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path: root/utils/analysis/objdiff.py
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#!/usr/bin/python
import sys
from subprocess import Popen, PIPE

if len(sys.argv) != 3:
    print """%s usage:
    %s obj1 obj2
    Calculate per-symbol and total size differences between obj1 and obj2,
    which may be any files that nm can read""" % ((sys.argv[0],)*2)
    sys.exit(2)

obj1 = sys.argv[1]
obj2 = sys.argv[2]

def getsyms(obj):
    proc = Popen(args=['nm', '-S', '-t', 'd', obj], stdout=PIPE, stderr=PIPE)
    out, err = proc.communicate()
    if err:
        print "nm reported an error:\n"
        print err
        sys.exit(1)
    d = {}
    for l in out.splitlines():
        l = l.strip().split()
        if len(l) == 4:
            d[l[3]] = int(l[1])
    return d

diff = 0

d1 = getsyms(obj1)
d2 = getsyms(obj2)
l = [(k,v) for k,v in sorted(d1.items()) if k not in d2]
if l:
    print "only in %s" % obj1
    print ''.join("  %6d %s\n" % (v,k) for k,v in l)
    diff -= sum(v for k,v in l)

l = [(k,v) for k,v in sorted(d2.items()) if k not in d1]
if l:
    print "only in %s" % obj2
    print ''.join("%6d %s\n" % (v,k) for k,v in l)
    diff += sum(v for k,v in l)

l = [(k,v,d2[k]) for k,v in sorted(d1.items()) if k in d2 and d2[k] != v]
if l:
    print "different sizes in %s and %s:" %(obj1, obj2)
    print ''.join("  %6d %6d %s\n" % (v1,v2,k) for k,v1,v2 in l)
    diff += sum(v2-v1 for k,v1,v2 in l)

if diff:
    print "total size difference: %+d" % diff
else:
    print "total size difference:  0"
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/* Emacs style mode select   -*- C++ -*-
 *-----------------------------------------------------------------------------
 *
 *
 *  PrBoom a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *
 *  This program is free software; you can redistribute it and/or
 *  modify it under the terms of the GNU General Public License
 *  as published by the Free Software Foundation; either version 2
 *  of the License, or (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 *  02111-1307, USA.
 *
 * DESCRIPTION:
 *      Status bar code.
 *      Does the face/direction indicator animatin.
 *      Does palette indicators as well (red pain/berserk, bright pickup)
 *
 *-----------------------------------------------------------------------------*/

#include "doomdef.h"
#include "doomstat.h"
#include "m_random.h"
#include "i_video.h"
#include "w_wad.h"
#include "st_stuff.h"
#include "st_lib.h"
#include "r_main.h"
#include "am_map.h"
#include "m_cheat.h"
#include "s_sound.h"
#include "sounds.h"
#include "dstrings.h"
#include "r_draw.h"

//
// STATUS BAR DATA
//

// Palette indices.
// For damage/bonus red-/gold-shifts
#define STARTREDPALS            1
#define STARTBONUSPALS          9
#define NUMREDPALS              8
#define NUMBONUSPALS            4
// Radiation suit, green shift.
#define RADIATIONPAL            13

// Location of status bar
#define ST_X                    0
#define ST_X2                   104

// proff 08/18/98: Changed for high-res
#define ST_FX                   (ST_X+143)
#define ST_FY                   (ST_Y+1)
//#define ST_FX                   143
//#define ST_FY                   169

// Should be set to patch width
//  for tall numbers later on
#define ST_TALLNUMWIDTH         (tallnum[0]->width)

// Number of status faces.
#define ST_NUMPAINFACES         5
#define ST_NUMSTRAIGHTFACES     3
#define ST_NUMTURNFACES         2
#define ST_NUMSPECIALFACES      3

#define ST_FACESTRIDE \
          (ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES)

#define ST_NUMEXTRAFACES        2

#define ST_NUMFACES \
          (ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES)

#define ST_TURNOFFSET           (ST_NUMSTRAIGHTFACES)
#define ST_OUCHOFFSET           (ST_TURNOFFSET + ST_NUMTURNFACES)
#define ST_EVILGRINOFFSET       (ST_OUCHOFFSET + 1)
#define ST_RAMPAGEOFFSET        (ST_EVILGRINOFFSET + 1)
#define ST_GODFACE              (ST_NUMPAINFACES*ST_FACESTRIDE)
#define ST_DEADFACE             (ST_GODFACE+1)

// proff 08/18/98: Changed for high-res
#define ST_FACESX               (ST_X+143)
#define ST_FACESY               (ST_Y)
//#define ST_FACESX               143
//#define ST_FACESY               168

#define ST_EVILGRINCOUNT        (2*TICRATE)
#define ST_STRAIGHTFACECOUNT    (TICRATE/2)
#define ST_TURNCOUNT            (1*TICRATE)
#define ST_OUCHCOUNT            (1*TICRATE)
#define ST_RAMPAGEDELAY         (2*TICRATE)

#define ST_MUCHPAIN             20

// Location and size of statistics,
//  justified according to widget type.
// Problem is, within which space? STbar? Screen?
// Note: this could be read in by a lump.
//       Problem is, is the stuff rendered
//       into a buffer,
//       or into the frame buffer?
// I dunno, why don't you go and find out!!!  killough

// AMMO number pos.
#define ST_AMMOWIDTH            3
// proff 08/18/98: Changed for high-res
#define ST_AMMOX                (ST_X+44)
#define ST_AMMOY                (ST_Y+3)
//#define ST_AMMOX                44
//#define ST_AMMOY                171

// HEALTH number pos.
#define ST_HEALTHWIDTH          3
// proff 08/18/98: Changed for high-res
#define ST_HEALTHX              (ST_X+90)
#define ST_HEALTHY              (ST_Y+3)
//#define ST_HEALTHX              90
//#define ST_HEALTHY              171

// Weapon pos.
// proff 08/18/98: Changed for high-res
#define ST_ARMSX                (ST_X+111)
#define ST_ARMSY                (ST_Y+4)
#define ST_ARMSBGX              (ST_X+104)
#define ST_ARMSBGY              (ST_Y)
//#define ST_ARMSX                111
//#define ST_ARMSY                172
//#define ST_ARMSBGX              104
//#define ST_ARMSBGY              168
#define ST_ARMSXSPACE           12
#define ST_ARMSYSPACE           10

// Frags pos.
// proff 08/18/98: Changed for high-res
#define ST_FRAGSX               (ST_X+138)
#define ST_FRAGSY               (ST_Y+3)
//#define ST_FRAGSX               138
//#define ST_FRAGSY               171
#define ST_FRAGSWIDTH           2

// ARMOR number pos.
#define ST_ARMORWIDTH           3
// proff 08/18/98: Changed for high-res
#define ST_ARMORX               (ST_X+221)
#define ST_ARMORY               (ST_Y+3)
//#define ST_ARMORX               221
//#define ST_ARMORY               171

// Key icon positions.
#define ST_KEY0WIDTH            8
#define ST_KEY0HEIGHT           5
// proff 08/18/98: Changed for high-res
#define ST_KEY0X                (ST_X+239)
#define ST_KEY0Y                (ST_Y+3)
//#define ST_KEY0X                239
//#define ST_KEY0Y                171
#define ST_KEY1WIDTH            ST_KEY0WIDTH
// proff 08/18/98: Changed for high-res
#define ST_KEY1X                (ST_X+239)
#define ST_KEY1Y                (ST_Y+13)
//#define ST_KEY1X                239
//#define ST_KEY1Y                181
#define ST_KEY2WIDTH            ST_KEY0WIDTH
// proff 08/18/98: Changed for high-res
#define ST_KEY2X                (ST_X+239)
#define ST_KEY2Y                (ST_Y+23)
//#define ST_KEY2X                239
//#define ST_KEY2Y                191

// Ammunition counter.
#define ST_AMMO0WIDTH           3
#define ST_AMMO0HEIGHT          6
// proff 08/18/98: Changed for high-res
#define ST_AMMO0X               (ST_X+288)
#define ST_AMMO0Y               (ST_Y+5)
//#define ST_AMMO0X               288
//#define ST_AMMO0Y               173
#define ST_AMMO1WIDTH           ST_AMMO0WIDTH
// proff 08/18/98: Changed for high-res
#define ST_AMMO1X               (ST_X+288)
#define ST_AMMO1Y               (ST_Y+11)
//#define ST_AMMO1X               288
//#define ST_AMMO1Y               179
#define ST_AMMO2WIDTH           ST_AMMO0WIDTH
// proff 08/18/98: Changed for high-res
#define ST_AMMO2X               (ST_X+288)
#define ST_AMMO2Y               (ST_Y+23)
//#define ST_AMMO2X               288
//#define ST_AMMO2Y               191
#define ST_AMMO3WIDTH           ST_AMMO0WIDTH
// proff 08/18/98: Changed for high-res
#define ST_AMMO3X               (ST_X+288)
#define ST_AMMO3Y               (ST_Y+17)
//#define ST_AMMO3X               288
//#define ST_AMMO3Y               185

// Indicate maximum ammunition.
// Only needed because backpack exists.
#define ST_MAXAMMO0WIDTH        3
#define ST_MAXAMMO0HEIGHT       5
// proff 08/18/98: Changed for high-res
#define ST_MAXAMMO0X            (ST_X+314)
#define ST_MAXAMMO0Y            (ST_Y+5)
//#define ST_MAXAMMO0X            314
//#define ST_MAXAMMO0Y            173
#define ST_MAXAMMO1WIDTH        ST_MAXAMMO0WIDTH
// proff 08/18/98: Changed for high-res
#define ST_MAXAMMO1X            (ST_X+314)
#define ST_MAXAMMO1Y            (ST_Y+11)
//#define ST_MAXAMMO1X            314
//#define ST_MAXAMMO1Y            179
#define ST_MAXAMMO2WIDTH        ST_MAXAMMO0WIDTH
// proff 08/18/98: Changed for high-res
#define ST_MAXAMMO2X            (ST_X+314)
#define ST_MAXAMMO2Y            (ST_Y+23)
//#define ST_MAXAMMO2X            314
//#define ST_MAXAMMO2Y            191
#define ST_MAXAMMO3WIDTH        ST_MAXAMMO0WIDTH
// proff 08/18/98: Changed for high-res
#define ST_MAXAMMO3X            (ST_X+314)
#define ST_MAXAMMO3Y            (ST_Y+17)
//#define ST_MAXAMMO3X            314
//#define ST_MAXAMMO3Y            185

// killough 2/8/98: weapon info position macros UNUSED, removed here

// main player in game
static player_t *plyr;

// ST_Start() has just been called
static boolean st_firsttime;

// used to execute ST_Init() only once
static int veryfirsttime = 1;

// CPhipps - no longer do direct PLAYPAL handling here

// used for timing
static unsigned int st_clock;

// used for making messages go away
static int st_msgcounter=0;

// used when in chat
static st_chatstateenum_t st_chatstate;

// whether in automap or first-person
static st_stateenum_t st_gamestate;

// whether left-side main status bar is active
static boolean st_statusbaron;

// whether status bar chat is active
static boolean st_chat;

// value of st_chat before message popped up
static boolean st_oldchat;

// whether chat window has the cursor on
static boolean st_cursoron;

// !deathmatch
static boolean st_notdeathmatch;

// !deathmatch && st_statusbaron
static boolean st_armson;

// !deathmatch
static boolean st_fragson;

// main bar left
// CPhipps - convert to a bitmap
static byte *sbar;
static unsigned short sbar_width, sbar_height;

// 0-9, tall numbers
static patchnum_t tallnum[10];

// tall % sign
static patchnum_t tallpercent;

// 0-9, short, yellow (,different!) numbers
static patchnum_t shortnum[10];

// 3 key-cards, 3 skulls, 3 card/skull combos
// jff 2/24/98 extend number of patches by three skull/card combos
static patchnum_t keys[NUMCARDS+3];

// face status patches
static patchnum_t faces[ST_NUMFACES];

// face background
static patchnum_t faceback; // CPhipps - single background, translated for different players

// main bar right
static patchnum_t armsbg;

// weapon ownership patches
static patchnum_t arms[6][2];

// ready-weapon widget
static st_number_t w_ready;

//jff 2/16/98 status color change levels
int ammo_red;      // ammo percent less than which status is red
int ammo_yellow;   // ammo percent less is yellow more green
int health_red;    // health amount less than which status is red
int health_yellow; // health amount less than which status is yellow
int health_green;  // health amount above is blue, below is green
int armor_red;     // armor amount less than which status is red
int armor_yellow;  // armor amount less than which status is yellow
int armor_green;   // armor amount above is blue, below is green

// in deathmatch only, summary of frags stats
static st_number_t w_frags;

// health widget
static st_percent_t w_health;

// arms background
static st_binicon_t  w_armsbg;

// weapon ownership widgets
static st_multicon_t w_arms[6];

// face status widget
static st_multicon_t w_faces;

// keycard widgets
static st_multicon_t w_keyboxes[3];

// armor widget
static st_percent_t  w_armor;

// ammo widgets
static st_number_t   w_ammo[4];

// max ammo widgets
static st_number_t   w_maxammo[4];

// number of frags so far in deathmatch
static int      st_fragscount;

// used to use appopriately pained face
static int      st_oldhealth = -1;

// used for evil grin
static boolean  oldweaponsowned[NUMWEAPONS];

// count until face changes
static int      st_facecount = 0;

// current face index, used by w_faces
static int      st_faceindex = 0;

// holds key-type for each key box on bar
static int      keyboxes[3];

// a random number per tick
static int      st_randomnumber;

extern char     *mapnames[];


//
// STATUS BAR CODE
//
void ST_Stop(void);

void ST_refreshBackground(void)
{
   int y=0;
   int screen=BG;

   if (st_statusbaron)
   {
      V_DrawNamePatch(ST_X, y, screen, "STBAR", CR_DEFAULT, VPT_STRETCH);

      // killough 3/7/98: make face background change with displayplayer
      if (netgame)
      {
         V_DrawNumPatch(ST_FX, y, BG, faceback.lumpnum,
                        displayplayer ? CR_LIMIT+displayplayer : CR_DEFAULT,
                        displayplayer ? (VPT_TRANS | VPT_STRETCH) : VPT_STRETCH);
      }

      V_CopyRect(ST_X, y, screen, ST_SCALED_WIDTH, ST_SCALED_HEIGHT, ST_X, ST_SCALED_Y, FG, VPT_NONE);
   }
}


// Respond to keyboard input events,
//  intercept cheats.
boolean ST_Responder(event_t *ev)
{
   // Filter automap on/off.
   if (ev->type == ev_keyup && (ev->data1 & 0xffff0000) == AM_MSGHEADER)
   {
      switch(ev->data1)
      {
      case AM_MSGENTERED:
         st_gamestate = AutomapState;
         st_firsttime = true;
         break;

      case AM_MSGEXITED:
         st_gamestate = FirstPersonState;
         break;
      }
   }
//   else  // if a user keypress...
//      if (ev->type == ev_keydown)       // Try cheat responder in m_cheat.c
//         return M_FindCheats(ev->data1); // killough 4/17/98, 5/2/98
   return false;
}

int ST_calcPainOffset(void)
{
   static int lastcalc;
   static int oldhealth = -1;
   int health = plyr->health > 100 ? 100 : plyr->health;

   if (health != oldhealth)
   {
      lastcalc = ST_FACESTRIDE * (((100 - health) * ST_NUMPAINFACES) / 101);
      oldhealth = health;
   }
   return lastcalc;
}


//
// This is a not-very-pretty routine which handles
//  the face states and their timing.
// the precedence of expressions is:
//  dead > evil grin > turned head > straight ahead
//

void ST_updateFaceWidget(void)
{
   int         i;
   angle_t     badguyangle;
   angle_t     diffang;
   static int  lastattackdown = -1;
   static int  priority = 0;
   boolean     doevilgrin;

   if (priority < 10)
   {
      // dead
      if (!plyr->health)
      {
         priority = 9;
         st_faceindex = ST_DEADFACE;
         st_facecount = 1;
      }
   }

   if (priority < 9)
   {
      if (plyr->bonuscount)
      {
         // picking up bonus
         doevilgrin = false;

         for (i=0;i<NUMWEAPONS;i++)
         {
            if (oldweaponsowned[i] != plyr->weaponowned[i])
            {
               doevilgrin = true;
               oldweaponsowned[i] = plyr->weaponowned[i];
            }
         }
         if (doevilgrin)
         {
            // evil grin if just picked up weapon
            priority = 8;
            st_facecount = ST_EVILGRINCOUNT;
            st_faceindex = ST_calcPainOffset() + ST_EVILGRINOFFSET;
         }
      }

   }

   if (priority < 8)
   {
      if (plyr->damagecount && plyr->attacker && plyr->attacker != plyr->mo)
      {
         // being attacked
         priority = 7;

         if (plyr->health - st_oldhealth > ST_MUCHPAIN)
         {
            st_facecount = ST_TURNCOUNT;
            st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
         }
         else
         {
            badguyangle = R_PointToAngle2(plyr->mo->x,
                                          plyr->mo->y,
                                          plyr->attacker->x,
                                          plyr->attacker->y);

            if (badguyangle > plyr->mo->angle)
            {
               // whether right or left
               diffang = badguyangle - plyr->mo->angle;
               i = diffang > ANG180;
            }
            else
            {
               // whether left or right
               diffang = plyr->mo->angle - badguyangle;
               i = diffang <= ANG180;
            } // confusing, aint it?


            st_facecount = ST_TURNCOUNT;
            st_faceindex = ST_calcPainOffset();

            if (diffang < ANG45)
            {
               // head-on
               st_faceindex += ST_RAMPAGEOFFSET;
            }
            else if (i)
            {
               // turn face right
               st_faceindex += ST_TURNOFFSET;
            }
            else
            {
               // turn face left
               st_faceindex += ST_TURNOFFSET+1;
            }
         }
      }
   }

   if (priority < 7)
   {
      // getting hurt because of your own damn stupidity
      if (plyr->damagecount)
      {
         if (plyr->health - st_oldhealth > ST_MUCHPAIN)
         {
            priority = 7;
            st_facecount = ST_TURNCOUNT;
            st_faceindex = ST_calcPainOffset() + ST_OUCHOFFSET;
         }
         else
         {
            priority = 6;
            st_facecount = ST_TURNCOUNT;
            st_faceindex = ST_calcPainOffset() + ST_RAMPAGEOFFSET;
         }

      }

   }

   if (priority < 6)
   {
      // rapid firing
      if (plyr->attackdown)
      {
         if (lastattackdown==-1)