abebbdd698
git-svn-id: svn://kolibrios.org@8557 a494cfbc-eb01-0410-851d-a64ba20cac60
860 lines
21 KiB
C++
Executable File
860 lines
21 KiB
C++
Executable File
// WL_ACT1.C
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#include "wl_def.h"
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#pragma hdrstop
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/*
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=============================================================================
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STATICS
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=============================================================================
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*/
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statobj_t statobjlist[MAXSTATS];
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statobj_t *laststatobj;
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struct
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{
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short picnum;
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wl_stat_t type;
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uint32_t specialFlags; // they are ORed to the statobj_t flags
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} statinfo[] =
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{
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{SPR_STAT_0}, // puddle spr1v
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{SPR_STAT_1,block}, // Green Barrel "
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{SPR_STAT_2,block}, // Table/chairs "
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{SPR_STAT_3,block,FL_FULLBRIGHT}, // Floor lamp "
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{SPR_STAT_4,none,FL_FULLBRIGHT}, // Chandelier "
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{SPR_STAT_5,block}, // Hanged man "
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{SPR_STAT_6,bo_alpo}, // Bad food "
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{SPR_STAT_7,block}, // Red pillar "
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//
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// NEW PAGE
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//
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{SPR_STAT_8,block}, // Tree spr2v
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{SPR_STAT_9}, // Skeleton flat "
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{SPR_STAT_10,block}, // Sink " (SOD:gibs)
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{SPR_STAT_11,block}, // Potted plant "
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{SPR_STAT_12,block}, // Urn "
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{SPR_STAT_13,block}, // Bare table "
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{SPR_STAT_14,none,FL_FULLBRIGHT}, // Ceiling light "
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#ifndef SPEAR
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{SPR_STAT_15}, // Kitchen stuff "
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#else
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{SPR_STAT_15,block}, // Gibs!
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#endif
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//
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// NEW PAGE
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//
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{SPR_STAT_16,block}, // suit of armor spr3v
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{SPR_STAT_17,block}, // Hanging cage "
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{SPR_STAT_18,block}, // SkeletoninCage "
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{SPR_STAT_19}, // Skeleton relax "
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{SPR_STAT_20,bo_key1}, // Key 1 "
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{SPR_STAT_21,bo_key2}, // Key 2 "
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{SPR_STAT_22,block}, // stuff (SOD:gibs)
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{SPR_STAT_23}, // stuff
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//
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// NEW PAGE
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//
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{SPR_STAT_24,bo_food}, // Good food spr4v
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{SPR_STAT_25,bo_firstaid}, // First aid "
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{SPR_STAT_26,bo_clip}, // Clip "
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{SPR_STAT_27,bo_machinegun}, // Machine gun "
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{SPR_STAT_28,bo_chaingun}, // Gatling gun "
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{SPR_STAT_29,bo_cross}, // Cross "
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{SPR_STAT_30,bo_chalice}, // Chalice "
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{SPR_STAT_31,bo_bible}, // Bible "
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//
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// NEW PAGE
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//
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{SPR_STAT_32,bo_crown}, // crown spr5v
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{SPR_STAT_33,bo_fullheal,FL_FULLBRIGHT},// one up "
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{SPR_STAT_34,bo_gibs}, // gibs "
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{SPR_STAT_35,block}, // barrel "
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{SPR_STAT_36,block}, // well "
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{SPR_STAT_37,block}, // Empty well "
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{SPR_STAT_38,bo_gibs}, // Gibs 2 "
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{SPR_STAT_39,block}, // flag "
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//
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// NEW PAGE
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//
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#ifndef SPEAR
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{SPR_STAT_40,block}, // Call Apogee spr7v
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#else
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{SPR_STAT_40}, // Red light
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#endif
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//
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// NEW PAGE
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//
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{SPR_STAT_41}, // junk "
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{SPR_STAT_42}, // junk "
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{SPR_STAT_43}, // junk "
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#ifndef SPEAR
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{SPR_STAT_44}, // pots "
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#else
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{SPR_STAT_44,block}, // Gibs!
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#endif
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{SPR_STAT_45,block}, // stove " (SOD:gibs)
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{SPR_STAT_46,block}, // spears " (SOD:gibs)
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{SPR_STAT_47}, // vines "
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//
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// NEW PAGE
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//
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#ifdef SPEAR
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{SPR_STAT_48,block}, // marble pillar
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{SPR_STAT_49,bo_25clip}, // bonus 25 clip
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{SPR_STAT_50,block}, // truck
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{SPR_STAT_51,bo_spear}, // SPEAR OF DESTINY!
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#endif
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{SPR_STAT_26,bo_clip2}, // Clip "
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#ifdef USE_DIR3DSPR
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// These are just two examples showing the new way of using dir 3d sprites.
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// You can find the allowed values in the objflag_t enum in wl_def.h.
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{SPR_STAT_47,none,FL_DIR_VERT_MID},
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{SPR_STAT_47,block,FL_DIR_HORIZ_MID},
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#endif
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{-1} // terminator
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};
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/*
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===============
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=
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= InitStaticList
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=
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===============
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*/
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void InitStaticList (void)
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{
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laststatobj = &statobjlist[0];
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}
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/*
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===============
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=
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= SpawnStatic
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=
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===============
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*/
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void SpawnStatic (int tilex, int tiley, int type)
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{
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laststatobj->shapenum = statinfo[type].picnum;
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laststatobj->tilex = tilex;
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laststatobj->tiley = tiley;
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laststatobj->visspot = &spotvis[tilex][tiley];
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switch (statinfo[type].type)
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{
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case block:
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actorat[tilex][tiley] = (objtype *) 64; // consider it a blocking tile
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case none:
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laststatobj->flags = 0;
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break;
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case bo_cross:
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case bo_chalice:
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case bo_bible:
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case bo_crown:
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case bo_fullheal:
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if (!loadedgame)
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gamestate.treasuretotal++;
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case bo_firstaid:
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case bo_key1:
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case bo_key2:
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case bo_key3:
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case bo_key4:
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case bo_clip:
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case bo_25clip:
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case bo_machinegun:
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case bo_chaingun:
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case bo_food:
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case bo_alpo:
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case bo_gibs:
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case bo_spear:
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laststatobj->flags = FL_BONUS;
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laststatobj->itemnumber = statinfo[type].type;
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break;
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}
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laststatobj->flags |= statinfo[type].specialFlags;
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laststatobj++;
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if (laststatobj == &statobjlist[MAXSTATS])
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Quit ("Too many static objects!\n");
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}
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/*
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===============
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=
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= PlaceItemType
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=
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= Called during game play to drop actors' items. It finds the proper
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= item number based on the item type (bo_???). If there are no free item
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= spots, nothing is done.
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=
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===============
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*/
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void PlaceItemType (int itemtype, int tilex, int tiley)
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{
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int type;
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statobj_t *spot;
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//
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// find the item number
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//
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for (type=0; ; type++)
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{
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if (statinfo[type].picnum == -1) // end of list
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Quit ("PlaceItemType: couldn't find type!");
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if (statinfo[type].type == itemtype)
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break;
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}
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//
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// find a spot in statobjlist to put it in
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//
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for (spot=&statobjlist[0]; ; spot++)
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{
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if (spot==laststatobj)
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{
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if (spot == &statobjlist[MAXSTATS])
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return; // no free spots
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laststatobj++; // space at end
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break;
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}
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if (spot->shapenum == -1) // -1 is a free spot
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break;
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}
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//
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// place it
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//
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spot->shapenum = statinfo[type].picnum;
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spot->tilex = tilex;
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spot->tiley = tiley;
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spot->visspot = &spotvis[tilex][tiley];
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spot->flags = FL_BONUS | statinfo[type].specialFlags;
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spot->itemnumber = statinfo[type].type;
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}
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/*
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=============================================================================
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DOORS
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doorobjlist[] holds most of the information for the doors
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doorposition[] holds the amount the door is open, ranging from 0 to 0xffff
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this is directly accessed by AsmRefresh during rendering
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The number of doors is limited to 64 because a spot in tilemap holds the
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door number in the low 6 bits, with the high bit meaning a door center
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and bit 6 meaning a door side tile
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Open doors conect two areas, so sounds will travel between them and sight
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will be checked when the player is in a connected area.
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Areaconnect is incremented/decremented by each door. If >0 they connect
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Every time a door opens or closes the areabyplayer matrix gets recalculated.
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An area is true if it connects with the player's current spor.
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=============================================================================
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*/
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#define DOORWIDTH 0x7800
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#define OPENTICS 300
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doorobj_t doorobjlist[MAXDOORS],*lastdoorobj;
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short doornum;
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word doorposition[MAXDOORS]; // leading edge of door 0=closed
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// 0xffff = fully open
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byte areaconnect[NUMAREAS][NUMAREAS];
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boolean areabyplayer[NUMAREAS];
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/*
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==============
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=
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= ConnectAreas
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=
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= Scans outward from playerarea, marking all connected areas
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=
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==============
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*/
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void RecursiveConnect (int areanumber)
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{
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int i;
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for (i=0;i<NUMAREAS;i++)
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{
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if (areaconnect[areanumber][i] && !areabyplayer[i])
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{
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areabyplayer[i] = true;
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RecursiveConnect (i);
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}
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}
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}
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void ConnectAreas (void)
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{
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memset (areabyplayer,0,sizeof(areabyplayer));
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areabyplayer[player->areanumber] = true;
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RecursiveConnect (player->areanumber);
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}
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void InitAreas (void)
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{
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memset (areabyplayer,0,sizeof(areabyplayer));
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if (player->areanumber < NUMAREAS)
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areabyplayer[player->areanumber] = true;
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}
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/*
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===============
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=
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= InitDoorList
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=
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===============
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*/
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void InitDoorList (void)
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{
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memset (areabyplayer,0,sizeof(areabyplayer));
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memset (areaconnect,0,sizeof(areaconnect));
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lastdoorobj = &doorobjlist[0];
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doornum = 0;
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}
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/*
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===============
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=
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= SpawnDoor
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=
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===============
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*/
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void SpawnDoor (int tilex, int tiley, boolean vertical, int lock)
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{
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word *map;
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if (doornum==MAXDOORS)
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Quit ("64+ doors on level!");
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doorposition[doornum] = 0; // doors start out fully closed
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lastdoorobj->tilex = tilex;
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lastdoorobj->tiley = tiley;
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lastdoorobj->vertical = vertical;
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lastdoorobj->lock = lock;
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lastdoorobj->action = dr_closed;
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actorat[tilex][tiley] = (objtype *)(uintptr_t)(doornum | 0x80); // consider it a solid wall
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//
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// make the door tile a special tile, and mark the adjacent tiles
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// for door sides
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//
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tilemap[tilex][tiley] = doornum | 0x80;
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map = mapsegs[0] + (tiley<<mapshift) +tilex;
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if (vertical)
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{
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*map = *(map-1); // set area number
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tilemap[tilex][tiley-1] |= 0x40;
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tilemap[tilex][tiley+1] |= 0x40;
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}
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else
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{
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*map = *(map-mapwidth); // set area number
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tilemap[tilex-1][tiley] |= 0x40;
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tilemap[tilex+1][tiley] |= 0x40;
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}
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doornum++;
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lastdoorobj++;
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}
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//===========================================================================
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/*
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=====================
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=
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= OpenDoor
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=
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=====================
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*/
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void OpenDoor (int door)
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{
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if (doorobjlist[door].action == dr_open)
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doorobjlist[door].ticcount = 0; // reset open time
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else
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doorobjlist[door].action = dr_opening; // start it opening
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}
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/*
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=====================
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=
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= CloseDoor
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=
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=====================
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*/
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void CloseDoor (int door)
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{
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int tilex,tiley,area;
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objtype *check;
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//
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// don't close on anything solid
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//
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tilex = doorobjlist[door].tilex;
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tiley = doorobjlist[door].tiley;
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if (actorat[tilex][tiley])
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return;
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if (player->tilex == tilex && player->tiley == tiley)
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return;
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if (doorobjlist[door].vertical)
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{
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if ( player->tiley == tiley )
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{
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if ( ((player->x+MINDIST) >>TILESHIFT) == tilex )
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return;
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if ( ((player->x-MINDIST) >>TILESHIFT) == tilex )
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return;
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}
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check = actorat[tilex-1][tiley];
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if (ISPOINTER(check) && ((check->x+MINDIST) >> TILESHIFT) == tilex )
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return;
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check = actorat[tilex+1][tiley];
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if (ISPOINTER(check) && ((check->x-MINDIST) >> TILESHIFT) == tilex )
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return;
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}
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else if (!doorobjlist[door].vertical)
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{
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if (player->tilex == tilex)
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{
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if ( ((player->y+MINDIST) >>TILESHIFT) == tiley )
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return;
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if ( ((player->y-MINDIST) >>TILESHIFT) == tiley )
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return;
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}
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check = actorat[tilex][tiley-1];
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if (ISPOINTER(check) && ((check->y+MINDIST) >> TILESHIFT) == tiley )
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return;
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check = actorat[tilex][tiley+1];
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if (ISPOINTER(check) && ((check->y-MINDIST) >> TILESHIFT) == tiley )
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return;
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}
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//
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// play door sound if in a connected area
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//
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area = *(mapsegs[0] + (doorobjlist[door].tiley<<mapshift)
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+doorobjlist[door].tilex)-AREATILE;
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if (areabyplayer[area])
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{
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PlaySoundLocTile(CLOSEDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB
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}
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doorobjlist[door].action = dr_closing;
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//
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// make the door space solid
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//
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actorat[tilex][tiley] = (objtype *)(uintptr_t)(door | 0x80);
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}
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/*
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=====================
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=
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= OperateDoor
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=
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= The player wants to change the door's direction
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=
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=====================
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*/
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void OperateDoor (int door)
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{
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int lock;
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lock = doorobjlist[door].lock;
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if (lock >= dr_lock1 && lock <= dr_lock4)
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{
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if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) )
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{
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SD_PlaySound (NOWAYSND); // locked
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return;
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}
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}
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switch (doorobjlist[door].action)
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{
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case dr_closed:
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case dr_closing:
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OpenDoor (door);
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break;
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case dr_open:
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case dr_opening:
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CloseDoor (door);
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break;
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}
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}
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//===========================================================================
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/*
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===============
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=
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= DoorOpen
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=
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= Close the door after three seconds
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=
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===============
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*/
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void DoorOpen (int door)
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{
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if ( (doorobjlist[door].ticcount += (short) tics) >= OPENTICS)
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CloseDoor (door);
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}
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/*
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===============
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=
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= DoorOpening
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=
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===============
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*/
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void DoorOpening (int door)
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{
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unsigned area1,area2;
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word *map;
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int32_t position;
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position = doorposition[door];
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if (!position)
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{
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//
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// door is just starting to open, so connect the areas
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//
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map = mapsegs[0] + (doorobjlist[door].tiley<<mapshift)
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+doorobjlist[door].tilex;
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if (doorobjlist[door].vertical)
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{
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area1 = *(map+1);
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area2 = *(map-1);
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}
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else
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{
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area1 = *(map-mapwidth);
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area2 = *(map+mapwidth);
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}
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area1 -= AREATILE;
|
|
area2 -= AREATILE;
|
|
|
|
if (area1 < NUMAREAS && area2 < NUMAREAS)
|
|
{
|
|
areaconnect[area1][area2]++;
|
|
areaconnect[area2][area1]++;
|
|
|
|
if (player->areanumber < NUMAREAS)
|
|
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] = (word) position;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= DoorClosing
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void DoorClosing (int door)
|
|
{
|
|
unsigned area1,area2;
|
|
word *map;
|
|
int32_t position;
|
|
int tilex,tiley;
|
|
|
|
tilex = doorobjlist[door].tilex;
|
|
tiley = doorobjlist[door].tiley;
|
|
|
|
if ( ((int)(uintptr_t)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] + (doorobjlist[door].tiley<<mapshift) + doorobjlist[door].tilex;
|
|
|
|
if (doorobjlist[door].vertical)
|
|
{
|
|
area1 = *(map+1);
|
|
area2 = *(map-1);
|
|
}
|
|
else
|
|
{
|
|
area1 = *(map-mapwidth);
|
|
area2 = *(map+mapwidth);
|
|
}
|
|
area1 -= AREATILE;
|
|
area2 -= AREATILE;
|
|
|
|
if (area1 < NUMAREAS && area2 < NUMAREAS)
|
|
{
|
|
areaconnect[area1][area2]--;
|
|
areaconnect[area2][area1]--;
|
|
|
|
if (player->areanumber < NUMAREAS)
|
|
ConnectAreas ();
|
|
}
|
|
}
|
|
|
|
doorposition[door] = (word) position;
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
=====================
|
|
=
|
|
= MoveDoors
|
|
=
|
|
= Called from PlayLoop
|
|
=
|
|
=====================
|
|
*/
|
|
|
|
void MoveDoors (void)
|
|
{
|
|
int 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
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
word pwallstate;
|
|
word pwallpos; // amount a pushable wall has been moved (0-63)
|
|
word pwallx,pwally;
|
|
byte pwalldir,pwalltile;
|
|
int dirs[4][2]={{0,-1},{1,0},{0,1},{-1,0}};
|
|
|
|
/*
|
|
===============
|
|
=
|
|
= PushWall
|
|
=
|
|
===============
|
|
*/
|
|
|
|
void PushWall (int checkx, int checky, int dir)
|
|
{
|
|
int oldtile, dx, dy;
|
|
|
|
if (pwallstate)
|
|
return;
|
|
|
|
oldtile = tilemap[checkx][checky];
|
|
if (!oldtile)
|
|
return;
|
|
|
|
dx = dirs[dir][0];
|
|
dy = dirs[dir][1];
|
|
|
|
if (actorat[checkx+dx][checky+dy])
|
|
{
|
|
SD_PlaySound (NOWAYSND);
|
|
return;
|
|
}
|
|
actorat[checkx+dx][checky+dy] = (objtype *)(uintptr_t) (tilemap[checkx+dx][checky+dy] = oldtile);
|
|
|
|
gamestate.secretcount++;
|
|
pwallx = checkx;
|
|
pwally = checky;
|
|
pwalldir = dir;
|
|
pwallstate = 1;
|
|
pwallpos = 0;
|
|
pwalltile = tilemap[pwallx][pwally];
|
|
tilemap[pwallx][pwally] = 64;
|
|
tilemap[pwallx+dx][pwally+dy] = 64;
|
|
*(mapsegs[1]+(pwally<<mapshift)+pwallx) = 0; // remove P tile info
|
|
*(mapsegs[0]+(pwally<<mapshift)+pwallx) = *(mapsegs[0]+(player->tiley<<mapshift)+player->tilex); // set correct floorcode (BrotherTank's fix)
|
|
|
|
SD_PlaySound (PUSHWALLSND);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= MovePWalls
|
|
=
|
|
=================
|
|
*/
|
|
|
|
void MovePWalls (void)
|
|
{
|
|
int oldblock,oldtile;
|
|
|
|
if (!pwallstate)
|
|
return;
|
|
|
|
oldblock = pwallstate/128;
|
|
|
|
pwallstate += (word)tics;
|
|
|
|
if (pwallstate/128 != oldblock)
|
|
{
|
|
// block crossed into a new block
|
|
oldtile = pwalltile;
|
|
|
|
//
|
|
// the tile can now be walked into
|
|
//
|
|
tilemap[pwallx][pwally] = 0;
|
|
actorat[pwallx][pwally] = 0;
|
|
*(mapsegs[0]+(pwally<<mapshift)+pwallx) = player->areanumber+AREATILE;
|
|
|
|
int dx=dirs[pwalldir][0], dy=dirs[pwalldir][1];
|
|
//
|
|
// see if it should be pushed farther
|
|
//
|
|
if (pwallstate>=256) // only move two tiles fix
|
|
{
|
|
//
|
|
// the block has been pushed two tiles
|
|
//
|
|
pwallstate = 0;
|
|
tilemap[pwallx+dx][pwally+dy] = oldtile;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int xl,yl,xh,yh;
|
|
xl = (player->x-PLAYERSIZE) >> TILESHIFT;
|
|
yl = (player->y-PLAYERSIZE) >> TILESHIFT;
|
|
xh = (player->x+PLAYERSIZE) >> TILESHIFT;
|
|
yh = (player->y+PLAYERSIZE) >> TILESHIFT;
|
|
|
|
pwallx += dx;
|
|
pwally += dy;
|
|
|
|
if (actorat[pwallx+dx][pwally+dy]
|
|
|| xl<=pwallx+dx && pwallx+dx<=xh && yl<=pwally+dy && pwally+dy<=yh)
|
|
{
|
|
pwallstate = 0;
|
|
tilemap[pwallx][pwally] = oldtile;
|
|
return;
|
|
}
|
|
actorat[pwallx+dx][pwally+dy] = (objtype *)(uintptr_t) (tilemap[pwallx+dx][pwally+dy] = oldtile);
|
|
tilemap[pwallx+dx][pwally+dy] = 64;
|
|
}
|
|
}
|
|
|
|
pwallpos = (pwallstate/2)&63;
|
|
}
|