1484 lines
27 KiB
C
1484 lines
27 KiB
C
// WL_GAME.C
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#include "WL_DEF.H"
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#pragma hdrstop
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#ifdef MYPROFILE
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#include <TIME.H>
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#endif
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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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/*
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=============================================================================
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GLOBAL VARIABLES
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=============================================================================
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*/
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boolean ingame,fizzlein;
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unsigned latchpics[NUMLATCHPICS];
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gametype gamestate;
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long spearx,speary;
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unsigned spearangle;
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boolean spearflag;
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//
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// ELEVATOR BACK MAPS - REMEMBER (-1)!!
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//
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int ElevatorBackTo[]={1,1,7,3,5,3};
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void ScanInfoPlane (void);
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void SetupGameLevel (void);
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void DrawPlayScreen (void);
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void LoadLatchMem (void);
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void GameLoop (void);
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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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//===========================================================================
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//===========================================================================
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/*
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==========================
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=
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= SetSoundLoc - Given the location of an object (in terms of global
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= coordinates, held in globalsoundx and globalsoundy), munges the values
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= for an approximate distance from the left and right ear, and puts
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= those values into leftchannel and rightchannel.
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=
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= JAB
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=
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==========================
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*/
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fixed globalsoundx,globalsoundy;
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int leftchannel,rightchannel;
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#define ATABLEMAX 15
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byte righttable[ATABLEMAX][ATABLEMAX * 2] = {
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{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 6, 0, 0, 0, 0, 0, 1, 3, 5, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 6, 4, 0, 0, 0, 0, 0, 2, 4, 6, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 4, 1, 0, 0, 0, 1, 2, 4, 6, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 6, 5, 4, 2, 1, 0, 1, 2, 3, 5, 7, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 5, 4, 3, 2, 2, 3, 3, 5, 6, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 5, 4, 4, 4, 4, 5, 6, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 6, 6, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}
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};
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byte lefttable[ATABLEMAX][ATABLEMAX * 2] = {
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{ 8, 8, 8, 8, 8, 8, 8, 8, 5, 3, 1, 0, 0, 0, 0, 0, 6, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 6, 4, 2, 0, 0, 0, 0, 0, 4, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 6, 4, 2, 1, 0, 0, 0, 1, 4, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 5, 3, 2, 1, 0, 1, 2, 4, 5, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 6, 5, 3, 3, 2, 2, 3, 4, 5, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 6, 5, 4, 4, 4, 4, 5, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 6, 6, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
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{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}
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};
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void
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SetSoundLoc(fixed gx,fixed gy)
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{
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fixed xt,yt;
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int x,y;
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//
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// translate point to view centered coordinates
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//
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gx -= viewx;
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gy -= viewy;
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//
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// calculate newx
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//
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xt = FixedByFrac(gx,viewcos);
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yt = FixedByFrac(gy,viewsin);
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x = (xt - yt) >> TILESHIFT;
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//
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// calculate newy
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//
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xt = FixedByFrac(gx,viewsin);
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yt = FixedByFrac(gy,viewcos);
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y = (yt + xt) >> TILESHIFT;
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if (y >= ATABLEMAX)
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y = ATABLEMAX - 1;
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else if (y <= -ATABLEMAX)
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y = -ATABLEMAX;
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if (x < 0)
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x = -x;
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if (x >= ATABLEMAX)
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x = ATABLEMAX - 1;
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leftchannel = lefttable[x][y + ATABLEMAX];
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rightchannel = righttable[x][y + ATABLEMAX];
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#if 0
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CenterWindow(8,1);
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US_PrintSigned(leftchannel);
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US_Print(",");
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US_PrintSigned(rightchannel);
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VW_UpdateScreen();
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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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= SetSoundLocGlobal - Sets up globalsoundx & globalsoundy and then calls
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= UpdateSoundLoc() to transform that into relative channel volumes. Those
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= values are then passed to the Sound Manager so that they'll be used for
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= the next sound played (if possible).
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=
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= JAB
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=
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==========================
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*/
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void PlaySoundLocGlobal(word s,fixed gx,fixed gy)
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{
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SetSoundLoc(gx,gy);
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SD_PositionSound(leftchannel,rightchannel);
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if (SD_PlaySound(s))
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{
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globalsoundx = gx;
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globalsoundy = gy;
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}
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}
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void UpdateSoundLoc(void)
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{
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if (SoundPositioned)
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{
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SetSoundLoc(globalsoundx,globalsoundy);
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SD_SetPosition(leftchannel,rightchannel);
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}
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}
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/*
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** JAB End
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*/
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/*
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==========================
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=
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= ClearMemory
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=
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==========================
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*/
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void ClearMemory (void)
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{
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PM_UnlockMainMem();
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SD_StopDigitized();
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MM_SortMem ();
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}
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/*
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==========================
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=
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= ScanInfoPlane
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=
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= Spawn all actors and mark down special places
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=
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==========================
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*/
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void ScanInfoPlane (void)
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{
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unsigned x,y,i,j;
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int tile;
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unsigned far *start;
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start = mapsegs[1];
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for (y=0;y<mapheight;y++)
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for (x=0;x<mapwidth;x++)
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{
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tile = *start++;
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if (!tile)
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continue;
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switch (tile)
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{
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case 19:
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case 20:
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case 21:
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case 22:
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SpawnPlayer(x,y,NORTH+tile-19);
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break;
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case 23:
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case 24:
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case 25:
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case 26:
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case 27:
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case 28:
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case 29:
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case 30:
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case 31:
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case 32:
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case 33:
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case 34:
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case 35:
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case 36:
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case 37:
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case 38:
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case 39:
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case 40:
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case 41:
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case 42:
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case 43:
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case 44:
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case 45:
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case 46:
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case 47:
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case 48:
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case 49:
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case 50:
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case 51:
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case 52:
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case 53:
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case 54:
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case 55:
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case 56:
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case 57:
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case 58:
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case 59:
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case 60:
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case 61:
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case 62:
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case 63:
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case 64:
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case 65:
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case 66:
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case 67:
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case 68:
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case 69:
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case 70:
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case 71:
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case 72:
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case 73: // TRUCK AND SPEAR!
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case 74:
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SpawnStatic(x,y,tile-23);
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break;
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//
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// P wall
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//
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case 98:
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if (!loadedgame)
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gamestate.secrettotal++;
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break;
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//
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// guard
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//
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case 180:
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case 181:
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case 182:
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case 183:
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if (gamestate.difficulty<gd_hard)
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break;
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tile -= 36;
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case 144:
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case 145:
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case 146:
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case 147:
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if (gamestate.difficulty<gd_medium)
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break;
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tile -= 36;
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case 108:
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case 109:
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case 110:
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case 111:
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SpawnStand(en_guard,x,y,tile-108);
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break;
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case 184:
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case 185:
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case 186:
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case 187:
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if (gamestate.difficulty<gd_hard)
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break;
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tile -= 36;
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case 148:
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case 149:
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case 150:
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case 151:
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if (gamestate.difficulty<gd_medium)
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break;
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tile -= 36;
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case 112:
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case 113:
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case 114:
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case 115:
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SpawnPatrol(en_guard,x,y,tile-112);
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break;
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case 124:
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SpawnDeadGuard (x,y);
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break;
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//
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// officer
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//
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case 188:
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case 189:
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case 190:
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case 191:
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if (gamestate.difficulty<gd_hard)
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break;
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tile -= 36;
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case 152:
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case 153:
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case 154:
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case 155:
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if (gamestate.difficulty<gd_medium)
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break;
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tile -= 36;
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case 116:
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case 117:
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case 118:
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case 119:
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SpawnStand(en_officer,x,y,tile-116);
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break;
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case 192:
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case 193:
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case 194:
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case 195:
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if (gamestate.difficulty<gd_hard)
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break;
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tile -= 36;
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case 156:
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case 157:
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case 158:
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case 159:
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if (gamestate.difficulty<gd_medium)
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break;
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tile -= 36;
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case 120:
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case 121:
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case 122:
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case 123:
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SpawnPatrol(en_officer,x,y,tile-120);
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break;
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//
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// ss
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//
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case 198:
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case 199:
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case 200:
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case 201:
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if (gamestate.difficulty<gd_hard)
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break;
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tile -= 36;
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case 162:
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case 163:
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case 164:
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case 165:
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if (gamestate.difficulty<gd_medium)
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break;
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tile -= 36;
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case 126:
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case 127:
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case 128:
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case 129:
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SpawnStand(en_ss,x,y,tile-126);
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break;
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case 202:
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case 203:
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case 204:
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case 205:
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if (gamestate.difficulty<gd_hard)
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break;
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tile -= 36;
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case 166:
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case 167:
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case 168:
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case 169:
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if (gamestate.difficulty<gd_medium)
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break;
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tile -= 36;
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case 130:
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case 131:
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case 132:
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case 133:
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SpawnPatrol(en_ss,x,y,tile-130);
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break;
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//
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// dogs
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//
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case 206:
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case 207:
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case 208:
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case 209:
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if (gamestate.difficulty<gd_hard)
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break;
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tile -= 36;
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case 170:
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case 171:
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case 172:
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case 173:
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if (gamestate.difficulty<gd_medium)
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break;
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tile -= 36;
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case 134:
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case 135:
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case 136:
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case 137:
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SpawnStand(en_dog,x,y,tile-134);
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break;
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case 210:
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case 211:
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case 212:
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case 213:
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if (gamestate.difficulty<gd_hard)
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break;
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tile -= 36;
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case 174:
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case 175:
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case 176:
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case 177:
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if (gamestate.difficulty<gd_medium)
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break;
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tile -= 36;
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case 138:
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case 139:
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case 140:
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case 141:
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SpawnPatrol(en_dog,x,y,tile-138);
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break;
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//
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// boss
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//
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#ifndef SPEAR
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case 214:
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SpawnBoss (x,y);
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break;
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case 197:
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SpawnGretel (x,y);
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break;
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case 215:
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SpawnGift (x,y);
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break;
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case 179:
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SpawnFat (x,y);
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break;
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case 196:
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SpawnSchabbs (x,y);
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break;
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case 160:
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SpawnFakeHitler (x,y);
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break;
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case 178:
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SpawnHitler (x,y);
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break;
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#else
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case 106:
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SpawnSpectre (x,y);
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break;
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case 107:
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SpawnAngel (x,y);
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break;
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case 125:
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SpawnTrans (x,y);
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break;
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case 142:
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SpawnUber (x,y);
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break;
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case 143:
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SpawnWill (x,y);
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break;
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case 161:
|
|
SpawnDeath (x,y);
|
|
break;
|
|
|
|
#endif
|
|
|
|
//
|
|
// mutants
|
|
//
|
|
case 252:
|
|
case 253:
|
|
case 254:
|
|
case 255:
|
|
if (gamestate.difficulty<gd_hard)
|
|
break;
|
|
tile -= 18;
|
|
case 234:
|
|
case 235:
|
|
case 236:
|
|
case 237:
|
|
if (gamestate.difficulty<gd_medium)
|
|
break;
|
|
tile -= 18;
|
|
case 216:
|
|
case 217:
|
|
case 218:
|
|
case 219:
|
|
SpawnStand(en_mutant,x,y,tile-216);
|
|
break;
|
|
|
|
case 256:
|
|
case 257:
|
|
case 258:
|
|
case 259:
|
|
if (gamestate.difficulty<gd_hard)
|
|
break;
|
|
tile -= 18;
|
|
case 238:
|
|
case 239:
|
|
case 240:
|
|
case 241:
|
|
if (gamestate.difficulty<gd_medium)
|
|
break;
|
|
tile -= 18;
|
|
case 220:
|
|
case 221:
|
|
case 222:
|
|
case 223:
|
|
SpawnPatrol(en_mutant,x,y,tile-220);
|
|
break;
|
|
|
|
//
|
|
// ghosts
|
|
//
|
|
#ifndef SPEAR
|
|
case 224:
|
|
SpawnGhosts (en_blinky,x,y);
|
|
break;
|
|
case 225:
|
|
SpawnGhosts (en_clyde,x,y);
|
|
break;
|
|
case 226:
|
|
SpawnGhosts (en_pinky,x,y);
|
|
break;
|
|
case 227:
|
|
SpawnGhosts (en_inky,x,y);
|
|
break;
|
|
#endif
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= SetupGameLevel
|
|
=
|
|
==================
|
|
*/
|
|
|
|
void SetupGameLevel (void)
|
|
{
|
|
int x,y,i;
|
|
unsigned far *map,tile,spot;
|
|
|
|
|
|
if (!loadedgame)
|
|
{
|
|
gamestate.TimeCount=
|
|
gamestate.secrettotal=
|
|
gamestate.killtotal=
|
|
gamestate.treasuretotal=
|
|
gamestate.secretcount=
|
|
gamestate.killcount=
|
|
gamestate.treasurecount=0;
|
|
}
|
|
|
|
if (demoplayback || demorecord)
|
|
US_InitRndT (false);
|
|
else
|
|
US_InitRndT (true);
|
|
|
|
//
|
|
// load the level
|
|
//
|
|
CA_CacheMap (gamestate.mapon+10*gamestate.episode);
|
|
mapon-=gamestate.episode*10;
|
|
|
|
mapwidth = mapheaderseg[mapon]->width;
|
|
mapheight = mapheaderseg[mapon]->height;
|
|
|
|
if (mapwidth != 64 || mapheight != 64)
|
|
Quit ("Map not 64*64!");
|
|
|
|
|
|
//
|
|
// copy the wall data to a data segment array
|
|
//
|
|
memset (tilemap,0,sizeof(tilemap));
|
|
memset (actorat,0,sizeof(actorat));
|
|
map = mapsegs[0];
|
|
for (y=0;y<mapheight;y++)
|
|
for (x=0;x<mapwidth;x++)
|
|
{
|
|
tile = *map++;
|
|
if (tile<AREATILE)
|
|
{
|
|
// solid wall
|
|
tilemap[x][y] = tile;
|
|
(unsigned)actorat[x][y] = tile;
|
|
}
|
|
else
|
|
{
|
|
// area floor
|
|
tilemap[x][y] = 0;
|
|
(unsigned)actorat[x][y] = 0;
|
|
}
|
|
}
|
|
|
|
//
|
|
// spawn doors
|
|
//
|
|
InitActorList (); // start spawning things with a clean slate
|
|
InitDoorList ();
|
|
InitStaticList ();
|
|
|
|
map = mapsegs[0];
|
|
for (y=0;y<mapheight;y++)
|
|
for (x=0;x<mapwidth;x++)
|
|
{
|
|
tile = *map++;
|
|
if (tile >= 90 && tile <= 101)
|
|
{
|
|
// door
|
|
switch (tile)
|
|
{
|
|
case 90:
|
|
case 92:
|
|
case 94:
|
|
case 96:
|
|
case 98:
|
|
case 100:
|
|
SpawnDoor (x,y,1,(tile-90)/2);
|
|
break;
|
|
case 91:
|
|
case 93:
|
|
case 95:
|
|
case 97:
|
|
case 99:
|
|
case 101:
|
|
SpawnDoor (x,y,0,(tile-91)/2);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// spawn actors
|
|
//
|
|
ScanInfoPlane ();
|
|
|
|
//
|
|
// take out the ambush markers
|
|
//
|
|
map = mapsegs[0];
|
|
for (y=0;y<mapheight;y++)
|
|
for (x=0;x<mapwidth;x++)
|
|
{
|
|
tile = *map++;
|
|
if (tile == AMBUSHTILE)
|
|
{
|
|
tilemap[x][y] = 0;
|
|
if ( (unsigned)actorat[x][y] == AMBUSHTILE)
|
|
actorat[x][y] = NULL;
|
|
|
|
if (*map >= AREATILE)
|
|
tile = *map;
|
|
if (*(map-1-mapwidth) >= AREATILE)
|
|
tile = *(map-1-mapwidth);
|
|
if (*(map-1+mapwidth) >= AREATILE)
|
|
tile = *(map-1+mapwidth);
|
|
if ( *(map-2) >= AREATILE)
|
|
tile = *(map-2);
|
|
|
|
*(map-1) = tile;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// have the caching manager load and purge stuff to make sure all marks
|
|
// are in memory
|
|
//
|
|
CA_LoadAllSounds ();
|
|
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
|
|
|
|
/*
|
|
===================
|
|
=
|
|
= DrawPlayBorderSides
|
|
=
|
|
= To fix window overwrites
|
|
=
|
|
===================
|
|
*/
|
|
|
|
void DrawPlayBorderSides (void)
|
|
{
|
|
int xl,yl;
|
|
|
|
xl = 160-viewwidth/2;
|
|
yl = (200-STATUSLINES-viewheight)/2;
|
|
|
|
VWB_Bar (0,0,xl-1,200-STATUSLINES,127);
|
|
VWB_Bar (xl+viewwidth+1,0,xl-2,200-STATUSLINES,127);
|
|
|
|
VWB_Vlin (yl-1,yl+viewheight,xl-1,0);
|
|
VWB_Vlin (yl-1,yl+viewheight,xl+viewwidth,125);
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
=
|
|
= DrawAllPlayBorderSides
|
|
=
|
|
===================
|
|
*/
|
|
|
|
void DrawAllPlayBorderSides (void)
|
|
{
|
|
unsigned i,temp;
|
|
|
|
temp = bufferofs;
|
|
for (i=0;i<3;i++)
|
|
{
|
|
bufferofs = screenloc[i];
|
|
DrawPlayBorderSides ();
|
|
}
|
|
bufferofs = temp;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
=
|
|
= DrawPlayBorder
|
|
=
|
|
===================
|
|
*/
|
|
void DrawAllPlayBorder (void)
|
|
{
|
|
unsigned i,temp;
|
|
|
|
temp = bufferofs;
|
|
for (i=0;i<3;i++)
|
|
{
|
|
bufferofs = screenloc[i];
|
|
DrawPlayBorder ();
|
|
}
|
|
bufferofs = temp;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
=
|
|
= DrawPlayBorder
|
|
=
|
|
===================
|
|
*/
|
|
|
|
void DrawPlayBorder (void)
|
|
{
|
|
int xl,yl;
|
|
|
|
VWB_Bar (0,0,320,200-STATUSLINES,127);
|
|
|
|
xl = 160-viewwidth/2;
|
|
yl = (200-STATUSLINES-viewheight)/2;
|
|
VWB_Bar (xl,yl,viewwidth,viewheight,0);
|
|
|
|
VWB_Hlin (xl-1,xl+viewwidth,yl-1,0);
|
|
VWB_Hlin (xl-1,xl+viewwidth,yl+viewheight,125);
|
|
VWB_Vlin (yl-1,yl+viewheight,xl-1,0);
|
|
VWB_Vlin (yl-1,yl+viewheight,xl+viewwidth,125);
|
|
VWB_Plot (xl-1,yl+viewheight,124);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===================
|
|
=
|
|
= DrawPlayScreen
|
|
=
|
|
===================
|
|
*/
|
|
|
|
void DrawPlayScreen (void)
|
|
{
|
|
int i,j,p,m;
|
|
unsigned temp;
|
|
|
|
VW_FadeOut ();
|
|
|
|
temp = bufferofs;
|
|
|
|
CA_CacheGrChunk (STATUSBARPIC);
|
|
|
|
for (i=0;i<3;i++)
|
|
{
|
|
bufferofs = screenloc[i];
|
|
DrawPlayBorder ();
|
|
VWB_DrawPic (0,200-STATUSLINES,STATUSBARPIC);
|
|
}
|
|
|
|
bufferofs = temp;
|
|
|
|
UNCACHEGRCHUNK (STATUSBARPIC);
|
|
|
|
DrawFace ();
|
|
DrawHealth ();
|
|
DrawLives ();
|
|
DrawLevel ();
|
|
DrawAmmo ();
|
|
DrawKeys ();
|
|
DrawWeapon ();
|
|
DrawScore ();
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= StartDemoRecord
|
|
=
|
|
==================
|
|
*/
|
|
|
|
#define MAXDEMOSIZE 8192
|
|
|
|
void StartDemoRecord (int levelnumber)
|
|
{
|
|
MM_GetPtr (&demobuffer,MAXDEMOSIZE);
|
|
MM_SetLock (&demobuffer,true);
|
|
demoptr = (char far *)demobuffer;
|
|
lastdemoptr = demoptr+MAXDEMOSIZE;
|
|
|
|
*demoptr = levelnumber;
|
|
demoptr += 4; // leave space for length
|
|
demorecord = true;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= FinishDemoRecord
|
|
=
|
|
==================
|
|
*/
|
|
|
|
char demoname[13] = "DEMO?.";
|
|
|
|
void FinishDemoRecord (void)
|
|
{
|
|
long length,level;
|
|
|
|
demorecord = false;
|
|
|
|
length = demoptr - (char far *)demobuffer;
|
|
|
|
demoptr = ((char far *)demobuffer)+1;
|
|
*(unsigned far *)demoptr = length;
|
|
|
|
CenterWindow(24,3);
|
|
PrintY+=6;
|
|
US_Print(" Demo number (0-9):");
|
|
VW_UpdateScreen();
|
|
|
|
if (US_LineInput (px,py,str,NULL,true,2,0))
|
|
{
|
|
level = atoi (str);
|
|
if (level>=0 && level<=9)
|
|
{
|
|
demoname[4] = '0'+level;
|
|
CA_WriteFile (demoname,(void far *)demobuffer,length);
|
|
}
|
|
}
|
|
|
|
|
|
MM_FreePtr (&demobuffer);
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= RecordDemo
|
|
=
|
|
= Fades the screen out, then starts a demo. Exits with the screen faded
|
|
=
|
|
==================
|
|
*/
|
|
|
|
void RecordDemo (void)
|
|
{
|
|
int level,esc;
|
|
|
|
CenterWindow(26,3);
|
|
PrintY+=6;
|
|
CA_CacheGrChunk(STARTFONT);
|
|
fontnumber=0;
|
|
US_Print(" Demo which level(1-10):");
|
|
VW_UpdateScreen();
|
|
VW_FadeIn ();
|
|
esc = !US_LineInput (px,py,str,NULL,true,2,0);
|
|
if (esc)
|
|
return;
|
|
|
|
level = atoi (str);
|
|
level--;
|
|
|
|
SETFONTCOLOR(0,15);
|
|
VW_FadeOut ();
|
|
|
|
#ifndef SPEAR
|
|
NewGame (gd_hard,level/10);
|
|
gamestate.mapon = level%10;
|
|
#else
|
|
NewGame (gd_hard,0);
|
|
gamestate.mapon = level;
|
|
#endif
|
|
|
|
StartDemoRecord (level);
|
|
|
|
DrawPlayScreen ();
|
|
VW_FadeIn ();
|
|
|
|
startgame = false;
|
|
demorecord = true;
|
|
|
|
SetupGameLevel ();
|
|
StartMusic ();
|
|
PM_CheckMainMem ();
|
|
fizzlein = true;
|
|
|
|
PlayLoop ();
|
|
|
|
demoplayback = false;
|
|
|
|
StopMusic ();
|
|
VW_FadeOut ();
|
|
ClearMemory ();
|
|
|
|
FinishDemoRecord ();
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= PlayDemo
|
|
=
|
|
= Fades the screen out, then starts a demo. Exits with the screen faded
|
|
=
|
|
==================
|
|
*/
|
|
|
|
void PlayDemo (int demonumber)
|
|
{
|
|
int length;
|
|
|
|
#ifdef DEMOSEXTERN
|
|
// debug: load chunk
|
|
#ifndef SPEARDEMO
|
|
int dems[4]={T_DEMO0,T_DEMO1,T_DEMO2,T_DEMO3};
|
|
#else
|
|
int dems[1]={T_DEMO0};
|
|
#endif
|
|
|
|
CA_CacheGrChunk(dems[demonumber]);
|
|
demoptr = grsegs[dems[demonumber]];
|
|
MM_SetLock (&grsegs[dems[demonumber]],true);
|
|
#else
|
|
demoname[4] = '0'+demonumber;
|
|
CA_LoadFile (demoname,&demobuffer);
|
|
MM_SetLock (&demobuffer,true);
|
|
demoptr = (char far *)demobuffer;
|
|
#endif
|
|
|
|
NewGame (1,0);
|
|
gamestate.mapon = *demoptr++;
|
|
gamestate.difficulty = gd_hard;
|
|
length = *((unsigned far *)demoptr)++;
|
|
demoptr++;
|
|
lastdemoptr = demoptr-4+length;
|
|
|
|
VW_FadeOut ();
|
|
|
|
SETFONTCOLOR(0,15);
|
|
DrawPlayScreen ();
|
|
VW_FadeIn ();
|
|
|
|
startgame = false;
|
|
demoplayback = true;
|
|
|
|
SetupGameLevel ();
|
|
StartMusic ();
|
|
PM_CheckMainMem ();
|
|
fizzlein = true;
|
|
|
|
PlayLoop ();
|
|
|
|
#ifdef DEMOSEXTERN
|
|
UNCACHEGRCHUNK(dems[demonumber]);
|
|
#else
|
|
MM_FreePtr (&demobuffer);
|
|
#endif
|
|
|
|
demoplayback = false;
|
|
|
|
StopMusic ();
|
|
VW_FadeOut ();
|
|
ClearMemory ();
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
/*
|
|
==================
|
|
=
|
|
= Died
|
|
=
|
|
==================
|
|
*/
|
|
|
|
#define DEATHROTATE 2
|
|
|
|
void Died (void)
|
|
{
|
|
float fangle;
|
|
long dx,dy;
|
|
int iangle,curangle,clockwise,counter,change;
|
|
|
|
gamestate.weapon = -1; // take away weapon
|
|
SD_PlaySound (PLAYERDEATHSND);
|
|
//
|
|
// swing around to face attacker
|
|
//
|
|
dx = killerobj->x - player->x;
|
|
dy = player->y - killerobj->y;
|
|
|
|
fangle = atan2(dy,dx); // returns -pi to pi
|
|
if (fangle<0)
|
|
fangle = M_PI*2+fangle;
|
|
|
|
iangle = fangle/(M_PI*2)*ANGLES;
|
|
|
|
if (player->angle > iangle)
|
|
{
|
|
counter = player->angle - iangle;
|
|
clockwise = ANGLES-player->angle + iangle;
|
|
}
|
|
else
|
|
{
|
|
clockwise = iangle - player->angle;
|
|
counter = player->angle + ANGLES-iangle;
|
|
}
|
|
|
|
curangle = player->angle;
|
|
|
|
if (clockwise<counter)
|
|
{
|
|
//
|
|
// rotate clockwise
|
|
//
|
|
if (curangle>iangle)
|
|
curangle -= ANGLES;
|
|
do
|
|
{
|
|
change = tics*DEATHROTATE;
|
|
if (curangle + change > iangle)
|
|
change = iangle-curangle;
|
|
|
|
curangle += change;
|
|
player->angle += change;
|
|
if (player->angle >= ANGLES)
|
|
player->angle -= ANGLES;
|
|
|
|
ThreeDRefresh ();
|
|
CalcTics ();
|
|
} while (curangle != iangle);
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// rotate counterclockwise
|
|
//
|
|
if (curangle<iangle)
|
|
curangle += ANGLES;
|
|
do
|
|
{
|
|
change = -tics*DEATHROTATE;
|
|
if (curangle + change < iangle)
|
|
change = iangle-curangle;
|
|
|
|
curangle += change;
|
|
player->angle += change;
|
|
if (player->angle < 0)
|
|
player->angle += ANGLES;
|
|
|
|
ThreeDRefresh ();
|
|
CalcTics ();
|
|
} while (curangle != iangle);
|
|
}
|
|
|
|
//
|
|
// fade to red
|
|
//
|
|
FinishPaletteShifts ();
|
|
|
|
bufferofs += screenofs;
|
|
VW_Bar (0,0,viewwidth,viewheight,4);
|
|
IN_ClearKeysDown ();
|
|
FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,70,false);
|
|
bufferofs -= screenofs;
|
|
IN_UserInput(100);
|
|
SD_WaitSoundDone ();
|
|
|
|
if (tedlevel == false) // SO'S YA DON'T GET KILLED WHILE LAUNCHING!
|
|
gamestate.lives--;
|
|
|
|
if (gamestate.lives > -1)
|
|
{
|
|
gamestate.health = 100;
|
|
gamestate.weapon = gamestate.bestweapon
|
|
= gamestate.chosenweapon = wp_pistol;
|
|
gamestate.ammo = STARTAMMO;
|
|
gamestate.keys = 0;
|
|
gamestate.attackframe = gamestate.attackcount =
|
|
gamestate.weaponframe = 0;
|
|
|
|
DrawKeys ();
|
|
DrawWeapon ();
|
|
DrawAmmo ();
|
|
DrawHealth ();
|
|
DrawFace ();
|
|
DrawLives ();
|
|
}
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
/*
|
|
===================
|
|
=
|
|
= GameLoop
|
|
=
|
|
===================
|
|
*/
|
|
|
|
void GameLoop (void)
|
|
{
|
|
int i,xl,yl,xh,yh;
|
|
char num[20];
|
|
boolean died;
|
|
#ifdef MYPROFILE
|
|
clock_t start,end;
|
|
#endif
|
|
|
|
restartgame:
|
|
ClearMemory ();
|
|
SETFONTCOLOR(0,15);
|
|
DrawPlayScreen ();
|
|
died = false;
|
|
restart:
|
|
do
|
|
{
|
|
if (!loadedgame)
|
|
gamestate.score = gamestate.oldscore;
|
|
DrawScore();
|
|
|
|
startgame = false;
|
|
if (loadedgame)
|
|
loadedgame = false;
|
|
else
|
|
SetupGameLevel ();
|
|
|
|
#ifdef SPEAR
|
|
if (gamestate.mapon == 20) // give them the key allways
|
|
{
|
|
gamestate.keys |= 1;
|
|
DrawKeys ();
|
|
}
|
|
#endif
|
|
|
|
ingame = true;
|
|
StartMusic ();
|
|
PM_CheckMainMem ();
|
|
if (!died)
|
|
PreloadGraphics ();
|
|
else
|
|
died = false;
|
|
|
|
fizzlein = true;
|
|
DrawLevel ();
|
|
|
|
startplayloop:
|
|
PlayLoop ();
|
|
|
|
#ifdef SPEAR
|
|
if (spearflag)
|
|
{
|
|
SD_StopSound();
|
|
SD_PlaySound(GETSPEARSND);
|
|
if (DigiMode != sds_Off)
|
|
{
|
|
long lasttimecount = TimeCount;
|
|
|
|
while(TimeCount < lasttimecount+150)
|
|
//while(DigiPlaying!=false)
|
|
SD_Poll();
|
|
}
|
|
else
|
|
SD_WaitSoundDone();
|
|
|
|
ClearMemory ();
|
|
gamestate.oldscore = gamestate.score;
|
|
gamestate.mapon = 20;
|
|
SetupGameLevel ();
|
|
StartMusic ();
|
|
PM_CheckMainMem ();
|
|
player->x = spearx;
|
|
player->y = speary;
|
|
player->angle = spearangle;
|
|
spearflag = false;
|
|
Thrust (0,0);
|
|
goto startplayloop;
|
|
}
|
|
#endif
|
|
|
|
StopMusic ();
|
|
ingame = false;
|
|
|
|
if (demorecord && playstate != ex_warped)
|
|
FinishDemoRecord ();
|
|
|
|
if (startgame || loadedgame)
|
|
goto restartgame;
|
|
|
|
switch (playstate)
|
|
{
|
|
case ex_completed:
|
|
case ex_secretlevel:
|
|
gamestate.keys = 0;
|
|
DrawKeys ();
|
|
VW_FadeOut ();
|
|
|
|
ClearMemory ();
|
|
|
|
LevelCompleted (); // do the intermission
|
|
#ifdef SPEARDEMO
|
|
if (gamestate.mapon == 1)
|
|
{
|
|
died = true; // don't "get psyched!"
|
|
|
|
VW_FadeOut ();
|
|
|
|
ClearMemory ();
|
|
|
|
CheckHighScore (gamestate.score,gamestate.mapon+1);
|
|
|
|
#pragma warn -sus
|
|
#ifndef JAPAN
|
|
_fstrcpy(MainMenu[viewscores].string,STR_VS);
|
|
#endif
|
|
MainMenu[viewscores].routine = CP_ViewScores;
|
|
#pragma warn +sus
|
|
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
#ifdef JAPDEMO
|
|
if (gamestate.mapon == 3)
|
|
{
|
|
died = true; // don't "get psyched!"
|
|
|
|
VW_FadeOut ();
|
|
|
|
ClearMemory ();
|
|
|
|
CheckHighScore (gamestate.score,gamestate.mapon+1);
|
|
|
|
#pragma warn -sus
|
|
#ifndef JAPAN
|
|
_fstrcpy(MainMenu[viewscores].string,STR_VS);
|
|
#endif
|
|
MainMenu[viewscores].routine = CP_ViewScores;
|
|
#pragma warn +sus
|
|
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
gamestate.oldscore = gamestate.score;
|
|
|
|
#ifndef SPEAR
|
|
//
|
|
// COMING BACK FROM SECRET LEVEL
|
|
//
|
|
if (gamestate.mapon == 9)
|
|
gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret
|
|
else
|
|
//
|
|
// GOING TO SECRET LEVEL
|
|
//
|
|
if (playstate == ex_secretlevel)
|
|
gamestate.mapon = 9;
|
|
#else
|
|
|
|
#define FROMSECRET1 3
|
|
#define FROMSECRET2 11
|
|
|
|
//
|
|
// GOING TO SECRET LEVEL
|
|
//
|
|
if (playstate == ex_secretlevel)
|
|
switch(gamestate.mapon)
|
|
{
|
|
case FROMSECRET1: gamestate.mapon = 18; break;
|
|
case FROMSECRET2: gamestate.mapon = 19; break;
|
|
}
|
|
else
|
|
//
|
|
// COMING BACK FROM SECRET LEVEL
|
|
//
|
|
if (gamestate.mapon == 18 || gamestate.mapon == 19)
|
|
switch(gamestate.mapon)
|
|
{
|
|
case 18: gamestate.mapon = FROMSECRET1+1; break;
|
|
case 19: gamestate.mapon = FROMSECRET2+1; break;
|
|
}
|
|
#endif
|
|
else
|
|
//
|
|
// GOING TO NEXT LEVEL
|
|
//
|
|
gamestate.mapon++;
|
|
|
|
|
|
break;
|
|
|
|
case ex_died:
|
|
Died ();
|
|
died = true; // don't "get psyched!"
|
|
|
|
if (gamestate.lives > -1)
|
|
break; // more lives left
|
|
|
|
VW_FadeOut ();
|
|
|
|
ClearMemory ();
|
|
|
|
CheckHighScore (gamestate.score,gamestate.mapon+1);
|
|
|
|
#pragma warn -sus
|
|
#ifndef JAPAN
|
|
_fstrcpy(MainMenu[viewscores].string,STR_VS);
|
|
#endif
|
|
MainMenu[viewscores].routine = CP_ViewScores;
|
|
#pragma warn +sus
|
|
|
|
return;
|
|
|
|
case ex_victorious:
|
|
|
|
#ifndef SPEAR
|
|
VW_FadeOut ();
|
|
#else
|
|
VL_FadeOut (0,255,0,17,17,300);
|
|
#endif
|
|
ClearMemory ();
|
|
|
|
Victory ();
|
|
|
|
ClearMemory ();
|
|
|
|
CheckHighScore (gamestate.score,gamestate.mapon+1);
|
|
|
|
#pragma warn -sus
|
|
#ifndef JAPAN
|
|
_fstrcpy(MainMenu[viewscores].string,STR_VS);
|
|
#endif
|
|
MainMenu[viewscores].routine = CP_ViewScores;
|
|
#pragma warn +sus
|
|
|
|
return;
|
|
|
|
default:
|
|
ClearMemory ();
|
|
break;
|
|
}
|
|
|
|
} while (1);
|
|
|
|
}
|
|
|