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Restructure project and add better console logging
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@@ -3,4 +3,6 @@ errors.txt | |
declarations.txt | ||
.env | ||
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build/ | ||
build/ | ||
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*.log |
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// Calculates the slope and slope according to the x-axis of a line | ||
// segment in map coordinates (with the upright y-axis n' all) so | ||
// that it can be used with the brain-dead drawing stuff. | ||
void AM_getIslope(mline_t *ml, islope_t *is) | ||
{ | ||
int dx, dy; | ||
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dy = ml->a.y - ml->b.y; | ||
dx = ml->b.x - ml->a.x; | ||
if (!dy) is->islp = (dx<0?-MAXINT:MAXINT); | ||
else is->islp = FixedDiv(dx, dy); | ||
if (!dx) is->slp = (dy<0?-MAXINT:MAXINT); | ||
else is->slp = FixedDiv(dy, dx); | ||
} | ||
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void AM_activateNewScale(void) | ||
{ | ||
m_x += m_w/2; | ||
m_y += m_h/2; | ||
m_w = FTOM(f_w); | ||
m_h = FTOM(f_h); | ||
m_x -= m_w/2; | ||
m_y -= m_h/2; | ||
m_x2 = m_x + m_w; | ||
m_y2 = m_y + m_h; | ||
} | ||
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void AM_saveScaleAndLoc(void) | ||
{ | ||
old_m_x = m_x; | ||
old_m_y = m_y; | ||
old_m_w = m_w; | ||
old_m_h = m_h; | ||
} | ||
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void AM_restoreScaleAndLoc(void) | ||
{ | ||
m_w = old_m_w; | ||
m_h = old_m_h; | ||
if (!followplayer) { | ||
m_x = old_m_x; | ||
m_y = old_m_y; | ||
} else { | ||
m_x = plr->mo->x - m_w/2; | ||
m_y = plr->mo->y - m_h/2; | ||
} | ||
m_x2 = m_x + m_w; | ||
m_y2 = m_y + m_h; | ||
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// Change the scaling multipliers | ||
scale_mtof = FixedDiv(f_w<<FRACBITS, m_w); | ||
scale_ftom = FixedDiv(FRACUNIT, scale_mtof); | ||
} | ||
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void AM_addMark(void) | ||
{ | ||
markpoints[markpointnum].x = m_x + m_w/2; | ||
markpoints[markpointnum].y = m_y + m_h/2; | ||
markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS; | ||
} | ||
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void AM_findMinMaxBoundaries(void) | ||
{ | ||
int i; | ||
fixed_t a; | ||
fixed_t b; | ||
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min_x = min_y = MAXINT; | ||
max_x = max_y = -MAXINT; | ||
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for (i=0;i<numvertexes;i++) | ||
{ | ||
if (vertexes[i].x < min_x) | ||
min_x = vertexes[i].x; | ||
else if (vertexes[i].x > max_x) | ||
max_x = vertexes[i].x; | ||
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if (vertexes[i].y < min_y) | ||
min_y = vertexes[i].y; | ||
else if (vertexes[i].y > max_y) | ||
max_y = vertexes[i].y; | ||
} | ||
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max_w = max_x - min_x; | ||
max_h = max_y - min_y; | ||
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min_w = 2*PLAYERRADIUS; // const? never changed? | ||
min_h = 2*PLAYERRADIUS; | ||
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a = FixedDiv(f_w<<FRACBITS, max_w); | ||
b = FixedDiv(f_h<<FRACBITS, max_h); | ||
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min_scale_mtof = a < b ? a : b; | ||
max_scale_mtof = FixedDiv(f_h<<FRACBITS, 2*PLAYERRADIUS); | ||
} |
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void G_InitPlayer(int player) | ||
{ | ||
player_t* p; | ||
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// set up the saved info | ||
p = &players[player]; | ||
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// clear everything else to defaults | ||
G_PlayerReborn (player); | ||
} | ||
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void G_PlayerFinishLevel(int player) | ||
{ | ||
player_t* p; | ||
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p = &players[player]; | ||
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memset (p->powers, 0, sizeof (p->powers)); | ||
memset (p->cards, 0, sizeof (p->cards)); | ||
p->mo->flags &= ~MF_SHADOW; // cancel invisibility | ||
p->extralight = 0; // cancel gun flashes | ||
p->fixedcolormap = 0; // cancel ir gogles | ||
p->damagecount = 0; // no palette changes | ||
p->bonuscount = 0; | ||
} | ||
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void G_PlayerReborn (int player) | ||
{ | ||
player_t* p; | ||
int i; | ||
int frags[MAXPLAYERS]; | ||
int killcount; | ||
int itemcount; | ||
int secretcount; | ||
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memcpy (frags,players[player].frags,sizeof(frags)); | ||
killcount = players[player].killcount; | ||
itemcount = players[player].itemcount; | ||
secretcount = players[player].secretcount; | ||
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p = &players[player]; | ||
memset (p, 0, sizeof(*p)); | ||
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memcpy (players[player].frags, frags, sizeof(players[player].frags)); | ||
players[player].killcount = killcount; | ||
players[player].itemcount = itemcount; | ||
players[player].secretcount = secretcount; | ||
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p->usedown = p->attackdown = true; // don't do anything immediately | ||
p->playerstate = PST_LIVE; | ||
p->health = MAXHEALTH; | ||
p->readyweapon = p->pendingweapon = wp_pistol; | ||
p->weaponowned[wp_fist] = true; | ||
p->weaponowned[wp_pistol] = true; | ||
p->ammo[am_clip] = 50; | ||
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for (i=0 ; i<NUMAMMO ; i++) | ||
p->maxammo[i] = maxammo[i]; | ||
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} |
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#define NULL ((void *)0) | ||
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// | ||
// Translates the key currently in X_event | ||
// | ||
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int xlatekey(void) | ||
{ | ||
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int rc; | ||
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switch(rc = XKeycodeToKeysym(X_display, X_event.xkey.keycode, 0)) | ||
{ | ||
case XK_Left: rc = KEY_LEFTARROW; break; | ||
case XK_Right: rc = KEY_RIGHTARROW; break; | ||
case XK_Down: rc = KEY_DOWNARROW; break; | ||
case XK_Up: rc = KEY_UPARROW; break; | ||
case XK_Escape: rc = KEY_ESCAPE; break; | ||
case XK_Return: rc = KEY_ENTER; break; | ||
case XK_Tab: rc = KEY_TAB; break; | ||
case XK_F1: rc = KEY_F1; break; | ||
case XK_F2: rc = KEY_F2; break; | ||
case XK_F3: rc = KEY_F3; break; | ||
case XK_F4: rc = KEY_F4; break; | ||
case XK_F5: rc = KEY_F5; break; | ||
case XK_F6: rc = KEY_F6; break; | ||
case XK_F7: rc = KEY_F7; break; | ||
case XK_F8: rc = KEY_F8; break; | ||
case XK_F9: rc = KEY_F9; break; | ||
case XK_F10: rc = KEY_F10; break; | ||
case XK_F11: rc = KEY_F11; break; | ||
case XK_F12: rc = KEY_F12; break; | ||
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case XK_BackSpace: | ||
case XK_Delete: rc = KEY_BACKSPACE; break; | ||
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case XK_Pause: rc = KEY_PAUSE; break; | ||
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case XK_KP_Equal: | ||
case XK_equal: rc = KEY_EQUALS; break; | ||
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case XK_KP_Subtract: | ||
case XK_minus: rc = KEY_MINUS; break; | ||
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case XK_Shift_L: | ||
case XK_Shift_R: | ||
rc = KEY_RSHIFT; | ||
break; | ||
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case XK_Control_L: | ||
case XK_Control_R: | ||
rc = KEY_RCTRL; | ||
break; | ||
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case XK_Alt_L: | ||
case XK_Meta_L: | ||
case XK_Alt_R: | ||
case XK_Meta_R: | ||
rc = KEY_RALT; | ||
break; | ||
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default: | ||
if (rc >= XK_space && rc <= XK_asciitilde) | ||
rc = rc - XK_space + ' '; | ||
if (rc >= 'A' && rc <= 'Z') | ||
rc = rc - 'A' + 'a'; | ||
break; | ||
} | ||
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return rc; | ||
} | ||
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void I_ShutdownGraphics(void) { | ||
// Detach from X server | ||
if (!XShmDetach(X_display, &X_shminfo)) | ||
I_Error("XShmDetach() failed in I_ShutdownGraphics()"); | ||
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// Release shared memory. | ||
shmdt(X_shminfo.shmaddr); | ||
shmctl(X_shminfo.shmid, IPC_RMID, 0); | ||
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// Paranoia. | ||
image->data = NULL; | ||
} | ||
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void I_StartTic(void) { | ||
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if (!X_display) return; | ||
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while (XPending(X_display)) | ||
I_GetEvent(); | ||
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// Warp the pointer back to the middle of the window | ||
// or it will wander off - that is, the game will | ||
// loose input focus within X11. | ||
if (grabMouse) | ||
{ | ||
if (!--doPointerWarp) | ||
{ | ||
XWarpPointer(X_display, | ||
None, | ||
X_mainWindow, | ||
0, 0, | ||
0, 0, | ||
X_width/2, X_height/2); | ||
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doPointerWarp = POINTER_WARP_COUNTDOWN; | ||
} | ||
} | ||
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mousemoved = false; | ||
} |
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{ | ||
"project": "linux", | ||
"org": "linux", | ||
"repository": "https://github.com/", | ||
"license": "" | ||
} |
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