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📄 wl_act1.c

📁 Wolf 3D official source code.
💻 C
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// WL_ACT1.C

#include "WL_DEF.H"
#pragma hdrstop

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

							STATICS

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


statobj_t	statobjlist[MAXSTATS],*laststatobj;


struct
{
	int		picnum;
	stat_t	type;
} statinfo[] =
{
{SPR_STAT_0},					// puddle          spr1v
{SPR_STAT_1,block},				// Green Barrel    "
{SPR_STAT_2,block},				// Table/chairs    "
{SPR_STAT_3,block},				// Floor lamp      "
{SPR_STAT_4},					// Chandelier      "
{SPR_STAT_5,block},				// Hanged man      "
{SPR_STAT_6,bo_alpo},			// Bad food        "
{SPR_STAT_7,block},				// Red pillar      "
//
// NEW PAGE
//
{SPR_STAT_8,block},				// Tree            spr2v
{SPR_STAT_9},					// Skeleton flat   "
{SPR_STAT_10,block},			// Sink            " (SOD:gibs)
{SPR_STAT_11,block},			// Potted plant    "
{SPR_STAT_12,block},			// Urn             "
{SPR_STAT_13,block},			// Bare table      "
{SPR_STAT_14},					// Ceiling light   "
#ifndef SPEAR
{SPR_STAT_15},					// Kitchen stuff   "
#else
{SPR_STAT_15,block},			// Gibs!
#endif
//
// NEW PAGE
//
{SPR_STAT_16,block},			// suit of armor   spr3v
{SPR_STAT_17,block},			// Hanging cage    "
{SPR_STAT_18,block},			// SkeletoninCage  "
{SPR_STAT_19},					// Skeleton relax  "
{SPR_STAT_20,bo_key1},			// Key 1           "
{SPR_STAT_21,bo_key2},			// Key 2           "
{SPR_STAT_22,block},			// stuff				(SOD:gibs)
{SPR_STAT_23},					// stuff
//
// NEW PAGE
//
{SPR_STAT_24,bo_food}, 			// Good food       spr4v
{SPR_STAT_25,bo_firstaid},		// First aid       "
{SPR_STAT_26,bo_clip},			// Clip            "
{SPR_STAT_27,bo_machinegun},	// Machine gun     "
{SPR_STAT_28,bo_chaingun},		// Gatling gun     "
{SPR_STAT_29,bo_cross},			// Cross           "
{SPR_STAT_30,bo_chalice},		// Chalice         "
{SPR_STAT_31,bo_bible},			// Bible           "
//
// NEW PAGE
//
{SPR_STAT_32,bo_crown},			// crown           spr5v
{SPR_STAT_33,bo_fullheal},		// one up          "
{SPR_STAT_34,bo_gibs},			// gibs            "
{SPR_STAT_35,block},			// barrel          "
{SPR_STAT_36,block},			// well            "
{SPR_STAT_37,block},			// Empty well      "
{SPR_STAT_38,bo_gibs},			// Gibs 2          "
{SPR_STAT_39,block},			// flag				"
//
// NEW PAGE
//
#ifndef SPEAR
{SPR_STAT_40,block},			// Call Apogee		spr7v
#else
{SPR_STAT_40},					// Red light
#endif
//
// NEW PAGE
//
{SPR_STAT_41},					// junk            "
{SPR_STAT_42},					// junk 		   "
{SPR_STAT_43},					// junk            "
#ifndef SPEAR
{SPR_STAT_44},					// pots            "
#else
{SPR_STAT_44,block},			// Gibs!
#endif
{SPR_STAT_45,block},			// stove           " (SOD:gibs)
{SPR_STAT_46,block},			// spears          " (SOD:gibs)
{SPR_STAT_47},					// vines			"
//
// NEW PAGE
//
#ifdef SPEAR
{SPR_STAT_48,block},			// marble pillar
{SPR_STAT_49,bo_25clip},		// bonus 25 clip
{SPR_STAT_50,block},			// truck
{SPR_STAT_51,bo_spear},			// SPEAR OF DESTINY!
#endif

{SPR_STAT_26,bo_clip2},			// Clip            "
{-1}							// terminator
};

/*
===============
=
= InitStaticList
=
===============
*/

void InitStaticList (void)
{
	laststatobj = &statobjlist[0];
}



/*
===============
=
= SpawnStatic
=
===============
*/

void SpawnStatic (int tilex, int tiley, int type)
{
	laststatobj->shapenum = statinfo[type].picnum;
	laststatobj->tilex = tilex;
	laststatobj->tiley = tiley;
	laststatobj->visspot = &spotvis[tilex][tiley];

	switch (statinfo[type].type)
	{
	case block:
		(unsigned)actorat[tilex][tiley] = 1;		// consider it a blocking tile
	case dressing:
		laststatobj->flags = 0;
		break;

	case	bo_cross:
	case	bo_chalice:
	case	bo_bible:
	case	bo_crown:
	case	bo_fullheal:
		if (!loadedgame)
		  gamestate.treasuretotal++;

	case	bo_firstaid:
	case	bo_key1:
	case	bo_key2:
	case	bo_key3:
	case	bo_key4:
	case	bo_clip:
	case	bo_25clip:
	case	bo_machinegun:
	case	bo_chaingun:
	case	bo_food:
	case	bo_alpo:
	case	bo_gibs:
	case	bo_spear:
		laststatobj->flags = FL_BONUS;
		laststatobj->itemnumber = statinfo[type].type;
		break;
	}

	laststatobj++;

	if (laststatobj == &statobjlist[MAXSTATS])
		Quit ("Too many static objects!\n");
}


/*
===============
=
= PlaceItemType
=
= Called during game play to drop actors' items.  It finds the proper
= item number based on the item type (bo_???).  If there are no free item
= spots, nothing is done.
=
===============
*/

void PlaceItemType (int itemtype, int tilex, int tiley)
{
	int			type;
	statobj_t	*spot;

//
// find the item number
//
	for (type=0 ;  ; type++)
	{
		if (statinfo[type].picnum == -1)		// end of list
			Quit ("PlaceItemType: couldn't find type!");
		if (statinfo[type].type == itemtype)
			break;
	}

//
// find a spot in statobjlist to put it in
//
	for (spot=&statobjlist[0] ; ; spot++)
	{
		if (spot==laststatobj)
		{
			if (spot == &statobjlist[MAXSTATS])
				return;							// no free spots
			laststatobj++;						// space at end
			break;
		}

		if (spot->shapenum == -1)				// -1 is a free spot
			break;
	}
//
// place it
//
	spot->shapenum = statinfo[type].picnum;
	spot->tilex = tilex;
	spot->tiley = tiley;
	spot->visspot = &spotvis[tilex][tiley];
	spot->flags = FL_BONUS;
	spot->itemnumber = statinfo[type].type;
}



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

							DOORS

doorobjlist[] holds most of the information for the doors

doorposition[] holds the amount the door is open, ranging from 0 to 0xffff
	this is directly accessed by AsmRefresh during rendering

The number of doors is limited to 64 because a spot in tilemap holds the
	door number in the low 6 bits, with the high bit meaning a door center
	and bit 6 meaning a door side tile

Open doors conect two areas, so sounds will travel between them and sight
	will be checked when the player is in a connected area.

Areaconnect is incremented/decremented by each door. If >0 they connect

Every time a door opens or closes the areabyplayer matrix gets recalculated.
	An area is true if it connects with the player's current spor.

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

#define DOORWIDTH	0x7800
#define OPENTICS	300

doorobj_t	doorobjlist[MAXDOORS],*lastdoorobj;
int			doornum;

unsigned	doorposition[MAXDOORS];		// leading edge of door 0=closed
										// 0xffff = fully open

byte		far areaconnect[NUMAREAS][NUMAREAS];

boolean		areabyplayer[NUMAREAS];


/*
==============
=
= ConnectAreas
=
= Scans outward from playerarea, marking all connected areas
=
==============
*/

void RecursiveConnect (int areanumber)
{
	int	i;

	for (i=0;i<NUMAREAS;i++)
	{
		if (areaconnect[areanumber][i] && !areabyplayer[i])
		{
			areabyplayer[i] = true;
			RecursiveConnect (i);
		}
	}
}


void ConnectAreas (void)
{
	memset (areabyplayer,0,sizeof(areabyplayer));
	areabyplayer[player->areanumber] = true;
	RecursiveConnect (player->areanumber);
}


void InitAreas (void)
{
	memset (areabyplayer,0,sizeof(areabyplayer));
	areabyplayer[player->areanumber] = true;
}



/*
===============
=
= InitDoorList
=
===============
*/

void InitDoorList (void)
{
	memset (areabyplayer,0,sizeof(areabyplayer));
	_fmemset (areaconnect,0,sizeof(areaconnect));

	lastdoorobj = &doorobjlist[0];
	doornum = 0;
}


/*
===============
=
= SpawnDoor
=
===============
*/

void SpawnDoor (int tilex, int tiley, boolean vertical, int lock)
{
	int	areanumber;
	unsigned	far *map;

	if (doornum==64)
		Quit ("64+ doors on level!");

	doorposition[doornum] = 0;		// doors start out fully closed
	lastdoorobj->tilex = tilex;
	lastdoorobj->tiley = tiley;
	lastdoorobj->vertical = vertical;
	lastdoorobj->lock = lock;
	lastdoorobj->action = dr_closed;

	(unsigned)actorat[tilex][tiley] = doornum | 0x80;	// consider it a solid wall

//
// make the door tile a special tile, and mark the adjacent tiles
// for door sides
//
	tilemap[tilex][tiley] = doornum | 0x80;
	map = mapsegs[0] + farmapylookup[tiley]+tilex;
	if (vertical)
	{
		*map = *(map-1);                        // set area number
		tilemap[tilex][tiley-1] |= 0x40;
		tilemap[tilex][tiley+1] |= 0x40;
	}
	else
	{
		*map = *(map-mapwidth);					// set area number
		tilemap[tilex-1][tiley] |= 0x40;
		tilemap[tilex+1][tiley] |= 0x40;
	}

	doornum++;
	lastdoorobj++;
}

//===========================================================================

/*
=====================
=
= OpenDoor
=
=====================
*/

void OpenDoor (int door)
{
	if (doorobjlist[door].action == dr_open)
		doorobjlist[door].ticcount = 0;			// reset open time
	else
		doorobjlist[door].action = dr_opening;	// start it opening
}


/*
=====================
=
= CloseDoor
=
=====================
*/

void CloseDoor (int door)
{
	int	tilex,tiley,area;
	objtype *check;

//
// don't close on anything solid
//
	tilex = doorobjlist[door].tilex;
	tiley = doorobjlist[door].tiley;

	if (actorat[tilex][tiley])
		return;

	if (player->tilex == tilex && player->tiley == tiley)
		return;

	if (doorobjlist[door].vertical)
	{
		if ( player->tiley == tiley )
		{
			if ( ((player->x+MINDIST) >>TILESHIFT) == tilex )
				return;
			if ( ((player->x-MINDIST) >>TILESHIFT) == tilex )
				return;
		}
		check = actorat[tilex-1][tiley];
		if (check && ((check->x+MINDIST) >> TILESHIFT) == tilex )
			return;
		check = actorat[tilex+1][tiley];
		if (check && ((check->x-MINDIST) >> TILESHIFT) == tilex )
			return;
	}
	else if (!doorobjlist[door].vertical)
	{

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