ref: a88630d07570f7e9a30098817db9efe32307a776
dir: /game.c/
// WL_GAME.C #include "WL_DEF.H" #pragma hdrstop /* ============================================================================= LOCAL CONSTANTS ============================================================================= */ /* ============================================================================= GLOBAL VARIABLES ============================================================================= */ int ingame,fizzlein; u16int latchpics[NUMLATCHPICS]; gametype gamestate; s32int spearx,speary; u16int spearangle; int spearflag; // // ELEVATOR BACK MAPS - REMEMBER (-1)!! // s16int ElevatorBackTo[]={1,1,7,3,5,3}; void ScanInfoPlane (void); void SetupGameLevel (void); void DrawPlayScreen (void); void LoadLatchMem (void); void GameLoop (void); /* ============================================================================= LOCAL VARIABLES ============================================================================= */ //=========================================================================== //=========================================================================== /* ========================== = = SetSoundLoc - Given the location of an object (in terms of global = coordinates, held in globalsoundx and globalsoundy), munges the values = for an approximate distance from the left and right ear, and puts = those values into leftchannel and rightchannel. = = JAB = ========================== */ s32int globalsoundx,globalsoundy; s16int leftchannel,rightchannel; #define ATABLEMAX 15 u8int righttable[ATABLEMAX][ATABLEMAX * 2] = { { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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} }; u8int lefttable[ATABLEMAX][ATABLEMAX * 2] = { { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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}, { 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} }; void SetSoundLoc(s32int gx,s32int gy) { s32int xt,yt; s16int x,y; // // translate point to view centered coordinates // gx -= viewx; gy -= viewy; xt = FixedByFrac(gx,viewcos); yt = FixedByFrac(gy,viewsin); x = (xt - yt) >> TILESHIFT; xt = FixedByFrac(gx,viewsin); yt = FixedByFrac(gy,viewcos); y = (yt + xt) >> TILESHIFT; if (y >= ATABLEMAX) y = ATABLEMAX - 1; else if (y <= -ATABLEMAX) y = -ATABLEMAX; if (x < 0) x = -x; if (x >= ATABLEMAX) x = ATABLEMAX - 1; leftchannel = lefttable[x][y + ATABLEMAX]; rightchannel = righttable[x][y + ATABLEMAX]; } /* ========================== = = SetSoundLocGlobal - Sets up globalsoundx & globalsoundy and then calls = UpdateSoundLoc() to transform that into relative channel volumes. Those = values are then passed to the Sound Manager so that they'll be used for = the next sound played (if possible). = = JAB = ========================== */ void PlaySoundLocGlobal(u16int s,s32int gx,s32int gy) { SetSoundLoc(gx,gy); SD_PositionSound(leftchannel,rightchannel); if (SD_PlaySound(s)) { globalsoundx = gx; globalsoundy = gy; } } void UpdateSoundLoc(void) { if (SoundPositioned) { SetSoundLoc(globalsoundx,globalsoundy); SD_SetPosition(leftchannel,rightchannel); } } /* ** JAB End */ /* ========================== = = ClearMemory = ========================== */ void ClearMemory (void) { PM_UnlockMainMem(); SD_StopDigitized(); MM_SortMem (); } /* ========================== = = ScanInfoPlane = = Spawn all actors and mark down special places = ========================== */ void ScanInfoPlane (void) { u16int x,y,i,j; s16int tile; u16int far *start; start = mapsegs[1]; for (y=0;y<mapheight;y++) for (x=0;x<mapwidth;x++) { tile = *start++; if (!tile) continue; switch (tile) { case 19: case 20: case 21: case 22: SpawnPlayer(x,y,NORTH+tile-19); break; case 23: case 24: case 25: case 26: case 27: case 28: case 29: case 30: case 31: case 32: case 33: case 34: case 35: case 36: case 37: case 38: case 39: case 40: case 41: case 42: case 43: case 44: case 45: case 46: case 47: case 48: case 49: case 50: case 51: case 52: case 53: case 54: case 55: case 56: case 57: case 58: case 59: case 60: case 61: case 62: case 63: case 64: case 65: case 66: case 67: case 68: case 69: case 70: case 71: case 72: case 73: // TRUCK AND SPEAR! case 74: SpawnStatic(x,y,tile-23); break; // // P wall // case 98: if (!loadedgame) gamestate.secrettotal++; break; // // guard // case 180: case 181: case 182: case 183: if (gamestate.difficulty<gd_hard) break; tile -= 36; case 144: case 145: case 146: case 147: if (gamestate.difficulty<gd_medium) break; tile -= 36; case 108: case 109: case 110: case 111: SpawnStand(en_guard,x,y,tile-108); break; case 184: case 185: case 186: case 187: if (gamestate.difficulty<gd_hard) break; tile -= 36; case 148: case 149: case 150: case 151: if (gamestate.difficulty<gd_medium) break; tile -= 36; case 112: case 113: case 114: case 115: SpawnPatrol(en_guard,x,y,tile-112); break; case 124: SpawnDeadGuard (x,y); break; // // officer // case 188: case 189: case 190: case 191: if (gamestate.difficulty<gd_hard) break; tile -= 36; case 152: case 153: case 154: case 155: if (gamestate.difficulty<gd_medium) break; tile -= 36; case 116: case 117: case 118: case 119: SpawnStand(en_officer,x,y,tile-116); break; case 192: case 193: case 194: case 195: if (gamestate.difficulty<gd_hard) break; tile -= 36; case 156: case 157: case 158: case 159: if (gamestate.difficulty<gd_medium) break; tile -= 36; case 120: case 121: case 122: case 123: SpawnPatrol(en_officer,x,y,tile-120); break; // // ss // case 198: case 199: case 200: case 201: if (gamestate.difficulty<gd_hard) break; tile -= 36; case 162: case 163: case 164: case 165: if (gamestate.difficulty<gd_medium) break; tile -= 36; case 126: case 127: case 128: case 129: SpawnStand(en_ss,x,y,tile-126); break; case 202: case 203: case 204: case 205: if (gamestate.difficulty<gd_hard) break; tile -= 36; case 166: case 167: case 168: case 169: if (gamestate.difficulty<gd_medium) break; tile -= 36; case 130: case 131: case 132: case 133: SpawnPatrol(en_ss,x,y,tile-130); break; // // dogs // case 206: case 207: case 208: case 209: if (gamestate.difficulty<gd_hard) break; tile -= 36; case 170: case 171: case 172: case 173: if (gamestate.difficulty<gd_medium) break; tile -= 36; case 134: case 135: case 136: case 137: SpawnStand(en_dog,x,y,tile-134); break; case 210: case 211: case 212: case 213: if (gamestate.difficulty<gd_hard) break; tile -= 36; case 174: case 175: case 176: case 177: if (gamestate.difficulty<gd_medium) break; tile -= 36; case 138: case 139: case 140: case 141: SpawnPatrol(en_dog,x,y,tile-138); break; // // boss // #ifndef SPEAR case 214: SpawnBoss (x,y); break; case 197: SpawnGretel (x,y); break; case 215: SpawnGift (x,y); break; case 179: SpawnFat (x,y); break; case 196: SpawnSchabbs (x,y); break; case 160: SpawnFakeHitler (x,y); break; case 178: SpawnHitler (x,y); break; #else case 106: SpawnSpectre (x,y); break; case 107: SpawnAngel (x,y); break; case 125: SpawnTrans (x,y); break; case 142: SpawnUber (x,y); break; case 143: SpawnWill (x,y); break; case 161: SpawnDeath (x,y); break; #endif // // mutants // case 252: case 253: case 254: case 255: if (gamestate.difficulty<gd_hard) break; tile -= 18; case 234: case 235: case 236: case 237: if (gamestate.difficulty<gd_medium) break; tile -= 18; case 216: case 217: case 218: case 219: SpawnStand(en_mutant,x,y,tile-216); break; case 256: case 257: case 258: case 259: if (gamestate.difficulty<gd_hard) break; tile -= 18; case 238: case 239: case 240: case 241: if (gamestate.difficulty<gd_medium) break; tile -= 18; case 220: case 221: case 222: case 223: SpawnPatrol(en_mutant,x,y,tile-220); break; // // ghosts // #ifndef SPEAR case 224: SpawnGhosts (en_blinky,x,y); break; case 225: SpawnGhosts (en_clyde,x,y); break; case 226: SpawnGhosts (en_pinky,x,y); break; case 227: SpawnGhosts (en_inky,x,y); break; #endif } } } //========================================================================== /* ================== = = SetupGameLevel = ================== */ void SetupGameLevel (void) { s16int x,y,i; u16int far *map,tile,spot; if (!loadedgame) { gamestate.TimeCount= gamestate.secrettotal= gamestate.killtotal= gamestate.treasuretotal= gamestate.secretcount= gamestate.killcount= gamestate.treasurecount=0; } if (demoplayback || demorecord) US_InitRndT (false); else US_InitRndT (true); // // load the level // CA_CacheMap (gamestate.mapon+10*gamestate.episode); mapon-=gamestate.episode*10; mapwidth = mapheaderseg[mapon]->width; mapheight = mapheaderseg[mapon]->height; if (mapwidth != 64 || mapheight != 64) Quit ("Map not 64*64!"); // // copy the wall data to a data segment array // memset (tilemap,0,sizeof(tilemap)); memset (actorat,0,sizeof(actorat)); map = mapsegs[0]; for (y=0;y<mapheight;y++) for (x=0;x<mapwidth;x++) { tile = *map++; if (tile<AREATILE) { // solid wall tilemap[x][y] = tile; (u16int)actorat[x][y] = tile; } else { // area floor tilemap[x][y] = 0; (u16int)actorat[x][y] = 0; } } // // spawn doors // InitActorList (); // start spawning things with a clean slate InitDoorList (); InitStaticList (); map = mapsegs[0]; for (y=0;y<mapheight;y++) for (x=0;x<mapwidth;x++) { tile = *map++; if (tile >= 90 && tile <= 101) { // door switch (tile) { case 90: case 92: case 94: case 96: case 98: case 100: SpawnDoor (x,y,1,(tile-90)/2); break; case 91: case 93: case 95: case 97: case 99: case 101: SpawnDoor (x,y,0,(tile-91)/2); break; } } } // // spawn actors // ScanInfoPlane (); // // take out the ambush markers // map = mapsegs[0]; for (y=0;y<mapheight;y++) for (x=0;x<mapwidth;x++) { tile = *map++; if (tile == AMBUSHTILE) { tilemap[x][y] = 0; if ( (u16int)actorat[x][y] == AMBUSHTILE) actorat[x][y] = NULL; if (*map >= AREATILE) tile = *map; if (*(map-1-mapwidth) >= AREATILE) tile = *(map-1-mapwidth); if (*(map-1+mapwidth) >= AREATILE) tile = *(map-1+mapwidth); if ( *(map-2) >= AREATILE) tile = *(map-2); *(map-1) = tile; } } // // have the caching manager load and purge stuff to make sure all marks // are in memory // CA_LoadAllSounds (); } //========================================================================== /* =================== = = DrawPlayBorderSides = = To fix window overwrites = =================== */ void DrawPlayBorderSides (void) { s16int xl,yl; xl = 160-viewwidth/2; yl = (200-STATUSLINES-viewheight)/2; VWB_Bar (0,0,xl-1,200-STATUSLINES,127); VWB_Bar (xl+viewwidth+1,0,xl-2,200-STATUSLINES,127); VWB_Vlin (yl-1,yl+viewheight,xl-1,0); VWB_Vlin (yl-1,yl+viewheight,xl+viewwidth,125); } /* =================== = = DrawAllPlayBorderSides = =================== */ void DrawAllPlayBorderSides (void) { u16int i,temp; temp = bufferofs; for (i=0;i<3;i++) { bufferofs = screenloc[i]; DrawPlayBorderSides (); } bufferofs = temp; } /* =================== = = DrawPlayBorder = =================== */ void DrawAllPlayBorder (void) { u16int i,temp; temp = bufferofs; for (i=0;i<3;i++) { bufferofs = screenloc[i]; DrawPlayBorder (); } bufferofs = temp; } /* =================== = = DrawPlayBorder = =================== */ void DrawPlayBorder (void) { s16int xl,yl; VWB_Bar (0,0,320,200-STATUSLINES,127); xl = 160-viewwidth/2; yl = (200-STATUSLINES-viewheight)/2; VWB_Bar (xl,yl,viewwidth,viewheight,0); VWB_Hlin (xl-1,xl+viewwidth,yl-1,0); VWB_Hlin (xl-1,xl+viewwidth,yl+viewheight,125); VWB_Vlin (yl-1,yl+viewheight,xl-1,0); VWB_Vlin (yl-1,yl+viewheight,xl+viewwidth,125); VWB_Plot (xl-1,yl+viewheight,124); } /* =================== = = DrawPlayScreen = =================== */ void DrawPlayScreen (void) { s16int i,j,p,m; u16int temp; VW_FadeOut (); temp = bufferofs; for (i=0;i<3;i++) { bufferofs = screenloc[i]; DrawPlayBorder (); VWB_DrawPic (0,200-STATUSLINES,Pstat); } bufferofs = temp; DrawFace (); DrawHealth (); DrawLives (); DrawLevel (); DrawAmmo (); DrawKeys (); DrawWeapon (); DrawScore (); } //========================================================================== /* ================== = = StartDemoRecord = ================== */ #define MAXDEMOSIZE 8192 void StartDemoRecord (s16int levelnumber) { MM_GetPtr (&demobuffer,MAXDEMOSIZE); MM_SetLock (&demobuffer,true); demoptr = (char far *)demobuffer; lastdemoptr = demoptr+MAXDEMOSIZE; *demoptr = levelnumber; demoptr += 4; // leave space for length demorecord = true; } /* ================== = = FinishDemoRecord = ================== */ char demoname[13] = "DEMO?."; void FinishDemoRecord (void) { s32int length,level; demorecord = false; length = demoptr - (char far *)demobuffer; demoptr = ((char far *)demobuffer)+1; *(u16int far *)demoptr = length; CenterWindow(24,3); PrintY+=6; US_Print(" Demo number (0-9):"); VW_UpdateScreen(); if (US_LineInput (px,py,str,NULL,true,2,0)) { level = atoi (str); if (level>=0 && level<=9) { demoname[4] = '0'+level; CA_WriteFile (demoname,(void far *)demobuffer,length); } } MM_FreePtr (&demobuffer); } //========================================================================== /* ================== = = RecordDemo = = Fades the screen out, then starts a demo. Exits with the screen faded = ================== */ void RecordDemo (void) { s16int level,esc; CenterWindow(26,3); PrintY+=6; CA_CacheGrChunk(STARTFONT); fontnumber=0; US_Print(" Demo which level(1-10):"); VW_UpdateScreen(); VW_FadeIn (); esc = !US_LineInput (px,py,str,NULL,true,2,0); if (esc) return; level = atoi (str); level--; SETFONTCOLOR(0,15); VW_FadeOut (); #ifndef SPEAR NewGame (gd_hard,level/10); gamestate.mapon = level%10; #else NewGame (gd_hard,0); gamestate.mapon = level; #endif StartDemoRecord (level); DrawPlayScreen (); VW_FadeIn (); startgame = false; demorecord = true; SetupGameLevel (); StartMusic (); PM_CheckMainMem (); fizzlein = true; PlayLoop (); demoplayback = false; StopMusic (); VW_FadeOut (); ClearMemory (); FinishDemoRecord (); } //========================================================================== /* ================== = = PlayDemo = = Fades the screen out, then starts a demo. Exits with the screen faded = ================== */ void PlayDemo (uchar *p) { s16int length; demoptr = p; NewGame (1,0); gamestate.mapon = *demoptr++; gamestate.difficulty = gd_hard; length = *((u16int far *)demoptr)++; demoptr++; lastdemoptr = demoptr-4+length; VW_FadeOut (); SETFONTCOLOR(0,15); DrawPlayScreen (); VW_FadeIn (); startgame = false; demoplayback = true; SetupGameLevel (); StartMusic (); PM_CheckMainMem (); fizzlein = true; PlayLoop (); demoplayback = false; StopMusic (); VW_FadeOut (); ClearMemory (); } //========================================================================== /* ================== = = Died = ================== */ #define DEATHROTATE 2 void Died (void) { float fangle; s32int dx,dy; s16int iangle,curangle,clockwise,counter,change; gamestate.weapon = -1; // take away weapon SD_PlaySound (Sdeath); // // swing around to face attacker // dx = killerobj->x - player->x; dy = player->y - killerobj->y; fangle = atan2(dy,dx); // returns -pi to pi if (fangle<0) fangle = M_PI*2+fangle; iangle = fangle/(M_PI*2)*ANGLES; if (player->angle > iangle) { counter = player->angle - iangle; clockwise = ANGLES-player->angle + iangle; } else { clockwise = iangle - player->angle; counter = player->angle + ANGLES-iangle; } curangle = player->angle; if (clockwise<counter) { // // rotate clockwise // if (curangle>iangle) curangle -= ANGLES; do { change = tics*DEATHROTATE; if (curangle + change > iangle) change = iangle-curangle; curangle += change; player->angle += change; if (player->angle >= ANGLES) player->angle -= ANGLES; ThreeDRefresh (); CalcTics (); } while (curangle != iangle); } else { // // rotate counterclockwise // if (curangle<iangle) curangle += ANGLES; do { change = -tics*DEATHROTATE; if (curangle + change < iangle) change = iangle-curangle; curangle += change; player->angle += change; if (player->angle < 0) player->angle += ANGLES; ThreeDRefresh (); CalcTics (); } while (curangle != iangle); } // // fade to red // FinishPaletteShifts (); bufferofs += screenofs; VW_Bar (0,0,viewwidth,viewheight,4); IN_ClearKeysDown (); FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,70,false); bufferofs -= screenofs; IN_UserInput(100); SD_WaitSoundDone (); if (tedlevel == false) // SO'S YA DON'T GET KILLED WHILE LAUNCHING! gamestate.lives--; if (gamestate.lives > -1) { gamestate.health = 100; gamestate.weapon = gamestate.bestweapon = gamestate.chosenweapon = wp_pistol; gamestate.ammo = STARTAMMO; gamestate.keys = 0; gamestate.attackframe = gamestate.attackcount = gamestate.weaponframe = 0; DrawKeys (); DrawWeapon (); DrawAmmo (); DrawHealth (); DrawFace (); DrawLives (); } } //========================================================================== /* =================== = = GameLoop = =================== */ void GameLoop (void) { s16int i,xl,yl,xh,yh; char num[20]; int died; restartgame: ClearMemory (); SETFONTCOLOR(0,15); DrawPlayScreen (); died = false; restart: do { if (!loadedgame) gamestate.score = gamestate.oldscore; DrawScore(); startgame = false; if (loadedgame) loadedgame = false; else SetupGameLevel (); #ifdef SPEAR if (gamestate.mapon == 20) // give them the key allways { gamestate.keys |= 1; DrawKeys (); } #endif ingame = true; StartMusic (); PM_CheckMainMem (); if (!died) PreloadGraphics (); else died = false; fizzlein = true; DrawLevel (); startplayloop: PlayLoop (); #ifdef SPEAR if (spearflag) { SD_StopSound(); SD_PlaySound(Spear); if (DigiMode != sds_Off) { s32int lasttimecount = TimeCount; while(TimeCount < lasttimecount+150) //while(DigiPlaying!=false) SD_Poll(); } else SD_WaitSoundDone(); ClearMemory (); gamestate.oldscore = gamestate.score; gamestate.mapon = 20; SetupGameLevel (); StartMusic (); PM_CheckMainMem (); player->x = spearx; player->y = speary; player->angle = spearangle; spearflag = false; Thrust (0,0); goto startplayloop; } #endif StopMusic (); ingame = false; if (demorecord && playstate != ex_warped) FinishDemoRecord (); if (startgame || loadedgame) goto restartgame; switch (playstate) { case ex_completed: case ex_secretlevel: gamestate.keys = 0; DrawKeys (); VW_FadeOut (); ClearMemory (); LevelCompleted (); // do the intermission #ifdef SPEARDEMO if (gamestate.mapon == 1) { died = true; // don't "get psyched!" VW_FadeOut (); ClearMemory (); CheckHighScore (gamestate.score,gamestate.mapon+1); #pragma warn -sus _fstrcpy(MainMenu[viewscores].string,"View Scores"); MainMenu[viewscores].routine = CP_ViewScores; #pragma warn +sus return; } #endif gamestate.oldscore = gamestate.score; #ifndef SPEAR // // COMING BACK FROM SECRET LEVEL // if (gamestate.mapon == 9) gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret else // // GOING TO SECRET LEVEL // if (playstate == ex_secretlevel) gamestate.mapon = 9; #else #define FROMSECRET1 3 #define FROMSECRET2 11 // // GOING TO SECRET LEVEL // if (playstate == ex_secretlevel) switch(gamestate.mapon) { case FROMSECRET1: gamestate.mapon = 18; break; case FROMSECRET2: gamestate.mapon = 19; break; } else // // COMING BACK FROM SECRET LEVEL // if (gamestate.mapon == 18 || gamestate.mapon == 19) switch(gamestate.mapon) { case 18: gamestate.mapon = FROMSECRET1+1; break; case 19: gamestate.mapon = FROMSECRET2+1; break; } #endif else // // GOING TO NEXT LEVEL // gamestate.mapon++; break; case ex_died: Died (); died = true; // don't "get psyched!" if (gamestate.lives > -1) break; // more lives left VW_FadeOut (); ClearMemory (); CheckHighScore (gamestate.score,gamestate.mapon+1); #pragma warn -sus _fstrcpy(MainMenu[viewscores].string,"View Scores"); MainMenu[viewscores].routine = CP_ViewScores; #pragma warn +sus return; case ex_victorious: #ifndef SPEAR VW_FadeOut (); #else VL_FadeOut (0,255,0,17,17,300); #endif ClearMemory (); Victory (); ClearMemory (); CheckHighScore (gamestate.score,gamestate.mapon+1); #pragma warn -sus _fstrcpy(MainMenu[viewscores].string,"View Scores"); MainMenu[viewscores].routine = CP_ViewScores; #pragma warn +sus return; default: ClearMemory (); break; } } while (1); }