t; + + +// +// Widget creation, access, and update routines +// + +// Initializes widget library. +// More precisely, initialize STMINUS, +// everything else is done somewhere else. +// +void STlib_init(void); + +// Number widget routines +void STlib_initNum(st_number_t* n, + int x, + int y, + patch_t** pl, + int* num, + doom_boolean* on, + int width); + +void STlib_updateNum(st_number_t* n, doom_boolean refresh); + +// Percent widget routines +void STlib_initPercent(st_percent_t* p, + int x, + int y, + patch_t** pl, + int* num, + doom_boolean* on, + patch_t* percent); + +void STlib_updatePercent(st_percent_t* per, int refresh); + +// Multiple Icon widget routines +void STlib_initMultIcon(st_multicon_t* mi, + int x, + int y, + patch_t** il, + int* inum, + doom_boolean* on); + +void STlib_updateMultIcon(st_multicon_t* mi, doom_boolean refresh); + +// Binary Icon widget routines +void STlib_initBinIcon(st_binicon_t* b, + int x, + int y, + patch_t* i, + doom_boolean* val, + doom_boolean* on); + +void STlib_updateBinIcon(st_binicon_t* bi, doom_boolean refresh); + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/st_stuff.c b/demos/ports/doom/src/st_stuff.c new file mode 100644 index 0000000..001bdcf --- /dev/null +++ b/demos/ports/doom/src/st_stuff.c @@ -0,0 +1,1354 @@ +// 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: +// Status bar code. +// Does the face/direction indicator animatin. +// Does palette indicators as well (red pain/berserk, bright pickup) +// +//----------------------------------------------------------------------------- + +#include "doom_config.h" + +#include "i_system.h" +#include "i_video.h" +#include "z_zone.h" +#include "m_random.h" +#include "w_wad.h" +#include "doomdef.h" +#include "g_game.h" +#include "st_stuff.h" +#include "st_lib.h" +#include "r_local.h" +#include "p_local.h" +#include "p_inter.h" +#include "am_map.h" +#include "m_cheat.h" +#include "s_sound.h" +#include "v_video.h" // Needs access to LFB. +#include "doomstat.h" // State. +#include "dstrings.h" // Data. +#include "sounds.h" + +// +// STATUS BAR DATA +// + +// Palette indices. +// For damage/bonus red-/gold-shifts +#define STARTREDPALS 1 +#define STARTBONUSPALS 9 +#define NUMREDPALS 8 +#define NUMBONUSPALS 4 +// Radiation suit, green shift. +#define RADIATIONPAL 13 + +// N/256*100% probability +// that the normal face state will change +#define ST_FACEPROBABILITY 96 + +// For Responder +#define ST_TOGGLECHAT KEY_ENTER + +// Location of status bar +#define ST_X 0 +#define ST_X2 104 + +#define ST_FX 143 +#define ST_FY 169 + +// Should be set to patch width +// for tall numbers later on +#define ST_TALLNUMWIDTH (tallnum[0]->width) + +// Number of status faces. +#define ST_NUMPAINFACES 5 +#define ST_NUMSTRAIGHTFACES 3 +#define ST_NUMTURNFACES 2 +#define ST_NUMSPECIALFACES 3 + +#define ST_FACESTRIDE (ST_NUMSTRAIGHTFACES + ST_NUMTURNFACES + ST_NUMSPECIALFACES) + +#define ST_NUMEXTRAFACES 2 + +#define ST_NUMFACES (ST_FACESTRIDE * ST_NUMPAINFACES + ST_NUMEXTRAFACES) + +#define ST_TURNOFFSET (ST_NUMSTRAIGHTFACES) +#define ST_OUCHOFFSET (ST_TURNOFFSET + ST_NUMTURNFACES) +#define ST_EVILGRINOFFSET (ST_OUCHOFFSET + 1) +#define ST_RAMPAGEOFFSET (ST_EVILGRINOFFSET + 1) +#define ST_GODFACE (ST_NUMPAINFACES*ST_FACESTRIDE) +#define ST_DEADFACE (ST_GODFACE+1) + +#define ST_FACESX 143 +#define ST_FACESY 168 + +#define ST_EVILGRINCOUNT (2*TICRATE) +#define ST_STRAIGHTFACECOUNT (TICRATE/2) +#define ST_TURNCOUNT (1*TICRATE) +#define ST_OUCHCOUNT (1*TICRATE) +#define ST_RAMPAGEDELAY (2*TICRATE) + +#define ST_MUCHPAIN 20 + +// Location and size of statistics, +// justified according to widget type. +// Problem is, within which space? STbar? Screen? +// Note: this could be read in by a lump. +// Problem is, is the stuff rendered +// into a buffer, +// or into the frame buffer? + +// AMMO number pos. +#define ST_AMMOWIDTH 3 +#define ST_AMMOX 44 +#define ST_AMMOY 171 + +// HEALTH number pos. +#define ST_HEALTHWIDTH 3 +#define ST_HEALTHX 90 +#define ST_HEALTHY 171 + +// Weapon pos. +#define ST_ARMSX 111 +#define ST_ARMSY 172 +#define ST_ARMSBGX 104 +#define ST_ARMSBGY 168 +#define ST_ARMSXSPACE 12 +#define ST_ARMSYSPACE 10 + +// Frags pos. +#define ST_FRAGSX 138 +#define ST_FRAGSY 171 +#define ST_FRAGSWIDTH 2 + +// ARMOR number pos. +#define ST_ARMORWIDTH 3 +#define ST_ARMORX 221 +#define ST_ARMORY 171 + +// Key icon positions. +#define ST_KEY0WIDTH 8 +#define ST_KEY0HEIGHT 5 +#define ST_KEY0X 239 +#define ST_KEY0Y 171 +#define ST_KEY1WIDTH ST_KEY0WIDTH +#define ST_KEY1X 239 +#define ST_KEY1Y 181 +#define ST_KEY2WIDTH ST_KEY0WIDTH +#define ST_KEY2X 239 +#define ST_KEY2Y 191 + +// Ammunition counter. +#define ST_AMMO0WIDTH 3 +#define ST_AMMO0HEIGHT 6 +#define ST_AMMO0X 288 +#define ST_AMMO0Y 173 +#define ST_AMMO1WIDTH ST_AMMO0WIDTH +#define ST_AMMO1X 288 +#define ST_AMMO1Y 179 +#define ST_AMMO2WIDTH ST_AMMO0WIDTH +#define ST_AMMO2X 288 +#define ST_AMMO2Y 191 +#define ST_AMMO3WIDTH ST_AMMO0WIDTH +#define ST_AMMO3X 288 +#define ST_AMMO3Y 185 + +// Indicate maximum ammunition. +// Only needed because backpack exists. +#define ST_MAXAMMO0WIDTH 3 +#define ST_MAXAMMO0HEIGHT 5 +#define ST_MAXAMMO0X 314 +#define ST_MAXAMMO0Y 173 +#define ST_MAXAMMO1WIDTH ST_MAXAMMO0WIDTH +#define ST_MAXAMMO1X 314 +#define ST_MAXAMMO1Y 179 +#define ST_MAXAMMO2WIDTH ST_MAXAMMO0WIDTH +#define ST_MAXAMMO2X 314 +#define ST_MAXAMMO2Y 191 +#define ST_MAXAMMO3WIDTH ST_MAXAMMO0WIDTH +#define ST_MAXAMMO3X 314 +#define ST_MAXAMMO3Y 185 + +// pistol +#define ST_WEAPON0X 110 +#define ST_WEAPON0Y 172 + +// shotgun +#define ST_WEAPON1X 122 +#define ST_WEAPON1Y 172 + +// chain gun +#define ST_WEAPON2X 134 +#define ST_WEAPON2Y 172 + +// missile launcher +#define ST_WEAPON3X 110 +#define ST_WEAPON3Y 181 + +// plasma gun +#define ST_WEAPON4X 122 +#define ST_WEAPON4Y 181 + + // bfg +#define ST_WEAPON5X 134 +#define ST_WEAPON5Y 181 + +// WPNS title +#define ST_WPNSX 109 +#define ST_WPNSY 191 + + // DETH title +#define ST_DETHX 109 +#define ST_DETHY 191 + +//Incoming messages window location +#define ST_MSGTEXTX 0 +#define ST_MSGTEXTY 0 +// Dimensions given in characters. +#define ST_MSGWIDTH 52 +// Or shall I say, in lines? +#define ST_MSGHEIGHT 1 + +#define ST_OUTTEXTX 0 +#define ST_OUTTEXTY 6 + +// Width, in characters again. +#define ST_OUTWIDTH 52 + // Height, in lines. +#define ST_OUTHEIGHT 1 + +#define ST_MAPWIDTH (doom_strlen(mapnames[(gameepisode - 1) * 9 + (gamemap - 1)])) + +#define ST_MAPTITLEX (SCREENWIDTH - ST_MAPWIDTH * ST_CHATFONTWIDTH) + +#define ST_MAPTITLEY 0 +#define ST_MAPHEIGHT 1 + + +static player_t* plyr; // main player in game +static doom_boolean st_firsttime; // ST_Start() has just been called +static int veryfirsttime = 1; // used to execute ST_Init() only once +static int lu_palette; // lump number for PLAYPAL +static unsigned int st_clock; // used for timing +static int st_msgcounter = 0; // used for making messages go away +static st_chatstateenum_t st_chatstate; // used when in chat +static st_stateenum_t st_gamestate; // whether in automap or first-person +static doom_boolean st_statusbaron; // whether left-side main status bar is active +static doom_boolean st_chat; // whether status bar chat is active +static doom_boolean st_oldchat; // value of st_chat before message popped up +static doom_boolean st_cursoron; // whether chat window has the cursor on +static doom_boolean st_notdeathmatch; // !deathmatch +static doom_boolean st_armson; // !deathmatch && st_statusbaron +static doom_boolean st_fragson; // !deathmatch +static patch_t* sbar; // main bar left +static patch_t* tallnum[10]; // 0-9, tall numbers +static patch_t* tallpercent; // tall % sign +static patch_t* shortnum[10]; // 0-9, short, yellow (,different!) numbers +static patch_t* keys[NUMCARDS]; // 3 key-cards, 3 skulls +static patch_t* faces[ST_NUMFACES]; // face status patches +static patch_t* faceback; // face background +static patch_t* armsbg; // main bar right +static patch_t* arms[6][2]; // weapon ownership patches +static st_number_t w_ready; // ready-weapon widget +static st_number_t w_frags; // in deathmatch only, summary of frags stats +static st_percent_t w_health; // health widget +static st_binicon_t w_armsbg; // arms background +static st_multicon_t w_arms[6]; // weapon ownership widgets +static st_multicon_t w_faces; // face status widget +static st_multicon_t w_keyboxes[3]; // keycard widgets +static st_percent_t w_armor; // armor widget +static st_number_t w_ammo[4]; // ammo widgets +static st_number_t w_maxammo[4]; // max ammo widgets +static int st_fragscount; // number of frags so far in deathmatch +static int st_oldhealth = -1; // used to use appopriately pained face +static doom_boolean oldweaponsowned[NUMWEAPONS]; // used for evil grin +static int st_facecount = 0; // count until face changes +static int st_faceindex = 0; // current face index, used by w_faces +static int keyboxes[3]; // holds key-type for each key box on bar +static int st_randomnumber; // a random number per tick +static int st_palette = 0; +static doom_boolean st_stopped = true; + + +// Massive bunches of cheat shit +// to keep it from being easy to figure them out. +// Yeah, right... +unsigned char cheat_mus_seq[] = +{ + 0xb2, 0x26, 0xb6, 0xae, 0xea, 1, 0, 0, 0xff +}; + +unsigned char cheat_choppers_seq[] = +{ + 0xb2, 0x26, 0xe2, 0x32, 0xf6, 0x2a, 0x2a, 0xa6, 0x6a, 0xea, 0xff // id... +}; + +unsigned char cheat_god_seq[] = +{ + 0xb2, 0x26, 0x26, 0xaa, 0x26, 0xff // iddqd +}; + +unsigned char cheat_ammo_seq[] = +{ + 0xb2, 0x26, 0xf2, 0x66, 0xa2, 0xff // idkfa +}; + +unsigned char cheat_ammonokey_seq[] = +{ + 0xb2, 0x26, 0x66, 0xa2, 0xff // idfa +}; + +// Smashing Pumpkins Into Samml Piles Of Putried Debris. +unsigned char cheat_noclip_seq[] = +{ + 0xb2, 0x26, 0xea, 0x2a, 0xb2, // idspispopd + 0xea, 0x2a, 0xf6, 0x2a, 0x26, 0xff +}; + +// +unsigned char cheat_commercial_noclip_seq[] = +{ + 0xb2, 0x26, 0xe2, 0x36, 0xb2, 0x2a, 0xff // idclip +}; + +unsigned char cheat_powerup_seq[7][10] = +{ + { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6e, 0xff }, // beholdv + { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xea, 0xff }, // beholds + { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xb2, 0xff }, // beholdi + { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x6a, 0xff }, // beholdr + { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xa2, 0xff }, // beholda + { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0x36, 0xff }, // beholdl + { 0xb2, 0x26, 0x62, 0xa6, 0x32, 0xf6, 0x36, 0x26, 0xff } // behold +}; + +unsigned char cheat_clev_seq[] = +{ + 0xb2, 0x26, 0xe2, 0x36, 0xa6, 0x6e, 1, 0, 0, 0xff // idclev +}; + +// my position cheat +unsigned char cheat_mypos_seq[] = +{ + 0xb2, 0x26, 0xb6, 0xba, 0x2a, 0xf6, 0xea, 0xff // idmypos +}; + +// Now what? +cheatseq_t cheat_mus = { cheat_mus_seq, 0 }; +cheatseq_t cheat_god = { cheat_god_seq, 0 }; +cheatseq_t cheat_ammo = { cheat_ammo_seq, 0 }; +cheatseq_t cheat_ammonokey = { cheat_ammonokey_seq, 0 }; +cheatseq_t cheat_noclip = { cheat_noclip_seq, 0 }; +cheatseq_t cheat_commercial_noclip = { cheat_commercial_noclip_seq, 0 }; + +cheatseq_t cheat_powerup[7] = +{ + { cheat_powerup_seq[0], 0 }, + { cheat_powerup_seq[1], 0 }, + { cheat_powerup_seq[2], 0 }, + { cheat_powerup_seq[3], 0 }, + { cheat_powerup_seq[4], 0 }, + { cheat_powerup_seq[5], 0 }, + { cheat_powerup_seq[6], 0 } +}; + +cheatseq_t cheat_choppers = { cheat_choppers_seq, 0 }; +cheatseq_t cheat_clev = { cheat_clev_seq, 0 }; +cheatseq_t cheat_mypos = { cheat_mypos_seq, 0 }; + + +extern char* mapnames[]; +extern int doom_flags; + + +void ST_Stop(void); + + +// +// STATUS BAR CODE +// + +void ST_refreshBackground(void) +{ + if (st_statusbaron) + { + V_DrawPatch(ST_X, 0, STLIB_BG, sbar); + + if (netgame) + V_DrawPatch(ST_FX, 0, STLIB_BG, faceback); + + V_CopyRect(ST_X, 0, STLIB_BG, ST_WIDTH, ST_HEIGHT, ST_X, ST_Y, STLIB_FG); + } +} + + +// Respond to keyboard input events, +// intercept cheats. +doom_boolean ST_Responder(event_t* ev) +{ + int i; + + // Filter automap on/off. + if (ev->type == ev_keyup + && ((ev->data1 & 0xffff0000) == AM_MSGHEADER)) + { + switch (ev->data1) + { + case AM_MSGENTERED: + st_gamestate = AutomapState; + st_firsttime = true; + break; + + case AM_MSGEXITED: + // doom_print("AM exited\n"); + st_gamestate = FirstPersonState; + break; + } + } + + // if a user keypress... + else if (ev->type == ev_keydown) + { + if (!netgame) + { + // b. - enabled for more debug fun. + // if (gameskill != sk_nightmare) { + + // 'dqd' cheat for toggleable god mode + if (cht_CheckCheat(&cheat_god, ev->data1)) + { + plyr->cheats ^= CF_GODMODE; + if (plyr->cheats & CF_GODMODE) + { + if (plyr->mo) + plyr->mo->health = 100; + + plyr->health = 100; + plyr->message = STSTR_DQDON; + } + else + plyr->message = STSTR_DQDOFF; + } + // 'fa' cheat for killer fucking arsenal + else if (cht_CheckCheat(&cheat_ammonokey, ev->data1)) + { + plyr->armorpoints = 200; + plyr->armortype = 2; + + for (i = 0; i < NUMWEAPONS; i++) + plyr->weaponowned[i] = true; + + for (i = 0; i < NUMAMMO; i++) + plyr->ammo[i] = plyr->maxammo[i]; + + plyr->message = STSTR_FAADDED; + } + // 'kfa' cheat for key full ammo + else if (cht_CheckCheat(&cheat_ammo, ev->data1)) + { + plyr->armorpoints = 200; + plyr->armortype = 2; + + for (i = 0; i < NUMWEAPONS; i++) + plyr->weaponowned[i] = true; + + for (i = 0; i < NUMAMMO; i++) + plyr->ammo[i] = plyr->maxammo[i]; + + for (i = 0; i < NUMCARDS; i++) + plyr->cards[i] = true; + + plyr->message = STSTR_KFAADDED; + } + // 'mus' cheat for changing music + else if (cht_CheckCheat(&cheat_mus, ev->data1)) + { + char buf[3]; + int musnum; + + plyr->message = STSTR_MUS; + cht_GetParam(&cheat_mus, buf); + + if (gamemode == commercial) + { + musnum = mus_runnin + (buf[0] - '0') * 10 + buf[1] - '0' - 1; + + if (((buf[0] - '0') * 10 + buf[1] - '0') > 35) + plyr->message = STSTR_NOMUS; + else + S_ChangeMusic(musnum, 1); + } + else + { + musnum = mus_e1m1 + (buf[0] - '1') * 9 + (buf[1] - '1'); + + if (((buf[0] - '1') * 9 + buf[1] - '1') > 31) + plyr->message = STSTR_NOMUS; + else + S_ChangeMusic(musnum, 1); + } + } + // Simplified, accepting both "noclip" and "idspispopd". + // no clipping mode cheat + else if (cht_CheckCheat(&cheat_noclip, ev->data1) + || cht_CheckCheat(&cheat_commercial_noclip, ev->data1)) + { + plyr->cheats ^= CF_NOCLIP; + + if (plyr->cheats & CF_NOCLIP) + plyr->message = STSTR_NCON; + else + plyr->message = STSTR_NCOFF; + } + // 'behold?' power-up cheats + for (i = 0; i < 6; i++) + { + if (cht_CheckCheat(&cheat_powerup[i], ev->data1)) + { + if (!plyr->powers[i]) + P_GivePower(plyr, i); + else if (i != pw_strength) + plyr->powers[i] = 1; + else + plyr->powers[i] = 0; + + plyr->message = STSTR_BEHOLDX; + } + } + + // 'behold' power-up menu + if (cht_CheckCheat(&cheat_powerup[6], ev->data1)) + { + plyr->message = STSTR_BEHOLD; + } + // 'choppers' invulnerability & chainsaw + else if (cht_CheckCheat(&cheat_choppers, ev->data1)) + { + plyr->weaponowned[wp_chainsaw] = true; + plyr->powers[pw_invulnerability] = true; + plyr->message = STSTR_CHOPPERS; + } + // 'mypos' for player position + else if (cht_CheckCheat(&cheat_mypos, ev->data1)) + { + static char buf[ST_MSGWIDTH]; + //doom_sprintf(buf, "ang=0x%x;x,y=(0x%x,0x%x)", + // players[consoleplayer].mo->angle, + // players[consoleplayer].mo->x, + // players[consoleplayer].mo->y); + doom_strcpy(buf, "ang=0x"); + doom_concat(buf, doom_itoa(players[consoleplayer].mo->angle, 16)); + doom_concat(buf, ";x,y=(0x"); + doom_concat(buf, doom_itoa(players[consoleplayer].mo->x, 16)); + doom_concat(buf, ",0x"); + doom_concat(buf, doom_itoa(players[consoleplayer].mo->y, 16)); + doom_concat(buf, ")"); + plyr->message = buf; + } + } + + // 'clev' change-level cheat + if (cht_CheckCheat(&cheat_clev, ev->data1)) + { + char buf[3]; + int epsd; + int map; + + cht_GetParam(&cheat_clev, buf); + + if (gamemode == commercial) + { + epsd = 0; + map = (buf[0] - '0') * 10 + buf[1] - '0'; + } + else + { + epsd = buf[0] - '0'; + map = buf[1] - '0'; + } + + // Catch invalid maps. + if (epsd < 1) + return false; + + if (map < 1) + return false; + + // Ohmygod - this is not going to work. + if ((gamemode == retail) + && ((epsd > 4) || (map > 9))) + return false; + + if ((gamemode == registered) + && ((epsd > 3) || (map > 9))) + return false; + + if ((gamemode == shareware) + && ((epsd > 1) || (map > 9))) + return false; + + if ((gamemode == commercial) + && ((epsd > 1) || (map > 34))) + return false; + + // So be it. + plyr->message = STSTR_CLEV; + G_DeferedInitNew(gameskill, epsd, map); + } + } + return false; +} + + +int ST_calcPainOffset(void) +{ + int health; + static int lastcalc; + static int oldhealth = -1; + + health = plyr->health > 100 ? 100 : plyr->health; + + if (health != oldhealth) + { + lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101); + oldhealth = health; + } + return lastcalc; +} + + +// +// This is a not-very-pretty routine which handles +// the face states and their timing. +// the precedence of expressions is: +// dead > evil grin > turned head > straight ahead +// +void ST_updateFaceWidget(void) +{ + int i; + angle_t badguyangle; + angle_t diffang; + static int lastattackdown = -1; + static int priority = 0; + doom_boolean doevilgrin; + + if (priority < 10) + { + // dead + if (!plyr->health) + { + priority = 9; + st_faceindex = ST_DEADFACE; + st_facecount = 1; + } + } + + if (priority < 9) + { + if (plyr->bonuscount) + { + // picking up bonus + doevilgrin = false; + + for (i = 0; i < NUMWEAPONS; i++) + { + if (oldweaponsowned[i] != plyr->weaponowned[i]) + { + doevilgrin = true; + oldweaponsowned[i] = plyr->weaponowned[i]; + } + } + if (doevilgrin) + { + // evil grin if just picked up weapon + priority = 8; + st_facecount = ST_EVILGRINCOUNT; + st_faceindex = ST_calcPainOffset() + ST_EVILGRINOFFSET; + } + } + + } + + if (priority < 8) + { + if (plyr->damagecount + && plyr->attacker + && plyr->attacker != plyr->mo) + { + // being attacked + priority = 7; + + if (plyr->health - st_oldhealth > ST_MUCHPAIN) + { + st_facecount = ST_TURNCOUNT; + st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET; + } + else + { + badguyangle = R_PointToAngle2(plyr->mo->x, + plyr->mo->y, + plyr->attacker->x, + plyr->attacker->y); + + if (badguyangle > plyr->mo->angle) + { + // whether right or left + diffang = badguyangle - plyr->mo->angle; + i = diffang > ANG180; + } + else + { + // whether left or right + diffang = plyr->mo->angle - badguyangle; + i = diffang <= ANG180; + } // confusing, aint it? + + + st_facecount = ST_TURNCOUNT; + st_faceindex = ST_calcPainOffset(); + + if (diffang < ANG45) + { + // head-on + st_faceindex += ST_RAMPAGEOFFSET; + } + else if (i) + { + // turn face right + st_faceindex += ST_TURNOFFSET; + } + else + { + // turn face left + st_faceindex += ST_TURNOFFSET + 1; + } + } + } + } + + if (priority < 7) + { + // getting hurt because of your own damn stupidity + if (plyr->damagecount) + { + if (plyr->health - st_oldhealth > ST_MUCHPAIN) + { + priority = 7; + st_facecount = ST_TURNCOUNT; + st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET; + } + else + { + priority = 6; + st_facecount = ST_TURNCOUNT; + st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET; + } + + } + + } + + if (priority < 6) + { + // rapid firing + if (plyr->attackdown) + { + if (lastattackdown == -1) + lastattackdown = ST_RAMPAGEDELAY; + else if (!--lastattackdown) + { + priority = 5; + st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET; + st_facecount = 1; + lastattackdown = 1; + } + } + else + lastattackdown = -1; + + } + + if (priority < 5) + { + // invulnerability + if ((plyr->cheats & CF_GODMODE) + || plyr->powers[pw_invulnerability]) + { + priority = 4; + + st_faceindex = ST_GODFACE; + st_facecount = 1; + } + } + + // look left or look right if the facecount has timed out + if (!st_facecount) + { + st_faceindex = ST_calcPainOffset() + (st_randomnumber % 3); + st_facecount = ST_STRAIGHTFACECOUNT; + priority = 0; + } + + st_facecount--; +} + + +void ST_updateWidgets(void) +{ + static int largeammo = 1994; // means "n/a" + int i; + + if (weaponinfo[plyr->readyweapon].ammo == am_noammo) + w_ready.num = &largeammo; + else + w_ready.num = &plyr->ammo[weaponinfo[plyr->readyweapon].ammo]; + + w_ready.data = plyr->readyweapon; + + // update keycard multiple widgets + for (i = 0; i < 3; i++) + { + keyboxes[i] = plyr->cards[i] ? i : -1; + + if (plyr->cards[i + 3]) + keyboxes[i] = i + 3; + } + + // refresh everything if this is him coming back to life + ST_updateFaceWidget(); + + // used by the w_armsbg widget + st_notdeathmatch = !deathmatch; + + // used by w_arms[] widgets + st_armson = st_statusbaron && !deathmatch; + + // used by w_frags widget + st_fragson = deathmatch && st_statusbaron; + st_fragscount = 0; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (i != consoleplayer) + st_fragscount += plyr->frags[i]; + else + st_fragscount -= plyr->frags[i]; + } + + // get rid of chat window if up because of message + if (!--st_msgcounter) + st_chat = st_oldchat; +} + + +void ST_Ticker(void) +{ + st_clock++; + st_randomnumber = M_Random(); + ST_updateWidgets(); + st_oldhealth = plyr->health; +} + + +void ST_doPaletteStuff(void) +{ + int palette; + byte* pal; + int cnt; + int bzc; + + cnt = plyr->damagecount; + + if (plyr->powers[pw_strength]) + { + // slowly fade the berzerk out + bzc = 12 - (plyr->powers[pw_strength] >> 6); + + if (bzc > cnt) + cnt = bzc; + } + + if (cnt) + { + palette = (cnt + 7) >> 3; + + if (palette >= NUMREDPALS) + palette = NUMREDPALS - 1; + + palette += STARTREDPALS; + } + + else if (plyr->bonuscount) + { + palette = (plyr->bonuscount + 7) >> 3; + + if (palette >= NUMBONUSPALS) + palette = NUMBONUSPALS - 1; + + palette += STARTBONUSPALS; + } + + else if (plyr->powers[pw_ironfeet] > 4 * 32 + || plyr->powers[pw_ironfeet] & 8) + palette = RADIATIONPAL; + else + palette = 0; + + if (palette != st_palette) + { + st_palette = palette; + pal = (byte*)W_CacheLumpNum(lu_palette, PU_CACHE) + palette * 768; + I_SetPalette(pal); + } +} + + +void ST_drawWidgets(doom_boolean refresh) +{ + int i; + + // used by w_arms[] widgets + st_armson = st_statusbaron && !deathmatch; + + // used by w_frags widget + st_fragson = deathmatch && st_statusbaron; + + STlib_updateNum(&w_ready, refresh); + + for (i = 0; i < 4; i++) + { + STlib_updateNum(&w_ammo[i], refresh); + STlib_updateNum(&w_maxammo[i], refresh); + } + + STlib_updatePercent(&w_health, refresh); + STlib_updatePercent(&w_armor, refresh); + + STlib_updateBinIcon(&w_armsbg, refresh); + + for (i = 0; i < 6; i++) + STlib_updateMultIcon(&w_arms[i], refresh); + + STlib_updateMultIcon(&w_faces, refresh); + + for (i = 0; i < 3; i++) + STlib_updateMultIcon(&w_keyboxes[i], refresh); + + STlib_updateNum(&w_frags, refresh); +} + + +void ST_doRefresh(void) +{ + st_firsttime = false; + + // draw status bar background to off-screen buff + ST_refreshBackground(); + + // and refresh all widgets + ST_drawWidgets(true); +} + + +void ST_diffDraw(void) +{ + // update all widgets + ST_drawWidgets(false); +} + + +void ST_Drawer(doom_boolean fullscreen, doom_boolean refresh) +{ + st_statusbaron = (!fullscreen) || automapactive; + st_firsttime = st_firsttime || refresh; + + // Do red-/gold-shifts from damage/items + ST_doPaletteStuff(); + + // If just after ST_Start(), refresh all + if (doom_flags & DOOM_FLAG_MENU_DARKEN_BG) + { + ST_doRefresh(); + } + else + { + if (st_firsttime) ST_doRefresh(); + // Otherwise, update as little as possible + else ST_diffDraw(); + } +} + + +void ST_loadGraphics(void) +{ + int i; + int j; + int facenum; + + char namebuf[9]; + + // Load the numbers, tall and short + for (i = 0; i < 10; i++) + { + //doom_sprintf(namebuf, "STTNUM%d", i); + doom_strcpy(namebuf, "STTNUM"); + doom_concat(namebuf, doom_itoa(i, 10)); + tallnum[i] = (patch_t*)W_CacheLumpName(namebuf, PU_STATIC); + + //doom_sprintf(namebuf, "STYSNUM%d", i); + doom_strcpy(namebuf, "STYSNUM"); + doom_concat(namebuf, doom_itoa(i, 10)); + shortnum[i] = (patch_t*)W_CacheLumpName(namebuf, PU_STATIC); + } + + // Load percent key. + //Note: why not load STMINUS here, too? + tallpercent = (patch_t*)W_CacheLumpName("STTPRCNT", PU_STATIC); + + // key cards + for (i = 0; i < NUMCARDS; i++) + { + //doom_sprintf(namebuf, "STKEYS%d", i); + doom_strcpy(namebuf, "STKEYS"); + doom_concat(namebuf, doom_itoa(i, 10)); + keys[i] = (patch_t*)W_CacheLumpName(namebuf, PU_STATIC); + } + + // arms background + armsbg = (patch_t*)W_CacheLumpName("STARMS", PU_STATIC); + + // arms ownership widgets + for (i = 0; i < 6; i++) + { + //doom_sprintf(namebuf, "STGNUM%d", i + 2); + doom_strcpy(namebuf, "STGNUM"); + doom_concat(namebuf, doom_itoa(i + 2, 10)); + + // gray # + arms[i][0] = (patch_t*)W_CacheLumpName(namebuf, PU_STATIC); + + // yellow # + arms[i][1] = shortnum[i + 2]; + } + + // face backgrounds for different color players + //doom_sprintf(namebuf, "STFB%d", consoleplayer); + doom_strcpy(namebuf, "STFB"); + doom_concat(namebuf, doom_itoa(consoleplayer, 10)); + faceback = (patch_t*)W_CacheLumpName(namebuf, PU_STATIC); + + // status bar background bits + sbar = (patch_t*)W_CacheLumpName("STBAR", PU_STATIC); + + // face states + facenum = 0; + for (i = 0; i < ST_NUMPAINFACES; i++) + { + for (j = 0; j < ST_NUMSTRAIGHTFACES; j++) + { + //doom_sprintf(namebuf, "STFST%d%d", i, j); + doom_strcpy(namebuf, "STFST"); + doom_concat(namebuf, doom_itoa(i, 10)); + doom_concat(namebuf, doom_itoa(j, 10)); + faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC); + } + //doom_sprintf(namebuf, "STFTR%d0", i); // turn right + doom_strcpy(namebuf, "STFTR"); + doom_concat(namebuf, doom_itoa(i, 10)); + doom_concat(namebuf, "0"); + faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC); + //doom_sprintf(namebuf, "STFTL%d0", i); // turn left + doom_strcpy(namebuf, "STFTL"); + doom_concat(namebuf, doom_itoa(i, 10)); + doom_concat(namebuf, "0"); + faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC); + //doom_sprintf(namebuf, "STFOUCH%d", i); // ouch! + doom_strcpy(namebuf, "STFOUCH"); + doom_concat(namebuf, doom_itoa(i, 10)); + faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC); + //doom_sprintf(namebuf, "STFEVL%d", i); // evil grin ;) + doom_strcpy(namebuf, "STFEVL"); + doom_concat(namebuf, doom_itoa(i, 10)); + faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC); + //doom_sprintf(namebuf, "STFKILL%d", i); // pissed off + doom_strcpy(namebuf, "STFKILL"); + doom_concat(namebuf, doom_itoa(i, 10)); + faces[facenum++] = W_CacheLumpName(namebuf, PU_STATIC); + } + faces[facenum++] = W_CacheLumpName("STFGOD0", PU_STATIC); + faces[facenum++] = W_CacheLumpName("STFDEAD0", PU_STATIC); +} + +void ST_loadData(void) +{ + lu_palette = W_GetNumForName("PLAYPAL"); + ST_loadGraphics(); +} + +void ST_unloadGraphics(void) +{ + int i; + + // unload the numbers, tall and short + for (i = 0; i < 10; i++) + { + Z_ChangeTag(tallnum[i], PU_CACHE); + Z_ChangeTag(shortnum[i], PU_CACHE); + } + // unload tall percent + Z_ChangeTag(tallpercent, PU_CACHE); + + // unload arms background + Z_ChangeTag(armsbg, PU_CACHE); + + // unload gray #'s + for (i = 0; i < 6; i++) + Z_ChangeTag(arms[i][0], PU_CACHE); + + // unload the key cards + for (i = 0; i < NUMCARDS; i++) + Z_ChangeTag(keys[i], PU_CACHE); + + Z_ChangeTag(sbar, PU_CACHE); + Z_ChangeTag(faceback, PU_CACHE); + + for (i = 0; i < ST_NUMFACES; i++) + Z_ChangeTag(faces[i], PU_CACHE); + + // Note: nobody ain't seen no unloading + // of stminus yet. Dude. +} + +void ST_unloadData(void) +{ + ST_unloadGraphics(); +} + +void ST_initData(void) +{ + int i; + + st_firsttime = true; + plyr = &players[consoleplayer]; + + st_clock = 0; + st_chatstate = StartChatState; + st_gamestate = FirstPersonState; + + st_statusbaron = true; + st_oldchat = st_chat = false; + st_cursoron = false; + + st_faceindex = 0; + st_palette = -1; + + st_oldhealth = -1; + + for (i = 0; i < NUMWEAPONS; i++) + oldweaponsowned[i] = plyr->weaponowned[i]; + + for (i = 0; i < 3; i++) + keyboxes[i] = -1; + + STlib_init(); +} + +void ST_createWidgets(void) +{ + int i; + + // ready weapon ammo + STlib_initNum(&w_ready, + ST_AMMOX, + ST_AMMOY, + tallnum, + &plyr->ammo[weaponinfo[plyr->readyweapon].ammo], + &st_statusbaron, + ST_AMMOWIDTH); + + // the last weapon type + w_ready.data = plyr->readyweapon; + + // health percentage + STlib_initPercent(&w_health, + ST_HEALTHX, + ST_HEALTHY, + tallnum, + &plyr->health, + &st_statusbaron, + tallpercent); + + // arms background + STlib_initBinIcon(&w_armsbg, + ST_ARMSBGX, + ST_ARMSBGY, + armsbg, + &st_notdeathmatch, + &st_statusbaron); + + // weapons owned + for (i = 0; i < 6; i++) + { + STlib_initMultIcon(&w_arms[i], + ST_ARMSX + (i % 3) * ST_ARMSXSPACE, + ST_ARMSY + (i / 3) * ST_ARMSYSPACE, + arms[i], (int*)&plyr->weaponowned[i + 1], + &st_armson); + } + + // frags sum + STlib_initNum(&w_frags, + ST_FRAGSX, + ST_FRAGSY, + tallnum, + &st_fragscount, + &st_fragson, + ST_FRAGSWIDTH); + + // faces + STlib_initMultIcon(&w_faces, + ST_FACESX, + ST_FACESY, + faces, + &st_faceindex, + &st_statusbaron); + + // armor percentage - should be colored later + STlib_initPercent(&w_armor, + ST_ARMORX, + ST_ARMORY, + tallnum, + &plyr->armorpoints, + &st_statusbaron, tallpercent); + + // keyboxes 0-2 + STlib_initMultIcon(&w_keyboxes[0], + ST_KEY0X, + ST_KEY0Y, + keys, + &keyboxes[0], + &st_statusbaron); + + STlib_initMultIcon(&w_keyboxes[1], + ST_KEY1X, + ST_KEY1Y, + keys, + &keyboxes[1], + &st_statusbaron); + + STlib_initMultIcon(&w_keyboxes[2], + ST_KEY2X, + ST_KEY2Y, + keys, + &keyboxes[2], + &st_statusbaron); + + // ammo count (all four kinds) + STlib_initNum(&w_ammo[0], + ST_AMMO0X, + ST_AMMO0Y, + shortnum, + &plyr->ammo[0], + &st_statusbaron, + ST_AMMO0WIDTH); + + STlib_initNum(&w_ammo[1], + ST_AMMO1X, + ST_AMMO1Y, + shortnum, + &plyr->ammo[1], + &st_statusbaron, + ST_AMMO1WIDTH); + + STlib_initNum(&w_ammo[2], + ST_AMMO2X, + ST_AMMO2Y, + shortnum, + &plyr->ammo[2], + &st_statusbaron, + ST_AMMO2WIDTH); + + STlib_initNum(&w_ammo[3], + ST_AMMO3X, + ST_AMMO3Y, + shortnum, + &plyr->ammo[3], + &st_statusbaron, + ST_AMMO3WIDTH); + + // max ammo count (all four kinds) + STlib_initNum(&w_maxammo[0], + ST_MAXAMMO0X, + ST_MAXAMMO0Y, + shortnum, + &plyr->maxammo[0], + &st_statusbaron, + ST_MAXAMMO0WIDTH); + + STlib_initNum(&w_maxammo[1], + ST_MAXAMMO1X, + ST_MAXAMMO1Y, + shortnum, + &plyr->maxammo[1], + &st_statusbaron, + ST_MAXAMMO1WIDTH); + + STlib_initNum(&w_maxammo[2], + ST_MAXAMMO2X, + ST_MAXAMMO2Y, + shortnum, + &plyr->maxammo[2], + &st_statusbaron, + ST_MAXAMMO2WIDTH); + + STlib_initNum(&w_maxammo[3], + ST_MAXAMMO3X, + ST_MAXAMMO3Y, + shortnum, + &plyr->maxammo[3], + &st_statusbaron, + ST_MAXAMMO3WIDTH); +} + +void ST_Start(void) +{ + if (!st_stopped) + ST_Stop(); + + ST_initData(); + ST_createWidgets(); + st_stopped = false; +} + +void ST_Stop(void) +{ + if (st_stopped) + return; + + I_SetPalette(W_CacheLumpNum(lu_palette, PU_CACHE)); + + st_stopped = true; +} + +void ST_Init(void) +{ + veryfirsttime = 0; + ST_loadData(); + screens[4] = (byte*)Z_Malloc(ST_WIDTH * ST_HEIGHT, PU_STATIC, 0); +} diff --git a/demos/ports/doom/src/st_stuff.h b/demos/ports/doom/src/st_stuff.h new file mode 100644 index 0000000..61cbe9b --- /dev/null +++ b/demos/ports/doom/src/st_stuff.h @@ -0,0 +1,82 @@ +// 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: +// Status bar code. +// Does the face/direction indicator animatin. +// Does palette indicators as well (red pain/berserk, bright pickup) +// +//----------------------------------------------------------------------------- + +#ifndef __STSTUFF_H__ +#define __STSTUFF_H__ + +#include "doomtype.h" +#include "d_event.h" + +// Size of statusbar. +// Now sensitive for scaling. +#define ST_HEIGHT (32 * SCREEN_MUL) +#define ST_WIDTH SCREENWIDTH +#define ST_Y (SCREENHEIGHT - ST_HEIGHT) + + +// +// STATUS BAR +// + +// Called by main loop. +doom_boolean ST_Responder(event_t* ev); + +// Called by main loop. +void ST_Ticker(void); + +// Called by main loop. +void ST_Drawer(doom_boolean fullscreen, doom_boolean refresh); + +// Called when the console player is spawned on each level. +void ST_Start(void); + +// Called by startup code. +void ST_Init(void); + + +// States for status bar code. +typedef enum +{ + AutomapState, + FirstPersonState +} st_stateenum_t; + + +// States for the chat code. +typedef enum +{ + StartChatState, + WaitDestState, + GetChatState +} st_chatstateenum_t; + + +doom_boolean ST_Responder(event_t* ev); + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/tables.c b/demos/ports/doom/src/tables.c new file mode 100644 index 0000000..1fc8251 --- /dev/null +++ b/demos/ports/doom/src/tables.c @@ -0,0 +1,2130 @@ +// 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: +// Lookup tables. +// Do not try to look them up :-). +// In the order of appearance: +// +// int finetangent[4096] - Tangens LUT. +// Should work with BAM fairly well (12 of 16bit, +// effectively, by shifting). +// +// int finesine[10240] - Sine lookup. +// Guess what, serves as cosine, too. +// Remarkable thing is, how to use BAMs with this? +// +// int tantoangle[2049] - ArcTan LUT, +// maps tan(angle) to angle fast. Gotta search. +// +// +//----------------------------------------------------------------------------- + +#include "doom_config.h" + + + + + +#include "tables.h" + + + + +int +SlopeDiv +( unsigned num, + unsigned den) +{ + unsigned ans; + + if (den < 512) + return SLOPERANGE; + + ans = (num<<3)/(den>>8); + + return ans <= SLOPERANGE ? ans : SLOPERANGE; +} + + + + +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, + 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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: +// Lookup tables. +// Do not try to look them up :-). +// In the order of appearance: +// +// int finetangent[4096] - Tangens LUT. +// Should work with BAM fairly well (12 of 16bit, +// effectively, by shifting). +// +// int finesine[10240] - Sine lookup. +// Guess what, serves as cosine, too. +// Remarkable thing is, how to use BAMs with this? +// +// int tantoangle[2049] - ArcTan LUT, +// maps tan(angle) to angle fast. Gotta search. +// +//----------------------------------------------------------------------------- + +#ifndef __TABLES__ +#define __TABLES__ + + +#ifdef LINUX + +#else +#define PI 3.141592657 +#endif + +#include "m_fixed.h" + +#define FINEANGLES 8192 +#define FINEMASK (FINEANGLES-1) + +// 0x100000000 to 0x2000 +#define ANGLETOFINESHIFT 19 + +// Effective size is 10240. +extern fixed_t finesine[5 * FINEANGLES / 4]; + +// Re-use data, is just PI/2 pahse shift. +extern fixed_t* finecosine; + + +// Effective size is 4096. +extern fixed_t finetangent[FINEANGLES / 2]; + +// Binary Angle Measument, BAM. +#define ANG45 0x20000000 +#define ANG90 0x40000000 +#define ANG180 0x80000000 +#define ANG270 0xc0000000 + +#define SLOPERANGE 2048 +#define SLOPEBITS 11 +#define DBITS (FRACBITS - SLOPEBITS) + +typedef unsigned angle_t; + +// Effective size is 2049; +// The +1 size is to handle the case when x==y +// without additional checking. +extern angle_t tantoangle[SLOPERANGE + 1]; + + +// Utility function, +// called by R_PointToAngle. +int SlopeDiv(unsigned num, unsigned den); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/v_video.c b/demos/ports/doom/src/v_video.c new file mode 100644 index 0000000..3ef687d --- /dev/null +++ b/demos/ports/doom/src/v_video.c @@ -0,0 +1,462 @@ +// 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: +// Gamma correction LUT stuff. +// Functions to draw patches (by post) directly to screen. +// Functions to blit a block to the screen. +// +//----------------------------------------------------------------------------- + +#include "doom_config.h" + +#include "i_system.h" +#include "r_local.h" +#include "doomdef.h" +#include "doomdata.h" +#include "m_bbox.h" +#include "m_swap.h" +#include "v_video.h" + + +// Each screen is [SCREENWIDTH*SCREENHEIGHT]; +byte* screens[5]; + +int dirtybox[4]; + +// Now where did these came from? +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} +}; + +int usegamma; + + +// +// V_MarkRect +// +void V_MarkRect(int x, int y, int width, int height) +{ + M_AddToBox(dirtybox, x, y); + M_AddToBox(dirtybox, x + width - 1, y + height - 1); +} + + +// +// V_CopyRect +// +void V_CopyRect(int srcx, + int srcy, + int srcscrn, + int width, + int height, + int destx, + int desty, + int destscrn) +{ + byte* src; + byte* dest; + +#ifdef RANGECHECK + if (srcx<0 + || srcx + width >SCREENWIDTH + || srcy<0 + || srcy + height>SCREENHEIGHT + || destx<0 || destx + width >SCREENWIDTH + || desty<0 + || desty + height>SCREENHEIGHT + || (unsigned)srcscrn > 4 + || (unsigned)destscrn > 4) + { + I_Error("Error: Bad V_CopyRect"); + } +#endif + V_MarkRect(destx, desty, width, height); + + src = screens[srcscrn] + SCREENWIDTH * srcy + srcx; + dest = screens[destscrn] + SCREENWIDTH * desty + destx; + + for (; height > 0; height--) + { + doom_memcpy(dest, src, width); + src += SCREENWIDTH; + dest += SCREENWIDTH; + } +} + + +// +// V_DrawPatch +// Masks a column based masked pic to the screen. +// +void V_DrawPatch(int x, int y, int scrn, 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); +#ifdef RANGECHECK + if (x<0 + || x + SHORT(patch->width) >SCREENWIDTH + || y<0 + || y + SHORT(patch->height)>SCREENHEIGHT + || (unsigned)scrn > 4) + { + //doom_print("Patch at %d,%d exceeds LFB\n", x, y); + doom_print("Patch at "); + doom_print(doom_itoa(x, 10)); + doom_print(","); + doom_print(doom_itoa(y, 10)); + doom_print(" exceeds LFB\n"); + // No I_Error abort - what is up with TNT.WAD? + doom_print("V_DrawPatch: bad patch (ignored)\n"); + return; + } +#endif + + if (!scrn) + V_MarkRect(x, y, SHORT(patch->width), SHORT(patch->height)); + + col = 0; + desttop = screens[scrn] + 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_DrawPatchFlipped +// Masks a column based masked pic to the screen. +// Flips horizontally, e.g. to mirror face. +// +void V_DrawPatchFlipped(int x, int y, int scrn, 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); +#ifdef RANGECHECK + if (x<0 + || x + SHORT(patch->width) >SCREENWIDTH + || y<0 + || y + SHORT(patch->height)>SCREENHEIGHT + || (unsigned)scrn > 4) + { + //doom_print("Patch origin %d,%d exceeds LFB\n", x, y); + doom_print("Patch origin "); + doom_print(doom_itoa(x, 10)); + doom_print(","); + doom_print(doom_itoa(y, 10)); + doom_print(" exceeds LFB\n"); + I_Error("Error: Bad V_DrawPatch in V_DrawPatchFlipped"); + } +#endif + + if (!scrn) + V_MarkRect(x, y, SHORT(patch->width), SHORT(patch->height)); + + col = 0; + desttop = screens[scrn] + y * SCREENWIDTH + x; + + w = SHORT(patch->width); + + for (; col < w; x++, col++, desttop++) + { + column = (column_t*)((byte*)patch + LONG(patch->columnofs[w - 1 - 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); + } + } +} + + +void V_DrawPatchRectDirect(int x, int y, int scrn, patch_t* patch, int src_x, int src_w) +{ + int count; + int col; + column_t* column; + byte* desttop; + byte* dest; + byte* source; + int w; + + y -= SHORT(patch->topoffset); + x -= SHORT(patch->leftoffset); +#ifdef RANGECHECK + if (x<0 + || x + SHORT(src_w) >SCREENWIDTH + || y<0 + || y + SHORT(patch->height)>SCREENHEIGHT + || (unsigned)scrn > 4) + { + //doom_print("Patch at %d,%d exceeds LFB\n", x, y); + doom_print("Patch at "); + doom_print(doom_itoa(x, 10)); + doom_print(","); + doom_print(doom_itoa(y, 10)); + doom_print(" exceeds LFB\n"); + // No I_Error abort - what is up with TNT.WAD? + doom_print("V_DrawPatch: bad patch (ignored)\n"); + return; + } +#endif + + if (!scrn) + V_MarkRect(x, y, SHORT(src_w), SHORT(patch->height)); + + col = 0; + desttop = screens[scrn] + y * SCREENWIDTH + x; + + w = SHORT(src_w); + + for (; col < w; x++, col++, desttop++) + { + column = (column_t*)((byte*)patch + LONG(patch->columnofs[col + src_x])); + + // 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_DrawPatchDirect +// Draws directly to the screen on the pc. +// +void V_DrawPatchDirect(int x, int y, int scrn, patch_t* patch) +{ + V_DrawPatch(x, y, scrn, patch); +} + + +// +// V_DrawBlock +// Draw a linear block of pixels into the view buffer. +// +void V_DrawBlock(int x, int y, int scrn, int width, int height, byte* src) +{ + byte* dest; + +#ifdef RANGECHECK + if (x<0 + || x + width >SCREENWIDTH + || y<0 + || y + height>SCREENHEIGHT + || (unsigned)scrn > 4) + { + I_Error("Error: Bad V_DrawBlock"); + } +#endif + + V_MarkRect(x, y, width, height); + + dest = screens[scrn] + y * SCREENWIDTH + x; + + while (height--) + { + doom_memcpy(dest, src, width); + src += width; + dest += SCREENWIDTH; + } +} + + +// +// V_GetBlock +// Gets a linear block of pixels from the view buffer. +// +void V_GetBlock(int x, int y, int scrn, int width, int height, byte* dest) +{ + byte* src; + +#ifdef RANGECHECK + if (x<0 + || x + width >SCREENWIDTH + || y<0 + || y + height>SCREENHEIGHT + || (unsigned)scrn > 4) + { + I_Error("Error: Bad V_DrawBlock"); + } +#endif + + src = screens[scrn] + y * SCREENWIDTH + x; + + while (height--) + { + doom_memcpy(dest, src, width); + src += SCREENWIDTH; + dest += width; + } +} + + +// +// V_Init +// +void V_Init(void) +{ + int i; + byte* base; + + // stick these in low dos memory on PCs + + base = I_AllocLow(SCREENWIDTH * SCREENHEIGHT * 4); + + for (i = 0; i < 4; i++) + screens[i] = base + i * SCREENWIDTH * SCREENHEIGHT; +} diff --git a/demos/ports/doom/src/v_video.h b/demos/ports/doom/src/v_video.h new file mode 100644 index 0000000..bd0183b --- /dev/null +++ b/demos/ports/doom/src/v_video.h @@ -0,0 +1,97 @@ +// 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: +// Gamma correction LUT. +// Functions to draw patches (by post) directly to screen. +// Functions to blit a block to the screen. +// +//----------------------------------------------------------------------------- + +#ifndef __V_VIDEO__ +#define __V_VIDEO__ + +#include "doomtype.h" +#include "doomdef.h" +#include "r_data.h" // Needed because we are refering to patches. + +// +// VIDEO +// + +#define CENTERY (SCREENHEIGHT / 2) + + +// Screen 0 is the screen updated by I_Update screen. +// Screen 1 is an extra buffer. +extern byte* screens[5]; +extern int dirtybox[4]; +extern byte gammatable[5][256]; +extern int usegamma; + + +// Allocates buffer screens, call before R_Init. +void V_Init(void); + +void V_CopyRect(int srcx, + int srcy, + int srcscrn, + int width, + int height, + int destx, + int desty, + int destscrn); + +void V_DrawPatch(int x, + int y, + int scrn, + patch_t* patch); + +void V_DrawPatchDirect(int x, + int y, + int scrn, + patch_t* patch); + +void V_DrawPatchRectDirect(int x, int y, int scrn, patch_t* patch, int src_x, int src_w); + +// Draw a linear block of pixels into the view buffer. +void V_DrawBlock(int x, + int y, + int scrn, + int width, + int height, + byte* src); + +// Reads a linear block of pixels into the view buffer. +void V_GetBlock(int x, + int y, + int scrn, + int width, + int height, + byte* dest); + +void V_MarkRect(int x, + int y, + int width, + int height); + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/w_wad.c b/demos/ports/doom/src/w_wad.c new file mode 100644 index 0000000..6122055 --- /dev/null +++ b/demos/ports/doom/src/w_wad.c @@ -0,0 +1,597 @@ +// 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: +// Handles WAD file header, directory, lump I/O. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "doomtype.h" +#include "m_swap.h" +#include "i_system.h" +#include "z_zone.h" +#include "w_wad.h" + + +// #define strcmpi strcasecmp + + +// +// GLOBALS +// + +// Location of each lump on disk. +lumpinfo_t* lumpinfo; +int numlumps; +void** lumpcache; +int reloadlump; +char* reloadname; +int info[2500][10]; +int profilecount; + + +void doom_strupr(char* s) +{ + while (*s) + { + *s = doom_toupper(*s); s++; + } +} + + +void ExtractFileBase(char* path, char* dest) +{ + char* src; + int length; + + src = path + doom_strlen(path) - 1; + + // back up until a \ or the start + while (src != path + && *(src - 1) != '\\' + && *(src - 1) != '/') + { + src--; + } + + // copy up to eight characters + doom_memset(dest, 0, 8); + length = 0; + + while (*src && *src != '.') + { + if (++length == 9) + { + //I_Error("Error: Filename base of %s >8 chars", path); + doom_strcpy(error_buf, "Error: Filename base of "); + doom_concat(error_buf, path); + doom_concat(error_buf, " >8 chars"); + I_Error(error_buf); + } + + *dest++ = doom_toupper((int)*src++); + } +} + + +// +// LUMP BASED ROUTINES. +// + +// +// W_AddFile +// All files are optional, but at least one file must be +// found (PWAD, if all required lumps are present). +// Files with a .wad extension are wadlink files +// with multiple lumps. +// Other files are single lumps with the base filename +// for the lump name. +// +// If filename starts with a tilde, the file is handled +// specially to allow map reloads. +// But: the reload feature is a fragile hack... +void W_AddFile(char* filename) +{ + wadinfo_t header; + lumpinfo_t* lump_p; + unsigned i; + void* handle; + int length; + int startlump; + filelump_t* fileinfo; + filelump_t singleinfo; + void* storehandle; + void* allocated = 0; + + // open the file and add to directory + + // handle reload indicator. + if (filename[0] == '~') + { + filename++; + reloadname = filename; + reloadlump = numlumps; + } + + if ((handle = doom_open(filename, "rb")) == 0) + { + //doom_print(" couldn't open %s\n", filename); + doom_print(" couldn't open "); + doom_print(filename); + doom_print("\n"); + return; + } + + //doom_print(" adding %s\n", filename); + doom_print(" adding "); + doom_print(filename); + doom_print("\n"); + startlump = numlumps; + + if (doom_strcasecmp(filename + doom_strlen(filename) - 3, "wad")) + { + // single lump file + fileinfo = &singleinfo; + singleinfo.filepos = 0; + //singleinfo.size = LONG(filelength(handle)); + doom_seek(handle, 0, DOOM_SEEK_END); + singleinfo.size = doom_tell(handle); + doom_seek(handle, 0, DOOM_SEEK_SET); + ExtractFileBase(filename, singleinfo.name); + numlumps++; + } + else + { + // WAD file + doom_read(handle, &header, sizeof(header)); + if (doom_strncmp(header.identification, "IWAD", 4)) + { + // Homebrew levels? + if (doom_strncmp(header.identification, "PWAD", 4)) + { + //I_Error("Error: Wad file %s doesn't have IWAD " + // "or PWAD id\n", filename); + doom_strcpy(error_buf, "Error: Wad file "); + doom_concat(error_buf, filename); + doom_concat(error_buf, " doesn't have IWAD or PWAD id\n"); + I_Error(error_buf); + } + + // ???modifiedgame = true; + } + header.numlumps = LONG(header.numlumps); + header.infotableofs = LONG(header.infotableofs); + length = header.numlumps * sizeof(filelump_t); + fileinfo = allocated = doom_malloc(length); + doom_seek(handle, header.infotableofs, DOOM_SEEK_SET); + doom_read(handle, fileinfo, length); + numlumps += header.numlumps; + } + + + // Fill in lumpinfo + static int previous_realloc_size = 1; + void* new_lumpinfo = doom_malloc(numlumps * sizeof(lumpinfo_t)); + doom_memcpy(new_lumpinfo, lumpinfo, previous_realloc_size); + previous_realloc_size = numlumps * sizeof(lumpinfo_t); + lumpinfo = new_lumpinfo; + + if (!lumpinfo) + I_Error("Error: Couldn't realloc lumpinfo"); + + lump_p = &lumpinfo[startlump]; + + storehandle = reloadname ? 0 : handle; + + for (i = startlump; i < (unsigned)numlumps; i++, lump_p++, fileinfo++) + { + lump_p->handle = storehandle; + lump_p->position = LONG(fileinfo->filepos); + lump_p->size = LONG(fileinfo->size); + doom_strncpy(lump_p->name, fileinfo->name, 8); + } + + if (reloadname) + doom_close(handle); + + if (allocated) doom_free(allocated); +} + + +// +// W_Reload +// Flushes any of the reloadable lumps in memory +// and reloads the directory. +// +void W_Reload(void) +{ + wadinfo_t header; + int lumpcount; + lumpinfo_t* lump_p; + unsigned i; + void* handle; + int length; + filelump_t* fileinfo; + + if (!reloadname) + return; + + if ((handle = doom_open(reloadname, "rb")) == 0) + { + //I_Error("Error: W_Reload: couldn't open %s", reloadname); + doom_strcpy(error_buf, "Error: W_Reload: couldn't open "); + doom_concat(error_buf, reloadname); + I_Error(error_buf); + } + + doom_read(handle, &header, sizeof(header)); + lumpcount = LONG(header.numlumps); + header.infotableofs = LONG(header.infotableofs); + length = lumpcount * sizeof(filelump_t); + fileinfo = doom_malloc(length); + doom_seek(handle, header.infotableofs, DOOM_SEEK_SET); + doom_read(handle, fileinfo, length); + + // Fill in lumpinfo + lump_p = &lumpinfo[reloadlump]; + + for (i = reloadlump; + i < (unsigned)(reloadlump + lumpcount); + i++, lump_p++, fileinfo++) + { + if (lumpcache[i]) + Z_Free(lumpcache[i]); + + lump_p->position = LONG(fileinfo->filepos); + lump_p->size = LONG(fileinfo->size); + } + + doom_close(handle); + + doom_free(fileinfo); +} + + +// +// 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 +// does override all earlier ones. +// +void W_InitMultipleFiles(char** filenames) +{ + int size; + + // open all the files, load headers, and count lumps + numlumps = 0; + + // will be realloced as lumps are added + lumpinfo = doom_malloc(1); + + for (; *filenames; filenames++) + W_AddFile(*filenames); + + if (!numlumps) + I_Error("Error: W_InitFiles: no files found"); + + // set up caching + size = numlumps * sizeof(*lumpcache); + lumpcache = doom_malloc(size); + + if (!lumpcache) + I_Error("Error: Couldn't allocate lumpcache"); + + doom_memset(lumpcache, 0, size); +} + + +// +// W_InitFile +// Just initialize from a single file. +// +void W_InitFile(char* filename) +{ + char* names[2]; + + names[0] = filename; + names[1] = 0; + W_InitMultipleFiles(names); +} + + +// +// W_NumLumps +// +int W_NumLumps(void) +{ + return numlumps; +} + + +// +// W_CheckNumForName +// Returns -1 if name not found. +// +int W_CheckNumForName(char* name) +{ + union + { + char s[9]; + int x[2]; + } name8; + + int v1; + int v2; + lumpinfo_t* lump_p; + + // make the name into two integers for easy compares + doom_strncpy(name8.s, name, 8); + + // in case the name was a fill 8 chars + name8.s[8] = 0; + + // case insensitive + doom_strupr(name8.s); + + v1 = name8.x[0]; + v2 = name8.x[1]; + + + // scan backwards so patch lump files take precedence + lump_p = lumpinfo + numlumps; + + while (lump_p-- != lumpinfo) + { + if (*(int*)lump_p->name == v1 + && *(int*)&lump_p->name[4] == v2) + { + return (int)(lump_p - lumpinfo); + } + } + + // TFB. Not found. + return -1; +} + + +// +// W_GetNumForName +// Calls W_CheckNumForName, but bombs out if not found. +// +int W_GetNumForName(char* name) +{ + int i; + + i = W_CheckNumForName(name); + + if (i == -1) + { + if (doom_strcmp(name, "HELP2") == 0) + { + name = "HELP1"; // Ultimate Doom EXE was modified to use this instead + i = W_CheckNumForName(name); + } + if (i == -1) + { + //I_Error("Error: W_GetNumForName, %s not found!", name); + doom_strcpy(error_buf, "Error: W_GetNumForName, "); + doom_concat(error_buf, name); + doom_concat(error_buf, " not found!"); + I_Error(error_buf); + } + } + + return i; +} + + +// +// W_LumpLength +// Returns the buffer size needed to load the given lump. +// +int W_LumpLength(int lump) +{ + if (lump >= numlumps) + { + //I_Error("Error: W_LumpLength: %i >= numlumps", lump); + doom_strcpy(error_buf, "Error: W_LumpLength: "); + doom_concat(error_buf, doom_itoa(lump, 10)); + doom_concat(error_buf, " >= numlumps"); + I_Error(error_buf); + } + + 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; + void* handle; + + if (lump >= numlumps) + { + //I_Error("Error: W_ReadLump: %i >= numlumps", lump); + doom_strcpy(error_buf, "Error: W_ReadLump: "); + doom_concat(error_buf, doom_itoa(lump, 10)); + doom_concat(error_buf, " >= numlump"); + I_Error(error_buf); + } + + l = lumpinfo + lump; + + // ??? I_BeginRead (); + + if (l->handle == 0) + { + // reloadable file, so use open / read / close + if ((handle = doom_open(reloadname, "rb")) == 0) + { + //I_Error("Error: W_ReadLump: couldn't open %s", reloadname); + doom_strcpy(error_buf, "Error: W_ReadLump: couldn't open "); + doom_concat(error_buf, reloadname); + I_Error(error_buf); + } + } + else + handle = l->handle; + + doom_seek(handle, l->position, DOOM_SEEK_SET); + c = doom_read(handle, dest, l->size); + + if (c < l->size) + { + //I_Error("Error: W_ReadLump: only read %i of %i on lump %i", + // c, l->size, lump); + doom_strcpy(error_buf, "Error: W_ReadLump: only read "); + doom_concat(error_buf, doom_itoa(c, 10)); + doom_concat(error_buf, " of "); + doom_concat(error_buf, doom_itoa(l->size, 10)); + doom_concat(error_buf, " on lump "); + doom_concat(error_buf, doom_itoa(lump, 10)); + I_Error(error_buf); + } + + if (l->handle == 0) + doom_close(handle); + + // ??? I_EndRead (); +} + + +// +// W_CacheLumpNum +// +void* W_CacheLumpNum(int lump, int tag) +{ + byte* ptr; + + if ((unsigned)lump >= (unsigned)numlumps) + { + //I_Error("Error: W_CacheLumpNum: %i >= numlumps", lump); + doom_strcpy(error_buf, "Error: W_CacheLumpNum: "); + doom_concat(error_buf, doom_itoa(lump, 10)); + doom_concat(error_buf, " >= numlumps"); + I_Error(error_buf); + } + + if (!lumpcache[lump]) + { + // read the lump in + + //doom_print ("cache miss on lump %i\n",lump); + ptr = Z_Malloc(W_LumpLength(lump), tag, &lumpcache[lump]); + W_ReadLump(lump, lumpcache[lump]); + } + else + { + //doom_print ("cache hit on lump %i\n",lump); + Z_ChangeTag(lumpcache[lump], tag); + } + + return lumpcache[lump]; +} + + +// +// W_CacheLumpName +// +void* W_CacheLumpName(char* name, int tag) +{ + return W_CacheLumpNum(W_GetNumForName(name), tag); +} + + +// +// W_Profile +// +void W_Profile(void) +{ + int i; + memblock_t* block; + void* ptr; + char ch; + void* 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 = doom_open("waddump.txt", "w"); + name[8] = 0; + + for (i = 0; i < numlumps; i++) + { + doom_memcpy(name, lumpinfo[i].name, 8); + + for (j = 0; j < 8; j++) + if (!name[j]) + break; + + for (; j < 8; j++) + name[j] = ' '; + + doom_fprint(f, name); + doom_fprint(f, " "); + + for (j = 0; j < profilecount; j++) + { + //fprintf(f, " %c", info[i][j]); + doom_fprint(f, " "); + doom_fprint(f, doom_ctoa(info[i][j])); + } + + doom_fprint(f, "\n"); + } + + doom_close(f); +} diff --git a/demos/ports/doom/src/w_wad.h b/demos/ports/doom/src/w_wad.h new file mode 100644 index 0000000..9b086cb --- /dev/null +++ b/demos/ports/doom/src/w_wad.h @@ -0,0 +1,81 @@ +// 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: +// WAD I/O functions. +// +//----------------------------------------------------------------------------- + +#ifndef __W_WAD__ +#define __W_WAD__ + + +// +// TYPES +// +typedef struct +{ + // Should be "IWAD" or "PWAD". + char identification[4]; + int numlumps; + int infotableofs; +} wadinfo_t; + + +typedef struct +{ + int filepos; + int size; + char name[8]; +} filelump_t; + + +// +// WADFILE I/O related stuff. +// +typedef struct +{ + char name[8]; + void* handle; + int position; + int size; +} lumpinfo_t; + + +extern void** lumpcache; +extern lumpinfo_t* lumpinfo; +extern int numlumps; + +void W_InitMultipleFiles(char** filenames); +void W_Reload(void); + +int W_CheckNumForName(char* name); +int W_GetNumForName(char* name); + +int W_LumpLength(int lump); +void W_ReadLump(int lump, void* dest); + +void* W_CacheLumpNum(int lump, int tag); +void* W_CacheLumpName(char* name, int tag); + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/wi_stuff.c b/demos/ports/doom/src/wi_stuff.c new file mode 100644 index 0000000..3858eed --- /dev/null +++ b/demos/ports/doom/src/wi_stuff.c @@ -0,0 +1,1797 @@ +// 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: +// Intermission screens. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + + + +#include "z_zone.h" +#include "m_random.h" +#include "m_swap.h" +#include "i_system.h" +#include "w_wad.h" +#include "g_game.h" +#include "r_local.h" +#include "s_sound.h" +#include "doomstat.h" +#include "sounds.h" // Data. +#include "v_video.h" // Needs access to LFB. +#include "wi_stuff.h" + + +// +// Data needed to add patches to full screen intermission pics. +// Patches are statistics messages, and animations. +// Loads of by-pixel layout and placement, offsets etc. +// + + +// +// Different vetween registered DOOM (1994) and +// Ultimate DOOM - Final edition (retail, 1995?). +// This is supposedly ignored for commercial +// release (aka DOOM II), which had 34 maps +// in one episode. So there. +#define NUMEPISODES 4 +#define NUMMAPS 9 + +// GLOBAL LOCATIONS +#define WI_TITLEY 2 +#define WI_SPACINGY 33 + +// SINGPLE-PLAYER STUFF +#define SP_STATSX 50 +#define SP_STATSY 50 + +#define SP_TIMEX 16 +#define SP_TIMEY (SCREENHEIGHT-32) + +// NET GAME STUFF +#define NG_STATSY 50 +#define NG_STATSX (32 + SHORT(star->width)/2 + 32*!dofrags) + +#define NG_SPACINGX 64 + +// DEATHMATCH STUFF +#define DM_MATRIXX 42 +#define DM_MATRIXY 68 + +#define DM_SPACINGX 40 + +#define DM_TOTALSX 269 + +#define DM_KILLERSX 10 +#define DM_KILLERSY 100 +#define DM_VICTIMSX 5 +#define DM_VICTIMSY 50 + +#define FB 0 + +// States for single-player +#define SP_KILLS 0 +#define SP_ITEMS 2 +#define SP_SECRET 4 +#define SP_FRAGS 6 +#define SP_TIME 8 +#define SP_PAR ST_TIME + +#define SP_PAUSE 1 + +// in seconds +#define SHOWNEXTLOCDELAY 4 +//#define SHOWLASTLOCDELAY SHOWNEXTLOCDELAY + + +typedef enum +{ + ANIM_ALWAYS, + ANIM_RANDOM, + ANIM_LEVEL +} animenum_t; + + +typedef struct +{ + int x; + int y; +} point_t; + + +// +// Animation. +// There is another anim_t used in p_spec. +// +typedef struct +{ + animenum_t type; + + // period in tics between animations + int period; + + // number of animation frames + int nanims; + + // location of animation + point_t loc; + + // ALWAYS: n/a, + // RANDOM: period deviation (<256), + // LEVEL: level + int data1; + + // ALWAYS: n/a, + // RANDOM: random base period, + // LEVEL: n/a + int data2; + + // actual graphics for frames of animations + patch_t* p[3]; + + // following must be initialized to zero before use! + + // next value of bcnt (used in conjunction with period) + int nexttic; + + // last drawn animation frame + int lastdrawn; + + // next frame number to animate + int ctr; + + // used by RANDOM and LEVEL when animating + int state; +} anim_t; + + +static point_t lnodes[NUMEPISODES][NUMMAPS] = +{ + // Episode 0 World Map + { + { 185, 164 }, // location of level 0 (CJ) + { 148, 143 }, // location of level 1 (CJ) + { 69, 122 }, // location of level 2 (CJ) + { 209, 102 }, // location of level 3 (CJ) + { 116, 89 }, // location of level 4 (CJ) + { 166, 55 }, // location of level 5 (CJ) + { 71, 56 }, // location of level 6 (CJ) + { 135, 29 }, // location of level 7 (CJ) + { 71, 24 } // location of level 8 (CJ) + }, + + // Episode 1 World Map should go here + { + { 254, 25 }, // location of level 0 (CJ) + { 97, 50 }, // location of level 1 (CJ) + { 188, 64 }, // location of level 2 (CJ) + { 128, 78 }, // location of level 3 (CJ) + { 214, 92 }, // location of level 4 (CJ) + { 133, 130 }, // location of level 5 (CJ) + { 208, 136 }, // location of level 6 (CJ) + { 148, 140 }, // location of level 7 (CJ) + { 235, 158 } // location of level 8 (CJ) + }, + + // Episode 2 World Map should go here + { + { 156, 168 }, // location of level 0 (CJ) + { 48, 154 }, // location of level 1 (CJ) + { 174, 95 }, // location of level 2 (CJ) + { 265, 75 }, // location of level 3 (CJ) + { 130, 48 }, // location of level 4 (CJ) + { 279, 23 }, // location of level 5 (CJ) + { 198, 48 }, // location of level 6 (CJ) + { 140, 25 }, // location of level 7 (CJ) + { 281, 136 } // location of level 8 (CJ) + } +}; + + +// +// Animation locations for episode 0 (1). +// Using patches saves a lot of space, +// as they replace 320x200 full screen frames. +// +static anim_t epsd0animinfo[] = +{ + { ANIM_ALWAYS, TICRATE / 3, 3, { 224, 104 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 184, 160 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 112, 136 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 72, 112 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 88, 96 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 64, 48 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 192, 40 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 136, 16 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 80, 16 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 64, 24 } } +}; + +static anim_t epsd1animinfo[] = +{ + { ANIM_LEVEL, TICRATE / 3, 1, { 128, 136 }, 1 }, + { ANIM_LEVEL, TICRATE / 3, 1, { 128, 136 }, 2 }, + { ANIM_LEVEL, TICRATE / 3, 1, { 128, 136 }, 3 }, + { ANIM_LEVEL, TICRATE / 3, 1, { 128, 136 }, 4 }, + { ANIM_LEVEL, TICRATE / 3, 1, { 128, 136 }, 5 }, + { ANIM_LEVEL, TICRATE / 3, 1, { 128, 136 }, 6 }, + { ANIM_LEVEL, TICRATE / 3, 1, { 128, 136 }, 7 }, + { ANIM_LEVEL, TICRATE / 3, 3, { 192, 144 }, 8 }, + { ANIM_LEVEL, TICRATE / 3, 1, { 128, 136 }, 8 } +}; + +static anim_t epsd2animinfo[] = +{ + { ANIM_ALWAYS, TICRATE / 3, 3, { 104, 168 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 40, 136 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 160, 96 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 104, 80 } }, + { ANIM_ALWAYS, TICRATE / 3, 3, { 120, 32 } }, + { ANIM_ALWAYS, TICRATE / 4, 3, { 40, 0 } } +}; + +static int NUMANIMS[NUMEPISODES] = +{ + sizeof(epsd0animinfo) / sizeof(anim_t), + sizeof(epsd1animinfo) / sizeof(anim_t), + sizeof(epsd2animinfo) / sizeof(anim_t) +}; + +static anim_t* anims[NUMEPISODES] = +{ + epsd0animinfo, + epsd1animinfo, + epsd2animinfo +}; + + +// +// GENERAL DATA +// + +// +// Locally used stuff. +// + +// used to accelerate or skip a stage +static int acceleratestage; + +// wbs->pnum +static int me; + +// specifies current state +static stateenum_t state; + +// contains information passed into intermission +static wbstartstruct_t* wbs; + +static wbplayerstruct_t* plrs; // wbs->plyr[] + +// used for general timing +static int cnt; + +// used for timing of background animation +static int bcnt; + +// signals to refresh everything for one frame +static int firstrefresh; + +static int cnt_kills[MAXPLAYERS]; +static int cnt_items[MAXPLAYERS]; +static int cnt_secret[MAXPLAYERS]; +static int cnt_time; +static int cnt_par; +static int cnt_pause; + +// # of commercial levels +static int NUMCMAPS; + + +// +// GRAPHICS +// + +// background (map of levels). +static patch_t* bg; + +// You Are Here graphic +static patch_t* yah[2]; + +// splat +static patch_t* splat; + +// %, : graphics +static patch_t* percent; +static patch_t* colon; + +// 0-9 graphic +static patch_t* num[10]; + +// minus sign +static patch_t* wiminus; + +// "Finished!" graphics +static patch_t* finished; + +// "Entering" graphic +static patch_t* entering; + +// "secret" +static patch_t* sp_secret; + +// "Kills", "Scrt", "Items", "Frags" +static patch_t* kills; +static patch_t* secret; +static patch_t* items; +static patch_t* frags; + +// Time sucks. +static patch_t* time; +static patch_t* par; +static patch_t* sucks; + +// "killers", "victims" +static patch_t* killers; +static patch_t* victims; + +// "Total", your face, your dead face +static patch_t* total; +static patch_t* star; +static patch_t* bstar; + +// "red P[1..MAXPLAYERS]" +static patch_t* p[MAXPLAYERS]; + +// "gray P[1..MAXPLAYERS]" +static patch_t* bp[MAXPLAYERS]; + +// Name graphics of each level (centered) +static patch_t** lnames; + +static doom_boolean snl_pointeron = false; +static int dm_state; +static int dm_frags[MAXPLAYERS][MAXPLAYERS]; +static int dm_totals[MAXPLAYERS]; +static int cnt_frags[MAXPLAYERS]; +static int dofrags; +static int ng_state; +static int sp_state; + + +// +// CODE +// + +void WI_slamBackground(void) +{ + doom_memcpy(screens[0], screens[1], SCREENWIDTH * SCREENHEIGHT); + V_MarkRect(0, 0, SCREENWIDTH, SCREENHEIGHT); +} + + +// The ticker is used to detect keys +// because of timing issues in netgames. +doom_boolean WI_Responder(event_t* ev) +{ + return false; +} + + +// Draws " Finished!" +void WI_drawLF(void) +{ + int y = WI_TITLEY; + + // draw + V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->last]->width)) / 2, + y, FB, lnames[wbs->last]); + + // draw "Finished!" + y += (5 * SHORT(lnames[wbs->last]->height)) / 4; + + V_DrawPatch((SCREENWIDTH - SHORT(finished->width)) / 2, + y, FB, finished); +} + + +// Draws "Entering " +void WI_drawEL(void) +{ + int y = WI_TITLEY; + + // draw "Entering" + V_DrawPatch((SCREENWIDTH - SHORT(entering->width)) / 2, + y, FB, entering); + + // draw level + y += (5 * SHORT(lnames[wbs->next]->height)) / 4; + + V_DrawPatch((SCREENWIDTH - SHORT(lnames[wbs->next]->width)) / 2, + y, FB, lnames[wbs->next]); +} + + +void WI_drawOnLnode(int n, patch_t* c[]) +{ + int i; + int left; + int top; + int right; + int bottom; + doom_boolean fits = false; + + i = 0; + do + { + left = lnodes[wbs->epsd][n].x - SHORT(c[i]->leftoffset); + top = lnodes[wbs->epsd][n].y - SHORT(c[i]->topoffset); + right = left + SHORT(c[i]->width); + bottom = top + SHORT(c[i]->height); + + if (left >= 0 + && right < SCREENWIDTH + && top >= 0 + && bottom < SCREENHEIGHT) + { + fits = true; + } + else + { + i++; + } + } while (!fits && i != 2); + + if (fits && i < 2) + { + V_DrawPatch(lnodes[wbs->epsd][n].x, lnodes[wbs->epsd][n].y, + FB, c[i]); + } + else + { + // DEBUG + //doom_print("Could not place patch on level %d", n + 1); + doom_print("Could not place patch on level "); + doom_print(doom_itoa(n + 1, 10)); + } +} + + +void WI_initAnimatedBack(void) +{ + int i; + anim_t* a; + + if (gamemode == commercial) + return; + + if (wbs->epsd > 2) + return; + + for (i = 0; i < NUMANIMS[wbs->epsd]; i++) + { + a = &anims[wbs->epsd][i]; + + // init variables + a->ctr = -1; + + // specify the next time to draw it + if (a->type == ANIM_ALWAYS) + a->nexttic = bcnt + 1 + (M_Random() % a->period); + else if (a->type == ANIM_RANDOM) + a->nexttic = bcnt + 1 + a->data2 + (M_Random() % a->data1); + else if (a->type == ANIM_LEVEL) + a->nexttic = bcnt + 1; + } +} + + +void WI_updateAnimatedBack(void) +{ + int i; + anim_t* a; + + if (gamemode == commercial) + return; + + if (wbs->epsd > 2) + return; + + for (i = 0; i < NUMANIMS[wbs->epsd]; i++) + { + a = &anims[wbs->epsd][i]; + + if (bcnt == a->nexttic) + { + switch (a->type) + { + case ANIM_ALWAYS: + if (++a->ctr >= a->nanims) a->ctr = 0; + a->nexttic = bcnt + a->period; + break; + + case ANIM_RANDOM: + a->ctr++; + if (a->ctr == a->nanims) + { + a->ctr = -1; + a->nexttic = bcnt + a->data2 + (M_Random() % a->data1); + } + else a->nexttic = bcnt + a->period; + break; + + case ANIM_LEVEL: + // gawd-awful hack for level anims + if (!(state == StatCount && i == 7) + && wbs->next == a->data1) + { + a->ctr++; + if (a->ctr == a->nanims) a->ctr--; + a->nexttic = bcnt + a->period; + } + break; + } + } + } +} + + +void WI_drawAnimatedBack(void) +{ + int i; + anim_t* a; + + if (commercial) + return; + + if (wbs->epsd > 2) + return; + + for (i = 0; i < NUMANIMS[wbs->epsd]; i++) + { + a = &anims[wbs->epsd][i]; + + if (a->ctr >= 0) + V_DrawPatch(a->loc.x, a->loc.y, FB, a->p[a->ctr]); + } +} + + +// +// Draws a number. +// If digits > 0, then use that many digits minimum, +// otherwise only use as many as necessary. +// Returns new x position. +// +int WI_drawNum(int x, int y, int n, int digits) +{ + int fontwidth = SHORT(num[0]->width); + int neg; + int temp; + + if (digits < 0) + { + if (!n) + { + // make variable-length zeros 1 digit long + digits = 1; + } + else + { + // figure out # of digits in # + digits = 0; + temp = n; + + while (temp) + { + temp /= 10; + digits++; + } + } + } + + neg = n < 0; + if (neg) + n = -n; + + // if non-number, do not draw it + if (n == 1994) + return 0; + + // draw the new number + while (digits--) + { + x -= fontwidth; + V_DrawPatch(x, y, FB, num[n % 10]); + n /= 10; + } + + // draw a minus sign if necessary + if (neg) + V_DrawPatch(x -= 8, y, FB, wiminus); + + return x; +} + + +void WI_drawPercent(int x, int y, int p) +{ + if (p < 0) + return; + + V_DrawPatch(x, y, FB, percent); + WI_drawNum(x, y, p, -1); +} + + +// +// Display level completion time and par, +// or "sucks" message if overflow. +// +void WI_drawTime(int x, int y, int t) +{ + int div; + int n; + + if (t < 0) + return; + + if (t <= 61 * 59) + { + div = 1; + + do + { + n = (t / div) % 60; + x = WI_drawNum(x, y, n, 2) - SHORT(colon->width); + div *= 60; + + // draw + if (div == 60 || t / div) + V_DrawPatch(x, y, FB, colon); + + } while (t / div); + } + else + { + // "sucks" + V_DrawPatch(x - SHORT(sucks->width), y, FB, sucks); + } +} + + +void WI_End(void) +{ + void WI_unloadData(void); + WI_unloadData(); +} + + +void WI_initNoState(void) +{ + state = NoState; + acceleratestage = 0; + cnt = 10; +} + + +void WI_updateNoState(void) +{ + WI_updateAnimatedBack(); + + if (!--cnt) + { + WI_End(); + G_WorldDone(); + } +} + + +void WI_initShowNextLoc(void) +{ + state = ShowNextLoc; + acceleratestage = 0; + cnt = SHOWNEXTLOCDELAY * TICRATE; + + WI_initAnimatedBack(); +} + + +void WI_updateShowNextLoc(void) +{ + WI_updateAnimatedBack(); + + if (!--cnt || acceleratestage) + WI_initNoState(); + else + snl_pointeron = (cnt & 31) < 20; +} + + +void WI_drawShowNextLoc(void) +{ + int i; + int last; + + WI_slamBackground(); + + // draw animated background + WI_drawAnimatedBack(); + + if (gamemode != commercial) + { + if (wbs->epsd > 2) + { + WI_drawEL(); + return; + } + + last = (wbs->last == 8) ? wbs->next - 1 : wbs->last; + + // draw a splat on taken cities. + for (i = 0; i <= last; i++) + WI_drawOnLnode(i, &splat); + + // splat the secret level? + if (wbs->didsecret) + WI_drawOnLnode(8, &splat); + + // draw flashing ptr + if (snl_pointeron) + WI_drawOnLnode(wbs->next, yah); + } + + // draws which level you are entering.. + if ((gamemode != commercial) + || wbs->next != 30) + WI_drawEL(); +} + + +void WI_drawNoState(void) +{ + snl_pointeron = true; + WI_drawShowNextLoc(); +} + + +int WI_fragSum(int playernum) +{ + int i; + int frags = 0; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i] + && i != playernum) + { + frags += plrs[playernum].frags[i]; + } + } + + // JDC hack - negative frags. + frags -= plrs[playernum].frags[playernum]; + // UNUSED if (frags < 0) + // frags = 0; + + return frags; +} + + +void WI_initDeathmatchStats(void) +{ + int i; + int j; + + state = StatCount; + acceleratestage = 0; + dm_state = 1; + + cnt_pause = TICRATE; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i]) + { + for (j = 0; j < MAXPLAYERS; j++) + if (playeringame[j]) + dm_frags[i][j] = 0; + + dm_totals[i] = 0; + } + } + + WI_initAnimatedBack(); +} + + +void WI_updateDeathmatchStats(void) +{ + int i; + int j; + + doom_boolean stillticking; + + WI_updateAnimatedBack(); + + if (acceleratestage && dm_state != 4) + { + acceleratestage = 0; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i]) + { + for (j = 0; j < MAXPLAYERS; j++) + if (playeringame[j]) + dm_frags[i][j] = plrs[i].frags[j]; + + dm_totals[i] = WI_fragSum(i); + } + } + + + S_StartSound(0, sfx_barexp); + dm_state = 4; + } + + + if (dm_state == 2) + { + if (!(bcnt & 3)) + S_StartSound(0, sfx_pistol); + + stillticking = false; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i]) + { + for (j = 0; j < MAXPLAYERS; j++) + { + if (playeringame[j] + && dm_frags[i][j] != plrs[i].frags[j]) + { + if (plrs[i].frags[j] < 0) + dm_frags[i][j]--; + else + dm_frags[i][j]++; + + if (dm_frags[i][j] > 99) + dm_frags[i][j] = 99; + + if (dm_frags[i][j] < -99) + dm_frags[i][j] = -99; + + stillticking = true; + } + } + dm_totals[i] = WI_fragSum(i); + + if (dm_totals[i] > 99) + dm_totals[i] = 99; + + if (dm_totals[i] < -99) + dm_totals[i] = -99; + } + + } + if (!stillticking) + { + S_StartSound(0, sfx_barexp); + dm_state++; + } + + } + else if (dm_state == 4) + { + if (acceleratestage) + { + S_StartSound(0, sfx_slop); + + if (gamemode == commercial) + WI_initNoState(); + else + WI_initShowNextLoc(); + } + } + else if (dm_state & 1) + { + if (!--cnt_pause) + { + dm_state++; + cnt_pause = TICRATE; + } + } +} + + +void WI_drawDeathmatchStats(void) +{ + int i; + int j; + int x; + int y; + int w; + + int lh; // line height + + lh = WI_SPACINGY; + + WI_slamBackground(); + + // draw animated background + WI_drawAnimatedBack(); + WI_drawLF(); + + // draw stat titles (top line) + V_DrawPatch(DM_TOTALSX - SHORT(total->width) / 2, + DM_MATRIXY - WI_SPACINGY + 10, + FB, + total); + + V_DrawPatch(DM_KILLERSX, DM_KILLERSY, FB, killers); + V_DrawPatch(DM_VICTIMSX, DM_VICTIMSY, FB, victims); + + // draw P? + x = DM_MATRIXX + DM_SPACINGX; + y = DM_MATRIXY; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (playeringame[i]) + { + V_DrawPatch(x - SHORT(p[i]->width) / 2, + DM_MATRIXY - WI_SPACINGY, + FB, + p[i]); + + V_DrawPatch(DM_MATRIXX - SHORT(p[i]->width) / 2, + y, + FB, + p[i]); + + if (i == me) + { + V_DrawPatch(x - SHORT(p[i]->width) / 2, + DM_MATRIXY - WI_SPACINGY, + FB, + bstar); + + V_DrawPatch(DM_MATRIXX - SHORT(p[i]->width) / 2, + y, + FB, + star); + } + } + else + { + // V_DrawPatch(x-SHORT(bp[i]->width)/2, + // DM_MATRIXY - WI_SPACINGY, FB, bp[i]); + // V_DrawPatch(DM_MATRIXX-SHORT(bp[i]->width)/2, + // y, FB, bp[i]); + } + x += DM_SPACINGX; + y += WI_SPACINGY; + } + + // draw stats + y = DM_MATRIXY + 10; + w = SHORT(num[0]->width); + + for (i = 0; i < MAXPLAYERS; i++) + { + x = DM_MATRIXX + DM_SPACINGX; + + if (playeringame[i]) + { + for (j = 0; j < MAXPLAYERS; j++) + { + if (playeringame[j]) + WI_drawNum(x + w, y, dm_frags[i][j], 2); + + x += DM_SPACINGX; + } + WI_drawNum(DM_TOTALSX + w, y, dm_totals[i], 2); + } + y += WI_SPACINGY; + } +} + + +void WI_initNetgameStats(void) +{ + int i; + + state = StatCount; + acceleratestage = 0; + ng_state = 1; + + cnt_pause = TICRATE; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) + continue; + + cnt_kills[i] = cnt_items[i] = cnt_secret[i] = cnt_frags[i] = 0; + + dofrags += WI_fragSum(i); + } + + dofrags = !!dofrags; + + WI_initAnimatedBack(); +} + + +void WI_updateNetgameStats(void) +{ + int i; + int fsum; + + doom_boolean stillticking; + + WI_updateAnimatedBack(); + + if (acceleratestage && ng_state != 10) + { + acceleratestage = 0; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) + continue; + + cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills; + cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems; + cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret; + + if (dofrags) + cnt_frags[i] = WI_fragSum(i); + } + S_StartSound(0, sfx_barexp); + ng_state = 10; + } + + if (ng_state == 2) + { + if (!(bcnt & 3)) + S_StartSound(0, sfx_pistol); + + stillticking = false; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) + continue; + + cnt_kills[i] += 2; + + if (cnt_kills[i] >= (plrs[i].skills * 100) / wbs->maxkills) + cnt_kills[i] = (plrs[i].skills * 100) / wbs->maxkills; + else + stillticking = true; + } + + if (!stillticking) + { + S_StartSound(0, sfx_barexp); + ng_state++; + } + } + else if (ng_state == 4) + { + if (!(bcnt & 3)) + S_StartSound(0, sfx_pistol); + + stillticking = false; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) + continue; + + cnt_items[i] += 2; + if (cnt_items[i] >= (plrs[i].sitems * 100) / wbs->maxitems) + cnt_items[i] = (plrs[i].sitems * 100) / wbs->maxitems; + else + stillticking = true; + } + if (!stillticking) + { + S_StartSound(0, sfx_barexp); + ng_state++; + } + } + else if (ng_state == 6) + { + if (!(bcnt & 3)) + S_StartSound(0, sfx_pistol); + + stillticking = false; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) + continue; + + cnt_secret[i] += 2; + + if (cnt_secret[i] >= (plrs[i].ssecret * 100) / wbs->maxsecret) + cnt_secret[i] = (plrs[i].ssecret * 100) / wbs->maxsecret; + else + stillticking = true; + } + + if (!stillticking) + { + S_StartSound(0, sfx_barexp); + ng_state += 1 + 2 * !dofrags; + } + } + else if (ng_state == 8) + { + if (!(bcnt & 3)) + S_StartSound(0, sfx_pistol); + + stillticking = false; + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) + continue; + + cnt_frags[i] += 1; + + if (cnt_frags[i] >= (fsum = WI_fragSum(i))) + cnt_frags[i] = fsum; + else + stillticking = true; + } + + if (!stillticking) + { + S_StartSound(0, sfx_pldeth); + ng_state++; + } + } + else if (ng_state == 10) + { + if (acceleratestage) + { + S_StartSound(0, sfx_sgcock); + if (gamemode == commercial) + WI_initNoState(); + else + WI_initShowNextLoc(); + } + } + else if (ng_state & 1) + { + if (!--cnt_pause) + { + ng_state++; + cnt_pause = TICRATE; + } + } +} + + +void WI_drawNetgameStats(void) +{ + int i; + int x; + int y; + int pwidth = SHORT(percent->width); + + WI_slamBackground(); + + // draw animated background + WI_drawAnimatedBack(); + + WI_drawLF(); + + // draw stat titles (top line) + V_DrawPatch(NG_STATSX + NG_SPACINGX - SHORT(kills->width), + NG_STATSY, FB, kills); + + V_DrawPatch(NG_STATSX + 2 * NG_SPACINGX - SHORT(items->width), + NG_STATSY, FB, items); + + V_DrawPatch(NG_STATSX + 3 * NG_SPACINGX - SHORT(secret->width), + NG_STATSY, FB, secret); + + if (dofrags) + V_DrawPatch(NG_STATSX + 4 * NG_SPACINGX - SHORT(frags->width), + NG_STATSY, FB, frags); + + // draw stats + y = NG_STATSY + SHORT(kills->height); + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) + continue; + + x = NG_STATSX; + V_DrawPatch(x - SHORT(p[i]->width), y, FB, p[i]); + + if (i == me) + V_DrawPatch(x - SHORT(p[i]->width), y, FB, star); + + x += NG_SPACINGX; + WI_drawPercent(x - pwidth, y + 10, cnt_kills[i]); x += NG_SPACINGX; + WI_drawPercent(x - pwidth, y + 10, cnt_items[i]); x += NG_SPACINGX; + WI_drawPercent(x - pwidth, y + 10, cnt_secret[i]); x += NG_SPACINGX; + + if (dofrags) + WI_drawNum(x, y + 10, cnt_frags[i], -1); + + y += WI_SPACINGY; + } +} + + +void WI_initStats(void) +{ + state = StatCount; + acceleratestage = 0; + sp_state = 1; + cnt_kills[0] = cnt_items[0] = cnt_secret[0] = -1; + cnt_time = cnt_par = -1; + cnt_pause = TICRATE; + + WI_initAnimatedBack(); +} + + +void WI_updateStats(void) +{ + WI_updateAnimatedBack(); + + if (acceleratestage && sp_state != 10) + { + acceleratestage = 0; + cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills; + cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems; + cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret; + cnt_time = plrs[me].stime / TICRATE; + cnt_par = wbs->partime / TICRATE; + S_StartSound(0, sfx_barexp); + sp_state = 10; + } + + if (sp_state == 2) + { + cnt_kills[0] += 2; + + if (!(bcnt & 3)) + S_StartSound(0, sfx_pistol); + + if (cnt_kills[0] >= (plrs[me].skills * 100) / wbs->maxkills) + { + cnt_kills[0] = (plrs[me].skills * 100) / wbs->maxkills; + S_StartSound(0, sfx_barexp); + sp_state++; + } + } + else if (sp_state == 4) + { + cnt_items[0] += 2; + + if (!(bcnt & 3)) + S_StartSound(0, sfx_pistol); + + if (cnt_items[0] >= (plrs[me].sitems * 100) / wbs->maxitems) + { + cnt_items[0] = (plrs[me].sitems * 100) / wbs->maxitems; + S_StartSound(0, sfx_barexp); + sp_state++; + } + } + else if (sp_state == 6) + { + cnt_secret[0] += 2; + + if (!(bcnt & 3)) + S_StartSound(0, sfx_pistol); + + if (cnt_secret[0] >= (plrs[me].ssecret * 100) / wbs->maxsecret) + { + cnt_secret[0] = (plrs[me].ssecret * 100) / wbs->maxsecret; + S_StartSound(0, sfx_barexp); + sp_state++; + } + } + + else if (sp_state == 8) + { + if (!(bcnt & 3)) + S_StartSound(0, sfx_pistol); + + cnt_time += 3; + + if (cnt_time >= plrs[me].stime / TICRATE) + cnt_time = plrs[me].stime / TICRATE; + + cnt_par += 3; + + if (cnt_par >= wbs->partime / TICRATE) + { + cnt_par = wbs->partime / TICRATE; + + if (cnt_time >= plrs[me].stime / TICRATE) + { + S_StartSound(0, sfx_barexp); + sp_state++; + } + } + } + else if (sp_state == 10) + { + if (acceleratestage) + { + S_StartSound(0, sfx_sgcock); + + if (gamemode == commercial) + WI_initNoState(); + else + WI_initShowNextLoc(); + } + } + else if (sp_state & 1) + { + if (!--cnt_pause) + { + sp_state++; + cnt_pause = TICRATE; + } + } +} + + +void WI_drawStats(void) +{ + // line height + int lh; + + lh = (3 * SHORT(num[0]->height)) / 2; + + WI_slamBackground(); + + // draw animated background + WI_drawAnimatedBack(); + + WI_drawLF(); + + V_DrawPatch(SP_STATSX, SP_STATSY, FB, kills); + WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY, cnt_kills[0]); + + V_DrawPatch(SP_STATSX, SP_STATSY + lh, FB, items); + WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY + lh, cnt_items[0]); + + V_DrawPatch(SP_STATSX, SP_STATSY + 2 * lh, FB, sp_secret); + WI_drawPercent(SCREENWIDTH - SP_STATSX, SP_STATSY + 2 * lh, cnt_secret[0]); + + V_DrawPatch(SP_TIMEX, SP_TIMEY, FB, time); + WI_drawTime(SCREENWIDTH / 2 - SP_TIMEX, SP_TIMEY, cnt_time); + + if (wbs->epsd < 3) + { + V_DrawPatch(SCREENWIDTH / 2 + SP_TIMEX, SP_TIMEY, FB, par); + WI_drawTime(SCREENWIDTH - SP_TIMEX, SP_TIMEY, cnt_par); + } +} + + +void WI_checkForAccelerate(void) +{ + int i; + player_t* player; + + // check for button presses to skip delays + for (i = 0, player = players; i < MAXPLAYERS; i++, player++) + { + if (playeringame[i]) + { + if (player->cmd.buttons & BT_ATTACK) + { + if (!player->attackdown) + acceleratestage = 1; + player->attackdown = true; + } + else + player->attackdown = false; + if (player->cmd.buttons & BT_USE) + { + if (!player->usedown) + acceleratestage = 1; + player->usedown = true; + } + else + player->usedown = false; + } + } +} + + +// Updates stuff each tick +void WI_Ticker(void) +{ + // counter for general background animation + bcnt++; + + if (bcnt == 1) + { + // intermission music + if (gamemode == commercial) + S_ChangeMusic(mus_dm2int, true); + else + S_ChangeMusic(mus_inter, true); + } + + WI_checkForAccelerate(); + + switch (state) + { + case StatCount: + if (deathmatch) WI_updateDeathmatchStats(); + else if (netgame) WI_updateNetgameStats(); + else WI_updateStats(); + break; + + case ShowNextLoc: + WI_updateShowNextLoc(); + break; + + case NoState: + WI_updateNoState(); + break; + } +} + + +void WI_loadData(void) +{ + int i; + int j; + char name[9]; + anim_t* a; + + if (gamemode == commercial) + doom_strcpy(name, "INTERPIC"); + else + { + //doom_sprintf(name, "WIMAP%d", wbs->epsd); + doom_strcpy(name, "WIMAP"); + doom_concat(name, doom_itoa(wbs->epsd, 10)); + } + + if (gamemode == retail) + { + if (wbs->epsd == 3) + doom_strcpy(name, "INTERPIC"); + } + + // background + bg = W_CacheLumpName(name, PU_CACHE); + V_DrawPatch(0, 0, 1, bg); + + if (gamemode == commercial) + { + NUMCMAPS = 32; + lnames = (patch_t**)Z_Malloc(sizeof(patch_t*) * NUMCMAPS, + PU_STATIC, 0); + for (i = 0; i < NUMCMAPS; i++) + { + //doom_sprintf(name, "CWILV%2.2d", i); + doom_strcpy(name, "CWILV"); + if (i < 10) doom_concat(name, "0"); + doom_concat(name, doom_itoa(i, 10)); + lnames[i] = W_CacheLumpName(name, PU_STATIC); + } + } + else + { + lnames = (patch_t**)Z_Malloc(sizeof(patch_t*) * NUMMAPS, + PU_STATIC, 0); + for (i = 0; i < NUMMAPS; i++) + { + //doom_sprintf(name, "WILV%d%d", wbs->epsd, i); + doom_strcpy(name, "WILV"); + doom_concat(name, doom_itoa(wbs->epsd, 10)); + doom_concat(name, doom_itoa(i, 10)); + lnames[i] = W_CacheLumpName(name, PU_STATIC); + } + + // you are here + yah[0] = W_CacheLumpName("WIURH0", PU_STATIC); + + // you are here (alt.) + yah[1] = W_CacheLumpName("WIURH1", PU_STATIC); + + // splat + splat = W_CacheLumpName("WISPLAT", PU_STATIC); + + if (wbs->epsd < 3) + { + for (j = 0; j < NUMANIMS[wbs->epsd]; j++) + { + a = &anims[wbs->epsd][j]; + for (i = 0; i < a->nanims; i++) + { + // MONDO HACK! + if (wbs->epsd != 1 || j != 8) + { + // animations + //doom_sprintf(name, "WIA%d%.2d%.2d", wbs->epsd, j, i); + doom_strcpy(name, "WIA"); + doom_concat(name, doom_itoa(wbs->epsd, 10)); + if (j < 10) doom_concat(name, "0"); + doom_concat(name, doom_itoa(j, 10)); + if (i < 10) doom_concat(name, "0"); + doom_concat(name, doom_itoa(i, 10)); + a->p[i] = W_CacheLumpName(name, PU_STATIC); + } + else + { + // HACK ALERT! + a->p[i] = anims[1][4].p[i]; + } + } + } + } + } + + // More hacks on minus sign. + wiminus = W_CacheLumpName("WIMINUS", PU_STATIC); + + for (i = 0; i < 10; i++) + { + // numbers 0-9 + //doom_sprintf(name, "WINUM%d", i); + doom_strcpy(name, "WINUM"); + doom_concat(name, doom_itoa(i, 10)); + num[i] = W_CacheLumpName(name, PU_STATIC); + } + + // percent sign + percent = W_CacheLumpName("WIPCNT", PU_STATIC); + + // "finished" + finished = W_CacheLumpName("WIF", PU_STATIC); + + // "entering" + entering = W_CacheLumpName("WIENTER", PU_STATIC); + + // "kills" + kills = W_CacheLumpName("WIOSTK", PU_STATIC); + + // "scrt" + secret = W_CacheLumpName("WIOSTS", PU_STATIC); + + // "secret" + sp_secret = W_CacheLumpName("WISCRT2", PU_STATIC); + + // Yuck. + if (french) + { + // "items" + if (netgame && !deathmatch) + items = W_CacheLumpName("WIOBJ", PU_STATIC); + else + items = W_CacheLumpName("WIOSTI", PU_STATIC); + } + else + items = W_CacheLumpName("WIOSTI", PU_STATIC); + + // "frgs" + frags = W_CacheLumpName("WIFRGS", PU_STATIC); + + // ":" + colon = W_CacheLumpName("WICOLON", PU_STATIC); + + // "time" + time = W_CacheLumpName("WITIME", PU_STATIC); + + // "sucks" + sucks = W_CacheLumpName("WISUCKS", PU_STATIC); + + // "par" + par = W_CacheLumpName("WIPAR", PU_STATIC); + + // "killers" (vertical) + killers = W_CacheLumpName("WIKILRS", PU_STATIC); + + // "victims" (horiz) + victims = W_CacheLumpName("WIVCTMS", PU_STATIC); + + // "total" + total = W_CacheLumpName("WIMSTT", PU_STATIC); + + // your face + star = W_CacheLumpName("STFST01", PU_STATIC); + + // dead face + bstar = W_CacheLumpName("STFDEAD0", PU_STATIC); + + for (i = 0; i < MAXPLAYERS; i++) + { + // "1,2,3,4" + //doom_sprintf(name, "STPB%d", i); + doom_strcpy(name, "STPB"); + doom_concat(name, doom_itoa(i, 10)); + p[i] = W_CacheLumpName(name, PU_STATIC); + + // "1,2,3,4" + //doom_sprintf(name, "WIBP%d", i + 1); + doom_strcpy(name, "WIBP"); + doom_concat(name, doom_itoa(i + 1, 10)); + bp[i] = W_CacheLumpName(name, PU_STATIC); + } +} + + +void WI_unloadData(void) +{ + int i; + int j; + + Z_ChangeTag(wiminus, PU_CACHE); + + for (i = 0; i < 10; i++) + Z_ChangeTag(num[i], PU_CACHE); + + if (gamemode == commercial) + { + for (i = 0; i < NUMCMAPS; i++) + Z_ChangeTag(lnames[i], PU_CACHE); + } + else + { + Z_ChangeTag(yah[0], PU_CACHE); + Z_ChangeTag(yah[1], PU_CACHE); + + Z_ChangeTag(splat, PU_CACHE); + + for (i = 0; i < NUMMAPS; i++) + Z_ChangeTag(lnames[i], PU_CACHE); + + if (wbs->epsd < 3) + { + for (j = 0; j < NUMANIMS[wbs->epsd]; j++) + { + if (wbs->epsd != 1 || j != 8) + for (i = 0; i < anims[wbs->epsd][j].nanims; i++) + Z_ChangeTag(anims[wbs->epsd][j].p[i], PU_CACHE); + } + } + } + + Z_Free(lnames); + + Z_ChangeTag(percent, PU_CACHE); + Z_ChangeTag(colon, PU_CACHE); + Z_ChangeTag(finished, PU_CACHE); + Z_ChangeTag(entering, PU_CACHE); + Z_ChangeTag(kills, PU_CACHE); + Z_ChangeTag(secret, PU_CACHE); + Z_ChangeTag(sp_secret, PU_CACHE); + Z_ChangeTag(items, PU_CACHE); + Z_ChangeTag(frags, PU_CACHE); + Z_ChangeTag(time, PU_CACHE); + Z_ChangeTag(sucks, PU_CACHE); + Z_ChangeTag(par, PU_CACHE); + + Z_ChangeTag(victims, PU_CACHE); + Z_ChangeTag(killers, PU_CACHE); + Z_ChangeTag(total, PU_CACHE); + // Z_ChangeTag(star, PU_CACHE); + // Z_ChangeTag(bstar, PU_CACHE); + + for (i = 0; i < MAXPLAYERS; i++) + Z_ChangeTag(p[i], PU_CACHE); + + for (i = 0; i < MAXPLAYERS; i++) + Z_ChangeTag(bp[i], PU_CACHE); +} + + +void WI_Drawer(void) +{ + switch (state) + { + case StatCount: + if (deathmatch) + WI_drawDeathmatchStats(); + else if (netgame) + WI_drawNetgameStats(); + else + WI_drawStats(); + break; + + case ShowNextLoc: + WI_drawShowNextLoc(); + break; + + case NoState: + WI_drawNoState(); + break; + } +} + + +void WI_initVariables(wbstartstruct_t* wbstartstruct) +{ + wbs = wbstartstruct; + +#ifdef RANGECHECKING + if (gamemode != commercial) + { + if (gamemode == retail) + RNGCHECK(wbs->epsd, 0, 3); + else + RNGCHECK(wbs->epsd, 0, 2); + } + else + { + RNGCHECK(wbs->last, 0, 8); + RNGCHECK(wbs->next, 0, 8); + } + RNGCHECK(wbs->pnum, 0, MAXPLAYERS); + RNGCHECK(wbs->pnum, 0, MAXPLAYERS); +#endif + + acceleratestage = 0; + cnt = bcnt = 0; + firstrefresh = 1; + me = wbs->pnum; + plrs = wbs->plyr; + + if (!wbs->maxkills) + wbs->maxkills = 1; + + if (!wbs->maxitems) + wbs->maxitems = 1; + + if (!wbs->maxsecret) + wbs->maxsecret = 1; + + if (gamemode != retail) + if (wbs->epsd > 2) + wbs->epsd -= 3; +} + + +void WI_Start(wbstartstruct_t* wbstartstruct) +{ + + WI_initVariables(wbstartstruct); + WI_loadData(); + + if (deathmatch) + WI_initDeathmatchStats(); + else if (netgame) + WI_initNetgameStats(); + else + WI_initStats(); +} diff --git a/demos/ports/doom/src/wi_stuff.h b/demos/ports/doom/src/wi_stuff.h new file mode 100644 index 0000000..c9aff0a --- /dev/null +++ b/demos/ports/doom/src/wi_stuff.h @@ -0,0 +1,51 @@ +// 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: +// Intermission. +// +//----------------------------------------------------------------------------- + +#ifndef __WI_STUFF__ +#define __WI_STUFF__ + +#include "doomdef.h" + +// States for the intermission +typedef enum +{ + NoState = -1, + StatCount, + ShowNextLoc +} stateenum_t; + +// Called by main loop, animate the intermission. +void WI_Ticker(void); + +// Called by main loop, +// draws the intermission directly into the screen buffer. +void WI_Drawer(void); + +// Setup for an intermission screen. +void WI_Start(wbstartstruct_t* wbstartstruct); + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/demos/ports/doom/src/z_zone.c b/demos/ports/doom/src/z_zone.c new file mode 100644 index 0000000..5313f91 --- /dev/null +++ b/demos/ports/doom/src/z_zone.c @@ -0,0 +1,480 @@ +// 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: +// Zone Memory Allocation. Neat. +// +//----------------------------------------------------------------------------- + + +#include "doom_config.h" + +#include "z_zone.h" +#include "i_system.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. +// + + +#define ZONEID 0x1d4a11 +#define MINFRAGMENT 64 + + +typedef struct +{ + // total bytes malloced, including header + int size; + + // start / end cap for linked list + memblock_t blocklist; + + memblock_t* rover; +} memzone_t; + + +memzone_t* mainzone; + + +// +// 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; + + // 0 indicates a free block. + block->user = 0; + + block->size = zone->size - sizeof(memzone_t); +} + + +// +// Z_Init +// +void Z_Init(void) +{ + memblock_t* block; + int size; + + 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; + + // 0 indicates a free block. + block->user = 0; + + block->size = mainzone->size - sizeof(memzone_t); +} + + +// +// Z_Free +// +void Z_Free(void* ptr) +{ + memblock_t* block; + memblock_t* other; + + block = (memblock_t*)((byte*)ptr - sizeof(memblock_t)); + + if (block->id != ZONEID) + I_Error("Error: Z_Free: freed a pointer without ZONEID"); + + if (block->user > (void**)0x100) + { + // smaller values are not pointers + // Note: OS-dependend? + + // clear the user's mark + *block->user = 0; + } + + // mark as free + block->user = 0; + 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 0 user if the tag is < PU_PURGELEVEL. +// +void* Z_Malloc(int size, int tag, void* user) +{ + int extra; + memblock_t* start; + memblock_t* rover; + memblock_t* newblock; + memblock_t* base; + + size = (size + 3) & ~3; + + // scan through the block list, + // looking for the first free block + // of sufficient size, + // throwing out any purgable blocks along the way. + + // account for size of block header + size += sizeof(memblock_t); + + // 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) + { + // scanned all the way around the list + //I_Error("Error: Z_Malloc: failed on allocation of %i bytes", size); + doom_strcpy(error_buf, "Error: Z_Malloc: failed on allocation of "); + doom_concat(error_buf, doom_itoa(size, 10)); + doom_concat(error_buf, " bytes"); + I_Error(error_buf); + } + + 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) + + // the rover can be the base block + base = base->prev; + 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; + + // 0 indicates free block. + newblock->user = 0; + newblock->tag = 0; + newblock->prev = base; + newblock->next = base->next; + newblock->next->prev = newblock; + + base->next = newblock; + base->size = size; + } + + if (user) + { + // mark as an in use block + base->user = user; + *(void**)user = (void*)((byte*)base + sizeof(memblock_t)); + } + else + { + if (tag >= PU_PURGELEVEL) + I_Error("Error: Z_Malloc: an owner is required for purgable blocks"); + + // mark as in use, but unowned + base->user = (void*)2; + } + base->tag = tag; + + // next allocation will start looking here + mainzone->rover = base->next; + + base->id = ZONEID; + + return (void*)((byte*)base + sizeof(memblock_t)); +} + + +// +// Z_FreeTags +// +void Z_FreeTags(int lowtag, int hightag) +{ + memblock_t* block; + memblock_t* next; + + for (block = mainzone->blocklist.next; + block != &mainzone->blocklist; + block = next) + { + // get link before freeing + next = block->next; + + // free block? + if (!block->user) + continue; + + if (block->tag >= lowtag && block->tag <= hightag) + Z_Free((byte*)block + sizeof(memblock_t)); + } +} + + +// +// Z_DumpHeap +// Note: TFileDumpHeap( stdout ) ? +// +void Z_DumpHeap(int lowtag, int hightag) +{ + memblock_t* block; + + //doom_print("zone size: %i location: %p\n", + // mainzone->size, mainzone); + doom_print("zone size: "); + doom_print(doom_itoa(mainzone->size, 10)); + doom_print(" location: "); + doom_print(doom_ptoa(mainzone)); + doom_print("\n"); + + //doom_print("tag range: %i to %i\n", + // lowtag, hightag); + doom_print("tag range: "); + doom_print(doom_itoa(lowtag, 10)); + doom_print(" to "); + doom_print(doom_itoa(hightag, 10)); + doom_print("\n"); + + for (block = mainzone->blocklist.next; ; block = block->next) + { + if (block->tag >= lowtag && block->tag <= hightag) + { + //doom_print("block:%p size:%7i user:%p tag:%3i\n", block, block->size, block->user, block->tag); + doom_print("block"); + doom_print(doom_ptoa(block)); + doom_print(" size:"); + doom_print(doom_itoa(block->size, 10)); + doom_print(" user:"); + doom_print(doom_ptoa(block->user)); + doom_print(" tag:"); + doom_print(doom_itoa(block->tag, 10)); + doom_print("\n"); + } + + if (block->next == &mainzone->blocklist) + { + // all blocks have been hit + break; + } + + if ((byte*)block + block->size != (byte*)block->next) + doom_print("ERROR: block size does not touch the next block\n"); + + if (block->next->prev != block) + doom_print("ERROR: next block doesn't have proper back link\n"); + + if (!block->user && !block->next->user) + doom_print("ERROR: two consecutive free blocks\n"); + } +} + + +// +// Z_FileDumpHeap +// +void Z_FileDumpHeap(void* f) +{ + memblock_t* block; + + //fprintf(f, "zone size: %i location: %p\n", mainzone->size, mainzone); + doom_fprint(f, "zone size: "); + doom_fprint(f, doom_itoa(mainzone->size, 10)); + doom_fprint(f, " location: "); + doom_fprint(f, doom_ptoa(mainzone)); + doom_fprint(f, "\n"); + + 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); + doom_fprint(f, "block:"); + doom_fprint(f, doom_ptoa(block)); + doom_fprint(f, " size:"); + doom_fprint(f, doom_itoa(block->size, 10)); // Supposed to alignt 7, this is not worth the trouble + doom_fprint(f, " user:"); + doom_fprint(f, doom_ptoa(block->user)); + doom_fprint(f, " tag:"); + doom_fprint(f, doom_itoa(block->tag, 10)); + doom_fprint(f, "\n"); + + + if (block->next == &mainzone->blocklist) + { + // all blocks have been hit + break; + } + + if ((byte*)block + block->size != (byte*)block->next) + doom_fprint(f, "ERROR: block size does not touch the next block\n"); + + if (block->next->prev != block) + doom_fprint(f, "ERROR: next block doesn't have proper back link\n"); + + if (!block->user && !block->next->user) + doom_fprint(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) + { + // all blocks have been hit + break; + } + + if ((byte*)block + block->size != (byte*)block->next) + I_Error("Error: Z_CheckHeap: block size does not touch the next block\n"); + + if (block->next->prev != block) + I_Error("Error: Z_CheckHeap: next block doesn't have proper back link\n"); + + if (!block->user && !block->next->user) + I_Error("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("Error: Z_ChangeTag: freed a pointer without ZONEID"); + + if (tag >= PU_PURGELEVEL && (unsigned long long)block->user < 0x100) + I_Error("Error: Z_ChangeTag: an owner is required for purgable blocks"); + + block->tag = tag; +} + + +// +// Z_FreeMemory +// +int Z_FreeMemory(void) +{ + memblock_t* block; + int free; + + free = 0; + + for (block = mainzone->blocklist.next; + block != &mainzone->blocklist; + block = block->next) + { + if (!block->user || block->tag >= PU_PURGELEVEL) + free += block->size; + } + return free; +} diff --git a/demos/ports/doom/src/z_zone.h b/demos/ports/doom/src/z_zone.h new file mode 100644 index 0000000..1375953 --- /dev/null +++ b/demos/ports/doom/src/z_zone.h @@ -0,0 +1,91 @@ +// 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: +// Zone Memory Allocation, perhaps NeXT ObjectiveC inspired. +// Remark: this was the only stuff that, according +// to John Carmack, might have been useful for +// Quake. +// +//--------------------------------------------------------------------- + +#ifndef __Z_ZONE__ +#define __Z_ZONE__ + + + + +// +// ZONE MEMORY +// PU - purge tags. +// 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 + + +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_DumpHeap(int lowtag, int hightag); +void Z_FileDumpHeap(void* f); +void Z_CheckHeap(void); +void Z_ChangeTag2(void* ptr, int tag); +int Z_FreeMemory(void); + + +typedef struct memblock_s +{ + int size; // including the header and possibly tiny fragments + void** user; // 0 if a free block + int tag; // purgelevel + int id; // should be ZONEID + struct memblock_s* next; + struct memblock_s* prev; +} memblock_t; + +// +// This is used to get the local FILE:LINE info from CPP +// prior to really call the function in question. +// +#define Z_ChangeTag(p,t) \ +{ \ + if (( (memblock_t *)( (byte *)(p) - sizeof(memblock_t)))->id!=0x1d4a11) \ + { \ + /*I_Error("Error: Z_CT at "__FILE__":%i",__LINE__);*/ \ + char buf[260]; \ + doom_strcpy(buf, "Error: Z_CT at " __FILE__ ":"); \ + doom_concat(buf, doom_itoa(__LINE__, 10)); \ + I_Error(buf); \ + } \ + Z_ChangeTag2(p,t); \ +}; + + +#endif + +//----------------------------------------------------------------------------- +// +// $Log:$ +// +//----------------------------------------------------------------------------- diff --git a/tools/plugins/.gitkeep b/engine/bind/; type `make bind` to generate bindings similarity index 100% rename from tools/plugins/.gitkeep rename to engine/bind/; type `make bind` to generate bindings diff --git a/engine/bind/; type `make dll` to generate dll b/engine/bind/; type `make dll` to generate dll new file mode 100644 index 0000000..e69de29 diff --git a/engine/bind/MAKE.bat b/engine/bind/MAKE.bat new file mode 100644 index 0000000..68d12e1 --- /dev/null +++ b/engine/bind/MAKE.bat @@ -0,0 +1,17 @@ +#!/bin/bash 2>nul || goto :windows + +sh ../../MAKE.bat dll +sh ../../MAKE.bat bind + +./luajit.osx hello.lua +./luajit.linux hello.lua +python hello.py + +exit +:windows + +call ..\..\make.bat dll +call ..\..\make.bat bind + +luajit hello.lua +python hello.py diff --git a/engine/bind/hello.lua b/engine/bind/hello.lua new file mode 100644 index 0000000..91f7fde --- /dev/null +++ b/engine/bind/hello.lua @@ -0,0 +1,56 @@ +-- this will run on vanilla luajit.exe, provided that v4k.dll and this file are all present in same folder + +local v4k=require('v4k') + +-- specify location of cookbook +v4k.cook_config("../../tools/cook.ini"); + +-- create 75% sized + MSAAx2 anti-aliased window +v4k.window_create(75.0, v4k.WINDOW_MSAA2) + +-- set window title +v4k.window_title("hello luajit") + +-- config girl +local girl = v4k.model('kgirl/kgirls01.fbx', 0) +local girl_frame = 0 +local girl_pivot = v4k.mat44() +v4k.rotationq44(girl_pivot, v4k.eulerq(v4k.vec3(0,0,0))) +v4k.scale44(girl_pivot, 2,2,2) + +-- config & play music +local music = v4k.audio_stream('larry.mid') -- 'wrath_of_the_djinn.xm' +v4k.audio_play(music, 0); + +-- config camera +local cam = v4k.camera() + +-- main loop +while v4k.window_swap() == 1 do + -- fps camera + local grabbed = v4k.input(v4k.MOUSE_L) == 1 or v4k.input(v4k.MOUSE_R) == 1 + v4k.window_cursor( v4k.ui_active() == 1 or v4k.ui_hover() == 1 and 1 or (not grabbed) ) + if( v4k.window_has_cursor() ~= 1 ) then + local wasdec3 = v4k.vec3(v4k.input(v4k.KEY_D)-v4k.input(v4k.KEY_A),v4k.input(v4k.KEY_E)-(v4k.input(v4k.KEY_C)),v4k.input(v4k.KEY_W)-v4k.input(v4k.KEY_S)) + local look2 = v4k.scale2(v4k.vec2(v4k.input_diff(v4k.MOUSE_X), -v4k.input_diff(v4k.MOUSE_Y)), 0.2) + local move3 = v4k.scale3(wasdec3, cam.speed) + v4k.camera_move(cam, wasdec3.x,wasdec3.y,wasdec3.z) + v4k.camera_fps(cam, look2.x,look2.y) + end + + -- draw grid/axis + v4k.ddraw_grid(0) + v4k.ddraw_flush() + + -- animate girl + local delta = v4k.window_delta() * 30 -- 30fps anim + girl_frame = v4k.model_animate(girl, girl_frame + delta) + + -- draw girl + v4k.model_render(girl, cam.proj, cam.view, girl_pivot, 0) + + -- showcase ui + if v4k.ui_panel("luajit", 0) == 1 then + v4k.ui_panel_end() + end +end diff --git a/engine/bind/hello.py b/engine/bind/hello.py new file mode 100644 index 0000000..cd2f8b0 --- /dev/null +++ b/engine/bind/hello.py @@ -0,0 +1,10 @@ +import os +from v4k import v4k + +v4k.window_create(75.0, v4k.WINDOW_MSAA2) +v4k.window_title(b'hello Python') +cam = v4k.camera() +while v4k.window_swap(): + v4k.ddraw_grid(0) + +os._exit(0) \ No newline at end of file diff --git a/engine/bind/libluajit.dylib b/engine/bind/libluajit.dylib new file mode 100644 index 0000000..4d3b945 Binary files /dev/null and b/engine/bind/libluajit.dylib differ diff --git a/engine/bind/libluajit.so b/engine/bind/libluajit.so new file mode 100644 index 0000000..0ee9928 Binary files /dev/null and b/engine/bind/libluajit.so differ diff --git a/engine/bind/lua51.dll b/engine/bind/lua51.dll new file mode 100644 index 0000000..eef6c27 Binary files /dev/null and b/engine/bind/lua51.dll differ diff --git a/engine/bind/luajit.exe b/engine/bind/luajit.exe new file mode 100644 index 0000000..e7c6f97 Binary files /dev/null and b/engine/bind/luajit.exe differ diff --git a/engine/bind/luajit.linux b/engine/bind/luajit.linux new file mode 100644 index 0000000..741a312 Binary files /dev/null and b/engine/bind/luajit.linux differ diff --git a/engine/bind/luajit.osx b/engine/bind/luajit.osx new file mode 100644 index 0000000..9e957c3 Binary files /dev/null and b/engine/bind/luajit.osx differ diff --git a/demos/lua/fwk.lua b/engine/bind/v4k.lua similarity index 99% rename from demos/lua/fwk.lua rename to engine/bind/v4k.lua index edca892..3de594c 100644 --- a/demos/lua/fwk.lua +++ b/engine/bind/v4k.lua @@ -1738,11 +1738,12 @@ AUDIO_FLOAT = 8, AUDIO_8KHZ = 16, AUDIO_11KHZ = 32, AUDIO_22KHZ = 0, -AUDIO_44KHZ = 64, +AUDIO_32KHZ = 64, +AUDIO_44KHZ = 128, AUDIO_MIXER_GAIN = 0, -AUDIO_IGNORE_MIXER_GAIN = 128, +AUDIO_IGNORE_MIXER_GAIN = 256, AUDIO_MULTIPLE_INSTANCES = 0, -AUDIO_SINGLE_INSTANCE = 256, +AUDIO_SINGLE_INSTANCE = 512, }; int audio_queue( const void *samples, int num_samples, int flags ); typedef struct gjk_support { @@ -2085,6 +2086,27 @@ GAMEPAD_GUID, GAMEPAD_NAME, char* tcp_port(int); int tcp_close(int); int tcp_debug(int); +enum { NETWORK_BIND = 2, NETWORK_CONNECT = 4, NETWORK_NOFAIL = 8 }; +enum { MAX_CLIENTS = 32 }; + void network_create(const char *ip, const char *port, unsigned flags); +enum { NETWORK_SEND = 2, NETWORK_RECV = 4 }; + void* network_buffer(void *ptr, unsigned sz, unsigned flags, int64_t rank); + char** network_sync(unsigned timeout_ms); +enum { NETWORK_RANK = 0 }; +enum { NETWORK_PING = 1 }; +enum { NETWORK_PORT = 2, NETWORK_IP, NETWORK_LIVE }; + int64_t network_get(uint64_t key); + int64_t network_put(uint64_t key, int64_t value); + void network_rpc_insert(const char *signature, void *function); + char *network_rpc(unsigned id, const char *cmdline); + bool server_bind(int max_clients, int port); + void server_poll(); + void server_broadcast_bin(const void *ptr, int len); + void server_broadcast(const char *msg); + void server_terminate(); + void server_send(int64_t handle, const char *msg); + void server_drop(int64_t handle); + int64_t client_join(const char *ip, int port); void* obj_malloc( int sz, ... ); void* obj_calloc( int sz, ... ); void obj_free( void *obj ); @@ -2842,11 +2864,11 @@ function _M.mat44() return m end -local fwk = ffi.load("fwk") +local v4k = ffi.load("v4k") return setmetatable( _M, { __index = function( table, key ) - return fwk[ key ] + return v4k[ key ] end } ) diff --git a/engine/bind/v4k.py b/engine/bind/v4k.py new file mode 100644 index 0000000..95f8f57 --- /dev/null +++ b/engine/bind/v4k.py @@ -0,0 +1,26 @@ +import os +import sys +import ctypes +import cffi + +ffi = cffi.FFI() +with open('./v4k.lua') as f: + lines = [line for line in f if not line.startswith('#')] + lines = [line for line in lines if not 'va_list' in line] + lines = [line for line in lines if not 'inline ' in line] + lines = [line for line in lines if not line.startswith('typedef union ') ] + lines = [line for line in lines if not '//lcpp INF' in line ] + data = ''.join(lines) + data = data[data.find('[[')+2:data.find(']]')] + data = ''' + typedef struct vec2i { float x,y; } vec2i; + typedef struct vec3i { float x,y,z; } vec3i; + typedef struct vec2 { float x,y; } vec2; + typedef struct vec3 { float x,y,z; } vec3; + typedef struct vec4 { float x,y,z,w; } vec4; + typedef struct quat { float x,y,z,w; } quat; + typedef union frustum frustum; + typedef union json_t json_t; + ''' + data + ffi.cdef(data) +v4k = ffi.dlopen('./v4k.dll') diff --git a/engine/joint/fwk.h b/engine/joint/v4k.h similarity index 99% rename from engine/joint/fwk.h rename to engine/joint/v4k.h index b3bad19..db77d7a 100644 --- a/engine/joint/fwk.h +++ b/engine/joint/v4k.h @@ -1,7 +1,7 @@ // This file is intended to be consumed by a compiler. Do not read. // **Browse to any of the sources in engine/split/ folder instead** // ---------------------------------------------------------------- -// #define FWK_IMPLEMENTATION early in **one** C file to unroll the +// #define V4K_IMPLEMENTATION early in **one** C file to unroll the // implementation. The symbol must be defined in a C (not C++) file // ---------------------------------------------------------------- #pragma once @@ -13918,7 +13918,7 @@ int gladLoadGL( GLADloadfunc load) { /* game framework. * - rlyeh, public domain * -* ## FWK License +* ## V4K License * * This software is available under 3 licenses. Choose whichever you prefer. * ------------------------------------------------------------------------------ @@ -13990,7 +13990,7 @@ int gladLoadGL( GLADloadfunc load) { * -- * * "I dedicate any and all copyright interest in this software to the three -* licensing terms listed above. I make this dedication for the benefit of the +* license terms listed above. I make this dedication for the benefit of the * public at large and to the detriment of my heirs and successors. I intend * this dedication to be an overt act of relinquishment in perpetuity of all * present and future rights to this software under copyright law." @@ -14001,8 +14001,8 @@ int gladLoadGL( GLADloadfunc load) { * ------------------------------------------------------------------------------ */ -#ifndef FWK_H -#define FWK_H +#ifndef V4K_H +#define V4K_H #ifdef __cplusplus extern "C" { @@ -14011,7 +14011,7 @@ extern "C" { //----------------------------------------------------------------------------- // Headers -#line 1 "fwk_config.h" +#line 1 "v4k_config.h" // ----------------------------------------------------------------------------- // config directives @@ -14205,7 +14205,7 @@ extern "C" { // ----------------------------------------------------------------------------- // visibility -// win32 users would need to -DAPI=IMPORT/EXPORT as needed when using/building FWK as DLL. +// win32 users would need to -DAPI=IMPORT/EXPORT as needed when using/building V4K as DLL. #if is(win32) #define IMPORT ifdef(gcc, __attribute__ ((dllimport)), __declspec(dllimport)) @@ -14306,7 +14306,7 @@ typedef char bool; #endif #line 0 -#line 1 "fwk_ds.h" +#line 1 "v4k_ds.h" // data structures and utils: array, set, map, hash, sort. // - rlyeh, public domain @@ -14744,7 +14744,7 @@ API char *cc8str(uint64_t cc); #define cc8(abcdefgh) ( *(uint64_t*) #abcdefgh " " ) // lil64() ? #line 0 -#line 1 "fwk_math.h" +#line 1 "v4k_math.h" // ----------------------------------------------------------------------------- // math framework: rand, ease, vec2, vec3, vec4, quat, mat2, mat33, mat34, mat4 // - rlyeh, public domain @@ -15084,7 +15084,7 @@ API void print44( float *m ); #line 0 -#line 1 "fwk_ai.h" +#line 1 "v4k_ai.h" typedef enum SWARM_DISTANCE { SWARM_DISTANCE_LINEAR, SWARM_DISTANCE_INVERSE_LINEAR, @@ -15133,7 +15133,7 @@ API void swarm_update_acceleration_and_velocity_only(swarm_t *self, float del API int ui_swarm(swarm_t *self); #line 0 -#line 1 "fwk_audio.h" +#line 1 "v4k_audio.h" // ----------------------------------------------------------------------------- // audio framework // - rlyeh, public domain @@ -15176,19 +15176,20 @@ enum AUDIO_FLAGS { AUDIO_8KHZ = 16, AUDIO_11KHZ = 32, AUDIO_22KHZ = 0, // default - AUDIO_44KHZ = 64, + AUDIO_32KHZ = 64, + AUDIO_44KHZ = 128, AUDIO_MIXER_GAIN = 0, // default - AUDIO_IGNORE_MIXER_GAIN = 128, + AUDIO_IGNORE_MIXER_GAIN = 256, AUDIO_MULTIPLE_INSTANCES = 0, // default - AUDIO_SINGLE_INSTANCE = 256, + AUDIO_SINGLE_INSTANCE = 512, }; API int audio_queue( const void *samples, int num_samples, int flags ); #line 0 -#line 1 "fwk_collide.h" +#line 1 "v4k_collide.h" // ----------------------------------------------------------------------------- // original code by @vurtun (PD) and @barerose (CC0). // [src] https://gist.github.com/vurtun/95f088e4889da2474ad1ce82d7911fee @@ -15349,7 +15350,7 @@ API poly diamond(vec3 from, vec3 to, float size); // poly_free() required API void collide_demo(); // debug draw collisions #line 0 -#line 1 "fwk_cooker.h" +#line 1 "v4k_cooker.h" // ----------------------------------------------------------------------------- // asset pipeline framework // - rlyeh, public domain. @@ -15383,7 +15384,7 @@ API int cook_progress(); // [0..100] #line 0 -#line 1 "fwk_data.h" +#line 1 "v4k_data.h" // ----------------------------------------------------------------------------- // data framework (json5, xml, compression) @todo:kvdb // - rlyeh, public domain @@ -15445,7 +15446,7 @@ API unsigned zexcess(unsigned flags); API unsigned zdecode(void *out, unsigned outlen, const void *in, unsigned inlen, unsigned flags); #line 0 -#line 1 "fwk_dll.h" +#line 1 "v4k_dll.h" // dll utils // - rlyeh, public domain @@ -15460,7 +15461,7 @@ API unsigned zdecode(void *out, unsigned outlen, const void *in, unsigned inlen, API void* dll(const char *filename, const char *symbol); #line 0 -#line 1 "fwk_editor.h" +#line 1 "v4k_editor.h" // ----------------------------------------------------------------------------- // in-game editor // - rlyeh, public domain. @@ -15500,7 +15501,7 @@ API char* kit_translate2( const char *id, const char *langcode_iso639_1 ); // pe API void kit_dump_state( FILE *fp ); #line 0 -#line 1 "fwk_file.h" +#line 1 "v4k_file.h" // ----------------------------------------------------------------------------- // files, cache and virtual filesystem (registered directories and/or compressed zip archives). // - rlyeh, public domain. @@ -15529,7 +15530,7 @@ API char * file_ext(const char *pathfile); // c:/prj/dir/file.ext -> .ext API char * file_id(const char *pathfile); // c:/prj/dir/file.ext -> file/dir/prj (name then alphabetical) API char * file_normalize(const char *pathfile); // c:/prj/dir/file.ext -> c/prj/dir/file_ext //API char * file_normalize_with_folder(const char *pathfile); // c:/prj/dir/file.ext -> dir/file_ext -API char * file_counter(const char *pathfile); // in: fwk.ini -> out: fwk(001).ini -> out: fwk(002).ini [-> etc...] +API char * file_counter(const char *pathfile); // in: v4k.ini -> out: v4k(001).ini -> out: v4k(002).ini [-> etc...] API uint64_t file_stamp(const char *pathfile); // 20210319113316 (datetime in base10) API uint64_t file_stamp_epoch(const char *pathfile); // 1616153596 (seconds since unix epoch) @@ -15600,7 +15601,7 @@ API void ini_destroy(ini_t); API bool ini_write(const char *filename, const char *section, const char *key, const char *value); #line 0 -#line 1 "fwk_font.h" +#line 1 "v4k_font.h" // ----------------------------------------------------------------------------- // font framework // - rlyeh, public domain @@ -15692,7 +15693,7 @@ API void* font_colorize(const char *text, const char *comma_types, const char *c API vec2 font_highlight(const char *text, const void *colors); #line 0 -#line 1 "fwk_input.h" +#line 1 "v4k_input.h" // ----------------------------------------------------------------------------- // input framework // - rlyeh, public domain @@ -15804,7 +15805,7 @@ enum INPUT_ENUMS { }; #line 0 -#line 1 "fwk_memory.h" +#line 1 "v4k_memory.h" // ----------------------------------------------------------------------------- // memory framework // - rlyeh, public domain @@ -15843,7 +15844,7 @@ static FORCE_INLINE void *(CALLOC_)(size_t m, size_t n) { return n *= m, memset( static FORCE_INLINE char *(STRDUP_)(const char *s) { size_t n = strlen(s)+1; return ((char*)memcpy(REALLOC(0,n), s, n)); } ///- #line 0 -#line 1 "fwk_network.h" +#line 1 "v4k_network.h" // ----------------------------------------------------------------------------- // network framework // - rlyeh, public domain @@ -15895,7 +15896,69 @@ API int tcp_debug(int); // toggle traffic monitoring on/off for given socket //API int tcp_crypt(int,uint64_t); // set shared secret #line 0 -#line 1 "fwk_obj.h" +#line 1 "v4k_netsync.h" +// high-level, socket-less networking api. inspired by Quake, MPI and RenderBuckets theories. +// - rlyeh, public domain +// +// Usage: +// 1. configure networked memory buffers with flags (world, player1, player2, etc). network_buffer(); +// 2. then during game loop: +// - modify your buffers as much as needed. +// - sync buffers at least once per frame. network_sync(); +// - render your world +// 3. optionally, monitor network status & variables. network_get(); +// +// @todo: maybe network_send(msg) + msg *network_recv(); instead of event queue of network_sync() ? + +//enum { NETWORK_HANDSHAKE, NETWORK_ENCRYPT, NETWORK_VERSIONED, NETWORK_CHECKSUM }; // negotiation +//enum { NETWORK_TCP, NETWORK_UDP, NETWORK_KCP, NETWORK_ENET, NETWORK_WEBSOCKET }; // transport, where +enum { NETWORK_BIND = 2, NETWORK_CONNECT = 4, NETWORK_NOFAIL = 8 }; +enum { MAX_CLIENTS = 32 }; +API void network_create(const char *ip, const char *port, unsigned flags); // both ip and port can be null + +//enum { NETWORK_LOSSY, NETWORK_COMPRESS }; // post-processes +//enum { NETWORK_UNRELIABLE, NETWORK_UNORDERED, NETWORK_PRIORITY }; // how +//enum { NETWORK_PREDICT, NETWORK_RECONCILE, NETWORK_INTERPOLATE, NETWORK_COMPENSATE }; // time authority, when +//enum { NETWORK_LAGS, NETWORK_DROPS, NETWORK_THROTTLES, NETWORK_DUPES }; // quality sim, how much +//enum { NETWORK_CONST = 1, NETWORK_64,NETWORK_32,NETWORK_16,NETWORK_8, NETWORK_FLT, NETWORK_STR, NETWORK_BLOB }; // type, what +enum { NETWORK_SEND = 2, NETWORK_RECV = 4 }; +API void* network_buffer(void *ptr, unsigned sz, unsigned flags, int64_t rank); // configures a shared/networked buffer +API char** network_sync(unsigned timeout_ms); // syncs all buffers & returns null-terminated list of network events + +enum { NETWORK_RANK = 0 }; // [0..N] where 0 is server +enum { NETWORK_PING = 1 }; // NETWORK_BANDWIDTH, NETWORK_QUALITY }; +enum { NETWORK_PORT = 2, NETWORK_IP, NETWORK_LIVE }; +//enum { NETWORK_USERID, NETWORK_SALT, NETWORK_COUNT/*N users*/ /*...*/, +API int64_t network_get(uint64_t key); +API int64_t network_put(uint64_t key, int64_t value); + +API void network_rpc_insert(const char *signature, void *function); +API char *network_rpc(unsigned id, const char *cmdline); + +// ----------------------------------------------------------------------------- +// low-level api (sockets based) + +API bool server_bind(int max_clients, int port); +API void server_poll(); +API void server_broadcast_bin(const void *ptr, int len); +API void server_broadcast(const char *msg); +API void server_terminate(); +API void server_send(int64_t handle, const char *msg); +API void server_drop(int64_t handle); + +API int64_t client_join(const char *ip, int port); +#define client_send(msg) server_broadcast(msg) +#define client_send_bin(ptr,len) server_broadcast_bin(ptr, len) +#define client_terminate() server_terminate() + +#define ANYHOST_IPV4 "0.0.0.0" +#define ANYHOST_IPV6 "::0" + +#define LOCALHOST_IPV4 "127.0.0.1" +#define LOCALHOST_IPV6 "::1" +#line 0 + +#line 1 "v4k_obj.h" // ----------------------------------------------------------------------------- // C object framework (constructors/destructors, methods, rtti, refcounting) // - rlyeh, public domain. @@ -16029,7 +16092,7 @@ API void* obj_initialize( void **ptr, char *type_and_info ); static __thread void *obj_tmpalloc; #line 0 -#line 1 "fwk_profile.h" +#line 1 "v4k_profile.h" // ----------------------------------------------------------------------------- // profiler & stats (@fixme: threadsafe) @@ -16061,7 +16124,7 @@ extern API int profiler_enabled; ///- #endif #line 0 -#line 1 "fwk_render.h" +#line 1 "v4k_render.h" // ----------------------------------------------------------------------------- // naive rendering framework // - rlyeh, public domain @@ -16592,7 +16655,7 @@ API void* screenshot(int components); // 3 RGB, 4 RGBA, -3 BGR, -4 BGRA API void* screenshot_async(int components); // 3 RGB, 4 RGBA, -3 BGR, -4 BGRA #line 0 -#line 1 "fwk_renderdd.h" +#line 1 "v4k_renderdd.h" // ----------------------------------------------------------------------------- // debugdraw framework // - rlyeh, public domain. @@ -16659,7 +16722,7 @@ API void ddraw_flush(); API void ddraw_flush_projview(mat44 proj, mat44 view); #line 0 -#line 1 "fwk_scene.h" +#line 1 "v4k_scene.h" // ----------------------------------------------------------------------------- // scene framework // - rlyeh, public domain @@ -16744,7 +16807,7 @@ API unsigned scene_count(); API object_t* scene_index(unsigned index); #line 0 -#line 1 "fwk_script.h" +#line 1 "v4k_script.h" // ----------------------------------------------------------------------------- // script framework // - rlyeh, public domain @@ -16760,7 +16823,7 @@ API void script_call(const char *lua_function); API bool script_tests(); #line 0 -#line 1 "fwk_string.h" +#line 1 "v4k_string.h" // string framework // - rlyeh, public domain @@ -16838,7 +16901,7 @@ API char * string8(const wchar_t *str); /// convert from wchar16(win) API array(uint32_t) string32( const char *utf8 ); /// convert from utf8 to utf32 #line 0 -#line 1 "fwk_system.h" +#line 1 "v4k_system.h" // ----------------------------------------------------------------------------- // system framework utils // - rlyeh, public domain. @@ -16934,7 +16997,7 @@ API int (PANIC)(const char *error, const char *file, int line); API int (PRINTF)(const char *text, const char *stack, const char *file, int line, const char *function); #line 0 -#line 1 "fwk_ui.h" +#line 1 "v4k_ui.h" // ----------------------------------------------------------------------------- // immediate ui framework // - rlyeh, public domain @@ -17018,7 +17081,7 @@ API int ui_active(); // ui_is_active()? API int ui_demo(int do_windows); #line 0 -#line 1 "fwk_video.h" +#line 1 "v4k_video.h" // ----------------------------------------------------------------------------- // video decoder (mpeg) // - rlyeh, public domain @@ -17059,7 +17122,7 @@ API bool record_active(); API void record_stop(void); #line 0 -#line 1 "fwk_window.h" +#line 1 "v4k_window.h" // ----------------------------------------------------------------------------- // window framework // - rlyeh, public domain @@ -17163,25 +17226,25 @@ API void window_cursor_shape(unsigned shape); #include #define gladLoadGL(func) (glewExperimental = true, glewInit() == GLEW_OK) #else - #if is(win32) /*&& is(tcc)*/ // && ENABLE_DLL + #if is(win32) /*&& is(tcc)*/ // && WITH_DLL #ifdef GLAD_API_CALL #undef GLAD_API_CALL #endif #define GLAD_API_CALL extern API #endif #ifndef GLAD_GL_H_ - #include "fwk" + #include "v4k" #endif #endif -#endif // FWK_H -#ifdef FWK_IMPLEMENTATION -#define FWK_3RD +#endif // V4K_H +#ifdef V4K_IMPLEMENTATION +#define V4K_3RD /* game framework (3rd libs) * - rlyeh, public domain */ -#ifdef FWK_3RD +#ifdef V4K_3RD #define GLAD_GL_IMPLEMENTATION // glad #endif @@ -31100,7 +31163,7 @@ int gladLoadGL( GLADloadfunc load) { #endif // ICON_MD_H #line 0 -#ifdef FWK_3RD +#ifdef V4K_3RD //----------------------------------------------------------------------------- // 3rd party libs @@ -237822,7 +237885,7 @@ void nk_glfw3_shutdown(struct nk_glfw* glfw) // - rlyeh, public domain // // changelog: -// - ported to FWK api +// - ported to V4K api // - namespaced symbols // - diverse win32 fixes // - adaptive cols/rows @@ -237947,7 +238010,7 @@ static void browser_reload_directory_content(struct browser *browser, const char // remove last '/' if present. ok to overwrite absolute var, file_*() API returns writeable strings. char *dir = absolute; if( dir[ strlen(dir) - 1 ] == '/' ) dir[ strlen(dir) - 1 ] = '\0'; - dir = file_name(dir); // /home/rlyeh/prj/fwk/art -> art + dir = file_name(dir); // /home/rlyeh/prj/v4k/art -> art BROWSER_PRINTF("%s\n", dir); if( dir[0] != '.' ) // skip special files, folders and internal files like .git or .art.zip @@ -238220,7 +238283,7 @@ static struct nk_image icon_load_rect(unsigned id, unsigned w, unsigned h, unsig */ #line 0 //--- -#ifdef ENABLE_ASSIMP +#ifdef WITH_ASSIMP //{{FILE/*:*/3rd_assimp.h}} //#include "3rd_assimp/cimport.h" //#include "3rd_assimp/scene.h" @@ -252429,8 +252492,7 @@ struct thread_queue_t } THREADNAME_INFO; #pragma pack(pop) -#elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems - +#elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems #ifndef _GNU_SOURCE #define _GNU_SOURCE //< @r-lyeh: pthread_setname_np() #endif @@ -252454,7 +252516,7 @@ thread_id_t thread_current_thread_id( void ) return (void*) (uintptr_t)GetCurrentThreadId(); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (void*) pthread_self(); @@ -252470,7 +252532,7 @@ void thread_yield( void ) SwitchToThread(); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems sched_yield(); @@ -252486,7 +252548,7 @@ void thread_exit( int return_code ) ExitThread( (DWORD) return_code ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_exit( (void*)(uintptr_t) return_code ); @@ -252527,13 +252589,13 @@ thread_ptr_t thread_init( int (*thread_proc)( void* ), void* user_data, char con return (thread_ptr_t) handle; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_t thread; if( 0 != pthread_create( &thread, NULL, ( void* (*)( void * ) ) thread_proc, user_data ) ) return NULL; - #if !defined( __APPLE__ ) && !defined( __EMSCRIPTEN__ ) // max doesn't support pthread_setname_np. alternatives? //< @r-lyeh, ems + #if !defined( __APPLE__ ) && !defined( __EMSCRIPTEN__ ) && !defined( EMSCRIPTEN ) // max doesn't support pthread_setname_np. alternatives? //< @r-lyeh, ems if( name ) pthread_setname_np( thread, name ); #endif @@ -252552,7 +252614,7 @@ void thread_term( thread_ptr_t thread ) WaitForSingleObject( (HANDLE) thread, INFINITE ); CloseHandle( (HANDLE) thread ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_join( (pthread_t) thread, NULL ); @@ -252571,7 +252633,7 @@ int thread_join( thread_ptr_t thread ) GetExitCodeThread( (HANDLE) thread, &retval ); return (int) retval; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems void* retval; pthread_join( (pthread_t) thread, &retval ); @@ -252589,7 +252651,7 @@ int thread_detach( thread_ptr_t thread ) return CloseHandle( (HANDLE) thread ) != 0; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) return pthread_detach( (pthread_t) thread ) == 0; @@ -252605,7 +252667,7 @@ void thread_set_high_priority( void ) SetThreadPriority( GetCurrentThread(), THREAD_PRIORITY_HIGHEST ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems struct sched_param sp; memset( &sp, 0, sizeof( sp ) ); @@ -252630,7 +252692,7 @@ void thread_mutex_init( thread_mutex_t* mutex ) InitializeCriticalSectionAndSpinCount( (CRITICAL_SECTION*) mutex, 32 ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems // Compile-time size check struct x { char thread_mutex_type_too_small : ( sizeof( thread_mutex_t ) < sizeof( pthread_mutex_t ) ? 0 : 1 ); }; @@ -252649,7 +252711,7 @@ void thread_mutex_term( thread_mutex_t* mutex ) DeleteCriticalSection( (CRITICAL_SECTION*) mutex ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_destroy( (pthread_mutex_t*) mutex ); @@ -252665,7 +252727,7 @@ void thread_mutex_lock( thread_mutex_t* mutex ) EnterCriticalSection( (CRITICAL_SECTION*) mutex ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_lock( (pthread_mutex_t*) mutex ); @@ -252681,7 +252743,7 @@ void thread_mutex_unlock( thread_mutex_t* mutex ) LeaveCriticalSection( (CRITICAL_SECTION*) mutex ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_unlock( (pthread_mutex_t*) mutex ); @@ -252703,7 +252765,7 @@ struct thread_internal_signal_t HANDLE event; #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_t mutex; pthread_cond_t condition; @@ -252735,7 +252797,7 @@ void thread_signal_init( thread_signal_t* signal ) internal->event = CreateEvent( NULL, FALSE, FALSE, NULL ); #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_init( &internal->mutex, NULL ); pthread_cond_init( &internal->condition, NULL ); @@ -252759,7 +252821,7 @@ void thread_signal_init( thread_signal_t* signal ) CloseHandle( internal->event ); #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_destroy( &internal->mutex ); pthread_cond_destroy( &internal->condition ); @@ -252785,7 +252847,7 @@ void thread_signal_raise( thread_signal_t* signal ) SetEvent( internal->event ); #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_lock( &internal->mutex ); internal->value = 1; @@ -252820,7 +252882,7 @@ int thread_signal_wait( thread_signal_t* signal, int timeout_ms ) return !failed; #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems struct timespec ts; if( timeout_ms >= 0 ) @@ -252864,7 +252926,7 @@ int thread_atomic_int_load( thread_atomic_int_t* atomic ) return InterlockedCompareExchange( &atomic->i, 0, 0 ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_add( &atomic->i, 0 ); @@ -252880,7 +252942,7 @@ void thread_atomic_int_store( thread_atomic_int_t* atomic, int desired ) InterlockedExchange( &atomic->i, desired ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems __sync_fetch_and_and( &atomic->i, 0 ); __sync_fetch_and_or( &atomic->i, desired ); @@ -252897,7 +252959,7 @@ int thread_atomic_int_inc( thread_atomic_int_t* atomic ) return InterlockedIncrement( &atomic->i ) - 1; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_add( &atomic->i, 1 ); @@ -252913,7 +252975,7 @@ int thread_atomic_int_dec( thread_atomic_int_t* atomic ) return InterlockedDecrement( &atomic->i ) + 1; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_sub( &atomic->i, 1 ); @@ -252929,7 +252991,7 @@ int thread_atomic_int_add( thread_atomic_int_t* atomic, int value ) return InterlockedExchangeAdd ( &atomic->i, value ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_add( &atomic->i, value ); @@ -252945,7 +253007,7 @@ int thread_atomic_int_sub( thread_atomic_int_t* atomic, int value ) return InterlockedExchangeAdd( &atomic->i, -value ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_sub( &atomic->i, value ); @@ -252961,7 +253023,7 @@ int thread_atomic_int_swap( thread_atomic_int_t* atomic, int desired ) return InterlockedExchange( &atomic->i, desired ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems int old = (int)__sync_lock_test_and_set( &atomic->i, desired ); __sync_lock_release( &atomic->i ); @@ -252979,7 +253041,7 @@ int thread_atomic_int_compare_and_swap( thread_atomic_int_t* atomic, int expecte return InterlockedCompareExchange( &atomic->i, desired, expected ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_val_compare_and_swap( &atomic->i, expected, desired ); @@ -252995,7 +253057,7 @@ void* thread_atomic_ptr_load( thread_atomic_ptr_t* atomic ) return InterlockedCompareExchangePointer( &atomic->ptr, 0, 0 ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return __sync_fetch_and_add( &atomic->ptr, 0 ); @@ -253017,7 +253079,7 @@ void thread_atomic_ptr_store( thread_atomic_ptr_t* atomic, void* desired ) #pragma warning( pop ) - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems __sync_lock_test_and_set( &atomic->ptr, desired ); __sync_lock_release( &atomic->ptr ); @@ -253039,7 +253101,7 @@ void* thread_atomic_ptr_swap( thread_atomic_ptr_t* atomic, void* desired ) return InterlockedExchangePointer( &atomic->ptr, desired ); #pragma warning( pop ) - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems void* old = __sync_lock_test_and_set( &atomic->ptr, desired ); __sync_lock_release( &atomic->ptr ); @@ -253057,7 +253119,7 @@ void* thread_atomic_ptr_compare_and_swap( thread_atomic_ptr_t* atomic, void* exp return InterlockedCompareExchangePointer( &atomic->ptr, desired, expected ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return __sync_val_compare_and_swap( &atomic->ptr, expected, desired ); @@ -253084,7 +253146,7 @@ void thread_timer_init( thread_timer_t* timer ) *(HANDLE*)timer = CreateWaitableTimer( NULL, TRUE, NULL ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems // Nothing @@ -253104,7 +253166,7 @@ void thread_timer_term( thread_timer_t* timer ) if( timeGetDevCaps( &tc, sizeof( TIMECAPS ) ) == TIMERR_NOERROR ) timeEndPeriod( tc.wPeriodMin ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems // Nothing @@ -253124,7 +253186,7 @@ void thread_timer_wait( thread_timer_t* timer, THREAD_U64 nanoseconds ) (void) b; WaitForSingleObject( *(HANDLE*)timer, INFINITE ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems struct timespec rem; struct timespec req; @@ -253149,7 +253211,7 @@ thread_tls_t thread_tls_create( void ) else return (thread_tls_t) (uintptr_t) tls; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_key_t tls; if( pthread_key_create( &tls, NULL ) == 0 ) @@ -253169,7 +253231,7 @@ void thread_tls_destroy( thread_tls_t tls ) TlsFree( (DWORD) (uintptr_t) tls ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_key_delete( (pthread_key_t) (uintptr_t) tls ); //< @r-lyeh: uintptr_t @@ -253185,7 +253247,7 @@ void thread_tls_set( thread_tls_t tls, void* value ) TlsSetValue( (DWORD) (uintptr_t) tls, value ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_setspecific( (pthread_key_t) (uintptr_t) tls, value ); //< @r-lyeh: uintptr_t @@ -253201,7 +253263,7 @@ void* thread_tls_get( thread_tls_t tls ) return TlsGetValue( (DWORD) (uintptr_t) tls ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return pthread_getspecific( (pthread_key_t) (uintptr_t) tls ); //< @r-lyeh: uintptr_t @@ -328858,11 +328920,11 @@ API void ProgressiveMesh(int vert_n, int vert_stride, const float *v, int tri_n, * SOFTWARE. */ #line 0 -#endif // FWK_3RD +#endif // V4K_3RD /* game framework. * - rlyeh, public domain * -* ## FWK License +* ## V4K License * * This software is available under 3 licenses. Choose whichever you prefer. * ------------------------------------------------------------------------------ @@ -328945,13 +329007,13 @@ API void ProgressiveMesh(int vert_n, int vert_stride, const float *v, int tri_n, * ------------------------------------------------------------------------------ */ -#ifndef FWK_H -#include "fwk.h" +#ifndef V4K_H +#include "v4k.h" #endif -#ifndef FWK_3RD -#define FWK_3RD -#include "fwk" +#ifndef V4K_3RD +#define V4K_3RD +#include "v4k" #endif //----------------------------------------------------------------------------- @@ -328961,7 +329023,7 @@ API void ProgressiveMesh(int vert_n, int vert_stride, const float *v, int tri_n, #define atexit(...) // however Linux needs proper atexit() to deinitialize 3rd_miniaudio.h; likely OSX as well. #endif -#line 1 "fwk_ds.c" +#line 1 "v4k_ds.c" // ----------------------------------------------------------------------------- // sort/less @@ -329354,7 +329416,7 @@ char *cc8str(uint64_t x) { #line 0 -#line 1 "fwk_string.c" +#line 1 "v4k_string.c" #include char* tempvl(const char *fmt, va_list vl) { @@ -329690,7 +329752,7 @@ array(uint32_t) string32( const char *utf8 ) { #line 0 -#line 1 "fwk_compat.c" +#line 1 "v4k_compat.c" //----------------------------------------------------------------------------- // compat (unix & stdio.h) @@ -329752,7 +329814,7 @@ FILE *fmemopen(void *buf, size_t len, const char *type) { int fd = -1; char temppath[DIR_MAX - 14], filename[DIR_MAX + 1]; if( GetTempPathA(sizeof(temppath), temppath) ) - if( GetTempFileNameA(temppath, "fwk_temp", 0, filename) ) + if( GetTempFileNameA(temppath, "v4k_temp", 0, filename) ) if( !_sopen_s(&fd, filename, _O_CREAT | _O_SHORT_LIVED | _O_TEMPORARY | _O_RDWR | _O_BINARY | _O_NOINHERIT, _SH_DENYRW, _S_IREAD | _S_IWRITE) ) for( FILE *fp = fd != -1 ? _fdopen(fd, "w+b") : NULL; fp; ) return fwrite(buf, len, 1, fp), rewind(fp), unlink(filename), fp; // no need to _close. fclose(on the returned FILE*) also _closes the file descriptor. @@ -329802,12 +329864,12 @@ const char *pathfile_from_handle(FILE *fp) { // ----------------------------------------------------------------------------- -void fwk_init(); -static void fwk_pre_init(); -static void fwk_post_init(float); +void v4k_init(); +static void v4k_pre_init(); +static void v4k_post_init(float); #line 0 -#line 1 "fwk_audio.c" +#line 1 "v4k_audio.c" // @fixme: really shutdown audio & related threads before quitting. drwav crashes. @@ -330321,7 +330383,7 @@ int audio_queue( const void *samples, int num_samples, int flags ) { q.sample.data = reuse_ptr; q.callback = audio_queue_callback; - q.sample.frequency = flags & AUDIO_8KHZ ? 8000 : flags & AUDIO_11KHZ ? 11025 : flags & AUDIO_44KHZ ? 44100 : 22050; + q.sample.frequency = flags & AUDIO_8KHZ ? 8000 : flags & AUDIO_11KHZ ? 11025 : flags & AUDIO_44KHZ ? 44100 : flags & AUDIO_32KHZ ? 32000 : 22050; q.sample.audio_format = flags & AUDIO_FLOAT ? STS_MIXER_SAMPLE_FORMAT_FLOAT : STS_MIXER_SAMPLE_FORMAT_16; q.sample.length = q.sample.frequency / (1000 / AUDIO_QUEUE_BUFFERING_MS); // num_samples; int bytes = q.sample.length * 2 * (flags & AUDIO_FLOAT ? 4 : 2); @@ -330355,7 +330417,7 @@ int audio_queue( const void *samples, int num_samples, int flags ) { } #line 0 -#line 1 "fwk_collide.c" +#line 1 "v4k_collide.c" /* poly */ poly poly_alloc(int cnt) { poly p = {0}; @@ -331783,7 +331845,7 @@ void collide_demo() { // debug draw collisions // @fixme: fix leaks: poly_free() } #line 0 -#line 1 "fwk_cooker.c" +#line 1 "v4k_cooker.c" // data pipeline // - rlyeh, public domain. // ---------------------------------------------------------------------------- @@ -331831,7 +331893,7 @@ cook_script_t cook_script(const char *rules, const char *infile, const char *out map_find_or_add(symbols, "INFILE", STRDUP(infile)); map_find_or_add(symbols, "INPUT", STRDUP(infile)); - map_find_or_add(symbols, "PRETTY", STRDUP(infile + ART_SKIP_ROOT)); // pretty (truncated) input (C:/prj/FWK/art/file.wav -> file.wav) + map_find_or_add(symbols, "PRETTY", STRDUP(infile + ART_SKIP_ROOT)); // pretty (truncated) input (C:/prj/V4K/art/file.wav -> file.wav) map_find_or_add(symbols, "OUTPUT", STRDUP(outfile)); map_find_or_add(symbols, "TOOLS", STRDUP(TOOLS)); map_find_or_add(symbols, "EDITOR", STRDUP(EDITOR)); @@ -332280,7 +332342,7 @@ int cook(void *userdata) { struct tm *timeinfo = localtime(&st.st_mtime); ASSERT(timeinfo); - // pretty (truncated) input (C:/prj/FWK/art/file.wav -> file.wav) + // pretty (truncated) input (C:/prj/V4K/art/file.wav -> file.wav) static __thread int artlen = 0; if(!artlen) artlen = strlen(ART); const char *pretty = fname; if( !strncmp(pretty, ART, artlen) ) pretty += artlen; @@ -332343,10 +332405,10 @@ bool cook_start( const char *cook_ini, const char *masks, int flags ) { do_once { #if 0 - const char *HOME = file_pathabs(cook_ini); // ../tools/cook.ini -> c:/prj/fwk/tools/cook.ini + const char *HOME = file_pathabs(cook_ini); // ../tools/cook.ini -> c:/prj/v4k/tools/cook.ini if( strbeg(HOME, app_path() ) ) HOME = STRDUP( file_path( HOME += strlen(app_path()) ) ); // -> tools/ @leak #else - char *HOME = STRDUP(file_pathabs(cook_ini)); // ../tools/cook.ini -> c:/prj/fwk/tools/cook.ini + char *HOME = STRDUP(file_pathabs(cook_ini)); // ../tools/cook.ini -> c:/prj/v4k/tools/cook.ini HOME[ strlen(HOME) - strlen(file_name(cook_ini)) ] = '\0'; // -> tools/ @leak #endif @@ -332412,7 +332474,7 @@ bool cook_start( const char *cook_ini, const char *masks, int flags ) { return true; // nothing to do } - // estimate ART_SKIP_ROOT (C:/prj/fwk/demos/assets/file.png -> strlen(C:/prj/fwk/) -> 11) + // estimate ART_SKIP_ROOT (C:/prj/v4k/demos/assets/file.png -> strlen(C:/prj/v4k/) -> 11) { array(char*) dirs = 0; for each_substring(ART, ",", art_folder) { @@ -332549,7 +332611,7 @@ void cook_config( const char *pathfile_to_cook_ini ) { // @todo: test run-from-" } #line 0 -#line 1 "fwk_data.c" +#line 1 "v4k_data.c" static array(char) base64__decode(const char *in_, unsigned inlen) { @@ -332903,7 +332965,7 @@ unsigned zexcess(unsigned flags) { } #line 0 -#line 1 "fwk_dll.c" +#line 1 "v4k_dll.c" #if is(win32) # include # define dlopen(name,mode) (void*)( (name) ? LoadLibraryA(name) : GetModuleHandle(NULL)) @@ -332935,7 +332997,7 @@ int main() { int (*adder)() = dll("demo.dll", "add2"); printf("%d\n", adder(2,3) #endif #line 0 -#line 1 "fwk_file.c" +#line 1 "v4k_file.c" // ----------------------------------------------------------------------------- // file @@ -333215,7 +333277,7 @@ bool file_copy(const char *src, const char *dst) { char* file_tempname() { static __thread int id; - return va("%s/fwk-temp.%s.%p.%d", app_temp(), getenv(ifdef(win32, "username", "USER")), &id, rand()); + return va("%s/v4k-temp.%s.%p.%d", app_temp(), getenv(ifdef(win32, "username", "USER")), &id, rand()); } FILE *file_temp(void) { const char *fname = file_tempname(); @@ -333616,7 +333678,7 @@ char* vfs_load(const char *pathfile, int *size_out) { // @todo: fix leaks, vfs_u // @fixme: handle \\?\ absolute path (win) if (!pathfile[0]) return file_load(pathfile, size_out); while( pathfile[0] == '.' && (pathfile[1] == '/' || pathfile[1] == '\\') ) pathfile += 2; - // if (pathfile[0] == '/' || pathfile[1] == ':') return file_load(pathfile, size_out); // @fixme: handle current cooked /home/FWK or C:/FWK path cases within zipfiles + // if (pathfile[0] == '/' || pathfile[1] == ':') return file_load(pathfile, size_out); // @fixme: handle current cooked /home/V4K or C:/V4K path cases within zipfiles if( size_out ) *size_out = 0; if( strend(pathfile, "/") ) return 0; // it's a dir @@ -333639,7 +333701,7 @@ if( found && *found == 0 ) { base = file_name(pathfile); if(base[0] == '\0') return 0; // it's a dir folder = file_path(pathfile); - // make folder variable easier to read in logs: /home/rlyeh/prj/fwk/art/demos/audio/coin.wav -> demos/audio/coin.wav + // make folder variable easier to read in logs: /home/rlyeh/prj/v4k/art/demos/audio/coin.wav -> demos/audio/coin.wav // static int ART_LEN = 0; do_once ART_LEN = strlen(ART); // if( !strncmp(folder, ART, ART_LEN) ) { // folder += ART_LEN; @@ -333954,7 +334016,7 @@ bool ini_write(const char *filename, const char *section, const char *key, const #line 0 -#line 1 "fwk_font.c" +#line 1 "v4k_font.c" // font framework. original code by Vassvik (UNLICENSED) // - rlyeh, public domain. // @@ -336304,7 +336366,7 @@ vec2 font_rect(const char *str) { } #line 0 -#line 1 "fwk_input.c" +#line 1 "v4k_input.c" // input framework // - rlyeh, public domain // @@ -337017,7 +337079,7 @@ void input_demo() { } #line 0 -#line 1 "fwk_math.c" +#line 1 "v4k_math.c" // ----------------------------------------------------------------------------- // math framework: rand, ease, vec2, vec3, vec4, quat, mat2, mat33, mat34, mat4 // - rlyeh, public domain @@ -337964,7 +338026,7 @@ void print34( float *m ) { print_(m,3,4); } void print44( float *m ) { print_(m,4,4); } #line 0 -#line 1 "fwk_memory.c" +#line 1 "v4k_memory.c" size_t dlmalloc_usable_size(void*); // __ANDROID_API__ #if is(bsd) || is(osx) // bsd or osx @@ -338062,7 +338124,7 @@ void* forget( void *ptr ) { } #line 0 -#line 1 "fwk_network.c" +#line 1 "v4k_network.c" // @fixme: broken with tcc -m64 (our default tcc configuration) int download_file( FILE *out, const char *url ) { @@ -338335,7 +338397,618 @@ static void network_init() { } #line 0 -#line 1 "fwk_render.c" +#line 1 "v4k_netsync.c" +typedef void* (*rpc_function)(); + +typedef struct rpc_call { + char *method; + rpc_function function; + uint64_t function_hash; +} rpc_call; + +#define RPC_SIGNATURE_i_iii UINT64_C(0x78409099752fa48a) // printf("%llx\n, HASH_STR("int(int,int,int)")); +#define RPC_SIGNATURE_i_ii UINT64_C(0x258290edf43985a5) // printf("%llx\n, HASH_STR("int(int,int)")); +#define RPC_SIGNATURE_s_s UINT64_C(0x97deedd17d9afb12) // printf("%llx\n, HASH_STR("char*(char*)")); +#define RPC_SIGNATURE_s_v UINT64_C(0x09c16a1242049b80) // printf("%llx\n, HASH_STR("char*(void)")); + +static +rpc_call rpc_new_call(const char *signature, rpc_function function) { + if( signature && function ) { + array(char*)tokens = strsplit(signature, "(,)"); + if( array_count(tokens) >= 1 ) { + char *method = strrchr(tokens[0], ' ')+1; + char *rettype = va("%.*s", (int)(method - tokens[0] - 1), tokens[0]); + int num_args = array_count(tokens) - 1; + char* hash_sig = va("%s(%s)", rettype, num_args ? (array_pop_front(tokens), strjoin(tokens, ",")) : "void"); + uint64_t hash = hash_str(hash_sig); + method = va("%s%d", method, num_args ); +#if RPC_DEBUG + printf("%p %p %s `%s` %s(", function, (void*)hash, rettype, hash_sig, method); for(int i = 0, end = array_count(tokens); i < end; ++i) printf("%s%s", tokens[i], i == (end-1)? "":", "); puts(");"); +#endif + return (rpc_call) { strdup(method), function, hash }; // LEAK + } + } + return (rpc_call) {0}; +} + +static map(char*, rpc_call) rpc_calls = 0; + +static +void rpc_insert(const char *signature, void *function ) { + rpc_call call = rpc_new_call(signature, function); + if( call.method ) { + if( !rpc_calls ) map_init(rpc_calls, less_str, hash_str); + if( map_find(rpc_calls, call.method)) { + map_erase(rpc_calls, call.method); + } + map_insert(rpc_calls, call.method, call); + } +} + +static +char *rpc_full(unsigned id, const char* method, unsigned num_args, char *args[]) { +#if RPC_DEBUG + printf("id:%x method:%s args:", id, method ); + for( int i = 0; i < num_args; ++i ) printf("%s,", args[i]); puts(""); +#endif + + method = va("%s%d", method, num_args); + rpc_call *found = map_find(rpc_calls, (char*)method); + if( found ) { + switch(found->function_hash) { + case RPC_SIGNATURE_i_iii: return va("%d %d", id, (int)(uintptr_t)found->function(atoi(args[0]), atoi(args[1]), atoi(args[2])) ); + case RPC_SIGNATURE_i_ii: return va("%d %d", id, (int)(uintptr_t)found->function(atoi(args[0]), atoi(args[1])) ); + case RPC_SIGNATURE_s_s: return va("%d %s", id, (char*)found->function(args[0]) ); + case RPC_SIGNATURE_s_v: return va("%d %s", id, (char*)found->function() ); + default: break; + } + } + return va("%d -1", id); +} + +static +array(char*) rpc_parse_args( const char *cmdline, bool quote_whitespaces ) { // parse cmdline arguments. must array_free() after use + // - supports quotes: "abc" "abc def" "abc \"def\"" "abc \"def\"""ghi" etc. + // - #comments removed + array(char*) args = 0; // LEAK + for( int i = 0; cmdline[i]; ) { + char buf[256] = {0}, *ptr = buf; + while(cmdline[i] && isspace(cmdline[i])) ++i; + bool quoted = cmdline[i] == '\"'; + if( quoted ) { + while(cmdline[++i]) { + char ch = cmdline[i]; + /**/ if (ch == '\\' && cmdline[i + 1] == '\"') *ptr++ = '\"', ++i; + else if (ch == '\"' && cmdline[i + 1] == '\"') ++i; + else if (ch == '\"' && (!cmdline[i + 1] || isspace(cmdline[i + 1]))) { + ++i; break; + } + else *ptr++ = ch; + } + } else { + while(cmdline[i] && !isspace(cmdline[i])) *ptr++ = cmdline[i++]; + } + if (buf[0] && buf[0] != '#') { // exclude empty args + comments + if( quote_whitespaces && quoted ) + array_push(args, va("\"%s\"",buf)); + else + array_push(args, va("%s",buf)); + } + } + return args; +} + +static +char* rpc(unsigned id, const char* cmdline) { + array(char*) args = rpc_parse_args(cmdline, false); + int num_args = array_count(args); + char *ret = num_args ? rpc_full(id, args[0], num_args - 1, &args[1]) : rpc_full(id, "", 0, NULL); + array_free(args); + return ret; +} + +static void enet_quit(void) { + do_once { + // enet_deinitialize(); + } +} +static void enet_init() { + do_once { + if( enet_initialize() != 0 ) { + PANIC("cannot initialize enet"); + } + atexit( enet_quit ); + } +} + + +static ENetHost *Server; +static map(ENetPeer *, int64_t) clients; +static map(int64_t, ENetPeer *) peers; +static int64_t next_client_id = 1; // assumes ID 0 is server +enum { MSG_INIT, MSG_BUF, MSG_RPC }; + +bool server_bind(int max_clients, int port) { + map_init(clients, less_64, hash_64); + map_init(peers, less_64, hash_64); + assert(port == 0 || (port > 1024 && port < 65500)); + ENetAddress address = {0}; + address.host = ENET_HOST_ANY; + address.port = port; + Server = enet_host_create(&address, max_clients, 2 /*channels*/, 0 /*in bandwidth*/, 0 /*out bandwidth*/); + return Server != NULL; +} + +static +void server_drop_client(int64_t handle) { + map_erase(clients, *(ENetPeer **)map_find(peers, handle)); + map_erase(peers, *(int64_t *)handle); +} + +static +void server_drop_client_peer(ENetPeer *peer) { + map_erase(peers, *(int64_t *)map_find(clients, peer)); + map_erase(clients, peer); +} + +void server_poll() { + ENetEvent event; + while( enet_host_service(Server, &event, 2 /*timeout,ms*/) > 0 ) { + switch (event.type) { + case ENET_EVENT_TYPE_CONNECT:; + char ip[128]; enet_peer_get_ip(event.peer, ip, 128); + PRINTF( "A new client connected from ::%s:%u.\n", ip, event.peer->address.port ); + /* Store any relevant client information here. */ + event.peer->data = "Client information"; + + int64_t client_id = next_client_id++; + map_find_or_add(clients, event.peer, client_id); + map_find_or_add(peers, client_id, event.peer); + break; + case ENET_EVENT_TYPE_RECEIVE: + PRINTF( "A packet of length %zu containing %s was received from %s on channel %u.\n", + event.packet->dataLength, + event.packet->data, + (char *)event.peer->data, + event.channelID ); + + char *dbg = (char *)event.peer->data; + char *ptr = event.packet->data; + unsigned sz = event.packet->dataLength; + + uint32_t mid = *(uint32_t*)ptr; + ptr += 4; + + // @todo: propagate event to user + switch (mid) { + case MSG_INIT: { + uint64_t *cid = map_find(clients, event.peer); + if (cid) { + char init_msg[12]; + *(uint32_t*)&init_msg[0] = MSG_INIT; + *(uint64_t*)&init_msg[4] = *cid; + ENetPacket *packet = enet_packet_create(init_msg, 12, ENET_PACKET_FLAG_RELIABLE); + enet_peer_send(event.peer, 0, packet); + } else { + PRINTF("ignoring unk MSG_INIT client packet.\n"); + } + } break; + default: + PRINTF("recving unk %d sz %d from peer %s\n", mid, sz, dbg); + } + + /* Clean up the packet now that we're done using it. */ + enet_packet_destroy( event.packet ); + break; + + case ENET_EVENT_TYPE_DISCONNECT: + PRINTF( "%s disconnected.\n", (char *)event.peer->data ); + /* Reset the peer's client information. */ + event.peer->data = NULL; + server_drop_client_peer(event.peer); + break; + + case ENET_EVENT_TYPE_DISCONNECT_TIMEOUT: + PRINTF( "%s timeout.\n", (char *)event.peer->data ); + event.peer->data = NULL; + server_drop_client_peer(event.peer); + break; + + case ENET_EVENT_TYPE_NONE: break; + } + } +} + +void client_poll() { + ENetEvent event; + while( enet_host_service(Server, &event, 2 /*timeout,ms*/) > 0 ) { + switch (event.type) { + case ENET_EVENT_TYPE_CONNECT:; + break; + case ENET_EVENT_TYPE_RECEIVE: + PRINTF( "A packet of length %zu containing %s was received from %s on channel %u.\n", + event.packet->dataLength, + event.packet->data, + (char *)event.peer->data, + event.channelID ); + + char *dbg = (char *)event.peer->data; + char *ptr = event.packet->data; + unsigned sz = event.packet->dataLength; + + uint32_t mid = *(uint32_t*)ptr; + ptr += 4; + + // @todo: propagate event to user + switch (mid) { + case MSG_INIT: + /* handled during client_join */ + break; + default: + PRINTF("recving unk %d sz %d from peer %s\n", mid, sz, dbg); + } + + /* Clean up the packet now that we're done using it. */ + enet_packet_destroy( event.packet ); + break; + + case ENET_EVENT_TYPE_DISCONNECT: + PRINTF( "%s disconnected.\n", (char *)event.peer->data ); + /* Reset the peer's client information. */ + event.peer->data = NULL; + server_drop_client_peer(event.peer); + break; + + case ENET_EVENT_TYPE_DISCONNECT_TIMEOUT: + PRINTF( "%s timeout.\n", (char *)event.peer->data ); + event.peer->data = NULL; + server_drop_client_peer(event.peer); + break; + + case ENET_EVENT_TYPE_NONE: break; + } + } +} + +void server_broadcast_bin(const void *msg, int len) { + ENetPacket *packet = enet_packet_create(msg, len, ENET_PACKET_FLAG_RELIABLE); + enet_host_broadcast(Server, 0, packet); + //enet_host_flush(Server); // flush if needed +} +void server_broadcast(const char *msg) { + server_broadcast_bin(msg, strlen(msg)+1); +} +void server_terminate() { + enet_host_destroy(Server); + Server = 0; +} + +volatile int client_join_connected = 0; +static int client_join_threaded(void *userdata) { + ENetHost *host = (ENetHost *)userdata; + + ENetPacket *packet = enet_packet_create("", 1, ENET_PACKET_FLAG_RELIABLE); + enet_host_broadcast(Server, 0, packet); + + /* Wait up to 5 seconds for the connection attempt to succeed. */ + ENetEvent event; + client_join_connected = 0; + client_join_connected = enet_host_service(host, &event, 5000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT; + return 0; +} + +int64_t client_join(const char *ip, int port) { + assert(port > 1024 && port < 65500); + ENetAddress address = {0}; +// address.host = ENET_HOST_ANY; + enet_address_set_host(&address, !strcmp(ip, "localhost") ? "127.0.0.1" : ip); + address.port = port; + + ENetHost *host = enet_host_create(NULL, 1 /*outgoing connections*/, 2 /*channels*/, 0 /*in bandwidth*/, 0 /*out bandwidth*/); + if(!host) return -1; + ENetPeer *peer = enet_host_connect(host, &address, 2, 0); + if(!peer) return -1; + Server = host; + +#if 1 +#if 0 + // sync wait (not working in localhost, unless threaded) + thread_ptr_t th = thread_init(client_join_threaded, host, "client_join_threaded()", 0 ); + thread_join( th ); + thread_destroy( th ); +#else + ENetEvent event; + bool client_join_connected = enet_host_service(host, &event, 5000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT; +#endif + if(!client_join_connected) { enet_peer_reset(peer); return -1; } +#endif + + // ask for server slot + char init_msg[4]; *(uint32_t*)init_msg = MSG_INIT; + server_broadcast_bin(init_msg, sizeof(init_msg)); + + // wait for the response + bool msg_received = enet_host_service(host, &event, 5000) > 0 && event.type == ENET_EVENT_TYPE_RECEIVE; + if (!msg_received) { enet_peer_reset(peer); return -1; } + + char *ptr = (char *)event.packet->data; + int64_t cid = -1; + + // decapsulate incoming packet. + uint32_t mid = *(uint32_t*)(ptr + 0); + ptr += 4; + + switch (mid) { + case MSG_INIT: + cid = *(int64_t*)ptr; + break; + default: + enet_peer_reset(peer); + return -1; + } + + /* Clean up the packet now that we're done using it. */ + enet_packet_destroy( event.packet ); + + return cid; +} +void server_drop(int64_t handle) { + enet_peer_disconnect_now(*(ENetPeer **)map_find(peers, handle), 0); + server_drop_client(handle); +} + +void server_send(int64_t handle, const char *msg) { + ENetPacket *packet = enet_packet_create(msg, strlen(msg) + 1, ENET_PACKET_FLAG_RELIABLE); + enet_peer_send(*(ENetPeer **)map_find(peers, handle), 0, packet); +} + +// --- + +typedef struct netbuffer_t { + int64_t owner; + void *ptr; + unsigned sz; + unsigned flags; +} netbuffer_t; + +static array(char*) events; // @todo: make event 128 bytes max? +static array(int64_t) values; // @todo: map instead? +static map( int64_t, array(netbuffer_t) ) buffers; // map> + +void network_create(const char *ip, const char *port_, unsigned flags) { + if (buffers) map_clear(buffers); + do_once { + array_resize(values, 128); + map_init(buffers, less_64, hash_64); + + enet_init(); + } + + ip = ip ? ip : "0.0.0.0"; + int port = atoi(port_ ? port_ : "1234"); + + // network_put(NETWORK_IP, 0x7F000001); // 127.0.0.1 + network_put(NETWORK_PORT, port); + network_put(NETWORK_LIVE, -1); + + if( !(flags&NETWORK_CONNECT) || flags&NETWORK_BIND ) { + // server, else client + PRINTF("Trying to bind server, else we connect as a client...\n"); + network_put(NETWORK_RANK, 0); + if( server_bind(MAX_CLIENTS, port) ) { + network_put(NETWORK_LIVE, 1); + PRINTF("Server bound\n"); + } else { + network_put(NETWORK_RANK, -1); /* unassigned until we connect successfully */ + int64_t socket = client_join(ip, port); + if( socket >= 0 ) { + PRINTF("Client connected, id %lld\n", socket); + network_put(NETWORK_LIVE, 1); + network_put(NETWORK_RANK, socket); + } else { + PRINTF("!Client conn failed\n"); + network_put(NETWORK_LIVE, 0); + + if (!(flags&NETWORK_NOFAIL)) + PANIC("cannot neither connect to %s:%d, nor create a server", ip, port); + } + } + } else { + // client only + PRINTF("Connecting to server...\n"); + network_put(NETWORK_RANK, -1); /* unassigned until we connect successfully */ + int64_t socket = client_join(ip, port); + if( socket > 0 ) { + PRINTF("Client connected, id %lld\n", socket); + network_put(NETWORK_LIVE, 1); + network_put(NETWORK_RANK, socket); + } else { + PRINTF("!Client conn failed\n"); + network_put(NETWORK_LIVE, 0); + if (!(flags&NETWORK_NOFAIL)) + PANIC("cannot connect to server %s:%d", ip, port); + } + } + + PRINTF("Network rank:%lld ip:%s port:%lld\n", network_get(NETWORK_RANK), ip, network_get(NETWORK_PORT)); +} + +int64_t network_put(uint64_t key, int64_t value) { + int64_t *found = key < array_count(values) ? &values[key] : NULL; + if(found) *found = value; + return value; +} +int64_t network_get(uint64_t key) { + int64_t *found = key < array_count(values) ? &values[key] : NULL; + return found ? *found : 0; +} + +void* network_buffer(void *ptr, unsigned sz, unsigned flags, int64_t rank) { + assert(flags); + array(netbuffer_t) *found = map_find_or_add(buffers, rank, NULL); + + netbuffer_t nb; + nb.owner = rank; + nb.ptr = ptr; + nb.sz = sz; + nb.flags = flags; + array_push(*found, nb); + + return ptr; +} + +char** network_sync(unsigned timeout_ms) { + array_clear(events); + + int64_t whoami = network_get(NETWORK_RANK); + bool is_server = whoami == 0; + bool is_client = !is_server; + if(timeout_ms < 2) timeout_ms = 2; + // sleep_ms(timeout_ms); // @fixme. server only? + + // Split buffers into clients @todo + // clients need to do this before network polling; servers should do this after polling. + map_foreach(buffers, int64_t, rank, array(netbuffer_t), list) { + for(int i = 0, end = array_count(list); i < end; ++i) { + netbuffer_t *nb = &list[i]; + if (!is_server && !(nb->flags & NETWORK_SEND)) + continue; + static array(char) encapsulate; + array_resize(encapsulate, nb->sz + 28); + uint32_t *mid = (uint32_t*)&encapsulate[0]; *mid = MSG_BUF; + uint64_t *st = (uint64_t*)&encapsulate[4]; *st = nb->flags; + uint32_t *idx = (uint32_t*)&encapsulate[12]; *idx = i; + uint32_t *len = (uint32_t*)&encapsulate[16]; *len = nb->sz; + uint64_t *who = (uint64_t*)&encapsulate[20]; *who = nb->owner; + // PRINTF("sending %llx %u %lld %u\n", *st, *idx, *who, *len); + memcpy(&encapsulate[28], nb->ptr, nb->sz); + server_broadcast_bin(&encapsulate[0], nb->sz + 28); + } + } + + // network poll + for( ENetEvent event; Server && enet_host_service(Server, &event, timeout_ms) > 0; ) { + char *msg = 0; + char ip[128]; enet_peer_get_ip(event.peer, ip, 128); + + switch (event.type) { + default: // case ENET_EVENT_TYPE_NONE: + break; + + case ENET_EVENT_TYPE_CONNECT:; + msg = stringf( "A new client connected from ::%s:%u", ip, event.peer->address.port ); + /* Store any relevant client information here. */ + event.peer->data = "Client information"; + + /* ensure we have free slot for client */ + if (map_count(clients) >= MAX_CLIENTS) { + msg = stringf("%s\n", "Server is at maximum capacity, disconnecting the peer..."); + enet_peer_disconnect_now(event.peer, 1); + break; + } + + int64_t client_id = next_client_id++; + map_find_or_add(clients, event.peer, client_id); + map_find_or_add(peers, client_id, event.peer); + break; + + case ENET_EVENT_TYPE_RECEIVE:; + /* + msg = stringf( "A packet of length %u containing %s was received from %s on channel %u", + (unsigned)event.packet->dataLength, + event.packet->data, + (char *)event.peer->data, + event.channelID ); + */ + char *dbg = (char *)event.peer->data; + char *ptr = (char *)event.packet->data; + unsigned sz = (unsigned)event.packet->dataLength; + unsigned id = (unsigned)event.channelID; + + // debug + // puts(dbg); + // hexdump(ptr, sz); + + // decapsulate incoming packet. + uint32_t mid = *(uint32_t*)(ptr + 0); + ptr += 4; + + switch (mid) { + case MSG_INIT: + if (is_server) { + uint64_t *cid = map_find(clients, event.peer); + if (cid) { + char init_msg[12]; + *(uint32_t*)&init_msg[0] = MSG_INIT; + *(int64_t*)&init_msg[4] = *cid; + ENetPacket *packet = enet_packet_create(init_msg, 12, ENET_PACKET_FLAG_RELIABLE); + enet_peer_send(event.peer, 0, packet); + PRINTF("Client req id %lld for peer ::%s:%u\n", *cid, ip, event.peer->address.port); + } else { + PRINTF("!Ignoring unk MSG_INIT client packet.\n"); + } + } + break; + case MSG_BUF: { + uint64_t *flags = (uint64_t*)(ptr + 0); + uint32_t *idx = (uint32_t*)(ptr + 8); + uint32_t *len = (uint32_t*)(ptr + 12); + uint64_t *who = (uint64_t*)(ptr + 16); + // PRINTF("recving %d %llx %u %u %lld\n", mid, *flags, *idx, *len, *who); + ptr += 24; + + // validate if peer owns the buffer + uint8_t client_valid = 0; + + if (is_server) { + int64_t *cid = map_find(clients, event.peer); + client_valid = cid ? *cid == *who : 0; + } + + // apply incoming packet. + if( is_client ? *who != whoami : client_valid ) { // clients merge always foreign packets. servers merge foreign packets. + array(netbuffer_t) *list = map_find(buffers, *who); + assert( list ); + assert( *idx < array_count(*list) ); + netbuffer_t *nb = &(*list)[*idx]; + assert( *len == nb->sz ); + memcpy(nb->ptr, ptr, *len); + } + } break; + default: + break; + // PRINTF("!Receiving unk %d sz %d from peer ::%s:%u\n", mid, sz, ip, event.peer->address.port); + } + /* Clean up the packet now that we're done using it. */ + enet_packet_destroy( event.packet ); + break; + + case ENET_EVENT_TYPE_DISCONNECT: + msg = stringf( "%s disconnected", (char *)event.peer->data ); + /* Reset the peer's client information. */ + event.peer->data = NULL; + if (is_server) server_drop_client_peer(event.peer); + else {network_put(NETWORK_RANK, -1); network_put(NETWORK_LIVE, 0);} + break; + + case ENET_EVENT_TYPE_DISCONNECT_TIMEOUT: + msg = stringf( "%s timeout", (char *)event.peer->data ); + event.peer->data = NULL; + if (is_server) server_drop_client_peer(event.peer); + else {network_put(NETWORK_RANK, -1); network_put(NETWORK_LIVE, 0);} + break; + } + + if(msg) array_push(events, stringf("%d %s", event.type, msg)); +// if(msg) server_broadcast(msg); + } + + array_push(events, NULL); + return events; +} +#line 0 + +#line 1 "v4k_render.c" // ----------------------------------------------------------------------------- // opengl @@ -343251,7 +343924,7 @@ void model_destroy(model_t m) { #undef colormaps #line 0 -#line 1 "fwk_renderdd.c" +#line 1 "v4k_renderdd.c" static const char *dd_vs = "//" FILELINE "\n" "in vec3 att_position;\n" "uniform mat4 u_MVP;\n" @@ -344075,7 +344748,7 @@ void ddraw_demo() { } #line 0 -#line 1 "fwk_scene.c" +#line 1 "v4k_scene.c" // // @todo: remove explicit GL code from here @@ -344491,14 +345164,14 @@ void scene_render(int flags) { } #line 0 -#line 1 "fwk_script.c" +#line 1 "v4k_script.c" typedef lua_State lua; // the Lua interpreter static lua *L; #if is(linux) -void luaopen_libfwk(lua_State *L) {} +void luaopen_libv4k(lua_State *L) {} #endif static void* script__realloc(void *userdef, void *ptr, size_t osize, size_t nsize) { @@ -344623,7 +345296,7 @@ int window_swap_lua(lua *L) { #define BIND_ALL3(rc,func,a1) script_bind_function(#func, func##_lua) #define BIND_ALL4(rc,func,a1,a2) script_bind_function(#func, func##_lua) -#define XMACRO(X) /* @fixme: add all remaining FWK functions */ \ +#define XMACRO(X) /* @fixme: add all remaining V4K functions */ \ X(bool, window_create, float, int ) \ X(bool, window_swap ) \ X(void, ddraw_grid, float ) \ @@ -344641,7 +345314,7 @@ void script_quit(void) { } void script_init() { if( !L ) { - // fwk_init(); + // v4k_init(); // initialize Lua L = lua_newstate(script__realloc, 0); // L = luaL_newstate(); @@ -344672,7 +345345,7 @@ bool script_tests() { #undef XMACRO #line 0 -#line 1 "fwk_system.c" +#line 1 "v4k_system.c" #if (is(tcc) && is(linux)) || (is(gcc) && !is(mingw)) // || is(clang) int __argc; char **__argv; #if !is(ems) @@ -345616,8 +346289,8 @@ void alert(const char *message) { // @todo: move to app_, besides die() #elif is(ems) emscripten_run_script(va("alert('%s')", message)); #elif is(linux) - for(FILE *fp = fopen("/tmp/fwk.warning","wb");fp;fp=0) - fputs(message,fp), fclose(fp), system("xmessage -center -file /tmp/fwk.warning"); + for(FILE *fp = fopen("/tmp/v4k.warning","wb");fp;fp=0) + fputs(message,fp), fclose(fp), system("xmessage -center -file /tmp/v4k.warning"); #elif is(osx) system(va("osascript -e 'display alert \"Alert\" message \"%s\"'", message)); #endif @@ -345738,7 +346411,7 @@ void thread_destroy( void *thd ) { #line 0 -#line 1 "fwk_ui.c" +#line 1 "v4k_ui.c" #ifndef UI_ICONS_SMALL //#define UI_ICONS_SMALL 1 @@ -348099,7 +348772,7 @@ int ui_demo(int do_windows) { } #line 0 -#line 1 "fwk_profile.c" +#line 1 "v4k_profile.c" #if ENABLE_PROFILER profiler_t profiler; int profiler_enabled = 1; @@ -348169,7 +348842,7 @@ void (profile_render)() { #endif #line 0 -#line 1 "fwk_video.c" +#line 1 "v4k_video.c" // tip: convert video to x265/mp4. note: higher crf to increase compression (default crf is 28) // ffmpeg -i {{infile}} -c:v libx265 -crf 24 -c:a copy {{outfile}} @@ -348401,7 +349074,7 @@ void record_frame() { } #line 0 -#line 1 "fwk_window.c" +#line 1 "v4k_window.c" //----------------------------------------------------------------------------- // fps locking @@ -348656,7 +349329,7 @@ void glNewFrame() { bool window_create_from_handle(void *handle, float scale, unsigned flags) { glfw_init(); - fwk_init(); + v4k_init(); if(!t) t = glfwGetTime(); #if is(ems) @@ -348761,9 +349434,9 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) { // window_cursor(flags & WINDOW_NO_MOUSE ? false : true); glfwSetDropCallback(window, window_drop_callback); - // camera inits for fwk_pre_init() -> ddraw_flush() -> get_active_camera() + // camera inits for v4k_pre_init() -> ddraw_flush() -> get_active_camera() // static camera_t cam = {0}; id44(cam.view); id44(cam.proj); extern camera_t *last_camera; last_camera = &cam; - fwk_pre_init(); + v4k_pre_init(); // display a progress bar meanwhile cook is working in the background // Sleep(500); @@ -348813,7 +349486,7 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) { if(cook_cancelling) cook_stop(), exit(-1); - fwk_post_init(mode->refreshRate); + v4k_post_init(mode->refreshRate); return true; } @@ -349317,7 +349990,7 @@ void window_aspect_unlock() { } #line 0 -#line 1 "fwk_obj.c" +#line 1 "v4k_obj.c" void *obj_initialize( void **ptr, char *type ) { unsigned payload = ((unsigned char)type[0]) << 8; type[0] = '\1'; // @fixme: actually use this '\1' custom tag #ifndef NDEBUG @@ -349824,7 +350497,7 @@ int main() { #endif #line 0 -#line 1 "fwk_ai.c" +#line 1 "v4k_ai.c" // AI framework // - rlyeh, public domain. // @@ -350401,7 +351074,7 @@ int pathfind_astar(int width, int height, const unsigned* map, vec2i src, vec2i } #line 0 -#line 1 "fwk_editor.c" +#line 1 "v4k_editor.c" // editing: // nope > functions: add/rem property @@ -350734,10 +351407,10 @@ int main() { // editor is last in place, so it can use all internals from above headers -#line 1 "fwk_main.c" +#line 1 "v4k_main.c" // ---------------------------------------------------------------------------- -static void fwk_pre_init() { +static void v4k_pre_init() { window_icon(va("%s.png", app_name())); ifdef(win32,window_icon(va("%s.ico", app_name()))); @@ -350757,7 +351430,7 @@ static void fwk_pre_init() { // window_swap(); } -static void fwk_post_init(float refresh_rate) { +static void v4k_post_init(float refresh_rate) { // cook cleanup cook_stop(); @@ -350796,12 +351469,12 @@ static void fwk_post_init(float refresh_rate) { // ---------------------------------------------------------------------------- static -void fwk_quit(void) { +void v4k_quit(void) { storage_flush(); midi_quit(); } -void fwk_init() { +void v4k_init() { do_once { // install signal handlers ifdef(debug, signal_hooks()); @@ -350818,7 +351491,7 @@ void fwk_init() { // chdir to root (if invoked as tcc -g -run) chdir(app_path()); - // skip tcc argvs (if invoked as tcc file.c fwk.c -g -run) (win) + // skip tcc argvs (if invoked as tcc file.c v4k.c -g -run) (win) if( __argc > 1 ) if( strstr(__argv[0], "/tcc") || strstr(__argv[0], "\\tcc") ) { __argc = 0; } @@ -350828,7 +351501,7 @@ void fwk_init() { cook_start(COOK_INI, "**", 0|COOK_ASYNC|COOK_CANCELABLE ); } - atexit(fwk_quit); + atexit(v4k_quit); } } @@ -350837,7 +351510,7 @@ void fwk_init() { // int AmdPowerXpressRequestHighPerformance = 1; #if is(linux) && is(tcc) // fixes `tcc: error: undefined symbol '__dso_handle'` -int __dso_handle; // compiled with: `tcc demo.c fwk.c -D__STDC_NO_VLA__ -lX11` +int __dso_handle; // compiled with: `tcc demo.c v4k.c -D__STDC_NO_VLA__ -lX11` #endif #if is(win32) && is(tcc) // fixes `tcc: error: undefined symbol '_InterlockedExchangeAdd'` when compiling with `-m64` flag @@ -350860,4 +351533,4 @@ const struct in6_addr in6addr_any; // = IN6ADDR_ANY_INIT; #endif #line 0 -#endif // FWK_IMPLEMENTATION +#endif // V4K_IMPLEMENTATION diff --git a/engine/split/3rd_nuklear_filebrowser.h b/engine/split/3rd_nuklear_filebrowser.h index ffa3f34..9845405 100644 --- a/engine/split/3rd_nuklear_filebrowser.h +++ b/engine/split/3rd_nuklear_filebrowser.h @@ -2,7 +2,7 @@ // - rlyeh, public domain // // changelog: -// - ported to FWK api +// - ported to V4K api // - namespaced symbols // - diverse win32 fixes // - adaptive cols/rows @@ -127,7 +127,7 @@ static void browser_reload_directory_content(struct browser *browser, const char // remove last '/' if present. ok to overwrite absolute var, file_*() API returns writeable strings. char *dir = absolute; if( dir[ strlen(dir) - 1 ] == '/' ) dir[ strlen(dir) - 1 ] = '\0'; - dir = file_name(dir); // /home/rlyeh/prj/fwk/art -> art + dir = file_name(dir); // /home/rlyeh/prj/v4k/art -> art BROWSER_PRINTF("%s\n", dir); if( dir[0] != '.' ) // skip special files, folders and internal files like .git or .art.zip diff --git a/engine/split/3rd_thread.h b/engine/split/3rd_thread.h index 64c51de..59bd7f9 100644 --- a/engine/split/3rd_thread.h +++ b/engine/split/3rd_thread.h @@ -713,8 +713,7 @@ struct thread_queue_t } THREADNAME_INFO; #pragma pack(pop) -#elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems - +#elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems #ifndef _GNU_SOURCE #define _GNU_SOURCE //< @r-lyeh: pthread_setname_np() #endif @@ -738,7 +737,7 @@ thread_id_t thread_current_thread_id( void ) return (void*) (uintptr_t)GetCurrentThreadId(); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (void*) pthread_self(); @@ -754,7 +753,7 @@ void thread_yield( void ) SwitchToThread(); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems sched_yield(); @@ -770,7 +769,7 @@ void thread_exit( int return_code ) ExitThread( (DWORD) return_code ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_exit( (void*)(uintptr_t) return_code ); @@ -811,13 +810,13 @@ thread_ptr_t thread_init( int (*thread_proc)( void* ), void* user_data, char con return (thread_ptr_t) handle; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_t thread; if( 0 != pthread_create( &thread, NULL, ( void* (*)( void * ) ) thread_proc, user_data ) ) return NULL; - #if !defined( __APPLE__ ) && !defined( __EMSCRIPTEN__ ) // max doesn't support pthread_setname_np. alternatives? //< @r-lyeh, ems + #if !defined( __APPLE__ ) && !defined( __EMSCRIPTEN__ ) && !defined( EMSCRIPTEN ) // max doesn't support pthread_setname_np. alternatives? //< @r-lyeh, ems if( name ) pthread_setname_np( thread, name ); #endif @@ -836,7 +835,7 @@ void thread_term( thread_ptr_t thread ) WaitForSingleObject( (HANDLE) thread, INFINITE ); CloseHandle( (HANDLE) thread ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_join( (pthread_t) thread, NULL ); @@ -855,7 +854,7 @@ int thread_join( thread_ptr_t thread ) GetExitCodeThread( (HANDLE) thread, &retval ); return (int) retval; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems void* retval; pthread_join( (pthread_t) thread, &retval ); @@ -873,7 +872,7 @@ int thread_detach( thread_ptr_t thread ) return CloseHandle( (HANDLE) thread ) != 0; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) return pthread_detach( (pthread_t) thread ) == 0; @@ -889,7 +888,7 @@ void thread_set_high_priority( void ) SetThreadPriority( GetCurrentThread(), THREAD_PRIORITY_HIGHEST ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems struct sched_param sp; memset( &sp, 0, sizeof( sp ) ); @@ -914,7 +913,7 @@ void thread_mutex_init( thread_mutex_t* mutex ) InitializeCriticalSectionAndSpinCount( (CRITICAL_SECTION*) mutex, 32 ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems // Compile-time size check struct x { char thread_mutex_type_too_small : ( sizeof( thread_mutex_t ) < sizeof( pthread_mutex_t ) ? 0 : 1 ); }; @@ -933,7 +932,7 @@ void thread_mutex_term( thread_mutex_t* mutex ) DeleteCriticalSection( (CRITICAL_SECTION*) mutex ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_destroy( (pthread_mutex_t*) mutex ); @@ -949,7 +948,7 @@ void thread_mutex_lock( thread_mutex_t* mutex ) EnterCriticalSection( (CRITICAL_SECTION*) mutex ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_lock( (pthread_mutex_t*) mutex ); @@ -965,7 +964,7 @@ void thread_mutex_unlock( thread_mutex_t* mutex ) LeaveCriticalSection( (CRITICAL_SECTION*) mutex ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_unlock( (pthread_mutex_t*) mutex ); @@ -987,7 +986,7 @@ struct thread_internal_signal_t HANDLE event; #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_t mutex; pthread_cond_t condition; @@ -1019,7 +1018,7 @@ void thread_signal_init( thread_signal_t* signal ) internal->event = CreateEvent( NULL, FALSE, FALSE, NULL ); #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_init( &internal->mutex, NULL ); pthread_cond_init( &internal->condition, NULL ); @@ -1043,7 +1042,7 @@ void thread_signal_init( thread_signal_t* signal ) CloseHandle( internal->event ); #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_destroy( &internal->mutex ); pthread_cond_destroy( &internal->condition ); @@ -1069,7 +1068,7 @@ void thread_signal_raise( thread_signal_t* signal ) SetEvent( internal->event ); #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_lock( &internal->mutex ); internal->value = 1; @@ -1104,7 +1103,7 @@ int thread_signal_wait( thread_signal_t* signal, int timeout_ms ) return !failed; #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems struct timespec ts; if( timeout_ms >= 0 ) @@ -1148,7 +1147,7 @@ int thread_atomic_int_load( thread_atomic_int_t* atomic ) return InterlockedCompareExchange( &atomic->i, 0, 0 ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_add( &atomic->i, 0 ); @@ -1164,7 +1163,7 @@ void thread_atomic_int_store( thread_atomic_int_t* atomic, int desired ) InterlockedExchange( &atomic->i, desired ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems __sync_fetch_and_and( &atomic->i, 0 ); __sync_fetch_and_or( &atomic->i, desired ); @@ -1181,7 +1180,7 @@ int thread_atomic_int_inc( thread_atomic_int_t* atomic ) return InterlockedIncrement( &atomic->i ) - 1; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_add( &atomic->i, 1 ); @@ -1197,7 +1196,7 @@ int thread_atomic_int_dec( thread_atomic_int_t* atomic ) return InterlockedDecrement( &atomic->i ) + 1; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_sub( &atomic->i, 1 ); @@ -1213,7 +1212,7 @@ int thread_atomic_int_add( thread_atomic_int_t* atomic, int value ) return InterlockedExchangeAdd ( &atomic->i, value ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_add( &atomic->i, value ); @@ -1229,7 +1228,7 @@ int thread_atomic_int_sub( thread_atomic_int_t* atomic, int value ) return InterlockedExchangeAdd( &atomic->i, -value ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_sub( &atomic->i, value ); @@ -1245,7 +1244,7 @@ int thread_atomic_int_swap( thread_atomic_int_t* atomic, int desired ) return InterlockedExchange( &atomic->i, desired ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems int old = (int)__sync_lock_test_and_set( &atomic->i, desired ); __sync_lock_release( &atomic->i ); @@ -1263,7 +1262,7 @@ int thread_atomic_int_compare_and_swap( thread_atomic_int_t* atomic, int expecte return InterlockedCompareExchange( &atomic->i, desired, expected ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_val_compare_and_swap( &atomic->i, expected, desired ); @@ -1279,7 +1278,7 @@ void* thread_atomic_ptr_load( thread_atomic_ptr_t* atomic ) return InterlockedCompareExchangePointer( &atomic->ptr, 0, 0 ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return __sync_fetch_and_add( &atomic->ptr, 0 ); @@ -1301,7 +1300,7 @@ void thread_atomic_ptr_store( thread_atomic_ptr_t* atomic, void* desired ) #pragma warning( pop ) - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems __sync_lock_test_and_set( &atomic->ptr, desired ); __sync_lock_release( &atomic->ptr ); @@ -1323,7 +1322,7 @@ void* thread_atomic_ptr_swap( thread_atomic_ptr_t* atomic, void* desired ) return InterlockedExchangePointer( &atomic->ptr, desired ); #pragma warning( pop ) - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems void* old = __sync_lock_test_and_set( &atomic->ptr, desired ); __sync_lock_release( &atomic->ptr ); @@ -1341,7 +1340,7 @@ void* thread_atomic_ptr_compare_and_swap( thread_atomic_ptr_t* atomic, void* exp return InterlockedCompareExchangePointer( &atomic->ptr, desired, expected ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return __sync_val_compare_and_swap( &atomic->ptr, expected, desired ); @@ -1368,7 +1367,7 @@ void thread_timer_init( thread_timer_t* timer ) *(HANDLE*)timer = CreateWaitableTimer( NULL, TRUE, NULL ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems // Nothing @@ -1388,7 +1387,7 @@ void thread_timer_term( thread_timer_t* timer ) if( timeGetDevCaps( &tc, sizeof( TIMECAPS ) ) == TIMERR_NOERROR ) timeEndPeriod( tc.wPeriodMin ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems // Nothing @@ -1408,7 +1407,7 @@ void thread_timer_wait( thread_timer_t* timer, THREAD_U64 nanoseconds ) (void) b; WaitForSingleObject( *(HANDLE*)timer, INFINITE ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems struct timespec rem; struct timespec req; @@ -1433,7 +1432,7 @@ thread_tls_t thread_tls_create( void ) else return (thread_tls_t) (uintptr_t) tls; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_key_t tls; if( pthread_key_create( &tls, NULL ) == 0 ) @@ -1453,7 +1452,7 @@ void thread_tls_destroy( thread_tls_t tls ) TlsFree( (DWORD) (uintptr_t) tls ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_key_delete( (pthread_key_t) (uintptr_t) tls ); //< @r-lyeh: uintptr_t @@ -1469,7 +1468,7 @@ void thread_tls_set( thread_tls_t tls, void* value ) TlsSetValue( (DWORD) (uintptr_t) tls, value ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_setspecific( (pthread_key_t) (uintptr_t) tls, value ); //< @r-lyeh: uintptr_t @@ -1485,7 +1484,7 @@ void* thread_tls_get( thread_tls_t tls ) return TlsGetValue( (DWORD) (uintptr_t) tls ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return pthread_getspecific( (pthread_key_t) (uintptr_t) tls ); //< @r-lyeh: uintptr_t diff --git a/engine/split/fwk.c.inl b/engine/split/v4k.c.inl similarity index 88% rename from engine/split/fwk.c.inl rename to engine/split/v4k.c.inl index 0768366..a88b1bf 100644 --- a/engine/split/fwk.c.inl +++ b/engine/split/v4k.c.inl @@ -1,7 +1,7 @@ /* game framework. * - rlyeh, public domain * -* ## FWK License +* ## V4K License * * This software is available under 3 licenses. Choose whichever you prefer. * ------------------------------------------------------------------------------ @@ -84,13 +84,13 @@ * ------------------------------------------------------------------------------ */ -#ifndef FWK_H -#include "fwk.h" +#ifndef V4K_H +#include "v4k.h" #endif -#ifndef FWK_3RD -#define FWK_3RD -#include "fwk" +#ifndef V4K_3RD +#define V4K_3RD +#include "v4k" #endif //----------------------------------------------------------------------------- @@ -100,58 +100,60 @@ #define atexit(...) // however Linux needs proper atexit() to deinitialize 3rd_miniaudio.h; likely OSX as well. #endif -{{FILE:fwk_ds.c}} +{{FILE:v4k_ds.c}} -{{FILE:fwk_string.c}} +{{FILE:v4k_string.c}} -{{FILE:fwk_compat.c}} +{{FILE:v4k_compat.c}} -{{FILE:fwk_audio.c}} +{{FILE:v4k_audio.c}} -{{FILE:fwk_collide.c}} +{{FILE:v4k_collide.c}} -{{FILE:fwk_cooker.c}} +{{FILE:v4k_cooker.c}} -{{FILE:fwk_data.c}} +{{FILE:v4k_data.c}} -{{FILE:fwk_dll.c}} +{{FILE:v4k_dll.c}} -{{FILE:fwk_file.c}} +{{FILE:v4k_file.c}} -{{FILE:fwk_font.c}} +{{FILE:v4k_font.c}} -{{FILE:fwk_input.c}} +{{FILE:v4k_input.c}} -{{FILE:fwk_math.c}} +{{FILE:v4k_math.c}} -{{FILE:fwk_memory.c}} +{{FILE:v4k_memory.c}} -{{FILE:fwk_network.c}} +{{FILE:v4k_network.c}} -{{FILE:fwk_render.c}} +{{FILE:v4k_netsync.c}} -{{FILE:fwk_renderdd.c}} +{{FILE:v4k_render.c}} -{{FILE:fwk_scene.c}} +{{FILE:v4k_renderdd.c}} -{{FILE:fwk_script.c}} +{{FILE:v4k_scene.c}} -{{FILE:fwk_system.c}} +{{FILE:v4k_script.c}} -{{FILE:fwk_ui.c}} +{{FILE:v4k_system.c}} -{{FILE:fwk_profile.c}} +{{FILE:v4k_ui.c}} -{{FILE:fwk_video.c}} +{{FILE:v4k_profile.c}} -{{FILE:fwk_window.c}} +{{FILE:v4k_video.c}} -{{FILE:fwk_obj.c}} +{{FILE:v4k_window.c}} -{{FILE:fwk_ai.c}} +{{FILE:v4k_obj.c}} -{{FILE:fwk_editor.c}} +{{FILE:v4k_ai.c}} + +{{FILE:v4k_editor.c}} // editor is last in place, so it can use all internals from above headers -{{FILE:fwk_main.c}} +{{FILE:v4k_main.c}} diff --git a/engine/split/fwk.h.inl b/engine/split/v4k.h.inl similarity index 89% rename from engine/split/fwk.h.inl rename to engine/split/v4k.h.inl index d8f356b..309d8de 100644 --- a/engine/split/fwk.h.inl +++ b/engine/split/v4k.h.inl @@ -1,7 +1,7 @@ /* game framework. * - rlyeh, public domain * -* ## FWK License +* ## V4K License * * This software is available under 3 licenses. Choose whichever you prefer. * ------------------------------------------------------------------------------ @@ -84,8 +84,8 @@ * ------------------------------------------------------------------------------ */ -#ifndef FWK_H -#define FWK_H +#ifndef V4K_H +#define V4K_H #ifdef __cplusplus extern "C" { @@ -94,58 +94,60 @@ extern "C" { //----------------------------------------------------------------------------- // Headers -{{FILE:fwk_config.h}} +{{FILE:v4k_config.h}} -{{FILE:fwk_ds.h}} +{{FILE:v4k_ds.h}} -{{FILE:fwk_math.h}} +{{FILE:v4k_math.h}} -{{FILE:fwk_ai.h}} +{{FILE:v4k_ai.h}} -{{FILE:fwk_audio.h}} +{{FILE:v4k_audio.h}} -{{FILE:fwk_collide.h}} +{{FILE:v4k_collide.h}} -{{FILE:fwk_cooker.h}} +{{FILE:v4k_cooker.h}} -{{FILE:fwk_data.h}} +{{FILE:v4k_data.h}} -{{FILE:fwk_dll.h}} +{{FILE:v4k_dll.h}} -{{FILE:fwk_editor.h}} +{{FILE:v4k_editor.h}} -{{FILE:fwk_file.h}} +{{FILE:v4k_file.h}} -{{FILE:fwk_font.h}} +{{FILE:v4k_font.h}} -{{FILE:fwk_input.h}} +{{FILE:v4k_input.h}} -{{FILE:fwk_memory.h}} +{{FILE:v4k_memory.h}} -{{FILE:fwk_network.h}} +{{FILE:v4k_network.h}} -{{FILE:fwk_obj.h}} +{{FILE:v4k_netsync.h}} -{{FILE:fwk_profile.h}} +{{FILE:v4k_obj.h}} -{{FILE:fwk_render.h}} +{{FILE:v4k_profile.h}} -{{FILE:fwk_renderdd.h}} +{{FILE:v4k_render.h}} -{{FILE:fwk_scene.h}} +{{FILE:v4k_renderdd.h}} -{{FILE:fwk_script.h}} +{{FILE:v4k_scene.h}} -{{FILE:fwk_string.h}} +{{FILE:v4k_script.h}} -{{FILE:fwk_system.h}} +{{FILE:v4k_string.h}} -{{FILE:fwk_ui.h}} +{{FILE:v4k_system.h}} -{{FILE:fwk_video.h}} +{{FILE:v4k_ui.h}} -{{FILE:fwk_window.h}} +{{FILE:v4k_video.h}} + +{{FILE:v4k_window.h}} // ---- @@ -168,8 +170,8 @@ extern "C" { #define GLAD_API_CALL extern API #endif #ifndef GLAD_GL_H_ - #include "fwk" + #include "v4k" #endif #endif -#endif // FWK_H +#endif // V4K_H diff --git a/engine/split/fwk.x.inl b/engine/split/v4k.x.inl similarity index 99% rename from engine/split/fwk.x.inl rename to engine/split/v4k.x.inl index c354233..09c7cb9 100644 --- a/engine/split/fwk.x.inl +++ b/engine/split/v4k.x.inl @@ -2,14 +2,14 @@ * - rlyeh, public domain */ -#ifdef FWK_3RD +#ifdef V4K_3RD #define GLAD_GL_IMPLEMENTATION // glad #endif {{FILE:3rd_glad.h}} {{FILE:3rd_font_md.h}} -#ifdef FWK_3RD +#ifdef V4K_3RD //----------------------------------------------------------------------------- // 3rd party libs @@ -164,4 +164,4 @@ errno_t fopen_s( {{FILE:3rd_xml.h}} #undef g {{FILE:3rd_polychop.h}} -#endif // FWK_3RD +#endif // V4K_3RD diff --git a/engine/split/fwk_ai.c b/engine/split/v4k_ai.c similarity index 100% rename from engine/split/fwk_ai.c rename to engine/split/v4k_ai.c diff --git a/engine/split/fwk_ai.h b/engine/split/v4k_ai.h similarity index 100% rename from engine/split/fwk_ai.h rename to engine/split/v4k_ai.h diff --git a/engine/split/fwk_audio.c b/engine/split/v4k_audio.c similarity index 99% rename from engine/split/fwk_audio.c rename to engine/split/v4k_audio.c index d4a5475..c430fa2 100644 --- a/engine/split/fwk_audio.c +++ b/engine/split/v4k_audio.c @@ -511,7 +511,7 @@ int audio_queue( const void *samples, int num_samples, int flags ) { q.sample.data = reuse_ptr; q.callback = audio_queue_callback; - q.sample.frequency = flags & AUDIO_8KHZ ? 8000 : flags & AUDIO_11KHZ ? 11025 : flags & AUDIO_44KHZ ? 44100 : 22050; + q.sample.frequency = flags & AUDIO_8KHZ ? 8000 : flags & AUDIO_11KHZ ? 11025 : flags & AUDIO_44KHZ ? 44100 : flags & AUDIO_32KHZ ? 32000 : 22050; q.sample.audio_format = flags & AUDIO_FLOAT ? STS_MIXER_SAMPLE_FORMAT_FLOAT : STS_MIXER_SAMPLE_FORMAT_16; q.sample.length = q.sample.frequency / (1000 / AUDIO_QUEUE_BUFFERING_MS); // num_samples; int bytes = q.sample.length * 2 * (flags & AUDIO_FLOAT ? 4 : 2); diff --git a/engine/split/fwk_audio.h b/engine/split/v4k_audio.h similarity index 94% rename from engine/split/fwk_audio.h rename to engine/split/v4k_audio.h index 7db42a5..3f8c9d0 100644 --- a/engine/split/fwk_audio.h +++ b/engine/split/v4k_audio.h @@ -40,13 +40,14 @@ enum AUDIO_FLAGS { AUDIO_8KHZ = 16, AUDIO_11KHZ = 32, AUDIO_22KHZ = 0, // default - AUDIO_44KHZ = 64, + AUDIO_32KHZ = 64, + AUDIO_44KHZ = 128, AUDIO_MIXER_GAIN = 0, // default - AUDIO_IGNORE_MIXER_GAIN = 128, + AUDIO_IGNORE_MIXER_GAIN = 256, AUDIO_MULTIPLE_INSTANCES = 0, // default - AUDIO_SINGLE_INSTANCE = 256, + AUDIO_SINGLE_INSTANCE = 512, }; API int audio_queue( const void *samples, int num_samples, int flags ); diff --git a/engine/split/fwk_collide.c b/engine/split/v4k_collide.c similarity index 100% rename from engine/split/fwk_collide.c rename to engine/split/v4k_collide.c diff --git a/engine/split/fwk_collide.h b/engine/split/v4k_collide.h similarity index 100% rename from engine/split/fwk_collide.h rename to engine/split/v4k_collide.h diff --git a/engine/split/fwk_compat.c b/engine/split/v4k_compat.c similarity index 95% rename from engine/split/fwk_compat.c rename to engine/split/v4k_compat.c index f24367a..3d52593 100644 --- a/engine/split/fwk_compat.c +++ b/engine/split/v4k_compat.c @@ -59,7 +59,7 @@ FILE *fmemopen(void *buf, size_t len, const char *type) { int fd = -1; char temppath[DIR_MAX - 14], filename[DIR_MAX + 1]; if( GetTempPathA(sizeof(temppath), temppath) ) - if( GetTempFileNameA(temppath, "fwk_temp", 0, filename) ) + if( GetTempFileNameA(temppath, "v4k_temp", 0, filename) ) if( !_sopen_s(&fd, filename, _O_CREAT | _O_SHORT_LIVED | _O_TEMPORARY | _O_RDWR | _O_BINARY | _O_NOINHERIT, _SH_DENYRW, _S_IREAD | _S_IWRITE) ) for( FILE *fp = fd != -1 ? _fdopen(fd, "w+b") : NULL; fp; ) return fwrite(buf, len, 1, fp), rewind(fp), unlink(filename), fp; // no need to _close. fclose(on the returned FILE*) also _closes the file descriptor. @@ -109,6 +109,6 @@ const char *pathfile_from_handle(FILE *fp) { // ----------------------------------------------------------------------------- -void fwk_init(); -static void fwk_pre_init(); -static void fwk_post_init(float); +void v4k_init(); +static void v4k_pre_init(); +static void v4k_post_init(float); diff --git a/engine/split/fwk_config.h b/engine/split/v4k_config.h similarity index 99% rename from engine/split/fwk_config.h rename to engine/split/v4k_config.h index b190646..a47ffe1 100644 --- a/engine/split/fwk_config.h +++ b/engine/split/v4k_config.h @@ -191,7 +191,7 @@ // ----------------------------------------------------------------------------- // visibility -// win32 users would need to -DAPI=IMPORT/EXPORT as needed when using/building FWK as DLL. +// win32 users would need to -DAPI=IMPORT/EXPORT as needed when using/building V4K as DLL. #if is(win32) #define IMPORT ifdef(gcc, __attribute__ ((dllimport)), __declspec(dllimport)) diff --git a/engine/split/fwk_cooker.c b/engine/split/v4k_cooker.c similarity index 99% rename from engine/split/fwk_cooker.c rename to engine/split/v4k_cooker.c index 0199b1f..dd70999 100644 --- a/engine/split/fwk_cooker.c +++ b/engine/split/v4k_cooker.c @@ -45,7 +45,7 @@ cook_script_t cook_script(const char *rules, const char *infile, const char *out map_find_or_add(symbols, "INFILE", STRDUP(infile)); map_find_or_add(symbols, "INPUT", STRDUP(infile)); - map_find_or_add(symbols, "PRETTY", STRDUP(infile + ART_SKIP_ROOT)); // pretty (truncated) input (C:/prj/FWK/art/file.wav -> file.wav) + map_find_or_add(symbols, "PRETTY", STRDUP(infile + ART_SKIP_ROOT)); // pretty (truncated) input (C:/prj/V4K/art/file.wav -> file.wav) map_find_or_add(symbols, "OUTPUT", STRDUP(outfile)); map_find_or_add(symbols, "TOOLS", STRDUP(TOOLS)); map_find_or_add(symbols, "EDITOR", STRDUP(EDITOR)); @@ -494,7 +494,7 @@ int cook(void *userdata) { struct tm *timeinfo = localtime(&st.st_mtime); ASSERT(timeinfo); - // pretty (truncated) input (C:/prj/FWK/art/file.wav -> file.wav) + // pretty (truncated) input (C:/prj/V4K/art/file.wav -> file.wav) static __thread int artlen = 0; if(!artlen) artlen = strlen(ART); const char *pretty = fname; if( !strncmp(pretty, ART, artlen) ) pretty += artlen; @@ -557,10 +557,10 @@ bool cook_start( const char *cook_ini, const char *masks, int flags ) { do_once { #if 0 - const char *HOME = file_pathabs(cook_ini); // ../tools/cook.ini -> c:/prj/fwk/tools/cook.ini + const char *HOME = file_pathabs(cook_ini); // ../tools/cook.ini -> c:/prj/v4k/tools/cook.ini if( strbeg(HOME, app_path() ) ) HOME = STRDUP( file_path( HOME += strlen(app_path()) ) ); // -> tools/ @leak #else - char *HOME = STRDUP(file_pathabs(cook_ini)); // ../tools/cook.ini -> c:/prj/fwk/tools/cook.ini + char *HOME = STRDUP(file_pathabs(cook_ini)); // ../tools/cook.ini -> c:/prj/v4k/tools/cook.ini HOME[ strlen(HOME) - strlen(file_name(cook_ini)) ] = '\0'; // -> tools/ @leak #endif @@ -626,7 +626,7 @@ bool cook_start( const char *cook_ini, const char *masks, int flags ) { return true; // nothing to do } - // estimate ART_SKIP_ROOT (C:/prj/fwk/demos/assets/file.png -> strlen(C:/prj/fwk/) -> 11) + // estimate ART_SKIP_ROOT (C:/prj/v4k/demos/assets/file.png -> strlen(C:/prj/v4k/) -> 11) { array(char*) dirs = 0; for each_substring(ART, ",", art_folder) { diff --git a/engine/split/fwk_cooker.h b/engine/split/v4k_cooker.h similarity index 100% rename from engine/split/fwk_cooker.h rename to engine/split/v4k_cooker.h diff --git a/engine/split/fwk_data.c b/engine/split/v4k_data.c similarity index 100% rename from engine/split/fwk_data.c rename to engine/split/v4k_data.c diff --git a/engine/split/fwk_data.h b/engine/split/v4k_data.h similarity index 100% rename from engine/split/fwk_data.h rename to engine/split/v4k_data.h diff --git a/engine/split/fwk_dll.c b/engine/split/v4k_dll.c similarity index 100% rename from engine/split/fwk_dll.c rename to engine/split/v4k_dll.c diff --git a/engine/split/fwk_dll.h b/engine/split/v4k_dll.h similarity index 100% rename from engine/split/fwk_dll.h rename to engine/split/v4k_dll.h diff --git a/engine/split/fwk_ds.c b/engine/split/v4k_ds.c similarity index 100% rename from engine/split/fwk_ds.c rename to engine/split/v4k_ds.c diff --git a/engine/split/fwk_ds.h b/engine/split/v4k_ds.h similarity index 100% rename from engine/split/fwk_ds.h rename to engine/split/v4k_ds.h diff --git a/engine/split/fwk_editor.c b/engine/split/v4k_editor.c similarity index 100% rename from engine/split/fwk_editor.c rename to engine/split/v4k_editor.c diff --git a/engine/split/fwk_editor.h b/engine/split/v4k_editor.h similarity index 100% rename from engine/split/fwk_editor.h rename to engine/split/v4k_editor.h diff --git a/engine/split/fwk_file.c b/engine/split/v4k_file.c similarity index 99% rename from engine/split/fwk_file.c rename to engine/split/v4k_file.c index 735b083..f0b0dde 100644 --- a/engine/split/fwk_file.c +++ b/engine/split/v4k_file.c @@ -277,7 +277,7 @@ bool file_copy(const char *src, const char *dst) { char* file_tempname() { static __thread int id; - return va("%s/fwk-temp.%s.%p.%d", app_temp(), getenv(ifdef(win32, "username", "USER")), &id, rand()); + return va("%s/v4k-temp.%s.%p.%d", app_temp(), getenv(ifdef(win32, "username", "USER")), &id, rand()); } FILE *file_temp(void) { const char *fname = file_tempname(); @@ -678,7 +678,7 @@ char* vfs_load(const char *pathfile, int *size_out) { // @todo: fix leaks, vfs_u // @fixme: handle \\?\ absolute path (win) if (!pathfile[0]) return file_load(pathfile, size_out); while( pathfile[0] == '.' && (pathfile[1] == '/' || pathfile[1] == '\\') ) pathfile += 2; - // if (pathfile[0] == '/' || pathfile[1] == ':') return file_load(pathfile, size_out); // @fixme: handle current cooked /home/FWK or C:/FWK path cases within zipfiles + // if (pathfile[0] == '/' || pathfile[1] == ':') return file_load(pathfile, size_out); // @fixme: handle current cooked /home/V4K or C:/V4K path cases within zipfiles if( size_out ) *size_out = 0; if( strend(pathfile, "/") ) return 0; // it's a dir @@ -701,7 +701,7 @@ if( found && *found == 0 ) { base = file_name(pathfile); if(base[0] == '\0') return 0; // it's a dir folder = file_path(pathfile); - // make folder variable easier to read in logs: /home/rlyeh/prj/fwk/art/demos/audio/coin.wav -> demos/audio/coin.wav + // make folder variable easier to read in logs: /home/rlyeh/prj/v4k/art/demos/audio/coin.wav -> demos/audio/coin.wav // static int ART_LEN = 0; do_once ART_LEN = strlen(ART); // if( !strncmp(folder, ART, ART_LEN) ) { // folder += ART_LEN; diff --git a/engine/split/fwk_file.h b/engine/split/v4k_file.h similarity index 97% rename from engine/split/fwk_file.h rename to engine/split/v4k_file.h index 7f73119..59c08ef 100644 --- a/engine/split/fwk_file.h +++ b/engine/split/v4k_file.h @@ -26,7 +26,7 @@ API char * file_ext(const char *pathfile); // c:/prj/dir/file.ext -> .ext API char * file_id(const char *pathfile); // c:/prj/dir/file.ext -> file/dir/prj (name then alphabetical) API char * file_normalize(const char *pathfile); // c:/prj/dir/file.ext -> c/prj/dir/file_ext //API char * file_normalize_with_folder(const char *pathfile); // c:/prj/dir/file.ext -> dir/file_ext -API char * file_counter(const char *pathfile); // in: fwk.ini -> out: fwk(001).ini -> out: fwk(002).ini [-> etc...] +API char * file_counter(const char *pathfile); // in: v4k.ini -> out: v4k(001).ini -> out: v4k(002).ini [-> etc...] API uint64_t file_stamp(const char *pathfile); // 20210319113316 (datetime in base10) API uint64_t file_stamp_epoch(const char *pathfile); // 1616153596 (seconds since unix epoch) diff --git a/engine/split/fwk_font.c b/engine/split/v4k_font.c similarity index 100% rename from engine/split/fwk_font.c rename to engine/split/v4k_font.c diff --git a/engine/split/fwk_font.h b/engine/split/v4k_font.h similarity index 100% rename from engine/split/fwk_font.h rename to engine/split/v4k_font.h diff --git a/engine/split/fwk_input.c b/engine/split/v4k_input.c similarity index 100% rename from engine/split/fwk_input.c rename to engine/split/v4k_input.c diff --git a/engine/split/fwk_input.h b/engine/split/v4k_input.h similarity index 100% rename from engine/split/fwk_input.h rename to engine/split/v4k_input.h diff --git a/engine/split/fwk_main.c b/engine/split/v4k_main.c similarity index 93% rename from engine/split/fwk_main.c rename to engine/split/v4k_main.c index c38b6b5..ac27eba 100644 --- a/engine/split/fwk_main.c +++ b/engine/split/v4k_main.c @@ -1,6 +1,6 @@ // ---------------------------------------------------------------------------- -static void fwk_pre_init() { +static void v4k_pre_init() { window_icon(va("%s.png", app_name())); ifdef(win32,window_icon(va("%s.ico", app_name()))); @@ -20,7 +20,7 @@ static void fwk_pre_init() { // window_swap(); } -static void fwk_post_init(float refresh_rate) { +static void v4k_post_init(float refresh_rate) { // cook cleanup cook_stop(); @@ -59,12 +59,12 @@ static void fwk_post_init(float refresh_rate) { // ---------------------------------------------------------------------------- static -void fwk_quit(void) { +void v4k_quit(void) { storage_flush(); midi_quit(); } -void fwk_init() { +void v4k_init() { do_once { // install signal handlers ifdef(debug, signal_hooks()); @@ -81,7 +81,7 @@ void fwk_init() { // chdir to root (if invoked as tcc -g -run) chdir(app_path()); - // skip tcc argvs (if invoked as tcc file.c fwk.c -g -run) (win) + // skip tcc argvs (if invoked as tcc file.c v4k.c -g -run) (win) if( __argc > 1 ) if( strstr(__argv[0], "/tcc") || strstr(__argv[0], "\\tcc") ) { __argc = 0; } @@ -91,7 +91,7 @@ void fwk_init() { cook_start(COOK_INI, "**", 0|COOK_ASYNC|COOK_CANCELABLE ); } - atexit(fwk_quit); + atexit(v4k_quit); } } @@ -100,7 +100,7 @@ void fwk_init() { // int AmdPowerXpressRequestHighPerformance = 1; #if is(linux) && is(tcc) // fixes `tcc: error: undefined symbol '__dso_handle'` -int __dso_handle; // compiled with: `tcc demo.c fwk.c -D__STDC_NO_VLA__ -lX11` +int __dso_handle; // compiled with: `tcc demo.c v4k.c -D__STDC_NO_VLA__ -lX11` #endif #if is(win32) && is(tcc) // fixes `tcc: error: undefined symbol '_InterlockedExchangeAdd'` when compiling with `-m64` flag diff --git a/engine/split/fwk_math.c b/engine/split/v4k_math.c similarity index 100% rename from engine/split/fwk_math.c rename to engine/split/v4k_math.c diff --git a/engine/split/fwk_math.h b/engine/split/v4k_math.h similarity index 100% rename from engine/split/fwk_math.h rename to engine/split/v4k_math.h diff --git a/engine/split/fwk_memory.c b/engine/split/v4k_memory.c similarity index 100% rename from engine/split/fwk_memory.c rename to engine/split/v4k_memory.c diff --git a/engine/split/fwk_memory.h b/engine/split/v4k_memory.h similarity index 100% rename from engine/split/fwk_memory.h rename to engine/split/v4k_memory.h diff --git a/engine/split/v4k_netsync.c b/engine/split/v4k_netsync.c new file mode 100644 index 0000000..a79245b --- /dev/null +++ b/engine/split/v4k_netsync.c @@ -0,0 +1,608 @@ +typedef void* (*rpc_function)(); + +typedef struct rpc_call { + char *method; + rpc_function function; + uint64_t function_hash; +} rpc_call; + +#define RPC_SIGNATURE_i_iii UINT64_C(0x78409099752fa48a) // printf("%llx\n, HASH_STR("int(int,int,int)")); +#define RPC_SIGNATURE_i_ii UINT64_C(0x258290edf43985a5) // printf("%llx\n, HASH_STR("int(int,int)")); +#define RPC_SIGNATURE_s_s UINT64_C(0x97deedd17d9afb12) // printf("%llx\n, HASH_STR("char*(char*)")); +#define RPC_SIGNATURE_s_v UINT64_C(0x09c16a1242049b80) // printf("%llx\n, HASH_STR("char*(void)")); + +static +rpc_call rpc_new_call(const char *signature, rpc_function function) { + if( signature && function ) { + array(char*)tokens = strsplit(signature, "(,)"); + if( array_count(tokens) >= 1 ) { + char *method = strrchr(tokens[0], ' ')+1; + char *rettype = va("%.*s", (int)(method - tokens[0] - 1), tokens[0]); + int num_args = array_count(tokens) - 1; + char* hash_sig = va("%s(%s)", rettype, num_args ? (array_pop_front(tokens), strjoin(tokens, ",")) : "void"); + uint64_t hash = hash_str(hash_sig); + method = va("%s%d", method, num_args ); +#if RPC_DEBUG + printf("%p %p %s `%s` %s(", function, (void*)hash, rettype, hash_sig, method); for(int i = 0, end = array_count(tokens); i < end; ++i) printf("%s%s", tokens[i], i == (end-1)? "":", "); puts(");"); +#endif + return (rpc_call) { strdup(method), function, hash }; // LEAK + } + } + return (rpc_call) {0}; +} + +static map(char*, rpc_call) rpc_calls = 0; + +static +void rpc_insert(const char *signature, void *function ) { + rpc_call call = rpc_new_call(signature, function); + if( call.method ) { + if( !rpc_calls ) map_init(rpc_calls, less_str, hash_str); + if( map_find(rpc_calls, call.method)) { + map_erase(rpc_calls, call.method); + } + map_insert(rpc_calls, call.method, call); + } +} + +static +char *rpc_full(unsigned id, const char* method, unsigned num_args, char *args[]) { +#if RPC_DEBUG + printf("id:%x method:%s args:", id, method ); + for( int i = 0; i < num_args; ++i ) printf("%s,", args[i]); puts(""); +#endif + + method = va("%s%d", method, num_args); + rpc_call *found = map_find(rpc_calls, (char*)method); + if( found ) { + switch(found->function_hash) { + case RPC_SIGNATURE_i_iii: return va("%d %d", id, (int)(uintptr_t)found->function(atoi(args[0]), atoi(args[1]), atoi(args[2])) ); + case RPC_SIGNATURE_i_ii: return va("%d %d", id, (int)(uintptr_t)found->function(atoi(args[0]), atoi(args[1])) ); + case RPC_SIGNATURE_s_s: return va("%d %s", id, (char*)found->function(args[0]) ); + case RPC_SIGNATURE_s_v: return va("%d %s", id, (char*)found->function() ); + default: break; + } + } + return va("%d -1", id); +} + +static +array(char*) rpc_parse_args( const char *cmdline, bool quote_whitespaces ) { // parse cmdline arguments. must array_free() after use + // - supports quotes: "abc" "abc def" "abc \"def\"" "abc \"def\"""ghi" etc. + // - #comments removed + array(char*) args = 0; // LEAK + for( int i = 0; cmdline[i]; ) { + char buf[256] = {0}, *ptr = buf; + while(cmdline[i] && isspace(cmdline[i])) ++i; + bool quoted = cmdline[i] == '\"'; + if( quoted ) { + while(cmdline[++i]) { + char ch = cmdline[i]; + /**/ if (ch == '\\' && cmdline[i + 1] == '\"') *ptr++ = '\"', ++i; + else if (ch == '\"' && cmdline[i + 1] == '\"') ++i; + else if (ch == '\"' && (!cmdline[i + 1] || isspace(cmdline[i + 1]))) { + ++i; break; + } + else *ptr++ = ch; + } + } else { + while(cmdline[i] && !isspace(cmdline[i])) *ptr++ = cmdline[i++]; + } + if (buf[0] && buf[0] != '#') { // exclude empty args + comments + if( quote_whitespaces && quoted ) + array_push(args, va("\"%s\"",buf)); + else + array_push(args, va("%s",buf)); + } + } + return args; +} + +static +char* rpc(unsigned id, const char* cmdline) { + array(char*) args = rpc_parse_args(cmdline, false); + int num_args = array_count(args); + char *ret = num_args ? rpc_full(id, args[0], num_args - 1, &args[1]) : rpc_full(id, "", 0, NULL); + array_free(args); + return ret; +} + +static void enet_quit(void) { + do_once { + // enet_deinitialize(); + } +} +static void enet_init() { + do_once { + if( enet_initialize() != 0 ) { + PANIC("cannot initialize enet"); + } + atexit( enet_quit ); + } +} + + +static ENetHost *Server; +static map(ENetPeer *, int64_t) clients; +static map(int64_t, ENetPeer *) peers; +static int64_t next_client_id = 1; // assumes ID 0 is server +enum { MSG_INIT, MSG_BUF, MSG_RPC }; + +bool server_bind(int max_clients, int port) { + map_init(clients, less_64, hash_64); + map_init(peers, less_64, hash_64); + assert(port == 0 || (port > 1024 && port < 65500)); + ENetAddress address = {0}; + address.host = ENET_HOST_ANY; + address.port = port; + Server = enet_host_create(&address, max_clients, 2 /*channels*/, 0 /*in bandwidth*/, 0 /*out bandwidth*/); + return Server != NULL; +} + +static +void server_drop_client(int64_t handle) { + map_erase(clients, *(ENetPeer **)map_find(peers, handle)); + map_erase(peers, *(int64_t *)handle); +} + +static +void server_drop_client_peer(ENetPeer *peer) { + map_erase(peers, *(int64_t *)map_find(clients, peer)); + map_erase(clients, peer); +} + +void server_poll() { + ENetEvent event; + while( enet_host_service(Server, &event, 2 /*timeout,ms*/) > 0 ) { + switch (event.type) { + case ENET_EVENT_TYPE_CONNECT:; + char ip[128]; enet_peer_get_ip(event.peer, ip, 128); + PRINTF( "A new client connected from ::%s:%u.\n", ip, event.peer->address.port ); + /* Store any relevant client information here. */ + event.peer->data = "Client information"; + + int64_t client_id = next_client_id++; + map_find_or_add(clients, event.peer, client_id); + map_find_or_add(peers, client_id, event.peer); + break; + case ENET_EVENT_TYPE_RECEIVE: + PRINTF( "A packet of length %zu containing %s was received from %s on channel %u.\n", + event.packet->dataLength, + event.packet->data, + (char *)event.peer->data, + event.channelID ); + + char *dbg = (char *)event.peer->data; + char *ptr = event.packet->data; + unsigned sz = event.packet->dataLength; + + uint32_t mid = *(uint32_t*)ptr; + ptr += 4; + + // @todo: propagate event to user + switch (mid) { + case MSG_INIT: { + uint64_t *cid = map_find(clients, event.peer); + if (cid) { + char init_msg[12]; + *(uint32_t*)&init_msg[0] = MSG_INIT; + *(uint64_t*)&init_msg[4] = *cid; + ENetPacket *packet = enet_packet_create(init_msg, 12, ENET_PACKET_FLAG_RELIABLE); + enet_peer_send(event.peer, 0, packet); + } else { + PRINTF("ignoring unk MSG_INIT client packet.\n"); + } + } break; + default: + PRINTF("recving unk %d sz %d from peer %s\n", mid, sz, dbg); + } + + /* Clean up the packet now that we're done using it. */ + enet_packet_destroy( event.packet ); + break; + + case ENET_EVENT_TYPE_DISCONNECT: + PRINTF( "%s disconnected.\n", (char *)event.peer->data ); + /* Reset the peer's client information. */ + event.peer->data = NULL; + server_drop_client_peer(event.peer); + break; + + case ENET_EVENT_TYPE_DISCONNECT_TIMEOUT: + PRINTF( "%s timeout.\n", (char *)event.peer->data ); + event.peer->data = NULL; + server_drop_client_peer(event.peer); + break; + + case ENET_EVENT_TYPE_NONE: break; + } + } +} + +void client_poll() { + ENetEvent event; + while( enet_host_service(Server, &event, 2 /*timeout,ms*/) > 0 ) { + switch (event.type) { + case ENET_EVENT_TYPE_CONNECT:; + break; + case ENET_EVENT_TYPE_RECEIVE: + PRINTF( "A packet of length %zu containing %s was received from %s on channel %u.\n", + event.packet->dataLength, + event.packet->data, + (char *)event.peer->data, + event.channelID ); + + char *dbg = (char *)event.peer->data; + char *ptr = event.packet->data; + unsigned sz = event.packet->dataLength; + + uint32_t mid = *(uint32_t*)ptr; + ptr += 4; + + // @todo: propagate event to user + switch (mid) { + case MSG_INIT: + /* handled during client_join */ + break; + default: + PRINTF("recving unk %d sz %d from peer %s\n", mid, sz, dbg); + } + + /* Clean up the packet now that we're done using it. */ + enet_packet_destroy( event.packet ); + break; + + case ENET_EVENT_TYPE_DISCONNECT: + PRINTF( "%s disconnected.\n", (char *)event.peer->data ); + /* Reset the peer's client information. */ + event.peer->data = NULL; + server_drop_client_peer(event.peer); + break; + + case ENET_EVENT_TYPE_DISCONNECT_TIMEOUT: + PRINTF( "%s timeout.\n", (char *)event.peer->data ); + event.peer->data = NULL; + server_drop_client_peer(event.peer); + break; + + case ENET_EVENT_TYPE_NONE: break; + } + } +} + +void server_broadcast_bin(const void *msg, int len) { + ENetPacket *packet = enet_packet_create(msg, len, ENET_PACKET_FLAG_RELIABLE); + enet_host_broadcast(Server, 0, packet); + //enet_host_flush(Server); // flush if needed +} +void server_broadcast(const char *msg) { + server_broadcast_bin(msg, strlen(msg)+1); +} +void server_terminate() { + enet_host_destroy(Server); + Server = 0; +} + +volatile int client_join_connected = 0; +static int client_join_threaded(void *userdata) { + ENetHost *host = (ENetHost *)userdata; + + ENetPacket *packet = enet_packet_create("", 1, ENET_PACKET_FLAG_RELIABLE); + enet_host_broadcast(Server, 0, packet); + + /* Wait up to 5 seconds for the connection attempt to succeed. */ + ENetEvent event; + client_join_connected = 0; + client_join_connected = enet_host_service(host, &event, 5000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT; + return 0; +} + +int64_t client_join(const char *ip, int port) { + assert(port > 1024 && port < 65500); + ENetAddress address = {0}; +// address.host = ENET_HOST_ANY; + enet_address_set_host(&address, !strcmp(ip, "localhost") ? "127.0.0.1" : ip); + address.port = port; + + ENetHost *host = enet_host_create(NULL, 1 /*outgoing connections*/, 2 /*channels*/, 0 /*in bandwidth*/, 0 /*out bandwidth*/); + if(!host) return -1; + ENetPeer *peer = enet_host_connect(host, &address, 2, 0); + if(!peer) return -1; + Server = host; + +#if 1 +#if 0 + // sync wait (not working in localhost, unless threaded) + thread_ptr_t th = thread_init(client_join_threaded, host, "client_join_threaded()", 0 ); + thread_join( th ); + thread_destroy( th ); +#else + ENetEvent event; + bool client_join_connected = enet_host_service(host, &event, 5000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT; +#endif + if(!client_join_connected) { enet_peer_reset(peer); return -1; } +#endif + + // ask for server slot + char init_msg[4]; *(uint32_t*)init_msg = MSG_INIT; + server_broadcast_bin(init_msg, sizeof(init_msg)); + + // wait for the response + bool msg_received = enet_host_service(host, &event, 5000) > 0 && event.type == ENET_EVENT_TYPE_RECEIVE; + if (!msg_received) { enet_peer_reset(peer); return -1; } + + char *ptr = (char *)event.packet->data; + int64_t cid = -1; + + // decapsulate incoming packet. + uint32_t mid = *(uint32_t*)(ptr + 0); + ptr += 4; + + switch (mid) { + case MSG_INIT: + cid = *(int64_t*)ptr; + break; + default: + enet_peer_reset(peer); + return -1; + } + + /* Clean up the packet now that we're done using it. */ + enet_packet_destroy( event.packet ); + + return cid; +} +void server_drop(int64_t handle) { + enet_peer_disconnect_now(*(ENetPeer **)map_find(peers, handle), 0); + server_drop_client(handle); +} + +void server_send(int64_t handle, const char *msg) { + ENetPacket *packet = enet_packet_create(msg, strlen(msg) + 1, ENET_PACKET_FLAG_RELIABLE); + enet_peer_send(*(ENetPeer **)map_find(peers, handle), 0, packet); +} + +// --- + +typedef struct netbuffer_t { + int64_t owner; + void *ptr; + unsigned sz; + unsigned flags; +} netbuffer_t; + +static array(char*) events; // @todo: make event 128 bytes max? +static array(int64_t) values; // @todo: map instead? +static map( int64_t, array(netbuffer_t) ) buffers; // map> + +void network_create(const char *ip, const char *port_, unsigned flags) { + if (buffers) map_clear(buffers); + do_once { + array_resize(values, 128); + map_init(buffers, less_64, hash_64); + + enet_init(); + } + + ip = ip ? ip : "0.0.0.0"; + int port = atoi(port_ ? port_ : "1234"); + + // network_put(NETWORK_IP, 0x7F000001); // 127.0.0.1 + network_put(NETWORK_PORT, port); + network_put(NETWORK_LIVE, -1); + + if( !(flags&NETWORK_CONNECT) || flags&NETWORK_BIND ) { + // server, else client + PRINTF("Trying to bind server, else we connect as a client...\n"); + network_put(NETWORK_RANK, 0); + if( server_bind(MAX_CLIENTS, port) ) { + network_put(NETWORK_LIVE, 1); + PRINTF("Server bound\n"); + } else { + network_put(NETWORK_RANK, -1); /* unassigned until we connect successfully */ + int64_t socket = client_join(ip, port); + if( socket >= 0 ) { + PRINTF("Client connected, id %lld\n", socket); + network_put(NETWORK_LIVE, 1); + network_put(NETWORK_RANK, socket); + } else { + PRINTF("!Client conn failed\n"); + network_put(NETWORK_LIVE, 0); + + if (!(flags&NETWORK_NOFAIL)) + PANIC("cannot neither connect to %s:%d, nor create a server", ip, port); + } + } + } else { + // client only + PRINTF("Connecting to server...\n"); + network_put(NETWORK_RANK, -1); /* unassigned until we connect successfully */ + int64_t socket = client_join(ip, port); + if( socket > 0 ) { + PRINTF("Client connected, id %lld\n", socket); + network_put(NETWORK_LIVE, 1); + network_put(NETWORK_RANK, socket); + } else { + PRINTF("!Client conn failed\n"); + network_put(NETWORK_LIVE, 0); + if (!(flags&NETWORK_NOFAIL)) + PANIC("cannot connect to server %s:%d", ip, port); + } + } + + PRINTF("Network rank:%lld ip:%s port:%lld\n", network_get(NETWORK_RANK), ip, network_get(NETWORK_PORT)); +} + +int64_t network_put(uint64_t key, int64_t value) { + int64_t *found = key < array_count(values) ? &values[key] : NULL; + if(found) *found = value; + return value; +} +int64_t network_get(uint64_t key) { + int64_t *found = key < array_count(values) ? &values[key] : NULL; + return found ? *found : 0; +} + +void* network_buffer(void *ptr, unsigned sz, unsigned flags, int64_t rank) { + assert(flags); + array(netbuffer_t) *found = map_find_or_add(buffers, rank, NULL); + + netbuffer_t nb; + nb.owner = rank; + nb.ptr = ptr; + nb.sz = sz; + nb.flags = flags; + array_push(*found, nb); + + return ptr; +} + +char** network_sync(unsigned timeout_ms) { + array_clear(events); + + int64_t whoami = network_get(NETWORK_RANK); + bool is_server = whoami == 0; + bool is_client = !is_server; + if(timeout_ms < 2) timeout_ms = 2; + // sleep_ms(timeout_ms); // @fixme. server only? + + // Split buffers into clients @todo + // clients need to do this before network polling; servers should do this after polling. + map_foreach(buffers, int64_t, rank, array(netbuffer_t), list) { + for(int i = 0, end = array_count(list); i < end; ++i) { + netbuffer_t *nb = &list[i]; + if (!is_server && !(nb->flags & NETWORK_SEND)) + continue; + static array(char) encapsulate; + array_resize(encapsulate, nb->sz + 28); + uint32_t *mid = (uint32_t*)&encapsulate[0]; *mid = MSG_BUF; + uint64_t *st = (uint64_t*)&encapsulate[4]; *st = nb->flags; + uint32_t *idx = (uint32_t*)&encapsulate[12]; *idx = i; + uint32_t *len = (uint32_t*)&encapsulate[16]; *len = nb->sz; + uint64_t *who = (uint64_t*)&encapsulate[20]; *who = nb->owner; + // PRINTF("sending %llx %u %lld %u\n", *st, *idx, *who, *len); + memcpy(&encapsulate[28], nb->ptr, nb->sz); + server_broadcast_bin(&encapsulate[0], nb->sz + 28); + } + } + + // network poll + for( ENetEvent event; Server && enet_host_service(Server, &event, timeout_ms) > 0; ) { + char *msg = 0; + char ip[128]; enet_peer_get_ip(event.peer, ip, 128); + + switch (event.type) { + default: // case ENET_EVENT_TYPE_NONE: + break; + + case ENET_EVENT_TYPE_CONNECT:; + msg = stringf( "A new client connected from ::%s:%u", ip, event.peer->address.port ); + /* Store any relevant client information here. */ + event.peer->data = "Client information"; + + /* ensure we have free slot for client */ + if (map_count(clients) >= MAX_CLIENTS) { + msg = stringf("%s\n", "Server is at maximum capacity, disconnecting the peer..."); + enet_peer_disconnect_now(event.peer, 1); + break; + } + + int64_t client_id = next_client_id++; + map_find_or_add(clients, event.peer, client_id); + map_find_or_add(peers, client_id, event.peer); + break; + + case ENET_EVENT_TYPE_RECEIVE:; + /* + msg = stringf( "A packet of length %u containing %s was received from %s on channel %u", + (unsigned)event.packet->dataLength, + event.packet->data, + (char *)event.peer->data, + event.channelID ); + */ + char *dbg = (char *)event.peer->data; + char *ptr = (char *)event.packet->data; + unsigned sz = (unsigned)event.packet->dataLength; + unsigned id = (unsigned)event.channelID; + + // debug + // puts(dbg); + // hexdump(ptr, sz); + + // decapsulate incoming packet. + uint32_t mid = *(uint32_t*)(ptr + 0); + ptr += 4; + + switch (mid) { + case MSG_INIT: + if (is_server) { + uint64_t *cid = map_find(clients, event.peer); + if (cid) { + char init_msg[12]; + *(uint32_t*)&init_msg[0] = MSG_INIT; + *(int64_t*)&init_msg[4] = *cid; + ENetPacket *packet = enet_packet_create(init_msg, 12, ENET_PACKET_FLAG_RELIABLE); + enet_peer_send(event.peer, 0, packet); + PRINTF("Client req id %lld for peer ::%s:%u\n", *cid, ip, event.peer->address.port); + } else { + PRINTF("!Ignoring unk MSG_INIT client packet.\n"); + } + } + break; + case MSG_BUF: { + uint64_t *flags = (uint64_t*)(ptr + 0); + uint32_t *idx = (uint32_t*)(ptr + 8); + uint32_t *len = (uint32_t*)(ptr + 12); + uint64_t *who = (uint64_t*)(ptr + 16); + // PRINTF("recving %d %llx %u %u %lld\n", mid, *flags, *idx, *len, *who); + ptr += 24; + + // validate if peer owns the buffer + uint8_t client_valid = 0; + + if (is_server) { + int64_t *cid = map_find(clients, event.peer); + client_valid = cid ? *cid == *who : 0; + } + + // apply incoming packet. + if( is_client ? *who != whoami : client_valid ) { // clients merge always foreign packets. servers merge foreign packets. + array(netbuffer_t) *list = map_find(buffers, *who); + assert( list ); + assert( *idx < array_count(*list) ); + netbuffer_t *nb = &(*list)[*idx]; + assert( *len == nb->sz ); + memcpy(nb->ptr, ptr, *len); + } + } break; + default: + break; + // PRINTF("!Receiving unk %d sz %d from peer ::%s:%u\n", mid, sz, ip, event.peer->address.port); + } + /* Clean up the packet now that we're done using it. */ + enet_packet_destroy( event.packet ); + break; + + case ENET_EVENT_TYPE_DISCONNECT: + msg = stringf( "%s disconnected", (char *)event.peer->data ); + /* Reset the peer's client information. */ + event.peer->data = NULL; + if (is_server) server_drop_client_peer(event.peer); + else {network_put(NETWORK_RANK, -1); network_put(NETWORK_LIVE, 0);} + break; + + case ENET_EVENT_TYPE_DISCONNECT_TIMEOUT: + msg = stringf( "%s timeout", (char *)event.peer->data ); + event.peer->data = NULL; + if (is_server) server_drop_client_peer(event.peer); + else {network_put(NETWORK_RANK, -1); network_put(NETWORK_LIVE, 0);} + break; + } + + if(msg) array_push(events, stringf("%d %s", event.type, msg)); +// if(msg) server_broadcast(msg); + } + + array_push(events, NULL); + return events; +} diff --git a/engine/split/v4k_netsync.h b/engine/split/v4k_netsync.h new file mode 100644 index 0000000..54c6cc9 --- /dev/null +++ b/engine/split/v4k_netsync.h @@ -0,0 +1,59 @@ +// high-level, socket-less networking api. inspired by Quake, MPI and RenderBuckets theories. +// - rlyeh, public domain +// +// Usage: +// 1. configure networked memory buffers with flags (world, player1, player2, etc). network_buffer(); +// 2. then during game loop: +// - modify your buffers as much as needed. +// - sync buffers at least once per frame. network_sync(); +// - render your world +// 3. optionally, monitor network status & variables. network_get(); +// +// @todo: maybe network_send(msg) + msg *network_recv(); instead of event queue of network_sync() ? + +//enum { NETWORK_HANDSHAKE, NETWORK_ENCRYPT, NETWORK_VERSIONED, NETWORK_CHECKSUM }; // negotiation +//enum { NETWORK_TCP, NETWORK_UDP, NETWORK_KCP, NETWORK_ENET, NETWORK_WEBSOCKET }; // transport, where +enum { NETWORK_BIND = 2, NETWORK_CONNECT = 4, NETWORK_NOFAIL = 8 }; +enum { MAX_CLIENTS = 32 }; +API void network_create(const char *ip, const char *port, unsigned flags); // both ip and port can be null + +//enum { NETWORK_LOSSY, NETWORK_COMPRESS }; // post-processes +//enum { NETWORK_UNRELIABLE, NETWORK_UNORDERED, NETWORK_PRIORITY }; // how +//enum { NETWORK_PREDICT, NETWORK_RECONCILE, NETWORK_INTERPOLATE, NETWORK_COMPENSATE }; // time authority, when +//enum { NETWORK_LAGS, NETWORK_DROPS, NETWORK_THROTTLES, NETWORK_DUPES }; // quality sim, how much +//enum { NETWORK_CONST = 1, NETWORK_64,NETWORK_32,NETWORK_16,NETWORK_8, NETWORK_FLT, NETWORK_STR, NETWORK_BLOB }; // type, what +enum { NETWORK_SEND = 2, NETWORK_RECV = 4 }; +API void* network_buffer(void *ptr, unsigned sz, unsigned flags, int64_t rank); // configures a shared/networked buffer +API char** network_sync(unsigned timeout_ms); // syncs all buffers & returns null-terminated list of network events + +enum { NETWORK_RANK = 0 }; // [0..N] where 0 is server +enum { NETWORK_PING = 1 }; // NETWORK_BANDWIDTH, NETWORK_QUALITY }; +enum { NETWORK_PORT = 2, NETWORK_IP, NETWORK_LIVE }; +//enum { NETWORK_USERID, NETWORK_SALT, NETWORK_COUNT/*N users*/ /*...*/, +API int64_t network_get(uint64_t key); +API int64_t network_put(uint64_t key, int64_t value); + +API void network_rpc_insert(const char *signature, void *function); +API char *network_rpc(unsigned id, const char *cmdline); + +// ----------------------------------------------------------------------------- +// low-level api (sockets based) + +API bool server_bind(int max_clients, int port); +API void server_poll(); +API void server_broadcast_bin(const void *ptr, int len); +API void server_broadcast(const char *msg); +API void server_terminate(); +API void server_send(int64_t handle, const char *msg); +API void server_drop(int64_t handle); + +API int64_t client_join(const char *ip, int port); +#define client_send(msg) server_broadcast(msg) +#define client_send_bin(ptr,len) server_broadcast_bin(ptr, len) +#define client_terminate() server_terminate() + +#define ANYHOST_IPV4 "0.0.0.0" +#define ANYHOST_IPV6 "::0" + +#define LOCALHOST_IPV4 "127.0.0.1" +#define LOCALHOST_IPV6 "::1" diff --git a/engine/split/fwk_network.c b/engine/split/v4k_network.c similarity index 100% rename from engine/split/fwk_network.c rename to engine/split/v4k_network.c diff --git a/engine/split/fwk_network.h b/engine/split/v4k_network.h similarity index 100% rename from engine/split/fwk_network.h rename to engine/split/v4k_network.h diff --git a/engine/split/fwk_obj.c b/engine/split/v4k_obj.c similarity index 100% rename from engine/split/fwk_obj.c rename to engine/split/v4k_obj.c diff --git a/engine/split/fwk_obj.h b/engine/split/v4k_obj.h similarity index 100% rename from engine/split/fwk_obj.h rename to engine/split/v4k_obj.h diff --git a/engine/split/fwk_profile.c b/engine/split/v4k_profile.c similarity index 100% rename from engine/split/fwk_profile.c rename to engine/split/v4k_profile.c diff --git a/engine/split/fwk_profile.h b/engine/split/v4k_profile.h similarity index 100% rename from engine/split/fwk_profile.h rename to engine/split/v4k_profile.h diff --git a/engine/split/fwk_render.c b/engine/split/v4k_render.c similarity index 100% rename from engine/split/fwk_render.c rename to engine/split/v4k_render.c diff --git a/engine/split/fwk_render.h b/engine/split/v4k_render.h similarity index 100% rename from engine/split/fwk_render.h rename to engine/split/v4k_render.h diff --git a/engine/split/fwk_renderdd.c b/engine/split/v4k_renderdd.c similarity index 100% rename from engine/split/fwk_renderdd.c rename to engine/split/v4k_renderdd.c diff --git a/engine/split/fwk_renderdd.h b/engine/split/v4k_renderdd.h similarity index 100% rename from engine/split/fwk_renderdd.h rename to engine/split/v4k_renderdd.h diff --git a/engine/split/fwk_scene.c b/engine/split/v4k_scene.c similarity index 100% rename from engine/split/fwk_scene.c rename to engine/split/v4k_scene.c diff --git a/engine/split/fwk_scene.h b/engine/split/v4k_scene.h similarity index 100% rename from engine/split/fwk_scene.h rename to engine/split/v4k_scene.h diff --git a/engine/split/fwk_script.c b/engine/split/v4k_script.c similarity index 97% rename from engine/split/fwk_script.c rename to engine/split/v4k_script.c index cbbc240..9835d80 100644 --- a/engine/split/fwk_script.c +++ b/engine/split/v4k_script.c @@ -4,7 +4,7 @@ typedef lua_State lua; static lua *L; #if is(linux) -void luaopen_libfwk(lua_State *L) {} +void luaopen_libv4k(lua_State *L) {} #endif static void* script__realloc(void *userdef, void *ptr, size_t osize, size_t nsize) { @@ -129,7 +129,7 @@ int window_swap_lua(lua *L) { #define BIND_ALL3(rc,func,a1) script_bind_function(#func, func##_lua) #define BIND_ALL4(rc,func,a1,a2) script_bind_function(#func, func##_lua) -#define XMACRO(X) /* @fixme: add all remaining FWK functions */ \ +#define XMACRO(X) /* @fixme: add all remaining V4K functions */ \ X(bool, window_create, float, int ) \ X(bool, window_swap ) \ X(void, ddraw_grid, float ) \ @@ -147,7 +147,7 @@ void script_quit(void) { } void script_init() { if( !L ) { - // fwk_init(); + // v4k_init(); // initialize Lua L = lua_newstate(script__realloc, 0); // L = luaL_newstate(); diff --git a/engine/split/fwk_script.h b/engine/split/v4k_script.h similarity index 100% rename from engine/split/fwk_script.h rename to engine/split/v4k_script.h diff --git a/engine/split/fwk_string.c b/engine/split/v4k_string.c similarity index 100% rename from engine/split/fwk_string.c rename to engine/split/v4k_string.c diff --git a/engine/split/fwk_string.h b/engine/split/v4k_string.h similarity index 100% rename from engine/split/fwk_string.h rename to engine/split/v4k_string.h diff --git a/engine/split/fwk_system.c b/engine/split/v4k_system.c similarity index 99% rename from engine/split/fwk_system.c rename to engine/split/v4k_system.c index 7c66d37..2a533c7 100644 --- a/engine/split/fwk_system.c +++ b/engine/split/v4k_system.c @@ -941,8 +941,8 @@ void alert(const char *message) { // @todo: move to app_, besides die() #elif is(ems) emscripten_run_script(va("alert('%s')", message)); #elif is(linux) - for(FILE *fp = fopen("/tmp/fwk.warning","wb");fp;fp=0) - fputs(message,fp), fclose(fp), system("xmessage -center -file /tmp/fwk.warning"); + for(FILE *fp = fopen("/tmp/v4k.warning","wb");fp;fp=0) + fputs(message,fp), fclose(fp), system("xmessage -center -file /tmp/v4k.warning"); #elif is(osx) system(va("osascript -e 'display alert \"Alert\" message \"%s\"'", message)); #endif diff --git a/engine/split/fwk_system.h b/engine/split/v4k_system.h similarity index 100% rename from engine/split/fwk_system.h rename to engine/split/v4k_system.h diff --git a/engine/split/fwk_ui.c b/engine/split/v4k_ui.c similarity index 100% rename from engine/split/fwk_ui.c rename to engine/split/v4k_ui.c diff --git a/engine/split/fwk_ui.h b/engine/split/v4k_ui.h similarity index 100% rename from engine/split/fwk_ui.h rename to engine/split/v4k_ui.h diff --git a/engine/split/fwk_video.c b/engine/split/v4k_video.c similarity index 100% rename from engine/split/fwk_video.c rename to engine/split/v4k_video.c diff --git a/engine/split/fwk_video.h b/engine/split/v4k_video.h similarity index 100% rename from engine/split/fwk_video.h rename to engine/split/v4k_video.h diff --git a/engine/split/fwk_window.c b/engine/split/v4k_window.c similarity index 99% rename from engine/split/fwk_window.c rename to engine/split/v4k_window.c index dfa6608..b681498 100644 --- a/engine/split/fwk_window.c +++ b/engine/split/v4k_window.c @@ -252,7 +252,7 @@ void glNewFrame() { bool window_create_from_handle(void *handle, float scale, unsigned flags) { glfw_init(); - fwk_init(); + v4k_init(); if(!t) t = glfwGetTime(); #if is(ems) @@ -357,9 +357,9 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) { // window_cursor(flags & WINDOW_NO_MOUSE ? false : true); glfwSetDropCallback(window, window_drop_callback); - // camera inits for fwk_pre_init() -> ddraw_flush() -> get_active_camera() + // camera inits for v4k_pre_init() -> ddraw_flush() -> get_active_camera() // static camera_t cam = {0}; id44(cam.view); id44(cam.proj); extern camera_t *last_camera; last_camera = &cam; - fwk_pre_init(); + v4k_pre_init(); // display a progress bar meanwhile cook is working in the background // Sleep(500); @@ -409,7 +409,7 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) { if(cook_cancelling) cook_stop(), exit(-1); - fwk_post_init(mode->refreshRate); + v4k_post_init(mode->refreshRate); return true; } diff --git a/engine/split/fwk_window.h b/engine/split/v4k_window.h similarity index 100% rename from engine/split/fwk_window.h rename to engine/split/v4k_window.h diff --git a/engine/fwk b/engine/v4k similarity index 99% rename from engine/fwk rename to engine/v4k index 5c60a9c..673a3ce 100644 --- a/engine/fwk +++ b/engine/v4k @@ -2,7 +2,7 @@ * - rlyeh, public domain */ -#ifdef FWK_3RD +#ifdef V4K_3RD #define GLAD_GL_IMPLEMENTATION // glad #endif @@ -13921,7 +13921,7 @@ int gladLoadGL( GLADloadfunc load) { #endif // ICON_MD_H #line 0 -#ifdef FWK_3RD +#ifdef V4K_3RD //----------------------------------------------------------------------------- // 3rd party libs @@ -220643,7 +220643,7 @@ void nk_glfw3_shutdown(struct nk_glfw* glfw) // - rlyeh, public domain // // changelog: -// - ported to FWK api +// - ported to V4K api // - namespaced symbols // - diverse win32 fixes // - adaptive cols/rows @@ -220768,7 +220768,7 @@ static void browser_reload_directory_content(struct browser *browser, const char // remove last '/' if present. ok to overwrite absolute var, file_*() API returns writeable strings. char *dir = absolute; if( dir[ strlen(dir) - 1 ] == '/' ) dir[ strlen(dir) - 1 ] = '\0'; - dir = file_name(dir); // /home/rlyeh/prj/fwk/art -> art + dir = file_name(dir); // /home/rlyeh/prj/v4k/art -> art BROWSER_PRINTF("%s\n", dir); if( dir[0] != '.' ) // skip special files, folders and internal files like .git or .art.zip @@ -221041,7 +221041,7 @@ static struct nk_image icon_load_rect(unsigned id, unsigned w, unsigned h, unsig */ #line 0 //--- -#ifdef ENABLE_ASSIMP +#ifdef WITH_ASSIMP //{{FILE/*:*/3rd_assimp.h}} //#include "3rd_assimp/cimport.h" //#include "3rd_assimp/scene.h" @@ -235250,8 +235250,7 @@ struct thread_queue_t } THREADNAME_INFO; #pragma pack(pop) -#elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems - +#elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems #ifndef _GNU_SOURCE #define _GNU_SOURCE //< @r-lyeh: pthread_setname_np() #endif @@ -235275,7 +235274,7 @@ thread_id_t thread_current_thread_id( void ) return (void*) (uintptr_t)GetCurrentThreadId(); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (void*) pthread_self(); @@ -235291,7 +235290,7 @@ void thread_yield( void ) SwitchToThread(); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems sched_yield(); @@ -235307,7 +235306,7 @@ void thread_exit( int return_code ) ExitThread( (DWORD) return_code ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_exit( (void*)(uintptr_t) return_code ); @@ -235348,13 +235347,13 @@ thread_ptr_t thread_init( int (*thread_proc)( void* ), void* user_data, char con return (thread_ptr_t) handle; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_t thread; if( 0 != pthread_create( &thread, NULL, ( void* (*)( void * ) ) thread_proc, user_data ) ) return NULL; - #if !defined( __APPLE__ ) && !defined( __EMSCRIPTEN__ ) // max doesn't support pthread_setname_np. alternatives? //< @r-lyeh, ems + #if !defined( __APPLE__ ) && !defined( __EMSCRIPTEN__ ) && !defined( EMSCRIPTEN ) // max doesn't support pthread_setname_np. alternatives? //< @r-lyeh, ems if( name ) pthread_setname_np( thread, name ); #endif @@ -235373,7 +235372,7 @@ void thread_term( thread_ptr_t thread ) WaitForSingleObject( (HANDLE) thread, INFINITE ); CloseHandle( (HANDLE) thread ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_join( (pthread_t) thread, NULL ); @@ -235392,7 +235391,7 @@ int thread_join( thread_ptr_t thread ) GetExitCodeThread( (HANDLE) thread, &retval ); return (int) retval; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems void* retval; pthread_join( (pthread_t) thread, &retval ); @@ -235410,7 +235409,7 @@ int thread_detach( thread_ptr_t thread ) return CloseHandle( (HANDLE) thread ) != 0; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) return pthread_detach( (pthread_t) thread ) == 0; @@ -235426,7 +235425,7 @@ void thread_set_high_priority( void ) SetThreadPriority( GetCurrentThread(), THREAD_PRIORITY_HIGHEST ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems struct sched_param sp; memset( &sp, 0, sizeof( sp ) ); @@ -235451,7 +235450,7 @@ void thread_mutex_init( thread_mutex_t* mutex ) InitializeCriticalSectionAndSpinCount( (CRITICAL_SECTION*) mutex, 32 ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems // Compile-time size check struct x { char thread_mutex_type_too_small : ( sizeof( thread_mutex_t ) < sizeof( pthread_mutex_t ) ? 0 : 1 ); }; @@ -235470,7 +235469,7 @@ void thread_mutex_term( thread_mutex_t* mutex ) DeleteCriticalSection( (CRITICAL_SECTION*) mutex ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_destroy( (pthread_mutex_t*) mutex ); @@ -235486,7 +235485,7 @@ void thread_mutex_lock( thread_mutex_t* mutex ) EnterCriticalSection( (CRITICAL_SECTION*) mutex ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_lock( (pthread_mutex_t*) mutex ); @@ -235502,7 +235501,7 @@ void thread_mutex_unlock( thread_mutex_t* mutex ) LeaveCriticalSection( (CRITICAL_SECTION*) mutex ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_unlock( (pthread_mutex_t*) mutex ); @@ -235524,7 +235523,7 @@ struct thread_internal_signal_t HANDLE event; #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_t mutex; pthread_cond_t condition; @@ -235556,7 +235555,7 @@ void thread_signal_init( thread_signal_t* signal ) internal->event = CreateEvent( NULL, FALSE, FALSE, NULL ); #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_init( &internal->mutex, NULL ); pthread_cond_init( &internal->condition, NULL ); @@ -235580,7 +235579,7 @@ void thread_signal_init( thread_signal_t* signal ) CloseHandle( internal->event ); #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_destroy( &internal->mutex ); pthread_cond_destroy( &internal->condition ); @@ -235606,7 +235605,7 @@ void thread_signal_raise( thread_signal_t* signal ) SetEvent( internal->event ); #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_mutex_lock( &internal->mutex ); internal->value = 1; @@ -235641,7 +235640,7 @@ int thread_signal_wait( thread_signal_t* signal, int timeout_ms ) return !failed; #endif - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems struct timespec ts; if( timeout_ms >= 0 ) @@ -235685,7 +235684,7 @@ int thread_atomic_int_load( thread_atomic_int_t* atomic ) return InterlockedCompareExchange( &atomic->i, 0, 0 ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_add( &atomic->i, 0 ); @@ -235701,7 +235700,7 @@ void thread_atomic_int_store( thread_atomic_int_t* atomic, int desired ) InterlockedExchange( &atomic->i, desired ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems __sync_fetch_and_and( &atomic->i, 0 ); __sync_fetch_and_or( &atomic->i, desired ); @@ -235718,7 +235717,7 @@ int thread_atomic_int_inc( thread_atomic_int_t* atomic ) return InterlockedIncrement( &atomic->i ) - 1; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_add( &atomic->i, 1 ); @@ -235734,7 +235733,7 @@ int thread_atomic_int_dec( thread_atomic_int_t* atomic ) return InterlockedDecrement( &atomic->i ) + 1; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_sub( &atomic->i, 1 ); @@ -235750,7 +235749,7 @@ int thread_atomic_int_add( thread_atomic_int_t* atomic, int value ) return InterlockedExchangeAdd ( &atomic->i, value ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_add( &atomic->i, value ); @@ -235766,7 +235765,7 @@ int thread_atomic_int_sub( thread_atomic_int_t* atomic, int value ) return InterlockedExchangeAdd( &atomic->i, -value ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_fetch_and_sub( &atomic->i, value ); @@ -235782,7 +235781,7 @@ int thread_atomic_int_swap( thread_atomic_int_t* atomic, int desired ) return InterlockedExchange( &atomic->i, desired ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems int old = (int)__sync_lock_test_and_set( &atomic->i, desired ); __sync_lock_release( &atomic->i ); @@ -235800,7 +235799,7 @@ int thread_atomic_int_compare_and_swap( thread_atomic_int_t* atomic, int expecte return InterlockedCompareExchange( &atomic->i, desired, expected ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return (int)__sync_val_compare_and_swap( &atomic->i, expected, desired ); @@ -235816,7 +235815,7 @@ void* thread_atomic_ptr_load( thread_atomic_ptr_t* atomic ) return InterlockedCompareExchangePointer( &atomic->ptr, 0, 0 ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return __sync_fetch_and_add( &atomic->ptr, 0 ); @@ -235838,7 +235837,7 @@ void thread_atomic_ptr_store( thread_atomic_ptr_t* atomic, void* desired ) #pragma warning( pop ) - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems __sync_lock_test_and_set( &atomic->ptr, desired ); __sync_lock_release( &atomic->ptr ); @@ -235860,7 +235859,7 @@ void* thread_atomic_ptr_swap( thread_atomic_ptr_t* atomic, void* desired ) return InterlockedExchangePointer( &atomic->ptr, desired ); #pragma warning( pop ) - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems void* old = __sync_lock_test_and_set( &atomic->ptr, desired ); __sync_lock_release( &atomic->ptr ); @@ -235878,7 +235877,7 @@ void* thread_atomic_ptr_compare_and_swap( thread_atomic_ptr_t* atomic, void* exp return InterlockedCompareExchangePointer( &atomic->ptr, desired, expected ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return __sync_val_compare_and_swap( &atomic->ptr, expected, desired ); @@ -235905,7 +235904,7 @@ void thread_timer_init( thread_timer_t* timer ) *(HANDLE*)timer = CreateWaitableTimer( NULL, TRUE, NULL ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems // Nothing @@ -235925,7 +235924,7 @@ void thread_timer_term( thread_timer_t* timer ) if( timeGetDevCaps( &tc, sizeof( TIMECAPS ) ) == TIMERR_NOERROR ) timeEndPeriod( tc.wPeriodMin ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems // Nothing @@ -235945,7 +235944,7 @@ void thread_timer_wait( thread_timer_t* timer, THREAD_U64 nanoseconds ) (void) b; WaitForSingleObject( *(HANDLE*)timer, INFINITE ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems struct timespec rem; struct timespec req; @@ -235970,7 +235969,7 @@ thread_tls_t thread_tls_create( void ) else return (thread_tls_t) (uintptr_t) tls; - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_key_t tls; if( pthread_key_create( &tls, NULL ) == 0 ) @@ -235990,7 +235989,7 @@ void thread_tls_destroy( thread_tls_t tls ) TlsFree( (DWORD) (uintptr_t) tls ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_key_delete( (pthread_key_t) (uintptr_t) tls ); //< @r-lyeh: uintptr_t @@ -236006,7 +236005,7 @@ void thread_tls_set( thread_tls_t tls, void* value ) TlsSetValue( (DWORD) (uintptr_t) tls, value ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems pthread_setspecific( (pthread_key_t) (uintptr_t) tls, value ); //< @r-lyeh: uintptr_t @@ -236022,7 +236021,7 @@ void* thread_tls_get( thread_tls_t tls ) return TlsGetValue( (DWORD) (uintptr_t) tls ); - #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) //< @r-lyeh, ems + #elif defined( __linux__ ) || defined( __APPLE__ ) || defined( __ANDROID__ ) || defined( __EMSCRIPTEN__ ) || defined( EMSCRIPTEN ) //< @r-lyeh, ems return pthread_getspecific( (pthread_key_t) (uintptr_t) tls ); //< @r-lyeh: uintptr_t @@ -311679,4 +311678,4 @@ API void ProgressiveMesh(int vert_n, int vert_stride, const float *v, int tri_n, * SOFTWARE. */ #line 0 -#endif // FWK_3RD +#endif // V4K_3RD diff --git a/engine/fwk.c b/engine/v4k.c similarity index 97% rename from engine/fwk.c rename to engine/v4k.c index 41faa36..931056e 100644 --- a/engine/fwk.c +++ b/engine/v4k.c @@ -1,7 +1,7 @@ /* game framework. * - rlyeh, public domain * -* ## FWK License +* ## V4K License * * This software is available under 3 licenses. Choose whichever you prefer. * ------------------------------------------------------------------------------ @@ -84,13 +84,13 @@ * ------------------------------------------------------------------------------ */ -#ifndef FWK_H -#include "fwk.h" +#ifndef V4K_H +#include "v4k.h" #endif -#ifndef FWK_3RD -#define FWK_3RD -#include "fwk" +#ifndef V4K_3RD +#define V4K_3RD +#include "v4k" #endif //----------------------------------------------------------------------------- @@ -100,7 +100,7 @@ #define atexit(...) // however Linux needs proper atexit() to deinitialize 3rd_miniaudio.h; likely OSX as well. #endif -#line 1 "fwk_ds.c" +#line 1 "v4k_ds.c" // ----------------------------------------------------------------------------- // sort/less @@ -493,7 +493,7 @@ char *cc8str(uint64_t x) { #line 0 -#line 1 "fwk_string.c" +#line 1 "v4k_string.c" #include char* tempvl(const char *fmt, va_list vl) { @@ -829,7 +829,7 @@ array(uint32_t) string32( const char *utf8 ) { #line 0 -#line 1 "fwk_compat.c" +#line 1 "v4k_compat.c" //----------------------------------------------------------------------------- // compat (unix & stdio.h) @@ -891,7 +891,7 @@ FILE *fmemopen(void *buf, size_t len, const char *type) { int fd = -1; char temppath[DIR_MAX - 14], filename[DIR_MAX + 1]; if( GetTempPathA(sizeof(temppath), temppath) ) - if( GetTempFileNameA(temppath, "fwk_temp", 0, filename) ) + if( GetTempFileNameA(temppath, "v4k_temp", 0, filename) ) if( !_sopen_s(&fd, filename, _O_CREAT | _O_SHORT_LIVED | _O_TEMPORARY | _O_RDWR | _O_BINARY | _O_NOINHERIT, _SH_DENYRW, _S_IREAD | _S_IWRITE) ) for( FILE *fp = fd != -1 ? _fdopen(fd, "w+b") : NULL; fp; ) return fwrite(buf, len, 1, fp), rewind(fp), unlink(filename), fp; // no need to _close. fclose(on the returned FILE*) also _closes the file descriptor. @@ -941,12 +941,12 @@ const char *pathfile_from_handle(FILE *fp) { // ----------------------------------------------------------------------------- -void fwk_init(); -static void fwk_pre_init(); -static void fwk_post_init(float); +void v4k_init(); +static void v4k_pre_init(); +static void v4k_post_init(float); #line 0 -#line 1 "fwk_audio.c" +#line 1 "v4k_audio.c" // @fixme: really shutdown audio & related threads before quitting. drwav crashes. @@ -1460,7 +1460,7 @@ int audio_queue( const void *samples, int num_samples, int flags ) { q.sample.data = reuse_ptr; q.callback = audio_queue_callback; - q.sample.frequency = flags & AUDIO_8KHZ ? 8000 : flags & AUDIO_11KHZ ? 11025 : flags & AUDIO_44KHZ ? 44100 : 22050; + q.sample.frequency = flags & AUDIO_8KHZ ? 8000 : flags & AUDIO_11KHZ ? 11025 : flags & AUDIO_44KHZ ? 44100 : flags & AUDIO_32KHZ ? 32000 : 22050; q.sample.audio_format = flags & AUDIO_FLOAT ? STS_MIXER_SAMPLE_FORMAT_FLOAT : STS_MIXER_SAMPLE_FORMAT_16; q.sample.length = q.sample.frequency / (1000 / AUDIO_QUEUE_BUFFERING_MS); // num_samples; int bytes = q.sample.length * 2 * (flags & AUDIO_FLOAT ? 4 : 2); @@ -1494,7 +1494,7 @@ int audio_queue( const void *samples, int num_samples, int flags ) { } #line 0 -#line 1 "fwk_collide.c" +#line 1 "v4k_collide.c" /* poly */ poly poly_alloc(int cnt) { poly p = {0}; @@ -2922,7 +2922,7 @@ void collide_demo() { // debug draw collisions // @fixme: fix leaks: poly_free() } #line 0 -#line 1 "fwk_cooker.c" +#line 1 "v4k_cooker.c" // data pipeline // - rlyeh, public domain. // ---------------------------------------------------------------------------- @@ -2970,7 +2970,7 @@ cook_script_t cook_script(const char *rules, const char *infile, const char *out map_find_or_add(symbols, "INFILE", STRDUP(infile)); map_find_or_add(symbols, "INPUT", STRDUP(infile)); - map_find_or_add(symbols, "PRETTY", STRDUP(infile + ART_SKIP_ROOT)); // pretty (truncated) input (C:/prj/FWK/art/file.wav -> file.wav) + map_find_or_add(symbols, "PRETTY", STRDUP(infile + ART_SKIP_ROOT)); // pretty (truncated) input (C:/prj/V4K/art/file.wav -> file.wav) map_find_or_add(symbols, "OUTPUT", STRDUP(outfile)); map_find_or_add(symbols, "TOOLS", STRDUP(TOOLS)); map_find_or_add(symbols, "EDITOR", STRDUP(EDITOR)); @@ -3419,7 +3419,7 @@ int cook(void *userdata) { struct tm *timeinfo = localtime(&st.st_mtime); ASSERT(timeinfo); - // pretty (truncated) input (C:/prj/FWK/art/file.wav -> file.wav) + // pretty (truncated) input (C:/prj/V4K/art/file.wav -> file.wav) static __thread int artlen = 0; if(!artlen) artlen = strlen(ART); const char *pretty = fname; if( !strncmp(pretty, ART, artlen) ) pretty += artlen; @@ -3482,10 +3482,10 @@ bool cook_start( const char *cook_ini, const char *masks, int flags ) { do_once { #if 0 - const char *HOME = file_pathabs(cook_ini); // ../tools/cook.ini -> c:/prj/fwk/tools/cook.ini + const char *HOME = file_pathabs(cook_ini); // ../tools/cook.ini -> c:/prj/v4k/tools/cook.ini if( strbeg(HOME, app_path() ) ) HOME = STRDUP( file_path( HOME += strlen(app_path()) ) ); // -> tools/ @leak #else - char *HOME = STRDUP(file_pathabs(cook_ini)); // ../tools/cook.ini -> c:/prj/fwk/tools/cook.ini + char *HOME = STRDUP(file_pathabs(cook_ini)); // ../tools/cook.ini -> c:/prj/v4k/tools/cook.ini HOME[ strlen(HOME) - strlen(file_name(cook_ini)) ] = '\0'; // -> tools/ @leak #endif @@ -3551,7 +3551,7 @@ bool cook_start( const char *cook_ini, const char *masks, int flags ) { return true; // nothing to do } - // estimate ART_SKIP_ROOT (C:/prj/fwk/demos/assets/file.png -> strlen(C:/prj/fwk/) -> 11) + // estimate ART_SKIP_ROOT (C:/prj/v4k/demos/assets/file.png -> strlen(C:/prj/v4k/) -> 11) { array(char*) dirs = 0; for each_substring(ART, ",", art_folder) { @@ -3688,7 +3688,7 @@ void cook_config( const char *pathfile_to_cook_ini ) { // @todo: test run-from-" } #line 0 -#line 1 "fwk_data.c" +#line 1 "v4k_data.c" static array(char) base64__decode(const char *in_, unsigned inlen) { @@ -4042,7 +4042,7 @@ unsigned zexcess(unsigned flags) { } #line 0 -#line 1 "fwk_dll.c" +#line 1 "v4k_dll.c" #if is(win32) # include # define dlopen(name,mode) (void*)( (name) ? LoadLibraryA(name) : GetModuleHandle(NULL)) @@ -4074,7 +4074,7 @@ int main() { int (*adder)() = dll("demo.dll", "add2"); printf("%d\n", adder(2,3) #endif #line 0 -#line 1 "fwk_file.c" +#line 1 "v4k_file.c" // ----------------------------------------------------------------------------- // file @@ -4354,7 +4354,7 @@ bool file_copy(const char *src, const char *dst) { char* file_tempname() { static __thread int id; - return va("%s/fwk-temp.%s.%p.%d", app_temp(), getenv(ifdef(win32, "username", "USER")), &id, rand()); + return va("%s/v4k-temp.%s.%p.%d", app_temp(), getenv(ifdef(win32, "username", "USER")), &id, rand()); } FILE *file_temp(void) { const char *fname = file_tempname(); @@ -4755,7 +4755,7 @@ char* vfs_load(const char *pathfile, int *size_out) { // @todo: fix leaks, vfs_u // @fixme: handle \\?\ absolute path (win) if (!pathfile[0]) return file_load(pathfile, size_out); while( pathfile[0] == '.' && (pathfile[1] == '/' || pathfile[1] == '\\') ) pathfile += 2; - // if (pathfile[0] == '/' || pathfile[1] == ':') return file_load(pathfile, size_out); // @fixme: handle current cooked /home/FWK or C:/FWK path cases within zipfiles + // if (pathfile[0] == '/' || pathfile[1] == ':') return file_load(pathfile, size_out); // @fixme: handle current cooked /home/V4K or C:/V4K path cases within zipfiles if( size_out ) *size_out = 0; if( strend(pathfile, "/") ) return 0; // it's a dir @@ -4778,7 +4778,7 @@ if( found && *found == 0 ) { base = file_name(pathfile); if(base[0] == '\0') return 0; // it's a dir folder = file_path(pathfile); - // make folder variable easier to read in logs: /home/rlyeh/prj/fwk/art/demos/audio/coin.wav -> demos/audio/coin.wav + // make folder variable easier to read in logs: /home/rlyeh/prj/v4k/art/demos/audio/coin.wav -> demos/audio/coin.wav // static int ART_LEN = 0; do_once ART_LEN = strlen(ART); // if( !strncmp(folder, ART, ART_LEN) ) { // folder += ART_LEN; @@ -5093,7 +5093,7 @@ bool ini_write(const char *filename, const char *section, const char *key, const #line 0 -#line 1 "fwk_font.c" +#line 1 "v4k_font.c" // font framework. original code by Vassvik (UNLICENSED) // - rlyeh, public domain. // @@ -7443,7 +7443,7 @@ vec2 font_rect(const char *str) { } #line 0 -#line 1 "fwk_input.c" +#line 1 "v4k_input.c" // input framework // - rlyeh, public domain // @@ -8156,7 +8156,7 @@ void input_demo() { } #line 0 -#line 1 "fwk_math.c" +#line 1 "v4k_math.c" // ----------------------------------------------------------------------------- // math framework: rand, ease, vec2, vec3, vec4, quat, mat2, mat33, mat34, mat4 // - rlyeh, public domain @@ -9103,7 +9103,7 @@ void print34( float *m ) { print_(m,3,4); } void print44( float *m ) { print_(m,4,4); } #line 0 -#line 1 "fwk_memory.c" +#line 1 "v4k_memory.c" size_t dlmalloc_usable_size(void*); // __ANDROID_API__ #if is(bsd) || is(osx) // bsd or osx @@ -9201,7 +9201,7 @@ void* forget( void *ptr ) { } #line 0 -#line 1 "fwk_network.c" +#line 1 "v4k_network.c" // @fixme: broken with tcc -m64 (our default tcc configuration) int download_file( FILE *out, const char *url ) { @@ -9474,7 +9474,618 @@ static void network_init() { } #line 0 -#line 1 "fwk_render.c" +#line 1 "v4k_netsync.c" +typedef void* (*rpc_function)(); + +typedef struct rpc_call { + char *method; + rpc_function function; + uint64_t function_hash; +} rpc_call; + +#define RPC_SIGNATURE_i_iii UINT64_C(0x78409099752fa48a) // printf("%llx\n, HASH_STR("int(int,int,int)")); +#define RPC_SIGNATURE_i_ii UINT64_C(0x258290edf43985a5) // printf("%llx\n, HASH_STR("int(int,int)")); +#define RPC_SIGNATURE_s_s UINT64_C(0x97deedd17d9afb12) // printf("%llx\n, HASH_STR("char*(char*)")); +#define RPC_SIGNATURE_s_v UINT64_C(0x09c16a1242049b80) // printf("%llx\n, HASH_STR("char*(void)")); + +static +rpc_call rpc_new_call(const char *signature, rpc_function function) { + if( signature && function ) { + array(char*)tokens = strsplit(signature, "(,)"); + if( array_count(tokens) >= 1 ) { + char *method = strrchr(tokens[0], ' ')+1; + char *rettype = va("%.*s", (int)(method - tokens[0] - 1), tokens[0]); + int num_args = array_count(tokens) - 1; + char* hash_sig = va("%s(%s)", rettype, num_args ? (array_pop_front(tokens), strjoin(tokens, ",")) : "void"); + uint64_t hash = hash_str(hash_sig); + method = va("%s%d", method, num_args ); +#if RPC_DEBUG + printf("%p %p %s `%s` %s(", function, (void*)hash, rettype, hash_sig, method); for(int i = 0, end = array_count(tokens); i < end; ++i) printf("%s%s", tokens[i], i == (end-1)? "":", "); puts(");"); +#endif + return (rpc_call) { strdup(method), function, hash }; // LEAK + } + } + return (rpc_call) {0}; +} + +static map(char*, rpc_call) rpc_calls = 0; + +static +void rpc_insert(const char *signature, void *function ) { + rpc_call call = rpc_new_call(signature, function); + if( call.method ) { + if( !rpc_calls ) map_init(rpc_calls, less_str, hash_str); + if( map_find(rpc_calls, call.method)) { + map_erase(rpc_calls, call.method); + } + map_insert(rpc_calls, call.method, call); + } +} + +static +char *rpc_full(unsigned id, const char* method, unsigned num_args, char *args[]) { +#if RPC_DEBUG + printf("id:%x method:%s args:", id, method ); + for( int i = 0; i < num_args; ++i ) printf("%s,", args[i]); puts(""); +#endif + + method = va("%s%d", method, num_args); + rpc_call *found = map_find(rpc_calls, (char*)method); + if( found ) { + switch(found->function_hash) { + case RPC_SIGNATURE_i_iii: return va("%d %d", id, (int)(uintptr_t)found->function(atoi(args[0]), atoi(args[1]), atoi(args[2])) ); + case RPC_SIGNATURE_i_ii: return va("%d %d", id, (int)(uintptr_t)found->function(atoi(args[0]), atoi(args[1])) ); + case RPC_SIGNATURE_s_s: return va("%d %s", id, (char*)found->function(args[0]) ); + case RPC_SIGNATURE_s_v: return va("%d %s", id, (char*)found->function() ); + default: break; + } + } + return va("%d -1", id); +} + +static +array(char*) rpc_parse_args( const char *cmdline, bool quote_whitespaces ) { // parse cmdline arguments. must array_free() after use + // - supports quotes: "abc" "abc def" "abc \"def\"" "abc \"def\"""ghi" etc. + // - #comments removed + array(char*) args = 0; // LEAK + for( int i = 0; cmdline[i]; ) { + char buf[256] = {0}, *ptr = buf; + while(cmdline[i] && isspace(cmdline[i])) ++i; + bool quoted = cmdline[i] == '\"'; + if( quoted ) { + while(cmdline[++i]) { + char ch = cmdline[i]; + /**/ if (ch == '\\' && cmdline[i + 1] == '\"') *ptr++ = '\"', ++i; + else if (ch == '\"' && cmdline[i + 1] == '\"') ++i; + else if (ch == '\"' && (!cmdline[i + 1] || isspace(cmdline[i + 1]))) { + ++i; break; + } + else *ptr++ = ch; + } + } else { + while(cmdline[i] && !isspace(cmdline[i])) *ptr++ = cmdline[i++]; + } + if (buf[0] && buf[0] != '#') { // exclude empty args + comments + if( quote_whitespaces && quoted ) + array_push(args, va("\"%s\"",buf)); + else + array_push(args, va("%s",buf)); + } + } + return args; +} + +static +char* rpc(unsigned id, const char* cmdline) { + array(char*) args = rpc_parse_args(cmdline, false); + int num_args = array_count(args); + char *ret = num_args ? rpc_full(id, args[0], num_args - 1, &args[1]) : rpc_full(id, "", 0, NULL); + array_free(args); + return ret; +} + +static void enet_quit(void) { + do_once { + // enet_deinitialize(); + } +} +static void enet_init() { + do_once { + if( enet_initialize() != 0 ) { + PANIC("cannot initialize enet"); + } + atexit( enet_quit ); + } +} + + +static ENetHost *Server; +static map(ENetPeer *, int64_t) clients; +static map(int64_t, ENetPeer *) peers; +static int64_t next_client_id = 1; // assumes ID 0 is server +enum { MSG_INIT, MSG_BUF, MSG_RPC }; + +bool server_bind(int max_clients, int port) { + map_init(clients, less_64, hash_64); + map_init(peers, less_64, hash_64); + assert(port == 0 || (port > 1024 && port < 65500)); + ENetAddress address = {0}; + address.host = ENET_HOST_ANY; + address.port = port; + Server = enet_host_create(&address, max_clients, 2 /*channels*/, 0 /*in bandwidth*/, 0 /*out bandwidth*/); + return Server != NULL; +} + +static +void server_drop_client(int64_t handle) { + map_erase(clients, *(ENetPeer **)map_find(peers, handle)); + map_erase(peers, *(int64_t *)handle); +} + +static +void server_drop_client_peer(ENetPeer *peer) { + map_erase(peers, *(int64_t *)map_find(clients, peer)); + map_erase(clients, peer); +} + +void server_poll() { + ENetEvent event; + while( enet_host_service(Server, &event, 2 /*timeout,ms*/) > 0 ) { + switch (event.type) { + case ENET_EVENT_TYPE_CONNECT:; + char ip[128]; enet_peer_get_ip(event.peer, ip, 128); + PRINTF( "A new client connected from ::%s:%u.\n", ip, event.peer->address.port ); + /* Store any relevant client information here. */ + event.peer->data = "Client information"; + + int64_t client_id = next_client_id++; + map_find_or_add(clients, event.peer, client_id); + map_find_or_add(peers, client_id, event.peer); + break; + case ENET_EVENT_TYPE_RECEIVE: + PRINTF( "A packet of length %zu containing %s was received from %s on channel %u.\n", + event.packet->dataLength, + event.packet->data, + (char *)event.peer->data, + event.channelID ); + + char *dbg = (char *)event.peer->data; + char *ptr = event.packet->data; + unsigned sz = event.packet->dataLength; + + uint32_t mid = *(uint32_t*)ptr; + ptr += 4; + + // @todo: propagate event to user + switch (mid) { + case MSG_INIT: { + uint64_t *cid = map_find(clients, event.peer); + if (cid) { + char init_msg[12]; + *(uint32_t*)&init_msg[0] = MSG_INIT; + *(uint64_t*)&init_msg[4] = *cid; + ENetPacket *packet = enet_packet_create(init_msg, 12, ENET_PACKET_FLAG_RELIABLE); + enet_peer_send(event.peer, 0, packet); + } else { + PRINTF("ignoring unk MSG_INIT client packet.\n"); + } + } break; + default: + PRINTF("recving unk %d sz %d from peer %s\n", mid, sz, dbg); + } + + /* Clean up the packet now that we're done using it. */ + enet_packet_destroy( event.packet ); + break; + + case ENET_EVENT_TYPE_DISCONNECT: + PRINTF( "%s disconnected.\n", (char *)event.peer->data ); + /* Reset the peer's client information. */ + event.peer->data = NULL; + server_drop_client_peer(event.peer); + break; + + case ENET_EVENT_TYPE_DISCONNECT_TIMEOUT: + PRINTF( "%s timeout.\n", (char *)event.peer->data ); + event.peer->data = NULL; + server_drop_client_peer(event.peer); + break; + + case ENET_EVENT_TYPE_NONE: break; + } + } +} + +void client_poll() { + ENetEvent event; + while( enet_host_service(Server, &event, 2 /*timeout,ms*/) > 0 ) { + switch (event.type) { + case ENET_EVENT_TYPE_CONNECT:; + break; + case ENET_EVENT_TYPE_RECEIVE: + PRINTF( "A packet of length %zu containing %s was received from %s on channel %u.\n", + event.packet->dataLength, + event.packet->data, + (char *)event.peer->data, + event.channelID ); + + char *dbg = (char *)event.peer->data; + char *ptr = event.packet->data; + unsigned sz = event.packet->dataLength; + + uint32_t mid = *(uint32_t*)ptr; + ptr += 4; + + // @todo: propagate event to user + switch (mid) { + case MSG_INIT: + /* handled during client_join */ + break; + default: + PRINTF("recving unk %d sz %d from peer %s\n", mid, sz, dbg); + } + + /* Clean up the packet now that we're done using it. */ + enet_packet_destroy( event.packet ); + break; + + case ENET_EVENT_TYPE_DISCONNECT: + PRINTF( "%s disconnected.\n", (char *)event.peer->data ); + /* Reset the peer's client information. */ + event.peer->data = NULL; + server_drop_client_peer(event.peer); + break; + + case ENET_EVENT_TYPE_DISCONNECT_TIMEOUT: + PRINTF( "%s timeout.\n", (char *)event.peer->data ); + event.peer->data = NULL; + server_drop_client_peer(event.peer); + break; + + case ENET_EVENT_TYPE_NONE: break; + } + } +} + +void server_broadcast_bin(const void *msg, int len) { + ENetPacket *packet = enet_packet_create(msg, len, ENET_PACKET_FLAG_RELIABLE); + enet_host_broadcast(Server, 0, packet); + //enet_host_flush(Server); // flush if needed +} +void server_broadcast(const char *msg) { + server_broadcast_bin(msg, strlen(msg)+1); +} +void server_terminate() { + enet_host_destroy(Server); + Server = 0; +} + +volatile int client_join_connected = 0; +static int client_join_threaded(void *userdata) { + ENetHost *host = (ENetHost *)userdata; + + ENetPacket *packet = enet_packet_create("", 1, ENET_PACKET_FLAG_RELIABLE); + enet_host_broadcast(Server, 0, packet); + + /* Wait up to 5 seconds for the connection attempt to succeed. */ + ENetEvent event; + client_join_connected = 0; + client_join_connected = enet_host_service(host, &event, 5000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT; + return 0; +} + +int64_t client_join(const char *ip, int port) { + assert(port > 1024 && port < 65500); + ENetAddress address = {0}; +// address.host = ENET_HOST_ANY; + enet_address_set_host(&address, !strcmp(ip, "localhost") ? "127.0.0.1" : ip); + address.port = port; + + ENetHost *host = enet_host_create(NULL, 1 /*outgoing connections*/, 2 /*channels*/, 0 /*in bandwidth*/, 0 /*out bandwidth*/); + if(!host) return -1; + ENetPeer *peer = enet_host_connect(host, &address, 2, 0); + if(!peer) return -1; + Server = host; + +#if 1 +#if 0 + // sync wait (not working in localhost, unless threaded) + thread_ptr_t th = thread_init(client_join_threaded, host, "client_join_threaded()", 0 ); + thread_join( th ); + thread_destroy( th ); +#else + ENetEvent event; + bool client_join_connected = enet_host_service(host, &event, 5000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT; +#endif + if(!client_join_connected) { enet_peer_reset(peer); return -1; } +#endif + + // ask for server slot + char init_msg[4]; *(uint32_t*)init_msg = MSG_INIT; + server_broadcast_bin(init_msg, sizeof(init_msg)); + + // wait for the response + bool msg_received = enet_host_service(host, &event, 5000) > 0 && event.type == ENET_EVENT_TYPE_RECEIVE; + if (!msg_received) { enet_peer_reset(peer); return -1; } + + char *ptr = (char *)event.packet->data; + int64_t cid = -1; + + // decapsulate incoming packet. + uint32_t mid = *(uint32_t*)(ptr + 0); + ptr += 4; + + switch (mid) { + case MSG_INIT: + cid = *(int64_t*)ptr; + break; + default: + enet_peer_reset(peer); + return -1; + } + + /* Clean up the packet now that we're done using it. */ + enet_packet_destroy( event.packet ); + + return cid; +} +void server_drop(int64_t handle) { + enet_peer_disconnect_now(*(ENetPeer **)map_find(peers, handle), 0); + server_drop_client(handle); +} + +void server_send(int64_t handle, const char *msg) { + ENetPacket *packet = enet_packet_create(msg, strlen(msg) + 1, ENET_PACKET_FLAG_RELIABLE); + enet_peer_send(*(ENetPeer **)map_find(peers, handle), 0, packet); +} + +// --- + +typedef struct netbuffer_t { + int64_t owner; + void *ptr; + unsigned sz; + unsigned flags; +} netbuffer_t; + +static array(char*) events; // @todo: make event 128 bytes max? +static array(int64_t) values; // @todo: map instead? +static map( int64_t, array(netbuffer_t) ) buffers; // map> + +void network_create(const char *ip, const char *port_, unsigned flags) { + if (buffers) map_clear(buffers); + do_once { + array_resize(values, 128); + map_init(buffers, less_64, hash_64); + + enet_init(); + } + + ip = ip ? ip : "0.0.0.0"; + int port = atoi(port_ ? port_ : "1234"); + + // network_put(NETWORK_IP, 0x7F000001); // 127.0.0.1 + network_put(NETWORK_PORT, port); + network_put(NETWORK_LIVE, -1); + + if( !(flags&NETWORK_CONNECT) || flags&NETWORK_BIND ) { + // server, else client + PRINTF("Trying to bind server, else we connect as a client...\n"); + network_put(NETWORK_RANK, 0); + if( server_bind(MAX_CLIENTS, port) ) { + network_put(NETWORK_LIVE, 1); + PRINTF("Server bound\n"); + } else { + network_put(NETWORK_RANK, -1); /* unassigned until we connect successfully */ + int64_t socket = client_join(ip, port); + if( socket >= 0 ) { + PRINTF("Client connected, id %lld\n", socket); + network_put(NETWORK_LIVE, 1); + network_put(NETWORK_RANK, socket); + } else { + PRINTF("!Client conn failed\n"); + network_put(NETWORK_LIVE, 0); + + if (!(flags&NETWORK_NOFAIL)) + PANIC("cannot neither connect to %s:%d, nor create a server", ip, port); + } + } + } else { + // client only + PRINTF("Connecting to server...\n"); + network_put(NETWORK_RANK, -1); /* unassigned until we connect successfully */ + int64_t socket = client_join(ip, port); + if( socket > 0 ) { + PRINTF("Client connected, id %lld\n", socket); + network_put(NETWORK_LIVE, 1); + network_put(NETWORK_RANK, socket); + } else { + PRINTF("!Client conn failed\n"); + network_put(NETWORK_LIVE, 0); + if (!(flags&NETWORK_NOFAIL)) + PANIC("cannot connect to server %s:%d", ip, port); + } + } + + PRINTF("Network rank:%lld ip:%s port:%lld\n", network_get(NETWORK_RANK), ip, network_get(NETWORK_PORT)); +} + +int64_t network_put(uint64_t key, int64_t value) { + int64_t *found = key < array_count(values) ? &values[key] : NULL; + if(found) *found = value; + return value; +} +int64_t network_get(uint64_t key) { + int64_t *found = key < array_count(values) ? &values[key] : NULL; + return found ? *found : 0; +} + +void* network_buffer(void *ptr, unsigned sz, unsigned flags, int64_t rank) { + assert(flags); + array(netbuffer_t) *found = map_find_or_add(buffers, rank, NULL); + + netbuffer_t nb; + nb.owner = rank; + nb.ptr = ptr; + nb.sz = sz; + nb.flags = flags; + array_push(*found, nb); + + return ptr; +} + +char** network_sync(unsigned timeout_ms) { + array_clear(events); + + int64_t whoami = network_get(NETWORK_RANK); + bool is_server = whoami == 0; + bool is_client = !is_server; + if(timeout_ms < 2) timeout_ms = 2; + // sleep_ms(timeout_ms); // @fixme. server only? + + // Split buffers into clients @todo + // clients need to do this before network polling; servers should do this after polling. + map_foreach(buffers, int64_t, rank, array(netbuffer_t), list) { + for(int i = 0, end = array_count(list); i < end; ++i) { + netbuffer_t *nb = &list[i]; + if (!is_server && !(nb->flags & NETWORK_SEND)) + continue; + static array(char) encapsulate; + array_resize(encapsulate, nb->sz + 28); + uint32_t *mid = (uint32_t*)&encapsulate[0]; *mid = MSG_BUF; + uint64_t *st = (uint64_t*)&encapsulate[4]; *st = nb->flags; + uint32_t *idx = (uint32_t*)&encapsulate[12]; *idx = i; + uint32_t *len = (uint32_t*)&encapsulate[16]; *len = nb->sz; + uint64_t *who = (uint64_t*)&encapsulate[20]; *who = nb->owner; + // PRINTF("sending %llx %u %lld %u\n", *st, *idx, *who, *len); + memcpy(&encapsulate[28], nb->ptr, nb->sz); + server_broadcast_bin(&encapsulate[0], nb->sz + 28); + } + } + + // network poll + for( ENetEvent event; Server && enet_host_service(Server, &event, timeout_ms) > 0; ) { + char *msg = 0; + char ip[128]; enet_peer_get_ip(event.peer, ip, 128); + + switch (event.type) { + default: // case ENET_EVENT_TYPE_NONE: + break; + + case ENET_EVENT_TYPE_CONNECT:; + msg = stringf( "A new client connected from ::%s:%u", ip, event.peer->address.port ); + /* Store any relevant client information here. */ + event.peer->data = "Client information"; + + /* ensure we have free slot for client */ + if (map_count(clients) >= MAX_CLIENTS) { + msg = stringf("%s\n", "Server is at maximum capacity, disconnecting the peer..."); + enet_peer_disconnect_now(event.peer, 1); + break; + } + + int64_t client_id = next_client_id++; + map_find_or_add(clients, event.peer, client_id); + map_find_or_add(peers, client_id, event.peer); + break; + + case ENET_EVENT_TYPE_RECEIVE:; + /* + msg = stringf( "A packet of length %u containing %s was received from %s on channel %u", + (unsigned)event.packet->dataLength, + event.packet->data, + (char *)event.peer->data, + event.channelID ); + */ + char *dbg = (char *)event.peer->data; + char *ptr = (char *)event.packet->data; + unsigned sz = (unsigned)event.packet->dataLength; + unsigned id = (unsigned)event.channelID; + + // debug + // puts(dbg); + // hexdump(ptr, sz); + + // decapsulate incoming packet. + uint32_t mid = *(uint32_t*)(ptr + 0); + ptr += 4; + + switch (mid) { + case MSG_INIT: + if (is_server) { + uint64_t *cid = map_find(clients, event.peer); + if (cid) { + char init_msg[12]; + *(uint32_t*)&init_msg[0] = MSG_INIT; + *(int64_t*)&init_msg[4] = *cid; + ENetPacket *packet = enet_packet_create(init_msg, 12, ENET_PACKET_FLAG_RELIABLE); + enet_peer_send(event.peer, 0, packet); + PRINTF("Client req id %lld for peer ::%s:%u\n", *cid, ip, event.peer->address.port); + } else { + PRINTF("!Ignoring unk MSG_INIT client packet.\n"); + } + } + break; + case MSG_BUF: { + uint64_t *flags = (uint64_t*)(ptr + 0); + uint32_t *idx = (uint32_t*)(ptr + 8); + uint32_t *len = (uint32_t*)(ptr + 12); + uint64_t *who = (uint64_t*)(ptr + 16); + // PRINTF("recving %d %llx %u %u %lld\n", mid, *flags, *idx, *len, *who); + ptr += 24; + + // validate if peer owns the buffer + uint8_t client_valid = 0; + + if (is_server) { + int64_t *cid = map_find(clients, event.peer); + client_valid = cid ? *cid == *who : 0; + } + + // apply incoming packet. + if( is_client ? *who != whoami : client_valid ) { // clients merge always foreign packets. servers merge foreign packets. + array(netbuffer_t) *list = map_find(buffers, *who); + assert( list ); + assert( *idx < array_count(*list) ); + netbuffer_t *nb = &(*list)[*idx]; + assert( *len == nb->sz ); + memcpy(nb->ptr, ptr, *len); + } + } break; + default: + break; + // PRINTF("!Receiving unk %d sz %d from peer ::%s:%u\n", mid, sz, ip, event.peer->address.port); + } + /* Clean up the packet now that we're done using it. */ + enet_packet_destroy( event.packet ); + break; + + case ENET_EVENT_TYPE_DISCONNECT: + msg = stringf( "%s disconnected", (char *)event.peer->data ); + /* Reset the peer's client information. */ + event.peer->data = NULL; + if (is_server) server_drop_client_peer(event.peer); + else {network_put(NETWORK_RANK, -1); network_put(NETWORK_LIVE, 0);} + break; + + case ENET_EVENT_TYPE_DISCONNECT_TIMEOUT: + msg = stringf( "%s timeout", (char *)event.peer->data ); + event.peer->data = NULL; + if (is_server) server_drop_client_peer(event.peer); + else {network_put(NETWORK_RANK, -1); network_put(NETWORK_LIVE, 0);} + break; + } + + if(msg) array_push(events, stringf("%d %s", event.type, msg)); +// if(msg) server_broadcast(msg); + } + + array_push(events, NULL); + return events; +} +#line 0 + +#line 1 "v4k_render.c" // ----------------------------------------------------------------------------- // opengl @@ -14390,7 +15001,7 @@ void model_destroy(model_t m) { #undef colormaps #line 0 -#line 1 "fwk_renderdd.c" +#line 1 "v4k_renderdd.c" static const char *dd_vs = "//" FILELINE "\n" "in vec3 att_position;\n" "uniform mat4 u_MVP;\n" @@ -15214,7 +15825,7 @@ void ddraw_demo() { } #line 0 -#line 1 "fwk_scene.c" +#line 1 "v4k_scene.c" // // @todo: remove explicit GL code from here @@ -15630,14 +16241,14 @@ void scene_render(int flags) { } #line 0 -#line 1 "fwk_script.c" +#line 1 "v4k_script.c" typedef lua_State lua; // the Lua interpreter static lua *L; #if is(linux) -void luaopen_libfwk(lua_State *L) {} +void luaopen_libv4k(lua_State *L) {} #endif static void* script__realloc(void *userdef, void *ptr, size_t osize, size_t nsize) { @@ -15762,7 +16373,7 @@ int window_swap_lua(lua *L) { #define BIND_ALL3(rc,func,a1) script_bind_function(#func, func##_lua) #define BIND_ALL4(rc,func,a1,a2) script_bind_function(#func, func##_lua) -#define XMACRO(X) /* @fixme: add all remaining FWK functions */ \ +#define XMACRO(X) /* @fixme: add all remaining V4K functions */ \ X(bool, window_create, float, int ) \ X(bool, window_swap ) \ X(void, ddraw_grid, float ) \ @@ -15780,7 +16391,7 @@ void script_quit(void) { } void script_init() { if( !L ) { - // fwk_init(); + // v4k_init(); // initialize Lua L = lua_newstate(script__realloc, 0); // L = luaL_newstate(); @@ -15811,7 +16422,7 @@ bool script_tests() { #undef XMACRO #line 0 -#line 1 "fwk_system.c" +#line 1 "v4k_system.c" #if (is(tcc) && is(linux)) || (is(gcc) && !is(mingw)) // || is(clang) int __argc; char **__argv; #if !is(ems) @@ -16755,8 +17366,8 @@ void alert(const char *message) { // @todo: move to app_, besides die() #elif is(ems) emscripten_run_script(va("alert('%s')", message)); #elif is(linux) - for(FILE *fp = fopen("/tmp/fwk.warning","wb");fp;fp=0) - fputs(message,fp), fclose(fp), system("xmessage -center -file /tmp/fwk.warning"); + for(FILE *fp = fopen("/tmp/v4k.warning","wb");fp;fp=0) + fputs(message,fp), fclose(fp), system("xmessage -center -file /tmp/v4k.warning"); #elif is(osx) system(va("osascript -e 'display alert \"Alert\" message \"%s\"'", message)); #endif @@ -16877,7 +17488,7 @@ void thread_destroy( void *thd ) { #line 0 -#line 1 "fwk_ui.c" +#line 1 "v4k_ui.c" #ifndef UI_ICONS_SMALL //#define UI_ICONS_SMALL 1 @@ -19238,7 +19849,7 @@ int ui_demo(int do_windows) { } #line 0 -#line 1 "fwk_profile.c" +#line 1 "v4k_profile.c" #if ENABLE_PROFILER profiler_t profiler; int profiler_enabled = 1; @@ -19308,7 +19919,7 @@ void (profile_render)() { #endif #line 0 -#line 1 "fwk_video.c" +#line 1 "v4k_video.c" // tip: convert video to x265/mp4. note: higher crf to increase compression (default crf is 28) // ffmpeg -i {{infile}} -c:v libx265 -crf 24 -c:a copy {{outfile}} @@ -19540,7 +20151,7 @@ void record_frame() { } #line 0 -#line 1 "fwk_window.c" +#line 1 "v4k_window.c" //----------------------------------------------------------------------------- // fps locking @@ -19795,7 +20406,7 @@ void glNewFrame() { bool window_create_from_handle(void *handle, float scale, unsigned flags) { glfw_init(); - fwk_init(); + v4k_init(); if(!t) t = glfwGetTime(); #if is(ems) @@ -19900,9 +20511,9 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) { // window_cursor(flags & WINDOW_NO_MOUSE ? false : true); glfwSetDropCallback(window, window_drop_callback); - // camera inits for fwk_pre_init() -> ddraw_flush() -> get_active_camera() + // camera inits for v4k_pre_init() -> ddraw_flush() -> get_active_camera() // static camera_t cam = {0}; id44(cam.view); id44(cam.proj); extern camera_t *last_camera; last_camera = &cam; - fwk_pre_init(); + v4k_pre_init(); // display a progress bar meanwhile cook is working in the background // Sleep(500); @@ -19952,7 +20563,7 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) { if(cook_cancelling) cook_stop(), exit(-1); - fwk_post_init(mode->refreshRate); + v4k_post_init(mode->refreshRate); return true; } @@ -20456,7 +21067,7 @@ void window_aspect_unlock() { } #line 0 -#line 1 "fwk_obj.c" +#line 1 "v4k_obj.c" void *obj_initialize( void **ptr, char *type ) { unsigned payload = ((unsigned char)type[0]) << 8; type[0] = '\1'; // @fixme: actually use this '\1' custom tag #ifndef NDEBUG @@ -20963,7 +21574,7 @@ int main() { #endif #line 0 -#line 1 "fwk_ai.c" +#line 1 "v4k_ai.c" // AI framework // - rlyeh, public domain. // @@ -21540,7 +22151,7 @@ int pathfind_astar(int width, int height, const unsigned* map, vec2i src, vec2i } #line 0 -#line 1 "fwk_editor.c" +#line 1 "v4k_editor.c" // editing: // nope > functions: add/rem property @@ -21873,10 +22484,10 @@ int main() { // editor is last in place, so it can use all internals from above headers -#line 1 "fwk_main.c" +#line 1 "v4k_main.c" // ---------------------------------------------------------------------------- -static void fwk_pre_init() { +static void v4k_pre_init() { window_icon(va("%s.png", app_name())); ifdef(win32,window_icon(va("%s.ico", app_name()))); @@ -21896,7 +22507,7 @@ static void fwk_pre_init() { // window_swap(); } -static void fwk_post_init(float refresh_rate) { +static void v4k_post_init(float refresh_rate) { // cook cleanup cook_stop(); @@ -21935,12 +22546,12 @@ static void fwk_post_init(float refresh_rate) { // ---------------------------------------------------------------------------- static -void fwk_quit(void) { +void v4k_quit(void) { storage_flush(); midi_quit(); } -void fwk_init() { +void v4k_init() { do_once { // install signal handlers ifdef(debug, signal_hooks()); @@ -21957,7 +22568,7 @@ void fwk_init() { // chdir to root (if invoked as tcc -g -run) chdir(app_path()); - // skip tcc argvs (if invoked as tcc file.c fwk.c -g -run) (win) + // skip tcc argvs (if invoked as tcc file.c v4k.c -g -run) (win) if( __argc > 1 ) if( strstr(__argv[0], "/tcc") || strstr(__argv[0], "\\tcc") ) { __argc = 0; } @@ -21967,7 +22578,7 @@ void fwk_init() { cook_start(COOK_INI, "**", 0|COOK_ASYNC|COOK_CANCELABLE ); } - atexit(fwk_quit); + atexit(v4k_quit); } } @@ -21976,7 +22587,7 @@ void fwk_init() { // int AmdPowerXpressRequestHighPerformance = 1; #if is(linux) && is(tcc) // fixes `tcc: error: undefined symbol '__dso_handle'` -int __dso_handle; // compiled with: `tcc demo.c fwk.c -D__STDC_NO_VLA__ -lX11` +int __dso_handle; // compiled with: `tcc demo.c v4k.c -D__STDC_NO_VLA__ -lX11` #endif #if is(win32) && is(tcc) // fixes `tcc: error: undefined symbol '_InterlockedExchangeAdd'` when compiling with `-m64` flag diff --git a/engine/fwk.h b/engine/v4k.h similarity index 96% rename from engine/fwk.h rename to engine/v4k.h index 0e3a7bc..0de7d6a 100644 --- a/engine/fwk.h +++ b/engine/v4k.h @@ -1,7 +1,7 @@ /* game framework. * - rlyeh, public domain * -* ## FWK License +* ## V4K License * * This software is available under 3 licenses. Choose whichever you prefer. * ------------------------------------------------------------------------------ @@ -73,7 +73,7 @@ * -- * * "I dedicate any and all copyright interest in this software to the three -* licensing terms listed above. I make this dedication for the benefit of the +* license terms listed above. I make this dedication for the benefit of the * public at large and to the detriment of my heirs and successors. I intend * this dedication to be an overt act of relinquishment in perpetuity of all * present and future rights to this software under copyright law." @@ -84,8 +84,8 @@ * ------------------------------------------------------------------------------ */ -#ifndef FWK_H -#define FWK_H +#ifndef V4K_H +#define V4K_H #ifdef __cplusplus extern "C" { @@ -94,7 +94,7 @@ extern "C" { //----------------------------------------------------------------------------- // Headers -#line 1 "fwk_config.h" +#line 1 "v4k_config.h" // ----------------------------------------------------------------------------- // config directives @@ -288,7 +288,7 @@ extern "C" { // ----------------------------------------------------------------------------- // visibility -// win32 users would need to -DAPI=IMPORT/EXPORT as needed when using/building FWK as DLL. +// win32 users would need to -DAPI=IMPORT/EXPORT as needed when using/building V4K as DLL. #if is(win32) #define IMPORT ifdef(gcc, __attribute__ ((dllimport)), __declspec(dllimport)) @@ -389,7 +389,7 @@ typedef char bool; #endif #line 0 -#line 1 "fwk_ds.h" +#line 1 "v4k_ds.h" // data structures and utils: array, set, map, hash, sort. // - rlyeh, public domain @@ -827,7 +827,7 @@ API char *cc8str(uint64_t cc); #define cc8(abcdefgh) ( *(uint64_t*) #abcdefgh " " ) // lil64() ? #line 0 -#line 1 "fwk_math.h" +#line 1 "v4k_math.h" // ----------------------------------------------------------------------------- // math framework: rand, ease, vec2, vec3, vec4, quat, mat2, mat33, mat34, mat4 // - rlyeh, public domain @@ -1167,7 +1167,7 @@ API void print44( float *m ); #line 0 -#line 1 "fwk_ai.h" +#line 1 "v4k_ai.h" typedef enum SWARM_DISTANCE { SWARM_DISTANCE_LINEAR, SWARM_DISTANCE_INVERSE_LINEAR, @@ -1216,7 +1216,7 @@ API void swarm_update_acceleration_and_velocity_only(swarm_t *self, float del API int ui_swarm(swarm_t *self); #line 0 -#line 1 "fwk_audio.h" +#line 1 "v4k_audio.h" // ----------------------------------------------------------------------------- // audio framework // - rlyeh, public domain @@ -1259,19 +1259,20 @@ enum AUDIO_FLAGS { AUDIO_8KHZ = 16, AUDIO_11KHZ = 32, AUDIO_22KHZ = 0, // default - AUDIO_44KHZ = 64, + AUDIO_32KHZ = 64, + AUDIO_44KHZ = 128, AUDIO_MIXER_GAIN = 0, // default - AUDIO_IGNORE_MIXER_GAIN = 128, + AUDIO_IGNORE_MIXER_GAIN = 256, AUDIO_MULTIPLE_INSTANCES = 0, // default - AUDIO_SINGLE_INSTANCE = 256, + AUDIO_SINGLE_INSTANCE = 512, }; API int audio_queue( const void *samples, int num_samples, int flags ); #line 0 -#line 1 "fwk_collide.h" +#line 1 "v4k_collide.h" // ----------------------------------------------------------------------------- // original code by @vurtun (PD) and @barerose (CC0). // [src] https://gist.github.com/vurtun/95f088e4889da2474ad1ce82d7911fee @@ -1432,7 +1433,7 @@ API poly diamond(vec3 from, vec3 to, float size); // poly_free() required API void collide_demo(); // debug draw collisions #line 0 -#line 1 "fwk_cooker.h" +#line 1 "v4k_cooker.h" // ----------------------------------------------------------------------------- // asset pipeline framework // - rlyeh, public domain. @@ -1466,7 +1467,7 @@ API int cook_progress(); // [0..100] #line 0 -#line 1 "fwk_data.h" +#line 1 "v4k_data.h" // ----------------------------------------------------------------------------- // data framework (json5, xml, compression) @todo:kvdb // - rlyeh, public domain @@ -1528,7 +1529,7 @@ API unsigned zexcess(unsigned flags); API unsigned zdecode(void *out, unsigned outlen, const void *in, unsigned inlen, unsigned flags); #line 0 -#line 1 "fwk_dll.h" +#line 1 "v4k_dll.h" // dll utils // - rlyeh, public domain @@ -1543,7 +1544,7 @@ API unsigned zdecode(void *out, unsigned outlen, const void *in, unsigned inlen, API void* dll(const char *filename, const char *symbol); #line 0 -#line 1 "fwk_editor.h" +#line 1 "v4k_editor.h" // ----------------------------------------------------------------------------- // in-game editor // - rlyeh, public domain. @@ -1583,7 +1584,7 @@ API char* kit_translate2( const char *id, const char *langcode_iso639_1 ); // pe API void kit_dump_state( FILE *fp ); #line 0 -#line 1 "fwk_file.h" +#line 1 "v4k_file.h" // ----------------------------------------------------------------------------- // files, cache and virtual filesystem (registered directories and/or compressed zip archives). // - rlyeh, public domain. @@ -1612,7 +1613,7 @@ API char * file_ext(const char *pathfile); // c:/prj/dir/file.ext -> .ext API char * file_id(const char *pathfile); // c:/prj/dir/file.ext -> file/dir/prj (name then alphabetical) API char * file_normalize(const char *pathfile); // c:/prj/dir/file.ext -> c/prj/dir/file_ext //API char * file_normalize_with_folder(const char *pathfile); // c:/prj/dir/file.ext -> dir/file_ext -API char * file_counter(const char *pathfile); // in: fwk.ini -> out: fwk(001).ini -> out: fwk(002).ini [-> etc...] +API char * file_counter(const char *pathfile); // in: v4k.ini -> out: v4k(001).ini -> out: v4k(002).ini [-> etc...] API uint64_t file_stamp(const char *pathfile); // 20210319113316 (datetime in base10) API uint64_t file_stamp_epoch(const char *pathfile); // 1616153596 (seconds since unix epoch) @@ -1683,7 +1684,7 @@ API void ini_destroy(ini_t); API bool ini_write(const char *filename, const char *section, const char *key, const char *value); #line 0 -#line 1 "fwk_font.h" +#line 1 "v4k_font.h" // ----------------------------------------------------------------------------- // font framework // - rlyeh, public domain @@ -1775,7 +1776,7 @@ API void* font_colorize(const char *text, const char *comma_types, const char *c API vec2 font_highlight(const char *text, const void *colors); #line 0 -#line 1 "fwk_input.h" +#line 1 "v4k_input.h" // ----------------------------------------------------------------------------- // input framework // - rlyeh, public domain @@ -1887,7 +1888,7 @@ enum INPUT_ENUMS { }; #line 0 -#line 1 "fwk_memory.h" +#line 1 "v4k_memory.h" // ----------------------------------------------------------------------------- // memory framework // - rlyeh, public domain @@ -1926,7 +1927,7 @@ static FORCE_INLINE void *(CALLOC_)(size_t m, size_t n) { return n *= m, memset( static FORCE_INLINE char *(STRDUP_)(const char *s) { size_t n = strlen(s)+1; return ((char*)memcpy(REALLOC(0,n), s, n)); } ///- #line 0 -#line 1 "fwk_network.h" +#line 1 "v4k_network.h" // ----------------------------------------------------------------------------- // network framework // - rlyeh, public domain @@ -1978,7 +1979,69 @@ API int tcp_debug(int); // toggle traffic monitoring on/off for given socket //API int tcp_crypt(int,uint64_t); // set shared secret #line 0 -#line 1 "fwk_obj.h" +#line 1 "v4k_netsync.h" +// high-level, socket-less networking api. inspired by Quake, MPI and RenderBuckets theories. +// - rlyeh, public domain +// +// Usage: +// 1. configure networked memory buffers with flags (world, player1, player2, etc). network_buffer(); +// 2. then during game loop: +// - modify your buffers as much as needed. +// - sync buffers at least once per frame. network_sync(); +// - render your world +// 3. optionally, monitor network status & variables. network_get(); +// +// @todo: maybe network_send(msg) + msg *network_recv(); instead of event queue of network_sync() ? + +//enum { NETWORK_HANDSHAKE, NETWORK_ENCRYPT, NETWORK_VERSIONED, NETWORK_CHECKSUM }; // negotiation +//enum { NETWORK_TCP, NETWORK_UDP, NETWORK_KCP, NETWORK_ENET, NETWORK_WEBSOCKET }; // transport, where +enum { NETWORK_BIND = 2, NETWORK_CONNECT = 4, NETWORK_NOFAIL = 8 }; +enum { MAX_CLIENTS = 32 }; +API void network_create(const char *ip, const char *port, unsigned flags); // both ip and port can be null + +//enum { NETWORK_LOSSY, NETWORK_COMPRESS }; // post-processes +//enum { NETWORK_UNRELIABLE, NETWORK_UNORDERED, NETWORK_PRIORITY }; // how +//enum { NETWORK_PREDICT, NETWORK_RECONCILE, NETWORK_INTERPOLATE, NETWORK_COMPENSATE }; // time authority, when +//enum { NETWORK_LAGS, NETWORK_DROPS, NETWORK_THROTTLES, NETWORK_DUPES }; // quality sim, how much +//enum { NETWORK_CONST = 1, NETWORK_64,NETWORK_32,NETWORK_16,NETWORK_8, NETWORK_FLT, NETWORK_STR, NETWORK_BLOB }; // type, what +enum { NETWORK_SEND = 2, NETWORK_RECV = 4 }; +API void* network_buffer(void *ptr, unsigned sz, unsigned flags, int64_t rank); // configures a shared/networked buffer +API char** network_sync(unsigned timeout_ms); // syncs all buffers & returns null-terminated list of network events + +enum { NETWORK_RANK = 0 }; // [0..N] where 0 is server +enum { NETWORK_PING = 1 }; // NETWORK_BANDWIDTH, NETWORK_QUALITY }; +enum { NETWORK_PORT = 2, NETWORK_IP, NETWORK_LIVE }; +//enum { NETWORK_USERID, NETWORK_SALT, NETWORK_COUNT/*N users*/ /*...*/, +API int64_t network_get(uint64_t key); +API int64_t network_put(uint64_t key, int64_t value); + +API void network_rpc_insert(const char *signature, void *function); +API char *network_rpc(unsigned id, const char *cmdline); + +// ----------------------------------------------------------------------------- +// low-level api (sockets based) + +API bool server_bind(int max_clients, int port); +API void server_poll(); +API void server_broadcast_bin(const void *ptr, int len); +API void server_broadcast(const char *msg); +API void server_terminate(); +API void server_send(int64_t handle, const char *msg); +API void server_drop(int64_t handle); + +API int64_t client_join(const char *ip, int port); +#define client_send(msg) server_broadcast(msg) +#define client_send_bin(ptr,len) server_broadcast_bin(ptr, len) +#define client_terminate() server_terminate() + +#define ANYHOST_IPV4 "0.0.0.0" +#define ANYHOST_IPV6 "::0" + +#define LOCALHOST_IPV4 "127.0.0.1" +#define LOCALHOST_IPV6 "::1" +#line 0 + +#line 1 "v4k_obj.h" // ----------------------------------------------------------------------------- // C object framework (constructors/destructors, methods, rtti, refcounting) // - rlyeh, public domain. @@ -2112,7 +2175,7 @@ API void* obj_initialize( void **ptr, char *type_and_info ); static __thread void *obj_tmpalloc; #line 0 -#line 1 "fwk_profile.h" +#line 1 "v4k_profile.h" // ----------------------------------------------------------------------------- // profiler & stats (@fixme: threadsafe) @@ -2144,7 +2207,7 @@ extern API int profiler_enabled; ///- #endif #line 0 -#line 1 "fwk_render.h" +#line 1 "v4k_render.h" // ----------------------------------------------------------------------------- // naive rendering framework // - rlyeh, public domain @@ -2675,7 +2738,7 @@ API void* screenshot(int components); // 3 RGB, 4 RGBA, -3 BGR, -4 BGRA API void* screenshot_async(int components); // 3 RGB, 4 RGBA, -3 BGR, -4 BGRA #line 0 -#line 1 "fwk_renderdd.h" +#line 1 "v4k_renderdd.h" // ----------------------------------------------------------------------------- // debugdraw framework // - rlyeh, public domain. @@ -2742,7 +2805,7 @@ API void ddraw_flush(); API void ddraw_flush_projview(mat44 proj, mat44 view); #line 0 -#line 1 "fwk_scene.h" +#line 1 "v4k_scene.h" // ----------------------------------------------------------------------------- // scene framework // - rlyeh, public domain @@ -2827,7 +2890,7 @@ API unsigned scene_count(); API object_t* scene_index(unsigned index); #line 0 -#line 1 "fwk_script.h" +#line 1 "v4k_script.h" // ----------------------------------------------------------------------------- // script framework // - rlyeh, public domain @@ -2843,7 +2906,7 @@ API void script_call(const char *lua_function); API bool script_tests(); #line 0 -#line 1 "fwk_string.h" +#line 1 "v4k_string.h" // string framework // - rlyeh, public domain @@ -2921,7 +2984,7 @@ API char * string8(const wchar_t *str); /// convert from wchar16(win) API array(uint32_t) string32( const char *utf8 ); /// convert from utf8 to utf32 #line 0 -#line 1 "fwk_system.h" +#line 1 "v4k_system.h" // ----------------------------------------------------------------------------- // system framework utils // - rlyeh, public domain. @@ -3017,7 +3080,7 @@ API int (PANIC)(const char *error, const char *file, int line); API int (PRINTF)(const char *text, const char *stack, const char *file, int line, const char *function); #line 0 -#line 1 "fwk_ui.h" +#line 1 "v4k_ui.h" // ----------------------------------------------------------------------------- // immediate ui framework // - rlyeh, public domain @@ -3101,7 +3164,7 @@ API int ui_active(); // ui_is_active()? API int ui_demo(int do_windows); #line 0 -#line 1 "fwk_video.h" +#line 1 "v4k_video.h" // ----------------------------------------------------------------------------- // video decoder (mpeg) // - rlyeh, public domain @@ -3142,7 +3205,7 @@ API bool record_active(); API void record_stop(void); #line 0 -#line 1 "fwk_window.h" +#line 1 "v4k_window.h" // ----------------------------------------------------------------------------- // window framework // - rlyeh, public domain @@ -3246,15 +3309,15 @@ API void window_cursor_shape(unsigned shape); #include #define gladLoadGL(func) (glewExperimental = true, glewInit() == GLEW_OK) #else - #if is(win32) /*&& is(tcc)*/ // && ENABLE_DLL + #if is(win32) /*&& is(tcc)*/ // && WITH_DLL #ifdef GLAD_API_CALL #undef GLAD_API_CALL #endif #define GLAD_API_CALL extern API #endif #ifndef GLAD_GL_H_ - #include "fwk" + #include "v4k" #endif #endif -#endif // FWK_H +#endif // V4K_H diff --git a/engine/fwk.html b/engine/v4k.html similarity index 88% rename from engine/fwk.html rename to engine/v4k.html index 6303334..dd5e651 100644 --- a/engine/fwk.html +++ b/engine/v4k.html @@ -591,20 +591,18 @@ details > summary::-webkit-details-marker { - **F·W·K** + **V·4·K** -|Version: | {{VERSION}} | +|Version: | 2023.8 | |:--------------|:------------| |Branch: | main | -|Commit: | 1 | +|Commit: | 2 | -# [F·W·K {{VERSION}}](https://github.com/r-lyeh/FWK) +# [V·4·K 2023.8 ](https://dev.v4.games/zaklaus/v4k) ## a b o u t -- https://github.com/r-lyeh/FWK is a 3D game framework in C, with Luajit bindings. -- Download latest release: https://github.com/r-lyeh/FWK/releases -- WIP Documentation below. Need extra support? Join us. +- https://dev.v4.games/zaklaus/v4k is a 3D game framework in C, with Luajit bindings. ![Image from demo.c](https://i.imgur.com/sInbRoA.gif) @@ -646,12 +644,8 @@ void assert_positive( int my_int ) { // lowercase snake_case everywhere
Goals -- [x] ~~C++~~. C. -- [x] ~~Fast~~. Naive. -- [x] ~~Modern~~. Simple. -- [x] ~~Full featured~~. Small. -- [x] ~~Rich build system~~. Single file. -- [x] ~~Royaltie fee~~. Free and unlicensed. +- [x] ~~Full featured~~, ~~Fast~~, ~~Modern C++~~. Small, Naive, Simple C. +- [x] ~~Rich build system~~, ~~Royaltie fee~~. Single file, Freely unlicensed.
@@ -680,7 +674,7 @@ void assert_positive( int my_int ) { // lowercase snake_case everywhere - [x] Audio: WAV/FLAC, OGG/MP1/MP3, FUR, MOD/XM/S3M/IT, SFXR and MID+SF2/SF3. - [x] Video: MP4, MPG, OGV, MKV, WMV and AVI. Also, MP4 recording with MPEG-1 fallback. - [x] Model: IQM/E, GLTF/2, GLB, FBX, OBJ, DAE, BLEND, MD3/5, MS3D, SMD, X, 3DS, BVH, DXF, LWO. -- [x] Render: PBR (metallic-roughness) workflow. +- [x] Render: PBR (metallic-roughness) workflow. - [x] Render: Cubemaps, panoramas and spherical harmonics. Rayleigh/Mie scattering. - [x] Render: Post-effects (SSAO,FXAA1/3,CRT,Contrast,Grain,Outline,Vignette...). - [x] Render: 3D Anims, skeletal anims, hardware skinning and instanced rendering. @@ -694,7 +688,7 @@ void assert_positive( int my_int ) { // lowercase snake_case everywhere - [x] Scene handling. - [x] Profiler, stats and leaks finder. - [x] [Editor (wip)](https://user-images.githubusercontent.com/35402248/174457347-f787a6a2-aac8-404c-a5da-f44310c3d432.mp4). -- [x] [Documentation (wip)](https://bit.ly/-f-w-k-). +- [x] [Documentation (wip)](https://bit.ly/v4k2023). @@ -702,21 +696,32 @@ void assert_positive( int my_int ) { // lowercase snake_case everywhere - [ ] AI pass: actors, waypoints, pathfinding, behavior trees (h/fsm,goap), and navmesh generation. -- [ ] Render pass: reverse-Z, automatic LODs, impostors, decals. - - [ ] Materials: (colors✱, textures✱, matcaps✱, videos✱, shadertoys✱). Shadertoys as post-fx✱. - - [ ] Lighting: Hard/soft shadow mapping (VSM,CCSM). Baked lightmaps. Refl probes. Integrated PBR. - [ ] Network/VM pass: Entity/component/systems and worlds. + - [ ] Core pass: struct serialization. - [ ] Message pipeline and replication. - [ ] Digital signals, message buffering and event polling. - [ ] World streaming and level loading. - [ ] Scenegraphs and spatial partioning. BVH, PVS, occluders, frustum culling. - [ ] Server/client architecture. Hybrid P2P. - [ ] NAT traversal. Socketless API, message API and pub/sub wrappers (enet/websocket). +- [ ] Editor pass = netbased + offline rendering + virtual input. + - [ ] Basic: Gizmos✱, scene tree, property editor✱, load/save✱, undo/redo✱, copy/paste, on/off (vis,tick,ddraw,log), vcs. + - [ ] Scenenode: node singleton display, node console, node labels, node outlines✱. + - [ ] Debug: toggles on/off (billboards✱, materials, un/lit, cast shadows, wireframe, skybox✱/mie✱, fog/atmosphere, collide✱, physics). + - [ ] Level: volumes, triggers, platforms, level streaming. + - [ ] Sub-editor: timeline and data tracks, node graphs. + - [ ] Sub-editor: Procedural content, brushes, noise and CSG. + - [ ] Sub-editor: blendshapes, additive anims, head/foot/hand IKs. + - [ ] Script pass: DLL✱ (module->plugin/sys), Lua✱, Luajit✱, Teal✱ and TypeScript. +- [ ] Render pass: reverse-Z, automatic LODs, impostors, decals. + - [ ] Materials: (colors✱, textures✱, matcaps✱, videos✱, shadertoys✱). Shadertoys as post-fx✱. + - [ ] Lighting: Hard/soft shadow mapping (VSM,CCSM). Baked lightmaps. Refl probes. Integrated PBR. - [ ] Tools pass - [ ] Extend shaders + bindings. Per-platform✱, per-type✱, per-asset options. GIF, PKM. - [ ] Extend atlas (sprite/lightmaps). Fit packing (sprites). - [ ] Extend bindings and messaging: parse C headers during cooking stage. - [ ] API pass + - [ ] Extend math: quat2, bezier, catmull. - [ ] Discuss API and freeze it. - [ ] Document everything. @@ -725,7 +730,7 @@ Nice to have/extend (engine dependant): - Animation pass: playlists, additive, blend/shapes, ik/bones, animgraph/controllers. // 6) anims, I (playlist: ~~forward/backwards/loop/rewind)~~, II (~~blend~~/shapes), III (ik/bone), IV (graph/controller) // ~~blend anims~~, animtracks+animevents, additive anims, -// fwk_data: quantization: ~~half, quant, microfloat~~. +// v4k_data: quantization: ~~half, quant, microfloat~~. // anim; ~~keyframes[] { frame+delay,frame+delay,... }, anim duration, anim flip,~~ // anim tracks / anim events - Audio pass: 3D audio, HRTF, FFT, filtering and sound occlusion. @@ -775,8 +780,8 @@ Engine types: Nice to have: - [ ] fix leaks and todos -- [ ] fwk_app: cpu usage, orientation -- [ ] fwk_input: mouse clip, mouse wrap, +- [ ] v4k_app: cpu usage, orientation +- [ ] v4k_input: mouse clip, mouse wrap, - [ ] zip0 seek-vfs optimization. zip_append_file is suboptimal, and requires tons of contiguous memory for giant files. Almost done: @@ -820,35 +825,24 @@ Almost done: -
Hello FWK +
Hello V4K ```C -#include "fwk.h" // Minimal C sample +#include "v4k.h" // Minimal C sample int main() { window_create(75.0, 0); // 75% size, no extra flags while( window_swap() && !input(KEY_ESC) ) { // game loop - puts("hello FWK from C!"); + puts("hello V4K from C!"); } } ``` -```C -#include "fwk.h" // Minimal HTML5 sample -void render(void *arg) { - if( !input(KEY_ESC) ) puts("hello FWK from HTML5!"); -} -int main() { - window_create(75.0, 0); // 75% size, no extra flags - window_loop(render, NULL); // game loop -} -``` - ```lua -local fwk = require("fwk") -- Minimal Lua sample -fwk.window_create(75.0,0) -- 75% size, no extra flags -while fwk.window_swap() and fwk.input(fwk.KEY_ESC) == 0 do -- game loop - print("hello FWK from Lua!") +local v4k = require("v4k") -- Minimal Lua sample +v4k.window_create(75.0,0) -- 75% size, no extra flags +while v4k.window_swap() and v4k.input(v4k.KEY_ESC) == 0 do -- game loop + print("hello V4K from Lua!") end ``` @@ -857,6 +851,11 @@ end
Quickstart +- Double-click `MAKE.bat` (Win) or `sh MAKE.bat` (Linux/OSX) to compile everything. +- `MAKE.bat sln` (Win) or `sh MAKE.bat sln` (Linux/OSX) to generate solutions/makefiles. +- `MAKE.bat help` (Win) or `sh MAKE.bat help` (Linux/OSX) for a bunch of options. +- `MAKE.bat hello.c` (Win) or `sh MAKE.bat hello.c` (Linux/OSX) to build a single executable. +- Alternatively, ```bat echo win/vc && cl hello.c echo win/clang-cl && clang-cl hello.c @@ -873,13 +872,9 @@ echo osx && cc -ObjC hello.c -framework cocoa -framework iokit -fr
Cook -- Most asset types need to be cooked before being used in your application. Some other assets like `.png` do not. -- Cooked assets will be written into .zipfiles close to your executable, and mounted before entering game loop. -- Cooked .zipfiles and your executable are the only required assets when releasing your game. -- Cook manually your assets by invoking supplied [`tools/cook` standalone binary](tools/). -- Cook automatically your assets by just playing your game: a runtime cook is already embedded into your binary. - - In order to achieve this, ensure the [`tools/` folder](tools/) is close to your executable. - - This folder contains all the related binaries to perform any asset conversion plus the [cookbook](tools/cook.ini) to do so. +- Assets need to be cooked before being consumed in your application. The [tools/](tools/) folder contains all the related binaries to perform any asset processing plus the [cookbook](tools/cook.ini) to do so. +- Your game will cook all your assets as long as the [`tools/`](tools/) folder is next to your executable. Alternatively, cook them all just by invoking supplied [`tools/cook` standalone binary](tools/). +- In both cases, assets will be cooked and packed into .zipfiles next to your executable, then mounted before entering game loop. These .zipfiles plus your executable are the only required files when releasing your game.
@@ -888,86 +883,100 @@ echo osx && cc -ObjC hello.c -framework cocoa -framework iokit -fr - Any ico/png file named after the executable name will be automatically used as app icon. - Similar to the ico/png case above, the cooked .zipfiles can be named after the main executable as well. -- Dropped files into game window will be imported & saved into [`import/`](art/engine/import) folder. -- Update the gamepad controller database by upgrading the [`gamecontrollerdb.txt`](art/engine/input) file. -- Depending on your IDE, you might need to browse to [`split/`](split/) sources when debugging FWK. +- Dropped files into game window will be imported & saved into [`import/`](engine/art/import/) folder. +- Update the gamepad controller database by upgrading the [`gamecontrollerdb.txt`](engine/art/input/) file. +- Depending on your IDE, you might need to browse to [`engine/split/`](engine/split/) sources when debugging V4K. - Cook assets on demand, as opposed to cook all existing assets on depot, by using `--cook-on-demand` flag. - Linux/OSX users can optionally install wine and use the Windows tools instead (by using `--cook-wine` flag). - Disable automatic cooking by using `--cook-jobs=0` flag (not recommended). -- Generate a project solution by dropping `split/fwk.h, fwk.c and fwk` files into it. +- Generate a project solution by dropping `engine/v4k.h, v4k.c and v4k` files into it. +- Auto-generated Luajit and Python bindings can be found in the [`engine/bind/`](engine/bind/) folder. +
-
Credits (Artwork + demos) +
Credits -- [Nanofactory](https://sketchfab.com/3d-models/kgirls01-d2f946f58a8040ae993cda70c97b302c), for kgirls01 3D model (CC BY-NC-ND 4.0). -- [RottingPixels](https://opengameart.org/content/2d-castle-platformer-tileset-16x16), for castle-tileset (CC0). -- [wwwtyro](https://github.com/wwwtyro/glsl-atmosphere), for nicest rayleigh/mie scattering shader around (CC0). +**Artwork** +[Dean Evans, Raijin](https://youtu.be/RRvYkrrpMKo?t=147 "for the Map song (c)"), +[Nuulbee](https://sketchfab.com/3d-models/kgirls01-d2f946f58a8040ae993cda70c97b302c "for kgirls01 3D model (CC BY-NC-ND 4.0)"), +[Rotting Pixels](https://opengameart.org/content/2d-castle-platformer-tileset-16x16 "for castle-tileset (CC0)"), +[Tom Lewandowski](https://QuestStudios.com "for his MIDI recordings (c)"), +[Rye Terrell](https://github.com/wwwtyro/glsl-atmosphere "for nicest rayleigh/mie scattering shader around (CC0)"), +**Tools** +[Aaron Barany](https://github.com/akb825/Cuttlefish "for cuttlefish (APACHE2)"), +[Arseny Kapoulkine](https://github.com/zeux/pugixml/ "for pugixml (MIT)"), +[Assimp authors](https://github.com/assimp/assimp "for assimp (BSD3)"), +[Bernhard Schelling](https://github.com/schellingb/TinySoundFont "for tml.h (Zlib) and tsf.h (MIT)"), +[Christian Collins](http://www.schristiancollins.com "for GeneralUser GS soundfont (PD)"), +[FFMPEG authors](https://www.ffmpeg.org/ "for ffmpeg (LGPL21)"), +[Imagination](https://developer.imaginationtech.com/pvrtextool/ "for pvrtextoolcli (ITL)"), +[Krzysztof Gabis](https://github.com/kgabis/ape "for split.py/join.py (MIT)"), +[Lee Salzman](https://github.com/lsalzman/iqm/tree/5882b8c32fa622eba3861a621bb715d693573420/demo "for iqm.cpp (PD)"), +[Martín Lucas Golini](https://github.com/SpartanJ/eepp/commit/8552941da19380d7a629c4da80a976aec5d39e5c "for emscripten-fs.html (CC0)"), +[Mattias Gustavsson](https://github.com/mattiasgustavsson/libs "for mid.h (PD)"), +[Michael Schmoock](http://github.com/willsteel/lcpp "for lcpp (MIT)"), +[Morgan McGuire](https://casual-effects.com/markdeep/ "for markdeep (BSD2)"), +[Olivier Lapicque, Konstanty Bialkowski](https://github.com/Konstanty/libmodplug "for libmodplug (PD)"), +[Polyglot Team](https://docs.google.com/spreadsheets/d/17f0dQawb-s_Fd7DHgmVvJoEGDMH_yoSd8EYigrb0zmM/edit "for polyglot gamedev (CC0)"), +[Tildearrow](https://github.com/tildearrow/furnace/ "for Furnace (GPL2)"), +[Tomas Pettersson](http://www.drpetter.se/ "for sfxr (PD)"), +[Tor Andersson](https://github.com/ccxvii/asstools "for assiqe.c (BSD)"), +**Runtime** +[Andreas Mantler](https://github.com/ands "for their math library (PD)"), +[Barerose](https://github.com/barerose "for swrap (CC0) and math library (CC0)"), +[Camilla Löwy](https://github.com/elmindreda "for glfw3 (Zlib)"), +[Dave Rand](https://tools.ietf.org/html/rfc1978 "for ppp (PD)"), +[David Herberth](https://github.com/dav1dde/ "for glad generated code (PD)"), +[David Reid](https://github.com/mackron "for miniaudio (PD)"), +[Dominic Szablewski](https://github.com/phoboslab/pl_mpeg "for pl_mpeg (MIT)"), +[Dominik Madarász](https://github.com/zaklaus "for json5 parser (PD)"), +[Eduard Suica](https://github.com/eduardsui/tlse "for tlse (PD)"), +[Evan Wallace](https://github.com/evanw "for their math library (CC0)"), +[Gargaj+cce/Peisik](https://github.com/gargaj/foxotron "for Foxotron/PBR shaders (UNLICENSE)"), +[Guilherme Lampert](https://github.com/glampert "for their math library (PD)"), +[Guillaume Vareille](http://tinyfiledialogs.sourceforge.net "for tinyfiledialogs (ZLIB)"), +[Haruhiko Okumura](https://oku.edu.mie-u.ac.jp/~okumura/compression/ "for lzss (PD)"), +[Igor Pavlov](https://www.7-zip.org/ "for LZMA (PD)"), +[Ilya Muravyov](https://github.com/encode84 "for bcm, balz, crush, ulz, lz4x (PD)"), +[Jon Olick](https://www.jonolick.com/ "for jo_mp1 and jo_mpeg (PD)"), +[Joonas Pihlajamaa](https://github.com/jokkebk/JUnzip "for JUnzip library (PD)"), +[Juliette Focault](https://github.com/juliettef/IconFontCppHeaders/blob/main/IconsMaterialDesign.h "for the generated MD header (ZLIB)"), +[Kristoffer Grönlund](https://github.com/krig "for their math library (CC0)"), +[Lee Salzman](https://github.com/lsalzman/iqm/tree/5882b8c32fa622eba3861a621bb715d693573420/demo "for IQM spec & player (PD)"), +[Lee Salzman, V.Hrytsenko, D.Madarász](https://github.com/zpl-c/enet/ "for enet (MIT)"), +[Libtomcrypt](https://github.com/libtom/libtomcrypt "for libtomcrypt (Unlicense)"), +[Lua authors](https://www.lua.org/ "for Lua language (MIT)"), +[Mattias Gustavsson](https://github.com/mattiasgustavsson/libs "for thread.h and https.h (PD)"), +[Micha Mettke](https://github.com/vurtun "for their math library (PD)"), +[Micha Mettke, Chris Willcocks, Dmitry Hrabrov](https://github.com/vurtun/nuklear "for nuklear (PD)"), +[Michael Galetzka](https://github.com/Cultrarius/Swarmz "for swarmz (UNLICENSE)"), +[Mārtiņš Možeiko](https://gist.github.com/mmozeiko/68f0a8459ef2f98bcd879158011cc275 "for A* pathfinding (PD)"), +[Omar Cornut, vaiorabbit](https://github.com/ocornut/imgui/pull/3627 "for tables of unicode ranges (MIT-0)"), +[Rabia Alhaffar](https://github.com/Rabios/ice_libs "for ice_batt.h (PD)"), +[Rich Geldreich](https://github.com/richgel999/miniz "for miniz (PD)"), +[Ross Williams](http://ross.net/compression/lzrw3a.html "for lzrw3a (PD)"), +[Samuli Raivio](https://github.com/bqqbarbhg/bq_websocket "for bq_websocket (PD)"), +[Sean Barrett](https://github.com/nothings "for stb_image, stb_image_write, stb_sprintf, stb_truetype and stb_vorbis (PD)"), +[Sebastian Steinhauer](https://github.com/kieselsteini "for sts_mixer (PD)"), +[Stan Melax, Cloud Wu](https://web.archive.org/web/20031204035320/http://www.melax.com/polychop/gdmag.pdf "for polychop C algorithm (PD)"), +[Stefan Gustavson](https://github.com/stegu/perlin-noise "for simplex noise (PD)"), +[Sterling Orsten](https://github.com/sgorsten "for their math library (UNLICENSE)"), +[Tor Andersson](https://github.com/ccxvii/minilibs "for xml.c (PD)"), +[Vassvik](https://github.com/vassvik/mv_easy_font "for mv_easy_font (Unlicense)"), +[Wolfgang Draxinger](https://github.com/datenwolf "for their math library (WTFPL2)"), -
- -
Credits (Tools) - - -- [Aaron Barany](https://github.com/akb825/Cuttlefish), for cuttlefish (APACHE2). -- [Arseny Kapoulkine](https://github.com/zeux/pugixml/), for pugixml (MIT). -- [Assimp authors](https://github.com/assimp/assimp), for assimp (BSD3). -- [Bernhard Schelling](https://github.com/schellingb/TinySoundFont), for tml.h (Zlib) and tsf.h (MIT). -- [ffmpeg authors](https://www.ffmpeg.org/), for ffmpeg (LGPL21). -- [Imagination](https://developer.imaginationtech.com/pvrtextool/), for pvrtextoolcli (ITL). -- [Krzysztof Gabis](https://github.com/kgabis/ape), for split.py/join.py (MIT). -- [Lee Salzman](https://github.com/lsalzman/iqm/tree/5882b8c32fa622eba3861a621bb715d693573420/demo), for iqm.cpp (PD). -- [Mattias Gustavsson](https://github.com/mattiasgustavsson/libs), for mid.h (PD). -- [Michael Schmoock](http://github.com/willsteel/lcpp), for lcpp (MIT). -- [Olivier Lapicque, Konstanty Bialkowski](https://github.com/Konstanty/libmodplug), for libmodplug (PD). -- [Polyglot Team](https://docs.google.com/spreadsheets/d/17f0dQawb-s_Fd7DHgmVvJoEGDMH_yoSd8EYigrb0zmM/edit), for polyglot gamedev (CC0). -- [Tildearrow](https://github.com/tildearrow/furnace/), for Furnace (GPL2). -- [Tomas Pettersson](http://www.drpetter.se/), for sfxr (PD). -- [Tor Andersson](https://github.com/ccxvii/asstools), for assiqe.c (BSD). - -
- -
Credits (Runtime) - - -- [Barerose](https://github.com/barerose), for swrap (CC0). -- [Camilla Löwy](https://github.com/elmindreda), for glfw3 (Zlib). -- [Dave Rand](https://tools.ietf.org/html/rfc1978) for ppp (PD). -- [David Herberth](https://github.com/dav1dde/), for glad generated code (PD). -- [David Reid](https://github.com/mackron), for miniaudio (PD). -- [Dominic Szablewski](https://github.com/phoboslab/pl_mpeg), for pl_mpeg (MIT). -- [Dominik Madarász](https://github.com/zaklaus), for json5 parser (PD). -- [Eduard Suica](https://github.com/eduardsui/tlse), for tlse (PD). -- [Gargaj+cce/Peisik](https://github.com/gargaj/foxotron), for Foxotron/PBR shaders (UNLICENSE). -- [Guillaume Vareille](http://tinyfiledialogs.sourceforge.net), for tinyfiledialogs (ZLIB). -- [Haruhiko Okumura](https://oku.edu.mie-u.ac.jp/~okumura/compression/) for lzss (PD). -- [Igor Pavlov](https://www.7-zip.org/) for LZMA (PD). -- [Ilya Muravyov](https://github.com/encode84) for bcm, balz, crush, ulz, lz4x (PD). -- [Jon Olick](https://www.jonolick.com/), for jo_mp1 and jo_mpeg (PD). -- [Joonas Pihlajamaa](https://github.com/jokkebk/JUnzip), for JUnzip library (PD). -- [Juliette Focault](https://github.com/juliettef/IconFontCppHeaders/blob/main/IconsMaterialDesign.h), for the generated MD header (ZLIB). -- [Lee Salzman](https://github.com/lsalzman/iqm/tree/5882b8c32fa622eba3861a621bb715d693573420/demo), for IQM spec & player (PD). -- [Lee Salzman, V.Hrytsenko, D.Madarász](https://github.com/zpl-c/enet/), for enet (MIT). -- [Libtomcrypt](https://github.com/libtom/libtomcrypt), for libtomcrypt (Unlicense). -- [Lua authors](https://www.lua.org/), for Lua language (MIT). -- [Mārtiņš Možeiko](https://gist.github.com/mmozeiko/68f0a8459ef2f98bcd879158011cc275), for A* pathfinding (PD). -- [Mattias Gustavsson](https://github.com/mattiasgustavsson/libs), for thread.h and https.h (PD). -- [Micha Mettke, Chris Willcocks, Dmitry Hrabrov](https://github.com/vurtun/nuklear), for nuklear (PD). -- [Michael Galetzka](https://github.com/Cultrarius/Swarmz), for swarmz (UNLICENSE). -- [Omar Cornut, vaiorabbit](https://github.com/ocornut/imgui/pull/3627), for tables of unicode ranges (MIT-0). -- [Rabia Alhaffar](https://github.com/Rabios/ice_libs), for ice_batt.h (PD). -- [Rich Geldreich](https://github.com/richgel999/miniz), for miniz (PD). -- [Ross Williams](http://ross.net/compression/lzrw3a.html) for lzrw3a (PD). -- [Samuli Raivio](https://github.com/bqqbarbhg/bq_websocket), for bq_websocket (PD). -- [Sean Barrett](https://github.com/nothings), for stb_image, stb_image_write, stb_sprintf, stb_truetype and stb_vorbis (PD). -- [Sebastian Steinhauer](https://github.com/kieselsteini), for sts_mixer (PD). -- [Stan Melax, Cloud Wu](https://web.archive.org/web/20031204035320/http://www.melax.com/polychop/gdmag.pdf), for polychop C algorithm (PD). -- [Stefan Gustavson](https://github.com/stegu/perlin-noise), for simplex noise (PD). -- [Tor Andersson](https://github.com/ccxvii/minilibs), for xml.c (PD). -- [Vassvik](https://github.com/vassvik/mv_easy_font), for mv_easy_font (Unlicense). -- Special thanks to [@ands](https://github.com/ands), [@barerose](https://github.com/barerose), [@datenwolf](https://github.com/datenwolf), [@evanw](https://github.com/evanw), [@glampert](https://github.com/glampert), [@krig](https://github.com/krig), [@sgorsten](https://github.com/sgorsten) and [@vurtun](https://github.com/vurtun) for their math libraries (PD,CC0,WTFPL2,CC0,PD,CC0,Unlicense,PD). +
@@ -981,13 +990,9 @@ This software is released into the [public domain](https://unlicense.org/). Also
Links -

-Issues -Discord
+Still looking for alternatives? [amulet](https://github.com/ianmaclarty/amulet), [aroma](https://github.com/leafo/aroma/), [astera](https://github.com/tek256/astera), [blendelf](https://github.com/jesterKing/BlendELF), [bullordengine](https://github.com/MarilynDafa/Bulllord-Engine), [candle](https://github.com/EvilPudding/candle), [cave](https://github.com/kieselsteini/cave), [chickpea](https://github.com/ivansafrin/chickpea), [corange](https://github.com/orangeduck/Corange), [cute](https://github.com/RandyGaul/cute_framework), [dos-like](https://github.com/mattiasgustavsson/dos-like), [ejoy2d](https://github.com/ejoy/ejoy2d), [exengine](https://github.com/exezin/exengine), [gunslinger](https://github.com/MrFrenik/gunslinger), [hate](https://github.com/excessive/hate), [island](https://github.com/island-org/island), [juno](https://github.com/rxi/juno), [l](https://github.com/Lyatus/L), [lgf](https://github.com/Planimeter/lgf), [limbus](https://github.com/redien/limbus), [love](https://github.com/love2d/love/), [lovr](https://github.com/bjornbytes/lovr), [mini3d](https://github.com/mini3d/mini3d), [mintaro](https://github.com/mackron/mintaro), [mio](https://github.com/ccxvii/mio), [olive.c](https://github.com/tsoding/olive.c), [opensource](https://github.com/w23/OpenSource), [ouzel](https://github.com/elnormous/ouzel/), [pez](https://github.com/prideout/pez), [pixie](https://github.com/mattiasgustavsson/pixie), [punity](https://github.com/martincohen/Punity), [r96](https://github.com/badlogic/r96), [ricotech](https://github.com/dbechrd/RicoTech), [rizz](https://github.com/septag/rizz), [tigr](https://github.com/erkkah/tigr), [yourgamelib](https://github.com/duddel/yourgamelib) -Still looking for alternatives? -[amulet](https://github.com/ianmaclarty/amulet), [aroma](https://github.com/leafo/aroma/), [astera](https://github.com/tek256/astera), [blendelf](https://github.com/jesterKing/BlendELF), [bullordengine](https://github.com/MarilynDafa/Bulllord-Engine), [candle](https://github.com/EvilPudding/candle), [cave](https://github.com/kieselsteini/cave), [chickpea](https://github.com/ivansafrin/chickpea), [corange](https://github.com/orangeduck/Corange), [cute](https://github.com/RandyGaul/cute_framework), [dos-like](https://github.com/mattiasgustavsson/dos-like), [ejoy2d](https://github.com/ejoy/ejoy2d), [exengine](https://github.com/exezin/exengine), [gunslinger](https://github.com/MrFrenik/gunslinger), [hate](https://github.com/excessive/hate), [island](https://github.com/island-org/island), [juno](https://github.com/rxi/juno), [l](https://github.com/Lyatus/L), [lgf](https://github.com/Planimeter/lgf), [limbus](https://github.com/redien/limbus), [love](https://github.com/love2d/love/), [lovr](https://github.com/bjornbytes/lovr), [mini3d](https://github.com/mini3d/mini3d), [mintaro](https://github.com/mackron/mintaro), [mio](https://github.com/ccxvii/mio), [olive.c](https://github.com/tsoding/olive.c), [opensource](https://github.com/w23/OpenSource), [ouzel](https://github.com/elnormous/ouzel/), [pez](https://github.com/prideout/pez), [pixie](https://github.com/mattiasgustavsson/pixie), [punity](https://github.com/martincohen/Punity), [r96](https://github.com/badlogic/r96), [ricotech](https://github.com/dbechrd/RicoTech), [rizz](https://github.com/septag/rizz), [tigr](https://github.com/erkkah/tigr), [yourgamelib](https://github.com/duddel/yourgamelib) -

+Issues Discord
## config @@ -3892,11 +3897,12 @@ enum AUDIO_FLAGS { AUDIO_8KHZ = 16, AUDIO_11KHZ = 32, AUDIO_22KHZ = 0, - AUDIO_44KHZ = 64, + AUDIO_32KHZ = 64, + AUDIO_44KHZ = 128, AUDIO_MIXER_GAIN = 0, - AUDIO_IGNORE_MIXER_GAIN = 128, + AUDIO_IGNORE_MIXER_GAIN = 256, AUDIO_MULTIPLE_INSTANCES = 0, - AUDIO_SINGLE_INSTANCE = 256 + AUDIO_SINGLE_INSTANCE = 512 }; ~~~~~~ @@ -6454,6 +6460,232 @@ Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#str
+## netsync + + +
🄴 enum {; +~~~~~~C +enum { + NETWORK_BIND = 2, + NETWORK_CONNECT = 4, + NETWORK_NOFAIL = 8 +}; +~~~~~~ + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄴 enum {; +~~~~~~C +enum { + MAX_CLIENTS = 32 +}; +~~~~~~ + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API void network_create(const char* ip,const char* port,unsigned flags); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄴 enum {; +~~~~~~C +enum { + NETWORK_SEND = 2, + NETWORK_RECV = 4 +}; +~~~~~~ + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API void* network_buffer(void* ptr,unsigned sz,unsigned flags,int64_t rank); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API char** network_sync(unsigned timeout_ms); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄴 enum {; +~~~~~~C +enum { + NETWORK_RANK = 0 +}; +~~~~~~ + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄴 enum {; +~~~~~~C +enum { + NETWORK_PING = 1 +}; +~~~~~~ + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄴 enum {; +~~~~~~C +enum { + NETWORK_PORT = 2, + NETWORK_IP, + NETWORK_LIVE +}; +~~~~~~ + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API int64_t network_get(uint64_t key); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API int64_t network_put(uint64_t key,int64_t value); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API void network_rpc_insert(const char* signature,void* function); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API char* network_rpc(unsigned id,const char* cmdline); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API bool server_bind(int max_clients,int port); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API void server_poll(); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API void server_broadcast_bin(const void* ptr,int len); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API void server_broadcast(const char* msg); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API void server_terminate(); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API void server_send(int64_t handle,const char* msg); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API void server_drop(int64_t handle); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ + +
🄵 API int64_t client_join(const char* ip,int port); + +Under construction. Yet to be documented. + +Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#strjoin), [IMAGE_FLAGS](#IMAGE_FLAGS) or [image_t](#image_t). + +
+ ## obj @@ -11163,15 +11395,15 @@ Other documentation examples: [dll](#dll), [strsplit](#strsplit), [strjoin](#str ## 🄳 defines -[_CRT_NONSTDC_NO_DEPRECATE](#_CRT_NONSTDC_NO_DEPRECATE), [_CRT_SECURE_NO_WARNINGS](#_CRT_SECURE_NO_WARNINGS), [_GNU_SOURCE](#_GNU_SOURCE), [_WIN32_WINNT](#_WIN32_WINNT), [_WINSOCK_DEPRECATED_NO_WARNINGS](#_WINSOCK_DEPRECATED_NO_WARNINGS), [ALLOCSIZE](#ALLOCSIZE), [API](#API), [AQUA](#AQUA), [ASSERT](#ASSERT), [ASSERT_ONCE](#ASSERT_ONCE), [BLACK](#BLACK), [BLUE](#BLUE), [C_CAST](#C_CAST), [C_EPSILON](#C_EPSILON), [C_PI](#C_PI), [CALLOC](#CALLOC), [CYAN](#CYAN), [ENABLE_FASTCALL_LUA](#ENABLE_FASTCALL_LUA), [ENABLE_LINUX_CALLSTACKS](#ENABLE_LINUX_CALLSTACKS), [ENABLE_MEMORY_LEAKS](#ENABLE_MEMORY_LEAKS), [ENABLE_MEMORY_POISON](#ENABLE_MEMORY_POISON), [ENABLE_PROFILER](#ENABLE_PROFILER), [ENABLE_SELFIES](#ENABLE_SELFIES), [EXPAND](#EXPAND), [EXPAND_ARGS](#EXPAND_ARGS), [EXPAND_COUNT_ARGS](#EXPAND_COUNT_ARGS), [EXPAND_J01N](#EXPAND_J01N), [EXPAND_J0IN](#EXPAND_J0IN), [EXPAND_JOIN](#EXPAND_JOIN), [EXPAND_QUOTE](#EXPAND_QUOTE), [EXPAND_RETURN_COUNT](#EXPAND_RETURN_COUNT), [EXPORT](#EXPORT), [FILELINE](#FILELINE), [FINITE](#FINITE), [FONT_BASELINE](#FONT_BASELINE), [FONT_BOTTOM](#FONT_BOTTOM), [FONT_CENTER](#FONT_CENTER), [FONT_COLOR1](#FONT_COLOR1), [FONT_COLOR10](#FONT_COLOR10), [FONT_COLOR2](#FONT_COLOR2), [FONT_COLOR3](#FONT_COLOR3), [FONT_COLOR4](#FONT_COLOR4), [FONT_COLOR5](#FONT_COLOR5), [FONT_COLOR6](#FONT_COLOR6), [FONT_COLOR7](#FONT_COLOR7), [FONT_COLOR8](#FONT_COLOR8), [FONT_COLOR9](#FONT_COLOR9), [FONT_FACE1](#FONT_FACE1), [FONT_FACE2](#FONT_FACE2), [FONT_FACE3](#FONT_FACE3), [FONT_FACE4](#FONT_FACE4), [FONT_FACE5](#FONT_FACE5), [FONT_FACE6](#FONT_FACE6), [FONT_H1](#FONT_H1), [FONT_H2](#FONT_H2), [FONT_H3](#FONT_H3), [FONT_H4](#FONT_H4), [FONT_H5](#FONT_H5), [FONT_H6](#FONT_H6), [FONT_LEFT](#FONT_LEFT), [FONT_MIDDLE](#FONT_MIDDLE), [FONT_RIGHT](#FONT_RIGHT), [FONT_TOP](#FONT_TOP), [FORCE_INLINE](#FORCE_INLINE), [FORGET](#FORGET), [FREE](#FREE), [GJK_H](#GJK_H), [GJK_MAX_ITERATIONS](#GJK_MAX_ITERATIONS), [GLAD_API_CALL](#GLAD_API_CALL), [GRAY](#GRAY), [GREEN](#GREEN), [IMPORT](#IMPORT), [INLINE](#INLINE), [MALLOC](#MALLOC), [MAP_DONT_ERASE](#MAP_DONT_ERASE), [MAP_HASHSIZE](#MAP_HASHSIZE), [OBJBOX](#OBJBOX), [OBJPAYLOAD16](#OBJPAYLOAD16), [OBJPAYLOAD3](#OBJPAYLOAD3), [OBJUNBOX](#OBJUNBOX), [ORANGE](#ORANGE), [PANIC](#PANIC), [PINK](#PINK), [PRINTF](#PRINTF), [PURPLE](#PURPLE), [REALLOC](#REALLOC), [RED](#RED), [RGB3](#RGB3), [RGB4](#RGB4), [RGBX](#RGBX), [SET_DONT_ERASE](#SET_DONT_ERASE), [SET_HASHSIZE](#SET_HASHSIZE), [STATIC](#STATIC), [STATIC_ASSERT](#STATIC_ASSERT), [STRDUP](#STRDUP), [STRINGIZ3](#STRINGIZ3), [STRINGIZE](#STRINGIZE), [TO_DEG](#TO_DEG), [TO_RAD](#TO_RAD), [WATCH](#WATCH), [WHITE](#WHITE), [YELLOW](#YELLOW) +[_CRT_NONSTDC_NO_DEPRECATE](#_CRT_NONSTDC_NO_DEPRECATE), [_CRT_SECURE_NO_WARNINGS](#_CRT_SECURE_NO_WARNINGS), [_GNU_SOURCE](#_GNU_SOURCE), [_WIN32_WINNT](#_WIN32_WINNT), [_WINSOCK_DEPRECATED_NO_WARNINGS](#_WINSOCK_DEPRECATED_NO_WARNINGS), [ALLOCSIZE](#ALLOCSIZE), [ANYHOST_IPV4](#ANYHOST_IPV4), [ANYHOST_IPV6](#ANYHOST_IPV6), [API](#API), [AQUA](#AQUA), [ASSERT](#ASSERT), [ASSERT_ONCE](#ASSERT_ONCE), [BLACK](#BLACK), [BLUE](#BLUE), [C_CAST](#C_CAST), [C_EPSILON](#C_EPSILON), [C_PI](#C_PI), [CALLOC](#CALLOC), [CYAN](#CYAN), [ENABLE_FASTCALL_LUA](#ENABLE_FASTCALL_LUA), [ENABLE_LINUX_CALLSTACKS](#ENABLE_LINUX_CALLSTACKS), [ENABLE_MEMORY_LEAKS](#ENABLE_MEMORY_LEAKS), [ENABLE_MEMORY_POISON](#ENABLE_MEMORY_POISON), [ENABLE_PROFILER](#ENABLE_PROFILER), [ENABLE_SELFIES](#ENABLE_SELFIES), [EXPAND](#EXPAND), [EXPAND_ARGS](#EXPAND_ARGS), [EXPAND_COUNT_ARGS](#EXPAND_COUNT_ARGS), [EXPAND_J01N](#EXPAND_J01N), [EXPAND_J0IN](#EXPAND_J0IN), [EXPAND_JOIN](#EXPAND_JOIN), [EXPAND_QUOTE](#EXPAND_QUOTE), [EXPAND_RETURN_COUNT](#EXPAND_RETURN_COUNT), [EXPORT](#EXPORT), [FILELINE](#FILELINE), [FINITE](#FINITE), [FONT_BASELINE](#FONT_BASELINE), [FONT_BOTTOM](#FONT_BOTTOM), [FONT_CENTER](#FONT_CENTER), [FONT_COLOR1](#FONT_COLOR1), [FONT_COLOR10](#FONT_COLOR10), [FONT_COLOR2](#FONT_COLOR2), [FONT_COLOR3](#FONT_COLOR3), [FONT_COLOR4](#FONT_COLOR4), [FONT_COLOR5](#FONT_COLOR5), [FONT_COLOR6](#FONT_COLOR6), [FONT_COLOR7](#FONT_COLOR7), [FONT_COLOR8](#FONT_COLOR8), [FONT_COLOR9](#FONT_COLOR9), [FONT_FACE1](#FONT_FACE1), [FONT_FACE2](#FONT_FACE2), [FONT_FACE3](#FONT_FACE3), [FONT_FACE4](#FONT_FACE4), [FONT_FACE5](#FONT_FACE5), [FONT_FACE6](#FONT_FACE6), [FONT_H1](#FONT_H1), [FONT_H2](#FONT_H2), [FONT_H3](#FONT_H3), [FONT_H4](#FONT_H4), [FONT_H5](#FONT_H5), [FONT_H6](#FONT_H6), [FONT_LEFT](#FONT_LEFT), [FONT_MIDDLE](#FONT_MIDDLE), [FONT_RIGHT](#FONT_RIGHT), [FONT_TOP](#FONT_TOP), [FORCE_INLINE](#FORCE_INLINE), [FORGET](#FORGET), [FREE](#FREE), [GJK_H](#GJK_H), [GJK_MAX_ITERATIONS](#GJK_MAX_ITERATIONS), [GLAD_API_CALL](#GLAD_API_CALL), [GRAY](#GRAY), [GREEN](#GREEN), [IMPORT](#IMPORT), [INLINE](#INLINE), [LOCALHOST_IPV4](#LOCALHOST_IPV4), [LOCALHOST_IPV6](#LOCALHOST_IPV6), [MALLOC](#MALLOC), [MAP_DONT_ERASE](#MAP_DONT_ERASE), [MAP_HASHSIZE](#MAP_HASHSIZE), [OBJBOX](#OBJBOX), [OBJPAYLOAD16](#OBJPAYLOAD16), [OBJPAYLOAD3](#OBJPAYLOAD3), [OBJUNBOX](#OBJUNBOX), [ORANGE](#ORANGE), [PANIC](#PANIC), [PINK](#PINK), [PRINTF](#PRINTF), [PURPLE](#PURPLE), [REALLOC](#REALLOC), [RED](#RED), [RGB3](#RGB3), [RGB4](#RGB4), [RGBX](#RGBX), [SET_DONT_ERASE](#SET_DONT_ERASE), [SET_HASHSIZE](#SET_HASHSIZE), [STATIC](#STATIC), [STATIC_ASSERT](#STATIC_ASSERT), [STRDUP](#STRDUP), [STRINGIZ3](#STRINGIZ3), [STRINGIZE](#STRINGIZE), [TO_DEG](#TO_DEG), [TO_RAD](#TO_RAD), [WATCH](#WATCH), [WHITE](#WHITE), [YELLOW](#YELLOW) ## 🄴 enums -[ANIM_FLAGS](#ANIM_FLAGS), [AUDIO_FLAGS](#AUDIO_FLAGS), [COMPRESS_FLAGS](#COMPRESS_FLAGS), [COOK_FLAGS](#COOK_FLAGS), [CURSOR_SHAPES](#CURSOR_SHAPES), [EASE_FLAGS](#EASE_FLAGS), [FONT_FLAGS](#FONT_FLAGS), [IMAGE_FLAGS](#IMAGE_FLAGS), [INPUT_ENUMS](#INPUT_ENUMS), [MATERIAL_ENUMS](#MATERIAL_ENUMS), [MESH_FLAGS](#MESH_FLAGS), [MODEL_FLAGS](#MODEL_FLAGS), [PANEL_FLAGS](#PANEL_FLAGS), [SCENE_FLAGS](#SCENE_FLAGS), [SWARM_DISTANCE](#SWARM_DISTANCE), [TEXTURE_FLAGS](#TEXTURE_FLAGS), [TOUCH_BUTTONS](#TOUCH_BUTTONS), [VIDEO_FLAGS](#VIDEO_FLAGS), [WINDOW_FLAGS](#WINDOW_FLAGS) +[ANIM_FLAGS](#ANIM_FLAGS), [AUDIO_FLAGS](#AUDIO_FLAGS), [COMPRESS_FLAGS](#COMPRESS_FLAGS), [COOK_FLAGS](#COOK_FLAGS), [CURSOR_SHAPES](#CURSOR_SHAPES), [EASE_FLAGS](#EASE_FLAGS), [FONT_FLAGS](#FONT_FLAGS), [IMAGE_FLAGS](#IMAGE_FLAGS), [INPUT_ENUMS](#INPUT_ENUMS), [MATERIAL_ENUMS](#MATERIAL_ENUMS), [MESH_FLAGS](#MESH_FLAGS), [MODEL_FLAGS](#MODEL_FLAGS), [PANEL_FLAGS](#PANEL_FLAGS), [SCENE_FLAGS](#SCENE_FLAGS), [SWARM_DISTANCE](#SWARM_DISTANCE), [TEXTURE_FLAGS](#TEXTURE_FLAGS), [TOUCH_BUTTONS](#TOUCH_BUTTONS), [VIDEO_FLAGS](#VIDEO_FLAGS), [WINDOW_FLAGS](#WINDOW_FLAGS), [{](#{) ## 🅃 types [aabb](#aabb), [anim_t](#anim_t), [audio_handle*](#audio_handle*), [boid_t](#boid_t), [bool](#bool), [camera_t](#camera_t), [capsule](#capsule), [colormap_t](#colormap_t), [cubemap_t](#cubemap_t), [frustum](#frustum), [gjk_result](#gjk_result), [gjk_simplex](#gjk_simplex), [gjk_support](#gjk_support), [gjk_vertex](#gjk_vertex), [handle](#handle), [hit](#hit), [image_t](#image_t), [ini_t](#ini_t), [json_t](#json_t), [line](#line), [map](#map), [mat33](#mat33), [mat34](#mat34), [mat44](#mat44), [material_t](#material_t), [mesh_t](#mesh_t), [model_t](#model_t), [object_t](#object_t), [pair](#pair), [pbr_material_t](#pbr_material_t), [plane](#plane), [poly](#poly), [quat](#quat), [ray](#ray), [scene_t](#scene_t), [set](#set), [set_item](#set_item), [shadertoy_t](#shadertoy_t), [shadowmap_t](#shadowmap_t), [skybox_t](#skybox_t), [sphere](#sphere), [spine_t](#spine_t), [swarm_t](#swarm_t), [texture_t](#texture_t), [tiled_t](#tiled_t), [tilemap_t](#tilemap_t), [tileset_t](#tileset_t), [triangle](#triangle), [vec2](#vec2), [vec2i](#vec2i), [vec3](#vec3), [vec3i](#vec3i), [vec4](#vec4), [video_t](#video_t) ## 🄵 functions -[aabb_closest_point](#aabb_closest_point), [aabb_contains_point](#aabb_contains_point), [aabb_distance2_point](#aabb_distance2_point), [aabb_hit_aabb](#aabb_hit_aabb), [aabb_hit_capsule](#aabb_hit_capsule), [aabb_hit_sphere](#aabb_hit_sphere), [aabb_test_aabb](#aabb_test_aabb), [aabb_test_capsule](#aabb_test_capsule), [aabb_test_poly](#aabb_test_poly), [aabb_test_sphere](#aabb_test_sphere), [abs2](#abs2), [abs3](#abs3), [abs4](#abs4), [absf](#absf), [absi](#absi), [add2](#add2), [add3](#add3), [add34](#add34), [add34x2](#add34x2), [add4](#add4), [addq](#addq), [alert](#alert), [alpha](#alpha), [app_battery](#app_battery), [app_cache](#app_cache), [app_cmdline](#app_cmdline), [app_cores](#app_cores), [app_exec](#app_exec), [app_name](#app_name), [app_path](#app_path), [app_temp](#app_temp), [argc](#argc), [argv](#argv), [audio_clip](#audio_clip), [audio_play](#audio_play), [audio_play_gain](#audio_play_gain), [audio_play_gain_pitch](#audio_play_gain_pitch), [audio_play_gain_pitch_pan](#audio_play_gain_pitch_pan), [audio_queue](#audio_queue), [audio_stop](#audio_stop), [audio_stream](#audio_stream), [audio_volume_clip](#audio_volume_clip), [audio_volume_master](#audio_volume_master), [audio_volume_stream](#audio_volume_stream), [bgra](#bgra), [bgraf](#bgraf), [big16](#big16), [big16p](#big16p), [big32](#big32), [big32f](#big32f), [big32p](#big32p), [big32pf](#big32pf), [big64](#big64), [big64f](#big64f), [big64p](#big64p), [big64pf](#big64pf), [brdf_lut](#brdf_lut), [breakpoint](#breakpoint), [cache_insert](#cache_insert), [cache_lookup](#cache_lookup), [callstack](#callstack), [callstackf](#callstackf), [camera](#camera), [camera_enable](#camera_enable), [camera_fov](#camera_fov), [camera_fps](#camera_fps), [camera_get_active](#camera_get_active), [camera_lookat](#camera_lookat), [camera_move](#camera_move), [camera_orbit](#camera_orbit), [camera_teleport](#camera_teleport), [capsule_closest_point](#capsule_closest_point), [capsule_distance2_point](#capsule_distance2_point), [capsule_hit_aabb](#capsule_hit_aabb), [capsule_hit_capsule](#capsule_hit_capsule), [capsule_hit_sphere](#capsule_hit_sphere), [capsule_test_aabb](#capsule_test_aabb), [capsule_test_capsule](#capsule_test_capsule), [capsule_test_poly](#capsule_test_poly), [capsule_test_sphere](#capsule_test_sphere), [cc4](#cc4), [cc4str](#cc4str), [cc8](#cc8), [cc8str](#cc8str), [ceil2](#ceil2), [ceil3](#ceil3), [ceil4](#ceil4), [clamp2](#clamp2), [clamp3](#clamp3), [clamp4](#clamp4), [clampf](#clampf), [clampi](#clampi), [clip](#clip), [collide_demo](#collide_demo), [colormap](#colormap), [compose33](#compose33), [compose34](#compose34), [compose44](#compose44), [conjq](#conjq), [cook_cancel](#cook_cancel), [cook_config](#cook_config), [cook_jobs](#cook_jobs), [cook_progress](#cook_progress), [cook_start](#cook_start), [cook_stop](#cook_stop), [copy33](#copy33), [copy34](#copy34), [copy44](#copy44), [cross2](#cross2), [cross3](#cross3), [cubemap](#cubemap), [cubemap6](#cubemap6), [cubemap_destroy](#cubemap_destroy), [cubemap_get_active](#cubemap_get_active), [data_tests](#data_tests), [date](#date), [date_epoch](#date_epoch), [date_string](#date_string), [ddraw_aabb](#ddraw_aabb), [ddraw_aabb_corners](#ddraw_aabb_corners), [ddraw_arrow](#ddraw_arrow), [ddraw_axis](#ddraw_axis), [ddraw_boid](#ddraw_boid), [ddraw_bone](#ddraw_bone), [ddraw_bounds](#ddraw_bounds), [ddraw_box](#ddraw_box), [ddraw_capsule](#ddraw_capsule), [ddraw_circle](#ddraw_circle), [ddraw_color](#ddraw_color), [ddraw_color_pop](#ddraw_color_pop), [ddraw_color_push](#ddraw_color_push), [ddraw_cone](#ddraw_cone), [ddraw_cube](#ddraw_cube), [ddraw_cube33](#ddraw_cube33), [ddraw_cylinder](#ddraw_cylinder), [ddraw_demo](#ddraw_demo), [ddraw_diamond](#ddraw_diamond), [ddraw_flush](#ddraw_flush), [ddraw_flush_projview](#ddraw_flush_projview), [ddraw_frustum](#ddraw_frustum), [ddraw_grid](#ddraw_grid), [ddraw_ground](#ddraw_ground), [ddraw_hexagon](#ddraw_hexagon), [ddraw_line](#ddraw_line), [ddraw_line_dashed](#ddraw_line_dashed), [ddraw_line_thin](#ddraw_line_thin), [ddraw_normal](#ddraw_normal), [ddraw_ontop](#ddraw_ontop), [ddraw_ontop_pop](#ddraw_ontop_pop), [ddraw_ontop_push](#ddraw_ontop_push), [ddraw_pentagon](#ddraw_pentagon), [ddraw_plane](#ddraw_plane), [ddraw_point](#ddraw_point), [ddraw_pop_2d](#ddraw_pop_2d), [ddraw_position](#ddraw_position), [ddraw_position_dir](#ddraw_position_dir), [ddraw_prism](#ddraw_prism), [ddraw_push_2d](#ddraw_push_2d), [ddraw_pyramid](#ddraw_pyramid), [ddraw_ring](#ddraw_ring), [ddraw_sphere](#ddraw_sphere), [ddraw_square](#ddraw_square), [ddraw_text](#ddraw_text), [ddraw_text2d](#ddraw_text2d), [ddraw_triangle](#ddraw_triangle), [dec2](#dec2), [dec3](#dec3), [dec4](#dec4), [deg](#deg), [det44](#det44), [dialog_load](#dialog_load), [dialog_save](#dialog_save), [diamond](#diamond), [die](#die), [div2](#div2), [div3](#div3), [div4](#div4), [dll](#dll), [dot2](#dot2), [dot3](#dot3), [dot4](#dot4), [dotq](#dotq), [download](#download), [download_file](#download_file), [ease](#ease), [ease_in_back](#ease_in_back), [ease_in_bounce](#ease_in_bounce), [ease_in_circ](#ease_in_circ), [ease_in_cubic](#ease_in_cubic), [ease_in_elastic](#ease_in_elastic), [ease_in_expo](#ease_in_expo), [ease_in_quad](#ease_in_quad), [ease_in_quart](#ease_in_quart), [ease_in_quint](#ease_in_quint), [ease_in_sine](#ease_in_sine), [ease_inout_back](#ease_inout_back), [ease_inout_bounce](#ease_inout_bounce), [ease_inout_circ](#ease_inout_circ), [ease_inout_cubic](#ease_inout_cubic), [ease_inout_elastic](#ease_inout_elastic), [ease_inout_expo](#ease_inout_expo), [ease_inout_perlin](#ease_inout_perlin), [ease_inout_quad](#ease_inout_quad), [ease_inout_quart](#ease_inout_quart), [ease_inout_quint](#ease_inout_quint), [ease_inout_sine](#ease_inout_sine), [ease_linear](#ease_linear), [ease_out_back](#ease_out_back), [ease_out_bounce](#ease_out_bounce), [ease_out_circ](#ease_out_circ), [ease_out_cubic](#ease_out_cubic), [ease_out_elastic](#ease_out_elastic), [ease_out_expo](#ease_out_expo), [ease_out_quad](#ease_out_quad), [ease_out_quart](#ease_out_quart), [ease_out_quint](#ease_out_quint), [ease_out_sine](#ease_out_sine), [ease_ping_pong](#ease_ping_pong), [ease_pong_ping](#ease_pong_ping), [editor_path](#editor_path), [editor_pick](#editor_pick), [euler](#euler), [eulerq](#eulerq), [extract33](#extract33), [fbo](#fbo), [fbo_bind](#fbo_bind), [fbo_destroy](#fbo_destroy), [fbo_unbind](#fbo_unbind), [file_append](#file_append), [file_base](#file_base), [file_copy](#file_copy), [file_counter](#file_counter), [file_crc32](#file_crc32), [file_delete](#file_delete), [file_directory](#file_directory), [file_exist](#file_exist), [file_ext](#file_ext), [file_id](#file_id), [file_list](#file_list), [file_load](#file_load), [file_md5](#file_md5), [file_move](#file_move), [file_name](#file_name), [file_normalize](#file_normalize), [file_path](#file_path), [file_pathabs](#file_pathabs), [file_read](#file_read), [file_sha1](#file_sha1), [file_size](#file_size), [file_stamp](#file_stamp), [file_stamp_epoch](#file_stamp_epoch), [file_temp](#file_temp), [file_tempname](#file_tempname), [file_write](#file_write), [file_zip_append](#file_zip_append), [file_zip_appendmem](#file_zip_appendmem), [file_zip_extract](#file_zip_extract), [file_zip_list](#file_zip_list), [finite2](#finite2), [finite3](#finite3), [finite4](#finite4), [flag](#flag), [floor2](#floor2), [floor3](#floor3), [floor4](#floor4), [font_color](#font_color), [font_colorize](#font_colorize), [font_face](#font_face), [font_face_from_mem](#font_face_from_mem), [font_goto](#font_goto), [font_highlight](#font_highlight), [font_print](#font_print), [font_rect](#font_rect), [font_scales](#font_scales), [font_xy](#font_xy), [forget](#forget), [fract2](#fract2), [fract3](#fract3), [fract4](#fract4), [fractf](#fractf), [frustum44](#frustum44), [frustum_build](#frustum_build), [frustum_test_aabb](#frustum_test_aabb), [frustum_test_sphere](#frustum_test_sphere), [fullscreen_quad_rgb](#fullscreen_quad_rgb), [fullscreen_quad_ycbcr](#fullscreen_quad_ycbcr), [fx_begin](#fx_begin), [fx_enable](#fx_enable), [fx_enable_all](#fx_enable_all), [fx_enabled](#fx_enabled), [fx_end](#fx_end), [fx_find](#fx_find), [fx_load](#fx_load), [fx_load_from_mem](#fx_load_from_mem), [fx_name](#fx_name), [gizmo](#gizmo), [gizmo_active](#gizmo_active), [gizmo_hover](#gizmo_hover), [gjk](#gjk), [gjk_analyze](#gjk_analyze), [gjk_quad](#gjk_quad), [has_debugger](#has_debugger), [hash_32](#hash_32), [hash_64](#hash_64), [hash_flt](#hash_flt), [hash_int](#hash_int), [hash_ptr](#hash_ptr), [hash_str](#hash_str), [hexdump](#hexdump), [hexdumpf](#hexdumpf), [id33](#id33), [id34](#id34), [id44](#id44), [identity44](#identity44), [idq](#idq), [image](#image), [image_destroy](#image_destroy), [image_from_mem](#image_from_mem), [inc2](#inc2), [inc3](#inc3), [inc4](#inc4), [ini](#ini), [ini_destroy](#ini_destroy), [ini_from_mem](#ini_from_mem), [ini_write](#ini_write), [input](#input), [input2](#input2), [input_anykey](#input_anykey), [input_chord2](#input_chord2), [input_chord3](#input_chord3), [input_chord4](#input_chord4), [input_click](#input_click), [input_click2](#input_click2), [input_demo](#input_demo), [input_diff](#input_diff), [input_diff2](#input_diff2), [input_down](#input_down), [input_filter_deadzone](#input_filter_deadzone), [input_filter_deadzone_4way](#input_filter_deadzone_4way), [input_filter_positive](#input_filter_positive), [input_filter_positive2](#input_filter_positive2), [input_frame](#input_frame), [input_frame2](#input_frame2), [input_frames](#input_frames), [input_held](#input_held), [input_idle](#input_idle), [input_keychar](#input_keychar), [input_load_state](#input_load_state), [input_mappings](#input_mappings), [input_repeat](#input_repeat), [input_save_state](#input_save_state), [input_send](#input_send), [input_touch](#input_touch), [input_touch_active](#input_touch_active), [input_touch_area](#input_touch_area), [input_touch_delta](#input_touch_delta), [input_touch_delta_from_origin](#input_touch_delta_from_origin), [input_up](#input_up), [input_use](#input_use), [invert34](#invert34), [invert44](#invert44), [json_count](#json_count), [json_find](#json_find), [json_get](#json_get), [json_key](#json_key), [json_pop](#json_pop), [json_push](#json_push), [kit_clear](#kit_clear), [kit_dump_state](#kit_dump_state), [kit_insert](#kit_insert), [kit_load](#kit_load), [kit_locale](#kit_locale), [kit_merge](#kit_merge), [kit_reset](#kit_reset), [kit_set](#kit_set), [kit_translate](#kit_translate), [kit_translate2](#kit_translate2), [len2](#len2), [len2sq](#len2sq), [len3](#len3), [len3sq](#len3sq), [len4](#len4), [len4sq](#len4sq), [lerp34](#lerp34), [less_64](#less_64), [less_int](#less_int), [less_ptr](#less_ptr), [less_str](#less_str), [lil16](#lil16), [lil16p](#lil16p), [lil32](#lil32), [lil32f](#lil32f), [lil32p](#lil32p), [lil32pf](#lil32pf), [lil64](#lil64), [lil64f](#lil64f), [lil64p](#lil64p), [lil64pf](#lil64pf), [line_closest_point](#line_closest_point), [line_distance2_point](#line_distance2_point), [lookat44](#lookat44), [loop](#loop), [map_clear](#map_clear), [map_count](#map_count), [map_erase](#map_erase), [map_find](#map_find), [map_free](#map_free), [map_gc](#map_gc), [map_init](#map_init), [map_insert](#map_insert), [map_sort](#map_sort), [mat44q](#mat44q), [max2](#max2), [max3](#max3), [max4](#max4), [maxf](#maxf), [maxi](#maxi), [mesh](#mesh), [mesh_bounds](#mesh_bounds), [mesh_destroy](#mesh_destroy), [mesh_render](#mesh_render), [mesh_update](#mesh_update), [midi_send](#midi_send), [min2](#min2), [min3](#min3), [min4](#min4), [minf](#minf), [mini](#mini), [mix2](#mix2), [mix3](#mix3), [mix4](#mix4), [mixf](#mixf), [mixq](#mixq), [model](#model), [model_aabb](#model_aabb), [model_animate](#model_animate), [model_animate_blends](#model_animate_blends), [model_animate_clip](#model_animate_clip), [model_destroy](#model_destroy), [model_from_mem](#model_from_mem), [model_get_bone_pose](#model_get_bone_pose), [model_render](#model_render), [model_render_instanced](#model_render_instanced), [model_render_skeleton](#model_render_skeleton), [model_set_texture](#model_set_texture), [mul2](#mul2), [mul3](#mul3), [mul4](#mul4), [muladd34](#muladd34), [mulq](#mulq), [multiply33x2](#multiply33x2), [multiply34](#multiply34), [multiply34x2](#multiply34x2), [multiply34x3](#multiply34x3), [multiply44](#multiply44), [multiply44x2](#multiply44x2), [multiply44x3](#multiply44x3), [mulv33](#mulv33), [neg2](#neg2), [neg3](#neg3), [neg4](#neg4), [negq](#negq), [network_tests](#network_tests), [norm2](#norm2), [norm3](#norm3), [norm3sq](#norm3sq), [norm4](#norm4), [norm4sq](#norm4sq), [normq](#normq), [obj_calloc](#obj_calloc), [obj_clone](#obj_clone), [obj_copy](#obj_copy), [obj_del](#obj_del), [obj_extend](#obj_extend), [obj_free](#obj_free), [obj_hexdump](#obj_hexdump), [obj_hexdumpf](#obj_hexdumpf), [obj_initialize](#obj_initialize), [obj_instances](#obj_instances), [obj_load](#obj_load), [obj_load_file](#obj_load_file), [obj_load_inplace](#obj_load_inplace), [obj_malloc](#obj_malloc), [obj_mutate](#obj_mutate), [obj_new](#obj_new), [obj_output](#obj_output), [obj_override](#obj_override), [obj_printf](#obj_printf), [obj_ref](#obj_ref), [obj_save](#obj_save), [obj_save_file](#obj_save_file), [obj_save_inplace](#obj_save_inplace), [obj_sizeof](#obj_sizeof), [obj_typeeq](#obj_typeeq), [obj_typeid](#obj_typeid), [obj_typeid_from_name](#obj_typeid_from_name), [obj_typeof](#obj_typeof), [obj_unref](#obj_unref), [obj_zero](#obj_zero), [object](#object), [object_billboard](#object_billboard), [object_diffuse](#object_diffuse), [object_diffuse_pop](#object_diffuse_pop), [object_diffuse_push](#object_diffuse_push), [object_model](#object_model), [object_move](#object_move), [object_pivot](#object_pivot), [object_position](#object_position), [object_rotate](#object_rotate), [object_scale](#object_scale), [object_teleport](#object_teleport), [option](#option), [optionf](#optionf), [optioni](#optioni), [ortho3](#ortho3), [ortho44](#ortho44), [PANIC](#PANIC), [pbr_material](#pbr_material), [pbr_material_destroy](#pbr_material_destroy), [perspective44](#perspective44), [plane4](#plane4), [pmod2](#pmod2), [pmod3](#pmod3), [pmod4](#pmod4), [pmodf](#pmodf), [poly_alloc](#poly_alloc), [poly_free](#poly_free), [poly_hit_aabb](#poly_hit_aabb), [poly_hit_aabb_transform](#poly_hit_aabb_transform), [poly_hit_capsule](#poly_hit_capsule), [poly_hit_capsule_transform](#poly_hit_capsule_transform), [poly_hit_poly](#poly_hit_poly), [poly_hit_poly_transform](#poly_hit_poly_transform), [poly_hit_sphere](#poly_hit_sphere), [poly_hit_sphere_transform](#poly_hit_sphere_transform), [poly_test_aabb](#poly_test_aabb), [poly_test_aabb_transform](#poly_test_aabb_transform), [poly_test_capsule](#poly_test_capsule), [poly_test_capsule_transform](#poly_test_capsule_transform), [poly_test_poly](#poly_test_poly), [poly_test_poly_transform](#poly_test_poly_transform), [poly_test_sphere](#poly_test_sphere), [poly_test_sphere_transform](#poly_test_sphere_transform), [popcnt64](#popcnt64), [portname](#portname), [pose](#pose), [print2](#print2), [print3](#print3), [print33](#print33), [print34](#print34), [print4](#print4), [print44](#print44), [PRINTF](#PRINTF), [printq](#printq), [profile_enable](#profile_enable), [ptr2](#ptr2), [ptr3](#ptr3), [ptr4](#ptr4), [ptrq](#ptrq), [pyramid](#pyramid), [rad](#rad), [rand64](#rand64), [randf](#randf), [randi](#randi), [randset](#randset), [ray_hit_aabb](#ray_hit_aabb), [ray_hit_plane](#ray_hit_plane), [ray_hit_sphere](#ray_hit_sphere), [ray_hit_triangle](#ray_hit_triangle), [ray_test_aabb](#ray_test_aabb), [ray_test_plane](#ray_test_plane), [ray_test_sphere](#ray_test_sphere), [ray_test_triangle](#ray_test_triangle), [record_active](#record_active), [record_start](#record_start), [record_stop](#record_stop), [refl2](#refl2), [refl3](#refl3), [refl4](#refl4), [relocate44](#relocate44), [rgba](#rgba), [rgbaf](#rgbaf), [rnd3](#rnd3), [rotate33](#rotate33), [rotate3q](#rotate3q), [rotate3q_2](#rotate3q_2), [rotate44](#rotate44), [rotatex3](#rotatex3), [rotatey3](#rotatey3), [rotatez3](#rotatez3), [rotation33](#rotation33), [rotation44](#rotation44), [rotationq](#rotationq), [rotationq33](#rotationq33), [rotationq44](#rotationq44), [scale2](#scale2), [scale3](#scale3), [scale33](#scale33), [scale34](#scale34), [scale4](#scale4), [scale44](#scale44), [scaleq](#scaleq), [scaling33](#scaling33), [scaling44](#scaling44), [scene_count](#scene_count), [scene_get_active](#scene_get_active), [scene_index](#scene_index), [scene_merge](#scene_merge), [scene_pop](#scene_pop), [scene_push](#scene_push), [scene_render](#scene_render), [scene_spawn](#scene_spawn), [screenshot](#screenshot), [screenshot_async](#screenshot_async), [script_bind_class](#script_bind_class), [script_bind_function](#script_bind_function), [script_call](#script_call), [script_init](#script_init), [script_run](#script_run), [script_runfile](#script_runfile), [script_tests](#script_tests), [set_clear](#set_clear), [set_count](#set_count), [set_erase](#set_erase), [set_find](#set_find), [set_free](#set_free), [set_gc](#set_gc), [set_init](#set_init), [set_insert](#set_insert), [shader](#shader), [shader_bind](#shader_bind), [shader_bool](#shader_bool), [shader_colormap](#shader_colormap), [shader_destroy](#shader_destroy), [shader_float](#shader_float), [shader_get_active](#shader_get_active), [shader_int](#shader_int), [shader_mat44](#shader_mat44), [shader_texture](#shader_texture), [shader_texture_unit](#shader_texture_unit), [shader_uint](#shader_uint), [shader_vec2](#shader_vec2), [shader_vec3](#shader_vec3), [shader_vec4](#shader_vec4), [shadertoy](#shadertoy), [shadertoy_render](#shadertoy_render), [shadowmap](#shadowmap), [shadowmap_begin](#shadowmap_begin), [shadowmap_destroy](#shadowmap_destroy), [shadowmap_end](#shadowmap_end), [shadowmap_set_shadowmatrix](#shadowmap_set_shadowmatrix), [shadowmatrix_ortho](#shadowmatrix_ortho), [shadowmatrix_proj](#shadowmatrix_proj), [signal_handler_abort](#signal_handler_abort), [signal_handler_debug](#signal_handler_debug), [signal_handler_ignore](#signal_handler_ignore), [signal_handler_quit](#signal_handler_quit), [signal_hooks](#signal_hooks), [signal_name](#signal_name), [signf](#signf), [simplex1](#simplex1), [simplex2](#simplex2), [simplex3](#simplex3), [simplex4](#simplex4), [skybox](#skybox), [skybox_destroy](#skybox_destroy), [skybox_pop_state](#skybox_pop_state), [skybox_push_state](#skybox_push_state), [skybox_render](#skybox_render), [sleep_ms](#sleep_ms), [sleep_ns](#sleep_ns), [sleep_ss](#sleep_ss), [sleep_us](#sleep_us), [slerpq](#slerpq), [sort_64](#sort_64), [sphere_closest_point](#sphere_closest_point), [sphere_hit_aabb](#sphere_hit_aabb), [sphere_hit_capsule](#sphere_hit_capsule), [sphere_hit_sphere](#sphere_hit_sphere), [sphere_test_aabb](#sphere_test_aabb), [sphere_test_capsule](#sphere_test_capsule), [sphere_test_poly](#sphere_test_poly), [sphere_test_sphere](#sphere_test_sphere), [spine](#spine), [spine_animate](#spine_animate), [spine_render](#spine_render), [spine_skin](#spine_skin), [spine_ui](#spine_ui), [sprite](#sprite), [sprite_flush](#sprite_flush), [sprite_rect](#sprite_rect), [sprite_sheet](#sprite_sheet), [stack](#stack), [storage_flush](#storage_flush), [storage_mount](#storage_mount), [storage_read](#storage_read), [strbeg](#strbeg), [strbegi](#strbegi), [strcatf](#strcatf), [strcmp_qsort](#strcmp_qsort), [strcmpi_qsort](#strcmpi_qsort), [strcut](#strcut), [strend](#strend), [strendi](#strendi), [string32](#string32), [string8](#string8), [strjoin](#strjoin), [strlcat](#strlcat), [strlcpy](#strlcpy), [strlerp](#strlerp), [strlower](#strlower), [strmatch](#strmatch), [strmatchi](#strmatchi), [strrepl](#strrepl), [strsplit](#strsplit), [strstri](#strstri), [strswap](#strswap), [strtok_s](#strtok_s), [strupper](#strupper), [sub2](#sub2), [sub3](#sub3), [sub4](#sub4), [subq](#subq), [swarm](#swarm), [swarm_update](#swarm_update), [swarm_update_acceleration_and_velocity_only](#swarm_update_acceleration_and_velocity_only), [swarm_update_acceleration_only](#swarm_update_acceleration_only), [tcp_bind](#tcp_bind), [tcp_close](#tcp_close), [tcp_debug](#tcp_debug), [tcp_host](#tcp_host), [tcp_open](#tcp_open), [tcp_peek](#tcp_peek), [tcp_port](#tcp_port), [tcp_recv](#tcp_recv), [tcp_send](#tcp_send), [tempva](#tempva), [tempvl](#tempvl), [texture](#texture), [texture_checker](#texture_checker), [texture_compressed](#texture_compressed), [texture_compressed_from_mem](#texture_compressed_from_mem), [texture_create](#texture_create), [texture_destroy](#texture_destroy), [texture_from_mem](#texture_from_mem), [texture_rec_begin](#texture_rec_begin), [texture_rec_end](#texture_rec_end), [texture_update](#texture_update), [thread](#thread), [thread_destroy](#thread_destroy), [tiled](#tiled), [tiled_render](#tiled_render), [tiled_ui](#tiled_ui), [tilemap](#tilemap), [tilemap_render](#tilemap_render), [tilemap_render_ext](#tilemap_render_ext), [tileset](#tileset), [tileset_ui](#tileset_ui), [time_hh](#time_hh), [time_mm](#time_mm), [time_ms](#time_ms), [time_ns](#time_ns), [time_ss](#time_ss), [time_us](#time_us), [timer](#timer), [timer_destroy](#timer_destroy), [transform33](#transform33), [transform344](#transform344), [transform444](#transform444), [transformq](#transformq), [translate44](#translate44), [translation44](#translation44), [transpose44](#transpose44), [tty_attach](#tty_attach), [tty_color](#tty_color), [tty_reset](#tty_reset), [udp_bind](#udp_bind), [udp_open](#udp_open), [udp_peek](#udp_peek), [udp_recv](#udp_recv), [udp_send](#udp_send), [udp_sendto](#udp_sendto), [ui_active](#ui_active), [ui_bits16](#ui_bits16), [ui_bits8](#ui_bits8), [ui_bool](#ui_bool), [ui_browse](#ui_browse), [ui_buffer](#ui_buffer), [ui_button](#ui_button), [ui_button_transparent](#ui_button_transparent), [ui_buttons](#ui_buttons), [ui_clampf](#ui_clampf), [ui_collapse](#ui_collapse), [ui_collapse_clicked](#ui_collapse_clicked), [ui_collapse_end](#ui_collapse_end), [ui_color3](#ui_color3), [ui_color3f](#ui_color3f), [ui_color4](#ui_color4), [ui_color4f](#ui_color4f), [ui_colormap](#ui_colormap), [ui_console](#ui_console), [ui_const_bool](#ui_const_bool), [ui_const_float](#ui_const_float), [ui_const_string](#ui_const_string), [ui_contextual](#ui_contextual), [ui_contextual_end](#ui_contextual_end), [ui_demo](#ui_demo), [ui_dialog](#ui_dialog), [ui_disable](#ui_disable), [ui_double](#ui_double), [ui_enable](#ui_enable), [ui_float](#ui_float), [ui_float2](#ui_float2), [ui_float3](#ui_float3), [ui_float4](#ui_float4), [ui_has_menubar](#ui_has_menubar), [ui_hover](#ui_hover), [ui_image](#ui_image), [ui_int](#ui_int), [ui_item](#ui_item), [ui_label](#ui_label), [ui_label2](#ui_label2), [ui_label2_toolbar](#ui_label2_toolbar), [ui_list](#ui_list), [ui_menu](#ui_menu), [ui_menu_editbox](#ui_menu_editbox), [ui_notify](#ui_notify), [ui_panel](#ui_panel), [ui_panel_end](#ui_panel_end), [ui_popups](#ui_popups), [ui_radio](#ui_radio), [ui_section](#ui_section), [ui_separator](#ui_separator), [ui_short](#ui_short), [ui_show](#ui_show), [ui_slider](#ui_slider), [ui_slider2](#ui_slider2), [ui_string](#ui_string), [ui_subimage](#ui_subimage), [ui_submenu](#ui_submenu), [ui_subtexture](#ui_subtexture), [ui_swarm](#ui_swarm), [ui_texture](#ui_texture), [ui_toggle](#ui_toggle), [ui_toolbar](#ui_toolbar), [ui_unsigned](#ui_unsigned), [ui_visible](#ui_visible), [ui_window](#ui_window), [ui_window_end](#ui_window_end), [unhash_32](#unhash_32), [unproject44](#unproject44), [vec23](#vec23), [vec34](#vec34), [vec3q](#vec3q), [vec4q](#vec4q), [vfs_handle](#vfs_handle), [vfs_list](#vfs_list), [vfs_load](#vfs_load), [vfs_mount](#vfs_mount), [vfs_read](#vfs_read), [vfs_resolve](#vfs_resolve), [vfs_size](#vfs_size), [video](#video), [video_decode](#video_decode), [video_destroy](#video_destroy), [video_duration](#video_duration), [video_has_finished](#video_has_finished), [video_is_paused](#video_is_paused), [video_is_rgb](#video_is_rgb), [video_pause](#video_pause), [video_position](#video_position), [video_seek](#video_seek), [video_textures](#video_textures), [viewport_clear](#viewport_clear), [viewport_clip](#viewport_clip), [viewport_color](#viewport_color), [viewport_color3](#viewport_color3), [vlen](#vlen), [vrealloc](#vrealloc), [watch](#watch), [window_aspect](#window_aspect), [window_aspect_lock](#window_aspect_lock), [window_aspect_unlock](#window_aspect_unlock), [window_canvas](#window_canvas), [window_color](#window_color), [window_create](#window_create), [window_create_from_handle](#window_create_from_handle), [window_cursor](#window_cursor), [window_cursor_shape](#window_cursor_shape), [window_delta](#window_delta), [window_focus](#window_focus), [window_fps](#window_fps), [window_fps_lock](#window_fps_lock), [window_fps_target](#window_fps_target), [window_fps_unlock](#window_fps_unlock), [window_frame](#window_frame), [window_frame_begin](#window_frame_begin), [window_frame_end](#window_frame_end), [window_frame_swap](#window_frame_swap), [window_fullscreen](#window_fullscreen), [window_handle](#window_handle), [window_has_cursor](#window_has_cursor), [window_has_focus](#window_has_focus), [window_has_fullscreen](#window_has_fullscreen), [window_has_pause](#window_has_pause), [window_has_visible](#window_has_visible), [window_height](#window_height), [window_icon](#window_icon), [window_loop](#window_loop), [window_loop_exit](#window_loop_exit), [window_pause](#window_pause), [window_record](#window_record), [window_reload](#window_reload), [window_screenshot](#window_screenshot), [window_stats](#window_stats), [window_swap](#window_swap), [window_time](#window_time), [window_title](#window_title), [window_visible](#window_visible), [window_width](#window_width), [xml_blob](#xml_blob), [xml_count](#xml_count), [xml_pop](#xml_pop), [xml_push](#xml_push), [xml_string](#xml_string), [xrealloc](#xrealloc), [xsize](#xsize), [xstats](#xstats), [zbounds](#zbounds), [zdecode](#zdecode), [zencode](#zencode), [zexcess](#zexcess) +[aabb_closest_point](#aabb_closest_point), [aabb_contains_point](#aabb_contains_point), [aabb_distance2_point](#aabb_distance2_point), [aabb_hit_aabb](#aabb_hit_aabb), [aabb_hit_capsule](#aabb_hit_capsule), [aabb_hit_sphere](#aabb_hit_sphere), [aabb_test_aabb](#aabb_test_aabb), [aabb_test_capsule](#aabb_test_capsule), [aabb_test_poly](#aabb_test_poly), [aabb_test_sphere](#aabb_test_sphere), [abs2](#abs2), [abs3](#abs3), [abs4](#abs4), [absf](#absf), [absi](#absi), [add2](#add2), [add3](#add3), [add34](#add34), [add34x2](#add34x2), [add4](#add4), [addq](#addq), [alert](#alert), [alpha](#alpha), [app_battery](#app_battery), [app_cache](#app_cache), [app_cmdline](#app_cmdline), [app_cores](#app_cores), [app_exec](#app_exec), [app_name](#app_name), [app_path](#app_path), [app_temp](#app_temp), [argc](#argc), [argv](#argv), [audio_clip](#audio_clip), [audio_play](#audio_play), [audio_play_gain](#audio_play_gain), [audio_play_gain_pitch](#audio_play_gain_pitch), [audio_play_gain_pitch_pan](#audio_play_gain_pitch_pan), [audio_queue](#audio_queue), [audio_stop](#audio_stop), [audio_stream](#audio_stream), [audio_volume_clip](#audio_volume_clip), [audio_volume_master](#audio_volume_master), [audio_volume_stream](#audio_volume_stream), [bgra](#bgra), [bgraf](#bgraf), [big16](#big16), [big16p](#big16p), [big32](#big32), [big32f](#big32f), [big32p](#big32p), [big32pf](#big32pf), [big64](#big64), [big64f](#big64f), [big64p](#big64p), [big64pf](#big64pf), [brdf_lut](#brdf_lut), [breakpoint](#breakpoint), [cache_insert](#cache_insert), [cache_lookup](#cache_lookup), [callstack](#callstack), [callstackf](#callstackf), [camera](#camera), [camera_enable](#camera_enable), [camera_fov](#camera_fov), [camera_fps](#camera_fps), [camera_get_active](#camera_get_active), [camera_lookat](#camera_lookat), [camera_move](#camera_move), [camera_orbit](#camera_orbit), [camera_teleport](#camera_teleport), [capsule_closest_point](#capsule_closest_point), [capsule_distance2_point](#capsule_distance2_point), [capsule_hit_aabb](#capsule_hit_aabb), [capsule_hit_capsule](#capsule_hit_capsule), [capsule_hit_sphere](#capsule_hit_sphere), [capsule_test_aabb](#capsule_test_aabb), [capsule_test_capsule](#capsule_test_capsule), [capsule_test_poly](#capsule_test_poly), [capsule_test_sphere](#capsule_test_sphere), [cc4](#cc4), [cc4str](#cc4str), [cc8](#cc8), [cc8str](#cc8str), [ceil2](#ceil2), [ceil3](#ceil3), [ceil4](#ceil4), [clamp2](#clamp2), [clamp3](#clamp3), [clamp4](#clamp4), [clampf](#clampf), [clampi](#clampi), [client_join](#client_join), [clip](#clip), [collide_demo](#collide_demo), [colormap](#colormap), [compose33](#compose33), [compose34](#compose34), [compose44](#compose44), [conjq](#conjq), [cook_cancel](#cook_cancel), [cook_config](#cook_config), [cook_jobs](#cook_jobs), [cook_progress](#cook_progress), [cook_start](#cook_start), [cook_stop](#cook_stop), [copy33](#copy33), [copy34](#copy34), [copy44](#copy44), [cross2](#cross2), [cross3](#cross3), [cubemap](#cubemap), [cubemap6](#cubemap6), [cubemap_destroy](#cubemap_destroy), [cubemap_get_active](#cubemap_get_active), [data_tests](#data_tests), [date](#date), [date_epoch](#date_epoch), [date_string](#date_string), [ddraw_aabb](#ddraw_aabb), [ddraw_aabb_corners](#ddraw_aabb_corners), [ddraw_arrow](#ddraw_arrow), [ddraw_axis](#ddraw_axis), [ddraw_boid](#ddraw_boid), [ddraw_bone](#ddraw_bone), [ddraw_bounds](#ddraw_bounds), [ddraw_box](#ddraw_box), [ddraw_capsule](#ddraw_capsule), [ddraw_circle](#ddraw_circle), [ddraw_color](#ddraw_color), [ddraw_color_pop](#ddraw_color_pop), [ddraw_color_push](#ddraw_color_push), [ddraw_cone](#ddraw_cone), [ddraw_cube](#ddraw_cube), [ddraw_cube33](#ddraw_cube33), [ddraw_cylinder](#ddraw_cylinder), [ddraw_demo](#ddraw_demo), [ddraw_diamond](#ddraw_diamond), [ddraw_flush](#ddraw_flush), [ddraw_flush_projview](#ddraw_flush_projview), [ddraw_frustum](#ddraw_frustum), [ddraw_grid](#ddraw_grid), [ddraw_ground](#ddraw_ground), [ddraw_hexagon](#ddraw_hexagon), [ddraw_line](#ddraw_line), [ddraw_line_dashed](#ddraw_line_dashed), [ddraw_line_thin](#ddraw_line_thin), [ddraw_normal](#ddraw_normal), [ddraw_ontop](#ddraw_ontop), [ddraw_ontop_pop](#ddraw_ontop_pop), [ddraw_ontop_push](#ddraw_ontop_push), [ddraw_pentagon](#ddraw_pentagon), [ddraw_plane](#ddraw_plane), [ddraw_point](#ddraw_point), [ddraw_pop_2d](#ddraw_pop_2d), [ddraw_position](#ddraw_position), [ddraw_position_dir](#ddraw_position_dir), [ddraw_prism](#ddraw_prism), [ddraw_push_2d](#ddraw_push_2d), [ddraw_pyramid](#ddraw_pyramid), [ddraw_ring](#ddraw_ring), [ddraw_sphere](#ddraw_sphere), [ddraw_square](#ddraw_square), [ddraw_text](#ddraw_text), [ddraw_text2d](#ddraw_text2d), [ddraw_triangle](#ddraw_triangle), [dec2](#dec2), [dec3](#dec3), [dec4](#dec4), [deg](#deg), [det44](#det44), [dialog_load](#dialog_load), [dialog_save](#dialog_save), [diamond](#diamond), [die](#die), [div2](#div2), [div3](#div3), [div4](#div4), [dll](#dll), [dot2](#dot2), [dot3](#dot3), [dot4](#dot4), [dotq](#dotq), [download](#download), [download_file](#download_file), [ease](#ease), [ease_in_back](#ease_in_back), [ease_in_bounce](#ease_in_bounce), [ease_in_circ](#ease_in_circ), [ease_in_cubic](#ease_in_cubic), [ease_in_elastic](#ease_in_elastic), [ease_in_expo](#ease_in_expo), [ease_in_quad](#ease_in_quad), [ease_in_quart](#ease_in_quart), [ease_in_quint](#ease_in_quint), [ease_in_sine](#ease_in_sine), [ease_inout_back](#ease_inout_back), [ease_inout_bounce](#ease_inout_bounce), [ease_inout_circ](#ease_inout_circ), [ease_inout_cubic](#ease_inout_cubic), [ease_inout_elastic](#ease_inout_elastic), [ease_inout_expo](#ease_inout_expo), [ease_inout_perlin](#ease_inout_perlin), [ease_inout_quad](#ease_inout_quad), [ease_inout_quart](#ease_inout_quart), [ease_inout_quint](#ease_inout_quint), [ease_inout_sine](#ease_inout_sine), [ease_linear](#ease_linear), [ease_out_back](#ease_out_back), [ease_out_bounce](#ease_out_bounce), [ease_out_circ](#ease_out_circ), [ease_out_cubic](#ease_out_cubic), [ease_out_elastic](#ease_out_elastic), [ease_out_expo](#ease_out_expo), [ease_out_quad](#ease_out_quad), [ease_out_quart](#ease_out_quart), [ease_out_quint](#ease_out_quint), [ease_out_sine](#ease_out_sine), [ease_ping_pong](#ease_ping_pong), [ease_pong_ping](#ease_pong_ping), [editor_path](#editor_path), [editor_pick](#editor_pick), [euler](#euler), [eulerq](#eulerq), [extract33](#extract33), [fbo](#fbo), [fbo_bind](#fbo_bind), [fbo_destroy](#fbo_destroy), [fbo_unbind](#fbo_unbind), [file_append](#file_append), [file_base](#file_base), [file_copy](#file_copy), [file_counter](#file_counter), [file_crc32](#file_crc32), [file_delete](#file_delete), [file_directory](#file_directory), [file_exist](#file_exist), [file_ext](#file_ext), [file_id](#file_id), [file_list](#file_list), [file_load](#file_load), [file_md5](#file_md5), [file_move](#file_move), [file_name](#file_name), [file_normalize](#file_normalize), [file_path](#file_path), [file_pathabs](#file_pathabs), [file_read](#file_read), [file_sha1](#file_sha1), [file_size](#file_size), [file_stamp](#file_stamp), [file_stamp_epoch](#file_stamp_epoch), [file_temp](#file_temp), [file_tempname](#file_tempname), [file_write](#file_write), [file_zip_append](#file_zip_append), [file_zip_appendmem](#file_zip_appendmem), [file_zip_extract](#file_zip_extract), [file_zip_list](#file_zip_list), [finite2](#finite2), [finite3](#finite3), [finite4](#finite4), [flag](#flag), [floor2](#floor2), [floor3](#floor3), [floor4](#floor4), [font_color](#font_color), [font_colorize](#font_colorize), [font_face](#font_face), [font_face_from_mem](#font_face_from_mem), [font_goto](#font_goto), [font_highlight](#font_highlight), [font_print](#font_print), [font_rect](#font_rect), [font_scales](#font_scales), [font_xy](#font_xy), [forget](#forget), [fract2](#fract2), [fract3](#fract3), [fract4](#fract4), [fractf](#fractf), [frustum44](#frustum44), [frustum_build](#frustum_build), [frustum_test_aabb](#frustum_test_aabb), [frustum_test_sphere](#frustum_test_sphere), [fullscreen_quad_rgb](#fullscreen_quad_rgb), [fullscreen_quad_ycbcr](#fullscreen_quad_ycbcr), [fx_begin](#fx_begin), [fx_enable](#fx_enable), [fx_enable_all](#fx_enable_all), [fx_enabled](#fx_enabled), [fx_end](#fx_end), [fx_find](#fx_find), [fx_load](#fx_load), [fx_load_from_mem](#fx_load_from_mem), [fx_name](#fx_name), [gizmo](#gizmo), [gizmo_active](#gizmo_active), [gizmo_hover](#gizmo_hover), [gjk](#gjk), [gjk_analyze](#gjk_analyze), [gjk_quad](#gjk_quad), [has_debugger](#has_debugger), [hash_32](#hash_32), [hash_64](#hash_64), [hash_flt](#hash_flt), [hash_int](#hash_int), [hash_ptr](#hash_ptr), [hash_str](#hash_str), [hexdump](#hexdump), [hexdumpf](#hexdumpf), [id33](#id33), [id34](#id34), [id44](#id44), [identity44](#identity44), [idq](#idq), [image](#image), [image_destroy](#image_destroy), [image_from_mem](#image_from_mem), [inc2](#inc2), [inc3](#inc3), [inc4](#inc4), [ini](#ini), [ini_destroy](#ini_destroy), [ini_from_mem](#ini_from_mem), [ini_write](#ini_write), [input](#input), [input2](#input2), [input_anykey](#input_anykey), [input_chord2](#input_chord2), [input_chord3](#input_chord3), [input_chord4](#input_chord4), [input_click](#input_click), [input_click2](#input_click2), [input_demo](#input_demo), [input_diff](#input_diff), [input_diff2](#input_diff2), [input_down](#input_down), [input_filter_deadzone](#input_filter_deadzone), [input_filter_deadzone_4way](#input_filter_deadzone_4way), [input_filter_positive](#input_filter_positive), [input_filter_positive2](#input_filter_positive2), [input_frame](#input_frame), [input_frame2](#input_frame2), [input_frames](#input_frames), [input_held](#input_held), [input_idle](#input_idle), [input_keychar](#input_keychar), [input_load_state](#input_load_state), [input_mappings](#input_mappings), [input_repeat](#input_repeat), [input_save_state](#input_save_state), [input_send](#input_send), [input_touch](#input_touch), [input_touch_active](#input_touch_active), [input_touch_area](#input_touch_area), [input_touch_delta](#input_touch_delta), [input_touch_delta_from_origin](#input_touch_delta_from_origin), [input_up](#input_up), [input_use](#input_use), [invert34](#invert34), [invert44](#invert44), [json_count](#json_count), [json_find](#json_find), [json_get](#json_get), [json_key](#json_key), [json_pop](#json_pop), [json_push](#json_push), [kit_clear](#kit_clear), [kit_dump_state](#kit_dump_state), [kit_insert](#kit_insert), [kit_load](#kit_load), [kit_locale](#kit_locale), [kit_merge](#kit_merge), [kit_reset](#kit_reset), [kit_set](#kit_set), [kit_translate](#kit_translate), [kit_translate2](#kit_translate2), [len2](#len2), [len2sq](#len2sq), [len3](#len3), [len3sq](#len3sq), [len4](#len4), [len4sq](#len4sq), [lerp34](#lerp34), [less_64](#less_64), [less_int](#less_int), [less_ptr](#less_ptr), [less_str](#less_str), [lil16](#lil16), [lil16p](#lil16p), [lil32](#lil32), [lil32f](#lil32f), [lil32p](#lil32p), [lil32pf](#lil32pf), [lil64](#lil64), [lil64f](#lil64f), [lil64p](#lil64p), [lil64pf](#lil64pf), [line_closest_point](#line_closest_point), [line_distance2_point](#line_distance2_point), [lookat44](#lookat44), [loop](#loop), [map_clear](#map_clear), [map_count](#map_count), [map_erase](#map_erase), [map_find](#map_find), [map_free](#map_free), [map_gc](#map_gc), [map_init](#map_init), [map_insert](#map_insert), [map_sort](#map_sort), [mat44q](#mat44q), [max2](#max2), [max3](#max3), [max4](#max4), [maxf](#maxf), [maxi](#maxi), [mesh](#mesh), [mesh_bounds](#mesh_bounds), [mesh_destroy](#mesh_destroy), [mesh_render](#mesh_render), [mesh_update](#mesh_update), [midi_send](#midi_send), [min2](#min2), [min3](#min3), [min4](#min4), [minf](#minf), [mini](#mini), [mix2](#mix2), [mix3](#mix3), [mix4](#mix4), [mixf](#mixf), [mixq](#mixq), [model](#model), [model_aabb](#model_aabb), [model_animate](#model_animate), [model_animate_blends](#model_animate_blends), [model_animate_clip](#model_animate_clip), [model_destroy](#model_destroy), [model_from_mem](#model_from_mem), [model_get_bone_pose](#model_get_bone_pose), [model_render](#model_render), [model_render_instanced](#model_render_instanced), [model_render_skeleton](#model_render_skeleton), [model_set_texture](#model_set_texture), [mul2](#mul2), [mul3](#mul3), [mul4](#mul4), [muladd34](#muladd34), [mulq](#mulq), [multiply33x2](#multiply33x2), [multiply34](#multiply34), [multiply34x2](#multiply34x2), [multiply34x3](#multiply34x3), [multiply44](#multiply44), [multiply44x2](#multiply44x2), [multiply44x3](#multiply44x3), [mulv33](#mulv33), [neg2](#neg2), [neg3](#neg3), [neg4](#neg4), [negq](#negq), [network_buffer](#network_buffer), [network_create](#network_create), [network_get](#network_get), [network_put](#network_put), [network_rpc](#network_rpc), [network_rpc_insert](#network_rpc_insert), [network_sync](#network_sync), [network_tests](#network_tests), [norm2](#norm2), [norm3](#norm3), [norm3sq](#norm3sq), [norm4](#norm4), [norm4sq](#norm4sq), [normq](#normq), [obj_calloc](#obj_calloc), [obj_clone](#obj_clone), [obj_copy](#obj_copy), [obj_del](#obj_del), [obj_extend](#obj_extend), [obj_free](#obj_free), [obj_hexdump](#obj_hexdump), [obj_hexdumpf](#obj_hexdumpf), [obj_initialize](#obj_initialize), [obj_instances](#obj_instances), [obj_load](#obj_load), [obj_load_file](#obj_load_file), [obj_load_inplace](#obj_load_inplace), [obj_malloc](#obj_malloc), [obj_mutate](#obj_mutate), [obj_new](#obj_new), [obj_output](#obj_output), [obj_override](#obj_override), [obj_printf](#obj_printf), [obj_ref](#obj_ref), [obj_save](#obj_save), [obj_save_file](#obj_save_file), [obj_save_inplace](#obj_save_inplace), [obj_sizeof](#obj_sizeof), [obj_typeeq](#obj_typeeq), [obj_typeid](#obj_typeid), [obj_typeid_from_name](#obj_typeid_from_name), [obj_typeof](#obj_typeof), [obj_unref](#obj_unref), [obj_zero](#obj_zero), [object](#object), [object_billboard](#object_billboard), [object_diffuse](#object_diffuse), [object_diffuse_pop](#object_diffuse_pop), [object_diffuse_push](#object_diffuse_push), [object_model](#object_model), [object_move](#object_move), [object_pivot](#object_pivot), [object_position](#object_position), [object_rotate](#object_rotate), [object_scale](#object_scale), [object_teleport](#object_teleport), [option](#option), [optionf](#optionf), [optioni](#optioni), [ortho3](#ortho3), [ortho44](#ortho44), [PANIC](#PANIC), [pbr_material](#pbr_material), [pbr_material_destroy](#pbr_material_destroy), [perspective44](#perspective44), [plane4](#plane4), [pmod2](#pmod2), [pmod3](#pmod3), [pmod4](#pmod4), [pmodf](#pmodf), [poly_alloc](#poly_alloc), [poly_free](#poly_free), [poly_hit_aabb](#poly_hit_aabb), [poly_hit_aabb_transform](#poly_hit_aabb_transform), [poly_hit_capsule](#poly_hit_capsule), [poly_hit_capsule_transform](#poly_hit_capsule_transform), [poly_hit_poly](#poly_hit_poly), [poly_hit_poly_transform](#poly_hit_poly_transform), [poly_hit_sphere](#poly_hit_sphere), [poly_hit_sphere_transform](#poly_hit_sphere_transform), [poly_test_aabb](#poly_test_aabb), [poly_test_aabb_transform](#poly_test_aabb_transform), [poly_test_capsule](#poly_test_capsule), [poly_test_capsule_transform](#poly_test_capsule_transform), [poly_test_poly](#poly_test_poly), [poly_test_poly_transform](#poly_test_poly_transform), [poly_test_sphere](#poly_test_sphere), [poly_test_sphere_transform](#poly_test_sphere_transform), [popcnt64](#popcnt64), [portname](#portname), [pose](#pose), [print2](#print2), [print3](#print3), [print33](#print33), [print34](#print34), [print4](#print4), [print44](#print44), [PRINTF](#PRINTF), [printq](#printq), [profile_enable](#profile_enable), [ptr2](#ptr2), [ptr3](#ptr3), [ptr4](#ptr4), [ptrq](#ptrq), [pyramid](#pyramid), [rad](#rad), [rand64](#rand64), [randf](#randf), [randi](#randi), [randset](#randset), [ray_hit_aabb](#ray_hit_aabb), [ray_hit_plane](#ray_hit_plane), [ray_hit_sphere](#ray_hit_sphere), [ray_hit_triangle](#ray_hit_triangle), [ray_test_aabb](#ray_test_aabb), [ray_test_plane](#ray_test_plane), [ray_test_sphere](#ray_test_sphere), [ray_test_triangle](#ray_test_triangle), [record_active](#record_active), [record_start](#record_start), [record_stop](#record_stop), [refl2](#refl2), [refl3](#refl3), [refl4](#refl4), [relocate44](#relocate44), [rgba](#rgba), [rgbaf](#rgbaf), [rnd3](#rnd3), [rotate33](#rotate33), [rotate3q](#rotate3q), [rotate3q_2](#rotate3q_2), [rotate44](#rotate44), [rotatex3](#rotatex3), [rotatey3](#rotatey3), [rotatez3](#rotatez3), [rotation33](#rotation33), [rotation44](#rotation44), [rotationq](#rotationq), [rotationq33](#rotationq33), [rotationq44](#rotationq44), [scale2](#scale2), [scale3](#scale3), [scale33](#scale33), [scale34](#scale34), [scale4](#scale4), [scale44](#scale44), [scaleq](#scaleq), [scaling33](#scaling33), [scaling44](#scaling44), [scene_count](#scene_count), [scene_get_active](#scene_get_active), [scene_index](#scene_index), [scene_merge](#scene_merge), [scene_pop](#scene_pop), [scene_push](#scene_push), [scene_render](#scene_render), [scene_spawn](#scene_spawn), [screenshot](#screenshot), [screenshot_async](#screenshot_async), [script_bind_class](#script_bind_class), [script_bind_function](#script_bind_function), [script_call](#script_call), [script_init](#script_init), [script_run](#script_run), [script_runfile](#script_runfile), [script_tests](#script_tests), [server_bind](#server_bind), [server_broadcast](#server_broadcast), [server_broadcast_bin](#server_broadcast_bin), [server_drop](#server_drop), [server_poll](#server_poll), [server_send](#server_send), [server_terminate](#server_terminate), [set_clear](#set_clear), [set_count](#set_count), [set_erase](#set_erase), [set_find](#set_find), [set_free](#set_free), [set_gc](#set_gc), [set_init](#set_init), [set_insert](#set_insert), [shader](#shader), [shader_bind](#shader_bind), [shader_bool](#shader_bool), [shader_colormap](#shader_colormap), [shader_destroy](#shader_destroy), [shader_float](#shader_float), [shader_get_active](#shader_get_active), [shader_int](#shader_int), [shader_mat44](#shader_mat44), [shader_texture](#shader_texture), [shader_texture_unit](#shader_texture_unit), [shader_uint](#shader_uint), [shader_vec2](#shader_vec2), [shader_vec3](#shader_vec3), [shader_vec4](#shader_vec4), [shadertoy](#shadertoy), [shadertoy_render](#shadertoy_render), [shadowmap](#shadowmap), [shadowmap_begin](#shadowmap_begin), [shadowmap_destroy](#shadowmap_destroy), [shadowmap_end](#shadowmap_end), [shadowmap_set_shadowmatrix](#shadowmap_set_shadowmatrix), [shadowmatrix_ortho](#shadowmatrix_ortho), [shadowmatrix_proj](#shadowmatrix_proj), [signal_handler_abort](#signal_handler_abort), [signal_handler_debug](#signal_handler_debug), [signal_handler_ignore](#signal_handler_ignore), [signal_handler_quit](#signal_handler_quit), [signal_hooks](#signal_hooks), [signal_name](#signal_name), [signf](#signf), [simplex1](#simplex1), [simplex2](#simplex2), [simplex3](#simplex3), [simplex4](#simplex4), [skybox](#skybox), [skybox_destroy](#skybox_destroy), [skybox_pop_state](#skybox_pop_state), [skybox_push_state](#skybox_push_state), [skybox_render](#skybox_render), [sleep_ms](#sleep_ms), [sleep_ns](#sleep_ns), [sleep_ss](#sleep_ss), [sleep_us](#sleep_us), [slerpq](#slerpq), [sort_64](#sort_64), [sphere_closest_point](#sphere_closest_point), [sphere_hit_aabb](#sphere_hit_aabb), [sphere_hit_capsule](#sphere_hit_capsule), [sphere_hit_sphere](#sphere_hit_sphere), [sphere_test_aabb](#sphere_test_aabb), [sphere_test_capsule](#sphere_test_capsule), [sphere_test_poly](#sphere_test_poly), [sphere_test_sphere](#sphere_test_sphere), [spine](#spine), [spine_animate](#spine_animate), [spine_render](#spine_render), [spine_skin](#spine_skin), [spine_ui](#spine_ui), [sprite](#sprite), [sprite_flush](#sprite_flush), [sprite_rect](#sprite_rect), [sprite_sheet](#sprite_sheet), [stack](#stack), [storage_flush](#storage_flush), [storage_mount](#storage_mount), [storage_read](#storage_read), [strbeg](#strbeg), [strbegi](#strbegi), [strcatf](#strcatf), [strcmp_qsort](#strcmp_qsort), [strcmpi_qsort](#strcmpi_qsort), [strcut](#strcut), [strend](#strend), [strendi](#strendi), [string32](#string32), [string8](#string8), [strjoin](#strjoin), [strlcat](#strlcat), [strlcpy](#strlcpy), [strlerp](#strlerp), [strlower](#strlower), [strmatch](#strmatch), [strmatchi](#strmatchi), [strrepl](#strrepl), [strsplit](#strsplit), [strstri](#strstri), [strswap](#strswap), [strtok_s](#strtok_s), [strupper](#strupper), [sub2](#sub2), [sub3](#sub3), [sub4](#sub4), [subq](#subq), [swarm](#swarm), [swarm_update](#swarm_update), [swarm_update_acceleration_and_velocity_only](#swarm_update_acceleration_and_velocity_only), [swarm_update_acceleration_only](#swarm_update_acceleration_only), [tcp_bind](#tcp_bind), [tcp_close](#tcp_close), [tcp_debug](#tcp_debug), [tcp_host](#tcp_host), [tcp_open](#tcp_open), [tcp_peek](#tcp_peek), [tcp_port](#tcp_port), [tcp_recv](#tcp_recv), [tcp_send](#tcp_send), [tempva](#tempva), [tempvl](#tempvl), [texture](#texture), [texture_checker](#texture_checker), [texture_compressed](#texture_compressed), [texture_compressed_from_mem](#texture_compressed_from_mem), [texture_create](#texture_create), [texture_destroy](#texture_destroy), [texture_from_mem](#texture_from_mem), [texture_rec_begin](#texture_rec_begin), [texture_rec_end](#texture_rec_end), [texture_update](#texture_update), [thread](#thread), [thread_destroy](#thread_destroy), [tiled](#tiled), [tiled_render](#tiled_render), [tiled_ui](#tiled_ui), [tilemap](#tilemap), [tilemap_render](#tilemap_render), [tilemap_render_ext](#tilemap_render_ext), [tileset](#tileset), [tileset_ui](#tileset_ui), [time_hh](#time_hh), [time_mm](#time_mm), [time_ms](#time_ms), [time_ns](#time_ns), [time_ss](#time_ss), [time_us](#time_us), [timer](#timer), [timer_destroy](#timer_destroy), [transform33](#transform33), [transform344](#transform344), [transform444](#transform444), [transformq](#transformq), [translate44](#translate44), [translation44](#translation44), [transpose44](#transpose44), [tty_attach](#tty_attach), [tty_color](#tty_color), [tty_reset](#tty_reset), [udp_bind](#udp_bind), [udp_open](#udp_open), [udp_peek](#udp_peek), [udp_recv](#udp_recv), [udp_send](#udp_send), [udp_sendto](#udp_sendto), [ui_active](#ui_active), [ui_bits16](#ui_bits16), [ui_bits8](#ui_bits8), [ui_bool](#ui_bool), [ui_browse](#ui_browse), [ui_buffer](#ui_buffer), [ui_button](#ui_button), [ui_button_transparent](#ui_button_transparent), [ui_buttons](#ui_buttons), [ui_clampf](#ui_clampf), [ui_collapse](#ui_collapse), [ui_collapse_clicked](#ui_collapse_clicked), [ui_collapse_end](#ui_collapse_end), [ui_color3](#ui_color3), [ui_color3f](#ui_color3f), [ui_color4](#ui_color4), [ui_color4f](#ui_color4f), [ui_colormap](#ui_colormap), [ui_console](#ui_console), [ui_const_bool](#ui_const_bool), [ui_const_float](#ui_const_float), [ui_const_string](#ui_const_string), [ui_contextual](#ui_contextual), [ui_contextual_end](#ui_contextual_end), [ui_demo](#ui_demo), [ui_dialog](#ui_dialog), [ui_disable](#ui_disable), [ui_double](#ui_double), [ui_enable](#ui_enable), [ui_float](#ui_float), [ui_float2](#ui_float2), [ui_float3](#ui_float3), [ui_float4](#ui_float4), [ui_has_menubar](#ui_has_menubar), [ui_hover](#ui_hover), [ui_image](#ui_image), [ui_int](#ui_int), [ui_item](#ui_item), [ui_label](#ui_label), [ui_label2](#ui_label2), [ui_label2_toolbar](#ui_label2_toolbar), [ui_list](#ui_list), [ui_menu](#ui_menu), [ui_menu_editbox](#ui_menu_editbox), [ui_notify](#ui_notify), [ui_panel](#ui_panel), [ui_panel_end](#ui_panel_end), [ui_popups](#ui_popups), [ui_radio](#ui_radio), [ui_section](#ui_section), [ui_separator](#ui_separator), [ui_short](#ui_short), [ui_show](#ui_show), [ui_slider](#ui_slider), [ui_slider2](#ui_slider2), [ui_string](#ui_string), [ui_subimage](#ui_subimage), [ui_submenu](#ui_submenu), [ui_subtexture](#ui_subtexture), [ui_swarm](#ui_swarm), [ui_texture](#ui_texture), [ui_toggle](#ui_toggle), [ui_toolbar](#ui_toolbar), [ui_unsigned](#ui_unsigned), [ui_visible](#ui_visible), [ui_window](#ui_window), [ui_window_end](#ui_window_end), [unhash_32](#unhash_32), [unproject44](#unproject44), [vec23](#vec23), [vec34](#vec34), [vec3q](#vec3q), [vec4q](#vec4q), [vfs_handle](#vfs_handle), [vfs_list](#vfs_list), [vfs_load](#vfs_load), [vfs_mount](#vfs_mount), [vfs_read](#vfs_read), [vfs_resolve](#vfs_resolve), [vfs_size](#vfs_size), [video](#video), [video_decode](#video_decode), [video_destroy](#video_destroy), [video_duration](#video_duration), [video_has_finished](#video_has_finished), [video_is_paused](#video_is_paused), [video_is_rgb](#video_is_rgb), [video_pause](#video_pause), [video_position](#video_position), [video_seek](#video_seek), [video_textures](#video_textures), [viewport_clear](#viewport_clear), [viewport_clip](#viewport_clip), [viewport_color](#viewport_color), [viewport_color3](#viewport_color3), [vlen](#vlen), [vrealloc](#vrealloc), [watch](#watch), [window_aspect](#window_aspect), [window_aspect_lock](#window_aspect_lock), [window_aspect_unlock](#window_aspect_unlock), [window_canvas](#window_canvas), [window_color](#window_color), [window_create](#window_create), [window_create_from_handle](#window_create_from_handle), [window_cursor](#window_cursor), [window_cursor_shape](#window_cursor_shape), [window_delta](#window_delta), [window_focus](#window_focus), [window_fps](#window_fps), [window_fps_lock](#window_fps_lock), [window_fps_target](#window_fps_target), [window_fps_unlock](#window_fps_unlock), [window_frame](#window_frame), [window_frame_begin](#window_frame_begin), [window_frame_end](#window_frame_end), [window_frame_swap](#window_frame_swap), [window_fullscreen](#window_fullscreen), [window_handle](#window_handle), [window_has_cursor](#window_has_cursor), [window_has_focus](#window_has_focus), [window_has_fullscreen](#window_has_fullscreen), [window_has_pause](#window_has_pause), [window_has_visible](#window_has_visible), [window_height](#window_height), [window_icon](#window_icon), [window_loop](#window_loop), [window_loop_exit](#window_loop_exit), [window_pause](#window_pause), [window_record](#window_record), [window_reload](#window_reload), [window_screenshot](#window_screenshot), [window_stats](#window_stats), [window_swap](#window_swap), [window_time](#window_time), [window_title](#window_title), [window_visible](#window_visible), [window_width](#window_width), [xml_blob](#xml_blob), [xml_count](#xml_count), [xml_pop](#xml_pop), [xml_push](#xml_push), [xml_string](#xml_string), [xrealloc](#xrealloc), [xsize](#xsize), [xstats](#xstats), [zbounds](#zbounds), [zdecode](#zdecode), [zencode](#zencode), [zexcess](#zexcess) ## 🄼 macros -[aabb](#aabb), [acosf](#acosf), [array](#array), [array_at](#array_at), [array_back](#array_back), [array_bytes](#array_bytes), [array_cast](#array_cast), [array_clear](#array_clear), [array_copy](#array_copy), [array_count](#array_count), [array_data](#array_data), [array_empty](#array_empty), [array_erase](#array_erase), [array_foreach](#array_foreach), [array_foreach_ptr](#array_foreach_ptr), [array_free](#array_free), [array_init](#array_init), [array_insert](#array_insert), [array_pop](#array_pop), [array_pop_front](#array_pop_front), [array_push](#array_push), [array_push_front](#array_push_front), [array_realloc_](#array_realloc_), [array_reserve](#array_reserve), [array_resize](#array_resize), [array_reverse](#array_reverse), [array_search](#array_search), [array_shuffle](#array_shuffle), [array_sort](#array_sort), [array_unique](#array_unique), [array_vlen_](#array_vlen_), [asinf](#asinf), [atan2f](#atan2f), [axis](#axis), [benchmark](#benchmark), [boid](#boid), [capsule](#capsule), [cc4](#cc4), [cc8](#cc8), [ceilf](#ceilf), [conc4t](#conc4t), [concat](#concat), [copysignf](#copysignf), [cosf](#cosf), [countof](#countof), [ctor](#ctor), [defer](#defer), [do_once](#do_once), [dtor](#dtor), [each_array](#each_array), [each_array_ptr](#each_array_ptr), [each_map](#each_map), [each_map_ptr](#each_map_ptr), [each_map_ptr_sorted](#each_map_ptr_sorted), [each_set](#each_set), [each_set_ptr](#each_set_ptr), [each_substring](#each_substring), [expf](#expf), [floorf](#floorf), [fmodf](#fmodf), [frustum](#frustum), [gladLoadGL](#gladLoadGL), [hit](#hit), [hypotf](#hypotf), [ifdef](#ifdef), [ifdef_32](#ifdef_32), [ifdef_64](#ifdef_64), [ifdef_bsd](#ifdef_bsd), [ifdef_c](#ifdef_c), [ifdef_cl](#ifdef_cl), [ifdef_cpp](#ifdef_cpp), [ifdef_debug](#ifdef_debug), [ifdef_ems](#ifdef_ems), [ifdef_false](#ifdef_false), [ifdef_gcc](#ifdef_gcc), [ifdef_linux](#ifdef_linux), [ifdef_mingw](#ifdef_mingw), [ifdef_osx](#ifdef_osx), [ifdef_release](#ifdef_release), [ifdef_tcc](#ifdef_tcc), [ifdef_true](#ifdef_true), [ifdef_win32](#ifdef_win32), [ifndef](#ifndef), [is](#is), [isnt](#isnt), [json_count](#json_count), [json_float](#json_float), [json_int](#json_int), [json_key](#json_key), [json_string](#json_string), [line](#line), [log10f](#log10f), [logf](#logf), [macro](#macro), [map](#map), [map_cast](#map_cast), [map_clear](#map_clear), [map_count](#map_count), [map_erase](#map_erase), [map_find](#map_find), [map_find_or_add](#map_find_or_add), [map_find_or_add_allocated_key](#map_find_or_add_allocated_key), [map_foreach](#map_foreach), [map_foreach_ptr](#map_foreach_ptr), [map_foreach_ptr_sorted](#map_foreach_ptr_sorted), [map_free](#map_free), [map_gc](#map_gc), [map_init](#map_init), [map_init_int](#map_init_int), [map_init_ptr](#map_init_ptr), [map_init_str](#map_init_str), [map_insert](#map_insert), [mat33](#mat33), [mat34](#mat34), [mat44](#mat44), [obj_calloc](#obj_calloc), [obj_extend](#obj_extend), [obj_malloc](#obj_malloc), [obj_method](#obj_method), [obj_method0](#obj_method0), [obj_new](#obj_new), [obj_new0](#obj_new0), [obj_override](#obj_override), [obj_printf](#obj_printf), [plane](#plane), [poly](#poly), [powf](#powf), [profile](#profile), [profile_enable](#profile_enable), [profile_incstat](#profile_incstat), [profile_init](#profile_init), [profile_render](#profile_render), [profile_setstat](#profile_setstat), [quat](#quat), [ray](#ray), [scope](#scope), [set](#set), [set_cast](#set_cast), [set_clear](#set_clear), [set_count](#set_count), [set_erase](#set_erase), [set_find](#set_find), [set_find_or_add](#set_find_or_add), [set_find_or_add_allocated_key](#set_find_or_add_allocated_key), [set_foreach](#set_foreach), [set_foreach_ptr](#set_foreach_ptr), [set_free](#set_free), [set_gc](#set_gc), [set_init](#set_init), [set_init_int](#set_init_int), [set_init_ptr](#set_init_ptr), [set_init_str](#set_init_str), [set_insert](#set_insert), [sinf](#sinf), [sphere](#sphere), [sqrtf](#sqrtf), [strcatf](#strcatf), [strcmpi](#strcmpi), [stringf](#stringf), [strtok_r](#strtok_r), [tanf](#tanf), [triangle](#triangle), [va](#va), [vec2](#vec2), [vec2i](#vec2i), [vec3](#vec3), [vec3i](#vec3i), [vec4](#vec4), [xml_blob](#xml_blob), [xml_count](#xml_count), [xml_float](#xml_float), [xml_int](#xml_int) +[aabb](#aabb), [acosf](#acosf), [array](#array), [array_at](#array_at), [array_back](#array_back), [array_bytes](#array_bytes), [array_cast](#array_cast), [array_clear](#array_clear), [array_copy](#array_copy), [array_count](#array_count), [array_data](#array_data), [array_empty](#array_empty), [array_erase](#array_erase), [array_foreach](#array_foreach), [array_foreach_ptr](#array_foreach_ptr), [array_free](#array_free), [array_init](#array_init), [array_insert](#array_insert), [array_pop](#array_pop), [array_pop_front](#array_pop_front), [array_push](#array_push), [array_push_front](#array_push_front), [array_realloc_](#array_realloc_), [array_reserve](#array_reserve), [array_resize](#array_resize), [array_reverse](#array_reverse), [array_search](#array_search), [array_shuffle](#array_shuffle), [array_sort](#array_sort), [array_unique](#array_unique), [array_vlen_](#array_vlen_), [asinf](#asinf), [atan2f](#atan2f), [axis](#axis), [benchmark](#benchmark), [boid](#boid), [capsule](#capsule), [cc4](#cc4), [cc8](#cc8), [ceilf](#ceilf), [client_send](#client_send), [client_send_bin](#client_send_bin), [client_terminate](#client_terminate), [conc4t](#conc4t), [concat](#concat), [copysignf](#copysignf), [cosf](#cosf), [countof](#countof), [ctor](#ctor), [defer](#defer), [do_once](#do_once), [dtor](#dtor), [each_array](#each_array), [each_array_ptr](#each_array_ptr), [each_map](#each_map), [each_map_ptr](#each_map_ptr), [each_map_ptr_sorted](#each_map_ptr_sorted), [each_set](#each_set), [each_set_ptr](#each_set_ptr), [each_substring](#each_substring), [expf](#expf), [floorf](#floorf), [fmodf](#fmodf), [frustum](#frustum), [gladLoadGL](#gladLoadGL), [hit](#hit), [hypotf](#hypotf), [ifdef](#ifdef), [ifdef_32](#ifdef_32), [ifdef_64](#ifdef_64), [ifdef_bsd](#ifdef_bsd), [ifdef_c](#ifdef_c), [ifdef_cl](#ifdef_cl), [ifdef_cpp](#ifdef_cpp), [ifdef_debug](#ifdef_debug), [ifdef_ems](#ifdef_ems), [ifdef_false](#ifdef_false), [ifdef_gcc](#ifdef_gcc), [ifdef_linux](#ifdef_linux), [ifdef_mingw](#ifdef_mingw), [ifdef_osx](#ifdef_osx), [ifdef_release](#ifdef_release), [ifdef_tcc](#ifdef_tcc), [ifdef_true](#ifdef_true), [ifdef_win32](#ifdef_win32), [ifndef](#ifndef), [is](#is), [isnt](#isnt), [json_count](#json_count), [json_float](#json_float), [json_int](#json_int), [json_key](#json_key), [json_string](#json_string), [line](#line), [log10f](#log10f), [logf](#logf), [macro](#macro), [map](#map), [map_cast](#map_cast), [map_clear](#map_clear), [map_count](#map_count), [map_erase](#map_erase), [map_find](#map_find), [map_find_or_add](#map_find_or_add), [map_find_or_add_allocated_key](#map_find_or_add_allocated_key), [map_foreach](#map_foreach), [map_foreach_ptr](#map_foreach_ptr), [map_foreach_ptr_sorted](#map_foreach_ptr_sorted), [map_free](#map_free), [map_gc](#map_gc), [map_init](#map_init), [map_init_int](#map_init_int), [map_init_ptr](#map_init_ptr), [map_init_str](#map_init_str), [map_insert](#map_insert), [mat33](#mat33), [mat34](#mat34), [mat44](#mat44), [obj_calloc](#obj_calloc), [obj_extend](#obj_extend), [obj_malloc](#obj_malloc), [obj_method](#obj_method), [obj_method0](#obj_method0), [obj_new](#obj_new), [obj_new0](#obj_new0), [obj_override](#obj_override), [obj_printf](#obj_printf), [plane](#plane), [poly](#poly), [powf](#powf), [profile](#profile), [profile_enable](#profile_enable), [profile_incstat](#profile_incstat), [profile_init](#profile_init), [profile_render](#profile_render), [profile_setstat](#profile_setstat), [quat](#quat), [ray](#ray), [scope](#scope), [set](#set), [set_cast](#set_cast), [set_clear](#set_clear), [set_count](#set_count), [set_erase](#set_erase), [set_find](#set_find), [set_find_or_add](#set_find_or_add), [set_find_or_add_allocated_key](#set_find_or_add_allocated_key), [set_foreach](#set_foreach), [set_foreach_ptr](#set_foreach_ptr), [set_free](#set_free), [set_gc](#set_gc), [set_init](#set_init), [set_init_int](#set_init_int), [set_init_ptr](#set_init_ptr), [set_init_str](#set_init_str), [set_insert](#set_insert), [sinf](#sinf), [sphere](#sphere), [sqrtf](#sqrtf), [strcatf](#strcatf), [strcmpi](#strcmpi), [stringf](#stringf), [strtok_r](#strtok_r), [tanf](#tanf), [triangle](#triangle), [va](#va), [vec2](#vec2), [vec2i](#vec2i), [vec3](#vec3), [vec3i](#vec3i), [vec4](#vec4), [xml_blob](#xml_blob), [xml_count](#xml_count), [xml_float](#xml_float), [xml_int](#xml_int)