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//**************************************************************************
//**
//** h2def.h : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: h2def.h,v $
//** $Revision: 1.128 $
//** $Date: 96/01/16 10:35:31 $
//** $Author: bgokey $
//**
//**************************************************************************

#ifndef __H2DEF__
#define __H2DEF__
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "st_start.h"
#ifdef __WATCOMC__
#include <malloc.h>
#define	strcasecmp strcmpi
#define	strncasecmp strnicmp
#endif

#define VERSION 110
#define VERSION_TEXT "v1.1"

// Uncomment, to enable all timebomb stuff
//#define TIMEBOMB
#define TIMEBOMB_YEAR	95		// years since 1900
#define TIMEBOMB_STARTDATE	268	// initial date (9/26)
#define TIMEBOMB_ENDDATE	301	// end date (10/29)

// if rangecheck is undefined, most parameter validation debugging code
// will not be compiled
#ifndef NORANGECHECKING
#define RANGECHECK
#endif

// Past distributions
#ifndef VER_ID
#define VER_ID "DVL"
#endif
//#define VERSIONTEXT "ID V1.2"
//#define VERSIONTEXT "RETAIL STORE BETA"		// 9/26/95
//#define VERSIONTEXT "DVL BETA 10 05 95" // Used for GT for testing
//#define VERSIONTEXT "DVL BETA 10 07 95" // Just an update for Romero
//#define VERSIONTEXT "FINAL 1.0 (10 13 95)" // Just an update for Romero
#ifdef RANGECHECK
#define VERSIONTEXT "Version 1.1 +R "__DATE__" ("VER_ID")"
#else
#define VERSIONTEXT "Version 1.1 "__DATE__" ("VER_ID")"
#endif

// all exterior data is defined here
#include "xddefs.h"

// all important printed strings
#include "textdefs.h"

// header generated by multigen utility
#include "info.h"

extern byte *destview, *destscreen;	// PC direct to screen pointers

//
// most key data are simple ascii (uppercased)
//
#define	KEY_RIGHTARROW		0xae
#define	KEY_LEFTARROW		0xac
#define	KEY_UPARROW			0xad
#define	KEY_DOWNARROW		0xaf
#define	KEY_ESCAPE			27
#define	KEY_ENTER			13
#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

#define KEY_FIVE			0x35
#define KEY_SIX				0x36
#define KEY_SEVEN			0x37
#define KEY_EIGHT			0x38
#define KEY_NINE			0x39
#define KEY_ZERO			0x30
#define KEY_BACKSLASH		0x5C


#define MAXCHAR ((char)0x7f)
#define MAXSHORT ((short)0x7fff)
#define MAXINT	((int)0x7fffffff)	/* max pos 32-bit int */
#define MAXLONG ((long)0x7fffffff)

#define MINCHAR ((char)0x80)
#define MINSHORT ((short)0x8000)
#define MININT 	((int)0x80000000)	/* max negative 32-bit integer */
#define MINLONG ((long)0x80000000)

#define	FINEANGLES			8192
#define	FINEMASK			(FINEANGLES-1)
#define	ANGLETOFINESHIFT	19	// 0x100000000 to 0x2000

/*
===============================================================================

						GLOBAL TYPES

===============================================================================
*/

//#define NUMARTIFCTS	28
#define MAXPLAYERS	8
#define TICRATE		35			// number of tics / second
#define TICSPERSEC	35

#define MINIMUM_HEAP_SIZE	0x800000		//  8 meg
#define MAXIMUM_HEAP_SIZE	0x2000000		// 32 meg

#define	FRACBITS		16
#define	FRACUNIT		(1<<FRACBITS)
typedef int fixed_t;

typedef unsigned int uint;

//#define ANGLE_1		0x01000000
#define ANGLE_45	0x20000000
#define ANGLE_90	0x40000000
#define ANGLE_180	0x80000000
#define ANGLE_MAX	0xffffffff
#define ANGLE_1		(ANGLE_45/45)
#define ANGLE_60	(ANGLE_180/3)

#define	ANG45	0x20000000
#define	ANG90	0x40000000
#define	ANG180	0x80000000
#define	ANG270	0xc0000000

typedef unsigned angle_t;

typedef enum
{
	sk_baby,
	sk_easy,
	sk_medium,
	sk_hard,
	sk_nightmare
} skill_t;

typedef enum
{
	ev_keydown,
	ev_keyup,
	ev_mouse,
	ev_joystick
} evtype_t;

typedef struct
{
	evtype_t	type;
	int			data1;		// keys / mouse/joystick buttons
	int			data2;		// mouse/joystick x move
	int			data3;		// mouse/joystick y move
} event_t;

typedef struct
{
	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;
	byte		lookfly;			// look/fly up/down/centering
	byte		arti;				// artitype_t to use
} ticcmd_t;

#define	BT_ATTACK		1
#define	BT_USE			2
#define	BT_CHANGE		4			// if true, the next 3 bits hold weapon num
#define	BT_WEAPONMASK	(8+16+32)
#define	BT_WEAPONSHIFT	3

#define BT_SPECIAL		128			// game events, not really buttons
#define	BTS_SAVEMASK	(4+8+16)
#define	BTS_SAVESHIFT	2
#define	BT_SPECIALMASK	3
#define	BTS_PAUSE		1			// pause the game
#define	BTS_SAVEGAME	2			// save the game at each console
// savegame slot numbers occupy the second byte of buttons

// The top 3 bits of the artifact field in the ticcmd_t struct are used
// 		as additional flags 
#define AFLAG_MASK			0x3F
#define AFLAG_SUICIDE		0x40
#define AFLAG_JUMP			0x80

typedef enum
{
	GS_LEVEL,
	GS_INTERMISSION,
	GS_FINALE,
	GS_DEMOSCREEN
} gamestate_t;

typedef enum
{
	ga_nothing,
	ga_loadlevel,
	ga_initnew,
	ga_newgame,
	ga_loadgame,
	ga_savegame,
	ga_playdemo,
	ga_completed,
	ga_leavemap,
	ga_singlereborn,
	ga_victory,
	ga_worlddone,
	ga_screenshot
} gameaction_t;

typedef enum
{
	wipe_0,
	wipe_1,
	wipe_2,
	wipe_3,
	wipe_4,
	NUMWIPES,
	wipe_random
} wipe_t;

/*
===============================================================================

							MAPOBJ DATA

===============================================================================
*/

// think_t is a function pointer to a routine to handle an actor
typedef void (*think_t) ();

typedef struct thinker_s
{
	struct		thinker_s	*prev, *next;
	think_t		function;
} thinker_t;

struct player_s;

typedef struct mobj_s
{
	thinker_t		thinker;			// thinker node

// info for drawing
	fixed_t			x,y,z;
	struct	mobj_s	*snext, *sprev;		// links in sector (if needed)
	angle_t			angle;
	spritenum_t		sprite;				// used to find patch_t and flip value
	int				frame;				// might be ord with FF_FULLBRIGHT

// interaction info
	struct mobj_s	*bnext, *bprev;		// links in blocks (if needed)
	struct subsector_s	*subsector;
	fixed_t			floorz, ceilingz;	// closest together of contacted secs
	fixed_t			floorpic;			// contacted sec floorpic
	fixed_t			radius, height;		// for movement checking
	fixed_t			momx, momy, momz;	// momentums
	int				validcount;			// if == validcount, already checked
	mobjtype_t		type;
	mobjinfo_t		*info;				// &mobjinfo[mobj->type]
	int				tics;				// state tic counter
	state_t			*state;
	int				damage;			// For missiles
	int				flags;
	int				flags2;			// Heretic flags
	int				special1;		// Special info
	int				special2;		// Special info
	int				health;
	int				movedir;		// 0-7
	int				movecount;		// when 0, select a new dir
	struct mobj_s	*target;		// thing being chased/attacked (or NULL)
									// also the originator for missiles
	int				reactiontime;	// if non 0, don't attack yet
									// used by player to freeze a bit after
									// teleporting
	int				threshold;		// if > 0, the target will be chased
									// no matter what (even if shot)
	struct player_s	*player;		// only valid if type == MT_PLAYER
	int				lastlook;		// player number last looked for
	fixed_t			floorclip;		// value to use for floor clipping
	int				archiveNum;		// Identity during archive
	short			tid;			// thing identifier
	byte			special;		// special
	byte			args[5];		// special arguments
} mobj_t;

// each sector has a degenmobj_t in it's center for sound origin purposes
typedef struct
{
	thinker_t		thinker;		// not used for anything
	fixed_t			x,y,z;
} degenmobj_t;

// Most damage defined using HITDICE
#define HITDICE(a) ((1+(P_Random()&7))*a)

//
// frame flags
//
#define	FF_FULLBRIGHT	0x8000		// flag in thing->frame
#define FF_FRAMEMASK	0x7fff

// --- mobj.flags ---

#define	MF_SPECIAL		1			// call P_SpecialThing when touched
#define	MF_SOLID		2
#define	MF_SHOOTABLE	4
#define	MF_NOSECTOR		8			// don't use the sector links
									// (invisible but touchable)
#define	MF_NOBLOCKMAP	16			// don't use the blocklinks
									// (inert but displayable)
#define	MF_AMBUSH		32
#define	MF_JUSTHIT		64			// try to attack right back
#define	MF_JUSTATTACKED	128			// take at least one step before attacking
#define	MF_SPAWNCEILING	256			// hang from ceiling instead of floor
#define	MF_NOGRAVITY	512			// don't apply gravity every tic

// movement flags
#define	MF_DROPOFF		0x400		// allow jumps from high places
#define	MF_PICKUP		0x800		// for players to pick up items
#define	MF_NOCLIP		0x1000		// player cheat
#define	MF_SLIDE		0x2000		// keep info about sliding along walls
#define	MF_FLOAT		0x4000		// allow moves to any height, no gravity
#define	MF_TELEPORT		0x8000		// don't cross lines or look at heights
#define MF_MISSILE		0x10000		// don't hit same species, explode on block

#define	MF_ALTSHADOW	0x20000		// alternate fuzzy draw
#define	MF_SHADOW		0x40000		// use fuzzy draw (shadow demons / invis)
#define	MF_NOBLOOD		0x80000		// don't bleed when shot (use puff)
#define	MF_CORPSE		0x100000	// don't stop moving halfway off a step
#define	MF_INFLOAT		0x200000	// floating to a height for a move, don't
									// auto float to target's height

#define	MF_COUNTKILL	0x400000	// count towards intermission kill total
#define	MF_ICECORPSE	0x800000	// a frozen corpse (for blasting)

#define	MF_SKULLFLY		0x1000000	// skull in flight
#define	MF_NOTDMATCH	0x2000000	// don't spawn in death match (key cards)

//#define	MF_TRANSLATION	0xc000000	// if 0x4 0x8 or 0xc, use a translation
#define	MF_TRANSLATION	0x1c000000	// use a translation table (>>MF_TRANSHIFT)
#define	MF_TRANSSHIFT	26			// table for player colormaps


// --- mobj.flags2 ---

#define MF2_LOGRAV			0x00000001	// alternate gravity setting
#define MF2_WINDTHRUST		0x00000002	// gets pushed around by the wind
										// specials
#define MF2_FLOORBOUNCE		0x00000004	// bounces off the floor
#define MF2_BLASTED			0x00000008	// missile will pass through ghosts
#define MF2_FLY				0x00000010	// fly mode is active
#define MF2_FLOORCLIP		0x00000020	// if feet are allowed to be clipped
#define MF2_SPAWNFLOAT		0x00000040	// spawn random float z
#define MF2_NOTELEPORT		0x00000080	// does not teleport
#define MF2_RIP				0x00000100	// missile rips through solid
										// targets
#define MF2_PUSHABLE		0x00000200	// can be pushed by other moving
										// mobjs
#define MF2_SLIDE			0x00000400	// slides against walls
#define MF2_ONMOBJ			0x00000800	// mobj is resting on top of another
										// mobj
#define MF2_PASSMOBJ		0x00001000	// Enable z block checking.  If on,
										// this flag will allow the mobj to
										// pass over/under other mobjs.
#define MF2_CANNOTPUSH		0x00002000	// cannot push other pushable mobjs
#define MF2_DROPPED			0x00004000	// dropped by a demon
#define MF2_BOSS			0x00008000	// mobj is a major boss
#define MF2_FIREDAMAGE		0x00010000	// does fire damage
#define MF2_NODMGTHRUST		0x00020000	// does not thrust target when
										// damaging
#define MF2_TELESTOMP		0x00040000	// mobj can stomp another
#define MF2_FLOATBOB		0x00080000	// use float bobbing z movement
#define MF2_DONTDRAW		0x00100000	// don't generate a vissprite
#define MF2_IMPACT			0x00200000 	// an MF_MISSILE mobj can activate
								 		// SPAC_IMPACT
#define MF2_PUSHWALL		0x00400000 	// mobj can push walls
#define MF2_MCROSS			0x00800000	// can activate monster cross lines
#define MF2_PCROSS			0x01000000	// can activate projectile cross lines
#define MF2_CANTLEAVEFLOORPIC 0x02000000 // stay within a certain floor type
#define MF2_NONSHOOTABLE	0x04000000	// mobj is totally non-shootable, 
										// but still considered solid
#define MF2_INVULNERABLE	0x08000000	// mobj is invulnerable
#define MF2_DORMANT			0x10000000	// thing is dormant
#define MF2_ICEDAMAGE		0x20000000  // does ice damage
#define MF2_SEEKERMISSILE	0x40000000	// is a seeker (for reflection)
#define MF2_REFLECTIVE		0x80000000	// reflects missiles

//=============================================================================

// ===== Player Class Types =====
typedef enum
{
	PCLASS_FIGHTER,
	PCLASS_CLERIC,
	PCLASS_MAGE,
	PCLASS_PIG,
	NUMCLASSES
} pclass_t;

typedef enum
{
	PST_LIVE,			// playing
	PST_DEAD,			// dead on the ground
	PST_REBORN			// ready to restart
} playerstate_t;

// psprites are scaled shapes directly on the view screen
// coordinates are given for a 320*200 view screen
typedef enum
{
	ps_weapon,
	ps_flash,
	NUMPSPRITES
} psprnum_t;

typedef struct
{
	state_t	*state;		// a NULL state means not active
	int		tics;
	fixed_t	sx, sy;
} pspdef_t;

/* Old Heretic key type
typedef enum
{
	key_yellow,
	key_green,
	key_blue,
	NUMKEYS
} keytype_t;
*/

typedef enum
{
	KEY_1,
	KEY_2,
	KEY_3,
	KEY_4,
	KEY_5,
	KEY_6,
	KEY_7,
	KEY_8,
	KEY_9,
	KEY_A,
	KEY_B,
	NUMKEYS
} keytype_t;

typedef enum
{
	ARMOR_ARMOR,
	ARMOR_SHIELD,
	ARMOR_HELMET,
	ARMOR_AMULET,
	NUMARMOR
} armortype_t;

typedef enum
{
	WP_FIRST,
	WP_SECOND,
	WP_THIRD,
	WP_FOURTH,
	NUMWEAPONS,
	WP_NOCHANGE
} weapontype_t;
	
typedef enum
{
	MANA_1,
	MANA_2,
	NUMMANA,
	MANA_BOTH,
	MANA_NONE
} manatype_t;

#define MAX_MANA	200

#define WPIECE1		1
#define WPIECE2		2
#define WPIECE3		4

typedef struct
{
	manatype_t mana;
	int upstate;
	int downstate;
	int readystate;
	int atkstate;
	int holdatkstate;
	int flashstate;
} weaponinfo_t;

extern weaponinfo_t WeaponInfo[NUMWEAPONS][NUMCLASSES];

typedef enum
{
	arti_none,
	arti_invulnerability,
	arti_health,
	arti_superhealth,
	arti_healingradius,
	arti_summon,
	arti_torch,
	arti_egg,
	arti_fly,
	arti_blastradius,
	arti_poisonbag,
	arti_teleportother,
	arti_speed,
	arti_boostmana,
	arti_boostarmor,
	arti_teleport,
	// Puzzle artifacts
	arti_firstpuzzitem,
	arti_puzzskull = arti_firstpuzzitem,
	arti_puzzgembig,
	arti_puzzgemred,
	arti_puzzgemgreen1,
	arti_puzzgemgreen2,
	arti_puzzgemblue1,
	arti_puzzgemblue2,
	arti_puzzbook1,
	arti_puzzbook2,
	arti_puzzskull2,
	arti_puzzfweapon,
	arti_puzzcweapon,
	arti_puzzmweapon,
	arti_puzzgear1,
	arti_puzzgear2,
	arti_puzzgear3,
	arti_puzzgear4,
	NUMARTIFACTS
} artitype_t;

typedef enum
{
	pw_None,
	pw_invulnerability,
	pw_allmap,
	pw_infrared,
	pw_flight,
	pw_shield,
	pw_health2,
	pw_speed,
	pw_minotaur,
	NUMPOWERS
} powertype_t;

#define	INVULNTICS (30*35)
#define	INVISTICS (60*35)
#define	INFRATICS (120*35)
#define	IRONTICS (60*35)
#define WPNLEV2TICS (40*35)
#define FLIGHTTICS (60*35)
#define SPEEDTICS (45*35)
#define MORPHTICS (40*35)
#define MAULATORTICS (25*35)

#define MESSAGETICS (4*35)
#define BLINKTHRESHOLD (4*35)

#define NUMINVENTORYSLOTS	NUMARTIFACTS

typedef struct
{
	int type;
	int count;
} inventory_t;

/*
================
=
= player_t
=
================
*/

typedef struct player_s
{
	mobj_t *mo;
	playerstate_t playerstate;
	ticcmd_t cmd;

	pclass_t	class;					// player class type

	fixed_t		viewz;					// focal origin above r.z
	fixed_t		viewheight;				// base height above floor for viewz
	fixed_t		deltaviewheight;		// squat speed
	fixed_t		bob;					// bounded/scaled total momentum

	int			flyheight;
	int			lookdir;
	boolean		centering;
	int			health;					// only used between levels, mo->health
										// is used during levels
	int	armorpoints[NUMARMOR];

	inventory_t	inventory[NUMINVENTORYSLOTS];
	artitype_t	readyArtifact;
	int			artifactCount;
	int 		inventorySlotNum;
	int			powers[NUMPOWERS];
	int			keys;
	int			pieces;					// Fourth Weapon pieces
	signed int			frags[MAXPLAYERS];		// kills of other players
	weapontype_t	readyweapon;
	weapontype_t	pendingweapon;		// wp_nochange if not changing
	boolean		weaponowned[NUMWEAPONS];
	int			mana[NUMMANA];
	int			attackdown, usedown;	// true if button down last tic
	int			cheats;					// bit flags

	int			refire;					// refired shots are less accurate

	int			killcount, itemcount, secretcount;		// for intermission
	char		message[80];			// hint messages
	int			messageTics;			// counter for showing messages
	short		ultimateMessage;
	short		yellowMessage;
	int			damagecount, bonuscount;// for screen flashing
	int			poisoncount;			// screen flash for poison damage
	mobj_t		*poisoner;				// NULL for non-player mobjs
	mobj_t		*attacker;				// who did damage (NULL for floors)
	int			extralight;				// so gun flashes light up areas
	int			fixedcolormap;			// can be set to REDCOLORMAP, etc
	int			colormap;				// 0-3 for which color to draw player
	pspdef_t	psprites[NUMPSPRITES];	// view sprites (gun, etc)
	int			morphTics;				// player is a pig if > 0
	uint		jumpTics;				// delay the next jump for a moment
	unsigned int worldTimer;			// total time the player's been playing
} player_t;

#define CF_NOCLIP		1
#define	CF_GODMODE		2
#define	CF_NOMOMENTUM	4 // not really a cheat, just a debug aid


#define		BACKUPTICS		12

typedef struct
{
	unsigned	checksum;					// high bit is retransmit request
	byte		retransmitfrom;				// only valid if NCMD_RETRANSMIT
	byte		starttic;
	byte		player, numtics;
	ticcmd_t	cmds[BACKUPTICS];
} doomdata_t;

typedef struct
{
	long	id;
	short	intnum;			// DOOM executes an int to execute commands

// communication between DOOM and the driver
	short	command;		// CMD_SEND or CMD_GET
	short	remotenode;		// dest for send, set by get (-1 = no packet)
	short	datalength;		// bytes in doomdata to be sent

// info common to all nodes
	short	numnodes;		// console is allways node 0
	short	ticdup;			// 1 = no duplication, 2-5 = dup for slow nets
	short	extratics;		// 1 = send a backup tic in every packet
	short	deathmatch;		// 1 = deathmatch
	short	savegame;		// -1 = new game, 0-5 = load savegame
	short	episode;		// 1-3
	short	map;			// 1-9
	short	skill;			// 1-5

// info specific to this node
	short	consoleplayer;
	short	numplayers;
	short	angleoffset;	// 1 = left, 0 = center, -1 = right
	short	drone;			// 1 = drone

// packet data to be sent
	doomdata_t	data;
} doomcom_t;

#define	DOOMCOM_ID		0x12345678l

extern	doomcom_t		*doomcom;
extern	doomdata_t		*netbuffer;		// points inside doomcom

#define	MAXNETNODES		16			// max computers in a game

#define	CMD_SEND	1
#define	CMD_GET		2
#define CMD_FRAG	3

#define	SBARHEIGHT	39			// status bar height at bottom of screen

void NET_SendFrags(player_t *player);

/*
===============================================================================

					GLOBAL VARIABLES

===============================================================================
*/

#define TELEFOGHEIGHT (32*FRACUNIT)

#define MAXEVENTS 64

extern event_t events[MAXEVENTS];
extern int eventhead;
extern int eventtail;

extern fixed_t finesine[5*FINEANGLES/4];
extern fixed_t *finecosine;

extern gameaction_t gameaction;

extern boolean paused;

extern boolean shareware; // true if other episodes not present

extern boolean DevMaps; // true = map development mode
extern char *DevMapsDir; // development maps directory

extern boolean nomonsters; // checkparm of -nomonsters

extern boolean respawnparm; // checkparm of -respawn

extern boolean randomclass; // checkparm of -randclass

extern boolean debugmode; // checkparm of -debug

extern boolean usergame; // ok to save / end game

extern boolean ravpic; // checkparm of -ravpic

extern boolean altpal; // checkparm to use an alternate palette routine

extern boolean cdrom; // true if cd-rom mode active ("-cdrom")

extern boolean deathmatch; // only if started as net death

extern boolean netgame; // only true if >1 player

extern boolean cmdfrag; // true if a CMD_FRAG packet should be sent out every
						// kill

extern boolean playeringame[MAXPLAYERS];
extern pclass_t PlayerClass[MAXPLAYERS];

extern int consoleplayer; // player taking events and displaying

extern int displayplayer;

extern int viewangleoffset;	// ANG90 = left side, ANG270 = right

extern player_t players[MAXPLAYERS];

extern	boolean		singletics;			// debug flag to cancel adaptiveness

extern boolean DebugSound; // debug flag for displaying sound info

extern boolean demoplayback;
extern int maxzone;				// Maximum chunk allocated for zone heap

extern int Sky1Texture;
extern int Sky2Texture;

extern	gamestate_t	gamestate;
extern	skill_t		gameskill;
//extern	boolean		respawnmonsters;
extern	int			gameepisode;
extern	int			gamemap;
extern 	int 			prevmap;
extern	int			levelstarttic;		// gametic at level start
extern	int			leveltime;			// tics in game play for par

extern	ticcmd_t	netcmds[MAXPLAYERS][BACKUPTICS];
extern int ticdup;

//#define	MAXNETNODES		8

extern	ticcmd_t		localcmds[BACKUPTICS];
extern int rndindex;
extern int gametic, maketic;
extern	int        	nettics[MAXNETNODES];

#define MAXDEATHMATCHSTARTS 16
extern mapthing_t *deathmatch_p;
extern mapthing_t deathmatchstarts[MAXDEATHMATCHSTARTS];

// Position indicator for cooperative net-play reborn
extern int RebornPosition;

#define MAX_PLAYER_STARTS 8
extern mapthing_t playerstarts[MAX_PLAYER_STARTS][MAXPLAYERS];

extern int viewwindowx;
extern int viewwindowy;
extern int viewwidth;
extern int scaledviewwidth;
extern int viewheight;

extern int mouseSensitivity;

extern boolean precache; // if true, load all graphics at level load

extern byte *screen; // off screen work buffer, from V_video.c

extern boolean singledemo; // quit after playing a demo from cmdline

extern FILE *debugfile;
extern int bodyqueslot;
extern skill_t startskill;
extern int startepisode;
extern int startmap;
extern boolean autostart;

/*
===============================================================================

					GLOBAL FUNCTIONS

===============================================================================
*/


fixed_t	FixedMul (fixed_t a, fixed_t b);
fixed_t	FixedDiv (fixed_t a, fixed_t b);
fixed_t	FixedDiv2 (fixed_t a, fixed_t b);

#ifdef __WATCOMC__
#pragma aux FixedMul =	\
	"imul ebx",			\
	"shrd eax,edx,16"	\
	parm	[eax] [ebx] \
	value	[eax]		\
	modify exact [eax edx]

#pragma aux FixedDiv2 =	\
	"cdq",				\
	"shld edx,eax,16",	\
	"sal eax,16",		\
	"idiv ebx"			\
	parm	[eax] [ebx] \
	value	[eax]		\
	modify exact [eax edx]
#endif

#ifdef __BIG_ENDIAN__
short ShortSwap(short);
long LongSwap(long);
#define SHORT(x)	ShortSwap(x)
#define LONG(x)		LongSwap(x)
#else
#define SHORT(x)	(x)
#define LONG(x)		(x)
#endif


//-----------
//MEMORY ZONE
//-----------
// tags < 100 are not overwritten until freed
#define	PU_STATIC		1			// static entire execution time
#define	PU_SOUND		2			// static while playing
#define	PU_MUSIC		3			// static while playing
#define	PU_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 (FILE *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;         // NULL if a free block
	int                     tag;            // purgelevel
	int                     id;                     // should be ZONEID
	struct memblock_s       *next, *prev;
} memblock_t;

#define Z_ChangeTag(p,t) \
{ \
if (( (memblock_t *)( (byte *)(p) - sizeof(memblock_t)))->id!=0x1d4a11) \
	I_Error("Z_CT at "__FILE__":%i",__LINE__); \
Z_ChangeTag2(p,t); \
};

//-------
//WADFILE
//-------
typedef struct
{
	char		name[8];
	int			handle,position,size;
} lumpinfo_t;

extern lumpinfo_t *lumpinfo;
extern int numlumps;

void W_InitMultipleFiles(char **filenames);
void W_OpenAuxiliary(char *filename);
void W_CloseAuxiliaryFile(void);
void W_CloseAuxiliary(void);
void W_UsePrimary(void);
void W_UseAuxiliary(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);

//----------
//BASE LEVEL
//----------
void H2_Main(void);
// not a globally visible function, just included for source reference
// calls all startup code
// parses command line options
// if not overrided, calls N_AdvanceDemo

void H2_GameLoop(void);
// not a globally visible function, just included for source reference
// called by H2_Main, never exits
// manages timing and IO
// calls all ?_Responder, ?_Ticker, and ?_Drawer functions
// calls I_GetTime, I_StartFrame, and I_StartTic

void H2_PostEvent(event_t *ev);
// called by IO functions when input is detected

void NetUpdate (void);
// create any new ticcmds and broadcast to other players

void D_QuitNetGame (void);
// broadcasts special packets to other players to notify of game exit

void TryRunTics (void);

//---------
//SYSTEM IO
//---------
#if 1
#define	SCREENWIDTH		320
#define	SCREENHEIGHT	200
#else
#define	SCREENWIDTH		560
#define	SCREENHEIGHT	375
#endif

byte *I_ZoneBase (int *size);
// called by startup code to get the ammount of memory to malloc
// for the zone management

int I_GetTime (void);
// called by H2_GameLoop
// returns current time in tics

void I_StartFrame (void);
// called by H2_GameLoop
// called before processing any tics in a frame (just after displaying a frame)
// time consuming syncronous operations are performed here (joystick reading)
// can call H2_PostEvent

void I_StartTic (void);
// called by H2_GameLoop
// called before processing each tic in a frame
// quick syncronous operations are performed here
// can call H2_PostEvent

// asyncronous interrupt functions should maintain private ques that are
// read by the syncronous functions to be converted into events

void I_Init (void);
// called by H2_Main
// determines the hardware configuration and sets up the video mode

void I_InitGraphics (void);

void I_InitNetwork (void);
void I_NetCmd (void);

void I_CheckExternDriver(void);

void I_Error (char *error, ...);
// called by anything that can generate a terminal error
// bad exit with diagnostic message

void I_Quit (void);
// called by M_Responder when quit is selected
// clean exit, displays sell blurb

void I_SetPalette (byte *palette);
// takes full 8 bit values

void I_Update(void);
// Copy buffer to video

void I_WipeUpdate(wipe_t wipe);
// Copy buffer to video with wipe effect

void I_WaitVBL(int count);
// wait for vertical retrace or pause a bit

void I_BeginRead (void);
void I_EndRead (void);

byte	*I_AllocLow (int length);
// allocates from low memory under dos, just mallocs under unix

void I_Tactile (int on, int off, int total);

#ifdef __WATCOMC__
extern boolean useexterndriver;

#define EBT_FIRE			1
#define EBT_OPENDOOR 		2
#define EBT_SPEED			4
#define EBT_STRAFE			8
#define EBT_MAP				0x10
#define EBT_INVENTORYLEFT 	0x20
#define EBT_INVENTORYRIGHT 	0x40
#define EBT_USEARTIFACT		0x80
#define EBT_FLYDROP			0x100
#define EBT_CENTERVIEW		0x200
#define EBT_PAUSE			0x400
#define EBT_WEAPONCYCLE		0x800
#define EBT_JUMP			0x1000

typedef struct
{
	short vector; // Interrupt vector
	
	signed char moveForward; // forward/backward (maxes at 50)
	signed char moveSideways; // strafe (maxes at 24)
	short angleTurn; // turning speed (640 [slow] 1280 [fast])
	short angleHead; // head angle (+2080 [left] : 0 [center] : -2048 [right])
	signed char pitch; // look up/down (-110 : +90)
	signed char flyDirection; // flyheight (+1/-1)
	unsigned short buttons; // EBT_* flags
} externdata_t;
#endif

//----
//GAME
//----

void G_DeathMatchSpawnPlayer (int playernum);

void G_InitNew (skill_t skill, int episode, int map);

void G_DeferedInitNew (skill_t skill, int episode, int map);
// can be called by the startup code or M_Responder
// a normal game starts at map 1, but a warp test can start elsewhere

void G_DeferredNewGame(skill_t skill);

void G_DeferedPlayDemo (char *demo);

void G_LoadGame(int slot);
// can be called by the startup code or M_Responder
// calls P_SetupLevel or W_EnterWorld
void G_DoLoadGame (void);

void G_SaveGame (int slot, char *description);
// called by M_Responder

void G_RecordDemo (skill_t skill, int numplayers, int episode
	, int map, char *name);
// only called by startup code

void G_PlayDemo (char *name);
void G_TimeDemo (char *name);

void G_TeleportNewMap(int map, int position);

void G_Completed(int map, int position);
//void G_ExitLevel (void);
//void G_SecretExitLevel (void);

void G_StartNewGame(skill_t skill);
void G_StartNewInit(void);

void G_WorldDone (void);

void G_Ticker (void);
boolean G_Responder (event_t *ev);

void G_ScreenShot (void);

//-------
//SV_SAVE
//-------

#define HXS_VERSION_TEXT "HXS Ver 2.37"
#define HXS_VERSION_TEXT_LENGTH 16
#define HXS_DESCRIPTION_LENGTH 24

void SV_SaveGame(int slot, char *description);
void SV_SaveMap(boolean savePlayers);
void SV_LoadGame(int slot);
void SV_MapTeleport(int map, int position);
void SV_LoadMap(void);
void SV_InitBaseSlot(void);
void SV_UpdateRebornSlot(void);
void SV_ClearRebornSlot(void);
boolean SV_RebornSlotAvailable(void);
int SV_GetRebornSlot(void);

//-----
//PLAY
//-----

void P_Ticker (void);
// called by C_Ticker
// can call G_PlayerExited
// carries out all thinking of monsters and players

void P_SetupLevel (int episode, int map, int playermask, skill_t skill);
// called by W_Ticker

void P_Init (void);
// called by startup code

int P_GetMapCluster(int map);
int P_TranslateMap(int map);
int P_GetMapCDTrack(int map);
int P_GetMapWarpTrans(int map);
int P_GetMapNextMap(int map);
int P_GetMapSky1Texture(int map);
int P_GetMapSky2Texture(int map);
char *P_GetMapName(int map);
fixed_t P_GetMapSky1ScrollDelta(int map);
fixed_t P_GetMapSky2ScrollDelta(int map);
boolean P_GetMapDoubleSky(int map);
boolean P_GetMapLightning(int map);
boolean P_GetMapFadeTable(int map);
char *P_GetMapSongLump(int map);
void P_PutMapSongLump(int map, char *lumpName);
int P_GetCDStartTrack(void);
int P_GetCDEnd1Track(void);
int P_GetCDEnd2Track(void);
int P_GetCDEnd3Track(void);
int P_GetCDIntermissionTrack(void);
int P_GetCDTitleTrack(void);

//-------
//REFRESH
//-------

extern boolean setsizeneeded;

extern boolean BorderNeedRefresh;
extern boolean BorderTopRefresh;

extern int UpdateState;
// define the different areas for the dirty map
#define I_NOUPDATE	0
#define I_FULLVIEW	1
#define I_STATBAR	2
#define I_MESSAGES	4
#define I_FULLSCRN	8

void R_RenderPlayerView (player_t *player);
// called by G_Drawer

void R_Init (void);
// called by startup code

void R_DrawViewBorder (void);
void R_DrawTopBorder (void);
// if the view size is not full screen, draws a border around it

void R_SetViewSize (int blocks, int detail);
// called by M_Responder

int	R_FlatNumForName (char *name);

int	R_TextureNumForName (char *name);
int	R_CheckTextureNumForName (char *name);
// called by P_Ticker for switches and animations
// returns the texture number for the texture name


//----
//MISC
//----
extern	int		myargc;
extern	char	**myargv;
extern	int		localQuakeHappening[MAXPLAYERS];

int	M_CheckParm(char *check);
// returns the position of the given parameter in the arg list (0 if not found)
boolean M_ParmExists(char *check);

void M_ExtractFileBase(char *path, char *dest);

void M_ForceUppercase(char *text);
// Changes a string to uppercase

int M_Random (void);
// returns a number from 0 to 255

extern unsigned char rndtable[256];
extern int prndindex;
#define P_Random() rndtable[(++prndindex)&0xff]
// as M_Random, but used only by the play simulation

void M_ClearRandom (void);
// fix randoms for demos

void M_FindResponseFile(void);

void M_ClearBox (fixed_t *box);
void M_AddToBox (fixed_t *box, fixed_t x, fixed_t y);
// bounding box functions

boolean M_WriteFile(char const *name, void *source, int length);
int M_ReadFile(char const *name, byte **buffer);
int M_ReadFileCLib(char const *name, byte **buffer);

void M_ScreenShot (void);

void M_LoadDefaults(char *fileName);

void M_SaveDefaults (void);

int M_DrawText (int x, int y, boolean direct, char *string);

//------------------------------
// SC_man.c
//------------------------------

void SC_Open(char *name);
void SC_OpenLump(char *name);
void SC_OpenFile(char *name);
void SC_OpenFileCLib(char *name);
void SC_Close(void);
boolean SC_GetString(void);
void SC_MustGetString(void);
void SC_MustGetStringName(char *name);
boolean SC_GetNumber(void);
void SC_MustGetNumber(void);
void SC_UnGet(void);
//boolean SC_Check(void);
boolean SC_Compare(char *text);
int SC_MatchString(char **strings);
int SC_MustMatchString(char **strings);
void SC_ScriptError(char *message);

extern char *sc_String;
extern int sc_Number;
extern int sc_Line;
extern boolean sc_End;
extern boolean sc_Crossed;
extern boolean sc_FileScripts;
extern char *sc_ScriptsDir;

//------------------------------
// SN_sonix.c
//------------------------------

enum
{
	SEQ_PLATFORM,
	SEQ_PLATFORM_HEAVY,		// same script as a normal platform
	SEQ_PLATFORM_METAL,
	SEQ_PLATFORM_CREAK,		// same script as a normal platform
	SEQ_PLATFORM_SILENCE,
	SEQ_PLATFORM_LAVA,
	SEQ_PLATFORM_WATER,
	SEQ_PLATFORM_ICE,
	SEQ_PLATFORM_EARTH,
	SEQ_PLATFORM_METAL2,
	SEQ_DOOR_STONE,
	SEQ_DOOR_HEAVY,
	SEQ_DOOR_METAL,
	SEQ_DOOR_CREAK,
	SEQ_DOOR_SILENCE,
	SEQ_DOOR_LAVA,
	SEQ_DOOR_WATER,
	SEQ_DOOR_ICE,
	SEQ_DOOR_EARTH,
	SEQ_DOOR_METAL2,
	SEQ_ESOUND_WIND,
	SEQ_NUMSEQ
};

typedef enum
{
	SEQTYPE_STONE,
	SEQTYPE_HEAVY,
	SEQTYPE_METAL,
	SEQTYPE_CREAK,
	SEQTYPE_SILENCE,
	SEQTYPE_LAVA,
	SEQTYPE_WATER,
	SEQTYPE_ICE,
	SEQTYPE_EARTH,
	SEQTYPE_METAL2,
	SEQTYPE_NUMSEQ
} seqtype_t;

void SN_InitSequenceScript(void);
void SN_StartSequence(mobj_t *mobj, int sequence);
void SN_StartSequenceName(mobj_t *mobj, char *name);
void SN_StopSequence(mobj_t *mobj);
void SN_UpdateActiveSequences(void);
void SN_StopAllSequences(void);
int SN_GetSequenceOffset(int sequence, int *sequencePtr);
void SN_ChangeNodeData(int nodeNum, int seqOffset, int delayTics, int volume,
	int currentSoundID);


typedef struct seqnode_s seqnode_t;
struct seqnode_s
{
	int *sequencePtr;
	int	sequence;
	mobj_t *mobj;
	int currentSoundID;
	int delayTics;
	int volume;
	int stopSound;
	seqnode_t *prev;
	seqnode_t *next;
};

extern int ActiveSequences;
extern seqnode_t *SequenceListHead;

//----------------------
// Interlude (IN_lude.c)
//----------------------

#define MAX_INTRMSN_MESSAGE_SIZE 1024

extern boolean intermission;
extern char ClusterMessage[MAX_INTRMSN_MESSAGE_SIZE];

void IN_Start(void);
void IN_Ticker(void);
void IN_Drawer(void);

//----------------------
// Chat mode (CT_chat.c)
//----------------------

void CT_Init(void);
void CT_Drawer(void);
boolean CT_Responder(event_t *ev);
void CT_Ticker(void);
char CT_dequeueChatChar(void);

extern boolean chatmodeon;

//--------------------
// Finale (F_finale.c)
//--------------------

void F_Drawer(void);
void F_Ticker(void);
void F_StartFinale(void);

//----------------------
// STATUS BAR (SB_bar.c)
//----------------------

extern int inv_ptr;
extern int curpos;
extern int SB_state;
void SB_Init(void);
void SB_SetClassData(void);
boolean SB_Responder(event_t *event);
void SB_Ticker(void);
void SB_Drawer(void);
void Draw_TeleportIcon(void);
void Draw_SaveIcon(void);
void Draw_LoadIcon(void);

//-----------------
// MENU (MN_menu.c)
//-----------------

void MN_Init(void);
void MN_ActivateMenu(void);
void MN_DeactivateMenu(void);
boolean MN_Responder(event_t *event);
void MN_Ticker(void);
void MN_Drawer(void);
void MN_DrTextA(char *text, int x, int y);
void MN_DrTextAYellow(char *text, int x, int y);
int MN_TextAWidth(char *text);
void MN_DrTextB(char *text, int x, int y);
int MN_TextBWidth(char *text);

//------
// VIDEO
//------

extern int dirtybox[4];
extern byte gammatable[5][256];
extern int usegamma;

void V_Init(void); // Allocates buffer screens, call before R_Init
void V_DrawPatch(int x, int y, patch_t *patch);
void V_DrawFuzzPatch(int x, int y, patch_t *patch);
void V_DrawAltFuzzPatch(int x, int y, patch_t *patch);
void V_DrawShadowedPatch(int x, int y, patch_t *patch);
void V_DrawRawScreen(byte *raw);

#include "sounds.h"

#endif // __H2DEF__