]> 4ch.mooo.com Git - 16.git/blobdiff - src/lib/hb/c3_state.c
going to start wolf3d core core (loop with input only) work soon. I was mostly brains...
[16.git] / src / lib / hb / c3_state.c
diff --git a/src/lib/hb/c3_state.c b/src/lib/hb/c3_state.c
deleted file mode 100755 (executable)
index 8c31eb0..0000000
+++ /dev/null
@@ -1,546 +0,0 @@
-/* Catacomb 3-D Source Code\r
- * Copyright (C) 1993-2014 Flat Rock Software\r
- *\r
- * This program is free software; you can redistribute it and/or modify\r
- * it under the terms of the GNU General Public License as published by\r
- * the Free Software Foundation; either version 2 of the License, or\r
- * (at your option) any later version.\r
- *\r
- * This program is distributed in the hope that it will be useful,\r
- * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
- * GNU General Public License for more details.\r
- *\r
- * You should have received a copy of the GNU General Public License along\r
- * with this program; if not, write to the Free Software Foundation, Inc.,\r
- * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
- */\r
-\r
-// C3_STATE.C\r
-\r
-#include "C3_DEF.H"\r
-#pragma hdrstop\r
-\r
-/*\r
-=============================================================================\r
-\r
-                                                LOCAL CONSTANTS\r
-\r
-=============================================================================\r
-*/\r
-\r
-\r
-/*\r
-=============================================================================\r
-\r
-                                                GLOBAL VARIABLES\r
-\r
-=============================================================================\r
-*/\r
-\r
-\r
-\r
-/*\r
-=============================================================================\r
-\r
-                                                LOCAL VARIABLES\r
-\r
-=============================================================================\r
-*/\r
-\r
-\r
-dirtype opposite[9] =\r
-       {south,west,north,east,southwest,northwest,northeast,southeast,nodir};\r
-\r
-\r
-\r
-//===========================================================================\r
-\r
-\r
-/*\r
-===================\r
-=\r
-= SpawnNewObj\r
-=\r
-===================\r
-*/\r
-\r
-void SpawnNewObj (unsigned x, unsigned y, statetype *state, unsigned size)\r
-{\r
-       GetNewObj (false);\r
-       new->size = size;\r
-       new->state = state;\r
-       new->ticcount = random (state->tictime)+1;\r
-\r
-       new->tilex = x;\r
-       new->tiley = y;\r
-       new->x = ((long)x<<TILESHIFT)+TILEGLOBAL/2;\r
-       new->y = ((long)y<<TILESHIFT)+TILEGLOBAL/2;\r
-       CalcBounds(new);\r
-       new->dir = nodir;\r
-\r
-       actorat[new->tilex][new->tiley] = new;\r
-}\r
-\r
-void SpawnNewObjFrac (long x, long y, statetype *state, unsigned size)\r
-{\r
-       GetNewObj (false);\r
-       new->size = size;\r
-       new->state = state;\r
-       new->ticcount = random (state->tictime)+1;\r
-       new->active = true;\r
-\r
-       new->x = x;\r
-       new->y = y;\r
-       new->tilex = x>>TILESHIFT;\r
-       new->tiley = y>>TILESHIFT;\r
-       CalcBounds(new);\r
-       new->distance = 100;\r
-       new->dir = nodir;\r
-}\r
-\r
-\r
-\r
-/*\r
-===================\r
-=\r
-= CheckHandAttack\r
-=\r
-= If the object can move next to the player, it will return true\r
-=\r
-===================\r
-*/\r
-\r
-boolean CheckHandAttack (objtype *ob)\r
-{\r
-       long deltax,deltay,size;\r
-\r
-       size = (long)ob->size + player->size + ob->speed*tics;\r
-       deltax = ob->x - player->x;\r
-       deltay = ob->y - player->y;\r
-\r
-       if (deltax > size || deltax < -size || deltay > size || deltay < -size)\r
-               return false;\r
-\r
-       return true;\r
-}\r
-\r
-\r
-/*\r
-===================\r
-=\r
-= T_DoDamage\r
-=\r
-= Attacks the player if still nearby, then immediately changes to next state\r
-=\r
-===================\r
-*/\r
-\r
-void T_DoDamage (objtype *ob)\r
-{\r
-       int     points;\r
-\r
-\r
-       if (!CheckHandAttack (ob))\r
-       {\r
-               SD_PlaySound (MONSTERMISSSND);\r
-       }\r
-       else\r
-       {\r
-               points = 0;\r
-\r
-               switch (ob->obclass)\r
-               {\r
-               case orcobj:\r
-                       points = 4;\r
-                       break;\r
-               case trollobj:\r
-                       points = 8;\r
-                       break;\r
-               case demonobj:\r
-                       points = 15;\r
-                       break;\r
-               }\r
-               TakeDamage (points);\r
-       }\r
-\r
-       ob->state = ob->state->next;\r
-}\r
-\r
-\r
-//==========================================================================\r
-\r
-/*\r
-==================================\r
-=\r
-= Walk\r
-=\r
-==================================\r
-*/\r
-\r
-boolean Walk (objtype *ob)\r
-{\r
-       switch (ob->dir)\r
-       {\r
-       case north:\r
-               if (actorat[ob->tilex][ob->tiley-1])\r
-                       return false;\r
-               ob->tiley--;\r
-               ob->distance = TILEGLOBAL;\r
-               return true;\r
-\r
-       case northeast:\r
-               if (actorat[ob->tilex+1][ob->tiley-1])\r
-                       return false;\r
-               ob->tilex++;\r
-               ob->tiley--;\r
-               ob->distance = TILEGLOBAL;\r
-               return true;\r
-\r
-       case east:\r
-               if (actorat[ob->tilex+1][ob->tiley])\r
-                       return false;\r
-               ob->tilex++;\r
-               ob->distance = TILEGLOBAL;\r
-               return true;\r
-\r
-       case southeast:\r
-               if (actorat[ob->tilex+1][ob->tiley+1])\r
-                       return false;\r
-               ob->tilex++;\r
-               ob->tiley++;\r
-               ob->distance = TILEGLOBAL;\r
-               return true;\r
-\r
-       case south:\r
-               if (actorat[ob->tilex][ob->tiley+1])\r
-                       return false;\r
-               ob->tiley++;\r
-               ob->distance = TILEGLOBAL;\r
-               return true;\r
-\r
-       case southwest:\r
-               if (actorat[ob->tilex-1][ob->tiley+1])\r
-                       return false;\r
-               ob->tilex--;\r
-               ob->tiley++;\r
-               ob->distance = TILEGLOBAL;\r
-               return true;\r
-\r
-       case west:\r
-               if (actorat[ob->tilex-1][ob->tiley])\r
-                       return false;\r
-               ob->tilex--;\r
-               ob->distance = TILEGLOBAL;\r
-               return true;\r
-\r
-       case northwest:\r
-               if (actorat[ob->tilex-1][ob->tiley-1])\r
-                       return false;\r
-               ob->tilex--;\r
-               ob->tiley--;\r
-               ob->distance = TILEGLOBAL;\r
-               return true;\r
-\r
-       case nodir:\r
-               return false;\r
-       }\r
-\r
-       Quit ("Walk: Bad dir");\r
-       return false;\r
-}\r
-\r
-\r
-\r
-/*\r
-==================================\r
-=\r
-= ChaseThink\r
-= have the current monster go after the player,\r
-= either diagonally or straight on\r
-=\r
-==================================\r
-*/\r
-\r
-void ChaseThink (objtype *obj, boolean diagonal)\r
-{\r
-       int deltax,deltay,i;\r
-       dirtype d[3];\r
-       dirtype tdir, olddir, turnaround;\r
-\r
-\r
-       olddir=obj->dir;\r
-       turnaround=opposite[olddir];\r
-\r
-       deltax=player->tilex - obj->tilex;\r
-       deltay=player->tiley - obj->tiley;\r
-\r
-       d[1]=nodir;\r
-       d[2]=nodir;\r
-\r
-       if (deltax>0)\r
-               d[1]= east;\r
-       if (deltax<0)\r
-               d[1]= west;\r
-       if (deltay>0)\r
-               d[2]=south;\r
-       if (deltay<0)\r
-               d[2]=north;\r
-\r
-       if (abs(deltay)>abs(deltax))\r
-       {\r
-               tdir=d[1];\r
-               d[1]=d[2];\r
-               d[2]=tdir;\r
-       }\r
-\r
-       if (d[1]==turnaround)\r
-               d[1]=nodir;\r
-       if (d[2]==turnaround)\r
-               d[2]=nodir;\r
-\r
-\r
-       if (diagonal)\r
-       {                           /*ramdiagonals try the best dir first*/\r
-               if (d[1]!=nodir)\r
-               {\r
-                       obj->dir=d[1];\r
-                       if (Walk(obj))\r
-                               return;     /*either moved forward or attacked*/\r
-               }\r
-\r
-               if (d[2]!=nodir)\r
-               {\r
-                       obj->dir=d[2];\r
-                       if (Walk(obj))\r
-                               return;\r
-               }\r
-       }\r
-       else\r
-       {                  /*ramstraights try the second best dir first*/\r
-\r
-               if (d[2]!=nodir)\r
-               {\r
-                       obj->dir=d[2];\r
-                       if (Walk(obj))\r
-                               return;\r
-               }\r
-\r
-               if (d[1]!=nodir)\r
-               {\r
-                       obj->dir=d[1];\r
-                       if (Walk(obj))\r
-                               return;\r
-               }\r
-       }\r
-\r
-/* there is no direct path to the player, so pick another direction */\r
-\r
-       obj->dir=olddir;\r
-       if (Walk(obj))\r
-               return;\r
-\r
-       if (US_RndT()>128)      /*randomly determine direction of search*/\r
-       {\r
-               for (tdir=north;tdir<=west;tdir++)\r
-               {\r
-                       if (tdir!=turnaround)\r
-                       {\r
-                               obj->dir=tdir;\r
-                               if (Walk(obj))\r
-                                       return;\r
-                       }\r
-               }\r
-       }\r
-       else\r
-       {\r
-               for (tdir=west;tdir>=north;tdir--)\r
-               {\r
-                       if (tdir!=turnaround)\r
-                       {\r
-                         obj->dir=tdir;\r
-                         if (Walk(obj))\r
-                               return;\r
-                       }\r
-               }\r
-       }\r
-\r
-       obj->dir=turnaround;\r
-       Walk(obj);              /*last chance, don't worry about returned value*/\r
-}\r
-\r
-\r
-/*\r
-=================\r
-=\r
-= MoveObj\r
-=\r
-=================\r
-*/\r
-\r
-void MoveObj (objtype *ob, long move)\r
-{\r
-       ob->distance -=move;\r
-\r
-       switch (ob->dir)\r
-       {\r
-       case north:\r
-               ob->y -= move;\r
-               return;\r
-       case northeast:\r
-               ob->x += move;\r
-               ob->y -= move;\r
-               return;\r
-       case east:\r
-               ob->x += move;\r
-               return;\r
-       case southeast:\r
-               ob->x += move;\r
-               ob->y += move;\r
-               return;\r
-       case south:\r
-               ob->y += move;\r
-               return;\r
-       case southwest:\r
-               ob->x -= move;\r
-               ob->y += move;\r
-               return;\r
-       case west:\r
-               ob->x -= move;\r
-               return;\r
-       case northwest:\r
-               ob->x -= move;\r
-               ob->y -= move;\r
-               return;\r
-\r
-       case nodir:\r
-               return;\r
-       }\r
-}\r
-\r
-\r
-/*\r
-=================\r
-=\r
-= Chase\r
-=\r
-= returns true if hand attack range\r
-=\r
-=================\r
-*/\r
-\r
-boolean Chase (objtype *ob, boolean diagonal)\r
-{\r
-       long move;\r
-       long deltax,deltay,size;\r
-\r
-       move = ob->speed*tics;\r
-       size = (long)ob->size + player->size + move;\r
-\r
-       while (move)\r
-       {\r
-               deltax = ob->x - player->x;\r
-               deltay = ob->y - player->y;\r
-\r
-               if (deltax <= size && deltax >= -size\r
-               && deltay <= size && deltay >= -size)\r
-               {\r
-                       CalcBounds (ob);\r
-                       return true;\r
-               }\r
-\r
-               if (move < ob->distance)\r
-               {\r
-                       MoveObj (ob,move);\r
-                       break;\r
-               }\r
-               actorat[ob->tilex][ob->tiley] = 0;      // pick up marker from goal\r
-               if (ob->dir == nodir)\r
-                       ob->dir = north;\r
-\r
-               ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
-               ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
-               move -= ob->distance;\r
-\r
-               ChaseThink (ob,diagonal);\r
-               if (!ob->distance)\r
-                       break;                  // no possible move\r
-               actorat[ob->tilex][ob->tiley] = ob;     // set down a new goal marker\r
-       }\r
-       CalcBounds (ob);\r
-       return false;\r
-}\r
-\r
-//===========================================================================\r
-\r
-\r
-/*\r
-===================\r
-=\r
-= ShootActor\r
-=\r
-===================\r
-*/\r
-\r
-void ShootActor (objtype *ob, unsigned damage)\r
-{\r
-       ob->hitpoints -= damage;\r
-       if (ob->hitpoints<=0)\r
-       {\r
-               switch (ob->obclass)\r
-               {\r
-               case orcobj:\r
-                       ob->state = &s_orcdie1;\r
-                       GivePoints (100);\r
-                       break;\r
-               case trollobj:\r
-                       ob->state = &s_trolldie1;\r
-                       GivePoints (400);\r
-                       break;\r
-               case demonobj:\r
-                       ob->state = &s_demondie1;\r
-                       GivePoints (1000);\r
-                       break;\r
-               case mageobj:\r
-                       ob->state = &s_magedie1;\r
-                       GivePoints (600);\r
-                       break;\r
-               case batobj:\r
-                       ob->state = &s_batdie1;\r
-                       GivePoints (100);\r
-                       break;\r
-               case grelmobj:\r
-                       ob->state = &s_greldie1;\r
-                       GivePoints (10000);\r
-                       break;\r
-\r
-               }\r
-               ob->obclass = inertobj;\r
-               ob->shootable = false;\r
-               actorat[ob->tilex][ob->tiley] = NULL;\r
-       }\r
-       else\r
-       {\r
-               switch (ob->obclass)\r
-               {\r
-               case orcobj:\r
-                       ob->state = &s_orcouch;\r
-                       break;\r
-               case trollobj:\r
-                       ob->state = &s_trollouch;\r
-                       break;\r
-               case demonobj:\r
-                       ob->state = &s_demonouch;\r
-                       break;\r
-               case mageobj:\r
-                       ob->state = &s_mageouch;\r
-                       break;\r
-               case grelmobj:\r
-                       ob->state = &s_grelouch;\r
-                       break;\r
-\r
-               }\r
-       }\r
-       ob->ticcount = ob->state->tictime;\r
-}\r
-\r