亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频

? 歡迎來到蟲蟲下載站! | ?? 資源下載 ?? 資源專輯 ?? 關于我們
? 蟲蟲下載站

?? wl_act1.c

?? Wolf 3D official source code.
?? C
?? 第 1 頁 / 共 2 頁
字號:
// 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)
	{

?? 快捷鍵說明

復制代碼 Ctrl + C
搜索代碼 Ctrl + F
全屏模式 F11
切換主題 Ctrl + Shift + D
顯示快捷鍵 ?
增大字號 Ctrl + =
減小字號 Ctrl + -
亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
国产精品久久午夜夜伦鲁鲁| 91精品国产品国语在线不卡| 国产午夜精品一区二区三区四区| 精品在线视频一区| 26uuuu精品一区二区| caoporm超碰国产精品| 夜夜操天天操亚洲| 欧美一区二区三区喷汁尤物| 国产伦精品一区二区三区免费 | 欧美一区二区视频免费观看| 久久se这里有精品| 国产精品国产三级国产普通话蜜臀| 91亚洲国产成人精品一区二区三| 午夜精品久久久久久久99樱桃| 日韩午夜激情视频| av电影在线不卡| 日韩中文字幕亚洲一区二区va在线| 欧美电视剧免费观看| 成人毛片视频在线观看| 亚洲一区二区av在线| 久久午夜电影网| 色综合久久中文综合久久97| 日韩成人午夜精品| 国产精品青草久久| 7777精品伊人久久久大香线蕉 | 欧美一区中文字幕| 成人在线视频首页| 日韩精品久久久久久| 国产精品久久久久7777按摩 | 色老综合老女人久久久| 精品一区二区三区在线播放| 亚洲男人的天堂在线aⅴ视频| 日韩午夜激情视频| 色天天综合久久久久综合片| 六月婷婷色综合| 亚洲午夜久久久久久久久电影院| 精品国产伦一区二区三区观看方式 | 在线亚洲精品福利网址导航| 日韩高清一区二区| 亚洲欧美一区二区三区国产精品 | 成人精品一区二区三区中文字幕| 欧美一区二区三区公司| 成人免费精品视频| 喷水一区二区三区| 亚洲精品欧美激情| 国产午夜精品久久久久久免费视 | 国产伦精品一区二区三区在线观看| 一区二区三区欧美亚洲| 欧美极品少妇xxxxⅹ高跟鞋 | 日韩精品免费视频人成| 亚洲欧美成人一区二区三区| 精品久久久久一区二区国产| 欧美日韩亚洲综合一区二区三区| 成人av在线看| 国产麻豆视频精品| 激情五月婷婷综合网| 日本sm残虐另类| 丝袜美腿亚洲综合| 亚洲午夜精品在线| 亚洲美女淫视频| 中文字幕日韩精品一区| 国产欧美在线观看一区| 精品国产免费一区二区三区香蕉| 7777精品伊人久久久大香线蕉 | 视频在线观看91| 亚洲影院久久精品| 亚洲六月丁香色婷婷综合久久| 国产欧美一区二区精品秋霞影院| 精品国产不卡一区二区三区| 日韩欧美在线影院| 日韩免费视频线观看| 日韩女同互慰一区二区| 日韩久久久精品| 亚洲精品一区二区精华| 久久综合丝袜日本网| 精品盗摄一区二区三区| 精品美女一区二区三区| 久久久国产午夜精品| 国产午夜精品一区二区三区视频| 久久精品一二三| 国产精品久久久久久久蜜臀| 最新日韩在线视频| 亚洲你懂的在线视频| 一区二区三区影院| 亚洲一区二三区| 偷拍自拍另类欧美| 精品亚洲porn| 国产精品白丝jk黑袜喷水| 国产91色综合久久免费分享| a亚洲天堂av| 精品视频一区 二区 三区| 欧美一区二区三区在| 久久久久久99久久久精品网站| 久久久久88色偷偷免费| 中文字幕亚洲精品在线观看| 一区二区在线观看视频在线观看| 亚洲高清三级视频| 久久99精品久久久久婷婷| 国产成人av一区| 91在线国产福利| 欧美日本免费一区二区三区| 久久这里只有精品6| 国产精品久久久久久久久免费桃花 | 久久婷婷国产综合国色天香| 中文字幕在线不卡| 亚洲国产精品久久不卡毛片| 日本伊人色综合网| 国产高清在线精品| 在线精品视频免费观看| 欧美一级电影网站| 中文字幕在线免费不卡| 日韩电影在线一区二区| 国产99精品在线观看| 欧美系列一区二区| 国产丝袜美腿一区二区三区| 一区二区三区**美女毛片| 精品一区二区影视| 91蜜桃婷婷狠狠久久综合9色| 欧美视频一区二区三区| 国产亚洲精品bt天堂精选| 亚洲一区二区综合| 国产suv精品一区二区三区| 欧美性一二三区| 国产免费成人在线视频| 天堂影院一区二区| 色综合天天综合网国产成人综合天| 91精品国产黑色紧身裤美女| 国产精品私人影院| 精品综合免费视频观看| 欧美色男人天堂| 国产天堂亚洲国产碰碰| 欧美aⅴ一区二区三区视频| 91在线视频免费观看| 精品久久人人做人人爱| 亚洲va欧美va人人爽午夜| 99久久久无码国产精品| 久久精品视频一区二区| 麻豆视频观看网址久久| 欧美日韩综合不卡| 亚洲欧洲日韩一区二区三区| 国产一区二区三区免费| 欧美日韩国产成人在线91| 国产精品九色蝌蚪自拍| 国产麻豆精品久久一二三| 日韩午夜在线观看| 亚洲成人免费在线| 91社区在线播放| 最新中文字幕一区二区三区| 韩国理伦片一区二区三区在线播放 | 91蜜桃视频在线| 国产精品久久久99| 国产成人精品亚洲日本在线桃色| 欧美tk—视频vk| 美女高潮久久久| 欧美电影免费观看高清完整版在线观看 | 欧美日本一区二区| 亚洲尤物视频在线| 欧美在线观看禁18| 一区二区三区四区在线播放| 99re成人精品视频| 亚洲视频在线观看一区| av在线综合网| 中文字幕中文字幕在线一区| 99在线视频精品| 亚洲日本一区二区| 在线观看精品一区| 亚洲午夜久久久久久久久电影网| 欧美四级电影网| 天天综合色天天综合色h| 欧美精品第1页| 日韩综合在线视频| 欧美成人精品高清在线播放| 精品亚洲成a人在线观看| 久久五月婷婷丁香社区| 成人爽a毛片一区二区免费| 国产免费观看久久| 91在线高清观看| 亚洲综合一二区| 777奇米成人网| 国产一本一道久久香蕉| 中文字幕成人av| 色综合色综合色综合色综合色综合| 伊人色综合久久天天人手人婷| 欧美日韩国产天堂| 久久国产乱子精品免费女| 久久久亚洲高清| 色综合久久综合网欧美综合网| 亚洲国产日韩av| 日韩一区二区麻豆国产| 国产成人精品免费视频网站| 亚洲日本乱码在线观看| 91精品国产综合久久小美女| 精品一区二区三区香蕉蜜桃| 国产精品另类一区| 精品视频免费看| 国产精品1024| 亚洲成年人影院| 久久噜噜亚洲综合| 欧美做爰猛烈大尺度电影无法无天| 免费在线视频一区|