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?? wl_agent.c

?? “WOLF3D--刺殺希特勒”
?? C
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字號:
// 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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