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Rev | Author | Line No. | Line |
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8557 | maxcodehac | 1 | // WL_ACT1.C |
2 | |||
3 | #include "wl_def.h" |
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4 | #pragma hdrstop |
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5 | |||
6 | /* |
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7 | ============================================================================= |
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8 | |||
9 | STATICS |
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10 | |||
11 | ============================================================================= |
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12 | */ |
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13 | |||
14 | |||
15 | statobj_t statobjlist[MAXSTATS]; |
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16 | statobj_t *laststatobj; |
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17 | |||
18 | |||
19 | struct |
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20 | { |
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21 | short picnum; |
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22 | wl_stat_t type; |
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23 | uint32_t specialFlags; // they are ORed to the statobj_t flags |
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24 | } statinfo[] = |
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25 | { |
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26 | {SPR_STAT_0}, // puddle spr1v |
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27 | {SPR_STAT_1,block}, // Green Barrel " |
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28 | {SPR_STAT_2,block}, // Table/chairs " |
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29 | {SPR_STAT_3,block,FL_FULLBRIGHT}, // Floor lamp " |
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30 | {SPR_STAT_4,none,FL_FULLBRIGHT}, // Chandelier " |
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31 | {SPR_STAT_5,block}, // Hanged man " |
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32 | {SPR_STAT_6,bo_alpo}, // Bad food " |
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33 | {SPR_STAT_7,block}, // Red pillar " |
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34 | // |
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35 | // NEW PAGE |
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36 | // |
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37 | {SPR_STAT_8,block}, // Tree spr2v |
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38 | {SPR_STAT_9}, // Skeleton flat " |
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39 | {SPR_STAT_10,block}, // Sink " (SOD:gibs) |
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40 | {SPR_STAT_11,block}, // Potted plant " |
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41 | {SPR_STAT_12,block}, // Urn " |
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42 | {SPR_STAT_13,block}, // Bare table " |
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43 | {SPR_STAT_14,none,FL_FULLBRIGHT}, // Ceiling light " |
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44 | #ifndef SPEAR |
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45 | {SPR_STAT_15}, // Kitchen stuff " |
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46 | #else |
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47 | {SPR_STAT_15,block}, // Gibs! |
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48 | #endif |
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49 | // |
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50 | // NEW PAGE |
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51 | // |
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52 | {SPR_STAT_16,block}, // suit of armor spr3v |
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53 | {SPR_STAT_17,block}, // Hanging cage " |
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54 | {SPR_STAT_18,block}, // SkeletoninCage " |
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55 | {SPR_STAT_19}, // Skeleton relax " |
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56 | {SPR_STAT_20,bo_key1}, // Key 1 " |
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57 | {SPR_STAT_21,bo_key2}, // Key 2 " |
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58 | {SPR_STAT_22,block}, // stuff (SOD:gibs) |
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59 | {SPR_STAT_23}, // stuff |
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60 | // |
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61 | // NEW PAGE |
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62 | // |
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63 | {SPR_STAT_24,bo_food}, // Good food spr4v |
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64 | {SPR_STAT_25,bo_firstaid}, // First aid " |
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65 | {SPR_STAT_26,bo_clip}, // Clip " |
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66 | {SPR_STAT_27,bo_machinegun}, // Machine gun " |
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67 | {SPR_STAT_28,bo_chaingun}, // Gatling gun " |
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68 | {SPR_STAT_29,bo_cross}, // Cross " |
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69 | {SPR_STAT_30,bo_chalice}, // Chalice " |
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70 | {SPR_STAT_31,bo_bible}, // Bible " |
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71 | // |
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72 | // NEW PAGE |
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73 | // |
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74 | {SPR_STAT_32,bo_crown}, // crown spr5v |
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75 | {SPR_STAT_33,bo_fullheal,FL_FULLBRIGHT},// one up " |
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76 | {SPR_STAT_34,bo_gibs}, // gibs " |
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77 | {SPR_STAT_35,block}, // barrel " |
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78 | {SPR_STAT_36,block}, // well " |
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79 | {SPR_STAT_37,block}, // Empty well " |
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80 | {SPR_STAT_38,bo_gibs}, // Gibs 2 " |
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81 | {SPR_STAT_39,block}, // flag " |
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82 | // |
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83 | // NEW PAGE |
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84 | // |
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85 | #ifndef SPEAR |
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86 | {SPR_STAT_40,block}, // Call Apogee spr7v |
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87 | #else |
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88 | {SPR_STAT_40}, // Red light |
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89 | #endif |
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90 | // |
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91 | // NEW PAGE |
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92 | // |
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93 | {SPR_STAT_41}, // junk " |
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94 | {SPR_STAT_42}, // junk " |
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95 | {SPR_STAT_43}, // junk " |
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96 | #ifndef SPEAR |
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97 | {SPR_STAT_44}, // pots " |
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98 | #else |
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99 | {SPR_STAT_44,block}, // Gibs! |
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100 | #endif |
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101 | {SPR_STAT_45,block}, // stove " (SOD:gibs) |
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102 | {SPR_STAT_46,block}, // spears " (SOD:gibs) |
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103 | {SPR_STAT_47}, // vines " |
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104 | // |
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105 | // NEW PAGE |
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106 | // |
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107 | #ifdef SPEAR |
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108 | {SPR_STAT_48,block}, // marble pillar |
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109 | {SPR_STAT_49,bo_25clip}, // bonus 25 clip |
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110 | {SPR_STAT_50,block}, // truck |
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111 | {SPR_STAT_51,bo_spear}, // SPEAR OF DESTINY! |
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112 | #endif |
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113 | |||
114 | {SPR_STAT_26,bo_clip2}, // Clip " |
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115 | #ifdef USE_DIR3DSPR |
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116 | // These are just two examples showing the new way of using dir 3d sprites. |
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117 | // You can find the allowed values in the objflag_t enum in wl_def.h. |
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118 | {SPR_STAT_47,none,FL_DIR_VERT_MID}, |
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119 | {SPR_STAT_47,block,FL_DIR_HORIZ_MID}, |
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120 | #endif |
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121 | {-1} // terminator |
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122 | }; |
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123 | |||
124 | /* |
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125 | =============== |
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126 | = |
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127 | = InitStaticList |
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128 | = |
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129 | =============== |
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130 | */ |
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131 | |||
132 | void InitStaticList (void) |
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133 | { |
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134 | laststatobj = &statobjlist[0]; |
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135 | } |
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136 | |||
137 | |||
138 | |||
139 | /* |
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140 | =============== |
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141 | = |
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142 | = SpawnStatic |
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143 | = |
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144 | =============== |
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145 | */ |
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146 | |||
147 | void SpawnStatic (int tilex, int tiley, int type) |
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148 | { |
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149 | laststatobj->shapenum = statinfo[type].picnum; |
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150 | laststatobj->tilex = tilex; |
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151 | laststatobj->tiley = tiley; |
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152 | laststatobj->visspot = &spotvis[tilex][tiley]; |
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153 | |||
154 | switch (statinfo[type].type) |
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155 | { |
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156 | case block: |
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157 | actorat[tilex][tiley] = (objtype *) 64; // consider it a blocking tile |
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158 | case none: |
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159 | laststatobj->flags = 0; |
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160 | break; |
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161 | |||
162 | case bo_cross: |
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163 | case bo_chalice: |
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164 | case bo_bible: |
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165 | case bo_crown: |
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166 | case bo_fullheal: |
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167 | if (!loadedgame) |
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168 | gamestate.treasuretotal++; |
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169 | |||
170 | case bo_firstaid: |
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171 | case bo_key1: |
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172 | case bo_key2: |
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173 | case bo_key3: |
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174 | case bo_key4: |
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175 | case bo_clip: |
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176 | case bo_25clip: |
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177 | case bo_machinegun: |
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178 | case bo_chaingun: |
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179 | case bo_food: |
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180 | case bo_alpo: |
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181 | case bo_gibs: |
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182 | case bo_spear: |
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183 | laststatobj->flags = FL_BONUS; |
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184 | laststatobj->itemnumber = statinfo[type].type; |
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185 | break; |
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186 | } |
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187 | |||
188 | laststatobj->flags |= statinfo[type].specialFlags; |
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189 | |||
190 | laststatobj++; |
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191 | |||
192 | if (laststatobj == &statobjlist[MAXSTATS]) |
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193 | Quit ("Too many static objects!\n"); |
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194 | } |
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195 | |||
196 | |||
197 | /* |
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198 | =============== |
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199 | = |
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200 | = PlaceItemType |
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201 | = |
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202 | = Called during game play to drop actors' items. It finds the proper |
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203 | = item number based on the item type (bo_???). If there are no free item |
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204 | = spots, nothing is done. |
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205 | = |
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206 | =============== |
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207 | */ |
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208 | |||
209 | void PlaceItemType (int itemtype, int tilex, int tiley) |
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210 | { |
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211 | int type; |
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212 | statobj_t *spot; |
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213 | |||
214 | // |
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215 | // find the item number |
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216 | // |
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217 | for (type=0; ; type++) |
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218 | { |
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219 | if (statinfo[type].picnum == -1) // end of list |
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220 | Quit ("PlaceItemType: couldn't find type!"); |
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221 | if (statinfo[type].type == itemtype) |
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222 | break; |
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223 | } |
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224 | |||
225 | // |
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226 | // find a spot in statobjlist to put it in |
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227 | // |
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228 | for (spot=&statobjlist[0]; ; spot++) |
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229 | { |
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230 | if (spot==laststatobj) |
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231 | { |
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232 | if (spot == &statobjlist[MAXSTATS]) |
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233 | return; // no free spots |
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234 | laststatobj++; // space at end |
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235 | break; |
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236 | } |
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237 | |||
238 | if (spot->shapenum == -1) // -1 is a free spot |
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239 | break; |
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240 | } |
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241 | // |
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242 | // place it |
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243 | // |
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244 | spot->shapenum = statinfo[type].picnum; |
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245 | spot->tilex = tilex; |
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246 | spot->tiley = tiley; |
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247 | spot->visspot = &spotvis[tilex][tiley]; |
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248 | spot->flags = FL_BONUS | statinfo[type].specialFlags; |
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249 | spot->itemnumber = statinfo[type].type; |
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250 | } |
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251 | |||
252 | |||
253 | |||
254 | /* |
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255 | ============================================================================= |
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256 | |||
257 | DOORS |
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258 | |||
259 | doorobjlist[] holds most of the information for the doors |
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260 | |||
261 | doorposition[] holds the amount the door is open, ranging from 0 to 0xffff |
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262 | this is directly accessed by AsmRefresh during rendering |
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263 | |||
264 | The number of doors is limited to 64 because a spot in tilemap holds the |
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265 | door number in the low 6 bits, with the high bit meaning a door center |
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266 | and bit 6 meaning a door side tile |
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267 | |||
268 | Open doors conect two areas, so sounds will travel between them and sight |
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269 | will be checked when the player is in a connected area. |
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270 | |||
271 | Areaconnect is incremented/decremented by each door. If >0 they connect |
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272 | |||
273 | Every time a door opens or closes the areabyplayer matrix gets recalculated. |
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274 | An area is true if it connects with the player's current spor. |
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275 | |||
276 | ============================================================================= |
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277 | */ |
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278 | |||
279 | #define DOORWIDTH 0x7800 |
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280 | #define OPENTICS 300 |
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281 | |||
282 | doorobj_t doorobjlist[MAXDOORS],*lastdoorobj; |
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283 | short doornum; |
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284 | |||
285 | word doorposition[MAXDOORS]; // leading edge of door 0=closed |
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286 | // 0xffff = fully open |
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287 | |||
288 | byte areaconnect[NUMAREAS][NUMAREAS]; |
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289 | |||
290 | boolean areabyplayer[NUMAREAS]; |
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291 | |||
292 | |||
293 | /* |
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294 | ============== |
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295 | = |
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296 | = ConnectAreas |
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297 | = |
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298 | = Scans outward from playerarea, marking all connected areas |
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299 | = |
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300 | ============== |
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301 | */ |
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302 | |||
303 | void RecursiveConnect (int areanumber) |
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304 | { |
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305 | int i; |
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306 | |||
307 | for (i=0;i |
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308 | { |
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309 | if (areaconnect[areanumber][i] && !areabyplayer[i]) |
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310 | { |
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311 | areabyplayer[i] = true; |
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312 | RecursiveConnect (i); |
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313 | } |
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314 | } |
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315 | } |
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316 | |||
317 | |||
318 | void ConnectAreas (void) |
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319 | { |
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320 | memset (areabyplayer,0,sizeof(areabyplayer)); |
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321 | areabyplayer[player->areanumber] = true; |
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322 | RecursiveConnect (player->areanumber); |
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323 | } |
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324 | |||
325 | |||
326 | void InitAreas (void) |
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327 | { |
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328 | memset (areabyplayer,0,sizeof(areabyplayer)); |
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329 | if (player->areanumber < NUMAREAS) |
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330 | areabyplayer[player->areanumber] = true; |
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331 | } |
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332 | |||
333 | |||
334 | |||
335 | /* |
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336 | =============== |
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337 | = |
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338 | = InitDoorList |
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339 | = |
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340 | =============== |
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341 | */ |
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342 | |||
343 | void InitDoorList (void) |
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344 | { |
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345 | memset (areabyplayer,0,sizeof(areabyplayer)); |
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346 | memset (areaconnect,0,sizeof(areaconnect)); |
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347 | |||
348 | lastdoorobj = &doorobjlist[0]; |
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349 | doornum = 0; |
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350 | } |
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351 | |||
352 | |||
353 | /* |
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354 | =============== |
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355 | = |
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356 | = SpawnDoor |
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357 | = |
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358 | =============== |
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359 | */ |
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360 | |||
361 | void SpawnDoor (int tilex, int tiley, boolean vertical, int lock) |
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362 | { |
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363 | word *map; |
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364 | |||
365 | if (doornum==MAXDOORS) |
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366 | Quit ("64+ doors on level!"); |
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367 | |||
368 | doorposition[doornum] = 0; // doors start out fully closed |
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369 | lastdoorobj->tilex = tilex; |
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370 | lastdoorobj->tiley = tiley; |
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371 | lastdoorobj->vertical = vertical; |
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372 | lastdoorobj->lock = lock; |
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373 | lastdoorobj->action = dr_closed; |
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374 | |||
375 | actorat[tilex][tiley] = (objtype *)(uintptr_t)(doornum | 0x80); // consider it a solid wall |
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376 | |||
377 | // |
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378 | // make the door tile a special tile, and mark the adjacent tiles |
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379 | // for door sides |
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380 | // |
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381 | tilemap[tilex][tiley] = doornum | 0x80; |
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382 | map = mapsegs[0] + (tiley< |
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383 | if (vertical) |
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384 | { |
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385 | *map = *(map-1); // set area number |
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386 | tilemap[tilex][tiley-1] |= 0x40; |
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387 | tilemap[tilex][tiley+1] |= 0x40; |
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388 | } |
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389 | else |
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390 | { |
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391 | *map = *(map-mapwidth); // set area number |
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392 | tilemap[tilex-1][tiley] |= 0x40; |
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393 | tilemap[tilex+1][tiley] |= 0x40; |
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394 | } |
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395 | |||
396 | doornum++; |
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397 | lastdoorobj++; |
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398 | } |
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399 | |||
400 | //=========================================================================== |
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401 | |||
402 | /* |
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403 | ===================== |
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404 | = |
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405 | = OpenDoor |
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406 | = |
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407 | ===================== |
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408 | */ |
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409 | |||
410 | void OpenDoor (int door) |
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411 | { |
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412 | if (doorobjlist[door].action == dr_open) |
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413 | doorobjlist[door].ticcount = 0; // reset open time |
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414 | else |
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415 | doorobjlist[door].action = dr_opening; // start it opening |
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416 | } |
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417 | |||
418 | |||
419 | /* |
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420 | ===================== |
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421 | = |
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422 | = CloseDoor |
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423 | = |
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424 | ===================== |
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425 | */ |
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426 | |||
427 | void CloseDoor (int door) |
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428 | { |
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429 | int tilex,tiley,area; |
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430 | objtype *check; |
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431 | |||
432 | // |
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433 | // don't close on anything solid |
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434 | // |
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435 | tilex = doorobjlist[door].tilex; |
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436 | tiley = doorobjlist[door].tiley; |
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437 | |||
438 | if (actorat[tilex][tiley]) |
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439 | return; |
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440 | |||
441 | if (player->tilex == tilex && player->tiley == tiley) |
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442 | return; |
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443 | |||
444 | if (doorobjlist[door].vertical) |
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445 | { |
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446 | if ( player->tiley == tiley ) |
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447 | { |
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448 | if ( ((player->x+MINDIST) >>TILESHIFT) == tilex ) |
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449 | return; |
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450 | if ( ((player->x-MINDIST) >>TILESHIFT) == tilex ) |
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451 | return; |
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452 | } |
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453 | check = actorat[tilex-1][tiley]; |
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454 | if (ISPOINTER(check) && ((check->x+MINDIST) >> TILESHIFT) == tilex ) |
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455 | return; |
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456 | check = actorat[tilex+1][tiley]; |
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457 | if (ISPOINTER(check) && ((check->x-MINDIST) >> TILESHIFT) == tilex ) |
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458 | return; |
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459 | } |
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460 | else if (!doorobjlist[door].vertical) |
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461 | { |
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462 | if (player->tilex == tilex) |
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463 | { |
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464 | if ( ((player->y+MINDIST) >>TILESHIFT) == tiley ) |
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465 | return; |
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466 | if ( ((player->y-MINDIST) >>TILESHIFT) == tiley ) |
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467 | return; |
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468 | } |
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469 | check = actorat[tilex][tiley-1]; |
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470 | if (ISPOINTER(check) && ((check->y+MINDIST) >> TILESHIFT) == tiley ) |
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471 | return; |
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472 | check = actorat[tilex][tiley+1]; |
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473 | if (ISPOINTER(check) && ((check->y-MINDIST) >> TILESHIFT) == tiley ) |
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474 | return; |
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475 | } |
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476 | |||
477 | |||
478 | // |
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479 | // play door sound if in a connected area |
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480 | // |
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481 | area = *(mapsegs[0] + (doorobjlist[door].tiley< |
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482 | +doorobjlist[door].tilex)-AREATILE; |
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483 | if (areabyplayer[area]) |
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484 | { |
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485 | PlaySoundLocTile(CLOSEDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB |
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486 | } |
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487 | |||
488 | doorobjlist[door].action = dr_closing; |
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489 | // |
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490 | // make the door space solid |
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491 | // |
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492 | actorat[tilex][tiley] = (objtype *)(uintptr_t)(door | 0x80); |
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493 | } |
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494 | |||
495 | |||
496 | |||
497 | /* |
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498 | ===================== |
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499 | = |
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500 | = OperateDoor |
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501 | = |
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502 | = The player wants to change the door's direction |
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503 | = |
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504 | ===================== |
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505 | */ |
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506 | |||
507 | void OperateDoor (int door) |
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508 | { |
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509 | int lock; |
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510 | |||
511 | lock = doorobjlist[door].lock; |
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512 | if (lock >= dr_lock1 && lock <= dr_lock4) |
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513 | { |
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514 | if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) ) |
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515 | { |
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516 | SD_PlaySound (NOWAYSND); // locked |
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517 | return; |
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518 | } |
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519 | } |
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520 | |||
521 | switch (doorobjlist[door].action) |
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522 | { |
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523 | case dr_closed: |
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524 | case dr_closing: |
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525 | OpenDoor (door); |
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526 | break; |
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527 | case dr_open: |
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528 | case dr_opening: |
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529 | CloseDoor (door); |
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530 | break; |
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531 | } |
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532 | } |
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533 | |||
534 | |||
535 | //=========================================================================== |
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536 | |||
537 | /* |
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538 | =============== |
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539 | = |
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540 | = DoorOpen |
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541 | = |
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542 | = Close the door after three seconds |
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543 | = |
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544 | =============== |
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545 | */ |
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546 | |||
547 | void DoorOpen (int door) |
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548 | { |
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549 | if ( (doorobjlist[door].ticcount += (short) tics) >= OPENTICS) |
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550 | CloseDoor (door); |
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551 | } |
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552 | |||
553 | |||
554 | |||
555 | /* |
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556 | =============== |
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557 | = |
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558 | = DoorOpening |
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559 | = |
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560 | =============== |
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561 | */ |
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562 | |||
563 | void DoorOpening (int door) |
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564 | { |
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565 | unsigned area1,area2; |
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566 | word *map; |
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567 | int32_t position; |
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568 | |||
569 | position = doorposition[door]; |
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570 | if (!position) |
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571 | { |
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572 | // |
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573 | // door is just starting to open, so connect the areas |
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574 | // |
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575 | map = mapsegs[0] + (doorobjlist[door].tiley< |
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576 | +doorobjlist[door].tilex; |
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577 | |||
578 | if (doorobjlist[door].vertical) |
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579 | { |
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580 | area1 = *(map+1); |
||
581 | area2 = *(map-1); |
||
582 | } |
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583 | else |
||
584 | { |
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585 | area1 = *(map-mapwidth); |
||
586 | area2 = *(map+mapwidth); |
||
587 | } |
||
588 | area1 -= AREATILE; |
||
589 | area2 -= AREATILE; |
||
590 | |||
591 | if (area1 < NUMAREAS && area2 < NUMAREAS) |
||
592 | { |
||
593 | areaconnect[area1][area2]++; |
||
594 | areaconnect[area2][area1]++; |
||
595 | |||
596 | if (player->areanumber < NUMAREAS) |
||
597 | ConnectAreas (); |
||
598 | |||
599 | if (areabyplayer[area1]) |
||
600 | PlaySoundLocTile(OPENDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB |
||
601 | } |
||
602 | } |
||
603 | |||
604 | // |
||
605 | // slide the door by an adaptive amount |
||
606 | // |
||
607 | position += tics<<10; |
||
608 | if (position >= 0xffff) |
||
609 | { |
||
610 | // |
||
611 | // door is all the way open |
||
612 | // |
||
613 | position = 0xffff; |
||
614 | doorobjlist[door].ticcount = 0; |
||
615 | doorobjlist[door].action = dr_open; |
||
616 | actorat[doorobjlist[door].tilex][doorobjlist[door].tiley] = 0; |
||
617 | } |
||
618 | |||
619 | doorposition[door] = (word) position; |
||
620 | } |
||
621 | |||
622 | |||
623 | /* |
||
624 | =============== |
||
625 | = |
||
626 | = DoorClosing |
||
627 | = |
||
628 | =============== |
||
629 | */ |
||
630 | |||
631 | void DoorClosing (int door) |
||
632 | { |
||
633 | unsigned area1,area2; |
||
634 | word *map; |
||
635 | int32_t position; |
||
636 | int tilex,tiley; |
||
637 | |||
638 | tilex = doorobjlist[door].tilex; |
||
639 | tiley = doorobjlist[door].tiley; |
||
640 | |||
641 | if ( ((int)(uintptr_t)actorat[tilex][tiley] != (door | 0x80)) |
||
642 | || (player->tilex == tilex && player->tiley == tiley) ) |
||
643 | { // something got inside the door |
||
644 | OpenDoor (door); |
||
645 | return; |
||
646 | }; |
||
647 | |||
648 | position = doorposition[door]; |
||
649 | |||
650 | // |
||
651 | // slide the door by an adaptive amount |
||
652 | // |
||
653 | position -= tics<<10; |
||
654 | if (position <= 0) |
||
655 | { |
||
656 | // |
||
657 | // door is closed all the way, so disconnect the areas |
||
658 | // |
||
659 | position = 0; |
||
660 | |||
661 | doorobjlist[door].action = dr_closed; |
||
662 | |||
663 | map = mapsegs[0] + (doorobjlist[door].tiley< |
||
664 | |||
665 | if (doorobjlist[door].vertical) |
||
666 | { |
||
667 | area1 = *(map+1); |
||
668 | area2 = *(map-1); |
||
669 | } |
||
670 | else |
||
671 | { |
||
672 | area1 = *(map-mapwidth); |
||
673 | area2 = *(map+mapwidth); |
||
674 | } |
||
675 | area1 -= AREATILE; |
||
676 | area2 -= AREATILE; |
||
677 | |||
678 | if (area1 < NUMAREAS && area2 < NUMAREAS) |
||
679 | { |
||
680 | areaconnect[area1][area2]--; |
||
681 | areaconnect[area2][area1]--; |
||
682 | |||
683 | if (player->areanumber < NUMAREAS) |
||
684 | ConnectAreas (); |
||
685 | } |
||
686 | } |
||
687 | |||
688 | doorposition[door] = (word) position; |
||
689 | } |
||
690 | |||
691 | |||
692 | |||
693 | |||
694 | /* |
||
695 | ===================== |
||
696 | = |
||
697 | = MoveDoors |
||
698 | = |
||
699 | = Called from PlayLoop |
||
700 | = |
||
701 | ===================== |
||
702 | */ |
||
703 | |||
704 | void MoveDoors (void) |
||
705 | { |
||
706 | int door; |
||
707 | |||
708 | if (gamestate.victoryflag) // don't move door during victory sequence |
||
709 | return; |
||
710 | |||
711 | for (door = 0; door < doornum; door++) |
||
712 | { |
||
713 | switch (doorobjlist[door].action) |
||
714 | { |
||
715 | case dr_open: |
||
716 | DoorOpen (door); |
||
717 | break; |
||
718 | |||
719 | case dr_opening: |
||
720 | DoorOpening(door); |
||
721 | break; |
||
722 | |||
723 | case dr_closing: |
||
724 | DoorClosing(door); |
||
725 | break; |
||
726 | } |
||
727 | } |
||
728 | } |
||
729 | |||
730 | |||
731 | /* |
||
732 | ============================================================================= |
||
733 | |||
734 | PUSHABLE WALLS |
||
735 | |||
736 | ============================================================================= |
||
737 | */ |
||
738 | |||
739 | word pwallstate; |
||
740 | word pwallpos; // amount a pushable wall has been moved (0-63) |
||
741 | word pwallx,pwally; |
||
742 | byte pwalldir,pwalltile; |
||
743 | int dirs[4][2]={{0,-1},{1,0},{0,1},{-1,0}}; |
||
744 | |||
745 | /* |
||
746 | =============== |
||
747 | = |
||
748 | = PushWall |
||
749 | = |
||
750 | =============== |
||
751 | */ |
||
752 | |||
753 | void PushWall (int checkx, int checky, int dir) |
||
754 | { |
||
755 | int oldtile, dx, dy; |
||
756 | |||
757 | if (pwallstate) |
||
758 | return; |
||
759 | |||
760 | oldtile = tilemap[checkx][checky]; |
||
761 | if (!oldtile) |
||
762 | return; |
||
763 | |||
764 | dx = dirs[dir][0]; |
||
765 | dy = dirs[dir][1]; |
||
766 | |||
767 | if (actorat[checkx+dx][checky+dy]) |
||
768 | { |
||
769 | SD_PlaySound (NOWAYSND); |
||
770 | return; |
||
771 | } |
||
772 | actorat[checkx+dx][checky+dy] = (objtype *)(uintptr_t) (tilemap[checkx+dx][checky+dy] = oldtile); |
||
773 | |||
774 | gamestate.secretcount++; |
||
775 | pwallx = checkx; |
||
776 | pwally = checky; |
||
777 | pwalldir = dir; |
||
778 | pwallstate = 1; |
||
779 | pwallpos = 0; |
||
780 | pwalltile = tilemap[pwallx][pwally]; |
||
781 | tilemap[pwallx][pwally] = 64; |
||
782 | tilemap[pwallx+dx][pwally+dy] = 64; |
||
783 | *(mapsegs[1]+(pwally< |
||
784 | *(mapsegs[0]+(pwally< |
||
785 | |||
786 | SD_PlaySound (PUSHWALLSND); |
||
787 | } |
||
788 | |||
789 | |||
790 | |||
791 | /* |
||
792 | ================= |
||
793 | = |
||
794 | = MovePWalls |
||
795 | = |
||
796 | ================= |
||
797 | */ |
||
798 | |||
799 | void MovePWalls (void) |
||
800 | { |
||
801 | int oldblock,oldtile; |
||
802 | |||
803 | if (!pwallstate) |
||
804 | return; |
||
805 | |||
806 | oldblock = pwallstate/128; |
||
807 | |||
808 | pwallstate += (word)tics; |
||
809 | |||
810 | if (pwallstate/128 != oldblock) |
||
811 | { |
||
812 | // block crossed into a new block |
||
813 | oldtile = pwalltile; |
||
814 | |||
815 | // |
||
816 | // the tile can now be walked into |
||
817 | // |
||
818 | tilemap[pwallx][pwally] = 0; |
||
819 | actorat[pwallx][pwally] = 0; |
||
820 | *(mapsegs[0]+(pwally< |
||
821 | |||
822 | int dx=dirs[pwalldir][0], dy=dirs[pwalldir][1]; |
||
823 | // |
||
824 | // see if it should be pushed farther |
||
825 | // |
||
826 | if (pwallstate>=256) // only move two tiles fix |
||
827 | { |
||
828 | // |
||
829 | // the block has been pushed two tiles |
||
830 | // |
||
831 | pwallstate = 0; |
||
832 | tilemap[pwallx+dx][pwally+dy] = oldtile; |
||
833 | return; |
||
834 | } |
||
835 | else |
||
836 | { |
||
837 | int xl,yl,xh,yh; |
||
838 | xl = (player->x-PLAYERSIZE) >> TILESHIFT; |
||
839 | yl = (player->y-PLAYERSIZE) >> TILESHIFT; |
||
840 | xh = (player->x+PLAYERSIZE) >> TILESHIFT; |
||
841 | yh = (player->y+PLAYERSIZE) >> TILESHIFT; |
||
842 | |||
843 | pwallx += dx; |
||
844 | pwally += dy; |
||
845 | |||
846 | if (actorat[pwallx+dx][pwally+dy] |
||
847 | || xl<=pwallx+dx && pwallx+dx<=xh && yl<=pwally+dy && pwally+dy<=yh) |
||
848 | { |
||
849 | pwallstate = 0; |
||
850 | tilemap[pwallx][pwally] = oldtile; |
||
851 | return; |
||
852 | } |
||
853 | actorat[pwallx+dx][pwally+dy] = (objtype *)(uintptr_t) (tilemap[pwallx+dx][pwally+dy] = oldtile); |
||
854 | tilemap[pwallx+dx][pwally+dy] = 64; |
||
855 | } |
||
856 | } |
||
857 | |||
858 | pwallpos = (pwallstate/2)&63; |
||
859 | }=yh) |