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wl_agent.cpp
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wl_agent.cpp
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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
//
int32_t thrustspeed;
word plux, pluy; // player coordinates scaled to unsigned
short anglefrac;
objtype* LastAttacker;
/*
=============================================================================
LOCAL VARIABLES
=============================================================================
*/
void T_Player(objtype* ob);
void T_Attack(objtype* ob);
statetype s_player = { false,0,0,(statefunc)T_Player,NULL,NULL };
statetype s_attack = { false,0,0,(statefunc)T_Attack,NULL,NULL };
struct atkinf
{
int8_t 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} },
};
//===========================================================================
//----------
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, int32_t xmove, int32_t ymove);
/*
=============================================================================
CONTROL STUFF
=============================================================================
*/
/*
======================
=
= CheckWeaponChange
=
= Keys 1-4 change weapons
=
======================
*/
void CheckWeaponChange(void)
{
int newWeapon = -1;
if (!gamestate.ammo) // must use knife with no ammo
return;
if (buttonstate[bt_nextweapon] && !buttonheld[bt_nextweapon])
{
newWeapon = gamestate.weapon + 1;
if (newWeapon > gamestate.bestweapon) newWeapon = 0;
}
else if (buttonstate[bt_prevweapon] && !buttonheld[bt_prevweapon])
{
newWeapon = gamestate.weapon - 1;
if (newWeapon < 0) newWeapon = gamestate.bestweapon;
}
else
{
for (int i = wp_knife; i <= gamestate.bestweapon; i++)
{
if (buttonstate[bt_readyknife + i - wp_knife])
{
newWeapon = i;
break;
}
}
}
if (newWeapon != -1)
{
gamestate.weapon = gamestate.chosenweapon = (weapontype)newWeapon;
DrawWeapon();
}
}
/*
=======================
=
= 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)
{
int32_t oldx, oldy;
int angle;
int angleunits;
thrustspeed = 0;
oldx = player->x;
oldy = player->y;
if (buttonstate[bt_strafeleft])
{
angle = ob->angle + ANGLES / 4;
if (angle >= ANGLES)
angle -= ANGLES;
if (buttonstate[bt_run])
Thrust(angle, RUNMOVE * MOVESCALE * tics);
else
Thrust(angle, BASEMOVE * MOVESCALE * tics);
}
if (buttonstate[bt_straferight])
{
angle = ob->angle - ANGLES / 4;
if (angle < 0)
angle += ANGLES;
if (buttonstate[bt_run])
Thrust(angle, RUNMOVE * MOVESCALE * tics);
else
Thrust(angle, BASEMOVE * MOVESCALE * tics);
}
//
// 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;
}
/*
=============================================================================
STATUS WINDOW STUFF
=============================================================================
*/
/*
==================
=
= StatusDrawPic
=
==================
*/
void StatusDrawPic(unsigned x, unsigned y, unsigned picnum)
{
LatchDrawPicScaledCoord((screenWidth - scaleFactor * 320) / 16 + scaleFactor * x,
screenHeight - scaleFactor * (STATUSLINES - y), picnum);
}
void StatusDrawFace(unsigned picnum)
{
StatusDrawPic(17, 4, picnum);
}
/*
==================
=
= DrawFace
=
==================
*/
void DrawFace(void)
{
if (viewsize == 21 && ingame) return;
if (SD_SoundPlaying() == GETGATLINGSND)
StatusDrawFace(GOTGATLINGPIC);
else if (gamestate.health)
{
#ifdef SPEAR
if (godmode)
StatusDrawFace(GODMODEFACE1PIC + gamestate.faceframe);
else
#endif
StatusDrawFace(FACE1APIC + 3 * ((100 - gamestate.health) / 16) + gamestate.faceframe);
}
else
{
#ifndef SPEAR
if (LastAttacker && LastAttacker->obclass == needleobj)
StatusDrawFace(MUTANTBJPIC);
else
#endif
StatusDrawFace(FACE8APIC);
}
}
/*
===============
=
= UpdateFace
=
= Calls draw face if time to change
=
===============
*/
int facecount = 0;
int facetimes = 0;
void UpdateFace(void)
{
// don't make demo depend on sound playback
if (demoplayback || demorecord)
{
if (facetimes > 0)
{
facetimes--;
return;
}
}
else 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
=
===============
*/
static void LatchNumber(int x, int y, unsigned width, int32_t number)
{
unsigned length, c;
char str[20];
sprintf(str, "%ld", number);
length = (unsigned)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)
{
if (viewsize == 21 && ingame) return;
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;
}
if (godmode != 2)
StartDamageFlash(points);
DrawHealth();
DrawFace();
//
// MAKE BJ'S EYES BUG IF MAJOR DAMAGE!
//
#ifdef SPEAR
if (points > 30 && gamestate.health != 0 && !godmode && viewsize != 21)
{
StatusDrawFace(BJOUCHPIC);
facecount = 0;
}
#endif
}
/*
===============
=
= HealSelf
=
===============
*/
void HealSelf(int points)
{
gamestate.health += points;
if (gamestate.health > 100)
gamestate.health = 100;
DrawHealth();
DrawFace();
}
//===========================================================================
/*
===============
=
= DrawLevel
=
===============
*/
void DrawLevel(void)
{
if (viewsize == 21 && ingame) return;
#ifdef SPEAR
if (gamestate.mapon == 20)
LatchNumber(2, 16, 2, 18);
else
#endif
LatchNumber(2, 16, 2, gamestate.mapon + 1);
}
//===========================================================================
/*
===============
=
= DrawLives
=
===============
*/
void DrawLives(void)
{
if (viewsize == 21 && ingame) return;
LatchNumber(14, 16, 1, gamestate.lives);
}
/*
===============
=
= GiveExtraMan
=
===============
*/
void GiveExtraMan(void)
{
if (gamestate.lives < 9)
gamestate.lives++;
DrawLives();
SD_PlaySound(BONUS1UPSND);
}
//===========================================================================
/*
===============
=
= DrawScore
=
===============
*/
void DrawScore(void)
{
if (viewsize == 21 && ingame) return;
LatchNumber(6, 16, 6, gamestate.score);
}
/*
===============
=
= GivePoints
=
===============
*/
void GivePoints(int32_t points)
{
gamestate.score += points;
while (gamestate.score >= gamestate.nextextra)
{
gamestate.nextextra += EXTRAPOINTS;
GiveExtraMan();
}
DrawScore();
}
//===========================================================================
/*
==================
=
= DrawWeapon
=
==================
*/
void DrawWeapon(void)
{
if (viewsize == 21 && ingame) return;
StatusDrawPic(32, 8, KNIFEPIC + gamestate.weapon);
}
/*
==================
=
= DrawKeys
=
==================
*/
void DrawKeys(void)
{
if (viewsize == 21 && ingame) return;
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 = (weapontype)weapon;
DrawWeapon();
}
//===========================================================================
/*
===============
=
= DrawAmmo
=
===============
*/
void DrawAmmo(void)
{
if (viewsize == 21 && ingame) return;
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;
SD_PlaySound(GETAMMOSND);
GiveAmmo(8);
break;
case bo_clip2:
if (gamestate.ammo == 99)
return;
SD_PlaySound(GETAMMOSND);
GiveAmmo(4);
break;
#ifdef SPEAR
case bo_25clip:
if (gamestate.ammo == 99)
return;
SD_PlaySound(GETAMMOBOXSND);
GiveAmmo(25);
break;
#endif
case bo_machinegun:
SD_PlaySound(GETMACHINESND);
GiveWeapon(wp_machinegun);
break;
case bo_chaingun:
SD_PlaySound(GETGATLINGSND);
facetimes = 38;
GiveWeapon(wp_chaingun);
if (viewsize != 21)
StatusDrawFace(GOTGATLINGPIC);
facecount = 0;
break;
case bo_fullheal:
SD_PlaySound(BONUS1UPSND);
HealSelf(99);
GiveAmmo(25);
GiveExtraMan();
gamestate.treasurecount++;
break;
case bo_food:
if (gamestate.health == 100)
return;
SD_PlaySound(HEALTH1SND);
HealSelf(10);
break;
case bo_alpo:
if (gamestate.health == 100)
return;
SD_PlaySound(HEALTH1SND);
HealSelf(4);
break;
case bo_gibs:
if (gamestate.health > 10)
return;
SD_PlaySound(SLURPIESND);
HealSelf(1);
break;
#ifdef SPEAR
case bo_spear:
spearflag = true;
spearx = player->x;
speary = player->y;
spearangle = player->angle;
playstate = ex_completed;
#endif
}
StartBonusFlash();
check->shapenum = -1; // remove from list
}
/*
===================
=
= TryMove
=
= returns true if move ok
= debug: use pointers to optimize
===================
*/
boolean TryMove(objtype* ob)
{
int xl, yl, xh, yh, x, y;
objtype* check;
int32_t deltax, deltay;
xl = (ob->x - PLAYERSIZE) >> TILESHIFT;
yl = (ob->y - PLAYERSIZE) >> TILESHIFT;
xh = (ob->x + PLAYERSIZE) >> TILESHIFT;
yh = (ob->y + PLAYERSIZE) >> TILESHIFT;
#define PUSHWALLMINDIST PLAYERSIZE
//
// check for solid walls
//
for (y = yl; y <= yh; y++)
{
for (x = xl; x <= xh; x++)
{
check = actorat[x][y];
if (check && !ISPOINTER(check))
{
if (tilemap[x][y] == 64 && x == pwallx && y == pwally) // back of moving pushwall?
{
switch (pwalldir)
{
case di_north:
if (ob->y - PUSHWALLMINDIST <= (pwally << TILESHIFT) + ((63 - pwallpos) << 10))
return false;
break;
case di_west:
if (ob->x - PUSHWALLMINDIST <= (pwallx << TILESHIFT) + ((63 - pwallpos) << 10))
return false;
break;
case di_east:
if (ob->x + PUSHWALLMINDIST >= (pwallx << TILESHIFT) + (pwallpos << 10))
return false;
break;
case di_south:
if (ob->y + PUSHWALLMINDIST >= (pwally << TILESHIFT) + (pwallpos << 10))
return false;
break;
}
}
else return false;
}
}
}
//
// check for actors
//
if (yl > 0)
yl--;
if (yh < MAPSIZE - 1)
yh++;
if (xl > 0)
xl--;
if (xh < MAPSIZE - 1)
xh++;
for (y = yl; y <= yh; y++)
{
for (x = xl; x <= xh; x++)
{
check = actorat[x][y];
if (ISPOINTER(check) && check != player && (check->flags & FL_SHOOTABLE))
{
deltax = ob->x - check->x;
if (deltax < -MINACTORDIST || deltax > MINACTORDIST)
continue;
deltay = ob->y - check->y;
if (deltay < -MINACTORDIST || deltay > MINACTORDIST)
continue;
return false;
}
}
}
return true;
}
/*
===================
=
= ClipMove
=
===================
*/
void ClipMove(objtype* ob, int32_t xmove, int32_t ymove)
{
int32_t basex, basey;
basex = ob->x;
basey = ob->y;
ob->x = basex + xmove;
ob->y = basey + ymove;
if (TryMove(ob))
return;
#ifndef REMDEBUG
if (noclip && ob->x > 2 * TILEGLOBAL && ob->y > 2 * TILEGLOBAL
&& ob->x < (((int32_t)(mapwidth - 1)) << TILESHIFT)
&& ob->y < (((int32_t)(mapheight - 1)) << TILESHIFT))
return; // walk through walls
#endif
if (!SD_SoundPlaying())
SD_PlaySound(HITWALLSND);
ob->x = basex + xmove;
ob->y = basey;
if (TryMove(ob))
return;
ob->x = basex;
ob->y = basey + ymove;
if (TryMove(ob))
return;
ob->x = basex;
ob->y = basey;
}
//==========================================================================
/*
===================
=
= VictoryTile
=
===================
*/
void VictoryTile(void)
{
#ifndef SPEAR
SpawnBJVictory();
#endif
gamestate.victoryflag = true;
}
/*
===================
=
= Thrust
=
===================
*/
// For player movement in demos exactly as in the original Wolf3D v1.4 source code
static fixed FixedByFracOrig(fixed a, fixed b)
{
int sign = 0;
if (b == 65536)
b = 65535;
else
if (b == -65536) b = 65535, sign = 1;
else
if (b < 0) b = (-b), sign = 1;
if (a < 0)
{
a = -a;
sign = !sign;
}
fixed res = (fixed)(((int64_t)a * b) >> 16);
if (sign)
res = -res;
return res;
}
void Thrust(int angle, int32_t speed)
{
int32_t xmove, ymove;
unsigned offset;
//
// ZERO FUNNY COUNTER IF MOVED!
//
#ifdef SPEAR
if (speed)
funnyticount = 0;
#endif
thrustspeed += speed;
//
// moving bounds speed