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/contrib/games/wolf3d/wl_agent.cpp
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// WL_AGENT.C
 
#include "wl_def.h"
#pragma hdrstop
 
/*
=============================================================================
 
LOCAL CONSTANTS
 
=============================================================================
*/
 
#define MAXMOUSETURN 10
 
 
#define MOVESCALE 150l
#define BACKMOVESCALE 100l
#define ANGLESCALE 20
 
/*
=============================================================================
 
GLOBAL VARIABLES
 
=============================================================================
*/
 
 
 
//
// player state info
//
int32_t thrustspeed;
 
word plux,pluy; // player coordinates scaled to unsigned
 
short anglefrac;
 
objtype *LastAttacker;
 
/*
=============================================================================
 
LOCAL VARIABLES
 
=============================================================================
*/
 
 
void T_Player (objtype *ob);
void T_Attack (objtype *ob);
 
statetype s_player = {false,0,0,(statefunc) T_Player,NULL,NULL};
statetype s_attack = {false,0,0,(statefunc) T_Attack,NULL,NULL};
 
struct atkinf
{
int8_t tics,attack,frame; // attack is 1 for gun, 2 for knife
} attackinfo[4][14] =
{
{ {6,0,1},{6,2,2},{6,0,3},{6,-1,4} },
{ {6,0,1},{6,1,2},{6,0,3},{6,-1,4} },
{ {6,0,1},{6,1,2},{6,3,3},{6,-1,4} },
{ {6,0,1},{6,1,2},{6,4,3},{6,-1,4} },
};
 
//===========================================================================
 
//----------
 
void Attack (void);
void Use (void);
void Search (objtype *ob);
void SelectWeapon (void);
void SelectItem (void);
 
//----------
 
boolean TryMove (objtype *ob);
void T_Player (objtype *ob);
 
void ClipMove (objtype *ob, int32_t xmove, int32_t ymove);
 
/*
=============================================================================
 
CONTROL STUFF
 
=============================================================================
*/
 
/*
======================
=
= CheckWeaponChange
=
= Keys 1-4 change weapons
=
======================
*/
 
void CheckWeaponChange (void)
{
int newWeapon = -1;
 
if (!gamestate.ammo) // must use knife with no ammo
return;
 
#ifdef _arch_dreamcast
int joyx, joyy;
IN_GetJoyFineDelta (&joyx, &joyy);
if(joyx < -64)
buttonstate[bt_prevweapon] = true;
else if(joyx > 64)
buttonstate[bt_nextweapon] = true;
#endif
 
if(buttonstate[bt_nextweapon] && !buttonheld[bt_nextweapon])
{
newWeapon = gamestate.weapon + 1;
if(newWeapon > gamestate.bestweapon) newWeapon = 0;
}
else if(buttonstate[bt_prevweapon] && !buttonheld[bt_prevweapon])
{
newWeapon = gamestate.weapon - 1;
if(newWeapon < 0) newWeapon = gamestate.bestweapon;
}
else
{
for(int i = wp_knife; i <= gamestate.bestweapon; i++)
{
if (buttonstate[bt_readyknife + i - wp_knife])
{
newWeapon = i;
break;
}
}
}
 
if(newWeapon != -1)
{
gamestate.weapon = gamestate.chosenweapon = (weapontype) newWeapon;
DrawWeapon();
}
}
 
 
/*
=======================
=
= ControlMovement
=
= Takes controlx,controly, and buttonstate[bt_strafe]
=
= Changes the player's angle and position
=
= There is an angle hack because when going 70 fps, the roundoff becomes
= significant
=
=======================
*/
 
void ControlMovement (objtype *ob)
{
int32_t oldx,oldy;
int angle;
int angleunits;
 
thrustspeed = 0;
 
oldx = player->x;
oldy = player->y;
 
if(buttonstate[bt_strafeleft])
{
angle = ob->angle + ANGLES/4;
if(angle >= ANGLES)
angle -= ANGLES;
if(buttonstate[bt_run])
Thrust(angle, RUNMOVE * MOVESCALE * tics);
else
Thrust(angle, BASEMOVE * MOVESCALE * tics);
}
 
if(buttonstate[bt_straferight])
{
angle = ob->angle - ANGLES/4;
if(angle < 0)
angle += ANGLES;
if(buttonstate[bt_run])
Thrust(angle, RUNMOVE * MOVESCALE * tics );
else
Thrust(angle, BASEMOVE * MOVESCALE * tics);
}
 
//
// side to side move
//
if (buttonstate[bt_strafe])
{
//
// strafing
//
//
if (controlx > 0)
{
angle = ob->angle - ANGLES/4;
if (angle < 0)
angle += ANGLES;
Thrust (angle,controlx*MOVESCALE); // move to left
}
else if (controlx < 0)
{
angle = ob->angle + ANGLES/4;
if (angle >= ANGLES)
angle -= ANGLES;
Thrust (angle,-controlx*MOVESCALE); // move to right
}
}
else
{
//
// not strafing
//
anglefrac += controlx;
angleunits = anglefrac/ANGLESCALE;
anglefrac -= angleunits*ANGLESCALE;
ob->angle -= angleunits;
 
if (ob->angle >= ANGLES)
ob->angle -= ANGLES;
if (ob->angle < 0)
ob->angle += ANGLES;
 
}
 
//
// forward/backwards move
//
if (controly < 0)
{
Thrust (ob->angle,-controly*MOVESCALE); // move forwards
}
else if (controly > 0)
{
angle = ob->angle + ANGLES/2;
if (angle >= ANGLES)
angle -= ANGLES;
Thrust (angle,controly*BACKMOVESCALE); // move backwards
}
 
if (gamestate.victoryflag) // watching the BJ actor
return;
}
 
/*
=============================================================================
 
STATUS WINDOW STUFF
 
=============================================================================
*/
 
 
/*
==================
=
= StatusDrawPic
=
==================
*/
 
void StatusDrawPic (unsigned x, unsigned y, unsigned picnum)
{
LatchDrawPicScaledCoord ((screenWidth-scaleFactor*320)/16 + scaleFactor*x,
screenHeight-scaleFactor*(STATUSLINES-y),picnum);
}
 
void StatusDrawFace(unsigned picnum)
{
StatusDrawPic(17, 4, picnum);
 
#ifdef _arch_dreamcast
DC_StatusDrawLCD(picnum);
#endif
}
 
 
/*
==================
=
= DrawFace
=
==================
*/
 
void DrawFace (void)
{
if(viewsize == 21 && ingame) return;
if (SD_SoundPlaying() == GETGATLINGSND)
StatusDrawFace(GOTGATLINGPIC);
else if (gamestate.health)
{
#ifdef SPEAR
if (godmode)
StatusDrawFace(GODMODEFACE1PIC+gamestate.faceframe);
else
#endif
StatusDrawFace(FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);
}
else
{
#ifndef SPEAR
if (LastAttacker && LastAttacker->obclass == needleobj)
StatusDrawFace(MUTANTBJPIC);
else
#endif
StatusDrawFace(FACE8APIC);
}
}
 
/*
===============
=
= UpdateFace
=
= Calls draw face if time to change
=
===============
*/
 
int facecount = 0;
int facetimes = 0;
 
void UpdateFace (void)
{
// don't make demo depend on sound playback
if(demoplayback || demorecord)
{
if(facetimes > 0)
{
facetimes--;
return;
}
}
else if(SD_SoundPlaying() == GETGATLINGSND)
return;
 
facecount += tics;
if (facecount > US_RndT())
{
gamestate.faceframe = (US_RndT()>>6);
if (gamestate.faceframe==3)
gamestate.faceframe = 1;
 
facecount = 0;
DrawFace ();
}
}
 
 
 
/*
===============
=
= LatchNumber
=
= right justifies and pads with blanks
=
===============
*/
 
static void LatchNumber (int x, int y, unsigned width, int32_t number)
{
unsigned length,c;
char str[20];
 
ltoa (number,str,10);
 
length = (unsigned) strlen (str);
 
while (length<width)
{
StatusDrawPic (x,y,N_BLANKPIC);
x++;
width--;
}
 
c = length <= width ? 0 : length-width;
 
while (c<length)
{
StatusDrawPic (x,y,str[c]-'0'+ N_0PIC);
x++;
c++;
}
}
 
 
/*
===============
=
= DrawHealth
=
===============
*/
 
void DrawHealth (void)
{
if(viewsize == 21 && ingame) return;
LatchNumber (21,16,3,gamestate.health);
}
 
 
/*
===============
=
= TakeDamage
=
===============
*/
 
void TakeDamage (int points,objtype *attacker)
{
LastAttacker = attacker;
 
if (gamestate.victoryflag)
return;
if (gamestate.difficulty==gd_baby)
points>>=2;
 
if (!godmode)
gamestate.health -= points;
 
if (gamestate.health<=0)
{
gamestate.health = 0;
playstate = ex_died;
killerobj = attacker;
}
 
if (godmode != 2)
StartDamageFlash (points);
 
DrawHealth ();
DrawFace ();
 
//
// MAKE BJ'S EYES BUG IF MAJOR DAMAGE!
//
#ifdef SPEAR
if (points > 30 && gamestate.health!=0 && !godmode && viewsize != 21)
{
StatusDrawFace(BJOUCHPIC);
facecount = 0;
}
#endif
}
 
/*
===============
=
= HealSelf
=
===============
*/
 
void HealSelf (int points)
{
gamestate.health += points;
if (gamestate.health>100)
gamestate.health = 100;
 
DrawHealth ();
DrawFace ();
}
 
 
//===========================================================================
 
 
/*
===============
=
= DrawLevel
=
===============
*/
 
void DrawLevel (void)
{
if(viewsize == 21 && ingame) return;
#ifdef SPEAR
if (gamestate.mapon == 20)
LatchNumber (2,16,2,18);
else
#endif
LatchNumber (2,16,2,gamestate.mapon+1);
}
 
//===========================================================================
 
 
/*
===============
=
= DrawLives
=
===============
*/
 
void DrawLives (void)
{
if(viewsize == 21 && ingame) return;
LatchNumber (14,16,1,gamestate.lives);
}
 
 
/*
===============
=
= GiveExtraMan
=
===============
*/
 
void GiveExtraMan (void)
{
if (gamestate.lives<9)
gamestate.lives++;
DrawLives ();
SD_PlaySound (BONUS1UPSND);
}
 
//===========================================================================
 
/*
===============
=
= DrawScore
=
===============
*/
 
void DrawScore (void)
{
if(viewsize == 21 && ingame) return;
LatchNumber (6,16,6,gamestate.score);
}
 
/*
===============
=
= GivePoints
=
===============
*/
 
void GivePoints (int32_t points)
{
gamestate.score += points;
while (gamestate.score >= gamestate.nextextra)
{
gamestate.nextextra += EXTRAPOINTS;
GiveExtraMan ();
}
DrawScore ();
}
 
//===========================================================================
 
/*
==================
=
= DrawWeapon
=
==================
*/
 
void DrawWeapon (void)
{
if(viewsize == 21 && ingame) return;
StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);
}
 
 
/*
==================
=
= DrawKeys
=
==================
*/
 
void DrawKeys (void)
{
if(viewsize == 21 && ingame) return;
if (gamestate.keys & 1)
StatusDrawPic (30,4,GOLDKEYPIC);
else
StatusDrawPic (30,4,NOKEYPIC);
 
if (gamestate.keys & 2)
StatusDrawPic (30,20,SILVERKEYPIC);
else
StatusDrawPic (30,20,NOKEYPIC);
}
 
/*
==================
=
= GiveWeapon
=
==================
*/
 
void GiveWeapon (int weapon)
{
GiveAmmo (6);
 
if (gamestate.bestweapon<weapon)
gamestate.bestweapon = gamestate.weapon
= gamestate.chosenweapon = (weapontype) weapon;
 
DrawWeapon ();
}
 
//===========================================================================
 
/*
===============
=
= DrawAmmo
=
===============
*/
 
void DrawAmmo (void)
{
if(viewsize == 21 && ingame) return;
LatchNumber (27,16,2,gamestate.ammo);
}
 
/*
===============
=
= GiveAmmo
=
===============
*/
 
void GiveAmmo (int ammo)
{
if (!gamestate.ammo) // knife was out
{
if (!gamestate.attackframe)
{
gamestate.weapon = gamestate.chosenweapon;
DrawWeapon ();
}
}
gamestate.ammo += ammo;
if (gamestate.ammo > 99)
gamestate.ammo = 99;
DrawAmmo ();
}
 
//===========================================================================
 
/*
==================
=
= GiveKey
=
==================
*/
 
void GiveKey (int key)
{
gamestate.keys |= (1<<key);
DrawKeys ();
}
 
 
 
/*
=============================================================================
 
MOVEMENT
 
=============================================================================
*/
 
 
/*
===================
=
= GetBonus
=
===================
*/
void GetBonus (statobj_t *check)
{
switch (check->itemnumber)
{
case bo_firstaid:
if (gamestate.health == 100)
return;
 
SD_PlaySound (HEALTH2SND);
HealSelf (25);
break;
 
case bo_key1:
case bo_key2:
case bo_key3:
case bo_key4:
GiveKey (check->itemnumber - bo_key1);
SD_PlaySound (GETKEYSND);
break;
 
case bo_cross:
SD_PlaySound (BONUS1SND);
GivePoints (100);
gamestate.treasurecount++;
break;
case bo_chalice:
SD_PlaySound (BONUS2SND);
GivePoints (500);
gamestate.treasurecount++;
break;
case bo_bible:
SD_PlaySound (BONUS3SND);
GivePoints (1000);
gamestate.treasurecount++;
break;
case bo_crown:
SD_PlaySound (BONUS4SND);
GivePoints (5000);
gamestate.treasurecount++;
break;
 
case bo_clip:
if (gamestate.ammo == 99)
return;
 
SD_PlaySound (GETAMMOSND);
GiveAmmo (8);
break;
case bo_clip2:
if (gamestate.ammo == 99)
return;
 
SD_PlaySound (GETAMMOSND);
GiveAmmo (4);
break;
 
#ifdef SPEAR
case bo_25clip:
if (gamestate.ammo == 99)
return;
 
SD_PlaySound (GETAMMOBOXSND);
GiveAmmo (25);
break;
#endif
 
case bo_machinegun:
SD_PlaySound (GETMACHINESND);
GiveWeapon (wp_machinegun);
break;
case bo_chaingun:
SD_PlaySound (GETGATLINGSND);
facetimes = 38;
GiveWeapon (wp_chaingun);
 
if(viewsize != 21)
StatusDrawFace (GOTGATLINGPIC);
facecount = 0;
break;
 
case bo_fullheal:
SD_PlaySound (BONUS1UPSND);
HealSelf (99);
GiveAmmo (25);
GiveExtraMan ();
gamestate.treasurecount++;
break;
 
case bo_food:
if (gamestate.health == 100)
return;
 
SD_PlaySound (HEALTH1SND);
HealSelf (10);
break;
 
case bo_alpo:
if (gamestate.health == 100)
return;
 
SD_PlaySound (HEALTH1SND);
HealSelf (4);
break;
 
case bo_gibs:
if (gamestate.health >10)
return;
 
SD_PlaySound (SLURPIESND);
HealSelf (1);
break;
 
#ifdef SPEAR
case bo_spear:
spearflag = true;
spearx = player->x;
speary = player->y;
spearangle = player->angle;
playstate = ex_completed;
#endif
}
 
StartBonusFlash ();
check->shapenum = -1; // remove from list
}
 
/*
===================
=
= TryMove
=
= returns true if move ok
= debug: use pointers to optimize
===================
*/
 
boolean TryMove (objtype *ob)
{
int xl,yl,xh,yh,x,y;
objtype *check;
int32_t deltax,deltay;
 
xl = (ob->x-PLAYERSIZE) >>TILESHIFT;
yl = (ob->y-PLAYERSIZE) >>TILESHIFT;
 
xh = (ob->x+PLAYERSIZE) >>TILESHIFT;
yh = (ob->y+PLAYERSIZE) >>TILESHIFT;
 
#define PUSHWALLMINDIST PLAYERSIZE
 
//
// check for solid walls
//
for (y=yl;y<=yh;y++)
{
for (x=xl;x<=xh;x++)
{
check = actorat[x][y];
if (check && !ISPOINTER(check))
{
if(tilemap[x][y]==64 && x==pwallx && y==pwally) // back of moving pushwall?
{
switch(pwalldir)
{
case di_north:
if(ob->y-PUSHWALLMINDIST<=(pwally<<TILESHIFT)+((63-pwallpos)<<10))
return false;
break;
case di_west:
if(ob->x-PUSHWALLMINDIST<=(pwallx<<TILESHIFT)+((63-pwallpos)<<10))
return false;
break;
case di_east:
if(ob->x+PUSHWALLMINDIST>=(pwallx<<TILESHIFT)+(pwallpos<<10))
return false;
break;
case di_south:
if(ob->y+PUSHWALLMINDIST>=(pwally<<TILESHIFT)+(pwallpos<<10))
return false;
break;
}
}
else return false;
}
}
}
 
//
// check for actors
//
if (yl>0)
yl--;
if (yh<MAPSIZE-1)
yh++;
if (xl>0)
xl--;
if (xh<MAPSIZE-1)
xh++;
 
for (y=yl;y<=yh;y++)
{
for (x=xl;x<=xh;x++)
{
check = actorat[x][y];
if (ISPOINTER(check) && check != player && (check->flags & FL_SHOOTABLE) )
{
deltax = ob->x - check->x;
if (deltax < -MINACTORDIST || deltax > MINACTORDIST)
continue;
deltay = ob->y - check->y;
if (deltay < -MINACTORDIST || deltay > MINACTORDIST)
continue;
 
return false;
}
}
}
 
return true;
}
 
 
/*
===================
=
= ClipMove
=
===================
*/
 
void ClipMove (objtype *ob, int32_t xmove, int32_t ymove)
{
int32_t basex,basey;
 
basex = ob->x;
basey = ob->y;
 
ob->x = basex+xmove;
ob->y = basey+ymove;
if (TryMove (ob))
return;
 
#ifndef REMDEBUG
if (noclip && ob->x > 2*TILEGLOBAL && ob->y > 2*TILEGLOBAL
&& ob->x < (((int32_t)(mapwidth-1))<<TILESHIFT)
&& ob->y < (((int32_t)(mapheight-1))<<TILESHIFT) )
return; // walk through walls
#endif
 
if (!SD_SoundPlaying())
SD_PlaySound (HITWALLSND);
 
ob->x = basex+xmove;
ob->y = basey;
if (TryMove (ob))
return;
 
ob->x = basex;
ob->y = basey+ymove;
if (TryMove (ob))
return;
 
ob->x = basex;
ob->y = basey;
}
 
//==========================================================================
 
/*
===================
=
= VictoryTile
=
===================
*/
 
void VictoryTile (void)
{
#ifndef SPEAR
SpawnBJVictory ();
#endif
 
gamestate.victoryflag = true;
}
 
/*
===================
=
= Thrust
=
===================
*/
 
// For player movement in demos exactly as in the original Wolf3D v1.4 source code
static fixed FixedByFracOrig(fixed a, fixed b)
{
int sign = 0;
if(b == 65536) b = 65535;
else if(b == -65536) b = 65535, sign = 1;
else if(b < 0) b = (-b), sign = 1;
 
if(a < 0)
{
a = -a;
sign = !sign;
}
fixed res = (fixed)(((int64_t) a * b) >> 16);
if(sign)
res = -res;
return res;
}
 
void Thrust (int angle, int32_t speed)
{
int32_t xmove,ymove;
unsigned offset;
 
 
//
// ZERO FUNNY COUNTER IF MOVED!
//
#ifdef SPEAR
if (speed)
funnyticount = 0;
#endif
 
thrustspeed += speed;
//
// moving bounds speed
//
if (speed >= MINDIST*2)
speed = MINDIST*2-1;
 
xmove = DEMOCHOOSE_ORIG_SDL(
FixedByFracOrig(speed, costable[angle]),
FixedMul(speed,costable[angle]));
ymove = DEMOCHOOSE_ORIG_SDL(
-FixedByFracOrig(speed, sintable[angle]),
-FixedMul(speed,sintable[angle]));
 
ClipMove(player,xmove,ymove);
 
player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values
player->tiley = (short)(player->y >> TILESHIFT);
 
offset = (player->tiley<<mapshift)+player->tilex;
player->areanumber = *(mapsegs[0] + offset) -AREATILE;
 
if (*(mapsegs[1] + offset) == EXITTILE)
VictoryTile ();
}
 
 
/*
=============================================================================
 
ACTIONS
 
=============================================================================
*/
 
 
/*
===============
=
= Cmd_Fire
=
===============
*/
 
void Cmd_Fire (void)
{
buttonheld[bt_attack] = true;
 
gamestate.weaponframe = 0;
 
player->state = &s_attack;
 
gamestate.attackframe = 0;
gamestate.attackcount =
attackinfo[gamestate.weapon][gamestate.attackframe].tics;
gamestate.weaponframe =
attackinfo[gamestate.weapon][gamestate.attackframe].frame;
}
 
//===========================================================================
 
/*
===============
=
= Cmd_Use
=
===============
*/
 
void Cmd_Use (void)
{
int checkx,checky,doornum,dir;
boolean elevatorok;
 
//
// find which cardinal direction the player is facing
//
if (player->angle < ANGLES/8 || player->angle > 7*ANGLES/8)
{
checkx = player->tilex + 1;
checky = player->tiley;
dir = di_east;
elevatorok = true;
}
else if (player->angle < 3*ANGLES/8)
{
checkx = player->tilex;
checky = player->tiley-1;
dir = di_north;
elevatorok = false;
}
else if (player->angle < 5*ANGLES/8)
{
checkx = player->tilex - 1;
checky = player->tiley;
dir = di_west;
elevatorok = true;
}
else
{
checkx = player->tilex;
checky = player->tiley + 1;
dir = di_south;
elevatorok = false;
}
 
doornum = tilemap[checkx][checky];
if (*(mapsegs[1]+(checky<<mapshift)+checkx) == PUSHABLETILE)
{
//
// pushable wall
//
 
PushWall (checkx,checky,dir);
return;
}
if (!buttonheld[bt_use] && doornum == ELEVATORTILE && elevatorok)
{
//
// use elevator
//
buttonheld[bt_use] = true;
 
tilemap[checkx][checky]++; // flip switch
if (*(mapsegs[0]+(player->tiley<<mapshift)+player->tilex) == ALTELEVATORTILE)
playstate = ex_secretlevel;
else
playstate = ex_completed;
SD_PlaySound (LEVELDONESND);
SD_WaitSoundDone();
}
else if (!buttonheld[bt_use] && doornum & 0x80)
{
buttonheld[bt_use] = true;
OperateDoor (doornum & ~0x80);
}
else
SD_PlaySound (DONOTHINGSND);
}
 
/*
=============================================================================
 
PLAYER CONTROL
 
=============================================================================
*/
 
 
 
/*
===============
=
= SpawnPlayer
=
===============
*/
 
void SpawnPlayer (int tilex, int tiley, int dir)
{
player->obclass = playerobj;
player->active = ac_yes;
player->tilex = tilex;
player->tiley = tiley;
player->areanumber = (byte) *(mapsegs[0]+(player->tiley<<mapshift)+player->tilex);
player->x = ((int32_t)tilex<<TILESHIFT)+TILEGLOBAL/2;
player->y = ((int32_t)tiley<<TILESHIFT)+TILEGLOBAL/2;
player->state = &s_player;
player->angle = (1-dir)*90;
if (player->angle<0)
player->angle += ANGLES;
player->flags = FL_NEVERMARK;
Thrust (0,0); // set some variables
 
InitAreas ();
}
 
 
//===========================================================================
 
/*
===============
=
= T_KnifeAttack
=
= Update player hands, and try to do damage when the proper frame is reached
=
===============
*/
 
void KnifeAttack (objtype *ob)
{
objtype *check,*closest;
int32_t dist;
 
SD_PlaySound (ATKKNIFESND);
// actually fire
dist = 0x7fffffff;
closest = NULL;
for (check=ob->next; check; check=check->next)
{
if ( (check->flags & FL_SHOOTABLE) && (check->flags & FL_VISABLE)
&& abs(check->viewx-centerx) < shootdelta)
{
if (check->transx < dist)
{
dist = check->transx;
closest = check;
}
}
}
 
if (!closest || dist > 0x18000l)
{
// missed
return;
}
 
// hit something
DamageActor (closest,US_RndT() >> 4);
}
 
 
 
void GunAttack (objtype *ob)
{
objtype *check,*closest,*oldclosest;
int damage;
int dx,dy,dist;
int32_t viewdist;
 
switch (gamestate.weapon)
{
case wp_pistol:
SD_PlaySound (ATKPISTOLSND);
break;
case wp_machinegun:
SD_PlaySound (ATKMACHINEGUNSND);
break;
case wp_chaingun:
SD_PlaySound (ATKGATLINGSND);
break;
}
 
madenoise = true;
 
//
// find potential targets
//
viewdist = 0x7fffffffl;
closest = NULL;
 
while (1)
{
oldclosest = closest;
 
for (check=ob->next ; check ; check=check->next)
{
if ((check->flags & FL_SHOOTABLE) && (check->flags & FL_VISABLE)
&& abs(check->viewx-centerx) < shootdelta)
{
if (check->transx < viewdist)
{
viewdist = check->transx;
closest = check;
}
}
}
 
if (closest == oldclosest)
return; // no more targets, all missed
 
//
// trace a line from player to enemey
//
if (CheckLine(closest))
break;
}
 
//
// hit something
//
dx = ABS(closest->tilex - player->tilex);
dy = ABS(closest->tiley - player->tiley);
dist = dx>dy ? dx:dy;
if (dist<2)
damage = US_RndT() / 4;
else if (dist<4)
damage = US_RndT() / 6;
else
{
if ( (US_RndT() / 12) < dist) // missed
return;
damage = US_RndT() / 6;
}
DamageActor (closest,damage);
}
 
//===========================================================================
 
/*
===============
=
= VictorySpin
=
===============
*/
 
void VictorySpin (void)
{
int32_t desty;
 
if (player->angle > 270)
{
player->angle -= (short)(tics * 3);
if (player->angle < 270)
player->angle = 270;
}
else if (player->angle < 270)
{
player->angle += (short)(tics * 3);
if (player->angle > 270)
player->angle = 270;
}
 
desty = (((int32_t)player->tiley-5)<<TILESHIFT)-0x3000;
 
if (player->y > desty)
{
player->y -= tics*4096;
if (player->y < desty)
player->y = desty;
}
}
 
 
//===========================================================================
 
/*
===============
=
= T_Attack
=
===============
*/
 
void T_Attack (objtype *ob)
{
struct atkinf *cur;
 
UpdateFace ();
 
if (gamestate.victoryflag) // watching the BJ actor
{
VictorySpin ();
return;
}
 
if ( buttonstate[bt_use] && !buttonheld[bt_use] )
buttonstate[bt_use] = false;
 
if ( buttonstate[bt_attack] && !buttonheld[bt_attack])
buttonstate[bt_attack] = false;
 
ControlMovement (ob);
if (gamestate.victoryflag) // watching the BJ actor
return;
 
plux = (word) (player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned
pluy = (word) (player->y >> UNSIGNEDSHIFT);
player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values
player->tiley = (short)(player->y >> TILESHIFT);
 
//
// change frame and fire
//
gamestate.attackcount -= (short) tics;
while (gamestate.attackcount <= 0)
{
cur = &attackinfo[gamestate.weapon][gamestate.attackframe];
switch (cur->attack)
{
case -1:
ob->state = &s_player;
if (!gamestate.ammo)
{
gamestate.weapon = wp_knife;
DrawWeapon ();
}
else
{
if (gamestate.weapon != gamestate.chosenweapon)
{
gamestate.weapon = gamestate.chosenweapon;
DrawWeapon ();
}
}
gamestate.attackframe = gamestate.weaponframe = 0;
return;
 
case 4:
if (!gamestate.ammo)
break;
if (buttonstate[bt_attack])
gamestate.attackframe -= 2;
case 1:
if (!gamestate.ammo)
{ // can only happen with chain gun
gamestate.attackframe++;
break;
}
GunAttack (ob);
if (!ammocheat)
gamestate.ammo--;
DrawAmmo ();
break;
 
case 2:
KnifeAttack (ob);
break;
 
case 3:
if (gamestate.ammo && buttonstate[bt_attack])
gamestate.attackframe -= 2;
break;
}
 
gamestate.attackcount += cur->tics;
gamestate.attackframe++;
gamestate.weaponframe =
attackinfo[gamestate.weapon][gamestate.attackframe].frame;
}
}
 
 
 
//===========================================================================
 
/*
===============
=
= T_Player
=
===============
*/
 
void T_Player (objtype *ob)
{
if (gamestate.victoryflag) // watching the BJ actor
{
VictorySpin ();
return;
}
 
UpdateFace ();
CheckWeaponChange ();
 
if ( buttonstate[bt_use] )
Cmd_Use ();
 
if ( buttonstate[bt_attack] && !buttonheld[bt_attack])
Cmd_Fire ();
 
ControlMovement (ob);
if (gamestate.victoryflag) // watching the BJ actor
return;
 
plux = (word) (player->x >> UNSIGNEDSHIFT); // scale to fit in unsigned
pluy = (word) (player->y >> UNSIGNEDSHIFT);
player->tilex = (short)(player->x >> TILESHIFT); // scale to tile values
player->tiley = (short)(player->y >> TILESHIFT);
}
Property changes:
Added: svn:executable
+*
\ No newline at end of property