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?? wl_game.c

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

#include "WL_DEF.H"
#pragma hdrstop

#ifdef MYPROFILE
#include <TIME.H>
#endif


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

						 LOCAL CONSTANTS

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


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

						 GLOBAL VARIABLES

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

boolean		ingame,fizzlein;
unsigned	latchpics[NUMLATCHPICS];
gametype	gamestate;

long		spearx,speary;
unsigned	spearangle;
boolean		spearflag;

//
// ELEVATOR BACK MAPS - REMEMBER (-1)!!
//
int ElevatorBackTo[]={1,1,7,3,5,3};

void ScanInfoPlane (void);
void SetupGameLevel (void);
void DrawPlayScreen (void);
void LoadLatchMem (void);
void GameLoop (void);

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

						 LOCAL VARIABLES

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



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


/*
==========================
=
= SetSoundLoc - Given the location of an object (in terms of global
=	coordinates, held in globalsoundx and globalsoundy), munges the values
=	for an approximate distance from the left and right ear, and puts
=	those values into leftchannel and rightchannel.
=
= JAB
=
==========================
*/

	fixed	globalsoundx,globalsoundy;
	int		leftchannel,rightchannel;
#define ATABLEMAX 15
byte righttable[ATABLEMAX][ATABLEMAX * 2] = {
{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 6, 0, 0, 0, 0, 0, 1, 3, 5, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 6, 4, 0, 0, 0, 0, 0, 2, 4, 6, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 4, 1, 0, 0, 0, 1, 2, 4, 6, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 6, 5, 4, 2, 1, 0, 1, 2, 3, 5, 7, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 5, 4, 3, 2, 2, 3, 3, 5, 6, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 5, 4, 4, 4, 4, 5, 6, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 6, 6, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}
};
byte lefttable[ATABLEMAX][ATABLEMAX * 2] = {
{ 8, 8, 8, 8, 8, 8, 8, 8, 5, 3, 1, 0, 0, 0, 0, 0, 6, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 6, 4, 2, 0, 0, 0, 0, 0, 4, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 6, 4, 2, 1, 0, 0, 0, 1, 4, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 5, 3, 2, 1, 0, 1, 2, 4, 5, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 6, 5, 3, 3, 2, 2, 3, 4, 5, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 6, 5, 4, 4, 4, 4, 5, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 6, 6, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}
};

void
SetSoundLoc(fixed gx,fixed gy)
{
	fixed	xt,yt;
	int		x,y;

//
// translate point to view centered coordinates
//
	gx -= viewx;
	gy -= viewy;

//
// calculate newx
//
	xt = FixedByFrac(gx,viewcos);
	yt = FixedByFrac(gy,viewsin);
	x = (xt - yt) >> TILESHIFT;

//
// calculate newy
//
	xt = FixedByFrac(gx,viewsin);
	yt = FixedByFrac(gy,viewcos);
	y = (yt + xt) >> TILESHIFT;

	if (y >= ATABLEMAX)
		y = ATABLEMAX - 1;
	else if (y <= -ATABLEMAX)
		y = -ATABLEMAX;
	if (x < 0)
		x = -x;
	if (x >= ATABLEMAX)
		x = ATABLEMAX - 1;
	leftchannel  =  lefttable[x][y + ATABLEMAX];
	rightchannel = righttable[x][y + ATABLEMAX];

#if 0
	CenterWindow(8,1);
	US_PrintSigned(leftchannel);
	US_Print(",");
	US_PrintSigned(rightchannel);
	VW_UpdateScreen();
#endif
}

/*
==========================
=
= SetSoundLocGlobal - Sets up globalsoundx & globalsoundy and then calls
=	UpdateSoundLoc() to transform that into relative channel volumes. Those
=	values are then passed to the Sound Manager so that they'll be used for
=	the next sound played (if possible).
=
= JAB
=
==========================
*/
void PlaySoundLocGlobal(word s,fixed gx,fixed gy)
{
	SetSoundLoc(gx,gy);
	SD_PositionSound(leftchannel,rightchannel);
	if (SD_PlaySound(s))
	{
		globalsoundx = gx;
		globalsoundy = gy;
	}
}

void UpdateSoundLoc(void)
{
	if (SoundPositioned)
	{
		SetSoundLoc(globalsoundx,globalsoundy);
		SD_SetPosition(leftchannel,rightchannel);
	}
}

/*
**	JAB End
*/


/*
==========================
=
= ClearMemory
=
==========================
*/

void ClearMemory (void)
{
	PM_UnlockMainMem();
	SD_StopDigitized();
	MM_SortMem ();
}


/*
==========================
=
= ScanInfoPlane
=
= Spawn all actors and mark down special places
=
==========================
*/

void ScanInfoPlane (void)
{
	unsigned	x,y,i,j;
	int			tile;
	unsigned	far	*start;

	start = mapsegs[1];
	for (y=0;y<mapheight;y++)
		for (x=0;x<mapwidth;x++)
		{
			tile = *start++;
			if (!tile)
				continue;

			switch (tile)
			{
			case 19:
			case 20:
			case 21:
			case 22:
				SpawnPlayer(x,y,NORTH+tile-19);
				break;

			case 23:
			case 24:
			case 25:
			case 26:
			case 27:
			case 28:
			case 29:
			case 30:

			case 31:
			case 32:
			case 33:
			case 34:
			case 35:
			case 36:
			case 37:
			case 38:

			case 39:
			case 40:
			case 41:
			case 42:
			case 43:
			case 44:
			case 45:
			case 46:

			case 47:
			case 48:
			case 49:
			case 50:
			case 51:
			case 52:
			case 53:
			case 54:

			case 55:
			case 56:
			case 57:
			case 58:
			case 59:
			case 60:
			case 61:
			case 62:

			case 63:
			case 64:
			case 65:
			case 66:
			case 67:
			case 68:
			case 69:
			case 70:
			case 71:
			case 72:
			case 73:						// TRUCK AND SPEAR!
			case 74:

				SpawnStatic(x,y,tile-23);
				break;

//
// P wall
//
			case 98:
				if (!loadedgame)
				  gamestate.secrettotal++;
				break;

//
// guard
//
			case 180:
			case 181:
			case 182:
			case 183:
				if (gamestate.difficulty<gd_hard)
					break;
				tile -= 36;
			case 144:
			case 145:
			case 146:
			case 147:
				if (gamestate.difficulty<gd_medium)
					break;
				tile -= 36;
			case 108:
			case 109:
			case 110:
			case 111:
				SpawnStand(en_guard,x,y,tile-108);
				break;


			case 184:
			case 185:
			case 186:
			case 187:
				if (gamestate.difficulty<gd_hard)
					break;
				tile -= 36;
			case 148:
			case 149:
			case 150:
			case 151:
				if (gamestate.difficulty<gd_medium)
					break;
				tile -= 36;
			case 112:
			case 113:
			case 114:
			case 115:
				SpawnPatrol(en_guard,x,y,tile-112);
				break;

			case 124:
				SpawnDeadGuard (x,y);
				break;
//
// officer
//
			case 188:
			case 189:
			case 190:
			case 191:
				if (gamestate.difficulty<gd_hard)
					break;
				tile -= 36;
			case 152:
			case 153:
			case 154:
			case 155:
				if (gamestate.difficulty<gd_medium)
					break;
				tile -= 36;
			case 116:
			case 117:
			case 118:
			case 119:
				SpawnStand(en_officer,x,y,tile-116);
				break;


			case 192:
			case 193:
			case 194:
			case 195:
				if (gamestate.difficulty<gd_hard)
					break;
				tile -= 36;
			case 156:
			case 157:
			case 158:
			case 159:
				if (gamestate.difficulty<gd_medium)
					break;
				tile -= 36;
			case 120:
			case 121:
			case 122:
			case 123:
				SpawnPatrol(en_officer,x,y,tile-120);
				break;


//
// ss
//
			case 198:
			case 199:
			case 200:
			case 201:
				if (gamestate.difficulty<gd_hard)
					break;
				tile -= 36;
			case 162:
			case 163:
			case 164:
			case 165:
				if (gamestate.difficulty<gd_medium)
					break;
				tile -= 36;
			case 126:
			case 127:
			case 128:
			case 129:
				SpawnStand(en_ss,x,y,tile-126);
				break;


			case 202:
			case 203:
			case 204:
			case 205:
				if (gamestate.difficulty<gd_hard)
					break;
				tile -= 36;
			case 166:
			case 167:
			case 168:
			case 169:
				if (gamestate.difficulty<gd_medium)
					break;
				tile -= 36;
			case 130:
			case 131:
			case 132:
			case 133:
				SpawnPatrol(en_ss,x,y,tile-130);
				break;

//
// dogs
//
			case 206:
			case 207:
			case 208:
			case 209:
				if (gamestate.difficulty<gd_hard)
					break;
				tile -= 36;
			case 170:
			case 171:
			case 172:
			case 173:
				if (gamestate.difficulty<gd_medium)
					break;
				tile -= 36;
			case 134:
			case 135:
			case 136:
			case 137:
				SpawnStand(en_dog,x,y,tile-134);
				break;


			case 210:
			case 211:
			case 212:
			case 213:
				if (gamestate.difficulty<gd_hard)
					break;
				tile -= 36;
			case 174:
			case 175:
			case 176:
			case 177:
				if (gamestate.difficulty<gd_medium)
					break;
				tile -= 36;
			case 138:
			case 139:
			case 140:
			case 141:
				SpawnPatrol(en_dog,x,y,tile-138);
				break;

//
// boss
//
#ifndef SPEAR
			case 214:
				SpawnBoss (x,y);
				break;
			case 197:
				SpawnGretel (x,y);
				break;
			case 215:
				SpawnGift (x,y);
				break;
			case 179:
				SpawnFat (x,y);
				break;
			case 196:
				SpawnSchabbs (x,y);
				break;
			case 160:
				SpawnFakeHitler (x,y);
				break;
			case 178:
				SpawnHitler (x,y);
				break;
#else
			case 106:
				SpawnSpectre (x,y);
				break;
			case 107:
				SpawnAngel (x,y);
				break;
			case 125:
				SpawnTrans (x,y);
				break;
			case 142:
				SpawnUber (x,y);
				break;
			case 143:
				SpawnWill (x,y);
				break;
			case 161:
				SpawnDeath (x,y);
				break;

#endif

//
// mutants
//
			case 252:
			case 253:
			case 254:
			case 255:
				if (gamestate.difficulty<gd_hard)
					break;
				tile -= 18;
			case 234:
			case 235:
			case 236:
			case 237:
				if (gamestate.difficulty<gd_medium)
					break;
				tile -= 18;
			case 216:
			case 217:
			case 218:
			case 219:
				SpawnStand(en_mutant,x,y,tile-216);
				break;

			case 256:
			case 257:
			case 258:
			case 259:
				if (gamestate.difficulty<gd_hard)
					break;
				tile -= 18;
			case 238:
			case 239:
			case 240:
			case 241:
				if (gamestate.difficulty<gd_medium)
					break;
				tile -= 18;
			case 220:
			case 221:
			case 222:
			case 223:
				SpawnPatrol(en_mutant,x,y,tile-220);
				break;

//
// ghosts
//
#ifndef SPEAR
			case 224:
				SpawnGhosts (en_blinky,x,y);
				break;
			case 225:
				SpawnGhosts (en_clyde,x,y);
				break;
			case 226:
				SpawnGhosts (en_pinky,x,y);
				break;
			case 227:
				SpawnGhosts (en_inky,x,y);
				break;
#endif
			}

		}
}

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

/*
==================
=
= SetupGameLevel
=
==================
*/

void SetupGameLevel (void)
{
	int	x,y,i;
	unsigned	far *map,tile,spot;


	if (!loadedgame)
	{
	 gamestate.TimeCount=
	 gamestate.secrettotal=
	 gamestate.killtotal=
	 gamestate.treasuretotal=
	 gamestate.secretcount=
	 gamestate.killcount=
	 gamestate.treasurecount=0;
	}

	if (demoplayback || demorecord)
		US_InitRndT (false);
	else
		US_InitRndT (true);

//
// load the level
//
	CA_CacheMap (gamestate.mapon+10*gamestate.episode);
	mapon-=gamestate.episode*10;

	mapwidth = mapheaderseg[mapon]->width;
	mapheight = mapheaderseg[mapon]->height;

	if (mapwidth != 64 || mapheight != 64)
		Quit ("Map not 64*64!");


//
// copy the wall data to a data segment array
//
	memset (tilemap,0,sizeof(tilemap));
	memset (actorat,0,sizeof(actorat));
	map = mapsegs[0];
	for (y=0;y<mapheight;y++)
		for (x=0;x<mapwidth;x++)
		{
			tile = *map++;
			if (tile<AREATILE)
			{
			// solid wall
				tilemap[x][y] = tile;
				(unsigned)actorat[x][y] = tile;
			}
			else
			{
			// area floor
				tilemap[x][y] = 0;
				(unsigned)actorat[x][y] = 0;
			}
		}

//
// spawn doors
//
	InitActorList ();			// start spawning things with a clean slate
	InitDoorList ();
	InitStaticList ();

	map = mapsegs[0];
	for (y=0;y<mapheight;y++)
		for (x=0;x<mapwidth;x++)
		{
			tile = *map++;
			if (tile >= 90 && tile <= 101)
			{
			// door
				switch (tile)
				{
				case 90:
				case 92:
				case 94:
				case 96:
				case 98:
				case 100:
					SpawnDoor (x,y,1,(tile-90)/2);
					break;
				case 91:
				case 93:
				case 95:
				case 97:
				case 99:
				case 101:
					SpawnDoor (x,y,0,(tile-91)/2);
					break;
				}
			}
		}

//
// spawn actors
//
	ScanInfoPlane ();

//
// take out the ambush markers
//
	map = mapsegs[0];
	for (y=0;y<mapheight;y++)
		for (x=0;x<mapwidth;x++)
		{
			tile = *map++;
			if (tile == AMBUSHTILE)
			{
				tilemap[x][y] = 0;
				if ( (unsigned)actorat[x][y] == AMBUSHTILE)
					actorat[x][y] = NULL;

				if (*map >= AREATILE)
					tile = *map;
				if (*(map-1-mapwidth) >= AREATILE)
					tile = *(map-1-mapwidth);

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