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📄 wl_agent.c

📁 “WOLF3D--刺杀希特勒”
💻 C
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		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);
		GiveWeapon (wp_chaingun);

		StatusDrawPic (17,4,GOTGATLINGPIC);
		facecount = 0;
		gotgatgun = 1;
		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;

	case	bo_spear:
		spearflag = true;
		spearx = player->x;
		speary = player->y;
		spearangle = player->angle;
		playstate = ex_completed;
	}

	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;
	long		deltax,deltay;

	xl = (ob->x-PLAYERSIZE) >>TILESHIFT;
	yl = (ob->y-PLAYERSIZE) >>TILESHIFT;

	xh = (ob->x+PLAYERSIZE) >>TILESHIFT;
	yh = (ob->y+PLAYERSIZE) >>TILESHIFT;

//
// check for solid walls
//
	for (y=yl;y<=yh;y++)
		for (x=xl;x<=xh;x++)
		{
			check = actorat[x][y];
			if (check && check<objlist)
				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 (check > objlist
			&& (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, long xmove, long ymove)
{
	long	basex,basey;

	basex = ob->x;
	basey = ob->y;

	ob->x = basex+xmove;
	ob->y = basey+ymove;
	if (TryMove (ob))
		return;

	if (noclip && ob->x > 2*TILEGLOBAL && ob->y > 2*TILEGLOBAL &&
	ob->x < (((long)(mapwidth-1))<<TILESHIFT)
	&& ob->y < (((long)(mapheight-1))<<TILESHIFT) )
		return;		// walk through walls

	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
=
===================
*/

void Thrust (int angle, long speed)
{
	long xmove,ymove;
	long	slowmax;
	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 = FixedByFrac(speed,costable[angle]);
	ymove = -FixedByFrac(speed,sintable[angle]);

	ClipMove(player,xmove,ymove);

	player->tilex = player->x >> TILESHIFT;		// scale to tile values
	player->tiley = player->y >> TILESHIFT;

	offset = farmapylookup[player->tiley]+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)
{
	objtype 	*check;
	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]+farmapylookup[checky]+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]+farmapylookup[player->tiley]+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 = true;
	player->tilex = tilex;
	player->tiley = tiley;
	player->areanumber =
		*(mapsegs[0] + farmapylookup[player->tiley]+player->tilex);
	player->x = ((long)tilex<<TILESHIFT)+TILEGLOBAL/2;
	player->y = ((long)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;
	long	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;
	long	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)
{
	long	desty;

	if (player->angle > 270)
	{
		player->angle -= tics * 3;
		if (player->angle < 270)
			player->angle = 270;
	}
	else if (player->angle < 270)
	{
		player->angle += tics * 3;
		if (player->angle > 270)
			player->angle = 270;
	}

	desty = (((long)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 = player->x >> UNSIGNEDSHIFT;			// scale to fit in unsigned
	pluy = player->y >> UNSIGNEDSHIFT;
	player->tilex = player->x >> TILESHIFT;		// scale to tile values
	player->tiley = player->y >> TILESHIFT;

//
// change frame and fire
//
	gamestate.attackcount -= 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);
			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 = player->x >> UNSIGNEDSHIFT;			// scale to fit in unsigned
	pluy = player->y >> UNSIGNEDSHIFT;
	player->tilex = player->x >> TILESHIFT;		// scale to tile values
	player->tiley = player->y >> TILESHIFT;
}


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