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Diffstat (limited to 'apps/plugins/sdl/progs/wolf3d/wl_act1.c')
-rw-r--r-- | apps/plugins/sdl/progs/wolf3d/wl_act1.c | 859 |
1 files changed, 859 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/wolf3d/wl_act1.c b/apps/plugins/sdl/progs/wolf3d/wl_act1.c new file mode 100644 index 0000000000..e9553c97c5 --- /dev/null +++ b/apps/plugins/sdl/progs/wolf3d/wl_act1.c | |||
@@ -0,0 +1,859 @@ | |||
1 | // WL_ACT1.C | ||
2 | |||
3 | #include "wl_def.h" | ||
4 | #pragma hdrstop | ||
5 | |||
6 | /* | ||
7 | ============================================================================= | ||
8 | |||
9 | STATICS | ||
10 | |||
11 | ============================================================================= | ||
12 | */ | ||
13 | |||
14 | |||
15 | statobj_t statobjlist[MAXSTATS]; | ||
16 | statobj_t *laststatobj; | ||
17 | |||
18 | |||
19 | struct | ||
20 | { | ||
21 | short picnum; | ||
22 | wl_stat_t type; | ||
23 | uint32_t specialFlags; // they are ORed to the statobj_t flags | ||
24 | } statinfo[] = | ||
25 | { | ||
26 | {SPR_STAT_0}, // puddle spr1v | ||
27 | {SPR_STAT_1,block}, // Green Barrel " | ||
28 | {SPR_STAT_2,block}, // Table/chairs " | ||
29 | {SPR_STAT_3,block,FL_FULLBRIGHT}, // Floor lamp " | ||
30 | {SPR_STAT_4,none,FL_FULLBRIGHT}, // Chandelier " | ||
31 | {SPR_STAT_5,block}, // Hanged man " | ||
32 | {SPR_STAT_6,bo_alpo}, // Bad food " | ||
33 | {SPR_STAT_7,block}, // Red pillar " | ||
34 | // | ||
35 | // NEW PAGE | ||
36 | // | ||
37 | {SPR_STAT_8,block}, // Tree spr2v | ||
38 | {SPR_STAT_9}, // Skeleton flat " | ||
39 | {SPR_STAT_10,block}, // Sink " (SOD:gibs) | ||
40 | {SPR_STAT_11,block}, // Potted plant " | ||
41 | {SPR_STAT_12,block}, // Urn " | ||
42 | {SPR_STAT_13,block}, // Bare table " | ||
43 | {SPR_STAT_14,none,FL_FULLBRIGHT}, // Ceiling light " | ||
44 | #ifndef SPEAR | ||
45 | {SPR_STAT_15}, // Kitchen stuff " | ||
46 | #else | ||
47 | {SPR_STAT_15,block}, // Gibs! | ||
48 | #endif | ||
49 | // | ||
50 | // NEW PAGE | ||
51 | // | ||
52 | {SPR_STAT_16,block}, // suit of armor spr3v | ||
53 | {SPR_STAT_17,block}, // Hanging cage " | ||
54 | {SPR_STAT_18,block}, // SkeletoninCage " | ||
55 | {SPR_STAT_19}, // Skeleton relax " | ||
56 | {SPR_STAT_20,bo_key1}, // Key 1 " | ||
57 | {SPR_STAT_21,bo_key2}, // Key 2 " | ||
58 | {SPR_STAT_22,block}, // stuff (SOD:gibs) | ||
59 | {SPR_STAT_23}, // stuff | ||
60 | // | ||
61 | // NEW PAGE | ||
62 | // | ||
63 | {SPR_STAT_24,bo_food}, // Good food spr4v | ||
64 | {SPR_STAT_25,bo_firstaid}, // First aid " | ||
65 | {SPR_STAT_26,bo_clip}, // Clip " | ||
66 | {SPR_STAT_27,bo_machinegun}, // Machine gun " | ||
67 | {SPR_STAT_28,bo_chaingun}, // Gatling gun " | ||
68 | {SPR_STAT_29,bo_cross}, // Cross " | ||
69 | {SPR_STAT_30,bo_chalice}, // Chalice " | ||
70 | {SPR_STAT_31,bo_bible}, // Bible " | ||
71 | // | ||
72 | // NEW PAGE | ||
73 | // | ||
74 | {SPR_STAT_32,bo_crown}, // crown spr5v | ||
75 | {SPR_STAT_33,bo_fullheal,FL_FULLBRIGHT},// one up " | ||
76 | {SPR_STAT_34,bo_gibs}, // gibs " | ||
77 | {SPR_STAT_35,block}, // barrel " | ||
78 | {SPR_STAT_36,block}, // well " | ||
79 | {SPR_STAT_37,block}, // Empty well " | ||
80 | {SPR_STAT_38,bo_gibs}, // Gibs 2 " | ||
81 | {SPR_STAT_39,block}, // flag " | ||
82 | // | ||
83 | // NEW PAGE | ||
84 | // | ||
85 | #ifndef SPEAR | ||
86 | {SPR_STAT_40,block}, // Call Apogee spr7v | ||
87 | #else | ||
88 | {SPR_STAT_40}, // Red light | ||
89 | #endif | ||
90 | // | ||
91 | // NEW PAGE | ||
92 | // | ||
93 | {SPR_STAT_41}, // junk " | ||
94 | {SPR_STAT_42}, // junk " | ||
95 | {SPR_STAT_43}, // junk " | ||
96 | #ifndef SPEAR | ||
97 | {SPR_STAT_44}, // pots " | ||
98 | #else | ||
99 | {SPR_STAT_44,block}, // Gibs! | ||
100 | #endif | ||
101 | {SPR_STAT_45,block}, // stove " (SOD:gibs) | ||
102 | {SPR_STAT_46,block}, // spears " (SOD:gibs) | ||
103 | {SPR_STAT_47}, // vines " | ||
104 | // | ||
105 | // NEW PAGE | ||
106 | // | ||
107 | #ifdef SPEAR | ||
108 | {SPR_STAT_48,block}, // marble pillar | ||
109 | {SPR_STAT_49,bo_25clip}, // bonus 25 clip | ||
110 | {SPR_STAT_50,block}, // truck | ||
111 | {SPR_STAT_51,bo_spear}, // SPEAR OF DESTINY! | ||
112 | #endif | ||
113 | |||
114 | {SPR_STAT_26,bo_clip2}, // Clip " | ||
115 | #ifdef USE_DIR3DSPR | ||
116 | // These are just two examples showing the new way of using dir 3d sprites. | ||
117 | // You can find the allowed values in the objflag_t enum in wl_def.h. | ||
118 | {SPR_STAT_47,none,FL_DIR_VERT_MID}, | ||
119 | {SPR_STAT_47,block,FL_DIR_HORIZ_MID}, | ||
120 | #endif | ||
121 | {-1} // terminator | ||
122 | }; | ||
123 | |||
124 | /* | ||
125 | =============== | ||
126 | = | ||
127 | = InitStaticList | ||
128 | = | ||
129 | =============== | ||
130 | */ | ||
131 | |||
132 | void InitStaticList (void) | ||
133 | { | ||
134 | laststatobj = &statobjlist[0]; | ||
135 | } | ||
136 | |||
137 | |||
138 | |||
139 | /* | ||
140 | =============== | ||
141 | = | ||
142 | = SpawnStatic | ||
143 | = | ||
144 | =============== | ||
145 | */ | ||
146 | |||
147 | void SpawnStatic (int tilex, int tiley, int type) | ||
148 | { | ||
149 | laststatobj->shapenum = statinfo[type].picnum; | ||
150 | laststatobj->tilex = tilex; | ||
151 | laststatobj->tiley = tiley; | ||
152 | laststatobj->visspot = &spotvis[tilex][tiley]; | ||
153 | |||
154 | switch (statinfo[type].type) | ||
155 | { | ||
156 | case block: | ||
157 | actorat[tilex][tiley] = (objtype *) 64; // consider it a blocking tile | ||
158 | case none: | ||
159 | laststatobj->flags = 0; | ||
160 | break; | ||
161 | |||
162 | case bo_cross: | ||
163 | case bo_chalice: | ||
164 | case bo_bible: | ||
165 | case bo_crown: | ||
166 | case bo_fullheal: | ||
167 | if (!loadedgame) | ||
168 | gamestate.treasuretotal++; | ||
169 | |||
170 | case bo_firstaid: | ||
171 | case bo_key1: | ||
172 | case bo_key2: | ||
173 | case bo_key3: | ||
174 | case bo_key4: | ||
175 | case bo_clip: | ||
176 | case bo_25clip: | ||
177 | case bo_machinegun: | ||
178 | case bo_chaingun: | ||
179 | case bo_food: | ||
180 | case bo_alpo: | ||
181 | case bo_gibs: | ||
182 | case bo_spear: | ||
183 | laststatobj->flags = FL_BONUS; | ||
184 | laststatobj->itemnumber = statinfo[type].type; | ||
185 | break; | ||
186 | } | ||
187 | |||
188 | laststatobj->flags |= statinfo[type].specialFlags; | ||
189 | |||
190 | laststatobj++; | ||
191 | |||
192 | if (laststatobj == &statobjlist[MAXSTATS]) | ||
193 | Quit ("Too many static objects!\n"); | ||
194 | } | ||
195 | |||
196 | |||
197 | /* | ||
198 | =============== | ||
199 | = | ||
200 | = PlaceItemType | ||
201 | = | ||
202 | = Called during game play to drop actors' items. It finds the proper | ||
203 | = item number based on the item type (bo_???). If there are no free item | ||
204 | = spots, nothing is done. | ||
205 | = | ||
206 | =============== | ||
207 | */ | ||
208 | |||
209 | void PlaceItemType (int itemtype, int tilex, int tiley) | ||
210 | { | ||
211 | int type; | ||
212 | statobj_t *spot; | ||
213 | |||
214 | // | ||
215 | // find the item number | ||
216 | // | ||
217 | for (type=0; ; type++) | ||
218 | { | ||
219 | if (statinfo[type].picnum == -1) // end of list | ||
220 | Quit ("PlaceItemType: couldn't find type!"); | ||
221 | if (statinfo[type].type == itemtype) | ||
222 | break; | ||
223 | } | ||
224 | |||
225 | // | ||
226 | // find a spot in statobjlist to put it in | ||
227 | // | ||
228 | for (spot=&statobjlist[0]; ; spot++) | ||
229 | { | ||
230 | if (spot==laststatobj) | ||
231 | { | ||
232 | if (spot == &statobjlist[MAXSTATS]) | ||
233 | return; // no free spots | ||
234 | laststatobj++; // space at end | ||
235 | break; | ||
236 | } | ||
237 | |||
238 | if (spot->shapenum == -1) // -1 is a free spot | ||
239 | break; | ||
240 | } | ||
241 | // | ||
242 | // place it | ||
243 | // | ||
244 | spot->shapenum = statinfo[type].picnum; | ||
245 | spot->tilex = tilex; | ||
246 | spot->tiley = tiley; | ||
247 | spot->visspot = &spotvis[tilex][tiley]; | ||
248 | spot->flags = FL_BONUS | statinfo[type].specialFlags; | ||
249 | spot->itemnumber = statinfo[type].type; | ||
250 | } | ||
251 | |||
252 | |||
253 | |||
254 | /* | ||
255 | ============================================================================= | ||
256 | |||
257 | DOORS | ||
258 | |||
259 | doorobjlist[] holds most of the information for the doors | ||
260 | |||
261 | doorposition[] holds the amount the door is open, ranging from 0 to 0xffff | ||
262 | this is directly accessed by AsmRefresh during rendering | ||
263 | |||
264 | The number of doors is limited to 64 because a spot in tilemap holds the | ||
265 | door number in the low 6 bits, with the high bit meaning a door center | ||
266 | and bit 6 meaning a door side tile | ||
267 | |||
268 | Open doors conect two areas, so sounds will travel between them and sight | ||
269 | will be checked when the player is in a connected area. | ||
270 | |||
271 | Areaconnect is incremented/decremented by each door. If >0 they connect | ||
272 | |||
273 | Every time a door opens or closes the areabyplayer matrix gets recalculated. | ||
274 | An area is true if it connects with the player's current spor. | ||
275 | |||
276 | ============================================================================= | ||
277 | */ | ||
278 | |||
279 | #define DOORWIDTH 0x7800 | ||
280 | #define OPENTICS 300 | ||
281 | |||
282 | doorobj_t doorobjlist[MAXDOORS],*lastdoorobj; | ||
283 | short doornum; | ||
284 | |||
285 | word doorposition[MAXDOORS]; // leading edge of door 0=closed | ||
286 | // 0xffff = fully open | ||
287 | |||
288 | byte areaconnect[NUMAREAS][NUMAREAS]; | ||
289 | |||
290 | boolean areabyplayer[NUMAREAS]; | ||
291 | |||
292 | |||
293 | /* | ||
294 | ============== | ||
295 | = | ||
296 | = ConnectAreas | ||
297 | = | ||
298 | = Scans outward from playerarea, marking all connected areas | ||
299 | = | ||
300 | ============== | ||
301 | */ | ||
302 | |||
303 | void RecursiveConnect (int areanumber) | ||
304 | { | ||
305 | int i; | ||
306 | |||
307 | for (i=0;i<NUMAREAS;i++) | ||
308 | { | ||
309 | if (areaconnect[areanumber][i] && !areabyplayer[i]) | ||
310 | { | ||
311 | areabyplayer[i] = true; | ||
312 | RecursiveConnect (i); | ||
313 | } | ||
314 | } | ||
315 | } | ||
316 | |||
317 | |||
318 | void ConnectAreas (void) | ||
319 | { | ||
320 | memset (areabyplayer,0,sizeof(areabyplayer)); | ||
321 | areabyplayer[player->areanumber] = true; | ||
322 | RecursiveConnect (player->areanumber); | ||
323 | } | ||
324 | |||
325 | |||
326 | void InitAreas (void) | ||
327 | { | ||
328 | memset (areabyplayer,0,sizeof(areabyplayer)); | ||
329 | if (player->areanumber < NUMAREAS) | ||
330 | areabyplayer[player->areanumber] = true; | ||
331 | } | ||
332 | |||
333 | |||
334 | |||
335 | /* | ||
336 | =============== | ||
337 | = | ||
338 | = InitDoorList | ||
339 | = | ||
340 | =============== | ||
341 | */ | ||
342 | |||
343 | void InitDoorList (void) | ||
344 | { | ||
345 | memset (areabyplayer,0,sizeof(areabyplayer)); | ||
346 | memset (areaconnect,0,sizeof(areaconnect)); | ||
347 | |||
348 | lastdoorobj = &doorobjlist[0]; | ||
349 | doornum = 0; | ||
350 | } | ||
351 | |||
352 | |||
353 | /* | ||
354 | =============== | ||
355 | = | ||
356 | = SpawnDoor | ||
357 | = | ||
358 | =============== | ||
359 | */ | ||
360 | |||
361 | void SpawnDoor (int tilex, int tiley, boolean vertical, int lock) | ||
362 | { | ||
363 | word *map; | ||
364 | |||
365 | if (doornum==MAXDOORS) | ||
366 | Quit ("64+ doors on level!"); | ||
367 | |||
368 | doorposition[doornum] = 0; // doors start out fully closed | ||
369 | lastdoorobj->tilex = tilex; | ||
370 | lastdoorobj->tiley = tiley; | ||
371 | lastdoorobj->vertical = vertical; | ||
372 | lastdoorobj->lock = lock; | ||
373 | lastdoorobj->action = dr_closed; | ||
374 | |||
375 | actorat[tilex][tiley] = (objtype *)(uintptr_t)(doornum | 0x80); // consider it a solid wall | ||
376 | |||
377 | // | ||
378 | // make the door tile a special tile, and mark the adjacent tiles | ||
379 | // for door sides | ||
380 | // | ||
381 | tilemap[tilex][tiley] = doornum | 0x80; | ||
382 | map = mapsegs[0] + (tiley<<mapshift) +tilex; | ||
383 | if (vertical) | ||
384 | { | ||
385 | *map = *(map-1); // set area number | ||
386 | tilemap[tilex][tiley-1] |= 0x40; | ||
387 | tilemap[tilex][tiley+1] |= 0x40; | ||
388 | } | ||
389 | else | ||
390 | { | ||
391 | *map = *(map-mapwidth); // set area number | ||
392 | tilemap[tilex-1][tiley] |= 0x40; | ||
393 | tilemap[tilex+1][tiley] |= 0x40; | ||
394 | } | ||
395 | |||
396 | doornum++; | ||
397 | lastdoorobj++; | ||
398 | } | ||
399 | |||
400 | //=========================================================================== | ||
401 | |||
402 | /* | ||
403 | ===================== | ||
404 | = | ||
405 | = OpenDoor | ||
406 | = | ||
407 | ===================== | ||
408 | */ | ||
409 | |||
410 | void OpenDoor (int door) | ||
411 | { | ||
412 | if (doorobjlist[door].action == dr_open) | ||
413 | doorobjlist[door].ticcount = 0; // reset open time | ||
414 | else | ||
415 | doorobjlist[door].action = dr_opening; // start it opening | ||
416 | } | ||
417 | |||
418 | |||
419 | /* | ||
420 | ===================== | ||
421 | = | ||
422 | = CloseDoor | ||
423 | = | ||
424 | ===================== | ||
425 | */ | ||
426 | |||
427 | void CloseDoor (int door) | ||
428 | { | ||
429 | int tilex,tiley,area; | ||
430 | objtype *check; | ||
431 | |||
432 | // | ||
433 | // don't close on anything solid | ||
434 | // | ||
435 | tilex = doorobjlist[door].tilex; | ||
436 | tiley = doorobjlist[door].tiley; | ||
437 | |||
438 | if (actorat[tilex][tiley]) | ||
439 | return; | ||
440 | |||
441 | if (player->tilex == tilex && player->tiley == tiley) | ||
442 | return; | ||
443 | |||
444 | if (doorobjlist[door].vertical) | ||
445 | { | ||
446 | if ( player->tiley == tiley ) | ||
447 | { | ||
448 | if ( ((player->x+MINDIST) >>TILESHIFT) == tilex ) | ||
449 | return; | ||
450 | if ( ((player->x-MINDIST) >>TILESHIFT) == tilex ) | ||
451 | return; | ||
452 | } | ||
453 | check = actorat[tilex-1][tiley]; | ||
454 | if (ISPOINTER(check) && ((check->x+MINDIST) >> TILESHIFT) == tilex ) | ||
455 | return; | ||
456 | check = actorat[tilex+1][tiley]; | ||
457 | if (ISPOINTER(check) && ((check->x-MINDIST) >> TILESHIFT) == tilex ) | ||
458 | return; | ||
459 | } | ||
460 | else if (!doorobjlist[door].vertical) | ||
461 | { | ||
462 | if (player->tilex == tilex) | ||
463 | { | ||
464 | if ( ((player->y+MINDIST) >>TILESHIFT) == tiley ) | ||
465 | return; | ||
466 | if ( ((player->y-MINDIST) >>TILESHIFT) == tiley ) | ||
467 | return; | ||
468 | } | ||
469 | check = actorat[tilex][tiley-1]; | ||
470 | if (ISPOINTER(check) && ((check->y+MINDIST) >> TILESHIFT) == tiley ) | ||
471 | return; | ||
472 | check = actorat[tilex][tiley+1]; | ||
473 | if (ISPOINTER(check) && ((check->y-MINDIST) >> TILESHIFT) == tiley ) | ||
474 | return; | ||
475 | } | ||
476 | |||
477 | |||
478 | // | ||
479 | // play door sound if in a connected area | ||
480 | // | ||
481 | area = *(mapsegs[0] + (doorobjlist[door].tiley<<mapshift) | ||
482 | +doorobjlist[door].tilex)-AREATILE; | ||
483 | if (areabyplayer[area]) | ||
484 | { | ||
485 | PlaySoundLocTile(CLOSEDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB | ||
486 | } | ||
487 | |||
488 | doorobjlist[door].action = dr_closing; | ||
489 | // | ||
490 | // make the door space solid | ||
491 | // | ||
492 | actorat[tilex][tiley] = (objtype *)(uintptr_t)(door | 0x80); | ||
493 | } | ||
494 | |||
495 | |||
496 | |||
497 | /* | ||
498 | ===================== | ||
499 | = | ||
500 | = OperateDoor | ||
501 | = | ||
502 | = The player wants to change the door's direction | ||
503 | = | ||
504 | ===================== | ||
505 | */ | ||
506 | |||
507 | void OperateDoor (int door) | ||
508 | { | ||
509 | int lock; | ||
510 | |||
511 | lock = doorobjlist[door].lock; | ||
512 | if (lock >= dr_lock1 && lock <= dr_lock4) | ||
513 | { | ||
514 | if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) ) | ||
515 | { | ||
516 | SD_PlaySound (NOWAYSND); // locked | ||
517 | return; | ||
518 | } | ||
519 | } | ||
520 | |||
521 | switch (doorobjlist[door].action) | ||
522 | { | ||
523 | case dr_closed: | ||
524 | case dr_closing: | ||
525 | OpenDoor (door); | ||
526 | break; | ||
527 | case dr_open: | ||
528 | case dr_opening: | ||
529 | CloseDoor (door); | ||
530 | break; | ||
531 | } | ||
532 | } | ||
533 | |||
534 | |||
535 | //=========================================================================== | ||
536 | |||
537 | /* | ||
538 | =============== | ||
539 | = | ||
540 | = DoorOpen | ||
541 | = | ||
542 | = Close the door after three seconds | ||
543 | = | ||
544 | =============== | ||
545 | */ | ||
546 | |||
547 | void DoorOpen (int door) | ||
548 | { | ||
549 | if ( (doorobjlist[door].ticcount += (short) tics) >= OPENTICS) | ||
550 | CloseDoor (door); | ||
551 | } | ||
552 | |||
553 | |||
554 | |||
555 | /* | ||
556 | =============== | ||
557 | = | ||
558 | = DoorOpening | ||
559 | = | ||
560 | =============== | ||
561 | */ | ||
562 | |||
563 | void DoorOpening (int door) | ||
564 | { | ||
565 | unsigned area1,area2; | ||
566 | word *map; | ||
567 | int32_t position; | ||
568 | |||
569 | position = doorposition[door]; | ||
570 | if (!position) | ||
571 | { | ||
572 | // | ||
573 | // door is just starting to open, so connect the areas | ||
574 | // | ||
575 | map = mapsegs[0] + (doorobjlist[door].tiley<<mapshift) | ||
576 | +doorobjlist[door].tilex; | ||
577 | |||
578 | if (doorobjlist[door].vertical) | ||
579 | { | ||
580 | area1 = *(map+1); | ||
581 | area2 = *(map-1); | ||
582 | } | ||
583 | else | ||
584 | { | ||
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<<mapshift) + doorobjlist[door].tilex; | ||
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<<mapshift)+pwallx) = 0; // remove P tile info | ||
784 | *(mapsegs[0]+(pwally<<mapshift)+pwallx) = *(mapsegs[0]+(player->tiley<<mapshift)+player->tilex); // set correct floorcode (BrotherTank's fix) | ||
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<<mapshift)+pwallx) = player->areanumber+AREATILE; | ||
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 | } | ||