📄 wl_agent.c
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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
//
boolean running;
long thrustspeed;
unsigned plux,pluy; // player coordinates scaled to unsigned
int anglefrac;
int gotgatgun; // JR
objtype *LastAttacker;
/*
=============================================================================
LOCAL VARIABLES
=============================================================================
*/
void T_Player (objtype *ob);
void T_Attack (objtype *ob);
statetype s_player = {false,0,0,T_Player,NULL,NULL};
statetype s_attack = {false,0,0,T_Attack,NULL,NULL};
long playerxmove,playerymove;
struct atkinf
{
char 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} },
};
int strafeangle[9] = {0,90,180,270,45,135,225,315,0};
void DrawWeapon (void);
void GiveWeapon (int weapon);
void GiveAmmo (int ammo);
//===========================================================================
//----------
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, long xmove, long ymove);
/*
=============================================================================
CONTROL STUFF
=============================================================================
*/
/*
======================
=
= CheckWeaponChange
=
= Keys 1-4 change weapons
=
======================
*/
void CheckWeaponChange (void)
{
int i,buttons;
if (!gamestate.ammo) // must use knife with no ammo
return;
for (i=wp_knife ; i<=gamestate.bestweapon ; i++)
if (buttonstate[bt_readyknife+i-wp_knife])
{
gamestate.weapon = gamestate.chosenweapon = i;
DrawWeapon ();
return;
}
}
/*
=======================
=
= 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)
{
long oldx,oldy;
int angle,maxxmove;
int angleunits;
long speed;
thrustspeed = 0;
oldx = player->x;
oldy = player->y;
//
// 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;
//
// calculate total move
//
playerxmove = player->x - oldx;
playerymove = player->y - oldy;
}
/*
=============================================================================
STATUS WINDOW STUFF
=============================================================================
*/
/*
==================
=
= StatusDrawPic
=
==================
*/
void StatusDrawPic (unsigned x, unsigned y, unsigned picnum)
{
unsigned temp;
temp = bufferofs;
bufferofs = 0;
bufferofs = PAGE1START+(200-STATUSLINES)*SCREENWIDTH;
LatchDrawPic (x,y,picnum);
bufferofs = PAGE2START+(200-STATUSLINES)*SCREENWIDTH;
LatchDrawPic (x,y,picnum);
bufferofs = PAGE3START+(200-STATUSLINES)*SCREENWIDTH;
LatchDrawPic (x,y,picnum);
bufferofs = temp;
}
/*
==================
=
= DrawFace
=
==================
*/
void DrawFace (void)
{
if (gamestate.health)
{
#ifdef SPEAR
if (godmode)
StatusDrawPic (17,4,GODMODEFACE1PIC+gamestate.faceframe);
else
#endif
StatusDrawPic (17,4,FACE1APIC+3*((100-gamestate.health)/16)+gamestate.faceframe);
}
else
{
#ifndef SPEAR
if (LastAttacker->obclass == needleobj)
StatusDrawPic (17,4,MUTANTBJPIC);
else
#endif
StatusDrawPic (17,4,FACE8APIC);
}
}
/*
===============
=
= UpdateFace
=
= Calls draw face if time to change
=
===============
*/
#define FACETICS 70
int facecount;
void UpdateFace (void)
{
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
=
===============
*/
void LatchNumber (int x, int y, int width, long number)
{
unsigned length,c;
char str[20];
ltoa (number,str,10);
length = 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)
{
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;
}
StartDamageFlash (points);
gotgatgun=0;
DrawHealth ();
DrawFace ();
//
// MAKE BJ'S EYES BUG IF MAJOR DAMAGE!
//
#ifdef SPEAR
if (points > 30 && gamestate.health!=0 && !godmode)
{
StatusDrawPic (17,4,BJOUCHPIC);
facecount = 0;
}
#endif
}
/*
===============
=
= HealSelf
=
===============
*/
void HealSelf (int points)
{
gamestate.health += points;
if (gamestate.health>100)
gamestate.health = 100;
DrawHealth ();
gotgatgun = 0; // JR
DrawFace ();
}
//===========================================================================
/*
===============
=
= DrawLevel
=
===============
*/
void DrawLevel (void)
{
#ifdef SPEAR
if (gamestate.mapon == 20)
LatchNumber (2,16,2,18);
else
#endif
LatchNumber (2,16,2,gamestate.mapon+1);
}
//===========================================================================
/*
===============
=
= DrawLives
=
===============
*/
void DrawLives (void)
{
LatchNumber (14,16,1,gamestate.lives);
}
/*
===============
=
= GiveExtraMan
=
===============
*/
void GiveExtraMan (void)
{
if (gamestate.lives<9)
gamestate.lives++;
DrawLives ();
SD_PlaySound (BONUS1UPSND);
}
//===========================================================================
/*
===============
=
= DrawScore
=
===============
*/
void DrawScore (void)
{
LatchNumber (6,16,6,gamestate.score);
}
/*
===============
=
= GivePoints
=
===============
*/
void GivePoints (long points)
{
gamestate.score += points;
while (gamestate.score >= gamestate.nextextra)
{
gamestate.nextextra += EXTRAPOINTS;
GiveExtraMan ();
}
DrawScore ();
}
//===========================================================================
/*
==================
=
= DrawWeapon
=
==================
*/
void DrawWeapon (void)
{
StatusDrawPic (32,8,KNIFEPIC+gamestate.weapon);
}
/*
==================
=
= DrawKeys
=
==================
*/
void DrawKeys (void)
{
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 = weapon;
DrawWeapon ();
}
//===========================================================================
/*
===============
=
= DrawAmmo
=
===============
*/
void DrawAmmo (void)
{
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;
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