📄 wl_agent.c
字号:
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;
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -