ref: 2c0d5e026f50ae4f2a069b882a598e9a8a4d553b
dir: /act1.c/
// WL_ACT1.C #include "WL_DEF.H" #pragma hdrstop /* ============================================================================= STATICS ============================================================================= */ statobj_t statobjlist[MAXSTATS],*laststatobj; struct { s16int picnum; stat_t type; } statinfo[] = { {SPR_STAT_0}, // puddle spr1v {SPR_STAT_1,block}, // Green Barrel " {SPR_STAT_2,block}, // Table/chairs " {SPR_STAT_3,block}, // Floor lamp " {SPR_STAT_4}, // Chandelier " {SPR_STAT_5,block}, // Hanged man " {SPR_STAT_6,bo_alpo}, // Bad food " {SPR_STAT_7,block}, // Red pillar " // // NEW PAGE // {SPR_STAT_8,block}, // Tree spr2v {SPR_STAT_9}, // Skeleton flat " {SPR_STAT_10,block}, // Sink " (SOD:gibs) {SPR_STAT_11,block}, // Potted plant " {SPR_STAT_12,block}, // Urn " {SPR_STAT_13,block}, // Bare table " {SPR_STAT_14}, // Ceiling light " #ifndef SPEAR {SPR_STAT_15}, // Kitchen stuff " #else {SPR_STAT_15,block}, // Gibs! #endif // // NEW PAGE // {SPR_STAT_16,block}, // suit of armor spr3v {SPR_STAT_17,block}, // Hanging cage " {SPR_STAT_18,block}, // SkeletoninCage " {SPR_STAT_19}, // Skeleton relax " {SPR_STAT_20,bo_key1}, // Key 1 " {SPR_STAT_21,bo_key2}, // Key 2 " {SPR_STAT_22,block}, // stuff (SOD:gibs) {SPR_STAT_23}, // stuff // // NEW PAGE // {SPR_STAT_24,bo_food}, // Good food spr4v {SPR_STAT_25,bo_firstaid}, // First aid " {SPR_STAT_26,bo_clip}, // Clip " {SPR_STAT_27,bo_machinegun}, // Machine gun " {SPR_STAT_28,bo_chaingun}, // Gatling gun " {SPR_STAT_29,bo_cross}, // Cross " {SPR_STAT_30,bo_chalice}, // Chalice " {SPR_STAT_31,bo_bible}, // Bible " // // NEW PAGE // {SPR_STAT_32,bo_crown}, // crown spr5v {SPR_STAT_33,bo_fullheal}, // one up " {SPR_STAT_34,bo_gibs}, // gibs " {SPR_STAT_35,block}, // barrel " {SPR_STAT_36,block}, // well " {SPR_STAT_37,block}, // Empty well " {SPR_STAT_38,bo_gibs}, // Gibs 2 " {SPR_STAT_39,block}, // flag " // // NEW PAGE // #ifndef SPEAR {SPR_STAT_40,block}, // Call Apogee spr7v #else {SPR_STAT_40}, // Red light #endif // // NEW PAGE // {SPR_STAT_41}, // junk " {SPR_STAT_42}, // junk " {SPR_STAT_43}, // junk " #ifndef SPEAR {SPR_STAT_44}, // pots " #else {SPR_STAT_44,block}, // Gibs! #endif {SPR_STAT_45,block}, // stove " (SOD:gibs) {SPR_STAT_46,block}, // spears " (SOD:gibs) {SPR_STAT_47}, // vines " // // NEW PAGE // #ifdef SPEAR {SPR_STAT_48,block}, // marble pillar {SPR_STAT_49,bo_25clip}, // bonus 25 clip {SPR_STAT_50,block}, // truck {SPR_STAT_51,bo_spear}, // SPEAR OF DESTINY! #endif {SPR_STAT_26,bo_clip2}, // Clip " {-1} // terminator }; /* =============== = = InitStaticList = =============== */ void InitStaticList (void) { laststatobj = &statobjlist[0]; } /* =============== = = SpawnStatic = =============== */ void SpawnStatic (s16int tilex, s16int tiley, s16int type) { laststatobj->shapenum = statinfo[type].picnum; laststatobj->tilex = tilex; laststatobj->tiley = tiley; laststatobj->visspot = &spotvis[tilex][tiley]; switch (statinfo[type].type) { case block: (u16int)actorat[tilex][tiley] = 1; // consider it a blocking tile case dressing: laststatobj->flags = 0; break; case bo_cross: case bo_chalice: case bo_bible: case bo_crown: case bo_fullheal: if (!loadedgame) gamestate.treasuretotal++; case bo_firstaid: case bo_key1: case bo_key2: case bo_key3: case bo_key4: case bo_clip: case bo_25clip: case bo_machinegun: case bo_chaingun: case bo_food: case bo_alpo: case bo_gibs: case bo_spear: laststatobj->flags = FL_BONUS; laststatobj->itemnumber = statinfo[type].type; break; } laststatobj++; if (laststatobj == &statobjlist[MAXSTATS]) Quit ("Too many static objects!\n"); } /* =============== = = PlaceItemType = = Called during game play to drop actors' items. It finds the proper = item number based on the item type (bo_???). If there are no free item = spots, nothing is done. = =============== */ void PlaceItemType (s16int itemtype, s16int tilex, s16int tiley) { s16int type; statobj_t *spot; // // find the item number // for (type=0 ; ; type++) { if (statinfo[type].picnum == -1) // end of list Quit ("PlaceItemType: couldn't find type!"); if (statinfo[type].type == itemtype) break; } // // find a spot in statobjlist to put it in // for (spot=&statobjlist[0] ; ; spot++) { if (spot==laststatobj) { if (spot == &statobjlist[MAXSTATS]) return; // no free spots laststatobj++; // space at end break; } if (spot->shapenum == -1) // -1 is a free spot break; } // // place it // spot->shapenum = statinfo[type].picnum; spot->tilex = tilex; spot->tiley = tiley; spot->visspot = &spotvis[tilex][tiley]; spot->flags = FL_BONUS; spot->itemnumber = statinfo[type].type; } /* ============================================================================= DOORS doorobjlist[] holds most of the information for the doors doorposition[] holds the amount the door is open, ranging from 0 to 0xffff this is directly accessed by AsmRefresh during rendering The number of doors is limited to 64 because a spot in tilemap holds the door number in the low 6 bits, with the high bit meaning a door center and bit 6 meaning a door side tile Open doors conect two areas, so sounds will travel between them and sight will be checked when the player is in a connected area. Areaconnect is incremented/decremented by each door. If >0 they connect Every time a door opens or closes the areabyplayer matrix gets recalculated. An area is true if it connects with the player's current spor. ============================================================================= */ #define DOORWIDTH 0x7800 #define OPENTICS 300 doorobj_t doorobjlist[MAXDOORS],*lastdoorobj; s16int doornum; u16int doorposition[MAXDOORS]; // leading edge of door 0=closed // 0xffff = fully open u8int far areaconnect[NUMAREAS][NUMAREAS]; int areabyplayer[NUMAREAS]; /* ============== = = ConnectAreas = = Scans outward from playerarea, marking all connected areas = ============== */ void RecursiveConnect (s16int areanumber) { s16int i; for (i=0;i<NUMAREAS;i++) { if (areaconnect[areanumber][i] && !areabyplayer[i]) { areabyplayer[i] = true; RecursiveConnect (i); } } } void ConnectAreas (void) { memset (areabyplayer,0,sizeof(areabyplayer)); areabyplayer[player->areanumber] = true; RecursiveConnect (player->areanumber); } void InitAreas (void) { memset (areabyplayer,0,sizeof(areabyplayer)); areabyplayer[player->areanumber] = true; } /* =============== = = InitDoorList = =============== */ void InitDoorList (void) { memset (areabyplayer,0,sizeof(areabyplayer)); _fmemset (areaconnect,0,sizeof(areaconnect)); lastdoorobj = &doorobjlist[0]; doornum = 0; } /* =============== = = SpawnDoor = =============== */ void SpawnDoor (s16int tilex, s16int tiley, int vertical, s16int lock) { s16int areanumber; u16int far *map; if (doornum==64) Quit ("64+ doors on level!"); doorposition[doornum] = 0; // doors start out fully closed lastdoorobj->tilex = tilex; lastdoorobj->tiley = tiley; lastdoorobj->vertical = vertical; lastdoorobj->lock = lock; lastdoorobj->action = dr_closed; (u16int)actorat[tilex][tiley] = doornum | 0x80; // consider it a solid wall // // make the door tile a special tile, and mark the adjacent tiles // for door sides // tilemap[tilex][tiley] = doornum | 0x80; map = mapsegs[0] + farmapylookup[tiley]+tilex; if (vertical) { *map = *(map-1); // set area number tilemap[tilex][tiley-1] |= 0x40; tilemap[tilex][tiley+1] |= 0x40; } else { *map = *(map-mapwidth); // set area number tilemap[tilex-1][tiley] |= 0x40; tilemap[tilex+1][tiley] |= 0x40; } doornum++; lastdoorobj++; } //=========================================================================== /* ===================== = = OpenDoor = ===================== */ void OpenDoor (s16int door) { if (doorobjlist[door].action == dr_open) doorobjlist[door].ticcount = 0; // reset open time else doorobjlist[door].action = dr_opening; // start it opening } /* ===================== = = CloseDoor = ===================== */ void CloseDoor (s16int door) { s16int tilex,tiley,area; objtype *check; // // don't close on anything solid // tilex = doorobjlist[door].tilex; tiley = doorobjlist[door].tiley; if (actorat[tilex][tiley]) return; if (player->tilex == tilex && player->tiley == tiley) return; if (doorobjlist[door].vertical) { if ( player->tiley == tiley ) { if ( ((player->x+MINDIST) >>TILESHIFT) == tilex ) return; if ( ((player->x-MINDIST) >>TILESHIFT) == tilex ) return; } check = actorat[tilex-1][tiley]; if (check && ((check->x+MINDIST) >> TILESHIFT) == tilex ) return; check = actorat[tilex+1][tiley]; if (check && ((check->x-MINDIST) >> TILESHIFT) == tilex ) return; } else if (!doorobjlist[door].vertical) { if (player->tilex == tilex) { if ( ((player->y+MINDIST) >>TILESHIFT) == tiley ) return; if ( ((player->y-MINDIST) >>TILESHIFT) == tiley ) return; } check = actorat[tilex][tiley-1]; if (check && ((check->y+MINDIST) >> TILESHIFT) == tiley ) return; check = actorat[tilex][tiley+1]; if (check && ((check->y-MINDIST) >> TILESHIFT) == tiley ) return; } // // play door sound if in a connected area // area = *(mapsegs[0] + farmapylookup[doorobjlist[door].tiley] +doorobjlist[door].tilex)-AREATILE; if (areabyplayer[area]) { PlaySoundLocTile(CLOSEDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB } doorobjlist[door].action = dr_closing; // // make the door space solid // (u16int)actorat[tilex][tiley] = door | 0x80; } /* ===================== = = OperateDoor = = The player wants to change the door's direction = ===================== */ void OperateDoor (s16int door) { s16int lock; lock = doorobjlist[door].lock; if (lock >= dr_lock1 && lock <= dr_lock4) { if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) ) { SD_PlaySound (NOWAYSND); // locked return; } } switch (doorobjlist[door].action) { case dr_closed: case dr_closing: OpenDoor (door); break; case dr_open: case dr_opening: CloseDoor (door); break; } } //=========================================================================== /* =============== = = DoorOpen = = Close the door after three seconds = =============== */ void DoorOpen (s16int door) { if ( (doorobjlist[door].ticcount += tics) >= OPENTICS) CloseDoor (door); } /* =============== = = DoorOpening = =============== */ void DoorOpening (s16int door) { s16int area1,area2; u16int far *map; s32int position; position = doorposition[door]; if (!position) { // // door is just starting to open, so connect the areas // map = mapsegs[0] + farmapylookup[doorobjlist[door].tiley] +doorobjlist[door].tilex; if (doorobjlist[door].vertical) { area1 = *(map+1); area2 = *(map-1); } else { area1 = *(map-mapwidth); area2 = *(map+mapwidth); } area1 -= AREATILE; area2 -= AREATILE; areaconnect[area1][area2]++; areaconnect[area2][area1]++; ConnectAreas (); if (areabyplayer[area1]) { PlaySoundLocTile(OPENDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB } } // // slide the door by an adaptive amount // position += tics<<10; if (position >= 0xffff) { // // door is all the way open // position = 0xffff; doorobjlist[door].ticcount = 0; doorobjlist[door].action = dr_open; actorat[doorobjlist[door].tilex][doorobjlist[door].tiley] = 0; } doorposition[door] = position; } /* =============== = = DoorClosing = =============== */ void DoorClosing (s16int door) { s16int area1,area2,move; u16int far *map; s32int position; s16int tilex,tiley; tilex = doorobjlist[door].tilex; tiley = doorobjlist[door].tiley; if ( ((u16int)actorat[tilex][tiley] != (door | 0x80)) || (player->tilex == tilex && player->tiley == tiley) ) { // something got inside the door OpenDoor (door); return; }; position = doorposition[door]; // // slide the door by an adaptive amount // position -= tics<<10; if (position <= 0) { // // door is closed all the way, so disconnect the areas // position = 0; doorobjlist[door].action = dr_closed; map = mapsegs[0] + farmapylookup[doorobjlist[door].tiley] +doorobjlist[door].tilex; if (doorobjlist[door].vertical) { area1 = *(map+1); area2 = *(map-1); } else { area1 = *(map-mapwidth); area2 = *(map+mapwidth); } area1 -= AREATILE; area2 -= AREATILE; areaconnect[area1][area2]--; areaconnect[area2][area1]--; ConnectAreas (); } doorposition[door] = position; } /* ===================== = = MoveDoors = = Called from PlayLoop = ===================== */ void MoveDoors (void) { s16int door; if (gamestate.victoryflag) // don't move door during victory sequence return; for (door = 0 ; door < doornum ; door++) switch (doorobjlist[door].action) { case dr_open: DoorOpen (door); break; case dr_opening: DoorOpening(door); break; case dr_closing: DoorClosing(door); break; } } /* ============================================================================= PUSHABLE WALLS ============================================================================= */ u16int pwallstate; u16int pwallpos; // amount a pushable wall has been moved (0-63) u16int pwallx,pwally; s16int pwalldir; /* =============== = = PushWall = =============== */ void PushWall (s16int checkx, s16int checky, s16int dir) { s16int oldtile; if (pwallstate) return; oldtile = tilemap[checkx][checky]; if (!oldtile) return; switch (dir) { case di_north: if (actorat[checkx][checky-1]) { SD_PlaySound (NOWAYSND); return; } (u16int)actorat[checkx][checky-1] = tilemap[checkx][checky-1] = oldtile; break; case di_east: if (actorat[checkx+1][checky]) { SD_PlaySound (NOWAYSND); return; } (u16int)actorat[checkx+1][checky] = tilemap[checkx+1][checky] = oldtile; break; case di_south: if (actorat[checkx][checky+1]) { SD_PlaySound (NOWAYSND); return; } (u16int)actorat[checkx][checky+1] = tilemap[checkx][checky+1] = oldtile; break; case di_west: if (actorat[checkx-1][checky]) { SD_PlaySound (NOWAYSND); return; } (u16int)actorat[checkx-1][checky] = tilemap[checkx-1][checky] = oldtile; break; } gamestate.secretcount++; pwallx = checkx; pwally = checky; pwalldir = dir; pwallstate = 1; pwallpos = 0; tilemap[pwallx][pwally] |= 0xc0; *(mapsegs[1]+farmapylookup[pwally]+pwallx) = 0; // remove P tile info SD_PlaySound (PUSHWALLSND); } /* ================= = = MovePWalls = ================= */ void MovePWalls (void) { s16int oldblock,oldtile; if (!pwallstate) return; oldblock = pwallstate/128; pwallstate += tics; if (pwallstate/128 != oldblock) { // block crossed into a new block oldtile = tilemap[pwallx][pwally] & 63; // // the tile can now be walked into // tilemap[pwallx][pwally] = 0; (u16int)actorat[pwallx][pwally] = 0; *(mapsegs[0]+farmapylookup[pwally]+pwallx) = player->areanumber+AREATILE; // // see if it should be pushed farther // if (pwallstate>256) { // // the block has been pushed two tiles // pwallstate = 0; return; } else { switch (pwalldir) { case di_north: pwally--; if (actorat[pwallx][pwally-1]) { pwallstate = 0; return; } (u16int)actorat[pwallx][pwally-1] = tilemap[pwallx][pwally-1] = oldtile; break; case di_east: pwallx++; if (actorat[pwallx+1][pwally]) { pwallstate = 0; return; } (u16int)actorat[pwallx+1][pwally] = tilemap[pwallx+1][pwally] = oldtile; break; case di_south: pwally++; if (actorat[pwallx][pwally+1]) { pwallstate = 0; return; } (u16int)actorat[pwallx][pwally+1] = tilemap[pwallx][pwally+1] = oldtile; break; case di_west: pwallx--; if (actorat[pwallx-1][pwally]) { pwallstate = 0; return; } (u16int)actorat[pwallx-1][pwally] = tilemap[pwallx-1][pwally] = oldtile; break; } tilemap[pwallx][pwally] = oldtile | 0xc0; } } pwallpos = (pwallstate/2)&63; }