// 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 // int32_t thrustspeed; word plux,pluy; // player coordinates scaled to unsigned short anglefrac; objtype *LastAttacker; /* ============================================================================= LOCAL VARIABLES ============================================================================= */ void T_Player (objtype *ob); void T_Attack (objtype *ob); statetype s_player = {false,0,0,(statefunc) T_Player,NULL,NULL}; statetype s_attack = {false,0,0,(statefunc) T_Attack,NULL,NULL}; struct atkinf { int8_t 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} }, }; //=========================================================================== //---------- 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, int32_t xmove, int32_t ymove); /* ============================================================================= CONTROL STUFF ============================================================================= */ /* ====================== = = CheckWeaponChange = = Keys 1-4 change weapons = ====================== */ void CheckWeaponChange (void) { int newWeapon = -1; if (!gamestate.ammo) // must use knife with no ammo return; #ifdef _arch_dreamcast int joyx, joyy; IN_GetJoyFineDelta (&joyx, &joyy); if(joyx < -64) buttonstate[bt_prevweapon] = true; else if(joyx > 64) buttonstate[bt_nextweapon] = true; #endif if(buttonstate[bt_nextweapon] && !buttonheld[bt_nextweapon]) { newWeapon = gamestate.weapon + 1; if(newWeapon > gamestate.bestweapon) newWeapon = 0; } else if(buttonstate[bt_prevweapon] && !buttonheld[bt_prevweapon]) { newWeapon = gamestate.weapon - 1; if(newWeapon < 0) newWeapon = gamestate.bestweapon; } else { for(int i = wp_knife; i <= gamestate.bestweapon; i++) { if (buttonstate[bt_readyknife + i - wp_knife]) { newWeapon = i; break; } } } if(newWeapon != -1) { gamestate.weapon = gamestate.chosenweapon = (weapontype) newWeapon; DrawWeapon(); } } /* ======================= = = 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) { int32_t oldx,oldy; int angle; int angleunits; thrustspeed = 0; oldx = player->x; oldy = player->y; if(buttonstate[bt_strafeleft]) { angle = ob->angle + ANGLES/4; if(angle >= ANGLES) angle -= ANGLES; if(buttonstate[bt_run]) Thrust(angle, RUNMOVE * MOVESCALE * tics); else Thrust(angle, BASEMOVE * MOVESCALE * tics); } if(buttonstate[bt_straferight]) { angle = ob->angle - ANGLES/4; if(angle < 0) angle += ANGLES; if(buttonstate[bt_run]) Thrust(angle, RUNMOVE * MOVESCALE * tics ); else Thrust(angle, BASEMOVE * MOVESCALE * tics); } // // 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; } /* ============================================================================= STATUS WINDOW STUFF ============================================================================= */ /* ================== = = StatusDrawPic = ================== */ void StatusDrawPic (unsigned x, unsigned y, unsigned picnum) { LatchDrawPicScaledCoord ((screenWidth-scaleFactor*320)/16 + scaleFactor*x, screenHeight-scaleFactor*(STATUSLINES-y),picnum); } void StatusDrawFace(unsigned picnum) { StatusDrawPic(17, 4, picnum); #ifdef _arch_dreamcast DC_StatusDrawLCD(picnum); #endif } /* ================== = = DrawFace = ================== */ void DrawFace (void) { if(viewsize == 21 && ingame) return; if (SD_SoundPlaying() == GETGATLINGSND) StatusDrawFace(GOTGATLINGPIC); else if (gamestate.health) { #ifdef SPEAR if (godmode) StatusDrawFace(GODMODEFACE1PIC+gamestate.faceframe); else #endif StatusDrawFace(FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe); } else { #ifndef SPEAR if (LastAttacker && LastAttacker->obclass == needleobj) StatusDrawFace(MUTANTBJPIC); else #endif StatusDrawFace(FACE8APIC); } } /* =============== = = UpdateFace = = Calls draw face if time to change = =============== */ int facecount = 0; int facetimes = 0; void UpdateFace (void) { // don't make demo depend on sound playback if(demoplayback || demorecord) { if(facetimes > 0) { facetimes--; return; } } else 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 = =============== */ static void LatchNumber (int x, int y, unsigned width, int32_t number) { unsigned length,c; char str[20]; ltoa (number,str,10); length = (unsigned) strlen (str); while (length>=2; if (!godmode) gamestate.health -= points; if (gamestate.health<=0) { gamestate.health = 0; playstate = ex_died; killerobj = attacker; } if (godmode != 2) StartDamageFlash (points); DrawHealth (); DrawFace (); // // MAKE BJ'S EYES BUG IF MAJOR DAMAGE! // #ifdef SPEAR if (points > 30 && gamestate.health!=0 && !godmode && viewsize != 21) { StatusDrawFace(BJOUCHPIC); facecount = 0; } #endif } /* =============== = = HealSelf = =============== */ void HealSelf (int points) { gamestate.health += points; if (gamestate.health>100) gamestate.health = 100; DrawHealth (); DrawFace (); } //=========================================================================== /* =============== = = DrawLevel = =============== */ void DrawLevel (void) { if(viewsize == 21 && ingame) return; #ifdef SPEAR if (gamestate.mapon == 20) LatchNumber (2,16,2,18); else #endif LatchNumber (2,16,2,gamestate.mapon+1); } //=========================================================================== /* =============== = = DrawLives = =============== */ void DrawLives (void) { if(viewsize == 21 && ingame) return; LatchNumber (14,16,1,gamestate.lives); } /* =============== = = GiveExtraMan = =============== */ void GiveExtraMan (void) { if (gamestate.lives<9) gamestate.lives++; DrawLives (); SD_PlaySound (BONUS1UPSND); } //=========================================================================== /* =============== = = DrawScore = =============== */ void DrawScore (void) { if(viewsize == 21 && ingame) return; LatchNumber (6,16,6,gamestate.score); } /* =============== = = GivePoints = =============== */ void GivePoints (int32_t points) { gamestate.score += points; while (gamestate.score >= gamestate.nextextra) { gamestate.nextextra += EXTRAPOINTS; GiveExtraMan (); } DrawScore (); } //=========================================================================== /* ================== = = DrawWeapon = ================== */ void DrawWeapon (void) { if(viewsize == 21 && ingame) return; StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon); } /* ================== = = DrawKeys = ================== */ void DrawKeys (void) { if(viewsize == 21 && ingame) return; 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); facetimes = 38; GiveWeapon (wp_chaingun); if(viewsize != 21) StatusDrawFace (GOTGATLINGPIC); facecount = 0; 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; #ifdef SPEAR case bo_spear: spearflag = true; spearx = player->x; speary = player->y; spearangle = player->angle; playstate = ex_completed; #endif } 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; int32_t deltax,deltay; xl = (ob->x-PLAYERSIZE) >>TILESHIFT; yl = (ob->y-PLAYERSIZE) >>TILESHIFT; xh = (ob->x+PLAYERSIZE) >>TILESHIFT; yh = (ob->y+PLAYERSIZE) >>TILESHIFT; #define PUSHWALLMINDIST PLAYERSIZE // // check for solid walls // for (y=yl;y<=yh;y++) { for (x=xl;x<=xh;x++) { check = actorat[x][y]; if (check && !ISPOINTER(check)) { if(tilemap[x][y]==64 && x==pwallx && y==pwally) // back of moving pushwall? { switch(pwalldir) { case di_north: if(ob->y-PUSHWALLMINDIST<=(pwally<x-PUSHWALLMINDIST<=(pwallx<x+PUSHWALLMINDIST>=(pwallx<y+PUSHWALLMINDIST>=(pwally<0) yl--; if (yh0) xl--; if (xhflags & 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, int32_t xmove, int32_t ymove) { int32_t basex,basey; basex = ob->x; basey = ob->y; ob->x = basex+xmove; ob->y = basey+ymove; if (TryMove (ob)) return; #ifndef REMDEBUG if (noclip && ob->x > 2*TILEGLOBAL && ob->y > 2*TILEGLOBAL && ob->x < (((int32_t)(mapwidth-1))<y < (((int32_t)(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 = =================== */ // For player movement in demos exactly as in the original Wolf3D v1.4 source code static fixed FixedByFracOrig(fixed a, fixed b) { int sign = 0; if(b == 65536) b = 65535; else if(b == -65536) b = 65535, sign = 1; else if(b < 0) b = (-b), sign = 1; if(a < 0) { a = -a; sign = !sign; } fixed res = (fixed)(((int64_t) a * b) >> 16); if(sign) res = -res; return res; } void Thrust (int angle, int32_t speed) { int32_t xmove,ymove; 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 = DEMOCHOOSE_ORIG_SDL( FixedByFracOrig(speed, costable[angle]), FixedMul(speed,costable[angle])); ymove = DEMOCHOOSE_ORIG_SDL( -FixedByFracOrig(speed, sintable[angle]), -FixedMul(speed,sintable[angle])); ClipMove(player,xmove,ymove); player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values player->tiley = (short)(player->y >> TILESHIFT); offset = (player->tiley<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) { 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]+(checky<tiley<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 = ac_yes; player->tilex = tilex; player->tiley = tiley; player->areanumber = (byte) *(mapsegs[0]+(player->tiley<tilex); player->x = ((int32_t)tilex<y = ((int32_t)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; int32_t 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; int32_t 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) { int32_t desty; if (player->angle > 270) { player->angle -= (short)(tics * 3); if (player->angle < 270) player->angle = 270; } else if (player->angle < 270) { player->angle += (short)(tics * 3); if (player->angle > 270) player->angle = 270; } desty = (((int32_t)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 = (word) (player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned pluy = (word) (player->y >> UNSIGNEDSHIFT); player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values player->tiley = (short)(player->y >> TILESHIFT); // // change frame and fire // gamestate.attackcount -= (short) 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); if (!ammocheat) 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 = (word) (player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned pluy = (word) (player->y >> UNSIGNEDSHIFT); player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values player->tiley = (short)(player->y >> TILESHIFT); }