// WL_AGENT.C #include "WL_DEF.H" #pragma hdrstop /* ============================================================================= LOCAL CONSTANTS ============================================================================= */ #define MAXMOUSETURN 10 #define MOVESCALE 150l #define BACKMOVESCALE 100l #define ANGLESCALE 20 /* ============================================================================= GLOBAL VARIABLES ============================================================================= */ // // player state info // boolean running; long thrustspeed; unsigned plux,pluy; // player coordinates scaled to unsigned int anglefrac; int gotgatgun; // JR objtype *LastAttacker; /* ============================================================================= LOCAL VARIABLES ============================================================================= */ void T_Player (objtype *ob); void T_Attack (objtype *ob); statetype s_player = {false,0,0,T_Player,NULL,NULL}; statetype s_attack = {false,0,0,T_Attack,NULL,NULL}; long playerxmove,playerymove; struct atkinf { char tics,attack,frame; // attack is 1 for gun, 2 for knife } attackinfo[4][14] = { { {6,0,1},{6,2,2},{6,0,3},{6,-1,4} }, { {6,0,1},{6,1,2},{6,0,3},{6,-1,4} }, { {6,0,1},{6,1,2},{6,3,3},{6,-1,4} }, { {6,0,1},{6,1,2},{6,4,3},{6,-1,4} }, }; int strafeangle[9] = {0,90,180,270,45,135,225,315,0}; void DrawWeapon (void); void GiveWeapon (int weapon); void GiveAmmo (int ammo); //=========================================================================== //---------- void Attack (void); void Use (void); void Search (objtype *ob); void SelectWeapon (void); void SelectItem (void); //---------- boolean TryMove (objtype *ob); void T_Player (objtype *ob); void ClipMove (objtype *ob, long xmove, long ymove); /* ============================================================================= CONTROL STUFF ============================================================================= */ /* ====================== = = CheckWeaponChange = = Keys 1-4 change weapons = ====================== */ void CheckWeaponChange (void) { int i,buttons; if (!gamestate.ammo) // must use knife with no ammo return; for (i=wp_knife ; i<=gamestate.bestweapon ; i++) if (buttonstate[bt_readyknife+i-wp_knife]) { gamestate.weapon = gamestate.chosenweapon = i; DrawWeapon (); return; } } /* ======================= = = ControlMovement = = Takes controlx,controly, and buttonstate[bt_strafe] = = Changes the player's angle and position = = There is an angle hack because when going 70 fps, the roundoff becomes = significant = ======================= */ void ControlMovement (objtype *ob) { long oldx,oldy; int angle,maxxmove; int angleunits; long speed; thrustspeed = 0; oldx = player->x; oldy = player->y; // // side to side move // if (buttonstate[bt_strafe]) { // // strafing // // if (controlx > 0) { angle = ob->angle - ANGLES/4; if (angle < 0) angle += ANGLES; Thrust (angle,controlx*MOVESCALE); // move to left } else if (controlx < 0) { angle = ob->angle + ANGLES/4; if (angle >= ANGLES) angle -= ANGLES; Thrust (angle,-controlx*MOVESCALE); // move to right } } else { // // not strafing // anglefrac += controlx; angleunits = anglefrac/ANGLESCALE; anglefrac -= angleunits*ANGLESCALE; ob->angle -= angleunits; if (ob->angle >= ANGLES) ob->angle -= ANGLES; if (ob->angle < 0) ob->angle += ANGLES; } // // forward/backwards move // if (controly < 0) { Thrust (ob->angle,-controly*MOVESCALE); // move forwards } else if (controly > 0) { angle = ob->angle + ANGLES/2; if (angle >= ANGLES) angle -= ANGLES; Thrust (angle,controly*BACKMOVESCALE); // move backwards } if (gamestate.victoryflag) // watching the BJ actor return; // // calculate total move // playerxmove = player->x - oldx; playerymove = player->y - oldy; } /* ============================================================================= STATUS WINDOW STUFF ============================================================================= */ /* ================== = = StatusDrawPic = ================== */ void StatusDrawPic (unsigned x, unsigned y, unsigned picnum) { unsigned temp; temp = bufferofs; bufferofs = 0; bufferofs = PAGE1START+(200-STATUSLINES)*SCREENWIDTH; LatchDrawPic (x,y,picnum); bufferofs = PAGE2START+(200-STATUSLINES)*SCREENWIDTH; LatchDrawPic (x,y,picnum); bufferofs = PAGE3START+(200-STATUSLINES)*SCREENWIDTH; LatchDrawPic (x,y,picnum); bufferofs = temp; } /* ================== = = DrawFace = ================== */ void DrawFace (void) { if (gamestate.health) { #ifdef SPEAR if (godmode) StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe); else #endif StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe); } else { #ifndef SPEAR if (LastAttacker->obclass == needleobj) StatusDrawPic (17,4,MUTANTBJPIC); else #endif StatusDrawPic (17,4,FACE8APIC); } } /* =============== = = UpdateFace = = Calls draw face if time to change = =============== */ #define FACETICS 70 int facecount; void UpdateFace (void) { if (SD_SoundPlaying() == GETGATLINGSND) return; facecount += tics; if (facecount > US_RndT()) { gamestate.faceframe = (US_RndT()>>6); if (gamestate.faceframe==3) gamestate.faceframe = 1; facecount = 0; DrawFace (); } } /* =============== = = LatchNumber = = right justifies and pads with blanks = =============== */ void LatchNumber (int x, int y, int width, long number) { unsigned length,c; char str[20]; ltoa (number,str,10); length = strlen (str); while (length>=2; if (!godmode) gamestate.health -= points; if (gamestate.health<=0) { gamestate.health = 0; playstate = ex_died; killerobj = attacker; } StartDamageFlash (points); gotgatgun=0; DrawHealth (); DrawFace (); // // MAKE BJ'S EYES BUG IF MAJOR DAMAGE! // #ifdef SPEAR if (points > 30 && gamestate.health!=0 && !godmode) { StatusDrawPic (17,4,BJOUCHPIC); facecount = 0; } #endif } /* =============== = = HealSelf = =============== */ void HealSelf (int points) { gamestate.health += points; if (gamestate.health>100) gamestate.health = 100; DrawHealth (); gotgatgun = 0; // JR DrawFace (); } //=========================================================================== /* =============== = = DrawLevel = =============== */ void DrawLevel (void) { #ifdef SPEAR if (gamestate.mapon == 20) LatchNumber (2,16,2,18); else #endif LatchNumber (2,16,2,gamestate.mapon+1); } //=========================================================================== /* =============== = = DrawLives = =============== */ void DrawLives (void) { LatchNumber (14,16,1,gamestate.lives); } /* =============== = = GiveExtraMan = =============== */ void GiveExtraMan (void) { if (gamestate.lives<9) gamestate.lives++; DrawLives (); SD_PlaySound (BONUS1UPSND); } //=========================================================================== /* =============== = = DrawScore = =============== */ void DrawScore (void) { LatchNumber (6,16,6,gamestate.score); } /* =============== = = GivePoints = =============== */ void GivePoints (long points) { gamestate.score += points; while (gamestate.score >= gamestate.nextextra) { gamestate.nextextra += EXTRAPOINTS; GiveExtraMan (); } DrawScore (); } //=========================================================================== /* ================== = = DrawWeapon = ================== */ void DrawWeapon (void) { StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon); } /* ================== = = DrawKeys = ================== */ void DrawKeys (void) { if (gamestate.keys & 1) StatusDrawPic (30,4,GOLDKEYPIC); else StatusDrawPic (30,4,NOKEYPIC); if (gamestate.keys & 2) StatusDrawPic (30,20,SILVERKEYPIC); else StatusDrawPic (30,20,NOKEYPIC); } /* ================== = = GiveWeapon = ================== */ void GiveWeapon (int weapon) { GiveAmmo (6); if (gamestate.bestweapon 99) gamestate.ammo = 99; DrawAmmo (); } //=========================================================================== /* ================== = = GiveKey = ================== */ void GiveKey (int key) { gamestate.keys |= (1<itemnumber) { case bo_firstaid: if (gamestate.health == 100) return; SD_PlaySound (HEALTH2SND); HealSelf (25); break; case bo_key1: case bo_key2: case bo_key3: case bo_key4: GiveKey (check->itemnumber - bo_key1); SD_PlaySound (GETKEYSND); break; case bo_cross: SD_PlaySound (BONUS1SND); GivePoints (100); gamestate.treasurecount++; break; case bo_chalice: SD_PlaySound (BONUS2SND); GivePoints (500); gamestate.treasurecount++; break; case bo_bible: SD_PlaySound (BONUS3SND); GivePoints (1000); gamestate.treasurecount++; break; case bo_crown: SD_PlaySound (BONUS4SND); GivePoints (5000); gamestate.treasurecount++; break; case bo_clip: if (gamestate.ammo == 99) return; SD_PlaySound (GETAMMOSND); GiveAmmo (8); break; case bo_clip2: if (gamestate.ammo == 99) return; SD_PlaySound (GETAMMOSND); GiveAmmo (4); break; #ifdef SPEAR case bo_25clip: if (gamestate.ammo == 99) return; SD_PlaySound (GETAMMOBOXSND); GiveAmmo (25); break; #endif case bo_machinegun: SD_PlaySound (GETMACHINESND); GiveWeapon (wp_machinegun); break; case bo_chaingun: SD_PlaySound (GETGATLINGSND); GiveWeapon (wp_chaingun); StatusDrawPic (17,4,GOTGATLINGPIC); facecount = 0; gotgatgun = 1; break; case bo_fullheal: SD_PlaySound (BONUS1UPSND); HealSelf (99); GiveAmmo (25); GiveExtraMan (); gamestate.treasurecount++; break; case bo_food: if (gamestate.health == 100) return; SD_PlaySound (HEALTH1SND); HealSelf (10); break; case bo_alpo: if (gamestate.health == 100) return; SD_PlaySound (HEALTH1SND); HealSelf (4); break; case bo_gibs: if (gamestate.health >10) return; SD_PlaySound (SLURPIESND); HealSelf (1); break; case bo_spear: spearflag = true; spearx = player->x; speary = player->y; spearangle = player->angle; playstate = ex_completed; } StartBonusFlash (); check->shapenum = -1; // remove from list } /* =================== = = TryMove = = returns true if move ok = debug: use pointers to optimize =================== */ boolean TryMove (objtype *ob) { int xl,yl,xh,yh,x,y; objtype *check; long deltax,deltay; xl = (ob->x-PLAYERSIZE) >>TILESHIFT; yl = (ob->y-PLAYERSIZE) >>TILESHIFT; xh = (ob->x+PLAYERSIZE) >>TILESHIFT; yh = (ob->y+PLAYERSIZE) >>TILESHIFT; // // check for solid walls // for (y=yl;y<=yh;y++) for (x=xl;x<=xh;x++) { check = actorat[x][y]; if (check && check0) yl--; if (yh0) xl--; if (xh objlist && (check->flags & FL_SHOOTABLE) ) { deltax = ob->x - check->x; if (deltax < -MINACTORDIST || deltax > MINACTORDIST) continue; deltay = ob->y - check->y; if (deltay < -MINACTORDIST || deltay > MINACTORDIST) continue; return false; } } return true; } /* =================== = = ClipMove = =================== */ void ClipMove (objtype *ob, long xmove, long ymove) { long basex,basey; basex = ob->x; basey = ob->y; ob->x = basex+xmove; ob->y = basey+ymove; if (TryMove (ob)) return; if (noclip && ob->x > 2*TILEGLOBAL && ob->y > 2*TILEGLOBAL && ob->x < (((long)(mapwidth-1))<y < (((long)(mapheight-1))<x = basex+xmove; ob->y = basey; if (TryMove (ob)) return; ob->x = basex; ob->y = basey+ymove; if (TryMove (ob)) return; ob->x = basex; ob->y = basey; } //========================================================================== /* =================== = = VictoryTile = =================== */ void VictoryTile (void) { #ifndef SPEAR SpawnBJVictory (); #endif gamestate.victoryflag = true; } /* =================== = = Thrust = =================== */ void Thrust (int angle, long speed) { long xmove,ymove; long slowmax; unsigned offset; // // ZERO FUNNY COUNTER IF MOVED! // #ifdef SPEAR if (speed) funnyticount = 0; #endif thrustspeed += speed; // // moving bounds speed // if (speed >= MINDIST*2) speed = MINDIST*2-1; xmove = FixedByFrac(speed,costable[angle]); ymove = -FixedByFrac(speed,sintable[angle]); ClipMove(player,xmove,ymove); player->tilex = player->x >> TILESHIFT; // scale to tile values player->tiley = player->y >> TILESHIFT; offset = farmapylookup[player->tiley]+player->tilex; player->areanumber = *(mapsegs[0] + offset) -AREATILE; if (*(mapsegs[1] + offset) == EXITTILE) VictoryTile (); } /* ============================================================================= ACTIONS ============================================================================= */ /* =============== = = Cmd_Fire = =============== */ void Cmd_Fire (void) { buttonheld[bt_attack] = true; gamestate.weaponframe = 0; player->state = &s_attack; gamestate.attackframe = 0; gamestate.attackcount = attackinfo[gamestate.weapon][gamestate.attackframe].tics; gamestate.weaponframe = attackinfo[gamestate.weapon][gamestate.attackframe].frame; } //=========================================================================== /* =============== = = Cmd_Use = =============== */ void Cmd_Use (void) { objtype *check; int checkx,checky,doornum,dir; boolean elevatorok; // // find which cardinal direction the player is facing // if (player->angle < ANGLES/8 || player->angle > 7*ANGLES/8) { checkx = player->tilex + 1; checky = player->tiley; dir = di_east; elevatorok = true; } else if (player->angle < 3*ANGLES/8) { checkx = player->tilex; checky = player->tiley-1; dir = di_north; elevatorok = false; } else if (player->angle < 5*ANGLES/8) { checkx = player->tilex - 1; checky = player->tiley; dir = di_west; elevatorok = true; } else { checkx = player->tilex; checky = player->tiley + 1; dir = di_south; elevatorok = false; } doornum = tilemap[checkx][checky]; if (*(mapsegs[1]+farmapylookup[checky]+checkx) == PUSHABLETILE) { // // pushable wall // PushWall (checkx,checky,dir); return; } if (!buttonheld[bt_use] && doornum == ELEVATORTILE && elevatorok) { // // use elevator // buttonheld[bt_use] = true; tilemap[checkx][checky]++; // flip switch if (*(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) == ALTELEVATORTILE) playstate = ex_secretlevel; else playstate = ex_completed; SD_PlaySound (LEVELDONESND); SD_WaitSoundDone(); } else if (!buttonheld[bt_use] && doornum & 0x80) { buttonheld[bt_use] = true; OperateDoor (doornum & ~0x80); } else SD_PlaySound (DONOTHINGSND); } /* ============================================================================= PLAYER CONTROL ============================================================================= */ /* =============== = = SpawnPlayer = =============== */ void SpawnPlayer (int tilex, int tiley, int dir) { player->obclass = playerobj; player->active = true; player->tilex = tilex; player->tiley = tiley; player->areanumber = *(mapsegs[0] + farmapylookup[player->tiley]+player->tilex); player->x = ((long)tilex<y = ((long)tiley<state = &s_player; player->angle = (1-dir)*90; if (player->angle<0) player->angle += ANGLES; player->flags = FL_NEVERMARK; Thrust (0,0); // set some variables InitAreas (); } //=========================================================================== /* =============== = = T_KnifeAttack = = Update player hands, and try to do damage when the proper frame is reached = =============== */ void KnifeAttack (objtype *ob) { objtype *check,*closest; long dist; SD_PlaySound (ATKKNIFESND); // actually fire dist = 0x7fffffff; closest = NULL; for (check=ob->next ; check ; check=check->next) if ( (check->flags & FL_SHOOTABLE) && (check->flags & FL_VISABLE) && abs (check->viewx-centerx) < shootdelta ) { if (check->transx < dist) { dist = check->transx; closest = check; } } if (!closest || dist> 0x18000l) { // missed return; } // hit something DamageActor (closest,US_RndT() >> 4); } void GunAttack (objtype *ob) { objtype *check,*closest,*oldclosest; int damage; int dx,dy,dist; long viewdist; switch (gamestate.weapon) { case wp_pistol: SD_PlaySound (ATKPISTOLSND); break; case wp_machinegun: SD_PlaySound (ATKMACHINEGUNSND); break; case wp_chaingun: SD_PlaySound (ATKGATLINGSND); break; } madenoise = true; // // find potential targets // viewdist = 0x7fffffffl; closest = NULL; while (1) { oldclosest = closest; for (check=ob->next ; check ; check=check->next) if ( (check->flags & FL_SHOOTABLE) && (check->flags & FL_VISABLE) && abs (check->viewx-centerx) < shootdelta ) { if (check->transx < viewdist) { viewdist = check->transx; closest = check; } } if (closest == oldclosest) return; // no more targets, all missed // // trace a line from player to enemey // if (CheckLine(closest)) break; } // // hit something // dx = abs(closest->tilex - player->tilex); dy = abs(closest->tiley - player->tiley); dist = dx>dy ? dx:dy; if (dist<2) damage = US_RndT() / 4; else if (dist<4) damage = US_RndT() / 6; else { if ( (US_RndT() / 12) < dist) // missed return; damage = US_RndT() / 6; } DamageActor (closest,damage); } //=========================================================================== /* =============== = = VictorySpin = =============== */ void VictorySpin (void) { long desty; if (player->angle > 270) { player->angle -= tics * 3; if (player->angle < 270) player->angle = 270; } else if (player->angle < 270) { player->angle += tics * 3; if (player->angle > 270) player->angle = 270; } desty = (((long)player->tiley-5)<y > desty) { player->y -= tics*4096; if (player->y < desty) player->y = desty; } } //=========================================================================== /* =============== = = T_Attack = =============== */ void T_Attack (objtype *ob) { struct atkinf *cur; UpdateFace (); if (gamestate.victoryflag) // watching the BJ actor { VictorySpin (); return; } if ( buttonstate[bt_use] && !buttonheld[bt_use] ) buttonstate[bt_use] = false; if ( buttonstate[bt_attack] && !buttonheld[bt_attack]) buttonstate[bt_attack] = false; ControlMovement (ob); if (gamestate.victoryflag) // watching the BJ actor return; plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned pluy = player->y >> UNSIGNEDSHIFT; player->tilex = player->x >> TILESHIFT; // scale to tile values player->tiley = player->y >> TILESHIFT; // // change frame and fire // gamestate.attackcount -= tics; while (gamestate.attackcount <= 0) { cur = &attackinfo[gamestate.weapon][gamestate.attackframe]; switch (cur->attack) { case -1: ob->state = &s_player; if (!gamestate.ammo) { gamestate.weapon = wp_knife; DrawWeapon (); } else { if (gamestate.weapon != gamestate.chosenweapon) { gamestate.weapon = gamestate.chosenweapon; DrawWeapon (); } }; gamestate.attackframe = gamestate.weaponframe = 0; return; case 4: if (!gamestate.ammo) break; if (buttonstate[bt_attack]) gamestate.attackframe -= 2; case 1: if (!gamestate.ammo) { // can only happen with chain gun gamestate.attackframe++; break; } GunAttack (ob); gamestate.ammo--; DrawAmmo (); break; case 2: KnifeAttack (ob); break; case 3: if (gamestate.ammo && buttonstate[bt_attack]) gamestate.attackframe -= 2; break; } gamestate.attackcount += cur->tics; gamestate.attackframe++; gamestate.weaponframe = attackinfo[gamestate.weapon][gamestate.attackframe].frame; } } //=========================================================================== /* =============== = = T_Player = =============== */ void T_Player (objtype *ob) { if (gamestate.victoryflag) // watching the BJ actor { VictorySpin (); return; } UpdateFace (); CheckWeaponChange (); if ( buttonstate[bt_use] ) Cmd_Use (); if ( buttonstate[bt_attack] && !buttonheld[bt_attack]) Cmd_Fire (); ControlMovement (ob); if (gamestate.victoryflag) // watching the BJ actor return; plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned pluy = player->y >> UNSIGNEDSHIFT; player->tilex = player->x >> TILESHIFT; // scale to tile values player->tiley = player->y >> TILESHIFT; }