// WL_ACT1.C #include "wl_def.h" #pragma hdrstop /* ============================================================================= STATICS ============================================================================= */ statobj_t statobjlist[MAXSTATS]; statobj_t *laststatobj; struct { short picnum; wl_stat_t type; uint32_t specialFlags; // they are ORed to the statobj_t flags } statinfo[] = { {SPR_STAT_0}, // puddle spr1v {SPR_STAT_1,block}, // Green Barrel " {SPR_STAT_2,block}, // Table/chairs " {SPR_STAT_3,block,FL_FULLBRIGHT}, // Floor lamp " {SPR_STAT_4,none,FL_FULLBRIGHT}, // 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,none,FL_FULLBRIGHT}, // 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,FL_FULLBRIGHT},// 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 " #ifdef USE_DIR3DSPR // These are just two examples showing the new way of using dir 3d sprites. // You can find the allowed values in the objflag_t enum in wl_def.h. {SPR_STAT_47,none,FL_DIR_VERT_MID}, {SPR_STAT_47,block,FL_DIR_HORIZ_MID}, #endif {-1} // terminator }; /* =============== = = InitStaticList = =============== */ void InitStaticList (void) { laststatobj = &statobjlist[0]; } /* =============== = = SpawnStatic = =============== */ void SpawnStatic (int tilex, int tiley, int type) { laststatobj->shapenum = statinfo[type].picnum; laststatobj->tilex = tilex; laststatobj->tiley = tiley; laststatobj->visspot = &spotvis[tilex][tiley]; switch (statinfo[type].type) { case block: actorat[tilex][tiley] = (objtype *) 64; // consider it a blocking tile case none: 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->flags |= statinfo[type].specialFlags; 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 (int itemtype, int tilex, int tiley) { int 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 | statinfo[type].specialFlags; 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; short doornum; word doorposition[MAXDOORS]; // leading edge of door 0=closed // 0xffff = fully open byte areaconnect[NUMAREAS][NUMAREAS]; boolean areabyplayer[NUMAREAS]; /* ============== = = ConnectAreas = = Scans outward from playerarea, marking all connected areas = ============== */ void RecursiveConnect (int areanumber) { int i; for (i=0;iareanumber] = true; RecursiveConnect (player->areanumber); } void InitAreas (void) { memset (areabyplayer,0,sizeof(areabyplayer)); if (player->areanumber < NUMAREAS) areabyplayer[player->areanumber] = true; } /* =============== = = InitDoorList = =============== */ void InitDoorList (void) { memset (areabyplayer,0,sizeof(areabyplayer)); memset (areaconnect,0,sizeof(areaconnect)); lastdoorobj = &doorobjlist[0]; doornum = 0; } /* =============== = = SpawnDoor = =============== */ void SpawnDoor (int tilex, int tiley, boolean vertical, int lock) { word *map; if (doornum==MAXDOORS) 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; actorat[tilex][tiley] = (objtype *)(uintptr_t)(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] + (tiley<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 (ISPOINTER(check) && ((check->x+MINDIST) >> TILESHIFT) == tilex ) return; check = actorat[tilex+1][tiley]; if (ISPOINTER(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 (ISPOINTER(check) && ((check->y+MINDIST) >> TILESHIFT) == tiley ) return; check = actorat[tilex][tiley+1]; if (ISPOINTER(check) && ((check->y-MINDIST) >> TILESHIFT) == tiley ) return; } // // play door sound if in a connected area // area = *(mapsegs[0] + (doorobjlist[door].tiley<= 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 (int door) { if ( (doorobjlist[door].ticcount += (short) tics) >= OPENTICS) CloseDoor (door); } /* =============== = = DoorOpening = =============== */ void DoorOpening (int door) { unsigned area1,area2; word *map; int32_t position; position = doorposition[door]; if (!position) { // // door is just starting to open, so connect the areas // map = mapsegs[0] + (doorobjlist[door].tiley<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<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<tiley<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<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; }