1421 lines
23 KiB
C
1421 lines
23 KiB
C
// WL_AGENT.C
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#include "WL_DEF.H"
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#pragma hdrstop
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/*
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=============================================================================
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LOCAL CONSTANTS
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=============================================================================
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*/
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#define MAXMOUSETURN 10
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#define MOVESCALE 150l
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#define BACKMOVESCALE 100l
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#define ANGLESCALE 20
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/*
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=============================================================================
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GLOBAL VARIABLES
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=============================================================================
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*/
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//
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// player state info
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//
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boolean running;
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long thrustspeed;
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unsigned plux,pluy; // player coordinates scaled to unsigned
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int anglefrac;
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int gotgatgun; // JR
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objtype *LastAttacker;
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/*
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=============================================================================
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LOCAL VARIABLES
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=============================================================================
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*/
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void T_Player (objtype *ob);
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void T_Attack (objtype *ob);
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statetype s_player = {false,0,0,T_Player,NULL,NULL};
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statetype s_attack = {false,0,0,T_Attack,NULL,NULL};
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long playerxmove,playerymove;
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struct atkinf
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{
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char tics,attack,frame; // attack is 1 for gun, 2 for knife
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} attackinfo[4][14] =
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{
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{ {6,0,1},{6,2,2},{6,0,3},{6,-1,4} },
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{ {6,0,1},{6,1,2},{6,0,3},{6,-1,4} },
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{ {6,0,1},{6,1,2},{6,3,3},{6,-1,4} },
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{ {6,0,1},{6,1,2},{6,4,3},{6,-1,4} },
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};
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int strafeangle[9] = {0,90,180,270,45,135,225,315,0};
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void DrawWeapon (void);
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void GiveWeapon (int weapon);
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void GiveAmmo (int ammo);
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//===========================================================================
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//----------
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void Attack (void);
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void Use (void);
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void Search (objtype *ob);
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void SelectWeapon (void);
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void SelectItem (void);
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//----------
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boolean TryMove (objtype *ob);
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void T_Player (objtype *ob);
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void ClipMove (objtype *ob, long xmove, long ymove);
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/*
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=============================================================================
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CONTROL STUFF
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=============================================================================
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*/
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/*
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======================
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=
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= CheckWeaponChange
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=
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= Keys 1-4 change weapons
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=
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======================
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*/
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void CheckWeaponChange (void)
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{
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int i,buttons;
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if (!gamestate.ammo) // must use knife with no ammo
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return;
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for (i=wp_knife ; i<=gamestate.bestweapon ; i++)
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if (buttonstate[bt_readyknife+i-wp_knife])
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{
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gamestate.weapon = gamestate.chosenweapon = i;
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DrawWeapon ();
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return;
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}
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}
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/*
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=======================
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=
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= ControlMovement
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=
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= Takes controlx,controly, and buttonstate[bt_strafe]
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=
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= Changes the player's angle and position
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=
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= There is an angle hack because when going 70 fps, the roundoff becomes
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= significant
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=
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=======================
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*/
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void ControlMovement (objtype *ob)
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{
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long oldx,oldy;
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int angle,maxxmove;
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int angleunits;
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long speed;
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thrustspeed = 0;
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oldx = player->x;
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oldy = player->y;
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//
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// side to side move
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//
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if (buttonstate[bt_strafe])
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{
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//
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// strafing
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//
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//
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if (controlx > 0)
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{
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angle = ob->angle - ANGLES/4;
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if (angle < 0)
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angle += ANGLES;
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Thrust (angle,controlx*MOVESCALE); // move to left
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}
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else if (controlx < 0)
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{
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angle = ob->angle + ANGLES/4;
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if (angle >= ANGLES)
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angle -= ANGLES;
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Thrust (angle,-controlx*MOVESCALE); // move to right
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}
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}
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else
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{
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//
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// not strafing
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//
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anglefrac += controlx;
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angleunits = anglefrac/ANGLESCALE;
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anglefrac -= angleunits*ANGLESCALE;
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ob->angle -= angleunits;
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if (ob->angle >= ANGLES)
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ob->angle -= ANGLES;
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if (ob->angle < 0)
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ob->angle += ANGLES;
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}
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//
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// forward/backwards move
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//
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if (controly < 0)
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{
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Thrust (ob->angle,-controly*MOVESCALE); // move forwards
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}
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else if (controly > 0)
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{
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angle = ob->angle + ANGLES/2;
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if (angle >= ANGLES)
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angle -= ANGLES;
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Thrust (angle,controly*BACKMOVESCALE); // move backwards
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}
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if (gamestate.victoryflag) // watching the BJ actor
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return;
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//
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// calculate total move
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//
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playerxmove = player->x - oldx;
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playerymove = player->y - oldy;
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}
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/*
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=============================================================================
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STATUS WINDOW STUFF
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=============================================================================
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*/
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/*
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==================
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=
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= StatusDrawPic
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=
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==================
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*/
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void StatusDrawPic (unsigned x, unsigned y, unsigned picnum)
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{
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unsigned temp;
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temp = bufferofs;
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bufferofs = 0;
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bufferofs = PAGE1START+(200-STATUSLINES)*SCREENWIDTH;
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LatchDrawPic (x,y,picnum);
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bufferofs = PAGE2START+(200-STATUSLINES)*SCREENWIDTH;
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LatchDrawPic (x,y,picnum);
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bufferofs = PAGE3START+(200-STATUSLINES)*SCREENWIDTH;
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LatchDrawPic (x,y,picnum);
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bufferofs = temp;
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}
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/*
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==================
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=
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= DrawFace
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=
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==================
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*/
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void DrawFace (void)
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{
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if (gamestate.health)
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{
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#ifdef SPEAR
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if (godmode)
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StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);
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else
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#endif
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StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);
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}
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else
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{
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#ifndef SPEAR
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if (LastAttacker->obclass == needleobj)
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StatusDrawPic (17,4,MUTANTBJPIC);
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else
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#endif
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StatusDrawPic (17,4,FACE8APIC);
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}
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}
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/*
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===============
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=
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= UpdateFace
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=
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= Calls draw face if time to change
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=
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===============
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*/
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#define FACETICS 70
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int facecount;
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void UpdateFace (void)
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{
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if (SD_SoundPlaying() == GETGATLINGSND)
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return;
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facecount += tics;
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if (facecount > US_RndT())
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{
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gamestate.faceframe = (US_RndT()>>6);
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if (gamestate.faceframe==3)
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gamestate.faceframe = 1;
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facecount = 0;
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DrawFace ();
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}
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}
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/*
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===============
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=
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= LatchNumber
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=
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= right justifies and pads with blanks
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=
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===============
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*/
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void LatchNumber (int x, int y, int width, long number)
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{
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unsigned length,c;
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char str[20];
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ltoa (number,str,10);
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length = strlen (str);
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while (length<width)
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{
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StatusDrawPic (x,y,N_BLANKPIC);
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x++;
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width--;
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}
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c= length <= width ? 0 : length-width;
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while (c<length)
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{
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StatusDrawPic (x,y,str[c]-'0'+ N_0PIC);
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x++;
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c++;
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}
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}
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/*
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===============
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=
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= DrawHealth
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=
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===============
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*/
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void DrawHealth (void)
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{
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LatchNumber (21,16,3,gamestate.health);
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}
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/*
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===============
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=
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= TakeDamage
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=
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===============
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*/
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void TakeDamage (int points,objtype *attacker)
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{
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LastAttacker = attacker;
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if (gamestate.victoryflag)
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return;
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if (gamestate.difficulty==gd_baby)
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points>>=2;
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if (!godmode)
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gamestate.health -= points;
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if (gamestate.health<=0)
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{
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gamestate.health = 0;
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playstate = ex_died;
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killerobj = attacker;
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}
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StartDamageFlash (points);
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gotgatgun=0;
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DrawHealth ();
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DrawFace ();
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//
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// MAKE BJ'S EYES BUG IF MAJOR DAMAGE!
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//
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#ifdef SPEAR
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if (points > 30 && gamestate.health!=0 && !godmode)
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{
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StatusDrawPic (17,4,BJOUCHPIC);
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facecount = 0;
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}
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#endif
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}
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/*
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===============
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=
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= HealSelf
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=
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===============
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*/
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void HealSelf (int points)
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{
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gamestate.health += points;
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if (gamestate.health>100)
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gamestate.health = 100;
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DrawHealth ();
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gotgatgun = 0; // JR
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DrawFace ();
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}
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//===========================================================================
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/*
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===============
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=
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= DrawLevel
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=
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===============
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*/
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void DrawLevel (void)
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{
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#ifdef SPEAR
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if (gamestate.mapon == 20)
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LatchNumber (2,16,2,18);
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else
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#endif
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LatchNumber (2,16,2,gamestate.mapon+1);
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}
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//===========================================================================
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/*
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===============
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=
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= DrawLives
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=
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===============
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*/
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void DrawLives (void)
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{
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LatchNumber (14,16,1,gamestate.lives);
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}
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/*
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===============
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=
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= GiveExtraMan
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=
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===============
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*/
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void GiveExtraMan (void)
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{
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if (gamestate.lives<9)
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gamestate.lives++;
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DrawLives ();
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SD_PlaySound (BONUS1UPSND);
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}
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//===========================================================================
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/*
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===============
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=
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= DrawScore
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=
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===============
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*/
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void DrawScore (void)
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{
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LatchNumber (6,16,6,gamestate.score);
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}
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/*
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===============
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=
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= GivePoints
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=
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===============
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*/
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void GivePoints (long points)
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{
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gamestate.score += points;
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while (gamestate.score >= gamestate.nextextra)
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{
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gamestate.nextextra += EXTRAPOINTS;
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GiveExtraMan ();
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}
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DrawScore ();
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}
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//===========================================================================
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/*
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==================
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=
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= DrawWeapon
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=
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==================
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*/
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void DrawWeapon (void)
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{
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StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);
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}
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/*
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==================
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=
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= DrawKeys
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=
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==================
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*/
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void DrawKeys (void)
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{
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if (gamestate.keys & 1)
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StatusDrawPic (30,4,GOLDKEYPIC);
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else
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StatusDrawPic (30,4,NOKEYPIC);
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if (gamestate.keys & 2)
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StatusDrawPic (30,20,SILVERKEYPIC);
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else
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StatusDrawPic (30,20,NOKEYPIC);
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}
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/*
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==================
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=
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= GiveWeapon
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=
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==================
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*/
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void GiveWeapon (int weapon)
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{
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GiveAmmo (6);
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if (gamestate.bestweapon<weapon)
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gamestate.bestweapon = gamestate.weapon
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= gamestate.chosenweapon = weapon;
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DrawWeapon ();
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}
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//===========================================================================
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/*
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===============
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=
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= DrawAmmo
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=
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===============
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*/
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void DrawAmmo (void)
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{
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LatchNumber (27,16,2,gamestate.ammo);
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}
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|
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/*
|
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===============
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=
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= GiveAmmo
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=
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===============
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*/
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void GiveAmmo (int ammo)
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{
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if (!gamestate.ammo) // knife was out
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{
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if (!gamestate.attackframe)
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{
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gamestate.weapon = gamestate.chosenweapon;
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DrawWeapon ();
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}
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}
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gamestate.ammo += ammo;
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if (gamestate.ammo > 99)
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gamestate.ammo = 99;
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DrawAmmo ();
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}
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//===========================================================================
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/*
|
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==================
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=
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= GiveKey
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=
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==================
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*/
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void GiveKey (int key)
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{
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gamestate.keys |= (1<<key);
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DrawKeys ();
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}
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/*
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=============================================================================
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MOVEMENT
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=============================================================================
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*/
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/*
|
|
===================
|
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=
|
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= GetBonus
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=
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|
===================
|
|
*/
|
|
void GetBonus (statobj_t *check)
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{
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switch (check->itemnumber)
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{
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case bo_firstaid:
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if (gamestate.health == 100)
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return;
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SD_PlaySound (HEALTH2SND);
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HealSelf (25);
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break;
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|
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case bo_key1:
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case bo_key2:
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case bo_key3:
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case bo_key4:
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GiveKey (check->itemnumber - bo_key1);
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SD_PlaySound (GETKEYSND);
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break;
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case bo_cross:
|
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SD_PlaySound (BONUS1SND);
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GivePoints (100);
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gamestate.treasurecount++;
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break;
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|
case bo_chalice:
|
|
SD_PlaySound (BONUS2SND);
|
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GivePoints (500);
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gamestate.treasurecount++;
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break;
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case bo_bible:
|
|
SD_PlaySound (BONUS3SND);
|
|
GivePoints (1000);
|
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gamestate.treasurecount++;
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break;
|
|
case bo_crown:
|
|
SD_PlaySound (BONUS4SND);
|
|
GivePoints (5000);
|
|
gamestate.treasurecount++;
|
|
break;
|
|
|
|
case bo_clip:
|
|
if (gamestate.ammo == 99)
|
|
return;
|
|
|
|
SD_PlaySound (GETAMMOSND);
|
|
GiveAmmo (8);
|
|
break;
|
|
case bo_clip2:
|
|
if (gamestate.ammo == 99)
|
|
return;
|
|
|
|
SD_PlaySound (GETAMMOSND);
|
|
GiveAmmo (4);
|
|
break;
|
|
|
|
#ifdef SPEAR
|
|
case bo_25clip:
|
|
if (gamestate.ammo == 99)
|
|
return;
|
|
|
|
SD_PlaySound (GETAMMOBOXSND);
|
|
GiveAmmo (25);
|
|
break;
|
|
#endif
|
|
|
|
case bo_machinegun:
|
|
SD_PlaySound (GETMACHINESND);
|
|
GiveWeapon (wp_machinegun);
|
|
break;
|
|
case bo_chaingun:
|
|
SD_PlaySound (GETGATLINGSND);
|
|
GiveWeapon (wp_chaingun);
|
|
|
|
StatusDrawPic (17,4,GOTGATLINGPIC);
|
|
facecount = 0;
|
|
gotgatgun = 1;
|
|
break;
|
|
|
|
case bo_fullheal:
|
|
SD_PlaySound (BONUS1UPSND);
|
|
HealSelf (99);
|
|
GiveAmmo (25);
|
|
GiveExtraMan ();
|
|
gamestate.treasurecount++;
|
|
break;
|
|
|
|
case bo_food:
|
|
if (gamestate.health == 100)
|
|
return;
|
|
|
|
SD_PlaySound (HEALTH1SND);
|
|
HealSelf (10);
|
|
break;
|
|
|
|
case bo_alpo:
|
|
if (gamestate.health == 100)
|
|
return;
|
|
|
|
SD_PlaySound (HEALTH1SND);
|
|
HealSelf (4);
|
|
break;
|
|
|
|
case bo_gibs:
|
|
if (gamestate.health >10)
|
|
return;
|
|
|
|
SD_PlaySound (SLURPIESND);
|
|
HealSelf (1);
|
|
break;
|
|
|
|
case bo_spear:
|
|
spearflag = true;
|
|
spearx = player->x;
|
|
speary = player->y;
|
|
spearangle = player->angle;
|
|
playstate = ex_completed;
|
|
}
|
|
|
|
StartBonusFlash ();
|
|
check->shapenum = -1; // remove from list
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
=
|
|
= TryMove
|
|
=
|
|
= returns true if move ok
|
|
= debug: use pointers to optimize
|
|
===================
|
|
*/
|
|
|
|
boolean TryMove (objtype *ob)
|
|
{
|
|
int xl,yl,xh,yh,x,y;
|
|
objtype *check;
|
|
long deltax,deltay;
|
|
|
|
xl = (ob->x-PLAYERSIZE) >>TILESHIFT;
|
|
yl = (ob->y-PLAYERSIZE) >>TILESHIFT;
|
|
|
|
xh = (ob->x+PLAYERSIZE) >>TILESHIFT;
|
|
yh = (ob->y+PLAYERSIZE) >>TILESHIFT;
|
|
|
|
//
|
|
// check for solid walls
|
|
//
|
|
for (y=yl;y<=yh;y++)
|
|
for (x=xl;x<=xh;x++)
|
|
{
|
|
check = actorat[x][y];
|
|
if (check && check<objlist)
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// check for actors
|
|
//
|
|
if (yl>0)
|
|
yl--;
|
|
if (yh<MAPSIZE-1)
|
|
yh++;
|
|
if (xl>0)
|
|
xl--;
|
|
if (xh<MAPSIZE-1)
|
|
xh++;
|
|
|
|
for (y=yl;y<=yh;y++)
|
|
for (x=xl;x<=xh;x++)
|
|
{
|
|
check = actorat[x][y];
|
|
if (check > objlist
|
|
&& (check->flags & FL_SHOOTABLE) )
|
|
{
|
|
deltax = ob->x - check->x;
|
|
if (deltax < -MINACTORDIST || deltax > MINACTORDIST)
|
|
continue;
|
|
deltay = ob->y - check->y;
|
|
if (deltay < -MINACTORDIST || deltay > MINACTORDIST)
|
|
continue;
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
=
|
|
= ClipMove
|
|
=
|
|
===================
|
|
*/
|
|
|
|
void ClipMove (objtype *ob, long xmove, long ymove)
|
|
{
|
|
long basex,basey;
|
|
|
|
basex = ob->x;
|
|
basey = ob->y;
|
|
|
|
ob->x = basex+xmove;
|
|
ob->y = basey+ymove;
|
|
if (TryMove (ob))
|
|
return;
|
|
|
|
if (noclip && ob->x > 2*TILEGLOBAL && ob->y > 2*TILEGLOBAL &&
|
|
ob->x < (((long)(mapwidth-1))<<TILESHIFT)
|
|
&& ob->y < (((long)(mapheight-1))<<TILESHIFT) )
|
|
return; // walk through walls
|
|
|
|
if (!SD_SoundPlaying())
|
|
SD_PlaySound (HITWALLSND);
|
|
|
|
ob->x = basex+xmove;
|
|
ob->y = basey;
|
|
if (TryMove (ob))
|
|
return;
|
|
|
|
ob->x = basex;
|
|
ob->y = basey+ymove;
|
|
if (TryMove (ob))
|
|
return;
|
|
|
|
ob->x = basex;
|
|
ob->y = basey;
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
/*
|
|
===================
|
|
=
|
|
= VictoryTile
|
|
=
|
|
===================
|
|
*/
|
|
|
|
void VictoryTile (void)
|
|
{
|
|
#ifndef SPEAR
|
|
SpawnBJVictory ();
|
|
#endif
|
|
|
|
gamestate.victoryflag = true;
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
=
|
|
= Thrust
|
|
=
|
|
===================
|
|
*/
|
|
|
|
void Thrust (int angle, long speed)
|
|
{
|
|
long xmove,ymove;
|
|
long slowmax;
|
|
unsigned offset;
|
|
|
|
|
|
//
|
|
// ZERO FUNNY COUNTER IF MOVED!
|
|
//
|
|
#ifdef SPEAR
|
|
if (speed)
|
|
funnyticount = 0;
|
|
#endif
|
|
|
|
thrustspeed += speed;
|
|
//
|
|
// moving bounds speed
|
|
//
|
|
if (speed >= MINDIST*2)
|
|
speed = MINDIST*2-1;
|
|
|
|
xmove = FixedByFrac(speed,costable[angle]);
|
|
ymove = -FixedByFrac(speed,sintable[angle]);
|
|
|
|
ClipMove(player,xmove,ymove);
|
|
|
|
player->tilex = player->x >> TILESHIFT; // scale to tile values
|
|
player->tiley = player->y >> TILESHIFT;
|
|
|
|
offset = farmapylookup[player->tiley]+player->tilex;
|
|
player->areanumber = *(mapsegs[0] + offset) -AREATILE;
|
|
|
|
if (*(mapsegs[1] + offset) == EXITTILE)
|
|
VictoryTile ();
|
|
}
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
ACTIONS
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= Cmd_Fire
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void Cmd_Fire (void)
|
|
{
|
|
buttonheld[bt_attack] = true;
|
|
|
|
gamestate.weaponframe = 0;
|
|
|
|
player->state = &s_attack;
|
|
|
|
gamestate.attackframe = 0;
|
|
gamestate.attackcount =
|
|
attackinfo[gamestate.weapon][gamestate.attackframe].tics;
|
|
gamestate.weaponframe =
|
|
attackinfo[gamestate.weapon][gamestate.attackframe].frame;
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= Cmd_Use
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void Cmd_Use (void)
|
|
{
|
|
objtype *check;
|
|
int checkx,checky,doornum,dir;
|
|
boolean elevatorok;
|
|
|
|
|
|
//
|
|
// find which cardinal direction the player is facing
|
|
//
|
|
if (player->angle < ANGLES/8 || player->angle > 7*ANGLES/8)
|
|
{
|
|
checkx = player->tilex + 1;
|
|
checky = player->tiley;
|
|
dir = di_east;
|
|
elevatorok = true;
|
|
}
|
|
else if (player->angle < 3*ANGLES/8)
|
|
{
|
|
checkx = player->tilex;
|
|
checky = player->tiley-1;
|
|
dir = di_north;
|
|
elevatorok = false;
|
|
}
|
|
else if (player->angle < 5*ANGLES/8)
|
|
{
|
|
checkx = player->tilex - 1;
|
|
checky = player->tiley;
|
|
dir = di_west;
|
|
elevatorok = true;
|
|
}
|
|
else
|
|
{
|
|
checkx = player->tilex;
|
|
checky = player->tiley + 1;
|
|
dir = di_south;
|
|
elevatorok = false;
|
|
}
|
|
|
|
doornum = tilemap[checkx][checky];
|
|
if (*(mapsegs[1]+farmapylookup[checky]+checkx) == PUSHABLETILE)
|
|
{
|
|
//
|
|
// pushable wall
|
|
//
|
|
|
|
PushWall (checkx,checky,dir);
|
|
return;
|
|
}
|
|
if (!buttonheld[bt_use] && doornum == ELEVATORTILE && elevatorok)
|
|
{
|
|
//
|
|
// use elevator
|
|
//
|
|
buttonheld[bt_use] = true;
|
|
|
|
tilemap[checkx][checky]++; // flip switch
|
|
if (*(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) == ALTELEVATORTILE)
|
|
playstate = ex_secretlevel;
|
|
else
|
|
playstate = ex_completed;
|
|
SD_PlaySound (LEVELDONESND);
|
|
SD_WaitSoundDone();
|
|
}
|
|
else if (!buttonheld[bt_use] && doornum & 0x80)
|
|
{
|
|
buttonheld[bt_use] = true;
|
|
OperateDoor (doornum & ~0x80);
|
|
}
|
|
else
|
|
SD_PlaySound (DONOTHINGSND);
|
|
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
PLAYER CONTROL
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= SpawnPlayer
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void SpawnPlayer (int tilex, int tiley, int dir)
|
|
{
|
|
player->obclass = playerobj;
|
|
player->active = true;
|
|
player->tilex = tilex;
|
|
player->tiley = tiley;
|
|
player->areanumber =
|
|
*(mapsegs[0] + farmapylookup[player->tiley]+player->tilex);
|
|
player->x = ((long)tilex<<TILESHIFT)+TILEGLOBAL/2;
|
|
player->y = ((long)tiley<<TILESHIFT)+TILEGLOBAL/2;
|
|
player->state = &s_player;
|
|
player->angle = (1-dir)*90;
|
|
if (player->angle<0)
|
|
player->angle += ANGLES;
|
|
player->flags = FL_NEVERMARK;
|
|
Thrust (0,0); // set some variables
|
|
|
|
InitAreas ();
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_KnifeAttack
|
|
=
|
|
= Update player hands, and try to do damage when the proper frame is reached
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void KnifeAttack (objtype *ob)
|
|
{
|
|
objtype *check,*closest;
|
|
long dist;
|
|
|
|
SD_PlaySound (ATKKNIFESND);
|
|
// actually fire
|
|
dist = 0x7fffffff;
|
|
closest = NULL;
|
|
for (check=ob->next ; check ; check=check->next)
|
|
if ( (check->flags & FL_SHOOTABLE)
|
|
&& (check->flags & FL_VISABLE)
|
|
&& abs (check->viewx-centerx) < shootdelta
|
|
)
|
|
{
|
|
if (check->transx < dist)
|
|
{
|
|
dist = check->transx;
|
|
closest = check;
|
|
}
|
|
}
|
|
|
|
if (!closest || dist> 0x18000l)
|
|
{
|
|
// missed
|
|
|
|
return;
|
|
}
|
|
|
|
// hit something
|
|
DamageActor (closest,US_RndT() >> 4);
|
|
}
|
|
|
|
|
|
|
|
void GunAttack (objtype *ob)
|
|
{
|
|
objtype *check,*closest,*oldclosest;
|
|
int damage;
|
|
int dx,dy,dist;
|
|
long viewdist;
|
|
|
|
switch (gamestate.weapon)
|
|
{
|
|
case wp_pistol:
|
|
SD_PlaySound (ATKPISTOLSND);
|
|
break;
|
|
case wp_machinegun:
|
|
SD_PlaySound (ATKMACHINEGUNSND);
|
|
break;
|
|
case wp_chaingun:
|
|
SD_PlaySound (ATKGATLINGSND);
|
|
break;
|
|
}
|
|
|
|
madenoise = true;
|
|
|
|
//
|
|
// find potential targets
|
|
//
|
|
viewdist = 0x7fffffffl;
|
|
closest = NULL;
|
|
|
|
while (1)
|
|
{
|
|
oldclosest = closest;
|
|
|
|
for (check=ob->next ; check ; check=check->next)
|
|
if ( (check->flags & FL_SHOOTABLE)
|
|
&& (check->flags & FL_VISABLE)
|
|
&& abs (check->viewx-centerx) < shootdelta
|
|
)
|
|
{
|
|
if (check->transx < viewdist)
|
|
{
|
|
viewdist = check->transx;
|
|
closest = check;
|
|
}
|
|
}
|
|
|
|
if (closest == oldclosest)
|
|
return; // no more targets, all missed
|
|
|
|
//
|
|
// trace a line from player to enemey
|
|
//
|
|
if (CheckLine(closest))
|
|
break;
|
|
|
|
}
|
|
|
|
//
|
|
// hit something
|
|
//
|
|
dx = abs(closest->tilex - player->tilex);
|
|
dy = abs(closest->tiley - player->tiley);
|
|
dist = dx>dy ? dx:dy;
|
|
|
|
if (dist<2)
|
|
damage = US_RndT() / 4;
|
|
else if (dist<4)
|
|
damage = US_RndT() / 6;
|
|
else
|
|
{
|
|
if ( (US_RndT() / 12) < dist) // missed
|
|
return;
|
|
damage = US_RndT() / 6;
|
|
}
|
|
|
|
DamageActor (closest,damage);
|
|
}
|
|
|
|
//===========================================================================
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= VictorySpin
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void VictorySpin (void)
|
|
{
|
|
long desty;
|
|
|
|
if (player->angle > 270)
|
|
{
|
|
player->angle -= tics * 3;
|
|
if (player->angle < 270)
|
|
player->angle = 270;
|
|
}
|
|
else if (player->angle < 270)
|
|
{
|
|
player->angle += tics * 3;
|
|
if (player->angle > 270)
|
|
player->angle = 270;
|
|
}
|
|
|
|
desty = (((long)player->tiley-5)<<TILESHIFT)-0x3000;
|
|
|
|
if (player->y > desty)
|
|
{
|
|
player->y -= tics*4096;
|
|
if (player->y < desty)
|
|
player->y = desty;
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_Attack
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void T_Attack (objtype *ob)
|
|
{
|
|
struct atkinf *cur;
|
|
|
|
UpdateFace ();
|
|
|
|
if (gamestate.victoryflag) // watching the BJ actor
|
|
{
|
|
VictorySpin ();
|
|
return;
|
|
}
|
|
|
|
if ( buttonstate[bt_use] && !buttonheld[bt_use] )
|
|
buttonstate[bt_use] = false;
|
|
|
|
if ( buttonstate[bt_attack] && !buttonheld[bt_attack])
|
|
buttonstate[bt_attack] = false;
|
|
|
|
ControlMovement (ob);
|
|
if (gamestate.victoryflag) // watching the BJ actor
|
|
return;
|
|
|
|
plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned
|
|
pluy = player->y >> UNSIGNEDSHIFT;
|
|
player->tilex = player->x >> TILESHIFT; // scale to tile values
|
|
player->tiley = player->y >> TILESHIFT;
|
|
|
|
//
|
|
// change frame and fire
|
|
//
|
|
gamestate.attackcount -= tics;
|
|
while (gamestate.attackcount <= 0)
|
|
{
|
|
cur = &attackinfo[gamestate.weapon][gamestate.attackframe];
|
|
switch (cur->attack)
|
|
{
|
|
case -1:
|
|
ob->state = &s_player;
|
|
if (!gamestate.ammo)
|
|
{
|
|
gamestate.weapon = wp_knife;
|
|
DrawWeapon ();
|
|
}
|
|
else
|
|
{
|
|
if (gamestate.weapon != gamestate.chosenweapon)
|
|
{
|
|
gamestate.weapon = gamestate.chosenweapon;
|
|
DrawWeapon ();
|
|
}
|
|
};
|
|
gamestate.attackframe = gamestate.weaponframe = 0;
|
|
return;
|
|
|
|
case 4:
|
|
if (!gamestate.ammo)
|
|
break;
|
|
if (buttonstate[bt_attack])
|
|
gamestate.attackframe -= 2;
|
|
case 1:
|
|
if (!gamestate.ammo)
|
|
{ // can only happen with chain gun
|
|
gamestate.attackframe++;
|
|
break;
|
|
}
|
|
GunAttack (ob);
|
|
gamestate.ammo--;
|
|
DrawAmmo ();
|
|
break;
|
|
|
|
case 2:
|
|
KnifeAttack (ob);
|
|
break;
|
|
|
|
case 3:
|
|
if (gamestate.ammo && buttonstate[bt_attack])
|
|
gamestate.attackframe -= 2;
|
|
break;
|
|
}
|
|
|
|
gamestate.attackcount += cur->tics;
|
|
gamestate.attackframe++;
|
|
gamestate.weaponframe =
|
|
attackinfo[gamestate.weapon][gamestate.attackframe].frame;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= T_Player
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void T_Player (objtype *ob)
|
|
{
|
|
if (gamestate.victoryflag) // watching the BJ actor
|
|
{
|
|
VictorySpin ();
|
|
return;
|
|
}
|
|
|
|
UpdateFace ();
|
|
CheckWeaponChange ();
|
|
|
|
if ( buttonstate[bt_use] )
|
|
Cmd_Use ();
|
|
|
|
if ( buttonstate[bt_attack] && !buttonheld[bt_attack])
|
|
Cmd_Fire ();
|
|
|
|
ControlMovement (ob);
|
|
if (gamestate.victoryflag) // watching the BJ actor
|
|
return;
|
|
|
|
|
|
plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned
|
|
pluy = player->y >> UNSIGNEDSHIFT;
|
|
player->tilex = player->x >> TILESHIFT; // scale to tile values
|
|
player->tiley = player->y >> TILESHIFT;
|
|
}
|
|
|
|
|