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Rev | Author | Line No. | Line |
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8557 | maxcodehac | 1 | // WL_AGENT.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 | LOCAL CONSTANTS |
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10 | |||
11 | ============================================================================= |
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12 | */ |
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13 | |||
14 | #define MAXMOUSETURN 10 |
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15 | |||
16 | |||
17 | #define MOVESCALE 150l |
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18 | #define BACKMOVESCALE 100l |
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19 | #define ANGLESCALE 20 |
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20 | |||
21 | /* |
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22 | ============================================================================= |
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23 | |||
24 | GLOBAL VARIABLES |
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25 | |||
26 | ============================================================================= |
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27 | */ |
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28 | |||
29 | |||
30 | |||
31 | // |
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32 | // player state info |
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33 | // |
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34 | int32_t thrustspeed; |
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35 | |||
36 | word plux,pluy; // player coordinates scaled to unsigned |
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37 | |||
38 | short anglefrac; |
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39 | |||
40 | objtype *LastAttacker; |
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41 | |||
42 | /* |
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43 | ============================================================================= |
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44 | |||
45 | LOCAL VARIABLES |
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46 | |||
47 | ============================================================================= |
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48 | */ |
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49 | |||
50 | |||
51 | void T_Player (objtype *ob); |
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52 | void T_Attack (objtype *ob); |
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53 | |||
54 | statetype s_player = {false,0,0,(statefunc) T_Player,NULL,NULL}; |
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55 | statetype s_attack = {false,0,0,(statefunc) T_Attack,NULL,NULL}; |
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56 | |||
57 | struct atkinf |
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58 | { |
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59 | int8_t tics,attack,frame; // attack is 1 for gun, 2 for knife |
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60 | } attackinfo[4][14] = |
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61 | { |
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62 | { {6,0,1},{6,2,2},{6,0,3},{6,-1,4} }, |
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63 | { {6,0,1},{6,1,2},{6,0,3},{6,-1,4} }, |
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64 | { {6,0,1},{6,1,2},{6,3,3},{6,-1,4} }, |
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65 | { {6,0,1},{6,1,2},{6,4,3},{6,-1,4} }, |
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66 | }; |
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67 | |||
68 | //=========================================================================== |
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69 | |||
70 | //---------- |
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71 | |||
72 | void Attack (void); |
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73 | void Use (void); |
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74 | void Search (objtype *ob); |
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75 | void SelectWeapon (void); |
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76 | void SelectItem (void); |
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77 | |||
78 | //---------- |
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79 | |||
80 | boolean TryMove (objtype *ob); |
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81 | void T_Player (objtype *ob); |
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82 | |||
83 | void ClipMove (objtype *ob, int32_t xmove, int32_t ymove); |
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84 | |||
85 | /* |
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86 | ============================================================================= |
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87 | |||
88 | CONTROL STUFF |
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89 | |||
90 | ============================================================================= |
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91 | */ |
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92 | |||
93 | /* |
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94 | ====================== |
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95 | = |
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96 | = CheckWeaponChange |
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97 | = |
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98 | = Keys 1-4 change weapons |
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99 | = |
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100 | ====================== |
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101 | */ |
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102 | |||
103 | void CheckWeaponChange (void) |
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104 | { |
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105 | int newWeapon = -1; |
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106 | |||
107 | if (!gamestate.ammo) // must use knife with no ammo |
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108 | return; |
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109 | |||
110 | #ifdef _arch_dreamcast |
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111 | int joyx, joyy; |
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112 | IN_GetJoyFineDelta (&joyx, &joyy); |
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113 | if(joyx < -64) |
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114 | buttonstate[bt_prevweapon] = true; |
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115 | else if(joyx > 64) |
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116 | buttonstate[bt_nextweapon] = true; |
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117 | #endif |
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118 | |||
119 | if(buttonstate[bt_nextweapon] && !buttonheld[bt_nextweapon]) |
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120 | { |
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121 | newWeapon = gamestate.weapon + 1; |
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122 | if(newWeapon > gamestate.bestweapon) newWeapon = 0; |
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123 | } |
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124 | else if(buttonstate[bt_prevweapon] && !buttonheld[bt_prevweapon]) |
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125 | { |
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126 | newWeapon = gamestate.weapon - 1; |
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127 | if(newWeapon < 0) newWeapon = gamestate.bestweapon; |
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128 | } |
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129 | else |
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130 | { |
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131 | for(int i = wp_knife; i <= gamestate.bestweapon; i++) |
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132 | { |
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133 | if (buttonstate[bt_readyknife + i - wp_knife]) |
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134 | { |
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135 | newWeapon = i; |
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136 | break; |
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137 | } |
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138 | } |
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139 | } |
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140 | |||
141 | if(newWeapon != -1) |
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142 | { |
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143 | gamestate.weapon = gamestate.chosenweapon = (weapontype) newWeapon; |
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144 | DrawWeapon(); |
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145 | } |
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146 | } |
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147 | |||
148 | |||
149 | /* |
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150 | ======================= |
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151 | = |
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152 | = ControlMovement |
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153 | = |
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154 | = Takes controlx,controly, and buttonstate[bt_strafe] |
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155 | = |
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156 | = Changes the player's angle and position |
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157 | = |
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158 | = There is an angle hack because when going 70 fps, the roundoff becomes |
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159 | = significant |
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160 | = |
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161 | ======================= |
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162 | */ |
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163 | |||
164 | void ControlMovement (objtype *ob) |
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165 | { |
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166 | int32_t oldx,oldy; |
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167 | int angle; |
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168 | int angleunits; |
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169 | |||
170 | thrustspeed = 0; |
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171 | |||
172 | oldx = player->x; |
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173 | oldy = player->y; |
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174 | |||
175 | if(buttonstate[bt_strafeleft]) |
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176 | { |
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177 | angle = ob->angle + ANGLES/4; |
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178 | if(angle >= ANGLES) |
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179 | angle -= ANGLES; |
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180 | if(buttonstate[bt_run]) |
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181 | Thrust(angle, RUNMOVE * MOVESCALE * tics); |
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182 | else |
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183 | Thrust(angle, BASEMOVE * MOVESCALE * tics); |
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184 | } |
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185 | |||
186 | if(buttonstate[bt_straferight]) |
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187 | { |
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188 | angle = ob->angle - ANGLES/4; |
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189 | if(angle < 0) |
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190 | angle += ANGLES; |
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191 | if(buttonstate[bt_run]) |
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192 | Thrust(angle, RUNMOVE * MOVESCALE * tics ); |
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193 | else |
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194 | Thrust(angle, BASEMOVE * MOVESCALE * tics); |
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195 | } |
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196 | |||
197 | // |
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198 | // side to side move |
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199 | // |
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200 | if (buttonstate[bt_strafe]) |
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201 | { |
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202 | // |
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203 | // strafing |
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204 | // |
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205 | // |
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206 | if (controlx > 0) |
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207 | { |
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208 | angle = ob->angle - ANGLES/4; |
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209 | if (angle < 0) |
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210 | angle += ANGLES; |
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211 | Thrust (angle,controlx*MOVESCALE); // move to left |
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212 | } |
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213 | else if (controlx < 0) |
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214 | { |
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215 | angle = ob->angle + ANGLES/4; |
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216 | if (angle >= ANGLES) |
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217 | angle -= ANGLES; |
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218 | Thrust (angle,-controlx*MOVESCALE); // move to right |
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219 | } |
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220 | } |
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221 | else |
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222 | { |
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223 | // |
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224 | // not strafing |
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225 | // |
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226 | anglefrac += controlx; |
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227 | angleunits = anglefrac/ANGLESCALE; |
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228 | anglefrac -= angleunits*ANGLESCALE; |
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229 | ob->angle -= angleunits; |
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230 | |||
231 | if (ob->angle >= ANGLES) |
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232 | ob->angle -= ANGLES; |
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233 | if (ob->angle < 0) |
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234 | ob->angle += ANGLES; |
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235 | |||
236 | } |
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237 | |||
238 | // |
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239 | // forward/backwards move |
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240 | // |
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241 | if (controly < 0) |
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242 | { |
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243 | Thrust (ob->angle,-controly*MOVESCALE); // move forwards |
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244 | } |
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245 | else if (controly > 0) |
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246 | { |
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247 | angle = ob->angle + ANGLES/2; |
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248 | if (angle >= ANGLES) |
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249 | angle -= ANGLES; |
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250 | Thrust (angle,controly*BACKMOVESCALE); // move backwards |
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251 | } |
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252 | |||
253 | if (gamestate.victoryflag) // watching the BJ actor |
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254 | return; |
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255 | } |
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256 | |||
257 | /* |
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258 | ============================================================================= |
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259 | |||
260 | STATUS WINDOW STUFF |
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261 | |||
262 | ============================================================================= |
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263 | */ |
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264 | |||
265 | |||
266 | /* |
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267 | ================== |
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268 | = |
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269 | = StatusDrawPic |
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270 | = |
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271 | ================== |
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272 | */ |
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273 | |||
274 | void StatusDrawPic (unsigned x, unsigned y, unsigned picnum) |
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275 | { |
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276 | LatchDrawPicScaledCoord ((screenWidth-scaleFactor*320)/16 + scaleFactor*x, |
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277 | screenHeight-scaleFactor*(STATUSLINES-y),picnum); |
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278 | } |
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279 | |||
280 | void StatusDrawFace(unsigned picnum) |
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281 | { |
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282 | StatusDrawPic(17, 4, picnum); |
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283 | |||
284 | #ifdef _arch_dreamcast |
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285 | DC_StatusDrawLCD(picnum); |
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286 | #endif |
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287 | } |
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288 | |||
289 | |||
290 | /* |
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291 | ================== |
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292 | = |
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293 | = DrawFace |
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294 | = |
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295 | ================== |
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296 | */ |
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297 | |||
298 | void DrawFace (void) |
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299 | { |
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300 | if(viewsize == 21 && ingame) return; |
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301 | if (SD_SoundPlaying() == GETGATLINGSND) |
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302 | StatusDrawFace(GOTGATLINGPIC); |
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303 | else if (gamestate.health) |
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304 | { |
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305 | #ifdef SPEAR |
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306 | if (godmode) |
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307 | StatusDrawFace(GODMODEFACE1PIC+gamestate.faceframe); |
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308 | else |
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309 | #endif |
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310 | StatusDrawFace(FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe); |
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311 | } |
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312 | else |
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313 | { |
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314 | #ifndef SPEAR |
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315 | if (LastAttacker && LastAttacker->obclass == needleobj) |
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316 | StatusDrawFace(MUTANTBJPIC); |
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317 | else |
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318 | #endif |
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319 | StatusDrawFace(FACE8APIC); |
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320 | } |
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321 | } |
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322 | |||
323 | /* |
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324 | =============== |
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325 | = |
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326 | = UpdateFace |
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327 | = |
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328 | = Calls draw face if time to change |
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329 | = |
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330 | =============== |
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331 | */ |
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332 | |||
333 | int facecount = 0; |
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334 | int facetimes = 0; |
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335 | |||
336 | void UpdateFace (void) |
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337 | { |
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338 | // don't make demo depend on sound playback |
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339 | if(demoplayback || demorecord) |
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340 | { |
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341 | if(facetimes > 0) |
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342 | { |
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343 | facetimes--; |
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344 | return; |
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345 | } |
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346 | } |
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347 | else if(SD_SoundPlaying() == GETGATLINGSND) |
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348 | return; |
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349 | |||
350 | facecount += tics; |
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351 | if (facecount > US_RndT()) |
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352 | { |
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353 | gamestate.faceframe = (US_RndT()>>6); |
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354 | if (gamestate.faceframe==3) |
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355 | gamestate.faceframe = 1; |
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356 | |||
357 | facecount = 0; |
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358 | DrawFace (); |
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359 | } |
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360 | } |
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361 | |||
362 | |||
363 | |||
364 | /* |
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365 | =============== |
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366 | = |
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367 | = LatchNumber |
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368 | = |
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369 | = right justifies and pads with blanks |
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370 | = |
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371 | =============== |
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372 | */ |
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373 | |||
374 | static void LatchNumber (int x, int y, unsigned width, int32_t number) |
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375 | { |
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376 | unsigned length,c; |
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377 | char str[20]; |
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378 | |||
379 | ltoa (number,str,10); |
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380 | |||
381 | length = (unsigned) strlen (str); |
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382 | |||
383 | while (length |
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384 | { |
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385 | StatusDrawPic (x,y,N_BLANKPIC); |
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386 | x++; |
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387 | width--; |
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388 | } |
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389 | |||
390 | c = length <= width ? 0 : length-width; |
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391 | |||
392 | while (c |
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393 | { |
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394 | StatusDrawPic (x,y,str[c]-'0'+ N_0PIC); |
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395 | x++; |
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396 | c++; |
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397 | } |
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398 | } |
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399 | |||
400 | |||
401 | /* |
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402 | =============== |
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403 | = |
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404 | = DrawHealth |
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405 | = |
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406 | =============== |
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407 | */ |
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408 | |||
409 | void DrawHealth (void) |
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410 | { |
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411 | if(viewsize == 21 && ingame) return; |
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412 | LatchNumber (21,16,3,gamestate.health); |
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413 | } |
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414 | |||
415 | |||
416 | /* |
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417 | =============== |
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418 | = |
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419 | = TakeDamage |
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420 | = |
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421 | =============== |
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422 | */ |
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423 | |||
424 | void TakeDamage (int points,objtype *attacker) |
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425 | { |
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426 | LastAttacker = attacker; |
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427 | |||
428 | if (gamestate.victoryflag) |
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429 | return; |
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430 | if (gamestate.difficulty==gd_baby) |
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431 | points>>=2; |
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432 | |||
433 | if (!godmode) |
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434 | gamestate.health -= points; |
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435 | |||
436 | if (gamestate.health<=0) |
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437 | { |
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438 | gamestate.health = 0; |
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439 | playstate = ex_died; |
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440 | killerobj = attacker; |
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441 | } |
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442 | |||
443 | if (godmode != 2) |
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444 | StartDamageFlash (points); |
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445 | |||
446 | DrawHealth (); |
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447 | DrawFace (); |
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448 | |||
449 | // |
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450 | // MAKE BJ'S EYES BUG IF MAJOR DAMAGE! |
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451 | // |
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452 | #ifdef SPEAR |
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453 | if (points > 30 && gamestate.health!=0 && !godmode && viewsize != 21) |
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454 | { |
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455 | StatusDrawFace(BJOUCHPIC); |
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456 | facecount = 0; |
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457 | } |
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458 | #endif |
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459 | } |
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460 | |||
461 | /* |
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462 | =============== |
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463 | = |
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464 | = HealSelf |
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465 | = |
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466 | =============== |
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467 | */ |
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468 | |||
469 | void HealSelf (int points) |
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470 | { |
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471 | gamestate.health += points; |
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472 | if (gamestate.health>100) |
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473 | gamestate.health = 100; |
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474 | |||
475 | DrawHealth (); |
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476 | DrawFace (); |
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477 | } |
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478 | |||
479 | |||
480 | //=========================================================================== |
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481 | |||
482 | |||
483 | /* |
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484 | =============== |
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485 | = |
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486 | = DrawLevel |
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487 | = |
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488 | =============== |
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489 | */ |
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490 | |||
491 | void DrawLevel (void) |
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492 | { |
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493 | if(viewsize == 21 && ingame) return; |
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494 | #ifdef SPEAR |
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495 | if (gamestate.mapon == 20) |
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496 | LatchNumber (2,16,2,18); |
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497 | else |
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498 | #endif |
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499 | LatchNumber (2,16,2,gamestate.mapon+1); |
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500 | } |
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501 | |||
502 | //=========================================================================== |
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503 | |||
504 | |||
505 | /* |
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506 | =============== |
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507 | = |
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508 | = DrawLives |
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509 | = |
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510 | =============== |
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511 | */ |
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512 | |||
513 | void DrawLives (void) |
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514 | { |
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515 | if(viewsize == 21 && ingame) return; |
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516 | LatchNumber (14,16,1,gamestate.lives); |
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517 | } |
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518 | |||
519 | |||
520 | /* |
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521 | =============== |
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522 | = |
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523 | = GiveExtraMan |
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524 | = |
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525 | =============== |
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526 | */ |
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527 | |||
528 | void GiveExtraMan (void) |
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529 | { |
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530 | if (gamestate.lives<9) |
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531 | gamestate.lives++; |
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532 | DrawLives (); |
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533 | SD_PlaySound (BONUS1UPSND); |
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534 | } |
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535 | |||
536 | //=========================================================================== |
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537 | |||
538 | /* |
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539 | =============== |
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540 | = |
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541 | = DrawScore |
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542 | = |
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543 | =============== |
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544 | */ |
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545 | |||
546 | void DrawScore (void) |
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547 | { |
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548 | if(viewsize == 21 && ingame) return; |
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549 | LatchNumber (6,16,6,gamestate.score); |
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550 | } |
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551 | |||
552 | /* |
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553 | =============== |
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554 | = |
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555 | = GivePoints |
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556 | = |
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557 | =============== |
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558 | */ |
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559 | |||
560 | void GivePoints (int32_t points) |
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561 | { |
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562 | gamestate.score += points; |
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563 | while (gamestate.score >= gamestate.nextextra) |
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564 | { |
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565 | gamestate.nextextra += EXTRAPOINTS; |
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566 | GiveExtraMan (); |
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567 | } |
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568 | DrawScore (); |
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569 | } |
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570 | |||
571 | //=========================================================================== |
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572 | |||
573 | /* |
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574 | ================== |
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575 | = |
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576 | = DrawWeapon |
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577 | = |
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578 | ================== |
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579 | */ |
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580 | |||
581 | void DrawWeapon (void) |
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582 | { |
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583 | if(viewsize == 21 && ingame) return; |
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584 | StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon); |
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585 | } |
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586 | |||
587 | |||
588 | /* |
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589 | ================== |
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590 | = |
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591 | = DrawKeys |
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592 | = |
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593 | ================== |
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594 | */ |
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595 | |||
596 | void DrawKeys (void) |
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597 | { |
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598 | if(viewsize == 21 && ingame) return; |
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599 | if (gamestate.keys & 1) |
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600 | StatusDrawPic (30,4,GOLDKEYPIC); |
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601 | else |
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602 | StatusDrawPic (30,4,NOKEYPIC); |
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603 | |||
604 | if (gamestate.keys & 2) |
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605 | StatusDrawPic (30,20,SILVERKEYPIC); |
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606 | else |
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607 | StatusDrawPic (30,20,NOKEYPIC); |
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608 | } |
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609 | |||
610 | /* |
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611 | ================== |
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612 | = |
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613 | = GiveWeapon |
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614 | = |
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615 | ================== |
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616 | */ |
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617 | |||
618 | void GiveWeapon (int weapon) |
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619 | { |
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620 | GiveAmmo (6); |
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621 | |||
622 | if (gamestate.bestweapon |
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623 | gamestate.bestweapon = gamestate.weapon |
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624 | = gamestate.chosenweapon = (weapontype) weapon; |
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625 | |||
626 | DrawWeapon (); |
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627 | } |
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628 | |||
629 | //=========================================================================== |
||
630 | |||
631 | /* |
||
632 | =============== |
||
633 | = |
||
634 | = DrawAmmo |
||
635 | = |
||
636 | =============== |
||
637 | */ |
||
638 | |||
639 | void DrawAmmo (void) |
||
640 | { |
||
641 | if(viewsize == 21 && ingame) return; |
||
642 | LatchNumber (27,16,2,gamestate.ammo); |
||
643 | } |
||
644 | |||
645 | /* |
||
646 | =============== |
||
647 | = |
||
648 | = GiveAmmo |
||
649 | = |
||
650 | =============== |
||
651 | */ |
||
652 | |||
653 | void GiveAmmo (int ammo) |
||
654 | { |
||
655 | if (!gamestate.ammo) // knife was out |
||
656 | { |
||
657 | if (!gamestate.attackframe) |
||
658 | { |
||
659 | gamestate.weapon = gamestate.chosenweapon; |
||
660 | DrawWeapon (); |
||
661 | } |
||
662 | } |
||
663 | gamestate.ammo += ammo; |
||
664 | if (gamestate.ammo > 99) |
||
665 | gamestate.ammo = 99; |
||
666 | DrawAmmo (); |
||
667 | } |
||
668 | |||
669 | //=========================================================================== |
||
670 | |||
671 | /* |
||
672 | ================== |
||
673 | = |
||
674 | = GiveKey |
||
675 | = |
||
676 | ================== |
||
677 | */ |
||
678 | |||
679 | void GiveKey (int key) |
||
680 | { |
||
681 | gamestate.keys |= (1< |
||
682 | DrawKeys (); |
||
683 | } |
||
684 | |||
685 | |||
686 | |||
687 | /* |
||
688 | ============================================================================= |
||
689 | |||
690 | MOVEMENT |
||
691 | |||
692 | ============================================================================= |
||
693 | */ |
||
694 | |||
695 | |||
696 | /* |
||
697 | =================== |
||
698 | = |
||
699 | = GetBonus |
||
700 | = |
||
701 | =================== |
||
702 | */ |
||
703 | void GetBonus (statobj_t *check) |
||
704 | { |
||
705 | switch (check->itemnumber) |
||
706 | { |
||
707 | case bo_firstaid: |
||
708 | if (gamestate.health == 100) |
||
709 | return; |
||
710 | |||
711 | SD_PlaySound (HEALTH2SND); |
||
712 | HealSelf (25); |
||
713 | break; |
||
714 | |||
715 | case bo_key1: |
||
716 | case bo_key2: |
||
717 | case bo_key3: |
||
718 | case bo_key4: |
||
719 | GiveKey (check->itemnumber - bo_key1); |
||
720 | SD_PlaySound (GETKEYSND); |
||
721 | break; |
||
722 | |||
723 | case bo_cross: |
||
724 | SD_PlaySound (BONUS1SND); |
||
725 | GivePoints (100); |
||
726 | gamestate.treasurecount++; |
||
727 | break; |
||
728 | case bo_chalice: |
||
729 | SD_PlaySound (BONUS2SND); |
||
730 | GivePoints (500); |
||
731 | gamestate.treasurecount++; |
||
732 | break; |
||
733 | case bo_bible: |
||
734 | SD_PlaySound (BONUS3SND); |
||
735 | GivePoints (1000); |
||
736 | gamestate.treasurecount++; |
||
737 | break; |
||
738 | case bo_crown: |
||
739 | SD_PlaySound (BONUS4SND); |
||
740 | GivePoints (5000); |
||
741 | gamestate.treasurecount++; |
||
742 | break; |
||
743 | |||
744 | case bo_clip: |
||
745 | if (gamestate.ammo == 99) |
||
746 | return; |
||
747 | |||
748 | SD_PlaySound (GETAMMOSND); |
||
749 | GiveAmmo (8); |
||
750 | break; |
||
751 | case bo_clip2: |
||
752 | if (gamestate.ammo == 99) |
||
753 | return; |
||
754 | |||
755 | SD_PlaySound (GETAMMOSND); |
||
756 | GiveAmmo (4); |
||
757 | break; |
||
758 | |||
759 | #ifdef SPEAR |
||
760 | case bo_25clip: |
||
761 | if (gamestate.ammo == 99) |
||
762 | return; |
||
763 | |||
764 | SD_PlaySound (GETAMMOBOXSND); |
||
765 | GiveAmmo (25); |
||
766 | break; |
||
767 | #endif |
||
768 | |||
769 | case bo_machinegun: |
||
770 | SD_PlaySound (GETMACHINESND); |
||
771 | GiveWeapon (wp_machinegun); |
||
772 | break; |
||
773 | case bo_chaingun: |
||
774 | SD_PlaySound (GETGATLINGSND); |
||
775 | facetimes = 38; |
||
776 | GiveWeapon (wp_chaingun); |
||
777 | |||
778 | if(viewsize != 21) |
||
779 | StatusDrawFace (GOTGATLINGPIC); |
||
780 | facecount = 0; |
||
781 | break; |
||
782 | |||
783 | case bo_fullheal: |
||
784 | SD_PlaySound (BONUS1UPSND); |
||
785 | HealSelf (99); |
||
786 | GiveAmmo (25); |
||
787 | GiveExtraMan (); |
||
788 | gamestate.treasurecount++; |
||
789 | break; |
||
790 | |||
791 | case bo_food: |
||
792 | if (gamestate.health == 100) |
||
793 | return; |
||
794 | |||
795 | SD_PlaySound (HEALTH1SND); |
||
796 | HealSelf (10); |
||
797 | break; |
||
798 | |||
799 | case bo_alpo: |
||
800 | if (gamestate.health == 100) |
||
801 | return; |
||
802 | |||
803 | SD_PlaySound (HEALTH1SND); |
||
804 | HealSelf (4); |
||
805 | break; |
||
806 | |||
807 | case bo_gibs: |
||
808 | if (gamestate.health >10) |
||
809 | return; |
||
810 | |||
811 | SD_PlaySound (SLURPIESND); |
||
812 | HealSelf (1); |
||
813 | break; |
||
814 | |||
815 | #ifdef SPEAR |
||
816 | case bo_spear: |
||
817 | spearflag = true; |
||
818 | spearx = player->x; |
||
819 | speary = player->y; |
||
820 | spearangle = player->angle; |
||
821 | playstate = ex_completed; |
||
822 | #endif |
||
823 | } |
||
824 | |||
825 | StartBonusFlash (); |
||
826 | check->shapenum = -1; // remove from list |
||
827 | } |
||
828 | |||
829 | /* |
||
830 | =================== |
||
831 | = |
||
832 | = TryMove |
||
833 | = |
||
834 | = returns true if move ok |
||
835 | = debug: use pointers to optimize |
||
836 | =================== |
||
837 | */ |
||
838 | |||
839 | boolean TryMove (objtype *ob) |
||
840 | { |
||
841 | int xl,yl,xh,yh,x,y; |
||
842 | objtype *check; |
||
843 | int32_t deltax,deltay; |
||
844 | |||
845 | xl = (ob->x-PLAYERSIZE) >>TILESHIFT; |
||
846 | yl = (ob->y-PLAYERSIZE) >>TILESHIFT; |
||
847 | |||
848 | xh = (ob->x+PLAYERSIZE) >>TILESHIFT; |
||
849 | yh = (ob->y+PLAYERSIZE) >>TILESHIFT; |
||
850 | |||
851 | #define PUSHWALLMINDIST PLAYERSIZE |
||
852 | |||
853 | // |
||
854 | // check for solid walls |
||
855 | // |
||
856 | for (y=yl;y<=yh;y++) |
||
857 | { |
||
858 | for (x=xl;x<=xh;x++) |
||
859 | { |
||
860 | check = actorat[x][y]; |
||
861 | if (check && !ISPOINTER(check)) |
||
862 | { |
||
863 | if(tilemap[x][y]==64 && x==pwallx && y==pwally) // back of moving pushwall? |
||
864 | { |
||
865 | switch(pwalldir) |
||
866 | { |
||
867 | case di_north: |
||
868 | if(ob->y-PUSHWALLMINDIST<=(pwally< |
||
869 | return false; |
||
870 | break; |
||
871 | case di_west: |
||
872 | if(ob->x-PUSHWALLMINDIST<=(pwallx< |
||
873 | return false; |
||
874 | break; |
||
875 | case di_east: |
||
876 | if(ob->x+PUSHWALLMINDIST>=(pwallx< |
||
877 | return false; |
||
878 | break; |
||
879 | case di_south: |
||
880 | if(ob->y+PUSHWALLMINDIST>=(pwally< |
||
881 | return false; |
||
882 | break; |
||
883 | } |
||
884 | } |
||
885 | else return false; |
||
886 | } |
||
887 | } |
||
888 | } |
||
889 | |||
890 | // |
||
891 | // check for actors |
||
892 | // |
||
893 | if (yl>0) |
||
894 | yl--; |
||
895 | if (yh |
||
896 | yh++; |
||
897 | if (xl>0) |
||
898 | xl--; |
||
899 | if (xh |
||
900 | xh++; |
||
901 | |||
902 | for (y=yl;y<=yh;y++) |
||
903 | { |
||
904 | for (x=xl;x<=xh;x++) |
||
905 | { |
||
906 | check = actorat[x][y]; |
||
907 | if (ISPOINTER(check) && check != player && (check->flags & FL_SHOOTABLE) ) |
||
908 | { |
||
909 | deltax = ob->x - check->x; |
||
910 | if (deltax < -MINACTORDIST || deltax > MINACTORDIST) |
||
911 | continue; |
||
912 | deltay = ob->y - check->y; |
||
913 | if (deltay < -MINACTORDIST || deltay > MINACTORDIST) |
||
914 | continue; |
||
915 | |||
916 | return false; |
||
917 | } |
||
918 | } |
||
919 | } |
||
920 | |||
921 | return true; |
||
922 | } |
||
923 | |||
924 | |||
925 | /* |
||
926 | =================== |
||
927 | = |
||
928 | = ClipMove |
||
929 | = |
||
930 | =================== |
||
931 | */ |
||
932 | |||
933 | void ClipMove (objtype *ob, int32_t xmove, int32_t ymove) |
||
934 | { |
||
935 | int32_t basex,basey; |
||
936 | |||
937 | basex = ob->x; |
||
938 | basey = ob->y; |
||
939 | |||
940 | ob->x = basex+xmove; |
||
941 | ob->y = basey+ymove; |
||
942 | if (TryMove (ob)) |
||
943 | return; |
||
944 | |||
945 | #ifndef REMDEBUG |
||
946 | if (noclip && ob->x > 2*TILEGLOBAL && ob->y > 2*TILEGLOBAL |
||
947 | && ob->x < (((int32_t)(mapwidth-1))< |
||
948 | && ob->y < (((int32_t)(mapheight-1))< |
||
949 | return; // walk through walls |
||
950 | #endif |
||
951 | |||
952 | if (!SD_SoundPlaying()) |
||
953 | SD_PlaySound (HITWALLSND); |
||
954 | |||
955 | ob->x = basex+xmove; |
||
956 | ob->y = basey; |
||
957 | if (TryMove (ob)) |
||
958 | return; |
||
959 | |||
960 | ob->x = basex; |
||
961 | ob->y = basey+ymove; |
||
962 | if (TryMove (ob)) |
||
963 | return; |
||
964 | |||
965 | ob->x = basex; |
||
966 | ob->y = basey; |
||
967 | } |
||
968 | |||
969 | //========================================================================== |
||
970 | |||
971 | /* |
||
972 | =================== |
||
973 | = |
||
974 | = VictoryTile |
||
975 | = |
||
976 | =================== |
||
977 | */ |
||
978 | |||
979 | void VictoryTile (void) |
||
980 | { |
||
981 | #ifndef SPEAR |
||
982 | SpawnBJVictory (); |
||
983 | #endif |
||
984 | |||
985 | gamestate.victoryflag = true; |
||
986 | } |
||
987 | |||
988 | /* |
||
989 | =================== |
||
990 | = |
||
991 | = Thrust |
||
992 | = |
||
993 | =================== |
||
994 | */ |
||
995 | |||
996 | // For player movement in demos exactly as in the original Wolf3D v1.4 source code |
||
997 | static fixed FixedByFracOrig(fixed a, fixed b) |
||
998 | { |
||
999 | int sign = 0; |
||
1000 | if(b == 65536) b = 65535; |
||
1001 | else if(b == -65536) b = 65535, sign = 1; |
||
1002 | else if(b < 0) b = (-b), sign = 1; |
||
1003 | |||
1004 | if(a < 0) |
||
1005 | { |
||
1006 | a = -a; |
||
1007 | sign = !sign; |
||
1008 | } |
||
1009 | fixed res = (fixed)(((int64_t) a * b) >> 16); |
||
1010 | if(sign) |
||
1011 | res = -res; |
||
1012 | return res; |
||
1013 | } |
||
1014 | |||
1015 | void Thrust (int angle, int32_t speed) |
||
1016 | { |
||
1017 | int32_t xmove,ymove; |
||
1018 | unsigned offset; |
||
1019 | |||
1020 | |||
1021 | // |
||
1022 | // ZERO FUNNY COUNTER IF MOVED! |
||
1023 | // |
||
1024 | #ifdef SPEAR |
||
1025 | if (speed) |
||
1026 | funnyticount = 0; |
||
1027 | #endif |
||
1028 | |||
1029 | thrustspeed += speed; |
||
1030 | // |
||
1031 | // moving bounds speed |
||
1032 | // |
||
1033 | if (speed >= MINDIST*2) |
||
1034 | speed = MINDIST*2-1; |
||
1035 | |||
1036 | xmove = DEMOCHOOSE_ORIG_SDL( |
||
1037 | FixedByFracOrig(speed, costable[angle]), |
||
1038 | FixedMul(speed,costable[angle])); |
||
1039 | ymove = DEMOCHOOSE_ORIG_SDL( |
||
1040 | -FixedByFracOrig(speed, sintable[angle]), |
||
1041 | -FixedMul(speed,sintable[angle])); |
||
1042 | |||
1043 | ClipMove(player,xmove,ymove); |
||
1044 | |||
1045 | player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values |
||
1046 | player->tiley = (short)(player->y >> TILESHIFT); |
||
1047 | |||
1048 | offset = (player->tiley< |
||
1049 | player->areanumber = *(mapsegs[0] + offset) -AREATILE; |
||
1050 | |||
1051 | if (*(mapsegs[1] + offset) == EXITTILE) |
||
1052 | VictoryTile (); |
||
1053 | } |
||
1054 | |||
1055 | |||
1056 | /* |
||
1057 | ============================================================================= |
||
1058 | |||
1059 | ACTIONS |
||
1060 | |||
1061 | ============================================================================= |
||
1062 | */ |
||
1063 | |||
1064 | |||
1065 | /* |
||
1066 | =============== |
||
1067 | = |
||
1068 | = Cmd_Fire |
||
1069 | = |
||
1070 | =============== |
||
1071 | */ |
||
1072 | |||
1073 | void Cmd_Fire (void) |
||
1074 | { |
||
1075 | buttonheld[bt_attack] = true; |
||
1076 | |||
1077 | gamestate.weaponframe = 0; |
||
1078 | |||
1079 | player->state = &s_attack; |
||
1080 | |||
1081 | gamestate.attackframe = 0; |
||
1082 | gamestate.attackcount = |
||
1083 | attackinfo[gamestate.weapon][gamestate.attackframe].tics; |
||
1084 | gamestate.weaponframe = |
||
1085 | attackinfo[gamestate.weapon][gamestate.attackframe].frame; |
||
1086 | } |
||
1087 | |||
1088 | //=========================================================================== |
||
1089 | |||
1090 | /* |
||
1091 | =============== |
||
1092 | = |
||
1093 | = Cmd_Use |
||
1094 | = |
||
1095 | =============== |
||
1096 | */ |
||
1097 | |||
1098 | void Cmd_Use (void) |
||
1099 | { |
||
1100 | int checkx,checky,doornum,dir; |
||
1101 | boolean elevatorok; |
||
1102 | |||
1103 | // |
||
1104 | // find which cardinal direction the player is facing |
||
1105 | // |
||
1106 | if (player->angle < ANGLES/8 || player->angle > 7*ANGLES/8) |
||
1107 | { |
||
1108 | checkx = player->tilex + 1; |
||
1109 | checky = player->tiley; |
||
1110 | dir = di_east; |
||
1111 | elevatorok = true; |
||
1112 | } |
||
1113 | else if (player->angle < 3*ANGLES/8) |
||
1114 | { |
||
1115 | checkx = player->tilex; |
||
1116 | checky = player->tiley-1; |
||
1117 | dir = di_north; |
||
1118 | elevatorok = false; |
||
1119 | } |
||
1120 | else if (player->angle < 5*ANGLES/8) |
||
1121 | { |
||
1122 | checkx = player->tilex - 1; |
||
1123 | checky = player->tiley; |
||
1124 | dir = di_west; |
||
1125 | elevatorok = true; |
||
1126 | } |
||
1127 | else |
||
1128 | { |
||
1129 | checkx = player->tilex; |
||
1130 | checky = player->tiley + 1; |
||
1131 | dir = di_south; |
||
1132 | elevatorok = false; |
||
1133 | } |
||
1134 | |||
1135 | doornum = tilemap[checkx][checky]; |
||
1136 | if (*(mapsegs[1]+(checky< |
||
1137 | { |
||
1138 | // |
||
1139 | // pushable wall |
||
1140 | // |
||
1141 | |||
1142 | PushWall (checkx,checky,dir); |
||
1143 | return; |
||
1144 | } |
||
1145 | if (!buttonheld[bt_use] && doornum == ELEVATORTILE && elevatorok) |
||
1146 | { |
||
1147 | // |
||
1148 | // use elevator |
||
1149 | // |
||
1150 | buttonheld[bt_use] = true; |
||
1151 | |||
1152 | tilemap[checkx][checky]++; // flip switch |
||
1153 | if (*(mapsegs[0]+(player->tiley< |
||
1154 | playstate = ex_secretlevel; |
||
1155 | else |
||
1156 | playstate = ex_completed; |
||
1157 | SD_PlaySound (LEVELDONESND); |
||
1158 | SD_WaitSoundDone(); |
||
1159 | } |
||
1160 | else if (!buttonheld[bt_use] && doornum & 0x80) |
||
1161 | { |
||
1162 | buttonheld[bt_use] = true; |
||
1163 | OperateDoor (doornum & ~0x80); |
||
1164 | } |
||
1165 | else |
||
1166 | SD_PlaySound (DONOTHINGSND); |
||
1167 | } |
||
1168 | |||
1169 | /* |
||
1170 | ============================================================================= |
||
1171 | |||
1172 | PLAYER CONTROL |
||
1173 | |||
1174 | ============================================================================= |
||
1175 | */ |
||
1176 | |||
1177 | |||
1178 | |||
1179 | /* |
||
1180 | =============== |
||
1181 | = |
||
1182 | = SpawnPlayer |
||
1183 | = |
||
1184 | =============== |
||
1185 | */ |
||
1186 | |||
1187 | void SpawnPlayer (int tilex, int tiley, int dir) |
||
1188 | { |
||
1189 | player->obclass = playerobj; |
||
1190 | player->active = ac_yes; |
||
1191 | player->tilex = tilex; |
||
1192 | player->tiley = tiley; |
||
1193 | player->areanumber = (byte) *(mapsegs[0]+(player->tiley< |
||
1194 | player->x = ((int32_t)tilex< |
||
1195 | player->y = ((int32_t)tiley< |
||
1196 | player->state = &s_player; |
||
1197 | player->angle = (1-dir)*90; |
||
1198 | if (player->angle<0) |
||
1199 | player->angle += ANGLES; |
||
1200 | player->flags = FL_NEVERMARK; |
||
1201 | Thrust (0,0); // set some variables |
||
1202 | |||
1203 | InitAreas (); |
||
1204 | } |
||
1205 | |||
1206 | |||
1207 | //=========================================================================== |
||
1208 | |||
1209 | /* |
||
1210 | =============== |
||
1211 | = |
||
1212 | = T_KnifeAttack |
||
1213 | = |
||
1214 | = Update player hands, and try to do damage when the proper frame is reached |
||
1215 | = |
||
1216 | =============== |
||
1217 | */ |
||
1218 | |||
1219 | void KnifeAttack (objtype *ob) |
||
1220 | { |
||
1221 | objtype *check,*closest; |
||
1222 | int32_t dist; |
||
1223 | |||
1224 | SD_PlaySound (ATKKNIFESND); |
||
1225 | // actually fire |
||
1226 | dist = 0x7fffffff; |
||
1227 | closest = NULL; |
||
1228 | for (check=ob->next; check; check=check->next) |
||
1229 | { |
||
1230 | if ( (check->flags & FL_SHOOTABLE) && (check->flags & FL_VISABLE) |
||
1231 | && abs(check->viewx-centerx) < shootdelta) |
||
1232 | { |
||
1233 | if (check->transx < dist) |
||
1234 | { |
||
1235 | dist = check->transx; |
||
1236 | closest = check; |
||
1237 | } |
||
1238 | } |
||
1239 | } |
||
1240 | |||
1241 | if (!closest || dist > 0x18000l) |
||
1242 | { |
||
1243 | // missed |
||
1244 | return; |
||
1245 | } |
||
1246 | |||
1247 | // hit something |
||
1248 | DamageActor (closest,US_RndT() >> 4); |
||
1249 | } |
||
1250 | |||
1251 | |||
1252 | |||
1253 | void GunAttack (objtype *ob) |
||
1254 | { |
||
1255 | objtype *check,*closest,*oldclosest; |
||
1256 | int damage; |
||
1257 | int dx,dy,dist; |
||
1258 | int32_t viewdist; |
||
1259 | |||
1260 | switch (gamestate.weapon) |
||
1261 | { |
||
1262 | case wp_pistol: |
||
1263 | SD_PlaySound (ATKPISTOLSND); |
||
1264 | break; |
||
1265 | case wp_machinegun: |
||
1266 | SD_PlaySound (ATKMACHINEGUNSND); |
||
1267 | break; |
||
1268 | case wp_chaingun: |
||
1269 | SD_PlaySound (ATKGATLINGSND); |
||
1270 | break; |
||
1271 | } |
||
1272 | |||
1273 | madenoise = true; |
||
1274 | |||
1275 | // |
||
1276 | // find potential targets |
||
1277 | // |
||
1278 | viewdist = 0x7fffffffl; |
||
1279 | closest = NULL; |
||
1280 | |||
1281 | while (1) |
||
1282 | { |
||
1283 | oldclosest = closest; |
||
1284 | |||
1285 | for (check=ob->next ; check ; check=check->next) |
||
1286 | { |
||
1287 | if ((check->flags & FL_SHOOTABLE) && (check->flags & FL_VISABLE) |
||
1288 | && abs(check->viewx-centerx) < shootdelta) |
||
1289 | { |
||
1290 | if (check->transx < viewdist) |
||
1291 | { |
||
1292 | viewdist = check->transx; |
||
1293 | closest = check; |
||
1294 | } |
||
1295 | } |
||
1296 | } |
||
1297 | |||
1298 | if (closest == oldclosest) |
||
1299 | return; // no more targets, all missed |
||
1300 | |||
1301 | // |
||
1302 | // trace a line from player to enemey |
||
1303 | // |
||
1304 | if (CheckLine(closest)) |
||
1305 | break; |
||
1306 | } |
||
1307 | |||
1308 | // |
||
1309 | // hit something |
||
1310 | // |
||
1311 | dx = ABS(closest->tilex - player->tilex); |
||
1312 | dy = ABS(closest->tiley - player->tiley); |
||
1313 | dist = dx>dy ? dx:dy; |
||
1314 | if (dist<2) |
||
1315 | damage = US_RndT() / 4; |
||
1316 | else if (dist<4) |
||
1317 | damage = US_RndT() / 6; |
||
1318 | else |
||
1319 | { |
||
1320 | if ( (US_RndT() / 12) < dist) // missed |
||
1321 | return; |
||
1322 | damage = US_RndT() / 6; |
||
1323 | } |
||
1324 | DamageActor (closest,damage); |
||
1325 | } |
||
1326 | |||
1327 | //=========================================================================== |
||
1328 | |||
1329 | /* |
||
1330 | =============== |
||
1331 | = |
||
1332 | = VictorySpin |
||
1333 | = |
||
1334 | =============== |
||
1335 | */ |
||
1336 | |||
1337 | void VictorySpin (void) |
||
1338 | { |
||
1339 | int32_t desty; |
||
1340 | |||
1341 | if (player->angle > 270) |
||
1342 | { |
||
1343 | player->angle -= (short)(tics * 3); |
||
1344 | if (player->angle < 270) |
||
1345 | player->angle = 270; |
||
1346 | } |
||
1347 | else if (player->angle < 270) |
||
1348 | { |
||
1349 | player->angle += (short)(tics * 3); |
||
1350 | if (player->angle > 270) |
||
1351 | player->angle = 270; |
||
1352 | } |
||
1353 | |||
1354 | desty = (((int32_t)player->tiley-5)< |
||
1355 | |||
1356 | if (player->y > desty) |
||
1357 | { |
||
1358 | player->y -= tics*4096; |
||
1359 | if (player->y < desty) |
||
1360 | player->y = desty; |
||
1361 | } |
||
1362 | } |
||
1363 | |||
1364 | |||
1365 | //=========================================================================== |
||
1366 | |||
1367 | /* |
||
1368 | =============== |
||
1369 | = |
||
1370 | = T_Attack |
||
1371 | = |
||
1372 | =============== |
||
1373 | */ |
||
1374 | |||
1375 | void T_Attack (objtype *ob) |
||
1376 | { |
||
1377 | struct atkinf *cur; |
||
1378 | |||
1379 | UpdateFace (); |
||
1380 | |||
1381 | if (gamestate.victoryflag) // watching the BJ actor |
||
1382 | { |
||
1383 | VictorySpin (); |
||
1384 | return; |
||
1385 | } |
||
1386 | |||
1387 | if ( buttonstate[bt_use] && !buttonheld[bt_use] ) |
||
1388 | buttonstate[bt_use] = false; |
||
1389 | |||
1390 | if ( buttonstate[bt_attack] && !buttonheld[bt_attack]) |
||
1391 | buttonstate[bt_attack] = false; |
||
1392 | |||
1393 | ControlMovement (ob); |
||
1394 | if (gamestate.victoryflag) // watching the BJ actor |
||
1395 | return; |
||
1396 | |||
1397 | plux = (word) (player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned |
||
1398 | pluy = (word) (player->y >> UNSIGNEDSHIFT); |
||
1399 | player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values |
||
1400 | player->tiley = (short)(player->y >> TILESHIFT); |
||
1401 | |||
1402 | // |
||
1403 | // change frame and fire |
||
1404 | // |
||
1405 | gamestate.attackcount -= (short) tics; |
||
1406 | while (gamestate.attackcount <= 0) |
||
1407 | { |
||
1408 | cur = &attackinfo[gamestate.weapon][gamestate.attackframe]; |
||
1409 | switch (cur->attack) |
||
1410 | { |
||
1411 | case -1: |
||
1412 | ob->state = &s_player; |
||
1413 | if (!gamestate.ammo) |
||
1414 | { |
||
1415 | gamestate.weapon = wp_knife; |
||
1416 | DrawWeapon (); |
||
1417 | } |
||
1418 | else |
||
1419 | { |
||
1420 | if (gamestate.weapon != gamestate.chosenweapon) |
||
1421 | { |
||
1422 | gamestate.weapon = gamestate.chosenweapon; |
||
1423 | DrawWeapon (); |
||
1424 | } |
||
1425 | } |
||
1426 | gamestate.attackframe = gamestate.weaponframe = 0; |
||
1427 | return; |
||
1428 | |||
1429 | case 4: |
||
1430 | if (!gamestate.ammo) |
||
1431 | break; |
||
1432 | if (buttonstate[bt_attack]) |
||
1433 | gamestate.attackframe -= 2; |
||
1434 | case 1: |
||
1435 | if (!gamestate.ammo) |
||
1436 | { // can only happen with chain gun |
||
1437 | gamestate.attackframe++; |
||
1438 | break; |
||
1439 | } |
||
1440 | GunAttack (ob); |
||
1441 | if (!ammocheat) |
||
1442 | gamestate.ammo--; |
||
1443 | DrawAmmo (); |
||
1444 | break; |
||
1445 | |||
1446 | case 2: |
||
1447 | KnifeAttack (ob); |
||
1448 | break; |
||
1449 | |||
1450 | case 3: |
||
1451 | if (gamestate.ammo && buttonstate[bt_attack]) |
||
1452 | gamestate.attackframe -= 2; |
||
1453 | break; |
||
1454 | } |
||
1455 | |||
1456 | gamestate.attackcount += cur->tics; |
||
1457 | gamestate.attackframe++; |
||
1458 | gamestate.weaponframe = |
||
1459 | attackinfo[gamestate.weapon][gamestate.attackframe].frame; |
||
1460 | } |
||
1461 | } |
||
1462 | |||
1463 | |||
1464 | |||
1465 | //=========================================================================== |
||
1466 | |||
1467 | /* |
||
1468 | =============== |
||
1469 | = |
||
1470 | = T_Player |
||
1471 | = |
||
1472 | =============== |
||
1473 | */ |
||
1474 | |||
1475 | void T_Player (objtype *ob) |
||
1476 | { |
||
1477 | if (gamestate.victoryflag) // watching the BJ actor |
||
1478 | { |
||
1479 | VictorySpin (); |
||
1480 | return; |
||
1481 | } |
||
1482 | |||
1483 | UpdateFace (); |
||
1484 | CheckWeaponChange (); |
||
1485 | |||
1486 | if ( buttonstate[bt_use] ) |
||
1487 | Cmd_Use (); |
||
1488 | |||
1489 | if ( buttonstate[bt_attack] && !buttonheld[bt_attack]) |
||
1490 | Cmd_Fire (); |
||
1491 | |||
1492 | ControlMovement (ob); |
||
1493 | if (gamestate.victoryflag) // watching the BJ actor |
||
1494 | return; |
||
1495 | |||
1496 | plux = (word) (player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned |
||
1497 | pluy = (word) (player->y >> UNSIGNEDSHIFT); |
||
1498 | player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values |
||
1499 | player->tiley = (short)(player->y >> TILESHIFT); |
||
1500 | }=>> |