16/wf3d8086/wl_game.c: PM_CheckMainMem ();\r
16/wf3d8086/wl_game.c: PM_CheckMainMem ();\r
\r
-16/wf3d8086/wl_inter.c: PM_Preload (PreloadUpdate);\r
+\r
+\r
+ 16/wf3d8086/wl_inter.c: PM_Preload (PreloadUpdate); //related to chunksinfile\r
+\r
+\r
\r
16/wf3d8086/wl_main.c: PM_Shutdown ();\r
16/wf3d8086/wl_main.c: PM_Startup ();\r
# comment this out on game release.
# serial output goes to COM1 at 9600 baud 1 stop bit odd parity.
# serial output is plain text ASCII.
-DEBUGSERIAL=0
+DEBUGSERIAL=1
DELLOGFILE=1
16_map.$(OBJ):$(SRCLIB)/16_map.c $(SRCLIB)/16_map.h
16_timer.$(OBJ):$(SRCLIB)/16_timer.c $(SRCLIB)/16_timer.h
16_in.$(OBJ): $(SRCLIB)/16_in.c $(SRCLIB)/16_in.h
-16_in_1.$(OBJ): $(SRCLIB)/16_in_1.c $(SRCLIB)/16_in_1.h
+#16_in_1.$(OBJ): $(SRCLIB)/16_in_1.c $(SRCLIB)/16_in_1.h
16_rf.$(OBJ): $(SRCLIB)/16_rf.c $(SRCLIB)/16_rf.h
16_mm.$(OBJ): $(SRCLIB)/16_mm.c $(SRCLIB)/16_mm.h
16_pm.$(OBJ): $(SRCLIB)/16_pm.c $(SRCLIB)/16_pm.h
static global_game_variables_t gvar;\r
Startup16(&gvar);\r
\r
- gvar.engi_stat = ENGI_RUN;\r
-\r
/* save the palette */\r
modexPalSave(gvar.video.dpal);\r
modexFadeOff(4, gvar.video.dpal);\r
// modexPalBlack(); //so player will not see loadings~\r
IN_Default(0,&gvar.player[0],ctrl_Joystick, &gvar);\r
//modexprint(&screen, 32, 32, 1, 2, 0, "a", 1);\r
- while(ENGI_QUIT != gvar.engi_stat)\r
+ while(1)\r
{\r
IN_ReadControl(&gvar.player[0], &gvar);\r
- if(IN_KeyDown(sc_Escape)) gvar.engi_stat = ENGI_QUIT;\r
+ if(IN_KeyDown(sc_Escape)) break;\r
shinku(&gvar);\r
_DEBUGF("Serial debug output printf test %u %u %u\n",1U,2U,3U);\r
}\r
// VW_UpdateScreen();\r
\r
while (!(scan = gvar->in.inst->LastScan))\r
- {\r
- }\r
-// scan = *IN_GetScanName(scan);\r
+ {}\r
// SD_Poll();\r
\r
-if(IN_KeyDown(sc_Escape)) break;\r
+//if(IN_KeyDown(sc_Escape)) break;\r
\r
IN_ClearKey(scan);\r
switch (scan)\r
#define __DEBUG__\r
#define __DEBUG_InputMgr__\r
#define __DEBUG_MAP__\r
+//#define __DEBUG_2__\r
//#define __DEBUG_CA__\r
//#define __DEBUG_PM__\r
//#define __DEBUG_MM__\r
if (pagenum >= gvar->pm.fi.ChunksInFile)\r
Quit (gvar, "PM_GetPage: Invalid page request");\r
\r
-#ifdef __DEBUG_2__ // for debugging\r
+//#ifdef __DEBUG_2__ // for debugging\r
__asm {\r
mov dx,STATUS_REGISTER_1\r
in al,dx\r
mov al,10 // bright green\r
out dx,al\r
}\r
-#endif\r
+//#endif\r
\r
if (!(result = PM_GetPageAddress(pagenum, gvar)))\r
{\r
}\r
gvar->pm.PMPages[pagenum].lastHit = gvar->pm.PMFrameCount;\r
\r
-#ifdef __DEBUG_2__ // for debugging\r
+//#ifdef __DEBUG_2__ // for debugging\r
__asm{\r
mov dx,STATUS_REGISTER_1\r
in al,dx\r
out dx,al\r
mov al,0x20 // normal\r
out dx,al\r
-#endif\r
+ }\r
+//#endif\r
\r
return(result);\r
}\r
void turboXT(byte bakapee)\r
{\r
__asm {\r
- push ax\r
- push bx\r
- push cx\r
- in al, 61h //; Read equipment flags\r
- xor al, bakapee //; toggle speed\r
- out 61h, al //; Write new flags back\r
-\r
- mov bx, 0F89h //; low pitch blip\r
- and al, 4 //; Is turbo mode set?\r
- jz @@do_beep\r
- mov bx, 52Eh //; high pitch blip\r
-\r
-@@do_beep:\r
- mov al, 10110110b //; Timer IC 8253 square waves\r
- out 43h, al //; channel 2, speaker\r
- mov ax, bx\r
- out 42h, al //; send low order\r
- mov al, ah //; load high order\r
- out 42h, al //; send high order\r
- in al, 61h //; Read IC 8255 machine status\r
- push ax\r
- or al, 00000011b\r
- out 61h, al //; Turn speaker on\r
- mov cx, 2000h\r
-@@delay:\r
- loop @@delay\r
- pop ax\r
- out 61h, al //; Turn speaker off\r
- pop cx\r
- pop bx\r
- pop ax\r
+ push ax\r
+ push bx\r
+ push cx\r
+ in al, 61h //; Read equipment flags\r
+ xor al, bakapee //; toggle speed\r
+ out 61h, al //; Write new flags back\r
+\r
+ mov bx, 0F89h //; low pitch blip\r
+ and al, 4 //; Is turbo mode set?\r
+ jz @@do_beep\r
+ mov bx, 52Eh //; high pitch blip\r
+\r
+ @@do_beep:\r
+ mov al, 10110110b //; Timer IC 8253 square waves\r
+ out 43h, al //; channel 2, speaker\r
+ mov ax, bx\r
+ out 42h, al //; send low order\r
+ mov al, ah //; load high order\r
+ out 42h, al //; send high order\r
+ in al, 61h //; Read IC 8255 machine status\r
+ push ax\r
+ or al, 00000011b\r
+ out 61h, al //; Turn speaker on\r
+ mov cx, 2000h\r
+ @@delay:\r
+ loop @@delay\r
+ pop ax\r
+ out 61h, al //; Turn speaker off\r
+ pop cx\r
+ pop bx\r
+ pop ax\r
}\r
}\r
#endif\r
//==========================================================================\r
\r
//actual global game varables!\r
-typedef enum {\r
+/*typedef enum {\r
ENGI_QUIT,\r
ENGI_RUN,\r
ENGI_MENU,\r
ENGI_PAUSE\r
-} engi_stat_t;\r
+} engi_stat_t;*/\r
//ENGI_INPUT,\r
\r
typedef struct\r
{\r
- engi_stat_t engi_stat;\r
+//---- engi_stat_t engi_stat;\r
video_t video; // video settings variable\r
ca_t ca; // ca stuff\r
pm_t pm; // pm stuff\r
#define LOW_ADDRESS 0x0D\r
#define VRETRACE 0x08\r
//#define INPUT_STATUS_1 0x03da defined in 16_head\r
+#define STATUS_REGISTER_1 INPUT_STATUS_1\r
+#define ATR_INDEX AC_INDEX\r
+#define ATR_OVERSCAN 17\r
#define DISPLAY_ENABLE 0x01\r
#define MAP_MASK 0x02\r
#define PAL_READ_REG 0x03C7 /* Color register, read address */\r
--- /dev/null
+/* 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_PLAY.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 dirtable[9] = {northwest,north,northeast,west,nodir,east,\r
+ southwest,south,southeast};\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BONUS ITEMS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern statetype s_boltbonus2;\r
+extern statetype s_nukebonus2;\r
+\r
+statetype s_boltbonus = {BOLTOBJPIC,8,NULL,&s_boltbonus2};\r
+statetype s_boltbonus2 = {BOLTOBJ2PIC,8,NULL,&s_boltbonus};\r
+\r
+statetype s_nukebonus = {NUKEOBJPIC,8,NULL,&s_nukebonus2};\r
+statetype s_nukebonus2 = {NUKEOBJ2PIC,8,NULL,&s_nukebonus};\r
+\r
+statetype s_potionbonus = {POTIONOBJPIC,0,NULL,&s_potionbonus};\r
+statetype s_rkeybonus = {RKEYOBJPIC,0,NULL,&s_rkeybonus};\r
+statetype s_ykeybonus = {YKEYOBJPIC,0,NULL,&s_ykeybonus};\r
+statetype s_gkeybonus = {GKEYOBJPIC,0,NULL,&s_gkeybonus};\r
+statetype s_bkeybonus = {BKEYOBJPIC,0,NULL,&s_bkeybonus};\r
+statetype s_scrollbonus = {SCROLLOBJPIC,0,NULL,&s_scrollbonus};\r
+statetype s_chestbonus = {CHESTOBJPIC,0,NULL,&s_chestbonus};\r
+statetype s_goalbonus = {NEMESISPIC,0,NULL,&s_goalbonus};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnBonus\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnBonus (int tilex, int tiley, int number)\r
+{\r
+ statetype *state;\r
+\r
+ if (number == B_BOLT)\r
+ state = &s_boltbonus;\r
+ else if (number == B_NUKE)\r
+ state = &s_nukebonus;\r
+ else if (number == B_POTION)\r
+ state = &s_potionbonus;\r
+ else if (number == B_RKEY)\r
+ state = &s_rkeybonus;\r
+ else if (number == B_YKEY)\r
+ state = &s_ykeybonus;\r
+ else if (number == B_GKEY)\r
+ state = &s_gkeybonus;\r
+ else if (number == B_BKEY)\r
+ state = &s_bkeybonus;\r
+ else if (number >= B_SCROLL1 && number <= B_SCROLL8)\r
+ state = &s_scrollbonus;\r
+ else if (number == B_CHEST)\r
+ state = &s_chestbonus;\r
+ else if (number == B_GOAL)\r
+ state = &s_goalbonus;\r
+\r
+ SpawnNewObj (tilex,tiley,state,TILEGLOBAL/2);\r
+ new->tileobject = true;\r
+ new->temp1 = number;\r
+ new->obclass = bonusobj;\r
+ new->shootable = false;\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ EXPLODING WALL\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+void T_WallDie (objtype *ob);\r
+\r
+extern statetype s_walldie1;\r
+extern statetype s_walldie2;\r
+extern statetype s_walldie3;\r
+extern statetype s_walldie4;\r
+extern statetype s_walldie5;\r
+extern statetype s_walldie6;\r
+\r
+statetype s_walldie1 = {0,20,NULL,&s_walldie2};\r
+statetype s_walldie2 = {0,-1,T_WallDie,&s_walldie3};\r
+statetype s_walldie3 = {0,20,NULL,&s_walldie4};\r
+statetype s_walldie4 = {0,-1,T_WallDie,&s_walldie5};\r
+statetype s_walldie5 = {0,20,NULL,&s_walldie6};\r
+statetype s_walldie6 = {0,-1,T_WallDie,NULL};\r
+\r
+/*\r
+================\r
+=\r
+= ExplodeWall\r
+=\r
+================\r
+*/\r
+\r
+void ExplodeWall (int tilex, int tiley)\r
+{\r
+ SpawnNewObj (tilex,tiley,&s_walldie1,0);\r
+ new->obclass = inertobj;\r
+ new->active = true;\r
+ (unsigned)actorat[new->tilex][new->tiley] = tilemap[new->tilex][new->tiley] =\r
+ *(mapsegs[0]+farmapylookup[new->tiley]+new->tilex) = WALLEXP;\r
+}\r
+\r
+\r
+/*\r
+================\r
+=\r
+= T_WallDie\r
+=\r
+================\r
+*/\r
+\r
+void T_WallDie (objtype *ob)\r
+{\r
+ unsigned tile,other;\r
+\r
+ if (++ob->temp1 == 3)\r
+ tile = 0;\r
+ else\r
+ tile = WALLEXP-1 + ob->temp1;\r
+\r
+ (unsigned)actorat[ob->tilex][ob->tiley] = tilemap[ob->tilex][ob->tiley] =\r
+ *(mapsegs[0]+farmapylookup[ob->tiley]+ob->tilex) = tile;\r
+\r
+ if (ob->temp1 == 1)\r
+ {\r
+ //\r
+ // blow up nearby walls\r
+ //\r
+ other = tilemap[ob->tilex-1][ob->tiley];\r
+ if ((unsigned)(other-EXPWALLSTART)<NUMEXPWALLS)\r
+ ExplodeWall (ob->tilex-1,ob->tiley);\r
+ other = tilemap[ob->tilex+1][ob->tiley];\r
+ if ((unsigned)(other-EXPWALLSTART)<NUMEXPWALLS)\r
+ ExplodeWall (ob->tilex+1,ob->tiley);\r
+ other = tilemap[ob->tilex][ob->tiley-1];\r
+ if ((unsigned)(other-EXPWALLSTART)<NUMEXPWALLS)\r
+ ExplodeWall (ob->tilex,ob->tiley-1);\r
+ other = tilemap[ob->tilex][ob->tiley+1];\r
+ if ((unsigned)(other-EXPWALLSTART)<NUMEXPWALLS)\r
+ ExplodeWall (ob->tilex,ob->tiley+1);\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WARP GATE\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_Gate (objtype *ob);\r
+\r
+extern statetype s_gate1;\r
+extern statetype s_gate2;\r
+extern statetype s_gate3;\r
+extern statetype s_gate4;\r
+\r
+extern statetype s_fgate1;\r
+extern statetype s_fgate2;\r
+extern statetype s_fgate3;\r
+extern statetype s_fgate4;\r
+\r
+statetype s_gate1 = {WARP1PIC,12,T_Gate,&s_gate2};\r
+statetype s_gate2 = {WARP2PIC,12,T_Gate,&s_gate3};\r
+statetype s_gate3 = {WARP3PIC,12,T_Gate,&s_gate4};\r
+statetype s_gate4 = {WARP4PIC,12,T_Gate,&s_gate1};\r
+\r
+statetype s_fgate1 = {WARP1PIC,6,T_Gate,&s_fgate2};\r
+statetype s_fgate2 = {WARP2PIC,6,T_Gate,&s_fgate3};\r
+statetype s_fgate3 = {WARP3PIC,6,T_Gate,&s_fgate4};\r
+statetype s_fgate4 = {WARP4PIC,6,T_Gate,&s_fgate1};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnWarp\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnWarp (int tilex, int tiley, int type)\r
+{\r
+ if (type)\r
+ SpawnNewObj (tilex,tiley,&s_fgate1,TILEGLOBAL/3);\r
+ else\r
+ SpawnNewObj (tilex,tiley,&s_gate1,TILEGLOBAL/3);\r
+ new->obclass = gateobj;\r
+ new->temp1 = type;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Gate\r
+=\r
+===============\r
+*/\r
+\r
+#define STATUSCOLOR 4\r
+\r
+void T_Gate (objtype *ob)\r
+{\r
+ int spot;\r
+ objtype *check;\r
+ unsigned temp;\r
+\r
+ if (CheckHandAttack (ob) && !playstate)\r
+ {\r
+ //\r
+ // warp\r
+ //\r
+ temp = bufferofs;\r
+ bufferofs = 0;\r
+ VW_Bar (26,4,232,9,STATUSCOLOR); // clear text description\r
+ bufferofs = temp;\r
+ IN_ClearKeysDown ();\r
+ if (ob->temp1)\r
+ {\r
+ //\r
+ // teleport inside level\r
+ //\r
+ for (check=player->next;check;check=check->next)\r
+ if (check->obclass==gateobj && check->temp1==ob->temp1 &&\r
+ check != ob)\r
+ {\r
+ player->x = check->x;\r
+ player->y = check->y;\r
+ Thrust (player->angle,TILEGLOBAL/2); // move forwards\r
+ Thrust (player->angle,TILEGLOBAL/2); // move forwards\r
+ Thrust (player->angle,TILEGLOBAL/2); // move forwards\r
+ fizzlein=true;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // teleport out of level\r
+ //\r
+ playstate = ex_warped;\r
+ spot = *(mapsegs[0]+farmapylookup[ob->tiley]+ob->tilex)-NAMESTART;\r
+ if (spot<1)\r
+ gamestate.mapon++;\r
+ else\r
+ gamestate.mapon=spot-1;\r
+ SD_PlaySound(WARPUPSND);\r
+ }\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ TROLLS\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_Troll (objtype *ob);\r
+\r
+extern statetype s_trollpause;\r
+\r
+extern statetype s_troll1;\r
+extern statetype s_troll2;\r
+extern statetype s_troll3;\r
+extern statetype s_troll4;\r
+\r
+extern statetype s_trollattack1;\r
+extern statetype s_trollattack2;\r
+extern statetype s_trollattack3;\r
+\r
+extern statetype s_trollouch;\r
+\r
+extern statetype s_trolldie1;\r
+extern statetype s_trolldie2;\r
+extern statetype s_trolldie3;\r
+\r
+\r
+statetype s_trollpause = {TROLL1PIC,40,NULL,&s_troll2};\r
+\r
+statetype s_troll1 = {TROLL1PIC,13,T_Troll,&s_troll2};\r
+statetype s_troll2 = {TROLL2PIC,13,T_Troll,&s_troll3};\r
+statetype s_troll3 = {TROLL3PIC,13,T_Troll,&s_troll4};\r
+statetype s_troll4 = {TROLL4PIC,13,T_Troll,&s_troll1};\r
+\r
+statetype s_trollattack1 = {TROLLATTACK1PIC,20,NULL,&s_trollattack2};\r
+statetype s_trollattack2 = {TROLLATTACK2PIC,10,T_DoDamage,&s_trollattack3};\r
+statetype s_trollattack3 = {TROLLATTACK2PIC,40,NULL,&s_trollpause};\r
+\r
+statetype s_trollouch = {TROLLOUCHPIC,8,NULL,&s_troll1};\r
+\r
+statetype s_trolldie1 = {TROLLDIE1PIC,8,NULL,&s_trolldie2};\r
+statetype s_trolldie2 = {TROLLDIE2PIC,8,NULL,&s_trolldie3};\r
+statetype s_trolldie3 = {TROLLDIE3PIC,0,NULL,&s_trolldie3};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnTroll\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnTroll (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_troll1,40*PIXRADIUS);\r
+ new->speed = 2500;\r
+ new->obclass = trollobj;\r
+ new->shootable = true;\r
+ new->hitpoints = 10;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Troll\r
+=\r
+===============\r
+*/\r
+\r
+void T_Troll (objtype *ob)\r
+{\r
+ if (Chase (ob,true))\r
+ {\r
+ ob->state = &s_trollattack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ ORCS\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_Orc (objtype *ob);\r
+\r
+extern statetype s_orcpause;\r
+\r
+extern statetype s_orc1;\r
+extern statetype s_orc2;\r
+extern statetype s_orc3;\r
+extern statetype s_orc4;\r
+\r
+extern statetype s_orcattack1;\r
+extern statetype s_orcattack2;\r
+extern statetype s_orcattack3;\r
+\r
+extern statetype s_orcouch;\r
+\r
+extern statetype s_orcdie1;\r
+extern statetype s_orcdie2;\r
+extern statetype s_orcdie3;\r
+\r
+\r
+\r
+statetype s_orcpause = {ORC1PIC,40,NULL,&s_orc2};\r
+\r
+statetype s_orc1 = {ORC1PIC,20,T_Orc,&s_orc2};\r
+statetype s_orc2 = {ORC2PIC,20,T_Orc,&s_orc3};\r
+statetype s_orc3 = {ORC3PIC,20,T_Orc,&s_orc4};\r
+statetype s_orc4 = {ORC4PIC,20,T_Orc,&s_orc1};\r
+\r
+statetype s_orcattack1 = {ORCATTACK1PIC,20,NULL,&s_orcattack2};\r
+statetype s_orcattack2 = {ORCATTACK2PIC,10,T_DoDamage,&s_orcattack3};\r
+statetype s_orcattack3 = {ORCATTACK2PIC,40,NULL,&s_orcpause};\r
+\r
+statetype s_orcouch = {ORCOUCHPIC,10,NULL,&s_orc1};\r
+\r
+statetype s_orcdie1 = {ORCDIE1PIC,8,NULL,&s_orcdie2};\r
+statetype s_orcdie2 = {ORCDIE2PIC,8,NULL,&s_orcdie3};\r
+statetype s_orcdie3 = {ORCDIE3PIC,0,NULL,&s_orcdie3};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnOrc\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnOrc (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_orc1,PIXRADIUS*32);\r
+ new->obclass = orcobj;\r
+ new->speed = 1536;\r
+ new->shootable = true;\r
+ new->hitpoints = 3;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Orc\r
+=\r
+===============\r
+*/\r
+\r
+void T_Orc (objtype *ob)\r
+{\r
+ if (Chase (ob,true))\r
+ {\r
+ ob->state = &s_orcattack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ DEMON\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_Demon (objtype *ob);\r
+\r
+\r
+extern statetype s_demonpause;\r
+\r
+extern statetype s_demon1;\r
+extern statetype s_demon2;\r
+extern statetype s_demon3;\r
+extern statetype s_demon4;\r
+\r
+extern statetype s_demonattack1;\r
+extern statetype s_demonattack2;\r
+extern statetype s_demonattack3;\r
+\r
+extern statetype s_demonouch;\r
+\r
+extern statetype s_demondie1;\r
+extern statetype s_demondie2;\r
+extern statetype s_demondie3;\r
+\r
+\r
+statetype s_demonpause = {DEMON1PIC,40,NULL,&s_demon2};\r
+\r
+statetype s_demon1 = {DEMON1PIC,20,T_Demon,&s_demon2};\r
+statetype s_demon2 = {DEMON2PIC,20,T_Demon,&s_demon3};\r
+statetype s_demon3 = {DEMON3PIC,20,T_Demon,&s_demon4};\r
+statetype s_demon4 = {DEMON4PIC,20,T_Demon,&s_demon1};\r
+\r
+statetype s_demonattack1 = {DEMONATTACK1PIC,20,NULL,&s_demonattack2};\r
+statetype s_demonattack2 = {DEMONATTACK2PIC,20,T_DoDamage,&s_demonattack3};\r
+statetype s_demonattack3 = {DEMONATTACK3PIC,30,NULL,&s_demonpause};\r
+\r
+statetype s_demonouch = {DEMONOUCHPIC,10,NULL,&s_demon1};\r
+\r
+statetype s_demondie1 = {DEMONDIE1PIC,20,NULL,&s_demondie2};\r
+statetype s_demondie2 = {DEMONDIE2PIC,20,NULL,&s_demondie3};\r
+statetype s_demondie3 = {DEMONDIE3PIC,0,NULL,&s_demondie3};\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnDemon\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnDemon (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_demon1,TILEGLOBAL/2);\r
+ new->obclass = demonobj;\r
+ new->speed = 2048;\r
+ new->shootable = true;\r
+ new->hitpoints = 50;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Demon\r
+=\r
+===============\r
+*/\r
+\r
+void T_Demon (objtype *ob)\r
+{\r
+ if (Chase (ob,true))\r
+ {\r
+ ob->state = &s_demonattack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MSHOTS\r
+\r
+temp1 = dir\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define MSHOTDAMAGE 2\r
+#define MSHOTSPEED 10000\r
+\r
+void T_Mshot (objtype *ob);\r
+\r
+\r
+extern statetype s_mshot1;\r
+extern statetype s_mshot2;\r
+\r
+statetype s_mshot1 = {PSHOT1PIC,8,&T_Mshot,&s_mshot2};\r
+statetype s_mshot2 = {PSHOT2PIC,8,&T_Mshot,&s_mshot1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Mshot\r
+=\r
+===============\r
+*/\r
+\r
+void T_Mshot (objtype *ob)\r
+{\r
+ objtype *check;\r
+ long xmove,ymove,speed;\r
+\r
+ xmove = ymove = 0;\r
+\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ ymove = -ob->speed*tics;\r
+ break;\r
+ case east:\r
+ xmove = ob->speed*tics;\r
+ break;\r
+ case south:\r
+ ymove = ob->speed*tics;\r
+ break;\r
+ case west:\r
+ xmove = -ob->speed*tics;\r
+ break;\r
+ }\r
+\r
+ ob->x+=xmove;\r
+ ob->y+=ymove;\r
+\r
+ CalcBounds (ob);\r
+\r
+ ob->tilex = ob->x>>TILESHIFT;\r
+ ob->tiley = ob->y>>TILESHIFT;\r
+\r
+ if (tilemap[ob->tilex][ob->tiley])\r
+ {\r
+ SD_PlaySound (SHOOTWALLSND);\r
+ ob->state = NULL;\r
+ return;\r
+ }\r
+\r
+//\r
+// check final position for monsters hit\r
+//\r
+ if ( ob->xl <= player->xh\r
+ && ob->xh >= player->xl\r
+ && ob->yl <= player->yh\r
+ && ob->yh >= player->yl)\r
+ {\r
+ TakeDamage (MSHOTDAMAGE*2);\r
+ ob->state = NULL;\r
+ return;\r
+ }\r
+\r
+ for (check = player->next; check; check=check->next)\r
+ if (ob->shootable && ob->obclass != mageobj\r
+ && ob->xl <= check->xh\r
+ && ob->xh >= check->xl\r
+ && ob->yl <= check->yh\r
+ && ob->yh >= check->yl)\r
+ {\r
+ ShootActor (check,MSHOTDAMAGE);\r
+ ob->state = NULL;\r
+ return;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MAGE\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+void T_Mage (objtype *ob);\r
+void T_MageShoot (objtype *ob);\r
+\r
+extern statetype s_magepause;\r
+\r
+extern statetype s_mage1;\r
+extern statetype s_mage2;\r
+\r
+extern statetype s_mageattack1;\r
+extern statetype s_mageattack2;\r
+extern statetype s_mageattack3;\r
+\r
+extern statetype s_mageouch;\r
+\r
+extern statetype s_magedie1;\r
+extern statetype s_magedie2;\r
+\r
+\r
+statetype s_magepause = {MAGE1PIC,100,NULL,&s_mage2};\r
+\r
+statetype s_mage1 = {MAGE1PIC,20,T_Mage,&s_mage2};\r
+statetype s_mage2 = {MAGE2PIC,20,T_Mage,&s_mage1};\r
+\r
+statetype s_mageattack1 = {MAGEATTACKPIC,20,NULL,&s_mageattack2};\r
+statetype s_mageattack2 = {MAGEATTACKPIC,-1,T_MageShoot,&s_mageattack3};\r
+statetype s_mageattack3 = {MAGEATTACKPIC,30,NULL,&s_magepause};\r
+\r
+statetype s_mageouch = {MAGEOUCHPIC,10,NULL,&s_mage1};\r
+\r
+statetype s_magedie1 = {MAGEDIE1PIC,20,NULL,&s_magedie2};\r
+statetype s_magedie2 = {MAGEDIE2PIC,0,NULL,&s_magedie2};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnMage\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnMage (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_mage1,TILEGLOBAL/2);\r
+ new->obclass = mageobj;\r
+ new->speed = 2048;\r
+ new->shootable = true;\r
+ new->hitpoints = 5;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Mage\r
+=\r
+===============\r
+*/\r
+\r
+void T_Mage (objtype *ob)\r
+{\r
+ Chase (ob,false);\r
+//\r
+// check for line up with player\r
+//\r
+\r
+ if (ob->x-PIXRADIUS*14 < player->xh\r
+ && ob->x+PIXRADIUS > player->xl)\r
+ {\r
+ ob->temp1 = 1;\r
+ ob->state = &s_mageattack1;\r
+ }\r
+ else if (ob->y-PIXRADIUS*14 < player->yh\r
+ && ob->y+PIXRADIUS > player->yl)\r
+ {\r
+ ob->temp1 = 0;\r
+ ob->state = &s_mageattack1;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_MageShoot\r
+=\r
+===============\r
+*/\r
+\r
+void T_MageShoot (objtype *ob)\r
+{\r
+ SpawnNewObjFrac (ob->x,ob->y,&s_mshot1,PIXRADIUS*14);\r
+ new->obclass = mshotobj;\r
+ new->speed = MSHOTSPEED;\r
+ if (ob->temp1)\r
+ {\r
+ if (ob->tiley < player->tiley)\r
+ new->dir = south;\r
+ else\r
+ new->dir = north;\r
+ }\r
+ else\r
+ {\r
+ if (ob->tilex < player->tilex)\r
+ new->dir = east;\r
+ else\r
+ new->dir = west;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ nemesis\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+void T_Nemesis (objtype *ob);\r
+void T_NemesisShoot (objtype *ob);\r
+\r
+extern statetype s_grelpause;\r
+\r
+extern statetype s_grel1;\r
+extern statetype s_grel2;\r
+\r
+extern statetype s_grelattack1;\r
+extern statetype s_grelattack2;\r
+extern statetype s_grelattack3;\r
+\r
+extern statetype s_grelouch;\r
+\r
+extern statetype s_greldie1;\r
+extern statetype s_greldie2;\r
+extern statetype s_greldie3;\r
+extern statetype s_greldie4;\r
+extern statetype s_greldie5;\r
+extern statetype s_greldie6;\r
+\r
+\r
+statetype s_grelpause = {GREL1PIC,50,NULL,&s_grel2};\r
+\r
+statetype s_grel1 = {GREL1PIC,20,T_Nemesis,&s_grel2};\r
+statetype s_grel2 = {GREL2PIC,20,T_Nemesis,&s_grel1};\r
+\r
+statetype s_grelattack1 = {GRELATTACKPIC,20,NULL,&s_grelattack2};\r
+statetype s_grelattack2 = {GRELATTACKPIC,-1,T_NemesisShoot,&s_grelattack3};\r
+statetype s_grelattack3 = {GRELATTACKPIC,30,NULL,&s_grelpause};\r
+\r
+statetype s_grelouch = {GRELHITPIC,6,NULL,&s_grel1};\r
+\r
+statetype s_greldie1 = {GRELDIE1PIC,20,NULL,&s_greldie2};\r
+statetype s_greldie2 = {GRELDIE2PIC,20,NULL,&s_greldie3};\r
+statetype s_greldie3 = {GRELDIE3PIC,20,NULL,&s_greldie4};\r
+statetype s_greldie4 = {GRELDIE4PIC,20,NULL,&s_greldie5};\r
+statetype s_greldie5 = {GRELDIE5PIC,20,NULL,&s_greldie6};\r
+statetype s_greldie6 = {GRELDIE6PIC,0,NULL,&s_greldie6};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnNemesis\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnNemesis (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_grel1,PIXRADIUS*56);\r
+ new->obclass = grelmobj;\r
+ new->speed = 2048;\r
+ new->shootable = true;\r
+ new->hitpoints = 100;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Nemesis\r
+=\r
+===============\r
+*/\r
+\r
+void T_Nemesis (objtype *ob)\r
+{\r
+ Chase (ob,false);\r
+//\r
+// check for line up with player\r
+//\r
+ if (ob->tilex == player->tilex)\r
+ {\r
+ ob->temp1 = 1;\r
+ ob->state = &s_grelattack1;\r
+ }\r
+ else if (ob->tiley == player->tiley)\r
+ {\r
+ ob->temp1 = 0;\r
+ ob->state = &s_grelattack1;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_NemesisShoot\r
+=\r
+===============\r
+*/\r
+\r
+void T_NemesisShoot (objtype *ob)\r
+{\r
+ SpawnNewObjFrac (ob->x,ob->y,&s_mshot1,PIXRADIUS*14);\r
+ new->obclass = mshotobj;\r
+ new->speed = MSHOTSPEED;\r
+ if (ob->temp1)\r
+ {\r
+ if (ob->tiley < player->tiley)\r
+ new->dir = south;\r
+ else\r
+ new->dir = north;\r
+ }\r
+ else\r
+ {\r
+ if (ob->tilex < player->tilex)\r
+ new->dir = east;\r
+ else\r
+ new->dir = west;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BAT\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_Bat (objtype *ob);\r
+void T_BatPast (objtype *ob);\r
+\r
+extern statetype s_bat1;\r
+extern statetype s_bat2;\r
+extern statetype s_bat3;\r
+extern statetype s_bat4;\r
+\r
+extern statetype s_batdie1;\r
+extern statetype s_batdie2;\r
+\r
+\r
+statetype s_bat1 = {BAT1PIC,6,T_Bat,&s_bat2};\r
+statetype s_bat2 = {BAT2PIC,6,T_Bat,&s_bat3};\r
+statetype s_bat3 = {BAT3PIC,6,T_Bat,&s_bat4};\r
+statetype s_bat4 = {BAT4PIC,6,T_Bat,&s_bat1};\r
+\r
+statetype s_batpast = {BAT4PIC,80,T_BatPast,&s_bat1};\r
+\r
+statetype s_batdie1 = {BATDIE1PIC,8,NULL,&s_batdie2};\r
+statetype s_batdie2 = {BATDIE2PIC,8,NULL,NULL};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnBat\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnBat (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_bat1,PIXRADIUS*24);\r
+ new->obclass =batobj;\r
+ new->shootable = true;\r
+\r
+ new->hitpoints = 1;\r
+ new->speed = 2000;\r
+}\r
+\r
+\r
+/*\r
+==================================\r
+=\r
+= BatChaseThink\r
+=\r
+==================================\r
+*/\r
+\r
+void BatChaseThink (objtype *obj)\r
+{\r
+ int deltax,deltay;\r
+\r
+ deltax=player->tilex - obj->tilex;\r
+ deltay=player->tiley - obj->tiley;\r
+\r
+ if (deltax>0)\r
+ deltax = 2;\r
+ else if (deltax<0)\r
+ deltax = 0;\r
+ else deltax = 1;\r
+\r
+ if (deltay>0)\r
+ deltay = 2;\r
+ else if (deltay<0)\r
+ deltay = 0;\r
+ else deltay = 1;\r
+\r
+ obj->dir = dirtable[deltay*3+deltax];\r
+ if (Walk(obj))\r
+ return;\r
+\r
+ obj->dir = dirtable[3+deltax];\r
+ if (Walk(obj))\r
+ return;\r
+\r
+ obj->dir = dirtable[deltay*3+1];\r
+ if (Walk(obj))\r
+ return;\r
+\r
+ obj->dir = nodir;\r
+}\r
+\r
+\r
+void BatRunThink (objtype *obj)\r
+{\r
+ int deltax,deltay;\r
+\r
+ deltax=player->tilex - obj->tilex;\r
+ deltay=player->tiley - obj->tiley;\r
+\r
+ if (deltax>=0)\r
+ deltax = 0;\r
+ else\r
+ deltax = 2;\r
+\r
+ if (deltay>=0)\r
+ deltay = 0;\r
+ else\r
+ deltay = 2;\r
+\r
+ obj->dir = dirtable[deltay*3+deltax];\r
+ if (Walk(obj))\r
+ return;\r
+\r
+ obj->dir = dirtable[3+deltax];\r
+ if (Walk(obj))\r
+ return;\r
+\r
+ obj->dir = dirtable[deltay*3+1];\r
+ Walk(obj);\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Bat\r
+=\r
+===============\r
+*/\r
+\r
+void T_Bat (objtype *ob)\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
+\r
+ do\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 && !ob->temp1)\r
+ {\r
+ TakeDamage (4);\r
+ ob->temp1 = 2;\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\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
+ if (ob->temp1)\r
+ {\r
+ Walk (ob); // go straight\r
+ if (!--ob->temp1)\r
+ {\r
+ ob->state = &s_batpast;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ }\r
+ else\r
+ BatChaseThink (ob); // head towards player\r
+\r
+ actorat[ob->tilex][ob->tiley] = ob; // set down a new goal marker\r
+ } while (0); // just once\r
+ CalcBounds (ob);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BatPast\r
+=\r
+===============\r
+*/\r
+\r
+void T_BatPast (objtype *ob)\r
+{\r
+ long move;\r
+ long deltax,deltay,size;\r
+\r
+ move = ob->speed*tics;\r
+\r
+ do\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
+\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ move -= ob->distance;\r
+\r
+ BatRunThink (ob);\r
+\r
+ actorat[ob->tilex][ob->tiley] = ob; // set down a new goal marker\r
+ } while (0); //(move)\r
+ CalcBounds (ob);\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BOUNCE\r
+\r
+temp2 = set when hit player, reset when hit wall\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define SPDBOUNCE 4096\r
+#define DMGBOUNCE 10\r
+\r
+void T_Bounce (objtype *ob);\r
+\r
+extern statetype s_bounce1;\r
+extern statetype s_bounce2;\r
+\r
+\r
+statetype s_bounce1 = {BIGPSHOT1PIC,8,T_Bounce,&s_bounce2};\r
+statetype s_bounce2 = {BIGPSHOT2PIC,8,T_Bounce,&s_bounce1};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnBounce\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnBounce (int tilex, int tiley, boolean towest)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_bounce1,24*PIXRADIUS);\r
+ new->obclass = bounceobj;\r
+ if (towest)\r
+ new->dir = west;\r
+ else\r
+ new->dir = north;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Bounce\r
+=\r
+===============\r
+*/\r
+\r
+void T_Bounce (objtype *ob)\r
+{\r
+ long move;\r
+ long deltax,deltay,size;\r
+\r
+ move = SPDBOUNCE*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 && !ob->temp2)\r
+ {\r
+ ob->temp2 = 1;\r
+ TakeDamage (DMGBOUNCE);\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
+\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ move -= ob->distance;\r
+\r
+ //\r
+ // bounce if hit wall\r
+ //\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ if (tilemap[ob->tilex][--ob->tiley])\r
+ {\r
+ ob->dir = south;\r
+ ob->tiley+=2;\r
+ ob->temp2 = 0;\r
+ }\r
+ break;\r
+ case east:\r
+ if (tilemap[++ob->tilex][ob->tiley])\r
+ {\r
+ ob->dir = west;\r
+ ob->tilex-=2;\r
+ ob->temp2 = 0;\r
+ }\r
+ break;\r
+ case south:\r
+ if (tilemap[ob->tilex][++ob->tiley])\r
+ {\r
+ ob->dir = north;\r
+ ob->tiley-=2;\r
+ ob->temp2 = 0;\r
+ }\r
+ break;\r
+ case west:\r
+ if (tilemap[--ob->tilex][ob->tiley])\r
+ {\r
+ ob->dir = east;\r
+ ob->tilex+=2;\r
+ ob->temp2 = 0;\r
+ }\r
+ break;\r
+ }\r
+\r
+ ob->distance = TILEGLOBAL;\r
+\r
+ actorat[ob->tilex][ob->tiley] = ob; // set down a new goal marker\r
+ }\r
+ CalcBounds (ob);\r
+}\r
+\r
--- /dev/null
+; 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
+IDEAL\r
+\r
+MODEL MEDIUM,C\r
+\r
+VIEWWIDTH = (33*8)\r
+GC_INDEX = 03CEh\r
+\r
+DATASEG\r
+EVEN\r
+\r
+;=================== Tables filled in by DrawVWall ==========================\r
+\r
+;\r
+; wallheight has the height (scale number) of that collumn of scaled wall\r
+; it is pre bounded to 1-MAXSCALE (the actuial height on screen is 2*height)\r
+;\r
+wallheight dw VIEWWIDTH dup (?)\r
+\r
+;\r
+; wallwidth has the pixel width (1-7) of that collumn\r
+;\r
+wallwidth dw VIEWWIDTH dup (?)\r
+\r
+;\r
+; wallseg has the segment of the wall picture\r
+;\r
+wallseg dw VIEWWIDTH dup (?)\r
+\r
+;\r
+; wallofs has the offset of the wall picture\r
+;\r
+wallofs dw VIEWWIDTH dup (?)\r
+\r
+;============================================================================\r
+\r
+;\r
+; screenbyte is just position/8\r
+;\r
+LABEL screenbyte WORD\r
+pos = 0\r
+REPT VIEWWIDTH\r
+ dw pos/8\r
+pos = pos+1\r
+ENDM\r
+\r
+;\r
+; screenbit is (position&7)*16\r
+;\r
+LABEL screenbit WORD\r
+pos = 0\r
+REPT VIEWWIDTH\r
+ dw (pos AND 7)*16\r
+pos = pos+1\r
+ENDM\r
+\r
+;\r
+; Use offset: screenbit[]+pixwidth*2\r
+; acess from bitmasks-2+offset for one biased pixwidth\r
+; the low byte of bitmasks is for the first screen byte, the high byte\r
+; is the bitmask for the second screen byte (if non 0)\r
+;\r
+\r
+bitmasks dw 0080h,00c0h,00e0h,00f0h,00f8h,00fch,00feh,00ffh\r
+ dw 0040h,0060h,0070h,0078h,007ch,007eh,007fh,807fh\r
+ dw 0020h,0030h,0038h,003ch,003eh,003fh,803fh,0c03fh\r
+ dw 0010h,0018h,001ch,001eh,001fh,801fh,0c01fh,0e01fh\r
+ dw 0008h,000ch,000eh,000fh,800fh,0c00fh,0e00fh,0f00fh\r
+ dw 0004h,0006h,0007h,8007h,0c007h,0e007h,0f007h,0f807h\r
+ dw 0002h,0003h,8003h,0c003h,0e003h,0f003h,0f803h,0fc03h\r
+ dw 0001h,8001h,0c001h,0e001h,0f001h,0f801h,0fc01h,0fe01h\r
+\r
+\r
+;\r
+; wallscalecall is a far pointer to the start of a compiled scaler\r
+; The low word will never change, while the high word is set to\r
+; compscaledirectory[scale]\r
+;\r
+wallscalecall dd (65*6) ; offset of t_compscale->code[0]\r
+\r
+\r
+PUBLIC wallheight,wallwidth,wallseg,wallofs,screenbyte,screenbit\r
+PUBLIC bitmasks,wallscalecall\r
+\r
+\r
+EXTRN scaledirectory:WORD ; array of MAXSCALE segment pointers to\r
+ ; compiled scalers\r
+EXTRN screenseg:WORD ; basically just 0xa000\r
+EXTRN bufferofs:WORD ; offset of the current work screen\r
+\r
+CODESEG\r
+\r
+;============================================================================\r
+;\r
+; ScaleWalls\r
+;\r
+; AX AL is scratched in bit mask setting and scaling\r
+; BX table index\r
+; CX pixwidth*2\r
+; DX GC_INDEX\r
+; SI offset into wall data to scale from, allways 0,64,128,...4032\r
+; DI byte at top of screen that the collumn is contained in\r
+; BP x pixel * 2, index into VIEWWIDTH wide tables\r
+; DS segment of the wall data to texture map\r
+; ES screenseg\r
+; SS addressing DGROUP variables\r
+;\r
+;============================================================================\r
+\r
+PROC ScaleWalls\r
+PUBLIC ScaleWalls\r
+USES SI,DI,BP\r
+\r
+ xor bp,bp ; start at location 0 in the tables\r
+ mov dx,GC_INDEX+1\r
+ mov es,[screenseg]\r
+\r
+;\r
+; scale one collumn of data, possibly across two bytes\r
+;\r
+nextcollumn:\r
+\r
+ mov bx,[wallheight+bp] ; height of walls (1-MAXSCALE)\r
+ shl bx,1\r
+ mov ax,[ss:scaledirectory+bx] ; segment of the compiled scaler\r
+ mov [WORD PTR ss:wallscalecall+2],ax\r
+\r
+ mov cx,[wallwidth+bp]\r
+ or cx,cx\r
+ jnz okwidth\r
+ mov cx,2\r
+ jmp next\r
+\r
+okwidth:\r
+ shl cx,1\r
+ mov ds,[wallseg+bp]\r
+ mov si,[wallofs+bp]\r
+\r
+ mov di,[screenbyte+bp] ; byte at the top of the scaled collumn\r
+ add di,[ss:bufferofs] ; offset of current page flip\r
+ mov bx,[screenbit+bp] ; 0-7 << 4\r
+ add bx,cx\r
+ mov ax,[ss:bitmasks-2+bx]\r
+ out dx,al ; set bit mask register\r
+ call [DWORD PTR ss:wallscalecall] ; scale the line of pixels\r
+ or ah,ah ; is there anything in the second byte?\r
+ jnz secondbyte\r
+;\r
+; next\r
+;\r
+next:\r
+ add bp,cx\r
+ cmp bp,VIEWWIDTH*2\r
+ jb nextcollumn\r
+ jmp done\r
+\r
+;\r
+; draw a second byte for vertical strips that cross two bytes\r
+;\r
+secondbyte:\r
+ mov al,ah\r
+ inc di ; next byte over\r
+ out dx,al ; set bit mask register\r
+ call [DWORD PTR ss:wallscalecall] ; scale the line of pixels\r
+;\r
+; next\r
+;\r
+ add bp,cx\r
+ cmp bp,VIEWWIDTH*2\r
+ jb nextcollumn\r
+\r
+done:\r
+ mov ax,ss\r
+ mov ds,ax\r
+ ret\r
+\r
+ENDP\r
+\r
+\r
+END\r
+\r
--- /dev/null
+/* 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_DEBUG.C\r
+\r
+#include "C3_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define VIEWTILEX 20\r
+#define VIEWTILEY (VIEWHEIGHT/16)\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+int maporgx;\r
+int maporgy;\r
+enum {mapview,tilemapview,actoratview,visview} viewtype;\r
+\r
+void ViewMap (void);\r
+\r
+//===========================================================================\r
+\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= DebugMemory\r
+=\r
+==================\r
+*/\r
+\r
+void DebugMemory (void)\r
+{\r
+ int i;\r
+ char scratch[80],str[10];\r
+ long mem;\r
+ spritetype _seg *block;\r
+\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (16,7);\r
+\r
+#if 0\r
+ CA_OpenDebug ();\r
+ for (i=0;i<NUMCHUNKS;i++)\r
+ {\r
+ if (grsegs[i])\r
+ {\r
+ strcpy (scratch,"Chunk:");\r
+ itoa (i,str,10);\r
+ strcat (scratch,str);\r
+ strcat (scratch,"\n");\r
+ write (debughandle,scratch,strlen(scratch));\r
+ }\r
+ }\r
+ CA_CloseDebug ();\r
+#endif\r
+\r
+ US_CPrint ("Memory Usage");\r
+ US_CPrint ("------------");\r
+ US_Print ("Total :");\r
+ US_PrintUnsigned (mminfo.mainmem/1024);\r
+ US_Print ("k\nFree :");\r
+ US_PrintUnsigned (MM_UnusedMemory()/1024);\r
+ US_Print ("k\nWith purge:");\r
+ US_PrintUnsigned (MM_TotalFree()/1024);\r
+ US_Print ("k\n");\r
+ VW_UpdateScreen();\r
+ IN_Ack ();\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+================\r
+=\r
+= PicturePause\r
+=\r
+================\r
+*/\r
+\r
+void PicturePause (void)\r
+{\r
+ int y;\r
+ unsigned source;\r
+\r
+ source = displayofs+panadjust;\r
+\r
+ VW_ColorBorder (15);\r
+ VW_SetLineWidth (40);\r
+ VW_SetScreen (0,0);\r
+\r
+ if (source<0x10000l-200*64)\r
+ {\r
+ //\r
+ // copy top line first\r
+ //\r
+ for (y=0;y<200;y++)\r
+ VW_ScreenToScreen (source+y*64,y*40,40,1);\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // copy bottom line first\r
+ //\r
+ for (y=199;y>=0;y--)\r
+ VW_ScreenToScreen (source+y*64,y*40,40,1);\r
+ }\r
+\r
+ IN_Shutdown ();\r
+\r
+ VW_WaitVBL(70);\r
+ bioskey(0);\r
+ VW_WaitVBL(70);\r
+ Quit (NULL);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+================\r
+=\r
+= ShapeTest\r
+=\r
+================\r
+*/\r
+\r
+void ShapeTest (void)\r
+{\r
+\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+#define sc_1 0x02\r
+#define sc_2 0x03\r
+#define sc_3 0x04\r
+#define sc_4 0x05\r
+#define sc_5 0x06\r
+#define sc_6 0x07\r
+#define sc_7 0x08\r
+#define sc_8 0x09\r
+#define sc_9 0x0a\r
+#define sc_0 0x0b\r
+\r
+\r
+\r
+/*\r
+================\r
+=\r
+= DebugKeys\r
+=\r
+================\r
+*/\r
+\r
+int DebugKeys (void)\r
+{\r
+ boolean esc;\r
+ int level,i;\r
+\r
+ if (Keyboard[sc_B]) // B = border color\r
+ {\r
+ CenterWindow(24,3);\r
+ PrintY+=6;\r
+ US_Print(" Border color (0-15):");\r
+ VW_UpdateScreen();\r
+ esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
+ if (!esc)\r
+ {\r
+ level = atoi (str);\r
+ if (level>=0 && level<=15)\r
+ VW_ColorBorder (level);\r
+ }\r
+ return 1;\r
+ }\r
+\r
+#if 0\r
+\r
+ if (Keyboard[sc_C]) // C = count objects\r
+ {\r
+ CountObjects();\r
+ return 1;\r
+ }\r
+\r
+\r
+ if (Keyboard[sc_D]) // D = start / end demo record\r
+ {\r
+ if (DemoMode == demo_Off)\r
+ StartDemoRecord ();\r
+ else if (DemoMode == demo_Record)\r
+ {\r
+ EndDemoRecord ();\r
+ playstate = ex_completed;\r
+ }\r
+ return 1;\r
+ }\r
+\r
+#endif\r
+\r
+ if (Keyboard[sc_E]) // E = quit level\r
+ {\r
+ if (tedlevel)\r
+ TEDDeath();\r
+ playstate = ex_warped;\r
+ gamestate.mapon++;\r
+ }\r
+\r
+ if (Keyboard[sc_F]) // F = facing spot\r
+ {\r
+ CenterWindow (12,4);\r
+ US_Print ("X:");\r
+ US_PrintUnsigned (player->x);\r
+ US_Print ("Y:");\r
+ US_PrintUnsigned (player->y);\r
+ US_Print ("A:");\r
+ US_PrintUnsigned (player->angle);\r
+ VW_UpdateScreen();\r
+ IN_Ack();\r
+ return 1;\r
+ }\r
+\r
+ if (Keyboard[sc_G]) // G = god mode\r
+ {\r
+ CenterWindow (12,2);\r
+ if (godmode)\r
+ US_PrintCentered ("God mode OFF");\r
+ else\r
+ US_PrintCentered ("God mode ON");\r
+ VW_UpdateScreen();\r
+ IN_Ack();\r
+ godmode ^= 1;\r
+ return 1;\r
+ }\r
+ if (Keyboard[sc_H]) // H = hurt self\r
+ {\r
+ TakeDamage (5);\r
+ }\r
+ else if (Keyboard[sc_I]) // I = item cheat\r
+ {\r
+ CenterWindow (12,3);\r
+ US_PrintCentered ("Free items!");\r
+ VW_UpdateScreen();\r
+ for (i=0;i<4;i++)\r
+ {\r
+ GiveBolt ();\r
+ GiveNuke ();\r
+ GivePotion ();\r
+ if (!gamestate.keys[i])\r
+ GiveKey (i);\r
+ }\r
+ for (i=0;i<8;i++)\r
+ GiveScroll (i,false);\r
+\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_M]) // M = memory info\r
+ {\r
+ DebugMemory();\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_O]) // O = overhead\r
+ {\r
+ ViewMap();\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_P]) // P = pause with no screen disruptioon\r
+ {\r
+ PicturePause ();\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_S]) // S = slow motion\r
+ {\r
+ singlestep^=1;\r
+ CenterWindow (18,3);\r
+ if (singlestep)\r
+ US_PrintCentered ("Slow motion ON");\r
+ else\r
+ US_PrintCentered ("Slow motion OFF");\r
+ VW_UpdateScreen();\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_S]) // T = shape test\r
+ {\r
+ ShapeTest ();\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_V]) // V = extra VBLs\r
+ {\r
+ CenterWindow(30,3);\r
+ PrintY+=6;\r
+ US_Print(" Add how many extra VBLs(0-8):");\r
+ VW_UpdateScreen();\r
+ esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
+ if (!esc)\r
+ {\r
+ level = atoi (str);\r
+ if (level>=0 && level<=8)\r
+ extravbls = level;\r
+ }\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_W]) // W = warp to level\r
+ {\r
+ CenterWindow(26,3);\r
+ PrintY+=6;\r
+ US_Print(" Warp to which level(1-21):");\r
+ VW_UpdateScreen();\r
+ esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
+ if (!esc)\r
+ {\r
+ level = atoi (str);\r
+ if (level>0 && level<21)\r
+ {\r
+ gamestate.mapon = level-1;\r
+ playstate = ex_warped;\r
+ }\r
+ }\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_X]) // X = item cheat\r
+ {\r
+ CenterWindow (12,3);\r
+ US_PrintCentered ("Extra stuff!");\r
+ VW_UpdateScreen();\r
+ for (i=0;i<4;i++)\r
+ {\r
+ GiveBolt ();\r
+ GiveNuke ();\r
+ GivePotion ();\r
+ }\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+ else if (Keyboard[sc_Z]) // Z = game over\r
+ {\r
+\r
+ }\r
+ else if (LastScan >= sc_1 && LastScan <= sc_8) // free scrolls\r
+ {\r
+ GiveScroll (LastScan-sc_1,false);\r
+ IN_ClearKeysDown ();\r
+ }\r
+\r
+ return 0;\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= LatchDrawChar\r
+=\r
+=====================\r
+*/\r
+\r
+void LatchDrawChar (unsigned x, unsigned y, unsigned picnum)\r
+{\r
+ unsigned source, dest;\r
+\r
+ dest = bufferofs + ylookup[y]+x;\r
+ source = latchpics[0]+picnum*8;\r
+\r
+ EGAWRITEMODE(1);\r
+ EGAMAPMASK(15);\r
+\r
+asm mov bx,[linewidth]\r
+asm dec bx\r
+\r
+asm mov ax,[screenseg]\r
+asm mov es,ax\r
+asm mov ds,ax\r
+\r
+asm mov si,[source]\r
+asm mov di,[dest]\r
+\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax // restore turbo's data segment\r
+\r
+ EGAWRITEMODE(0);\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= LatchDrawTile\r
+=\r
+=====================\r
+*/\r
+\r
+void LatchDrawTile (unsigned x, unsigned y, unsigned picnum)\r
+{\r
+ unsigned source, dest;\r
+\r
+ dest = bufferofs + ylookup[y]+x;\r
+ source = tileoffsets[picnum];\r
+\r
+ EGAWRITEMODE(1);\r
+ EGAMAPMASK(15);\r
+\r
+asm mov bx,[linewidth]\r
+asm sub bx,2\r
+\r
+asm mov ax,[screenseg]\r
+asm mov es,ax\r
+asm mov ds,ax\r
+\r
+asm mov si,[source]\r
+asm mov di,[dest]\r
+asm mov dx,16\r
+\r
+lineloop:\r
+asm movsb\r
+asm movsb\r
+asm add di,bx\r
+\r
+asm dec dx\r
+asm jnz lineloop\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax // restore turbo's data segment\r
+\r
+ EGAWRITEMODE(0);\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= OverheadRefresh\r
+=\r
+===================\r
+*/\r
+\r
+void OverheadRefresh (void)\r
+{\r
+ unsigned x,y,endx,endy,sx,sy;\r
+ unsigned tile;\r
+\r
+\r
+ if (++screenpage == 3)\r
+ screenpage = 0;\r
+\r
+ bufferofs = screenloc[screenpage];\r
+\r
+ endx = maporgx+VIEWTILEX;\r
+ endy = maporgy+VIEWTILEY;\r
+\r
+ for (y=maporgy;y<endy;y++)\r
+ for (x=maporgx;x<endx;x++)\r
+ {\r
+ sx = (x-maporgx)*2;\r
+ sy = (y-maporgy)*16;\r
+\r
+ switch (viewtype)\r
+ {\r
+ case mapview:\r
+ tile = *(mapsegs[0]+farmapylookup[y]+x);\r
+ break;\r
+\r
+ case tilemapview:\r
+ tile = tilemap[x][y];\r
+ break;\r
+\r
+ case actoratview:\r
+ tile = (unsigned)actorat[x][y];\r
+ break;\r
+\r
+ case visview:\r
+ tile = spotvis[x][y];\r
+ break;\r
+\r
+ }\r
+\r
+ if (tile<NUMTILE16)\r
+ LatchDrawTile(sx,sy,tile);\r
+ else\r
+ {\r
+ LatchDrawChar(sx,sy,NUMBERCHARS+((tile&0xf000)>>12));\r
+ LatchDrawChar(sx+1,sy,NUMBERCHARS+((tile&0x0f00)>>8));\r
+ LatchDrawChar(sx,sy+8,NUMBERCHARS+((tile&0x00f0)>>4));\r
+ LatchDrawChar(sx+1,sy+8,NUMBERCHARS+(tile&0x000f));\r
+ }\r
+ }\r
+\r
+ VW_SetScreen (bufferofs,0);\r
+ displayofs = bufferofs;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= ViewMap\r
+=\r
+===================\r
+*/\r
+\r
+void ViewMap (void)\r
+{\r
+ boolean button0held;\r
+\r
+ viewtype = actoratview;\r
+ button0held = false;\r
+\r
+\r
+ maporgx = player->tilex - VIEWTILEX/2;\r
+ if (maporgx<0)\r
+ maporgx = 0;\r
+ maporgy = player->tiley - VIEWTILEY/2;\r
+ if (maporgy<0)\r
+ maporgy = 0;\r
+\r
+ do\r
+ {\r
+//\r
+// let user pan around\r
+//\r
+ IN_ReadControl(0,&c);\r
+ if (c.xaxis == -1 && maporgx>0)\r
+ maporgx--;\r
+ if (c.xaxis == 1 && maporgx<mapwidth-VIEWTILEX)\r
+ maporgx++;\r
+ if (c.yaxis == -1 && maporgy>0)\r
+ maporgy--;\r
+ if (c.yaxis == 1 && maporgy<mapheight-VIEWTILEY)\r
+ maporgy++;\r
+\r
+ if (c.button0 && !button0held)\r
+ {\r
+ button0held = true;\r
+ viewtype++;\r
+ if (viewtype>visview)\r
+ viewtype = mapview;\r
+ }\r
+ if (!c.button0)\r
+ button0held = false;\r
+\r
+\r
+ OverheadRefresh ();\r
+\r
+ } while (!Keyboard[sc_Escape]);\r
+\r
+ IN_ClearKeysDown ();\r
+ DrawPlayScreen ();\r
+}\r
+\r
+\r
--- /dev/null
+/* 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
+#include "ID_HEADS.H"\r
+#include <MATH.H>\r
+#include <VALUES.H>\r
+\r
+//#define PROFILE\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define NAMESTART 180\r
+\r
+\r
+#define UNMARKGRCHUNK(chunk) (grneeded[chunk]&=~ca_levelbit)\r
+\r
+#define MOUSEINT 0x33\r
+\r
+#define EXPWALLSTART 8\r
+#define NUMEXPWALLS 7\r
+#define WALLEXP 15\r
+#define NUMFLOORS 36\r
+\r
+#define NUMFLOORS 36\r
+\r
+#define NUMLATCHPICS 100\r
+#define NUMSCALEPICS 100\r
+#define NUMSCALEWALLS 30\r
+\r
+\r
+#define FLASHCOLOR 5\r
+#define FLASHTICS 4\r
+\r
+\r
+#define NUMLEVELS 20\r
+\r
+#define VIEWX 0 // corner of view window\r
+#define VIEWY 0\r
+#define VIEWWIDTH (33*8) // size of view window\r
+#define VIEWHEIGHT (18*8)\r
+#define VIEWXH (VIEWX+VIEWWIDTH-1)\r
+#define VIEWYH (VIEWY+VIEWHEIGHT-1)\r
+\r
+#define CENTERX (VIEWX+VIEWWIDTH/2-1) // middle of view window\r
+#define CENTERY (VIEWY+VIEWHEIGHT/2-1)\r
+\r
+#define GLOBAL1 (1l<<16)\r
+#define TILEGLOBAL GLOBAL1\r
+#define TILESHIFT 16l\r
+\r
+#define MINDIST (2*GLOBAL1/5)\r
+#define FOCALLENGTH (TILEGLOBAL) // in global coordinates\r
+\r
+#define ANGLES 360 // must be divisable by 4\r
+\r
+#define MAPSIZE 64 // maps are 64*64 max\r
+#define MAXACTORS 150 // max number of tanks, etc / map\r
+\r
+#define NORTH 0\r
+#define EAST 1\r
+#define SOUTH 2\r
+#define WEST 3\r
+\r
+#define SIGN(x) ((x)>0?1:-1)\r
+#define ABS(x) ((int)(x)>0?(x):-(x))\r
+#define LABS(x) ((long)(x)>0?(x):-(x))\r
+\r
+#define MAXSCALE (VIEWWIDTH/2)\r
+\r
+\r
+#define MAXBODY 64\r
+#define MAXSHOTPOWER 56\r
+\r
+#define SCREEN1START 0\r
+#define SCREEN2START 8320\r
+\r
+#define PAGE1START 0x900\r
+#define PAGE2START 0x2000\r
+#define PAGE3START 0x3700\r
+#define FREESTART 0x4e00\r
+\r
+#define PIXRADIUS 512\r
+\r
+#define STATUSLINES (200-VIEWHEIGHT)\r
+\r
+enum bonusnumbers {B_BOLT,B_NUKE,B_POTION,B_RKEY,B_YKEY,B_GKEY,B_BKEY,B_SCROLL1,\r
+ B_SCROLL2,B_SCROLL3,B_SCROLL4,B_SCROLL5,B_SCROLL6,B_SCROLL7,B_SCROLL8,\r
+ B_GOAL,B_CHEST};\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL TYPES\r
+\r
+=============================================================================\r
+*/\r
+\r
+enum {BLANKCHAR=9,BOLTCHAR,NUKECHAR,POTIONCHAR,KEYCHARS,SCROLLCHARS=17,\r
+ NUMBERCHARS=25};\r
+\r
+typedef long fixed;\r
+\r
+typedef struct {int x,y;} tilept;\r
+typedef struct {fixed x,y;} globpt;\r
+\r
+typedef struct\r
+{\r
+ int x1,x2,leftclip,rightclip;// first pixel of wall (may not be visable)\r
+ unsigned height1,height2,color,walllength,side;\r
+ long planecoord;\r
+} walltype;\r
+\r
+typedef enum\r
+ {nothing,playerobj,bonusobj,orcobj,batobj,skeletonobj,trollobj,demonobj,\r
+ mageobj,pshotobj,bigpshotobj,mshotobj,inertobj,bounceobj,grelmobj\r
+ ,gateobj} classtype;\r
+\r
+typedef enum {north,east,south,west,northeast,southeast,southwest,\r
+ northwest,nodir} dirtype; // a catacombs 2 carryover\r
+\r
+\r
+typedef struct statestruct\r
+{\r
+ int shapenum;\r
+ int tictime;\r
+ void (*think) ();\r
+ struct statestruct *next;\r
+} statetype;\r
+\r
+\r
+typedef struct objstruct\r
+{\r
+ enum {no,yes} active;\r
+ int ticcount;\r
+ classtype obclass;\r
+ statetype *state;\r
+\r
+ boolean shootable;\r
+ boolean tileobject; // true if entirely inside one tile\r
+\r
+ long distance;\r
+ dirtype dir;\r
+ fixed x,y;\r
+ unsigned tilex,tiley;\r
+ int viewx;\r
+ unsigned viewheight;\r
+\r
+ int angle;\r
+ int hitpoints;\r
+ long speed;\r
+\r
+ unsigned size; // global radius for hit rect calculation\r
+ fixed xl,xh,yl,yh; // hit rectangle\r
+\r
+ int temp1,temp2;\r
+ struct objstruct *next,*prev;\r
+} objtype;\r
+\r
+\r
+typedef struct\r
+{\r
+ int difficulty;\r
+ int mapon;\r
+ int bolts,nukes,potions,keys[4],scrolls[8];\r
+ long score;\r
+ int body,shotpower;\r
+} gametype;\r
+\r
+typedef enum {ex_stillplaying,ex_died,ex_warped,ex_resetgame\r
+ ,ex_loadedgame,ex_victorious,ex_abort} exittype;\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ C3_MAIN DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern char str[80],str2[20];\r
+extern unsigned tedlevelnum;\r
+extern boolean tedlevel;\r
+extern gametype gamestate;\r
+extern exittype playstate;\r
+\r
+\r
+void NewGame (void);\r
+boolean SaveTheGame(int file);\r
+boolean LoadTheGame(int file);\r
+void ResetGame(void);\r
+void ShutdownId (void);\r
+void InitGame (void);\r
+void Quit (char *error);\r
+void TEDDeath(void);\r
+void DemoLoop (void);\r
+void SetupScalePic (unsigned picnum);\r
+void SetupScaleWall (unsigned picnum);\r
+void SetupScaling (void);\r
+void main (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ C3_GAME DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern unsigned latchpics[NUMLATCHPICS];\r
+extern unsigned tileoffsets[NUMTILE16];\r
+extern unsigned textstarts[27];\r
+\r
+\r
+#define L_CHARS 0\r
+#define L_NOSHOT 1\r
+#define L_SHOTBAR 2\r
+#define L_NOBODY 3\r
+#define L_BODYBAR 4\r
+\r
+\r
+void ScanInfoPlane (void);\r
+void ScanText (void);\r
+void SetupGameLevel (void);\r
+void Victory (void);\r
+void Died (void);\r
+void NormalScreen (void);\r
+void DrawPlayScreen (void);\r
+void LoadLatchMem (void);\r
+void FizzleFade (unsigned source, unsigned dest,\r
+ unsigned width,unsigned height, boolean abortable);\r
+void FizzleOut (int showlevel);\r
+void FreeUpMemory (void);\r
+void GameLoop (void);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ C3_PLAY DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern ControlInfo c;\r
+extern boolean running,slowturn;\r
+\r
+extern int bordertime;\r
+\r
+extern byte tilemap[MAPSIZE][MAPSIZE];\r
+extern objtype *actorat[MAPSIZE][MAPSIZE];\r
+extern byte spotvis[MAPSIZE][MAPSIZE];\r
+\r
+extern objtype objlist[MAXACTORS],*new,*obj,*player;\r
+\r
+extern unsigned farmapylookup[MAPSIZE];\r
+extern byte *nearmapylookup[MAPSIZE];\r
+extern byte update[];\r
+\r
+extern boolean godmode,singlestep;\r
+extern int extravbls;\r
+\r
+extern int mousexmove,mouseymove;\r
+extern int pointcount,pointsleft;\r
+\r
+\r
+void CenterWindow(word w,word h);\r
+void DebugMemory (void);\r
+void PicturePause (void);\r
+int DebugKeys (void);\r
+void CheckKeys (void);\r
+void InitObjList (void);\r
+void GetNewObj (boolean usedummy);\r
+void RemoveObj (objtype *gone);\r
+void PollControlls (void);\r
+void PlayLoop (void);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ C3_STATE DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+void SpawnNewObj (unsigned x, unsigned y, statetype *state, unsigned size);\r
+void SpawnNewObjFrac (long x, long y, statetype *state, unsigned size);\r
+boolean CheckHandAttack (objtype *ob);\r
+void T_DoDamage (objtype *ob);\r
+boolean Walk (objtype *ob);\r
+void ChaseThink (objtype *obj, boolean diagonal);\r
+void MoveObj (objtype *ob, long move);\r
+boolean Chase (objtype *ob, boolean diagonal);\r
+\r
+extern dirtype opposite[9];\r
+\r
+/*\r
+=============================================================================\r
+\r
+ C3_TRACE DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+int FollowTrace (fixed tracex, fixed tracey, long deltax, long deltay, int max);\r
+int BackTrace (int finish);\r
+void ForwardTrace (void);\r
+int FinishWall (void);\r
+void InsideCorner (void);\r
+void OutsideCorner (void);\r
+void FollowWalls (void);\r
+\r
+extern boolean aborttrace;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ C3_DRAW DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define MAXWALLS 50\r
+#define DANGERHIGH 45\r
+\r
+#define MIDWALL (MAXWALLS/2)\r
+\r
+//==========================================================================\r
+\r
+extern tilept tile,lasttile,focal,left,mid,right;\r
+\r
+extern globpt edge,view;\r
+\r
+extern unsigned screenloc[3];\r
+extern unsigned freelatch;\r
+\r
+extern int screenpage;\r
+\r
+extern boolean fizzlein;\r
+\r
+extern long lasttimecount;\r
+\r
+extern int firstangle,lastangle;\r
+\r
+extern fixed prestep;\r
+\r
+extern int traceclip,tracetop;\r
+\r
+extern fixed sintable[ANGLES+ANGLES/4],*costable;\r
+\r
+extern fixed viewx,viewy,viewsin,viewcos; // the focal point\r
+extern int viewangle;\r
+\r
+extern fixed scale,scaleglobal;\r
+extern unsigned slideofs;\r
+\r
+extern int zbuffer[VIEWXH+1];\r
+\r
+extern walltype walls[MAXWALLS],*leftwall,*rightwall;\r
+\r
+\r
+extern fixed tileglobal;\r
+extern fixed focallength;\r
+extern fixed mindist;\r
+extern int viewheight;\r
+extern fixed scale;\r
+\r
+extern int walllight1[NUMFLOORS];\r
+extern int walldark1[NUMFLOORS];\r
+extern int walllight2[NUMFLOORS];\r
+extern int walldark2[NUMFLOORS];\r
+\r
+//==========================================================================\r
+\r
+void DrawLine (int xl, int xh, int y,int color);\r
+void DrawWall (walltype *wallptr);\r
+void TraceRay (unsigned angle);\r
+fixed FixedByFrac (fixed a, fixed b);\r
+void TransformPoint (fixed gx, fixed gy, int *screenx, unsigned *screenheight);\r
+fixed TransformX (fixed gx, fixed gy);\r
+int FollowTrace (fixed tracex, fixed tracey, long deltax, long deltay, int max);\r
+void ForwardTrace (void);\r
+int FinishWall (void);\r
+int TurnClockwise (void);\r
+int TurnCounterClockwise (void);\r
+void FollowWall (void);\r
+\r
+void NewScene (void);\r
+void BuildTables (void);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ C3_SCALE DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+#define COMPSCALECODESTART (65*6) // offset to start of code in comp scaler\r
+\r
+typedef struct\r
+{\r
+ unsigned codeofs[65];\r
+ unsigned start[65];\r
+ unsigned width[65];\r
+ byte code[];\r
+} t_compscale;\r
+\r
+typedef struct\r
+{\r
+ unsigned width;\r
+ unsigned codeofs[64];\r
+} t_compshape;\r
+\r
+\r
+extern unsigned scaleblockwidth,\r
+ scaleblockheight,\r
+ scaleblockdest;\r
+\r
+extern byte plotpix[8];\r
+extern byte bitmasks1[8][8];\r
+extern byte bitmasks2[8][8];\r
+\r
+\r
+extern t_compscale _seg *scaledirectory[MAXSCALE+1];\r
+extern t_compshape _seg *shapedirectory[NUMSCALEPICS];\r
+extern memptr walldirectory[NUMSCALEWALLS];\r
+extern unsigned shapesize[MAXSCALE+1];\r
+\r
+void DeplanePic (int picnum);\r
+void ScaleShape (int xcenter, t_compshape _seg *compshape, unsigned scale);\r
+unsigned BuildCompShape (t_compshape _seg **finalspot);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ C3_ASM DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern unsigned wallheight [VIEWWIDTH];\r
+extern unsigned wallwidth [VIEWWIDTH];\r
+extern unsigned wallseg [VIEWWIDTH];\r
+extern unsigned wallofs [VIEWWIDTH];\r
+extern unsigned screenbyte [VIEWWIDTH];\r
+extern unsigned screenbit [VIEWWIDTH];\r
+extern unsigned bitmasks [64];\r
+\r
+extern long wallscalecall;\r
+\r
+void ScaleWalls (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ C3_WIZ DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define MAXHANDHEIGHT 72\r
+\r
+extern long lastnuke;\r
+extern int handheight;\r
+extern int boltsleft;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ C3_ACT1 DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern statetype s_trollouch;\r
+extern statetype s_trolldie1;\r
+\r
+\r
+extern statetype s_orcpause;\r
+\r
+extern statetype s_orc1;\r
+extern statetype s_orc2;\r
+extern statetype s_orc3;\r
+extern statetype s_orc4;\r
+\r
+extern statetype s_orcattack1;\r
+extern statetype s_orcattack2;\r
+extern statetype s_orcattack3;\r
+\r
+extern statetype s_orcouch;\r
+\r
+extern statetype s_orcdie1;\r
+extern statetype s_orcdie2;\r
+extern statetype s_orcdie3;\r
+\r
+\r
+extern statetype s_demonouch;\r
+extern statetype s_demondie1;\r
+\r
+extern statetype s_mageouch;\r
+extern statetype s_magedie1;\r
+\r
+extern statetype s_grelouch;\r
+extern statetype s_greldie1;\r
+\r
+extern statetype s_batdie1;\r
--- /dev/null
+/* 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_DRAW.C\r
+\r
+#include "C3_DEF.H"\r
+#pragma hdrstop\r
+\r
+//#define DRAWEACH // draw walls one at a time for debugging\r
+\r
+unsigned highest;\r
+unsigned mostwalls,numwalls;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define PI 3.141592657\r
+#define ANGLEQUAD (ANGLES/4)\r
+\r
+unsigned oldend;\r
+\r
+#define FINEANGLES 3600\r
+\r
+#define MINRATIO 16\r
+\r
+\r
+const unsigned MAXSCALEHEIGHT = (VIEWWIDTH/2);\r
+const unsigned MAXVISHEIGHT = (VIEWHEIGHT/2);\r
+const unsigned BASESCALE = 32;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+//\r
+// calculate location of screens in video memory so they have the\r
+// maximum possible distance seperating them (for scaling overflow)\r
+//\r
+\r
+unsigned screenloc[3]= {0x900,0x2000,0x3700};\r
+unsigned freelatch = 0x4e00;\r
+\r
+boolean fizzlein;\r
+\r
+long scaleshapecalll;\r
+long scaletablecall;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+long bytecount,endcount; // for profiling\r
+int animframe;\r
+int pixelangle[VIEWWIDTH];\r
+int far finetangent[FINEANGLES+1];\r
+int fineviewangle;\r
+unsigned viewxpix,viewypix;\r
+\r
+/*\r
+============================================================================\r
+\r
+ 3 - D DEFINITIONS\r
+\r
+============================================================================\r
+*/\r
+\r
+fixed tileglobal = TILEGLOBAL;\r
+fixed focallength = FOCALLENGTH;\r
+fixed mindist = MINDIST;\r
+int viewheight = VIEWHEIGHT;\r
+fixed scale;\r
+\r
+\r
+tilept tile,lasttile, // tile of wall being followed\r
+ focal, // focal point in tiles\r
+ left,mid,right; // rightmost tile in view\r
+\r
+globpt edge,view;\r
+\r
+int segstart[VIEWHEIGHT], // addline tracks line segment and draws\r
+ segend[VIEWHEIGHT],\r
+ segcolor[VIEWHEIGHT]; // only when the color changes\r
+\r
+\r
+walltype walls[MAXWALLS],*leftwall,*rightwall;\r
+\r
+\r
+//==========================================================================\r
+\r
+//\r
+// refresh stuff\r
+//\r
+\r
+int screenpage;\r
+\r
+long lasttimecount;\r
+\r
+//\r
+// rendering stuff\r
+//\r
+\r
+int firstangle,lastangle;\r
+\r
+fixed prestep;\r
+\r
+fixed sintable[ANGLES+ANGLES/4],*costable = sintable+(ANGLES/4);\r
+\r
+fixed viewx,viewy; // the focal point\r
+int viewangle;\r
+fixed viewsin,viewcos;\r
+\r
+int zbuffer[VIEWXH+1]; // holds the height of the wall at that point\r
+\r
+//==========================================================================\r
+\r
+void DrawLine (int xl, int xh, int y,int color);\r
+void DrawWall (walltype *wallptr);\r
+void TraceRay (unsigned angle);\r
+fixed FixedByFrac (fixed a, fixed b);\r
+fixed FixedAdd (void);\r
+fixed TransformX (fixed gx, fixed gy);\r
+int FollowTrace (fixed tracex, fixed tracey, long deltax, long deltay, int max);\r
+int BackTrace (int finish);\r
+void ForwardTrace (void);\r
+int TurnClockwise (void);\r
+int TurnCounterClockwise (void);\r
+void FollowWall (void);\r
+\r
+void NewScene (void);\r
+void BuildTables (void);\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= DrawLine\r
+=\r
+= Must be in write mode 2 with all planes enabled\r
+= The bit mask is left set to the end value, so clear it after all lines are\r
+= drawn\r
+=\r
+= draws a black dot at the left edge of the line\r
+=\r
+==================\r
+*/\r
+\r
+unsigned static char dotmask[8] = {0x80,0x40,0x20,0x10,8,4,2,1};\r
+unsigned static char leftmask[8] = {0xff,0x7f,0x3f,0x1f,0xf,7,3,1};\r
+unsigned static char rightmask[8] = {0x80,0xc0,0xe0,0xf0,0xf8,0xfc,0xfe,0xff};\r
+\r
+void DrawLine (int xl, int xh, int y,int color)\r
+{\r
+ unsigned dest,xlp,xlb,xhb,maskleft,maskright,maskdot,mid;\r
+\r
+ xlb=xl/8;\r
+ xhb=xh/8;\r
+\r
+ if (xh<xl)\r
+ Quit("DrawLine: xh<xl");\r
+ if (y<VIEWY)\r
+ Quit("DrawLine: y<VIEWY");\r
+ if (y>VIEWYH)\r
+ Quit("DrawLine: y>VIEWYH");\r
+\r
+ xlp = xl&7;\r
+ maskleft = leftmask[xlp];\r
+ maskright = rightmask[xh&7];\r
+\r
+ mid = xhb-xlb-1;\r
+ dest = bufferofs+ylookup[y]+xlb;\r
+\r
+ //\r
+ // set the GC index register to point to the bit mask register\r
+ //\r
+ asm mov al,GC_BITMASK\r
+ asm mov dx,GC_INDEX\r
+ asm out dx,al\r
+\r
+ if (xlb==xhb)\r
+ {\r
+ //\r
+ // entire line is in one byte\r
+ //\r
+\r
+ maskleft&=maskright;\r
+\r
+ asm mov es,[screenseg]\r
+ asm mov di,[dest]\r
+ asm mov dx,GC_INDEX+1\r
+\r
+ asm mov al,[BYTE PTR maskleft]\r
+ asm out dx,al // mask off pixels\r
+\r
+ asm mov al,[BYTE PTR color]\r
+ asm xchg al,[es:di] // load latches and write pixels\r
+\r
+ return;\r
+ }\r
+\r
+asm mov es,[screenseg]\r
+asm mov di,[dest]\r
+asm mov dx,GC_INDEX+1\r
+asm mov bh,[BYTE PTR color]\r
+\r
+//\r
+// draw left side\r
+//\r
+asm mov al,[BYTE PTR maskleft]\r
+asm out dx,al // mask off pixels\r
+\r
+asm mov al,bh\r
+asm xchg al,[es:di] // load latches and write pixels\r
+asm inc di\r
+\r
+//\r
+// draw middle\r
+//\r
+asm mov al,255\r
+asm out dx,al // no masking\r
+\r
+asm mov al,bh\r
+asm mov cx,[mid]\r
+asm rep stosb\r
+\r
+//\r
+// draw right side\r
+//\r
+asm mov al,[BYTE PTR maskright]\r
+asm out dx,al // mask off pixels\r
+asm xchg bh,[es:di] // load latches and write pixels\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+void DrawLineDot (int xl, int xh, int y,int color)\r
+{\r
+ unsigned dest,xlp,xlb,xhb,maskleft,maskright,maskdot,mid;\r
+\r
+ xlb=xl/8;\r
+ xhb=xh/8;\r
+\r
+ if (xh<xl)\r
+ Quit("DrawLine: xh<xl");\r
+ if (y<VIEWY)\r
+ Quit("DrawLine: y<VIEWY");\r
+ if (y>VIEWYH)\r
+ Quit("DrawLine: y>VIEWYH");\r
+\r
+ xlp = xl&7;\r
+ maskdot = dotmask[xlp];\r
+ maskleft = leftmask[xlp];\r
+ maskright = rightmask[xh&7];\r
+\r
+ mid = xhb-xlb-1;\r
+ dest = bufferofs+ylookup[y]+xlb;\r
+\r
+ //\r
+ // set the GC index register to point to the bit mask register\r
+ //\r
+ asm mov al,GC_BITMASK\r
+ asm mov dx,GC_INDEX\r
+ asm out dx,al\r
+\r
+ if (xlb==xhb)\r
+ {\r
+ //\r
+ // entire line is in one byte\r
+ //\r
+\r
+ maskleft&=maskright;\r
+\r
+ asm mov es,[screenseg]\r
+ asm mov di,[dest]\r
+ asm mov dx,GC_INDEX+1\r
+\r
+ asm mov al,[BYTE PTR maskleft]\r
+ asm out dx,al // mask off pixels\r
+\r
+ asm mov al,[BYTE PTR color]\r
+ asm xchg al,[es:di] // load latches and write pixels\r
+\r
+\r
+ //\r
+ // write the black dot at the start\r
+ //\r
+ asm mov al,[BYTE PTR maskdot]\r
+ asm out dx,al // mask off pixels\r
+\r
+ asm xor al,al\r
+ asm xchg al,[es:di] // load latches and write pixels\r
+\r
+\r
+ return;\r
+ }\r
+\r
+asm mov es,[screenseg]\r
+asm mov di,[dest]\r
+asm mov dx,GC_INDEX+1\r
+asm mov bh,[BYTE PTR color]\r
+\r
+//\r
+// draw left side\r
+//\r
+asm mov al,[BYTE PTR maskleft]\r
+asm out dx,al // mask off pixels\r
+\r
+asm mov al,bh\r
+asm xchg al,[es:di] // load latches and write pixels\r
+\r
+//\r
+// write the black dot at the start\r
+//\r
+asm mov al,[BYTE PTR maskdot]\r
+asm out dx,al // mask off pixels\r
+asm xor al,al\r
+asm xchg al,[es:di] // load latches and write pixels\r
+asm inc di\r
+\r
+//\r
+// draw middle\r
+//\r
+asm mov al,255\r
+asm out dx,al // no masking\r
+\r
+asm mov al,bh\r
+asm mov cx,[mid]\r
+asm rep stosb\r
+\r
+//\r
+// draw right side\r
+//\r
+asm mov al,[BYTE PTR maskright]\r
+asm out dx,al // mask off pixels\r
+asm xchg bh,[es:di] // load latches and write pixels\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+long wallscalesource;\r
+\r
+#ifdef DRAWEACH\r
+/*\r
+====================\r
+=\r
+= ScaleOneWall\r
+=\r
+====================\r
+*/\r
+\r
+void near ScaleOneWall (int xl, int xh)\r
+{\r
+ int x,pixwidth,height;\r
+\r
+ *(((unsigned *)&wallscalesource)+1) = wallseg[xl];\r
+\r
+ for (x=xl;x<=xh;x+=pixwidth)\r
+ {\r
+ height = wallheight[x];\r
+ pixwidth = wallwidth[x];\r
+ (unsigned)wallscalesource = wallofs[x];\r
+\r
+ *(((unsigned *)&scaletablecall)+1) = (unsigned)scaledirectory[height];\r
+ (unsigned)scaletablecall = scaledirectory[height]->codeofs[0];\r
+\r
+ //\r
+ // scale a byte wide strip of wall\r
+ //\r
+ asm mov bx,[x]\r
+ asm mov di,bx\r
+ asm shr di,1\r
+ asm shr di,1\r
+ asm shr di,1 // X in bytes\r
+ asm add di,[bufferofs]\r
+ asm and bx,7\r
+ asm shl bx,1\r
+ asm shl bx,1\r
+ asm shl bx,1\r
+ asm add bx,[pixwidth] // bx = pixel*8+pixwidth-1\r
+ asm dec bx\r
+ asm mov al,BYTE PTR [bitmasks1+bx]\r
+ asm mov dx,GC_INDEX+1\r
+ asm out dx,al // set bit mask register\r
+ asm mov es,[screenseg]\r
+ asm lds si,[wallscalesource]\r
+ asm call [DWORD PTR ss:scaletablecall] // scale the line of pixels\r
+\r
+ asm mov al,BYTE PTR [ss:bitmasks2+bx]\r
+ asm or al,al\r
+ asm jz nosecond\r
+\r
+ //\r
+ // draw a second byte for vertical strips that cross two bytes\r
+ //\r
+ asm inc di\r
+ asm out dx,al // set bit mask register\r
+ asm call [DWORD PTR ss:scaletablecall] // scale the line of pixels\r
+ nosecond:\r
+ asm mov ax,ss\r
+ asm mov ds,ax\r
+ }\r
+}\r
+\r
+#endif\r
+\r
+int walllight1[NUMFLOORS] = {0,\r
+ WALL1LPIC,WALL2LPIC,WALL3LPIC,WALL4LPIC,WALL5LPIC,WALL6LPIC,WALL7LPIC,\r
+ WALL1LPIC,WALL2LPIC,WALL3LPIC,WALL4LPIC,WALL5LPIC,WALL6LPIC,WALL7LPIC,\r
+ EXPWALL1PIC,EXPWALL2PIC,EXPWALL3PIC,\r
+ RDOOR1PIC,RDOOR2PIC,RDOOR1PIC,RDOOR2PIC,\r
+ YDOOR1PIC,YDOOR2PIC,YDOOR1PIC,YDOOR2PIC,\r
+ GDOOR1PIC,GDOOR2PIC,GDOOR1PIC,GDOOR2PIC,\r
+ BDOOR1PIC,BDOOR2PIC,BDOOR1PIC,BDOOR2PIC};\r
+\r
+int walldark1[NUMFLOORS] = {0,\r
+ WALL1DPIC,WALL2DPIC,WALL3DPIC,WALL4DPIC,WALL5DPIC,WALL6DPIC,WALL7DPIC,\r
+ WALL1DPIC,WALL2DPIC,WALL3DPIC,WALL4DPIC,WALL5DPIC,WALL6DPIC,WALL7DPIC,\r
+ EXPWALL1PIC,EXPWALL2PIC,EXPWALL3PIC,\r
+ RDOOR1PIC,RDOOR2PIC,RDOOR1PIC,RDOOR2PIC,\r
+ YDOOR1PIC,YDOOR2PIC,YDOOR1PIC,YDOOR2PIC,\r
+ GDOOR1PIC,GDOOR2PIC,GDOOR1PIC,GDOOR2PIC,\r
+ BDOOR1PIC,BDOOR2PIC,BDOOR1PIC,BDOOR2PIC};\r
+\r
+int walllight2[NUMFLOORS] = {0,\r
+ WALL1LPIC,WALL2LPIC,WALL3LPIC,WALL4LPIC,WALL5LPIC,WALL6LPIC,WALL7LPIC,\r
+ WALL1LPIC,WALL2LPIC,WALL3LPIC,WALL4LPIC,WALL5LPIC,WALL6LPIC,WALL7LPIC,\r
+ EXPWALL1PIC,EXPWALL2PIC,EXPWALL3PIC,\r
+ RDOOR2PIC,RDOOR1PIC,RDOOR2PIC,RDOOR1PIC,\r
+ YDOOR2PIC,YDOOR1PIC,YDOOR2PIC,YDOOR1PIC,\r
+ GDOOR2PIC,GDOOR1PIC,GDOOR2PIC,GDOOR1PIC,\r
+ BDOOR2PIC,BDOOR1PIC,BDOOR2PIC,BDOOR1PIC};\r
+\r
+int walldark2[NUMFLOORS] = {0,\r
+ WALL1DPIC,WALL2DPIC,WALL3DPIC,WALL4DPIC,WALL5DPIC,WALL6DPIC,WALL7DPIC,\r
+ WALL1DPIC,WALL2DPIC,WALL3DPIC,WALL4DPIC,WALL5DPIC,WALL6DPIC,WALL7DPIC,\r
+ EXPWALL1PIC,EXPWALL2PIC,EXPWALL3PIC,\r
+ RDOOR2PIC,RDOOR1PIC,RDOOR2PIC,RDOOR1PIC,\r
+ YDOOR2PIC,YDOOR1PIC,YDOOR2PIC,YDOOR1PIC,\r
+ GDOOR2PIC,GDOOR1PIC,GDOOR2PIC,GDOOR1PIC,\r
+ BDOOR2PIC,BDOOR1PIC,BDOOR2PIC,BDOOR1PIC};\r
+\r
+/*\r
+=====================\r
+=\r
+= DrawVWall\r
+=\r
+= Draws a wall by vertical segments, for texture mapping!\r
+=\r
+= wallptr->side is true for east/west walls (constant x)\r
+=\r
+= fracheight and fracstep are 16.16 bit fractions\r
+=\r
+=====================\r
+*/\r
+\r
+void DrawVWall (walltype *wallptr)\r
+{\r
+ int x,i;\r
+ unsigned source;\r
+ unsigned width,sourceint;\r
+ unsigned wallpic,wallpicseg;\r
+ unsigned skip;\r
+ long fracheight,fracstep,longheightchange;\r
+ unsigned height;\r
+ int heightchange;\r
+ unsigned slope,distance;\r
+ int traceangle,angle;\r
+ int mapadd;\r
+ unsigned lastpix,lastsource,lastwidth;\r
+\r
+\r
+ if (wallptr->rightclip < wallptr->leftclip)\r
+ Quit ("DrawVWall: Right < Left");\r
+\r
+//\r
+// setup for height calculation\r
+//\r
+ wallptr->height1 >>= 1;\r
+ wallptr->height2 >>= 1;\r
+ wallptr->planecoord>>=10; // remove non significant bits\r
+\r
+ width = wallptr->x2 - wallptr->x1;\r
+ if (width)\r
+ {\r
+ heightchange = wallptr->height2 - wallptr->height1;\r
+ asm mov ax,[heightchange]\r
+ asm mov WORD PTR [longheightchange+2],ax\r
+ asm mov WORD PTR [longheightchange],0 // avoid long shift by 16\r
+ fracstep = longheightchange/width;\r
+ }\r
+\r
+ fracheight = ((long)wallptr->height1<<16)+0x8000;\r
+ skip = wallptr->leftclip - wallptr->x1;\r
+ if (skip)\r
+ fracheight += fracstep*skip;\r
+\r
+//\r
+// setup for texture mapping\r
+//\r
+// mapadd is 64*64 (to keep source positive) + the origin wall intercept\r
+// distance has 6 unit bits, and 6 frac bits\r
+// traceangle is the center view angle in FINEANGLES, moved to be in\r
+// the +-90 degree range (to thew right of origin)\r
+//\r
+ traceangle = fineviewangle;\r
+ //\r
+ // find wall picture to map from\r
+ //\r
+ if (wallptr->side)\r
+ { // east or west wall\r
+ if (animframe)\r
+ wallpic = walllight2[wallptr->color];\r
+ else\r
+ wallpic = walllight1[wallptr->color];\r
+\r
+ if (wallptr->planecoord < viewxpix)\r
+ {\r
+ distance = viewxpix-wallptr->planecoord;\r
+ traceangle -= FINEANGLES/2;\r
+ mapadd = (64-viewypix&63); // the pixel spot of the origin\r
+ }\r
+ else\r
+ {\r
+ distance = wallptr->planecoord-viewxpix;\r
+ // traceangle is correct\r
+ mapadd = viewypix&63; // the pixel spot of the origin\r
+ }\r
+ }\r
+ else\r
+ { // north or south wall\r
+ if (animframe)\r
+ wallpic = walldark2[wallptr->color];\r
+ else\r
+ wallpic = walldark1[wallptr->color];\r
+\r
+ if (wallptr->planecoord < viewypix)\r
+ {\r
+ distance = viewypix-wallptr->planecoord;\r
+ traceangle -= FINEANGLES/4;\r
+ mapadd = viewxpix&63; // the pixel spot of the origin\r
+ }\r
+ else\r
+ {\r
+ distance = wallptr->planecoord-viewypix;\r
+ traceangle -= FINEANGLES*3/4;\r
+ mapadd = (64-viewxpix&63); // the pixel spot of the origin\r
+ }\r
+ }\r
+\r
+ mapadd = 64*64-mapadd; // make sure it stays positive\r
+\r
+ wallpicseg = (unsigned)walldirectory[wallpic-FIRSTWALLPIC];\r
+ if (traceangle > FINEANGLES/2)\r
+ traceangle -= FINEANGLES;\r
+\r
+//\r
+// calculate everything\r
+//\r
+// IMPORTANT! This loop is executed around 5000 times / second!\r
+//\r
+ lastpix = lastsource = (unsigned)-1;\r
+\r
+ for (x = wallptr->leftclip ; x <= wallptr->rightclip ; x++)\r
+ {\r
+ //\r
+ // height\r
+ //\r
+ asm mov ax,WORD PTR [fracheight]\r
+ asm mov dx,WORD PTR [fracheight+2]\r
+ asm mov cx,dx\r
+ asm add ax,WORD PTR [fracstep]\r
+ asm adc dx,WORD PTR [fracstep+2]\r
+ asm mov WORD PTR [fracheight],ax\r
+ asm mov WORD PTR [fracheight+2],dx\r
+ asm mov bx,[x]\r
+ asm shl bx,1\r
+ asm cmp cx,MAXSCALEHEIGHT\r
+ asm jbe storeheight\r
+ asm mov cx,MAXSCALEHEIGHT\r
+storeheight:\r
+ asm mov WORD PTR [wallheight+bx],cx\r
+ asm mov WORD PTR [zbuffer+bx],cx\r
+\r
+// height = fracheight>>16;\r
+// fracheight += fracstep;\r
+// if (height > MAXSCALEHEIGHT)\r
+// height = MAXSCALEHEIGHT;\r
+// wallheight[x] = zbuffer[x] = height;\r
+\r
+ //\r
+ // texture map\r
+ //\r
+ angle = pixelangle[x]+traceangle;\r
+ if (angle<0)\r
+ angle+=FINEANGLES;\r
+\r
+ slope = finetangent[angle];\r
+\r
+//\r
+// distance is an unsigned 6.6 bit number (12 pixel bits)\r
+// slope is a signed 5.10 bit number\r
+// result is a signed 11.16 bit number\r
+//\r
+\r
+#if 0\r
+ source = distance*slope;\r
+ source >>=20;\r
+\r
+ source += mapadd;\r
+ source &= 63; // mask off the unused units\r
+ source = 63-source;\r
+ source <<= 6; // multiply by 64 for offset into pic\r
+#endif\r
+ asm mov ax,[distance]\r
+ asm imul [slope] // ax is the source pixel\r
+ asm mov al,ah\r
+ asm shr al,1\r
+ asm shr al,1 // low 6 bits is now pixel number\r
+ asm add ax,[mapadd]\r
+ asm and ax,63\r
+ asm mov dx,63\r
+ asm sub dx,ax // otherwise it is backwards\r
+ asm shl dx,1\r
+ asm shl dx,1\r
+ asm shl dx,1\r
+ asm shl dx,1\r
+ asm shl dx,1\r
+ asm shl dx,1 // *64 to index into shape\r
+ asm mov [source],dx\r
+\r
+ if (source != lastsource)\r
+ {\r
+ if (lastpix != (unsigned)-1)\r
+ {\r
+ wallofs[lastpix] = lastsource;\r
+ wallseg[lastpix] = wallpicseg;\r
+ wallwidth[lastpix] = lastwidth;\r
+ }\r
+ lastpix = x;\r
+ lastsource = source;\r
+ lastwidth = 1;\r
+ }\r
+ else\r
+ lastwidth++; // optimized draw, same map as last one\r
+ }\r
+ wallofs[lastpix] = lastsource;\r
+ wallseg[lastpix] = wallpicseg;\r
+ wallwidth[lastpix] = lastwidth;\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= TraceRay\r
+=\r
+= Used to find the left and rightmost tile in the view area to be traced from\r
+= Follows a ray of the given angle from viewx,viewy in the global map until\r
+= it hits a solid tile\r
+= sets:\r
+= tile.x,tile.y : tile coordinates of contacted tile\r
+= tilecolor : solid tile's color\r
+=\r
+==================\r
+*/\r
+\r
+int tilecolor;\r
+\r
+void TraceRay (unsigned angle)\r
+{\r
+ long tracex,tracey,tracexstep,traceystep,searchx,searchy;\r
+ fixed fixtemp;\r
+ int otx,oty,searchsteps;\r
+\r
+ tracexstep = costable[angle];\r
+ traceystep = sintable[angle];\r
+\r
+//\r
+// advance point so it is even with the view plane before we start checking\r
+//\r
+ fixtemp = FixedByFrac(prestep,tracexstep);\r
+ tracex = viewx+fixtemp;\r
+ fixtemp = FixedByFrac(prestep,traceystep);\r
+ tracey = viewy-fixtemp;\r
+\r
+ tile.x = tracex>>TILESHIFT; // starting point in tiles\r
+ tile.y = tracey>>TILESHIFT;\r
+\r
+\r
+ if (tracexstep<0) // use 2's complement, not signed magnitude\r
+ tracexstep = -(tracexstep&0x7fffffff);\r
+\r
+ if (traceystep<0) // use 2's complement, not signed magnitude\r
+ traceystep = -(traceystep&0x7fffffff);\r
+\r
+//\r
+// we assume viewx,viewy is not inside a solid tile, so go ahead one step\r
+//\r
+\r
+ do // until a solid tile is hit\r
+ {\r
+ otx = tile.x;\r
+ oty = tile.y;\r
+ spotvis[otx][oty] = true;\r
+ tracex += tracexstep;\r
+ tracey -= traceystep;\r
+ tile.x = tracex>>TILESHIFT;\r
+ tile.y = tracey>>TILESHIFT;\r
+\r
+ if (tile.x!=otx && tile.y!=oty && (tilemap[otx][tile.y] || tilemap[tile.x][oty]) )\r
+ {\r
+ //\r
+ // trace crossed two solid tiles, so do a binary search along the line\r
+ // to find a spot where only one tile edge is crossed\r
+ //\r
+ searchsteps = 0;\r
+ searchx = tracexstep;\r
+ searchy = traceystep;\r
+ do\r
+ {\r
+ searchx/=2;\r
+ searchy/=2;\r
+ if (tile.x!=otx && tile.y!=oty)\r
+ {\r
+ // still too far\r
+ tracex -= searchx;\r
+ tracey += searchy;\r
+ }\r
+ else\r
+ {\r
+ // not far enough, no tiles crossed\r
+ tracex += searchx;\r
+ tracey -= searchy;\r
+ }\r
+\r
+ //\r
+ // if it is REAL close, go for the most clockwise intersection\r
+ //\r
+ if (++searchsteps == 16)\r
+ {\r
+ tracex = (long)otx<<TILESHIFT;\r
+ tracey = (long)oty<<TILESHIFT;\r
+ if (tracexstep>0)\r
+ {\r
+ if (traceystep<0)\r
+ {\r
+ tracex += TILEGLOBAL-1;\r
+ tracey += TILEGLOBAL;\r
+ }\r
+ else\r
+ {\r
+ tracex += TILEGLOBAL;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (traceystep<0)\r
+ {\r
+ tracex --;\r
+ tracey += TILEGLOBAL-1;\r
+ }\r
+ else\r
+ {\r
+ tracey --;\r
+ }\r
+ }\r
+ }\r
+\r
+ tile.x = tracex>>TILESHIFT;\r
+ tile.y = tracey>>TILESHIFT;\r
+\r
+ } while (( tile.x!=otx && tile.y!=oty) || (tile.x==otx && tile.y==oty) );\r
+ }\r
+ } while (!(tilecolor = tilemap[tile.x][tile.y]) );\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= FixedByFrac\r
+=\r
+= multiply a 16/16 bit, 2's complement fixed point number by a 16 bit\r
+= fraction, passed as a signed magnitude 32 bit number\r
+=\r
+========================\r
+*/\r
+\r
+#pragma warn -rvl // I stick the return value in with ASMs\r
+\r
+fixed FixedByFrac (fixed a, fixed b)\r
+{\r
+ fixed value;\r
+\r
+//\r
+// setup\r
+//\r
+asm mov si,[WORD PTR b+2] // sign of result = sign of fraction\r
+\r
+asm mov ax,[WORD PTR a]\r
+asm mov cx,[WORD PTR a+2]\r
+\r
+asm or cx,cx\r
+asm jns aok: // negative?\r
+asm not ax\r
+asm not cx\r
+asm add ax,1\r
+asm adc cx,0\r
+asm xor si,0x8000 // toggle sign of result\r
+aok:\r
+\r
+//\r
+// multiply cx:ax by bx\r
+//\r
+asm mov bx,[WORD PTR b]\r
+asm mul bx // fraction*fraction\r
+asm mov di,dx // di is low word of result\r
+asm mov ax,cx //\r
+asm mul bx // units*fraction\r
+asm add ax,di\r
+asm adc dx,0\r
+\r
+//\r
+// put result dx:ax in 2's complement\r
+//\r
+asm test si,0x8000 // is the result negative?\r
+asm jz ansok:\r
+asm not ax\r
+asm not dx\r
+asm add ax,1\r
+asm adc dx,0\r
+\r
+ansok:;\r
+\r
+}\r
+\r
+#pragma warn +rvl\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= TransformPoint\r
+=\r
+= Takes paramaters:\r
+= gx,gy : globalx/globaly of point\r
+=\r
+= globals:\r
+= viewx,viewy : point of view\r
+= viewcos,viewsin : sin/cos of viewangle\r
+=\r
+=\r
+= defines:\r
+= CENTERX : pixel location of center of view window\r
+= TILEGLOBAL : size of one\r
+= FOCALLENGTH : distance behind viewx/y for center of projection\r
+= scale : conversion from global value to screen value\r
+=\r
+= returns:\r
+= screenx,screenheight: projected edge location and size\r
+=\r
+========================\r
+*/\r
+\r
+void TransformPoint (fixed gx, fixed gy, int *screenx, unsigned *screenheight)\r
+{\r
+ int ratio;\r
+ fixed gxt,gyt,nx,ny;\r
+\r
+//\r
+// translate point to view centered coordinates\r
+//\r
+ gx = gx-viewx;\r
+ gy = gy-viewy;\r
+\r
+//\r
+// calculate newx\r
+//\r
+ gxt = FixedByFrac(gx,viewcos);\r
+ gyt = FixedByFrac(gy,viewsin);\r
+ nx = gxt-gyt;\r
+\r
+//\r
+// calculate newy\r
+//\r
+ gxt = FixedByFrac(gx,viewsin);\r
+ gyt = FixedByFrac(gy,viewcos);\r
+ ny = gyt+gxt;\r
+\r
+//\r
+// calculate perspective ratio\r
+//\r
+ if (nx<0)\r
+ nx = 0;\r
+\r
+ ratio = nx*scale/FOCALLENGTH;\r
+\r
+ if (ratio<=MINRATIO)\r
+ ratio = MINRATIO;\r
+\r
+ *screenx = CENTERX + ny/ratio;\r
+\r
+ *screenheight = TILEGLOBAL/ratio;\r
+\r
+}\r
+\r
+\r
+//\r
+// transform actor\r
+//\r
+void TransformActor (objtype *ob)\r
+{\r
+ int ratio;\r
+ fixed gx,gy,gxt,gyt,nx,ny;\r
+\r
+//\r
+// translate point to view centered coordinates\r
+//\r
+ gx = ob->x-viewx;\r
+ gy = ob->y-viewy;\r
+\r
+//\r
+// calculate newx\r
+//\r
+ gxt = FixedByFrac(gx,viewcos);\r
+ gyt = FixedByFrac(gy,viewsin);\r
+ nx = gxt-gyt-ob->size;\r
+\r
+//\r
+// calculate newy\r
+//\r
+ gxt = FixedByFrac(gx,viewsin);\r
+ gyt = FixedByFrac(gy,viewcos);\r
+ ny = gyt+gxt;\r
+\r
+//\r
+// calculate perspective ratio\r
+//\r
+ if (nx<0)\r
+ nx = 0;\r
+\r
+ ratio = nx*scale/FOCALLENGTH;\r
+\r
+ if (ratio<=MINRATIO)\r
+ ratio = MINRATIO;\r
+\r
+ ob->viewx = CENTERX + ny/ratio;\r
+\r
+ ob->viewheight = TILEGLOBAL/ratio;\r
+}\r
+\r
+//==========================================================================\r
+\r
+fixed TransformX (fixed gx, fixed gy)\r
+{\r
+ int ratio;\r
+ fixed gxt,gyt,nx,ny;\r
+\r
+//\r
+// translate point to view centered coordinates\r
+//\r
+ gx = gx-viewx;\r
+ gy = gy-viewy;\r
+\r
+//\r
+// calculate newx\r
+//\r
+ gxt = FixedByFrac(gx,viewcos);\r
+ gyt = FixedByFrac(gy,viewsin);\r
+\r
+ return gxt-gyt;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= BuildTables\r
+=\r
+= Calculates:\r
+=\r
+= scale projection constant\r
+= sintable/costable overlapping fractional tables\r
+= firstangle/lastangle angles from focalpoint to left/right view edges\r
+= prestep distance from focal point before checking for tiles\r
+=\r
+==================\r
+*/\r
+\r
+void BuildTables (void)\r
+{\r
+ int i;\r
+ long intang;\r
+ long x;\r
+ float angle,anglestep,radtoint;\r
+ double tang;\r
+ fixed value;\r
+\r
+//\r
+// calculate the angle offset from view angle of each pixel's ray\r
+//\r
+ radtoint = (float)FINEANGLES/2/PI;\r
+ for (i=0;i<VIEWWIDTH/2;i++)\r
+ {\r
+ // start 1/2 pixel over, so viewangle bisects two middle pixels\r
+ x = (TILEGLOBAL*i+TILEGLOBAL/2)/VIEWWIDTH;\r
+ tang = (float)x/(FOCALLENGTH+MINDIST);\r
+ angle = atan(tang);\r
+ intang = angle*radtoint;\r
+ pixelangle[VIEWWIDTH/2-1-i] = intang;\r
+ pixelangle[VIEWWIDTH/2+i] = -intang;\r
+ }\r
+\r
+//\r
+// calculate fine tangents\r
+// 1 sign bit, 5 units (clipped to), 10 fracs\r
+//\r
+#define MININT (-MAXINT)\r
+\r
+ for (i=0;i<FINEANGLES/4;i++)\r
+ {\r
+ intang = tan(i/radtoint)*(1l<<10);\r
+\r
+ //\r
+ // if the tangent is not reprentable in this many bits, bound the\r
+ // units part ONLY\r
+ //\r
+ if (intang>MAXINT)\r
+ intang = 0x8f00 | (intang & 0xff);\r
+ else if (intang<MININT)\r
+ intang = 0xff00 | (intang & 0xff);\r
+\r
+ finetangent[i] = intang;\r
+// finetangent[FINEANGLES/2+i] = intang;\r
+// finetangent[FINEANGLES/2-i-1] = -intang;\r
+ finetangent[FINEANGLES-i-1] = -intang;\r
+ }\r
+\r
+//\r
+// calculate scale value so one tile at mindist allmost fills the view horizontally\r
+//\r
+ scale = GLOBAL1/VIEWWIDTH;\r
+ scale *= focallength;\r
+ scale /= (focallength+mindist);\r
+\r
+//\r
+// costable overlays sintable with a quarter phase shift\r
+// ANGLES is assumed to be divisable by four\r
+//\r
+// The low word of the value is the fraction, the high bit is the sign bit,\r
+// bits 16-30 should be 0\r
+//\r
+\r
+ angle = 0;\r
+ anglestep = PI/2/ANGLEQUAD;\r
+ for (i=0;i<=ANGLEQUAD;i++)\r
+ {\r
+ value=GLOBAL1*sin(angle);\r
+ sintable[i]=\r
+ sintable[i+ANGLES]=\r
+ sintable[ANGLES/2-i] = value;\r
+ sintable[ANGLES-i]=\r
+ sintable[ANGLES/2+i] = value | 0x80000000l;\r
+ angle += anglestep;\r
+ }\r
+\r
+//\r
+// figure trace angles for first and last pixel on screen\r
+//\r
+ angle = atan((float)VIEWWIDTH/2*scale/FOCALLENGTH);\r
+ angle *= ANGLES/(PI*2);\r
+\r
+ intang = (int)angle+1;\r
+ firstangle = intang;\r
+ lastangle = -intang;\r
+\r
+ prestep = GLOBAL1*((float)FOCALLENGTH/costable[firstangle]);\r
+\r
+//\r
+// misc stuff\r
+//\r
+ walls[0].x2 = VIEWX-1;\r
+ walls[0].height2 = 32000;\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= ClearScreen\r
+=\r
+=====================\r
+*/\r
+\r
+void ClearScreen (void)\r
+{\r
+ //\r
+ // clear the screen\r
+ //\r
+asm mov dx,GC_INDEX\r
+asm mov ax,GC_MODE + 256*2 // read mode 0, write mode 2\r
+asm out dx,ax\r
+asm mov ax,GC_BITMASK + 255*256\r
+asm out dx,ax\r
+\r
+asm mov dx,40-VIEWWIDTH/8\r
+asm mov bl,VIEWWIDTH/16\r
+asm mov bh,CENTERY+1\r
+\r
+asm xor ax,ax\r
+asm mov es,[screenseg]\r
+asm mov di,[bufferofs]\r
+\r
+toploop:\r
+asm mov cl,bl\r
+asm rep stosw\r
+asm stosb\r
+asm add di,dx\r
+asm dec bh\r
+asm jnz toploop\r
+\r
+asm mov bh,CENTERY+1\r
+asm mov ax,0x0808\r
+\r
+bottomloop:\r
+asm mov cl,bl\r
+asm rep stosw\r
+asm stosb\r
+asm add di,dx\r
+asm dec bh\r
+asm jnz bottomloop\r
+\r
+\r
+asm mov dx,GC_INDEX\r
+asm mov ax,GC_MODE + 256*10 // read mode 1, write mode 2\r
+asm out dx,ax\r
+asm mov al,GC_BITMASK\r
+asm out dx,al\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= DrawWallList\r
+=\r
+= Clips and draws all the walls traced this refresh\r
+=\r
+=====================\r
+*/\r
+\r
+void DrawWallList (void)\r
+{\r
+ int i,leftx,newleft,rightclip;\r
+ walltype *wall, *check;\r
+\r
+asm mov ax,ds\r
+asm mov es,ax\r
+asm mov di,OFFSET wallwidth\r
+asm xor ax,ax\r
+asm mov cx,VIEWWIDTH/2\r
+asm rep stosw\r
+\r
+ ClearScreen ();\r
+\r
+ rightwall->x1 = VIEWXH+1;\r
+ rightwall->height1 = 32000;\r
+ (rightwall+1)->x1 = 32000;\r
+\r
+ leftx = -1;\r
+\r
+ for (wall=&walls[1];wall<rightwall && leftx<=VIEWXH ;wall++)\r
+ {\r
+ if (leftx >= wall->x2)\r
+ continue;\r
+\r
+ rightclip = wall->x2;\r
+\r
+ check = wall+1;\r
+ while (check->x1 <= rightclip && check->height1 >= wall->height2)\r
+ {\r
+ rightclip = check->x1-1;\r
+ check++;\r
+ }\r
+\r
+ if (rightclip>VIEWXH)\r
+ rightclip=VIEWXH;\r
+\r
+ if (leftx < wall->x1 - 1)\r
+ newleft = wall->x1-1; // there was black space between walls\r
+ else\r
+ newleft = leftx;\r
+\r
+ if (rightclip > newleft)\r
+ {\r
+ wall->leftclip = newleft+1;\r
+ wall->rightclip = rightclip;\r
+ DrawVWall (wall);\r
+ leftx = rightclip;\r
+ }\r
+ }\r
+\r
+#ifndef DRAWEACH\r
+ ScaleWalls (); // draw all the walls\r
+#endif\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= DrawScaleds\r
+=\r
+= Draws all objects that are visable\r
+=\r
+=====================\r
+*/\r
+\r
+objtype *depthsort[MAXACTORS];\r
+\r
+void DrawScaleds (void)\r
+{\r
+ int i,j,least,numvisable,height;\r
+ objtype *obj,**vislist,*farthest;\r
+ memptr shape;\r
+ byte *tilespot,*visspot;\r
+\r
+ numvisable = 0;\r
+\r
+//\r
+// calculate base positions of all objects\r
+//\r
+ vislist = &depthsort[0];\r
+\r
+ for (obj = player->next;obj;obj=obj->next)\r
+ {\r
+ if (!obj->state->shapenum)\r
+ continue;\r
+\r
+ tilespot = &tilemap[0][0]+(obj->tilex<<6)+obj->tiley;\r
+ visspot = &spotvis[0][0]+(obj->tilex<<6)+obj->tiley;\r
+ //\r
+ // could be in any of the nine surrounding tiles\r
+ //\r
+ if (*visspot\r
+ || ( *(visspot-1) && !*(tilespot-1) )\r
+ || ( *(visspot+1) && !*(tilespot+1) )\r
+ || ( *(visspot-65) && !*(tilespot-65) )\r
+ || ( *(visspot-64) && !*(tilespot-64) )\r
+ || ( *(visspot-63) && !*(tilespot-63) )\r
+ || ( *(visspot+65) && !*(tilespot+65) )\r
+ || ( *(visspot+64) && !*(tilespot+64) )\r
+ || ( *(visspot+63) && !*(tilespot+63) ) )\r
+ {\r
+ obj->active = true;\r
+ TransformActor (obj);\r
+ if (!obj->viewheight || obj->viewheight > VIEWWIDTH)\r
+ continue; // too close or far away\r
+\r
+ *vislist++ = obj;\r
+ numvisable++;\r
+ }\r
+ }\r
+\r
+ if (vislist == &depthsort[0])\r
+ return; // no visable objects\r
+\r
+//\r
+// draw from back to front\r
+//\r
+ for (i = 0; i<numvisable; i++)\r
+ {\r
+ least = 32000;\r
+ for (j=0;j<numvisable;j++)\r
+ {\r
+ height = depthsort[j]->viewheight;\r
+ if (height < least)\r
+ {\r
+ least = height;\r
+ farthest = depthsort[j];\r
+ }\r
+ }\r
+ //\r
+ // draw farthest\r
+ //\r
+ shape = shapedirectory[farthest->state->shapenum-FIRSTSCALEPIC];\r
+ ScaleShape(farthest->viewx,shape,farthest->viewheight);\r
+ farthest->viewheight = 32000;\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CalcTics\r
+=\r
+=====================\r
+*/\r
+\r
+void CalcTics (void)\r
+{\r
+ long newtime,oldtimecount;\r
+\r
+\r
+#ifdef PROFILE\r
+ tics = 1;\r
+ return;\r
+#endif\r
+\r
+//\r
+// calculate tics since last refresh for adaptive timing\r
+//\r
+ if (lasttimecount > TimeCount)\r
+ TimeCount = lasttimecount; // if the game was paused a LONG time\r
+\r
+ if (DemoMode) // demo recording and playback needs\r
+ { // to be constant\r
+//\r
+// take DEMOTICS or more tics, and modify Timecount to reflect time taken\r
+//\r
+ oldtimecount = lasttimecount;\r
+ while (TimeCount<oldtimecount+DEMOTICS*2)\r
+ ;\r
+ lasttimecount = oldtimecount + DEMOTICS;\r
+ TimeCount = lasttimecount + DEMOTICS;\r
+ tics = DEMOTICS;\r
+ }\r
+ else\r
+ {\r
+//\r
+// non demo, so report actual time\r
+//\r
+ newtime = TimeCount;\r
+ tics = newtime-lasttimecount;\r
+ lasttimecount = newtime;\r
+\r
+#ifdef FILEPROFILE\r
+ strcpy (scratch,"\tTics:");\r
+ itoa (tics,str,10);\r
+ strcat (scratch,str);\r
+ strcat (scratch,"\n");\r
+ write (profilehandle,scratch,strlen(scratch));\r
+#endif\r
+\r
+ if (tics>MAXTICS)\r
+ {\r
+ TimeCount -= (tics-MAXTICS);\r
+ tics = MAXTICS;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= DrawHand\r
+=\r
+========================\r
+*/\r
+\r
+void DrawHand (void)\r
+{\r
+ int picnum;\r
+ memptr source;\r
+ unsigned dest,width,height;\r
+\r
+ picnum = HAND1PICM;\r
+ if (gamestate.shotpower || boltsleft)\r
+ picnum += (((unsigned)TimeCount>>3)&1);\r
+\r
+ source = grsegs[picnum];\r
+ dest = ylookup[VIEWHEIGHT-handheight]+12+bufferofs;\r
+ width = picmtable[picnum-STARTPICM].width;\r
+ height = picmtable[picnum-STARTPICM].height;\r
+\r
+ VW_MaskBlock(source,0,dest,width,handheight,width*height);\r
+ EGAMAPMASK(15);\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= ThreeDRefresh\r
+=\r
+========================\r
+*/\r
+\r
+void ThreeDRefresh (void)\r
+{\r
+ int tracedir;\r
+\r
+restart:\r
+ aborttrace = false;\r
+\r
+//\r
+// clear out the traced array\r
+//\r
+asm mov ax,ds\r
+asm mov es,ax\r
+asm mov di,OFFSET spotvis\r
+asm xor ax,ax\r
+asm mov cx,[mapwidth] // mapheight*32 words\r
+asm shl cx,1\r
+asm shl cx,1\r
+asm shl cx,1\r
+asm shl cx,1\r
+asm shl cx,1\r
+asm rep stosw\r
+\r
+\r
+//\r
+// set up variables for this view\r
+//\r
+\r
+ viewangle = player->angle;\r
+ fineviewangle = viewangle*(FINEANGLES/ANGLES);\r
+ viewsin = sintable[viewangle];\r
+ viewcos = costable[viewangle];\r
+ viewx = player->x - FixedByFrac(FOCALLENGTH,viewcos);\r
+ viewy = player->y + FixedByFrac(FOCALLENGTH,viewsin);\r
+ viewx &= 0xfffffc00; // stop on a pixel boundary\r
+ viewy &= 0xfffffc00;\r
+ viewx += 0x180;\r
+ viewy += 0x180;\r
+ viewxpix = viewx>>10;\r
+ viewypix = viewy>>10;\r
+\r
+ focal.x = viewx>>TILESHIFT;\r
+ focal.y = viewy>>TILESHIFT;\r
+\r
+//\r
+// find the rightmost visable tile in view\r
+//\r
+ tracedir = viewangle + lastangle;\r
+ if (tracedir<0)\r
+ tracedir+=ANGLES;\r
+ else if (tracedir>=ANGLES)\r
+ tracedir-=ANGLES;\r
+ TraceRay( tracedir );\r
+ right.x = tile.x;\r
+ right.y = tile.y;\r
+\r
+//\r
+// find the leftmost visable tile in view\r
+//\r
+ tracedir = viewangle + firstangle;\r
+ if (tracedir<0)\r
+ tracedir+=ANGLES;\r
+ else if (tracedir>=ANGLES)\r
+ tracedir-=ANGLES;\r
+ TraceRay( tracedir );\r
+\r
+//\r
+// follow the walls from there to the right\r
+//\r
+ rightwall = &walls[1];\r
+ FollowWalls ();\r
+\r
+ if (aborttrace)\r
+ goto restart;\r
+\r
+//\r
+// actually draw stuff\r
+//\r
+ if (++screenpage == 3)\r
+ screenpage = 0;\r
+\r
+ bufferofs = screenloc[screenpage];\r
+\r
+ EGAWRITEMODE(2);\r
+ EGAMAPMASK(15);\r
+\r
+//\r
+// draw the wall list saved be FollowWalls ()\r
+//\r
+ animframe = (TimeCount&8)>>3;\r
+\r
+//\r
+// draw all the scaled images\r
+//\r
+ asm mov dx,GC_INDEX\r
+\r
+ asm mov ax,GC_COLORDONTCARE\r
+ asm out dx,ax // don't look at any of the planes\r
+\r
+ asm mov ax,GC_MODE + 256*(10) // read mode 1, write mode 2\r
+ asm out dx,ax\r
+\r
+ asm mov al,GC_BITMASK\r
+ asm out dx,al\r
+\r
+ DrawWallList();\r
+ DrawScaleds();\r
+\r
+ EGAWRITEMODE(0);\r
+ EGABITMASK(0xff);\r
+\r
+//\r
+// draw hand\r
+//\r
+ if (handheight)\r
+ DrawHand ();\r
+\r
+//\r
+// show screen and time last cycle\r
+//\r
+ if (fizzlein)\r
+ {\r
+ fizzlein = false;\r
+ FizzleFade(bufferofs,displayofs,VIEWWIDTH,VIEWHEIGHT,true);\r
+ lasttimecount = TimeCount;\r
+ if (MousePresent) Mouse(MDelta); // Clear accumulated mouse movement\r
+ }\r
+\r
+asm cli\r
+asm mov cx,[bufferofs]\r
+asm mov dx,3d4h // CRTC address register\r
+asm mov al,0ch // start address high register\r
+asm out dx,al\r
+asm inc dx\r
+asm mov al,ch\r
+asm out dx,al // set the high byte\r
+asm dec dx\r
+asm mov al,0dh // start address low register\r
+asm out dx,al\r
+asm inc dx\r
+asm mov al,cl\r
+asm out dx,al // set the low byte\r
+asm sti\r
+\r
+ displayofs = bufferofs;\r
+\r
+ CalcTics ();\r
+\r
+}\r
+\r
--- /dev/null
+/* 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_GAME.C\r
+\r
+#include "C3_DEF.H"\r
+#pragma hdrstop\r
+\r
+#ifdef PROFILE\r
+#include "TIME.H"\r
+#endif\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define NUMLUMPS 25\r
+\r
+#define CONTROLSLUMP 0\r
+#define ORCLUMP 1\r
+#define TROLLLUMP 2\r
+#define WARPLUMP 3\r
+#define BOLTLUMP 4\r
+#define NUKELUMP 5\r
+#define POTIONLUMP 6\r
+#define RKEYLUMP 7\r
+#define YKEYLUMP 8\r
+#define GKEYLUMP 9\r
+#define BKEYLUMP 10\r
+#define SCROLLLUMP 11\r
+#define CHESTLUMP 12\r
+#define PLAYERLUMP 13\r
+#define WALL1LUMP 14\r
+#define WALL2LUMP 15\r
+#define BDOORLUMP 16\r
+#define DEMONLUMP 17\r
+#define MAGELUMP 18\r
+#define BATLUMP 19\r
+#define GRELLUMP 20\r
+#define GOALLUMP 21\r
+\r
+\r
+int lumpstart[NUMLUMPS] = {\r
+CONTROLS_LUMP_START,\r
+ORC_LUMP_START,\r
+TROLL_LUMP_START,\r
+WARP_LUMP_START,\r
+BOLT_LUMP_START,\r
+NUKE_LUMP_START,\r
+POTION_LUMP_START,\r
+RKEY_LUMP_START,\r
+YKEY_LUMP_START,\r
+GKEY_LUMP_START,\r
+BKEY_LUMP_START,\r
+SCROLL_LUMP_START,\r
+CHEST_LUMP_START,\r
+PLAYER_LUMP_START,\r
+WALL1_LUMP_START,\r
+WALL2_LUMP_START,\r
+BDOOR_LUMP_START,\r
+DEMON_LUMP_START,\r
+MAGE_LUMP_START,\r
+BAT_LUMP_START,\r
+GREL_LUMP_START,\r
+NEMESISPIC\r
+};\r
+\r
+\r
+int lumpend[NUMLUMPS] = {\r
+CONTROLS_LUMP_END,\r
+ORC_LUMP_END,\r
+TROLL_LUMP_END,\r
+WARP_LUMP_END,\r
+BOLT_LUMP_END,\r
+NUKE_LUMP_END,\r
+POTION_LUMP_END,\r
+RKEY_LUMP_END,\r
+YKEY_LUMP_END,\r
+GKEY_LUMP_END,\r
+BKEY_LUMP_END,\r
+SCROLL_LUMP_END,\r
+CHEST_LUMP_END,\r
+PLAYER_LUMP_END,\r
+WALL1_LUMP_END,\r
+WALL2_LUMP_END,\r
+BDOOR_LUMP_END,\r
+DEMON_LUMP_END,\r
+MAGE_LUMP_END,\r
+BAT_LUMP_END,\r
+GREL_LUMP_END,\r
+NEMESISPIC\r
+};\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+unsigned latchpics[NUMLATCHPICS];\r
+unsigned tileoffsets[NUMTILE16];\r
+unsigned textstarts[27];\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean lumpneeded[NUMLUMPS];\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= ScanInfoPlane\r
+=\r
+= Spawn all actors and mark down special places\r
+=\r
+==========================\r
+*/\r
+\r
+void ScanInfoPlane (void)\r
+{\r
+ unsigned x,y,i,j;\r
+ int tile;\r
+ unsigned far *start;\r
+\r
+ InitObjList(); // start spawning things with a clean slate\r
+\r
+ memset (lumpneeded,0,sizeof(lumpneeded));\r
+\r
+ start = mapsegs[2];\r
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *start++;\r
+ if (!tile)\r
+ continue;\r
+\r
+ switch (tile)\r
+ {\r
+ case 1:\r
+ case 2:\r
+ case 3:\r
+ case 4:\r
+ lumpneeded[PLAYERLUMP] = true;\r
+ SpawnPlayer(x,y,NORTH+tile-1);\r
+ break;\r
+\r
+ case 5:\r
+ case 6:\r
+ case 7:\r
+ case 8:\r
+ case 9:\r
+ case 10:\r
+ case 11:\r
+ lumpneeded[tile-5+BOLTLUMP] = true;\r
+ SpawnBonus(x,y,tile-5);\r
+ break;\r
+\r
+ case 12:\r
+ case 13:\r
+ case 14:\r
+ case 15:\r
+ case 16:\r
+ case 17:\r
+ case 18:\r
+ case 19:\r
+ lumpneeded[SCROLLLUMP] = true;\r
+ SpawnBonus(x,y,B_SCROLL1+tile-12);\r
+ break;\r
+\r
+ case 20: // goal\r
+ lumpneeded[GOALLUMP] = true;\r
+ SpawnBonus(x,y,B_GOAL);\r
+ break;\r
+\r
+ case 21: // chest\r
+ lumpneeded[CHESTLUMP] = true;\r
+ SpawnBonus(x,y,B_CHEST);\r
+ break;\r
+\r
+ case 24:\r
+ lumpneeded[WARPLUMP] = true;\r
+ SpawnWarp (x,y,0);\r
+ break;\r
+//------\r
+ case 41:\r
+ if (gamestate.difficulty <gd_Hard)\r
+ break;\r
+ case 36:\r
+ if (gamestate.difficulty <gd_Normal)\r
+ break;\r
+ case 22:\r
+ lumpneeded[TROLLLUMP] = true;\r
+ SpawnTroll (x,y);\r
+ break;\r
+\r
+ case 42:\r
+ if (gamestate.difficulty <gd_Hard)\r
+ break;\r
+ case 37:\r
+ if (gamestate.difficulty <gd_Normal)\r
+ break;\r
+ case 23:\r
+ lumpneeded[ORCLUMP] = true;\r
+ SpawnOrc (x,y);\r
+ break;\r
+\r
+ case 43:\r
+ if (gamestate.difficulty <gd_Hard)\r
+ break;\r
+ case 38:\r
+ if (gamestate.difficulty <gd_Normal)\r
+ break;\r
+ case 25:\r
+ lumpneeded[BATLUMP] = true;\r
+ SpawnBat (x,y);\r
+ break;\r
+\r
+ case 44:\r
+ if (gamestate.difficulty <gd_Hard)\r
+ break;\r
+ case 39:\r
+ if (gamestate.difficulty <gd_Normal)\r
+ break;\r
+ case 26:\r
+ lumpneeded[DEMONLUMP] = true;\r
+ SpawnDemon (x,y);\r
+ break;\r
+\r
+ case 45:\r
+ if (gamestate.difficulty <gd_Hard)\r
+ break;\r
+ case 40:\r
+ if (gamestate.difficulty <gd_Normal)\r
+ break;\r
+ case 27:\r
+ lumpneeded[MAGELUMP] = true;\r
+ SpawnMage (x,y);\r
+ break;\r
+\r
+ case 28:\r
+ lumpneeded[GRELLUMP] = true;\r
+ SpawnNemesis (x,y);\r
+ break;\r
+\r
+ case 29:\r
+ SpawnBounce (x,y,0);\r
+ break;\r
+\r
+ case 30:\r
+ SpawnBounce (x,y,1);\r
+ break;\r
+\r
+ case 31:\r
+ case 32:\r
+ case 33:\r
+ case 34:\r
+ lumpneeded[WARPLUMP] = true;\r
+ SpawnWarp (x,y,tile-30);\r
+ break;\r
+ }\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= ScanText\r
+=\r
+==================\r
+*/\r
+\r
+void ScanText (void)\r
+{\r
+ int i;\r
+ char far *text;\r
+\r
+ text = (char _seg *)grsegs[LEVEL1TEXT+mapon];\r
+\r
+ textstarts[0] = 0;\r
+\r
+ for (i=1;i<=26;i++)\r
+ {\r
+ while (*text != '\n')\r
+ {\r
+ if (*text == '\r')\r
+ *text = 0;\r
+ text++;\r
+ }\r
+ text++;\r
+ textstarts[i] = FP_OFF(text);\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= DrawEnterScreen\r
+=\r
+==================\r
+*/\r
+\r
+static char *levelnames[] =\r
+ {\r
+ "The Approach",\r
+ "Nemesis's Keep",\r
+ "Ground Floor",\r
+ "Second Floor",\r
+ "Third Floor",\r
+ "Tower One",\r
+ "Tower Two",\r
+ "Secret Halls",\r
+ "Access Floor",\r
+ "The Dungeon",\r
+ "Lower Dungeon",\r
+ "Catacomb",\r
+ "Lower Reaches",\r
+ "The Warrens",\r
+ "Hidden Caverns",\r
+ "The Fens of Insanity",\r
+ "Chaos Corridors",\r
+ "The Labyrinth",\r
+ "Halls of Blood",\r
+ "Nemesis's Lair"\r
+ };\r
+void DrawEnterScreen (void)\r
+{\r
+ int x,y;\r
+\r
+ VW_Bar(0,0,VIEWWIDTH,VIEWHEIGHT,9); // Medium blue\r
+\r
+ x = (VIEWWIDTH - (18 * 8)) / 2 -3;\r
+ y = (VIEWHEIGHT - (5 * 8)) / 2;\r
+ VW_DrawPic(x / 8,y,ENTERPLAQUEPIC);\r
+\r
+ WindowX = x;\r
+ WindowW = 18 * 8;\r
+ PrintY = (VIEWHEIGHT/2) + 3;\r
+ US_CPrint (levelnames[gamestate.mapon]);\r
+}\r
+\r
+//==========================================================================\r
+\r
+boolean tileneeded[NUMFLOORS];\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= CacheScaleds\r
+=\r
+==================\r
+*/\r
+\r
+void CacheScaleds (void)\r
+{\r
+ int i,j;\r
+ unsigned source,dest;\r
+\r
+ FreeUpMemory ();\r
+ CA_CacheGrChunk(LEVEL1TEXT+mapon);\r
+ ScanText ();\r
+\r
+//\r
+// make sure we are displaying screenpage 0\r
+//\r
+ if (screenpage)\r
+ {\r
+ source = screenloc[screenpage];\r
+ dest = screenloc[0];\r
+ VW_ScreenToScreen (source,dest,40,VIEWHEIGHT);\r
+ screenpage = 0;\r
+ VW_SetScreen (dest,0);\r
+ displayofs = dest;\r
+ }\r
+\r
+//\r
+// cache wall pictures\r
+//\r
+ for (i=1;i<NUMFLOORS;i++)\r
+ if (tileneeded[i])\r
+ {\r
+ SetupScaleWall (walllight1[i]);\r
+ SetupScaleWall (walllight2[i]);\r
+ SetupScaleWall (walldark1[i]);\r
+ SetupScaleWall (walldark2[i]);\r
+ }\r
+\r
+//\r
+// cache the actor pictures\r
+//\r
+ for (i=0;i<NUMLUMPS;i++)\r
+ if (lumpneeded[i])\r
+ for (j=lumpstart[i];j<=lumpend[i];j++)\r
+ SetupScalePic(j);\r
+\r
+ source = screenloc[0];\r
+ for (i=1;i<=2;i++)\r
+ {\r
+ dest = screenloc[i];\r
+ VW_ScreenToScreen (source,dest,40,VIEWHEIGHT);\r
+ }\r
+\r
+ screenpage = 1;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= SetupGameLevel\r
+=\r
+==================\r
+*/\r
+\r
+void SetupGameLevel (void)\r
+{\r
+ int x,y,i;\r
+ unsigned far *map,tile,spot;\r
+\r
+ memset (tileneeded,0,sizeof(tileneeded));\r
+//\r
+// randomize if not a demo\r
+//\r
+ if (DemoMode)\r
+ {\r
+ US_InitRndT(false);\r
+ gamestate.difficulty = gd_Normal;\r
+ }\r
+ else\r
+ US_InitRndT(true);\r
+\r
+//\r
+// load the level\r
+//\r
+ CA_CacheMap (gamestate.mapon);\r
+\r
+ mapwidth = mapheaderseg[mapon]->width;\r
+ mapheight = mapheaderseg[mapon]->height;\r
+\r
+//\r
+// make a lookup table for the maps left edge\r
+//\r
+ spot = 0;\r
+ for (y=0;y<mapheight;y++)\r
+ {\r
+ farmapylookup[y] = spot;\r
+ spot += mapwidth;\r
+ }\r
+\r
+//\r
+// copy the wall data to a data segment array\r
+//\r
+ memset (tilemap,0,sizeof(tilemap));\r
+ memset (actorat,0,sizeof(actorat));\r
+ map = mapsegs[0];\r
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *map++;\r
+ if (tile<NUMFLOORS)\r
+ {\r
+ tileneeded[tile] = true;\r
+ tilemap[x][y] = tile;\r
+ if (tile>=EXPWALLSTART && tile<EXPWALLSTART+NUMEXPWALLS)\r
+ {\r
+ tileneeded[WALLEXP] = tileneeded[WALLEXP+1]\r
+ = tileneeded[WALLEXP+2] = true;\r
+ }\r
+\r
+ if (tile>0)\r
+ (unsigned)actorat[x][y] = tile;\r
+ }\r
+ }\r
+\r
+\r
+//\r
+// decide which graphics are needed and spawn actors\r
+//\r
+ ScanInfoPlane ();\r
+\r
+//\r
+// have the caching manager load and purge stuff to make sure all marks\r
+// are in memory\r
+//\r
+ CA_LoadAllSounds ();\r
+\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= LatchDrawPic\r
+=\r
+=====================\r
+*/\r
+\r
+void LatchDrawPic (unsigned x, unsigned y, unsigned picnum)\r
+{\r
+ unsigned wide, height, source, dest;\r
+\r
+ wide = pictable[picnum-STARTPICS].width;\r
+ height = pictable[picnum-STARTPICS].height;\r
+ dest = bufferofs + ylookup[y]+x;\r
+ source = latchpics[picnum-FIRSTLATCHPIC];\r
+\r
+ EGAWRITEMODE(1);\r
+ EGAMAPMASK(15);\r
+\r
+asm mov bx,[linewidth]\r
+asm sub bx,[wide]\r
+\r
+asm mov ax,[screenseg]\r
+asm mov es,ax\r
+asm mov ds,ax\r
+\r
+asm mov si,[source]\r
+asm mov di,[dest]\r
+asm mov dx,[height] // scan lines to draw\r
+asm mov ax,[wide]\r
+\r
+lineloop:\r
+asm mov cx,ax\r
+asm rep movsb\r
+asm add di,bx\r
+\r
+asm dec dx\r
+asm jnz lineloop\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax // restore turbo's data segment\r
+\r
+ EGAWRITEMODE(0);\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= Victory\r
+=\r
+=====================\r
+*/\r
+\r
+void Victory (void)\r
+{\r
+ FreeUpMemory ();\r
+ NormalScreen ();\r
+ CA_CacheGrChunk (FINALEPIC);\r
+ VWB_DrawPic (0,0,FINALEPIC);\r
+ UNMARKGRCHUNK(FINALEPIC);\r
+ VW_UpdateScreen ();\r
+ SD_PlaySound (GETBOLTSND);\r
+ SD_WaitSoundDone ();\r
+ SD_PlaySound (GETNUKESND);\r
+ SD_WaitSoundDone ();\r
+ SD_PlaySound (GETPOTIONSND);\r
+ SD_WaitSoundDone ();\r
+ SD_PlaySound (GETKEYSND);\r
+ SD_WaitSoundDone ();\r
+ SD_PlaySound (GETSCROLLSND);\r
+ SD_WaitSoundDone ();\r
+ SD_PlaySound (GETPOINTSSND);\r
+ SD_WaitSoundDone ();\r
+ IN_ClearKeysDown ();\r
+ IN_Ack();\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= Died\r
+=\r
+===================\r
+*/\r
+\r
+void Died (void)\r
+{\r
+ unsigned page1,page2;\r
+//\r
+// fizzle fade screen to grey\r
+//\r
+ FreeUpMemory ();\r
+ SD_PlaySound (GAMEOVERSND);\r
+ bufferofs = screenloc[(screenpage+1)%3];\r
+ LatchDrawPic(0,0,DEADPIC);\r
+ FizzleFade(bufferofs,displayofs,VIEWWIDTH,VIEWHEIGHT,false);\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ VW_SetScreen (bufferofs,0);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= NormalScreen\r
+=\r
+===================\r
+*/\r
+\r
+void NormalScreen (void)\r
+{\r
+ VW_SetSplitScreen (200);\r
+ bufferofs = displayofs = SCREEN1START;\r
+ VW_Bar(0,0,320,200,0);\r
+ bufferofs = SCREEN2START;\r
+ VW_Bar(0,0,320,200,0);\r
+ VW_SetScreen (displayofs,0);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= DrawPlayScreen\r
+=\r
+===================\r
+*/\r
+\r
+void DrawPlayScreen (void)\r
+{\r
+ int i,j,p,m;\r
+\r
+ screenpage = 0;\r
+\r
+ bufferofs = 0;\r
+ VW_Bar (0,0,320,STATUSLINES,7);\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ VW_Bar (0,0,320,VIEWHEIGHT,7);\r
+ }\r
+\r
+\r
+ VW_SetSplitScreen(144);\r
+ VW_SetScreen(screenloc[0],0);\r
+ bufferofs = 0;\r
+\r
+ CA_CacheGrChunk (STATUSPIC);\r
+ CA_CacheGrChunk (SIDEBARSPIC);\r
+\r
+ VW_DrawPic (0,0,STATUSPIC);\r
+\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ VW_DrawPic (33,0,SIDEBARSPIC);\r
+ }\r
+\r
+ grneeded[STATUSPIC]&= ~ca_levelbit;\r
+ grneeded[SIDEBARSPIC]&= ~ca_levelbit;\r
+ MM_SetPurge(&grsegs[STATUSPIC],3);\r
+ MM_SetPurge(&grsegs[SIDEBARSPIC],3);\r
+\r
+ RedrawStatusWindow ();\r
+ bufferofs = displayofs = screenloc[0];\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= LoadLatchMem\r
+=\r
+===================\r
+*/\r
+\r
+void LoadLatchMem (void)\r
+{\r
+ int i,j,p,m;\r
+ byte far *src, far *dest;\r
+ unsigned destoff;\r
+\r
+ EGAWRITEMODE(0);\r
+\r
+//\r
+// draw some pics into latch memory\r
+//\r
+\r
+//\r
+// tile 8s\r
+//\r
+ latchpics[0] = freelatch;\r
+ src = (byte _seg *)grsegs[STARTTILE8];\r
+ dest = MK_FP(0xa000,freelatch);\r
+\r
+ for (i=0;i<NUMTILE8;i++)\r
+ {\r
+ for (p=0;p<4;p++)\r
+ {\r
+ m = 1<<p;\r
+ asm mov dx,SC_INDEX\r
+ asm mov al,SC_MAPMASK\r
+ asm mov ah,[BYTE PTR m]\r
+ asm out dx,ax\r
+ for (j=0;j<8;j++)\r
+ *(dest+j)=*src++;\r
+ }\r
+ dest+=8;\r
+ }\r
+\r
+//\r
+// tile 16s\r
+//\r
+ src = (byte _seg *)grsegs[STARTTILE16];\r
+\r
+ for (i=0;i<NUMTILE16;i++)\r
+ {\r
+ CA_CacheGrChunk (STARTTILE16+i);\r
+ src = (byte _seg *)grsegs[STARTTILE16+i];\r
+ if (src)\r
+ {\r
+ tileoffsets[i] = FP_OFF(dest);\r
+ for (p=0;p<4;p++)\r
+ {\r
+ m = 1<<p;\r
+ asm mov dx,SC_INDEX\r
+ asm mov al,SC_MAPMASK\r
+ asm mov ah,[BYTE PTR m]\r
+ asm out dx,ax\r
+ for (j=0;j<32;j++)\r
+ *(dest+j)=*src++;\r
+ }\r
+ dest+=32;\r
+ MM_FreePtr (&grsegs[STARTTILE16+i]);\r
+ UNMARKGRCHUNK(STARTTILE16+i);\r
+ }\r
+ else\r
+ tileoffsets[i] = 0;\r
+ }\r
+\r
+\r
+//\r
+// pics\r
+//\r
+ destoff = FP_OFF(dest);\r
+ for (i=FIRSTLATCHPIC+1;i<FIRSTSCALEPIC;i++)\r
+ {\r
+ latchpics[i-FIRSTLATCHPIC] = destoff;\r
+ CA_CacheGrChunk (i);\r
+ j = pictable[i-STARTPICS].width * pictable[i-STARTPICS].height;\r
+ VW_MemToScreen (grsegs[i],destoff,j,1);\r
+ destoff+=j;\r
+ MM_FreePtr (&grsegs[i]);\r
+ UNMARKGRCHUNK(i);\r
+ }\r
+\r
+ EGAMAPMASK(15);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= FizzleFade\r
+=\r
+===================\r
+*/\r
+\r
+#define PIXPERFRAME 1600\r
+\r
+void FizzleFade (unsigned source, unsigned dest,\r
+ unsigned width,unsigned height, boolean abortable)\r
+{\r
+ unsigned drawofs,pagedelta;\r
+ unsigned char maskb[8] = {1,2,4,8,16,32,64,128};\r
+ unsigned x,y,p,frame;\r
+ long rndval;\r
+\r
+ pagedelta = dest-source;\r
+ VW_SetScreen (dest,0);\r
+ rndval = 1;\r
+ y = 0;\r
+\r
+asm mov es,[screenseg]\r
+asm mov dx,SC_INDEX\r
+asm mov al,SC_MAPMASK\r
+asm out dx,al\r
+\r
+ TimeCount=frame=0;\r
+ do // while (1)\r
+ {\r
+ if (abortable)\r
+ {\r
+ IN_ReadControl(0,&c);\r
+ if (c.button0 || c.button1 || Keyboard[sc_Space]\r
+ || Keyboard[sc_Enter])\r
+ {\r
+ VW_ScreenToScreen (source,dest,width/8,height);\r
+ return;\r
+ }\r
+ }\r
+\r
+ for (p=0;p<PIXPERFRAME;p++)\r
+ {\r
+ //\r
+ // seperate random value into x/y pair\r
+ //\r
+ asm mov ax,[WORD PTR rndval]\r
+ asm mov dx,[WORD PTR rndval+2]\r
+ asm mov bx,ax\r
+ asm dec bl\r
+ asm mov [BYTE PTR y],bl // low 8 bits - 1 = y xoordinate\r
+ asm mov bx,ax\r
+ asm mov cx,dx\r
+ asm shr cx,1\r
+ asm rcr bx,1\r
+ asm shr bx,1\r
+ asm shr bx,1\r
+ asm shr bx,1\r
+ asm shr bx,1\r
+ asm shr bx,1\r
+ asm shr bx,1\r
+ asm shr bx,1\r
+ asm mov [x],bx // next 9 bits = x xoordinate\r
+ //\r
+ // advance to next random element\r
+ //\r
+ asm shr dx,1\r
+ asm rcr ax,1\r
+ asm jnc noxor\r
+ asm xor dx,0x0001\r
+ asm xor ax,0x2000\r
+noxor:\r
+ asm mov [WORD PTR rndval],ax\r
+ asm mov [WORD PTR rndval+2],dx\r
+\r
+ if (x>width || y>height)\r
+ continue;\r
+ drawofs = source+ylookup[y];\r
+\r
+ asm mov cx,[x]\r
+ asm mov si,cx\r
+ asm and si,7\r
+ asm mov dx,GC_INDEX\r
+ asm mov al,GC_BITMASK\r
+ asm mov ah,BYTE PTR [maskb+si]\r
+ asm out dx,ax\r
+\r
+ asm mov si,[drawofs]\r
+ asm shr cx,1\r
+ asm shr cx,1\r
+ asm shr cx,1\r
+ asm add si,cx\r
+ asm mov di,si\r
+ asm add di,[pagedelta]\r
+\r
+ asm mov dx,GC_INDEX\r
+ asm mov al,GC_READMAP // leave GC_INDEX set to READMAP\r
+ asm out dx,al\r
+\r
+ asm mov dx,SC_INDEX+1\r
+ asm mov al,1\r
+ asm out dx,al\r
+ asm mov dx,GC_INDEX+1\r
+ asm mov al,0\r
+ asm out dx,al\r
+\r
+ asm mov bl,[es:si]\r
+ asm xchg [es:di],bl\r
+\r
+ asm mov dx,SC_INDEX+1\r
+ asm mov al,2\r
+ asm out dx,al\r
+ asm mov dx,GC_INDEX+1\r
+ asm mov al,1\r
+ asm out dx,al\r
+\r
+ asm mov bl,[es:si]\r
+ asm xchg [es:di],bl\r
+\r
+ asm mov dx,SC_INDEX+1\r
+ asm mov al,4\r
+ asm out dx,al\r
+ asm mov dx,GC_INDEX+1\r
+ asm mov al,2\r
+ asm out dx,al\r
+\r
+ asm mov bl,[es:si]\r
+ asm xchg [es:di],bl\r
+\r
+ asm mov dx,SC_INDEX+1\r
+ asm mov al,8\r
+ asm out dx,al\r
+ asm mov dx,GC_INDEX+1\r
+ asm mov al,3\r
+ asm out dx,al\r
+\r
+ asm mov bl,[es:si]\r
+ asm xchg [es:di],bl\r
+\r
+ if (rndval == 1) // entire sequence has been completed\r
+ {\r
+ EGABITMASK(255);\r
+ EGAMAPMASK(15);\r
+ return;\r
+ };\r
+ }\r
+ frame++;\r
+ while (TimeCount<frame) // don't go too fast\r
+ ;\r
+ } while (1);\r
+\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= FizzleOut\r
+=\r
+===================\r
+*/\r
+\r
+void FizzleOut (int showlevel)\r
+{\r
+ unsigned page1,page2;\r
+//\r
+// fizzle fade screen to grey\r
+//\r
+ bufferofs = screenloc[(screenpage+1)%3];\r
+ if (showlevel)\r
+ DrawEnterScreen ();\r
+ FizzleFade(bufferofs,displayofs,VIEWWIDTH,VIEWHEIGHT,false);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= FreeUpMemory\r
+=\r
+====================\r
+*/\r
+\r
+void FreeUpMemory (void)\r
+{\r
+ int i;\r
+\r
+ for (i=0;i<NUMSCALEPICS;i++)\r
+ if (shapedirectory[i])\r
+ MM_SetPurge (&(memptr)shapedirectory[i],3);\r
+\r
+ for (i=0;i<NUMSCALEWALLS;i++)\r
+ if (walldirectory[i])\r
+ MM_SetPurge (&(memptr)walldirectory[i],3);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= DrawHighScores\r
+=\r
+==================\r
+*/\r
+\r
+void DrawHighScores(void)\r
+{\r
+ char buffer[16],*str;\r
+ word i,j,\r
+ w,h,\r
+ x,y;\r
+ HighScore *s;\r
+\r
+\r
+ CA_CacheGrChunk (HIGHSCORESPIC);\r
+ VWB_DrawPic (0,0,HIGHSCORESPIC);\r
+ MM_SetPurge (&grsegs[HIGHSCORESPIC],3);\r
+ UNMARKGRCHUNK(HIGHSCORESPIC);\r
+\r
+ for (i = 0,s = Scores;i < MaxScores;i++,s++)\r
+ {\r
+ PrintY = 68 + (16 * i);\r
+\r
+ //\r
+ // name\r
+ //\r
+ PrintX = 60;\r
+ US_Print(s->name);\r
+\r
+ //\r
+ // level\r
+ //\r
+ ultoa(s->completed,buffer,10);\r
+ for (str = buffer;*str;str++)\r
+ *str = *str + (129 - '0'); // Used fixed-width numbers (129...)\r
+ USL_MeasureString(buffer,&w,&h);\r
+ PrintX = (25 * 8) - 8 - w;\r
+ US_Print(buffer);\r
+\r
+ //\r
+ // score\r
+ //\r
+ ultoa(s->score,buffer,10);\r
+ for (str = buffer;*str;str++)\r
+ *str = *str + (129 - '0'); // Used fixed-width numbers (129...)\r
+ USL_MeasureString(buffer,&w,&h);\r
+ PrintX = (34 * 8) - 8 - w;\r
+ US_Print(buffer);\r
+ }\r
+\r
+ fontcolor = F_BLACK;\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= CheckHighScore\r
+=\r
+=======================\r
+*/\r
+\r
+void CheckHighScore (long score,word other)\r
+{\r
+ word i,j;\r
+ int n;\r
+ HighScore myscore;\r
+\r
+ strcpy(myscore.name,"");\r
+ myscore.score = score;\r
+ myscore.completed = other;\r
+\r
+ for (i = 0,n = -1;i < MaxScores;i++)\r
+ {\r
+ if\r
+ (\r
+ (myscore.score > Scores[i].score)\r
+ || (\r
+ (myscore.score == Scores[i].score)\r
+ && (myscore.completed > Scores[i].completed)\r
+ )\r
+ )\r
+ {\r
+ for (j = MaxScores;--j > i;)\r
+ Scores[j] = Scores[j - 1];\r
+ Scores[i] = myscore;\r
+ n = i;\r
+ HighScoresDirty = true;\r
+ break;\r
+ }\r
+ }\r
+\r
+ if (n != -1)\r
+ {\r
+ //\r
+ // got a high score\r
+ //\r
+ DrawHighScores ();\r
+ PrintY = 68 + (16 * n);\r
+ PrintX = 60;\r
+ US_LineInput(PrintX,PrintY,Scores[n].name,nil,true,MaxHighName,100);\r
+ }\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= GameLoop\r
+=\r
+===================\r
+*/\r
+\r
+void GameLoop (void)\r
+{\r
+ int i,xl,yl,xh,yh;\r
+ char num[20];\r
+#ifdef PROFILE\r
+ clock_t start,end;\r
+#endif\r
+\r
+ DrawPlayScreen ();\r
+\r
+restart:\r
+ if (!loadedgame)\r
+ {\r
+ gamestate.difficulty = restartgame;\r
+ restartgame = gd_Continue;\r
+ DrawEnterScreen ();\r
+ }\r
+\r
+ do\r
+ {\r
+ playstate = gd_Continue;\r
+ if (!loadedgame)\r
+ SetupGameLevel ();\r
+ else\r
+ loadedgame = false;\r
+\r
+ CacheScaleds ();\r
+\r
+#ifdef PROFILE\r
+start = clock();\r
+while (start == clock());\r
+start++;\r
+#endif\r
+ PlayLoop ();\r
+#ifdef PROFILE\r
+end = clock();\r
+itoa(end-start,str,10);\r
+ Quit (str);\r
+#endif\r
+\r
+\r
+ switch (playstate)\r
+ {\r
+ case ex_died:\r
+ Died ();\r
+ NormalScreen ();\r
+ FreeUpMemory ();\r
+ CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+ return;\r
+ case ex_warped:\r
+ FizzleOut (true);\r
+ if (gamestate.mapon >= NUMLEVELS)\r
+ {\r
+ Victory ();\r
+ FreeUpMemory ();\r
+ CheckHighScore(gamestate.score,gamestate.mapon+1);\r
+ return;\r
+ }\r
+ break;\r
+ case ex_abort:\r
+ FreeUpMemory ();\r
+ return;\r
+ case ex_resetgame:\r
+ case ex_loadedgame:\r
+ goto restart;\r
+ case ex_victorious:\r
+ Victory ();\r
+ FreeUpMemory();\r
+ CheckHighScore(gamestate.score,gamestate.mapon+1);\r
+ return;\r
+ }\r
+\r
+ } while (1);\r
+\r
+}\r
--- /dev/null
+/* 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_MAIN.C\r
+\r
+#include "C3_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CATACOMB 3-D\r
+\r
+ An Id Software production\r
+\r
+ by John Carmack\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+memptr scalesegs[NUMPICS];\r
+char str[80],str2[20];\r
+unsigned tedlevelnum;\r
+boolean tedlevel;\r
+gametype gamestate;\r
+exittype playstate;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+// JAB Hack begin\r
+#define MyInterrupt 0x60\r
+void interrupt (*intaddr)();\r
+void interrupt (*oldintaddr)();\r
+ char *JHParmStrings[] = {"no386",nil};\r
+\r
+void\r
+jabhack(void)\r
+{\r
+extern void far jabhack2(void);\r
+extern int far CheckIs386(void);\r
+\r
+ int i;\r
+\r
+ oldintaddr = getvect(MyInterrupt);\r
+\r
+ for (i = 1;i < _argc;i++)\r
+ if (US_CheckParm(_argv[i],JHParmStrings) == 0)\r
+ return;\r
+\r
+ if (CheckIs386())\r
+ {\r
+ jabhack2();\r
+ setvect(MyInterrupt,intaddr);\r
+ }\r
+}\r
+\r
+void\r
+jabunhack(void)\r
+{\r
+ setvect(MyInterrupt,oldintaddr);\r
+}\r
+// JAB Hack end\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= NewGame\r
+=\r
+= Set up new game to start from the beginning\r
+=\r
+=====================\r
+*/\r
+\r
+void NewGame (void)\r
+{\r
+ memset (&gamestate,0,sizeof(gamestate));\r
+ gamestate.mapon = 0;\r
+ gamestate.body = MAXBODY;\r
+}\r
+\r
+//===========================================================================\r
+\r
+#define RLETAG 0xABCD\r
+\r
+/*\r
+==================\r
+=\r
+= SaveTheGame\r
+=\r
+==================\r
+*/\r
+\r
+boolean SaveTheGame(int file)\r
+{\r
+ word i,compressed,expanded;\r
+ objtype *o;\r
+ memptr bigbuffer;\r
+\r
+ if (!CA_FarWrite(file,(void far *)&gamestate,sizeof(gamestate)))\r
+ return(false);\r
+\r
+ expanded = mapwidth * mapheight * 2;\r
+ MM_GetPtr (&bigbuffer,expanded);\r
+\r
+ for (i = 0;i < 3;i+=2) // Write planes 0 and 2\r
+ {\r
+//\r
+// leave a word at start of compressed data for compressed length\r
+//\r
+ compressed = (unsigned)CA_RLEWCompress ((unsigned huge *)mapsegs[i]\r
+ ,expanded,((unsigned huge *)bigbuffer)+1,RLETAG);\r
+\r
+ *(unsigned huge *)bigbuffer = compressed;\r
+\r
+ if (!CA_FarWrite(file,(void far *)bigbuffer,compressed+2) )\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+ }\r
+\r
+ for (o = player;o;o = o->next)\r
+ if (!CA_FarWrite(file,(void far *)o,sizeof(objtype)))\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+\r
+ MM_FreePtr (&bigbuffer);\r
+\r
+ return(true);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= LoadTheGame\r
+=\r
+==================\r
+*/\r
+\r
+boolean LoadTheGame(int file)\r
+{\r
+ unsigned i,x,y;\r
+ objtype *obj,*prev,*next,*followed;\r
+ unsigned compressed,expanded;\r
+ unsigned far *map,tile;\r
+ memptr bigbuffer;\r
+\r
+ if (!CA_FarRead(file,(void far *)&gamestate,sizeof(gamestate)))\r
+ return(false);\r
+\r
+ SetupGameLevel (); // load in and cache the base old level\r
+\r
+ expanded = mapwidth * mapheight * 2;\r
+ MM_GetPtr (&bigbuffer,expanded);\r
+\r
+ for (i = 0;i < 3;i+=2) // Read planes 0 and 2\r
+ {\r
+ if (!CA_FarRead(file,(void far *)&compressed,sizeof(compressed)) )\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+\r
+ if (!CA_FarRead(file,(void far *)bigbuffer,compressed) )\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+\r
+ CA_RLEWexpand ((unsigned huge *)bigbuffer,\r
+ (unsigned huge *)mapsegs[i],expanded,RLETAG);\r
+ }\r
+\r
+ MM_FreePtr (&bigbuffer);\r
+//\r
+// copy the wall data to a data segment array again, to handle doors and\r
+// bomb walls that are allready opened\r
+//\r
+ memset (tilemap,0,sizeof(tilemap));\r
+ memset (actorat,0,sizeof(actorat));\r
+ map = mapsegs[0];\r
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *map++;\r
+ if (tile<NUMFLOORS)\r
+ {\r
+ tilemap[x][y] = tile;\r
+ if (tile>0)\r
+ (unsigned)actorat[x][y] = tile;\r
+ }\r
+ }\r
+\r
+\r
+ // Read the object list back in - assumes at least one object in list\r
+\r
+ InitObjList ();\r
+ new = player;\r
+ while (true)\r
+ {\r
+ prev = new->prev;\r
+ next = new->next;\r
+ if (!CA_FarRead(file,(void far *)new,sizeof(objtype)))\r
+ return(false);\r
+ followed = new->next;\r
+ new->prev = prev;\r
+ new->next = next;\r
+ actorat[new->tilex][new->tiley] = new; // drop a new marker\r
+\r
+ if (followed)\r
+ GetNewObj (false);\r
+ else\r
+ break;\r
+ }\r
+\r
+ return(true);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= ResetGame\r
+=\r
+==================\r
+*/\r
+\r
+void ResetGame(void)\r
+{\r
+ NewGame ();\r
+\r
+ ca_levelnum--;\r
+ ca_levelbit>>=1;\r
+ CA_ClearMarks();\r
+ ca_levelbit<<=1;\r
+ ca_levelnum++;\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= ShutdownId\r
+=\r
+= Shuts down all ID_?? managers\r
+=\r
+==========================\r
+*/\r
+\r
+void ShutdownId (void)\r
+{\r
+ US_Shutdown ();\r
+#ifndef PROFILE\r
+ SD_Shutdown ();\r
+ IN_Shutdown ();\r
+#endif\r
+ VW_Shutdown ();\r
+ CA_Shutdown ();\r
+ MM_Shutdown ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= InitGame\r
+=\r
+= Load a few things right away\r
+=\r
+==========================\r
+*/\r
+\r
+void InitGame (void)\r
+{\r
+ unsigned segstart,seglength;\r
+ int i,x,y;\r
+ unsigned *blockstart;\r
+\r
+// US_TextScreen();\r
+\r
+ MM_Startup ();\r
+ VW_Startup ();\r
+#ifndef PROFILE\r
+ IN_Startup ();\r
+ SD_Startup ();\r
+#endif\r
+ US_Startup ();\r
+\r
+// US_UpdateTextScreen();\r
+\r
+ CA_Startup ();\r
+ US_Setup ();\r
+\r
+ US_SetLoadSaveHooks(LoadTheGame,SaveTheGame,ResetGame);\r
+\r
+//\r
+// load in and lock down some basic chunks\r
+//\r
+\r
+ CA_ClearMarks ();\r
+\r
+ CA_MarkGrChunk(STARTFONT);\r
+ CA_MarkGrChunk(STARTTILE8);\r
+ CA_MarkGrChunk(STARTTILE8M);\r
+ CA_MarkGrChunk(HAND1PICM);\r
+ CA_MarkGrChunk(HAND2PICM);\r
+ CA_MarkGrChunk(ENTERPLAQUEPIC);\r
+\r
+ CA_CacheMarks (NULL);\r
+\r
+ MM_SetLock (&grsegs[STARTFONT],true);\r
+ MM_SetLock (&grsegs[STARTTILE8],true);\r
+ MM_SetLock (&grsegs[STARTTILE8M],true);\r
+ MM_SetLock (&grsegs[HAND1PICM],true);\r
+ MM_SetLock (&grsegs[HAND2PICM],true);\r
+ MM_SetLock (&grsegs[ENTERPLAQUEPIC],true);\r
+\r
+ fontcolor = WHITE;\r
+\r
+\r
+//\r
+// build some tables\r
+//\r
+ for (i=0;i<MAPSIZE;i++)\r
+ nearmapylookup[i] = &tilemap[0][0]+MAPSIZE*i;\r
+\r
+ for (i=0;i<PORTTILESHIGH;i++)\r
+ uwidthtable[i] = UPDATEWIDE*i;\r
+\r
+ blockstart = &blockstarts[0];\r
+ for (y=0;y<UPDATEHIGH;y++)\r
+ for (x=0;x<UPDATEWIDE;x++)\r
+ *blockstart++ = SCREENWIDTH*16*y+x*TILEWIDTH;\r
+\r
+ BuildTables (); // 3-d tables\r
+\r
+ SetupScaling ();\r
+\r
+#ifndef PROFILE\r
+// US_FinishTextScreen();\r
+#endif\r
+\r
+//\r
+// reclaim the memory from the linked in text screen\r
+//\r
+ segstart = FP_SEG(&introscn);\r
+ seglength = 4000/16;\r
+ if (FP_OFF(&introscn))\r
+ {\r
+ segstart++;\r
+ seglength--;\r
+ }\r
+\r
+ MML_UseSpace (segstart,seglength);\r
+\r
+ VW_SetScreenMode (GRMODE);\r
+ VW_ColorBorder (3);\r
+ VW_ClearVideo (BLACK);\r
+\r
+//\r
+// initialize variables\r
+//\r
+ updateptr = &update[0];\r
+ *(unsigned *)(updateptr + UPDATEWIDE*PORTTILESHIGH) = UPDATETERMINATE;\r
+ bufferofs = 0;\r
+ displayofs = 0;\r
+ VW_SetLineWidth(SCREENWIDTH);\r
+}\r
+\r
+//===========================================================================\r
+\r
+void clrscr (void); // can't include CONIO.H because of name conflicts...\r
+\r
+/*\r
+==========================\r
+=\r
+= Quit\r
+=\r
+==========================\r
+*/\r
+\r
+void Quit (char *error)\r
+{\r
+ unsigned finscreen;\r
+\r
+#if 0\r
+ if (!error)\r
+ {\r
+ CA_SetAllPurge ();\r
+ CA_CacheGrChunk (PIRACY);\r
+ finscreen = (unsigned)grsegs[PIRACY];\r
+ }\r
+#endif\r
+\r
+ ShutdownId ();\r
+ if (error && *error)\r
+ {\r
+ puts(error);\r
+ exit(1);\r
+ }\r
+\r
+#if 0\r
+ if (!NoWait)\r
+ {\r
+ movedata (finscreen,0,0xb800,0,4000);\r
+ bioskey (0);\r
+ clrscr();\r
+ }\r
+#endif\r
+\r
+ exit(0);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= TEDDeath\r
+=\r
+==================\r
+*/\r
+\r
+void TEDDeath(void)\r
+{\r
+ ShutdownId();\r
+ execlp("TED5.EXE","TED5.EXE","/LAUNCH",NULL);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= DemoLoop\r
+=\r
+=====================\r
+*/\r
+\r
+static char *ParmStrings[] = {"easy","normal","hard",""};\r
+\r
+void DemoLoop (void)\r
+{\r
+ int i,level;\r
+\r
+//\r
+// check for launch from ted\r
+//\r
+ if (tedlevel)\r
+ {\r
+ NewGame();\r
+ gamestate.mapon = tedlevelnum;\r
+ restartgame = gd_Normal;\r
+ for (i = 1;i < _argc;i++)\r
+ {\r
+ if ( (level = US_CheckParm(_argv[i],ParmStrings)) == -1)\r
+ continue;\r
+\r
+ restartgame = gd_Easy+level;\r
+ break;\r
+ }\r
+ GameLoop();\r
+ TEDDeath();\r
+ }\r
+\r
+\r
+//\r
+// main game cycle\r
+//\r
+ displayofs = bufferofs = 0;\r
+ VW_Bar (0,0,320,200,0);\r
+\r
+ while (1)\r
+ {\r
+ CA_CacheGrChunk (TITLEPIC);\r
+ bufferofs = SCREEN2START;\r
+ displayofs = SCREEN1START;\r
+ VWB_DrawPic (0,0,TITLEPIC);\r
+ MM_SetPurge (&grsegs[TITLEPIC],3);\r
+ UNMARKGRCHUNK(TITLEPIC);\r
+ FizzleFade (bufferofs,displayofs,320,200,true);\r
+\r
+ if (!IN_UserInput(TickBase*3,false))\r
+ {\r
+ CA_CacheGrChunk (CREDITSPIC);\r
+ VWB_DrawPic (0,0,CREDITSPIC);\r
+ MM_SetPurge (&grsegs[CREDITSPIC],3);\r
+ UNMARKGRCHUNK(CREDITSPIC);\r
+ FizzleFade (bufferofs,displayofs,320,200,true);\r
+\r
+ }\r
+\r
+ if (!IN_UserInput(TickBase*3,false))\r
+ {\r
+highscores:\r
+ DrawHighScores ();\r
+ FizzleFade (bufferofs,displayofs,320,200,true);\r
+ IN_UserInput(TickBase*3,false);\r
+ }\r
+\r
+ if (IN_IsUserInput())\r
+ {\r
+ US_ControlPanel ();\r
+\r
+ if (restartgame || loadedgame)\r
+ {\r
+ GameLoop ();\r
+ goto highscores;\r
+ }\r
+ }\r
+\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScalePic\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScalePic (unsigned picnum)\r
+{\r
+ unsigned scnum;\r
+\r
+ scnum = picnum-FIRSTSCALEPIC;\r
+\r
+ if (shapedirectory[scnum])\r
+ {\r
+ MM_SetPurge (&(memptr)shapedirectory[scnum],0);\r
+ return; // allready in memory\r
+ }\r
+\r
+ CA_CacheGrChunk (picnum);\r
+ DeplanePic (picnum);\r
+ shapesize[scnum] = BuildCompShape (&shapedirectory[scnum]);\r
+ grneeded[picnum]&= ~ca_levelbit;\r
+ MM_FreePtr (&grsegs[picnum]);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScaleWall\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScaleWall (unsigned picnum)\r
+{\r
+ int x,y;\r
+ unsigned scnum;\r
+ byte far *dest;\r
+\r
+ scnum = picnum-FIRSTWALLPIC;\r
+\r
+ if (walldirectory[scnum])\r
+ {\r
+ MM_SetPurge (&walldirectory[scnum],0);\r
+ return; // allready in memory\r
+ }\r
+\r
+ CA_CacheGrChunk (picnum);\r
+ DeplanePic (picnum);\r
+ MM_GetPtr(&walldirectory[scnum],64*64);\r
+ dest = (byte far *)walldirectory[scnum];\r
+ for (x=0;x<64;x++)\r
+ for (y=0;y<64;y++)\r
+ *dest++ = spotvis[y][x];\r
+ grneeded[picnum]&= ~ca_levelbit;\r
+ MM_FreePtr (&grsegs[picnum]);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScaling\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScaling (void)\r
+{\r
+ int i,x,y;\r
+ byte far *dest;\r
+\r
+//\r
+// build the compiled scalers\r
+//\r
+ for (i=1;i<=VIEWWIDTH/2;i++)\r
+ BuildCompScale (i*2,&scaledirectory[i]);\r
+}\r
+\r
+//===========================================================================\r
+\r
+int showscorebox;\r
+\r
+void RF_FixOfs (void)\r
+{\r
+}\r
+\r
+void HelpScreens (void)\r
+{\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= CheckMemory\r
+=\r
+==================\r
+*/\r
+\r
+#define MINMEMORY 335000l\r
+\r
+void CheckMemory(void)\r
+{\r
+ unsigned finscreen;\r
+\r
+ if (mminfo.nearheap+mminfo.farheap+mminfo.EMSmem+mminfo.XMSmem\r
+ >= MINMEMORY)\r
+ return;\r
+\r
+ CA_CacheGrChunk (OUTOFMEM);\r
+ finscreen = (unsigned)grsegs[OUTOFMEM];\r
+ ShutdownId ();\r
+ movedata (finscreen,7,0xb800,0,4000);\r
+ gotoxy (1,24);\r
+ exit(1);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= main\r
+=\r
+==========================\r
+*/\r
+\r
+void main (void)\r
+{\r
+ short i;\r
+\r
+ if (stricmp(_argv[1], "/VER") == 0)\r
+ {\r
+ printf("Catacomb 3-D version 1.22 (Rev 1)\n");\r
+ printf("Copyright 1991-93 Softdisk Publishing\n");\r
+ printf("Developed for use with 100%% IBM compatibles\n");\r
+ printf("that have 640K memory and DOS version 3.3 or later\n");\r
+ printf("and EGA graphics or better.\n");\r
+ exit(0);\r
+ }\r
+\r
+ if (stricmp(_argv[1], "/?") == 0)\r
+ {\r
+ printf("Catacomb 3-D version 1.22\n");\r
+ printf("Copyright 1991-93 Softdisk Publishing\n\n");\r
+ printf("Syntax:\n");\r
+ printf("CAT3D [/<switch>]\n\n");\r
+ printf("Switch What it does\n");\r
+ printf("/? This Information\n");\r
+ printf("/VER Display Program Version Information\n");\r
+ printf("/COMP Fix problems with SVGA screens\n");\r
+ printf("/NOAL No AdLib or SoundBlaster detection\n");\r
+ printf("/NOJOYS Tell program to ignore joystick\n");\r
+ printf("/NOMOUSE Tell program to ignore mouse\n");\r
+ printf("/HIDDENCARD Overrides video detection\n\n");\r
+ printf("Each switch must include a '/' and multiple switches\n");\r
+ printf("must be seperated by at least one space.\n\n");\r
+\r
+ exit(0);\r
+ }\r
+\r
+ jabhack();\r
+\r
+ InitGame ();\r
+\r
+ CheckMemory ();\r
+\r
+ LoadLatchMem ();\r
+\r
+#ifdef PROFILE\r
+ NewGame ();\r
+ GameLoop ();\r
+#endif\r
+\r
+//NewGame ();\r
+//GameLoop ();\r
+\r
+ DemoLoop();\r
+ Quit("Demo loop exited???");\r
+}\r
--- /dev/null
+/* 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_PLAY.C\r
+\r
+#include "C3_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define POINTTICS 6\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+ControlInfo c;\r
+boolean running,slowturn;\r
+\r
+int bordertime;\r
+objtype objlist[MAXACTORS],*new,*obj,*player,*lastobj,*objfreelist;\r
+\r
+unsigned farmapylookup[MAPSIZE];\r
+byte *nearmapylookup[MAPSIZE];\r
+\r
+boolean singlestep,godmode;\r
+int extravbls;\r
+\r
+//\r
+// replacing refresh manager\r
+//\r
+unsigned mapwidth,mapheight,tics;\r
+boolean compatability;\r
+byte *updateptr;\r
+unsigned mapwidthtable[64];\r
+unsigned uwidthtable[UPDATEHIGH];\r
+unsigned blockstarts[UPDATEWIDE*UPDATEHIGH];\r
+#define UPDATESCREENSIZE (UPDATEWIDE*PORTTILESHIGH+2)\r
+#define UPDATESPARESIZE (UPDATEWIDE*2+4)\r
+#define UPDATESIZE (UPDATESCREENSIZE+2*UPDATESPARESIZE)\r
+byte update[UPDATESIZE];\r
+\r
+int mousexmove,mouseymove;\r
+int pointcount,pointsleft;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+void CalcBounds (objtype *ob);\r
+void DrawPlayScreen (void);\r
+\r
+\r
+//\r
+// near data map array (wall values only, get text number from far data)\r
+//\r
+byte tilemap[MAPSIZE][MAPSIZE];\r
+byte spotvis[MAPSIZE][MAPSIZE];\r
+objtype *actorat[MAPSIZE][MAPSIZE];\r
+\r
+objtype dummyobj;\r
+\r
+int bordertime;\r
+int objectcount;\r
+\r
+void StopMusic(void);\r
+void StartMusic(void);\r
+\r
+\r
+//==========================================================================\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// CenterWindow() - Generates a window of a given width & height in the\r
+// middle of the screen\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+\r
+#define MAXX 264\r
+#define MAXY 146\r
+\r
+void CenterWindow(word w,word h)\r
+{\r
+ US_DrawWindow(((MAXX / 8) - w) / 2,((MAXY / 8) - h) / 2,w,h);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CheckKeys\r
+=\r
+=====================\r
+*/\r
+\r
+void CheckKeys (void)\r
+{\r
+ if (screenfaded) // don't do anything with a faded screen\r
+ return;\r
+\r
+//\r
+// pause key wierdness can't be checked as a scan code\r
+//\r
+ if (Paused)\r
+ {\r
+ CenterWindow (8,3);\r
+ US_PrintCentered ("PAUSED");\r
+ VW_UpdateScreen ();\r
+ SD_MusicOff();\r
+ IN_Ack();\r
+ SD_MusicOn();\r
+ Paused = false;\r
+ if (MousePresent) Mouse(MDelta); // Clear accumulated mouse movement\r
+ }\r
+\r
+//\r
+// F1-F7/ESC to enter control panel\r
+//\r
+ if ( (LastScan >= sc_F1 && LastScan <= sc_F7) || LastScan == sc_Escape)\r
+ {\r
+ StopMusic ();\r
+ NormalScreen ();\r
+ FreeUpMemory ();\r
+ US_CenterWindow (20,8);\r
+ US_CPrint ("Loading");\r
+ VW_UpdateScreen ();\r
+ US_ControlPanel();\r
+ if (abortgame)\r
+ {\r
+ playstate = ex_abort;\r
+ return;\r
+ }\r
+ StartMusic ();\r
+ IN_ClearKeysDown();\r
+ if (restartgame)\r
+ playstate = ex_resetgame;\r
+ if (loadedgame)\r
+ playstate = ex_loadedgame;\r
+ DrawPlayScreen ();\r
+ CacheScaleds ();\r
+ lasttimecount = TimeCount;\r
+ if (MousePresent) Mouse(MDelta); // Clear accumulated mouse movement\r
+ }\r
+\r
+//\r
+// F10-? debug keys\r
+//\r
+ if (Keyboard[sc_F10])\r
+ {\r
+ DebugKeys();\r
+ if (MousePresent) Mouse(MDelta); // Clear accumulated mouse movement\r
+ lasttimecount = TimeCount;\r
+ }\r
+\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+#############################################################################\r
+\r
+ The objlist data structure\r
+\r
+#############################################################################\r
+\r
+objlist containt structures for every actor currently playing. The structure\r
+is accessed as a linked list starting at *player, ending when ob->next ==\r
+NULL. GetNewObj inserts a new object at the end of the list, meaning that\r
+if an actor spawn another actor, the new one WILL get to think and react the\r
+same frame. RemoveObj unlinks the given object and returns it to the free\r
+list, but does not damage the objects ->next pointer, so if the current object\r
+removes itself, a linked list following loop can still safely get to the\r
+next element.\r
+\r
+<backwardly linked free list>\r
+\r
+#############################################################################\r
+*/\r
+\r
+\r
+/*\r
+=========================\r
+=\r
+= InitObjList\r
+=\r
+= Call to clear out the entire object list, returning them all to the free\r
+= list. Allocates a special spot for the player.\r
+=\r
+=========================\r
+*/\r
+\r
+void InitObjList (void)\r
+{\r
+ int i;\r
+\r
+ for (i=0;i<MAXACTORS;i++)\r
+ {\r
+ objlist[i].prev = &objlist[i+1];\r
+ objlist[i].next = NULL;\r
+ }\r
+\r
+ objlist[MAXACTORS-1].prev = NULL;\r
+\r
+ objfreelist = &objlist[0];\r
+ lastobj = NULL;\r
+\r
+ objectcount = 0;\r
+\r
+//\r
+// give the player and score the first free spots\r
+//\r
+ GetNewObj (false);\r
+ player = new;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=========================\r
+=\r
+= GetNewObj\r
+=\r
+= Sets the global variable new to point to a free spot in objlist.\r
+= The free spot is inserted at the end of the liked list\r
+=\r
+= When the object list is full, the caller can either have it bomb out ot\r
+= return a dummy object pointer that will never get used\r
+=\r
+=========================\r
+*/\r
+\r
+void GetNewObj (boolean usedummy)\r
+{\r
+ if (!objfreelist)\r
+ {\r
+ if (usedummy)\r
+ {\r
+ new = &dummyobj;\r
+ return;\r
+ }\r
+ Quit ("GetNewObj: No free spots in objlist!");\r
+ }\r
+\r
+ new = objfreelist;\r
+ objfreelist = new->prev;\r
+ memset (new,0,sizeof(*new));\r
+\r
+ if (lastobj)\r
+ lastobj->next = new;\r
+ new->prev = lastobj; // new->next is allready NULL from memset\r
+\r
+ new->active = false;\r
+ lastobj = new;\r
+\r
+ objectcount++;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=========================\r
+=\r
+= RemoveObj\r
+=\r
+= Add the given object back into the free list, and unlink it from it's\r
+= neighbors\r
+=\r
+=========================\r
+*/\r
+\r
+void RemoveObj (objtype *gone)\r
+{\r
+ objtype **spotat;\r
+\r
+ if (gone == player)\r
+ Quit ("RemoveObj: Tried to remove the player!");\r
+\r
+//\r
+// fix the next object's back link\r
+//\r
+ if (gone == lastobj)\r
+ lastobj = (objtype *)gone->prev;\r
+ else\r
+ gone->next->prev = gone->prev;\r
+\r
+//\r
+// fix the previous object's forward link\r
+//\r
+ gone->prev->next = gone->next;\r
+\r
+//\r
+// add it back in to the free list\r
+//\r
+ gone->prev = objfreelist;\r
+ objfreelist = gone;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= PollControls\r
+=\r
+===================\r
+*/\r
+\r
+void PollControls (void)\r
+{\r
+ unsigned buttons;\r
+\r
+ IN_ReadControl(0,&c);\r
+\r
+ if (MousePresent)\r
+ {\r
+ Mouse(MButtons);\r
+ buttons = _BX;\r
+ Mouse(MDelta);\r
+ mousexmove = _CX;\r
+ mouseymove = _DX;\r
+\r
+ if (buttons&1)\r
+ c.button0 = 1;\r
+ if (buttons&2)\r
+ c.button1 = 1;\r
+\r
+ }\r
+\r
+ if (Controls[0]==ctrl_Joystick)\r
+ {\r
+ if (c.x>120 || c.x <-120 || c.y>120 || c.y<-120)\r
+ running = true;\r
+ else\r
+ running = false;\r
+ if (c.x>-48 && c.x<48)\r
+ slowturn = true;\r
+ else\r
+ slowturn = false;\r
+ }\r
+ else\r
+ {\r
+ if (Keyboard[sc_RShift])\r
+ running = true;\r
+ else\r
+ running = false;\r
+ if (c.button0)\r
+ slowturn = true;\r
+ else\r
+ slowturn = false;\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= StopMusic\r
+=\r
+=================\r
+*/\r
+\r
+void StopMusic(void)\r
+{\r
+ int i;\r
+\r
+ SD_MusicOff();\r
+ for (i = 0;i < LASTMUSIC;i++)\r
+ if (audiosegs[STARTMUSIC + i])\r
+ {\r
+ MM_SetPurge(&((memptr)audiosegs[STARTMUSIC + i]),3);\r
+ MM_SetLock(&((memptr)audiosegs[STARTMUSIC + i]),false);\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= StartMusic\r
+=\r
+=================\r
+*/\r
+\r
+// JAB - Cache & start the appropriate music for this level\r
+void StartMusic(void)\r
+{\r
+ musicnames chunk;\r
+\r
+ SD_MusicOff();\r
+ chunk = TOOHOT_MUS;\r
+// if ((chunk == -1) || (MusicMode != smm_AdLib))\r
+//DEBUG control panel return;\r
+\r
+ MM_BombOnError (false);\r
+ CA_CacheAudioChunk(STARTMUSIC + chunk);\r
+ MM_BombOnError (true);\r
+ if (mmerror)\r
+ mmerror = false;\r
+ else\r
+ {\r
+ MM_SetLock(&((memptr)audiosegs[STARTMUSIC + chunk]),true);\r
+ SD_StartMusic((MusicGroup far *)audiosegs[STARTMUSIC + chunk]);\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PlayLoop\r
+=\r
+===================\r
+*/\r
+\r
+void PlayLoop (void)\r
+{\r
+ int give;\r
+\r
+ void (*think)();\r
+\r
+ ingame = true;\r
+ playstate = TimeCount = 0;\r
+ gamestate.shotpower = handheight = 0;\r
+ pointcount = pointsleft = 0;\r
+\r
+ DrawLevelNumber (gamestate.mapon);\r
+ DrawBars ();\r
+\r
+#ifndef PROFILE\r
+ fizzlein = true; // fizzle fade in the first refresh\r
+#endif\r
+ TimeCount = lasttimecount = lastnuke = 0;\r
+\r
+ PollControls (); // center mouse\r
+ StartMusic ();\r
+ do\r
+ {\r
+#ifndef PROFILE\r
+ PollControls();\r
+#else\r
+ c.xaxis = 1;\r
+ if (++TimeCount == 300)\r
+ return;\r
+#endif\r
+\r
+ for (obj = player;obj;obj = obj->next)\r
+ if (obj->active)\r
+ {\r
+ if (obj->ticcount)\r
+ {\r
+ obj->ticcount-=tics;\r
+ while ( obj->ticcount <= 0)\r
+ {\r
+ think = obj->state->think;\r
+ if (think)\r
+ {\r
+ think (obj);\r
+ if (!obj->state)\r
+ {\r
+ RemoveObj (obj);\r
+ goto nextactor;\r
+ }\r
+ }\r
+\r
+ obj->state = obj->state->next;\r
+ if (!obj->state)\r
+ {\r
+ RemoveObj (obj);\r
+ goto nextactor;\r
+ }\r
+ if (!obj->state->tictime)\r
+ {\r
+ obj->ticcount = 0;\r
+ goto nextactor;\r
+ }\r
+ if (obj->state->tictime>0)\r
+ obj->ticcount += obj->state->tictime;\r
+ }\r
+ }\r
+ think = obj->state->think;\r
+ if (think)\r
+ {\r
+ think (obj);\r
+ if (!obj->state)\r
+ RemoveObj (obj);\r
+ }\r
+nextactor:;\r
+ }\r
+\r
+\r
+ if (bordertime)\r
+ {\r
+ bordertime -= tics;\r
+ if (bordertime<=0)\r
+ {\r
+ bordertime = 0;\r
+ VW_ColorBorder (3);\r
+ }\r
+ }\r
+\r
+ if (pointcount)\r
+ {\r
+ pointcount -= tics;\r
+ if (pointcount <= 0)\r
+ {\r
+ pointcount += POINTTICS;\r
+ give = (pointsleft > 1000)? 1000 :\r
+ (\r
+ (pointsleft > 100)? 100 :\r
+ ((pointsleft < 20)? pointsleft : 20)\r
+ );\r
+ SD_PlaySound (GETPOINTSSND);\r
+ AddPoints (give);\r
+ pointsleft -= give;\r
+ if (!pointsleft)\r
+ pointcount = 0;\r
+ }\r
+ }\r
+\r
+ ThreeDRefresh ();\r
+\r
+ CheckKeys();\r
+ if (singlestep)\r
+ {\r
+ VW_WaitVBL(14);\r
+ lasttimecount = TimeCount;\r
+ }\r
+ if (extravbls)\r
+ VW_WaitVBL(extravbls);\r
+\r
+ }while (!playstate);\r
+ StopMusic ();\r
+\r
+ ingame = false;\r
+ if (bordertime)\r
+ {\r
+ bordertime = 0;\r
+ VW_ColorBorder (3);\r
+ }\r
+\r
+ if (!abortgame)\r
+ AddPoints (pointsleft);\r
+ else\r
+ abortgame = false;\r
+}\r
+\r
--- /dev/null
+; 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
+IDEAL\r
+MODEL MEDIUM,C\r
+\r
+include "ID_ASM.EQU"\r
+\r
+;===========================================================================\r
+;\r
+; SCALING GRAPHICS\r
+;\r
+;===========================================================================\r
+\r
+\r
+\r
+MACRO MAKELAB NUM\r
+\r
+lab&NUM:\r
+\r
+ENDM\r
+\r
+MACRO MAKEREF NUM\r
+\r
+dw OFFSET lab&NUM\r
+\r
+ENDM\r
+\r
+\r
+;=========================================================================\r
+\r
+MAXSCALES equ 256\r
+\r
+ DATASEG\r
+\r
+EXTRN screenseg:WORD\r
+EXTRN linewidth:WORD\r
+\r
+LABEL endtable WORD\r
+labcount = 0\r
+REPT MAXSCALES\r
+MAKEREF %labcount\r
+labcount = labcount + 1\r
+ENDM\r
+\r
+\r
+ CODESEG\r
+\r
+;==================================================\r
+;\r
+; void scaleline (int scale, unsigned picseg, unsigned maskseg,\r
+; unsigned screen, unsigned width)\r
+;\r
+;==================================================\r
+\r
+PROC ScaleLine pixels:word, scaleptr:dword, picptr:dword, screen:word\r
+USES si,di\r
+PUBLIC ScaleLine\r
+\r
+;\r
+; modify doline procedure for proper width\r
+;\r
+ mov bx,[pixels]\r
+ cmp bx,MAXSCALES\r
+ jbe @@scaleok\r
+ mov bx,MAXSCALES\r
+@@scaleok:\r
+ shl bx,1\r
+ mov bx,[endtable+bx]\r
+ push [cs:bx] ;save the code that will be modified over\r
+ mov [WORD cs:bx],0d18eh ;mov ss,cx\r
+ push [cs:bx+2] ;save the code that will be modified over\r
+ mov [WORD cs:bx+2],90c3h ;ret / nop\r
+ push bx\r
+\r
+ mov dx,[linewidth]\r
+\r
+ mov di,[WORD screen]\r
+ mov es,[screenseg]\r
+\r
+ mov si,[WORD scaleptr]\r
+ mov ds,[WORD scaleptr+2]\r
+\r
+ mov bx,[WORD picptr]\r
+ mov ax,[WORD picptr+2] ;will be moved into ss after call\r
+\r
+ mov bp,bx\r
+\r
+ cli\r
+ call doline\r
+ sti\r
+;\r
+; restore doline to regular state\r
+;\r
+ pop bx ;address of modified code\r
+ pop [cs:bx+2]\r
+ pop [cs:bx]\r
+\r
+ mov ax,ss\r
+ mov ds,ax\r
+ ret\r
+\r
+;================\r
+;\r
+; doline\r
+;\r
+; Big unwound scaling routine\r
+;\r
+; ds:si = scale table\r
+; ss:bx = pic data\r
+; es:di = screen location\r
+;\r
+;================\r
+\r
+doline:\r
+\r
+ mov cx,ss\r
+ mov ss,ax ;can't call a routine with ss used...\r
+\r
+labcount = 0\r
+\r
+REPT MAXSCALES\r
+\r
+MAKELAB %labcount\r
+labcount = labcount + 1\r
+\r
+ lodsb ; get scaled pixel number\r
+ xlat [ss:bx] ; look it up in the picture\r
+ xchg [es:di],al ; load latches and write pixel to screen\r
+ add di,dx ; down to next line\r
+\r
+ENDM\r
+\r
+ mov ss,cx\r
+ ret\r
+\r
+ENDP\r
+\r
+END
\ No newline at end of file
--- /dev/null
+/* 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_SCALE.C\r
+\r
+#include "C3_DEF.H"\r
+#pragma hdrstop\r
+\r
+//const unsigned viewheight = 144;\r
+const unsigned screenbwide = 40;\r
+const byte BACKGROUNDPIX = 5;\r
+\r
+unsigned shapesize[MAXSCALE+1];\r
+t_compscale _seg *scaledirectory[MAXSCALE+1];\r
+t_compshape _seg *shapedirectory[NUMSCALEPICS];\r
+memptr walldirectory[NUMSCALEWALLS];\r
+\r
+/*\r
+===========================\r
+=\r
+= DeplanePic\r
+=\r
+= Takes a raw bit map of width bytes by height and creates a scaleable shape\r
+=\r
+= Returns the length of the shape in bytes\r
+=\r
+= Fills in spotvis (a convenient 64*64 array) with the color values\r
+=\r
+===========================\r
+*/\r
+\r
+void DeplanePic (int picnum)\r
+{\r
+ byte far *plane0,far *plane1,far *plane2,far *plane3;\r
+ byte by0,by1,by2,by3;\r
+ unsigned x,y,b,color,shift,width,height;\r
+ byte *dest;\r
+\r
+//\r
+// convert ega pixels to byte color values in a temp buffer\r
+//\r
+ width = pictable[picnum-STARTPICS].width;\r
+ height = pictable[picnum-STARTPICS].height;\r
+\r
+ if (width>64 || height!=64)\r
+ Quit ("DePlanePic: Bad size shape");\r
+\r
+ memset (spotvis,BACKGROUNDPIX,sizeof(spotvis));\r
+\r
+ plane0 = (byte _seg *)grsegs[picnum];\r
+ plane1 = plane0 + width*height;\r
+ plane2 = plane1 + width*height;\r
+ plane3 = plane2 + width*height;\r
+\r
+ for (y=0;y<height;y++)\r
+ {\r
+ dest = &spotvis[y][0];\r
+ for (x=0;x<width;x++)\r
+ {\r
+ by0 = *plane0++;\r
+ by1 = *plane1++;\r
+ by2 = *plane2++;\r
+ by3 = *plane3++;\r
+\r
+ for (b=0;b<8;b++)\r
+ {\r
+ shift=8-b;\r
+\r
+ color = 0;\r
+ asm mov cl,[BYTE PTR shift]\r
+ asm mov al,[BYTE PTR by3]\r
+ asm rcr al,cl;\r
+ asm rcl [BYTE PTR color],1;\r
+\r
+ asm mov cl,[BYTE PTR shift]\r
+ asm mov al,[BYTE PTR by2]\r
+ asm rcr al,cl;\r
+ asm rcl [BYTE PTR color],1;\r
+\r
+ asm mov cl,[BYTE PTR shift]\r
+ asm mov al,[BYTE PTR by1]\r
+ asm rcr al,cl;\r
+ asm rcl [BYTE PTR color],1;\r
+\r
+ asm mov cl,[BYTE PTR shift]\r
+ asm mov al,[BYTE PTR by0]\r
+ asm rcr al,cl;\r
+ asm rcl [BYTE PTR color],1;\r
+\r
+ *dest++ = color;\r
+ } // B\r
+ } // X\r
+ } // Y\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= BuildCompScale\r
+=\r
+= Builds a compiled scaler object that will scale a 64 tall object to\r
+= the given height (centered vertically on the screen)\r
+=\r
+= height should be even\r
+=\r
+= Call with\r
+= ---------\r
+= DS:SI Source for scale\r
+= ES:DI Dest for scale\r
+=\r
+= Calling the compiled scaler only destroys AL\r
+=\r
+========================\r
+*/\r
+\r
+unsigned BuildCompScale (int height, memptr *finalspot)\r
+{\r
+ t_compscale _seg *work;\r
+ byte far *code;\r
+\r
+ int i;\r
+ long fix,step;\r
+ unsigned src,totalscaled,totalsize;\r
+ int startpix,endpix,toppix;\r
+\r
+\r
+ MM_GetPtr (&(memptr)work,20000);\r
+\r
+ step = ((long)height<<16) / 64;\r
+ code = &work->code[0];\r
+ toppix = (viewheight-height)/2;\r
+ fix = 0;\r
+\r
+ for (src=0;src<=64;src++)\r
+ {\r
+ startpix = fix>>16;\r
+ fix += step;\r
+ endpix = fix>>16;\r
+\r
+ work->start[src] = startpix;\r
+ if (endpix>startpix)\r
+ work->width[src] = endpix-startpix;\r
+ else\r
+ work->width[src] = 0;\r
+\r
+//\r
+// mark the start of the code\r
+//\r
+ work->codeofs[src] = FP_OFF(code);\r
+\r
+//\r
+// compile some code if the source pixel generates any screen pixels\r
+//\r
+ startpix+=toppix;\r
+ endpix+=toppix;\r
+\r
+ if (startpix == endpix || endpix < 0 || startpix >= VIEWHEIGHT || src == 64)\r
+ continue;\r
+\r
+ //\r
+ // mov al,[si+src]\r
+ //\r
+ *code++ = 0x8a;\r
+ *code++ = 0x44;\r
+ *code++ = src;\r
+\r
+ for (;startpix<endpix;startpix++)\r
+ {\r
+ if (startpix >= VIEWHEIGHT)\r
+ break; // off the bottom of the view area\r
+ if (startpix < 0)\r
+ continue; // not into the view area\r
+\r
+ //\r
+ // and [es:di+heightofs],al\r
+ //\r
+ *code++ = 0x26;\r
+ *code++ = 0x20;\r
+ *code++ = 0x85;\r
+ *((unsigned far *)code)++ = startpix*screenbwide;\r
+ }\r
+\r
+ }\r
+\r
+//\r
+// retf\r
+//\r
+ *code++ = 0xcb;\r
+\r
+ totalsize = FP_OFF(code);\r
+ MM_GetPtr (finalspot,totalsize);\r
+ _fmemcpy ((byte _seg *)(*finalspot),(byte _seg *)work,totalsize);\r
+ MM_FreePtr (&(memptr)work);\r
+\r
+ return totalsize;\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= BuildCompShape\r
+=\r
+= typedef struct\r
+= {\r
+= unsigned width;\r
+= unsigned codeofs[64];\r
+= } t_compshape;\r
+=\r
+= Width is the number of compiled line draws in the shape. The shape\r
+= drawing code will assume that the midpoint of the shape is in the\r
+= middle of the width.\r
+=\r
+= The non background pixel data will start at codeofs[width], so codeofs\r
+= greater than width will be invalid.\r
+=\r
+= Each code offset will draw one vertical line of the shape, consisting\r
+= of 0 or more segments of scaled pixels.\r
+=\r
+= The scaled shapes use ss:0-4 as a scratch variable for the far call to\r
+= the compiled scaler, so zero it back out after the shape is scaled, or\r
+= a "null pointer assignment" will result upon termination.\r
+=\r
+= Setup for a call to a compiled shape\r
+= -----------------------------------\r
+= ax toast\r
+= bx toast\r
+= cx toast\r
+= dx segment of compiled shape\r
+= si toast\r
+= di byte at top of view area to draw the line in\r
+= bp 0\r
+= ss:2 and ds the segment of the compiled scaler to use\r
+= es screenseg\r
+=\r
+= Upon return, ds IS NOT SET to the data segment. Do:\r
+= mov ax,ss\r
+= mov ds,ax\r
+=\r
+=\r
+= GC_BITMASK set to the pixels to be drawn in the row of bytes under DI\r
+= GC_MODE read mode 1, write mode 2\r
+= GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff\r
+=\r
+=\r
+= Code generated for each segment\r
+= -------------------------------\r
+= mov bx,[(segend+1)*2]\r
+= mov cx,[bx]\r
+= mov [BYTE PTR bx],0xc8 // far return\r
+= mov ax,[segstart*2]\r
+= mov [ss:0],ax // entry point into the compiled scaler\r
+= mov ds,dx // (mov ds,cs) the data is after the compiled code\r
+= mov si,ofs data\r
+= call [bp] // scale some pixels\r
+= mov ds,[bp+2]\r
+= mov [bx],cx // un patch return\r
+=\r
+= Code generated after all segments on a line\r
+= -------------------------------------------\r
+= retf\r
+=\r
+========================\r
+*/\r
+\r
+unsigned BuildCompShape (t_compshape _seg **finalspot)\r
+{\r
+ t_compshape _seg *work;\r
+ byte far *code;\r
+ int firstline,lastline,x,y;\r
+ unsigned firstpix,lastpix,width;\r
+ unsigned totalsize,pixelofs;\r
+ unsigned buff;\r
+\r
+\r
+// MM_GetPtr (&(memptr)work,20000);\r
+ EGAWRITEMODE(0);\r
+ EGAREADMAP(0); // use ega screen memory for temp buffer\r
+ EGAMAPMASK(1);\r
+ buff = screenloc[1];\r
+ work = (t_compshape _seg *)(0xa000+(buff+15)/16);\r
+\r
+//\r
+// find the width of the shape\r
+//\r
+ firstline = -1;\r
+ x=0;\r
+ do\r
+ {\r
+ for (y=0;y<64;y++)\r
+ if (spotvis[y][x] != BACKGROUNDPIX)\r
+ {\r
+ firstline = x;\r
+ break;\r
+ }\r
+ if (++x == 64)\r
+ Quit ("BuildCompShape: No shape data!");\r
+ } while (firstline == -1);\r
+\r
+ lastline = -1;\r
+ x=63;\r
+ do\r
+ {\r
+ for (y=0;y<64;y++)\r
+ if (spotvis[y][x] != BACKGROUNDPIX)\r
+ {\r
+ lastline = x;\r
+ break;\r
+ }\r
+ x--;\r
+ } while (lastline == -1);\r
+\r
+ width = lastline-firstline+1;\r
+\r
+ work->width = width;\r
+ code = (byte far *)&work->codeofs[width];\r
+\r
+//\r
+// copy all non background pixels to the work space\r
+//\r
+ pixelofs = FP_OFF(code);\r
+\r
+ for (x=firstline;x<=lastline;x++)\r
+ for (y=0;y<64;y++)\r
+ if (spotvis[y][x] != BACKGROUNDPIX)\r
+ *code++ = spotvis[y][x];\r
+\r
+//\r
+// start compiling the vertical lines\r
+//\r
+ for (x=firstline;x<=lastline;x++)\r
+ {\r
+ work->codeofs[x-firstline] = FP_OFF(code);\r
+\r
+ y=0;\r
+ do\r
+ {\r
+ //\r
+ // scan past black background pixels\r
+ //\r
+ while (spotvis[y][x] == BACKGROUNDPIX && y<64)\r
+ y++;\r
+\r
+ if (y>63) // no more segments\r
+ break;\r
+\r
+ firstpix = y+1; // +1 because width is before codeofs\r
+\r
+ //\r
+ // scan past scalable pixels\r
+ //\r
+ while (spotvis[y][x] != BACKGROUNDPIX && y<64)\r
+ y++;\r
+\r
+ if (y>63)\r
+ lastpix = 65;\r
+ else\r
+ lastpix = y+1; // actually one pixel past the last displayed\r
+\r
+ //\r
+ // compile the scale call\r
+ //\r
+ *code++ = 0x8b; // mov bx,[lastpix*2]\r
+ *code++ = 0x1e;\r
+ *((unsigned far *)code)++ = lastpix*2;\r
+\r
+ *code++ = 0x8b; // mov cx,[bx]\r
+ *code++ = 0x0f;\r
+\r
+ *code++ = 0xc6; // move [BYTE bx],0xcb\r
+ *code++ = 0x07;\r
+ *code++ = 0xcb;\r
+\r
+ *code++ = 0xa1; // mov ax,[firstpix*2] /*************\r
+ *((unsigned far *)code)++ = firstpix*2;\r
+\r
+ *code++ = 0x36; // mov [ss:0],ax\r
+ *code++ = 0xa3;\r
+ *code++ = 0x00;\r
+ *code++ = 0x00;\r
+\r
+ *code++ = 0x8e; // mov ds,dx (mov ds,cs)\r
+ *code++ = 0xda;\r
+\r
+ *code++ = 0xbe; // mov si,OFFSET pixelofs-firstpixel\r
+ *((unsigned far *)code)++ = pixelofs-firstpix;\r
+\r
+ *code++ = 0xff; // call [DWORD bp]\r
+ *code++ = 0x5e;\r
+ *code++ = 0x00;\r
+\r
+ *code++ = 0x8e; // mov ds,[bp+2]\r
+ *code++ = 0x5e;\r
+ *code++ = 0x02;\r
+\r
+ *code++ = 0x89; // mov [bx],cx\r
+ *code++ = 0x0f;\r
+\r
+ pixelofs += (lastpix-firstpix);\r
+ } while (y<63);\r
+\r
+ //\r
+ // retf\r
+ //\r
+ *code++ = 0xcb;\r
+ }\r
+\r
+\r
+//\r
+// copy the final shape to a properly sized buffer\r
+//\r
+ totalsize = FP_OFF(code);\r
+ MM_GetPtr ((memptr *)finalspot,totalsize);\r
+ _fmemcpy ((byte _seg *)(*finalspot),(byte _seg *)work,totalsize);\r
+// MM_FreePtr (&(memptr)work);\r
+\r
+ return totalsize;\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ScaleShape\r
+=\r
+= Draws a compiled shape at [scale] pixels high\r
+=\r
+= Setup for call\r
+= --------------\r
+= GC_MODE read mode 1, write mode 2\r
+= GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff\r
+= GC_INDEX pointing at GC_BITMASK\r
+=\r
+=======================\r
+*/\r
+\r
+static long longtemp;\r
+\r
+void ScaleShape (int xcenter, t_compshape _seg *compshape, unsigned scale)\r
+{\r
+ t_compscale _seg *comptable;\r
+ unsigned width,scalewidth;\r
+ int x,pixel,lastpixel,pixwidth,min;\r
+ unsigned far *codehandle, far *widthptr;\r
+ unsigned badcodeptr;\r
+ int rightclip;\r
+\r
+ if (!compshape)\r
+ Quit ("ScaleShape: NULL compshape ptr!");\r
+\r
+ scale = (scale+1)/2;\r
+ if (!scale)\r
+ return; // too far away\r
+ if (scale>MAXSCALE)\r
+ scale = MAXSCALE;\r
+ comptable = scaledirectory[scale];\r
+\r
+ width = compshape->width;\r
+ scalewidth = comptable->start[width];\r
+\r
+ pixel = xcenter - scalewidth/2;\r
+ lastpixel = pixel+scalewidth-1;\r
+ if (pixel >= VIEWWIDTH || lastpixel < 0)\r
+ return; // totally off screen\r
+\r
+//\r
+// scan backwards from the right edge until pixels are visable\r
+// rightclip is the first NON VISABLE pixel\r
+//\r
+ if (lastpixel>=VIEWWIDTH-1)\r
+ rightclip = VIEWWIDTH-1;\r
+ else\r
+ rightclip = lastpixel;\r
+\r
+ if (zbuffer[rightclip]>scale)\r
+ {\r
+ if (pixel>0)\r
+ min = pixel;\r
+ else\r
+ min = 0;\r
+ do\r
+ {\r
+ if (--rightclip < min)\r
+ return; // totally covered or before 0\r
+ if (zbuffer[rightclip]<=scale)\r
+ break;\r
+ } while (1);\r
+ }\r
+ rightclip++;\r
+\r
+//\r
+// scan from the left until it is on screen, leaving\r
+// [pixel],[pixwidth],[codehandle],and [widthptr] set correctly\r
+//\r
+ *(((unsigned *)&longtemp)+1) = (unsigned)compshape; // seg of shape\r
+ codehandle = &compshape->codeofs[0];\r
+ badcodeptr = compshape->codeofs[width];\r
+ widthptr = &comptable->width[0];\r
+ asm mov ax,[comptable]\r
+ asm mov WORD PTR [2],ax // ds:0-4 is used as a far call pointer\r
+ // by the compiled shapes\r
+ pixwidth = *widthptr; // scaled width of this pixel\r
+ while (!pixwidth)\r
+ {\r
+ pixwidth = *++widthptr; // find the first visable pixel\r
+ codehandle++;\r
+ }\r
+\r
+ if (pixel<0)\r
+ {\r
+ do\r
+ {\r
+ if (pixel+pixwidth>0)\r
+ {\r
+ pixwidth += pixel;\r
+ pixel = 0;\r
+ break;\r
+ }\r
+ do\r
+ {\r
+ pixwidth = *++widthptr;\r
+ codehandle++;\r
+ } while (!pixwidth);\r
+ pixel+=pixwidth;\r
+ } while (1);\r
+ }\r
+\r
+//\r
+// scan until it is visable, leaving\r
+// [pixel],[pixwidth],[codehandle],and [widthptr] set correctly\r
+//\r
+ do\r
+ {\r
+ if (zbuffer[pixel] <= scale)\r
+ break; // start drawing here\r
+ pixel++;\r
+ if (!--pixwidth)\r
+ {\r
+ do\r
+ {\r
+ pixwidth = *++widthptr;\r
+ codehandle++;\r
+ } while (!pixwidth);\r
+ }\r
+ } while (1);\r
+\r
+ if (pixel+pixwidth>rightclip)\r
+ pixwidth = rightclip-pixel;\r
+//\r
+// draw lines\r
+//\r
+ do // while (1)\r
+ {\r
+ //\r
+ // scale a vertical segment [pixwidth] pixels wide at [pixel]\r
+ //\r
+ (unsigned)longtemp = *codehandle; // offset of compiled code\r
+ if ((unsigned)longtemp == badcodeptr)\r
+ Quit ("ScaleShape: codehandle past end!");\r
+\r
+ asm mov bx,[pixel]\r
+ asm mov di,bx\r
+ asm shr di,1\r
+ asm shr di,1\r
+ asm shr di,1 // X in bytes\r
+ asm add di,[bufferofs]\r
+ asm and bx,7\r
+ asm shl bx,1\r
+ asm shl bx,1\r
+ asm shl bx,1\r
+ asm add bx,[pixwidth] // bx = pixel*8+pixwidth-1\r
+ asm dec bx\r
+ asm push bx\r
+ asm mov al,BYTE PTR [bitmasks1+bx]\r
+ asm mov dx,GC_INDEX+1\r
+ asm out dx,al // set bit mask register\r
+\r
+ asm mov es,[screenseg]\r
+ asm push si\r
+ asm push di\r
+ asm push bp\r
+ asm xor bp,bp\r
+ asm mov dx,[WORD PTR longtemp+2]\r
+ asm mov ds,[2]\r
+ asm call ss:[DWORD PTR longtemp] // scale the line of pixels\r
+ asm mov ax,ss\r
+ asm mov ds,ax\r
+ asm pop bp\r
+ asm pop di\r
+ asm pop si\r
+\r
+ asm pop bx\r
+ asm mov al,BYTE PTR [bitmasks2+bx]\r
+ asm or al,al\r
+ asm jz nosecond\r
+\r
+ //\r
+ // draw a second byte for vertical strips that cross two bytes\r
+ //\r
+ asm inc di\r
+ asm mov dx,GC_INDEX+1\r
+ asm out dx,al // set bit mask register\r
+ asm push si\r
+ asm push di\r
+ asm push bp\r
+ asm xor bp,bp\r
+ asm mov dx,[WORD PTR longtemp+2]\r
+ asm mov ds,[2]\r
+ asm call ss:[DWORD PTR longtemp] // scale the line of pixels\r
+ asm mov ax,ss\r
+ asm mov ds,ax\r
+ asm pop bp\r
+ asm pop di\r
+ asm pop si\r
+\r
+\r
+ //\r
+ // advance to the next drawn line\r
+ //\r
+nosecond:;\r
+ if ( (pixel+=pixwidth) == rightclip )\r
+ {\r
+ asm mov WORD PTR [0],0\r
+ asm mov WORD PTR [2],0\r
+ return; // all done!\r
+ }\r
+\r
+ do\r
+ {\r
+ pixwidth = *++widthptr;\r
+ codehandle++;\r
+ } while (!pixwidth);\r
+\r
+ if (pixel+pixwidth > rightclip)\r
+ pixwidth = rightclip-pixel;\r
+\r
+ } while (1);\r
+\r
+}\r
+\r
+//\r
+// bit mask tables for drawing scaled strips up to eight pixels wide\r
+//\r
+\r
+byte bitmasks1[8][8] = {\r
+{0x80,0xc0,0xe0,0xf0,0xf8,0xfc,0xfe,0xff},\r
+{0x40,0x60,0x70,0x78,0x7c,0x7e,0x7f,0x7f},\r
+{0x20,0x30,0x38,0x3c,0x3e,0x3f,0x3f,0x3f},\r
+{0x10,0x18,0x1c,0x1e,0x1f,0x1f,0x1f,0x1f},\r
+{0x8,0xc,0xe,0xf,0xf,0xf,0xf,0xf},\r
+{0x4,0x6,0x7,0x7,0x7,0x7,0x7,0x7},\r
+{0x2,0x3,0x3,0x3,0x3,0x3,0x3,0x3},\r
+{0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1} };\r
+\r
+byte bitmasks2[8][8] = {\r
+{0,0,0,0,0,0,0,0},\r
+{0,0,0,0,0,0,0,0x80},\r
+{0,0,0,0,0,0,0x80,0xc0},\r
+{0,0,0,0,0,0x80,0xc0,0xe0},\r
+{0,0,0,0,0x80,0xc0,0xe0,0xf0},\r
+{0,0,0,0x80,0xc0,0xe0,0xf0,0xf8},\r
+{0,0,0x80,0xc0,0xe0,0xf0,0xf8,0xfc},\r
+{0,0x80,0xc0,0xe0,0xf0,0xf8,0xfc,0xfe} };\r
+\r
+\r
+\r
+\r
+\r
+\r
--- /dev/null
+/* 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
--- /dev/null
+/* 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_TRACE.C\r
+\r
+#include "C3_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+//\r
+// TESTWALLVISABLE will set the global variable wallvisable to 1 or 0\r
+// depending on if tile.x,tile.y,wallon is visable from focal point\r
+//\r
+#define TESTWALLVISABLE { \\r
+ if (tile.y<focal.y) \\r
+ voffset = 0; \\r
+ else if (tile.y==focal.y) \\r
+ voffset = 3; \\r
+ else \\r
+ voffset = 6; \\r
+ if (tile.x==focal.x) \\r
+ voffset ++; \\r
+ else if (tile.x>focal.x) \\r
+ voffset += 2; \\r
+ wallvisable = visable[voffset][wallon]; }\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean aborttrace;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+unsigned wallvisable,voffset;\r
+\r
+\r
+fixed edgex,edgey;\r
+\r
+int wallon;\r
+int basecolor;\r
+\r
+walltype *oldwall;\r
+\r
+//\r
+// offsets from upper left corner of a tile to the left and right edges of\r
+// a given wall (NORTH-WEST)\r
+//\r
+fixed point1x[4] = {GLOBAL1,GLOBAL1,0 ,0 };\r
+fixed point1y[4] = {0 ,GLOBAL1,GLOBAL1,0 };\r
+\r
+fixed point2x[4] = {0 ,GLOBAL1,GLOBAL1,0 };\r
+fixed point2y[4] = {0 ,0 ,GLOBAL1 ,GLOBAL1};\r
+\r
+\r
+//\r
+// offset from tile.x,tile.y of the tile that shares wallon side\r
+// (side is not visable if it is shared)\r
+//\r
+int sharex[4] = { 0, 1, 0,-1};\r
+int sharey[4] = {-1, 0, 1, 0};\r
+\r
+//\r
+// amount to move tile.x,tile.y to follow wallon to another tile\r
+//\r
+int followx[4] = {-1, 0, 1, 0};\r
+int followy[4] = { 0,-1, 0, 1};\r
+\r
+//\r
+// cornerwall gives the wall on the same tile to start following when the\r
+// wall ends at an empty tile (go around an edge on same tile)\r
+// turnwall gives the wall on tile.x+sharex,tile.y+sharey to start following\r
+// when the wall hits another tile (right angle corner)\r
+//\r
+int cornerwall[4] = {WEST,NORTH,EAST,SOUTH};\r
+int turnwall[4] = {EAST,SOUTH,WEST,NORTH};\r
+\r
+//\r
+// wall visabilities in reletive locations\r
+// -,- 0,- +,-\r
+// -,0 0,0 +,0\r
+// -,+ 0,+ +,+\r
+//\r
+int visable[9][4] =\r
+{\r
+ {0,1,1,0}, {0,0,1,0}, {0,0,1,1},\r
+ {0,1,0,0}, {0,0,0,0}, {0,0,0,1},\r
+ {1,1,0,0}, {1,0,0,0}, {1,0,0,1}\r
+};\r
+\r
+int startwall[9] = {2,2,3, 1,0,3, 1,0,0};\r
+int backupwall[9] = {3,3,0, 2,0,0, 2,1,1};\r
+\r
+\r
+int walllength;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ FUNCTIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+========================\r
+=\r
+= FollowTrace\r
+=\r
+========================\r
+*/\r
+\r
+int FollowTrace (fixed tracex, fixed tracey, long deltax, long deltay, int max)\r
+{\r
+ int tx,ty,otx,oty;\r
+ long absdx,absdy,xstep,ystep;\r
+\r
+ tx = tracex>>TILESHIFT;\r
+ ty = tracey>>TILESHIFT;\r
+\r
+ spotvis[tx][ty] = true;\r
+\r
+ absdx=LABS(deltax);\r
+ absdy=LABS(deltay);\r
+\r
+ if (absdx>absdy)\r
+ {\r
+ ystep = (deltay<<8)/(absdx>>8);\r
+\r
+ if (!ystep)\r
+ ystep = deltay>0 ? 1 : -1;\r
+\r
+ oty = (tracey+ystep)>>TILESHIFT;\r
+ if (deltax>0)\r
+ {\r
+//###############\r
+//\r
+// step x by +1\r
+//\r
+//###############\r
+ do\r
+ {\r
+ tx++;\r
+ spotvis[tx][ty] = true;\r
+ tracey+=ystep;\r
+ ty = tracey>>TILESHIFT;\r
+\r
+ if (ty!=oty)\r
+ {\r
+ if (tilemap[tx-1][ty])\r
+ {\r
+ tile.x = tx-1;\r
+ tile.y = ty;\r
+ return 1;\r
+ }\r
+ oty = ty;\r
+ }\r
+ if (tilemap[tx][ty])\r
+ {\r
+ tile.x = tx;\r
+ tile.y = ty;\r
+ return 1;\r
+ }\r
+ } while (--max);\r
+ return 0;\r
+ }\r
+ else\r
+ {\r
+//###############\r
+//\r
+// step x by -1\r
+//\r
+//###############\r
+ do\r
+ {\r
+ tx--;\r
+ spotvis[tx][ty] = true;\r
+ tracey+=ystep;\r
+ ty = tracey>>TILESHIFT;\r
+\r
+ if (ty!=oty)\r
+ {\r
+ if (tilemap[tx][oty])\r
+ {\r
+ tile.x = tx;\r
+ tile.y = oty;\r
+ return 1;\r
+ }\r
+ oty = ty;\r
+ }\r
+ if (tilemap[tx][ty])\r
+ {\r
+ tile.x = tx;\r
+ tile.y = ty;\r
+ return 1;\r
+ }\r
+ } while (--max);\r
+ return 0;\r
+\r
+ }\r
+ }\r
+ else\r
+ {\r
+ xstep = (deltax<<8)/(absdy>>8);\r
+ if (!xstep)\r
+ xstep = deltax>0 ? 1 : -1;\r
+\r
+\r
+ otx = (tracex+xstep)>>TILESHIFT;\r
+ if (deltay>0)\r
+ {\r
+//###############\r
+//\r
+// step y by +1\r
+//\r
+//###############\r
+ do\r
+ {\r
+ ty++;\r
+ spotvis[tx][ty] = true;\r
+ tracex+=xstep;\r
+ tx = tracex>>TILESHIFT;\r
+\r
+ if (tx!=otx)\r
+ {\r
+ if (tilemap[tx][ty-1])\r
+ {\r
+ tile.x = tx;\r
+ tile.y = ty-1;\r
+ return 1;\r
+ }\r
+ otx = tx;\r
+ }\r
+ if (tilemap[tx][ty])\r
+ {\r
+ tile.x = tx;\r
+ tile.y = ty;\r
+ return 1;\r
+ }\r
+ } while (--max);\r
+ return 0;\r
+ }\r
+ else\r
+ {\r
+//###############\r
+//\r
+// step y by -1\r
+//\r
+//###############\r
+ do\r
+ {\r
+ ty--;\r
+ spotvis[tx][ty] = true;\r
+ tracex+=xstep;\r
+ tx = tracex>>TILESHIFT;\r
+\r
+ if (tx!=otx)\r
+ {\r
+ if (tilemap[otx][ty])\r
+ {\r
+ tile.x = otx;\r
+ tile.y = ty;\r
+ return 1;\r
+ }\r
+ otx = tx;\r
+ }\r
+ if (tilemap[tx][ty])\r
+ {\r
+ tile.x = tx;\r
+ tile.y = ty;\r
+ return 1;\r
+ }\r
+ } while (--max);\r
+ return 0;\r
+ }\r
+\r
+ }\r
+\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= BackTrace\r
+=\r
+= Traces backwards from edgex,edgey to viewx,viewy to see if a closer\r
+= tile obscures the given point. If it does, it finishes the wall and\r
+= starts a new one.\r
+= Returns true if a tile is hit.\r
+= Call with a 1 to have it automatically finish the current wall\r
+=\r
+=================\r
+*/\r
+\r
+int BackTrace (int finish)\r
+{\r
+ fixed tracex,tracey;\r
+ long deltax,deltay,absdx,absdy;\r
+ int steps,otx,oty,testx,testheight,offset,wall;\r
+\r
+ deltax = viewx-edgex;\r
+ deltay = viewy-edgey;\r
+\r
+ absdx = LABS(deltax);\r
+ absdy = LABS(deltay);\r
+\r
+ if (absdx>absdy)\r
+ steps = ABS(focal.x-(edgex>>TILESHIFT))-1;\r
+ else\r
+ steps = ABS(focal.y-(edgey>>TILESHIFT))-1;\r
+\r
+ if (steps<=0)\r
+ return 0;\r
+\r
+ otx = tile.x;\r
+ oty = tile.y;\r
+ if (!FollowTrace(edgex,edgey,deltax,deltay,steps))\r
+ return 0;\r
+\r
+//\r
+// if the start wall is behind the focal point, the trace went too far back\r
+//\r
+ if (ABS(tile.x-focal.x)<2 && ABS(tile.y-focal.y)<2) // too close\r
+ {\r
+ if (tile.x == focal.x && tile.y == focal.y)\r
+ {\r
+ tile.x = otx;\r
+ tile.y = oty;\r
+ return 0;\r
+ }\r
+\r
+ if (tile.x<focal.x)\r
+ {\r
+ if (tile.y<focal.y)\r
+ wall = SOUTH;\r
+ else\r
+ wall = EAST;\r
+ }\r
+ else if (tile.x==focal.x)\r
+ {\r
+ if (tile.y<focal.y)\r
+ wall = SOUTH;\r
+ else\r
+ wall = NORTH;\r
+ }\r
+ else\r
+ {\r
+ if (tile.y<=focal.y)\r
+ wall = WEST;\r
+ else\r
+ wall = NORTH;\r
+ }\r
+\r
+ //\r
+ // rotate the X value to see if it is behind the view plane\r
+ //\r
+ if (TransformX (((long)tile.x<<16)+point1x[wall],\r
+ ((long)tile.y<<16)+point1y[wall]) < FOCALLENGTH)\r
+ {\r
+ tile.x = otx;\r
+ tile.y = oty;\r
+ return 0;\r
+ }\r
+ }\r
+\r
+//\r
+// if the old wall is still behind a closer wall, ignore the back trace\r
+// and continue on (dealing with limited precision...)\r
+//\r
+ if (finish && !FinishWall ()) // the wall is still behind a forward wall\r
+ {\r
+ tile.x = otx;\r
+ tile.y = oty;\r
+ rightwall->x1 = oldwall->x2; // common edge with last wall\r
+ rightwall->height1 = oldwall->height2;\r
+ return 0;\r
+ }\r
+\r
+\r
+//\r
+// back up along the intersecting face to find the rightmost wall\r
+//\r
+\r
+ if (tile.y<focal.y)\r
+ offset = 0;\r
+ else if (tile.y==focal.y)\r
+ offset = 3;\r
+ else\r
+ offset = 6;\r
+ if (tile.x==focal.x)\r
+ offset ++;\r
+ else if (tile.x>focal.x)\r
+ offset += 2;\r
+\r
+ wallon = backupwall[offset];\r
+\r
+ while (tilemap[tile.x][tile.y])\r
+ {\r
+ tile.x += followx[wallon];\r
+ tile.y += followy[wallon];\r
+ };\r
+\r
+ tile.x -= followx[wallon];\r
+ tile.y -= followy[wallon];\r
+\r
+ wallon = cornerwall[wallon]; // turn to first visable face\r
+\r
+ edgex = ((long)tile.x<<16);\r
+ edgey = ((long)tile.y<<16);\r
+\r
+ TransformPoint (edgex+point1x[wallon],edgey+point1y[wallon],\r
+ &rightwall->x1,&rightwall->height1);\r
+\r
+ basecolor = tilemap[tile.x][tile.y];\r
+\r
+ return 1;\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= ForwardTrace\r
+=\r
+= Traces forwards from edgex,edgey along the line from viewx,viewy until\r
+= a solid tile is hit. Sets tile.x,tile.y\r
+=\r
+=================\r
+*/\r
+\r
+void ForwardTrace (void)\r
+{\r
+ int offset;\r
+ fixed tracex,tracey;\r
+ long deltax,deltay;\r
+\r
+ deltax = edgex-viewx;\r
+ deltay = edgey-viewy;\r
+\r
+ FollowTrace(edgex,edgey,deltax,deltay,0);\r
+\r
+ if (tile.y<focal.y)\r
+ offset = 0;\r
+ else if (tile.y==focal.y)\r
+ offset = 3;\r
+ else\r
+ offset = 6;\r
+ if (tile.x==focal.x)\r
+ offset ++;\r
+ else if (tile.x>focal.x)\r
+ offset += 2;\r
+\r
+ wallon = startwall[offset];\r
+\r
+//\r
+// start the new wall\r
+//\r
+ edgex = ((long)tile.x<<16);\r
+ edgey = ((long)tile.y<<16);\r
+\r
+//\r
+// if entire first wall is invisable, corner\r
+//\r
+ TransformPoint (edgex+point2x[wallon],edgey+point2y[wallon],\r
+ &rightwall->x2,&rightwall->height2);\r
+\r
+ if (tilemap [tile.x+sharex[wallon]] [tile.y+sharey[wallon]]\r
+ || rightwall->x2 < (rightwall-1)->x2 )\r
+ wallon = cornerwall [wallon];\r
+\r
+//\r
+// transform first point\r
+//\r
+\r
+ TransformPoint (edgex+point1x[wallon],edgey+point1y[wallon],\r
+ &rightwall->x1,&rightwall->height1);\r
+\r
+ basecolor = tilemap[tile.x][tile.y];\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= FinishWall\r
+=\r
+= Transforms edgex,edgey as the next point of the current wall\r
+= and sticks it in the wall list\r
+=\r
+=================\r
+*/\r
+\r
+int FinishWall (void)\r
+{\r
+ char num[20];\r
+\r
+ oldwall = rightwall;\r
+\r
+ rightwall->color = basecolor;\r
+\r
+ TransformPoint (edgex,edgey,&rightwall->x2,&rightwall->height2);\r
+\r
+ if (rightwall->x2 <= (rightwall-1)->x2+2\r
+ && rightwall->height2 < (rightwall-1)->height2 )\r
+ return 0;\r
+\r
+ rightwall->walllength = walllength;\r
+\r
+ switch (wallon)\r
+ {\r
+ case north:\r
+ case south:\r
+ rightwall->side = 0;\r
+ rightwall->planecoord = edgey;\r
+ break;\r
+\r
+ case west:\r
+ case east:\r
+ rightwall->side = 1;\r
+ rightwall->planecoord = edgex;\r
+ break;\r
+ }\r
+\r
+ walllength = 1;\r
+\r
+ rightwall++;\r
+\r
+ return 1;\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= InsideCorner\r
+=\r
+=================\r
+*/\r
+\r
+void InsideCorner (void)\r
+{\r
+ int offset;\r
+\r
+ //\r
+ // the wall turned -90 degrees, so draw what we have, move to the new tile,\r
+ // change wallon, change color, and continue following.\r
+ //\r
+ FinishWall ();\r
+\r
+ tile.x += sharex[wallon];\r
+ tile.y += sharey[wallon];\r
+\r
+ wallon = turnwall[wallon];\r
+\r
+ //\r
+ // if the new wall is visable, continue following it. Otherwise\r
+ // follow it backwards until it turns\r
+ //\r
+ TESTWALLVISABLE;\r
+\r
+ if (wallvisable)\r
+ {\r
+ //\r
+ // just turn to the next wall and continue\r
+ //\r
+ rightwall->x1 = oldwall->x2; // common edge with last wall\r
+ rightwall->height1 = oldwall->height2;\r
+ basecolor = tilemap[tile.x][tile.y];\r
+ return; // continue from here\r
+ }\r
+\r
+ //\r
+ // back follow the invisable wall until it turns, then follow that\r
+ //\r
+ do\r
+ {\r
+ tile.x += followx[wallon];\r
+ tile.y += followy[wallon];\r
+ } while (tilemap[tile.x][tile.y]);\r
+\r
+ tile.x -= followx[wallon];\r
+ tile.y -= followy[wallon];\r
+\r
+ wallon = cornerwall[wallon]; // turn to first visable face\r
+\r
+ edgex = ((long)tile.x<<16)+point1x[wallon];\r
+ edgey = ((long)tile.y<<16)+point1y[wallon];\r
+\r
+ if (!BackTrace(0)) // backtrace without finishing a wall\r
+ {\r
+ TransformPoint (edgex,edgey,&rightwall->x1,&rightwall->height1);\r
+ basecolor = tilemap[tile.x][tile.y];\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= OutsideCorner\r
+=\r
+=================\r
+*/\r
+\r
+void OutsideCorner (void)\r
+{\r
+ int offset;\r
+\r
+ //\r
+ // edge is the outside edge of a corner, so draw the current wall and\r
+ // turn the corner (+90 degrees)\r
+ //\r
+ FinishWall ();\r
+\r
+ tile.x -= followx[wallon]; // backup to the real tile\r
+ tile.y -= followy[wallon];\r
+ wallon = cornerwall[wallon];\r
+\r
+ //\r
+ // if the new wall is visable, continue following it. Otherwise\r
+ // trace a ray from the corner to find a wall in the distance to\r
+ // follow\r
+ //\r
+ TESTWALLVISABLE;\r
+\r
+ if (wallvisable)\r
+ {\r
+ //\r
+ // the new wall is visable, so just continue on\r
+ //\r
+ rightwall->x1 = oldwall->x2; // common edge with last wall\r
+ rightwall->height1 = oldwall->height2;\r
+ return; // still on same tile, so color is ok\r
+ }\r
+\r
+//\r
+// start from a new tile further away\r
+//\r
+ ForwardTrace(); // find the next wall further back\r
+\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= FollowWalls\r
+=\r
+= Starts a wall edge at the leftmost edge of tile.x,tile.y and follows it\r
+= until something else is seen or the entire view area is covered\r
+=\r
+=================\r
+*/\r
+\r
+void FollowWalls (void)\r
+{\r
+ int height,newcolor,offset,wall;\r
+\r
+//####################\r
+//\r
+// figure leftmost wall of new tile\r
+//\r
+//####################\r
+\r
+restart:\r
+\r
+ walllength = 1;\r
+\r
+ if (tile.y<focal.y)\r
+ offset = 0;\r
+ else if (tile.y==focal.y)\r
+ offset = 3;\r
+ else\r
+ offset = 6;\r
+ if (tile.x==focal.x)\r
+ offset ++;\r
+ else if (tile.x>focal.x)\r
+ offset += 2;\r
+\r
+ wallon = startwall[offset];\r
+\r
+//\r
+// if the start wall is inside a block, skip it by cornering to the second wall\r
+//\r
+ if ( tilemap [tile.x+sharex[wallon]] [tile.y+sharey[wallon]])\r
+ wallon = cornerwall [wallon];\r
+\r
+//\r
+// transform first edge to screen coordinates\r
+//\r
+ edgex = ((long)tile.x<<16);\r
+ edgey = ((long)tile.y<<16);\r
+\r
+ TransformPoint (edgex+point1x[wallon],edgey+point1y[wallon],\r
+ &rightwall->x1,&rightwall->height1);\r
+\r
+ basecolor = tilemap[tile.x][tile.y];\r
+\r
+//##################\r
+//\r
+// follow the wall as long as possible\r
+//\r
+//##################\r
+\r
+advance:\r
+\r
+ do // while ( tile.x != right.x || tile.y != right.y)\r
+ {\r
+//\r
+// check for conditions that shouldn't happed...\r
+//\r
+ if (rightwall->x1 > VIEWXH) // somehow missed right tile...\r
+ return;\r
+\r
+ if (rightwall == &walls[DANGERHIGH])\r
+ {\r
+ //\r
+ // somethiing got messed up! Correct by thrusting ahead...\r
+ //\r
+ VW_ColorBorder(6);\r
+ bordertime = 60;\r
+ Thrust(player->angle,TILEGLOBAL/4);\r
+ player->angle+=5;\r
+ if (player->angle>ANGLES)\r
+ player->angle-=ANGLES;\r
+ aborttrace = true;\r
+ return;\r
+\r
+#if 0\r
+ strcpy (str,"Wall list overflow at LE:");\r
+ itoa(mapon+1,str2,10);\r
+ strcat (str,str2);\r
+ strcat (str," X:");\r
+ ltoa(objlist[0].x,str2,10);\r
+ strcat (str,str2);\r
+ strcat (str," Y:");\r
+ ltoa(objlist[0].y,str2,10);\r
+ strcat (str,str2);\r
+ strcat (str," AN:");\r
+ itoa(objlist[0].angle,str2,10);\r
+ strcat (str,str2);\r
+\r
+ Quit (str);\r
+#endif\r
+ }\r
+\r
+//\r
+// proceed along wall\r
+//\r
+\r
+ edgex = ((long)tile.x<<16)+point2x[wallon];\r
+ edgey = ((long)tile.y<<16)+point2y[wallon];\r
+\r
+ if (BackTrace(1)) // went behind a closer wall\r
+ continue;\r
+\r
+ //\r
+ // advance to next tile along wall\r
+ //\r
+ tile.x += followx[wallon];\r
+ tile.y += followy[wallon];\r
+\r
+ if (tilemap [tile.x+sharex[wallon]] [tile.y+sharey[wallon]])\r
+ {\r
+ InsideCorner (); // turn at a corner\r
+ continue;\r
+ }\r
+\r
+ newcolor = tilemap[tile.x][tile.y];\r
+\r
+ if (!newcolor) // turn around an edge\r
+ {\r
+ OutsideCorner ();\r
+ continue;\r
+ }\r
+\r
+ if (newcolor != basecolor)\r
+ {\r
+ //\r
+ // wall changed color, so draw what we have and continue following\r
+ //\r
+ FinishWall ();\r
+ rightwall->x1 = oldwall->x2; // new wall shares this edge\r
+ rightwall->height1 = oldwall->height2;\r
+ basecolor = newcolor;\r
+\r
+ continue;\r
+ }\r
+ walllength++;\r
+ } while (tile.x != right.x || tile.y != right.y);\r
+\r
+\r
+\r
+//######################\r
+//\r
+// draw the last tile\r
+//\r
+//######################\r
+\r
+ edgex = ((long)tile.x<<16)+point2x[wallon];\r
+ edgey = ((long)tile.y<<16)+point2y[wallon];\r
+ FinishWall();\r
+\r
+ wallon = cornerwall[wallon];\r
+\r
+ //\r
+ // if the corner wall is visable, draw it\r
+ //\r
+ TESTWALLVISABLE;\r
+\r
+ if (wallvisable)\r
+ {\r
+ rightwall->x1 = oldwall->x2; // common edge with last wall\r
+ rightwall->height1 = oldwall->height2;\r
+ edgex = ((long)tile.x<<16)+point2x[wallon];\r
+ edgey = ((long)tile.y<<16)+point2y[wallon];\r
+ FinishWall();\r
+ }\r
+\r
+}\r
+\r
+//===========================================================================\r
--- /dev/null
+/* 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_WIZ.C\r
+\r
+#include "C3_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define NUMSCROLLS 8\r
+\r
+#define SHOWITEMS 9\r
+\r
+#define NUKETIME 40\r
+#define NUMBOLTS 10\r
+#define BOLTTICS 6\r
+\r
+#define STATUSCOLOR 4\r
+#define TEXTCOLOR 14\r
+\r
+#define SIDEBARWIDTH 5\r
+\r
+#define BODYLINE 8\r
+#define POWERLINE 80\r
+\r
+#define SPECTILESTART 18\r
+\r
+\r
+#define SHOTDAMAGE 1\r
+#define BIGSHOTDAMAGE 3\r
+\r
+\r
+#define PLAYERSPEED 5120\r
+#define RUNSPEED 8192\r
+\r
+#define SHOTSPEED 10000\r
+\r
+#define LASTWALLTILE 17\r
+#define LASTSPECIALTILE 37\r
+\r
+#define FIRETIME 4 // DEBUG 60\r
+\r
+#define HANDPAUSE 60\r
+\r
+#define COMPASSX 33\r
+#define COMPASSY 0\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+long lastnuke,lasthand;\r
+int handheight;\r
+int boltsleft;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+int lasttext,lastcompass;\r
+int bolttimer;\r
+unsigned lastfiretime;\r
+\r
+int strafeangle[9] = {0,90,180,270,45,135,225,315,0};\r
+\r
+\r
+//===========================================================================\r
+\r
+void DrawChar (unsigned x, unsigned y, unsigned tile);\r
+void RedrawStatusWindow (void);\r
+void GiveBolt (void);\r
+void TakeBolt (void);\r
+void GiveNuke (void);\r
+void TakeNuke (void);\r
+void GivePotion (void);\r
+void TakePotion (void);\r
+void GiveKey (int keytype);\r
+void TakeKey (int keytype);\r
+void GiveScroll (int scrolltype,boolean show);\r
+void ReadScroll (int scroll);\r
+void GivePoints (int points);\r
+void DrawLevelNumber (int number);\r
+void DrawText (void);\r
+void DrawBars (void);\r
+\r
+//----------\r
+\r
+void Shoot (void);\r
+void BigShoot (void);\r
+void CastBolt (void);\r
+void CastNuke (void);\r
+void DrinkPotion (void);\r
+\r
+//----------\r
+\r
+void SpawnPlayer (int tilex, int tiley, int dir);\r
+void Thrust (int angle, unsigned speed);\r
+void T_Player (objtype *ob);\r
+\r
+void AddPoints (int points);\r
+\r
+void ClipMove (objtype *ob, long xmove, long ymove);\r
+boolean ShotClipMove (objtype *ob, long xmove, long ymove);\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DrawChar\r
+=\r
+===============\r
+*/\r
+\r
+void DrawChar (unsigned x, unsigned y, unsigned tile)\r
+{\r
+ unsigned junk = latchpics[0];\r
+\r
+ EGAWRITEMODE(1);\r
+asm mov bx,[y]\r
+asm shl bx,1\r
+asm mov di,[WORD PTR ylookup+bx]\r
+asm add di,[x]\r
+asm mov si,[tile]\r
+asm shl si,1\r
+asm shl si,1\r
+asm shl si,1\r
+asm add si,[junk] // the damn inline assembler won't reference latchpics\r
+asm mov ax,[screenseg]\r
+asm mov es,ax\r
+asm mov ds,ax\r
+asm mov dx,SCREENWIDTH-1\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+ EGAWRITEMODE(0);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= RedrawStatusWindow\r
+=\r
+===============\r
+*/\r
+\r
+void RedrawStatusWindow (void)\r
+{\r
+ int i,j,x;\r
+\r
+ DrawLevelNumber (gamestate.mapon);\r
+ lasttext = -1;\r
+ lastcompass = -1;\r
+\r
+ j = gamestate.bolts < SHOWITEMS ? gamestate.bolts : SHOWITEMS;\r
+ for (i=0;i<j;i++)\r
+ DrawChar(7+i,20,BOLTCHAR);\r
+ j = gamestate.nukes < SHOWITEMS ? gamestate.nukes : SHOWITEMS;\r
+ for (i=0;i<j;i++)\r
+ DrawChar(7+i,30,NUKECHAR);\r
+ j = gamestate.potions < SHOWITEMS ? gamestate.potions : SHOWITEMS;\r
+ for (i=0;i<j;i++)\r
+ DrawChar(7+i,40,POTIONCHAR);\r
+\r
+ x=24;\r
+ for (i=0;i<4;i++)\r
+ for (j=0;j<gamestate.keys[i];j++)\r
+ DrawChar(x++,20,KEYCHARS+i);\r
+\r
+ x=24;\r
+ for (i=0;i<8;i++)\r
+ if (gamestate.scrolls[i])\r
+ DrawChar(x++,30,SCROLLCHARS+i);\r
+\r
+ AddPoints(0);\r
+\r
+ DrawBars ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GiveBolt\r
+=\r
+===============\r
+*/\r
+\r
+void GiveBolt (void)\r
+{\r
+ SD_PlaySound (GETBOLTSND);\r
+ if (++gamestate.bolts<=9)\r
+ DrawChar(6+gamestate.bolts,20,BOLTCHAR);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakeBolt\r
+=\r
+===============\r
+*/\r
+\r
+void TakeBolt (void)\r
+{\r
+ SD_PlaySound (USEBOLTSND);\r
+ if (--gamestate.bolts<=9)\r
+ DrawChar(7+gamestate.bolts,20,BLANKCHAR);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GiveNuke\r
+=\r
+===============\r
+*/\r
+\r
+void GiveNuke (void)\r
+{\r
+ SD_PlaySound (GETNUKESND);\r
+ if (++gamestate.nukes<=9)\r
+ DrawChar(6+gamestate.nukes,30,NUKECHAR);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakeNuke\r
+=\r
+===============\r
+*/\r
+\r
+void TakeNuke (void)\r
+{\r
+ SD_PlaySound (USENUKESND);\r
+ if (--gamestate.nukes<=9)\r
+ DrawChar(7+gamestate.nukes,30,BLANKCHAR);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GivePotion\r
+=\r
+===============\r
+*/\r
+\r
+void GivePotion (void)\r
+{\r
+ SD_PlaySound (GETPOTIONSND);\r
+ if (++gamestate.potions<=9)\r
+ DrawChar(6+gamestate.potions,40,POTIONCHAR);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakePotion\r
+=\r
+===============\r
+*/\r
+\r
+void TakePotion (void)\r
+{\r
+ SD_PlaySound (USEPOTIONSND);\r
+ if (--gamestate.potions<=9)\r
+ DrawChar(7+gamestate.potions,40,BLANKCHAR);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GiveKey\r
+=\r
+===============\r
+*/\r
+\r
+void GiveKey (int keytype)\r
+{\r
+ int i,j,x;\r
+\r
+ SD_PlaySound (GETKEYSND);\r
+ gamestate.keys[keytype]++;\r
+\r
+ x=24;\r
+ for (i=0;i<4;i++)\r
+ for (j=0;j<gamestate.keys[i];j++)\r
+ DrawChar(x++,20,KEYCHARS+i);\r
+\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakeKey\r
+=\r
+===============\r
+*/\r
+\r
+void TakeKey (int keytype)\r
+{\r
+ int i,j,x;\r
+\r
+ SD_PlaySound (USEKEYSND);\r
+ gamestate.keys[keytype]--;\r
+\r
+ x=24;\r
+ for (i=0;i<4;i++)\r
+ for (j=0;j<gamestate.keys[i];j++)\r
+ DrawChar(x++,20,KEYCHARS+i);\r
+\r
+ DrawChar(x,20,BLANKCHAR);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GiveScroll\r
+=\r
+===============\r
+*/\r
+\r
+void GiveScroll (int scrolltype,boolean show)\r
+{\r
+ int i,x;\r
+\r
+ SD_PlaySound (GETSCROLLSND);\r
+ gamestate.scrolls[scrolltype] = true;\r
+\r
+ x=24;\r
+ for (i=0;i<8;i++)\r
+ if (gamestate.scrolls[i])\r
+ DrawChar(x++,30,SCROLLCHARS+i);\r
+ if (show)\r
+ ReadScroll(scrolltype);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GivePoints\r
+=\r
+===============\r
+*/\r
+\r
+void GivePoints (int points)\r
+{\r
+ pointcount = 1;\r
+ pointsleft += points;\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= AddPoints\r
+=\r
+===============\r
+*/\r
+\r
+void AddPoints (int points)\r
+{\r
+ char str[10];\r
+ int len,x,i;\r
+\r
+ gamestate.score += points;\r
+\r
+ ltoa (gamestate.score,str,10);\r
+ len = strlen (str);\r
+\r
+ x=24+(8-len);\r
+ for (i=0;i<len;i++)\r
+ DrawChar(x++,40,NUMBERCHARS+str[i]-'0');\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GiveChest\r
+=\r
+===============\r
+*/\r
+\r
+void GiveChest (void)\r
+{\r
+ SD_PlaySound (GETPOINTSSND);\r
+ GivePoints ((gamestate.mapon+1)*100);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GiveGoal\r
+=\r
+===============\r
+*/\r
+\r
+void GiveGoal (void)\r
+{\r
+ SD_PlaySound (GETPOINTSSND);\r
+ GivePoints (100000);\r
+ playstate = ex_victorious;\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrawLevelNumber\r
+=\r
+===============\r
+*/\r
+\r
+void DrawLevelNumber (int number)\r
+{\r
+ char str[10];\r
+ int len;\r
+ unsigned temp;\r
+\r
+ bufferofs = 0;\r
+ if (number<9)\r
+ PrintX=13;\r
+ else\r
+ PrintX = 5;\r
+ PrintY = 4;\r
+ VW_Bar (5,4,16,9,STATUSCOLOR);\r
+ temp = fontcolor;\r
+ fontcolor = TEXTCOLOR^STATUSCOLOR;\r
+ US_PrintUnsigned (number+1);\r
+ fontcolor = temp;\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrawText\r
+=\r
+===============\r
+*/\r
+\r
+void DrawText (void)\r
+{\r
+ unsigned number;\r
+ char str[80];\r
+ char far *text;\r
+ unsigned temp;\r
+\r
+ //\r
+ // draw a new text description if needed\r
+ //\r
+ number = *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex)-NAMESTART;\r
+\r
+ if ( number>26 )\r
+ number = 0;\r
+\r
+ if (number == lasttext)\r
+ return;\r
+\r
+ bufferofs = 0;\r
+ lasttext = number;\r
+\r
+ PrintY = 4;\r
+ WindowX = 26;\r
+ WindowW = 232;\r
+\r
+ text = (char _seg *)grsegs[LEVEL1TEXT+mapon]+textstarts[number];\r
+\r
+ _fmemcpy (str,text,80);\r
+\r
+ VW_Bar (26,4,232,9,STATUSCOLOR);\r
+ temp = fontcolor;\r
+ fontcolor = TEXTCOLOR^STATUSCOLOR;\r
+ US_CPrintLine (str);\r
+ fontcolor = temp;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrawCompass\r
+=\r
+===============\r
+*/\r
+\r
+void DrawCompass (void)\r
+{\r
+ int angle,number;\r
+\r
+ //\r
+ // draw the compass if needed\r
+ //\r
+ angle = player->angle-ANGLES/4;\r
+ angle -= ANGLES/32;\r
+ if (angle<0)\r
+ angle+=ANGLES;\r
+ number = angle/(ANGLES/16);\r
+ if (number>15) // because 360 angles doesn't divide by 16\r
+ number = 15;\r
+\r
+ if (number == lastcompass)\r
+ return;\r
+\r
+ lastcompass = number;\r
+\r
+ bufferofs = 0;\r
+ LatchDrawPic (COMPASSX,COMPASSY,COMPAS1PIC+15-number);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DrawBars\r
+=\r
+===============\r
+*/\r
+\r
+void DrawBars (void)\r
+{\r
+ int i;\r
+ unsigned source,dest,topline;\r
+\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ VW_Bar (34*8,POWERLINE,40,MAXSHOTPOWER,1);\r
+ }\r
+ EGAWRITEMODE(1);\r
+ asm mov es,[screenseg]\r
+\r
+//\r
+// shot power\r
+//\r
+ if (gamestate.shotpower)\r
+ {\r
+ topline = MAXSHOTPOWER - gamestate.shotpower;\r
+\r
+ source = latchpics[SHOTPOWERPIC-FIRSTLATCHPIC]+topline*SIDEBARWIDTH;\r
+ dest = (POWERLINE+topline)*SCREENWIDTH+34;\r
+\r
+ asm mov si,[source]\r
+ asm mov di,[dest]\r
+\r
+ asm mov cx,[WORD PTR gamestate.shotpower]\r
+newline:\r
+ asm mov al,[es:si]\r
+ asm mov [es:di+PAGE1START],al\r
+ asm mov [es:di+PAGE2START],al\r
+ asm mov [es:di+PAGE3START],al\r
+ asm mov al,[es:si+1]\r
+ asm mov [es:di+1+PAGE1START],al\r
+ asm mov [es:di+1+PAGE2START],al\r
+ asm mov [es:di+1+PAGE3START],al\r
+ asm mov al,[es:si+2]\r
+ asm mov [es:di+2+PAGE1START],al\r
+ asm mov [es:di+2+PAGE2START],al\r
+ asm mov [es:di+2+PAGE3START],al\r
+ asm mov al,[es:si+3]\r
+ asm mov [es:di+3+PAGE1START],al\r
+ asm mov [es:di+3+PAGE2START],al\r
+ asm mov [es:di+3+PAGE3START],al\r
+ asm mov al,[es:si+4]\r
+ asm mov [es:di+4+PAGE1START],al\r
+ asm mov [es:di+4+PAGE2START],al\r
+ asm mov [es:di+4+PAGE3START],al\r
+\r
+ asm add di,SCREENWIDTH\r
+ asm add si,5\r
+\r
+ asm loop newline\r
+ }\r
+\r
+//\r
+// body\r
+//\r
+ if (gamestate.body)\r
+ {\r
+ source = latchpics[BODYPIC-FIRSTLATCHPIC];\r
+ dest = BODYLINE*SCREENWIDTH+34;\r
+\r
+ asm mov si,[source]\r
+ asm mov di,[dest]\r
+\r
+ asm mov cx,[WORD PTR gamestate.body]\r
+newline2:\r
+ asm mov al,[es:si]\r
+ asm mov [es:di+PAGE1START],al\r
+ asm mov [es:di+PAGE2START],al\r
+ asm mov [es:di+PAGE3START],al\r
+ asm mov al,[es:si+1]\r
+ asm mov [es:di+1+PAGE1START],al\r
+ asm mov [es:di+1+PAGE2START],al\r
+ asm mov [es:di+1+PAGE3START],al\r
+ asm mov al,[es:si+2]\r
+ asm mov [es:di+2+PAGE1START],al\r
+ asm mov [es:di+2+PAGE2START],al\r
+ asm mov [es:di+2+PAGE3START],al\r
+ asm mov al,[es:si+3]\r
+ asm mov [es:di+3+PAGE1START],al\r
+ asm mov [es:di+3+PAGE2START],al\r
+ asm mov [es:di+3+PAGE3START],al\r
+ asm mov al,[es:si+4]\r
+ asm mov [es:di+4+PAGE1START],al\r
+ asm mov [es:di+4+PAGE2START],al\r
+ asm mov [es:di+4+PAGE3START],al\r
+\r
+ asm add di,SCREENWIDTH\r
+ asm add si,5\r
+\r
+ asm loop newline2\r
+ }\r
+\r
+ if (gamestate.body != MAXBODY)\r
+ {\r
+ source = latchpics[NOBODYPIC-FIRSTLATCHPIC]+gamestate.body*SIDEBARWIDTH;\r
+ dest = (BODYLINE+gamestate.body)*SCREENWIDTH+34;\r
+ topline = MAXBODY-gamestate.body;\r
+\r
+ asm mov si,[source]\r
+ asm mov di,[dest]\r
+\r
+ asm mov cx,[WORD PTR topline]\r
+newline3:\r
+ asm mov al,[es:si]\r
+ asm mov [es:di+PAGE1START],al\r
+ asm mov [es:di+PAGE2START],al\r
+ asm mov [es:di+PAGE3START],al\r
+ asm mov al,[es:si+1]\r
+ asm mov [es:di+1+PAGE1START],al\r
+ asm mov [es:di+1+PAGE2START],al\r
+ asm mov [es:di+1+PAGE3START],al\r
+ asm mov al,[es:si+2]\r
+ asm mov [es:di+2+PAGE1START],al\r
+ asm mov [es:di+2+PAGE2START],al\r
+ asm mov [es:di+2+PAGE3START],al\r
+ asm mov al,[es:si+3]\r
+ asm mov [es:di+3+PAGE1START],al\r
+ asm mov [es:di+3+PAGE2START],al\r
+ asm mov [es:di+3+PAGE3START],al\r
+ asm mov al,[es:si+4]\r
+ asm mov [es:di+4+PAGE1START],al\r
+ asm mov [es:di+4+PAGE2START],al\r
+ asm mov [es:di+4+PAGE3START],al\r
+\r
+ asm add di,SCREENWIDTH\r
+ asm add si,5\r
+\r
+ asm loop newline3\r
+ }\r
+\r
+ EGAWRITEMODE(0);\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SHOTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_Pshot (objtype *ob);\r
+\r
+\r
+extern statetype s_pshot1;\r
+extern statetype s_pshot2;\r
+\r
+extern statetype s_bigpshot1;\r
+extern statetype s_bigpshot2;\r
+\r
+\r
+statetype s_pshot1 = {PSHOT1PIC,8,&T_Pshot,&s_pshot2};\r
+statetype s_pshot2 = {PSHOT2PIC,8,&T_Pshot,&s_pshot1};\r
+\r
+statetype s_shotexplode = {PSHOT2PIC,8,NULL,NULL};\r
+\r
+statetype s_bigpshot1 = {BIGPSHOT1PIC,8,&T_Pshot,&s_bigpshot2};\r
+statetype s_bigpshot2 = {BIGPSHOT2PIC,8,&T_Pshot,&s_bigpshot1};\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= SpawnPShot\r
+=\r
+===================\r
+*/\r
+\r
+void SpawnPShot (void)\r
+{\r
+ SpawnNewObjFrac (player->x,player->y,&s_pshot1,PIXRADIUS*14);\r
+ new->obclass = pshotobj;\r
+ new->speed = SHOTSPEED;\r
+ new->angle = player->angle;\r
+}\r
+\r
+void SpawnBigPShot (void)\r
+{\r
+ SpawnNewObjFrac (player->x,player->y,&s_bigpshot1,24*PIXRADIUS);\r
+ new->obclass = bigpshotobj;\r
+ new->speed = SHOTSPEED;\r
+ new->angle = player->angle;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Pshot\r
+=\r
+===============\r
+*/\r
+\r
+void T_Pshot (objtype *ob)\r
+{\r
+ objtype *check;\r
+ long xmove,ymove,speed;\r
+\r
+//\r
+// check current position for monsters having moved into it\r
+//\r
+ for (check = player->next; check; check=check->next)\r
+ if (check->shootable\r
+ && ob->xl <= check->xh\r
+ && ob->xh >= check->xl\r
+ && ob->yl <= check->yh\r
+ && ob->yh >= check->yl)\r
+ {\r
+ SD_PlaySound (SHOOTMONSTERSND);\r
+ if (ob->obclass == bigpshotobj)\r
+ ShootActor (check,BIGSHOTDAMAGE);\r
+ else\r
+ ShootActor (check,SHOTDAMAGE);\r
+ ob->state = &s_shotexplode;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+\r
+\r
+//\r
+// move ahead, possibly hitting a wall\r
+//\r
+ speed = ob->speed*tics;\r
+\r
+ xmove = FixedByFrac(speed,costable[ob->angle]);\r
+ ymove = -FixedByFrac(speed,sintable[ob->angle]);\r
+\r
+ if (ShotClipMove(ob,xmove,ymove))\r
+ {\r
+ ob->state = &s_shotexplode;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+\r
+ ob->tilex = ob->x >> TILESHIFT;\r
+ ob->tiley = ob->y >> TILESHIFT;\r
+\r
+//\r
+// check final position for monsters hit\r
+//\r
+ for (check = player->next; check; check=check->next)\r
+ if (ob->shootable\r
+ && ob->xl <= check->xh\r
+ && ob->xh >= check->xl\r
+ && ob->yl <= check->yh\r
+ && ob->yh >= check->yl)\r
+ {\r
+ ShootActor (check,SHOTDAMAGE);\r
+ ob->state = &s_shotexplode;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PLAYER ACTIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= BuildShotPower\r
+=\r
+===============\r
+*/\r
+\r
+void BuildShotPower (void)\r
+{\r
+ int newlines,topline;\r
+ long i;\r
+ unsigned source,dest;\r
+\r
+ if (gamestate.shotpower == MAXSHOTPOWER)\r
+ return;\r
+\r
+ newlines = 0;\r
+ for (i=lasttimecount-tics;i<lasttimecount;i++)\r
+ newlines += (i&1);\r
+\r
+ gamestate.shotpower += newlines;\r
+\r
+ if (gamestate.shotpower > MAXSHOTPOWER)\r
+ {\r
+ newlines -= (gamestate.shotpower - MAXSHOTPOWER);\r
+ gamestate.shotpower = MAXSHOTPOWER;\r
+ }\r
+\r
+ topline = MAXSHOTPOWER - gamestate.shotpower;\r
+\r
+ source = latchpics[L_SHOTBAR]+topline*SIDEBARWIDTH;\r
+ dest = (POWERLINE+topline)*SCREENWIDTH+34;\r
+\r
+ asm mov es,[screenseg]\r
+ asm mov si,[source]\r
+ asm mov di,[dest]\r
+\r
+ EGAWRITEMODE(1);\r
+\r
+ if (newlines)\r
+ {\r
+ asm mov cx,[newlines]\r
+newline:\r
+ asm mov al,[es:si]\r
+ asm mov [es:di+PAGE1START],al\r
+ asm mov [es:di+PAGE2START],al\r
+ asm mov [es:di+PAGE3START],al\r
+ asm mov al,[es:si+1]\r
+ asm mov [es:di+1+PAGE1START],al\r
+ asm mov [es:di+1+PAGE2START],al\r
+ asm mov [es:di+1+PAGE3START],al\r
+ asm mov al,[es:si+2]\r
+ asm mov [es:di+2+PAGE1START],al\r
+ asm mov [es:di+2+PAGE2START],al\r
+ asm mov [es:di+2+PAGE3START],al\r
+ asm mov al,[es:si+3]\r
+ asm mov [es:di+3+PAGE1START],al\r
+ asm mov [es:di+3+PAGE2START],al\r
+ asm mov [es:di+3+PAGE3START],al\r
+ asm mov al,[es:si+4]\r
+ asm mov [es:di+4+PAGE1START],al\r
+ asm mov [es:di+4+PAGE2START],al\r
+ asm mov [es:di+4+PAGE3START],al\r
+\r
+ asm add di,SCREENWIDTH\r
+ asm add si,5\r
+\r
+ asm loop newline\r
+ }\r
+\r
+ EGAWRITEMODE(0);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= ClearShotPower\r
+=\r
+===============\r
+*/\r
+\r
+void ClearShotPower (void)\r
+{\r
+ unsigned source,dest,topline;\r
+\r
+ topline = MAXSHOTPOWER - gamestate.shotpower;\r
+\r
+ source = latchpics[L_NOSHOT]+topline*SIDEBARWIDTH;\r
+ dest = (POWERLINE+topline)*SCREENWIDTH+34;\r
+\r
+ asm mov es,[screenseg]\r
+ asm mov si,[source]\r
+ asm mov di,[dest]\r
+\r
+ if (!gamestate.shotpower)\r
+ return;\r
+\r
+ EGAWRITEMODE(1);\r
+\r
+ asm mov cx,[WORD PTR gamestate.shotpower]\r
+newline:\r
+ asm mov al,[es:si]\r
+ asm mov [es:di+PAGE1START],al\r
+ asm mov [es:di+PAGE2START],al\r
+ asm mov [es:di+PAGE3START],al\r
+ asm mov al,[es:si+1]\r
+ asm mov [es:di+1+PAGE1START],al\r
+ asm mov [es:di+1+PAGE2START],al\r
+ asm mov [es:di+1+PAGE3START],al\r
+ asm mov al,[es:si+2]\r
+ asm mov [es:di+2+PAGE1START],al\r
+ asm mov [es:di+2+PAGE2START],al\r
+ asm mov [es:di+2+PAGE3START],al\r
+ asm mov al,[es:si+3]\r
+ asm mov [es:di+3+PAGE1START],al\r
+ asm mov [es:di+3+PAGE2START],al\r
+ asm mov [es:di+3+PAGE3START],al\r
+ asm mov al,[es:si+4]\r
+ asm mov [es:di+4+PAGE1START],al\r
+ asm mov [es:di+4+PAGE2START],al\r
+ asm mov [es:di+4+PAGE3START],al\r
+\r
+ asm add di,SCREENWIDTH\r
+ asm add si,5\r
+\r
+ asm loop newline\r
+\r
+ EGAWRITEMODE(0);\r
+\r
+ gamestate.shotpower = 0;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= Shoot\r
+=\r
+===============\r
+*/\r
+\r
+void Shoot (void)\r
+{\r
+ ClearShotPower ();\r
+ SD_PlaySound (SHOOTSND);\r
+ SpawnPShot ();\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= BigShoot\r
+=\r
+===============\r
+*/\r
+\r
+void BigShoot (void)\r
+{\r
+ ClearShotPower ();\r
+ SD_PlaySound (BIGSHOOTSND);\r
+ SpawnBigPShot ();\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= CastBolt\r
+=\r
+===============\r
+*/\r
+\r
+void CastBolt (void)\r
+{\r
+ if (!gamestate.bolts)\r
+ {\r
+ SD_PlaySound (NOITEMSND);\r
+ return;\r
+ }\r
+\r
+ TakeBolt ();\r
+ boltsleft = NUMBOLTS;\r
+ bolttimer = BOLTTICS;\r
+ BigShoot ();\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= ContinueBolt\r
+=\r
+===============\r
+*/\r
+\r
+void ContinueBolt (void)\r
+{\r
+ bolttimer-=tics;\r
+ if (bolttimer<0)\r
+ {\r
+ boltsleft--;\r
+ bolttimer = BOLTTICS;\r
+ BigShoot ();\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= CastNuke\r
+=\r
+===============\r
+*/\r
+\r
+void CastNuke (void)\r
+{\r
+ int angle;\r
+\r
+ if (!gamestate.nukes)\r
+ {\r
+ SD_PlaySound (NOITEMSND);\r
+ return;\r
+ }\r
+\r
+ TakeNuke ();\r
+ lastnuke = TimeCount;\r
+\r
+ for (angle = 0; angle < ANGLES; angle+= ANGLES/16)\r
+ {\r
+ SpawnNewObjFrac (player->x,player->y,&s_bigpshot1,24*PIXRADIUS);\r
+ new->obclass = bigpshotobj;\r
+ new->speed = SHOTSPEED;\r
+ new->angle = angle;\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrinkPotion\r
+=\r
+===============\r
+*/\r
+\r
+void DrinkPotion (void)\r
+{\r
+ unsigned source,dest,topline;\r
+\r
+ if (!gamestate.potions)\r
+ {\r
+ SD_PlaySound (NOITEMSND);\r
+ return;\r
+ }\r
+\r
+ TakePotion ();\r
+ gamestate.body = MAXBODY;\r
+\r
+//\r
+// draw a full up bar\r
+//\r
+ source = latchpics[L_BODYBAR];\r
+ dest = BODYLINE*SCREENWIDTH+34;\r
+\r
+ asm mov es,[screenseg]\r
+ asm mov si,[source]\r
+ asm mov di,[dest]\r
+\r
+ EGAWRITEMODE(1);\r
+\r
+ asm mov cx,MAXBODY\r
+newline:\r
+ asm mov al,[es:si]\r
+ asm mov [es:di+PAGE1START],al\r
+ asm mov [es:di+PAGE2START],al\r
+ asm mov [es:di+PAGE3START],al\r
+ asm mov al,[es:si+1]\r
+ asm mov [es:di+1+PAGE1START],al\r
+ asm mov [es:di+1+PAGE2START],al\r
+ asm mov [es:di+1+PAGE3START],al\r
+ asm mov al,[es:si+2]\r
+ asm mov [es:di+2+PAGE1START],al\r
+ asm mov [es:di+2+PAGE2START],al\r
+ asm mov [es:di+2+PAGE3START],al\r
+ asm mov al,[es:si+3]\r
+ asm mov [es:di+3+PAGE1START],al\r
+ asm mov [es:di+3+PAGE2START],al\r
+ asm mov [es:di+3+PAGE3START],al\r
+ asm mov al,[es:si+4]\r
+ asm mov [es:di+4+PAGE1START],al\r
+ asm mov [es:di+4+PAGE2START],al\r
+ asm mov [es:di+4+PAGE3START],al\r
+ asm add di,SCREENWIDTH\r
+ asm add si,5\r
+\r
+ asm loop newline\r
+\r
+ EGAWRITEMODE(0);\r
+}\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= ReadScroll\r
+=\r
+===============\r
+*/\r
+\r
+extern boolean tileneeded[NUMFLOORS];\r
+\r
+void ReadScroll (int scroll)\r
+{\r
+ int i;\r
+\r
+//\r
+// make wall pictures purgable\r
+//\r
+ for (i=0;i<NUMSCALEWALLS;i++)\r
+ if (walldirectory[i])\r
+ MM_SetPurge (&(memptr)walldirectory[i],3);\r
+\r
+ CA_CacheGrChunk (SCROLLTOPPIC);\r
+ CA_CacheGrChunk (SCROLL1PIC + scroll);\r
+ VW_DrawPic (0,0,SCROLLTOPPIC);\r
+ VW_DrawPic (0,32,SCROLL1PIC + scroll);\r
+ UNMARKGRCHUNK(SCROLL1PIC + scroll);\r
+ UNMARKGRCHUNK(SCROLLTOPPIC);\r
+ MM_FreePtr (&grsegs[SCROLL1PIC + scroll]);\r
+ MM_FreePtr (&grsegs[SCROLLTOPPIC]);\r
+\r
+//\r
+// cache wall pictures back in\r
+//\r
+ for (i=1;i<NUMFLOORS;i++)\r
+ if (tileneeded[i])\r
+ {\r
+ SetupScaleWall (walllight1[i]);\r
+ SetupScaleWall (walllight2[i]);\r
+ SetupScaleWall (walldark1[i]);\r
+ SetupScaleWall (walldark2[i]);\r
+ }\r
+\r
+ VW_WaitVBL(80);\r
+waitkey:\r
+ IN_ClearKeysDown ();\r
+ IN_Ack();\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakeDamage\r
+=\r
+===============\r
+*/\r
+\r
+void TakeDamage (int points)\r
+{\r
+ unsigned source,dest,topline;\r
+\r
+ if (!gamestate.body || bordertime || godmode)\r
+ return;\r
+\r
+ if (points >= gamestate.body)\r
+ {\r
+ points = gamestate.body;\r
+ playstate = ex_died;\r
+ }\r
+\r
+ bordertime = points*FLASHTICS;\r
+ VW_ColorBorder (FLASHCOLOR);\r
+\r
+ if (gamestate.body<MAXBODY/3)\r
+ SD_PlaySound (TAKEDMGHURTSND);\r
+ else\r
+ SD_PlaySound (TAKEDAMAGESND);\r
+\r
+ gamestate.body -= points;\r
+//\r
+// shrink the body bar\r
+//\r
+ source = latchpics[L_NOBODY]+gamestate.body*SIDEBARWIDTH;\r
+ dest = (BODYLINE+gamestate.body)*SCREENWIDTH+34;\r
+\r
+\r
+ asm mov es,[screenseg]\r
+ asm mov si,[source]\r
+ asm mov di,[dest]\r
+\r
+ EGAWRITEMODE(1);\r
+\r
+ asm mov cx,[points]\r
+newline:\r
+ asm mov al,[es:si]\r
+ asm mov [es:di+PAGE1START],al\r
+ asm mov [es:di+PAGE2START],al\r
+ asm mov [es:di+PAGE3START],al\r
+ asm mov al,[es:si+1]\r
+ asm mov [es:di+1+PAGE1START],al\r
+ asm mov [es:di+1+PAGE2START],al\r
+ asm mov [es:di+1+PAGE3START],al\r
+ asm mov al,[es:si+2]\r
+ asm mov [es:di+2+PAGE1START],al\r
+ asm mov [es:di+2+PAGE2START],al\r
+ asm mov [es:di+2+PAGE3START],al\r
+ asm mov al,[es:si+3]\r
+ asm mov [es:di+3+PAGE1START],al\r
+ asm mov [es:di+3+PAGE2START],al\r
+ asm mov [es:di+3+PAGE3START],al\r
+ asm mov al,[es:si+4]\r
+ asm mov [es:di+4+PAGE1START],al\r
+ asm mov [es:di+4+PAGE2START],al\r
+ asm mov [es:di+4+PAGE3START],al\r
+\r
+ asm add di,SCREENWIDTH\r
+ asm add si,5\r
+\r
+ asm loop newline\r
+\r
+ EGAWRITEMODE(0);\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ INTERACTION\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= OpenDoor\r
+=\r
+==================\r
+*/\r
+\r
+void OpenDoor (unsigned bx, unsigned by, unsigned doorbase)\r
+{\r
+ int x,y;\r
+ unsigned far *map;\r
+\r
+ x=bx;\r
+ y=by;\r
+ map = mapsegs[0]+farmapylookup[y]+x;\r
+ while (tilemap[x][y]-doorbase<4)\r
+ {\r
+ tilemap[x][y] = (unsigned)actorat[x][y] = *map = 0;\r
+ map--;\r
+ x--;\r
+ }\r
+ x=bx+1;\r
+ map = mapsegs[0]+farmapylookup[y]+x;\r
+ while (tilemap[x][y]-doorbase<4)\r
+ {\r
+ tilemap[x][y] = (unsigned)actorat[x][y] = *map = 0;\r
+ map++;\r
+ x++;\r
+ }\r
+ x=bx;\r
+ y=by-1;\r
+ map = mapsegs[0]+farmapylookup[y]+x;\r
+ while (tilemap[x][y]-doorbase<4)\r
+ {\r
+ tilemap[x][y] = (unsigned)actorat[x][y] = *map = 0;\r
+ map-=mapwidth;\r
+ y--;\r
+ }\r
+ y=by+1;\r
+ map = mapsegs[0]+farmapylookup[y]+x;\r
+ while (tilemap[x][y]-doorbase<4)\r
+ {\r
+ tilemap[x][y] = (unsigned)actorat[x][y] = *map = 0;\r
+ map+=mapwidth;\r
+ y++;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= HitSpecialTile\r
+=\r
+= Returns true if the move is blocked\r
+=\r
+==================\r
+*/\r
+\r
+boolean HitSpecialTile (unsigned x, unsigned y, unsigned tile)\r
+{\r
+ switch (tile)\r
+ {\r
+ case 0:\r
+ case 1:\r
+ case 2:\r
+ case 3:\r
+ if (!gamestate.keys[0])\r
+ return true;\r
+ TakeKey(0);\r
+ OpenDoor (x,y,SPECTILESTART+0);\r
+ return false;\r
+\r
+ case 4:\r
+ case 5:\r
+ case 6:\r
+ case 7:\r
+ if (!gamestate.keys[1])\r
+ return true;\r
+ TakeKey(1);\r
+ OpenDoor (x,y,SPECTILESTART+4);\r
+ return false;\r
+\r
+ case 8:\r
+ case 9:\r
+ case 10:\r
+ case 11:\r
+ if (!gamestate.keys[2])\r
+ return true;\r
+ TakeKey(2);\r
+ OpenDoor (x,y,SPECTILESTART+8);\r
+ return false;\r
+\r
+ case 12:\r
+ case 13:\r
+ case 14:\r
+ case 15:\r
+ if (!gamestate.keys[3])\r
+ return true;\r
+ TakeKey(3);\r
+ OpenDoor (x,y,SPECTILESTART+12);\r
+ return false;\r
+\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= TouchActor\r
+=\r
+= Returns true if the move is blocked\r
+=\r
+==================\r
+*/\r
+\r
+boolean TouchActor (objtype *ob, objtype *check)\r
+{\r
+ if (ob->xh < check->xl || ob->xl > check->xh ||\r
+ ob->yh < check->yl || ob->yl > check->yh)\r
+ return false; // not quite touching\r
+\r
+ switch (check->obclass)\r
+ {\r
+ case bonusobj:\r
+ if (check->temp1 == B_BOLT)\r
+ GiveBolt ();\r
+ else if (check->temp1 == B_NUKE)\r
+ GiveNuke ();\r
+ else if (check->temp1 == B_POTION)\r
+ GivePotion ();\r
+ else if (check->temp1 >= B_RKEY && check->temp1 <= B_BKEY)\r
+ GiveKey (check->temp1-B_RKEY);\r
+ else if (check->temp1 >= B_SCROLL1 && check->temp1 <= B_SCROLL8)\r
+ GiveScroll (check->temp1-B_SCROLL1,true);\r
+ else if (check->temp1 == B_CHEST)\r
+ GiveChest ();\r
+ else if (check->temp1 == B_GOAL)\r
+ GiveGoal ();\r
+ (unsigned)actorat[check->tilex][check->tiley] = 0;\r
+ RemoveObj (check);\r
+\r
+ return false;\r
+\r
+ }\r
+ return true;\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= CalcBounds\r
+=\r
+==================\r
+*/\r
+\r
+void CalcBounds (objtype *ob)\r
+{\r
+//\r
+// calculate hit rect\r
+//\r
+ ob->xl = ob->x - ob->size;\r
+ ob->xh = ob->x + ob->size;\r
+ ob->yl = ob->y - ob->size;\r
+ ob->yh = ob->y + ob->size;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= LocationInActor\r
+=\r
+===================\r
+*/\r
+\r
+boolean LocationInActor (objtype *ob)\r
+{\r
+ int x,y,xmin,ymin,xmax,ymax;\r
+ objtype *check;\r
+\r
+ CalcBounds (ob);\r
+\r
+ xmin = (ob->x >> TILESHIFT)-2;\r
+ ymin = (ob->y >> TILESHIFT)-2;\r
+ xmax = xmin+5;\r
+ ymax = ymin+5;\r
+\r
+ for (x=xmin;x<xmax;x++)\r
+ for (y=ymin;y<ymax;y++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (check>(objtype *)LASTSPECIALTILE\r
+ && check->shootable\r
+ && ob->xl <= check->xh\r
+ && ob->xh >= check->xl\r
+ && ob->yl <= check->yh\r
+ && ob->yh >= check->yl)\r
+ return true;\r
+ }\r
+\r
+ return false;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= ClipMove\r
+=\r
+= Only checks corners, so the object better be less than one tile wide!\r
+=\r
+===================\r
+*/\r
+\r
+void ClipMove (objtype *ob, long xmove, long ymove)\r
+{\r
+ int xl,yl,xh,yh,tx,ty,nt1,nt2,x,y;\r
+ long intersect,basex,basey,pointx,pointy;\r
+ unsigned inside,total,tile;\r
+ objtype *check;\r
+ boolean moveok;\r
+\r
+//\r
+// move player and check to see if any corners are in solid tiles\r
+//\r
+ basex = ob->x;\r
+ basey = ob->y;\r
+\r
+ ob->x += xmove;\r
+ ob->y += ymove;\r
+\r
+ CalcBounds (ob);\r
+\r
+ xl = ob->xl>>TILESHIFT;\r
+ yl = ob->yl>>TILESHIFT;\r
+\r
+ xh = ob->xh>>TILESHIFT;\r
+ yh = ob->yh>>TILESHIFT;\r
+\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (!check)\r
+ continue; // blank floor, walk ok\r
+\r
+ if ((unsigned)check<=LASTWALLTILE)\r
+ goto blockmove; // solid wall\r
+\r
+ if ((unsigned)check<=LASTSPECIALTILE)\r
+ {\r
+ if ( HitSpecialTile (x,y,(unsigned)check-SPECTILESTART) )\r
+ goto blockmove; // whatever it was, it blocked the move\r
+ else\r
+ continue;\r
+ }\r
+ TouchActor(ob,check); // pick up items\r
+ }\r
+\r
+//\r
+// check nearby actors\r
+//\r
+ if (LocationInActor(ob))\r
+ {\r
+ ob->x -= xmove;\r
+ if (LocationInActor(ob))\r
+ {\r
+ ob->x += xmove;\r
+ ob->y -= ymove;\r
+ if (LocationInActor(ob))\r
+ ob->x -= xmove;\r
+ }\r
+ }\r
+ return; // move is OK!\r
+\r
+\r
+blockmove:\r
+\r
+ if (!SD_SoundPlaying())\r
+ SD_PlaySound (HITWALLSND);\r
+\r
+ moveok = false;\r
+\r
+ do\r
+ {\r
+ xmove /= 2;\r
+ ymove /= 2;\r
+ if (moveok)\r
+ {\r
+ ob->x += xmove;\r
+ ob->y += ymove;\r
+ }\r
+ else\r
+ {\r
+ ob->x -= xmove;\r
+ ob->y -= ymove;\r
+ }\r
+ CalcBounds (ob);\r
+ xl = ob->xl>>TILESHIFT;\r
+ yl = ob->yl>>TILESHIFT;\r
+ xh = ob->xh>>TILESHIFT;\r
+ yh = ob->yh>>TILESHIFT;\r
+ if (tilemap[xl][yl] || tilemap[xh][yl]\r
+ || tilemap[xh][yh] || tilemap[xl][yh] )\r
+ {\r
+ moveok = false;\r
+ if (xmove>=-2048 && xmove <=2048 && ymove>=-2048 && ymove <=2048)\r
+ {\r
+ ob->x = basex;\r
+ ob->y = basey;\r
+ return;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (xmove>=-2048 && xmove <=2048 && ymove>=-2048 && ymove <=2048)\r
+ return;\r
+ moveok = true;\r
+ }\r
+ } while (1);\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= ShotClipMove\r
+=\r
+= Only checks corners, so the object better be less than one tile wide!\r
+=\r
+===================\r
+*/\r
+\r
+boolean ShotClipMove (objtype *ob, long xmove, long ymove)\r
+{\r
+ int xl,yl,xh,yh,tx,ty,nt1,nt2,x,y;\r
+ long intersect,basex,basey,pointx,pointy;\r
+ unsigned inside,total,tile;\r
+ objtype *check;\r
+ boolean moveok;\r
+\r
+//\r
+// move shot and check to see if any corners are in solid tiles\r
+//\r
+ basex = ob->x;\r
+ basey = ob->y;\r
+\r
+ ob->x += xmove;\r
+ ob->y += ymove;\r
+\r
+ CalcBounds (ob);\r
+\r
+ xl = ob->xl>>TILESHIFT;\r
+ yl = ob->yl>>TILESHIFT;\r
+\r
+ xh = ob->xh>>TILESHIFT;\r
+ yh = ob->yh>>TILESHIFT;\r
+\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ tile = tilemap[x][y];\r
+ if (tile)\r
+ {\r
+ if ((unsigned)(tile-EXPWALLSTART)<NUMEXPWALLS)\r
+ ExplodeWall (x,y);\r
+ goto blockmove;\r
+ }\r
+ }\r
+ return false; // move is OK!\r
+\r
+\r
+blockmove:\r
+\r
+ SD_PlaySound (SHOOTWALLSND);\r
+\r
+ moveok = false;\r
+\r
+ do\r
+ {\r
+ xmove /= 2;\r
+ ymove /= 2;\r
+ if (moveok)\r
+ {\r
+ ob->x += xmove;\r
+ ob->y += ymove;\r
+ }\r
+ else\r
+ {\r
+ ob->x -= xmove;\r
+ ob->y -= ymove;\r
+ }\r
+ CalcBounds (ob);\r
+ xl = ob->xl>>TILESHIFT;\r
+ yl = ob->yl>>TILESHIFT;\r
+ xh = ob->xh>>TILESHIFT;\r
+ yh = ob->yh>>TILESHIFT;\r
+ if (tilemap[xl][yl] || tilemap[xh][yl]\r
+ || tilemap[xh][yh] || tilemap[xl][yh] )\r
+ {\r
+ moveok = false;\r
+ if (xmove>=-2048 && xmove <=2048 && ymove>=-2048 && ymove <=2048)\r
+ {\r
+ ob->x = basex;\r
+ ob->y = basey;\r
+ return true;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (xmove>=-2048 && xmove <=2048 && ymove>=-2048 && ymove <=2048)\r
+ return true;\r
+ moveok = true;\r
+ }\r
+ } while (1);\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PLAYER CONTROL\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+void T_Player (objtype *ob);\r
+\r
+statetype s_player = {0,0,&T_Player,&s_player};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnPlayer\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnPlayer (int tilex, int tiley, int dir)\r
+{\r
+ player->obclass = playerobj;\r
+ player->active = true;\r
+ player->tilex = tilex;\r
+ player->tiley = tiley;\r
+ player->x = ((long)tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->y = ((long)tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->state = &s_player;\r
+ player->angle = (1-dir)*90;\r
+ player->size = MINDIST;\r
+ CalcBounds (player);\r
+ if (player->angle<0)\r
+ player->angle += ANGLES;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= Thrust\r
+=\r
+===================\r
+*/\r
+\r
+void Thrust (int angle, unsigned speed)\r
+{\r
+ long xmove,ymove;\r
+\r
+ if (lasttimecount>>5 != ((lasttimecount-tics)>>5) )\r
+ {\r
+ //\r
+ // walk sound\r
+ //\r
+ if (lasttimecount&32)\r
+ SD_PlaySound (WALK1SND);\r
+ else\r
+ SD_PlaySound (WALK2SND);\r
+ }\r
+\r
+ xmove = FixedByFrac(speed,costable[angle]);\r
+ ymove = -FixedByFrac(speed,sintable[angle]);\r
+\r
+ ClipMove(player,xmove,ymove);\r
+ player->tilex = player->x >> TILESHIFT;\r
+ player->tiley = player->y >> TILESHIFT;\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ControlMovement\r
+=\r
+=======================\r
+*/\r
+\r
+void ControlMovement (objtype *ob)\r
+{\r
+ int angle;\r
+ long speed;\r
+\r
+\r
+ if (c.button1)\r
+ {\r
+ //\r
+ // strafing\r
+ //\r
+ //\r
+ // side to side move\r
+ //\r
+ if (!mousexmove)\r
+ speed = 0;\r
+ else if (mousexmove<0)\r
+ speed = -(long)mousexmove*300;\r
+ else\r
+ speed = -(long)mousexmove*300;\r
+\r
+ if (c.xaxis == -1)\r
+ {\r
+ if (running)\r
+ speed += RUNSPEED*tics;\r
+ else\r
+ speed += PLAYERSPEED*tics;\r
+ }\r
+ else if (c.xaxis == 1)\r
+ {\r
+ if (running)\r
+ speed -= RUNSPEED*tics;\r
+ else\r
+ speed -= PLAYERSPEED*tics;\r
+ }\r
+\r
+ if (speed > 0)\r
+ {\r
+ if (speed >= TILEGLOBAL)\r
+ speed = TILEGLOBAL-1;\r
+ angle = ob->angle + ANGLES/4;\r
+ if (angle >= ANGLES)\r
+ angle -= ANGLES;\r
+ Thrust (angle,speed); // move to left\r
+ }\r
+ else if (speed < 0)\r
+ {\r
+ if (speed <= -TILEGLOBAL)\r
+ speed = -TILEGLOBAL+1;\r
+ angle = ob->angle - ANGLES/4;\r
+ if (angle < 0)\r
+ angle += ANGLES;\r
+ Thrust (angle,-speed); // move to right\r
+ }\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // not strafing\r
+ //\r
+\r
+ //\r
+ // turning\r
+ //\r
+ if (c.xaxis == 1)\r
+ {\r
+ ob->angle -= tics;\r
+ if (running) // fast turn\r
+ ob->angle -= tics;\r
+ }\r
+ else if (c.xaxis == -1)\r
+ {\r
+ ob->angle+= tics;\r
+ if (running) // fast turn\r
+ ob->angle += tics;\r
+ }\r
+\r
+ ob->angle -= (mousexmove/10);\r
+\r
+ if (ob->angle >= ANGLES)\r
+ ob->angle -= ANGLES;\r
+ if (ob->angle < 0)\r
+ ob->angle += ANGLES;\r
+\r
+ }\r
+\r
+ //\r
+ // forward/backwards move\r
+ //\r
+ if (!mouseymove)\r
+ speed = 0;\r
+ else if (mouseymove<0)\r
+ speed = -(long)mouseymove*500;\r
+ else\r
+ speed = -(long)mouseymove*200;\r
+\r
+ if (c.yaxis == -1)\r
+ {\r
+ if (running)\r
+ speed += RUNSPEED*tics;\r
+ else\r
+ speed += PLAYERSPEED*tics;\r
+ }\r
+ else if (c.yaxis == 1)\r
+ {\r
+ if (running)\r
+ speed -= RUNSPEED*tics;\r
+ else\r
+ speed -= PLAYERSPEED*tics;\r
+ }\r
+\r
+ if (speed > 0)\r
+ {\r
+ if (speed >= TILEGLOBAL)\r
+ speed = TILEGLOBAL-1;\r
+ Thrust (ob->angle,speed); // move forwards\r
+ }\r
+ else if (speed < 0)\r
+ {\r
+ if (speed <= -TILEGLOBAL)\r
+ speed = -TILEGLOBAL+1;\r
+ angle = ob->angle + ANGLES/2;\r
+ if (angle >= ANGLES)\r
+ angle -= ANGLES;\r
+ Thrust (angle,-speed); // move backwards\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Player\r
+=\r
+===============\r
+*/\r
+\r
+void T_Player (objtype *ob)\r
+{\r
+ int angle,speed,scroll;\r
+ unsigned text,tilex,tiley;\r
+ long lspeed;\r
+\r
+\r
+ ControlMovement (ob);\r
+\r
+\r
+ //\r
+ // firing\r
+ //\r
+ if (boltsleft)\r
+ {\r
+ handheight+=(tics<<2);\r
+ if (handheight>MAXHANDHEIGHT)\r
+ handheight = MAXHANDHEIGHT;\r
+\r
+ ContinueBolt ();\r
+ lasthand = lasttimecount;\r
+ }\r
+ else\r
+ {\r
+ if (c.button0)\r
+ {\r
+ handheight+=(tics<<2);\r
+ if (handheight>MAXHANDHEIGHT)\r
+ handheight = MAXHANDHEIGHT;\r
+\r
+ if ((unsigned)TimeCount/FIRETIME != lastfiretime)\r
+ BuildShotPower ();\r
+ lasthand = lasttimecount;\r
+ }\r
+ else\r
+ {\r
+ if (lasttimecount > lasthand+HANDPAUSE)\r
+ {\r
+ handheight-=(tics<<1);\r
+ if (handheight<0)\r
+ handheight = 0;\r
+ }\r
+\r
+ if (gamestate.shotpower == MAXSHOTPOWER)\r
+ {\r
+ lastfiretime = (unsigned)TimeCount/FIRETIME;\r
+ BigShoot ();\r
+ }\r
+ else if (gamestate.shotpower)\r
+ {\r
+ lastfiretime = (unsigned)TimeCount/FIRETIME;\r
+ Shoot ();\r
+ }\r
+ }\r
+ }\r
+\r
+ //\r
+ // special actions\r
+ //\r
+\r
+ if ( (Keyboard[sc_Space] || Keyboard[sc_H]) && gamestate.body != MAXBODY)\r
+ DrinkPotion ();\r
+\r
+ if (Keyboard[sc_B] && !boltsleft)\r
+ CastBolt ();\r
+\r
+ if ( (Keyboard[sc_Enter] || Keyboard[sc_N]) && TimeCount-lastnuke > NUKETIME)\r
+ CastNuke ();\r
+\r
+ scroll = LastScan-2;\r
+ if ( scroll>=0 && scroll<NUMSCROLLS && gamestate.scrolls[scroll])\r
+ ReadScroll (scroll);\r
+\r
+ DrawText ();\r
+ DrawCompass ();\r
+\r
+}\r
--- /dev/null
+/* Catacomb Apocalypse 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_PLAY.C\r
+\r
+#include "DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#if 0\r
+#define MSHOTDAMAGE 2\r
+#define MSHOTSPEED 10000\r
+\r
+#define ESHOTDAMAGE 1\r
+#define ESHOTSPEED 5000\r
+\r
+#define SSHOTDAMAGE 3\r
+#define SSHOTSPEED 6500\r
+\r
+#define RANDOM_ATTACK 20\r
+#endif\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean ShootPlayer (objtype *ob, short obclass, short speed, statetype *state);\r
+void T_ShootPlayer(objtype *ob);\r
+\r
+short zombie_base_delay;\r
+\r
+short other_x[] = {0,39,39,0},\r
+ other_y[] = {0,0,27,27};\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+dirtype dirtable[9] = {northwest,north,northeast,west,nodir,east,\r
+ southwest,south,southeast};\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BONUS ITEMS\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_boltbonus = {BOLTOBJPIC,8,NULL,&s_boltbonus2};\r
+statetype s_boltbonus2 = {BOLT2OBJPIC,8,NULL,&s_boltbonus3};\r
+statetype s_boltbonus3 = {BOLT3OBJPIC,8,NULL,&s_boltbonus};\r
+\r
+statetype s_nukebonus = {NUKEOBJPIC,8,NULL,&s_nukebonus2};\r
+statetype s_nukebonus2 = {NUKE2OBJPIC,8,NULL,&s_nukebonus3};\r
+statetype s_nukebonus3 = {NUKE3OBJPIC,8,NULL,&s_nukebonus};\r
+\r
+statetype s_potionbonus = {POTIONOBJPIC,0,NULL,&s_potionbonus};\r
+statetype s_rkeybonus = {RKEYOBJPIC,0,NULL,&s_rkeybonus};\r
+statetype s_ykeybonus = {YKEYOBJPIC,0,NULL,&s_ykeybonus};\r
+statetype s_gkeybonus = {GKEYOBJPIC,0,NULL,&s_gkeybonus};\r
+statetype s_bkeybonus = {BKEYOBJPIC,0,NULL,&s_bkeybonus};\r
+statetype s_chestbonus = {CHESTOBJPIC,0,NULL,&s_chestbonus};\r
+statetype s_oldchestbonus = {OLD_CHESTPIC,0,NULL,&s_oldchestbonus};\r
+\r
+statetype s_waterchestbonus1 = {O_WATER_CHEST1PIC, 10, NULL, &s_waterchestbonus2};\r
+statetype s_waterchestbonus2 = {O_WATER_CHEST2PIC, 10, NULL, &s_waterchestbonus3};\r
+statetype s_waterchestbonus3 = {O_WATER_CHEST3PIC, 10, NULL, &s_waterchestbonus1};\r
+\r
+statetype s_rgem1bonus = {RGEM1PIC,30,NULL,&s_rgem1bonus};\r
+statetype s_ygem1bonus = {YGEM1PIC,30,NULL,&s_ygem1bonus};\r
+statetype s_ggem1bonus = {GGEM1PIC,30,NULL,&s_ggem1bonus};\r
+statetype s_bgem1bonus = {BGEM1PIC,30,NULL,&s_bgem1bonus};\r
+statetype s_pgem1bonus = {PGEM1PIC,30,NULL,&s_pgem1bonus};\r
+\r
+statetype s_bonus_die = {0,8,NULL,NULL};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnBonus\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnBonus (int tilex, int tiley, int number)\r
+{\r
+ extern unsigned gcolor;\r
+\r
+ statetype *state;\r
+\r
+ switch (number)\r
+ {\r
+ case B_BOLT: state = &s_boltbonus; break;\r
+ case B_NUKE: state = &s_nukebonus; break;\r
+ case B_POTION: state = &s_potionbonus; break;\r
+\r
+ case B_RKEY: state = &s_rkeybonus; break;\r
+ case B_YKEY: state = &s_ykeybonus; break;\r
+ case B_GKEY: state = &s_gkeybonus; break;\r
+ case B_BKEY: state = &s_bkeybonus; break;\r
+\r
+ case B_RGEM: state = &s_rgem1bonus; break;\r
+ case B_YGEM: state = &s_ygem1bonus; break;\r
+ case B_GGEM: state = &s_ggem1bonus; break;\r
+ case B_BGEM: state = &s_bgem1bonus; break;\r
+ case B_PGEM: state = &s_pgem1bonus; break;\r
+\r
+ case B_CHEST:\r
+ if (gcolor == 0x0101)\r
+ state = &s_waterchestbonus1;\r
+ else\r
+ state = &s_chestbonus;\r
+ break;\r
+\r
+ case B_OLDCHEST: state = &s_oldchestbonus; break;\r
+\r
+\r
+ default:\r
+ Quit("SpawnBonus(): INVALID BONUS");\r
+ break;\r
+ }\r
+\r
+ SpawnNewObj (tilex,tiley,state,TILEGLOBAL/2);\r
+ new->temp1 = number;\r
+ new->obclass = bonusobj;\r
+\r
+ switch (number)\r
+ {\r
+ case B_POTION:\r
+ case B_OLDCHEST:\r
+ case B_CHEST:\r
+ case B_BOLT:\r
+ case B_NUKE:\r
+ new->flags |= of_shootable;\r
+ break;\r
+\r
+ default:\r
+ new->flags &= ~of_shootable;\r
+ break;\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+============================================================================\r
+\r
+ FREEZE TIME OBJECT\r
+\r
+============================================================================\r
+*/\r
+\r
+extern statetype s_ftimebonus;\r
+extern statetype s_ftimebonus2;\r
+\r
+statetype s_ftimebonus = {TIMEOBJ1PIC,6,NULL,&s_ftimebonus2};\r
+statetype s_ftimebonus2 = {TIMEOBJ2PIC,6,NULL,&s_ftimebonus};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnFTime\r
+=\r
+===============\r
+*/\r
+void SpawnFTime(int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_ftimebonus,TILEGLOBAL/2);\r
+// new->tileobject = true;\r
+ new->obclass = freezeobj;\r
+ new->flags |= of_shootable;\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ EXPLODING WALL\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+void T_WallDie (objtype *ob);\r
+\r
+extern statetype s_walldie1;\r
+extern statetype s_walldie2;\r
+extern statetype s_walldie3;\r
+extern statetype s_walldie4;\r
+extern statetype s_walldie5;\r
+extern statetype s_walldie6;\r
+\r
+statetype s_walldie1 = {0,20,NULL,&s_walldie2};\r
+statetype s_walldie2 = {0,-1,T_WallDie,&s_walldie3};\r
+statetype s_walldie3 = {0,20,NULL,&s_walldie4};\r
+statetype s_walldie4 = {0,-1,T_WallDie,&s_walldie5};\r
+statetype s_walldie5 = {0,20,NULL,&s_walldie6};\r
+statetype s_walldie6 = {0,-1,T_WallDie,NULL};\r
+\r
+\r
+/*\r
+================\r
+=\r
+= ExplodeWall\r
+=\r
+================\r
+*/\r
+\r
+void ExplodeWall (int tilex, int tiley)\r
+{\r
+ extern unsigned gcolor;\r
+ unsigned tilenum;\r
+\r
+ DSpawnNewObj (tilex,tiley,&s_walldie1,0);\r
+ if (new == &dummyobj)\r
+ return;\r
+ new->obclass = inertobj;\r
+ new->active = always;\r
+ if (gcolor == 0x0101)\r
+ tilenum = WATEREXP;\r
+ else\r
+ tilenum = WALLEXP;\r
+ (unsigned)actorat[new->tilex][new->tiley] = tilemap[new->tilex][new->tiley] =\r
+ *(mapsegs[0]+farmapylookup[new->tiley]+new->tilex) = tilenum;\r
+ *(mapsegs[2]+farmapylookup[new->tiley]+new->tilex) &= 0xFF;\r
+}\r
+\r
+\r
+/*\r
+================\r
+=\r
+= T_WallDie\r
+=\r
+================\r
+*/\r
+\r
+void T_WallDie (objtype *ob)\r
+{\r
+ extern unsigned gcolor;\r
+ unsigned tile,other,spot,x,y;\r
+\r
+ if (++ob->temp1 == 3)\r
+ tile = 0;\r
+ else\r
+ if (gcolor == 0x0101)\r
+ tile = WATEREXP-1 + ob->temp1;\r
+ else\r
+ tile = WALLEXP-1 + ob->temp1;\r
+ x = ob->tilex;\r
+ y = ob->tiley;\r
+\r
+ (unsigned)actorat[x][y] = tilemap[x][y] = *(mapsegs[0]+farmapylookup[y]+x) = tile;\r
+\r
+ if (ob->temp1 == 1)\r
+ {\r
+ //\r
+ // blow up nearby walls\r
+ //\r
+ spot = (*(mapsegs[2]+farmapylookup[y]+(x-1))) >> 8;\r
+ if (spot == EXP_WALL_CODE)\r
+ ExplodeWall (x-1,y);\r
+ spot = (*(mapsegs[2]+farmapylookup[y]+(x+1))) >> 8;\r
+ if (spot == EXP_WALL_CODE)\r
+ ExplodeWall (x+1,y);\r
+ spot = (*(mapsegs[2]+farmapylookup[y-1]+x)) >> 8;\r
+ if (spot == EXP_WALL_CODE)\r
+ ExplodeWall (x,y-1);\r
+ spot = (*(mapsegs[2]+farmapylookup[y+1]+x)) >> 8;\r
+ if (spot == EXP_WALL_CODE)\r
+ ExplodeWall (x,y+1);\r
+ }\r
+}\r
+/*\r
+=============================================================================\r
+\r
+ OBJ_WARP GATE\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_Gate (objtype *ob);\r
+void T_Gate_Wait (objtype *ob);\r
+\r
+extern statetype s_portal_wait;\r
+statetype s_portal_wait = {0, 10, &T_Gate_Wait, &s_portal_wait};\r
+\r
+statetype s_portal1 = {PORTAL1PIC, 6, &T_Gate, &s_portal2};\r
+statetype s_portal2 = {PORTAL2PIC, 6, &T_Gate, &s_portal3};\r
+statetype s_portal3 = {PORTAL3PIC, 6, &T_Gate, &s_portal4};\r
+statetype s_portal4 = {PORTAL4PIC, 6, &T_Gate, &s_portal5};\r
+statetype s_portal5 = {PORTAL5PIC, 6, &T_Gate, &s_portal6};\r
+statetype s_portal6 = {PORTAL6PIC, 6, &T_Gate, &s_portal1};\r
+\r
+//---------------------------------------------------------------------------\r
+// SpawnWarp()\r
+//---------------------------------------------------------------------------\r
+void SpawnWarp (int tilex, int tiley)\r
+{\r
+ unsigned spot;\r
+ objtype *ob;\r
+\r
+ spot = (*(mapsegs[2]+farmapylookup[tiley]+tilex+1)) >> 8;\r
+\r
+ if (spot)\r
+ {\r
+ SpawnNewObj (tilex, tiley, &s_portal_wait, TILEGLOBAL/3);\r
+ new->temp1 = spot*70;\r
+ }\r
+ else\r
+ SpawnNewObj (tilex, tiley, &s_portal1, TILEGLOBAL/3);\r
+\r
+ new->obclass = gateobj;\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= T_Gate_Wait\r
+=\r
+===============\r
+*/\r
+\r
+void T_Gate_Wait (objtype *ob)\r
+{\r
+ if ((ob->temp1 -= tics) <= 0)\r
+ {\r
+ if ((ob->tilex == player->tilex) && (ob->tiley == player->tiley))\r
+ return;\r
+ if (CheckHandAttack(ob))\r
+ return;\r
+\r
+ SD_PlaySound(PORTALSND);\r
+ ob->state = &s_portal1;\r
+ ob->ticcount = ob->state->tictime;\r
+\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Gate\r
+=\r
+===============\r
+*/\r
+\r
+void T_Gate (objtype *ob)\r
+{\r
+ objtype *check;\r
+ unsigned temp,spot;\r
+\r
+ if (CheckHandAttack (ob) && !playstate)\r
+ {\r
+ //\r
+ // teleport out of level\r
+ //\r
+ playstate = ex_warped;\r
+ spot = (*(mapsegs[2]+farmapylookup[ob->tiley+1]+ob->tilex)) >> 8;\r
+ gamestate.mapon=spot;\r
+ SD_PlaySound(WARPUPSND);\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ AQUAMAN\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_AquaMan(objtype *ob);\r
+\r
+statetype s_aqua_under1 = {EYESTALKUNDER1PIC, 25, &T_AquaMan, &s_aqua_under2};\r
+statetype s_aqua_under2 = {EYESTALKUNDER2PIC, 20, &T_AquaMan, &s_aqua_under3};\r
+statetype s_aqua_under3 = {EYESTALKUNDER3PIC, 20, &T_AquaMan, &s_aqua_under2};\r
+\r
+statetype s_aqua_left = {EYESTALKUNDER4PIC, 40, NULL, &s_aqua_under3};\r
+statetype s_aqua_right = {EYESTALKUNDER5PIC, 40, NULL, &s_aqua_under3};\r
+\r
+statetype s_aqua_rise1 = {EYESTALKRISE1PIC, 20, NULL, &s_aqua_rise2};\r
+statetype s_aqua_rise2 = {EYESTALKRISE2PIC, 15, NULL, &s_aqua_walk1};\r
+\r
+statetype s_aqua_sink1 = {EYESTALKRISE2PIC, 15, NULL, &s_aqua_sink2};\r
+statetype s_aqua_sink2 = {EYESTALKRISE1PIC, 20, NULL, &s_aqua_under1};\r
+\r
+statetype s_aqua_walk1 = {EYESTALKWALK1PIC, 12, &T_AquaMan, &s_aqua_walk2};\r
+statetype s_aqua_walk2 = {EYESTALKWALK2PIC, 12, &T_AquaMan, &s_aqua_walk1};\r
+\r
+statetype s_aqua_attack1 = {EYESTALKATTACKPIC, 10, NULL, &s_aqua_attack2};\r
+statetype s_aqua_attack2 = {EYESTALKWALK1PIC, 10, &T_DoDamage, &s_aqua_walk1};\r
+\r
+statetype s_aqua_die1 = {EYESTALKDEATH1PIC, 8, NULL, &s_aqua_die2};\r
+statetype s_aqua_die2 = {EYESTALKDEATH2PIC, 8, NULL, &s_aqua_die3};\r
+statetype s_aqua_die3 = {EYESTALKDEATH2PIC, -1, &T_AlternateStates, &s_aqua_die1};\r
+statetype s_aqua_die4 = {EYESTALKDEATH2PIC, 30, NULL, &s_aqua_die5};\r
+statetype s_aqua_die5 = {EYESTALKDEATH3PIC, 40, NULL, &s_aqua_die6};\r
+statetype s_aqua_die6 = {EYESTALKDEATH4PIC, 30, &ExplosionSnd, &s_aqua_die7};\r
+statetype s_aqua_die7 = {EYESTALKDEATH5PIC, 20, NULL, NULL};\r
+\r
+typedef enum {wt_UNDER, wt_WALK} AquaManTypes;\r
+\r
+#define AQ_TIMEREMAIN (ob->temp1)\r
+#define AQ_STAGE (ob->temp2)\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnAquaMan\r
+=\r
+===============\r
+*/\r
+void SpawnAquaMan(int tilex, int tiley)\r
+{\r
+ objtype *ob;\r
+ SpawnNewObj(tilex,tiley,&s_aqua_under1,PIXRADIUS*32);\r
+ ob = new;\r
+\r
+ AQ_STAGE = wt_UNDER;\r
+ AQ_TIMEREMAIN = 60*4+random(60*3);\r
+\r
+ new->obclass = aquamanobj;\r
+ new->speed = 1000;\r
+ new->flags &= ~of_shootable;\r
+ new->hitpoints = EasyHitPoints(15);\r
+}\r
+\r
+void ExplosionSnd(objtype *ob)\r
+{\r
+ if (ob->temp1 != SOUNDPLAYED)\r
+ {\r
+ SD_PlaySound(BODY_EXPLODESND);\r
+ ob->temp1 = SOUNDPLAYED;\r
+\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_AquaMan\r
+=\r
+===============\r
+*/\r
+\r
+void T_AquaMan(objtype *ob)\r
+{\r
+ switch (AQ_STAGE)\r
+ {\r
+ case wt_UNDER:\r
+ ob->flags &= ~of_shootable;\r
+ if (Chase(ob,true))\r
+ {\r
+ // RISE & GOTO WALK STAGE\r
+ //\r
+\r
+ AQ_STAGE = wt_WALK;\r
+ AQ_TIMEREMAIN = 60*5+random(60*5);\r
+ ob->state = &s_aqua_rise1;\r
+ ob->speed = 2200;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ else\r
+ {\r
+ // DEC COUNTER - And check for WALK\r
+ //\r
+ if ((AQ_TIMEREMAIN-=realtics) < 0)\r
+ {\r
+ // RISE & GOTO WALK STAGE\r
+ //\r
+\r
+ if (CheckHandAttack(ob))\r
+ break;\r
+\r
+ AQ_STAGE = wt_WALK;\r
+ AQ_TIMEREMAIN = 60+random(60*2);\r
+ ob->state = &s_aqua_rise1;\r
+ ob->speed = 2200;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ else\r
+ if (random(1000)<5)\r
+ {\r
+ // RANDOM PEEK UP OUT OF WATER\r
+ //\r
+ if (random(2) == 0)\r
+ ob->state = &s_aqua_left;\r
+ else\r
+ ob->state = &s_aqua_right;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ }\r
+ break;\r
+\r
+\r
+ case wt_WALK:\r
+ ob->flags |= of_shootable;\r
+ if (Chase(ob,true) || (random(1000)<RANDOM_ATTACK))\r
+ {\r
+ ob->state = &s_aqua_attack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ else\r
+ {\r
+ // DEC COUNTER - And check for SINK\r
+ //\r
+ if ((AQ_TIMEREMAIN-=realtics) < 0)\r
+ {\r
+ // SINK & GOTO BUBBLE STAGE\r
+ //\r
+\r
+ AQ_STAGE = wt_UNDER;\r
+ AQ_TIMEREMAIN = 60*4+random(60*3);\r
+ ob->state = &s_aqua_sink1;\r
+ ob->speed = 1200;\r
+ ob->ticcount = ob->state->tictime;\r
+ ob->flags &= ~of_shootable;\r
+ }\r
+\r
+ }\r
+ break;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WIZARD\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_Wizard(objtype *ob);\r
+void T_WizardShoot(objtype *ob);\r
+\r
+statetype s_wizard_walk1 = {WIZARDWALK1PIC, 20, &T_Wizard, &s_wizard_walk2};\r
+statetype s_wizard_walk2 = {WIZARDWALK2PIC, 20, &T_Wizard, &s_wizard_walk3};\r
+statetype s_wizard_walk3 = {WIZARDWALK3PIC, 20, &T_Wizard, &s_wizard_walk4};\r
+statetype s_wizard_walk4 = {WIZARDWALK4PIC, 20, &T_Wizard, &s_wizard_walk1};\r
+\r
+statetype s_wizard_attack1 = {WIZARDATTACK1PIC, 20, NULL, &s_wizard_attack2};\r
+statetype s_wizard_attack2 = {WIZARDATTACK2PIC, 20, &T_DoDamage, &s_wizard_walk1};\r
+\r
+statetype s_wizard_ouch = {WIZARDOUCHPIC, 15, NULL, &s_wizard_walk1};\r
+\r
+statetype s_wizard_die1 = {WIZARDDEATH1PIC, 45, &SmallSound, &s_wizard_die2};\r
+statetype s_wizard_die2 = {WIZARDDEATH2PIC, 30, NULL, &s_wizard_die3};\r
+statetype s_wizard_die3 = {WIZARDDEATH3PIC, 15, NULL, &s_wizard_die4};\r
+statetype s_wizard_die4 = {WIZARDDEATH4PIC, 15, NULL, &s_wizard_die4};\r
+\r
+statetype s_wizard_shoot1 = {WIZARDATTACK1PIC, 20, NULL, &s_wizard_shoot2};\r
+statetype s_wizard_shoot2 = {WIZARDATTACK1PIC, -1, &T_WizardShoot, &s_wizard_shoot3};\r
+statetype s_wizard_shoot3 = {WIZARDATTACK2PIC, 20, NULL, &s_wizard_walk1};\r
+\r
+statetype s_wizard_shot1 = {WIZARD_SHOT1PIC, 8, &T_ShootPlayer, &s_wizard_shot2};\r
+statetype s_wizard_shot2 = {WIZARD_SHOT2PIC, 8, &T_ShootPlayer, &s_wizard_shot1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnWizard\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnWizard (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_wizard_walk1,TILEGLOBAL/2);\r
+ new->obclass = wizardobj;\r
+ new->speed = 1536;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(10);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Wizard\r
+=\r
+===============\r
+*/\r
+\r
+void T_Wizard(objtype *ob)\r
+{\r
+ if (Chase (ob,true))// || (random(1000)<RANDOM_ATTACK))\r
+ {\r
+ ob->state = &s_wizard_attack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+ else\r
+ if (AngleNearPlayer(ob) != -1)\r
+ {\r
+ ob->state = &s_wizard_shoot1;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= T_Wizard\r
+=\r
+===============\r
+*/\r
+void T_WizardShoot(objtype *ob)\r
+{\r
+ ShootPlayer(ob, wshotobj, 10000, &s_wizard_shot1);\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ RAY\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_BlobRay(objtype *ob);\r
+void T_RayShoot (objtype *ob);\r
+\r
+statetype s_ray_under = {0, 20, &T_BlobRay, &s_ray_under};\r
+\r
+statetype s_ray_rise = {RAYRISEPIC, 30, NULL, &s_ray_fly1};\r
+\r
+statetype s_ray_sink = {RAYRISEPIC, 30, NULL, &s_ray_under};\r
+\r
+statetype s_ray_fly1 = {RAYFLY1PIC, 10, &T_BlobRay, &s_ray_fly2};\r
+statetype s_ray_fly2 = {RAYFLY2PIC, 10, &T_BlobRay, &s_ray_fly3};\r
+statetype s_ray_fly3 = {RAYFLY1PIC, 10, &T_BlobRay, &s_ray_fly4};\r
+statetype s_ray_fly4 = {RAYFLY3PIC, 10, &T_BlobRay, &s_ray_fly1};\r
+\r
+statetype s_ray_attack1 = {RAYSHOOT1PIC, 15, NULL, &s_ray_attack2};\r
+statetype s_ray_attack2 = {RAYSHOOT2PIC, -1, &T_RayShoot, &s_ray_attack3};\r
+statetype s_ray_attack3 = {RAYSHOOT2PIC, 20, NULL, &s_ray_fly1};\r
+\r
+statetype s_ray_die1 = {RAYDEATH1PIC, 50, &SmallSound, &s_ray_die2};\r
+statetype s_ray_die2 = {RAYDEATH2PIC, 30, NULL, NULL};\r
+\r
+statetype s_ray_shot1 = {RAYSHOT1PIC, 8, &T_ShootPlayer, &s_ray_shot2};\r
+statetype s_ray_shot2 = {RAYSHOT2PIC, 8, &T_ShootPlayer, &s_ray_shot1};\r
+\r
+\r
+typedef enum {br_GND, br_WALK, br_CORNER1, br_CORNER2, br_CORNER3, br_CORNER4} BlobTypes;\r
+\r
+#define BR_TIMEREMAIN (ob->temp1)\r
+#define BR_STAGE (ob->temp2)\r
+#define BLOB_LEAVE 0x04\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnRay\r
+=\r
+===============\r
+*/\r
+void SpawnRay(int tilex, int tiley)\r
+{\r
+ objtype *ob;\r
+ SpawnNewObj(tilex, tiley, &s_ray_under, PIXRADIUS*25);\r
+ ob=new;\r
+\r
+ BR_STAGE = br_GND;\r
+ BR_TIMEREMAIN = random(60)+random(100);\r
+\r
+ new->obclass = rayobj;\r
+ new->speed = 1700;\r
+ new->flags &= ~of_shootable;\r
+ new->hitpoints = EasyHitPoints(15);\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BLOB\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+statetype s_blob_gnd1 = {BLOBGND1PIC, 13, T_BlobRay, &s_blob_gnd2};\r
+statetype s_blob_gnd2 = {BLOBGND2PIC, 15, T_BlobRay, &s_blob_gnd1};\r
+\r
+statetype s_blob_rise1 = {BLOBRISE1PIC, 20, NULL, &s_blob_rise2};\r
+statetype s_blob_rise2 = {BLOBRISE2PIC, 20, NULL, &s_blob_walk1};\r
+\r
+statetype s_blob_sink1 = {BLOBRISE2PIC, 20, NULL, &s_blob_sink2};\r
+statetype s_blob_sink2 = {BLOBRISE1PIC, 20, NULL, &s_blob_gnd1};\r
+\r
+statetype s_blob_walk1 = {BLOBWALK1PIC, 15, T_BlobRay, &s_blob_walk2};\r
+statetype s_blob_walk2 = {BLOBWALK2PIC, 15, T_BlobRay, &s_blob_walk3};\r
+statetype s_blob_walk3 = {BLOBWALK3PIC, 15, T_BlobRay, &s_blob_walk1};\r
+\r
+statetype s_blob_ouch = {BLOBRISE2PIC, 10, T_BlobRay, &s_blob_walk1};\r
+\r
+statetype s_blob_die1 = {BLOBDEATH1PIC, 30, &ExplosionSnd, &s_blob_die2};\r
+statetype s_blob_die2 = {BLOBDEATH2PIC, 30, NULL, &s_blob_die3};\r
+statetype s_blob_die3 = {BLOBDEATH3PIC, 30, NULL, NULL};\r
+\r
+statetype s_blob_shot1 = {BLOB_SHOT1PIC, 8, &T_ShootPlayer, &s_blob_shot2};\r
+statetype s_blob_shot2 = {BLOB_SHOT2PIC, 8, &T_ShootPlayer, &s_blob_shot1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnBlob\r
+=\r
+===============\r
+*/\r
+void SpawnBlob(int tilex, int tiley)\r
+{\r
+ objtype *ob;\r
+ SpawnNewObj(tilex, tiley, &s_blob_gnd1, PIXRADIUS*14);\r
+ ob=new;\r
+\r
+ BR_STAGE = br_GND;\r
+ BR_TIMEREMAIN = random(60)+random(100);\r
+\r
+ new->obclass = blobobj;\r
+ new->speed = 1200;\r
+ new->flags &= ~of_shootable;\r
+ new->hitpoints = EasyHitPoints(13);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BlobRay\r
+=\r
+===============\r
+*/\r
+\r
+void T_BlobRay(objtype *ob)\r
+{\r
+ switch (BR_STAGE)\r
+ {\r
+ case br_GND:\r
+ ob->flags &= ~of_shootable;\r
+ if (Chase(ob,true))\r
+ {\r
+ // RISE & GOTO WALK STAGE\r
+ //\r
+\r
+ BR_STAGE = br_WALK;\r
+ BR_TIMEREMAIN = 60*8+random(60*5);\r
+ if (ob->obclass == blobobj)\r
+ ob->state = &s_blob_rise1;\r
+ else\r
+ ob->state = &s_ray_rise;\r
+ ob->speed = 2200;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ else\r
+ {\r
+ // DEC COUNTER - And check for WALK\r
+ //\r
+ if ((BR_TIMEREMAIN -= realtics) < 0)\r
+ {\r
+ // RISE & GOTO WALK STAGE\r
+ //\r
+\r
+ BR_STAGE = br_WALK;\r
+ BR_TIMEREMAIN = 60*8+random(60*5);\r
+ if (ob->obclass == blobobj)\r
+ ob->state = &s_blob_rise1;\r
+ else\r
+ ob->state = &s_ray_rise;\r
+ ob->speed = 2200;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ }\r
+ break;\r
+\r
+\r
+ case br_WALK:\r
+ ob->flags |= of_shootable;\r
+\r
+ if (Chase(ob,true) || (CheckHandAttack(ob)))\r
+\r
+ {\r
+ ob->flags |= BLOB_LEAVE;\r
+ BR_STAGE = random(br_CORNER3) + 2;\r
+ BR_TIMEREMAIN = 60*2+(random(6)*60);\r
+ if (ob->obclass == blobobj)\r
+ ob->state = &s_blob_gnd1;\r
+ else\r
+ ob->state = &s_ray_under;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ else\r
+ if (AngleNearPlayer(ob) != -1)\r
+ {\r
+ if (ob->obclass == blobobj)\r
+ {\r
+ if (!(random(15)))\r
+ ShootPlayer(ob, bshotobj, 10000, &s_blob_shot1);\r
+ }\r
+ else\r
+ if (!(random(7)))\r
+ {\r
+ ob->state = &s_ray_attack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ }\r
+\r
+ else\r
+ {\r
+ // DEC COUNTER - And check for SINK\r
+ //\r
+ if ((BR_TIMEREMAIN -= realtics) < 0)\r
+ {\r
+ // SINK & GOTO GROUND STAGE\r
+ //\r
+\r
+ BR_STAGE = br_GND;\r
+ BR_TIMEREMAIN = 60*2+random(60*2);\r
+ if (ob->obclass == blobobj)\r
+ {\r
+ ob->state = &s_blob_sink1;\r
+ ob->speed = 1200;\r
+ }\r
+ else\r
+ {\r
+ ob->state = &s_ray_sink;\r
+ ob->speed = 1700;\r
+ }\r
+ ob->ticcount = ob->state->tictime;\r
+ ob->flags &= ~of_shootable;\r
+ }\r
+\r
+ }\r
+ break;\r
+ case br_CORNER1:\r
+ case br_CORNER2:\r
+ case br_CORNER3:\r
+ case br_CORNER4:\r
+ ob->flags &= ~of_shootable;\r
+ if ((BR_TIMEREMAIN -= realtics) < 0)\r
+ {\r
+ BR_STAGE = br_GND;\r
+ ob->flags &= ~BLOB_LEAVE;\r
+ }\r
+ else\r
+ {\r
+ fixed tempx,tempy;\r
+ unsigned temp_tilex,temp_tiley;\r
+\r
+ tempx = player->x;\r
+ tempy = player->y;\r
+ temp_tilex = player->tilex;\r
+ temp_tiley = player->tiley;\r
+\r
+ player->x = ((long)other_x[BR_STAGE-2]<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->y = ((long)other_y[BR_STAGE-2]<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->tilex = other_x[BR_STAGE-2];\r
+ player->tiley = other_y[BR_STAGE-2];\r
+\r
+\r
+ Chase(ob,true);\r
+\r
+ player->x = tempx;\r
+ player->y = tempy;\r
+ player->tilex = temp_tilex;\r
+ player->tiley = temp_tiley;\r
+ }\r
+ break;\r
+ }\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= T_RayShoot\r
+=\r
+===============\r
+*/\r
+void T_RayShoot (objtype *ob)\r
+{\r
+ ShootPlayer(ob, rshotobj, 10000, &s_ray_shot1);\r
+}
\ No newline at end of file
--- /dev/null
+/* Catacomb Apocalypse 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_PLAY.C\r
+\r
+#include "DEF.H"\r
+#pragma hdrstop\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean ShootPlayer (objtype *ob, short obclass, short speed, statetype *state);\r
+void T_ShootPlayer(objtype *ob);\r
+\r
+short head_base_delay;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+void T_ShooterObj(objtype *ob);\r
+\r
+void SpawnRamBone(int tilex, int tiley);\r
+void T_SkeletonShoot(objtype *ob);\r
+void SpawnFutureMage (int tilex, int tiley);\r
+void T_FMageShoot(objtype *ob);\r
+void SpawnRoboTank(int tilex, int tiley);\r
+void T_RoboTankShoot(objtype *ob);\r
+void SpawnStompy(int tilex, int tiley);\r
+void T_StompyShoot(objtype *ob);\r
+void SpawnBug(int tilex, int tiley);\r
+void T_BugShoot(objtype *ob);\r
+void SpawnShooterEye(int tilex, int tiley);\r
+void T_EyeShootPlayer(objtype *ob);\r
+void SpawnRunningEye(int tilex, int tiley);\r
+void T_RunningEye(objtype *ob);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LARGE SOUND\r
+\r
+=============================================================================\r
+*/\r
+void LargeSound (objtype *ob)\r
+{\r
+ if (ob->temp1 != SOUNDPLAYED)\r
+ {\r
+ SD_PlaySound(LARGEMONSTERSND);\r
+ ob->temp1 = SOUNDPLAYED;\r
+\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SMALL SOUND\r
+\r
+=============================================================================\r
+*/\r
+void SmallSound (objtype *ob)\r
+{\r
+ if (ob->temp1 != SOUNDPLAYED)\r
+ {\r
+ SD_PlaySound(SMALLMONSTERSND);\r
+ ob->temp1 = SOUNDPLAYED;\r
+\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ RAMBONE\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+statetype s_skel_1 = {RAMBONEWALK1PIC, 10, &T_ShooterObj, &s_skel_2};\r
+statetype s_skel_2 = {RAMBONEWALK2PIC, 10, &T_ShooterObj, &s_skel_3};\r
+statetype s_skel_3 = {RAMBONEWALK3PIC, 10, &T_ShooterObj, &s_skel_4};\r
+statetype s_skel_4 = {RAMBONEWALK4PIC, 10, &T_ShooterObj, &s_skel_1};\r
+\r
+statetype s_skel_attack1 = {RAMBONEATTACK1PIC, 12, NULL, &s_skel_attack2};\r
+statetype s_skel_attack2 = {RAMBONEATTACK2PIC, 20, NULL, &s_skel_attack3};\r
+statetype s_skel_attack3 = {RAMBONEATTACK2PIC, -1, T_SkeletonShoot, &s_skel_attack4};\r
+statetype s_skel_attack4 = {RAMBONEATTACK3PIC, 20, NULL, &s_skel_ouch};\r
+\r
+statetype s_skel_ouch = {RAMBONEATTACK1PIC, 10, NULL, &s_skel_1};\r
+\r
+statetype s_skel_die1 = {RAMBONEDEATH1PIC, 40, NULL, &s_skel_die2};\r
+statetype s_skel_die2 = {RAMBONEDEATH2PIC, 30, NULL, &s_skel_die3};\r
+statetype s_skel_die3 = {RAMBONEDEATH3PIC, 20, &LargeSound, NULL};\r
+\r
+statetype s_skel_shot1 = {RAMBONESHOT1PIC, 10, &T_ShootPlayer, &s_skel_shot2};\r
+statetype s_skel_shot2 = {RAMBONESHOT2PIC, 10, &T_ShootPlayer, &s_skel_shot1};\r
+\r
+#define shooter_mode ob->temp1\r
+#define shooter_delay ob->temp2\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnSkeleton\r
+=\r
+===============\r
+*/\r
+void SpawnRamBone(int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex, tiley, &s_skel_1,PIXRADIUS*20);\r
+ new->obclass = ramboneobj;\r
+ new->speed = 2036;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(12);\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_SkeletonShoot\r
+=\r
+=================\r
+*/\r
+void T_SkeletonShoot(objtype *ob)\r
+{\r
+ ShootPlayer(ob, rbshotobj, MSHOTSPEED, &s_skel_shot1);\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ FUTURE MAGE\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_fmage1 = {FMAGEWALK1PIC, 20, &T_ShooterObj, &s_fmage2};\r
+statetype s_fmage2 = {FMAGEWALK2PIC, 20, &T_ShooterObj, &s_fmage3};\r
+statetype s_fmage3 = {FMAGEWALK3PIC, 20, &T_ShooterObj, &s_fmage1};\r
+\r
+statetype s_fmageattack1 = {FMAGEATTACK1PIC, 20, NULL, &s_fmageattack2};\r
+statetype s_fmageattack2 = {FMAGEATTACK1PIC, -1, &T_FMageShoot, &s_fmageattack3};\r
+statetype s_fmageattack3 = {FMAGEATTACK2PIC, 30, NULL, &s_fmage1};\r
+\r
+statetype s_fmageouch = {FMAGEATTACK1PIC, 10, NULL, &s_fmage1};\r
+\r
+statetype s_fmagedie1 = {FMAGEDEATH1PIC, 40, NULL, &s_fmagedie2};\r
+statetype s_fmagedie2 = {FMAGEDEATH2PIC, 30, &SmallSound, &s_fmagedie3};\r
+statetype s_fmagedie3 = {FMAGEDEATH3PIC, 0, NULL, &s_fmagedie3};\r
+\r
+statetype s_fmshot1 = {FMAGESHOT1PIC, 8, &T_ShootPlayer, &s_fmshot2};\r
+statetype s_fmshot2 = {FMAGESHOT2PIC, 8, &T_ShootPlayer, &s_fmshot1};\r
+\r
+/*\r
+=================\r
+=\r
+= SpawnFutureMage\r
+=\r
+=================\r
+*/\r
+\r
+void SpawnFutureMage (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex, tiley, &s_fmage1, PIXRADIUS*15);\r
+ new->obclass = fmageobj;\r
+ new->speed = 3072;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(12);\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_FMageShoot\r
+=\r
+=================\r
+*/\r
+void T_FMageShoot(objtype *ob)\r
+{\r
+ ShootPlayer(ob, fmshotobj, MSHOTSPEED, &s_fmshot1);\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ ROBO TANK\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_robotank_walk1 = {ROBOTANKWALK1PIC, 15, &T_ShooterObj, &s_robotank_walk2};\r
+statetype s_robotank_walk2 = {ROBOTANKWALK2PIC, 15, &T_ShooterObj, &s_robotank_walk3};\r
+statetype s_robotank_walk3 = {ROBOTANKWALK3PIC, 15, &T_ShooterObj, &s_robotank_walk4};\r
+statetype s_robotank_walk4 = {ROBOTANKWALK4PIC, 15, &T_ShooterObj, &s_robotank_walk1};\r
+\r
+statetype s_robotank_attack1 = {ROBOTANKWALK1PIC, 15, NULL, &s_robotank_attack2};\r
+statetype s_robotank_attack2 = {ROBOTANKATTACK1PIC, 15, NULL, &s_robotank_attack3};\r
+statetype s_robotank_attack3 = {ROBOTANKATTACK1PIC, -1, &T_RoboTankShoot, &s_robotank_attack4};\r
+statetype s_robotank_attack4 = {ROBOTANKWALK1PIC, 15, NULL, &s_robotank_walk1};\r
+\r
+statetype s_robotank_death1 = {ROBOTANKDEATH1PIC, 8, NULL, &s_robotank_death2};\r
+statetype s_robotank_death2 = {ROBOTANKDEATH2PIC, 8, NULL, &s_robotank_death3};\r
+statetype s_robotank_death3 = {ROBOTANKDEATH2PIC, -1, &T_AlternateStates, &s_robotank_death1};\r
+statetype s_robotank_death4 = {ROBOTANKDEATH3PIC, 25, &ExplosionSnd, &s_robotank_death5};\r
+statetype s_robotank_death5 = {ROBOTANKDEATH4PIC, 20, NULL, &s_robotank_death5};\r
+\r
+statetype s_robotank_shot1 = {PSHOT1PIC, 10, &T_ShootPlayer, &s_robotank_shot2};\r
+statetype s_robotank_shot2 = {PSHOT2PIC, 10, &T_ShootPlayer, &s_robotank_shot1};\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= SpawnRoboTank\r
+=\r
+=================\r
+*/\r
+void SpawnRoboTank(int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex, tiley, &s_robotank_walk1, PIXRADIUS*35);\r
+ new->obclass = robotankobj;\r
+ new->speed = 1700;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(25);\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_RoboTankShoot\r
+=\r
+=================\r
+*/\r
+void T_RoboTankShoot(objtype *ob)\r
+{\r
+ ShootPlayer(ob, rtshotobj, 7000, &s_robotank_shot1);\r
+}\r
+\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= T_AlternateStates\r
+=\r
+====================\r
+*/\r
+void T_AlternateStates(objtype *ob)\r
+{\r
+ if (ob->temp1--)\r
+ {\r
+ ob->state = ob->state->next;\r
+ }\r
+ else\r
+ {\r
+ if (ob->state == &s_robotank_death3)\r
+ ob->state = &s_robotank_death4;\r
+ else\r
+ ob->state = &s_aqua_die4;\r
+ }\r
+ ob->ticcount = ob->state->tictime;\r
+}\r
+\r
+\r
+\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ STOMPY\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_stompy_walk1 = {STOMPYWALK1PIC, 15, &T_ShooterObj, &s_stompy_walk2};\r
+statetype s_stompy_walk2 = {STOMPYWALK2PIC, 15, &T_ShooterObj, &s_stompy_walk3};\r
+statetype s_stompy_walk3 = {STOMPYWALK3PIC, 15, &T_ShooterObj, &s_stompy_walk4};\r
+statetype s_stompy_walk4 = {STOMPYWALK4PIC, 15, &T_ShooterObj, &s_stompy_walk1};\r
+\r
+statetype s_stompy_attack1 = {STOMPYATTACK1PIC, 10, NULL, &s_stompy_attack2};\r
+statetype s_stompy_attack2 = {STOMPYATTACK2PIC, 15, NULL, &s_stompy_attack3};\r
+statetype s_stompy_attack3 = {STOMPYATTACK2PIC, -1, T_StompyShoot, &s_stompy_attack4};\r
+statetype s_stompy_attack4 = {STOMPYATTACK1PIC, 10, NULL, &s_stompy_walk1};\r
+\r
+statetype s_stompy_ouch = {STOMPYATTACK1PIC, 10, NULL, &s_stompy_walk2};\r
+\r
+statetype s_stompy_death1 = {STOMPYDEATH1PIC, 45, &ExplosionSnd, &s_stompy_death2};\r
+statetype s_stompy_death2 = {STOMPYDEATH2PIC, 30, NULL, &s_stompy_death3};\r
+statetype s_stompy_death3 = {STOMPYDEATH3PIC, 25, NULL, &s_stompy_death4};\r
+statetype s_stompy_death4 = {STOMPYDEATH4PIC, 20, NULL, NULL};\r
+\r
+statetype s_stompy_shot1 = {STOMPYSHOT1PIC, 6, &T_ShootPlayer, &s_stompy_shot2};\r
+statetype s_stompy_shot2 = {STOMPYSHOT2PIC, 6, &T_ShootPlayer, &s_stompy_shot3};\r
+statetype s_stompy_shot3 = {STOMPYSHOT1PIC, 6, &T_ShootPlayer, &s_stompy_shot4};\r
+statetype s_stompy_shot4 = {STOMPYSHOT3PIC, 6, &T_ShootPlayer, &s_stompy_shot5};\r
+statetype s_stompy_shot5 = {STOMPYSHOT4PIC, 6, &T_ShootPlayer, &s_stompy_shot4};\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= SpawnStompy\r
+=\r
+=================\r
+*/\r
+void SpawnStompy(int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex, tiley, &s_stompy_walk1, PIXRADIUS*25);\r
+ new->obclass = stompyobj;\r
+ new->speed = 1800;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(20);\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_StompyShoot\r
+=\r
+=================\r
+*/\r
+void T_StompyShoot(objtype *ob)\r
+{\r
+ ShootPlayer(ob, syshotobj, 8500, &s_stompy_shot1);\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BUG\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_bug_walk1 = {BUG_WALK1PIC, 15, &T_ShooterObj, &s_bug_walk2};\r
+statetype s_bug_walk2 = {BUG_WALK2PIC, 15, &T_ShooterObj, &s_bug_walk3};\r
+statetype s_bug_walk3 = {BUG_WALK3PIC, 15, &T_ShooterObj, &s_bug_walk1};\r
+\r
+statetype s_bug_attack1 = {BUG_ATTACK1PIC, 20, NULL, &s_bug_attack2};\r
+statetype s_bug_attack2 = {BUG_ATTACK2PIC, 20, NULL, &s_bug_attack3};\r
+statetype s_bug_attack3 = {BUG_ATTACK2PIC, -1, &T_BugShoot, &s_bug_attack4};\r
+statetype s_bug_attack4 = {BUG_ATTACK1PIC, 15, NULL, &s_bug_walk1};\r
+\r
+statetype s_bug_ouch = {BUG_WALK1PIC, 10, NULL, &s_bug_walk2};\r
+\r
+statetype s_bug_death1 = {BUG_DEATH1PIC, 35, &SmallSound, &s_bug_death2};\r
+statetype s_bug_death2 = {BUG_DEATH2PIC, 10, NULL, &s_bug_death2};\r
+\r
+statetype s_bug_shot1 = {BUG_SHOT1PIC, 10, &T_ShootPlayer, &s_bug_shot2};\r
+statetype s_bug_shot2 = {BUG_SHOT2PIC, 10, &T_ShootPlayer, &s_bug_shot1};\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= SpawnBug\r
+=\r
+=================\r
+*/\r
+void SpawnBug(int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex, tiley, &s_bug_walk1, PIXRADIUS*20);\r
+ new->obclass = bugobj;\r
+ new->speed = 1500;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(10);\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_BugShoot\r
+=\r
+=================\r
+*/\r
+void T_BugShoot(objtype *ob)\r
+{\r
+ ShootPlayer(ob, bgshotobj, 8000, &s_bug_shot1);\r
+}\r
+\r
+\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MEC EYE\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_EyeShootPlayer (objtype *ob);\r
+\r
+statetype s_eye_pause = {EYE_WALK1PIC,40,NULL,&s_eye_2};\r
+\r
+statetype s_eye_1 = {EYE_WALK1PIC,20,T_ShooterObj,&s_eye_2};\r
+statetype s_eye_2 = {EYE_WALK2PIC,20,T_ShooterObj,&s_eye_3};\r
+statetype s_eye_3 = {EYE_WALK3PIC,20,T_ShooterObj,&s_eye_4};\r
+statetype s_eye_4 = {EYE_WALK2PIC,20,T_ShooterObj,&s_eye_1};\r
+statetype s_eye_shootplayer_1 = {EYE_WALK1PIC,1,T_EyeShootPlayer,&s_eye_shootplayer_2};\r
+statetype s_eye_shootplayer_2 = {EYE_WALK1PIC,20,NULL,&s_eye_1};\r
+\r
+statetype s_eye_ouch = {EYE_OUCH1PIC,8,NULL,&s_eye_ouch2};\r
+statetype s_eye_ouch2 = {EYE_OUCH2PIC,8,NULL,&s_eye_1};\r
+\r
+statetype s_eye_die1 = {EYE_DEATH1PIC,22,NULL,&s_eye_die2};\r
+statetype s_eye_die2 = {EYE_DEATH2PIC,22,&SmallSound,&s_eye_die3};\r
+statetype s_eye_die3 = {EYE_DEATH3PIC,22,NULL,&s_eye_die4};\r
+statetype s_eye_die4 = {EYE_DEATH4PIC,22,NULL,&s_eye_die4};\r
+\r
+statetype s_eshot1 = {EYE_SHOT1PIC,8,&T_ShootPlayer,&s_eshot2};\r
+statetype s_eshot2 = {EYE_SHOT2PIC,8,&T_ShootPlayer,&s_eshot1};\r
+\r
+\r
+//-------------------------------------------------------------------------\r
+// SpawnEye()\r
+//-------------------------------------------------------------------------\r
+void SpawnShooterEye(int tilex, int tiley)\r
+{\r
+ objtype *ob;\r
+\r
+ SpawnNewObj(tilex,tiley,&s_eye_1,PIXRADIUS*10);\r
+ ob = new;\r
+ new->obclass = eyeobj;\r
+ new->speed = 3000;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(15);\r
+ shooter_mode = sm_other1;\r
+}\r
+\r
+\r
+//---------------------------------------------------------------------------\r
+// T_EyeShootPlayer\r
+//---------------------------------------------------------------------------\r
+void T_EyeShootPlayer (objtype *ob)\r
+{\r
+ ShootPlayer(ob, eshotobj, ESHOTSPEED, &s_eshot1);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_ShooterObj\r
+=\r
+= **********\r
+= ***NOTE*** This routine controls the thinks for the RamBone, RoboTank,\r
+= ********** Stompy, Future Mage, Bug, and Old Mage\r
+=\r
+===============\r
+*/\r
+\r
+void T_ShooterObj(objtype *ob)\r
+{\r
+ fixed tempx,tempy;\r
+ unsigned temp_tilex,temp_tiley;\r
+ int angle;\r
+\r
+ shooter_delay -= realtics;\r
+ if (shooter_delay < 0)\r
+ {\r
+ shooter_mode = random(sm_dummy);\r
+ shooter_delay = random(10*60)+random(50);\r
+ }\r
+\r
+ tempx = player->x;\r
+ tempy = player->y;\r
+ temp_tilex = player->tilex;\r
+ temp_tiley = player->tiley;\r
+\r
+\r
+ switch (shooter_mode)\r
+ {\r
+ case sm_other1:\r
+ case sm_other2:\r
+ case sm_other3:\r
+ case sm_other4:\r
+ player->x = ((long)other_x[shooter_mode]<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->y = ((long)other_y[shooter_mode]<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->tilex = other_x[shooter_mode];\r
+ player->tiley = other_y[shooter_mode];\r
+ break;\r
+ }\r
+\r
+ if (Chase(ob,true))\r
+ shooter_delay = 0;\r
+\r
+ player->x = tempx;\r
+ player->y = tempy;\r
+ player->tilex = temp_tilex;\r
+ player->tiley = temp_tiley;\r
+\r
+ angle = AngleNearPlayer(ob);\r
+\r
+\r
+ // Handle shooting for the different characters controlled by this think.\r
+ switch (ob->obclass)\r
+ {\r
+ case ramboneobj:\r
+ if (!random(2) && (angle != -1))\r
+ {\r
+ ob->state = &s_skel_attack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ break;\r
+\r
+ case fmageobj:\r
+ if (!random(8) && (angle != -1))\r
+ {\r
+ ob->state = &s_fmageattack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ break;\r
+\r
+ case robotankobj:\r
+ if (!random(15) && (angle != -1))\r
+ {\r
+ ob->state = &s_robotank_attack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ break;\r
+\r
+ case stompyobj:\r
+ if (angle != -1)\r
+ {\r
+ ob->state = &s_stompy_attack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ break;\r
+\r
+ case bugobj:\r
+ if (!random(5) && (angle != -1))\r
+ {\r
+ ob->state = &s_bug_attack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ break;\r
+\r
+ case eyeobj:\r
+ if (!random(2) && (angle != -1))\r
+ {\r
+ ob->state = &s_eye_shootplayer_1;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ break;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ RUNNING EYE\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_reye_1 = {EYE_WALK1PIC, 20, &T_RunningEye, &s_reye_2};\r
+statetype s_reye_2 = {EYE_WALK2PIC, 20, &T_RunningEye, &s_reye_3};\r
+statetype s_reye_3 = {EYE_WALK3PIC, 20, &T_RunningEye, &s_reye_4};\r
+statetype s_reye_4 = {EYE_WALK2PIC, 20, &T_RunningEye, &s_reye_1};\r
+\r
+statetype s_reye_ouch = {EYE_OUCH1PIC, 8, NULL, &s_reye_ouch2};\r
+statetype s_reye_ouch2 = {EYE_OUCH2PIC, 8, NULL, &s_reye_1};\r
+\r
+statetype s_reye_die1 = {EYE_DEATH1PIC, 22, NULL, &s_reye_die2};\r
+statetype s_reye_die2 = {EYE_DEATH2PIC, 22, &SmallSound, &s_reye_die3};\r
+statetype s_reye_die3 = {EYE_DEATH3PIC, 22, NULL, &s_reye_die4};\r
+statetype s_reye_die4 = {EYE_DEATH4PIC, 22, NULL, &s_reye_die4};\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnRunningEye()\r
+=\r
+====================\r
+*/\r
+void SpawnRunningEye(int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_reye_1,PIXRADIUS*25);\r
+ new->obclass = reyeobj;\r
+ new->speed = 3500;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(15);\r
+ new->temp2 = (*(mapsegs[2]+farmapylookup[tiley+1]+tilex))>>8;\r
+ *(mapsegs[2]+farmapylookup[tiley+1]+tilex) = 0;\r
+\r
+ new->temp1 = 2;\r
+\r
+ if (!new->temp2)\r
+ Quit("Initialize the running eye!\n");\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= T_RunningEye\r
+=\r
+====================\r
+*/\r
+void T_RunningEye(objtype *ob)\r
+{\r
+ int x, y, dir_num, switch_num;\r
+ fixed tempx,tempy;\r
+ unsigned temp_tilex,temp_tiley;\r
+\r
+ dir_num = *(mapsegs[2]+farmapylookup[ob->tiley]+ob->tilex);\r
+ dir_num = dir_num>>8;\r
+\r
+ if (!dir_num)\r
+ dir_num = ob->temp2;\r
+\r
+ if (dir_num == 5)\r
+ {\r
+ if (ob->temp1)\r
+ {\r
+ ob->temp1--;\r
+ }\r
+ else\r
+ {\r
+ ob->temp1 = 2;\r
+ actorat[ob->tilex][ob->tiley] = 0;\r
+ switch (ob->temp2)\r
+ {\r
+ case 1:\r
+ ob->tiley = ob->tiley-1;\r
+ ob->y = ((long)(ob->tiley)<<TILESHIFT)+TILEGLOBAL/2;\r
+ break;\r
+\r
+ case 2:\r
+ ob->tilex = ob->tilex+1;\r
+ ob->x = ((long)(ob->tilex)<<TILESHIFT)+TILEGLOBAL/2;\r
+ break;\r
+\r
+ case 3:\r
+ ob->tiley = ob->tiley+1;\r
+ ob->y = ((long)(ob->tiley)<<TILESHIFT)+TILEGLOBAL/2;\r
+ break;\r
+\r
+ case 0:\r
+ case 4:\r
+ ob->tilex = ob->tilex-1;\r
+ ob->x = ((long)(ob->tilex)<<TILESHIFT)+TILEGLOBAL/2;\r
+ break;\r
+ }\r
+ CalcBounds (ob);\r
+ ChaseThink(ob,false);\r
+ actorat[ob->tilex][ob->tiley] = ob;\r
+ return;\r
+ }\r
+ }\r
+\r
+ tempx = player->x;\r
+ tempy = player->y;\r
+ temp_tilex = player->tilex;\r
+ temp_tiley = player->tiley;\r
+\r
+ if (dir_num == 5)\r
+ switch_num = ob->temp2;\r
+ else\r
+ switch_num = dir_num;\r
+\r
+ switch (switch_num)\r
+ {\r
+ case 1:\r
+ player->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->y = ((long)(ob->tiley-2)<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->tilex = ob->tilex;\r
+ player->tiley = ob->tiley-2;\r
+ break;\r
+\r
+ case 2:\r
+ player->x = ((long)(ob->tilex+2)<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->tilex = ob->tilex+2;\r
+ player->tiley = ob->tiley;\r
+ break;\r
+\r
+ case 3:\r
+ player->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->y = ((long)(ob->tiley+2)<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->tilex = ob->tilex;\r
+ player->tiley = ob->tiley+2;\r
+ break;\r
+\r
+ case 0:\r
+ case 4:\r
+ player->x = ((long)(ob->tilex-2)<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->tilex = ob->tilex-2;\r
+ player->tiley = ob->tiley;\r
+ break;\r
+ }\r
+\r
+ Chase(ob, false);\r
+\r
+ player->x = tempx;\r
+ player->y = tempy;\r
+ player->tilex = temp_tilex;\r
+ player->tiley = temp_tiley;\r
+\r
+ if (dir_num != 5)\r
+ ob->temp2 = dir_num;\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ EGYPTIAN HEAD\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_Head(objtype *ob);\r
+\r
+statetype s_head = {HEADPIC, 20, &T_Head, &s_head};\r
+\r
+statetype s_head_shot1 = {PSHOT1PIC, 10, &T_ShootPlayer, &s_head_shot2};\r
+statetype s_head_shot2 = {PSHOT2PIC, 10, &T_ShootPlayer, &s_head_shot1};\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= SpawnEgyptianHead\r
+=\r
+===================\r
+*/\r
+\r
+void SpawnEgyptianHead (int tilex, int tiley)\r
+{\r
+ objtype *ob;\r
+ short current_head_delay;\r
+ unsigned tile;\r
+\r
+ SpawnNewObj(tilex, tiley, &s_head, PIXRADIUS*35);\r
+ ob = new;\r
+ head_mode = h_wait_to_rise;\r
+\r
+ tile = *(mapsegs[2]+farmapylookup[tiley+1]+tilex);\r
+ if (tile)\r
+ head_delay = (tile>>8)*30;\r
+ else\r
+ {\r
+ current_head_delay = (3*60)+random(3*60);\r
+ head_delay = head_base_delay+current_head_delay;\r
+ head_base_delay += current_head_delay;\r
+ if (head_base_delay > 8*60)\r
+ head_base_delay = 0;\r
+ }\r
+\r
+ new->obclass = realsolidobj;\r
+ new->speed = 3000;\r
+ new->flags |= of_shootable;\r
+}\r
+\r
+\r
+\r
+//--------------------------------------------------------------------------\r
+// T_Head()\r
+//--------------------------------------------------------------------------\r
+void T_Head(objtype *ob)\r
+{\r
+ fixed tempx,tempy;\r
+ unsigned temp_tilex,temp_tiley;\r
+ int angle;\r
+\r
+ switch (head_mode)\r
+ {\r
+ case h_wait_to_rise:\r
+ if (head_delay < 0)\r
+ {\r
+ if ((ob->tilex == player->tilex) && (ob->tiley == player->tiley))\r
+ break;\r
+ if (CheckHandAttack(ob))\r
+ break;\r
+\r
+ ob->obclass = headobj;\r
+ ob->active = always;\r
+ head_mode = h_active;\r
+ head_delay = random(100)+random(60);\r
+ ob->hitpoints = EasyHitPoints(16);\r
+ }\r
+ else\r
+ head_delay -= tics;\r
+\r
+ break;\r
+\r
+ case h_player1:\r
+ case h_player2:\r
+ case h_player3:\r
+ case h_player4:\r
+ case h_active:\r
+ Chase (ob,true);\r
+\r
+ if (!random(2) && (angle != -1))\r
+ ShootPlayer(ob, hshotobj, 10000, &s_head_shot1);\r
+\r
+ head_delay -= tics;\r
+ if (head_delay < 0)\r
+ {\r
+ head_mode = random(h_other4)+1;\r
+ head_delay = random(10*60)+random(50);\r
+ }\r
+ break;\r
+\r
+ case h_other1:\r
+ case h_other2:\r
+ case h_other3:\r
+ case h_other4:\r
+\r
+ tempx = player->x;\r
+ tempy = player->y;\r
+ temp_tilex = player->tilex;\r
+ temp_tiley = player->tiley;\r
+\r
+ player->x = ((long)other_x[head_mode]<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->y = ((long)other_y[head_mode]<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->tilex = other_x[head_mode];\r
+ player->tiley = other_y[head_mode];\r
+\r
+ if (Chase(ob,true))\r
+ head_delay = 0;\r
+\r
+ player->x = tempx;\r
+ player->y = tempy;\r
+ player->tilex = temp_tilex;\r
+ player->tiley = temp_tiley;\r
+\r
+ head_delay -= tics;\r
+ if (head_delay <= 0)\r
+ {\r
+ head_mode = h_active;\r
+ head_delay = random(10*60)+random(50);\r
+ }\r
+ break;\r
+ }\r
+}\r
--- /dev/null
+/* Catacomb Apocalypse 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_PLAY.C\r
+\r
+#include "DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean ShootPlayer (objtype *ob, short obclass, short speed, statetype *state);\r
+void T_ShootPlayer(objtype *ob);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ DEMON\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_TrollDemon (objtype *ob);\r
+\r
+statetype s_demonpause = {DEMON1PIC,40,NULL,&s_demon2};\r
+\r
+statetype s_demon1 = {DEMON1PIC,20,&T_TrollDemon,&s_demon2};\r
+statetype s_demon2 = {DEMON2PIC,20,&T_TrollDemon,&s_demon3};\r
+statetype s_demon3 = {DEMON3PIC,20,&T_TrollDemon,&s_demon4};\r
+statetype s_demon4 = {DEMON4PIC,20,&T_TrollDemon,&s_demon1};\r
+\r
+statetype s_demonattack1 = {DEMONATTACK1PIC,20,NULL,&s_demonattack2};\r
+statetype s_demonattack2 = {DEMONATTACK2PIC,20,NULL,&s_demonattack3};\r
+statetype s_demonattack3 = {DEMONATTACK3PIC,30,&T_DoDamage,&s_demonpause};\r
+\r
+statetype s_demonouch = {DEMONOUCHPIC,15,&T_TrollDemon,&s_demon1};\r
+\r
+statetype s_demondie1 = {DEMONDIE1PIC,40,NULL,&s_demondie2};\r
+statetype s_demondie2 = {DEMONDIE2PIC,30,&LargeSound,&s_demondie3};\r
+statetype s_demondie3 = {DEMONDIE3PIC,0,NULL,&s_demondie3};\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnDemon\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnDemon (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_demon1,PIXRADIUS*35);\r
+ new->obclass = demonobj;\r
+ new->speed = 2048;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(30);\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ TROLL\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_trollpause = {TROLL1PIC, 30, &T_DoDamage, &s_troll2};\r
+\r
+statetype s_troll1 = {TROLL1PIC, 13, &T_TrollDemon, &s_troll2};\r
+statetype s_troll2 = {TROLL2PIC, 13, &T_TrollDemon, &s_troll3};\r
+statetype s_troll3 = {TROLL3PIC, 13, &T_TrollDemon, &s_troll4};\r
+statetype s_troll4 = {TROLL4PIC, 13, &T_TrollDemon, &s_troll1};\r
+\r
+statetype s_trollattack1 = {TROLLATTACK1PIC, 15, NULL, &s_trollattack2};\r
+statetype s_trollattack2 = {TROLLATTACK2PIC, 20, NULL, &s_trollpause};\r
+\r
+statetype s_trollouch = {TROLLOUCHPIC, 14, &T_TrollDemon, &s_troll1};\r
+\r
+statetype s_trolldie1 = {TROLLDIE1PIC, 18, NULL, &s_trolldie2};\r
+statetype s_trolldie2 = {TROLLDIE2PIC, 15, &LargeSound, &s_trolldie3};\r
+statetype s_trolldie3 = {TROLLDIE3PIC, 0, NULL, &s_trolldie3};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnTroll\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnTroll (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_troll1,35*PIXRADIUS);\r
+ new->speed = 2500;\r
+ new->obclass = trollobj;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(15);\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CYBORG DEMON\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_Demon (objtype *ob);\r
+\r
+statetype s_cyborg_demon1 = {CYBORG1PIC, 20, T_TrollDemon, &s_cyborg_demon2};\r
+statetype s_cyborg_demon2 = {CYBORG2PIC, 20, T_TrollDemon, &s_cyborg_demon3};\r
+statetype s_cyborg_demon3 = {CYBORG3PIC, 20, T_TrollDemon, &s_cyborg_demon4};\r
+statetype s_cyborg_demon4 = {CYBORG4PIC, 20, T_TrollDemon, &s_cyborg_demon1};\r
+\r
+statetype s_cyborg_demonattack1 = {CYBORGATTACK1PIC, 20, NULL, &s_cyborg_demonattack2};\r
+statetype s_cyborg_demonattack2 = {CYBORGATTACK2PIC, 20, NULL, &s_cyborg_demonattack3};\r
+statetype s_cyborg_demonattack3 = {CYBORGATTACK3PIC, 30, T_DoDamage, &s_cyborg_demon2};\r
+\r
+statetype s_cyborg_demonouch = {CYBORGOUCHPIC, 30, NULL, &s_cyborg_demon1};\r
+\r
+statetype s_cyborg_demondie1 = {CYBORGOUCHPIC, 40, NULL, &s_cyborg_demondie2};\r
+statetype s_cyborg_demondie2 = {CYBORGDIE1PIC, 30, &LargeSound, &s_cyborg_demondie3};\r
+statetype s_cyborg_demondie3 = {CYBORGDIE2PIC, 20, NULL, &s_cyborg_demondie3};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnCyborgDemon\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnCyborgDemon (int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex, tiley, &s_cyborg_demon1, PIXRADIUS*35);\r
+ new->obclass = cyborgdemonobj;\r
+ new->speed = 2048;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(30);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_TrollDemon\r
+=\r
+===============\r
+*/\r
+\r
+void T_TrollDemon (objtype *ob)\r
+{\r
+ if (Chase (ob,true) || (random(1000)<RANDOM_ATTACK))\r
+ {\r
+ if (ob->obclass == cyborgdemonobj)\r
+ ob->state = &s_cyborg_demonattack1;\r
+ else\r
+ if (ob->obclass == trollobj)\r
+ ob->state = &s_trollattack1;\r
+ else\r
+ ob->state = &s_demonattack1;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ INVISIBLE DUDE!\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_InvisibleDude (objtype *ob);\r
+\r
+statetype s_invis_fizz1 = {INVIS_FIZZ1PIC, 8, &T_InvisibleDude, &s_invis_fizz2};\r
+statetype s_invis_fizz2 = {INVIS_FIZZ2PIC, 8, &T_InvisibleDude, &s_invis_fizz3};\r
+statetype s_invis_fizz3 = {INVIS_FIZZ3PIC, 8, &T_InvisibleDude, &s_invis_walk};\r
+\r
+statetype s_invis_walk = {0, 25, &T_InvisibleDude, &s_invis_walk};\r
+statetype s_invis_attack = {0, -1, &T_DoDamage, &s_invis_pause};\r
+statetype s_invis_pause = {0, 40, NULL, &s_invis_walk};\r
+\r
+statetype s_invis_flash1 = {INVIS_FIZZ1PIC, 8, &T_InvisibleDude, &s_invis_walk};\r
+statetype s_invis_flash2 = {INVIS_FIZZ2PIC, 8, &T_InvisibleDude, &s_invis_walk};\r
+statetype s_invis_flash3 = {INVIS_FIZZ3PIC, 8, &T_InvisibleDude, &s_invis_walk};\r
+\r
+statetype s_invis_death1 = {INVIS_DEATH1PIC, 40, NULL, &s_invis_death2};\r
+statetype s_invis_death2 = {INVIS_DEATH2PIC, 30, &LargeSound, &s_invis_death3};\r
+statetype s_invis_death3 = {INVIS_DEATH3PIC, 20, NULL, &s_invis_death3};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnInvisDude\r
+=\r
+===============\r
+*/\r
+void SpawnInvisDude(int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex, tiley, &s_invis_walk, PIXRADIUS*20);\r
+ new->obclass = invisdudeobj;\r
+ new->speed = 2048;\r
+ new->flags |= of_shootable;\r
+ new->hitpoints = EasyHitPoints(20);\r
+ new->temp1 = 0; // for random flashing of pictures\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_InvisibleDude\r
+=\r
+===============\r
+*/\r
+void T_InvisibleDude (objtype *ob)\r
+{\r
+ if (!random(100))\r
+ {\r
+ switch (ob->temp1++)\r
+ {\r
+ case 0:\r
+ ob->state = &s_invis_flash1;\r
+ break;\r
+\r
+ case 1:\r
+ ob->state = &s_invis_flash2;\r
+ break;\r
+\r
+ case 2:\r
+ ob->state = &s_invis_flash3;\r
+ ob->temp1 = 0;\r
+ break;\r
+ }\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+\r
+\r
+ if (Chase (ob,true))\r
+ {\r
+ ob->state = &s_invis_attack;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BOUNCE\r
+\r
+temp2 = set when hit player, reset when hit wall\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define SPDBOUNCE 4096\r
+#define DMGBOUNCE 10\r
+\r
+void T_Bounce (objtype *ob);\r
+void T_Bounce_Death (objtype *ob);\r
+\r
+statetype s_bounce1 = {PSHOT1PIC, 8, &T_Bounce, &s_bounce2};\r
+statetype s_bounce2 = {PSHOT2PIC, 8, &T_Bounce, &s_bounce1};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnBounce\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnBounce (int tilex, int tiley, boolean towest)\r
+{\r
+ SpawnNewObj(tilex, tiley, &s_bounce1, 24*PIXRADIUS);\r
+ new->obclass = bounceobj;\r
+ new->hitpoints = EasyHitPoints(10);\r
+ new->flags |= of_shootable;\r
+ if (towest)\r
+ new->dir = west;\r
+ else\r
+ new->dir = north;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Bounce\r
+=\r
+===============\r
+*/\r
+\r
+void T_Bounce (objtype *ob)\r
+{\r
+ long move;\r
+ long deltax,deltay,size;\r
+\r
+ move = SPDBOUNCE*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 && !ob->temp2)\r
+ {\r
+ ob->temp2 = 1;\r
+ TakeDamage (DMGBOUNCE);\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
+\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ move -= ob->distance;\r
+\r
+ //\r
+ // bounce if hit wall\r
+ //\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ if (tilemap[ob->tilex][--ob->tiley])\r
+ {\r
+ ob->dir = south;\r
+ ob->tiley+=2;\r
+ ob->temp2 = 0;\r
+ }\r
+ break;\r
+ case east:\r
+ if (tilemap[++ob->tilex][ob->tiley])\r
+ {\r
+ ob->dir = west;\r
+ ob->tilex-=2;\r
+ ob->temp2 = 0;\r
+ }\r
+ break;\r
+ case south:\r
+ if (tilemap[ob->tilex][++ob->tiley])\r
+ {\r
+ ob->dir = north;\r
+ ob->tiley-=2;\r
+ ob->temp2 = 0;\r
+ }\r
+ break;\r
+ case west:\r
+ if (tilemap[--ob->tilex][ob->tiley])\r
+ {\r
+ ob->dir = east;\r
+ ob->tilex+=2;\r
+ ob->temp2 = 0;\r
+ }\r
+ break;\r
+ }\r
+\r
+ ob->distance = TILEGLOBAL;\r
+\r
+ actorat[ob->tilex][ob->tiley] = ob; // set down a new goal marker\r
+ }\r
+ CalcBounds (ob);\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GRELMINAR\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+void T_Grelminar (objtype *ob);\r
+void T_GrelminarShoot (objtype *ob);\r
+void T_Grelm_DropKey(objtype *ob);\r
+\r
+statetype s_grelpause = {GREL1PIC,50,NULL,&s_grel2};\r
+\r
+statetype s_grel1 = {GREL1PIC,20,T_Grelminar,&s_grel2};\r
+statetype s_grel2 = {GREL2PIC,20,T_Grelminar,&s_grel1};\r
+\r
+statetype s_grelattack3 = {GRELATTACKPIC,30,NULL,&s_grelpause};\r
+\r
+statetype s_grelouch = {GRELHITPIC,6,NULL,&s_grel1};\r
+\r
+statetype s_greldie1 = {GRELDIE1PIC,22,NULL,&s_greldie2};\r
+statetype s_greldie2 = {GRELDIE2PIC,22,NULL,&s_greldie3};\r
+statetype s_greldie3 = {GRELDIE3PIC,22,NULL,&s_greldie4};\r
+statetype s_greldie4 = {GRELDIE4PIC,22,NULL,&s_greldie5};\r
+statetype s_greldie5 = {GRELDIE5PIC,22,NULL,&s_greldie5a};\r
+statetype s_greldie5a = {GRELDIE5PIC,-1,T_Grelm_DropKey,&s_greldie6};\r
+statetype s_greldie6 = {GRELDIE6PIC,0,NULL,&s_greldie6};\r
+\r
+statetype s_gshot1 = {SKULL_SHOTPIC,8,T_ShootPlayer,&s_gshot1};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnGrelminar\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnGrelminar (int tilex, int tiley)\r
+{\r
+ unsigned Grel_Hard;\r
+ unsigned DropKey;\r
+\r
+ SpawnNewObj(tilex,tiley,&s_grel1,PIXRADIUS*25);\r
+ new->obclass = grelmobj;\r
+ new->speed = 2048;\r
+ new->flags |= of_shootable;\r
+\r
+ //\r
+ // if Grelminar is to drop a key the info-plane byte to the right\r
+ // should have a 1 in the highbyte, else he will not drop the key.\r
+ //\r
+ DropKey = *(mapsegs[2]+farmapylookup[tiley]+tilex+1);\r
+ if (DropKey)\r
+ new->temp1 = DropKey>>8;\r
+ else\r
+ new->temp1 = 0;\r
+\r
+ //\r
+ // The info-plane byte below Grelminar will determine how powerful\r
+ // Grelminar is. If nothing is there, he is the most powerful.\r
+ // -- affected are the hit points and the shot damage.\r
+ // The hit points are controlled here, the shot damage is controlled\r
+ // within the spawning of the shot. See ShootPlayer for more info.\r
+ //\r
+ Grel_Hard = *(mapsegs[2]+farmapylookup[tiley+1]+tilex);\r
+ if (Grel_Hard)\r
+ {\r
+ new->temp2 = Grel_Hard>>8;\r
+ new->hitpoints = EasyHitPoints((new->temp2 * 10));\r
+ }\r
+ else\r
+ {\r
+ new->hitpoints = EasyHitPoints(100);\r
+ new->temp2 = 10;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Grelminar\r
+=\r
+===============\r
+*/\r
+\r
+void T_Grelminar (objtype *ob)\r
+{\r
+ Chase (ob,false);\r
+\r
+ if (!random(10))\r
+ if (ShootPlayer(ob,gshotobj,ob->temp2,&s_gshot1))\r
+ {\r
+ ob->state = &s_grelattack3;\r
+ ob->ticcount = ob->state->tictime;\r
+ }\r
+ if (CheckHandAttack(ob))\r
+ TakeDamage (ob->temp2*3);\r
+\r
+}\r
+\r
+\r
+//=================================\r
+//\r
+// T_Grelm_DropKey\r
+//\r
+//=================================\r
+void T_Grelm_DropKey(objtype *ob)\r
+{\r
+ if (!(ob->temp1))\r
+ {\r
+ ob->state = NULL;\r
+ return;\r
+ }\r
+\r
+ SpawnBonus(ob->tilex,ob->tiley,B_RKEY);\r
+ SD_PlaySound(GRELM_DEADSND);\r
+ ob->temp1 = false;\r
+}\r
+\r
+\r
+\r
+//--------------------------------------------------------------------------\r
+// ShootPlayer()\r
+//--------------------------------------------------------------------------\r
+boolean ShootPlayer(objtype *ob, short obclass, short speed, statetype *state)\r
+{\r
+ int angle = AngleNearPlayer(ob);\r
+\r
+ if (angle == -1)\r
+ return(false);\r
+\r
+ DSpawnNewObjFrac (ob->x,ob->y,state,PIXRADIUS*14);\r
+ new->obclass = obclass;\r
+ new->active = always;\r
+ new->angle = angle;\r
+\r
+ //\r
+ // If the shot is Grelminar's, then determine the power of the shot.\r
+ // The shot speed is hard-wired as 10000. But the shot power is\r
+ // determined by speed. Speed now contains "Grelminar's level of\r
+ // hardness" and this is multiplied by 3 to get the shot power.\r
+ //\r
+ if (obclass == gshotobj)\r
+ {\r
+ new->speed = 10000;\r
+ new->temp1 = speed*3;\r
+ }\r
+ else\r
+ new->speed = speed;\r
+\r
+\r
+ return(true);\r
+}\r
+\r
+//--------------------------------------------------------------------------\r
+// T_ShootPlayer()\r
+//--------------------------------------------------------------------------\r
+void T_ShootPlayer(objtype *ob)\r
+{\r
+ objtype *check;\r
+ long xmove,ymove,speed;\r
+\r
+ speed = ob->speed*tics;\r
+\r
+ xmove = FixedByFrac(speed,costable[ob->angle]);\r
+ ymove = -FixedByFrac(speed,sintable[ob->angle]);\r
+\r
+ if (ShotClipMove(ob,xmove,ymove))\r
+ {\r
+ ob->state = &s_pshot_exp1;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+\r
+ ob->tilex = ob->x >> TILESHIFT;\r
+ ob->tiley = ob->y >> TILESHIFT;\r
+\r
+\r
+// check for collision with wall\r
+//\r
+ if (tilemap[ob->tilex][ob->tiley])\r
+ {\r
+// SD_PlaySound (SHOOTWALLSND);\r
+ ob->state = &s_pshot_exp1;\r
+ ob->ticcount = s_pshot_exp1.tictime;\r
+ return;\r
+ }\r
+\r
+\r
+\r
+// check for collision with player\r
+//\r
+ if ( ob->xl <= player->xh\r
+ && ob->xh >= player->xl\r
+ && ob->yl <= player->yh\r
+ && ob->yh >= player->yl)\r
+ {\r
+ switch (ob->obclass)\r
+ {\r
+ case wshotobj: // Wizard's shot\r
+ TakeDamage (7);\r
+ break;\r
+\r
+ case hshotobj: // Egyptian Head's shot\r
+ TakeDamage (5);\r
+ break;\r
+\r
+ case bshotobj: // Blob's shot\r
+ TakeDamage (5);\r
+ break;\r
+\r
+ case rshotobj: // Ray's shot\r
+ TakeDamage (5);\r
+ break;\r
+\r
+ case rbshotobj: // RamBone's shot\r
+ TakeDamage(7);\r
+ break;\r
+\r
+ case fmshotobj: // Future Mage's shot\r
+ TakeDamage(7);\r
+ break;\r
+\r
+ case rtshotobj: // RoboTank's shot\r
+ TakeDamage(15);\r
+ break;\r
+\r
+ case syshotobj: // Stompy's shot\r
+ TakeDamage(7);\r
+ break;\r
+\r
+ case bgshotobj: // Bug's shot\r
+ TakeDamage(7);\r
+ break;\r
+\r
+ case eshotobj: // Eye's shot\r
+ TakeDamage(5);\r
+ break;\r
+\r
+ case gshotobj:\r
+ TakeDamage (ob->temp1); // the damage of Grelminar's shot -\r
+ break; // see Grelminar's spawning\r
+\r
+ }\r
+ ob->state = NULL;\r
+ return;\r
+ }\r
+\r
+// check for collision with other solid and realsolid objects.\r
+// Great terminology!! -- solid objects really aren't solid\r
+// -- realsolid objects ARE solid\r
+// if ((actorat[ob->tilex][ob->tiley]) && (actorat[ob->tilex][ob->tiley]->obclass != ob->obclass))\r
+ if (((actorat[ob->tilex][ob->tiley]->obclass == realsolidobj) ||\r
+ (actorat[ob->tilex][ob->tiley]->obclass == solidobj)) &&\r
+ (actorat[ob->tilex][ob->tiley]->flags & of_shootable))\r
+ {\r
+ ob->state = &s_pshot_exp1;\r
+ ob->ticcount = s_pshot_exp1.tictime;\r
+ return;\r
+ }\r
+\r
+\r
+// check for collision with player\r
+//\r
+ for (check = player->next; check; check=check->next)\r
+ if ((ob->flags & of_shootable)\r
+ && ob->xl <= check->xh\r
+ && ob->xh >= check->xl\r
+ && ob->yl <= check->yh\r
+ && ob->yh >= check->yl)\r
+ {\r
+ switch (ob->obclass)\r
+ {\r
+// APOCALYPSE\r
+ case wshotobj: // Wizard's shot\r
+ ShootActor (check, 3);\r
+ break;\r
+\r
+ case hshotobj: // Egyptian Head's shot\r
+ ShootActor (check, 5);\r
+ break;\r
+\r
+ case bshotobj: // Blob's shot\r
+ ShootActor (check, 2);\r
+ break;\r
+\r
+ case rshotobj: // Ray's shot\r
+ ShootActor (check, 5);\r
+ break;\r
+\r
+ case rbshotobj: // RamBone's shot\r
+ ShootActor (check, 5);\r
+ break;\r
+\r
+ case fmshotobj: // Future Mage's shot\r
+ ShootActor (check, 5);\r
+ break;\r
+\r
+ case rtshotobj: // RoboTank's shot\r
+ ShootActor (check, 15);\r
+ break;\r
+\r
+ case syshotobj: // Stompy's shot\r
+ ShootActor (check, 5);\r
+ break;\r
+\r
+ case bgshotobj: // Bug's shot\r
+ ShootActor (check, 3);\r
+ break;\r
+\r
+ case eshotobj: // Eye's shot\r
+ ShootActor (check, 2);\r
+ break;\r
+\r
+ case gshotobj:\r
+ ShootActor (check,25); //NOLAN--check on me!!!!!!!\r
+ break;\r
+\r
+ case pshotobj:\r
+ ShootActor (check,25);\r
+ break;\r
+\r
+ }\r
+ ob->state = &s_pshot_exp1;\r
+ ob->ticcount = s_pshot_exp1.tictime;\r
+ return;\r
+ }\r
+}\r
+\r
+//-------------------------------------------------------------------------\r
+// AngleNearPlayer()\r
+//-------------------------------------------------------------------------\r
+int AngleNearPlayer(objtype *ob)\r
+{\r
+ int angle=-1;\r
+ int xdiff = ob->tilex-player->tilex;\r
+ int ydiff = ob->tiley-player->tiley;\r
+\r
+ if (ob->tiley == player->tiley)\r
+ {\r
+ if (ob->tilex < player->tilex)\r
+ angle = 0;\r
+ else\r
+ angle = 180;\r
+ }\r
+ else\r
+ if (ob->tilex == player->tilex)\r
+ {\r
+ if (ob->tiley < player->tiley)\r
+ angle = 270;\r
+ else\r
+ angle = 90;\r
+ }\r
+ else\r
+ if (xdiff == ydiff)\r
+ if (ob->tilex < player->tilex)\r
+ {\r
+ if (ob->tiley < player->tiley)\r
+ angle = 315;\r
+ else\r
+ angle = 45;\r
+ }\r
+ else\r
+ {\r
+ if (ob->tiley < player->tiley)\r
+ angle = 225;\r
+ else\r
+ angle = 135;\r
+ }\r
+\r
+ return(angle);\r
+}\r
+\r
+\r
--- /dev/null
+/* Catacomb Apocalypse 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
+// C4_PLAY.C\r
+\r
+#include "DEF.H"\r
+#pragma hdrstop\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+//-------------------------------------------------------------------------\r
+//\r
+// MISC OBJECTS\r
+//\r
+//-------------------------------------------------------------------------\r
+\r
+\r
+//-------------------------------------------------------------------------\r
+// COLUMN, SULPHUR GAS HOLE, FIRE POT, FOUNTAIN\r
+//-------------------------------------------------------------------------\r
+\r
+\r
+void SpawnMiscObjects(int tilex, int tiley, int num);\r
+\r
+statetype s_column1 = {COLUMN1PIC, 20, NULL, &s_column1};\r
+statetype s_column2 = {COLUMN2PIC, 20, NULL, &s_column2};\r
+statetype s_column3 = {COLUMN3PIC, 20, NULL, &s_column3};\r
+statetype s_column4 = {COLUMN4PIC, 20, NULL, &s_column4};\r
+statetype s_column5 = {COLUMN5PIC, 20, NULL, &s_column5};\r
+statetype s_ffire_pot = {FFIRE_POTPIC, 20, NULL, &s_ffire_pot};\r
+statetype s_ofire_pot1 = {OFIRE_POT1PIC, 20, NULL, &s_ofire_pot2};\r
+statetype s_ofire_pot2 = {OFIRE_POT2PIC, 20, NULL, &s_ofire_pot1};\r
+statetype s_tomb1 = {TOMB1PIC, 20, NULL, &s_tomb1};\r
+statetype s_tomb2 = {TOMB2PIC, 20, NULL, &s_tomb2};\r
+void SpawnMiscObjects(int tilex, int tiley, int num)\r
+{\r
+ statetype *objstate;\r
+\r
+ switch (num)\r
+ {\r
+ case 1:\r
+ objstate = &s_column1;\r
+ break;\r
+\r
+ case 2:\r
+ objstate = &s_column2;\r
+ break;\r
+\r
+ case 3:\r
+ objstate = &s_column3;\r
+ break;\r
+\r
+ case 4:\r
+ objstate = &s_ffire_pot;\r
+ break;\r
+\r
+ case 5:\r
+ objstate = &s_column4;\r
+ break;\r
+\r
+ case 6:\r
+ objstate = &s_ofire_pot1;\r
+ break;\r
+\r
+ case 7:\r
+ objstate = &s_tomb1;\r
+ break;\r
+\r
+ case 8:\r
+ objstate = &s_tomb2;\r
+ break;\r
+\r
+ case 9:\r
+ objstate = &s_column5;\r
+ break;\r
+ }\r
+\r
+ SpawnNewObj(tilex, tiley, objstate, PIXRADIUS*10);\r
+ new->obclass = realsolidobj;\r
+ new->flags |= of_shootable;\r
+}\r
+\r
+\r
+\r
+//------------------------------------------------------------------------\r
+// FORCE FIELD\r
+//------------------------------------------------------------------------\r
+\r
+void SpawnForceField(int tilex, int tiley);\r
+void T_ForceField(objtype *ob);\r
+void T_ForceFieldRemove(objtype *ob);\r
+\r
+statetype s_force_field_1 = {FORCE_FIELD_1PIC, 10, T_ForceField, &s_force_field_2};\r
+statetype s_force_field_2 = {FORCE_FIELD_2PIC, 10, T_ForceField, &s_force_field_3};\r
+statetype s_force_field_3 = {FORCE_FIELD_3PIC, 10, T_ForceField, &s_force_field_4};\r
+statetype s_force_field_4 = {FORCE_FIELD_4PIC, 10, T_ForceField, &s_force_field_1};\r
+\r
+statetype s_force_field_die = {0,0,T_ForceFieldRemove,&s_force_field_die1};\r
+statetype s_force_field_die1 = {0,0,NULL,NULL};\r
+\r
+void SpawnForceField(int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_force_field_1,PIXRADIUS*35);\r
+ new->obclass = solidobj;\r
+ new->hitpoints = EasyHitPoints(20);\r
+ new->temp1 = 0;\r
+ new->flags |= of_forcefield; //sets bit 7 :: makes it nonsolid, but also detectable\r
+ // without adding another object type!\r
+ new->flags |= of_shootable;\r
+}\r
+\r
+void T_ForceField(objtype *ob)\r
+{\r
+ long move,deltax,deltay,size;\r
+\r
+ size = (long)ob->size + player->size;\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
+ if (!new->temp1)\r
+ {\r
+ TakeDamage (94);\r
+ new->temp1 = 1;\r
+ return;\r
+ }\r
+ else\r
+ return;\r
+ new->temp1 = 0;\r
+}\r
+\r
+void T_ForceFieldRemove(objtype *ob)\r
+{\r
+ actorat[ob->tilex][ob->tiley] = 0;\r
+}\r
+\r
+\r
+\r
+\r
+//-------------------------------------------------------------------------\r
+//\r
+// INVISIBLE WALL CONTROLLER\r
+//\r
+//-------------------------------------------------------------------------\r
+\r
+void SpawnInvisWallCntroller(int x, int y);\r
+void T_InvisWall(objtype *ob);\r
+\r
+extern statetype s_invis_wall_control;\r
+\r
+statetype s_invis_wall_control = {0, 10, T_InvisWall, &s_invis_wall_control};\r
+\r
+void SpawnInvisWallCntroller(int tilex, int tiley)\r
+{\r
+ SpawnNewObj(tilex,tiley,&s_invis_wall_control,PIXRADIUS*35);\r
+ new->obclass = solidobj;\r
+ new->flags &= ~of_shootable;\r
+ new->temp1 = tilemap[tilex][tiley]; // Number for the wall tile here\r
+ // Used for replacing the wall tile\r
+}\r
+\r
+void T_InvisWall(objtype *ob)\r
+{\r
+ long move,deltax,deltay,size;\r
+\r
+ size = (long)ob->size + player->size;\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
+ (ob->tilex == player->tilex) && (ob->tiley == player->tiley))\r
+ {\r
+ // Get rid of the wall tile if you are on it\r
+ tilemap[ob->tilex][ob->tiley] = 0;\r
+ }\r
+ else\r
+ {\r
+ // Replace wall tile\r
+ tilemap[ob->tilex][ob->tiley] = ob->temp1;\r
+ }\r
+}\r
+\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// EasyHitPoints\r
+//\r
+// Checks to see if the player has selected the easy mode for playing.\r
+// If so then the normal hit points are cut in half.\r
+// This is when the object is spawned.\r
+//\r
+// Parms\r
+// NrmHitPts - the normal hit points\r
+//\r
+// Returns\r
+// Half of NrmHitPts\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+int EasyHitPoints(int NrmHitPts)\r
+{\r
+ if (EASYMODEON) // Wimpy, Wimpy, Wimpy!!!!!\r
+ {\r
+ return(NrmHitPts/4);\r
+ }\r
+ else\r
+ return(NrmHitPts);\r
+}\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// EasyDoDamage\r
+//\r
+// Checks to see if the player has selected the easy mode for playing.\r
+// If so then the normal amount of damage is cut in half.\r
+// This is called each time a monster does damage.\r
+//\r
+// Parms\r
+// Damage - the normal damage taken\r
+//\r
+// Returns\r
+// Half of Damage\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+int EasyDoDamage(int Damage)\r
+{\r
+ if (EASYMODEON) // Wimpy, Wimpy, Wimpy!!!!!\r
+ return(Damage/2);\r
+ else\r
+ return(Damage);\r
+}\r
+\r
--- /dev/null
+; Catacomb Apocalypse 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
+IDEAL\r
+\r
+MODEL MEDIUM,C\r
+\r
+INCLUDE "ID_ASM.EQU"\r
+\r
+VIEWWIDTH = (40*8) ;33\r
+GC_INDEX = 03CEh\r
+\r
+DATASEG\r
+EVEN\r
+\r
+;=================== Tables filled in by DrawVWall ==========================\r
+\r
+;\r
+; wallheight has the height (scale number) of that collumn of scaled wall\r
+; it is pre bounded to 1-MAXSCALE (the actuial height on screen is 2*height)\r
+;\r
+wallheight dw VIEWWIDTH dup (?)\r
+\r
+;\r
+; wallwidth has the pixel width (1-7) of that collumn\r
+;\r
+wallwidth dw VIEWWIDTH dup (?)\r
+\r
+;\r
+; wallseg has the segment of the wall picture\r
+;\r
+wallseg dw VIEWWIDTH dup (?)\r
+\r
+;\r
+; wallofs has the offset of the wall picture\r
+;\r
+wallofs dw VIEWWIDTH dup (?)\r
+\r
+;============================================================================\r
+\r
+;\r
+; screenbyte is just position/8\r
+;\r
+LABEL screenbyte WORD\r
+pos = 0\r
+REPT VIEWWIDTH\r
+ dw pos/8\r
+pos = pos+1\r
+ENDM\r
+\r
+;\r
+; screenbit is (position&7)*16\r
+;\r
+LABEL screenbit WORD\r
+pos = 0\r
+REPT VIEWWIDTH\r
+ dw (pos AND 7)*16\r
+pos = pos+1\r
+ENDM\r
+\r
+;\r
+; Use offset: screenbit[]+pixwidth*2\r
+; acess from bitmasks-2+offset for one biased pixwidth\r
+; the low byte of bitmasks is for the first screen byte, the high byte\r
+; is the bitmask for the second screen byte (if non 0)\r
+;\r
+\r
+bitmasks dw 0080h,00c0h,00e0h,00f0h,00f8h,00fch,00feh,00ffh\r
+ dw 0040h,0060h,0070h,0078h,007ch,007eh,007fh,807fh\r
+ dw 0020h,0030h,0038h,003ch,003eh,003fh,803fh,0c03fh\r
+ dw 0010h,0018h,001ch,001eh,001fh,801fh,0c01fh,0e01fh\r
+ dw 0008h,000ch,000eh,000fh,800fh,0c00fh,0e00fh,0f00fh\r
+ dw 0004h,0006h,0007h,8007h,0c007h,0e007h,0f007h,0f807h\r
+ dw 0002h,0003h,8003h,0c003h,0e003h,0f003h,0f803h,0fc03h\r
+ dw 0001h,8001h,0c001h,0e001h,0f001h,0f801h,0fc01h,0fe01h\r
+\r
+\r
+;\r
+; wallscalecall is a far pointer to the start of a compiled scaler\r
+; The low word will never change, while the high word is set to\r
+; compscaledirectory[scale]\r
+;\r
+wallscalecall dd (65*6) ; offset of t_compscale->code[0]\r
+\r
+\r
+PUBLIC wallheight,wallwidth,wallseg,wallofs,screenbyte,screenbit\r
+PUBLIC bitmasks,wallscalecall\r
+\r
+\r
+EXTRN scaledirectory:WORD ; array of MAXSCALE segment pointers to\r
+ ; compiled scalers\r
+EXTRN screenseg:WORD ; basically just 0xa000\r
+EXTRN bufferofs:WORD ; offset of the current work screen\r
+EXTRN ylookup:WORD\r
+EXTRN screenpage:WORD\r
+\r
+CODESEG\r
+\r
+;============================================================================\r
+;\r
+; ScaleWalls\r
+;\r
+; AX AL is scratched in bit mask setting and scaling\r
+; BX table index\r
+; CX pixwidth*2\r
+; DX GC_INDEX\r
+; SI offset into wall data to scale from, allways 0,64,128,...4032\r
+; DI byte at top of screen that the collumn is contained in\r
+; BP x pixel * 2, index into VIEWWIDTH wide tables\r
+; DS segment of the wall data to texture map\r
+; ES screenseg\r
+; SS addressing DGROUP variables\r
+;\r
+;============================================================================\r
+\r
+PROC ScaleWalls\r
+PUBLIC ScaleWalls\r
+USES SI,DI,BP\r
+\r
+ xor bp,bp ; start at location 0 in the tables\r
+ mov dx,GC_INDEX+1\r
+ mov es,[screenseg]\r
+\r
+;\r
+; scale one collumn of data, possibly across two bytes\r
+;\r
+nextcollumn:\r
+\r
+ mov bx,[wallheight+bp] ; height of walls (1-MAXSCALE)\r
+ shl bx,1\r
+ mov ax,[ss:scaledirectory+bx] ; segment of the compiled scaler\r
+ mov [WORD PTR ss:wallscalecall+2],ax\r
+\r
+ mov cx,[wallwidth+bp]\r
+ or cx,cx\r
+ jnz okwidth\r
+ mov cx,2\r
+ jmp next\r
+\r
+okwidth:\r
+ shl cx,1\r
+ mov ds,[wallseg+bp]\r
+ mov si,[wallofs+bp]\r
+\r
+ mov di,[screenbyte+bp] ; byte at the top of the scaled collumn\r
+ add di,[ss:bufferofs] ; offset of current page flip\r
+ mov bx,[screenbit+bp] ; 0-7 << 4\r
+ add bx,cx\r
+ mov ax,[ss:bitmasks-2+bx]\r
+ out dx,al ; set bit mask register\r
+ call [DWORD PTR ss:wallscalecall] ; scale the line of pixels\r
+ or ah,ah ; is there anything in the second byte?\r
+ jnz secondbyte\r
+;\r
+; next\r
+;\r
+next:\r
+ add bp,cx\r
+ cmp bp,VIEWWIDTH*2\r
+ jb nextcollumn\r
+ jmp done\r
+\r
+;\r
+; draw a second byte for vertical strips that cross two bytes\r
+;\r
+secondbyte:\r
+ mov al,ah\r
+ inc di ; next byte over\r
+ out dx,al ; set bit mask register\r
+ call [DWORD PTR ss:wallscalecall] ; scale the line of pixels\r
+;\r
+; next\r
+;\r
+ add bp,cx\r
+ cmp bp,VIEWWIDTH*2\r
+ jb nextcollumn\r
+\r
+done:\r
+ mov ax,ss\r
+ mov ds,ax\r
+ ret\r
+\r
+ENDP\r
+\r
+;---------------------------------------------------------------------------\r
+;\r
+; RadarBlip()\r
+;\r
+; Displays a 'blip' (1 pixel wide X 2 pixel high) on the radar at\r
+; an (X,Y) relative to (RADAR_X,RADAR_Y) (defined below...)\r
+;\r
+;---------------------------------------------------------------------------\r
+\r
+PROC RadarBlip x:WORD, y:WORD, color:WORD\r
+USES SI,DI\r
+PUBLIC RadarBlip\r
+\r
+ mov ax,[screenseg]\r
+\r
+ mov es,ax\r
+ xor di,di\r
+\r
+ lea si,[ylookup]\r
+ add si,[y]\r
+ add si,[y]\r
+ add di,[si]\r
+\r
+ mov ax,[x]\r
+ shr ax,1\r
+ shr ax,1\r
+ shr ax,1\r
+ add di,ax\r
+\r
+ mov ax,[x]\r
+ and ax,7\r
+ mov cl,al\r
+ mov ah,080h\r
+ shr ah,cl\r
+ cli\r
+ mov al,GC_BITMASK\r
+ mov dx,GC_INDEX\r
+ out dx,ax\r
+ sti\r
+\r
+ mov ax,[color]\r
+ mov ah,[es:di] ; read into latches\r
+ mov [es:di],al ; write latches / color bit\r
+\r
+ ret\r
+\r
+ENDP\r
+\r
+END\r
+\r
--- /dev/null
+/* Catacomb Apocalypse 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_DEBUG.C\r
+\r
+#include "DEF.H"\r
+#include "gelib.h"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define DEBUG_OVERHEAD 0\r
+\r
+\r
+#define VIEWTILEX 20\r
+#define VIEWTILEY (VIEWHEIGHT/16)\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+short colordelay=0;\r
+//boolean autofire=false;\r
+int maporgx;\r
+int maporgy;\r
+enum {mapview,tilemapview,actoratview,visview,mapseg2,lastview} viewtype;\r
+\r
+void ViewMap (void);\r
+\r
+//===========================================================================\r
+\r
+#if 0\r
+/*\r
+================\r
+=\r
+= PicturePause\r
+=\r
+================\r
+*/\r
+\r
+void PicturePause (void)\r
+{\r
+ int y;\r
+ unsigned source;\r
+\r
+ source = displayofs+panadjust;\r
+\r
+// VW_ColorBorder (15);\r
+ VW_SetLineWidth (40);\r
+ VW_SetScreen (0,0);\r
+\r
+ if (source<0x10000l-200*64)\r
+ {\r
+ //\r
+ // copy top line first\r
+ //\r
+ for (y=0;y<200;y++)\r
+ VW_ScreenToScreen (source+y*64,y*40,40,1);\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // copy bottom line first\r
+ //\r
+ for (y=199;y>=0;y--)\r
+ VW_ScreenToScreen (source+y*64,y*40,40,1);\r
+ }\r
+\r
+ IN_Shutdown ();\r
+\r
+ VW_WaitVBL(70);\r
+ bioskey(0);\r
+ VW_WaitVBL(70);\r
+ Quit (NULL);\r
+}\r
+#endif\r
+\r
+\r
+//===========================================================================\r
+\r
+//===========================================================================\r
+\r
+#define sc_1 0x02\r
+#define sc_2 0x03\r
+#define sc_3 0x04\r
+#define sc_4 0x05\r
+#define sc_5 0x06\r
+#define sc_6 0x07\r
+#define sc_7 0x08\r
+#define sc_8 0x09\r
+#define sc_9 0x0a\r
+#define sc_0 0x0b\r
+\r
+\r
+\r
+/*\r
+================\r
+=\r
+= DebugKeys\r
+=\r
+================\r
+*/\r
+\r
+int DebugKeys (void)\r
+{\r
+ boolean esc;\r
+ int level,i;\r
+\r
+#if DEBUG_KEYS_AVAILABLE\r
+ if (Keyboard[sc_R])\r
+ {\r
+ CenterWindow (12,2);\r
+ if (autofire)\r
+ US_PrintCentered ("Rapid-Fire OFF");\r
+ else\r
+ US_PrintCentered ("Rapid-Fire ON");\r
+ VW_UpdateScreen();\r
+ IN_Ack();\r
+ autofire ^= 1;\r
+ return 1;\r
+ }\r
+#endif\r
+\r
+#if DEBUG_KEYS_AVAILABLE\r
+ if (Keyboard[sc_A])\r
+ {\r
+ char levelstr[50];\r
+ unsigned org_tile,org_mapon,msgnum;\r
+ boolean newmsg=true,newlevel=false;\r
+\r
+ VW_FixRefreshBuffer ();\r
+ CenterWindow (16,3);\r
+ US_Print("\n");\r
+ US_CPrint("Message Test");\r
+ VW_UpdateScreen();\r
+\r
+ org_mapon = mapon;\r
+ msgnum = (org_tile = *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex))-NAMESTART;\r
+ while (1)\r
+ {\r
+ // Get outta' here\r
+ //\r
+ if (Keyboard[sc_Escape])\r
+ {\r
+ while (Keyboard[sc_Escape]);\r
+ break;\r
+ }\r
+\r
+ // Move to previous message\r
+ //\r
+ if (Keyboard[sc_UpArrow])\r
+ {\r
+ if (msgnum)\r
+ {\r
+ msgnum--;\r
+ newmsg = true;\r
+ }\r
+ }\r
+\r
+ // Move to next message\r
+ //\r
+ if (Keyboard[sc_DownArrow])\r
+ {\r
+ if (msgnum < 24)\r
+ {\r
+ msgnum++;\r
+ newmsg = true;\r
+ }\r
+ }\r
+\r
+ // Move to previous level\r
+ //\r
+ if (Keyboard[sc_LeftArrow])\r
+ {\r
+ if (mapon)\r
+ {\r
+ MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3);\r
+ mapon--;\r
+ newlevel = true;\r
+ }\r
+ }\r
+\r
+ // Move to next level\r
+ //\r
+ if (Keyboard[sc_RightArrow])\r
+ {\r
+ if (mapon < LASTMAP-1)\r
+ {\r
+ MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3);\r
+ mapon++;\r
+ newlevel = true;\r
+ }\r
+ }\r
+\r
+ // Load new level text\r
+ //\r
+ if (newlevel)\r
+ {\r
+ CA_CacheGrChunk(LEVEL1TEXT+mapon);\r
+ ScanText();\r
+ newmsg = true;\r
+ newlevel=false;\r
+ }\r
+\r
+ // Display new message text\r
+ //\r
+ if (newmsg)\r
+ {\r
+ *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) = msgnum+NAMESTART;\r
+ DrawText(true);\r
+ strcpy(levelstr,"Level: ");\r
+ itoa(mapon,levelstr+strlen(levelstr),10);\r
+ strcat(levelstr," Msg: ");\r
+ itoa(msgnum,levelstr+strlen(levelstr),10);\r
+ DisplaySMsg(levelstr,NULL);\r
+ newmsg = false;\r
+\r
+ if (Keyboard[sc_UpArrow] || Keyboard[sc_DownArrow] || Keyboard[sc_LeftArrow] || Keyboard[sc_RightArrow])\r
+ VW_WaitVBL(6);\r
+ }\r
+\r
+ }\r
+// Restore game\r
+//\r
+ MM_SetPurge(&grsegs[LEVEL1TEXT+mapon],3);\r
+ mapon = org_mapon;\r
+ CA_CacheGrChunk(LEVEL1TEXT+mapon);\r
+ ScanText();\r
+ *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) = org_tile;\r
+ DrawText(true);\r
+ status_flag = 0;\r
+ }\r
+\r
+\r
+ if (Keyboard[sc_V])\r
+ {\r
+ displayofs = bufferofs = screenloc[screenpage];\r
+ CenterWindow (16,4);\r
+ US_CPrint("\n"GAMENAME);\r
+ US_CPrint(VERSION);\r
+ US_CPrint(REVISION);\r
+ VW_UpdateScreen();\r
+ IN_Ack ();\r
+ }\r
+\r
+#endif\r
+ if (Keyboard[sc_Q]) // Q = Insta-Quit!\r
+ Quit("Insta-Quit!");\r
+#if 0\r
+ if (Keyboard[sc_Z]) // Z = freeze Time\r
+ {\r
+ if (FreezeTime)\r
+ FreezeTime = 1; // Allow refresh to dec to zero..\r
+ else\r
+ StopTime();\r
+\r
+ IN_Ack();\r
+ return 1;\r
+ }\r
+#endif\r
+\r
+\r
+// if (Keyboard[sc_E])\r
+// FaceDoor((player->x>>16l)+1,(player->y>>16l));\r
+// FaceAngle(90);\r
+\r
+#if 0\r
+ if (Keyboard[sc_B]) // B = border color\r
+ {\r
+ CenterWindow(24,3);\r
+ PrintY+=6;\r
+ US_Print(" Border color (0-15):");\r
+ VW_UpdateScreen();\r
+ esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
+ if (!esc)\r
+ {\r
+ level = atoi (str);\r
+ if (level>=0 && level<=15)\r
+ VW_ColorBorder (level);\r
+ }\r
+ return 1;\r
+ }\r
+#endif\r
+\r
+\r
+#if 1//DEBUG_KEYS_AVAILABLE\r
+ if (Keyboard[sc_O])\r
+ {\r
+ extern unsigned objectcount,latchmemavail;\r
+ unsigned unused,total;\r
+\r
+ CenterWindow (30,13);\r
+ US_Print ("Objects: ");\r
+ US_PrintUnsigned (objectcount);\r
+\r
+ US_Print("\n\nTics: ");\r
+ US_PrintUnsigned (tics);\r
+ US_Print(" Real Tics: ");\r
+ US_PrintUnsigned(realtics);\r
+\r
+ US_Print ("\n\n Total Available: ");\r
+ US_PrintUnsigned (mminfo.mainmem/1024);\r
+ US_Print ("k\n Mem In Use: ");\r
+ unused=MM_UnusedMemory()/1024;\r
+ US_PrintUnsigned (unused);\r
+ US_Print ("k\n Mem After Purge: ");\r
+ total=MM_TotalFree()/1024;\r
+ US_PrintUnsigned (total);\r
+ US_Print ("k (");\r
+ US_PrintUnsigned (total-unused);\r
+\r
+ US_Print (")\n\nLatch Mem Free: ");\r
+ US_PrintUnsigned (latchmemavail);\r
+ US_Print ("\n");\r
+ VW_UpdateScreen();\r
+ IN_Ack();\r
+ }\r
+\r
+ if (colordelay<1)\r
+ {\r
+ if (Keyboard[26])\r
+ {\r
+ extern unsigned *groundcolor,debug_gnd;\r
+\r
+ groundcolor = &debug_gnd;\r
+ debug_gnd += 0x0101;\r
+ if (debug_gnd == 0x1010)\r
+ debug_gnd = 0;\r
+ colordelay = 10;\r
+ }\r
+\r
+ if (Keyboard[27])\r
+ {\r
+ extern unsigned *skycolor,debug_sky;\r
+\r
+ skycolor = &debug_sky;\r
+ debug_sky += 0x0101;\r
+ if (debug_sky == 0x1010)\r
+ debug_sky = 0;\r
+ colordelay = 10;\r
+ }\r
+ }\r
+ else\r
+ colordelay -= realtics;\r
+#endif\r
+\r
+\r
+#if 0\r
+ if (Keyboard[sc_C]) // C = count objects\r
+ {\r
+ CountObjects();\r
+ return 1;\r
+ }\r
+\r
+\r
+ if (Keyboard[sc_D]) // D = start / end demo record\r
+ {\r
+ if (DemoMode == demo_Off)\r
+ StartDemoRecord ();\r
+ else if (DemoMode == demo_Record)\r
+ {\r
+ EndDemoRecord ();\r
+ playstate = ex_completed;\r
+ }\r
+ return 1;\r
+ }\r
+#endif\r
+\r
+#if 0\r
+ if (Keyboard[sc_E]) // E = quit level\r
+ {\r
+ if (tedlevel)\r
+ TEDDeath();\r
+ playstate = ex_warped;\r
+ gamestate.mapon++;\r
+ }\r
+#endif\r
+\r
+#if 0\r
+ if (Keyboard[sc_F]) // F = facing spot\r
+ {\r
+ CenterWindow (12,4);\r
+ US_Print ("X:");\r
+ US_PrintUnsigned (player->x);\r
+ US_Print ("Y:");\r
+ US_PrintUnsigned (player->y);\r
+ US_Print ("A:");\r
+ US_PrintUnsigned (player->angle);\r
+ VW_UpdateScreen();\r
+ IN_Ack();\r
+ return 1;\r
+ }\r
+#endif\r
+\r
+ if (Keyboard[sc_G]) // G = god mode\r
+ {\r
+ CenterWindow (12,2);\r
+ if (godmode)\r
+ US_PrintCentered ("God mode OFF");\r
+ else\r
+ US_PrintCentered ("God mode ON");\r
+ VW_UpdateScreen();\r
+ IN_Ack();\r
+ godmode ^= 1;\r
+ return 1;\r
+ }\r
+\r
+#if 0\r
+ if (Keyboard[sc_H]) // H = hurt self\r
+ {\r
+ TakeDamage (5);\r
+ }\r
+#endif\r
+\r
+ if (Keyboard[sc_I]) // I = item cheat\r
+ {\r
+ extern boolean redraw_gems;\r
+\r
+ CenterWindow (12,3);\r
+ US_PrintCentered ("Free items!");\r
+ VW_UpdateScreen();\r
+ for (i=0;i<4;i++)\r
+ {\r
+ GiveBolt ();\r
+ GiveNuke ();\r
+ GivePotion ();\r
+// if (!gamestate.keys[i])\r
+ GiveKey (i);\r
+ gamestate.gems[i] = GEM_DELAY_TIME;\r
+ }\r
+ gamestate.gems[4] = GEM_DELAY_TIME;\r
+ redraw_gems = true;\r
+///////// for (i=0;i<8;i++)\r
+///////// GiveScroll (i,false);\r
+\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+\r
+#if DEBUG_OVERHEAD\r
+ if (Keyboard[sc_Z]) // O is used elsewhere...\r
+ {\r
+ ViewMap();\r
+ return 1;\r
+ }\r
+#endif\r
+\r
+#if 0\r
+ if (Keyboard[sc_P]) // P = pause with no screen disruptioon\r
+ {\r
+ PicturePause ();\r
+ return 1;\r
+ }\r
+#endif\r
+\r
+#if 0\r
+ if (Keyboard[sc_S]) // S = slow motion\r
+ {\r
+ singlestep^=1;\r
+ CenterWindow (18,3);\r
+ if (singlestep)\r
+ US_PrintCentered ("Slow motion ON");\r
+ else\r
+ US_PrintCentered ("Slow motion OFF");\r
+ VW_UpdateScreen();\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+#endif\r
+\r
+#if 0\r
+ if (Keyboard[sc_V]) // V = extra VBLs\r
+ {\r
+ CenterWindow(30,3);\r
+ PrintY+=6;\r
+ US_Print(" Add how many extra VBLs(0-8):");\r
+ VW_UpdateScreen();\r
+ esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
+ if (!esc)\r
+ {\r
+ level = atoi (str);\r
+ if (level>=0 && level<=8)\r
+ extravbls = level;\r
+ }\r
+ return 1;\r
+ }\r
+#endif\r
+\r
+ if (Keyboard[sc_W]) // W = warp to level\r
+ {\r
+ CenterWindow(26,3);\r
+ PrintY+=6;\r
+ US_Print(" Warp to which level(0-17):");\r
+ VW_UpdateScreen();\r
+ esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
+ if (!esc)\r
+ {\r
+ level = atoi (str);\r
+ if (level>=0 && level<=LASTMAP-1)\r
+ {\r
+ gamestate.mapon = level;\r
+ playstate = ex_warped;\r
+ lasttext = -1;\r
+ }\r
+ }\r
+ return 1;\r
+ }\r
+\r
+#if 0\r
+ if (Keyboard[sc_X]) // X = item cheat\r
+ {\r
+ CenterWindow (12,3);\r
+ US_PrintCentered ("Extra stuff!");\r
+ VW_UpdateScreen();\r
+ for (i=0;i<4;i++)\r
+ {\r
+ GiveBolt ();\r
+ GiveNuke ();\r
+ GivePotion ();\r
+ }\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+#endif\r
+\r
+//////// if (LastScan >= sc_1 && LastScan <= sc_8) // free scrolls\r
+//////// {\r
+//////// GiveScroll (LastScan-sc_1,false);\r
+//////// IN_ClearKeysDown ();\r
+//////// }\r
+\r
+ return 0;\r
+}\r
+\r
+\r
+#if DEBUG_OVERHEAD\r
+\r
+/*\r
+=====================\r
+=\r
+= LatchDrawChar\r
+=\r
+=====================\r
+*/\r
+\r
+void LatchDrawChar (unsigned x, unsigned y, unsigned picnum)\r
+{\r
+ unsigned source, dest;\r
+\r
+ dest = bufferofs + ylookup[y]+x;\r
+ source = latchpics[0]+picnum*8;\r
+\r
+ EGAWRITEMODE(1);\r
+ EGAMAPMASK(15);\r
+\r
+asm mov bx,[linewidth]\r
+asm dec bx\r
+\r
+asm mov ax,[screenseg]\r
+asm mov es,ax\r
+asm mov ds,ax\r
+\r
+asm mov si,[source]\r
+asm mov di,[dest]\r
+\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax // restore turbo's data segment\r
+\r
+ EGAWRITEMODE(0);\r
+}\r
+\r
+#endif\r
+\r
+\r
+#if DEBUG_OVERHEAD\r
+/*\r
+=====================\r
+=\r
+= LatchDrawTile\r
+=\r
+=====================\r
+*/\r
+\r
+void LatchDrawTile (unsigned x, unsigned y, unsigned picnum)\r
+{\r
+ unsigned source, dest;\r
+\r
+ dest = bufferofs + ylookup[y]+x;\r
+ source = tileoffsets[picnum];\r
+\r
+ EGAWRITEMODE(1);\r
+ EGAMAPMASK(15);\r
+\r
+asm mov bx,[linewidth]\r
+asm sub bx,2\r
+\r
+asm mov ax,[screenseg]\r
+asm mov es,ax\r
+asm mov ds,ax\r
+\r
+asm mov si,[source]\r
+asm mov di,[dest]\r
+asm mov dx,16\r
+\r
+lineloop:\r
+asm movsb\r
+asm movsb\r
+asm add di,bx\r
+\r
+asm dec dx\r
+asm jnz lineloop\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax // restore turbo's data segment\r
+\r
+ EGAWRITEMODE(0);\r
+}\r
+#endif\r
+\r
+\r
+#if DEBUG_OVERHEAD\r
+/*\r
+===================\r
+=\r
+= OverheadRefresh\r
+=\r
+===================\r
+*/\r
+\r
+void OverheadRefresh (void)\r
+{\r
+ unsigned x,y,endx,endy,sx,sy;\r
+ unsigned tile;\r
+\r
+\r
+ if (++screenpage == 3)\r
+ screenpage = 0;\r
+\r
+ bufferofs = screenloc[screenpage];\r
+\r
+ endx = maporgx+VIEWTILEX;\r
+ endy = maporgy+VIEWTILEY;\r
+\r
+ for (y=maporgy;y<endy;y++)\r
+ for (x=maporgx;x<endx;x++)\r
+ {\r
+ sx = (x-maporgx)*2;\r
+ sy = (y-maporgy)*16;\r
+\r
+ switch (viewtype)\r
+ {\r
+ case mapview:\r
+ tile = *(mapsegs[0]+farmapylookup[y]+x);\r
+ break;\r
+\r
+ case tilemapview:\r
+ tile = tilemap[x][y];\r
+ break;\r
+\r
+ case actoratview:\r
+ tile = (unsigned)actorat[x][y];\r
+ break;\r
+\r
+ case visview:\r
+ tile = spotvis[x][y];\r
+ break;\r
+\r
+ case mapseg2:\r
+ tile = *(mapsegs[2]+farmapylookup[y]+x);\r
+ if (tile < 256)\r
+ tile = *(mapsegs[0]+farmapylookup[y]+x);\r
+ break;\r
+\r
+ }\r
+\r
+ if (tile<NUMTILE16)\r
+ LatchDrawTile(sx,sy,tile);\r
+ else\r
+ {\r
+ LatchDrawChar(sx,sy,NUMBERCHARS+((tile&0xf000)>>12));\r
+ LatchDrawChar(sx+1,sy,NUMBERCHARS+((tile&0x0f00)>>8));\r
+ LatchDrawChar(sx,sy+8,NUMBERCHARS+((tile&0x00f0)>>4));\r
+ LatchDrawChar(sx+1,sy+8,NUMBERCHARS+(tile&0x000f));\r
+ }\r
+ }\r
+\r
+ VW_SetScreen (bufferofs,0);\r
+ displayofs = bufferofs;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= ViewMap\r
+=\r
+===================\r
+*/\r
+\r
+void ViewMap (void)\r
+{\r
+ boolean button0held;\r
+\r
+ viewtype = actoratview;\r
+ button0held = false;\r
+\r
+\r
+ maporgx = player->tilex - VIEWTILEX/2;\r
+ if (maporgx<0)\r
+ maporgx = 0;\r
+ maporgy = player->tiley - VIEWTILEY/2;\r
+ if (maporgy<0)\r
+ maporgy = 0;\r
+\r
+ do\r
+ {\r
+//\r
+// let user pan around\r
+//\r
+ IN_ReadControl(0,&control);\r
+ if (control.xaxis == -1 && maporgx>0)\r
+ maporgx--;\r
+ if (control.xaxis == 1 && maporgx<mapwidth-VIEWTILEX)\r
+ maporgx++;\r
+ if (control.yaxis == -1 && maporgy>0)\r
+ maporgy--;\r
+ if (control.yaxis == 1 && maporgy<mapheight-VIEWTILEY)\r
+ maporgy++;\r
+\r
+ if (control.button0 && !button0held)\r
+ {\r
+ button0held = true;\r
+ viewtype++;\r
+ if (viewtype==lastview)\r
+ viewtype = mapview;\r
+ }\r
+ if (!control.button0)\r
+ button0held = false;\r
+\r
+\r
+ OverheadRefresh ();\r
+\r
+ } while (!Keyboard[sc_Escape]);\r
+\r
+ IN_ClearKeysDown ();\r
+ DrawPlayScreen ();\r
+}\r
+#endif\r
+\r
--- /dev/null
+/* Catacomb Apocalypse 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_DRAW.C\r
+\r
+#include "DEF.H"\r
+#pragma hdrstop\r
+\r
+//#define DRAWEACH // draw walls one at a time for debugging\r
+\r
+unsigned highest;\r
+unsigned mostwalls,numwalls;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define PI 3.141592657\r
+#define ANGLEQUAD (ANGLES/4)\r
+\r
+unsigned oldend;\r
+\r
+#define FINEANGLES 3600\r
+\r
+#define MINRATIO 16\r
+\r
+\r
+const unsigned MAXSCALEHEIGHT = (VIEWWIDTH/2);\r
+const unsigned MAXVISHEIGHT = (VIEWHEIGHT/2);\r
+const unsigned BASESCALE = 32;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+//\r
+// calculate location of screens in video memory so they have the\r
+// maximum possible distance seperating them (for scaling overflow)\r
+//\r
+\r
+unsigned screenloc[3]= {PAGE1START,PAGE2START,PAGE3START};\r
+unsigned freelatch = FREESTART;\r
+\r
+boolean fizzlein;\r
+\r
+long scaleshapecalll;\r
+long scaletablecall;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+long bytecount,endcount; // for profiling\r
+int animframe;\r
+int pixelangle[VIEWWIDTH];\r
+int far finetangent[FINEANGLES+1];\r
+int fineviewangle;\r
+unsigned viewxpix,viewypix;\r
+\r
+/*\r
+============================================================================\r
+\r
+ 3 - D DEFINITIONS\r
+\r
+============================================================================\r
+*/\r
+\r
+fixed tileglobal = TILEGLOBAL;\r
+fixed focallength = FOCALLENGTH;\r
+fixed mindist = MINDIST;\r
+int viewheight = VIEWHEIGHT;\r
+fixed scale;\r
+\r
+\r
+tilept tile,lasttile, // tile of wall being followed\r
+ focal, // focal point in tiles\r
+ left,mid,right; // rightmost tile in view\r
+\r
+globpt edge,view;\r
+\r
+int segstart[VIEWHEIGHT], // addline tracks line segment and draws\r
+ segend[VIEWHEIGHT],\r
+ segcolor[VIEWHEIGHT]; // only when the color changes\r
+\r
+\r
+walltype walls[MAXWALLS],*leftwall,*rightwall;\r
+\r
+\r
+//==========================================================================\r
+\r
+//\r
+// refresh stuff\r
+//\r
+\r
+int screenpage;\r
+\r
+long lasttimecount;\r
+\r
+//\r
+// rendering stuff\r
+//\r
+\r
+int firstangle,lastangle;\r
+\r
+fixed prestep;\r
+\r
+fixed sintable[ANGLES+ANGLES/4],*costable = sintable+(ANGLES/4);\r
+\r
+fixed viewx,viewy; // the focal point\r
+int viewangle;\r
+fixed viewsin,viewcos;\r
+\r
+int zbuffer[VIEWXH+1]; // holds the height of the wall at that point\r
+\r
+//==========================================================================\r
+\r
+void DrawLine (int xl, int xh, int y,int color);\r
+void DrawWall (walltype *wallptr);\r
+void TraceRay (unsigned angle);\r
+fixed FixedByFrac (fixed a, fixed b);\r
+fixed FixedAdd (void);\r
+fixed TransformX (fixed gx, fixed gy);\r
+int FollowTrace (fixed tracex, fixed tracey, long deltax, long deltay, int max);\r
+int BackTrace (int finish);\r
+void ForwardTrace (void);\r
+int TurnClockwise (void);\r
+int TurnCounterClockwise (void);\r
+void FollowWall (void);\r
+\r
+void NewScene (void);\r
+void BuildTables (void);\r
+\r
+//==========================================================================\r
+\r
+\r
+#if 0\r
+/*\r
+==================\r
+=\r
+= DrawLine\r
+=\r
+= Must be in write mode 2 with all planes enabled\r
+= The bit mask is left set to the end value, so clear it after all lines are\r
+= drawn\r
+=\r
+= draws a black dot at the left edge of the line\r
+=\r
+==================\r
+*/\r
+\r
+unsigned static char dotmask[8] = {0x80,0x40,0x20,0x10,8,4,2,1};\r
+unsigned static char leftmask[8] = {0xff,0x7f,0x3f,0x1f,0xf,7,3,1};\r
+unsigned static char rightmask[8] = {0x80,0xc0,0xe0,0xf0,0xf8,0xfc,0xfe,0xff};\r
+\r
+void DrawLine (int xl, int xh, int y,int color)\r
+{\r
+ unsigned dest,xlp,xlb,xhb,maskleft,maskright,maskdot,mid;\r
+\r
+ xlb=xl/8;\r
+ xhb=xh/8;\r
+\r
+ if (xh<xl)\r
+ Quit("DrawLine: xh<xl");\r
+ if (y<VIEWY)\r
+ Quit("DrawLine: y<VIEWY");\r
+ if (y>VIEWYH)\r
+ Quit("DrawLine: y>VIEWYH");\r
+\r
+ xlp = xl&7;\r
+ maskleft = leftmask[xlp];\r
+ maskright = rightmask[xh&7];\r
+\r
+ mid = xhb-xlb-1;\r
+ dest = bufferofs+ylookup[y]+xlb;\r
+\r
+ //\r
+ // set the GC index register to point to the bit mask register\r
+ //\r
+ asm mov al,GC_BITMASK\r
+ asm mov dx,GC_INDEX\r
+ asm out dx,al\r
+\r
+ if (xlb==xhb)\r
+ {\r
+ //\r
+ // entire line is in one byte\r
+ //\r
+\r
+ maskleft&=maskright;\r
+\r
+ asm mov es,[screenseg]\r
+ asm mov di,[dest]\r
+ asm mov dx,GC_INDEX+1\r
+\r
+ asm mov al,[BYTE PTR maskleft]\r
+ asm out dx,al // mask off pixels\r
+\r
+ asm mov al,[BYTE PTR color]\r
+ asm xchg al,[es:di] // load latches and write pixels\r
+\r
+ return;\r
+ }\r
+\r
+asm mov es,[screenseg]\r
+asm mov di,[dest]\r
+asm mov dx,GC_INDEX+1\r
+asm mov bh,[BYTE PTR color]\r
+\r
+//\r
+// draw left side\r
+//\r
+asm mov al,[BYTE PTR maskleft]\r
+asm out dx,al // mask off pixels\r
+\r
+asm mov al,bh\r
+asm xchg al,[es:di] // load latches and write pixels\r
+asm inc di\r
+\r
+//\r
+// draw middle\r
+//\r
+asm mov al,255\r
+asm out dx,al // no masking\r
+\r
+asm mov al,bh\r
+asm mov cx,[mid]\r
+asm rep stosb\r
+\r
+//\r
+// draw right side\r
+//\r
+asm mov al,[BYTE PTR maskright]\r
+asm out dx,al // mask off pixels\r
+asm xchg bh,[es:di] // load latches and write pixels\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+void DrawLineDot (int xl, int xh, int y,int color)\r
+{\r
+ unsigned dest,xlp,xlb,xhb,maskleft,maskright,maskdot,mid;\r
+\r
+ xlb=xl/8;\r
+ xhb=xh/8;\r
+\r
+ if (xh<xl)\r
+ Quit("DrawLine: xh<xl");\r
+ if (y<VIEWY)\r
+ Quit("DrawLine: y<VIEWY");\r
+ if (y>VIEWYH)\r
+ Quit("DrawLine: y>VIEWYH");\r
+\r
+ xlp = xl&7;\r
+ maskdot = dotmask[xlp];\r
+ maskleft = leftmask[xlp];\r
+ maskright = rightmask[xh&7];\r
+\r
+ mid = xhb-xlb-1;\r
+ dest = bufferofs+ylookup[y]+xlb;\r
+\r
+ //\r
+ // set the GC index register to point to the bit mask register\r
+ //\r
+ asm mov al,GC_BITMASK\r
+ asm mov dx,GC_INDEX\r
+ asm out dx,al\r
+\r
+ if (xlb==xhb)\r
+ {\r
+ //\r
+ // entire line is in one byte\r
+ //\r
+\r
+ maskleft&=maskright;\r
+\r
+ asm mov es,[screenseg]\r
+ asm mov di,[dest]\r
+ asm mov dx,GC_INDEX+1\r
+\r
+ asm mov al,[BYTE PTR maskleft]\r
+ asm out dx,al // mask off pixels\r
+\r
+ asm mov al,[BYTE PTR color]\r
+ asm xchg al,[es:di] // load latches and write pixels\r
+\r
+\r
+ //\r
+ // write the black dot at the start\r
+ //\r
+ asm mov al,[BYTE PTR maskdot]\r
+ asm out dx,al // mask off pixels\r
+\r
+ asm xor al,al\r
+ asm xchg al,[es:di] // load latches and write pixels\r
+\r
+\r
+ return;\r
+ }\r
+\r
+asm mov es,[screenseg]\r
+asm mov di,[dest]\r
+asm mov dx,GC_INDEX+1\r
+asm mov bh,[BYTE PTR color]\r
+\r
+//\r
+// draw left side\r
+//\r
+asm mov al,[BYTE PTR maskleft]\r
+asm out dx,al // mask off pixels\r
+\r
+asm mov al,bh\r
+asm xchg al,[es:di] // load latches and write pixels\r
+\r
+//\r
+// write the black dot at the start\r
+//\r
+asm mov al,[BYTE PTR maskdot]\r
+asm out dx,al // mask off pixels\r
+asm xor al,al\r
+asm xchg al,[es:di] // load latches and write pixels\r
+asm inc di\r
+\r
+//\r
+// draw middle\r
+//\r
+asm mov al,255\r
+asm out dx,al // no masking\r
+\r
+asm mov al,bh\r
+asm mov cx,[mid]\r
+asm rep stosb\r
+\r
+//\r
+// draw right side\r
+//\r
+asm mov al,[BYTE PTR maskright]\r
+asm out dx,al // mask off pixels\r
+asm xchg bh,[es:di] // load latches and write pixels\r
+\r
+}\r
+\r
+#endif\r
+\r
+//==========================================================================\r
+\r
+\r
+long wallscalesource;\r
+\r
+#ifdef DRAWEACH\r
+/*\r
+====================\r
+=\r
+= ScaleOneWall\r
+=\r
+====================\r
+*/\r
+\r
+void near ScaleOneWall (int xl, int xh)\r
+{\r
+ int x,pixwidth,height;\r
+\r
+ *(((unsigned *)&wallscalesource)+1) = wallseg[xl];\r
+\r
+ for (x=xl;x<=xh;x+=pixwidth)\r
+ {\r
+ height = wallheight[x];\r
+ pixwidth = wallwidth[x];\r
+ (unsigned)wallscalesource = wallofs[x];\r
+\r
+ *(((unsigned *)&scaletablecall)+1) = (unsigned)scaledirectory[height];\r
+ (unsigned)scaletablecall = scaledirectory[height]->codeofs[0];\r
+\r
+ //\r
+ // scale a byte wide strip of wall\r
+ //\r
+ asm mov bx,[x]\r
+ asm mov di,bx\r
+ asm shr di,1\r
+ asm shr di,1\r
+ asm shr di,1 // X in bytes\r
+ asm add di,[bufferofs]\r
+ asm and bx,7\r
+ asm shl bx,1\r
+ asm shl bx,1\r
+ asm shl bx,1\r
+ asm add bx,[pixwidth] // bx = pixel*8+pixwidth-1\r
+ asm dec bx\r
+ asm mov al,BYTE PTR [bitmasks1+bx]\r
+ asm mov dx,GC_INDEX+1\r
+ asm out dx,al // set bit mask register\r
+ asm mov es,[screenseg]\r
+ asm lds si,[wallscalesource]\r
+ asm call [DWORD PTR ss:scaletablecall] // scale the line of pixels\r
+\r
+ asm mov al,BYTE PTR [ss:bitmasks2+bx]\r
+ asm or al,al\r
+ asm jz nosecond\r
+\r
+ //\r
+ // draw a second byte for vertical strips that cross two bytes\r
+ //\r
+ asm inc di\r
+ asm out dx,al // set bit mask register\r
+ asm call [DWORD PTR ss:scaletablecall] // scale the line of pixels\r
+ nosecond:\r
+ asm mov ax,ss\r
+ asm mov ds,ax\r
+ }\r
+}\r
+\r
+#endif\r
+\r
+char wall_anim_pos[NUMFLOORS];\r
+\r
+// EAST / WEST WALLS\r
+//\r
+int far walllight1[NUMFLOORS] = {0,\r
+\r
+ 0,//CRYSTAL1LIGHTPIC,\r
+ 0,//EGYPT1LIGHTPIC,\r
+ EGYPT2LIGHTPIC,\r
+ EGYPT3LIGHTPIC,\r
+\r
+ FIREWALL1PIC,\r
+ FIREWALL2PIC,\r
+ FIREWALL3PIC,\r
+ FIREWALL4PIC,\r
+\r
+\r
+ NEMESISPIC,\r
+\r
+ ALTARLEFTPIC,\r
+ ALTARRIGHTPIC,\r
+\r
+ TEMPLEWALLLIGHTPIC,\r
+\r
+ TORCHWALL1PIC,\r
+ TORCHWALL2PIC,\r
+\r
+ BRNBRKLIGHTPIC,\r
+ BRNBRKEMLIGHTPIC,\r
+\r
+ IRONGATEPIC,\r
+\r
+ BRNFLGLIGHTPIC,\r
+ BRNFLGWINDOWLIGHTPIC,\r
+ BRNFLGVINELIGHTPIC,\r
+ BRNFLGDMGLIGHTPIC,\r
+\r
+ SPACEDMG1LIGHTPIC,\r
+ SPACEDMG2LIGHTPIC,\r
+\r
+ SPACE1LIGHTPIC,\r
+ SPACE2LIGHTPIC,\r
+ SPACE3LIGHTPIC,\r
+ SPACE4LIGHTPIC,\r
+\r
+ SPACE5LIGHTPIC,\r
+ SPACE6LIGHTPIC,\r
+ SPACE7LIGHTPIC,\r
+ SPACE8LIGHTPIC,\r
+\r
+ 0,//SPACE9LIGHTPIC,\r
+ 0,//SPACEDMG9LIGHTPIC,\r
+ SPACE10LIGHTPIC,\r
+ RUSTDOORLIGHTPIC,\r
+\r
+ SPACE11LIGHTPIC,\r
+ SPACE12LIGHTPIC,\r
+ SPACE13LIGHTPIC,\r
+ SPACE14LIGHTPIC,\r
+\r
+ SPACEDMG5LIGHTPIC,\r
+ SPACEDMG6LIGHTPIC,\r
+\r
+ TAP1PIC,\r
+ TAP2PIC,\r
+ ENDPIC,\r
+ 0,//SIRONLIGHTPIC,\r
+\r
+ SPCDOOR1LIGHTPIC,\r
+ SPCDOOR2LIGHTPIC,\r
+ SPCDOOR3LIGHTPIC,\r
+ SPCDOOR4LIGHTPIC,\r
+\r
+ COLUMNSLIGHTPIC,\r
+\r
+ DEMONSTATUELIGHTPIC,\r
+\r
+ 0,//CRYSTALBWALL1LIGHTPIC,\r
+\r
+ 0,//SRUSTLIGHTPIC,\r
+\r
+ TROLLSTATUELIGHTPIC,\r
+\r
+ BRNDMGVINELIGHTPIC,\r
+ TAP3PIC,\r
+ HORNDOORPIC,\r
+ RUNEDOORPIC,\r
+\r
+ EXP_WALL_1PIC,\r
+ EXP_WALL_2PIC,\r
+ EXP_WALL_3PIC,\r
+ WATER_EXP_WALL_1PIC,\r
+ WATER_EXP_WALL_2PIC,\r
+ WATER_EXP_WALL_3PIC,\r
+\r
+ IRONDMGLIGHTPIC,\r
+ IRONLIGHTPIC,\r
+ 0,\r
+ TROLLBLOODYLIGHTPIC,\r
+ TROLLLIGHTPIC,\r
+\r
+ 0, // INVISIBLE WALL\r
+\r
+ STONEDOORLIGHTPIC,\r
+ 0,\r
+\r
+ IRONWTR1LIGHTPIC,\r
+ IRONWTR2LIGHTPIC,\r
+ IRONWTR3LIGHTPIC,\r
+\r
+ RUSTWTR1LIGHTPIC,\r
+ RUSTWTR2LIGHTPIC,\r
+ RUSTWTR3LIGHTPIC,\r
+\r
+ CEMETARYLIGHTPIC,\r
+ 0, // STAIRDWNLIGHTPIC,\r
+\r
+ WGRATE1LIGHTPIC,\r
+ WGRATE2LIGHTPIC,\r
+ WGRATE3LIGHTPIC,\r
+\r
+ MAS_WIN_LIGHTPIC,\r
+ MAS_DOOR_LIGHTPIC,\r
+ MAS_VINE1_LIGHTPIC,\r
+ MAS_VINE2_LIGHTPIC,\r
+\r
+ // Start of non-solid walls\r
+ 0,\r
+ 0,\r
+ 0,\r
+ 0,\r
+ 0,\r
+ 0,\r
+\r
+ // solid walls\r
+ SGRATEPIC,\r
+};\r
+\r
+// NORTH / SOUTH WALLS\r
+//\r
+int far walldark1[NUMFLOORS] = {0,\r
+\r
+ 0,//CRYSTAL1DARKPIC,\r
+ 0,//EGYPT1DARKPIC,\r
+ EGYPT2DARKPIC,\r
+ EGYPT3DARKPIC,\r
+\r
+ FIREWALL1PIC,\r
+ FIREWALL2PIC,\r
+ FIREWALL3PIC,\r
+ FIREWALL4PIC,\r
+\r
+ NEMESISPIC,\r
+\r
+ ALTARLEFTPIC,\r
+ ALTARRIGHTPIC,\r
+\r
+ TEMPLEWALLDARKPIC,\r
+\r
+ TORCHWALL1PIC,\r
+ TORCHWALL2PIC,\r
+\r
+ BRNBRKDARKPIC,\r
+ BRNBRKEMDARKPIC,\r
+\r
+ IRONGATEPIC,\r
+\r
+ BRNFLGDARKPIC,\r
+ BRNFLGWINDOWDARKPIC,\r
+ BRNFLGVINEDARKPIC,\r
+ BRNFLGDMGDARKPIC,\r
+\r
+ SPACEDMG1DARKPIC,\r
+ SPACEDMG2DARKPIC,\r
+\r
+ SPACE1DARKPIC,\r
+ SPACE2DARKPIC,\r
+ SPACE3DARKPIC,\r
+ SPACE4DARKPIC,\r
+\r
+ SPACE5DARKPIC,\r
+ SPACE6DARKPIC,\r
+ SPACE7DARKPIC,\r
+ SPACE8DARKPIC,\r
+\r
+ 0,//SPACE9DARKPIC,\r
+ 0,//SPACEDMG9DARKPIC,\r
+ SPACE10DARKPIC,\r
+ RUSTDOORDARKPIC,\r
+\r
+ SPACE11DARKPIC,\r
+ SPACE12DARKPIC,\r
+ SPACE13DARKPIC,\r
+ SPACE14DARKPIC,\r
+\r
+ SPACEDMG5DARKPIC,\r
+ SPACEDMG6DARKPIC,\r
+\r
+ TAP1PIC,\r
+ TAP2PIC,\r
+ ENDPIC,\r
+ 0,//SIRONDARKPIC,\r
+\r
+ SPCDOOR1DARKPIC,\r
+ SPCDOOR2DARKPIC,\r
+ SPCDOOR3DARKPIC,\r
+ SPCDOOR4DARKPIC,\r
+\r
+ COLUMNSDARKPIC,\r
+\r
+ DEMONSTATUEDARKPIC,\r
+\r
+ 0,//CRYSTALBWALL1DARKPIC,\r
+\r
+ 0,//SRUSTDARKPIC,\r
+\r
+ TROLLSTATUEDARKPIC,\r
+\r
+ BRNDMGVINEDARKPIC,\r
+ TAP3PIC,\r
+ HORNDOORPIC,\r
+ RUNEDOORPIC,\r
+\r
+ EXP_WALL_1PIC,\r
+ EXP_WALL_2PIC,\r
+ EXP_WALL_3PIC,\r
+\r
+ WATER_EXP_WALL_1PIC,\r
+ WATER_EXP_WALL_2PIC,\r
+ WATER_EXP_WALL_3PIC,\r
+\r
+ IRONDMGDARKPIC,\r
+ IRONDARKPIC,\r
+ 0,\r
+ TROLLBLOODYDARKPIC,\r
+\r
+ TROLLDARKPIC,\r
+\r
+ 0, // INVISIBLE WALL\r
+\r
+ STONEDOORDARKPIC,\r
+ 0,\r
+\r
+ IRONWTR1DARKPIC,\r
+ IRONWTR2DARKPIC,\r
+ IRONWTR3DARKPIC,\r
+\r
+ RUSTWTR1DARKPIC,\r
+ RUSTWTR2DARKPIC,\r
+ RUSTWTR3DARKPIC,\r
+\r
+ CEMETARYDARKPIC,\r
+ 0,\r
+\r
+ WGRATE1DARKPIC,\r
+ WGRATE2DARKPIC,\r
+ WGRATE3DARKPIC,\r
+\r
+ MAS_WIN_DARKPIC,\r
+ MAS_DOOR_DARKPIC,\r
+ MAS_VINE1_DARKPIC,\r
+ MAS_VINE2_DARKPIC,\r
+\r
+ // Start of non-solid walls\r
+ 0,\r
+ 0,\r
+ 0,\r
+ 0,\r
+ 0,\r
+ 0,\r
+\r
+ // solid walls\r
+ SGRATEPIC,\r
+};\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= DrawVWall\r
+=\r
+= Draws a wall by vertical segments, for texture mapping!\r
+=\r
+= wallptr->side is true for east/west walls (constant x)\r
+=\r
+= fracheight and fracstep are 16.16 bit fractions\r
+=\r
+=====================\r
+*/\r
+\r
+void DrawVWall (walltype *wallptr)\r
+{\r
+ int x,i;\r
+ unsigned source;\r
+ unsigned width,sourceint;\r
+ unsigned wallpic,wallpicseg;\r
+ unsigned skip;\r
+ long fracheight,fracstep,longheightchange;\r
+ unsigned height;\r
+ int heightchange;\r
+ unsigned slope,distance;\r
+ int traceangle,angle;\r
+ int mapadd;\r
+ unsigned lastpix,lastsource,lastwidth;\r
+\r
+ if (wallptr->rightclip < wallptr->leftclip)\r
+ Quit ("DrawVWall: Right < Left");\r
+\r
+//\r
+// setup for height calculation\r
+//\r
+ wallptr->height1 >>= 1;\r
+ wallptr->height2 >>= 1;\r
+ wallptr->planecoord>>=10; // remove non significant bits\r
+\r
+ width = wallptr->x2 - wallptr->x1;\r
+ if (width)\r
+ {\r
+ heightchange = wallptr->height2 - wallptr->height1;\r
+ asm mov ax,[heightchange]\r
+ asm mov WORD PTR [longheightchange+2],ax\r
+ asm mov WORD PTR [longheightchange],0 // avoid long shift by 16\r
+ fracstep = longheightchange/width;\r
+ }\r
+\r
+ fracheight = ((long)wallptr->height1<<16)+0x8000;\r
+ skip = wallptr->leftclip - wallptr->x1;\r
+ if (skip)\r
+ fracheight += fracstep*skip;\r
+\r
+//\r
+// setup for texture mapping\r
+//\r
+// mapadd is 64*64 (to keep source positive) + the origin wall intercept\r
+// distance has 6 unit bits, and 6 frac bits\r
+// traceangle is the center view angle in FINEANGLES, moved to be in\r
+// the +-90 degree range (to thew right of origin)\r
+//\r
+ traceangle = fineviewangle;\r
+ //\r
+ // find wall picture to map from\r
+ //\r
+ if (wallptr->side)\r
+ { // east or west wall\r
+\r
+ wallpic = walllight1[wallptr->color+wall_anim_pos[wallptr->color]];\r
+ if (wallptr->planecoord < viewxpix)\r
+ {\r
+ distance = viewxpix-wallptr->planecoord;\r
+ traceangle -= FINEANGLES/2;\r
+ mapadd = (64-viewypix&63); // the pixel spot of the origin\r
+ }\r
+ else\r
+ {\r
+ distance = wallptr->planecoord-viewxpix;\r
+ // traceangle is correct\r
+ mapadd = viewypix&63; // the pixel spot of the origin\r
+ }\r
+ }\r
+ else\r
+ { // north or south wall\r
+\r
+ wallpic = walldark1[wallptr->color+wall_anim_pos[wallptr->color]];\r
+ if (wallptr->planecoord < viewypix)\r
+ {\r
+ distance = viewypix-wallptr->planecoord;\r
+ traceangle -= FINEANGLES/4;\r
+ mapadd = viewxpix&63; // the pixel spot of the origin\r
+ }\r
+ else\r
+ {\r
+ distance = wallptr->planecoord-viewypix;\r
+ traceangle -= FINEANGLES*3/4;\r
+ mapadd = (64-viewxpix&63); // the pixel spot of the origin\r
+ }\r
+ }\r
+\r
+ mapadd = 64*64-mapadd; // make sure it stays positive\r
+\r
+ wallpicseg = (unsigned)walldirectory[wallpic-FIRSTWALLPIC];\r
+ if (traceangle > FINEANGLES/2)\r
+ traceangle -= FINEANGLES;\r
+\r
+//\r
+// calculate everything\r
+//\r
+// IMPORTANT! This loop is executed around 5000 times / second!\r
+//\r
+ lastpix = lastsource = (unsigned)-1;\r
+\r
+ for (x = wallptr->leftclip ; x <= wallptr->rightclip ; x++)\r
+ {\r
+ //\r
+ // height\r
+ //\r
+ asm mov ax,WORD PTR [fracheight]\r
+ asm mov dx,WORD PTR [fracheight+2]\r
+ asm mov cx,dx\r
+ asm add ax,WORD PTR [fracstep]\r
+ asm adc dx,WORD PTR [fracstep+2]\r
+ asm mov WORD PTR [fracheight],ax\r
+ asm mov WORD PTR [fracheight+2],dx\r
+ asm mov bx,[x]\r
+ asm shl bx,1\r
+ asm cmp cx,MAXSCALEHEIGHT\r
+ asm jbe storeheight\r
+ asm mov cx,MAXSCALEHEIGHT\r
+storeheight:\r
+ asm mov WORD PTR [wallheight+bx],cx\r
+ asm mov WORD PTR [zbuffer+bx],cx\r
+\r
+// height = fracheight>>16;\r
+// fracheight += fracstep;\r
+// if (height > MAXSCALEHEIGHT)\r
+// height = MAXSCALEHEIGHT;\r
+// wallheight[x] = zbuffer[x] = height;\r
+\r
+ //\r
+ // texture map\r
+ //\r
+ angle = pixelangle[x]+traceangle;\r
+ if (angle<0)\r
+ angle+=FINEANGLES;\r
+\r
+ slope = finetangent[angle];\r
+\r
+//\r
+// distance is an unsigned 6.6 bit number (12 pixel bits)\r
+// slope is a signed 5.10 bit number\r
+// result is a signed 11.16 bit number\r
+//\r
+\r
+#if 0\r
+ source = distance*slope;\r
+ source >>=20;\r
+\r
+ source += mapadd;\r
+ source &= 63; // mask off the unused units\r
+ source = 63-source;\r
+ source <<= 6; // multiply by 64 for offset into pic\r
+#endif\r
+ asm mov ax,[distance]\r
+ asm imul [slope] // ax is the source pixel\r
+ asm mov al,ah\r
+ asm shr al,1\r
+ asm shr al,1 // low 6 bits is now pixel number\r
+ asm add ax,[mapadd]\r
+ asm and ax,63\r
+ asm mov dx,63\r
+ asm sub dx,ax // otherwise it is backwards\r
+ asm shl dx,1\r
+ asm shl dx,1\r
+ asm shl dx,1\r
+ asm shl dx,1\r
+ asm shl dx,1\r
+ asm shl dx,1 // *64 to index into shape\r
+ asm mov [source],dx\r
+\r
+ if (source != lastsource)\r
+ {\r
+ if (lastpix != (unsigned)-1)\r
+ {\r
+ wallofs[lastpix] = lastsource;\r
+ wallseg[lastpix] = wallpicseg;\r
+ wallwidth[lastpix] = lastwidth;\r
+ }\r
+ lastpix = x;\r
+ lastsource = source;\r
+ lastwidth = 1;\r
+ }\r
+ else\r
+ lastwidth++; // optimized draw, same map as last one\r
+ }\r
+ wallofs[lastpix] = lastsource;\r
+ wallseg[lastpix] = wallpicseg;\r
+ wallwidth[lastpix] = lastwidth;\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= TraceRay\r
+=\r
+= Used to find the left and rightmost tile in the view area to be traced from\r
+= Follows a ray of the given angle from viewx,viewy in the global map until\r
+= it hits a solid tile\r
+= sets:\r
+= tile.x,tile.y : tile coordinates of contacted tile\r
+= tilecolor : solid tile's color\r
+=\r
+==================\r
+*/\r
+\r
+int tilecolor;\r
+\r
+void TraceRay (unsigned angle)\r
+{\r
+ long tracex,tracey,tracexstep,traceystep,searchx,searchy;\r
+ fixed fixtemp;\r
+ int otx,oty,searchsteps;\r
+\r
+ tracexstep = costable[angle];\r
+ traceystep = sintable[angle];\r
+\r
+//\r
+// advance point so it is even with the view plane before we start checking\r
+//\r
+ fixtemp = FixedByFrac(prestep,tracexstep);\r
+ tracex = viewx+fixtemp;\r
+ fixtemp = FixedByFrac(prestep,traceystep);\r
+ tracey = viewy-fixtemp;\r
+\r
+ tile.x = tracex>>TILESHIFT; // starting point in tiles\r
+ tile.y = tracey>>TILESHIFT;\r
+\r
+\r
+ if (tracexstep<0) // use 2's complement, not signed magnitude\r
+ tracexstep = -(tracexstep&0x7fffffff);\r
+\r
+ if (traceystep<0) // use 2's complement, not signed magnitude\r
+ traceystep = -(traceystep&0x7fffffff);\r
+\r
+//\r
+// we assume viewx,viewy is not inside a solid tile, so go ahead one step\r
+//\r
+\r
+ do // until a solid tile is hit\r
+ {\r
+ otx = tile.x;\r
+ oty = tile.y;\r
+ spotvis[otx][oty] = true;\r
+ tracex += tracexstep;\r
+ tracey -= traceystep;\r
+ tile.x = tracex>>TILESHIFT;\r
+ tile.y = tracey>>TILESHIFT;\r
+\r
+ if (tile.x!=otx && tile.y!=oty && (tilemap[otx][tile.y] || tilemap[tile.x][oty]) )\r
+ {\r
+ //\r
+ // trace crossed two solid tiles, so do a binary search along the line\r
+ // to find a spot where only one tile edge is crossed\r
+ //\r
+ searchsteps = 0;\r
+ searchx = tracexstep;\r
+ searchy = traceystep;\r
+ do\r
+ {\r
+ searchx/=2;\r
+ searchy/=2;\r
+ if (tile.x!=otx && tile.y!=oty)\r
+ {\r
+ // still too far\r
+ tracex -= searchx;\r
+ tracey += searchy;\r
+ }\r
+ else\r
+ {\r
+ // not far enough, no tiles crossed\r
+ tracex += searchx;\r
+ tracey -= searchy;\r
+ }\r
+\r
+ //\r
+ // if it is REAL close, go for the most clockwise intersection\r
+ //\r
+ if (++searchsteps == 16)\r
+ {\r
+ tracex = (long)otx<<TILESHIFT;\r
+ tracey = (long)oty<<TILESHIFT;\r
+ if (tracexstep>0)\r
+ {\r
+ if (traceystep<0)\r
+ {\r
+ tracex += TILEGLOBAL-1;\r
+ tracey += TILEGLOBAL;\r
+ }\r
+ else\r
+ {\r
+ tracex += TILEGLOBAL;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (traceystep<0)\r
+ {\r
+ tracex --;\r
+ tracey += TILEGLOBAL-1;\r
+ }\r
+ else\r
+ {\r
+ tracey --;\r
+ }\r
+ }\r
+ }\r
+\r
+ tile.x = tracex>>TILESHIFT;\r
+ tile.y = tracey>>TILESHIFT;\r
+\r
+ } while (( tile.x!=otx && tile.y!=oty) || (tile.x==otx && tile.y==oty) );\r
+ }\r
+ } while (!(tilecolor = tilemap[tile.x][tile.y]) );\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= FixedByFrac\r
+=\r
+= multiply a 16/16 bit, 2's complement fixed point number by a 16 bit\r
+= fraction, passed as a signed magnitude 32 bit number\r
+=\r
+========================\r
+*/\r
+\r
+#pragma warn -rvl // I stick the return value in with ASMs\r
+\r
+fixed FixedByFrac (fixed a, fixed b)\r
+{\r
+ fixed value;\r
+\r
+//\r
+// setup\r
+//\r
+asm mov si,[WORD PTR b+2] // sign of result = sign of fraction\r
+\r
+asm mov ax,[WORD PTR a]\r
+asm mov cx,[WORD PTR a+2]\r
+\r
+asm or cx,cx\r
+asm jns aok: // negative?\r
+asm not ax\r
+asm not cx\r
+asm add ax,1\r
+asm adc cx,0\r
+asm xor si,0x8000 // toggle sign of result\r
+aok:\r
+\r
+//\r
+// multiply cx:ax by bx\r
+//\r
+asm mov bx,[WORD PTR b]\r
+asm mul bx // fraction*fraction\r
+asm mov di,dx // di is low word of result\r
+asm mov ax,cx //\r
+asm mul bx // units*fraction\r
+asm add ax,di\r
+asm adc dx,0\r
+\r
+//\r
+// put result dx:ax in 2's complement\r
+//\r
+asm test si,0x8000 // is the result negative?\r
+asm jz ansok:\r
+asm not ax\r
+asm not dx\r
+asm add ax,1\r
+asm adc dx,0\r
+\r
+ansok:;\r
+\r
+}\r
+\r
+#pragma warn +rvl\r
+\r
+#if 0\r
+/*\r
+=========================\r
+=\r
+= FixedAdd\r
+=\r
+= add two 16 bit fixed point numbers\r
+= to subtract, invert the sign of B before invoking\r
+=\r
+=========================\r
+*/\r
+\r
+fixed FixedAdd (fixed a, fixed b)\r
+{\r
+ fixed value;\r
+\r
+asm mov ax,[WORD PTR a]\r
+asm mov dx,[WORD PTR a+2]\r
+\r
+asm mov bx,[WORD PTR b]\r
+asm mov cx,[WORD PTR b+2]\r
+\r
+asm or dx,dx\r
+asm jns aok: // negative?\r
+asm and dx,0x7fff\r
+asm not ax // convert a from signed magnitude to 2's compl\r
+asm not dx\r
+asm add ax,1\r
+asm adc dx,0\r
+aok:\r
+\r
+asm or cx,cx\r
+asm jns bok: // negative?\r
+asm and cx,0x7fff\r
+asm not bx // convert b from signed magnitude to 2's compl\r
+asm not cx\r
+asm add bx,1\r
+asm adc cx,0\r
+bok:\r
+\r
+asm add ax,bx // perform the addition\r
+asm adc dx,cx\r
+asm jns done\r
+\r
+asm and dx,0x7fff // value was negative\r
+asm not ax // back to signed magnitude\r
+asm not dx\r
+asm add ax,1\r
+asm adc dx,0\r
+\r
+done:\r
+\r
+asm mov [WORD PTR value],ax\r
+asm mov [WORD PTR value+2],dx\r
+\r
+ return value;\r
+}\r
+#endif\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= TransformPoint\r
+=\r
+= Takes paramaters:\r
+= gx,gy : globalx/globaly of point\r
+=\r
+= globals:\r
+= viewx,viewy : point of view\r
+= viewcos,viewsin : sin/cos of viewangle\r
+=\r
+=\r
+= defines:\r
+= CENTERX : pixel location of center of view window\r
+= TILEGLOBAL : size of one\r
+= FOCALLENGTH : distance behind viewx/y for center of projection\r
+= scale : conversion from global value to screen value\r
+=\r
+= returns:\r
+= screenx,screenheight: projected edge location and size\r
+=\r
+========================\r
+*/\r
+\r
+void TransformPoint (fixed gx, fixed gy, int *screenx, unsigned *screenheight)\r
+{\r
+ int ratio;\r
+ fixed gxt,gyt,nx,ny;\r
+\r
+//\r
+// translate point to view centered coordinates\r
+//\r
+ gx = gx-viewx;\r
+ gy = gy-viewy;\r
+\r
+//\r
+// calculate newx\r
+//\r
+ gxt = FixedByFrac(gx,viewcos);\r
+ gyt = FixedByFrac(gy,viewsin);\r
+ nx = gxt-gyt;\r
+\r
+//\r
+// calculate newy\r
+//\r
+ gxt = FixedByFrac(gx,viewsin);\r
+ gyt = FixedByFrac(gy,viewcos);\r
+ ny = gyt+gxt;\r
+\r
+//\r
+// calculate perspective ratio\r
+//\r
+ if (nx<0)\r
+ nx = 0;\r
+\r
+ ratio = nx*scale/FOCALLENGTH;\r
+\r
+ if (ratio<=MINRATIO)\r
+ ratio = MINRATIO;\r
+\r
+ *screenx = CENTERX + ny/ratio;\r
+\r
+ *screenheight = TILEGLOBAL/ratio;\r
+\r
+}\r
+\r
+\r
+//\r
+// transform actor\r
+//\r
+void TransformActor (objtype *ob)\r
+{\r
+ int ratio;\r
+ fixed gx,gy,gxt,gyt,nx,ny;\r
+\r
+//\r
+// translate point to view centered coordinates\r
+//\r
+ gx = ob->x-viewx;\r
+ gy = ob->y-viewy;\r
+\r
+//\r
+// calculate newx\r
+//\r
+ gxt = FixedByFrac(gx,viewcos);\r
+ gyt = FixedByFrac(gy,viewsin);\r
+ nx = gxt-gyt-ob->size;\r
+\r
+//\r
+// calculate newy\r
+//\r
+ gxt = FixedByFrac(gx,viewsin);\r
+ gyt = FixedByFrac(gy,viewcos);\r
+ ny = gyt+gxt;\r
+\r
+//\r
+// calculate perspective ratio\r
+//\r
+ if (nx<0)\r
+ nx = 0;\r
+\r
+ ratio = nx*scale/FOCALLENGTH;\r
+\r
+ if (ratio<=MINRATIO)\r
+ ratio = MINRATIO;\r
+\r
+ ob->viewx = CENTERX + ny/ratio;\r
+\r
+ ob->viewheight = TILEGLOBAL/ratio;\r
+}\r
+\r
+//==========================================================================\r
+\r
+fixed TransformX (fixed gx, fixed gy)\r
+{\r
+ int ratio;\r
+ fixed gxt,gyt,nx,ny;\r
+\r
+//\r
+// translate point to view centered coordinates\r
+//\r
+ gx = gx-viewx;\r
+ gy = gy-viewy;\r
+\r
+//\r
+// calculate newx\r
+//\r
+ gxt = FixedByFrac(gx,viewcos);\r
+ gyt = FixedByFrac(gy,viewsin);\r
+\r
+ return gxt-gyt;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= BuildTables\r
+=\r
+= Calculates:\r
+=\r
+= scale projection constant\r
+= sintable/costable overlapping fractional tables\r
+= firstangle/lastangle angles from focalpoint to left/right view edges\r
+= prestep distance from focal point before checking for tiles\r
+=\r
+==================\r
+*/\r
+\r
+void BuildTables (void)\r
+{\r
+ int i;\r
+ long intang;\r
+ long x;\r
+ float angle,anglestep,radtoint;\r
+ double tang;\r
+ fixed value;\r
+\r
+//\r
+// calculate the angle offset from view angle of each pixel's ray\r
+//\r
+ radtoint = (float)FINEANGLES/2/PI;\r
+ for (i=0;i<VIEWWIDTH/2;i++)\r
+ {\r
+ // start 1/2 pixel over, so viewangle bisects two middle pixels\r
+ x = (TILEGLOBAL*i+TILEGLOBAL/2)/VIEWWIDTH;\r
+ tang = (float)x/(FOCALLENGTH+MINDIST);\r
+ angle = atan(tang);\r
+ intang = angle*radtoint;\r
+ pixelangle[VIEWWIDTH/2-1-i] = intang;\r
+ pixelangle[VIEWWIDTH/2+i] = -intang;\r
+ }\r
+\r
+//\r
+// calculate fine tangents\r
+// 1 sign bit, 5 units (clipped to), 10 fracs\r
+//\r
+#define MININT (-MAXINT)\r
+\r
+ for (i=0;i<FINEANGLES/4;i++)\r
+ {\r
+ intang = tan(i/radtoint)*(1l<<10);\r
+\r
+ //\r
+ // if the tangent is not reprentable in this many bits, bound the\r
+ // units part ONLY\r
+ //\r
+ if (intang>MAXINT)\r
+ intang = 0x8f00 | (intang & 0xff);\r
+ else if (intang<MININT)\r
+ intang = 0xff00 | (intang & 0xff);\r
+\r
+ finetangent[i] = intang;\r
+// finetangent[FINEANGLES/2+i] = intang;\r
+// finetangent[FINEANGLES/2-i-1] = -intang;\r
+ finetangent[FINEANGLES-i-1] = -intang;\r
+ }\r
+\r
+//\r
+// calculate scale value so one tile at mindist allmost fills the view horizontally\r
+//\r
+ scale = GLOBAL1/VIEWWIDTH;\r
+ scale *= focallength;\r
+ scale /= (focallength+mindist);\r
+\r
+//\r
+// costable overlays sintable with a quarter phase shift\r
+// ANGLES is assumed to be divisable by four\r
+//\r
+// The low word of the value is the fraction, the high bit is the sign bit,\r
+// bits 16-30 should be 0\r
+//\r
+\r
+ angle = 0;\r
+ anglestep = PI/2/ANGLEQUAD;\r
+ for (i=0;i<=ANGLEQUAD;i++)\r
+ {\r
+ value=GLOBAL1*sin(angle);\r
+ sintable[i]=\r
+ sintable[i+ANGLES]=\r
+ sintable[ANGLES/2-i] = value;\r
+ sintable[ANGLES-i]=\r
+ sintable[ANGLES/2+i] = value | 0x80000000l;\r
+ angle += anglestep;\r
+ }\r
+\r
+//\r
+// figure trace angles for first and last pixel on screen\r
+//\r
+ angle = atan((float)VIEWWIDTH/2*scale/FOCALLENGTH);\r
+ angle *= ANGLES/(PI*2);\r
+\r
+ intang = (int)angle+1;\r
+ firstangle = intang;\r
+ lastangle = -intang;\r
+\r
+ prestep = GLOBAL1*((float)FOCALLENGTH/costable[firstangle]);\r
+\r
+//\r
+// misc stuff\r
+//\r
+ walls[0].x2 = VIEWX-1;\r
+ walls[0].height2 = 32000;\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= ClearScreen\r
+=\r
+=====================\r
+*/\r
+\r
+void ClearScreen (void)\r
+{\r
+ unsigned topcolor=*skycolor, bottomcolor=*groundcolor;\r
+ unsigned topimage=topcolor&0xf0,bottomimage=bottomcolor&0xf0;\r
+ unsigned pfoffset=0;\r
+\r
+\r
+#if USE_STRIPS\r
+ if (topimage == 0x20) // special code for lightning\r
+ topimage = topcolor = 0;\r
+\r
+// Manually wipe screen with solid color.\r
+// If BOTH sky and ground are 'images' don't manually clear it!\r
+//\r
+ if ((!topimage) || (!bottomimage))\r
+ {\r
+#endif\r
+\r
+ //\r
+ // clear the screen\r
+ //\r
+asm mov dx,GC_INDEX\r
+asm mov ax,GC_MODE + 256*2 // read mode 0, write mode 2\r
+asm out dx,ax\r
+asm mov ax,GC_BITMASK + 255*256\r
+asm out dx,ax\r
+\r
+//asm mov dx,40-VIEWWIDTH/8 // dx = modulo\r
+asm mov bl,VIEWWIDTH/16\r
+asm mov bh,CENTERY+1\r
+\r
+asm mov ax,topcolor\r
+asm mov es,[screenseg]\r
+asm mov di,[bufferofs]\r
+asm add di,((SCREENWIDTH*VIEWY)+(VIEWX/8))\r
+\r
+toploop:\r
+asm mov cl,bl\r
+asm rep stosw\r
+asm stosb\r
+//asm add di,dx // no need to add "0" modulo\r
+asm dec bh\r
+asm jnz toploop\r
+\r
+asm mov bh,CENTERY+1\r
+asm mov ax,bottomcolor\r
+\r
+bottomloop:\r
+asm mov cl,bl\r
+asm rep stosw\r
+asm stosb\r
+//asm add di,dx // no need to add "0" modulo\r
+asm dec bh\r
+asm jnz bottomloop\r
+\r
+#if USE_STRIPS\r
+ }\r
+\r
+\r
+//\r
+// code to test parallax turning\r
+//\r
+\r
+ if (topimage)\r
+ {\r
+ topimage -= 16;\r
+ pfoffset = LONG_PERCENTAGE(3200,359,(359-player->angle),12);\r
+ while (pfoffset >= 640)\r
+ pfoffset -= 640;\r
+ LatchDrawPicStrip(0,0,SKY1PIC+topimage,pfoffset+8);\r
+ }\r
+\r
+ if (bottomimage)\r
+ {\r
+//// pfoffset = LONG_PERCENTAGE(3200,359,(359-player->angle),12)+320;\r
+// pfoffset += 320;\r
+// while (pfoffset >= 640)\r
+// pfoffset -= 640;\r
+// LatchDrawPicStrip(0,64,SKY1PIC+topimage,pfoffset+8);\r
+ bottomimage -= 16;\r
+ LatchDrawPic(0,64,GND1PIC+bottomimage);\r
+ }\r
+#endif\r
+\r
+\r
+asm mov dx,GC_INDEX\r
+asm mov ax,GC_MODE + 256*10 // read mode 1, write mode 2\r
+asm out dx,ax\r
+asm mov al,GC_BITMASK\r
+asm out dx,al\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= DrawWallList\r
+=\r
+= Clips and draws all the walls traced this refresh\r
+=\r
+=====================\r
+*/\r
+\r
+void DrawWallList (void)\r
+{\r
+ int i,leftx,newleft,rightclip;\r
+ walltype *wall, *check;\r
+\r
+asm mov ax,ds\r
+asm mov es,ax\r
+asm mov di,OFFSET wallwidth\r
+asm xor ax,ax\r
+asm mov cx,VIEWWIDTH/2\r
+asm rep stosw\r
+\r
+ ClearScreen ();\r
+\r
+ rightwall->x1 = VIEWXH+1;\r
+ rightwall->height1 = 32000;\r
+ (rightwall+1)->x1 = 32000;\r
+\r
+ leftx = -1;\r
+\r
+ for (wall=&walls[1];wall<rightwall && leftx<=VIEWXH ;wall++)\r
+ {\r
+ if (leftx >= wall->x2)\r
+ continue;\r
+\r
+ rightclip = wall->x2;\r
+\r
+ check = wall+1;\r
+ while (check->x1 <= rightclip && check->height1 >= wall->height2)\r
+ {\r
+ rightclip = check->x1-1;\r
+ check++;\r
+ }\r
+\r
+ if (rightclip>VIEWXH)\r
+ rightclip=VIEWXH;\r
+\r
+ if (leftx < wall->x1 - 1)\r
+ newleft = wall->x1-1; // there was black space between walls\r
+ else\r
+ newleft = leftx;\r
+\r
+ if (rightclip > newleft)\r
+ {\r
+ wall->leftclip = newleft+1;\r
+ wall->rightclip = rightclip;\r
+ DrawVWall (wall);\r
+ leftx = rightclip;\r
+ }\r
+ }\r
+\r
+#ifndef DRAWEACH\r
+ ScaleWalls (); // draw all the walls\r
+#endif\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= DrawScaleds\r
+=\r
+= Draws all objects that are visable\r
+=\r
+=====================\r
+*/\r
+\r
+objtype *depthsort[MAXACTORS];\r
+\r
+void DrawScaleds (void)\r
+{\r
+#if USE_INERT_LIST\r
+ extern inertobjtype inertobjlist[], *inert;\r
+\r
+ boolean inertlist=false;\r
+#endif\r
+ int i,j,least,numvisable,height;\r
+ objtype *obj,**vislist,*farthest;\r
+ memptr shape;\r
+ byte *tilespot,*visspot;\r
+\r
+ numvisable = 0;\r
+\r
+//\r
+// calculate base positions of all objects\r
+//\r
+ vislist = &depthsort[0];\r
+\r
+ obj = player->next;\r
+ while (obj)\r
+ {\r
+ tilespot = &tilemap[0][0]+(obj->tilex<<6)+obj->tiley;\r
+ visspot = &spotvis[0][0]+(obj->tilex<<6)+obj->tiley;\r
+ //\r
+ // could be in any of the nine surrounding tiles\r
+ //\r
+ if (*visspot\r
+ || ( *(visspot-1) && !*(tilespot-1) )\r
+ || ( *(visspot+1) && !*(tilespot+1) )\r
+ || ( *(visspot-65) && !*(tilespot-65) )\r
+ || ( *(visspot-64) && !*(tilespot-64) )\r
+ || ( *(visspot-63) && !*(tilespot-63) )\r
+ || ( *(visspot+65) && !*(tilespot+65) )\r
+ || ( *(visspot+64) && !*(tilespot+64) )\r
+ || ( *(visspot+63) && !*(tilespot+63) ) )\r
+ {\r
+#if USE_INERT_LIST\r
+ if (!inertlist)\r
+#endif\r
+ if ((obj->active == noalways) || (obj->active == always))\r
+ obj->active = always;\r
+ else\r
+ obj->active = yes;\r
+ TransformActor (obj);\r
+ if (!obj->viewheight || obj->viewheight > VIEWWIDTH)\r
+ goto cont; // too close or far away\r
+\r
+ if (!obj->state->shapenum)\r
+ goto cont;\r
+\r
+ *vislist++ = obj;\r
+ numvisable++;\r
+ }\r
+ else\r
+#if USE_INERT_LIST\r
+ if (!inertlist)\r
+#endif\r
+ if ((obj->active != always) && (obj->active != noalways))\r
+ obj->active = no;\r
+\r
+cont:;\r
+ obj = obj->next;\r
+#if USE_INERT_LIST\r
+ if ((!obj) && (!inertlist))\r
+ {\r
+ if (inert != inertobjlist)\r
+ obj = (objtype *)inertobjlist;\r
+ inertlist = true;\r
+ }\r
+#endif\r
+ }\r
+\r
+ if (vislist == &depthsort[0])\r
+ return; // no visable objects\r
+\r
+//\r
+// draw from back to front\r
+//\r
+ for (i = 0; i<numvisable; i++)\r
+ {\r
+ least = 32000;\r
+ for (j=0;j<numvisable;j++)\r
+ {\r
+ height = depthsort[j]->viewheight;\r
+ if (height < least)\r
+ {\r
+ least = height;\r
+ farthest = depthsort[j];\r
+ }\r
+ }\r
+ //\r
+ // draw farthest\r
+ //\r
+ shape = shapedirectory[farthest->state->shapenum-FIRSTSCALEPIC];\r
+ ScaleShape(farthest->viewx,shape,farthest->viewheight);\r
+ farthest->viewheight = 32000;\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CalcTics\r
+=\r
+=====================\r
+*/\r
+\r
+void CalcTics (void)\r
+{\r
+ long newtime,oldtimecount;\r
+\r
+\r
+#ifdef PROFILE\r
+ tics = 1;\r
+ return;\r
+#endif\r
+\r
+//\r
+// calculate tics since last refresh for adaptive timing\r
+//\r
+ if (lasttimecount > TimeCount)\r
+ TimeCount = lasttimecount; // if the game was paused a LONG time\r
+\r
+#if 0\r
+ if (DemoMode) // demo recording and playback needs\r
+ { // to be constant\r
+//\r
+// take DEMOTICS or more tics, and modify Timecount to reflect time taken\r
+//\r
+ oldtimecount = lasttimecount;\r
+ while (TimeCount<oldtimecount+DEMOTICS*2)\r
+ ;\r
+ lasttimecount = oldtimecount + DEMOTICS;\r
+ TimeCount = lasttimecount + DEMOTICS;\r
+ realtics = tics = DEMOTICS;\r
+ }\r
+ else\r
+#endif\r
+ {\r
+//\r
+// non demo, so report actual time\r
+//\r
+ newtime = TimeCount;\r
+ realtics = tics = newtime-lasttimecount;\r
+ lasttimecount = newtime;\r
+\r
+#ifdef FILEPROFILE\r
+ strcpy (scratch,"\tTics:");\r
+ itoa (tics,str,10);\r
+ strcat (scratch,str);\r
+ strcat (scratch,"\n");\r
+ write (profilehandle,scratch,strlen(scratch));\r
+#endif\r
+\r
+ if (tics>MAXTICS)\r
+ {\r
+ TimeCount -= (tics-MAXTICS);\r
+ tics = MAXTICS;\r
+ }\r
+\r
+ if (realtics>MAXREALTICS)\r
+ realtics = MAXREALTICS;\r
+ }\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= DrawHand\r
+=\r
+========================\r
+*/\r
+\r
+void DrawHand (void)\r
+{\r
+ #define HAND_X_POS ((VIEWWIDTH/16)-(10/2)) // "10" = hand width in bytes\r
+\r
+ #define picnum HAND1PICM\r
+\r
+ memptr source;\r
+ unsigned dest,width,height;\r
+\r
+// if (gamestate.shotpower || boltsleft)\r
+// picnum += (((unsigned)TimeCount>>3)&1);\r
+\r
+ source = grsegs[picnum];\r
+ dest = ylookup[VIEWHEIGHT-handheight]+HAND_X_POS+bufferofs; // 12\r
+ width = picmtable[picnum-STARTPICM].width;\r
+ height = picmtable[picnum-STARTPICM].height;\r
+\r
+ VW_MaskBlock(source,0,dest,width,handheight,width*height);\r
+ EGAMAPMASK(15);\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= ThreeDRefresh\r
+=\r
+========================\r
+*/\r
+\r
+void ThreeDRefresh (void)\r
+{\r
+ int tracedir;\r
+\r
+restart:\r
+ aborttrace = false;\r
+\r
+//\r
+// clear out the traced array\r
+//\r
+asm mov ax,ds\r
+asm mov es,ax\r
+asm mov di,OFFSET spotvis\r
+asm xor ax,ax\r
+asm mov cx,[mapwidth] // mapheight*32 words\r
+asm shl cx,1\r
+asm shl cx,1\r
+asm shl cx,1\r
+asm shl cx,1\r
+asm shl cx,1\r
+asm rep stosw\r
+\r
+\r
+//\r
+// set up variables for this view\r
+//\r
+\r
+ viewangle = player->angle;\r
+ fineviewangle = viewangle*(FINEANGLES/ANGLES);\r
+ viewsin = sintable[viewangle];\r
+ viewcos = costable[viewangle];\r
+ viewx = player->x - FixedByFrac(FOCALLENGTH,viewcos);\r
+ viewy = player->y + FixedByFrac(FOCALLENGTH,viewsin);\r
+ viewx &= 0xfffffc00; // stop on a pixel boundary\r
+ viewy &= 0xfffffc00;\r
+ viewx += 0x180;\r
+ viewy += 0x180;\r
+ viewxpix = viewx>>10;\r
+ viewypix = viewy>>10;\r
+\r
+ focal.x = viewx>>TILESHIFT;\r
+ focal.y = viewy>>TILESHIFT;\r
+\r
+//\r
+// find the rightmost visable tile in view\r
+//\r
+ tracedir = viewangle + lastangle;\r
+ if (tracedir<0)\r
+ tracedir+=ANGLES;\r
+ else if (tracedir>=ANGLES)\r
+ tracedir-=ANGLES;\r
+ TraceRay( tracedir );\r
+ right.x = tile.x;\r
+ right.y = tile.y;\r
+\r
+//\r
+// find the leftmost visable tile in view\r
+//\r
+ tracedir = viewangle + firstangle;\r
+ if (tracedir<0)\r
+ tracedir+=ANGLES;\r
+ else if (tracedir>=ANGLES)\r
+ tracedir-=ANGLES;\r
+ TraceRay( tracedir );\r
+\r
+//\r
+// follow the walls from there to the right\r
+//\r
+ rightwall = &walls[1];\r
+ FollowWalls ();\r
+\r
+ if (aborttrace)\r
+ goto restart;\r
+\r
+//\r
+// actually draw stuff\r
+//\r
+ if (++screenpage == 3)\r
+ screenpage = 0;\r
+\r
+ bufferofs = screenloc[screenpage];\r
+\r
+ EGAWRITEMODE(2);\r
+ EGAMAPMASK(15);\r
+\r
+//\r
+// draw the wall list saved be FollowWalls ()\r
+//\r
+// animframe = (TimeCount&8)>>3;\r
+\r
+//\r
+// draw all the scaled images\r
+//\r
+ asm mov dx,GC_INDEX\r
+\r
+ asm mov ax,GC_COLORDONTCARE\r
+ asm out dx,ax // don't look at any of the planes\r
+\r
+ asm mov ax,GC_MODE + 256*(10) // read mode 1, write mode 2\r
+ asm out dx,ax\r
+\r
+ asm mov al,GC_BITMASK\r
+ asm out dx,al\r
+\r
+ AnimateWallList();\r
+ DrawWallList();\r
+ DrawScaleds();\r
+\r
+ EGAWRITEMODE(0);\r
+ EGABITMASK(0xff);\r
+\r
+//\r
+// draw hand\r
+//\r
+ if (handheight)\r
+ DrawHand ();\r
+\r
+//\r
+// show screen and time last cycle\r
+//\r
+ if (fizzlein)\r
+ {\r
+ fizzlein = false;\r
+ FizzleFade(bufferofs,displayofs,VIEWWIDTH,VIEWHEIGHT,true);\r
+ lasttimecount = TimeCount;\r
+ if (MousePresent) Mouse(MDelta); // Clear accumulated mouse movement\r
+ }\r
+\r
+asm cli\r
+asm mov cx,[bufferofs]\r
+asm mov dx,3d4h // CRTC address register\r
+asm mov al,0ch // start address high register\r
+asm out dx,al\r
+asm inc dx\r
+asm mov al,ch\r
+asm out dx,al // set the high byte\r
+asm dec dx\r
+asm mov al,0dh // start address low register\r
+asm out dx,al\r
+asm inc dx\r
+asm mov al,cl\r
+asm out dx,al // set the low byte\r
+asm sti\r
+\r
+ displayofs = bufferofs;\r
+\r
+ CalcTics ();\r
+\r
+}\r
+\r
--- /dev/null
+/* Catacomb Apocalypse 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_GAME.C\r
+\r
+#include <stdlib.h>\r
+\r
+#include "DEF.H"\r
+#include "gelib.h"\r
+#pragma hdrstop\r
+\r
+#ifdef PROFILE\r
+#include "TIME.H"\r
+#endif\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define NUMLUMPS 45\r
+\r
+#define EYESTALKLUMP 0\r
+#define BLOBLUMP 1\r
+#define BOLTLUMP 2\r
+#define NUKELUMP 3\r
+#define POTIONLUMP 4\r
+#define RKEYLUMP 5\r
+#define YKEYLUMP 6\r
+#define GKEYLUMP 7\r
+#define BKEYLUMP 8\r
+#define RGEMLUMP 9\r
+#define GGEMLUMP 10\r
+#define BGEMLUMP 11\r
+#define YGEMLUMP 12\r
+#define PGEMLUMP 13\r
+#define CHESTLUMP 14\r
+#define PLAYERLUMP 15\r
+#define FTIMELUMP 16\r
+#define PORTALLUMP 17\r
+#define COLUMN1LUMP 18\r
+#define FIREPOTLUMP 19\r
+#define COLUMN2LUMP 20\r
+#define EYELUMP 21\r
+#define FUTUREMAGELUMP 22\r
+#define FORCEFIELDLUMP 23\r
+#define ROBOTANKLUMP 24\r
+#define RAMBONELUMP 25\r
+#define STOMPYLUMP 26\r
+#define TROLLLUMP 27\r
+#define WIZARDLUMP 28\r
+#define HEADLUMP 29\r
+#define INVISDUDELUMP 30\r
+#define BUGLUMP 31\r
+#define CYBORGLUMP 32\r
+#define WATERCHESTLUMP 33\r
+#define GRELLUMP 34\r
+#define RAYLUMP 35\r
+#define COLUMN3LUMP 36\r
+#define OLDCHESTLUMP 37\r
+#define OLDFIREPOTLUMP 38\r
+#define COLUMN4LUMP 39\r
+#define TOMB1LUMP 40\r
+#define TOMB2LUMP 41\r
+#define DEMONLUMP 42\r
+#define COLUMN5LUMP 43\r
+\r
+int lumpstart[NUMLUMPS] = {\r
+EYESTALK_LUMP_START,\r
+BLOB_LUMP_START,\r
+BOLT_LUMP_START,\r
+NUKE_LUMP_START,\r
+POTION_LUMP_START,\r
+RKEY_LUMP_START,\r
+YKEY_LUMP_START,\r
+GKEY_LUMP_START,\r
+BKEY_LUMP_START,\r
+RGEM_LUMP_START,\r
+GGEM_LUMP_START,\r
+BGEM_LUMP_START,\r
+YGEM_LUMP_START,\r
+PGEM_LUMP_START,\r
+CHEST_LUMP_START,\r
+PLAYER_LUMP_START,\r
+TIME_LUMP_START,\r
+PORTAL_LUMP_START,\r
+COLUMN1_LUMP_START,\r
+FFIREPOT_LUMP_START,\r
+COLUMN2_LUMP_START,\r
+EYE_LUMP_START,\r
+FUTUREMAGE_LUMP_START,\r
+FORCEFIELD_LUMP_START,\r
+ROBOTANK_LUMP_START,\r
+RAMBONE_LUMP_START,\r
+STOMPY_LUMP_START,\r
+TROLL_LUMP_START,\r
+WIZARD_LUMP_START,\r
+HEAD_LUMP_START,\r
+INVISDUDE_LUMP_START,\r
+BUG_LUMP_START,\r
+CYBORG_LUMP_START,\r
+O_WATER_CHEST_LUMP_START,\r
+GREL_LUMP_START,\r
+RAY_LUMP_START,\r
+COLUMN3_LUMP_START,\r
+OLD_CHEST_LUMP_START,\r
+OFIREPOT_LUMP_START,\r
+COLUMN4_LUMP_START,\r
+TOMB1_LUMP_START,\r
+TOMB2_LUMP_START,\r
+DEMON_LUMP_START,\r
+COLUMN5_LUMP_START,\r
+};\r
+\r
+\r
+int lumpend[NUMLUMPS] = {\r
+EYESTALK_LUMP_END,\r
+BLOB_LUMP_END,\r
+BOLT_LUMP_END,\r
+NUKE_LUMP_END,\r
+POTION_LUMP_END,\r
+RKEY_LUMP_END,\r
+YKEY_LUMP_END,\r
+GKEY_LUMP_END,\r
+BKEY_LUMP_END,\r
+RGEM_LUMP_END,\r
+GGEM_LUMP_END,\r
+BGEM_LUMP_END,\r
+YGEM_LUMP_END,\r
+PGEM_LUMP_END,\r
+CHEST_LUMP_END,\r
+PLAYER_LUMP_END,\r
+TIME_LUMP_END,\r
+PORTAL_LUMP_END,\r
+COLUMN1_LUMP_END,\r
+FFIREPOT_LUMP_END,\r
+COLUMN2_LUMP_END,\r
+EYE_LUMP_END,\r
+FUTUREMAGE_LUMP_END,\r
+FORCEFIELD_LUMP_END,\r
+ROBOTANK_LUMP_END,\r
+RAMBONE_LUMP_END,\r
+STOMPY_LUMP_END,\r
+TROLL_LUMP_END,\r
+WIZARD_LUMP_END,\r
+HEAD_LUMP_END,\r
+INVISDUDE_LUMP_END,\r
+BUG_LUMP_END,\r
+CYBORG_LUMP_END,\r
+O_WATER_CHEST_LUMP_END,\r
+GREL_LUMP_END,\r
+RAY_LUMP_END,\r
+COLUMN3_LUMP_END,\r
+OLD_CHEST_LUMP_END,\r
+OFIREPOT_LUMP_END,\r
+COLUMN4_LUMP_END,\r
+TOMB1_LUMP_END,\r
+TOMB2_LUMP_END,\r
+DEMON_LUMP_END,\r
+COLUMN5_LUMP_END,\r
+};\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+unsigned latchpics[NUMLATCHPICS];\r
+unsigned tileoffsets[NUMTILE16];\r
+unsigned textstarts[27];\r
+\r
+boolean splitscreen=false;\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean lumpneeded[NUMLUMPS];\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= ScanInfoPlane\r
+=\r
+= Spawn all actors and mark down special places\r
+=\r
+==========================\r
+*/\r
+\r
+void ScanInfoPlane (void)\r
+{\r
+ unsigned char hibyte;\r
+ unsigned x,y,i,j;\r
+ unsigned int tile;\r
+ unsigned far *start;\r
+\r
+ InitObjList(); // start spawning things with a clean slate\r
+\r
+ scolor = gcolor = 0;\r
+ skycolor = &scolor;\r
+ groundcolor = &gcolor;\r
+\r
+\r
+ memset (lumpneeded,0,sizeof(lumpneeded));\r
+\r
+ start = mapsegs[2];\r
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *start++;\r
+ hibyte = tile >> 8;\r
+ tile &= 0xff;\r
+\r
+ switch (hibyte)\r
+ {\r
+ char hi;\r
+\r
+ case 0xFB:\r
+ wall_anim_time = tile;\r
+ tile = 0;\r
+ break;\r
+\r
+ case 0xfa: // sky/ground color\r
+ x++;\r
+ tile = *start++;\r
+ hi = tile >> 8;\r
+ tile &= 0xff;\r
+ switch (hibyte)\r
+ {\r
+ case 0xfa: // sky / ground color\r
+ scolor = ((hi)|(hi<<8));\r
+ gcolor = ((tile)|(tile<<8));\r
+ skycolor = &scolor;\r
+ groundcolor = &gcolor;\r
+ break;\r
+\r
+ }\r
+ break;\r
+ }\r
+\r
+ if ((!tile) || (hibyte))\r
+ continue;\r
+\r
+ switch (tile)\r
+ {\r
+ case 1:\r
+ case 2:\r
+ case 3:\r
+ case 4:\r
+ lumpneeded[PLAYERLUMP] = true;\r
+ SpawnPlayer(x,y,NORTH+tile-1);\r
+ break;\r
+\r
+ case 5:\r
+ case 6:\r
+ case 7:\r
+ case 8:\r
+ case 9:\r
+ case 10:\r
+ case 11:\r
+ lumpneeded[tile-5+BOLTLUMP] = true;\r
+ SpawnBonus(x,y,tile-5);\r
+ break;\r
+\r
+ case 12:\r
+ lumpneeded[EYESTALKLUMP] = true;\r
+ SpawnAquaMan(x, y);\r
+ break;\r
+\r
+\r
+ case 13:\r
+ lumpneeded[BLOBLUMP] = true;\r
+ SpawnBlob(x, y);\r
+ break;\r
+\r
+\r
+ case 14:\r
+ lumpneeded[BUGLUMP] = true;\r
+ SpawnBug(x, y);\r
+ break;\r
+\r
+ case 15:\r
+ lumpneeded[CYBORGLUMP] = true;\r
+ SpawnCyborgDemon(x, y);\r
+ break;\r
+\r
+ case 16:\r
+ lumpneeded[EYELUMP] = true;\r
+ SpawnShooterEye(x, y);\r
+ break;\r
+\r
+ case 17:\r
+ lumpneeded[FUTUREMAGELUMP] = true;\r
+ SpawnFutureMage(x, y);\r
+ break;\r
+\r
+ case 18:\r
+ lumpneeded[INVISDUDELUMP] = true;\r
+ SpawnInvisDude(x, y);\r
+ break;\r
+\r
+ case 19:\r
+ lumpneeded[ROBOTANKLUMP] = true;\r
+ SpawnRoboTank(x, y);\r
+ break;\r
+\r
+ case 20:\r
+ lumpneeded[RAMBONELUMP] = true;\r
+ SpawnRamBone(x, y);\r
+ break;\r
+\r
+ case 21:\r
+ lumpneeded[STOMPYLUMP] = true;\r
+ SpawnStompy(x, y);\r
+ break;\r
+\r
+ case 22:\r
+ lumpneeded[TROLLLUMP] = true;\r
+ SpawnTroll(x, y);\r
+ break;\r
+\r
+ case 23:\r
+ lumpneeded[WIZARDLUMP] = true;\r
+ SpawnWizard(x, y);\r
+ break;\r
+\r
+ case 24:\r
+ SpawnBounce(x, y, 0);\r
+ break;\r
+\r
+ case 25:\r
+ SpawnBounce(x, y, 1);\r
+ break;\r
+\r
+ case 26:\r
+ lumpneeded[RKEYLUMP] = lumpneeded[GRELLUMP] = true;\r
+ SpawnGrelminar (x,y);\r
+ break;\r
+\r
+ case 27:\r
+ lumpneeded[EYELUMP] = true;\r
+ SpawnRunningEye(x,y);\r
+ break;\r
+\r
+ case 28:\r
+ lumpneeded[RAYLUMP] = true;\r
+ SpawnRay(x, y);\r
+ break;\r
+\r
+ case 29:\r
+ lumpneeded[HEADLUMP] = true;\r
+ SpawnEgyptianHead(x, y);\r
+ break;\r
+\r
+ case 30:\r
+ lumpneeded[DEMONLUMP] = true;\r
+ SpawnDemon(x, y);\r
+ break;\r
+\r
+ case 31:\r
+ lumpneeded[COLUMN5LUMP] = true;\r
+ SpawnMiscObjects(x, y, 9);\r
+ break;\r
+\r
+ case 32:\r
+ SpawnInvisWallCntroller(x, y);\r
+ break;\r
+\r
+ case 33:\r
+ break;\r
+\r
+ case 34:\r
+ break;\r
+\r
+ case 35:\r
+ break;\r
+\r
+ case 36:\r
+ lumpneeded[COLUMN1LUMP] = true;\r
+ SpawnMiscObjects(x, y, 1);\r
+ break;\r
+\r
+ case 37:\r
+ lumpneeded[FIREPOTLUMP] = true;\r
+ SpawnMiscObjects(x, y, 4);\r
+ break;\r
+\r
+ case 38:\r
+ lumpneeded[PORTALLUMP] = true;\r
+ SpawnWarp(x, y);\r
+ break;\r
+\r
+ case 39:\r
+ lumpneeded[FTIMELUMP] = true;\r
+ SpawnFTime(x,y);\r
+ break;\r
+\r
+\r
+ case 40:\r
+ case 41:\r
+ case 42:\r
+ case 43:\r
+ case 44:\r
+ lumpneeded[tile-40+RGEMLUMP] = true;\r
+ SpawnBonus(x,y,tile-40+B_RGEM);\r
+ break;\r
+\r
+ case 45:\r
+ lumpneeded[COLUMN2LUMP] = true;\r
+ SpawnMiscObjects(x, y, 2);\r
+ break;\r
+\r
+ case 46:\r
+ lumpneeded[COLUMN3LUMP] = true;\r
+ SpawnMiscObjects(x, y, 3);\r
+ break;\r
+\r
+ case 47:\r
+ lumpneeded[FORCEFIELDLUMP] = true;\r
+ SpawnForceField(x, y);\r
+ break;\r
+\r
+ case 48:\r
+ lumpneeded[OLDCHESTLUMP] = true;\r
+ SpawnBonus(x, y, B_OLDCHEST);\r
+ break;\r
+\r
+ case 49: // chest\r
+ if (gcolor == 0x0101)\r
+ lumpneeded[WATERCHESTLUMP] = true;\r
+ else\r
+ lumpneeded[CHESTLUMP] = true;\r
+ SpawnBonus(x,y,B_CHEST);\r
+ break;\r
+\r
+ case 50:\r
+ lumpneeded[COLUMN4LUMP] = true;\r
+ SpawnMiscObjects(x, y, 5);\r
+ break;\r
+\r
+ case 51:\r
+ lumpneeded[OLDFIREPOTLUMP] = true;\r
+ SpawnMiscObjects(x, y, 6);\r
+ break;\r
+\r
+ case 52:\r
+ lumpneeded[TOMB1LUMP] = true;\r
+ SpawnMiscObjects(x, y, 7);\r
+ break;\r
+\r
+ case 53:\r
+ lumpneeded[TOMB2LUMP] = true;\r
+ SpawnMiscObjects(x, y, 8);\r
+ break;\r
+\r
+ case 54:\r
+ break;\r
+\r
+ case 55:\r
+ break;\r
+\r
+ case 56:\r
+ break;\r
+\r
+ case 57:\r
+ break;\r
+\r
+ case 58:\r
+ break;\r
+\r
+ case 59:\r
+ break;\r
+\r
+ case 60:\r
+ break;\r
+\r
+ case 61:\r
+ break;\r
+\r
+ case 62:\r
+ break;\r
+\r
+ case 63:\r
+ break;\r
+\r
+ case 64:\r
+ break;\r
+\r
+ case 65:\r
+ break;\r
+\r
+ case 66:\r
+ break;\r
+\r
+ case 67:\r
+ break;\r
+\r
+ case 68:\r
+ break;\r
+\r
+ case 69:\r
+ break;\r
+\r
+ case 70:\r
+ break;\r
+\r
+ case 71:\r
+ break;\r
+\r
+ }\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= ScanText\r
+=\r
+==================\r
+*/\r
+\r
+void ScanText (void)\r
+{\r
+ int i;\r
+ char far *text;\r
+\r
+ text = (char _seg *)grsegs[LEVEL1TEXT+mapon];\r
+\r
+ textstarts[0] = 0;\r
+\r
+ for (i=1;i<=26;i++)\r
+ {\r
+ while (*text != '\n')\r
+ {\r
+ if (*text == '\r')\r
+ *text = 0;\r
+ text++;\r
+ }\r
+ text++;\r
+ textstarts[i] = FP_OFF(text);\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= DrawEnterScreen\r
+=\r
+==================\r
+*/\r
+#if 0\r
+static char *levelnames[] =\r
+ {\r
+ "Programmers Test Map",\r
+ "The Garden of Tears",\r
+ "The Den of Zombies",\r
+ "The Mausoleum Grounds",\r
+ "The Main Floor of the Mausoleum",\r
+ "Mike's Blastable Passage",\r
+ "The Crypt of Nemesis the Undead",\r
+ "The Subterranean Vault",\r
+ "The Ancient Aqueduct",\r
+ "The Orc Mines",\r
+ "The Lair of the Troll",\r
+ "The Demon's Inferno",\r
+ "The Battleground of the Titans",\r
+ "The Coven of Mages",\r
+ "The Inner Sanctum",\r
+ "The Haunt of Nemesis",\r
+ "The Passage to the Surface",\r
+ "Big Jim's Domain",\r
+ "Nolan",\r
+ "19",\r
+ "20",\r
+ "21",\r
+ "22",\r
+ "23",\r
+ "24",\r
+ "25",\r
+ "26",\r
+ "27",\r
+ "28",\r
+ "29",\r
+ "30",\r
+ "31",\r
+ "32",\r
+ "33",\r
+ "34",\r
+ "35",\r
+ "36",\r
+ "37",\r
+ "38",\r
+ "39",\r
+ };\r
+#endif\r
+\r
+void DrawEnterScreen ()\r
+{\r
+ int width;\r
+\r
+ bufferofs = displayofs = screenloc[screenpage];\r
+ VW_Bar(0,0,VIEWWIDTH,VIEWHEIGHT,0);\r
+\r
+// width = strlen(levelnames[gamestate.mapon]);\r
+ width = strlen("A new challenge awaits you.");\r
+ if (width < 20)\r
+ width = 20;\r
+ CenterWindow(width,3);\r
+ US_CPrint("\nA new challenge awaits you.\n");\r
+// US_CPrint(levelnames[gamestate.mapon]);\r
+}\r
+\r
+//==========================================================================\r
+\r
+boolean tileneeded[NUMFLOORS];\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= CacheScaleds\r
+=\r
+==================\r
+*/\r
+\r
+void CacheScaleds (void)\r
+{\r
+ int i,j;\r
+ unsigned source,dest;\r
+\r
+ FreeUpMemory ();\r
+ CA_CacheGrChunk(LEVEL1TEXT+mapon);\r
+ ScanText ();\r
+\r
+//\r
+// make sure we are displaying screenpage 0\r
+//\r
+ if (screenpage)\r
+ {\r
+ source = screenloc[screenpage];\r
+ dest = screenloc[0];\r
+ VW_ScreenToScreen (source,dest,40,VIEWHEIGHT);\r
+ screenpage = 0;\r
+ VW_SetScreen (dest,0);\r
+ displayofs = dest;\r
+ }\r
+\r
+//\r
+// cache wall pictures\r
+//\r
+ for (i=1;i<NUMFLOORS;i++)\r
+ if (tileneeded[i])\r
+ {\r
+ SetupScaleWall (walllight1[i]);\r
+ SetupScaleWall (walldark1[i]);\r
+ }\r
+\r
+//\r
+// cache the actor pictures\r
+//\r
+ for (i=0;i<NUMLUMPS;i++)\r
+ if (lumpneeded[i])\r
+ for (j=lumpstart[i];j<=lumpend[i];j++)\r
+ SetupScalePic(j);\r
+\r
+ source = screenloc[0];\r
+ for (i=1;i<=2;i++)\r
+ {\r
+ dest = screenloc[i];\r
+ VW_ScreenToScreen (source,dest,40,VIEWHEIGHT);\r
+ }\r
+\r
+ screenpage = 1;\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= SetupGameLevel\r
+=\r
+==================\r
+*/\r
+\r
+void SetupGameLevel ()\r
+{\r
+ int x,y,i,loop;\r
+ unsigned far *map,tile,far *spotptr,spot;\r
+ unsigned search_tile;\r
+ boolean exploding_walls_present = false;\r
+\r
+ memset (tileneeded,0,sizeof(tileneeded));\r
+//\r
+// randomize if not a demo\r
+//\r
+#if 0\r
+ if (DemoMode)\r
+ {\r
+ US_InitRndT(false);\r
+ gamestate.difficulty = gd_Normal;\r
+ }\r
+ else\r
+#endif\r
+ US_InitRndT(true);\r
+\r
+//\r
+// load the level\r
+//\r
+ CA_CacheMap (gamestate.mapon);\r
+\r
+ mapwidth = mapheaderseg[mapon]->width;\r
+ mapheight = mapheaderseg[mapon]->height;\r
+\r
+//\r
+// make a lookup table for the maps left edge\r
+//\r
+ spot = 0;\r
+ for (y=0;y<mapheight;y++)\r
+ {\r
+ farmapylookup[y] = spot;\r
+ spot += mapwidth;\r
+ }\r
+\r
+\r
+//\r
+// copy the wall data to a data segment array\r
+//\r
+ memset (tilemap,0,sizeof(tilemap));\r
+ memset (actorat,0,sizeof(actorat));\r
+ map = mapsegs[0];\r
+ spotptr = mapsegs[2];\r
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *map++;\r
+\r
+ if (((*spotptr)>>8) == EXP_WALL_CODE)\r
+ {\r
+ exploding_walls_present = true;\r
+ }\r
+\r
+ if (tile<NUMFLOORS)\r
+ {\r
+#if 0\r
+ if (tile == WALL_SKELETON_CODE)\r
+ {\r
+ tileneeded[tile+1] = tileneeded[tile+2] = true;\r
+ tilemap[x][y] = tile;\r
+ }\r
+#endif\r
+ if ((tile == 66) || (tile == 67) || (tile == 68) || (tile == 69))\r
+ {\r
+ if ((tile == 66) || (tile == 67))\r
+ tileneeded[tile+2] = true;\r
+ tileneeded[21] = tileneeded[tile] = true;\r
+ tilemap[x][y] = tile;\r
+ }\r
+ else\r
+ if (tile != INVISIBLEWALL)\r
+ {\r
+ tileneeded[tile] = true;\r
+ tilemap[x][y] = tile;\r
+ if (ANIM_FLAGS(tile))\r
+ {\r
+ search_tile = tile+(char signed)ANIM_FLAGS(tile);\r
+\r
+ if (!tileneeded[search_tile])\r
+ while (search_tile != tile)\r
+ {\r
+ tileneeded[search_tile] = true;\r
+ if (ANIM_FLAGS(search_tile))\r
+ search_tile += (char signed)ANIM_FLAGS(search_tile);\r
+ else\r
+ TrashProg("Unending Tile Animation!");\r
+ }\r
+ }\r
+\r
+ }\r
+ if (tile>0)\r
+ (unsigned)actorat[x][y] = tile;\r
+ }\r
+ spotptr++;\r
+ }\r
+\r
+\r
+ //\r
+ // Mark any gfx chunks needed\r
+ //\r
+\r
+// CA_MarkGrChunk(NORTHICONSPR);\r
+// CA_CacheMarks(NULL);\r
+\r
+\r
+//\r
+// decide which graphics are needed and spawn actors\r
+//\r
+ head_base_delay = 0; // (1*60) + random(1*60);\r
+ ScanInfoPlane ();\r
+ _fmemset(wall_anim_pos,0,sizeof(wall_anim_pos));\r
+\r
+\r
+//\r
+// mark which exploding walls are needed ---- the check for floor color\r
+// is preformed in ScanInfoPlane.\r
+//\r
+\r
+ if (exploding_walls_present)\r
+ {\r
+ extern unsigned gnd_colors[];\r
+\r
+ if (gcolor == 0x0101)\r
+ tileneeded[WATEREXP] = tileneeded[WATEREXP+1] = tileneeded[WATEREXP+2] = true;\r
+ else\r
+ tileneeded[WALLEXP] = tileneeded[WALLEXP+1] = tileneeded[WALLEXP+2] = true;\r
+\r
+ }\r
+\r
+\r
+//\r
+// have the caching manager load and purge stuff to make sure all marks\r
+// are in memory\r
+//\r
+ CA_LoadAllSounds ();\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= LatchDrawPic\r
+=\r
+=====================\r
+*/\r
+\r
+void LatchDrawPic (unsigned x, unsigned y, unsigned picnum)\r
+{\r
+ unsigned height, source, dest;\r
+ unsigned wide;\r
+\r
+ wide = pictable[picnum-STARTPICS].width;\r
+ height = pictable[picnum-STARTPICS].height;\r
+ dest = bufferofs + ylookup[y]+x;\r
+ source = latchpics[picnum-FIRSTLATCHPIC];\r
+\r
+ EGAWRITEMODE(1);\r
+ EGAMAPMASK(15);\r
+\r
+asm mov bx,[linewidth]\r
+asm sub bx,[wide]\r
+\r
+asm mov ax,[screenseg]\r
+asm mov es,ax\r
+asm mov ds,ax\r
+\r
+asm mov si,[source]\r
+asm mov di,[dest]\r
+asm mov dx,[height] // scan lines to draw\r
+asm mov ax,[wide]\r
+\r
+lineloop:\r
+asm mov cx,ax\r
+asm rep movsb\r
+asm add di,bx\r
+\r
+asm dec dx\r
+asm jnz lineloop\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax // restore turbo's data segment\r
+\r
+ EGAWRITEMODE(0);\r
+}\r
+\r
+#if USE_STRIPS\r
+\r
+//--------------------------------------------------------------------------\r
+// LatchDrawPicStrip() - srcoff is distance into source file (in PIXELS!)\r
+//--------------------------------------------------------------------------\r
+void LatchDrawPicStrip (unsigned x, unsigned y, unsigned picnum, unsigned srcoff)\r
+{\r
+ unsigned wide, height, source, dest, shift, srcmod;\r
+\r
+ shift = (srcoff & 7) >> 1;\r
+ srcoff >>= 3;\r
+ wide = pictable[picnum-STARTPICS].width;\r
+ srcmod = wide - linewidth + (shift != 3);\r
+ if (wide > linewidth)\r
+ wide = linewidth;\r
+ height = pictable[picnum-STARTPICS].height;\r
+ dest = bufferofs + ylookup[y]+x;\r
+\r
+ picnum = ((picnum - (FIRSTSTRIPPIC+1)) >> 2) + (shift);\r
+ source = latchpics[(FIRSTSTRIPPIC-FIRSTLATCHPIC+1)+picnum];\r
+\r
+ EGAWRITEMODE(1);\r
+ EGAMAPMASK(15);\r
+\r
+asm mov bx,[linewidth]\r
+asm sub bx,[wide]\r
+\r
+asm mov ax,[screenseg]\r
+asm mov es,ax\r
+asm mov ds,ax\r
+\r
+asm mov si,[source]\r
+asm add si,[srcoff]\r
+asm mov di,[dest]\r
+asm mov dx,[height] // scan lines to draw\r
+asm mov ax,[wide]\r
+\r
+lineloop:\r
+asm mov cx,ax\r
+asm rep movsb\r
+asm add di,bx\r
+asm add si,[srcmod]\r
+\r
+asm dec dx\r
+asm jnz lineloop\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax // restore turbo's data segment\r
+\r
+ EGAWRITEMODE(0);\r
+}\r
+\r
+#endif\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= Victory\r
+=\r
+=====================\r
+*/\r
+\r
+void Victory (boolean playsounds)\r
+{\r
+ struct Shape shape;\r
+\r
+ if (playsounds)\r
+ {\r
+ SD_PlaySound (GETBOLTSND);\r
+ SD_WaitSoundDone ();\r
+ SD_PlaySound (GETNUKESND);\r
+ SD_WaitSoundDone ();\r
+ SD_PlaySound (GETPOTIONSND);\r
+ SD_WaitSoundDone ();\r
+ SD_PlaySound (GETKEYSND);\r
+ SD_WaitSoundDone ();\r
+// SD_PlaySound (GETSCROLLSND);\r
+// SD_WaitSoundDone ();\r
+ SD_PlaySound (GETPOINTSSND);\r
+ }\r
+\r
+ FreeUpMemory();\r
+\r
+ if (!screenfaded)\r
+ VW_FadeOut();\r
+\r
+ NormalScreen ();\r
+\r
+ screenpage = bufferofs = 0;\r
+\r
+ CA_CacheGrChunk (FINALEPIC);\r
+ UNMARKGRCHUNK(FINALEPIC);\r
+ VW_DrawPic(0, 0, FINALEPIC);\r
+\r
+ VW_FadeIn();\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+#if 0\r
+/*\r
+===================\r
+=\r
+= Died\r
+=\r
+===================\r
+*/\r
+\r
+void Died (void)\r
+{\r
+ unsigned page1,page2;\r
+//\r
+// fizzle fade screen to grey\r
+//\r
+ FreeUpMemory ();\r
+ SD_PlaySound (GAMEOVERSND);\r
+ bufferofs = screenloc[(screenpage+1)%3];\r
+ DisplayMsg("Though fallen, your Spirit ...",NULL);\r
+// LatchDrawPic(0,0,DEADPIC);\r
+// FizzleFade(bufferofs,displayofs,VIEWWIDTH,VIEWHEIGHT,false);\r
+ IN_ClearKeysDown();\r
+ while (!Keyboard[sc_Enter]);\r
+// IN_Ack();\r
+ VW_SetScreen (bufferofs,0);\r
+ VW_ColorBorder(0);\r
+}\r
+#endif\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= NormalScreen\r
+=\r
+===================\r
+*/\r
+\r
+void NormalScreen (void)\r
+{\r
+ VW_SetSplitScreen (200);\r
+ bufferofs = displayofs = SCREEN1START;\r
+ VW_Bar(0,0,320,200,0);\r
+ bufferofs = SCREEN2START;\r
+ VW_Bar(0,0,320,200,0);\r
+ VW_SetScreen (displayofs,0);\r
+ splitscreen = false;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= DrawPlayScreen\r
+=\r
+===================\r
+*/\r
+\r
+void DrawPlayScreen (void)\r
+{\r
+ int i,j,p,m;\r
+\r
+ screenpage = 0;\r
+\r
+ bufferofs = 0;\r
+ VW_Bar (0,0,320,STATUSLINES,0);\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ VW_Bar (0,0,320,VIEWHEIGHT,0);\r
+ }\r
+\r
+ splitscreen = true;\r
+ VW_SetSplitScreen(120);\r
+ VW_SetScreen(screenloc[0],0);\r
+\r
+ CA_CacheGrChunk (STATUSPIC);\r
+\r
+ bufferofs = 0;\r
+ VW_DrawPic (0,0,STATUSPIC);\r
+\r
+ grneeded[STATUSPIC] &= ~ca_levelbit;\r
+ MM_SetPurge(&grsegs[STATUSPIC],3);\r
+\r
+// RedrawStatusWindow ();\r
+ bufferofs = displayofs = screenloc[0];\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= LoadLatchMem\r
+=\r
+===================\r
+*/\r
+\r
+unsigned latchmemavail;\r
+\r
+void LoadLatchMem (void)\r
+{\r
+ static unsigned base_destoff=0;\r
+ static int base_numpics=0;\r
+ int i,j,p,m,numpics;\r
+ byte far *src, far *dest;\r
+ unsigned destoff;\r
+\r
+ EGAWRITEMODE(0);\r
+\r
+//\r
+// draw some pics into latch memory\r
+//\r
+\r
+ if (!base_numpics)\r
+ {\r
+\r
+//\r
+// tile 8s\r
+//\r
+ latchpics[0] = freelatch;\r
+ src = (byte _seg *)grsegs[STARTTILE8];\r
+ dest = MK_FP(0xa000,freelatch);\r
+\r
+ for (i=0;i<NUMTILE8;i++)\r
+ {\r
+ for (p=0;p<4;p++)\r
+ {\r
+ m = 1<<p;\r
+ asm mov dx,SC_INDEX\r
+ asm mov al,SC_MAPMASK\r
+ asm mov ah,[BYTE PTR m]\r
+ asm out dx,ax\r
+ for (j=0;j<8;j++)\r
+ *(dest+j)=*src++;\r
+ }\r
+ dest+=8;\r
+ }\r
+\r
+//\r
+// tile 16s\r
+//\r
+ src = (byte _seg *)grsegs[STARTTILE16];\r
+\r
+ for (i=0;i<NUMTILE16;i++)\r
+ {\r
+ CA_CacheGrChunk (STARTTILE16+i);\r
+ src = (byte _seg *)grsegs[STARTTILE16+i];\r
+ if (src)\r
+ {\r
+ tileoffsets[i] = FP_OFF(dest);\r
+ for (p=0;p<4;p++)\r
+ {\r
+ m = 1<<p;\r
+ asm mov dx,SC_INDEX\r
+ asm mov al,SC_MAPMASK\r
+ asm mov ah,[BYTE PTR m]\r
+ asm out dx,ax\r
+ for (j=0;j<32;j++)\r
+ *(dest+j)=*src++;\r
+ }\r
+ dest+=32;\r
+ MM_FreePtr (&grsegs[STARTTILE16+i]);\r
+ UNMARKGRCHUNK(STARTTILE16+i);\r
+ }\r
+ else\r
+ tileoffsets[i] = 0;\r
+ }\r
+\r
+\r
+//\r
+// pics\r
+//\r
+ numpics=1;\r
+ destoff = FP_OFF(dest);\r
+ for (i=FIRSTLATCHPIC+1;i<FIRSTGROUNDPIC;i++)\r
+ {\r
+ latchpics[numpics++] = destoff;\r
+ CA_CacheGrChunk (i);\r
+ j = pictable[i-STARTPICS].width * pictable[i-STARTPICS].height;\r
+ VW_MemToScreen (grsegs[i],destoff,j,1);\r
+ destoff+=j;\r
+ MM_FreePtr (&grsegs[i]);\r
+ UNMARKGRCHUNK(i);\r
+ }\r
+\r
+ base_numpics = numpics;\r
+ base_destoff = destoff;\r
+\r
+ }\r
+\r
+ numpics = base_numpics;\r
+ destoff = base_destoff;\r
+\r
+#if USE_STRIPS\r
+//\r
+// ground pics\r
+//\r
+ numpics++;\r
+ for (i=FIRSTGROUNDPIC+1;i<FIRSTSTRIPPIC;i++)\r
+ {\r
+ int shape = (*groundcolor & 0xf0) - 16;\r
+\r
+ // Is current shape needed?\r
+ //\r
+ if (shape != (i-(FIRSTGROUNDPIC+1)))\r
+ {\r
+ numpics++;\r
+ continue;\r
+ }\r
+\r
+ latchpics[numpics++] = destoff;\r
+ CA_CacheGrChunk (i);\r
+ j = pictable[i-STARTPICS].width * pictable[i-STARTPICS].height;\r
+ VW_MemToScreen (grsegs[i],destoff,j,1);\r
+ destoff+=j;\r
+ MM_FreePtr (&grsegs[i]);\r
+ UNMARKGRCHUNK(i);\r
+ }\r
+\r
+\r
+//\r
+// 'parallax' strips - used in place of a sky color\r
+//\r
+// Under current setup, each strip takes about 7k in latch memory.\r
+// To create 2 pixel scrolling, 4 strips are needed, that's 28k of\r
+// latch memory needed to produce this effect.\r
+//\r
+ numpics++;\r
+ for (i=FIRSTSTRIPPIC+1;i<FIRSTSCALEPIC;i++)\r
+ {\r
+ memptr work;\r
+ unsigned workdest,stripsize,planesize;\r
+ short loop,pic=i-STARTPICS;\r
+ int shape = (*skycolor & 0xf0) - 16;\r
+\r
+ // Is current shape needed?\r
+ //\r
+ if (shape != (i-(FIRSTSTRIPPIC+1)))\r
+ {\r
+ numpics++;\r
+ continue;\r
+ }\r
+\r
+ // CAL_ShiftSprite() works with the SRC and DST in the same\r
+ // segment. So we must allocate memory for two strips, and\r
+ // move the base strip into that segment. Then we can use the\r
+ // 2nd half of that memory for each shifted strip.\r
+ //\r
+ CA_CacheGrChunk (i);\r
+ planesize = (pictable[pic].width+1) * pictable[pic].height;\r
+ stripsize = planesize * 4;\r
+// MM_GetPtr(&work,(stripsize*2)+0000);\r
+ MM_GetPtr(&work,65536);\r
+ movedata((unsigned)grsegs[i],0,(unsigned)work,0,stripsize);\r
+ workdest = 32768; //(stripsize+15) & 0xFFF0;\r
+\r
+ // Free base strip\r
+ //\r
+ MM_FreePtr (&grsegs[i]);\r
+ UNMARKGRCHUNK(i);\r
+\r
+ // Create three shifted strips and move 'em to latch!\r
+ //\r
+ for (loop=3; loop; loop--)\r
+ {\r
+ // Produce current shift for this strip\r
+ //\r
+ latchpics[numpics++] = destoff;\r
+ CAL_ShiftSprite ((unsigned)work,0,workdest,pictable[pic].width,\r
+ pictable[pic].height,loop*2,false);\r
+\r
+ // Copy this shift to latch memory\r
+ //\r
+ VW_MemToScreen ((memptr)((unsigned)work+(workdest>>4)),destoff,planesize,1);\r
+ destoff+=planesize;\r
+ }\r
+\r
+ // Copy unshifted strip to latch\r
+ //\r
+ latchpics[numpics++] = destoff;\r
+ planesize = pictable[pic].width * pictable[pic].height;\r
+ VW_MemToScreen (work,destoff,planesize,1);\r
+ destoff+=planesize;\r
+\r
+ // Free work buffer\r
+ //\r
+ MM_FreePtr(&work);\r
+ }\r
+#endif\r
+\r
+// Keep track of how much latch memory we have...\r
+//\r
+ latchmemavail = 65535-destoff;\r
+\r
+ EGAMAPMASK(15);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= FizzleOut\r
+=\r
+===================\r
+*/\r
+\r
+void FizzleOut (int showlevel)\r
+{\r
+ unsigned page1,page2;\r
+//\r
+// fizzle fade screen to grey\r
+//\r
+ bufferofs = screenloc[(screenpage+1)%3];\r
+ if (showlevel)\r
+ DrawEnterScreen ();\r
+ FizzleFade(bufferofs,displayofs,VIEWWIDTH,VIEWHEIGHT,false);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= FreeUpMemory\r
+=\r
+====================\r
+*/\r
+\r
+void FreeUpMemory (void)\r
+{\r
+ int i;\r
+\r
+ for (i=0;i<NUMSCALEPICS;i++)\r
+ if (shapedirectory[i])\r
+ MM_SetPurge (&(memptr)shapedirectory[i],3);\r
+\r
+ for (i=0;i<NUMSCALEWALLS;i++)\r
+ if (walldirectory[i])\r
+ MM_SetPurge (&(memptr)walldirectory[i],3);\r
+}\r
+\r
+//==========================================================================\r
+\r
+#if 0\r
+\r
+/*\r
+==================\r
+=\r
+= DrawHighScores\r
+=\r
+==================\r
+*/\r
+\r
+void DrawHighScores(void)\r
+{\r
+ char buffer[16],*str;\r
+ word i,j,\r
+ w,h,\r
+ x,y;\r
+ HighScore *s;\r
+\r
+\r
+ CA_CacheGrChunk (HIGHSCORESPIC);\r
+ VWB_DrawPic (0,0,HIGHSCORESPIC);\r
+ MM_SetPurge (&grsegs[HIGHSCORESPIC],3);\r
+ UNMARKGRCHUNK(HIGHSCORESPIC);\r
+\r
+ for (i = 0,s = Scores;i < MaxScores;i++,s++)\r
+ {\r
+ PrintY = 68 + (16 * i);\r
+\r
+ //\r
+ // name\r
+ //\r
+ PrintX = 60;\r
+ US_Print(s->name);\r
+\r
+ //\r
+ // level\r
+ //\r
+ ultoa(s->completed,buffer,10);\r
+ for (str = buffer;*str;str++)\r
+ *str = *str + (129 - '0'); // Used fixed-width numbers (129...)\r
+ USL_MeasureString(buffer,&w,&h);\r
+ PrintX = (25 * 8) - 8 - w;\r
+ US_Print(buffer);\r
+\r
+ //\r
+ // score\r
+ //\r
+ ultoa(s->score,buffer,10);\r
+ for (str = buffer;*str;str++)\r
+ *str = *str + (129 - '0'); // Used fixed-width numbers (129...)\r
+ USL_MeasureString(buffer,&w,&h);\r
+ PrintX = (34 * 8) - 8 - w;\r
+ US_Print(buffer);\r
+ }\r
+\r
+ fontcolor = F_BLACK;\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= CheckHighScore\r
+=\r
+=======================\r
+*/\r
+\r
+void CheckHighScore (long score,word other)\r
+{\r
+ word i,j;\r
+ int n;\r
+ HighScore myscore;\r
+\r
+ strcpy(myscore.name,"");\r
+ myscore.score = score;\r
+ myscore.completed = other;\r
+\r
+ for (i = 0,n = -1;i < MaxScores;i++)\r
+ {\r
+ if\r
+ (\r
+ (myscore.score > Scores[i].score)\r
+ || (\r
+ (myscore.score == Scores[i].score)\r
+ && (myscore.completed > Scores[i].completed)\r
+ )\r
+ )\r
+ {\r
+ for (j = MaxScores;--j > i;)\r
+ Scores[j] = Scores[j - 1];\r
+ Scores[i] = myscore;\r
+ n = i;\r
+ HighScoresDirty = true;\r
+ break;\r
+ }\r
+ }\r
+\r
+ if (n != -1)\r
+ {\r
+ //\r
+ // got a high score\r
+ //\r
+ DrawHighScores ();\r
+ PrintY = 68 + (16 * n);\r
+ PrintX = 60;\r
+ US_LineInput(PrintX,PrintY,Scores[n].name,nil,true,MaxHighName,100);\r
+ }\r
+}\r
+\r
+#endif\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= GameLoop\r
+=\r
+===================\r
+*/\r
+\r
+void GameLoop (void)\r
+{\r
+ boolean wait = false;\r
+ int i,xl,yl,xh,yh;\r
+ char num[20];\r
+#ifdef PROFILE\r
+ clock_t start,end;\r
+#endif\r
+\r
+ DrawPlayScreen ();\r
+ IN_ClearKeysDown();\r
+\r
+restart:\r
+ if (!loadedgame)\r
+ {\r
+ gamestate.difficulty = restartgame;\r
+ restartgame = gd_Continue;\r
+ DrawEnterScreen ();\r
+ if (gamestate.mapon != 8)\r
+ fizzlein = true;\r
+ wait = true;\r
+ }\r
+\r
+ do\r
+ {\r
+ playstate = gd_Continue;\r
+ if (!loadedgame)\r
+ SetupGameLevel ();\r
+ else\r
+ loadedgame = false;\r
+\r
+ FreeUpMemory();\r
+ LoadLatchMem();\r
+ CacheScaleds ();\r
+\r
+ if (EASYMODEON)\r
+ DisplaySMsg("*** NOVICE ***", NULL);\r
+ else\r
+ DisplaySMsg("*** WARRIOR ***", NULL);\r
+\r
+ status_delay = 250;\r
+\r
+ RedrawStatusWindow();\r
+ if (wait)\r
+ {\r
+ VW_WaitVBL(120);\r
+ wait = false;\r
+ }\r
+\r
+#ifdef PROFILE\r
+start = clock();\r
+while (start == clock());\r
+start++;\r
+#endif\r
+\r
+ PlayLoop ();\r
+\r
+#ifdef PROFILE\r
+end = clock();\r
+itoa(end-start,str,10);\r
+ Quit (str);\r
+#endif\r
+\r
+\r
+ switch (playstate)\r
+ {\r
+ case ex_abort:\r
+ FreeUpMemory ();\r
+ return;\r
+ case ex_resetgame:\r
+ NewGame();\r
+ case ex_loadedgame:\r
+ case ex_warped:\r
+ FreeUpMemory();\r
+ if (playstate != ex_resetgame)\r
+ DisplayMsg(" ", NULL);\r
+ DisplaySMsg(" ", NULL);\r
+ goto restart;\r
+ case ex_victorious:\r
+ screenpage = 0;\r
+ bufferofs = 0;\r
+ status_flag = 0;\r
+ return;\r
+ }\r
+\r
+ } while (1);\r
+\r
+}\r
+\r
+\r
+#if 0\r
+//\r
+// make wall pictures purgable\r
+//\r
+ for (i=0;i<NUMSCALEWALLS;i++)\r
+ if (walldirectory[i])\r
+ MM_SetPurge (&(memptr)walldirectory[i],3);\r
+\r
+\r
+//\r
+// cache wall pictures back in\r
+//\r
+ for (i=1;i<NUMFLOORS;i++)\r
+ if (tileneeded[i])\r
+ {\r
+ SetupScaleWall (walllight1[i]);\r
+ SetupScaleWall (walllight2[i]);\r
+ SetupScaleWall (walldark1[i]);\r
+ SetupScaleWall (walldark2[i]);\r
+ }\r
+#endif\r
--- /dev/null
+/* Catacomb Apocalypse 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_MAIN.C\r
+\r
+#define CATALOG\r
+\r
+#include <time.h>\r
+#include <stdarg.h>\r
+\r
+#include "DEF.H"\r
+#include "GELIB.H"\r
+#pragma hdrstop\r
+#include <dir.h>\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+typedef enum demo_screens {sc_logo,sc_title,sc_credits1,sc_credits2,sc_credits3,sc_credits4,sc_end} demo_screens;\r
+struct Shape shape,\r
+ SdLogoShp,\r
+ TitleShp,\r
+ CreditBKShp,\r
+ Credit1Shp,\r
+ Credit2Shp,\r
+ Credit3Shp,\r
+ Credit4Shp,\r
+ Credit5Shp,\r
+ Credit6Shp,\r
+ Credit7Shp,\r
+ Credit8Shp,\r
+ Credit9Shp,\r
+ Credit10Shp;\r
+\r
+\r
+PresenterInfo MainHelpText;\r
+\r
+GameDiff restartgame;\r
+boolean loadedgame,abortgame,ingame;\r
+\r
+\r
+memptr scalesegs[NUMPICS];\r
+char str[80],str2[20];\r
+unsigned tedlevelnum;\r
+boolean tedlevel;\r
+gametype gamestate;\r
+exittype playstate;\r
+char SlowMode = 0;\r
+int starting_level;\r
+\r
+short NumGames=0;\r
+unsigned Flags=0;\r
+\r
+boolean LoadShapes = true;\r
+boolean EASYMODEON = false;\r
+\r
+void DisplayIntroText(void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+#if 0\r
+// JAB Hack begin\r
+#define MyInterrupt 0x60\r
+void interrupt (*intaddr)();\r
+void interrupt (*oldintaddr)();\r
+ char *JHParmStrings[] = {"no386",nil};\r
+\r
+void\r
+jabhack(void)\r
+{\r
+extern void far jabhack2(void);\r
+extern int far CheckIs386(void);\r
+\r
+ int i;\r
+\r
+ oldintaddr = getvect(MyInterrupt);\r
+\r
+ for (i = 1;i < _argc;i++)\r
+ if (US_CheckParm(_argv[i],JHParmStrings) == 0)\r
+ return;\r
+\r
+ if (CheckIs386())\r
+ {\r
+ jabhack2();\r
+ setvect(MyInterrupt,intaddr);\r
+ }\r
+}\r
+\r
+void\r
+jabunhack(void)\r
+{\r
+ setvect(MyInterrupt,oldintaddr);\r
+}\r
+// JAB Hack end\r
+#endif\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= NewGame\r
+=\r
+= Set up new game to start from the beginning\r
+=\r
+=====================\r
+*/\r
+\r
+void NewGame (void)\r
+{\r
+ if (!loadedgame)\r
+ {\r
+ memset (&gamestate,0,sizeof(gamestate));\r
+ gamestate.mapon = starting_level;\r
+ gamestate.body = MAXBODY;\r
+ }\r
+\r
+ BGFLAGS = BGF_NOT_LIGHTNING;\r
+ Flags &= FL_CLEAR;\r
+\r
+ boltsleft = bolttimer = 0;\r
+\r
+// memset (gamestate.levels,-1,sizeof(gamestate.levels));\r
+}\r
+\r
+//===========================================================================\r
+\r
+#define RLETAG 0xABCD\r
+\r
+/*\r
+==================\r
+=\r
+= SaveTheGame\r
+=\r
+==================\r
+*/\r
+\r
+boolean SaveTheGame(int file)\r
+{\r
+ word i,compressed,expanded;\r
+ objtype *o;\r
+ memptr bigbuffer;\r
+\r
+ // save the sky and ground colors\r
+ if (!CA_FarWrite(file,(void far *)&skycolor,sizeof(skycolor)))\r
+ return(false);\r
+ if (!CA_FarWrite(file,(void far *)&groundcolor,sizeof(groundcolor)))\r
+ return(false);\r
+\r
+ if (!CA_FarWrite(file,(void far *)&FreezeTime,sizeof(FreezeTime)))\r
+ return(false);\r
+\r
+ if (!CA_FarWrite(file,(void far *)&gamestate,sizeof(gamestate)))\r
+ return(false);\r
+\r
+ if (!CA_FarWrite(file,(void far *)&EASYMODEON,sizeof(EASYMODEON)))\r
+ return(false);\r
+\r
+ expanded = mapwidth * mapheight * 2;\r
+ MM_GetPtr (&bigbuffer,expanded);\r
+\r
+ for (i = 0;i < 3;i+=2) // Write planes 0 and 2\r
+ {\r
+//\r
+// leave a word at start of compressed data for compressed length\r
+//\r
+ compressed = (unsigned)CA_RLEWCompress ((unsigned huge *)mapsegs[i]\r
+ ,expanded,((unsigned huge *)bigbuffer)+1,RLETAG);\r
+\r
+ *(unsigned huge *)bigbuffer = compressed;\r
+\r
+ if (!CA_FarWrite(file,(void far *)bigbuffer,compressed+2) )\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+ }\r
+\r
+ for (o = player;o;o = o->next)\r
+ if (!CA_FarWrite(file,(void far *)o,sizeof(objtype)))\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+\r
+ MM_FreePtr (&bigbuffer);\r
+\r
+ return(true);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= LoadTheGame\r
+=\r
+==================\r
+*/\r
+\r
+boolean LoadTheGame(int file)\r
+{\r
+ unsigned i,x,y;\r
+ objtype *obj,*prev,*next,*followed;\r
+ unsigned compressed,expanded;\r
+ unsigned far *map,tile;\r
+ memptr bigbuffer;\r
+\r
+ screenpage = 0;\r
+ FreeUpMemory();\r
+\r
+ playstate = ex_loadedgame;\r
+ // load the sky and ground colors\r
+ if (!CA_FarRead(file,(void far *)&skycolor,sizeof(skycolor)))\r
+ return(false);\r
+ if (!CA_FarRead(file,(void far *)&groundcolor,sizeof(groundcolor)))\r
+ return(false);\r
+\r
+ if (!CA_FarRead(file,(void far *)&FreezeTime,sizeof(FreezeTime)))\r
+ return(false);\r
+\r
+ if (!CA_FarRead(file,(void far *)&gamestate,sizeof(gamestate)))\r
+ return(false);\r
+\r
+ if (!CA_FarRead(file,(void far *)&EASYMODEON,sizeof(EASYMODEON)))\r
+ return(false);\r
+\r
+ SetupGameLevel (); // load in and cache the base old level\r
+\r
+ if (!FindFile(Filename,"SAVE GAME",-1))\r
+ Quit("Error: Can't find saved game file!");\r
+\r
+ expanded = mapwidth * mapheight * 2;\r
+ MM_GetPtr (&bigbuffer,expanded);\r
+\r
+ for (i = 0;i < 3;i+=2) // Read planes 0 and 2\r
+ {\r
+ if (!CA_FarRead(file,(void far *)&compressed,sizeof(compressed)) )\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+\r
+ if (!CA_FarRead(file,(void far *)bigbuffer,compressed) )\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+\r
+ CA_RLEWexpand ((unsigned huge *)bigbuffer,\r
+ (unsigned huge *)mapsegs[i],expanded,RLETAG);\r
+ }\r
+\r
+ MM_FreePtr (&bigbuffer);\r
+//\r
+// copy the wall data to a data segment array again, to handle doors and\r
+// bomb walls that are allready opened\r
+//\r
+ memset (tilemap,0,sizeof(tilemap));\r
+ memset (actorat,0,sizeof(actorat));\r
+ map = mapsegs[0];\r
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *map++;\r
+ if (tile<NUMFLOORS)\r
+ {\r
+ if (tile != INVISIBLEWALL)\r
+ tilemap[x][y] = tile;\r
+ if (tile>0)\r
+ (unsigned)actorat[x][y] = tile;\r
+ }\r
+ }\r
+\r
+\r
+ // Read the object list back in - assumes at least one object in list\r
+\r
+ InitObjList ();\r
+ new = player;\r
+ while (true)\r
+ {\r
+ prev = new->prev;\r
+ next = new->next;\r
+ if (!CA_FarRead(file,(void far *)new,sizeof(objtype)))\r
+ return(false);\r
+ followed = new->next;\r
+ new->prev = prev;\r
+ new->next = next;\r
+ actorat[new->tilex][new->tiley] = new; // drop a new marker\r
+\r
+ if (followed)\r
+ GetNewObj (false);\r
+ else\r
+ break;\r
+ }\r
+\r
+ return(true);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= ResetGame\r
+=\r
+==================\r
+*/\r
+\r
+void ResetGame(void)\r
+{\r
+ NewGame ();\r
+\r
+ ca_levelnum--;\r
+ ca_levelbit>>=1;\r
+ CA_ClearMarks();\r
+ ca_levelbit<<=1;\r
+ ca_levelnum++;\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= ShutdownId\r
+=\r
+= Shuts down all ID_?? managers\r
+=\r
+==========================\r
+*/\r
+\r
+void ShutdownId (void)\r
+{\r
+ US_Shutdown ();\r
+#ifndef PROFILE\r
+ SD_Shutdown ();\r
+ IN_Shutdown ();\r
+#endif\r
+ VW_Shutdown ();\r
+ CA_Shutdown ();\r
+ MM_Shutdown ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= InitGame\r
+=\r
+= Load a few things right away\r
+=\r
+==========================\r
+*/\r
+\r
+void InitGame (void)\r
+{\r
+ unsigned segstart,seglength;\r
+ int i,x,y;\r
+ unsigned *blockstart;\r
+\r
+// US_TextScreen();\r
+\r
+ MM_Startup ();\r
+ VW_Startup ();\r
+#ifndef PROFILE\r
+ IN_Startup ();\r
+ SD_Startup ();\r
+#endif\r
+ US_Startup ();\r
+\r
+ CA_Startup ();\r
+\r
+ US_Setup ();\r
+\r
+ US_SetLoadSaveHooks(LoadTheGame,SaveTheGame,ResetGame);\r
+\r
+\r
+//\r
+// load in and lock down some basic chunks\r
+//\r
+\r
+ CA_ClearMarks ();\r
+\r
+ CA_MarkGrChunk(STARTFONT);\r
+ CA_MarkGrChunk(STARTTILE8);\r
+ CA_MarkGrChunk(STARTTILE8M);\r
+ CA_MarkGrChunk(HAND1PICM);\r
+\r
+ CA_MarkGrChunk(NORTHICONSPR);\r
+ CA_CacheMarks (NULL);\r
+\r
+ MM_SetLock (&grsegs[STARTFONT],true);\r
+ MM_SetLock (&grsegs[STARTTILE8],true);\r
+ MM_SetLock (&grsegs[STARTTILE8M],true);\r
+ MM_SetLock (&grsegs[HAND1PICM],true);\r
+\r
+ fontcolor = WHITE;\r
+\r
+\r
+//\r
+// build some tables\r
+//\r
+ for (i=0;i<MAPSIZE;i++)\r
+ nearmapylookup[i] = &tilemap[0][0]+MAPSIZE*i;\r
+\r
+ for (i=0;i<PORTTILESHIGH;i++)\r
+ uwidthtable[i] = UPDATEWIDE*i;\r
+\r
+ blockstart = &blockstarts[0];\r
+ for (y=0;y<UPDATEHIGH;y++)\r
+ for (x=0;x<UPDATEWIDE;x++)\r
+ *blockstart++ = SCREENWIDTH*16*y+x*TILEWIDTH;\r
+\r
+ BuildTables (); // 3-d tables\r
+\r
+ SetupScaling ();\r
+\r
+#ifndef PROFILE\r
+// US_FinishTextScreen();\r
+#endif\r
+\r
+#if 0\r
+//\r
+// reclaim the memory from the linked in text screen\r
+//\r
+ segstart = FP_SEG(&introscn);\r
+ seglength = 4000/16;\r
+ if (FP_OFF(&introscn))\r
+ {\r
+ segstart++;\r
+ seglength--;\r
+ }\r
+ MML_UseSpace (segstart,seglength);\r
+#endif\r
+\r
+ VW_SetScreenMode (GRMODE);\r
+ ge_textmode = false;\r
+// VW_ColorBorder (3);\r
+ VW_ClearVideo (BLACK);\r
+\r
+//\r
+// initialize variables\r
+//\r
+ updateptr = &update[0];\r
+ *(unsigned *)(updateptr + UPDATEWIDE*PORTTILESHIGH) = UPDATETERMINATE;\r
+ bufferofs = 0;\r
+ displayofs = 0;\r
+ VW_SetLineWidth(SCREENWIDTH);\r
+}\r
+\r
+//===========================================================================\r
+\r
+void clrscr (void); // can't include CONIO.H because of name conflicts...\r
+\r
+/*\r
+==========================\r
+=\r
+= Quit\r
+=\r
+==========================\r
+*/\r
+\r
+void Quit (char *error, ...)\r
+{\r
+ short exit_code=0;\r
+ unsigned finscreen;\r
+\r
+ va_list ap;\r
+\r
+ va_start(ap,error);\r
+\r
+#ifndef CATALOG\r
+ if (!error)\r
+ {\r
+ CA_SetAllPurge ();\r
+ CA_CacheGrChunk (PIRACY);\r
+ finscreen = (unsigned)grsegs[PIRACY];\r
+ }\r
+#endif\r
+\r
+ ShutdownId ();\r
+\r
+ if (error && *error)\r
+ {\r
+ vprintf(error,ap);\r
+ exit_code = 1;\r
+ }\r
+#ifndef CATALOG\r
+ else\r
+ if (!NoWait)\r
+ {\r
+ movedata (finscreen,0,0xb800,0,4000);\r
+ bioskey (0);\r
+ }\r
+#endif\r
+\r
+ va_end(ap);\r
+\r
+#ifndef CATALOG\r
+ if (!error)\r
+ {\r
+ _argc = 2;\r
+ _argv[1] = "LAST.SHL";\r
+ _argv[2] = "ENDSCN.SCN";\r
+ _argv[3] = NULL;\r
+ if (execv("LOADSCN.EXE", _argv) == -1)\r
+ {\r
+ clrscr();\r
+ puts("Couldn't find executable LOADSCN.EXE.\n");\r
+ exit(1);\r
+ }\r
+ }\r
+#endif\r
+\r
+ exit(exit_code);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= TEDDeath\r
+=\r
+==================\r
+*/\r
+\r
+void TEDDeath(void)\r
+{\r
+ ShutdownId();\r
+ execlp("TED5.EXE","TED5.EXE","/LAUNCH",NULL);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= DisplayDepartment\r
+=\r
+====================\r
+*/\r
+void DisplayDepartment(char *text)\r
+{\r
+ short temp;\r
+\r
+// bufferofs = 0;\r
+ PrintY = 5;\r
+ WindowX = 17;\r
+ WindowW = 168;\r
+\r
+ VW_Bar(WindowX,PrintY+1,WindowW,7,0);\r
+ temp = fontcolor;\r
+ fontcolor = 10;\r
+ US_CPrintLine (text);\r
+ fontcolor = temp;\r
+}\r
+\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= DemoLoop\r
+=\r
+=====================\r
+*/\r
+\r
+static char *ParmStrings[] = {"easy","normal","hard",""};\r
+\r
+void DemoLoop (void)\r
+{\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+// main game cycle\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+ displayofs = bufferofs = 0;\r
+ VW_Bar (0,0,320,200,0);\r
+ VW_SetScreen(0,0);\r
+\r
+//\r
+// Read in all the graphic images needed for the title sequence\r
+//\r
+ VW_WaitVBL(1);\r
+ IN_ReadControl(0,&control);\r
+\r
+// set EASYMODE\r
+//\r
+ if (stricmp(_argv[2], "1") == 0)\r
+ EASYMODEON = true;\r
+ else\r
+ EASYMODEON = false;\r
+\r
+// restore game\r
+//\r
+ if (stricmp(_argv[3], "1") == 0)\r
+ {\r
+ VW_FadeOut();\r
+ bufferofs = displayofs = 0;\r
+ VW_Bar(0,0,320,200,0);\r
+ if (GE_LoadGame())\r
+ {\r
+ loadedgame = true;\r
+ playstate = ex_loadedgame;\r
+ Keyboard[sc_Enter] = true;\r
+ VW_Bar(0,0,320,200,0);\r
+ ColoredPalette();\r
+ }\r
+ VW_Bar(0,0,320,200,0);\r
+ VW_FadeIn();\r
+ }\r
+\r
+ // Play a game\r
+ //\r
+ restartgame = gd_Normal;\r
+ NewGame();\r
+ GameLoop();\r
+}\r
+\r
+//-------------------------------------------------------------------------\r
+// DisplayIntroText()\r
+//-------------------------------------------------------------------------\r
+void DisplayIntroText()\r
+{\r
+ PresenterInfo pi;\r
+\r
+#ifdef TEXT_PRESENTER\r
+ char *toptext = "You stand before the gate leading into the Towne "\r
+ "of Morbidity.... "\r
+ "^XX";\r
+\r
+ char *bottomtext = "Enter now boldly to defeat the evil Nemesis "\r
+ "deep inside the catacombs."\r
+ "\r
+ "^XX";\r
+#endif\r
+\r
+ char oldfontcolor=fontcolor;\r
+\r
+ fontcolor = 14;\r
+\r
+\r
+#ifdef TEXT_PRESENTER\r
+ pi.xl = 0;\r
+ pi.yl = 0;\r
+ pi.xh = 319;\r
+ pi.yh = 1;\r
+ pi.bgcolor = 0;\r
+ pi.script[0] = (char far *)toptext;\r
+ Presenter(&pi);\r
+\r
+ pi.yl = 160;\r
+ pi.yh = 161;\r
+ pi.script[0] = (char far *)bottomtext;\r
+ Presenter(&pi);\r
+\r
+#else\r
+ PrintY = 1;\r
+ PrintX = 0;\r
+ WindowX = 0;\r
+ WindowW = 320;\r
+\r
+\r
+ US_Print (" A chilling wind greets you at the entrance\n");\r
+ US_Print (" to the Sanctuary of the Dead.\n");\r
+\r
+ PrintY = 180;\r
+\r
+ fontcolor = 9;\r
+ US_Print (" Shall you proceed as\n");\r
+ fontcolor = 14;\r
+ US_Print (" N");\r
+ fontcolor = 9;\r
+ US_Print ("ovice or");\r
+ fontcolor = 14;\r
+ US_Print (" W");\r
+ fontcolor = 9;\r
+ US_Print ("arrior ?");\r
+\r
+#endif\r
+\r
+ fontcolor = oldfontcolor;\r
+}\r
+\r
+#if 0\r
+boolean ChooseGameLevel()\r
+{\r
+ char choices[] = {sc_Escape,sc_E,sc_N,sc_H,0},ch;\r
+\r
+ CenterWindow(20,10);\r
+\r
+ US_Print("\n Choose difficulty level:\n");\r
+ US_Print(" (E)asy\n");\r
+ US_Print(" (N)ormal\n");\r
+ US_Print(" (H)ard\n");\r
+ US_Print("\n (ESC)ape aborts\n");\r
+\r
+// VW_UpdateScreen();\r
+ if ((ch=GetKeyChoice(choices)) == sc_Escape)\r
+ {\r
+ while (Keyboard[sc_Escape]);\r
+ LastScan = 0;\r
+ return(false);\r
+ }\r
+\r
+ if (ch == sc_E)\r
+ restartgame = gd_Easy;\r
+ else\r
+ if (ch == sc_N)\r
+ restartgame = gd_Normal;\r
+ else\r
+ restartgame = gd_Hard;\r
+\r
+ return(true);\r
+}\r
+#endif\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScalePic\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScalePic (unsigned picnum)\r
+{\r
+ unsigned scnum;\r
+\r
+ if (picnum == 1)\r
+ return;\r
+\r
+ scnum = picnum-FIRSTSCALEPIC;\r
+\r
+ if (shapedirectory[scnum])\r
+ {\r
+ MM_SetPurge (&(memptr)shapedirectory[scnum],0);\r
+ return; // allready in memory\r
+ }\r
+\r
+ CA_CacheGrChunk (picnum);\r
+ DeplanePic (picnum);\r
+ shapesize[scnum] = BuildCompShape (&shapedirectory[scnum]);\r
+ grneeded[picnum]&= ~ca_levelbit;\r
+ MM_FreePtr (&grsegs[picnum]);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScaleWall\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScaleWall (unsigned picnum)\r
+{\r
+ int x,y;\r
+ unsigned scnum;\r
+ byte far *dest;\r
+\r
+ if (picnum == 1)\r
+ return;\r
+\r
+ scnum = picnum-FIRSTWALLPIC;\r
+\r
+ if (walldirectory[scnum])\r
+ {\r
+ MM_SetPurge (&walldirectory[scnum],0);\r
+ return; // allready in memory\r
+ }\r
+\r
+ CA_CacheGrChunk (picnum);\r
+ DeplanePic (picnum);\r
+ MM_GetPtr(&walldirectory[scnum],64*64);\r
+ dest = (byte far *)walldirectory[scnum];\r
+ for (x=0;x<64;x++)\r
+ for (y=0;y<64;y++)\r
+ *dest++ = spotvis[y][x];\r
+ grneeded[picnum]&= ~ca_levelbit;\r
+ MM_FreePtr (&grsegs[picnum]);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScaling\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScaling (void)\r
+{\r
+ int i,x,y;\r
+ byte far *dest;\r
+\r
+//\r
+// build the compiled scalers\r
+//\r
+ for (i=1;i<=VIEWWIDTH/2;i++)\r
+ BuildCompScale (i*2,&scaledirectory[i]);\r
+}\r
+\r
+//===========================================================================\r
+\r
+int showscorebox;\r
+\r
+void RF_FixOfs (void)\r
+{\r
+}\r
+\r
+void HelpScreens (void)\r
+{\r
+}\r
+\r
+\r
+#if 0\r
+/*\r
+==================\r
+=\r
+= CheckMemory\r
+=\r
+==================\r
+*/\r
+\r
+#define MINMEMORY 400000l\r
+\r
+void CheckMemory(void)\r
+{\r
+ unsigned finscreen;\r
+\r
+ if (Flags & FL_NOMEMCHECK)\r
+ return;\r
+\r
+ if (mminfo.nearheap+mminfo.farheap+mminfo.EMSmem+mminfo.XMSmem\r
+ >= MINMEMORY)\r
+ return;\r
+\r
+ CA_CacheGrChunk (OUTOFMEM);\r
+ finscreen = (unsigned)grsegs[OUTOFMEM];\r
+ ShutdownId ();\r
+ movedata (finscreen,7,0xb800,0,4000);\r
+ gotoxy (1,24);\r
+ exit(1);\r
+}\r
+#endif\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= main\r
+=\r
+==========================\r
+*/\r
+\r
+char *MainParmStrings[] = {"q","l","ver","nomemcheck","helptest",nil};\r
+\r
+void main (void)\r
+{\r
+ short i;\r
+\r
+ starting_level = 0;\r
+\r
+ for (i = 1;i < _argc;i++)\r
+ {\r
+ switch (US_CheckParm(_argv[i],MainParmStrings))\r
+ {\r
+ case 0:\r
+ Flags |= FL_QUICK;\r
+ break;\r
+\r
+ case 1:\r
+ starting_level = atoi(_argv[i]+1);\r
+ if ((starting_level < 0) || (starting_level > LASTMAP-1))\r
+ starting_level = 0;\r
+ break;\r
+\r
+ case 2:\r
+ printf("%s\n", GAMENAME);\r
+ printf("Copyright 1992-93 Softdisk Publishing\n");\r
+ printf("%s %s\n",VERSION,REVISION);\r
+ printf("\n");\r
+ exit(0);\r
+ break;\r
+\r
+ case 3:\r
+ Flags |= FL_NOMEMCHECK;\r
+ break;\r
+\r
+ case 4:\r
+ Flags |= (FL_HELPTEST|FL_QUICK);\r
+ break;\r
+\r
+ }\r
+ }\r
+\r
+ if (stricmp(_argv[1], "^(a@&r`"))\r
+ Quit("You must type CATAPOC to run CATACOMB APOCALYPSE\n");\r
+\r
+\r
+#if 0\r
+ MainHelpText.xl = 0;\r
+ MainHelpText.yl = 0;\r
+ MainHelpText.xh = 639;\r
+ MainHelpText.yh = 199;\r
+ MainHelpText.bgcolor = 7;\r
+ MainHelpText.ltcolor = 15;\r
+ MainHelpText.dkcolor = 8;\r
+#endif\r
+\r
+// jabhack();\r
+\r
+ randomize();\r
+\r
+ InitGame ();\r
+// CheckMemory ();\r
+ LoadLatchMem ();\r
+\r
+// if (!LoadTextFile("MAINHELP."EXT,&MainHelpText))\r
+// Quit("Can't load MAINHELP."EXT);\r
+\r
+#ifdef PROFILE\r
+ NewGame ();\r
+ GameLoop ();\r
+#endif\r
+\r
+ DemoLoop();\r
+ Quit(NULL);\r
+}\r
+\r
+//-------------------------------------------------------------------------\r
+// Display640()\r
+//-------------------------------------------------------------------------\r
+void Display640(void)\r
+{\r
+// Can you believe it takes all this just to change to 640 mode!!???!\r
+//\r
+ VW_ScreenToScreen(0,FREESTART-STATUSLEN,40,80);\r
+ VW_SetLineWidth(80);\r
+ MoveScreen(0,0);\r
+ VW_Bar (0,0,640,200,0);\r
+ VW_SetScreenMode(EGA640GR);\r
+ VW_SetLineWidth(80);\r
+ BlackPalette();\r
+}\r
+\r
+//-------------------------------------------------------------------------\r
+// Display320()\r
+//-------------------------------------------------------------------------\r
+void Display320(void)\r
+{\r
+// Can you believe it takes all this just to change to 320 mode!!???!\r
+//\r
+ VW_ColorBorder(0);\r
+ VW_FadeOut();\r
+ VW_SetLineWidth(40);\r
+ MoveScreen(0,0);\r
+ VW_Bar (0,0,320,200,0);\r
+ VW_SetScreenMode(EGA320GR);\r
+ VW_SetLineWidth(40);\r
+ BlackPalette();\r
+ VW_ScreenToScreen(FREESTART-STATUSLEN,0,40,80);\r
+}\r
+\r
+void PrintHelp(void)\r
+{\r
+ char oldfontcolor = fontcolor;\r
+ PrintY = 1;\r
+ WindowX = 135;\r
+ WindowW = 640;\r
+\r
+ VW_FadeOut();\r
+ bufferofs = displayofs = screenloc[0];\r
+ VW_Bar(0,0,320,200,0);\r
+\r
+ Display640();\r
+\r
+ VW_Bar(0, 0, 640, 200, 7);\r
+\r
+ fontcolor = (7 ^ 1);\r
+ US_Print ("\n\n SUMMARY OF GAME CONTROLS\n\n");\r
+\r
+ fontcolor = (7 ^ 4);\r
+ US_Print (" ACTION\n\n");\r
+\r
+ US_Print ("Arrow keys, joystick, or mouse\n");\r
+ US_Print ("TAB or V while turning\n");\r
+ US_Print ("ALT or Button 2 while turning\n");\r
+ US_Print ("CTRL or Button 1\n");\r
+ US_Print ("Z\n");\r
+ US_Print ("X or Enter\n");\r
+ US_Print ("F1\n");\r
+ US_Print ("F2\n");\r
+ US_Print ("F3\n");\r
+ US_Print ("F4\n");\r
+ US_Print ("F5\n");\r
+ US_Print ("ESC\n\n");\r
+ fontcolor = (7 ^ 0);\r
+#ifndef CATALOG\r
+ US_Print (" (See complete Instructions for more info)\n");\r
+#endif\r
+ US_Print ("\n copyright (c) 1992-93 Softdisk Publishing\n");\r
+\r
+ fontcolor = (7 ^ 8);\r
+ PrintX = 400;\r
+ PrintY = 37;\r
+ WindowX = 400;\r
+ US_Print (" REACTION\n\n");\r
+ US_Print ("Move and turn\n");\r
+ US_Print ("Turn quickly (Quick Turn)\n");\r
+ US_Print ("Move sideways\n");\r
+ US_Print ("Shoot a Missile\n");\r
+ US_Print ("Shoot a Zapper\n");\r
+ US_Print ("Shoot an Xterminator\n");\r
+ US_Print ("Help (this screen)\n");\r
+ US_Print ("Sound control\n");\r
+ US_Print ("Save game position\n");\r
+ US_Print ("Restore a saved game\n");\r
+ US_Print ("Joystick control\n");\r
+ US_Print ("System options\n\n\n");\r
+\r
+ VW_UpdateScreen();\r
+ VW_FadeIn();\r
+ VW_ColorBorder(8 | 56);\r
+ IN_Ack();\r
+ Display320();\r
+ fontcolor = oldfontcolor;\r
+}
\ No newline at end of file
--- /dev/null
+/* Catacomb Apocalypse 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_PLAY.C\r
+\r
+#include "DEF.H"\r
+#include "gelib.h"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define POINTTICS 6\r
+#define PAUSE 300\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+byte bcolor;\r
+short skytimer=-1,skytimer_reset;\r
+short groundtimer=-1,groundtimer_reset;\r
+\r
+unsigned scolor,gcolor;\r
+unsigned *skycolor,*groundcolor,debug_sky,debug_gnd;\r
+\r
+unsigned nocolorchange=0xFFFF;\r
+byte BGFLAGS, // global that holds all current flags\r
+ bgflag; // used by BG changer, this flag is set when done\r
+\r
+\r
+unsigned sky_daytonight[]={0x0909,0x0101,0x0808,0x0000,0xFFFF};\r
+//unsigned gnd_daytonight[]={0x0202,0xFFFF};\r
+\r
+unsigned sky_lightning[]={0x0101,0x0909,0x0f0f,0x0808,0x0000,0xFFFF};\r
+\r
+unsigned sky_colors[NUMLEVELS]={0x0000,0x0000,0x0000,0x0000,0x0808,\r
+ 0x0404,0x0000,0x0000,0x0000,0x0000,\r
+ 0x0000,0x0000,0x0000,0x0000,0x0606,\r
+ 0x0000,0x0000,0x0000,0x0000,0x0000,\r
+ 0x0000};\r
+unsigned gnd_colors[NUMLEVELS]={0x0202,0x0202,0x0606,0x0202,0x0707,\r
+ 0x0505,0x0808,0x0606,0x0101,0x0808,\r
+ 0x0606,0x0404,0x0808,0x0c0c,0x0e0e,\r
+ 0x0808,0x0808,0x0c0c,0x0000,0x0707,\r
+ 0x0808};\r
+\r
+\r
+ControlInfo control;\r
+boolean running=false; //,slowturn;\r
+\r
+int bordertime;\r
+objtype objlist[MAXACTORS],*new,*obj,*player,*lastobj,*objfreelist;\r
+\r
+#if USE_INERT_LIST\r
+inertobjtype inertobjlist[MAXINERTOBJ],*inert;\r
+#endif\r
+\r
+unsigned farmapylookup[MAPSIZE];\r
+byte *nearmapylookup[MAPSIZE];\r
+\r
+boolean singlestep,godmode;\r
+int extravbls;\r
+status_flags status_flag;\r
+int status_delay;\r
+\r
+//\r
+// replacing refresh manager\r
+//\r
+unsigned mapwidth,mapheight,tics,realtics;\r
+boolean compatability;\r
+byte *updateptr;\r
+unsigned mapwidthtable[64];\r
+unsigned uwidthtable[UPDATEHIGH];\r
+unsigned blockstarts[UPDATEWIDE*UPDATEHIGH];\r
+#define UPDATESCREENSIZE (UPDATEWIDE*PORTTILESHIGH+2)\r
+#define UPDATESPARESIZE (UPDATEWIDE*2+4)\r
+#define UPDATESIZE (UPDATESCREENSIZE+2*UPDATESPARESIZE)\r
+byte update[UPDATESIZE];\r
+\r
+int mousexmove,mouseymove;\r
+int pointcount,pointsleft;\r
+\r
+short BeepTime = 0;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+void CalcBounds (objtype *ob);\r
+void DrawPlayScreen (void);\r
+void PreFullDisplay(void);\r
+void PostFullDisplay(boolean draw_view);\r
+\r
+\r
+//\r
+// near data map array (wall values only, get text number from far data)\r
+//\r
+byte tilemap[MAPSIZE][MAPSIZE];\r
+byte spotvis[MAPSIZE][MAPSIZE];\r
+objtype *actorat[MAPSIZE][MAPSIZE];\r
+\r
+objtype dummyobj;\r
+\r
+int bordertime;\r
+int objectcount;\r
+\r
+void StopMusic(void);\r
+void StartMusic(void);\r
+\r
+void CalibrateJoystick(short joynum);\r
+\r
+//==========================================================================\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// CenterWindow() - Generates a window of a given width & height in the\r
+// middle of the screen\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+\r
+#define MAXX 320\r
+#define MAXY 120\r
+\r
+void CenterWindow(word w,word h)\r
+{\r
+ US_DrawWindow(((MAXX / 8) - w) / 2,((MAXY / 8) - h) / 2,w,h);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CheckKeys\r
+=\r
+=====================\r
+*/\r
+\r
+void CheckKeys (void)\r
+{\r
+ extern boolean autofire;\r
+\r
+ if (screenfaded) // don't do anything with a faded screen\r
+ return;\r
+\r
+#if 0\r
+//\r
+// pause key wierdness can't be checked as a scan code\r
+//\r
+ if (Paused)\r
+ {\r
+ CenterWindow (8,3);\r
+ US_PrintCentered ("PAUSED");\r
+ VW_UpdateScreen ();\r
+// SD_MusicOff();\r
+ IN_Ack();\r
+// SD_MusicOn();\r
+ Paused = false;\r
+ if (MousePresent) Mouse(MDelta); // Clear accumulated mouse movement\r
+ }\r
+ else\r
+ if (Keyboard[sc_Enter]) // P = pause with no screen disruptioon\r
+ {\r
+// SD_MusicOff();\r
+ DisplaySMsg("PAUSED",NULL);\r
+ IN_Ack();\r
+// SD_MusicOn();\r
+ if (MousePresent) Mouse(MDelta); // Clear accumulated mouse movement\r
+ }\r
+ else\r
+ if (Keyboard[sc_S])\r
+ {\r
+ char *Text[] = {{"Slow Mode ON"},{"Slow Mode OFF"}};\r
+\r
+ SlowMode ^= 1;\r
+ extravbls = SlowMode << 3;\r
+ CenterWindow (8,3);\r
+ US_PrintCentered (Text[SlowMode]);\r
+ VW_UpdateScreen ();\r
+// SD_MusicOff();\r
+ IN_Ack();\r
+// SD_MusicOn();\r
+ if (MousePresent) Mouse(MDelta); // Clear accumulated mouse movement\r
+ }\r
+#endif\r
+\r
+\r
+// F2 - SOUND OPTIONS\r
+//\r
+ if (Keyboard[sc_F2])\r
+ {\r
+ int height=7;\r
+ boolean ChoiceMade = false;\r
+\r
+ if (AdLibPresent)\r
+ height++;\r
+\r
+ VW_FixRefreshBuffer();\r
+ CenterWindow(22,height);\r
+ US_Print( "\n 1 ) NO SOUND \n");\r
+ US_Print( " 2 ) PC AUDIO \n");\r
+\r
+ if (AdLibPresent)\r
+ US_Print(" 3 ) ADLIB AUDIO\n");\r
+\r
+ US_Print( "\n ESC) EXIT ");\r
+ VW_UpdateScreen();\r
+\r
+ // Switch audio device ON/OFF & load sounds if there\r
+ // was a change in the device.\r
+\r
+ do {\r
+\r
+ if (Keyboard[1]) // ESC - Exit\r
+ ChoiceMade = true;\r
+ else\r
+ if (Keyboard[2]) // 1 - No Sound\r
+ {\r
+ SD_SetSoundMode(sdm_Off);\r
+ ChoiceMade = true;\r
+ }\r
+ else\r
+ if (Keyboard[3]) // 2 - PC Audio\r
+ {\r
+ SD_SetSoundMode(sdm_PC);\r
+// if (oldsoundmode != sdm_PC)\r
+ CA_LoadAllSounds();\r
+ ChoiceMade = true;\r
+ }\r
+ else\r
+ if ((Keyboard[4]) && AdLibPresent) // 3 - AdLib Audio\r
+ {\r
+ SD_SetSoundMode(sdm_AdLib);\r
+// if (oldsoundmode != sdm_AdLib)\r
+ CA_LoadAllSounds();\r
+ ChoiceMade = true;\r
+ }\r
+\r
+ } while (!ChoiceMade);\r
+ tics = realtics = 1;\r
+ IN_ClearKeysDown();\r
+ }\r
+\r
+// F5 - CALIBRATE JOYSTICK\r
+//\r
+ if (Keyboard[sc_F5])\r
+ {\r
+ CalibrateJoystick(0);\r
+ tics = realtics = 1;\r
+ IN_ClearKeysDown();\r
+ }\r
+\r
+deadloop:;\r
+// ESCAPE - quits game\r
+//\r
+ if ((Keyboard[sc_Escape]) || (Flags & FL_DEAD))\r
+ {\r
+ char ch;\r
+\r
+ DisplaySMsg("Options", NULL);\r
+ status_flag = S_NONE;\r
+\r
+\r
+ if (Flags & FL_DEAD)\r
+ {\r
+ char choices[] = {sc_Escape,sc_R,sc_N,sc_Q,0};\r
+ ch = DisplayMsg("Restore New Quit",choices);\r
+ DisplayMsg(" ", NULL);\r
+ }\r
+ else\r
+ {\r
+ char choices[] = {sc_Escape,sc_S,sc_R,sc_N,sc_Q,0};\r
+ ch = DisplayMsg("Save Restore New Quit",choices);\r
+ }\r
+ DrawText(true);\r
+\r
+ switch (ch)\r
+ {\r
+ case sc_S:\r
+ if (!(Flags & FL_DEAD))\r
+ Keyboard[sc_F3] = true;\r
+ break;\r
+\r
+ case sc_R:\r
+ Keyboard[sc_F4] = true;\r
+ break;\r
+\r
+ case sc_N:\r
+ DisplaySMsg("Starting anew", NULL);\r
+ VW_WaitVBL(60);\r
+ playstate = ex_resetgame;\r
+ Flags &= ~FL_DEAD;\r
+ break;\r
+\r
+ case sc_Q:\r
+ DisplaySMsg("FARE THEE WELL!", NULL);\r
+ VW_WaitVBL(120);\r
+ if (!Flags & FL_QUICK)\r
+ VW_FadeOut();\r
+ NormalScreen();\r
+ FreeUpMemory();\r
+ Quit(NULL);\r
+ break;\r
+ }\r
+ tics = realtics = 1;\r
+ }\r
+\r
+// F1 - DISPLAY HELP\r
+//\r
+ if (Keyboard[sc_F1])\r
+ {\r
+ PrintHelp();\r
+\r
+#ifdef TEXT_PRESENTER\r
+\r
+ extern PresenterInfo MainHelpText;\r
+\r
+ VW_FadeOut();\r
+\r
+ FreeUpMemory();\r
+ if (!LoadPresenterScript("HELP.TXT",&MainHelpText))\r
+ {\r
+ VW_FadeIn();\r
+ CenterWindow(30,5);\r
+ US_CPrint("\nError loading HELP file.\n");\r
+ US_CPrint("Press any key.");\r
+ IN_Ack();\r
+ VW_FadeOut();\r
+ }\r
+ else\r
+ {\r
+ VW_SetSplitScreen(200);\r
+ bufferofs = displayofs = screenloc[0];\r
+ VW_Bar(0,0,320,200,0);\r
+\r
+ Display640();\r
+ Presenter(&MainHelpText);\r
+ Display320();\r
+ }\r
+ FreePresenterScript(&MainHelpText);\r
+#endif\r
+ VW_SetSplitScreen(120);\r
+ VW_SetScreen(screenloc[0],0);\r
+ screenpage = 0;\r
+ CacheScaleds();\r
+\r
+ bufferofs = 0;\r
+ RedrawStatusWindow();\r
+ ThreeDRefresh();\r
+ VW_FadeIn();\r
+ Keyboard[sc_F1] = false;\r
+ tics = realtics = 1;\r
+ IN_ClearKeysDown();\r
+ }\r
+\r
+// F3 - SAVE GAME\r
+//\r
+ if ((Keyboard[sc_F3]) && (!(Flags & FL_DEAD)))\r
+ {\r
+ PreFullDisplay();\r
+ GE_SaveGame();\r
+ PostFullDisplay(true);\r
+ tics = realtics = 1;\r
+ IN_ClearKeysDown();\r
+ }\r
+\r
+// F4 - LOAD GAME\r
+//\r
+ if (Keyboard[sc_F4])\r
+ {\r
+ PreFullDisplay();\r
+ if (GE_LoadGame())\r
+ {\r
+ loadedgame = true;\r
+ playstate = ex_loadedgame;\r
+ Flags &= ~FL_DEAD;\r
+ lasttext = -1;\r
+ PostFullDisplay(false);\r
+ }\r
+ else\r
+ if (playstate == ex_victorious)\r
+ {\r
+ PostFullDisplay(false);\r
+ Victory(false);\r
+ IN_Ack();\r
+ Quit(NULL);\r
+ }\r
+ else\r
+ PostFullDisplay(true);\r
+ Keyboard[sc_F5] = false;\r
+ tics = realtics = 1;\r
+ IN_ClearKeysDown();\r
+ }\r
+\r
+ if (Flags & FL_DEAD)\r
+ goto deadloop;\r
+\r
+//\r
+// F10-? debug keys\r
+//\r
+ if (Keyboard[sc_BackSpace])\r
+ {\r
+ DebugKeys();\r
+ if (MousePresent) Mouse(MDelta); // Clear accumulated mouse movement\r
+ lasttimecount = TimeCount;\r
+ }\r
+}\r
+\r
+//-------------------------------------------------------------------------\r
+// PreFullDisplay()\r
+//-------------------------------------------------------------------------\r
+void PreFullDisplay()\r
+{\r
+ VW_FadeOut();\r
+ VW_SetSplitScreen(200);\r
+ bufferofs = displayofs = screenloc[0];\r
+ VW_Bar(0,0,320,200,0);\r
+}\r
+\r
+//-------------------------------------------------------------------------\r
+// PostFullDisplay()\r
+//-------------------------------------------------------------------------\r
+void PostFullDisplay(boolean draw_view)\r
+{\r
+ VW_SetSplitScreen(120);\r
+ bufferofs = 0;\r
+ RedrawStatusWindow();\r
+ if (draw_view)\r
+ {\r
+ ThreeDRefresh();\r
+ VW_FadeIn();\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+#############################################################################\r
+\r
+ The objlist data structure\r
+\r
+#############################################################################\r
+\r
+objlist containt structures for every actor currently playing. The structure\r
+is accessed as a linked list starting at *player, ending when ob->next ==\r
+NULL. GetNewObj inserts a new object at the end of the list, meaning that\r
+if an actor spawn another actor, the new one WILL get to think and react the\r
+same frame. RemoveObj unlinks the given object and returns it to the free\r
+list, but does not damage the objects ->next pointer, so if the current object\r
+removes itself, a linked list following loop can still safely get to the\r
+next element.\r
+\r
+<backwardly linked free list>\r
+\r
+#############################################################################\r
+*/\r
+\r
+\r
+/*\r
+=========================\r
+=\r
+= InitObjList\r
+=\r
+= Call to clear out the entire object list, returning them all to the free\r
+= list. Allocates a special spot for the player.\r
+=\r
+=========================\r
+*/\r
+\r
+void InitObjList (void)\r
+{\r
+ int i;\r
+\r
+ for (i=0;i<MAXACTORS;i++)\r
+ {\r
+ objlist[i].prev = &objlist[i+1];\r
+ objlist[i].next = NULL;\r
+ }\r
+\r
+ objlist[MAXACTORS-1].prev = NULL;\r
+\r
+ objfreelist = &objlist[0];\r
+ lastobj = NULL;\r
+\r
+ objectcount = 0;\r
+\r
+//\r
+// give the player and score the first free spots\r
+//\r
+ GetNewObj (false);\r
+ player = new;\r
+\r
+#if USE_INERT_LIST\r
+ inert = inertobjlist;\r
+#endif\r
+\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=========================\r
+=\r
+= GetNewObj\r
+=\r
+= Sets the global variable new to point to a free spot in objlist.\r
+= The free spot is inserted at the end of the liked list\r
+=\r
+= When the object list is full, the caller can either have it bomb out ot\r
+= return a dummy object pointer that will never get used\r
+=\r
+=========================\r
+*/\r
+\r
+void GetNewObj (boolean usedummy)\r
+{\r
+ if (!objfreelist)\r
+ {\r
+ if (usedummy)\r
+ {\r
+ new = &dummyobj;\r
+ return;\r
+ }\r
+ Quit ("GetNewObj: No free spots in objlist!");\r
+ }\r
+\r
+ new = objfreelist;\r
+ objfreelist = new->prev;\r
+ memset (new,0,sizeof(*new));\r
+\r
+ if (lastobj)\r
+ lastobj->next = new;\r
+ new->prev = lastobj; // new->next is allready NULL from memset\r
+\r
+ new->active = false;\r
+ lastobj = new;\r
+\r
+ objectcount++;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=========================\r
+=\r
+= RemoveObj\r
+=\r
+= Add the given object back into the free list, and unlink it from it's\r
+= neighbors\r
+=\r
+=========================\r
+*/\r
+\r
+void RemoveObj (objtype *gone)\r
+{\r
+ objtype **spotat;\r
+\r
+ if (gone == player)\r
+ Quit ("RemoveObj: Tried to remove the player!");\r
+\r
+//\r
+// fix the next object's back link\r
+//\r
+ if (gone == lastobj)\r
+ lastobj = (objtype *)gone->prev;\r
+ else\r
+ gone->next->prev = gone->prev;\r
+\r
+//\r
+// fix the previous object's forward link\r
+//\r
+ gone->prev->next = gone->next;\r
+\r
+//\r
+// add it back in to the free list\r
+//\r
+ gone->prev = objfreelist;\r
+ objfreelist = gone;\r
+\r
+ objectcount--;\r
+}\r
+\r
+#if USE_INERT_LIST\r
+\r
+//--------------------------------------------------------------------------\r
+// MoveObjToInert()\r
+//--------------------------------------------------------------------------\r
+void MoveObjToInert(objtype *obj)\r
+{\r
+\r
+ if (inert == &inertobjlist[MAXINERTOBJ])\r
+ return;\r
+\r
+// Transfer info needed by inert objtype\r
+//\r
+ inert->x = obj->x;\r
+ inert->y = obj->y;\r
+ inert->size = obj->size;\r
+ inert->viewx = obj->viewx;\r
+ inert->tilex = obj->tilex;\r
+ inert->tiley = obj->tiley;\r
+ inert->state = obj->state;\r
+ inert->ticcount = obj->ticcount;\r
+\r
+// Setup links between inert objects\r
+//\r
+ if (inert != inertobjlist)\r
+ (inert-1)->next = inert;\r
+ inert->next = NULL;\r
+ inert++;\r
+\r
+// Free 'real' object from list.\r
+//\r
+ RemoveObj(obj);\r
+}\r
+\r
+#endif\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= PollControls\r
+=\r
+===================\r
+*/\r
+\r
+void PollControls (void)\r
+{\r
+ unsigned buttons;\r
+\r
+ IN_ReadControl(0,&control);\r
+\r
+ if (MousePresent)\r
+ {\r
+ Mouse(MButtons);\r
+ buttons = _BX;\r
+ Mouse(MDelta);\r
+ mousexmove = _CX;\r
+ mouseymove = _DX;\r
+\r
+ if (buttons&1)\r
+ control.button0 = 1;\r
+ if (buttons&2)\r
+ control.button1 = 1;\r
+\r
+ }\r
+\r
+ if (Keyboard[sc_V] || Keyboard[sc_Tab])\r
+ running = true;\r
+ else\r
+ running = false;\r
+}\r
+\r
+//==========================================================================\r
+\r
+#if 0\r
+/*\r
+=================\r
+=\r
+= StopMusic\r
+=\r
+=================\r
+*/\r
+\r
+void StopMusic(void)\r
+{\r
+ int i;\r
+\r
+ SD_MusicOff();\r
+ for (i = 0;i < LASTMUSIC;i++)\r
+ if (audiosegs[STARTMUSIC + i])\r
+ {\r
+ MM_SetPurge(&((memptr)audiosegs[STARTMUSIC + i]),3);\r
+ MM_SetLock(&((memptr)audiosegs[STARTMUSIC + i]),false);\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= StartMusic\r
+=\r
+=================\r
+*/\r
+\r
+// JAB - Cache & start the appropriate music for this level\r
+void StartMusic(void)\r
+{\r
+ musicnames chunk;\r
+\r
+ SD_MusicOff();\r
+ chunk = TOOHOT_MUS;\r
+// if ((chunk == -1) || (MusicMode != smm_AdLib))\r
+//DEBUG control panel return;\r
+\r
+ MM_BombOnError (false);\r
+ CA_CacheAudioChunk(STARTMUSIC + chunk);\r
+ MM_BombOnError (true);\r
+ if (mmerror)\r
+ mmerror = false;\r
+ else\r
+ {\r
+ MM_SetLock(&((memptr)audiosegs[STARTMUSIC + chunk]),true);\r
+ SD_StartMusic((MusicGroup far *)audiosegs[STARTMUSIC + chunk]);\r
+ }\r
+}\r
+#endif\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PlayLoop\r
+=\r
+===================\r
+*/\r
+\r
+void PlayLoop (void)\r
+{\r
+ char shot_color[3] = {4,9,14};\r
+\r
+ int allgems[5]={GEM_DELAY_TIME, // used for Q & D comparison\r
+ GEM_DELAY_TIME, // for having all gems...\r
+ GEM_DELAY_TIME, // the "allgems" declaration MUST\r
+ GEM_DELAY_TIME, // match the "gems" declaration in\r
+ GEM_DELAY_TIME // the gametype structure!\r
+ };\r
+\r
+// int originx=0;\r
+// int i=100;\r
+ signed long dx,dy,radius,psin,pcos,newx,newy;\r
+ int give;\r
+ short objnum;\r
+ signed long ox,oy,xl,xh,yl,yh,px,py,norm_dx,norm_dy;\r
+ short o_radius;\r
+\r
+ void (*think)();\r
+\r
+ ingame = true;\r
+ playstate = TimeCount = 0;\r
+ gamestate.shotpower = handheight = 0;\r
+ pointcount = pointsleft = 0;\r
+\r
+ status_flag = S_NONE;\r
+\r
+#if 0\r
+ // setup sky/ground colors and effects (based on level)\r
+ //\r
+ switch (gamestate.mapon)\r
+ {\r
+ case 255:\r
+ if (!(BGFLAGS & BGF_NIGHT))\r
+ {\r
+ InitBgChange(3*60,sky_daytonight,-1,NULL,BGF_NIGHT);\r
+ groundcolor = &gnd_colors[0];\r
+ }\r
+ else\r
+ {\r
+ skycolor = &sky_colors[0];\r
+ groundcolor = &gnd_colors[0];\r
+ }\r
+ break;\r
+\r
+ default:\r
+ skycolor = &sky_colors[gamestate.mapon];\r
+ groundcolor = &gnd_colors[gamestate.mapon];\r
+ skytimer = groundtimer = -1;\r
+ break;\r
+ }\r
+#endif\r
+\r
+ BGFLAGS |= BGF_NOT_LIGHTNING;\r
+ skytimer = groundtimer = -1;\r
+\r
+ debug_gnd = *groundcolor;\r
+ debug_sky = *skycolor;\r
+ RedrawStatusWindow();\r
+ ThreeDRefresh();\r
+ if (screenfaded)\r
+ VW_FadeIn();\r
+\r
+#ifndef PROFILE\r
+ fizzlein = true; // fizzle fade in the first refresh\r
+#endif\r
+ TimeCount = lasttimecount = lastnuke = 0;\r
+\r
+ PollControls (); // center mouse\r
+// StartMusic ();\r
+ do\r
+ {\r
+#ifndef PROFILE\r
+ PollControls();\r
+#else\r
+ control.xaxis = 1;\r
+ if (++TimeCount == 300)\r
+ return;\r
+#endif\r
+ DisplayStatus(&status_flag);\r
+\r
+ objnum=0;\r
+ for (obj = player;obj;obj = obj->next)\r
+ {\r
+ if ((obj->active >= yes) && (!(FreezeTime && (obj!=player))))\r
+ {\r
+ if (obj->ticcount)\r
+ {\r
+ obj->ticcount-=realtics;\r
+ while ( obj->ticcount <= 0)\r
+ {\r
+ think = obj->state->think;\r
+ if (think)\r
+ {\r
+ statetype *oldstate=obj->state;\r
+\r
+ think (obj);\r
+ if (!obj->state)\r
+ {\r
+ RemoveObj (obj);\r
+ goto nextactor;\r
+ }\r
+ if (obj->state != oldstate)\r
+ break;\r
+ }\r
+\r
+ obj->state = obj->state->next;\r
+ if (!obj->state)\r
+ {\r
+ RemoveObj (obj);\r
+ goto nextactor;\r
+ }\r
+ if (!obj->state->tictime)\r
+ {\r
+ obj->ticcount = 0;\r
+ goto nextactor;\r
+ }\r
+ if (obj->state->tictime>0)\r
+ obj->ticcount += obj->state->tictime;\r
+ }\r
+ }\r
+\r
+ think = obj->state->think;\r
+ if (think)\r
+ {\r
+ think (obj);\r
+ if (!obj->state)\r
+ RemoveObj (obj);\r
+ }\r
+nextactor:;\r
+ }\r
+\r
+ // keep a list of objects around the player for radar updates\r
+ //\r
+ if (obj == player)\r
+ {\r
+ px = player->x;\r
+ py = player->y;\r
+ psin = sintable[player->angle];\r
+ pcos = costable[player->angle];\r
+ xl = px-((long)RADAR_WIDTH<<TILESHIFT)/2;\r
+ xh = px+((long)RADAR_WIDTH<<TILESHIFT)/2-1;\r
+ yl = py-((long)RADAR_HEIGHT<<TILESHIFT)/2;\r
+ yh = py+((long)RADAR_HEIGHT<<TILESHIFT)/2;\r
+ }\r
+\r
+ if (objnum > MAX_RADAR_BLIPS-2)\r
+ objnum = MAX_RADAR_BLIPS-2;\r
+\r
+ ox = obj->x;\r
+ oy = obj->y;\r
+\r
+\r
+ if ((ox >= xl) && (ox <= xh) && (oy >= yl) && (oy <= yh))\r
+ {\r
+ norm_dx = (dx = px-ox)>>TILESHIFT;\r
+ norm_dy = (dy = oy-py)>>TILESHIFT;\r
+\r
+ o_radius = IntSqrt((norm_dx * norm_dx) + (norm_dy * norm_dy));\r
+\r
+ if (o_radius < RADAR_RADIUS)\r
+ {\r
+ newx = FixedByFrac(dy,pcos)-FixedByFrac(dx,psin);\r
+ newy = FixedByFrac(dy,psin)+FixedByFrac(dx,pcos);\r
+\r
+ RadarXY[objnum][0]=newx>>TILESHIFT;\r
+ RadarXY[objnum][1]=newy>>TILESHIFT;\r
+\r
+ // Define color to use for this object...\r
+ //\r
+\r
+ switch (obj->obclass)\r
+ {\r
+ // NO GEM NEEDED\r
+ //\r
+ // THE WIZARD! (YOU)\r
+ //\r
+ case playerobj:\r
+ RadarXY[objnum++][2]=15;\r
+ break;\r
+\r
+ // WIZARD'S SHOTS\r
+ //\r
+ case bounceobj:\r
+ case pshotobj:\r
+ case bigpshotobj:\r
+ RadarXY[objnum++][2]=shot_color[screenpage];\r
+ break;\r
+\r
+ // RED GEM\r
+ //\r
+ // STOMPY (DK RED)\r
+ //\r
+ case invisdudeobj:\r
+ case stompyobj:\r
+ if (gamestate.gems[B_RGEM-B_RGEM])\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=4;\r
+ break;\r
+\r
+ // BLOB (LT RED)\r
+ //\r
+ case blobobj:\r
+ if (gamestate.gems[B_RGEM-B_RGEM])\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=12;\r
+ break;\r
+\r
+ // BLUE GEM\r
+ //\r
+ // ROBOTANK (LT BLUE)\r
+ //\r
+ case robotankobj:\r
+ case fmageobj:\r
+ if (gamestate.gems[B_BGEM-B_RGEM])\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=9;\r
+ break;\r
+\r
+#if 1\r
+ // BLUE DEMON (DK BLUE)\r
+ //\r
+ case demonobj:\r
+ if (gamestate.gems[B_GGEM-B_RGEM])\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=1;\r
+ break;\r
+#endif\r
+\r
+ // GREEN GEM\r
+ //\r
+ // WIZARD (LT GREEN)\r
+ //\r
+ case wizardobj:\r
+ if (gamestate.gems[B_GGEM-B_RGEM])\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=10;\r
+ break;\r
+\r
+ // AQUA MAN (DK GREEN)\r
+ //\r
+ case aquamanobj:\r
+ if (gamestate.gems[B_GGEM-B_RGEM])\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=2;\r
+ break;\r
+\r
+ // YELLOW GEM\r
+ //\r
+ // EQYPTIAN HEAD (BROWN)\r
+ //\r
+ case headobj:\r
+ if (gamestate.gems[B_YGEM-B_RGEM])\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=6;\r
+ break;\r
+\r
+ // RAMBONE (YELLOW)\r
+ // TROLL\r
+ case ramboneobj:\r
+ case trollobj:\r
+ if (gamestate.gems[B_YGEM-B_RGEM])\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=14;\r
+ break;\r
+\r
+ // BUG (LIGHT GRAY)\r
+ case bugobj:\r
+ if (gamestate.gems[B_YGEM-B_RGEM])\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=7;\r
+ break;\r
+\r
+ // RAY (DARK GRAY)\r
+ case rayobj:\r
+ if (gamestate.gems[B_YGEM-B_RGEM])\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=8;\r
+ break;\r
+\r
+ // PURPLE GEM\r
+ //\r
+ // MEC DEMON (PURPLE)\r
+ //\r
+ case cyborgdemonobj:\r
+ if (gamestate.gems[B_PGEM-B_RGEM])\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=5;\r
+ break;\r
+\r
+ // EYE (LT PURPLE)\r
+ //\r
+ case eyeobj:\r
+ case reyeobj:\r
+ if (gamestate.gems[B_PGEM-B_RGEM])\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=13;\r
+ break;\r
+\r
+ // ALL GEMS NEEDED\r
+ //\r
+ // NEMESIS\r
+ //\r
+ case grelmobj:\r
+ if (!memcmp(gamestate.gems,allgems,sizeof(gamestate.gems)))\r
+ if (obj->active == always)\r
+ RadarXY[objnum++][2]=15;\r
+ break;\r
+ }\r
+ }\r
+ }\r
+ }\r
+ RadarXY[objnum][2]=-1; // Signals end of RadarXY list...\r
+\r
+#if USE_INERT_LIST\r
+ if (inert != inertobjlist)\r
+ for (obj=(objtype *)inertobjlist;obj;obj=obj->next)\r
+ if (obj->ticcount)\r
+ {\r
+ obj->ticcount-=realtics;\r
+ while ( obj->ticcount <= 0)\r
+ {\r
+ obj->state = obj->state->next;\r
+ if (!obj->state)\r
+ Quit("Removable object in INERT list.");\r
+\r
+ if (!obj->state->tictime)\r
+ {\r
+ obj->ticcount = 0;\r
+ goto nextactor;\r
+ }\r
+\r
+ if (obj->state->tictime>0)\r
+ obj->ticcount += obj->state->tictime;\r
+ }\r
+ }\r
+#endif\r
+\r
+ if (bordertime)\r
+ {\r
+ bordertime -= realtics;\r
+ if (bordertime<=0)\r
+ {\r
+ bordertime = 0;\r
+ VW_ColorBorder(0);\r
+ }\r
+ }\r
+\r
+#if 1\r
+// random lightning?\r
+//\r
+ if (BGFLAGS & (BGF_NOT_LIGHTNING))\r
+ {\r
+ if ((scolor & 0xe0) && (!(random(20-realtics))))\r
+ {\r
+ BGFLAGS &= ~BGF_NOT_LIGHTNING;\r
+ InitBgChange(1,sky_lightning,-1,NULL,BGF_NOT_LIGHTNING);\r
+ }\r
+ }\r
+\r
+// handle sky/ground color changes\r
+//\r
+ if (skytimer != -1)\r
+ {\r
+ skytimer -= realtics;\r
+ if (skytimer < 0)\r
+ {\r
+ skycolor++;\r
+ if (*skycolor == 0xffff)\r
+ {\r
+ skytimer = -1;\r
+// skycolor--;\r
+ skycolor = &scolor;\r
+ if (groundtimer == -1)\r
+ BGFLAGS |= bgflag;\r
+ }\r
+ else\r
+ skytimer = skytimer_reset;\r
+ }\r
+ }\r
+\r
+ if (groundtimer != -1)\r
+ {\r
+ groundtimer -= realtics;\r
+ if (groundtimer < 0)\r
+ {\r
+ groundcolor++;\r
+ if (*groundcolor == 0xffff)\r
+ {\r
+ groundtimer = -1;\r
+// groundcolor--;\r
+ groundcolor = &gcolor;\r
+ if (skytimer == -1)\r
+ BGFLAGS |= bgflag;\r
+ }\r
+ else\r
+ groundtimer = groundtimer_reset;\r
+ }\r
+ }\r
+#endif\r
+\r
+\r
+//\r
+// Handle FreezeTime counter..\r
+//\r
+ if (FreezeTime)\r
+ {\r
+ if (FreezeTime<20*30)\r
+ if ((BeepTime+=realtics)>=60)\r
+ {\r
+ BeepTime -= 60;\r
+ SD_PlaySound(TICKSND);\r
+ }\r
+\r
+ if ((FreezeTime-=realtics)<=0)\r
+ {\r
+ FreezeTime=0;\r
+ SD_PlaySound(TIMERETURNSND);\r
+ DisplaySMsg(NULL,NULL);\r
+ status_flag = S_NONE;\r
+ }\r
+ }\r
+\r
+\r
+// refresh all\r
+//\r
+ ThreeDRefresh ();\r
+\r
+ if (Flags & FL_DEAD)\r
+ {\r
+ SD_PlaySound (GAMEOVERSND);\r
+ DisplaySMsg("DEAD",NULL);\r
+ DrawHealth();\r
+ }\r
+\r
+// check for win\r
+//\r
+ if (playstate == ex_victorious)\r
+ {\r
+ Victory(true);\r
+ IN_Ack();\r
+ Quit(NULL);\r
+ }\r
+\r
+ CheckKeys();\r
+\r
+ }while (!playstate);\r
+// StopMusic ();\r
+\r
+ ingame = false;\r
+ if (bordertime)\r
+ {\r
+ bordertime = 0;\r
+ VW_ColorBorder(0);\r
+ }\r
+\r
+ if (abortgame)\r
+ abortgame = false;\r
+}\r
+\r
+//--------------------------------------------------------------------------\r
+// IntSqrt() - by Master Programmer, George Leritte!\r
+//--------------------------------------------------------------------------\r
+int IntSqrt(long va)\r
+{\r
+asm mov AX, word ptr va\r
+asm mov DX, word ptr va+2\r
+asm mov bx,dx // {bx = integer square root of dx:ax}\r
+asm or bx,ax // {if dx:ax=0 then return}\r
+asm jz isq01\r
+asm mov bx,dx\r
+asm shl bx,1\r
+asm or bl,ah\r
+asm or bl,al\r
+asm dec bx\r
+asm add bx,dx // { initial guess}\r
+asm jg isq10\r
+asm inc bx // { don't return zero}\r
+asm jg isq10\r
+asm mov bx,7fffh\r
+isq01:;\r
+ goto exitrout;\r
+\r
+isq10:;\r
+asm push ax\r
+asm push dx\r
+asm div bx\r
+asm sub ax,bx\r
+asm cmp ax,1\r
+asm jbe isq90\r
+asm cmp ax,-1\r
+asm jae isq90\r
+asm sar ax,1\r
+asm add bx,ax\r
+asm pop dx\r
+asm pop ax\r
+asm jmp isq10\r
+isq90:;\r
+asm pop dx\r
+asm pop ax\r
+exitrout:;\r
+asm mov ax,bx\r
+}\r
+\r
+//-------------------------------------------------------------------------\r
+// InitBgChange()\r
+//-------------------------------------------------------------------------\r
+void InitBgChange(short stimer, unsigned *scolors, short gtimer, unsigned *gcolors, byte flag)\r
+{\r
+ skytimer_reset = skytimer = stimer;\r
+ if (scolors)\r
+ skycolor = scolors;\r
+\r
+ groundtimer_reset = groundtimer = gtimer;\r
+ if (gcolors)\r
+ groundcolor = gcolors;\r
+\r
+ bgflag = flag;\r
+}\r
+\r
+////////////////////////////////////////////////////////\r
+//\r
+// DisplayStatus\r
+//\r
+// Stat_Flag - contains the type of status displayed\r
+// -- also uses status_delay (global variable) will not\r
+// change display until this variable is zero.\r
+// -- heirarchy is determined by the series of if statements,\r
+// to change it, rearrange th if statements.\r
+//\r
+////////////////////////////////////////////////////////\r
+\r
+#define MESSAGEDELAY 25\r
+void DisplayStatus (status_flags *stat_flag)\r
+{\r
+ status_flags temp_status;\r
+\r
+\r
+ if (*stat_flag == S_TIMESTOP)\r
+ return;\r
+\r
+ if (status_delay > 0)\r
+ {\r
+ status_delay -= realtics;\r
+ return;\r
+ }\r
+ else\r
+ status_delay = 0;\r
+\r
+ // check for a change in status from previous call\r
+\r
+ temp_status = S_VIEWING; //precaution\r
+\r
+ if (Keyboard[sc_Control] || control.button0)\r
+ temp_status = S_MISSLE;\r
+\r
+ if (Keyboard[sc_Z] && !Keyboard[sc_F10])\r
+ temp_status = S_ZAPPER;\r
+\r
+ if ((Keyboard[sc_X] && !Keyboard[sc_F10]) || Keyboard[sc_Enter])\r
+ temp_status = S_XTER;\r
+\r
+ if (control.x)\r
+ temp_status = S_TURN;\r
+\r
+ if ((Keyboard[sc_V] || Keyboard[sc_Tab]) && control.x)\r
+ temp_status = S_QTURN;\r
+\r
+ if (Keyboard[sc_Alt] && control.x)\r
+ temp_status = S_SIDESTEP;\r
+\r
+ if (control.y < 0)\r
+ temp_status = S_ADVANCE;\r
+\r
+ if (control.y > 0)\r
+ temp_status = S_RETREAT;\r
+\r
+ if (Keyboard[sc_F5])\r
+ temp_status = S_JOYSTICK;\r
+\r
+ if (Keyboard[sc_F4])\r
+ temp_status = S_RESTORING;\r
+\r
+ if (Keyboard[sc_F3])\r
+ temp_status = S_SAVING;\r
+\r
+ if (Keyboard[sc_F2])\r
+ temp_status = S_SND;\r
+\r
+ if (Keyboard[sc_F1])\r
+ temp_status = S_HELP;\r
+\r
+ if (temp_status != *stat_flag)\r
+ {\r
+ *stat_flag = temp_status;\r
+\r
+\r
+ switch (*stat_flag)\r
+ {\r
+ case S_MISSLE:\r
+ DisplaySMsg("Magick Missile", NULL);\r
+ status_delay = MESSAGEDELAY;\r
+ break;\r
+\r
+ case S_ZAPPER:\r
+ if (gamestate.bolts)\r
+ {\r
+ DisplaySMsg("Zapper", NULL);\r
+ status_delay = MESSAGEDELAY+10;\r
+ }\r
+ break;\r
+\r
+ case S_XTER:\r
+ if (gamestate.nukes)\r
+ {\r
+ DisplaySMsg("Xterminator", NULL);\r
+ status_delay = MESSAGEDELAY+5;\r
+ }\r
+ break;\r
+\r
+ case S_TURN:\r
+ DisplaySMsg("Turning", NULL);\r
+ status_delay = MESSAGEDELAY;\r
+ break;\r
+\r
+ case S_QTURN:\r
+ DisplaySMsg("Quick Turning", NULL);\r
+ status_delay = MESSAGEDELAY;\r
+ break;\r
+\r
+ case S_SIDESTEP:\r
+ DisplaySMsg("Sidestepping", NULL);\r
+ status_delay = MESSAGEDELAY;\r
+ break;\r
+\r
+ case S_ADVANCE:\r
+ DisplaySMsg("Advancing", NULL);\r
+ status_delay = MESSAGEDELAY;\r
+ break;\r
+\r
+ case S_RETREAT:\r
+ DisplaySMsg("Retreating", NULL);\r
+ status_delay = MESSAGEDELAY;\r
+ break;\r
+\r
+ case S_JOYSTICK:\r
+ DisplaySMsg("Adjusting Joystick", NULL);\r
+ break;\r
+\r
+ case S_RESTORING:\r
+ DisplaySMsg("Restoring", NULL);\r
+ break;\r
+\r
+ case S_SAVING:\r
+ DisplaySMsg("Saving", NULL);\r
+ break;\r
+\r
+ case S_SND:\r
+ DisplaySMsg("Select Sound", NULL);\r
+ break;\r
+\r
+ case S_HELP:\r
+ DisplaySMsg("Getting Help", NULL);\r
+ break;\r
+\r
+ case S_VIEWING:\r
+ DisplaySMsg("Viewing", NULL);\r
+ break;\r
+ }\r
+ bufferofs = displayofs = screenloc[screenpage];\r
+\r
+ }\r
+}\r
--- /dev/null
+; Catacomb Apocalypse 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
+IDEAL\r
+MODEL MEDIUM,C\r
+\r
+include "ID_ASM.EQU"\r
+\r
+;===========================================================================\r
+;\r
+; SCALING GRAPHICS\r
+;\r
+;===========================================================================\r
+\r
+\r
+\r
+MACRO MAKELAB NUM\r
+\r
+lab&NUM:\r
+\r
+ENDM\r
+\r
+MACRO MAKEREF NUM\r
+\r
+dw OFFSET lab&NUM\r
+\r
+ENDM\r
+\r
+\r
+;=========================================================================\r
+\r
+MAXSCALES equ 256\r
+\r
+ DATASEG\r
+\r
+EXTRN screenseg:WORD\r
+EXTRN linewidth:WORD\r
+\r
+LABEL endtable WORD\r
+labcount = 0\r
+REPT MAXSCALES\r
+MAKEREF %labcount\r
+labcount = labcount + 1\r
+ENDM\r
+\r
+\r
+ CODESEG\r
+\r
+;==================================================\r
+;\r
+; void scaleline (int scale, unsigned picseg, unsigned maskseg,\r
+; unsigned screen, unsigned width)\r
+;\r
+;==================================================\r
+\r
+PROC ScaleLine pixels:word, scaleptr:dword, picptr:dword, screen:word\r
+USES si,di\r
+PUBLIC ScaleLine\r
+\r
+;\r
+; modify doline procedure for proper width\r
+;\r
+ mov bx,[pixels]\r
+ cmp bx,MAXSCALES\r
+ jbe @@scaleok\r
+ mov bx,MAXSCALES\r
+@@scaleok:\r
+ shl bx,1\r
+ mov bx,[endtable+bx]\r
+ push [cs:bx] ;save the code that will be modified over\r
+ mov [WORD cs:bx],0d18eh ;mov ss,cx\r
+ push [cs:bx+2] ;save the code that will be modified over\r
+ mov [WORD cs:bx+2],90c3h ;ret / nop\r
+ push bx\r
+\r
+ mov dx,[linewidth]\r
+\r
+ mov di,[WORD screen]\r
+ mov es,[screenseg]\r
+\r
+ mov si,[WORD scaleptr]\r
+ mov ds,[WORD scaleptr+2]\r
+\r
+ mov bx,[WORD picptr]\r
+ mov ax,[WORD picptr+2] ;will be moved into ss after call\r
+\r
+ mov bp,bx\r
+\r
+ cli\r
+ call doline\r
+ sti\r
+;\r
+; restore doline to regular state\r
+;\r
+ pop bx ;address of modified code\r
+ pop [cs:bx+2]\r
+ pop [cs:bx]\r
+\r
+ mov ax,ss\r
+ mov ds,ax\r
+ ret\r
+\r
+;================\r
+;\r
+; doline\r
+;\r
+; Big unwound scaling routine\r
+;\r
+; ds:si = scale table\r
+; ss:bx = pic data\r
+; es:di = screen location\r
+;\r
+;================\r
+\r
+doline:\r
+\r
+ mov cx,ss\r
+ mov ss,ax ;can't call a routine with ss used...\r
+\r
+labcount = 0\r
+\r
+REPT MAXSCALES\r
+\r
+MAKELAB %labcount\r
+labcount = labcount + 1\r
+\r
+ lodsb ; get scaled pixel number\r
+ xlat [ss:bx] ; look it up in the picture\r
+ xchg [es:di],al ; load latches and write pixel to screen\r
+ add di,dx ; down to next line\r
+\r
+ENDM\r
+\r
+ mov ss,cx\r
+ ret\r
+\r
+ENDP\r
+\r
+END
\ No newline at end of file
--- /dev/null
+/* Catacomb Apocalypse 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_SCALE.C\r
+\r
+#include "DEF.H"\r
+#pragma hdrstop\r
+\r
+//const unsigned viewheight = 144;\r
+const unsigned screenbwide = 40;\r
+const byte BACKGROUNDPIX = 5;\r
+\r
+unsigned shapesize[NUMSCALEPICS];\r
+t_compscale _seg *scaledirectory[NUMSCALEPICS];\r
+t_compshape _seg *shapedirectory[NUMSCALEPICS];\r
+memptr walldirectory[NUMSCALEWALLS];\r
+\r
+/*\r
+===========================\r
+=\r
+= DeplanePic\r
+=\r
+= Takes a raw bit map of width bytes by height and creates a scaleable shape\r
+=\r
+= Returns the length of the shape in bytes\r
+=\r
+= Fills in spotvis (a convenient 64*64 array) with the color values\r
+=\r
+===========================\r
+*/\r
+\r
+void DeplanePic (int picnum)\r
+{\r
+ byte far *plane0,far *plane1,far *plane2,far *plane3;\r
+ byte by0,by1,by2,by3;\r
+ unsigned x,y,b,color,shift,width,height;\r
+ byte *dest;\r
+\r
+//\r
+// convert ega pixels to byte color values in a temp buffer\r
+//\r
+ width = pictable[picnum-STARTPICS].width;\r
+ height = pictable[picnum-STARTPICS].height;\r
+\r
+ if (width>8 || height!=64)\r
+ Quit ("DePlanePic: Bad size shape");\r
+\r
+ memset (spotvis,BACKGROUNDPIX,sizeof(spotvis));\r
+\r
+ plane0 = (byte _seg *)grsegs[picnum];\r
+ plane1 = plane0 + width*height;\r
+ plane2 = plane1 + width*height;\r
+ plane3 = plane2 + width*height;\r
+\r
+ for (y=0;y<height;y++)\r
+ {\r
+ dest = &spotvis[y][0];\r
+ for (x=0;x<width;x++)\r
+ {\r
+ by0 = *plane0++;\r
+ by1 = *plane1++;\r
+ by2 = *plane2++;\r
+ by3 = *plane3++;\r
+\r
+ for (b=0;b<8;b++)\r
+ {\r
+ shift=8-b;\r
+\r
+ color = 0;\r
+ asm mov cl,[BYTE PTR shift]\r
+ asm mov al,[BYTE PTR by3]\r
+ asm rcr al,cl;\r
+ asm rcl [BYTE PTR color],1;\r
+\r
+ asm mov cl,[BYTE PTR shift]\r
+ asm mov al,[BYTE PTR by2]\r
+ asm rcr al,cl;\r
+ asm rcl [BYTE PTR color],1;\r
+\r
+ asm mov cl,[BYTE PTR shift]\r
+ asm mov al,[BYTE PTR by1]\r
+ asm rcr al,cl;\r
+ asm rcl [BYTE PTR color],1;\r
+\r
+ asm mov cl,[BYTE PTR shift]\r
+ asm mov al,[BYTE PTR by0]\r
+ asm rcr al,cl;\r
+ asm rcl [BYTE PTR color],1;\r
+\r
+ *dest++ = color;\r
+ } // B\r
+ } // X\r
+ } // Y\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= BuildCompScale\r
+=\r
+= Builds a compiled scaler object that will scale a 64 tall object to\r
+= the given height (centered vertically on the screen)\r
+=\r
+= height should be even\r
+=\r
+= Call with\r
+= ---------\r
+= DS:SI Source for scale\r
+= ES:DI Dest for scale\r
+=\r
+= Calling the compiled scaler only destroys AL\r
+=\r
+========================\r
+*/\r
+\r
+unsigned BuildCompScale (int height, memptr *finalspot)\r
+{\r
+ t_compscale _seg *work;\r
+ byte far *code;\r
+\r
+ int i;\r
+ long fix,step;\r
+ unsigned src,totalscaled,totalsize;\r
+ int startpix,endpix,toppix;\r
+\r
+\r
+ MM_GetPtr (&(memptr)work,20000);\r
+\r
+ step = ((long)height<<16) / 64;\r
+ code = &work->code[0];\r
+ toppix = (viewheight-height)/2;\r
+ fix = 0;\r
+\r
+ for (src=0;src<=64;src++)\r
+ {\r
+ startpix = fix>>16;\r
+ fix += step;\r
+ endpix = fix>>16;\r
+\r
+ work->start[src] = startpix;\r
+ if (endpix>startpix)\r
+ work->width[src] = endpix-startpix;\r
+ else\r
+ work->width[src] = 0;\r
+\r
+//\r
+// mark the start of the code\r
+//\r
+ work->codeofs[src] = FP_OFF(code);\r
+\r
+//\r
+// compile some code if the source pixel generates any screen pixels\r
+//\r
+ startpix+=toppix;\r
+ endpix+=toppix;\r
+\r
+ if (startpix == endpix || endpix < 0 || startpix >= VIEWHEIGHT || src == 64)\r
+ continue;\r
+\r
+ //\r
+ // mov al,[si+src]\r
+ //\r
+ *code++ = 0x8a;\r
+ *code++ = 0x44;\r
+ *code++ = src;\r
+\r
+ for (;startpix<endpix;startpix++)\r
+ {\r
+ if (startpix >= VIEWHEIGHT)\r
+ break; // off the bottom of the view area\r
+ if (startpix < 0)\r
+ continue; // not into the view area\r
+\r
+ //\r
+ // and [es:di+heightofs],al\r
+ //\r
+ *code++ = 0x26;\r
+ *code++ = 0x20;\r
+ *code++ = 0x85;\r
+ *((unsigned far *)code)++ = startpix*screenbwide;\r
+ }\r
+\r
+ }\r
+\r
+//\r
+// retf\r
+//\r
+ *code++ = 0xcb;\r
+\r
+ totalsize = FP_OFF(code);\r
+ MM_GetPtr (finalspot,totalsize);\r
+ _fmemcpy ((byte _seg *)(*finalspot),(byte _seg *)work,totalsize);\r
+ MM_FreePtr (&(memptr)work);\r
+\r
+ return totalsize;\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= BuildCompShape\r
+=\r
+= typedef struct\r
+= {\r
+= unsigned width;\r
+= unsigned codeofs[64];\r
+= } t_compshape;\r
+=\r
+= Width is the number of compiled line draws in the shape. The shape\r
+= drawing code will assume that the midpoint of the shape is in the\r
+= middle of the width.\r
+=\r
+= The non background pixel data will start at codeofs[width], so codeofs\r
+= greater than width will be invalid.\r
+=\r
+= Each code offset will draw one vertical line of the shape, consisting\r
+= of 0 or more segments of scaled pixels.\r
+=\r
+= The scaled shapes use ss:0-4 as a scratch variable for the far call to\r
+= the compiled scaler, so zero it back out after the shape is scaled, or\r
+= a "null pointer assignment" will result upon termination.\r
+=\r
+= Setup for a call to a compiled shape\r
+= -----------------------------------\r
+= ax toast\r
+= bx toast\r
+= cx toast\r
+= dx segment of compiled shape\r
+= si toast\r
+= di byte at top of view area to draw the line in\r
+= bp 0\r
+= ss:2 and ds the segment of the compiled scaler to use\r
+= es screenseg\r
+=\r
+= Upon return, ds IS NOT SET to the data segment. Do:\r
+= mov ax,ss\r
+= mov ds,ax\r
+=\r
+=\r
+= GC_BITMASK set to the pixels to be drawn in the row of bytes under DI\r
+= GC_MODE read mode 1, write mode 2\r
+= GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff\r
+=\r
+=\r
+= Code generated for each segment\r
+= -------------------------------\r
+= mov bx,[(segend+1)*2]\r
+= mov cx,[bx]\r
+= mov [BYTE PTR bx],0xc8 // far return\r
+= mov ax,[segstart*2]\r
+= mov [ss:0],ax // entry point into the compiled scaler\r
+= mov ds,dx // (mov ds,cs) the data is after the compiled code\r
+= mov si,ofs data\r
+= call [bp] // scale some pixels\r
+= mov ds,[bp+2]\r
+= mov [bx],cx // un patch return\r
+=\r
+= Code generated after all segments on a line\r
+= -------------------------------------------\r
+= retf\r
+=\r
+========================\r
+*/\r
+\r
+unsigned BuildCompShape (t_compshape _seg **finalspot)\r
+{\r
+ t_compshape _seg *work;\r
+ byte far *code;\r
+ int firstline,lastline,x,y;\r
+ unsigned firstpix,lastpix,width;\r
+ unsigned totalsize,pixelofs;\r
+ unsigned buff;\r
+\r
+\r
+// MM_GetPtr (&(memptr)work,20000);\r
+ EGAWRITEMODE(0);\r
+ EGAREADMAP(0); // use ega screen memory for temp buffer\r
+ EGAMAPMASK(1);\r
+ buff = screenloc[1];\r
+ work = (t_compshape _seg *)(0xa000+(buff+15)/16);\r
+\r
+//\r
+// find the width of the shape\r
+//\r
+ firstline = -1;\r
+ x=0;\r
+ do\r
+ {\r
+ for (y=0;y<64;y++)\r
+ if (spotvis[y][x] != BACKGROUNDPIX)\r
+ {\r
+ firstline = x;\r
+ break;\r
+ }\r
+ if (++x == 64)\r
+ Quit ("BuildCompShape: No shape data!");\r
+ } while (firstline == -1);\r
+\r
+ lastline = -1;\r
+ x=63;\r
+ do\r
+ {\r
+ for (y=0;y<64;y++)\r
+ if (spotvis[y][x] != BACKGROUNDPIX)\r
+ {\r
+ lastline = x;\r
+ break;\r
+ }\r
+ x--;\r
+ } while (lastline == -1);\r
+\r
+ width = lastline-firstline+1;\r
+\r
+ work->width = width;\r
+ code = (byte far *)&work->codeofs[width];\r
+\r
+//\r
+// copy all non background pixels to the work space\r
+//\r
+ pixelofs = FP_OFF(code);\r
+\r
+ for (x=firstline;x<=lastline;x++)\r
+ for (y=0;y<64;y++)\r
+ if (spotvis[y][x] != BACKGROUNDPIX)\r
+ *code++ = spotvis[y][x];\r
+\r
+//\r
+// start compiling the vertical lines\r
+//\r
+ for (x=firstline;x<=lastline;x++)\r
+ {\r
+ work->codeofs[x-firstline] = FP_OFF(code);\r
+\r
+ y=0;\r
+ do\r
+ {\r
+ //\r
+ // scan past black background pixels\r
+ //\r
+ while (spotvis[y][x] == BACKGROUNDPIX && y<64)\r
+ y++;\r
+\r
+ if (y>63) // no more segments\r
+ break;\r
+\r
+ firstpix = y+1; // +1 because width is before codeofs\r
+\r
+ //\r
+ // scan past scalable pixels\r
+ //\r
+ while (spotvis[y][x] != BACKGROUNDPIX && y<64)\r
+ y++;\r
+\r
+ if (y>63)\r
+ lastpix = 65;\r
+ else\r
+ lastpix = y+1; // actually one pixel past the last displayed\r
+\r
+ //\r
+ // compile the scale call\r
+ //\r
+ *code++ = 0x8b; // mov bx,[lastpix*2]\r
+ *code++ = 0x1e;\r
+ *((unsigned far *)code)++ = lastpix*2;\r
+\r
+ *code++ = 0x8b; // mov cx,[bx]\r
+ *code++ = 0x0f;\r
+\r
+ *code++ = 0xc6; // move [BYTE bx],0xcb\r
+ *code++ = 0x07;\r
+ *code++ = 0xcb;\r
+\r
+ *code++ = 0xa1; // mov ax,[firstpix*2] /*************\r
+ *((unsigned far *)code)++ = firstpix*2;\r
+\r
+ *code++ = 0x36; // mov [ss:0],ax\r
+ *code++ = 0xa3;\r
+ *code++ = 0x00;\r
+ *code++ = 0x00;\r
+\r
+ *code++ = 0x8e; // mov ds,dx (mov ds,cs)\r
+ *code++ = 0xda;\r
+\r
+ *code++ = 0xbe; // mov si,OFFSET pixelofs-firstpixel\r
+ *((unsigned far *)code)++ = pixelofs-firstpix;\r
+\r
+ *code++ = 0xff; // call [DWORD bp]\r
+ *code++ = 0x5e;\r
+ *code++ = 0x00;\r
+\r
+ *code++ = 0x8e; // mov ds,[bp+2]\r
+ *code++ = 0x5e;\r
+ *code++ = 0x02;\r
+\r
+ *code++ = 0x89; // mov [bx],cx\r
+ *code++ = 0x0f;\r
+\r
+ pixelofs += (lastpix-firstpix);\r
+ } while (y<63);\r
+\r
+ //\r
+ // retf\r
+ //\r
+ *code++ = 0xcb;\r
+ }\r
+\r
+\r
+//\r
+// copy the final shape to a properly sized buffer\r
+//\r
+ totalsize = FP_OFF(code);\r
+\r
+ if (totalsize >= (PAGELEN*2))\r
+ Quit("BuildCompShape(): Shape is too complex!");\r
+\r
+ MM_GetPtr ((memptr *)finalspot,totalsize);\r
+ _fmemcpy ((byte _seg *)(*finalspot),(byte _seg *)work,totalsize);\r
+// MM_FreePtr (&(memptr)work);\r
+\r
+ return totalsize;\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ScaleShape\r
+=\r
+= Draws a compiled shape at [scale] pixels high\r
+=\r
+= Setup for call\r
+= --------------\r
+= GC_MODE read mode 1, write mode 2\r
+= GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff\r
+= GC_INDEX pointing at GC_BITMASK\r
+=\r
+=======================\r
+*/\r
+\r
+static long longtemp;\r
+\r
+void ScaleShape (int xcenter, t_compshape _seg *compshape, unsigned scale)\r
+{\r
+ #define MAX_OBJ_SCALE (MAXSCALE)\r
+\r
+\r
+ t_compscale _seg *comptable;\r
+ unsigned width,scalewidth;\r
+ int x,pixel,lastpixel,pixwidth,min;\r
+ unsigned far *codehandle, far *widthptr;\r
+ unsigned badcodeptr;\r
+ int rightclip;\r
+\r
+ if (!compshape)\r
+ Quit ("ScaleShape: NULL compshape ptr!");\r
+\r
+ scale = (scale+1)/2;\r
+ if (!scale)\r
+ return; // too far away\r
+ if (scale>MAX_OBJ_SCALE)\r
+ scale = MAX_OBJ_SCALE;\r
+ comptable = scaledirectory[scale];\r
+\r
+ width = compshape->width;\r
+ scalewidth = comptable->start[width];\r
+\r
+ pixel = xcenter - scalewidth/2;\r
+ lastpixel = pixel+scalewidth-1;\r
+ if (pixel >= VIEWWIDTH || lastpixel < 0)\r
+ return; // totally off screen\r
+\r
+//\r
+// scan backwards from the right edge until pixels are visable\r
+// rightclip is the first NON VISABLE pixel\r
+//\r
+ if (lastpixel>=VIEWWIDTH-1)\r
+ rightclip = VIEWWIDTH-1;\r
+ else\r
+ rightclip = lastpixel;\r
+\r
+ if (zbuffer[rightclip]>scale)\r
+ {\r
+ if (pixel>0)\r
+ min = pixel;\r
+ else\r
+ min = 0;\r
+ do\r
+ {\r
+ if (--rightclip < min)\r
+ return; // totally covered or before 0\r
+ if (zbuffer[rightclip]<=scale)\r
+ break;\r
+ } while (1);\r
+ }\r
+ rightclip++;\r
+\r
+//\r
+// scan from the left until it is on screen, leaving\r
+// [pixel],[pixwidth],[codehandle],and [widthptr] set correctly\r
+//\r
+ *(((unsigned *)&longtemp)+1) = (unsigned)compshape; // seg of shape\r
+ codehandle = &compshape->codeofs[0];\r
+ badcodeptr = compshape->codeofs[width];\r
+ widthptr = &comptable->width[0];\r
+ asm mov ax,[comptable]\r
+ asm mov WORD PTR [2],ax // ds:0-4 is used as a far call pointer\r
+ // by the compiled shapes\r
+ pixwidth = *widthptr; // scaled width of this pixel\r
+ while (!pixwidth)\r
+ {\r
+ pixwidth = *++widthptr; // find the first visable pixel\r
+ codehandle++;\r
+ }\r
+\r
+ if (pixel<0)\r
+ {\r
+ do\r
+ {\r
+ if (pixel+pixwidth>0)\r
+ {\r
+ pixwidth += pixel;\r
+ pixel = 0;\r
+ break;\r
+ }\r
+ do\r
+ {\r
+ pixwidth = *++widthptr;\r
+ codehandle++;\r
+ } while (!pixwidth);\r
+ pixel+=pixwidth;\r
+ } while (1);\r
+ }\r
+\r
+//\r
+// scan until it is visable, leaving\r
+// [pixel],[pixwidth],[codehandle],and [widthptr] set correctly\r
+//\r
+ do\r
+ {\r
+ if (zbuffer[pixel] <= scale)\r
+ break; // start drawing here\r
+ pixel++;\r
+ if (!--pixwidth)\r
+ {\r
+ do\r
+ {\r
+ pixwidth = *++widthptr;\r
+ codehandle++;\r
+ } while (!pixwidth);\r
+ }\r
+ } while (1);\r
+\r
+ if (pixel+pixwidth>rightclip)\r
+ pixwidth = rightclip-pixel;\r
+//\r
+// draw lines\r
+//\r
+ do // while (1)\r
+ {\r
+ //\r
+ // scale a vertical segment [pixwidth] pixels wide at [pixel]\r
+ //\r
+ (unsigned)longtemp = *codehandle; // offset of compiled code\r
+ if ((unsigned)longtemp == badcodeptr)\r
+ Quit ("ScaleShape: codehandle past end!");\r
+\r
+ asm mov bx,[pixel]\r
+ asm mov di,bx\r
+ asm shr di,1\r
+ asm shr di,1\r
+ asm shr di,1 // X in bytes\r
+ asm add di,[bufferofs]\r
+ asm and bx,7\r
+ asm shl bx,1\r
+ asm shl bx,1\r
+ asm shl bx,1\r
+ asm add bx,[pixwidth] // bx = pixel*8+pixwidth-1\r
+ asm dec bx\r
+ asm push bx\r
+ asm mov al,BYTE PTR [bitmasks1+bx]\r
+ asm mov dx,GC_INDEX+1\r
+ asm out dx,al // set bit mask register\r
+\r
+ asm mov es,[screenseg]\r
+ asm push si\r
+ asm push di\r
+ asm push bp\r
+ asm xor bp,bp\r
+ asm mov dx,[WORD PTR longtemp+2]\r
+ asm mov ds,[2]\r
+ asm call ss:[DWORD PTR longtemp] // scale the line of pixels\r
+ asm mov ax,ss\r
+ asm mov ds,ax\r
+ asm pop bp\r
+ asm pop di\r
+ asm pop si\r
+\r
+ asm pop bx\r
+ asm mov al,BYTE PTR [bitmasks2+bx]\r
+ asm or al,al\r
+ asm jz nosecond\r
+\r
+ //\r
+ // draw a second byte for vertical strips that cross two bytes\r
+ //\r
+ asm inc di\r
+ asm mov dx,GC_INDEX+1\r
+ asm out dx,al // set bit mask register\r
+ asm push si\r
+ asm push di\r
+ asm push bp\r
+ asm xor bp,bp\r
+ asm mov dx,[WORD PTR longtemp+2]\r
+ asm mov ds,[2]\r
+ asm call ss:[DWORD PTR longtemp] // scale the line of pixels\r
+ asm mov ax,ss\r
+ asm mov ds,ax\r
+ asm pop bp\r
+ asm pop di\r
+ asm pop si\r
+\r
+\r
+ //\r
+ // advance to the next drawn line\r
+ //\r
+nosecond:;\r
+ if ( (pixel+=pixwidth) == rightclip )\r
+ {\r
+ asm mov WORD PTR [0],0\r
+ asm mov WORD PTR [2],0\r
+ return; // all done!\r
+ }\r
+\r
+ do\r
+ {\r
+ pixwidth = *++widthptr;\r
+ codehandle++;\r
+ } while (!pixwidth);\r
+\r
+ if (pixel+pixwidth > rightclip)\r
+ pixwidth = rightclip-pixel;\r
+\r
+ } while (1);\r
+\r
+}\r
+\r
+//\r
+// bit mask tables for drawing scaled strips up to eight pixels wide\r
+//\r
+\r
+byte bitmasks1[8][8] = {\r
+{0x80,0xc0,0xe0,0xf0,0xf8,0xfc,0xfe,0xff},\r
+{0x40,0x60,0x70,0x78,0x7c,0x7e,0x7f,0x7f},\r
+{0x20,0x30,0x38,0x3c,0x3e,0x3f,0x3f,0x3f},\r
+{0x10,0x18,0x1c,0x1e,0x1f,0x1f,0x1f,0x1f},\r
+{0x8,0xc,0xe,0xf,0xf,0xf,0xf,0xf},\r
+{0x4,0x6,0x7,0x7,0x7,0x7,0x7,0x7},\r
+{0x2,0x3,0x3,0x3,0x3,0x3,0x3,0x3},\r
+{0x1,0x1,0x1,0x1,0x1,0x1,0x1,0x1} };\r
+\r
+byte bitmasks2[8][8] = {\r
+{0,0,0,0,0,0,0,0},\r
+{0,0,0,0,0,0,0,0x80},\r
+{0,0,0,0,0,0,0x80,0xc0},\r
+{0,0,0,0,0,0x80,0xc0,0xe0},\r
+{0,0,0,0,0x80,0xc0,0xe0,0xf0},\r
+{0,0,0,0x80,0xc0,0xe0,0xf0,0xf8},\r
+{0,0,0x80,0xc0,0xe0,0xf0,0xf8,0xfc},\r
+{0,0x80,0xc0,0xe0,0xf0,0xf8,0xfc,0xfe} };\r
+\r
+\r
+\r
+\r
+\r
+\r
--- /dev/null
+/* Catacomb Apocalypse 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 "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
+= Internal_SpawnNewObj\r
+=\r
+===================\r
+*/\r
+void Internal_SpawnNewObj (unsigned x, unsigned y, statetype *state, unsigned size, boolean UseDummy, boolean PutInActorat)\r
+{\r
+ extern objtype dummyobj;\r
+\r
+ GetNewObj(UseDummy);\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
+ new->active = noalways;\r
+\r
+ if (new != &dummyobj && PutInActorat)\r
+ actorat[new->tilex][new->tiley] = new;\r
+}\r
+\r
+void Internal_SpawnNewObjFrac (long x, long y, statetype *state, unsigned size,boolean UseDummy)\r
+{\r
+ GetNewObj(UseDummy);\r
+ new->size = size;\r
+ new->state = state;\r
+ new->ticcount = random (state->tictime)+1;\r
+ new->active = noalways;\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
+=\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 + SIZE_TEST;\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) && (!(ob->flags & of_damagedone)))\r
+ {\r
+ points = 0;\r
+\r
+ switch (ob->obclass)\r
+ {\r
+ case aquamanobj:\r
+ points = 7;\r
+ break;\r
+\r
+ case wizardobj:\r
+ points = 7;\r
+ break;\r
+\r
+ case trollobj:\r
+ points = 10;\r
+ break;\r
+\r
+ case invisdudeobj:\r
+ points = 10;\r
+ break;\r
+\r
+ case demonobj:\r
+ case cyborgdemonobj:\r
+ points = 15;\r
+ break;\r
+\r
+ }\r
+ points = EasyDoDamage(points);\r
+ TakeDamage (points);\r
+ ob->flags |= of_damagedone;\r
+ }\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
+ // Kluge to make the running eye stay in place if blocked, ie, not divert\r
+ // from path\r
+ if (obj->obclass == reyeobj)\r
+ return;\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
+ ob->flags &= ~of_damagedone;\r
+\r
+ move = ob->speed*tics;\r
+ size = (long)ob->size + player->size + move + SIZE_TEST;\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) //ob->distance - distance before you move\r
+ { // over into next tile\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+ else\r
+ if (ob->obclass == reyeobj) // Kludge for the "running eye"\r
+ {\r
+ if (ob->temp1 < 2)\r
+ {\r
+ MoveObj(ob, ob->distance/2);\r
+ ob->temp1 = 0;\r
+ }\r
+ }\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
+\r
+ ob->hitpoints -= damage;\r
+\r
+ if (ob->hitpoints<=0)\r
+ {\r
+ switch (ob->obclass)\r
+ {\r
+\r
+ case headobj:\r
+ ob->state = &s_pshot_exp1;\r
+ ob->obclass = expobj;\r
+ ob->ticcount = ob->state->tictime;\r
+ SpawnBigExplosion(ob->x,ob->y,12,(16l<<16L));\r
+ break;\r
+\r
+ case aquamanobj:\r
+ ob->state = &s_aqua_die1;\r
+ ob->temp1 = 10;\r
+ break;\r
+\r
+ case wizardobj:\r
+ ob->state = &s_wizard_die1;\r
+ break;\r
+\r
+ case trollobj:\r
+ ob->state = &s_trolldie1;\r
+ break;\r
+\r
+ case blobobj:\r
+ ob->state = &s_blob_die1;\r
+ break;\r
+\r
+ case rayobj:\r
+ ob->state = &s_ray_die1;\r
+ break;\r
+\r
+ case ramboneobj:\r
+ ob->state = &s_skel_die1;\r
+ break;\r
+\r
+ case fmageobj:\r
+ ob->state = &s_fmagedie1;\r
+ break;\r
+\r
+ case robotankobj:\r
+ ob->state = &s_robotank_death1;\r
+ ob->temp1 = 10;\r
+ break;\r
+\r
+ case stompyobj:\r
+ ob->state = &s_stompy_death1;\r
+ break;\r
+\r
+ case bugobj:\r
+ ob->state = &s_bug_death1;\r
+ break;\r
+\r
+ case demonobj:\r
+ ob->state = &s_demondie1;\r
+ break;\r
+\r
+ case cyborgdemonobj:\r
+ ob->state = &s_cyborg_demondie1;\r
+ break;\r
+\r
+ case invisdudeobj:\r
+ ob->state = &s_invis_death1;\r
+ break;\r
+\r
+ case grelmobj:\r
+ ob->state = &s_greldie1;\r
+ break;\r
+\r
+ case eyeobj:\r
+ ob->state = &s_eye_die1;\r
+ break;\r
+\r
+ case reyeobj:\r
+ ob->state = &s_reye_die1;\r
+ break;\r
+\r
+ case bounceobj:\r
+ ob->state = &s_pshot_exp1;\r
+ ob->obclass = expobj;\r
+ ob->ticcount = ob->state->tictime;\r
+ SpawnBigExplosion(ob->x,ob->y,12,(16l<<16L));\r
+ break;\r
+\r
+ case rshotobj:\r
+ case eshotobj:\r
+ case wshotobj:\r
+ case hshotobj:\r
+ case bshotobj:\r
+ case rbshotobj:\r
+ case fmshotobj:\r
+ case rtshotobj:\r
+ case syshotobj:\r
+ case bgshotobj:\r
+ ob->state = &s_bonus_die;\r
+#if USE_INERT_LIST\r
+ ob->obclass = solidobj; // don't add these objs to inert list\r
+#endif\r
+ break;\r
+\r
+ case bonusobj:\r
+ case freezeobj:\r
+ switch (ob->temp1)\r
+ {\r
+ case B_POTION:\r
+ case B_OLDCHEST:\r
+ case B_CHEST:\r
+ case B_NUKE:\r
+ case B_BOLT:\r
+ ob->state = &s_pshot_exp1;\r
+ ob->obclass = expobj;\r
+ ob->ticcount = ob->state->tictime;\r
+ SpawnBigExplosion(ob->x,ob->y,12,(16l<<16L));\r
+ bordertime = FLASHTICS<<2;\r
+ bcolor = 14;\r
+ VW_ColorBorder(14 | 56);\r
+ DisplaySMsg("Item destroyed", NULL);\r
+ status_flag = S_NONE;\r
+ status_delay = 80;\r
+ break;\r
+ }\r
+#if USE_INERT_LIST\r
+ ob->obclass = solidobj; // don't add this obj to inert list\r
+#endif\r
+ break;\r
+ }\r
+\r
+ if (ob->obclass != solidobj && ob->obclass != realsolidobj)\r
+ {\r
+ ob->obclass = inertobj;\r
+ ob->flags &= ~of_shootable;\r
+ actorat[ob->tilex][ob->tiley] = NULL;\r
+#if USE_INERT_LIST\r
+ MoveObjToInert(ob);\r
+#endif\r
+ }\r
+ else\r
+ {\r
+ if (ob->flags & of_forcefield)\r
+ {\r
+ ob->state = &s_force_field_die;\r
+ ob->flags &= ~of_shootable;\r
+ }\r
+ }\r
+ }\r
+ else\r
+ {\r
+ switch (ob->obclass)\r
+ {\r
+ case wizardobj:\r
+ ob->state = &s_wizard_ouch;\r
+ break;\r
+\r
+ case trollobj:\r
+ if (!random(5))\r
+ ob->state = &s_trollouch;\r
+ else\r
+ return;\r
+ break;\r
+\r
+ case blobobj:\r
+ ob->state = &s_blob_ouch;\r
+ break;\r
+\r
+ case ramboneobj:\r
+ ob->state = &s_skel_ouch;\r
+ break;\r
+\r
+ case fmageobj:\r
+ ob->state = &s_fmageouch;\r
+ break;\r
+\r
+ case stompyobj:\r
+ ob->state = &s_stompy_ouch;\r
+ break;\r
+\r
+ case bugobj:\r
+ ob->state = &s_bug_ouch;\r
+ break;\r
+\r
+ case cyborgdemonobj:\r
+ if (!(random(8)))\r
+ ob->state = &s_cyborg_demonouch;\r
+ else\r
+ return;\r
+ break;\r
+\r
+ case demonobj:\r
+ if (!(random(8)))\r
+ ob->state = &s_demonouch;\r
+ else\r
+ return;\r
+ break;\r
+\r
+ case invisdudeobj:\r
+ ob->state = &s_invis_fizz1;\r
+ break;\r
+\r
+ case grelmobj:\r
+ ob->state = &s_grelouch;\r
+ break;\r
+\r
+ case eyeobj:\r
+ ob->state = &s_eye_ouch;\r
+ break;\r
+\r
+ case reyeobj:\r
+ ob->state = &s_reye_ouch;\r
+ break;\r
+ }\r
+ }\r
+\r
+ ob->ticcount = ob->state->tictime;\r
+}\r
+\r
+\r
--- /dev/null
+/* Catacomb Apocalypse 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_TRACE.C\r
+\r
+#include "DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+//\r
+// TESTWALLVISABLE will set the global variable wallvisable to 1 or 0\r
+// depending on if tile.x,tile.y,wallon is visable from focal point\r
+//\r
+#define TESTWALLVISABLE { \\r
+ if (tile.y<focal.y) \\r
+ voffset = 0; \\r
+ else if (tile.y==focal.y) \\r
+ voffset = 3; \\r
+ else \\r
+ voffset = 6; \\r
+ if (tile.x==focal.x) \\r
+ voffset ++; \\r
+ else if (tile.x>focal.x) \\r
+ voffset += 2; \\r
+ wallvisable = visable[voffset][wallon]; }\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean aborttrace;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+unsigned wallvisable,voffset;\r
+\r
+\r
+fixed edgex,edgey;\r
+\r
+int wallon;\r
+int basecolor;\r
+\r
+walltype *oldwall;\r
+\r
+//\r
+// offsets from upper left corner of a tile to the left and right edges of\r
+// a given wall (NORTH-WEST)\r
+//\r
+fixed point1x[4] = {GLOBAL1,GLOBAL1,0 ,0 };\r
+fixed point1y[4] = {0 ,GLOBAL1,GLOBAL1,0 };\r
+\r
+fixed point2x[4] = {0 ,GLOBAL1,GLOBAL1,0 };\r
+fixed point2y[4] = {0 ,0 ,GLOBAL1 ,GLOBAL1};\r
+\r
+\r
+//\r
+// offset from tile.x,tile.y of the tile that shares wallon side\r
+// (side is not visable if it is shared)\r
+//\r
+int sharex[4] = { 0, 1, 0,-1};\r
+int sharey[4] = {-1, 0, 1, 0};\r
+\r
+//\r
+// amount to move tile.x,tile.y to follow wallon to another tile\r
+//\r
+int followx[4] = {-1, 0, 1, 0};\r
+int followy[4] = { 0,-1, 0, 1};\r
+\r
+//\r
+// cornerwall gives the wall on the same tile to start following when the\r
+// wall ends at an empty tile (go around an edge on same tile)\r
+// turnwall gives the wall on tile.x+sharex,tile.y+sharey to start following\r
+// when the wall hits another tile (right angle corner)\r
+//\r
+int cornerwall[4] = {WEST,NORTH,EAST,SOUTH};\r
+int turnwall[4] = {EAST,SOUTH,WEST,NORTH};\r
+\r
+//\r
+// wall visabilities in reletive locations\r
+// -,- 0,- +,-\r
+// -,0 0,0 +,0\r
+// -,+ 0,+ +,+\r
+//\r
+int visable[9][4] =\r
+{\r
+ {0,1,1,0}, {0,0,1,0}, {0,0,1,1},\r
+ {0,1,0,0}, {0,0,0,0}, {0,0,0,1},\r
+ {1,1,0,0}, {1,0,0,0}, {1,0,0,1}\r
+};\r
+\r
+int startwall[9] = {2,2,3, 1,0,3, 1,0,0};\r
+int backupwall[9] = {3,3,0, 2,0,0, 2,1,1};\r
+\r
+\r
+int walllength;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ FUNCTIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+========================\r
+=\r
+= FollowTrace\r
+=\r
+========================\r
+*/\r
+\r
+int FollowTrace (fixed tracex, fixed tracey, long deltax, long deltay, int max)\r
+{\r
+ int tx,ty,otx,oty;\r
+ long absdx,absdy,xstep,ystep;\r
+\r
+ tx = tracex>>TILESHIFT;\r
+ ty = tracey>>TILESHIFT;\r
+\r
+ spotvis[tx][ty] = true;\r
+\r
+ absdx=LABS(deltax);\r
+ absdy=LABS(deltay);\r
+\r
+ if (absdx>absdy)\r
+ {\r
+ ystep = (deltay<<8)/(absdx>>8);\r
+\r
+ if (!ystep)\r
+ ystep = deltay>0 ? 1 : -1;\r
+\r
+ oty = (tracey+ystep)>>TILESHIFT;\r
+ if (deltax>0)\r
+ {\r
+//###############\r
+//\r
+// step x by +1\r
+//\r
+//###############\r
+ do\r
+ {\r
+ tx++;\r
+ spotvis[tx][ty] = true;\r
+ tracey+=ystep;\r
+ ty = tracey>>TILESHIFT;\r
+\r
+ if (ty!=oty)\r
+ {\r
+ if (tilemap[tx-1][ty])\r
+ {\r
+ tile.x = tx-1;\r
+ tile.y = ty;\r
+ return 1;\r
+ }\r
+ oty = ty;\r
+ }\r
+ if (tilemap[tx][ty])\r
+ {\r
+ tile.x = tx;\r
+ tile.y = ty;\r
+ return 1;\r
+ }\r
+ } while (--max);\r
+ return 0;\r
+ }\r
+ else\r
+ {\r
+//###############\r
+//\r
+// step x by -1\r
+//\r
+//###############\r
+ do\r
+ {\r
+ tx--;\r
+ spotvis[tx][ty] = true;\r
+ tracey+=ystep;\r
+ ty = tracey>>TILESHIFT;\r
+\r
+ if (ty!=oty)\r
+ {\r
+ if (tilemap[tx][oty])\r
+ {\r
+ tile.x = tx;\r
+ tile.y = oty;\r
+ return 1;\r
+ }\r
+ oty = ty;\r
+ }\r
+ if (tilemap[tx][ty])\r
+ {\r
+ tile.x = tx;\r
+ tile.y = ty;\r
+ return 1;\r
+ }\r
+ } while (--max);\r
+ return 0;\r
+\r
+ }\r
+ }\r
+ else\r
+ {\r
+ xstep = (deltax<<8)/(absdy>>8);\r
+ if (!xstep)\r
+ xstep = deltax>0 ? 1 : -1;\r
+\r
+\r
+ otx = (tracex+xstep)>>TILESHIFT;\r
+ if (deltay>0)\r
+ {\r
+//###############\r
+//\r
+// step y by +1\r
+//\r
+//###############\r
+ do\r
+ {\r
+ ty++;\r
+ spotvis[tx][ty] = true;\r
+ tracex+=xstep;\r
+ tx = tracex>>TILESHIFT;\r
+\r
+ if (tx!=otx)\r
+ {\r
+ if (tilemap[tx][ty-1])\r
+ {\r
+ tile.x = tx;\r
+ tile.y = ty-1;\r
+ return 1;\r
+ }\r
+ otx = tx;\r
+ }\r
+ if (tilemap[tx][ty])\r
+ {\r
+ tile.x = tx;\r
+ tile.y = ty;\r
+ return 1;\r
+ }\r
+ } while (--max);\r
+ return 0;\r
+ }\r
+ else\r
+ {\r
+//###############\r
+//\r
+// step y by -1\r
+//\r
+//###############\r
+ do\r
+ {\r
+ ty--;\r
+ spotvis[tx][ty] = true;\r
+ tracex+=xstep;\r
+ tx = tracex>>TILESHIFT;\r
+\r
+ if (tx!=otx)\r
+ {\r
+ if (tilemap[otx][ty])\r
+ {\r
+ tile.x = otx;\r
+ tile.y = ty;\r
+ return 1;\r
+ }\r
+ otx = tx;\r
+ }\r
+ if (tilemap[tx][ty])\r
+ {\r
+ tile.x = tx;\r
+ tile.y = ty;\r
+ return 1;\r
+ }\r
+ } while (--max);\r
+ return 0;\r
+ }\r
+\r
+ }\r
+\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= BackTrace\r
+=\r
+= Traces backwards from edgex,edgey to viewx,viewy to see if a closer\r
+= tile obscures the given point. If it does, it finishes the wall and\r
+= starts a new one.\r
+= Returns true if a tile is hit.\r
+= Call with a 1 to have it automatically finish the current wall\r
+=\r
+=================\r
+*/\r
+\r
+int BackTrace (int finish)\r
+{\r
+ fixed tracex,tracey;\r
+ long deltax,deltay,absdx,absdy;\r
+ int steps,otx,oty,testx,testheight,offset,wall;\r
+\r
+ deltax = viewx-edgex;\r
+ deltay = viewy-edgey;\r
+\r
+ absdx = LABS(deltax);\r
+ absdy = LABS(deltay);\r
+\r
+ if (absdx>absdy)\r
+ steps = ABS(focal.x-(edgex>>TILESHIFT))-1;\r
+ else\r
+ steps = ABS(focal.y-(edgey>>TILESHIFT))-1;\r
+\r
+ if (steps<=0)\r
+ return 0;\r
+\r
+ otx = tile.x;\r
+ oty = tile.y;\r
+ if (!FollowTrace(edgex,edgey,deltax,deltay,steps))\r
+ return 0;\r
+\r
+//\r
+// if the start wall is behind the focal point, the trace went too far back\r
+//\r
+ if (ABS(tile.x-focal.x)<2 && ABS(tile.y-focal.y)<2) // too close\r
+ {\r
+ if (tile.x == focal.x && tile.y == focal.y)\r
+ {\r
+ tile.x = otx;\r
+ tile.y = oty;\r
+ return 0;\r
+ }\r
+\r
+ if (tile.x<focal.x)\r
+ {\r
+ if (tile.y<focal.y)\r
+ wall = SOUTH;\r
+ else\r
+ wall = EAST;\r
+ }\r
+ else if (tile.x==focal.x)\r
+ {\r
+ if (tile.y<focal.y)\r
+ wall = SOUTH;\r
+ else\r
+ wall = NORTH;\r
+ }\r
+ else\r
+ {\r
+ if (tile.y<=focal.y)\r
+ wall = WEST;\r
+ else\r
+ wall = NORTH;\r
+ }\r
+\r
+ //\r
+ // rotate the X value to see if it is behind the view plane\r
+ //\r
+ if (TransformX (((long)tile.x<<16)+point1x[wall],\r
+ ((long)tile.y<<16)+point1y[wall]) < FOCALLENGTH)\r
+ {\r
+ tile.x = otx;\r
+ tile.y = oty;\r
+ return 0;\r
+ }\r
+ }\r
+\r
+//\r
+// if the old wall is still behind a closer wall, ignore the back trace\r
+// and continue on (dealing with limited precision...)\r
+//\r
+ if (finish && !FinishWall ()) // the wall is still behind a forward wall\r
+ {\r
+ tile.x = otx;\r
+ tile.y = oty;\r
+ rightwall->x1 = oldwall->x2; // common edge with last wall\r
+ rightwall->height1 = oldwall->height2;\r
+ return 0;\r
+ }\r
+\r
+\r
+//\r
+// back up along the intersecting face to find the rightmost wall\r
+//\r
+\r
+ if (tile.y<focal.y)\r
+ offset = 0;\r
+ else if (tile.y==focal.y)\r
+ offset = 3;\r
+ else\r
+ offset = 6;\r
+ if (tile.x==focal.x)\r
+ offset ++;\r
+ else if (tile.x>focal.x)\r
+ offset += 2;\r
+\r
+ wallon = backupwall[offset];\r
+\r
+ while (tilemap[tile.x][tile.y])\r
+ {\r
+ tile.x += followx[wallon];\r
+ tile.y += followy[wallon];\r
+ };\r
+\r
+ tile.x -= followx[wallon];\r
+ tile.y -= followy[wallon];\r
+\r
+ wallon = cornerwall[wallon]; // turn to first visable face\r
+\r
+ edgex = ((long)tile.x<<16);\r
+ edgey = ((long)tile.y<<16);\r
+\r
+ TransformPoint (edgex+point1x[wallon],edgey+point1y[wallon],\r
+ &rightwall->x1,&rightwall->height1);\r
+\r
+ basecolor = tilemap[tile.x][tile.y];\r
+\r
+ return 1;\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= ForwardTrace\r
+=\r
+= Traces forwards from edgex,edgey along the line from viewx,viewy until\r
+= a solid tile is hit. Sets tile.x,tile.y\r
+=\r
+=================\r
+*/\r
+\r
+void ForwardTrace (void)\r
+{\r
+ int offset;\r
+ fixed tracex,tracey;\r
+ long deltax,deltay;\r
+\r
+ deltax = edgex-viewx;\r
+ deltay = edgey-viewy;\r
+\r
+ FollowTrace(edgex,edgey,deltax,deltay,0);\r
+\r
+ if (tile.y<focal.y)\r
+ offset = 0;\r
+ else if (tile.y==focal.y)\r
+ offset = 3;\r
+ else\r
+ offset = 6;\r
+ if (tile.x==focal.x)\r
+ offset ++;\r
+ else if (tile.x>focal.x)\r
+ offset += 2;\r
+\r
+ wallon = startwall[offset];\r
+\r
+//\r
+// start the new wall\r
+//\r
+ edgex = ((long)tile.x<<16);\r
+ edgey = ((long)tile.y<<16);\r
+\r
+//\r
+// if entire first wall is invisable, corner\r
+//\r
+ TransformPoint (edgex+point2x[wallon],edgey+point2y[wallon],\r
+ &rightwall->x2,&rightwall->height2);\r
+\r
+ if (tilemap [tile.x+sharex[wallon]] [tile.y+sharey[wallon]]\r
+ || rightwall->x2 < (rightwall-1)->x2 )\r
+ wallon = cornerwall [wallon];\r
+\r
+//\r
+// transform first point\r
+//\r
+\r
+ TransformPoint (edgex+point1x[wallon],edgey+point1y[wallon],\r
+ &rightwall->x1,&rightwall->height1);\r
+\r
+ basecolor = tilemap[tile.x][tile.y];\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= FinishWall\r
+=\r
+= Transforms edgex,edgey as the next point of the current wall\r
+= and sticks it in the wall list\r
+=\r
+=================\r
+*/\r
+\r
+int FinishWall (void)\r
+{\r
+ char num[20];\r
+\r
+ oldwall = rightwall;\r
+\r
+ rightwall->color = basecolor;\r
+\r
+ TransformPoint (edgex,edgey,&rightwall->x2,&rightwall->height2);\r
+\r
+ if (rightwall->x2 <= (rightwall-1)->x2+2\r
+ && rightwall->height2 < (rightwall-1)->height2 )\r
+ return 0;\r
+\r
+ rightwall->walllength = walllength;\r
+\r
+ switch (wallon)\r
+ {\r
+ case north:\r
+ case south:\r
+ rightwall->side = 0;\r
+ rightwall->planecoord = edgey;\r
+ break;\r
+\r
+ case west:\r
+ case east:\r
+ rightwall->side = 1;\r
+ rightwall->planecoord = edgex;\r
+ break;\r
+ }\r
+\r
+ walllength = 1;\r
+\r
+ rightwall++;\r
+\r
+ return 1;\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= InsideCorner\r
+=\r
+=================\r
+*/\r
+\r
+void InsideCorner (void)\r
+{\r
+ int offset;\r
+\r
+ //\r
+ // the wall turned -90 degrees, so draw what we have, move to the new tile,\r
+ // change wallon, change color, and continue following.\r
+ //\r
+ FinishWall ();\r
+\r
+ tile.x += sharex[wallon];\r
+ tile.y += sharey[wallon];\r
+\r
+ wallon = turnwall[wallon];\r
+\r
+ //\r
+ // if the new wall is visable, continue following it. Otherwise\r
+ // follow it backwards until it turns\r
+ //\r
+ TESTWALLVISABLE;\r
+\r
+ if (wallvisable)\r
+ {\r
+ //\r
+ // just turn to the next wall and continue\r
+ //\r
+ rightwall->x1 = oldwall->x2; // common edge with last wall\r
+ rightwall->height1 = oldwall->height2;\r
+ basecolor = tilemap[tile.x][tile.y];\r
+ return; // continue from here\r
+ }\r
+\r
+ //\r
+ // back follow the invisable wall until it turns, then follow that\r
+ //\r
+ do\r
+ {\r
+ tile.x += followx[wallon];\r
+ tile.y += followy[wallon];\r
+ } while (tilemap[tile.x][tile.y]);\r
+\r
+ tile.x -= followx[wallon];\r
+ tile.y -= followy[wallon];\r
+\r
+ wallon = cornerwall[wallon]; // turn to first visable face\r
+\r
+ edgex = ((long)tile.x<<16)+point1x[wallon];\r
+ edgey = ((long)tile.y<<16)+point1y[wallon];\r
+\r
+ if (!BackTrace(0)) // backtrace without finishing a wall\r
+ {\r
+ TransformPoint (edgex,edgey,&rightwall->x1,&rightwall->height1);\r
+ basecolor = tilemap[tile.x][tile.y];\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= OutsideCorner\r
+=\r
+=================\r
+*/\r
+\r
+void OutsideCorner (void)\r
+{\r
+ int offset;\r
+\r
+ //\r
+ // edge is the outside edge of a corner, so draw the current wall and\r
+ // turn the corner (+90 degrees)\r
+ //\r
+ FinishWall ();\r
+\r
+ tile.x -= followx[wallon]; // backup to the real tile\r
+ tile.y -= followy[wallon];\r
+ wallon = cornerwall[wallon];\r
+\r
+ //\r
+ // if the new wall is visable, continue following it. Otherwise\r
+ // trace a ray from the corner to find a wall in the distance to\r
+ // follow\r
+ //\r
+ TESTWALLVISABLE;\r
+\r
+ if (wallvisable)\r
+ {\r
+ //\r
+ // the new wall is visable, so just continue on\r
+ //\r
+ rightwall->x1 = oldwall->x2; // common edge with last wall\r
+ rightwall->height1 = oldwall->height2;\r
+ return; // still on same tile, so color is ok\r
+ }\r
+\r
+//\r
+// start from a new tile further away\r
+//\r
+ ForwardTrace(); // find the next wall further back\r
+\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= FollowWalls\r
+=\r
+= Starts a wall edge at the leftmost edge of tile.x,tile.y and follows it\r
+= until something else is seen or the entire view area is covered\r
+=\r
+=================\r
+*/\r
+\r
+void FollowWalls (void)\r
+{\r
+ int height,newcolor,offset,wall;\r
+\r
+//####################\r
+//\r
+// figure leftmost wall of new tile\r
+//\r
+//####################\r
+\r
+restart:\r
+\r
+ walllength = 1;\r
+\r
+ if (tile.y<focal.y)\r
+ offset = 0;\r
+ else if (tile.y==focal.y)\r
+ offset = 3;\r
+ else\r
+ offset = 6;\r
+ if (tile.x==focal.x)\r
+ offset ++;\r
+ else if (tile.x>focal.x)\r
+ offset += 2;\r
+\r
+ wallon = startwall[offset];\r
+\r
+//\r
+// if the start wall is inside a block, skip it by cornering to the second wall\r
+//\r
+ if ( tilemap [tile.x+sharex[wallon]] [tile.y+sharey[wallon]])\r
+ wallon = cornerwall [wallon];\r
+\r
+//\r
+// transform first edge to screen coordinates\r
+//\r
+ edgex = ((long)tile.x<<16);\r
+ edgey = ((long)tile.y<<16);\r
+\r
+ TransformPoint (edgex+point1x[wallon],edgey+point1y[wallon],\r
+ &rightwall->x1,&rightwall->height1);\r
+\r
+ basecolor = tilemap[tile.x][tile.y];\r
+\r
+//##################\r
+//\r
+// follow the wall as long as possible\r
+//\r
+//##################\r
+\r
+advance:\r
+\r
+ do // while ( tile.x != right.x || tile.y != right.y)\r
+ {\r
+//\r
+// check for conditions that shouldn't happed...\r
+//\r
+ if (rightwall->x1 > VIEWXH) // somehow missed right tile...\r
+ return;\r
+\r
+ if (rightwall == &walls[DANGERHIGH])\r
+ {\r
+ //\r
+ // somethiing got messed up! Correct by thrusting ahead...\r
+ //\r
+// VW_ColorBorder(6);\r
+ bordertime = 60;\r
+ Thrust(player->angle,TILEGLOBAL/4);\r
+ player->angle+=5;\r
+ if (player->angle>ANGLES)\r
+ player->angle-=ANGLES;\r
+ aborttrace = true;\r
+ return;\r
+\r
+#if 0\r
+ strcpy (str,"Wall list overflow at LE:");\r
+ itoa(mapon+1,str2,10);\r
+ strcat (str,str2);\r
+ strcat (str," X:");\r
+ ltoa(objlist[0].x,str2,10);\r
+ strcat (str,str2);\r
+ strcat (str," Y:");\r
+ ltoa(objlist[0].y,str2,10);\r
+ strcat (str,str2);\r
+ strcat (str," AN:");\r
+ itoa(objlist[0].angle,str2,10);\r
+ strcat (str,str2);\r
+\r
+ Quit (str);\r
+#endif\r
+ }\r
+\r
+//\r
+// proceed along wall\r
+//\r
+\r
+ edgex = ((long)tile.x<<16)+point2x[wallon];\r
+ edgey = ((long)tile.y<<16)+point2y[wallon];\r
+\r
+ if (BackTrace(1)) // went behind a closer wall\r
+ continue;\r
+\r
+ //\r
+ // advance to next tile along wall\r
+ //\r
+ tile.x += followx[wallon];\r
+ tile.y += followy[wallon];\r
+\r
+ if (tilemap [tile.x+sharex[wallon]] [tile.y+sharey[wallon]])\r
+ {\r
+ InsideCorner (); // turn at a corner\r
+ continue;\r
+ }\r
+\r
+ newcolor = tilemap[tile.x][tile.y];\r
+\r
+ if (!newcolor) // turn around an edge\r
+ {\r
+ OutsideCorner ();\r
+ continue;\r
+ }\r
+\r
+ if (newcolor != basecolor)\r
+ {\r
+ //\r
+ // wall changed color, so draw what we have and continue following\r
+ //\r
+ FinishWall ();\r
+ rightwall->x1 = oldwall->x2; // new wall shares this edge\r
+ rightwall->height1 = oldwall->height2;\r
+ basecolor = newcolor;\r
+\r
+ continue;\r
+ }\r
+ walllength++;\r
+ } while (tile.x != right.x || tile.y != right.y);\r
+\r
+\r
+\r
+//######################\r
+//\r
+// draw the last tile\r
+//\r
+//######################\r
+\r
+ edgex = ((long)tile.x<<16)+point2x[wallon];\r
+ edgey = ((long)tile.y<<16)+point2y[wallon];\r
+ FinishWall();\r
+\r
+ wallon = cornerwall[wallon];\r
+\r
+ //\r
+ // if the corner wall is visable, draw it\r
+ //\r
+ TESTWALLVISABLE;\r
+\r
+ if (wallvisable)\r
+ {\r
+ rightwall->x1 = oldwall->x2; // common edge with last wall\r
+ rightwall->height1 = oldwall->height2;\r
+ edgex = ((long)tile.x<<16)+point2x[wallon];\r
+ edgey = ((long)tile.y<<16)+point2y[wallon];\r
+ FinishWall();\r
+ }\r
+\r
+}\r
+\r
+//===========================================================================\r
--- /dev/null
+/* Catacomb Apocalypse 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_WIZ.C\r
+\r
+#include "DEF.H"\r
+#include "gelib.h"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+////////#define NUMSCROLLS 8\r
+\r
+#define SHOWITEMS 9\r
+\r
+#define NUKETIME 40\r
+#define NUMBOLTS 10\r
+#define BOLTTICS 6\r
+\r
+#define STATUSCOLOR 1\r
+#define TEXTCOLOR 14\r
+\r
+#define SIDEBARWIDTH 5\r
+\r
+#define BODYLINE 8\r
+#define POWERLINE 80\r
+\r
+#define SPECTILESTART 0 // 18\r
+\r
+\r
+#define SHOTDAMAGE 1\r
+#define BIGSHOTDAMAGE 3\r
+\r
+\r
+#define PLAYERSPEED 5120\r
+#define RUNSPEED (8192<<1)\r
+\r
+#define SHOTSPEED 10000\r
+\r
+//#define LASTWALLTILE 47\r
+//#define LASTSPECIALTILE 37\r
+\r
+#define LASTTILE (LASTWALLPIC-FIRSTWALLPIC) // 47\r
+\r
+#define FIRETIME 2\r
+\r
+#define HANDPAUSE 30\r
+\r
+#define RIGHTEDGE 205;\r
+#define LEFTEDGE 95;\r
+#define PRNY 32;\r
+#define WINX 10;\r
+#define WINY 32;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+long lastnuke,lasthand;\r
+int lasttext;\r
+int handheight;\r
+int boltsleft,bolttimer;\r
+short RadarXY[MAX_RADAR_BLIPS][3]={-1,-1,-1};\r
+short radarx=RADARX,radary=RADARY,radar_xcenter=RADAR_XCENTER,radar_ycenter=RADAR_YCENTER;\r
+int key_x[4]={24,27,27,24},key_y[4]={30,57,30,57};\r
+\r
+boolean redraw_gems,button0down;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+int lastradar;\r
+unsigned lastfiretime;\r
+\r
+int strafeangle[9] = {0,90,180,270,45,135,225,315,0};\r
+\r
+short RotateAngle = -1; // -1 == No Angle to turn to...\r
+short FreezeTime = 0; // Stops all think (except player)\r
+short RotateSpeed; // Speed (and dir) to rotate..\r
+\r
+\r
+//===========================================================================\r
+\r
+void CalcBounds(objtype *ob);\r
+boolean VerifyGateExit(void);\r
+void DrawNSEWIcons(void);\r
+void DrawGems(void);\r
+void DrawRadar (void);\r
+void DrawChar (unsigned x, unsigned y, unsigned tile);\r
+void RedrawStatusWindow (void);\r
+void GiveBolt (void);\r
+void TakeBolt (void);\r
+void GiveNuke (void);\r
+void TakeNuke (void);\r
+void GivePotion (void);\r
+void TakePotion (void);\r
+void GiveKey (int keytype);\r
+void TakeKey (int keytype);\r
+////////////void GiveScroll (int scrolltype,boolean show);\r
+////////////void ReadScroll (int scroll);\r
+////////////void DrawScrolls(void);\r
+\r
+void DrawNum(short x,short y,short value,short maxdigits);\r
+\r
+//----------\r
+\r
+void Shoot (void);\r
+void BigShoot (void);\r
+void CastBolt (void);\r
+void CastNuke (void);\r
+void DrinkPotion (void);\r
+\r
+//----------\r
+void DrawHealth(void);\r
+\r
+void SpawnPlayer (int tilex, int tiley, int dir);\r
+void Thrust (int angle, unsigned speed);\r
+void T_Player (objtype *ob);\r
+\r
+//void AddPoints (int points);\r
+\r
+void ClipMove (objtype *ob, long xmove, long ymove);\r
+boolean ShotClipMove (objtype *ob, long xmove, long ymove);\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DrawChar\r
+=\r
+===============\r
+*/\r
+\r
+void DrawChar (unsigned x, unsigned y, unsigned tile)\r
+{\r
+ unsigned junk = latchpics[0];\r
+\r
+ EGAWRITEMODE(1);\r
+asm mov bx,[y]\r
+asm shl bx,1\r
+asm mov di,[WORD PTR ylookup+bx]\r
+asm add di,[x]\r
+asm mov si,[tile]\r
+asm shl si,1\r
+asm shl si,1\r
+asm shl si,1\r
+asm add si,[junk] // the damn inline assembler won't reference latchpics\r
+asm mov ax,[screenseg]\r
+asm mov es,ax\r
+asm mov ds,ax\r
+asm mov dx,SCREENWIDTH-1\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+asm add di,dx\r
+asm movsb\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+ EGAWRITEMODE(0);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= RedrawStatusWindow\r
+=\r
+===============\r
+*/\r
+\r
+void RedrawStatusWindow (void)\r
+{\r
+ short keytype;\r
+\r
+ EGABITMASK(0xff);\r
+ for (keytype=0; keytype<4; keytype++)\r
+ DrawNum(key_x[keytype],key_y[keytype],gamestate.keys[keytype],2);\r
+ DrawNum(20,54,gamestate.potions,2);\r
+ DrawNum(20,36,gamestate.nukes,2);\r
+ DrawNum(20,18,gamestate.bolts,2);\r
+\r
+ DrawHealth();\r
+ DrawRadar();\r
+ EGAWRITEMODE(0);\r
+ DrawGems();\r
+//////// DrawScrolls();\r
+ redraw_gems = false;\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GiveBolt\r
+=\r
+===============\r
+*/\r
+\r
+void GiveBolt (void)\r
+{\r
+ if (gamestate.bolts == 99)\r
+ return;\r
+\r
+ SD_PlaySound (GETBOLTSND);\r
+ DrawNum(20,18,++gamestate.bolts,2);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakeBolt\r
+=\r
+===============\r
+*/\r
+\r
+void TakeBolt (void)\r
+{\r
+ SD_PlaySound (USEBOLTSND);\r
+ DrawNum(20,18,--gamestate.bolts,2);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GiveNuke\r
+=\r
+===============\r
+*/\r
+\r
+void GiveNuke (void)\r
+{\r
+ if (gamestate.nukes == 99)\r
+ return;\r
+\r
+ SD_PlaySound (GETNUKESND);\r
+ DrawNum(20,36,++gamestate.nukes,2);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakeNuke\r
+=\r
+===============\r
+*/\r
+\r
+void TakeNuke (void)\r
+{\r
+ SD_PlaySound (USENUKESND);\r
+ DrawNum(20,36,--gamestate.nukes,2);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GivePotion\r
+=\r
+===============\r
+*/\r
+\r
+void GivePotion (void)\r
+{\r
+ if (gamestate.potions == 99)\r
+ return;\r
+\r
+ SD_PlaySound (GETPOTIONSND);\r
+ DrawNum(20,54,++gamestate.potions,2);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakePotion\r
+=\r
+===============\r
+*/\r
+\r
+void TakePotion (void)\r
+{\r
+ SD_PlaySound (USEPOTIONSND);\r
+ DrawNum(20,54,--gamestate.potions,2);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GiveKey\r
+=\r
+===============\r
+*/\r
+\r
+void GiveKey (int keytype)\r
+{\r
+ int i,j,x;\r
+\r
+ if (gamestate.keys[keytype] == 99)\r
+ return;\r
+\r
+ SD_PlaySound (GETKEYSND);\r
+ DrawNum(key_x[keytype],key_y[keytype],++gamestate.keys[keytype],2);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakeKey\r
+=\r
+===============\r
+*/\r
+\r
+void TakeKey (int keytype)\r
+{\r
+ int i,j,x;\r
+ char *key_colors[] = {"a RED key",\r
+ "a YELLOW key",\r
+ "a GREEN key",\r
+ "a BLUE key"};\r
+\r
+\r
+ SD_PlaySound (USEKEYSND);\r
+ DrawNum(key_x[keytype],key_y[keytype],--gamestate.keys[keytype],2);\r
+ displayofs = bufferofs = screenloc[screenpage];\r
+ CenterWindow(20,5);\r
+ US_CPrint("\nYou use\n");\r
+ US_CPrint(key_colors[keytype]);\r
+ VW_UpdateScreen();\r
+ VW_WaitVBL(120);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GiveGem\r
+=\r
+===============\r
+*/\r
+\r
+void GiveGem (int gemtype)\r
+{\r
+#if 0\r
+ int i,j,x;\r
+\r
+ SD_PlaySound (GETKEYSND);\r
+ DrawNum(key_x[keytype],key_y[keytype],++gamestate.keys[keytype],2);\r
+#endif\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakeGem\r
+=\r
+===============\r
+*/\r
+\r
+void TakeGem (int gemtype)\r
+{\r
+#if 0\r
+ int i,j,x;\r
+\r
+ SD_PlaySound (USEKEYSND);\r
+ DrawNum(key_x[keytype],key_y[keytype],--gamestate.keys[keytype],2);\r
+#endif\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= DrawGem\r
+=\r
+===============\r
+*/\r
+\r
+void DrawGems()\r
+{\r
+ short loop;\r
+\r
+ redraw_gems = false;\r
+\r
+ bufferofs = 0;\r
+ LatchDrawPic (31,51,RADAR_BOTTOMPIC);\r
+ for (loop=0; loop<5; loop++)\r
+ if (gamestate.gems[loop])\r
+ LatchDrawPic (32+loop,53,RADAR_RGEMPIC+loop);\r
+}\r
+\r
+//===========================================================================\r
+\r
+#if 0\r
+\r
+/*\r
+===============\r
+=\r
+= GiveScroll\r
+=\r
+===============\r
+*/\r
+\r
+void GiveScroll (int scrolltype,boolean show)\r
+{\r
+ int i,j,x,y,scrollnum;\r
+\r
+ SD_PlaySound (GETSCROLLSND);\r
+ gamestate.scrolls[scrolltype] = true;\r
+\r
+ y = 30 + ((scrolltype > 3) * 10);\r
+ x = 26 + (scrolltype % 4);\r
+ DrawChar(x,y,SCROLLCHARS+scrolltype);\r
+\r
+ if (show)\r
+ ReadScroll(scrolltype);\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= DrawScrolls\r
+=\r
+= Force draw of all scrolls\r
+=\r
+===============\r
+*/\r
+void DrawScrolls()\r
+{\r
+ int loop,x,y;\r
+\r
+ VW_Bar(210,30,30,18,0xf);\r
+\r
+ for (loop=0;loop<8;loop++)\r
+ if (gamestate.scrolls[loop])\r
+ {\r
+ y = 30 + ((loop > 3) * 10);\r
+ x = 26 + (loop % 4);\r
+ DrawChar(x,y,SCROLLCHARS+loop);\r
+ }\r
+}\r
+#endif\r
+\r
+\r
+//===========================================================================\r
+\r
+#if 0\r
+/*\r
+===============\r
+=\r
+= GivePoints\r
+=\r
+===============\r
+*/\r
+\r
+void GivePoints (int points)\r
+{\r
+ pointcount = 1;\r
+ pointsleft += points;\r
+}\r
+#endif\r
+\r
+\r
+//===========================================================================\r
+\r
+#if 0\r
+/*\r
+===============\r
+=\r
+= AddPoints\r
+=\r
+===============\r
+*/\r
+\r
+void AddPoints (int points)\r
+{\r
+ char str[10];\r
+ int len,x,i;\r
+\r
+ gamestate.score += points;\r
+\r
+ ltoa (gamestate.score,str,10);\r
+ len = strlen (str);\r
+\r
+ x=24+(8-len);\r
+ for (i=0;i<len;i++)\r
+ DrawChar(x++,40,NUMBERCHARS+str[i]-'0');\r
+}\r
+#endif\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrawHealth\r
+=\r
+===============\r
+*/\r
+void DrawHealth()\r
+{\r
+ char picnum;\r
+ int percentage;\r
+\r
+ percentage = PERCENTAGE(100,MAXBODY,gamestate.body,9);\r
+\r
+ DrawNum(11,57,percentage,3);\r
+\r
+ if (percentage > 75)\r
+ picnum = FACE1PIC;\r
+ else\r
+ if (percentage > 50)\r
+ picnum = FACE2PIC;\r
+ else\r
+ if (percentage > 25)\r
+ picnum = FACE3PIC;\r
+ else\r
+ if (percentage)\r
+ picnum = FACE4PIC;\r
+ else\r
+ {\r
+ picnum = FACE5PIC;\r
+ CA_CacheGrChunk (picnum);\r
+ }\r
+\r
+ bufferofs = 0;\r
+ if (!percentage)\r
+ {\r
+ UNMARKGRCHUNK(picnum);\r
+// VW_DrawPic(8,14,picnum);\r
+ VW_DrawPic(10,14,picnum);\r
+ }\r
+ else\r
+ LatchDrawPic(10,14,picnum);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrawFreezeTime\r
+=\r
+===============\r
+*/\r
+void DrawFreezeTime()\r
+{\r
+ short temp = fontcolor;\r
+ long percentage;\r
+ percentage = PERCENTAGE(100,MAXFREEZETIME,(long)FreezeTime,7);\r
+ fontcolor = 1 ^ 14;\r
+ DrawNum(23,70,percentage,3);\r
+ fontcolor = temp;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrawNum\r
+=\r
+===============\r
+*/\r
+void DrawNum(short x,short y,short value,short maxdigits)\r
+{\r
+ char str[10],len,i;\r
+\r
+ itoa(value,str,10);\r
+ len=strlen(str);\r
+\r
+ for (i=len; i<maxdigits; i++)\r
+ DrawChar(x++,y,BLANKCHAR);\r
+\r
+ for (i=0;i<len;i++)\r
+ DrawChar(x++,y,NUMBERCHARS+str[i]-'0');\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GiveChest\r
+=\r
+===============\r
+*/\r
+\r
+void GiveChest(void)\r
+{\r
+ char i;\r
+\r
+ for (i=0;i<random(4);i++)\r
+ {\r
+ GiveBolt();\r
+ SD_WaitSoundDone();\r
+ }\r
+\r
+ for (i=0;i<random(3);i++)\r
+ {\r
+ GiveNuke();\r
+ SD_WaitSoundDone();\r
+ }\r
+\r
+ for (i=0;i<random(2);i++)\r
+ {\r
+ GivePotion();\r
+ SD_WaitSoundDone();\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= GiveGoal\r
+=\r
+===============\r
+*/\r
+\r
+void GiveGoal (void)\r
+{\r
+ SD_PlaySound (GETPOINTSSND);\r
+ playstate = ex_victorious;\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+#if 0\r
+/*\r
+===============\r
+=\r
+= DrawLevelNumber\r
+=\r
+===============\r
+*/\r
+\r
+void DrawLevelNumber (int number)\r
+{\r
+ char str[10];\r
+ int len;\r
+ unsigned temp;\r
+\r
+ bufferofs = 0;\r
+ if (number<9)\r
+ PrintX=13;\r
+ else\r
+ PrintX = 5;\r
+ PrintY = 4;\r
+ VW_Bar (5,4,16,9,STATUSCOLOR);\r
+ temp = fontcolor;\r
+ fontcolor = TEXTCOLOR^STATUSCOLOR;\r
+ US_PrintUnsigned (number+1);\r
+ fontcolor = temp;\r
+}\r
+#endif\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrawText\r
+=\r
+===============\r
+*/\r
+\r
+void DrawText (boolean draw_text_whether_it_needs_it_or_not)\r
+{\r
+ unsigned number;\r
+ char str[80];\r
+ char far *text;\r
+ unsigned temp;\r
+\r
+ //\r
+ // draw a new text description if needed\r
+ //\r
+ number = *(mapsegs[0]+farmapylookup[player->tiley]+player->tilex)-NAMESTART;\r
+\r
+ if ( number>26 )\r
+ number = 0;\r
+\r
+ if ((number == lasttext) && (!draw_text_whether_it_needs_it_or_not))\r
+ return;\r
+\r
+ lasttext = number;\r
+\r
+ text = (char _seg *)grsegs[LEVEL1TEXT+mapon]+textstarts[number];\r
+\r
+ if (text[0] == '@')\r
+ {\r
+ bordertime = 20;//FLASHTICS;\r
+ bcolor = 15;\r
+ VW_ColorBorder (15 | 56);\r
+ text++;\r
+ }\r
+\r
+ _fmemcpy (str,text,80);\r
+ DisplayMsg(str,NULL);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DisplayMsg\r
+=\r
+===============\r
+*/\r
+\r
+char DisplayMsg(char *text,char *choices)\r
+{\r
+ char ch=true;\r
+ short temp;\r
+\r
+ bufferofs = 0;\r
+ PrintY = 1;\r
+ WindowX = 20;\r
+ WindowW = 270;\r
+\r
+ VW_Bar (WindowX,2,WindowW,8,STATUSCOLOR);\r
+ temp = fontcolor;\r
+ fontcolor = TEXTCOLOR^STATUSCOLOR;\r
+ US_CPrintLine (text);\r
+ fontcolor = temp;\r
+\r
+ if (choices)\r
+ {\r
+ ch=GetKeyChoice(choices,true);\r
+ LastScan = 0;\r
+ }\r
+\r
+ return(ch);\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= DisplaySMsg\r
+=\r
+===============\r
+*/\r
+char DisplaySMsg(char *text,char *choices)\r
+{\r
+ char ch=true;\r
+ short temp;\r
+\r
+ bufferofs = 0;\r
+ PrintY = 69;\r
+ WindowX = 98;\r
+ WindowW = 115;\r
+\r
+ VW_Bar(WindowX,PrintY+1,WindowW,8,STATUSCOLOR);\r
+ temp = fontcolor;\r
+ fontcolor = TEXTCOLOR^STATUSCOLOR;\r
+ US_CPrintLine (text);\r
+ fontcolor = temp;\r
+\r
+ if (choices)\r
+ {\r
+ ch=GetKeyChoice(choices,true);\r
+ LastScan = 0;\r
+ }\r
+\r
+ return(ch);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrawRadar\r
+=\r
+===============\r
+*/\r
+\r
+void DrawRadar (void)\r
+{\r
+ int angle,number;\r
+ short objnum;\r
+\r
+ bufferofs = 0;\r
+ LatchDrawPic (radarx,radary,RADAR_TOPPIC);\r
+\r
+ asm cli\r
+ asm mov dx,GC_INDEX\r
+ asm mov ax,2*256+GC_MODE\r
+ asm out dx,ax // write mode 2\r
+\r
+ asm mov ax,GC_DATAROTATE\r
+ asm out dx,ax // no rotation / logical operation\r
+\r
+ asm mov dx,SC_INDEX\r
+ asm mov al,SC_MAPMASK\r
+ asm mov ah,15\r
+ asm out dx,ax // write to all four planes\r
+ asm sti\r
+\r
+ objnum = 0;\r
+ while (RadarXY[objnum][2] != -1)\r
+ {\r
+ RadarBlip(radar_xcenter+RadarXY[objnum][0],radar_ycenter+RadarXY[objnum][1],RadarXY[objnum][2]);\r
+ objnum++;\r
+ }\r
+\r
+ asm cli\r
+ asm mov dx,GC_INDEX\r
+ asm mov ax,255*256+GC_BITMASK\r
+ asm out dx,ax // reset bitmask to %11111111\r
+ asm sti\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+//--------------------------------------------------------------------------\r
+// DrawNSEWIcons(void)\r
+//--------------------------------------------------------------------------\r
+\r
+void DrawRadarObj(short dx, short dy, unsigned sprnum,signed long psin,signed long pcos);\r
+\r
+void DrawNSEWIcons()\r
+{\r
+ signed x,y;\r
+\r
+ x = -FixedByFrac(RADAR_X_IRADIUS,costable[player->angle]);\r
+ y = -FixedByFrac(RADAR_Y_IRADIUS,sintable[player->angle]);\r
+\r
+ VWB_DrawSprite(radar_xcenter+x-3,radar_ycenter+y-3,NORTHICONSPR);\r
+\r
+}\r
+\r
+#if 0\r
+/*\r
+===============\r
+=\r
+= DrawBars\r
+=\r
+===============\r
+*/\r
+\r
+void DrawBars (void)\r
+{\r
+ int i;\r
+ unsigned source,dest,topline;\r
+\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ VW_Bar (34*8,POWERLINE,40,MAXSHOTPOWER,1);\r
+ }\r
+ EGAWRITEMODE(1);\r
+ asm mov es,[screenseg]\r
+\r
+//\r
+// shot power\r
+//\r
+ if (gamestate.shotpower)\r
+ {\r
+ topline = MAXSHOTPOWER - gamestate.shotpower;\r
+\r
+ source = latchpics[SHOTPOWERPIC-FIRSTLATCHPIC]+topline*SIDEBARWIDTH;\r
+ dest = (POWERLINE+topline)*SCREENWIDTH+34;\r
+\r
+ asm mov si,[source]\r
+ asm mov di,[dest]\r
+\r
+ asm mov cx,[WORD PTR gamestate.shotpower]\r
+newline:\r
+ asm mov al,[es:si]\r
+ asm mov [es:di+PAGE1START],al\r
+ asm mov [es:di+PAGE2START],al\r
+ asm mov [es:di+PAGE3START],al\r
+ asm mov al,[es:si+1]\r
+ asm mov [es:di+1+PAGE1START],al\r
+ asm mov [es:di+1+PAGE2START],al\r
+ asm mov [es:di+1+PAGE3START],al\r
+ asm mov al,[es:si+2]\r
+ asm mov [es:di+2+PAGE1START],al\r
+ asm mov [es:di+2+PAGE2START],al\r
+ asm mov [es:di+2+PAGE3START],al\r
+ asm mov al,[es:si+3]\r
+ asm mov [es:di+3+PAGE1START],al\r
+ asm mov [es:di+3+PAGE2START],al\r
+ asm mov [es:di+3+PAGE3START],al\r
+ asm mov al,[es:si+4]\r
+ asm mov [es:di+4+PAGE1START],al\r
+ asm mov [es:di+4+PAGE2START],al\r
+ asm mov [es:di+4+PAGE3START],al\r
+\r
+ asm add di,SCREENWIDTH\r
+ asm add si,5\r
+\r
+ asm loop newline\r
+ }\r
+\r
+//\r
+// body\r
+//\r
+ if (gamestate.body)\r
+ {\r
+ source = latchpics[BODYPIC-FIRSTLATCHPIC];\r
+ dest = BODYLINE*SCREENWIDTH+34;\r
+\r
+ asm mov si,[source]\r
+ asm mov di,[dest]\r
+\r
+ asm mov cx,[WORD PTR gamestate.body]\r
+newline2:\r
+ asm mov al,[es:si]\r
+ asm mov [es:di+PAGE1START],al\r
+ asm mov [es:di+PAGE2START],al\r
+ asm mov [es:di+PAGE3START],al\r
+ asm mov al,[es:si+1]\r
+ asm mov [es:di+1+PAGE1START],al\r
+ asm mov [es:di+1+PAGE2START],al\r
+ asm mov [es:di+1+PAGE3START],al\r
+ asm mov al,[es:si+2]\r
+ asm mov [es:di+2+PAGE1START],al\r
+ asm mov [es:di+2+PAGE2START],al\r
+ asm mov [es:di+2+PAGE3START],al\r
+ asm mov al,[es:si+3]\r
+ asm mov [es:di+3+PAGE1START],al\r
+ asm mov [es:di+3+PAGE2START],al\r
+ asm mov [es:di+3+PAGE3START],al\r
+ asm mov al,[es:si+4]\r
+ asm mov [es:di+4+PAGE1START],al\r
+ asm mov [es:di+4+PAGE2START],al\r
+ asm mov [es:di+4+PAGE3START],al\r
+\r
+ asm add di,SCREENWIDTH\r
+ asm add si,5\r
+\r
+ asm loop newline2\r
+ }\r
+\r
+ if (gamestate.body != MAXBODY)\r
+ {\r
+ source = latchpics[NOBODYPIC-FIRSTLATCHPIC]+gamestate.body*SIDEBARWIDTH;\r
+ dest = (BODYLINE+gamestate.body)*SCREENWIDTH+34;\r
+ topline = MAXBODY-gamestate.body;\r
+\r
+ asm mov si,[source]\r
+ asm mov di,[dest]\r
+\r
+ asm mov cx,[WORD PTR topline]\r
+newline3:\r
+ asm mov al,[es:si]\r
+ asm mov [es:di+PAGE1START],al\r
+ asm mov [es:di+PAGE2START],al\r
+ asm mov [es:di+PAGE3START],al\r
+ asm mov al,[es:si+1]\r
+ asm mov [es:di+1+PAGE1START],al\r
+ asm mov [es:di+1+PAGE2START],al\r
+ asm mov [es:di+1+PAGE3START],al\r
+ asm mov al,[es:si+2]\r
+ asm mov [es:di+2+PAGE1START],al\r
+ asm mov [es:di+2+PAGE2START],al\r
+ asm mov [es:di+2+PAGE3START],al\r
+ asm mov al,[es:si+3]\r
+ asm mov [es:di+3+PAGE1START],al\r
+ asm mov [es:di+3+PAGE2START],al\r
+ asm mov [es:di+3+PAGE3START],al\r
+ asm mov al,[es:si+4]\r
+ asm mov [es:di+4+PAGE1START],al\r
+ asm mov [es:di+4+PAGE2START],al\r
+ asm mov [es:di+4+PAGE3START],al\r
+\r
+ asm add di,SCREENWIDTH\r
+ asm add si,5\r
+\r
+ asm loop newline3\r
+ }\r
+\r
+ EGAWRITEMODE(0);\r
+}\r
+#endif\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// Check the object and make sure it is a monster. Used in making the sound\r
+// of a monster being shot.\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+boolean PlayMonsterSound(classtype objclass)\r
+{\r
+ switch (objclass)\r
+ {\r
+ case solidobj:\r
+ case realsolidobj:\r
+ return false;\r
+ default:\r
+ return true;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SHOTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+void T_Pshot (objtype *ob);\r
+\r
+\r
+extern statetype s_pshot1;\r
+extern statetype s_pshot2;\r
+\r
+//extern statetype s_bigpshot1;\r
+//extern statetype s_bigpshot2;\r
+\r
+\r
+statetype s_pshot1 = {PSHOT1PIC,8,&T_Pshot,&s_pshot2};\r
+statetype s_pshot2 = {PSHOT2PIC,8,&T_Pshot,&s_pshot1};\r
+\r
+\r
+statetype s_pshot_exp1 = {PSHOT_EXP1PIC,7,NULL,&s_pshot_exp2};\r
+statetype s_pshot_exp2 = {PSHOT_EXP2PIC,7,NULL,&s_pshot_exp3};\r
+statetype s_pshot_exp3 = {PSHOT_EXP3PIC,7,NULL,NULL};\r
+\r
+\r
+//statetype s_shotexplode = {PSHOT2PIC,8,NULL,NULL};\r
+\r
+//statetype s_bigpshot1 = {BIGPSHOT1PIC,8,&T_Pshot,&s_bigpshot2};\r
+//statetype s_bigpshot2 = {BIGPSHOT2PIC,8,&T_Pshot,&s_bigpshot1};\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= SpawnPShot\r
+=\r
+===================\r
+*/\r
+\r
+void SpawnPShot (void)\r
+{\r
+ DSpawnNewObjFrac (player->x,player->y,&s_pshot1,PIXRADIUS*2);\r
+ new->obclass = pshotobj;\r
+ new->speed = SHOTSPEED;\r
+ new->angle = player->angle;\r
+ new->active = always;\r
+}\r
+\r
+#if 0\r
+void SpawnBigPShot (void)\r
+{\r
+ SpawnNewObjFrac (player->x,player->y,&s_bigpshot1,24*PIXRADIUS);\r
+ new->obclass = bigpshotobj;\r
+ new->speed = SHOTSPEED;\r
+ new->angle = player->angle;\r
+}\r
+#endif\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= JimsShotClipMove\r
+=\r
+= Only checks corners, so the object better be less than one tile wide!\r
+=\r
+===================\r
+*/\r
+boolean JimsShotClipMove (objtype *ob, long xmove, long ymove)\r
+{\r
+ int xl,yl,xh,yh,tx,ty,nt1,nt2,x,y;\r
+ long intersect,basex,basey,pointx,pointy;\r
+ unsigned inside,total,tile;\r
+ objtype *check;\r
+ boolean moveok;\r
+\r
+//\r
+// move player and check to see if any corners are in solid tiles\r
+//\r
+// basex = ob->x;\r
+// basey = ob->y;\r
+\r
+// ob->x += xmove;\r
+// ob->y += ymove;\r
+\r
+// CalcBounds (ob);\r
+\r
+ xl = ob->xl>>TILESHIFT;\r
+ yl = ob->yl>>TILESHIFT;\r
+\r
+ xh = ob->xh>>TILESHIFT;\r
+ yh = ob->yh>>TILESHIFT;\r
+\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+\r
+ if ((!check) || (check == player) || (!(check->flags & of_shootable)))\r
+ continue;\r
+\r
+ ob->x -= xmove;\r
+ ob->y -= ymove;\r
+\r
+ if (check->obclass != solidobj)\r
+ {\r
+ if (PlayMonsterSound(check->obclass))\r
+ SD_PlaySound (SHOOTMONSTERSND);\r
+ if (ob->obclass == bigpshotobj)\r
+ ShootActor (check,BIGSHOTDAMAGE);\r
+ else\r
+ ShootActor (check,SHOTDAMAGE);\r
+ }\r
+ else\r
+ if (check->obclass == solidobj && (check->flags & of_forcefield))\r
+ {\r
+ if (PlayMonsterSound(check->obclass))\r
+ SD_PlaySound (SHOOTMONSTERSND);\r
+ if (ob->obclass == bigpshotobj)\r
+ ShootActor (check,BIGSHOTDAMAGE);\r
+ else\r
+ ShootActor (check,SHOTDAMAGE);\r
+ }\r
+ ob->state = &s_pshot_exp1;\r
+ ob->ticcount = ob->state->tictime;\r
+ return(true);\r
+ }\r
+\r
+ return(false); // move is OK!\r
+\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Pshot\r
+=\r
+===============\r
+*/\r
+#if 0\r
+void T_Pshot (objtype *ob)\r
+{\r
+ objtype *check;\r
+ long xmove,ymove,speed;\r
+\r
+//\r
+// check current position for monsters having moved into it\r
+//\r
+ for (check = player->next; check; check=check->next)\r
+ if ((check->flags & of_shootable)\r
+ && ob->xl <= check->xh\r
+ && ob->xh >= check->xl\r
+ && ob->yl <= check->yh\r
+ && ob->yh >= check->yl)\r
+ {\r
+\r
+ if (check->obclass != solidobj)\r
+ {\r
+ if (PlayMonsterSound(check->obclass))\r
+ SD_PlaySound (SHOOTMONSTERSND);\r
+ if (ob->obclass == bigpshotobj)\r
+ ShootActor (check,BIGSHOTDAMAGE);\r
+ else\r
+ ShootActor (check,SHOTDAMAGE);\r
+ }\r
+\r
+ ob->state = &s_pshot_exp1;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+\r
+\r
+//\r
+// move ahead, possibly hitting a wall\r
+//\r
+ speed = ob->speed*tics;\r
+\r
+ xmove = FixedByFrac(speed,costable[ob->angle]);\r
+ ymove = -FixedByFrac(speed,sintable[ob->angle]);\r
+\r
+ if (ShotClipMove(ob,xmove,ymove))\r
+ {\r
+ ob->state = &s_pshot_exp1;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+\r
+ ob->tilex = ob->x >> TILESHIFT;\r
+ ob->tiley = ob->y >> TILESHIFT;\r
+\r
+//\r
+// check final position for monsters hit\r
+//\r
+ for (check = player->next; check; check=check->next)\r
+ if ((ob->flags & of_shootable)\r
+ && ob->xl <= check->xh\r
+ && ob->xh >= check->xl\r
+ && ob->yl <= check->yh\r
+ && ob->yh >= check->yl)\r
+ {\r
+ ShootActor (check,SHOTDAMAGE);\r
+ ob->state = &s_pshot_exp1;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+}\r
+#endif\r
+\r
+\r
+\r
+void T_Pshot (objtype *ob)\r
+{\r
+ objtype *check;\r
+ long xmove,ymove,speed;\r
+ int xl,yl,xh,yh,tx,ty,nt1,nt2,x,y;\r
+ long intersect,basex,basey,pointx,pointy;\r
+ unsigned inside,total,tile;\r
+ boolean moveok;\r
+\r
+//\r
+// check current position for monsters having moved into it\r
+//\r
+ for (check = player->next; check; check=check->next)\r
+ if ((check->flags & of_shootable)\r
+ && ob->xl <= check->xh\r
+ && ob->xh >= check->xl\r
+ && ob->yl <= check->yh\r
+ && ob->yh >= check->yl)\r
+ {\r
+\r
+ if (check->obclass != solidobj)\r
+ {\r
+ if (PlayMonsterSound(check->obclass))\r
+ SD_PlaySound (SHOOTMONSTERSND);\r
+ if (ob->obclass == bigpshotobj)\r
+ ShootActor (check,BIGSHOTDAMAGE);\r
+ else\r
+ ShootActor (check,SHOTDAMAGE);\r
+ }\r
+\r
+ ob->state = &s_pshot_exp1;\r
+ ob->obclass = expobj;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+\r
+\r
+//\r
+// move ahead, possibly hitting a wall\r
+//\r
+ speed = ob->speed*tics;\r
+\r
+ xmove = FixedByFrac(speed,costable[ob->angle]);\r
+ ymove = -FixedByFrac(speed,sintable[ob->angle]);\r
+\r
+ if (ShotClipMove(ob,xmove,ymove))\r
+ {\r
+ ob->state = &s_pshot_exp1;\r
+ ob->obclass = expobj;\r
+ ob->ticcount = ob->state->tictime;\r
+ return;\r
+ }\r
+\r
+ ob->tilex = ob->x >> TILESHIFT;\r
+ ob->tiley = ob->y >> TILESHIFT;\r
+\r
+//\r
+// check final position for monsters hit\r
+//\r
+\r
+ JimsShotClipMove(obj,xmove,ymove);\r
+\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PLAYER ACTIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+===============\r
+=\r
+= BuildShotPower\r
+=\r
+===============\r
+*/\r
+\r
+void BuildShotPower (void)\r
+{\r
+ int newlines,topline;\r
+ long i;\r
+ unsigned source,dest;\r
+\r
+ if (gamestate.shotpower == MAXSHOTPOWER)\r
+ return;\r
+\r
+ newlines = 0;\r
+ for (i=lasttimecount-realtics;i<lasttimecount;i++)\r
+ newlines += (i&1);\r
+\r
+ gamestate.shotpower += newlines;\r
+\r
+ if (gamestate.shotpower > MAXSHOTPOWER)\r
+ {\r
+ newlines -= (gamestate.shotpower - MAXSHOTPOWER);\r
+ gamestate.shotpower = MAXSHOTPOWER;\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= ClearShotPower\r
+=\r
+===============\r
+*/\r
+\r
+void ClearShotPower (void)\r
+{\r
+ unsigned source,dest,topline;\r
+\r
+#if 0\r
+ topline = MAXSHOTPOWER - gamestate.shotpower;\r
+\r
+ source = latchpics[L_NOSHOT]+topline*SIDEBARWIDTH;\r
+ dest = (POWERLINE+topline)*SCREENWIDTH+34;\r
+\r
+ asm mov es,[screenseg]\r
+ asm mov si,[source]\r
+ asm mov di,[dest]\r
+\r
+ if (!gamestate.shotpower)\r
+ return;\r
+\r
+ EGAWRITEMODE(1);\r
+\r
+ asm mov cx,[WORD PTR gamestate.shotpower]\r
+newline:\r
+ asm mov al,[es:si]\r
+ asm mov [es:di+PAGE1START],al\r
+ asm mov [es:di+PAGE2START],al\r
+ asm mov [es:di+PAGE3START],al\r
+ asm mov al,[es:si+1]\r
+ asm mov [es:di+1+PAGE1START],al\r
+ asm mov [es:di+1+PAGE2START],al\r
+ asm mov [es:di+1+PAGE3START],al\r
+ asm mov al,[es:si+2]\r
+ asm mov [es:di+2+PAGE1START],al\r
+ asm mov [es:di+2+PAGE2START],al\r
+ asm mov [es:di+2+PAGE3START],al\r
+ asm mov al,[es:si+3]\r
+ asm mov [es:di+3+PAGE1START],al\r
+ asm mov [es:di+3+PAGE2START],al\r
+ asm mov [es:di+3+PAGE3START],al\r
+ asm mov al,[es:si+4]\r
+ asm mov [es:di+4+PAGE1START],al\r
+ asm mov [es:di+4+PAGE2START],al\r
+ asm mov [es:di+4+PAGE3START],al\r
+\r
+ asm add di,SCREENWIDTH\r
+ asm add si,5\r
+\r
+ asm loop newline\r
+\r
+ EGAWRITEMODE(0);\r
+#endif\r
+\r
+ gamestate.shotpower = 0;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= Shoot\r
+=\r
+===============\r
+*/\r
+\r
+void Shoot (void)\r
+{\r
+ ClearShotPower ();\r
+ SD_PlaySound (SHOOTSND);\r
+ SpawnPShot ();\r
+}\r
+\r
+//===========================================================================\r
+\r
+#if 0\r
+/*\r
+===============\r
+=\r
+= BigShoot\r
+=\r
+===============\r
+*/\r
+\r
+void BigShoot (void)\r
+{\r
+ ClearShotPower ();\r
+ SD_PlaySound (BIGSHOOTSND);\r
+ SpawnBigPShot ();\r
+}\r
+#endif\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= CastBolt\r
+=\r
+===============\r
+*/\r
+\r
+void CastBolt (void)\r
+{\r
+ if (!gamestate.bolts)\r
+ {\r
+ SD_PlaySound (NOITEMSND);\r
+ return;\r
+ }\r
+\r
+ TakeBolt ();\r
+ boltsleft = NUMBOLTS;\r
+ bolttimer = BOLTTICS;\r
+ Shoot ();\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= ContinueBolt\r
+=\r
+===============\r
+*/\r
+\r
+void ContinueBolt (void)\r
+{\r
+ bolttimer-=realtics;\r
+ if (bolttimer<0)\r
+ {\r
+ boltsleft--;\r
+ bolttimer = BOLTTICS;\r
+ Shoot ();\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= CastNuke\r
+=\r
+===============\r
+*/\r
+\r
+void CastNuke (void)\r
+{\r
+// extern boolean autofire;\r
+\r
+ int angle;\r
+\r
+ if (!gamestate.nukes)\r
+ {\r
+ SD_PlaySound (NOITEMSND);\r
+ return;\r
+ }\r
+\r
+// if (!autofire)\r
+ TakeNuke ();\r
+ lastnuke = TimeCount;\r
+\r
+ for (angle = 0; angle < ANGLES; angle+= ANGLES/16)\r
+ {\r
+ DSpawnNewObjFrac (player->x,player->y,&s_pshot1,24*PIXRADIUS);\r
+ new->obclass = bigpshotobj;\r
+ new->speed = SHOTSPEED;\r
+ new->angle = angle;\r
+ new->active = always;\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrinkPotion\r
+=\r
+===============\r
+*/\r
+\r
+void DrinkPotion (void)\r
+{\r
+ unsigned source,dest,topline;\r
+\r
+ if (!gamestate.potions)\r
+ {\r
+ SD_PlaySound (NOITEMSND);\r
+ return;\r
+ }\r
+\r
+ DisplaySMsg("Curing", NULL);\r
+ TakePotion ();\r
+ gamestate.body = MAXBODY;\r
+ VW_WaitVBL(30);\r
+ status_flag = S_NONE;\r
+\r
+#if 0\r
+//\r
+// draw a full up bar\r
+//\r
+ source = latchpics[L_BODYBAR];\r
+ dest = BODYLINE*SCREENWIDTH+34;\r
+\r
+ asm mov es,[screenseg]\r
+ asm mov si,[source]\r
+ asm mov di,[dest]\r
+\r
+ EGAWRITEMODE(1);\r
+\r
+ asm mov cx,MAXBODY\r
+newline:\r
+ asm mov al,[es:si]\r
+ asm mov [es:di+PAGE1START],al\r
+ asm mov [es:di+PAGE2START],al\r
+ asm mov [es:di+PAGE3START],al\r
+ asm mov al,[es:si+1]\r
+ asm mov [es:di+1+PAGE1START],al\r
+ asm mov [es:di+1+PAGE2START],al\r
+ asm mov [es:di+1+PAGE3START],al\r
+ asm mov al,[es:si+2]\r
+ asm mov [es:di+2+PAGE1START],al\r
+ asm mov [es:di+2+PAGE2START],al\r
+ asm mov [es:di+2+PAGE3START],al\r
+ asm mov al,[es:si+3]\r
+ asm mov [es:di+3+PAGE1START],al\r
+ asm mov [es:di+3+PAGE2START],al\r
+ asm mov [es:di+3+PAGE3START],al\r
+ asm mov al,[es:si+4]\r
+ asm mov [es:di+4+PAGE1START],al\r
+ asm mov [es:di+4+PAGE2START],al\r
+ asm mov [es:di+4+PAGE3START],al\r
+ asm add di,SCREENWIDTH\r
+ asm add si,5\r
+\r
+ asm loop newline\r
+\r
+ EGAWRITEMODE(0);\r
+#endif\r
+}\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+#if 0\r
+\r
+////////////////////////////////////////////////////////////////////////////\r
+//\r
+// GetScrollText\r
+//\r
+// parms - scroll -- the number of the scroll to display\r
+// returns - a far pointer to the scroll text\r
+//\r
+////////////////////////////////////////////////////////////////////////////\r
+\r
+char far *GetScrollText (int scroll)\r
+{\r
+ boolean found;\r
+ int i;\r
+ char far *txt;\r
+ unsigned ofset;\r
+\r
+ CA_CacheGrChunk(SCROLLTEXT);\r
+\r
+ found = false;\r
+ i = 0;\r
+\r
+ txt = (char _seg *)grsegs[SCROLLTEXT];\r
+\r
+ while (!found)\r
+ {\r
+ while (*txt != '\n')\r
+ {\r
+ if (*txt == '\r')\r
+ *txt = 0;\r
+ txt++;\r
+ }\r
+ txt++;\r
+ if (i == scroll)\r
+ {\r
+ found = true;\r
+ ofset = FP_OFF(txt);\r
+\r
+ while (*txt != '\n')\r
+ {\r
+ if (*txt == '\r')\r
+ *txt = 0;\r
+ txt++;\r
+ }\r
+ }\r
+ i++;\r
+ }\r
+ txt = (char _seg *)grsegs[SCROLLTEXT]+ofset;\r
+\r
+ UNMARKGRCHUNK(SCROLLTEXT);\r
+ return(txt);\r
+} //End of GetScrollText\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= ReadScroll\r
+=\r
+===============\r
+*/\r
+\r
+extern boolean tileneeded[NUMFLOORS];\r
+\r
+void ReadScroll (int scroll)\r
+{\r
+ PresenterInfo pi;\r
+ int i;\r
+ unsigned *skytemp,*gndtemp,blackcolor=0;\r
+ char far *scrolltext;\r
+\r
+ DisplaySMsg("Reading Scroll", NULL);\r
+ bufferofs = displayofs = screenloc[screenpage];\r
+\r
+ if (status_flag != S_TIMESTOP)\r
+ status_flag = S_NONE;\r
+\r
+ FreeUpMemory();\r
+\r
+ CA_CacheGrChunk (SCROLLTOPPIC);\r
+ CA_CacheGrChunk (SCROLL1PIC);\r
+ CA_CacheGrChunk (SCROLLBOTTOMPIC);\r
+\r
+ skytemp = skycolor;\r
+ gndtemp = groundcolor;\r
+ skycolor = groundcolor = &blackcolor;\r
+\r
+ VW_Bar(0,0,VIEWWIDTH,VIEWHEIGHT,0);\r
+ VW_DrawPic (10,0,SCROLLTOPPIC);\r
+ VW_DrawPic (10,32,SCROLL1PIC);\r
+ VW_DrawPic (10,88,SCROLLBOTTOMPIC);\r
+\r
+ scrolltext = GetScrollText(scroll);\r
+\r
+ pi.xl = LEFTEDGE;\r
+ pi.yl = PRNY;\r
+ pi.xh = RIGHTEDGE;\r
+ pi.yh = PRNY+1;\r
+ pi.bgcolor = 7;\r
+ pi.script[0] = (char far *)scrolltext;\r
+ Presenter(&pi);\r
+\r
+ skycolor = skytemp;\r
+ groundcolor = gndtemp;\r
+\r
+ UNMARKGRCHUNK(SCROLL1PIC);\r
+ UNMARKGRCHUNK(SCROLLTOPPIC);\r
+ UNMARKGRCHUNK(SCROLLBOTTOMPIC);\r
+ MM_FreePtr (&grsegs[SCROLL1PIC]);\r
+ MM_FreePtr (&grsegs[SCROLLTOPPIC]);\r
+ MM_FreePtr (&grsegs[SCROLLBOTTOMPIC]);\r
+\r
+ CacheScaleds();\r
+\r
+ IN_ClearKeysDown ();\r
+ lasttext = -1;\r
+ DisplayMsg("Press ENTER or ESC to exit.",NULL);\r
+ while ((!Keyboard[sc_Escape]) && (!Keyboard[sc_Enter]));\r
+ IN_ClearKeysDown ();\r
+\r
+ if (status_flag == S_TIMESTOP)\r
+ DisplaySMsg("Time Stopped: ",NULL);\r
+}\r
+\r
+#endif\r
+\r
+\r
+//===============\r
+//\r
+// StopTime()\r
+//\r
+//\r
+//===============\r
+void StopTime()\r
+{\r
+ FreezeTime = MAXFREEZETIME;\r
+ SD_PlaySound(FREEZETIMESND);\r
+ DisplaySMsg("Time Stopped: ",NULL);\r
+ status_flag = S_TIMESTOP;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakeDamage\r
+=\r
+===============\r
+*/\r
+\r
+void TakeDamage (int points)\r
+{\r
+ unsigned source,dest,topline;\r
+\r
+ if (!gamestate.body || (bordertime && bcolor==FLASHCOLOR) || godmode)\r
+ return;\r
+\r
+ points = EasyDoDamage(points);\r
+\r
+ if (points >= gamestate.body)\r
+ {\r
+ points = gamestate.body;\r
+ Flags |= FL_DEAD;\r
+ }\r
+\r
+ bordertime = FLASHTICS<<2;\r
+ bcolor = FLASHCOLOR;\r
+ VW_ColorBorder (FLASHCOLOR);\r
+\r
+ DisplaySMsg("Damaging blows!", NULL);\r
+ status_flag = S_NONE;\r
+ status_delay = 80;\r
+\r
+ if (gamestate.body<MAXBODY/3)\r
+ SD_PlaySound (TAKEDMGHURTSND);\r
+ else\r
+ SD_PlaySound (TAKEDAMAGESND);\r
+\r
+ gamestate.body -= points;\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ INTERACTION\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+#if 0\r
+/*\r
+==================\r
+=\r
+= OpenDoor\r
+=\r
+==================\r
+*/\r
+\r
+void OpenDoor (unsigned bx, unsigned by, unsigned doorbase)\r
+{\r
+ int x,y;\r
+ unsigned far *map;\r
+\r
+ x=bx;\r
+ y=by;\r
+ map = mapsegs[0]+farmapylookup[y]+x;\r
+ while (tilemap[x][y]-doorbase<4)\r
+ {\r
+ tilemap[x][y] = (unsigned)actorat[x][y] = *map = 0;\r
+ map--;\r
+ x--;\r
+ }\r
+ x=bx+1;\r
+ map = mapsegs[0]+farmapylookup[y]+x;\r
+ while (tilemap[x][y]-doorbase<4)\r
+ {\r
+ tilemap[x][y] = (unsigned)actorat[x][y] = *map = 0;\r
+ map++;\r
+ x++;\r
+ }\r
+ x=bx;\r
+ y=by-1;\r
+ map = mapsegs[0]+farmapylookup[y]+x;\r
+ while (tilemap[x][y]-doorbase<4)\r
+ {\r
+ tilemap[x][y] = (unsigned)actorat[x][y] = *map = 0;\r
+ map-=mapwidth;\r
+ y--;\r
+ }\r
+ y=by+1;\r
+ map = mapsegs[0]+farmapylookup[y]+x;\r
+ while (tilemap[x][y]-doorbase<4)\r
+ {\r
+ tilemap[x][y] = (unsigned)actorat[x][y] = *map = 0;\r
+ map+=mapwidth;\r
+ y++;\r
+ }\r
+}\r
+#endif\r
+\r
+#if 0\r
+/*\r
+==================\r
+=\r
+= RemoveWalls - similar to OpenDoor(), but on a different plane\r
+=\r
+==================\r
+*/\r
+void RemoveWalls (unsigned bx, unsigned by, unsigned remove_code)\r
+{\r
+ int x,y;\r
+ unsigned far *map,*p2;\r
+\r
+ x=bx;\r
+ y=by;\r
+ p2 = *(mapsegs[2]+farmapylookup[y]+x);\r
+ map = mapsegs[0]+farmapylookup[y]+x;\r
+ while (*p2 == remove_code)\r
+ {\r
+ tilemap[x][y] = (unsigned)actorat[x][y] = *map = 0;\r
+ map--;\r
+ p2--;\r
+ x--;\r
+ }\r
+ x=bx+1;\r
+ p2 = *(mapsegs[2]+farmapylookup[y]+x);\r
+ map = mapsegs[0]+farmapylookup[y]+x;\r
+ while (*p2 == remove_code)\r
+ {\r
+ tilemap[x][y] = (unsigned)actorat[x][y] = *map = 0;\r
+ map++;\r
+ p2++;\r
+ x++;\r
+ }\r
+ x=bx;\r
+ y=by-1;\r
+ p2 = *(mapsegs[2]+farmapylookup[y]+x);\r
+ map = mapsegs[0]+farmapylookup[y]+x;\r
+ while (*p2 == remove_code)\r
+ {\r
+ tilemap[x][y] = (unsigned)actorat[x][y] = *map = 0;\r
+ map-=mapwidth;\r
+ p2 -= mapwidth;\r
+ y--;\r
+ }\r
+ y=by+1;\r
+ p2 = *(mapsegs[2]+farmapylookup[y]+x);\r
+ map = mapsegs[0]+farmapylookup[y]+x;\r
+ while (*p2 == remove_code)\r
+ {\r
+ tilemap[x][y] = (unsigned)actorat[x][y] = *map = 0;\r
+ map+=mapwidth;\r
+ p2 += mapwidth;\r
+ y++;\r
+ }\r
+}\r
+#endif\r
+\r
+/*\r
+==================\r
+=\r
+= HitSpecialTile\r
+=\r
+= Returns true if the move is blocked\r
+=\r
+==================\r
+*/\r
+\r
+boolean HitSpecialTile (unsigned x, unsigned y, unsigned tile)\r
+{\r
+ objtype *check;\r
+ short keyspot;\r
+ unsigned temp,spot,curmap=gamestate.mapon,newlevel;\r
+ char *key_colors[] = {"a RED key",\r
+ "a YELLOW key",\r
+ "a GREEN key",\r
+ "a BLUE key"};\r
+\r
+ switch (tile)\r
+ {\r
+ case 44:\r
+ playstate = ex_victorious;\r
+ break;\r
+\r
+ case 17:\r
+ case 30:\r
+ case 31:\r
+ case 35:\r
+ case 46:\r
+ case 47:\r
+ case 48:\r
+ case 49:\r
+ case 57:\r
+ case 58:\r
+ case 71:\r
+ case 85:\r
+ case 94:\r
+\r
+ if (!playstate && !FreezeTime)\r
+ {\r
+\r
+ // Is this an openable door? (Is "openable" a word?)\r
+ //\r
+ spot = (*(mapsegs[2]+farmapylookup[y]+x)) >> 8;\r
+ if (spot == CANT_OPEN_CODE) // CAN'T EVER OPEN (it's just for looks)\r
+ {\r
+ CenterWindow(30,4);\r
+ US_CPrint("\nThis door is permanently blocked");\r
+ VW_UpdateScreen();\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ return;\r
+ }\r
+\r
+ // make sure player has key to get into door\r
+ //\r
+\r
+ if (TILE_FLAGS(tile) & tf_EMBEDDED_KEY_COLOR)\r
+ keyspot = GATE_KEY_COLOR(tile);\r
+ else\r
+ keyspot = (*(mapsegs[2]+farmapylookup[y+1]+x)) >> 8;\r
+\r
+ if (keyspot--)\r
+ if (!gamestate.keys[keyspot])\r
+ {\r
+ SD_PlaySound(HIT_GATESND);\r
+ CenterWindow(20,5);\r
+ US_CPrint("\nYou need\n");\r
+ US_CPrint(key_colors[keyspot]);\r
+ VW_UpdateScreen();\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ return;\r
+ }\r
+\r
+ //\r
+ // deal with this gate (warp? simply open? whatever...)\r
+ //\r
+ switch (spot)\r
+ {\r
+ case NEXT_LEVEL_CODE: // WARP TO NEXT LEVEL\r
+ newlevel = gamestate.mapon+1;\r
+ playstate = ex_warped;\r
+ break;\r
+\r
+ case REMOVE_DOOR_CODE: // REMOVE DOOR\r
+ (unsigned)actorat[x][y] = tilemap[x][y] = *(mapsegs[0]+farmapylookup[y]+x) = 0;\r
+ *(mapsegs[2]+farmapylookup[y+1]+x) = 0; // key no longer needed\r
+ if (keyspot>=0)\r
+ TakeKey(keyspot);\r
+ break;\r
+\r
+ default: // WARP TO A LEVEL\r
+ newlevel = spot;\r
+ playstate = ex_warped;\r
+ break;\r
+ }\r
+\r
+ if (playstate == ex_warped)\r
+ {\r
+ SD_PlaySound(HIT_GATESND);\r
+// levelinfo *li=&gamestate.levels[curmap];\r
+\r
+// OldAngle = FaceDoor(x,y);\r
+\r
+ if (!VerifyGateExit())\r
+ {\r
+ IN_ClearKeysDown ();\r
+ playstate = ex_stillplaying;\r
+ break;\r
+ }\r
+\r
+// FaceAngle(OldAngle);\r
+\r
+ if (keyspot>=0)\r
+ TakeKey(keyspot);\r
+ *(mapsegs[2]+farmapylookup[y+1]+x) = 0; // key no longer needed\r
+\r
+ gamestate.mapon = newlevel;\r
+ SD_PlaySound(WARPUPSND);\r
+ IN_ClearKeysDown ();\r
+\r
+// li->x = player->tilex;\r
+// li->y = player->tiley;\r
+// li->angle = player->angle+180;\r
+// if (li->angle > 360)\r
+// li->angle -= 360;\r
+ }\r
+ }\r
+ break;\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+//-------------------------------------------------------------------------\r
+// VerifyGateExit()\r
+//-------------------------------------------------------------------------\r
+boolean VerifyGateExit()\r
+{\r
+ char choices[] = {sc_Escape,sc_Y,sc_N,0},ch;\r
+\r
+ ch=DisplayMsg("Pass this way? Y/N",choices);\r
+ DrawText(true);\r
+\r
+ return(ch == sc_Y);\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= TouchActor\r
+=\r
+= Returns true if the move is blocked\r
+=\r
+==================\r
+*/\r
+\r
+boolean TouchActor (objtype *ob, objtype *check)\r
+{\r
+ if (ob->xh < check->xl || ob->xl > check->xh ||\r
+ ob->yh < check->yl || ob->yl > check->yh)\r
+ return false; // not quite touching\r
+\r
+ switch (check->obclass)\r
+ {\r
+ case bonusobj:\r
+ switch (check->temp1)\r
+ {\r
+ case B_BOLT: GiveBolt (); break;\r
+\r
+ case B_NUKE: GiveNuke (); break;\r
+\r
+ case B_POTION: GivePotion (); break;\r
+\r
+// case B_RKEY2: GiveKey(B_RKEY-B_RKEY); break;\r
+\r
+ case B_RKEY:\r
+ case B_YKEY:\r
+ case B_GKEY:\r
+ case B_BKEY: GiveKey (check->temp1-B_RKEY); break;\r
+\r
+#if 0\r
+ case B_SCROLL1:\r
+ case B_SCROLL2:\r
+ case B_SCROLL3:\r
+ case B_SCROLL4:\r
+ case B_SCROLL5:\r
+ case B_SCROLL6:\r
+ case B_SCROLL7:\r
+ case B_SCROLL8: GiveScroll (check->temp1-B_SCROLL1,true); break;\r
+#endif\r
+\r
+ case B_OLDCHEST:\r
+ case B_CHEST: GiveChest (); break;\r
+\r
+ case B_RGEM:\r
+ case B_YGEM:\r
+ case B_GGEM:\r
+ case B_BGEM:\r
+ case B_PGEM:\r
+ SD_PlaySound(GETGEMSND);\r
+ gamestate.gems[check->temp1-B_RGEM] = GEM_DELAY_TIME;\r
+ redraw_gems = true;\r
+ break;\r
+\r
+ default:\r
+ Quit("TouchActor(): INVALID BONUS");\r
+ break;\r
+ }\r
+\r
+ (unsigned)actorat[check->tilex][check->tiley] = 0;\r
+ RemoveObj (check);\r
+\r
+ return false;\r
+\r
+ case freezeobj:\r
+ StopTime();\r
+ (unsigned)actorat[check->tilex][check->tiley] = 0;\r
+ RemoveObj(check);\r
+ return(false);\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= CalcBounds\r
+=\r
+==================\r
+*/\r
+\r
+void CalcBounds (objtype *ob)\r
+{\r
+//\r
+// calculate hit rect\r
+//\r
+ ob->xl = ob->x - ob->size;\r
+ ob->xh = ob->x + ob->size;\r
+ ob->yl = ob->y - ob->size;\r
+ ob->yh = ob->y + ob->size;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= LocationInActor\r
+=\r
+===================\r
+*/\r
+\r
+boolean LocationInActor (objtype *ob)\r
+{\r
+ int x,y,xmin,ymin,xmax,ymax;\r
+ objtype *check;\r
+\r
+ CalcBounds (ob);\r
+\r
+ xmin = (ob->x >> TILESHIFT)-2;\r
+ ymin = (ob->y >> TILESHIFT)-2;\r
+ xmax = xmin+5;\r
+ ymax = ymin+5;\r
+\r
+ for (x=xmin;x<xmax;x++)\r
+ for (y=ymin;y<ymax;y++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (check>(objtype *)LASTTILE\r
+ && (check->flags & of_shootable)\r
+ && (check->obclass != bonusobj)\r
+ && (check->obclass != freezeobj)\r
+ && (check->obclass != solidobj)\r
+ && ob->xl-SIZE_TEST <= check->xh\r
+ && ob->xh+SIZE_TEST >= check->xl\r
+ && ob->yl-SIZE_TEST <= check->yh\r
+ && ob->yh+SIZE_TEST >= check->yl)\r
+ return true;\r
+ }\r
+\r
+ return false;\r
+}\r
+\r
+/*\r
+===================\r
+=\r
+= ClipXMove\r
+=\r
+= Only checks corners, so the object better be less than one tile wide!\r
+=\r
+===================\r
+*/\r
+void ClipXMove (objtype *ob, long xmove)\r
+{\r
+ int xl,yl,xh,yh,tx,ty,nt1,nt2,x,y;\r
+ long intersect,basex,basey,pointx,pointy;\r
+ unsigned inside,total,tile;\r
+ objtype *check;\r
+ boolean moveok;\r
+ boolean invisible_present = false;\r
+\r
+//\r
+// move player and check to see if any corners are in solid tiles\r
+//\r
+ basex = ob->x;\r
+ basey = ob->y;\r
+\r
+ ob->x += xmove;\r
+\r
+ CalcBounds (ob);\r
+\r
+ xl = ob->xl>>TILESHIFT;\r
+ yl = ob->yl>>TILESHIFT;\r
+\r
+ xh = ob->xh>>TILESHIFT;\r
+ yh = ob->yh>>TILESHIFT;\r
+\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+\r
+ if (!check)\r
+ continue; // blank floor, walk ok\r
+\r
+ if ((unsigned)check <= LASTTILE)\r
+ {\r
+ if (TILE_FLAGS((unsigned)check) & tf_SPECIAL)\r
+ {\r
+ HitSpecialTile(x,y,(unsigned)check-SPECTILESTART);\r
+ goto blockmove;\r
+ }\r
+\r
+ if (TILE_FLAGS((unsigned)check) & tf_INVISIBLE_WALL)\r
+ {\r
+ invisible_present = true;\r
+ goto blockmove;\r
+ }\r
+\r
+\r
+ if (TILE_FLAGS((unsigned)check) & tf_SOLID)\r
+ {\r
+ goto blockmove; // solid wall\r
+ }\r
+ }\r
+\r
+ TouchActor(ob,check); // pick up items\r
+ }\r
+\r
+//\r
+// check nearby actors\r
+//\r
+ if (LocationInActor(ob))\r
+ {\r
+ ob->x -= xmove;\r
+ if (LocationInActor(ob))\r
+ {\r
+ ob->x += xmove;\r
+ if (LocationInActor(ob))\r
+ ob->x -= xmove;\r
+ }\r
+ }\r
+ return; // move is OK!\r
+\r
+\r
+blockmove:\r
+\r
+// if (!SD_SoundPlaying())\r
+// SD_PlaySound (HITWALLSND);\r
+\r
+ moveok = false;\r
+\r
+ do\r
+ {\r
+ xmove /= 2;\r
+ if (moveok)\r
+ {\r
+ ob->x += xmove;\r
+ }\r
+ else\r
+ {\r
+ ob->x -= xmove;\r
+ }\r
+ CalcBounds (ob);\r
+ xl = ob->xl>>TILESHIFT;\r
+ yl = ob->yl>>TILESHIFT;\r
+ xh = ob->xh>>TILESHIFT;\r
+ yh = ob->yh>>TILESHIFT;\r
+ if (tilemap[xl][yl] || tilemap[xh][yl]\r
+ || tilemap[xh][yh] || tilemap[xl][yh] )\r
+ {\r
+ moveok = false;\r
+ if (xmove>=-2048 && xmove <=2048)\r
+ {\r
+ ob->x = basex;\r
+ ob->y = basey;\r
+ return;\r
+ }\r
+ }\r
+ else\r
+ if (invisible_present)\r
+ {\r
+ moveok = false;\r
+ if (xmove>=-2048 && xmove <=2048)\r
+ {\r
+ ob->x = basex;\r
+ ob->y = basey;\r
+ return;\r
+ }\r
+ }\r
+ else\r
+ if (xmove>=-2048 && xmove <=2048)\r
+ return;\r
+ moveok = true;\r
+ } while (1);\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= ClipYMove\r
+=\r
+= Only checks corners, so the object better be less than one tile wide!\r
+=\r
+===================\r
+*/\r
+void ClipYMove (objtype *ob, long ymove)\r
+{\r
+ int xl,yl,xh,yh,tx,ty,nt1,nt2,x,y;\r
+ long intersect,basex,basey,pointx,pointy;\r
+ unsigned inside,total,tile;\r
+ objtype *check;\r
+ boolean moveok;\r
+ boolean invisible_present = false;\r
+\r
+//\r
+// move player and check to see if any corners are in solid tiles\r
+//\r
+ basex = ob->x;\r
+ basey = ob->y;\r
+\r
+ ob->y += ymove;\r
+\r
+ CalcBounds (ob);\r
+\r
+ xl = ob->xl>>TILESHIFT;\r
+ yl = ob->yl>>TILESHIFT;\r
+\r
+ xh = ob->xh>>TILESHIFT;\r
+ yh = ob->yh>>TILESHIFT;\r
+\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (!check)\r
+ continue; // blank floor, walk ok\r
+\r
+ if ((unsigned)check <= LASTTILE)\r
+ {\r
+ if (TILE_FLAGS((unsigned)check) & tf_SPECIAL) // <=LASTSPECIALTILE)\r
+ {\r
+ HitSpecialTile (x,y,(unsigned)check-SPECTILESTART);\r
+ goto blockmove;\r
+ }\r
+\r
+ if (TILE_FLAGS((unsigned)check) & tf_INVISIBLE_WALL)\r
+ {\r
+ invisible_present = true;\r
+ goto blockmove;\r
+ }\r
+\r
+\r
+ if (TILE_FLAGS((unsigned)check) & tf_SOLID) // LASTWALLTILE)\r
+ {\r
+ goto blockmove; // solid wall\r
+ }\r
+ }\r
+\r
+ TouchActor(ob,check); // pick up items\r
+ }\r
+\r
+//\r
+// check nearby actors\r
+//\r
+ if (LocationInActor(ob))\r
+ {\r
+ if (LocationInActor(ob))\r
+ {\r
+ ob->y -= ymove;\r
+ }\r
+ }\r
+ return; // move is OK!\r
+\r
+\r
+blockmove:\r
+\r
+// if (!SD_SoundPlaying())\r
+// SD_PlaySound (HITWALLSND);\r
+\r
+ moveok = false;\r
+\r
+ do\r
+ {\r
+ ymove /= 2;\r
+ if (moveok)\r
+ {\r
+ ob->y += ymove;\r
+ }\r
+ else\r
+ {\r
+ ob->y -= ymove;\r
+ }\r
+ CalcBounds (ob);\r
+ xl = ob->xl>>TILESHIFT;\r
+ yl = ob->yl>>TILESHIFT;\r
+ xh = ob->xh>>TILESHIFT;\r
+ yh = ob->yh>>TILESHIFT;\r
+ if (tilemap[xl][yl] || tilemap[xh][yl]\r
+ || tilemap[xh][yh] || tilemap[xl][yh] )\r
+ {\r
+ moveok = false;\r
+ if (ymove>=-2048 && ymove <=2048)\r
+ {\r
+ ob->x = basex;\r
+ ob->y = basey;\r
+ return;\r
+ }\r
+ }\r
+ else\r
+ if (invisible_present)\r
+ {\r
+ moveok = false;\r
+ if (ymove>=-2048 && ymove <=2048)\r
+ {\r
+ ob->x = basex;\r
+ ob->y = basey;\r
+ return;\r
+ }\r
+ }\r
+ else\r
+ if (ymove>=-2048 && ymove <=2048)\r
+ return;\r
+ moveok = true;\r
+ } while (1);\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= ShotClipMove\r
+=\r
+= Only checks corners, so the object better be less than one tile wide!\r
+=\r
+===================\r
+*/\r
+\r
+boolean ShotClipMove (objtype *ob, long xmove, long ymove)\r
+{\r
+ int xl,yl,xh,yh,tx,ty,nt1,nt2,x,y;\r
+ long intersect,basex,basey,pointx,pointy;\r
+ unsigned inside,total,spot,tile;\r
+ objtype *check;\r
+ boolean moveok;\r
+\r
+//\r
+// move shot and check to see if any corners are in solid tiles\r
+//\r
+ basex = ob->x;\r
+ basey = ob->y;\r
+\r
+ ob->x += xmove;\r
+ ob->y += ymove;\r
+\r
+ CalcBounds (ob);\r
+\r
+ xl = ob->xl>>TILESHIFT;\r
+ yl = ob->yl>>TILESHIFT;\r
+\r
+ xh = ob->xh>>TILESHIFT;\r
+ yh = ob->yh>>TILESHIFT;\r
+\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ spot = (*(mapsegs[2]+farmapylookup[y]+x)) >> 8;\r
+ if (spot == EXP_WALL_CODE)\r
+ switch (ob->obclass)\r
+ {\r
+ case pshotobj:\r
+ case bigpshotobj:\r
+ ExplodeWall (x,y);\r
+ goto blockmove;\r
+// break;\r
+ }\r
+\r
+ tile = *(mapsegs[0]+farmapylookup[y]+x);\r
+ if (TILE_FLAGS(tile) & tf_SOLID)\r
+ goto blockmove;\r
+ }\r
+ return false; // move is OK!\r
+\r
+\r
+blockmove:\r
+\r
+ if (ob->obclass == pshotobj)\r
+ SD_PlaySound (SHOOTWALLSND);\r
+\r
+ moveok = false;\r
+\r
+ do\r
+ {\r
+ xmove /= 2;\r
+ ymove /= 2;\r
+ if (moveok)\r
+ {\r
+ ob->x += xmove;\r
+ ob->y += ymove;\r
+ }\r
+ else\r
+ {\r
+ ob->x -= xmove;\r
+ ob->y -= ymove;\r
+ }\r
+ CalcBounds (ob);\r
+ xl = ob->xl>>TILESHIFT;\r
+ yl = ob->yl>>TILESHIFT;\r
+ xh = ob->xh>>TILESHIFT;\r
+ yh = ob->yh>>TILESHIFT;\r
+ if (tilemap[xl][yl] || tilemap[xh][yl]\r
+ || tilemap[xh][yh] || tilemap[xl][yh] )\r
+ {\r
+ moveok = false;\r
+ if (xmove>=-2048 && xmove <=2048 && ymove>=-2048 && ymove <=2048)\r
+ {\r
+ ob->x = basex;\r
+ ob->y = basey;\r
+ return true;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (xmove>=-2048 && xmove <=2048 && ymove>=-2048 && ymove <=2048)\r
+ return true;\r
+ moveok = true;\r
+ }\r
+ } while (1);\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PLAYER CONTROL\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+void T_Player (objtype *ob);\r
+\r
+statetype s_player = {0,0,&T_Player,&s_player};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnPlayer\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnPlayer (int tilex, int tiley, int dir)\r
+{\r
+#if 0\r
+ levelinfo *li=&gamestate.levels[gamestate.mapon];\r
+\r
+ if (li->x != -1)\r
+ {\r
+ tilex = li->x;\r
+ tiley = li->y;\r
+ player->angle = li->angle;\r
+ }\r
+ else\r
+ player->angle = (1-dir)*90;\r
+#endif\r
+\r
+ player->obclass = playerobj;\r
+ player->active = always;\r
+ player->tilex = tilex;\r
+ player->tiley = tiley;\r
+ player->x = ((long)tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->y = ((long)tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->state = &s_player;\r
+ player->size = MINDIST;\r
+ CalcBounds(player);\r
+ player->angle = (1-dir)*90;\r
+ if (player->angle<0)\r
+ player->angle += ANGLES;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= Thrust\r
+=\r
+===================\r
+*/\r
+\r
+void Thrust (int angle, unsigned speed)\r
+{\r
+ long xmove,ymove;\r
+\r
+ if (lasttimecount>>5 != ((lasttimecount-tics)>>5) )\r
+ {\r
+ //\r
+ // walk sound\r
+ //\r
+ if (lasttimecount&32)\r
+ SD_PlaySound (WALK1SND);\r
+ else\r
+ SD_PlaySound (WALK2SND);\r
+ }\r
+\r
+ xmove = FixedByFrac(speed,costable[angle]);\r
+ ymove = -FixedByFrac(speed,sintable[angle]);\r
+\r
+ ClipXMove(player,xmove);\r
+ ClipYMove(player,ymove);\r
+ player->tilex = player->x >> TILESHIFT;\r
+ player->tiley = player->y >> TILESHIFT;\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ControlMovement\r
+=\r
+=======================\r
+*/\r
+\r
+void ControlMovement (objtype *ob)\r
+{\r
+ int angle;\r
+ long speed;\r
+\r
+\r
+ if (control.button1)\r
+ {\r
+ //\r
+ // strafing\r
+ //\r
+ //\r
+ // side to side move\r
+ //\r
+ if (!mousexmove)\r
+ speed = 0;\r
+ else if (mousexmove<0)\r
+ speed = -(long)mousexmove*300;\r
+ else\r
+ speed = -(long)mousexmove*300;\r
+\r
+ if (control.xaxis == -1)\r
+ {\r
+ speed += PLAYERSPEED*tics;\r
+ }\r
+ else if (control.xaxis == 1)\r
+ {\r
+ speed -= PLAYERSPEED*tics;\r
+ }\r
+\r
+ if (speed > 0)\r
+ {\r
+ if (speed >= TILEGLOBAL)\r
+ speed = TILEGLOBAL-1;\r
+ angle = ob->angle + ANGLES/4;\r
+ if (angle >= ANGLES)\r
+ angle -= ANGLES;\r
+ Thrust (angle,speed); // move to left\r
+ }\r
+ else if (speed < 0)\r
+ {\r
+ if (speed <= -TILEGLOBAL)\r
+ speed = -TILEGLOBAL+1;\r
+ angle = ob->angle - ANGLES/4;\r
+ if (angle < 0)\r
+ angle += ANGLES;\r
+ Thrust (angle,-speed); // move to right\r
+ }\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // not strafing\r
+ //\r
+\r
+ //\r
+ // turning\r
+ //\r
+ if (control.xaxis == 1)\r
+ {\r
+ ob->angle -= tics;\r
+ if (running) // fast turn\r
+ ob->angle -= (tics<<1);\r
+ }\r
+ else if (control.xaxis == -1)\r
+ {\r
+ ob->angle+= tics;\r
+ if (running) // fast turn\r
+ ob->angle += (tics<<1);\r
+ }\r
+\r
+ ob->angle -= (mousexmove/10);\r
+\r
+ if (ob->angle >= ANGLES)\r
+ ob->angle -= ANGLES;\r
+ if (ob->angle < 0)\r
+ ob->angle += ANGLES;\r
+\r
+ }\r
+\r
+ //\r
+ // forward/backwards move\r
+ //\r
+ if (!mouseymove)\r
+ speed = 0;\r
+ else if (mouseymove<0)\r
+ speed = -(long)mouseymove*500;\r
+ else\r
+ speed = -(long)mouseymove*200;\r
+\r
+ if (control.yaxis == -1)\r
+ {\r
+ speed += PLAYERSPEED*tics;\r
+ }\r
+ else if (control.yaxis == 1)\r
+ {\r
+ speed -= PLAYERSPEED*tics;\r
+ }\r
+\r
+ if (speed > 0)\r
+ {\r
+ if (speed >= TILEGLOBAL)\r
+ speed = TILEGLOBAL-1;\r
+ Thrust (ob->angle,speed); // move forwards\r
+ }\r
+ else if (speed < 0)\r
+ {\r
+ if (speed <= -TILEGLOBAL)\r
+ speed = -TILEGLOBAL+1;\r
+ angle = ob->angle + ANGLES/2;\r
+ if (angle >= ANGLES)\r
+ angle -= ANGLES;\r
+ Thrust (angle,-speed); // move backwards\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Player\r
+=\r
+===============\r
+*/\r
+\r
+void T_Player (objtype *ob)\r
+{\r
+// extern boolean autofire;\r
+\r
+ int angle,speed,scroll,loop;\r
+ unsigned text,tilex,tiley;\r
+ long lspeed;\r
+\r
+// boolean radar_moved=false;\r
+\r
+\r
+ ControlMovement (ob);\r
+\r
+\r
+ //\r
+ // firing\r
+ //\r
+ if (boltsleft)\r
+ {\r
+ handheight+=(realtics<<2);\r
+ if (handheight>MAXHANDHEIGHT)\r
+ handheight = MAXHANDHEIGHT;\r
+\r
+ ContinueBolt ();\r
+ lasthand = lasttimecount;\r
+ }\r
+ else\r
+ {\r
+ if (control.button0)\r
+ {\r
+ handheight+=(realtics<<2);\r
+ if (handheight>MAXHANDHEIGHT)\r
+ handheight = MAXHANDHEIGHT;\r
+ lasthand = lasttimecount;\r
+\r
+ if (!button0down)\r
+ Shoot();\r
+\r
+// if (!autofire)\r
+ button0down=true;\r
+ }\r
+ else\r
+ {\r
+ if (lasttimecount > lasthand+HANDPAUSE)\r
+ {\r
+ handheight-=(realtics<<1);\r
+ if (handheight<0)\r
+ handheight = 0;\r
+ }\r
+\r
+ button0down = false;\r
+ }\r
+}\r
+\r
+#if 0\r
+ if (control.button0)\r
+ {\r
+ handheight+=(realtics<<2);\r
+ if (handheight>MAXHANDHEIGHT)\r
+ handheight = MAXHANDHEIGHT;\r
+\r
+ if ((unsigned)TimeCount/FIRETIME != lastfiretime)\r
+ BuildShotPower ();\r
+ lasthand = lasttimecount;\r
+ }\r
+ else\r
+ {\r
+ if (lasttimecount > lasthand+HANDPAUSE)\r
+ {\r
+ handheight-=(realtics<<1);\r
+ if (handheight<0)\r
+ handheight = 0;\r
+ }\r
+\r
+ if (gamestate.shotpower)\r
+ {\r
+ lastfiretime = (unsigned)TimeCount/FIRETIME;\r
+ Shoot ();\r
+ }\r
+ }\r
+ }\r
+#endif\r
+\r
+ //\r
+ // special actions\r
+ //\r
+\r
+ if ((Keyboard[sc_Space] || Keyboard[sc_C]) && gamestate.body != MAXBODY)\r
+ DrinkPotion ();\r
+\r
+ if (Keyboard[sc_Z] && !boltsleft)\r
+ CastBolt ();\r
+\r
+ if ( (Keyboard[sc_Enter] || Keyboard[sc_X]) && ((TimeCount-lastnuke > NUKETIME))) //|| (autofire)))\r
+ CastNuke ();\r
+\r
+#if 0\r
+ scroll = LastScan-2;\r
+ if ( scroll>=0 && scroll<NUMSCROLLS && gamestate.scrolls[scroll])\r
+ ReadScroll (scroll);\r
+#endif\r
+\r
+ DrawText(false);\r
+ DrawHealth();\r
+ if (FreezeTime)\r
+ DrawFreezeTime();\r
+ DrawRadar();\r
+ EGAWRITEMODE(0);\r
+ DrawNSEWIcons();\r
+\r
+ if (redraw_gems)\r
+ DrawGems();\r
+\r
+#if 0\r
+// gems fade out over time...\r
+//\r
+ for (loop=0; loop<5; loop++)\r
+ if (gamestate.gems[loop])\r
+ {\r
+ gamestate.gems[loop] -= realtics;\r
+ if (gamestate.gems[loop] < 0)\r
+ {\r
+ gamestate.gems[loop] = 0;\r
+ redraw_gems = true;\r
+ }\r
+ }\r
+#endif\r
+}\r
+\r
+#if 0\r
+//------------------------------------------------------------------------\r
+// FaceDir() -\r
+//\r
+// PARAMS : x,y - pixle coords to bring in to view.\r
+//\r
+// NOTE : Params CAN NOT be shifted fracs!\r
+//------------------------------------------------------------------------\r
+void FaceDir(short x,short y,boolean StopTime)\r
+{\r
+ short diff;\r
+\r
+ RotateAngle = CalcAngle(x-(player->x>>16l),(player->y>>16l)-y);\r
+ FreezeTime = StopTime;\r
+\r
+ diff = player->angle - RotateAngle;\r
+\r
+ if (((diff>0) && (diff<180)) || ((diff<0) && (diff>-180)))\r
+ RotateSpeed = -ROTATE_SPEED;\r
+ else\r
+ RotateSpeed = ROTATE_SPEED;\r
+}\r
+#endif\r
+\r
+#if 0\r
+//------------------------------------------------------------------------\r
+// CalcAngle() -\r
+//\r
+// DESC: Calculates the angle from a given dy & dx\r
+//------------------------------------------------------------------------\r
+short CalcAngle(short dx,short dy)\r
+{\r
+ #define degtorad (180/PI)\r
+ float angle;\r
+ short diff;\r
+ float rad_angle;\r
+\r
+ if (dx)\r
+ {\r
+ angle = atan((float)dy/dx)* degtorad;\r
+ if (angle<=0)\r
+ angle += 180;\r
+ if (dy>0)\r
+ angle += 180;\r
+ }\r
+ else\r
+ {\r
+ // 90 Deg shift\r
+\r
+ if (dy < 0)\r
+ angle = 0 + 90; // Above player (NORTH)\r
+ else\r
+ angle = 180 + 90; // Below player (SOUTH)\r
+ }\r
+\r
+ if (!angle) // HACK\r
+ angle++;\r
+\r
+ return((short)abs(angle));\r
+}\r
+\r
+#endif\r
+\r
+#if 0\r
+\r
+//-------------------------------------------------------------------------\r
+// RotateView() -\r
+//\r
+// DESC : Rotates view (current view of game) to a dest angle.\r
+//-------------------------------------------------------------------------\r
+void RotateView()\r
+{\r
+ short LastPos;\r
+\r
+ // Store old angle position then change angle...\r
+ //\r
+\r
+ LastPos = player->angle;\r
+\r
+ player->angle += RotateSpeed;\r
+\r
+ // Check to see if we cranked past out dest angle...\r
+ //\r
+\r
+\r
+ if ((player->angle>ANGLES) || (!player->angle))\r
+ player->angle = 1;\r
+ else\r
+ if (player->angle<1)\r
+ player->angle = ANGLES;\r
+\r
+ // Check to see if we over shot our dest angle...\r
+ //\r
+\r
+ if (((LastPos < RotateAngle) && (player->angle > RotateAngle) && (RotateSpeed > 0)) ||\r
+ ((LastPos > RotateAngle) && (player->angle < RotateAngle) && (RotateSpeed < 0)))\r
+ player->angle = RotateAngle;\r
+\r
+ // Check for ending force turn....\r
+ //\r
+\r
+ if (player->angle == RotateAngle)\r
+ RotateAngle = -1;\r
+\r
+}\r
+\r
+\r
+//--------------------------------------------------------------------------\r
+// InitRotate()\r
+//--------------------------------------------------------------------------\r
+void InitRotate(short DestAngle)\r
+{\r
+ if (player->angle != DestAngle)\r
+ {\r
+ RotateAngle = DestAngle;\r
+\r
+ if (player->angle > DestAngle)\r
+ RotateSpeed = -ROTATE_SPEED;\r
+ else\r
+ RotateSpeed = ROTATE_SPEED;\r
+\r
+ if (abs(player->angle - RotateAngle) > 180)\r
+ RotateSpeed =- RotateSpeed;\r
+ }\r
+}\r
+\r
+\r
+\r
+//------------------------------------------------------------------------\r
+// FaceAngle() -\r
+//\r
+// PARAMS : DestAngle - Destination angle to turn to\r
+//------------------------------------------------------------------------\r
+void FaceAngle(short DestAngle)\r
+{\r
+ signed long dx,dy,radius,psin,pcos,newx,newy;\r
+ int give;\r
+ short objnum,LastPos;\r
+ signed long ox,oy,xl,xh,yl,yh,px,py,norm_dx,norm_dy;\r
+ short o_radius;\r
+ void (*think)();\r
+\r
+\r
+ // Calculate the direction we want to turn to...\r
+ //\r
+\r
+ InitRotate(DestAngle);\r
+\r
+ RedrawStatusWindow();\r
+\r
+ while (RotateAngle != -1)\r
+ {\r
+\r
+ RotateView();\r
+\r
+// PollControls();\r
+\r
+ objnum=0;\r
+\r
+ for (obj = player;obj;obj = obj->next)\r
+ {\r
+ if (obj->active >= yes)\r
+ {\r
+\r
+ // keep a list of objects around the player for radar updates\r
+ //\r
+ if (obj == player)\r
+ {\r
+ px = player->x;\r
+ py = player->y;\r
+ psin = sintable[player->angle];\r
+ pcos = costable[player->angle];\r
+ xl = px-((long)RADAR_WIDTH<<TILESHIFT)/2;\r
+ xh = px+((long)RADAR_WIDTH<<TILESHIFT)/2-1;\r
+ yl = py-((long)RADAR_HEIGHT<<TILESHIFT)/2;\r
+ yh = py+((long)RADAR_HEIGHT<<TILESHIFT)/2;\r
+ }\r
+\r
+ if (objnum > MAX_RADAR_BLIPS-2)\r
+ objnum = MAX_RADAR_BLIPS-2;\r
+\r
+ ox = obj->x;\r
+ oy = obj->y;\r
+\r
+\r
+ if ((ox >= xl) && (ox <= xh) && (oy >= yl) && (oy <= yh))\r
+ {\r
+ norm_dx = (dx = px-ox)>>TILESHIFT;\r
+ norm_dy = (dy = oy-py)>>TILESHIFT;\r
+\r
+ o_radius = IntSqrt((norm_dx * norm_dx) + (norm_dy * norm_dy));\r
+\r
+ if (o_radius < RADAR_RADIUS)\r
+ {\r
+ newx = FixedByFrac(dy,pcos)-FixedByFrac(dx,psin);\r
+ newy = FixedByFrac(dy,psin)+FixedByFrac(dx,pcos);\r
+\r
+ RadarXY[objnum][0]=newx>>TILESHIFT;\r
+ RadarXY[objnum][1]=newy>>TILESHIFT;\r
+\r
+ // Define color to use for this object...\r
+ //\r
+\r
+ switch (obj->obclass)\r
+ {\r
+ case playerobj:\r
+ RadarXY[objnum++][2]=15;\r
+ break;\r
+\r
+ // RED GEM\r
+ //\r
+ // STOMPY (DK RED)\r
+ //\r
+ case invisdudeobj:\r
+ case stompyobj:\r
+ RadarXY[objnum++][2]=4;\r
+ break;\r
+\r
+ // BLOB (LT RED)\r
+ //\r
+ case blobobj:\r
+ RadarXY[objnum++][2]=12;\r
+ break;\r
+\r
+ // BLUE GEM\r
+ //\r
+ // ROBOTANK (LT BLUE)\r
+ //\r
+ case robotankobj:\r
+ case fmageobj:\r
+ RadarXY[objnum++][2]=9;\r
+ break;\r
+\r
+#if 1\r
+ // BLUE DEMON (DK BLUE)\r
+ //\r
+ case demonobj:\r
+ RadarXY[objnum++][2]=1;\r
+ break;\r
+#endif\r
+\r
+ // GREEN GEM\r
+ //\r
+ // WIZARD (LT GREEN)\r
+ //\r
+ case wizardobj:\r
+ RadarXY[objnum++][2]=10;\r
+ break;\r
+\r
+ // AQUA MAN (DK GREEN)\r
+ //\r
+ case aquamanobj:\r
+ RadarXY[objnum++][2]=2;\r
+ break;\r
+\r
+ // YELLOW GEM\r
+ //\r
+ // EQYPTIAN HEAD (BROWN)\r
+ //\r
+ case headobj:\r
+ RadarXY[objnum++][2]=6;\r
+ break;\r
+\r
+ // RAMBONE (YELLOW)\r
+ // TROLL\r
+ case ramboneobj:\r
+ case trollobj:\r
+ RadarXY[objnum++][2]=14;\r
+ break;\r
+\r
+ // BUG (LIGHT GRAY)\r
+ case bugobj:\r
+ RadarXY[objnum++][2]=7;\r
+ break;\r
+\r
+ // RAY (DARK GRAY)\r
+ case rayobj:\r
+ RadarXY[objnum++][2]=8;\r
+ break;\r
+\r
+ // PURPLE GEM\r
+ //\r
+ // MEC DEMON (PURPLE)\r
+ //\r
+ case cyborgdemonobj:\r
+ RadarXY[objnum++][2]=5;\r
+ break;\r
+\r
+ // EYE (LT PURPLE)\r
+ //\r
+ case eyeobj:\r
+ case reyeobj:\r
+ RadarXY[objnum++][2]=13;\r
+ break;\r
+ }\r
+ }\r
+ }\r
+ }\r
+ }\r
+\r
+ RadarXY[objnum][2]=-1; // Signals end of RadarXY list...\r
+\r
+// refresh all\r
+//\r
+\r
+ ThreeDRefresh();\r
+ DrawRadar();\r
+ EGAWRITEMODE(0);\r
+ DrawNSEWIcons();\r
+\r
+// CheckKeys();\r
+ }\r
+}\r
+\r
+\r
+//-------------------------------------------------------------------------\r
+// FaceDoor() - Turns the player to face a door (a tile) at a given TILE x & y\r
+//\r
+// RETURNS : Returns the orginal angle of the player.\r
+//------------------------------------------------------------------------\r
+short FaceDoor(short x, short y)\r
+{\r
+ short p_x,p_y,angle,old_angle;\r
+\r
+ old_angle = player->angle;\r
+\r
+ p_x = player->x>>16l;\r
+ p_y = player->y>>16l;\r
+\r
+ if (p_x != x)\r
+ {\r
+ if (p_x > x)\r
+ angle = 180; // Face Left\r
+ else\r
+ angle = 1; // Face Right\r
+ }\r
+\r
+ if (p_y != y)\r
+ {\r
+ if (p_y > y)\r
+ angle = 90; // Face Up\r
+ else\r
+ angle = 270; // Face Down\r
+ }\r
+\r
+ FaceAngle(angle);\r
+\r
+ return(old_angle);\r
+}\r
+\r
+\r
+#endif\r
+\r
+\r
+\r
+/*==========================================================================\r
+\r
+ EXPLOSION SPAWNING ROUTINES\r
+\r
+===========================================================================*/\r
+\r
+statetype s_explode = {0,1,T_ExpThink,&s_explode};\r
+\r
+//-------------------------------------------------------------------------\r
+// SpawnExplosion()\r
+//------------------------------------------------------------------------\r
+void SpawnExplosion(fixed x, fixed y, short Delay)\r
+{\r
+ DSpawnNewObjFrac(x,y,&s_explode,PIXRADIUS*7);\r
+ new->obclass = expobj;\r
+ new->active = always;\r
+ new->temp1 = Delay;\r
+}\r
+\r
+\r
+//---------------------------------------------------------------------------\r
+// T_ExpThink()\r
+//---------------------------------------------------------------------------\r
+void T_ExpThink(objtype *obj)\r
+{\r
+ if (obj->temp1)\r
+ {\r
+ if ((obj->temp1-=realtics) <= 0)\r
+ obj->temp1 = 0;\r
+ }\r
+ else\r
+ {\r
+ obj->state = &s_pshot_exp1;\r
+ obj->ticcount = obj->state->tictime;\r
+ SD_PlaySound(BOOMSND);\r
+ }\r
+}\r
+\r
+\r
+\r
+//-------------------------------------------------------------------------\r
+// SpawnBigExplosion()\r
+//------------------------------------------------------------------------\r
+void SpawnBigExplosion(fixed x, fixed y, short Delay, fixed Range)\r
+{\r
+ SpawnExplosion(x-random(Range),y+random(Range),random(Delay));\r
+ SpawnExplosion(x+random(Range),y-random(Range),random(Delay));\r
+ SpawnExplosion(x-random(Range),y-random(Range),random(Delay));\r
+ SpawnExplosion(x+random(Range),y+random(Range),random(Delay));\r
+}\r
+\r
--- /dev/null
+/*\r
+=====================\r
+=\r
+= DemoLoop\r
+=\r
+=====================\r
+*/\r
+\r
+void\r
+DemoLoop (void)\r
+{\r
+ char *s;\r
+ word move;\r
+ longword lasttime;\r
+ char *FileName1;\r
+ struct Shape FileShape1;\r
+#if CREDITS\r
+ char *FileName2;\r
+ struct Shape FileShape2;\r
+#endif\r
+ struct ffblk ffblk;\r
+ WindowRec mywin;\r
+ int bufsave = bufferofs;\r
+ int dissave = displayofs;\r
+\r
+\r
+#if FRILLS\r
+//\r
+// check for launch from ted\r
+//\r
+ if (tedlevel)\r
+ {\r
+ NewGame();\r
+ gamestate.mapon = tedlevelnum;\r
+ GameLoop();\r
+ TEDDeath();\r
+ }\r
+#endif\r
+\r
+//\r
+// demo loop\r
+//\r
+ US_SetLoadSaveHooks(LoadGame,SaveGame,ResetGame);\r
+ restartgame = gd_Continue;\r
+\r
+ if (findfirst("KDREAMS.CMP", &ffblk, 0) == -1)\r
+ Quit("Couldn't find KDREAMS.CMP");\r
+\r
+ while (true)\r
+ {\r
+\r
+ loadedgame = false;\r
+\r
+ FileName1 = "TITLESCR.LBM";\r
+ if (LoadLIBShape("KDREAMS.CMP", FileName1, &FileShape1))\r
+ Quit("Can't load TITLE SCREEN");\r
+#if CREDITS\r
+ FileName2 = "CREDITS.LBM";\r
+ if (LoadLIBShape("KDREAMS.CMP", FileName2, &FileShape2))\r
+ Quit("Can't load CREDITS SCREEN");\r
+#endif\r
+\r
+ while (!restartgame && !loadedgame)\r
+ {\r
+\r
+ VW_InitDoubleBuffer();\r
+ IN_ClearKeysDown();\r
+\r
+ while (true)\r
+ {\r
+\r
+ VW_SetScreen(0, 0);\r
+ MoveGfxDst(0, 200);\r
+ UnpackEGAShapeToScreen(&FileShape1, 0, 0);\r
+ VW_ScreenToScreen (64*200,0,40,200);\r
+\r
+#if CREDITS\r
+ if (IN_UserInput(TickBase * 8, false))\r
+ break;\r
+#else\r
+ if (IN_UserInput(TickBase * 4, false))\r
+ break;\r
+#endif\r
+\r
+#if CREDITS\r
+ MoveGfxDst(0, 200);\r
+ UnpackEGAShapeToScreen(&FileShape2, 0, 0);\r
+ VW_ScreenToScreen (64*200,0,40,200);\r
+\r
+ if (IN_UserInput(TickBase * 7, false))\r
+ break;\r
+#else\r
+ MoveGfxDst(0, 200);\r
+ UnpackEGAShapeToScreen(&FileShape1, 0, 0);\r
+ VW_ScreenToScreen (64*200,0,40,200);\r
+\r
+ if (IN_UserInput(TickBase * 3, false))\r
+ break;\r
+#endif\r
+\r
+ displayofs = 0;\r
+ VWB_Bar(0,0,320,200,FIRSTCOLOR);\r
+ US_DisplayHighScores(-1);\r
+\r
+ if (IN_UserInput(TickBase * 6, false))\r
+ break;\r
+\r
+ }\r
+\r
+ bufferofs = bufsave;\r
+ displayofs = dissave;\r
+\r
+ VW_FixRefreshBuffer();\r
+ US_ControlPanel ();\r
+ }\r
+\r
+ if (!loadedgame)\r
+ NewGame();\r
+\r
+ FreeShape(&FileShape1);\r
+#if CREDITS\r
+ FreeShape(&FileShape2);\r
+#endif\r
+ GameLoop();\r
+ }\r
+}\r
--- /dev/null
+/*\r
+=====================\r
+=\r
+= DemoLoop\r
+=\r
+=====================\r
+*/\r
+\r
+static char *ParmStrings[] = {"baby","easy","normal","hard",""};\r
+\r
+void DemoLoop (void)\r
+{\r
+ static int LastDemo;\r
+ int i,level;\r
+ long nsize;\r
+ memptr nullblock;\r
+\r
+//\r
+// check for launch from ted\r
+//\r
+ if (tedlevel)\r
+ {\r
+ NoWait = true;\r
+ NewGame(1,0);\r
+\r
+ for (i = 1;i < _argc;i++)\r
+ {\r
+ if ( (level = US_CheckParm(_argv[i],ParmStrings)) != -1)\r
+ {\r
+ gamestate.difficulty=level;\r
+ break;\r
+ }\r
+ }\r
+\r
+#ifndef SPEAR\r
+ gamestate.episode = tedlevelnum/10;\r
+ gamestate.mapon = tedlevelnum%10;\r
+#else\r
+ gamestate.episode = 0;\r
+ gamestate.mapon = tedlevelnum;\r
+#endif\r
+ GameLoop();\r
+ Quit (NULL);\r
+ }\r
+\r
+\r
+//\r
+// main game cycle\r
+//\r
+\r
+\r
+// nsize = (long)40*1024;\r
+// MM_GetPtr(&nullblock,nsize);\r
+\r
+#ifndef DEMOTEST\r
+\r
+ #ifndef UPLOAD\r
+\r
+ #ifndef GOODTIMES\r
+ #ifndef SPEAR\r
+ #ifndef JAPAN\r
+ if (!NoWait)\r
+ NonShareware();\r
+ #endif\r
+ #else\r
+\r
+ #ifndef GOODTIMES\r
+ #ifndef SPEARDEMO\r
+ CopyProtection();\r
+ #endif\r
+ #endif\r
+\r
+ #endif\r
+ #endif\r
+ #endif\r
+\r
+ StartCPMusic(INTROSONG);\r
+\r
+#ifndef JAPAN\r
+ if (!NoWait)\r
+ PG13 ();\r
+#endif\r
+\r
+#endif\r
+\r
+ while (1)\r
+ {\r
+ while (!NoWait)\r
+ {\r
+//\r
+// title page\r
+//\r
+ MM_SortMem ();\r
+#ifndef DEMOTEST\r
+\r
+#ifdef SPEAR\r
+ CA_CacheGrChunk (TITLEPALETTE);\r
+\r
+ CA_CacheGrChunk (TITLE1PIC);\r
+ VWB_DrawPic (0,0,TITLE1PIC);\r
+ UNCACHEGRCHUNK (TITLE1PIC);\r
+\r
+ CA_CacheGrChunk (TITLE2PIC);\r
+ VWB_DrawPic (0,80,TITLE2PIC);\r
+ UNCACHEGRCHUNK (TITLE2PIC);\r
+ VW_UpdateScreen ();\r
+ VL_FadeIn(0,255,grsegs[TITLEPALETTE],30);\r
+\r
+ UNCACHEGRCHUNK (TITLEPALETTE);\r
+#else\r
+ CA_CacheScreen (TITLEPIC);\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn();\r
+#endif\r
+ if (IN_UserInput(TickBase*15))\r
+ break;\r
+ VW_FadeOut();\r
+//\r
+// credits page\r
+//\r
+ CA_CacheScreen (CREDITSPIC);\r
+ VW_UpdateScreen();\r
+ VW_FadeIn ();\r
+ if (IN_UserInput(TickBase*10))\r
+ break;\r
+ VW_FadeOut ();\r
+//\r
+// high scores\r
+//\r
+ DrawHighScores ();\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn ();\r
+\r
+ if (IN_UserInput(TickBase*10))\r
+ break;\r
+#endif\r
+//\r
+// demo\r
+//\r
+\r
+ #ifndef SPEARDEMO\r
+ PlayDemo (LastDemo++%4);\r
+ #else\r
+ PlayDemo (0);\r
+ #endif\r
+\r
+ if (playstate == ex_abort)\r
+ break;\r
+ StartCPMusic(INTROSONG);\r
+ }\r
+\r
+ VW_FadeOut ();\r
+\r
+#ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && MS_CheckParm("goobers"))\r
+#else\r
+ if (Keyboard[sc_Tab] && MS_CheckParm("debugmode"))\r
+#endif\r
+ RecordDemo ();\r
+ else\r
+ US_ControlPanel (0);\r
+\r
+ if (startgame || loadedgame)\r
+ {\r
+ GameLoop ();\r
+ VW_FadeOut();\r
+ StartCPMusic(INTROSONG);\r
+ }\r
+ }\r
+}\r
--- /dev/null
+/* Keen Dreams Source Code\r
+ * Copyright (C) 2014 Javier M. Chavez\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
+// KD_ACT1.C\r
+#include "KD_DEF.H"\r
+#pragma hdrstop\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+#define PLACESPRITE RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum, \\r
+ spritedraw,0);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+int flowertime[4] = {700,700,350,175};\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MISC ACTOR STUFF\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+==================\r
+=\r
+= DoGravity\r
+=\r
+= Changes speed and location\r
+=\r
+==================\r
+*/\r
+\r
+\r
+void DoGravity (objtype *ob)\r
+{\r
+ long i;\r
+//\r
+// only accelerate on odd tics, because of limited precision\r
+//\r
+ for (i=lasttimecount-tics;i<lasttimecount;i++)\r
+ {\r
+ if (i&1)\r
+ {\r
+ if (ob->yspeed < 0 && ob->yspeed >= -ACCGRAVITY)\r
+ {\r
+ // stop at apex of jump\r
+ ob->ymove += ob->yspeed;\r
+ ob->yspeed = 0;\r
+ return;\r
+ }\r
+ ob->yspeed+=ACCGRAVITY;\r
+ if (ob->yspeed>SPDMAXY)\r
+ ob->yspeed=SPDMAXY;\r
+ }\r
+ ob->ymove+=ob->yspeed;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= AccelerateX\r
+=\r
+===============\r
+*/\r
+\r
+void AccelerateX (objtype *ob,int dir,int max)\r
+{\r
+ long i;\r
+ unsigned olddir;\r
+\r
+ olddir = ob->xspeed & 0x8000;\r
+//\r
+// only accelerate on odd tics, because of limited precision\r
+//\r
+ for (i=lasttimecount-tics;i<lasttimecount;i++)\r
+ {\r
+ if (i&1)\r
+ {\r
+ ob->xspeed+=dir;\r
+ if ( (ob->xspeed & 0x8000) != olddir)\r
+ {\r
+ olddir = ob->xspeed & 0x8000;\r
+ ob->xdir = olddir ? -1 : 1;\r
+ }\r
+ if (ob->xspeed>max)\r
+ ob->xspeed=max;\r
+ else if (ob->xspeed<-max)\r
+ ob->xspeed=-max;\r
+ }\r
+ ob->xmove+=ob->xspeed;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= FrictionX\r
+=\r
+===============\r
+*/\r
+\r
+void FrictionX (objtype *ob)\r
+{\r
+ long i;\r
+ int dir;\r
+ unsigned olddir;\r
+\r
+ olddir = ob->xspeed & 0x8000;\r
+\r
+ if (ob->xspeed > 0)\r
+ dir = -1;\r
+ else if (ob->xspeed < 0)\r
+ dir = 1;\r
+ else\r
+ dir = 0;\r
+//\r
+// only accelerate on odd tics, because of limited precision\r
+//\r
+ for (i=lasttimecount-tics;i<lasttimecount;i++)\r
+ {\r
+ if (i&1)\r
+ {\r
+ ob->xspeed+=dir;\r
+ if ( (ob->xspeed & 0x8000) != olddir)\r
+ ob->xspeed = 0;\r
+ }\r
+ ob->xmove+=ob->xspeed;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= ProjectileThink\r
+=\r
+===============\r
+*/\r
+\r
+void ProjectileThink (objtype *ob)\r
+{\r
+ DoGravity (ob);\r
+ ob->xmove = tics*ob->xspeed;\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= VelocityThink\r
+=\r
+===============\r
+*/\r
+\r
+void VelocityThink (objtype *ob)\r
+{\r
+ ob->xmove = tics*ob->xspeed;\r
+ ob->ymove = tics*ob->yspeed;\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= DrawReact\r
+=\r
+===============\r
+*/\r
+\r
+void DrawReact (objtype *ob)\r
+{\r
+ RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum,spritedraw,1);\r
+}\r
+\r
+void DrawReact2 (objtype *ob)\r
+{\r
+ RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum,spritedraw,2);\r
+}\r
+\r
+void DrawReact3 (objtype *ob)\r
+{\r
+ RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum,spritedraw,3);\r
+}\r
+\r
+/*\r
+==================\r
+=\r
+= ChangeState\r
+=\r
+==================\r
+*/\r
+\r
+void ChangeState (objtype *ob, statetype *state)\r
+{\r
+ ob->state = state;\r
+ ob->ticcount = 0;\r
+ if (state->rightshapenum)\r
+ {\r
+ if (ob->xdir>0)\r
+ ob->shapenum = state->rightshapenum;\r
+ else\r
+ ob->shapenum = state->leftshapenum;\r
+ }\r
+\r
+ ob->xmove = 0;\r
+ ob->ymove = 0;\r
+\r
+ ob->needtoreact = true; // it will need to be redrawn this frame\r
+ ClipToWalls (ob);\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= WalkReact\r
+=\r
+====================\r
+*/\r
+\r
+void WalkReact (objtype *ob)\r
+{\r
+ if (ob->xdir == 1 && ob->hitwest)\r
+ {\r
+ ob->x -= ob->xmove;\r
+ ob->xdir = -1;\r
+ ob->nothink = US_RndT()>>5;\r
+ ChangeState (ob,ob->state);\r
+ }\r
+ else if (ob->xdir == -1 && ob->hiteast)\r
+ {\r
+ ob->x -= ob->xmove;\r
+ ob->xdir = 1;\r
+ ob->nothink = US_RndT()>>5;\r
+ ChangeState (ob,ob->state);\r
+ }\r
+ else if (!ob->hitnorth)\r
+ {\r
+ ob->x -= 2*ob->xmove;\r
+ ob->y -= ob->ymove;\r
+\r
+ ob->xdir = -ob->xdir;\r
+ ob->nothink = US_RndT()>>5;\r
+ ChangeState (ob,ob->state);\r
+ }\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ DOOR\r
+\r
+=============================================================================\r
+*/\r
+\r
+void DoorContact (objtype *ob, objtype *hit);\r
+\r
+extern statetype s_door;\r
+extern statetype s_doorraise;\r
+\r
+statetype s_door = {DOORSPR,DOORSPR,think,false,\r
+ false,0, 0,0, NULL, DoorContact, DrawReact, &s_door};\r
+statetype s_doorraise = {DOORSPR,DOORSPR,slide,false,\r
+ false,24, 0,32, NULL, DoorContact, DrawReact, NULL};\r
+\r
+/*\r
+======================\r
+=\r
+= SpawnDoor\r
+=\r
+======================\r
+*/\r
+\r
+void SpawnDoor (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = doorobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = (tiley<<G_T_SHIFT)-2*BLOCKSIZE;\r
+ new->xdir = 1;\r
+ new->ydir = -1;\r
+ new->needtoclip = false;\r
+ NewState (new,&s_door);\r
+}\r
+\r
+/*\r
+======================\r
+=\r
+= DoorContact\r
+=\r
+======================\r
+*/\r
+\r
+void DoorContact (objtype *ob, objtype *hit)\r
+{\r
+ ClipToSpriteSide (hit,ob);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ FLOWER\r
+\r
+temp1 = original class\r
+temp2 = original state\r
+temp3 = flower count\r
+\r
+=============================================================================\r
+*/\r
+\r
+void ChangeToFlower (objtype *ob);\r
+void FlowerThink (objtype *ob);\r
+void ChangeFromFlower (objtype *ob);\r
+\r
+extern statetype s_flower1;\r
+extern statetype s_flower2;\r
+extern statetype s_flower3;\r
+extern statetype s_flower4;\r
+extern statetype s_flower5;\r
+extern statetype s_flower6;\r
+\r
+extern statetype s_poofto1;\r
+extern statetype s_poofto2;\r
+extern statetype s_poofto3;\r
+extern statetype s_poofto4;\r
+\r
+extern statetype s_pooffrom1;\r
+extern statetype s_pooffrom2;\r
+extern statetype s_pooffrom3;\r
+extern statetype s_pooffrom4;\r
+extern statetype s_pooffrom5;\r
+extern statetype s_pooffrom6;\r
+extern statetype s_pooffrom7;\r
+\r
+extern statetype s_bonus1;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_flower1 = {FLOWER1SPR,FLOWER1SPR,stepthink,false,\r
+ false,20, 0,0, FlowerThink, NULL, DrawReact, &s_flower2};\r
+statetype s_flower2 = {FLOWER2SPR,FLOWER2SPR,stepthink,false,\r
+ false,20, 0,0, FlowerThink, NULL, DrawReact, &s_flower3};\r
+statetype s_flower3 = {FLOWER3SPR,FLOWER3SPR,stepthink,false,\r
+ false,20, 0,0, FlowerThink, NULL, DrawReact, &s_flower4};\r
+statetype s_flower4 = {FLOWER4SPR,FLOWER4SPR,stepthink,false,\r
+ false,20, 0,0, FlowerThink, NULL, DrawReact, &s_flower5};\r
+statetype s_flower5 = {FLOWER3SPR,FLOWER3SPR,stepthink,false,\r
+ false,20, 0,0, FlowerThink, NULL, DrawReact, &s_flower6};\r
+statetype s_flower6 = {FLOWER2SPR,FLOWER2SPR,stepthink,false,\r
+ false,20, 0,0, FlowerThink, NULL, DrawReact, &s_flower1};\r
+\r
+statetype s_poofto1 = {POOF1SPR,POOF1SPR,step,false,\r
+ false,10, 0,0, NULL, NULL, DrawReact2, &s_poofto2};\r
+statetype s_poofto2 = {POOF2SPR,POOF2SPR,step,false,\r
+ false,10, 0,0, NULL, NULL, DrawReact2, &s_poofto3};\r
+statetype s_poofto3 = {POOF3SPR,POOF3SPR,step,false,\r
+ false,10, 0,0, NULL, NULL, DrawReact2, &s_poofto4};\r
+statetype s_poofto4 = {POOF4SPR,POOF4SPR,step,false,\r
+ false,10, 0,0, NULL, NULL, DrawReact2, NULL};\r
+\r
+statetype s_pooffrom1 = {POOF4SPR,POOF4SPR,step,false,\r
+ false,10, 0,0, NULL, NULL, DrawReact2, &s_pooffrom2};\r
+statetype s_pooffrom2 = {POOF3SPR,POOF3SPR,step,false,\r
+ false,10, 0,0, NULL, NULL, DrawReact2, &s_pooffrom3};\r
+statetype s_pooffrom3 = {POOF2SPR,POOF2SPR,step,false,\r
+ false,10, 0,0, NULL, NULL, DrawReact2, &s_pooffrom4};\r
+statetype s_pooffrom4 = {POOF1SPR,POOF1SPR,step,false,\r
+ false,20, 0,0, ChangeFromFlower, NULL, DrawReact2, &s_pooffrom5};\r
+statetype s_pooffrom5 = {POOF2SPR,POOF2SPR,step,false,\r
+ false,10, 0,0, NULL, NULL, DrawReact2, &s_pooffrom6};\r
+statetype s_pooffrom6 = {POOF3SPR,POOF3SPR,step,false,\r
+ false,10, 0,0, NULL, NULL, DrawReact2, &s_pooffrom7};\r
+statetype s_pooffrom7 = {POOF4SPR,POOF4SPR,step,false,\r
+ false,10, 0,0, NULL, NULL, DrawReact2, NULL};\r
+\r
+\r
+#pragma warn +sus\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= ChangeToFlower\r
+=\r
+======================\r
+*/\r
+\r
+void ChangeToFlower (objtype *ob)\r
+{\r
+ SD_PlaySound (FLOWERPOWERSND);\r
+ ob->y = ob->bottom-TILEGLOBAL*2;\r
+ ob->temp1 = (int)ob->obclass;\r
+ ob->temp2 = (int)ob->state;\r
+ ob->temp3 = 0;\r
+ ob->needtoclip = true;\r
+ ob->obclass = inertobj;\r
+ ob->xspeed = 0;\r
+ ChangeState (ob,&s_flower1);\r
+ ob->active = allways; // flower never deactivated\r
+ GetNewObj (true);\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ NewState (new,&s_poofto1);\r
+ new->active = removable;\r
+}\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= FlowerThink\r
+=\r
+======================\r
+*/\r
+\r
+void FlowerThink (objtype *ob)\r
+{\r
+ ProjectileThink (ob);\r
+ if ( (ob->temp3+=tics) >= flowertime[gamestate.difficulty])\r
+ {\r
+ GetNewObj (true);\r
+ new->active = allways;\r
+ new->temp1 = (int)ob;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ NewState (new,&s_pooffrom1);\r
+ ob->temp3 = 0;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= ChangeFromFlower\r
+=\r
+======================\r
+*/\r
+\r
+void ChangeFromFlower (objtype *ob)\r
+{\r
+ objtype *flower;\r
+ statetype *state;\r
+ unsigned oldbottom;\r
+\r
+ SD_PlaySound (UNFLOWERPOWERSND);\r
+ flower = (objtype *)ob->temp1;\r
+\r
+ oldbottom = flower->bottom;\r
+ ChangeState (flower,(statetype *)flower->temp2);\r
+ flower->y += oldbottom - flower->bottom;\r
+\r
+ flower->obclass = flower->temp1;\r
+ flower->active = yes; // allow it to unspawn now if off screen\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BONUS\r
+\r
+temp1 = bonus type\r
+temp2 = base shape number\r
+temp3 = last animated shape number +1\r
+\r
+=============================================================================\r
+*/\r
+\r
+void BonusThink (objtype *ob);\r
+\r
+extern statetype s_bonus1;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_bonus = {NULL,NULL,step,false,\r
+ false,20, 0,0, BonusThink, NULL, DrawReact2, &s_bonus};\r
+\r
+statetype s_bonusrise = {NULL,NULL,slide,false,\r
+ false,40, 0,8, NULL, NULL, DrawReact3, NULL};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnBonus\r
+=\r
+====================\r
+*/\r
+\r
+int bonusshape[12] = {PEPPERMINT1SPR,COOKIE1SPR,CANDYCANE1SPR,CANDYBAR1SPR,\r
+ LOLLIPOP1SPR,COTTONCANDY1SPR,EXTRAKEEN1SPR,SUPERBONUS1SPR,FLOWERPOWER1SPR,\r
+ FLOWERPOWERUP1SPR,BOOBUSBOMB1SPR,MAGICKEY1SPR};\r
+\r
+void SpawnBonus (int tilex, int tiley, int type)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->needtoclip = false;\r
+ new->obclass = bonusobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = tiley<<G_T_SHIFT;\r
+\r
+ if (type == 9)\r
+ new->y -= 8*PIXGLOBAL; // flower power up one block\r
+\r
+ new->ydir = -1; // bonus stuff flies up when touched\r
+\r
+ new->temp1 = type;\r
+ new->temp2 = new->shapenum = bonusshape[type];\r
+ if (type != 7)\r
+ new->temp3 = new->temp2 + 2;\r
+ else\r
+ new->temp3 = new->temp2 + 4; // super bonus is 4 stage animation\r
+\r
+ NewState (new,&s_bonus);\r
+}\r
+\r
+/*\r
+====================\r
+=\r
+= BonusThink\r
+=\r
+====================\r
+*/\r
+\r
+void BonusThink (objtype *ob)\r
+{\r
+ if (++ob->shapenum == ob->temp3)\r
+ ob->shapenum = ob->temp2;\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BROCCOLASH\r
+\r
+=============================================================================\r
+*/\r
+\r
+void BroccoThink (objtype *ob);\r
+void BroccoGetUp (objtype *ob);\r
+\r
+extern statetype s_broccowalk1;\r
+extern statetype s_broccowalk2;\r
+extern statetype s_broccowalk3;\r
+extern statetype s_broccowalk4;\r
+\r
+extern statetype s_broccosmash1;\r
+extern statetype s_broccosmash2;\r
+extern statetype s_broccosmash3;\r
+extern statetype s_broccosmash4;\r
+extern statetype s_broccosmash5;\r
+extern statetype s_broccosmash6;\r
+extern statetype s_broccosmash7;\r
+extern statetype s_broccosmash8;\r
+extern statetype s_broccosmash9;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_broccowalk1 = {BROCCOLASHRUNL1SPR,BROCCOLASHRUNR1SPR,step,false,\r
+ true,7, 128,0, BroccoThink, NULL, WalkReact, &s_broccowalk2};\r
+statetype s_broccowalk2 = {BROCCOLASHRUNL2SPR,BROCCOLASHRUNR2SPR,step,false,\r
+ true,7, 128,0, BroccoThink, NULL, WalkReact, &s_broccowalk3};\r
+statetype s_broccowalk3 = {BROCCOLASHRUNL3SPR,BROCCOLASHRUNR3SPR,step,false,\r
+ true,7, 128,0, BroccoThink, NULL, WalkReact, &s_broccowalk4};\r
+statetype s_broccowalk4 = {BROCCOLASHRUNL4SPR,BROCCOLASHRUNR4SPR,step,false,\r
+ true,7, 128,0, BroccoThink, NULL, WalkReact, &s_broccowalk1};\r
+\r
+statetype s_broccosmash1 = {BROCCOLASHSMASHL1SPR,BROCCOLASHSMASHR1SPR,step,true,\r
+ false,3, 0,0, NULL, NULL, DrawReact, &s_broccosmash2};\r
+statetype s_broccosmash2 = {BROCCOLASHSMASHL2SPR,BROCCOLASHSMASHR2SPR,step,true,\r
+ false,3, 0,0, NULL, NULL, DrawReact, &s_broccosmash3};\r
+statetype s_broccosmash3 = {BROCCOLASHSMASHL3SPR,BROCCOLASHSMASHR3SPR,step,true,\r
+ false,3, 0,0, NULL, NULL, DrawReact, &s_broccosmash4};\r
+statetype s_broccosmash4 = {BROCCOLASHSMASHL4SPR,BROCCOLASHSMASHR4SPR,step,false,\r
+ false,7, 0,0, NULL, NULL, DrawReact, &s_broccosmash5};\r
+statetype s_broccosmash5 = {BROCCOLASHSMASHL3SPR,BROCCOLASHSMASHR3SPR,step,true,\r
+ false,6, 0,0, NULL, NULL, DrawReact, &s_broccosmash6};\r
+statetype s_broccosmash6 = {BROCCOLASHSMASHL2SPR,BROCCOLASHSMASHR2SPR,step,true,\r
+ false,6, 0,0, NULL, NULL, DrawReact, &s_broccosmash7};\r
+statetype s_broccosmash7 = {BROCCOLASHSMASHL1SPR,BROCCOLASHSMASHR1SPR,step,true,\r
+ false,6, 0,0, NULL, NULL, DrawReact, &s_broccosmash8};\r
+statetype s_broccosmash8 = {BROCCOLASHRUNL1SPR,BROCCOLASHRUNR1SPR,step,true,\r
+ false,6, 0,0, BroccoGetUp, NULL, DrawReact, &s_broccosmash9};\r
+statetype s_broccosmash9 = {BROCCOLASHRUNL1SPR,BROCCOLASHRUNR1SPR,step,true,\r
+ false,6, 128,0, NULL, NULL, WalkReact, &s_broccowalk1};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnBrocco\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnBrocco (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = broccoobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = (tiley<<G_T_SHIFT)-2*BLOCKSIZE;\r
+ new->xdir = 1;\r
+ NewState (new,&s_broccowalk1);\r
+}\r
+\r
+/*\r
+====================\r
+=\r
+= BroccoGetUp\r
+=\r
+====================\r
+*/\r
+\r
+void BroccoGetUp (objtype *ob)\r
+{\r
+ ob->needtoclip = true;\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= BroccoThink\r
+=\r
+====================\r
+*/\r
+\r
+void BroccoThink (objtype *ob)\r
+{\r
+ int delta;\r
+\r
+ if (ob->top > player->bottom || ob->bottom < player->top)\r
+ return;\r
+\r
+ delta = player->x - ob->x;\r
+\r
+ if ( ob->xdir == -1 )\r
+ {\r
+ if (delta < -3*TILEGLOBAL)\r
+ return;\r
+ if (delta > TILEGLOBAL/2)\r
+ {\r
+ ob->xdir = 1;\r
+ return;\r
+ }\r
+ ob->state = &s_broccosmash1;\r
+ ob->needtoclip = false;\r
+ ob->xmove = 0;\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ delta = player->left - ob->right;\r
+ if (delta > 3*TILEGLOBAL)\r
+ return;\r
+ if (delta < -TILEGLOBAL/2)\r
+ {\r
+ ob->xdir = -1;\r
+ return;\r
+ }\r
+ ob->state = &s_broccosmash1;\r
+ ob->needtoclip = false;\r
+ ob->xmove = 0;\r
+ return;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ TOMATOOTH\r
+\r
+ob->temp1 = jumptime\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define SPDTOMATBOUNCE 30\r
+#define TICTOMATJUMP 10\r
+#define SPDTOMAT 16\r
+\r
+void TomatBounceThink (objtype *ob);\r
+void TomatReact (objtype *ob);\r
+\r
+extern statetype s_tomatbounce;\r
+extern statetype s_tomatbounce2;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_tomatbounce = {TOMATOOTHL1SPR,TOMATOOTHR1SPR,stepthink,false,\r
+ false,20, 0,0, TomatBounceThink, NULL, TomatReact, &s_tomatbounce2};\r
+statetype s_tomatbounce2 = {TOMATOOTHL2SPR,TOMATOOTHR2SPR,stepthink,false,\r
+ false,20, 0,0, TomatBounceThink, NULL, TomatReact, &s_tomatbounce};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnTomat\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnTomat (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = tomatobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = (tiley<<G_T_SHIFT)-1*BLOCKSIZE;\r
+ new->xdir = 1;\r
+ NewState (new,&s_tomatbounce);\r
+}\r
+\r
+/*\r
+====================\r
+=\r
+= TomatBounceThink\r
+=\r
+====================\r
+*/\r
+\r
+void TomatBounceThink (objtype *ob)\r
+{\r
+ AccelerateX (ob,ob->x > player->x ? -1 : 1,SPDTOMAT);\r
+ if (ob->xspeed > 0)\r
+ ob->xdir = 1;\r
+ else\r
+ ob->xdir = -1;\r
+\r
+ if (ob->temp1)\r
+ {\r
+ if (ob->temp1<tics)\r
+ {\r
+ ob->ymove = ob->yspeed*ob->temp1;\r
+ ob->temp1 = 0;\r
+ }\r
+ else\r
+ {\r
+ ob->ymove = ob->yspeed*tics;\r
+ ob->temp1-=tics;\r
+ }\r
+ }\r
+ else\r
+ DoGravity(ob);\r
+\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= TomatReactThink\r
+=\r
+====================\r
+*/\r
+\r
+void TomatReact (objtype *ob)\r
+{\r
+ if (ob->hiteast || ob->hitwest)\r
+ {\r
+ ob->xdir = -ob->xdir;\r
+ ob->xspeed = -ob->xspeed;\r
+ }\r
+\r
+ if (ob->hitsouth)\r
+ {\r
+ if (ob->tileright >= originxtile\r
+ && ob->tileleft <= originxtilemax\r
+ && ob->tiletop >= originytile\r
+ && ob->tilebottom <= originytilemax)\r
+ SD_PlaySound (BOUNCESND);\r
+ ob->yspeed = -ob->yspeed;\r
+ }\r
+\r
+ if (ob->hitnorth)\r
+ {\r
+ if (ob->tileright >= originxtile\r
+ && ob->tileleft <= originxtilemax\r
+ && ob->tiletop >= originytile\r
+ && ob->tilebottom <= originytilemax)\r
+ SD_PlaySound (BOUNCESND);\r
+ ob->yspeed = -SPDTOMATBOUNCE-(US_RndT()>>4);\r
+ ob->temp1 = TICTOMATJUMP;\r
+ }\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CARROT COURIER\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define SPDCARROTLEAPX 32\r
+#define SPDCARROTLEAPY 40\r
+\r
+void CarrotThink (objtype *ob);\r
+void CarrotReact (objtype *ob);\r
+void CarrotAirReact (objtype *ob);\r
+\r
+extern statetype s_carrotwalk1;\r
+extern statetype s_carrotwalk2;\r
+extern statetype s_carrotwalk3;\r
+extern statetype s_carrotwalk4;\r
+\r
+extern statetype s_carrotleap;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_carrotwalk1 = {CARROTRUNL1SPR,CARROTRUNR1SPR,step,false,\r
+ true,5, 128,0, NULL, NULL, CarrotReact, &s_carrotwalk2};\r
+statetype s_carrotwalk2 = {CARROTRUNL2SPR,CARROTRUNR2SPR,step,false,\r
+ true,5, 128,0, NULL, NULL, CarrotReact, &s_carrotwalk3};\r
+statetype s_carrotwalk3 = {CARROTRUNL3SPR,CARROTRUNR3SPR,step,false,\r
+ true,5, 128,0, NULL, NULL, CarrotReact, &s_carrotwalk4};\r
+statetype s_carrotwalk4 = {CARROTRUNL4SPR,CARROTRUNR4SPR,step,false,\r
+ true,5, 128,0, NULL, NULL, CarrotReact, &s_carrotwalk1};\r
+\r
+statetype s_carrotleap = {CARROTLEAPL1SPR,CARROTLEAPR1SPR,think,false,\r
+ false,0, 0,0, ProjectileThink, NULL, CarrotAirReact, NULL};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnCarrot\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnCarrot (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = carrotobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = (tiley<<G_T_SHIFT)-2*BLOCKSIZE;\r
+ new->xdir = 1;\r
+ new->ydir = 1;\r
+ NewState (new,&s_carrotwalk1);\r
+ new->hitnorth = 1;\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= CarrotReact\r
+=\r
+====================\r
+*/\r
+\r
+void CarrotReact (objtype *ob)\r
+{\r
+ unsigned x, width, bot, far *map;\r
+\r
+ if (ob->xdir == 1 && ob->hitwest)\r
+ {\r
+ ob->xdir = -1;\r
+ }\r
+ else if (ob->xdir == -1 && ob->hiteast)\r
+ {\r
+ ob->xdir = 1;\r
+ }\r
+ else if (!ob->hitnorth)\r
+ {\r
+ ob->x -= ob->xmove;\r
+ ob->y -= ob->ymove;\r
+\r
+ ob->yspeed = -SPDCARROTLEAPY;\r
+ ob->xspeed = SPDCARROTLEAPX*ob->xdir;\r
+ ChangeState (ob,&s_carrotleap);\r
+ }\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= CarrotAirReact\r
+=\r
+====================\r
+*/\r
+\r
+void CarrotAirReact (objtype *ob)\r
+{\r
+ if (ob->hitsouth)\r
+ ob->yspeed = 0;\r
+\r
+ if (ob->hitnorth)\r
+ ChangeState (ob,&s_carrotwalk1);\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ ASPARAGUSTO\r
+\r
+=============================================================================\r
+*/\r
+\r
+void AsparThink (objtype *ob);\r
+\r
+extern statetype s_asparwalk1;\r
+extern statetype s_asparwalk2;\r
+extern statetype s_asparwalk3;\r
+extern statetype s_asparwalk4;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_asparwalk1 = {ASPARAGUSRUNL1SPR,ASPARAGUSRUNR1SPR,step,true,\r
+ true,3, 100,0, NULL, NULL, WalkReact, &s_asparwalk2};\r
+statetype s_asparwalk2 = {ASPARAGUSRUNL2SPR,ASPARAGUSRUNR2SPR,step,false,\r
+ true,3, 100,0, NULL, NULL, WalkReact, &s_asparwalk3};\r
+statetype s_asparwalk3 = {ASPARAGUSRUNL3SPR,ASPARAGUSRUNR3SPR,step,true,\r
+ true,3, 100,0, NULL, NULL, WalkReact, &s_asparwalk4};\r
+statetype s_asparwalk4 = {ASPARAGUSRUNL4SPR,ASPARAGUSRUNR4SPR,step,false,\r
+ true,3, 100,0, NULL, NULL, WalkReact, &s_asparwalk1};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnAspar\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnAspar (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = asparobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = tiley<<G_T_SHIFT;\r
+ new->xdir = 1;\r
+ NewState (new,&s_asparwalk1);\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SOUR GRAPE\r
+\r
+=============================================================================\r
+*/\r
+\r
+void GrapeThink (objtype *ob);\r
+void GrapeRiseReact (objtype *ob);\r
+void GrapeFallReact (objtype *ob);\r
+\r
+extern statetype s_grapewait;\r
+extern statetype s_grapefall;\r
+extern statetype s_grapesit;\r
+extern statetype s_graperise;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_grapewait = {GRAPEONVINESPR,GRAPEONVINESPR,think,false,\r
+ false,0, 0,0, GrapeThink, NULL, DrawReact, NULL};\r
+\r
+statetype s_grapefall = {GRAPEFALLINGSPR,GRAPEFALLINGSPR,think,false,\r
+ false,0, 0,0, ProjectileThink, NULL, GrapeFallReact, NULL};\r
+\r
+statetype s_grapesit = {GRAPEONVINESPR,GRAPEONVINESPR,step,false,\r
+ false,30, 0,0, NULL, NULL, DrawReact, &s_graperise};\r
+statetype s_graperise = {GRAPEONVINESPR,GRAPEONVINESPR,slide,false,\r
+ false,0, 0,-16, NULL, NULL, GrapeRiseReact, NULL};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnGrape\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnGrape (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = grapeobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = tiley<<G_T_SHIFT;\r
+ new->xdir = 1;\r
+ new->ydir = 1;\r
+ NewState (new,&s_grapewait);\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= GrapeThink\r
+=\r
+====================\r
+*/\r
+\r
+void GrapeThink (objtype *ob)\r
+{\r
+ unsigned y,starty,endy, far *map;\r
+\r
+ if (player->left > ob->right\r
+ || player->right < ob->left\r
+ || player->y < ob->y )\r
+ return;\r
+\r
+//\r
+// see if there are any walls between grape and player\r
+//\r
+ starty = ob->tilebottom;\r
+ endy = player->tiletop;\r
+\r
+ map = mapsegs[1] + mapbwidthtable[starty]/2 + ob->tilemidx;\r
+ for (y = starty ; y<endy ; y++,map+=mapwidth)\r
+ if (tinf[NORTHWALL+*map])\r
+ return;\r
+\r
+ ob->state = &s_grapefall;\r
+ SD_PlaySound (GRAPESCREAMSND);\r
+\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= GrapeRiseReact\r
+=\r
+====================\r
+*/\r
+\r
+void GrapeRiseReact (objtype *ob)\r
+{\r
+ if (ob->hitsouth)\r
+ ChangeState(ob,&s_grapewait);\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= GrapeFallReact\r
+=\r
+====================\r
+*/\r
+\r
+void GrapeFallReact (objtype *ob)\r
+{\r
+ if (ob->hitnorth)\r
+ {\r
+ SD_PlaySound (BOUNCESND);\r
+ ob->yspeed = -(ob->yspeed<<1)/3;\r
+ if (ob->yspeed > -32)\r
+ ChangeState(ob,&s_grapesit);\r
+ }\r
+ PLACESPRITE;\r
+}\r
+\r
--- /dev/null
+/* Keen Dreams Source Code\r
+ * Copyright (C) 2014 Javier M. Chavez\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
+// KD_ACT1.C\r
+#include "KD_DEF.H"\r
+#pragma hdrstop\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define PLACESPRITE RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum, \\r
+ spritedraw,0);\r
+\r
+\r
+void ProjectileReact (objtype *ob);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ TATER TROOPER\r
+\r
+temp1 = chasing player\r
+temp2 = nothink time\r
+\r
+=============================================================================\r
+*/\r
+\r
+void TaterThink (objtype *ob);\r
+void BackupReact (objtype *ob);\r
+\r
+extern statetype s_taterwalk1;\r
+extern statetype s_taterwalk2;\r
+extern statetype s_taterwalk3;\r
+extern statetype s_taterwalk4;\r
+\r
+\r
+extern statetype s_taterattack1;\r
+extern statetype s_taterattack2;\r
+extern statetype s_taterattack3;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_taterwalk1 = {TATERTROOPWALKL1SPR,TATERTROOPWALKR1SPR,step,false,\r
+ true,10, 128,0, TaterThink, NULL, WalkReact, &s_taterwalk2};\r
+statetype s_taterwalk2 = {TATERTROOPWALKL2SPR,TATERTROOPWALKR2SPR,step,false,\r
+ true,10, 128,0, TaterThink, NULL, WalkReact, &s_taterwalk3};\r
+statetype s_taterwalk3 = {TATERTROOPWALKL3SPR,TATERTROOPWALKR3SPR,step,false,\r
+ true,10, 128,0, TaterThink, NULL, WalkReact, &s_taterwalk4};\r
+statetype s_taterwalk4 = {TATERTROOPWALKL4SPR,TATERTROOPWALKR4SPR,step,false,\r
+ true,10, 128,0, TaterThink, NULL, WalkReact, &s_taterwalk1};\r
+\r
+statetype s_taterattack1= {TATERTROOPLUNGEL1SPR,TATERTROOPLUNGER1SPR,step,false,\r
+ false,12, 0,0, NULL, NULL, BackupReact, &s_taterattack2};\r
+statetype s_taterattack2= {TATERTROOPLUNGEL2SPR,TATERTROOPLUNGER2SPR,step,false,\r
+ false,20, 0,0, NULL, NULL, DrawReact, &s_taterattack3};\r
+statetype s_taterattack3= {TATERTROOPLUNGEL1SPR,TATERTROOPLUNGER1SPR,step,false,\r
+ false,8, 0,0, NULL, NULL, DrawReact, &s_taterwalk1};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnTater\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnTater (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = taterobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = (tiley<<G_T_SHIFT)-2*BLOCKSIZE + 15;\r
+ new->xdir = 1;\r
+ new->ydir = 1;\r
+ NewState (new,&s_taterwalk1);\r
+ new->hitnorth = 1;\r
+}\r
+\r
+/*\r
+====================\r
+=\r
+= TaterThink\r
+=\r
+====================\r
+*/\r
+\r
+void TaterThink (objtype *ob)\r
+{\r
+ int delta;\r
+\r
+ if (ob->top > player->bottom || ob->bottom < player->top)\r
+ return;\r
+\r
+ if ( ob->xdir == -1 )\r
+ {\r
+ delta = ob->left - player->right;\r
+ if (delta > TILEGLOBAL)\r
+ return;\r
+ if (delta < -8*PIXGLOBAL)\r
+ {\r
+ ob->xdir = 1;\r
+ return;\r
+ }\r
+ SD_PlaySound (TATERSWINGSND);\r
+ ob->state = &s_taterattack1;\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ delta = player->left - ob->right;\r
+ if (delta > TILEGLOBAL)\r
+ return;\r
+ if (delta < -8*PIXGLOBAL)\r
+ {\r
+ ob->xdir = -1;\r
+ return;\r
+ }\r
+ SD_PlaySound (TATERSWINGSND);\r
+ ob->state = &s_taterattack1;\r
+ return;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= BackupReact\r
+=\r
+====================\r
+*/\r
+\r
+void BackupReact (objtype *ob)\r
+{\r
+ if (!ob->hitnorth)\r
+ {\r
+ ob->x-=ob->xmove;\r
+ ob->y-=ob->ymove;\r
+ }\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CANTELOUPE CART\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern statetype s_cartroll1;\r
+extern statetype s_cartroll2;\r
+\r
+void CartReact (objtype *ob);\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_cartroll1 = {CANTCARTL1SPR,CANTCARTL1SPR,slide,true,\r
+ false,5, 32,0, NULL, NULL, CartReact, &s_cartroll2};\r
+statetype s_cartroll2 = {CANTCARTL2SPR,CANTCARTL2SPR,slide,true,\r
+ false,5, 32,0, NULL, NULL, CartReact, &s_cartroll1};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnCart\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnCart (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = cartobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = (tiley<<G_T_SHIFT)-3*PIXGLOBAL;\r
+ new->xdir = 1;\r
+ new->ydir = 1;\r
+ new->active = allways;\r
+ NewState (new,&s_cartroll1);\r
+}\r
+\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= CartReact\r
+=\r
+====================\r
+*/\r
+\r
+void CartReact (objtype *ob)\r
+{\r
+ unsigned far *map;\r
+\r
+ if (ob->xdir == 1 && ob->hitwest)\r
+ {\r
+ ob->xdir = -1;\r
+ }\r
+ else if (ob->xdir == -1 && ob->hiteast)\r
+ {\r
+ ob->xdir = 1;\r
+ }\r
+\r
+ map = mapsegs[1] + mapbwidthtable[ob->tilebottom+1]/2;\r
+ if (ob->xdir == 1)\r
+ map += ob->tileright;\r
+ else\r
+ map += ob->tileleft;\r
+\r
+ if ( !tinf[NORTHWALL + *map] )\r
+ ob->xdir = -ob->xdir;\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ FRENCHY\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define FRYXSPEED 40\r
+#define FRYYSPEED -20\r
+\r
+\r
+void FrenchyThink (objtype *ob);\r
+void FrenchyRunThink (objtype *ob);\r
+void FrenchyThrow (objtype *ob);\r
+\r
+extern statetype s_frenchywalk1;\r
+extern statetype s_frenchywalk2;\r
+extern statetype s_frenchywalk3;\r
+extern statetype s_frenchywalk4;\r
+\r
+extern statetype s_frenchyrun1;\r
+extern statetype s_frenchyrun2;\r
+extern statetype s_frenchyrun3;\r
+extern statetype s_frenchyrun4;\r
+\r
+extern statetype s_frenchythrow1;\r
+extern statetype s_frenchythrow2;\r
+extern statetype s_frenchythrow3;\r
+\r
+extern statetype s_fry1;\r
+extern statetype s_fry2;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_frenchywalk1 = {FRENCHYRUNL1SPR,FRENCHYRUNR1SPR,step,false,\r
+ true,10, 128,0, FrenchyThink, NULL, WalkReact, &s_frenchywalk2};\r
+statetype s_frenchywalk2 = {FRENCHYRUNL2SPR,FRENCHYRUNR2SPR,step,false,\r
+ true,10, 128,0, FrenchyThink, NULL, WalkReact, &s_frenchywalk3};\r
+statetype s_frenchywalk3 = {FRENCHYRUNL3SPR,FRENCHYRUNR3SPR,step,false,\r
+ true,10, 128,0, FrenchyThink, NULL, WalkReact, &s_frenchywalk4};\r
+statetype s_frenchywalk4 = {FRENCHYRUNL4SPR,FRENCHYRUNR4SPR,step,false,\r
+ true,10, 128,0, FrenchyThink, NULL, WalkReact, &s_frenchywalk1};\r
+\r
+statetype s_frenchyrun1 = {FRENCHYRUNL1SPR,FRENCHYRUNR1SPR,step,true,\r
+ true,5, 128,0, FrenchyRunThink, NULL, WalkReact, &s_frenchyrun2};\r
+statetype s_frenchyrun2 = {FRENCHYRUNL2SPR,FRENCHYRUNR2SPR,step,true,\r
+ true,5, 128,0, FrenchyRunThink, NULL, WalkReact, &s_frenchyrun3};\r
+statetype s_frenchyrun3 = {FRENCHYRUNL3SPR,FRENCHYRUNR3SPR,step,true,\r
+ true,5, 128,0, FrenchyRunThink, NULL, WalkReact, &s_frenchyrun4};\r
+statetype s_frenchyrun4 = {FRENCHYRUNL4SPR,FRENCHYRUNR4SPR,step,true,\r
+ true,5, 128,0, FrenchyRunThink, NULL, WalkReact, &s_frenchyrun1};\r
+\r
+statetype s_frenchythrow1 = {FRENCHYTHROWL1SPR,FRENCHYTHROWR1SPR,step,false,\r
+ false,10, 0,0, NULL, NULL, DrawReact, &s_frenchythrow2};\r
+statetype s_frenchythrow2 = {FRENCHYTHROWL2SPR,FRENCHYTHROWR2SPR,step,false,\r
+ false,1, 0,0, FrenchyThrow, NULL, DrawReact, &s_frenchythrow3};\r
+statetype s_frenchythrow3 = {FRENCHYTHROWL2SPR,FRENCHYTHROWR2SPR,step,false,\r
+ false,10, -128,0, NULL, NULL, DrawReact, &s_frenchywalk1};\r
+\r
+statetype s_fry1 = {FRENCHFRY1SPR,FRENCHFRY1SPR,stepthink,false,\r
+ false,4, 0,0, ProjectileThink, NULL, ProjectileReact, &s_fry2};\r
+statetype s_fry2 = {FRENCHFRY2SPR,FRENCHFRY2SPR,stepthink,false,\r
+ false,4, 0,0, ProjectileThink, NULL, ProjectileReact, &s_fry1};\r
+\r
+\r
+#pragma warn +sus\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnFrenchy\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnFrenchy (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = frenchyobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = (tiley<<G_T_SHIFT)-2*BLOCKSIZE;\r
+ new->xdir = 1;\r
+ new->ydir = 1;\r
+ NewState (new,&s_frenchywalk1);\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= FrenchyRunThink\r
+=\r
+====================\r
+*/\r
+\r
+void FrenchyRunThink (objtype *ob)\r
+{\r
+ ob->state = &s_frenchywalk1;\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= FrenchyThrow\r
+=\r
+====================\r
+*/\r
+\r
+void FrenchyThrow (objtype *ob)\r
+{\r
+ GetNewObj (true);\r
+ new->obclass = shotobj;\r
+ if (ob->xdir == 1)\r
+ {\r
+ new->x = ob->x+24*16;\r
+ new->y = ob->y+8*16;\r
+ }\r
+ else\r
+ {\r
+ new->x = ob->x;\r
+ new->y = ob->y+8*16;\r
+ }\r
+ new->xdir = ob->xdir;\r
+ new->ydir = 1;\r
+ new->xspeed = ob->xdir * FRYXSPEED-(US_RndT()>>4);\r
+ new->yspeed = FRYYSPEED;\r
+ new->active = removable;\r
+ NewState (new,&s_fry1);\r
+\r
+ ob->nothink = 2;\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= FrenchyThink\r
+=\r
+====================\r
+*/\r
+\r
+void FrenchyThink (objtype *ob)\r
+{\r
+ int delta;\r
+\r
+ if ( abs(ob->y - player->y) > 3*TILEGLOBAL )\r
+ {\r
+ if (US_RndT()<8)\r
+ ob->xdir = -ob->xdir; // turn randomly\r
+ return;\r
+ }\r
+\r
+ delta = player->x - ob->x;\r
+\r
+ if (delta < -8*TILEGLOBAL)\r
+ {\r
+ // walk closer\r
+ ob->xdir = -1;\r
+ }\r
+ if (delta < -4*TILEGLOBAL)\r
+ {\r
+ // throw\r
+ ob->xdir = -1;\r
+ ob->state = &s_frenchythrow1;\r
+ }\r
+ else if (delta < 0)\r
+ {\r
+ // run away\r
+ ob->xdir = 1;\r
+ ob->state = &s_frenchyrun1;\r
+ ob->nothink = 8;\r
+ }\r
+ else if (delta < 4*TILEGLOBAL)\r
+ {\r
+ // run away\r
+ ob->xdir = -1;\r
+ ob->state = &s_frenchyrun1;\r
+ ob->nothink = 8;\r
+ }\r
+ else if (delta < 8*TILEGLOBAL)\r
+ {\r
+ // throw and walk closer\r
+ ob->xdir = 1;\r
+ ob->state = &s_frenchythrow1;\r
+ }\r
+ else\r
+ {\r
+ // walk closer\r
+ ob->xdir = 1;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MELON LIPS\r
+\r
+ob->temp1 = direction : 0 = left, 1 = right, 2 = down\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define SPITXSPEED 48\r
+#define SPITYSPEED -20\r
+\r
+void MelonSpitThink (objtype *ob);\r
+void ProjectileReact (objtype *ob);\r
+\r
+extern statetype s_melonside;\r
+extern statetype s_melonsidespit;\r
+extern statetype s_melonsidespit2;\r
+\r
+extern statetype s_melondown;\r
+extern statetype s_melondownspit;\r
+extern statetype s_melondownspit2;\r
+\r
+extern statetype s_melonseed1;\r
+extern statetype s_melonseed2;\r
+\r
+extern statetype s_melonseedd1;\r
+extern statetype s_melonseedd2;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_melonside = {MELONLIPSL1SPR,MELONLIPSR1SPR,step,false,\r
+ false,200, 0,0, NULL, NULL, DrawReact, &s_melonsidespit};\r
+statetype s_melonsidespit= {MELONLIPSL2SPR,MELONLIPSR2SPR,step,false,\r
+ false,6, 0,0, MelonSpitThink, NULL, DrawReact, &s_melonsidespit2};\r
+statetype s_melonsidespit2= {MELONLIPSL2SPR,MELONLIPSR2SPR,step,false,\r
+ false,6, 0,0, NULL, NULL, DrawReact, &s_melonside};\r
+\r
+statetype s_melondown = {MELONLIPSD1SPR,MELONLIPSD1SPR,step,false,\r
+ false,200, 0,0, NULL, NULL, DrawReact, &s_melondownspit};\r
+statetype s_melondownspit = {MELONLIPSD2SPR,MELONLIPSD2SPR,step,false,\r
+ false,6, 0,0, MelonSpitThink, NULL, DrawReact, &s_melondownspit2};\r
+statetype s_melondownspit2 = {MELONLIPSD2SPR,MELONLIPSD2SPR,step,false,\r
+ false,6, 0,0, NULL, NULL, DrawReact, &s_melondown};\r
+\r
+statetype s_melonseed1 = {MELONSEEDL1SPR,MELONSEEDR1SPR,think,false,\r
+ false,4, 0,0, ProjectileThink, NULL, ProjectileReact, &s_melonseed2};\r
+statetype s_melonseed2 = {MELONSEEDL2SPR,MELONSEEDR2SPR,think,false,\r
+ false,4, 0,0, ProjectileThink, NULL, ProjectileReact, &s_melonseed1};\r
+\r
+statetype s_melonseedd1 = {MELONSEEDD1SPR,MELONSEEDD1SPR,stepthink,false,\r
+ false,4, 0,0, ProjectileThink, NULL, ProjectileReact, &s_melonseedd2};\r
+statetype s_melonseedd2 = {MELONSEEDD2SPR,MELONSEEDD2SPR,stepthink,false,\r
+ false,4, 0,0, ProjectileThink, NULL, ProjectileReact, &s_melonseedd1};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnMelon\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnMelon (int tilex, int tiley,int dir)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = melonobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = tiley<<G_T_SHIFT;\r
+ if (dir)\r
+ new->xdir = 1;\r
+ else\r
+ new->xdir = -1;\r
+ if (dir <2)\r
+ NewState (new,&s_melonside);\r
+ else\r
+ NewState (new,&s_melondown);\r
+\r
+ new->ticcount = US_RndT()>>1;\r
+ new->temp1 = dir;\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= MelonSpitThink\r
+=\r
+====================\r
+*/\r
+\r
+void MelonSpitThink (objtype *ob)\r
+{\r
+ GetNewObj (false);\r
+ new->obclass = shotobj;\r
+ switch (ob->temp1)\r
+ {\r
+ case 0:\r
+ new->x = ob->x+24*16;\r
+ new->y = ob->y+8*16;\r
+ new->xdir = ob->xdir;\r
+ new->ydir = 1;\r
+ new->xspeed = -SPITXSPEED-(US_RndT()>>4);\r
+ new->yspeed = SPITYSPEED;\r
+ NewState (new,&s_melonseed1);\r
+ break;\r
+ case 1:\r
+ new->x = ob->x;\r
+ new->y = ob->y+8*16;\r
+ new->xdir = ob->xdir;\r
+ new->ydir = 1;\r
+ new->xspeed = SPITXSPEED+(US_RndT()>>4);\r
+ new->yspeed = SPITYSPEED;\r
+ NewState (new,&s_melonseed1);\r
+ break;\r
+ case 2:\r
+ new->x = ob->x+8*16;\r
+ new->y = ob->y+24*16;\r
+ new->ydir = 1;\r
+ new->yspeed = -SPITYSPEED;\r
+ NewState (new,&s_melonseedd1);\r
+ break;\r
+ }\r
+\r
+ new->active = removable;\r
+}\r
+\r
+/*\r
+============================\r
+=\r
+= ProjectileReact\r
+=\r
+============================\r
+*/\r
+\r
+void ProjectileReact (objtype *ob)\r
+{\r
+ unsigned wall,absx,absy,angle,newangle;\r
+ unsigned long speed;\r
+\r
+ PLACESPRITE;\r
+ if (ob->hiteast || ob->hitwest)\r
+ ob->xspeed= -ob->xspeed/2;\r
+\r
+ if (ob->hitsouth)\r
+ ob->yspeed= -ob->yspeed/2;\r
+\r
+ wall = ob->hitnorth;\r
+ if (wall)\r
+ {\r
+ if (ob->yspeed < 0)\r
+ ob->yspeed = 0;\r
+\r
+ absx = abs(ob->xspeed);\r
+ absy = ob->yspeed;\r
+ if (absx>absy)\r
+ {\r
+ if (absx>absy*2) // 22 degrees\r
+ {\r
+ angle = 0;\r
+ speed = absx*286; // x*sqrt(5)/2\r
+ }\r
+ else // 45 degrees\r
+ {\r
+ angle = 1;\r
+ speed = absx*362; // x*sqrt(2)\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (absy>absx*2) // 90 degrees\r
+ {\r
+ angle = 3;\r
+ speed = absy*256;\r
+ }\r
+ else\r
+ {\r
+ angle = 2; // 67 degrees\r
+ speed = absy*286; // y*sqrt(5)/2\r
+ }\r
+ }\r
+ if (ob->xspeed > 0)\r
+ angle = 7-angle;\r
+\r
+ speed >>= 1;\r
+ newangle = bounceangle[ob->hitnorth][angle];\r
+ switch (newangle)\r
+ {\r
+ case 0:\r
+ ob->xspeed = speed / 286;\r
+ ob->yspeed = -ob->xspeed / 2;\r
+ break;\r
+ case 1:\r
+ ob->xspeed = speed / 362;\r
+ ob->yspeed = -ob->xspeed;\r
+ break;\r
+ case 2:\r
+ ob->yspeed = -(speed / 286);\r
+ ob->xspeed = -ob->yspeed / 2;\r
+ break;\r
+ case 3:\r
+\r
+ case 4:\r
+ ob->xspeed = 0;\r
+ ob->yspeed = -(speed / 256);\r
+ break;\r
+ case 5:\r
+ ob->yspeed = -(speed / 286);\r
+ ob->xspeed = ob->yspeed / 2;\r
+ break;\r
+ case 6:\r
+ ob->xspeed = ob->yspeed = -(speed / 362);\r
+ break;\r
+ case 7:\r
+ ob->xspeed = -(speed / 286);\r
+ ob->yspeed = ob->xspeed / 2;\r
+ break;\r
+\r
+ case 8:\r
+ ob->xspeed = -(speed / 286);\r
+ ob->yspeed = -ob->xspeed / 2;\r
+ break;\r
+ case 9:\r
+ ob->xspeed = -(speed / 362);\r
+ ob->yspeed = -ob->xspeed;\r
+ break;\r
+ case 10:\r
+ ob->yspeed = speed / 286;\r
+ ob->xspeed = -ob->yspeed / 2;\r
+ break;\r
+ case 11:\r
+\r
+ case 12:\r
+ ob->xspeed = 0;\r
+ ob->yspeed = -(speed / 256);\r
+ break;\r
+ case 13:\r
+ ob->yspeed = speed / 286;\r
+ ob->xspeed = ob->yspeed / 2;\r
+ break;\r
+ case 14:\r
+ ob->xspeed = speed / 362;\r
+ ob->yspeed = speed / 362;\r
+ break;\r
+ case 15:\r
+ ob->xspeed = speed / 286;\r
+ ob->yspeed = ob->xspeed / 2;\r
+ break;\r
+ }\r
+\r
+ if (speed < 256*16)\r
+ RemoveObj (ob);\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SQUASHER\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define SPDSQUASHLEAPY 50\r
+\r
+\r
+void SquasherThink (objtype *ob);\r
+void SquasherJumpReact (objtype *ob);\r
+\r
+extern statetype s_squasherwalk1;\r
+extern statetype s_squasherwalk2;\r
+\r
+extern statetype s_squasherjump1;\r
+extern statetype s_squasherjump2;\r
+\r
+extern statetype s_squasherwait;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_squasherwalk1 = {SQUASHERWALKL1SPR,SQUASHERWALKR1SPR,step,false,\r
+ true,10, 128,0, SquasherThink, NULL, WalkReact, &s_squasherwalk2};\r
+statetype s_squasherwalk2 = {SQUASHERWALKL2SPR,SQUASHERWALKR2SPR,step,false,\r
+ true,10, 128,0, SquasherThink, NULL, WalkReact, &s_squasherwalk1};\r
+\r
+statetype s_squasherjump1 = {SQUASHERJUMPL1SPR,SQUASHERJUMPR1SPR,stepthink,false,\r
+ false,20, 0,0, ProjectileThink, NULL, SquasherJumpReact, &s_squasherjump2};\r
+statetype s_squasherjump2 = {SQUASHERJUMPL2SPR,SQUASHERJUMPR2SPR,think,false,\r
+ false,0, 0,0, ProjectileThink, NULL, SquasherJumpReact, NULL};\r
+\r
+statetype s_squasherwait = {SQUASHERJUMPL2SPR,SQUASHERJUMPR2SPR,step,false,\r
+ false,10, 0,0, ProjectileThink, NULL, DrawReact, &s_squasherwalk1};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnSquasher\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnSquasher (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = squashobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = (tiley<<G_T_SHIFT)-2*BLOCKSIZE;\r
+ new->xdir = 1;\r
+ new->ydir = 1;\r
+ NewState (new,&s_squasherwalk1);\r
+}\r
+\r
+/*\r
+====================\r
+=\r
+= SquasherThink\r
+=\r
+====================\r
+*/\r
+\r
+void SquasherThink (objtype *ob)\r
+{\r
+ int delta;\r
+\r
+ if ( abs(ob->y - player->y) > 3*TILEGLOBAL )\r
+ {\r
+ if (US_RndT()<8)\r
+ ob->xdir = -ob->xdir; // turn randomly\r
+ return;\r
+ }\r
+\r
+\r
+ delta = player->x - ob->x;\r
+\r
+ if ( ob->xdir == -1 )\r
+ {\r
+ if (delta < -6*TILEGLOBAL)\r
+ return;\r
+ if (delta > 8*PIXGLOBAL)\r
+ {\r
+ ob->xdir = 1;\r
+ return;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (delta > 6*TILEGLOBAL)\r
+ return;\r
+ if (delta < -8*PIXGLOBAL)\r
+ {\r
+ ob->xdir = 1;\r
+ return;\r
+ }\r
+ }\r
+\r
+ ob->yspeed = -SPDSQUASHLEAPY;\r
+ ob->xspeed = delta/60;\r
+ ob->state = &s_squasherjump1;\r
+}\r
+\r
+/*\r
+====================\r
+=\r
+= SquasherJumpReact\r
+=\r
+====================\r
+*/\r
+\r
+void SquasherJumpReact (objtype *ob)\r
+{\r
+ if (ob->hitsouth)\r
+ ob->yspeed = 0;\r
+\r
+ if (ob->hitnorth)\r
+ ChangeState (ob,&s_squasherwait);\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ APEL\r
+\r
+temp4 = pole x coordinate\r
+\r
+=============================================================================\r
+*/\r
+\r
+void ApelThink (objtype *ob);\r
+void ApelClimbThink (objtype *ob);\r
+void ApelSlideThink (objtype *ob);\r
+void ApelFallThink (objtype *ob);\r
+\r
+void ApelClimbReact (objtype *ob);\r
+void ApelSlideReact (objtype *ob);\r
+void ApelFallReact (objtype *ob);\r
+\r
+extern statetype s_apelwalk1;\r
+extern statetype s_apelwalk2;\r
+extern statetype s_apelwalk3;\r
+\r
+extern statetype s_apelclimb1;\r
+extern statetype s_apelclimb2;\r
+\r
+extern statetype s_apelslide1;\r
+extern statetype s_apelslide2;\r
+extern statetype s_apelslide3;\r
+extern statetype s_apelslide4;\r
+\r
+extern statetype s_apelfall;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_apelwalk1 = {APELWALKL1SPR,APELWALKR1SPR,step,false,\r
+ true,10, 128,0, ApelThink, NULL, WalkReact, &s_apelwalk2};\r
+statetype s_apelwalk2 = {APELWALKL2SPR,APELWALKR2SPR,step,false,\r
+ true,10, 128,0, ApelThink, NULL, WalkReact, &s_apelwalk3};\r
+statetype s_apelwalk3 = {APELWALKL3SPR,APELWALKR3SPR,step,false,\r
+ true,10, 128,0, ApelThink, NULL, WalkReact, &s_apelwalk1};\r
+\r
+statetype s_apelclimb1 = {APELSHINNY1SPR,APELSHINNY1SPR,slide,false,\r
+ false,6, 0,-16, ApelClimbThink, NULL, ApelClimbReact, &s_apelclimb2};\r
+statetype s_apelclimb2 = {APELSHINNY2SPR,APELSHINNY2SPR,slide,false,\r
+ false,6, 0,-16, ApelClimbThink, NULL, ApelClimbReact, &s_apelclimb1};\r
+\r
+statetype s_apelslide1 = {APELSLIDE1SPR,APELSLIDE1SPR,slide,false,\r
+ false,6, 0,16, ApelSlideThink, NULL, ApelFallReact, &s_apelslide2};\r
+statetype s_apelslide2 = {APELSLIDE2SPR,APELSLIDE2SPR,slide,false,\r
+ false,6, 0,16, ApelSlideThink, NULL, ApelFallReact, &s_apelslide3};\r
+statetype s_apelslide3 = {APELSLIDE3SPR,APELSLIDE3SPR,slide,false,\r
+ false,6, 0,16, ApelSlideThink, NULL, ApelFallReact, &s_apelslide4};\r
+statetype s_apelslide4 = {APELSLIDE4SPR,APELSLIDE4SPR,slide,false,\r
+ false,6, 0,16, ApelSlideThink, NULL, ApelFallReact, &s_apelslide1};\r
+\r
+statetype s_apelfall = {APELWALKL1SPR,APELWALKR1SPR,think,false,\r
+ false,0, 0,0, ProjectileThink, NULL, ApelFallReact, NULL};\r
+\r
+#pragma warn +sus\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnApel\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnApel (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = apelobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = (tiley<<G_T_SHIFT)-2*BLOCKSIZE;\r
+ new->xdir = 1;\r
+ new->ydir = 1;\r
+ NewState (new,&s_apelwalk1);\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= ApelThink\r
+=\r
+====================\r
+*/\r
+\r
+void ApelThink (objtype *ob)\r
+{\r
+ int x,y;\r
+ unsigned far *map;\r
+\r
+ if (ob->top > player->bottom || ob->bottom < player->top)\r
+ {\r
+ //\r
+ // try to climb a pole to reach player\r
+ //\r
+ if (ob->y < player->y)\r
+ y = ob->tilebottom;\r
+ else\r
+ y = ob->tiletop;\r
+\r
+ map = (unsigned _seg *)mapsegs[1]+\r
+ mapbwidthtable[y]/2 + ob->tilemidx;\r
+\r
+ if ((tinf[INTILE+*map]&0x7f) == 1)\r
+ {\r
+ ob->xmove = (ob->tilemidx<<G_T_SHIFT) - ob->x;\r
+ ob->ymove = 0;\r
+ ob->temp4 = ob->tilemidx; // for future reference\r
+ ob->needtoclip = false; // can climb through pole holes\r
+ if (ob->y < player->y)\r
+ ob->state = &s_apelslide1;\r
+ else\r
+ ob->state = &s_apelclimb1;\r
+ return;\r
+ }\r
+ }\r
+\r
+ if (US_RndT()>32) // don't turn around all the time\r
+ return;\r
+\r
+ if (ob->x < player->x)\r
+ ob->xdir = 1;\r
+ else\r
+ ob->xdir = -1;\r
+\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= ApelClimbThink\r
+=\r
+====================\r
+*/\r
+\r
+void ApelClimbThink (objtype *ob)\r
+{\r
+ unsigned far *map;\r
+\r
+ map = (unsigned _seg *)mapsegs[1]+\r
+ mapbwidthtable[ob->tiletop]/2 + ob->temp4;\r
+\r
+ if ((tinf[INTILE+*map]&0x7f) != 1)\r
+ {\r
+ ob->needtoclip = true;\r
+ ob->state = &s_apelfall;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= ApelSlideThink\r
+=\r
+====================\r
+*/\r
+\r
+void ApelSlideThink (objtype *ob)\r
+{\r
+ unsigned far *map;\r
+\r
+ map = (unsigned _seg *)mapsegs[1]+\r
+ mapbwidthtable[ob->tilebottom]/2 + ob->temp4;\r
+\r
+ if ((tinf[INTILE+*map]&0x7f) != 1)\r
+ {\r
+ ob->needtoclip = true;\r
+ ob->state = &s_apelfall;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= ApelClimbReact\r
+=\r
+====================\r
+*/\r
+\r
+void ApelClimbReact (objtype *ob)\r
+{\r
+ if (ob->hitsouth)\r
+ ChangeState (ob,&s_apelfall);\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= ApelFallReact\r
+=\r
+====================\r
+*/\r
+\r
+void ApelFallReact (objtype *ob)\r
+{\r
+ if (ob->hitnorth)\r
+ ChangeState (ob,&s_apelwalk1);\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PEA BRAIN\r
+\r
+=============================================================================\r
+*/\r
+\r
+void PeaBrainThink (objtype *ob);\r
+void PeaFlyReact (objtype *ob);\r
+\r
+extern statetype s_peabrainfly;\r
+\r
+extern statetype s_peabrainwalk1;\r
+extern statetype s_peabrainwalk2;\r
+extern statetype s_peabrainwalk3;\r
+extern statetype s_peabrainwalk4;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_peabrainfly = {PEABRAINWALKL1SPR,PEABRAINWALKR1SPR,think,false,\r
+ false,0, 0,0, ProjectileThink, NULL, PeaFlyReact, NULL};\r
+\r
+statetype s_peabrainwalk1 = {PEABRAINWALKL1SPR,PEABRAINWALKR1SPR,step,false,\r
+ true,10, 128,0, PeaBrainThink, NULL, WalkReact, &s_peabrainwalk2};\r
+statetype s_peabrainwalk2 = {PEABRAINWALKL2SPR,PEABRAINWALKR2SPR,step,false,\r
+ true,10, 128,0, PeaBrainThink, NULL, WalkReact, &s_peabrainwalk3};\r
+statetype s_peabrainwalk3 = {PEABRAINWALKL3SPR,PEABRAINWALKR3SPR,step,false,\r
+ true,10, 128,0, PeaBrainThink, NULL, WalkReact, &s_peabrainwalk4};\r
+statetype s_peabrainwalk4 = {PEABRAINWALKL4SPR,PEABRAINWALKR4SPR,step,false,\r
+ true,10, 128,0, PeaBrainThink, NULL, WalkReact, &s_peabrainwalk1};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnPeaBrain\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnPeaBrain (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = peabrainobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = tiley<<G_T_SHIFT;\r
+ NewState (new,&s_peabrainwalk1);\r
+}\r
+\r
+/*\r
+====================\r
+=\r
+= PeaBrainThink\r
+=\r
+====================\r
+*/\r
+\r
+void PeaBrainThink (objtype *ob)\r
+{\r
+ ob++;\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= PeaFlyReact\r
+=\r
+====================\r
+*/\r
+\r
+void PeaFlyReact (objtype *ob)\r
+{\r
+ if (ob->hitnorth)\r
+ ChangeState (ob,&s_peabrainwalk1);\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PEA POD\r
+\r
+temp1 = number of peas spit\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define MAXPEASPIT 4\r
+\r
+#define PEAXSPEED 48\r
+#define PEAYSPEED -20\r
+\r
+\r
+void PeaPodThink (objtype *ob);\r
+void SpitPeaBrain (objtype *ob);\r
+\r
+extern statetype s_peapodwalk1;\r
+extern statetype s_peapodwalk2;\r
+extern statetype s_peapodwalk3;\r
+extern statetype s_peapodwalk4;\r
+\r
+extern statetype s_peapodspit1;\r
+extern statetype s_peapodspit2;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_peapodwalk1 = {PEAPODRUNL1SPR,PEAPODRUNR1SPR,step,false,\r
+ true,10, 128,0, PeaPodThink, NULL, WalkReact, &s_peapodwalk2};\r
+statetype s_peapodwalk2 = {PEAPODRUNL2SPR,PEAPODRUNR2SPR,step,false,\r
+ true,10, 128,0, PeaPodThink, NULL, WalkReact, &s_peapodwalk3};\r
+statetype s_peapodwalk3 = {PEAPODRUNL3SPR,PEAPODRUNR3SPR,step,false,\r
+ true,10, 128,0, PeaPodThink, NULL, WalkReact, &s_peapodwalk4};\r
+statetype s_peapodwalk4 = {PEAPODRUNL4SPR,PEAPODRUNR4SPR,step,false,\r
+ true,10, 128,0, PeaPodThink, NULL, WalkReact, &s_peapodwalk1};\r
+\r
+statetype s_peapodspit1 = {PEAPODSPITLSPR,PEAPODSPITRSPR,step,false,\r
+ true,30, 0,0, SpitPeaBrain, NULL, DrawReact, &s_peapodspit2};\r
+statetype s_peapodspit2 = {PEAPODSPITLSPR,PEAPODSPITRSPR,step,false,\r
+ true,30, 0,0, NULL, NULL, DrawReact, &s_peapodwalk1};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnPeaPod\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnPeaPod (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = peapodobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = (tiley<<G_T_SHIFT)-2*BLOCKSIZE;\r
+ new->xdir = 1;\r
+ new->ydir = 1;\r
+ NewState (new,&s_peapodwalk1);\r
+}\r
+\r
+/*\r
+====================\r
+=\r
+= SpitPeaBrain\r
+=\r
+====================\r
+*/\r
+\r
+void SpitPeaBrain (objtype *ob)\r
+{\r
+ GetNewObj (true);\r
+ new->obclass = peabrainobj;\r
+ if (ob->xdir == 1)\r
+ {\r
+ new->x = ob->x+8*16;\r
+ new->y = ob->y+8*16;\r
+ }\r
+ else\r
+ {\r
+ new->x = ob->x;\r
+ new->y = ob->y+8*16;\r
+ }\r
+ new->xdir = ob->xdir;\r
+ new->ydir = 1;\r
+ new->xspeed = ob->xdir * PEAXSPEED-(US_RndT()>>4);\r
+ new->yspeed = PEAYSPEED;\r
+ NewState (new,&s_peabrainfly);\r
+}\r
+\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= PeaPodThink\r
+=\r
+====================\r
+*/\r
+\r
+void PeaPodThink (objtype *ob)\r
+{\r
+ int delta;\r
+\r
+ if ( abs(ob->y - player->y) > 3*TILEGLOBAL )\r
+ return;\r
+\r
+ if (player->x < ob->x && ob->xdir == 1)\r
+ return;\r
+\r
+ if (player->x > ob->x && ob->xdir == -1)\r
+ return;\r
+\r
+ if (US_RndT()<8 && ob->temp1 < MAXPEASPIT)\r
+ {\r
+ ob->temp1 ++;\r
+ ob->state = &s_peapodspit1;\r
+ ob->xmove = 0;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BOOBUS TUBOR\r
+\r
+temp4 = hit points\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define PREFRAGTHINK 60\r
+#define POSTFRAGTHINK 60\r
+\r
+#define SPDBOOBUSJUMP 60\r
+#define SPDBOOBUSRUNJUMP 24\r
+\r
+void BoobusThink (objtype *ob);\r
+void FinishThink (objtype *ob);\r
+void FragThink (objtype *ob);\r
+void BoobusGroundReact (objtype *ob);\r
+void BoobusAirReact (objtype *ob);\r
+\r
+extern statetype s_boobuswalk1;\r
+extern statetype s_boobuswalk2;\r
+extern statetype s_boobuswalk3;\r
+extern statetype s_boobuswalk4;\r
+\r
+extern statetype s_boobusjump;\r
+\r
+extern statetype s_deathwait1;\r
+extern statetype s_deathwait2;\r
+extern statetype s_deathwait3;\r
+extern statetype s_deathboom1;\r
+extern statetype s_deathboom2;\r
+extern statetype s_deathboom3;\r
+extern statetype s_deathboom4;\r
+extern statetype s_deathboom5;\r
+extern statetype s_deathboom6;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_boobuswalk1 = {BOOBUSWALKL1SPR,BOOBUSWALKR1SPR,step,false,\r
+ true,10, 128,0, BoobusThink, NULL, BoobusGroundReact, &s_boobuswalk2};\r
+statetype s_boobuswalk2 = {BOOBUSWALKL2SPR,BOOBUSWALKR2SPR,step,false,\r
+ true,10, 128,0, BoobusThink, NULL, BoobusGroundReact, &s_boobuswalk3};\r
+statetype s_boobuswalk3 = {BOOBUSWALKL3SPR,BOOBUSWALKR3SPR,step,false,\r
+ true,10, 128,0, BoobusThink, NULL, BoobusGroundReact, &s_boobuswalk4};\r
+statetype s_boobuswalk4 = {BOOBUSWALKL4SPR,BOOBUSWALKR4SPR,step,false,\r
+ true,10, 128,0, BoobusThink, NULL, BoobusGroundReact, &s_boobuswalk1};\r
+\r
+statetype s_boobusjump = {BOOBUSJUMPSPR,BOOBUSJUMPSPR,think,false,\r
+ false,0, 0,0, ProjectileThink, NULL, BoobusAirReact, NULL};\r
+\r
+statetype s_boobusdie = {BOOBUSJUMPSPR,BOOBUSJUMPSPR,step,false,\r
+ false,4, 0,0, FragThink, NULL, DrawReact, &s_boobusdie};\r
+statetype s_boobusdie2 = {NULL,NULL,step,false,\r
+ false,4, 0,0, FragThink, NULL, NULL, &s_boobusdie2};\r
+statetype s_boobusdie3 = {NULL,NULL,step,false,\r
+ false,250, 0,0, FinishThink, NULL, NULL, NULL};\r
+\r
+statetype s_deathboom1 = {BOOBUSBOOM1SPR,BOOBUSBOOM1SPR,step,false,\r
+ false,20, 0,0, ProjectileThink, NULL, DrawReact3, &s_deathboom2};\r
+statetype s_deathboom2 = {BOOBUSBOOM2SPR,BOOBUSBOOM2SPR,step,false,\r
+ false,20, 0,0, ProjectileThink, NULL, DrawReact3, &s_deathboom3};\r
+statetype s_deathboom3 = {POOF1SPR,POOF1SPR,step,false,\r
+ false,40, 0,0, ProjectileThink, NULL, DrawReact3, &s_deathboom4};\r
+statetype s_deathboom4 = {POOF2SPR,POOF2SPR,step,false,\r
+ false,30, 0,0, ProjectileThink, NULL, DrawReact3, &s_deathboom5};\r
+statetype s_deathboom5 = {POOF3SPR,POOF3SPR,step,false,\r
+ false,30, 0,0, ProjectileThink, NULL, DrawReact3, &s_deathboom6};\r
+statetype s_deathboom6 = {POOF4SPR,POOF4SPR,step,false,\r
+ false,30, 0,0, ProjectileThink, NULL, DrawReact3, NULL};\r
+\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+====================\r
+=\r
+= SpawnBoobus\r
+=\r
+====================\r
+*/\r
+\r
+void SpawnBoobus (int tilex, int tiley)\r
+{\r
+ GetNewObj (false);\r
+\r
+ new->obclass = boobusobj;\r
+ new->x = tilex<<G_T_SHIFT;\r
+ new->y = (tiley<<G_T_SHIFT)-11*BLOCKSIZE;\r
+ new->xdir = -1;\r
+ NewState (new,&s_boobuswalk1);\r
+ new->temp4 = 12; // hit points\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= FragThink\r
+=\r
+===================\r
+*/\r
+\r
+void FragThink (objtype *ob)\r
+{\r
+ if (++ob->temp1 == PREFRAGTHINK)\r
+ ob->state = &s_boobusdie2;\r
+ if (++ob->temp1 == POSTFRAGTHINK)\r
+ {\r
+ RF_RemoveSprite (&ob->sprite);\r
+ ob->state = &s_boobusdie3;\r
+ }\r
+\r
+ SD_PlaySound (BOMBBOOMSND);\r
+ GetNewObj (true);\r
+ new->x = ob->x-BLOCKSIZE + 5*US_RndT();\r
+ new->y = ob->y-BLOCKSIZE + 5*US_RndT();\r
+ new->xspeed = 0; //US_RndT()/4-32;\r
+ new->yspeed = 0; //US_RndT()/4-32;\r
+ US_RndT(); // keep rnd from even wrapping\r
+ ChangeState (new,&s_deathboom1);\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= FinishThink\r
+=\r
+===================\r
+*/\r
+\r
+void FinishThink (objtype *ob)\r
+{\r
+ playstate = victorious;\r
+ ob++;\r
+ SD_PlaySound (BOOBUSGONESND);\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= BoobusThink\r
+=\r
+====================\r
+*/\r
+\r
+void BoobusThink (objtype *ob)\r
+{\r
+ unsigned move;\r
+ boolean inline = false;\r
+\r
+ if (ob->left > player->right)\r
+ ob->xdir = -1;\r
+ else if (ob->right < player->left)\r
+ ob->xdir = 1;\r
+ else\r
+ inline = true;\r
+\r
+ if (player->top < ob->bottom && player->bottom > ob->top)\r
+ {\r
+ // on same level as player, so charge!\r
+\r
+ }\r
+ else\r
+ {\r
+ // above or below player, so get directly in line and jump\r
+ if (inline)\r
+ {\r
+ if (ob->y < player->y)\r
+ {\r
+ // drop down\r
+ move = PIXGLOBAL*8;\r
+ ob->tilebottom++;\r
+ ob->bottom += move;\r
+ ob->y += move;\r
+ ob->state = &s_boobusjump;\r
+ ob->yspeed = ob->xmove = ob->xspeed = ob->ymove = 0;\r
+ }\r
+ else\r
+ {\r
+ // jump up\r
+ ob->state = &s_boobusjump;\r
+ ob->yspeed = -SPDBOOBUSJUMP;\r
+ ob->xspeed = 0;\r
+ }\r
+\r
+ }\r
+ }\r
+}\r
+\r
+/*\r
+====================\r
+=\r
+= BoobusGroundReact\r
+=\r
+====================\r
+*/\r
+\r
+void BoobusGroundReact (objtype *ob)\r
+{\r
+ if (ob->xdir == 1 && ob->hitwest)\r
+ {\r
+ ob->x -= ob->xmove;\r
+ ob->xdir = -1;\r
+ ob->nothink = US_RndT()>>5;\r
+ ChangeState (ob,ob->state);\r
+ }\r
+ else if (ob->xdir == -1 && ob->hiteast)\r
+ {\r
+ ob->x -= ob->xmove;\r
+ ob->xdir = 1;\r
+ ob->nothink = US_RndT()>>5;\r
+ ChangeState (ob,ob->state);\r
+ }\r
+ else if (!ob->hitnorth)\r
+ {\r
+ if (ob->bottom >= player->bottom)\r
+ {\r
+ // jump over\r
+ ob->x -= ob->xmove;\r
+ ob->y -= ob->ymove;\r
+ ob->yspeed = -SPDBOOBUSJUMP;\r
+ ob->xspeed = ob->xdir * SPDBOOBUSRUNJUMP;\r
+ }\r
+ else\r
+ {\r
+ // drop down\r
+ ob->xspeed = ob->yspeed = 0;\r
+ }\r
+ ChangeState (ob,&s_boobusjump);\r
+ }\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= BoobusAirReact\r
+=\r
+====================\r
+*/\r
+\r
+void BoobusAirReact (objtype *ob)\r
+{\r
+ if (ob->hitsouth)\r
+ ob->yspeed = 0;\r
+\r
+ if (ob->hitnorth)\r
+ ChangeState (ob,&s_boobuswalk1);\r
+\r
+ PLACESPRITE;\r
+}\r
--- /dev/null
+/* Keen Dreams Source Code\r
+ * Copyright (C) 2014 Javier M. Chavez\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
+// KD_DEF.H\r
+\r
+#include "ID_HEADS.H"\r
+#include <BIOS.H>\r
+#include "SOFT.H"\r
+#include "SL_FILE.H"\r
+\r
+#define FRILLS 0 // Cut out frills for 360K - MIKE MAYNARD\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define CREDITS 0\r
+\r
+#define MAXACTORS MAXSPRITES\r
+\r
+#define ACCGRAVITY 3\r
+#define SPDMAXY 80\r
+\r
+#define BLOCKSIZE (8*PIXGLOBAL) // for positioning starting actors\r
+\r
+//\r
+// movement scrolling edges\r
+//\r
+#define SCROLLEAST (TILEGLOBAL*11)\r
+#define SCROLLWEST (TILEGLOBAL*9)\r
+#define SCROLLSOUTH (TILEGLOBAL*8)\r
+#define SCROLLNORTH (TILEGLOBAL*4)\r
+\r
+#define CLIPMOVE 24 // speed to push out of a solid wall\r
+\r
+#define GAMELEVELS 17\r
+\r
+/*\r
+=============================================================================\r
+\r
+ TYPES\r
+\r
+=============================================================================\r
+*/\r
+\r
+typedef enum {notdone,resetgame,levelcomplete,warptolevel,died,victorious}\r
+ exittype;\r
+\r
+typedef enum {nothing,keenobj,powerobj,doorobj,\r
+ bonusobj,broccoobj,tomatobj,carrotobj,celeryobj,asparobj,grapeobj,\r
+ taterobj,cartobj,frenchyobj,melonobj,turnipobj,cauliobj,brusselobj,\r
+ mushroomobj,squashobj,apelobj,peapodobj,peabrainobj,boobusobj,\r
+ shotobj,inertobj} classtype;\r
+\r
+typedef struct\r
+{\r
+ int leftshapenum,rightshapenum;\r
+ enum {step,slide,think,stepthink,slidethink} progress;\r
+ boolean skippable;\r
+\r
+ boolean pushtofloor;\r
+ int tictime;\r
+ int xmove;\r
+ int ymove;\r
+ void (*think) ();\r
+ void (*contact) ();\r
+ void (*react) ();\r
+ void *nextstate;\r
+} statetype;\r
+\r
+\r
+typedef struct\r
+{\r
+ unsigned worldx,worldy;\r
+ boolean leveldone[GAMELEVELS];\r
+ long score,nextextra;\r
+ int flowerpowers;\r
+ int boobusbombs,bombsthislevel;\r
+ int keys;\r
+ int mapon;\r
+ int lives;\r
+ int difficulty;\r
+} gametype;\r
+\r
+\r
+typedef struct objstruct\r
+{\r
+ classtype obclass;\r
+ enum {no,yes,allways,removable} active;\r
+ boolean needtoreact,needtoclip;\r
+ unsigned nothink;\r
+ unsigned x,y;\r
+\r
+ int xdir,ydir;\r
+ int xmove,ymove;\r
+ int xspeed,yspeed;\r
+\r
+ int ticcount,ticadjust;\r
+ statetype *state;\r
+\r
+ unsigned shapenum;\r
+\r
+ unsigned left,top,right,bottom; // hit rectangle\r
+ unsigned midx;\r
+ unsigned tileleft,tiletop,tileright,tilebottom; // hit rect in tiles\r
+ unsigned tilemidx;\r
+\r
+ int hitnorth,hiteast,hitsouth,hitwest; // wall numbers contacted\r
+\r
+ int temp1,temp2,temp3,temp4;\r
+\r
+ void *sprite;\r
+\r
+ struct objstruct *next,*prev;\r
+} objtype;\r
+\r
+\r
+struct BitMapHeader {\r
+ unsigned int w,h,x,y;\r
+ unsigned char d,trans,comp,pad;\r
+};\r
+\r
+struct BitMap {\r
+ unsigned int Width;\r
+ unsigned int Height;\r
+ unsigned int Depth;\r
+ unsigned int BytesPerRow;\r
+ char far *Planes[8];\r
+};\r
+\r
+struct Shape {\r
+ memptr Data;\r
+ long size;\r
+ unsigned int BPR;\r
+ struct BitMapHeader bmHdr;\r
+};\r
+\r
+typedef struct {\r
+ int handle; // handle of file\r
+ memptr buffer; // pointer to buffer\r
+ word offset; // offset into buffer\r
+ word status; // read/write status\r
+} BufferedIO;\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ KD_MAIN.C DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern char str[80],str2[20];\r
+extern boolean singlestep,jumpcheat,godmode,tedlevel;\r
+extern unsigned tedlevelnum;\r
+\r
+void DebugMemory (void);\r
+void TestSprites(void);\r
+int DebugKeys (void);\r
+void StartupId (void);\r
+void ShutdownId (void);\r
+void Quit (char *error);\r
+void InitGame (void);\r
+void main (void);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ KD_DEMO.C DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+void Finale (void);\r
+void GameOver (void);\r
+void DemoLoop (void);\r
+void StatusWindow (void);\r
+void NewGame (void);\r
+void TEDDeath (void);\r
+\r
+boolean LoadGame (int file);\r
+boolean SaveGame (int file);\r
+void ResetGame (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ KD_PLAY.C DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern gametype gamestate;\r
+extern exittype playstate;\r
+extern boolean button0held,button1held;\r
+extern unsigned originxtilemax,originytilemax;\r
+extern objtype *new,*check,*player,*scoreobj;\r
+\r
+extern ControlInfo c;\r
+\r
+extern objtype dummyobj;\r
+\r
+extern char *levelnames[21];\r
+\r
+void CheckKeys (void);\r
+void CalcInactivate (void);\r
+void InitObjArray (void);\r
+void GetNewObj (boolean usedummy);\r
+void RemoveObj (objtype *gone);\r
+void ScanInfoPlane (void);\r
+void PatchWorldMap (void);\r
+void MarkTileGraphics (void);\r
+void FadeAndUnhook (void);\r
+void SetupGameLevel (boolean loadnow);\r
+void ScrollScreen (void);\r
+void MoveObjVert (objtype *ob, int ymove);\r
+void MoveObjHoriz (objtype *ob, int xmove);\r
+void GivePoints (unsigned points);\r
+void ClipToEnds (objtype *ob);\r
+void ClipToEastWalls (objtype *ob);\r
+void ClipToWestWalls (objtype *ob);\r
+void ClipToWalls (objtype *ob);\r
+void ClipToSprite (objtype *push, objtype *solid, boolean squish);\r
+void ClipToSpriteSide (objtype *push, objtype *solid);\r
+int DoActor (objtype *ob,int tics);\r
+void StateMachine (objtype *ob);\r
+void NewState (objtype *ob,statetype *state);\r
+void PlayLoop (void);\r
+void GameLoop (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ KD_KEEN.C DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+void CalcSingleGravity (void);\r
+\r
+void ProjectileThink (objtype *ob);\r
+void VelocityThink (objtype *ob);\r
+void DrawReact (objtype *ob);\r
+\r
+void SpawnScore (void);\r
+void FixScoreBox (void);\r
+void SpawnWorldKeen (int tilex, int tiley);\r
+void SpawnKeen (int tilex, int tiley, int dir);\r
+\r
+void KillKeen (void);\r
+\r
+extern int singlegravity;\r
+extern unsigned bounceangle[8][8];\r
+\r
+extern statetype s_keendie1;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ KD_ACT1.C DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+void WalkReact (objtype *ob);\r
+\r
+void DoGravity (objtype *ob);\r
+void AccelerateX (objtype *ob,int dir,int max);\r
+void FrictionX (objtype *ob);\r
+\r
+void ProjectileThink (objtype *ob);\r
+void VelocityThink (objtype *ob);\r
+void DrawReact (objtype *ob);\r
+void DrawReact2 (objtype *ob);\r
+void DrawReact3 (objtype *ob);\r
+void ChangeState (objtype *ob, statetype *state);\r
+\r
+void ChangeToFlower (objtype *ob);\r
+\r
+void SpawnBonus (int tilex, int tiley, int type);\r
+void SpawnDoor (int tilex, int tiley);\r
+void SpawnBrocco (int tilex, int tiley);\r
+void SpawnTomat (int tilex, int tiley);\r
+void SpawnCarrot (int tilex, int tiley);\r
+void SpawnAspar (int tilex, int tiley);\r
+void SpawnGrape (int tilex, int tiley);\r
+\r
+extern statetype s_doorraise;\r
+\r
+extern statetype s_bonus;\r
+extern statetype s_bonusrise;\r
+\r
+extern statetype s_broccosmash3;\r
+extern statetype s_broccosmash4;\r
+\r
+extern statetype s_grapefall;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ KD_ACT2.C DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+void SpawnTater (int tilex, int tiley);\r
+void SpawnCart (int tilex, int tiley);\r
+void SpawnFrenchy (int tilex, int tiley);\r
+void SpawnMelon (int tilex, int tiley,int dir);\r
+void SpawnSquasher (int tilex, int tiley);\r
+void SpawnApel (int tilex, int tiley);\r
+void SpawnPeaPod (int tilex, int tiley);\r
+void SpawnPeaBrain (int tilex, int tiley);\r
+void SpawnBoobus (int tilex, int tiley);\r
+\r
+extern statetype s_taterattack2;\r
+extern statetype s_squasherjump2;\r
+extern statetype s_boobusdie;\r
+\r
+extern statetype s_deathwait1;\r
+extern statetype s_deathwait2;\r
+extern statetype s_deathwait3;\r
+extern statetype s_deathboom1;\r
+extern statetype s_deathboom2;\r
+\r
+\r
+/////////////////////////////////////////////////////////////////////////////\r
+//\r
+// GELIB.C DEFINITIONS\r
+//\r
+/////////////////////////////////////////////////////////////////////////////\r
+\r
+void FreeShape(struct Shape *shape);\r
+int UnpackEGAShapeToScreen(struct Shape *SHP,int startx,int starty);\r
+\r
+long Verify(char *filename);\r
+memptr InitBufferedIO(int handle, BufferedIO *bio);\r
+void FreeBufferedIO(BufferedIO *bio);\r
+byte bio_readch(BufferedIO *bio);\r
+void bio_fillbuffer(BufferedIO *bio);\r
+void SwapLong(long far *Var);\r
+void SwapWord(unsigned int far *Var);\r
+void MoveGfxDst(short x, short y);
\ No newline at end of file
--- /dev/null
+/* Keen Dreams Source Code\r
+ * Copyright (C) 2014 Javier M. Chavez\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
+// KD_DEMO.C\r
+\r
+#include <dir.h>\r
+#include "KD_DEF.H"\r
+\r
+#pragma hdrstop\r
+\r
+#define RLETAG 0xABCD\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= NewGame\r
+=\r
+= Set up new game to start from the beginning\r
+=\r
+=====================\r
+*/\r
+\r
+void NewGame (void)\r
+{\r
+ word i;\r
+\r
+ gamestate.worldx = 0; // spawn keen at starting spot\r
+\r
+ gamestate.mapon = 0;\r
+ gamestate.score = 0;\r
+ gamestate.nextextra = 20000;\r
+ gamestate.lives = 3;\r
+ gamestate.flowerpowers = gamestate.boobusbombs = 0;\r
+ for (i = 0;i < GAMELEVELS;i++)\r
+ gamestate.leveldone[i] = false;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= WaitOrKey\r
+=\r
+=====================\r
+*/\r
+\r
+int WaitOrKey (int vbls)\r
+{\r
+ while (vbls--)\r
+ {\r
+ IN_ReadControl(0,&c); // get player input\r
+ if (LastScan || c.button0 || c.button1)\r
+ {\r
+ IN_ClearKeysDown ();\r
+ return 1;\r
+ }\r
+ VW_WaitVBL(1);\r
+ }\r
+ return 0;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= GameOver\r
+=\r
+=====================\r
+*/\r
+\r
+void\r
+GameOver (void)\r
+{\r
+ VW_InitDoubleBuffer ();\r
+ US_CenterWindow (16,3);\r
+\r
+ US_PrintCentered("Game Over!");\r
+\r
+ VW_UpdateScreen ();\r
+ IN_ClearKeysDown ();\r
+ IN_Ack ();\r
+\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= StatusWindow\r
+=\r
+==================\r
+*/\r
+\r
+void StatusWindow (void)\r
+{\r
+ word x;\r
+\r
+ // DEBUG - make this look better\r
+\r
+ US_CenterWindow(22,7);\r
+ US_CPrint("Status Window");\r
+\r
+ WindowX += 8;\r
+ WindowW -= 8;\r
+ WindowY += 20;\r
+ WindowH -= 20;\r
+ PrintX = WindowX;\r
+ PrintY = WindowY;\r
+\r
+ VWB_DrawTile8(PrintX,PrintY,26);\r
+ VWB_DrawTile8(PrintX + 8,PrintY,27);\r
+ PrintX += 24;\r
+ US_PrintUnsigned(gamestate.lives);\r
+ US_Print("\n");\r
+\r
+ VWB_DrawTile8(PrintX,PrintY,32);\r
+ VWB_DrawTile8(PrintX + 8,PrintY,33);\r
+ VWB_DrawTile8(PrintX,PrintY + 8,34);\r
+ VWB_DrawTile8(PrintX + 8,PrintY + 8,35);\r
+ PrintX += 24;\r
+ US_PrintUnsigned(gamestate.boobusbombs);\r
+ US_Print("\n");\r
+\r
+ WindowX += 50;\r
+ WindowW -= 50;\r
+ PrintX = WindowX;\r
+ PrintY = WindowY;\r
+\r
+ fontcolor = F_FIRSTCOLOR;\r
+ US_Print("Next ");\r
+ fontcolor = F_BLACK;\r
+ x = PrintX;\r
+ VWB_DrawTile8(PrintX,PrintY,26);\r
+ VWB_DrawTile8(PrintX + 8,PrintY,27);\r
+ PrintX += 24;\r
+ US_PrintUnsigned(gamestate.nextextra);\r
+ US_Print("\n");\r
+\r
+ PrintX = x;\r
+ VWB_DrawTile8(PrintX,PrintY,24);\r
+ VWB_DrawTile8(PrintX + 8,PrintY,25);\r
+ PrintX += 24;\r
+ US_PrintUnsigned(gamestate.keys);\r
+ US_Print("\n");\r
+\r
+ // DEBUG - add flower powers (#36)\r
+\r
+ VW_UpdateScreen();\r
+ IN_Ack();\r
+}\r
+\r
+boolean\r
+SaveGame(int file)\r
+{\r
+ word i,size,compressed,expanded;\r
+ objtype *o;\r
+ memptr bigbuffer;\r
+\r
+ if (!CA_FarWrite(file,(void far *)&gamestate,sizeof(gamestate)))\r
+ return(false);\r
+\r
+ expanded = mapwidth * mapheight * 2;\r
+ MM_GetPtr (&bigbuffer,expanded);\r
+\r
+ for (i = 0;i < 3;i++) // Write all three planes of the map\r
+ {\r
+//\r
+// leave a word at start of compressed data for compressed length\r
+//\r
+ compressed = CA_RLEWCompress ((unsigned huge *)mapsegs[i]\r
+ ,expanded,((unsigned huge *)bigbuffer)+1,RLETAG);\r
+\r
+ *(unsigned huge *)bigbuffer = compressed;\r
+\r
+ if (!CA_FarWrite(file,(void far *)bigbuffer,compressed+2) )\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+ }\r
+\r
+ for (o = player;o;o = o->next)\r
+ if (!CA_FarWrite(file,(void far *)o,sizeof(objtype)))\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+\r
+ MM_FreePtr (&bigbuffer);\r
+ return(true);\r
+}\r
+\r
+\r
+boolean\r
+LoadGame(int file)\r
+{\r
+ word i,j,size;\r
+ objtype *o;\r
+ int orgx,orgy;\r
+ objtype *prev,*next,*followed;\r
+ unsigned compressed,expanded;\r
+ memptr bigbuffer;\r
+\r
+ if (!CA_FarRead(file,(void far *)&gamestate,sizeof(gamestate)))\r
+ return(false);\r
+\r
+// drop down a cache level and mark everything, so when the option screen\r
+// is exited it will be cached\r
+\r
+ ca_levelbit >>= 1;\r
+ ca_levelnum--;\r
+\r
+ SetupGameLevel (false); // load in and cache the base old level\r
+ titleptr[ca_levelnum] = levelnames[mapon];\r
+\r
+ ca_levelbit <<= 1;\r
+ ca_levelnum ++;\r
+\r
+ expanded = mapwidth * mapheight * 2;\r
+ MM_GetPtr (&bigbuffer,expanded);\r
+\r
+ for (i = 0;i < 3;i++) // Read all three planes of the map\r
+ {\r
+ if (!CA_FarRead(file,(void far *)&compressed,sizeof(compressed)) )\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+\r
+ if (!CA_FarRead(file,(void far *)bigbuffer,compressed) )\r
+ {\r
+ MM_FreePtr (&bigbuffer);\r
+ return(false);\r
+ }\r
+\r
+ CA_RLEWexpand ((unsigned huge *)bigbuffer,\r
+ (unsigned huge *)mapsegs[i],compressed,RLETAG);\r
+ }\r
+\r
+ MM_FreePtr (&bigbuffer);\r
+\r
+ // Read the object list back in - assumes at least one object in list\r
+\r
+ InitObjArray ();\r
+ new = player;\r
+ prev = new->prev;\r
+ next = new->next;\r
+ if (!CA_FarRead(file,(void far *)new,sizeof(objtype)))\r
+ return(false);\r
+ new->prev = prev;\r
+ new->next = next;\r
+ new->needtoreact = true;\r
+ new->sprite = NULL;\r
+ new = scoreobj;\r
+ while (true)\r
+ {\r
+ prev = new->prev;\r
+ next = new->next;\r
+ if (!CA_FarRead(file,(void far *)new,sizeof(objtype)))\r
+ return(false);\r
+ followed = new->next;\r
+ new->prev = prev;\r
+ new->next = next;\r
+ new->needtoreact = true;\r
+ new->sprite = NULL;\r
+\r
+ if (followed)\r
+ GetNewObj (false);\r
+ else\r
+ break;\r
+ }\r
+\r
+ *((long *)&(scoreobj->temp1)) = -1; // force score to be updated\r
+ scoreobj->temp3 = -1; // and flower power\r
+ scoreobj->temp4 = -1; // and lives\r
+\r
+ return(true);\r
+}\r
+\r
+void\r
+ResetGame(void)\r
+{\r
+ NewGame ();\r
+\r
+ ca_levelnum--;\r
+ CA_ClearMarks();\r
+ titleptr[ca_levelnum] = NULL; // don't reload old level\r
+ ca_levelnum++;\r
+}\r
+\r
+#if FRILLS\r
+void\r
+TEDDeath(void)\r
+{\r
+ ShutdownId();\r
+ execlp("TED5.EXE","TED5.EXE","/LAUNCH","KDREAMS",NULL);\r
+}\r
+#endif\r
+\r
+static boolean\r
+MoveTitleTo(int offset)\r
+{\r
+ boolean done;\r
+ int dir,\r
+ chunk,\r
+ move;\r
+ longword lasttime,delay;\r
+\r
+ if (offset < originxglobal)\r
+ dir = -1;\r
+ else\r
+ dir = +1;\r
+\r
+ chunk = dir * PIXGLOBAL;\r
+\r
+ done = false;\r
+ delay = 1;\r
+ while (!done)\r
+ {\r
+ lasttime = TimeCount;\r
+ move = delay * chunk;\r
+ if (chunk < 0)\r
+ done = originxglobal + move <= offset;\r
+ else\r
+ done = originxglobal + move >= offset;\r
+ if (!done)\r
+ {\r
+ RF_Scroll(move,0);\r
+ RF_Refresh();\r
+ }\r
+ if (IN_IsUserInput())\r
+ return(true);\r
+ delay = TimeCount - lasttime;\r
+ }\r
+ if (originxglobal != offset)\r
+ {\r
+ RF_Scroll(offset - originxglobal,0);\r
+ RF_Refresh();\r
+ }\r
+ return(false);\r
+}\r
+\r
+static boolean\r
+Wait(longword time)\r
+{\r
+ time += TimeCount;\r
+ while ((TimeCount < time) && (!IN_IsUserInput()))\r
+ {\r
+ if (!(TimeCount % MINTICS))\r
+ RF_Refresh();\r
+ }\r
+ return(IN_IsUserInput());\r
+}\r
+\r
+static boolean\r
+ShowText(int offset,WindowRec *wr,char *s)\r
+{\r
+ if (MoveTitleTo(offset))\r
+ return(true);\r
+\r
+ US_RestoreWindow(wr);\r
+ US_CPrint(s);\r
+ VW_UpdateScreen();\r
+\r
+ if (Wait(TickBase * 5))\r
+ return(true);\r
+\r
+ US_RestoreWindow(wr);\r
+ US_CPrint(s);\r
+ VW_UpdateScreen();\r
+ return(false);\r
+}\r
+\r
+/*\r
+=====================\r
+=\r
+= DemoLoop\r
+=\r
+=====================\r
+*/\r
+\r
+void\r
+DemoLoop (void)\r
+{\r
+ char *s;\r
+ word move;\r
+ longword lasttime;\r
+ char *FileName1;\r
+ struct Shape FileShape1;\r
+#if CREDITS\r
+ char *FileName2;\r
+ struct Shape FileShape2;\r
+#endif\r
+ struct ffblk ffblk;\r
+ WindowRec mywin;\r
+ int bufsave = bufferofs;\r
+ int dissave = displayofs;\r
+\r
+\r
+#if FRILLS\r
+//\r
+// check for launch from ted\r
+//\r
+ if (tedlevel)\r
+ {\r
+ NewGame();\r
+ gamestate.mapon = tedlevelnum;\r
+ GameLoop();\r
+ TEDDeath();\r
+ }\r
+#endif\r
+\r
+//\r
+// demo loop\r
+//\r
+ US_SetLoadSaveHooks(LoadGame,SaveGame,ResetGame);\r
+ restartgame = gd_Continue;\r
+\r
+ if (findfirst("KDREAMS.CMP", &ffblk, 0) == -1)\r
+ Quit("Couldn't find KDREAMS.CMP");\r
+\r
+ while (true)\r
+ {\r
+\r
+ loadedgame = false;\r
+\r
+ FileName1 = "TITLESCR.LBM";\r
+ if (LoadLIBShape("KDREAMS.CMP", FileName1, &FileShape1))\r
+ Quit("Can't load TITLE SCREEN");\r
+#if CREDITS\r
+ FileName2 = "CREDITS.LBM";\r
+ if (LoadLIBShape("KDREAMS.CMP", FileName2, &FileShape2))\r
+ Quit("Can't load CREDITS SCREEN");\r
+#endif\r
+\r
+ while (!restartgame && !loadedgame)\r
+ {\r
+\r
+ VW_InitDoubleBuffer();\r
+ IN_ClearKeysDown();\r
+\r
+ while (true)\r
+ {\r
+\r
+ VW_SetScreen(0, 0);\r
+ MoveGfxDst(0, 200);\r
+ UnpackEGAShapeToScreen(&FileShape1, 0, 0);\r
+ VW_ScreenToScreen (64*200,0,40,200);\r
+\r
+#if CREDITS\r
+ if (IN_UserInput(TickBase * 8, false))\r
+ break;\r
+#else\r
+ if (IN_UserInput(TickBase * 4, false))\r
+ break;\r
+#endif\r
+\r
+#if CREDITS\r
+ MoveGfxDst(0, 200);\r
+ UnpackEGAShapeToScreen(&FileShape2, 0, 0);\r
+ VW_ScreenToScreen (64*200,0,40,200);\r
+\r
+ if (IN_UserInput(TickBase * 7, false))\r
+ break;\r
+#else\r
+ MoveGfxDst(0, 200);\r
+ UnpackEGAShapeToScreen(&FileShape1, 0, 0);\r
+ VW_ScreenToScreen (64*200,0,40,200);\r
+\r
+ if (IN_UserInput(TickBase * 3, false))\r
+ break;\r
+#endif\r
+\r
+ displayofs = 0;\r
+ VWB_Bar(0,0,320,200,FIRSTCOLOR);\r
+ US_DisplayHighScores(-1);\r
+\r
+ if (IN_UserInput(TickBase * 6, false))\r
+ break;\r
+\r
+ }\r
+\r
+ bufferofs = bufsave;\r
+ displayofs = dissave;\r
+\r
+ VW_FixRefreshBuffer();\r
+ US_ControlPanel ();\r
+ }\r
+\r
+ if (!loadedgame)\r
+ NewGame();\r
+\r
+ FreeShape(&FileShape1);\r
+#if CREDITS\r
+ FreeShape(&FileShape2);\r
+#endif\r
+ GameLoop();\r
+ }\r
+}\r
--- /dev/null
+/* Keen Dreams Source Code\r
+ * Copyright (C) 2014 Javier M. Chavez\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
+// KD_KEEN.C\r
+\r
+#include "KD_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+\r
+player->temp1 = pausetime / pointer to zees when sleeping\r
+player->temp2 = pausecount / stagecount\r
+player->temp3 =\r
+player->temp4 =\r
+\r
+\r
+*/\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define KEENPRIORITY 1\r
+\r
+#define PLACESPRITE RF_PlaceSprite (&ob->sprite,ob->x,ob->y,ob->shapenum, \\r
+ spritedraw,KEENPRIORITY);\r
+\r
+#define MINPOLEJUMPTICS 19 // wait tics before allowing a pole regram\r
+\r
+#define SPDRUNJUMP 16\r
+#define SPDPOLESIDEJUMP 8\r
+#define WALKAIRSPEED 8\r
+#define DIVESPEED 32\r
+#define JUMPTIME 16\r
+#define POLEJUMPTIME 10\r
+#define SPDJUMP 40\r
+#define SPDDIVEUP 16\r
+#define SPDPOLEJUMP 20\r
+\r
+#define SPDPOWERUP -64\r
+#define SPDPOWER 64\r
+#define SPDPOWERY -20\r
+#define POWERCOUNT 50\r
+\r
+#define MAXXSPEED 24\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+int singlegravity;\r
+unsigned bounceangle[8][8] =\r
+{\r
+{0,0,0,0,0,0,0,0},\r
+{7,6,5,4,3,2,1,0},\r
+{5,4,3,2,1,0,15,14},\r
+{5,4,3,2,1,0,15,14},\r
+{3,2,1,0,15,14,13,12},\r
+{9,8,7,6,5,4,3,2},\r
+{9,8,7,6,5,4,3,2},\r
+{11,10,9,8,7,6,5,4}\r
+};\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+int jumptime;\r
+long leavepoletime; // TimeCount when jumped off pole\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SCORE BOX ROUTINES\r
+\r
+=============================================================================\r
+*/\r
+\r
+void SpawnScore (void);\r
+void ScoreThink (objtype *ob);\r
+void ScoreReact (objtype *ob);\r
+\r
+void MemDrawChar (int char8,byte far *dest,unsigned width,unsigned planesize);\r
+\r
+statetype s_score = {NULL,NULL,think,false,\r
+ false,0, 0,0, ScoreThink , NULL, ScoreReact, NULL};\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= SpawnScore\r
+=\r
+======================\r
+*/\r
+\r
+void SpawnScore (void)\r
+{\r
+ scoreobj->obclass = inertobj;\r
+ scoreobj->active = allways;\r
+ scoreobj->needtoclip = false;\r
+ *((long *)&(scoreobj->temp1)) = -1; // force score to be updated\r
+ scoreobj->temp3 = -1; // and flower power\r
+ scoreobj->temp4 = -1; // and lives\r
+ NewState (scoreobj,&s_score);\r
+}\r
+\r
+\r
+void FixScoreBox (void)\r
+{\r
+ unsigned width, planesize;\r
+ unsigned smallplane,bigplane;\r
+ spritetype _seg *block;\r
+ byte far *dest;\r
+\r
+// draw boobus bomb if on level 15, else flower power\r
+ block = (spritetype _seg *)grsegs[SCOREBOXSPR];\r
+ width = block->width[0];\r
+ planesize = block->planesize[0];\r
+ dest = (byte far *)grsegs[SCOREBOXSPR]+block->sourceoffset[0]\r
+ + planesize + width*16 + 4*CHARWIDTH;\r
+ if (mapon == 15)\r
+ {\r
+ MemDrawChar (20,dest,width,planesize);\r
+ MemDrawChar (21,dest+CHARWIDTH,width,planesize);\r
+ MemDrawChar (22,dest+width*8,width,planesize);\r
+ MemDrawChar (23,dest+width*8+CHARWIDTH,width,planesize);\r
+ }\r
+ else\r
+ {\r
+ MemDrawChar (28,dest,width,planesize);\r
+ MemDrawChar (29,dest+CHARWIDTH,width,planesize);\r
+ MemDrawChar (30,dest+width*8,width,planesize);\r
+ MemDrawChar (31,dest+width*8+CHARWIDTH,width,planesize);\r
+ }\r
+\r
+}\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= MemDrawChar\r
+=\r
+======================\r
+*/\r
+\r
+#if GRMODE == EGAGR\r
+\r
+void MemDrawChar (int char8,byte far *dest,unsigned width,unsigned planesize)\r
+{\r
+asm mov si,[char8]\r
+asm shl si,1\r
+asm shl si,1\r
+asm shl si,1\r
+asm shl si,1\r
+asm shl si,1 // index into char 8 segment\r
+\r
+asm mov ds,[WORD PTR grsegs+STARTTILE8*2]\r
+asm mov es,[WORD PTR dest+2]\r
+\r
+asm mov cx,4 // draw four planes\r
+asm mov bx,[width]\r
+asm dec bx\r
+\r
+planeloop:\r
+\r
+asm mov di,[WORD PTR dest]\r
+\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+asm add di,bx\r
+asm movsb\r
+\r
+asm mov ax,[planesize]\r
+asm add [WORD PTR dest],ax\r
+\r
+asm loop planeloop\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+}\r
+#endif\r
+\r
+#if GRMODE == CGAGR\r
+void MemDrawChar (int char8,byte far *dest,unsigned width,unsigned planesize)\r
+{\r
+asm mov si,[char8]\r
+asm shl si,1\r
+asm shl si,1\r
+asm shl si,1\r
+asm shl si,1 // index into char 8 segment\r
+\r
+asm mov ds,[WORD PTR grsegs+STARTTILE8*2]\r
+asm mov es,[WORD PTR dest+2]\r
+\r
+asm mov bx,[width]\r
+asm sub bx,2\r
+\r
+asm mov di,[WORD PTR dest]\r
+\r
+asm movsw\r
+asm add di,bx\r
+asm movsw\r
+asm add di,bx\r
+asm movsw\r
+asm add di,bx\r
+asm movsw\r
+asm add di,bx\r
+asm movsw\r
+asm add di,bx\r
+asm movsw\r
+asm add di,bx\r
+asm movsw\r
+asm add di,bx\r
+asm movsw\r
+\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+\r
+ planesize++; // shut the compiler up\r
+}\r
+#endif\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= ShiftScore\r
+=\r
+====================\r
+*/\r
+#if GRMODE == EGAGR\r
+void ShiftScore (void)\r
+{\r
+ spritetabletype far *spr;\r
+ spritetype _seg *dest;\r
+\r
+ spr = &spritetable[SCOREBOXSPR-STARTSPRITES];\r
+ dest = (spritetype _seg *)grsegs[SCOREBOXSPR];\r
+\r
+ CAL_ShiftSprite (FP_SEG(dest),dest->sourceoffset[0],\r
+ dest->sourceoffset[1],spr->width,spr->height,2);\r
+\r
+ CAL_ShiftSprite (FP_SEG(dest),dest->sourceoffset[0],\r
+ dest->sourceoffset[2],spr->width,spr->height,4);\r
+\r
+ CAL_ShiftSprite (FP_SEG(dest),dest->sourceoffset[0],\r
+ dest->sourceoffset[3],spr->width,spr->height,6);\r
+}\r
+#endif\r
+\r
+/*\r
+===============\r
+=\r
+= ScoreThink\r
+=\r
+===============\r
+*/\r
+\r
+void ScoreThink (objtype *ob)\r
+{\r
+ char str[10],*ch;\r
+ spritetype _seg *block;\r
+ byte far *dest;\r
+ unsigned i, length, width, planesize, number;\r
+\r
+//\r
+// score changed\r
+//\r
+ if ((gamestate.score>>16) != ob->temp1\r
+ || (unsigned)gamestate.score != ob->temp2 )\r
+ {\r
+ block = (spritetype _seg *)grsegs[SCOREBOXSPR];\r
+ width = block->width[0];\r
+ planesize = block->planesize[0];\r
+ dest = (byte far *)grsegs[SCOREBOXSPR]+block->sourceoffset[0]\r
+ + planesize + width*4 + 1*CHARWIDTH;\r
+\r
+ ltoa (gamestate.score,str,10);\r
+\r
+ // erase leading spaces\r
+ length = strlen(str);\r
+ for (i=6;i>length;i--)\r
+ MemDrawChar (0,dest+=CHARWIDTH,width,planesize);\r
+\r
+ // draw digits\r
+ ch = str;\r
+ while (*ch)\r
+ MemDrawChar (*ch++ - '0'+1,dest+=CHARWIDTH,width,planesize);\r
+\r
+#if GRMODE == EGAGR\r
+ ShiftScore ();\r
+#endif\r
+ ob->needtoreact = true;\r
+ ob->temp1 = gamestate.score>>16;\r
+ ob->temp2 = gamestate.score;\r
+ }\r
+\r
+//\r
+// flower power changed\r
+//\r
+ if (mapon == 15)\r
+ number = gamestate.boobusbombs;\r
+ else\r
+ number = gamestate.flowerpowers;\r
+ if (number != ob->temp3)\r
+ {\r
+ block = (spritetype _seg *)grsegs[SCOREBOXSPR];\r
+ width = block->width[0];\r
+ planesize = block->planesize[0];\r
+ dest = (byte far *)grsegs[SCOREBOXSPR]+block->sourceoffset[0]\r
+ + planesize + width*20 + 5*CHARWIDTH;\r
+\r
+ if (number > 99)\r
+ strcpy (str,"99");\r
+ else\r
+ ltoa (number,str,10);\r
+\r
+ // erase leading spaces\r
+ length = strlen(str);\r
+ for (i=2;i>length;i--)\r
+ MemDrawChar (0,dest+=CHARWIDTH,width,planesize);\r
+\r
+ // draw digits\r
+ ch = str;\r
+ while (*ch)\r
+ MemDrawChar (*ch++ - '0'+1,dest+=CHARWIDTH,width,planesize);\r
+\r
+#if GRMODE == EGAGR\r
+ ShiftScore ();\r
+#endif\r
+ ob->needtoreact = true;\r
+ ob->temp3 = gamestate.flowerpowers;\r
+ }\r
+\r
+//\r
+// lives changed\r
+//\r
+ if (gamestate.lives != ob->temp4)\r
+ {\r
+ block = (spritetype _seg *)grsegs[SCOREBOXSPR];\r
+ width = block->width[0];\r
+ planesize = block->planesize[0];\r
+ dest = (byte far *)grsegs[SCOREBOXSPR]+block->sourceoffset[0]\r
+ + planesize + width*20 + 2*CHARWIDTH;\r
+\r
+ if (gamestate.lives>9)\r
+ MemDrawChar ('9' - '0'+1,dest,width,planesize);\r
+ else\r
+ MemDrawChar (gamestate.lives +1,dest,width,planesize);\r
+\r
+#if GRMODE == EGAGR\r
+ ShiftScore ();\r
+#endif\r
+ ob->needtoreact = true;\r
+ ob->temp4 = gamestate.lives;\r
+ }\r
+\r
+ if (originxglobal != ob->x || originyglobal != ob->y)\r
+ ob->needtoreact = true;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= ScoreReact\r
+=\r
+===============\r
+*/\r
+\r
+void ScoreReact (objtype *ob)\r
+{\r
+ ob->x = originxglobal;\r
+ ob->y = originyglobal;\r
+\r
+#if GRMODE == EGAGR\r
+ RF_PlaceSprite (&ob->sprite\r
+ ,ob->x+4*PIXGLOBAL\r
+ ,ob->y+4*PIXGLOBAL\r
+ ,SCOREBOXSPR\r
+ ,spritedraw\r
+ ,PRIORITIES-1);\r
+#endif\r
+#if GRMODE == CGAGR\r
+ RF_PlaceSprite (&ob->sprite\r
+ ,ob->x+8*PIXGLOBAL\r
+ ,ob->y+8*PIXGLOBAL\r
+ ,SCOREBOXSPR\r
+ ,spritedraw\r
+ ,PRIORITIES-1);\r
+#endif\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ FLOWER POWER ROUTINES\r
+\r
+temp1 = 8, same as power bonus\r
+temp2 = initial direction\r
+\r
+=============================================================================\r
+*/\r
+\r
+void PowerCount (objtype *ob);\r
+void PowerContact (objtype *ob, objtype *hit);\r
+void PowerReact (objtype *ob);\r
+\r
+extern statetype s_flowerpower1;\r
+extern statetype s_flowerpower2;\r
+\r
+extern statetype s_boobusbomb1;\r
+extern statetype s_boobusbomb2;\r
+\r
+extern statetype s_bombexplode;\r
+extern statetype s_bombexplode2;\r
+extern statetype s_bombexplode3;\r
+extern statetype s_bombexplode4;\r
+extern statetype s_bombexplode5;\r
+extern statetype s_bombexplode6;\r
+\r
+extern statetype s_powerblink1;\r
+extern statetype s_powerblink2;\r
+\r
+statetype s_flowerpower1 = {FLOWERPOWER1SPR,FLOWERPOWER1SPR,stepthink,false,\r
+ false,10, 0,0, ProjectileThink, PowerContact, PowerReact, &s_flowerpower2};\r
+statetype s_flowerpower2 = {FLOWERPOWER2SPR,FLOWERPOWER2SPR,stepthink,false,\r
+ false,10, 0,0, ProjectileThink, PowerContact, PowerReact, &s_flowerpower1};\r
+\r
+statetype s_boobusbomb1 = {BOOBUSBOMB1SPR,BOOBUSBOMB1SPR,stepthink,false,\r
+ false,5, 0,0, ProjectileThink, PowerContact, PowerReact, &s_boobusbomb2};\r
+statetype s_boobusbomb2 = {BOOBUSBOMB3SPR,BOOBUSBOMB3SPR,stepthink,false,\r
+ false,5, 0,0, ProjectileThink, PowerContact, PowerReact, &s_boobusbomb1};\r
+\r
+statetype s_bombexplode = {BOOBUSBOOM1SPR,BOOBUSBOOM1SPR,step,false,\r
+ false,5, 0,0, NULL, NULL, DrawReact, &s_bombexplode2};\r
+statetype s_bombexplode2= {BOOBUSBOOM2SPR,BOOBUSBOOM2SPR,step,false,\r
+ false,5, 0,0, NULL, NULL, DrawReact, &s_bombexplode3};\r
+statetype s_bombexplode3= {BOOBUSBOOM1SPR,BOOBUSBOOM1SPR,step,false,\r
+ false,5, 0,0, NULL, NULL, DrawReact, &s_bombexplode4};\r
+statetype s_bombexplode4= {BOOBUSBOOM2SPR,BOOBUSBOOM2SPR,step,false,\r
+ false,5, 0,0, NULL, NULL, DrawReact, &s_bombexplode5};\r
+statetype s_bombexplode5= {BOOBUSBOOM1SPR,BOOBUSBOOM1SPR,step,false,\r
+ false,5, 0,0, NULL, NULL, DrawReact, &s_bombexplode6};\r
+statetype s_bombexplode6= {BOOBUSBOOM2SPR,BOOBUSBOOM2SPR,step,false,\r
+ false,5, 0,0, NULL, NULL, DrawReact, NULL};\r
+\r
+statetype s_powerblink1 = {FLOWERPOWER1SPR,FLOWERPOWER1SPR,step,false,\r
+ false,5, 0,0, PowerCount, NULL, DrawReact, &s_powerblink2};\r
+statetype s_powerblink2 = {-1,-1,step,false,\r
+ false,5, 0,0, PowerCount, NULL, DrawReact, &s_powerblink1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= ThrowPower\r
+=\r
+===============\r
+*/\r
+\r
+void ThrowPower (unsigned x, unsigned y, int dir)\r
+{\r
+ statetype *startstate;\r
+\r
+ if (mapon == 15)\r
+ {\r
+ if (!gamestate.boobusbombs)\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ return; // no bombs to throw\r
+ }\r
+ SD_PlaySound (THROWBOMBSND);\r
+ gamestate.bombsthislevel--;\r
+ gamestate.boobusbombs--;\r
+ }\r
+ else\r
+ {\r
+ if (!gamestate.flowerpowers)\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ return; // no flower power to throw\r
+ }\r
+ SD_PlaySound (THROWSND);\r
+ gamestate.flowerpowers--;\r
+ }\r
+\r
+\r
+\r
+ GetNewObj (true);\r
+ new->obclass = powerobj;\r
+ new->temp2 = dir;\r
+ new->x = x;\r
+ new->y = y;\r
+ new->tileleft = new->tileright = x>>G_T_SHIFT;\r
+ new->tiletop = new->tilebottom = y>>G_T_SHIFT;\r
+ new->ydir = -1;\r
+\r
+ switch (dir)\r
+ {\r
+ case dir_North:\r
+ new->xspeed = 0;\r
+ new->yspeed = SPDPOWERUP;\r
+ break;\r
+ case dir_East:\r
+ new->xspeed = SPDPOWER;\r
+ new->yspeed = SPDPOWERY;\r
+ break;\r
+ case dir_South:\r
+ new->xspeed = 0;\r
+ new->yspeed = SPDPOWER;\r
+ break;\r
+ case dir_West:\r
+ new->xspeed = -SPDPOWER;\r
+ new->yspeed = SPDPOWERY;\r
+ break;\r
+ default:\r
+ Quit ("ThrowPower: Bad dir!");\r
+ }\r
+\r
+ if (mapon != 15)\r
+ {\r
+ new->temp1 = 8; // flower power bonus\r
+ startstate = &s_flowerpower1;\r
+ }\r
+ else\r
+ {\r
+ new->temp1 = 10; // boobus bomb bonus\r
+ startstate = &s_boobusbomb1;\r
+ }\r
+ new->active = removable;\r
+\r
+#if 0\r
+ new->x -= 5*new->xspeed; // make sure they hit nearby walls\r
+ new->y -= 5*new->yspeed;\r
+#endif\r
+ NewState (new,startstate);\r
+#if 0\r
+ new->xmove = 5*new->xspeed;\r
+ new->ymove = 5*new->yspeed;\r
+ ClipToWalls (new);\r
+#endif\r
+}\r
+\r
+/*\r
+============================\r
+=\r
+= PowerCount\r
+=\r
+============================\r
+*/\r
+\r
+void PowerCount (objtype *ob)\r
+{\r
+ ob->temp2+=tics;\r
+\r
+ ob->shapenum = 0;\r
+\r
+ if (ob->temp2 > POWERCOUNT)\r
+ RemoveObj(ob);\r
+}\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= CalcSingleGravity\r
+=\r
+============================\r
+*/\r
+\r
+void CalcSingleGravity (void)\r
+{\r
+ unsigned speed;\r
+ long i;\r
+//\r
+// only accelerate on odd tics, because of limited precision\r
+//\r
+ speed = 0;\r
+ singlegravity = 0;\r
+ for (i=lasttimecount-tics;i<lasttimecount;i++)\r
+ {\r
+ if (i&1)\r
+ {\r
+ speed+=ACCGRAVITY;\r
+ if (speed>SPDMAXY)\r
+ speed=SPDMAXY;\r
+ }\r
+ singlegravity+=speed;\r
+ }\r
+\r
+ singlegravity/=2;\r
+}\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= PowerContact\r
+=\r
+============================\r
+*/\r
+\r
+void PowerContact (objtype *ob, objtype *hit)\r
+{\r
+ unsigned x,y,yspot,xspot;\r
+\r
+ switch (hit->obclass)\r
+ {\r
+ case broccoobj:\r
+ case tomatobj:\r
+ case carrotobj:\r
+ case celeryobj:\r
+ case asparobj:\r
+ case taterobj:\r
+ case frenchyobj:\r
+ case squashobj:\r
+ case apelobj:\r
+ case peapodobj:\r
+ case peabrainobj:\r
+ ChangeToFlower (hit);\r
+ RemoveObj (ob);\r
+ break;\r
+ case boobusobj:\r
+ if (!--hit->temp4)\r
+ {\r
+ // killed boobus\r
+ GivePoints (50000);\r
+ GivePoints (50000);\r
+ hit->obclass = inertobj;\r
+ ChangeState (hit,&s_boobusdie);\r
+ hit->temp1 = 0; // death count\r
+ }\r
+ SD_PlaySound (BOMBBOOMSND);\r
+ ChangeState (ob,&s_bombexplode);\r
+ break;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= PowerReact\r
+=\r
+============================\r
+*/\r
+\r
+void PowerReact (objtype *ob)\r
+{\r
+ unsigned wall,absx,absy,angle,newangle;\r
+ unsigned long speed;\r
+\r
+ PLACESPRITE;\r
+ if (ob->hiteast || ob->hitwest)\r
+ {\r
+ ob->xspeed= -ob->xspeed/2;\r
+ ob->obclass = bonusobj;\r
+ }\r
+\r
+ if (ob->hitsouth)\r
+ {\r
+ if ( ob->hitsouth == 17) // go through pole holes\r
+ {\r
+ if (ob->temp2 != dir_North)\r
+ ob->obclass = bonusobj;\r
+ ob->top-=32;\r
+ ob->y-=32;\r
+ ob->xspeed = 0;\r
+ ob->x = ob->tilemidx*TILEGLOBAL + 4*PIXGLOBAL;\r
+ }\r
+ else\r
+ {\r
+ ob->yspeed= -ob->yspeed/2;\r
+ }\r
+ return;\r
+ }\r
+\r
+ wall = ob->hitnorth;\r
+ if ( wall == 17) // go through pole holes\r
+ {\r
+ if (ob->temp2 != dir_South)\r
+ ob->obclass = bonusobj;\r
+ ob->bottom+=32;\r
+ ob->y+=32;\r
+ ob->xspeed = 0;\r
+ ob->x = ob->tilemidx*TILEGLOBAL + 4*PIXGLOBAL;\r
+ }\r
+ else if (wall)\r
+ {\r
+ ob->obclass = bonusobj;\r
+ if (ob->yspeed < 0)\r
+ ob->yspeed = 0;\r
+\r
+ absx = abs(ob->xspeed);\r
+ absy = ob->yspeed;\r
+ if (absx>absy)\r
+ {\r
+ if (absx>absy*2) // 22 degrees\r
+ {\r
+ angle = 0;\r
+ speed = absx*286; // x*sqrt(5)/2\r
+ }\r
+ else // 45 degrees\r
+ {\r
+ angle = 1;\r
+ speed = absx*362; // x*sqrt(2)\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (absy>absx*2) // 90 degrees\r
+ {\r
+ angle = 3;\r
+ speed = absy*256;\r
+ }\r
+ else\r
+ {\r
+ angle = 2; // 67 degrees\r
+ speed = absy*286; // y*sqrt(5)/2\r
+ }\r
+ }\r
+ if (ob->xspeed > 0)\r
+ angle = 7-angle;\r
+\r
+ speed >>= 1;\r
+ newangle = bounceangle[ob->hitnorth][angle];\r
+ switch (newangle)\r
+ {\r
+ case 0:\r
+ ob->xspeed = speed / 286;\r
+ ob->yspeed = -ob->xspeed / 2;\r
+ break;\r
+ case 1:\r
+ ob->xspeed = speed / 362;\r
+ ob->yspeed = -ob->xspeed;\r
+ break;\r
+ case 2:\r
+ ob->yspeed = -(speed / 286);\r
+ ob->xspeed = -ob->yspeed / 2;\r
+ break;\r
+ case 3:\r
+\r
+ case 4:\r
+ ob->xspeed = 0;\r
+ ob->yspeed = -(speed / 256);\r
+ break;\r
+ case 5:\r
+ ob->yspeed = -(speed / 286);\r
+ ob->xspeed = ob->yspeed / 2;\r
+ break;\r
+ case 6:\r
+ ob->xspeed = ob->yspeed = -(speed / 362);\r
+ break;\r
+ case 7:\r
+ ob->xspeed = -(speed / 286);\r
+ ob->yspeed = ob->xspeed / 2;\r
+ break;\r
+\r
+ case 8:\r
+ ob->xspeed = -(speed / 286);\r
+ ob->yspeed = -ob->xspeed / 2;\r
+ break;\r
+ case 9:\r
+ ob->xspeed = -(speed / 362);\r
+ ob->yspeed = -ob->xspeed;\r
+ break;\r
+ case 10:\r
+ ob->yspeed = speed / 286;\r
+ ob->xspeed = -ob->yspeed / 2;\r
+ break;\r
+ case 11:\r
+\r
+ case 12:\r
+ ob->xspeed = 0;\r
+ ob->yspeed = -(speed / 256);\r
+ break;\r
+ case 13:\r
+ ob->yspeed = speed / 286;\r
+ ob->xspeed = ob->yspeed / 2;\r
+ break;\r
+ case 14:\r
+ ob->xspeed = speed / 362;\r
+ ob->yspeed = speed / 362;\r
+ break;\r
+ case 15:\r
+ ob->xspeed = speed / 286;\r
+ ob->yspeed = ob->xspeed / 2;\r
+ break;\r
+ }\r
+\r
+ if (speed < 256*16)\r
+ {\r
+ if (mapon == 15)\r
+ {\r
+ ob->ydir = -1; // bonus stuff flies up when touched\r
+ ob->temp2 = ob->shapenum = BOOBUSBOMB1SPR;\r
+ ob->temp3 = ob->temp2 + 2;\r
+ ob->needtoclip = 0;\r
+ ChangeState (ob,&s_bonus);\r
+ }\r
+ else\r
+ {\r
+ ChangeState (ob,&s_powerblink1);\r
+ ob->needtoclip = 0;\r
+ ob->temp2 = 0; // blink time\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MINI KEEN\r
+\r
+player->temp1 = dir\r
+player->temp2 = animation stage\r
+\r
+#define WORLDKEENSLEEP1SPR 238\r
+#define WORLDKEENSLEEP2SPR 239\r
+#define WORLDKEENWAVE1SPR 240\r
+#define WORLDKEENWAVE2SPR 241\r
+=============================================================================\r
+*/\r
+\r
+void SpawnWorldKeen (int tilex, int tiley);\r
+void KeenWorldThink (objtype *ob);\r
+void KeenWorldWalk (objtype *ob);\r
+\r
+extern statetype s_worldkeen;\r
+\r
+extern statetype s_worldkeenwave1;\r
+extern statetype s_worldkeenwave2;\r
+extern statetype s_worldkeenwave3;\r
+extern statetype s_worldkeenwave4;\r
+extern statetype s_worldkeenwave5;\r
+\r
+extern statetype s_worldkeenwait;\r
+\r
+extern statetype s_worldkeensleep1;\r
+extern statetype s_worldkeensleep2;\r
+\r
+extern statetype s_worldwalk;\r
+\r
+#pragma warn -sus\r
+\r
+statetype s_worldkeen = {NULL,NULL,stepthink,false,\r
+ false,360, 0,0, KeenWorldThink, NULL, DrawReact, &s_worldkeenwave1};\r
+\r
+statetype s_worldkeenwave1= {WORLDKEENWAVE1SPR,WORLDKEENWAVE1SPR,stepthink,false,\r
+ false,20, 0,0, KeenWorldThink, NULL, DrawReact, &s_worldkeenwave2};\r
+statetype s_worldkeenwave2= {WORLDKEENWAVE2SPR,WORLDKEENWAVE2SPR,stepthink,false,\r
+ false,20, 0,0, KeenWorldThink, NULL, DrawReact, &s_worldkeenwave3};\r
+statetype s_worldkeenwave3= {WORLDKEENWAVE1SPR,WORLDKEENWAVE1SPR,stepthink,false,\r
+ false,20, 0,0, KeenWorldThink, NULL, DrawReact, &s_worldkeenwave4};\r
+statetype s_worldkeenwave4= {WORLDKEENWAVE2SPR,WORLDKEENWAVE2SPR,stepthink,false,\r
+ false,20, 0,0, KeenWorldThink, NULL, DrawReact, &s_worldkeenwave5};\r
+statetype s_worldkeenwave5= {WORLDKEENWAVE1SPR,WORLDKEENWAVE1SPR,stepthink,false,\r
+ false,20, 0,0, KeenWorldThink, NULL, DrawReact, &s_worldkeenwait};\r
+\r
+statetype s_worldkeenwait = {WORLDKEEND3SPR,WORLDKEEND3SPR,stepthink,false,\r
+ false,400, 0,0, KeenWorldThink, NULL, DrawReact, &s_worldkeensleep1};\r
+\r
+statetype s_worldkeensleep1 = {WORLDKEENSLEEP1SPR,WORLDKEENSLEEP1SPR,stepthink,false,\r
+ false,30, 0,0, KeenWorldThink, NULL, DrawReact, &s_worldkeensleep2};\r
+statetype s_worldkeensleep2 = {WORLDKEENSLEEP2SPR,WORLDKEENSLEEP2SPR,stepthink,false,\r
+ false,90, 0,0, KeenWorldThink, NULL, DrawReact, &s_worldkeensleep2};\r
+\r
+statetype s_worldwalk = {NULL,NULL,slide,false,\r
+ false,4, 16,16, KeenWorldWalk, NULL, DrawReact, &s_worldwalk};\r
+\r
+#pragma warn +sus\r
+\r
+/*\r
+======================\r
+=\r
+= SpawnWorldKeen\r
+=\r
+======================\r
+*/\r
+\r
+void SpawnWorldKeen (int tilex, int tiley)\r
+{\r
+ player->obclass = keenobj;\r
+ if (!gamestate.worldx)\r
+ {\r
+ player->x = tilex<<G_T_SHIFT;\r
+ player->y = tiley<<G_T_SHIFT;\r
+ }\r
+ else\r
+ {\r
+ player->x = gamestate.worldx;\r
+ player->y = gamestate.worldy;\r
+ }\r
+\r
+ player->active = yes;\r
+ player->needtoclip = true;\r
+ player->xdir = 0;\r
+ player->ydir = 0;\r
+ player->temp1 = dir_West;\r
+ player->temp2 = 3;\r
+ player->shapenum = 3+WORLDKEENL1SPR-1; // feet together\r
+ NewState (player,&s_worldkeen);\r
+}\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= CheckEnterLevel\r
+=\r
+======================\r
+*/\r
+\r
+void CheckEnterLevel (objtype *ob)\r
+{\r
+ int x,y,tile;\r
+\r
+ for (y=ob->tiletop;y<=ob->tilebottom;y++)\r
+ for (x=ob->tileleft;x<=ob->tileright;x++)\r
+ {\r
+ tile = *((unsigned _seg *)mapsegs[2]+mapbwidthtable[y]/2+x);\r
+ if (tile >= 3 && tile <=18)\r
+ {\r
+ //\r
+ // enter level!\r
+ //\r
+ if (tile == 17)\r
+ {\r
+ if (gamestate.boobusbombs < 12)\r
+ {\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (26,6);\r
+ PrintY+= 8;\r
+ US_CPrint ("You can't possibly\n"\r
+ "defeat King Boobus Tuber\n"\r
+ "with less than 12 bombs!");\r
+ VW_UpdateScreen ();\r
+ IN_Ack ();\r
+ RF_ForceRefresh ();\r
+ return;\r
+ }\r
+ }\r
+ gamestate.worldx = ob->x;\r
+ gamestate.worldy = ob->y;\r
+ gamestate.mapon = tile-2;\r
+ playstate = levelcomplete;\r
+ SD_PlaySound (ENTERLEVELSND);\r
+ }\r
+ }\r
+}\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= KeenWorldThink\r
+=\r
+======================\r
+*/\r
+\r
+void KeenWorldThink (objtype *ob)\r
+{\r
+ if (c.dir!=dir_None)\r
+ {\r
+ ob->state = &s_worldwalk;\r
+ ob->temp2 = 0;\r
+ KeenWorldWalk (ob);\r
+ }\r
+\r
+ if (c.button0 || c.button1)\r
+ CheckEnterLevel(ob);\r
+}\r
+\r
+\r
+/*\r
+======================\r
+=\r
+= KeenWorldWalk\r
+=\r
+======================\r
+*/\r
+\r
+int worldshapes[8] = {WORLDKEENU1SPR-1,WORLDKEENUR1SPR-1,WORLDKEENR1SPR-1,\r
+ WORLDKEENDR1SPR-1,WORLDKEEND1SPR-1,WORLDKEENDL1SPR-1,WORLDKEENL1SPR-1,\r
+ WORLDKEENUL1SPR-1};\r
+\r
+int worldanims[4] ={2,3,1,3};\r
+\r
+void KeenWorldWalk (objtype *ob)\r
+{\r
+ ob->xdir = c.xaxis;\r
+ ob->ydir = c.yaxis;\r
+\r
+ if (++ob->temp2==4)\r
+ ob->temp2 = 0;\r
+\r
+ if (c.button0 || c.button1)\r
+ CheckEnterLevel(ob);\r
+\r
+ if (c.dir == dir_None)\r
+ {\r
+ ob->state = &s_worldkeen;\r
+ ob->shapenum = worldshapes[ob->temp1]+3;\r
+ return;\r
+ }\r
+\r
+ ob->temp1 = c.dir;\r
+ ob->shapenum = worldshapes[ob->temp1]+worldanims[ob->temp2];\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ KEEN\r
+\r
+player->temp1 = pausetime / pointer to zees when sleeping\r
+player->temp2 = pausecount / stagecount\r
+player->temp3 =\r
+player->temp4 = pole x location\r
+\r
+=============================================================================\r
+*/\r
+\r
+void KeenStandThink (objtype *ob);\r
+void KeenPauseThink (objtype *ob);\r
+void KeenGoSleepThink (objtype *ob);\r
+void KeenSleepThink (objtype *ob);\r
+void KeenDieThink (objtype *ob);\r
+void KeenDuckThink (objtype *ob);\r
+void KeenDropDownThink (objtype *ob);\r
+void KeenWalkThink (objtype *ob);\r
+void KeenAirThink (objtype *ob);\r
+void KeenPoleThink (objtype *ob);\r
+void KeenClimbThink (objtype *ob);\r
+void KeenDropThink (objtype *ob);\r
+void KeenDive (objtype *ob);\r
+void KeenThrow (objtype *ob);\r
+\r
+void KeenContact (objtype *ob, objtype *hit);\r
+void KeenSimpleReact (objtype *ob);\r
+void KeenStandReact (objtype *ob);\r
+void KeenWalkReact (objtype *ob);\r
+void KeenPoleReact (objtype *ob);\r
+void KeenAirReact (objtype *ob);\r
+void KeenDiveReact (objtype *ob);\r
+void KeenSlideReact (objtype *ob);\r
+\r
+//-------------------\r
+\r
+extern statetype s_keenzee1;\r
+extern statetype s_keenzee2;\r
+extern statetype s_keenzee3;\r
+extern statetype s_keenzee4;\r
+extern statetype s_keenzee5;\r
+\r
+//-------------------\r
+\r
+extern statetype s_keenstand;\r
+extern statetype s_keenpauselook;\r
+extern statetype s_keenyawn1;\r
+extern statetype s_keenyawn2;\r
+extern statetype s_keenyawn3;\r
+extern statetype s_keenyawn4;\r
+\r
+extern statetype s_keenwait1;\r
+extern statetype s_keenwait2;\r
+extern statetype s_keenwait3;\r
+extern statetype s_keenwait4;\r
+extern statetype s_keenwait5;\r
+extern statetype s_keenwait6;\r
+\r
+extern statetype s_keenmoon1;\r
+extern statetype s_keenmoon2;\r
+extern statetype s_keenmoon3;\r
+\r
+extern statetype s_keengosleep1;\r
+extern statetype s_keengosleep2;\r
+extern statetype s_keensleep1;\r
+extern statetype s_keensleep2;\r
+\r
+extern statetype s_keendie1;\r
+extern statetype s_keendie2;\r
+extern statetype s_keendie3;\r
+extern statetype s_keendie4;\r
+\r
+extern statetype s_keenlookup;\r
+extern statetype s_keenduck;\r
+extern statetype s_keendrop;\r
+\r
+//-------------------\r
+\r
+extern statetype s_keenreach;\r
+\r
+extern statetype s_keenpole;\r
+\r
+extern statetype s_keenclimb1;\r
+extern statetype s_keenclimb2;\r
+extern statetype s_keenclimb3;\r
+\r
+extern statetype s_keenslide1;\r
+extern statetype s_keenslide2;\r
+extern statetype s_keenslide3;\r
+extern statetype s_keenslide4;\r
+\r
+extern statetype s_keenpolethrow1;\r
+extern statetype s_keenpolethrow2;\r
+extern statetype s_keenpolethrow3;\r
+\r
+extern statetype s_keenpolethrowup1;\r
+extern statetype s_keenpolethrowup2;\r
+extern statetype s_keenpolethrowup3;\r
+\r
+extern statetype s_keenpolethrowdown1;\r
+extern statetype s_keenpolethrowdown2;\r
+extern statetype s_keenpolethrowdown3;\r
+\r
+//-------------------\r
+\r
+extern statetype s_keenwalk1;\r
+extern statetype s_keenwalk2;\r
+extern statetype s_keenwalk3;\r
+extern statetype s_keenwalk4;\r
+\r
+extern statetype s_keenthrow1;\r
+extern statetype s_keenthrow2;\r
+extern statetype s_keenthrow3;\r
+extern statetype s_keenthrow4;\r
+\r
+extern statetype s_keenthrowup1;\r
+extern statetype s_keenthrowup2;\r
+extern statetype s_keenthrowup3;\r
+\r
+extern statetype s_keendive1;\r
+extern statetype s_keendive2;\r
+extern statetype s_keendive3;\r
+\r
+//-------------------\r
+\r
+extern statetype s_keenjumpup1;\r
+extern statetype s_keenjumpup2;\r
+extern statetype s_keenjumpup3;\r
+\r
+extern statetype s_keenjump1;\r
+extern statetype s_keenjump2;\r
+extern statetype s_keenjump3;\r
+\r
+extern statetype s_keenairthrow1;\r
+extern statetype s_keenairthrow2;\r
+extern statetype s_keenairthrow3;\r
+\r
+extern statetype s_keenairthrowup1;\r
+extern statetype s_keenairthrowup2;\r
+extern statetype s_keenairthrowup3;\r
+\r
+extern statetype s_keenairthrowdown1;\r
+extern statetype s_keenairthrowdown2;\r
+extern statetype s_keenairthrowdown3;\r
+\r
+#pragma warn -sus\r
+\r
+//-------------------\r
+\r
+statetype s_keenzee1 = {KEENZEES1SPR,KEENZEES1SPR,step,false,\r
+ false,30, 0,0, NULL, NULL, DrawReact, &s_keenzee2};\r
+statetype s_keenzee2 = {KEENZEES2SPR,KEENZEES2SPR,step,false,\r
+ false,30, 0,0, NULL, NULL, DrawReact, &s_keenzee3};\r
+statetype s_keenzee3 = {KEENZEES3SPR,KEENZEES3SPR,step,false,\r
+ false,30, 0,0, NULL, NULL, DrawReact, &s_keenzee1};\r
+\r
+//-------------------\r
+\r
+statetype s_keenstand = {KEENSTANDLSPR,KEENSTANDRSPR,stepthink,false,\r
+ true,4, 0,16, KeenPauseThink, KeenContact, KeenStandReact, &s_keenstand};\r
+statetype s_keenpauselook= {KEENLOOKULSPR,KEENLOOKURSPR,stepthink,false,\r
+ true,60, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenstand};\r
+statetype s_keenyawn1 = {KEENYAWN1SPR,KEENYAWN1SPR,stepthink,false,\r
+ true,40, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenyawn2};\r
+statetype s_keenyawn2 = {KEENYAWN2SPR,KEENYAWN2SPR,stepthink,false,\r
+ true,40, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenyawn3};\r
+statetype s_keenyawn3 = {KEENYAWN3SPR,KEENYAWN3SPR,stepthink,false,\r
+ true,40, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenyawn4};\r
+statetype s_keenyawn4 = {KEENYAWN4SPR,KEENYAWN4SPR,stepthink,false,\r
+ true,40, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenstand};\r
+\r
+statetype s_keenwait1 = {KEENWAITL2SPR,KEENWAITR2SPR,stepthink,false,\r
+ true,90, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenwait2};\r
+statetype s_keenwait2 = {KEENWAITL1SPR,KEENWAITR1SPR,stepthink,false,\r
+ true,10, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenwait3};\r
+statetype s_keenwait3 = {KEENWAITL2SPR,KEENWAITR2SPR,stepthink,false,\r
+ true,90, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenwait4};\r
+statetype s_keenwait4 = {KEENWAITL1SPR,KEENWAITR1SPR,stepthink,false,\r
+ true,10, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenwait5};\r
+statetype s_keenwait5 = {KEENWAITL2SPR,KEENWAITR2SPR,stepthink,false,\r
+ true,90, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenwait6};\r
+statetype s_keenwait6 = {KEENWAITL3SPR,KEENWAITR3SPR,stepthink,false,\r
+ true,70, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenstand};\r
+\r
+statetype s_keengosleep1= {KEENSLEEP1SPR,KEENSLEEP1SPR,stepthink,false,\r
+ true,20, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keengosleep2};\r
+statetype s_keengosleep2= {KEENSLEEP2SPR,KEENSLEEP2SPR,step,false,\r
+ true,20, 0,0, KeenGoSleepThink, KeenContact, KeenStandReact, &s_keensleep1};\r
+statetype s_keensleep1= {KEENSLEEP3SPR,KEENSLEEP3SPR,stepthink,false,\r
+ true,120, 0,0, KeenSleepThink, KeenContact, KeenStandReact, &s_keensleep2};\r
+statetype s_keensleep2= {KEENSLEEP4SPR,KEENSLEEP4SPR,stepthink,false,\r
+ true,120, 0,0, KeenSleepThink, KeenContact, KeenStandReact, &s_keensleep1};\r
+\r
+statetype s_keengetup = {KEENGETUPLSPR,KEENGETUPRSPR,step,false,\r
+ true,15, 0,0, NULL, KeenContact, KeenSimpleReact, &s_keenstand};\r
+\r
+statetype s_keendie1 = {KEENDREAM1SPR,KEENDREAM1SPR,step,false,\r
+ false,20, 0,0, NULL, NULL, KeenSimpleReact, &s_keendie2};\r
+statetype s_keendie2 = {KEENDREAM2SPR,KEENDREAM2SPR,step,false,\r
+ false,20, 0,0, NULL, NULL, KeenSimpleReact, &s_keendie3};\r
+statetype s_keendie3 = {KEENDREAM3SPR,KEENDREAM3SPR,step,false,\r
+ false,120, 0,0, KeenDieThink, NULL, KeenSimpleReact, &s_keendie3};\r
+\r
+statetype s_keenlookup = {KEENLOOKULSPR,KEENLOOKURSPR,think,false,\r
+ true,0, 0,0, KeenStandThink, KeenContact, KeenStandReact, &s_keenlookup};\r
+\r
+statetype s_keenduck = {KEENDUCKLSPR,KEENDUCKRSPR,think,false,\r
+ true,0, 0,0, KeenDuckThink, KeenContact, KeenStandReact, &s_keenduck};\r
+\r
+statetype s_keendrop = {KEENDUCKLSPR,KEENDUCKRSPR,step,false,\r
+ false,0, 0,0, KeenDropDownThink, KeenContact, KeenSimpleReact, &s_keenjumpup3};\r
+\r
+//-------------------\r
+\r
+statetype s_keenpole = {KEENSHINNYL1SPR,KEENSHINNYR1SPR,think,false,\r
+ false,0, 0,0, KeenPoleThink, KeenContact, KeenSimpleReact, &s_keenpole};\r
+\r
+statetype s_keenclimb1 = {KEENSHINNYL1SPR,KEENSHINNYR1SPR,slidethink,false,\r
+ false,8, 0,8, KeenClimbThink, KeenContact, KeenSimpleReact, &s_keenclimb2};\r
+statetype s_keenclimb2 = {KEENSHINNYL2SPR,KEENSHINNYR2SPR,slidethink,false,\r
+ false,8, 0,8, KeenClimbThink, KeenContact, KeenSimpleReact, &s_keenclimb3};\r
+statetype s_keenclimb3 = {KEENSHINNYL3SPR,KEENSHINNYR3SPR,slidethink,false,\r
+ false,8, 0,8, KeenClimbThink, KeenContact, KeenSimpleReact, &s_keenclimb1};\r
+\r
+statetype s_keenslide1 = {KEENSLIDED1SPR,KEENSLIDED1SPR,slide,false,\r
+ false,8, 0,24, KeenDropThink, KeenContact, KeenSimpleReact, &s_keenslide2};\r
+statetype s_keenslide2 = {KEENSLIDED2SPR,KEENSLIDED2SPR,slide,false,\r
+ false,8, 0,24, KeenDropThink, KeenContact, KeenSimpleReact, &s_keenslide3};\r
+statetype s_keenslide3 = {KEENSLIDED3SPR,KEENSLIDED3SPR,slide,false,\r
+ false,8, 0,24, KeenDropThink, KeenContact, KeenSimpleReact, &s_keenslide4};\r
+statetype s_keenslide4 = {KEENSLIDED4SPR,KEENSLIDED4SPR,slide,false,\r
+ false,8, 0,24, KeenDropThink, KeenContact, KeenSimpleReact, &s_keenslide1};\r
+\r
+statetype s_keenpolethrow1 = {KEENPTHROWL1SPR,KEENPTHROWR1SPR,step,false,\r
+ false,8, 0,0, NULL, KeenContact, KeenSimpleReact, &s_keenpolethrow2};\r
+statetype s_keenpolethrow2 = {KEENPTHROWL2SPR,KEENPTHROWR2SPR,step,true,\r
+ false,1, 0,0, KeenThrow, KeenContact, KeenSimpleReact, &s_keenpolethrow3};\r
+statetype s_keenpolethrow3 = {KEENPTHROWL2SPR,KEENPTHROWR2SPR,step,false,\r
+ false,10, 0,0, NULL, KeenContact, KeenSimpleReact, &s_keenpole};\r
+\r
+statetype s_keenpolethrowup1 = {KEENPLTHROWU1SPR,KEENPRTHROWU1SPR,step,false,\r
+ false,8, 0,0, NULL, KeenContact, KeenSimpleReact, &s_keenpolethrowup2};\r
+statetype s_keenpolethrowup2 = {KEENPLTHROWU2SPR,KEENPRTHROWU2SPR,step,true,\r
+ false,1, 0,0, KeenThrow, KeenContact, KeenSimpleReact, &s_keenpolethrowup3};\r
+statetype s_keenpolethrowup3 = {KEENPLTHROWU2SPR,KEENPRTHROWU2SPR,step,false,\r
+ false,10, 0,0, NULL, KeenContact, KeenSimpleReact, &s_keenpole};\r
+\r
+statetype s_keenpolethrowdown1 = {KEENPLTHROWD1SPR,KEENPRTHROWD1SPR,step,false,\r
+ false,8, 0,0, NULL, KeenContact, KeenSimpleReact, &s_keenpolethrowdown2};\r
+statetype s_keenpolethrowdown2 = {KEENPLTHROWD2SPR,KEENPRTHROWD2SPR,step,true,\r
+ false,1, 0,0, KeenThrow, KeenContact, KeenSimpleReact, &s_keenpolethrowdown3};\r
+statetype s_keenpolethrowdown3 = {KEENPLTHROWD2SPR,KEENPRTHROWD2SPR,step,false,\r
+ false,10, 0,0, NULL, KeenContact, KeenSimpleReact, &s_keenpole};\r
+\r
+\r
+//-------------------\r
+\r
+statetype s_keenwalk1 = {KEENRUNL1SPR,KEENRUNR1SPR,slidethink,true,\r
+ true,6, 24,0, KeenWalkThink, KeenContact, KeenWalkReact, &s_keenwalk2};\r
+statetype s_keenwalk2 = {KEENRUNL2SPR,KEENRUNR2SPR,slidethink,true,\r
+ true,6, 24,0, KeenWalkThink, KeenContact, KeenWalkReact, &s_keenwalk3};\r
+statetype s_keenwalk3 = {KEENRUNL3SPR,KEENRUNR3SPR,slidethink,true,\r
+ true,6, 24,0, KeenWalkThink, KeenContact, KeenWalkReact, &s_keenwalk4};\r
+statetype s_keenwalk4 = {KEENRUNL4SPR,KEENRUNR4SPR,slidethink,true,\r
+ true,6, 24,0, KeenWalkThink, KeenContact, KeenWalkReact, &s_keenwalk1};\r
+\r
+statetype s_keenthrow1 = {KEENTHROWL1SPR,KEENTHROWR1SPR,step,true,\r
+ true,4, 0,0, NULL, KeenContact, KeenStandReact, &s_keenthrow2};\r
+statetype s_keenthrow2 = {KEENTHROWL2SPR,KEENTHROWR2SPR,step,false,\r
+ true,4, 0,0, NULL, KeenContact, KeenStandReact, &s_keenthrow3};\r
+statetype s_keenthrow3 = {KEENTHROWL3SPR,KEENTHROWR3SPR,step,true,\r
+ true,1, 0,0, KeenThrow, KeenContact, KeenStandReact, &s_keenthrow4};\r
+statetype s_keenthrow4 = {KEENTHROWL3SPR,KEENTHROWR3SPR,step,false,\r
+ true,10, 0,0, NULL, KeenContact, KeenStandReact, &s_keenstand};\r
+\r
+statetype s_keenthrowup1 = {KEENTHROWU1SPR,KEENTHROWU1SPR,step,false,\r
+ true,8, 0,0, NULL, KeenContact, KeenStandReact, &s_keenthrowup2};\r
+statetype s_keenthrowup2 = {KEENTHROWU2SPR,KEENTHROWU2SPR,step,true,\r
+ true,1, 0,0, KeenThrow, KeenContact, KeenStandReact, &s_keenthrowup3};\r
+statetype s_keenthrowup3 = {KEENTHROWU2SPR,KEENTHROWU2SPR,step,false,\r
+ true,10, 0,0, NULL, KeenContact, KeenStandReact, &s_keenstand};\r
+\r
+//-------------------\r
+\r
+statetype s_keenjumpup1 = {KEENJUMPUL1SPR,KEENJUMPUR1SPR,think,false,\r
+ false,0, 0,0, KeenAirThink, KeenContact, KeenAirReact, &s_keenjumpup2};\r
+statetype s_keenjumpup2 = {KEENJUMPUL2SPR,KEENJUMPUR2SPR,think,false,\r
+ false,0, 0,0, KeenAirThink, KeenContact, KeenAirReact, &s_keenjumpup3};\r
+statetype s_keenjumpup3 = {KEENJUMPUL1SPR,KEENJUMPUR1SPR,think,false,\r
+ false,0, 0,0, KeenAirThink, KeenContact, KeenAirReact, &s_keenstand};\r
+\r
+statetype s_keenjump1 = {KEENJUMPL1SPR,KEENJUMPR1SPR,think,false,\r
+ false,0, 0,0, KeenAirThink, KeenContact, KeenAirReact, &s_keenjump2};\r
+statetype s_keenjump2 = {KEENJUMPL2SPR,KEENJUMPR2SPR,think,false,\r
+ false,0, 0,0, KeenAirThink, KeenContact, KeenAirReact, &s_keenjump3};\r
+statetype s_keenjump3 = {KEENJUMPL3SPR,KEENJUMPR3SPR,think,false,\r
+ false,0, 0,0, KeenAirThink, KeenContact, KeenAirReact, &s_keenstand};\r
+\r
+statetype s_keenairthrow1= {KEENJLTHROWL1SPR,KEENJRTHROWR1SPR,stepthink,false,\r
+ false,8, 0,0, ProjectileThink, KeenContact, KeenAirReact, &s_keenairthrow2};\r
+statetype s_keenairthrow2= {KEENJLTHROWL2SPR,KEENJRTHROWR2SPR,step,true,\r
+ false,1, 0,0, KeenThrow, KeenContact, KeenAirReact, &s_keenairthrow3};\r
+statetype s_keenairthrow3= {KEENJLTHROWL2SPR,KEENJRTHROWR2SPR,stepthink,false,\r
+ false,10, 0,0, ProjectileThink, KeenContact, KeenAirReact, &s_keenjumpup3};\r
+\r
+statetype s_keenairthrowup1= {KEENJLTHROWU1SPR,KEENJRTHROWU1SPR,stepthink,false,\r
+ false,8, 0,0, ProjectileThink, KeenContact, KeenAirReact, &s_keenairthrowup2};\r
+statetype s_keenairthrowup2= {KEENJLTHROWU2SPR,KEENJRTHROWU2SPR,step,true,\r
+ false,1, 0,0, KeenThrow, KeenContact, KeenAirReact, &s_keenairthrowup3};\r
+statetype s_keenairthrowup3= {KEENJLTHROWU2SPR,KEENJRTHROWU2SPR,stepthink,false,\r
+ false,10, 0,0, ProjectileThink, KeenContact, KeenAirReact, &s_keenjumpup3};\r
+\r
+statetype s_keenairthrowdown1= {KEENJLTHROWD1SPR,KEENJRTHROWD1SPR,stepthink,false,\r
+ false,8, 0,0, ProjectileThink, KeenContact, KeenAirReact, &s_keenairthrowdown2};\r
+statetype s_keenairthrowdown2= {KEENJLTHROWD2SPR,KEENJRTHROWD2SPR,step,true,\r
+ false,1, 0,0, KeenThrow, KeenContact, KeenAirReact, &s_keenairthrowdown3};\r
+statetype s_keenairthrowdown3= {KEENJLTHROWD2SPR,KEENJRTHROWD2SPR,stepthink,false,\r
+ false,10, 0,0, ProjectileThink, KeenContact, KeenAirReact, &s_keenjumpup3};\r
+\r
+\r
+//===========================================================================\r
+\r
+#pragma warn +sus\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnKeen\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnKeen (int tilex, int tiley, int dir)\r
+{\r
+ player->obclass = keenobj;\r
+ player->active = yes;\r
+ player->needtoclip = true;\r
+ player->x = tilex<<G_T_SHIFT;\r
+ player->y = (tiley<<G_T_SHIFT) - BLOCKSIZE*2;\r
+\r
+ player->xdir = dir;\r
+ player->ydir = 1;\r
+ NewState (player,&s_keenstand);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+======================\r
+=\r
+= CheckGrabPole\r
+=\r
+======================\r
+*/\r
+\r
+boolean CheckGrabPole (objtype *ob)\r
+{\r
+ int x;\r
+ unsigned far *map;\r
+\r
+//\r
+// kludgy bit to not let you grab a pole the instant you jump off it\r
+//\r
+ if (TimeCount < leavepoletime)\r
+ leavepoletime = 0;\r
+ else if (TimeCount - leavepoletime < MINPOLEJUMPTICS)\r
+ return false;\r
+\r
+ if (c.yaxis == -1)\r
+ map = (unsigned _seg *)mapsegs[1]+\r
+ mapbwidthtable[(ob->top+6*PIXGLOBAL)/TILEGLOBAL]/2;\r
+ else\r
+ map = (unsigned _seg *)mapsegs[1]+\r
+ mapbwidthtable[ob->tilebottom]/2;\r
+\r
+ x = (ob->left + (ob->right - ob->left)/2) >>G_T_SHIFT;\r
+\r
+ map += x;\r
+\r
+ if ((tinf[INTILE+*map]&0x7f) == 1)\r
+ {\r
+ ob->xmove = ((x<<G_T_SHIFT)-8*PIXGLOBAL) - ob->x;\r
+ ob->ymove = c.yaxis*32;\r
+ ob->temp4 = x; // for future reference\r
+ ob->needtoclip = false; // can climb through pole holes\r
+ ob->state = &s_keenpole;\r
+ return true;\r
+ }\r
+\r
+ return false;\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= KeenStandThink\r
+=\r
+============================\r
+*/\r
+\r
+void KeenStandThink (objtype *ob)\r
+{\r
+ if (c.xaxis)\r
+ {\r
+ // started walking\r
+ ob->xdir = c.xaxis;\r
+ ob->state = &s_keenwalk1;\r
+ ob->xmove = ob->xdir*s_keenwalk1.xmove*tics;\r
+ KeenWalkThink(ob);\r
+ return;\r
+ }\r
+\r
+ if (c.button0 && !button0held)\r
+ {\r
+ // jump straight up\r
+ SD_PlaySound (JUMPSND);\r
+ ob->xspeed = 0;\r
+ ob->yspeed = -SPDJUMP;\r
+ ob->xmove = 0;\r
+ ob->ymove = 0; // ob->yspeed*tics; // DEBUG\r
+ jumptime = JUMPTIME; // -tics;\r
+ ob->state = &s_keenjumpup1;\r
+ button0held = true;\r
+ return;\r
+ }\r
+\r
+ if (c.button1 && !button1held)\r
+ {\r
+ // throw current xdir\r
+ if (c.yaxis == -1)\r
+ ob->state = &s_keenthrowup1;\r
+ else\r
+ ob->state = &s_keenthrow1;\r
+ button1held = true;\r
+ return;\r
+ }\r
+\r
+ switch (c.yaxis)\r
+ {\r
+ case -1:\r
+ if (!CheckGrabPole(ob)) // try to go up/down pole first\r
+ ob->state = &s_keenlookup;\r
+ return;\r
+ case 0:\r
+ ob->state = &s_keenstand;\r
+ return;\r
+ case 1:\r
+ if (!CheckGrabPole(ob)) // try to go up/down pole first\r
+ ob->state = &s_keenduck;\r
+ return;\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=======================\r
+=\r
+= KeenPauseThink\r
+=\r
+= Do special animations in time\r
+=\r
+=======================\r
+*/\r
+\r
+void KeenPauseThink (objtype *ob)\r
+{\r
+ if (c.dir != dir_None || c.button0 || c.button1)\r
+ {\r
+ ob->temp1 = ob->temp2 = 0; // not paused any more\r
+ ob->state = &s_keenstand;\r
+ KeenStandThink(ob);\r
+ return;\r
+ }\r
+\r
+ if ((ob->hitnorth & ~7) != 24) // if it is 0 now, keen is standing on a sprite\r
+ ob->temp1 += tics;\r
+\r
+ switch (ob->temp2)\r
+ {\r
+ case 0:\r
+ if (ob->temp1 > 200)\r
+ {\r
+ ob->temp2++;\r
+ ob->state = &s_keenpauselook;\r
+ ob->temp1 = 0;\r
+ }\r
+ break;\r
+ case 1:\r
+ if (ob->temp1 > 300)\r
+ {\r
+ ob->temp2++;\r
+ ob->state = &s_keenwait1;\r
+ ob->temp1 = 0;\r
+ }\r
+ break;\r
+ case 2:\r
+ if (ob->temp1 > 700)\r
+ {\r
+ ob->temp2++;\r
+ ob->state = &s_keenyawn1;\r
+ ob->temp1 = 0;\r
+ }\r
+ break;\r
+ case 3:\r
+ if (ob->temp1 > 400)\r
+ {\r
+ ob->temp2++;\r
+ ob->state = &s_keenpauselook;\r
+ ob->temp1 = 0;\r
+ }\r
+ break;\r
+ case 4:\r
+ if (ob->temp1 > 700)\r
+ {\r
+ ob->temp2++;\r
+ ob->state = &s_keenyawn1;\r
+ ob->temp1 = 0;\r
+ }\r
+ break;\r
+ case 5:\r
+ if (ob->temp1 > 400)\r
+ {\r
+ ob->temp2++;\r
+ ob->state = &s_keengosleep1;\r
+ }\r
+ break;\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=======================\r
+=\r
+= KeenGoSleepThink\r
+=\r
+=======================\r
+*/\r
+\r
+void KeenGoSleepThink (objtype *ob)\r
+{\r
+//\r
+// spawn the zees above keens head\r
+//\r
+ GetNewObj (true);\r
+\r
+ new->obclass = inertobj;\r
+ new->x = player->x;\r
+ new->y = player->y-4*PIXGLOBAL;\r
+ new->xdir = 1;\r
+ new->ydir = -1;\r
+ NewState (new,&s_keenzee1);\r
+\r
+ ob->temp1 = (int)new; // so they can be removed later\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=======================\r
+=\r
+= KeenSleepThink\r
+=\r
+=======================\r
+*/\r
+\r
+void KeenSleepThink (objtype *ob)\r
+{\r
+ if (c.dir != dir_None || c.button0 || c.button1)\r
+ {\r
+ if (ob->temp1 != (unsigned)&dummyobj)\r
+ RemoveObj ((objtype *)ob->temp1); // remove the zees\r
+ ob->temp1 = ob->temp2 = 0; // not paused any more\r
+ ob->state = &s_keengetup;\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=======================\r
+=\r
+= KeenDieThink\r
+=\r
+=======================\r
+*/\r
+\r
+void KeenDieThink (objtype *ob)\r
+{\r
+ ob++; // shut up compiler\r
+ playstate = died;\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=======================\r
+=\r
+= KeenDuckThink\r
+=\r
+=======================\r
+*/\r
+\r
+void KeenDuckThink (objtype *ob)\r
+{\r
+ unsigned far *map, tile;\r
+ int midtile,bottomtile,move;\r
+\r
+ if (c.yaxis != 1)\r
+ {\r
+ ob->state = &s_keenstand;\r
+ KeenStandThink(ob);\r
+ return;\r
+ }\r
+\r
+ if (c.xaxis)\r
+ ob->xdir = c.xaxis;\r
+\r
+ if (c.button0 && !button0held)\r
+ {\r
+ //\r
+ // drop down a level\r
+ //\r
+ button0held = true;\r
+\r
+ midtile = (ob->tileleft + ob->tileright) >> 1;\r
+ bottomtile = ob->tilebottom;\r
+ map = (unsigned far *)mapsegs[1] + mapbwidthtable[bottomtile]/2\r
+ + midtile;\r
+ tile = *map;\r
+ if (tinf[WESTWALL+tile] || tinf[EASTWALL+tile]\r
+ || tinf[SOUTHWALL+tile])\r
+ return; // wall prevents drop down\r
+\r
+ map += mapwidth;\r
+ tile = *map;\r
+ if (tinf[WESTWALL+tile] || tinf[EASTWALL+tile]\r
+ || tinf[SOUTHWALL+tile])\r
+ return; // wall prevents drop down\r
+\r
+ move = PIXGLOBAL*(tics<4 ? 4: tics);\r
+ ob->bottom += move;\r
+ ob->y += move;\r
+ ob->xmove = ob->ymove = 0;\r
+ ob->state = &s_keenjumpup3;\r
+ ob->temp2 = 1; // allready in last stage\r
+ ob->xspeed = ob->yspeed = 0;\r
+ SD_PlaySound (PLUMMETSND);\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=======================\r
+=\r
+= KeenDropDownThink\r
+=\r
+=======================\r
+*/\r
+\r
+void KeenDropDownThink (objtype *ob)\r
+{\r
+ ob->needtoclip = true;\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=======================\r
+=\r
+= KeenWalkThink\r
+=\r
+=======================\r
+*/\r
+\r
+unsigned slopespeed[8] = {0,0,4,4,8,-4,-4,-8};\r
+\r
+void KeenWalkThink (objtype *ob)\r
+{\r
+ int move;\r
+\r
+ if (!c.xaxis)\r
+ {\r
+ //\r
+ // stopped running\r
+ //\r
+ KeenStandThink (ob);\r
+ return;\r
+ }\r
+\r
+ ob->xdir = c.xaxis;\r
+\r
+ if (c.yaxis && CheckGrabPole(ob)) // try to go up/down pole\r
+ return;\r
+\r
+ if (c.button0 && !button0held)\r
+ {\r
+ //\r
+ // running jump\r
+ //\r
+ SD_PlaySound (JUMPSND);\r
+ ob->xspeed = ob->xdir * SPDRUNJUMP;\r
+ ob->yspeed = -SPDJUMP;\r
+ ob->xmove = 0;\r
+ ob->ymove = 0; // ob->yspeed*tics;\r
+ button0held = true;\r
+ jumptime = JUMPTIME; //-tics; // DEBUG\r
+ ob->state = &s_keenjump1;\r
+ }\r
+\r
+ if (c.button1 && !button1held)\r
+ {\r
+ //\r
+ // throw\r
+ //\r
+ ob->state = &s_keenthrow1;\r
+ button1held = true;\r
+ return;\r
+ }\r
+\r
+ //\r
+ // give speed for slopes\r
+ //\r
+ move = tics*slopespeed[ob->hitnorth&7];\r
+\r
+ ob->xmove += move;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=======================\r
+=\r
+= KeenAirThink\r
+=\r
+=======================\r
+*/\r
+\r
+void KeenAirThink (objtype *ob)\r
+{\r
+ if (jumptime)\r
+ {\r
+ if (jumptime<tics)\r
+ {\r
+ ob->ymove = ob->yspeed*jumptime;\r
+ jumptime = 0;\r
+ }\r
+ else\r
+ {\r
+ ob->ymove = ob->yspeed*tics;\r
+ if (!jumpcheat)\r
+ jumptime-=tics;\r
+ }\r
+ if (!c.button0)\r
+ jumptime = 0;\r
+\r
+ if (!jumptime)\r
+ {\r
+ ob->temp2 = 0;\r
+ ob->state = ob->state->nextstate; // switch to second jump stage\r
+ }\r
+ }\r
+ else\r
+ {\r
+ DoGravity(ob);\r
+\r
+ if (ob->yspeed>0 && !ob->temp2)\r
+ {\r
+ ob->state = ob->state->nextstate; // switch to third jump stage\r
+ ob->temp2 = 1;\r
+ }\r
+ }\r
+\r
+//-------------\r
+\r
+ if (c.xaxis)\r
+ {\r
+ ob->xdir = c.xaxis;\r
+ AccelerateX(ob,c.xaxis*2,MAXXSPEED);\r
+ }\r
+ else\r
+ FrictionX(ob);\r
+\r
+ if (c.button1 && !button1held)\r
+ {\r
+ button1held = true;\r
+ //\r
+ // throw\r
+ //\r
+ switch (c.yaxis)\r
+ {\r
+ case -1:\r
+ ob->state = &s_keenairthrowup1;\r
+ return;\r
+ case 0:\r
+ ob->state = &s_keenairthrow1;\r
+ return;\r
+ case 1:\r
+ ob->state = &s_keenairthrowdown1;\r
+ return;\r
+ }\r
+ }\r
+\r
+ if (ob->hitsouth==17) // going through a pole hole\r
+ {\r
+ ob->xspeed = ob->xmove = 0;\r
+ }\r
+\r
+\r
+ if (c.yaxis == -1)\r
+ CheckGrabPole (ob);\r
+\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=======================\r
+=\r
+= KeenPoleThink\r
+=\r
+=======================\r
+*/\r
+\r
+int polexspeed[3] = {-SPDPOLESIDEJUMP,0,SPDPOLESIDEJUMP};\r
+\r
+void PoleActions (objtype *ob)\r
+{\r
+ if (c.xaxis)\r
+ ob->xdir = c.xaxis;\r
+\r
+ if (c.button0 && !button0held) // jump off the pole\r
+ {\r
+ SD_PlaySound (JUMPSND);\r
+ ob->xspeed = polexspeed[c.xaxis+1];\r
+ ob->yspeed = -SPDPOLEJUMP;\r
+ ob->needtoclip = true;\r
+ jumptime = POLEJUMPTIME;\r
+ ob->state = &s_keenjump1;\r
+ ob->ydir = 1;\r
+ button0held = true;\r
+ leavepoletime = TimeCount;\r
+ return;\r
+ }\r
+\r
+ if (c.button1 && !button1held)\r
+ {\r
+ button1held = true;\r
+\r
+ switch (c.yaxis)\r
+ {\r
+ case -1:\r
+ ob->state = &s_keenpolethrowup1;\r
+ break;\r
+ case 0:\r
+ ob->state = &s_keenpolethrow1;\r
+ break;\r
+ case 1:\r
+ ob->state = &s_keenpolethrowdown1;\r
+ break;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+void KeenPoleThink (objtype *ob)\r
+{\r
+ unsigned far *map, tile;\r
+\r
+ switch (c.yaxis)\r
+ {\r
+ case -1:\r
+ ob->state = &s_keenclimb1;\r
+ ob->ydir = -1;\r
+ return;\r
+\r
+ case 1:\r
+ ob->state = &s_keenslide1;\r
+ ob->ydir = 1;\r
+ KeenDropThink (ob);\r
+ return;\r
+ }\r
+\r
+ if (c.xaxis)\r
+ {\r
+ //\r
+ // walk off pole if right next to ground\r
+ //\r
+ map = mapsegs[1] + (mapbwidthtable[ob->tilebottom+1]/2 + ob->tilemidx);\r
+ tile = *map;\r
+ if (tinf[NORTHWALL+tile])\r
+ {\r
+ ob->xspeed = 0;\r
+ ob->yspeed = 0;\r
+ ob->needtoclip = true;\r
+ jumptime = 0;\r
+ ob->state = &s_keenjump3;\r
+ ob->ydir = 1;\r
+ SD_PlaySound (PLUMMETSND);\r
+ return;\r
+ }\r
+ }\r
+\r
+ PoleActions (ob);\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= KeenClimbThink\r
+=\r
+=======================\r
+*/\r
+\r
+void KeenClimbThink (objtype *ob)\r
+{\r
+ unsigned far *map;\r
+\r
+ map = (unsigned _seg *)mapsegs[1]+mapbwidthtable[ob->tiletop]/2+ob->temp4;\r
+\r
+ if ((tinf[INTILE+*map]&0x7f) != 1)\r
+ {\r
+ ob->ymove=0;\r
+ ob->state = &s_keenpole; // ran out of pole\r
+ return;\r
+ }\r
+\r
+ switch (c.yaxis)\r
+ {\r
+ case 0:\r
+ ob->state = &s_keenpole;\r
+ ob->ydir = 0;\r
+ break;\r
+\r
+ case 1:\r
+ ob->state = &s_keenslide1;\r
+ ob->ydir = 1;\r
+ KeenDropThink (ob);\r
+ break;\r
+ }\r
+\r
+ PoleActions (ob);\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= KeenDropThink\r
+=\r
+=======================\r
+*/\r
+\r
+void KeenDropThink (objtype *ob)\r
+{\r
+ unsigned far *map;\r
+\r
+ map = (unsigned _seg *)mapsegs[1]+mapbwidthtable[ob->tilebottom]/2+ob->temp4;\r
+\r
+ if ((tinf[INTILE+*map]&0x7f) != 1)\r
+ {\r
+ SD_PlaySound (PLUMMETSND);\r
+ ob->state = &s_keenjump3; // ran out of pole\r
+ jumptime = 0;\r
+ ob->temp2 = 1;\r
+ ob->xspeed = polexspeed[c.xaxis+1];\r
+ ob->yspeed = 0;\r
+ ob->needtoclip = true;\r
+ ob->tilebottom--;\r
+ return;\r
+ }\r
+\r
+ switch (c.yaxis)\r
+ {\r
+ case -1:\r
+ ob->state = &s_keenclimb1;\r
+ ob->ydir = -1;\r
+ break;\r
+\r
+ case 0:\r
+ ob->state = &s_keenpole;\r
+ ob->ydir = 0;\r
+ break;\r
+ }\r
+\r
+ PoleActions (ob);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=======================\r
+=\r
+= KeenThrow\r
+=\r
+=======================\r
+*/\r
+\r
+void KeenThrow (objtype *ob)\r
+{\r
+// can't use &<var> in a switch statement...\r
+\r
+ if (ob->state == &s_keenthrow3)\r
+ {\r
+ if (ob->xdir > 0)\r
+ ThrowPower (ob->midx-4*PIXGLOBAL,ob->y+8*PIXGLOBAL,dir_East);\r
+ else\r
+ ThrowPower (ob->midx-4*PIXGLOBAL,ob->y+8*PIXGLOBAL,dir_West);\r
+ return;\r
+ }\r
+\r
+ if (ob->state == &s_keenpolethrow2)\r
+ {\r
+ if (ob->xdir > 0)\r
+ ThrowPower (ob->x+24*PIXGLOBAL,ob->y,dir_East);\r
+ else\r
+ ThrowPower (ob->x-8*PIXGLOBAL,ob->y,dir_West);\r
+ return;\r
+ }\r
+\r
+ if (ob->state == &s_keenthrowup2)\r
+ {\r
+ ThrowPower (ob->x+4*PIXGLOBAL,ob->y-8*PIXGLOBAL,dir_North);\r
+ return;\r
+ }\r
+\r
+ if (ob->state == &s_keenpolethrowup2)\r
+ {\r
+ ThrowPower (ob->x+8*PIXGLOBAL,ob->y-8*PIXGLOBAL,dir_North);\r
+ return;\r
+ }\r
+\r
+ if (ob->state == &s_keenpolethrowdown2)\r
+ {\r
+ ThrowPower (ob->x+8*PIXGLOBAL,ob->y+8*PIXGLOBAL,dir_South);\r
+ return;\r
+ }\r
+\r
+ if (ob->state == &s_keenairthrow2)\r
+ {\r
+ if (ob->xdir > 0)\r
+ ThrowPower (ob->midx-4*PIXGLOBAL,ob->y+8*PIXGLOBAL,dir_East);\r
+ else\r
+ ThrowPower (ob->midx-4*PIXGLOBAL,ob->y+8*PIXGLOBAL,dir_West);\r
+#if 0\r
+ if (ob->xdir > 0)\r
+ ThrowPower (ob->x+32*PIXGLOBAL,ob->y+8*PIXGLOBAL,dir_East);\r
+ else\r
+ ThrowPower (ob->x-16*PIXGLOBAL,ob->y+8*PIXGLOBAL,dir_West);\r
+#endif\r
+\r
+ new->xspeed += ob->xspeed/2;\r
+ new->yspeed += ob->yspeed/2;\r
+ return;\r
+ }\r
+\r
+ if (ob->state == &s_keenairthrowup2)\r
+ {\r
+ if (ob->xdir > 0)\r
+ ThrowPower (ob->x+16*PIXGLOBAL,ob->y,dir_North);\r
+ else\r
+ ThrowPower (ob->x+4*PIXGLOBAL,ob->y,dir_North);\r
+ new->xspeed += ob->xspeed/2;\r
+ new->yspeed += ob->yspeed/2;\r
+ return;\r
+ }\r
+\r
+ if (ob->state == &s_keenairthrowdown2)\r
+ {\r
+ if (ob->xdir > 0)\r
+ ThrowPower (ob->x+3*PIXGLOBAL,ob->y+16*PIXGLOBAL,dir_South);\r
+ else\r
+ ThrowPower (ob->x+12*PIXGLOBAL,ob->y+16*PIXGLOBAL,dir_South);\r
+ new->xspeed += ob->xspeed/2;\r
+ new->yspeed += ob->yspeed/2;\r
+ return;\r
+ }\r
+\r
+ Quit ("KeenThrow: Bad state!");\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CONTACT ROUTINES\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+============================\r
+=\r
+= KillKeen\r
+=\r
+============================\r
+*/\r
+\r
+void KillKeen (void)\r
+{\r
+ if (!godmode)\r
+ {\r
+ SD_PlaySound (WAKEUPSND);\r
+ player->needtoclip = false;\r
+ ChangeState (player,&s_keendie1);\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= KeenContact\r
+=\r
+============================\r
+*/\r
+\r
+unsigned bonuspoints[6] = {100,200,500,1000,2000,5000};\r
+\r
+void KeenContact (objtype *ob, objtype *hit)\r
+{\r
+ switch (hit->obclass)\r
+ {\r
+ case bonusobj:\r
+ hit->obclass = inertobj;\r
+ switch (hit->temp1)\r
+ {\r
+ case 0:\r
+ case 1:\r
+ case 2:\r
+ case 3:\r
+ case 4:\r
+ case 5:\r
+ SD_PlaySound (GETPOINTSSND);\r
+ hit->shapenum = BONUS100SPR+hit->temp1;\r
+ GivePoints (bonuspoints[hit->temp1]);\r
+ ChangeState (hit,&s_bonusrise);\r
+ break;\r
+ case 6:\r
+ SD_PlaySound (EXTRAKEENSND);\r
+ hit->shapenum = BONUS1UPSPR;\r
+ gamestate.lives++;\r
+ ChangeState (hit,&s_bonusrise);\r
+ break;\r
+ case 7:\r
+ SD_PlaySound (EXTRAKEENSND);\r
+ hit->shapenum = BONUSSUPERSPR;\r
+ gamestate.lives+=3;\r
+ gamestate.flowerpowers+=8;\r
+ GivePoints (10000);\r
+ ChangeState (hit,&s_bonusrise);\r
+ break;\r
+ case 8:\r
+ SD_PlaySound (GETPOWERSND);\r
+ hit->shapenum = BONUSFLOWERSPR;\r
+ gamestate.flowerpowers++;\r
+ ChangeState (hit,&s_bonusrise);\r
+ break;\r
+ case 9:\r
+ SD_PlaySound (GETPOWERSND);\r
+ hit->shapenum = BONUSFLOWERUPSPR;\r
+ gamestate.flowerpowers+=5;\r
+ ChangeState (hit,&s_bonusrise);\r
+ break;\r
+ case 10:\r
+ SD_PlaySound (GETBOMBSND);\r
+ hit->shapenum = BONUSBOMBSPR;\r
+ gamestate.boobusbombs++;\r
+ gamestate.bombsthislevel++;\r
+ ChangeState (hit,&s_bonusrise);\r
+ break;\r
+ case 11:\r
+ SD_PlaySound (GETKEYSND);\r
+ hit->shapenum = BONUSKEYSPR;\r
+ gamestate.keys++;\r
+ ChangeState (hit,&s_bonusrise);\r
+ break;\r
+ }\r
+ break;\r
+\r
+ case doorobj:\r
+ if (gamestate.keys)\r
+ {\r
+ if (hit->state != &s_doorraise)\r
+ {\r
+ SD_PlaySound (OPENDOORSND);\r
+ gamestate.keys--;\r
+ ChangeState (hit,&s_doorraise);\r
+ }\r
+ }\r
+ else\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ ClipToSpriteSide (ob,hit);\r
+ }\r
+ break;\r
+ case taterobj:\r
+ if (hit->state == &s_taterattack2)\r
+ KillKeen ();\r
+ break;\r
+ case carrotobj:\r
+ ClipToSpriteSide (ob,hit);\r
+ if (!ob->needtoclip) // got pushed off a pole\r
+ {\r
+ SD_PlaySound (PLUMMETSND);\r
+ ob->needtoclip = true;\r
+ ob->xspeed = ob->yspeed = 0;\r
+ ChangeState(ob,&s_keenjump3);\r
+ ob->temp2 = 1;\r
+ jumptime = 0;\r
+ }\r
+ break;\r
+ case cartobj:\r
+ ClipToSprite (ob,hit,true);\r
+ break;\r
+ case broccoobj:\r
+ if (hit->state == &s_broccosmash3 || hit->state == &s_broccosmash4)\r
+ KillKeen ();\r
+ break;\r
+ case squashobj:\r
+ if (hit->state == &s_squasherjump2)\r
+ KillKeen ();\r
+ else\r
+ {\r
+ ClipToSpriteSide (ob,hit);\r
+ if (!ob->needtoclip) // got pushed off a pole\r
+ {\r
+ SD_PlaySound (PLUMMETSND);\r
+ ob->needtoclip = true;\r
+ ob->xspeed = ob->yspeed = 0;\r
+ ChangeState(ob,&s_keenjump3);\r
+ ob->temp2 = 1;\r
+ jumptime = 0;\r
+ }\r
+ }\r
+ break;\r
+ case grapeobj:\r
+ if (hit->state == &s_grapefall)\r
+ KillKeen ();\r
+ break;\r
+ case tomatobj:\r
+ case celeryobj:\r
+ case asparobj:\r
+ case turnipobj:\r
+ case cauliobj:\r
+ case brusselobj:\r
+ case mushroomobj:\r
+ case apelobj:\r
+ case peabrainobj:\r
+ case boobusobj:\r
+ case shotobj:\r
+ KillKeen ();\r
+ break;\r
+\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ REACTION ROUTINES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= KeenSimpleReact\r
+=\r
+============================\r
+*/\r
+\r
+void KeenSimpleReact (objtype *ob)\r
+{\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= KeenStandReact\r
+=\r
+============================\r
+*/\r
+\r
+void KeenStandReact (objtype *ob)\r
+{\r
+ if (!ob->hitnorth)\r
+ {\r
+ //\r
+ // walked off an edge\r
+ //\r
+ SD_PlaySound (PLUMMETSND);\r
+ ob->xspeed = ob->xdir*WALKAIRSPEED;\r
+ ChangeState (ob,&s_keenjump3);\r
+ ob->temp2 = 1;\r
+ jumptime = 0;\r
+ }\r
+ else if ( (ob->hitnorth & ~7) == 8) // deadly floor!\r
+ {\r
+ KillKeen ();\r
+ }\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
+/*\r
+============================\r
+=\r
+= KeenWalkReact\r
+=\r
+============================\r
+*/\r
+\r
+void KeenWalkReact (objtype *ob)\r
+{\r
+ if (!ob->hitnorth)\r
+ {\r
+ //\r
+ // walked off an edge\r
+ //\r
+ ob->xspeed = ob->xdir*WALKAIRSPEED;\r
+ ob->yspeed = 0;\r
+ ChangeState (ob,&s_keenjump3);\r
+ ob->temp2 = 1;\r
+ jumptime = 0;\r
+ }\r
+ else if ( (ob->hitnorth & ~7) == 8) // deadly floor!\r
+ {\r
+ KillKeen ();\r
+ goto placeit;\r
+ }\r
+\r
+ if (ob->hiteast == 2) // doors\r
+ {\r
+\r
+ }\r
+ else if (ob->hitwest == 2) // doors\r
+ {\r
+\r
+ }\r
+ else if (ob->hiteast || ob->hitwest)\r
+ {\r
+ //\r
+ // ran into a wall\r
+ //\r
+ ob->ticcount = 0;\r
+ ob->state = &s_keenstand;\r
+ ob->shapenum = ob->xdir == 1 ? s_keenstand.rightshapenum :\r
+ s_keenstand.leftshapenum;\r
+ }\r
+placeit:\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= KeenAirReact\r
+=\r
+============================\r
+*/\r
+\r
+void KeenAirReact (objtype *ob)\r
+{\r
+ int x,y;\r
+ unsigned far *map,mapextra;\r
+\r
+ if (ob->hiteast || ob->hitwest)\r
+ ob->xspeed = 0;\r
+\r
+ map = mapsegs[1] + (mapbwidthtable[ob->tiletop]/2) + ob->tileleft;\r
+ mapextra = mapwidth - (ob->tileright - ob->tileleft+1);\r
+ for (y=ob->tiletop;y<=ob->tilebottom;y++,map+=mapextra)\r
+ for (x=ob->tileleft;x<=ob->tileright;x++,map++)\r
+ if (tinf[SOUTHWALL+*map] == 17) // jumping up through a pole hole\r
+ {\r
+ ob->xspeed = 0;\r
+ ob->x = ob->tilemidx*TILEGLOBAL - 2*PIXGLOBAL;\r
+ goto checknorth;\r
+ }\r
+\r
+ if (ob->hitsouth)\r
+ {\r
+ if (ob->hitsouth == 17) // jumping up through a pole hole\r
+ {\r
+ ob->y -= 32;\r
+ ob->top -= 32;\r
+ ob->xspeed = 0;\r
+ ob->x = ob->tilemidx*TILEGLOBAL - 2*PIXGLOBAL;\r
+ }\r
+ else\r
+ {\r
+ SD_PlaySound (HITHEADSND);\r
+\r
+ if (ob->hitsouth > 1)\r
+ {\r
+ ob->yspeed += 16;\r
+ if (ob->yspeed<0) // push away from slopes\r
+ ob->yspeed = 0;\r
+ }\r
+ else\r
+ ob->yspeed = 0;\r
+ jumptime = 0;\r
+ }\r
+ }\r
+\r
+checknorth:\r
+ if (ob->hitnorth)\r
+ {\r
+ if (!(ob->hitnorth == 25 && jumptime)) // KLUDGE to allow jumping off\r
+ { // sprites\r
+ ob->temp1 = ob->temp2 = 0;\r
+ ChangeState (ob,&s_keenstand);\r
+ SD_PlaySound (LANDSND);\r
+ }\r
+ }\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
+/*\r
+============================\r
+=\r
+= KeenSlideReact\r
+=\r
+============================\r
+*/\r
+\r
+void KeenSlideReact (objtype *ob)\r
+{\r
+ unsigned far *map;\r
+\r
+ if (ob->hitnorth) // friction slow down\r
+ {\r
+ map = mapsegs[2] + (mapbwidthtable[ob->tiletop]/2 + ob->tileleft);\r
+ if (!tinf[SOUTHWALL+*map] && !tinf[SOUTHWALL+*(map+1)])\r
+ FrictionX(ob);\r
+ }\r
+\r
+\r
+ if (ob->hitwest || ob->hiteast || !ob->xspeed)\r
+ ChangeState (ob,&s_keengetup);\r
+\r
+ PLACESPRITE;\r
+}\r
+\r
--- /dev/null
+/* Keen Dreams Source Code\r
+ * Copyright (C) 2014 Javier M. Chavez\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
+// KD_MAIN.C\r
+/*\r
+=============================================================================\r
+\r
+ KEEN DREAMS\r
+\r
+ An Id Software production\r
+\r
+=============================================================================\r
+*/\r
+\r
+#include "mem.h"\r
+#include "string.h"\r
+\r
+#include "KD_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+char str[80],str2[20];\r
+boolean singlestep,jumpcheat,godmode,tedlevel;\r
+unsigned tedlevelnum;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+void DebugMemory (void);\r
+void TestSprites(void);\r
+int DebugKeys (void);\r
+void ShutdownId (void);\r
+void Quit (char *error);\r
+void InitGame (void);\r
+void main (void);\r
+\r
+//===========================================================================\r
+\r
+#if FRILLS\r
+\r
+/*\r
+==================\r
+=\r
+= DebugMemory\r
+=\r
+==================\r
+*/\r
+\r
+void DebugMemory (void)\r
+{\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (16,7);\r
+\r
+ US_CPrint ("Memory Usage");\r
+ US_CPrint ("------------");\r
+ US_Print ("Total :");\r
+ US_PrintUnsigned (mminfo.mainmem/1024);\r
+ US_Print ("k\nFree :");\r
+ US_PrintUnsigned (MM_UnusedMemory()/1024);\r
+ US_Print ("k\nWith purge:");\r
+ US_PrintUnsigned (MM_TotalFree()/1024);\r
+ US_Print ("k\n");\r
+ VW_UpdateScreen();\r
+ IN_Ack ();\r
+#if GRMODE == EGAGR\r
+ MM_ShowMemory ();\r
+#endif\r
+}\r
+\r
+/*\r
+===================\r
+=\r
+= TestSprites\r
+=\r
+===================\r
+*/\r
+\r
+#define DISPWIDTH 110\r
+#define TEXTWIDTH 40\r
+void TestSprites(void)\r
+{\r
+ int hx,hy,sprite,oldsprite,bottomy,topx,shift;\r
+ spritetabletype far *spr;\r
+ spritetype _seg *block;\r
+ unsigned mem,scan;\r
+\r
+\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (30,17);\r
+\r
+ US_CPrint ("Sprite Test");\r
+ US_CPrint ("-----------");\r
+\r
+ hy=PrintY;\r
+ hx=(PrintX+56)&(~7);\r
+ topx = hx+TEXTWIDTH;\r
+\r
+ US_Print ("Chunk:\nWidth:\nHeight:\nOrgx:\nOrgy:\nXl:\nYl:\nXh:\nYh:\n"\r
+ "Shifts:\nMem:\n");\r
+\r
+ bottomy = PrintY;\r
+\r
+ sprite = STARTSPRITES;\r
+ shift = 0;\r
+\r
+ do\r
+ {\r
+ if (sprite>=STARTTILE8)\r
+ sprite = STARTTILE8-1;\r
+ else if (sprite<STARTSPRITES)\r
+ sprite = STARTSPRITES;\r
+\r
+ spr = &spritetable[sprite-STARTSPRITES];\r
+ block = (spritetype _seg *)grsegs[sprite];\r
+\r
+ VWB_Bar (hx,hy,TEXTWIDTH,bottomy-hy,WHITE);\r
+\r
+ PrintX=hx;\r
+ PrintY=hy;\r
+ US_PrintUnsigned (sprite);US_Print ("\n");PrintX=hx;\r
+ US_PrintUnsigned (spr->width);US_Print ("\n");PrintX=hx;\r
+ US_PrintUnsigned (spr->height);US_Print ("\n");PrintX=hx;\r
+ US_PrintSigned (spr->orgx);US_Print ("\n");PrintX=hx;\r
+ US_PrintSigned (spr->orgy);US_Print ("\n");PrintX=hx;\r
+ US_PrintSigned (spr->xl);US_Print ("\n");PrintX=hx;\r
+ US_PrintSigned (spr->yl);US_Print ("\n");PrintX=hx;\r
+ US_PrintSigned (spr->xh);US_Print ("\n");PrintX=hx;\r
+ US_PrintSigned (spr->yh);US_Print ("\n");PrintX=hx;\r
+ US_PrintSigned (spr->shifts);US_Print ("\n");PrintX=hx;\r
+ if (!block)\r
+ {\r
+ US_Print ("-----");\r
+ }\r
+ else\r
+ {\r
+ mem = block->sourceoffset[3]+5*block->planesize[3];\r
+ mem = (mem+15)&(~15); // round to paragraphs\r
+ US_PrintUnsigned (mem);\r
+ }\r
+\r
+ oldsprite = sprite;\r
+ do\r
+ {\r
+ //\r
+ // draw the current shift, then wait for key\r
+ //\r
+ VWB_Bar(topx,hy,DISPWIDTH,bottomy-hy,WHITE);\r
+ if (block)\r
+ {\r
+ PrintX = topx;\r
+ PrintY = hy;\r
+ US_Print ("Shift:");\r
+ US_PrintUnsigned (shift);\r
+ US_Print ("\n");\r
+ VWB_DrawSprite (topx+16+shift*2,PrintY,sprite);\r
+ }\r
+\r
+ VW_UpdateScreen();\r
+\r
+ scan = IN_WaitForKey ();\r
+\r
+ switch (scan)\r
+ {\r
+ case sc_UpArrow:\r
+ sprite++;\r
+ break;\r
+ case sc_DownArrow:\r
+ sprite--;\r
+ break;\r
+ case sc_LeftArrow:\r
+ if (--shift == -1)\r
+ shift = 3;\r
+ break;\r
+ case sc_RightArrow:\r
+ if (++shift == 4)\r
+ shift = 0;\r
+ break;\r
+ case sc_Escape:\r
+ return;\r
+ }\r
+\r
+ } while (sprite == oldsprite);\r
+\r
+ } while (1);\r
+\r
+\r
+}\r
+\r
+#endif\r
+\r
+\r
+/*\r
+================\r
+=\r
+= DebugKeys\r
+=\r
+================\r
+*/\r
+int DebugKeys (void)\r
+{\r
+ boolean esc;\r
+ int level;\r
+\r
+#if FRILLS\r
+ if (Keyboard[0x12] && ingame) // DEBUG: end + 'E' to quit level\r
+ {\r
+ if (tedlevel)\r
+ TEDDeath();\r
+ playstate = levelcomplete;\r
+ }\r
+#endif\r
+\r
+ if (Keyboard[0x22] && ingame) // G = god mode\r
+ {\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (12,2);\r
+ if (godmode)\r
+ US_PrintCentered ("God mode OFF");\r
+ else\r
+ US_PrintCentered ("God mode ON");\r
+ VW_UpdateScreen();\r
+ IN_Ack();\r
+ godmode ^= 1;\r
+ return 1;\r
+ }\r
+ else if (Keyboard[0x17]) // I = item cheat\r
+ {\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (12,3);\r
+ US_PrintCentered ("Free items!");\r
+ gamestate.boobusbombs=99;\r
+ gamestate.flowerpowers=99;\r
+ gamestate.keys=99;\r
+ VW_UpdateScreen();\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+ else if (Keyboard[0x24]) // J = jump cheat\r
+ {\r
+ jumpcheat^=1;\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (18,3);\r
+ if (jumpcheat)\r
+ US_PrintCentered ("Jump cheat ON");\r
+ else\r
+ US_PrintCentered ("Jump cheat OFF");\r
+ VW_UpdateScreen();\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+#if FRILLS\r
+ else if (Keyboard[0x32]) // M = memory info\r
+ {\r
+ DebugMemory();\r
+ return 1;\r
+ }\r
+#endif\r
+ else if (Keyboard[0x19]) // P = pause with no screen disruptioon\r
+ {\r
+ IN_Ack();\r
+ }\r
+ else if (Keyboard[0x1f] && ingame) // S = slow motion\r
+ {\r
+ singlestep^=1;\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (18,3);\r
+ if (singlestep)\r
+ US_PrintCentered ("Slow motion ON");\r
+ else\r
+ US_PrintCentered ("Slow motion OFF");\r
+ VW_UpdateScreen();\r
+ IN_Ack ();\r
+ return 1;\r
+ }\r
+#if FRILLS\r
+ else if (Keyboard[0x14]) // T = sprite test\r
+ {\r
+ TestSprites();\r
+ return 1;\r
+ }\r
+#endif\r
+ else if (Keyboard[0x11] && ingame) // W = warp to level\r
+ {\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow(26,3);\r
+ PrintY+=6;\r
+ US_Print(" Warp to which level(0-16):");\r
+ VW_UpdateScreen();\r
+ esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
+ if (!esc)\r
+ {\r
+ level = atoi (str);\r
+ if (level>=0 && level<=16)\r
+ {\r
+ gamestate.mapon = level;\r
+ playstate = warptolevel;\r
+ }\r
+ }\r
+ return 1;\r
+ }\r
+ return 0;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= ShutdownId\r
+=\r
+= Shuts down all ID_?? managers\r
+=\r
+==========================\r
+*/\r
+\r
+void ShutdownId (void)\r
+{\r
+ US_Shutdown ();\r
+ SD_Shutdown ();\r
+ IN_Shutdown ();\r
+ RF_Shutdown ();\r
+ VW_Shutdown ();\r
+ CA_Shutdown ();\r
+ MM_Shutdown ();\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= Quit\r
+=\r
+==========================\r
+*/\r
+\r
+void Quit (char *error)\r
+{\r
+ ShutdownId ();\r
+ if (error && *error)\r
+ {\r
+ clrscr();\r
+ puts(error);\r
+ puts("\n");\r
+ exit(1);\r
+ }\r
+ exit (0);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= InitGame\r
+=\r
+= Load a few things right away\r
+=\r
+==========================\r
+*/\r
+\r
+#if 0\r
+#include "piracy.h"\r
+#endif\r
+\r
+void InitGame (void)\r
+{\r
+ int i;\r
+\r
+ MM_Startup ();\r
+\r
+\r
+#if 0\r
+ // Handle piracy screen...\r
+ //\r
+ movedata(FP_SEG(PIRACY),(unsigned)PIRACY,0xb800,displayofs,4000);\r
+ while ((bioskey(0)>>8) != sc_Return);\r
+#endif\r
+\r
+\r
+#if GRMODE == EGAGR\r
+ if (mminfo.mainmem < 335l*1024)\r
+ {\r
+#pragma warn -pro\r
+#pragma warn -nod\r
+ clrscr(); // we can't include CONIO because of a name conflict\r
+#pragma warn +nod\r
+#pragma warn +pro\r
+ puts ("There is not enough memory available to play the game reliably. You can");\r
+ puts ("play anyway, but an out of memory condition will eventually pop up. The");\r
+ puts ("correct solution is to unload some TSRs or rename your CONFIG.SYS and");\r
+ puts ("AUTOEXEC.BAT to free up more memory.\n");\r
+ puts ("Do you want to (Q)uit, or (C)ontinue?");\r
+ i = bioskey (0);\r
+ if ( (i>>8) != sc_C)\r
+ Quit ("");\r
+ }\r
+#endif\r
+\r
+ US_TextScreen();\r
+\r
+ VW_Startup ();\r
+ RF_Startup ();\r
+ IN_Startup ();\r
+ SD_Startup ();\r
+ US_Startup ();\r
+\r
+// US_UpdateTextScreen();\r
+\r
+ CA_Startup ();\r
+ US_Setup ();\r
+\r
+//\r
+// load in and lock down some basic chunks\r
+//\r
+\r
+ CA_ClearMarks ();\r
+\r
+ CA_MarkGrChunk(STARTFONT);\r
+ CA_MarkGrChunk(STARTFONTM);\r
+ CA_MarkGrChunk(STARTTILE8);\r
+ CA_MarkGrChunk(STARTTILE8M);\r
+ for (i=KEEN_LUMP_START;i<=KEEN_LUMP_END;i++)\r
+ CA_MarkGrChunk(i);\r
+\r
+ CA_CacheMarks (NULL, 0);\r
+\r
+ MM_SetLock (&grsegs[STARTFONT],true);\r
+ MM_SetLock (&grsegs[STARTFONTM],true);\r
+ MM_SetLock (&grsegs[STARTTILE8],true);\r
+ MM_SetLock (&grsegs[STARTTILE8M],true);\r
+ for (i=KEEN_LUMP_START;i<=KEEN_LUMP_END;i++)\r
+ MM_SetLock (&grsegs[i],true);\r
+\r
+ CA_LoadAllSounds ();\r
+\r
+ fontcolor = WHITE;\r
+\r
+ US_FinishTextScreen();\r
+\r
+ VW_SetScreenMode (GRMODE);\r
+ VW_ClearVideo (BLACK);\r
+}\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= main\r
+=\r
+==========================\r
+*/\r
+\r
+void main (void)\r
+{\r
+ short i;\r
+\r
+ if (stricmp(_argv[1], "/VER") == 0)\r
+ {\r
+ printf("\nKeen Dreams version 1.93 (Rev 1)\n");\r
+ printf("developed for use with 100%% IBM compatibles\n");\r
+ printf("that have 640K memory, DOS version 3.3 or later,\n");\r
+ printf("and an EGA or VGA display adapter.\n");\r
+ printf("Copyright 1991-1993 Softdisk Publishing.\n");\r
+ printf("Commander Keen is a trademark of Id Software.\n");\r
+ exit(0);\r
+ }\r
+\r
+ if (stricmp(_argv[1], "/?") == 0)\r
+ {\r
+ printf("\nKeen Dreams version 1.93\n");\r
+ printf("Copyright 1991-1993 Softdisk Publishing.\n\n");\r
+ printf("Commander Keen is a trademark of Id Software.\n");\r
+ printf("Type KDREAMS from the DOS prompt to run.\n\n");\r
+ printf("KDREAMS /COMP for SVGA compatibility mode\n");\r
+ printf("KDREAMS /NODR stops program hang with the drive still on\n");\r
+ printf("KDREAMS /NOAL disables AdLib and Sound Blaster detection\n");\r
+ printf("KDREAMS /NOSB disables Sound Blaster detection\n");\r
+ printf("KDREAMS /NOJOYS ignores joystick\n");\r
+ printf("KDREAMS /NOMOUSE ignores mouse\n");\r
+ printf("KDREAMS /HIDDENCARD overrides video card detection\n");\r
+ printf("KDREAMS /VER for version and compatibility information\n");\r
+ printf("KDREAMS /? for this help information\n");\r
+ exit(0);\r
+ }\r
+\r
+ textcolor(7);\r
+ textbackground(0);\r
+\r
+ InitGame();\r
+\r
+ DemoLoop(); // DemoLoop calls Quit when everything is done\r
+ Quit("Demo loop exited???");\r
+}\r
+\r
--- /dev/null
+/* Keen Dreams Source Code\r
+ * Copyright (C) 2014 Javier M. Chavez\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
+// KD_PLAY.C\r
+\r
+#include "KD_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define INACTIVATEDIST 10\r
+\r
+#define MAXMOVE (TILEGLOBAL-17)\r
+\r
+#define NUMLUMPS 22\r
+\r
+\r
+#define CONTROLSLUMP 0\r
+#define KEENLUMP 1\r
+#define WORLDKEENLUMP 2\r
+#define BROCCOLUMP 3\r
+#define TOMATLUMP 4\r
+#define CARROTLUMP 5\r
+#define ASPARLUMP 6\r
+#define GRAPELUMP 7\r
+#define TATERLUMP 8\r
+#define CARTLUMP 9\r
+#define FRENCHYLUMP 10\r
+#define MELONLUMP 11\r
+#define SQUASHLUMP 12\r
+#define APELLUMP 13\r
+#define PEALUMP 14\r
+#define BOOBUSLUMP 15\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+exittype playstate;\r
+gametype gamestate;\r
+\r
+boolean button0held,button1held;\r
+objtype *new,*check,*player,*scoreobj;\r
+\r
+unsigned originxtilemax,originytilemax;\r
+\r
+ControlInfo c;\r
+\r
+objtype dummyobj;\r
+\r
+char *levelnames[21] =\r
+{\r
+"The Land of Tuberia",\r
+"Horseradish Hill",\r
+"The Melon Mines",\r
+"Bridge Bottoms",\r
+"Rhubarb Rapids",\r
+"Parsnip Pass",\r
+"Level 6",\r
+"Spud City",\r
+"Level 8",\r
+"Apple Acres",\r
+"Grape Grove",\r
+"Level 11",\r
+"Brussels Sprout Bay",\r
+"Level 13",\r
+"Squash Swamp",\r
+"Boobus' Chamber",\r
+"Castle Tuberia",\r
+"",\r
+"Title Page"\r
+};\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+// for asm scaning of map planes\r
+unsigned mapx,mapy,mapxcount,mapycount,maptile,mapspot;\r
+\r
+int plummet;\r
+\r
+int objectcount;\r
+\r
+objtype objarray[MAXACTORS],*lastobj,*objfreelist;\r
+\r
+int oldtileleft,oldtiletop,oldtileright,oldtilebottom,oldtilemidx;\r
+int oldleft,oldtop,oldright,oldbottom,oldmidx;\r
+int leftmoved,topmoved,rightmoved,bottommoved,midxmoved;\r
+\r
+int topmove,bottommove,midxmove;\r
+\r
+int inactivateleft,inactivateright,inactivatetop,inactivatebottom;\r
+\r
+int fadecount;\r
+\r
+boolean bombspresent;\r
+\r
+boolean lumpneeded[NUMLUMPS];\r
+int lumpstart[NUMLUMPS] =\r
+{\r
+CONTROLS_LUMP_START,\r
+KEEN_LUMP_START,\r
+WORLDKEEN_LUMP_START,\r
+BROCCOLASH_LUMP_START,\r
+TOMATO_LUMP_START,\r
+CARROT_LUMP_START,\r
+ASPAR_LUMP_START,\r
+GRAPE_LUMP_START,\r
+TATER_LUMP_START,\r
+CANTA_LUMP_START,\r
+FRENCHY_LUMP_START,\r
+MELONLIPS_LUMP_START,\r
+SQUASHER_LUMP_START,\r
+APEL_LUMP_START,\r
+PEAS_LUMP_START,\r
+BOOBUS_LUMP_START,\r
+};\r
+\r
+int lumpend[NUMLUMPS] =\r
+{\r
+CONTROLS_LUMP_END,\r
+KEEN_LUMP_END,\r
+WORLDKEEN_LUMP_END,\r
+BROCCOLASH_LUMP_END,\r
+TOMATO_LUMP_END,\r
+CARROT_LUMP_END,\r
+ASPAR_LUMP_END,\r
+GRAPE_LUMP_END,\r
+TATER_LUMP_END,\r
+CANTA_LUMP_END,\r
+FRENCHY_LUMP_END,\r
+MELONLIPS_LUMP_END,\r
+SQUASHER_LUMP_END,\r
+APEL_LUMP_END,\r
+PEAS_LUMP_END,\r
+BOOBUS_LUMP_END,\r
+};\r
+\r
+\r
+void CheckKeys (void);\r
+void CalcInactivate (void);\r
+void InitObjArray (void);\r
+void GetNewObj (boolean usedummy);\r
+void RemoveObj (objtype *gone);\r
+void ScanInfoPlane (void);\r
+void PatchWorldMap (void);\r
+void MarkTileGraphics (void);\r
+void FadeAndUnhook (void);\r
+void SetupGameLevel (boolean loadnow);\r
+void ScrollScreen (void);\r
+void MoveObjVert (objtype *ob, int ymove);\r
+void MoveObjHoriz (objtype *ob, int xmove);\r
+void GivePoints (unsigned points);\r
+void ClipToEnds (objtype *ob);\r
+void ClipToEastWalls (objtype *ob);\r
+void ClipToWestWalls (objtype *ob);\r
+void ClipToWalls (objtype *ob);\r
+void ClipToSpriteSide (objtype *push, objtype *solid);\r
+void ClipToSprite (objtype *push, objtype *solid, boolean squish);\r
+int DoActor (objtype *ob,int tics);\r
+void StateMachine (objtype *ob);\r
+void NewState (objtype *ob,statetype *state);\r
+void PlayLoop (void);\r
+void GameLoop (void);\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= CheckKeys\r
+=\r
+=====================\r
+*/\r
+\r
+void CheckKeys (void)\r
+{\r
+ if (screenfaded) // don't do anything with a faded screen\r
+ return;\r
+\r
+//\r
+// space for status screen\r
+//\r
+ if (Keyboard[sc_Space])\r
+ {\r
+ StatusWindow ();\r
+ IN_ClearKeysDown();\r
+ RF_ForceRefresh();\r
+ lasttimecount = TimeCount;\r
+ }\r
+\r
+//\r
+// pause key wierdness can't be checked as a scan code\r
+//\r
+ if (Paused)\r
+ {\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (8,3);\r
+ US_PrintCentered ("PAUSED");\r
+ VW_UpdateScreen ();\r
+ IN_Ack();\r
+ RF_ForceRefresh ();\r
+ Paused = false;\r
+ }\r
+\r
+//\r
+// F1-F7/ESC to enter control panel\r
+//\r
+ if ( (LastScan >= sc_F1 && LastScan <= sc_F7) || LastScan == sc_Escape)\r
+ {\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (20,8);\r
+ US_CPrint ("Loading");\r
+ VW_UpdateScreen ();\r
+ US_ControlPanel();\r
+ IN_ClearKeysDown();\r
+ if (restartgame)\r
+ playstate = resetgame;\r
+ else if (!loadedgame)\r
+ RF_ForceRefresh(); // don't refresh if loading a new game\r
+\r
+ lasttimecount = TimeCount;\r
+ }\r
+\r
+//\r
+// F10-? debug keys\r
+//\r
+ if (Keyboard[sc_F10] && DebugKeys() )\r
+ {\r
+ RF_ForceRefresh();\r
+ lasttimecount = TimeCount;\r
+ }\r
+\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= CalcInactivate\r
+=\r
+=======================\r
+*/\r
+\r
+void CalcInactivate (void)\r
+{\r
+ originxtilemax = originxtile+PORTTILESWIDE-1;\r
+ originytilemax = originytile+PORTTILESHIGH-1;\r
+\r
+ inactivateleft = originxtile-INACTIVATEDIST;\r
+ if (inactivateleft < 0)\r
+ inactivateleft = 0;\r
+ inactivateright = originxtilemax+INACTIVATEDIST;\r
+ inactivatetop = originytile-INACTIVATEDIST;\r
+ if (inactivatetop < 0)\r
+ inactivatetop = 0;\r
+ inactivatebottom = originytilemax+INACTIVATEDIST;\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+#############################################################################\r
+\r
+ The objarray data structure\r
+\r
+#############################################################################\r
+\r
+Objarray containt structures for every actor currently playing. The structure\r
+is accessed as a linked list starting at *player, ending when ob->next ==\r
+NULL. GetNewObj inserts a new object at the end of the list, meaning that\r
+if an actor spawn another actor, the new one WILL get to think and react the\r
+same frame. RemoveObj unlinks the given object and returns it to the free\r
+list, but does not damage the objects ->next pointer, so if the current object\r
+removes itself, a linked list following loop can still safely get to the\r
+next element.\r
+\r
+<backwardly linked free list>\r
+\r
+#############################################################################\r
+*/\r
+\r
+\r
+/*\r
+=========================\r
+=\r
+= InitObjArray\r
+=\r
+= Call to clear out the entire object list, returning them all to the free\r
+= list. Allocates a special spot for the player.\r
+=\r
+=========================\r
+*/\r
+\r
+void InitObjArray (void)\r
+{\r
+ int i;\r
+\r
+ for (i=0;i<MAXACTORS;i++)\r
+ {\r
+ objarray[i].prev = &objarray[i+1];\r
+ objarray[i].next = NULL;\r
+ }\r
+\r
+ objarray[MAXACTORS-1].prev = NULL;\r
+\r
+ objfreelist = &objarray[0];\r
+ lastobj = NULL;\r
+\r
+ objectcount = 0;\r
+\r
+//\r
+// give the player and score the first free spots\r
+//\r
+ GetNewObj (false);\r
+ player = new;\r
+ GetNewObj (false);\r
+ scoreobj = new;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=========================\r
+=\r
+= GetNewObj\r
+=\r
+= Sets the global variable new to point to a free spot in objarray.\r
+= The free spot is inserted at the end of the liked list\r
+=\r
+= When the object list is full, the caller can either have it bomb out ot\r
+= return a dummy object pointer that will never get used\r
+=\r
+=========================\r
+*/\r
+\r
+void GetNewObj (boolean usedummy)\r
+{\r
+ if (!objfreelist)\r
+ {\r
+ if (usedummy)\r
+ {\r
+ new = &dummyobj;\r
+ return;\r
+ }\r
+ Quit ("GetNewObj: No free spots in objarray!");\r
+ }\r
+\r
+ new = objfreelist;\r
+ objfreelist = new->prev;\r
+ memset (new,0,sizeof(*new));\r
+\r
+ if (lastobj)\r
+ lastobj->next = new;\r
+ new->prev = lastobj; // new->next is allready NULL from memset\r
+\r
+ new->active = yes;\r
+ new->needtoclip = true;\r
+ lastobj = new;\r
+\r
+ objectcount++;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=========================\r
+=\r
+= RemoveObj\r
+=\r
+= Add the given object back into the free list, and unlink it from it's\r
+= neighbors\r
+=\r
+=========================\r
+*/\r
+\r
+void RemoveObj (objtype *gone)\r
+{\r
+ if (gone == player)\r
+ Quit ("RemoveObj: Tried to remove the player!");\r
+\r
+//\r
+// erase it from the refresh manager\r
+//\r
+ RF_RemoveSprite (&gone->sprite);\r
+\r
+//\r
+// fix the next object's back link\r
+//\r
+ if (gone == lastobj)\r
+ lastobj = (objtype *)gone->prev;\r
+ else\r
+ gone->next->prev = gone->prev;\r
+\r
+//\r
+// fix the previous object's forward link\r
+//\r
+ gone->prev->next = gone->next;\r
+\r
+//\r
+// add it back in to the free list\r
+//\r
+ gone->prev = objfreelist;\r
+ objfreelist = gone;\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+void near HandleInfo (void)\r
+{\r
+ switch (maptile)\r
+ {\r
+ case 1:\r
+ SpawnKeen(mapx,mapy,1);\r
+ break;\r
+ case 2:\r
+ SpawnKeen(mapx,mapy,-1);\r
+ break;\r
+ case 19:\r
+ SpawnWorldKeen(mapx,mapy);\r
+ lumpneeded[WORLDKEENLUMP] = true;\r
+ break;\r
+\r
+ case 31:\r
+ bombspresent = true;\r
+ case 21:\r
+ case 22:\r
+ case 23:\r
+ case 24:\r
+ case 25:\r
+ case 26:\r
+ case 27:\r
+ case 28:\r
+ case 29:\r
+ case 30:\r
+ case 32:\r
+ SpawnBonus(mapx,mapy,maptile-21);\r
+ new->active = false;\r
+ break;\r
+ case 33:\r
+ SpawnDoor(mapx,mapy);\r
+ new->active = false;\r
+ break;\r
+ case 41:\r
+ SpawnBrocco(mapx,mapy);\r
+ new->active = false;\r
+ lumpneeded[BROCCOLUMP] = true;\r
+ break;\r
+ case 42:\r
+ SpawnTomat(mapx,mapy);\r
+ new->active = false;\r
+ lumpneeded[TOMATLUMP] = true;\r
+ break;\r
+ case 43:\r
+ SpawnCarrot(mapx,mapy);\r
+ new->active = false;\r
+ lumpneeded[CARROTLUMP] = true;\r
+ break;\r
+ case 45:\r
+ SpawnAspar(mapx,mapy);\r
+ new->active = false;\r
+ lumpneeded[ASPARLUMP] = true;\r
+ break;\r
+ case 46:\r
+ SpawnGrape(mapx,mapy);\r
+ new->active = false;\r
+ lumpneeded[GRAPELUMP] = true;\r
+ break;\r
+ case 47:\r
+ SpawnTater(mapx,mapy);\r
+ new->active = false;\r
+ lumpneeded[TATERLUMP] = true;\r
+ break;\r
+ case 48:\r
+ SpawnCart(mapx,mapy);\r
+ lumpneeded[CARTLUMP] = true;\r
+ break;\r
+ case 49:\r
+ SpawnFrenchy(mapx,mapy);\r
+ new->active = false;\r
+ lumpneeded[FRENCHYLUMP] = true;\r
+ break;\r
+ case 50:\r
+ case 51:\r
+ case 52:\r
+ SpawnMelon(mapx,mapy,maptile-50);\r
+ new->active = false;\r
+ lumpneeded[MELONLUMP] = true;\r
+ break;\r
+ case 57:\r
+ SpawnSquasher(mapx,mapy);\r
+ new->active = false;\r
+ lumpneeded[SQUASHLUMP] = true;\r
+ break;\r
+ case 58:\r
+ SpawnApel(mapx,mapy);\r
+ new->active = false;\r
+ lumpneeded[APELLUMP] = true;\r
+ break;\r
+ case 59:\r
+ SpawnPeaPod(mapx,mapy);\r
+ new->active = false;\r
+ lumpneeded[PEALUMP] = true;\r
+ break;\r
+ case 60:\r
+ SpawnPeaBrain(mapx,mapy);\r
+ new->active = false;\r
+ lumpneeded[PEALUMP] = true;\r
+ break;\r
+ case 61:\r
+ SpawnBoobus(mapx,mapy);\r
+ lumpneeded[BOOBUSLUMP] = true;\r
+ break;\r
+ }\r
+\r
+ if (new->active != allways)\r
+ new->active = false;\r
+}\r
+\r
+/*\r
+==========================\r
+=\r
+= ScanInfoPlane\r
+=\r
+= Spawn all actors and mark down special places\r
+=\r
+==========================\r
+*/\r
+\r
+void ScanInfoPlane (void)\r
+{\r
+ unsigned x,y,i,j;\r
+ int tile;\r
+ unsigned far *start;\r
+\r
+ InitObjArray(); // start spawning things with a clean slate\r
+\r
+ memset (lumpneeded,0,sizeof(lumpneeded));\r
+\r
+#if 0\r
+ start = mapsegs[2];\r
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *start++;\r
+ if (!tile)\r
+ continue;\r
+ }\r
+#endif\r
+\r
+//\r
+// This doesn't really need to be in asm. I thought it was a bottleneck,\r
+// but I was wrong...\r
+//\r
+\r
+ asm mov es,[WORD PTR mapsegs+4]\r
+ asm xor si,si\r
+ asm mov [mapy],0\r
+ asm mov ax,[mapheight]\r
+ asm mov [mapycount],ax\r
+yloop:\r
+ asm mov [mapx],0\r
+ asm mov ax,[mapwidth]\r
+ asm mov [mapxcount],ax\r
+xloop:\r
+ asm mov ax,[es:si]\r
+ asm or ax,ax\r
+ asm jz nothing\r
+ asm mov [maptile],ax\r
+ HandleInfo (); // si is saved\r
+ asm mov es,[WORD PTR mapsegs+4]\r
+nothing:\r
+ asm inc [mapx]\r
+ asm add si,2\r
+ asm dec [mapxcount]\r
+ asm jnz xloop\r
+ asm inc [mapy]\r
+ asm dec [mapycount]\r
+ asm jnz yloop\r
+\r
+ for (i=0;i<NUMLUMPS;i++)\r
+ if (lumpneeded[i])\r
+ for (j=lumpstart[i];j<=lumpend[i];j++)\r
+ CA_MarkGrChunk(j);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= PatchWorldMap\r
+=\r
+= Takes out blocking squares and puts in dones\r
+=\r
+==========================\r
+*/\r
+\r
+void PatchWorldMap (void)\r
+{\r
+ unsigned size,spot,info,foreground;\r
+\r
+ size = mapwidth*mapheight;\r
+ spot = 0;\r
+ do\r
+ {\r
+ info = *(mapsegs[2] + spot);\r
+ // finished a city here?\r
+ if (info>=3 && info<=18 && gamestate.leveldone[info-2])\r
+ {\r
+ *(mapsegs[2] + spot) = 0;\r
+ foreground = *(mapsegs[1] + spot);\r
+ if (foreground == 130)\r
+ *(mapsegs[1]+spot) = 0; // not blocking now\r
+ else if (foreground == 90)\r
+ {\r
+ // plant done flag\r
+ *(mapsegs[1]+spot) = 133;\r
+ *(mapsegs[1]+(spot-mapwidth-1)) = 131;\r
+ *(mapsegs[1]+(spot-mapwidth)) = 132;\r
+ }\r
+ }\r
+ spot++;\r
+ } while (spot<size);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= FadeAndUnhook\r
+=\r
+= Latch this onto the refresh so the screen only gets faded in after two\r
+= refreshes. This lets all actors draw themselves to both pages before\r
+= fading the screen in.\r
+=\r
+==========================\r
+*/\r
+\r
+void FadeAndUnhook (void)\r
+{\r
+ if (++fadecount==2)\r
+ {\r
+ RF_ForceRefresh();\r
+ VW_FadeIn ();\r
+ RF_SetRefreshHook (NULL);\r
+ lasttimecount = TimeCount; // don't adaptively time the fade\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupGameLevel\r
+=\r
+= Load in map mapon and cache everything needed for it\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupGameLevel (boolean loadnow)\r
+{\r
+ long orgx,orgy;\r
+\r
+ bombspresent = false;\r
+//\r
+// load the level header and three map planes\r
+//\r
+ CA_CacheMap (gamestate.mapon);\r
+\r
+//\r
+// let the refresh manager set up some variables\r
+//\r
+ RF_NewMap ();\r
+\r
+//\r
+// decide which graphics are needed and spawn actors\r
+//\r
+ CA_ClearMarks ();\r
+\r
+ if (!mapon)\r
+ PatchWorldMap ();\r
+\r
+ if (mapon!=20) // map 20 is the title screen\r
+ ScanInfoPlane ();\r
+ RF_MarkTileGraphics ();\r
+\r
+//\r
+// have the caching manager load and purge stuff to make sure all marks\r
+// are in memory\r
+//\r
+ if (loadnow)\r
+ {\r
+ if (bombspresent)\r
+ {\r
+ VW_FixRefreshBuffer ();\r
+ US_DrawWindow (10,1,20,2);\r
+ US_PrintCentered ("Boobus Bombs Near!");\r
+ VW_UpdateScreen ();\r
+ }\r
+ CA_CacheMarks (levelnames[mapon], 0);\r
+ }\r
+\r
+#if 0\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (20,8);\r
+ US_Print ("\n\n\nObject count:");\r
+ itoa (objectcount,str,10);\r
+ US_Print (str);\r
+ VW_UpdateScreen ();\r
+ IN_Ack ();\r
+#endif\r
+\r
+ if (mapon!=20 && loadnow) // map 20 is the title screen\r
+ {\r
+ VW_FadeOut ();\r
+ fadecount = 0;\r
+ RF_SetRefreshHook (&FadeAndUnhook);\r
+ SpawnScore ();\r
+\r
+//\r
+// start the initial view position to center the player\r
+//\r
+ orgx = (long)player->x - (150<<G_P_SHIFT);\r
+ orgy = (long)player->y-(84<<G_P_SHIFT);\r
+ if (orgx<0)\r
+ orgx=0;\r
+ if (orgy<0)\r
+ orgy=0;\r
+\r
+ RF_NewPosition (orgx,orgy);\r
+ CalcInactivate ();\r
+ }\r
+\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= ScrollScreen\r
+=\r
+= Scroll if Keen is nearing an edge\r
+= Set playstate to levelcomplete\r
+=\r
+===============\r
+*/\r
+\r
+void ScrollScreen (void)\r
+{\r
+ int xscroll,yscroll;\r
+\r
+//\r
+// walked off edge of map?\r
+//\r
+ if (player->left < originxmin\r
+ || player->right > originxmax+20*TILEGLOBAL)\r
+ {\r
+ playstate = levelcomplete;\r
+ return;\r
+ }\r
+\r
+//\r
+// fallen off bottom of world?\r
+//\r
+ if (!plummet && player->bottom > originymax+13*TILEGLOBAL)\r
+ {\r
+ godmode = 0;\r
+ plummet = 1;\r
+ KillKeen ();\r
+ return;\r
+ }\r
+\r
+ if (player->x < originxglobal+SCROLLWEST)\r
+ xscroll = player->x - (originxglobal+SCROLLWEST);\r
+ else if (player->x > originxglobal+SCROLLEAST)\r
+ xscroll = player->x - (originxglobal+SCROLLEAST);\r
+ else\r
+ xscroll = 0;\r
+\r
+ if (player->y < originyglobal+SCROLLNORTH)\r
+ yscroll = player->y - (originyglobal+SCROLLNORTH);\r
+ else if (player->y > originyglobal+SCROLLSOUTH)\r
+ yscroll = player->y - (originyglobal+SCROLLSOUTH);\r
+ else yscroll = 0;\r
+\r
+ if (xscroll || yscroll)\r
+ {\r
+ RF_Scroll (xscroll,yscroll);\r
+ CalcInactivate ();\r
+ scoreobj->needtoreact = true;\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= GivePoints\r
+=\r
+= Grants extra men at 20k,40k,80k,160k,320k\r
+=\r
+====================\r
+*/\r
+\r
+void GivePoints (unsigned points)\r
+{\r
+ gamestate.score += points;\r
+ if (gamestate.score >= gamestate.nextextra)\r
+ {\r
+ SD_PlaySound (EXTRAKEENSND);\r
+ gamestate.lives++;\r
+ gamestate.nextextra*=2;\r
+ }\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= MoveObjVert\r
+=\r
+====================\r
+*/\r
+\r
+void MoveObjVert (objtype *ob, int ymove)\r
+{\r
+ ob->y += ymove;\r
+ ob->top += ymove;\r
+ ob->bottom += ymove;\r
+ ob->tiletop = ob->top >> G_T_SHIFT;\r
+ ob->tilebottom = ob->bottom >> G_T_SHIFT;\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= MoveObjHoriz\r
+=\r
+====================\r
+*/\r
+\r
+void MoveObjHoriz (objtype *ob, int xmove)\r
+{\r
+ ob->x += xmove;\r
+ ob->left += xmove;\r
+ ob->right += xmove;\r
+ ob->tileleft = ob->left >> G_T_SHIFT;\r
+ ob->tileright = ob->right >> G_T_SHIFT;\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ Actor to tile clipping rouitnes\r
+\r
+=============================================================================\r
+*/\r
+\r
+// walltype / x coordinate (0-15)\r
+\r
+int wallclip[8][16] = { // the height of a given point in a tile\r
+{ 256, 256, 256, 256, 256, 256, 256, 256, 256, 256, 256, 256, 256, 256, 256, 256},\r
+{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},\r
+{ 0,0x08,0x10,0x18,0x20,0x28,0x30,0x38,0x40,0x48,0x50,0x58,0x60,0x68,0x70,0x78},\r
+{0x80,0x88,0x90,0x98,0xa0,0xa8,0xb0,0xb8,0xc0,0xc8,0xd0,0xd8,0xe0,0xe8,0xf0,0xf8},\r
+{ 0,0x10,0x20,0x30,0x40,0x50,0x60,0x70,0x80,0x90,0xa0,0xb0,0xc0,0xd0,0xe0,0xf0},\r
+{0x78,0x70,0x68,0x60,0x58,0x50,0x48,0x40,0x38,0x30,0x28,0x20,0x18,0x10,0x08, 0},\r
+{0xf8,0xf0,0xe8,0xe0,0xd8,0xd0,0xc8,0xc0,0xb8,0xb0,0xa8,0xa0,0x98,0x90,0x88,0x80},\r
+{0xf0,0xe0,0xd0,0xc0,0xb0,0xa0,0x90,0x80,0x70,0x60,0x50,0x40,0x30,0x20,0x10, 0}\r
+};\r
+\r
+// assignment within ifs are used heavily here, so turn off the warning\r
+#pragma warn -pia\r
+\r
+/*\r
+===========================\r
+=\r
+= ClipToEnds\r
+=\r
+===========================\r
+*/\r
+\r
+void ClipToEnds (objtype *ob)\r
+{\r
+ unsigned far *map,tile,facetile,info,wall;\r
+ int leftpix,rightpix,midtiles,toppix,bottompix;\r
+ int x,y,clip,move,totalmove,maxmove,midxpix;\r
+\r
+ midxpix = (ob->midx&0xf0) >> 4;\r
+\r
+ maxmove = -abs(midxmoved) - bottommoved - 16;\r
+ map = (unsigned far *)mapsegs[1] +\r
+ mapbwidthtable[oldtilebottom-1]/2 + ob->tilemidx;\r
+ for (y=oldtilebottom-1 ; y<=ob->tilebottom ; y++,map+=mapwidth)\r
+ {\r
+ if (wall = tinf[NORTHWALL+*map])\r
+ {\r
+ clip = wallclip[wall&7][midxpix];\r
+ move = ( (y<<G_T_SHIFT)+clip - 1) - ob->bottom;\r
+ if (move<0 && move>=maxmove)\r
+ {\r
+ ob->hitnorth = wall;\r
+ MoveObjVert (ob,move);\r
+ return;\r
+ }\r
+ }\r
+ }\r
+\r
+ maxmove = abs(midxmoved) - topmoved + 16;\r
+ map = (unsigned far *)mapsegs[1] +\r
+ mapbwidthtable[oldtiletop+1]/2 + ob->tilemidx;\r
+ for (y=oldtiletop+1 ; y>=ob->tiletop ; y--,map-=mapwidth)\r
+ {\r
+ if (wall = tinf[SOUTHWALL+*map])\r
+ {\r
+ clip = wallclip[wall&7][midxpix];\r
+ move = ( ((y+1)<<G_T_SHIFT)-clip ) - ob->top;\r
+ if (move > 0 && move<=maxmove)\r
+ {\r
+ totalmove = ob->ymove + move;\r
+ if (totalmove < TILEGLOBAL && totalmove > -TILEGLOBAL)\r
+ {\r
+ ob->hitsouth = wall;\r
+ MoveObjVert (ob,move);\r
+ }\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===========================\r
+=\r
+= ClipToEastWalls / ClipToWestWalls\r
+=\r
+===========================\r
+*/\r
+\r
+void ClipToEastWalls (objtype *ob)\r
+{\r
+ int y,move,top,bottom;\r
+ unsigned far *map,tile,info,wall;\r
+\r
+ // clip to east walls if moving west\r
+\r
+ top = ob->tiletop;\r
+ if (ob->hitsouth>1)\r
+ top++; // on a slope inside a tile\r
+ bottom = ob->tilebottom;\r
+ if (ob->hitnorth>1)\r
+ bottom--; // on a slope inside a tile\r
+\r
+ for (y=top;y<=bottom;y++)\r
+ {\r
+ map = (unsigned far *)mapsegs[1] +\r
+ mapbwidthtable[y]/2 + ob->tileleft;\r
+\r
+ if (ob->hiteast = tinf[EASTWALL+*map])\r
+ {\r
+ move = ( (ob->tileleft+1)<<G_T_SHIFT ) - ob->left;\r
+ MoveObjHoriz (ob,move);\r
+ return;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+void ClipToWestWalls (objtype *ob)\r
+{\r
+ int y,move,top,bottom;\r
+ unsigned far *map,tile,info,wall;\r
+\r
+ // check west walls if moving east\r
+\r
+ top = ob->tiletop;\r
+ if (ob->hitsouth>1)\r
+ top++; // on a slope inside a tile\r
+ bottom = ob->tilebottom;\r
+ if (ob->hitnorth>1)\r
+ bottom--; // on a slope inside a tile\r
+\r
+ for (y=top;y<=bottom;y++)\r
+ {\r
+ map = (unsigned far *)mapsegs[1] +\r
+ mapbwidthtable[y]/2 + ob->tileright;\r
+\r
+ if (ob->hitwest = tinf[WESTWALL+*map])\r
+ {\r
+ move = ( (ob->tileright<<G_T_SHIFT ) -1) - ob->right;\r
+ MoveObjHoriz (ob,move);\r
+ return;\r
+ }\r
+ }\r
+}\r
+\r
+// turn 'possibly incorrect assignment' warnings back on\r
+#pragma warn +pia\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+================\r
+=\r
+= ClipToWalls\r
+=\r
+= Moves the current object xmove/ymove units, clipping to walls\r
+=\r
+================\r
+*/\r
+\r
+void ClipToWalls (objtype *ob)\r
+{\r
+ unsigned x,y,tile;\r
+ spritetabletype far *shape;\r
+ boolean endfirst;\r
+\r
+//\r
+// make sure it stays in contact with a 45 degree slope\r
+//\r
+ if (ob->state->pushtofloor)\r
+ {\r
+ if (ob->xmove > 0)\r
+ ob->ymove = ob->xmove + 16;\r
+ else\r
+ ob->ymove = -ob->xmove + 16;\r
+ }\r
+\r
+//\r
+// move the shape\r
+//\r
+ if (ob->xmove > MAXMOVE)\r
+ ob->xmove = MAXMOVE;\r
+ else if (ob->xmove < -MAXMOVE)\r
+ ob->xmove = -MAXMOVE;\r
+\r
+ if (ob->ymove > MAXMOVE+16) // +16 for push to floor\r
+ ob->ymove = MAXMOVE+16;\r
+ else if (ob->ymove < -MAXMOVE)\r
+ ob->ymove = -MAXMOVE;\r
+\r
+ ob->x += ob->xmove;\r
+ ob->y += ob->ymove;\r
+\r
+ ob->needtoreact = true;\r
+\r
+ if (!ob->shapenum) // can't get a hit rect with no shape!\r
+ return;\r
+\r
+ shape = &spritetable[ob->shapenum-STARTSPRITES];\r
+\r
+ oldtileright = ob->tileright;\r
+ oldtiletop = ob->tiletop;\r
+ oldtileleft = ob->tileleft;\r
+ oldtilebottom = ob->tilebottom;\r
+ oldtilemidx = ob->tilemidx;\r
+\r
+ oldright = ob->right;\r
+ oldtop = ob->top;\r
+ oldleft = ob->left;\r
+ oldbottom = ob->bottom;\r
+ oldmidx = ob->midx;\r
+\r
+ ob->left = ob->x + shape->xl;\r
+ ob->right = ob->x + shape->xh;\r
+ ob->top = ob->y + shape->yl;\r
+ ob->bottom = ob->y + shape->yh;\r
+ ob->midx = ob->left + (ob->right - ob->left)/2;\r
+\r
+ ob->tileleft = ob->left >> G_T_SHIFT;\r
+ ob->tileright = ob->right >> G_T_SHIFT;\r
+ ob->tiletop = ob->top >> G_T_SHIFT;\r
+ ob->tilebottom = ob->bottom >> G_T_SHIFT;\r
+ ob->tilemidx = ob->midx >> G_T_SHIFT;\r
+\r
+ ob->hitnorth = ob->hiteast = ob->hitsouth = ob->hitwest = 0;\r
+\r
+ if (!ob->needtoclip)\r
+ return;\r
+\r
+ leftmoved = ob->left - oldleft;\r
+ rightmoved = ob->right - oldright;\r
+ topmoved = ob->top - oldtop;\r
+ bottommoved = ob->bottom - oldbottom;\r
+ midxmoved = ob->midx - oldmidx;\r
+\r
+//\r
+// clip it\r
+//\r
+\r
+ ClipToEnds(ob);\r
+\r
+ if (leftmoved < 0 || ob == player) // make sure player gets cliped\r
+ ClipToEastWalls (ob);\r
+ if (rightmoved > 0 || ob == player)\r
+ ClipToWestWalls (ob);\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= ClipToSpriteSide\r
+=\r
+= Clips push to solid\r
+=\r
+==================\r
+*/\r
+\r
+void ClipToSpriteSide (objtype *push, objtype *solid)\r
+{\r
+ int xmove,leftinto,rightinto;\r
+\r
+ //\r
+ // amount the push shape can be pushed\r
+ //\r
+ xmove = solid->xmove - push->xmove;\r
+\r
+ //\r
+ // amount it is inside\r
+ //\r
+ leftinto = solid->right - push->left;\r
+ rightinto = push->right - solid->left;\r
+\r
+ if (leftinto>0 && leftinto<= xmove)\r
+ {\r
+ push->xmove = leftinto;\r
+ if (push->state->pushtofloor)\r
+ push->ymove = leftinto+16;\r
+ ClipToWalls (push);\r
+ push->hiteast = 1;\r
+ return;\r
+ }\r
+\r
+ if (rightinto>0 && rightinto<= -xmove)\r
+ {\r
+ push->xmove = -rightinto;\r
+ if (push->state->pushtofloor)\r
+ push->ymove = rightinto+16;\r
+ ClipToWalls (push);\r
+ push->hitwest = 1;\r
+ return;\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= ClipToSprite\r
+=\r
+= Clips push to solid\r
+=\r
+==================\r
+*/\r
+\r
+void ClipToSprite (objtype *push, objtype *solid, boolean squish)\r
+{\r
+ boolean temp;\r
+ int walltemp,xmove,leftinto,rightinto,topinto,bottominto;\r
+\r
+ xmove = solid->xmove - push->xmove;\r
+\r
+ push->xmove = push->ymove = 0;\r
+\r
+ //\r
+ // left / right\r
+ //\r
+ leftinto = solid->right - push->left;\r
+ rightinto = push->right - solid->left;\r
+\r
+ if (leftinto>0 && leftinto<=xmove)\r
+ {\r
+ push->xmove = leftinto;\r
+ walltemp = push->hitnorth;\r
+ ClipToWalls (push);\r
+ if (!push->hitnorth)\r
+ push->hitnorth = walltemp;\r
+ if (squish && push->hitwest)\r
+ KillKeen ();\r
+ push->hiteast = 1;\r
+ return;\r
+ }\r
+ else if (rightinto>0 && rightinto<=-xmove)\r
+ {\r
+ push->xmove = -rightinto;\r
+ walltemp = push->hitnorth;\r
+ ClipToWalls (push);\r
+ if (!push->hitnorth)\r
+ push->hitnorth = walltemp;\r
+ if (squish && push->hiteast)\r
+ KillKeen ();\r
+ push->hitwest = 1;\r
+ return;\r
+ }\r
+\r
+ //\r
+ // top / bottom\r
+ //\r
+ topinto = solid->bottom - push->top;\r
+ bottominto = push->bottom - solid->top;\r
+\r
+ if (bottominto>0)\r
+ {\r
+ push->ymove = -bottominto+16;\r
+ push->xmove = solid->xmove;\r
+ temp = push->state->pushtofloor;\r
+ push->state->pushtofloor = false;\r
+ walltemp = push->hitnorth;\r
+ ClipToWalls (push);\r
+ if (!push->hitnorth)\r
+ push->hitnorth = walltemp;\r
+ push->state->pushtofloor = temp;\r
+ push->hitnorth = 25;\r
+ }\r
+ else if (topinto>0)\r
+ {\r
+ push->ymove = topinto;\r
+ ClipToWalls (push);\r
+ push->hitsouth = 25;\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= DoActor\r
+=\r
+= Moves an actor in its current state by a given number of tics.\r
+= If that time takes it into the next state, it changes the state\r
+= and returns the number of excess tics after the state change\r
+=\r
+==================\r
+*/\r
+\r
+int DoActor (objtype *ob,int tics)\r
+{\r
+ int newtics,movetics,excesstics;\r
+ statetype *state;\r
+\r
+ state = ob->state;\r
+\r
+ if (state->progress == think)\r
+ {\r
+ if (state->think)\r
+ {\r
+ if (ob->nothink)\r
+ ob->nothink--;\r
+ else\r
+#pragma warn -pro\r
+ state->think(ob);\r
+#pragma warn +pro\r
+ }\r
+ return 0;\r
+ }\r
+\r
+ newtics = ob->ticcount+tics;\r
+\r
+ if (newtics < state->tictime || state->tictime == 0)\r
+ {\r
+ ob->ticcount = newtics;\r
+ if (state->progress == slide || state->progress == slidethink)\r
+ {\r
+ if (ob->xdir)\r
+ ob->xmove += ob->xdir == 1 ? tics*state->xmove\r
+ : -tics*state->xmove;\r
+ if (ob->ydir)\r
+ ob->ymove += ob->ydir == 1 ? tics*state->ymove\r
+ : -tics*state->ymove;\r
+ }\r
+ if (state->progress == slidethink || state->progress == stepthink)\r
+ {\r
+ if (state->think)\r
+ {\r
+ if (ob->nothink)\r
+ ob->nothink--;\r
+ else\r
+#pragma warn -pro\r
+ state->think(ob);\r
+#pragma warn +pro\r
+ }\r
+ }\r
+ return 0;\r
+ }\r
+ else\r
+ {\r
+ movetics = state->tictime - ob->ticcount;\r
+ excesstics = newtics - state->tictime;\r
+ ob->ticcount = 0;\r
+ if (state->progress == slide || state->progress == slidethink)\r
+ {\r
+ if (ob->xdir)\r
+ ob->xmove += ob->xdir == 1 ? movetics*state->xmove\r
+ : -movetics*state->xmove;\r
+ if (ob->ydir)\r
+ ob->ymove += ob->ydir == 1 ? movetics*state->ymove\r
+ : -movetics*state->ymove;\r
+ }\r
+ else\r
+ {\r
+ if (ob->xdir)\r
+ ob->xmove += ob->xdir == 1 ? state->xmove : -state->xmove;\r
+ if (ob->ydir)\r
+ ob->ymove += ob->ydir == 1 ? state->ymove : -state->ymove;\r
+ }\r
+\r
+ if (state->think)\r
+ {\r
+ if (ob->nothink)\r
+ ob->nothink--;\r
+ else\r
+#pragma warn -pro\r
+ state->think(ob);\r
+#pragma warn +pro\r
+ }\r
+\r
+ if (ob->state == state)\r
+ ob->state = state->nextstate; // go to next state\r
+ else if (!ob->state)\r
+ return 0; // object removed itself\r
+ return excesstics;\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= StateMachine\r
+=\r
+= Change state and give directions\r
+=\r
+====================\r
+*/\r
+\r
+void StateMachine (objtype *ob)\r
+{\r
+ int excesstics,oldshapenum;\r
+ statetype *state;\r
+\r
+ ob->xmove = ob->ymove = 0;\r
+ oldshapenum = ob->shapenum;\r
+\r
+ state = ob->state;\r
+\r
+ excesstics = DoActor(ob,tics);\r
+ if (ob->state != state)\r
+ {\r
+ ob->ticcount = 0; // start the new state at 0, then use excess\r
+ state = ob->state;\r
+ }\r
+\r
+ while (excesstics)\r
+ {\r
+ //\r
+ // passed through to next state\r
+ //\r
+ if (!state->skippable && excesstics >= state->tictime)\r
+ excesstics = DoActor(ob,state->tictime-1);\r
+ else\r
+ excesstics = DoActor(ob,excesstics);\r
+ if (ob->state != state)\r
+ {\r
+ ob->ticcount = 0; // start the new state at 0, then use excess\r
+ state = ob->state;\r
+ }\r
+ }\r
+\r
+ if (!state) // object removed itself\r
+ {\r
+ RemoveObj (ob);\r
+ return;\r
+ }\r
+\r
+\r
+ //\r
+ // if state->rightshapenum == NULL, the state does not have a standard\r
+ // shape (the think routine should have set it)\r
+ //\r
+ if (state->rightshapenum)\r
+ {\r
+ if (ob->xdir>0)\r
+ ob->shapenum = state->rightshapenum;\r
+ else\r
+ ob->shapenum = state->leftshapenum;\r
+ }\r
+ if (ob->shapenum == (unsigned)-1)\r
+ ob->shapenum = 0; // make it invisable this time\r
+\r
+ if (ob->xmove || ob->ymove || ob->shapenum != oldshapenum)\r
+ {\r
+ //\r
+ // actor moved or changed shape\r
+ // make sure the movement is within limits (one tile)\r
+ //\r
+ ClipToWalls (ob);\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= NewState\r
+=\r
+====================\r
+*/\r
+\r
+void NewState (objtype *ob,statetype *state)\r
+{\r
+ boolean temp;\r
+\r
+ ob->state = state;\r
+\r
+ if (state->rightshapenum)\r
+ {\r
+ if (ob->xdir>0)\r
+ ob->shapenum = state->rightshapenum;\r
+ else\r
+ ob->shapenum = state->leftshapenum;\r
+ }\r
+\r
+ temp = ob->needtoclip;\r
+\r
+ ob->needtoclip = false;\r
+\r
+ ClipToWalls (ob); // just calculate values\r
+\r
+ ob->needtoclip = temp;\r
+\r
+ if (ob->needtoclip)\r
+ ClipToWalls (ob);\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+============================\r
+=\r
+= PlayLoop\r
+=\r
+============================\r
+*/\r
+\r
+void PlayLoop (void)\r
+{\r
+ objtype *obj, *check;\r
+ long newtime;\r
+\r
+ button0held = button1held = false;\r
+\r
+ ingame = true;\r
+ playstate = 0;\r
+ plummet = 0;\r
+\r
+ FixScoreBox (); // draw bomb/flower\r
+\r
+ do\r
+ {\r
+ CalcSingleGravity ();\r
+ IN_ReadControl(0,&c); // get player input\r
+ if (!c.button0)\r
+ button0held = 0;\r
+ if (!c.button1)\r
+ button1held = 0;\r
+\r
+//\r
+// go through state changes and propose movements\r
+//\r
+ obj = player;\r
+ do\r
+ {\r
+ if (!obj->active\r
+ && obj->tileright >= originxtile\r
+ && obj->tileleft <= originxtilemax\r
+ && obj->tiletop <= originytilemax\r
+ && obj->tilebottom >= originytile)\r
+ {\r
+ obj->needtoreact = true;\r
+ obj->active = yes;\r
+ }\r
+\r
+ if (obj->active)\r
+ StateMachine(obj);\r
+\r
+ if ( (obj->active == true || obj->active == removable) &&\r
+ ( obj->tileright < inactivateleft\r
+ || obj->tileleft > inactivateright\r
+ || obj->tiletop > inactivatebottom\r
+ || obj->tilebottom < inactivatetop) )\r
+ {\r
+ if (obj->active == removable)\r
+ RemoveObj (obj); // temp thing (shots, etc)\r
+ else\r
+ {\r
+ if (US_RndT()<tics) // let them get a random dist\r
+ {\r
+ RF_RemoveSprite (&obj->sprite);\r
+ obj->active = no;\r
+ }\r
+ }\r
+ }\r
+\r
+ obj = (objtype *)obj->next;\r
+ } while (obj);\r
+\r
+//\r
+// check for and handle collisions between objects\r
+//\r
+ obj = player;\r
+ do\r
+ {\r
+ if (obj->active)\r
+ {\r
+ check = (objtype *)obj->next;\r
+ while (check)\r
+ {\r
+ if ( check->active\r
+ && obj->right > check->left\r
+ && obj->left < check->right\r
+ && obj->top < check->bottom\r
+ && obj->bottom > check->top)\r
+ {\r
+#pragma warn -pro\r
+ if (obj->state->contact)\r
+ obj->state->contact(obj,check);\r
+ if (check->state->contact)\r
+ check->state->contact(check,obj);\r
+#pragma warn +pro\r
+ if (!obj->obclass)\r
+ break; // contact removed object\r
+ }\r
+ check = (objtype *)check->next;\r
+ }\r
+ }\r
+ obj = (objtype *)obj->next;\r
+ } while (obj);\r
+\r
+\r
+ ScrollScreen();\r
+\r
+//\r
+// react to whatever happened, and post sprites to the refresh manager\r
+//\r
+ obj = player;\r
+ do\r
+ {\r
+ if (obj->needtoreact && obj->state->react)\r
+ {\r
+ obj->needtoreact = false;\r
+#pragma warn -pro\r
+ obj->state->react(obj);\r
+#pragma warn +pro\r
+ }\r
+ obj = (objtype *)obj->next;\r
+ } while (obj);\r
+\r
+\r
+//\r
+// update the screen and calculate the number of tics it took to execute\r
+// this cycle of events (for adaptive timing of next cycle)\r
+//\r
+ RF_Refresh();\r
+\r
+//\r
+// single step debug mode\r
+//\r
+ if (singlestep)\r
+ {\r
+ VW_WaitVBL(14);\r
+ lasttimecount = TimeCount;\r
+ }\r
+\r
+ CheckKeys();\r
+ } while (!loadedgame && !playstate);\r
+\r
+ ingame = false;\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= GameFinale\r
+=\r
+==========================\r
+*/\r
+\r
+void GameFinale (void)\r
+{\r
+struct date d;\r
+\r
+ VW_FixRefreshBuffer ();\r
+\r
+/* screen 1 of finale text (16 lines) */\r
+ US_CenterWindow (30,21);\r
+ PrintY += 4;\r
+ US_CPrint (\r
+"Yes! Boobus Tuber's hash-brown-\n"\r
+"like remains rained down from\n"\r
+"the skies as Commander Keen\n"\r
+"walked up to the Dream Machine.\n"\r
+"He analyzed all the complex\n"\r
+"controls and readouts on it, then\n"\r
+"pulled down a huge red lever\n"\r
+"marked \"On/Off Switch.\" The\n"\r
+"machine clanked and rattled,\n"\r
+"then went silent. He had freed\n"\r
+"all the children from their\n"\r
+"vegetable-enforced slavery!\n"\r
+"Everything around Keen wobbled\n"\r
+"in a disconcerting manner, his\n"\r
+"eyelids grew heavy, and he\n"\r
+"fell asleep....\n"\r
+ );\r
+ VW_UpdateScreen();\r
+ VW_WaitVBL(60);\r
+ SD_WaitSoundDone ();\r
+ IN_ClearKeysDown ();\r
+ IN_Ack();\r
+\r
+/* screen 2 of finale (15 lines) */\r
+ US_CenterWindow (30,21);\r
+ PrintY += 9;\r
+ US_CPrint (\r
+"Billy woke up, looking around the\n"\r
+"room, the early morning sun\n"\r
+"shining in his face. Nothing.\n"\r
+"No vegetables to be seen. Was it\n"\r
+"all just a dream?\n\n"\r
+"Billy's mom entered the room.\n\n"\r
+"\"Good morning, dear. I heard some\n"\r
+"news on TV that you'd be\n"\r
+"interested in,\" she said, sitting\n"\r
+"by him on the bed.\n\n"\r
+"\"What news?\" Billy asked,\n"\r
+"still groggy.\n\n"\r
+ );\r
+ VW_UpdateScreen();\r
+ VW_WaitVBL(60);\r
+ IN_ClearKeysDown ();\r
+ IN_Ack();\r
+\r
+/* screen 3 of finale (12 lines)*/\r
+ US_CenterWindow (30,21);\r
+ PrintY += 23;\r
+ US_CPrint (\r
+"\"The President declared today\n"\r
+"National 'I Hate Broccoli' Day.\n"\r
+"He said kids are allowed to pick\n"\r
+"one vegetable today, and they\n"\r
+"don't have to eat it.\"\n\n"\r
+"\"Aw, mom, I'm not afraid of any\n"\r
+"stupid vegetables,\" Billy said.\n"\r
+"\"But if it's okay with you, I'd\n"\r
+"rather not have any french fries\n"\r
+"for awhile.\"\n\n"\r
+"THE END"\r
+ );\r
+ VW_UpdateScreen();\r
+ VW_WaitVBL(60);\r
+ IN_ClearKeysDown ();\r
+ IN_Ack();\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= HandleDeath\r
+=\r
+==========================\r
+*/\r
+\r
+void HandleDeath (void)\r
+{\r
+ unsigned top,bottom,selection,y,color;\r
+\r
+ gamestate.keys = 0;\r
+ gamestate.boobusbombs -= gamestate.bombsthislevel;\r
+ gamestate.lives--;\r
+ if (gamestate.lives < 0)\r
+ return;\r
+\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (20,8);\r
+ PrintY += 4;\r
+ US_CPrint ("You didn't make it past");\r
+ US_CPrint (levelnames[mapon]);\r
+ PrintY += 8;\r
+ top = PrintY-2;\r
+ US_CPrint ("Try Again");\r
+ PrintY += 4;\r
+ bottom = PrintY-2;\r
+ US_CPrint ("Exit to Tuberia");\r
+\r
+ selection = 0;\r
+ do\r
+ {\r
+ if (selection)\r
+ y = bottom;\r
+ else\r
+ y = top;\r
+\r
+// draw select bar\r
+ if ( (TimeCount / 16)&1 )\r
+ color = SECONDCOLOR;\r
+ else\r
+ color = FIRSTCOLOR;\r
+\r
+ VWB_Hlin (WindowX+4,WindowX+WindowW-4,y,color);\r
+ VWB_Hlin (WindowX+4,WindowX+WindowW-4,y+1,color);\r
+ VWB_Hlin (WindowX+4,WindowX+WindowW-4,y+12,color);\r
+ VWB_Hlin (WindowX+4,WindowX+WindowW-4,y+13,color);\r
+ VWB_Vlin (y+1,y+11, WindowX+4,color);\r
+ VWB_Vlin (y+1,y+11, WindowX+5,color);\r
+ VWB_Vlin (y+1,y+11, WindowX+WindowW-4,color);\r
+ VWB_Vlin (y+1,y+11, WindowX+WindowW-5,color);\r
+\r
+ VW_UpdateScreen ();\r
+\r
+// erase select bar\r
+ VWB_Hlin (WindowX+4,WindowX+WindowW-4,y,WHITE);\r
+ VWB_Hlin (WindowX+4,WindowX+WindowW-4,y+1,WHITE);\r
+ VWB_Hlin (WindowX+4,WindowX+WindowW-4,y+12,WHITE);\r
+ VWB_Hlin (WindowX+4,WindowX+WindowW-4,y+13,WHITE);\r
+ VWB_Vlin (y+1,y+11, WindowX+4,WHITE);\r
+ VWB_Vlin (y+1,y+11, WindowX+5,WHITE);\r
+ VWB_Vlin (y+1,y+11, WindowX+WindowW-4,WHITE);\r
+ VWB_Vlin (y+1,y+11, WindowX+WindowW-5,WHITE);\r
+\r
+ if (LastScan == sc_Escape)\r
+ {\r
+ gamestate.mapon = 0; // exit to tuberia\r
+ IN_ClearKeysDown ();\r
+ return;\r
+ }\r
+\r
+ IN_ReadControl(0,&c); // get player input\r
+ if (c.button0 || c.button1 || LastScan == sc_Return\r
+ || LastScan == sc_Space)\r
+ {\r
+ if (selection)\r
+ gamestate.mapon = 0; // exit to tuberia\r
+ return;\r
+ }\r
+ if (c.yaxis == -1 || LastScan == sc_UpArrow)\r
+ selection = 0;\r
+ else if (c.yaxis == 1 || LastScan == sc_DownArrow)\r
+ selection = 1;\r
+ } while (1);\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+============================\r
+=\r
+= GameLoop\r
+=\r
+= A game has just started (after the cinematic or load game)\r
+=\r
+============================\r
+*/\r
+\r
+void GameLoop (void)\r
+{\r
+ unsigned cities,i;\r
+ long orgx,orgy;\r
+\r
+ gamestate.difficulty = restartgame;\r
+ restartgame = gd_Continue;\r
+\r
+ do\r
+ {\r
+startlevel:\r
+ if (loadedgame)\r
+ {\r
+ loadedgame = false;\r
+ //\r
+ // start the initial view position to center the player\r
+ //\r
+ orgx = (long)player->x - (150<<G_P_SHIFT);\r
+ orgy = (long)player->y-(84<<G_P_SHIFT);\r
+ if (orgx<0)\r
+ orgx=0;\r
+ if (orgy<0)\r
+ orgy=0;\r
+\r
+ VW_FadeOut ();\r
+ fadecount = 0;\r
+ RF_SetRefreshHook (&FadeAndUnhook);\r
+ RF_NewPosition (orgx,orgy);\r
+ CalcInactivate ();\r
+ }\r
+ else\r
+ {\r
+ VW_FixRefreshBuffer ();\r
+ US_CenterWindow (20,8);\r
+ US_CPrint ("Loading");\r
+ VW_UpdateScreen ();\r
+ gamestate.bombsthislevel = 0;\r
+ SetupGameLevel (true);\r
+ }\r
+\r
+\r
+ PlayLoop ();\r
+\r
+#if FRILLS\r
+ if (tedlevel)\r
+ {\r
+ if (playstate == died)\r
+ goto startlevel;\r
+ else\r
+ TEDDeath ();\r
+ }\r
+#endif\r
+\r
+ if (loadedgame)\r
+ goto startlevel;\r
+\r
+ switch (playstate)\r
+ {\r
+ case warptolevel:\r
+ goto startlevel;\r
+\r
+ case died:\r
+ HandleDeath ();\r
+ break;\r
+\r
+ case levelcomplete:\r
+ if (mapon)\r
+ SD_PlaySound (LEVELDONESND);\r
+ gamestate.leveldone[mapon] = true; // finished the level\r
+ if (mapon != 0)\r
+ gamestate.mapon = 0;\r
+ break;\r
+\r
+ case resetgame:\r
+ return;\r
+\r
+ case victorious:\r
+ GameFinale ();\r
+ goto done;\r
+ }\r
+\r
+\r
+ } while (gamestate.lives>-1 && playstate!=victorious);\r
+\r
+ GameOver ();\r
+\r
+done:\r
+ cities = 0;\r
+ for (i= 1; i<=16; i++)\r
+ if (gamestate.leveldone[i])\r
+ cities++;\r
+ US_CheckHighScore (gamestate.score,cities);\r
+ VW_ClearVideo (FIRSTCOLOR);\r
+}\r
+\r
--- /dev/null
+// WL_ACT1.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ STATICS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+statobj_t statobjlist[MAXSTATS],*laststatobj;\r
+\r
+\r
+struct\r
+{\r
+ int picnum;\r
+ stat_t type;\r
+} statinfo[] =\r
+{\r
+{SPR_STAT_0}, // puddle spr1v\r
+{SPR_STAT_1,block}, // Green Barrel "\r
+{SPR_STAT_2,block}, // Table/chairs "\r
+{SPR_STAT_3,block}, // Floor lamp "\r
+{SPR_STAT_4}, // Chandelier "\r
+{SPR_STAT_5,block}, // Hanged man "\r
+{SPR_STAT_6,bo_alpo}, // Bad food "\r
+{SPR_STAT_7,block}, // Red pillar "\r
+//\r
+// NEW PAGE\r
+//\r
+{SPR_STAT_8,block}, // Tree spr2v\r
+{SPR_STAT_9}, // Skeleton flat "\r
+{SPR_STAT_10,block}, // Sink " (SOD:gibs)\r
+{SPR_STAT_11,block}, // Potted plant "\r
+{SPR_STAT_12,block}, // Urn "\r
+{SPR_STAT_13,block}, // Bare table "\r
+{SPR_STAT_14}, // Ceiling light "\r
+#ifndef SPEAR\r
+{SPR_STAT_15}, // Kitchen stuff "\r
+#else\r
+{SPR_STAT_15,block}, // Gibs!\r
+#endif\r
+//\r
+// NEW PAGE\r
+//\r
+{SPR_STAT_16,block}, // suit of armor spr3v\r
+{SPR_STAT_17,block}, // Hanging cage "\r
+{SPR_STAT_18,block}, // SkeletoninCage "\r
+{SPR_STAT_19}, // Skeleton relax "\r
+{SPR_STAT_20,bo_key1}, // Key 1 "\r
+{SPR_STAT_21,bo_key2}, // Key 2 "\r
+{SPR_STAT_22,block}, // stuff (SOD:gibs)\r
+{SPR_STAT_23}, // stuff\r
+//\r
+// NEW PAGE\r
+//\r
+{SPR_STAT_24,bo_food}, // Good food spr4v\r
+{SPR_STAT_25,bo_firstaid}, // First aid "\r
+{SPR_STAT_26,bo_clip}, // Clip "\r
+{SPR_STAT_27,bo_machinegun}, // Machine gun "\r
+{SPR_STAT_28,bo_chaingun}, // Gatling gun "\r
+{SPR_STAT_29,bo_cross}, // Cross "\r
+{SPR_STAT_30,bo_chalice}, // Chalice "\r
+{SPR_STAT_31,bo_bible}, // Bible "\r
+//\r
+// NEW PAGE\r
+//\r
+{SPR_STAT_32,bo_crown}, // crown spr5v\r
+{SPR_STAT_33,bo_fullheal}, // one up "\r
+{SPR_STAT_34,bo_gibs}, // gibs "\r
+{SPR_STAT_35,block}, // barrel "\r
+{SPR_STAT_36,block}, // well "\r
+{SPR_STAT_37,block}, // Empty well "\r
+{SPR_STAT_38,bo_gibs}, // Gibs 2 "\r
+{SPR_STAT_39,block}, // flag "\r
+//\r
+// NEW PAGE\r
+//\r
+#ifndef SPEAR\r
+{SPR_STAT_40,block}, // Call Apogee spr7v\r
+#else\r
+{SPR_STAT_40}, // Red light\r
+#endif\r
+//\r
+// NEW PAGE\r
+//\r
+{SPR_STAT_41}, // junk "\r
+{SPR_STAT_42}, // junk "\r
+{SPR_STAT_43}, // junk "\r
+#ifndef SPEAR\r
+{SPR_STAT_44}, // pots "\r
+#else\r
+{SPR_STAT_44,block}, // Gibs!\r
+#endif\r
+{SPR_STAT_45,block}, // stove " (SOD:gibs)\r
+{SPR_STAT_46,block}, // spears " (SOD:gibs)\r
+{SPR_STAT_47}, // vines "\r
+//\r
+// NEW PAGE\r
+//\r
+#ifdef SPEAR\r
+{SPR_STAT_48,block}, // marble pillar\r
+{SPR_STAT_49,bo_25clip}, // bonus 25 clip\r
+{SPR_STAT_50,block}, // truck\r
+{SPR_STAT_51,bo_spear}, // SPEAR OF DESTINY!\r
+#endif\r
+\r
+{SPR_STAT_26,bo_clip2}, // Clip "\r
+{-1} // terminator\r
+};\r
+\r
+/*\r
+===============\r
+=\r
+= InitStaticList\r
+=\r
+===============\r
+*/\r
+\r
+void InitStaticList (void)\r
+{\r
+ laststatobj = &statobjlist[0];\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnStatic\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnStatic (int tilex, int tiley, int type)\r
+{\r
+ laststatobj->shapenum = statinfo[type].picnum;\r
+ laststatobj->tilex = tilex;\r
+ laststatobj->tiley = tiley;\r
+ laststatobj->visspot = &spotvis[tilex][tiley];\r
+\r
+ switch (statinfo[type].type)\r
+ {\r
+ case block:\r
+ (unsigned)actorat[tilex][tiley] = 1; // consider it a blocking tile\r
+ case dressing:\r
+ laststatobj->flags = 0;\r
+ break;\r
+\r
+ case bo_cross:\r
+ case bo_chalice:\r
+ case bo_bible:\r
+ case bo_crown:\r
+ case bo_fullheal:\r
+ if (!loadedgame)\r
+ gamestate.treasuretotal++;\r
+\r
+ case bo_firstaid:\r
+ case bo_key1:\r
+ case bo_key2:\r
+ case bo_key3:\r
+ case bo_key4:\r
+ case bo_clip:\r
+ case bo_25clip:\r
+ case bo_machinegun:\r
+ case bo_chaingun:\r
+ case bo_food:\r
+ case bo_alpo:\r
+ case bo_gibs:\r
+ case bo_spear:\r
+ laststatobj->flags = FL_BONUS;\r
+ laststatobj->itemnumber = statinfo[type].type;\r
+ break;\r
+ }\r
+\r
+ laststatobj++;\r
+\r
+ if (laststatobj == &statobjlist[MAXSTATS])\r
+ Quit ("Too many static objects!\n");\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= PlaceItemType\r
+=\r
+= Called during game play to drop actors' items. It finds the proper\r
+= item number based on the item type (bo_???). If there are no free item\r
+= spots, nothing is done.\r
+=\r
+===============\r
+*/\r
+\r
+void PlaceItemType (int itemtype, int tilex, int tiley)\r
+{\r
+ int type;\r
+ statobj_t *spot;\r
+\r
+//\r
+// find the item number\r
+//\r
+ for (type=0 ; ; type++)\r
+ {\r
+ if (statinfo[type].picnum == -1) // end of list\r
+ Quit ("PlaceItemType: couldn't find type!");\r
+ if (statinfo[type].type == itemtype)\r
+ break;\r
+ }\r
+\r
+//\r
+// find a spot in statobjlist to put it in\r
+//\r
+ for (spot=&statobjlist[0] ; ; spot++)\r
+ {\r
+ if (spot==laststatobj)\r
+ {\r
+ if (spot == &statobjlist[MAXSTATS])\r
+ return; // no free spots\r
+ laststatobj++; // space at end\r
+ break;\r
+ }\r
+\r
+ if (spot->shapenum == -1) // -1 is a free spot\r
+ break;\r
+ }\r
+//\r
+// place it\r
+//\r
+ spot->shapenum = statinfo[type].picnum;\r
+ spot->tilex = tilex;\r
+ spot->tiley = tiley;\r
+ spot->visspot = &spotvis[tilex][tiley];\r
+ spot->flags = FL_BONUS;\r
+ spot->itemnumber = statinfo[type].type;\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ DOORS\r
+\r
+doorobjlist[] holds most of the information for the doors\r
+\r
+doorposition[] holds the amount the door is open, ranging from 0 to 0xffff\r
+ this is directly accessed by AsmRefresh during rendering\r
+\r
+The number of doors is limited to 64 because a spot in tilemap holds the\r
+ door number in the low 6 bits, with the high bit meaning a door center\r
+ and bit 6 meaning a door side tile\r
+\r
+Open doors conect two areas, so sounds will travel between them and sight\r
+ will be checked when the player is in a connected area.\r
+\r
+Areaconnect is incremented/decremented by each door. If >0 they connect\r
+\r
+Every time a door opens or closes the areabyplayer matrix gets recalculated.\r
+ An area is true if it connects with the player's current spor.\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define DOORWIDTH 0x7800\r
+#define OPENTICS 300\r
+\r
+doorobj_t doorobjlist[MAXDOORS],*lastdoorobj;\r
+int doornum;\r
+\r
+unsigned doorposition[MAXDOORS]; // leading edge of door 0=closed\r
+ // 0xffff = fully open\r
+\r
+byte far areaconnect[NUMAREAS][NUMAREAS];\r
+\r
+boolean areabyplayer[NUMAREAS];\r
+\r
+\r
+/*\r
+==============\r
+=\r
+= ConnectAreas\r
+=\r
+= Scans outward from playerarea, marking all connected areas\r
+=\r
+==============\r
+*/\r
+\r
+void RecursiveConnect (int areanumber)\r
+{\r
+ int i;\r
+\r
+ for (i=0;i<NUMAREAS;i++)\r
+ {\r
+ if (areaconnect[areanumber][i] && !areabyplayer[i])\r
+ {\r
+ areabyplayer[i] = true;\r
+ RecursiveConnect (i);\r
+ }\r
+ }\r
+}\r
+\r
+\r
+void ConnectAreas (void)\r
+{\r
+ memset (areabyplayer,0,sizeof(areabyplayer));\r
+ areabyplayer[player->areanumber] = true;\r
+ RecursiveConnect (player->areanumber);\r
+}\r
+\r
+\r
+void InitAreas (void)\r
+{\r
+ memset (areabyplayer,0,sizeof(areabyplayer));\r
+ areabyplayer[player->areanumber] = true;\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= InitDoorList\r
+=\r
+===============\r
+*/\r
+\r
+void InitDoorList (void)\r
+{\r
+ memset (areabyplayer,0,sizeof(areabyplayer));\r
+ _fmemset (areaconnect,0,sizeof(areaconnect));\r
+\r
+ lastdoorobj = &doorobjlist[0];\r
+ doornum = 0;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnDoor\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnDoor (int tilex, int tiley, boolean vertical, int lock)\r
+{\r
+ int areanumber;\r
+ unsigned far *map;\r
+\r
+ if (doornum==64)\r
+ Quit ("64+ doors on level!");\r
+\r
+ doorposition[doornum] = 0; // doors start out fully closed\r
+ lastdoorobj->tilex = tilex;\r
+ lastdoorobj->tiley = tiley;\r
+ lastdoorobj->vertical = vertical;\r
+ lastdoorobj->lock = lock;\r
+ lastdoorobj->action = dr_closed;\r
+\r
+ (unsigned)actorat[tilex][tiley] = doornum | 0x80; // consider it a solid wall\r
+\r
+//\r
+// make the door tile a special tile, and mark the adjacent tiles\r
+// for door sides\r
+//\r
+ tilemap[tilex][tiley] = doornum | 0x80;\r
+ map = mapsegs[0] + farmapylookup[tiley]+tilex;\r
+ if (vertical)\r
+ {\r
+ *map = *(map-1); // set area number\r
+ tilemap[tilex][tiley-1] |= 0x40;\r
+ tilemap[tilex][tiley+1] |= 0x40;\r
+ }\r
+ else\r
+ {\r
+ *map = *(map-mapwidth); // set area number\r
+ tilemap[tilex-1][tiley] |= 0x40;\r
+ tilemap[tilex+1][tiley] |= 0x40;\r
+ }\r
+\r
+ doornum++;\r
+ lastdoorobj++;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= OpenDoor\r
+=\r
+=====================\r
+*/\r
+\r
+void OpenDoor (int door)\r
+{\r
+ if (doorobjlist[door].action == dr_open)\r
+ doorobjlist[door].ticcount = 0; // reset open time\r
+ else\r
+ doorobjlist[door].action = dr_opening; // start it opening\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CloseDoor\r
+=\r
+=====================\r
+*/\r
+\r
+void CloseDoor (int door)\r
+{\r
+ int tilex,tiley,area;\r
+ objtype *check;\r
+\r
+//\r
+// don't close on anything solid\r
+//\r
+ tilex = doorobjlist[door].tilex;\r
+ tiley = doorobjlist[door].tiley;\r
+\r
+ if (actorat[tilex][tiley])\r
+ return;\r
+\r
+ if (player->tilex == tilex && player->tiley == tiley)\r
+ return;\r
+\r
+ if (doorobjlist[door].vertical)\r
+ {\r
+ if ( player->tiley == tiley )\r
+ {\r
+ if ( ((player->x+MINDIST) >>TILESHIFT) == tilex )\r
+ return;\r
+ if ( ((player->x-MINDIST) >>TILESHIFT) == tilex )\r
+ return;\r
+ }\r
+ check = actorat[tilex-1][tiley];\r
+ if (check && ((check->x+MINDIST) >> TILESHIFT) == tilex )\r
+ return;\r
+ check = actorat[tilex+1][tiley];\r
+ if (check && ((check->x-MINDIST) >> TILESHIFT) == tilex )\r
+ return;\r
+ }\r
+ else if (!doorobjlist[door].vertical)\r
+ {\r
+ if (player->tilex == tilex)\r
+ {\r
+ if ( ((player->y+MINDIST) >>TILESHIFT) == tiley )\r
+ return;\r
+ if ( ((player->y-MINDIST) >>TILESHIFT) == tiley )\r
+ return;\r
+ }\r
+ check = actorat[tilex][tiley-1];\r
+ if (check && ((check->y+MINDIST) >> TILESHIFT) == tiley )\r
+ return;\r
+ check = actorat[tilex][tiley+1];\r
+ if (check && ((check->y-MINDIST) >> TILESHIFT) == tiley )\r
+ return;\r
+ }\r
+\r
+\r
+//\r
+// play door sound if in a connected area\r
+//\r
+ area = *(mapsegs[0] + farmapylookup[doorobjlist[door].tiley]\r
+ +doorobjlist[door].tilex)-AREATILE;\r
+ if (areabyplayer[area])\r
+ {\r
+ PlaySoundLocTile(CLOSEDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB\r
+ }\r
+\r
+ doorobjlist[door].action = dr_closing;\r
+//\r
+// make the door space solid\r
+//\r
+ (unsigned)actorat[tilex][tiley]\r
+ = door | 0x80;\r
+}\r
+\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= OperateDoor\r
+=\r
+= The player wants to change the door's direction\r
+=\r
+=====================\r
+*/\r
+\r
+void OperateDoor (int door)\r
+{\r
+ int lock;\r
+\r
+ lock = doorobjlist[door].lock;\r
+ if (lock >= dr_lock1 && lock <= dr_lock4)\r
+ {\r
+ if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )\r
+ {\r
+ SD_PlaySound (NOWAYSND); // locked\r
+ return;\r
+ }\r
+ }\r
+\r
+ switch (doorobjlist[door].action)\r
+ {\r
+ case dr_closed:\r
+ case dr_closing:\r
+ OpenDoor (door);\r
+ break;\r
+ case dr_open:\r
+ case dr_opening:\r
+ CloseDoor (door);\r
+ break;\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DoorOpen\r
+=\r
+= Close the door after three seconds\r
+=\r
+===============\r
+*/\r
+\r
+void DoorOpen (int door)\r
+{\r
+ if ( (doorobjlist[door].ticcount += tics) >= OPENTICS)\r
+ CloseDoor (door);\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DoorOpening\r
+=\r
+===============\r
+*/\r
+\r
+void DoorOpening (int door)\r
+{\r
+ int area1,area2;\r
+ unsigned far *map;\r
+ long position;\r
+\r
+ position = doorposition[door];\r
+ if (!position)\r
+ {\r
+ //\r
+ // door is just starting to open, so connect the areas\r
+ //\r
+ map = mapsegs[0] + farmapylookup[doorobjlist[door].tiley]\r
+ +doorobjlist[door].tilex;\r
+\r
+ if (doorobjlist[door].vertical)\r
+ {\r
+ area1 = *(map+1);\r
+ area2 = *(map-1);\r
+ }\r
+ else\r
+ {\r
+ area1 = *(map-mapwidth);\r
+ area2 = *(map+mapwidth);\r
+ }\r
+ area1 -= AREATILE;\r
+ area2 -= AREATILE;\r
+ areaconnect[area1][area2]++;\r
+ areaconnect[area2][area1]++;\r
+ ConnectAreas ();\r
+ if (areabyplayer[area1])\r
+ {\r
+ PlaySoundLocTile(OPENDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB\r
+ }\r
+ }\r
+\r
+//\r
+// slide the door by an adaptive amount\r
+//\r
+ position += tics<<10;\r
+ if (position >= 0xffff)\r
+ {\r
+ //\r
+ // door is all the way open\r
+ //\r
+ position = 0xffff;\r
+ doorobjlist[door].ticcount = 0;\r
+ doorobjlist[door].action = dr_open;\r
+ actorat[doorobjlist[door].tilex][doorobjlist[door].tiley] = 0;\r
+ }\r
+\r
+ doorposition[door] = position;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DoorClosing\r
+=\r
+===============\r
+*/\r
+\r
+void DoorClosing (int door)\r
+{\r
+ int area1,area2,move;\r
+ unsigned far *map;\r
+ long position;\r
+ int tilex,tiley;\r
+\r
+ tilex = doorobjlist[door].tilex;\r
+ tiley = doorobjlist[door].tiley;\r
+\r
+ if ( ((unsigned)actorat[tilex][tiley] != (door | 0x80))\r
+ || (player->tilex == tilex && player->tiley == tiley) )\r
+ { // something got inside the door\r
+ OpenDoor (door);\r
+ return;\r
+ };\r
+\r
+ position = doorposition[door];\r
+\r
+//\r
+// slide the door by an adaptive amount\r
+//\r
+ position -= tics<<10;\r
+ if (position <= 0)\r
+ {\r
+ //\r
+ // door is closed all the way, so disconnect the areas\r
+ //\r
+ position = 0;\r
+\r
+ doorobjlist[door].action = dr_closed;\r
+\r
+ map = mapsegs[0] + farmapylookup[doorobjlist[door].tiley]\r
+ +doorobjlist[door].tilex;\r
+\r
+ if (doorobjlist[door].vertical)\r
+ {\r
+ area1 = *(map+1);\r
+ area2 = *(map-1);\r
+ }\r
+ else\r
+ {\r
+ area1 = *(map-mapwidth);\r
+ area2 = *(map+mapwidth);\r
+ }\r
+ area1 -= AREATILE;\r
+ area2 -= AREATILE;\r
+ areaconnect[area1][area2]--;\r
+ areaconnect[area2][area1]--;\r
+\r
+ ConnectAreas ();\r
+ }\r
+\r
+ doorposition[door] = position;\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= MoveDoors\r
+=\r
+= Called from PlayLoop\r
+=\r
+=====================\r
+*/\r
+\r
+void MoveDoors (void)\r
+{\r
+ int door;\r
+\r
+ if (gamestate.victoryflag) // don't move door during victory sequence\r
+ return;\r
+\r
+ for (door = 0 ; door < doornum ; door++)\r
+ switch (doorobjlist[door].action)\r
+ {\r
+ case dr_open:\r
+ DoorOpen (door);\r
+ break;\r
+\r
+ case dr_opening:\r
+ DoorOpening(door);\r
+ break;\r
+\r
+ case dr_closing:\r
+ DoorClosing(door);\r
+ break;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PUSHABLE WALLS\r
+\r
+=============================================================================\r
+*/\r
+\r
+unsigned pwallstate;\r
+unsigned pwallpos; // amount a pushable wall has been moved (0-63)\r
+unsigned pwallx,pwally;\r
+int pwalldir;\r
+\r
+/*\r
+===============\r
+=\r
+= PushWall\r
+=\r
+===============\r
+*/\r
+\r
+void PushWall (int checkx, int checky, int dir)\r
+{\r
+ int oldtile;\r
+\r
+ if (pwallstate)\r
+ return;\r
+\r
+\r
+ oldtile = tilemap[checkx][checky];\r
+ if (!oldtile)\r
+ return;\r
+\r
+ switch (dir)\r
+ {\r
+ case di_north:\r
+ if (actorat[checkx][checky-1])\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ return;\r
+ }\r
+ (unsigned)actorat[checkx][checky-1] =\r
+ tilemap[checkx][checky-1] = oldtile;\r
+ break;\r
+\r
+ case di_east:\r
+ if (actorat[checkx+1][checky])\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ return;\r
+ }\r
+ (unsigned)actorat[checkx+1][checky] =\r
+ tilemap[checkx+1][checky] = oldtile;\r
+ break;\r
+\r
+ case di_south:\r
+ if (actorat[checkx][checky+1])\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ return;\r
+ }\r
+ (unsigned)actorat[checkx][checky+1] =\r
+ tilemap[checkx][checky+1] = oldtile;\r
+ break;\r
+\r
+ case di_west:\r
+ if (actorat[checkx-1][checky])\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ return;\r
+ }\r
+ (unsigned)actorat[checkx-1][checky] =\r
+ tilemap[checkx-1][checky] = oldtile;\r
+ break;\r
+ }\r
+\r
+ gamestate.secretcount++;\r
+ pwallx = checkx;\r
+ pwally = checky;\r
+ pwalldir = dir;\r
+ pwallstate = 1;\r
+ pwallpos = 0;\r
+ tilemap[pwallx][pwally] |= 0xc0;\r
+ *(mapsegs[1]+farmapylookup[pwally]+pwallx) = 0; // remove P tile info\r
+\r
+ SD_PlaySound (PUSHWALLSND);\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= MovePWalls\r
+=\r
+=================\r
+*/\r
+\r
+void MovePWalls (void)\r
+{\r
+ int oldblock,oldtile;\r
+\r
+ if (!pwallstate)\r
+ return;\r
+\r
+ oldblock = pwallstate/128;\r
+\r
+ pwallstate += tics;\r
+\r
+ if (pwallstate/128 != oldblock)\r
+ {\r
+ // block crossed into a new block\r
+ oldtile = tilemap[pwallx][pwally] & 63;\r
+\r
+ //\r
+ // the tile can now be walked into\r
+ //\r
+ tilemap[pwallx][pwally] = 0;\r
+ (unsigned)actorat[pwallx][pwally] = 0;\r
+ *(mapsegs[0]+farmapylookup[pwally]+pwallx) = player->areanumber+AREATILE;\r
+\r
+ //\r
+ // see if it should be pushed farther\r
+ //\r
+ if (pwallstate>256)\r
+ {\r
+ //\r
+ // the block has been pushed two tiles\r
+ //\r
+ pwallstate = 0;\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ switch (pwalldir)\r
+ {\r
+ case di_north:\r
+ pwally--;\r
+ if (actorat[pwallx][pwally-1])\r
+ {\r
+ pwallstate = 0;\r
+ return;\r
+ }\r
+ (unsigned)actorat[pwallx][pwally-1] =\r
+ tilemap[pwallx][pwally-1] = oldtile;\r
+ break;\r
+\r
+ case di_east:\r
+ pwallx++;\r
+ if (actorat[pwallx+1][pwally])\r
+ {\r
+ pwallstate = 0;\r
+ return;\r
+ }\r
+ (unsigned)actorat[pwallx+1][pwally] =\r
+ tilemap[pwallx+1][pwally] = oldtile;\r
+ break;\r
+\r
+ case di_south:\r
+ pwally++;\r
+ if (actorat[pwallx][pwally+1])\r
+ {\r
+ pwallstate = 0;\r
+ return;\r
+ }\r
+ (unsigned)actorat[pwallx][pwally+1] =\r
+ tilemap[pwallx][pwally+1] = oldtile;\r
+ break;\r
+\r
+ case di_west:\r
+ pwallx--;\r
+ if (actorat[pwallx-1][pwally])\r
+ {\r
+ pwallstate = 0;\r
+ return;\r
+ }\r
+ (unsigned)actorat[pwallx-1][pwally] =\r
+ tilemap[pwallx-1][pwally] = oldtile;\r
+ break;\r
+ }\r
+\r
+ tilemap[pwallx][pwally] = oldtile | 0xc0;\r
+ }\r
+ }\r
+\r
+\r
+ pwallpos = (pwallstate/2)&63;\r
+\r
+}\r
+\r
--- /dev/null
+// WL_ACT2.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define PROJECTILESIZE 0xc000l\r
+\r
+#define BJRUNSPEED 2048\r
+#define BJJUMPSPEED 680\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 dirtable[9] = {northwest,north,northeast,west,nodir,east,\r
+ southwest,south,southeast};\r
+\r
+int starthitpoints[4][NUMENEMIES] =\r
+ //\r
+ // BABY MODE\r
+ //\r
+ {\r
+ {25, // guards\r
+ 50, // officer\r
+ 100, // SS\r
+ 1, // dogs\r
+ 850, // Hans\r
+ 850, // Schabbs\r
+ 200, // fake hitler\r
+ 800, // mecha hitler\r
+ 45, // mutants\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+\r
+ 850, // Gretel\r
+ 850, // Gift\r
+ 850, // Fat\r
+ 5, // en_spectre,\r
+ 1450, // en_angel,\r
+ 850, // en_trans,\r
+ 1050, // en_uber,\r
+ 950, // en_will,\r
+ 1250 // en_death\r
+ },\r
+ //\r
+ // DON'T HURT ME MODE\r
+ //\r
+ {25, // guards\r
+ 50, // officer\r
+ 100, // SS\r
+ 1, // dogs\r
+ 950, // Hans\r
+ 950, // Schabbs\r
+ 300, // fake hitler\r
+ 950, // mecha hitler\r
+ 55, // mutants\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+\r
+ 950, // Gretel\r
+ 950, // Gift\r
+ 950, // Fat\r
+ 10, // en_spectre,\r
+ 1550, // en_angel,\r
+ 950, // en_trans,\r
+ 1150, // en_uber,\r
+ 1050, // en_will,\r
+ 1350 // en_death\r
+ },\r
+ //\r
+ // BRING 'EM ON MODE\r
+ //\r
+ {25, // guards\r
+ 50, // officer\r
+ 100, // SS\r
+ 1, // dogs\r
+\r
+ 1050, // Hans\r
+ 1550, // Schabbs\r
+ 400, // fake hitler\r
+ 1050, // mecha hitler\r
+\r
+ 55, // mutants\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+\r
+ 1050, // Gretel\r
+ 1050, // Gift\r
+ 1050, // Fat\r
+ 15, // en_spectre,\r
+ 1650, // en_angel,\r
+ 1050, // en_trans,\r
+ 1250, // en_uber,\r
+ 1150, // en_will,\r
+ 1450 // en_death\r
+ },\r
+ //\r
+ // DEATH INCARNATE MODE\r
+ //\r
+ {25, // guards\r
+ 50, // officer\r
+ 100, // SS\r
+ 1, // dogs\r
+\r
+ 1200, // Hans\r
+ 2400, // Schabbs\r
+ 500, // fake hitler\r
+ 1200, // mecha hitler\r
+\r
+ 65, // mutants\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+ 25, // ghosts\r
+\r
+ 1200, // Gretel\r
+ 1200, // Gift\r
+ 1200, // Fat\r
+ 25, // en_spectre,\r
+ 2000, // en_angel,\r
+ 1200, // en_trans,\r
+ 1400, // en_uber,\r
+ 1300, // en_will,\r
+ 1600 // en_death\r
+ }}\r
+ ;\r
+\r
+void A_StartDeathCam (objtype *ob);\r
+\r
+\r
+void T_Path (objtype *ob);\r
+void T_Shoot (objtype *ob);\r
+void T_Bite (objtype *ob);\r
+void T_DogChase (objtype *ob);\r
+void T_Chase (objtype *ob);\r
+void T_Projectile (objtype *ob);\r
+void T_Stand (objtype *ob);\r
+\r
+void A_DeathScream (objtype *ob);\r
+\r
+extern statetype s_rocket;\r
+extern statetype s_smoke1;\r
+extern statetype s_smoke2;\r
+extern statetype s_smoke3;\r
+extern statetype s_smoke4;\r
+extern statetype s_boom2;\r
+extern statetype s_boom3;\r
+\r
+void A_Smoke (objtype *ob);\r
+\r
+statetype s_rocket = {true,SPR_ROCKET_1,3,T_Projectile,A_Smoke,&s_rocket};\r
+statetype s_smoke1 = {false,SPR_SMOKE_1,3,NULL,NULL,&s_smoke2};\r
+statetype s_smoke2 = {false,SPR_SMOKE_2,3,NULL,NULL,&s_smoke3};\r
+statetype s_smoke3 = {false,SPR_SMOKE_3,3,NULL,NULL,&s_smoke4};\r
+statetype s_smoke4 = {false,SPR_SMOKE_4,3,NULL,NULL,NULL};\r
+\r
+statetype s_boom1 = {false,SPR_BOOM_1,6,NULL,NULL,&s_boom2};\r
+statetype s_boom2 = {false,SPR_BOOM_2,6,NULL,NULL,&s_boom3};\r
+statetype s_boom3 = {false,SPR_BOOM_3,6,NULL,NULL,NULL};\r
+\r
+#ifdef SPEAR\r
+\r
+extern statetype s_hrocket;\r
+extern statetype s_hsmoke1;\r
+extern statetype s_hsmoke2;\r
+extern statetype s_hsmoke3;\r
+extern statetype s_hsmoke4;\r
+extern statetype s_hboom2;\r
+extern statetype s_hboom3;\r
+\r
+void A_Smoke (objtype *ob);\r
+\r
+statetype s_hrocket = {true,SPR_HROCKET_1,3,T_Projectile,A_Smoke,&s_hrocket};\r
+statetype s_hsmoke1 = {false,SPR_HSMOKE_1,3,NULL,NULL,&s_hsmoke2};\r
+statetype s_hsmoke2 = {false,SPR_HSMOKE_2,3,NULL,NULL,&s_hsmoke3};\r
+statetype s_hsmoke3 = {false,SPR_HSMOKE_3,3,NULL,NULL,&s_hsmoke4};\r
+statetype s_hsmoke4 = {false,SPR_HSMOKE_4,3,NULL,NULL,NULL};\r
+\r
+statetype s_hboom1 = {false,SPR_HBOOM_1,6,NULL,NULL,&s_hboom2};\r
+statetype s_hboom2 = {false,SPR_HBOOM_2,6,NULL,NULL,&s_hboom3};\r
+statetype s_hboom3 = {false,SPR_HBOOM_3,6,NULL,NULL,NULL};\r
+\r
+#endif\r
+\r
+void T_Schabb (objtype *ob);\r
+void T_SchabbThrow (objtype *ob);\r
+void T_Fake (objtype *ob);\r
+void T_FakeFire (objtype *ob);\r
+void T_Ghosts (objtype *ob);\r
+\r
+void A_Slurpie (objtype *ob);\r
+void A_HitlerMorph (objtype *ob);\r
+void A_MechaSound (objtype *ob);\r
+\r
+/*\r
+=================\r
+=\r
+= A_Smoke\r
+=\r
+=================\r
+*/\r
+\r
+void A_Smoke (objtype *ob)\r
+{\r
+ GetNewActor ();\r
+#ifdef SPEAR\r
+ if (ob->obclass == hrocketobj)\r
+ new->state = &s_hsmoke1;\r
+ else\r
+#endif\r
+ new->state = &s_smoke1;\r
+ new->ticcount = 6;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->obclass = inertobj;\r
+ new->active = true;\r
+\r
+ new->flags = FL_NEVERMARK;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= ProjectileTryMove\r
+=\r
+= returns true if move ok\r
+===================\r
+*/\r
+\r
+#define PROJSIZE 0x2000\r
+\r
+boolean ProjectileTryMove (objtype *ob)\r
+{\r
+ int xl,yl,xh,yh,x,y;\r
+ objtype *check;\r
+ long deltax,deltay;\r
+\r
+ xl = (ob->x-PROJSIZE) >>TILESHIFT;\r
+ yl = (ob->y-PROJSIZE) >>TILESHIFT;\r
+\r
+ xh = (ob->x+PROJSIZE) >>TILESHIFT;\r
+ yh = (ob->y+PROJSIZE) >>TILESHIFT;\r
+\r
+//\r
+// check for solid walls\r
+//\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (check && check<objlist)\r
+ return false;\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Projectile\r
+=\r
+=================\r
+*/\r
+\r
+void T_Projectile (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ int damage;\r
+ long speed;\r
+\r
+ speed = (long)ob->speed*tics;\r
+\r
+ deltax = FixedByFrac(speed,costable[ob->angle]);\r
+ deltay = -FixedByFrac(speed,sintable[ob->angle]);\r
+\r
+ if (deltax>0x10000l)\r
+ deltax = 0x10000l;\r
+ if (deltay>0x10000l)\r
+ deltay = 0x10000l;\r
+\r
+ ob->x += deltax;\r
+ ob->y += deltay;\r
+\r
+ deltax = LABS(ob->x - player->x);\r
+ deltay = LABS(ob->y - player->y);\r
+\r
+ if (!ProjectileTryMove (ob))\r
+ {\r
+ if (ob->obclass == rocketobj)\r
+ {\r
+ PlaySoundLocActor(MISSILEHITSND,ob);\r
+ ob->state = &s_boom1;\r
+ }\r
+#ifdef SPEAR\r
+ else if (ob->obclass == hrocketobj)\r
+ {\r
+ PlaySoundLocActor(MISSILEHITSND,ob);\r
+ ob->state = &s_hboom1;\r
+ }\r
+#endif\r
+ else\r
+ ob->state = NULL; // mark for removal\r
+\r
+ return;\r
+ }\r
+\r
+ if (deltax < PROJECTILESIZE && deltay < PROJECTILESIZE)\r
+ { // hit the player\r
+ switch (ob->obclass)\r
+ {\r
+ case needleobj:\r
+ damage = (US_RndT() >>3) + 20;\r
+ break;\r
+ case rocketobj:\r
+ case hrocketobj:\r
+ case sparkobj:\r
+ damage = (US_RndT() >>3) + 30;\r
+ break;\r
+ case fireobj:\r
+ damage = (US_RndT() >>3);\r
+ break;\r
+ }\r
+\r
+ TakeDamage (damage,ob);\r
+ ob->state = NULL; // mark for removal\r
+ return;\r
+ }\r
+\r
+ ob->tilex = ob->x >> TILESHIFT;\r
+ ob->tiley = ob->y >> TILESHIFT;\r
+\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GUARD\r
+\r
+=============================================================================\r
+*/\r
+\r
+//\r
+// guards\r
+//\r
+\r
+extern statetype s_grdstand;\r
+\r
+extern statetype s_grdpath1;\r
+extern statetype s_grdpath1s;\r
+extern statetype s_grdpath2;\r
+extern statetype s_grdpath3;\r
+extern statetype s_grdpath3s;\r
+extern statetype s_grdpath4;\r
+\r
+extern statetype s_grdpain;\r
+extern statetype s_grdpain1;\r
+\r
+extern statetype s_grdgiveup;\r
+\r
+extern statetype s_grdshoot1;\r
+extern statetype s_grdshoot2;\r
+extern statetype s_grdshoot3;\r
+extern statetype s_grdshoot4;\r
+\r
+extern statetype s_grdchase1;\r
+extern statetype s_grdchase1s;\r
+extern statetype s_grdchase2;\r
+extern statetype s_grdchase3;\r
+extern statetype s_grdchase3s;\r
+extern statetype s_grdchase4;\r
+\r
+extern statetype s_grddie1;\r
+extern statetype s_grddie1d;\r
+extern statetype s_grddie2;\r
+extern statetype s_grddie3;\r
+extern statetype s_grddie4;\r
+\r
+statetype s_grdstand = {true,SPR_GRD_S_1,0,T_Stand,NULL,&s_grdstand};\r
+\r
+statetype s_grdpath1 = {true,SPR_GRD_W1_1,20,T_Path,NULL,&s_grdpath1s};\r
+statetype s_grdpath1s = {true,SPR_GRD_W1_1,5,NULL,NULL,&s_grdpath2};\r
+statetype s_grdpath2 = {true,SPR_GRD_W2_1,15,T_Path,NULL,&s_grdpath3};\r
+statetype s_grdpath3 = {true,SPR_GRD_W3_1,20,T_Path,NULL,&s_grdpath3s};\r
+statetype s_grdpath3s = {true,SPR_GRD_W3_1,5,NULL,NULL,&s_grdpath4};\r
+statetype s_grdpath4 = {true,SPR_GRD_W4_1,15,T_Path,NULL,&s_grdpath1};\r
+\r
+statetype s_grdpain = {2,SPR_GRD_PAIN_1,10,NULL,NULL,&s_grdchase1};\r
+statetype s_grdpain1 = {2,SPR_GRD_PAIN_2,10,NULL,NULL,&s_grdchase1};\r
+\r
+statetype s_grdshoot1 = {false,SPR_GRD_SHOOT1,20,NULL,NULL,&s_grdshoot2};\r
+statetype s_grdshoot2 = {false,SPR_GRD_SHOOT2,20,NULL,T_Shoot,&s_grdshoot3};\r
+statetype s_grdshoot3 = {false,SPR_GRD_SHOOT3,20,NULL,NULL,&s_grdchase1};\r
+\r
+statetype s_grdchase1 = {true,SPR_GRD_W1_1,10,T_Chase,NULL,&s_grdchase1s};\r
+statetype s_grdchase1s = {true,SPR_GRD_W1_1,3,NULL,NULL,&s_grdchase2};\r
+statetype s_grdchase2 = {true,SPR_GRD_W2_1,8,T_Chase,NULL,&s_grdchase3};\r
+statetype s_grdchase3 = {true,SPR_GRD_W3_1,10,T_Chase,NULL,&s_grdchase3s};\r
+statetype s_grdchase3s = {true,SPR_GRD_W3_1,3,NULL,NULL,&s_grdchase4};\r
+statetype s_grdchase4 = {true,SPR_GRD_W4_1,8,T_Chase,NULL,&s_grdchase1};\r
+\r
+statetype s_grddie1 = {false,SPR_GRD_DIE_1,15,NULL,A_DeathScream,&s_grddie2};\r
+statetype s_grddie2 = {false,SPR_GRD_DIE_2,15,NULL,NULL,&s_grddie3};\r
+statetype s_grddie3 = {false,SPR_GRD_DIE_3,15,NULL,NULL,&s_grddie4};\r
+statetype s_grddie4 = {false,SPR_GRD_DEAD,0,NULL,NULL,&s_grddie4};\r
+\r
+\r
+#ifndef SPEAR\r
+//\r
+// ghosts\r
+//\r
+extern statetype s_blinkychase1;\r
+extern statetype s_blinkychase2;\r
+extern statetype s_inkychase1;\r
+extern statetype s_inkychase2;\r
+extern statetype s_pinkychase1;\r
+extern statetype s_pinkychase2;\r
+extern statetype s_clydechase1;\r
+extern statetype s_clydechase2;\r
+\r
+statetype s_blinkychase1 = {false,SPR_BLINKY_W1,10,T_Ghosts,NULL,&s_blinkychase2};\r
+statetype s_blinkychase2 = {false,SPR_BLINKY_W2,10,T_Ghosts,NULL,&s_blinkychase1};\r
+\r
+statetype s_inkychase1 = {false,SPR_INKY_W1,10,T_Ghosts,NULL,&s_inkychase2};\r
+statetype s_inkychase2 = {false,SPR_INKY_W2,10,T_Ghosts,NULL,&s_inkychase1};\r
+\r
+statetype s_pinkychase1 = {false,SPR_PINKY_W1,10,T_Ghosts,NULL,&s_pinkychase2};\r
+statetype s_pinkychase2 = {false,SPR_PINKY_W2,10,T_Ghosts,NULL,&s_pinkychase1};\r
+\r
+statetype s_clydechase1 = {false,SPR_CLYDE_W1,10,T_Ghosts,NULL,&s_clydechase2};\r
+statetype s_clydechase2 = {false,SPR_CLYDE_W2,10,T_Ghosts,NULL,&s_clydechase1};\r
+#endif\r
+\r
+//\r
+// dogs\r
+//\r
+\r
+extern statetype s_dogpath1;\r
+extern statetype s_dogpath1s;\r
+extern statetype s_dogpath2;\r
+extern statetype s_dogpath3;\r
+extern statetype s_dogpath3s;\r
+extern statetype s_dogpath4;\r
+\r
+extern statetype s_dogjump1;\r
+extern statetype s_dogjump2;\r
+extern statetype s_dogjump3;\r
+extern statetype s_dogjump4;\r
+extern statetype s_dogjump5;\r
+\r
+extern statetype s_dogchase1;\r
+extern statetype s_dogchase1s;\r
+extern statetype s_dogchase2;\r
+extern statetype s_dogchase3;\r
+extern statetype s_dogchase3s;\r
+extern statetype s_dogchase4;\r
+\r
+extern statetype s_dogdie1;\r
+extern statetype s_dogdie1d;\r
+extern statetype s_dogdie2;\r
+extern statetype s_dogdie3;\r
+extern statetype s_dogdead;\r
+\r
+statetype s_dogpath1 = {true,SPR_DOG_W1_1,20,T_Path,NULL,&s_dogpath1s};\r
+statetype s_dogpath1s = {true,SPR_DOG_W1_1,5,NULL,NULL,&s_dogpath2};\r
+statetype s_dogpath2 = {true,SPR_DOG_W2_1,15,T_Path,NULL,&s_dogpath3};\r
+statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,T_Path,NULL,&s_dogpath3s};\r
+statetype s_dogpath3s = {true,SPR_DOG_W3_1,5,NULL,NULL,&s_dogpath4};\r
+statetype s_dogpath4 = {true,SPR_DOG_W4_1,15,T_Path,NULL,&s_dogpath1};\r
+\r
+statetype s_dogjump1 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump2};\r
+statetype s_dogjump2 = {false,SPR_DOG_JUMP2,10,NULL,T_Bite,&s_dogjump3};\r
+statetype s_dogjump3 = {false,SPR_DOG_JUMP3,10,NULL,NULL,&s_dogjump4};\r
+statetype s_dogjump4 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump5};\r
+statetype s_dogjump5 = {false,SPR_DOG_W1_1,10,NULL,NULL,&s_dogchase1};\r
+\r
+statetype s_dogchase1 = {true,SPR_DOG_W1_1,10,T_DogChase,NULL,&s_dogchase1s};\r
+statetype s_dogchase1s = {true,SPR_DOG_W1_1,3,NULL,NULL,&s_dogchase2};\r
+statetype s_dogchase2 = {true,SPR_DOG_W2_1,8,T_DogChase,NULL,&s_dogchase3};\r
+statetype s_dogchase3 = {true,SPR_DOG_W3_1,10,T_DogChase,NULL,&s_dogchase3s};\r
+statetype s_dogchase3s = {true,SPR_DOG_W3_1,3,NULL,NULL,&s_dogchase4};\r
+statetype s_dogchase4 = {true,SPR_DOG_W4_1,8,T_DogChase,NULL,&s_dogchase1};\r
+\r
+statetype s_dogdie1 = {false,SPR_DOG_DIE_1,15,NULL,A_DeathScream,&s_dogdie2};\r
+statetype s_dogdie2 = {false,SPR_DOG_DIE_2,15,NULL,NULL,&s_dogdie3};\r
+statetype s_dogdie3 = {false,SPR_DOG_DIE_3,15,NULL,NULL,&s_dogdead};\r
+statetype s_dogdead = {false,SPR_DOG_DEAD,15,NULL,NULL,&s_dogdead};\r
+\r
+\r
+//\r
+// officers\r
+//\r
+\r
+extern statetype s_ofcstand;\r
+\r
+extern statetype s_ofcpath1;\r
+extern statetype s_ofcpath1s;\r
+extern statetype s_ofcpath2;\r
+extern statetype s_ofcpath3;\r
+extern statetype s_ofcpath3s;\r
+extern statetype s_ofcpath4;\r
+\r
+extern statetype s_ofcpain;\r
+extern statetype s_ofcpain1;\r
+\r
+extern statetype s_ofcgiveup;\r
+\r
+extern statetype s_ofcshoot1;\r
+extern statetype s_ofcshoot2;\r
+extern statetype s_ofcshoot3;\r
+extern statetype s_ofcshoot4;\r
+\r
+extern statetype s_ofcchase1;\r
+extern statetype s_ofcchase1s;\r
+extern statetype s_ofcchase2;\r
+extern statetype s_ofcchase3;\r
+extern statetype s_ofcchase3s;\r
+extern statetype s_ofcchase4;\r
+\r
+extern statetype s_ofcdie1;\r
+extern statetype s_ofcdie2;\r
+extern statetype s_ofcdie3;\r
+extern statetype s_ofcdie4;\r
+extern statetype s_ofcdie5;\r
+\r
+statetype s_ofcstand = {true,SPR_OFC_S_1,0,T_Stand,NULL,&s_ofcstand};\r
+\r
+statetype s_ofcpath1 = {true,SPR_OFC_W1_1,20,T_Path,NULL,&s_ofcpath1s};\r
+statetype s_ofcpath1s = {true,SPR_OFC_W1_1,5,NULL,NULL,&s_ofcpath2};\r
+statetype s_ofcpath2 = {true,SPR_OFC_W2_1,15,T_Path,NULL,&s_ofcpath3};\r
+statetype s_ofcpath3 = {true,SPR_OFC_W3_1,20,T_Path,NULL,&s_ofcpath3s};\r
+statetype s_ofcpath3s = {true,SPR_OFC_W3_1,5,NULL,NULL,&s_ofcpath4};\r
+statetype s_ofcpath4 = {true,SPR_OFC_W4_1,15,T_Path,NULL,&s_ofcpath1};\r
+\r
+statetype s_ofcpain = {2,SPR_OFC_PAIN_1,10,NULL,NULL,&s_ofcchase1};\r
+statetype s_ofcpain1 = {2,SPR_OFC_PAIN_2,10,NULL,NULL,&s_ofcchase1};\r
+\r
+statetype s_ofcshoot1 = {false,SPR_OFC_SHOOT1,6,NULL,NULL,&s_ofcshoot2};\r
+statetype s_ofcshoot2 = {false,SPR_OFC_SHOOT2,20,NULL,T_Shoot,&s_ofcshoot3};\r
+statetype s_ofcshoot3 = {false,SPR_OFC_SHOOT3,10,NULL,NULL,&s_ofcchase1};\r
+\r
+statetype s_ofcchase1 = {true,SPR_OFC_W1_1,10,T_Chase,NULL,&s_ofcchase1s};\r
+statetype s_ofcchase1s = {true,SPR_OFC_W1_1,3,NULL,NULL,&s_ofcchase2};\r
+statetype s_ofcchase2 = {true,SPR_OFC_W2_1,8,T_Chase,NULL,&s_ofcchase3};\r
+statetype s_ofcchase3 = {true,SPR_OFC_W3_1,10,T_Chase,NULL,&s_ofcchase3s};\r
+statetype s_ofcchase3s = {true,SPR_OFC_W3_1,3,NULL,NULL,&s_ofcchase4};\r
+statetype s_ofcchase4 = {true,SPR_OFC_W4_1,8,T_Chase,NULL,&s_ofcchase1};\r
+\r
+statetype s_ofcdie1 = {false,SPR_OFC_DIE_1,11,NULL,A_DeathScream,&s_ofcdie2};\r
+statetype s_ofcdie2 = {false,SPR_OFC_DIE_2,11,NULL,NULL,&s_ofcdie3};\r
+statetype s_ofcdie3 = {false,SPR_OFC_DIE_3,11,NULL,NULL,&s_ofcdie4};\r
+statetype s_ofcdie4 = {false,SPR_OFC_DIE_4,11,NULL,NULL,&s_ofcdie5};\r
+statetype s_ofcdie5 = {false,SPR_OFC_DEAD,0,NULL,NULL,&s_ofcdie5};\r
+\r
+\r
+//\r
+// mutant\r
+//\r
+\r
+extern statetype s_mutstand;\r
+\r
+extern statetype s_mutpath1;\r
+extern statetype s_mutpath1s;\r
+extern statetype s_mutpath2;\r
+extern statetype s_mutpath3;\r
+extern statetype s_mutpath3s;\r
+extern statetype s_mutpath4;\r
+\r
+extern statetype s_mutpain;\r
+extern statetype s_mutpain1;\r
+\r
+extern statetype s_mutgiveup;\r
+\r
+extern statetype s_mutshoot1;\r
+extern statetype s_mutshoot2;\r
+extern statetype s_mutshoot3;\r
+extern statetype s_mutshoot4;\r
+\r
+extern statetype s_mutchase1;\r
+extern statetype s_mutchase1s;\r
+extern statetype s_mutchase2;\r
+extern statetype s_mutchase3;\r
+extern statetype s_mutchase3s;\r
+extern statetype s_mutchase4;\r
+\r
+extern statetype s_mutdie1;\r
+extern statetype s_mutdie2;\r
+extern statetype s_mutdie3;\r
+extern statetype s_mutdie4;\r
+extern statetype s_mutdie5;\r
+\r
+statetype s_mutstand = {true,SPR_MUT_S_1,0,T_Stand,NULL,&s_mutstand};\r
+\r
+statetype s_mutpath1 = {true,SPR_MUT_W1_1,20,T_Path,NULL,&s_mutpath1s};\r
+statetype s_mutpath1s = {true,SPR_MUT_W1_1,5,NULL,NULL,&s_mutpath2};\r
+statetype s_mutpath2 = {true,SPR_MUT_W2_1,15,T_Path,NULL,&s_mutpath3};\r
+statetype s_mutpath3 = {true,SPR_MUT_W3_1,20,T_Path,NULL,&s_mutpath3s};\r
+statetype s_mutpath3s = {true,SPR_MUT_W3_1,5,NULL,NULL,&s_mutpath4};\r
+statetype s_mutpath4 = {true,SPR_MUT_W4_1,15,T_Path,NULL,&s_mutpath1};\r
+\r
+statetype s_mutpain = {2,SPR_MUT_PAIN_1,10,NULL,NULL,&s_mutchase1};\r
+statetype s_mutpain1 = {2,SPR_MUT_PAIN_2,10,NULL,NULL,&s_mutchase1};\r
+\r
+statetype s_mutshoot1 = {false,SPR_MUT_SHOOT1,6,NULL,T_Shoot,&s_mutshoot2};\r
+statetype s_mutshoot2 = {false,SPR_MUT_SHOOT2,20,NULL,NULL,&s_mutshoot3};\r
+statetype s_mutshoot3 = {false,SPR_MUT_SHOOT3,10,NULL,T_Shoot,&s_mutshoot4};\r
+statetype s_mutshoot4 = {false,SPR_MUT_SHOOT4,20,NULL,NULL,&s_mutchase1};\r
+\r
+statetype s_mutchase1 = {true,SPR_MUT_W1_1,10,T_Chase,NULL,&s_mutchase1s};\r
+statetype s_mutchase1s = {true,SPR_MUT_W1_1,3,NULL,NULL,&s_mutchase2};\r
+statetype s_mutchase2 = {true,SPR_MUT_W2_1,8,T_Chase,NULL,&s_mutchase3};\r
+statetype s_mutchase3 = {true,SPR_MUT_W3_1,10,T_Chase,NULL,&s_mutchase3s};\r
+statetype s_mutchase3s = {true,SPR_MUT_W3_1,3,NULL,NULL,&s_mutchase4};\r
+statetype s_mutchase4 = {true,SPR_MUT_W4_1,8,T_Chase,NULL,&s_mutchase1};\r
+\r
+statetype s_mutdie1 = {false,SPR_MUT_DIE_1,7,NULL,A_DeathScream,&s_mutdie2};\r
+statetype s_mutdie2 = {false,SPR_MUT_DIE_2,7,NULL,NULL,&s_mutdie3};\r
+statetype s_mutdie3 = {false,SPR_MUT_DIE_3,7,NULL,NULL,&s_mutdie4};\r
+statetype s_mutdie4 = {false,SPR_MUT_DIE_4,7,NULL,NULL,&s_mutdie5};\r
+statetype s_mutdie5 = {false,SPR_MUT_DEAD,0,NULL,NULL,&s_mutdie5};\r
+\r
+\r
+//\r
+// SS\r
+//\r
+\r
+extern statetype s_ssstand;\r
+\r
+extern statetype s_sspath1;\r
+extern statetype s_sspath1s;\r
+extern statetype s_sspath2;\r
+extern statetype s_sspath3;\r
+extern statetype s_sspath3s;\r
+extern statetype s_sspath4;\r
+\r
+extern statetype s_sspain;\r
+extern statetype s_sspain1;\r
+\r
+extern statetype s_ssshoot1;\r
+extern statetype s_ssshoot2;\r
+extern statetype s_ssshoot3;\r
+extern statetype s_ssshoot4;\r
+extern statetype s_ssshoot5;\r
+extern statetype s_ssshoot6;\r
+extern statetype s_ssshoot7;\r
+extern statetype s_ssshoot8;\r
+extern statetype s_ssshoot9;\r
+\r
+extern statetype s_sschase1;\r
+extern statetype s_sschase1s;\r
+extern statetype s_sschase2;\r
+extern statetype s_sschase3;\r
+extern statetype s_sschase3s;\r
+extern statetype s_sschase4;\r
+\r
+extern statetype s_ssdie1;\r
+extern statetype s_ssdie2;\r
+extern statetype s_ssdie3;\r
+extern statetype s_ssdie4;\r
+\r
+statetype s_ssstand = {true,SPR_SS_S_1,0,T_Stand,NULL,&s_ssstand};\r
+\r
+statetype s_sspath1 = {true,SPR_SS_W1_1,20,T_Path,NULL,&s_sspath1s};\r
+statetype s_sspath1s = {true,SPR_SS_W1_1,5,NULL,NULL,&s_sspath2};\r
+statetype s_sspath2 = {true,SPR_SS_W2_1,15,T_Path,NULL,&s_sspath3};\r
+statetype s_sspath3 = {true,SPR_SS_W3_1,20,T_Path,NULL,&s_sspath3s};\r
+statetype s_sspath3s = {true,SPR_SS_W3_1,5,NULL,NULL,&s_sspath4};\r
+statetype s_sspath4 = {true,SPR_SS_W4_1,15,T_Path,NULL,&s_sspath1};\r
+\r
+statetype s_sspain = {2,SPR_SS_PAIN_1,10,NULL,NULL,&s_sschase1};\r
+statetype s_sspain1 = {2,SPR_SS_PAIN_2,10,NULL,NULL,&s_sschase1};\r
+\r
+statetype s_ssshoot1 = {false,SPR_SS_SHOOT1,20,NULL,NULL,&s_ssshoot2};\r
+statetype s_ssshoot2 = {false,SPR_SS_SHOOT2,20,NULL,T_Shoot,&s_ssshoot3};\r
+statetype s_ssshoot3 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot4};\r
+statetype s_ssshoot4 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot5};\r
+statetype s_ssshoot5 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot6};\r
+statetype s_ssshoot6 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot7};\r
+statetype s_ssshoot7 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot8};\r
+statetype s_ssshoot8 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot9};\r
+statetype s_ssshoot9 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_sschase1};\r
+\r
+statetype s_sschase1 = {true,SPR_SS_W1_1,10,T_Chase,NULL,&s_sschase1s};\r
+statetype s_sschase1s = {true,SPR_SS_W1_1,3,NULL,NULL,&s_sschase2};\r
+statetype s_sschase2 = {true,SPR_SS_W2_1,8,T_Chase,NULL,&s_sschase3};\r
+statetype s_sschase3 = {true,SPR_SS_W3_1,10,T_Chase,NULL,&s_sschase3s};\r
+statetype s_sschase3s = {true,SPR_SS_W3_1,3,NULL,NULL,&s_sschase4};\r
+statetype s_sschase4 = {true,SPR_SS_W4_1,8,T_Chase,NULL,&s_sschase1};\r
+\r
+statetype s_ssdie1 = {false,SPR_SS_DIE_1,15,NULL,A_DeathScream,&s_ssdie2};\r
+statetype s_ssdie2 = {false,SPR_SS_DIE_2,15,NULL,NULL,&s_ssdie3};\r
+statetype s_ssdie3 = {false,SPR_SS_DIE_3,15,NULL,NULL,&s_ssdie4};\r
+statetype s_ssdie4 = {false,SPR_SS_DEAD,0,NULL,NULL,&s_ssdie4};\r
+\r
+\r
+#ifndef SPEAR\r
+//\r
+// hans\r
+//\r
+extern statetype s_bossstand;\r
+\r
+extern statetype s_bosschase1;\r
+extern statetype s_bosschase1s;\r
+extern statetype s_bosschase2;\r
+extern statetype s_bosschase3;\r
+extern statetype s_bosschase3s;\r
+extern statetype s_bosschase4;\r
+\r
+extern statetype s_bossdie1;\r
+extern statetype s_bossdie2;\r
+extern statetype s_bossdie3;\r
+extern statetype s_bossdie4;\r
+\r
+extern statetype s_bossshoot1;\r
+extern statetype s_bossshoot2;\r
+extern statetype s_bossshoot3;\r
+extern statetype s_bossshoot4;\r
+extern statetype s_bossshoot5;\r
+extern statetype s_bossshoot6;\r
+extern statetype s_bossshoot7;\r
+extern statetype s_bossshoot8;\r
+\r
+\r
+statetype s_bossstand = {false,SPR_BOSS_W1,0,T_Stand,NULL,&s_bossstand};\r
+\r
+statetype s_bosschase1 = {false,SPR_BOSS_W1,10,T_Chase,NULL,&s_bosschase1s};\r
+statetype s_bosschase1s = {false,SPR_BOSS_W1,3,NULL,NULL,&s_bosschase2};\r
+statetype s_bosschase2 = {false,SPR_BOSS_W2,8,T_Chase,NULL,&s_bosschase3};\r
+statetype s_bosschase3 = {false,SPR_BOSS_W3,10,T_Chase,NULL,&s_bosschase3s};\r
+statetype s_bosschase3s = {false,SPR_BOSS_W3,3,NULL,NULL,&s_bosschase4};\r
+statetype s_bosschase4 = {false,SPR_BOSS_W4,8,T_Chase,NULL,&s_bosschase1};\r
+\r
+statetype s_bossdie1 = {false,SPR_BOSS_DIE1,15,NULL,A_DeathScream,&s_bossdie2};\r
+statetype s_bossdie2 = {false,SPR_BOSS_DIE2,15,NULL,NULL,&s_bossdie3};\r
+statetype s_bossdie3 = {false,SPR_BOSS_DIE3,15,NULL,NULL,&s_bossdie4};\r
+statetype s_bossdie4 = {false,SPR_BOSS_DEAD,0,NULL,NULL,&s_bossdie4};\r
+\r
+statetype s_bossshoot1 = {false,SPR_BOSS_SHOOT1,30,NULL,NULL,&s_bossshoot2};\r
+statetype s_bossshoot2 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot3};\r
+statetype s_bossshoot3 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot4};\r
+statetype s_bossshoot4 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot5};\r
+statetype s_bossshoot5 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot6};\r
+statetype s_bossshoot6 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot7};\r
+statetype s_bossshoot7 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot8};\r
+statetype s_bossshoot8 = {false,SPR_BOSS_SHOOT1,10,NULL,NULL,&s_bosschase1};\r
+\r
+\r
+//\r
+// gretel\r
+//\r
+extern statetype s_gretelstand;\r
+\r
+extern statetype s_gretelchase1;\r
+extern statetype s_gretelchase1s;\r
+extern statetype s_gretelchase2;\r
+extern statetype s_gretelchase3;\r
+extern statetype s_gretelchase3s;\r
+extern statetype s_gretelchase4;\r
+\r
+extern statetype s_greteldie1;\r
+extern statetype s_greteldie2;\r
+extern statetype s_greteldie3;\r
+extern statetype s_greteldie4;\r
+\r
+extern statetype s_gretelshoot1;\r
+extern statetype s_gretelshoot2;\r
+extern statetype s_gretelshoot3;\r
+extern statetype s_gretelshoot4;\r
+extern statetype s_gretelshoot5;\r
+extern statetype s_gretelshoot6;\r
+extern statetype s_gretelshoot7;\r
+extern statetype s_gretelshoot8;\r
+\r
+\r
+statetype s_gretelstand = {false,SPR_GRETEL_W1,0,T_Stand,NULL,&s_gretelstand};\r
+\r
+statetype s_gretelchase1 = {false,SPR_GRETEL_W1,10,T_Chase,NULL,&s_gretelchase1s};\r
+statetype s_gretelchase1s = {false,SPR_GRETEL_W1,3,NULL,NULL,&s_gretelchase2};\r
+statetype s_gretelchase2 = {false,SPR_GRETEL_W2,8,T_Chase,NULL,&s_gretelchase3};\r
+statetype s_gretelchase3 = {false,SPR_GRETEL_W3,10,T_Chase,NULL,&s_gretelchase3s};\r
+statetype s_gretelchase3s = {false,SPR_GRETEL_W3,3,NULL,NULL,&s_gretelchase4};\r
+statetype s_gretelchase4 = {false,SPR_GRETEL_W4,8,T_Chase,NULL,&s_gretelchase1};\r
+\r
+statetype s_greteldie1 = {false,SPR_GRETEL_DIE1,15,NULL,A_DeathScream,&s_greteldie2};\r
+statetype s_greteldie2 = {false,SPR_GRETEL_DIE2,15,NULL,NULL,&s_greteldie3};\r
+statetype s_greteldie3 = {false,SPR_GRETEL_DIE3,15,NULL,NULL,&s_greteldie4};\r
+statetype s_greteldie4 = {false,SPR_GRETEL_DEAD,0,NULL,NULL,&s_greteldie4};\r
+\r
+statetype s_gretelshoot1 = {false,SPR_GRETEL_SHOOT1,30,NULL,NULL,&s_gretelshoot2};\r
+statetype s_gretelshoot2 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot3};\r
+statetype s_gretelshoot3 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot4};\r
+statetype s_gretelshoot4 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot5};\r
+statetype s_gretelshoot5 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot6};\r
+statetype s_gretelshoot6 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot7};\r
+statetype s_gretelshoot7 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot8};\r
+statetype s_gretelshoot8 = {false,SPR_GRETEL_SHOOT1,10,NULL,NULL,&s_gretelchase1};\r
+#endif\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnStand\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnStand (enemy_t which, int tilex, int tiley, int dir)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ switch (which)\r
+ {\r
+ case en_guard:\r
+ SpawnNewObj (tilex,tiley,&s_grdstand);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_officer:\r
+ SpawnNewObj (tilex,tiley,&s_ofcstand);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_mutant:\r
+ SpawnNewObj (tilex,tiley,&s_mutstand);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_ss:\r
+ SpawnNewObj (tilex,tiley,&s_ssstand);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+ }\r
+\r
+\r
+ map = mapsegs[0]+farmapylookup[tiley]+tilex;\r
+ if (*map == AMBUSHTILE)\r
+ {\r
+ tilemap[tilex][tiley] = 0;\r
+\r
+ if (*(map+1) >= AREATILE)\r
+ tile = *(map+1);\r
+ if (*(map-mapwidth) >= AREATILE)\r
+ tile = *(map-mapwidth);\r
+ if (*(map+mapwidth) >= AREATILE)\r
+ tile = *(map+mapwidth);\r
+ if ( *(map-1) >= AREATILE)\r
+ tile = *(map-1);\r
+\r
+ *map = tile;\r
+ new->areanumber = tile-AREATILE;\r
+\r
+ new->flags |= FL_AMBUSH;\r
+ }\r
+\r
+ new->obclass = guardobj+which;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][which];\r
+ new->dir = dir*2;\r
+ new->flags |= FL_SHOOTABLE;\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnDeadGuard\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnDeadGuard (int tilex, int tiley)\r
+{\r
+ SpawnNewObj (tilex,tiley,&s_grddie4);\r
+ new->obclass = inertobj;\r
+}\r
+\r
+\r
+\r
+#ifndef SPEAR\r
+/*\r
+===============\r
+=\r
+= SpawnBoss\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnBoss (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_bossstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = bossobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_boss];\r
+ new->dir = south;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnGretel\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnGretel (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_gretelstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = gretelobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel];\r
+ new->dir = north;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+#endif\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnPatrol\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir)\r
+{\r
+ switch (which)\r
+ {\r
+ case en_guard:\r
+ SpawnNewObj (tilex,tiley,&s_grdpath1);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_officer:\r
+ SpawnNewObj (tilex,tiley,&s_ofcpath1);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_ss:\r
+ SpawnNewObj (tilex,tiley,&s_sspath1);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_mutant:\r
+ SpawnNewObj (tilex,tiley,&s_mutpath1);\r
+ new->speed = SPDPATROL;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+\r
+ case en_dog:\r
+ SpawnNewObj (tilex,tiley,&s_dogpath1);\r
+ new->speed = SPDDOG;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+ break;\r
+ }\r
+\r
+ new->obclass = guardobj+which;\r
+ new->dir = dir*2;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][which];\r
+ new->distance = tileglobal;\r
+ new->flags |= FL_SHOOTABLE;\r
+ new->active = true;\r
+\r
+ actorat[new->tilex][new->tiley] = NULL; // don't use original spot\r
+\r
+ switch (dir)\r
+ {\r
+ case 0:\r
+ new->tilex++;\r
+ break;\r
+ case 1:\r
+ new->tiley--;\r
+ break;\r
+ case 2:\r
+ new->tilex--;\r
+ break;\r
+ case 3:\r
+ new->tiley++;\r
+ break;\r
+ }\r
+\r
+ actorat[new->tilex][new->tiley] = new;\r
+}\r
+\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= A_DeathScream\r
+=\r
+==================\r
+*/\r
+\r
+void A_DeathScream (objtype *ob)\r
+{\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+ if (mapon==9 && !US_RndT())\r
+#else\r
+ if ((mapon==18 || mapon==19) && !US_RndT())\r
+#endif\r
+ {\r
+ switch(ob->obclass)\r
+ {\r
+ case mutantobj:\r
+ case guardobj:\r
+ case officerobj:\r
+ case ssobj:\r
+ case dogobj:\r
+ PlaySoundLocActor(DEATHSCREAM6SND,ob);\r
+ return;\r
+ }\r
+ }\r
+#endif\r
+\r
+ switch (ob->obclass)\r
+ {\r
+ case mutantobj:\r
+ PlaySoundLocActor(AHHHGSND,ob);\r
+ break;\r
+\r
+ case guardobj:\r
+ {\r
+ int sounds[9]={ DEATHSCREAM1SND,\r
+ DEATHSCREAM2SND,\r
+ DEATHSCREAM3SND,\r
+ DEATHSCREAM4SND,\r
+ DEATHSCREAM5SND,\r
+ DEATHSCREAM7SND,\r
+ DEATHSCREAM8SND,\r
+ DEATHSCREAM9SND\r
+ };\r
+\r
+ #ifndef UPLOAD\r
+ PlaySoundLocActor(sounds[US_RndT()%8],ob);\r
+ #else\r
+ PlaySoundLocActor(sounds[US_RndT()%2],ob);\r
+ #endif\r
+ }\r
+ break;\r
+ case officerobj:\r
+ PlaySoundLocActor(NEINSOVASSND,ob);\r
+ break;\r
+ case ssobj:\r
+ PlaySoundLocActor(LEBENSND,ob); // JAB\r
+ break;\r
+ case dogobj:\r
+ PlaySoundLocActor(DOGDEATHSND,ob); // JAB\r
+ break;\r
+#ifndef SPEAR\r
+ case bossobj:\r
+ SD_PlaySound(MUTTISND); // JAB\r
+ break;\r
+ case schabbobj:\r
+ SD_PlaySound(MEINGOTTSND);\r
+ break;\r
+ case fakeobj:\r
+ SD_PlaySound(HITLERHASND);\r
+ break;\r
+ case mechahitlerobj:\r
+ SD_PlaySound(SCHEISTSND);\r
+ break;\r
+ case realhitlerobj:\r
+ SD_PlaySound(EVASND);\r
+ break;\r
+ case gretelobj:\r
+ SD_PlaySound(MEINSND);\r
+ break;\r
+ case giftobj:\r
+ SD_PlaySound(DONNERSND);\r
+ break;\r
+ case fatobj:\r
+ SD_PlaySound(ROSESND);\r
+ break;\r
+#else\r
+ case spectreobj:\r
+ SD_PlaySound(GHOSTFADESND);\r
+ break;\r
+ case angelobj:\r
+ SD_PlaySound(ANGELDEATHSND);\r
+ break;\r
+ case transobj:\r
+ SD_PlaySound(TRANSDEATHSND);\r
+ break;\r
+ case uberobj:\r
+ SD_PlaySound(UBERDEATHSND);\r
+ break;\r
+ case willobj:\r
+ SD_PlaySound(WILHELMDEATHSND);\r
+ break;\r
+ case deathobj:\r
+ SD_PlaySound(KNIGHTDEATHSND);\r
+ break;\r
+#endif\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SPEAR ACTORS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#ifdef SPEAR\r
+\r
+void T_Launch (objtype *ob);\r
+void T_Will (objtype *ob);\r
+\r
+extern statetype s_angelshoot1;\r
+extern statetype s_deathshoot1;\r
+extern statetype s_spark1;\r
+\r
+//\r
+// trans\r
+//\r
+extern statetype s_transstand;\r
+\r
+extern statetype s_transchase1;\r
+extern statetype s_transchase1s;\r
+extern statetype s_transchase2;\r
+extern statetype s_transchase3;\r
+extern statetype s_transchase3s;\r
+extern statetype s_transchase4;\r
+\r
+extern statetype s_transdie0;\r
+extern statetype s_transdie01;\r
+extern statetype s_transdie1;\r
+extern statetype s_transdie2;\r
+extern statetype s_transdie3;\r
+extern statetype s_transdie4;\r
+\r
+extern statetype s_transshoot1;\r
+extern statetype s_transshoot2;\r
+extern statetype s_transshoot3;\r
+extern statetype s_transshoot4;\r
+extern statetype s_transshoot5;\r
+extern statetype s_transshoot6;\r
+extern statetype s_transshoot7;\r
+extern statetype s_transshoot8;\r
+\r
+\r
+statetype s_transstand = {false,SPR_TRANS_W1,0,T_Stand,NULL,&s_transstand};\r
+\r
+statetype s_transchase1 = {false,SPR_TRANS_W1,10,T_Chase,NULL,&s_transchase1s};\r
+statetype s_transchase1s = {false,SPR_TRANS_W1,3,NULL,NULL,&s_transchase2};\r
+statetype s_transchase2 = {false,SPR_TRANS_W2,8,T_Chase,NULL,&s_transchase3};\r
+statetype s_transchase3 = {false,SPR_TRANS_W3,10,T_Chase,NULL,&s_transchase3s};\r
+statetype s_transchase3s = {false,SPR_TRANS_W3,3,NULL,NULL,&s_transchase4};\r
+statetype s_transchase4 = {false,SPR_TRANS_W4,8,T_Chase,NULL,&s_transchase1};\r
+\r
+statetype s_transdie0 = {false,SPR_TRANS_W1,1,NULL,A_DeathScream,&s_transdie01};\r
+statetype s_transdie01 = {false,SPR_TRANS_W1,1,NULL,NULL,&s_transdie1};\r
+statetype s_transdie1 = {false,SPR_TRANS_DIE1,15,NULL,NULL,&s_transdie2};\r
+statetype s_transdie2 = {false,SPR_TRANS_DIE2,15,NULL,NULL,&s_transdie3};\r
+statetype s_transdie3 = {false,SPR_TRANS_DIE3,15,NULL,NULL,&s_transdie4};\r
+statetype s_transdie4 = {false,SPR_TRANS_DEAD,0,NULL,NULL,&s_transdie4};\r
+\r
+statetype s_transshoot1 = {false,SPR_TRANS_SHOOT1,30,NULL,NULL,&s_transshoot2};\r
+statetype s_transshoot2 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot3};\r
+statetype s_transshoot3 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot4};\r
+statetype s_transshoot4 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot5};\r
+statetype s_transshoot5 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot6};\r
+statetype s_transshoot6 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot7};\r
+statetype s_transshoot7 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot8};\r
+statetype s_transshoot8 = {false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnTrans\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnTrans (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_transdie01.tictime = 105;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_transstand);\r
+ new->obclass = transobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_trans];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+//\r
+// uber\r
+//\r
+void T_UShoot (objtype *ob);\r
+\r
+extern statetype s_uberstand;\r
+\r
+extern statetype s_uberchase1;\r
+extern statetype s_uberchase1s;\r
+extern statetype s_uberchase2;\r
+extern statetype s_uberchase3;\r
+extern statetype s_uberchase3s;\r
+extern statetype s_uberchase4;\r
+\r
+extern statetype s_uberdie0;\r
+extern statetype s_uberdie01;\r
+extern statetype s_uberdie1;\r
+extern statetype s_uberdie2;\r
+extern statetype s_uberdie3;\r
+extern statetype s_uberdie4;\r
+extern statetype s_uberdie5;\r
+\r
+extern statetype s_ubershoot1;\r
+extern statetype s_ubershoot2;\r
+extern statetype s_ubershoot3;\r
+extern statetype s_ubershoot4;\r
+extern statetype s_ubershoot5;\r
+extern statetype s_ubershoot6;\r
+extern statetype s_ubershoot7;\r
+\r
+\r
+statetype s_uberstand = {false,SPR_UBER_W1,0,T_Stand,NULL,&s_uberstand};\r
+\r
+statetype s_uberchase1 = {false,SPR_UBER_W1,10,T_Chase,NULL,&s_uberchase1s};\r
+statetype s_uberchase1s = {false,SPR_UBER_W1,3,NULL,NULL,&s_uberchase2};\r
+statetype s_uberchase2 = {false,SPR_UBER_W2,8,T_Chase,NULL,&s_uberchase3};\r
+statetype s_uberchase3 = {false,SPR_UBER_W3,10,T_Chase,NULL,&s_uberchase3s};\r
+statetype s_uberchase3s = {false,SPR_UBER_W3,3,NULL,NULL,&s_uberchase4};\r
+statetype s_uberchase4 = {false,SPR_UBER_W4,8,T_Chase,NULL,&s_uberchase1};\r
+\r
+statetype s_uberdie0 = {false,SPR_UBER_W1,1,NULL,A_DeathScream,&s_uberdie01};\r
+statetype s_uberdie01 = {false,SPR_UBER_W1,1,NULL,NULL,&s_uberdie1};\r
+statetype s_uberdie1 = {false,SPR_UBER_DIE1,15,NULL,NULL,&s_uberdie2};\r
+statetype s_uberdie2 = {false,SPR_UBER_DIE2,15,NULL,NULL,&s_uberdie3};\r
+statetype s_uberdie3 = {false,SPR_UBER_DIE3,15,NULL,NULL,&s_uberdie4};\r
+statetype s_uberdie4 = {false,SPR_UBER_DIE4,15,NULL,NULL,&s_uberdie5};\r
+statetype s_uberdie5 = {false,SPR_UBER_DEAD,0,NULL,NULL,&s_uberdie5};\r
+\r
+statetype s_ubershoot1 = {false,SPR_UBER_SHOOT1,30,NULL,NULL,&s_ubershoot2};\r
+statetype s_ubershoot2 = {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot3};\r
+statetype s_ubershoot3 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot4};\r
+statetype s_ubershoot4 = {false,SPR_UBER_SHOOT4,12,NULL,T_UShoot,&s_ubershoot5};\r
+statetype s_ubershoot5 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot6};\r
+statetype s_ubershoot6 = {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot7};\r
+statetype s_ubershoot7 = {false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnUber\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnUber (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_uberdie01.tictime = 70;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_uberstand);\r
+ new->obclass = uberobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_uber];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_UShoot\r
+=\r
+===============\r
+*/\r
+\r
+void T_UShoot (objtype *ob)\r
+{\r
+ int dx,dy,dist;\r
+\r
+ T_Shoot (ob);\r
+\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+ if (dist <= 1)\r
+ TakeDamage (10,ob);\r
+}\r
+\r
+\r
+//\r
+// will\r
+//\r
+extern statetype s_willstand;\r
+\r
+extern statetype s_willchase1;\r
+extern statetype s_willchase1s;\r
+extern statetype s_willchase2;\r
+extern statetype s_willchase3;\r
+extern statetype s_willchase3s;\r
+extern statetype s_willchase4;\r
+\r
+extern statetype s_willdie1;\r
+extern statetype s_willdie2;\r
+extern statetype s_willdie3;\r
+extern statetype s_willdie4;\r
+extern statetype s_willdie5;\r
+extern statetype s_willdie6;\r
+\r
+extern statetype s_willshoot1;\r
+extern statetype s_willshoot2;\r
+extern statetype s_willshoot3;\r
+extern statetype s_willshoot4;\r
+extern statetype s_willshoot5;\r
+extern statetype s_willshoot6;\r
+\r
+\r
+statetype s_willstand = {false,SPR_WILL_W1,0,T_Stand,NULL,&s_willstand};\r
+\r
+statetype s_willchase1 = {false,SPR_WILL_W1,10,T_Will,NULL,&s_willchase1s};\r
+statetype s_willchase1s = {false,SPR_WILL_W1,3,NULL,NULL,&s_willchase2};\r
+statetype s_willchase2 = {false,SPR_WILL_W2,8,T_Will,NULL,&s_willchase3};\r
+statetype s_willchase3 = {false,SPR_WILL_W3,10,T_Will,NULL,&s_willchase3s};\r
+statetype s_willchase3s = {false,SPR_WILL_W3,3,NULL,NULL,&s_willchase4};\r
+statetype s_willchase4 = {false,SPR_WILL_W4,8,T_Will,NULL,&s_willchase1};\r
+\r
+statetype s_willdeathcam = {false,SPR_WILL_W1,1,NULL,NULL,&s_willdie1};\r
+\r
+statetype s_willdie1 = {false,SPR_WILL_W1,1,NULL,A_DeathScream,&s_willdie2};\r
+statetype s_willdie2 = {false,SPR_WILL_W1,10,NULL,NULL,&s_willdie3};\r
+statetype s_willdie3 = {false,SPR_WILL_DIE1,10,NULL,NULL,&s_willdie4};\r
+statetype s_willdie4 = {false,SPR_WILL_DIE2,10,NULL,NULL,&s_willdie5};\r
+statetype s_willdie5 = {false,SPR_WILL_DIE3,10,NULL,NULL,&s_willdie6};\r
+statetype s_willdie6 = {false,SPR_WILL_DEAD,20,NULL,NULL,&s_willdie6};\r
+\r
+statetype s_willshoot1 = {false,SPR_WILL_SHOOT1,30,NULL,NULL,&s_willshoot2};\r
+statetype s_willshoot2 = {false,SPR_WILL_SHOOT2,10,NULL,T_Launch,&s_willshoot3};\r
+statetype s_willshoot3 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot4};\r
+statetype s_willshoot4 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willshoot5};\r
+statetype s_willshoot5 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot6};\r
+statetype s_willshoot6 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnWill\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnWill (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_willdie2.tictime = 70;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_willstand);\r
+ new->obclass = willobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_will];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+================\r
+=\r
+= T_Will\r
+=\r
+================\r
+*/\r
+\r
+void T_Will (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ dodge = false;\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+ if ( US_RndT() < (tics<<3) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ if (ob->obclass == willobj)\r
+ NewState (ob,&s_willshoot1);\r
+ else if (ob->obclass == angelobj)\r
+ NewState (ob,&s_angelshoot1);\r
+ else\r
+ NewState (ob,&s_deathshoot1);\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dist <4)\r
+ SelectRunDir (ob);\r
+ else if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+//\r
+// death\r
+//\r
+extern statetype s_deathstand;\r
+\r
+extern statetype s_deathchase1;\r
+extern statetype s_deathchase1s;\r
+extern statetype s_deathchase2;\r
+extern statetype s_deathchase3;\r
+extern statetype s_deathchase3s;\r
+extern statetype s_deathchase4;\r
+\r
+extern statetype s_deathdie1;\r
+extern statetype s_deathdie2;\r
+extern statetype s_deathdie3;\r
+extern statetype s_deathdie4;\r
+extern statetype s_deathdie5;\r
+extern statetype s_deathdie6;\r
+extern statetype s_deathdie7;\r
+extern statetype s_deathdie8;\r
+extern statetype s_deathdie9;\r
+\r
+extern statetype s_deathshoot1;\r
+extern statetype s_deathshoot2;\r
+extern statetype s_deathshoot3;\r
+extern statetype s_deathshoot4;\r
+extern statetype s_deathshoot5;\r
+\r
+\r
+statetype s_deathstand = {false,SPR_DEATH_W1,0,T_Stand,NULL,&s_deathstand};\r
+\r
+statetype s_deathchase1 = {false,SPR_DEATH_W1,10,T_Will,NULL,&s_deathchase1s};\r
+statetype s_deathchase1s = {false,SPR_DEATH_W1,3,NULL,NULL,&s_deathchase2};\r
+statetype s_deathchase2 = {false,SPR_DEATH_W2,8,T_Will,NULL,&s_deathchase3};\r
+statetype s_deathchase3 = {false,SPR_DEATH_W3,10,T_Will,NULL,&s_deathchase3s};\r
+statetype s_deathchase3s = {false,SPR_DEATH_W3,3,NULL,NULL,&s_deathchase4};\r
+statetype s_deathchase4 = {false,SPR_DEATH_W4,8,T_Will,NULL,&s_deathchase1};\r
+\r
+statetype s_deathdeathcam = {false,SPR_DEATH_W1,1,NULL,NULL,&s_deathdie1};\r
+\r
+statetype s_deathdie1 = {false,SPR_DEATH_W1,1,NULL,A_DeathScream,&s_deathdie2};\r
+statetype s_deathdie2 = {false,SPR_DEATH_W1,10,NULL,NULL,&s_deathdie3};\r
+statetype s_deathdie3 = {false,SPR_DEATH_DIE1,10,NULL,NULL,&s_deathdie4};\r
+statetype s_deathdie4 = {false,SPR_DEATH_DIE2,10,NULL,NULL,&s_deathdie5};\r
+statetype s_deathdie5 = {false,SPR_DEATH_DIE3,10,NULL,NULL,&s_deathdie6};\r
+statetype s_deathdie6 = {false,SPR_DEATH_DIE4,10,NULL,NULL,&s_deathdie7};\r
+statetype s_deathdie7 = {false,SPR_DEATH_DIE5,10,NULL,NULL,&s_deathdie8};\r
+statetype s_deathdie8 = {false,SPR_DEATH_DIE6,10,NULL,NULL,&s_deathdie9};\r
+statetype s_deathdie9 = {false,SPR_DEATH_DEAD,0,NULL,NULL,&s_deathdie9};\r
+\r
+statetype s_deathshoot1 = {false,SPR_DEATH_SHOOT1,30,NULL,NULL,&s_deathshoot2};\r
+statetype s_deathshoot2 = {false,SPR_DEATH_SHOOT2,10,NULL,T_Launch,&s_deathshoot3};\r
+statetype s_deathshoot3 = {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathshoot4};\r
+statetype s_deathshoot4 = {false,SPR_DEATH_SHOOT3,10,NULL,T_Launch,&s_deathshoot5};\r
+statetype s_deathshoot5 = {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnDeath\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnDeath (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_deathdie2.tictime = 105;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_deathstand);\r
+ new->obclass = deathobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_death];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= T_Launch\r
+=\r
+===============\r
+*/\r
+\r
+void T_Launch (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ float angle;\r
+ int iangle;\r
+\r
+ deltax = player->x - ob->x;\r
+ deltay = ob->y - player->y;\r
+ angle = atan2 (deltay,deltax);\r
+ if (angle<0)\r
+ angle = M_PI*2+angle;\r
+ iangle = angle/(M_PI*2)*ANGLES;\r
+ if (ob->obclass == deathobj)\r
+ {\r
+ T_Shoot (ob);\r
+ if (ob->state == &s_deathshoot2)\r
+ {\r
+ iangle-=4;\r
+ if (iangle<0)\r
+ iangle+=ANGLES;\r
+ }\r
+ else\r
+ {\r
+ iangle+=4;\r
+ if (iangle>=ANGLES)\r
+ iangle-=ANGLES;\r
+ }\r
+ }\r
+\r
+ GetNewActor ();\r
+ new->state = &s_rocket;\r
+ new->ticcount = 1;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->obclass = rocketobj;\r
+ switch(ob->obclass)\r
+ {\r
+ case deathobj:\r
+ new->state = &s_hrocket;\r
+ new->obclass = hrocketobj;\r
+ PlaySoundLocActor (KNIGHTMISSILESND,new);\r
+ break;\r
+ case angelobj:\r
+ new->state = &s_spark1;\r
+ new->obclass = sparkobj;\r
+ PlaySoundLocActor (ANGELFIRESND,new);\r
+ break;\r
+ default:\r
+ PlaySoundLocActor (MISSILEFIRESND,new);\r
+ }\r
+\r
+ new->dir = nodir;\r
+ new->angle = iangle;\r
+ new->speed = 0x2000l;\r
+ new->flags = FL_NONMARK;\r
+ new->active = true;\r
+}\r
+\r
+\r
+\r
+//\r
+// angel\r
+//\r
+void A_Relaunch (objtype *ob);\r
+void A_Victory (objtype *ob);\r
+void A_StartAttack (objtype *ob);\r
+void A_Breathing (objtype *ob);\r
+\r
+extern statetype s_angelstand;\r
+\r
+extern statetype s_angelchase1;\r
+extern statetype s_angelchase1s;\r
+extern statetype s_angelchase2;\r
+extern statetype s_angelchase3;\r
+extern statetype s_angelchase3s;\r
+extern statetype s_angelchase4;\r
+\r
+extern statetype s_angeldie1;\r
+extern statetype s_angeldie11;\r
+extern statetype s_angeldie2;\r
+extern statetype s_angeldie3;\r
+extern statetype s_angeldie4;\r
+extern statetype s_angeldie5;\r
+extern statetype s_angeldie6;\r
+extern statetype s_angeldie7;\r
+extern statetype s_angeldie8;\r
+extern statetype s_angeldie9;\r
+\r
+extern statetype s_angelshoot1;\r
+extern statetype s_angelshoot2;\r
+extern statetype s_angelshoot3;\r
+extern statetype s_angelshoot4;\r
+extern statetype s_angelshoot5;\r
+extern statetype s_angelshoot6;\r
+\r
+extern statetype s_angeltired;\r
+extern statetype s_angeltired2;\r
+extern statetype s_angeltired3;\r
+extern statetype s_angeltired4;\r
+extern statetype s_angeltired5;\r
+extern statetype s_angeltired6;\r
+extern statetype s_angeltired7;\r
+\r
+extern statetype s_spark1;\r
+extern statetype s_spark2;\r
+extern statetype s_spark3;\r
+extern statetype s_spark4;\r
+\r
+\r
+statetype s_angelstand = {false,SPR_ANGEL_W1,0,T_Stand,NULL,&s_angelstand};\r
+\r
+statetype s_angelchase1 = {false,SPR_ANGEL_W1,10,T_Will,NULL,&s_angelchase1s};\r
+statetype s_angelchase1s = {false,SPR_ANGEL_W1,3,NULL,NULL,&s_angelchase2};\r
+statetype s_angelchase2 = {false,SPR_ANGEL_W2,8,T_Will,NULL,&s_angelchase3};\r
+statetype s_angelchase3 = {false,SPR_ANGEL_W3,10,T_Will,NULL,&s_angelchase3s};\r
+statetype s_angelchase3s = {false,SPR_ANGEL_W3,3,NULL,NULL,&s_angelchase4};\r
+statetype s_angelchase4 = {false,SPR_ANGEL_W4,8,T_Will,NULL,&s_angelchase1};\r
+\r
+statetype s_angeldie1 = {false,SPR_ANGEL_W1,1,NULL,A_DeathScream,&s_angeldie11};\r
+statetype s_angeldie11 = {false,SPR_ANGEL_W1,1,NULL,NULL,&s_angeldie2};\r
+statetype s_angeldie2 = {false,SPR_ANGEL_DIE1,10,NULL,A_Slurpie,&s_angeldie3};\r
+statetype s_angeldie3 = {false,SPR_ANGEL_DIE2,10,NULL,NULL,&s_angeldie4};\r
+statetype s_angeldie4 = {false,SPR_ANGEL_DIE3,10,NULL,NULL,&s_angeldie5};\r
+statetype s_angeldie5 = {false,SPR_ANGEL_DIE4,10,NULL,NULL,&s_angeldie6};\r
+statetype s_angeldie6 = {false,SPR_ANGEL_DIE5,10,NULL,NULL,&s_angeldie7};\r
+statetype s_angeldie7 = {false,SPR_ANGEL_DIE6,10,NULL,NULL,&s_angeldie8};\r
+statetype s_angeldie8 = {false,SPR_ANGEL_DIE7,10,NULL,NULL,&s_angeldie9};\r
+statetype s_angeldie9 = {false,SPR_ANGEL_DEAD,130,NULL,A_Victory,&s_angeldie9};\r
+\r
+statetype s_angelshoot1 = {false,SPR_ANGEL_SHOOT1,10,NULL,A_StartAttack,&s_angelshoot2};\r
+statetype s_angelshoot2 = {false,SPR_ANGEL_SHOOT2,20,NULL,T_Launch,&s_angelshoot3};\r
+statetype s_angelshoot3 = {false,SPR_ANGEL_SHOOT1,10,NULL,A_Relaunch,&s_angelshoot2};\r
+\r
+statetype s_angeltired = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired2};\r
+statetype s_angeltired2 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired3};\r
+statetype s_angeltired3 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired4};\r
+statetype s_angeltired4 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired5};\r
+statetype s_angeltired5 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired6};\r
+statetype s_angeltired6 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired7};\r
+statetype s_angeltired7 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angelchase1};\r
+\r
+statetype s_spark1 = {false,SPR_SPARK1,6,T_Projectile,NULL,&s_spark2};\r
+statetype s_spark2 = {false,SPR_SPARK2,6,T_Projectile,NULL,&s_spark3};\r
+statetype s_spark3 = {false,SPR_SPARK3,6,T_Projectile,NULL,&s_spark4};\r
+statetype s_spark4 = {false,SPR_SPARK4,6,T_Projectile,NULL,&s_spark1};\r
+\r
+\r
+#pragma argsused\r
+void A_Slurpie (objtype *ob)\r
+{\r
+ SD_PlaySound(SLURPIESND);\r
+}\r
+\r
+#pragma argsused\r
+void A_Breathing (objtype *ob)\r
+{\r
+ SD_PlaySound(ANGELTIREDSND);\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnAngel\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnAngel (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+\r
+ if (SoundBlasterPresent && DigiMode != sds_Off)\r
+ s_angeldie11.tictime = 105;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_angelstand);\r
+ new->obclass = angelobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_angel];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= A_Victory\r
+=\r
+=================\r
+*/\r
+\r
+#pragma argsused\r
+void A_Victory (objtype *ob)\r
+{\r
+ playstate = ex_victorious;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= A_StartAttack\r
+=\r
+=================\r
+*/\r
+\r
+void A_StartAttack (objtype *ob)\r
+{\r
+ ob->temp1 = 0;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= A_Relaunch\r
+=\r
+=================\r
+*/\r
+\r
+void A_Relaunch (objtype *ob)\r
+{\r
+ if (++ob->temp1 == 3)\r
+ {\r
+ NewState (ob,&s_angeltired);\r
+ return;\r
+ }\r
+\r
+ if (US_RndT()&1)\r
+ {\r
+ NewState (ob,&s_angelchase1);\r
+ return;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+//\r
+// spectre\r
+//\r
+void T_SpectreWait (objtype *ob);\r
+void A_Dormant (objtype *ob);\r
+\r
+extern statetype s_spectrewait1;\r
+extern statetype s_spectrewait2;\r
+extern statetype s_spectrewait3;\r
+extern statetype s_spectrewait4;\r
+\r
+extern statetype s_spectrechase1;\r
+extern statetype s_spectrechase2;\r
+extern statetype s_spectrechase3;\r
+extern statetype s_spectrechase4;\r
+\r
+extern statetype s_spectredie1;\r
+extern statetype s_spectredie2;\r
+extern statetype s_spectredie3;\r
+extern statetype s_spectredie4;\r
+\r
+extern statetype s_spectrewake;\r
+\r
+statetype s_spectrewait1 = {false,SPR_SPECTRE_W1,10,T_Stand,NULL,&s_spectrewait2};\r
+statetype s_spectrewait2 = {false,SPR_SPECTRE_W2,10,T_Stand,NULL,&s_spectrewait3};\r
+statetype s_spectrewait3 = {false,SPR_SPECTRE_W3,10,T_Stand,NULL,&s_spectrewait4};\r
+statetype s_spectrewait4 = {false,SPR_SPECTRE_W4,10,T_Stand,NULL,&s_spectrewait1};\r
+\r
+statetype s_spectrechase1 = {false,SPR_SPECTRE_W1,10,T_Ghosts,NULL,&s_spectrechase2};\r
+statetype s_spectrechase2 = {false,SPR_SPECTRE_W2,10,T_Ghosts,NULL,&s_spectrechase3};\r
+statetype s_spectrechase3 = {false,SPR_SPECTRE_W3,10,T_Ghosts,NULL,&s_spectrechase4};\r
+statetype s_spectrechase4 = {false,SPR_SPECTRE_W4,10,T_Ghosts,NULL,&s_spectrechase1};\r
+\r
+statetype s_spectredie1 = {false,SPR_SPECTRE_F1,10,NULL,NULL,&s_spectredie2};\r
+statetype s_spectredie2 = {false,SPR_SPECTRE_F2,10,NULL,NULL,&s_spectredie3};\r
+statetype s_spectredie3 = {false,SPR_SPECTRE_F3,10,NULL,NULL,&s_spectredie4};\r
+statetype s_spectredie4 = {false,SPR_SPECTRE_F4,300,NULL,NULL,&s_spectrewake};\r
+statetype s_spectrewake = {false,SPR_SPECTRE_F4,10,NULL,A_Dormant,&s_spectrewake};\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnSpectre\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnSpectre (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_spectrewait1);\r
+ new->obclass = spectreobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre];\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH; // |FL_NEVERMARK|FL_NONMARK;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= A_Dormant\r
+=\r
+===============\r
+*/\r
+\r
+void A_Dormant (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ int xl,xh,yl,yh;\r
+ int x,y;\r
+ unsigned tile;\r
+\r
+ deltax = ob->x - player->x;\r
+ if (deltax < -MINACTORDIST || deltax > MINACTORDIST)\r
+ goto moveok;\r
+ deltay = ob->y - player->y;\r
+ if (deltay < -MINACTORDIST || deltay > MINACTORDIST)\r
+ goto moveok;\r
+\r
+ return;\r
+moveok:\r
+\r
+ xl = (ob->x-MINDIST) >> TILESHIFT;\r
+ xh = (ob->x+MINDIST) >> TILESHIFT;\r
+ yl = (ob->y-MINDIST) >> TILESHIFT;\r
+ yh = (ob->y+MINDIST) >> TILESHIFT;\r
+\r
+ for (y=yl ; y<=yh ; y++)\r
+ for (x=xl ; x<=xh ; x++)\r
+ {\r
+ tile = actorat[x][y];\r
+ if (!tile)\r
+ continue;\r
+ if (tile<256)\r
+ return;\r
+ if (((objtype *)tile)->flags&FL_SHOOTABLE)\r
+ return;\r
+ }\r
+\r
+ ob->flags |= FL_AMBUSH | FL_SHOOTABLE;\r
+ ob->flags &= ~FL_ATTACKMODE;\r
+ ob->dir = nodir;\r
+ NewState (ob,&s_spectrewait1);\r
+}\r
+\r
+\r
+#endif\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SCHABBS / GIFT / FAT\r
+\r
+=============================================================================\r
+*/\r
+\r
+#ifndef SPEAR\r
+/*\r
+===============\r
+=\r
+= SpawnGhosts\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnGhosts (int which, int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ switch(which)\r
+ {\r
+ case en_blinky:\r
+ SpawnNewObj (tilex,tiley,&s_blinkychase1);\r
+ break;\r
+ case en_clyde:\r
+ SpawnNewObj (tilex,tiley,&s_clydechase1);\r
+ break;\r
+ case en_pinky:\r
+ SpawnNewObj (tilex,tiley,&s_pinkychase1);\r
+ break;\r
+ case en_inky:\r
+ SpawnNewObj (tilex,tiley,&s_inkychase1);\r
+ break;\r
+ }\r
+\r
+ new->obclass = ghostobj;\r
+ new->speed = SPDDOG;\r
+\r
+ new->dir = east;\r
+ new->flags |= FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+\r
+void T_Gift (objtype *ob);\r
+void T_GiftThrow (objtype *ob);\r
+\r
+void T_Fat (objtype *ob);\r
+void T_FatThrow (objtype *ob);\r
+\r
+//\r
+// schabb\r
+//\r
+extern statetype s_schabbstand;\r
+\r
+extern statetype s_schabbchase1;\r
+extern statetype s_schabbchase1s;\r
+extern statetype s_schabbchase2;\r
+extern statetype s_schabbchase3;\r
+extern statetype s_schabbchase3s;\r
+extern statetype s_schabbchase4;\r
+\r
+extern statetype s_schabbdie1;\r
+extern statetype s_schabbdie2;\r
+extern statetype s_schabbdie3;\r
+extern statetype s_schabbdie4;\r
+extern statetype s_schabbdie5;\r
+extern statetype s_schabbdie6;\r
+\r
+extern statetype s_schabbshoot1;\r
+extern statetype s_schabbshoot2;\r
+\r
+extern statetype s_needle1;\r
+extern statetype s_needle2;\r
+extern statetype s_needle3;\r
+extern statetype s_needle4;\r
+\r
+extern statetype s_schabbdeathcam;\r
+\r
+\r
+statetype s_schabbstand = {false,SPR_SCHABB_W1,0,T_Stand,NULL,&s_schabbstand};\r
+\r
+statetype s_schabbchase1 = {false,SPR_SCHABB_W1,10,T_Schabb,NULL,&s_schabbchase1s};\r
+statetype s_schabbchase1s = {false,SPR_SCHABB_W1,3,NULL,NULL,&s_schabbchase2};\r
+statetype s_schabbchase2 = {false,SPR_SCHABB_W2,8,T_Schabb,NULL,&s_schabbchase3};\r
+statetype s_schabbchase3 = {false,SPR_SCHABB_W3,10,T_Schabb,NULL,&s_schabbchase3s};\r
+statetype s_schabbchase3s = {false,SPR_SCHABB_W3,3,NULL,NULL,&s_schabbchase4};\r
+statetype s_schabbchase4 = {false,SPR_SCHABB_W4,8,T_Schabb,NULL,&s_schabbchase1};\r
+\r
+statetype s_schabbdeathcam = {false,SPR_SCHABB_W1,1,NULL,NULL,&s_schabbdie1};\r
+\r
+statetype s_schabbdie1 = {false,SPR_SCHABB_W1,10,NULL,A_DeathScream,&s_schabbdie2};\r
+statetype s_schabbdie2 = {false,SPR_SCHABB_W1,10,NULL,NULL,&s_schabbdie3};\r
+statetype s_schabbdie3 = {false,SPR_SCHABB_DIE1,10,NULL,NULL,&s_schabbdie4};\r
+statetype s_schabbdie4 = {false,SPR_SCHABB_DIE2,10,NULL,NULL,&s_schabbdie5};\r
+statetype s_schabbdie5 = {false,SPR_SCHABB_DIE3,10,NULL,NULL,&s_schabbdie6};\r
+statetype s_schabbdie6 = {false,SPR_SCHABB_DEAD,20,NULL,A_StartDeathCam,&s_schabbdie6};\r
+\r
+statetype s_schabbshoot1 = {false,SPR_SCHABB_SHOOT1,30,NULL,NULL,&s_schabbshoot2};\r
+statetype s_schabbshoot2 = {false,SPR_SCHABB_SHOOT2,10,NULL,T_SchabbThrow,&s_schabbchase1};\r
+\r
+statetype s_needle1 = {false,SPR_HYPO1,6,T_Projectile,NULL,&s_needle2};\r
+statetype s_needle2 = {false,SPR_HYPO2,6,T_Projectile,NULL,&s_needle3};\r
+statetype s_needle3 = {false,SPR_HYPO3,6,T_Projectile,NULL,&s_needle4};\r
+statetype s_needle4 = {false,SPR_HYPO4,6,T_Projectile,NULL,&s_needle1};\r
+\r
+\r
+//\r
+// gift\r
+//\r
+extern statetype s_giftstand;\r
+\r
+extern statetype s_giftchase1;\r
+extern statetype s_giftchase1s;\r
+extern statetype s_giftchase2;\r
+extern statetype s_giftchase3;\r
+extern statetype s_giftchase3s;\r
+extern statetype s_giftchase4;\r
+\r
+extern statetype s_giftdie1;\r
+extern statetype s_giftdie2;\r
+extern statetype s_giftdie3;\r
+extern statetype s_giftdie4;\r
+extern statetype s_giftdie5;\r
+extern statetype s_giftdie6;\r
+\r
+extern statetype s_giftshoot1;\r
+extern statetype s_giftshoot2;\r
+\r
+extern statetype s_needle1;\r
+extern statetype s_needle2;\r
+extern statetype s_needle3;\r
+extern statetype s_needle4;\r
+\r
+extern statetype s_giftdeathcam;\r
+\r
+extern statetype s_boom1;\r
+extern statetype s_boom2;\r
+extern statetype s_boom3;\r
+\r
+\r
+statetype s_giftstand = {false,SPR_GIFT_W1,0,T_Stand,NULL,&s_giftstand};\r
+\r
+statetype s_giftchase1 = {false,SPR_GIFT_W1,10,T_Gift,NULL,&s_giftchase1s};\r
+statetype s_giftchase1s = {false,SPR_GIFT_W1,3,NULL,NULL,&s_giftchase2};\r
+statetype s_giftchase2 = {false,SPR_GIFT_W2,8,T_Gift,NULL,&s_giftchase3};\r
+statetype s_giftchase3 = {false,SPR_GIFT_W3,10,T_Gift,NULL,&s_giftchase3s};\r
+statetype s_giftchase3s = {false,SPR_GIFT_W3,3,NULL,NULL,&s_giftchase4};\r
+statetype s_giftchase4 = {false,SPR_GIFT_W4,8,T_Gift,NULL,&s_giftchase1};\r
+\r
+statetype s_giftdeathcam = {false,SPR_GIFT_W1,1,NULL,NULL,&s_giftdie1};\r
+\r
+statetype s_giftdie1 = {false,SPR_GIFT_W1,1,NULL,A_DeathScream,&s_giftdie2};\r
+statetype s_giftdie2 = {false,SPR_GIFT_W1,10,NULL,NULL,&s_giftdie3};\r
+statetype s_giftdie3 = {false,SPR_GIFT_DIE1,10,NULL,NULL,&s_giftdie4};\r
+statetype s_giftdie4 = {false,SPR_GIFT_DIE2,10,NULL,NULL,&s_giftdie5};\r
+statetype s_giftdie5 = {false,SPR_GIFT_DIE3,10,NULL,NULL,&s_giftdie6};\r
+statetype s_giftdie6 = {false,SPR_GIFT_DEAD,20,NULL,A_StartDeathCam,&s_giftdie6};\r
+\r
+statetype s_giftshoot1 = {false,SPR_GIFT_SHOOT1,30,NULL,NULL,&s_giftshoot2};\r
+statetype s_giftshoot2 = {false,SPR_GIFT_SHOOT2,10,NULL,T_GiftThrow,&s_giftchase1};\r
+\r
+\r
+//\r
+// fat\r
+//\r
+extern statetype s_fatstand;\r
+\r
+extern statetype s_fatchase1;\r
+extern statetype s_fatchase1s;\r
+extern statetype s_fatchase2;\r
+extern statetype s_fatchase3;\r
+extern statetype s_fatchase3s;\r
+extern statetype s_fatchase4;\r
+\r
+extern statetype s_fatdie1;\r
+extern statetype s_fatdie2;\r
+extern statetype s_fatdie3;\r
+extern statetype s_fatdie4;\r
+extern statetype s_fatdie5;\r
+extern statetype s_fatdie6;\r
+\r
+extern statetype s_fatshoot1;\r
+extern statetype s_fatshoot2;\r
+extern statetype s_fatshoot3;\r
+extern statetype s_fatshoot4;\r
+extern statetype s_fatshoot5;\r
+extern statetype s_fatshoot6;\r
+\r
+extern statetype s_needle1;\r
+extern statetype s_needle2;\r
+extern statetype s_needle3;\r
+extern statetype s_needle4;\r
+\r
+extern statetype s_fatdeathcam;\r
+\r
+\r
+statetype s_fatstand = {false,SPR_FAT_W1,0,T_Stand,NULL,&s_fatstand};\r
+\r
+statetype s_fatchase1 = {false,SPR_FAT_W1,10,T_Fat,NULL,&s_fatchase1s};\r
+statetype s_fatchase1s = {false,SPR_FAT_W1,3,NULL,NULL,&s_fatchase2};\r
+statetype s_fatchase2 = {false,SPR_FAT_W2,8,T_Fat,NULL,&s_fatchase3};\r
+statetype s_fatchase3 = {false,SPR_FAT_W3,10,T_Fat,NULL,&s_fatchase3s};\r
+statetype s_fatchase3s = {false,SPR_FAT_W3,3,NULL,NULL,&s_fatchase4};\r
+statetype s_fatchase4 = {false,SPR_FAT_W4,8,T_Fat,NULL,&s_fatchase1};\r
+\r
+statetype s_fatdeathcam = {false,SPR_FAT_W1,1,NULL,NULL,&s_fatdie1};\r
+\r
+statetype s_fatdie1 = {false,SPR_FAT_W1,1,NULL,A_DeathScream,&s_fatdie2};\r
+statetype s_fatdie2 = {false,SPR_FAT_W1,10,NULL,NULL,&s_fatdie3};\r
+statetype s_fatdie3 = {false,SPR_FAT_DIE1,10,NULL,NULL,&s_fatdie4};\r
+statetype s_fatdie4 = {false,SPR_FAT_DIE2,10,NULL,NULL,&s_fatdie5};\r
+statetype s_fatdie5 = {false,SPR_FAT_DIE3,10,NULL,NULL,&s_fatdie6};\r
+statetype s_fatdie6 = {false,SPR_FAT_DEAD,20,NULL,A_StartDeathCam,&s_fatdie6};\r
+\r
+statetype s_fatshoot1 = {false,SPR_FAT_SHOOT1,30,NULL,NULL,&s_fatshoot2};\r
+statetype s_fatshoot2 = {false,SPR_FAT_SHOOT2,10,NULL,T_GiftThrow,&s_fatshoot3};\r
+statetype s_fatshoot3 = {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot4};\r
+statetype s_fatshoot4 = {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatshoot5};\r
+statetype s_fatshoot5 = {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot6};\r
+statetype s_fatshoot6 = {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatchase1};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnSchabbs\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnSchabbs (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_schabbdie2.tictime = 140;\r
+ else\r
+ s_schabbdie2.tictime = 5;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_schabbstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = schabbobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs];\r
+ new->dir = south;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnGift\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnGift (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_giftdie2.tictime = 140;\r
+ else\r
+ s_giftdie2.tictime = 5;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_giftstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = giftobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_gift];\r
+ new->dir = north;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnFat\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnFat (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_fatdie2.tictime = 140;\r
+ else\r
+ s_fatdie2.tictime = 5;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_fatstand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = fatobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_fat];\r
+ new->dir = south;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_SchabbThrow\r
+=\r
+=================\r
+*/\r
+\r
+void T_SchabbThrow (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ float angle;\r
+ int iangle;\r
+\r
+ deltax = player->x - ob->x;\r
+ deltay = ob->y - player->y;\r
+ angle = atan2 (deltay,deltax);\r
+ if (angle<0)\r
+ angle = M_PI*2+angle;\r
+ iangle = angle/(M_PI*2)*ANGLES;\r
+\r
+ GetNewActor ();\r
+ new->state = &s_needle1;\r
+ new->ticcount = 1;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->obclass = needleobj;\r
+ new->dir = nodir;\r
+ new->angle = iangle;\r
+ new->speed = 0x2000l;\r
+\r
+ new->flags = FL_NONMARK;\r
+ new->active = true;\r
+\r
+ PlaySoundLocActor (SCHABBSTHROWSND,new);\r
+}\r
+\r
+/*\r
+=================\r
+=\r
+= T_GiftThrow\r
+=\r
+=================\r
+*/\r
+\r
+void T_GiftThrow (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ float angle;\r
+ int iangle;\r
+\r
+ deltax = player->x - ob->x;\r
+ deltay = ob->y - player->y;\r
+ angle = atan2 (deltay,deltax);\r
+ if (angle<0)\r
+ angle = M_PI*2+angle;\r
+ iangle = angle/(M_PI*2)*ANGLES;\r
+\r
+ GetNewActor ();\r
+ new->state = &s_rocket;\r
+ new->ticcount = 1;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->obclass = rocketobj;\r
+ new->dir = nodir;\r
+ new->angle = iangle;\r
+ new->speed = 0x2000l;\r
+ new->flags = FL_NONMARK;\r
+ new->active = true;\r
+\r
+ PlaySoundLocActor (MISSILEFIRESND,new);\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Schabb\r
+=\r
+=================\r
+*/\r
+\r
+void T_Schabb (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ dodge = false;\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+\r
+ if ( US_RndT() < (tics<<3) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ NewState (ob,&s_schabbshoot1);\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dist <4)\r
+ SelectRunDir (ob);\r
+ else if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Gift\r
+=\r
+=================\r
+*/\r
+\r
+void T_Gift (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ dodge = false;\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+\r
+ if ( US_RndT() < (tics<<3) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ NewState (ob,&s_giftshoot1);\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dist <4)\r
+ SelectRunDir (ob);\r
+ else if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Fat\r
+=\r
+=================\r
+*/\r
+\r
+void T_Fat (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ dodge = false;\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+\r
+ if ( US_RndT() < (tics<<3) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ NewState (ob,&s_fatshoot1);\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dist <4)\r
+ SelectRunDir (ob);\r
+ else if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ HITLERS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+//\r
+// fake\r
+//\r
+extern statetype s_fakestand;\r
+\r
+extern statetype s_fakechase1;\r
+extern statetype s_fakechase1s;\r
+extern statetype s_fakechase2;\r
+extern statetype s_fakechase3;\r
+extern statetype s_fakechase3s;\r
+extern statetype s_fakechase4;\r
+\r
+extern statetype s_fakedie1;\r
+extern statetype s_fakedie2;\r
+extern statetype s_fakedie3;\r
+extern statetype s_fakedie4;\r
+extern statetype s_fakedie5;\r
+extern statetype s_fakedie6;\r
+\r
+extern statetype s_fakeshoot1;\r
+extern statetype s_fakeshoot2;\r
+extern statetype s_fakeshoot3;\r
+extern statetype s_fakeshoot4;\r
+extern statetype s_fakeshoot5;\r
+extern statetype s_fakeshoot6;\r
+extern statetype s_fakeshoot7;\r
+extern statetype s_fakeshoot8;\r
+extern statetype s_fakeshoot9;\r
+\r
+extern statetype s_fire1;\r
+extern statetype s_fire2;\r
+\r
+statetype s_fakestand = {false,SPR_FAKE_W1,0,T_Stand,NULL,&s_fakestand};\r
+\r
+statetype s_fakechase1 = {false,SPR_FAKE_W1,10,T_Fake,NULL,&s_fakechase1s};\r
+statetype s_fakechase1s = {false,SPR_FAKE_W1,3,NULL,NULL,&s_fakechase2};\r
+statetype s_fakechase2 = {false,SPR_FAKE_W2,8,T_Fake,NULL,&s_fakechase3};\r
+statetype s_fakechase3 = {false,SPR_FAKE_W3,10,T_Fake,NULL,&s_fakechase3s};\r
+statetype s_fakechase3s = {false,SPR_FAKE_W3,3,NULL,NULL,&s_fakechase4};\r
+statetype s_fakechase4 = {false,SPR_FAKE_W4,8,T_Fake,NULL,&s_fakechase1};\r
+\r
+statetype s_fakedie1 = {false,SPR_FAKE_DIE1,10,NULL,A_DeathScream,&s_fakedie2};\r
+statetype s_fakedie2 = {false,SPR_FAKE_DIE2,10,NULL,NULL,&s_fakedie3};\r
+statetype s_fakedie3 = {false,SPR_FAKE_DIE3,10,NULL,NULL,&s_fakedie4};\r
+statetype s_fakedie4 = {false,SPR_FAKE_DIE4,10,NULL,NULL,&s_fakedie5};\r
+statetype s_fakedie5 = {false,SPR_FAKE_DIE5,10,NULL,NULL,&s_fakedie6};\r
+statetype s_fakedie6 = {false,SPR_FAKE_DEAD,0,NULL,NULL,&s_fakedie6};\r
+\r
+statetype s_fakeshoot1 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot2};\r
+statetype s_fakeshoot2 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot3};\r
+statetype s_fakeshoot3 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot4};\r
+statetype s_fakeshoot4 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot5};\r
+statetype s_fakeshoot5 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot6};\r
+statetype s_fakeshoot6 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot7};\r
+statetype s_fakeshoot7 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot8};\r
+statetype s_fakeshoot8 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot9};\r
+statetype s_fakeshoot9 = {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1};\r
+\r
+statetype s_fire1 = {false,SPR_FIRE1,6,NULL,T_Projectile,&s_fire2};\r
+statetype s_fire2 = {false,SPR_FIRE2,6,NULL,T_Projectile,&s_fire1};\r
+\r
+//\r
+// hitler\r
+//\r
+extern statetype s_mechachase1;\r
+extern statetype s_mechachase1s;\r
+extern statetype s_mechachase2;\r
+extern statetype s_mechachase3;\r
+extern statetype s_mechachase3s;\r
+extern statetype s_mechachase4;\r
+\r
+extern statetype s_mechadie1;\r
+extern statetype s_mechadie2;\r
+extern statetype s_mechadie3;\r
+extern statetype s_mechadie4;\r
+\r
+extern statetype s_mechashoot1;\r
+extern statetype s_mechashoot2;\r
+extern statetype s_mechashoot3;\r
+extern statetype s_mechashoot4;\r
+extern statetype s_mechashoot5;\r
+extern statetype s_mechashoot6;\r
+\r
+\r
+extern statetype s_hitlerchase1;\r
+extern statetype s_hitlerchase1s;\r
+extern statetype s_hitlerchase2;\r
+extern statetype s_hitlerchase3;\r
+extern statetype s_hitlerchase3s;\r
+extern statetype s_hitlerchase4;\r
+\r
+extern statetype s_hitlerdie1;\r
+extern statetype s_hitlerdie2;\r
+extern statetype s_hitlerdie3;\r
+extern statetype s_hitlerdie4;\r
+extern statetype s_hitlerdie5;\r
+extern statetype s_hitlerdie6;\r
+extern statetype s_hitlerdie7;\r
+extern statetype s_hitlerdie8;\r
+extern statetype s_hitlerdie9;\r
+extern statetype s_hitlerdie10;\r
+\r
+extern statetype s_hitlershoot1;\r
+extern statetype s_hitlershoot2;\r
+extern statetype s_hitlershoot3;\r
+extern statetype s_hitlershoot4;\r
+extern statetype s_hitlershoot5;\r
+extern statetype s_hitlershoot6;\r
+\r
+extern statetype s_hitlerdeathcam;\r
+\r
+statetype s_mechastand = {false,SPR_MECHA_W1,0,T_Stand,NULL,&s_mechastand};\r
+\r
+statetype s_mechachase1 = {false,SPR_MECHA_W1,10,T_Chase,A_MechaSound,&s_mechachase1s};\r
+statetype s_mechachase1s = {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2};\r
+statetype s_mechachase2 = {false,SPR_MECHA_W2,8,T_Chase,NULL,&s_mechachase3};\r
+statetype s_mechachase3 = {false,SPR_MECHA_W3,10,T_Chase,A_MechaSound,&s_mechachase3s};\r
+statetype s_mechachase3s = {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4};\r
+statetype s_mechachase4 = {false,SPR_MECHA_W4,8,T_Chase,NULL,&s_mechachase1};\r
+\r
+statetype s_mechadie1 = {false,SPR_MECHA_DIE1,10,NULL,A_DeathScream,&s_mechadie2};\r
+statetype s_mechadie2 = {false,SPR_MECHA_DIE2,10,NULL,NULL,&s_mechadie3};\r
+statetype s_mechadie3 = {false,SPR_MECHA_DIE3,10,NULL,A_HitlerMorph,&s_mechadie4};\r
+statetype s_mechadie4 = {false,SPR_MECHA_DEAD,0,NULL,NULL,&s_mechadie4};\r
+\r
+statetype s_mechashoot1 = {false,SPR_MECHA_SHOOT1,30,NULL,NULL,&s_mechashoot2};\r
+statetype s_mechashoot2 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot3};\r
+statetype s_mechashoot3 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot4};\r
+statetype s_mechashoot4 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot5};\r
+statetype s_mechashoot5 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot6};\r
+statetype s_mechashoot6 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechachase1};\r
+\r
+\r
+statetype s_hitlerchase1 = {false,SPR_HITLER_W1,6,T_Chase,NULL,&s_hitlerchase1s};\r
+statetype s_hitlerchase1s = {false,SPR_HITLER_W1,4,NULL,NULL,&s_hitlerchase2};\r
+statetype s_hitlerchase2 = {false,SPR_HITLER_W2,2,T_Chase,NULL,&s_hitlerchase3};\r
+statetype s_hitlerchase3 = {false,SPR_HITLER_W3,6,T_Chase,NULL,&s_hitlerchase3s};\r
+statetype s_hitlerchase3s = {false,SPR_HITLER_W3,4,NULL,NULL,&s_hitlerchase4};\r
+statetype s_hitlerchase4 = {false,SPR_HITLER_W4,2,T_Chase,NULL,&s_hitlerchase1};\r
+\r
+statetype s_hitlerdeathcam = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie1};\r
+\r
+statetype s_hitlerdie1 = {false,SPR_HITLER_W1,1,NULL,A_DeathScream,&s_hitlerdie2};\r
+statetype s_hitlerdie2 = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie3};\r
+statetype s_hitlerdie3 = {false,SPR_HITLER_DIE1,10,NULL,A_Slurpie,&s_hitlerdie4};\r
+statetype s_hitlerdie4 = {false,SPR_HITLER_DIE2,10,NULL,NULL,&s_hitlerdie5};\r
+statetype s_hitlerdie5 = {false,SPR_HITLER_DIE3,10,NULL,NULL,&s_hitlerdie6};\r
+statetype s_hitlerdie6 = {false,SPR_HITLER_DIE4,10,NULL,NULL,&s_hitlerdie7};\r
+statetype s_hitlerdie7 = {false,SPR_HITLER_DIE5,10,NULL,NULL,&s_hitlerdie8};\r
+statetype s_hitlerdie8 = {false,SPR_HITLER_DIE6,10,NULL,NULL,&s_hitlerdie9};\r
+statetype s_hitlerdie9 = {false,SPR_HITLER_DIE7,10,NULL,NULL,&s_hitlerdie10};\r
+statetype s_hitlerdie10 = {false,SPR_HITLER_DEAD,20,NULL,A_StartDeathCam,&s_hitlerdie10};\r
+\r
+statetype s_hitlershoot1 = {false,SPR_HITLER_SHOOT1,30,NULL,NULL,&s_hitlershoot2};\r
+statetype s_hitlershoot2 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot3};\r
+statetype s_hitlershoot3 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot4};\r
+statetype s_hitlershoot4 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot5};\r
+statetype s_hitlershoot5 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot6};\r
+statetype s_hitlershoot6 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlerchase1};\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnFakeHitler\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnFakeHitler (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_hitlerdie2.tictime = 140;\r
+ else\r
+ s_hitlerdie2.tictime = 5;\r
+\r
+ SpawnNewObj (tilex,tiley,&s_fakestand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = fakeobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_fake];\r
+ new->dir = north;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnHitler\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnHitler (int tilex, int tiley)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ if (DigiMode != sds_Off)\r
+ s_hitlerdie2.tictime = 140;\r
+ else\r
+ s_hitlerdie2.tictime = 5;\r
+\r
+\r
+ SpawnNewObj (tilex,tiley,&s_mechastand);\r
+ new->speed = SPDPATROL;\r
+\r
+ new->obclass = mechahitlerobj;\r
+ new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler];\r
+ new->dir = south;\r
+ new->flags |= FL_SHOOTABLE|FL_AMBUSH;\r
+ if (!loadedgame)\r
+ gamestate.killtotal++;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= A_HitlerMorph\r
+=\r
+===============\r
+*/\r
+\r
+void A_HitlerMorph (objtype *ob)\r
+{\r
+ unsigned far *map,tile,hitpoints[4]={500,700,800,900};\r
+\r
+\r
+ SpawnNewObj (ob->tilex,ob->tiley,&s_hitlerchase1);\r
+ new->speed = SPDPATROL*5;\r
+\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+\r
+ new->distance = ob->distance;\r
+ new->dir = ob->dir;\r
+ new->flags = ob->flags | FL_SHOOTABLE;\r
+\r
+ new->obclass = realhitlerobj;\r
+ new->hitpoints = hitpoints[gamestate.difficulty];\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////\r
+//\r
+// A_MechaSound\r
+// A_Slurpie\r
+//\r
+////////////////////////////////////////////////////////\r
+void A_MechaSound (objtype *ob)\r
+{\r
+ if (areabyplayer[ob->areanumber])\r
+ PlaySoundLocActor (MECHSTEPSND,ob);\r
+}\r
+\r
+\r
+#pragma argsused\r
+void A_Slurpie (objtype *ob)\r
+{\r
+ SD_PlaySound(SLURPIESND);\r
+}\r
+\r
+/*\r
+=================\r
+=\r
+= T_FakeFire\r
+=\r
+=================\r
+*/\r
+\r
+void T_FakeFire (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+ float angle;\r
+ int iangle;\r
+\r
+ deltax = player->x - ob->x;\r
+ deltay = ob->y - player->y;\r
+ angle = atan2 (deltay,deltax);\r
+ if (angle<0)\r
+ angle = M_PI*2+angle;\r
+ iangle = angle/(M_PI*2)*ANGLES;\r
+\r
+ GetNewActor ();\r
+ new->state = &s_fire1;\r
+ new->ticcount = 1;\r
+\r
+ new->tilex = ob->tilex;\r
+ new->tiley = ob->tiley;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->dir = nodir;\r
+ new->angle = iangle;\r
+ new->obclass = fireobj;\r
+ new->speed = 0x1200l;\r
+ new->flags = FL_NEVERMARK;\r
+ new->active = true;\r
+\r
+ PlaySoundLocActor (FLAMETHROWERSND,new);\r
+}\r
+\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Fake\r
+=\r
+=================\r
+*/\r
+\r
+void T_Fake (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist;\r
+ boolean dodge;\r
+\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+ if ( US_RndT() < (tics<<1) )\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ NewState (ob,&s_fakeshoot1);\r
+ return;\r
+ }\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ SelectDodgeDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ SelectDodgeDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+#endif\r
+/*\r
+============================================================================\r
+\r
+ STAND\r
+\r
+============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Stand\r
+=\r
+===============\r
+*/\r
+\r
+void T_Stand (objtype *ob)\r
+{\r
+ SightPlayer (ob);\r
+}\r
+\r
+\r
+/*\r
+============================================================================\r
+\r
+ CHASE\r
+\r
+============================================================================\r
+*/\r
+\r
+/*\r
+=================\r
+=\r
+= T_Chase\r
+=\r
+=================\r
+*/\r
+\r
+void T_Chase (objtype *ob)\r
+{\r
+ long move;\r
+ int dx,dy,dist,chance;\r
+ boolean dodge;\r
+\r
+ if (gamestate.victoryflag)\r
+ return;\r
+\r
+ dodge = false;\r
+ if (CheckLine(ob)) // got a shot at player?\r
+ {\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx : dy;\r
+ if (!dist || (dist==1 && ob->distance<0x4000) )\r
+ chance = 300;\r
+ else\r
+ chance = (tics<<4)/dist;\r
+\r
+ if ( US_RndT()<chance)\r
+ {\r
+ //\r
+ // go into attack frame\r
+ //\r
+ switch (ob->obclass)\r
+ {\r
+ case guardobj:\r
+ NewState (ob,&s_grdshoot1);\r
+ break;\r
+ case officerobj:\r
+ NewState (ob,&s_ofcshoot1);\r
+ break;\r
+ case mutantobj:\r
+ NewState (ob,&s_mutshoot1);\r
+ break;\r
+ case ssobj:\r
+ NewState (ob,&s_ssshoot1);\r
+ break;\r
+#ifndef SPEAR\r
+ case bossobj:\r
+ NewState (ob,&s_bossshoot1);\r
+ break;\r
+ case gretelobj:\r
+ NewState (ob,&s_gretelshoot1);\r
+ break;\r
+ case mechahitlerobj:\r
+ NewState (ob,&s_mechashoot1);\r
+ break;\r
+ case realhitlerobj:\r
+ NewState (ob,&s_hitlershoot1);\r
+ break;\r
+#else\r
+ case angelobj:\r
+ NewState (ob,&s_angelshoot1);\r
+ break;\r
+ case transobj:\r
+ NewState (ob,&s_transshoot1);\r
+ break;\r
+ case uberobj:\r
+ NewState (ob,&s_ubershoot1);\r
+ break;\r
+ case willobj:\r
+ NewState (ob,&s_willshoot1);\r
+ break;\r
+ case deathobj:\r
+ NewState (ob,&s_deathshoot1);\r
+ break;\r
+#endif\r
+ }\r
+ return;\r
+ }\r
+ dodge = true;\r
+ }\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ if (dodge)\r
+ SelectDodgeDir (ob);\r
+ else\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= T_Ghosts\r
+=\r
+=================\r
+*/\r
+\r
+void T_Ghosts (objtype *ob)\r
+{\r
+ long move;\r
+\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ SelectChaseDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ SelectChaseDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+/*\r
+=================\r
+=\r
+= T_DogChase\r
+=\r
+=================\r
+*/\r
+\r
+void T_DogChase (objtype *ob)\r
+{\r
+ long move;\r
+ int dist,chance;\r
+ long dx,dy;\r
+\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ SelectDodgeDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ //\r
+ // check for byte range\r
+ //\r
+ dx = player->x - ob->x;\r
+ if (dx<0)\r
+ dx = -dx;\r
+ dx -= move;\r
+ if (dx <= MINACTORDIST)\r
+ {\r
+ dy = player->y - ob->y;\r
+ if (dy<0)\r
+ dy = -dy;\r
+ dy -= move;\r
+ if (dy <= MINACTORDIST)\r
+ {\r
+ NewState (ob,&s_dogjump1);\r
+ return;\r
+ }\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // reached goal tile, so select another one\r
+ //\r
+\r
+ //\r
+ // fix position to account for round off during moving\r
+ //\r
+ ob->x = ((long)ob->tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ ob->y = ((long)ob->tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+\r
+ move -= ob->distance;\r
+\r
+ SelectDodgeDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // object is blocked in\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+============================================================================\r
+\r
+ PATH\r
+\r
+============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SelectPathDir\r
+=\r
+===============\r
+*/\r
+\r
+void SelectPathDir (objtype *ob)\r
+{\r
+ unsigned spot;\r
+\r
+ spot = MAPSPOT(ob->tilex,ob->tiley,1)-ICONARROWS;\r
+\r
+ if (spot<8)\r
+ {\r
+ // new direction\r
+ ob->dir = spot;\r
+ }\r
+\r
+ ob->distance = TILEGLOBAL;\r
+\r
+ if (!TryWalk (ob))\r
+ ob->dir = nodir;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Path\r
+=\r
+===============\r
+*/\r
+\r
+void T_Path (objtype *ob)\r
+{\r
+ long move;\r
+ long deltax,deltay,size;\r
+\r
+ if (SightPlayer (ob))\r
+ return;\r
+\r
+ if (ob->dir == nodir)\r
+ {\r
+ SelectPathDir (ob);\r
+ if (ob->dir == nodir)\r
+ return; // all movement is blocked\r
+ }\r
+\r
+\r
+ move = ob->speed*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (ob->distance < 0)\r
+ {\r
+ //\r
+ // waiting for a door to open\r
+ //\r
+ OpenDoor (-ob->distance-1);\r
+ if (doorobjlist[-ob->distance-1].action != dr_open)\r
+ return;\r
+ ob->distance = TILEGLOBAL; // go ahead, the door is now opoen\r
+ }\r
+\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\r
+ if (ob->tilex>MAPSIZE || ob->tiley>MAPSIZE)\r
+ {\r
+ sprintf (str,"T_Path hit a wall at %u,%u, dir %u"\r
+ ,ob->tilex,ob->tiley,ob->dir);\r
+ Quit (str);\r
+ }\r
+\r
+\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
+ SelectPathDir (ob);\r
+\r
+ if (ob->dir == nodir)\r
+ return; // all movement is blocked\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ FIGHT\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Shoot\r
+=\r
+= Try to damage the player, based on skill level and player's speed\r
+=\r
+===============\r
+*/\r
+\r
+void T_Shoot (objtype *ob)\r
+{\r
+ int dx,dy,dist;\r
+ int hitchance,damage;\r
+\r
+ hitchance = 128;\r
+\r
+ if (!areabyplayer[ob->areanumber])\r
+ return;\r
+\r
+ if (!CheckLine (ob)) // player is behind a wall\r
+ return;\r
+\r
+ dx = abs(ob->tilex - player->tilex);\r
+ dy = abs(ob->tiley - player->tiley);\r
+ dist = dx>dy ? dx:dy;\r
+\r
+ if (ob->obclass == ssobj || ob->obclass == bossobj)\r
+ dist = dist*2/3; // ss are better shots\r
+\r
+ if (thrustspeed >= RUNSPEED)\r
+ {\r
+ if (ob->flags&FL_VISABLE)\r
+ hitchance = 160-dist*16; // player can see to dodge\r
+ else\r
+ hitchance = 160-dist*8;\r
+ }\r
+ else\r
+ {\r
+ if (ob->flags&FL_VISABLE)\r
+ hitchance = 256-dist*16; // player can see to dodge\r
+ else\r
+ hitchance = 256-dist*8;\r
+ }\r
+\r
+// see if the shot was a hit\r
+\r
+ if (US_RndT()<hitchance)\r
+ {\r
+ if (dist<2)\r
+ damage = US_RndT()>>2;\r
+ else if (dist<4)\r
+ damage = US_RndT()>>3;\r
+ else\r
+ damage = US_RndT()>>4;\r
+\r
+ TakeDamage (damage,ob);\r
+ }\r
+\r
+ switch(ob->obclass)\r
+ {\r
+ case ssobj:\r
+ PlaySoundLocActor(SSFIRESND,ob);\r
+ break;\r
+#ifndef SPEAR\r
+ case giftobj:\r
+ case fatobj:\r
+ PlaySoundLocActor(MISSILEFIRESND,ob);\r
+ break;\r
+ case mechahitlerobj:\r
+ case realhitlerobj:\r
+ case bossobj:\r
+ PlaySoundLocActor(BOSSFIRESND,ob);\r
+ break;\r
+ case schabbobj:\r
+ PlaySoundLocActor(SCHABBSTHROWSND,ob);\r
+ break;\r
+ case fakeobj:\r
+ PlaySoundLocActor(FLAMETHROWERSND,ob);\r
+ break;\r
+#endif\r
+ default:\r
+ PlaySoundLocActor(NAZIFIRESND,ob);\r
+ }\r
+\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_Bite\r
+=\r
+===============\r
+*/\r
+\r
+void T_Bite (objtype *ob)\r
+{\r
+ long dx,dy;\r
+ int hitchance,damage;\r
+\r
+\r
+ PlaySoundLocActor(DOGATTACKSND,ob); // JAB\r
+\r
+ dx = player->x - ob->x;\r
+ if (dx<0)\r
+ dx = -dx;\r
+ dx -= TILEGLOBAL;\r
+ if (dx <= MINACTORDIST)\r
+ {\r
+ dy = player->y - ob->y;\r
+ if (dy<0)\r
+ dy = -dy;\r
+ dy -= TILEGLOBAL;\r
+ if (dy <= MINACTORDIST)\r
+ {\r
+ if (US_RndT()<180)\r
+ {\r
+ TakeDamage (US_RndT()>>4,ob);\r
+ return;\r
+ }\r
+ }\r
+ }\r
+\r
+ return;\r
+}\r
+\r
+\r
+#ifndef SPEAR\r
+/*\r
+============================================================================\r
+\r
+ BJ VICTORY\r
+\r
+============================================================================\r
+*/\r
+\r
+\r
+//\r
+// BJ victory\r
+//\r
+\r
+void T_BJRun (objtype *ob);\r
+void T_BJJump (objtype *ob);\r
+void T_BJDone (objtype *ob);\r
+void T_BJYell (objtype *ob);\r
+\r
+void T_DeathCam (objtype *ob);\r
+\r
+extern statetype s_bjrun1;\r
+extern statetype s_bjrun1s;\r
+extern statetype s_bjrun2;\r
+extern statetype s_bjrun3;\r
+extern statetype s_bjrun3s;\r
+extern statetype s_bjrun4;\r
+\r
+extern statetype s_bjjump1;\r
+extern statetype s_bjjump2;\r
+extern statetype s_bjjump3;\r
+extern statetype s_bjjump4;\r
+\r
+\r
+statetype s_bjrun1 = {false,SPR_BJ_W1,12,T_BJRun,NULL,&s_bjrun1s};\r
+statetype s_bjrun1s = {false,SPR_BJ_W1,3, NULL,NULL,&s_bjrun2};\r
+statetype s_bjrun2 = {false,SPR_BJ_W2,8,T_BJRun,NULL,&s_bjrun3};\r
+statetype s_bjrun3 = {false,SPR_BJ_W3,12,T_BJRun,NULL,&s_bjrun3s};\r
+statetype s_bjrun3s = {false,SPR_BJ_W3,3, NULL,NULL,&s_bjrun4};\r
+statetype s_bjrun4 = {false,SPR_BJ_W4,8,T_BJRun,NULL,&s_bjrun1};\r
+\r
+\r
+statetype s_bjjump1 = {false,SPR_BJ_JUMP1,14,T_BJJump,NULL,&s_bjjump2};\r
+statetype s_bjjump2 = {false,SPR_BJ_JUMP2,14,T_BJJump,T_BJYell,&s_bjjump3};\r
+statetype s_bjjump3 = {false,SPR_BJ_JUMP3,14,T_BJJump,NULL,&s_bjjump4};\r
+statetype s_bjjump4 = {false,SPR_BJ_JUMP4,300,NULL,T_BJDone,&s_bjjump4};\r
+\r
+\r
+statetype s_deathcam = {false,0,0,NULL,NULL,NULL};\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnBJVictory\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnBJVictory (void)\r
+{\r
+ unsigned far *map,tile;\r
+\r
+ SpawnNewObj (player->tilex,player->tiley+1,&s_bjrun1);\r
+ new->x = player->x;\r
+ new->y = player->y;\r
+ new->obclass = bjobj;\r
+ new->dir = north;\r
+ new->temp1 = 6; // tiles to run forward\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BJRun\r
+=\r
+===============\r
+*/\r
+\r
+void T_BJRun (objtype *ob)\r
+{\r
+ long move;\r
+\r
+ move = BJRUNSPEED*tics;\r
+\r
+ while (move)\r
+ {\r
+ if (move < ob->distance)\r
+ {\r
+ MoveObj (ob,move);\r
+ break;\r
+ }\r
+\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
+ SelectPathDir (ob);\r
+\r
+ if ( !(--ob->temp1) )\r
+ {\r
+ NewState (ob,&s_bjjump1);\r
+ return;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BJJump\r
+=\r
+===============\r
+*/\r
+\r
+void T_BJJump (objtype *ob)\r
+{\r
+ long move;\r
+\r
+ move = BJJUMPSPEED*tics;\r
+ MoveObj (ob,move);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BJYell\r
+=\r
+===============\r
+*/\r
+\r
+void T_BJYell (objtype *ob)\r
+{\r
+ PlaySoundLocActor(YEAHSND,ob); // JAB\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= T_BJDone\r
+=\r
+===============\r
+*/\r
+\r
+#pragma argsused\r
+void T_BJDone (objtype *ob)\r
+{\r
+ playstate = ex_victorious; // exit castle tile\r
+}\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= CheckPosition\r
+=\r
+===============\r
+*/\r
+\r
+boolean CheckPosition (objtype *ob)\r
+{\r
+ int x,y,xl,yl,xh,yh;\r
+ objtype *check;\r
+\r
+ xl = (ob->x-PLAYERSIZE) >>TILESHIFT;\r
+ yl = (ob->y-PLAYERSIZE) >>TILESHIFT;\r
+\r
+ xh = (ob->x+PLAYERSIZE) >>TILESHIFT;\r
+ yh = (ob->y+PLAYERSIZE) >>TILESHIFT;\r
+\r
+ //\r
+ // check for solid walls\r
+ //\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (check && check<objlist)\r
+ return false;\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= A_StartDeathCam\r
+=\r
+===============\r
+*/\r
+\r
+void A_StartDeathCam (objtype *ob)\r
+{\r
+ long dx,dy;\r
+ float fangle;\r
+ long xmove,ymove;\r
+ long dist;\r
+ int temp,i;\r
+\r
+ FinishPaletteShifts ();\r
+\r
+ VW_WaitVBL (100);\r
+\r
+ if (gamestate.victoryflag)\r
+ {\r
+ playstate = ex_victorious; // exit castle tile\r
+ return;\r
+ }\r
+\r
+ gamestate.victoryflag = true;\r
+ VW_Bar (0,0,320,200-STATUSLINES,127);\r
+ FizzleFade(bufferofs,displayofs,320,200-STATUSLINES,70,false);\r
+\r
+ PM_UnlockMainMem ();\r
+ CA_UpLevel ();\r
+ CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);\r
+ #ifdef JAPAN\r
+ #ifndef JAPDEMO\r
+ CA_CacheScreen(C_LETSSEEPIC);\r
+ #endif\r
+ #else\r
+ Write(0,7,STR_SEEAGAIN);\r
+ #endif\r
+ CA_DownLevel ();\r
+ PM_CheckMainMem ();\r
+\r
+ VW_UpdateScreen ();\r
+\r
+ IN_UserInput(300);\r
+\r
+//\r
+// line angle up exactly\r
+//\r
+ NewState (player,&s_deathcam);\r
+\r
+ player->x = gamestate.killx;\r
+ player->y = gamestate.killy;\r
+\r
+ dx = ob->x - player->x;\r
+ dy = player->y - ob->y;\r
+\r
+ fangle = atan2(dy,dx); // returns -pi to pi\r
+ if (fangle<0)\r
+ fangle = M_PI*2+fangle;\r
+\r
+ player->angle = fangle/(M_PI*2)*ANGLES;\r
+\r
+//\r
+// try to position as close as possible without being in a wall\r
+//\r
+ dist = 0x14000l;\r
+ do\r
+ {\r
+ xmove = FixedByFrac(dist,costable[player->angle]);\r
+ ymove = -FixedByFrac(dist,sintable[player->angle]);\r
+\r
+ player->x = ob->x - xmove;\r
+ player->y = ob->y - ymove;\r
+ dist += 0x1000;\r
+\r
+ } while (!CheckPosition (player));\r
+ plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned\r
+ pluy = player->y >> UNSIGNEDSHIFT;\r
+ player->tilex = player->x >> TILESHIFT; // scale to tile values\r
+ player->tiley = player->y >> TILESHIFT;\r
+\r
+//\r
+// go back to the game\r
+//\r
+ temp = bufferofs;\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ DrawPlayBorder ();\r
+ }\r
+ bufferofs = temp;\r
+\r
+ fizzlein = true;\r
+ switch (ob->obclass)\r
+ {\r
+#ifndef SPEAR\r
+ case schabbobj:\r
+ NewState (ob,&s_schabbdeathcam);\r
+ break;\r
+ case realhitlerobj:\r
+ NewState (ob,&s_hitlerdeathcam);\r
+ break;\r
+ case giftobj:\r
+ NewState (ob,&s_giftdeathcam);\r
+ break;\r
+ case fatobj:\r
+ NewState (ob,&s_fatdeathcam);\r
+ break;\r
+#endif\r
+ }\r
+\r
+}\r
+\r
+#endif\r
--- /dev/null
+// WL_AGENT.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define MAXMOUSETURN 10\r
+\r
+\r
+#define MOVESCALE 150l\r
+#define BACKMOVESCALE 100l\r
+#define ANGLESCALE 20\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+//\r
+// player state info\r
+//\r
+boolean running;\r
+long thrustspeed;\r
+\r
+unsigned plux,pluy; // player coordinates scaled to unsigned\r
+\r
+int anglefrac;\r
+int gotgatgun; // JR\r
+\r
+objtype *LastAttacker;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+void T_Player (objtype *ob);\r
+void T_Attack (objtype *ob);\r
+\r
+statetype s_player = {false,0,0,T_Player,NULL,NULL};\r
+statetype s_attack = {false,0,0,T_Attack,NULL,NULL};\r
+\r
+\r
+long playerxmove,playerymove;\r
+\r
+struct atkinf\r
+{\r
+ char tics,attack,frame; // attack is 1 for gun, 2 for knife\r
+} attackinfo[4][14] =\r
+\r
+{\r
+{ {6,0,1},{6,2,2},{6,0,3},{6,-1,4} },\r
+{ {6,0,1},{6,1,2},{6,0,3},{6,-1,4} },\r
+{ {6,0,1},{6,1,2},{6,3,3},{6,-1,4} },\r
+{ {6,0,1},{6,1,2},{6,4,3},{6,-1,4} },\r
+};\r
+\r
+\r
+int strafeangle[9] = {0,90,180,270,45,135,225,315,0};\r
+\r
+void DrawWeapon (void);\r
+void GiveWeapon (int weapon);\r
+void GiveAmmo (int ammo);\r
+\r
+//===========================================================================\r
+\r
+//----------\r
+\r
+void Attack (void);\r
+void Use (void);\r
+void Search (objtype *ob);\r
+void SelectWeapon (void);\r
+void SelectItem (void);\r
+\r
+//----------\r
+\r
+boolean TryMove (objtype *ob);\r
+void T_Player (objtype *ob);\r
+\r
+void ClipMove (objtype *ob, long xmove, long ymove);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CONTROL STUFF\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+======================\r
+=\r
+= CheckWeaponChange\r
+=\r
+= Keys 1-4 change weapons\r
+=\r
+======================\r
+*/\r
+\r
+void CheckWeaponChange (void)\r
+{\r
+ int i,buttons;\r
+\r
+ if (!gamestate.ammo) // must use knife with no ammo\r
+ return;\r
+\r
+ for (i=wp_knife ; i<=gamestate.bestweapon ; i++)\r
+ if (buttonstate[bt_readyknife+i-wp_knife])\r
+ {\r
+ gamestate.weapon = gamestate.chosenweapon = i;\r
+ DrawWeapon ();\r
+ return;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ControlMovement\r
+=\r
+= Takes controlx,controly, and buttonstate[bt_strafe]\r
+=\r
+= Changes the player's angle and position\r
+=\r
+= There is an angle hack because when going 70 fps, the roundoff becomes\r
+= significant\r
+=\r
+=======================\r
+*/\r
+\r
+void ControlMovement (objtype *ob)\r
+{\r
+ long oldx,oldy;\r
+ int angle,maxxmove;\r
+ int angleunits;\r
+ long speed;\r
+\r
+ thrustspeed = 0;\r
+\r
+ oldx = player->x;\r
+ oldy = player->y;\r
+\r
+//\r
+// side to side move\r
+//\r
+ if (buttonstate[bt_strafe])\r
+ {\r
+ //\r
+ // strafing\r
+ //\r
+ //\r
+ if (controlx > 0)\r
+ {\r
+ angle = ob->angle - ANGLES/4;\r
+ if (angle < 0)\r
+ angle += ANGLES;\r
+ Thrust (angle,controlx*MOVESCALE); // move to left\r
+ }\r
+ else if (controlx < 0)\r
+ {\r
+ angle = ob->angle + ANGLES/4;\r
+ if (angle >= ANGLES)\r
+ angle -= ANGLES;\r
+ Thrust (angle,-controlx*MOVESCALE); // move to right\r
+ }\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // not strafing\r
+ //\r
+ anglefrac += controlx;\r
+ angleunits = anglefrac/ANGLESCALE;\r
+ anglefrac -= angleunits*ANGLESCALE;\r
+ ob->angle -= angleunits;\r
+\r
+ if (ob->angle >= ANGLES)\r
+ ob->angle -= ANGLES;\r
+ if (ob->angle < 0)\r
+ ob->angle += ANGLES;\r
+\r
+ }\r
+\r
+//\r
+// forward/backwards move\r
+//\r
+ if (controly < 0)\r
+ {\r
+ Thrust (ob->angle,-controly*MOVESCALE); // move forwards\r
+ }\r
+ else if (controly > 0)\r
+ {\r
+ angle = ob->angle + ANGLES/2;\r
+ if (angle >= ANGLES)\r
+ angle -= ANGLES;\r
+ Thrust (angle,controly*BACKMOVESCALE); // move backwards\r
+ }\r
+\r
+ if (gamestate.victoryflag) // watching the BJ actor\r
+ return;\r
+\r
+//\r
+// calculate total move\r
+//\r
+ playerxmove = player->x - oldx;\r
+ playerymove = player->y - oldy;\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ STATUS WINDOW STUFF\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= StatusDrawPic\r
+=\r
+==================\r
+*/\r
+\r
+void StatusDrawPic (unsigned x, unsigned y, unsigned picnum)\r
+{\r
+ unsigned temp;\r
+\r
+ temp = bufferofs;\r
+ bufferofs = 0;\r
+\r
+ bufferofs = PAGE1START+(200-STATUSLINES)*SCREENWIDTH;\r
+ LatchDrawPic (x,y,picnum);\r
+ bufferofs = PAGE2START+(200-STATUSLINES)*SCREENWIDTH;\r
+ LatchDrawPic (x,y,picnum);\r
+ bufferofs = PAGE3START+(200-STATUSLINES)*SCREENWIDTH;\r
+ LatchDrawPic (x,y,picnum);\r
+\r
+ bufferofs = temp;\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= DrawFace\r
+=\r
+==================\r
+*/\r
+\r
+void DrawFace (void)\r
+{\r
+ if (gamestate.health)\r
+ {\r
+ #ifdef SPEAR\r
+ if (godmode)\r
+ StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);\r
+ else\r
+ #endif\r
+ StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);\r
+ }\r
+ else\r
+ {\r
+#ifndef SPEAR\r
+ if (LastAttacker->obclass == needleobj)\r
+ StatusDrawPic (17,4,MUTANTBJPIC);\r
+ else\r
+#endif\r
+ StatusDrawPic (17,4,FACE8APIC);\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= UpdateFace\r
+=\r
+= Calls draw face if time to change\r
+=\r
+===============\r
+*/\r
+\r
+#define FACETICS 70\r
+\r
+int facecount;\r
+\r
+void UpdateFace (void)\r
+{\r
+\r
+ if (SD_SoundPlaying() == GETGATLINGSND)\r
+ return;\r
+\r
+ facecount += tics;\r
+ if (facecount > US_RndT())\r
+ {\r
+ gamestate.faceframe = (US_RndT()>>6);\r
+ if (gamestate.faceframe==3)\r
+ gamestate.faceframe = 1;\r
+\r
+ facecount = 0;\r
+ DrawFace ();\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= LatchNumber\r
+=\r
+= right justifies and pads with blanks\r
+=\r
+===============\r
+*/\r
+\r
+void LatchNumber (int x, int y, int width, long number)\r
+{\r
+ unsigned length,c;\r
+ char str[20];\r
+\r
+ ltoa (number,str,10);\r
+\r
+ length = strlen (str);\r
+\r
+ while (length<width)\r
+ {\r
+ StatusDrawPic (x,y,N_BLANKPIC);\r
+ x++;\r
+ width--;\r
+ }\r
+\r
+ c= length <= width ? 0 : length-width;\r
+\r
+ while (c<length)\r
+ {\r
+ StatusDrawPic (x,y,str[c]-'0'+ N_0PIC);\r
+ x++;\r
+ c++;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DrawHealth\r
+=\r
+===============\r
+*/\r
+\r
+void DrawHealth (void)\r
+{\r
+ LatchNumber (21,16,3,gamestate.health);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= TakeDamage\r
+=\r
+===============\r
+*/\r
+\r
+void TakeDamage (int points,objtype *attacker)\r
+{\r
+ LastAttacker = attacker;\r
+\r
+ if (gamestate.victoryflag)\r
+ return;\r
+ if (gamestate.difficulty==gd_baby)\r
+ points>>=2;\r
+\r
+ if (!godmode)\r
+ gamestate.health -= points;\r
+\r
+ if (gamestate.health<=0)\r
+ {\r
+ gamestate.health = 0;\r
+ playstate = ex_died;\r
+ killerobj = attacker;\r
+ }\r
+\r
+ StartDamageFlash (points);\r
+\r
+ gotgatgun=0;\r
+\r
+ DrawHealth ();\r
+ DrawFace ();\r
+\r
+ //\r
+ // MAKE BJ'S EYES BUG IF MAJOR DAMAGE!\r
+ //\r
+ #ifdef SPEAR\r
+ if (points > 30 && gamestate.health!=0 && !godmode)\r
+ {\r
+ StatusDrawPic (17,4,BJOUCHPIC);\r
+ facecount = 0;\r
+ }\r
+ #endif\r
+\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= HealSelf\r
+=\r
+===============\r
+*/\r
+\r
+void HealSelf (int points)\r
+{\r
+ gamestate.health += points;\r
+ if (gamestate.health>100)\r
+ gamestate.health = 100;\r
+\r
+ DrawHealth ();\r
+ gotgatgun = 0; // JR\r
+ DrawFace ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DrawLevel\r
+=\r
+===============\r
+*/\r
+\r
+void DrawLevel (void)\r
+{\r
+#ifdef SPEAR\r
+ if (gamestate.mapon == 20)\r
+ LatchNumber (2,16,2,18);\r
+ else\r
+#endif\r
+ LatchNumber (2,16,2,gamestate.mapon+1);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= DrawLives\r
+=\r
+===============\r
+*/\r
+\r
+void DrawLives (void)\r
+{\r
+ LatchNumber (14,16,1,gamestate.lives);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= GiveExtraMan\r
+=\r
+===============\r
+*/\r
+\r
+void GiveExtraMan (void)\r
+{\r
+ if (gamestate.lives<9)\r
+ gamestate.lives++;\r
+ DrawLives ();\r
+ SD_PlaySound (BONUS1UPSND);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrawScore\r
+=\r
+===============\r
+*/\r
+\r
+void DrawScore (void)\r
+{\r
+ LatchNumber (6,16,6,gamestate.score);\r
+}\r
+\r
+/*\r
+===============\r
+=\r
+= GivePoints\r
+=\r
+===============\r
+*/\r
+\r
+void GivePoints (long points)\r
+{\r
+ gamestate.score += points;\r
+ while (gamestate.score >= gamestate.nextextra)\r
+ {\r
+ gamestate.nextextra += EXTRAPOINTS;\r
+ GiveExtraMan ();\r
+ }\r
+ DrawScore ();\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= DrawWeapon\r
+=\r
+==================\r
+*/\r
+\r
+void DrawWeapon (void)\r
+{\r
+ StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= DrawKeys\r
+=\r
+==================\r
+*/\r
+\r
+void DrawKeys (void)\r
+{\r
+ if (gamestate.keys & 1)\r
+ StatusDrawPic (30,4,GOLDKEYPIC);\r
+ else\r
+ StatusDrawPic (30,4,NOKEYPIC);\r
+\r
+ if (gamestate.keys & 2)\r
+ StatusDrawPic (30,20,SILVERKEYPIC);\r
+ else\r
+ StatusDrawPic (30,20,NOKEYPIC);\r
+}\r
+\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= GiveWeapon\r
+=\r
+==================\r
+*/\r
+\r
+void GiveWeapon (int weapon)\r
+{\r
+ GiveAmmo (6);\r
+\r
+ if (gamestate.bestweapon<weapon)\r
+ gamestate.bestweapon = gamestate.weapon\r
+ = gamestate.chosenweapon = weapon;\r
+\r
+ DrawWeapon ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= DrawAmmo\r
+=\r
+===============\r
+*/\r
+\r
+void DrawAmmo (void)\r
+{\r
+ LatchNumber (27,16,2,gamestate.ammo);\r
+}\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= GiveAmmo\r
+=\r
+===============\r
+*/\r
+\r
+void GiveAmmo (int ammo)\r
+{\r
+ if (!gamestate.ammo) // knife was out\r
+ {\r
+ if (!gamestate.attackframe)\r
+ {\r
+ gamestate.weapon = gamestate.chosenweapon;\r
+ DrawWeapon ();\r
+ }\r
+ }\r
+ gamestate.ammo += ammo;\r
+ if (gamestate.ammo > 99)\r
+ gamestate.ammo = 99;\r
+ DrawAmmo ();\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= GiveKey\r
+=\r
+==================\r
+*/\r
+\r
+void GiveKey (int key)\r
+{\r
+ gamestate.keys |= (1<<key);\r
+ DrawKeys ();\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MOVEMENT\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= GetBonus\r
+=\r
+===================\r
+*/\r
+void GetBonus (statobj_t *check)\r
+{\r
+ switch (check->itemnumber)\r
+ {\r
+ case bo_firstaid:\r
+ if (gamestate.health == 100)\r
+ return;\r
+\r
+ SD_PlaySound (HEALTH2SND);\r
+ HealSelf (25);\r
+ break;\r
+\r
+ case bo_key1:\r
+ case bo_key2:\r
+ case bo_key3:\r
+ case bo_key4:\r
+ GiveKey (check->itemnumber - bo_key1);\r
+ SD_PlaySound (GETKEYSND);\r
+ break;\r
+\r
+ case bo_cross:\r
+ SD_PlaySound (BONUS1SND);\r
+ GivePoints (100);\r
+ gamestate.treasurecount++;\r
+ break;\r
+ case bo_chalice:\r
+ SD_PlaySound (BONUS2SND);\r
+ GivePoints (500);\r
+ gamestate.treasurecount++;\r
+ break;\r
+ case bo_bible:\r
+ SD_PlaySound (BONUS3SND);\r
+ GivePoints (1000);\r
+ gamestate.treasurecount++;\r
+ break;\r
+ case bo_crown:\r
+ SD_PlaySound (BONUS4SND);\r
+ GivePoints (5000);\r
+ gamestate.treasurecount++;\r
+ break;\r
+\r
+ case bo_clip:\r
+ if (gamestate.ammo == 99)\r
+ return;\r
+\r
+ SD_PlaySound (GETAMMOSND);\r
+ GiveAmmo (8);\r
+ break;\r
+ case bo_clip2:\r
+ if (gamestate.ammo == 99)\r
+ return;\r
+\r
+ SD_PlaySound (GETAMMOSND);\r
+ GiveAmmo (4);\r
+ break;\r
+\r
+#ifdef SPEAR\r
+ case bo_25clip:\r
+ if (gamestate.ammo == 99)\r
+ return;\r
+\r
+ SD_PlaySound (GETAMMOBOXSND);\r
+ GiveAmmo (25);\r
+ break;\r
+#endif\r
+\r
+ case bo_machinegun:\r
+ SD_PlaySound (GETMACHINESND);\r
+ GiveWeapon (wp_machinegun);\r
+ break;\r
+ case bo_chaingun:\r
+ SD_PlaySound (GETGATLINGSND);\r
+ GiveWeapon (wp_chaingun);\r
+\r
+ StatusDrawPic (17,4,GOTGATLINGPIC);\r
+ facecount = 0;\r
+ gotgatgun = 1;\r
+ break;\r
+\r
+ case bo_fullheal:\r
+ SD_PlaySound (BONUS1UPSND);\r
+ HealSelf (99);\r
+ GiveAmmo (25);\r
+ GiveExtraMan ();\r
+ gamestate.treasurecount++;\r
+ break;\r
+\r
+ case bo_food:\r
+ if (gamestate.health == 100)\r
+ return;\r
+\r
+ SD_PlaySound (HEALTH1SND);\r
+ HealSelf (10);\r
+ break;\r
+\r
+ case bo_alpo:\r
+ if (gamestate.health == 100)\r
+ return;\r
+\r
+ SD_PlaySound (HEALTH1SND);\r
+ HealSelf (4);\r
+ break;\r
+\r
+ case bo_gibs:\r
+ if (gamestate.health >10)\r
+ return;\r
+\r
+ SD_PlaySound (SLURPIESND);\r
+ HealSelf (1);\r
+ break;\r
+\r
+ case bo_spear:\r
+ spearflag = true;\r
+ spearx = player->x;\r
+ speary = player->y;\r
+ spearangle = player->angle;\r
+ playstate = ex_completed;\r
+ }\r
+\r
+ StartBonusFlash ();\r
+ check->shapenum = -1; // remove from list\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= TryMove\r
+=\r
+= returns true if move ok\r
+= debug: use pointers to optimize\r
+===================\r
+*/\r
+\r
+boolean TryMove (objtype *ob)\r
+{\r
+ int xl,yl,xh,yh,x,y;\r
+ objtype *check;\r
+ long deltax,deltay;\r
+\r
+ xl = (ob->x-PLAYERSIZE) >>TILESHIFT;\r
+ yl = (ob->y-PLAYERSIZE) >>TILESHIFT;\r
+\r
+ xh = (ob->x+PLAYERSIZE) >>TILESHIFT;\r
+ yh = (ob->y+PLAYERSIZE) >>TILESHIFT;\r
+\r
+//\r
+// check for solid walls\r
+//\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (check && check<objlist)\r
+ return false;\r
+ }\r
+\r
+//\r
+// check for actors\r
+//\r
+ if (yl>0)\r
+ yl--;\r
+ if (yh<MAPSIZE-1)\r
+ yh++;\r
+ if (xl>0)\r
+ xl--;\r
+ if (xh<MAPSIZE-1)\r
+ xh++;\r
+\r
+ for (y=yl;y<=yh;y++)\r
+ for (x=xl;x<=xh;x++)\r
+ {\r
+ check = actorat[x][y];\r
+ if (check > objlist\r
+ && (check->flags & FL_SHOOTABLE) )\r
+ {\r
+ deltax = ob->x - check->x;\r
+ if (deltax < -MINACTORDIST || deltax > MINACTORDIST)\r
+ continue;\r
+ deltay = ob->y - check->y;\r
+ if (deltay < -MINACTORDIST || deltay > MINACTORDIST)\r
+ continue;\r
+\r
+ return false;\r
+ }\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= ClipMove\r
+=\r
+===================\r
+*/\r
+\r
+void ClipMove (objtype *ob, long xmove, long ymove)\r
+{\r
+ long basex,basey;\r
+\r
+ basex = ob->x;\r
+ basey = ob->y;\r
+\r
+ ob->x = basex+xmove;\r
+ ob->y = basey+ymove;\r
+ if (TryMove (ob))\r
+ return;\r
+\r
+ if (noclip && ob->x > 2*TILEGLOBAL && ob->y > 2*TILEGLOBAL &&\r
+ ob->x < (((long)(mapwidth-1))<<TILESHIFT)\r
+ && ob->y < (((long)(mapheight-1))<<TILESHIFT) )\r
+ return; // walk through walls\r
+\r
+ if (!SD_SoundPlaying())\r
+ SD_PlaySound (HITWALLSND);\r
+\r
+ ob->x = basex+xmove;\r
+ ob->y = basey;\r
+ if (TryMove (ob))\r
+ return;\r
+\r
+ ob->x = basex;\r
+ ob->y = basey+ymove;\r
+ if (TryMove (ob))\r
+ return;\r
+\r
+ ob->x = basex;\r
+ ob->y = basey;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= VictoryTile\r
+=\r
+===================\r
+*/\r
+\r
+void VictoryTile (void)\r
+{\r
+#ifndef SPEAR\r
+ SpawnBJVictory ();\r
+#endif\r
+\r
+ gamestate.victoryflag = true;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= Thrust\r
+=\r
+===================\r
+*/\r
+\r
+void Thrust (int angle, long speed)\r
+{\r
+ long xmove,ymove;\r
+ long slowmax;\r
+ unsigned offset;\r
+\r
+\r
+ //\r
+ // ZERO FUNNY COUNTER IF MOVED!\r
+ //\r
+ #ifdef SPEAR\r
+ if (speed)\r
+ funnyticount = 0;\r
+ #endif\r
+\r
+ thrustspeed += speed;\r
+//\r
+// moving bounds speed\r
+//\r
+ if (speed >= MINDIST*2)\r
+ speed = MINDIST*2-1;\r
+\r
+ xmove = FixedByFrac(speed,costable[angle]);\r
+ ymove = -FixedByFrac(speed,sintable[angle]);\r
+\r
+ ClipMove(player,xmove,ymove);\r
+\r
+ player->tilex = player->x >> TILESHIFT; // scale to tile values\r
+ player->tiley = player->y >> TILESHIFT;\r
+\r
+ offset = farmapylookup[player->tiley]+player->tilex;\r
+ player->areanumber = *(mapsegs[0] + offset) -AREATILE;\r
+\r
+ if (*(mapsegs[1] + offset) == EXITTILE)\r
+ VictoryTile ();\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ ACTIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= Cmd_Fire\r
+=\r
+===============\r
+*/\r
+\r
+void Cmd_Fire (void)\r
+{\r
+ buttonheld[bt_attack] = true;\r
+\r
+ gamestate.weaponframe = 0;\r
+\r
+ player->state = &s_attack;\r
+\r
+ gamestate.attackframe = 0;\r
+ gamestate.attackcount =\r
+ attackinfo[gamestate.weapon][gamestate.attackframe].tics;\r
+ gamestate.weaponframe =\r
+ attackinfo[gamestate.weapon][gamestate.attackframe].frame;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= Cmd_Use\r
+=\r
+===============\r
+*/\r
+\r
+void Cmd_Use (void)\r
+{\r
+ objtype *check;\r
+ int checkx,checky,doornum,dir;\r
+ boolean elevatorok;\r
+\r
+\r
+//\r
+// find which cardinal direction the player is facing\r
+//\r
+ if (player->angle < ANGLES/8 || player->angle > 7*ANGLES/8)\r
+ {\r
+ checkx = player->tilex + 1;\r
+ checky = player->tiley;\r
+ dir = di_east;\r
+ elevatorok = true;\r
+ }\r
+ else if (player->angle < 3*ANGLES/8)\r
+ {\r
+ checkx = player->tilex;\r
+ checky = player->tiley-1;\r
+ dir = di_north;\r
+ elevatorok = false;\r
+ }\r
+ else if (player->angle < 5*ANGLES/8)\r
+ {\r
+ checkx = player->tilex - 1;\r
+ checky = player->tiley;\r
+ dir = di_west;\r
+ elevatorok = true;\r
+ }\r
+ else\r
+ {\r
+ checkx = player->tilex;\r
+ checky = player->tiley + 1;\r
+ dir = di_south;\r
+ elevatorok = false;\r
+ }\r
+\r
+ doornum = tilemap[checkx][checky];\r
+ if (*(mapsegs[1]+farmapylookup[checky]+checkx) == PUSHABLETILE)\r
+ {\r
+ //\r
+ // pushable wall\r
+ //\r
+\r
+ PushWall (checkx,checky,dir);\r
+ return;\r
+ }\r
+ if (!buttonheld[bt_use] && doornum == ELEVATORTILE && elevatorok)\r
+ {\r
+ //\r
+ // use elevator\r
+ //\r
+ buttonheld[bt_use] = true;\r
+\r
+ tilemap[checkx][checky]++; // flip switch\r
+ if (*(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) == ALTELEVATORTILE)\r
+ playstate = ex_secretlevel;\r
+ else\r
+ playstate = ex_completed;\r
+ SD_PlaySound (LEVELDONESND);\r
+ SD_WaitSoundDone();\r
+ }\r
+ else if (!buttonheld[bt_use] && doornum & 0x80)\r
+ {\r
+ buttonheld[bt_use] = true;\r
+ OperateDoor (doornum & ~0x80);\r
+ }\r
+ else\r
+ SD_PlaySound (DONOTHINGSND);\r
+\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PLAYER CONTROL\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SpawnPlayer\r
+=\r
+===============\r
+*/\r
+\r
+void SpawnPlayer (int tilex, int tiley, int dir)\r
+{\r
+ player->obclass = playerobj;\r
+ player->active = true;\r
+ player->tilex = tilex;\r
+ player->tiley = tiley;\r
+ player->areanumber =\r
+ *(mapsegs[0] + farmapylookup[player->tiley]+player->tilex);\r
+ player->x = ((long)tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->y = ((long)tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ player->state = &s_player;\r
+ player->angle = (1-dir)*90;\r
+ if (player->angle<0)\r
+ player->angle += ANGLES;\r
+ player->flags = FL_NEVERMARK;\r
+ Thrust (0,0); // set some variables\r
+\r
+ InitAreas ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= T_KnifeAttack\r
+=\r
+= Update player hands, and try to do damage when the proper frame is reached\r
+=\r
+===============\r
+*/\r
+\r
+void KnifeAttack (objtype *ob)\r
+{\r
+ objtype *check,*closest;\r
+ long dist;\r
+\r
+ SD_PlaySound (ATKKNIFESND);\r
+// actually fire\r
+ dist = 0x7fffffff;\r
+ closest = NULL;\r
+ for (check=ob->next ; check ; check=check->next)\r
+ if ( (check->flags & FL_SHOOTABLE)\r
+ && (check->flags & FL_VISABLE)\r
+ && abs (check->viewx-centerx) < shootdelta\r
+ )\r
+ {\r
+ if (check->transx < dist)\r
+ {\r
+ dist = check->transx;\r
+ closest = check;\r
+ }\r
+ }\r
+\r
+ if (!closest || dist> 0x18000l)\r
+ {\r
+ // missed\r
+\r
+ return;\r
+ }\r
+\r
+// hit something\r
+ DamageActor (closest,US_RndT() >> 4);\r
+}\r
+\r
+\r
+\r
+void GunAttack (objtype *ob)\r
+{\r
+ objtype *check,*closest,*oldclosest;\r
+ int damage;\r
+ int dx,dy,dist;\r
+ long viewdist;\r
+\r
+ switch (gamestate.weapon)\r
+ {\r
+ case wp_pistol:\r
+ SD_PlaySound (ATKPISTOLSND);\r
+ break;\r
+ case wp_machinegun:\r
+ SD_PlaySound (ATKMACHINEGUNSND);\r
+ break;\r
+ case wp_chaingun:\r
+ SD_PlaySound (ATKGATLINGSND);\r
+ break;\r
+ }\r
+\r
+ madenoise = true;\r
+\r
+//\r
+// find potential targets\r
+//\r
+ viewdist = 0x7fffffffl;\r
+ closest = NULL;\r
+\r
+ while (1)\r
+ {\r
+ oldclosest = closest;\r
+\r
+ for (check=ob->next ; check ; check=check->next)\r
+ if ( (check->flags & FL_SHOOTABLE)\r
+ && (check->flags & FL_VISABLE)\r
+ && abs (check->viewx-centerx) < shootdelta\r
+ )\r
+ {\r
+ if (check->transx < viewdist)\r
+ {\r
+ viewdist = check->transx;\r
+ closest = check;\r
+ }\r
+ }\r
+\r
+ if (closest == oldclosest)\r
+ return; // no more targets, all missed\r
+\r
+ //\r
+ // trace a line from player to enemey\r
+ //\r
+ if (CheckLine(closest))\r
+ break;\r
+\r
+ }\r
+\r
+//\r
+// hit something\r
+//\r
+ dx = abs(closest->tilex - player->tilex);\r
+ dy = abs(closest->tiley - player->tiley);\r
+ dist = dx>dy ? dx:dy;\r
+\r
+ if (dist<2)\r
+ damage = US_RndT() / 4;\r
+ else if (dist<4)\r
+ damage = US_RndT() / 6;\r
+ else\r
+ {\r
+ if ( (US_RndT() / 12) < dist) // missed\r
+ return;\r
+ damage = US_RndT() / 6;\r
+ }\r
+\r
+ DamageActor (closest,damage);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= VictorySpin\r
+=\r
+===============\r
+*/\r
+\r
+void VictorySpin (void)\r
+{\r
+ long desty;\r
+\r
+ if (player->angle > 270)\r
+ {\r
+ player->angle -= tics * 3;\r
+ if (player->angle < 270)\r
+ player->angle = 270;\r
+ }\r
+ else if (player->angle < 270)\r
+ {\r
+ player->angle += tics * 3;\r
+ if (player->angle > 270)\r
+ player->angle = 270;\r
+ }\r
+\r
+ desty = (((long)player->tiley-5)<<TILESHIFT)-0x3000;\r
+\r
+ if (player->y > desty)\r
+ {\r
+ player->y -= tics*4096;\r
+ if (player->y < desty)\r
+ player->y = desty;\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= T_Attack\r
+=\r
+===============\r
+*/\r
+\r
+void T_Attack (objtype *ob)\r
+{\r
+ struct atkinf *cur;\r
+\r
+ UpdateFace ();\r
+\r
+ if (gamestate.victoryflag) // watching the BJ actor\r
+ {\r
+ VictorySpin ();\r
+ return;\r
+ }\r
+\r
+ if ( buttonstate[bt_use] && !buttonheld[bt_use] )\r
+ buttonstate[bt_use] = false;\r
+\r
+ if ( buttonstate[bt_attack] && !buttonheld[bt_attack])\r
+ buttonstate[bt_attack] = false;\r
+\r
+ ControlMovement (ob);\r
+ if (gamestate.victoryflag) // watching the BJ actor\r
+ return;\r
+\r
+ plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned\r
+ pluy = player->y >> UNSIGNEDSHIFT;\r
+ player->tilex = player->x >> TILESHIFT; // scale to tile values\r
+ player->tiley = player->y >> TILESHIFT;\r
+\r
+//\r
+// change frame and fire\r
+//\r
+ gamestate.attackcount -= tics;\r
+ while (gamestate.attackcount <= 0)\r
+ {\r
+ cur = &attackinfo[gamestate.weapon][gamestate.attackframe];\r
+ switch (cur->attack)\r
+ {\r
+ case -1:\r
+ ob->state = &s_player;\r
+ if (!gamestate.ammo)\r
+ {\r
+ gamestate.weapon = wp_knife;\r
+ DrawWeapon ();\r
+ }\r
+ else\r
+ {\r
+ if (gamestate.weapon != gamestate.chosenweapon)\r
+ {\r
+ gamestate.weapon = gamestate.chosenweapon;\r
+ DrawWeapon ();\r
+ }\r
+ };\r
+ gamestate.attackframe = gamestate.weaponframe = 0;\r
+ return;\r
+\r
+ case 4:\r
+ if (!gamestate.ammo)\r
+ break;\r
+ if (buttonstate[bt_attack])\r
+ gamestate.attackframe -= 2;\r
+ case 1:\r
+ if (!gamestate.ammo)\r
+ { // can only happen with chain gun\r
+ gamestate.attackframe++;\r
+ break;\r
+ }\r
+ GunAttack (ob);\r
+ gamestate.ammo--;\r
+ DrawAmmo ();\r
+ break;\r
+\r
+ case 2:\r
+ KnifeAttack (ob);\r
+ break;\r
+\r
+ case 3:\r
+ if (gamestate.ammo && buttonstate[bt_attack])\r
+ gamestate.attackframe -= 2;\r
+ break;\r
+ }\r
+\r
+ gamestate.attackcount += cur->tics;\r
+ gamestate.attackframe++;\r
+ gamestate.weaponframe =\r
+ attackinfo[gamestate.weapon][gamestate.attackframe].frame;\r
+ }\r
+\r
+}\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===============\r
+=\r
+= T_Player\r
+=\r
+===============\r
+*/\r
+\r
+void T_Player (objtype *ob)\r
+{\r
+ if (gamestate.victoryflag) // watching the BJ actor\r
+ {\r
+ VictorySpin ();\r
+ return;\r
+ }\r
+\r
+ UpdateFace ();\r
+ CheckWeaponChange ();\r
+\r
+ if ( buttonstate[bt_use] )\r
+ Cmd_Use ();\r
+\r
+ if ( buttonstate[bt_attack] && !buttonheld[bt_attack])\r
+ Cmd_Fire ();\r
+\r
+ ControlMovement (ob);\r
+ if (gamestate.victoryflag) // watching the BJ actor\r
+ return;\r
+\r
+\r
+ plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned\r
+ pluy = player->y >> UNSIGNEDSHIFT;\r
+ player->tilex = player->x >> TILESHIFT; // scale to tile values\r
+ player->tiley = player->y >> TILESHIFT;\r
+}\r
+\r
+\r
--- /dev/null
+; JABHACK.ASM\r
+\r
+.386C\r
+IDEAL\r
+MODEL MEDIUM\r
+\r
+EXTRN LDIV@:far\r
+\r
+;============================================================================\r
+\r
+DATASEG\r
+\r
+;============================================================================\r
+\r
+CODESEG\r
+\r
+; Hacked up Juan Jimenez's code a bit to just return 386/not 386\r
+PROC _CheckIs386\r
+PUBLIC _CheckIs386\r
+\r
+;hack to never look for a 386, for benchmark comparisons of same code on all CPUs\r
+; pushf ; Save flag registers, we use them here\r
+; xor ax,ax ; Clear AX and...\r
+; push ax ; ...push it onto the stack\r
+; popf ; Pop 0 into flag registers (all bits to 0),\r
+; pushf ; attempting to set bits 12-15 of flags to 0's\r
+; pop ax ; Recover the save flags\r
+; and ax,08000h ; If bits 12-15 of flags are set to\r
+; cmp ax,08000h ; zero then it's 8088/86 or 80188/186\r
+; jz not386\r
+;\r
+; mov ax,07000h ; Try to set flag bits 12-14 to 1's\r
+; push ax ; Push the test value onto the stack\r
+; popf ; Pop it into the flag register\r
+; pushf ; Push it back onto the stack\r
+; pop ax ; Pop it into AX for check\r
+; and ax,07000h ; if bits 12-14 are cleared then\r
+; jz not386 ; the chip is an 80286\r
+;\r
+; mov ax,1 ; We now assume it's a 80386 or better\r
+; popf\r
+; retf\r
+;end benchmark hack\r
+\r
+not386:\r
+ xor ax,ax\r
+ popf\r
+ retf\r
+\r
+ ENDP\r
+\r
+\r
+PROC _jabhack2\r
+PUBLIC _jabhack2\r
+\r
+ push es\r
+\r
+ mov ax,seg LDIV@\r
+ mov es,ax\r
+ mov ax,9090h ;Two NOP's\r
+ mov [WORD FAR es:LDIV@],ax ;Patch over XOR AX,AX\r
+ mov [WORD FAR es:LDIV@+2],ax ;and over JMP SHORT COMMON\r
+\r
+ pop es\r
+ retf\r
+\r
+ ENDP\r
+\r
+ END\r
--- /dev/null
+//#define BETA\r
+#define YEAR 1992\r
+#define MONTH 9\r
+#define DAY 30\r
+\r
+#include "ID_HEADS.H"\r
+#include <MATH.H>\r
+#include <VALUES.H>\r
+\r
+#include "WL_MENU.H"\r
+\r
+#ifdef SPANISH\r
+#include "SPANISH.H"\r
+#else\r
+#include "FOREIGN.H"\r
+#endif\r
+\r
+#ifdef SPEAR\r
+#include "F_SPEAR.H"\r
+#endif\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MACROS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+#define COLORBORDER(color) asm{mov dx,STATUS_REGISTER_1;in al,dx;\\r
+ mov dx,ATR_INDEX;mov al,ATR_OVERSCAN;out dx,al;mov al,color;out dx,al;\\r
+ mov al,32;out dx,al};\r
+\r
+#define MAPSPOT(x,y,plane) (*(mapsegs[plane]+farmapylookup[y]+x))\r
+\r
+#define SIGN(x) ((x)>0?1:-1)\r
+#define ABS(x) ((int)(x)>0?(x):-(x))\r
+#define LABS(x) ((long)(x)>0?(x):-(x))\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define MAXACTORS 150 // max number of nazis, etc / map\r
+#define MAXSTATS 400 // max number of lamps, bonus, etc\r
+#define MAXDOORS 64 // max number of sliding doors\r
+#define MAXWALLTILES 64 // max number of wall tiles\r
+\r
+//\r
+// tile constants\r
+//\r
+\r
+#define ICONARROWS 90\r
+#define PUSHABLETILE 98\r
+#define EXITTILE 99 // at end of castle\r
+#define AREATILE 107 // first of NUMAREAS floor tiles\r
+#define NUMAREAS 37\r
+#define ELEVATORTILE 21\r
+#define AMBUSHTILE 106\r
+#define ALTELEVATORTILE 107\r
+\r
+#define NUMBERCHARS 9\r
+\r
+\r
+//----------------\r
+\r
+#define EXTRAPOINTS 40000\r
+\r
+#define PLAYERSPEED 3000\r
+#define RUNSPEED 6000\r
+\r
+#define SCREENSEG 0xa000\r
+\r
+#define SCREENBWIDE 80\r
+\r
+#define HEIGHTRATIO 0.50 // also defined in id_mm.c\r
+\r
+#define BORDERCOLOR 3\r
+#define FLASHCOLOR 5\r
+#define FLASHTICS 4\r
+\r
+\r
+#define PLAYERSIZE MINDIST // player radius\r
+#define MINACTORDIST 0x10000l // minimum dist from player center\r
+ // to any actor center\r
+\r
+#define NUMLATCHPICS 100\r
+\r
+\r
+#define PI 3.141592657\r
+\r
+#define GLOBAL1 (1l<<16)\r
+#define TILEGLOBAL GLOBAL1\r
+#define PIXGLOBAL (GLOBAL1/64)\r
+#define TILESHIFT 16l\r
+#define UNSIGNEDSHIFT 8\r
+\r
+#define ANGLES 360 // must be divisable by 4\r
+#define ANGLEQUAD (ANGLES/4)\r
+#define FINEANGLES 3600\r
+#define ANG90 (FINEANGLES/4)\r
+#define ANG180 (ANG90*2)\r
+#define ANG270 (ANG90*3)\r
+#define ANG360 (ANG90*4)\r
+#define VANG90 (ANGLES/4)\r
+#define VANG180 (VANG90*2)\r
+#define VANG270 (VANG90*3)\r
+#define VANG360 (VANG90*4)\r
+\r
+#define MINDIST (0x5800l)\r
+\r
+\r
+#define MAXSCALEHEIGHT 256 // largest scale on largest view\r
+\r
+#define MAXVIEWWIDTH 320\r
+\r
+#define MAPSIZE 64 // maps are 64*64 max\r
+#define NORTH 0\r
+#define EAST 1\r
+#define SOUTH 2\r
+#define WEST 3\r
+\r
+\r
+#define STATUSLINES 40\r
+\r
+#define SCREENSIZE (SCREENBWIDE*208)\r
+#define PAGE1START 0\r
+#define PAGE2START (SCREENSIZE)\r
+#define PAGE3START (SCREENSIZE*2u)\r
+#define FREESTART (SCREENSIZE*3u)\r
+\r
+\r
+#define PIXRADIUS 512\r
+\r
+#define STARTAMMO 8\r
+\r
+\r
+// object flag values\r
+\r
+#define FL_SHOOTABLE 1\r
+#define FL_BONUS 2\r
+#define FL_NEVERMARK 4\r
+#define FL_VISABLE 8\r
+#define FL_ATTACKMODE 16\r
+#define FL_FIRSTATTACK 32\r
+#define FL_AMBUSH 64\r
+#define FL_NONMARK 128\r
+\r
+\r
+//\r
+// sprite constants\r
+//\r
+\r
+enum {\r
+ SPR_DEMO,\r
+ SPR_DEATHCAM,\r
+//\r
+// static sprites\r
+//\r
+ SPR_STAT_0,SPR_STAT_1,SPR_STAT_2,SPR_STAT_3,\r
+ SPR_STAT_4,SPR_STAT_5,SPR_STAT_6,SPR_STAT_7,\r
+\r
+ SPR_STAT_8,SPR_STAT_9,SPR_STAT_10,SPR_STAT_11,\r
+ SPR_STAT_12,SPR_STAT_13,SPR_STAT_14,SPR_STAT_15,\r
+\r
+ SPR_STAT_16,SPR_STAT_17,SPR_STAT_18,SPR_STAT_19,\r
+ SPR_STAT_20,SPR_STAT_21,SPR_STAT_22,SPR_STAT_23,\r
+\r
+ SPR_STAT_24,SPR_STAT_25,SPR_STAT_26,SPR_STAT_27,\r
+ SPR_STAT_28,SPR_STAT_29,SPR_STAT_30,SPR_STAT_31,\r
+\r
+ SPR_STAT_32,SPR_STAT_33,SPR_STAT_34,SPR_STAT_35,\r
+ SPR_STAT_36,SPR_STAT_37,SPR_STAT_38,SPR_STAT_39,\r
+\r
+ SPR_STAT_40,SPR_STAT_41,SPR_STAT_42,SPR_STAT_43,\r
+ SPR_STAT_44,SPR_STAT_45,SPR_STAT_46,SPR_STAT_47,\r
+\r
+#ifdef SPEAR\r
+ SPR_STAT_48,SPR_STAT_49,SPR_STAT_50,SPR_STAT_51,\r
+#endif\r
+\r
+//\r
+// guard\r
+//\r
+ SPR_GRD_S_1,SPR_GRD_S_2,SPR_GRD_S_3,SPR_GRD_S_4,\r
+ SPR_GRD_S_5,SPR_GRD_S_6,SPR_GRD_S_7,SPR_GRD_S_8,\r
+\r
+ SPR_GRD_W1_1,SPR_GRD_W1_2,SPR_GRD_W1_3,SPR_GRD_W1_4,\r
+ SPR_GRD_W1_5,SPR_GRD_W1_6,SPR_GRD_W1_7,SPR_GRD_W1_8,\r
+\r
+ SPR_GRD_W2_1,SPR_GRD_W2_2,SPR_GRD_W2_3,SPR_GRD_W2_4,\r
+ SPR_GRD_W2_5,SPR_GRD_W2_6,SPR_GRD_W2_7,SPR_GRD_W2_8,\r
+\r
+ SPR_GRD_W3_1,SPR_GRD_W3_2,SPR_GRD_W3_3,SPR_GRD_W3_4,\r
+ SPR_GRD_W3_5,SPR_GRD_W3_6,SPR_GRD_W3_7,SPR_GRD_W3_8,\r
+\r
+ SPR_GRD_W4_1,SPR_GRD_W4_2,SPR_GRD_W4_3,SPR_GRD_W4_4,\r
+ SPR_GRD_W4_5,SPR_GRD_W4_6,SPR_GRD_W4_7,SPR_GRD_W4_8,\r
+\r
+ SPR_GRD_PAIN_1,SPR_GRD_DIE_1,SPR_GRD_DIE_2,SPR_GRD_DIE_3,\r
+ SPR_GRD_PAIN_2,SPR_GRD_DEAD,\r
+\r
+ SPR_GRD_SHOOT1,SPR_GRD_SHOOT2,SPR_GRD_SHOOT3,\r
+\r
+//\r
+// dogs\r
+//\r
+ SPR_DOG_W1_1,SPR_DOG_W1_2,SPR_DOG_W1_3,SPR_DOG_W1_4,\r
+ SPR_DOG_W1_5,SPR_DOG_W1_6,SPR_DOG_W1_7,SPR_DOG_W1_8,\r
+\r
+ SPR_DOG_W2_1,SPR_DOG_W2_2,SPR_DOG_W2_3,SPR_DOG_W2_4,\r
+ SPR_DOG_W2_5,SPR_DOG_W2_6,SPR_DOG_W2_7,SPR_DOG_W2_8,\r
+\r
+ SPR_DOG_W3_1,SPR_DOG_W3_2,SPR_DOG_W3_3,SPR_DOG_W3_4,\r
+ SPR_DOG_W3_5,SPR_DOG_W3_6,SPR_DOG_W3_7,SPR_DOG_W3_8,\r
+\r
+ SPR_DOG_W4_1,SPR_DOG_W4_2,SPR_DOG_W4_3,SPR_DOG_W4_4,\r
+ SPR_DOG_W4_5,SPR_DOG_W4_6,SPR_DOG_W4_7,SPR_DOG_W4_8,\r
+\r
+ SPR_DOG_DIE_1,SPR_DOG_DIE_2,SPR_DOG_DIE_3,SPR_DOG_DEAD,\r
+ SPR_DOG_JUMP1,SPR_DOG_JUMP2,SPR_DOG_JUMP3,\r
+\r
+\r
+\r
+//\r
+// ss\r
+//\r
+ SPR_SS_S_1,SPR_SS_S_2,SPR_SS_S_3,SPR_SS_S_4,\r
+ SPR_SS_S_5,SPR_SS_S_6,SPR_SS_S_7,SPR_SS_S_8,\r
+\r
+ SPR_SS_W1_1,SPR_SS_W1_2,SPR_SS_W1_3,SPR_SS_W1_4,\r
+ SPR_SS_W1_5,SPR_SS_W1_6,SPR_SS_W1_7,SPR_SS_W1_8,\r
+\r
+ SPR_SS_W2_1,SPR_SS_W2_2,SPR_SS_W2_3,SPR_SS_W2_4,\r
+ SPR_SS_W2_5,SPR_SS_W2_6,SPR_SS_W2_7,SPR_SS_W2_8,\r
+\r
+ SPR_SS_W3_1,SPR_SS_W3_2,SPR_SS_W3_3,SPR_SS_W3_4,\r
+ SPR_SS_W3_5,SPR_SS_W3_6,SPR_SS_W3_7,SPR_SS_W3_8,\r
+\r
+ SPR_SS_W4_1,SPR_SS_W4_2,SPR_SS_W4_3,SPR_SS_W4_4,\r
+ SPR_SS_W4_5,SPR_SS_W4_6,SPR_SS_W4_7,SPR_SS_W4_8,\r
+\r
+ SPR_SS_PAIN_1,SPR_SS_DIE_1,SPR_SS_DIE_2,SPR_SS_DIE_3,\r
+ SPR_SS_PAIN_2,SPR_SS_DEAD,\r
+\r
+ SPR_SS_SHOOT1,SPR_SS_SHOOT2,SPR_SS_SHOOT3,\r
+\r
+//\r
+// mutant\r
+//\r
+ SPR_MUT_S_1,SPR_MUT_S_2,SPR_MUT_S_3,SPR_MUT_S_4,\r
+ SPR_MUT_S_5,SPR_MUT_S_6,SPR_MUT_S_7,SPR_MUT_S_8,\r
+\r
+ SPR_MUT_W1_1,SPR_MUT_W1_2,SPR_MUT_W1_3,SPR_MUT_W1_4,\r
+ SPR_MUT_W1_5,SPR_MUT_W1_6,SPR_MUT_W1_7,SPR_MUT_W1_8,\r
+\r
+ SPR_MUT_W2_1,SPR_MUT_W2_2,SPR_MUT_W2_3,SPR_MUT_W2_4,\r
+ SPR_MUT_W2_5,SPR_MUT_W2_6,SPR_MUT_W2_7,SPR_MUT_W2_8,\r
+\r
+ SPR_MUT_W3_1,SPR_MUT_W3_2,SPR_MUT_W3_3,SPR_MUT_W3_4,\r
+ SPR_MUT_W3_5,SPR_MUT_W3_6,SPR_MUT_W3_7,SPR_MUT_W3_8,\r
+\r
+ SPR_MUT_W4_1,SPR_MUT_W4_2,SPR_MUT_W4_3,SPR_MUT_W4_4,\r
+ SPR_MUT_W4_5,SPR_MUT_W4_6,SPR_MUT_W4_7,SPR_MUT_W4_8,\r
+\r
+ SPR_MUT_PAIN_1,SPR_MUT_DIE_1,SPR_MUT_DIE_2,SPR_MUT_DIE_3,\r
+ SPR_MUT_PAIN_2,SPR_MUT_DIE_4,SPR_MUT_DEAD,\r
+\r
+ SPR_MUT_SHOOT1,SPR_MUT_SHOOT2,SPR_MUT_SHOOT3,SPR_MUT_SHOOT4,\r
+\r
+//\r
+// officer\r
+//\r
+ SPR_OFC_S_1,SPR_OFC_S_2,SPR_OFC_S_3,SPR_OFC_S_4,\r
+ SPR_OFC_S_5,SPR_OFC_S_6,SPR_OFC_S_7,SPR_OFC_S_8,\r
+\r
+ SPR_OFC_W1_1,SPR_OFC_W1_2,SPR_OFC_W1_3,SPR_OFC_W1_4,\r
+ SPR_OFC_W1_5,SPR_OFC_W1_6,SPR_OFC_W1_7,SPR_OFC_W1_8,\r
+\r
+ SPR_OFC_W2_1,SPR_OFC_W2_2,SPR_OFC_W2_3,SPR_OFC_W2_4,\r
+ SPR_OFC_W2_5,SPR_OFC_W2_6,SPR_OFC_W2_7,SPR_OFC_W2_8,\r
+\r
+ SPR_OFC_W3_1,SPR_OFC_W3_2,SPR_OFC_W3_3,SPR_OFC_W3_4,\r
+ SPR_OFC_W3_5,SPR_OFC_W3_6,SPR_OFC_W3_7,SPR_OFC_W3_8,\r
+\r
+ SPR_OFC_W4_1,SPR_OFC_W4_2,SPR_OFC_W4_3,SPR_OFC_W4_4,\r
+ SPR_OFC_W4_5,SPR_OFC_W4_6,SPR_OFC_W4_7,SPR_OFC_W4_8,\r
+\r
+ SPR_OFC_PAIN_1,SPR_OFC_DIE_1,SPR_OFC_DIE_2,SPR_OFC_DIE_3,\r
+ SPR_OFC_PAIN_2,SPR_OFC_DIE_4,SPR_OFC_DEAD,\r
+\r
+ SPR_OFC_SHOOT1,SPR_OFC_SHOOT2,SPR_OFC_SHOOT3,\r
+\r
+#ifndef SPEAR\r
+//\r
+// ghosts\r
+//\r
+ SPR_BLINKY_W1,SPR_BLINKY_W2,SPR_PINKY_W1,SPR_PINKY_W2,\r
+ SPR_CLYDE_W1,SPR_CLYDE_W2,SPR_INKY_W1,SPR_INKY_W2,\r
+\r
+//\r
+// hans\r
+//\r
+ SPR_BOSS_W1,SPR_BOSS_W2,SPR_BOSS_W3,SPR_BOSS_W4,\r
+ SPR_BOSS_SHOOT1,SPR_BOSS_SHOOT2,SPR_BOSS_SHOOT3,SPR_BOSS_DEAD,\r
+\r
+ SPR_BOSS_DIE1,SPR_BOSS_DIE2,SPR_BOSS_DIE3,\r
+\r
+//\r
+// schabbs\r
+//\r
+ SPR_SCHABB_W1,SPR_SCHABB_W2,SPR_SCHABB_W3,SPR_SCHABB_W4,\r
+ SPR_SCHABB_SHOOT1,SPR_SCHABB_SHOOT2,\r
+\r
+ SPR_SCHABB_DIE1,SPR_SCHABB_DIE2,SPR_SCHABB_DIE3,SPR_SCHABB_DEAD,\r
+ SPR_HYPO1,SPR_HYPO2,SPR_HYPO3,SPR_HYPO4,\r
+\r
+//\r
+// fake\r
+//\r
+ SPR_FAKE_W1,SPR_FAKE_W2,SPR_FAKE_W3,SPR_FAKE_W4,\r
+ SPR_FAKE_SHOOT,SPR_FIRE1,SPR_FIRE2,\r
+\r
+ SPR_FAKE_DIE1,SPR_FAKE_DIE2,SPR_FAKE_DIE3,SPR_FAKE_DIE4,\r
+ SPR_FAKE_DIE5,SPR_FAKE_DEAD,\r
+\r
+//\r
+// hitler\r
+//\r
+ SPR_MECHA_W1,SPR_MECHA_W2,SPR_MECHA_W3,SPR_MECHA_W4,\r
+ SPR_MECHA_SHOOT1,SPR_MECHA_SHOOT2,SPR_MECHA_SHOOT3,SPR_MECHA_DEAD,\r
+\r
+ SPR_MECHA_DIE1,SPR_MECHA_DIE2,SPR_MECHA_DIE3,\r
+\r
+ SPR_HITLER_W1,SPR_HITLER_W2,SPR_HITLER_W3,SPR_HITLER_W4,\r
+ SPR_HITLER_SHOOT1,SPR_HITLER_SHOOT2,SPR_HITLER_SHOOT3,SPR_HITLER_DEAD,\r
+\r
+ SPR_HITLER_DIE1,SPR_HITLER_DIE2,SPR_HITLER_DIE3,SPR_HITLER_DIE4,\r
+ SPR_HITLER_DIE5,SPR_HITLER_DIE6,SPR_HITLER_DIE7,\r
+\r
+//\r
+// giftmacher\r
+//\r
+ SPR_GIFT_W1,SPR_GIFT_W2,SPR_GIFT_W3,SPR_GIFT_W4,\r
+ SPR_GIFT_SHOOT1,SPR_GIFT_SHOOT2,\r
+\r
+ SPR_GIFT_DIE1,SPR_GIFT_DIE2,SPR_GIFT_DIE3,SPR_GIFT_DEAD,\r
+#endif\r
+//\r
+// Rocket, smoke and small explosion\r
+//\r
+ SPR_ROCKET_1,SPR_ROCKET_2,SPR_ROCKET_3,SPR_ROCKET_4,\r
+ SPR_ROCKET_5,SPR_ROCKET_6,SPR_ROCKET_7,SPR_ROCKET_8,\r
+\r
+ SPR_SMOKE_1,SPR_SMOKE_2,SPR_SMOKE_3,SPR_SMOKE_4,\r
+ SPR_BOOM_1,SPR_BOOM_2,SPR_BOOM_3,\r
+\r
+//\r
+// Angel of Death's DeathSparks(tm)\r
+//\r
+#ifdef SPEAR\r
+ SPR_HROCKET_1,SPR_HROCKET_2,SPR_HROCKET_3,SPR_HROCKET_4,\r
+ SPR_HROCKET_5,SPR_HROCKET_6,SPR_HROCKET_7,SPR_HROCKET_8,\r
+\r
+ SPR_HSMOKE_1,SPR_HSMOKE_2,SPR_HSMOKE_3,SPR_HSMOKE_4,\r
+ SPR_HBOOM_1,SPR_HBOOM_2,SPR_HBOOM_3,\r
+\r
+ SPR_SPARK1,SPR_SPARK2,SPR_SPARK3,SPR_SPARK4,\r
+#endif\r
+\r
+#ifndef SPEAR\r
+//\r
+// gretel\r
+//\r
+ SPR_GRETEL_W1,SPR_GRETEL_W2,SPR_GRETEL_W3,SPR_GRETEL_W4,\r
+ SPR_GRETEL_SHOOT1,SPR_GRETEL_SHOOT2,SPR_GRETEL_SHOOT3,SPR_GRETEL_DEAD,\r
+\r
+ SPR_GRETEL_DIE1,SPR_GRETEL_DIE2,SPR_GRETEL_DIE3,\r
+\r
+//\r
+// fat face\r
+//\r
+ SPR_FAT_W1,SPR_FAT_W2,SPR_FAT_W3,SPR_FAT_W4,\r
+ SPR_FAT_SHOOT1,SPR_FAT_SHOOT2,SPR_FAT_SHOOT3,SPR_FAT_SHOOT4,\r
+\r
+ SPR_FAT_DIE1,SPR_FAT_DIE2,SPR_FAT_DIE3,SPR_FAT_DEAD,\r
+\r
+//\r
+// bj\r
+//\r
+ SPR_BJ_W1,SPR_BJ_W2,SPR_BJ_W3,SPR_BJ_W4,\r
+ SPR_BJ_JUMP1,SPR_BJ_JUMP2,SPR_BJ_JUMP3,SPR_BJ_JUMP4,\r
+#else\r
+//\r
+// THESE ARE FOR 'SPEAR OF DESTINY'\r
+//\r
+\r
+//\r
+// Trans Grosse\r
+//\r
+ SPR_TRANS_W1,SPR_TRANS_W2,SPR_TRANS_W3,SPR_TRANS_W4,\r
+ SPR_TRANS_SHOOT1,SPR_TRANS_SHOOT2,SPR_TRANS_SHOOT3,SPR_TRANS_DEAD,\r
+\r
+ SPR_TRANS_DIE1,SPR_TRANS_DIE2,SPR_TRANS_DIE3,\r
+\r
+//\r
+// Wilhelm\r
+//\r
+ SPR_WILL_W1,SPR_WILL_W2,SPR_WILL_W3,SPR_WILL_W4,\r
+ SPR_WILL_SHOOT1,SPR_WILL_SHOOT2,SPR_WILL_SHOOT3,SPR_WILL_SHOOT4,\r
+\r
+ SPR_WILL_DIE1,SPR_WILL_DIE2,SPR_WILL_DIE3,SPR_WILL_DEAD,\r
+\r
+//\r
+// UberMutant\r
+//\r
+ SPR_UBER_W1,SPR_UBER_W2,SPR_UBER_W3,SPR_UBER_W4,\r
+ SPR_UBER_SHOOT1,SPR_UBER_SHOOT2,SPR_UBER_SHOOT3,SPR_UBER_SHOOT4,\r
+\r
+ SPR_UBER_DIE1,SPR_UBER_DIE2,SPR_UBER_DIE3,SPR_UBER_DIE4,\r
+ SPR_UBER_DEAD,\r
+\r
+//\r
+// Death Knight\r
+//\r
+ SPR_DEATH_W1,SPR_DEATH_W2,SPR_DEATH_W3,SPR_DEATH_W4,\r
+ SPR_DEATH_SHOOT1,SPR_DEATH_SHOOT2,SPR_DEATH_SHOOT3,SPR_DEATH_SHOOT4,\r
+\r
+ SPR_DEATH_DIE1,SPR_DEATH_DIE2,SPR_DEATH_DIE3,SPR_DEATH_DIE4,\r
+ SPR_DEATH_DIE5,SPR_DEATH_DIE6,SPR_DEATH_DEAD,\r
+\r
+//\r
+// Ghost\r
+//\r
+ SPR_SPECTRE_W1,SPR_SPECTRE_W2,SPR_SPECTRE_W3,SPR_SPECTRE_W4,\r
+ SPR_SPECTRE_F1,SPR_SPECTRE_F2,SPR_SPECTRE_F3,SPR_SPECTRE_F4,\r
+\r
+//\r
+// Angel of Death\r
+//\r
+ SPR_ANGEL_W1,SPR_ANGEL_W2,SPR_ANGEL_W3,SPR_ANGEL_W4,\r
+ SPR_ANGEL_SHOOT1,SPR_ANGEL_SHOOT2,SPR_ANGEL_TIRED1,SPR_ANGEL_TIRED2,\r
+\r
+ SPR_ANGEL_DIE1,SPR_ANGEL_DIE2,SPR_ANGEL_DIE3,SPR_ANGEL_DIE4,\r
+ SPR_ANGEL_DIE5,SPR_ANGEL_DIE6,SPR_ANGEL_DIE7,SPR_ANGEL_DEAD,\r
+\r
+#endif\r
+\r
+//\r
+// player attack frames\r
+//\r
+ SPR_KNIFEREADY,SPR_KNIFEATK1,SPR_KNIFEATK2,SPR_KNIFEATK3,\r
+ SPR_KNIFEATK4,\r
+\r
+ SPR_PISTOLREADY,SPR_PISTOLATK1,SPR_PISTOLATK2,SPR_PISTOLATK3,\r
+ SPR_PISTOLATK4,\r
+\r
+ SPR_MACHINEGUNREADY,SPR_MACHINEGUNATK1,SPR_MACHINEGUNATK2,MACHINEGUNATK3,\r
+ SPR_MACHINEGUNATK4,\r
+\r
+ SPR_CHAINREADY,SPR_CHAINATK1,SPR_CHAINATK2,SPR_CHAINATK3,\r
+ SPR_CHAINATK4,\r
+\r
+ };\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL TYPES\r
+\r
+=============================================================================\r
+*/\r
+\r
+typedef long fixed;\r
+\r
+typedef enum {\r
+ di_north,\r
+ di_east,\r
+ di_south,\r
+ di_west\r
+} controldir_t;\r
+\r
+typedef enum {\r
+ dr_normal,\r
+ dr_lock1,\r
+ dr_lock2,\r
+ dr_lock3,\r
+ dr_lock4,\r
+ dr_elevator\r
+} door_t;\r
+\r
+typedef enum {\r
+ ac_badobject = -1,\r
+ ac_no,\r
+ ac_yes,\r
+ ac_allways\r
+} activetype;\r
+\r
+typedef enum {\r
+ nothing,\r
+ playerobj,\r
+ inertobj,\r
+ guardobj,\r
+ officerobj,\r
+ ssobj,\r
+ dogobj,\r
+ bossobj,\r
+ schabbobj,\r
+ fakeobj,\r
+ mechahitlerobj,\r
+ mutantobj,\r
+ needleobj,\r
+ fireobj,\r
+ bjobj,\r
+ ghostobj,\r
+ realhitlerobj,\r
+ gretelobj,\r
+ giftobj,\r
+ fatobj,\r
+ rocketobj,\r
+\r
+ spectreobj,\r
+ angelobj,\r
+ transobj,\r
+ uberobj,\r
+ willobj,\r
+ deathobj,\r
+ hrocketobj,\r
+ sparkobj\r
+} classtype;\r
+\r
+typedef enum {\r
+ dressing,\r
+ block,\r
+ bo_gibs,\r
+ bo_alpo,\r
+ bo_firstaid,\r
+ bo_key1,\r
+ bo_key2,\r
+ bo_key3,\r
+ bo_key4,\r
+ bo_cross,\r
+ bo_chalice,\r
+ bo_bible,\r
+ bo_crown,\r
+ bo_clip,\r
+ bo_clip2,\r
+ bo_machinegun,\r
+ bo_chaingun,\r
+ bo_food,\r
+ bo_fullheal,\r
+ bo_25clip,\r
+ bo_spear\r
+} stat_t;\r
+\r
+typedef enum {\r
+ east,\r
+ northeast,\r
+ north,\r
+ northwest,\r
+ west,\r
+ southwest,\r
+ south,\r
+ southeast,\r
+ nodir\r
+} dirtype;\r
+\r
+\r
+#define NUMENEMIES 22\r
+typedef enum {\r
+ en_guard,\r
+ en_officer,\r
+ en_ss,\r
+ en_dog,\r
+ en_boss,\r
+ en_schabbs,\r
+ en_fake,\r
+ en_hitler,\r
+ en_mutant,\r
+ en_blinky,\r
+ en_clyde,\r
+ en_pinky,\r
+ en_inky,\r
+ en_gretel,\r
+ en_gift,\r
+ en_fat,\r
+ en_spectre,\r
+ en_angel,\r
+ en_trans,\r
+ en_uber,\r
+ en_will,\r
+ en_death\r
+} enemy_t;\r
+\r
+\r
+typedef struct statestruct\r
+{\r
+ boolean rotate;\r
+ int shapenum; // a shapenum of -1 means get from ob->temp1\r
+ int tictime;\r
+ void (*think) (),(*action) ();\r
+ struct statestruct *next;\r
+} statetype;\r
+\r
+\r
+//---------------------\r
+//\r
+// trivial actor structure\r
+//\r
+//---------------------\r
+\r
+typedef struct statstruct\r
+{\r
+ byte tilex,tiley;\r
+ byte *visspot;\r
+ int shapenum; // if shapenum == -1 the obj has been removed\r
+ byte flags;\r
+ byte itemnumber;\r
+} statobj_t;\r
+\r
+\r
+//---------------------\r
+//\r
+// door actor structure\r
+//\r
+//---------------------\r
+\r
+typedef struct doorstruct\r
+{\r
+ byte tilex,tiley;\r
+ boolean vertical;\r
+ byte lock;\r
+ enum {dr_open,dr_closed,dr_opening,dr_closing} action;\r
+ int ticcount;\r
+} doorobj_t;\r
+\r
+\r
+//--------------------\r
+//\r
+// thinking actor structure\r
+//\r
+//--------------------\r
+\r
+typedef struct objstruct\r
+{\r
+ activetype active;\r
+ int ticcount;\r
+ classtype obclass;\r
+ statetype *state;\r
+\r
+ byte flags; // FL_SHOOTABLE, etc\r
+\r
+ long distance; // if negative, wait for that door to open\r
+ dirtype dir;\r
+\r
+ fixed x,y;\r
+ unsigned tilex,tiley;\r
+ byte areanumber;\r
+\r
+ int viewx;\r
+ unsigned viewheight;\r
+ fixed transx,transy; // in global coord\r
+\r
+ int angle;\r
+ int hitpoints;\r
+ long speed;\r
+\r
+ int temp1,temp2,temp3;\r
+ struct objstruct *next,*prev;\r
+} objtype;\r
+\r
+\r
+#define NUMBUTTONS 8\r
+enum {\r
+ bt_nobutton=-1,\r
+ bt_attack=0,\r
+ bt_strafe,\r
+ bt_run,\r
+ bt_use,\r
+ bt_readyknife,\r
+ bt_readypistol,\r
+ bt_readymachinegun,\r
+ bt_readychaingun\r
+};\r
+\r
+\r
+#define NUMWEAPONS 5\r
+typedef enum {\r
+ wp_knife,\r
+ wp_pistol,\r
+ wp_machinegun,\r
+ wp_chaingun\r
+} weapontype;\r
+\r
+\r
+typedef enum {\r
+ gd_baby,\r
+ gd_easy,\r
+ gd_medium,\r
+ gd_hard\r
+};\r
+\r
+//---------------\r
+//\r
+// gamestate structure\r
+//\r
+//---------------\r
+\r
+typedef struct\r
+{\r
+ int difficulty;\r
+ int mapon;\r
+ long oldscore,score,nextextra;\r
+ int lives;\r
+ int health;\r
+ int ammo;\r
+ int keys;\r
+ weapontype bestweapon,weapon,chosenweapon;\r
+\r
+ int faceframe;\r
+ int attackframe,attackcount,weaponframe;\r
+\r
+ int episode,secretcount,treasurecount,killcount,\r
+ secrettotal,treasuretotal,killtotal;\r
+ long TimeCount;\r
+ long killx,killy;\r
+ boolean victoryflag; // set during victory animations\r
+} gametype;\r
+\r
+\r
+typedef enum {\r
+ ex_stillplaying,\r
+ ex_completed,\r
+ ex_died,\r
+ ex_warped,\r
+ ex_resetgame,\r
+ ex_loadedgame,\r
+ ex_victorious,\r
+ ex_abort,\r
+ ex_demodone,\r
+ ex_secretlevel\r
+} exit_t;\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_MAIN DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern boolean MS_CheckParm (char far *string);\r
+\r
+extern char str[80],str2[20];\r
+extern int tedlevelnum;\r
+extern boolean tedlevel;\r
+extern boolean nospr;\r
+extern boolean IsA386;\r
+\r
+extern byte far *scalermemory;\r
+\r
+extern fixed focallength;\r
+extern unsigned viewangles;\r
+extern unsigned screenofs;\r
+extern int viewwidth;\r
+extern int viewheight;\r
+extern int centerx;\r
+extern int shootdelta;\r
+\r
+extern int dirangle[9];\r
+\r
+extern boolean startgame,loadedgame,virtualreality;\r
+extern int mouseadjustment;\r
+//\r
+// math tables\r
+//\r
+extern int pixelangle[MAXVIEWWIDTH];\r
+extern long far finetangent[FINEANGLES/4];\r
+extern fixed far sintable[],far *costable;\r
+\r
+//\r
+// derived constants\r
+//\r
+extern fixed scale,maxslope;\r
+extern long heightnumerator;\r
+extern int minheightdiv;\r
+\r
+extern char configname[13];\r
+\r
+\r
+\r
+void HelpScreens (void);\r
+void OrderingInfo (void);\r
+void TEDDeath(void);\r
+void Quit (char *error);\r
+void CalcProjection (long focal);\r
+boolean SetViewSize (unsigned width, unsigned height);\r
+void NewGame (int difficulty,int episode);\r
+void NewViewSize (int width);\r
+boolean LoadTheGame(int file,int x,int y);\r
+boolean SaveTheGame(int file,int x,int y);\r
+void ShowViewSize (int width);\r
+void ShutdownId (void);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_GAME DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+extern boolean ingame,fizzlein;\r
+extern unsigned latchpics[NUMLATCHPICS];\r
+extern gametype gamestate;\r
+extern int doornum;\r
+\r
+extern char demoname[13];\r
+\r
+extern long spearx,speary;\r
+extern unsigned spearangle;\r
+extern boolean spearflag;\r
+\r
+\r
+void DrawPlayBorder (void);\r
+void ScanInfoPlane (void);\r
+void SetupGameLevel (void);\r
+void NormalScreen (void);\r
+void DrawPlayScreen (void);\r
+void FizzleOut (void);\r
+void GameLoop (void);\r
+void ClearMemory (void);\r
+void PlayDemo (int demonumber);\r
+void RecordDemo (void);\r
+void DrawAllPlayBorder (void);\r
+void DrawHighScores(void);\r
+void DrawAllPlayBorderSides (void);\r
+\r
+\r
+// JAB\r
+#define PlaySoundLocTile(s,tx,ty) PlaySoundLocGlobal(s,(((long)(tx) << TILESHIFT) + (1L << (TILESHIFT - 1))),(((long)ty << TILESHIFT) + (1L << (TILESHIFT - 1))))\r
+#define PlaySoundLocActor(s,ob) PlaySoundLocGlobal(s,(ob)->x,(ob)->y)\r
+void PlaySoundLocGlobal(word s,fixed gx,fixed gy);\r
+void UpdateSoundLoc(void);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_PLAY DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#ifdef SPEAR\r
+extern long funnyticount; // FOR FUNNY BJ FACE\r
+#endif\r
+\r
+extern exit_t playstate;\r
+\r
+extern boolean madenoise;\r
+\r
+extern objtype objlist[MAXACTORS],*new,*obj,*player,*lastobj,\r
+ *objfreelist,*killerobj;\r
+extern statobj_t statobjlist[MAXSTATS],*laststatobj;\r
+extern doorobj_t doorobjlist[MAXDOORS],*lastdoorobj;\r
+\r
+extern unsigned farmapylookup[MAPSIZE];\r
+extern byte *nearmapylookup[MAPSIZE];\r
+\r
+extern byte tilemap[MAPSIZE][MAPSIZE]; // wall values only\r
+extern byte spotvis[MAPSIZE][MAPSIZE];\r
+extern objtype *actorat[MAPSIZE][MAPSIZE];\r
+\r
+#define UPDATESIZE (UPDATEWIDE*UPDATEHIGH)\r
+extern byte update[UPDATESIZE];\r
+\r
+extern boolean singlestep,godmode,noclip;\r
+extern int extravbls;\r
+\r
+//\r
+// control info\r
+//\r
+extern boolean mouseenabled,joystickenabled,joypadenabled,joystickprogressive;\r
+extern int joystickport;\r
+extern int dirscan[4];\r
+extern int buttonscan[NUMBUTTONS];\r
+extern int buttonmouse[4];\r
+extern int buttonjoy[4];\r
+\r
+extern boolean buttonheld[NUMBUTTONS];\r
+\r
+extern int viewsize;\r
+\r
+//\r
+// curent user input\r
+//\r
+extern int controlx,controly; // range from -100 to 100\r
+extern boolean buttonstate[NUMBUTTONS];\r
+\r
+extern boolean demorecord,demoplayback;\r
+extern char far *demoptr, far *lastdemoptr;\r
+extern memptr demobuffer;\r
+\r
+\r
+\r
+void InitRedShifts (void);\r
+void FinishPaletteShifts (void);\r
+\r
+void CenterWindow(word w,word h);\r
+void InitActorList (void);\r
+void GetNewActor (void);\r
+void RemoveObj (objtype *gone);\r
+void PollControls (void);\r
+void StopMusic(void);\r
+void StartMusic(void);\r
+void PlayLoop (void);\r
+void StartDamageFlash (int damage);\r
+void StartBonusFlash (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_INTER\r
+\r
+=============================================================================\r
+*/\r
+\r
+void IntroScreen (void);\r
+void PreloadGraphics(void);\r
+void LevelCompleted (void);\r
+void CheckHighScore (long score,word other);\r
+void Victory (void);\r
+void ClearSplitVWB (void);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_DEBUG\r
+\r
+=============================================================================\r
+*/\r
+\r
+int DebugKeys (void);\r
+void PicturePause (void);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_DRAW DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern unsigned screenloc[3];\r
+extern unsigned freelatch;\r
+\r
+extern long lasttimecount;\r
+extern long frameon;\r
+extern boolean fizzlein;\r
+\r
+extern unsigned wallheight[MAXVIEWWIDTH];\r
+\r
+extern fixed tileglobal;\r
+extern fixed focallength;\r
+extern fixed mindist;\r
+\r
+//\r
+// math tables\r
+//\r
+extern int pixelangle[MAXVIEWWIDTH];\r
+extern long far finetangent[FINEANGLES/4];\r
+extern fixed far sintable[],far *costable;\r
+\r
+//\r
+// derived constants\r
+//\r
+extern fixed scale;\r
+extern long heightnumerator,mindist;\r
+\r
+//\r
+// refresh variables\r
+//\r
+extern fixed viewx,viewy; // the focal point\r
+extern int viewangle;\r
+extern fixed viewsin,viewcos;\r
+\r
+extern long postsource;\r
+extern unsigned postx;\r
+extern unsigned postwidth;\r
+\r
+\r
+extern int horizwall[],vertwall[];\r
+\r
+extern unsigned pwallpos;\r
+\r
+\r
+fixed FixedByFrac (fixed a, fixed b);\r
+void TransformActor (objtype *ob);\r
+void BuildTables (void);\r
+void ClearScreen (void);\r
+int CalcRotate (objtype *ob);\r
+void DrawScaleds (void);\r
+void CalcTics (void);\r
+void FixOfs (void);\r
+void ThreeDRefresh (void);\r
+void FarScalePost (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_STATE DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+#define TURNTICS 10\r
+#define SPDPATROL 512\r
+#define SPDDOG 1500\r
+\r
+\r
+extern dirtype opposite[9];\r
+extern dirtype diagonal[9][9];\r
+\r
+\r
+void InitHitRect (objtype *ob, unsigned radius);\r
+void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state);\r
+void NewState (objtype *ob, statetype *state);\r
+\r
+boolean TryWalk (objtype *ob);\r
+void SelectChaseDir (objtype *ob);\r
+void SelectDodgeDir (objtype *ob);\r
+void SelectRunDir (objtype *ob);\r
+void MoveObj (objtype *ob, long move);\r
+boolean SightPlayer (objtype *ob);\r
+\r
+void KillActor (objtype *ob);\r
+void DamageActor (objtype *ob, unsigned damage);\r
+\r
+boolean CheckLine (objtype *ob);\r
+boolean CheckSight (objtype *ob);\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_SCALE DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+#define COMPSCALECODESTART (65*4) // offset to start of code in comp scaler\r
+\r
+typedef struct\r
+{\r
+ unsigned codeofs[65];\r
+ unsigned width[65];\r
+ byte code[];\r
+} t_compscale;\r
+\r
+typedef struct\r
+{\r
+ unsigned leftpix,rightpix;\r
+ unsigned dataofs[64];\r
+// table data after dataofs[rightpix-leftpix+1]\r
+} t_compshape;\r
+\r
+\r
+extern t_compscale _seg *scaledirectory[MAXSCALEHEIGHT+1];\r
+extern long fullscalefarcall[MAXSCALEHEIGHT+1];\r
+\r
+extern byte bitmasks1[8][8];\r
+extern byte bitmasks2[8][8];\r
+extern unsigned wordmasks[8][8];\r
+\r
+extern byte mapmasks1[4][8];\r
+extern byte mapmasks2[4][8];\r
+extern byte mapmasks3[4][8];\r
+\r
+extern int maxscale,maxscaleshl2;\r
+\r
+extern boolean insetupscaling;\r
+\r
+void SetupScaling (int maxscaleheight);\r
+void ScaleShape (int xcenter, int shapenum, unsigned height);\r
+void SimpleScaleShape (int xcenter, int shapenum, unsigned height);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_AGENT DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+//\r
+// player state info\r
+//\r
+extern boolean running;\r
+extern long thrustspeed;\r
+extern unsigned plux,pluy; // player coordinates scaled to unsigned\r
+\r
+extern int anglefrac;\r
+extern int facecount;\r
+\r
+void SpawnPlayer (int tilex, int tiley, int dir);\r
+void DrawFace (void);\r
+void DrawHealth (void);\r
+void TakeDamage (int points,objtype *attacker);\r
+void HealSelf (int points);\r
+void DrawLevel (void);\r
+void DrawLives (void);\r
+void GiveExtraMan (void);\r
+void DrawScore (void);\r
+void GivePoints (long points);\r
+void DrawWeapon (void);\r
+void DrawKeys (void);\r
+void GiveWeapon (int weapon);\r
+void DrawAmmo (void);\r
+void GiveAmmo (int ammo);\r
+void GiveKey (int key);\r
+void GetBonus (statobj_t *check);\r
+\r
+void Thrust (int angle, long speed);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_ACT1 DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern doorobj_t doorobjlist[MAXDOORS],*lastdoorobj;\r
+extern int doornum;\r
+\r
+extern unsigned doorposition[MAXDOORS],pwallstate;\r
+\r
+extern byte far areaconnect[NUMAREAS][NUMAREAS];\r
+\r
+extern boolean areabyplayer[NUMAREAS];\r
+\r
+extern unsigned pwallstate;\r
+extern unsigned pwallpos; // amount a pushable wall has been moved (0-63)\r
+extern unsigned pwallx,pwally;\r
+extern int pwalldir;\r
+\r
+\r
+void InitDoorList (void);\r
+void InitStaticList (void);\r
+void SpawnStatic (int tilex, int tiley, int type);\r
+void SpawnDoor (int tilex, int tiley, boolean vertical, int lock);\r
+void MoveDoors (void);\r
+void MovePWalls (void);\r
+void OpenDoor (int door);\r
+void PlaceItemType (int itemtype, int tilex, int tiley);\r
+void PushWall (int checkx, int checky, int dir);\r
+void OperateDoor (int door);\r
+void InitAreas (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_ACT2 DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define s_nakedbody s_static10\r
+\r
+extern statetype s_grddie1;\r
+extern statetype s_dogdie1;\r
+extern statetype s_ofcdie1;\r
+extern statetype s_mutdie1;\r
+extern statetype s_ssdie1;\r
+extern statetype s_bossdie1;\r
+extern statetype s_schabbdie1;\r
+extern statetype s_fakedie1;\r
+extern statetype s_mechadie1;\r
+extern statetype s_hitlerdie1;\r
+extern statetype s_greteldie1;\r
+extern statetype s_giftdie1;\r
+extern statetype s_fatdie1;\r
+\r
+extern statetype s_spectredie1;\r
+extern statetype s_angeldie1;\r
+extern statetype s_transdie0;\r
+extern statetype s_uberdie0;\r
+extern statetype s_willdie1;\r
+extern statetype s_deathdie1;\r
+\r
+\r
+extern statetype s_grdchase1;\r
+extern statetype s_dogchase1;\r
+extern statetype s_ofcchase1;\r
+extern statetype s_sschase1;\r
+extern statetype s_mutchase1;\r
+extern statetype s_bosschase1;\r
+extern statetype s_schabbchase1;\r
+extern statetype s_fakechase1;\r
+extern statetype s_mechachase1;\r
+extern statetype s_gretelchase1;\r
+extern statetype s_giftchase1;\r
+extern statetype s_fatchase1;\r
+\r
+extern statetype s_spectrechase1;\r
+extern statetype s_angelchase1;\r
+extern statetype s_transchase1;\r
+extern statetype s_uberchase1;\r
+extern statetype s_willchase1;\r
+extern statetype s_deathchase1;\r
+\r
+extern statetype s_blinkychase1;\r
+extern statetype s_hitlerchase1;\r
+\r
+extern statetype s_grdpain;\r
+extern statetype s_grdpain1;\r
+extern statetype s_ofcpain;\r
+extern statetype s_ofcpain1;\r
+extern statetype s_sspain;\r
+extern statetype s_sspain1;\r
+extern statetype s_mutpain;\r
+extern statetype s_mutpain1;\r
+\r
+extern statetype s_deathcam;\r
+\r
+extern statetype s_schabbdeathcam2;\r
+extern statetype s_hitlerdeathcam2;\r
+extern statetype s_giftdeathcam2;\r
+extern statetype s_fatdeathcam2;\r
+\r
+void SpawnStand (enemy_t which, int tilex, int tiley, int dir);\r
+void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir);\r
+void KillActor (objtype *ob);\r
+\r
+void US_ControlPanel(byte);\r
+\r
+void SpawnDeadGuard (int tilex, int tiley);\r
+void SpawnBoss (int tilex, int tiley);\r
+void SpawnGretel (int tilex, int tiley);\r
+void SpawnTrans (int tilex, int tiley);\r
+void SpawnUber (int tilex, int tiley);\r
+void SpawnWill (int tilex, int tiley);\r
+void SpawnDeath (int tilex, int tiley);\r
+void SpawnAngel (int tilex, int tiley);\r
+void SpawnSpectre (int tilex, int tiley);\r
+void SpawnGhosts (int which, int tilex, int tiley);\r
+void SpawnSchabbs (int tilex, int tiley);\r
+void SpawnGift (int tilex, int tiley);\r
+void SpawnFat (int tilex, int tiley);\r
+void SpawnFakeHitler (int tilex, int tiley);\r
+void SpawnHitler (int tilex, int tiley);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WL_TEXT DEFINITIONS\r
+\r
+=============================================================================\r
+*/\r
+\r
+extern char helpfilename[],endfilename[];\r
+\r
+extern void HelpScreens(void);\r
+extern void EndText(void);\r
--- /dev/null
+ IDEAL\r
+ MODEL MEDIUM,C\r
+ P286\r
+\r
+SCREENSEG = 0a000h\r
+\r
+FINEANGLES = 3600\r
+DEG90 = 900\r
+DEG180 = 1800\r
+DEG270 = 2700\r
+DEG360 = 3600\r
+\r
+OP_JLE = 07eh\r
+OP_JGE = 07dh\r
+\r
+EXTRN finetangent:DWORD ; far array, starts at offset 0\r
+\r
+EXTRN HitHorizWall:FAR\r
+EXTRN HitVertWall:FAR\r
+EXTRN HitHorizDoor:FAR\r
+EXTRN HitVertDoor:FAR\r
+EXTRN HitHorizPWall:FAR\r
+EXTRN HitVertPWall:FAR\r
+\r
+\r
+DATASEG\r
+\r
+EXTRN viewwidth:WORD\r
+\r
+EXTRN tilemap:BYTE\r
+EXTRN spotvis:BYTE\r
+EXTRN pixelangle:WORD\r
+\r
+\r
+EXTRN midangle:WORD\r
+EXTRN angle:WORD\r
+\r
+EXTRN focaltx:WORD\r
+EXTRN focalty:WORD\r
+EXTRN viewtx:WORD\r
+EXTRN viewty:WORD\r
+EXTRN viewx:DWORD\r
+EXTRN viewy:DWORD\r
+\r
+EXTRN xpartialup:WORD\r
+EXTRN ypartialup:WORD\r
+EXTRN xpartialdown:WORD\r
+EXTRN ypartialdown:WORD\r
+\r
+EXTRN tilehit:WORD\r
+EXTRN pixx:WORD\r
+EXTRN wallheight:WORD ; array of VIEWWIDTH entries\r
+\r
+EXTRN xtile:WORD\r
+EXTRN ytile:WORD\r
+EXTRN xtilestep:WORD\r
+EXTRN ytilestep:WORD\r
+EXTRN xintercept:DWORD\r
+EXTRN yintercept:DWORD\r
+EXTRN xstep:DWORD\r
+EXTRN ystep:DWORD\r
+\r
+EXTRN doorposition:WORD ; table of door position values\r
+\r
+\r
+EXTRN pwallpos:WORD ; amound a pushable wall has been moved\r
+\r
+CODESEG\r
+\r
+;-------------------\r
+;\r
+; xpartialbyystep\r
+;\r
+; multiplies long [ystep] (possibly negative), by word [xpartial] (in BX)\r
+;\r
+; returns dx:ax\r
+; trashes bx,cx,di\r
+;\r
+;-------------------\r
+\r
+PROC xpartialbyystep NEAR\r
+;\r
+; setup\r
+;\r
+ mov ax,[WORD ystep]\r
+ mov cx,[WORD ystep+2]\r
+ or cx,cx ; is ystep negatice?\r
+ jns @@multpos\r
+;\r
+; multiply negative cx:ax by bx\r
+;\r
+ neg cx\r
+ neg ax\r
+ sbb cx,0\r
+\r
+ mul bx ; fraction*fraction\r
+ mov di,dx ; di is low word of result\r
+ mov ax,cx ;\r
+ mul bx ; units*fraction\r
+ add ax,di\r
+ adc dx,0\r
+\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0\r
+ ret\r
+;\r
+; multiply positive cx:ax by bx\r
+;\r
+EVEN\r
+@@multpos:\r
+ mul bx ; fraction*fraction\r
+ mov di,dx ; di is low word of result\r
+ mov ax,cx ;\r
+ mul bx ; units*fraction\r
+ add ax,di\r
+ adc dx,0\r
+\r
+ ret\r
+\r
+ENDP\r
+\r
+\r
+\r
+;-------------------\r
+;\r
+; ypartialbyxstep\r
+;\r
+; multiplies long [xstep] (possibly negative), by word [ypartial] (in BP)\r
+;\r
+; returns dx:ax\r
+; trashes cx,di,bp\r
+;\r
+;-------------------\r
+\r
+PROC ypartialbyxstep NEAR\r
+;\r
+; setup\r
+;\r
+ mov ax,[WORD xstep]\r
+ mov cx,[WORD xstep+2]\r
+ or cx,cx ; is ystep negatice?\r
+ jns @@multpos\r
+;\r
+; multiply negative cx:ax by bx\r
+;\r
+ neg cx\r
+ neg ax\r
+ sbb cx,0\r
+\r
+ mul bp ; fraction*fraction\r
+ mov di,dx ; di is low word of result\r
+ mov ax,cx ;\r
+ mul bp ; units*fraction\r
+ add ax,di\r
+ adc dx,0\r
+\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0\r
+ ret\r
+;\r
+; multiply positive cx:ax by bx\r
+;\r
+EVEN\r
+@@multpos:\r
+ mul bp ; fraction*fraction\r
+ mov di,dx ; di is low word of result\r
+ mov ax,cx ;\r
+ mul bp ; units*fraction\r
+ add ax,di\r
+ adc dx,0\r
+ ret\r
+\r
+ENDP\r
+\r
+\r
+;============================\r
+;\r
+; AsmRefresh\r
+;\r
+;\r
+;============================\r
+\r
+PROC AsmRefresh\r
+PUBLIC AsmRefresh\r
+\r
+ push si\r
+ push di\r
+ push bp\r
+\r
+ mov [pixx],0\r
+;---------------------------------------------------------------------------\r
+;\r
+; Setup to trace a ray through pixx view pixel\r
+;\r
+; CX : angle of the ray through pixx\r
+; ES : points to segment of finetangent array for this block of code\r
+;\r
+; Upon entrance to initialize block\r
+;\r
+; BX : xpartial\r
+; BP : ypartial\r
+;\r
+;---------------------------------------------------------------------------\r
+ EVEN\r
+pixxloop:\r
+ mov ax,SEG finetangent\r
+ mov es,ax\r
+ mov cx,[midangle] ; center of view area\r
+ mov bx,[pixx]\r
+ shl bx,1\r
+ add cx,[pixelangle+bx] ; delta for this pixel\r
+ cmp cx,0\r
+ jge not0\r
+;----------\r
+;\r
+; -90 - -1 degree arc\r
+;\r
+;----------\r
+ add cx,FINEANGLES ; -90 is the same as 270\r
+ jmp entry360\r
+\r
+not0:\r
+ cmp cx,DEG90\r
+ jge not90\r
+;----------\r
+;\r
+; 0-89 degree arc\r
+;\r
+;----------\r
+entry90:\r
+ mov [xtilestep],1 ; xtilestep = 1\r
+ mov [ytilestep],-1 ; ytilestep = -1\r
+ mov [BYTE cs:horizop],OP_JGE ; patch a jge in\r
+ mov [BYTE cs:vertop],OP_JLE ; patch a jle in\r
+ mov bx,DEG90-1\r
+ sub bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx]\r
+ mov dx,[es:bx+2]\r
+ mov [WORD xstep],ax\r
+ mov [WORD xstep+2],dx ; xstep = finetangent[DEG90-1-angle]\r
+ mov bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx]\r
+ mov dx,[es:bx+2]\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0\r
+ mov [WORD ystep],ax\r
+ mov [WORD ystep+2],dx ; ystep = -finetangent[angle]\r
+\r
+ mov bx,[xpartialup] ; xpartial = xpartialup\r
+ mov bp,[ypartialdown] ; ypartial = ypartialdown\r
+ jmp initvars\r
+\r
+not90:\r
+ cmp cx,DEG180\r
+ jge not180\r
+;----------\r
+;\r
+; 90-179 degree arc\r
+;\r
+;----------\r
+ mov ax,-1\r
+ mov [xtilestep],ax ; xtilestep = -1\r
+ mov [ytilestep],ax ; ytilestep = -1\r
+ mov [BYTE cs:horizop],OP_JLE ; patch a jle in\r
+ mov [BYTE cs:vertop],OP_JLE ; patch a jle in\r
+\r
+ mov bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx-DEG90*4]\r
+ mov dx,[es:bx+2-DEG90*4]\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0\r
+ mov [WORD xstep],ax\r
+ mov [WORD xstep+2],dx ; xstep = -finetangent[angle-DEG90]\r
+ mov bx,DEG180-1\r
+ sub bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx]\r
+ mov dx,[es:bx+2]\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0\r
+ mov [WORD ystep],ax\r
+ mov [WORD ystep+2],dx ; ystep = -finetangent[DEG180-1-angle]\r
+\r
+ mov bx,[xpartialdown] ; xpartial = xpartialdown\r
+ mov bp,[ypartialdown] ; ypartial = ypartialdown\r
+ jmp initvars\r
+\r
+not180:\r
+ cmp cx,DEG270\r
+ jge not270\r
+;----------\r
+;\r
+; 180-269 degree arc\r
+;\r
+;----------\r
+ mov [xtilestep],-1 ; xtilestep = -1\r
+ mov [ytilestep],1 ; ytilestep = 1\r
+ mov [BYTE cs:horizop],OP_JLE ; patch a jle in\r
+ mov [BYTE cs:vertop],OP_JGE ; patch a jge in\r
+\r
+ mov bx,DEG270-1\r
+ sub bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx]\r
+ mov dx,[es:bx+2]\r
+ neg dx\r
+ neg ax\r
+ sbb dx,0\r
+ mov [WORD xstep],ax\r
+ mov [WORD xstep+2],dx ; xstep = -finetangent[DEG270-1-angle]\r
+ mov bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx-DEG180*4]\r
+ mov dx,[es:bx+2-DEG180*4]\r
+ mov [WORD ystep],ax\r
+ mov [WORD ystep+2],dx ; ystep = finetangent[angle-DEG180]\r
+\r
+ mov bx,[xpartialdown] ; xpartial = xpartialdown\r
+ mov bp,[ypartialup] ; ypartial = ypartialup\r
+ jmp initvars\r
+\r
+\r
+not270:\r
+ cmp cx,DEG360\r
+ jge not360\r
+;----------\r
+;\r
+; 270-359 degree arc\r
+;\r
+;----------\r
+entry360:\r
+ mov ax,1\r
+ mov [xtilestep],ax ; xtilestep = 1\r
+ mov [ytilestep],ax ; ytilestep = 1\r
+ mov [BYTE cs:horizop],OP_JGE ; patch a jge in\r
+ mov [BYTE cs:vertop],OP_JGE ; patch a jge in\r
+\r
+ mov bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx-DEG270*4]\r
+ mov dx,[es:bx+2-DEG270*4]\r
+ mov [WORD xstep],ax\r
+ mov [WORD xstep+2],dx ; xstep = finetangent[angle-DEG270]\r
+ mov bx,DEG360-1\r
+ sub bx,cx\r
+ ;begin 8086 hack\r
+ ;shl bx,2\r
+ shl bx,1\r
+ shl bx,1\r
+ ;end 8086 hack\r
+ mov ax,[es:bx]\r
+ mov dx,[es:bx+2]\r
+ mov [WORD ystep],ax\r
+ mov [WORD ystep+2],dx ; ystep = finetangent[DEG360-1-angle]\r
+\r
+ mov bx,[xpartialup] ; xpartial = xpartialup\r
+ mov bp,[ypartialup] ; ypartial = ypartialup\r
+ jmp initvars\r
+\r
+\r
+not360:\r
+;----------\r
+;\r
+; 360-449 degree arc\r
+;\r
+;----------\r
+ sub cx,FINEANGLES ; -449 is the same as 89\r
+ jmp entry90\r
+\r
+;---------------------------------------------------------------------------\r
+;\r
+; initialise variables for intersection testing\r
+;\r
+;---------------------------------------------------------------------------\r
+initvars:\r
+ call NEAR xpartialbyystep ; xpartial is in BX\r
+ add ax,[WORD viewy]\r
+ adc dx,[WORD viewy+2]\r
+ mov [WORD yintercept],ax\r
+ mov [WORD yintercept+2],dx\r
+\r
+ mov si,[focaltx]\r
+ add si,[xtilestep]\r
+ mov [xtile],si ; xtile = focaltx+xtilestep\r
+ ;begin 8086 hack\r
+ ;shl si,6\r
+ push cx\r
+ mov cl,6\r
+ shl si,cl\r
+ pop cx\r
+ ;end 8086 hack\r
+ add si,dx ; xspot = (xtile<<6) + yinttile\r
+\r
+\r
+ call NEAR ypartialbyxstep ; ypartial is in BP\r
+ add ax,[WORD viewx]\r
+ adc dx,[WORD viewx+2]\r
+ mov [WORD xintercept],ax\r
+ mov cx,dx\r
+\r
+ mov bx,[focalty]\r
+ add bx,[ytilestep]\r
+ mov bp,bx ; ytile = focalty+ytilestep\r
+ mov di,dx\r
+ ;begin 8086 hack\r
+ ;shl di,6\r
+ push cx\r
+ mov cl,6\r
+ shl di,cl\r
+ pop cx\r
+ ;end 8086 hack\r
+ add di,bx ; yspot = (xinttile<<6) + ytile\r
+\r
+ mov bx,[xtile]\r
+ mov dx,[WORD yintercept+2]\r
+ mov ax,SCREENSEG\r
+ mov es,ax ; faster than mov es,[screenseg]\r
+\r
+\r
+;---------------------------------------------------------------------------\r
+;\r
+; trace along this angle until we hit a wall\r
+;\r
+; CORE LOOP!\r
+;\r
+; All variables are killed when a wall is hit\r
+;\r
+; AX : scratch\r
+; BX : xtile\r
+; CX : high word of xintercept\r
+; DX : high word of yintercept\r
+; SI : xspot (yinttile<<6)+xtile (index into tilemap and spotvis)\r
+; DI : yspot (xinttile<<6)+ytile (index into tilemap and spotvis)\r
+; BP : ytile\r
+; ES : screenseg\r
+;\r
+;---------------------------------------------------------------------------\r
+\r
+;-----------\r
+;\r
+; check intersections with vertical walls\r
+;\r
+;-----------\r
+\r
+ EVEN\r
+vertcheck:\r
+ cmp dx,bp\r
+vertop: ; 0x7e = jle (ytilestep==-1)\r
+ jle horizentry ; 0x7d = jge (ytilestep==1)\r
+vertentry:\r
+ test [BYTE tilemap+si],0ffh ; tilehit = *((byte *)tilemap+xspot);\r
+ jnz hitvert\r
+passvert:\r
+ mov [BYTE spotvis+si],1 ; *((byte *)spotvis+xspot) = true;\r
+ add bx,[xtilestep] ; xtile+=xtilestep\r
+ mov ax,[WORD ystep]\r
+ add [WORD yintercept],ax ; yintercept += ystep\r
+ adc dx,[WORD ystep+2]\r
+ mov si,bx\r
+ ;begin 8086 hack\r
+ ;shl si,6\r
+ push cx\r
+ mov cl,6\r
+ shl si,cl\r
+ pop cx\r
+ ;end 8086 hack\r
+ add si,dx ; xspot = (xtile<<6)+yinttile\r
+ jmp vertcheck\r
+\r
+ EVEN\r
+hitvert:\r
+ mov al,[BYTE tilemap+si] ; tilehit = *((byte *)tilemap+xspot);\r
+ mov [BYTE tilehit],al\r
+ or al,al ; set flags\r
+ jns notvertdoor\r
+ jmp vertdoor\r
+notvertdoor:\r
+ mov [WORD xintercept],0\r
+ mov [WORD xintercept+2],bx\r
+ mov [xtile],bx\r
+ mov [WORD yintercept+2],dx\r
+ mov [ytile],dx\r
+ call FAR HitVertWall\r
+ jmp nextpix\r
+\r
+\r
+;-----------\r
+;\r
+; check intersections with horizontal walls\r
+;\r
+;-----------\r
+ EVEN\r
+horizcheck:\r
+ cmp cx,bx\r
+horizop: ; 0x7e = jle (xtilestep==-1)\r
+ jle vertentry ; 0x7d = jge (xtilestep==1)\r
+horizentry:\r
+ test [BYTE tilemap+di],0ffh ; tilehit = *((byte *)tilemap+yspot);\r
+ jnz hithoriz\r
+passhoriz:\r
+ mov [BYTE spotvis+di],1 ; *((byte *)spotvis+yspot) = true;\r
+ add bp,[ytilestep] ; ytile+=ytilestep\r
+ mov ax,[WORD xstep]\r
+ add [WORD xintercept],ax ; xintercept += xstep\r
+ adc cx,[WORD xstep+2]\r
+ mov di,cx\r
+ ;begin 8086 hack\r
+ ;shl di,6\r
+ push cx\r
+ mov cl,6\r
+ shl di,cl\r
+ pop cx\r
+ ;end 8086 hack\r
+ add di,bp ; yspot = (xinttile<<6)+ytile\r
+ jmp horizcheck\r
+\r
+ EVEN\r
+hithoriz:\r
+ mov al,[BYTE tilemap+di] ; tilehit = *((byte *)tilemap+yspot);\r
+ mov [BYTE tilehit],al\r
+ or al,al ; set flags\r
+ js horizdoor\r
+ mov [WORD xintercept+2],cx\r
+ mov [xtile],cx\r
+ mov [WORD yintercept],0\r
+ mov [WORD yintercept+2],bp\r
+ mov [ytile],bp\r
+ call FAR HitHorizWall\r
+ jmp nextpix\r
+\r
+;---------------------------------------------------------------------------\r
+;\r
+; next pixel over\r
+;\r
+;---------------------------------------------------------------------------\r
+\r
+nextpix:\r
+ mov ax,[pixx]\r
+ inc ax\r
+ mov [pixx],ax\r
+ cmp ax,[viewwidth]\r
+ jge done\r
+ jmp pixxloop\r
+done:\r
+ pop bp\r
+ pop di\r
+ pop si\r
+ retf\r
+\r
+;===========================================================================\r
+\r
+;=============\r
+;\r
+; hit a special horizontal wall, so find which coordinate a door would be\r
+; intersected at, and check to see if the door is open past that point\r
+;\r
+;=============\r
+horizdoor:\r
+ mov [xtile],bx ; save off live register variables\r
+ mov [WORD yintercept+2],dx\r
+\r
+ test al,040h ; both high bits set == pushable wall\r
+ jnz horizpushwall\r
+\r
+ mov bx,ax\r
+ and bx,7fh ; strip high bit\r
+ shl bx,1 ; index into word width door table\r
+\r
+ mov ax,[WORD xstep]\r
+ mov dx,[WORD xstep+2]\r
+ sar dx,1\r
+ rcr ax,1 ; half a step gets to door position\r
+\r
+ add ax,[WORD xintercept] ; add half step to current intercept pos\r
+ adc dx,cx ; CX hold high word of xintercept\r
+\r
+ cmp cx,dx ; is it still in the same tile?\r
+ je hithmid\r
+;\r
+; midpoint is outside tile, so it hit the side of the wall before a door\r
+;\r
+continuehoriz:\r
+ mov bx,[xtile] ; reload register variables\r
+ mov dx,[WORD yintercept+2]\r
+ jmp passhoriz ; continue tracing\r
+;\r
+; the trace hit the door plane at pixel position AX, see if the door is\r
+; closed that much\r
+;\r
+hithmid:\r
+ cmp ax,[doorposition+bx] ; position of leading edge of door\r
+ jb continuehoriz\r
+;\r
+; draw the door\r
+;\r
+ mov [WORD xintercept],ax ; save pixel intercept position\r
+ mov [WORD xintercept+2],cx\r
+\r
+ mov [WORD yintercept],8000h ; intercept in middle of tile\r
+ mov [WORD yintercept+2],bp\r
+\r
+ call FAR HitHorizDoor\r
+ jmp nextpix\r
+\r
+;============\r
+;\r
+; hit a sliding horizontal wall\r
+;\r
+;============\r
+\r
+horizpushwall:\r
+ mov ax,[WORD xstep+2] ; multiply xstep by pwallmove (0-63)\r
+ mul [pwallpos]\r
+ mov bx,ax\r
+ mov ax,[WORD xstep]\r
+ mul [pwallpos]\r
+ add dx,bx\r
+\r
+ sar dx,1 ; then divide by 64 to accomplish a\r
+ rcr ax,1 ; fixed point multiplication\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+\r
+ add ax,[WORD xintercept] ; add partial step to current intercept\r
+ adc dx,cx ; CX hold high word of xintercept\r
+\r
+ cmp cx,dx ; is it still in the same tile?\r
+ jne continuehoriz ; no, it hit the side\r
+\r
+;\r
+; draw the pushable wall at the new height\r
+;\r
+ mov [WORD xintercept],ax ; save pixel intercept position\r
+ mov [WORD xintercept+2],dx\r
+\r
+ mov [WORD yintercept+2],bp\r
+ mov [WORD yintercept],0\r
+\r
+ call FAR HitHorizPWall\r
+ jmp nextpix\r
+\r
+\r
+\r
+;===========================================================================\r
+\r
+;=============\r
+;\r
+; hit a special vertical wall, so find which coordinate a door would be\r
+; intersected at, and check to see if the door is open past that point\r
+;\r
+;=============\r
+vertdoor:\r
+ mov [xtile],bx ; save off live register variables\r
+ mov [WORD yintercept+2],dx\r
+\r
+ test al,040h ; both high bits set == pushable wall\r
+ jnz vertpushwall\r
+\r
+ mov bx,ax\r
+ and bx,7fh ; strip high bit\r
+ shl bx,1 ; index into word width doorposition\r
+\r
+ mov ax,[WORD ystep]\r
+ mov dx,[WORD ystep+2]\r
+ sar dx,1\r
+ rcr ax,1 ; half a step gets to door position\r
+\r
+ add ax,[WORD yintercept] ; add half step to current intercept pos\r
+ adc dx,[WORD yintercept+2]\r
+\r
+ cmp [WORD yintercept+2],dx ; is it still in the same tile?\r
+ je hitvmid\r
+;\r
+; midpoint is outside tile, so it hit the side of the wall before a door\r
+;\r
+continuevert:\r
+ mov bx,[xtile] ; reload register variables\r
+ mov dx,[WORD yintercept+2]\r
+ jmp passvert ; continue tracing\r
+;\r
+; the trace hit the door plane at pixel position AX, see if the door is\r
+; closed that much\r
+;\r
+hitvmid:\r
+ cmp ax,[doorposition+bx] ; position of leading edge of door\r
+ jb continuevert\r
+;\r
+; draw the door\r
+;\r
+ mov [WORD yintercept],ax ; save pixel intercept position\r
+ mov [WORD xintercept],8000h ; intercept in middle of tile\r
+ mov ax,[xtile]\r
+ mov [WORD xintercept+2],ax\r
+\r
+ call FAR HitVertDoor\r
+ jmp nextpix\r
+\r
+;============\r
+;\r
+; hit a sliding vertical wall\r
+;\r
+;============\r
+\r
+vertpushwall:\r
+ mov ax,[WORD ystep+2] ; multiply ystep by pwallmove (0-63)\r
+ mul [pwallpos]\r
+ mov bx,ax\r
+ mov ax,[WORD ystep]\r
+ mul [pwallpos]\r
+ add dx,bx\r
+\r
+ sar dx,1 ; then divide by 64 to accomplish a\r
+ rcr ax,1 ; fixed point multiplication\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+ sar dx,1\r
+ rcr ax,1\r
+\r
+ add ax,[WORD yintercept] ; add partial step to current intercept\r
+ adc dx,[WORD yintercept+2]\r
+\r
+ cmp [WORD yintercept+2],dx ; is it still in the same tile?\r
+ jne continuevert ; no, it hit the side\r
+\r
+;\r
+; draw the pushable wall at the new height\r
+;\r
+ mov [WORD yintercept],ax ; save pixel intercept position\r
+ mov [WORD yintercept+2],dx\r
+\r
+ mov bx,[xtile]\r
+ mov [WORD xintercept+2],bx\r
+ mov [WORD xintercept],0\r
+\r
+ call FAR HitVertPWall\r
+ jmp nextpix\r
+\r
+\r
+\r
+ENDP\r
+\r
+\r
+END\r
+\r
+\r
--- /dev/null
+// WL_DRAW.C\r
+\r
+#include "WL_DEF.H"\r
+#include <DOS.H>\r
+#pragma hdrstop\r
+\r
+//#define DEBUGWALLS\r
+//#define DEBUGTICS\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+// the door is the last picture before the sprites\r
+#define DOORWALL (PMSpriteStart-8)\r
+\r
+#define ACTORSIZE 0x4000\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+#ifdef DEBUGWALLS\r
+unsigned screenloc[3]= {0,0,0};\r
+#else\r
+unsigned screenloc[3]= {PAGE1START,PAGE2START,PAGE3START};\r
+#endif\r
+unsigned freelatch = FREESTART;\r
+\r
+long lasttimecount;\r
+long frameon;\r
+\r
+unsigned wallheight[MAXVIEWWIDTH];\r
+\r
+fixed tileglobal = TILEGLOBAL;\r
+fixed mindist = MINDIST;\r
+\r
+\r
+//\r
+// math tables\r
+//\r
+int pixelangle[MAXVIEWWIDTH];\r
+long far finetangent[FINEANGLES/4];\r
+fixed far sintable[ANGLES+ANGLES/4],far *costable = sintable+(ANGLES/4);\r
+\r
+//\r
+// refresh variables\r
+//\r
+fixed viewx,viewy; // the focal point\r
+int viewangle;\r
+fixed viewsin,viewcos;\r
+\r
+\r
+\r
+fixed FixedByFrac (fixed a, fixed b);\r
+void TransformActor (objtype *ob);\r
+void BuildTables (void);\r
+void ClearScreen (void);\r
+int CalcRotate (objtype *ob);\r
+void DrawScaleds (void);\r
+void CalcTics (void);\r
+void FixOfs (void);\r
+void ThreeDRefresh (void);\r
+\r
+\r
+\r
+//\r
+// wall optimization variables\r
+//\r
+int lastside; // true for vertical\r
+long lastintercept;\r
+int lasttilehit;\r
+\r
+\r
+//\r
+// ray tracing variables\r
+//\r
+int focaltx,focalty,viewtx,viewty;\r
+\r
+int midangle,angle;\r
+unsigned xpartial,ypartial;\r
+unsigned xpartialup,xpartialdown,ypartialup,ypartialdown;\r
+unsigned xinttile,yinttile;\r
+\r
+unsigned tilehit;\r
+unsigned pixx;\r
+\r
+int xtile,ytile;\r
+int xtilestep,ytilestep;\r
+long xintercept,yintercept;\r
+long xstep,ystep;\r
+\r
+int horizwall[MAXWALLTILES],vertwall[MAXWALLTILES];\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+void AsmRefresh (void); // in WL_DR_A.ASM\r
+\r
+/*\r
+============================================================================\r
+\r
+ 3 - D DEFINITIONS\r
+\r
+============================================================================\r
+*/\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= FixedByFrac\r
+=\r
+= multiply a 16/16 bit, 2's complement fixed point number by a 16 bit\r
+= fraction, passed as a signed magnitude 32 bit number\r
+=\r
+========================\r
+*/\r
+\r
+#pragma warn -rvl // I stick the return value in with ASMs\r
+\r
+fixed FixedByFrac (fixed a, fixed b)\r
+{\r
+//\r
+// setup\r
+//\r
+asm mov si,[WORD PTR b+2] // sign of result = sign of fraction\r
+\r
+asm mov ax,[WORD PTR a]\r
+asm mov cx,[WORD PTR a+2]\r
+\r
+asm or cx,cx\r
+asm jns aok: // negative?\r
+asm neg cx\r
+asm neg ax\r
+asm sbb cx,0\r
+asm xor si,0x8000 // toggle sign of result\r
+aok:\r
+\r
+//\r
+// multiply cx:ax by bx\r
+//\r
+asm mov bx,[WORD PTR b]\r
+asm mul bx // fraction*fraction\r
+asm mov di,dx // di is low word of result\r
+asm mov ax,cx //\r
+asm mul bx // units*fraction\r
+asm add ax,di\r
+asm adc dx,0\r
+\r
+//\r
+// put result dx:ax in 2's complement\r
+//\r
+asm test si,0x8000 // is the result negative?\r
+asm jz ansok:\r
+asm neg dx\r
+asm neg ax\r
+asm sbb dx,0\r
+\r
+ansok:;\r
+\r
+}\r
+\r
+#pragma warn +rvl\r
+\r
+//==========================================================================\r
+\r
+/*\r
+========================\r
+=\r
+= TransformActor\r
+=\r
+= Takes paramaters:\r
+= gx,gy : globalx/globaly of point\r
+=\r
+= globals:\r
+= viewx,viewy : point of view\r
+= viewcos,viewsin : sin/cos of viewangle\r
+= scale : conversion from global value to screen value\r
+=\r
+= sets:\r
+= screenx,transx,transy,screenheight: projected edge location and size\r
+=\r
+========================\r
+*/\r
+\r
+\r
+//\r
+// transform actor\r
+//\r
+void TransformActor (objtype *ob)\r
+{\r
+ int ratio;\r
+ fixed gx,gy,gxt,gyt,nx,ny;\r
+ long temp;\r
+\r
+//\r
+// translate point to view centered coordinates\r
+//\r
+ gx = ob->x-viewx;\r
+ gy = ob->y-viewy;\r
+\r
+//\r
+// calculate newx\r
+//\r
+ gxt = FixedByFrac(gx,viewcos);\r
+ gyt = FixedByFrac(gy,viewsin);\r
+ nx = gxt-gyt-ACTORSIZE; // fudge the shape forward a bit, because\r
+ // the midpoint could put parts of the shape\r
+ // into an adjacent wall\r
+\r
+//\r
+// calculate newy\r
+//\r
+ gxt = FixedByFrac(gx,viewsin);\r
+ gyt = FixedByFrac(gy,viewcos);\r
+ ny = gyt+gxt;\r
+\r
+//\r
+// calculate perspective ratio\r
+//\r
+ ob->transx = nx;\r
+ ob->transy = ny;\r
+\r
+ if (nx<mindist) // too close, don't overflow the divide\r
+ {\r
+ ob->viewheight = 0;\r
+ return;\r
+ }\r
+\r
+ ob->viewx = centerx + ny*scale/nx; // DEBUG: use assembly divide\r
+\r
+//\r
+// calculate height (heightnumerator/(nx>>8))\r
+//\r
+ asm mov ax,[WORD PTR heightnumerator]\r
+ asm mov dx,[WORD PTR heightnumerator+2]\r
+ asm idiv [WORD PTR nx+1] // nx>>8\r
+ asm mov [WORD PTR temp],ax\r
+ asm mov [WORD PTR temp+2],dx\r
+\r
+ ob->viewheight = temp;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+========================\r
+=\r
+= TransformTile\r
+=\r
+= Takes paramaters:\r
+= tx,ty : tile the object is centered in\r
+=\r
+= globals:\r
+= viewx,viewy : point of view\r
+= viewcos,viewsin : sin/cos of viewangle\r
+= scale : conversion from global value to screen value\r
+=\r
+= sets:\r
+= screenx,transx,transy,screenheight: projected edge location and size\r
+=\r
+= Returns true if the tile is withing getting distance\r
+=\r
+========================\r
+*/\r
+\r
+boolean TransformTile (int tx, int ty, int *dispx, int *dispheight)\r
+{\r
+ int ratio;\r
+ fixed gx,gy,gxt,gyt,nx,ny;\r
+ long temp;\r
+\r
+//\r
+// translate point to view centered coordinates\r
+//\r
+ gx = ((long)tx<<TILESHIFT)+0x8000-viewx;\r
+ gy = ((long)ty<<TILESHIFT)+0x8000-viewy;\r
+\r
+//\r
+// calculate newx\r
+//\r
+ gxt = FixedByFrac(gx,viewcos);\r
+ gyt = FixedByFrac(gy,viewsin);\r
+ nx = gxt-gyt-0x2000; // 0x2000 is size of object\r
+\r
+//\r
+// calculate newy\r
+//\r
+ gxt = FixedByFrac(gx,viewsin);\r
+ gyt = FixedByFrac(gy,viewcos);\r
+ ny = gyt+gxt;\r
+\r
+\r
+//\r
+// calculate perspective ratio\r
+//\r
+ if (nx<mindist) // too close, don't overflow the divide\r
+ {\r
+ *dispheight = 0;\r
+ return false;\r
+ }\r
+\r
+ *dispx = centerx + ny*scale/nx; // DEBUG: use assembly divide\r
+\r
+//\r
+// calculate height (heightnumerator/(nx>>8))\r
+//\r
+ asm mov ax,[WORD PTR heightnumerator]\r
+ asm mov dx,[WORD PTR heightnumerator+2]\r
+ asm idiv [WORD PTR nx+1] // nx>>8\r
+ asm mov [WORD PTR temp],ax\r
+ asm mov [WORD PTR temp+2],dx\r
+\r
+ *dispheight = temp;\r
+\r
+//\r
+// see if it should be grabbed\r
+//\r
+ if (nx<TILEGLOBAL && ny>-TILEGLOBAL/2 && ny<TILEGLOBAL/2)\r
+ return true;\r
+ else\r
+ return false;\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= CalcHeight\r
+=\r
+= Calculates the height of xintercept,yintercept from viewx,viewy\r
+=\r
+====================\r
+*/\r
+\r
+#pragma warn -rvl // I stick the return value in with ASMs\r
+\r
+int CalcHeight (void)\r
+{\r
+ int transheight;\r
+ int ratio;\r
+ fixed gxt,gyt,nx,ny;\r
+ long gx,gy;\r
+\r
+ gx = xintercept-viewx;\r
+ gxt = FixedByFrac(gx,viewcos);\r
+\r
+ gy = yintercept-viewy;\r
+ gyt = FixedByFrac(gy,viewsin);\r
+\r
+ nx = gxt-gyt;\r
+\r
+ //\r
+ // calculate perspective ratio (heightnumerator/(nx>>8))\r
+ //\r
+ if (nx<mindist)\r
+ nx=mindist; // don't let divide overflow\r
+\r
+ asm mov ax,[WORD PTR heightnumerator]\r
+ asm mov dx,[WORD PTR heightnumerator+2]\r
+ asm idiv [WORD PTR nx+1] // nx>>8\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= ScalePost\r
+=\r
+===================\r
+*/\r
+\r
+long postsource;\r
+unsigned postx;\r
+unsigned postwidth;\r
+\r
+void near ScalePost (void) // VGA version\r
+{\r
+ asm mov ax,SCREENSEG\r
+ asm mov es,ax\r
+\r
+ asm mov bx,[postx]\r
+ asm shl bx,1\r
+ asm mov bp,WORD PTR [wallheight+bx] // fractional height (low 3 bits frac)\r
+ asm and bp,0xfff8 // bp = heightscaler*4\r
+ asm shr bp,1\r
+ asm cmp bp,[maxscaleshl2]\r
+ asm jle heightok\r
+ asm mov bp,[maxscaleshl2]\r
+heightok:\r
+ asm add bp,OFFSET fullscalefarcall\r
+ //\r
+ // scale a byte wide strip of wall\r
+ //\r
+ asm mov bx,[postx]\r
+ asm mov di,bx\r
+ asm shr di,1 // X in bytes\r
+ asm shr di,1\r
+ asm add di,[bufferofs]\r
+\r
+ asm and bx,3\r
+ /* begin 8086 hack\r
+ asm shl bx,3\r
+ */\r
+ asm push cx\r
+ asm mov cl,3\r
+ asm shl bx,cl\r
+ asm pop cx\r
+ /* end 8086 hack */\r
+ asm add bx,[postwidth]\r
+\r
+ asm mov al,BYTE PTR [mapmasks1-1+bx] // -1 because no widths of 0\r
+ asm mov dx,SC_INDEX+1\r
+ asm out dx,al // set bit mask register\r
+ asm lds si,DWORD PTR [postsource]\r
+ asm call DWORD PTR [bp] // scale the line of pixels\r
+\r
+ asm mov al,BYTE PTR [ss:mapmasks2-1+bx] // -1 because no widths of 0\r
+ asm or al,al\r
+ asm jz nomore\r
+\r
+ //\r
+ // draw a second byte for vertical strips that cross two bytes\r
+ //\r
+ asm inc di\r
+ asm out dx,al // set bit mask register\r
+ asm call DWORD PTR [bp] // scale the line of pixels\r
+\r
+ asm mov al,BYTE PTR [ss:mapmasks3-1+bx] // -1 because no widths of 0\r
+ asm or al,al\r
+ asm jz nomore\r
+ //\r
+ // draw a third byte for vertical strips that cross three bytes\r
+ //\r
+ asm inc di\r
+ asm out dx,al // set bit mask register\r
+ asm call DWORD PTR [bp] // scale the line of pixels\r
+\r
+\r
+nomore:\r
+ asm mov ax,ss\r
+ asm mov ds,ax\r
+}\r
+\r
+void FarScalePost (void) // just so other files can call\r
+{\r
+ ScalePost ();\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= HitVertWall\r
+=\r
+= tilehit bit 7 is 0, because it's not a door tile\r
+= if bit 6 is 1 and the adjacent tile is a door tile, use door side pic\r
+=\r
+====================\r
+*/\r
+\r
+void HitVertWall (void)\r
+{\r
+ int wallpic;\r
+ unsigned texture;\r
+\r
+ texture = (yintercept>>4)&0xfc0;\r
+ if (xtilestep == -1)\r
+ {\r
+ texture = 0xfc0-texture;\r
+ xintercept += TILEGLOBAL;\r
+ }\r
+ wallheight[pixx] = CalcHeight();\r
+\r
+ if (lastside==1 && lastintercept == xtile && lasttilehit == tilehit)\r
+ {\r
+ // in the same wall type as last time, so check for optimized draw\r
+ if (texture == (unsigned)postsource)\r
+ {\r
+ // wide scale\r
+ postwidth++;\r
+ wallheight[pixx] = wallheight[pixx-1];\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ ScalePost ();\r
+ (unsigned)postsource = texture;\r
+ postwidth = 1;\r
+ postx = pixx;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ // new wall\r
+ if (lastside != -1) // if not the first scaled post\r
+ ScalePost ();\r
+\r
+ lastside = true;\r
+ lastintercept = xtile;\r
+\r
+ lasttilehit = tilehit;\r
+ postx = pixx;\r
+ postwidth = 1;\r
+\r
+ if (tilehit & 0x40)\r
+ { // check for adjacent doors\r
+ ytile = yintercept>>TILESHIFT;\r
+ if ( tilemap[xtile-xtilestep][ytile]&0x80 )\r
+ wallpic = DOORWALL+3;\r
+ else\r
+ wallpic = vertwall[tilehit & ~0x40];\r
+ }\r
+ else\r
+ wallpic = vertwall[tilehit];\r
+\r
+ *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);\r
+ (unsigned)postsource = texture;\r
+\r
+ }\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= HitHorizWall\r
+=\r
+= tilehit bit 7 is 0, because it's not a door tile\r
+= if bit 6 is 1 and the adjacent tile is a door tile, use door side pic\r
+=\r
+====================\r
+*/\r
+\r
+void HitHorizWall (void)\r
+{\r
+ int wallpic;\r
+ unsigned texture;\r
+\r
+ texture = (xintercept>>4)&0xfc0;\r
+ if (ytilestep == -1)\r
+ yintercept += TILEGLOBAL;\r
+ else\r
+ texture = 0xfc0-texture;\r
+ wallheight[pixx] = CalcHeight();\r
+\r
+ if (lastside==0 && lastintercept == ytile && lasttilehit == tilehit)\r
+ {\r
+ // in the same wall type as last time, so check for optimized draw\r
+ if (texture == (unsigned)postsource)\r
+ {\r
+ // wide scale\r
+ postwidth++;\r
+ wallheight[pixx] = wallheight[pixx-1];\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ ScalePost ();\r
+ (unsigned)postsource = texture;\r
+ postwidth = 1;\r
+ postx = pixx;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ // new wall\r
+ if (lastside != -1) // if not the first scaled post\r
+ ScalePost ();\r
+\r
+ lastside = 0;\r
+ lastintercept = ytile;\r
+\r
+ lasttilehit = tilehit;\r
+ postx = pixx;\r
+ postwidth = 1;\r
+\r
+ if (tilehit & 0x40)\r
+ { // check for adjacent doors\r
+ xtile = xintercept>>TILESHIFT;\r
+ if ( tilemap[xtile][ytile-ytilestep]&0x80 )\r
+ wallpic = DOORWALL+2;\r
+ else\r
+ wallpic = horizwall[tilehit & ~0x40];\r
+ }\r
+ else\r
+ wallpic = horizwall[tilehit];\r
+\r
+ *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);\r
+ (unsigned)postsource = texture;\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= HitHorizDoor\r
+=\r
+====================\r
+*/\r
+\r
+void HitHorizDoor (void)\r
+{\r
+ unsigned texture,doorpage,doornum;\r
+\r
+ doornum = tilehit&0x7f;\r
+ texture = ( (xintercept-doorposition[doornum]) >> 4) &0xfc0;\r
+\r
+ wallheight[pixx] = CalcHeight();\r
+\r
+ if (lasttilehit == tilehit)\r
+ {\r
+ // in the same door as last time, so check for optimized draw\r
+ if (texture == (unsigned)postsource)\r
+ {\r
+ // wide scale\r
+ postwidth++;\r
+ wallheight[pixx] = wallheight[pixx-1];\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ ScalePost ();\r
+ (unsigned)postsource = texture;\r
+ postwidth = 1;\r
+ postx = pixx;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (lastside != -1) // if not the first scaled post\r
+ ScalePost (); // draw last post\r
+ // first pixel in this door\r
+ lastside = 2;\r
+ lasttilehit = tilehit;\r
+ postx = pixx;\r
+ postwidth = 1;\r
+\r
+ switch (doorobjlist[doornum].lock)\r
+ {\r
+ case dr_normal:\r
+ doorpage = DOORWALL;\r
+ break;\r
+ case dr_lock1:\r
+ case dr_lock2:\r
+ case dr_lock3:\r
+ case dr_lock4:\r
+ doorpage = DOORWALL+6;\r
+ break;\r
+ case dr_elevator:\r
+ doorpage = DOORWALL+4;\r
+ break;\r
+ }\r
+\r
+ *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(doorpage);\r
+ (unsigned)postsource = texture;\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+====================\r
+=\r
+= HitVertDoor\r
+=\r
+====================\r
+*/\r
+\r
+void HitVertDoor (void)\r
+{\r
+ unsigned texture,doorpage,doornum;\r
+\r
+ doornum = tilehit&0x7f;\r
+ texture = ( (yintercept-doorposition[doornum]) >> 4) &0xfc0;\r
+\r
+ wallheight[pixx] = CalcHeight();\r
+\r
+ if (lasttilehit == tilehit)\r
+ {\r
+ // in the same door as last time, so check for optimized draw\r
+ if (texture == (unsigned)postsource)\r
+ {\r
+ // wide scale\r
+ postwidth++;\r
+ wallheight[pixx] = wallheight[pixx-1];\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ ScalePost ();\r
+ (unsigned)postsource = texture;\r
+ postwidth = 1;\r
+ postx = pixx;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (lastside != -1) // if not the first scaled post\r
+ ScalePost (); // draw last post\r
+ // first pixel in this door\r
+ lastside = 2;\r
+ lasttilehit = tilehit;\r
+ postx = pixx;\r
+ postwidth = 1;\r
+\r
+ switch (doorobjlist[doornum].lock)\r
+ {\r
+ case dr_normal:\r
+ doorpage = DOORWALL;\r
+ break;\r
+ case dr_lock1:\r
+ case dr_lock2:\r
+ case dr_lock3:\r
+ case dr_lock4:\r
+ doorpage = DOORWALL+6;\r
+ break;\r
+ case dr_elevator:\r
+ doorpage = DOORWALL+4;\r
+ break;\r
+ }\r
+\r
+ *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(doorpage+1);\r
+ (unsigned)postsource = texture;\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= HitHorizPWall\r
+=\r
+= A pushable wall in action has been hit\r
+=\r
+====================\r
+*/\r
+\r
+void HitHorizPWall (void)\r
+{\r
+ int wallpic;\r
+ unsigned texture,offset;\r
+\r
+ texture = (xintercept>>4)&0xfc0;\r
+ offset = pwallpos<<10;\r
+ if (ytilestep == -1)\r
+ yintercept += TILEGLOBAL-offset;\r
+ else\r
+ {\r
+ texture = 0xfc0-texture;\r
+ yintercept += offset;\r
+ }\r
+\r
+ wallheight[pixx] = CalcHeight();\r
+\r
+ if (lasttilehit == tilehit)\r
+ {\r
+ // in the same wall type as last time, so check for optimized draw\r
+ if (texture == (unsigned)postsource)\r
+ {\r
+ // wide scale\r
+ postwidth++;\r
+ wallheight[pixx] = wallheight[pixx-1];\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ ScalePost ();\r
+ (unsigned)postsource = texture;\r
+ postwidth = 1;\r
+ postx = pixx;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ // new wall\r
+ if (lastside != -1) // if not the first scaled post\r
+ ScalePost ();\r
+\r
+ lasttilehit = tilehit;\r
+ postx = pixx;\r
+ postwidth = 1;\r
+\r
+ wallpic = horizwall[tilehit&63];\r
+\r
+ *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);\r
+ (unsigned)postsource = texture;\r
+ }\r
+\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= HitVertPWall\r
+=\r
+= A pushable wall in action has been hit\r
+=\r
+====================\r
+*/\r
+\r
+void HitVertPWall (void)\r
+{\r
+ int wallpic;\r
+ unsigned texture,offset;\r
+\r
+ texture = (yintercept>>4)&0xfc0;\r
+ offset = pwallpos<<10;\r
+ if (xtilestep == -1)\r
+ {\r
+ xintercept += TILEGLOBAL-offset;\r
+ texture = 0xfc0-texture;\r
+ }\r
+ else\r
+ xintercept += offset;\r
+\r
+ wallheight[pixx] = CalcHeight();\r
+\r
+ if (lasttilehit == tilehit)\r
+ {\r
+ // in the same wall type as last time, so check for optimized draw\r
+ if (texture == (unsigned)postsource)\r
+ {\r
+ // wide scale\r
+ postwidth++;\r
+ wallheight[pixx] = wallheight[pixx-1];\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ ScalePost ();\r
+ (unsigned)postsource = texture;\r
+ postwidth = 1;\r
+ postx = pixx;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ // new wall\r
+ if (lastside != -1) // if not the first scaled post\r
+ ScalePost ();\r
+\r
+ lasttilehit = tilehit;\r
+ postx = pixx;\r
+ postwidth = 1;\r
+\r
+ wallpic = vertwall[tilehit&63];\r
+\r
+ *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);\r
+ (unsigned)postsource = texture;\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+//==========================================================================\r
+\r
+#if 0\r
+/*\r
+=====================\r
+=\r
+= ClearScreen\r
+=\r
+=====================\r
+*/\r
+\r
+void ClearScreen (void)\r
+{\r
+ unsigned floor=egaFloor[gamestate.episode*10+mapon],\r
+ ceiling=egaCeiling[gamestate.episode*10+mapon];\r
+\r
+ //\r
+ // clear the screen\r
+ //\r
+asm mov dx,GC_INDEX\r
+asm mov ax,GC_MODE + 256*2 // read mode 0, write mode 2\r
+asm out dx,ax\r
+asm mov ax,GC_BITMASK + 255*256\r
+asm out dx,ax\r
+\r
+asm mov dx,40\r
+asm mov ax,[viewwidth]\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm sub dx,ax // dx = 40-viewwidth/8\r
+\r
+asm mov bx,[viewwidth]\r
+asm shr bx,1 // bl = viewwidth/16\r
+asm shr bx,1\r
+asm shr bx,1\r
+asm shr bx,1\r
+asm mov bh,BYTE PTR [viewheight]\r
+asm shr bh,1 // half height\r
+\r
+asm mov ax,[ceiling]\r
+asm mov es,[screenseg]\r
+asm mov di,[bufferofs]\r
+\r
+toploop:\r
+asm mov cl,bl\r
+asm rep stosw\r
+asm add di,dx\r
+asm dec bh\r
+asm jnz toploop\r
+\r
+asm mov bh,BYTE PTR [viewheight]\r
+asm shr bh,1 // half height\r
+asm mov ax,[floor]\r
+\r
+bottomloop:\r
+asm mov cl,bl\r
+asm rep stosw\r
+asm add di,dx\r
+asm dec bh\r
+asm jnz bottomloop\r
+\r
+\r
+asm mov dx,GC_INDEX\r
+asm mov ax,GC_MODE + 256*10 // read mode 1, write mode 2\r
+asm out dx,ax\r
+asm mov al,GC_BITMASK\r
+asm out dx,al\r
+\r
+}\r
+#endif\r
+//==========================================================================\r
+\r
+unsigned vgaCeiling[]=\r
+{\r
+#ifndef SPEAR\r
+ 0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xbfbf,\r
+ 0x4e4e,0x4e4e,0x4e4e,0x1d1d,0x8d8d,0x4e4e,0x1d1d,0x2d2d,0x1d1d,0x8d8d,\r
+ 0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x2d2d,0xdddd,0x1d1d,0x1d1d,0x9898,\r
+\r
+ 0x1d1d,0x9d9d,0x2d2d,0xdddd,0xdddd,0x9d9d,0x2d2d,0x4d4d,0x1d1d,0xdddd,\r
+ 0x7d7d,0x1d1d,0x2d2d,0x2d2d,0xdddd,0xd7d7,0x1d1d,0x1d1d,0x1d1d,0x2d2d,\r
+ 0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xdddd,0xdddd,0x7d7d,0xdddd,0xdddd,0xdddd\r
+#else\r
+ 0x6f6f,0x4f4f,0x1d1d,0xdede,0xdfdf,0x2e2e,0x7f7f,0x9e9e,0xaeae,0x7f7f,\r
+ 0x1d1d,0xdede,0xdfdf,0xdede,0xdfdf,0xdede,0xe1e1,0xdcdc,0x2e2e,0x1d1d,0xdcdc\r
+#endif\r
+};\r
+\r
+/*\r
+=====================\r
+=\r
+= VGAClearScreen\r
+=\r
+=====================\r
+*/\r
+\r
+void VGAClearScreen (void)\r
+{\r
+ unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];\r
+\r
+ //\r
+ // clear the screen\r
+ //\r
+asm mov dx,SC_INDEX\r
+asm mov ax,SC_MAPMASK+15*256 // write through all planes\r
+asm out dx,ax\r
+\r
+asm mov dx,80\r
+asm mov ax,[viewwidth]\r
+asm shr ax,1\r
+asm shr ax,1\r
+asm sub dx,ax // dx = 40-viewwidth/2\r
+\r
+asm mov bx,[viewwidth]\r
+asm shr bx,1 // bl = viewwidth/8\r
+asm shr bx,1\r
+asm shr bx,1\r
+asm mov bh,BYTE PTR [viewheight]\r
+asm shr bh,1 // half height\r
+\r
+asm mov es,[screenseg]\r
+asm mov di,[bufferofs]\r
+asm mov ax,[ceiling]\r
+\r
+toploop:\r
+asm mov cl,bl\r
+asm rep stosw\r
+asm add di,dx\r
+asm dec bh\r
+asm jnz toploop\r
+\r
+asm mov bh,BYTE PTR [viewheight]\r
+asm shr bh,1 // half height\r
+asm mov ax,0x1919\r
+\r
+bottomloop:\r
+asm mov cl,bl\r
+asm rep stosw\r
+asm add di,dx\r
+asm dec bh\r
+asm jnz bottomloop\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= CalcRotate\r
+=\r
+=====================\r
+*/\r
+\r
+int CalcRotate (objtype *ob)\r
+{\r
+ int angle,viewangle;\r
+\r
+ // this isn't exactly correct, as it should vary by a trig value,\r
+ // but it is close enough with only eight rotations\r
+\r
+ viewangle = player->angle + (centerx - ob->viewx)/8;\r
+\r
+ if (ob->obclass == rocketobj || ob->obclass == hrocketobj)\r
+ angle = (viewangle-180)- ob->angle;\r
+ else\r
+ angle = (viewangle-180)- dirangle[ob->dir];\r
+\r
+ angle+=ANGLES/16;\r
+ while (angle>=ANGLES)\r
+ angle-=ANGLES;\r
+ while (angle<0)\r
+ angle+=ANGLES;\r
+\r
+ if (ob->state->rotate == 2) // 2 rotation pain frame\r
+ return 4*(angle/(ANGLES/2)); // seperated by 3 (art layout...)\r
+\r
+ return angle/(ANGLES/8);\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= DrawScaleds\r
+=\r
+= Draws all objects that are visable\r
+=\r
+=====================\r
+*/\r
+\r
+#define MAXVISABLE 50\r
+\r
+typedef struct\r
+{\r
+ int viewx,\r
+ viewheight,\r
+ shapenum;\r
+} visobj_t;\r
+\r
+visobj_t vislist[MAXVISABLE],*visptr,*visstep,*farthest;\r
+\r
+void DrawScaleds (void)\r
+{\r
+ int i,j,least,numvisable,height;\r
+ memptr shape;\r
+ byte *tilespot,*visspot;\r
+ int shapenum;\r
+ unsigned spotloc;\r
+\r
+ statobj_t *statptr;\r
+ objtype *obj;\r
+\r
+ visptr = &vislist[0];\r
+\r
+//\r
+// place static objects\r
+//\r
+ for (statptr = &statobjlist[0] ; statptr !=laststatobj ; statptr++)\r
+ {\r
+ if ((visptr->shapenum = statptr->shapenum) == -1)\r
+ continue; // object has been deleted\r
+\r
+ if (!*statptr->visspot)\r
+ continue; // not visable\r
+\r
+ if (TransformTile (statptr->tilex,statptr->tiley\r
+ ,&visptr->viewx,&visptr->viewheight) && statptr->flags & FL_BONUS)\r
+ {\r
+ GetBonus (statptr);\r
+ continue;\r
+ }\r
+\r
+ if (!visptr->viewheight)\r
+ continue; // to close to the object\r
+\r
+ if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow\r
+ visptr++;\r
+ }\r
+\r
+//\r
+// place active objects\r
+//\r
+ for (obj = player->next;obj;obj=obj->next)\r
+ {\r
+ if (!(visptr->shapenum = obj->state->shapenum))\r
+ continue; // no shape\r
+\r
+ spotloc = (obj->tilex<<6)+obj->tiley; // optimize: keep in struct?\r
+ visspot = &spotvis[0][0]+spotloc;\r
+ tilespot = &tilemap[0][0]+spotloc;\r
+\r
+ //\r
+ // could be in any of the nine surrounding tiles\r
+ //\r
+ if (*visspot\r
+ || ( *(visspot-1) && !*(tilespot-1) )\r
+ || ( *(visspot+1) && !*(tilespot+1) )\r
+ || ( *(visspot-65) && !*(tilespot-65) )\r
+ || ( *(visspot-64) && !*(tilespot-64) )\r
+ || ( *(visspot-63) && !*(tilespot-63) )\r
+ || ( *(visspot+65) && !*(tilespot+65) )\r
+ || ( *(visspot+64) && !*(tilespot+64) )\r
+ || ( *(visspot+63) && !*(tilespot+63) ) )\r
+ {\r
+ obj->active = true;\r
+ TransformActor (obj);\r
+ if (!obj->viewheight)\r
+ continue; // too close or far away\r
+\r
+ visptr->viewx = obj->viewx;\r
+ visptr->viewheight = obj->viewheight;\r
+ if (visptr->shapenum == -1)\r
+ visptr->shapenum = obj->temp1; // special shape\r
+\r
+ if (obj->state->rotate)\r
+ visptr->shapenum += CalcRotate (obj);\r
+\r
+ if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow\r
+ visptr++;\r
+ obj->flags |= FL_VISABLE;\r
+ }\r
+ else\r
+ obj->flags &= ~FL_VISABLE;\r
+ }\r
+\r
+//\r
+// draw from back to front\r
+//\r
+ numvisable = visptr-&vislist[0];\r
+\r
+ if (!numvisable)\r
+ return; // no visable objects\r
+\r
+ for (i = 0; i<numvisable; i++)\r
+ {\r
+ least = 32000;\r
+ for (visstep=&vislist[0] ; visstep<visptr ; visstep++)\r
+ {\r
+ height = visstep->viewheight;\r
+ if (height < least)\r
+ {\r
+ least = height;\r
+ farthest = visstep;\r
+ }\r
+ }\r
+ //\r
+ // draw farthest\r
+ //\r
+ ScaleShape(farthest->viewx,farthest->shapenum,farthest->viewheight);\r
+\r
+ farthest->viewheight = 32000;\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==============\r
+=\r
+= DrawPlayerWeapon\r
+=\r
+= Draw the player's hands\r
+=\r
+==============\r
+*/\r
+\r
+int weaponscale[NUMWEAPONS] = {SPR_KNIFEREADY,SPR_PISTOLREADY\r
+ ,SPR_MACHINEGUNREADY,SPR_CHAINREADY};\r
+\r
+void DrawPlayerWeapon (void)\r
+{\r
+ int shapenum;\r
+\r
+#ifndef SPEAR\r
+ if (gamestate.victoryflag)\r
+ {\r
+ if (player->state == &s_deathcam && (TimeCount&32) )\r
+ SimpleScaleShape(viewwidth/2,SPR_DEATHCAM,viewheight+1);\r
+ return;\r
+ }\r
+#endif\r
+\r
+ if (gamestate.weapon != -1)\r
+ {\r
+ shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;\r
+ SimpleScaleShape(viewwidth/2,shapenum,viewheight+1);\r
+ }\r
+\r
+ if (demorecord || demoplayback)\r
+ SimpleScaleShape(viewwidth/2,SPR_DEMO,viewheight+1);\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CalcTics\r
+=\r
+=====================\r
+*/\r
+\r
+void CalcTics (void)\r
+{\r
+ long newtime,oldtimecount;\r
+\r
+//\r
+// calculate tics since last refresh for adaptive timing\r
+//\r
+ if (lasttimecount > TimeCount)\r
+ TimeCount = lasttimecount; // if the game was paused a LONG time\r
+\r
+ do\r
+ {\r
+ newtime = TimeCount;\r
+ tics = newtime-lasttimecount;\r
+ } while (!tics); // make sure at least one tic passes\r
+\r
+ lasttimecount = newtime;\r
+\r
+#ifdef FILEPROFILE\r
+ strcpy (scratch,"\tTics:");\r
+ itoa (tics,str,10);\r
+ strcat (scratch,str);\r
+ strcat (scratch,"\n");\r
+ write (profilehandle,scratch,strlen(scratch));\r
+#endif\r
+\r
+ if (tics>MAXTICS)\r
+ {\r
+ TimeCount -= (tics-MAXTICS);\r
+ tics = MAXTICS;\r
+ }\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= FixOfs\r
+=\r
+========================\r
+*/\r
+\r
+void FixOfs (void)\r
+{\r
+ VW_ScreenToScreen (displayofs,bufferofs,viewwidth/8,viewheight);\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= WallRefresh\r
+=\r
+====================\r
+*/\r
+\r
+void WallRefresh (void)\r
+{\r
+//\r
+// set up variables for this view\r
+//\r
+ viewangle = player->angle;\r
+ midangle = viewangle*(FINEANGLES/ANGLES);\r
+ viewsin = sintable[viewangle];\r
+ viewcos = costable[viewangle];\r
+ viewx = player->x - FixedByFrac(focallength,viewcos);\r
+ viewy = player->y + FixedByFrac(focallength,viewsin);\r
+\r
+ focaltx = viewx>>TILESHIFT;\r
+ focalty = viewy>>TILESHIFT;\r
+\r
+ viewtx = player->x >> TILESHIFT;\r
+ viewty = player->y >> TILESHIFT;\r
+\r
+ xpartialdown = viewx&(TILEGLOBAL-1);\r
+ xpartialup = TILEGLOBAL-xpartialdown;\r
+ ypartialdown = viewy&(TILEGLOBAL-1);\r
+ ypartialup = TILEGLOBAL-ypartialdown;\r
+\r
+ lastside = -1; // the first pixel is on a new wall\r
+ AsmRefresh ();\r
+ ScalePost (); // no more optimization on last post\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+========================\r
+=\r
+= ThreeDRefresh\r
+=\r
+========================\r
+*/\r
+\r
+void ThreeDRefresh (void)\r
+{\r
+ int tracedir;\r
+\r
+// this wouldn't need to be done except for my debugger/video wierdness\r
+ outportb (SC_INDEX,SC_MAPMASK);\r
+\r
+//\r
+// clear out the traced array\r
+//\r
+asm mov ax,ds\r
+asm mov es,ax\r
+asm mov di,OFFSET spotvis\r
+asm xor ax,ax\r
+asm mov cx,2048 // 64*64 / 2\r
+asm rep stosw\r
+\r
+ bufferofs += screenofs;\r
+\r
+//\r
+// follow the walls from there to the right, drawwing as we go\r
+//\r
+ VGAClearScreen ();\r
+\r
+ WallRefresh ();\r
+\r
+//\r
+// draw all the scaled images\r
+//\r
+ DrawScaleds(); // draw scaled stuff\r
+ DrawPlayerWeapon (); // draw player's hands\r
+\r
+//\r
+// show screen and time last cycle\r
+//\r
+ if (fizzlein)\r
+ {\r
+ FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,20,false);\r
+ fizzlein = false;\r
+\r
+ lasttimecount = TimeCount = 0; // don't make a big tic count\r
+\r
+ }\r
+\r
+ bufferofs -= screenofs;\r
+ displayofs = bufferofs;\r
+\r
+ asm cli\r
+ asm mov cx,[displayofs]\r
+ asm mov dx,3d4h // CRTC address register\r
+ asm mov al,0ch // start address high register\r
+ asm out dx,al\r
+ asm inc dx\r
+ asm mov al,ch\r
+ asm out dx,al // set the high byte\r
+ asm sti\r
+\r
+ bufferofs += SCREENSIZE;\r
+ if (bufferofs > PAGE3START)\r
+ bufferofs = PAGE1START;\r
+\r
+ frameon++;\r
+ PM_NextFrame();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
--- /dev/null
+// WL_GAME.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+#ifdef MYPROFILE\r
+#include <TIME.H>\r
+#endif\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean ingame,fizzlein;\r
+unsigned latchpics[NUMLATCHPICS];\r
+gametype gamestate;\r
+\r
+long spearx,speary;\r
+unsigned spearangle;\r
+boolean spearflag;\r
+\r
+//\r
+// ELEVATOR BACK MAPS - REMEMBER (-1)!!\r
+//\r
+int ElevatorBackTo[]={1,1,7,3,5,3};\r
+\r
+void ScanInfoPlane (void);\r
+void SetupGameLevel (void);\r
+void DrawPlayScreen (void);\r
+void LoadLatchMem (void);\r
+void GameLoop (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+//===========================================================================\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= SetSoundLoc - Given the location of an object (in terms of global\r
+= coordinates, held in globalsoundx and globalsoundy), munges the values\r
+= for an approximate distance from the left and right ear, and puts\r
+= those values into leftchannel and rightchannel.\r
+=\r
+= JAB\r
+=\r
+==========================\r
+*/\r
+\r
+ fixed globalsoundx,globalsoundy;\r
+ int leftchannel,rightchannel;\r
+#define ATABLEMAX 15\r
+byte righttable[ATABLEMAX][ATABLEMAX * 2] = {\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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}\r
+};\r
+byte lefttable[ATABLEMAX][ATABLEMAX * 2] = {\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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},\r
+{ 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}\r
+};\r
+\r
+void\r
+SetSoundLoc(fixed gx,fixed gy)\r
+{\r
+ fixed xt,yt;\r
+ int x,y;\r
+\r
+//\r
+// translate point to view centered coordinates\r
+//\r
+ gx -= viewx;\r
+ gy -= viewy;\r
+\r
+//\r
+// calculate newx\r
+//\r
+ xt = FixedByFrac(gx,viewcos);\r
+ yt = FixedByFrac(gy,viewsin);\r
+ x = (xt - yt) >> TILESHIFT;\r
+\r
+//\r
+// calculate newy\r
+//\r
+ xt = FixedByFrac(gx,viewsin);\r
+ yt = FixedByFrac(gy,viewcos);\r
+ y = (yt + xt) >> TILESHIFT;\r
+\r
+ if (y >= ATABLEMAX)\r
+ y = ATABLEMAX - 1;\r
+ else if (y <= -ATABLEMAX)\r
+ y = -ATABLEMAX;\r
+ if (x < 0)\r
+ x = -x;\r
+ if (x >= ATABLEMAX)\r
+ x = ATABLEMAX - 1;\r
+ leftchannel = lefttable[x][y + ATABLEMAX];\r
+ rightchannel = righttable[x][y + ATABLEMAX];\r
+\r
+#if 0\r
+ CenterWindow(8,1);\r
+ US_PrintSigned(leftchannel);\r
+ US_Print(",");\r
+ US_PrintSigned(rightchannel);\r
+ VW_UpdateScreen();\r
+#endif\r
+}\r
+\r
+/*\r
+==========================\r
+=\r
+= SetSoundLocGlobal - Sets up globalsoundx & globalsoundy and then calls\r
+= UpdateSoundLoc() to transform that into relative channel volumes. Those\r
+= values are then passed to the Sound Manager so that they'll be used for\r
+= the next sound played (if possible).\r
+=\r
+= JAB\r
+=\r
+==========================\r
+*/\r
+void PlaySoundLocGlobal(word s,fixed gx,fixed gy)\r
+{\r
+ SetSoundLoc(gx,gy);\r
+ SD_PositionSound(leftchannel,rightchannel);\r
+ if (SD_PlaySound(s))\r
+ {\r
+ globalsoundx = gx;\r
+ globalsoundy = gy;\r
+ }\r
+}\r
+\r
+void UpdateSoundLoc(void)\r
+{\r
+ if (SoundPositioned)\r
+ {\r
+ SetSoundLoc(globalsoundx,globalsoundy);\r
+ SD_SetPosition(leftchannel,rightchannel);\r
+ }\r
+}\r
+\r
+/*\r
+** JAB End\r
+*/\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= ClearMemory\r
+=\r
+==========================\r
+*/\r
+\r
+void ClearMemory (void)\r
+{\r
+ PM_UnlockMainMem();\r
+ SD_StopDigitized();\r
+ MM_SortMem ();\r
+}\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= ScanInfoPlane\r
+=\r
+= Spawn all actors and mark down special places\r
+=\r
+==========================\r
+*/\r
+\r
+void ScanInfoPlane (void)\r
+{\r
+ unsigned x,y,i,j;\r
+ int tile;\r
+ unsigned far *start;\r
+\r
+ start = mapsegs[1];\r
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *start++;\r
+ if (!tile)\r
+ continue;\r
+\r
+ switch (tile)\r
+ {\r
+ case 19:\r
+ case 20:\r
+ case 21:\r
+ case 22:\r
+ SpawnPlayer(x,y,NORTH+tile-19);\r
+ break;\r
+\r
+ case 23:\r
+ case 24:\r
+ case 25:\r
+ case 26:\r
+ case 27:\r
+ case 28:\r
+ case 29:\r
+ case 30:\r
+\r
+ case 31:\r
+ case 32:\r
+ case 33:\r
+ case 34:\r
+ case 35:\r
+ case 36:\r
+ case 37:\r
+ case 38:\r
+\r
+ case 39:\r
+ case 40:\r
+ case 41:\r
+ case 42:\r
+ case 43:\r
+ case 44:\r
+ case 45:\r
+ case 46:\r
+\r
+ case 47:\r
+ case 48:\r
+ case 49:\r
+ case 50:\r
+ case 51:\r
+ case 52:\r
+ case 53:\r
+ case 54:\r
+\r
+ case 55:\r
+ case 56:\r
+ case 57:\r
+ case 58:\r
+ case 59:\r
+ case 60:\r
+ case 61:\r
+ case 62:\r
+\r
+ case 63:\r
+ case 64:\r
+ case 65:\r
+ case 66:\r
+ case 67:\r
+ case 68:\r
+ case 69:\r
+ case 70:\r
+ case 71:\r
+ case 72:\r
+ case 73: // TRUCK AND SPEAR!\r
+ case 74:\r
+\r
+ SpawnStatic(x,y,tile-23);\r
+ break;\r
+\r
+//\r
+// P wall\r
+//\r
+ case 98:\r
+ if (!loadedgame)\r
+ gamestate.secrettotal++;\r
+ break;\r
+\r
+//\r
+// guard\r
+//\r
+ case 180:\r
+ case 181:\r
+ case 182:\r
+ case 183:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 144:\r
+ case 145:\r
+ case 146:\r
+ case 147:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 108:\r
+ case 109:\r
+ case 110:\r
+ case 111:\r
+ SpawnStand(en_guard,x,y,tile-108);\r
+ break;\r
+\r
+\r
+ case 184:\r
+ case 185:\r
+ case 186:\r
+ case 187:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 148:\r
+ case 149:\r
+ case 150:\r
+ case 151:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 112:\r
+ case 113:\r
+ case 114:\r
+ case 115:\r
+ SpawnPatrol(en_guard,x,y,tile-112);\r
+ break;\r
+\r
+ case 124:\r
+ SpawnDeadGuard (x,y);\r
+ break;\r
+//\r
+// officer\r
+//\r
+ case 188:\r
+ case 189:\r
+ case 190:\r
+ case 191:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 152:\r
+ case 153:\r
+ case 154:\r
+ case 155:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 116:\r
+ case 117:\r
+ case 118:\r
+ case 119:\r
+ SpawnStand(en_officer,x,y,tile-116);\r
+ break;\r
+\r
+\r
+ case 192:\r
+ case 193:\r
+ case 194:\r
+ case 195:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 156:\r
+ case 157:\r
+ case 158:\r
+ case 159:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 120:\r
+ case 121:\r
+ case 122:\r
+ case 123:\r
+ SpawnPatrol(en_officer,x,y,tile-120);\r
+ break;\r
+\r
+\r
+//\r
+// ss\r
+//\r
+ case 198:\r
+ case 199:\r
+ case 200:\r
+ case 201:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 162:\r
+ case 163:\r
+ case 164:\r
+ case 165:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 126:\r
+ case 127:\r
+ case 128:\r
+ case 129:\r
+ SpawnStand(en_ss,x,y,tile-126);\r
+ break;\r
+\r
+\r
+ case 202:\r
+ case 203:\r
+ case 204:\r
+ case 205:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 166:\r
+ case 167:\r
+ case 168:\r
+ case 169:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 130:\r
+ case 131:\r
+ case 132:\r
+ case 133:\r
+ SpawnPatrol(en_ss,x,y,tile-130);\r
+ break;\r
+\r
+//\r
+// dogs\r
+//\r
+ case 206:\r
+ case 207:\r
+ case 208:\r
+ case 209:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 170:\r
+ case 171:\r
+ case 172:\r
+ case 173:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 134:\r
+ case 135:\r
+ case 136:\r
+ case 137:\r
+ SpawnStand(en_dog,x,y,tile-134);\r
+ break;\r
+\r
+\r
+ case 210:\r
+ case 211:\r
+ case 212:\r
+ case 213:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 36;\r
+ case 174:\r
+ case 175:\r
+ case 176:\r
+ case 177:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 36;\r
+ case 138:\r
+ case 139:\r
+ case 140:\r
+ case 141:\r
+ SpawnPatrol(en_dog,x,y,tile-138);\r
+ break;\r
+\r
+//\r
+// boss\r
+//\r
+#ifndef SPEAR\r
+ case 214:\r
+ SpawnBoss (x,y);\r
+ break;\r
+ case 197:\r
+ SpawnGretel (x,y);\r
+ break;\r
+ case 215:\r
+ SpawnGift (x,y);\r
+ break;\r
+ case 179:\r
+ SpawnFat (x,y);\r
+ break;\r
+ case 196:\r
+ SpawnSchabbs (x,y);\r
+ break;\r
+ case 160:\r
+ SpawnFakeHitler (x,y);\r
+ break;\r
+ case 178:\r
+ SpawnHitler (x,y);\r
+ break;\r
+#else\r
+ case 106:\r
+ SpawnSpectre (x,y);\r
+ break;\r
+ case 107:\r
+ SpawnAngel (x,y);\r
+ break;\r
+ case 125:\r
+ SpawnTrans (x,y);\r
+ break;\r
+ case 142:\r
+ SpawnUber (x,y);\r
+ break;\r
+ case 143:\r
+ SpawnWill (x,y);\r
+ break;\r
+ case 161:\r
+ SpawnDeath (x,y);\r
+ break;\r
+\r
+#endif\r
+\r
+//\r
+// mutants\r
+//\r
+ case 252:\r
+ case 253:\r
+ case 254:\r
+ case 255:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 18;\r
+ case 234:\r
+ case 235:\r
+ case 236:\r
+ case 237:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 18;\r
+ case 216:\r
+ case 217:\r
+ case 218:\r
+ case 219:\r
+ SpawnStand(en_mutant,x,y,tile-216);\r
+ break;\r
+\r
+ case 256:\r
+ case 257:\r
+ case 258:\r
+ case 259:\r
+ if (gamestate.difficulty<gd_hard)\r
+ break;\r
+ tile -= 18;\r
+ case 238:\r
+ case 239:\r
+ case 240:\r
+ case 241:\r
+ if (gamestate.difficulty<gd_medium)\r
+ break;\r
+ tile -= 18;\r
+ case 220:\r
+ case 221:\r
+ case 222:\r
+ case 223:\r
+ SpawnPatrol(en_mutant,x,y,tile-220);\r
+ break;\r
+\r
+//\r
+// ghosts\r
+//\r
+#ifndef SPEAR\r
+ case 224:\r
+ SpawnGhosts (en_blinky,x,y);\r
+ break;\r
+ case 225:\r
+ SpawnGhosts (en_clyde,x,y);\r
+ break;\r
+ case 226:\r
+ SpawnGhosts (en_pinky,x,y);\r
+ break;\r
+ case 227:\r
+ SpawnGhosts (en_inky,x,y);\r
+ break;\r
+#endif\r
+ }\r
+\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= SetupGameLevel\r
+=\r
+==================\r
+*/\r
+\r
+void SetupGameLevel (void)\r
+{\r
+ int x,y,i;\r
+ unsigned far *map,tile,spot;\r
+\r
+\r
+ if (!loadedgame)\r
+ {\r
+ gamestate.TimeCount=\r
+ gamestate.secrettotal=\r
+ gamestate.killtotal=\r
+ gamestate.treasuretotal=\r
+ gamestate.secretcount=\r
+ gamestate.killcount=\r
+ gamestate.treasurecount=0;\r
+ }\r
+\r
+ if (demoplayback || demorecord)\r
+ US_InitRndT (false);\r
+ else\r
+ US_InitRndT (true);\r
+\r
+//\r
+// load the level\r
+//\r
+ CA_CacheMap (gamestate.mapon+10*gamestate.episode);\r
+ mapon-=gamestate.episode*10;\r
+\r
+ mapwidth = mapheaderseg[mapon]->width;\r
+ mapheight = mapheaderseg[mapon]->height;\r
+\r
+ if (mapwidth != 64 || mapheight != 64)\r
+ Quit ("Map not 64*64!");\r
+\r
+\r
+//\r
+// copy the wall data to a data segment array\r
+//\r
+ memset (tilemap,0,sizeof(tilemap));\r
+ memset (actorat,0,sizeof(actorat));\r
+ map = mapsegs[0];\r
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *map++;\r
+ if (tile<AREATILE)\r
+ {\r
+ // solid wall\r
+ tilemap[x][y] = tile;\r
+ (unsigned)actorat[x][y] = tile;\r
+ }\r
+ else\r
+ {\r
+ // area floor\r
+ tilemap[x][y] = 0;\r
+ (unsigned)actorat[x][y] = 0;\r
+ }\r
+ }\r
+\r
+//\r
+// spawn doors\r
+//\r
+ InitActorList (); // start spawning things with a clean slate\r
+ InitDoorList ();\r
+ InitStaticList ();\r
+\r
+ map = mapsegs[0];\r
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *map++;\r
+ if (tile >= 90 && tile <= 101)\r
+ {\r
+ // door\r
+ switch (tile)\r
+ {\r
+ case 90:\r
+ case 92:\r
+ case 94:\r
+ case 96:\r
+ case 98:\r
+ case 100:\r
+ SpawnDoor (x,y,1,(tile-90)/2);\r
+ break;\r
+ case 91:\r
+ case 93:\r
+ case 95:\r
+ case 97:\r
+ case 99:\r
+ case 101:\r
+ SpawnDoor (x,y,0,(tile-91)/2);\r
+ break;\r
+ }\r
+ }\r
+ }\r
+\r
+//\r
+// spawn actors\r
+//\r
+ ScanInfoPlane ();\r
+\r
+//\r
+// take out the ambush markers\r
+//\r
+ map = mapsegs[0];\r
+ for (y=0;y<mapheight;y++)\r
+ for (x=0;x<mapwidth;x++)\r
+ {\r
+ tile = *map++;\r
+ if (tile == AMBUSHTILE)\r
+ {\r
+ tilemap[x][y] = 0;\r
+ if ( (unsigned)actorat[x][y] == AMBUSHTILE)\r
+ actorat[x][y] = NULL;\r
+\r
+ if (*map >= AREATILE)\r
+ tile = *map;\r
+ if (*(map-1-mapwidth) >= AREATILE)\r
+ tile = *(map-1-mapwidth);\r
+ if (*(map-1+mapwidth) >= AREATILE)\r
+ tile = *(map-1+mapwidth);\r
+ if ( *(map-2) >= AREATILE)\r
+ tile = *(map-2);\r
+\r
+ *(map-1) = tile;\r
+ }\r
+ }\r
+\r
+\r
+\r
+//\r
+// have the caching manager load and purge stuff to make sure all marks\r
+// are in memory\r
+//\r
+ CA_LoadAllSounds ();\r
+\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= DrawPlayBorderSides\r
+=\r
+= To fix window overwrites\r
+=\r
+===================\r
+*/\r
+\r
+void DrawPlayBorderSides (void)\r
+{\r
+ int xl,yl;\r
+\r
+ xl = 160-viewwidth/2;\r
+ yl = (200-STATUSLINES-viewheight)/2;\r
+\r
+ VWB_Bar (0,0,xl-1,200-STATUSLINES,127);\r
+ VWB_Bar (xl+viewwidth+1,0,xl-2,200-STATUSLINES,127);\r
+\r
+ VWB_Vlin (yl-1,yl+viewheight,xl-1,0);\r
+ VWB_Vlin (yl-1,yl+viewheight,xl+viewwidth,125);\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= DrawAllPlayBorderSides\r
+=\r
+===================\r
+*/\r
+\r
+void DrawAllPlayBorderSides (void)\r
+{\r
+ unsigned i,temp;\r
+\r
+ temp = bufferofs;\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ DrawPlayBorderSides ();\r
+ }\r
+ bufferofs = temp;\r
+}\r
+\r
+/*\r
+===================\r
+=\r
+= DrawPlayBorder\r
+=\r
+===================\r
+*/\r
+void DrawAllPlayBorder (void)\r
+{\r
+ unsigned i,temp;\r
+\r
+ temp = bufferofs;\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ DrawPlayBorder ();\r
+ }\r
+ bufferofs = temp;\r
+}\r
+\r
+/*\r
+===================\r
+=\r
+= DrawPlayBorder\r
+=\r
+===================\r
+*/\r
+\r
+void DrawPlayBorder (void)\r
+{\r
+ int xl,yl;\r
+\r
+ VWB_Bar (0,0,320,200-STATUSLINES,127);\r
+\r
+ xl = 160-viewwidth/2;\r
+ yl = (200-STATUSLINES-viewheight)/2;\r
+ VWB_Bar (xl,yl,viewwidth,viewheight,0);\r
+\r
+ VWB_Hlin (xl-1,xl+viewwidth,yl-1,0);\r
+ VWB_Hlin (xl-1,xl+viewwidth,yl+viewheight,125);\r
+ VWB_Vlin (yl-1,yl+viewheight,xl-1,0);\r
+ VWB_Vlin (yl-1,yl+viewheight,xl+viewwidth,125);\r
+ VWB_Plot (xl-1,yl+viewheight,124);\r
+}\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= DrawPlayScreen\r
+=\r
+===================\r
+*/\r
+\r
+void DrawPlayScreen (void)\r
+{\r
+ int i,j,p,m;\r
+ unsigned temp;\r
+\r
+ VW_FadeOut ();\r
+\r
+ temp = bufferofs;\r
+\r
+ CA_CacheGrChunk (STATUSBARPIC);\r
+\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ DrawPlayBorder ();\r
+ VWB_DrawPic (0,200-STATUSLINES,STATUSBARPIC);\r
+ }\r
+\r
+ bufferofs = temp;\r
+\r
+ UNCACHEGRCHUNK (STATUSBARPIC);\r
+\r
+ DrawFace ();\r
+ DrawHealth ();\r
+ DrawLives ();\r
+ DrawLevel ();\r
+ DrawAmmo ();\r
+ DrawKeys ();\r
+ DrawWeapon ();\r
+ DrawScore ();\r
+}\r
+\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= StartDemoRecord\r
+=\r
+==================\r
+*/\r
+\r
+#define MAXDEMOSIZE 8192\r
+\r
+void StartDemoRecord (int levelnumber)\r
+{\r
+ MM_GetPtr (&demobuffer,MAXDEMOSIZE);\r
+ MM_SetLock (&demobuffer,true);\r
+ demoptr = (char far *)demobuffer;\r
+ lastdemoptr = demoptr+MAXDEMOSIZE;\r
+\r
+ *demoptr = levelnumber;\r
+ demoptr += 4; // leave space for length\r
+ demorecord = true;\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= FinishDemoRecord\r
+=\r
+==================\r
+*/\r
+\r
+char demoname[13] = "DEMO?.";\r
+\r
+void FinishDemoRecord (void)\r
+{\r
+ long length,level;\r
+\r
+ demorecord = false;\r
+\r
+ length = demoptr - (char far *)demobuffer;\r
+\r
+ demoptr = ((char far *)demobuffer)+1;\r
+ *(unsigned far *)demoptr = length;\r
+\r
+ CenterWindow(24,3);\r
+ PrintY+=6;\r
+ US_Print(" Demo number (0-9):");\r
+ VW_UpdateScreen();\r
+\r
+ if (US_LineInput (px,py,str,NULL,true,2,0))\r
+ {\r
+ level = atoi (str);\r
+ if (level>=0 && level<=9)\r
+ {\r
+ demoname[4] = '0'+level;\r
+ CA_WriteFile (demoname,(void far *)demobuffer,length);\r
+ }\r
+ }\r
+\r
+\r
+ MM_FreePtr (&demobuffer);\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= RecordDemo\r
+=\r
+= Fades the screen out, then starts a demo. Exits with the screen faded\r
+=\r
+==================\r
+*/\r
+\r
+void RecordDemo (void)\r
+{\r
+ int level,esc;\r
+\r
+ CenterWindow(26,3);\r
+ PrintY+=6;\r
+ CA_CacheGrChunk(STARTFONT);\r
+ fontnumber=0;\r
+ US_Print(" Demo which level(1-10):");\r
+ VW_UpdateScreen();\r
+ VW_FadeIn ();\r
+ esc = !US_LineInput (px,py,str,NULL,true,2,0);\r
+ if (esc)\r
+ return;\r
+\r
+ level = atoi (str);\r
+ level--;\r
+\r
+ SETFONTCOLOR(0,15);\r
+ VW_FadeOut ();\r
+\r
+#ifndef SPEAR\r
+ NewGame (gd_hard,level/10);\r
+ gamestate.mapon = level%10;\r
+#else\r
+ NewGame (gd_hard,0);\r
+ gamestate.mapon = level;\r
+#endif\r
+\r
+ StartDemoRecord (level);\r
+\r
+ DrawPlayScreen ();\r
+ VW_FadeIn ();\r
+\r
+ startgame = false;\r
+ demorecord = true;\r
+\r
+ SetupGameLevel ();\r
+ StartMusic ();\r
+ PM_CheckMainMem ();\r
+ fizzlein = true;\r
+\r
+ PlayLoop ();\r
+\r
+ demoplayback = false;\r
+\r
+ StopMusic ();\r
+ VW_FadeOut ();\r
+ ClearMemory ();\r
+\r
+ FinishDemoRecord ();\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= PlayDemo\r
+=\r
+= Fades the screen out, then starts a demo. Exits with the screen faded\r
+=\r
+==================\r
+*/\r
+\r
+void PlayDemo (int demonumber)\r
+{\r
+ int length;\r
+\r
+#ifdef DEMOSEXTERN\r
+// debug: load chunk\r
+#ifndef SPEARDEMO\r
+ int dems[4]={T_DEMO0,T_DEMO1,T_DEMO2,T_DEMO3};\r
+#else\r
+ int dems[1]={T_DEMO0};\r
+#endif\r
+\r
+ CA_CacheGrChunk(dems[demonumber]);\r
+ demoptr = grsegs[dems[demonumber]];\r
+ MM_SetLock (&grsegs[dems[demonumber]],true);\r
+#else\r
+ demoname[4] = '0'+demonumber;\r
+ CA_LoadFile (demoname,&demobuffer);\r
+ MM_SetLock (&demobuffer,true);\r
+ demoptr = (char far *)demobuffer;\r
+#endif\r
+\r
+ NewGame (1,0);\r
+ gamestate.mapon = *demoptr++;\r
+ gamestate.difficulty = gd_hard;\r
+ length = *((unsigned far *)demoptr)++;\r
+ demoptr++;\r
+ lastdemoptr = demoptr-4+length;\r
+\r
+ VW_FadeOut ();\r
+\r
+ SETFONTCOLOR(0,15);\r
+ DrawPlayScreen ();\r
+ VW_FadeIn ();\r
+\r
+ startgame = false;\r
+ demoplayback = true;\r
+\r
+ SetupGameLevel ();\r
+ StartMusic ();\r
+ PM_CheckMainMem ();\r
+ fizzlein = true;\r
+\r
+ PlayLoop ();\r
+\r
+#ifdef DEMOSEXTERN\r
+ UNCACHEGRCHUNK(dems[demonumber]);\r
+#else\r
+ MM_FreePtr (&demobuffer);\r
+#endif\r
+\r
+ demoplayback = false;\r
+\r
+ StopMusic ();\r
+ VW_FadeOut ();\r
+ ClearMemory ();\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= Died\r
+=\r
+==================\r
+*/\r
+\r
+#define DEATHROTATE 2\r
+\r
+void Died (void)\r
+{\r
+ float fangle;\r
+ long dx,dy;\r
+ int iangle,curangle,clockwise,counter,change;\r
+\r
+ gamestate.weapon = -1; // take away weapon\r
+ SD_PlaySound (PLAYERDEATHSND);\r
+//\r
+// swing around to face attacker\r
+//\r
+ dx = killerobj->x - player->x;\r
+ dy = player->y - killerobj->y;\r
+\r
+ fangle = atan2(dy,dx); // returns -pi to pi\r
+ if (fangle<0)\r
+ fangle = M_PI*2+fangle;\r
+\r
+ iangle = fangle/(M_PI*2)*ANGLES;\r
+\r
+ if (player->angle > iangle)\r
+ {\r
+ counter = player->angle - iangle;\r
+ clockwise = ANGLES-player->angle + iangle;\r
+ }\r
+ else\r
+ {\r
+ clockwise = iangle - player->angle;\r
+ counter = player->angle + ANGLES-iangle;\r
+ }\r
+\r
+ curangle = player->angle;\r
+\r
+ if (clockwise<counter)\r
+ {\r
+ //\r
+ // rotate clockwise\r
+ //\r
+ if (curangle>iangle)\r
+ curangle -= ANGLES;\r
+ do\r
+ {\r
+ change = tics*DEATHROTATE;\r
+ if (curangle + change > iangle)\r
+ change = iangle-curangle;\r
+\r
+ curangle += change;\r
+ player->angle += change;\r
+ if (player->angle >= ANGLES)\r
+ player->angle -= ANGLES;\r
+\r
+ ThreeDRefresh ();\r
+ CalcTics ();\r
+ } while (curangle != iangle);\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // rotate counterclockwise\r
+ //\r
+ if (curangle<iangle)\r
+ curangle += ANGLES;\r
+ do\r
+ {\r
+ change = -tics*DEATHROTATE;\r
+ if (curangle + change < iangle)\r
+ change = iangle-curangle;\r
+\r
+ curangle += change;\r
+ player->angle += change;\r
+ if (player->angle < 0)\r
+ player->angle += ANGLES;\r
+\r
+ ThreeDRefresh ();\r
+ CalcTics ();\r
+ } while (curangle != iangle);\r
+ }\r
+\r
+//\r
+// fade to red\r
+//\r
+ FinishPaletteShifts ();\r
+\r
+ bufferofs += screenofs;\r
+ VW_Bar (0,0,viewwidth,viewheight,4);\r
+ IN_ClearKeysDown ();\r
+ FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,70,false);\r
+ bufferofs -= screenofs;\r
+ IN_UserInput(100);\r
+ SD_WaitSoundDone ();\r
+\r
+ if (tedlevel == false) // SO'S YA DON'T GET KILLED WHILE LAUNCHING!\r
+ gamestate.lives--;\r
+\r
+ if (gamestate.lives > -1)\r
+ {\r
+ gamestate.health = 100;\r
+ gamestate.weapon = gamestate.bestweapon\r
+ = gamestate.chosenweapon = wp_pistol;\r
+ gamestate.ammo = STARTAMMO;\r
+ gamestate.keys = 0;\r
+ gamestate.attackframe = gamestate.attackcount =\r
+ gamestate.weaponframe = 0;\r
+\r
+ DrawKeys ();\r
+ DrawWeapon ();\r
+ DrawAmmo ();\r
+ DrawHealth ();\r
+ DrawFace ();\r
+ DrawLives ();\r
+ }\r
+\r
+}\r
+\r
+//==========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= GameLoop\r
+=\r
+===================\r
+*/\r
+\r
+void GameLoop (void)\r
+{\r
+ int i,xl,yl,xh,yh;\r
+ char num[20];\r
+ boolean died;\r
+#ifdef MYPROFILE\r
+ clock_t start,end;\r
+#endif\r
+\r
+restartgame:\r
+ ClearMemory ();\r
+ SETFONTCOLOR(0,15);\r
+ DrawPlayScreen ();\r
+ died = false;\r
+restart:\r
+ do\r
+ {\r
+ if (!loadedgame)\r
+ gamestate.score = gamestate.oldscore;\r
+ DrawScore();\r
+\r
+ startgame = false;\r
+ if (loadedgame)\r
+ loadedgame = false;\r
+ else\r
+ SetupGameLevel ();\r
+\r
+#ifdef SPEAR\r
+ if (gamestate.mapon == 20) // give them the key allways\r
+ {\r
+ gamestate.keys |= 1;\r
+ DrawKeys ();\r
+ }\r
+#endif\r
+\r
+ ingame = true;\r
+ StartMusic ();\r
+ PM_CheckMainMem ();\r
+ if (!died)\r
+ PreloadGraphics ();\r
+ else\r
+ died = false;\r
+\r
+ fizzlein = true;\r
+ DrawLevel ();\r
+\r
+startplayloop:\r
+ PlayLoop ();\r
+\r
+#ifdef SPEAR\r
+ if (spearflag)\r
+ {\r
+ SD_StopSound();\r
+ SD_PlaySound(GETSPEARSND);\r
+ if (DigiMode != sds_Off)\r
+ {\r
+ long lasttimecount = TimeCount;\r
+\r
+ while(TimeCount < lasttimecount+150)\r
+ //while(DigiPlaying!=false)\r
+ SD_Poll();\r
+ }\r
+ else\r
+ SD_WaitSoundDone();\r
+\r
+ ClearMemory ();\r
+ gamestate.oldscore = gamestate.score;\r
+ gamestate.mapon = 20;\r
+ SetupGameLevel ();\r
+ StartMusic ();\r
+ PM_CheckMainMem ();\r
+ player->x = spearx;\r
+ player->y = speary;\r
+ player->angle = spearangle;\r
+ spearflag = false;\r
+ Thrust (0,0);\r
+ goto startplayloop;\r
+ }\r
+#endif\r
+\r
+ StopMusic ();\r
+ ingame = false;\r
+\r
+ if (demorecord && playstate != ex_warped)\r
+ FinishDemoRecord ();\r
+\r
+ if (startgame || loadedgame)\r
+ goto restartgame;\r
+\r
+ switch (playstate)\r
+ {\r
+ case ex_completed:\r
+ case ex_secretlevel:\r
+ gamestate.keys = 0;\r
+ DrawKeys ();\r
+ VW_FadeOut ();\r
+\r
+ ClearMemory ();\r
+\r
+ LevelCompleted (); // do the intermission\r
+#ifdef SPEARDEMO\r
+ if (gamestate.mapon == 1)\r
+ {\r
+ died = true; // don't "get psyched!"\r
+\r
+ VW_FadeOut ();\r
+\r
+ ClearMemory ();\r
+\r
+ CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+\r
+ #pragma warn -sus\r
+ #ifndef JAPAN\r
+ _fstrcpy(MainMenu[viewscores].string,STR_VS);\r
+ #endif\r
+ MainMenu[viewscores].routine = CP_ViewScores;\r
+ #pragma warn +sus\r
+\r
+ return;\r
+ }\r
+#endif\r
+\r
+#ifdef JAPDEMO\r
+ if (gamestate.mapon == 3)\r
+ {\r
+ died = true; // don't "get psyched!"\r
+\r
+ VW_FadeOut ();\r
+\r
+ ClearMemory ();\r
+\r
+ CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+\r
+ #pragma warn -sus\r
+ #ifndef JAPAN\r
+ _fstrcpy(MainMenu[viewscores].string,STR_VS);\r
+ #endif\r
+ MainMenu[viewscores].routine = CP_ViewScores;\r
+ #pragma warn +sus\r
+\r
+ return;\r
+ }\r
+#endif\r
+\r
+ gamestate.oldscore = gamestate.score;\r
+\r
+#ifndef SPEAR\r
+ //\r
+ // COMING BACK FROM SECRET LEVEL\r
+ //\r
+ if (gamestate.mapon == 9)\r
+ gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret\r
+ else\r
+ //\r
+ // GOING TO SECRET LEVEL\r
+ //\r
+ if (playstate == ex_secretlevel)\r
+ gamestate.mapon = 9;\r
+#else\r
+\r
+#define FROMSECRET1 3\r
+#define FROMSECRET2 11\r
+\r
+ //\r
+ // GOING TO SECRET LEVEL\r
+ //\r
+ if (playstate == ex_secretlevel)\r
+ switch(gamestate.mapon)\r
+ {\r
+ case FROMSECRET1: gamestate.mapon = 18; break;\r
+ case FROMSECRET2: gamestate.mapon = 19; break;\r
+ }\r
+ else\r
+ //\r
+ // COMING BACK FROM SECRET LEVEL\r
+ //\r
+ if (gamestate.mapon == 18 || gamestate.mapon == 19)\r
+ switch(gamestate.mapon)\r
+ {\r
+ case 18: gamestate.mapon = FROMSECRET1+1; break;\r
+ case 19: gamestate.mapon = FROMSECRET2+1; break;\r
+ }\r
+#endif\r
+ else\r
+ //\r
+ // GOING TO NEXT LEVEL\r
+ //\r
+ gamestate.mapon++;\r
+\r
+\r
+ break;\r
+\r
+ case ex_died:\r
+ Died ();\r
+ died = true; // don't "get psyched!"\r
+\r
+ if (gamestate.lives > -1)\r
+ break; // more lives left\r
+\r
+ VW_FadeOut ();\r
+\r
+ ClearMemory ();\r
+\r
+ CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+\r
+ #pragma warn -sus\r
+ #ifndef JAPAN\r
+ _fstrcpy(MainMenu[viewscores].string,STR_VS);\r
+ #endif\r
+ MainMenu[viewscores].routine = CP_ViewScores;\r
+ #pragma warn +sus\r
+\r
+ return;\r
+\r
+ case ex_victorious:\r
+\r
+#ifndef SPEAR\r
+ VW_FadeOut ();\r
+#else\r
+ VL_FadeOut (0,255,0,17,17,300);\r
+#endif\r
+ ClearMemory ();\r
+\r
+ Victory ();\r
+\r
+ ClearMemory ();\r
+\r
+ CheckHighScore (gamestate.score,gamestate.mapon+1);\r
+\r
+ #pragma warn -sus\r
+ #ifndef JAPAN\r
+ _fstrcpy(MainMenu[viewscores].string,STR_VS);\r
+ #endif\r
+ MainMenu[viewscores].routine = CP_ViewScores;\r
+ #pragma warn +sus\r
+\r
+ return;\r
+\r
+ default:\r
+ ClearMemory ();\r
+ break;\r
+ }\r
+\r
+ } while (1);\r
+\r
+}\r
+\r
--- /dev/null
+// WL_INTER.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= CLearSplitVWB\r
+=\r
+==================\r
+*/\r
+\r
+void ClearSplitVWB (void)\r
+{\r
+ memset (update,0,sizeof(update));\r
+ WindowX = 0;\r
+ WindowY = 0;\r
+ WindowW = 320;\r
+ WindowH = 160;\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+#ifdef SPEAR\r
+#ifndef SPEARDEMO\r
+////////////////////////////////////////////////////////\r
+//\r
+// End of Spear of Destiny\r
+//\r
+////////////////////////////////////////////////////////\r
+\r
+void EndScreen (int palette, int screen)\r
+{\r
+ CA_CacheScreen (screen);\r
+ VW_UpdateScreen ();\r
+ CA_CacheGrChunk (palette);\r
+ VL_FadeIn(0,255,grsegs[palette],30);\r
+ UNCACHEGRCHUNK (palette);\r
+ IN_ClearKeysDown ();\r
+ IN_Ack ();\r
+ VW_FadeOut ();\r
+}\r
+\r
+\r
+void EndSpear(void)\r
+{\r
+ EndScreen (END1PALETTE, ENDSCREEN11PIC);\r
+\r
+ CA_CacheScreen (ENDSCREEN3PIC);\r
+ VW_UpdateScreen ();\r
+ CA_CacheGrChunk (END3PALETTE);\r
+ VL_FadeIn(0,255,grsegs[END3PALETTE],30);\r
+ UNCACHEGRCHUNK (END3PALETTE);\r
+ fontnumber = 0;\r
+ fontcolor = 0xd0;\r
+ WindowX = 0;\r
+ WindowW = 320;\r
+ PrintX = 0;\r
+ PrintY = 180;\r
+ US_CPrint (STR_ENDGAME1"\n");\r
+ US_CPrint (STR_ENDGAME2);\r
+ VW_UpdateScreen ();\r
+ IN_StartAck ();\r
+ TimeCount = 0;\r
+ while (!IN_CheckAck () && TimeCount < 700);\r
+\r
+ PrintX = 0;\r
+ PrintY = 180;\r
+ VWB_Bar(0,180,320,20,0);\r
+ US_CPrint (STR_ENDGAME3"\n");\r
+ US_CPrint (STR_ENDGAME4);\r
+ VW_UpdateScreen ();\r
+ IN_StartAck ();\r
+ TimeCount = 0;\r
+ while (!IN_CheckAck () && TimeCount < 700);\r
+\r
+ VW_FadeOut ();\r
+\r
+ EndScreen (END4PALETTE, ENDSCREEN4PIC);\r
+ EndScreen (END5PALETTE, ENDSCREEN5PIC);\r
+ EndScreen (END6PALETTE, ENDSCREEN6PIC);\r
+ EndScreen (END7PALETTE, ENDSCREEN7PIC);\r
+ EndScreen (END8PALETTE, ENDSCREEN8PIC);\r
+ EndScreen (END9PALETTE, ENDSCREEN9PIC);\r
+\r
+ EndScreen (END2PALETTE, ENDSCREEN12PIC);\r
+\r
+ MainMenu[savegame].active = 0;\r
+}\r
+#endif\r
+#endif\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= Victory\r
+=\r
+==================\r
+*/\r
+\r
+void Victory (void)\r
+{\r
+#ifndef SPEARDEMO\r
+ long sec;\r
+ int i,min,kr,sr,tr,x;\r
+ char tempstr[8];\r
+\r
+#define RATIOX 6\r
+#define RATIOY 14\r
+#define TIMEX 14\r
+#define TIMEY 8\r
+\r
+\r
+#ifdef SPEAR\r
+ StartCPMusic (XTHEEND_MUS);\r
+\r
+ CA_CacheGrChunk(BJCOLLAPSE1PIC);\r
+ CA_CacheGrChunk(BJCOLLAPSE2PIC);\r
+ CA_CacheGrChunk(BJCOLLAPSE3PIC);\r
+ CA_CacheGrChunk(BJCOLLAPSE4PIC);\r
+\r
+ VWB_Bar(0,0,320,200,VIEWCOLOR);\r
+ VWB_DrawPic (124,44,BJCOLLAPSE1PIC);\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn ();\r
+ VW_WaitVBL(2*70);\r
+ VWB_DrawPic (124,44,BJCOLLAPSE2PIC);\r
+ VW_UpdateScreen ();\r
+ VW_WaitVBL(105);\r
+ VWB_DrawPic (124,44,BJCOLLAPSE3PIC);\r
+ VW_UpdateScreen ();\r
+ VW_WaitVBL(105);\r
+ VWB_DrawPic (124,44,BJCOLLAPSE4PIC);\r
+ VW_UpdateScreen ();\r
+ VW_WaitVBL(3*70);\r
+\r
+ UNCACHEGRCHUNK(BJCOLLAPSE1PIC);\r
+ UNCACHEGRCHUNK(BJCOLLAPSE2PIC);\r
+ UNCACHEGRCHUNK(BJCOLLAPSE3PIC);\r
+ UNCACHEGRCHUNK(BJCOLLAPSE4PIC);\r
+ VL_FadeOut (0,255,0,17,17,5);\r
+#endif\r
+\r
+ StartCPMusic (URAHERO_MUS);\r
+ ClearSplitVWB ();\r
+ CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);\r
+ CA_CacheGrChunk(STARTFONT);\r
+\r
+#ifndef SPEAR\r
+ CA_CacheGrChunk(C_TIMECODEPIC);\r
+#endif\r
+\r
+\r
+ VWB_Bar (0,0,320,200-STATUSLINES,127);\r
+#ifdef JAPAN\r
+#ifndef JAPDEMO\r
+ CA_CacheGrChunk(C_ENDRATIOSPIC);\r
+ VWB_DrawPic(0,0,C_ENDRATIOSPIC);\r
+ UNCACHEGRCHUNK(C_ENDRATIOSPIC);\r
+#endif\r
+#else\r
+ Write(18,2,STR_YOUWIN);\r
+\r
+ Write(TIMEX,TIMEY-2,STR_TOTALTIME);\r
+\r
+ Write(12,RATIOY-2,"averages");\r
+\r
+ #ifdef SPANISH\r
+ Write(RATIOX+2, RATIOY, STR_RATKILL);\r
+ Write(RATIOX+2, RATIOY+2, STR_RATSECRET);\r
+ Write(RATIOX+2, RATIOY+4,STR_RATTREASURE);\r
+ #else\r
+ Write(RATIOX+8,RATIOY, STR_RATKILL);\r
+ Write(RATIOX+4,RATIOY+2, STR_RATSECRET);\r
+ Write(RATIOX, RATIOY+4,STR_RATTREASURE);\r
+ #endif\r
+\r
+#endif\r
+\r
+#ifndef JAPDEMO\r
+ VWB_DrawPic (8,4,L_BJWINSPIC);\r
+#endif\r
+\r
+\r
+#ifndef SPEAR\r
+ for (kr = sr = tr = sec = i = 0;i < 8;i++)\r
+#else\r
+ for (kr = sr = tr = sec = i = 0;i < 20;i++)\r
+#endif\r
+ {\r
+ sec += LevelRatios[i].time;\r
+ kr += LevelRatios[i].kill;\r
+ sr += LevelRatios[i].secret;\r
+ tr += LevelRatios[i].treasure;\r
+ }\r
+\r
+#ifndef SPEAR\r
+ kr /= 8;\r
+ sr /= 8;\r
+ tr /= 8;\r
+#else\r
+ kr /= 14;\r
+ sr /= 14;\r
+ tr /= 14;\r
+#endif\r
+\r
+ min = sec/60;\r
+ sec %= 60;\r
+\r
+ if (min > 99)\r
+ min = sec = 99;\r
+\r
+ i = TIMEX*8+1;\r
+ VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(min/10));\r
+ i += 2*8;\r
+ VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(min%10));\r
+ i += 2*8;\r
+ Write(i/8,TIMEY,":");\r
+ i += 1*8;\r
+ VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(sec/10));\r
+ i += 2*8;\r
+ VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(sec%10));\r
+ VW_UpdateScreen ();\r
+\r
+ itoa(kr,tempstr,10);\r
+ x=RATIOX+24-strlen(tempstr)*2;\r
+ Write(x,RATIOY,tempstr);\r
+\r
+ itoa(sr,tempstr,10);\r
+ x=RATIOX+24-strlen(tempstr)*2;\r
+ Write(x,RATIOY+2,tempstr);\r
+\r
+ itoa(tr,tempstr,10);\r
+ x=RATIOX+24-strlen(tempstr)*2;\r
+ Write(x,RATIOY+4,tempstr);\r
+\r
+\r
+#ifndef SPANISH\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+ //\r
+ // TOTAL TIME VERIFICATION CODE\r
+ //\r
+ if (gamestate.difficulty>=gd_medium)\r
+ {\r
+ VWB_DrawPic (30*8,TIMEY*8,C_TIMECODEPIC);\r
+ fontnumber = 0;\r
+ fontcolor = READHCOLOR;\r
+ PrintX = 30*8-3;\r
+ PrintY = TIMEY*8+8;\r
+ PrintX+=4;\r
+ tempstr[0] = (((min/10)^(min%10))^0xa)+'A';\r
+ tempstr[1] = (((sec/10)^(sec%10))^0xa)+'A';\r
+ tempstr[2] = (tempstr[0]^tempstr[1])+'A';\r
+ tempstr[3] = 0;\r
+ US_Print(tempstr);\r
+ }\r
+#endif\r
+#endif\r
+#endif\r
+\r
+\r
+ fontnumber = 1;\r
+\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn ();\r
+\r
+ IN_Ack();\r
+\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+\r
+ VW_FadeOut ();\r
+\r
+#ifndef SPEAR\r
+ UNCACHEGRCHUNK(C_TIMECODEPIC);\r
+#endif\r
+ UnCacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);\r
+\r
+#ifndef SPEAR\r
+ EndText();\r
+#else\r
+ EndSpear();\r
+#endif\r
+\r
+#endif // SPEARDEMO\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+#ifndef JAPAN\r
+/*\r
+==================\r
+=\r
+= PG13\r
+=\r
+==================\r
+*/\r
+\r
+void PG13 (void)\r
+{\r
+ VW_FadeOut();\r
+ VWB_Bar(0,0,320,200,0x82); // background\r
+\r
+ CA_CacheGrChunk (PG13PIC);\r
+ VWB_DrawPic (216,110,PG13PIC);\r
+ VW_UpdateScreen ();\r
+\r
+ UNCACHEGRCHUNK (PG13PIC);\r
+\r
+ VW_FadeIn();\r
+ IN_UserInput(TickBase*7);\r
+\r
+ VW_FadeOut ();\r
+}\r
+#endif\r
+\r
+\r
+//==========================================================================\r
+\r
+void Write(int x,int y,char *string)\r
+{\r
+ int alpha[]={L_NUM0PIC,L_NUM1PIC,L_NUM2PIC,L_NUM3PIC,L_NUM4PIC,L_NUM5PIC,\r
+ L_NUM6PIC,L_NUM7PIC,L_NUM8PIC,L_NUM9PIC,L_COLONPIC,0,0,0,0,0,0,L_APIC,L_BPIC,\r
+ L_CPIC,L_DPIC,L_EPIC,L_FPIC,L_GPIC,L_HPIC,L_IPIC,L_JPIC,L_KPIC,\r
+ L_LPIC,L_MPIC,L_NPIC,L_OPIC,L_PPIC,L_QPIC,L_RPIC,L_SPIC,L_TPIC,\r
+ L_UPIC,L_VPIC,L_WPIC,L_XPIC,L_YPIC,L_ZPIC};\r
+\r
+ int i,ox,nx,ny;\r
+ char ch;\r
+\r
+\r
+ ox=nx=x*8;\r
+ ny=y*8;\r
+ for (i=0;i<strlen(string);i++)\r
+ if (string[i]=='\n')\r
+ {\r
+ nx=ox;\r
+ ny+=16;\r
+ }\r
+ else\r
+ {\r
+ ch=string[i];\r
+ if (ch>='a')\r
+ ch-=('a'-'A');\r
+ ch-='0';\r
+\r
+ switch(string[i])\r
+ {\r
+ case '!':\r
+ VWB_DrawPic(nx,ny,L_EXPOINTPIC);\r
+ nx+=8;\r
+ continue;\r
+\r
+ case '\'':\r
+ VWB_DrawPic(nx,ny,L_APOSTROPHEPIC);\r
+ nx+=8;\r
+ continue;\r
+\r
+ case ' ': break;\r
+ case 0x3a: // ':'\r
+\r
+ VWB_DrawPic(nx,ny,L_COLONPIC);\r
+ nx+=8;\r
+ continue;\r
+\r
+ case '%':\r
+ VWB_DrawPic(nx,ny,L_PERCENTPIC);\r
+ break;\r
+\r
+ default:\r
+ VWB_DrawPic(nx,ny,alpha[ch]);\r
+ }\r
+ nx+=16;\r
+ }\r
+}\r
+\r
+\r
+//\r
+// Breathe Mr. BJ!!!\r
+//\r
+void BJ_Breathe(void)\r
+{\r
+ static int which=0,max=10;\r
+ int pics[2]={L_GUYPIC,L_GUY2PIC};\r
+\r
+\r
+ if (TimeCount>max)\r
+ {\r
+ which^=1;\r
+ VWB_DrawPic(0,16,pics[which]);\r
+ VW_UpdateScreen();\r
+ TimeCount=0;\r
+ max=35;\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= LevelCompleted\r
+=\r
+= Entered with the screen faded out\r
+= Still in split screen mode with the status bar\r
+=\r
+= Exit with the screen faded out\r
+=\r
+==================\r
+*/\r
+\r
+#ifndef SPEAR\r
+LRstruct LevelRatios[8];\r
+#else\r
+LRstruct LevelRatios[20];\r
+#endif\r
+\r
+void LevelCompleted (void)\r
+{\r
+ #define VBLWAIT 30\r
+ #define PAR_AMOUNT 500\r
+ #define PERCENT100AMT 10000\r
+ typedef struct {\r
+ float time;\r
+ char timestr[6];\r
+ } times;\r
+\r
+ int x,i,min,sec,ratio,kr,sr,tr;\r
+ unsigned temp;\r
+ char tempstr[10];\r
+ long bonus,timeleft=0;\r
+ times parTimes[]=\r
+ {\r
+#ifndef SPEAR\r
+ //\r
+ // Episode One Par Times\r
+ //\r
+ {1.5, "01:30"},\r
+ {2, "02:00"},\r
+ {2, "02:00"},\r
+ {3.5, "03:30"},\r
+ {3, "03:00"},\r
+ {3, "03:00"},\r
+ {2.5, "02:30"},\r
+ {2.5, "02:30"},\r
+ {0, "??:??"}, // Boss level\r
+ {0, "??:??"}, // Secret level\r
+\r
+ //\r
+ // Episode Two Par Times\r
+ //\r
+ {1.5, "01:30"},\r
+ {3.5, "03:30"},\r
+ {3, "03:00"},\r
+ {2, "02:00"},\r
+ {4, "04:00"},\r
+ {6, "06:00"},\r
+ {1, "01:00"},\r
+ {3, "03:00"},\r
+ {0, "??:??"},\r
+ {0, "??:??"},\r
+\r
+ //\r
+ // Episode Three Par Times\r
+ //\r
+ {1.5, "01:30"},\r
+ {1.5, "01:30"},\r
+ {2.5, "02:30"},\r
+ {2.5, "02:30"},\r
+ {3.5, "03:30"},\r
+ {2.5, "02:30"},\r
+ {2, "02:00"},\r
+ {6, "06:00"},\r
+ {0, "??:??"},\r
+ {0, "??:??"},\r
+\r
+ //\r
+ // Episode Four Par Times\r
+ //\r
+ {2, "02:00"},\r
+ {2, "02:00"},\r
+ {1.5, "01:30"},\r
+ {1, "01:00"},\r
+ {4.5, "04:30"},\r
+ {3.5, "03:30"},\r
+ {2, "02:00"},\r
+ {4.5, "04:30"},\r
+ {0, "??:??"},\r
+ {0, "??:??"},\r
+\r
+ //\r
+ // Episode Five Par Times\r
+ //\r
+ {2.5, "02:30"},\r
+ {1.5, "01:30"},\r
+ {2.5, "02:30"},\r
+ {2.5, "02:30"},\r
+ {4, "04:00"},\r
+ {3, "03:00"},\r
+ {4.5, "04:30"},\r
+ {3.5, "03:30"},\r
+ {0, "??:??"},\r
+ {0, "??:??"},\r
+\r
+ //\r
+ // Episode Six Par Times\r
+ //\r
+ {6.5, "06:30"},\r
+ {4, "04:00"},\r
+ {4.5, "04:30"},\r
+ {6, "06:00"},\r
+ {5, "05:00"},\r
+ {5.5, "05:30"},\r
+ {5.5, "05:30"},\r
+ {8.5, "08:30"},\r
+ {0, "??:??"},\r
+ {0, "??:??"}\r
+#else\r
+ //\r
+ // SPEAR OF DESTINY TIMES\r
+ //\r
+ {1.5, "01:30"},\r
+ {3.5, "03:30"},\r
+ {2.75, "02:45"},\r
+ {3.5, "03:30"},\r
+ {0, "??:??"}, // Boss 1\r
+ {4.5, "04:30"},\r
+ {3.25, "03:15"},\r
+ {2.75, "02:45"},\r
+ {4.75, "04:45"},\r
+ {0, "??:??"}, // Boss 2\r
+ {6.5, "06:30"},\r
+ {4.5, "04:30"},\r
+ {2.75, "02:45"},\r
+ {4.5, "04:30"},\r
+ {6, "06:00"},\r
+ {0, "??:??"}, // Boss 3\r
+ {6, "06:00"},\r
+ {0, "??:??"}, // Boss 4\r
+ {0, "??:??"}, // Secret level 1\r
+ {0, "??:??"}, // Secret level 2\r
+#endif\r
+ };\r
+\r
+\r
+\r
+ CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);\r
+ ClearSplitVWB (); // set up for double buffering in split screen\r
+ VWB_Bar (0,0,320,200-STATUSLINES,127);\r
+ StartCPMusic(ENDLEVEL_MUS);\r
+\r
+//\r
+// do the intermission\r
+//\r
+ IN_ClearKeysDown();\r
+ IN_StartAck();\r
+\r
+#ifdef JAPAN\r
+ CA_CacheGrChunk(C_INTERMISSIONPIC);\r
+ VWB_DrawPic(0,0,C_INTERMISSIONPIC);\r
+ UNCACHEGRCHUNK(C_INTERMISSIONPIC);\r
+#endif\r
+ VWB_DrawPic(0,16,L_GUYPIC);\r
+\r
+#ifndef SPEAR\r
+ if (mapon<8)\r
+#else\r
+ if (mapon != 4 &&\r
+ mapon != 9 &&\r
+ mapon != 15 &&\r
+ mapon < 17)\r
+#endif\r
+ {\r
+#ifndef JAPAN\r
+ #ifdef SPANISH\r
+ Write(14,2,"piso\ncompletado");\r
+ #else\r
+ Write(14,2,"floor\ncompleted");\r
+ #endif\r
+\r
+ Write(14,7,STR_BONUS" 0");\r
+ Write(16,10,STR_TIME);\r
+ Write(16,12,STR_PAR);\r
+\r
+ #ifdef SPANISH\r
+ Write(11,14, STR_RAT2KILL);\r
+ Write(11,16, STR_RAT2SECRET);\r
+ Write(11,18,STR_RAT2TREASURE);\r
+ #else\r
+ Write(9,14, STR_RAT2KILL);\r
+ Write(5,16, STR_RAT2SECRET);\r
+ Write(1,18,STR_RAT2TREASURE);\r
+ #endif\r
+\r
+ Write(26,2,itoa(gamestate.mapon+1,tempstr,10));\r
+#endif\r
+\r
+ #ifdef SPANISH\r
+ Write(30,12,parTimes[gamestate.episode*10+mapon].timestr);\r
+ #else\r
+ Write(26,12,parTimes[gamestate.episode*10+mapon].timestr);\r
+ #endif\r
+\r
+ //\r
+ // PRINT TIME\r
+ //\r
+ sec=gamestate.TimeCount/70;\r
+\r
+ if (sec > 99*60) // 99 minutes max\r
+ sec = 99*60;\r
+\r
+ if (gamestate.TimeCount<parTimes[gamestate.episode*10+mapon].time*4200)\r
+ timeleft=(parTimes[gamestate.episode*10+mapon].time*4200)/70-sec;\r
+\r
+ min=sec/60;\r
+ sec%=60;\r
+\r
+ #ifdef SPANISH\r
+ i=30*8;\r
+ #else\r
+ i=26*8;\r
+ #endif\r
+ VWB_DrawPic(i,10*8,L_NUM0PIC+(min/10));\r
+ i+=2*8;\r
+ VWB_DrawPic(i,10*8,L_NUM0PIC+(min%10));\r
+ i+=2*8;\r
+ Write(i/8,10,":");\r
+ i+=1*8;\r
+ VWB_DrawPic(i,10*8,L_NUM0PIC+(sec/10));\r
+ i+=2*8;\r
+ VWB_DrawPic(i,10*8,L_NUM0PIC+(sec%10));\r
+\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn ();\r
+\r
+\r
+ //\r
+ // FIGURE RATIOS OUT BEFOREHAND\r
+ //\r
+ kr = sr = tr = 0;\r
+ if (gamestate.killtotal)\r
+ kr=(gamestate.killcount*100)/gamestate.killtotal;\r
+ if (gamestate.secrettotal)\r
+ sr=(gamestate.secretcount*100)/gamestate.secrettotal;\r
+ if (gamestate.treasuretotal)\r
+ tr=(gamestate.treasurecount*100)/gamestate.treasuretotal;\r
+\r
+\r
+ //\r
+ // PRINT TIME BONUS\r
+ //\r
+ bonus=timeleft*PAR_AMOUNT;\r
+ if (bonus)\r
+ {\r
+ for (i=0;i<=timeleft;i++)\r
+ {\r
+ ltoa((long)i*PAR_AMOUNT,tempstr,10);\r
+ x=36-strlen(tempstr)*2;\r
+ Write(x,7,tempstr);\r
+ if (!(i%(PAR_AMOUNT/10)))\r
+ SD_PlaySound(ENDBONUS1SND);\r
+ VW_UpdateScreen();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+ if (IN_CheckAck())\r
+ goto done;\r
+ }\r
+\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(ENDBONUS2SND);\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+ }\r
+\r
+\r
+ #ifdef SPANISH\r
+ #define RATIOXX 33\r
+ #else\r
+ #define RATIOXX 37\r
+ #endif\r
+ //\r
+ // KILL RATIO\r
+ //\r
+ ratio=kr;\r
+ for (i=0;i<=ratio;i++)\r
+ {\r
+ itoa(i,tempstr,10);\r
+ x=RATIOXX-strlen(tempstr)*2;\r
+ Write(x,14,tempstr);\r
+ if (!(i%10))\r
+ SD_PlaySound(ENDBONUS1SND);\r
+ VW_UpdateScreen ();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+\r
+ if (IN_CheckAck())\r
+ goto done;\r
+ }\r
+ if (ratio==100)\r
+ {\r
+ VW_WaitVBL(VBLWAIT);\r
+ SD_StopSound();\r
+ bonus+=PERCENT100AMT;\r
+ ltoa(bonus,tempstr,10);\r
+ x=(RATIOXX-1)-strlen(tempstr)*2;\r
+ Write(x,7,tempstr);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(PERCENT100SND);\r
+ }\r
+ else\r
+ if (!ratio)\r
+ {\r
+ VW_WaitVBL(VBLWAIT);\r
+ SD_StopSound();\r
+ SD_PlaySound(NOBONUSSND);\r
+ }\r
+ else\r
+ SD_PlaySound(ENDBONUS2SND);\r
+\r
+ VW_UpdateScreen();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+\r
+\r
+ //\r
+ // SECRET RATIO\r
+ //\r
+ ratio=sr;\r
+ for (i=0;i<=ratio;i++)\r
+ {\r
+ itoa(i,tempstr,10);\r
+ x=RATIOXX-strlen(tempstr)*2;\r
+ Write(x,16,tempstr);\r
+ if (!(i%10))\r
+ SD_PlaySound(ENDBONUS1SND);\r
+ VW_UpdateScreen ();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+ BJ_Breathe();\r
+\r
+ if (IN_CheckAck())\r
+ goto done;\r
+ }\r
+ if (ratio==100)\r
+ {\r
+ VW_WaitVBL(VBLWAIT);\r
+ SD_StopSound();\r
+ bonus+=PERCENT100AMT;\r
+ ltoa(bonus,tempstr,10);\r
+ x=(RATIOXX-1)-strlen(tempstr)*2;\r
+ Write(x,7,tempstr);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(PERCENT100SND);\r
+ }\r
+ else\r
+ if (!ratio)\r
+ {\r
+ VW_WaitVBL(VBLWAIT);\r
+ SD_StopSound();\r
+ SD_PlaySound(NOBONUSSND);\r
+ }\r
+ else\r
+ SD_PlaySound(ENDBONUS2SND);\r
+ VW_UpdateScreen();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+\r
+\r
+ //\r
+ // TREASURE RATIO\r
+ //\r
+ ratio=tr;\r
+ for (i=0;i<=ratio;i++)\r
+ {\r
+ itoa(i,tempstr,10);\r
+ x=RATIOXX-strlen(tempstr)*2;\r
+ Write(x,18,tempstr);\r
+ if (!(i%10))\r
+ SD_PlaySound(ENDBONUS1SND);\r
+ VW_UpdateScreen ();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+ if (IN_CheckAck())\r
+ goto done;\r
+ }\r
+ if (ratio==100)\r
+ {\r
+ VW_WaitVBL(VBLWAIT);\r
+ SD_StopSound();\r
+ bonus+=PERCENT100AMT;\r
+ ltoa(bonus,tempstr,10);\r
+ x=(RATIOXX-1)-strlen(tempstr)*2;\r
+ Write(x,7,tempstr);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(PERCENT100SND);\r
+ }\r
+ else\r
+ if (!ratio)\r
+ {\r
+ VW_WaitVBL(VBLWAIT);\r
+ SD_StopSound();\r
+ SD_PlaySound(NOBONUSSND);\r
+ }\r
+ else\r
+ SD_PlaySound(ENDBONUS2SND);\r
+ VW_UpdateScreen();\r
+ while(SD_SoundPlaying())\r
+ BJ_Breathe();\r
+\r
+\r
+ //\r
+ // JUMP STRAIGHT HERE IF KEY PRESSED\r
+ //\r
+ done:\r
+\r
+ itoa(kr,tempstr,10);\r
+ x=RATIOXX-strlen(tempstr)*2;\r
+ Write(x,14,tempstr);\r
+\r
+ itoa(sr,tempstr,10);\r
+ x=RATIOXX-strlen(tempstr)*2;\r
+ Write(x,16,tempstr);\r
+\r
+ itoa(tr,tempstr,10);\r
+ x=RATIOXX-strlen(tempstr)*2;\r
+ Write(x,18,tempstr);\r
+\r
+ bonus=(long)timeleft*PAR_AMOUNT+\r
+ (PERCENT100AMT*(kr==100))+\r
+ (PERCENT100AMT*(sr==100))+\r
+ (PERCENT100AMT*(tr==100));\r
+\r
+ GivePoints(bonus);\r
+ ltoa(bonus,tempstr,10);\r
+ x=36-strlen(tempstr)*2;\r
+ Write(x,7,tempstr);\r
+\r
+ //\r
+ // SAVE RATIO INFORMATION FOR ENDGAME\r
+ //\r
+ LevelRatios[mapon].kill=kr;\r
+ LevelRatios[mapon].secret=sr;\r
+ LevelRatios[mapon].treasure=tr;\r
+ LevelRatios[mapon].time=min*60+sec;\r
+ }\r
+ else\r
+ {\r
+#ifdef SPEAR\r
+#ifndef SPEARDEMO\r
+ switch(mapon)\r
+ {\r
+ case 4: Write(14,4," trans\n"\r
+ " grosse\n"\r
+ STR_DEFEATED); break;\r
+ case 9: Write(14,4,"barnacle\n"\r
+ "wilhelm\n"\r
+ STR_DEFEATED); break;\r
+ case 15: Write(14,4,"ubermutant\n"\r
+ STR_DEFEATED); break;\r
+ case 17: Write(14,4," death\n"\r
+ " knight\n"\r
+ STR_DEFEATED); break;\r
+ case 18: Write(13,4,"secret tunnel\n"\r
+ " area\n"\r
+ " completed!"); break;\r
+ case 19: Write(13,4,"secret castle\n"\r
+ " area\n"\r
+ " completed!"); break;\r
+ }\r
+#endif\r
+#else\r
+ Write(14,4,"secret floor\n completed!");\r
+#endif\r
+\r
+ Write(10,16,"15000 bonus!");\r
+\r
+ VW_UpdateScreen();\r
+ VW_FadeIn();\r
+\r
+ GivePoints(15000);\r
+ }\r
+\r
+\r
+ DrawScore();\r
+ VW_UpdateScreen();\r
+\r
+ TimeCount=0;\r
+ IN_StartAck();\r
+ while(!IN_CheckAck())\r
+ BJ_Breathe();\r
+\r
+//\r
+// done\r
+//\r
+#ifdef SPEARDEMO\r
+ if (gamestate.mapon == 1)\r
+ {\r
+ SD_PlaySound (BONUS1UPSND);\r
+\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ Message ("This concludes your demo\n"\r
+ "of Spear of Destiny! Now,\n"\r
+ "go to your local software\n"\r
+ "store and buy it!");\r
+ UNCACHEGRCHUNK (STARTFONT+1);\r
+\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ }\r
+#endif\r
+\r
+#ifdef JAPDEMO\r
+ if (gamestate.mapon == 3)\r
+ {\r
+ SD_PlaySound (BONUS1UPSND);\r
+\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ Message ("This concludes your demo\n"\r
+ "of Wolfenstein 3-D! Now,\n"\r
+ "go to your local software\n"\r
+ "store and buy it!");\r
+ UNCACHEGRCHUNK (STARTFONT+1);\r
+\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ }\r
+#endif\r
+\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+\r
+ VW_FadeOut ();\r
+ temp = bufferofs;\r
+ for (i=0;i<3;i++)\r
+ {\r
+ bufferofs = screenloc[i];\r
+ DrawPlayBorder ();\r
+ }\r
+ bufferofs = temp;\r
+\r
+ UnCacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END);\r
+}\r
+\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= PreloadGraphics\r
+=\r
+= Fill the cache up\r
+=\r
+=================\r
+*/\r
+\r
+boolean PreloadUpdate(unsigned current, unsigned total)\r
+{\r
+ unsigned w = WindowW - 10;\r
+\r
+\r
+ VWB_Bar(WindowX + 5,WindowY + WindowH - 3,w,2,BLACK);\r
+ w = ((long)w * current) / total;\r
+ if (w)\r
+ {\r
+ VWB_Bar(WindowX + 5,WindowY + WindowH - 3,w,2,0x37); //SECONDCOLOR);\r
+ VWB_Bar(WindowX + 5,WindowY + WindowH - 3,w-1,1,0x32);\r
+\r
+ }\r
+ VW_UpdateScreen();\r
+// if (LastScan == sc_Escape)\r
+// {\r
+// IN_ClearKeysDown();\r
+// return(true);\r
+// }\r
+// else\r
+ return(false);\r
+}\r
+\r
+void PreloadGraphics(void)\r
+{\r
+ DrawLevel ();\r
+ ClearSplitVWB (); // set up for double buffering in split screen\r
+\r
+ VWB_Bar (0,0,320,200-STATUSLINES,127);\r
+\r
+ LatchDrawPic (20-14,80-3*8,GETPSYCHEDPIC);\r
+\r
+ WindowX = 160-14*8;\r
+ WindowY = 80-3*8;\r
+ WindowW = 28*8;\r
+ WindowH = 48;\r
+ VW_UpdateScreen();\r
+ VW_FadeIn ();\r
+\r
+ PM_Preload (PreloadUpdate);\r
+ IN_UserInput (70);\r
+ VW_FadeOut ();\r
+\r
+ DrawPlayBorder ();\r
+ VW_UpdateScreen ();\r
+}\r
+\r
+\r
+//==========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= DrawHighScores\r
+=\r
+==================\r
+*/\r
+\r
+void DrawHighScores(void)\r
+{\r
+ char buffer[16],*str,buffer1[5];\r
+ byte temp,temp1,temp2,temp3;\r
+ word i,j,\r
+ w,h,\r
+ x,y;\r
+ HighScore *s;\r
+\r
+\r
+ MM_SortMem ();\r
+\r
+#ifndef SPEAR\r
+// CA_CacheGrChunk (C_CODEPIC);\r
+ CA_CacheGrChunk (HIGHSCORESPIC);\r
+ CA_CacheGrChunk (STARTFONT);\r
+ CA_CacheGrChunk (C_LEVELPIC);\r
+ CA_CacheGrChunk (C_SCOREPIC);\r
+ CA_CacheGrChunk (C_NAMEPIC);\r
+\r
+ ClearMScreen();\r
+ DrawStripes(10);\r
+\r
+ VWB_DrawPic(48,0,HIGHSCORESPIC);\r
+ UNCACHEGRCHUNK (HIGHSCORESPIC);\r
+\r
+ VWB_DrawPic(4*8,68,C_NAMEPIC);\r
+ VWB_DrawPic(20*8,68,C_LEVELPIC);\r
+ VWB_DrawPic(28*8,68,C_SCOREPIC);\r
+#ifndef UPLOAD\r
+// VWB_DrawPic(35*8,68,C_CODEPIC);\r
+#endif\r
+ fontnumber=0;\r
+\r
+#else\r
+ CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ ClearMScreen();\r
+ DrawStripes(10);\r
+ UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+\r
+ CacheLump (HIGHSCORES_LUMP_START,HIGHSCORES_LUMP_END);\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ VWB_DrawPic (0,0,HIGHSCORESPIC);\r
+\r
+ fontnumber = 1;\r
+#endif\r
+\r
+\r
+#ifndef SPEAR\r
+ SETFONTCOLOR(15,0x29);\r
+#else\r
+ SETFONTCOLOR(HIGHLIGHT,0x29);\r
+#endif\r
+\r
+ for (i = 0,s = Scores;i < MaxScores;i++,s++)\r
+ {\r
+ PrintY = 76 + (16 * i);\r
+\r
+ //\r
+ // name\r
+ //\r
+#ifndef SPEAR\r
+ PrintX = 4*8;\r
+#else\r
+ PrintX = 16;\r
+#endif\r
+ US_Print(s->name);\r
+\r
+ //\r
+ // level\r
+ //\r
+ ultoa(s->completed,buffer,10);\r
+#ifndef SPEAR\r
+ for (str = buffer;*str;str++)\r
+ *str = *str + (129 - '0'); // Used fixed-width numbers (129...)\r
+ USL_MeasureString(buffer,&w,&h);\r
+ PrintX = (22 * 8)-w;\r
+#else\r
+ USL_MeasureString(buffer,&w,&h);\r
+ PrintX = 194 - w;\r
+#endif\r
+\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+ PrintX -= 6;\r
+ itoa(s->episode+1,buffer1,10);\r
+ US_Print("E");\r
+ US_Print(buffer1);\r
+ US_Print("/L");\r
+#endif\r
+#endif\r
+\r
+#ifdef SPEAR\r
+ if (s->completed == 21)\r
+ VWB_DrawPic (PrintX+8,PrintY-1,C_WONSPEARPIC);\r
+ else\r
+#endif\r
+ US_Print(buffer);\r
+\r
+ //\r
+ // score\r
+ //\r
+ ultoa(s->score,buffer,10);\r
+#ifndef SPEAR\r
+ for (str = buffer;*str;str++)\r
+ *str = *str + (129 - '0'); // Used fixed-width numbers (129...)\r
+ USL_MeasureString(buffer,&w,&h);\r
+ PrintX = (34 * 8) - 8 - w;\r
+#else\r
+ USL_MeasureString(buffer,&w,&h);\r
+ PrintX = 292 - w;\r
+#endif\r
+ US_Print(buffer);\r
+\r
+ #if 0\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+ //\r
+ // verification #\r
+ //\r
+ if (!i)\r
+ {\r
+ temp=(((s->score >> 28)& 0xf)^\r
+ ((s->score >> 24)& 0xf))+'A';\r
+ temp1=(((s->score >> 20)& 0xf)^\r
+ ((s->score >> 16)& 0xf))+'A';\r
+ temp2=(((s->score >> 12)& 0xf)^\r
+ ((s->score >> 8)& 0xf))+'A';\r
+ temp3=(((s->score >> 4)& 0xf)^\r
+ ((s->score >> 0)& 0xf))+'A';\r
+\r
+ SETFONTCOLOR(0x49,0x29);\r
+ PrintX = 35*8;\r
+ buffer[0]=temp;\r
+ buffer[1]=temp1;\r
+ buffer[2]=temp2;\r
+ buffer[3]=temp3;\r
+ buffer[4]=0;\r
+ US_Print(buffer);\r
+ SETFONTCOLOR(15,0x29);\r
+ }\r
+#endif\r
+#endif\r
+ #endif\r
+ }\r
+\r
+ VW_UpdateScreen ();\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (HIGHSCORES_LUMP_START,HIGHSCORES_LUMP_END);\r
+ fontnumber = 0;\r
+#endif\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= CheckHighScore\r
+=\r
+=======================\r
+*/\r
+\r
+void CheckHighScore (long score,word other)\r
+{\r
+ word i,j;\r
+ int n;\r
+ HighScore myscore;\r
+\r
+ strcpy(myscore.name,"");\r
+ myscore.score = score;\r
+ myscore.episode = gamestate.episode;\r
+ myscore.completed = other;\r
+\r
+ for (i = 0,n = -1;i < MaxScores;i++)\r
+ {\r
+ if\r
+ (\r
+ (myscore.score > Scores[i].score)\r
+ || (\r
+ (myscore.score == Scores[i].score)\r
+ && (myscore.completed > Scores[i].completed)\r
+ )\r
+ )\r
+ {\r
+ for (j = MaxScores;--j > i;)\r
+ Scores[j] = Scores[j - 1];\r
+ Scores[i] = myscore;\r
+ n = i;\r
+ break;\r
+ }\r
+ }\r
+\r
+#ifdef SPEAR\r
+ StartCPMusic (XAWARD_MUS);\r
+#else\r
+ StartCPMusic (ROSTER_MUS);\r
+#endif\r
+ DrawHighScores ();\r
+\r
+ VW_FadeIn ();\r
+\r
+ if (n != -1)\r
+ {\r
+ //\r
+ // got a high score\r
+ //\r
+ PrintY = 76 + (16 * n);\r
+#ifndef SPEAR\r
+ PrintX = 4*8;\r
+ backcolor = BORDCOLOR;\r
+ fontcolor = 15;\r
+ US_LineInput(PrintX,PrintY,Scores[n].name,nil,true,MaxHighName,100);\r
+#else\r
+ PrintX = 16;\r
+ fontnumber = 1;\r
+ VWB_Bar (PrintX-2,PrintY-2,145,15,0x9c);\r
+ VW_UpdateScreen ();\r
+ backcolor = 0x9c;\r
+ fontcolor = 15;\r
+ US_LineInput(PrintX,PrintY,Scores[n].name,nil,true,MaxHighName,130);\r
+#endif\r
+ }\r
+ else\r
+ {\r
+ IN_ClearKeysDown ();\r
+ IN_UserInput(500);\r
+ }\r
+\r
+}\r
+\r
+\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+#ifndef JAPAN\r
+////////////////////////////////////////////////////////\r
+//\r
+// NON-SHAREWARE NOTICE\r
+//\r
+////////////////////////////////////////////////////////\r
+void NonShareware(void)\r
+{\r
+ VW_FadeOut();\r
+\r
+ ClearMScreen();\r
+ DrawStripes(10);\r
+\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+ fontnumber = 1;\r
+\r
+ SETFONTCOLOR(READHCOLOR,BKGDCOLOR);\r
+ PrintX=110;\r
+ PrintY=15;\r
+\r
+ #ifdef SPANISH\r
+ US_Print("Atencion");\r
+ #else\r
+ US_Print("Attention");\r
+ #endif\r
+\r
+ SETFONTCOLOR(HIGHLIGHT,BKGDCOLOR);\r
+ WindowX=PrintX=40;\r
+ PrintY=60;\r
+ #ifdef SPANISH\r
+ US_Print("Este juego NO es gratis y\n");\r
+ US_Print("NO es Shareware; favor de\n");\r
+ US_Print("no distribuirlo.\n\n");\r
+ #else\r
+ US_Print("This game is NOT shareware.\n");\r
+ US_Print("Please do not distribute it.\n");\r
+ US_Print("Thanks.\n\n");\r
+ #endif\r
+ US_Print(" Id Software\n");\r
+\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn();\r
+ IN_Ack();\r
+}\r
+#endif\r
+#endif\r
+#endif\r
+\r
+#ifdef SPEAR\r
+#ifndef SPEARDEMO\r
+////////////////////////////////////////////////////////\r
+//\r
+// COPY PROTECTION FOR FormGen\r
+//\r
+////////////////////////////////////////////////////////\r
+char far CopyProFailedStrs[][100] = {\r
+ STR_COPY1,\r
+ STR_COPY2,\r
+\r
+ STR_COPY3,\r
+ STR_COPY4,\r
+\r
+ STR_COPY5,\r
+ STR_COPY6,\r
+\r
+ STR_COPY7,\r
+ STR_COPY8,\r
+\r
+ STR_COPY9,\r
+ "",\r
+\r
+ STR_COPY10,\r
+ STR_COPY11,\r
+\r
+ STR_COPY12,\r
+ "",\r
+\r
+ STR_COPY13,\r
+ "",\r
+\r
+ STR_COPY14,\r
+ ""\r
+ },\r
+\r
+ far BackDoorStrs[5][16] = {\r
+ "a spoon?",\r
+ "bite me!",\r
+ "joshua",\r
+ "pelt",\r
+#ifdef BETA\r
+ "beta"\r
+#else\r
+ "snoops"\r
+#endif\r
+ },\r
+\r
+ far GoodBoyStrs[10][40] = {\r
+ "...is the CORRECT ANSWER!",\r
+ "",\r
+\r
+ "Consider yourself bitten, sir.",\r
+ "",\r
+\r
+ "Greetings Professor Falken, would you",\r
+ "like to play Spear of Destiny?",\r
+\r
+ "Do you have any gold spray paint?",\r
+ "",\r
+\r
+#ifdef BETA\r
+ "Beta testing approved.",\r
+#else\r
+ "I wish I had a 21\" monitor...",\r
+#endif\r
+ ""\r
+ },\r
+\r
+ far bossstrs[4][24] = {\r
+ "DEATH KNIGHT",\r
+ "BARNACLE WILHELM",\r
+ "UBERMUTANTUBER MUTANT",\r
+ "TRANS GROSSE"\r
+ },\r
+\r
+ far WordStr[5][20] = {\r
+ "New Game",\r
+ "Sound...F4",\r
+ "Control...F6",\r
+ "Change View...F5",\r
+ "Quit...F10"},\r
+\r
+ far WordCorrect[5][2] = {"3","4","4","5","5"},\r
+\r
+ far MemberStr[10][40] = {\r
+ STR_COPY15,\r
+ "",\r
+\r
+ STR_COPY16,\r
+ "",\r
+\r
+ STR_COPY17,\r
+ STR_COPY18,\r
+\r
+ STR_COPY19,\r
+ STR_COPY20,\r
+\r
+ STR_COPY21,\r
+ STR_COPY22},\r
+\r
+ far MemberCorrect[5][24] = {\r
+ "adrian carmack",\r
+ "john carmackjohn romero",\r
+ "tom hall",\r
+ "jay wilbur",\r
+ "kevin cloud"},\r
+\r
+ far DosMessages[9][80] = {\r
+ STR_NOPE1,\r
+ STR_NOPE2,\r
+ STR_NOPE3,\r
+ STR_NOPE4,\r
+ STR_NOPE5,\r
+ STR_NOPE6,\r
+ STR_NOPE7,\r
+ STR_NOPE8,\r
+ STR_NOPE9},\r
+\r
+ far MiscTitle[4][20] = {\r
+ "BLOOD TEST",\r
+ "STRAIGHT-LACED",\r
+ "QUITE SHAPELY",\r
+ "I AM WHAT I AMMO"\r
+ },\r
+\r
+ far MiscStr[12][40] = {\r
+ STR_MISC1,\r
+ STR_MISC2,\r
+ "",\r
+\r
+ STR_MISC3,\r
+ STR_MISC4,\r
+ "",\r
+\r
+ STR_MISC5,\r
+ STR_MISC6,\r
+ "",\r
+\r
+ STR_MISC7,\r
+ STR_MISC8,\r
+ STR_MISC9\r
+ },\r
+\r
+ far MiscCorrect[4][5] = {"ss","8",STR_STAR,"45"};\r
+\r
+\r
+int BackDoor(char *s)\r
+{\r
+ int i;\r
+\r
+\r
+ strlwr(s);\r
+\r
+ for (i=0;i<5;i++)\r
+ if (!_fstrcmp(s,BackDoorStrs[i]))\r
+ {\r
+ SETFONTCOLOR(14,15);\r
+ fontnumber = 0;\r
+ PrintY = 175;\r
+ VWB_DrawPic (0,20*8,COPYPROTBOXPIC);\r
+ US_CPrint(GoodBoyStrs[i*2]);\r
+ US_CPrint(GoodBoyStrs[i*2+1]);\r
+ VW_UpdateScreen();\r
+ return 1;\r
+ }\r
+\r
+ return 0;\r
+}\r
+\r
+\r
+void CopyProtection(void)\r
+{\r
+#define TYPEBOX_Y 177\r
+#define TYPEBOX_BKGD 0x9c\r
+#define PRINTCOLOR HIGHLIGHT\r
+\r
+ int i,match,whichboss,bossnum,try,whichline,enemypicked[4]={0,0,0,0},\r
+ bosses[4] = { BOSSPIC1PIC,BOSSPIC2PIC,BOSSPIC3PIC,BOSSPIC4PIC },\r
+ whichone,whichpicked[4]={0,0,0,0},quiztype,whichmem,\r
+ memberpicked[5]={0,0,0,0,0},wordpicked[5]={0,0,0,0,0},whichword;\r
+\r
+ char inputbuffer[20],\r
+ message[80];\r
+\r
+ enum\r
+ {\r
+ debriefing,\r
+ checkmanual,\r
+ staffquiz,\r
+ miscquiz,\r
+\r
+ totaltypes\r
+ };\r
+\r
+\r
+\r
+ try = 0;\r
+ VW_FadeOut();\r
+ CA_CacheGrChunk(C_BACKDROPPIC);\r
+ CacheLump(COPYPROT_LUMP_START,COPYPROT_LUMP_END);\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+ CA_LoadAllSounds();\r
+ StartCPMusic(COPYPRO_MUS);\r
+ US_InitRndT(true);\r
+\r
+ while (try<3)\r
+ {\r
+ fontnumber = 1;\r
+ SETFONTCOLOR(PRINTCOLOR-2,15);\r
+ VWB_DrawPic (0,0,C_BACKDROPPIC);\r
+ VWB_DrawPic (0,0,COPYPROTTOPPIC);\r
+ VWB_DrawPic (0,20*8,COPYPROTBOXPIC);\r
+ WindowX = WindowY = 0;\r
+ WindowW = 320;\r
+ WindowH = 200;\r
+ PrintY = 65;\r
+\r
+ quiztype = US_RndT()%totaltypes;\r
+ switch(quiztype)\r
+ {\r
+ //\r
+ // BOSSES QUIZ\r
+ //\r
+ case debriefing:\r
+ PrintX = 0;\r
+ US_Print(STR_DEBRIEF);\r
+ SETFONTCOLOR(PRINTCOLOR,15);\r
+\r
+ while (enemypicked[whichboss = US_RndT()&3]);\r
+ enemypicked[whichboss] = 1;\r
+ bossnum = bosses[whichboss];\r
+ VWB_DrawPic(128,60,bossnum);\r
+ fontnumber = 0;\r
+ PrintY = 130;\r
+ US_CPrint(STR_ENEMY1"\n");\r
+ US_CPrint(STR_ENEMY2"\n\n");\r
+\r
+ VW_UpdateScreen();\r
+ VW_FadeIn();\r
+\r
+ PrintX = 100;\r
+ fontcolor = 15;\r
+ backcolor = TYPEBOX_BKGD;\r
+ inputbuffer[0] = 0;\r
+ PrintY = TYPEBOX_Y;\r
+ fontnumber = 1;\r
+ US_LineInput(PrintX,PrintY,inputbuffer,nil,true,20,100);\r
+\r
+ match = 0;\r
+ for (i=0;i<_fstrlen(bossstrs[whichboss]);i++)\r
+ if (!_fstrnicmp(inputbuffer,bossstrs[whichboss]+i,strlen(inputbuffer)) &&\r
+ strlen(inputbuffer)>3)\r
+ match = 1;\r
+\r
+ match += BackDoor(inputbuffer);\r
+ break;\r
+\r
+ //\r
+ // MANUAL CHECK\r
+ //\r
+ case checkmanual:\r
+ while (wordpicked[whichword = US_RndT()%5]);\r
+ wordpicked[whichword] = 1;\r
+ US_CPrint(STR_CHECKMAN);\r
+ SETFONTCOLOR(PRINTCOLOR,15);\r
+ PrintY += 25;\r
+ US_CPrint(STR_MAN1);\r
+ US_CPrint(STR_MAN2);\r
+ _fstrcpy(message,STR_MAN3" \"");\r
+ _fstrcat(message,WordStr[whichword]);\r
+ _fstrcat(message,"\" "STR_MAN4);\r
+ US_CPrint(message);\r
+ VW_UpdateScreen();\r
+ VW_FadeIn();\r
+\r
+ PrintX = 146;\r
+ fontcolor = 15;\r
+ backcolor = TYPEBOX_BKGD;\r
+ inputbuffer[0] = 0;\r
+ PrintY = TYPEBOX_Y;\r
+ US_LineInput(PrintX,PrintY,inputbuffer,nil,true,6,100);\r
+\r
+ strlwr(inputbuffer);\r
+ match = 1-(_fstrcmp(inputbuffer,WordCorrect[whichword])!=0);\r
+ match += BackDoor(inputbuffer);\r
+ break;\r
+\r
+ //\r
+ // STAFF QUIZ\r
+ //\r
+ case staffquiz:\r
+ while (memberpicked[whichmem = US_RndT()%5]);\r
+ memberpicked[whichmem] = 1;\r
+ US_CPrint(STR_ID1);\r
+ SETFONTCOLOR(PRINTCOLOR,15);\r
+ PrintY += 25;\r
+ US_CPrint(MemberStr[whichmem*2]);\r
+ US_CPrint(MemberStr[whichmem*2+1]);\r
+ VW_UpdateScreen();\r
+ VW_FadeIn();\r
+\r
+ PrintX = 100;\r
+ fontcolor = 15;\r
+ backcolor = TYPEBOX_BKGD;\r
+ inputbuffer[0] = 0;\r
+ PrintY = TYPEBOX_Y;\r
+ US_LineInput(PrintX,PrintY,inputbuffer,nil,true,20,120);\r
+\r
+ strlwr(inputbuffer);\r
+ match = 0;\r
+ for (i=0;i<_fstrlen(MemberCorrect[whichmem]);i++)\r
+ if (!_fstrnicmp(inputbuffer,MemberCorrect[whichmem]+i,strlen(inputbuffer)) &&\r
+ strlen(inputbuffer)>2)\r
+ match = 1;\r
+ match += BackDoor(inputbuffer);\r
+ break;\r
+\r
+ //\r
+ // MISCELLANEOUS QUESTIONS\r
+ //\r
+ case miscquiz:\r
+ while (whichpicked[whichone = US_RndT()&3]);\r
+ whichpicked[whichone] = 1;\r
+ US_CPrint(MiscTitle[whichone]);\r
+ SETFONTCOLOR(PRINTCOLOR,15);\r
+ PrintY += 25;\r
+ US_CPrint(MiscStr[whichone*3]);\r
+ US_CPrint(MiscStr[whichone*3+1]);\r
+ US_CPrint(MiscStr[whichone*3+2]);\r
+ VW_UpdateScreen();\r
+ VW_FadeIn();\r
+\r
+ PrintX = 146;\r
+ fontcolor = 15;\r
+ backcolor = TYPEBOX_BKGD;\r
+ inputbuffer[0] = 0;\r
+ PrintY = TYPEBOX_Y;\r
+ US_LineInput(PrintX,PrintY,inputbuffer,nil,true,6,100);\r
+\r
+ strlwr(inputbuffer);\r
+ match = 1-(_fstrcmp(inputbuffer,MiscCorrect[whichone])!=0);\r
+ match += BackDoor(inputbuffer);\r
+ break;\r
+ }\r
+\r
+ //\r
+ // IF NO MATCH, WE'VE GOT A (MINOR) PROBLEM!\r
+ //\r
+\r
+ if (!match)\r
+ {\r
+ whichline = 2*(US_RndT()%9);\r
+ SETFONTCOLOR(14,15);\r
+ fontnumber = 0;\r
+ PrintY = 175;\r
+ VWB_DrawPic (0,20*8,COPYPROTBOXPIC);\r
+ US_CPrint(CopyProFailedStrs[whichline]);\r
+ US_CPrint(CopyProFailedStrs[whichline+1]);\r
+\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(NOWAYSND);\r
+ IN_UserInput(TickBase*3);\r
+ VW_FadeOut();\r
+ try++;\r
+ }\r
+ else\r
+ {\r
+ int start;\r
+\r
+\r
+ SD_PlaySound(BONUS1UPSND);\r
+ SD_WaitSoundDone();\r
+ UNCACHEGRCHUNK (STARTFONT+1);\r
+ UNCACHEGRCHUNK (C_BACKDROPPIC);\r
+ UnCacheLump (COPYPROT_LUMP_START,COPYPROT_LUMP_END);\r
+\r
+ switch(SoundMode)\r
+ {\r
+ case sdm_Off: return;\r
+ case sdm_PC: start = STARTPCSOUNDS; break;\r
+ case sdm_AdLib: start = STARTADLIBSOUNDS;\r
+ }\r
+\r
+ for (i=0;i<NUMSOUNDS;i++,start++)\r
+ MM_FreePtr ((memptr *)&audiosegs[start]);\r
+ return;\r
+ }\r
+ }\r
+\r
+ ClearMemory();\r
+ ShutdownId();\r
+\r
+ _fstrcpy(message,DosMessages[US_RndT()%9]);\r
+\r
+ _AX = 3;\r
+ geninterrupt(0x10);\r
+\r
+ printf("%s\n",message);\r
+ exit(1);\r
+}\r
+\r
+#endif // SPEARDEMO\r
+#endif // SPEAR\r
+//===========================================================================\r
--- /dev/null
+// WL_MAIN.C\r
+\r
+#include <conio.h>\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ WOLFENSTEIN 3-D\r
+\r
+ An Id Software production\r
+\r
+ by John Carmack\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+#define FOCALLENGTH (0x5700l) // in global coordinates\r
+#define VIEWGLOBAL 0x10000 // globals visable flush to wall\r
+\r
+#define VIEWWIDTH 256 // size of view window\r
+#define VIEWHEIGHT 144\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+char str[80],str2[20];\r
+int tedlevelnum;\r
+boolean tedlevel;\r
+boolean nospr;\r
+boolean IsA386;\r
+int dirangle[9] = {0,ANGLES/8,2*ANGLES/8,3*ANGLES/8,4*ANGLES/8,\r
+ 5*ANGLES/8,6*ANGLES/8,7*ANGLES/8,ANGLES};\r
+\r
+//\r
+// proejection variables\r
+//\r
+fixed focallength;\r
+unsigned screenofs;\r
+int viewwidth;\r
+int viewheight;\r
+int centerx;\r
+int shootdelta; // pixels away from centerx a target can be\r
+fixed scale,maxslope;\r
+long heightnumerator;\r
+int minheightdiv;\r
+\r
+\r
+void Quit (char *error);\r
+\r
+boolean startgame,loadedgame,virtualreality;\r
+int mouseadjustment;\r
+\r
+char configname[13]="CONFIG.";\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= ReadConfig\r
+=\r
+====================\r
+*/\r
+\r
+void ReadConfig(void)\r
+{\r
+ int file;\r
+ SDMode sd;\r
+ SMMode sm;\r
+ SDSMode sds;\r
+\r
+\r
+ if ( (file = open(configname,O_BINARY | O_RDONLY)) != -1)\r
+ {\r
+ //\r
+ // valid config file\r
+ //\r
+ read(file,Scores,sizeof(HighScore) * MaxScores);\r
+\r
+ read(file,&sd,sizeof(sd));\r
+ read(file,&sm,sizeof(sm));\r
+ read(file,&sds,sizeof(sds));\r
+\r
+ read(file,&mouseenabled,sizeof(mouseenabled));\r
+ read(file,&joystickenabled,sizeof(joystickenabled));\r
+ read(file,&joypadenabled,sizeof(joypadenabled));\r
+ read(file,&joystickprogressive,sizeof(joystickprogressive));\r
+ read(file,&joystickport,sizeof(joystickport));\r
+\r
+ read(file,&dirscan,sizeof(dirscan));\r
+ read(file,&buttonscan,sizeof(buttonscan));\r
+ read(file,&buttonmouse,sizeof(buttonmouse));\r
+ read(file,&buttonjoy,sizeof(buttonjoy));\r
+\r
+ read(file,&viewsize,sizeof(viewsize));\r
+ read(file,&mouseadjustment,sizeof(mouseadjustment));\r
+\r
+ close(file);\r
+\r
+ if (sd == sdm_AdLib && !AdLibPresent && !SoundBlasterPresent)\r
+ {\r
+ sd = sdm_PC;\r
+ sd = smm_Off;\r
+ }\r
+\r
+ if ((sds == sds_SoundBlaster && !SoundBlasterPresent) ||\r
+ (sds == sds_SoundSource && !SoundSourcePresent))\r
+ sds = sds_Off;\r
+\r
+ if (!MousePresent)\r
+ mouseenabled = false;\r
+ if (!JoysPresent[joystickport])\r
+ joystickenabled = false;\r
+\r
+ MainMenu[6].active=1;\r
+ MainItems.curpos=0;\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // no config file, so select by hardware\r
+ //\r
+ if (SoundBlasterPresent || AdLibPresent)\r
+ {\r
+ sd = sdm_AdLib;\r
+ sm = smm_AdLib;\r
+ }\r
+ else\r
+ {\r
+ sd = sdm_PC;\r
+ sm = smm_Off;\r
+ }\r
+\r
+ if (SoundBlasterPresent)\r
+ sds = sds_SoundBlaster;\r
+ else if (SoundSourcePresent)\r
+ sds = sds_SoundSource;\r
+ else\r
+ sds = sds_Off;\r
+\r
+ if (MousePresent)\r
+ mouseenabled = true;\r
+\r
+ joystickenabled = false;\r
+ joypadenabled = false;\r
+ joystickport = 0;\r
+ joystickprogressive = false;\r
+\r
+ viewsize = 15;\r
+ mouseadjustment=5;\r
+ }\r
+\r
+ SD_SetMusicMode (sm);\r
+ SD_SetSoundMode (sd);\r
+ SD_SetDigiDevice (sds);\r
+\r
+}\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= WriteConfig\r
+=\r
+====================\r
+*/\r
+\r
+void WriteConfig(void)\r
+{\r
+ int file;\r
+\r
+ file = open(configname,O_CREAT | O_BINARY | O_WRONLY,\r
+ S_IREAD | S_IWRITE | S_IFREG);\r
+\r
+ if (file != -1)\r
+ {\r
+ write(file,Scores,sizeof(HighScore) * MaxScores);\r
+\r
+ write(file,&SoundMode,sizeof(SoundMode));\r
+ write(file,&MusicMode,sizeof(MusicMode));\r
+ write(file,&DigiMode,sizeof(DigiMode));\r
+\r
+ write(file,&mouseenabled,sizeof(mouseenabled));\r
+ write(file,&joystickenabled,sizeof(joystickenabled));\r
+ write(file,&joypadenabled,sizeof(joypadenabled));\r
+ write(file,&joystickprogressive,sizeof(joystickprogressive));\r
+ write(file,&joystickport,sizeof(joystickport));\r
+\r
+ write(file,&dirscan,sizeof(dirscan));\r
+ write(file,&buttonscan,sizeof(buttonscan));\r
+ write(file,&buttonmouse,sizeof(buttonmouse));\r
+ write(file,&buttonjoy,sizeof(buttonjoy));\r
+\r
+ write(file,&viewsize,sizeof(viewsize));\r
+ write(file,&mouseadjustment,sizeof(mouseadjustment));\r
+\r
+ close(file);\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+========================\r
+=\r
+= Patch386\r
+=\r
+= Patch ldiv to use 32 bit instructions\r
+=\r
+========================\r
+*/\r
+\r
+char *JHParmStrings[] = {"no386",nil};\r
+void Patch386 (void)\r
+{\r
+extern void far jabhack2(void);\r
+extern int far CheckIs386(void);\r
+\r
+ int i;\r
+\r
+ for (i = 1;i < _argc;i++)\r
+ if (US_CheckParm(_argv[i],JHParmStrings) == 0)\r
+ {\r
+ IsA386 = false;\r
+ return;\r
+ }\r
+\r
+ if (CheckIs386())\r
+ {\r
+ IsA386 = true;\r
+ jabhack2();\r
+ }\r
+ else\r
+ IsA386 = false;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= NewGame\r
+=\r
+= Set up new game to start from the beginning\r
+=\r
+=====================\r
+*/\r
+\r
+void NewGame (int difficulty,int episode)\r
+{\r
+ memset (&gamestate,0,sizeof(gamestate));\r
+ gamestate.difficulty = difficulty;\r
+ gamestate.weapon = gamestate.bestweapon\r
+ = gamestate.chosenweapon = wp_pistol;\r
+ gamestate.health = 100;\r
+ gamestate.ammo = STARTAMMO;\r
+ gamestate.lives = 3;\r
+ gamestate.nextextra = EXTRAPOINTS;\r
+ gamestate.episode=episode;\r
+\r
+ startgame = true;\r
+}\r
+\r
+//===========================================================================\r
+\r
+void DiskFlopAnim(int x,int y)\r
+{\r
+ static char which=0;\r
+ if (!x && !y)\r
+ return;\r
+ VWB_DrawPic(x,y,C_DISKLOADING1PIC+which);\r
+ VW_UpdateScreen();\r
+ which^=1;\r
+}\r
+\r
+\r
+long DoChecksum(byte far *source,unsigned size,long checksum)\r
+{\r
+ unsigned i;\r
+\r
+ for (i=0;i<size-1;i++)\r
+ checksum += source[i]^source[i+1];\r
+\r
+ return checksum;\r
+}\r
+\r
+\r
+/*\r
+==================\r
+=\r
+= SaveTheGame\r
+=\r
+==================\r
+*/\r
+\r
+boolean SaveTheGame(int file,int x,int y)\r
+{\r
+ struct diskfree_t dfree;\r
+ long avail,size,checksum;\r
+ objtype *ob,nullobj;\r
+\r
+\r
+ if (_dos_getdiskfree(0,&dfree))\r
+ Quit("Error in _dos_getdiskfree call");\r
+\r
+ avail = (long)dfree.avail_clusters *\r
+ dfree.bytes_per_sector *\r
+ dfree.sectors_per_cluster;\r
+\r
+ size = 0;\r
+ for (ob = player; ob ; ob=ob->next)\r
+ size += sizeof(*ob);\r
+ size += sizeof(nullobj);\r
+\r
+ size += sizeof(gamestate) +\r
+ sizeof(LRstruct)*8 +\r
+ sizeof(tilemap) +\r
+ sizeof(actorat) +\r
+ sizeof(laststatobj) +\r
+ sizeof(statobjlist) +\r
+ sizeof(doorposition) +\r
+ sizeof(pwallstate) +\r
+ sizeof(pwallx) +\r
+ sizeof(pwally) +\r
+ sizeof(pwalldir) +\r
+ sizeof(pwallpos);\r
+\r
+ if (avail < size)\r
+ {\r
+ Message(STR_NOSPACE1"\n"\r
+ STR_NOSPACE2);\r
+ return false;\r
+ }\r
+\r
+ checksum = 0;\r
+\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate));\r
+ checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);\r
+\r
+ DiskFlopAnim(x,y);\r
+#ifdef SPEAR\r
+ CA_FarWrite (file,(void far *)&LevelRatios[0],sizeof(LRstruct)*20);\r
+ checksum = DoChecksum((byte far *)&LevelRatios[0],sizeof(LRstruct)*20,checksum);\r
+#else\r
+ CA_FarWrite (file,(void far *)&LevelRatios[0],sizeof(LRstruct)*8);\r
+ checksum = DoChecksum((byte far *)&LevelRatios[0],sizeof(LRstruct)*8,checksum);\r
+#endif\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)tilemap,sizeof(tilemap));\r
+ checksum = DoChecksum((byte far *)tilemap,sizeof(tilemap),checksum);\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)actorat,sizeof(actorat));\r
+ checksum = DoChecksum((byte far *)actorat,sizeof(actorat),checksum);\r
+\r
+ CA_FarWrite (file,(void far *)areaconnect,sizeof(areaconnect));\r
+ CA_FarWrite (file,(void far *)areabyplayer,sizeof(areabyplayer));\r
+\r
+ for (ob = player ; ob ; ob=ob->next)\r
+ {\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)ob,sizeof(*ob));\r
+ }\r
+ nullobj.active = ac_badobject; // end of file marker\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)&nullobj,sizeof(nullobj));\r
+\r
+\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)&laststatobj,sizeof(laststatobj));\r
+ checksum = DoChecksum((byte far *)&laststatobj,sizeof(laststatobj),checksum);\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)statobjlist,sizeof(statobjlist));\r
+ checksum = DoChecksum((byte far *)statobjlist,sizeof(statobjlist),checksum);\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)doorposition,sizeof(doorposition));\r
+ checksum = DoChecksum((byte far *)doorposition,sizeof(doorposition),checksum);\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)doorobjlist,sizeof(doorobjlist));\r
+ checksum = DoChecksum((byte far *)doorobjlist,sizeof(doorobjlist),checksum);\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarWrite (file,(void far *)&pwallstate,sizeof(pwallstate));\r
+ checksum = DoChecksum((byte far *)&pwallstate,sizeof(pwallstate),checksum);\r
+ CA_FarWrite (file,(void far *)&pwallx,sizeof(pwallx));\r
+ checksum = DoChecksum((byte far *)&pwallx,sizeof(pwallx),checksum);\r
+ CA_FarWrite (file,(void far *)&pwally,sizeof(pwally));\r
+ checksum = DoChecksum((byte far *)&pwally,sizeof(pwally),checksum);\r
+ CA_FarWrite (file,(void far *)&pwalldir,sizeof(pwalldir));\r
+ checksum = DoChecksum((byte far *)&pwalldir,sizeof(pwalldir),checksum);\r
+ CA_FarWrite (file,(void far *)&pwallpos,sizeof(pwallpos));\r
+ checksum = DoChecksum((byte far *)&pwallpos,sizeof(pwallpos),checksum);\r
+\r
+ //\r
+ // WRITE OUT CHECKSUM\r
+ //\r
+ CA_FarWrite (file,(void far *)&checksum,sizeof(checksum));\r
+\r
+ return(true);\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= LoadTheGame\r
+=\r
+==================\r
+*/\r
+\r
+boolean LoadTheGame(int file,int x,int y)\r
+{\r
+ long checksum,oldchecksum;\r
+ objtype *ob,nullobj;\r
+\r
+\r
+ checksum = 0;\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate));\r
+ checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum);\r
+\r
+ DiskFlopAnim(x,y);\r
+#ifdef SPEAR\r
+ CA_FarRead (file,(void far *)&LevelRatios[0],sizeof(LRstruct)*20);\r
+ checksum = DoChecksum((byte far *)&LevelRatios[0],sizeof(LRstruct)*20,checksum);\r
+#else\r
+ CA_FarRead (file,(void far *)&LevelRatios[0],sizeof(LRstruct)*8);\r
+ checksum = DoChecksum((byte far *)&LevelRatios[0],sizeof(LRstruct)*8,checksum);\r
+#endif\r
+\r
+ DiskFlopAnim(x,y);\r
+ SetupGameLevel ();\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)tilemap,sizeof(tilemap));\r
+ checksum = DoChecksum((byte far *)tilemap,sizeof(tilemap),checksum);\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)actorat,sizeof(actorat));\r
+ checksum = DoChecksum((byte far *)actorat,sizeof(actorat),checksum);\r
+\r
+ CA_FarRead (file,(void far *)areaconnect,sizeof(areaconnect));\r
+ CA_FarRead (file,(void far *)areabyplayer,sizeof(areabyplayer));\r
+\r
+\r
+\r
+ InitActorList ();\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)player,sizeof(*player));\r
+\r
+ while (1)\r
+ {\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)&nullobj,sizeof(nullobj));\r
+ if (nullobj.active == ac_badobject)\r
+ break;\r
+ GetNewActor ();\r
+ // don't copy over the links\r
+ memcpy (new,&nullobj,sizeof(nullobj)-4);\r
+ }\r
+\r
+\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)&laststatobj,sizeof(laststatobj));\r
+ checksum = DoChecksum((byte far *)&laststatobj,sizeof(laststatobj),checksum);\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)statobjlist,sizeof(statobjlist));\r
+ checksum = DoChecksum((byte far *)statobjlist,sizeof(statobjlist),checksum);\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)doorposition,sizeof(doorposition));\r
+ checksum = DoChecksum((byte far *)doorposition,sizeof(doorposition),checksum);\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)doorobjlist,sizeof(doorobjlist));\r
+ checksum = DoChecksum((byte far *)doorobjlist,sizeof(doorobjlist),checksum);\r
+\r
+ DiskFlopAnim(x,y);\r
+ CA_FarRead (file,(void far *)&pwallstate,sizeof(pwallstate));\r
+ checksum = DoChecksum((byte far *)&pwallstate,sizeof(pwallstate),checksum);\r
+ CA_FarRead (file,(void far *)&pwallx,sizeof(pwallx));\r
+ checksum = DoChecksum((byte far *)&pwallx,sizeof(pwallx),checksum);\r
+ CA_FarRead (file,(void far *)&pwally,sizeof(pwally));\r
+ checksum = DoChecksum((byte far *)&pwally,sizeof(pwally),checksum);\r
+ CA_FarRead (file,(void far *)&pwalldir,sizeof(pwalldir));\r
+ checksum = DoChecksum((byte far *)&pwalldir,sizeof(pwalldir),checksum);\r
+ CA_FarRead (file,(void far *)&pwallpos,sizeof(pwallpos));\r
+ checksum = DoChecksum((byte far *)&pwallpos,sizeof(pwallpos),checksum);\r
+\r
+ CA_FarRead (file,(void far *)&oldchecksum,sizeof(oldchecksum));\r
+\r
+ if (oldchecksum != checksum)\r
+ {\r
+ Message(STR_SAVECHT1"\n"\r
+ STR_SAVECHT2"\n"\r
+ STR_SAVECHT3"\n"\r
+ STR_SAVECHT4);\r
+\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+\r
+ gamestate.score = 0;\r
+ gamestate.lives = 1;\r
+ gamestate.weapon =\r
+ gamestate.chosenweapon =\r
+ gamestate.bestweapon = wp_pistol;\r
+ gamestate.ammo = 8;\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= ShutdownId\r
+=\r
+= Shuts down all ID_?? managers\r
+=\r
+==========================\r
+*/\r
+\r
+void ShutdownId (void)\r
+{\r
+ US_Shutdown ();\r
+ SD_Shutdown ();\r
+ PM_Shutdown ();\r
+ IN_Shutdown ();\r
+ VW_Shutdown ();\r
+ CA_Shutdown ();\r
+ MM_Shutdown ();\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==================\r
+=\r
+= BuildTables\r
+=\r
+= Calculates:\r
+=\r
+= scale projection constant\r
+= sintable/costable overlapping fractional tables\r
+=\r
+==================\r
+*/\r
+\r
+const float radtoint = (float)FINEANGLES/2/PI;\r
+\r
+void BuildTables (void)\r
+{\r
+ int i;\r
+ float angle,anglestep;\r
+ double tang;\r
+ fixed value;\r
+\r
+\r
+//\r
+// calculate fine tangents\r
+//\r
+\r
+ for (i=0;i<FINEANGLES/8;i++)\r
+ {\r
+ tang = tan( (i+0.5)/radtoint);\r
+ finetangent[i] = tang*TILEGLOBAL;\r
+ finetangent[FINEANGLES/4-1-i] = 1/tang*TILEGLOBAL;\r
+ }\r
+\r
+//\r
+// costable overlays sintable with a quarter phase shift\r
+// ANGLES is assumed to be divisable by four\r
+//\r
+// The low word of the value is the fraction, the high bit is the sign bit,\r
+// bits 16-30 should be 0\r
+//\r
+\r
+ angle = 0;\r
+ anglestep = PI/2/ANGLEQUAD;\r
+ for (i=0;i<=ANGLEQUAD;i++)\r
+ {\r
+ value=GLOBAL1*sin(angle);\r
+ sintable[i]=\r
+ sintable[i+ANGLES]=\r
+ sintable[ANGLES/2-i] = value;\r
+ sintable[ANGLES-i]=\r
+ sintable[ANGLES/2+i] = value | 0x80000000l;\r
+ angle += anglestep;\r
+ }\r
+\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+====================\r
+=\r
+= CalcProjection\r
+=\r
+= Uses focallength\r
+=\r
+====================\r
+*/\r
+\r
+void CalcProjection (long focal)\r
+{\r
+ int i;\r
+ long intang;\r
+ float angle;\r
+ double tang;\r
+ double planedist;\r
+ double globinhalf;\r
+ int halfview;\r
+ double halfangle,facedist;\r
+\r
+\r
+ focallength = focal;\r
+ facedist = focal+MINDIST;\r
+ halfview = viewwidth/2; // half view in pixels\r
+\r
+//\r
+// calculate scale value for vertical height calculations\r
+// and sprite x calculations\r
+//\r
+ scale = halfview*facedist/(VIEWGLOBAL/2);\r
+\r
+//\r
+// divide heightnumerator by a posts distance to get the posts height for\r
+// the heightbuffer. The pixel height is height>>2\r
+//\r
+ heightnumerator = (TILEGLOBAL*scale)>>6;\r
+ minheightdiv = heightnumerator/0x7fff +1;\r
+\r
+//\r
+// calculate the angle offset from view angle of each pixel's ray\r
+//\r
+\r
+ for (i=0;i<halfview;i++)\r
+ {\r
+ // start 1/2 pixel over, so viewangle bisects two middle pixels\r
+ tang = (long)i*VIEWGLOBAL/viewwidth/facedist;\r
+ angle = atan(tang);\r
+ intang = angle*radtoint;\r
+ pixelangle[halfview-1-i] = intang;\r
+ pixelangle[halfview+i] = -intang;\r
+ }\r
+\r
+//\r
+// if a point's abs(y/x) is greater than maxslope, the point is outside\r
+// the view area\r
+//\r
+ maxslope = finetangent[pixelangle[0]];\r
+ maxslope >>= 8;\r
+}\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+===================\r
+=\r
+= SetupWalls\r
+=\r
+= Map tile values to scaled pics\r
+=\r
+===================\r
+*/\r
+\r
+void SetupWalls (void)\r
+{\r
+ int i;\r
+\r
+ for (i=1;i<MAXWALLTILES;i++)\r
+ {\r
+ horizwall[i]=(i-1)*2;\r
+ vertwall[i]=(i-1)*2+1;\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SignonScreen\r
+=\r
+==========================\r
+*/\r
+\r
+void SignonScreen (void) // VGA version\r
+{\r
+ unsigned segstart,seglength;\r
+\r
+ VL_SetVGAPlaneMode ();\r
+ VL_TestPaletteSet ();\r
+ VL_SetPalette (&gamepal);\r
+\r
+ if (!virtualreality)\r
+ {\r
+ VW_SetScreen(0x8000,0);\r
+ VL_MungePic (&introscn,320,200);\r
+ VL_MemToScreen (&introscn,320,200,0,0);\r
+ VW_SetScreen(0,0);\r
+ }\r
+\r
+//\r
+// reclaim the memory from the linked in signon screen\r
+//\r
+ segstart = FP_SEG(&introscn);\r
+ seglength = 64000/16;\r
+ if (FP_OFF(&introscn))\r
+ {\r
+ segstart++;\r
+ seglength--;\r
+ }\r
+ MML_UseSpace (segstart,seglength);\r
+}\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= FinishSignon\r
+=\r
+==========================\r
+*/\r
+\r
+void FinishSignon (void)\r
+{\r
+\r
+#ifndef SPEAR\r
+ VW_Bar (0,189,300,11,peekb(0xa000,0));\r
+ WindowX = 0;\r
+ WindowW = 320;\r
+ PrintY = 190;\r
+\r
+ #ifndef JAPAN\r
+ SETFONTCOLOR(14,4);\r
+\r
+ #ifdef SPANISH\r
+ US_CPrint ("Oprima una tecla");\r
+ #else\r
+ US_CPrint ("Press a key");\r
+ #endif\r
+\r
+ #endif\r
+\r
+ if (!NoWait)\r
+ IN_Ack ();\r
+\r
+ #ifndef JAPAN\r
+ VW_Bar (0,189,300,11,peekb(0xa000,0));\r
+\r
+ PrintY = 190;\r
+ SETFONTCOLOR(10,4);\r
+\r
+ #ifdef SPANISH\r
+ US_CPrint ("pensando...");\r
+ #else\r
+ US_CPrint ("Working...");\r
+ #endif\r
+\r
+ #endif\r
+\r
+ SETFONTCOLOR(0,15);\r
+#else\r
+ if (!NoWait)\r
+ VW_WaitVBL(3*70);\r
+#endif\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=================\r
+=\r
+= MS_CheckParm\r
+=\r
+=================\r
+*/\r
+\r
+boolean MS_CheckParm (char far *check)\r
+{\r
+ int i;\r
+ char *parm;\r
+\r
+ for (i = 1;i<_argc;i++)\r
+ {\r
+ parm = _argv[i];\r
+\r
+ while ( !isalpha(*parm) ) // skip - / \ etc.. in front of parm\r
+ if (!*parm++)\r
+ break; // hit end of string without an alphanum\r
+\r
+ if ( !_fstricmp(check,parm) )\r
+ return true;\r
+ }\r
+\r
+ return false;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= InitDigiMap\r
+=\r
+=====================\r
+*/\r
+\r
+static int wolfdigimap[] =\r
+ {\r
+ // These first sounds are in the upload version\r
+#ifndef SPEAR\r
+ HALTSND, 0,\r
+ DOGBARKSND, 1,\r
+ CLOSEDOORSND, 2,\r
+ OPENDOORSND, 3,\r
+ ATKMACHINEGUNSND, 4,\r
+ ATKPISTOLSND, 5,\r
+ ATKGATLINGSND, 6,\r
+ SCHUTZADSND, 7,\r
+ GUTENTAGSND, 8,\r
+ MUTTISND, 9,\r
+ BOSSFIRESND, 10,\r
+ SSFIRESND, 11,\r
+ DEATHSCREAM1SND, 12,\r
+ DEATHSCREAM2SND, 13,\r
+ DEATHSCREAM3SND, 13,\r
+ TAKEDAMAGESND, 14,\r
+ PUSHWALLSND, 15,\r
+\r
+ LEBENSND, 20,\r
+ NAZIFIRESND, 21,\r
+ SLURPIESND, 22,\r
+\r
+ YEAHSND, 32,\r
+\r
+#ifndef UPLOAD\r
+ // These are in all other episodes\r
+ DOGDEATHSND, 16,\r
+ AHHHGSND, 17,\r
+ DIESND, 18,\r
+ EVASND, 19,\r
+\r
+ TOT_HUNDSND, 23,\r
+ MEINGOTTSND, 24,\r
+ SCHABBSHASND, 25,\r
+ HITLERHASND, 26,\r
+ SPIONSND, 27,\r
+ NEINSOVASSND, 28,\r
+ DOGATTACKSND, 29,\r
+ LEVELDONESND, 30,\r
+ MECHSTEPSND, 31,\r
+\r
+ SCHEISTSND, 33,\r
+ DEATHSCREAM4SND, 34, // AIIEEE\r
+ DEATHSCREAM5SND, 35, // DEE-DEE\r
+ DONNERSND, 36, // EPISODE 4 BOSS DIE\r
+ EINESND, 37, // EPISODE 4 BOSS SIGHTING\r
+ ERLAUBENSND, 38, // EPISODE 6 BOSS SIGHTING\r
+ DEATHSCREAM6SND, 39, // FART\r
+ DEATHSCREAM7SND, 40, // GASP\r
+ DEATHSCREAM8SND, 41, // GUH-BOY!\r
+ DEATHSCREAM9SND, 42, // AH GEEZ!\r
+ KEINSND, 43, // EPISODE 5 BOSS SIGHTING\r
+ MEINSND, 44, // EPISODE 6 BOSS DIE\r
+ ROSESND, 45, // EPISODE 5 BOSS DIE\r
+\r
+#endif\r
+#else\r
+//\r
+// SPEAR OF DESTINY DIGISOUNDS\r
+//\r
+ HALTSND, 0,\r
+ CLOSEDOORSND, 2,\r
+ OPENDOORSND, 3,\r
+ ATKMACHINEGUNSND, 4,\r
+ ATKPISTOLSND, 5,\r
+ ATKGATLINGSND, 6,\r
+ SCHUTZADSND, 7,\r
+ BOSSFIRESND, 8,\r
+ SSFIRESND, 9,\r
+ DEATHSCREAM1SND, 10,\r
+ DEATHSCREAM2SND, 11,\r
+ TAKEDAMAGESND, 12,\r
+ PUSHWALLSND, 13,\r
+ AHHHGSND, 15,\r
+ LEBENSND, 16,\r
+ NAZIFIRESND, 17,\r
+ SLURPIESND, 18,\r
+ LEVELDONESND, 22,\r
+ DEATHSCREAM4SND, 23, // AIIEEE\r
+ DEATHSCREAM3SND, 23, // DOUBLY-MAPPED!!!\r
+ DEATHSCREAM5SND, 24, // DEE-DEE\r
+ DEATHSCREAM6SND, 25, // FART\r
+ DEATHSCREAM7SND, 26, // GASP\r
+ DEATHSCREAM8SND, 27, // GUH-BOY!\r
+ DEATHSCREAM9SND, 28, // AH GEEZ!\r
+ GETGATLINGSND, 38, // Got Gat replacement\r
+\r
+#ifndef SPEARDEMO\r
+ DOGBARKSND, 1,\r
+ DOGDEATHSND, 14,\r
+ SPIONSND, 19,\r
+ NEINSOVASSND, 20,\r
+ DOGATTACKSND, 21,\r
+ TRANSSIGHTSND, 29, // Trans Sight\r
+ TRANSDEATHSND, 30, // Trans Death\r
+ WILHELMSIGHTSND, 31, // Wilhelm Sight\r
+ WILHELMDEATHSND, 32, // Wilhelm Death\r
+ UBERDEATHSND, 33, // Uber Death\r
+ KNIGHTSIGHTSND, 34, // Death Knight Sight\r
+ KNIGHTDEATHSND, 35, // Death Knight Death\r
+ ANGELSIGHTSND, 36, // Angel Sight\r
+ ANGELDEATHSND, 37, // Angel Death\r
+ GETSPEARSND, 39, // Got Spear replacement\r
+#endif\r
+#endif\r
+ LASTSOUND\r
+ };\r
+\r
+\r
+void InitDigiMap (void)\r
+{\r
+ int *map;\r
+\r
+ for (map = wolfdigimap;*map != LASTSOUND;map += 2)\r
+ DigiMap[map[0]] = map[1];\r
+\r
+\r
+}\r
+\r
+\r
+#ifndef SPEAR\r
+CP_iteminfo MusicItems={CTL_X,CTL_Y,6,0,32};\r
+CP_itemtype far MusicMenu[]=\r
+ {\r
+ {1,"Get Them!",0},\r
+ {1,"Searching",0},\r
+ {1,"P.O.W.",0},\r
+ {1,"Suspense",0},\r
+ {1,"War March",0},\r
+ {1,"Around The Corner!",0},\r
+\r
+ {1,"Nazi Anthem",0},\r
+ {1,"Lurking...",0},\r
+ {1,"Going After Hitler",0},\r
+ {1,"Pounding Headache",0},\r
+ {1,"Into the Dungeons",0},\r
+ {1,"Ultimate Conquest",0},\r
+\r
+ {1,"Kill the S.O.B.",0},\r
+ {1,"The Nazi Rap",0},\r
+ {1,"Twelfth Hour",0},\r
+ {1,"Zero Hour",0},\r
+ {1,"Ultimate Conquest",0},\r
+ {1,"Wolfpack",0}\r
+ };\r
+#else\r
+CP_iteminfo MusicItems={CTL_X,CTL_Y-20,9,0,32};\r
+CP_itemtype far MusicMenu[]=\r
+ {\r
+ {1,"Funky Colonel Bill",0},\r
+ {1,"Death To The Nazis",0},\r
+ {1,"Tiptoeing Around",0},\r
+ {1,"Is This THE END?",0},\r
+ {1,"Evil Incarnate",0},\r
+ {1,"Jazzin' Them Nazis",0},\r
+ {1,"Puttin' It To The Enemy",0},\r
+ {1,"The SS Gonna Get You",0},\r
+ {1,"Towering Above",0}\r
+ };\r
+#endif\r
+\r
+#ifndef SPEARDEMO\r
+void DoJukebox(void)\r
+{\r
+ int which,lastsong=-1;\r
+ unsigned start,songs[]=\r
+ {\r
+#ifndef SPEAR\r
+ GETTHEM_MUS,\r
+ SEARCHN_MUS,\r
+ POW_MUS,\r
+ SUSPENSE_MUS,\r
+ WARMARCH_MUS,\r
+ CORNER_MUS,\r
+\r
+ NAZI_OMI_MUS,\r
+ PREGNANT_MUS,\r
+ GOINGAFT_MUS,\r
+ HEADACHE_MUS,\r
+ DUNGEON_MUS,\r
+ ULTIMATE_MUS,\r
+\r
+ INTROCW3_MUS,\r
+ NAZI_RAP_MUS,\r
+ TWELFTH_MUS,\r
+ ZEROHOUR_MUS,\r
+ ULTIMATE_MUS,\r
+ PACMAN_MUS\r
+#else\r
+ XFUNKIE_MUS, // 0\r
+ XDEATH_MUS, // 2\r
+ XTIPTOE_MUS, // 4\r
+ XTHEEND_MUS, // 7\r
+ XEVIL_MUS, // 17\r
+ XJAZNAZI_MUS, // 18\r
+ XPUTIT_MUS, // 21\r
+ XGETYOU_MUS, // 22\r
+ XTOWER2_MUS // 23\r
+#endif\r
+ };\r
+ struct dostime_t time;\r
+\r
+\r
+\r
+ IN_ClearKeysDown();\r
+ if (!AdLibPresent && !SoundBlasterPresent)\r
+ return;\r
+\r
+\r
+ MenuFadeOut();\r
+\r
+#ifndef SPEAR\r
+#ifndef UPLOAD\r
+ _dos_gettime(&time);\r
+ start = (time.hsecond%3)*6;\r
+#else\r
+ start = 0;\r
+#endif\r
+#else\r
+ start = 0;\r
+#endif\r
+\r
+\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+#ifdef SPEAR\r
+ CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+#else\r
+ CacheLump (CONTROLS_LUMP_START,CONTROLS_LUMP_END);\r
+#endif\r
+ CA_LoadAllSounds ();\r
+\r
+ fontnumber=1;\r
+ ClearMScreen ();\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+ DrawStripes (10);\r
+ SETFONTCOLOR (TEXTCOLOR,BKGDCOLOR);\r
+\r
+#ifndef SPEAR\r
+ DrawWindow (CTL_X-2,CTL_Y-6,280,13*7,BKGDCOLOR);\r
+#else\r
+ DrawWindow (CTL_X-2,CTL_Y-26,280,13*10,BKGDCOLOR);\r
+#endif\r
+\r
+ DrawMenu (&MusicItems,&MusicMenu[start]);\r
+\r
+ SETFONTCOLOR (READHCOLOR,BKGDCOLOR);\r
+ PrintY=15;\r
+ WindowX = 0;\r
+ WindowY = 320;\r
+ US_CPrint ("Robert's Jukebox");\r
+\r
+ SETFONTCOLOR (TEXTCOLOR,BKGDCOLOR);\r
+ VW_UpdateScreen();\r
+ MenuFadeIn();\r
+\r
+ do\r
+ {\r
+ which = HandleMenu(&MusicItems,&MusicMenu[start],NULL);\r
+ if (which>=0)\r
+ {\r
+ if (lastsong >= 0)\r
+ MusicMenu[start+lastsong].active = 1;\r
+\r
+ StartCPMusic(songs[start + which]);\r
+ MusicMenu[start+which].active = 2;\r
+ DrawMenu (&MusicItems,&MusicMenu[start]);\r
+ VW_UpdateScreen();\r
+ lastsong = which;\r
+ }\r
+ } while(which>=0);\r
+\r
+ MenuFadeOut();\r
+ IN_ClearKeysDown();\r
+#ifdef SPEAR\r
+ UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+#else\r
+ UnCacheLump (CONTROLS_LUMP_START,CONTROLS_LUMP_END);\r
+#endif\r
+}\r
+#endif\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= InitGame\r
+=\r
+= Load a few things right away\r
+=\r
+==========================\r
+*/\r
+\r
+void InitGame (void)\r
+{\r
+ int i,x,y;\r
+ unsigned *blockstart;\r
+\r
+ if (MS_CheckParm ("virtual"))\r
+ virtualreality = true;\r
+ else\r
+ virtualreality = false;\r
+\r
+ MM_Startup (); // so the signon screen can be freed\r
+\r
+ SignonScreen ();\r
+\r
+ VW_Startup ();\r
+ IN_Startup ();\r
+ PM_Startup ();\r
+ PM_UnlockMainMem ();\r
+ SD_Startup ();\r
+ CA_Startup ();\r
+ US_Startup ();\r
+\r
+\r
+#ifndef SPEAR\r
+ if (mminfo.mainmem < 235000L)\r
+#else\r
+ if (mminfo.mainmem < 257000L && !MS_CheckParm("debugmode"))\r
+#endif\r
+ {\r
+ memptr screen;\r
+\r
+ CA_CacheGrChunk (ERRORSCREEN);\r
+ screen = grsegs[ERRORSCREEN];\r
+ ShutdownId();\r
+ movedata ((unsigned)screen,7+7*160,0xb800,0,17*160);\r
+ gotoxy (1,23);\r
+ exit(1);\r
+ }\r
+\r
+\r
+//\r
+// build some tables\r
+//\r
+ InitDigiMap ();\r
+\r
+ for (i=0;i<MAPSIZE;i++)\r
+ {\r
+ nearmapylookup[i] = &tilemap[0][0]+MAPSIZE*i;\r
+ farmapylookup[i] = i*64;\r
+ }\r
+\r
+ for (i=0;i<PORTTILESHIGH;i++)\r
+ uwidthtable[i] = UPDATEWIDE*i;\r
+\r
+ blockstart = &blockstarts[0];\r
+ for (y=0;y<UPDATEHIGH;y++)\r
+ for (x=0;x<UPDATEWIDE;x++)\r
+ *blockstart++ = SCREENWIDTH*16*y+x*TILEWIDTH;\r
+\r
+ updateptr = &update[0];\r
+\r
+ bufferofs = 0;\r
+ displayofs = 0;\r
+ ReadConfig ();\r
+\r
+\r
+//\r
+// HOLDING DOWN 'M' KEY?\r
+//\r
+#ifndef SPEARDEMO\r
+ if (Keyboard[sc_M])\r
+ DoJukebox();\r
+ else\r
+#endif\r
+//\r
+// draw intro screen stuff\r
+//\r
+ if (!virtualreality)\r
+ IntroScreen ();\r
+\r
+//\r
+// load in and lock down some basic chunks\r
+//\r
+\r
+ CA_CacheGrChunk(STARTFONT);\r
+ MM_SetLock (&grsegs[STARTFONT],true);\r
+\r
+ LoadLatchMem ();\r
+ BuildTables (); // trig tables\r
+ SetupWalls ();\r
+\r
+#if 0\r
+{\r
+int temp,i;\r
+temp = viewsize;\r
+ profilehandle = open("SCALERS.TXT", O_CREAT | O_WRONLY | O_TEXT);\r
+for (i=1;i<20;i++)\r
+ NewViewSize(i);\r
+viewsize = temp;\r
+close(profilehandle);\r
+}\r
+#endif\r
+\r
+ NewViewSize (viewsize);\r
+\r
+\r
+//\r
+// initialize variables\r
+//\r
+ InitRedShifts ();\r
+ if (!virtualreality)\r
+ FinishSignon();\r
+\r
+ displayofs = PAGE1START;\r
+ bufferofs = PAGE2START;\r
+\r
+ if (virtualreality)\r
+ {\r
+ NoWait = true;\r
+ geninterrupt(0x60);\r
+ }\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= SetViewSize\r
+=\r
+==========================\r
+*/\r
+\r
+boolean SetViewSize (unsigned width, unsigned height)\r
+{\r
+ viewwidth = width&~15; // must be divisable by 16\r
+ viewheight = height&~1; // must be even\r
+ centerx = viewwidth/2-1;\r
+ shootdelta = viewwidth/10;\r
+ screenofs = ((200-STATUSLINES-viewheight)/2*SCREENWIDTH+(320-viewwidth)/8);\r
+\r
+//\r
+// calculate trace angles and projection constants\r
+//\r
+ CalcProjection (FOCALLENGTH);\r
+\r
+//\r
+// build all needed compiled scalers\r
+//\r
+// MM_BombOnError (false);\r
+ SetupScaling (viewwidth*1.5);\r
+#if 0\r
+ MM_BombOnError (true);\r
+ if (mmerror)\r
+ {\r
+ Quit ("Can't build scalers!");\r
+ mmerror = false;\r
+ return false;\r
+ }\r
+#endif\r
+ return true;\r
+}\r
+\r
+\r
+void ShowViewSize (int width)\r
+{\r
+ int oldwidth,oldheight;\r
+\r
+ oldwidth = viewwidth;\r
+ oldheight = viewheight;\r
+\r
+ viewwidth = width*16;\r
+ viewheight = width*16*HEIGHTRATIO;\r
+ DrawPlayBorder ();\r
+\r
+ viewheight = oldheight;\r
+ viewwidth = oldwidth;\r
+}\r
+\r
+\r
+void NewViewSize (int width)\r
+{\r
+ CA_UpLevel ();\r
+ MM_SortMem ();\r
+ viewsize = width;\r
+ SetViewSize (width*16,width*16*HEIGHTRATIO);\r
+ CA_DownLevel ();\r
+}\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= Quit\r
+=\r
+==========================\r
+*/\r
+\r
+void Quit (char *error)\r
+{\r
+ unsigned finscreen;\r
+ memptr screen;\r
+\r
+ if (virtualreality)\r
+ geninterrupt(0x61);\r
+\r
+ ClearMemory ();\r
+ if (!*error)\r
+ {\r
+ #ifndef JAPAN\r
+ CA_CacheGrChunk (ORDERSCREEN);\r
+ screen = grsegs[ORDERSCREEN];\r
+ #endif\r
+ WriteConfig ();\r
+ }\r
+ else\r
+ {\r
+ CA_CacheGrChunk (ERRORSCREEN);\r
+ screen = grsegs[ERRORSCREEN];\r
+ }\r
+\r
+ ShutdownId ();\r
+\r
+ if (error && *error)\r
+ {\r
+ movedata ((unsigned)screen,7,0xb800,0,7*160);\r
+ gotoxy (10,4);\r
+ puts(error);\r
+ gotoxy (1,8);\r
+ exit(1);\r
+ }\r
+ else\r
+ if (!error || !(*error))\r
+ {\r
+ clrscr();\r
+ #ifndef JAPAN\r
+ movedata ((unsigned)screen,7,0xb800,0,4000);\r
+ gotoxy(1,24);\r
+ #endif\r
+//asm mov bh,0\r
+//asm mov dh,23 // row\r
+//asm mov dl,0 // collumn\r
+//asm mov ah,2\r
+//asm int 0x10\r
+ }\r
+\r
+ exit(0);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= DemoLoop\r
+=\r
+=====================\r
+*/\r
+\r
+static char *ParmStrings[] = {"baby","easy","normal","hard",""};\r
+\r
+void DemoLoop (void)\r
+{\r
+ static int LastDemo;\r
+ int i,level;\r
+ long nsize;\r
+ memptr nullblock;\r
+\r
+//\r
+// check for launch from ted\r
+//\r
+ if (tedlevel)\r
+ {\r
+ NoWait = true;\r
+ NewGame(1,0);\r
+\r
+ for (i = 1;i < _argc;i++)\r
+ {\r
+ if ( (level = US_CheckParm(_argv[i],ParmStrings)) != -1)\r
+ {\r
+ gamestate.difficulty=level;\r
+ break;\r
+ }\r
+ }\r
+\r
+#ifndef SPEAR\r
+ gamestate.episode = tedlevelnum/10;\r
+ gamestate.mapon = tedlevelnum%10;\r
+#else\r
+ gamestate.episode = 0;\r
+ gamestate.mapon = tedlevelnum;\r
+#endif\r
+ GameLoop();\r
+ Quit (NULL);\r
+ }\r
+\r
+\r
+//\r
+// main game cycle\r
+//\r
+\r
+\r
+// nsize = (long)40*1024;\r
+// MM_GetPtr(&nullblock,nsize);\r
+\r
+#ifndef DEMOTEST\r
+\r
+ #ifndef UPLOAD\r
+\r
+ #ifndef GOODTIMES\r
+ #ifndef SPEAR\r
+ #ifndef JAPAN\r
+ if (!NoWait)\r
+ NonShareware();\r
+ #endif\r
+ #else\r
+\r
+ #ifndef GOODTIMES\r
+ #ifndef SPEARDEMO\r
+ CopyProtection();\r
+ #endif\r
+ #endif\r
+\r
+ #endif\r
+ #endif\r
+ #endif\r
+\r
+ StartCPMusic(INTROSONG);\r
+\r
+#ifndef JAPAN\r
+ if (!NoWait)\r
+ PG13 ();\r
+#endif\r
+\r
+#endif\r
+\r
+ while (1)\r
+ {\r
+ while (!NoWait)\r
+ {\r
+//\r
+// title page\r
+//\r
+ MM_SortMem ();\r
+#ifndef DEMOTEST\r
+\r
+#ifdef SPEAR\r
+ CA_CacheGrChunk (TITLEPALETTE);\r
+\r
+ CA_CacheGrChunk (TITLE1PIC);\r
+ VWB_DrawPic (0,0,TITLE1PIC);\r
+ UNCACHEGRCHUNK (TITLE1PIC);\r
+\r
+ CA_CacheGrChunk (TITLE2PIC);\r
+ VWB_DrawPic (0,80,TITLE2PIC);\r
+ UNCACHEGRCHUNK (TITLE2PIC);\r
+ VW_UpdateScreen ();\r
+ VL_FadeIn(0,255,grsegs[TITLEPALETTE],30);\r
+\r
+ UNCACHEGRCHUNK (TITLEPALETTE);\r
+#else\r
+ CA_CacheScreen (TITLEPIC);\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn();\r
+#endif\r
+ if (IN_UserInput(TickBase*15))\r
+ break;\r
+ VW_FadeOut();\r
+//\r
+// credits page\r
+//\r
+ CA_CacheScreen (CREDITSPIC);\r
+ VW_UpdateScreen();\r
+ VW_FadeIn ();\r
+ if (IN_UserInput(TickBase*10))\r
+ break;\r
+ VW_FadeOut ();\r
+//\r
+// high scores\r
+//\r
+ DrawHighScores ();\r
+ VW_UpdateScreen ();\r
+ VW_FadeIn ();\r
+\r
+ if (IN_UserInput(TickBase*10))\r
+ break;\r
+#endif\r
+//\r
+// demo\r
+//\r
+\r
+ #ifndef SPEARDEMO\r
+ PlayDemo (LastDemo++%4);\r
+ #else\r
+ PlayDemo (0);\r
+ #endif\r
+\r
+ if (playstate == ex_abort)\r
+ break;\r
+ StartCPMusic(INTROSONG);\r
+ }\r
+\r
+ VW_FadeOut ();\r
+\r
+#ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && MS_CheckParm("goobers"))\r
+#else\r
+ if (Keyboard[sc_Tab] && MS_CheckParm("debugmode"))\r
+#endif\r
+ RecordDemo ();\r
+ else\r
+ US_ControlPanel (0);\r
+\r
+ if (startgame || loadedgame)\r
+ {\r
+ GameLoop ();\r
+ VW_FadeOut();\r
+ StartCPMusic(INTROSONG);\r
+ }\r
+ }\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= main\r
+=\r
+==========================\r
+*/\r
+\r
+char *nosprtxt[] = {"nospr",nil};\r
+\r
+void main (void)\r
+{\r
+ int i;\r
+\r
+\r
+#ifdef BETA\r
+ //\r
+ // THIS IS FOR BETA ONLY!\r
+ //\r
+ struct dosdate_t d;\r
+\r
+ _dos_getdate(&d);\r
+ if (d.year > YEAR ||\r
+ (d.month >= MONTH && d.day >= DAY))\r
+ {\r
+ printf("Sorry, BETA-TESTING is over. Thanks for you help.\n");\r
+ exit(1);\r
+ }\r
+#endif\r
+\r
+ CheckForEpisodes();\r
+\r
+ Patch386 ();\r
+\r
+ InitGame ();\r
+\r
+ DemoLoop();\r
+\r
+ Quit("Demo loop exited???");\r
+}\r
+\r
--- /dev/null
+////////////////////////////////////////////////////////////////////\r
+//\r
+// WL_MENU.C\r
+// by John Romero (C) 1992 Id Software, Inc.\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+#include "wl_def.h"\r
+#pragma hdrstop\r
+\r
+//\r
+// PRIVATE PROTOTYPES\r
+//\r
+void CP_ReadThis(void);\r
+\r
+#ifdef SPEAR\r
+#define STARTITEM newgame\r
+\r
+#else\r
+#ifdef GOODTIMES\r
+#define STARTITEM newgame\r
+\r
+#else\r
+#define STARTITEM readthis\r
+#endif\r
+#endif\r
+\r
+char far endStrings[9][80]=\r
+{\r
+#ifndef SPEAR\r
+ {"Dost thou wish to\nleave with such hasty\nabandon?"},\r
+ {"Chickening out...\nalready?"},\r
+ {"Press N for more carnage.\nPress Y to be a weenie."},\r
+ {"So, you think you can\nquit this easily, huh?"},\r
+ {"Press N to save the world.\nPress Y to abandon it in\nits hour of need."},\r
+ {"Press N if you are brave.\nPress Y to cower in shame."},\r
+ {"Heroes, press N.\nWimps, press Y."},\r
+ {"You are at an intersection.\nA sign says, 'Press Y to quit.'\n>"},\r
+ {"For guns and glory, press N.\nFor work and worry, press Y."}\r
+#else\r
+ ENDSTR1,\r
+ ENDSTR2,\r
+ ENDSTR3,\r
+ ENDSTR4,\r
+ ENDSTR5,\r
+ ENDSTR6,\r
+ ENDSTR7,\r
+ ENDSTR8,\r
+ ENDSTR9\r
+#endif\r
+};\r
+\r
+CP_iteminfo\r
+ MainItems={MENU_X,MENU_Y,10,STARTITEM,24},\r
+ SndItems={SM_X,SM_Y1,12,0,52},\r
+ LSItems={LSM_X,LSM_Y,10,0,24},\r
+ CtlItems={CTL_X,CTL_Y,6,-1,56},\r
+ CusItems={8,CST_Y+13*2,9,-1,0},\r
+ NewEitems={NE_X,NE_Y,11,0,88},\r
+ NewItems={NM_X,NM_Y,4,2,24};\r
+\r
+#pragma warn -sus\r
+CP_itemtype far\r
+MainMenu[]=\r
+{\r
+#ifdef JAPAN\r
+ {1,"",CP_NewGame},\r
+ {1,"",CP_Sound},\r
+ {1,"",CP_Control},\r
+ {1,"",CP_LoadGame},\r
+ {0,"",CP_SaveGame},\r
+ {1,"",CP_ChangeView},\r
+ {2,"",CP_ReadThis},\r
+ {1,"",CP_ViewScores},\r
+ {1,"",0},\r
+ {1,"",0}\r
+#else\r
+\r
+ {1,STR_NG,CP_NewGame},\r
+ {1,STR_SD,CP_Sound},\r
+ {1,STR_CL,CP_Control},\r
+ {1,STR_LG,CP_LoadGame},\r
+ {0,STR_SG,CP_SaveGame},\r
+ {1,STR_CV,CP_ChangeView},\r
+\r
+#ifndef GOODTIMES\r
+#ifndef SPEAR\r
+\r
+ #ifdef SPANISH\r
+ {2,"Ve esto!",CP_ReadThis},\r
+ #else\r
+ {2,"Read This!",CP_ReadThis},\r
+ #endif\r
+\r
+#endif\r
+#endif\r
+\r
+ {1,STR_VS,CP_ViewScores},\r
+ {1,STR_BD,0},\r
+ {1,STR_QT,0}\r
+#endif\r
+},\r
+\r
+far SndMenu[]=\r
+{\r
+#ifdef JAPAN\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+#else\r
+ {1,STR_NONE,0},\r
+ {1,STR_PC,0},\r
+ {1,STR_ALSB,0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {1,STR_NONE,0},\r
+ {1,STR_DISNEY,0},\r
+ {1,STR_SB,0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {1,STR_NONE,0},\r
+ {1,STR_ALSB,0}\r
+#endif\r
+},\r
+\r
+far CtlMenu[]=\r
+{\r
+#ifdef JAPAN\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",MouseSensitivity},\r
+ {1,"",CustomControls}\r
+#else\r
+ {0,STR_MOUSEEN,0},\r
+ {0,STR_JOYEN,0},\r
+ {0,STR_PORT2,0},\r
+ {0,STR_GAMEPAD,0},\r
+ {0,STR_SENS,MouseSensitivity},\r
+ {1,STR_CUSTOM,CustomControls}\r
+#endif\r
+},\r
+\r
+#pragma warn +sus\r
+\r
+#ifndef SPEAR\r
+far NewEmenu[]=\r
+{\r
+#ifdef JAPAN\r
+#ifdef JAPDEMO\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+#else\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0}\r
+#endif\r
+#else\r
+ #ifdef SPANISH\r
+ {1,"Episodio 1\n"\r
+ "Fuga desde Wolfenstein",0},\r
+ {0,"",0},\r
+ {3,"Episodio 2\n"\r
+ "Operacion Eisenfaust",0},\r
+ {0,"",0},\r
+ {3,"Episodio 3\n"\r
+ "Muere, Fuhrer, Muere!",0},\r
+ {0,"",0},\r
+ {3,"Episodio 4\n"\r
+ "Un Negro Secreto",0},\r
+ {0,"",0},\r
+ {3,"Episodio 5\n"\r
+ "Huellas del Loco",0},\r
+ {0,"",0},\r
+ {3,"Episodio 6\n"\r
+ "Confrontacion",0}\r
+ #else\r
+ {1,"Episode 1\n"\r
+ "Escape from Wolfenstein",0},\r
+ {0,"",0},\r
+ {3,"Episode 2\n"\r
+ "Operation: Eisenfaust",0},\r
+ {0,"",0},\r
+ {3,"Episode 3\n"\r
+ "Die, Fuhrer, Die!",0},\r
+ {0,"",0},\r
+ {3,"Episode 4\n"\r
+ "A Dark Secret",0},\r
+ {0,"",0},\r
+ {3,"Episode 5\n"\r
+ "Trail of the Madman",0},\r
+ {0,"",0},\r
+ {3,"Episode 6\n"\r
+ "Confrontation",0}\r
+ #endif\r
+#endif\r
+},\r
+#endif\r
+\r
+\r
+far NewMenu[]=\r
+{\r
+#ifdef JAPAN\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0}\r
+#else\r
+ {1,STR_DADDY,0},\r
+ {1,STR_HURTME,0},\r
+ {1,STR_BRINGEM,0},\r
+ {1,STR_DEATH,0}\r
+#endif\r
+},\r
+\r
+far LSMenu[]=\r
+{\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0},\r
+ {1,"",0}\r
+},\r
+\r
+far CusMenu[]=\r
+{\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {0,"",0},\r
+ {1,"",0},\r
+ {0,"",0},\r
+ {1,"",0}\r
+}\r
+;\r
+\r
+\r
+int color_hlite[]={\r
+ DEACTIVE,\r
+ HIGHLIGHT,\r
+ READHCOLOR,\r
+ 0x67\r
+ },\r
+\r
+ color_norml[]={\r
+ DEACTIVE,\r
+ TEXTCOLOR,\r
+ READCOLOR,\r
+ 0x6b\r
+ };\r
+\r
+int EpisodeSelect[6]={1};\r
+\r
+\r
+int SaveGamesAvail[10],StartGame,SoundStatus=1,pickquick;\r
+char SaveGameNames[10][32],SaveName[13]="SAVEGAM?.";\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// INPUT MANAGER SCANCODE TABLES\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+static byte\r
+ *ScanNames[] = // Scan code names with single chars\r
+ {\r
+ "?","?","1","2","3","4","5","6","7","8","9","0","-","+","?","?",\r
+ "Q","W","E","R","T","Y","U","I","O","P","[","]","|","?","A","S",\r
+ "D","F","G","H","J","K","L",";","\"","?","?","?","Z","X","C","V",\r
+ "B","N","M",",",".","/","?","?","?","?","?","?","?","?","?","?",\r
+ "?","?","?","?","?","?","?","?","\xf","?","-","\x15","5","\x11","+","?",\r
+ "\x13","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?",\r
+ "?","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?",\r
+ "?","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?"\r
+ }, // DEBUG - consolidate these\r
+ far ExtScanCodes[] = // Scan codes with >1 char names\r
+ {\r
+ 1,0xe,0xf,0x1d,0x2a,0x39,0x3a,0x3b,0x3c,0x3d,0x3e,\r
+ 0x3f,0x40,0x41,0x42,0x43,0x44,0x57,0x59,0x46,0x1c,0x36,\r
+ 0x37,0x38,0x47,0x49,0x4f,0x51,0x52,0x53,0x45,0x48,\r
+ 0x50,0x4b,0x4d,0x00\r
+ },\r
+ *ExtScanNames[] = // Names corresponding to ExtScanCodes\r
+ {\r
+ "Esc","BkSp","Tab","Ctrl","LShft","Space","CapsLk","F1","F2","F3","F4",\r
+ "F5","F6","F7","F8","F9","F10","F11","F12","ScrlLk","Enter","RShft",\r
+ "PrtSc","Alt","Home","PgUp","End","PgDn","Ins","Del","NumLk","Up",\r
+ "Down","Left","Right",""\r
+ };\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Wolfenstein Control Panel! Ta Da!\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void US_ControlPanel(byte scancode)\r
+{\r
+ int which,i,start;\r
+\r
+\r
+ if (ingame)\r
+ if (CP_CheckQuick(scancode))\r
+ return;\r
+\r
+ StartCPMusic(MENUSONG);\r
+ SetupControlPanel();\r
+\r
+ //\r
+ // F-KEYS FROM WITHIN GAME\r
+ //\r
+ switch(scancode)\r
+ {\r
+ case sc_F1:\r
+ #ifdef SPEAR\r
+ BossKey();\r
+ #else\r
+ #ifdef GOODTIMES\r
+ BossKey();\r
+ #else\r
+ HelpScreens();\r
+ #endif\r
+ #endif\r
+ goto finishup;\r
+\r
+ case sc_F2:\r
+ CP_SaveGame(0);\r
+ goto finishup;\r
+\r
+ case sc_F3:\r
+ CP_LoadGame(0);\r
+ goto finishup;\r
+\r
+ case sc_F4:\r
+ CP_Sound();\r
+ goto finishup;\r
+\r
+ case sc_F5:\r
+ CP_ChangeView();\r
+ goto finishup;\r
+\r
+ case sc_F6:\r
+ CP_Control();\r
+ goto finishup;\r
+\r
+ finishup:\r
+ CleanupControlPanel();\r
+ #ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ #endif\r
+ return;\r
+ }\r
+\r
+#ifdef SPEAR\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+\r
+ DrawMainMenu();\r
+ MenuFadeIn();\r
+ StartGame=0;\r
+\r
+ //\r
+ // MAIN MENU LOOP\r
+ //\r
+ do\r
+ {\r
+ which=HandleMenu(&MainItems,&MainMenu[0],NULL);\r
+\r
+ #ifdef SPEAR\r
+ #ifndef SPEARDEMO\r
+ //\r
+ // EASTER EGG FOR SPEAR OF DESTINY!\r
+ //\r
+ if (Keyboard[sc_I] && Keyboard[sc_D])\r
+ {\r
+ VW_FadeOut();\r
+ StartCPMusic (XJAZNAZI_MUS);\r
+ UnCacheLump(OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ UnCacheLump(BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ MM_SortMem ();\r
+ ClearMemory ();\r
+\r
+\r
+ CA_CacheGrChunk (IDGUYS1PIC);\r
+ VWB_DrawPic(0,0,IDGUYS1PIC);\r
+ UNCACHEGRCHUNK(IDGUYS1PIC);\r
+\r
+ CA_CacheGrChunk (IDGUYS2PIC);\r
+ VWB_DrawPic(0,80,IDGUYS2PIC);\r
+ UNCACHEGRCHUNK(IDGUYS2PIC);\r
+\r
+ VW_UpdateScreen();\r
+\r
+ CA_CacheGrChunk (IDGUYSPALETTE);\r
+ VL_FadeIn(0,255,grsegs[IDGUYSPALETTE],30);\r
+ UNCACHEGRCHUNK(IDGUYSPALETTE);\r
+\r
+ while (Keyboard[sc_I] || Keyboard[sc_D]);\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+\r
+ VW_FadeOut();\r
+\r
+ CacheLump(BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ CacheLump(OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ DrawMainMenu();\r
+ StartCPMusic (MENUSONG);\r
+ MenuFadeIn();\r
+ }\r
+ #endif\r
+ #endif\r
+\r
+ switch(which)\r
+ {\r
+ case viewscores:\r
+ if (MainMenu[viewscores].routine == NULL)\r
+ if (CP_EndGame())\r
+ StartGame=1;\r
+\r
+ DrawMainMenu();\r
+ MenuFadeIn();\r
+ break;\r
+\r
+ case backtodemo:\r
+ #ifdef SPEAR\r
+ if (!ingame)\r
+ {\r
+ //\r
+ // DEALLOCATE ALL SOUNDS!\r
+ //\r
+ switch (SoundMode)\r
+ {\r
+ case sdm_PC:\r
+ start = STARTPCSOUNDS;\r
+ break;\r
+ case sdm_AdLib:\r
+ start = STARTADLIBSOUNDS;\r
+ break;\r
+ }\r
+\r
+ if (SoundMode != sdm_Off)\r
+ for (i=0;i<NUMSOUNDS;i++,start++)\r
+ if (audiosegs[start])\r
+ MM_SetPurge (&(memptr)audiosegs[start],3); // make purgable\r
+ }\r
+ #endif\r
+\r
+ MM_SortMem();\r
+ StartGame=1;\r
+ if (!ingame)\r
+ StartCPMusic(INTROSONG);\r
+ VL_FadeOut(0,255,0,0,0,10);\r
+ break;\r
+\r
+ case -1:\r
+ case quit:\r
+ CP_Quit();\r
+ break;\r
+\r
+ default:\r
+ if (!StartGame)\r
+ {\r
+ DrawMainMenu();\r
+ MenuFadeIn();\r
+ }\r
+ }\r
+\r
+ //\r
+ // "EXIT OPTIONS" OR "NEW GAME" EXITS\r
+ //\r
+ } while(!StartGame);\r
+\r
+ //\r
+ // DEALLOCATE EVERYTHING\r
+ //\r
+ CleanupControlPanel();\r
+\r
+ //\r
+ // CHANGE MAINMENU ITEM\r
+ //\r
+ if (startgame || loadedgame)\r
+ {\r
+ #pragma warn -sus\r
+ MainMenu[viewscores].routine = NULL;\r
+ #ifndef JAPAN\r
+ _fstrcpy(MainMenu[viewscores].string,STR_EG);\r
+ #endif\r
+ #pragma warn +sus\r
+ }\r
+\r
+ // RETURN/START GAME EXECUTION\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ MM_SortMem ();\r
+#endif\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DRAW MAIN MENU SCREEN\r
+//\r
+void DrawMainMenu(void)\r
+{\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_OPTIONSPIC);\r
+#else\r
+ ClearMScreen();\r
+\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+ DrawStripes(10);\r
+ VWB_DrawPic(84,0,C_OPTIONSPIC);\r
+\r
+ #ifdef SPANISH\r
+ DrawWindow(MENU_X-8,MENU_Y-3,MENU_W+8,MENU_H,BKGDCOLOR);\r
+ #else\r
+ DrawWindow(MENU_X-8,MENU_Y-3,MENU_W,MENU_H,BKGDCOLOR);\r
+ #endif\r
+#endif\r
+\r
+ //\r
+ // CHANGE "GAME" AND "DEMO"\r
+ //\r
+ if (ingame)\r
+ {\r
+ #ifndef JAPAN\r
+\r
+ #ifdef SPANISH\r
+ _fstrcpy(&MainMenu[backtodemo].string,STR_GAME);\r
+ #else\r
+ _fstrcpy(&MainMenu[backtodemo].string[8],STR_GAME);\r
+ #endif\r
+\r
+ #else\r
+ CA_CacheGrChunk(C_MRETGAMEPIC);\r
+ VWB_DrawPic(12*8,20*8,C_MRETGAMEPIC);\r
+ UNCACHEGRCHUNK(C_MRETGAMEPIC);\r
+ CA_CacheGrChunk(C_MENDGAMEPIC);\r
+ VWB_DrawPic(12*8,18*8,C_MENDGAMEPIC);\r
+ UNCACHEGRCHUNK(C_MENDGAMEPIC);\r
+ #endif\r
+ MainMenu[backtodemo].active=2;\r
+ }\r
+ else\r
+ {\r
+ #ifndef JAPAN\r
+ #ifdef SPANISH\r
+ _fstrcpy(&MainMenu[backtodemo].string,STR_BD);\r
+ #else\r
+ _fstrcpy(&MainMenu[backtodemo].string[8],STR_DEMO);\r
+ #endif\r
+ #else\r
+ CA_CacheGrChunk(C_MRETDEMOPIC);\r
+ VWB_DrawPic(12*8,20*8,C_MRETDEMOPIC);\r
+ UNCACHEGRCHUNK(C_MRETDEMOPIC);\r
+ CA_CacheGrChunk(C_MSCORESPIC);\r
+ VWB_DrawPic(12*8,18*8,C_MSCORESPIC);\r
+ UNCACHEGRCHUNK(C_MSCORESPIC);\r
+ #endif\r
+ MainMenu[backtodemo].active=1;\r
+ }\r
+\r
+ DrawMenu(&MainItems,&MainMenu[0]);\r
+ VW_UpdateScreen();\r
+}\r
+\r
+#ifndef GOODTIMES\r
+#ifndef SPEAR\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// READ THIS!\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_ReadThis(void)\r
+{\r
+ StartCPMusic(CORNER_MUS);\r
+ HelpScreens();\r
+ StartCPMusic(MENUSONG);\r
+}\r
+#endif\r
+#endif\r
+\r
+#ifndef SPEAR\r
+#ifndef GOODTIMES\r
+#else\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// BOSS KEY\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void BossKey(void)\r
+{\r
+ SD_MusicOff();\r
+ _AX = 3;\r
+ geninterrupt(0x10);\r
+ printf("C>");\r
+ while (!Keyboard[sc_Escape])\r
+ IN_ClearKeysDown();\r
+\r
+ SD_MusicOn();\r
+ VL_SetVGAPlaneMode ();\r
+ VL_TestPaletteSet ();\r
+ VL_SetPalette (&gamepal);\r
+ LoadLatchMem();\r
+}\r
+#endif\r
+#endif\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// CHECK QUICK-KEYS & QUIT (WHILE IN A GAME)\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int CP_CheckQuick(unsigned scancode)\r
+{\r
+ switch(scancode)\r
+ {\r
+ //\r
+ // END GAME\r
+ //\r
+ case sc_F7:\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+\r
+ WindowH=160;\r
+ #ifdef JAPAN\r
+ if (GetYorN(7,8,C_JAPQUITPIC))\r
+ #else\r
+ if (Confirm(ENDGAMESTR))\r
+ #endif\r
+ {\r
+ playstate = ex_died;\r
+ pickquick = gamestate.lives = 0;\r
+ }\r
+\r
+ DrawAllPlayBorder();\r
+ WindowH=200;\r
+ fontnumber=0;\r
+ MainMenu[savegame].active = 0;\r
+ return 1;\r
+\r
+ //\r
+ // QUICKSAVE\r
+ //\r
+ case sc_F8:\r
+ if (SaveGamesAvail[LSItems.curpos] && pickquick)\r
+ {\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+ fontnumber = 1;\r
+ Message(STR_SAVING"...");\r
+ CP_SaveGame(1);\r
+ fontnumber=0;\r
+ }\r
+ else\r
+ {\r
+ #ifndef SPEAR\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+ CA_CacheGrChunk(C_CURSOR1PIC);\r
+ CA_CacheGrChunk(C_CURSOR2PIC);\r
+ CA_CacheGrChunk(C_DISKLOADING1PIC);\r
+ CA_CacheGrChunk(C_DISKLOADING2PIC);\r
+ CA_CacheGrChunk(C_SAVEGAMEPIC);\r
+ CA_CacheGrChunk(C_MOUSELBACKPIC);\r
+ #else\r
+ CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ CA_CacheGrChunk(C_CURSOR1PIC);\r
+ #endif\r
+\r
+ VW_FadeOut ();\r
+\r
+ StartCPMusic(MENUSONG);\r
+ pickquick=CP_SaveGame(0);\r
+\r
+ SETFONTCOLOR(0,15);\r
+ IN_ClearKeysDown();\r
+ DrawPlayScreen ();\r
+\r
+ if (!startgame && !loadedgame)\r
+ {\r
+ VW_FadeIn ();\r
+ StartMusic ();\r
+ }\r
+\r
+ if (loadedgame)\r
+ playstate = ex_abort;\r
+ lasttimecount = TimeCount;\r
+\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+\r
+ PM_CheckMainMem ();\r
+\r
+ #ifndef SPEAR\r
+ UNCACHEGRCHUNK(C_CURSOR1PIC);\r
+ UNCACHEGRCHUNK(C_CURSOR2PIC);\r
+ UNCACHEGRCHUNK(C_DISKLOADING1PIC);\r
+ UNCACHEGRCHUNK(C_DISKLOADING2PIC);\r
+ UNCACHEGRCHUNK(C_SAVEGAMEPIC);\r
+ UNCACHEGRCHUNK(C_MOUSELBACKPIC);\r
+ #else\r
+ UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ #endif\r
+ }\r
+ return 1;\r
+\r
+ //\r
+ // QUICKLOAD\r
+ //\r
+ case sc_F9:\r
+ if (SaveGamesAvail[LSItems.curpos] && pickquick)\r
+ {\r
+ char string[100]=STR_LGC;\r
+\r
+\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+ fontnumber = 1;\r
+\r
+ strcat(string,SaveGameNames[LSItems.curpos]);\r
+ strcat(string,"\"?");\r
+\r
+ if (Confirm(string))\r
+ CP_LoadGame(1);\r
+\r
+ DrawAllPlayBorder();\r
+ fontnumber=0;\r
+ }\r
+ else\r
+ {\r
+ #ifndef SPEAR\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+ CA_CacheGrChunk(C_CURSOR1PIC);\r
+ CA_CacheGrChunk(C_CURSOR2PIC);\r
+ CA_CacheGrChunk(C_DISKLOADING1PIC);\r
+ CA_CacheGrChunk(C_DISKLOADING2PIC);\r
+ CA_CacheGrChunk(C_LOADGAMEPIC);\r
+ CA_CacheGrChunk(C_MOUSELBACKPIC);\r
+ #else\r
+ CA_CacheGrChunk(C_CURSOR1PIC);\r
+ CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ #endif\r
+\r
+ VW_FadeOut ();\r
+\r
+ StartCPMusic(MENUSONG);\r
+ pickquick=CP_LoadGame(0);\r
+\r
+ SETFONTCOLOR(0,15);\r
+ IN_ClearKeysDown();\r
+ DrawPlayScreen ();\r
+\r
+ if (!startgame && !loadedgame)\r
+ {\r
+ VW_FadeIn ();\r
+ StartMusic ();\r
+ }\r
+\r
+ if (loadedgame)\r
+ playstate = ex_abort;\r
+\r
+ lasttimecount = TimeCount;\r
+\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+ PM_CheckMainMem ();\r
+\r
+ #ifndef SPEAR\r
+ UNCACHEGRCHUNK(C_CURSOR1PIC);\r
+ UNCACHEGRCHUNK(C_CURSOR2PIC);\r
+ UNCACHEGRCHUNK(C_DISKLOADING1PIC);\r
+ UNCACHEGRCHUNK(C_DISKLOADING2PIC);\r
+ UNCACHEGRCHUNK(C_LOADGAMEPIC);\r
+ UNCACHEGRCHUNK(C_MOUSELBACKPIC);\r
+ #else\r
+ UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ #endif\r
+ }\r
+ return 1;\r
+\r
+ //\r
+ // QUIT\r
+ //\r
+ case sc_F10:\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+\r
+ WindowX=WindowY=0;\r
+ WindowW=320;\r
+ WindowH=160;\r
+ #ifdef JAPAN\r
+ if (GetYorN(7,8,C_QUITMSGPIC))\r
+ #else\r
+ #ifdef SPANISH\r
+ if (Confirm(ENDGAMESTR))\r
+ #else\r
+ if (Confirm(endStrings[US_RndT()&0x7+(US_RndT()&1)]))\r
+ #endif\r
+ #endif\r
+ {\r
+ int i;\r
+\r
+\r
+ VW_UpdateScreen();\r
+ SD_MusicOff();\r
+ SD_StopSound();\r
+ MenuFadeOut();\r
+\r
+ //\r
+ // SHUT-UP THE ADLIB\r
+ //\r
+ for (i=1;i<=0xf5;i++)\r
+ alOut(i,0);\r
+ Quit(NULL);\r
+ }\r
+\r
+ DrawAllPlayBorder();\r
+ WindowH=200;\r
+ fontnumber=0;\r
+ return 1;\r
+ }\r
+\r
+ return 0;\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// END THE CURRENT GAME\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int CP_EndGame(void)\r
+{\r
+#ifdef JAPAN\r
+ if (!GetYorN(7,8,C_JAPQUITPIC))\r
+#else\r
+ if (!Confirm(ENDGAMESTR))\r
+#endif\r
+ return 0;\r
+\r
+ pickquick = gamestate.lives = 0;\r
+ playstate = ex_died;\r
+\r
+ #pragma warn -sus\r
+ MainMenu[savegame].active = 0;\r
+ MainMenu[viewscores].routine=CP_ViewScores;\r
+ #ifndef JAPAN\r
+ _fstrcpy(MainMenu[viewscores].string,STR_VS);\r
+ #endif\r
+ #pragma warn +sus\r
+\r
+ return 1;\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// VIEW THE HIGH SCORES\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_ViewScores(void)\r
+{\r
+ fontnumber=0;\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ StartCPMusic (XAWARD_MUS);\r
+#else\r
+ StartCPMusic (ROSTER_MUS);\r
+#endif\r
+\r
+ DrawHighScores ();\r
+ VW_UpdateScreen ();\r
+ MenuFadeIn();\r
+ fontnumber=1;\r
+\r
+ IN_Ack();\r
+\r
+ StartCPMusic(MENUSONG);\r
+ MenuFadeOut();\r
+\r
+#ifdef SPEAR\r
+ CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// START A NEW GAME\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_NewGame(void)\r
+{\r
+ int which,episode;\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+\r
+\r
+#ifndef SPEAR\r
+firstpart:\r
+\r
+ DrawNewEpisode();\r
+ do\r
+ {\r
+ which=HandleMenu(&NewEitems,&NewEmenu[0],NULL);\r
+ switch(which)\r
+ {\r
+ case -1:\r
+ MenuFadeOut();\r
+ return;\r
+\r
+ default:\r
+ if (!EpisodeSelect[which/2])\r
+ {\r
+ SD_PlaySound (NOWAYSND);\r
+ Message("Please select \"Read This!\"\n"\r
+ "from the Options menu to\n"\r
+ "find out how to order this\n"\r
+ "episode from Apogee.");\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ DrawNewEpisode();\r
+ which = 0;\r
+ }\r
+ else\r
+ {\r
+ episode = which/2;\r
+ which = 1;\r
+ }\r
+ break;\r
+ }\r
+\r
+ } while (!which);\r
+\r
+ ShootSnd();\r
+\r
+ //\r
+ // ALREADY IN A GAME?\r
+ //\r
+ if (ingame)\r
+ #ifdef JAPAN\r
+ if (!GetYorN(7,8,C_JAPNEWGAMEPIC))\r
+ #else\r
+ if (!Confirm(CURGAME))\r
+ #endif\r
+ {\r
+ MenuFadeOut();\r
+ return;\r
+ }\r
+\r
+ MenuFadeOut();\r
+\r
+#else\r
+ episode = 0;\r
+\r
+ //\r
+ // ALREADY IN A GAME?\r
+ //\r
+ CacheLump (NEWGAME_LUMP_START,NEWGAME_LUMP_END);\r
+ DrawNewGame();\r
+ if (ingame)\r
+ if (!Confirm(CURGAME))\r
+ {\r
+ MenuFadeOut();\r
+ UnCacheLump (NEWGAME_LUMP_START,NEWGAME_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ return;\r
+ }\r
+\r
+#endif\r
+\r
+ DrawNewGame();\r
+ which=HandleMenu(&NewItems,&NewMenu[0],DrawNewGameDiff);\r
+ if (which<0)\r
+ {\r
+ MenuFadeOut();\r
+ #ifndef SPEAR\r
+ goto firstpart;\r
+ #else\r
+ UnCacheLump (NEWGAME_LUMP_START,NEWGAME_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ return;\r
+ #endif\r
+ }\r
+\r
+ ShootSnd();\r
+ NewGame(which,episode);\r
+ StartGame=1;\r
+ MenuFadeOut();\r
+\r
+ //\r
+ // CHANGE "READ THIS!" TO NORMAL COLOR\r
+ //\r
+ #ifndef SPEAR\r
+ #ifndef GOODTIMES\r
+ MainMenu[readthis].active=1;\r
+ #endif\r
+ #endif\r
+\r
+ pickquick = 0;\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (NEWGAME_LUMP_START,NEWGAME_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+}\r
+\r
+\r
+#ifndef SPEAR\r
+/////////////////////\r
+//\r
+// DRAW NEW EPISODE MENU\r
+//\r
+void DrawNewEpisode(void)\r
+{\r
+ int i;\r
+\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_EPISODEPIC);\r
+#else\r
+ ClearMScreen();\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+\r
+ DrawWindow(NE_X-4,NE_Y-4,NE_W+8,NE_H+8,BKGDCOLOR);\r
+ SETFONTCOLOR(READHCOLOR,BKGDCOLOR);\r
+ PrintY=2;\r
+ WindowX=0;\r
+ #ifdef SPANISH\r
+ US_CPrint("Cual episodio jugar?");\r
+ #else\r
+ US_CPrint("Which episode to play?");\r
+ #endif\r
+#endif\r
+\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ DrawMenu(&NewEitems,&NewEmenu[0]);\r
+\r
+ for (i=0;i<6;i++)\r
+ VWB_DrawPic(NE_X+32,NE_Y+i*26,C_EPISODE1PIC+i);\r
+\r
+ VW_UpdateScreen();\r
+ MenuFadeIn();\r
+ WaitKeyUp();\r
+}\r
+#endif\r
+\r
+/////////////////////\r
+//\r
+// DRAW NEW GAME MENU\r
+//\r
+void DrawNewGame(void)\r
+{\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_SKILLPIC);\r
+#else\r
+ ClearMScreen();\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+\r
+ SETFONTCOLOR(READHCOLOR,BKGDCOLOR);\r
+ PrintX=NM_X+20;\r
+ PrintY=NM_Y-32;\r
+\r
+#ifndef SPEAR\r
+ #ifdef SPANISH\r
+ US_Print("Eres macho?");\r
+ #else\r
+ US_Print("How tough are you?");\r
+ #endif\r
+#else\r
+ VWB_DrawPic (PrintX,PrintY,C_HOWTOUGHPIC);\r
+#endif\r
+\r
+ DrawWindow(NM_X-5,NM_Y-10,NM_W,NM_H,BKGDCOLOR);\r
+#endif\r
+\r
+ DrawMenu(&NewItems,&NewMenu[0]);\r
+ DrawNewGameDiff(NewItems.curpos);\r
+ VW_UpdateScreen();\r
+ MenuFadeIn();\r
+ WaitKeyUp();\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DRAW NEW GAME GRAPHIC\r
+//\r
+void DrawNewGameDiff(int w)\r
+{\r
+ VWB_DrawPic(NM_X+185,NM_Y+7,w+C_BABYMODEPIC);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// HANDLE SOUND MENU\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_Sound(void)\r
+{\r
+ int which,i;\r
+\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ CacheLump (SOUND_LUMP_START,SOUND_LUMP_END);\r
+#endif\r
+\r
+ DrawSoundMenu();\r
+ MenuFadeIn();\r
+ WaitKeyUp();\r
+\r
+ do\r
+ {\r
+ which=HandleMenu(&SndItems,&SndMenu[0],NULL);\r
+ //\r
+ // HANDLE MENU CHOICES\r
+ //\r
+ switch(which)\r
+ {\r
+ //\r
+ // SOUND EFFECTS\r
+ //\r
+ case 0:\r
+ if (SoundMode!=sdm_Off)\r
+ {\r
+ SD_WaitSoundDone();\r
+ SD_SetSoundMode(sdm_Off);\r
+ DrawSoundMenu();\r
+ }\r
+ break;\r
+ case 1:\r
+ if (SoundMode!=sdm_PC)\r
+ {\r
+ SD_WaitSoundDone();\r
+ SD_SetSoundMode(sdm_PC);\r
+ CA_LoadAllSounds();\r
+ DrawSoundMenu();\r
+ ShootSnd();\r
+ }\r
+ break;\r
+ case 2:\r
+ if (SoundMode!=sdm_AdLib)\r
+ {\r
+ SD_WaitSoundDone();\r
+ SD_SetSoundMode(sdm_AdLib);\r
+ CA_LoadAllSounds();\r
+ DrawSoundMenu();\r
+ ShootSnd();\r
+ }\r
+ break;\r
+\r
+ //\r
+ // DIGITIZED SOUND\r
+ //\r
+ case 5:\r
+ if (DigiMode!=sds_Off)\r
+ {\r
+ SD_SetDigiDevice(sds_Off);\r
+ DrawSoundMenu();\r
+ }\r
+ break;\r
+ case 6:\r
+ if (DigiMode!=sds_SoundSource)\r
+ {\r
+ SD_SetDigiDevice(sds_SoundSource);\r
+ DrawSoundMenu();\r
+ ShootSnd();\r
+ }\r
+ break;\r
+ case 7:\r
+ if (DigiMode!=sds_SoundBlaster)\r
+ {\r
+ SD_SetDigiDevice(sds_SoundBlaster);\r
+ DrawSoundMenu();\r
+ ShootSnd();\r
+ }\r
+ break;\r
+\r
+ //\r
+ // MUSIC\r
+ //\r
+ case 10:\r
+ if (MusicMode!=smm_Off)\r
+ {\r
+ SD_SetMusicMode(smm_Off);\r
+ DrawSoundMenu();\r
+ ShootSnd();\r
+ }\r
+ break;\r
+ case 11:\r
+ if (MusicMode!=smm_AdLib)\r
+ {\r
+ SD_SetMusicMode(smm_AdLib);\r
+ DrawSoundMenu();\r
+ ShootSnd();\r
+ StartCPMusic(MENUSONG);\r
+ }\r
+ break;\r
+ }\r
+ } while(which>=0);\r
+\r
+ MenuFadeOut();\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (SOUND_LUMP_START,SOUND_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+}\r
+\r
+\r
+//////////////////////\r
+//\r
+// DRAW THE SOUND MENU\r
+//\r
+void DrawSoundMenu(void)\r
+{\r
+ int i,on;\r
+\r
+\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_SOUNDPIC);\r
+#else\r
+ //\r
+ // DRAW SOUND MENU\r
+ //\r
+ ClearMScreen();\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+\r
+ DrawWindow(SM_X-8,SM_Y1-3,SM_W,SM_H1,BKGDCOLOR);\r
+ DrawWindow(SM_X-8,SM_Y2-3,SM_W,SM_H2,BKGDCOLOR);\r
+ DrawWindow(SM_X-8,SM_Y3-3,SM_W,SM_H3,BKGDCOLOR);\r
+#endif\r
+\r
+ //\r
+ // IF NO ADLIB, NON-CHOOSENESS!\r
+ //\r
+ if (!AdLibPresent && !SoundBlasterPresent)\r
+ {\r
+ SndMenu[2].active=SndMenu[10].active=SndMenu[11].active=0;\r
+ }\r
+\r
+ if (!SoundSourcePresent)\r
+ SndMenu[6].active=0;\r
+\r
+ if (!SoundBlasterPresent)\r
+ SndMenu[7].active=0;\r
+\r
+ if (!SoundSourcePresent && !SoundBlasterPresent)\r
+ SndMenu[5].active=0;\r
+\r
+ DrawMenu(&SndItems,&SndMenu[0]);\r
+#ifndef JAPAN\r
+ VWB_DrawPic(100,SM_Y1-20,C_FXTITLEPIC);\r
+ VWB_DrawPic(100,SM_Y2-20,C_DIGITITLEPIC);\r
+ VWB_DrawPic(100,SM_Y3-20,C_MUSICTITLEPIC);\r
+#endif\r
+\r
+ for (i=0;i<SndItems.amount;i++)\r
+#ifdef JAPAN\r
+ if (i!=3 && i!=4 && i!=8 && i!=9)\r
+#else\r
+ if (SndMenu[i].string[0])\r
+#endif\r
+ {\r
+ //\r
+ // DRAW SELECTED/NOT SELECTED GRAPHIC BUTTONS\r
+ //\r
+ on=0;\r
+ switch(i)\r
+ {\r
+ //\r
+ // SOUND EFFECTS\r
+ //\r
+ case 0: if (SoundMode==sdm_Off) on=1; break;\r
+ case 1: if (SoundMode==sdm_PC) on=1; break;\r
+ case 2: if (SoundMode==sdm_AdLib) on=1; break;\r
+\r
+ //\r
+ // DIGITIZED SOUND\r
+ //\r
+ case 5: if (DigiMode==sds_Off) on=1; break;\r
+ case 6: if (DigiMode==sds_SoundSource) on=1; break;\r
+ case 7: if (DigiMode==sds_SoundBlaster) on=1; break;\r
+\r
+ //\r
+ // MUSIC\r
+ //\r
+ case 10: if (MusicMode==smm_Off) on=1; break;\r
+ case 11: if (MusicMode==smm_AdLib) on=1; break;\r
+ }\r
+\r
+ if (on)\r
+ VWB_DrawPic(SM_X+24,SM_Y1+i*13+2,C_SELECTEDPIC);\r
+ else\r
+ VWB_DrawPic(SM_X+24,SM_Y1+i*13+2,C_NOTSELECTEDPIC);\r
+ }\r
+\r
+ DrawMenuGun(&SndItems);\r
+ VW_UpdateScreen();\r
+}\r
+\r
+\r
+//\r
+// DRAW LOAD/SAVE IN PROGRESS\r
+//\r
+void DrawLSAction(int which)\r
+{\r
+ #define LSA_X 96\r
+ #define LSA_Y 80\r
+ #define LSA_W 130\r
+ #define LSA_H 42\r
+\r
+ DrawWindow(LSA_X,LSA_Y,LSA_W,LSA_H,TEXTCOLOR);\r
+ DrawOutline(LSA_X,LSA_Y,LSA_W,LSA_H,0,HIGHLIGHT);\r
+ VWB_DrawPic(LSA_X+8,LSA_Y+5,C_DISKLOADING1PIC);\r
+\r
+ fontnumber=1;\r
+ SETFONTCOLOR(0,TEXTCOLOR);\r
+ PrintX=LSA_X+46;\r
+ PrintY=LSA_Y+13;\r
+\r
+ if (!which)\r
+ US_Print(STR_LOADING"...");\r
+ else\r
+ US_Print(STR_SAVING"...");\r
+\r
+ VW_UpdateScreen();\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// LOAD SAVED GAMES\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int CP_LoadGame(int quick)\r
+{\r
+ int handle,which,exit=0;\r
+ char name[13];\r
+\r
+\r
+ strcpy(name,SaveName);\r
+\r
+ //\r
+ // QUICKLOAD?\r
+ //\r
+ if (quick)\r
+ {\r
+ which=LSItems.curpos;\r
+\r
+ if (SaveGamesAvail[which])\r
+ {\r
+ name[7]=which+'0';\r
+ handle=open(name,O_BINARY);\r
+ lseek(handle,32,SEEK_SET);\r
+ loadedgame=true;\r
+ LoadTheGame(handle,0,0);\r
+ loadedgame=false;\r
+ close(handle);\r
+\r
+ DrawFace ();\r
+ DrawHealth ();\r
+ DrawLives ();\r
+ DrawLevel ();\r
+ DrawAmmo ();\r
+ DrawKeys ();\r
+ DrawWeapon ();\r
+ DrawScore ();\r
+ return 1;\r
+ }\r
+ }\r
+\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ CacheLump (LOADSAVE_LUMP_START,LOADSAVE_LUMP_END);\r
+#endif\r
+\r
+ DrawLoadSaveScreen(0);\r
+\r
+ do\r
+ {\r
+ which=HandleMenu(&LSItems,&LSMenu[0],TrackWhichGame);\r
+ if (which>=0 && SaveGamesAvail[which])\r
+ {\r
+ ShootSnd();\r
+ name[7]=which+'0';\r
+\r
+ handle=open(name,O_BINARY);\r
+ lseek(handle,32,SEEK_SET);\r
+\r
+ DrawLSAction(0);\r
+ loadedgame=true;\r
+\r
+ LoadTheGame(handle,LSA_X+8,LSA_Y+5);\r
+ close(handle);\r
+\r
+ StartGame=1;\r
+ ShootSnd();\r
+ //\r
+ // CHANGE "READ THIS!" TO NORMAL COLOR\r
+ //\r
+\r
+ #ifndef SPEAR\r
+ #ifndef GOODTIMES\r
+ MainMenu[readthis].active=1;\r
+ #endif\r
+ #endif\r
+\r
+ exit=1;\r
+ break;\r
+ }\r
+\r
+ } while(which>=0);\r
+\r
+ MenuFadeOut();\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (LOADSAVE_LUMP_START,LOADSAVE_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+\r
+ return exit;\r
+}\r
+\r
+\r
+///////////////////////////////////\r
+//\r
+// HIGHLIGHT CURRENT SELECTED ENTRY\r
+//\r
+void TrackWhichGame(int w)\r
+{\r
+ static int lastgameon=0;\r
+\r
+ PrintLSEntry(lastgameon,TEXTCOLOR);\r
+ PrintLSEntry(w,HIGHLIGHT);\r
+\r
+ lastgameon=w;\r
+}\r
+\r
+\r
+////////////////////////////\r
+//\r
+// DRAW THE LOAD/SAVE SCREEN\r
+//\r
+void DrawLoadSaveScreen(int loadsave)\r
+{\r
+ #define DISKX 100\r
+ #define DISKY 0\r
+\r
+ int i;\r
+\r
+\r
+ ClearMScreen();\r
+ fontnumber=1;\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+ DrawWindow(LSM_X-10,LSM_Y-5,LSM_W,LSM_H,BKGDCOLOR);\r
+ DrawStripes(10);\r
+\r
+ if (!loadsave)\r
+ VWB_DrawPic(60,0,C_LOADGAMEPIC);\r
+ else\r
+ VWB_DrawPic(60,0,C_SAVEGAMEPIC);\r
+\r
+ for (i=0;i<10;i++)\r
+ PrintLSEntry(i,TEXTCOLOR);\r
+\r
+ DrawMenu(&LSItems,&LSMenu[0]);\r
+ VW_UpdateScreen();\r
+ MenuFadeIn();\r
+ WaitKeyUp();\r
+}\r
+\r
+\r
+///////////////////////////////////////////\r
+//\r
+// PRINT LOAD/SAVE GAME ENTRY W/BOX OUTLINE\r
+//\r
+void PrintLSEntry(int w,int color)\r
+{\r
+ SETFONTCOLOR(color,BKGDCOLOR);\r
+ DrawOutline(LSM_X+LSItems.indent,LSM_Y+w*13,LSM_W-LSItems.indent-15,11,color,color);\r
+ PrintX=LSM_X+LSItems.indent+2;\r
+ PrintY=LSM_Y+w*13+1;\r
+ fontnumber=0;\r
+\r
+ if (SaveGamesAvail[w])\r
+ US_Print(SaveGameNames[w]);\r
+ else\r
+ US_Print(" - "STR_EMPTY" -");\r
+\r
+ fontnumber=1;\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// SAVE CURRENT GAME\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int CP_SaveGame(int quick)\r
+{\r
+ int handle,which,exit=0;\r
+ unsigned nwritten;\r
+ char name[13],input[32];\r
+\r
+\r
+ strcpy(name,SaveName);\r
+\r
+ //\r
+ // QUICKSAVE?\r
+ //\r
+ if (quick)\r
+ {\r
+ which=LSItems.curpos;\r
+\r
+ if (SaveGamesAvail[which])\r
+ {\r
+ name[7]=which+'0';\r
+ unlink(name);\r
+ handle=creat(name,S_IREAD|S_IWRITE);\r
+\r
+ strcpy(input,&SaveGameNames[which][0]);\r
+\r
+ _dos_write(handle,(void far *)input,32,&nwritten);\r
+ lseek(handle,32,SEEK_SET);\r
+ SaveTheGame(handle,0,0);\r
+ close(handle);\r
+\r
+ return 1;\r
+ }\r
+ }\r
+\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ CacheLump (LOADSAVE_LUMP_START,LOADSAVE_LUMP_END);\r
+#endif\r
+\r
+ DrawLoadSaveScreen(1);\r
+\r
+ do\r
+ {\r
+ which=HandleMenu(&LSItems,&LSMenu[0],TrackWhichGame);\r
+ if (which>=0)\r
+ {\r
+ //\r
+ // OVERWRITE EXISTING SAVEGAME?\r
+ //\r
+ if (SaveGamesAvail[which])\r
+ #ifdef JAPAN\r
+ if (!GetYorN(7,8,C_JAPSAVEOVERPIC))\r
+ #else\r
+ if (!Confirm(GAMESVD))\r
+ #endif\r
+ {\r
+ DrawLoadSaveScreen(1);\r
+ continue;\r
+ }\r
+ else\r
+ {\r
+ DrawLoadSaveScreen(1);\r
+ PrintLSEntry(which,HIGHLIGHT);\r
+ VW_UpdateScreen();\r
+ }\r
+\r
+ ShootSnd();\r
+\r
+ strcpy(input,&SaveGameNames[which][0]);\r
+ name[7]=which+'0';\r
+\r
+ fontnumber=0;\r
+ if (!SaveGamesAvail[which])\r
+ VWB_Bar(LSM_X+LSItems.indent+1,LSM_Y+which*13+1,LSM_W-LSItems.indent-16,10,BKGDCOLOR);\r
+ VW_UpdateScreen();\r
+\r
+ if (US_LineInput(LSM_X+LSItems.indent+2,LSM_Y+which*13+1,input,input,true,31,LSM_W-LSItems.indent-30))\r
+ {\r
+ SaveGamesAvail[which]=1;\r
+ strcpy(&SaveGameNames[which][0],input);\r
+\r
+ unlink(name);\r
+ handle=creat(name,S_IREAD|S_IWRITE);\r
+ _dos_write(handle,(void far *)input,32,&nwritten);\r
+ lseek(handle,32,SEEK_SET);\r
+\r
+ DrawLSAction(1);\r
+ SaveTheGame(handle,LSA_X+8,LSA_Y+5);\r
+\r
+ close(handle);\r
+\r
+ ShootSnd();\r
+ exit=1;\r
+ }\r
+ else\r
+ {\r
+ VWB_Bar(LSM_X+LSItems.indent+1,LSM_Y+which*13+1,LSM_W-LSItems.indent-16,10,BKGDCOLOR);\r
+ PrintLSEntry(which,HIGHLIGHT);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(ESCPRESSEDSND);\r
+ continue;\r
+ }\r
+\r
+ fontnumber=1;\r
+ break;\r
+ }\r
+\r
+ } while(which>=0);\r
+\r
+ MenuFadeOut();\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (LOADSAVE_LUMP_START,LOADSAVE_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+\r
+ return exit;\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// CALIBRATE JOYSTICK\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int CalibrateJoystick(void)\r
+{\r
+ #define CALX 85\r
+ #define CALY 40\r
+ #define CALW 158\r
+ #define CALH 140\r
+\r
+ unsigned xmin,ymin,xmax,ymax,jb;\r
+\r
+\r
+\r
+ #ifdef JAPAN\r
+ VWB_DrawPic(CALX,CALY,C_JOY0PIC);\r
+ #else\r
+ DrawWindow(CALX-5,CALY-5,CALW,CALH,TEXTCOLOR);\r
+ DrawOutline(CALX-5,CALY-5,CALW,CALH,0,HIGHLIGHT);\r
+ SETFONTCOLOR(0,TEXTCOLOR);\r
+\r
+ WindowX = PrintX = CALX;\r
+ WindowW = CALW;\r
+ WindowH = CALH;\r
+ WindowY = PrintY = CALY;\r
+ US_Print(" "STR_CALIB"\n "STR_JOYST"\n");\r
+ VWB_DrawPic(CALX+40,CALY+30,C_JOY1PIC);\r
+ PrintY = CALY+80;\r
+ US_Print(STR_MOVEJOY);\r
+ SETFONTCOLOR(BKGDCOLOR,TEXTCOLOR);\r
+ US_Print(" "STR_ESCEXIT);\r
+ #endif\r
+ VW_UpdateScreen();\r
+\r
+ do\r
+ {\r
+ jb=IN_JoyButtons();\r
+ if (Keyboard[sc_Escape])\r
+ return 0;\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+\r
+ } while(!(jb&1));\r
+\r
+ SD_PlaySound(SHOOTSND);\r
+ IN_GetJoyAbs(joystickport,&xmin,&ymin);\r
+\r
+\r
+ #ifdef JAPAN\r
+ VWB_DrawPic(CALX,CALY,C_JOY1PIC);\r
+ #else\r
+ DrawWindow(CALX-5,CALY-5,CALW,CALH,TEXTCOLOR);\r
+ DrawOutline(CALX-5,CALY-5,CALW,CALH,0,HIGHLIGHT);\r
+ SETFONTCOLOR(0,TEXTCOLOR);\r
+\r
+ PrintX = CALX;\r
+ PrintY = CALY;\r
+ US_Print(" "STR_CALIB"\n "STR_JOYST"\n");\r
+ VWB_DrawPic(CALX+40,CALY+30,C_JOY2PIC);\r
+ PrintY = CALY+80;\r
+ US_Print(STR_MOVEJOY2);\r
+ SETFONTCOLOR(BKGDCOLOR,TEXTCOLOR);\r
+ US_Print(" "STR_ESCEXIT);\r
+ #endif\r
+ VW_UpdateScreen();\r
+\r
+ do\r
+ {\r
+ jb=IN_JoyButtons();\r
+ if (Keyboard[sc_Escape])\r
+ return 0;\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+ } while(!(jb&2));\r
+\r
+ IN_GetJoyAbs(joystickport,&xmax,&ymax);\r
+ SD_PlaySound(SHOOTSND);\r
+\r
+ while (IN_JoyButtons());\r
+\r
+ //\r
+ // ASSIGN ACTUAL VALUES HERE\r
+ //\r
+ if ((xmin != xmax) && (ymin != ymax))\r
+ IN_SetupJoy(joystickport,xmin,xmax,ymin,ymax);\r
+ else\r
+ return 0;\r
+\r
+ return 1;\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// DEFINE CONTROLS\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_Control(void)\r
+{\r
+ #define CTL_SPC 70\r
+ enum {MOUSEENABLE,JOYENABLE,USEPORT2,PADENABLE,MOUSESENS,CUSTOMIZE};\r
+ int i,which;\r
+\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+ CacheLump (CONTROL_LUMP_START,CONTROL_LUMP_END);\r
+#endif\r
+\r
+ DrawCtlScreen();\r
+ MenuFadeIn();\r
+ WaitKeyUp();\r
+\r
+ do\r
+ {\r
+ which=HandleMenu(&CtlItems,&CtlMenu[0],NULL);\r
+ switch(which)\r
+ {\r
+ case MOUSEENABLE:\r
+ mouseenabled^=1;\r
+ _CX=_DX=CENTER;\r
+ Mouse(4);\r
+ DrawCtlScreen();\r
+ CusItems.curpos=-1;\r
+ ShootSnd();\r
+ break;\r
+\r
+ case JOYENABLE:\r
+ joystickenabled^=1;\r
+ if (joystickenabled)\r
+ if (!CalibrateJoystick())\r
+ joystickenabled = 0;\r
+ DrawCtlScreen();\r
+ CusItems.curpos=-1;\r
+ ShootSnd();\r
+ break;\r
+\r
+ case USEPORT2:\r
+ joystickport^=1;\r
+ DrawCtlScreen();\r
+ ShootSnd();\r
+ break;\r
+\r
+ case PADENABLE:\r
+ joypadenabled^=1;\r
+ DrawCtlScreen();\r
+ ShootSnd();\r
+ break;\r
+\r
+ case MOUSESENS:\r
+ case CUSTOMIZE:\r
+ DrawCtlScreen();\r
+ MenuFadeIn();\r
+ WaitKeyUp();\r
+ break;\r
+ }\r
+ } while(which>=0);\r
+\r
+ MenuFadeOut();\r
+\r
+#ifdef SPEAR\r
+ UnCacheLump (CONTROL_LUMP_START,CONTROL_LUMP_END);\r
+ CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END);\r
+#endif\r
+}\r
+\r
+\r
+////////////////////////////////\r
+//\r
+// DRAW MOUSE SENSITIVITY SCREEN\r
+//\r
+void DrawMouseSens(void)\r
+{\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_MOUSESENSPIC);\r
+#else\r
+ ClearMScreen();\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+ #ifdef SPANISH\r
+ DrawWindow(10,80,300,43,BKGDCOLOR);\r
+ #else\r
+ DrawWindow(10,80,300,30,BKGDCOLOR);\r
+ #endif\r
+\r
+ WindowX=0;\r
+ WindowW=320;\r
+ PrintY=82;\r
+ SETFONTCOLOR(READCOLOR,BKGDCOLOR);\r
+ US_CPrint(STR_MOUSEADJ);\r
+\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ #ifdef SPANISH\r
+ PrintX=14;\r
+ PrintY=95+13;\r
+ US_Print(STR_SLOW);\r
+ PrintX=252;\r
+ US_Print(STR_FAST);\r
+ #else\r
+ PrintX=14;\r
+ PrintY=95;\r
+ US_Print(STR_SLOW);\r
+ PrintX=269;\r
+ US_Print(STR_FAST);\r
+ #endif\r
+#endif\r
+\r
+ VWB_Bar(60,97,200,10,TEXTCOLOR);\r
+ DrawOutline(60,97,200,10,0,HIGHLIGHT);\r
+ DrawOutline(60+20*mouseadjustment,97,20,10,0,READCOLOR);\r
+ VWB_Bar(61+20*mouseadjustment,98,19,9,READHCOLOR);\r
+\r
+ VW_UpdateScreen();\r
+ MenuFadeIn();\r
+}\r
+\r
+\r
+///////////////////////////\r
+//\r
+// ADJUST MOUSE SENSITIVITY\r
+//\r
+void MouseSensitivity(void)\r
+{\r
+ ControlInfo ci;\r
+ int exit=0,oldMA;\r
+\r
+\r
+ oldMA=mouseadjustment;\r
+ DrawMouseSens();\r
+ do\r
+ {\r
+ ReadAnyControl(&ci);\r
+ switch(ci.dir)\r
+ {\r
+ case dir_North:\r
+ case dir_West:\r
+ if (mouseadjustment)\r
+ {\r
+ mouseadjustment--;\r
+ VWB_Bar(60,97,200,10,TEXTCOLOR);\r
+ DrawOutline(60,97,200,10,0,HIGHLIGHT);\r
+ DrawOutline(60+20*mouseadjustment,97,20,10,0,READCOLOR);\r
+ VWB_Bar(61+20*mouseadjustment,98,19,9,READHCOLOR);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(MOVEGUN1SND);\r
+ while(Keyboard[sc_LeftArrow]);\r
+ WaitKeyUp();\r
+ }\r
+ break;\r
+\r
+ case dir_South:\r
+ case dir_East:\r
+ if (mouseadjustment<9)\r
+ {\r
+ mouseadjustment++;\r
+ VWB_Bar(60,97,200,10,TEXTCOLOR);\r
+ DrawOutline(60,97,200,10,0,HIGHLIGHT);\r
+ DrawOutline(60+20*mouseadjustment,97,20,10,0,READCOLOR);\r
+ VWB_Bar(61+20*mouseadjustment,98,19,9,READHCOLOR);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(MOVEGUN1SND);\r
+ while(Keyboard[sc_RightArrow]);\r
+ WaitKeyUp();\r
+ }\r
+ break;\r
+ }\r
+\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ #else\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("debugmode"))\r
+ #endif\r
+ PicturePause();\r
+\r
+ if (ci.button0 || Keyboard[sc_Space] || Keyboard[sc_Enter])\r
+ exit=1;\r
+ else\r
+ if (ci.button1 || Keyboard[sc_Escape])\r
+ exit=2;\r
+\r
+ } while(!exit);\r
+\r
+ if (exit==2)\r
+ {\r
+ mouseadjustment=oldMA;\r
+ SD_PlaySound(ESCPRESSEDSND);\r
+ }\r
+ else\r
+ SD_PlaySound(SHOOTSND);\r
+\r
+ WaitKeyUp();\r
+ MenuFadeOut();\r
+}\r
+\r
+\r
+///////////////////////////\r
+//\r
+// DRAW CONTROL MENU SCREEN\r
+//\r
+void DrawCtlScreen(void)\r
+{\r
+ int i,x,y;\r
+\r
+\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_CONTROLPIC);\r
+#else\r
+ ClearMScreen();\r
+ DrawStripes(10);\r
+ VWB_DrawPic(80,0,C_CONTROLPIC);\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+ DrawWindow(CTL_X-8,CTL_Y-5,CTL_W,CTL_H,BKGDCOLOR);\r
+#endif\r
+ WindowX=0;\r
+ WindowW=320;\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+\r
+ if (JoysPresent[0])\r
+ CtlMenu[1].active=\r
+ CtlMenu[2].active=\r
+ CtlMenu[3].active=1;\r
+\r
+ CtlMenu[2].active=CtlMenu[3].active=joystickenabled;\r
+\r
+ if (MousePresent)\r
+ {\r
+ CtlMenu[4].active=\r
+ CtlMenu[0].active=1;\r
+ }\r
+\r
+ CtlMenu[4].active=mouseenabled;\r
+\r
+\r
+ DrawMenu(&CtlItems,&CtlMenu[0]);\r
+\r
+\r
+ x=CTL_X+CtlItems.indent-24;\r
+ y=CTL_Y+3;\r
+ if (mouseenabled)\r
+ VWB_DrawPic(x,y,C_SELECTEDPIC);\r
+ else\r
+ VWB_DrawPic(x,y,C_NOTSELECTEDPIC);\r
+\r
+ y=CTL_Y+16;\r
+ if (joystickenabled)\r
+ VWB_DrawPic(x,y,C_SELECTEDPIC);\r
+ else\r
+ VWB_DrawPic(x,y,C_NOTSELECTEDPIC);\r
+\r
+ y=CTL_Y+29;\r
+ if (joystickport)\r
+ VWB_DrawPic(x,y,C_SELECTEDPIC);\r
+ else\r
+ VWB_DrawPic(x,y,C_NOTSELECTEDPIC);\r
+\r
+ y=CTL_Y+42;\r
+ if (joypadenabled)\r
+ VWB_DrawPic(x,y,C_SELECTEDPIC);\r
+ else\r
+ VWB_DrawPic(x,y,C_NOTSELECTEDPIC);\r
+\r
+ //\r
+ // PICK FIRST AVAILABLE SPOT\r
+ //\r
+ if (CtlItems.curpos<0 || !CtlMenu[CtlItems.curpos].active)\r
+ for (i=0;i<6;i++)\r
+ if (CtlMenu[i].active)\r
+ {\r
+ CtlItems.curpos=i;\r
+ break;\r
+ }\r
+\r
+ DrawMenuGun(&CtlItems);\r
+ VW_UpdateScreen();\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// CUSTOMIZE CONTROLS\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+enum {FIRE,STRAFE,RUN,OPEN};\r
+char mbarray[4][3]={"b0","b1","b2","b3"},\r
+ order[4]={RUN,OPEN,FIRE,STRAFE};\r
+\r
+\r
+void CustomControls(void)\r
+{\r
+ int which;\r
+\r
+\r
+ DrawCustomScreen();\r
+ do\r
+ {\r
+ which=HandleMenu(&CusItems,&CusMenu[0],FixupCustom);\r
+ switch(which)\r
+ {\r
+ case 0:\r
+ DefineMouseBtns();\r
+ DrawCustMouse(1);\r
+ break;\r
+ case 3:\r
+ DefineJoyBtns();\r
+ DrawCustJoy(0);\r
+ break;\r
+ case 6:\r
+ DefineKeyBtns();\r
+ DrawCustKeybd(0);\r
+ break;\r
+ case 8:\r
+ DefineKeyMove();\r
+ DrawCustKeys(0);\r
+ }\r
+ } while(which>=0);\r
+\r
+\r
+\r
+ MenuFadeOut();\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DEFINE THE MOUSE BUTTONS\r
+//\r
+void DefineMouseBtns(void)\r
+{\r
+ CustomCtrls mouseallowed={0,1,1,1};\r
+ EnterCtrlData(2,&mouseallowed,DrawCustMouse,PrintCustMouse,MOUSE);\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DEFINE THE JOYSTICK BUTTONS\r
+//\r
+void DefineJoyBtns(void)\r
+{\r
+ CustomCtrls joyallowed={1,1,1,1};\r
+ EnterCtrlData(5,&joyallowed,DrawCustJoy,PrintCustJoy,JOYSTICK);\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DEFINE THE KEYBOARD BUTTONS\r
+//\r
+void DefineKeyBtns(void)\r
+{\r
+ CustomCtrls keyallowed={1,1,1,1};\r
+ EnterCtrlData(8,&keyallowed,DrawCustKeybd,PrintCustKeybd,KEYBOARDBTNS);\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DEFINE THE KEYBOARD BUTTONS\r
+//\r
+void DefineKeyMove(void)\r
+{\r
+ CustomCtrls keyallowed={1,1,1,1};\r
+ EnterCtrlData(10,&keyallowed,DrawCustKeys,PrintCustKeys,KEYBOARDMOVE);\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// ENTER CONTROL DATA FOR ANY TYPE OF CONTROL\r
+//\r
+enum {FWRD,RIGHT,BKWD,LEFT};\r
+int moveorder[4]={LEFT,RIGHT,FWRD,BKWD};\r
+\r
+void EnterCtrlData(int index,CustomCtrls *cust,void (*DrawRtn)(int),void (*PrintRtn)(int),int type)\r
+{\r
+ int j,exit,tick,redraw,which,x,picked;\r
+ ControlInfo ci;\r
+\r
+\r
+ ShootSnd();\r
+ PrintY=CST_Y+13*index;\r
+ IN_ClearKeysDown();\r
+ exit=0;\r
+ redraw=1;\r
+ //\r
+ // FIND FIRST SPOT IN ALLOWED ARRAY\r
+ //\r
+ for (j=0;j<4;j++)\r
+ if (cust->allowed[j])\r
+ {\r
+ which=j;\r
+ break;\r
+ }\r
+\r
+ do\r
+ {\r
+ if (redraw)\r
+ {\r
+ x=CST_START+CST_SPC*which;\r
+ DrawWindow(5,PrintY-1,310,13,BKGDCOLOR);\r
+\r
+ DrawRtn(1);\r
+ DrawWindow(x-2,PrintY,CST_SPC,11,TEXTCOLOR);\r
+ DrawOutline(x-2,PrintY,CST_SPC,11,0,HIGHLIGHT);\r
+ SETFONTCOLOR(0,TEXTCOLOR);\r
+ PrintRtn(which);\r
+ PrintX=x;\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ VW_UpdateScreen();\r
+ WaitKeyUp();\r
+ redraw=0;\r
+ }\r
+\r
+ ReadAnyControl(&ci);\r
+\r
+ if (type==MOUSE || type==JOYSTICK)\r
+ if (IN_KeyDown(sc_Enter)||IN_KeyDown(sc_Control)||IN_KeyDown(sc_Alt))\r
+ {\r
+ IN_ClearKeysDown();\r
+ ci.button0=ci.button1=false;\r
+ }\r
+\r
+ //\r
+ // CHANGE BUTTON VALUE?\r
+ //\r
+ if ((ci.button0|ci.button1|ci.button2|ci.button3)||\r
+ ((type==KEYBOARDBTNS||type==KEYBOARDMOVE) && LastScan==sc_Enter))\r
+ {\r
+ tick=TimeCount=picked=0;\r
+ SETFONTCOLOR(0,TEXTCOLOR);\r
+\r
+ do\r
+ {\r
+ int button,result=0;\r
+\r
+\r
+ if (type==KEYBOARDBTNS||type==KEYBOARDMOVE)\r
+ IN_ClearKeysDown();\r
+\r
+ //\r
+ // FLASH CURSOR\r
+ //\r
+ if (TimeCount>10)\r
+ {\r
+ switch(tick)\r
+ {\r
+ case 0:\r
+ VWB_Bar(x,PrintY+1,CST_SPC-2,10,TEXTCOLOR);\r
+ break;\r
+ case 1:\r
+ PrintX=x;\r
+ US_Print("?");\r
+ SD_PlaySound(HITWALLSND);\r
+ }\r
+ tick^=1;\r
+ TimeCount=0;\r
+ VW_UpdateScreen();\r
+ }\r
+\r
+ //\r
+ // WHICH TYPE OF INPUT DO WE PROCESS?\r
+ //\r
+ switch(type)\r
+ {\r
+ case MOUSE:\r
+ Mouse(3);\r
+ button=_BX;\r
+ switch(button)\r
+ {\r
+ case 1: result=1; break;\r
+ case 2: result=2; break;\r
+ case 4: result=3; break;\r
+ }\r
+\r
+ if (result)\r
+ {\r
+ int z;\r
+\r
+\r
+ for (z=0;z<4;z++)\r
+ if (order[which]==buttonmouse[z])\r
+ {\r
+ buttonmouse[z]=bt_nobutton;\r
+ break;\r
+ }\r
+\r
+ buttonmouse[result-1]=order[which];\r
+ picked=1;\r
+ SD_PlaySound(SHOOTDOORSND);\r
+ }\r
+ break;\r
+\r
+ case JOYSTICK:\r
+ if (ci.button0) result=1;\r
+ else\r
+ if (ci.button1) result=2;\r
+ else\r
+ if (ci.button2) result=3;\r
+ else\r
+ if (ci.button3) result=4;\r
+\r
+ if (result)\r
+ {\r
+ int z;\r
+\r
+\r
+ for (z=0;z<4;z++)\r
+ if (order[which]==buttonjoy[z])\r
+ {\r
+ buttonjoy[z]=bt_nobutton;\r
+ break;\r
+ }\r
+\r
+ buttonjoy[result-1]=order[which];\r
+ picked=1;\r
+ SD_PlaySound(SHOOTDOORSND);\r
+ }\r
+ break;\r
+\r
+ case KEYBOARDBTNS:\r
+ if (LastScan)\r
+ {\r
+ buttonscan[order[which]]=LastScan;\r
+ picked=1;\r
+ ShootSnd();\r
+ IN_ClearKeysDown();\r
+ }\r
+ break;\r
+\r
+ case KEYBOARDMOVE:\r
+ if (LastScan)\r
+ {\r
+ dirscan[moveorder[which]]=LastScan;\r
+ picked=1;\r
+ ShootSnd();\r
+ IN_ClearKeysDown();\r
+ }\r
+ break;\r
+ }\r
+\r
+ //\r
+ // EXIT INPUT?\r
+ //\r
+ if (IN_KeyDown(sc_Escape))\r
+ {\r
+ picked=1;\r
+ continue;\r
+ }\r
+\r
+ } while(!picked);\r
+\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ redraw=1;\r
+ WaitKeyUp();\r
+ continue;\r
+ }\r
+\r
+ if (ci.button1 || IN_KeyDown(sc_Escape))\r
+ exit=1;\r
+\r
+ //\r
+ // MOVE TO ANOTHER SPOT?\r
+ //\r
+ switch(ci.dir)\r
+ {\r
+ case dir_West:\r
+ do\r
+ {\r
+ which--;\r
+ if (which<0)\r
+ which=3;\r
+ } while(!cust->allowed[which]);\r
+ redraw=1;\r
+ SD_PlaySound(MOVEGUN1SND);\r
+ while(ReadAnyControl(&ci),ci.dir!=dir_None);\r
+ IN_ClearKeysDown();\r
+ break;\r
+\r
+ case dir_East:\r
+ do\r
+ {\r
+ which++;\r
+ if (which>3)\r
+ which=0;\r
+ } while(!cust->allowed[which]);\r
+ redraw=1;\r
+ SD_PlaySound(MOVEGUN1SND);\r
+ while(ReadAnyControl(&ci),ci.dir!=dir_None);\r
+ IN_ClearKeysDown();\r
+ break;\r
+ case dir_North:\r
+ case dir_South:\r
+ exit=1;\r
+ }\r
+ } while(!exit);\r
+\r
+ SD_PlaySound(ESCPRESSEDSND);\r
+ WaitKeyUp();\r
+ DrawWindow(5,PrintY-1,310,13,BKGDCOLOR);\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// FIXUP GUN CURSOR OVERDRAW SHIT\r
+//\r
+void FixupCustom(int w)\r
+{\r
+ static int lastwhich=-1;\r
+ int y=CST_Y+26+w*13;\r
+\r
+\r
+ VWB_Hlin(7,32,y-1,DEACTIVE);\r
+ VWB_Hlin(7,32,y+12,BORD2COLOR);\r
+#ifndef SPEAR\r
+ VWB_Hlin(7,32,y-2,BORDCOLOR);\r
+ VWB_Hlin(7,32,y+13,BORDCOLOR);\r
+#else\r
+ VWB_Hlin(7,32,y-2,BORD2COLOR);\r
+ VWB_Hlin(7,32,y+13,BORD2COLOR);\r
+#endif\r
+\r
+ switch(w)\r
+ {\r
+ case 0: DrawCustMouse(1); break;\r
+ case 3: DrawCustJoy(1); break;\r
+ case 6: DrawCustKeybd(1); break;\r
+ case 8: DrawCustKeys(1);\r
+ }\r
+\r
+\r
+ if (lastwhich>=0)\r
+ {\r
+ y=CST_Y+26+lastwhich*13;\r
+ VWB_Hlin(7,32,y-1,DEACTIVE);\r
+ VWB_Hlin(7,32,y+12,BORD2COLOR);\r
+#ifndef SPEAR\r
+ VWB_Hlin(7,32,y-2,BORDCOLOR);\r
+ VWB_Hlin(7,32,y+13,BORDCOLOR);\r
+#else\r
+ VWB_Hlin(7,32,y-2,BORD2COLOR);\r
+ VWB_Hlin(7,32,y+13,BORD2COLOR);\r
+#endif\r
+\r
+ if (lastwhich!=w)\r
+ switch(lastwhich)\r
+ {\r
+ case 0: DrawCustMouse(0); break;\r
+ case 3: DrawCustJoy(0); break;\r
+ case 6: DrawCustKeybd(0); break;\r
+ case 8: DrawCustKeys(0);\r
+ }\r
+ }\r
+\r
+ lastwhich=w;\r
+}\r
+\r
+\r
+////////////////////////\r
+//\r
+// DRAW CUSTOMIZE SCREEN\r
+//\r
+void DrawCustomScreen(void)\r
+{\r
+ int i;\r
+\r
+\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_CUSTOMPIC);\r
+ fontnumber=1;\r
+\r
+ PrintX=CST_START;\r
+ PrintY = CST_Y+26;\r
+ DrawCustMouse(0);\r
+\r
+ PrintX=CST_START;\r
+ US_Print("\n\n\n");\r
+ DrawCustJoy(0);\r
+\r
+ PrintX=CST_START;\r
+ US_Print("\n\n\n");\r
+ DrawCustKeybd(0);\r
+\r
+ PrintX=CST_START;\r
+ US_Print("\n\n\n");\r
+ DrawCustKeys(0);\r
+#else\r
+ ClearMScreen();\r
+ WindowX=0;\r
+ WindowW=320;\r
+ VWB_DrawPic(112,184,C_MOUSELBACKPIC);\r
+ DrawStripes(10);\r
+ VWB_DrawPic(80,0,C_CUSTOMIZEPIC);\r
+\r
+ //\r
+ // MOUSE\r
+ //\r
+ SETFONTCOLOR(READCOLOR,BKGDCOLOR);\r
+ WindowX=0;\r
+ WindowW=320;\r
+\r
+#ifndef SPEAR\r
+ PrintY=CST_Y;\r
+ US_CPrint("Mouse\n");\r
+#else\r
+ PrintY = CST_Y+13;\r
+ VWB_DrawPic (128,48,C_MOUSEPIC);\r
+#endif\r
+\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ #ifdef SPANISH\r
+ PrintX=CST_START-16;\r
+ US_Print(STR_CRUN);\r
+ PrintX=CST_START-16+CST_SPC*1;\r
+ US_Print(STR_COPEN);\r
+ PrintX=CST_START-16+CST_SPC*2;\r
+ US_Print(STR_CFIRE);\r
+ PrintX=CST_START-16+CST_SPC*3;\r
+ US_Print(STR_CSTRAFE"\n");\r
+ #else\r
+ PrintX=CST_START;\r
+ US_Print(STR_CRUN);\r
+ PrintX=CST_START+CST_SPC*1;\r
+ US_Print(STR_COPEN);\r
+ PrintX=CST_START+CST_SPC*2;\r
+ US_Print(STR_CFIRE);\r
+ PrintX=CST_START+CST_SPC*3;\r
+ US_Print(STR_CSTRAFE"\n");\r
+ #endif\r
+\r
+ DrawWindow(5,PrintY-1,310,13,BKGDCOLOR);\r
+ DrawCustMouse(0);\r
+ US_Print("\n");\r
+\r
+\r
+ //\r
+ // JOYSTICK/PAD\r
+ //\r
+#ifndef SPEAR\r
+ SETFONTCOLOR(READCOLOR,BKGDCOLOR);\r
+ US_CPrint("Joystick/Gravis GamePad\n");\r
+#else\r
+ PrintY += 13;\r
+ VWB_DrawPic (40,88,C_JOYSTICKPIC);\r
+#endif\r
+\r
+#ifdef SPEAR\r
+ VWB_DrawPic (112,120,C_KEYBOARDPIC);\r
+#endif\r
+\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ #ifdef SPANISH\r
+ PrintX=CST_START-16;\r
+ US_Print(STR_CRUN);\r
+ PrintX=CST_START-16+CST_SPC*1;\r
+ US_Print(STR_COPEN);\r
+ PrintX=CST_START-16+CST_SPC*2;\r
+ US_Print(STR_CFIRE);\r
+ PrintX=CST_START-16+CST_SPC*3;\r
+ US_Print(STR_CSTRAFE"\n");\r
+ #else\r
+ PrintX=CST_START;\r
+ US_Print(STR_CRUN);\r
+ PrintX=CST_START+CST_SPC*1;\r
+ US_Print(STR_COPEN);\r
+ PrintX=CST_START+CST_SPC*2;\r
+ US_Print(STR_CFIRE);\r
+ PrintX=CST_START+CST_SPC*3;\r
+ US_Print(STR_CSTRAFE"\n");\r
+ #endif\r
+ DrawWindow(5,PrintY-1,310,13,BKGDCOLOR);\r
+ DrawCustJoy(0);\r
+ US_Print("\n");\r
+\r
+\r
+ //\r
+ // KEYBOARD\r
+ //\r
+#ifndef SPEAR\r
+ SETFONTCOLOR(READCOLOR,BKGDCOLOR);\r
+ US_CPrint("Keyboard\n");\r
+#else\r
+ PrintY += 13;\r
+#endif\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ #ifdef SPANISH\r
+ PrintX=CST_START-16;\r
+ US_Print(STR_CRUN);\r
+ PrintX=CST_START-16+CST_SPC*1;\r
+ US_Print(STR_COPEN);\r
+ PrintX=CST_START-16+CST_SPC*2;\r
+ US_Print(STR_CFIRE);\r
+ PrintX=CST_START-16+CST_SPC*3;\r
+ US_Print(STR_CSTRAFE"\n");\r
+ #else\r
+ PrintX=CST_START;\r
+ US_Print(STR_CRUN);\r
+ PrintX=CST_START+CST_SPC*1;\r
+ US_Print(STR_COPEN);\r
+ PrintX=CST_START+CST_SPC*2;\r
+ US_Print(STR_CFIRE);\r
+ PrintX=CST_START+CST_SPC*3;\r
+ US_Print(STR_CSTRAFE"\n");\r
+ #endif\r
+ DrawWindow(5,PrintY-1,310,13,BKGDCOLOR);\r
+ DrawCustKeybd(0);\r
+ US_Print("\n");\r
+\r
+\r
+ //\r
+ // KEYBOARD MOVE KEYS\r
+ //\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ #ifdef SPANISH\r
+ PrintX=4;\r
+ US_Print(STR_LEFT);\r
+ US_Print("/");\r
+ US_Print(STR_RIGHT);\r
+ US_Print("/");\r
+ US_Print(STR_FRWD);\r
+ US_Print("/");\r
+ US_Print(STR_BKWD"\n");\r
+ #else\r
+ PrintX=CST_START;\r
+ US_Print(STR_LEFT);\r
+ PrintX=CST_START+CST_SPC*1;\r
+ US_Print(STR_RIGHT);\r
+ PrintX=CST_START+CST_SPC*2;\r
+ US_Print(STR_FRWD);\r
+ PrintX=CST_START+CST_SPC*3;\r
+ US_Print(STR_BKWD"\n");\r
+ #endif\r
+ DrawWindow(5,PrintY-1,310,13,BKGDCOLOR);\r
+ DrawCustKeys(0);\r
+#endif\r
+ //\r
+ // PICK STARTING POINT IN MENU\r
+ //\r
+ if (CusItems.curpos<0)\r
+ for (i=0;i<CusItems.amount;i++)\r
+ if (CusMenu[i].active)\r
+ {\r
+ CusItems.curpos=i;\r
+ break;\r
+ }\r
+\r
+\r
+ VW_UpdateScreen();\r
+ MenuFadeIn();\r
+}\r
+\r
+\r
+void PrintCustMouse(int i)\r
+{\r
+ int j;\r
+\r
+ for (j=0;j<4;j++)\r
+ if (order[i]==buttonmouse[j])\r
+ {\r
+ PrintX=CST_START+CST_SPC*i;\r
+ US_Print(mbarray[j]);\r
+ break;\r
+ }\r
+}\r
+\r
+void DrawCustMouse(int hilight)\r
+{\r
+ int i,color;\r
+\r
+\r
+ color=TEXTCOLOR;\r
+ if (hilight)\r
+ color=HIGHLIGHT;\r
+ SETFONTCOLOR(color,BKGDCOLOR);\r
+\r
+ if (!mouseenabled)\r
+ {\r
+ SETFONTCOLOR(DEACTIVE,BKGDCOLOR);\r
+ CusMenu[0].active=0;\r
+ }\r
+ else\r
+ CusMenu[0].active=1;\r
+\r
+ PrintY=CST_Y+13*2;\r
+ for (i=0;i<4;i++)\r
+ PrintCustMouse(i);\r
+}\r
+\r
+void PrintCustJoy(int i)\r
+{\r
+ int j;\r
+\r
+ for (j=0;j<4;j++)\r
+ if (order[i]==buttonjoy[j])\r
+ {\r
+ PrintX=CST_START+CST_SPC*i;\r
+ US_Print(mbarray[j]);\r
+ break;\r
+ }\r
+}\r
+\r
+void DrawCustJoy(int hilight)\r
+{\r
+ int i,color;\r
+\r
+\r
+ color=TEXTCOLOR;\r
+ if (hilight)\r
+ color=HIGHLIGHT;\r
+ SETFONTCOLOR(color,BKGDCOLOR);\r
+\r
+ if (!joystickenabled)\r
+ {\r
+ SETFONTCOLOR(DEACTIVE,BKGDCOLOR);\r
+ CusMenu[3].active=0;\r
+ }\r
+ else\r
+ CusMenu[3].active=1;\r
+\r
+ PrintY=CST_Y+13*5;\r
+ for (i=0;i<4;i++)\r
+ PrintCustJoy(i);\r
+}\r
+\r
+\r
+void PrintCustKeybd(int i)\r
+{\r
+ PrintX=CST_START+CST_SPC*i;\r
+ US_Print(IN_GetScanName(buttonscan[order[i]]));\r
+}\r
+\r
+void DrawCustKeybd(int hilight)\r
+{\r
+ int i,color;\r
+\r
+\r
+ color=TEXTCOLOR;\r
+ if (hilight)\r
+ color=HIGHLIGHT;\r
+ SETFONTCOLOR(color,BKGDCOLOR);\r
+\r
+ PrintY=CST_Y+13*8;\r
+ for (i=0;i<4;i++)\r
+ PrintCustKeybd(i);\r
+}\r
+\r
+void PrintCustKeys(int i)\r
+{\r
+ PrintX=CST_START+CST_SPC*i;\r
+ US_Print(IN_GetScanName(dirscan[moveorder[i]]));\r
+}\r
+\r
+void DrawCustKeys(int hilight)\r
+{\r
+ int i,color;\r
+\r
+\r
+ color=TEXTCOLOR;\r
+ if (hilight)\r
+ color=HIGHLIGHT;\r
+ SETFONTCOLOR(color,BKGDCOLOR);\r
+\r
+ PrintY=CST_Y+13*10;\r
+ for (i=0;i<4;i++)\r
+ PrintCustKeys(i);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// CHANGE SCREEN VIEWING SIZE\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_ChangeView(void)\r
+{\r
+ int exit=0,oldview,newview;\r
+ ControlInfo ci;\r
+\r
+\r
+ WindowX=WindowY=0;\r
+ WindowW=320;\r
+ WindowH=200;\r
+ newview=oldview=viewwidth/16;\r
+ DrawChangeView(oldview);\r
+\r
+ do\r
+ {\r
+ CheckPause();\r
+ ReadAnyControl(&ci);\r
+ switch(ci.dir)\r
+ {\r
+ case dir_South:\r
+ case dir_West:\r
+ newview--;\r
+ if (newview<4)\r
+ newview=4;\r
+ ShowViewSize(newview);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(HITWALLSND);\r
+ TicDelay(10);\r
+ break;\r
+\r
+ case dir_North:\r
+ case dir_East:\r
+ newview++;\r
+ if (newview>19)\r
+ newview=19;\r
+ ShowViewSize(newview);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(HITWALLSND);\r
+ TicDelay(10);\r
+ break;\r
+ }\r
+\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ #else\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("debugmode"))\r
+ #endif\r
+ PicturePause();\r
+\r
+ if (ci.button0 || Keyboard[sc_Enter])\r
+ exit=1;\r
+ else\r
+ if (ci.button1 || Keyboard[sc_Escape])\r
+ {\r
+ viewwidth=oldview*16;\r
+ SD_PlaySound(ESCPRESSEDSND);\r
+ MenuFadeOut();\r
+ return;\r
+ }\r
+\r
+ } while(!exit);\r
+\r
+\r
+ if (oldview!=newview)\r
+ {\r
+ SD_PlaySound (SHOOTSND);\r
+ Message(STR_THINK"...");\r
+ NewViewSize(newview);\r
+ }\r
+\r
+ ShootSnd();\r
+ MenuFadeOut();\r
+}\r
+\r
+\r
+/////////////////////////////\r
+//\r
+// DRAW THE CHANGEVIEW SCREEN\r
+//\r
+void DrawChangeView(int view)\r
+{\r
+#ifdef JAPAN\r
+ CA_CacheScreen(S_CHANGEPIC);\r
+\r
+ ShowViewSize(view);\r
+#else\r
+ VWB_Bar(0,160,320,40,VIEWCOLOR);\r
+ ShowViewSize(view);\r
+\r
+ PrintY=161;\r
+ WindowX=0;\r
+ WindowY=320;\r
+ SETFONTCOLOR(HIGHLIGHT,BKGDCOLOR);\r
+\r
+ US_CPrint(STR_SIZE1"\n");\r
+ US_CPrint(STR_SIZE2"\n");\r
+ US_CPrint(STR_SIZE3);\r
+#endif\r
+ VW_UpdateScreen();\r
+\r
+ MenuFadeIn();\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// QUIT THIS INFERNAL GAME!\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CP_Quit(void)\r
+{\r
+ int i;\r
+\r
+\r
+ #ifdef JAPAN\r
+ if (GetYorN(7,11,C_QUITMSGPIC))\r
+ #else\r
+\r
+ #ifdef SPANISH\r
+ if (Confirm(ENDGAMESTR))\r
+ #else\r
+ if (Confirm(endStrings[US_RndT()&0x7+(US_RndT()&1)]))\r
+ #endif\r
+\r
+ #endif\r
+ {\r
+ VW_UpdateScreen();\r
+ SD_MusicOff();\r
+ SD_StopSound();\r
+ MenuFadeOut();\r
+ //\r
+ // SHUT-UP THE ADLIB\r
+ //\r
+ for (i=1;i<=0xf5;i++)\r
+ alOut(i,0);\r
+ Quit(NULL);\r
+ }\r
+\r
+ DrawMainMenu();\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// HANDLE INTRO SCREEN (SYSTEM CONFIG)\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void IntroScreen(void)\r
+{\r
+#ifdef SPEAR\r
+\r
+#define MAINCOLOR 0x4f\r
+#define EMSCOLOR 0x4f\r
+#define XMSCOLOR 0x4f\r
+\r
+#else\r
+\r
+#define MAINCOLOR 0x6c\r
+#define EMSCOLOR 0x6c\r
+#define XMSCOLOR 0x6c\r
+\r
+#endif\r
+#define FILLCOLOR 14\r
+\r
+ long memory,emshere,xmshere;\r
+ int i,num,ems[10]={100,200,300,400,500,600,700,800,900,1000},\r
+ xms[10]={100,200,300,400,500,600,700,800,900,1000},\r
+ main[10]={32,64,96,128,160,192,224,256,288,320};\r
+\r
+\r
+ //\r
+ // DRAW MAIN MEMORY\r
+ //\r
+ memory=(1023l+mminfo.nearheap+mminfo.farheap)/1024l;\r
+ for (i=0;i<10;i++)\r
+ if (memory>=main[i])\r
+ VWB_Bar(49,163-8*i,6,5,MAINCOLOR-i);\r
+\r
+\r
+ //\r
+ // DRAW EMS MEMORY\r
+ //\r
+ if (EMSPresent)\r
+ {\r
+ emshere=4l*EMSPagesAvail;\r
+ for (i=0;i<10;i++)\r
+ if (emshere>=ems[i])\r
+ VWB_Bar(89,163-8*i,6,5,EMSCOLOR-i);\r
+ }\r
+\r
+ //\r
+ // DRAW XMS MEMORY\r
+ //\r
+ if (XMSPresent)\r
+ {\r
+ xmshere=4l*XMSPagesAvail;\r
+ for (i=0;i<10;i++)\r
+ if (xmshere>=xms[i])\r
+ VWB_Bar(129,163-8*i,6,5,XMSCOLOR-i);\r
+ }\r
+\r
+ //\r
+ // FILL BOXES\r
+ //\r
+ if (MousePresent)\r
+ VWB_Bar(164,82,12,2,FILLCOLOR);\r
+\r
+ if (JoysPresent[0] || JoysPresent[1])\r
+ VWB_Bar(164,105,12,2,FILLCOLOR);\r
+\r
+ if (AdLibPresent && !SoundBlasterPresent)\r
+ VWB_Bar(164,128,12,2,FILLCOLOR);\r
+\r
+ if (SoundBlasterPresent)\r
+ VWB_Bar(164,151,12,2,FILLCOLOR);\r
+\r
+ if (SoundSourcePresent)\r
+ VWB_Bar(164,174,12,2,FILLCOLOR);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// SUPPORT ROUTINES\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+////////////////////////////////////////////////////////////////////\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Clear Menu screens to dark red\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void ClearMScreen(void)\r
+{\r
+#ifndef SPEAR\r
+ VWB_Bar(0,0,320,200,BORDCOLOR);\r
+#else\r
+ VWB_DrawPic(0,0,C_BACKDROPPIC);\r
+#endif\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Un/Cache a LUMP of graphics\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CacheLump(int lumpstart,int lumpend)\r
+{\r
+ int i;\r
+\r
+ for (i=lumpstart;i<=lumpend;i++)\r
+ CA_CacheGrChunk(i);\r
+}\r
+\r
+\r
+void UnCacheLump(int lumpstart,int lumpend)\r
+{\r
+ int i;\r
+\r
+ for (i=lumpstart;i<=lumpend;i++)\r
+ if (grsegs[i])\r
+ UNCACHEGRCHUNK(i);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Draw a window for a menu\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void DrawWindow(int x,int y,int w,int h,int wcolor)\r
+{\r
+ VWB_Bar(x,y,w,h,wcolor);\r
+ DrawOutline(x,y,w,h,BORD2COLOR,DEACTIVE);\r
+}\r
+\r
+\r
+void DrawOutline(int x,int y,int w,int h,int color1,int color2)\r
+{\r
+ VWB_Hlin(x,x+w,y,color2);\r
+ VWB_Vlin(y,y+h,x,color2);\r
+ VWB_Hlin(x,x+w,y+h,color1);\r
+ VWB_Vlin(y,y+h,x+w,color1);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Setup Control Panel stuff - graphics, etc.\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void SetupControlPanel(void)\r
+{\r
+ struct ffblk f;\r
+ char name[13];\r
+ int which,i;\r
+\r
+\r
+ //\r
+ // CACHE GRAPHICS & SOUNDS\r
+ //\r
+ CA_CacheGrChunk(STARTFONT+1);\r
+#ifndef SPEAR\r
+ CacheLump(CONTROLS_LUMP_START,CONTROLS_LUMP_END);\r
+#else\r
+ CacheLump(BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+#endif\r
+\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ fontnumber=1;\r
+ WindowH=200;\r
+\r
+ if (!ingame)\r
+ CA_LoadAllSounds();\r
+ else\r
+ MainMenu[savegame].active=1;\r
+\r
+ //\r
+ // SEE WHICH SAVE GAME FILES ARE AVAILABLE & READ STRING IN\r
+ //\r
+ strcpy(name,SaveName);\r
+ if (!findfirst(name,&f,0))\r
+ do\r
+ {\r
+ which=f.ff_name[7]-'0';\r
+ if (which<10)\r
+ {\r
+ int handle;\r
+ char temp[32];\r
+\r
+ SaveGamesAvail[which]=1;\r
+ handle=open(f.ff_name,O_BINARY);\r
+ read(handle,temp,32);\r
+ close(handle);\r
+ strcpy(&SaveGameNames[which][0],temp);\r
+ }\r
+ } while(!findnext(&f));\r
+\r
+ //\r
+ // CENTER MOUSE\r
+ //\r
+ _CX=_DX=CENTER;\r
+ Mouse(4);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Clean up all the Control Panel stuff\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void CleanupControlPanel(void)\r
+{\r
+#ifndef SPEAR\r
+ UnCacheLump(CONTROLS_LUMP_START,CONTROLS_LUMP_END);\r
+#else\r
+ UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END);\r
+#endif\r
+\r
+ fontnumber = 0;\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Handle moving gun around a menu\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int HandleMenu(CP_iteminfo *item_i,CP_itemtype far *items,void (*routine)(int w))\r
+{\r
+ char key;\r
+ static int redrawitem=1,lastitem=-1;\r
+ int i,x,y,basey,exit,which,shape,timer;\r
+ ControlInfo ci;\r
+\r
+\r
+ which=item_i->curpos;\r
+ x=item_i->x&-8;\r
+ basey=item_i->y-2;\r
+ y=basey+which*13;\r
+\r
+ VWB_DrawPic(x,y,C_CURSOR1PIC);\r
+ SetTextColor(items+which,1);\r
+ if (redrawitem)\r
+ {\r
+ PrintX=item_i->x+item_i->indent;\r
+ PrintY=item_i->y+which*13;\r
+ US_Print((items+which)->string);\r
+ }\r
+ //\r
+ // CALL CUSTOM ROUTINE IF IT IS NEEDED\r
+ //\r
+ if (routine)\r
+ routine(which);\r
+ VW_UpdateScreen();\r
+\r
+ shape=C_CURSOR1PIC;\r
+ timer=8;\r
+ exit=0;\r
+ TimeCount=0;\r
+ IN_ClearKeysDown();\r
+\r
+\r
+ do\r
+ {\r
+ //\r
+ // CHANGE GUN SHAPE\r
+ //\r
+ if (TimeCount>timer)\r
+ {\r
+ TimeCount=0;\r
+ if (shape==C_CURSOR1PIC)\r
+ {\r
+ shape=C_CURSOR2PIC;\r
+ timer=8;\r
+ }\r
+ else\r
+ {\r
+ shape=C_CURSOR1PIC;\r
+ timer=70;\r
+ }\r
+ VWB_DrawPic(x,y,shape);\r
+ if (routine)\r
+ routine(which);\r
+ VW_UpdateScreen();\r
+ }\r
+\r
+ CheckPause();\r
+\r
+ //\r
+ // SEE IF ANY KEYS ARE PRESSED FOR INITIAL CHAR FINDING\r
+ //\r
+ key=LastASCII;\r
+ if (key)\r
+ {\r
+ int ok=0;\r
+\r
+ //\r
+ // CHECK FOR SCREEN CAPTURE\r
+ //\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ #else\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("debugmode"))\r
+ #endif\r
+ PicturePause();\r
+\r
+\r
+ if (key>='a')\r
+ key-='a'-'A';\r
+\r
+ for (i=which+1;i<item_i->amount;i++)\r
+ if ((items+i)->active && (items+i)->string[0]==key)\r
+ {\r
+ EraseGun(item_i,items,x,y,which);\r
+ which=i;\r
+ DrawGun(item_i,items,x,&y,which,basey,routine);\r
+ ok=1;\r
+ IN_ClearKeysDown();\r
+ break;\r
+ }\r
+\r
+ //\r
+ // DIDN'T FIND A MATCH FIRST TIME THRU. CHECK AGAIN.\r
+ //\r
+ if (!ok)\r
+ {\r
+ for (i=0;i<which;i++)\r
+ if ((items+i)->active && (items+i)->string[0]==key)\r
+ {\r
+ EraseGun(item_i,items,x,y,which);\r
+ which=i;\r
+ DrawGun(item_i,items,x,&y,which,basey,routine);\r
+ IN_ClearKeysDown();\r
+ break;\r
+ }\r
+ }\r
+ }\r
+\r
+ //\r
+ // GET INPUT\r
+ //\r
+ ReadAnyControl(&ci);\r
+ switch(ci.dir)\r
+ {\r
+ ////////////////////////////////////////////////\r
+ //\r
+ // MOVE UP\r
+ //\r
+ case dir_North:\r
+\r
+ EraseGun(item_i,items,x,y,which);\r
+\r
+ //\r
+ // ANIMATE HALF-STEP\r
+ //\r
+ if (which && (items+which-1)->active)\r
+ {\r
+ y-=6;\r
+ DrawHalfStep(x,y);\r
+ }\r
+\r
+ //\r
+ // MOVE TO NEXT AVAILABLE SPOT\r
+ //\r
+ do\r
+ {\r
+ if (!which)\r
+ which=item_i->amount-1;\r
+ else\r
+ which--;\r
+ } while(!(items+which)->active);\r
+\r
+ DrawGun(item_i,items,x,&y,which,basey,routine);\r
+ //\r
+ // WAIT FOR BUTTON-UP OR DELAY NEXT MOVE\r
+ //\r
+ TicDelay(20);\r
+ break;\r
+\r
+ ////////////////////////////////////////////////\r
+ //\r
+ // MOVE DOWN\r
+ //\r
+ case dir_South:\r
+\r
+ EraseGun(item_i,items,x,y,which);\r
+ //\r
+ // ANIMATE HALF-STEP\r
+ //\r
+ if (which!=item_i->amount-1 && (items+which+1)->active)\r
+ {\r
+ y+=6;\r
+ DrawHalfStep(x,y);\r
+ }\r
+\r
+ do\r
+ {\r
+ if (which==item_i->amount-1)\r
+ which=0;\r
+ else\r
+ which++;\r
+ } while(!(items+which)->active);\r
+\r
+ DrawGun(item_i,items,x,&y,which,basey,routine);\r
+\r
+ //\r
+ // WAIT FOR BUTTON-UP OR DELAY NEXT MOVE\r
+ //\r
+ TicDelay(20);\r
+ break;\r
+ }\r
+\r
+ if (ci.button0 ||\r
+ Keyboard[sc_Space] ||\r
+ Keyboard[sc_Enter])\r
+ exit=1;\r
+\r
+ if (ci.button1 ||\r
+ Keyboard[sc_Escape])\r
+ exit=2;\r
+\r
+ } while(!exit);\r
+\r
+\r
+ IN_ClearKeysDown();\r
+\r
+ //\r
+ // ERASE EVERYTHING\r
+ //\r
+ if (lastitem!=which)\r
+ {\r
+ VWB_Bar(x-1,y,25,16,BKGDCOLOR);\r
+ PrintX=item_i->x+item_i->indent;\r
+ PrintY=item_i->y+which*13;\r
+ US_Print((items+which)->string);\r
+ redrawitem=1;\r
+ }\r
+ else\r
+ redrawitem=0;\r
+\r
+ if (routine)\r
+ routine(which);\r
+ VW_UpdateScreen();\r
+\r
+ item_i->curpos=which;\r
+\r
+ lastitem=which;\r
+ switch(exit)\r
+ {\r
+ case 1:\r
+ //\r
+ // CALL THE ROUTINE\r
+ //\r
+ if ((items+which)->routine!=NULL)\r
+ {\r
+ ShootSnd();\r
+ MenuFadeOut();\r
+ (items+which)->routine(0);\r
+ }\r
+ return which;\r
+\r
+ case 2:\r
+ SD_PlaySound(ESCPRESSEDSND);\r
+ return -1;\r
+ }\r
+\r
+ return 0; // JUST TO SHUT UP THE ERROR MESSAGES!\r
+}\r
+\r
+\r
+//\r
+// ERASE GUN & DE-HIGHLIGHT STRING\r
+//\r
+void EraseGun(CP_iteminfo *item_i,CP_itemtype far *items,int x,int y,int which)\r
+{\r
+ VWB_Bar(x-1,y,25,16,BKGDCOLOR);\r
+ SetTextColor(items+which,0);\r
+\r
+ PrintX=item_i->x+item_i->indent;\r
+ PrintY=item_i->y+which*13;\r
+ US_Print((items+which)->string);\r
+ VW_UpdateScreen();\r
+}\r
+\r
+\r
+//\r
+// DRAW HALF STEP OF GUN TO NEXT POSITION\r
+//\r
+void DrawHalfStep(int x,int y)\r
+{\r
+ VWB_DrawPic(x,y,C_CURSOR1PIC);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(MOVEGUN1SND);\r
+ TimeCount=0;\r
+ while(TimeCount<8);\r
+}\r
+\r
+\r
+//\r
+// DRAW GUN AT NEW POSITION\r
+//\r
+void DrawGun(CP_iteminfo *item_i,CP_itemtype far *items,int x,int *y,int which,int basey,void (*routine)(int w))\r
+{\r
+ VWB_Bar(x-1,*y,25,16,BKGDCOLOR);\r
+ *y=basey+which*13;\r
+ VWB_DrawPic(x,*y,C_CURSOR1PIC);\r
+ SetTextColor(items+which,1);\r
+\r
+ PrintX=item_i->x+item_i->indent;\r
+ PrintY=item_i->y+which*13;\r
+ US_Print((items+which)->string);\r
+\r
+ //\r
+ // CALL CUSTOM ROUTINE IF IT IS NEEDED\r
+ //\r
+ if (routine)\r
+ routine(which);\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(MOVEGUN2SND);\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// DELAY FOR AN AMOUNT OF TICS OR UNTIL CONTROLS ARE INACTIVE\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void TicDelay(int count)\r
+{\r
+ ControlInfo ci;\r
+\r
+\r
+ TimeCount=0;\r
+ do\r
+ {\r
+ ReadAnyControl(&ci);\r
+ } while(TimeCount<count && ci.dir!=dir_None);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// Draw a menu\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void DrawMenu(CP_iteminfo *item_i,CP_itemtype far *items)\r
+{\r
+ int i,which=item_i->curpos;\r
+\r
+\r
+ WindowX=PrintX=item_i->x+item_i->indent;\r
+ WindowY=PrintY=item_i->y;\r
+ WindowW=320;\r
+ WindowH=200;\r
+\r
+ for (i=0;i<item_i->amount;i++)\r
+ {\r
+ SetTextColor(items+i,which==i);\r
+\r
+ PrintY=item_i->y+i*13;\r
+ if ((items+i)->active)\r
+ US_Print((items+i)->string);\r
+ else\r
+ {\r
+ SETFONTCOLOR(DEACTIVE,BKGDCOLOR);\r
+ US_Print((items+i)->string);\r
+ SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR);\r
+ }\r
+\r
+ US_Print("\n");\r
+ }\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// SET TEXT COLOR (HIGHLIGHT OR NO)\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void SetTextColor(CP_itemtype far *items,int hlight)\r
+{\r
+ if (hlight)\r
+ {SETFONTCOLOR(color_hlite[items->active],BKGDCOLOR);}\r
+ else\r
+ {SETFONTCOLOR(color_norml[items->active],BKGDCOLOR);}\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// WAIT FOR CTRLKEY-UP OR BUTTON-UP\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void WaitKeyUp(void)\r
+{\r
+ ControlInfo ci;\r
+ while(ReadAnyControl(&ci), ci.button0|\r
+ ci.button1|\r
+ ci.button2|\r
+ ci.button3|\r
+ Keyboard[sc_Space]|\r
+ Keyboard[sc_Enter]|\r
+ Keyboard[sc_Escape]);\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// READ KEYBOARD, JOYSTICK AND MOUSE FOR INPUT\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void ReadAnyControl(ControlInfo *ci)\r
+{\r
+ int mouseactive=0;\r
+\r
+\r
+ IN_ReadControl(0,ci);\r
+\r
+ if (mouseenabled)\r
+ {\r
+ int mousey,mousex;\r
+\r
+\r
+ // READ MOUSE MOTION COUNTERS\r
+ // RETURN DIRECTION\r
+ // HOME MOUSE\r
+ // CHECK MOUSE BUTTONS\r
+\r
+ Mouse(3);\r
+ mousex=_CX;\r
+ mousey=_DX;\r
+\r
+ if (mousey<CENTER-SENSITIVE)\r
+ {\r
+ ci->dir=dir_North;\r
+ _CX=_DX=CENTER;\r
+ Mouse(4);\r
+ mouseactive=1;\r
+ }\r
+ else\r
+ if (mousey>CENTER+SENSITIVE)\r
+ {\r
+ ci->dir=dir_South;\r
+ _CX=_DX=CENTER;\r
+ Mouse(4);\r
+ mouseactive=1;\r
+ }\r
+\r
+ if (mousex<CENTER-SENSITIVE)\r
+ {\r
+ ci->dir=dir_West;\r
+ _CX=_DX=CENTER;\r
+ Mouse(4);\r
+ mouseactive=1;\r
+ }\r
+ else\r
+ if (mousex>CENTER+SENSITIVE)\r
+ {\r
+ ci->dir=dir_East;\r
+ _CX=_DX=CENTER;\r
+ Mouse(4);\r
+ mouseactive=1;\r
+ }\r
+\r
+ if (IN_MouseButtons())\r
+ {\r
+ ci->button0=IN_MouseButtons()&1;\r
+ ci->button1=IN_MouseButtons()&2;\r
+ ci->button2=IN_MouseButtons()&4;\r
+ ci->button3=false;\r
+ mouseactive=1;\r
+ }\r
+ }\r
+\r
+ if (joystickenabled && !mouseactive)\r
+ {\r
+ int jx,jy,jb;\r
+\r
+\r
+ INL_GetJoyDelta(joystickport,&jx,&jy);\r
+ if (jy<-SENSITIVE)\r
+ ci->dir=dir_North;\r
+ else\r
+ if (jy>SENSITIVE)\r
+ ci->dir=dir_South;\r
+\r
+ if (jx<-SENSITIVE)\r
+ ci->dir=dir_West;\r
+ else\r
+ if (jx>SENSITIVE)\r
+ ci->dir=dir_East;\r
+\r
+ jb=IN_JoyButtons();\r
+ if (jb)\r
+ {\r
+ ci->button0=jb&1;\r
+ ci->button1=jb&2;\r
+ if (joypadenabled)\r
+ {\r
+ ci->button2=jb&4;\r
+ ci->button3=jb&8;\r
+ }\r
+ else\r
+ ci->button2=ci->button3=false;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// DRAW DIALOG AND CONFIRM YES OR NO TO QUESTION\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int Confirm(char far *string)\r
+{\r
+ int xit=0,i,x,y,tick=0,time,whichsnd[2]={ESCPRESSEDSND,SHOOTSND};\r
+\r
+\r
+ Message(string);\r
+ IN_ClearKeysDown();\r
+\r
+ //\r
+ // BLINK CURSOR\r
+ //\r
+ x=PrintX;\r
+ y=PrintY;\r
+ TimeCount=0;\r
+\r
+ do\r
+ {\r
+ if (TimeCount>=10)\r
+ {\r
+ switch(tick)\r
+ {\r
+ case 0:\r
+ VWB_Bar(x,y,8,13,TEXTCOLOR);\r
+ break;\r
+ case 1:\r
+ PrintX=x;\r
+ PrintY=y;\r
+ US_Print("_");\r
+ }\r
+ VW_UpdateScreen();\r
+ tick^=1;\r
+ TimeCount=0;\r
+ }\r
+\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+\r
+ #ifdef SPANISH\r
+ } while(!Keyboard[sc_S] && !Keyboard[sc_N] && !Keyboard[sc_Escape]);\r
+ #else\r
+ } while(!Keyboard[sc_Y] && !Keyboard[sc_N] && !Keyboard[sc_Escape]);\r
+ #endif\r
+\r
+ #ifdef SPANISH\r
+ if (Keyboard[sc_S])\r
+ {\r
+ xit=1;\r
+ ShootSnd();\r
+ }\r
+\r
+ while(Keyboard[sc_S] || Keyboard[sc_N] || Keyboard[sc_Escape]);\r
+\r
+ #else\r
+\r
+ if (Keyboard[sc_Y])\r
+ {\r
+ xit=1;\r
+ ShootSnd();\r
+ }\r
+\r
+ while(Keyboard[sc_Y] || Keyboard[sc_N] || Keyboard[sc_Escape]);\r
+ #endif\r
+\r
+ IN_ClearKeysDown();\r
+ SD_PlaySound(whichsnd[xit]);\r
+ return xit;\r
+}\r
+\r
+#ifdef JAPAN\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// DRAW MESSAGE & GET Y OR N\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+int GetYorN(int x,int y,int pic)\r
+{\r
+ int xit=0,whichsnd[2]={ESCPRESSEDSND,SHOOTSND};\r
+\r
+\r
+ CA_CacheGrChunk(pic);\r
+ VWB_DrawPic(x * 8,y * 8,pic);\r
+ UNCACHEGRCHUNK(pic);\r
+ VW_UpdateScreen();\r
+ IN_ClearKeysDown();\r
+\r
+ do\r
+ {\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+\r
+ #ifdef SPANISH\r
+ } while(!Keyboard[sc_S] && !Keyboard[sc_N] && !Keyboard[sc_Escape]);\r
+ #else\r
+ } while(!Keyboard[sc_Y] && !Keyboard[sc_N] && !Keyboard[sc_Escape]);\r
+ #endif\r
+\r
+ #ifdef SPANISH\r
+ if (Keyboard[sc_S])\r
+ {\r
+ xit=1;\r
+ ShootSnd();\r
+ }\r
+\r
+ while(Keyboard[sc_S] || Keyboard[sc_N] || Keyboard[sc_Escape]);\r
+\r
+ #else\r
+\r
+ if (Keyboard[sc_Y])\r
+ {\r
+ xit=1;\r
+ ShootSnd();\r
+ }\r
+\r
+ while(Keyboard[sc_Y] || Keyboard[sc_N] || Keyboard[sc_Escape]);\r
+ #endif\r
+\r
+ IN_ClearKeysDown();\r
+ SD_PlaySound(whichsnd[xit]);\r
+ return xit;\r
+}\r
+#endif\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// PRINT A MESSAGE IN A WINDOW\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+void Message(char far *string)\r
+{\r
+ int h=0,w=0,mw=0,i,x,y,time;\r
+ fontstruct _seg *font;\r
+\r
+\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ fontnumber=1;\r
+ font=grsegs[STARTFONT+fontnumber];\r
+ h=font->height;\r
+ for (i=0;i<_fstrlen(string);i++)\r
+ if (string[i]=='\n')\r
+ {\r
+ if (w>mw)\r
+ mw=w;\r
+ w=0;\r
+ h+=font->height;\r
+ }\r
+ else\r
+ w+=font->width[string[i]];\r
+\r
+ if (w+10>mw)\r
+ mw=w+10;\r
+\r
+ PrintY=(WindowH/2)-h/2;\r
+ PrintX=WindowX=160-mw/2;\r
+\r
+ DrawWindow(WindowX-5,PrintY-5,mw+10,h+10,TEXTCOLOR);\r
+ DrawOutline(WindowX-5,PrintY-5,mw+10,h+10,0,HIGHLIGHT);\r
+ SETFONTCOLOR(0,TEXTCOLOR);\r
+ US_Print(string);\r
+ VW_UpdateScreen();\r
+}\r
+\r
+\r
+////////////////////////////////////////////////////////////////////\r
+//\r
+// THIS MAY BE FIXED A LITTLE LATER...\r
+//\r
+////////////////////////////////////////////////////////////////////\r
+static int lastmusic;\r
+\r
+void StartCPMusic(int song)\r
+{\r
+ musicnames chunk;\r
+\r
+ if (audiosegs[STARTMUSIC + lastmusic]) // JDC\r
+ MM_FreePtr ((memptr *)&audiosegs[STARTMUSIC + lastmusic]);\r
+ lastmusic = song;\r
+\r
+ SD_MusicOff();\r
+ chunk = song;\r
+\r
+ MM_BombOnError (false);\r
+ CA_CacheAudioChunk(STARTMUSIC + chunk);\r
+ MM_BombOnError (true);\r
+ if (mmerror)\r
+ mmerror = false;\r
+ else\r
+ {\r
+ MM_SetLock(&((memptr)audiosegs[STARTMUSIC + chunk]),true);\r
+ SD_StartMusic((MusicGroup far *)audiosegs[STARTMUSIC + chunk]);\r
+ }\r
+}\r
+\r
+void FreeMusic (void)\r
+{\r
+ if (audiosegs[STARTMUSIC + lastmusic]) // JDC\r
+ MM_FreePtr ((memptr *)&audiosegs[STARTMUSIC + lastmusic]);\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// IN_GetScanName() - Returns a string containing the name of the\r
+// specified scan code\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+byte *\r
+IN_GetScanName(ScanCode scan)\r
+{\r
+ byte **p;\r
+ ScanCode far *s;\r
+\r
+ for (s = ExtScanCodes,p = ExtScanNames;*s;p++,s++)\r
+ if (*s == scan)\r
+ return(*p);\r
+\r
+ return(ScanNames[scan]);\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// CHECK FOR PAUSE KEY (FOR MUSIC ONLY)\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void CheckPause(void)\r
+{\r
+ if (Paused)\r
+ {\r
+ switch(SoundStatus)\r
+ {\r
+ case 0: SD_MusicOn(); break;\r
+ case 1: SD_MusicOff(); break;\r
+ }\r
+\r
+ SoundStatus^=1;\r
+ VW_WaitVBL(3);\r
+ IN_ClearKeysDown();\r
+ Paused=false;\r
+ }\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// DRAW GUN CURSOR AT CORRECT POSITION IN MENU\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void DrawMenuGun(CP_iteminfo *iteminfo)\r
+{\r
+ int x,y;\r
+\r
+\r
+ x=iteminfo->x;\r
+ y=iteminfo->y+iteminfo->curpos*13-2;\r
+ VWB_DrawPic(x,y,C_CURSOR1PIC);\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// DRAW SCREEN TITLE STRIPES\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void DrawStripes(int y)\r
+{\r
+#ifndef SPEAR\r
+ VWB_Bar(0,y,320,24,0);\r
+ VWB_Hlin(0,319,y+22,STRIPE);\r
+#else\r
+ VWB_Bar(0,y,320,22,0);\r
+ VWB_Hlin(0,319,y+23,0);\r
+#endif\r
+}\r
+\r
+void ShootSnd(void)\r
+{\r
+ SD_PlaySound(SHOOTSND);\r
+}\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// CHECK FOR EPISODES\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+void CheckForEpisodes(void)\r
+{\r
+ struct ffblk f;\r
+\r
+//\r
+// JAPANESE VERSION\r
+//\r
+#ifdef JAPAN\r
+#ifdef JAPDEMO\r
+ if (!findfirst("*.WJ1",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"WJ1");\r
+#else\r
+ if (!findfirst("*.WJ6",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"WJ6");\r
+#endif\r
+ strcat(configname,extension);\r
+ strcat(SaveName,extension);\r
+ strcat(PageFileName,extension);\r
+ strcat(audioname,extension);\r
+ strcat(demoname,extension);\r
+ EpisodeSelect[1] =\r
+ EpisodeSelect[2] =\r
+ EpisodeSelect[3] =\r
+ EpisodeSelect[4] =\r
+ EpisodeSelect[5] = 1;\r
+ }\r
+ else\r
+ Quit("NO JAPANESE WOLFENSTEIN 3-D DATA FILES to be found!");\r
+#else\r
+\r
+//\r
+// ENGLISH\r
+//\r
+#ifndef UPLOAD\r
+#ifndef SPEAR\r
+ if (!findfirst("*.WL6",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"WL6");\r
+ NewEmenu[2].active =\r
+ NewEmenu[4].active =\r
+ NewEmenu[6].active =\r
+ NewEmenu[8].active =\r
+ NewEmenu[10].active =\r
+ EpisodeSelect[1] =\r
+ EpisodeSelect[2] =\r
+ EpisodeSelect[3] =\r
+ EpisodeSelect[4] =\r
+ EpisodeSelect[5] = 1;\r
+ }\r
+ else\r
+ if (!findfirst("*.WL3",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"WL3");\r
+ NewEmenu[2].active =\r
+ NewEmenu[4].active =\r
+ EpisodeSelect[1] =\r
+ EpisodeSelect[2] = 1;\r
+ }\r
+ else\r
+#endif\r
+#endif\r
+\r
+\r
+\r
+#ifdef SPEAR\r
+#ifndef SPEARDEMO\r
+ if (!findfirst("*.SOD",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"SOD");\r
+ }\r
+ else\r
+ Quit("NO SPEAR OF DESTINY DATA FILES TO BE FOUND!");\r
+#else\r
+ if (!findfirst("*.SDM",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"SDM");\r
+ }\r
+ else\r
+ Quit("NO SPEAR OF DESTINY DEMO DATA FILES TO BE FOUND!");\r
+#endif\r
+\r
+#else\r
+ if (!findfirst("*.WL1",&f,FA_ARCH))\r
+ {\r
+ strcpy(extension,"WL1");\r
+ }\r
+ else\r
+ Quit("NO WOLFENSTEIN 3-D DATA FILES to be found!");\r
+#endif\r
+\r
+ strcat(configname,extension);\r
+ strcat(SaveName,extension);\r
+ strcat(PageFileName,extension);\r
+ strcat(audioname,extension);\r
+ strcat(demoname,extension);\r
+#ifndef SPEAR\r
+#ifndef GOODTIMES\r
+ strcat(helpfilename,extension);\r
+#endif\r
+ strcat(endfilename,extension);\r
+#endif\r
+#endif\r
+}\r
--- /dev/null
+//\r
+// WL_MENU.H\r
+//\r
+#ifdef SPEAR\r
+\r
+#define BORDCOLOR 0x99\r
+#define BORD2COLOR 0x93\r
+#define DEACTIVE 0x9b\r
+#define BKGDCOLOR 0x9d\r
+//#define STRIPE 0x9c\r
+\r
+#define MenuFadeOut() VL_FadeOut(0,255,0,0,51,10)\r
+\r
+#else\r
+\r
+#define BORDCOLOR 0x29\r
+#define BORD2COLOR 0x23\r
+#define DEACTIVE 0x2b\r
+#define BKGDCOLOR 0x2d\r
+#define STRIPE 0x2c\r
+\r
+#define MenuFadeOut() VL_FadeOut(0,255,43,0,0,10)\r
+\r
+#endif\r
+\r
+#define READCOLOR 0x4a\r
+#define READHCOLOR 0x47\r
+#define VIEWCOLOR 0x7f\r
+#define TEXTCOLOR 0x17\r
+#define HIGHLIGHT 0x13\r
+#define MenuFadeIn() VL_FadeIn(0,255,&gamepal,10)\r
+\r
+\r
+#define MENUSONG WONDERIN_MUS\r
+\r
+#ifndef SPEAR\r
+#define INTROSONG NAZI_NOR_MUS\r
+#else\r
+#define INTROSONG XTOWER2_MUS\r
+#endif\r
+\r
+#define SENSITIVE 60\r
+#define CENTER SENSITIVE*2\r
+\r
+#define MENU_X 76\r
+#define MENU_Y 55\r
+#define MENU_W 178\r
+#ifndef SPEAR\r
+#define MENU_H 13*10+6\r
+#else\r
+#define MENU_H 13*9+6\r
+#endif\r
+\r
+#define SM_X 48\r
+#define SM_W 250\r
+\r
+#define SM_Y1 20\r
+#define SM_H1 4*13-7\r
+#define SM_Y2 SM_Y1+5*13\r
+#define SM_H2 4*13-7\r
+#define SM_Y3 SM_Y2+5*13\r
+#define SM_H3 3*13-7\r
+\r
+#define CTL_X 24\r
+#define CTL_Y 70\r
+#define CTL_W 284\r
+#define CTL_H 13*7-7\r
+\r
+#define LSM_X 85\r
+#define LSM_Y 55\r
+#define LSM_W 175\r
+#define LSM_H 10*13+10\r
+\r
+#define NM_X 50\r
+#define NM_Y 100\r
+#define NM_W 225\r
+#define NM_H 13*4+15\r
+\r
+#define NE_X 10\r
+#define NE_Y 23\r
+#define NE_W 320-NE_X*2\r
+#define NE_H 200-NE_Y*2\r
+\r
+#define CST_X 20\r
+#define CST_Y 48\r
+#define CST_START 60\r
+#define CST_SPC 60\r
+\r
+\r
+//\r
+// TYPEDEFS\r
+//\r
+typedef struct {\r
+ int x,y,amount,curpos,indent;\r
+ } CP_iteminfo;\r
+\r
+typedef struct {\r
+ int active;\r
+ char string[36];\r
+ void (* routine)(int temp1);\r
+ } CP_itemtype;\r
+\r
+typedef struct {\r
+ int allowed[4];\r
+ } CustomCtrls;\r
+\r
+extern CP_itemtype far MainMenu[],far NewEMenu[];\r
+extern CP_iteminfo MainItems;\r
+\r
+//\r
+// FUNCTION PROTOTYPES\r
+//\r
+void SetupControlPanel(void);\r
+void CleanupControlPanel(void);\r
+\r
+void DrawMenu(CP_iteminfo *item_i,CP_itemtype far *items);\r
+int HandleMenu(CP_iteminfo *item_i,\r
+ CP_itemtype far *items,\r
+ void (*routine)(int w));\r
+void ClearMScreen(void);\r
+void DrawWindow(int x,int y,int w,int h,int wcolor);\r
+void DrawOutline(int x,int y,int w,int h,int color1,int color2);\r
+void WaitKeyUp(void);\r
+void ReadAnyControl(ControlInfo *ci);\r
+void TicDelay(int count);\r
+void CacheLump(int lumpstart,int lumpend);\r
+void UnCacheLump(int lumpstart,int lumpend);\r
+void StartCPMusic(int song);\r
+int Confirm(char far *string);\r
+void Message(char far *string);\r
+void CheckPause(void);\r
+void ShootSnd(void);\r
+void CheckSecretMissions(void);\r
+void BossKey(void);\r
+\r
+void DrawGun(CP_iteminfo *item_i,CP_itemtype far *items,int x,int *y,int which,int basey,void (*routine)(int w));\r
+void DrawHalfStep(int x,int y);\r
+void EraseGun(CP_iteminfo *item_i,CP_itemtype far *items,int x,int y,int which);\r
+void SetTextColor(CP_itemtype far *items,int hlight);\r
+void DrawMenuGun(CP_iteminfo *iteminfo);\r
+void DrawStripes(int y);\r
+\r
+void DefineMouseBtns(void);\r
+void DefineJoyBtns(void);\r
+void DefineKeyBtns(void);\r
+void DefineKeyMove(void);\r
+void EnterCtrlData(int index,CustomCtrls *cust,void (*DrawRtn)(int),void (*PrintRtn)(int),int type);\r
+\r
+void DrawMainMenu(void);\r
+void DrawSoundMenu(void);\r
+void DrawLoadSaveScreen(int loadsave);\r
+void DrawNewEpisode(void);\r
+void DrawNewGame(void);\r
+void DrawChangeView(int view);\r
+void DrawMouseSens(void);\r
+void DrawCtlScreen(void);\r
+void DrawCustomScreen(void);\r
+void DrawLSAction(int which);\r
+void DrawCustMouse(int hilight);\r
+void DrawCustJoy(int hilight);\r
+void DrawCustKeybd(int hilight);\r
+void DrawCustKeys(int hilight);\r
+void PrintCustMouse(int i);\r
+void PrintCustJoy(int i);\r
+void PrintCustKeybd(int i);\r
+void PrintCustKeys(int i);\r
+\r
+void PrintLSEntry(int w,int color);\r
+void TrackWhichGame(int w);\r
+void DrawNewGameDiff(int w);\r
+void FixupCustom(int w);\r
+\r
+void CP_NewGame(void);\r
+void CP_Sound(void);\r
+int CP_LoadGame(int quick);\r
+int CP_SaveGame(int quick);\r
+void CP_Control(void);\r
+void CP_ChangeView(void);\r
+void CP_ExitOptions(void);\r
+void CP_Quit(void);\r
+void CP_ViewScores(void);\r
+int CP_EndGame(void);\r
+int CP_CheckQuick(unsigned scancode);\r
+void CustomControls(void);\r
+void MouseSensitivity(void);\r
+\r
+void CheckForEpisodes(void);\r
+\r
+//\r
+// VARIABLES\r
+//\r
+extern int SaveGamesAvail[10],StartGame,SoundStatus;\r
+extern char SaveGameNames[10][32],SaveName[13];\r
+\r
+enum {MOUSE,JOYSTICK,KEYBOARDBTNS,KEYBOARDMOVE}; // FOR INPUT TYPES\r
+\r
+#ifndef USO_FIX1\r
+extern\r
+#endif\r
+enum\r
+{\r
+ newgame,\r
+ soundmenu,\r
+ control,\r
+ loadgame,\r
+ savegame,\r
+ changeview,\r
+\r
+#ifndef GOODTIMES\r
+#ifndef SPEAR\r
+ readthis,\r
+#endif\r
+#endif\r
+\r
+ viewscores,\r
+ backtodemo,\r
+ quit\r
+} menuitems;\r
+\r
+//\r
+// WL_INTER\r
+//\r
+typedef struct {\r
+ int kill,secret,treasure;\r
+ long time;\r
+ } LRstruct;\r
+\r
+extern LRstruct LevelRatios[];\r
+\r
+void Write (int x,int y,char *string);\r
+void NonShareware(void);\r
+int GetYorN(int x,int y,int pic);\r
+\r
+\r
--- /dev/null
+// WL_PLAY.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define sc_Question 0x35\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+boolean madenoise; // true when shooting or screaming\r
+\r
+exit_t playstate;\r
+\r
+int DebugOk;\r
+\r
+objtype objlist[MAXACTORS],*new,*obj,*player,*lastobj,\r
+ *objfreelist,*killerobj;\r
+\r
+unsigned farmapylookup[MAPSIZE];\r
+byte *nearmapylookup[MAPSIZE];\r
+\r
+boolean singlestep,godmode,noclip;\r
+int extravbls;\r
+\r
+byte tilemap[MAPSIZE][MAPSIZE]; // wall values only\r
+byte spotvis[MAPSIZE][MAPSIZE];\r
+objtype *actorat[MAPSIZE][MAPSIZE];\r
+\r
+//\r
+// replacing refresh manager\r
+//\r
+unsigned mapwidth,mapheight,tics;\r
+boolean compatability;\r
+byte *updateptr;\r
+unsigned mapwidthtable[64];\r
+unsigned uwidthtable[UPDATEHIGH];\r
+unsigned blockstarts[UPDATEWIDE*UPDATEHIGH];\r
+//uso: replace: byte update[UPDATESIZE];\r
+//uso: is needed? byte update[UPDATEHIGH][UPDATEWIDE];\r
+\r
+//\r
+// control info\r
+//\r
+boolean mouseenabled,joystickenabled,joypadenabled,joystickprogressive;\r
+int joystickport;\r
+int dirscan[4] = {sc_UpArrow,sc_RightArrow,sc_DownArrow,sc_LeftArrow};\r
+int buttonscan[NUMBUTTONS] =\r
+ {sc_Control,sc_Alt,sc_RShift,sc_Space,sc_1,sc_2,sc_3,sc_4};\r
+int buttonmouse[4]={bt_attack,bt_strafe,bt_use,bt_nobutton};\r
+int buttonjoy[4]={bt_attack,bt_strafe,bt_use,bt_run};\r
+\r
+int viewsize;\r
+\r
+boolean buttonheld[NUMBUTTONS];\r
+\r
+boolean demorecord,demoplayback;\r
+char far *demoptr, far *lastdemoptr;\r
+memptr demobuffer;\r
+\r
+//\r
+// curent user input\r
+//\r
+int controlx,controly; // range from -100 to 100 per tic\r
+boolean buttonstate[NUMBUTTONS];\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+void CenterWindow(word w,word h);\r
+void InitObjList (void);\r
+void RemoveObj (objtype *gone);\r
+void PollControls (void);\r
+void StopMusic(void);\r
+void StartMusic(void);\r
+void PlayLoop (void);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+objtype dummyobj;\r
+\r
+//\r
+// LIST OF SONGS FOR EACH VERSION\r
+//\r
+int songs[]=\r
+{\r
+#ifndef SPEAR\r
+ //\r
+ // Episode One\r
+ //\r
+ GETTHEM_MUS,\r
+ SEARCHN_MUS,\r
+ POW_MUS,\r
+ SUSPENSE_MUS,\r
+ GETTHEM_MUS,\r
+ SEARCHN_MUS,\r
+ POW_MUS,\r
+ SUSPENSE_MUS,\r
+\r
+ WARMARCH_MUS, // Boss level\r
+ CORNER_MUS, // Secret level\r
+\r
+ //\r
+ // Episode Two\r
+ //\r
+ NAZI_OMI_MUS,\r
+ PREGNANT_MUS,\r
+ GOINGAFT_MUS,\r
+ HEADACHE_MUS,\r
+ NAZI_OMI_MUS,\r
+ PREGNANT_MUS,\r
+ HEADACHE_MUS,\r
+ GOINGAFT_MUS,\r
+\r
+ WARMARCH_MUS, // Boss level\r
+ DUNGEON_MUS, // Secret level\r
+\r
+ //\r
+ // Episode Three\r
+ //\r
+ INTROCW3_MUS,\r
+ NAZI_RAP_MUS,\r
+ TWELFTH_MUS,\r
+ ZEROHOUR_MUS,\r
+ INTROCW3_MUS,\r
+ NAZI_RAP_MUS,\r
+ TWELFTH_MUS,\r
+ ZEROHOUR_MUS,\r
+\r
+ ULTIMATE_MUS, // Boss level\r
+ PACMAN_MUS, // Secret level\r
+\r
+ //\r
+ // Episode Four\r
+ //\r
+ GETTHEM_MUS,\r
+ SEARCHN_MUS,\r
+ POW_MUS,\r
+ SUSPENSE_MUS,\r
+ GETTHEM_MUS,\r
+ SEARCHN_MUS,\r
+ POW_MUS,\r
+ SUSPENSE_MUS,\r
+\r
+ WARMARCH_MUS, // Boss level\r
+ CORNER_MUS, // Secret level\r
+\r
+ //\r
+ // Episode Five\r
+ //\r
+ NAZI_OMI_MUS,\r
+ PREGNANT_MUS,\r
+ GOINGAFT_MUS,\r
+ HEADACHE_MUS,\r
+ NAZI_OMI_MUS,\r
+ PREGNANT_MUS,\r
+ HEADACHE_MUS,\r
+ GOINGAFT_MUS,\r
+\r
+ WARMARCH_MUS, // Boss level\r
+ DUNGEON_MUS, // Secret level\r
+\r
+ //\r
+ // Episode Six\r
+ //\r
+ INTROCW3_MUS,\r
+ NAZI_RAP_MUS,\r
+ TWELFTH_MUS,\r
+ ZEROHOUR_MUS,\r
+ INTROCW3_MUS,\r
+ NAZI_RAP_MUS,\r
+ TWELFTH_MUS,\r
+ ZEROHOUR_MUS,\r
+\r
+ ULTIMATE_MUS, // Boss level\r
+ FUNKYOU_MUS // Secret level\r
+#else\r
+\r
+ //////////////////////////////////////////////////////////////\r
+ //\r
+ // SPEAR OF DESTINY TRACKS\r
+ //\r
+ //////////////////////////////////////////////////////////////\r
+ XTIPTOE_MUS,\r
+ XFUNKIE_MUS,\r
+ XDEATH_MUS,\r
+ XGETYOU_MUS, // DON'T KNOW\r
+ ULTIMATE_MUS, // Trans Gr\94sse\r
+\r
+ DUNGEON_MUS,\r
+ GOINGAFT_MUS,\r
+ POW_MUS,\r
+ TWELFTH_MUS,\r
+ ULTIMATE_MUS, // Barnacle Wilhelm BOSS\r
+\r
+ NAZI_OMI_MUS,\r
+ GETTHEM_MUS,\r
+ SUSPENSE_MUS,\r
+ SEARCHN_MUS,\r
+ ZEROHOUR_MUS,\r
+ ULTIMATE_MUS, // Super Mutant BOSS\r
+\r
+ XPUTIT_MUS,\r
+ ULTIMATE_MUS, // Death Knight BOSS\r
+\r
+ XJAZNAZI_MUS, // Secret level\r
+ XFUNKIE_MUS, // Secret level (DON'T KNOW)\r
+\r
+ XEVIL_MUS // Angel of Death BOSS\r
+\r
+#endif\r
+};\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ USER CONTROL\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+#define BASEMOVE 35\r
+#define RUNMOVE 70\r
+#define BASETURN 35\r
+#define RUNTURN 70\r
+\r
+#define JOYSCALE 2\r
+\r
+/*\r
+===================\r
+=\r
+= PollKeyboardButtons\r
+=\r
+===================\r
+*/\r
+\r
+void PollKeyboardButtons (void)\r
+{\r
+ int i;\r
+\r
+ for (i=0;i<NUMBUTTONS;i++)\r
+ if (Keyboard[buttonscan[i]])\r
+ buttonstate[i] = true;\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PollMouseButtons\r
+=\r
+===================\r
+*/\r
+\r
+void PollMouseButtons (void)\r
+{\r
+ int buttons;\r
+\r
+ buttons = IN_MouseButtons ();\r
+\r
+ if (buttons&1)\r
+ buttonstate[buttonmouse[0]] = true;\r
+ if (buttons&2)\r
+ buttonstate[buttonmouse[1]] = true;\r
+ if (buttons&4)\r
+ buttonstate[buttonmouse[2]] = true;\r
+}\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PollJoystickButtons\r
+=\r
+===================\r
+*/\r
+\r
+void PollJoystickButtons (void)\r
+{\r
+ int buttons;\r
+\r
+ buttons = IN_JoyButtons ();\r
+\r
+ if (joystickport && !joypadenabled)\r
+ {\r
+ if (buttons&4)\r
+ buttonstate[buttonjoy[0]] = true;\r
+ if (buttons&8)\r
+ buttonstate[buttonjoy[1]] = true;\r
+ }\r
+ else\r
+ {\r
+ if (buttons&1)\r
+ buttonstate[buttonjoy[0]] = true;\r
+ if (buttons&2)\r
+ buttonstate[buttonjoy[1]] = true;\r
+ if (joypadenabled)\r
+ {\r
+ if (buttons&4)\r
+ buttonstate[buttonjoy[2]] = true;\r
+ if (buttons&8)\r
+ buttonstate[buttonjoy[3]] = true;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PollKeyboardMove\r
+=\r
+===================\r
+*/\r
+\r
+void PollKeyboardMove (void)\r
+{\r
+ if (buttonstate[bt_run])\r
+ {\r
+ if (Keyboard[dirscan[di_north]])\r
+ controly -= RUNMOVE*tics;\r
+ if (Keyboard[dirscan[di_south]])\r
+ controly += RUNMOVE*tics;\r
+ if (Keyboard[dirscan[di_west]])\r
+ controlx -= RUNMOVE*tics;\r
+ if (Keyboard[dirscan[di_east]])\r
+ controlx += RUNMOVE*tics;\r
+ }\r
+ else\r
+ {\r
+ if (Keyboard[dirscan[di_north]])\r
+ controly -= BASEMOVE*tics;\r
+ if (Keyboard[dirscan[di_south]])\r
+ controly += BASEMOVE*tics;\r
+ if (Keyboard[dirscan[di_west]])\r
+ controlx -= BASEMOVE*tics;\r
+ if (Keyboard[dirscan[di_east]])\r
+ controlx += BASEMOVE*tics;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PollMouseMove\r
+=\r
+===================\r
+*/\r
+\r
+void PollMouseMove (void)\r
+{\r
+ int mousexmove,mouseymove;\r
+\r
+ Mouse(MDelta);\r
+ mousexmove = _CX;\r
+ mouseymove = _DX;\r
+\r
+ controlx += mousexmove*10/(13-mouseadjustment);\r
+ controly += mouseymove*20/(13-mouseadjustment);\r
+}\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PollJoystickMove\r
+=\r
+===================\r
+*/\r
+\r
+void PollJoystickMove (void)\r
+{\r
+ int joyx,joyy;\r
+\r
+ INL_GetJoyDelta(joystickport,&joyx,&joyy);\r
+\r
+ if (joystickprogressive)\r
+ {\r
+ if (joyx > 64)\r
+ controlx += (joyx-64)*JOYSCALE*tics;\r
+ else if (joyx < -64)\r
+ controlx -= (-joyx-64)*JOYSCALE*tics;\r
+ if (joyy > 64)\r
+ controlx += (joyy-64)*JOYSCALE*tics;\r
+ else if (joyy < -64)\r
+ controly -= (-joyy-64)*JOYSCALE*tics;\r
+ }\r
+ else if (buttonstate[bt_run])\r
+ {\r
+ if (joyx > 64)\r
+ controlx += RUNMOVE*tics;\r
+ else if (joyx < -64)\r
+ controlx -= RUNMOVE*tics;\r
+ if (joyy > 64)\r
+ controly += RUNMOVE*tics;\r
+ else if (joyy < -64)\r
+ controly -= RUNMOVE*tics;\r
+ }\r
+ else\r
+ {\r
+ if (joyx > 64)\r
+ controlx += BASEMOVE*tics;\r
+ else if (joyx < -64)\r
+ controlx -= BASEMOVE*tics;\r
+ if (joyy > 64)\r
+ controly += BASEMOVE*tics;\r
+ else if (joyy < -64)\r
+ controly -= BASEMOVE*tics;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PollControls\r
+=\r
+= Gets user or demo input, call once each frame\r
+=\r
+= controlx set between -100 and 100 per tic\r
+= controly\r
+= buttonheld[] the state of the buttons LAST frame\r
+= buttonstate[] the state of the buttons THIS frame\r
+=\r
+===================\r
+*/\r
+\r
+void PollControls (void)\r
+{\r
+ int max,min,i;\r
+ byte buttonbits;\r
+\r
+//\r
+// get timing info for last frame\r
+//\r
+ if (demoplayback)\r
+ {\r
+ while (TimeCount<lasttimecount+DEMOTICS)\r
+ ;\r
+ TimeCount = lasttimecount + DEMOTICS;\r
+ lasttimecount += DEMOTICS;\r
+ tics = DEMOTICS;\r
+ }\r
+ else if (demorecord) // demo recording and playback needs\r
+ { // to be constant\r
+//\r
+// take DEMOTICS or more tics, and modify Timecount to reflect time taken\r
+//\r
+ while (TimeCount<lasttimecount+DEMOTICS)\r
+ ;\r
+ TimeCount = lasttimecount + DEMOTICS;\r
+ lasttimecount += DEMOTICS;\r
+ tics = DEMOTICS;\r
+ }\r
+ else\r
+ CalcTics ();\r
+\r
+ controlx = 0;\r
+ controly = 0;\r
+ memcpy (buttonheld,buttonstate,sizeof(buttonstate));\r
+ memset (buttonstate,0,sizeof(buttonstate));\r
+\r
+ if (demoplayback)\r
+ {\r
+ //\r
+ // read commands from demo buffer\r
+ //\r
+ buttonbits = *demoptr++;\r
+ for (i=0;i<NUMBUTTONS;i++)\r
+ {\r
+ buttonstate[i] = buttonbits&1;\r
+ buttonbits >>= 1;\r
+ }\r
+\r
+ controlx = *demoptr++;\r
+ controly = *demoptr++;\r
+\r
+ if (demoptr == lastdemoptr)\r
+ playstate = ex_completed; // demo is done\r
+\r
+ controlx *= (int)tics;\r
+ controly *= (int)tics;\r
+\r
+ return;\r
+ }\r
+\r
+\r
+//\r
+// get button states\r
+//\r
+ PollKeyboardButtons ();\r
+\r
+ if (mouseenabled)\r
+ PollMouseButtons ();\r
+\r
+ if (joystickenabled)\r
+ PollJoystickButtons ();\r
+\r
+//\r
+// get movements\r
+//\r
+ PollKeyboardMove ();\r
+\r
+ if (mouseenabled)\r
+ PollMouseMove ();\r
+\r
+ if (joystickenabled)\r
+ PollJoystickMove ();\r
+\r
+//\r
+// bound movement to a maximum\r
+//\r
+ max = 100*tics;\r
+ min = -max;\r
+ if (controlx > max)\r
+ controlx = max;\r
+ else if (controlx < min)\r
+ controlx = min;\r
+\r
+ if (controly > max)\r
+ controly = max;\r
+ else if (controly < min)\r
+ controly = min;\r
+\r
+ if (demorecord)\r
+ {\r
+ //\r
+ // save info out to demo buffer\r
+ //\r
+ controlx /= (int)tics;\r
+ controly /= (int)tics;\r
+\r
+ buttonbits = 0;\r
+\r
+ for (i=NUMBUTTONS-1;i>=0;i--)\r
+ {\r
+ buttonbits <<= 1;\r
+ if (buttonstate[i])\r
+ buttonbits |= 1;\r
+ }\r
+\r
+ *demoptr++ = buttonbits;\r
+ *demoptr++ = controlx;\r
+ *demoptr++ = controly;\r
+\r
+ if (demoptr >= lastdemoptr)\r
+ Quit ("Demo buffer overflowed!");\r
+\r
+ controlx *= (int)tics;\r
+ controly *= (int)tics;\r
+ }\r
+}\r
+\r
+\r
+\r
+//==========================================================================\r
+\r
+\r
+\r
+///////////////////////////////////////////////////////////////////////////\r
+//\r
+// CenterWindow() - Generates a window of a given width & height in the\r
+// middle of the screen\r
+//\r
+///////////////////////////////////////////////////////////////////////////\r
+\r
+#define MAXX 320\r
+#define MAXY 160\r
+\r
+void CenterWindow(word w,word h)\r
+{\r
+ FixOfs ();\r
+ US_DrawWindow(((MAXX / 8) - w) / 2,((MAXY / 8) - h) / 2,w,h);\r
+}\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CheckKeys\r
+=\r
+=====================\r
+*/\r
+\r
+void CheckKeys (void)\r
+{\r
+ int i;\r
+ byte scan;\r
+ unsigned temp;\r
+\r
+\r
+ if (screenfaded || demoplayback) // don't do anything with a faded screen\r
+ return;\r
+\r
+ scan = LastScan;\r
+\r
+\r
+ #ifdef SPEAR\r
+ //\r
+ // SECRET CHEAT CODE: TAB-G-F10\r
+ //\r
+ if (Keyboard[sc_Tab] &&\r
+ Keyboard[sc_G] &&\r
+ Keyboard[sc_F10])\r
+ {\r
+ WindowH = 160;\r
+ if (godmode)\r
+ {\r
+ Message ("God mode OFF");\r
+ SD_PlaySound (NOBONUSSND);\r
+ }\r
+ else\r
+ {\r
+ Message ("God mode ON");\r
+ SD_PlaySound (ENDBONUS2SND);\r
+ }\r
+\r
+ IN_Ack();\r
+ godmode ^= 1;\r
+ DrawAllPlayBorderSides ();\r
+ IN_ClearKeysDown();\r
+ return;\r
+ }\r
+ #endif\r
+\r
+\r
+ //\r
+ // SECRET CHEAT CODE: 'MLI'\r
+ //\r
+ if (Keyboard[sc_M] &&\r
+ Keyboard[sc_L] &&\r
+ Keyboard[sc_I])\r
+ {\r
+ gamestate.health = 100;\r
+ gamestate.ammo = 99;\r
+ gamestate.keys = 3;\r
+ gamestate.score = 0;\r
+ gamestate.TimeCount += 42000L;\r
+ GiveWeapon (wp_chaingun);\r
+\r
+ DrawWeapon();\r
+ DrawHealth();\r
+ DrawKeys();\r
+ DrawAmmo();\r
+ DrawScore();\r
+\r
+ ClearMemory ();\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ ClearSplitVWB ();\r
+ VW_ScreenToScreen (displayofs,bufferofs,80,160);\r
+\r
+ Message(STR_CHEATER1"\n"\r
+ STR_CHEATER2"\n\n"\r
+ STR_CHEATER3"\n"\r
+ STR_CHEATER4"\n"\r
+ STR_CHEATER5);\r
+\r
+ UNCACHEGRCHUNK(STARTFONT+1);\r
+ PM_CheckMainMem ();\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+\r
+ DrawAllPlayBorder ();\r
+ }\r
+\r
+ //\r
+ // OPEN UP DEBUG KEYS\r
+ //\r
+#ifndef SPEAR\r
+ if (Keyboard[sc_BackSpace] &&\r
+ Keyboard[sc_LShift] &&\r
+ Keyboard[sc_Alt] &&\r
+ MS_CheckParm("goobers"))\r
+#else\r
+ if (Keyboard[sc_BackSpace] &&\r
+ Keyboard[sc_LShift] &&\r
+ Keyboard[sc_Alt] &&\r
+ MS_CheckParm("debugmode"))\r
+#endif\r
+ {\r
+ ClearMemory ();\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ ClearSplitVWB ();\r
+ VW_ScreenToScreen (displayofs,bufferofs,80,160);\r
+\r
+ Message("Debugging keys are\nnow available!");\r
+ UNCACHEGRCHUNK(STARTFONT+1);\r
+ PM_CheckMainMem ();\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+\r
+ DrawAllPlayBorderSides ();\r
+ DebugOk=1;\r
+ }\r
+\r
+ //\r
+ // TRYING THE KEEN CHEAT CODE!\r
+ //\r
+ if (Keyboard[sc_B] &&\r
+ Keyboard[sc_A] &&\r
+ Keyboard[sc_T])\r
+ {\r
+ ClearMemory ();\r
+ CA_CacheGrChunk (STARTFONT+1);\r
+ ClearSplitVWB ();\r
+ VW_ScreenToScreen (displayofs,bufferofs,80,160);\r
+\r
+ Message("Commander Keen is also\n"\r
+ "available from Apogee, but\n"\r
+ "then, you already know\n"\r
+ "that - right, Cheatmeister?!");\r
+\r
+ UNCACHEGRCHUNK(STARTFONT+1);\r
+ PM_CheckMainMem ();\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+\r
+ DrawAllPlayBorder ();\r
+ }\r
+\r
+//\r
+// pause key weirdness can't be checked as a scan code\r
+//\r
+ if (Paused)\r
+ {\r
+ bufferofs = displayofs;\r
+ LatchDrawPic (20-4,80-2*8,PAUSEDPIC);\r
+ SD_MusicOff();\r
+ IN_Ack();\r
+ IN_ClearKeysDown ();\r
+ SD_MusicOn();\r
+ Paused = false;\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+ return;\r
+ }\r
+\r
+\r
+//\r
+// F1-F7/ESC to enter control panel\r
+//\r
+ if (\r
+#ifndef DEBCHECK\r
+ scan == sc_F10 ||\r
+#endif\r
+ scan == sc_F9 ||\r
+ scan == sc_F7 ||\r
+ scan == sc_F8) // pop up quit dialog\r
+ {\r
+ ClearMemory ();\r
+ ClearSplitVWB ();\r
+ VW_ScreenToScreen (displayofs,bufferofs,80,160);\r
+ US_ControlPanel(scan);\r
+\r
+ DrawAllPlayBorderSides ();\r
+\r
+ if (scan == sc_F9)\r
+ StartMusic ();\r
+\r
+ PM_CheckMainMem ();\r
+ SETFONTCOLOR(0,15);\r
+ IN_ClearKeysDown();\r
+ return;\r
+ }\r
+\r
+ if ( (scan >= sc_F1 && scan <= sc_F9) || scan == sc_Escape)\r
+ {\r
+ StopMusic ();\r
+ ClearMemory ();\r
+ VW_FadeOut ();\r
+\r
+ US_ControlPanel(scan);\r
+\r
+ SETFONTCOLOR(0,15);\r
+ IN_ClearKeysDown();\r
+ DrawPlayScreen ();\r
+ if (!startgame && !loadedgame)\r
+ {\r
+ VW_FadeIn ();\r
+ StartMusic ();\r
+ }\r
+ if (loadedgame)\r
+ playstate = ex_abort;\r
+ lasttimecount = TimeCount;\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+ PM_CheckMainMem ();\r
+ return;\r
+ }\r
+\r
+//\r
+// TAB-? debug keys\r
+//\r
+ if (Keyboard[sc_Tab] && DebugOk)\r
+ {\r
+ CA_CacheGrChunk (STARTFONT);\r
+ fontnumber=0;\r
+ SETFONTCOLOR(0,15);\r
+ DebugKeys();\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+ lasttimecount = TimeCount;\r
+ return;\r
+ }\r
+\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+/*\r
+#############################################################################\r
+\r
+ The objlist data structure\r
+\r
+#############################################################################\r
+\r
+objlist containt structures for every actor currently playing. The structure\r
+is accessed as a linked list starting at *player, ending when ob->next ==\r
+NULL. GetNewObj inserts a new object at the end of the list, meaning that\r
+if an actor spawn another actor, the new one WILL get to think and react the\r
+same frame. RemoveObj unlinks the given object and returns it to the free\r
+list, but does not damage the objects ->next pointer, so if the current object\r
+removes itself, a linked list following loop can still safely get to the\r
+next element.\r
+\r
+<backwardly linked free list>\r
+\r
+#############################################################################\r
+*/\r
+\r
+\r
+/*\r
+=========================\r
+=\r
+= InitActorList\r
+=\r
+= Call to clear out the actor object lists returning them all to the free\r
+= list. Allocates a special spot for the player.\r
+=\r
+=========================\r
+*/\r
+\r
+int objcount;\r
+\r
+void InitActorList (void)\r
+{\r
+ int i;\r
+\r
+//\r
+// init the actor lists\r
+//\r
+ for (i=0;i<MAXACTORS;i++)\r
+ {\r
+ objlist[i].prev = &objlist[i+1];\r
+ objlist[i].next = NULL;\r
+ }\r
+\r
+ objlist[MAXACTORS-1].prev = NULL;\r
+\r
+ objfreelist = &objlist[0];\r
+ lastobj = NULL;\r
+\r
+ objcount = 0;\r
+\r
+//\r
+// give the player the first free spots\r
+//\r
+ GetNewActor ();\r
+ player = new;\r
+\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=========================\r
+=\r
+= GetNewActor\r
+=\r
+= Sets the global variable new to point to a free spot in objlist.\r
+= The free spot is inserted at the end of the liked list\r
+=\r
+= When the object list is full, the caller can either have it bomb out ot\r
+= return a dummy object pointer that will never get used\r
+=\r
+=========================\r
+*/\r
+\r
+void GetNewActor (void)\r
+{\r
+ if (!objfreelist)\r
+ Quit ("GetNewActor: No free spots in objlist!");\r
+\r
+ new = objfreelist;\r
+ objfreelist = new->prev;\r
+ memset (new,0,sizeof(*new));\r
+\r
+ if (lastobj)\r
+ lastobj->next = new;\r
+ new->prev = lastobj; // new->next is allready NULL from memset\r
+\r
+ new->active = false;\r
+ lastobj = new;\r
+\r
+ objcount++;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=========================\r
+=\r
+= RemoveObj\r
+=\r
+= Add the given object back into the free list, and unlink it from it's\r
+= neighbors\r
+=\r
+=========================\r
+*/\r
+\r
+void RemoveObj (objtype *gone)\r
+{\r
+ objtype **spotat;\r
+\r
+ if (gone == player)\r
+ Quit ("RemoveObj: Tried to remove the player!");\r
+\r
+ gone->state = NULL;\r
+\r
+//\r
+// fix the next object's back link\r
+//\r
+ if (gone == lastobj)\r
+ lastobj = (objtype *)gone->prev;\r
+ else\r
+ gone->next->prev = gone->prev;\r
+\r
+//\r
+// fix the previous object's forward link\r
+//\r
+ gone->prev->next = gone->next;\r
+\r
+//\r
+// add it back in to the free list\r
+//\r
+ gone->prev = objfreelist;\r
+ objfreelist = gone;\r
+\r
+ objcount--;\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MUSIC STUFF\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= StopMusic\r
+=\r
+=================\r
+*/\r
+\r
+void StopMusic(void)\r
+{\r
+ int i;\r
+\r
+ SD_MusicOff();\r
+ for (i = 0;i < LASTMUSIC;i++)\r
+ if (audiosegs[STARTMUSIC + i])\r
+ {\r
+ MM_SetPurge(&((memptr)audiosegs[STARTMUSIC + i]),3);\r
+ MM_SetLock(&((memptr)audiosegs[STARTMUSIC + i]),false);\r
+ }\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= StartMusic\r
+=\r
+=================\r
+*/\r
+\r
+void StartMusic(void)\r
+{\r
+ musicnames chunk;\r
+\r
+ SD_MusicOff();\r
+ chunk = songs[gamestate.mapon+gamestate.episode*10];\r
+\r
+// if ((chunk == -1) || (MusicMode != smm_AdLib))\r
+//DEBUG control panel return;\r
+\r
+ MM_BombOnError (false);\r
+ CA_CacheAudioChunk(STARTMUSIC + chunk);\r
+ MM_BombOnError (true);\r
+ if (mmerror)\r
+ mmerror = false;\r
+ else\r
+ {\r
+ MM_SetLock(&((memptr)audiosegs[STARTMUSIC + chunk]),true);\r
+ SD_StartMusic((MusicGroup far *)audiosegs[STARTMUSIC + chunk]);\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PALETTE SHIFTING STUFF\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define NUMREDSHIFTS 6\r
+#define REDSTEPS 8\r
+\r
+#define NUMWHITESHIFTS 3\r
+#define WHITESTEPS 20\r
+#define WHITETICS 6\r
+\r
+\r
+byte far redshifts[NUMREDSHIFTS][768];\r
+byte far whiteshifts[NUMREDSHIFTS][768];\r
+\r
+int damagecount,bonuscount;\r
+boolean palshifted;\r
+\r
+extern byte far gamepal;\r
+\r
+/*\r
+=====================\r
+=\r
+= InitRedShifts\r
+=\r
+=====================\r
+*/\r
+\r
+void InitRedShifts (void)\r
+{\r
+ byte far *workptr, far *baseptr;\r
+ int i,j,delta;\r
+\r
+\r
+//\r
+// fade through intermediate frames\r
+//\r
+ for (i=1;i<=NUMREDSHIFTS;i++)\r
+ {\r
+ workptr = (byte far *)&redshifts[i-1][0];\r
+ baseptr = &gamepal;\r
+\r
+ for (j=0;j<=255;j++)\r
+ {\r
+ delta = 64-*baseptr;\r
+ *workptr++ = *baseptr++ + delta * i / REDSTEPS;\r
+ delta = -*baseptr;\r
+ *workptr++ = *baseptr++ + delta * i / REDSTEPS;\r
+ delta = -*baseptr;\r
+ *workptr++ = *baseptr++ + delta * i / REDSTEPS;\r
+ }\r
+ }\r
+\r
+ for (i=1;i<=NUMWHITESHIFTS;i++)\r
+ {\r
+ workptr = (byte far *)&whiteshifts[i-1][0];\r
+ baseptr = &gamepal;\r
+\r
+ for (j=0;j<=255;j++)\r
+ {\r
+ delta = 64-*baseptr;\r
+ *workptr++ = *baseptr++ + delta * i / WHITESTEPS;\r
+ delta = 62-*baseptr;\r
+ *workptr++ = *baseptr++ + delta * i / WHITESTEPS;\r
+ delta = 0-*baseptr;\r
+ *workptr++ = *baseptr++ + delta * i / WHITESTEPS;\r
+ }\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= ClearPaletteShifts\r
+=\r
+=====================\r
+*/\r
+\r
+void ClearPaletteShifts (void)\r
+{\r
+ bonuscount = damagecount = 0;\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= StartBonusFlash\r
+=\r
+=====================\r
+*/\r
+\r
+void StartBonusFlash (void)\r
+{\r
+ bonuscount = NUMWHITESHIFTS*WHITETICS; // white shift palette\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= StartDamageFlash\r
+=\r
+=====================\r
+*/\r
+\r
+void StartDamageFlash (int damage)\r
+{\r
+ damagecount += damage;\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= UpdatePaletteShifts\r
+=\r
+=====================\r
+*/\r
+\r
+void UpdatePaletteShifts (void)\r
+{\r
+ int red,white;\r
+\r
+ if (bonuscount)\r
+ {\r
+ white = bonuscount/WHITETICS +1;\r
+ if (white>NUMWHITESHIFTS)\r
+ white = NUMWHITESHIFTS;\r
+ bonuscount -= tics;\r
+ if (bonuscount < 0)\r
+ bonuscount = 0;\r
+ }\r
+ else\r
+ white = 0;\r
+\r
+\r
+ if (damagecount)\r
+ {\r
+ red = damagecount/10 +1;\r
+ if (red>NUMREDSHIFTS)\r
+ red = NUMREDSHIFTS;\r
+\r
+ damagecount -= tics;\r
+ if (damagecount < 0)\r
+ damagecount = 0;\r
+ }\r
+ else\r
+ red = 0;\r
+\r
+ if (red)\r
+ {\r
+ VW_WaitVBL(1);\r
+ VL_SetPalette (redshifts[red-1]);\r
+ palshifted = true;\r
+ }\r
+ else if (white)\r
+ {\r
+ VW_WaitVBL(1);\r
+ VL_SetPalette (whiteshifts[white-1]);\r
+ palshifted = true;\r
+ }\r
+ else if (palshifted)\r
+ {\r
+ VW_WaitVBL(1);\r
+ VL_SetPalette (&gamepal); // back to normal\r
+ palshifted = false;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= FinishPaletteShifts\r
+=\r
+= Resets palette to normal if needed\r
+=\r
+=====================\r
+*/\r
+\r
+void FinishPaletteShifts (void)\r
+{\r
+ if (palshifted)\r
+ {\r
+ palshifted = 0;\r
+ VW_WaitVBL(1);\r
+ VL_SetPalette (&gamepal);\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CORE PLAYLOOP\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= DoActor\r
+=\r
+=====================\r
+*/\r
+\r
+void DoActor (objtype *ob)\r
+{\r
+ void (*think)(objtype *);\r
+\r
+ if (!ob->active && !areabyplayer[ob->areanumber])\r
+ return;\r
+\r
+ if (!(ob->flags&(FL_NONMARK|FL_NEVERMARK)) )\r
+ actorat[ob->tilex][ob->tiley] = NULL;\r
+\r
+//\r
+// non transitional object\r
+//\r
+\r
+ if (!ob->ticcount)\r
+ {\r
+ think = ob->state->think;\r
+ if (think)\r
+ {\r
+ think (ob);\r
+ if (!ob->state)\r
+ {\r
+ RemoveObj (ob);\r
+ return;\r
+ }\r
+ }\r
+\r
+ if (ob->flags&FL_NEVERMARK)\r
+ return;\r
+\r
+ if ( (ob->flags&FL_NONMARK) && actorat[ob->tilex][ob->tiley])\r
+ return;\r
+\r
+ actorat[ob->tilex][ob->tiley] = ob;\r
+ return;\r
+ }\r
+\r
+//\r
+// transitional object\r
+//\r
+ ob->ticcount-=tics;\r
+ while ( ob->ticcount <= 0)\r
+ {\r
+ think = ob->state->action; // end of state action\r
+ if (think)\r
+ {\r
+ think (ob);\r
+ if (!ob->state)\r
+ {\r
+ RemoveObj (ob);\r
+ return;\r
+ }\r
+ }\r
+\r
+ ob->state = ob->state->next;\r
+\r
+ if (!ob->state)\r
+ {\r
+ RemoveObj (ob);\r
+ return;\r
+ }\r
+\r
+ if (!ob->state->tictime)\r
+ {\r
+ ob->ticcount = 0;\r
+ goto think;\r
+ }\r
+\r
+ ob->ticcount += ob->state->tictime;\r
+ }\r
+\r
+think:\r
+ //\r
+ // think\r
+ //\r
+ think = ob->state->think;\r
+ if (think)\r
+ {\r
+ think (ob);\r
+ if (!ob->state)\r
+ {\r
+ RemoveObj (ob);\r
+ return;\r
+ }\r
+ }\r
+\r
+ if (ob->flags&FL_NEVERMARK)\r
+ return;\r
+\r
+ if ( (ob->flags&FL_NONMARK) && actorat[ob->tilex][ob->tiley])\r
+ return;\r
+\r
+ actorat[ob->tilex][ob->tiley] = ob;\r
+}\r
+\r
+//==========================================================================\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= PlayLoop\r
+=\r
+===================\r
+*/\r
+long funnyticount;\r
+\r
+\r
+void PlayLoop (void)\r
+{\r
+ int give;\r
+ int helmetangle;\r
+\r
+ playstate = TimeCount = lasttimecount = 0;\r
+ frameon = 0;\r
+ running = false;\r
+ anglefrac = 0;\r
+ facecount = 0;\r
+ funnyticount = 0;\r
+ memset (buttonstate,0,sizeof(buttonstate));\r
+ ClearPaletteShifts ();\r
+\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+\r
+ if (demoplayback)\r
+ IN_StartAck ();\r
+\r
+ do\r
+ {\r
+ if (virtualreality)\r
+ {\r
+ helmetangle = peek (0x40,0xf0);\r
+ player->angle += helmetangle;\r
+ if (player->angle >= ANGLES)\r
+ player->angle -= ANGLES;\r
+ }\r
+\r
+\r
+ PollControls();\r
+\r
+//\r
+// actor thinking\r
+//\r
+ madenoise = false;\r
+\r
+ MoveDoors ();\r
+ MovePWalls ();\r
+\r
+ for (obj = player;obj;obj = obj->next)\r
+ DoActor (obj);\r
+\r
+ UpdatePaletteShifts ();\r
+\r
+ ThreeDRefresh ();\r
+\r
+ //\r
+ // MAKE FUNNY FACE IF BJ DOESN'T MOVE FOR AWHILE\r
+ //\r
+ #ifdef SPEAR\r
+ funnyticount += tics;\r
+ if (funnyticount > 30l*70)\r
+ {\r
+ funnyticount = 0;\r
+ StatusDrawPic (17,4,BJWAITING1PIC+(US_RndT()&1));\r
+ facecount = 0;\r
+ }\r
+ #endif\r
+\r
+ gamestate.TimeCount+=tics;\r
+\r
+ SD_Poll ();\r
+ UpdateSoundLoc(); // JAB\r
+\r
+ if (screenfaded)\r
+ VW_FadeIn ();\r
+\r
+ CheckKeys();\r
+\r
+//\r
+// debug aids\r
+//\r
+ if (singlestep)\r
+ {\r
+ VW_WaitVBL(14);\r
+ lasttimecount = TimeCount;\r
+ }\r
+ if (extravbls)\r
+ VW_WaitVBL(extravbls);\r
+\r
+ if (demoplayback)\r
+ {\r
+ if (IN_CheckAck ())\r
+ {\r
+ IN_ClearKeysDown ();\r
+ playstate = ex_abort;\r
+ }\r
+ }\r
+\r
+\r
+ if (virtualreality)\r
+ {\r
+ player->angle -= helmetangle;\r
+ if (player->angle < 0)\r
+ player->angle += ANGLES;\r
+ }\r
+\r
+ }while (!playstate && !startgame);\r
+\r
+ if (playstate != ex_died)\r
+ FinishPaletteShifts ();\r
+}\r
+\r
--- /dev/null
+// WL_SCALE.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+#define OP_RETF 0xcb\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GLOBALS\r
+\r
+=============================================================================\r
+*/\r
+\r
+t_compscale _seg *scaledirectory[MAXSCALEHEIGHT+1];\r
+long fullscalefarcall[MAXSCALEHEIGHT+1];\r
+\r
+int maxscale,maxscaleshl2;\r
+\r
+boolean insetupscaling;\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCALS\r
+\r
+=============================================================================\r
+*/\r
+\r
+t_compscale _seg *work;\r
+unsigned BuildCompScale (int height, memptr *finalspot);\r
+\r
+int stepbytwo;\r
+\r
+//===========================================================================\r
+\r
+/*\r
+==============\r
+=\r
+= BadScale\r
+=\r
+==============\r
+*/\r
+\r
+void far BadScale (void)\r
+{\r
+ Quit ("BadScale called!");\r
+}\r
+\r
+\r
+/*\r
+==========================\r
+=\r
+= SetupScaling\r
+=\r
+==========================\r
+*/\r
+\r
+void SetupScaling (int maxscaleheight)\r
+{\r
+ int i,x,y;\r
+ byte far *dest;\r
+\r
+ insetupscaling = true;\r
+\r
+ maxscaleheight/=2; // one scaler every two pixels\r
+\r
+ maxscale = maxscaleheight-1;\r
+ maxscaleshl2 = maxscale<<2;\r
+\r
+//\r
+// free up old scalers\r
+//\r
+ for (i=1;i<MAXSCALEHEIGHT;i++)\r
+ {\r
+ if (scaledirectory[i])\r
+ MM_FreePtr (&(memptr)scaledirectory[i]);\r
+ if (i>=stepbytwo)\r
+ i += 2;\r
+ }\r
+ memset (scaledirectory,0,sizeof(scaledirectory));\r
+\r
+ MM_SortMem ();\r
+\r
+//\r
+// build the compiled scalers\r
+//\r
+ stepbytwo = viewheight/2; // save space by double stepping\r
+ MM_GetPtr (&(memptr)work,20000);\r
+\r
+ for (i=1;i<=maxscaleheight;i++)\r
+ {\r
+ BuildCompScale (i*2,&(memptr)scaledirectory[i]);\r
+ if (i>=stepbytwo)\r
+ i+= 2;\r
+ }\r
+ MM_FreePtr (&(memptr)work);\r
+\r
+//\r
+// compact memory and lock down scalers\r
+//\r
+ MM_SortMem ();\r
+ for (i=1;i<=maxscaleheight;i++)\r
+ {\r
+ MM_SetLock (&(memptr)scaledirectory[i],true);\r
+ fullscalefarcall[i] = (unsigned)scaledirectory[i];\r
+ fullscalefarcall[i] <<=16;\r
+ fullscalefarcall[i] += scaledirectory[i]->codeofs[0];\r
+ if (i>=stepbytwo)\r
+ {\r
+ scaledirectory[i+1] = scaledirectory[i];\r
+ fullscalefarcall[i+1] = fullscalefarcall[i];\r
+ scaledirectory[i+2] = scaledirectory[i];\r
+ fullscalefarcall[i+2] = fullscalefarcall[i];\r
+ i+=2;\r
+ }\r
+ }\r
+ scaledirectory[0] = scaledirectory[1];\r
+ fullscalefarcall[0] = fullscalefarcall[1];\r
+\r
+//\r
+// check for oversize wall drawing\r
+//\r
+ for (i=maxscaleheight;i<MAXSCALEHEIGHT;i++)\r
+ fullscalefarcall[i] = (long)BadScale;\r
+\r
+ insetupscaling = false;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+========================\r
+=\r
+= BuildCompScale\r
+=\r
+= Builds a compiled scaler object that will scale a 64 tall object to\r
+= the given height (centered vertically on the screen)\r
+=\r
+= height should be even\r
+=\r
+= Call with\r
+= ---------\r
+= DS:SI Source for scale\r
+= ES:DI Dest for scale\r
+=\r
+= Calling the compiled scaler only destroys AL\r
+=\r
+========================\r
+*/\r
+\r
+unsigned BuildCompScale (int height, memptr *finalspot)\r
+{\r
+ byte far *code;\r
+\r
+ int i;\r
+ long fix,step;\r
+ unsigned src,totalscaled,totalsize;\r
+ int startpix,endpix,toppix;\r
+\r
+\r
+ step = ((long)height<<16) / 64;\r
+ code = &work->code[0];\r
+ toppix = (viewheight-height)/2;\r
+ fix = 0;\r
+\r
+ for (src=0;src<=64;src++)\r
+ {\r
+ startpix = fix>>16;\r
+ fix += step;\r
+ endpix = fix>>16;\r
+\r
+ if (endpix>startpix)\r
+ work->width[src] = endpix-startpix;\r
+ else\r
+ work->width[src] = 0;\r
+\r
+//\r
+// mark the start of the code\r
+//\r
+ work->codeofs[src] = FP_OFF(code);\r
+\r
+//\r
+// compile some code if the source pixel generates any screen pixels\r
+//\r
+ startpix+=toppix;\r
+ endpix+=toppix;\r
+\r
+ if (startpix == endpix || endpix < 0 || startpix >= viewheight || src == 64)\r
+ continue;\r
+\r
+ //\r
+ // mov al,[si+src]\r
+ //\r
+ *code++ = 0x8a;\r
+ *code++ = 0x44;\r
+ *code++ = src;\r
+\r
+ for (;startpix<endpix;startpix++)\r
+ {\r
+ if (startpix >= viewheight)\r
+ break; // off the bottom of the view area\r
+ if (startpix < 0)\r
+ continue; // not into the view area\r
+\r
+ //\r
+ // mov [es:di+heightofs],al\r
+ //\r
+ *code++ = 0x26;\r
+ *code++ = 0x88;\r
+ *code++ = 0x85;\r
+ *((unsigned far *)code)++ = startpix*SCREENBWIDE;\r
+ }\r
+\r
+ }\r
+\r
+//\r
+// retf\r
+//\r
+ *code++ = 0xcb;\r
+\r
+ totalsize = FP_OFF(code);\r
+ MM_GetPtr (finalspot,totalsize);\r
+ _fmemcpy ((byte _seg *)(*finalspot),(byte _seg *)work,totalsize);\r
+\r
+ return totalsize;\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ScaleLine\r
+=\r
+= linescale should have the high word set to the segment of the scaler\r
+=\r
+=======================\r
+*/\r
+\r
+extern int slinex,slinewidth;\r
+extern unsigned far *linecmds;\r
+extern long linescale;\r
+extern unsigned maskword;\r
+\r
+byte mask1,mask2,mask3;\r
+\r
+\r
+void near ScaleLine (void)\r
+{\r
+asm mov cx,WORD PTR [linescale+2]\r
+asm mov es,cx // segment of scaler\r
+\r
+asm mov bp,WORD PTR [linecmds]\r
+asm mov dx,SC_INDEX+1 // to set SC_MAPMASK\r
+\r
+asm mov bx,[slinex]\r
+asm mov di,bx\r
+asm shr di,1 // X in bytes\r
+asm shr di,1\r
+asm add di,[bufferofs]\r
+asm and bx,3\r
+/* begin 8086 hack\r
+asm shl bx,3\r
+*/\r
+asm push cx\r
+asm mov cl,3\r
+asm shl bx,cl\r
+asm pop cx\r
+/* end 8086 hack */\r
+asm add bx,[slinewidth] // bx = (pixel*8+pixwidth)\r
+asm mov al,BYTE [mapmasks3-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ds,WORD PTR [linecmds+2]\r
+asm or al,al\r
+asm jz notthreebyte // scale across three bytes\r
+asm jmp threebyte\r
+notthreebyte:\r
+asm mov al,BYTE PTR ss:[mapmasks2-1+bx] // -1 because pixwidth of 1 is first\r
+asm or al,al\r
+asm jnz twobyte // scale across two bytes\r
+\r
+//\r
+// one byte scaling\r
+//\r
+asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first\r
+asm out dx,al // set map mask register\r
+\r
+scalesingle:\r
+\r
+asm mov bx,[ds:bp] // table location of rtl to patch\r
+asm or bx,bx\r
+asm jz linedone // 0 signals end of segment list\r
+asm mov bx,[es:bx]\r
+asm mov dl,[es:bx] // save old value\r
+asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in\r
+asm mov si,[ds:bp+4] // table location of entry spot\r
+asm mov ax,[es:si]\r
+asm mov WORD PTR ss:[linescale],ax // call here to start scaling\r
+asm mov si,[ds:bp+2] // corrected top of shape for this segment\r
+asm add bp,6 // next segment list\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm call ss:[linescale] // scale the segment of pixels\r
+\r
+asm mov es,cx // segment of scaler\r
+asm mov BYTE PTR es:[bx],dl // unpatch the RETF\r
+asm jmp scalesingle // do the next segment\r
+\r
+\r
+//\r
+// done\r
+//\r
+linedone:\r
+asm mov ax,ss\r
+asm mov ds,ax\r
+return;\r
+\r
+//\r
+// two byte scaling\r
+//\r
+twobyte:\r
+asm mov ss:[mask2],al\r
+asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ss:[mask1],al\r
+\r
+scaledouble:\r
+\r
+asm mov bx,[ds:bp] // table location of rtl to patch\r
+asm or bx,bx\r
+asm jz linedone // 0 signals end of segment list\r
+asm mov bx,[es:bx]\r
+asm mov cl,[es:bx] // save old value\r
+asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in\r
+asm mov si,[ds:bp+4] // table location of entry spot\r
+asm mov ax,[es:si]\r
+asm mov WORD PTR ss:[linescale],ax // call here to start scaling\r
+asm mov si,[ds:bp+2] // corrected top of shape for this segment\r
+asm add bp,6 // next segment list\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm mov al,ss:[mask1]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm inc di\r
+asm mov al,ss:[mask2]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm dec di\r
+\r
+asm mov es,WORD PTR ss:[linescale+2] // segment of scaler\r
+asm mov BYTE PTR es:[bx],cl // unpatch the RETF\r
+asm jmp scaledouble // do the next segment\r
+\r
+\r
+//\r
+// three byte scaling\r
+//\r
+threebyte:\r
+asm mov ss:[mask3],al\r
+asm mov al,BYTE PTR ss:[mapmasks2-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ss:[mask2],al\r
+asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first\r
+asm mov ss:[mask1],al\r
+\r
+scaletriple:\r
+\r
+asm mov bx,[ds:bp] // table location of rtl to patch\r
+asm or bx,bx\r
+asm jz linedone // 0 signals end of segment list\r
+asm mov bx,[es:bx]\r
+asm mov cl,[es:bx] // save old value\r
+asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in\r
+asm mov si,[ds:bp+4] // table location of entry spot\r
+asm mov ax,[es:si]\r
+asm mov WORD PTR ss:[linescale],ax // call here to start scaling\r
+asm mov si,[ds:bp+2] // corrected top of shape for this segment\r
+asm add bp,6 // next segment list\r
+\r
+asm mov ax,SCREENSEG\r
+asm mov es,ax\r
+asm mov al,ss:[mask1]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm inc di\r
+asm mov al,ss:[mask2]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm inc di\r
+asm mov al,ss:[mask3]\r
+asm out dx,al // set map mask register\r
+asm call ss:[linescale] // scale the segment of pixels\r
+asm dec di\r
+asm dec di\r
+\r
+asm mov es,WORD PTR ss:[linescale+2] // segment of scaler\r
+asm mov BYTE PTR es:[bx],cl // unpatch the RETF\r
+asm jmp scaletriple // do the next segment\r
+\r
+\r
+}\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= ScaleShape\r
+=\r
+= Draws a compiled shape at [scale] pixels high\r
+=\r
+= each vertical line of the shape has a pointer to segment data:\r
+= end of segment pixel*2 (0 terminates line) used to patch rtl in scaler\r
+= top of virtual line with segment in proper place\r
+= start of segment pixel*2, used to jsl into compiled scaler\r
+= <repeat>\r
+=\r
+= Setup for call\r
+= --------------\r
+= GC_MODE read mode 1, write mode 2\r
+= GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff\r
+= GC_INDEX pointing at GC_BITMASK\r
+=\r
+=======================\r
+*/\r
+\r
+static long longtemp;\r
+\r
+void ScaleShape (int xcenter, int shapenum, unsigned height)\r
+{\r
+ t_compshape _seg *shape;\r
+ t_compscale _seg *comptable;\r
+ unsigned scale,srcx,stopx,tempx;\r
+ int t;\r
+ unsigned far *cmdptr;\r
+ boolean leftvis,rightvis;\r
+\r
+\r
+ shape = PM_GetSpritePage (shapenum);\r
+\r
+ scale = height>>3; // low three bits are fractional\r
+ if (!scale || scale>maxscale)\r
+ return; // too close or far away\r
+ comptable = scaledirectory[scale];\r
+\r
+ *(((unsigned *)&linescale)+1)=(unsigned)comptable; // seg of far call\r
+ *(((unsigned *)&linecmds)+1)=(unsigned)shape; // seg of shape\r
+\r
+//\r
+// scale to the left (from pixel 31 to shape->leftpix)\r
+//\r
+ srcx = 32;\r
+ slinex = xcenter;\r
+ stopx = shape->leftpix;\r
+ cmdptr = &shape->dataofs[31-stopx];\r
+\r
+ while ( --srcx >=stopx && slinex>0)\r
+ {\r
+ (unsigned)linecmds = *cmdptr--;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ if (slinewidth == 1)\r
+ {\r
+ slinex--;\r
+ if (slinex<viewwidth)\r
+ {\r
+ if (wallheight[slinex] >= height)\r
+ continue; // obscured by closer wall\r
+ ScaleLine ();\r
+ }\r
+ continue;\r
+ }\r
+\r
+ //\r
+ // handle multi pixel lines\r
+ //\r
+ if (slinex>viewwidth)\r
+ {\r
+ slinex -= slinewidth;\r
+ slinewidth = viewwidth-slinex;\r
+ if (slinewidth<1)\r
+ continue; // still off the right side\r
+ }\r
+ else\r
+ {\r
+ if (slinewidth>slinex)\r
+ slinewidth = slinex;\r
+ slinex -= slinewidth;\r
+ }\r
+\r
+\r
+ leftvis = (wallheight[slinex] < height);\r
+ rightvis = (wallheight[slinex+slinewidth-1] < height);\r
+\r
+ if (leftvis)\r
+ {\r
+ if (rightvis)\r
+ ScaleLine ();\r
+ else\r
+ {\r
+ while (wallheight[slinex+slinewidth-1] >= height)\r
+ slinewidth--;\r
+ ScaleLine ();\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (!rightvis)\r
+ continue; // totally obscured\r
+\r
+ while (wallheight[slinex] >= height)\r
+ {\r
+ slinex++;\r
+ slinewidth--;\r
+ }\r
+ ScaleLine ();\r
+ break; // the rest of the shape is gone\r
+ }\r
+ }\r
+\r
+\r
+//\r
+// scale to the right\r
+//\r
+ slinex = xcenter;\r
+ stopx = shape->rightpix;\r
+ if (shape->leftpix<31)\r
+ {\r
+ srcx = 31;\r
+ cmdptr = &shape->dataofs[32-shape->leftpix];\r
+ }\r
+ else\r
+ {\r
+ srcx = shape->leftpix-1;\r
+ cmdptr = &shape->dataofs[0];\r
+ }\r
+ slinewidth = 0;\r
+\r
+ while ( ++srcx <= stopx && (slinex+=slinewidth)<viewwidth)\r
+ {\r
+ (unsigned)linecmds = *cmdptr++;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ if (slinewidth == 1)\r
+ {\r
+ if (slinex>=0 && wallheight[slinex] < height)\r
+ {\r
+ ScaleLine ();\r
+ }\r
+ continue;\r
+ }\r
+\r
+ //\r
+ // handle multi pixel lines\r
+ //\r
+ if (slinex<0)\r
+ {\r
+ if (slinewidth <= -slinex)\r
+ continue; // still off the left edge\r
+\r
+ slinewidth += slinex;\r
+ slinex = 0;\r
+ }\r
+ else\r
+ {\r
+ if (slinex + slinewidth > viewwidth)\r
+ slinewidth = viewwidth-slinex;\r
+ }\r
+\r
+\r
+ leftvis = (wallheight[slinex] < height);\r
+ rightvis = (wallheight[slinex+slinewidth-1] < height);\r
+\r
+ if (leftvis)\r
+ {\r
+ if (rightvis)\r
+ {\r
+ ScaleLine ();\r
+ }\r
+ else\r
+ {\r
+ while (wallheight[slinex+slinewidth-1] >= height)\r
+ slinewidth--;\r
+ ScaleLine ();\r
+ break; // the rest of the shape is gone\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (rightvis)\r
+ {\r
+ while (wallheight[slinex] >= height)\r
+ {\r
+ slinex++;\r
+ slinewidth--;\r
+ }\r
+ ScaleLine ();\r
+ }\r
+ else\r
+ continue; // totally obscured\r
+ }\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+=======================\r
+=\r
+= SimpleScaleShape\r
+=\r
+= NO CLIPPING, height in pixels\r
+=\r
+= Draws a compiled shape at [scale] pixels high\r
+=\r
+= each vertical line of the shape has a pointer to segment data:\r
+= end of segment pixel*2 (0 terminates line) used to patch rtl in scaler\r
+= top of virtual line with segment in proper place\r
+= start of segment pixel*2, used to jsl into compiled scaler\r
+= <repeat>\r
+=\r
+= Setup for call\r
+= --------------\r
+= GC_MODE read mode 1, write mode 2\r
+= GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff\r
+= GC_INDEX pointing at GC_BITMASK\r
+=\r
+=======================\r
+*/\r
+\r
+void SimpleScaleShape (int xcenter, int shapenum, unsigned height)\r
+{\r
+ t_compshape _seg *shape;\r
+ t_compscale _seg *comptable;\r
+ unsigned scale,srcx,stopx,tempx;\r
+ int t;\r
+ unsigned far *cmdptr;\r
+ boolean leftvis,rightvis;\r
+\r
+\r
+ shape = PM_GetSpritePage (shapenum);\r
+\r
+ scale = height>>1;\r
+ comptable = scaledirectory[scale];\r
+\r
+ *(((unsigned *)&linescale)+1)=(unsigned)comptable; // seg of far call\r
+ *(((unsigned *)&linecmds)+1)=(unsigned)shape; // seg of shape\r
+\r
+//\r
+// scale to the left (from pixel 31 to shape->leftpix)\r
+//\r
+ srcx = 32;\r
+ slinex = xcenter;\r
+ stopx = shape->leftpix;\r
+ cmdptr = &shape->dataofs[31-stopx];\r
+\r
+ while ( --srcx >=stopx )\r
+ {\r
+ (unsigned)linecmds = *cmdptr--;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ slinex -= slinewidth;\r
+ ScaleLine ();\r
+ }\r
+\r
+\r
+//\r
+// scale to the right\r
+//\r
+ slinex = xcenter;\r
+ stopx = shape->rightpix;\r
+ if (shape->leftpix<31)\r
+ {\r
+ srcx = 31;\r
+ cmdptr = &shape->dataofs[32-shape->leftpix];\r
+ }\r
+ else\r
+ {\r
+ srcx = shape->leftpix-1;\r
+ cmdptr = &shape->dataofs[0];\r
+ }\r
+ slinewidth = 0;\r
+\r
+ while ( ++srcx <= stopx )\r
+ {\r
+ (unsigned)linecmds = *cmdptr++;\r
+ if ( !(slinewidth = comptable->width[srcx]) )\r
+ continue;\r
+\r
+ ScaleLine ();\r
+ slinex+=slinewidth;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+//\r
+// bit mask tables for drawing scaled strips up to eight pixels wide\r
+//\r
+// down here so the STUPID inline assembler doesn't get confused!\r
+//\r
+\r
+\r
+byte mapmasks1[4][8] = {\r
+{1 ,3 ,7 ,15,15,15,15,15},\r
+{2 ,6 ,14,14,14,14,14,14},\r
+{4 ,12,12,12,12,12,12,12},\r
+{8 ,8 ,8 ,8 ,8 ,8 ,8 ,8} };\r
+\r
+byte mapmasks2[4][8] = {\r
+{0 ,0 ,0 ,0 ,1 ,3 ,7 ,15},\r
+{0 ,0 ,0 ,1 ,3 ,7 ,15,15},\r
+{0 ,0 ,1 ,3 ,7 ,15,15,15},\r
+{0 ,1 ,3 ,7 ,15,15,15,15} };\r
+\r
+byte mapmasks3[4][8] = {\r
+{0 ,0 ,0 ,0 ,0 ,0 ,0 ,0},\r
+{0 ,0 ,0 ,0 ,0 ,0 ,0 ,1},\r
+{0 ,0 ,0 ,0 ,0 ,0 ,1 ,3},\r
+{0 ,0 ,0 ,0 ,0 ,1 ,3 ,7} };\r
+\r
+\r
+unsigned wordmasks[8][8] = {\r
+{0x0080,0x00c0,0x00e0,0x00f0,0x00f8,0x00fc,0x00fe,0x00ff},\r
+{0x0040,0x0060,0x0070,0x0078,0x007c,0x007e,0x007f,0x807f},\r
+{0x0020,0x0030,0x0038,0x003c,0x003e,0x003f,0x803f,0xc03f},\r
+{0x0010,0x0018,0x001c,0x001e,0x001f,0x801f,0xc01f,0xe01f},\r
+{0x0008,0x000c,0x000e,0x000f,0x800f,0xc00f,0xe00f,0xf00f},\r
+{0x0004,0x0006,0x0007,0x8007,0xc007,0xe007,0xf007,0xf807},\r
+{0x0002,0x0003,0x8003,0xc003,0xe003,0xf003,0xf803,0xfc03},\r
+{0x0001,0x8001,0xc001,0xe001,0xf001,0xf801,0xfc01,0xfe01} };\r
+\r
+int slinex,slinewidth;\r
+unsigned far *linecmds;\r
+long linescale;\r
+unsigned maskword;\r
+\r
--- /dev/null
+// WL_STATE.C\r
+\r
+#include "WL_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
+dirtype opposite[9] =\r
+ {west,southwest,south,southeast,east,northeast,north,northwest,nodir};\r
+\r
+dirtype diagonal[9][9] =\r
+{\r
+/* east */ {nodir,nodir,northeast,nodir,nodir,nodir,southeast,nodir,nodir},\r
+ {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},\r
+/* north */ {northeast,nodir,nodir,nodir,northwest,nodir,nodir,nodir,nodir},\r
+ {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},\r
+/* west */ {nodir,nodir,northwest,nodir,nodir,nodir,southwest,nodir,nodir},\r
+ {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},\r
+/* south */ {southeast,nodir,nodir,nodir,southwest,nodir,nodir,nodir,nodir},\r
+ {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir},\r
+ {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}\r
+};\r
+\r
+\r
+\r
+void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state);\r
+void NewState (objtype *ob, statetype *state);\r
+\r
+boolean TryWalk (objtype *ob);\r
+void MoveObj (objtype *ob, long move);\r
+\r
+void KillActor (objtype *ob);\r
+void DamageActor (objtype *ob, unsigned damage);\r
+\r
+boolean CheckLine (objtype *ob);\r
+void FirstSighting (objtype *ob);\r
+boolean CheckSight (objtype *ob);\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= SpawnNewObj\r
+=\r
+= Spaws a new actor at the given TILE coordinates, with the given state, and\r
+= the given size in GLOBAL units.\r
+=\r
+= new = a pointer to an initialized new actor\r
+=\r
+===================\r
+*/\r
+\r
+void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state)\r
+{\r
+ GetNewActor ();\r
+ new->state = state;\r
+ if (state->tictime)\r
+ new->ticcount = US_RndT () % state->tictime;\r
+ else\r
+ new->ticcount = 0;\r
+\r
+ new->tilex = tilex;\r
+ new->tiley = tiley;\r
+ new->x = ((long)tilex<<TILESHIFT)+TILEGLOBAL/2;\r
+ new->y = ((long)tiley<<TILESHIFT)+TILEGLOBAL/2;\r
+ new->dir = nodir;\r
+\r
+ actorat[tilex][tiley] = new;\r
+ new->areanumber =\r
+ *(mapsegs[0] + farmapylookup[new->tiley]+new->tilex) - AREATILE;\r
+}\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= NewState\r
+=\r
+= Changes ob to a new state, setting ticcount to the max for that state\r
+=\r
+===================\r
+*/\r
+\r
+void NewState (objtype *ob, statetype *state)\r
+{\r
+ ob->state = state;\r
+ ob->ticcount = state->tictime;\r
+}\r
+\r
+\r
+\r
+/*\r
+=============================================================================\r
+\r
+ ENEMY TILE WORLD MOVEMENT CODE\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+==================================\r
+=\r
+= TryWalk\r
+=\r
+= Attempts to move ob in its current (ob->dir) direction.\r
+=\r
+= If blocked by either a wall or an actor returns FALSE\r
+=\r
+= If move is either clear or blocked only by a door, returns TRUE and sets\r
+=\r
+= ob->tilex = new destination\r
+= ob->tiley\r
+= ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination\r
+= ob->distance = TILEGLOBAl, or -doornumber if a door is blocking the way\r
+=\r
+= If a door is in the way, an OpenDoor call is made to start it opening.\r
+= The actor code should wait until\r
+= doorobjlist[-ob->distance].action = dr_open, meaning the door has been\r
+= fully opened\r
+=\r
+==================================\r
+*/\r
+\r
+#define CHECKDIAG(x,y) \\r
+{ \\r
+ temp=(unsigned)actorat[x][y]; \\r
+ if (temp) \\r
+ { \\r
+ if (temp<256) \\r
+ return false; \\r
+ if (((objtype *)temp)->flags&FL_SHOOTABLE) \\r
+ return false; \\r
+ } \\r
+}\r
+\r
+#define CHECKSIDE(x,y) \\r
+{ \\r
+ temp=(unsigned)actorat[x][y]; \\r
+ if (temp) \\r
+ { \\r
+ if (temp<128) \\r
+ return false; \\r
+ if (temp<256) \\r
+ doornum = temp&63; \\r
+ else if (((objtype *)temp)->flags&FL_SHOOTABLE)\\r
+ return false; \\r
+ } \\r
+}\r
+\r
+\r
+boolean TryWalk (objtype *ob)\r
+{\r
+ int doornum;\r
+ unsigned temp;\r
+\r
+ doornum = -1;\r
+\r
+ if (ob->obclass == inertobj)\r
+ {\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ ob->tiley--;\r
+ break;\r
+\r
+ case northeast:\r
+ ob->tilex++;\r
+ ob->tiley--;\r
+ break;\r
+\r
+ case east:\r
+ ob->tilex++;\r
+ break;\r
+\r
+ case southeast:\r
+ ob->tilex++;\r
+ ob->tiley++;\r
+ break;\r
+\r
+ case south:\r
+ ob->tiley++;\r
+ break;\r
+\r
+ case southwest:\r
+ ob->tilex--;\r
+ ob->tiley++;\r
+ break;\r
+\r
+ case west:\r
+ ob->tilex--;\r
+ break;\r
+\r
+ case northwest:\r
+ ob->tilex--;\r
+ ob->tiley--;\r
+ break;\r
+ }\r
+ }\r
+ else\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ if (ob->obclass == dogobj || ob->obclass == fakeobj)\r
+ {\r
+ CHECKDIAG(ob->tilex,ob->tiley-1);\r
+ }\r
+ else\r
+ {\r
+ CHECKSIDE(ob->tilex,ob->tiley-1);\r
+ }\r
+ ob->tiley--;\r
+ break;\r
+\r
+ case northeast:\r
+ CHECKDIAG(ob->tilex+1,ob->tiley-1);\r
+ CHECKDIAG(ob->tilex+1,ob->tiley);\r
+ CHECKDIAG(ob->tilex,ob->tiley-1);\r
+ ob->tilex++;\r
+ ob->tiley--;\r
+ break;\r
+\r
+ case east:\r
+ if (ob->obclass == dogobj || ob->obclass == fakeobj)\r
+ {\r
+ CHECKDIAG(ob->tilex+1,ob->tiley);\r
+ }\r
+ else\r
+ {\r
+ CHECKSIDE(ob->tilex+1,ob->tiley);\r
+ }\r
+ ob->tilex++;\r
+ break;\r
+\r
+ case southeast:\r
+ CHECKDIAG(ob->tilex+1,ob->tiley+1);\r
+ CHECKDIAG(ob->tilex+1,ob->tiley);\r
+ CHECKDIAG(ob->tilex,ob->tiley+1);\r
+ ob->tilex++;\r
+ ob->tiley++;\r
+ break;\r
+\r
+ case south:\r
+ if (ob->obclass == dogobj || ob->obclass == fakeobj)\r
+ {\r
+ CHECKDIAG(ob->tilex,ob->tiley+1);\r
+ }\r
+ else\r
+ {\r
+ CHECKSIDE(ob->tilex,ob->tiley+1);\r
+ }\r
+ ob->tiley++;\r
+ break;\r
+\r
+ case southwest:\r
+ CHECKDIAG(ob->tilex-1,ob->tiley+1);\r
+ CHECKDIAG(ob->tilex-1,ob->tiley);\r
+ CHECKDIAG(ob->tilex,ob->tiley+1);\r
+ ob->tilex--;\r
+ ob->tiley++;\r
+ break;\r
+\r
+ case west:\r
+ if (ob->obclass == dogobj || ob->obclass == fakeobj)\r
+ {\r
+ CHECKDIAG(ob->tilex-1,ob->tiley);\r
+ }\r
+ else\r
+ {\r
+ CHECKSIDE(ob->tilex-1,ob->tiley);\r
+ }\r
+ ob->tilex--;\r
+ break;\r
+\r
+ case northwest:\r
+ CHECKDIAG(ob->tilex-1,ob->tiley-1);\r
+ CHECKDIAG(ob->tilex-1,ob->tiley);\r
+ CHECKDIAG(ob->tilex,ob->tiley-1);\r
+ ob->tilex--;\r
+ ob->tiley--;\r
+ break;\r
+\r
+ case nodir:\r
+ return false;\r
+\r
+ default:\r
+ Quit ("Walk: Bad dir");\r
+ }\r
+\r
+ if (doornum != -1)\r
+ {\r
+ OpenDoor (doornum);\r
+ ob->distance = -doornum-1;\r
+ return true;\r
+ }\r
+\r
+\r
+ ob->areanumber =\r
+ *(mapsegs[0] + farmapylookup[ob->tiley]+ob->tilex) - AREATILE;\r
+\r
+ ob->distance = TILEGLOBAL;\r
+ return true;\r
+}\r
+\r
+\r
+\r
+/*\r
+==================================\r
+=\r
+= SelectDodgeDir\r
+=\r
+= Attempts to choose and initiate a movement for ob that sends it towards\r
+= the player while dodging\r
+=\r
+= If there is no possible move (ob is totally surrounded)\r
+=\r
+= ob->dir = nodir\r
+=\r
+= Otherwise\r
+=\r
+= ob->dir = new direction to follow\r
+= ob->distance = TILEGLOBAL or -doornumber\r
+= ob->tilex = new destination\r
+= ob->tiley\r
+= ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination\r
+=\r
+==================================\r
+*/\r
+\r
+void SelectDodgeDir (objtype *ob)\r
+{\r
+ int deltax,deltay,i;\r
+ unsigned absdx,absdy;\r
+ dirtype dirtry[5];\r
+ dirtype turnaround,tdir;\r
+\r
+ if (ob->flags & FL_FIRSTATTACK)\r
+ {\r
+ //\r
+ // turning around is only ok the very first time after noticing the\r
+ // player\r
+ //\r
+ turnaround = nodir;\r
+ ob->flags &= ~FL_FIRSTATTACK;\r
+ }\r
+ else\r
+ turnaround=opposite[ob->dir];\r
+\r
+ deltax = player->tilex - ob->tilex;\r
+ deltay = player->tiley - ob->tiley;\r
+\r
+//\r
+// arange 5 direction choices in order of preference\r
+// the four cardinal directions plus the diagonal straight towards\r
+// the player\r
+//\r
+\r
+ if (deltax>0)\r
+ {\r
+ dirtry[1]= east;\r
+ dirtry[3]= west;\r
+ }\r
+ else\r
+ {\r
+ dirtry[1]= west;\r
+ dirtry[3]= east;\r
+ }\r
+\r
+ if (deltay>0)\r
+ {\r
+ dirtry[2]= south;\r
+ dirtry[4]= north;\r
+ }\r
+ else\r
+ {\r
+ dirtry[2]= north;\r
+ dirtry[4]= south;\r
+ }\r
+\r
+//\r
+// randomize a bit for dodging\r
+//\r
+ absdx = abs(deltax);\r
+ absdy = abs(deltay);\r
+\r
+ if (absdx > absdy)\r
+ {\r
+ tdir = dirtry[1];\r
+ dirtry[1] = dirtry[2];\r
+ dirtry[2] = tdir;\r
+ tdir = dirtry[3];\r
+ dirtry[3] = dirtry[4];\r
+ dirtry[4] = tdir;\r
+ }\r
+\r
+ if (US_RndT() < 128)\r
+ {\r
+ tdir = dirtry[1];\r
+ dirtry[1] = dirtry[2];\r
+ dirtry[2] = tdir;\r
+ tdir = dirtry[3];\r
+ dirtry[3] = dirtry[4];\r
+ dirtry[4] = tdir;\r
+ }\r
+\r
+ dirtry[0] = diagonal [ dirtry[1] ] [ dirtry[2] ];\r
+\r
+//\r
+// try the directions util one works\r
+//\r
+ for (i=0;i<5;i++)\r
+ {\r
+ if ( dirtry[i] == nodir || dirtry[i] == turnaround)\r
+ continue;\r
+\r
+ ob->dir = dirtry[i];\r
+ if (TryWalk(ob))\r
+ return;\r
+ }\r
+\r
+//\r
+// turn around only as a last resort\r
+//\r
+ if (turnaround != nodir)\r
+ {\r
+ ob->dir = turnaround;\r
+\r
+ if (TryWalk(ob))\r
+ return;\r
+ }\r
+\r
+ ob->dir = nodir;\r
+}\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= SelectChaseDir\r
+=\r
+= As SelectDodgeDir, but doesn't try to dodge\r
+=\r
+============================\r
+*/\r
+\r
+void SelectChaseDir (objtype *ob)\r
+{\r
+ int deltax,deltay,i;\r
+ dirtype d[3];\r
+ dirtype tdir, olddir, turnaround;\r
+\r
+\r
+ olddir=ob->dir;\r
+ turnaround=opposite[olddir];\r
+\r
+ deltax=player->tilex - ob->tilex;\r
+ deltay=player->tiley - ob->tiley;\r
+\r
+ d[1]=nodir;\r
+ d[2]=nodir;\r
+\r
+ if (deltax>0)\r
+ d[1]= east;\r
+ else if (deltax<0)\r
+ d[1]= west;\r
+ if (deltay>0)\r
+ d[2]=south;\r
+ else 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 (d[1]!=nodir)\r
+ {\r
+ ob->dir=d[1];\r
+ if (TryWalk(ob))\r
+ return; /*either moved forward or attacked*/\r
+ }\r
+\r
+ if (d[2]!=nodir)\r
+ {\r
+ ob->dir=d[2];\r
+ if (TryWalk(ob))\r
+ return;\r
+ }\r
+\r
+/* there is no direct path to the player, so pick another direction */\r
+\r
+ if (olddir!=nodir)\r
+ {\r
+ ob->dir=olddir;\r
+ if (TryWalk(ob))\r
+ return;\r
+ }\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
+ ob->dir=tdir;\r
+ if ( TryWalk(ob) )\r
+ return;\r
+ }\r
+ }\r
+ }\r
+ else\r
+ {\r
+ for (tdir=west;tdir>=north;tdir--)\r
+ {\r
+ if (tdir!=turnaround)\r
+ {\r
+ ob->dir=tdir;\r
+ if ( TryWalk(ob) )\r
+ return;\r
+ }\r
+ }\r
+ }\r
+\r
+ if (turnaround != nodir)\r
+ {\r
+ ob->dir=turnaround;\r
+ if (ob->dir != nodir)\r
+ {\r
+ if ( TryWalk(ob) )\r
+ return;\r
+ }\r
+ }\r
+\r
+ ob->dir = nodir; // can't move\r
+}\r
+\r
+\r
+/*\r
+============================\r
+=\r
+= SelectRunDir\r
+=\r
+= Run Away from player\r
+=\r
+============================\r
+*/\r
+\r
+void SelectRunDir (objtype *ob)\r
+{\r
+ int deltax,deltay,i;\r
+ dirtype d[3];\r
+ dirtype tdir, olddir, turnaround;\r
+\r
+\r
+ deltax=player->tilex - ob->tilex;\r
+ deltay=player->tiley - ob->tiley;\r
+\r
+ if (deltax<0)\r
+ d[1]= east;\r
+ else\r
+ d[1]= west;\r
+ if (deltay<0)\r
+ d[2]=south;\r
+ else\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
+ ob->dir=d[1];\r
+ if (TryWalk(ob))\r
+ return; /*either moved forward or attacked*/\r
+\r
+ ob->dir=d[2];\r
+ if (TryWalk(ob))\r
+ return;\r
+\r
+/* there is no direct path to the player, so pick another direction */\r
+\r
+ if (US_RndT()>128) /*randomly determine direction of search*/\r
+ {\r
+ for (tdir=north;tdir<=west;tdir++)\r
+ {\r
+ ob->dir=tdir;\r
+ if ( TryWalk(ob) )\r
+ return;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ for (tdir=west;tdir>=north;tdir--)\r
+ {\r
+ ob->dir=tdir;\r
+ if ( TryWalk(ob) )\r
+ return;\r
+ }\r
+ }\r
+\r
+ ob->dir = nodir; // can't move\r
+}\r
+\r
+\r
+/*\r
+=================\r
+=\r
+= MoveObj\r
+=\r
+= Moves ob be move global units in ob->dir direction\r
+= Actors are not allowed to move inside the player\r
+= Does NOT check to see if the move is tile map valid\r
+=\r
+= ob->x = adjusted for new position\r
+= ob->y\r
+=\r
+=================\r
+*/\r
+\r
+void MoveObj (objtype *ob, long move)\r
+{\r
+ long deltax,deltay;\r
+\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ ob->y -= move;\r
+ break;\r
+ case northeast:\r
+ ob->x += move;\r
+ ob->y -= move;\r
+ break;\r
+ case east:\r
+ ob->x += move;\r
+ break;\r
+ case southeast:\r
+ ob->x += move;\r
+ ob->y += move;\r
+ break;\r
+ case south:\r
+ ob->y += move;\r
+ break;\r
+ case southwest:\r
+ ob->x -= move;\r
+ ob->y += move;\r
+ break;\r
+ case west:\r
+ ob->x -= move;\r
+ break;\r
+ case northwest:\r
+ ob->x -= move;\r
+ ob->y -= move;\r
+ break;\r
+\r
+ case nodir:\r
+ return;\r
+\r
+ default:\r
+ Quit ("MoveObj: bad dir!");\r
+ }\r
+\r
+//\r
+// check to make sure it's not on top of player\r
+//\r
+ if (areabyplayer[ob->areanumber])\r
+ {\r
+ deltax = ob->x - player->x;\r
+ if (deltax < -MINACTORDIST || deltax > MINACTORDIST)\r
+ goto moveok;\r
+ deltay = ob->y - player->y;\r
+ if (deltay < -MINACTORDIST || deltay > MINACTORDIST)\r
+ goto moveok;\r
+\r
+ if (ob->obclass == ghostobj || ob->obclass == spectreobj)\r
+ TakeDamage (tics*2,ob);\r
+\r
+ //\r
+ // back up\r
+ //\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ ob->y += move;\r
+ break;\r
+ case northeast:\r
+ ob->x -= move;\r
+ ob->y += move;\r
+ break;\r
+ case east:\r
+ ob->x -= move;\r
+ break;\r
+ case southeast:\r
+ ob->x -= move;\r
+ ob->y -= move;\r
+ break;\r
+ case south:\r
+ ob->y -= move;\r
+ break;\r
+ case southwest:\r
+ ob->x += move;\r
+ ob->y -= move;\r
+ break;\r
+ case west:\r
+ ob->x += move;\r
+ break;\r
+ case northwest:\r
+ ob->x += move;\r
+ ob->y += move;\r
+ break;\r
+\r
+ case nodir:\r
+ return;\r
+ }\r
+ return;\r
+ }\r
+moveok:\r
+ ob->distance -=move;\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ STUFF\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+===============\r
+=\r
+= DropItem\r
+=\r
+= Tries to drop a bonus item somewhere in the tiles surrounding the\r
+= given tilex/tiley\r
+=\r
+===============\r
+*/\r
+\r
+void DropItem (stat_t itemtype, int tilex, int tiley)\r
+{\r
+ int x,y,xl,xh,yl,yh;\r
+\r
+//\r
+// find a free spot to put it in\r
+//\r
+ if (!actorat[tilex][tiley])\r
+ {\r
+ PlaceItemType (itemtype, tilex,tiley);\r
+ return;\r
+ }\r
+\r
+ xl = tilex-1;\r
+ xh = tilex+1;\r
+ yl = tiley-1;\r
+ yh = tiley+1;\r
+\r
+ for (x=xl ; x<= xh ; x++)\r
+ for (y=yl ; y<= yh ; y++)\r
+ if (!actorat[x][y])\r
+ {\r
+ PlaceItemType (itemtype, x,y);\r
+ return;\r
+ }\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= KillActor\r
+=\r
+===============\r
+*/\r
+\r
+void KillActor (objtype *ob)\r
+{\r
+ int tilex,tiley;\r
+\r
+ tilex = ob->tilex = ob->x >> TILESHIFT; // drop item on center\r
+ tiley = ob->tiley = ob->y >> TILESHIFT;\r
+\r
+ switch (ob->obclass)\r
+ {\r
+ case guardobj:\r
+ GivePoints (100);\r
+ NewState (ob,&s_grddie1);\r
+ PlaceItemType (bo_clip2,tilex,tiley);\r
+ break;\r
+\r
+ case officerobj:\r
+ GivePoints (400);\r
+ NewState (ob,&s_ofcdie1);\r
+ PlaceItemType (bo_clip2,tilex,tiley);\r
+ break;\r
+\r
+ case mutantobj:\r
+ GivePoints (700);\r
+ NewState (ob,&s_mutdie1);\r
+ PlaceItemType (bo_clip2,tilex,tiley);\r
+ break;\r
+\r
+ case ssobj:\r
+ GivePoints (500);\r
+ NewState (ob,&s_ssdie1);\r
+ if (gamestate.bestweapon < wp_machinegun)\r
+ PlaceItemType (bo_machinegun,tilex,tiley);\r
+ else\r
+ PlaceItemType (bo_clip2,tilex,tiley);\r
+ break;\r
+\r
+ case dogobj:\r
+ GivePoints (200);\r
+ NewState (ob,&s_dogdie1);\r
+ break;\r
+\r
+#ifndef SPEAR\r
+ case bossobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_bossdie1);\r
+ PlaceItemType (bo_key1,tilex,tiley);\r
+ break;\r
+\r
+ case gretelobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_greteldie1);\r
+ PlaceItemType (bo_key1,tilex,tiley);\r
+ break;\r
+\r
+ case giftobj:\r
+ GivePoints (5000);\r
+ gamestate.killx = player->x;\r
+ gamestate.killy = player->y;\r
+ NewState (ob,&s_giftdie1);\r
+ break;\r
+\r
+ case fatobj:\r
+ GivePoints (5000);\r
+ gamestate.killx = player->x;\r
+ gamestate.killy = player->y;\r
+ NewState (ob,&s_fatdie1);\r
+ break;\r
+\r
+ case schabbobj:\r
+ GivePoints (5000);\r
+ gamestate.killx = player->x;\r
+ gamestate.killy = player->y;\r
+ NewState (ob,&s_schabbdie1);\r
+ A_DeathScream(ob);\r
+ break;\r
+ case fakeobj:\r
+ GivePoints (2000);\r
+ NewState (ob,&s_fakedie1);\r
+ break;\r
+\r
+ case mechahitlerobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_mechadie1);\r
+ break;\r
+ case realhitlerobj:\r
+ GivePoints (5000);\r
+ gamestate.killx = player->x;\r
+ gamestate.killy = player->y;\r
+ NewState (ob,&s_hitlerdie1);\r
+ A_DeathScream(ob);\r
+ break;\r
+#else\r
+ case spectreobj:\r
+ GivePoints (200);\r
+ NewState (ob,&s_spectredie1);\r
+ break;\r
+\r
+ case angelobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_angeldie1);\r
+ break;\r
+\r
+ case transobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_transdie0);\r
+ PlaceItemType (bo_key1,tilex,tiley);\r
+ break;\r
+\r
+ case uberobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_uberdie0);\r
+ PlaceItemType (bo_key1,tilex,tiley);\r
+ break;\r
+\r
+ case willobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_willdie1);\r
+ PlaceItemType (bo_key1,tilex,tiley);\r
+ break;\r
+\r
+ case deathobj:\r
+ GivePoints (5000);\r
+ NewState (ob,&s_deathdie1);\r
+ PlaceItemType (bo_key1,tilex,tiley);\r
+ break;\r
+#endif\r
+ }\r
+\r
+ gamestate.killcount++;\r
+ ob->flags &= ~FL_SHOOTABLE;\r
+ actorat[ob->tilex][ob->tiley] = NULL;\r
+ ob->flags |= FL_NONMARK;\r
+}\r
+\r
+\r
+\r
+/*\r
+===================\r
+=\r
+= DamageActor\r
+=\r
+= Called when the player succesfully hits an enemy.\r
+=\r
+= Does damage points to enemy ob, either putting it into a stun frame or\r
+= killing it.\r
+=\r
+===================\r
+*/\r
+\r
+void DamageActor (objtype *ob, unsigned damage)\r
+{\r
+ madenoise = true;\r
+\r
+//\r
+// do double damage if shooting a non attack mode actor\r
+//\r
+ if ( !(ob->flags & FL_ATTACKMODE) )\r
+ damage <<= 1;\r
+\r
+ ob->hitpoints -= damage;\r
+\r
+ if (ob->hitpoints<=0)\r
+ KillActor (ob);\r
+ else\r
+ {\r
+ if (! (ob->flags & FL_ATTACKMODE) )\r
+ FirstSighting (ob); // put into combat mode\r
+\r
+ switch (ob->obclass) // dogs only have one hit point\r
+ {\r
+ case guardobj:\r
+ if (ob->hitpoints&1)\r
+ NewState (ob,&s_grdpain);\r
+ else\r
+ NewState (ob,&s_grdpain1);\r
+ break;\r
+\r
+ case officerobj:\r
+ if (ob->hitpoints&1)\r
+ NewState (ob,&s_ofcpain);\r
+ else\r
+ NewState (ob,&s_ofcpain1);\r
+ break;\r
+\r
+ case mutantobj:\r
+ if (ob->hitpoints&1)\r
+ NewState (ob,&s_mutpain);\r
+ else\r
+ NewState (ob,&s_mutpain1);\r
+ break;\r
+\r
+ case ssobj:\r
+ if (ob->hitpoints&1)\r
+ NewState (ob,&s_sspain);\r
+ else\r
+ NewState (ob,&s_sspain1);\r
+\r
+ break;\r
+\r
+ }\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CHECKSIGHT\r
+\r
+=============================================================================\r
+*/\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CheckLine\r
+=\r
+= Returns true if a straight line between the player and ob is unobstructed\r
+=\r
+=====================\r
+*/\r
+\r
+boolean CheckLine (objtype *ob)\r
+{\r
+ int x1,y1,xt1,yt1,x2,y2,xt2,yt2;\r
+ int x,y;\r
+ int xdist,ydist,xstep,ystep;\r
+ int temp;\r
+ int partial,delta;\r
+ long ltemp;\r
+ int xfrac,yfrac,deltafrac;\r
+ unsigned value,intercept;\r
+\r
+ x1 = ob->x >> UNSIGNEDSHIFT; // 1/256 tile precision\r
+ y1 = ob->y >> UNSIGNEDSHIFT;\r
+ xt1 = x1 >> 8;\r
+ yt1 = y1 >> 8;\r
+\r
+ x2 = plux;\r
+ y2 = pluy;\r
+ xt2 = player->tilex;\r
+ yt2 = player->tiley;\r
+\r
+\r
+ xdist = abs(xt2-xt1);\r
+\r
+ if (xdist > 0)\r
+ {\r
+ if (xt2 > xt1)\r
+ {\r
+ partial = 256-(x1&0xff);\r
+ xstep = 1;\r
+ }\r
+ else\r
+ {\r
+ partial = x1&0xff;\r
+ xstep = -1;\r
+ }\r
+\r
+ deltafrac = abs(x2-x1);\r
+ delta = y2-y1;\r
+ ltemp = ((long)delta<<8)/deltafrac;\r
+ if (ltemp > 0x7fffl)\r
+ ystep = 0x7fff;\r
+ else if (ltemp < -0x7fffl)\r
+ ystep = -0x7fff;\r
+ else\r
+ ystep = ltemp;\r
+ yfrac = y1 + (((long)ystep*partial) >>8);\r
+\r
+ x = xt1+xstep;\r
+ xt2 += xstep;\r
+ do\r
+ {\r
+ y = yfrac>>8;\r
+ yfrac += ystep;\r
+\r
+ value = (unsigned)tilemap[x][y];\r
+ x += xstep;\r
+\r
+ if (!value)\r
+ continue;\r
+\r
+ if (value<128 || value>256)\r
+ return false;\r
+\r
+ //\r
+ // see if the door is open enough\r
+ //\r
+ value &= ~0x80;\r
+ intercept = yfrac-ystep/2;\r
+\r
+ if (intercept>doorposition[value])\r
+ return false;\r
+\r
+ } while (x != xt2);\r
+ }\r
+\r
+ ydist = abs(yt2-yt1);\r
+\r
+ if (ydist > 0)\r
+ {\r
+ if (yt2 > yt1)\r
+ {\r
+ partial = 256-(y1&0xff);\r
+ ystep = 1;\r
+ }\r
+ else\r
+ {\r
+ partial = y1&0xff;\r
+ ystep = -1;\r
+ }\r
+\r
+ deltafrac = abs(y2-y1);\r
+ delta = x2-x1;\r
+ ltemp = ((long)delta<<8)/deltafrac;\r
+ if (ltemp > 0x7fffl)\r
+ xstep = 0x7fff;\r
+ else if (ltemp < -0x7fffl)\r
+ xstep = -0x7fff;\r
+ else\r
+ xstep = ltemp;\r
+ xfrac = x1 + (((long)xstep*partial) >>8);\r
+\r
+ y = yt1 + ystep;\r
+ yt2 += ystep;\r
+ do\r
+ {\r
+ x = xfrac>>8;\r
+ xfrac += xstep;\r
+\r
+ value = (unsigned)tilemap[x][y];\r
+ y += ystep;\r
+\r
+ if (!value)\r
+ continue;\r
+\r
+ if (value<128 || value>256)\r
+ return false;\r
+\r
+ //\r
+ // see if the door is open enough\r
+ //\r
+ value &= ~0x80;\r
+ intercept = xfrac-xstep/2;\r
+\r
+ if (intercept>doorposition[value])\r
+ return false;\r
+ } while (y != yt2);\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+\r
+/*\r
+================\r
+=\r
+= CheckSight\r
+=\r
+= Checks a straight line between player and current object\r
+=\r
+= If the sight is ok, check alertness and angle to see if they notice\r
+=\r
+= returns true if the player has been spoted\r
+=\r
+================\r
+*/\r
+\r
+#define MINSIGHT 0x18000l\r
+\r
+boolean CheckSight (objtype *ob)\r
+{\r
+ long deltax,deltay;\r
+\r
+//\r
+// don't bother tracing a line if the area isn't connected to the player's\r
+//\r
+ if (!areabyplayer[ob->areanumber])\r
+ return false;\r
+\r
+//\r
+// if the player is real close, sight is automatic\r
+//\r
+ deltax = player->x - ob->x;\r
+ deltay = player->y - ob->y;\r
+\r
+ if (deltax > -MINSIGHT && deltax < MINSIGHT\r
+ && deltay > -MINSIGHT && deltay < MINSIGHT)\r
+ return true;\r
+\r
+//\r
+// see if they are looking in the right direction\r
+//\r
+ switch (ob->dir)\r
+ {\r
+ case north:\r
+ if (deltay > 0)\r
+ return false;\r
+ break;\r
+\r
+ case east:\r
+ if (deltax < 0)\r
+ return false;\r
+ break;\r
+\r
+ case south:\r
+ if (deltay < 0)\r
+ return false;\r
+ break;\r
+\r
+ case west:\r
+ if (deltax > 0)\r
+ return false;\r
+ break;\r
+ }\r
+\r
+//\r
+// trace a line to check for blocking tiles (corners)\r
+//\r
+ return CheckLine (ob);\r
+\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= FirstSighting\r
+=\r
+= Puts an actor into attack mode and possibly reverses the direction\r
+= if the player is behind it\r
+=\r
+===============\r
+*/\r
+\r
+void FirstSighting (objtype *ob)\r
+{\r
+//\r
+// react to the player\r
+//\r
+ switch (ob->obclass)\r
+ {\r
+ case guardobj:\r
+ PlaySoundLocActor(HALTSND,ob);\r
+ NewState (ob,&s_grdchase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case officerobj:\r
+ PlaySoundLocActor(SPIONSND,ob);\r
+ NewState (ob,&s_ofcchase1);\r
+ ob->speed *= 5; // go faster when chasing player\r
+ break;\r
+\r
+ case mutantobj:\r
+ NewState (ob,&s_mutchase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case ssobj:\r
+ PlaySoundLocActor(SCHUTZADSND,ob);\r
+ NewState (ob,&s_sschase1);\r
+ ob->speed *= 4; // go faster when chasing player\r
+ break;\r
+\r
+ case dogobj:\r
+ PlaySoundLocActor(DOGBARKSND,ob);\r
+ NewState (ob,&s_dogchase1);\r
+ ob->speed *= 2; // go faster when chasing player\r
+ break;\r
+\r
+#ifndef SPEAR\r
+ case bossobj:\r
+ SD_PlaySound(GUTENTAGSND);\r
+ NewState (ob,&s_bosschase1);\r
+ ob->speed = SPDPATROL*3; // go faster when chasing player\r
+ break;\r
+\r
+ case gretelobj:\r
+ SD_PlaySound(KEINSND);\r
+ NewState (ob,&s_gretelchase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case giftobj:\r
+ SD_PlaySound(EINESND);\r
+ NewState (ob,&s_giftchase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case fatobj:\r
+ SD_PlaySound(ERLAUBENSND);\r
+ NewState (ob,&s_fatchase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case schabbobj:\r
+ SD_PlaySound(SCHABBSHASND);\r
+ NewState (ob,&s_schabbchase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case fakeobj:\r
+ SD_PlaySound(TOT_HUNDSND);\r
+ NewState (ob,&s_fakechase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case mechahitlerobj:\r
+ SD_PlaySound(DIESND);\r
+ NewState (ob,&s_mechachase1);\r
+ ob->speed *= 3; // go faster when chasing player\r
+ break;\r
+\r
+ case realhitlerobj:\r
+ SD_PlaySound(DIESND);\r
+ NewState (ob,&s_hitlerchase1);\r
+ ob->speed *= 5; // go faster when chasing player\r
+ break;\r
+\r
+ case ghostobj:\r
+ NewState (ob,&s_blinkychase1);\r
+ ob->speed *= 2; // go faster when chasing player\r
+ break;\r
+#else\r
+\r
+ case spectreobj:\r
+ SD_PlaySound(GHOSTSIGHTSND);\r
+ NewState (ob,&s_spectrechase1);\r
+ ob->speed = 800; // go faster when chasing player\r
+ break;\r
+\r
+ case angelobj:\r
+ SD_PlaySound(ANGELSIGHTSND);\r
+ NewState (ob,&s_angelchase1);\r
+ ob->speed = 1536; // go faster when chasing player\r
+ break;\r
+\r
+ case transobj:\r
+ SD_PlaySound(TRANSSIGHTSND);\r
+ NewState (ob,&s_transchase1);\r
+ ob->speed = 1536; // go faster when chasing player\r
+ break;\r
+\r
+ case uberobj:\r
+ NewState (ob,&s_uberchase1);\r
+ ob->speed = 3000; // go faster when chasing player\r
+ break;\r
+\r
+ case willobj:\r
+ SD_PlaySound(WILHELMSIGHTSND);\r
+ NewState (ob,&s_willchase1);\r
+ ob->speed = 2048; // go faster when chasing player\r
+ break;\r
+\r
+ case deathobj:\r
+ SD_PlaySound(KNIGHTSIGHTSND);\r
+ NewState (ob,&s_deathchase1);\r
+ ob->speed = 2048; // go faster when chasing player\r
+ break;\r
+\r
+#endif\r
+ }\r
+\r
+ if (ob->distance < 0)\r
+ ob->distance = 0; // ignore the door opening command\r
+\r
+ ob->flags |= FL_ATTACKMODE|FL_FIRSTATTACK;\r
+}\r
+\r
+\r
+\r
+/*\r
+===============\r
+=\r
+= SightPlayer\r
+=\r
+= Called by actors that ARE NOT chasing the player. If the player\r
+= is detected (by sight, noise, or proximity), the actor is put into\r
+= it's combat frame and true is returned.\r
+=\r
+= Incorporates a random reaction delay\r
+=\r
+===============\r
+*/\r
+\r
+boolean SightPlayer (objtype *ob)\r
+{\r
+ if (ob->flags & FL_ATTACKMODE)\r
+ Quit ("An actor in ATTACKMODE called SightPlayer!");\r
+\r
+ if (ob->temp2)\r
+ {\r
+ //\r
+ // count down reaction time\r
+ //\r
+ ob->temp2 -= tics;\r
+ if (ob->temp2 > 0)\r
+ return false;\r
+ ob->temp2 = 0; // time to react\r
+ }\r
+ else\r
+ {\r
+ if (!areabyplayer[ob->areanumber])\r
+ return false;\r
+\r
+ if (ob->flags & FL_AMBUSH)\r
+ {\r
+ if (!CheckSight (ob))\r
+ return false;\r
+ ob->flags &= ~FL_AMBUSH;\r
+ }\r
+ else\r
+ {\r
+ if (!madenoise && !CheckSight (ob))\r
+ return false;\r
+ }\r
+\r
+\r
+ switch (ob->obclass)\r
+ {\r
+ case guardobj:\r
+ ob->temp2 = 1+US_RndT()/4;\r
+ break;\r
+ case officerobj:\r
+ ob->temp2 = 2;\r
+ break;\r
+ case mutantobj:\r
+ ob->temp2 = 1+US_RndT()/6;\r
+ break;\r
+ case ssobj:\r
+ ob->temp2 = 1+US_RndT()/6;\r
+ break;\r
+ case dogobj:\r
+ ob->temp2 = 1+US_RndT()/8;\r
+ break;\r
+\r
+ case bossobj:\r
+ case schabbobj:\r
+ case fakeobj:\r
+ case mechahitlerobj:\r
+ case realhitlerobj:\r
+ case gretelobj:\r
+ case giftobj:\r
+ case fatobj:\r
+ case spectreobj:\r
+ case angelobj:\r
+ case transobj:\r
+ case uberobj:\r
+ case willobj:\r
+ case deathobj:\r
+ ob->temp2 = 1;\r
+ break;\r
+ }\r
+ return false;\r
+ }\r
+\r
+ FirstSighting (ob);\r
+\r
+ return true;\r
+}\r
+\r
+\r
--- /dev/null
+// WL_TEXT.C\r
+\r
+#include "WL_DEF.H"\r
+#pragma hdrstop\r
+\r
+/*\r
+=============================================================================\r
+\r
+TEXT FORMATTING COMMANDS\r
+------------------------\r
+^C<hex digit> Change text color\r
+^E[enter] End of layout (all pages)\r
+^G<y>,<x>,<pic>[enter] Draw a graphic and push margins\r
+^P[enter] start new page, must be the first chars in a layout\r
+^L<x>,<y>[ENTER] Locate to a specific spot, x in pixels, y in lines\r
+\r
+=============================================================================\r
+*/\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL CONSTANTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+#define BACKCOLOR 0x11\r
+\r
+\r
+#define WORDLIMIT 80\r
+#define FONTHEIGHT 10\r
+#define TOPMARGIN 16\r
+#define BOTTOMMARGIN 32\r
+#define LEFTMARGIN 16\r
+#define RIGHTMARGIN 16\r
+#define PICMARGIN 8\r
+#define TEXTROWS ((200-TOPMARGIN-BOTTOMMARGIN)/FONTHEIGHT)\r
+#define SPACEWIDTH 7\r
+#define SCREENPIXWIDTH 320\r
+#define SCREENMID (SCREENPIXWIDTH/2)\r
+\r
+/*\r
+=============================================================================\r
+\r
+ LOCAL VARIABLES\r
+\r
+=============================================================================\r
+*/\r
+\r
+int pagenum,numpages;\r
+\r
+unsigned leftmargin[TEXTROWS],rightmargin[TEXTROWS];\r
+char far *text;\r
+unsigned rowon;\r
+\r
+int picx,picy,picnum,picdelay;\r
+boolean layoutdone;\r
+\r
+//===========================================================================\r
+\r
+#ifndef JAPAN\r
+/*\r
+=====================\r
+=\r
+= RipToEOL\r
+=\r
+=====================\r
+*/\r
+\r
+void RipToEOL (void)\r
+{\r
+ while (*text++ != '\n') // scan to end of line\r
+ ;\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= ParseNumber\r
+=\r
+=====================\r
+*/\r
+\r
+int ParseNumber (void)\r
+{\r
+ char ch;\r
+ char num[80],*numptr;\r
+\r
+//\r
+// scan until a number is found\r
+//\r
+ ch = *text;\r
+ while (ch < '0' || ch >'9')\r
+ ch = *++text;\r
+\r
+//\r
+// copy the number out\r
+//\r
+ numptr = num;\r
+ do\r
+ {\r
+ *numptr++ = ch;\r
+ ch = *++text;\r
+ } while (ch >= '0' && ch <= '9');\r
+ *numptr = 0;\r
+\r
+ return atoi (num);\r
+}\r
+\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= ParsePicCommand\r
+=\r
+= Call with text pointing just after a ^P\r
+= Upon exit text points to the start of next line\r
+=\r
+=====================\r
+*/\r
+\r
+void ParsePicCommand (void)\r
+{\r
+ picy=ParseNumber();\r
+ picx=ParseNumber();\r
+ picnum=ParseNumber();\r
+ RipToEOL ();\r
+}\r
+\r
+\r
+void ParseTimedCommand (void)\r
+{\r
+ picy=ParseNumber();\r
+ picx=ParseNumber();\r
+ picnum=ParseNumber();\r
+ picdelay=ParseNumber();\r
+ RipToEOL ();\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= TimedPicCommand\r
+=\r
+= Call with text pointing just after a ^P\r
+= Upon exit text points to the start of next line\r
+=\r
+=====================\r
+*/\r
+\r
+void TimedPicCommand (void)\r
+{\r
+ ParseTimedCommand ();\r
+\r
+//\r
+// update the screen, and wait for time delay\r
+//\r
+ VW_UpdateScreen ();\r
+\r
+//\r
+// wait for time\r
+//\r
+ TimeCount = 0;\r
+ while (TimeCount < picdelay)\r
+ ;\r
+\r
+//\r
+// draw pic\r
+//\r
+ VWB_DrawPic (picx&~7,picy,picnum);\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= HandleCommand\r
+=\r
+=====================\r
+*/\r
+\r
+void HandleCommand (void)\r
+{\r
+ int i,margin,top,bottom;\r
+ int picwidth,picheight,picmid;\r
+\r
+ switch (toupper(*++text))\r
+ {\r
+ case 'B':\r
+ picy=ParseNumber();\r
+ picx=ParseNumber();\r
+ picwidth=ParseNumber();\r
+ picheight=ParseNumber();\r
+ VWB_Bar(picx,picy,picwidth,picheight,BACKCOLOR);\r
+ RipToEOL();\r
+ break;\r
+ case ';': // comment\r
+ RipToEOL();\r
+ break;\r
+ case 'P': // ^P is start of next page, ^E is end of file\r
+ case 'E':\r
+ layoutdone = true;\r
+ text--; // back up to the '^'\r
+ break;\r
+\r
+ case 'C': // ^c<hex digit> changes text color\r
+ i = toupper(*++text);\r
+ if (i>='0' && i<='9')\r
+ fontcolor = i-'0';\r
+ else if (i>='A' && i<='F')\r
+ fontcolor = i-'A'+10;\r
+\r
+ fontcolor *= 16;\r
+ i = toupper(*++text);\r
+ if (i>='0' && i<='9')\r
+ fontcolor += i-'0';\r
+ else if (i>='A' && i<='F')\r
+ fontcolor += i-'A'+10;\r
+ text++;\r
+ break;\r
+\r
+ case '>':\r
+ px = 160;\r
+ text++;\r
+ break;\r
+\r
+ case 'L':\r
+ py=ParseNumber();\r
+ rowon = (py-TOPMARGIN)/FONTHEIGHT;\r
+ py = TOPMARGIN+rowon*FONTHEIGHT;\r
+ px=ParseNumber();\r
+ while (*text++ != '\n') // scan to end of line\r
+ ;\r
+ break;\r
+\r
+ case 'T': // ^Tyyy,xxx,ppp,ttt waits ttt tics, then draws pic\r
+ TimedPicCommand ();\r
+ break;\r
+\r
+ case 'G': // ^Gyyy,xxx,ppp draws graphic\r
+ ParsePicCommand ();\r
+ VWB_DrawPic (picx&~7,picy,picnum);\r
+ picwidth = pictable[picnum-STARTPICS].width;\r
+ picheight = pictable[picnum-STARTPICS].height;\r
+ //\r
+ // adjust margins\r
+ //\r
+ picmid = picx + picwidth/2;\r
+ if (picmid > SCREENMID)\r
+ margin = picx-PICMARGIN; // new right margin\r
+ else\r
+ margin = picx+picwidth+PICMARGIN; // new left margin\r
+\r
+ top = (picy-TOPMARGIN)/FONTHEIGHT;\r
+ if (top<0)\r
+ top = 0;\r
+ bottom = (picy+picheight-TOPMARGIN)/FONTHEIGHT;\r
+ if (bottom>=TEXTROWS)\r
+ bottom = TEXTROWS-1;\r
+\r
+ for (i=top;i<=bottom;i++)\r
+ if (picmid > SCREENMID)\r
+ rightmargin[i] = margin;\r
+ else\r
+ leftmargin[i] = margin;\r
+\r
+ //\r
+ // adjust this line if needed\r
+ //\r
+ if (px < leftmargin[rowon])\r
+ px = leftmargin[rowon];\r
+ break;\r
+ }\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= NewLine\r
+=\r
+=====================\r
+*/\r
+\r
+void NewLine (void)\r
+{\r
+ char ch;\r
+\r
+ if (++rowon == TEXTROWS)\r
+ {\r
+ //\r
+ // overflowed the page, so skip until next page break\r
+ //\r
+ layoutdone = true;\r
+ do\r
+ {\r
+ if (*text == '^')\r
+ {\r
+ ch = toupper(*(text+1));\r
+ if (ch == 'E' || ch == 'P')\r
+ {\r
+ layoutdone = true;\r
+ return;\r
+ }\r
+ }\r
+ text++;\r
+\r
+ } while (1);\r
+\r
+ }\r
+ px = leftmargin[rowon];\r
+ py+= FONTHEIGHT;\r
+}\r
+\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= HandleCtrls\r
+=\r
+=====================\r
+*/\r
+\r
+void HandleCtrls (void)\r
+{\r
+ char ch;\r
+\r
+ ch = *text++; // get the character and advance\r
+\r
+ if (ch == '\n')\r
+ {\r
+ NewLine ();\r
+ return;\r
+ }\r
+\r
+}\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= HandleWord\r
+=\r
+=====================\r
+*/\r
+\r
+void HandleWord (void)\r
+{\r
+ char word[WORDLIMIT];\r
+ int i,wordindex;\r
+ unsigned wwidth,wheight,newpos;\r
+\r
+\r
+ //\r
+ // copy the next word into [word]\r
+ //\r
+ word[0] = *text++;\r
+ wordindex = 1;\r
+ while (*text>32)\r
+ {\r
+ word[wordindex] = *text++;\r
+ if (++wordindex == WORDLIMIT)\r
+ Quit ("PageLayout: Word limit exceeded");\r
+ }\r
+ word[wordindex] = 0; // stick a null at end for C\r
+\r
+ //\r
+ // see if it fits on this line\r
+ //\r
+ VW_MeasurePropString (word,&wwidth,&wheight);\r
+\r
+ while (px+wwidth > rightmargin[rowon])\r
+ {\r
+ NewLine ();\r
+ if (layoutdone)\r
+ return; // overflowed page\r
+ }\r
+\r
+ //\r
+ // print it\r
+ //\r
+ newpos = px+wwidth;\r
+ VWB_DrawPropString (word);\r
+ px = newpos;\r
+\r
+ //\r
+ // suck up any extra spaces\r
+ //\r
+ while (*text == ' ')\r
+ {\r
+ px += SPACEWIDTH;\r
+ text++;\r
+ }\r
+}\r
+\r
+/*\r
+=====================\r
+=\r
+= PageLayout\r
+=\r
+= Clears the screen, draws the pics on the page, and word wraps the text.\r
+= Returns a pointer to the terminating command\r
+=\r
+=====================\r
+*/\r
+\r
+void PageLayout (boolean shownumber)\r
+{\r
+ int i,oldfontcolor;\r
+ char ch;\r
+\r
+ oldfontcolor = fontcolor;\r
+\r
+ fontcolor = 0;\r
+\r
+//\r
+// clear the screen\r
+//\r
+ VWB_Bar (0,0,320,200,BACKCOLOR);\r
+ VWB_DrawPic (0,0,H_TOPWINDOWPIC);\r
+ VWB_DrawPic (0,8,H_LEFTWINDOWPIC);\r
+ VWB_DrawPic (312,8,H_RIGHTWINDOWPIC);\r
+ VWB_DrawPic (8,176,H_BOTTOMINFOPIC);\r
+\r
+\r
+ for (i=0;i<TEXTROWS;i++)\r
+ {\r
+ leftmargin[i] = LEFTMARGIN;\r
+ rightmargin[i] = SCREENPIXWIDTH-RIGHTMARGIN;\r
+ }\r
+\r
+ px = LEFTMARGIN;\r
+ py = TOPMARGIN;\r
+ rowon = 0;\r
+ layoutdone = false;\r
+\r
+//\r
+// make sure we are starting layout text (^P first command)\r
+//\r
+ while (*text <= 32)\r
+ text++;\r
+\r
+ if (*text != '^' || toupper(*++text) != 'P')\r
+ Quit ("PageLayout: Text not headed with ^P");\r
+\r
+ while (*text++ != '\n')\r
+ ;\r
+\r
+\r
+//\r
+// process text stream\r
+//\r
+ do\r
+ {\r
+ ch = *text;\r
+\r
+ if (ch == '^')\r
+ HandleCommand ();\r
+ else\r
+ if (ch == 9)\r
+ {\r
+ px = (px+8)&0xf8;\r
+ text++;\r
+ }\r
+ else if (ch <= 32)\r
+ HandleCtrls ();\r
+ else\r
+ HandleWord ();\r
+\r
+ } while (!layoutdone);\r
+\r
+ pagenum++;\r
+\r
+ if (shownumber)\r
+ {\r
+ #ifdef SPANISH\r
+ strcpy (str,"Hoja ");\r
+ itoa (pagenum,str2,10);\r
+ strcat (str,str2);\r
+ strcat (str," de ");\r
+ py = 183;\r
+ px = 208;\r
+ #else\r
+ strcpy (str,"pg ");\r
+ itoa (pagenum,str2,10);\r
+ strcat (str,str2);\r
+ strcat (str," of ");\r
+ py = 183;\r
+ px = 213;\r
+ #endif\r
+ itoa (numpages,str2,10);\r
+ strcat (str,str2);\r
+ fontcolor = 0x4f; //12^BACKCOLOR;\r
+\r
+ VWB_DrawPropString (str);\r
+ }\r
+\r
+ fontcolor = oldfontcolor;\r
+}\r
+\r
+//===========================================================================\r
+\r
+/*\r
+=====================\r
+=\r
+= BackPage\r
+=\r
+= Scans for a previous ^P\r
+=\r
+=====================\r
+*/\r
+\r
+void BackPage (void)\r
+{\r
+ pagenum--;\r
+ do\r
+ {\r
+ text--;\r
+ if (*text == '^' && toupper(*(text+1)) == 'P')\r
+ return;\r
+ } while (1);\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= CacheLayoutGraphics\r
+=\r
+= Scans an entire layout file (until a ^E) marking all graphics used, and\r
+= counting pages, then caches the graphics in\r
+=\r
+=====================\r
+*/\r
+void CacheLayoutGraphics (void)\r
+{\r
+ char far *bombpoint, far *textstart;\r
+ char ch;\r
+\r
+ textstart = text;\r
+ bombpoint = text+30000;\r
+ numpages = pagenum = 0;\r
+\r
+ do\r
+ {\r
+ if (*text == '^')\r
+ {\r
+ ch = toupper(*++text);\r
+ if (ch == 'P') // start of a page\r
+ numpages++;\r
+ if (ch == 'E') // end of file, so load graphics and return\r
+ {\r
+ CA_MarkGrChunk(H_TOPWINDOWPIC);\r
+ CA_MarkGrChunk(H_LEFTWINDOWPIC);\r
+ CA_MarkGrChunk(H_RIGHTWINDOWPIC);\r
+ CA_MarkGrChunk(H_BOTTOMINFOPIC);\r
+ CA_CacheMarks ();\r
+ text = textstart;\r
+ return;\r
+ }\r
+ if (ch == 'G') // draw graphic command, so mark graphics\r
+ {\r
+ ParsePicCommand ();\r
+ CA_MarkGrChunk (picnum);\r
+ }\r
+ if (ch == 'T') // timed draw graphic command, so mark graphics\r
+ {\r
+ ParseTimedCommand ();\r
+ CA_MarkGrChunk (picnum);\r
+ }\r
+ }\r
+ else\r
+ text++;\r
+\r
+ } while (text<bombpoint);\r
+\r
+ Quit ("CacheLayoutGraphics: No ^E to terminate file!");\r
+}\r
+#endif\r
+\r
+\r
+/*\r
+=====================\r
+=\r
+= ShowArticle\r
+=\r
+=====================\r
+*/\r
+\r
+#ifdef JAPAN\r
+void ShowArticle (int which)\r
+#else\r
+void ShowArticle (char far *article)\r
+#endif\r
+{\r
+ #ifdef JAPAN\r
+ int snames[10] = { H_HELP1PIC,\r
+ H_HELP2PIC,\r
+ H_HELP3PIC,\r
+ H_HELP4PIC,\r
+ H_HELP5PIC,\r
+ H_HELP6PIC,\r
+ H_HELP7PIC,\r
+ H_HELP8PIC,\r
+ H_HELP9PIC,\r
+ H_HELP10PIC};\r
+ int enames[14] = {\r
+ 0,0,\r
+ #ifndef JAPDEMO\r
+ C_ENDGAME1APIC,\r
+ C_ENDGAME1BPIC,\r
+ C_ENDGAME2APIC,\r
+ C_ENDGAME2BPIC,\r
+ C_ENDGAME3APIC,\r
+ C_ENDGAME3BPIC,\r
+ C_ENDGAME4APIC,\r
+ C_ENDGAME4BPIC,\r
+ C_ENDGAME5APIC,\r
+ C_ENDGAME5BPIC,\r
+ C_ENDGAME6APIC,\r
+ C_ENDGAME6BPIC\r
+ #endif\r
+ };\r
+ #endif\r
+ unsigned oldfontnumber;\r
+ unsigned temp;\r
+ boolean newpage,firstpage;\r
+\r
+ #ifdef JAPAN\r
+ pagenum = 1;\r
+ if (!which)\r
+ numpages = 10;\r
+ else\r
+ numpages = 2;\r
+\r
+ #else\r
+\r
+ text = article;\r
+ oldfontnumber = fontnumber;\r
+ fontnumber = 0;\r
+ CA_MarkGrChunk(STARTFONT);\r
+ VWB_Bar (0,0,320,200,BACKCOLOR);\r
+ CacheLayoutGraphics ();\r
+ #endif\r
+\r
+ newpage = true;\r
+ firstpage = true;\r
+\r
+ do\r
+ {\r
+ if (newpage)\r
+ {\r
+ newpage = false;\r
+ #ifdef JAPAN\r
+ if (!which)\r
+ CA_CacheScreen(snames[pagenum - 1]);\r
+ else\r
+ CA_CacheScreen(enames[which*2 + pagenum - 1]);\r
+ #else\r
+ PageLayout (true);\r
+ #endif\r
+ VW_UpdateScreen ();\r
+ if (firstpage)\r
+ {\r
+ VL_FadeIn(0,255,&gamepal,10);\r
+ // VW_FadeIn ()\r
+ firstpage = false;\r
+ }\r
+ }\r
+\r
+ LastScan = 0;\r
+ while (!LastScan)\r
+ ;\r
+\r
+ switch (LastScan)\r
+ {\r
+ case sc_UpArrow:\r
+ case sc_PgUp:\r
+ case sc_LeftArrow:\r
+ if (pagenum>1)\r
+ {\r
+ #ifndef JAPAN\r
+ BackPage ();\r
+ BackPage ();\r
+ #else\r
+ pagenum--;\r
+ #endif\r
+ newpage = true;\r
+ }\r
+ break;\r
+\r
+ case sc_Enter:\r
+ case sc_DownArrow:\r
+ case sc_PgDn:\r
+ case sc_RightArrow: // the text allready points at next page\r
+ if (pagenum<numpages)\r
+ {\r
+ newpage = true;\r
+ #ifdef JAPAN\r
+ pagenum++;\r
+ #endif\r
+ }\r
+ break;\r
+ }\r
+\r
+ #ifndef SPEAR\r
+ if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers"))\r
+ PicturePause();\r
+ #endif\r
+\r
+ } while (LastScan != sc_Escape);\r
+\r
+ IN_ClearKeysDown ();\r
+ fontnumber = oldfontnumber;\r
+}\r
+\r
+\r
+//===========================================================================\r
+\r
+#ifndef JAPAN\r
+#ifdef ARTSEXTERN\r
+int endextern = T_ENDART1;\r
+#ifndef SPEAR\r
+int helpextern = T_HELPART;\r
+#endif\r
+#endif\r
+char helpfilename[13] = "HELPART.",\r
+ endfilename[13] = "ENDART1.";\r
+#endif\r
+\r
+/*\r
+=================\r
+=\r
+= HelpScreens\r
+=\r
+=================\r
+*/\r
+#ifndef SPEAR\r
+void HelpScreens (void)\r
+{\r
+ int artnum;\r
+ char far *text;\r
+ memptr layout;\r
+\r
+\r
+ CA_UpLevel ();\r
+ MM_SortMem ();\r
+#ifdef JAPAN\r
+ ShowArticle (0);\r
+ VW_FadeOut();\r
+ FreeMusic ();\r
+ CA_DownLevel ();\r
+ MM_SortMem ();\r
+#else\r
+\r
+\r
+\r
+\r
+#ifdef ARTSEXTERN\r
+ artnum = helpextern;\r
+ CA_CacheGrChunk (artnum);\r
+ text = (char _seg *)grsegs[artnum];\r
+ MM_SetLock (&grsegs[artnum], true);\r
+#else\r
+ CA_LoadFile (helpfilename,&layout);\r
+ text = (char _seg *)layout;\r
+ MM_SetLock (&layout, true);\r
+#endif\r
+\r
+ ShowArticle (text);\r
+\r
+#ifdef ARTSEXTERN\r
+ MM_FreePtr (&grsegs[artnum]);\r
+#else\r
+ MM_FreePtr (&layout);\r
+#endif\r
+\r
+\r
+\r
+ VW_FadeOut();\r
+\r
+ FreeMusic ();\r
+ CA_DownLevel ();\r
+ MM_SortMem ();\r
+#endif\r
+}\r
+#endif\r
+\r
+//\r
+// END ARTICLES\r
+//\r
+void EndText (void)\r
+{\r
+ int artnum;\r
+ char far *text;\r
+ memptr layout;\r
+\r
+\r
+ ClearMemory ();\r
+\r
+ CA_UpLevel ();\r
+ MM_SortMem ();\r
+#ifdef JAPAN\r
+ ShowArticle(gamestate.episode + 1);\r
+\r
+ VW_FadeOut();\r
+\r
+ SETFONTCOLOR(0,15);\r
+ IN_ClearKeysDown();\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+\r
+ FreeMusic ();\r
+ CA_DownLevel ();\r
+ MM_SortMem ();\r
+#else\r
+\r
+\r
+\r
+#ifdef ARTSEXTERN\r
+ artnum = endextern+gamestate.episode;\r
+ CA_CacheGrChunk (artnum);\r
+ text = (char _seg *)grsegs[artnum];\r
+ MM_SetLock (&grsegs[artnum], true);\r
+#else\r
+ endfilename[6] = '1'+gamestate.episode;\r
+ CA_LoadFile (endfilename,&layout);\r
+ text = (char _seg *)layout;\r
+ MM_SetLock (&layout, true);\r
+#endif\r
+\r
+ ShowArticle (text);\r
+\r
+#ifdef ARTSEXTERN\r
+ MM_FreePtr (&grsegs[artnum]);\r
+#else\r
+ MM_FreePtr (&layout);\r
+#endif\r
+\r
+\r
+ VW_FadeOut();\r
+ SETFONTCOLOR(0,15);\r
+ IN_ClearKeysDown();\r
+ if (MousePresent)\r
+ Mouse(MDelta); // Clear accumulated mouse movement\r
+\r
+ FreeMusic ();\r
+ CA_DownLevel ();\r
+ MM_SortMem ();\r
+#endif\r
+}\r