1 // 2 // Copyright(C) 1993-1996 Id Software, Inc. 3 // Copyright(C) 1993-2008 Raven Software 4 // Copyright(C) 2005-2014 Simon Howard 5 // 6 // This program is free software; you can redistribute it and/or 7 // modify it under the terms of the GNU General Public License 8 // as published by the Free Software Foundation; either version 2 9 // of the License, or (at your option) any later version. 10 // 11 // This program is distributed in the hope that it will be useful, 12 // but WITHOUT ANY WARRANTY; without even the implied warranty of 13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 14 // GNU General Public License for more details. 15 // 16 17 // DoomDef.h 18 19 #ifndef __DOOMDEF__ 20 #define __DOOMDEF__ 21 #include <stdio.h> 22 #include <string.h> 23 //haleyjd: removed WATCOMC 24 #include <limits.h> 25 26 #define HERETIC_VERSION 130 27 #define HERETIC_VERSION_TEXT "v1.3" 28 29 // if rangecheck is undefined, most parameter validation debugging code 30 // will not be compiled 31 //#define RANGECHECK 32 33 // all external data is defined here 34 #include "doomdata.h" 35 36 // all important printed strings 37 #include "dstrings.h" 38 39 // header generated by multigen utility 40 #include "info.h" 41 42 // WAD file access 43 #include "w_wad.h" 44 45 // fixed_t 46 #include "m_fixed.h" 47 48 // angle_t 49 #include "tables.h" 50 51 // events 52 #include "d_event.h" 53 54 // gamemode/mission 55 #include "d_mode.h" 56 57 // ticcmd_t 58 #include "d_ticcmd.h" 59 60 #include "d_loop.h" 61 62 #define SAVEGAMENAME "hticsav" 63 64 /* 65 =============================================================================== 66 67 GLOBAL TYPES 68 69 =============================================================================== 70 */ 71 72 #define NUMARTIFCTS 28 73 #define MAXPLAYERS 4 74 75 #define BT_ATTACK 1 76 #define BT_USE 2 77 #define BT_CHANGE 4 // if true, the next 3 bits hold weapon num 78 #define BT_WEAPONMASK (8+16+32) 79 #define BT_WEAPONSHIFT 3 80 81 #define BT_SPECIAL 128 // game events, not really buttons 82 #define BTS_SAVEMASK (4+8+16) 83 #define BTS_SAVESHIFT 2 84 #define BT_SPECIALMASK 3 85 #define BTS_PAUSE 1 // pause the game 86 #define BTS_SAVEGAME 2 // save the game at each console 87 // savegame slot numbers occupy the second byte of buttons 88 89 typedef enum 90 { 91 GS_LEVEL, 92 GS_INTERMISSION, 93 GS_FINALE, 94 GS_DEMOSCREEN 95 } gamestate_t; 96 97 typedef enum 98 { 99 ga_nothing, 100 ga_loadlevel, 101 ga_newgame, 102 ga_loadgame, 103 ga_savegame, 104 ga_playdemo, 105 ga_completed, 106 ga_victory, 107 ga_worlddone, 108 ga_screenshot 109 } gameaction_t; 110 111 typedef enum 112 { 113 wipe_0, 114 wipe_1, 115 wipe_2, 116 wipe_3, 117 wipe_4, 118 NUMWIPES, 119 wipe_random 120 } wipe_t; 121 122 /* 123 =============================================================================== 124 125 MAPOBJ DATA 126 127 =============================================================================== 128 */ 129 130 // think_t is a function pointer to a routine to handle an actor 131 typedef void (*think_t) (); 132 133 typedef struct thinker_s 134 { 135 struct thinker_s *prev, *next; 136 think_t function; 137 } thinker_t; 138 139 typedef union 140 { 141 int i; 142 struct mobj_s *m; 143 } specialval_t; 144 145 struct player_s; 146 147 typedef struct mobj_s 148 { 149 thinker_t thinker; // thinker links 150 151 // info for drawing 152 fixed_t x, y, z; 153 struct mobj_s *snext, *sprev; // links in sector (if needed) 154 angle_t angle; 155 spritenum_t sprite; // used to find patch_t and flip value 156 int frame; // might be ord with FF_FULLBRIGHT 157 158 // interaction info 159 struct mobj_s *bnext, *bprev; // links in blocks (if needed) 160 struct subsector_s *subsector; 161 fixed_t floorz, ceilingz; // closest together of contacted secs 162 fixed_t radius, height; // for movement checking 163 fixed_t momx, momy, momz; // momentums 164 165 int validcount; // if == validcount, already checked 166 167 mobjtype_t type; 168 mobjinfo_t *info; // &mobjinfo[mobj->type] 169 int tics; // state tic counter 170 state_t *state; 171 int damage; // For missiles 172 int flags; 173 int flags2; // Heretic flags 174 specialval_t special1; // Special info 175 specialval_t special2; // Special info 176 int health; 177 int movedir; // 0-7 178 int movecount; // when 0, select a new dir 179 struct mobj_s *target; // thing being chased/attacked (or NULL) 180 // also the originator for missiles 181 int reactiontime; // if non 0, don't attack yet 182 // used by player to freeze a bit after 183 // teleporting 184 int threshold; // if >0, the target will be chased 185 // no matter what (even if shot) 186 struct player_s *player; // only valid if type == MT_PLAYER 187 int lastlook; // player number last looked for 188 189 mapthing_t spawnpoint; // for nightmare respawn 190 } mobj_t; 191 192 // each sector has a degenmobj_t in it's center for sound origin purposes 193 typedef struct 194 { 195 thinker_t thinker; // not used for anything 196 fixed_t x, y, z; 197 } degenmobj_t; 198 199 // 200 // frame flags 201 // 202 #define FF_FULLBRIGHT 0x8000 // flag in thing->frame 203 #define FF_FRAMEMASK 0x7fff 204 205 // --- mobj.flags --- 206 207 #define MF_SPECIAL 1 // call P_SpecialThing when touched 208 #define MF_SOLID 2 209 #define MF_SHOOTABLE 4 210 #define MF_NOSECTOR 8 // don't use the sector links 211 // (invisible but touchable) 212 #define MF_NOBLOCKMAP 16 // don't use the blocklinks 213 // (inert but displayable) 214 #define MF_AMBUSH 32 215 #define MF_JUSTHIT 64 // try to attack right back 216 #define MF_JUSTATTACKED 128 // take at least one step before attacking 217 #define MF_SPAWNCEILING 256 // hang from ceiling instead of floor 218 #define MF_NOGRAVITY 512 // don't apply gravity every tic 219 220 // movement flags 221 #define MF_DROPOFF 0x400 // allow jumps from high places 222 #define MF_PICKUP 0x800 // for players to pick up items 223 #define MF_NOCLIP 0x1000 // player cheat 224 #define MF_SLIDE 0x2000 // keep info about sliding along walls 225 #define MF_FLOAT 0x4000 // allow moves to any height, no gravity 226 #define MF_TELEPORT 0x8000 // don't cross lines or look at heights 227 #define MF_MISSILE 0x10000 // don't hit same species, explode on block 228 229 #define MF_DROPPED 0x20000 // dropped by a demon, not level spawned 230 #define MF_SHADOW 0x40000 // use translucent draw (shadow demons / invis) 231 #define MF_NOBLOOD 0x80000 // don't bleed when shot (use puff) 232 #define MF_CORPSE 0x100000 // don't stop moving halfway off a step 233 #define MF_INFLOAT 0x200000 // floating to a height for a move, don't 234 // auto float to target's height 235 236 #define MF_COUNTKILL 0x400000 // count towards intermission kill total 237 #define MF_COUNTITEM 0x800000 // count towards intermission item total 238 239 #define MF_SKULLFLY 0x1000000 // skull in flight 240 #define MF_NOTDMATCH 0x2000000 // don't spawn in death match (key cards) 241 242 #define MF_TRANSLATION 0xc000000 // if 0x4 0x8 or 0xc, use a translation 243 #define MF_TRANSSHIFT 26 // table for player colormaps 244 245 // --- mobj.flags2 --- 246 247 #define MF2_LOGRAV 0x00000001 // alternate gravity setting 248 #define MF2_WINDTHRUST 0x00000002 // gets pushed around by the wind 249 // specials 250 #define MF2_FLOORBOUNCE 0x00000004 // bounces off the floor 251 #define MF2_THRUGHOST 0x00000008 // missile will pass through ghosts 252 #define MF2_FLY 0x00000010 // fly mode is active 253 #define MF2_FOOTCLIP 0x00000020 // if feet are allowed to be clipped 254 #define MF2_SPAWNFLOAT 0x00000040 // spawn random float z 255 #define MF2_NOTELEPORT 0x00000080 // does not teleport 256 #define MF2_RIP 0x00000100 // missile rips through solid 257 // targets 258 #define MF2_PUSHABLE 0x00000200 // can be pushed by other moving 259 // mobjs 260 #define MF2_SLIDE 0x00000400 // slides against walls 261 #define MF2_ONMOBJ 0x00000800 // mobj is resting on top of another 262 // mobj 263 #define MF2_PASSMOBJ 0x00001000 // Enable z block checking. If on, 264 // this flag will allow the mobj to 265 // pass over/under other mobjs. 266 #define MF2_CANNOTPUSH 0x00002000 // cannot push other pushable mobjs 267 #define MF2_FEETARECLIPPED 0x00004000 // a mobj's feet are now being cut 268 #define MF2_BOSS 0x00008000 // mobj is a major boss 269 #define MF2_FIREDAMAGE 0x00010000 // does fire damage 270 #define MF2_NODMGTHRUST 0x00020000 // does not thrust target when 271 // damaging 272 #define MF2_TELESTOMP 0x00040000 // mobj can stomp another 273 #define MF2_FLOATBOB 0x00080000 // use float bobbing z movement 274 #define MF2_DONTDRAW 0X00100000 // don't generate a vissprite 275 276 //============================================================================= 277 typedef enum 278 { 279 PST_LIVE, // playing 280 PST_DEAD, // dead on the ground 281 PST_REBORN // ready to restart 282 } playerstate_t; 283 284 // psprites are scaled shapes directly on the view screen 285 // coordinates are given for a 320*200 view screen 286 typedef enum 287 { 288 ps_weapon, 289 ps_flash, 290 NUMPSPRITES 291 } psprnum_t; 292 293 typedef struct 294 { 295 state_t *state; // a NULL state means not active 296 int tics; 297 fixed_t sx, sy; 298 } pspdef_t; 299 300 typedef enum 301 { 302 key_yellow, 303 key_green, 304 key_blue, 305 NUMKEYS 306 } keytype_t; 307 308 typedef enum 309 { 310 wp_staff, 311 wp_goldwand, 312 wp_crossbow, 313 wp_blaster, 314 wp_skullrod, 315 wp_phoenixrod, 316 wp_mace, 317 wp_gauntlets, 318 wp_beak, 319 NUMWEAPONS, 320 wp_nochange 321 } weapontype_t; 322 323 #define AMMO_GWND_WIMPY 10 324 #define AMMO_GWND_HEFTY 50 325 #define AMMO_CBOW_WIMPY 5 326 #define AMMO_CBOW_HEFTY 20 327 #define AMMO_BLSR_WIMPY 10 328 #define AMMO_BLSR_HEFTY 25 329 #define AMMO_SKRD_WIMPY 20 330 #define AMMO_SKRD_HEFTY 100 331 #define AMMO_PHRD_WIMPY 1 332 #define AMMO_PHRD_HEFTY 10 333 #define AMMO_MACE_WIMPY 20 334 #define AMMO_MACE_HEFTY 100 335 336 typedef enum 337 { 338 am_goldwand, 339 am_crossbow, 340 am_blaster, 341 am_skullrod, 342 am_phoenixrod, 343 am_mace, 344 NUMAMMO, 345 am_noammo // staff, gauntlets 346 } ammotype_t; 347 348 typedef struct 349 { 350 ammotype_t ammo; 351 int upstate; 352 int downstate; 353 int readystate; 354 int atkstate; 355 int holdatkstate; 356 int flashstate; 357 } weaponinfo_t; 358 359 extern weaponinfo_t wpnlev1info[NUMWEAPONS]; 360 extern weaponinfo_t wpnlev2info[NUMWEAPONS]; 361 362 typedef enum 363 { 364 arti_none, 365 arti_invulnerability, 366 arti_invisibility, 367 arti_health, 368 arti_superhealth, 369 arti_tomeofpower, 370 arti_torch, 371 arti_firebomb, 372 arti_egg, 373 arti_fly, 374 arti_teleport, 375 NUMARTIFACTS 376 } artitype_t; 377 378 typedef enum 379 { 380 pw_None, 381 pw_invulnerability, 382 pw_invisibility, 383 pw_allmap, 384 pw_infrared, 385 pw_weaponlevel2, 386 pw_flight, 387 pw_shield, 388 pw_health2, 389 NUMPOWERS 390 } powertype_t; 391 392 #define INVULNTICS (30*35) 393 #define INVISTICS (60*35) 394 #define INFRATICS (120*35) 395 #define IRONTICS (60*35) 396 #define WPNLEV2TICS (40*35) 397 #define FLIGHTTICS (60*35) 398 399 #define CHICKENTICS (40*35) 400 401 #define MESSAGETICS (4*35) 402 #define BLINKTHRESHOLD (4*32) 403 404 #define NUMINVENTORYSLOTS 14 405 typedef struct 406 { 407 int type; 408 int count; 409 } inventory_t; 410 411 /* 412 ================ 413 = 414 = player_t 415 = 416 ================ 417 */ 418 419 typedef struct player_s 420 { 421 mobj_t *mo; 422 playerstate_t playerstate; 423 ticcmd_t cmd; 424 425 fixed_t viewz; // focal origin above r.z 426 fixed_t viewheight; // base height above floor for viewz 427 fixed_t deltaviewheight; // squat speed 428 fixed_t bob; // bounded/scaled total momentum 429 430 int flyheight; 431 int lookdir; 432 boolean centering; 433 int health; // only used between levels, mo->health 434 // is used during levels 435 int armorpoints, armortype; // armor type is 0-2 436 437 inventory_t inventory[NUMINVENTORYSLOTS]; 438 artitype_t readyArtifact; 439 int artifactCount; 440 int inventorySlotNum; 441 int powers[NUMPOWERS]; 442 boolean keys[NUMKEYS]; 443 boolean backpack; 444 signed int frags[MAXPLAYERS]; // kills of other players 445 weapontype_t readyweapon; 446 weapontype_t pendingweapon; // wp_nochange if not changing 447 boolean weaponowned[NUMWEAPONS]; 448 int ammo[NUMAMMO]; 449 int maxammo[NUMAMMO]; 450 int attackdown, usedown; // true if button down last tic 451 int cheats; // bit flags 452 453 int refire; // refired shots are less accurate 454 455 int killcount, itemcount, secretcount; // for intermission 456 char *message; // hint messages 457 int messageTics; // counter for showing messages 458 int damagecount, bonuscount; // for screen flashing 459 int flamecount; // for flame thrower duration 460 mobj_t *attacker; // who did damage (NULL for floors) 461 int extralight; // so gun flashes light up areas 462 int fixedcolormap; // can be set to REDCOLORMAP, etc 463 int colormap; // 0-3 for which color to draw player 464 pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc) 465 boolean didsecret; // true if secret level has been done 466 int chickenTics; // player is a chicken if > 0 467 int chickenPeck; // chicken peck countdown 468 mobj_t *rain1; // active rain maker 1 469 mobj_t *rain2; // active rain maker 2 470 } player_t; 471 472 #define CF_NOCLIP 1 473 #define CF_GODMODE 2 474 #define CF_NOMOMENTUM 4 // not really a cheat, just a debug aid 475 476 #define SBARHEIGHT 42 // status bar height at bottom of screen 477 478 479 /* 480 =============================================================================== 481 482 GLOBAL VARIABLES 483 484 =============================================================================== 485 */ 486 487 #define TELEFOGHEIGHT (32*FRACUNIT) 488 489 extern gameaction_t gameaction; 490 491 extern boolean paused; 492 493 extern GameMode_t gamemode; 494 495 extern boolean ExtendedWAD; // true if main WAD is the extended version 496 497 extern boolean nomonsters; // checkparm of -nomonsters 498 499 extern boolean respawnparm; // checkparm of -respawn 500 501 extern boolean debugmode; // checkparm of -debug 502 503 extern boolean usergame; // ok to save / end game 504 505 extern boolean ravpic; // checkparm of -ravpic 506 507 extern boolean altpal; // checkparm to use an alternate palette routine 508 509 extern boolean cdrom; // true if cd-rom mode active ("-cdrom") 510 511 extern boolean deathmatch; // only if started as net death 512 513 extern boolean netgame; // only true if >1 player 514 515 extern boolean playeringame[MAXPLAYERS]; 516 517 extern int consoleplayer; // player taking events and displaying 518 519 extern int displayplayer; 520 521 extern int viewangleoffset; // ANG90 = left side, ANG270 = right 522 523 extern player_t players[MAXPLAYERS]; 524 525 extern boolean DebugSound; // debug flag for displaying sound info 526 527 extern int GetWeaponAmmo[NUMWEAPONS]; 528 529 extern boolean demorecording; 530 extern boolean demoplayback; 531 extern boolean demoextend; // allow demos to persist through exit/respawn 532 extern int skytexture; 533 534 // Truncate angleturn in ticcmds to nearest 256. 535 // Used when recording Vanilla demos in netgames. 536 extern boolean lowres_turn; 537 538 extern gamestate_t gamestate; 539 extern skill_t gameskill; 540 extern boolean respawnmonsters; 541 extern int gameepisode; 542 extern int gamemap; 543 extern int prevmap; 544 extern int totalkills, totalitems, totalsecret; // for intermission 545 extern int levelstarttic; // gametic at level start 546 extern int leveltime; // tics in game play for par 547 548 extern ticcmd_t *netcmds; 549 550 #define SAVEGAMESIZE 0x30000 551 #define SAVESTRINGSIZE 24 552 553 extern mapthing_t *deathmatch_p; 554 extern mapthing_t deathmatchstarts[10]; 555 extern mapthing_t playerstarts[MAXPLAYERS]; 556 557 extern int mouseSensitivity; 558 559 extern boolean precache; // if true, load all graphics at level load 560 561 extern boolean singledemo; // quit after playing a demo from cmdline 562 563 extern int bodyqueslot; 564 extern skill_t startskill; 565 extern int startepisode; 566 extern int startmap; 567 extern boolean autostart; 568 569 extern boolean testcontrols; 570 extern int testcontrols_mousespeed; 571 572 extern int vanilla_savegame_limit; 573 extern int vanilla_demo_limit; 574 575 /* 576 =============================================================================== 577 578 GLOBAL FUNCTIONS 579 580 =============================================================================== 581 */ 582 583 #include "z_zone.h" 584 585 //---------- 586 //BASE LEVEL 587 //---------- 588 void D_DoomMain(void); 589 void IncThermo(void); 590 void InitThermo(int max); 591 void tprintf(char *string, int initflag); 592 // not a globally visible function, just included for source reference 593 // calls all startup code 594 // parses command line options 595 // if not overrided, calls N_AdvanceDemo 596 597 void D_DoomLoop(void); 598 // not a globally visible function, just included for source reference 599 // called by D_DoomMain, never exits 600 // manages timing and IO 601 // calls all ?_Responder, ?_Ticker, and ?_Drawer functions 602 // calls I_GetTime, I_StartFrame, and I_StartTic 603 604 //--------- 605 //SYSTEM IO 606 //--------- 607 byte *I_AllocLow(int length); 608 // allocates from low memory under dos, just mallocs under unix 609 610 // haleyjd: was WATCOMC, preserved for historical interest. 611 // This is similar to the -control structure in DOOM v1.4 and Strife. 612 #if 0 613 extern boolean useexterndriver; 614 615 #define EBT_FIRE 1 616 #define EBT_OPENDOOR 2 617 #define EBT_SPEED 4 618 #define EBT_STRAFE 8 619 #define EBT_MAP 0x10 620 #define EBT_INVENTORYLEFT 0x20 621 #define EBT_INVENTORYRIGHT 0x40 622 #define EBT_USEARTIFACT 0x80 623 #define EBT_FLYDROP 0x100 624 #define EBT_CENTERVIEW 0x200 625 #define EBT_PAUSE 0x400 626 #define EBT_WEAPONCYCLE 0x800 627 628 typedef struct 629 { 630 short vector; // Interrupt vector 631 632 signed char moveForward; // forward/backward (maxes at 50) 633 signed char moveSideways; // strafe (maxes at 24) 634 short angleTurn; // turning speed (640 [slow] 1280 [fast]) 635 short angleHead; // head angle (+2080 [left] : 0 [center] : -2048 [right]) 636 signed char pitch; // look up/down (-110 : +90) 637 signed char flyDirection; // flyheight (+1/-1) 638 unsigned short buttons; // EBT_* flags 639 } externdata_t; 640 #endif 641 642 //---- 643 //GAME 644 //---- 645 646 void G_DeathMatchSpawnPlayer(int playernum); 647 648 void G_InitNew(skill_t skill, int episode, int map); 649 650 void G_DeferedInitNew(skill_t skill, int episode, int map); 651 // can be called by the startup code or M_Responder 652 // a normal game starts at map 1, but a warp test can start elsewhere 653 654 void G_DeferedPlayDemo(char *demo); 655 656 void G_LoadGame(char *name); 657 // can be called by the startup code or M_Responder 658 // calls P_SetupLevel or W_EnterWorld 659 void G_DoLoadGame(void); 660 661 void G_SaveGame(int slot, char *description); 662 // called by M_Responder 663 664 #define SAVE_GAME_TERMINATOR 0x1d 665 // Support routines for saving games 666 char *SV_Filename(int slot); 667 void SV_Open(char *fileName); 668 void SV_OpenRead(char *fileName); 669 void SV_Close(char *fileName); 670 void SV_Write(void *buffer, int size); 671 void SV_WriteByte(byte val); 672 void SV_WriteWord(unsigned short val); 673 void SV_WriteLong(unsigned int val); 674 void SV_Read(void *buffer, int size); 675 byte SV_ReadByte(void); 676 uint16_t SV_ReadWord(void); 677 uint32_t SV_ReadLong(void); 678 679 extern char *savegamedir; 680 681 void G_RecordDemo(skill_t skill, int numplayers, int episode, int map, 682 char *name); 683 // only called by startup code 684 685 void G_PlayDemo(char *name); 686 void G_TimeDemo(char *name); 687 688 void G_ExitLevel(void); 689 void G_SecretExitLevel(void); 690 691 void G_WorldDone(void); 692 693 void G_Ticker(void); 694 boolean G_Responder(event_t * ev); 695 696 void G_ScreenShot(void); 697 698 //----- 699 //PLAY 700 //----- 701 702 void P_Ticker(void); 703 // called by C_Ticker 704 // can call G_PlayerExited 705 // carries out all thinking of monsters and players 706 707 void P_SetupLevel(int episode, int map, int playermask, skill_t skill); 708 // called by W_Ticker 709 710 void P_Init(void); 711 // called by startup code 712 713 void P_ArchivePlayers(void); 714 void P_UnArchivePlayers(void); 715 void P_ArchiveWorld(void); 716 void P_UnArchiveWorld(void); 717 void P_ArchiveThinkers(void); 718 void P_UnArchiveThinkers(void); 719 void P_ArchiveSpecials(void); 720 void P_UnArchiveSpecials(void); 721 // load / save game routines 722 723 724 //------- 725 //REFRESH 726 //------- 727 728 extern boolean setsizeneeded; 729 730 extern boolean BorderNeedRefresh; 731 extern boolean BorderTopRefresh; 732 733 extern int UpdateState; 734 // define the different areas for the dirty map 735 #define I_NOUPDATE 0 736 #define I_FULLVIEW 1 737 #define I_STATBAR 2 738 #define I_MESSAGES 4 739 #define I_FULLSCRN 8 740 741 void R_RenderPlayerView(player_t * player); 742 // called by G_Drawer 743 744 void R_Init(void); 745 // called by startup code 746 747 void R_DrawViewBorder(void); 748 void R_DrawTopBorder(void); 749 // if the view size is not full screen, draws a border around it 750 751 void R_SetViewSize(int blocks, int detail); 752 // called by M_Responder 753 754 int R_FlatNumForName(char *name); 755 756 int R_TextureNumForName(char *name); 757 int R_CheckTextureNumForName(char *name); 758 // called by P_Ticker for switches and animations 759 // returns the texture number for the texture name 760 761 762 //---- 763 //MISC 764 //---- 765 // returns the position of the given parameter in the arg list (0 if not found) 766 767 int M_DrawText(int x, int y, boolean direct, char *string); 768 769 //---------------------- 770 // Interlude (IN_lude.c) 771 //---------------------- 772 773 extern boolean intermission; 774 775 void IN_Start(void); 776 void IN_Ticker(void); 777 void IN_Drawer(void); 778 779 //---------------------- 780 // Chat mode (CT_chat.c) 781 //---------------------- 782 783 void CT_Init(void); 784 void CT_Drawer(void); 785 boolean CT_Responder(event_t * ev); 786 void CT_Ticker(void); 787 char CT_dequeueChatChar(void); 788 789 extern boolean chatmodeon; 790 extern boolean ultimatemsg; 791 792 //-------------------- 793 // Finale (F_finale.c) 794 //-------------------- 795 796 void F_Drawer(void); 797 void F_Ticker(void); 798 void F_StartFinale(void); 799 800 //---------------------- 801 // STATUS BAR (SB_bar.c) 802 //---------------------- 803 804 void SB_Init(void); 805 boolean SB_Responder(event_t * event); 806 void SB_Ticker(void); 807 void SB_Drawer(void); 808 809 //----------------- 810 // MENU (MN_menu.c) 811 //----------------- 812 813 extern boolean MenuActive; 814 815 void MN_Init(void); 816 void MN_ActivateMenu(void); 817 void MN_DeactivateMenu(void); 818 boolean MN_Responder(event_t * event); 819 void MN_Ticker(void); 820 void MN_Drawer(void); 821 void MN_DrTextA(char *text, int x, int y); 822 int MN_TextAWidth(char *text); 823 void MN_DrTextB(char *text, int x, int y); 824 int MN_TextBWidth(char *text); 825 826 #include "sounds.h" 827 828 #endif // __DOOMDEF__ 829