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DOOMDEF.H
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// DoomDef.h
#ifndef __DOOMDEF__
#define __DOOMDEF__
#include <stdio.h>
#include <string.h>
#ifdef __WATCOMC__
#include <malloc.h>
#define strcasecmp strcmpi
#define strncasecmp strnicmp
#endif
#define VERSION 107
#define FRENCH // define if FRENCH version
// if rangecheck is undefined, most parameter validation debugging code
// will not be compiled
#define RANGECHECK
// all external data is defined here
#include "doomdata.h"
// all important printed strings
#ifdef FRENCH
#include "d_french.h"
#else
#include "dstrings.h"
#endif
// header generated by multigen utility
#include "info.h"
// mode X mapmask register
#define SC_INDEX 0x3c4
#define SC_MAPMASK 2
#define GC_INDEX 0x3ce
#define GC_READMAP 4
#define GC_MODE 5
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_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
#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
#define SAVEGAMENAME "doomsav"
/*
===============================================================================
GLOBAL TYPES
===============================================================================
*/
#define MAXPLAYERS 4
#define TICRATE 35 // number of tics / second
#define FRACBITS 16
#define FRACUNIT (1<<FRACBITS)
typedef int fixed_t;
#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;
} ticcmd_t;
#define BT_ATTACK 1
#define BT_USE 2
#define BT_CHANGE 4 // if true, the next 3 bits hold weapon num
#define BT_WEAPONMASK (8+16+32)
#define BT_WEAPONSHIFT 3
#define BT_SPECIAL 128 // game events, not really buttons
#define BTS_SAVEMASK (4+8+16)
#define BTS_SAVESHIFT 2
#define BT_SPECIALMASK 3
#define BTS_PAUSE 1 // pause the game
#define BTS_SAVEGAME 2 // save the game at each console
// savegame slot numbers occupy the second byte of buttons
typedef enum
{
GS_LEVEL,
GS_INTERMISSION,
GS_FINALE,
GS_DEMOSCREEN
} gamestate_t;
typedef enum
{
ga_nothing,
ga_loadlevel,
ga_newgame,
ga_loadgame,
ga_savegame,
ga_playdemo,
ga_completed,
ga_victory,
ga_worlddone,
ga_screenshot
} gameaction_t;
/*
===============================================================================
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; // thiner links
// info for drawing
fixed_t x,y,z;
struct mobj_s *snext, *sprev; // links in sector (if needed)
angle_t angle;
spritenum_t sprite; // used to find patch_t and flip value
int frame; // might be ord with FF_FULLBRIGHT
// interaction info
struct mobj_s *bnext, *bprev; // links in blocks (if needed)
struct subsector_s *subsector;
fixed_t floorz, ceilingz; // closest together of contacted secs
fixed_t radius, height; // for movement checking
fixed_t momx, momy, momz; // momentums
int validcount; // if == validcount, already checked
mobjtype_t type;
mobjinfo_t *info; // &mobjinfo[mobj->type]
int tics; // state tic counter
state_t *state;
int flags;
int health;
int movedir; // 0-7
int movecount; // when 0, select a new dir
struct mobj_s *target; // thing being chased/attacked (or NULL)
// also the originator for missiles
int reactiontime; // if non 0, don't attack yet
// used by player to freeze a bit after
// teleporting
int threshold; // if >0, the target will be chased
// no matter what (even if shot)
struct player_s *player; // only valid if type == MT_PLAYER
int lastlook; // player number last looked for
mapthing_t spawnpoint; // for nightmare respawn
struct mobj_s *tracer; // thing being chased/attacked for tracers
} 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;
//
// frame flags
//
#define FF_FULLBRIGHT 0x8000 // flag in thing->frame
#define FF_FRAMEMASK 0x7fff
//
// mobj flags
//
#define MF_SPECIAL 1 // call P_SpecialThing when touched
#define MF_SOLID 2
#define MF_SHOOTABLE 4
#define MF_NOSECTOR 8 // don't use the sector links
// (invisible but touchable)
#define MF_NOBLOCKMAP 16 // don't use the blocklinks
// (inert but displayable)
#define MF_AMBUSH 32
#define MF_JUSTHIT 64 // try to attack right back
#define MF_JUSTATTACKED 128 // take at least one step before attacking
#define MF_SPAWNCEILING 256 // hang from ceiling instead of floor
#define MF_NOGRAVITY 512 // don't apply gravity every tic
// movement flags
#define MF_DROPOFF 0x400 // allow jumps from high places
#define MF_PICKUP 0x800 // for players to pick up items
#define MF_NOCLIP 0x1000 // player cheat
#define MF_SLIDE 0x2000 // keep info about sliding along walls
#define MF_FLOAT 0x4000 // allow moves to any height, no gravity
#define MF_TELEPORT 0x8000 // don't cross lines or look at heights
#define MF_MISSILE 0x10000 // don't hit same species, explode on block
#define MF_DROPPED 0x20000 // dropped by a demon, not level spawned
#define MF_SHADOW 0x40000 // use fuzzy draw (shadow demons / invis)
#define MF_NOBLOOD 0x80000 // don't bleed when shot (use puff)
#define MF_CORPSE 0x100000 // don't stop moving halfway off a step
#define MF_INFLOAT 0x200000 // floating to a height for a move, don't
// auto float to target's height
#define MF_COUNTKILL 0x400000 // count towards intermission kill total
#define MF_COUNTITEM 0x800000 // count towards intermission item total
#define MF_SKULLFLY 0x1000000 // skull in flight
#define MF_NOTDMATCH 0x2000000 // don't spawn in death match (key cards)
#define MF_TRANSLATION 0xc000000 // if 0x4 0x8 or 0xc, use a translation
#define MF_TRANSSHIFT 26 // table for player colormaps
//=============================================================================
typedef enum
{
PST_LIVE, // playing
PST_DEAD, // dead on the ground
PST_REBORN // ready to restart
} playerstate_t;
// psprites are scaled shapes directly on the view screen
// coordinates are given for a 320*200 view screen
typedef enum
{
ps_weapon,
ps_flash,
NUMPSPRITES
} psprnum_t;
typedef struct
{
state_t *state; // a NULL state means not active
int tics;
fixed_t sx, sy;
} pspdef_t;
typedef enum
{
it_bluecard,
it_yellowcard,
it_redcard,
it_blueskull,
it_yellowskull,
it_redskull,
NUMCARDS
} card_t;
typedef enum
{
wp_fist,
wp_pistol,
wp_shotgun,
wp_chaingun,
wp_missile,
wp_plasma,
wp_bfg,
wp_chainsaw,
wp_supershotgun,
NUMWEAPONS,
wp_nochange
} weapontype_t;
typedef enum
{
am_clip, // pistol / chaingun
am_shell, // shotgun
am_cell, // BFG
am_misl, // missile launcher
NUMAMMO,
am_noammo // chainsaw / fist
} ammotype_t;
typedef struct
{
ammotype_t ammo;
int upstate;
int downstate;
int readystate;
int atkstate;
int flashstate;
} weaponinfo_t;
extern weaponinfo_t weaponinfo[NUMWEAPONS];
typedef enum
{
pw_invulnerability,
pw_strength,
pw_invisibility,
pw_ironfeet,
pw_allmap,
pw_infrared,
NUMPOWERS
} powertype_t;
#define INVULNTICS (30*35)
#define INVISTICS (60*35)
#define INFRATICS (120*35)
#define IRONTICS (60*35)
/*
================
=
= player_t
=
================
*/
typedef struct player_s
{
mobj_t *mo;
playerstate_t playerstate;
ticcmd_t cmd;
fixed_t viewz; // focal origin above r.z
fixed_t viewheight; // base height above floor for viewz
fixed_t deltaviewheight; // squat speed
fixed_t bob; // bounded/scaled total momentum
int health; // only used between levels, mo->health
// is used during levels
int armorpoints, armortype; // armor type is 0-2
int powers[NUMPOWERS]; // invinc and invis are tic counters
boolean cards[NUMCARDS];
boolean backpack;
int frags[MAXPLAYERS]; // kills of other players
weapontype_t readyweapon;
weapontype_t pendingweapon; // wp_nochange if not changing
boolean weaponowned[NUMWEAPONS];
int ammo[NUMAMMO];
int maxammo[NUMAMMO];
int attackdown, usedown; // true if button down last tic
int cheats; // bit flags
int refire; // refired shots are less accurate
int killcount, itemcount, secretcount; // for intermission
char *message; // hint messages
int damagecount, bonuscount;// for screen flashing
mobj_t *attacker; // who did damage (NULL for floors)
int extralight; // so gun flashes light up areas
int fixedcolormap; // can be set to REDCOLORMAP, etc
int colormap; // 0-3 for which color to draw player
pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
boolean didsecret; // true if secret level has been done
} 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 8 // max computers in a game
#define CMD_SEND 1
#define CMD_GET 2
/*
===============================================================================
GLOBAL VARIABLES
===============================================================================
*/
#define MAXEVENTS 64
extern event_t events[MAXEVENTS];
extern int eventhead, eventtail;
extern fixed_t finesine[5*FINEANGLES/4];
extern fixed_t *finecosine;
extern gameaction_t gameaction;
#define SBARHEIGHT 32 // status bar height at bottom of screen
extern boolean nomonsters; // checkparm of -nomonsters
extern boolean respawnparm; // checkparm of -respawn
extern boolean fastparm; // checkparm of -fast
extern boolean statusbaractive;
extern boolean automapactive;
extern boolean menuactive;
extern boolean paused;
extern boolean usergame; // ok to save / end game
extern boolean devparm; // launched with -devparm
extern boolean shareware; // true if episode 1 only
extern boolean registered; // true if complete version
extern boolean commercial; // true if DOOM II: Hell On Earth
extern boolean deathmatch; // only if started as net death
extern boolean netgame; // only true if >1 player
extern boolean playeringame[MAXPLAYERS];
extern int consoleplayer; // player taking events and displaying
extern int displayplayer;
extern int viewangleoffset; // ANG90 = left side, ANG270 = right
extern player_t players[MAXPLAYERS];
extern boolean singletics; // debug flag to cancel adaptiveness
extern int maxammo[NUMAMMO];
extern boolean demoplayback;
extern boolean demorecording;
extern int skytexture;
extern gamestate_t gamestate;
extern skill_t gameskill;
extern boolean respawnmonsters;
extern int gameepisode;
extern int gamemap;
extern int totalkills, totalitems, totalsecret; // for intermission
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;
extern char basedefault[1024];
#define MAXNETNODES 8
extern ticcmd_t localcmds[BACKUPTICS];
extern int rndindex;
extern int gametic, maketic;
extern int nettics[MAXNETNODES];
#define SAVEGAMESIZE 0x2c000
#define SAVESTRINGSIZE 24
extern byte *savebuffer, *save_p;
extern mapthing_t deathmatchstarts[10], *deathmatch_p;
extern mapthing_t playerstarts[MAXPLAYERS];
extern int viewwindowx, viewwindowy;
extern int viewwidth, scaledviewwidth, viewheight;
extern int mouseSensitivity;
extern boolean precache; // if true, load all graphics at level load
extern byte *screens[5];
extern boolean viewactive;
extern boolean nodrawers;
extern boolean noblit;
extern boolean singledemo; // quit after playing a demo from cmdline
extern FILE *debugfile;
// wipegamestate can be set to -1 to force a wipe on the next draw
extern gamestate_t wipegamestate;
extern boolean modifiedgame; // set if homebrew stuff has been added
extern int bodyqueslot;
extern skill_t startskill;
extern int startepisode, 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_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);
//----------
//BASE LEVEL
//----------
void D_DoomMain (void);
// not a globally visible function, just included for source reference
// calls all startup code
// parses command line options
// if not overrided, calls N_AdvanceDemo
void D_DoomLoop (void);
// not a globally visible function, just included for source reference
// called by D_DoomMain, never exits
// manages timing and IO
// calls all ?_Responder, ?_Ticker, and ?_Drawer functions
// calls I_GetTime, I_StartFrame, and I_StartTic
void D_PostEvent (event_t *ev);
// called by IO functions when input is detected
void NetUpdate (void);
// create any new ticcmds and broadcast to other players
void D_QuitNetGame (void);
// broadcasts special packets to other players to notify of game exit
void TryRunTics (void);
void D_PageTicker (void);
void D_PageDrawer (void);
void D_AdvanceDemo (void);
void D_StartTitle (void);
void mprintf(char *string);
//---------
//SYSTEM IO
//---------
#define SCREENWIDTH 320
#define SCREENHEIGHT 200
byte *I_ZoneBase (int *size);
// called by startup code to get the ammount of memory to malloc
// for the zone management
int I_GetTime (void);
// called by D_DoomLoop
// returns current time in tics
void I_StartFrame (void);
// called by D_DoomLoop
// called before processing any tics in a frame (just after displaying a frame)
// time consuming syncronous operations are performed here (joystick reading)
// can call D_PostEvent
void I_StartTic (void);
// called by D_DoomLoop
// called before processing each tic in a frame
// quick syncronous operations are performed here
// can call D_PostEvent
// asyncronous interrupt functions should maintain private ques that are
// read by the syncronous functions to be converted into events
ticcmd_t *I_BaseTiccmd (void);
// 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
void I_Init (void);
// called by D_DoomMain
// determines the hardware configuration and sets up the video mode
void I_InitGraphics (void);
void I_InitNetwork (void);
void I_NetCmd (void);
void I_Error (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_UpdateNoBlit (void);
void I_FinishUpdate (void);
void I_WaitVBL(int count);
// wait for vertical retrace or pause a bit
void I_ReadScreen (byte *scr);
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);
//----
//GAME
//----
void G_DeathMatchSpawnPlayer (int playernum);
void G_InitNew (skill_t skill, int episode, int map);
void G_DeferedInitNew (skill_t skill, int episode, int map);
// can be called by the startup code or M_Responder
// a normal game starts at map 1, but a warp test can start elsewhere
void G_DeferedPlayDemo (char *demo);
void G_LoadGame (char *name);
// 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 (char *name);
// only called by startup code
void G_BeginRecording (void);
void G_PlayDemo (char *name);
void G_TimeDemo (char *name);
boolean G_CheckDemoStatus (void);
void G_ExitLevel (void);
void G_SecretExitLevel (void);
void G_WorldDone (void);
void G_Ticker (void);
boolean G_Responder (event_t *ev);
void G_ScreenShot (void);
//-----
//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
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);
// load / save game routines
//-----
//MENUS
//-----
boolean M_Responder (event_t *ev);
// 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
void M_Ticker (void);
// called by main loop
// only used for menu animation
void M_Drawer (void);
// called by main loop
// draws the menus directly into the screen buffer
void M_Init (void);
// called by D_DoomMain
// loads the config file
void M_StartControlPanel (void);
// called by intro code to force menu up upon a keypress
// does nothing if menu is already up
//------------
//INTERMISSION
//------------
// Structure passed to WI_Start(wb)
typedef struct
{
boolean in; // whether the player is in game
int skills, sitems, ssecret, stime; // player stats
int frags[4];
int score; // current score on entry, modified on return
} wbplayerstruct_t;
typedef struct
{
int epsd; // episode # (0-2)
boolean didsecret; // if true, splash the secret level
int last, next; // previous and next levels, origin 0
int maxkills, maxitems, maxsecret, maxfrags;
int partime; // the par time
int pnum; // index of this player in game
wbplayerstruct_t plyr[MAXPLAYERS];
} wbstartstruct_t;
extern wbstartstruct_t wminfo; // parms for world map / intermission
void WI_Ticker (void);
// called by main loop
// animate the intermission
void WI_Drawer (void);
// called by main loop
// draws the intermission directly into the screen buffer
void WI_Start(wbstartstruct_t *wbstartstruct);
// setup for an intermission
//------
//FINALE
//------
boolean F_Responder (event_t *ev);
// called by main loop
void F_Ticker (void);
// called by main loop
void F_Drawer (void);
// called by main loop
void F_StartFinale (void);
//--------
//AUTO MAP
//--------
boolean AM_Responder (event_t *ev);
// called by main loop
void AM_Ticker (void);
// called by main loop
void AM_Drawer (void);
// called by main loop
// called instead of view drawer if automapactive
void AM_Stop (void);
// called to force the automap to quit if the level is compelted
// while it is up
//----------
//STATUS BAR
//----------
boolean ST_Responder (event_t *ev);