Wolfenstein 3D browser version

This is the code for the browser version of Wolfenstein 3D which is
playable on http://www.wolfenstein.com/game_NA.php
This commit is contained in:
Brian Harris 2013-05-16 11:34:31 -05:00
commit e0b653888d
32 changed files with 14155 additions and 0 deletions

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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Library General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
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These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
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Finally, any free program is threatened constantly by software
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The precise terms and conditions for copying, distribution and
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GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
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that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
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the term "modification".) Each licensee is addressed as "you".
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is covered only if its contents constitute a work based on the
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Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
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and give any other recipients of the Program a copy of this License
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You may charge a fee for the physical act of transferring a copy, and
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c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
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announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
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the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
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NO WARRANTY
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FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
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To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
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
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Library General
Public License instead of this License.

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WOLF3D Browser Version GPL source release
===============================================
This file contains the following sections:
GENERAL NOTES
LICENSE
GENERAL NOTES
=============
WOLF3D Browser Version is a free release, and can be downloaded from
https://github.com/id-Software/wolf3d-browser
This source release does not contain any game data, the game data remains subject to the original EULA and applicable law.
LICENSE
=======
See COPYING.txt for the GNU GENERAL PUBLIC LICENSE. If COPYING.txt does not accompany, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.

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<!DOCTYPE HTML>
<html lang="en-US">
<head>
<!--
Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
This file is part of the WOLF3D Browser Version GPL Source Code.
-->
<meta charset="UTF-8">
<title>Test Page</title>
<style>
body {
background-color : black;
text-align : center;
}
#wolf3d {
margin-top : 100px;
border : none;
width : 640px;
height : 400px;
}
</style>
</head>
<body>
<iframe id="wolf3d" src="wolf3d.html" mozallowfullscreen="true" webkitallowfullscreen="true">
</iframe>
<script>
window.onfocus = function() {
var game = window.frames[0];
if (game) {
game.focus();
}
};
window.oncontextmenu = function(e) {
if (e.preventDefault) {
e.preventDefault();
}
var game = window.frames[0];
if (game && game.Wolf && game.Wolf.Input) {
if (game.Wolf.Input.rightMouseDown()) {
game.Wolf.Input.resetMouse();
}
}
return false;
}
window.onmouseup = function(e) {
var game = window.frames[0];
if (game && game.Wolf && game.Wolf.Input) {
if (game.Wolf.Input.rightMouseDown() || game.Wolf.Input.leftMouseDown()) {
game.Wolf.Input.resetMouse();
if (e.preventDefault) {
e.preventDefault();
}
return false;
}
}
}
</script>
</body>
</html>

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Artificial intelligence
*/
Wolf.ActorAI = (function() {
var dsounds = [
"sfx/025.wav",
"sfx/026.wav",
"sfx/086.wav",
"sfx/088.wav",
"sfx/105.wav",
"sfx/107.wav",
"sfx/109.wav"
];
/**
* @description Initiate death scream sound effect.
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
* @param {object} game The game object.
*/
function deathScream(self, game) {
var pos = game.player.position;
switch (self.type) {
case Wolf.en_mutant:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, "sfx/037.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.en_guard:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, dsounds[Wolf.Random.rnd() % 6], 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.en_officer:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, "sfx/074.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.en_ss:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, "sfx/046.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.en_dog:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, "sfx/035.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.en_boss:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, "sfx/019.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.en_schabbs:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, "sfx/061.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.en_fake:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, "sfx/069.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.en_mecha:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, "sfx/084.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.en_hitler:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, "sfx/044.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.en_gretel:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, "sfx/115.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.en_gift:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, "sfx/091.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.en_fat:
Wolf.Sound.startSound(pos, self, 1, Wolf.CHAN_VOICE, "sfx/119.wav", 1, Wolf.ATTN_NORM, 0);
break;
}
}
/* Hitler */
/**
* @description Play Mecha sound.
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
* @param {object} game The game object.
*/
function mechaSound(self, game) {
if (game.level.state.areabyplayer[self.areanumber]) {
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/080.wav", 1, Wolf.ATTN_NORM, 0);
}
}
/**
* @description Play Slurpie sound.
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
*/
function slurpie(self, game) {
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "lsfx/061.wav", 1, Wolf.ATTN_NORM, 0);
}
/**
* @description Spawn new actor, when Mecha Hitler is dead.
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
* @param {object} game The game object.
*/
function hitlerMorph(self, game) {
var hitpoints = [500, 700, 800, 900],
level = game.level,
hitler;
hitler = Wolf.Actors.getNewActor(level);
if(!hitler) {
return;
}
hitler.x = self.x;
hitler.y = self.y;
hitler.distance = self.distance;
hitler.tile.x = self.tile.x;
hitler.tile.y = self.tile.y;
hitler.angle = self.angle;
hitler.dir = self.dir;
hitler.health = hitpoints[game.skill];
hitler.areanumber = self.areanumber;
hitler.state = Wolf.st_chase1;
hitler.type = Wolf.en_hitler;
hitler.speed = Wolf.SPDPATROL * 5;
hitler.ticcount = 0;
hitler.flags = self.flags | Wolf.FL_SHOOTABLE;
hitler.sprite = Wolf.Sprites.getNewSprite(level);
}
/* Angel of Death */
var angel_temp = 0;
/**
* @description Play Angel of Death Breathing sound.
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
*/
function breathing(self) {
Wolf.Sound.startSound(null, null, 1, Wolf.CHAN_VOICE, "lsfx/080.wav", 1, Wolf.ATTN_NORM, 0);
}
/**
* @description Reset Angel of Death attack counter
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
*/
function startAttack(self) {
angel_temp = 0;
}
/**
* @description Angel of Death AI.
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
*/
function relaunch(self) {
if (++angel_temp == 3) {
Wolf.Actors.stateChange(self, Wolf.st_pain);
return;
}
if (Wolf.Random.rnd() & 1) {
Wolf.Actors.stateChange(self, Wolf.st_chase1);
return;
}
}
/**
* @description Victory - start intermission.
* @memberOf Wolf.ActorAI
*/
function victory(game) {
Wolf.Game.startIntermission(game);
}
/**
* @description Entity is dormant state.
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
* @param {object} game The game object.
*/
function dormant(self, game) {
var level = game.level,
player = game.player,
deltax,
deltay,
xl, xh, yl, yh,
x, y, n,
moveok = false;
deltax = self.x - player.position.x;
deltay = self.y - player.position.y;
if (deltax < -Wolf.MINACTORDIST || deltax > Wolf.MINACTORDIST) {
moveok = true;
} else if(deltay < -Wolf.MINACTORDIST || deltay > Wolf.MINACTORDIST) {
moveok = true;
}
if (!moveok) {
return;
}
// moveok:
xl = (self.x - Wolf.MINDIST) >> Wolf.TILESHIFT;
xh = (self.x + Wolf.MINDIST) >> Wolf.TILESHIFT;
yl = (self.y - Wolf.MINDIST) >> Wolf.TILESHIFT;
yh = (self.y + Wolf.MINDIST) >> Wolf.TILESHIFT;
for(y = yl; y <= yh ; ++y ) {
for(x = xl;x <= xh;++x) {
if (level.tileMap[x][y] & Wolf.SOLID_TILE) {
return;
}
for (n=0;n<level.state.numGuards;++n) {
if (level.state.guards[n].state >= Wolf.st_die1) {
continue;
}
if (level.state.guards[n].tile.x == x && level.state.guards[n].tile.y == y) {
return; // another guard in path
}
}
}
}
self.flags |= Wolf.FL_AMBUSH | Wolf.FL_SHOOTABLE;
self.flags &= ~Wolf.FL_ATTACKMODE;
self.dir = Wolf.Math.dir8_nodir;
Wolf.Actors.stateChange(self, Wolf.st_path1);
}
/**
* @description Death cam animation.
* Tthe DeathCam feature isn't implimented, but we want to
* give the animation time to play before declaring victory.
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
* @param {object} game The game object.
*/
function startDeathCam(game, self) {
self.playstate = Wolf.ex_complete;
setTimeout(function() {
Wolf.Game.startIntermission(game);
}, 5000);
}
/**
* @description Rockets emmit smoke.
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
* @param {object} level The level object.
*/
function smoke(self, game) {
var level = game.level,
smokeEnt = Wolf.Actors.getNewActor(level);
if (!smokeEnt) {
return;
}
smokeEnt.x = self.x;
smokeEnt.y = self.y;
smokeEnt.tile.x = self.tile.x;
smokeEnt.tile.y = self.tile.y;
smokeEnt.state = Wolf.st_die1;
smokeEnt.type = (self.type == Wolf.en_hrocket) ? Wolf.en_hsmoke : Wolf.en_smoke;
smokeEnt.ticcount = 6;
smokeEnt.flags = Wolf.FL_NEVERMARK;
smokeEnt.sprite = Wolf.Sprites.getNewSprite(level);
}
/**
* @description Puts an actor into attack mode and possibly reverses the direction if the player is behind it.
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
*/
function firstSighting(self, game) {
switch (self.type) {
case Wolf.en_guard:
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/001.wav", 1, Wolf.ATTN_NORM, 0);
self.speed *= 3; // go faster when chasing player
break;
case Wolf.en_officer:
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/071.wav", 1, Wolf.ATTN_NORM, 0);
self.speed *= 5; // go faster when chasing player
break;
case Wolf.en_mutant:
self.speed *= 3; // go faster when chasing player
break;
case Wolf.en_ss:
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/015.wav", 1, Wolf.ATTN_NORM, 0);
self.speed *= 4; // go faster when chasing player
break;
case Wolf.en_dog:
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/002.wav", 1, Wolf.ATTN_NORM, 0);
self.speed *= 2; // go faster when chasing player
break;
case Wolf.en_boss:
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/017.wav", 1, Wolf.ATTN_NORM, 0);
self.speed = Wolf.SPDPATROL * 3; // go faster when chasing player
break;
case Wolf.en_gretel:
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/112.wav", 1, Wolf.ATTN_NORM, 0);
self.speed *= 3; // go faster when chasing player
break;
case Wolf.en_gift:
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/096.wav", 1, Wolf.ATTN_NORM, 0);
self.speed *= 3; // go faster when chasing player
break;
case Wolf.en_fat:
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/102.wav", 1, Wolf.ATTN_NORM, 0);
self.speed *= 3; // go faster when chasing player
break;
case Wolf.en_schabbs:
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/065.wav", 1, Wolf.ATTN_NORM, 0);
self.speed *= 3; // go faster when chasing player
break;
case Wolf.en_fake:
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/054.wav", 1, Wolf.ATTN_NORM, 0);
self.speed *= 3; // go faster when chasing player
break;
case Wolf.en_mecha:
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/040.wav", 1, Wolf.ATTN_NORM, 0);
self.speed *= 3; // go faster when chasing player
break;
case Wolf.en_hitler:
Wolf.Sound.startSound(game.player.position, self, 1, Wolf.CHAN_VOICE, "sfx/040.wav", 1, Wolf.ATTN_NORM, 0);
self.speed *= 5; // go faster when chasing player
break;
case Wolf.en_blinky:
case Wolf.en_clyde:
case Wolf.en_pinky:
case Wolf.en_inky:
self.speed *= 2; // go faster when chasing player
break;
default:
return;
}
Wolf.Actors.stateChange(self, Wolf.st_chase1);
if (self.waitfordoorx) {
self.waitfordoorx = self.waitfordoory = 0; // ignore the door opening command
}
self.dir = Wolf.Math.dir8_nodir;
self.flags |= Wolf.FL_ATTACKMODE | Wolf.FL_FIRSTATTACK;
}
/**
* @description Called when the player succesfully hits an enemy.
* Does damage points to enemy ob, either putting it into a stun frame or killing it.
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
* @param {object} game The game object.
* @param {object} player The player object.
* @param {number} damage The number of damage points.
*/
function damageActor(self, game, player, damage) {
player.madenoise = 1;
// do double damage if shooting a non attack mode actor
if (!(self.flags & Wolf.FL_ATTACKMODE)) {
damage <<= 1;
}
self.health -= damage;
if (self.health <= 0) {
killActor(self, game, player);
} else {
if (!(self.flags & Wolf.FL_ATTACKMODE) ) {
firstSighting(self, game); // put into combat mode
}
switch (self.type) { // dogs only have one hit point
case Wolf.en_guard:
case Wolf.en_officer:
case Wolf.en_mutant:
case Wolf.en_ss:
if (self.health & 1) {
Wolf.Actors.stateChange(self, Wolf.st_pain);
} else {
Wolf.Actors.stateChange(self, Wolf.st_pain1);
}
break;
}
}
}
/**
* @description Actor has been killed, so give points and spawn powerups.
* @memberOf Wolf.ActorAI
* @param {object} self The enemy actor object.
* @param {object} game The game object.
* @param {object} player The player object.
*/
function killActor(self, game, player) {
var level = game.level,
tilex = self.tile.x = self.x >> Wolf.TILESHIFT; // drop item on center,
tiley = self.tile.y = self.y >> Wolf.TILESHIFT;
switch (self.type) {
case Wolf.en_guard:
Wolf.Player.givePoints(player, 100);
Wolf.Powerups.spawn(level, tilex, tiley, Wolf.pow_clip2);
break;
case Wolf.en_officer:
Wolf.Player.givePoints(player, 400);
Wolf.Powerups.spawn(level, tilex, tiley, Wolf.pow_clip2);
break;
case Wolf.en_mutant:
Wolf.Player.givePoints(player, 700);
Wolf.Powerups.spawn(level, tilex, tiley, Wolf.pow_clip2);
break;
case Wolf.en_ss:
Wolf.Player.givePoints(player, 500);
if (player.items & Wolf.ITEM_WEAPON_3) { // have a schmeiser?
Wolf.Powerups.spawn(level, tilex, tiley, Wolf.pow_clip2);
} else {
Wolf.Powerups.spawn(level, tilex, tiley, Wolf.pow_machinegun);
}
break;
case Wolf.en_dog:
Wolf.Player.givePoints(player, 200);
break;
case Wolf.en_boss:
Wolf.Player.givePoints(player, 5000);
Wolf.Powerups.spawn(level, tilex, tiley, Wolf.pow_key1);
break;
case Wolf.en_gretel:
Wolf.Player.givePoints(player, 5000);
Wolf.Powerups.spawn(level, tilex, tiley, Wolf.pow_key1);
break;
case Wolf.en_gift:
Wolf.Player.givePoints(player, 5000);
startDeathCam(game, self);
break;
case Wolf.en_fat:
Wolf.Player.givePoints(player, 5000);
startDeathCam(game, self);
break;
case Wolf.en_schabbs:
Wolf.Player.givePoints(player, 5000);
deathScream(self, game);
startDeathCam(game, self);
break;
case Wolf.en_fake:
Wolf.Player.givePoints(player, 2000);
break;
case Wolf.en_mecha:
Wolf.Player.givePoints(player, 5000);
break;
case Wolf.en_hitler:
Wolf.Player.givePoints(player, 5000);
deathScream(self, game);
startDeathCam(game, self);
break;
}
Wolf.Actors.stateChange(self, Wolf.st_die1);
if (++level.state.killedMonsters == level.state.totalMonsters) {
Wolf.Game.notify("You killed the last enemy!");
}
self.flags &= ~Wolf.FL_SHOOTABLE;
self.flags |= Wolf.FL_NONMARK;
}
return {
firstSighting : firstSighting,
damageActor : damageActor,
killActor : killActor,
deathScream : deathScream,
mechaSound : mechaSound,
slurpie : slurpie,
hitlerMorph : hitlerMorph,
breathing : breathing,
startAttack : startAttack,
relaunch : relaunch,
victory : victory,
dormant : dormant,
startDeathCam : startDeathCam,
smoke : smoke
};
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Actors
*/
Wolf.Actors = (function() {
Wolf.setConsts({
SPDPATROL : 512,
SPDDOG : 1500,
FL_SHOOTABLE : 1,
FL_BONUS : 2,
FL_NEVERMARK : 4,
FL_VISABLE : 8,
FL_ATTACKMODE : 16,
FL_FIRSTATTACK : 32,
FL_AMBUSH : 64,
FL_NONMARK : 128,
MAX_GUARDS : 255,
NUMENEMIES : 31,
NUMSTATES : 34,
MINACTORDIST : 0x10000
});
Wolf.setConsts({
en_guard : 0,
en_officer : 1,
en_ss : 2,
en_dog : 3,
en_boss : 4,
en_schabbs : 5,
en_fake : 6,
en_mecha : 7,
en_hitler : 8,
en_mutant : 9,
en_blinky : 10,
en_clyde : 11,
en_pinky : 12,
en_inky : 13,
en_gretel : 14,
en_gift : 15,
en_fat : 16,
// --- Projectiles
en_needle : 17,
en_fire : 18,
en_rocket : 19,
en_smoke : 20,
en_bj : 21,
// --- Spear of destiny!
en_spark : 22,
en_hrocket : 23,
en_hsmoke : 24,
en_spectre : 25,
en_angel : 26,
en_trans : 27,
en_uber : 28,
en_will : 29,
en_death : 30
});
Wolf.setConsts({
st_stand : 0,
st_path1 : 1,
st_path1s : 2,
st_path2 : 3,
st_path3 : 4,
st_path3s : 5,
st_path4 : 6,
st_pain : 7,
st_pain1 : 8,
st_shoot1 : 9,
st_shoot2 : 10,
st_shoot3 : 11,
st_shoot4 : 12,
st_shoot5 : 13,
st_shoot6 : 14,
st_shoot7 : 15,
st_shoot8 : 16,
st_shoot9 : 17,
st_chase1 : 18,
st_chase1s : 19,
st_chase2 : 20,
st_chase3 : 21,
st_chase3s : 22,
st_chase4 : 23,
st_die1 : 24,
st_die2 : 25,
st_die3 : 26,
st_die4 : 27,
st_die5 : 28,
st_die6 : 29,
st_die7 : 30,
st_die8 : 31,
st_die9 : 32,
st_dead : 33,
st_remove : 34
});
var add8dir = [4, 5, 6, 7, 0, 1, 2, 3, 0],
r_add8dir = [4, 7, 6, 5, 0, 1, 2, 3, 0];
/**
* @description Create new actor.
* @memberOf Wolf.Actors
* @param {object} level The level object.
* @returns {object} The new actor object.
*/
function getNewActor(level) {
if (level.state.numGuards > Wolf.MAX_GUARDS) {
return null;
}
var actor = {
x : 0,
y : 0,
angle : 0,
type : 0,
health : 0,
max_health : 0,
speed : 0,
ticcount : 0,
temp2 : 0,
distance : 0,
tile : {
x : 0,
y : 0
},
areanumber : 0,
waitfordoorx : 0,
waitfordoory : 0, // waiting on this door if non 0
flags : 0, // FL_SHOOTABLE, etc
state : 0,
dir : 0,
sprite : 0
};
level.state.guards[level.state.numGuards++] = actor;
return actor;
}
/**
* @description Process a single actor.
* @private
* @param {object} ent The actor object.
* @param {object} level The level object.
* @param {object} player The player object.
* @param {number} tics The number of tics.
* @returns {boolean} False if actor should be removed, otherwise true.
*/
function doGuard(ent, game, tics) { // FIXME: revise!
var think;
//assert( ent->tilex >= 0 && ent->tilex < 64 );
//assert( ent->tiley >= 0 && ent->tiley < 64 );
//assert( ent->dir >= 0 && ent->dir <= 8 );
// ticcounts fire discrete actions separate from think functions
if (ent.ticcount) {
ent.ticcount -= tics;
while (ent.ticcount <= 0) {
//assert( ent->type >= 0 && ent->type < NUMENEMIES );
//assert( ent->state >= 0 && ent->state < NUMSTATES );
think = Wolf.objstate[ent.type][ent.state].action; // end of state action
if (think) {
think(ent, game, tics);
if (ent.state == Wolf.st_remove) {
return false;
}
}
ent.state = Wolf.objstate[ent.type][ent.state].next_state;
if (ent.state == Wolf.st_remove) {
return false;
}
if (!Wolf.objstate[ent.type][ent.state].timeout) {
ent.ticcount = 0;
break;
}
ent.ticcount += Wolf.objstate[ent.type][ent.state].timeout;
}
}
//
// think
//
//assert( ent->type >= 0 && ent->type < NUMENEMIES );
//assert( ent->state >= 0 && ent->state < NUMSTATES );
think = Wolf.objstate[ent.type][ent.state].think;
if (think) {
think(ent, game, tics);
if (ent.state == Wolf.st_remove) {
return false;
}
}
return true;
}
/**
* @description Changes guard's state to that defined in newState.
* @memberOf Wolf.Actors
* @param {object} ent The actor object.
* @param {number} newState The new state.
*/
function stateChange(ent, newState) {
ent.state = newState;
// assert( ent->type >= 0 && ent->type < NUMENEMIES );
if (newState == Wolf.st_remove) {
ent.ticcount = 0;
} else {
// assert( ent->state >= 0 && ent->state < NUMSTATES );
ent.ticcount = Wolf.objstate[ent.type][ent.state].timeout; //0;
}
}
/**
* @description Process all the enemy actors.
* @memberOf Wolf.Actors
* @param {object} level The level object.
* @param {object} player The player object.
* @param {number} tics The number of tics.
*/
function process(game, tics) {
var level = game.level,
player = game.player,
n, tex, guard,
liveGuards = [];
for (n = 0 ; n < level.state.numGuards ; ++n ) {
guard = level.state.guards[n];
if (!doGuard(guard, game, tics)) {
// remove guard from the game forever!
// remove(game, guards[n--]);
Wolf.Sprites.remove(level, guard.sprite);
level.state.guards[n] = null;
continue;
}
Wolf.Sprites.setPos(level, guard.sprite, guard.x, guard.y, guard.angle);
tex = Wolf.objstate[guard.type][guard.state].texture;
if (Wolf.objstate[guard.type][guard.state].rotate) {
if (guard.type == Wolf.en_rocket || guard.type == Wolf.en_hrocket) {
tex += r_add8dir[Wolf.Math.get8dir( Wolf.Angle.distCW(Wolf.FINE2RAD(player.angle), Wolf.FINE2RAD(guard.angle)))];
} else {
tex += add8dir[Wolf.Math.get8dir( Wolf.Angle.distCW(Wolf.FINE2RAD(player.angle), Wolf.FINE2RAD(guard.angle)))];
}
}
Wolf.Sprites.setTex(level, guard.sprite, 0, tex);
}
for (n = 0 ; n < level.state.numGuards ; ++n ) {
if (level.state.guards[n]) {
liveGuards.push(level.state.guards[n]);
}
}
level.state.guards = liveGuards;
level.state.numGuards = liveGuards.length;
}
/**
* @description Reset and clear the enemy actors in the level.
* @memberOf Wolf.Actors
* @param {object} level The level object.
*/
function resetGuards(level) {
level.state.guards = [];
level.state.numGuards = 0;
//New = NULL;
}
/**
* @description Spawn a new enemy actor at the given position.
* @memberOf Wolf.Actors
* @param {object} level The level object.
* @param {number} skill The difficulty level.
* @param {number} which The actor type.
* @param {number} x The x position.
* @param {number} y The y position.
* @param {number} dir The direction.
* @returns {object} The new actor object or null if actor creation failed.
*/
function spawn(level, skill, which, x, y, dir) {
var ent = getNewActor(level);
if (!ent) {
return null;
}
ent.x = Wolf.TILE2POS(x);
ent.y = Wolf.TILE2POS(y);
ent.tile.x = x;
ent.tile.y = y;
// assert( dir >= 0 && dir <= 4 );
ent.angle = Wolf.Math.dir4angle[dir];
ent.dir = Wolf.Math.dir4to8[dir];
ent.areanumber = level.areas[x][y];
if (ent.areanumber < 0) {
// ambush marker tiles are listed as -3 area
ent.areanumber = 0;
}
// assert( ent->areanumber >= 0 && ent->areanumber < NUMAREAS );
ent.type = which;
ent.health = Wolf.starthitpoints[skill][which];
ent.sprite = Wolf.Sprites.getNewSprite(level);
return ent;
}
/**
* @description Spawn a dead guard.
* @memberOf Wolf.Actors
* @param {object} level The level object.
* @param {number} skill The difficulty level.
* @param {number} which The actor type.
* @param {number} x The x position.
* @param {number} y The y position.
*/
function spawnDeadGuard(level, skill, which, x, y) {
var self = spawn(level, skill, which, x, y, Wolf.Math.dir4_nodir);
if (!self) {
return;
}
self.state = Wolf.st_dead;
self.speed = 0;
self.health = 0;
self.ticcount = Wolf.objstate[which][Wolf.st_dead].timeout ? Wolf.Random.rnd() % Wolf.objstate[which][Wolf.st_dead].timeout + 1 : 0;
}
/**
* @description Spawn a patrolling guard.
* @memberOf Wolf.Actors
* @param {object} level The level object.
* @param {number} skill The difficulty level.
* @param {number} which The actor type.
* @param {number} x The x position.
* @param {number} y The y position.
*/
function spawnPatrol(level, skill, which, x, y, dir) {
var self = spawn(level, skill, which, x, y, dir);
if (!self) {
return;
}
self.state = Wolf.st_path1;
self.speed = (which == Wolf.en_dog) ? Wolf.SPDDOG : Wolf.SPDPATROL;
self.distance = Wolf.TILEGLOBAL;
self.ticcount = Wolf.objstate[which][Wolf.st_path1].timeout ? Wolf.Random.rnd() % Wolf.objstate[which][Wolf.st_path1].timeout + 1 : 0;
self.flags |= Wolf.FL_SHOOTABLE;
level.state.totalMonsters++;
}
/**
* @description Spawn a standing guard.
* @memberOf Wolf.Actors
* @param {object} level The level object.
* @param {number} skill The difficulty level.
* @param {number} which The actor type.
* @param {number} x The x position.
* @param {number} y The y position.
*/
function spawnStand(level, skill, which, x, y, dir) {
var self = spawn(level, skill, which, x, y, dir);
if (!self) {
return;
}
self.state = Wolf.st_stand;
self.speed = Wolf.SPDPATROL;
self.ticcount = Wolf.objstate[which][Wolf.st_stand].timeout ? Wolf.Random.rnd() % Wolf.objstate[which][Wolf.st_stand].timeout + 1 : 0;
self.flags |= Wolf.FL_SHOOTABLE;
if (level.tileMap[x][y] & Wolf.AMBUSH_TILE) {
self.flags |= Wolf.FL_AMBUSH;
}
level.state.totalMonsters++;
}
function spawnBoss(level, skill, which, x, y) {
var self,
face;
switch (which) {
case Wolf.en_boss:
case Wolf.en_schabbs:
case Wolf.en_fat:
case Wolf.en_hitler:
face = Wolf.Math.dir4_south;
break;
case Wolf.en_fake:
case Wolf.en_gretel:
case Wolf.en_gift:
face = Wolf.Math.dir4_north;
break;
case Wolf.en_trans:
case Wolf.en_uber:
case Wolf.en_will:
case Wolf.en_death:
case Wolf.en_angel:
case Wolf.en_spectre:
face = Wolf.Math.dir4_nodir;
break;
default:
face = Wolf.Math.dir4_nodir;
break;
}
self = spawn(level, skill, which, x, y, face);
if (!self) {
return;
}
self.state = which == Wolf.en_spectre ? Wolf.st_path1 : Wolf.st_stand;
self.speed = Wolf.SPDPATROL;
self.health = Wolf.starthitpoints[skill][which];
self.ticcount = Wolf.objstate[which][Wolf.st_stand].timeout ? Wolf.Random.rnd() % Wolf.objstate[which][Wolf.st_stand].timeout + 1 : 0;
self.flags |= Wolf.FL_SHOOTABLE | Wolf.FL_AMBUSH;
level.state.totalMonsters++;
}
function spawnGhosts(level, skill, which, x, y) {
var self = spawn(level, skill, which, x, y, Wolf.Math.dir4_nodir);
if (!self) {
return;
}
self.state = Wolf.st_chase1;
self.speed = Wolf.SPDPATROL * 3;
self.health = Wolf.starthitpoints[skill][which];
self.ticcount = Wolf.objstate[which][Wolf.st_chase1].timeout ? Wolf.Random.rnd() % Wolf.objstate[which][Wolf.st_chase1].timeout + 1: 0;
self.flags |= Wolf.FL_AMBUSH;
level.state.totalMonsters++;
}
function spawnBJVictory(player, level, skill) {
var x = Wolf.POS2TILE(player.position.x),
y = Wolf.POS2TILE(player.position.y),
bj = spawn(level, skill, Wolf.en_bj, x, y + 1, Wolf.Math.dir4_north);
if (!bj) {
return;
}
bj.x = player.position.x;
bj.y = player.position.y;
bj.state = Wolf.st_path1;
bj.speed = Wolf.BJRUNSPEED;
bj.flags = Wolf.FL_NONMARK; // FL_NEVERMARK;
bj.temp2 = 6;
bj.ticcount = 1;
}
return {
process : process,
resetGuards : resetGuards,
getNewActor : getNewActor,
spawn : spawn,
spawnDeadGuard : spawnDeadGuard,
spawnPatrol : spawnPatrol,
spawnStand : spawnStand,
spawnBoss : spawnBoss,
spawnGhosts : spawnGhosts,
spawnBJVictory : spawnBJVictory,
stateChange : stateChange
};
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Angle math
*/
Wolf.Angle = (function() {
Wolf.setConsts({
DEG2RAD : function(a) { return a * 0.01745329251994329576; }, // a * M_PI / 180.0f
RAD2DEG : function(a) { return a / 0.01745329251994329576; }, // a * 180.0f / M_PI
ANGLE2SHORT : function(x) { return ((x * 65536 / 360)>>0) & 65535; },
SHORT2ANGLE : function(x) { return x * 360.0 / 65536; }
});
/**
* @description Finds the difference between two angles.
* @memberOf Wolf.Angle
* @param {number} angle1 Angle in radians.
* @param {number} angle2 Angle in radians.
* @returns {number} The absolute difference between two angles, this will always be between 0 and 180 degrees.
*/
function diff(angle1, angle2) {
var d;
if (angle1 > angle2) {
d = angle1 - angle2;
} else {
d = angle2 - angle1;
}
if (d > Math.PI) {
return 2 * Math.PI - d;
} else {
return d;
}
}
/**
* @description Clockwise distance between two angles.
* @memberOf Wolf.Angle
* @param {number} angle1 Angle in radians.
* @param {number} angle2 Angle in radians.
* @returns {number} The clockwise distance from angle2 to angle1, this may be greater than 180 degrees.
*/
function distCW(angle1, angle2) {
if (angle1 > angle2) {
return angle1 - angle2;
} else {
return angle1 + 2 * Math.PI - angle2;
}
}
/**
* @description Linear interpolate between angle from and to by fraction frac.
* @memberOf Wolf.Angle
* @param {number} from Angle in radians.
* @param {number} to Angle in radians.
* @param {number} frac Fraction.
* @returns {number}
*/
function interpolate(from, to, frac) {
var d = diff(from, to) * frac;
if (distCW(to, from) >= Math.PI) {
return from - diff;
} else {
return from + diff;
}
}
/**
* @description Normalize angle.
* @memberOf Wolf.Angle
* @param {number} angle
* @returns {number}
*/
function normalize(angle) {
while (angle < 0) {
angle += (2 * Math.PI);
}
while (angle >= (2 * Math.PI)) {
angle -= (2 * Math.PI);
}
return angle;
}
/**
* @description Linear interpolate allowing for the Modulo 360 problem.
* @memberOf Wolf.Angle
* @param {number} from Angle in radians.
* @param {number} to Angle in radians.
* @param {number} frac fraction.
* @returns {number}
*/
function lerp(from, to, frac) {
if (to - from > 180) {
to -= 360;
}
if (to - from < -180) {
to += 360;
}
return from + frac * (to - from);
}
return {
diff : diff,
distCW : distCW,
normalize : normalize,
interpolate : interpolate,
lerp : lerp
}
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Area management
*/
Wolf.Areas = (function() {
/*
Notes:
Open doors connect two areas, so sounds will travel between them and sight
will be checked when the player is in a connected area.
Areaconnect is incremented/decremented by each door. If >0 they connect.
Every time a door opens or closes the areabyplayer matrix gets recalculated.
An area is true if it connects with the player's current spor.
*/
/**
* @description Initialize areas
* @memberOf Wolf.Areas
* @param {object} levelState The level state object
* @param {number} areanumber Initial area
*/
function init(level, areanumber) {
level.state.areaconnect = [];
level.state.areabyplayer = [];
for (var i=0;i<Wolf.NUMAREAS;i++) {
level.state.areaconnect[i] = [];
for (var j=0;j<Wolf.NUMAREAS;j++) {
level.state.areaconnect[i][j] = 0;
}
level.state.areabyplayer[i] = false;
}
level.state.areabyplayer[areanumber] = true;
}
/**
* @private
* @description Scans outward from playerarea, marking all connected areas.
* @param {object} level The level object
* @param {number} areanumber Area
*/
function recursiveConnect(level, areanumber) {
for (var i = 0;i < Wolf.NUMAREAS; ++i) {
if (level.state.areaconnect[areanumber][i] && !level.state.areabyplayer[i]) {
level.state.areabyplayer[i] = true;
recursiveConnect(level, i);
}
}
}
/**
* @description Connect area.
* @memberOf Wolf.Areas
* @param {object} level The level object
* @param {number} areanumber New area
*/
function connect(level, areanumber) {
var i, c = 0;
if (areanumber >= Wolf.NUMAREAS) {
throw new Error("areanumber >= Wolf.NUMAREAS");
}
level.state.areabyplayer = [];
level.state.areabyplayer[areanumber] = true;
recursiveConnect(level, areanumber);
for (i = 0; i < Wolf.NUMAREAS; i++) {
if (level.state.areabyplayer[i]) {
c++;
}
}
}
/**
* @description Join ares
* @memberOf Wolf.Areas
* @param {object} level The level object
* @param {number} area1 Area 1
* @param {number} area2 Area 2
*/
function join(level, area1, area2) {
if (area1 < 0 || area1 >= Wolf.NUMAREAS) {
throw new Error("area1 < 0 || area1 >= Wolf.NUMAREAS");
}
if (area2 < 0 || area2 >= Wolf.NUMAREAS) {
throw new Error("area2 < 0 || area2 >= Wolf.NUMAREAS");
}
level.state.areaconnect[area1][area2]++;
level.state.areaconnect[area2][area1]++;
}
/**
* @description Disconnect ares
* @memberOf Wolf.Areas
* @param {object} level The level object
* @param {number} area1 Area 1
* @param {number} area2 Area 2
*/
function disconnect(level, area1, area2) {
if (area1 < 0 || area1 >= Wolf.NUMAREAS) {
throw new Error("area1 < 0 || area1 >= Wolf.NUMAREAS");
}
if (area2 < 0 || area2 >= Wolf.NUMAREAS) {
throw new Error("area2 < 0 || area2 >= Wolf.NUMAREAS");
}
level.state.areaconnect[area1][area2]--;
level.state.areaconnect[area2][area1]--;
}
return {
init : init,
connect : connect,
join : join,
disconnect : disconnect
};
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Door management
*/
Wolf.Doors = (function() {
Wolf.setConsts({
CLOSEWALL : Wolf.MINDIST, // Space between wall & player
MAXDOORS : 64, // max number of sliding doors
MAX_DOORS : 256, // jseidelin: doesn't look like this is used?
DOOR_TIMEOUT : 300,
DOOR_MINOPEN : 50,
DOOR_FULLOPEN : 63,
DOOR_VERT : 255,
DOOR_HORIZ : 254,
DOOR_E_VERT : 253,
DOOR_E_HORIZ : 252,
DOOR_G_VERT : 251,
DOOR_G_HORIZ : 250,
DOOR_S_VERT : 249,
DOOR_S_HORIZ : 248,
FIRST_DOOR : 248,
LAST_LOCK : 251,
TEX_DOOR : 98,
// TEX_DOOR : 126,
dr_closing : -1,
dr_closed : 0,
dr_opening : 1,
dr_open : 2
});
Wolf.setConsts({
// texture IDs used by cache routines
TEX_DDOOR : (0 + Wolf.TEX_DOOR), // Simple Door
TEX_PLATE : (2 + Wolf.TEX_DOOR), // Door Plate
TEX_DELEV : (4 + Wolf.TEX_DOOR), // Elevator Door
TEX_DLOCK : (6 + Wolf.TEX_DOOR) // Locked Door
});
/**
* @description Reset doors in the level
* @memberOf Wolf.Doors
* @param {object} level The level object.
*/
function reset(level) {
level.state.numDoors = 0;
for (var x=0;x<64;x++) {
level.state.doorMap[x] = [];
for (var y=0;y<64;y++) {
level.state.doorMap[x][y] = 0;
}
}
}
/**
* @description Spawn a door at the specified position.
* @memberOf Wolf.Doors
* @param {object} level The level object.
* @param {number} x The x coordinate.
* @param {number} y The y coordinate.
* @param {number} type The door type.
* @returns {number} The index of the new door.
*/
function spawn(level, x, y, type) {
if (level.state.numDoors >= Wolf.MAXDOORS) {
throw new Error("Too many Doors on level!");
}
var door = level.state.doorMap[x][y] = {
type : -1,
vertical : 0,
texture : -1,
ticcount : 0
};
switch(type) {
case 0x5A:
door.type = Wolf.DOOR_VERT;
door.vertical = true;
door.texture = Wolf.TEX_DDOOR + 1;
break;
case 0x5B:
door.type = Wolf.DOOR_HORIZ;
door.vertical = false;
door.texture = Wolf.TEX_DDOOR;
break;
case 0x5C:
door.type = Wolf.DOOR_G_VERT;
door.vertical = true;
door.texture = Wolf.TEX_DLOCK;
break;
case 0x5D:
door.type = Wolf.DOOR_G_HORIZ;
door.vertical = false;
door.texture = Wolf.TEX_DLOCK;
break;
case 0x5E:
door.type = Wolf.DOOR_S_VERT;
door.vertical = true;
door.texture = Wolf.TEX_DLOCK + 1;
break;
case 0x5F:
door.type = Wolf.DOOR_S_HORIZ;
door.vertical = false;
door.texture = Wolf.TEX_DLOCK + 1;
break;
case 0x64:
door.type = Wolf.DOOR_E_VERT;
door.vertical = true;
door.texture = Wolf.TEX_DELEV + 1;
break;
case 0x65:
door.type = Wolf.DOOR_E_HORIZ;
door.vertical = false;
door.texture = Wolf.TEX_DELEV;
break;
default:
throw new Error("Unknown door type: " + type);
}
door.tile = {
x : x,
y : y
};
door.action = Wolf.dr_closed;
level.state.doors[level.state.numDoors] = door;
level.state.numDoors++;
return level.state.numDoors - 1;
}
/**
* @description Check to see if a door is open. If there are no doors in tile assume a closed door!
* @memberOf Wolf.Doors
* @param {object} doors The door object.
* @returns {number} DOOR_FULLOPEN if door is opened,
0 if door is closed,
>0 <DOOR_FULLOPEN if partially opened.
*/
function opened(door) {
return door.action == Wolf.dr_open ? Wolf.DOOR_FULLOPEN : door.ticcount;
}
/**
* @description Process door actions.
* @memberOf Wolf.Doors
* @param {object} level The level object
* @param {object} player The player object
* @param {number} tics Tics since last
*/
function process(level, player, tics) {
if (player.playstate == Wolf.ex_victory) {
return;
}
for (var n=0;n<level.state.numDoors;++n) {
var door = level.state.doors[n],
doorPos = {
x : Wolf.TILE2POS(door.tile.x),
y : Wolf.TILE2POS(door.tile.y)
};
switch (door.action) {
case Wolf.dr_closed: // this door is closed!
continue;
case Wolf.dr_opening:
if (door.ticcount >= Wolf.DOOR_FULLOPEN) { // door fully opened!
door.action = Wolf.dr_open;
door.ticcount = 0;
} else { // opening!
if (door.ticcount == 0) {
// door is just starting to open, so connect the areas
Wolf.Areas.join(level, door.area1, door.area2);
Wolf.Areas.connect(level, player.areanumber);
if (level.state.areabyplayer[door.area1]) { // Door Opening sound!
Wolf.Sound.startSound(player.position, doorPos, 1, Wolf.CHAN_AUTO, "sfx/010.wav", 1, Wolf.ATTN_STATIC, 0);
}
}
door.ticcount += tics;
if (door.ticcount > Wolf.DOOR_FULLOPEN) {
door.ticcount = Wolf.DOOR_FULLOPEN;
}
}
break;
case Wolf.dr_closing:
if (door.ticcount <= 0) { // door fully closed! disconnect areas!
Wolf.Areas.disconnect(level, door.area1, door.area2);
Wolf.Areas.connect(level, player.areanumber);
door.ticcount = 0;
door.action = Wolf.dr_closed;
} else { // closing!
if (door.ticcount == Wolf.DOOR_FULLOPEN) {
if (level.state.areabyplayer[door.area1]) { // Door Closing sound!
Wolf.Sound.startSound(player.position, doorPos, 1, Wolf.CHAN_AUTO, "sfx/007.wav", 1, Wolf.ATTN_STATIC, 0);
}
}
door.ticcount -= tics;
if (door.ticcount < 0) {
door.ticcount = 0;
}
}
break;
case Wolf.dr_open:
if (door.ticcount > Wolf.DOOR_MINOPEN) {
// If player or something is in door do not close it!
if (!canCloseDoor(level, player, door.tile.x, door.tile.y, door.vertical)) {
door.ticcount = Wolf.DOOR_MINOPEN; // do not close door immediately!
}
}
if (door.ticcount >= Wolf.DOOR_TIMEOUT) {
// Door timeout, time to close it!
door.action = Wolf.dr_closing;
door.ticcount = Wolf.DOOR_FULLOPEN;
} else {
// Increase timeout!
door.ticcount += tics;
}
break;
} // End switch lvldoors->Doors[ n ].action
} // End for n = 0 ; n < lvldoors->numDoors ; ++n
}
/**
* @description Set the areas doors in a level
* @memberOf Wolf.Doors
* @param {object} level The level object.
* @param {array} areas The areas map.
*/
function setAreas(level) {
var n, x, y,
door;
for (n=0; n<level.state.numDoors ; ++n){
door = level.state.doors[n];
x = door.tile.x;
y = door.tile.y;
if (door.vertical) {
door.area1 = level.areas[x + 1][y] >= 0 ? level.areas[x + 1][y] : 0;
door.area2 = level.areas[x - 1][y] >= 0 ? level.areas[x - 1][y] : 0;
} else {
door.area1 = level.areas[x][y + 1] >= 0 ? level.areas[x][y + 1] : 0;
door.area2 = level.areas[x][y - 1] >= 0 ? level.areas[x][y - 1] : 0;
}
}
}
/**
* @description Open a door
* @memberOf Wolf.Doors
* @param {object} doors The door object.
*/
function open(door) {
if (door.action == Wolf.dr_open) {
door.ticcount = 0; // reset opened time
} else {
door.action = Wolf.dr_opening; // start opening it
}
}
/**
* @description Change the state of a door
* @private
* @param {object} level The level object.
* @param {object} player The player object.
* @param {object} doors The door object.
*/
function changeDoorState(level, player, door) {
if (door.action < Wolf.dr_opening ) {
open(door);
} else if (door.action == Wolf.dr_open && canCloseDoor(level, player, door.tile.x, door.tile.y, door.vertical)) {
// !@# for the iphone with automatic using, don't allow any door close actions
// Door->action = dr_closing;
// Door->ticcount = DOOR_FULLOPEN;
}
}
function canCloseDoor(level, player, x, y, vert ) {
var n,
tileX = Wolf.POS2TILE(player.position.x),
tileY = Wolf.POS2TILE(player.position.y),
guard;
if (tileX == x && tileY == y ) {
return false;
}
if (vert) {
if (tileY == y) {
if (Wolf.POS2TILE(player.position.x + Wolf.CLOSEWALL) == x) {
return false;
}
if (Wolf.POS2TILE(player.position.x - Wolf.CLOSEWALL) == x) {
return false;
}
}
for (n = 0; n<level.state.numGuards;++n) {
guard = level.state.guards[n];
if (guard.tile.x == x && guard.tile.y == y ) {
return false; // guard in door
}
if (guard.tile.x == x - 1 && guard.tile.y == y && Wolf.POS2TILE(guard.x + Wolf.CLOSEWALL) == x) {
return false; // guard in door
}
if (guard.tile.x == x + 1 && guard.tile.y == y && Wolf.POS2TILE(guard.x - Wolf.CLOSEWALL) == x) {
return false; // guard in door
}
}
} else {
if (tileX == x) {
if (Wolf.POS2TILE(player.position.y + Wolf.CLOSEWALL) == y) {
return false;
}
if (Wolf.POS2TILE(player.position.y - Wolf.CLOSEWALL) == y) {
return false;
}
}
for (n = 0; n<level.state.numGuards;++n) {
var guard = level.state.guards[n];
if (guard.tile.x == x && guard.tile.y == y ) {
return false; // guard in door
}
if (guard.tile.x == x && guard.tile.y == y - 1 && Wolf.POS2TILE(guard.y + Wolf.CLOSEWALL) == y) {
return false; // guard in door
}
if (guard.tile.x == x && guard.tile.y == y + 1 && Wolf.POS2TILE(guard.y - Wolf.CLOSEWALL) == y) {
return false; // guard in door
}
}
}
return true;
}
/**
* @description Try to use a door with keys that the player has.
* @memberOf Wolf.Doors
* @param {object} level The level object
* @param {object} player The player object
* @param {object} door The door object
* @returns {boolean} Always returns true.
*/
function tryUse(level, player, door ) {
switch (door.type) {
case Wolf.DOOR_VERT:
case Wolf.DOOR_HORIZ:
case Wolf.DOOR_E_VERT:
case Wolf.DOOR_E_HORIZ:
changeDoorState(level, player, door); // does not require key!
break;
case Wolf.DOOR_G_VERT:
case Wolf.DOOR_G_HORIZ:
if (player.items & Wolf.ITEM_KEY_1) {
changeDoorState(level, player, door);
} else {
Wolf.Game.notify("You need a gold key");
}
break;
case Wolf.DOOR_S_VERT:
case Wolf.DOOR_S_HORIZ:
if (player.items & Wolf.ITEM_KEY_2) {
changeDoorState(level, player, door);
} else {
Wolf.Game.notify("You need a silver key");
}
break;
}
return true; // FIXME
}
return {
reset : reset,
spawn : spawn,
opened : opened,
open : open,
tryUse : tryUse,
process : process,
setAreas : setAreas
};
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Episode data
*/
Wolf.Episodes = [
{
name : "Escape from Wolfenstein",
enabled : true,
levels : [
{ file : "maps/w00.map", partime : 1.5 },
{ file : "maps/w01.map", partime : 2.0 },
{ file : "maps/w02.map", partime : 2.0 },
{ file : "maps/w03.map", partime : 3.5 },
{ file : "maps/w04.map", partime : 3.0 },
{ file : "maps/w05.map", partime : 3.0 },
{ file : "maps/w06.map", partime : 2.5 },
{ file : "maps/w07.map", partime : 2.5 },
{ file : "maps/w08.map", partime : 0.0 },
{ file : "maps/w09.map", partime : 0.0, secret : true }
]
},{
name : "Operation: Eisenfaust",
enabled : true,
levels : [
{ file : "maps/w10.map", partime : 1.5 },
{ file : "maps/w11.map", partime : 3.5 },
{ file : "maps/w12.map", partime : 3.0 },
{ file : "maps/w13.map", partime : 2.0 },
{ file : "maps/w14.map", partime : 4.0 },
{ file : "maps/w15.map", partime : 6.0 },
{ file : "maps/w16.map", partime : 1.0 },
{ file : "maps/w17.map", partime : 3.0 },
{ file : "maps/w18.map", partime : 0.0 },
{ file : "maps/w19.map", partime : 0.0, secret : true }
]
},{
name : "Die, Fuhrer, Die!",
enabled : true,
levels : [
{ file : "maps/w20.map", partime : 1.5 },
{ file : "maps/w21.map", partime : 1.5 },
{ file : "maps/w22.map", partime : 2.5 },
{ file : "maps/w23.map", partime : 2.5 },
{ file : "maps/w24.map", partime : 3.5 },
{ file : "maps/w25.map", partime : 2.5 },
{ file : "maps/w26.map", partime : 2.0 },
{ file : "maps/w27.map", partime : 6.0 },
{ file : "maps/w28.map", partime : 0.0 },
{ file : "maps/w29.map", partime : 0.0, secret : true }
]
}
];

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Binary file reading
*/
Wolf.File = (function() {
/**
* @description Open a file from URL
* @memberOf Wolf.File
* @param {string} url The URL to open
* @param {function} callback Is called when file has been loaded. Second argument is file obj.
*/
function openURL(url, callback) {
var xhr = new XMLHttpRequest();
xhr.onreadystatechange = function() {
if (xhr.readyState == 4) {
if (xhr.status >= 200 && xhr.status < 300 || xhr.status == 0) {
callback(null, {
data : xhr.responseText,
size : xhr.responseText.length,
position : 0
});
} else {
callback(new Error("Server returned HTTP status: " + xhr.status));
}
}
}
xhr.open("GET", url, true);
xhr.overrideMimeType('text/plain; charset=x-user-defined');
xhr.send(null);
}
function atob(str) {
str = str.replace(/=+$/, "");
var b64chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=",
a, b, c, b1, b2, b3, b4,
chr = String.fromCharCode,
out = [];
for (var i=0,len=str.length;i<len;) {
b1 = b64chars.indexOf(str.charAt(i++));
b2 = b64chars.indexOf(str.charAt(i++));
b3 = b64chars.indexOf(str.charAt(i++));
b4 = b64chars.indexOf(str.charAt(i++));
a = ((b1 & 0x3F) << 2) | ((b2 >> 4) & 0x3);
b = ((b2 & 0xF) << 4) | ((b3 >> 2) & 0xF);
c = ((b3 & 0x3) << 6) | (b4 & 0x3F);
out.push(chr(a), chr(b), chr(c));
}
return out.join("");
}
/**
* @description Open a file from base64 filetable
* @memberOf Wolf.File
* @param {string} filename The name of the file to open
* @param {object} files The filetable
* @param {function} callback Is called when file has been loaded. Second argument is file obj.
*/
function open(filename, files, callback) {
var b64data = files[filename];
if (b64data) {
var data = atob(b64data);
callback(null, {
data : data,
size : data.length,
position : 0
});
} else {
callback(new Error("File not found: " + filename));
}
}
/**
* @description Read an unsigned 8-bit integer from a file and advance the file position.
* @memberOf Wolf.File
* @param {object} f The file
* @returns {number}
*/
function readUInt8(f) {
var b = f.data.charCodeAt(f.position) & 0xFF
f.position++;
return b;
}
/**
* @description Read a signed 8-bit integer from a file and advance the file position.
* @memberOf Wolf.File
* @param {object} f The file
* @returns {number}
*/
function readInt8(f) {
var v = readUInt8(f);
return v > 127 ? v - 256 : v;
}
/**
* @description Read an unsigned 16-bit integer from a file and advance the file position.
* @memberOf Wolf.File
* @param {object} f The file
* @returns {number}
*/
function readUInt16(f) {
var v = readUInt8(f) + (readUInt8(f) << 8);
return (v < 0) ? v + 0x10000 : v;
}
/**
* @description Read a signed 16-bit integer from a file and advance the file position.
* @memberOf Wolf.File
* @param {object} f The file
* @returns {number}
*/
function readInt16(f) {
var v = readUInt16(f);
return (v > 0x7fff) ? v - 0x10000 : v;
}
/**
* @description Read an unsigned 32-bit integer from a file and advance the file position.
* @memberOf Wolf.File
* @param {object} f The file
* @returns {number}
*/
function readUInt32(f) {
var b0 = readUInt8(f),
b1 = readUInt8(f),
b2 = readUInt8(f),
b3 = readUInt8(f),
v = ((((b3 << 8) + b2) << 8) + b1 << 8) + b0;
return (v < 0) ? v + 0x100000000 : v;
}
/**
* @description Read a signed 32-bit int from a file and advance the file position.
* @memberOf Wolf.File
* @param {object} f The file
* @returns {number}
*/
function readInt32(f) {
var v = readUInt32(f);
return (v > 0x7fffffff) ? v - 0x100000000 : v;
}
/**
* @description Read a string from a file and advance the file position.
* @memberOf Wolf.File
* @param {object} f The file
* @param {number} length The length of the string
* @returns {string}
*/
function readString(f, length) {
var str = f.data.substr(f.position, length);
f.position += length;
return str;
}
/**
* @description Read an array of bytes a file and advance the file position.
* @memberOf Wolf.File
* @param {object} f The file
* @param {number} num The number of bytes to read
* @returns {array}
*/
function readBytes(f, num) {
var b = [];
for (var i=0;i<num;i++) {
b[i] = f.data.charCodeAt(f.position+i) & 0xFF;
}
f.position += num;
return b;
}
return {
open : open,
readInt8 : readInt8,
readUInt8 : readUInt8,
readInt16 : readInt16,
readUInt16 : readUInt16,
readInt32 : readInt32,
readUInt32 : readUInt32,
readBytes : readBytes,
readString : readString
};
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Functions for capturing keyboard/mouse input
*/
Wolf.Input = (function() {
var keys,
lmbDown = false,
rmbDown = false,
bindings = [],
hasFocus = false,
mouseX = -1, mouseY = -1,
mouseMoveX = 0, mouseMoveY = 0;
function init() {
var game = $("#game"),
main = $("#main"),
renderer = $("#game .renderer");
if (!keys) {
keys = [];
$(document)
.on("keydown", function(e) {
e.preventDefault();
if (!Wolf.Game.isPlaying()) {
return;
}
keys[e.keyCode] = true;
if (bindings[e.keyCode]) {
for (var i=0,n=bindings[e.keyCode].length;i<n;i++) {
bindings[e.keyCode][i](e);
}
}
})
.on("keyup", function(e) {
e.preventDefault();
if (!Wolf.Game.isPlaying()) {
return;
}
keys[e.keyCode] = false;
})
.on("keypress", function(e) {
e.preventDefault();
})
.on("contextmenu", function(e) {
e.preventDefault();
})
.on("onrightclick", function(e) {
e.preventDefault();
})
.on("mousedown", function(e) {
window.focus();
e.preventDefault();
})
.on("mouseup", function(e) {
e.preventDefault();
});
$("#game")
.on("mousedown", function(e) {
if (hasFocus) {
if (e.which == 1) {
lmbDown = true;
} else if (e.which == 3) {
rmbDown = true;
}
} else {
window.focus();
}
e.preventDefault();
})
.on("mouseup", function(e) {
if (hasFocus) {
if (e.which == 1) {
lmbDown = false;
} else if (e.which == 3) {
rmbDown = false;
}
}
e.preventDefault();
})
.on("mousemove", function(e) {
if (!hasFocus) {
return;
}
if (isPointerLocked()) {
if ("webkitMovementX" in e.originalEvent) {
mouseMoveX += e.originalEvent.webkitMovementX;
mouseMoveY += e.originalEvent.webkitMovementY;
} else if ("mozMovementX" in e.originalEvent) {
mouseMoveX += e.originalEvent.mozMovementX;
mouseMoveY += e.originalEvent.mozMovementY;
} else if ("movementX" in e.originalEvent) {
mouseMoveX += e.originalEvent.movementX;
mouseMoveY += e.originalEvent.movementY;
}
} else {
if (Wolf.Game.isFullscreen()) {
mouseX = e.pageX / window.innerWidth;
mouseY = e.pageY / window.innerHeight;
} else {
var offset = main.offset();
mouseX = (e.pageX - offset.left) / main.width();
mouseY = (e.pageY - offset.top) / main.height();
}
}
e.preventDefault();
});
// reset keys and mouse if window/tab loses focus
$(window).on("blur", function(e) {
hasFocus = false;
reset();
});
$(window).on("focus", function(e) {
hasFocus = true;
});
}
}
function reset() {
resetMouse();
keys = [];
}
function resetMouse() {
lmbDown = false;
rmbDown = false;
mouseX = mouseY = 0.5;
}
function bindKey(k, handler) {
var keyCode = Wolf.Keys[k];
if (!bindings[keyCode]) {
bindings[keyCode] = [];
}
bindings[keyCode].push(handler);
}
/**
* @memberOf Wolf.Input
* @description Check if one of the specified keys is pressed.
* @param {array} keys Array of key names.
* @returns {boolean} True if a key is pressed, otherwise false.
*/
function checkKeys(ckeys) {
for (var i=0;i<ckeys.length;i++) {
var k = ckeys[i];
if (!!keys[Wolf.Keys[k]]) {
return true;
}
}
return false;
}
/**
* @memberOf Wolf.Input
* @description Clear status for keys.
* @param {array} keys Array of key names.
*/
function clearKeys(ckeys) {
for (var i=0;i<ckeys.length;i++) {
var k = ckeys[i];
keys[Wolf.Keys[k]] = false;
}
return false;
}
function leftMouseDown() {
return lmbDown;
}
function rightMouseDown() {
return rmbDown;
}
function getMouseCoords() {
if (mouseX < 0 || mouseX > 1 || mouseY < 0 || mouseY > 1) {
return null;
} else {
return {
x : (mouseX - 0.5) * 2,
y : (mouseY - 0.5) * 2
};
}
}
function getMouseMovement() {
var x = mouseMoveX,
y = mouseMoveY;
mouseMoveX = 0;
mouseMoveY = 0;
return {
x : x / screen.width,
y : y / screen.height
};
}
function getPointer() {
var pointer = navigator.pointer ||
navigator.webkitPointer ||
navigator.mozPointer ||
navigator.msPointer ||
navigator.oPointer;
return pointer;
}
function isPointerLocked() {
var pointer = getPointer();
return pointer && pointer.isLocked && pointer.isLocked();
}
function lockPointer() {
var pointer = getPointer();
if (!pointer) {
return;
}
if (Wolf.Game.isFullscreen()) {
pointer.lock($("#game")[0],
function(e) {
Wolf.log("Pointer locked")
}, function(e) {
Wolf.log("Could not lock pointer: " + e);
}
);
}
}
function unlockPointer() {
var pointer = getPointer();
if (!pointer) {
return;
}
pointer.unlock($("#game")[0]);
}
return {
init : init,
reset : reset,
resetMouse : resetMouse,
checkKeys : checkKeys,
clearKeys : clearKeys,
bindKey : bindKey,
leftMouseDown : leftMouseDown,
rightMouseDown : rightMouseDown,
getMouseCoords : getMouseCoords,
getMouseMovement : getMouseMovement,
isPointerLocked : isPointerLocked,
lockPointer : lockPointer,
unlockPointer : unlockPointer
};
})();
Wolf.Keys = {
LEFT : 37,
UP : 38,
RIGHT : 39,
DOWN : 40,
ENTER : 13,
SPACE : 32,
SHIFT : 16,
CTRL : 17,
ALT : 18,
ESC : 27,
HOME : 36,
END : 35,
DEL : 46,
INS : 45,
PGUP : 33,
PGDN : 34,
SLASH : 111,
MINUS : 109,
PLUS : 107,
COMMA : 188,
PERIOD : 190,
1 : 49,
2 : 50,
3 : 51,
4 : 52,
5 : 53,
6 : 54,
7 : 55,
8 : 56,
9 : 57,
0 : 58,
A : 65,
B : 66,
C : 67,
D : 68,
E : 69,
F : 70,
G : 71,
H : 72,
I : 73,
J : 74,
K : 75,
L : 76,
M : 77,
N : 78,
O : 79,
P : 80,
Q : 81,
R : 82,
S : 83,
T : 84,
U : 85,
V : 86,
W : 87,
X : 88,
Y : 89,
Z : 90,
F1 : 112,
F2 : 113,
F3 : 114,
F4 : 115,
F5 : 116,
F6 : 117,
F7 : 118,
F8 : 119,
F9 : 120,
F10 : 121,
F11 : 122,
F12 : 123
};

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
(function($) {
// these files are preloaded while the title screen is showing
var files = [
"js/requestanimframe.js",
"js/wolf.js",
"js/random.js",
"js/angle.js",
"js/math.js",
"js/input.js",
"js/sound.js",
"js/menu.js",
"js/file.js",
"js/game.js",
"js/player.js",
"js/sprites.js",
"js/powerups.js",
"js/ai.js",
"js/actorai.js",
"js/actors.js",
"js/actstat.js",
"js/weapon.js",
"js/doors.js",
"js/pushwall.js",
"js/areas.js",
"js/level.js",
"js/raycaster.js",
"js/renderer.js",
"js/episodes.js",
"js/maps.js",
"preload!art/menubg_main.png",
"preload!art/menuitems.png",
"preload!art/menuselector.png"
];
// these files are preloaded in the background after the menu is displayed.
// only non-essential files here
var files2 = [
"preload!art/menubg_episodes.png",
"preload!art/menuitems_episodes.png",
"preload!art/menubg_skill.png",
"preload!art/menubg_levels.png",
"preload!art/menuitems_levels.png",
"preload!art/skillfaces.png",
"preload!art/getpsyched.png",
"preload!art/menubg_control.png",
"preload!art/menulight.png",
"preload!art/menubg_customize.png",
"preload!art/control_keys.png",
"preload!art/confirm_newgame.png",
"preload!art/paused.png"
];
$(document).ready(function() {
var progress = $("<div>"),
n = 0;
progress.addClass("load-progress").appendTo("#title-screen");
$("#title-screen").show();
yepnope.addPrefix("preload", function(resource) {
resource.noexec = true;
resource.instead = function(input, callback) {
var image = new Image();
image.onload = callback;
image.onerror = callback;
image.src = input.substr(input.lastIndexOf("!")+1);
};
return resource;
});
Modernizr.load([
{
load : files,
callback : function(file) {
progress.width((++n / files.length) * 100 + "%");
},
complete : function() {
progress.remove();
$("#title-screen").fadeOut(1500, function() {
Wolf.Input.init();
Wolf.Game.init();
Wolf.Menu.show();
});
// preload non-essential art
Modernizr.load(files2);
}
}
]);
});
})(jQuery);

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @description Encoded map file data (Example)
*
* This file is a table of base64 encoded map data.
* Note: No actual data is included in this release.
*/
Wolf.MapData = {
"maps/w00.map" : "... base64 encoded map file data here ...",
"maps/w01.map" : "... base64 encoded map file data here ..."
};

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Math functions and lookup tables
*/
Wolf.Math = (function() {
// ------------------------- * LUTs * -------------------------
var SinTable = [], // [ ANG_360 + ANG_90 + 1 ],
CosTable = [], // SinTable + ANG_90,
TanTable = [], //[ ANG_360 + 1 ];
XnextTable = [], //[ ANG_360 + 1 ],
YnextTable = [], //[ ANG_360 + 1 ],
ColumnAngle = [], // [ 640 ]; // ViewAngle=PlayerAngle+ColumnAngle[curcolumn]; /in fines/
// Angle Direction Types & LUTs (Hard Coded! Please do not mess them)
q_first = 0, q_second = 1, q_third = 2, q_fourth = 3, // quadrant;
dir4_east = 0, dir4_north = 1, dir4_west = 2, dir4_south = 3, dir4_nodir = 4, // dir4type;
dir8_east = 0, dir8_northeast = 1, dir8_north = 2, dir8_northwest = 3, dir8_west = 4,
dir8_southwest = 5, dir8_south = 6, dir8_southeast = 7, dir8_nodir = 8, // dir8type;
dx4dir = [1, 0, -1, 0, 0], // dx & dy based on direction
dy4dir = [0, 1, 0, -1, 0],
dx8dir = [1, 1, 0, -1, -1, -1, 0, 1, 0], // dx & dy based on direction
dy8dir = [0, 1, 1, 1, 0, -1, -1, -1, 0],
opposite4 = [2, 3, 0, 1, 4],
opposite8 = [4, 5, 6, 7, 0, 1, 2, 3, 8],
dir4to8 = [0, 2, 4, 6, 8],
diagonal = [
/* east */ [dir8_nodir, dir8_nodir, dir8_northeast, dir8_nodir, dir8_nodir, dir8_nodir, dir8_southeast, dir8_nodir, dir8_nodir],
[dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir],
/* north */ [dir8_northeast, dir8_nodir, dir8_nodir, dir8_nodir, dir8_northwest, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir],
[dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir],
/* west */ [dir8_nodir, dir8_nodir, dir8_northwest, dir8_nodir, dir8_nodir, dir8_nodir, dir8_southwest, dir8_nodir, dir8_nodir],
[dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir],
/* south */ [dir8_southeast, dir8_nodir, dir8_nodir, dir8_nodir, dir8_southwest, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir],
[dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir],
[dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir, dir8_nodir]
],
// dir of delta tooks dx{-1|0|1}+1 & dy{-1|0|1}+1 and give direction
dir4d = [
[dir4_nodir, dir4_west , dir4_nodir],
[dir4_south, dir4_nodir, dir4_north],
[dir4_nodir, dir4_east , dir4_nodir]
],
dir8angle = [Wolf.ANG_0, Wolf.ANG_45, Wolf.ANG_90, Wolf.ANG_135, Wolf.ANG_180, Wolf.ANG_225, Wolf.ANG_270, Wolf.ANG_315, Wolf.ANG_0];
dir4angle = [Wolf.ANG_0, Wolf.ANG_90, Wolf.ANG_180, Wolf.ANG_270, Wolf.ANG_0];
/**
* @private
* @description Build LUTs, etc.
*/
function buildTables() {
var angle, tanfov2, tanval, value,
n;
for (n = 0; n <= Wolf.ANG_90 ; ++n) {
angle = Wolf.FINE2RAD(n);
value = Math.sin(angle);
SinTable[n] = SinTable[Wolf.ANG_180 - n] = SinTable[n + Wolf.ANG_360] = value;
SinTable[Wolf.ANG_180 + n] = SinTable[Wolf.ANG_360 - n] = -value;
}
for (n = 0; n <= SinTable.length - Wolf.ANG_90; ++n) {
CosTable[n] = SinTable[n + Wolf.ANG_90];
}
for (n = 0; n <= Wolf.ANG_360 ; ++n) {
angle = Wolf.FINE2RAD(n); //angle is in radians, n is in FINEs
if (n == Wolf.ANG_90 || n == Wolf.ANG_270) {
TanTable[n] = Math.tan(Wolf.FINE2RAD(n - 0.5)); // infinity
YnextTable[n] = (Wolf.FLOATTILE * Math.tan(Wolf.FINE2RAD(n - 0.5)))>>0; // infinity
} else {
TanTable[n] = Math.tan(angle);
YnextTable[n] = (Wolf.FLOATTILE * Math.tan(angle))>>0;
}
if(n == Wolf.ANG_0 || n == Wolf.ANG_360) {
XnextTable[n] = (Wolf.FLOATTILE / Math.tan(Wolf.FINE2RAD(n + 0.5)))>>0; // infinity
} else if (n == Wolf.ANG_180) {
XnextTable[n] = (Wolf.FLOATTILE / Math.tan(Wolf.FINE2RAD(n - 0.5)))>>0; // -infinity
} else if (n == Wolf.ANG_90 || n == Wolf.ANG_270) {
XnextTable[n] = 0;
} else {
XnextTable[n] = (Wolf.FLOATTILE / Math.tan(angle))>>0;
}
}
tanfov2 = (Math.tan(Wolf.DEG2RAD((calcFov(75, Wolf.XRES, Wolf.YRES) / 2.0)))) * (Wolf.XRES / Wolf.YRES);
for (n = 0; n < Wolf.XRES; ++n) {
tanval = tanfov2 * (-1.0 + 2.0 * n / (Wolf.XRES-1));
ColumnAngle[n] = Wolf.RAD2FINE(Math.atan(tanval)) >> 0;
}
Wolf.Random.init(1); // random number generators
return 1;
}
/**
* @description Calculate the field of view.
* @memberOf Wolf.Math
* @param {number} fovX Must be within 1 and 179 degrees.
* @param {number} width Width of viewing area.
* @param {number} height Height of viewing area.
* @returns {number} The field of view in degrees.
*/
function calcFov(fovX, width, height) {
if (fovX < 1 || fovX > 179) {
throw Error("Bad fov: " + fovX );
}
return Wolf.RAD2DEG(Math.atan(height / (width / Math.tan(fovX / 360 * Math.PI)))) * 2;
}
/**
* @description Clips angle to [0..360] bounds.
* @memberOf Wolf.Math
* @param {number} alpha Angle in degrees.
* @returns {number} Normalized angle.
*/
function normalizeAngle(alpha) {
if (alpha > Wolf.ANG_360) {
alpha %= Wolf.ANG_360;
}
if (alpha < Wolf.ANG_0) {
alpha = Wolf.ANG_360 - (-alpha) % Wolf.ANG_360;
}
return alpha;
}
/**
* @description Get quadrant.
* @memberOf Wolf.Math
* @param {number} angle Radian angle.
* @returns {number}
*/
function getQuadrant(angle) {
angle = Wolf.Angle.normalize(angle);
if (angle < Math.PI / 2) {
return q_first;
} else if (angle < Math.PI) {
return q_second;
} else if (angle < 3 * Math.PI / 2) {
return q_third;
} else {
return q_fourth;
}
}
/**
* @description Get 4 point direction.
* @memberOf Wolf.Math
* @param {number} angle Radian angle.
* @returns {number} Directional point.
*/
function get4dir(angle) {
angle = Wolf.Angle.normalize(angle + Math.PI / 4);
if (angle < Math.PI / 2) {
return dir4_east;
} else if( angle < Math.PI ) {
return dir4_north;
} else if( angle < 3 * Math.PI / 2 ) {
return dir4_west;
} else {
return dir4_south;
}
}
/**
* @description Get 8 point direction.
* @memberOf Wolf.Math
* @param {number} angle Radian angle.
* @returns {number} Directional point.
*/
function get8dir(angle) {
angle = Wolf.Angle.normalize(angle + Math.PI / 12);
if ( angle <= (Math.PI / 4)) {
return dir8_east;
} else if (angle < (Math.PI / 2)) {
return dir8_northeast;
} else if (angle <= (3 * Math.PI / 4)) {
return dir8_north;
} else if (angle < Math.PI) {
return dir8_northwest;
} else if (angle <= (5 * Math.PI / 4)) {
return dir8_west;
} else if (angle < (3 * Math.PI / 2)) {
return dir8_southwest;
} else if (angle <= (7 * Math.PI / 4)) {
return dir8_south;
} else {
return dir8_southeast;
}
}
/**
* @description calculates distance between a point (x, y) and a line.
* @memberOf Wolf.Math
* @param {number} x X coord of point
* @param {number} y Y coord of point
* @param {number} a Line angle in degrees
* @returns {number} Distance
*/
function point2LineDist(x, y, a) {
return Math.abs( (x * SinTable[a] - y * CosTable[a]) >> 0);
}
/**
* @description Calculates line length to the point nearest to (poin).
* @memberOf Wolf.Math
* @param {number} x X coord of point
* @param {number} y Y coord of point
* @param {number} a Line angle in degrees
* @returns {number} Distance
*/
function lineLen2Point( x, y, a) {
return (x * CosTable[a] + y * SinTable[a]) >> 0;
}
/*
point2 = {x,y}
/ |
/ |
/ |
/a______|----------> x
point1 = {x, y}
*/
/**
* @description Returns angle in radians
* @memberOf Wolf.Math
* @param {number} x X coord of point
* @param {number} y Y coord of point
* @param {number} a Line angle in degrees
* @returns {number} Distance
*/
function transformPoint(point1X, point1Y, point2X, point2Y) {
var angle = Math.atan2(point1Y - point2Y, point1X - point2X);
return Wolf.Angle.normalize(angle);
}
buildTables();
return {
calcFov : calcFov,
normalizeAngle : normalizeAngle,
getQuadrant : getQuadrant,
get4dir : get4dir,
get8dir : get8dir,
point2LineDist : point2LineDist,
lineLen2Point : lineLen2Point,
transformPoint : transformPoint,
SinTable : SinTable,
CosTable : CosTable,
TanTable : TanTable,
XnextTable : XnextTable,
YnextTable : YnextTable,
ColumnAngle : ColumnAngle,
dir4_east : dir4_east,
dir4_north : dir4_north,
dir4_west : dir4_west,
dir4_south : dir4_south,
dir4_nodir : dir4_nodir,
dir8_east : dir8_east,
dir8_northeast : dir8_northeast,
dir8_north : dir8_north,
dir8_northwest : dir8_northwest,
dir8_west : dir8_west,
dir8_southwest : dir8_southwest,
dir8_south : dir8_south,
dir8_southeast : dir8_southeast,
dir8_nodir : dir8_nodir,
dx4dir : dx4dir,
dy4dir : dy4dir,
dx8dir : dx8dir,
dy8dir : dy8dir,
dir4angle : dir4angle,
dir8angle : dir8angle,
dir4to8 : dir4to8,
opposite4 : opposite4,
opposite8 : opposite8,
diagonal : diagonal
};
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Game menu management
*/
Wolf.Menu = (function() {
var setupDone = false,
menuInputActive = false,
activeIndex = 0,
activeMouseItem = null,
activeEpisode,
messageBlink,
activeMessage,
activeSkill;
var keySprites = {},
i,
keySpriteNames = [
"BLANK",
"QUESTION",
"SHIFT",
"SPACE",
"CTRL",
"LEFT",
"RIGHT",
"UP",
"DOWN",
"ENTER",
"DEL",
"PGUP",
"PGDN",
"INS",
"SLASH",
"HOME",
"COMMA",
"PERIOD",
"PLUS",
"MINUS",
"0",
"1",
"2",
"3",
"4",
"5",
"6",
"7",
"8",
"9",
"A",
"B",
"C",
"D",
"E",
"F",
"G",
"H",
"I",
"J",
"K",
"L",
"M",
"N",
"O",
"P",
"Q",
"R",
"S",
"T",
"U",
"V",
"W",
"X",
"Y",
"Z"
];
for (i=0;i<keySpriteNames.length;i++) {
if (keySpriteNames[i] !== "") {
keySprites[keySpriteNames[i]] = i;
}
}
function playSound(file) {
Wolf.Sound.startSound(null, null, 1, Wolf.CHAN_AUTO, file, 1, Wolf.ATTN_NORM, 0);
}
function setActiveItem(item) {
playSound("lsfx/005.wav");
$("#menu div.menu.active li").removeClass("active");
item.addClass("active");
if ($("#menu div.menu.active").hasClass("skill")) {
$("#menu div.menu.active div.face")
.removeClass()
.addClass("face " + item.data("skill"));
}
}
/**
* @description Bind events to menu items
* @private
*/
function setupEvents() {
$(document).on("keydown", function(e) {
if (!$("#menu").is(":visible")) {
return;
}
if (!menuInputActive) {
return;
}
var oldActive = activeIndex;
switch (e.keyCode) {
case 38:
activeIndex--;
activeMouseItem = null;
break;
case 40:
activeIndex++;
activeMouseItem = null;
break;
case 13:
if (activeMouseItem) {
activeMouseItem.trigger("click");
} else {
$("#menu div.menu.active li").eq(activeIndex).trigger("click");
}
break;
case 27: // ESC
var back = $("#menu div.menu.active").data("backmenu");
if (back) {
playSound("lsfx/039.wav");
show(back);
}
return;
}
if (oldActive != activeIndex) {
var items = $("#menu div.menu.active li:not(.hidden)");
if (activeIndex < 0) {
activeIndex += items.length;
}
activeIndex %= items.length;
setActiveItem(items.eq(activeIndex));
}
});
$("#menu li").mouseover(function() {
if (!menuInputActive) {
return;
}
activeMouseItem = $(this);
setActiveItem($(this));
});
$("#menu li").on("click", function(e) {
if (!menuInputActive) {
return;
}
playSound("lsfx/032.wav");
var $this = $(this),
sub = $this.data("submenu");
if (sub) {
show(sub);
e.stopPropagation();
}
if ($this.hasClass("sfxon")) {
$("div.light", $this).addClass("on");
$("#menu li.sfxoff div.light").removeClass("on");
Wolf.Sound.toggleSound(true);
}
if ($this.hasClass("sfxoff")) {
$("div.light", $this).addClass("on");
$("#menu li.sfxon div.light").removeClass("on");
Wolf.Sound.toggleSound(false);
}
if ($this.hasClass("musicon")) {
$("div.light", $this).addClass("on");
$("#menu li.musicoff div.light").removeClass("on");
Wolf.Sound.toggleMusic(true);
}
if ($this.hasClass("musicoff")) {
$("div.light", $this).addClass("on");
$("#menu li.musicon div.light").removeClass("on");
Wolf.Sound.toggleMusic(false);
}
if ($this.hasClass("mouseenabled")) {
var mouseOn = Wolf.Game.isMouseEnabled();
$("div.light", $this).toggleClass("on", !mouseOn);
Wolf.Game.enableMouse(!mouseOn);
}
if ($this.hasClass("customizekeys")) {
customizeKeys($this);
e.stopPropagation();
}
});
$("#menu div.menu.episodes li").on("click", function(e) {
if (!menuInputActive) {
return;
}
var episode = $(this).data("episode");
if (Wolf.Game.isPlaying()) {
showMessage("confirm-newgame", true, function(result) {
if (result) {
activeEpisode = episode;
show("skill");
} else {
show("main");
}
});
} else {
activeEpisode = episode;
show("skill");
}
});
$("#menu div.menu.skill li").on("click", function(e) {
if (!menuInputActive) {
return;
}
activeSkill = $(this).data("skill");
});
$("#menu div.menu.main li.resumegame").on("click", function(e) {
if (!menuInputActive) {
return;
}
if (Wolf.Game.isPlaying()) {
hide();
Wolf.Game.resume();
}
});
$("#menu div.menu.main li.readthis").on("click", function(e) {
if (!menuInputActive) {
return;
}
menuInputActive = false;
$("#menu").fadeOut(null, function() {
showText("help", 11, function() {
$("#menu").fadeIn();
});
});
e.stopPropagation();
});
$("#menu div.menu.levels li").on("click", function(e) {
if (!menuInputActive) {
return;
}
var level, gameState;
hide();
level = $(this).data("level");
gameState = Wolf.Game.startGame(Wolf[activeSkill]);
Wolf.Game.startLevel(gameState, activeEpisode, level);
});
}
function customizeKeys($this) {
menuInputActive = false;
var current = 0,
isBinding = false,
blinkInterval;
function selectKey(index) {
if (index < 0) index += 4;
index = index % 4;
var currentSprite = $("span.active", $this);
if (currentSprite[0]) {
setCustomizeKey(
currentSprite.data("action"),
currentSprite.data("keyIndex"),
false
);
}
var sprite = $("span.k" + (index+1), $this);
setCustomizeKey(
sprite.data("action"),
sprite.data("keyIndex"),
true
);
current = index;
}
function activateKey(index) {
isBinding = true;
var sprite = $("span.k" + (index+1), $this),
blink = false;
setCustomizeKey(
sprite.data("action"), "QUESTION", true
);
if (blinkInterval) {
clearInterval(blinkInterval);
}
blinkInterval = setInterval(function() {
setCustomizeKey(sprite.data("action"), (blink = !blink) ? "BLANK" : "QUESTION", true);
}, 500)
}
function bindKey(index, key) {
var sprite = $("span.k" + (index+1), $this);
setCustomizeKey(
sprite.data("action"),
key,
true
);
Wolf.Game.bindControl(sprite.data("action"), [key]);
}
function exitCustomize() {
$(document).off("keydown", keyHandler);
initCustomizeMenu();
menuInputActive = true;
}
function keyHandler(e) {
var i;
if (isBinding) {
// look for key in bindable key codes. TODO: LUT?
for (i=2;i<keySpriteNames.length;i++) {
if (Wolf.Keys[keySpriteNames[i]] == e.keyCode) {
bindKey(current, keySpriteNames[i]);
isBinding = false;
clearInterval(blinkInterval);
blinkInterval = 0;
break;
}
}
return;
}
switch (e.keyCode) {
case 39: // right
selectKey(current + 1);
break;
case 37: // left
selectKey(current - 1);
break;
case 13: // enter
activateKey(current);
break;
case 27: // ESC
case 38: // up
case 40: // down
exitCustomize()
break;
}
}
$(document).on("keydown", keyHandler);
selectKey(current);
}
function setCustomizeKey(action, keyIndex, active) {
var menu = $("#menu div.menu.customize"),
x = (active ? -256 : 0),
y = -keySprites[keyIndex] * 32;
$("span." + action, menu)
.css(
"backgroundPosition", x + "px " + y + "px"
)
.data("keyIndex", keyIndex)
.toggleClass("active", !!active);
}
function initCustomizeMenu() {
var controls = Wolf.Game.getControls(),
keys = ["run", "use", "attack", "strafe", "left", "right", "up", "down"],
i;
for (i=0;i<keys.length;i++) {
setCustomizeKey(keys[i], controls[keys[i]][0])
}
}
function showMessage(name, blink, onclose) {
var box,
blinkOn = false;
activeMessage = name;
menuInputActive = false;
if (messageBlink) {
clearInterval(messageBlink);
messageBlink = 0;
}
$("#menu .message." + name).show();
box = $("#menu .message." + name + " div.box");
box.removeClass("blink");
if (blink) {
setInterval(function() {
blinkOn = !blinkOn;
if (blinkOn) {
box.addClass("blink");
} else {
box.removeClass("blink");
}
}, 200);
}
function close(value) {
playSound("lsfx/039.wav");
$(document).off("keydown", keyHandler);
$("#menu .message." + name).hide();
if (messageBlink) {
clearInterval(messageBlink);
messageBlink = 0;
}
menuInputActive = true;
if (onclose) {
onclose(value)
}
}
function keyHandler(e) {
switch (e.keyCode) {
case 27: // ESC
case 78: // N
close(false);
break;
case 89: // Y
close(true);
break;
}
}
$(document).on("keydown", keyHandler);
}
/**
* @description Show the menu
* @memberOf Wolf.Menu
*/
function show(menuName) {
var musicOn, soundOn, mouseOn;
if (!setupDone) {
setupEvents();
setupDone = true;
}
Wolf.Sound.startMusic("music/WONDERIN.ogg");
menuName = menuName || "main";
if (menuName == "main") {
if (Wolf.Game.isPlaying()) {
$("#menu div.menu.main li.resumegame")
.removeClass("hidden")
.show();
} else {
$("#menu div.menu.main li.resumegame")
.addClass("hidden")
.hide();
}
}
if (menuName == "customize") {
initCustomizeMenu();
}
if (menuName == "episodes") {
$("#menu div.menu.episodes li")
.removeClass("hidden")
.show();
if (!Wolf.Episodes[0].enabled) {
$("#menu div.menu.episodes li.episode-0")
.addClass("hidden")
.hide();
}
if (!Wolf.Episodes[1].enabled) {
$("#menu div.menu.episodes li.episode-1")
.addClass("hidden")
.hide();
}
if (!Wolf.Episodes[2].enabled) {
$("#menu div.menu.episodes li.episode-2")
.addClass("hidden")
.hide();
}
}
if (menuName == "sound") {
musicOn = Wolf.Sound.isMusicEnabled();
soundOn = Wolf.Sound.isSoundEnabled();
$("#menu li.sfxoff div.light").toggleClass("on", !soundOn);
$("#menu li.sfxon div.light").toggleClass("on", soundOn);
$("#menu li.musicoff div.light").toggleClass("on", !musicOn);
$("#menu li.musicon div.light").toggleClass("on", musicOn);
}
if (menuName == "control") {
mouseOn = Wolf.Game.isMouseEnabled();
$("#menu li.mouseenabled div.light").toggleClass("on", mouseOn);
}
if ($("#menu").data("menu")) {
$("#menu").removeClass($("#menu").data("menu"));
}
$("#menu div.menu").removeClass("active").hide();
$("#menu li").removeClass("active");
$("#menu").data("menu", menuName).addClass(menuName).show();
$("#menu div.menu." + menuName).addClass("active").show();
$("#menu div.menu." + menuName + " ul li").first().addClass("active");
$("#menu").focus();
activeIndex = 0;
activeMouseItem = null;
menuInputActive = true;
}
/**
* @description Hide the menu
* @memberOf Wolf.Menu
*/
function hide() {
$("#menu").hide();
menuInputActive = false;
}
function showText(name, num, closeFunction) {
var screen = $("#text-screen"),
current = 0;
menuInputActive = false;
function show(moveIdx) {
current += moveIdx;
if (current < 0) {
current += num;
}
current = current % num;
screen.css({
"backgroundImage" : "url(art/text-screens/" + name + "-" + (current+1) + ".png)"
});
// preload the next in the background
var next = (current + 1) % num,
nextImg = new Image();
nextImg.src = "art/text-screens/" + name + "-" + (next+1) + ".png";
}
function close() {
$(document).off("keydown", keyHandler);
screen.fadeOut(null, closeFunction);
menuInputActive = true;
}
function keyHandler(e) {
switch (e.keyCode) {
case 39: // right
show(1);
break;
case 37: // left
show(-1);
break;
case 27: // ESC
close();
break;
}
}
show(0);
screen.fadeIn(null, function() {
$(document).on("keydown", keyHandler);
});
}
return {
show : show,
hide : hide,
showText : showText
};
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Player management
*/
Wolf.Player = (function() {
Wolf.setConsts({
PLAYERSIZE : Wolf.MINDIST, // player radius
STOPSPEED : 0x0D00,
FRICTION : 0.25,
MAXMOVE : (Wolf.MINDIST*2-1),
EXTRAPOINTS : 40000, // points for an extra life
ITEM_KEY_1 : 1,
ITEM_KEY_2 : 2,
ITEM_KEY_3 : 4,
ITEM_KEY_4 : 8,
ITEM_WEAPON_1 : 16,
ITEM_WEAPON_2 : 32,
ITEM_WEAPON_3 : 64,
ITEM_WEAPON_4 : 128,
ITEM_WEAPON_5 : 256,
ITEM_WEAPON_6 : 512,
ITEM_WEAPON_7 : 1024,
ITEM_WEAPON_8 : 2048,
ITEM_BACKPACK : (1<<12), // doubles carrying capacity
ITEM_AUGMENT : (1<<13), // adds 50 to maximum health
ITEM_UNIFORM : (1<<14), // allows you to pass guards
ITEM_AUTOMAP : (1<<15), // shows unknown map ares in other color (as in DooM)
ITEM_FREE : (1<<16), // - unused -
PL_FLAG_REUSE : 1, // use button pressed
PL_FLAG_ATTCK : 2, // attacking
// debug (cheat codes) flags
FL_GODMODE : (1<<4),
FL_NOTARGET : (1<<6),
WEAPON_KNIFE : 0,
WEAPON_PISTOL : 1,
WEAPON_AUTO : 2,
WEAPON_CHAIN : 3,
WEAPON_TYPES : 4,
KEY_GOLD : 0,
KEY_SILVER : 1,
KEY_FREE1 : 2,
KEY_FREE2 : 3,
KEY_TYPES : 4,
AMMO_BULLETS : 0,
AMMO_TYPES : 1,
ex_notingame : 0,
ex_playing : 1,
ex_dead : 2,
ex_secretlevel : 3,
ex_victory : 4,
ex_complete : 5,
// victory animation
BJRUNSPEED : 2048,
BJJUMPSPEED : 680
});
/*
struct atkinf
{
char tics, attack, frame; // attack is 1 for gun, 2 for knife
}
*/
var attackinfo = [ // 4 guns, 14 frames max for every gun!
[ {tics:6,attack:0,frame:1},{tics:6,attack:2,frame:2},{tics:6,attack:0,frame:3},{tics:6,attack:-1,frame:0}, {}, {}, {}, {}, {}, {}, {}, {}, {}, {} ],
[ {tics:6,attack:0,frame:1},{tics:6,attack:1,frame:2},{tics:6,attack:0,frame:3},{tics:6,attack:-1,frame:0}, {}, {}, {}, {}, {}, {}, {}, {}, {}, {} ],
[ {tics:6,attack:0,frame:1},{tics:6,attack:1,frame:2},{tics:6,attack:3,frame:3},{tics:6,attack:-1,frame:0}, {}, {}, {}, {}, {}, {}, {}, {}, {}, {} ],
[ {tics:6,attack:0,frame:1},{tics:6,attack:1,frame:2},{tics:6,attack:4,frame:3},{tics:6,attack:-1,frame:0}, {}, {}, {}, {}, {}, {}, {}, {}, {}, {} ]
];
/**
* @description Spawn the player
* @memberOf Wolf.Player
* @param {object} location The location to spawn the player {origin, angle}
* @param {object} level The level object
* @param {number} skill The difficulty level
* @param {object} [oldPlayer] A player object to copy score and weapons from
* @returns {object} The new player object
*/
function spawn(location, level, skill, oldPlayer) {
var x = location.x,
y = location.y,
angle = location.angle,
tileX = Wolf.POS2TILE(x),
tileY = Wolf.POS2TILE(y),
areanumber = level.areas[tileX][tileY];
// Player structure: Holds all info about player
var player = {
episode : -1,
level : -1,
health : 100,
frags : 0,
ammo : [
],
score : 0,
lives : 0,
startScore : 0,
nextExtra : 0,
items : 0, // (keys, weapon)
weapon : 0,
pendingWeapon : -1,
previousWeapon : -1,
position : {
x : x,
y : y
},
angle : angle,
tile : {
x : tileX,
y : tileY
},
mov : {
x : 0,
y : 0
},
speed : 0,
armor : 0, // there are 2 types. The better one is indicated by high bit set
cmd : { // movement / action command
forwardMove : 0,
sideMove : 0,
buttons : 0,
impulse : 0
},
attackFrame : 0, // attack info
attackCount : 0,
weaponFrame : 0,
madenoise : false,
lastAttacker : null,
faceFrame : 0,
faceCount : 0, // bj's face in the HUD // FIXME decide something!
faceGotGun : false,
faceOuch : false,
flags : 0,
areanumber : areanumber,
playstate : 0,
attackDirection : [0,0],
skill : skill
};
if (player.areanumber < 0) {
player.areanumber = 36;
}
Wolf.Areas.init(level, player.areanumber);
Wolf.Areas.connect(level, player.areanumber);
if (oldPlayer) {
copyPlayer(player, oldPlayer);
} else {
newGame(player);
}
return player;
}
/**
* @description Copy player variables from another player object
* @private
* @param {object} player The player object
* @param {object} copyPlayer The player object to copy from
*/
function copyPlayer(player, copyPlayer) {
player.health = copyPlayer.health;
player.ammo = copyPlayer.ammo;
player.score = copyPlayer.score;
player.startScore = copyPlayer.startScore;
player.lives = copyPlayer.lives;
player.previousWeapon = copyPlayer.previousWeapon;
player.weapon = copyPlayer.weapon;
player.pendingWeapon = copyPlayer.pendingWeapon;
player.items = (copyPlayer.items & Wolf.ITEM_WEAPON_1) |
(copyPlayer.items & Wolf.ITEM_WEAPON_2) |
(copyPlayer.items & Wolf.ITEM_WEAPON_3) |
(copyPlayer.items & Wolf.ITEM_WEAPON_4);
player.nextExtra = copyPlayer.nextExtra;
}
/**
* @description Set up player for the new game
* @memberOf Wolf.Player
* @param {object} player The player object
*/
function newGame(player) {
player.health = 100;
player.ammo[Wolf.AMMO_BULLETS] = 8;
player.score = 0;
player.startScore = 0;
player.lives = 3;
player.previousWeapon = Wolf.WEAPON_KNIFE; //gsh
player.weapon = player.pendingWeapon = Wolf.WEAPON_PISTOL;
player.items = Wolf.ITEM_WEAPON_1 | Wolf.ITEM_WEAPON_2;
player.nextExtra = Wolf.EXTRAPOINTS;
}
/**
* @description Try to move player
* @private
* @param {object} player The player object.
* @param {object} level The level object.
* @returns {boolean} Returns true if move was ok
*/
function tryMove(player, level) {
var xl, yl, xh, yh, x, y,
d, n;
xl = Wolf.POS2TILE(player.position.x - Wolf.PLAYERSIZE );
yl = Wolf.POS2TILE(player.position.y - Wolf.PLAYERSIZE );
xh = Wolf.POS2TILE(player.position.x + Wolf.PLAYERSIZE );
yh = Wolf.POS2TILE(player.position.y + Wolf.PLAYERSIZE );
// Cheching for solid walls:
for (y = yl; y <= yh; ++y) {
for (x = xl; x <= xh; ++x) {
if (level.tileMap[x][y] & Wolf.SOLID_TILE) {
return false;
}
if (level.tileMap[x][y] & Wolf.DOOR_TILE && Wolf.Doors.opened(level.state.doorMap[x][y]) != Wolf.DOOR_FULLOPEN) {
// iphone hack to allow player to move halfway into door tiles
// if the player bounds doesn't cross the middle of the tile, let the move continue
if (Math.abs(player.position.x - Wolf.TILE2POS(x)) <= 0x9000 && Math.abs(player.position.y - Wolf.TILE2POS(y)) <= 0x9000) {
return false;
}
}
}
}
// check for actors
for (n = 0; n < level.state.numGuards; ++n) {
if (level.state.guards[n].state >= Wolf.st_die1) {
continue;
}
if (!(level.state.guards[n].flags & Wolf.FL_SHOOTABLE)) {
continue;
}
d = player.position.x - level.state.guards[n].x;
if (d < -Wolf.MINACTORDIST || d > Wolf.MINACTORDIST) {
continue;
}
d = player.position.y - level.state.guards[n].y;
if (d < -Wolf.MINACTORDIST || d > Wolf.MINACTORDIST) {
continue;
}
return false;
}
return true;
}
/**
* @description Clips movement
* @private
* @param {object} self The player object.
* @param {number} xmove Movement in x direction
* @param {number} ymove Movement in y direction
* @param {object} level The level object.
*/
function clipMove(self, xmove, ymove, level) {
var basex, basey;
basex = self.position.x;
basey = self.position.y;
self.position.x += xmove;
self.position.y += ymove;
if (tryMove(self, level)) {
return; // we moved as we wanted
}
if (xmove) { // don't bother if we don't move x!
self.position.x = basex + xmove;
self.position.y = basey;
if (tryMove(self, level)) {
return; // May be we'll move only X direction?
}
}
if (ymove) { // don't bother if we don't move y!
self.position.x = basex;
self.position.y = basey + ymove;
if (tryMove(self, level)) {
return; // May be we'll move only Y direction?
}
}
// movement blocked; we must stay on one place... :(
self.position.x = basex;
self.position.y = basey;
}
/**
* @description Changes player's angle and position
* @memberOf Wolf.Player
* @param {object} game The game object.
* @param {object} self The player object.
* @param {object} level The level object.
* @param {object} tics Number of tics.
*/
function controlMovement(game, self, level, tics) {
var angle, speed;
// rotation
angle = self.angle;
self.mov.x = self.mov.y = 0; // clear accumulated movement
if (self.cmd.forwardMove ) {
speed = tics * self.cmd.forwardMove;
self.mov.x += (speed * Wolf.Math.CosTable[angle])>>0;
self.mov.y += (speed * Wolf.Math.SinTable[angle])>>0;
}
if (self.cmd.sideMove) {
speed = tics * self.cmd.sideMove;
self.mov.x += (speed * Wolf.Math.SinTable[angle])>>0;
self.mov.y -= (speed * Wolf.Math.CosTable[angle])>>0;
}
if (!self.mov.x && !self.mov.y) {
return;
}
self.speed = self.mov.x + self.mov.y;
// bound movement
if (self.mov.x > Wolf.MAXMOVE) {
self.mov.x = Wolf.MAXMOVE;
} else if (self.mov.x < -Wolf.MAXMOVE) {
self.mov.x = -Wolf.MAXMOVE;
}
if (self.mov.y > Wolf.MAXMOVE) {
self.mov.y = Wolf.MAXMOVE;
} else if (self.mov.y < -Wolf.MAXMOVE) {
self.mov.y = -Wolf.MAXMOVE;
}
// move player and clip movement to walls (check for no-clip mode here)
clipMove(self, self.mov.x, self.mov.y, level);
self.tile.x = Wolf.POS2TILE(self.position.x);
self.tile.y = Wolf.POS2TILE(self.position.y);
// Powerup_PickUp( self.tilex, self.tiley );
// pick up items easier -- any tile you touch, instead of
// just the midpoint tile
var x, y, tileX, tileY;
for (x = -1 ;x <= 1; x+= 2) {
tilex = Wolf.POS2TILE(self.position.x + x * Wolf.PLAYERSIZE);
for (y = -1; y <= 1; y+= 2) {
tiley = Wolf.POS2TILE(self.position.y + y * Wolf.PLAYERSIZE);
Wolf.Powerups.pickUp(level, self, tilex, tiley);
}
}
// Checking for area change, ambush tiles and doors will have negative values
if (level.areas[self.tile.x][self.tile.y] >= 0 && level.areas[self.tile.x][self.tile.y] != self.areanumber) {
self.areanumber = level.areas[self.tile.x][self.tile.y];
// assert( self.areanumber >= 0 && self.areanumber < Wolf.NUMAREAS );
Wolf.Areas.connect(level, self.areanumber);
}
if (level.tileMap[self.tile.x][self.tile.y] & Wolf.EXIT_TILE) {
//Wolf.Game.startIntermission(0);
Wolf.Game.victory(game);
}
}
/**
* @description Called if player pressed USE button
* @private
* @param {object} self The player object.
* @param {object} level The level object.
* @returns {boolean} True if the player used something.
*/
function use(self, game) {
var x, y, dir, newtex,
level = game.level;
dir = Wolf.Math.get4dir(Wolf.FINE2RAD(self.angle));
x = self.tile.x + Wolf.Math.dx4dir[dir];
y = self.tile.y + Wolf.Math.dy4dir[dir];
if (level.tileMap[x][y] & Wolf.DOOR_TILE) {
return Wolf.Doors.tryUse(level, self, level.state.doorMap[x][y]);
}
if (level.tileMap[x][y] & Wolf.SECRET_TILE) {
return Wolf.PushWall.push(level, x, y, dir);
}
if (level.tileMap[x][y] & Wolf.ELEVATOR_TILE) {
switch (dir) {
case Wolf.Math.dir4_east:
case Wolf.Math.dir4_west:
newtex = level.wallTexX[x][y] += 2;
break;
case Wolf.Math.dir4_north:
case Wolf.Math.dir4_south:
return false; // don't allow to press elevator rails
}
if (level.tileMap[self.tile.x][self.tile.y] & Wolf.SECRETLEVEL_TILE) {
self.playstate = Wolf.ex_secretlevel;
} else {
self.playstate = Wolf.ex_complete;
}
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_BODY, "lsfx/040.wav", 1, Wolf.ATTN_NORM, 0 );
Wolf.Game.startIntermission(game);
return true;
}
return false;
}
/**
* @description Attack
* @memberOf Wolf.Player
* @param {object} game The game object.
* @param {object} player The player object.
* @param {boolean} reAttack True if re-attack
* @param {number} tics The number of tics
*/
function attack(game, player, reAttack, tics) {
var cur,
level = game.level;
player.attackCount -= tics;
while (player.attackCount <= 0) {
cur = attackinfo[player.weapon][player.attackFrame];
switch (cur.attack) {
case -1:
player.flags &= ~Wolf.PL_FLAG_ATTCK;
if (!player.ammo[Wolf.AMMO_BULLETS]) {
player.weapon = Wolf.WEAPON_KNIFE;
} else if (player.weapon != player.pendingWeapon) {
player.weapon = player.pendingWeapon;
}
player.attackFrame = player.weaponFrame = 0;
return;
case 4:
if (!player.ammo[Wolf.AMMO_BULLETS]) {
break;
}
if (reAttack) {
player.attackFrame -= 2;
}
case 1:
if (!player.ammo[Wolf.AMMO_BULLETS]) { // can only happen with chain gun
player.attackFrame++;
break;
}
Wolf.Weapon.fireLead(game, player);
player.ammo[Wolf.AMMO_BULLETS]--;
break;
case 2:
Wolf.Weapon.fireHit(game, player);
break;
case 3:
if (player.ammo[Wolf.AMMO_BULLETS] && reAttack) {
player.attackFrame -= 2;
}
break;
}
player.attackCount += cur.tics;
player.attackFrame++;
player.weaponFrame = attackinfo[player.weapon][player.attackFrame].frame;
}
}
/**
* @description Award points to the player
* @memberOf Wolf.Player
* @param {object} player The player object.
* @param {number} points The number of points.
*/
function givePoints(player, points) {
player.score += points;
while (player.score >= player.nextExtra) {
player.nextExtra += Wolf.EXTRAPOINTS;
giveLife(player);
Wolf.log("Extra life!");
}
}
/*
-----------------------------------------------------------------------------
Returns: returns true if player needs this health.
Notes:
gives player some HP
max can be:
0 - natural player's health limit (100 or 150 with augment)
>0 - indicates the limit
-----------------------------------------------------------------------------
*/
function giveHealth(player, points, max) {
if (max == 0) {
max = (player.items & Wolf.ITEM_AUGMENT) ? 150 : 100;
}
if (player.health >= max) {
return false; // doesn't need this health
}
player.health += points;
if (player.health > max) {
player.health = max;
}
player.faceGotGun = false;
return true; // took it
}
function giveLife(player) {
if (player.lives < 9) {
player.lives++;
}
}
function giveKey(player, key) {
player.items |= Wolf.ITEM_KEY_1 << key;
}
function giveWeapon(player, weapon) {
var itemflag;
giveAmmo(player, Wolf.AMMO_BULLETS, 6); // give some ammo with a weapon
itemflag = Wolf.ITEM_WEAPON_1 << weapon;
if (player.items & itemflag) {
return; // player owns this weapon
} else {
player.items |= itemflag;
// don't switch if already using better weapon
if (player.weapon < weapon ) {
player.weapon = player.pendingWeapon = weapon;
}
}
}
function giveAmmo(player, type, ammo) {
var maxAmmo = 99;
if (player.items & Wolf.ITEM_BACKPACK) {
maxAmmo *= 2;
}
if (player.ammo[type] >= maxAmmo) {
return false; // don't need
}
if (!player.ammo[type] && !player.attackFrame) {
// knife was out
player.weapon = player.pendingWeapon;
}
player.ammo[type] += ammo;
if (player.ammo[type] > maxAmmo) {
player.ammo[type] = maxAmmo;
}
return true;
}
/**
* @description Award points to the player
* @memberOf Wolf.Player
* @param {object} player The player object.
* @param {object} attacker The attacker actor object.
* @param {number} points The number of damage points.
* @param {number} skill The difficulty level.
*/
function damage(player, attacker, points, skill) {
var dx, dy,
angle, playerAngle, deltaAngle;
if (player.playstate == Wolf.ex_dead || player.playstate == Wolf.ex_complete || self.playstate == Wolf.ex_victory) {
return;
}
player.lastAttacker = attacker;
if (skill == Wolf.gd_baby) {
points >>= 2;
}
// note the direction of the last hit for the directional blends
dx = attacker.x - player.position.x;
dy = attacker.y - player.position.y;
// probably won't ever have damage from self, but check anyway
if (dx != 0 || dy != 0) {
angle = Math.atan2(dy, dx);
playerAngle = player.angle * 360.0 / Wolf.ANG_360;
angle = angle * 180.0 / Math.PI;
if (angle < 0) {
angle = 360 + angle;
}
deltaAngle = angle - playerAngle;
if (deltaAngle > 180) {
deltaAngle = deltaAngle - 360;
}
if (deltaAngle < -180) {
deltaAngle = 360 + deltaAngle;
}
if (deltaAngle > 40) {
player.attackDirection[0] = 1;
} else if (deltaAngle < -40) {
player.attackDirection[1] = 1;
}
}
// do everything else but subtract health in god mode, to ease
// testing of damage feedback
if (!(player.flags & Wolf.FL_GODMODE) ) {
player.health -= points;
}
if (player.health <= 0) {
// dead
Wolf.Game.notify("You have died");
player.health = 0;
player.playstate = Wolf.ex_dead;
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_BODY, "lsfx/009.wav", 1, Wolf.ATTN_NORM, 0);
}
// red screen flash
Wolf.Game.startDamageFlash(points);
// stop the happy grin face if shot before it times out
player.faceGotGun = false;
// make BJ's eyes bulge on huge hits
if (points > 30 && player.health != 0) {
player.faceOuch = true;
player.faceCount = 0;
}
}
function victorySpin(game, player, tics) {
var desty;
if (player.angle > Wolf.ANG_270) {
player.angle -= tics * Wolf.ANG_1 * 3;
if (player.angle < Wolf.ANG_270) {
player.angle = Wolf.ANG_270;
}
} else if (player.angle < Wolf.ANG_270) {
player.angle += tics * Wolf.ANG_1 * 3;
if (player.angle > Wolf.ANG_270) {
player.angle = Wolf.ANG_270;
}
}
//desty = ((player.tile.y-5) << Wolf.TILESHIFT) - 0x3000;
desty = Wolf.TILE2POS(player.tile.y+7)
if (player.position.y < desty) {
player.position.y += tics * 3072;
if (player.position.y > desty) {
player.position.y = desty;
}
}
}
/**
* @description Process player actions
* @memberOf Wolf.Player
* @param {object} self The player object.
* @param {object} game The game object.
* @param {number} tics Tics since last processing.
*/
function process(game, self, tics) {
var level = game.level,
n;
if (self.playstate == Wolf.ex_victory) {
victorySpin(game, self, tics);
return;
}
self.attackDirection = [0,0];
self.madenoise = false;
controlMovement(game, self, level, tics);
if (self.flags & Wolf.PL_FLAG_ATTCK) {
attack(game, self, self.cmd.buttons & Wolf.BUTTON_ATTACK, tics);
} else {
if (self.cmd.buttons & Wolf.BUTTON_USE) {
if (!(self.flags & Wolf.PL_FLAG_REUSE) && use(self, game)) {
self.flags |= Wolf.PL_FLAG_REUSE;
}
} else {
self.flags &= ~Wolf.PL_FLAG_REUSE;
}
if (self.cmd.buttons & Wolf.BUTTON_ATTACK) {
self.flags |= Wolf.PL_FLAG_ATTCK;
self.attackFrame = 0;
self.attackCount = attackinfo[self.weapon][0].tics;
self.weaponFrame = attackinfo[self.weapon][0].frame;
}
}
// process impulses
switch (self.cmd.impulse) {
case 0:
break; // no impulse
case 1:
case 2:
case 3:
case 4:
changeWeapon(self, self.cmd.impulse - 1);
break;
case 10: // next weapon /like in Quake/ FIXME: weapprev, weapnext
self.pendingWeapon = self.weapon;
for (n = 0; n < 4; ++n) {
if (++self.weapon > Wolf.WEAPON_CHAIN) {
self.weapon = Wolf.WEAPON_KNIFE;
}
if (changeWeapon(self, self.weapon)) {
break;
}
}
self.weapon = self.pendingWeapon;
break;
default:
Wolf.log("Unknown Impulse: ", + self.cmd.impulse);
break;
}
}
return {
spawn : spawn,
newGame : newGame,
controlMovement : controlMovement,
process : process,
damage : damage,
givePoints : givePoints,
giveHealth : giveHealth,
giveAmmo : giveAmmo,
giveWeapon : giveWeapon,
giveLife : giveLife,
giveKey : giveKey
};
})();

309
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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
Wolf.Powerups = (function() {
Wolf.setConsts({
pow_gibs : 0, // 1% if <=10%; SLURPIESND
pow_gibs2 : 1, // 1% if <=10%; SLURPIESND
pow_alpo : 2, // 4% if <100%; HEALTH1SND
pow_firstaid : 3, // 25% if <100%; HEALTH2SND
pow_key1 : 4, // gold key; GETKEYSND
pow_key2 : 5, // silver key; GETKEYSND
pow_key3 : 6, // not used
pow_key4 : 7, // not used
pow_cross : 8, // 100pts; BONUS1SND
pow_chalice : 9, // 500pts; BONUS2SND
pow_bible : 10, // 1000pts; BONUS3SND
pow_crown : 11, // 5000pts; BONUS4SND
pow_clip : 12, // 8bul if <99bul; GETAMMOSND
pow_clip2 : 13, // 4bul if <99bul; GETAMMOSND
pow_machinegun : 14, // machine gun; GETMACHINESND
pow_chaingun : 15, // gatling gun; GETGATLINGSND
pow_food : 16, // 10% if <100%; HEALTH1SND
pow_fullheal : 17, // 99%, 25bul; BONUS1UPSND
pow_25clip : 18, // 25bul if <99bul; GETAMMOBOXSND
pow_spear : 19, // spear of destiny!
pow_last : 20
// add new types <!only!> here (after last)
});
var texture = [
Wolf.SPR_STAT_34, // pow_gibs
Wolf.SPR_STAT_38, // pow_gibs2
Wolf.SPR_STAT_6, // pow_alpo
Wolf.SPR_STAT_25, // pow_firstaid
Wolf.SPR_STAT_20, // pow_key1
Wolf.SPR_STAT_21, // pow_key2
// not used
Wolf.SPR_STAT_20, // pow_key3
Wolf.SPR_STAT_20, // pow_key4
Wolf.SPR_STAT_29, // pow_cross
Wolf.SPR_STAT_30, // pow_chalice
Wolf.SPR_STAT_31, // pow_bible
Wolf.SPR_STAT_32, // pow_crown
Wolf.SPR_STAT_26, // pow_clip
Wolf.SPR_STAT_26, // pow_clip2
Wolf.SPR_STAT_27, // pow_machinegun
Wolf.SPR_STAT_28, // pow_chaingun
Wolf.SPR_STAT_24, // pow_food
Wolf.SPR_STAT_33, // pow_fullheal
// spear
Wolf.SPR_STAT_49, // pow_25clip
Wolf.SPR_STAT_51 // pow_spear
];
function remove(level, powerup) {
powerup.x = -1;
powerup.y = -1;
}
function addNew(level) {
/*
for (var i = 0;i < level.state.numPowerups; i++ ) {
if (level.state.powerups[i].x == -1 ) {
return level.state.powerups[i];
}
}
*/
/*
if (level.state.numPowerups == Wolf.MAX_POWERUPS ) {
return level.state.powerups[0];
}
*/
level.state.numPowerups++;
var newp = {
x : -1,
y : -1,
type : 0,
sprite : null
};
level.state.powerups[level.state.numPowerups-1] = newp;
return newp;
}
function reset(level) {
level.state.numPowerups = 0;
level.state.powerups = [];
}
// x,y are in TILES.
function spawn(level, x, y, type) {
var newp = addNew(level);
newp.sprite = Wolf.Sprites.getNewSprite(level);
newp.type = type;
Wolf.Sprites.setPos(level, newp.sprite, Wolf.TILE2POS(newp.x = x), Wolf.TILE2POS(newp.y = y), 0);
Wolf.Sprites.setTex(level, newp.sprite, -1, texture[type]);
level.tileMap[x][y] |= Wolf.POWERUP_TILE;
// good place to update total treasure count!
}
function give(level, player, type) {
var keynames = ["Gold", "Silver", "?", "?"];
switch (type) {
// Keys
case Wolf.pow_key1:
case Wolf.pow_key2:
case Wolf.pow_key3:
case Wolf.pow_key4:
type -= Wolf.pow_key1;
Wolf.Player.giveKey(player, type);
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/012.wav", 1, Wolf.ATTN_NORM, 0);
Wolf.Game.notify(keynames[type] + " key");
break;
// Treasure
case Wolf.pow_cross:
Wolf.Player.givePoints(player, 100);
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/035.wav", 1, Wolf.ATTN_NORM, 0);
if ( ++level.state.foundTreasure == level.state.totalTreasure ) {
Wolf.Game.notify("You found the last treasure!");
}
break;
case Wolf.pow_chalice:
Wolf.Player.givePoints(player, 500);
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/036.wav", 1, Wolf.ATTN_NORM, 0);
if (++level.state.foundTreasure == level.state.totalTreasure) {
Wolf.Game.notify("You found the last treasure!");
}
break;
case Wolf.pow_bible:
Wolf.Player.givePoints(player, 1000);
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/037.wav", 1, Wolf.ATTN_NORM, 0);
if (++level.state.foundTreasure == level.state.totalTreasure) {
Wolf.Game.notify("You found the last treasure!");
}
break;
case Wolf.pow_crown:
Wolf.Player.givePoints(player, 5000);
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/045.wav", 1, Wolf.ATTN_NORM, 0);
if (++level.state.foundTreasure == level.state.totalTreasure) {
Wolf.Game.notify("You found the last treasure!");
}
break;
// Health
case Wolf.pow_gibs:
if (!Wolf.Player.giveHealth(player, 1, 11)) {
return false;
}
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/061.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.pow_alpo:
if (!Wolf.Player.giveHealth(player, 4, 0)) {
return false;
}
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/033.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.pow_food:
if (!Wolf.Player.giveHealth(player, 10, 0)) {
return false;
}
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/033.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.pow_firstaid:
if (!Wolf.Player.giveHealth(player, 25, 0)) {
return false;
}
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/034.wav", 1, Wolf.ATTN_NORM, 0);
break;
// Weapon & Ammo
case Wolf.pow_clip:
if (!Wolf.Player.giveAmmo(player, Wolf.AMMO_BULLETS, 8)) {
return false;
}
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/031.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.pow_clip2:
if (!Wolf.Player.giveAmmo(player, Wolf.AMMO_BULLETS, 4)) {
return false;
}
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/031.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.pow_25clip:
if (!Wolf.Player.giveAmmo(player, Wolf.AMMO_BULLETS, 25)) {
return false;
}
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/031.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.pow_machinegun:
Wolf.Player.giveWeapon(player, Wolf.WEAPON_AUTO );
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/030.wav", 1, Wolf.ATTN_NORM, 0);
Wolf.Game.notify("Machinegun");
break;
case Wolf.pow_chaingun:
Wolf.Player.giveWeapon(player, Wolf.WEAPON_CHAIN );
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/038.wav", 1, Wolf.ATTN_NORM, 0);
Wolf.Game.notify("Chaingun");
player.faceCount = -100;
player.faceGotGun = true;
break;
// Artifacts
case Wolf.pow_fullheal:
// go to 150 health
Wolf.Player.giveHealth(player, 99, 99 );
Wolf.Player.giveAmmo(player, Wolf.AMMO_BULLETS, 25 );
Wolf.Player.giveLife(player);
if (++level.state.foundTreasure == level.state.totalTreasure) {
Wolf.Game.notify("You found the last treasure!");
} else {
Wolf.Game.notify("Full Heal");
}
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_ITEM, "lsfx/034.wav", 1, Wolf.ATTN_NORM, 0);
Wolf.log("Extra life!");
break;
default:
Wolf.log("Warning: Unknown item type: " + type);
break;
}
Wolf.Game.startBonusFlash();
return true;
}
// x,y are in TILES.
function pickUp(level, player, x, y) {
var i, pow,
p_left = false,
p_pick = false;
for (i=0; i<level.state.numPowerups; i++) {
pow = level.state.powerups[i];
if (pow.x == x && pow.y == y) {
// got a powerup here
if (give(level, player, pow.type)) { //FIXME script
// picked up this stuff, remove it!
p_pick = true;
Wolf.Sprites.remove(level, pow.sprite);
remove(level, pow);
} else {
// player do not need it, so may be next time!
p_left = true;
}
}
}
if(p_left) {
level.tileMap[x][y] |= Wolf.POWERUP_TILE;
} else {
level.tileMap[x][y] &= ~Wolf.POWERUP_TILE;
}
}
return {
spawn : spawn,
reset : reset,
pickUp : pickUp
};
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Push wall management
*/
Wolf.PushWall = (function() {
var PWall = {};
reset();
function reset() {
PWall.active = false;
PWall.tilesMoved = 0;
PWall.pointsMoved = 0;
PWall.dir = 0;
PWall.x = 0;
PWall.y = 0;
PWall.dx = 0;
PWall.dy = 0;
PWall.texX = 0;
PWall.texY = 0;
}
function push(level, x, y, dir) {
var dx, dy;
if (PWall.active) {
return false; // another PWall is moving [only one at a time!]
}
dx = Wolf.Math.dx4dir[dir];
dy = Wolf.Math.dy4dir[dir];
if (level.tileMap[x + dx][y + dy] & (Wolf.SOLID_TILE | Wolf.DOOR_TILE)) {
// noway (smth is blocking)
return true;
}
// remove secret flag & make everything needed when pushwall used!
level.tileMap[x][y] &= (~Wolf.SECRET_TILE);
level.tileMap[x][y] &= (~Wolf.WALL_TILE);
level.tileMap[x][y] |= Wolf.PUSHWALL_TILE;
if (++level.state.foundSecrets == level.state.totalSecrets) {
Wolf.Game.notify("You found the last secret!");
} else {
Wolf.Game.notify("You found a secret!");
}
Wolf.Sound.startSound(null, null, 1, Wolf.CHAN_AUTO, "sfx/034.wav", 1, Wolf.ATTN_STATIC, 0);
// good way to avoid stuckness; [un]comment one more down!
// it makes a tile behind pushwall unpassable
level.tileMap[x + dx][y + dy] |= Wolf.PUSHWALL_TILE;
level.wallTexX[x + dx][y + dy] = level.wallTexX[x][y];
level.wallTexY[x + dx][y + dy] = level.wallTexY[x][y];
// write down PWall info
PWall.active = true;
PWall.tilesMoved = PWall.pointsMoved = 0;
PWall.dir = dir;
PWall.x = x;
PWall.y = y;
PWall.dx = dx;
PWall.dy = dy;
PWall.texX = level.wallTexX[x][y];
PWall.texY = level.wallTexY[x][y];
return true;
}
function process(level, tics) {
if (!PWall.active) {
return; // no active PWall to work with
}
PWall.pointsMoved += tics;
if (PWall.pointsMoved < 128) {
return;
}
PWall.pointsMoved -= 128;
PWall.tilesMoved++;
// Free tile
level.tileMap[PWall.x][PWall.y] &= (~Wolf.PUSHWALL_TILE);
// Occupy new tile
PWall.x += PWall.dx;
PWall.y += PWall.dy;
// Shall we move further?
if (level.tileMap[PWall.x + PWall.dx][PWall.y + PWall.dy] & (Wolf.SOLID_TILE | Wolf.DOOR_TILE | Wolf.ACTOR_TILE | Wolf.POWERUP_TILE) || PWall.tilesMoved == 3) {
level.tileMap[PWall.x][PWall.y] &= (~Wolf.PUSHWALL_TILE); // wall now
level.tileMap[PWall.x][PWall.y] |= Wolf.WALL_TILE; // wall now
level.wallTexX[PWall.x][PWall.y] = PWall.texX;
level.wallTexY[PWall.x][PWall.y] = PWall.texY;
PWall.active = false; // Free Push Wall
} else {
level.tileMap[PWall.x + PWall.dx][PWall.y + PWall.dy] |= Wolf.PUSHWALL_TILE;
// Not sure if this is right but it fixed an issue with the pushwall texture changing mid-slide.
level.wallTexX[PWall.x + PWall.dx][PWall.y + PWall.dy] = PWall.texX;
level.wallTexY[PWall.x + PWall.dx][PWall.y + PWall.dy] = PWall.texY;
}
}
function get() {
return PWall;
}
return {
reset : reset,
process : process,
push : push,
get : get
};
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
Wolf.Random = (function() {
/* This is just John Carmack's table driven pseudo-random number generator */
var rndtable = [
0, 8, 109, 220, 222, 241, 149, 107, 75, 248, 254, 140, 16, 66,
74, 21, 211, 47, 80, 242, 154, 27, 205, 128, 161, 89, 77, 36,
95, 110, 85, 48, 212, 140, 211, 249, 22, 79, 200, 50, 28, 188,
52, 140, 202, 120, 68, 145, 62, 70, 184, 190, 91, 197, 152, 224,
149, 104, 25, 178, 252, 182, 202, 182, 141, 197, 4, 81, 181, 242,
145, 42, 39, 227, 156, 198, 225, 193, 219, 93, 122, 175, 249, 0,
175, 143, 70, 239, 46, 246, 163, 53, 163, 109, 168, 135, 2, 235,
25, 92, 20, 145, 138, 77, 69, 166, 78, 176, 173, 212, 166, 113,
94, 161, 41, 50, 239, 49, 111, 164, 70, 60, 2, 37, 171, 75,
136, 156, 11, 56, 42, 146, 138, 229, 73, 146, 77, 61, 98, 196,
135, 106, 63, 197, 195, 86, 96, 203, 113, 101, 170, 247, 181, 113,
80, 250, 108, 7, 255, 237, 129, 226, 79, 107, 112, 166, 103, 241,
24, 223, 239, 120, 198, 58, 60, 82, 128, 3, 184, 66, 143, 224,
145, 224, 81, 206, 163, 45, 63, 90, 168, 114, 59, 33, 159, 95,
28, 139, 123, 98, 125, 196, 15, 70, 194, 253, 54, 14, 109, 226,
71, 17, 161, 93, 186, 87, 244, 138, 20, 52, 123, 251, 26, 36,
17, 46, 52, 231, 232, 76, 31, 221, 84, 37, 216, 165, 212, 106,
197, 242, 98, 43, 39, 175, 254, 145, 190, 84, 118, 222, 187, 136,
120, 163, 236, 249
];
var rndindex = 0;
function init(randomize) {
if (randomize ) {
rndindex = (new Date).getTime() & 0xFF;
} else {
rndindex = 0;
}
}
function rnd() {
rndindex++;
rndindex &= 0xFF;
return rndtable[rndindex];
}
return {
init : init,
rnd : rnd
}
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
Wolf.setConsts({
UPPERZCOORD : 0.6,
LOWERZCOORD : -0.6,
// marks
TRACE_MARK_MAP : 1, // marks traced area in 'AM_AutoMap.vis' array
// obstacle levels
TRACE_SIGHT : 2, // player sight
TRACE_SIGHT_AI : 4, // enemy sight
TRACE_BULLET : 8, // bullet
TRACE_OBJECT : 16, // object
TRACE_HIT_VERT : 32, // vertical wall was hit
TRACE_HIT_DOOR : 64, // door was hit
TRACE_HIT_PWALL : 128 // pushwall was hit
});
Wolf.Raycaster = (function() {
var x_tile_step = [ 1, -1, -1, 1 ],
y_tile_step = [ 1, 1, -1, -1 ];
var TILESHIFT = Wolf.TILESHIFT,
TRACE_HIT_VERT = Wolf.TRACE_HIT_VERT,
TILEGLOBAL = Wolf.TILEGLOBAL,
WALL_TILE = Wolf.WALL_TILE,
DOOR_TILE = Wolf.DOOR_TILE,
TILE2POS = Wolf.TILE2POS,
POS2TILE = Wolf.POS2TILE,
FINE2RAD = Wolf.FINE2RAD,
TRACE_HIT_DOOR = Wolf.TRACE_HIT_DOOR,
PUSHWALL_TILE = Wolf.PUSHWALL_TILE,
TRACE_HIT_PWALL = Wolf.TRACE_HIT_PWALL,
DOOR_FULLOPEN = Wolf.DOOR_FULLOPEN,
XnextTable = Wolf.Math.XnextTable,
YnextTable = Wolf.Math.YnextTable,
getQuadrant = Wolf.Math.getQuadrant,
TanTable = Wolf.Math.TanTable;
function traceCheck(tileMap, doorMap, visibleTiles, x, y, frac, dfrac, vert, flip, tracePoint) {
var door;
if (tileMap[x][y] & WALL_TILE) {
if (vert) {
tracePoint.x = (x << TILESHIFT) + (flip ? TILEGLOBAL : 0);
tracePoint.y = (y << TILESHIFT) + frac;
tracePoint.flags |= TRACE_HIT_VERT;
} else {
tracePoint.x = (x << TILESHIFT) + frac;
tracePoint.y = (y << TILESHIFT) + (flip ? TILEGLOBAL : 0);
tracePoint.flags &= ~TRACE_HIT_VERT;
}
tracePoint.tileX = x;
tracePoint.tileY = y;
tracePoint.frac = frac / TILEGLOBAL;
return true; // wall, stop tracing
}
if (visibleTiles) {
visibleTiles[x][y] = true; // this tile is visible
}
if (tileMap[x][y] & DOOR_TILE && doorMap[x][y].action != Wolf.dr_open) {
door = doorMap[x][y];
frac += dfrac >> 1;
if (POS2TILE(frac)) {
return false;
}
if (vert) {
if (door.action != Wolf.dr_closed && (frac >> 10) > DOOR_FULLOPEN - Wolf.Doors.opened(door)) {
return false; // opened enough
}
tracePoint.x = TILE2POS(x);
tracePoint.y = (y << TILESHIFT) + frac;
tracePoint.flags |= TRACE_HIT_VERT;
tracePoint.frac = frac / TILEGLOBAL;
} else {
if (door.action != Wolf.dr_closed && (frac >> 10) < Wolf.Doors.opened(door)) {
return false; // opened enough
}
tracePoint.y = TILE2POS(y);
tracePoint.x = (x << TILESHIFT) + frac;
tracePoint.flags &= ~TRACE_HIT_VERT;
tracePoint.frac = 1 - frac / TILEGLOBAL;
}
tracePoint.flags |= TRACE_HIT_DOOR;
tracePoint.tileX = x;
tracePoint.tileY = y;
tracePoint.frac += Wolf.Doors.opened(door) / DOOR_FULLOPEN;
return true; // closed door, stop tracing
}
if (tileMap[x][y] & PUSHWALL_TILE) {
var pwall = Wolf.PushWall.get(),
offset = pwall.pointsMoved / 128;
frac += dfrac * offset;
if (POS2TILE(frac)) {
return false;
}
if (vert) {
tracePoint.x = (x << TILESHIFT) + (flip ? TILEGLOBAL : 0) + offset * TILEGLOBAL * (flip ? -1 : 1);
tracePoint.y = (y << TILESHIFT) + frac;
tracePoint.flags |= TRACE_HIT_VERT;
} else {
tracePoint.x = (x << TILESHIFT) + frac;
tracePoint.y = (y << TILESHIFT) + (flip ? TILEGLOBAL : 0) + offset * TILEGLOBAL * (flip ? -1 : 1);
tracePoint.flags &= ~TRACE_HIT_VERT;
}
tracePoint.flags |= TRACE_HIT_PWALL;
tracePoint.tileX = x;
tracePoint.tileY = y;
tracePoint.frac = frac / TILEGLOBAL;
return true;
}
return false; // no intersection, go on!
}
function trace(level, visibleTiles, tracePoint) {
var xtilestep, ytilestep,
xstep, ystep,
xtile, ytile,
xintercept, yintercept,
YmapPos, XmapPos,
tileMap = level.tileMap,
doorMap = level.state.doorMap,
q;
// Setup for ray casting
q = getQuadrant(FINE2RAD(tracePoint.angle));
xtilestep = x_tile_step[q];
ytilestep = y_tile_step[q];
xtile = POS2TILE(tracePoint.x) + xtilestep;
ytile = POS2TILE(tracePoint.y) + ytilestep;
xstep = ytilestep * XnextTable[tracePoint.angle];
ystep = xtilestep * YnextTable[tracePoint.angle];
xintercept = (((((ytilestep == -1 ? ytile+1 : ytile) << TILESHIFT) - tracePoint.y)
/ TanTable[tracePoint.angle])>>0) + tracePoint.x;
yintercept = (((((xtilestep == -1 ? xtile+1 : xtile) << TILESHIFT) - tracePoint.x)
* TanTable[tracePoint.angle])>>0) + tracePoint.y;
YmapPos = yintercept >> TILESHIFT; // toXray
XmapPos = xintercept >> TILESHIFT; // toYray
if (visibleTiles) {
// this tile is visible
visibleTiles[POS2TILE(tracePoint.x)][POS2TILE(tracePoint.y)] = true;
}
var traceCount = 0;
// Start of ray-casting
while (1) {
traceCount++;
// Vertical loop // an analogue for X-Ray
while (!(ytilestep == -1 && YmapPos <= ytile) && !(ytilestep == 1 && YmapPos >= ytile)) {
if (xtile < 0 || xtile >= 64 || YmapPos < 0 || YmapPos >= 64) {
tracePoint.oob = true;
return;
}
if (traceCheck(tileMap, doorMap, visibleTiles, xtile, YmapPos, yintercept % TILEGLOBAL, ystep, true, (xtilestep == -1), tracePoint)) {
if (xstep < 0) {
tracePoint.frac = 1 - tracePoint.frac;
}
return;
}
// prepare for next step
xtile += xtilestep;
yintercept += ystep;
YmapPos = yintercept >> TILESHIFT;
}
// Horizontal loop // an analogue for Y-Ray
while (!(xtilestep == -1 && XmapPos <= xtile) && !(xtilestep == 1 && XmapPos >= xtile)) {
if (ytile < 0 || ytile >= 64 || XmapPos < 0 || XmapPos >= 64) {
tracePoint.oob = true;
return;
}
if (traceCheck(tileMap, doorMap, visibleTiles, XmapPos, ytile, xintercept % TILEGLOBAL, xstep, false, (ytilestep == -1), tracePoint)) {
if (ystep > 0) {
tracePoint.frac = 1 - tracePoint.frac;
}
return;
}
// prepare for next step
ytile += ytilestep;
xintercept += xstep;
XmapPos = xintercept >> TILESHIFT;
}
if (traceCount > 1000) {
return;
}
} // end of while( 1 )
}
function traceRays(viewport, level) {
var n, i, j,
tileMap = level.tileMap,
tracePoint,
visibleTiles = [],
numRays = Wolf.XRES / Wolf.SLICE_WIDTH,
tracers = [];
for (i=0;i<64;i++) {
visibleTiles[i] = [];
for (j=0;j<64;j++) {
visibleTiles[i][j] = 0;
}
}
// Ray casting
for (n = 0 ; n < numRays ; ++n) {
tracePoint = {
x : viewport.x,
y : viewport.y,
angle : Wolf.Math.normalizeAngle(viewport.angle - Wolf.Math.ColumnAngle[n * Wolf.SLICE_WIDTH]),
flags : Wolf.TRACE_SIGHT | Wolf.TRACE_MARK_MAP,
oob : false
};
trace(level, visibleTiles, tracePoint);
tracers[n] = tracePoint;
// Ugly hack to get rid of "blank slice" glitch due to out-of-bounds raycasting.
// We simply re-use the previous slice if possible.
if (tracePoint.oob) {
if (n > 0 && !tracers[n-1].oob) {
tracers[n] = tracers[n-1];
}
}
}
return {
visibleTiles : visibleTiles,
tracers : tracers
};
}
return {
traceRays : traceRays,
trace : trace
};
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
Wolf.setConsts({
FOV_RAD : 75 * Math.PI / 180,
ISCHROME : /chrome/.test(navigator.userAgent.toLowerCase()),
ISSAFARI : /safari/.test(navigator.userAgent.toLowerCase()),
ISFIREFOX : /firefox/.test(navigator.userAgent.toLowerCase()),
ISXP : /windows nt 5\./.test(navigator.userAgent.toLowerCase()),
ISWEBKIT : /webkit/.test(navigator.userAgent.toLowerCase())
});
Wolf.setConsts({
VIEW_DIST : (Wolf.XRES / 2) / Math.tan((Wolf.FOV_RAD / 2)),
TEXTURERESOLUTION : Wolf.ISCHROME ? 128 : 64
});
Wolf.Renderer = (function() {
var slices = [],
useBackgroundImage = Wolf.ISWEBKIT,
texturePath = "art/walls-shaded/" + Wolf.TEXTURERESOLUTION + "/",
spritePath = "art/sprites/" + Wolf.TEXTURERESOLUTION + "/",
sprites = [],
maxDistZ = 64 * 0x10000,
hasInit = false;
visibleSprites = [];
var TILESHIFT = Wolf.TILESHIFT,
TILEGLOBAL = Wolf.TILEGLOBAL,
TRACE_HIT_VERT = Wolf.TRACE_HIT_VERT,
TRACE_HIT_DOOR = Wolf.TRACE_HIT_DOOR,
WALL_TILE = Wolf.WALL_TILE,
DOOR_TILE = Wolf.DOOR_TILE,
TEX_PLATE = Wolf.TEX_PLATE,
TILE2POS = Wolf.TILE2POS,
POS2TILE = Wolf.POS2TILE,
VIEW_DIST = Wolf.VIEW_DIST,
SLICE_WIDTH = Wolf.SLICE_WIDTH,
WALL_TEXTURE_WIDTH = Wolf.WALL_TEXTURE_WIDTH,
FINE2RAD = Wolf.FINE2RAD,
XRES = Wolf.XRES,
YRES = Wolf.YRES,
MINDIST = Wolf.MINDIST,
cos = Math.cos,
sin = Math.sin,
tan = Math.tan,
atan2 = Math.atan2,
round = Math.round,
sqrt = Math.sqrt;
function init() {
var image, slice, x;
if (hasInit) {
return;
}
hasInit = true;
$("#game .renderer")
.width(Wolf.XRES + "px")
.height(Wolf.YRES + "px");
for (x=0; x<Wolf.XRES; x += Wolf.SLICE_WIDTH) {
slice = $("<div>");
slice.css({
position : "absolute",
width : Wolf.SLICE_WIDTH + "px",
height : Wolf.YRES + "px",
left : x + "px",
top : 0,
overflow : "hidden"
});
slice.appendTo("#game .renderer");
image = useBackgroundImage ? $("<div>") : $("<img>");
image.css({
position : "absolute",
display : "block",
top : 0,
height : 0,
width : Wolf.SLICE_WIDTH * Wolf.WALL_TEXTURE_WIDTH + "px",
backgroundSize : "100% 100%"
});
var sliceElement = slice[0];
sliceElement.texture = image[0];
sliceElement.appendChild(sliceElement.texture);
slices.push(sliceElement);
}
}
function reset() {
$("#game .renderer .sprite").remove();
sprites = [];
visibleSprites = [];
}
function processTrace(viewport, tracePoint) {
var x = tracePoint.x,
y = tracePoint.y,
vx = viewport.x,
vy = viewport.y,
dx = viewport.x - tracePoint.x,
dy = viewport.y - tracePoint.y,
dist = Math.sqrt(dx*dx + dy*dy),
frac,
h, w, offset;
// correct for fisheye
dist = dist * cos(FINE2RAD(tracePoint.angle - viewport.angle));
w = WALL_TEXTURE_WIDTH * SLICE_WIDTH;
h = (VIEW_DIST / dist * TILEGLOBAL) >> 0;
if (tracePoint.flags & TRACE_HIT_DOOR) {
if (tracePoint.flags & TRACE_HIT_VERT) {
if (x < vx) {
frac = tracePoint.frac;
} else {
frac = 1 - tracePoint.frac;
}
} else {
if (y < vy) {
frac = 1 - tracePoint.frac;
} else {
frac = tracePoint.frac;
}
}
} else {
frac = 1 - tracePoint.frac;
}
offset = frac * w;
if (offset > w - SLICE_WIDTH) {
offset = w - SLICE_WIDTH;
}
offset = round(offset / SLICE_WIDTH) * SLICE_WIDTH;
if (offset < 0) {
offset = 0;
}
return {
w : w,
h : h,
dist : dist,
vert : tracePoint.flags & TRACE_HIT_VERT,
offset : offset
};
}
function clear() {
var n, sprite;
for (n=0;n<visibleSprites.length;n++) {
sprite = visibleSprites[n].sprite;
if (sprite && sprite.div) {
sprite.div.style.display = "none";
}
}
}
function draw(viewport, level, tracers, visibleTiles) {
var n, tracePoint;
for (var n=0,len=tracers.length;n<len;++n) {
tracePoint = tracers[n];
if (!tracePoint.oob) {
if (tracePoint.flags & Wolf.TRACE_HIT_DOOR) {
drawDoor(n, viewport, tracePoint, level);
} else {
drawWall(n, viewport, tracePoint, level);
}
}
}
drawSprites(viewport, level, visibleTiles);
}
function updateSlice(n, textureSrc, proc) {
var slice = slices[n],
image = slice.texture,
sliceStyle = slice.style,
imgStyle = image.style,
top = (Wolf.YRES - proc.h) / 2,
left = -(proc.offset) >> 0,
height = proc.h,
z = (maxDistZ - proc.dist) >> 0,
itop;
if (Wolf.ISXP && Wolf.ISFIREFOX) {
itop = (proc.texture % 2) ? 0 : -height;
} else {
itop = -(proc.texture-1) * height;
textureSrc = "art/walls-shaded/64/walls.png";
}
if (image._src != textureSrc) {
image._src = textureSrc;
if (useBackgroundImage) {
imgStyle.backgroundImage = "url(" + textureSrc + ")";
} else {
image.src = textureSrc;
}
}
if (slice._zIndex != z) {
sliceStyle.zIndex = slice._zIndex = z;
}
if (image._height != height) {
sliceStyle.height = (image._height = height) + "px";
if (Wolf.ISXP && Wolf.ISFIREFOX) {
imgStyle.height = (height * 2) + "px";
} else {
imgStyle.height = (height * 120) + "px";
}
}
if (image._itop != itop) {
imgStyle.top = (image._itop = itop) + "px";
}
if (image._top != top) {
sliceStyle.top = (image._top = top) + "px";
}
if (image._left != left) {
imgStyle.left = (image._left = left) + "px";
}
}
function drawWall(n, viewport, tracePoint, level) {
var x = tracePoint.tileX,
y = tracePoint.tileY,
vx = POS2TILE(viewport.x),
vy = POS2TILE(viewport.y),
tileMap = level.tileMap,
proc = processTrace(viewport, tracePoint),
texture = proc.vert ? level.wallTexX[x][y] : level.wallTexY[x][y],
textureSrc;
// door sides
if (tracePoint.flags & TRACE_HIT_VERT) {
if (x >= vx && tileMap[x-1][y] & DOOR_TILE) {
texture = TEX_PLATE;
}
if (x < vx && tileMap[x+1][y] & DOOR_TILE) {
texture = TEX_PLATE;
}
} else {
if (y >= vy && tileMap[x][y-1] & DOOR_TILE) {
texture = TEX_PLATE;
}
if (y < vy && tileMap[x][y+1] & DOOR_TILE) {
texture = TEX_PLATE;
}
}
texture++;
proc.texture = texture;
if (texture % 2 == 0) {
texture--;
}
textureSrc = texturePath + "w_" + texture + ".png";
updateSlice(n, textureSrc, proc);
}
function drawDoor(n, viewport, tracePoint, level) {
var proc = processTrace(viewport, tracePoint),
texture, textureSrc;
//texture = Wolf.TEX_DDOOR + 1;
texture = level.state.doorMap[tracePoint.tileX][tracePoint.tileY].texture + 1;
proc.texture = texture;
if (texture % 2 == 0) {
texture -= 1;
}
textureSrc = texturePath + "w_" + texture + ".png";
updateSlice(n, textureSrc, proc);
}
function drawSprites(viewport, level, visibleTiles) {
var vis, n,
dist, dx, dy, angle,
z, width, size,
div, image,
divStyle, imgStyle;
// build visible sprites list
visibleSprites = Wolf.Sprites.createVisList(viewport, level, visibleTiles);
for (n = 0; n < visibleSprites.length; ++n ){
vis = visibleSprites[n];
dist = vis.dist;
if (dist < MINDIST / 2 ) {
//continue; // little hack to save speed & z-buffer
}
// make sure sprite is loaded
if (!vis.sprite.div) {
loadSprite(vis.sprite)
}
div = vis.sprite.div;
divStyle = div.style;
image = div.image;
imgStyle = image.style;
dx = vis.sprite.x - viewport.x;
dy = vis.sprite.y - viewport.y;
angle = atan2(dy, dx) - FINE2RAD(viewport.angle);
//dist = dist * Math.cos(angle);
size = (VIEW_DIST / dist * TILEGLOBAL) >> 0;
divStyle.display = "block";
divStyle.width = size + "px";
divStyle.height = size + "px";
divStyle.left = (XRES / 2 - size / 2 - tan(angle) * VIEW_DIST) + "px";
divStyle.top = (YRES / 2 - size / 2) + "px";
texture = Wolf.Sprites.getTexture(vis.sprite.tex[0]);
textureSrc = spritePath + texture.sheet;
if (image._src != textureSrc) {
image._src = textureSrc;
if (useBackgroundImage) {
imgStyle.backgroundImage = "url(" + textureSrc + ")";
} else {
image.src = textureSrc;
}
}
z = (maxDistZ - dist) >> 0;
width = texture.num * size;
left = -texture.idx * size;
if (div._zIndex != z) {
divStyle.zIndex = div._zIndex = z;
}
if (image._width != width) {
imgStyle.width = (image._width = width) + "px";
}
if (image._height != size) {
imgStyle.height = (image._height = size) + "px";
}
if (image._left != left) {
imgStyle.left = (image._left = left) + "px";
}
}
}
function unloadSprite(sprite) {
if (sprite.div) {
$(sprite.div).remove();
sprite.div = null;
}
}
function loadSprite(sprite) {
var div = document.createElement("div"),
image;
div.style.display = "none";
div.style.position = "absolute";
div.style.width = "128px";
div.style.height = "128px";
div.style.overflow = "hidden";
div.className = "sprite";
image = useBackgroundImage ? $("<div>") : $("<img>");
image.css({
position : "absolute",
display : "block",
top : 0,
height : "100%",
width : "100%",
backgroundSize : "100%",
backgroundRepeat : "no-repeat"
});
div.image = image[0];
div.appendChild(div.image);
sprite.div = div;
$("#game .renderer").append(div);
}
return {
init : init,
draw : draw,
clear : clear,
loadSprite : loadSprite,
unloadSprite : unloadSprite,
reset : reset
};
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/* requestAnimationFrame polyfill */
(function() {
window.requestAnimationFrame = (function() {
return window.requestAnimationFrame
|| window.webkitRequestAnimationFrame
|| window.mozRequestAnimationFrame
|| window.oRequestAnimationFrame
|| window.msRequestAnimationFrame
|| function(callback, element) {
return window.setTimeout(
function() {
callback(Date.now());
}, 1000 / 60
);
};
})();
window.cancelRequestAnimationFrame = (function() {
return window.cancelRequestAnimationFrame
|| window.webkitCancelRequestAnimationFrame
|| window.mozCancelRequestAnimationFrame
|| window.oCancelRequestAnimationFrame
|| window.msCancelRequestAnimationFrame
|| window.clearTimeout;
})();
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
Wolf.Sound = (function() {
Wolf.setConsts({
// Sound channels
// Channel 0 never willingly overrides
// Other channels (1-7) always override a playing sound on that channel
CHAN_AUTO : 0,
CHAN_WEAPON : 1,
CHAN_VOICE : 2,
CHAN_ITEM : 3,
CHAN_BODY : 4,
// Modifier flags
CHAN_NO_PHS_ADD : 8, // Send to all clients, not just ones in PHS (ATTN 0 will also do this)
CHAN_RELIABLE : 16, // Send by reliable message, not datagram
// Sound attenuation values
ATTN_NONE : 0, // Full volume the entire level
ATTN_NORM : 1,
ATTN_IDLE : 2,
ATTN_STATIC : 3, // Diminish very rapidly with distance
MAX_PLAYSOUNDS : 128,
MAX_CHANNELS : 64,
MUSIC_VOLUME : 0.8,
MASTER_VOLUME : 0.6
});
var sounds = {},
audioElements = [],
currentMusic,
soundEnabled = true,
musicEnabled = true,
music,
ext,
exts = ["ogg", "mp3"];
function getFileName(file) {
if (!ext) {
// look for a probably
for (var i=0;i<exts.length;i++) {
if (Modernizr.audio[exts[i]] == "probably") {
ext = exts[i];
break;
}
}
// look for a maybe
if (!ext) {
for (var i=0;i<exts.length;i++) {
if (Modernizr.audio[exts[i]] == "maybe") {
ext = exts[i];
break;
}
}
}
}
return file.split(".")[0] + "." + ext
}
function createAudioElement() {
var audio = new Audio();
audioElements.push(audio);
return audio;
}
function startSound(posPlayer, posSound, entNum, entChannel, file, volume, attenuation, timeOfs) {
var audio, dx, dy, dist;
if (!sounds[file]) {
sounds[file] = [];
}
for (var i=0;i<sounds[file].length;i++) {
if (sounds[file][i].ended || sounds[file][i].paused) {
audio = sounds[file][i];
break;
}
}
if (!audio) {
audio = createAudioElement();
audio.src = getFileName(file);
sounds[file].push(audio);
}
if (posPlayer && posSound) {
dx = (posPlayer.x - posSound.x) / Wolf.TILEGLOBAL;
dy = (posPlayer.y - posSound.y) / Wolf.TILEGLOBAL;
dist = dx * dx + dy * dy;
volume *= 1 / (1 + dist / 50);
}
audio.volume = volume * Wolf.MASTER_VOLUME * (soundEnabled ? 1 : 0);
audio.play();
}
function startMusic(file) {
if (!music) {
music = createAudioElement();
music.loop = true;
}
var filename = getFileName(file);
if (currentMusic != filename) {
music.src = currentMusic = filename;
music.volume = Wolf.MUSIC_VOLUME * Wolf.MASTER_VOLUME * (musicEnabled ? 1 : 0);
music.play();
}
}
function stopAllSounds() {
for (var i=0;i<audioElements.length;i++) {
if (audioElements[i].currentTime > 0) {
audioElements[i].currentTime = 0;
audioElements[i].pause();
}
}
}
function init() {
}
function isMusicEnabled() {
return musicEnabled
}
function isSoundEnabled() {
return soundEnabled;
}
function toggleMusic(enable) {
if (typeof enable != "undefined") {
musicEnabled = enable;
} else {
musicEnabled = !musicEnabled;
}
if (music) {
music.volume = Wolf.MUSIC_VOLUME * Wolf.MASTER_VOLUME * (musicEnabled ? 1 : 0);
}
}
function pauseMusic(enable) {
if (music) {
if (enable) {
music.pause();
} else if (music.paused) {
music.play();
}
}
}
function toggleSound(enable) {
if (typeof enable != "undefined") {
soundEnabled = enable;
} else {
soundEnabled = !soundEnabled;
}
}
if (Modernizr.audio) {
return {
startSound : startSound,
startMusic : startMusic,
stopAllSounds : stopAllSounds,
isMusicEnabled : isMusicEnabled,
isSoundEnabled : isSoundEnabled,
toggleMusic : toggleMusic,
toggleSound : toggleSound,
pauseMusic : pauseMusic,
init : init
}
} else {
return {
startSound : Wolf.noop,
startMusic : Wolf.noop,
stopAllSounds : Wolf.noop,
isMusicEnabled : Wolf.noop,
isSoundEnabled : Wolf.noop,
toggleMusic : Wolf.noop,
toggleSound : Wolf.noop,
pauseMusic : Wolf.noop,
init : Wolf.noop
}
}
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/**
* @namespace
* @description Weapons
*/
Wolf.Weapon = (function() {
function fireHit(game, player) {
var level = game.level,
closest,
dist,
d1,
n,
shotDist,
damage,
guard;
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_WEAPON, "lsfx/023.wav", 1, Wolf.ATTN_NORM, 0);
// actually fire
dist = 0x7fffffff;
closest = null;
for (n=0; n<level.state.numGuards; ++n) {
guard = level.state.guards[n];
if (guard.flags & Wolf.FL_SHOOTABLE) { // && Guards[n].flags&FL_VISABLE
shotDist = Wolf.Math.point2LineDist(guard.x - player.position.x, guard.y - player.position.y, player.angle);
if (shotDist > (2 * Wolf.TILEGLOBAL / 3)) {
continue; // miss
}
d1 = Wolf.Math.lineLen2Point(guard.x - player.position.x, guard.y - player.position.y, player.angle);
if (d1 < 0 || d1 > dist) {
continue;
}
if (!Wolf.Level.checkLine(guard.x, guard.y, player.position.x, player.position.y, level)) {
continue; // obscured
}
dist = d1;
closest = guard;
}
}
if (!closest || dist > Wolf.TILE2POS(1)) {
return; // missed if further than 1.5 tiles
}
damage = Wolf.Random.rnd() >> 4;
Wolf.ActorAI.damageActor(closest, game, player, damage); // hit something
}
function fireLead(game, player) {
var level = game.level,
closest,
damage,
dx, dy, dist,
d1, shotDist, n,
guard;
switch (player.weapon) {
case Wolf.WEAPON_PISTOL:
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_WEAPON, "sfx/012.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.WEAPON_AUTO:
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_WEAPON, "sfx/011.wav", 1, Wolf.ATTN_NORM, 0);
break;
case Wolf.WEAPON_CHAIN:
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_WEAPON, "sfx/013.wav", 1, Wolf.ATTN_NORM, 0);
break;
}
player.madenoise = true;
dist = 0x7fffffff;
closest = null;
for (n=0;n < level.state.numGuards; ++n) {
guard = level.state.guards[n];
if (guard.flags & Wolf.FL_SHOOTABLE ) { // && Guards[n].flags&FL_VISABLE
shotDist = Wolf.Math.point2LineDist(guard.x - player.position.x, guard.y - player.position.y, player.angle);
if (shotDist > (2 * Wolf.TILEGLOBAL / 3)) {
continue; // miss
}
d1 = Wolf.Math.lineLen2Point(guard.x - player.position.x, guard.y - player.position.y, player.angle);
if (d1 < 0 || d1 > dist) {
continue;
}
if (!Wolf.Level.checkLine(guard.x, guard.y, player.position.x, player.position.y, level)) {
continue; // obscured
}
dist = d1;
closest = guard;
}
}
if (!closest) { // missed
var tracePoint = {
angle : Wolf.Math.normalizeAngle(player.angle - Wolf.DEG2FINE(2) + (Math.random() * 0x10000) % (Wolf.DEG2FINE(4))),
x : player.position.x,
y : player.position.y,
flags : Wolf.TRACE_BULLET
}
Wolf.Raycaster.trace(level, null, tracePoint);
if (tracePoint.flags & Wolf.TRACE_HIT_DOOR) {
Wolf.Sound.startSound(null, null, 0, Wolf.CHAN_AUTO, "lsfx/028.wav", 1, Wolf.ATTN_NORM, 0);
}
return;
}
// hit something
dx = Math.abs(closest.tile.x - player.tile.x);
dy = Math.abs(closest.tile.y - player.tile.y);
dist = Math.max(dx, dy);
if (dist < 2) {
damage = Wolf.Random.rnd() / 4;
} else if (dist < 4) {
damage = Wolf.Random.rnd() / 6;
} else {
if (Wolf.Random.rnd() / 12 < dist) {
return; // missed
}
damage = Wolf.Random.rnd() / 6;
}
Wolf.ActorAI.damageActor(closest, game, player, damage);
}
return {
fireHit : fireHit,
fireLead : fireLead
};
})();

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/*
* ===========================================================================
*
* Wolf3D Browser Version GPL Source Code
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the Wolf3D Browser Version GPL Source Code ("Wolf3D Browser Source Code").
*
* Wolf3D Browser Source Code 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.
*
* Wolf3D Browser Source Code 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 version 2
* along with Wolf3D Browser Source Code. If not, see <http://www.gnu.org/licenses/>.
*
* If you have questions concerning this license, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
*
* ===========================================================================
*/
/** @namespace */
var Wolf = {
XRES : 608,
YRES : 304,
SLICE_WIDTH : 3,
WALL_TEXTURE_WIDTH : 64,
NUM_WALL_TEXTURES : 55,
HUD_FACE_WIDTH : 48,
HUD_FACE_HEIGHT : 64,
HUD_WEAPON_WIDTH : 256,
NUMAREAS : 37, // number of areas
FIRSTAREA : 0x6B, // first area in map data (it is by the way a way to the secret floor!)
AMBUSHTILE : 0x6A, // def guard
AMBUSH : -2,
TILEGLOBAL : 0x10000,
HALFTILE : 0x8000,
TILESHIFT : 16,
MINDIST : 0x5800,
FLOATTILE : 65536.0,
TILE2POS : function(a) { return (((a)<<Wolf.TILESHIFT)+Wolf.HALFTILE); },
POS2TILE : function(a) { return ((a)>>Wolf.TILESHIFT); },
POS2TILEf : function(a) { return ((a)/Wolf.FLOATTILE); },
ASTEP : 0.0078125, // 1 FINE=x DEGREES
ASTEPRAD : 0.000136354, // 1 FINE=x RADIANS
ANG_1RAD : 7333.8598, // 1 RADIAN=x FINES
ANG_0 : 0, //(int)((float)0/ASTEP)
ANG_1 : 128, //(int)((float)1/ASTEP)
ANG_6 : 768, //(int)((float)6/ASTEP)
ANG_15 : 1920, //(int)((float)15/ASTEP)
ANG_22_5 : 2880, //(int)((float)22.5/ASTEP)
ANG_30 : 3840, //(int)((float)30/ASTEP)
ANG_45 : 5760, //(int)((float)45/ASTEP)
ANG_67_5 : 8640, //(int)((float)67.5/ASTEP)
ANG_90 : 11520, //(int)((float)90/ASTEP)
ANG_112_5 : 14400, //(int)((float)112.5/ASTEP)
ANG_135 : 17280, //(int)((float)135/ASTEP)
ANG_157_5 : 20160, //(int)((float)157.5/ASTEP)
ANG_180 : 23040, //(int)((float)180/ASTEP)
ANG_202_5 : 25920, //(int)((float)202.5/ASTEP)
ANG_225 : 28800, //(int)((float)225/ASTEP)
ANG_247_5 : 31680, //(int)((float)247.5/ASTEP)
ANG_270 : 34560, //(int)((float)270/ASTEP)
ANG_292_5 : 37440, //(int)((float)292.5/ASTEP)
ANG_315 : 40320, //(int)((float)225/ASTEP)
ANG_337_5 : 43200, //(int)((float)337.5/ASTEP)
ANG_360 : 46080, //(int)((float)360/ASTEP)
ANGLES : 360, // must be divisable by 4
DEATHROTATE : 2,
FINE2RAD : function(a) { return (a * Math.PI / Wolf.ANG_180); },
RAD2FINE : function(a) { return (a * Wolf.ANG_180 / Math.PI); },
FINE2DEG : function(a) { return (a / Wolf.ANG_1) >> 0; }, // !@# don't lose precision bits
FINE2DEGf : function(a) { return (a / Wolf.ANG_1); },
DEG2FINE : function(a) { return (a * Wolf.ANG_1); }
};
Wolf.setConsts = function(C) {
for (var a in C) {
if (C.hasOwnProperty(a) && !(a in Wolf)) {
Wolf[a] = C[a];
}
}
};
Wolf.noop = function() {};
Wolf.log = function(str) {
/*
if (typeof console != "undefined") {
var t = new Date(),
e = new Error(),
f = "";
if (typeof str == "object" && typeof e.stack == "string") {
// ugly hack to get some kind of reference to where the log call originated
var s = e.stack.split("\n")[2]+"",
m = s.match(/at (.*)$/);
f = m ? "\t[" + m[1] + "]" : "";
}
console.log(t.toLocaleTimeString() + ": " + str + f);
}
*/
};

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/*
* Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
*
* This file is part of the WOLF3D Browser Version GPL Source Code.
*
*/
html {
padding : 0;
background-color : black;
}
body {
margin : 0;
padding : 0;
-webkit-touch-callout:none;
-webkit-tap-highlight-color: rgba(0,0,0,0);
-webkit-text-size-adjust: none;
-webkit-user-select:none;
-moz-user-select:none;
-ms-user-select:none;
user-select:none;
width : 100%;
height : 100%;
}
.load-progress {
position : absolute;
left : 0;
bottom : 0;
height : 5px;
width : 0;
background-color : #666;
}
#main {
position : absolute;
left : 0;
top : 0;
width : 640px;
height : 400px;
left : 50%;
top : 50%;
margin-left : -320px;
margin-top : -200px;
overflow : hidden;
}
#game, #menu, #title-screen {
position : absolute;
left : 0;
top : 0;
width : 100%;
height : 100%;
display : none;
background-repeat : no-repeat;
}
#title-screen {
background-image : url(art/title.png);
display : block;
}
#game {
background-color : rgb(0,56,56);
background-image : url(art/gamebg.png);
}
#game .loading {
background-color : rgb(0,56,56);
display : none;
position : absolute;
left : 0;
top : 0;
width : 100%;
height : 320px;
z-index : 60;
}
#game .loading img {
position : absolute;
left : 50%;
top : 50%;
margin-left : -224px;
margin-top : -48px;
}
#game .renderer {
z-index : 50;
background-color : #222;
overflow : hidden;
position : absolute;
left : 16px;
top : 8px;
cursor : crosshair;
}
#game *,
#game .renderer div,
#game .renderer div img,
#game .renderer .sprite,
#game .renderer .sprite img {
image-rendering : optimizeSpeed;
image-rendering : -moz-crisp-edges;
image-rendering : -o-crisp-edges;
image-rendering : optimize-contrast;
image-rendering : -webkit-optimize-contrast;
-ms-interpolation-mode: nearest-neighbor;
}
#game .renderer .player-weapon {
z-index : 100000000;
width : 256px;
height : 256px;
position : absolute;
bottom : 0;
left : 50%;
margin-left : -128px;
background-image : url(art/attack.png);
background-repeat : no-repeat;
}
#game .renderer .overlay {
z-index : 200000000;
width : 100%;
height : 100%;
position : absolute;
top : 0;
left : 0;
display : none;
}
#game .renderer .damage-flash {
background : rgba(255,0,0,0.25);
}
#game .renderer .bonus-flash {
background : rgba(255,255,128,0.20);
}
#game .renderer .death {
background : rgba(255,0,0,0);
}
#game .renderer .pause {
background : rgba(32,32,32,0.5);
}
#game .renderer .pause img {
position : absolute;
left : 50%;
top : 50%;
margin-left : -64px;
margin-top : -32px;
}
#game .ceiling, #game .floor {
position : absolute;
z-index : 0;
left : 0;
width : 100%;
height : 50%;
}
#game .ceiling {
top : 0;
}
#game .floor{
top : 50%;
}
#game .hud {
position : absolute;
z-index : 100;
bottom : 0;
width : 640px;
height : 80px;
background-image : url(art/hudbg.png);
}
#game .hud .bj {
position : absolute;
width : 48px;
height : 64px;
left : 273px;
top : 9px;
overflow : hidden;
background-image : url(art/bj.png);
}
#game .hud .key1,
#game .hud .key2 {
position : absolute;
width : 16px;
height : 32px;
left : 480px;
overflow : hidden;
background-image : url(art/hudkeys.png);
}
#game .hud .key1 {
top : 8px;
}
#game .hud .key2 {
top : 40px;
background-position : -16px 0;
}
#game .hud .weapon {
position : absolute;
width : 96px;
height : 48px;
left : 512px;
top : 16px;
overflow : hidden;
background-image : url(art/hudweapons.png);
}
#game .hud .number-container {
position : absolute;
height : 32px;
top : 32px;
}
#game .hud .floor {
left : 48px;
}
#game .hud .score {
left : 96px;
}
#game .hud .lives {
left : 224px;
}
#game .hud .health {
left : 336px;
}
#game .hud .ammo {
left : 428px;
}
#game .hud .number {
display : inline-block;
width : 16px;
height : 32px;
overflow : hidden;
margin : 0;
background-image : url(art/hudnumbers.png);
background-repeat : no-repeat;
}
#game .fps {
position : absolute;
display : none;
z-index : 1000;
left : 20px;
top : 15px;
font-family : courier new;
font-size : 16px;
width : 70px;
height : 16px;
background : rgba(0,0,0,0.3);
color : rgb(200,200,200);
padding : 5px;
}
#text-screen {
background-color : #8a0000;
position : absolute;
height : 100%;
width : 100%;
left : 0;
top : 0;
z-index : 500;
display : none;
}
#game .intermission,
#game .gameover {
position : absolute;
height : 100%;
width : 100%;
left : 0;
top : 0;
background-color : #004141;
display : none;
}
#game .gameover {
background-image : url(art/intermission_gameover.png);
}
#game .intermission > div {
position : absolute;
}
#game .intermission .background,
#game .intermission .background-secret,
#game .intermission .background-victory {
position : absolute;
background-image : url(art/intermission.png);
height : 100%;
width : 100%;
left : 0;
top : 0;
z-index : 0;
display : none;
}
#game .intermission .background-secret {
background-image : url(art/intermission_secret.png);
}
#game .intermission .background-victory {
background-image : url(art/intermission_victory.png);
}
#game .intermission .bj {
left : 40px;
top : 32px;
width : 162px;
height : 174px;
background-image : url(art/intermissionbj.png);
overflow : hidden;
z-index : 10;
}
#game .intermission .stat,
#game .intermission .victory-stat {
z-index : 10;
}
#game .intermission .bonus {
left : 412px;
top : 108px;
}
#game .intermission .floor {
left : 412px;
top : 32px;
}
#game .intermission .total-time-minutes {
top : 128px;
left : 224px;
}
#game .intermission .total-time-seconds {
top : 128px;
left : 306px;
}
#game .intermission .time-minutes,
#game .intermission .par-minutes {
left : 412px;
}
#game .intermission .time-seconds,
#game .intermission .par-seconds {
left : 498px;
}
#game .intermission .time-minutes,
#game .intermission .time-seconds {
top : 152px;
}
#game .intermission .par-minutes,
#game .intermission .par-seconds {
top : 184px;
}
#game .intermission .kill-ratio,
#game .intermission .secret-ratio,
#game .intermission .treasure-ratio {
left : 492px;
}
#game .intermission .kill-ratio {
top : 224px;
}
#game .intermission .secret-ratio {
top : 256px;
}
#game .intermission .treasure-ratio {
top : 288px;
}
#game .intermission .avg-kill-ratio,
#game .intermission .avg-secret-ratio,
#game .intermission .avg-treasure-ratio {
left : 384px;
}
#game .intermission .avg-kill-ratio {
top : 224px;
}
#game .intermission .avg-secret-ratio {
top : 256px;
}
#game .intermission .avg-treasure-ratio {
top : 288px;
}
#game .intermission .digit {
display : inline-block;
width : 32px;
height : 32px;
background-image : url(art/intermissionfont.png);
background-repeat : no-repeat;
background-position : 32px 0px;
}
#game .intermission .num-0 {
background-position : 0px 0px;
}
#game .intermission .num-1 {
background-position : -32px 0px;
}
#game .intermission .num-2 {
background-position : -64px 0px;
}
#game .intermission .num-3 {
background-position : -96px 0px;
}
#game .intermission .num-4 {
background-position : -128px 0px;
}
#game .intermission .num-5 {
background-position : -160px 0px;
}
#game .intermission .num-6 {
background-position : -192px 0px;
}
#game .intermission .num-7 {
background-position : -224px 0px;
}
#game .intermission .num-8 {
background-position : -256px 0px;
}
#game .intermission .num-9 {
background-position : -288px 0px;
}
#menu div.menu {
width : 100%;
height : 100%;
}
#menu div.menu.main {
background-image : url(art/menubg_main.png);
}
#menu div.menu.episodes {
background-image : url(art/menubg_episodes.png);
}
#menu div.menu.levels {
background-image : url(art/menubg_levels.png);
}
#menu div.menu.skill {
background-image : url(art/menubg_skill.png);
}
#menu div.menu.sound {
background-image : url(art/menubg_sound.png);
}
#menu div.menu.control {
background-image : url(art/menubg_control.png);
}
#menu div.menu.customize {
background-image : url(art/menubg_customize.png);
}
#menu ul {
list-style : none;
margin : 0;
padding : 0;
position : absolute;
}
#menu div.menu.main ul {
left : 196px;
top : 118px;
width : 330px;
height : 232px;
}
#menu div.menu.sound ul {
left : 150px;
top : 87px;
width : 330px;
height : 232px;
}
#menu div.menu.episodes ul {
left : 44px;
top : 100px;
width : 550px;
height : 240px;
}
#menu div.menu.skill ul {
left : 144px;
top : 186px;
width : 384px;
height : 128px;
}
#menu div.menu.levels ul {
left : 90px;
top : 110px;
width : 256px;
height : 240px;
}
#menu div.menu.control ul {
left : 160px;
top : 156px;
width : 350px;
height : 100px;
}
#menu div.menu.customize ul {
left : 116px;
top : 192px;
width : 512px;
height : 96px;
}
#menu ul.two-column{
position : relative;
float : left;
width : 256px;
}
/* menu items */
#menu ul li div.button {
display : block;
height : 24px;
cursor : pointer;
margin-bottom : 8px;
background-image : url(art/menuitems.png);
}
#menu li.newgame div.button {
background-position : 0 0;
}
#menu li.active.newgame div.button {
background-position : -384px 0;
}
#menu li.sound div.button {
background-position : 0 -32px;
}
#menu li.active.sound div.button {
background-position : -384px -32px;
}
#menu li.control div.button {
background-position : 0 -64px;
}
#menu li.active.control div.button {
background-position : -384px -64px;
}
#menu li.readthis div.button {
background-position : 0 -96px;
}
#menu li.active.readthis div.button {
background-position : -384px -96px;
}
#menu li.resumegame div.button {
background-position : 0 -128px;
}
#menu li.active.resumegame div.button {
background-position : -384px -128px;
}
#menu li.baby div.button {
background-position : 0 -160px;
}
#menu li.active.baby div.button {
background-position : -384px -160px;
}
#menu li.easy div.button {
background-position : 0 -192px;
}
#menu li.active.easy div.button {
background-position : -384px -192px;
}
#menu li.medium div.button {
background-position : 0 -224px;
}
#menu li.active.medium div.button {
background-position : -384px -224px;
}
#menu li.hard div.button {
background-position : 0 -256px;
}
#menu li.active.hard div.button {
background-position : -384px -256px;
}
#menu li.sfxoff {
margin-bottom : 58px;
}
#menu li.sfxon div.button,
#menu li.musicon div.button,
#menu li.sfxoff div.button,
#menu li.musicoff div.button {
margin-left : 48px;
width : 256px;
}
#menu li.sfxon div.button,
#menu li.musicon div.button {
background-position : 0 -288px;
}
#menu li.active.sfxon div.button,
#menu li.active.musicon div.button {
background-position : -384px -288px;
}
#menu li.sfxoff div.button,
#menu li.musicoff div.button {
background-position : 0 -320px;
}
#menu li.active.sfxoff div.button,
#menu li.active.musicoff div.button {
background-position : -384px -320px;
}
#menu li.mouseenabled div.button {
background-position : 0 -352px;
}
#menu li.active.mouseenabled div.button {
background-position : -384px -352px;
}
#menu li.customize div.button {
background-position : 0 -384px;
}
#menu li.active.customize div.button {
background-position : -384px -384px;
}
#menu div.menu.episodes li div.button {
height : 56px;
width : 550px;
background-image : url(art/menuitems_episodes.png);
}
#menu div.menu.episodes li.episode-0 div.button {
background-position : 0 0;
}
#menu div.menu.episodes li.active.episode-0 div.button {
background-position : 0 -56px;
}
#menu div.menu.episodes li.episode-1 div.button {
background-position : 0 -112px;
}
#menu div.menu.episodes li.active.episode-1 div.button {
background-position : 0 -168px;
}
#menu div.menu.episodes li.episode-2 div.button {
background-position : 0 -224px;
}
#menu div.menu.episodes li.active.episode-2 div.button {
background-position : 0 -280px;
}
#menu div.menu.levels li div.button {
width : 256px;
margin-bottom : 16px;
background-image : url(art/menuitems_levels.png);
}
#menu li.level-0 div.button {
background-position : 0 0;
}
#menu li.active.level-0 div.button {
background-position : -256px 0;
}
#menu li.level-1 div.button {
background-position : 0 -32px;
}
#menu li.active.level-1 div.button {
background-position : -256px -32px;
}
#menu li.level-2 div.button {
background-position : 0 -64px;
}
#menu li.active.level-2 div.button {
background-position : -256px -64px;
}
#menu li.level-3 div.button {
background-position : 0 -96px;
}
#menu li.active.level-3 div.button {
background-position : -256px -96px;
}
#menu li.level-4 div.button {
background-position : 0 -128px;
}
#menu li.active.level-4 div.button {
background-position : -256px -128px;
}
#menu li.level-5 div.button {
background-position : 0 -160px;
}
#menu li.active.level-5 div.button {
background-position : -256px -160px;
}
#menu li.level-6 div.button {
background-position : 0 -192px;
}
#menu li.active.level-6 div.button {
background-position : -256px -192px;
}
#menu li.level-7 div.button {
background-position : 0 -224px;
}
#menu li.active.level-7 div.button {
background-position : -256px -224px;
}
#menu li.level-8 div.button{
background-position : 0 -256px;
}
#menu li.active.level-8 div.button {
background-position : -256px -256px;
}
#menu li.level-9 div.button {
background-position : 0 -288px;
}
#menu li.active.level-9 div.button {
background-position : -256px -288px;
}
/* menu toggle light */
#menu div.light {
width : 42px;
height : 16px;
margin-left : -48px;
margin-top : 4px;
overflow : hidden;
display : inline-block;
background-image : url(art/menulight.png);
}
#menu div.light.on {
background-position : 0 24px;
}
/* menu selector gun */
#menu ul.selector li.active::before {
display : block;
width : 46px;
height : 24px;
position : absolute;
left : -50px;
content : "";
background-image : url(art/menuselector.png);
}
#menu div.menu.control ul.selector li.active::before {
left : -100px;
}
/* customize keys menu */
#menu div.menu.customize ul.selector li.active::before {
left : -96px;
}
#menu div.menu.customize li div.button {
margin-bottom : 28px;
background : none;
}
#menu div.menu.customize li div.button span {
position : relative;
display : inline-block;
width : 122px;
height : 28px;
background-image : url(art/control_keys.png);
background-position : 0 -128px;
margin-right : -6px;
}
#menu div.menu.customize li div.button span.k1 {
}
#menu div.menu.customize li div.button span.k2 {
}
#menu div.menu.customize li div.button span.k3 {
}
#menu div.menu.customize li div.button span.k4 {
}
#menu div.menu.customize li div.button span:hover {
}
/* skill menu face */
#menu div.menu.skill div.face {
width : 48px;
height : 64px;
left : 460px;
top : 210px;
position : absolute;
background-image : url(art/skillfaces.png);
}
#menu div.menu.skill div.face.gd_baby {
background-position : 0 0;
}
#menu div.menu.skill div.face.gd_easy {
background-position : -48px 0;
}
#menu div.menu.skill div.face.gd_medium {
background-position : -96px 0;
}
#menu div.menu.skill div.face.gd_hard {
background-position : -144px 0;
}
/* menu confirm box */
#menu .message {
position : absolute;
z-index : 1000;
left : 0;
top : 0;
width : 100%;
height : 100%;
display : none;
}
#menu .message.confirm-newgame div.box {
position : absolute;
width : 460px;
height : 100px;
left : 50%;
top : 50%;
margin-left : -230px;
margin-top : -50px;
overflow : hidden;
background-image : url(art/confirm_newgame.png);
}
#menu .message.confirm-newgame div.box.blink {
background-position : 0 100px;
}

232
wolf3d.html Normal file
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<!DOCTYPE HTML>
<html lang="en-US">
<head>
<!--
Copyright (C) 2012 id Software LLC, a ZeniMax Media company.
This file is part of the WOLF3D Browser Version GPL Source Code.
-->
<meta charset="UTF-8">
<meta http-equiv="pragma" content="no-cache" />
<meta http-equiv="cache-control" content="max-age=0" />
<meta http-equiv="cache-control" content="no-cache" />
<meta http-equiv="cache-control" content="no-store" />
<meta name="viewport" content="width=640, height=400, user-scalable=no">
<link rel="shortcut icon" href="favicon.png" />
<title>Wolfenstein 3D</title>
<link rel="stylesheet" href="styles.css">
<script src="js/modernizr.custom.js"></script>
<script src="js/jquery-1.7.1.min.js"></script>
<script src="js/load.js"></script>
</head>
<body>
<div id="main">
<div id="title-screen"></div>
<div id="menu">
<div class="message confirm-newgame">
<div class="box"></div>
</div>
<div class="menu main">
<ul class="selector">
<li data-submenu="episodes" class="newgame"><div class="button"></div></li>
<li data-submenu="sound" class="sound"><div class="button"></div></li>
<li data-submenu="control" class="control"><div class="button"></div></li>
<li class="readthis"><div class="button"></div></li>
<li class="resumegame"><div class="button"></div></li>
</ul>
</div>
<div class="menu sound" data-backmenu="main">
<ul class="selector">
<li class="sfxon"><div class="button"><div class="light"></div></div></li>
<li class="sfxoff"><div class="button"><div class="light"></div></div></li>
<li class="musicon"><div class="button"><div class="light"></div></div></li>
<li class="musicoff"><div class="button"><div class="light"></div></div></li>
</ul>
</div>
<div class="menu control" data-backmenu="main">
<ul class="selector">
<li class="mouseenabled"><div class="button"><div class="light"></div></div></li>
<li data-submenu="customize" class="customize"><div class="button"></div></li>
</ul>
</div>
<div class="menu customize" data-backmenu="control">
<ul class="selector">
<li class="customizekeys line1"><div class="button">
<span class="k1 run" data-action="run"></span>
<span class="k2 use" data-action="use"></span>
<span class="k3 attack" data-action="attack"></span>
<span class="k4 strafe" data-action="strafe"></span>
</div></li>
<li class="customizekeys line1"><div class="button">
<span class="k1 left" data-action="left"></span>
<span class="k2 right" data-action="right"></span>
<span class="k3 up" data-action="up"></span>
<span class="k4 down" data-action="down"></span>
</div></li>
</ul>
</div>
<div class="menu skill" data-backmenu="episodes">
<div class="face"></div>
<ul class="selector">
<li data-submenu="levels" data-skill="gd_baby" class="baby"><div class="button"></div></li>
<li data-submenu="levels" data-skill="gd_easy" class="easy"><div class="button"></div></li>
<li data-submenu="levels" data-skill="gd_medium" class="medium"><div class="button"></div></li>
<li data-submenu="levels" data-skill="gd_hard" class="hard"><div class="button"></div></li>
</ul>
</div>
<div class="menu episodes" data-backmenu="main">
<ul>
<li data-episode="0" class="episode-0"><div class="button"></div></li>
<li data-episode="1" class="episode-1"><div class="button"></div></li>
<li data-episode="2" class="episode-2"><div class="button"></div></li>
</ul>
</div>
<div class="menu levels" data-backmenu="skill">
<ul class="two-column selector">
<li data-level="0" class="level-0"><div class="button"></div></li>
<li data-level="1" class="level-1"><div class="button"></div></li>
<li data-level="2" class="level-2"><div class="button"></div></li>
<li data-level="3" class="level-3"><div class="button"></div></li>
<li data-level="4" class="level-4"><div class="button"></div></li>
</ul>
<ul class="two-column selector">
<li data-level="5" class="level-5"><div class="button"></div></li>
<li data-level="6" class="level-6"><div class="button"></div></li>
<li data-level="7" class="level-7"><div class="button"></div></li>
<li data-level="8" class="level-8"><div class="button"></div></li>
<li data-level="9" class="level-9"><div class="button"></div></li>
</ul>
</div>
</div>
<div id="text-screen"></div>
<div id="game">
<div class="fps"></div>
<div class="renderer">
<div class="ceiling"></div>
<div class="floor"></div>
<div class="player-weapon"></div>
<div class="damage-flash overlay"></div>
<div class="bonus-flash overlay"></div>
<div class="death overlay"></div>
<div class="pause overlay"><img alt="" src="art/paused.png"/></div>
</div>
<div class="loading"><img alt="" src="art/getpsyched.png"/></div>
<div class="gameover"></div>
<div class="intermission">
<div class="background"></div>
<div class="background-secret"></div>
<div class="background-victory"></div>
<div class="bj"></div>
<div class="floor stat">
<div class="digit"></div>
<div class="digit"></div>
</div>
<div class="bonus stat">
<div class="digit"></div>
<div class="digit"></div>
<div class="digit"></div>
<div class="digit"></div>
<div class="digit"></div>
<div class="digit"></div>
</div>
<div class="total-time-minutes victory-stat">
<div class="digit"></div><div class="digit"></div>
</div>
<div class="total-time-seconds victory-stat">
<div class="digit"></div><div class="digit"></div>
</div>
<div class="time-minutes stat">
<div class="digit"></div>
<div class="digit"></div>
</div>
<div class="time-seconds stat">
<div class="digit"></div>
<div class="digit"></div>
</div>
<div class="par-minutes stat">
<div class="digit"></div>
<div class="digit"></div>
</div>
<div class="par-seconds stat">
<div class="digit"></div>
<div class="digit"></div>
</div>
<div class="kill-ratio stat">
<div class="digit"></div>
<div class="digit"></div>
<div class="digit"></div>
</div>
<div class="secret-ratio stat">
<div class="digit"></div>
<div class="digit"></div>
<div class="digit"></div>
</div>
<div class="treasure-ratio stat">
<div class="digit"></div>
<div class="digit"></div>
<div class="digit"></div>
</div>
<div class="avg-kill-ratio victory-stat">
<div class="digit"></div><div class="digit"></div><div class="digit"></div>
</div>
<div class="avg-secret-ratio victory-stat">
<div class="digit"></div><div class="digit"></div><div class="digit"></div>
</div>
<div class="avg-treasure-ratio victory-stat">
<div class="digit"></div><div class="digit"></div><div class="digit"></div>
</div>
</div>
<div class="hud">
<div class="floor number-container">
<div class="number"></div>
</div>
<div class="score number-container">
<div class="number"></div><div class="number"></div><div class="number"></div><div class="number"></div><div class="number"></div><div class="number"></div>
</div>
<div class="lives number-container">
<div class="number"></div>
</div>
<div class="health number-container">
<div class="number"></div><div class="number"></div><div class="number"></div>
</div>
<div class="ammo number-container">
<div class="number"></div><div class="number"></div>
</div>
<div class="key1"></div>
<div class="key2"></div>
<div class="bj"></div>
<div class="weapon"></div>
</div>
</div>
</div>
</body>
</html>