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Wad.HC
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Wad.HC
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#ifndef DOOM_WAD
#define DOOM_WAD" Whats Poppin"
#define DEBUG 1
#include "Set.HC";
U32 class CRGB {
U8 r,g,b,a;
};
class CDoomGr {
CRGB *palette;
I64 pname_cnt;
U64 *pnames;
CI64Set *sprite_names;
} *dgr;
#include "Serialize.HC";
class CWad {
U8 body[0];
U8 ident[4];
U32 lump_cnt;
U32 directory_ptr;
};
I64 wad_cnt=0;
CWad *wads[0x100];
I64 wad_sizes[0x100];
CWad *wad;
CWad *LoadWad(U8 *filename) {
wads[wad_cnt]=FileRead(filename,&wad_sizes[wad_cnt]);
if(!wad_cnt) wad=wads[wad_cnt];
wad_cnt++;
}
#include "ModMan.HC";
#define TICK_TIME (1/30.)
#include "DoomGr.HC";
#include "Numbers/Vector.HC";
#include "World.HC";
#include "Things.HC";
//https://doomwiki.org/wiki/WAD
class CWadDirectory {
U32 ptr;
U32 lump_size;
U8 lump_name[8];
};
//https://doomwiki.org/wiki/Thing
class CWadThing {
#define WAD_THINGF_SKILL12 1
#define WAD_THINGF_SKILL3 2
#define WAD_THINGF_SKILL45 4
#define WAD_THINGF_WAIT 8 //Monster will be waiting
#define WAD_THINGF_MULTIPLAYER 0x10 //For multiplayer maps
I16 x,y,angle;
U16 thing_type,flags;
};
//https://doomwiki.org/wiki/Linedef
class CWadLinedef {
U16 start_vertex;
U16 end_vertex;
#define WAD_LINEDEFF_WALL 1 //Wall for player and monsters
#define WAD_LINEDEFF_WALL_MONSTER 2 //Wall for monsters only
#define WAD_LINEDEFF_2SIDED 4
#define WAD_LINEDEFF_UPPER_UNPEGGED 8
#define WAD_LINEDEFF_LOWER_UNPEGGED 0x10
#define WAD_LINEDEFF_SECRET 0x20
#define WAD_LINEDEFF_BLOCK_SOUND 0x40
#define WAD_LINEDEFF_NO_SHOW_ON_MAP 0x80
#define WAD_LINEDEFF_SHOW_ON_MAP 0x100
U16 flags;
U16 special_type;
U16 sector_tag;
U16 front,back; //See CWadSidedef
};
class CWadSidedef {
I16 x_offset;
I16 y_offset;
U8 upper_texture_name[8];
U8 lower_texture_name[8];
U8 middle_texture_name[8];
U16 sector;
};
class CWadSector {
I16 floor_height;
I16 ceil_height;
U8 floor_texture_name[8];
U8 ceil_texture_name[8];
I16 light_level;
#define WAD_SECTOR_NORMAL 0
#define WAD_SECTOR_BLINK_RAND 1
#define WAD_SECTOR_BLINK05 2
#define WAD_SECTOR_BLINK1 3
#define WAD_SECTOR_BLINK05_DAM20 4
#define WAD_SECTOR_DAM10 5
#define WAD_SECTOR_DAM5 7
#define WAD_SECTOR_LIGHT 8 //Ossicaltes
#define WAD_SECTOR_SECRET 9
#define WAD_SECTOR_DOOR_CLOSE30 10 //(Ceiling) Door clooses after 30 seconds
#define WAD_SECTOR_END 11 //20 damage a second,level END's when dead
#define WAD_SECTOR_BLINK1_2 12
#define WAD_SECTOR_BLINK05_2 13
#define WAD_SECTOR_DOOR_OPEN300 14 //(Ceiling) Door opens after 300 seconds
#define WAD_SECTOR_DAM20 16
#define WAD_SECTOR_BLINK_RAND_2 17
I16 special_type;
U16 tag_number;
};
class CWadVertex {
I16 x,y;
};
class CWadSeg {
U16 start_vertex,end_vertex;
I16 angle,linedef;
//0 is same dir as linedef,else opposite
I16 opposite_side,offset;
};
class CWadSubsector {
//Consistys of SEGS
U16 cnt;
U16 first;
};
//extern class CDoomAnimationFrame;
class CDoomThing:CQue {
F64 x,y,angle,height,health;
F64 spawn_x,spawn_y; //For Nightmare
F64 died_at_tS;
F64 momx2,momy2,momz2; //Monster momentum per game-tick
F64 momx,momy,momz; //Move momentum
F64 anim_start_tS;
CDoomAnimationFrame *animation;
U16 thing_type,pad[3];
CDoomThingTemplate *template;
I64 flags;
I64 hash;
Bool solid,anim_no_repeat,pad[6];
U8 *thinker;
};
extern class CDoomSector;
class CDoomSidedef:CQue {
I16 yoff,xoff;
CDC *upper_texture[4]; //These are for animations
CDC *lower_texture[4];
CDC *middle_texture[4];
CDoomSector *sector;
};
class CBoundBoxI16 {
I16 y2,y,x2,x;
};
class CWadBSPNode {
I16 x,y;
I16 dx,dy;
CBoundBoxI16 left,right;
//Dont ask me what these do
U16 left_child,right_child;
};
class CBoundBoxF64 {
F64 y,y2,x,x2;
};
class CDoomBSPNode:CQue {
U64 signature;
CDoomBSPNode *left_child,*right_child;
CDoomBSPNode *parent;
F64 x,y;
F64 dx,dy;
CBoundBoxF64 left,right;
Bool visited;
};
Bool BoundBoxF64Inside(F64 x,F64 y,CBoundBoxF64 *box) {
if(box->x<box->x2)
if(!(box->x<=x<=box->x2))
return FALSE;
if(box->y<box->y2)
if(!(box->y<=y<=box->y2))
return FALSE;
if(box->x>box->x2)
if(!(box->x2<=x<=box->x))
return FALSE;
if(box->y>box->y2)
if(!(box->y2<=y<=box->y))
return FALSE;
return TRUE;
}
class CDoomLinedef:CQue {
CD2 *start,*end;
CDoomSidedef *front;
CDoomSidedef *back;
I64 sector_tag;
I16 flags;
CDoomActionSector *special_type;
I16 pad[2];
//private
CD2 clip_start,clip_end;
Bool in_view,seen,activated;
};
class CDoomBSPSeg {
CD2 *start,*end;
CDoomLinedef *linedef;
I64 size,offset;
Bool back_side;
};
class CDoomSubsector:CQue {
U64 signature;
I64 cnt;
CDoomSector *sector;
CDoomBSPSeg *first;
};
class CDoomSector:CQue {
CDC *floor_dc[4];
CDC *ceil_dc[4];
F64 ceil_height;
F64 floor_height;
F64 base_ceil_height;
F64 base_floor_height;
F64 base_light_level,cur_light_level;
I64 special_type;
I64 tag_number;
I64 linedef_cnt;
I64 idx;
CDoomLinedef **linedefs;
//Private
//I will render the floors then I will cast them to the screen
//I tried everything else but I just cant figure out how to draw the floors
CDoomLinedef *cur_action_linedef;
CDoomThing *noise_thing; //Last thing that made a noise
CI64Set *things;
F64 door_height_offset;
I64 visplane_idx;
Bool drawn;
Bool paused; //Pause the action on the sector
Bool bumped_into; //used for re-opening doors
Bool sound_check;
//TRUE if the texture/type has changed
Bool tx_changed;
Bool ty_changed;
CDoomSector *changed_from_sector; //This is the sector we changed from
};
class CLevelStats {
I64 have_kills,max_kills;
I64 have_items,max_items;
I64 have_secrets,max_secrets;
F64 time;
};
class CDoomLevel {
CQue things,sidedefs;
CQue subsectors;
CQue bsp_nodes;
CQue thinkers;
CDoomBSPSeg *segs;
CQue sectors;
CDoomBSPNode *root_node;
I64 vertice_cnt;
CD2 *vertices;
CQue linedefs;
CQue obselete_things; //Dont Free because we need them to stay resident in memory
I64 block_map_x_off,block_map_y_off;
I64 block_map_cols,block_map_rows;
I64 *block_map_offsets;
I64 skill,episode;
CI64Set **block_map_things;
CDoomSector **block_map_data;
CDoomLinedef **action_linedefs;
CLevelStats stats;
//ended is TRUE if we exited the level by pressing a button etc
Bool has_red_key,has_blue_key,has_yellow_key,ended,ended_special;
Bool has_map;
U8 *reject;
I64 sector_cnt;
U8 map_name[8]; //EXMY
};
class CWadTexturePatch {
I16 origin_x,origin_y;
I16 patch_index;
I16 unused,unused2;
};
class CWadTexture {
U8 name[8];
I32 unused;
I16 w,h;
I32 unused2;
I16 patch_cnt;
CWadTexturePatch patches[0];
};
class CWadTEXTURE1 {
I32 num_textures;
I32 texture_offsets[0];
};
U8 *Upper8(U8 *eight) {
I64 cnt=8;
while(--cnt>=0)
eight[cnt]=ToUpper(eight[cnt]);
return eight;
}
CDC *TextureName2DC(U8 *name) {
U8 buf[16];
U8 name2[9];
name2[8]=0;
MemCpy(name2,name,8);
Upper8(name2);
StrPrint(buf,"Txr.%s",name2);
return FramePtr(buf,doom_task);
}
CDC *SpriteName2DC(U8 *name) {
U8 buf[16];
U8 name2[9];
name2[8]=0;
MemCpy(name2,name,8);
Upper8(name2);
StrPrint(buf,"Spr.%s",name2);
return FramePtr(buf,doom_task);
}
CDC *PNameIndexToDC(I64 idx,CDoomGr *gr) {
U8 name[9],buf[16];
name[8]=0;
MemCpy(name,&gr->pnames[idx],8);
Upper8(name);
StrPrint(buf,"Pat.%s",name);
return FramePtr(buf,doom_task);
}
U0 LoadWadTEXTUREs(CWadTEXTURE1 *header,CDoomGr *gr) {
I64 texture,i,anim_cnt,x,y;
U8 name[9],buf[16];
CDC *result,*patch;
CWadTexture *map_texture;
for(texture=0;texture!=header->num_textures;texture++) {
map_texture=header(U8*)+header->texture_offsets[texture];
result=DCNew(map_texture->w*2,map_texture->h*2);
DCFill(result,TRANSPARENT);
name[8]=0;
MemCpy(name,map_texture->name,8);
for(i=0;i!=map_texture->patch_cnt;i++) {
if(patch=PNameIndexToDC(map_texture->patches[i].patch_index,gr))
GrBlot(result,
map_texture->patches[i].origin_x*2,
map_texture->patches[i].origin_y*2,
patch);
}
for(x=0;x!=result->width;x++)
for(y=0;y!=result->height;y++) {
if(GrPeek0(result,x,y)==TRANSPARENT)
goto fin;
}
//MAKE SURE TO SET THIS FOR THE RENDERER
result->flags|=DCF_NO_TRANSPARENTS;
fin:
Upper8(name);
StrPrint(buf,"Txr.%s",name);
UH(buf,result);
FramePtrAdd(buf,result,doom_task);
}
}
I64 StrCmp8(U8 *a,U8 *b) {
if(StrLen(a)>8||StrLen(b)>8)
return StrNCmp(a,b,8);
return StrCmp(a,b);
}
// 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.
class patch_t
{
I32 width; // bounding box size
I32 height;
I32 leftoffset; // pixels to the left of origin
I32 topoffset; // pixels below the origin
I64 columnofs[8]; // only [width] used
// the [0] is &columnofs[width]
};
//
// W_CheckNumForName
// Returns -1 if name not found.
//
I64 W_CheckNumForName (U8 *name,CWad *doom_wad,I64 inst=1)
{
U8 name8[9];
I32 v1;
I32 v2;
CWadDirectory* lump_p;
// make the name into two integers for easy compares
MemCpy (name8,name,8);
// in case the name was a fill 8 chars
name8[8] = 0;
// case insensitive
for(v1=0;v1!=8;v1++)
name8[v1]=ToUpper(name8[v1]);
// scan backwards so patch lump files take precedence
CWadDirectory *lumpinfo = doom_wad(U8*)+doom_wad->directory_ptr;
lump_p=lumpinfo+doom_wad->lump_cnt;
while (lump_p-- != lumpinfo)
{
if (!StrCmp8(lump_p->lump_name,name8))
{
if(--inst<=0)
return lump_p - lumpinfo;
}
}
return -1;
}
//
//Nroot,get lump by num
//
U8 *W_GetLumpPtrFromNum(I64 idx,CWad *wad,I64 *lump_len=NULL) {
CWadDirectory *dir=wad(U8*)+wad->directory_ptr;
dir+=idx;
if(lump_len) *lump_len=dir->lump_size;
return wad(U8*)+dir->ptr;
}
//
// Nroot,Get pointer to lump
//
// wad can be NULL for iterating through all the laoded WAD's
U8 *W_GetLumpPtrFromName(U8 *name,CWad *wad=NULL,I64 *lump_len=NULL,I64 which=1) {
I64 idx,widx;
if(wad) {
idx=W_CheckNumForName(name,wad,which);
return W_GetLumpPtrFromNum(idx,wad,lump_len);
}
for(widx=wad_cnt-1;widx>=0;widx--) {
idx=W_CheckNumForName(name,wads[widx],which);
if(idx!=-1) {
return W_GetLumpPtrFromNum(idx,wads[widx],lump_len);
}
}
return NULL;
}
U0 AddLinedefToSector(CDoomSector *ld,CDoomSector *s) {
CDoomLinedef **list=MAlloc(8*(s->linedef_cnt+1));
if(s->linedef_cnt)
MemCpy(list,s->linedefs,8*s->linedef_cnt);
Free(s->linedefs);
s->linedefs=list;
list[s->linedef_cnt++]=ld;
}
CDoomBSPNode *DoomWhichBSPNode(F64 x,F64 y,CDoomLevel *level,CDoomSubsector **ss=NULL) {
CDoomBSPNode *cur_node=level->root_node;
CD2 pline_body[2];
Bool left,right;
CD2 dummy;
F64 x2,y2;
if(ss) *ss=NULL;
while(TRUE) {
if(!cur_node)
break;
//Check which side of parition line
x2=x-cur_node->x;
y2=y-cur_node->y;
if(y2*cur_node->dx-x2*cur_node->dy<0.) {
if(cur_node->left_child->signature!='NODE') {
if(ss) *ss=cur_node->left_child;
return cur_node;
}
cur_node=cur_node->left_child;
} else {
if(cur_node->right_child->signature!='NODE') {
if(ss) *ss=cur_node->right_child;
return cur_node;
}
cur_node=cur_node->right_child;
}
//
}
return NULL;
}
#include "Intersect.HC"
class CWadPnames {
I32 len;
U64 names[0];
};
I64 PNameIndex(U8 *name,CDoomGr *gr) {
I64 idx=gr->pname_cnt;
while(--idx>=0) {
if(!StrCmp8(&gr->pnames[idx],name))
return idx;
}
return -1;
}
extern CDC *GetGrLump(U8 *name);
U0 LoadGrLump(CWad *wad,U8 *name) {
I64 idx;
for(idx=wad_cnt-1;idx>=0;idx--) {
wad=wads[idx];
if(W_CheckNumForName(name,wad)!=-1)
goto pass;
}
return ;
pass:
CWadDirectory *wad_dir=wad->body+wad->directory_ptr;
U8 lump_name[9],buf[16];
wad_dir+=W_CheckNumForName(name,wad);
MemCpy(lump_name,wad_dir->lump_name,8);
Upper8(lump_name);
lump_name[8]=0;
StrPrint(buf,"Gr.%s",lump_name);
if(FramePtr(buf,doom_task))
return;
CDC *gr=ReadDoomImage(wad->body+wad_dir->ptr);
UH(buf,gr);
FramePtrAdd(buf,gr,doom_task);
}
CDC *GetGrLump(U8 *name) {
CDC *ret;
U8 name2[9],buf[16];
name2[8]=0;
MemCpy(name2,name,8);
Upper8(name2);
StrPrint(buf,"Gr.%s",name2);
if(ret=FramePtr(buf,doom_task))
return ret;
LoadGrLump(wad,name2);
return FramePtr(buf,doom_task);
}
//
// Nroots note,$BK,1$USE W_GetLumpPtrFromName("name",NULL) to consult Patch WADs first$BK,0$
//
CDoomGr *LoadWadGr() {
CDoomGr *ret=CAlloc(sizeof(CDoomGr));
CWadDirectory *wad_dir;
I64 idx,pass;
U8 lump_name[9],*tmp,buf[16];
CWadPnames *pnames;
CDC *gr;
ret->sprite_names=I64SetNew;
//Load Player palett
ret->palette=LoadPLAYPALFromLump(W_GetLumpPtrFromName("PLAYPAL",NULL));
//Find the sprites start
pass=1;
wad=wads[0];
do {
wad_dir=wad->body+wad->directory_ptr;
idx=W_CheckNumForName("S_START",wad,pass);
if(idx==-1)
break;
wad_dir+=idx;
found_sstart:
wad_dir++; //Move past S_START
if(StrCmp8(wad_dir->lump_name,"S_END")) {
lump_name[8]=0;
MemCpy(lump_name,wad_dir->lump_name,8);
gr=ReadDoomImage(W_GetLumpPtrFromName(lump_name,NULL)); //See note above funcrtion
Upper8(lump_name);
StrPrint(buf,"Spr.%s",lump_name);
I64SetAdd(ret->sprite_names,StrNew(lump_name));
FramePtrAdd(buf,gr,doom_task);
goto found_sstart;
}
pass++;
} while(TRUE);
//Yeah homie,im straight up gunna load Flats. Take a moment to praise God
pass=1;
do {
wad_dir=wad->body+wad->directory_ptr;
idx=W_CheckNumForName("F_START",wad,pass);
if(idx==-1)
break;
wad_dir+=idx;
found_fstart:
wad_dir++; //Move past F_START
if(StrCmp8(wad_dir->lump_name,"F_END")) {
//There are lumps like F1_START/F1_END/F2_START/F2_END
//There are empty are are used for shareware/registered lumps
if(wad_dir->lump_size) {
lump_name[8]=0;
MemCpy(lump_name,wad_dir->lump_name,8);
gr=ReadDoomFlat(W_GetLumpPtrFromName(lump_name,NULL),ret->palette); //See note above funcrtion
tmp=MStrPrint("F.%s",lump_name);
Upper8(tmp);
UH(tmp,gr);
FramePtrAdd(tmp,gr,doom_task);
Free(tmp);
}
goto found_fstart;
}
pass++;
} while(TRUE);
//Load Wall Patch names(ONLYUSE LASTFOR NOW)
I64 widx;
for(widx=0;widx!=wad_cnt;widx++) {
pass=1;
wad=wads[widx];
do {
wad_dir=wad->body+wad->directory_ptr;
idx=W_CheckNumForName("PNAMES",wad,pass);
if(idx==-1) break;
wad_dir+=idx;
found_pnames:
pnames=wad->body+wad_dir->ptr;
ret->pname_cnt=pnames->len;
Free(ret->pnames);
ret->pnames=MAlloc(ret->pname_cnt*8);
MemCpy(ret->pnames,pnames->names,ret->pname_cnt*8);
//Load wall patches
wad_dir=wad->body+wad->directory_ptr;
found_pstart:
for(idx=0;idx!=ret->pname_cnt;idx++) {
lump_name[8]=0;
MemCpy(lump_name,&ret->pnames[idx],8);
Upper8(lump_name);
if(W_GetLumpPtrFromName(lump_name,NULL)) {
gr=ReadDoomImage(W_GetLumpPtrFromName(lump_name,NULL)); //See note above funcrtion
StrPrint(buf,"Pat.%s",lump_name);
UH(buf,gr);
FramePtrAdd(buf,gr,doom_task);
}
}
try_text:
if(W_CheckNumForName("TEXTURE1",wad,pass)!=-1)
LoadWadTEXTUREs(W_GetLumpPtrFromName("TEXTURE1",wad,,pass),ret);
if(W_CheckNumForName("TEXTURE2",wad,pass)!=-1)
LoadWadTEXTUREs(W_GetLumpPtrFromName("TEXTURE2",wad,,pass),ret);
pass++;
} while(TRUE);
}
LoadGrLump(NULL,"STBAR");
LoadGrLump(NULL,"STARMS");
for(idx=0;idx!=10;idx++) {
lump_name[0]=0;
CatPrint(lump_name,"STTNUM%d",idx);
LoadGrLump(NULL,lump_name);
lump_name[0]=0;
CatPrint(lump_name,"STGNUM%d",idx);
LoadGrLump(NULL,lump_name);
}
for(idx=0;idx!=6;idx++) {
lump_name[0]=0;
CatPrint(lump_name,"STKEYS%d",idx);
LoadGrLump(NULL,lump_name);
}
LoadGrLump(NULL,"STTPRCNT");
for(idx=0;idx!=10;idx++) {
lump_name[0]=0;
CatPrint(lump_name,"STYSNUM%d",idx);
LoadGrLump(NULL,lump_name);
}
for(idx='!';idx<='_';idx++) {
StrPrint(lump_name,"STCFN%3d",idx-'!');
while(StrOcc(lump_name,' '))
*StrFirstOcc(lump_name," ")='0';
LoadGrLump(NULL,lump_name);
}
//Intermission
LoadGrLump(NULL,"WIURH0");
LoadGrLump(NULL,"WIURH1");
LoadGrLump(NULL,"WISPLAT");
LoadGrLump(NULL,"WIPCNT");
LoadGrLump(NULL,"WIF");
LoadGrLump(NULL,"WIENTER");
LoadGrLump(NULL,"WIOSTK");
LoadGrLump(NULL,"WIOSTI");
LoadGrLump(NULL,"WIOSTS");
LoadGrLump(NULL,"WISCRT2");
LoadGrLump(NULL,"WIFRGS");
LoadGrLump(NULL,"WICOLON");
LoadGrLump(NULL,"WIPAR");
for(idx=0;idx!=10;idx++) {
StrPrint(lump_name,"WINUM%d",idx);
LoadGrLump(NULL,lump_name);
}
//FACES
LoadGrLump(NULL,"STFST01");
LoadGrLump(NULL,"STFST00");
LoadGrLump(NULL,"STFST02");
//MAINMENU
LoadGrLump(NULL,"M_NGAME");
LoadGrLump(NULL,"M_LOADG");
LoadGrLump(NULL,"M_OPTION");
LoadGrLump(NULL,"M_SAVEG");
LoadGrLump(NULL,"M_RDTHIS");
LoadGrLump(NULL,"M_QUITG");
LoadGrLump(NULL,"M_EP1");
LoadGrLump(NULL,"M_EP2");
LoadGrLump(NULL,"M_EP3");
LoadGrLump(NULL,"M_EP4");
LoadGrLump(NULL,"M_JKILL");
LoadGrLump(NULL,"M_ROUGH");
LoadGrLump(NULL,"M_HURT");
LoadGrLump(NULL,"M_ULTRA");
LoadGrLump(NULL,"M_NMARE");
LoadGrLump(NULL,"TITLEPIC");
LoadGrLump(NULL,"M_QUITG");
LoadGrLump(NULL,"M_OPTION");
LoadGrLump(NULL,"M_SKULL1");
LoadGrLump(NULL,"M_SKULL2");
LoadGrLump(NULL,"M_LGTTL");
LoadGrLump(NULL,"M_ABOUT");
LoadGrLump(NULL,"HELP1");
LoadGrLump(NULL,"AQCONC14");
LoadGrLump(NULL,"M_HURT");
LoadGrLump(NULL,"M_DOOM");
LoadGrLump(NULL,"RW1_3");
LoadGrLump(NULL,"RW12_3");
LoadGrLump(NULL,"M_SKILL");
LoadGrLump(NULL,"M_JKILL");
LoadGrLump(NULL,"M_ROUGH");
LoadGrLump(NULL,"M_ULTRA");
LoadGrLump(NULL,"M_NMARE");
LoadGrLump(NULL,"M_EPI1");
LoadGrLump(NULL,"M_EPI2");
LoadGrLump(NULL,"M_EPI3");
LoadGrLump(NULL,"M_EPI4");
LoadGrLump(NULL,"M_EPISOD");
LoadGrLump(NULL,"M_SGTTL");
//numbers
LoadGrLump(NULL,"STCFN048");
LoadGrLump(NULL,"STCFN049");
LoadGrLump(NULL,"STCFN050");
LoadGrLump(NULL,"STCFN051");
LoadGrLump(NULL,"STCFN052");
LoadGrLump(NULL,"STCFN053");
LoadGrLump(NULL,"STCFN054");
LoadGrLump(NULL,"STCFN055");
LoadGrLump(NULL,"STCFN056");
LoadGrLump(NULL,"STCFN057");
//letters
LoadGrLump(NULL,"STCFN065");
LoadGrLump(NULL,"STCFN066");
LoadGrLump(NULL,"STCFN067");
LoadGrLump(NULL,"STCFN068");
LoadGrLump(NULL,"STCFN069");
LoadGrLump(NULL,"STCFN070");
LoadGrLump(NULL,"STCFN071");
LoadGrLump(NULL,"STCFN072");
LoadGrLump(NULL,"STCFN073");
LoadGrLump(NULL,"STCFN074");
LoadGrLump(NULL,"STCFN075");
LoadGrLump(NULL,"STCFN076");
LoadGrLump(NULL,"STCFN077");
LoadGrLump(NULL,"STCFN078");
LoadGrLump(NULL,"STCFN079");
LoadGrLump(NULL,"STCFN080");
LoadGrLump(NULL,"STCFN081");
LoadGrLump(NULL,"STCFN082");
LoadGrLump(NULL,"STCFN083");
LoadGrLump(NULL,"STCFN084");
LoadGrLump(NULL,"STCFN085");
LoadGrLump(NULL,"STCFN086");
LoadGrLump(NULL,"STCFN087");
LoadGrLump(NULL,"STCFN088");
LoadGrLump(NULL,"STCFN089");
LoadGrLump(NULL,"STCFN090");
//WEAPONS
//PUNCH
LoadGrLump(NULL,"PUNGA0");
LoadGrLump(NULL,"PUNGB0");
LoadGrLump(NULL,"PUNGC0");
LoadGrLump(NULL,"PUNGD0");
//
#ifdef DOOM2
LoadGrLump(NULL,"HELP1");
#endif
//PISTOL
for(idx='A';idx<='E';idx++) {
lump_name[0]=0;
CatPrint(lump_name,"PISG%c0",idx);
LoadGrLump(NULL,lump_name);
}
//SHOTGUN
for(idx='A';idx<='D';idx++) {
lump_name[0]=0;
CatPrint(lump_name,"SHTG%c0",idx);
LoadGrLump(NULL,lump_name);
}
//CHAINGUN
for(idx='A';idx<='B';idx++) {
lump_name[0]=0;
CatPrint(lump_name,"CHGG%c0",idx);
LoadGrLump(NULL,lump_name);
}
//MISSILELAUNCHER
for(idx='A';idx<='B';idx++) {
lump_name[0]=0;
CatPrint(lump_name,"MISG%c0",idx);
LoadGrLump(NULL,lump_name);
}
for(idx='A';idx<='D';idx++) {
lump_name[0]=0;
CatPrint(lump_name,"MISF%c0",idx);
LoadGrLump(NULL,lump_name);
}
//CHAINSAW
for(idx='A';idx<='D';idx++) {
lump_name[0]=0;
CatPrint(lump_name,"SAWG%c0",idx);
LoadGrLump(NULL,lump_name);
}
//PLASMAGUN
for(idx='A';idx<='B';idx++) {
lump_name[0]=0;
CatPrint(lump_name,"PLSG%c0",idx);
LoadGrLump(NULL,lump_name);
}
//BFG
for(idx='A';idx<='B';idx++) {
lump_name[0]=0;
CatPrint(lump_name,"BFGG%c0",idx);
LoadGrLump(NULL,lump_name);
}
return ret;
}
Bool InBound(F64 a,F64 l,F64 h) {
if(l<h)
return l-.1<=a<=h+.1;
return h-.1<=a<=l+.1;
}
class CWadBlockMapHeader {
I16 x_off,y_off;
I16 num_cols,num_rows;
};
CDC *GetFlatDC(U8 *name) {
U8 tmp_name[16];
StrPrint(tmp_name,"F.%s",name);
Upper8(tmp_name);
return FramePtr(tmp_name,doom_task);
}
extern U0 LoadLightingThinkers(CDoomLevel *l);
extern U0 InitPosDataForThing(CDoomLevel *l,CDoomThing *t);
CDoomLevel *LoadWadLevel(U8 *level_name,I64 skill=1) {
I64 idx,cnt,x,y,min,max;
U16 *offs;
U8 name[STR_LEN],*reject;
CDC **arr;
CWad *wad;
CDoomLevel *level=CAlloc(sizeof CDoomLevel);
CDoomThing *dthing;
CWadThing *wthing;
CWadVertex *vertex;
CWadDirectory *wad_dir;
CWadBSPNode *wnode;
CDoomBSPNode *dnode,**dnode_list;
CWadLinedef *wlinedef;
CDoomLinedef *dlinedef,**dlinedef_list;
CDoomSubsector *dss,**sslist;
CWadSubsector *wss;
CWadSeg *wseg;
CDoomBSPSeg *dseg,*dseg_list;
CWadSector *wsect;
CDoomSector **dsect_list,*dsect;
CWadSidedef *wside;
CDoomSidedef *dside,**dside_list;
CWadBlockMapHeader *wbmh;
QueInit(&level->sidedefs);
QueInit(&level->thinkers);
QueInit(&level->sectors);
QueInit(&level->things);
QueInit(&level->linedefs);
QueInit(&level->obselete_things);
QueInit(&level->bsp_nodes);
QueInit(&level->subsectors);
level->skill=skill;
name[8]=0;
cnt=wad_cnt;
while(--cnt>=0) {
wad=wads[cnt];
wad_dir=wad->body+wad->directory_ptr;
for(idx=0;idx!=wad->lump_cnt;idx++) {
if(!StrCmp8(wad_dir->lump_name,level_name))
goto found;
wad_dir++;
}
}
Free(level);
return NULL;
found:
//Order of other lumps is important
//rest will not be used for now
//Move past level lump
wad_dir++;
//Things
cnt=wad_dir->lump_size/sizeof(CWadThing);
wthing=wad_dir->ptr+wad->body;
for(idx=0;idx!=cnt;idx++) {
//https://doomwiki.org/wiki/E4M3:_Sever_the_Wicked_(Doom)
//If no flags are set for the spawns,stil handle them
if(wthing->thing_type==1)
goto pass_thing;
if(wthing->flags&WAD_THINGF_MULTIPLAYER)
goto skip_thing;
switch(skill) {
case 0:
case 1:
case 2:
if(wthing->flags&WAD_THINGF_SKILL12)
goto pass_thing;
break;
case 3:
if(wthing->flags&WAD_THINGF_SKILL3)
goto pass_thing;
break;
case 4:
case 5:
if(wthing->flags&WAD_THINGF_SKILL45)
goto pass_thing;
break;
}
goto skip_thing;
pass_thing:
dthing=CAlloc(sizeof CDoomThing);
dthing->x=wthing->x;
dthing->y=wthing->y;
dthing->angle=wthing->angle*pi/180;
dthing->thing_type=wthing->thing_type;
dthing->template=doom_thing_types[wthing->thing_type];
if(dthing->template->flags&TF_ARTIFACT)
level->stats.max_items++;
if(dthing->template->flags&TF_MONSTER)
level->stats.max_kills++;
dthing->flags=dthing->template->flags;
PrintI("dthing",dthing);
PrintI("tt",wthing->thing_type);
QueIns(dthing,level->things.last);
skip_thing:
wthing++;
}