commit 7137844284106fef0b1f5481d53ef40e16d699e2 Author: Travis Bradshaw Date: Mon Feb 6 10:31:54 2012 -0600 The Wolfenstein 3D source as originally released. diff --git a/DEICE.EXE b/DEICE.EXE new file mode 100644 index 0000000..97eaef6 Binary files /dev/null and b/DEICE.EXE differ diff --git a/INSTALL.BAT b/INSTALL.BAT new file mode 100644 index 0000000..8d28853 --- /dev/null +++ b/INSTALL.BAT @@ -0,0 +1,12 @@ +@echo off +DEICE.EXE +if ERRORLEVEL == 1 GOTO END +WOLFSRC.EXE -d +if ERRORLEVEL == 1 GOTO ERROR +DEL WOLFSRC.EXE +GO +goto END +:ERROR +echo Error installing WOLFSRC.EXE! +:END + diff --git a/README.rst b/README.rst new file mode 100644 index 0000000..645fc35 --- /dev/null +++ b/README.rst @@ -0,0 +1,208 @@ +Wolfenstein 3D +============== + +The original source release was made using the DEICE.EXE installer (DeIce) in the root directory. (Basically a way to split self-extracting zip files over multiple floppy disks.) After execution, that installer will create the contents of the WOLFSRC directory. In the "installed" directory, the the README.TXT, RELEASE.TXT, and LICENCE.DOC reside in the README directory. They are duplicated below. + +Travis "Ash" Bradshaw +travis.bradshaw@idsoftware.com +February 6, 2012 + +RELEASE.TXT +----------- + +We are releasing this code for the entertainment of the +user community. We don't guarentee that anything even +builds in here. Projects just seem to rot when you leave +them alone for long periods of time. + +This is all the source we have relating to the original +PC wolfenstein 3D project. We haven't looked at this +stuff in years, and I would probably be horribly embarassed +to dig through my old code, so please don't ask any questions +about it. The original project was built in borland c++ 3.0. +I think some minor changes were required for later versions. + +You will need the data from a released version of wolf or spear +to use the exe built from this code. You can just use a +shareware version if you are really cheap. + + +Some coding comments in retrospect: + +The ray casting refresh architecture is still reasonably +appropriate for the game. A BSP based texture mapper could +go faster, but ray casting was a lot simpler to do at the time. + +The dynamically compiled scaling routines are now a Bad Thing. +On uncached machines (the original target) they are the fastest +possible way to scale walls, but on modern processors you just +wind up thrashing the code cash and wrecking performance. +A simple looping texture mapper would be faster on 486+ machines. + +The whole page manager caching scheme is unecessarily complex. + +Way too many #ifdefs in the code! + + +Some project ideas with this code: + +Add new monsters or weapons. + +Add taller walls and vertical motion. This should only be +done if the texture mapper is rewritten. + +Convert to a 32 bit compiler. This would be a fair amount +of work, but I would hate to even mess with crusty old 16 +bit code. The code would get a LOT smaller. + +Make a multi-player game that runs on DOOM sersetup / ipxsetup drivers. + + +Have fun... + +John Carmack +Technical Director +Id Software + +README.TXT +---------- + +NOTES: + +This version will compile under BORLAND C++ 3.0/3.1 and compiled perfectly +before it was uploaded. + +Please do not send your questions to id Software. + +LICENCE.DOC + + LIMITED USE SOFTWARE LICENSE AGREEMENT + + This Limited Use Software License Agreement (the "Agreement") +is a legal agreement between you, the end-user, and Id Software, Inc. +("ID"). By continuing the downloading of this Wolfenstein 3D +(the "Trademark") software material, which includes source code +(the "Source Code"), artwork data, music and software tools +(collectively, the "Software"), you are agreeing to be bound by the +terms of this Agreement. If you do not agree to the terms of this +Agreement, promptly destroy the Software you may have downloaded. + +ID SOFTWARE LICENSE + + Grant of License. ID grants to you the right to use one (1) +copy of the Software on a single computer. You have no ownership or +proprietary rights in or to the Software, or the Trademark. For purposes +of this section, "use" means loading the Software into RAM, as well as +installation on a hard disk or other storage device. The Software, +together with any archive copy thereof, shall be destroyed when no longer +used in accordance with this Agreement, or when the right to use the +Software is terminated. You agree that the Software will not be shipped, +transferred or exported into any country in violation of the U.S. +Export Administration Act (or any other law governing such matters) and +that you will not utilize, in any other manner, the Software in violation +of any applicable law. + + Permitted Uses. For educational purposes only, you, the end-user, +may use portions of the Source Code, such as particular routines, to +develop your own software, but may not duplicate the Source Code, except +as noted in paragraph 4. The limited right referenced in the preceding +sentence is hereinafter referred to as "Educational Use." By so exercising +the Educational Use right you shall not obtain any ownership, copyright, +proprietary or other interest in or to the Source Code, or any portion of +the Source Code. You may dispose of your own software in your sole +discretion. With the exception of the Educational Use right, you may not +otherwise use the Software, or an portion of the Software, which includes +the Source Code, for commercial gain. + + Prohibited Uses: Under no circumstances shall you, the end-user, +be permitted, allowed or authorized to commercially exploit the Software. +Neither you nor anyone at your direction shall do any of the following acts +with regard to the Software, or any portion thereof: + + Rent; + + Sell; + + Lease; + + Offer on a pay-per-play basis; + + Distribute for money or any other consideration; or + + In any other manner and through any medium whatsoever commercially +exploit or use for any commercial purpose. + +Notwithstanding the foregoing prohibitions, you may commercially exploit the +software you develop by exercising the Educational Use right, referenced in +paragraph 2. hereinabove. + + Copyright. The Software and all copyrights related thereto +(including all characters and other images generated by the Software +or depicted in the Software) are owned by ID and is protected by +United States copyright laws and international treaty provisions. +Id shall retain exclusive ownership and copyright in and to the Software +and all portions of the Software and you shall have no ownership or other +proprietary interest in such materials. You must treat the Software like +any other copyrighted material, except that you may either (a) make one +copy of the Software solely for back-up or archival purposes, or (b) +transfer the Software to a single hard disk provided you keep the original +solely for back-up or archival purposes. You may not otherwise reproduce, +copy or disclose to others, in whole or in any part, the Software. You +may not copy the written materials accompanying the Software. You agree +to use your best efforts to see that any user of the Software licensed +hereunder complies with this Agreement. + + NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, BOTH EXPRESS IMPLIED, +INCLUDING BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND +FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT TO THE SOFTWARE. THIS LIMITED +WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHER RIGHTS WHICH +VARY FROM JURISDICTION TO JURISDICTION. ID DOES NOT WARRANT THAT THE +OPERATION OF THE SOFTWARE WILL BE UNINTERRUPTED, ERROR FREE OR MEET YOUR +SPECIFIC REQUIREMENTS. THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER +EXPRESS WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES, +DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE MODIFICATIONS TO +THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF OF ID. + + Exclusive Remedies. The Software is being offered to you free of any +charge. You agree that you have no remedy against ID, its affiliates, +contractors, suppliers, and agents for loss or damage caused by any defect +or failure in the Software regardless of the form of action, whether in +contract, tort, includinegligence, strict liability or otherwise, with +regard to the Software. This Agreement shall be construed in accordance +with and governed by the laws of the State of Texas. Copyright and other +proprietary matters will be governed by United States laws and international +treaties. IN ANY CASE, ID SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF +PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT OR OTHER +SIMILAR DAMAGES ARISING FROM BREACH OF WARRANTY, BREACH OF CONTRACT, +NEGLIGENCE, OR OTHER LEGAL THEORY EVEN IF ID OR ITS AGENT HAS BEEN ADVISED +OF THE POSSIBILITY OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY OTHER PARTY. +Some jurisdictions do not allow the exclusion or limitation of incidental or +consequential damages, so the above limitation or exclusion may not apply to +you. + + General Provisions. Neither this Agreement nor any part or portion +hereof shall be assigned, sublicensed or otherwise transferred by you. +Should any provision of this Agreement be held to be void, invalid, +unenforceable or illegal by a court, the validity and enforceability of the +other provisions shall not be affected thereby. If any provision is +determined to be unenforceable, you agree to a modification of such +provision to provide for enforcement of the provision's intent, to the +extent permitted by applicable law. Failure of a party to enforce any +provision of this Agreement shall not constitute or be construed as a +waiver of such provision or of the right to enforce such provision. If +you fail to comply with any terms of this Agreement, YOUR LICENSE IS +AUTOMATICALLY TERMINATED and you agree to the issuance of an injunction +against you in favor of Id. You agree that Id shall not have to post +bond or other security to obtain an injunction against you to prohibit +you from violating Id's rights. + + YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, THAT YOU +UNDERSTAND THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE +DOWNLOADING OF THE SOFTWARE, YOU AGREE TO BE BOUND BY THIS AGREEMENT'S +TERMS AND CONDITIONS. YOU FURTHER AGREE THAT, EXCEPT FOR WRITTEN SEPARATE +AGREEMENTS BETWEEN ID AND YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE +STATEMENT OF THE RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT +SUPERSEDES ALL PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND +ANY OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER +OF THIS AGREEMENT + diff --git a/WOLFSRC.1 b/WOLFSRC.1 new file mode 100644 index 0000000..3dd811c Binary files /dev/null and b/WOLFSRC.1 differ diff --git a/WOLFSRC.DAT b/WOLFSRC.DAT new file mode 100644 index 0000000..6990b7f --- /dev/null +++ b/WOLFSRC.DAT @@ -0,0 +1,9 @@ +PATH=\WOLFSRC +SIZE=566432 +EXPSIZE=1776000 +SPACE=0 +LINE0=Wolfenstein Source Code +LINE1=Official Public Domain Release +LINE3=Please *DO NOT* e-mail us with questions! +LINE5=Have Fun! +DEICE=F:\IDUTILS\DEICE.EXE diff --git a/WOLFSRC/AUDIOSDM.H b/WOLFSRC/AUDIOSDM.H new file mode 100644 index 0000000..ca94f62 --- /dev/null +++ b/WOLFSRC/AUDIOSDM.H @@ -0,0 +1,142 @@ +///////////////////////////////////////////////// +// +// MUSE Header for .SDM +// Created Thu Aug 27 07:12:39 1992 +// +///////////////////////////////////////////////// + +#define NUMSOUNDS 81 +#define NUMSNDCHUNKS 267 + +// +// Sound names & indexes +// +typedef enum { + HITWALLSND, // 0 + MISSILEHITSND, // 1 + SELECTITEMSND, // 2 + GHOSTSIGHTSND, // 3 + MOVEGUN2SND, // 4 + MOVEGUN1SND, // 5 + NOWAYSND, // 6 + NAZIHITPLAYERSND, // 7 + MISSILEFIRESND, // 8 + PLAYERDEATHSND, // 9 + DOGDEATHSND, // 10 + ATKGATLINGSND, // 11 + GETKEYSND, // 12 + NOITEMSND, // 13 + WALK1SND, // 14 + WALK2SND, // 15 + TAKEDAMAGESND, // 16 + GAMEOVERSND, // 17 + OPENDOORSND, // 18 + CLOSEDOORSND, // 19 + DONOTHINGSND, // 20 + HALTSND, // 21 + DEATHSCREAM2SND, // 22 + ATKKNIFESND, // 23 + ATKPISTOLSND, // 24 + DEATHSCREAM3SND, // 25 + ATKMACHINEGUNSND, // 26 + HITENEMYSND, // 27 + SHOOTDOORSND, // 28 + DEATHSCREAM1SND, // 29 + GETMACHINESND, // 30 + GETAMMOSND, // 31 + SHOOTSND, // 32 + HEALTH1SND, // 33 + HEALTH2SND, // 34 + BONUS1SND, // 35 + BONUS2SND, // 36 + BONUS3SND, // 37 + GETGATLINGSND, // 38 + ESCPRESSEDSND, // 39 + LEVELDONESND, // 40 + DOGBARKSND, // 41 + ENDBONUS1SND, // 42 + ENDBONUS2SND, // 43 + BONUS1UPSND, // 44 + BONUS4SND, // 45 + PUSHWALLSND, // 46 + NOBONUSSND, // 47 + PERCENT100SND, // 48 + BOSSACTIVESND, // 49 + DEATHSCREAM4SND, // 50 + SCHUTZADSND, // 51 + AHHHGSND, // 52 + DEATHSCREAM5SND, // 53 + DEATHSCREAM7SND, // 54 + DEATHSCREAM8SND, // 55 + LEBENSND, // 56 + DEATHSCREAM6SND, // 57 + NAZIFIRESND, // 58 + BOSSFIRESND, // 59 + SSFIRESND, // 60 + SLURPIESND, // 61 + GHOSTFADESND, // 62 + DEATHSCREAM9SND, // 63 + GETAMMOBOXSND, // 64 + ANGELSIGHTSND, // 65 + SPIONSND, // 66 + NEINSOVASSND, // 67 + DOGATTACKSND, // 68 + ANGELFIRESND, // 69 + TRANSSIGHTSND, // 70 + TRANSDEATHSND, // 71 + WILHELMSIGHTSND, // 72 + WILHELMDEATHSND, // 73 + UBERDEATHSND, // 74 + KNIGHTSIGHTSND, // 75 + KNIGHTDEATHSND, // 76 + ANGELDEATHSND, // 77 + KNIGHTMISSILESND, // 78 + GETSPEARSND, // 79 + ANGELTIREDSND, // 80 + LASTSOUND + } soundnames; + +// +// Base offsets +// +#define STARTPCSOUNDS 0 +#define STARTADLIBSOUNDS 81 +#define STARTDIGISOUNDS 162 +#define STARTMUSIC 243 + +// +// Music names & indexes +// +typedef enum { + XFUNKIE_MUS, // 0 + DUNGEON_MUS, // 1 + XDEATH_MUS, // 2 + GETTHEM_MUS, // 3 + XTIPTOE_MUS, // 4 + GOINGAFT_MUS, // 5 + URAHERO_MUS, // 6 + XTHEEND_MUS, // 7 + NAZI_OMI_MUS, // 8 + POW_MUS, // 9 + TWELFTH_MUS, // 10 + SEARCHN_MUS, // 11 + SUSPENSE_MUS, // 12 + ZEROHOUR_MUS, // 13 + WONDERIN_MUS, // 14 + ULTIMATE_MUS, // 15 + ENDLEVEL_MUS, // 16 + XEVIL_MUS, // 17 + XJAZNAZI_MUS, // 18 + COPYPRO_MUS, // 19 + XAWARD_MUS, // 20 + XPUTIT_MUS, // 21 + XGETYOU_MUS, // 22 + XTOWER2_MUS, // 23 + LASTMUSIC + } musicnames; + +///////////////////////////////////////////////// +// +// Thanks for playing with MUSE! +// +///////////////////////////////////////////////// diff --git a/WOLFSRC/AUDIOSOD.H b/WOLFSRC/AUDIOSOD.H new file mode 100644 index 0000000..8442242 --- /dev/null +++ b/WOLFSRC/AUDIOSOD.H @@ -0,0 +1,142 @@ +///////////////////////////////////////////////// +// +// MUSE Header for .SOD +// Created Thu Aug 13 09:25:58 1992 +// +///////////////////////////////////////////////// + +#define NUMSOUNDS 81 +#define NUMSNDCHUNKS 267 + +// +// Sound names & indexes +// +typedef enum { + HITWALLSND, // 0 + MISSILEHITSND, // 1 + SELECTITEMSND, // 2 + GHOSTSIGHTSND, // 3 + MOVEGUN2SND, // 4 + MOVEGUN1SND, // 5 + NOWAYSND, // 6 + NAZIHITPLAYERSND, // 7 + MISSILEFIRESND, // 8 + PLAYERDEATHSND, // 9 + DOGDEATHSND, // 10 + ATKGATLINGSND, // 11 + GETKEYSND, // 12 + NOITEMSND, // 13 + WALK1SND, // 14 + WALK2SND, // 15 + TAKEDAMAGESND, // 16 + GAMEOVERSND, // 17 + OPENDOORSND, // 18 + CLOSEDOORSND, // 19 + DONOTHINGSND, // 20 + HALTSND, // 21 + DEATHSCREAM2SND, // 22 + ATKKNIFESND, // 23 + ATKPISTOLSND, // 24 + DEATHSCREAM3SND, // 25 + ATKMACHINEGUNSND, // 26 + HITENEMYSND, // 27 + SHOOTDOORSND, // 28 + DEATHSCREAM1SND, // 29 + GETMACHINESND, // 30 + GETAMMOSND, // 31 + SHOOTSND, // 32 + HEALTH1SND, // 33 + HEALTH2SND, // 34 + BONUS1SND, // 35 + BONUS2SND, // 36 + BONUS3SND, // 37 + GETGATLINGSND, // 38 + ESCPRESSEDSND, // 39 + LEVELDONESND, // 40 + DOGBARKSND, // 41 + ENDBONUS1SND, // 42 + ENDBONUS2SND, // 43 + BONUS1UPSND, // 44 + BONUS4SND, // 45 + PUSHWALLSND, // 46 + NOBONUSSND, // 47 + PERCENT100SND, // 48 + BOSSACTIVESND, // 49 + DEATHSCREAM4SND, // 50 + SCHUTZADSND, // 51 + AHHHGSND, // 52 + DEATHSCREAM5SND, // 53 + DEATHSCREAM7SND, // 54 + DEATHSCREAM8SND, // 55 + LEBENSND, // 56 + DEATHSCREAM6SND, // 57 + NAZIFIRESND, // 58 + BOSSFIRESND, // 59 + SSFIRESND, // 60 + SLURPIESND, // 61 + GHOSTFADESND, // 62 + DEATHSCREAM9SND, // 63 + GETAMMOBOXSND, // 64 + ANGELSIGHTSND, // 65 + SPIONSND, // 66 + NEINSOVASSND, // 67 + DOGATTACKSND, // 68 + ANGELFIRESND, // 69 + TRANSSIGHTSND, // 70 + TRANSDEATHSND, // 71 + WILHELMSIGHTSND, // 72 + WILHELMDEATHSND, // 73 + UBERDEATHSND, // 74 + KNIGHTSIGHTSND, // 75 + KNIGHTDEATHSND, // 76 + ANGELDEATHSND, // 77 + KNIGHTMISSILESND, // 78 + GETSPEARSND, // 79 + ANGELTIREDSND, // 80 + LASTSOUND + } soundnames; + +// +// Base offsets +// +#define STARTPCSOUNDS 0 +#define STARTADLIBSOUNDS 81 +#define STARTDIGISOUNDS 162 +#define STARTMUSIC 243 + +// +// Music names & indexes +// +typedef enum { + XFUNKIE_MUS, // 0 + DUNGEON_MUS, // 1 + XDEATH_MUS, // 2 + GETTHEM_MUS, // 3 + XTIPTOE_MUS, // 4 + GOINGAFT_MUS, // 5 + URAHERO_MUS, // 6 + XTHEEND_MUS, // 7 + NAZI_OMI_MUS, // 8 + POW_MUS, // 9 + TWELFTH_MUS, // 10 + SEARCHN_MUS, // 11 + SUSPENSE_MUS, // 12 + ZEROHOUR_MUS, // 13 + WONDERIN_MUS, // 14 + ULTIMATE_MUS, // 15 + ENDLEVEL_MUS, // 16 + XEVIL_MUS, // 17 + XJAZNAZI_MUS, // 18 + COPYPRO_MUS, // 19 + XAWARD_MUS, // 20 + XPUTIT_MUS, // 21 + XGETYOU_MUS, // 22 + XTOWER2_MUS, // 23 + LASTMUSIC + } musicnames; + +///////////////////////////////////////////////// +// +// Thanks for playing with MUSE! +// +///////////////////////////////////////////////// diff --git a/WOLFSRC/AUDIOWL1.H b/WOLFSRC/AUDIOWL1.H new file mode 100644 index 0000000..a1363df --- /dev/null +++ b/WOLFSRC/AUDIOWL1.H @@ -0,0 +1,133 @@ +///////////////////////////////////////////////// +// +// MUSE Header for .WL1 +// Created Tue Apr 28 23:57:08 1992 +// +///////////////////////////////////////////////// + +#define NUMSOUNDS 69 +#define NUMSNDCHUNKS 234 + +// +// Sound names & indexes +// +typedef enum { + HITWALLSND, // 0 + SELECTWPNSND, // 1 + SELECTITEMSND, // 2 + HEARTBEATSND, // 3 + MOVEGUN2SND, // 4 + MOVEGUN1SND, // 5 + NOWAYSND, // 6 + NAZIHITPLAYERSND, // 7 + NAZIMISSSND, // 8 + PLAYERDEATHSND, // 9 + DOGDEATHSND, // 10 + ATKGATLINGSND, // 11 + GETKEYSND, // 12 + NOITEMSND, // 13 + WALK1SND, // 14 + WALK2SND, // 15 + TAKEDAMAGESND, // 16 + GAMEOVERSND, // 17 + OPENDOORSND, // 18 + CLOSEDOORSND, // 19 + DONOTHINGSND, // 20 + HALTSND, // 21 + DEATHSCREAM2SND, // 22 + ATKKNIFESND, // 23 + ATKPISTOLSND, // 24 + DEATHSCREAM3SND, // 25 + ATKMACHINEGUNSND, // 26 + HITENEMYSND, // 27 + SHOOTDOORSND, // 28 + DEATHSCREAM1SND, // 29 + GETMACHINESND, // 30 + GETAMMOSND, // 31 + SHOOTSND, // 32 + HEALTH1SND, // 33 + HEALTH2SND, // 34 + BONUS1SND, // 35 + BONUS2SND, // 36 + BONUS3SND, // 37 + GETGATLINGSND, // 38 + ESCPRESSEDSND, // 39 + LEVELDONESND, // 40 + DOGBARKSND, // 41 + ENDBONUS1SND, // 42 + ENDBONUS2SND, // 43 + BONUS1UPSND, // 44 + BONUS4SND, // 45 + PUSHWALLSND, // 46 + NOBONUSSND, // 47 + PERCENT100SND, // 48 + BOSSACTIVESND, // 49 + BOSSDIESSND, // 50 + SCHUTZADSND, // 51 + AHHHGSND, // 52 + DIESND, // 53 + EVASND, // 54 + GUTENTAGSND, // 55 + LEBENSND, // 56 + MUTTISND, // 57 + NAZIFIRESND, // 58 + BOSSFIRESND, // 59 + SSFIRESND, // 60 + SLURPIESND, // 61 + TOT_HUNDSND, // 62 + MEINGOTTSND, // 63 + SCHABBSHASND, // 64 + HILTERHASND, // 65 + SPIONSND, // 66 + NEINSOVASSND, // 67 + DOGATTACKSND, // 68 + LASTSOUND + } soundnames; + +// +// Base offsets +// +#define STARTPCSOUNDS 0 +#define STARTADLIBSOUNDS 69 +#define STARTDIGISOUNDS 138 +#define STARTMUSIC 207 + +// +// Music names & indexes +// +typedef enum { + CORNER_MUS, // 0 + DUNGEON_MUS, // 1 + GETOUT_MUS, // 2 + GETTHEM_MUS, // 3 + HEADACHE_MUS, // 4 + HITLWLTZ_MUS, // 5 + INTROCW3_MUS, // 6 + NAZI_NOR_MUS, // 7 + NAZI_OMI_MUS, // 8 + POW_MUS, // 9 + SALUTE_MUS, // 10 + SEARCHN_MUS, // 11 + SUSPENSE_MUS, // 12 + VICTORS_MUS, // 13 + WONDERIN_MUS, // 14 + FUNKYOU_MUS, // 15 + ENDLEVEL_MUS, // 16 + GOINGAFT_MUS, // 17 + PREGNANT_MUS, // 18 + ULTIMATE_MUS, // 19 + NAZI_RAP_MUS, // 20 + ZEROHOUR_MUS, // 21 + TWELFTH_MUS, // 22 + ROSTER_MUS, // 23 + URAHERO_MUS, // 24 + VICMARCH_MUS, // 25 + WARMRCH1_MUS, // 26 + LASTMUSIC + } musicnames; + +///////////////////////////////////////////////// +// +// Thanks for playing with MUSE! +// +///////////////////////////////////////////////// diff --git a/WOLFSRC/AUDIOWL6.H b/WOLFSRC/AUDIOWL6.H new file mode 100644 index 0000000..2e76ed3 --- /dev/null +++ b/WOLFSRC/AUDIOWL6.H @@ -0,0 +1,151 @@ +///////////////////////////////////////////////// +// +// MUSE Header for .WL6 +// Created Tue Jul 14 15:04:53 1992 +// +///////////////////////////////////////////////// + +#define NUMSOUNDS 87 +#define NUMSNDCHUNKS 288 + +// +// Sound names & indexes +// +typedef enum { + HITWALLSND, // 0 + SELECTWPNSND, // 1 + SELECTITEMSND, // 2 + HEARTBEATSND, // 3 + MOVEGUN2SND, // 4 + MOVEGUN1SND, // 5 + NOWAYSND, // 6 + NAZIHITPLAYERSND, // 7 + SCHABBSTHROWSND, // 8 + PLAYERDEATHSND, // 9 + DOGDEATHSND, // 10 + ATKGATLINGSND, // 11 + GETKEYSND, // 12 + NOITEMSND, // 13 + WALK1SND, // 14 + WALK2SND, // 15 + TAKEDAMAGESND, // 16 + GAMEOVERSND, // 17 + OPENDOORSND, // 18 + CLOSEDOORSND, // 19 + DONOTHINGSND, // 20 + HALTSND, // 21 + DEATHSCREAM2SND, // 22 + ATKKNIFESND, // 23 + ATKPISTOLSND, // 24 + DEATHSCREAM3SND, // 25 + ATKMACHINEGUNSND, // 26 + HITENEMYSND, // 27 + SHOOTDOORSND, // 28 + DEATHSCREAM1SND, // 29 + GETMACHINESND, // 30 + GETAMMOSND, // 31 + SHOOTSND, // 32 + HEALTH1SND, // 33 + HEALTH2SND, // 34 + BONUS1SND, // 35 + BONUS2SND, // 36 + BONUS3SND, // 37 + GETGATLINGSND, // 38 + ESCPRESSEDSND, // 39 + LEVELDONESND, // 40 + DOGBARKSND, // 41 + ENDBONUS1SND, // 42 + ENDBONUS2SND, // 43 + BONUS1UPSND, // 44 + BONUS4SND, // 45 + PUSHWALLSND, // 46 + NOBONUSSND, // 47 + PERCENT100SND, // 48 + BOSSACTIVESND, // 49 + MUTTISND, // 50 + SCHUTZADSND, // 51 + AHHHGSND, // 52 + DIESND, // 53 + EVASND, // 54 + GUTENTAGSND, // 55 + LEBENSND, // 56 + SCHEISTSND, // 57 + NAZIFIRESND, // 58 + BOSSFIRESND, // 59 + SSFIRESND, // 60 + SLURPIESND, // 61 + TOT_HUNDSND, // 62 + MEINGOTTSND, // 63 + SCHABBSHASND, // 64 + HITLERHASND, // 65 + SPIONSND, // 66 + NEINSOVASSND, // 67 + DOGATTACKSND, // 68 + FLAMETHROWERSND, // 69 + MECHSTEPSND, // 70 + GOOBSSND, // 71 + YEAHSND, // 72 + DEATHSCREAM4SND, // 73 + DEATHSCREAM5SND, // 74 + DEATHSCREAM6SND, // 75 + DEATHSCREAM7SND, // 76 + DEATHSCREAM8SND, // 77 + DEATHSCREAM9SND, // 78 + DONNERSND, // 79 + EINESND, // 80 + ERLAUBENSND, // 81 + KEINSND, // 82 + MEINSND, // 83 + ROSESND, // 84 + MISSILEFIRESND, // 85 + MISSILEHITSND, // 86 + LASTSOUND + } soundnames; + +// +// Base offsets +// +#define STARTPCSOUNDS 0 +#define STARTADLIBSOUNDS 87 +#define STARTDIGISOUNDS 174 +#define STARTMUSIC 261 + +// +// Music names & indexes +// +typedef enum { + CORNER_MUS, // 0 + DUNGEON_MUS, // 1 + WARMARCH_MUS, // 2 + GETTHEM_MUS, // 3 + HEADACHE_MUS, // 4 + HITLWLTZ_MUS, // 5 + INTROCW3_MUS, // 6 + NAZI_NOR_MUS, // 7 + NAZI_OMI_MUS, // 8 + POW_MUS, // 9 + SALUTE_MUS, // 10 + SEARCHN_MUS, // 11 + SUSPENSE_MUS, // 12 + VICTORS_MUS, // 13 + WONDERIN_MUS, // 14 + FUNKYOU_MUS, // 15 + ENDLEVEL_MUS, // 16 + GOINGAFT_MUS, // 17 + PREGNANT_MUS, // 18 + ULTIMATE_MUS, // 19 + NAZI_RAP_MUS, // 20 + ZEROHOUR_MUS, // 21 + TWELFTH_MUS, // 22 + ROSTER_MUS, // 23 + URAHERO_MUS, // 24 + VICMARCH_MUS, // 25 + PACMAN_MUS, // 26 + LASTMUSIC + } musicnames; + +///////////////////////////////////////////////// +// +// Thanks for playing with MUSE! +// +///////////////////////////////////////////////// diff --git a/WOLFSRC/BUDIOSOD.H b/WOLFSRC/BUDIOSOD.H new file mode 100644 index 0000000..8442242 --- /dev/null +++ b/WOLFSRC/BUDIOSOD.H @@ -0,0 +1,142 @@ +///////////////////////////////////////////////// +// +// MUSE Header for .SOD +// Created Thu Aug 13 09:25:58 1992 +// +///////////////////////////////////////////////// + +#define NUMSOUNDS 81 +#define NUMSNDCHUNKS 267 + +// +// Sound names & indexes +// +typedef enum { + HITWALLSND, // 0 + MISSILEHITSND, // 1 + SELECTITEMSND, // 2 + GHOSTSIGHTSND, // 3 + MOVEGUN2SND, // 4 + MOVEGUN1SND, // 5 + NOWAYSND, // 6 + NAZIHITPLAYERSND, // 7 + MISSILEFIRESND, // 8 + PLAYERDEATHSND, // 9 + DOGDEATHSND, // 10 + ATKGATLINGSND, // 11 + GETKEYSND, // 12 + NOITEMSND, // 13 + WALK1SND, // 14 + WALK2SND, // 15 + TAKEDAMAGESND, // 16 + GAMEOVERSND, // 17 + OPENDOORSND, // 18 + CLOSEDOORSND, // 19 + DONOTHINGSND, // 20 + HALTSND, // 21 + DEATHSCREAM2SND, // 22 + ATKKNIFESND, // 23 + ATKPISTOLSND, // 24 + DEATHSCREAM3SND, // 25 + ATKMACHINEGUNSND, // 26 + HITENEMYSND, // 27 + SHOOTDOORSND, // 28 + DEATHSCREAM1SND, // 29 + GETMACHINESND, // 30 + GETAMMOSND, // 31 + SHOOTSND, // 32 + HEALTH1SND, // 33 + HEALTH2SND, // 34 + BONUS1SND, // 35 + BONUS2SND, // 36 + BONUS3SND, // 37 + GETGATLINGSND, // 38 + ESCPRESSEDSND, // 39 + LEVELDONESND, // 40 + DOGBARKSND, // 41 + ENDBONUS1SND, // 42 + ENDBONUS2SND, // 43 + BONUS1UPSND, // 44 + BONUS4SND, // 45 + PUSHWALLSND, // 46 + NOBONUSSND, // 47 + PERCENT100SND, // 48 + BOSSACTIVESND, // 49 + DEATHSCREAM4SND, // 50 + SCHUTZADSND, // 51 + AHHHGSND, // 52 + DEATHSCREAM5SND, // 53 + DEATHSCREAM7SND, // 54 + DEATHSCREAM8SND, // 55 + LEBENSND, // 56 + DEATHSCREAM6SND, // 57 + NAZIFIRESND, // 58 + BOSSFIRESND, // 59 + SSFIRESND, // 60 + SLURPIESND, // 61 + GHOSTFADESND, // 62 + DEATHSCREAM9SND, // 63 + GETAMMOBOXSND, // 64 + ANGELSIGHTSND, // 65 + SPIONSND, // 66 + NEINSOVASSND, // 67 + DOGATTACKSND, // 68 + ANGELFIRESND, // 69 + TRANSSIGHTSND, // 70 + TRANSDEATHSND, // 71 + WILHELMSIGHTSND, // 72 + WILHELMDEATHSND, // 73 + UBERDEATHSND, // 74 + KNIGHTSIGHTSND, // 75 + KNIGHTDEATHSND, // 76 + ANGELDEATHSND, // 77 + KNIGHTMISSILESND, // 78 + GETSPEARSND, // 79 + ANGELTIREDSND, // 80 + LASTSOUND + } soundnames; + +// +// Base offsets +// +#define STARTPCSOUNDS 0 +#define STARTADLIBSOUNDS 81 +#define STARTDIGISOUNDS 162 +#define STARTMUSIC 243 + +// +// Music names & indexes +// +typedef enum { + XFUNKIE_MUS, // 0 + DUNGEON_MUS, // 1 + XDEATH_MUS, // 2 + GETTHEM_MUS, // 3 + XTIPTOE_MUS, // 4 + GOINGAFT_MUS, // 5 + URAHERO_MUS, // 6 + XTHEEND_MUS, // 7 + NAZI_OMI_MUS, // 8 + POW_MUS, // 9 + TWELFTH_MUS, // 10 + SEARCHN_MUS, // 11 + SUSPENSE_MUS, // 12 + ZEROHOUR_MUS, // 13 + WONDERIN_MUS, // 14 + ULTIMATE_MUS, // 15 + ENDLEVEL_MUS, // 16 + XEVIL_MUS, // 17 + XJAZNAZI_MUS, // 18 + COPYPRO_MUS, // 19 + XAWARD_MUS, // 20 + XPUTIT_MUS, // 21 + XGETYOU_MUS, // 22 + XTOWER2_MUS, // 23 + LASTMUSIC + } musicnames; + +///////////////////////////////////////////////// +// +// Thanks for playing with MUSE! +// +///////////////////////////////////////////////// diff --git a/WOLFSRC/BUDIOWL6.H b/WOLFSRC/BUDIOWL6.H new file mode 100644 index 0000000..f2f11ec --- /dev/null +++ b/WOLFSRC/BUDIOWL6.H @@ -0,0 +1,151 @@ +///////////////////////////////////////////////// +// +// MUSE Header for .WL6 +// Created Sat May 30 18:41:31 1992 +// +///////////////////////////////////////////////// + +#define NUMSOUNDS 87 +#define NUMSNDCHUNKS 288 + +// +// Sound names & indexes +// +typedef enum { + HITWALLSND, // 0 + SELECTWPNSND, // 1 + SELECTITEMSND, // 2 + HEARTBEATSND, // 3 + MOVEGUN2SND, // 4 + MOVEGUN1SND, // 5 + NOWAYSND, // 6 + NAZIHITPLAYERSND, // 7 + SCHABBSTHROWSND, // 8 + PLAYERDEATHSND, // 9 + DOGDEATHSND, // 10 + ATKGATLINGSND, // 11 + GETKEYSND, // 12 + NOITEMSND, // 13 + WALK1SND, // 14 + WALK2SND, // 15 + TAKEDAMAGESND, // 16 + GAMEOVERSND, // 17 + OPENDOORSND, // 18 + CLOSEDOORSND, // 19 + DONOTHINGSND, // 20 + HALTSND, // 21 + DEATHSCREAM2SND, // 22 + ATKKNIFESND, // 23 + ATKPISTOLSND, // 24 + DEATHSCREAM3SND, // 25 + ATKMACHINEGUNSND, // 26 + HITENEMYSND, // 27 + SHOOTDOORSND, // 28 + DEATHSCREAM1SND, // 29 + GETMACHINESND, // 30 + GETAMMOSND, // 31 + SHOOTSND, // 32 + HEALTH1SND, // 33 + HEALTH2SND, // 34 + BONUS1SND, // 35 + BONUS2SND, // 36 + BONUS3SND, // 37 + GETGATLINGSND, // 38 + ESCPRESSEDSND, // 39 + LEVELDONESND, // 40 + DOGBARKSND, // 41 + ENDBONUS1SND, // 42 + ENDBONUS2SND, // 43 + BONUS1UPSND, // 44 + BONUS4SND, // 45 + PUSHWALLSND, // 46 + NOBONUSSND, // 47 + PERCENT100SND, // 48 + BOSSACTIVESND, // 49 + MUTTISND, // 50 + SCHUTZADSND, // 51 + AHHHGSND, // 52 + DIESND, // 53 + EVASND, // 54 + GUTENTAGSND, // 55 + LEBENSND, // 56 + SCHEISTSND, // 57 + NAZIFIRESND, // 58 + BOSSFIRESND, // 59 + SSFIRESND, // 60 + SLURPIESND, // 61 + TOT_HUNDSND, // 62 + MEINGOTTSND, // 63 + SCHABBSHASND, // 64 + HITLERHASND, // 65 + SPIONSND, // 66 + NEINSOVASSND, // 67 + DOGATTACKSND, // 68 + FLAMETHROWERSND, // 69 + MECHSTEPSND, // 70 + GOOBSSND, // 71 + YEAHSND, // 72 + DEATHSCREAM4SND, // 73 + DEATHSCREAM5SND, // 74 + DEATHSCREAM6SND, // 75 + DEATHSCREAM7SND, // 76 + DEATHSCREAM8SND, // 77 + DEATHSCREAM9SND, // 78 + DONNERSND, // 79 + EINESND, // 80 + ERLAUBENSND, // 81 + KEINSND, // 82 + MEINSND, // 83 + ROSESND, // 84 + MISSILEFIRESND, // 85 + MISSILEHITSND, // 86 + LASTSOUND + } soundnames; + +// +// Base offsets +// +#define STARTPCSOUNDS 0 +#define STARTADLIBSOUNDS 87 +#define STARTDIGISOUNDS 174 +#define STARTMUSIC 261 + +// +// Music names & indexes +// +typedef enum { + CORNER_MUS, // 0 + DUNGEON_MUS, // 1 + WARMARCH_MUS, // 2 + GETTHEM_MUS, // 3 + HEADACHE_MUS, // 4 + HITLWLTZ_MUS, // 5 + INTROCW3_MUS, // 6 + NAZI_NOR_MUS, // 7 + NAZI_OMI_MUS, // 8 + POW_MUS, // 9 + SALUTE_MUS, // 10 + SEARCHN_MUS, // 11 + SUSPENSE_MUS, // 12 + VICTORS_MUS, // 13 + WONDERIN_MUS, // 14 + FUNKYOU_MUS, // 15 + ENDLEVEL_MUS, // 16 + GOINGAFT_MUS, // 17 + PREGNANT_MUS, // 18 + ULTIMATE_MUS, // 19 + NAZI_RAP_MUS, // 20 + ZEROHOUR_MUS, // 21 + TWELFTH_MUS, // 22 + ROSTER_MUS, // 23 + URAHERO_MUS, // 24 + VICMARCH_MUS, // 25 + PACMAN_MUS, // 26 + LASTMUSIC + } musicnames; + +///////////////////////////////////////////////// +// +// Thanks for playing with MUSE! +// +///////////////////////////////////////////////// diff --git a/WOLFSRC/C0.ASM b/WOLFSRC/C0.ASM new file mode 100644 index 0000000..0284256 --- /dev/null +++ b/WOLFSRC/C0.ASM @@ -0,0 +1,841 @@ + NAME c0 + PAGE 60,132 + LOCALS +;[]------------------------------------------------------------[] +;| C0.ASM -- Start Up Code | +;| | +;| Turbo C++ Run Time Library | +;| | +;| Copyright (c) 1987, 1991 by Borland International Inc. | +;| All Rights Reserved. | +;[]------------------------------------------------------------[] + + __C0__ = 1 +INCLUDE RULES.ASI + +; Segment and Group declarations + +_TEXT SEGMENT BYTE PUBLIC 'CODE' + ENDS +_FARDATA SEGMENT PARA PUBLIC 'FAR_DATA' + ENDS +_FARBSS SEGMENT PARA PUBLIC 'FAR_BSS' + ENDS +IFNDEF __TINY__ +_OVERLAY_ SEGMENT PARA PUBLIC 'OVRINFO' + ENDS +_1STUB_ SEGMENT PARA PUBLIC 'STUBSEG' + ENDS +ENDIF +_DATA SEGMENT PARA PUBLIC 'DATA' + ENDS +_INIT_ SEGMENT WORD PUBLIC 'INITDATA' +InitStart label byte + ENDS +_INITEND_ SEGMENT BYTE PUBLIC 'INITDATA' +InitEnd label byte + ENDS +_EXIT_ SEGMENT WORD PUBLIC 'EXITDATA' +ExitStart label byte + ENDS +_EXITEND_ SEGMENT BYTE PUBLIC 'EXITDATA' +ExitEnd label byte + ENDS +_CVTSEG SEGMENT WORD PUBLIC 'DATA' + ENDS +_SCNSEG SEGMENT WORD PUBLIC 'DATA' + ENDS +IFNDEF __HUGE__ + _BSS SEGMENT WORD PUBLIC 'BSS' + ENDS + _BSSEND SEGMENT BYTE PUBLIC 'BSSEND' + ENDS +ENDIF +IFNDEF __TINY__ + _STACK SEGMENT STACK 'STACK' + ENDS +ENDIF + + ASSUME CS:_TEXT, DS:DGROUP + +; External References + +extrn _main:DIST +extrn _exit:DIST +extrn __exit:DIST +extrn __nfile:word +extrn __setupio:near ;required! +extrn __stklen:word +IF LDATA EQ false +extrn __heaplen:word +ENDIF + + SUBTTL Start Up Code + PAGE +;/* */ +;/*-----------------------------------------------------*/ +;/* */ +;/* Start Up Code */ +;/* ------------- */ +;/* */ +;/*-----------------------------------------------------*/ +;/* */ +PSPHigh equ 00002h +PSPEnv equ 0002ch +PSPCmd equ 00080h + + public __AHINCR +__AHINCR equ 1000h + public __AHSHIFT +__AHSHIFT equ 12 + +IFDEF __NOFLOAT__ +MINSTACK equ 128 ; minimal stack size in words +ELSE +MINSTACK equ 256 ; minimal stack size in words +ENDIF +; +; At the start, DS and ES both point to the segment prefix. +; SS points to the stack segment except in TINY model where +; SS is equal to CS +; +_TEXT SEGMENT +IFDEF __TINY__ + ORG 100h +ENDIF +STARTX PROC NEAR +; Save general information, such as : +; DGROUP segment address +; DOS version number +; Program Segment Prefix address +; Environment address +; Top of far heap + +IFDEF __TINY__ + mov dx, cs ; DX = GROUP Segment address +ELSE + mov dx, DGROUP ; DX = GROUP Segment address +ENDIF +IFNDEF __BOSS__ + mov cs:DGROUP@@, dx ; __BOSS__ +ENDIF + mov ah, 30h + int 21h ; get DOS version number + mov bp, ds:[PSPHigh]; BP = Highest Memory Segment Addr + mov bx, ds:[PSPEnv] ; BX = Environment Segment address + mov ds, dx + mov _version@, ax ; Keep major and minor version number + mov _psp@, es ; Keep Program Segment Prefix address + mov _envseg@, bx ; Keep Environment Segment address + mov word ptr _heaptop@ + 2, bp +; +; Save several vectors and install default divide by zero handler. +; + call SaveVectors + +;=================== +; +; IDsoft - Check to make sure that we're running on a 286 or better + + pushf ; Save original flags + xor ax,ax ; Clear AX + push ax + popf ; Try to pop the 0 + pushf + pop ax ; Get results of popping 0 into flags + popf ; Restore original flags + or ax,ax + jns @@Have286 ; If no sign bit, have a 286 + + mov cx, lgth_no286MSG + mov dx, offset DGROUP: no286MSG + jmp MsgExit3 + +@@Have286: +; IDsoft - End of modifications (there's also a code segment string) +; +;=================== + +IFDEF __BOSS__ +; Determine if in real mode + mov ax,0FB42h ; find out if DPMI loader is here + mov bx,1 ; get info function + int 2fh ; + + push ax ; + mov ax, cs ; now, save DGROUP + add ax, cx ; + mov es, ax ; + mov dx, ds ; + mov es:DGROUP@@, dx ; + mov es:CSalias@@, ax ; + pop ax ; + +; cmp ax,0001h ; if not "TRUE" +; JNE InRealMode + +; 8 is the value of the alias selector +; in this system + MOV _protected@, cx + MOV _hugeincval@, cx + clc + mov ax, cx + xor cx, cx + or ax, ax + je @@gotshift +@@shiftcnt: + rcr ax,1 + jc @@gotshift + inc cx + jmp @@shiftcnt +@@gotshift: + mov _shiftcount@,cx + +; used by emulator +; PUSH DS +; MOV AX, 0E502H ; prot kernel function, get LDT alias +; INT 21H +; POP DS +; MOV _LDT@, AX + +; cmp _protected@,0001h ; if not "TRUE" +; JNE InRealMode + + .286P +IFE LDATA + mov dx, ds ; +; LSL AX, DX ; +; DEC AX ; + MOV AX, 0FFFEh ; + MOV SP, AX ; + MOV SS, DX ; +ENDIF + .8086 +; JMP BossSkip + +InRealMode label near + +ENDIF + +; Count the number of environment variables and compute the size. +; Each variable is ended by a 0 and a zero-length variable stops +; the environment. The environment can NOT be greater than 32k. + + les di, dword ptr _envLng@ + mov ax, di + mov bx, ax + mov cx, 07FFFh ; Environment cannot be > 32 Kbytes + cld +@@EnvLoop: + repnz scasb + jcxz InitFailed ; Bad environment !!! +IFDEF __BOSS__ + jmp InitOK +InitFailed: jmp near ptr _abort +InitOK: +ENDIF + + inc bx ; BX = Nb environment variables + cmp es:[di], al + jne @@EnvLoop ; Next variable ... + or ch, 10000000b + neg cx + mov _envLng@, cx ; Save Environment size + mov cx, dPtrSize / 2 + shl bx, cl + add bx, dPtrSize * 4 + and bx, not ((dPtrSize * 4) - 1) + mov _envSize@, bx ; Save Environment Variables Nb. + +IFNDEF __BOSS__ + +; Determine the amount of memory that we need to keep + +IFDEF _DSSTACK_ + mov dx, ds +ELSE + mov dx, ss +ENDIF + sub bp, dx ; BP = remaining size in paragraphs +IF LDATA + mov di, seg __stklen + mov es, di + mov di, es:__stklen ; DI = Requested stack size +ELSE + mov di, __stklen ; DI = Requested stack size +ENDIF +; +; Make sure that the requested stack size is at least MINSTACK words. +; + cmp di, 2*MINSTACK ; requested stack big enough ? + jae AskedStackOK + mov di, 2*MINSTACK ; no --> use minimal value +IF LDATA + mov es:__stklen, di ; override requested stack size +ELSE + mov __stklen, di ; override requested stack size +ENDIF + +AskedStackOK label near +IFDEF _DSSTACK_ + add di, offset DGROUP: edata@ + jb InitFailed ; DATA segment can NOT be > 64 Kbytes +ENDIF +IF LDATA EQ false + add di, __heaplen + jb InitFailed ; DATA segment can NOT be > 64 Kbytes +ENDIF + mov cl, 4 + shr di, cl ; $$$ Do not destroy CL $$$ + inc di ; DI = DS size in paragraphs + cmp bp, di +IF LDATA EQ false + jb InitFailed ; Not enough memory + cmp __stklen, 0 + je ExpandDS ; Expand DS up to 64 Kb + cmp __heaplen, 0 + jne ExcessOfMemory ; Much more available than needed +ExpandDS label near + mov di, 1000h + cmp bp, di + ja ExcessOfMemory ; Enough to run the program + mov di, bp + jmp short ExcessOfMemory ; Enough to run the program +ELSE + jnb ExcessOfMemory ; Much more available than needed +ENDIF + +; All initialization errors arrive here + +InitFailed label near + jmp near ptr _abort + +; Return to DOS the amount of memory in excess +; Set far heap base and pointer + +ExcessOfMemory label near + mov bx, di + add bx, dx + mov word ptr _heapbase@ + 2, bx + mov word ptr _brklvl@ + 2, bx + mov ax, _psp@ + sub bx, ax ; BX = Number of paragraphs to keep + mov es, ax ; ES = Program Segment Prefix address + mov ah, 04Ah + push di ; preserve DI + int 021h ; this call clobbers SI,DI,BP !!!!!! + pop di ; restore DI + + shl di, cl ; $$$ CX is still equal to 4 $$$ + + cli ; req'd for pre-1983 88/86s + mov ss, dx ; Set the program stack + mov sp, di + sti + +IFNDEF _DSSTACK_ + mov ax, seg __stklen + mov es, ax + mov es:__stklen, di ; If separate stack segment, save size +ENDIF + +ENDIF ; __BOSS__ + +IFNDEF __HUGE__ + +; Reset uninitialized data area + + xor ax, ax + mov es, cs:DGROUP@@ + mov di, offset DGROUP: bdata@ + mov cx, offset DGROUP: edata@ + sub cx, di + cld + rep stosb +ENDIF + +; If default number of file handles have changed then tell DOS + cmp __nfile, 20 + jbe @@NoChange + + cmp _osmajor@, 3 ; Check for >= DOS 3.3 + jb @@NoChange + ja @@DoChange + cmp _osminor@, 1Eh + jb @@NoChange +@@DoChange: + mov ax, 5801h ; Set last fit allocation + mov bx, 2 + int 21h + jc @@BadInit + + mov ah, 67h ; Expand handle table + mov bx, __nfile + int 21h + jc @@BadInit + + mov ah, 48h ; Allocate 16 bytes to find new + mov bx, 1 ; top of memory address + int 21h + jc @@BadInit + inc ax ; Adjust address to point after block + mov word ptr _heaptop@ + 2, ax + + dec ax ; Change back and release block + mov es, ax + mov ah, 49h + int 21h + jc @@BadInit + + mov ax, 5801h ; Set first fit allocation + mov bx, 0 + int 21h + jnc @@NoChange + +@@BadInit: jmp near ptr _abort + +@@NoChange: + +; Prepare main arguments + + mov ah, 0 + int 1ah ; get current BIOS time in ticks + mov word ptr _StartTime@,dx ; save it for clock() fn + mov word ptr _StartTime@+2,cx + or al,al ; was midnight flag set? + jz @@NotMidnight + mov ax,40h ; set BIOS midnight flag + mov es,ax ; at 40:70 + mov bx,70h + mov byte ptr es:[bx],1 + +@@NotMidnight: + xor bp,bp ; set BP to 0 for overlay mgr + + mov es, cs:DGROUP@@ + mov si,offset DGROUP:InitStart ;si = start of table + mov di,offset DGROUP:InitEnd ;di = end of table + call StartExit + +; ExitCode = main(argc,argv,envp); + +IF LDATA + push word ptr __C0environ+2 + push word ptr __C0environ + push word ptr __C0argv+2 + push word ptr __C0argv +ELSE + push word ptr __C0environ + push word ptr __C0argv +ENDIF + push __C0argc + call _main + +; Flush and close streams and files + + push ax + call _exit + +;--------------------------------------------------------------------------- +; _cleanup() call all #pragma exit cleanup routines. +; _checknull() check for null pointer zapping copyright message +; _terminate(int) exit program with error code +; +; These functions are called by exit(), _exit(), _cexit(), +; and _c_exit(). +;--------------------------------------------------------------------------- + +; Call cleanup routines + +__cleanup PROC DIST + PUBLIC __cleanup + + mov es, cs:DGROUP@@ + push si + push di + mov si,offset DGROUP:ExitStart + mov di,offset DGROUP:ExitEnd + call StartExit + pop di + pop si + ret +__cleanup ENDP + +; Check for null pointers before exit + +__checknull PROC DIST + PUBLIC __checknull + +IF LDATA EQ false + IFNDEF __TINY__ + push si + push di + mov es, cs:DGROUP@@ + xor ax, ax + mov si, ax + mov cx, lgth_CopyRight +ComputeChecksum label near + add al, es:[si] + adc ah, 0 + inc si + loop ComputeChecksum + sub ax, CheckSum + jz @@SumOk + mov cx, lgth_NullCheck + mov dx, offset DGROUP: NullCheck + call ErrorDisplay +@@SumOK: pop di + pop si + ENDIF +ENDIF + ret +__checknull ENDP + +; Exit to DOS + +__terminate PROC DIST + PUBLIC __terminate + mov bp,sp + mov ah,4Ch + mov al,[bp+cPtrSize] + int 21h ; Exit to DOS +__terminate ENDP + +STARTX ENDP + + SUBTTL Vector save/restore & default Zero divide routines + PAGE +;[]------------------------------------------------------------[] +;| | +;| Interrupt Save/Restore routines and default divide by zero | +;| handler. | +;| | +;[]------------------------------------------------------------[] + +ZeroDivision PROC FAR + mov cx, lgth_ZeroDivMSG + mov dx, offset DGROUP: ZeroDivMSG + jmp MsgExit3 +ZeroDivision ENDP + +;-------------------------------------------------------------------------- +; savevectors() +; +; Save vectors for 0, 4, 5 & 6 interrupts. This is for extended +; signal()/raise() support as the signal functions can steal these +; vectors during runtime. +;-------------------------------------------------------------------------- +SaveVectors PROC NEAR + push ds +; Save INT 0 + mov ax, 3500h + int 021h + mov word ptr _Int0Vector@, bx + mov word ptr _Int0Vector@+2, es +; Save INT 4 + mov ax, 3504h + int 021h + mov word ptr _Int4Vector@, bx + mov word ptr _Int4Vector@+2, es +; Save INT 5 + mov ax, 3505h + int 021h + mov word ptr _Int5Vector@, bx + mov word ptr _Int5Vector@+2, es +; Save INT 6 + mov ax, 3506h + int 021h + mov word ptr _Int6Vector@, bx + mov word ptr _Int6Vector@+2, es +; +; Install default divide by zero handler. +; + mov ax, 2500h + mov dx, cs + mov ds, dx + mov dx, offset ZeroDivision + int 21h + + pop ds + ret +SaveVectors ENDP + +;-------------------------------------------------------------------------- +; _restorezero() puts back all the vectors that SaveVectors took. +; +;NOTE : TSRs must BE AWARE that signal() functions which take these +; vectors will be deactivated if the keep() function is executed. +; If a TSR wants to use the signal functions when it is active it +; will have to save/restore these vectors itself when activated and +; deactivated. +;-------------------------------------------------------------------------- +__restorezero PROC DIST + PUBLIC __restorezero +IFDEF __HUGE__ + push ds + mov ds, cs: DGROUP@@ +ENDIF + push ds + mov ax, 2500h + lds dx, _Int0Vector@ + int 21h + pop ds + + push ds + mov ax, 2504h + lds dx, _Int4Vector@ + int 21h + pop ds + + push ds + mov ax, 2505h + lds dx, _Int5Vector@ + int 21h + pop ds + +IFNDEF __HUGE__ + push ds +ENDIF + mov ax, 2506h + lds dx, _Int6Vector@ + int 21h + pop ds + + ret + ENDP + +;------------------------------------------------------------------ +; Loop through a startup/exit (SE) table, +; calling functions in order of priority. +; ES:SI is assumed to point to the beginning of the SE table +; ES:DI is assumed to point to the end of the SE table +; First 64 priorities are reserved by Borland +;------------------------------------------------------------------ +PNEAR EQU 0 +PFAR EQU 1 +NOTUSED EQU 0ffh + +SE STRUC +calltype db ? ; 0=near,1=far,ff=not used +priority db ? ; 0=highest,ff=lowest +addrlow dw ? +addrhigh dw ? +SE ENDS + +StartExit proc near +@@Start: cmp si,offset DGROUP:InitStart ; startup or exit? + je @@StartLow ; it's startup + xor ah,ah ; start with high priority + jmp short @@SaveEnd +@@StartLow: mov ah,0ffh ;start with lowest priority +@@SaveEnd: mov dx,di ;set sentinel to end of table + mov bx,si ;bx = start of table + +@@TopOfTable: cmp bx,di ;and the end of the table? + je @@EndOfTable ;yes, exit the loop + cmp es:[bx.calltype],NOTUSED;check the call type + je @@Next + cmp si,offset DGROUP:InitStart ; startup or exit? + je @@CompareHigh ; it's startup + cmp ah,es:[bx.priority] ; it's exit + jmp short @@CheckPrior ; if priority too low, skip +@@CompareHigh: cmp es:[bx.priority],ah ;check the priority +@@CheckPrior: ja @@Next ;too high? skip + mov ah,es:[bx.priority] ;keep priority + mov dx,bx ;keep index in dx +@@Next: add bx,SIZE SE ;bx = next item in table + jmp @@TopOfTable + +@@EndOfTable: cmp dx,di ;did we exhaust the table? + je @@Done ;yes, quit + mov bx,dx ;bx = highest priority item + cmp es:[bx.calltype],PNEAR ;is it near or far? + mov es:[bx.calltype],NOTUSED;wipe the call type + push es ;save es + je @@NearCall + +@@FarCall: call DWORD PTR es:[bx.addrlow] + pop es ;restore es + jmp short @@Start + +@@NearCall: call WORD PTR es:[bx.addrlow] + pop es ;restore es + jmp short @@Start + +@@Done: ret + endp + +;------------------------------------------------------------------ + +ErrorDisplay PROC NEAR + mov ah, 040h + mov bx, 2 + int 021h + ret +ErrorDisplay ENDP + +_abort PROC DIST + PUBLIC _abort + mov cx, lgth_abortMSG + mov dx, offset DGROUP: abortMSG +MsgExit3 label near + mov ds, cs: DGROUP@@ + call ErrorDisplay +CallExit3 label near + mov ax, 3 + push ax + call __exit ; _exit(3); + ENDP + +; The DGROUP@ variable is used to reload DS with DGROUP + +PubSym@ DGROUP@, , __PASCAL__ + +IFDEF __BOSS__ +PubSym@ CSalias@,, __PASCAL__ +ENDIF + + +; __MMODEL is used to determine the memory model or the default +; pointer types at run time. + + public __MMODEL +__MMODEL dw MMODEL + +_TEXT ENDS + + SUBTTL Start Up Data Area + PAGE +;[]------------------------------------------------------------[] +;| Start Up Data Area | +;| | +;| WARNING Do not move any variables in the data | +;| segment unless you're absolutely sure | +;| that it does not matter. | +;[]------------------------------------------------------------[] + +_DATA SEGMENT + +; Magic symbol used by the debug info to locate the data segment + public DATASEG@ +DATASEG@ label byte + +; The CopyRight string must NOT be moved or changed without +; changing the null pointer check logic + +CopyRight db 4 dup(0) + db 'Borland C++ - Copyright 1991 Borland Intl.',0 +lgth_CopyRight equ $ - CopyRight + +IF LDATA EQ false +IFNDEF __TINY__ +CheckSum equ 00D5Ch +NullCheck db 'Null pointer assignment', 13, 10 +lgth_NullCheck equ $ - NullCheck +ENDIF +ENDIF + +ZeroDivMSG db 'Divide error', 13, 10 +lgth_ZeroDivMSG equ $ - ZeroDivMSG + +abortMSG db 'Abnormal program termination', 13, 10 +lgth_abortMSG equ $ - abortMSG + +; JAB - Added string for no 286 +no286MSG db 'Sorry, this program requires a 286 or better.', 13, 10 +lgth_no286MSG equ $ - no286MSG +; JAB - End of modifications + +; +; Interrupt vector save areas +; +; Interrupt vectors 0,4,5 & 6 are saved at startup and then restored +; when the program terminates. The signal/raise functions might +; steal these vectors during execution. +; +; Note: These vectors save area must not be altered +; without changing the save/restore logic. +; +PubSym@ _Int0Vector
, __CDECL__ +PubSym@ _Int4Vector
, __CDECL__ +PubSym@ _Int5Vector
, __CDECL__ +PubSym@ _Int6Vector
, __CDECL__ +; +; Miscellaneous variables +; +PubSym@ _C0argc, , __CDECL__ +dPtrPub@ _C0argv, 0, __CDECL__ +dPtrPub@ _C0environ, 0, __CDECL__ +PubSym@ _envLng, , __CDECL__ +PubSym@ _envseg, , __CDECL__ +PubSym@ _envSize, , __CDECL__ +PubSym@ _psp, , __CDECL__ +PubSym@ _version,
, __CDECL__ +PubSym@ _brklvl,
, __CDECL__ +PubSym@ _heaptop,
, __CDECL__ + +; If stack in DS and Large data model then override location of __emu + +IFDEF _DSSTACK_ +IF LDATA +public __emu +__emu db 044h DUP (0) + db 0CCh DUP (?) +ENDIF +ENDIF + +_DATA ENDS + + +_CVTSEG SEGMENT +PubSym@ _RealCvtVector,
, sName + ENDM + +dPtrPub@ MACRO Sym, VALUE, sName ;; Global Data Pointer +PubSym@ Sym,
, sName + ENDM + +dPtrExt@ MACRO Sym, sName ;; External Data Pointer +ExtSym@ Sym, DWORD, sName + ENDM +ELSE +DPTR_ equ WORD PTR +dPtrSize equ 2 +LES_ equ MOV +ES_ equ DS: +SS_ equ DS: +LDS_ equ MOV + +pushDS_ MACRO + ENDM + +popDS_ MACRO + ENDM + +PushPtr MACRO dPtrOff, dPtrSeg + PUSH dPtrOff + ENDM + +dPtr@ MACRO Sym, VALUE, sName ;; Static Data pointer +Static@ Sym, , sName + ENDM + +dPtrPub@ MACRO Sym, VALUE, sName ;; Global Data Pointer +PubSym@ Sym, , sName + ENDM + +dPtrExt@ MACRO Sym, sName ;; External Data Pointer +ExtSym@ Sym, WORD, sName + ENDM +ENDIF + PAGE +;[]------------------------------------------------------------[] +;| | +;| Macros which are Code Size Dependent | +;| | +;[]------------------------------------------------------------[] + +IF LPROG +CPTR_ equ DWORD PTR +cPtrSize equ 4 + +Proc@ MACRO Sym, sName ;; Open a Static function +Static@ Sym, , sName + ENDM + +PubProc@ MACRO Sym, sName ;; Open a Public function +PubSym@ Sym, , sName + ENDM + +ExtProc@ MACRO Sym, sName ;; External Function +ExtSym@ Sym, FAR, sName + ENDM + +cPtr@ MACRO Sym, VALUE, sName ;; Static Function pointer +Static@ Sym,
, sName + ENDM + +cPtrPub@ MACRO Sym, VALUE, sName;; Global Function Pointer +PubSym@ Sym,
, sName + ENDM + +cPtrExt@ MACRO Sym, sName ;; External Function Pointer +ExtSym@ Sym, DWORD, sName + ENDM +ELSE +CPTR_ equ WORD PTR +cPtrSize equ 2 + +Proc@ MACRO Sym, sName ;; Open a Static function +Static@ Sym, , sName + ENDM + +PubProc@ MACRO Sym, sName ;; Open a Public function +PubSym@ Sym, , sName + ENDM + +ExtProc@ MACRO Sym, sName ;; External Function +ExtSym@ Sym, NEAR, sName + ENDM + +cPtr@ MACRO Sym, VALUE, sName ;; Static Function pointer +Static@ Sym, , sName + ENDM + +cPtrPub@ MACRO Sym, VALUE, sName ;; Global Function Pointer +PubSym@ Sym, , sName + ENDM + +cPtrExt@ MACRO Sym, sName ;; External Function Pointer +ExtSym@ Sym, WORD, sName + ENDM +ENDIF + +EndProc@ MACRO Sym, sName ;; Close a function +Static@ Sym, ENDP, sName + ENDM + + PAGE +;[]------------------------------------------------------------[] +;| | +;| Miscellaneous Definitions | +;| | +;[]------------------------------------------------------------[] + +;*** Set up some macros for procedure parameters and export/import + +nearCall STRUC +nearBP dw ? +nearIP dw ? +nearParam dw ? +nearCall ENDS + +farCall STRUC +farBP dw ? +farCSIP dd ? +aParam dw ? +farCall ENDS + +;*** Next, we define some convenient structures to access the parts +; of larger objects. + +_twoBytes STRUC +BY0 db ? +BY1 db ? +_twoBytes ENDS + +_fourWords STRUC +W0 dw ? +W1 dw ? +W2 dw ? +W3 dw ? +_fourWords ENDS + +_twoDwords STRUC +DD0 dd ? +DD1 dd ? +_twoDwords ENDS + +_aFloat STRUC +double dq ? +_aFloat ENDS + +; How to invoke MSDOS. + +MSDOS@ MACRO + int 21h + ENDM + PAGE + +; The next section concerns the use of registers. SI and DI are used +; for register variables, and must be conserved. + +; Registers AX, BX, CX, DX will not be preserved across function calls. + +; Firstly, the registers to be conserved through function calls, including +; the setup of local variables. + +link@ MACRO _si,_di,_ES,locals + push bp + mov bp, sp + IFNB + lea sp, locals + ENDIF + IFNB <_si> + push si + ENDIF + IFNB <_di> + push di + ENDIF +ENDM + +unLink@ MACRO _si,_di,_ES,locals + IFNB <_di> + pop di + ENDIF + IFNB <_si> + pop si + ENDIF + IFNB + mov sp, bp + ENDIF + pop bp +ENDM + +.LIST diff --git a/WOLFSRC/SDMVER.H b/WOLFSRC/SDMVER.H new file mode 100644 index 0000000..ed4948f --- /dev/null +++ b/WOLFSRC/SDMVER.H @@ -0,0 +1,8 @@ +#define SPEAR +#define SPEARDEMO +#define ARTSEXTERN +#define DEMOSEXTERN +#define CARMACIZED +//#define MYPROFILE +//#define DEBCHECK +//#define UPLOAD diff --git a/WOLFSRC/SHAREMSG.H b/WOLFSRC/SHAREMSG.H new file mode 100644 index 0000000..8e4d588 --- /dev/null +++ b/WOLFSRC/SHAREMSG.H @@ -0,0 +1,9 @@ +"This game is shareware.\n" +"Share it with everyone.\n" +"Thanks.\n\n" +" Id Software\n" + +"This game is NOT shareware.\n" +"Please do not distribute it.\n" +"Thanks.\n\n" +" Id Software\n" diff --git a/WOLFSRC/SODVER.H b/WOLFSRC/SODVER.H new file mode 100644 index 0000000..e5f9448 --- /dev/null +++ b/WOLFSRC/SODVER.H @@ -0,0 +1,7 @@ +#define SPEAR +#define ARTSEXTERN +#define DEMOSEXTERN +#define CARMACIZED +//#define MYPROFILE +//#define DEBCHECK +//#define UPLOAD diff --git a/WOLFSRC/SPANISH.H b/WOLFSRC/SPANISH.H new file mode 100644 index 0000000..126fc20 --- /dev/null +++ b/WOLFSRC/SPANISH.H @@ -0,0 +1,112 @@ +#define QUITSUR "Estas seguro que quieres\n"\ + "parar este gran juego?" + +#define CURGAME "Ahora estas en\n"\ + "un juego. Si continuas\n"\ + "borras el juego viejo. O.K.?" + +#define GAMESVD "Ya hay un juego\n"\ + "guardado en esta posicion.\n"\ + "sobre-escribir?" + +#define ENDGAMESTR "Estas seguro que quieres\n"\ + "terminar el juego que\n"\ + "estas jugando? (S o N):" + +#define STR_NG "Juego nuevo" +#define STR_SD "Sonido" +#define STR_CL "Control" +#define STR_LG "Cargar juego" +#define STR_SG "Guardar juego" +#define STR_CV "Cambiar vista" +#define STR_VS "Ver anotacion" +#define STR_EG "Abandonar" +#define STR_BD "Regresar al demo" +#define STR_QT "Parar" + +#define STR_LOADING "Cargando" +#define STR_SAVING "Guardando" + +#define STR_GAME "Regresar, jugar" +#define STR_DEMO "Regresar al Demo" +#define STR_LGC "Cargar juego llamado\n\"" +#define STR_EMPTY "vacio" +#define STR_CALIB "Calibrar" +#define STR_JOYST "Joystick" +#define STR_MOVEJOY "Mover joystick a\n"\ + "arriba izq y\n"\ + "oprimir boton 0\n" +#define STR_MOVEJOY2 "Mover joystick a\n"\ + "abajo derecha y\n"\ + "oprimir boton 1\n" +#define STR_ESCEXIT "ESC para salir" +#define STR_NONE "Ninguno" +#define STR_PC "P.C. bocina" +#define STR_ALSB "AdLib/Sound Blaster" +#define STR_DISNEY "Disney Sound Source" +#define STR_SB "Sound Blaster" + +#define STR_MOUSEEN "Raton activado" +#define STR_JOYEN "Joystick activado" +#define STR_PORT2 "Use joystick puerto 2" +#define STR_GAMEPAD "Gravis Gamepad Activada" +#define STR_SENS "Raton Sensibilidad" +#define STR_CUSTOM "Modificar controles" +#define STR_DADDY "Papi puedo jugar?" +#define STR_HURTME "No me hieras." +#define STR_BRINGEM "­Echamelos!" +#define STR_DEATH "La muerte encarnada" + +#define STR_MOUSEADJ "Raton ajustar sensibilidad" +#define STR_SLOW "Lento" +#define STR_FAST "Rapido" + +#define STR_CRUN "Corre" +#define STR_COPEN "Abre" +#define STR_CFIRE "Fuego" +#define STR_CSTRAFE "Ametrallar" + +#define STR_LEFT "Izquierda" +#define STR_RIGHT "Derecha" +#define STR_FRWD "Adelante" +#define STR_BKWD "Atras" +#define STR_THINK "Pensando" + +#define STR_SIZE1 "Use flechas para ajustar" +#define STR_SIZE2 "Enter para aceptar" +#define STR_SIZE3 "Esc para cancelar" + +#define STR_YOUWIN "Tu ganas" + +#define STR_TOTALTIME "Tiempo total" + +#define STR_RATKILL "Muertes %" +#define STR_RATSECRET "Secreto %" +#define STR_RATTREASURE "Tesoros %" + +#define STR_BONUS "Bono" +#define STR_TIME "Tiempo" +#define STR_PAR "Par" + +#define STR_RAT2KILL "Muertes %" // ratio = promedio +#define STR_RAT2SECRET "Secreto %" +#define STR_RAT2TREASURE "Tesoros %" + +#define STR_DEFEATED "Derrotado!" + +#define STR_CHEATER1 "Ahora tienes 100% salud" +#define STR_CHEATER2 "99 balas y dos llaves" +#define STR_CHEATER3 "Notar que has basicamente" +#define STR_CHEATER4 "eliminado tus chances de" +#define STR_CHEATER5 "obtener puntos altos" + +#define STR_NOSPACE1 "No hay suficiente espacio" +#define STR_NOSPACE2 "en tu disco para guardar juego" + +#define STR_SAVECHT1 "Tu archivo para guardar juego es" +#define STR_SAVECHT2 "diremos,\"corrupto\"." +#define STR_SAVECHT3 "Pero te dire, sigue y" +#define STR_SAVECHT4 "de todos modos juega" + +#define STR_SEEAGAIN "Veamos eso de nuevo" + diff --git a/WOLFSRC/SPANVER.H b/WOLFSRC/SPANVER.H new file mode 100644 index 0000000..0cb07a5 --- /dev/null +++ b/WOLFSRC/SPANVER.H @@ -0,0 +1,8 @@ +//#define SPEAR +#define SPANISH +#define ARTSEXTERN +#define DEMOSEXTERN +//#define MYPROFILE +//#define DEBCHECK +#define CARMACIZED +//#define UPLOAD diff --git a/WOLFSRC/SV.EXE b/WOLFSRC/SV.EXE new file mode 100644 index 0000000..72d3ff0 Binary files /dev/null and b/WOLFSRC/SV.EXE differ diff --git a/WOLFSRC/VERSION.H b/WOLFSRC/VERSION.H new file mode 100644 index 0000000..c425da6 --- /dev/null +++ b/WOLFSRC/VERSION.H @@ -0,0 +1,10 @@ +//#define SPEAR +//#define JAPAN +#define GOODTIMES +#define ARTSEXTERN +#define DEMOSEXTERN +//#define MYPROFILE +//#define DEBCHECK +#define CARMACIZED +//#define UPLOAD + \ No newline at end of file diff --git a/WOLFSRC/WHACK_A.ASM b/WOLFSRC/WHACK_A.ASM new file mode 100644 index 0000000..fdd8432 --- /dev/null +++ b/WOLFSRC/WHACK_A.ASM @@ -0,0 +1,100 @@ +; WOLFHACK.ASM + +.386C +IDEAL +MODEL MEDIUM,C + + +;============================================================================ + +DATASEG + +EXTRN mr_rowofs:WORD +EXTRN mr_count:WORD +EXTRN mr_xstep:WORD +EXTRN mr_ystep:WORD +EXTRN mr_xfrac:WORD +EXTRN mr_yfrac:WORD +EXTRN mr_dest:WORD + +FARDATA + +planepics db 8192 dup(?) ; // 4k of ceiling, 4k of floor +PUBLIC planepics + + +;============================================================================ + +CODESEG + +;============================ +; +; MapRow +; +; +;============================ + +PROC MapRow +PUBLIC MapRow + push esi + push edi + push ebp + push ds + + mov bp,[mr_rowofs] + mov cx,[mr_count] + mov dx,[mr_ystep] + shl edx,16 + mov dx,[mr_xstep] + mov si,[mr_yfrac] + shl esi,16 + mov si,[mr_xfrac] + mov di,[mr_dest] + mov ax,SEG planepics + mov ds,ax + mov ax,0a000h + mov es,ax + mov ax,1111111111110b + +; eax color lookup +; ebx scratch offset and pixel values +; ecx loop counter +; edx packed x / y step values +; esi packed x / y fractional values +; edi write pointer +; ebp toprow to bottomrow delta +; es: screenseg +; ds: pictures + +; mov al,[esi] +; mov al,[eax] +; mov [edi],al + +; mov ax,[_variable+ebx+2] + + +pixelloop: + shld ebx,esi,22 ; shift y units in + shld ebx,esi,7 ; shift x units in and one extra bit + and bx,63*65*2 ; mask off extra top bits and 0 low bit + add esi,edx ; position += step + mov al,[bx] + mov al,[eax] + mov [es:di],al ; write ceiling pixel + mov al,[bx+1] + mov al,[eax] + mov [es:di+bp],al ; write floor pixel + inc di + loop pixelloop + + pop ds + pop ebp + pop edi + pop esi + + retf + +ENDP + +END + diff --git a/WOLFSRC/WLFJ1VER.H b/WOLFSRC/WLFJ1VER.H new file mode 100644 index 0000000..e6e2a8e --- /dev/null +++ b/WOLFSRC/WLFJ1VER.H @@ -0,0 +1,9 @@ +//#define SPEAR +#define JAPAN +#define JAPDEMO +#define UPLOAD +#define ARTSEXTERN +#define DEMOSEXTERN +//#define MYPROFILE +//#define DEBCHECK +#define CARMACIZED diff --git a/WOLFSRC/WL_ACT1.C b/WOLFSRC/WL_ACT1.C new file mode 100644 index 0000000..911b18d --- /dev/null +++ b/WOLFSRC/WL_ACT1.C @@ -0,0 +1,900 @@ +// 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;iareanumber] = 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) + { + if (player->tilex == tilex) + { + if ( ((player->y+MINDIST) >>TILESHIFT) == tiley ) + return; + if ( ((player->y-MINDIST) >>TILESHIFT) == tiley ) + return; + } + check = actorat[tilex][tiley-1]; + if (check && ((check->y+MINDIST) >> TILESHIFT) == tiley ) + return; + check = actorat[tilex][tiley+1]; + if (check && ((check->y-MINDIST) >> TILESHIFT) == tiley ) + return; + } + + +// +// play door sound if in a connected area +// + area = *(mapsegs[0] + farmapylookup[doorobjlist[door].tiley] + +doorobjlist[door].tilex)-AREATILE; + if (areabyplayer[area]) + { + PlaySoundLocTile(CLOSEDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB + } + + doorobjlist[door].action = dr_closing; +// +// make the door space solid +// + (unsigned)actorat[tilex][tiley] + = door | 0x80; +} + + + +/* +===================== += += OperateDoor += += The player wants to change the door's direction += +===================== +*/ + +void OperateDoor (int door) +{ + int lock; + + lock = doorobjlist[door].lock; + if (lock >= dr_lock1 && lock <= dr_lock4) + { + if ( ! (gamestate.keys & (1 << (lock-dr_lock1) ) ) ) + { + SD_PlaySound (NOWAYSND); // locked + return; + } + } + + switch (doorobjlist[door].action) + { + case dr_closed: + case dr_closing: + OpenDoor (door); + break; + case dr_open: + case dr_opening: + CloseDoor (door); + break; + } +} + + +//=========================================================================== + +/* +=============== += += DoorOpen += += Close the door after three seconds += +=============== +*/ + +void DoorOpen (int door) +{ + if ( (doorobjlist[door].ticcount += tics) >= OPENTICS) + CloseDoor (door); +} + + + +/* +=============== += += DoorOpening += +=============== +*/ + +void DoorOpening (int door) +{ + int area1,area2; + unsigned far *map; + long position; + + position = doorposition[door]; + if (!position) + { + // + // door is just starting to open, so connect the areas + // + map = mapsegs[0] + farmapylookup[doorobjlist[door].tiley] + +doorobjlist[door].tilex; + + if (doorobjlist[door].vertical) + { + area1 = *(map+1); + area2 = *(map-1); + } + else + { + area1 = *(map-mapwidth); + area2 = *(map+mapwidth); + } + area1 -= AREATILE; + area2 -= AREATILE; + areaconnect[area1][area2]++; + areaconnect[area2][area1]++; + ConnectAreas (); + if (areabyplayer[area1]) + { + PlaySoundLocTile(OPENDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB + } + } + +// +// slide the door by an adaptive amount +// + position += tics<<10; + if (position >= 0xffff) + { + // + // door is all the way open + // + position = 0xffff; + doorobjlist[door].ticcount = 0; + doorobjlist[door].action = dr_open; + actorat[doorobjlist[door].tilex][doorobjlist[door].tiley] = 0; + } + + doorposition[door] = position; +} + + +/* +=============== += += DoorClosing += +=============== +*/ + +void DoorClosing (int door) +{ + int area1,area2,move; + unsigned far *map; + long position; + int tilex,tiley; + + tilex = doorobjlist[door].tilex; + tiley = doorobjlist[door].tiley; + + if ( ((unsigned)actorat[tilex][tiley] != (door | 0x80)) + || (player->tilex == tilex && player->tiley == tiley) ) + { // something got inside the door + OpenDoor (door); + return; + }; + + position = doorposition[door]; + +// +// slide the door by an adaptive amount +// + position -= tics<<10; + if (position <= 0) + { + // + // door is closed all the way, so disconnect the areas + // + position = 0; + + doorobjlist[door].action = dr_closed; + + map = mapsegs[0] + farmapylookup[doorobjlist[door].tiley] + +doorobjlist[door].tilex; + + if (doorobjlist[door].vertical) + { + area1 = *(map+1); + area2 = *(map-1); + } + else + { + area1 = *(map-mapwidth); + area2 = *(map+mapwidth); + } + area1 -= AREATILE; + area2 -= AREATILE; + areaconnect[area1][area2]--; + areaconnect[area2][area1]--; + + ConnectAreas (); + } + + doorposition[door] = position; +} + + + + +/* +===================== += += MoveDoors += += Called from PlayLoop += +===================== +*/ + +void MoveDoors (void) +{ + int door; + + if (gamestate.victoryflag) // don't move door during victory sequence + return; + + for (door = 0 ; door < doornum ; door++) + switch (doorobjlist[door].action) + { + case dr_open: + DoorOpen (door); + break; + + case dr_opening: + DoorOpening(door); + break; + + case dr_closing: + DoorClosing(door); + break; + } +} + + +/* +============================================================================= + + PUSHABLE WALLS + +============================================================================= +*/ + +unsigned pwallstate; +unsigned pwallpos; // amount a pushable wall has been moved (0-63) +unsigned pwallx,pwally; +int pwalldir; + +/* +=============== += += PushWall += +=============== +*/ + +void PushWall (int checkx, int checky, int dir) +{ + int oldtile; + + if (pwallstate) + return; + + + oldtile = tilemap[checkx][checky]; + if (!oldtile) + return; + + switch (dir) + { + case di_north: + if (actorat[checkx][checky-1]) + { + SD_PlaySound (NOWAYSND); + return; + } + (unsigned)actorat[checkx][checky-1] = + tilemap[checkx][checky-1] = oldtile; + break; + + case di_east: + if (actorat[checkx+1][checky]) + { + SD_PlaySound (NOWAYSND); + return; + } + (unsigned)actorat[checkx+1][checky] = + tilemap[checkx+1][checky] = oldtile; + break; + + case di_south: + if (actorat[checkx][checky+1]) + { + SD_PlaySound (NOWAYSND); + return; + } + (unsigned)actorat[checkx][checky+1] = + tilemap[checkx][checky+1] = oldtile; + break; + + case di_west: + if (actorat[checkx-1][checky]) + { + SD_PlaySound (NOWAYSND); + return; + } + (unsigned)actorat[checkx-1][checky] = + tilemap[checkx-1][checky] = oldtile; + break; + } + + gamestate.secretcount++; + pwallx = checkx; + pwally = checky; + pwalldir = dir; + pwallstate = 1; + pwallpos = 0; + tilemap[pwallx][pwally] |= 0xc0; + *(mapsegs[1]+farmapylookup[pwally]+pwallx) = 0; // remove P tile info + + SD_PlaySound (PUSHWALLSND); +} + + + +/* +================= += += MovePWalls += +================= +*/ + +void MovePWalls (void) +{ + int oldblock,oldtile; + + if (!pwallstate) + return; + + oldblock = pwallstate/128; + + pwallstate += tics; + + if (pwallstate/128 != oldblock) + { + // block crossed into a new block + oldtile = tilemap[pwallx][pwally] & 63; + + // + // the tile can now be walked into + // + tilemap[pwallx][pwally] = 0; + (unsigned)actorat[pwallx][pwally] = 0; + *(mapsegs[0]+farmapylookup[pwally]+pwallx) = player->areanumber+AREATILE; + + // + // see if it should be pushed farther + // + if (pwallstate>256) + { + // + // the block has been pushed two tiles + // + pwallstate = 0; + return; + } + else + { + switch (pwalldir) + { + case di_north: + pwally--; + if (actorat[pwallx][pwally-1]) + { + pwallstate = 0; + return; + } + (unsigned)actorat[pwallx][pwally-1] = + tilemap[pwallx][pwally-1] = oldtile; + break; + + case di_east: + pwallx++; + if (actorat[pwallx+1][pwally]) + { + pwallstate = 0; + return; + } + (unsigned)actorat[pwallx+1][pwally] = + tilemap[pwallx+1][pwally] = oldtile; + break; + + case di_south: + pwally++; + if (actorat[pwallx][pwally+1]) + { + pwallstate = 0; + return; + } + (unsigned)actorat[pwallx][pwally+1] = + tilemap[pwallx][pwally+1] = oldtile; + break; + + case di_west: + pwallx--; + if (actorat[pwallx-1][pwally]) + { + pwallstate = 0; + return; + } + (unsigned)actorat[pwallx-1][pwally] = + tilemap[pwallx-1][pwally] = oldtile; + break; + } + + tilemap[pwallx][pwally] = oldtile | 0xc0; + } + } + + + pwallpos = (pwallstate/2)&63; + +} + diff --git a/WOLFSRC/WL_ACT2.C b/WOLFSRC/WL_ACT2.C new file mode 100644 index 0000000..96fe848 --- /dev/null +++ b/WOLFSRC/WL_ACT2.C @@ -0,0 +1,3872 @@ +// WL_ACT2.C + +#include "WL_DEF.H" +#pragma hdrstop + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + +#define PROJECTILESIZE 0xc000l + +#define BJRUNSPEED 2048 +#define BJJUMPSPEED 680 + + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + + + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + + +dirtype dirtable[9] = {northwest,north,northeast,west,nodir,east, + southwest,south,southeast}; + +int starthitpoints[4][NUMENEMIES] = + // + // BABY MODE + // + { + {25, // guards + 50, // officer + 100, // SS + 1, // dogs + 850, // Hans + 850, // Schabbs + 200, // fake hitler + 800, // mecha hitler + 45, // mutants + 25, // ghosts + 25, // ghosts + 25, // ghosts + 25, // ghosts + + 850, // Gretel + 850, // Gift + 850, // Fat + 5, // en_spectre, + 1450, // en_angel, + 850, // en_trans, + 1050, // en_uber, + 950, // en_will, + 1250 // en_death + }, + // + // DON'T HURT ME MODE + // + {25, // guards + 50, // officer + 100, // SS + 1, // dogs + 950, // Hans + 950, // Schabbs + 300, // fake hitler + 950, // mecha hitler + 55, // mutants + 25, // ghosts + 25, // ghosts + 25, // ghosts + 25, // ghosts + + 950, // Gretel + 950, // Gift + 950, // Fat + 10, // en_spectre, + 1550, // en_angel, + 950, // en_trans, + 1150, // en_uber, + 1050, // en_will, + 1350 // en_death + }, + // + // BRING 'EM ON MODE + // + {25, // guards + 50, // officer + 100, // SS + 1, // dogs + + 1050, // Hans + 1550, // Schabbs + 400, // fake hitler + 1050, // mecha hitler + + 55, // mutants + 25, // ghosts + 25, // ghosts + 25, // ghosts + 25, // ghosts + + 1050, // Gretel + 1050, // Gift + 1050, // Fat + 15, // en_spectre, + 1650, // en_angel, + 1050, // en_trans, + 1250, // en_uber, + 1150, // en_will, + 1450 // en_death + }, + // + // DEATH INCARNATE MODE + // + {25, // guards + 50, // officer + 100, // SS + 1, // dogs + + 1200, // Hans + 2400, // Schabbs + 500, // fake hitler + 1200, // mecha hitler + + 65, // mutants + 25, // ghosts + 25, // ghosts + 25, // ghosts + 25, // ghosts + + 1200, // Gretel + 1200, // Gift + 1200, // Fat + 25, // en_spectre, + 2000, // en_angel, + 1200, // en_trans, + 1400, // en_uber, + 1300, // en_will, + 1600 // en_death + }} + ; + +void A_StartDeathCam (objtype *ob); + + +void T_Path (objtype *ob); +void T_Shoot (objtype *ob); +void T_Bite (objtype *ob); +void T_DogChase (objtype *ob); +void T_Chase (objtype *ob); +void T_Projectile (objtype *ob); +void T_Stand (objtype *ob); + +void A_DeathScream (objtype *ob); + +extern statetype s_rocket; +extern statetype s_smoke1; +extern statetype s_smoke2; +extern statetype s_smoke3; +extern statetype s_smoke4; +extern statetype s_boom2; +extern statetype s_boom3; + +void A_Smoke (objtype *ob); + +statetype s_rocket = {true,SPR_ROCKET_1,3,T_Projectile,A_Smoke,&s_rocket}; +statetype s_smoke1 = {false,SPR_SMOKE_1,3,NULL,NULL,&s_smoke2}; +statetype s_smoke2 = {false,SPR_SMOKE_2,3,NULL,NULL,&s_smoke3}; +statetype s_smoke3 = {false,SPR_SMOKE_3,3,NULL,NULL,&s_smoke4}; +statetype s_smoke4 = {false,SPR_SMOKE_4,3,NULL,NULL,NULL}; + +statetype s_boom1 = {false,SPR_BOOM_1,6,NULL,NULL,&s_boom2}; +statetype s_boom2 = {false,SPR_BOOM_2,6,NULL,NULL,&s_boom3}; +statetype s_boom3 = {false,SPR_BOOM_3,6,NULL,NULL,NULL}; + +#ifdef SPEAR + +extern statetype s_hrocket; +extern statetype s_hsmoke1; +extern statetype s_hsmoke2; +extern statetype s_hsmoke3; +extern statetype s_hsmoke4; +extern statetype s_hboom2; +extern statetype s_hboom3; + +void A_Smoke (objtype *ob); + +statetype s_hrocket = {true,SPR_HROCKET_1,3,T_Projectile,A_Smoke,&s_hrocket}; +statetype s_hsmoke1 = {false,SPR_HSMOKE_1,3,NULL,NULL,&s_hsmoke2}; +statetype s_hsmoke2 = {false,SPR_HSMOKE_2,3,NULL,NULL,&s_hsmoke3}; +statetype s_hsmoke3 = {false,SPR_HSMOKE_3,3,NULL,NULL,&s_hsmoke4}; +statetype s_hsmoke4 = {false,SPR_HSMOKE_4,3,NULL,NULL,NULL}; + +statetype s_hboom1 = {false,SPR_HBOOM_1,6,NULL,NULL,&s_hboom2}; +statetype s_hboom2 = {false,SPR_HBOOM_2,6,NULL,NULL,&s_hboom3}; +statetype s_hboom3 = {false,SPR_HBOOM_3,6,NULL,NULL,NULL}; + +#endif + +void T_Schabb (objtype *ob); +void T_SchabbThrow (objtype *ob); +void T_Fake (objtype *ob); +void T_FakeFire (objtype *ob); +void T_Ghosts (objtype *ob); + +void A_Slurpie (objtype *ob); +void A_HitlerMorph (objtype *ob); +void A_MechaSound (objtype *ob); + +/* +================= += += A_Smoke += +================= +*/ + +void A_Smoke (objtype *ob) +{ + GetNewActor (); +#ifdef SPEAR + if (ob->obclass == hrocketobj) + new->state = &s_hsmoke1; + else +#endif + new->state = &s_smoke1; + new->ticcount = 6; + + new->tilex = ob->tilex; + new->tiley = ob->tiley; + new->x = ob->x; + new->y = ob->y; + new->obclass = inertobj; + new->active = true; + + new->flags = FL_NEVERMARK; +} + + +/* +=================== += += ProjectileTryMove += += returns true if move ok +=================== +*/ + +#define PROJSIZE 0x2000 + +boolean ProjectileTryMove (objtype *ob) +{ + int xl,yl,xh,yh,x,y; + objtype *check; + long deltax,deltay; + + xl = (ob->x-PROJSIZE) >>TILESHIFT; + yl = (ob->y-PROJSIZE) >>TILESHIFT; + + xh = (ob->x+PROJSIZE) >>TILESHIFT; + yh = (ob->y+PROJSIZE) >>TILESHIFT; + +// +// check for solid walls +// + for (y=yl;y<=yh;y++) + for (x=xl;x<=xh;x++) + { + check = actorat[x][y]; + if (check && checkspeed*tics; + + deltax = FixedByFrac(speed,costable[ob->angle]); + deltay = -FixedByFrac(speed,sintable[ob->angle]); + + if (deltax>0x10000l) + deltax = 0x10000l; + if (deltay>0x10000l) + deltay = 0x10000l; + + ob->x += deltax; + ob->y += deltay; + + deltax = LABS(ob->x - player->x); + deltay = LABS(ob->y - player->y); + + if (!ProjectileTryMove (ob)) + { + if (ob->obclass == rocketobj) + { + PlaySoundLocActor(MISSILEHITSND,ob); + ob->state = &s_boom1; + } +#ifdef SPEAR + else if (ob->obclass == hrocketobj) + { + PlaySoundLocActor(MISSILEHITSND,ob); + ob->state = &s_hboom1; + } +#endif + else + ob->state = NULL; // mark for removal + + return; + } + + if (deltax < PROJECTILESIZE && deltay < PROJECTILESIZE) + { // hit the player + switch (ob->obclass) + { + case needleobj: + damage = (US_RndT() >>3) + 20; + break; + case rocketobj: + case hrocketobj: + case sparkobj: + damage = (US_RndT() >>3) + 30; + break; + case fireobj: + damage = (US_RndT() >>3); + break; + } + + TakeDamage (damage,ob); + ob->state = NULL; // mark for removal + return; + } + + ob->tilex = ob->x >> TILESHIFT; + ob->tiley = ob->y >> TILESHIFT; + +} + + + + +/* +============================================================================= + + GUARD + +============================================================================= +*/ + +// +// guards +// + +extern statetype s_grdstand; + +extern statetype s_grdpath1; +extern statetype s_grdpath1s; +extern statetype s_grdpath2; +extern statetype s_grdpath3; +extern statetype s_grdpath3s; +extern statetype s_grdpath4; + +extern statetype s_grdpain; +extern statetype s_grdpain1; + +extern statetype s_grdgiveup; + +extern statetype s_grdshoot1; +extern statetype s_grdshoot2; +extern statetype s_grdshoot3; +extern statetype s_grdshoot4; + +extern statetype s_grdchase1; +extern statetype s_grdchase1s; +extern statetype s_grdchase2; +extern statetype s_grdchase3; +extern statetype s_grdchase3s; +extern statetype s_grdchase4; + +extern statetype s_grddie1; +extern statetype s_grddie1d; +extern statetype s_grddie2; +extern statetype s_grddie3; +extern statetype s_grddie4; + +statetype s_grdstand = {true,SPR_GRD_S_1,0,T_Stand,NULL,&s_grdstand}; + +statetype s_grdpath1 = {true,SPR_GRD_W1_1,20,T_Path,NULL,&s_grdpath1s}; +statetype s_grdpath1s = {true,SPR_GRD_W1_1,5,NULL,NULL,&s_grdpath2}; +statetype s_grdpath2 = {true,SPR_GRD_W2_1,15,T_Path,NULL,&s_grdpath3}; +statetype s_grdpath3 = {true,SPR_GRD_W3_1,20,T_Path,NULL,&s_grdpath3s}; +statetype s_grdpath3s = {true,SPR_GRD_W3_1,5,NULL,NULL,&s_grdpath4}; +statetype s_grdpath4 = {true,SPR_GRD_W4_1,15,T_Path,NULL,&s_grdpath1}; + +statetype s_grdpain = {2,SPR_GRD_PAIN_1,10,NULL,NULL,&s_grdchase1}; +statetype s_grdpain1 = {2,SPR_GRD_PAIN_2,10,NULL,NULL,&s_grdchase1}; + +statetype s_grdshoot1 = {false,SPR_GRD_SHOOT1,20,NULL,NULL,&s_grdshoot2}; +statetype s_grdshoot2 = {false,SPR_GRD_SHOOT2,20,NULL,T_Shoot,&s_grdshoot3}; +statetype s_grdshoot3 = {false,SPR_GRD_SHOOT3,20,NULL,NULL,&s_grdchase1}; + +statetype s_grdchase1 = {true,SPR_GRD_W1_1,10,T_Chase,NULL,&s_grdchase1s}; +statetype s_grdchase1s = {true,SPR_GRD_W1_1,3,NULL,NULL,&s_grdchase2}; +statetype s_grdchase2 = {true,SPR_GRD_W2_1,8,T_Chase,NULL,&s_grdchase3}; +statetype s_grdchase3 = {true,SPR_GRD_W3_1,10,T_Chase,NULL,&s_grdchase3s}; +statetype s_grdchase3s = {true,SPR_GRD_W3_1,3,NULL,NULL,&s_grdchase4}; +statetype s_grdchase4 = {true,SPR_GRD_W4_1,8,T_Chase,NULL,&s_grdchase1}; + +statetype s_grddie1 = {false,SPR_GRD_DIE_1,15,NULL,A_DeathScream,&s_grddie2}; +statetype s_grddie2 = {false,SPR_GRD_DIE_2,15,NULL,NULL,&s_grddie3}; +statetype s_grddie3 = {false,SPR_GRD_DIE_3,15,NULL,NULL,&s_grddie4}; +statetype s_grddie4 = {false,SPR_GRD_DEAD,0,NULL,NULL,&s_grddie4}; + + +#ifndef SPEAR +// +// ghosts +// +extern statetype s_blinkychase1; +extern statetype s_blinkychase2; +extern statetype s_inkychase1; +extern statetype s_inkychase2; +extern statetype s_pinkychase1; +extern statetype s_pinkychase2; +extern statetype s_clydechase1; +extern statetype s_clydechase2; + +statetype s_blinkychase1 = {false,SPR_BLINKY_W1,10,T_Ghosts,NULL,&s_blinkychase2}; +statetype s_blinkychase2 = {false,SPR_BLINKY_W2,10,T_Ghosts,NULL,&s_blinkychase1}; + +statetype s_inkychase1 = {false,SPR_INKY_W1,10,T_Ghosts,NULL,&s_inkychase2}; +statetype s_inkychase2 = {false,SPR_INKY_W2,10,T_Ghosts,NULL,&s_inkychase1}; + +statetype s_pinkychase1 = {false,SPR_PINKY_W1,10,T_Ghosts,NULL,&s_pinkychase2}; +statetype s_pinkychase2 = {false,SPR_PINKY_W2,10,T_Ghosts,NULL,&s_pinkychase1}; + +statetype s_clydechase1 = {false,SPR_CLYDE_W1,10,T_Ghosts,NULL,&s_clydechase2}; +statetype s_clydechase2 = {false,SPR_CLYDE_W2,10,T_Ghosts,NULL,&s_clydechase1}; +#endif + +// +// dogs +// + +extern statetype s_dogpath1; +extern statetype s_dogpath1s; +extern statetype s_dogpath2; +extern statetype s_dogpath3; +extern statetype s_dogpath3s; +extern statetype s_dogpath4; + +extern statetype s_dogjump1; +extern statetype s_dogjump2; +extern statetype s_dogjump3; +extern statetype s_dogjump4; +extern statetype s_dogjump5; + +extern statetype s_dogchase1; +extern statetype s_dogchase1s; +extern statetype s_dogchase2; +extern statetype s_dogchase3; +extern statetype s_dogchase3s; +extern statetype s_dogchase4; + +extern statetype s_dogdie1; +extern statetype s_dogdie1d; +extern statetype s_dogdie2; +extern statetype s_dogdie3; +extern statetype s_dogdead; + +statetype s_dogpath1 = {true,SPR_DOG_W1_1,20,T_Path,NULL,&s_dogpath1s}; +statetype s_dogpath1s = {true,SPR_DOG_W1_1,5,NULL,NULL,&s_dogpath2}; +statetype s_dogpath2 = {true,SPR_DOG_W2_1,15,T_Path,NULL,&s_dogpath3}; +statetype s_dogpath3 = {true,SPR_DOG_W3_1,20,T_Path,NULL,&s_dogpath3s}; +statetype s_dogpath3s = {true,SPR_DOG_W3_1,5,NULL,NULL,&s_dogpath4}; +statetype s_dogpath4 = {true,SPR_DOG_W4_1,15,T_Path,NULL,&s_dogpath1}; + +statetype s_dogjump1 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump2}; +statetype s_dogjump2 = {false,SPR_DOG_JUMP2,10,NULL,T_Bite,&s_dogjump3}; +statetype s_dogjump3 = {false,SPR_DOG_JUMP3,10,NULL,NULL,&s_dogjump4}; +statetype s_dogjump4 = {false,SPR_DOG_JUMP1,10,NULL,NULL,&s_dogjump5}; +statetype s_dogjump5 = {false,SPR_DOG_W1_1,10,NULL,NULL,&s_dogchase1}; + +statetype s_dogchase1 = {true,SPR_DOG_W1_1,10,T_DogChase,NULL,&s_dogchase1s}; +statetype s_dogchase1s = {true,SPR_DOG_W1_1,3,NULL,NULL,&s_dogchase2}; +statetype s_dogchase2 = {true,SPR_DOG_W2_1,8,T_DogChase,NULL,&s_dogchase3}; +statetype s_dogchase3 = {true,SPR_DOG_W3_1,10,T_DogChase,NULL,&s_dogchase3s}; +statetype s_dogchase3s = {true,SPR_DOG_W3_1,3,NULL,NULL,&s_dogchase4}; +statetype s_dogchase4 = {true,SPR_DOG_W4_1,8,T_DogChase,NULL,&s_dogchase1}; + +statetype s_dogdie1 = {false,SPR_DOG_DIE_1,15,NULL,A_DeathScream,&s_dogdie2}; +statetype s_dogdie2 = {false,SPR_DOG_DIE_2,15,NULL,NULL,&s_dogdie3}; +statetype s_dogdie3 = {false,SPR_DOG_DIE_3,15,NULL,NULL,&s_dogdead}; +statetype s_dogdead = {false,SPR_DOG_DEAD,15,NULL,NULL,&s_dogdead}; + + +// +// officers +// + +extern statetype s_ofcstand; + +extern statetype s_ofcpath1; +extern statetype s_ofcpath1s; +extern statetype s_ofcpath2; +extern statetype s_ofcpath3; +extern statetype s_ofcpath3s; +extern statetype s_ofcpath4; + +extern statetype s_ofcpain; +extern statetype s_ofcpain1; + +extern statetype s_ofcgiveup; + +extern statetype s_ofcshoot1; +extern statetype s_ofcshoot2; +extern statetype s_ofcshoot3; +extern statetype s_ofcshoot4; + +extern statetype s_ofcchase1; +extern statetype s_ofcchase1s; +extern statetype s_ofcchase2; +extern statetype s_ofcchase3; +extern statetype s_ofcchase3s; +extern statetype s_ofcchase4; + +extern statetype s_ofcdie1; +extern statetype s_ofcdie2; +extern statetype s_ofcdie3; +extern statetype s_ofcdie4; +extern statetype s_ofcdie5; + +statetype s_ofcstand = {true,SPR_OFC_S_1,0,T_Stand,NULL,&s_ofcstand}; + +statetype s_ofcpath1 = {true,SPR_OFC_W1_1,20,T_Path,NULL,&s_ofcpath1s}; +statetype s_ofcpath1s = {true,SPR_OFC_W1_1,5,NULL,NULL,&s_ofcpath2}; +statetype s_ofcpath2 = {true,SPR_OFC_W2_1,15,T_Path,NULL,&s_ofcpath3}; +statetype s_ofcpath3 = {true,SPR_OFC_W3_1,20,T_Path,NULL,&s_ofcpath3s}; +statetype s_ofcpath3s = {true,SPR_OFC_W3_1,5,NULL,NULL,&s_ofcpath4}; +statetype s_ofcpath4 = {true,SPR_OFC_W4_1,15,T_Path,NULL,&s_ofcpath1}; + +statetype s_ofcpain = {2,SPR_OFC_PAIN_1,10,NULL,NULL,&s_ofcchase1}; +statetype s_ofcpain1 = {2,SPR_OFC_PAIN_2,10,NULL,NULL,&s_ofcchase1}; + +statetype s_ofcshoot1 = {false,SPR_OFC_SHOOT1,6,NULL,NULL,&s_ofcshoot2}; +statetype s_ofcshoot2 = {false,SPR_OFC_SHOOT2,20,NULL,T_Shoot,&s_ofcshoot3}; +statetype s_ofcshoot3 = {false,SPR_OFC_SHOOT3,10,NULL,NULL,&s_ofcchase1}; + +statetype s_ofcchase1 = {true,SPR_OFC_W1_1,10,T_Chase,NULL,&s_ofcchase1s}; +statetype s_ofcchase1s = {true,SPR_OFC_W1_1,3,NULL,NULL,&s_ofcchase2}; +statetype s_ofcchase2 = {true,SPR_OFC_W2_1,8,T_Chase,NULL,&s_ofcchase3}; +statetype s_ofcchase3 = {true,SPR_OFC_W3_1,10,T_Chase,NULL,&s_ofcchase3s}; +statetype s_ofcchase3s = {true,SPR_OFC_W3_1,3,NULL,NULL,&s_ofcchase4}; +statetype s_ofcchase4 = {true,SPR_OFC_W4_1,8,T_Chase,NULL,&s_ofcchase1}; + +statetype s_ofcdie1 = {false,SPR_OFC_DIE_1,11,NULL,A_DeathScream,&s_ofcdie2}; +statetype s_ofcdie2 = {false,SPR_OFC_DIE_2,11,NULL,NULL,&s_ofcdie3}; +statetype s_ofcdie3 = {false,SPR_OFC_DIE_3,11,NULL,NULL,&s_ofcdie4}; +statetype s_ofcdie4 = {false,SPR_OFC_DIE_4,11,NULL,NULL,&s_ofcdie5}; +statetype s_ofcdie5 = {false,SPR_OFC_DEAD,0,NULL,NULL,&s_ofcdie5}; + + +// +// mutant +// + +extern statetype s_mutstand; + +extern statetype s_mutpath1; +extern statetype s_mutpath1s; +extern statetype s_mutpath2; +extern statetype s_mutpath3; +extern statetype s_mutpath3s; +extern statetype s_mutpath4; + +extern statetype s_mutpain; +extern statetype s_mutpain1; + +extern statetype s_mutgiveup; + +extern statetype s_mutshoot1; +extern statetype s_mutshoot2; +extern statetype s_mutshoot3; +extern statetype s_mutshoot4; + +extern statetype s_mutchase1; +extern statetype s_mutchase1s; +extern statetype s_mutchase2; +extern statetype s_mutchase3; +extern statetype s_mutchase3s; +extern statetype s_mutchase4; + +extern statetype s_mutdie1; +extern statetype s_mutdie2; +extern statetype s_mutdie3; +extern statetype s_mutdie4; +extern statetype s_mutdie5; + +statetype s_mutstand = {true,SPR_MUT_S_1,0,T_Stand,NULL,&s_mutstand}; + +statetype s_mutpath1 = {true,SPR_MUT_W1_1,20,T_Path,NULL,&s_mutpath1s}; +statetype s_mutpath1s = {true,SPR_MUT_W1_1,5,NULL,NULL,&s_mutpath2}; +statetype s_mutpath2 = {true,SPR_MUT_W2_1,15,T_Path,NULL,&s_mutpath3}; +statetype s_mutpath3 = {true,SPR_MUT_W3_1,20,T_Path,NULL,&s_mutpath3s}; +statetype s_mutpath3s = {true,SPR_MUT_W3_1,5,NULL,NULL,&s_mutpath4}; +statetype s_mutpath4 = {true,SPR_MUT_W4_1,15,T_Path,NULL,&s_mutpath1}; + +statetype s_mutpain = {2,SPR_MUT_PAIN_1,10,NULL,NULL,&s_mutchase1}; +statetype s_mutpain1 = {2,SPR_MUT_PAIN_2,10,NULL,NULL,&s_mutchase1}; + +statetype s_mutshoot1 = {false,SPR_MUT_SHOOT1,6,NULL,T_Shoot,&s_mutshoot2}; +statetype s_mutshoot2 = {false,SPR_MUT_SHOOT2,20,NULL,NULL,&s_mutshoot3}; +statetype s_mutshoot3 = {false,SPR_MUT_SHOOT3,10,NULL,T_Shoot,&s_mutshoot4}; +statetype s_mutshoot4 = {false,SPR_MUT_SHOOT4,20,NULL,NULL,&s_mutchase1}; + +statetype s_mutchase1 = {true,SPR_MUT_W1_1,10,T_Chase,NULL,&s_mutchase1s}; +statetype s_mutchase1s = {true,SPR_MUT_W1_1,3,NULL,NULL,&s_mutchase2}; +statetype s_mutchase2 = {true,SPR_MUT_W2_1,8,T_Chase,NULL,&s_mutchase3}; +statetype s_mutchase3 = {true,SPR_MUT_W3_1,10,T_Chase,NULL,&s_mutchase3s}; +statetype s_mutchase3s = {true,SPR_MUT_W3_1,3,NULL,NULL,&s_mutchase4}; +statetype s_mutchase4 = {true,SPR_MUT_W4_1,8,T_Chase,NULL,&s_mutchase1}; + +statetype s_mutdie1 = {false,SPR_MUT_DIE_1,7,NULL,A_DeathScream,&s_mutdie2}; +statetype s_mutdie2 = {false,SPR_MUT_DIE_2,7,NULL,NULL,&s_mutdie3}; +statetype s_mutdie3 = {false,SPR_MUT_DIE_3,7,NULL,NULL,&s_mutdie4}; +statetype s_mutdie4 = {false,SPR_MUT_DIE_4,7,NULL,NULL,&s_mutdie5}; +statetype s_mutdie5 = {false,SPR_MUT_DEAD,0,NULL,NULL,&s_mutdie5}; + + +// +// SS +// + +extern statetype s_ssstand; + +extern statetype s_sspath1; +extern statetype s_sspath1s; +extern statetype s_sspath2; +extern statetype s_sspath3; +extern statetype s_sspath3s; +extern statetype s_sspath4; + +extern statetype s_sspain; +extern statetype s_sspain1; + +extern statetype s_ssshoot1; +extern statetype s_ssshoot2; +extern statetype s_ssshoot3; +extern statetype s_ssshoot4; +extern statetype s_ssshoot5; +extern statetype s_ssshoot6; +extern statetype s_ssshoot7; +extern statetype s_ssshoot8; +extern statetype s_ssshoot9; + +extern statetype s_sschase1; +extern statetype s_sschase1s; +extern statetype s_sschase2; +extern statetype s_sschase3; +extern statetype s_sschase3s; +extern statetype s_sschase4; + +extern statetype s_ssdie1; +extern statetype s_ssdie2; +extern statetype s_ssdie3; +extern statetype s_ssdie4; + +statetype s_ssstand = {true,SPR_SS_S_1,0,T_Stand,NULL,&s_ssstand}; + +statetype s_sspath1 = {true,SPR_SS_W1_1,20,T_Path,NULL,&s_sspath1s}; +statetype s_sspath1s = {true,SPR_SS_W1_1,5,NULL,NULL,&s_sspath2}; +statetype s_sspath2 = {true,SPR_SS_W2_1,15,T_Path,NULL,&s_sspath3}; +statetype s_sspath3 = {true,SPR_SS_W3_1,20,T_Path,NULL,&s_sspath3s}; +statetype s_sspath3s = {true,SPR_SS_W3_1,5,NULL,NULL,&s_sspath4}; +statetype s_sspath4 = {true,SPR_SS_W4_1,15,T_Path,NULL,&s_sspath1}; + +statetype s_sspain = {2,SPR_SS_PAIN_1,10,NULL,NULL,&s_sschase1}; +statetype s_sspain1 = {2,SPR_SS_PAIN_2,10,NULL,NULL,&s_sschase1}; + +statetype s_ssshoot1 = {false,SPR_SS_SHOOT1,20,NULL,NULL,&s_ssshoot2}; +statetype s_ssshoot2 = {false,SPR_SS_SHOOT2,20,NULL,T_Shoot,&s_ssshoot3}; +statetype s_ssshoot3 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot4}; +statetype s_ssshoot4 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot5}; +statetype s_ssshoot5 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot6}; +statetype s_ssshoot6 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot7}; +statetype s_ssshoot7 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_ssshoot8}; +statetype s_ssshoot8 = {false,SPR_SS_SHOOT2,10,NULL,T_Shoot,&s_ssshoot9}; +statetype s_ssshoot9 = {false,SPR_SS_SHOOT3,10,NULL,NULL,&s_sschase1}; + +statetype s_sschase1 = {true,SPR_SS_W1_1,10,T_Chase,NULL,&s_sschase1s}; +statetype s_sschase1s = {true,SPR_SS_W1_1,3,NULL,NULL,&s_sschase2}; +statetype s_sschase2 = {true,SPR_SS_W2_1,8,T_Chase,NULL,&s_sschase3}; +statetype s_sschase3 = {true,SPR_SS_W3_1,10,T_Chase,NULL,&s_sschase3s}; +statetype s_sschase3s = {true,SPR_SS_W3_1,3,NULL,NULL,&s_sschase4}; +statetype s_sschase4 = {true,SPR_SS_W4_1,8,T_Chase,NULL,&s_sschase1}; + +statetype s_ssdie1 = {false,SPR_SS_DIE_1,15,NULL,A_DeathScream,&s_ssdie2}; +statetype s_ssdie2 = {false,SPR_SS_DIE_2,15,NULL,NULL,&s_ssdie3}; +statetype s_ssdie3 = {false,SPR_SS_DIE_3,15,NULL,NULL,&s_ssdie4}; +statetype s_ssdie4 = {false,SPR_SS_DEAD,0,NULL,NULL,&s_ssdie4}; + + +#ifndef SPEAR +// +// hans +// +extern statetype s_bossstand; + +extern statetype s_bosschase1; +extern statetype s_bosschase1s; +extern statetype s_bosschase2; +extern statetype s_bosschase3; +extern statetype s_bosschase3s; +extern statetype s_bosschase4; + +extern statetype s_bossdie1; +extern statetype s_bossdie2; +extern statetype s_bossdie3; +extern statetype s_bossdie4; + +extern statetype s_bossshoot1; +extern statetype s_bossshoot2; +extern statetype s_bossshoot3; +extern statetype s_bossshoot4; +extern statetype s_bossshoot5; +extern statetype s_bossshoot6; +extern statetype s_bossshoot7; +extern statetype s_bossshoot8; + + +statetype s_bossstand = {false,SPR_BOSS_W1,0,T_Stand,NULL,&s_bossstand}; + +statetype s_bosschase1 = {false,SPR_BOSS_W1,10,T_Chase,NULL,&s_bosschase1s}; +statetype s_bosschase1s = {false,SPR_BOSS_W1,3,NULL,NULL,&s_bosschase2}; +statetype s_bosschase2 = {false,SPR_BOSS_W2,8,T_Chase,NULL,&s_bosschase3}; +statetype s_bosschase3 = {false,SPR_BOSS_W3,10,T_Chase,NULL,&s_bosschase3s}; +statetype s_bosschase3s = {false,SPR_BOSS_W3,3,NULL,NULL,&s_bosschase4}; +statetype s_bosschase4 = {false,SPR_BOSS_W4,8,T_Chase,NULL,&s_bosschase1}; + +statetype s_bossdie1 = {false,SPR_BOSS_DIE1,15,NULL,A_DeathScream,&s_bossdie2}; +statetype s_bossdie2 = {false,SPR_BOSS_DIE2,15,NULL,NULL,&s_bossdie3}; +statetype s_bossdie3 = {false,SPR_BOSS_DIE3,15,NULL,NULL,&s_bossdie4}; +statetype s_bossdie4 = {false,SPR_BOSS_DEAD,0,NULL,NULL,&s_bossdie4}; + +statetype s_bossshoot1 = {false,SPR_BOSS_SHOOT1,30,NULL,NULL,&s_bossshoot2}; +statetype s_bossshoot2 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot3}; +statetype s_bossshoot3 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot4}; +statetype s_bossshoot4 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot5}; +statetype s_bossshoot5 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot6}; +statetype s_bossshoot6 = {false,SPR_BOSS_SHOOT2,10,NULL,T_Shoot,&s_bossshoot7}; +statetype s_bossshoot7 = {false,SPR_BOSS_SHOOT3,10,NULL,T_Shoot,&s_bossshoot8}; +statetype s_bossshoot8 = {false,SPR_BOSS_SHOOT1,10,NULL,NULL,&s_bosschase1}; + + +// +// gretel +// +extern statetype s_gretelstand; + +extern statetype s_gretelchase1; +extern statetype s_gretelchase1s; +extern statetype s_gretelchase2; +extern statetype s_gretelchase3; +extern statetype s_gretelchase3s; +extern statetype s_gretelchase4; + +extern statetype s_greteldie1; +extern statetype s_greteldie2; +extern statetype s_greteldie3; +extern statetype s_greteldie4; + +extern statetype s_gretelshoot1; +extern statetype s_gretelshoot2; +extern statetype s_gretelshoot3; +extern statetype s_gretelshoot4; +extern statetype s_gretelshoot5; +extern statetype s_gretelshoot6; +extern statetype s_gretelshoot7; +extern statetype s_gretelshoot8; + + +statetype s_gretelstand = {false,SPR_GRETEL_W1,0,T_Stand,NULL,&s_gretelstand}; + +statetype s_gretelchase1 = {false,SPR_GRETEL_W1,10,T_Chase,NULL,&s_gretelchase1s}; +statetype s_gretelchase1s = {false,SPR_GRETEL_W1,3,NULL,NULL,&s_gretelchase2}; +statetype s_gretelchase2 = {false,SPR_GRETEL_W2,8,T_Chase,NULL,&s_gretelchase3}; +statetype s_gretelchase3 = {false,SPR_GRETEL_W3,10,T_Chase,NULL,&s_gretelchase3s}; +statetype s_gretelchase3s = {false,SPR_GRETEL_W3,3,NULL,NULL,&s_gretelchase4}; +statetype s_gretelchase4 = {false,SPR_GRETEL_W4,8,T_Chase,NULL,&s_gretelchase1}; + +statetype s_greteldie1 = {false,SPR_GRETEL_DIE1,15,NULL,A_DeathScream,&s_greteldie2}; +statetype s_greteldie2 = {false,SPR_GRETEL_DIE2,15,NULL,NULL,&s_greteldie3}; +statetype s_greteldie3 = {false,SPR_GRETEL_DIE3,15,NULL,NULL,&s_greteldie4}; +statetype s_greteldie4 = {false,SPR_GRETEL_DEAD,0,NULL,NULL,&s_greteldie4}; + +statetype s_gretelshoot1 = {false,SPR_GRETEL_SHOOT1,30,NULL,NULL,&s_gretelshoot2}; +statetype s_gretelshoot2 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot3}; +statetype s_gretelshoot3 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot4}; +statetype s_gretelshoot4 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot5}; +statetype s_gretelshoot5 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot6}; +statetype s_gretelshoot6 = {false,SPR_GRETEL_SHOOT2,10,NULL,T_Shoot,&s_gretelshoot7}; +statetype s_gretelshoot7 = {false,SPR_GRETEL_SHOOT3,10,NULL,T_Shoot,&s_gretelshoot8}; +statetype s_gretelshoot8 = {false,SPR_GRETEL_SHOOT1,10,NULL,NULL,&s_gretelchase1}; +#endif + + +/* +=============== += += SpawnStand += +=============== +*/ + +void SpawnStand (enemy_t which, int tilex, int tiley, int dir) +{ + unsigned far *map,tile; + + switch (which) + { + case en_guard: + SpawnNewObj (tilex,tiley,&s_grdstand); + new->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_officer: + SpawnNewObj (tilex,tiley,&s_ofcstand); + new->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_mutant: + SpawnNewObj (tilex,tiley,&s_mutstand); + new->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_ss: + SpawnNewObj (tilex,tiley,&s_ssstand); + new->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + } + + + map = mapsegs[0]+farmapylookup[tiley]+tilex; + if (*map == AMBUSHTILE) + { + tilemap[tilex][tiley] = 0; + + if (*(map+1) >= AREATILE) + tile = *(map+1); + if (*(map-mapwidth) >= AREATILE) + tile = *(map-mapwidth); + if (*(map+mapwidth) >= AREATILE) + tile = *(map+mapwidth); + if ( *(map-1) >= AREATILE) + tile = *(map-1); + + *map = tile; + new->areanumber = tile-AREATILE; + + new->flags |= FL_AMBUSH; + } + + new->obclass = guardobj+which; + new->hitpoints = starthitpoints[gamestate.difficulty][which]; + new->dir = dir*2; + new->flags |= FL_SHOOTABLE; +} + + + +/* +=============== += += SpawnDeadGuard += +=============== +*/ + +void SpawnDeadGuard (int tilex, int tiley) +{ + SpawnNewObj (tilex,tiley,&s_grddie4); + new->obclass = inertobj; +} + + + +#ifndef SPEAR +/* +=============== += += SpawnBoss += +=============== +*/ + +void SpawnBoss (int tilex, int tiley) +{ + unsigned far *map,tile; + + SpawnNewObj (tilex,tiley,&s_bossstand); + new->speed = SPDPATROL; + + new->obclass = bossobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_boss]; + new->dir = south; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + +/* +=============== += += SpawnGretel += +=============== +*/ + +void SpawnGretel (int tilex, int tiley) +{ + unsigned far *map,tile; + + SpawnNewObj (tilex,tiley,&s_gretelstand); + new->speed = SPDPATROL; + + new->obclass = gretelobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_gretel]; + new->dir = north; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} +#endif + +/* +=============== += += SpawnPatrol += +=============== +*/ + +void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir) +{ + switch (which) + { + case en_guard: + SpawnNewObj (tilex,tiley,&s_grdpath1); + new->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_officer: + SpawnNewObj (tilex,tiley,&s_ofcpath1); + new->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_ss: + SpawnNewObj (tilex,tiley,&s_sspath1); + new->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_mutant: + SpawnNewObj (tilex,tiley,&s_mutpath1); + new->speed = SPDPATROL; + if (!loadedgame) + gamestate.killtotal++; + break; + + case en_dog: + SpawnNewObj (tilex,tiley,&s_dogpath1); + new->speed = SPDDOG; + if (!loadedgame) + gamestate.killtotal++; + break; + } + + new->obclass = guardobj+which; + new->dir = dir*2; + new->hitpoints = starthitpoints[gamestate.difficulty][which]; + new->distance = tileglobal; + new->flags |= FL_SHOOTABLE; + new->active = true; + + actorat[new->tilex][new->tiley] = NULL; // don't use original spot + + switch (dir) + { + case 0: + new->tilex++; + break; + case 1: + new->tiley--; + break; + case 2: + new->tilex--; + break; + case 3: + new->tiley++; + break; + } + + actorat[new->tilex][new->tiley] = new; +} + + + +/* +================== += += A_DeathScream += +================== +*/ + +void A_DeathScream (objtype *ob) +{ +#ifndef UPLOAD +#ifndef SPEAR + if (mapon==9 && !US_RndT()) +#else + if ((mapon==18 || mapon==19) && !US_RndT()) +#endif + { + switch(ob->obclass) + { + case mutantobj: + case guardobj: + case officerobj: + case ssobj: + case dogobj: + PlaySoundLocActor(DEATHSCREAM6SND,ob); + return; + } + } +#endif + + switch (ob->obclass) + { + case mutantobj: + PlaySoundLocActor(AHHHGSND,ob); + break; + + case guardobj: + { + int sounds[9]={ DEATHSCREAM1SND, + DEATHSCREAM2SND, + DEATHSCREAM3SND, + DEATHSCREAM4SND, + DEATHSCREAM5SND, + DEATHSCREAM7SND, + DEATHSCREAM8SND, + DEATHSCREAM9SND + }; + + #ifndef UPLOAD + PlaySoundLocActor(sounds[US_RndT()%8],ob); + #else + PlaySoundLocActor(sounds[US_RndT()%2],ob); + #endif + } + break; + case officerobj: + PlaySoundLocActor(NEINSOVASSND,ob); + break; + case ssobj: + PlaySoundLocActor(LEBENSND,ob); // JAB + break; + case dogobj: + PlaySoundLocActor(DOGDEATHSND,ob); // JAB + break; +#ifndef SPEAR + case bossobj: + SD_PlaySound(MUTTISND); // JAB + break; + case schabbobj: + SD_PlaySound(MEINGOTTSND); + break; + case fakeobj: + SD_PlaySound(HITLERHASND); + break; + case mechahitlerobj: + SD_PlaySound(SCHEISTSND); + break; + case realhitlerobj: + SD_PlaySound(EVASND); + break; + case gretelobj: + SD_PlaySound(MEINSND); + break; + case giftobj: + SD_PlaySound(DONNERSND); + break; + case fatobj: + SD_PlaySound(ROSESND); + break; +#else + case spectreobj: + SD_PlaySound(GHOSTFADESND); + break; + case angelobj: + SD_PlaySound(ANGELDEATHSND); + break; + case transobj: + SD_PlaySound(TRANSDEATHSND); + break; + case uberobj: + SD_PlaySound(UBERDEATHSND); + break; + case willobj: + SD_PlaySound(WILHELMDEATHSND); + break; + case deathobj: + SD_PlaySound(KNIGHTDEATHSND); + break; +#endif + } +} + + +/* +============================================================================= + + SPEAR ACTORS + +============================================================================= +*/ + +#ifdef SPEAR + +void T_Launch (objtype *ob); +void T_Will (objtype *ob); + +extern statetype s_angelshoot1; +extern statetype s_deathshoot1; +extern statetype s_spark1; + +// +// trans +// +extern statetype s_transstand; + +extern statetype s_transchase1; +extern statetype s_transchase1s; +extern statetype s_transchase2; +extern statetype s_transchase3; +extern statetype s_transchase3s; +extern statetype s_transchase4; + +extern statetype s_transdie0; +extern statetype s_transdie01; +extern statetype s_transdie1; +extern statetype s_transdie2; +extern statetype s_transdie3; +extern statetype s_transdie4; + +extern statetype s_transshoot1; +extern statetype s_transshoot2; +extern statetype s_transshoot3; +extern statetype s_transshoot4; +extern statetype s_transshoot5; +extern statetype s_transshoot6; +extern statetype s_transshoot7; +extern statetype s_transshoot8; + + +statetype s_transstand = {false,SPR_TRANS_W1,0,T_Stand,NULL,&s_transstand}; + +statetype s_transchase1 = {false,SPR_TRANS_W1,10,T_Chase,NULL,&s_transchase1s}; +statetype s_transchase1s = {false,SPR_TRANS_W1,3,NULL,NULL,&s_transchase2}; +statetype s_transchase2 = {false,SPR_TRANS_W2,8,T_Chase,NULL,&s_transchase3}; +statetype s_transchase3 = {false,SPR_TRANS_W3,10,T_Chase,NULL,&s_transchase3s}; +statetype s_transchase3s = {false,SPR_TRANS_W3,3,NULL,NULL,&s_transchase4}; +statetype s_transchase4 = {false,SPR_TRANS_W4,8,T_Chase,NULL,&s_transchase1}; + +statetype s_transdie0 = {false,SPR_TRANS_W1,1,NULL,A_DeathScream,&s_transdie01}; +statetype s_transdie01 = {false,SPR_TRANS_W1,1,NULL,NULL,&s_transdie1}; +statetype s_transdie1 = {false,SPR_TRANS_DIE1,15,NULL,NULL,&s_transdie2}; +statetype s_transdie2 = {false,SPR_TRANS_DIE2,15,NULL,NULL,&s_transdie3}; +statetype s_transdie3 = {false,SPR_TRANS_DIE3,15,NULL,NULL,&s_transdie4}; +statetype s_transdie4 = {false,SPR_TRANS_DEAD,0,NULL,NULL,&s_transdie4}; + +statetype s_transshoot1 = {false,SPR_TRANS_SHOOT1,30,NULL,NULL,&s_transshoot2}; +statetype s_transshoot2 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot3}; +statetype s_transshoot3 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot4}; +statetype s_transshoot4 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot5}; +statetype s_transshoot5 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot6}; +statetype s_transshoot6 = {false,SPR_TRANS_SHOOT2,10,NULL,T_Shoot,&s_transshoot7}; +statetype s_transshoot7 = {false,SPR_TRANS_SHOOT3,10,NULL,T_Shoot,&s_transshoot8}; +statetype s_transshoot8 = {false,SPR_TRANS_SHOOT1,10,NULL,NULL,&s_transchase1}; + + +/* +=============== += += SpawnTrans += +=============== +*/ + +void SpawnTrans (int tilex, int tiley) +{ + unsigned far *map,tile; + + if (SoundBlasterPresent && DigiMode != sds_Off) + s_transdie01.tictime = 105; + + SpawnNewObj (tilex,tiley,&s_transstand); + new->obclass = transobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_trans]; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +// +// uber +// +void T_UShoot (objtype *ob); + +extern statetype s_uberstand; + +extern statetype s_uberchase1; +extern statetype s_uberchase1s; +extern statetype s_uberchase2; +extern statetype s_uberchase3; +extern statetype s_uberchase3s; +extern statetype s_uberchase4; + +extern statetype s_uberdie0; +extern statetype s_uberdie01; +extern statetype s_uberdie1; +extern statetype s_uberdie2; +extern statetype s_uberdie3; +extern statetype s_uberdie4; +extern statetype s_uberdie5; + +extern statetype s_ubershoot1; +extern statetype s_ubershoot2; +extern statetype s_ubershoot3; +extern statetype s_ubershoot4; +extern statetype s_ubershoot5; +extern statetype s_ubershoot6; +extern statetype s_ubershoot7; + + +statetype s_uberstand = {false,SPR_UBER_W1,0,T_Stand,NULL,&s_uberstand}; + +statetype s_uberchase1 = {false,SPR_UBER_W1,10,T_Chase,NULL,&s_uberchase1s}; +statetype s_uberchase1s = {false,SPR_UBER_W1,3,NULL,NULL,&s_uberchase2}; +statetype s_uberchase2 = {false,SPR_UBER_W2,8,T_Chase,NULL,&s_uberchase3}; +statetype s_uberchase3 = {false,SPR_UBER_W3,10,T_Chase,NULL,&s_uberchase3s}; +statetype s_uberchase3s = {false,SPR_UBER_W3,3,NULL,NULL,&s_uberchase4}; +statetype s_uberchase4 = {false,SPR_UBER_W4,8,T_Chase,NULL,&s_uberchase1}; + +statetype s_uberdie0 = {false,SPR_UBER_W1,1,NULL,A_DeathScream,&s_uberdie01}; +statetype s_uberdie01 = {false,SPR_UBER_W1,1,NULL,NULL,&s_uberdie1}; +statetype s_uberdie1 = {false,SPR_UBER_DIE1,15,NULL,NULL,&s_uberdie2}; +statetype s_uberdie2 = {false,SPR_UBER_DIE2,15,NULL,NULL,&s_uberdie3}; +statetype s_uberdie3 = {false,SPR_UBER_DIE3,15,NULL,NULL,&s_uberdie4}; +statetype s_uberdie4 = {false,SPR_UBER_DIE4,15,NULL,NULL,&s_uberdie5}; +statetype s_uberdie5 = {false,SPR_UBER_DEAD,0,NULL,NULL,&s_uberdie5}; + +statetype s_ubershoot1 = {false,SPR_UBER_SHOOT1,30,NULL,NULL,&s_ubershoot2}; +statetype s_ubershoot2 = {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot3}; +statetype s_ubershoot3 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot4}; +statetype s_ubershoot4 = {false,SPR_UBER_SHOOT4,12,NULL,T_UShoot,&s_ubershoot5}; +statetype s_ubershoot5 = {false,SPR_UBER_SHOOT3,12,NULL,T_UShoot,&s_ubershoot6}; +statetype s_ubershoot6 = {false,SPR_UBER_SHOOT2,12,NULL,T_UShoot,&s_ubershoot7}; +statetype s_ubershoot7 = {false,SPR_UBER_SHOOT1,12,NULL,NULL,&s_uberchase1}; + + +/* +=============== += += SpawnUber += +=============== +*/ + +void SpawnUber (int tilex, int tiley) +{ + unsigned far *map,tile; + + if (SoundBlasterPresent && DigiMode != sds_Off) + s_uberdie01.tictime = 70; + + SpawnNewObj (tilex,tiley,&s_uberstand); + new->obclass = uberobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_uber]; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +=============== += += T_UShoot += +=============== +*/ + +void T_UShoot (objtype *ob) +{ + int dx,dy,dist; + + T_Shoot (ob); + + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx : dy; + if (dist <= 1) + TakeDamage (10,ob); +} + + +// +// will +// +extern statetype s_willstand; + +extern statetype s_willchase1; +extern statetype s_willchase1s; +extern statetype s_willchase2; +extern statetype s_willchase3; +extern statetype s_willchase3s; +extern statetype s_willchase4; + +extern statetype s_willdie1; +extern statetype s_willdie2; +extern statetype s_willdie3; +extern statetype s_willdie4; +extern statetype s_willdie5; +extern statetype s_willdie6; + +extern statetype s_willshoot1; +extern statetype s_willshoot2; +extern statetype s_willshoot3; +extern statetype s_willshoot4; +extern statetype s_willshoot5; +extern statetype s_willshoot6; + + +statetype s_willstand = {false,SPR_WILL_W1,0,T_Stand,NULL,&s_willstand}; + +statetype s_willchase1 = {false,SPR_WILL_W1,10,T_Will,NULL,&s_willchase1s}; +statetype s_willchase1s = {false,SPR_WILL_W1,3,NULL,NULL,&s_willchase2}; +statetype s_willchase2 = {false,SPR_WILL_W2,8,T_Will,NULL,&s_willchase3}; +statetype s_willchase3 = {false,SPR_WILL_W3,10,T_Will,NULL,&s_willchase3s}; +statetype s_willchase3s = {false,SPR_WILL_W3,3,NULL,NULL,&s_willchase4}; +statetype s_willchase4 = {false,SPR_WILL_W4,8,T_Will,NULL,&s_willchase1}; + +statetype s_willdeathcam = {false,SPR_WILL_W1,1,NULL,NULL,&s_willdie1}; + +statetype s_willdie1 = {false,SPR_WILL_W1,1,NULL,A_DeathScream,&s_willdie2}; +statetype s_willdie2 = {false,SPR_WILL_W1,10,NULL,NULL,&s_willdie3}; +statetype s_willdie3 = {false,SPR_WILL_DIE1,10,NULL,NULL,&s_willdie4}; +statetype s_willdie4 = {false,SPR_WILL_DIE2,10,NULL,NULL,&s_willdie5}; +statetype s_willdie5 = {false,SPR_WILL_DIE3,10,NULL,NULL,&s_willdie6}; +statetype s_willdie6 = {false,SPR_WILL_DEAD,20,NULL,NULL,&s_willdie6}; + +statetype s_willshoot1 = {false,SPR_WILL_SHOOT1,30,NULL,NULL,&s_willshoot2}; +statetype s_willshoot2 = {false,SPR_WILL_SHOOT2,10,NULL,T_Launch,&s_willshoot3}; +statetype s_willshoot3 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot4}; +statetype s_willshoot4 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willshoot5}; +statetype s_willshoot5 = {false,SPR_WILL_SHOOT3,10,NULL,T_Shoot,&s_willshoot6}; +statetype s_willshoot6 = {false,SPR_WILL_SHOOT4,10,NULL,T_Shoot,&s_willchase1}; + + +/* +=============== += += SpawnWill += +=============== +*/ + +void SpawnWill (int tilex, int tiley) +{ + unsigned far *map,tile; + + if (SoundBlasterPresent && DigiMode != sds_Off) + s_willdie2.tictime = 70; + + SpawnNewObj (tilex,tiley,&s_willstand); + new->obclass = willobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_will]; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +================ += += T_Will += +================ +*/ + +void T_Will (objtype *ob) +{ + long move; + int dx,dy,dist; + boolean dodge; + + dodge = false; + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx : dy; + + if (CheckLine(ob)) // got a shot at player? + { + if ( US_RndT() < (tics<<3) ) + { + // + // go into attack frame + // + if (ob->obclass == willobj) + NewState (ob,&s_willshoot1); + else if (ob->obclass == angelobj) + NewState (ob,&s_angelshoot1); + else + NewState (ob,&s_deathshoot1); + return; + } + dodge = true; + } + + if (ob->dir == nodir) + { + if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (ob->distance < 0) + { + // + // waiting for a door to open + // + OpenDoor (-ob->distance-1); + if (doorobjlist[-ob->distance-1].action != dr_open) + return; + ob->distance = TILEGLOBAL; // go ahead, the door is now opoen + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance; + + if (dist <4) + SelectRunDir (ob); + else if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } + +} + + +// +// death +// +extern statetype s_deathstand; + +extern statetype s_deathchase1; +extern statetype s_deathchase1s; +extern statetype s_deathchase2; +extern statetype s_deathchase3; +extern statetype s_deathchase3s; +extern statetype s_deathchase4; + +extern statetype s_deathdie1; +extern statetype s_deathdie2; +extern statetype s_deathdie3; +extern statetype s_deathdie4; +extern statetype s_deathdie5; +extern statetype s_deathdie6; +extern statetype s_deathdie7; +extern statetype s_deathdie8; +extern statetype s_deathdie9; + +extern statetype s_deathshoot1; +extern statetype s_deathshoot2; +extern statetype s_deathshoot3; +extern statetype s_deathshoot4; +extern statetype s_deathshoot5; + + +statetype s_deathstand = {false,SPR_DEATH_W1,0,T_Stand,NULL,&s_deathstand}; + +statetype s_deathchase1 = {false,SPR_DEATH_W1,10,T_Will,NULL,&s_deathchase1s}; +statetype s_deathchase1s = {false,SPR_DEATH_W1,3,NULL,NULL,&s_deathchase2}; +statetype s_deathchase2 = {false,SPR_DEATH_W2,8,T_Will,NULL,&s_deathchase3}; +statetype s_deathchase3 = {false,SPR_DEATH_W3,10,T_Will,NULL,&s_deathchase3s}; +statetype s_deathchase3s = {false,SPR_DEATH_W3,3,NULL,NULL,&s_deathchase4}; +statetype s_deathchase4 = {false,SPR_DEATH_W4,8,T_Will,NULL,&s_deathchase1}; + +statetype s_deathdeathcam = {false,SPR_DEATH_W1,1,NULL,NULL,&s_deathdie1}; + +statetype s_deathdie1 = {false,SPR_DEATH_W1,1,NULL,A_DeathScream,&s_deathdie2}; +statetype s_deathdie2 = {false,SPR_DEATH_W1,10,NULL,NULL,&s_deathdie3}; +statetype s_deathdie3 = {false,SPR_DEATH_DIE1,10,NULL,NULL,&s_deathdie4}; +statetype s_deathdie4 = {false,SPR_DEATH_DIE2,10,NULL,NULL,&s_deathdie5}; +statetype s_deathdie5 = {false,SPR_DEATH_DIE3,10,NULL,NULL,&s_deathdie6}; +statetype s_deathdie6 = {false,SPR_DEATH_DIE4,10,NULL,NULL,&s_deathdie7}; +statetype s_deathdie7 = {false,SPR_DEATH_DIE5,10,NULL,NULL,&s_deathdie8}; +statetype s_deathdie8 = {false,SPR_DEATH_DIE6,10,NULL,NULL,&s_deathdie9}; +statetype s_deathdie9 = {false,SPR_DEATH_DEAD,0,NULL,NULL,&s_deathdie9}; + +statetype s_deathshoot1 = {false,SPR_DEATH_SHOOT1,30,NULL,NULL,&s_deathshoot2}; +statetype s_deathshoot2 = {false,SPR_DEATH_SHOOT2,10,NULL,T_Launch,&s_deathshoot3}; +statetype s_deathshoot3 = {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathshoot4}; +statetype s_deathshoot4 = {false,SPR_DEATH_SHOOT3,10,NULL,T_Launch,&s_deathshoot5}; +statetype s_deathshoot5 = {false,SPR_DEATH_SHOOT4,10,NULL,T_Shoot,&s_deathchase1}; + + +/* +=============== += += SpawnDeath += +=============== +*/ + +void SpawnDeath (int tilex, int tiley) +{ + unsigned far *map,tile; + + if (SoundBlasterPresent && DigiMode != sds_Off) + s_deathdie2.tictime = 105; + + SpawnNewObj (tilex,tiley,&s_deathstand); + new->obclass = deathobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_death]; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + +/* +=============== += += T_Launch += +=============== +*/ + +void T_Launch (objtype *ob) +{ + long deltax,deltay; + float angle; + int iangle; + + deltax = player->x - ob->x; + deltay = ob->y - player->y; + angle = atan2 (deltay,deltax); + if (angle<0) + angle = M_PI*2+angle; + iangle = angle/(M_PI*2)*ANGLES; + if (ob->obclass == deathobj) + { + T_Shoot (ob); + if (ob->state == &s_deathshoot2) + { + iangle-=4; + if (iangle<0) + iangle+=ANGLES; + } + else + { + iangle+=4; + if (iangle>=ANGLES) + iangle-=ANGLES; + } + } + + GetNewActor (); + new->state = &s_rocket; + new->ticcount = 1; + + new->tilex = ob->tilex; + new->tiley = ob->tiley; + new->x = ob->x; + new->y = ob->y; + new->obclass = rocketobj; + switch(ob->obclass) + { + case deathobj: + new->state = &s_hrocket; + new->obclass = hrocketobj; + PlaySoundLocActor (KNIGHTMISSILESND,new); + break; + case angelobj: + new->state = &s_spark1; + new->obclass = sparkobj; + PlaySoundLocActor (ANGELFIRESND,new); + break; + default: + PlaySoundLocActor (MISSILEFIRESND,new); + } + + new->dir = nodir; + new->angle = iangle; + new->speed = 0x2000l; + new->flags = FL_NONMARK; + new->active = true; +} + + + +// +// angel +// +void A_Relaunch (objtype *ob); +void A_Victory (objtype *ob); +void A_StartAttack (objtype *ob); +void A_Breathing (objtype *ob); + +extern statetype s_angelstand; + +extern statetype s_angelchase1; +extern statetype s_angelchase1s; +extern statetype s_angelchase2; +extern statetype s_angelchase3; +extern statetype s_angelchase3s; +extern statetype s_angelchase4; + +extern statetype s_angeldie1; +extern statetype s_angeldie11; +extern statetype s_angeldie2; +extern statetype s_angeldie3; +extern statetype s_angeldie4; +extern statetype s_angeldie5; +extern statetype s_angeldie6; +extern statetype s_angeldie7; +extern statetype s_angeldie8; +extern statetype s_angeldie9; + +extern statetype s_angelshoot1; +extern statetype s_angelshoot2; +extern statetype s_angelshoot3; +extern statetype s_angelshoot4; +extern statetype s_angelshoot5; +extern statetype s_angelshoot6; + +extern statetype s_angeltired; +extern statetype s_angeltired2; +extern statetype s_angeltired3; +extern statetype s_angeltired4; +extern statetype s_angeltired5; +extern statetype s_angeltired6; +extern statetype s_angeltired7; + +extern statetype s_spark1; +extern statetype s_spark2; +extern statetype s_spark3; +extern statetype s_spark4; + + +statetype s_angelstand = {false,SPR_ANGEL_W1,0,T_Stand,NULL,&s_angelstand}; + +statetype s_angelchase1 = {false,SPR_ANGEL_W1,10,T_Will,NULL,&s_angelchase1s}; +statetype s_angelchase1s = {false,SPR_ANGEL_W1,3,NULL,NULL,&s_angelchase2}; +statetype s_angelchase2 = {false,SPR_ANGEL_W2,8,T_Will,NULL,&s_angelchase3}; +statetype s_angelchase3 = {false,SPR_ANGEL_W3,10,T_Will,NULL,&s_angelchase3s}; +statetype s_angelchase3s = {false,SPR_ANGEL_W3,3,NULL,NULL,&s_angelchase4}; +statetype s_angelchase4 = {false,SPR_ANGEL_W4,8,T_Will,NULL,&s_angelchase1}; + +statetype s_angeldie1 = {false,SPR_ANGEL_W1,1,NULL,A_DeathScream,&s_angeldie11}; +statetype s_angeldie11 = {false,SPR_ANGEL_W1,1,NULL,NULL,&s_angeldie2}; +statetype s_angeldie2 = {false,SPR_ANGEL_DIE1,10,NULL,A_Slurpie,&s_angeldie3}; +statetype s_angeldie3 = {false,SPR_ANGEL_DIE2,10,NULL,NULL,&s_angeldie4}; +statetype s_angeldie4 = {false,SPR_ANGEL_DIE3,10,NULL,NULL,&s_angeldie5}; +statetype s_angeldie5 = {false,SPR_ANGEL_DIE4,10,NULL,NULL,&s_angeldie6}; +statetype s_angeldie6 = {false,SPR_ANGEL_DIE5,10,NULL,NULL,&s_angeldie7}; +statetype s_angeldie7 = {false,SPR_ANGEL_DIE6,10,NULL,NULL,&s_angeldie8}; +statetype s_angeldie8 = {false,SPR_ANGEL_DIE7,10,NULL,NULL,&s_angeldie9}; +statetype s_angeldie9 = {false,SPR_ANGEL_DEAD,130,NULL,A_Victory,&s_angeldie9}; + +statetype s_angelshoot1 = {false,SPR_ANGEL_SHOOT1,10,NULL,A_StartAttack,&s_angelshoot2}; +statetype s_angelshoot2 = {false,SPR_ANGEL_SHOOT2,20,NULL,T_Launch,&s_angelshoot3}; +statetype s_angelshoot3 = {false,SPR_ANGEL_SHOOT1,10,NULL,A_Relaunch,&s_angelshoot2}; + +statetype s_angeltired = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired2}; +statetype s_angeltired2 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired3}; +statetype s_angeltired3 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired4}; +statetype s_angeltired4 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired5}; +statetype s_angeltired5 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angeltired6}; +statetype s_angeltired6 = {false,SPR_ANGEL_TIRED2,40,NULL,NULL,&s_angeltired7}; +statetype s_angeltired7 = {false,SPR_ANGEL_TIRED1,40,NULL,A_Breathing,&s_angelchase1}; + +statetype s_spark1 = {false,SPR_SPARK1,6,T_Projectile,NULL,&s_spark2}; +statetype s_spark2 = {false,SPR_SPARK2,6,T_Projectile,NULL,&s_spark3}; +statetype s_spark3 = {false,SPR_SPARK3,6,T_Projectile,NULL,&s_spark4}; +statetype s_spark4 = {false,SPR_SPARK4,6,T_Projectile,NULL,&s_spark1}; + + +#pragma argsused +void A_Slurpie (objtype *ob) +{ + SD_PlaySound(SLURPIESND); +} + +#pragma argsused +void A_Breathing (objtype *ob) +{ + SD_PlaySound(ANGELTIREDSND); +} + +/* +=============== += += SpawnAngel += +=============== +*/ + +void SpawnAngel (int tilex, int tiley) +{ + unsigned far *map,tile; + + + if (SoundBlasterPresent && DigiMode != sds_Off) + s_angeldie11.tictime = 105; + + SpawnNewObj (tilex,tiley,&s_angelstand); + new->obclass = angelobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_angel]; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +================= += += A_Victory += +================= +*/ + +#pragma argsused +void A_Victory (objtype *ob) +{ + playstate = ex_victorious; +} + + +/* +================= += += A_StartAttack += +================= +*/ + +void A_StartAttack (objtype *ob) +{ + ob->temp1 = 0; +} + + +/* +================= += += A_Relaunch += +================= +*/ + +void A_Relaunch (objtype *ob) +{ + if (++ob->temp1 == 3) + { + NewState (ob,&s_angeltired); + return; + } + + if (US_RndT()&1) + { + NewState (ob,&s_angelchase1); + return; + } +} + + + + +// +// spectre +// +void T_SpectreWait (objtype *ob); +void A_Dormant (objtype *ob); + +extern statetype s_spectrewait1; +extern statetype s_spectrewait2; +extern statetype s_spectrewait3; +extern statetype s_spectrewait4; + +extern statetype s_spectrechase1; +extern statetype s_spectrechase2; +extern statetype s_spectrechase3; +extern statetype s_spectrechase4; + +extern statetype s_spectredie1; +extern statetype s_spectredie2; +extern statetype s_spectredie3; +extern statetype s_spectredie4; + +extern statetype s_spectrewake; + +statetype s_spectrewait1 = {false,SPR_SPECTRE_W1,10,T_Stand,NULL,&s_spectrewait2}; +statetype s_spectrewait2 = {false,SPR_SPECTRE_W2,10,T_Stand,NULL,&s_spectrewait3}; +statetype s_spectrewait3 = {false,SPR_SPECTRE_W3,10,T_Stand,NULL,&s_spectrewait4}; +statetype s_spectrewait4 = {false,SPR_SPECTRE_W4,10,T_Stand,NULL,&s_spectrewait1}; + +statetype s_spectrechase1 = {false,SPR_SPECTRE_W1,10,T_Ghosts,NULL,&s_spectrechase2}; +statetype s_spectrechase2 = {false,SPR_SPECTRE_W2,10,T_Ghosts,NULL,&s_spectrechase3}; +statetype s_spectrechase3 = {false,SPR_SPECTRE_W3,10,T_Ghosts,NULL,&s_spectrechase4}; +statetype s_spectrechase4 = {false,SPR_SPECTRE_W4,10,T_Ghosts,NULL,&s_spectrechase1}; + +statetype s_spectredie1 = {false,SPR_SPECTRE_F1,10,NULL,NULL,&s_spectredie2}; +statetype s_spectredie2 = {false,SPR_SPECTRE_F2,10,NULL,NULL,&s_spectredie3}; +statetype s_spectredie3 = {false,SPR_SPECTRE_F3,10,NULL,NULL,&s_spectredie4}; +statetype s_spectredie4 = {false,SPR_SPECTRE_F4,300,NULL,NULL,&s_spectrewake}; +statetype s_spectrewake = {false,SPR_SPECTRE_F4,10,NULL,A_Dormant,&s_spectrewake}; + +/* +=============== += += SpawnSpectre += +=============== +*/ + +void SpawnSpectre (int tilex, int tiley) +{ + unsigned far *map,tile; + + SpawnNewObj (tilex,tiley,&s_spectrewait1); + new->obclass = spectreobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_spectre]; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; // |FL_NEVERMARK|FL_NONMARK; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +=============== += += A_Dormant += +=============== +*/ + +void A_Dormant (objtype *ob) +{ + long deltax,deltay; + int xl,xh,yl,yh; + int x,y; + unsigned tile; + + deltax = ob->x - player->x; + if (deltax < -MINACTORDIST || deltax > MINACTORDIST) + goto moveok; + deltay = ob->y - player->y; + if (deltay < -MINACTORDIST || deltay > MINACTORDIST) + goto moveok; + + return; +moveok: + + xl = (ob->x-MINDIST) >> TILESHIFT; + xh = (ob->x+MINDIST) >> TILESHIFT; + yl = (ob->y-MINDIST) >> TILESHIFT; + yh = (ob->y+MINDIST) >> TILESHIFT; + + for (y=yl ; y<=yh ; y++) + for (x=xl ; x<=xh ; x++) + { + tile = actorat[x][y]; + if (!tile) + continue; + if (tile<256) + return; + if (((objtype *)tile)->flags&FL_SHOOTABLE) + return; + } + + ob->flags |= FL_AMBUSH | FL_SHOOTABLE; + ob->flags &= ~FL_ATTACKMODE; + ob->dir = nodir; + NewState (ob,&s_spectrewait1); +} + + +#endif + +/* +============================================================================= + + SCHABBS / GIFT / FAT + +============================================================================= +*/ + +#ifndef SPEAR +/* +=============== += += SpawnGhosts += +=============== +*/ + +void SpawnGhosts (int which, int tilex, int tiley) +{ + unsigned far *map,tile; + + switch(which) + { + case en_blinky: + SpawnNewObj (tilex,tiley,&s_blinkychase1); + break; + case en_clyde: + SpawnNewObj (tilex,tiley,&s_clydechase1); + break; + case en_pinky: + SpawnNewObj (tilex,tiley,&s_pinkychase1); + break; + case en_inky: + SpawnNewObj (tilex,tiley,&s_inkychase1); + break; + } + + new->obclass = ghostobj; + new->speed = SPDDOG; + + new->dir = east; + new->flags |= FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + + +void T_Gift (objtype *ob); +void T_GiftThrow (objtype *ob); + +void T_Fat (objtype *ob); +void T_FatThrow (objtype *ob); + +// +// schabb +// +extern statetype s_schabbstand; + +extern statetype s_schabbchase1; +extern statetype s_schabbchase1s; +extern statetype s_schabbchase2; +extern statetype s_schabbchase3; +extern statetype s_schabbchase3s; +extern statetype s_schabbchase4; + +extern statetype s_schabbdie1; +extern statetype s_schabbdie2; +extern statetype s_schabbdie3; +extern statetype s_schabbdie4; +extern statetype s_schabbdie5; +extern statetype s_schabbdie6; + +extern statetype s_schabbshoot1; +extern statetype s_schabbshoot2; + +extern statetype s_needle1; +extern statetype s_needle2; +extern statetype s_needle3; +extern statetype s_needle4; + +extern statetype s_schabbdeathcam; + + +statetype s_schabbstand = {false,SPR_SCHABB_W1,0,T_Stand,NULL,&s_schabbstand}; + +statetype s_schabbchase1 = {false,SPR_SCHABB_W1,10,T_Schabb,NULL,&s_schabbchase1s}; +statetype s_schabbchase1s = {false,SPR_SCHABB_W1,3,NULL,NULL,&s_schabbchase2}; +statetype s_schabbchase2 = {false,SPR_SCHABB_W2,8,T_Schabb,NULL,&s_schabbchase3}; +statetype s_schabbchase3 = {false,SPR_SCHABB_W3,10,T_Schabb,NULL,&s_schabbchase3s}; +statetype s_schabbchase3s = {false,SPR_SCHABB_W3,3,NULL,NULL,&s_schabbchase4}; +statetype s_schabbchase4 = {false,SPR_SCHABB_W4,8,T_Schabb,NULL,&s_schabbchase1}; + +statetype s_schabbdeathcam = {false,SPR_SCHABB_W1,1,NULL,NULL,&s_schabbdie1}; + +statetype s_schabbdie1 = {false,SPR_SCHABB_W1,10,NULL,A_DeathScream,&s_schabbdie2}; +statetype s_schabbdie2 = {false,SPR_SCHABB_W1,10,NULL,NULL,&s_schabbdie3}; +statetype s_schabbdie3 = {false,SPR_SCHABB_DIE1,10,NULL,NULL,&s_schabbdie4}; +statetype s_schabbdie4 = {false,SPR_SCHABB_DIE2,10,NULL,NULL,&s_schabbdie5}; +statetype s_schabbdie5 = {false,SPR_SCHABB_DIE3,10,NULL,NULL,&s_schabbdie6}; +statetype s_schabbdie6 = {false,SPR_SCHABB_DEAD,20,NULL,A_StartDeathCam,&s_schabbdie6}; + +statetype s_schabbshoot1 = {false,SPR_SCHABB_SHOOT1,30,NULL,NULL,&s_schabbshoot2}; +statetype s_schabbshoot2 = {false,SPR_SCHABB_SHOOT2,10,NULL,T_SchabbThrow,&s_schabbchase1}; + +statetype s_needle1 = {false,SPR_HYPO1,6,T_Projectile,NULL,&s_needle2}; +statetype s_needle2 = {false,SPR_HYPO2,6,T_Projectile,NULL,&s_needle3}; +statetype s_needle3 = {false,SPR_HYPO3,6,T_Projectile,NULL,&s_needle4}; +statetype s_needle4 = {false,SPR_HYPO4,6,T_Projectile,NULL,&s_needle1}; + + +// +// gift +// +extern statetype s_giftstand; + +extern statetype s_giftchase1; +extern statetype s_giftchase1s; +extern statetype s_giftchase2; +extern statetype s_giftchase3; +extern statetype s_giftchase3s; +extern statetype s_giftchase4; + +extern statetype s_giftdie1; +extern statetype s_giftdie2; +extern statetype s_giftdie3; +extern statetype s_giftdie4; +extern statetype s_giftdie5; +extern statetype s_giftdie6; + +extern statetype s_giftshoot1; +extern statetype s_giftshoot2; + +extern statetype s_needle1; +extern statetype s_needle2; +extern statetype s_needle3; +extern statetype s_needle4; + +extern statetype s_giftdeathcam; + +extern statetype s_boom1; +extern statetype s_boom2; +extern statetype s_boom3; + + +statetype s_giftstand = {false,SPR_GIFT_W1,0,T_Stand,NULL,&s_giftstand}; + +statetype s_giftchase1 = {false,SPR_GIFT_W1,10,T_Gift,NULL,&s_giftchase1s}; +statetype s_giftchase1s = {false,SPR_GIFT_W1,3,NULL,NULL,&s_giftchase2}; +statetype s_giftchase2 = {false,SPR_GIFT_W2,8,T_Gift,NULL,&s_giftchase3}; +statetype s_giftchase3 = {false,SPR_GIFT_W3,10,T_Gift,NULL,&s_giftchase3s}; +statetype s_giftchase3s = {false,SPR_GIFT_W3,3,NULL,NULL,&s_giftchase4}; +statetype s_giftchase4 = {false,SPR_GIFT_W4,8,T_Gift,NULL,&s_giftchase1}; + +statetype s_giftdeathcam = {false,SPR_GIFT_W1,1,NULL,NULL,&s_giftdie1}; + +statetype s_giftdie1 = {false,SPR_GIFT_W1,1,NULL,A_DeathScream,&s_giftdie2}; +statetype s_giftdie2 = {false,SPR_GIFT_W1,10,NULL,NULL,&s_giftdie3}; +statetype s_giftdie3 = {false,SPR_GIFT_DIE1,10,NULL,NULL,&s_giftdie4}; +statetype s_giftdie4 = {false,SPR_GIFT_DIE2,10,NULL,NULL,&s_giftdie5}; +statetype s_giftdie5 = {false,SPR_GIFT_DIE3,10,NULL,NULL,&s_giftdie6}; +statetype s_giftdie6 = {false,SPR_GIFT_DEAD,20,NULL,A_StartDeathCam,&s_giftdie6}; + +statetype s_giftshoot1 = {false,SPR_GIFT_SHOOT1,30,NULL,NULL,&s_giftshoot2}; +statetype s_giftshoot2 = {false,SPR_GIFT_SHOOT2,10,NULL,T_GiftThrow,&s_giftchase1}; + + +// +// fat +// +extern statetype s_fatstand; + +extern statetype s_fatchase1; +extern statetype s_fatchase1s; +extern statetype s_fatchase2; +extern statetype s_fatchase3; +extern statetype s_fatchase3s; +extern statetype s_fatchase4; + +extern statetype s_fatdie1; +extern statetype s_fatdie2; +extern statetype s_fatdie3; +extern statetype s_fatdie4; +extern statetype s_fatdie5; +extern statetype s_fatdie6; + +extern statetype s_fatshoot1; +extern statetype s_fatshoot2; +extern statetype s_fatshoot3; +extern statetype s_fatshoot4; +extern statetype s_fatshoot5; +extern statetype s_fatshoot6; + +extern statetype s_needle1; +extern statetype s_needle2; +extern statetype s_needle3; +extern statetype s_needle4; + +extern statetype s_fatdeathcam; + + +statetype s_fatstand = {false,SPR_FAT_W1,0,T_Stand,NULL,&s_fatstand}; + +statetype s_fatchase1 = {false,SPR_FAT_W1,10,T_Fat,NULL,&s_fatchase1s}; +statetype s_fatchase1s = {false,SPR_FAT_W1,3,NULL,NULL,&s_fatchase2}; +statetype s_fatchase2 = {false,SPR_FAT_W2,8,T_Fat,NULL,&s_fatchase3}; +statetype s_fatchase3 = {false,SPR_FAT_W3,10,T_Fat,NULL,&s_fatchase3s}; +statetype s_fatchase3s = {false,SPR_FAT_W3,3,NULL,NULL,&s_fatchase4}; +statetype s_fatchase4 = {false,SPR_FAT_W4,8,T_Fat,NULL,&s_fatchase1}; + +statetype s_fatdeathcam = {false,SPR_FAT_W1,1,NULL,NULL,&s_fatdie1}; + +statetype s_fatdie1 = {false,SPR_FAT_W1,1,NULL,A_DeathScream,&s_fatdie2}; +statetype s_fatdie2 = {false,SPR_FAT_W1,10,NULL,NULL,&s_fatdie3}; +statetype s_fatdie3 = {false,SPR_FAT_DIE1,10,NULL,NULL,&s_fatdie4}; +statetype s_fatdie4 = {false,SPR_FAT_DIE2,10,NULL,NULL,&s_fatdie5}; +statetype s_fatdie5 = {false,SPR_FAT_DIE3,10,NULL,NULL,&s_fatdie6}; +statetype s_fatdie6 = {false,SPR_FAT_DEAD,20,NULL,A_StartDeathCam,&s_fatdie6}; + +statetype s_fatshoot1 = {false,SPR_FAT_SHOOT1,30,NULL,NULL,&s_fatshoot2}; +statetype s_fatshoot2 = {false,SPR_FAT_SHOOT2,10,NULL,T_GiftThrow,&s_fatshoot3}; +statetype s_fatshoot3 = {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot4}; +statetype s_fatshoot4 = {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatshoot5}; +statetype s_fatshoot5 = {false,SPR_FAT_SHOOT3,10,NULL,T_Shoot,&s_fatshoot6}; +statetype s_fatshoot6 = {false,SPR_FAT_SHOOT4,10,NULL,T_Shoot,&s_fatchase1}; + + +/* +=============== += += SpawnSchabbs += +=============== +*/ + +void SpawnSchabbs (int tilex, int tiley) +{ + unsigned far *map,tile; + + if (DigiMode != sds_Off) + s_schabbdie2.tictime = 140; + else + s_schabbdie2.tictime = 5; + + SpawnNewObj (tilex,tiley,&s_schabbstand); + new->speed = SPDPATROL; + + new->obclass = schabbobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_schabbs]; + new->dir = south; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +=============== += += SpawnGift += +=============== +*/ + +void SpawnGift (int tilex, int tiley) +{ + unsigned far *map,tile; + + if (DigiMode != sds_Off) + s_giftdie2.tictime = 140; + else + s_giftdie2.tictime = 5; + + SpawnNewObj (tilex,tiley,&s_giftstand); + new->speed = SPDPATROL; + + new->obclass = giftobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_gift]; + new->dir = north; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +=============== += += SpawnFat += +=============== +*/ + +void SpawnFat (int tilex, int tiley) +{ + unsigned far *map,tile; + + if (DigiMode != sds_Off) + s_fatdie2.tictime = 140; + else + s_fatdie2.tictime = 5; + + SpawnNewObj (tilex,tiley,&s_fatstand); + new->speed = SPDPATROL; + + new->obclass = fatobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_fat]; + new->dir = south; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +================= += += T_SchabbThrow += +================= +*/ + +void T_SchabbThrow (objtype *ob) +{ + long deltax,deltay; + float angle; + int iangle; + + deltax = player->x - ob->x; + deltay = ob->y - player->y; + angle = atan2 (deltay,deltax); + if (angle<0) + angle = M_PI*2+angle; + iangle = angle/(M_PI*2)*ANGLES; + + GetNewActor (); + new->state = &s_needle1; + new->ticcount = 1; + + new->tilex = ob->tilex; + new->tiley = ob->tiley; + new->x = ob->x; + new->y = ob->y; + new->obclass = needleobj; + new->dir = nodir; + new->angle = iangle; + new->speed = 0x2000l; + + new->flags = FL_NONMARK; + new->active = true; + + PlaySoundLocActor (SCHABBSTHROWSND,new); +} + +/* +================= += += T_GiftThrow += +================= +*/ + +void T_GiftThrow (objtype *ob) +{ + long deltax,deltay; + float angle; + int iangle; + + deltax = player->x - ob->x; + deltay = ob->y - player->y; + angle = atan2 (deltay,deltax); + if (angle<0) + angle = M_PI*2+angle; + iangle = angle/(M_PI*2)*ANGLES; + + GetNewActor (); + new->state = &s_rocket; + new->ticcount = 1; + + new->tilex = ob->tilex; + new->tiley = ob->tiley; + new->x = ob->x; + new->y = ob->y; + new->obclass = rocketobj; + new->dir = nodir; + new->angle = iangle; + new->speed = 0x2000l; + new->flags = FL_NONMARK; + new->active = true; + + PlaySoundLocActor (MISSILEFIRESND,new); +} + + + +/* +================= += += T_Schabb += +================= +*/ + +void T_Schabb (objtype *ob) +{ + long move; + int dx,dy,dist; + boolean dodge; + + dodge = false; + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx : dy; + + if (CheckLine(ob)) // got a shot at player? + { + + if ( US_RndT() < (tics<<3) ) + { + // + // go into attack frame + // + NewState (ob,&s_schabbshoot1); + return; + } + dodge = true; + } + + if (ob->dir == nodir) + { + if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (ob->distance < 0) + { + // + // waiting for a door to open + // + OpenDoor (-ob->distance-1); + if (doorobjlist[-ob->distance-1].action != dr_open) + return; + ob->distance = TILEGLOBAL; // go ahead, the door is now opoen + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance; + + if (dist <4) + SelectRunDir (ob); + else if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } + +} + + + + +/* +================= += += T_Gift += +================= +*/ + +void T_Gift (objtype *ob) +{ + long move; + int dx,dy,dist; + boolean dodge; + + dodge = false; + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx : dy; + + if (CheckLine(ob)) // got a shot at player? + { + + if ( US_RndT() < (tics<<3) ) + { + // + // go into attack frame + // + NewState (ob,&s_giftshoot1); + return; + } + dodge = true; + } + + if (ob->dir == nodir) + { + if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (ob->distance < 0) + { + // + // waiting for a door to open + // + OpenDoor (-ob->distance-1); + if (doorobjlist[-ob->distance-1].action != dr_open) + return; + ob->distance = TILEGLOBAL; // go ahead, the door is now opoen + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance; + + if (dist <4) + SelectRunDir (ob); + else if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } + +} + + + + +/* +================= += += T_Fat += +================= +*/ + +void T_Fat (objtype *ob) +{ + long move; + int dx,dy,dist; + boolean dodge; + + dodge = false; + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx : dy; + + if (CheckLine(ob)) // got a shot at player? + { + + if ( US_RndT() < (tics<<3) ) + { + // + // go into attack frame + // + NewState (ob,&s_fatshoot1); + return; + } + dodge = true; + } + + if (ob->dir == nodir) + { + if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (ob->distance < 0) + { + // + // waiting for a door to open + // + OpenDoor (-ob->distance-1); + if (doorobjlist[-ob->distance-1].action != dr_open) + return; + ob->distance = TILEGLOBAL; // go ahead, the door is now opoen + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance; + + if (dist <4) + SelectRunDir (ob); + else if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } + +} + + + +/* +============================================================================= + + HITLERS + +============================================================================= +*/ + + +// +// fake +// +extern statetype s_fakestand; + +extern statetype s_fakechase1; +extern statetype s_fakechase1s; +extern statetype s_fakechase2; +extern statetype s_fakechase3; +extern statetype s_fakechase3s; +extern statetype s_fakechase4; + +extern statetype s_fakedie1; +extern statetype s_fakedie2; +extern statetype s_fakedie3; +extern statetype s_fakedie4; +extern statetype s_fakedie5; +extern statetype s_fakedie6; + +extern statetype s_fakeshoot1; +extern statetype s_fakeshoot2; +extern statetype s_fakeshoot3; +extern statetype s_fakeshoot4; +extern statetype s_fakeshoot5; +extern statetype s_fakeshoot6; +extern statetype s_fakeshoot7; +extern statetype s_fakeshoot8; +extern statetype s_fakeshoot9; + +extern statetype s_fire1; +extern statetype s_fire2; + +statetype s_fakestand = {false,SPR_FAKE_W1,0,T_Stand,NULL,&s_fakestand}; + +statetype s_fakechase1 = {false,SPR_FAKE_W1,10,T_Fake,NULL,&s_fakechase1s}; +statetype s_fakechase1s = {false,SPR_FAKE_W1,3,NULL,NULL,&s_fakechase2}; +statetype s_fakechase2 = {false,SPR_FAKE_W2,8,T_Fake,NULL,&s_fakechase3}; +statetype s_fakechase3 = {false,SPR_FAKE_W3,10,T_Fake,NULL,&s_fakechase3s}; +statetype s_fakechase3s = {false,SPR_FAKE_W3,3,NULL,NULL,&s_fakechase4}; +statetype s_fakechase4 = {false,SPR_FAKE_W4,8,T_Fake,NULL,&s_fakechase1}; + +statetype s_fakedie1 = {false,SPR_FAKE_DIE1,10,NULL,A_DeathScream,&s_fakedie2}; +statetype s_fakedie2 = {false,SPR_FAKE_DIE2,10,NULL,NULL,&s_fakedie3}; +statetype s_fakedie3 = {false,SPR_FAKE_DIE3,10,NULL,NULL,&s_fakedie4}; +statetype s_fakedie4 = {false,SPR_FAKE_DIE4,10,NULL,NULL,&s_fakedie5}; +statetype s_fakedie5 = {false,SPR_FAKE_DIE5,10,NULL,NULL,&s_fakedie6}; +statetype s_fakedie6 = {false,SPR_FAKE_DEAD,0,NULL,NULL,&s_fakedie6}; + +statetype s_fakeshoot1 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot2}; +statetype s_fakeshoot2 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot3}; +statetype s_fakeshoot3 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot4}; +statetype s_fakeshoot4 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot5}; +statetype s_fakeshoot5 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot6}; +statetype s_fakeshoot6 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot7}; +statetype s_fakeshoot7 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot8}; +statetype s_fakeshoot8 = {false,SPR_FAKE_SHOOT,8,NULL,T_FakeFire,&s_fakeshoot9}; +statetype s_fakeshoot9 = {false,SPR_FAKE_SHOOT,8,NULL,NULL,&s_fakechase1}; + +statetype s_fire1 = {false,SPR_FIRE1,6,NULL,T_Projectile,&s_fire2}; +statetype s_fire2 = {false,SPR_FIRE2,6,NULL,T_Projectile,&s_fire1}; + +// +// hitler +// +extern statetype s_mechachase1; +extern statetype s_mechachase1s; +extern statetype s_mechachase2; +extern statetype s_mechachase3; +extern statetype s_mechachase3s; +extern statetype s_mechachase4; + +extern statetype s_mechadie1; +extern statetype s_mechadie2; +extern statetype s_mechadie3; +extern statetype s_mechadie4; + +extern statetype s_mechashoot1; +extern statetype s_mechashoot2; +extern statetype s_mechashoot3; +extern statetype s_mechashoot4; +extern statetype s_mechashoot5; +extern statetype s_mechashoot6; + + +extern statetype s_hitlerchase1; +extern statetype s_hitlerchase1s; +extern statetype s_hitlerchase2; +extern statetype s_hitlerchase3; +extern statetype s_hitlerchase3s; +extern statetype s_hitlerchase4; + +extern statetype s_hitlerdie1; +extern statetype s_hitlerdie2; +extern statetype s_hitlerdie3; +extern statetype s_hitlerdie4; +extern statetype s_hitlerdie5; +extern statetype s_hitlerdie6; +extern statetype s_hitlerdie7; +extern statetype s_hitlerdie8; +extern statetype s_hitlerdie9; +extern statetype s_hitlerdie10; + +extern statetype s_hitlershoot1; +extern statetype s_hitlershoot2; +extern statetype s_hitlershoot3; +extern statetype s_hitlershoot4; +extern statetype s_hitlershoot5; +extern statetype s_hitlershoot6; + +extern statetype s_hitlerdeathcam; + +statetype s_mechastand = {false,SPR_MECHA_W1,0,T_Stand,NULL,&s_mechastand}; + +statetype s_mechachase1 = {false,SPR_MECHA_W1,10,T_Chase,A_MechaSound,&s_mechachase1s}; +statetype s_mechachase1s = {false,SPR_MECHA_W1,6,NULL,NULL,&s_mechachase2}; +statetype s_mechachase2 = {false,SPR_MECHA_W2,8,T_Chase,NULL,&s_mechachase3}; +statetype s_mechachase3 = {false,SPR_MECHA_W3,10,T_Chase,A_MechaSound,&s_mechachase3s}; +statetype s_mechachase3s = {false,SPR_MECHA_W3,6,NULL,NULL,&s_mechachase4}; +statetype s_mechachase4 = {false,SPR_MECHA_W4,8,T_Chase,NULL,&s_mechachase1}; + +statetype s_mechadie1 = {false,SPR_MECHA_DIE1,10,NULL,A_DeathScream,&s_mechadie2}; +statetype s_mechadie2 = {false,SPR_MECHA_DIE2,10,NULL,NULL,&s_mechadie3}; +statetype s_mechadie3 = {false,SPR_MECHA_DIE3,10,NULL,A_HitlerMorph,&s_mechadie4}; +statetype s_mechadie4 = {false,SPR_MECHA_DEAD,0,NULL,NULL,&s_mechadie4}; + +statetype s_mechashoot1 = {false,SPR_MECHA_SHOOT1,30,NULL,NULL,&s_mechashoot2}; +statetype s_mechashoot2 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot3}; +statetype s_mechashoot3 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot4}; +statetype s_mechashoot4 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechashoot5}; +statetype s_mechashoot5 = {false,SPR_MECHA_SHOOT3,10,NULL,T_Shoot,&s_mechashoot6}; +statetype s_mechashoot6 = {false,SPR_MECHA_SHOOT2,10,NULL,T_Shoot,&s_mechachase1}; + + +statetype s_hitlerchase1 = {false,SPR_HITLER_W1,6,T_Chase,NULL,&s_hitlerchase1s}; +statetype s_hitlerchase1s = {false,SPR_HITLER_W1,4,NULL,NULL,&s_hitlerchase2}; +statetype s_hitlerchase2 = {false,SPR_HITLER_W2,2,T_Chase,NULL,&s_hitlerchase3}; +statetype s_hitlerchase3 = {false,SPR_HITLER_W3,6,T_Chase,NULL,&s_hitlerchase3s}; +statetype s_hitlerchase3s = {false,SPR_HITLER_W3,4,NULL,NULL,&s_hitlerchase4}; +statetype s_hitlerchase4 = {false,SPR_HITLER_W4,2,T_Chase,NULL,&s_hitlerchase1}; + +statetype s_hitlerdeathcam = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie1}; + +statetype s_hitlerdie1 = {false,SPR_HITLER_W1,1,NULL,A_DeathScream,&s_hitlerdie2}; +statetype s_hitlerdie2 = {false,SPR_HITLER_W1,10,NULL,NULL,&s_hitlerdie3}; +statetype s_hitlerdie3 = {false,SPR_HITLER_DIE1,10,NULL,A_Slurpie,&s_hitlerdie4}; +statetype s_hitlerdie4 = {false,SPR_HITLER_DIE2,10,NULL,NULL,&s_hitlerdie5}; +statetype s_hitlerdie5 = {false,SPR_HITLER_DIE3,10,NULL,NULL,&s_hitlerdie6}; +statetype s_hitlerdie6 = {false,SPR_HITLER_DIE4,10,NULL,NULL,&s_hitlerdie7}; +statetype s_hitlerdie7 = {false,SPR_HITLER_DIE5,10,NULL,NULL,&s_hitlerdie8}; +statetype s_hitlerdie8 = {false,SPR_HITLER_DIE6,10,NULL,NULL,&s_hitlerdie9}; +statetype s_hitlerdie9 = {false,SPR_HITLER_DIE7,10,NULL,NULL,&s_hitlerdie10}; +statetype s_hitlerdie10 = {false,SPR_HITLER_DEAD,20,NULL,A_StartDeathCam,&s_hitlerdie10}; + +statetype s_hitlershoot1 = {false,SPR_HITLER_SHOOT1,30,NULL,NULL,&s_hitlershoot2}; +statetype s_hitlershoot2 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot3}; +statetype s_hitlershoot3 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot4}; +statetype s_hitlershoot4 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlershoot5}; +statetype s_hitlershoot5 = {false,SPR_HITLER_SHOOT3,10,NULL,T_Shoot,&s_hitlershoot6}; +statetype s_hitlershoot6 = {false,SPR_HITLER_SHOOT2,10,NULL,T_Shoot,&s_hitlerchase1}; + + + +/* +=============== += += SpawnFakeHitler += +=============== +*/ + +void SpawnFakeHitler (int tilex, int tiley) +{ + unsigned far *map,tile; + + + if (DigiMode != sds_Off) + s_hitlerdie2.tictime = 140; + else + s_hitlerdie2.tictime = 5; + + SpawnNewObj (tilex,tiley,&s_fakestand); + new->speed = SPDPATROL; + + new->obclass = fakeobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_fake]; + new->dir = north; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +=============== += += SpawnHitler += +=============== +*/ + +void SpawnHitler (int tilex, int tiley) +{ + unsigned far *map,tile; + + if (DigiMode != sds_Off) + s_hitlerdie2.tictime = 140; + else + s_hitlerdie2.tictime = 5; + + + SpawnNewObj (tilex,tiley,&s_mechastand); + new->speed = SPDPATROL; + + new->obclass = mechahitlerobj; + new->hitpoints = starthitpoints[gamestate.difficulty][en_hitler]; + new->dir = south; + new->flags |= FL_SHOOTABLE|FL_AMBUSH; + if (!loadedgame) + gamestate.killtotal++; +} + + +/* +=============== += += A_HitlerMorph += +=============== +*/ + +void A_HitlerMorph (objtype *ob) +{ + unsigned far *map,tile,hitpoints[4]={500,700,800,900}; + + + SpawnNewObj (ob->tilex,ob->tiley,&s_hitlerchase1); + new->speed = SPDPATROL*5; + + new->x = ob->x; + new->y = ob->y; + + new->distance = ob->distance; + new->dir = ob->dir; + new->flags = ob->flags | FL_SHOOTABLE; + + new->obclass = realhitlerobj; + new->hitpoints = hitpoints[gamestate.difficulty]; +} + + +//////////////////////////////////////////////////////// +// +// A_MechaSound +// A_Slurpie +// +//////////////////////////////////////////////////////// +void A_MechaSound (objtype *ob) +{ + if (areabyplayer[ob->areanumber]) + PlaySoundLocActor (MECHSTEPSND,ob); +} + + +#pragma argsused +void A_Slurpie (objtype *ob) +{ + SD_PlaySound(SLURPIESND); +} + +/* +================= += += T_FakeFire += +================= +*/ + +void T_FakeFire (objtype *ob) +{ + long deltax,deltay; + float angle; + int iangle; + + deltax = player->x - ob->x; + deltay = ob->y - player->y; + angle = atan2 (deltay,deltax); + if (angle<0) + angle = M_PI*2+angle; + iangle = angle/(M_PI*2)*ANGLES; + + GetNewActor (); + new->state = &s_fire1; + new->ticcount = 1; + + new->tilex = ob->tilex; + new->tiley = ob->tiley; + new->x = ob->x; + new->y = ob->y; + new->dir = nodir; + new->angle = iangle; + new->obclass = fireobj; + new->speed = 0x1200l; + new->flags = FL_NEVERMARK; + new->active = true; + + PlaySoundLocActor (FLAMETHROWERSND,new); +} + + + +/* +================= += += T_Fake += +================= +*/ + +void T_Fake (objtype *ob) +{ + long move; + int dx,dy,dist; + boolean dodge; + + if (CheckLine(ob)) // got a shot at player? + { + if ( US_RndT() < (tics<<1) ) + { + // + // go into attack frame + // + NewState (ob,&s_fakeshoot1); + return; + } + } + + if (ob->dir == nodir) + { + SelectDodgeDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance; + + SelectDodgeDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } + +} + +#endif +/* +============================================================================ + + STAND + +============================================================================ +*/ + + +/* +=============== += += T_Stand += +=============== +*/ + +void T_Stand (objtype *ob) +{ + SightPlayer (ob); +} + + +/* +============================================================================ + + CHASE + +============================================================================ +*/ + +/* +================= += += T_Chase += +================= +*/ + +void T_Chase (objtype *ob) +{ + long move; + int dx,dy,dist,chance; + boolean dodge; + + if (gamestate.victoryflag) + return; + + dodge = false; + if (CheckLine(ob)) // got a shot at player? + { + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx : dy; + if (!dist || (dist==1 && ob->distance<0x4000) ) + chance = 300; + else + chance = (tics<<4)/dist; + + if ( US_RndT()obclass) + { + case guardobj: + NewState (ob,&s_grdshoot1); + break; + case officerobj: + NewState (ob,&s_ofcshoot1); + break; + case mutantobj: + NewState (ob,&s_mutshoot1); + break; + case ssobj: + NewState (ob,&s_ssshoot1); + break; +#ifndef SPEAR + case bossobj: + NewState (ob,&s_bossshoot1); + break; + case gretelobj: + NewState (ob,&s_gretelshoot1); + break; + case mechahitlerobj: + NewState (ob,&s_mechashoot1); + break; + case realhitlerobj: + NewState (ob,&s_hitlershoot1); + break; +#else + case angelobj: + NewState (ob,&s_angelshoot1); + break; + case transobj: + NewState (ob,&s_transshoot1); + break; + case uberobj: + NewState (ob,&s_ubershoot1); + break; + case willobj: + NewState (ob,&s_willshoot1); + break; + case deathobj: + NewState (ob,&s_deathshoot1); + break; +#endif + } + return; + } + dodge = true; + } + + if (ob->dir == nodir) + { + if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (ob->distance < 0) + { + // + // waiting for a door to open + // + OpenDoor (-ob->distance-1); + if (doorobjlist[-ob->distance-1].action != dr_open) + return; + ob->distance = TILEGLOBAL; // go ahead, the door is now opoen + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance; + + if (dodge) + SelectDodgeDir (ob); + else + SelectChaseDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } + +} + + +/* +================= += += T_Ghosts += +================= +*/ + +void T_Ghosts (objtype *ob) +{ + long move; + + + if (ob->dir == nodir) + { + SelectChaseDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance; + + SelectChaseDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } + +} + +/* +================= += += T_DogChase += +================= +*/ + +void T_DogChase (objtype *ob) +{ + long move; + int dist,chance; + long dx,dy; + + + if (ob->dir == nodir) + { + SelectDodgeDir (ob); + if (ob->dir == nodir) + return; // object is blocked in + } + + move = ob->speed*tics; + + while (move) + { + // + // check for byte range + // + dx = player->x - ob->x; + if (dx<0) + dx = -dx; + dx -= move; + if (dx <= MINACTORDIST) + { + dy = player->y - ob->y; + if (dy<0) + dy = -dy; + dy -= move; + if (dy <= MINACTORDIST) + { + NewState (ob,&s_dogjump1); + return; + } + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + // + // reached goal tile, so select another one + // + + // + // fix position to account for round off during moving + // + ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance; + + SelectDodgeDir (ob); + + if (ob->dir == nodir) + return; // object is blocked in + } + +} + + + +/* +============================================================================ + + PATH + +============================================================================ +*/ + + +/* +=============== += += SelectPathDir += +=============== +*/ + +void SelectPathDir (objtype *ob) +{ + unsigned spot; + + spot = MAPSPOT(ob->tilex,ob->tiley,1)-ICONARROWS; + + if (spot<8) + { + // new direction + ob->dir = spot; + } + + ob->distance = TILEGLOBAL; + + if (!TryWalk (ob)) + ob->dir = nodir; +} + + +/* +=============== += += T_Path += +=============== +*/ + +void T_Path (objtype *ob) +{ + long move; + long deltax,deltay,size; + + if (SightPlayer (ob)) + return; + + if (ob->dir == nodir) + { + SelectPathDir (ob); + if (ob->dir == nodir) + return; // all movement is blocked + } + + + move = ob->speed*tics; + + while (move) + { + if (ob->distance < 0) + { + // + // waiting for a door to open + // + OpenDoor (-ob->distance-1); + if (doorobjlist[-ob->distance-1].action != dr_open) + return; + ob->distance = TILEGLOBAL; // go ahead, the door is now opoen + } + + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + if (ob->tilex>MAPSIZE || ob->tiley>MAPSIZE) + { + sprintf (str,"T_Path hit a wall at %u,%u, dir %u" + ,ob->tilex,ob->tiley,ob->dir); + Quit (str); + } + + + + ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance; + + SelectPathDir (ob); + + if (ob->dir == nodir) + return; // all movement is blocked + } +} + + +/* +============================================================================= + + FIGHT + +============================================================================= +*/ + + +/* +=============== += += T_Shoot += += Try to damage the player, based on skill level and player's speed += +=============== +*/ + +void T_Shoot (objtype *ob) +{ + int dx,dy,dist; + int hitchance,damage; + + hitchance = 128; + + if (!areabyplayer[ob->areanumber]) + return; + + if (!CheckLine (ob)) // player is behind a wall + return; + + dx = abs(ob->tilex - player->tilex); + dy = abs(ob->tiley - player->tiley); + dist = dx>dy ? dx:dy; + + if (ob->obclass == ssobj || ob->obclass == bossobj) + dist = dist*2/3; // ss are better shots + + if (thrustspeed >= RUNSPEED) + { + if (ob->flags&FL_VISABLE) + hitchance = 160-dist*16; // player can see to dodge + else + hitchance = 160-dist*8; + } + else + { + if (ob->flags&FL_VISABLE) + hitchance = 256-dist*16; // player can see to dodge + else + hitchance = 256-dist*8; + } + +// see if the shot was a hit + + if (US_RndT()>2; + else if (dist<4) + damage = US_RndT()>>3; + else + damage = US_RndT()>>4; + + TakeDamage (damage,ob); + } + + switch(ob->obclass) + { + case ssobj: + PlaySoundLocActor(SSFIRESND,ob); + break; +#ifndef SPEAR + case giftobj: + case fatobj: + PlaySoundLocActor(MISSILEFIRESND,ob); + break; + case mechahitlerobj: + case realhitlerobj: + case bossobj: + PlaySoundLocActor(BOSSFIRESND,ob); + break; + case schabbobj: + PlaySoundLocActor(SCHABBSTHROWSND,ob); + break; + case fakeobj: + PlaySoundLocActor(FLAMETHROWERSND,ob); + break; +#endif + default: + PlaySoundLocActor(NAZIFIRESND,ob); + } + +} + + +/* +=============== += += T_Bite += +=============== +*/ + +void T_Bite (objtype *ob) +{ + long dx,dy; + int hitchance,damage; + + + PlaySoundLocActor(DOGATTACKSND,ob); // JAB + + dx = player->x - ob->x; + if (dx<0) + dx = -dx; + dx -= TILEGLOBAL; + if (dx <= MINACTORDIST) + { + dy = player->y - ob->y; + if (dy<0) + dy = -dy; + dy -= TILEGLOBAL; + if (dy <= MINACTORDIST) + { + if (US_RndT()<180) + { + TakeDamage (US_RndT()>>4,ob); + return; + } + } + } + + return; +} + + +#ifndef SPEAR +/* +============================================================================ + + BJ VICTORY + +============================================================================ +*/ + + +// +// BJ victory +// + +void T_BJRun (objtype *ob); +void T_BJJump (objtype *ob); +void T_BJDone (objtype *ob); +void T_BJYell (objtype *ob); + +void T_DeathCam (objtype *ob); + +extern statetype s_bjrun1; +extern statetype s_bjrun1s; +extern statetype s_bjrun2; +extern statetype s_bjrun3; +extern statetype s_bjrun3s; +extern statetype s_bjrun4; + +extern statetype s_bjjump1; +extern statetype s_bjjump2; +extern statetype s_bjjump3; +extern statetype s_bjjump4; + + +statetype s_bjrun1 = {false,SPR_BJ_W1,12,T_BJRun,NULL,&s_bjrun1s}; +statetype s_bjrun1s = {false,SPR_BJ_W1,3, NULL,NULL,&s_bjrun2}; +statetype s_bjrun2 = {false,SPR_BJ_W2,8,T_BJRun,NULL,&s_bjrun3}; +statetype s_bjrun3 = {false,SPR_BJ_W3,12,T_BJRun,NULL,&s_bjrun3s}; +statetype s_bjrun3s = {false,SPR_BJ_W3,3, NULL,NULL,&s_bjrun4}; +statetype s_bjrun4 = {false,SPR_BJ_W4,8,T_BJRun,NULL,&s_bjrun1}; + + +statetype s_bjjump1 = {false,SPR_BJ_JUMP1,14,T_BJJump,NULL,&s_bjjump2}; +statetype s_bjjump2 = {false,SPR_BJ_JUMP2,14,T_BJJump,T_BJYell,&s_bjjump3}; +statetype s_bjjump3 = {false,SPR_BJ_JUMP3,14,T_BJJump,NULL,&s_bjjump4}; +statetype s_bjjump4 = {false,SPR_BJ_JUMP4,300,NULL,T_BJDone,&s_bjjump4}; + + +statetype s_deathcam = {false,0,0,NULL,NULL,NULL}; + + +/* +=============== += += SpawnBJVictory += +=============== +*/ + +void SpawnBJVictory (void) +{ + unsigned far *map,tile; + + SpawnNewObj (player->tilex,player->tiley+1,&s_bjrun1); + new->x = player->x; + new->y = player->y; + new->obclass = bjobj; + new->dir = north; + new->temp1 = 6; // tiles to run forward +} + + + +/* +=============== += += T_BJRun += +=============== +*/ + +void T_BJRun (objtype *ob) +{ + long move; + + move = BJRUNSPEED*tics; + + while (move) + { + if (move < ob->distance) + { + MoveObj (ob,move); + break; + } + + + ob->x = ((long)ob->tilex<y = ((long)ob->tiley<distance; + + SelectPathDir (ob); + + if ( !(--ob->temp1) ) + { + NewState (ob,&s_bjjump1); + return; + } + } +} + + +/* +=============== += += T_BJJump += +=============== +*/ + +void T_BJJump (objtype *ob) +{ + long move; + + move = BJJUMPSPEED*tics; + MoveObj (ob,move); +} + + +/* +=============== += += T_BJYell += +=============== +*/ + +void T_BJYell (objtype *ob) +{ + PlaySoundLocActor(YEAHSND,ob); // JAB +} + + +/* +=============== += += T_BJDone += +=============== +*/ + +#pragma argsused +void T_BJDone (objtype *ob) +{ + playstate = ex_victorious; // exit castle tile +} + + + +//=========================================================================== + + +/* +=============== += += CheckPosition += +=============== +*/ + +boolean CheckPosition (objtype *ob) +{ + int x,y,xl,yl,xh,yh; + objtype *check; + + xl = (ob->x-PLAYERSIZE) >>TILESHIFT; + yl = (ob->y-PLAYERSIZE) >>TILESHIFT; + + xh = (ob->x+PLAYERSIZE) >>TILESHIFT; + yh = (ob->y+PLAYERSIZE) >>TILESHIFT; + + // + // check for solid walls + // + for (y=yl;y<=yh;y++) + for (x=xl;x<=xh;x++) + { + check = actorat[x][y]; + if (check && checkx = gamestate.killx; + player->y = gamestate.killy; + + dx = ob->x - player->x; + dy = player->y - ob->y; + + fangle = atan2(dy,dx); // returns -pi to pi + if (fangle<0) + fangle = M_PI*2+fangle; + + player->angle = fangle/(M_PI*2)*ANGLES; + +// +// try to position as close as possible without being in a wall +// + dist = 0x14000l; + do + { + xmove = FixedByFrac(dist,costable[player->angle]); + ymove = -FixedByFrac(dist,sintable[player->angle]); + + player->x = ob->x - xmove; + player->y = ob->y - ymove; + dist += 0x1000; + + } while (!CheckPosition (player)); + plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned + pluy = player->y >> UNSIGNEDSHIFT; + player->tilex = player->x >> TILESHIFT; // scale to tile values + player->tiley = player->y >> TILESHIFT; + +// +// go back to the game +// + temp = bufferofs; + for (i=0;i<3;i++) + { + bufferofs = screenloc[i]; + DrawPlayBorder (); + } + bufferofs = temp; + + fizzlein = true; + switch (ob->obclass) + { +#ifndef SPEAR + case schabbobj: + NewState (ob,&s_schabbdeathcam); + break; + case realhitlerobj: + NewState (ob,&s_hitlerdeathcam); + break; + case giftobj: + NewState (ob,&s_giftdeathcam); + break; + case fatobj: + NewState (ob,&s_fatdeathcam); + break; +#endif + } + +} + +#endif diff --git a/WOLFSRC/WL_AGENT.C b/WOLFSRC/WL_AGENT.C new file mode 100644 index 0000000..e5d8777 --- /dev/null +++ b/WOLFSRC/WL_AGENT.C @@ -0,0 +1,1421 @@ +// 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>=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 99) + gamestate.ammo = 99; + DrawAmmo (); +} + +//=========================================================================== + +/* +================== += += GiveKey += +================== +*/ + +void GiveKey (int key) +{ + gamestate.keys |= (1<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); + GiveWeapon (wp_chaingun); + + StatusDrawPic (17,4,GOTGATLINGPIC); + facecount = 0; + gotgatgun = 1; + 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; + + case bo_spear: + spearflag = true; + spearx = player->x; + speary = player->y; + spearangle = player->angle; + playstate = ex_completed; + } + + 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; + long deltax,deltay; + + xl = (ob->x-PLAYERSIZE) >>TILESHIFT; + yl = (ob->y-PLAYERSIZE) >>TILESHIFT; + + xh = (ob->x+PLAYERSIZE) >>TILESHIFT; + yh = (ob->y+PLAYERSIZE) >>TILESHIFT; + +// +// check for solid walls +// + for (y=yl;y<=yh;y++) + for (x=xl;x<=xh;x++) + { + check = actorat[x][y]; + if (check && check0) + yl--; + if (yh0) + xl--; + if (xh objlist + && (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, long xmove, long ymove) +{ + long basex,basey; + + basex = ob->x; + basey = ob->y; + + ob->x = basex+xmove; + ob->y = basey+ymove; + if (TryMove (ob)) + return; + + if (noclip && ob->x > 2*TILEGLOBAL && ob->y > 2*TILEGLOBAL && + ob->x < (((long)(mapwidth-1))<y < (((long)(mapheight-1))<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 += +=================== +*/ + +void Thrust (int angle, long speed) +{ + long xmove,ymove; + long slowmax; + unsigned offset; + + + // + // ZERO FUNNY COUNTER IF MOVED! + // + #ifdef SPEAR + if (speed) + funnyticount = 0; + #endif + + thrustspeed += speed; +// +// moving bounds speed +// + if (speed >= MINDIST*2) + speed = MINDIST*2-1; + + xmove = FixedByFrac(speed,costable[angle]); + ymove = -FixedByFrac(speed,sintable[angle]); + + ClipMove(player,xmove,ymove); + + player->tilex = player->x >> TILESHIFT; // scale to tile values + player->tiley = player->y >> TILESHIFT; + + offset = farmapylookup[player->tiley]+player->tilex; + player->areanumber = *(mapsegs[0] + offset) -AREATILE; + + if (*(mapsegs[1] + offset) == EXITTILE) + VictoryTile (); +} + + +/* +============================================================================= + + ACTIONS + +============================================================================= +*/ + + +/* +=============== += += Cmd_Fire += +=============== +*/ + +void Cmd_Fire (void) +{ + buttonheld[bt_attack] = true; + + gamestate.weaponframe = 0; + + player->state = &s_attack; + + gamestate.attackframe = 0; + gamestate.attackcount = + attackinfo[gamestate.weapon][gamestate.attackframe].tics; + gamestate.weaponframe = + attackinfo[gamestate.weapon][gamestate.attackframe].frame; +} + +//=========================================================================== + +/* +=============== += += Cmd_Use += +=============== +*/ + +void Cmd_Use (void) +{ + objtype *check; + int checkx,checky,doornum,dir; + boolean elevatorok; + + +// +// find which cardinal direction the player is facing +// + if (player->angle < ANGLES/8 || player->angle > 7*ANGLES/8) + { + checkx = player->tilex + 1; + checky = player->tiley; + dir = di_east; + elevatorok = true; + } + else if (player->angle < 3*ANGLES/8) + { + checkx = player->tilex; + checky = player->tiley-1; + dir = di_north; + elevatorok = false; + } + else if (player->angle < 5*ANGLES/8) + { + checkx = player->tilex - 1; + checky = player->tiley; + dir = di_west; + elevatorok = true; + } + else + { + checkx = player->tilex; + checky = player->tiley + 1; + dir = di_south; + elevatorok = false; + } + + doornum = tilemap[checkx][checky]; + if (*(mapsegs[1]+farmapylookup[checky]+checkx) == PUSHABLETILE) + { + // + // pushable wall + // + + PushWall (checkx,checky,dir); + return; + } + if (!buttonheld[bt_use] && doornum == ELEVATORTILE && elevatorok) + { + // + // use elevator + // + buttonheld[bt_use] = true; + + tilemap[checkx][checky]++; // flip switch + if (*(mapsegs[0]+farmapylookup[player->tiley]+player->tilex) == ALTELEVATORTILE) + playstate = ex_secretlevel; + else + playstate = ex_completed; + SD_PlaySound (LEVELDONESND); + SD_WaitSoundDone(); + } + else if (!buttonheld[bt_use] && doornum & 0x80) + { + buttonheld[bt_use] = true; + OperateDoor (doornum & ~0x80); + } + else + SD_PlaySound (DONOTHINGSND); + +} + +/* +============================================================================= + + PLAYER CONTROL + +============================================================================= +*/ + + + +/* +=============== += += SpawnPlayer += +=============== +*/ + +void SpawnPlayer (int tilex, int tiley, int dir) +{ + player->obclass = playerobj; + player->active = true; + player->tilex = tilex; + player->tiley = tiley; + player->areanumber = + *(mapsegs[0] + farmapylookup[player->tiley]+player->tilex); + player->x = ((long)tilex<y = ((long)tiley<state = &s_player; + player->angle = (1-dir)*90; + if (player->angle<0) + player->angle += ANGLES; + player->flags = FL_NEVERMARK; + Thrust (0,0); // set some variables + + InitAreas (); +} + + +//=========================================================================== + +/* +=============== += += T_KnifeAttack += += Update player hands, and try to do damage when the proper frame is reached += +=============== +*/ + +void KnifeAttack (objtype *ob) +{ + objtype *check,*closest; + long dist; + + SD_PlaySound (ATKKNIFESND); +// actually fire + dist = 0x7fffffff; + closest = NULL; + for (check=ob->next ; check ; check=check->next) + if ( (check->flags & FL_SHOOTABLE) + && (check->flags & FL_VISABLE) + && abs (check->viewx-centerx) < shootdelta + ) + { + if (check->transx < dist) + { + dist = check->transx; + closest = check; + } + } + + if (!closest || dist> 0x18000l) + { + // missed + + return; + } + +// hit something + DamageActor (closest,US_RndT() >> 4); +} + + + +void GunAttack (objtype *ob) +{ + objtype *check,*closest,*oldclosest; + int damage; + int dx,dy,dist; + long viewdist; + + switch (gamestate.weapon) + { + case wp_pistol: + SD_PlaySound (ATKPISTOLSND); + break; + case wp_machinegun: + SD_PlaySound (ATKMACHINEGUNSND); + break; + case wp_chaingun: + SD_PlaySound (ATKGATLINGSND); + break; + } + + madenoise = true; + +// +// find potential targets +// + viewdist = 0x7fffffffl; + closest = NULL; + + while (1) + { + oldclosest = closest; + + for (check=ob->next ; check ; check=check->next) + if ( (check->flags & FL_SHOOTABLE) + && (check->flags & FL_VISABLE) + && abs (check->viewx-centerx) < shootdelta + ) + { + if (check->transx < viewdist) + { + viewdist = check->transx; + closest = check; + } + } + + if (closest == oldclosest) + return; // no more targets, all missed + + // + // trace a line from player to enemey + // + if (CheckLine(closest)) + break; + + } + +// +// hit something +// + dx = abs(closest->tilex - player->tilex); + dy = abs(closest->tiley - player->tiley); + dist = dx>dy ? dx:dy; + + if (dist<2) + damage = US_RndT() / 4; + else if (dist<4) + damage = US_RndT() / 6; + else + { + if ( (US_RndT() / 12) < dist) // missed + return; + damage = US_RndT() / 6; + } + + DamageActor (closest,damage); +} + +//=========================================================================== + +/* +=============== += += VictorySpin += +=============== +*/ + +void VictorySpin (void) +{ + long desty; + + if (player->angle > 270) + { + player->angle -= tics * 3; + if (player->angle < 270) + player->angle = 270; + } + else if (player->angle < 270) + { + player->angle += tics * 3; + if (player->angle > 270) + player->angle = 270; + } + + desty = (((long)player->tiley-5)<y > desty) + { + player->y -= tics*4096; + if (player->y < desty) + player->y = desty; + } +} + + +//=========================================================================== + +/* +=============== += += T_Attack += +=============== +*/ + +void T_Attack (objtype *ob) +{ + struct atkinf *cur; + + UpdateFace (); + + if (gamestate.victoryflag) // watching the BJ actor + { + VictorySpin (); + return; + } + + if ( buttonstate[bt_use] && !buttonheld[bt_use] ) + buttonstate[bt_use] = false; + + if ( buttonstate[bt_attack] && !buttonheld[bt_attack]) + buttonstate[bt_attack] = false; + + ControlMovement (ob); + if (gamestate.victoryflag) // watching the BJ actor + return; + + plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned + pluy = player->y >> UNSIGNEDSHIFT; + player->tilex = player->x >> TILESHIFT; // scale to tile values + player->tiley = player->y >> TILESHIFT; + +// +// change frame and fire +// + gamestate.attackcount -= tics; + while (gamestate.attackcount <= 0) + { + cur = &attackinfo[gamestate.weapon][gamestate.attackframe]; + switch (cur->attack) + { + case -1: + ob->state = &s_player; + if (!gamestate.ammo) + { + gamestate.weapon = wp_knife; + DrawWeapon (); + } + else + { + if (gamestate.weapon != gamestate.chosenweapon) + { + gamestate.weapon = gamestate.chosenweapon; + DrawWeapon (); + } + }; + gamestate.attackframe = gamestate.weaponframe = 0; + return; + + case 4: + if (!gamestate.ammo) + break; + if (buttonstate[bt_attack]) + gamestate.attackframe -= 2; + case 1: + if (!gamestate.ammo) + { // can only happen with chain gun + gamestate.attackframe++; + break; + } + GunAttack (ob); + gamestate.ammo--; + DrawAmmo (); + break; + + case 2: + KnifeAttack (ob); + break; + + case 3: + if (gamestate.ammo && buttonstate[bt_attack]) + gamestate.attackframe -= 2; + break; + } + + gamestate.attackcount += cur->tics; + gamestate.attackframe++; + gamestate.weaponframe = + attackinfo[gamestate.weapon][gamestate.attackframe].frame; + } + +} + + + +//=========================================================================== + +/* +=============== += += T_Player += +=============== +*/ + +void T_Player (objtype *ob) +{ + if (gamestate.victoryflag) // watching the BJ actor + { + VictorySpin (); + return; + } + + UpdateFace (); + CheckWeaponChange (); + + if ( buttonstate[bt_use] ) + Cmd_Use (); + + if ( buttonstate[bt_attack] && !buttonheld[bt_attack]) + Cmd_Fire (); + + ControlMovement (ob); + if (gamestate.victoryflag) // watching the BJ actor + return; + + + plux = player->x >> UNSIGNEDSHIFT; // scale to fit in unsigned + pluy = player->y >> UNSIGNEDSHIFT; + player->tilex = player->x >> TILESHIFT; // scale to tile values + player->tiley = player->y >> TILESHIFT; +} + + diff --git a/WOLFSRC/WL_ASM.ASM b/WOLFSRC/WL_ASM.ASM new file mode 100644 index 0000000..baa8655 --- /dev/null +++ b/WOLFSRC/WL_ASM.ASM @@ -0,0 +1,67 @@ +; JABHACK.ASM + +.386C +IDEAL +MODEL MEDIUM + +EXTRN LDIV@:far + +;============================================================================ + +DATASEG + +;============================================================================ + +CODESEG + +; Hacked up Juan Jimenez's code a bit to just return 386/not 386 +PROC _CheckIs386 +PUBLIC _CheckIs386 + + pushf ; Save flag registers, we use them here + xor ax,ax ; Clear AX and... + push ax ; ...push it onto the stack + popf ; Pop 0 into flag registers (all bits to 0), + pushf ; attempting to set bits 12-15 of flags to 0's + pop ax ; Recover the save flags + and ax,08000h ; If bits 12-15 of flags are set to + cmp ax,08000h ; zero then it's 8088/86 or 80188/186 + jz not386 + + mov ax,07000h ; Try to set flag bits 12-14 to 1's + push ax ; Push the test value onto the stack + popf ; Pop it into the flag register + pushf ; Push it back onto the stack + pop ax ; Pop it into AX for check + and ax,07000h ; if bits 12-14 are cleared then + jz not386 ; the chip is an 80286 + + mov ax,1 ; We now assume it's a 80386 or better + popf + retf + +not386: + xor ax,ax + popf + retf + + ENDP + + +PROC _jabhack2 +PUBLIC _jabhack2 + + push es + + mov ax,seg LDIV@ + mov es,ax + mov ax,9090h ;Two NOP's + mov [WORD FAR es:LDIV@],ax ;Patch over XOR AX,AX + mov [WORD FAR es:LDIV@+2],ax ;and over JMP SHORT COMMON + + pop es + retf + + ENDP + + END diff --git a/WOLFSRC/WL_DEBUG.C b/WOLFSRC/WL_DEBUG.C new file mode 100644 index 0000000..4949081 --- /dev/null +++ b/WOLFSRC/WL_DEBUG.C @@ -0,0 +1,722 @@ +// WL_DEBUG.C + +#include "WL_DEF.H" +#pragma hdrstop +#include + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + +#define VIEWTILEX (viewwidth/16) +#define VIEWTILEY (viewheight/16) + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + + +int DebugKeys (void); + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + + +int maporgx; +int maporgy; +enum {mapview,tilemapview,actoratview,visview} viewtype; + +void ViewMap (void); + +//=========================================================================== + +/* +================== += += DebugMemory += +================== +*/ + +void DebugMemory (void) +{ + int i; + char scratch[80],str[10]; + long mem; + spritetype _seg *block; + + CenterWindow (16,7); + + US_CPrint ("Memory Usage"); + US_CPrint ("------------"); + US_Print ("Total :"); + US_PrintUnsigned (mminfo.mainmem/1024); + US_Print ("k\nFree :"); + US_PrintUnsigned (MM_UnusedMemory()/1024); + US_Print ("k\nWith purge:"); + US_PrintUnsigned (MM_TotalFree()/1024); + US_Print ("k\n"); + VW_UpdateScreen(); + IN_Ack (); +} + +//=========================================================================== + +/* +================== += += CountObjects += +================== +*/ + +void CountObjects (void) +{ + int i,total,count,active,inactive,doors; + objtype *obj; + + CenterWindow (16,7); + active = inactive = count = doors = 0; + + US_Print ("Total statics :"); + total = laststatobj-&statobjlist[0]; + US_PrintUnsigned (total); + + US_Print ("\nIn use statics:"); + for (i=0;inext;obj;obj=obj->next) + { + if (obj->active) + active++; + else + inactive++; + } + + US_Print ("\nTotal actors :"); + US_PrintUnsigned (active+inactive); + + US_Print ("\nActive actors :"); + US_PrintUnsigned (active); + + VW_UpdateScreen(); + IN_Ack (); +} + +//=========================================================================== + +/* +================ += += PicturePause += +================ +*/ + +void PicturePause (void) +{ + int i; + byte p; + unsigned x; + byte far *dest,far *src; + memptr buffer; + + VW_ColorBorder (15); + FinishPaletteShifts (); + + LastScan = 0; + while (!LastScan) + ; + if (LastScan != sc_Enter) + { + VW_ColorBorder (0); + return; + } + + VW_ColorBorder (1); + VW_SetScreen (0,0); +// +// vga stuff... +// + + ClearMemory (); + CA_SetAllPurge(); + MM_GetPtr (&buffer,64000); + for (p=0;p<4;p++) + { + src = MK_FP(0xa000,displayofs); + dest = (byte far *)buffer+p; + VGAREADMAP(p); + for (x=0;x<16000;x++,dest+=4) + *dest = *src++; + } + + +#if 0 + for (p=0;p<4;p++) + { + src = MK_FP(0xa000,0); + dest = (byte far *)buffer+51200+p; + VGAREADMAP(p); + for (x=0;x<3200;x++,dest+=4) + *dest = *src++; + } +#endif + + asm mov ax,0x13 + asm int 0x10 + + dest = MK_FP(0xa000,0); + _fmemcpy (dest,buffer,64000); + + VL_SetPalette (&gamepal); + + + IN_Shutdown (); + + VW_WaitVBL(70); + bioskey(0); + VW_WaitVBL(70); + Quit (NULL); +} + + +//=========================================================================== + + +/* +================ += += ShapeTest += +================ +*/ + +#pragma warn -pia +void ShapeTest (void) +{ +extern word NumDigi; +extern word _seg *DigiList; +static char buf[10]; + + boolean done; + ScanCode scan; + int i,j,k,x; + longword l; + memptr addr; + PageListStruct far *page; + + CenterWindow(20,16); + VW_UpdateScreen(); + for (i = 0,done = false;!done;) + { + US_ClearWindow(); +// sound = -1; + + page = &PMPages[i]; + US_Print(" Page #"); + US_PrintUnsigned(i); + if (i < PMSpriteStart) + US_Print(" (Wall)"); + else if (i < PMSoundStart) + US_Print(" (Sprite)"); + else if (i == ChunksInFile - 1) + US_Print(" (Sound Info)"); + else + US_Print(" (Sound)"); + + US_Print("\n XMS: "); + if (page->xmsPage != -1) + US_PrintUnsigned(page->xmsPage); + else + US_Print("No"); + + US_Print("\n Main: "); + if (page->mainPage != -1) + US_PrintUnsigned(page->mainPage); + else if (page->emsPage != -1) + { + US_Print("EMS "); + US_PrintUnsigned(page->emsPage); + } + else + US_Print("No"); + + US_Print("\n Last hit: "); + US_PrintUnsigned(page->lastHit); + + US_Print("\n Address: "); + addr = PM_GetPageAddress(i); + sprintf(buf,"0x%04x",(word)addr); + US_Print(buf); + + if (addr) + { + if (i < PMSpriteStart) + { + // + // draw the wall + // + bufferofs += 32*SCREENWIDTH; + postx = 128; + postwidth = 1; + postsource = ((long)((unsigned)addr))<<16; + for (x=0;x<64;x++,postx++,postsource+=64) + { + wallheight[postx] = 256; + FarScalePost (); + } + bufferofs -= 32*SCREENWIDTH; + } + else if (i < PMSoundStart) + { + // + // draw the sprite + // + bufferofs += 32*SCREENWIDTH; + SimpleScaleShape (160, i-PMSpriteStart, 64); + bufferofs -= 32*SCREENWIDTH; + } + else if (i == ChunksInFile - 1) + { + US_Print("\n\n Number of sounds: "); + US_PrintUnsigned(NumDigi); + for (l = j = k = 0;j < NumDigi;j++) + { + l += DigiList[(j * 2) + 1]; + k += (DigiList[(j * 2) + 1] + (PMPageSize - 1)) / PMPageSize; + } + US_Print("\n Total bytes: "); + US_PrintUnsigned(l); + US_Print("\n Total pages: "); + US_PrintUnsigned(k); + } + else + { + byte far *dp = (byte far *)MK_FP(addr,0); + for (j = 0;j < NumDigi;j++) + { + k = (DigiList[(j * 2) + 1] + (PMPageSize - 1)) / PMPageSize; + if + ( + (i >= PMSoundStart + DigiList[j * 2]) + && (i < PMSoundStart + DigiList[j * 2] + k) + ) + break; + } + if (j < NumDigi) + { +// sound = j; + US_Print("\n Sound #"); + US_PrintUnsigned(j); + US_Print("\n Segment #"); + US_PrintUnsigned(i - PMSoundStart - DigiList[j * 2]); + } + for (j = 0;j < page->length;j += 32) + { + byte v = dp[j]; + int v2 = (unsigned)v; + v2 -= 128; + v2 /= 4; + if (v2 < 0) + VWB_Vlin(WindowY + WindowH - 32 + v2, + WindowY + WindowH - 32, + WindowX + 8 + (j / 32),BLACK); + else + VWB_Vlin(WindowY + WindowH - 32, + WindowY + WindowH - 32 + v2, + WindowX + 8 + (j / 32),BLACK); + } + } + } + + VW_UpdateScreen(); + + while (!(scan = LastScan)) + SD_Poll(); + + IN_ClearKey(scan); + switch (scan) + { + case sc_LeftArrow: + if (i) + i--; + break; + case sc_RightArrow: + if (++i >= ChunksInFile) + i--; + break; + case sc_W: // Walls + i = 0; + break; + case sc_S: // Sprites + i = PMSpriteStart; + break; + case sc_D: // Digitized + i = PMSoundStart; + break; + case sc_I: // Digitized info + i = ChunksInFile - 1; + break; + case sc_L: // Load all pages + for (j = 0;j < ChunksInFile;j++) + PM_GetPage(j); + break; + case sc_P: +// if (sound != -1) +// SD_PlayDigitized(sound); + break; + case sc_Escape: + done = true; + break; + case sc_Enter: + PM_GetPage(i); + break; + } + } + SD_StopDigitized(); +} +#pragma warn +pia + + + +//=========================================================================== + + +/* +================ += += DebugKeys += +================ +*/ + +int DebugKeys (void) +{ + boolean esc; + int level,i; + + if (Keyboard[sc_B]) // B = border color + { + CenterWindow(24,3); + PrintY+=6; + US_Print(" Border color (0-15):"); + VW_UpdateScreen(); + esc = !US_LineInput (px,py,str,NULL,true,2,0); + if (!esc) + { + level = atoi (str); + if (level>=0 && level<=15) + VW_ColorBorder (level); + } + return 1; + } + + if (Keyboard[sc_C]) // C = count objects + { + CountObjects(); + return 1; + } + + if (Keyboard[sc_E]) // E = quit level + { + if (tedlevel) + Quit (NULL); + playstate = ex_completed; +// gamestate.mapon++; + } + + if (Keyboard[sc_F]) // F = facing spot + { + CenterWindow (14,4); + US_Print ("X:"); + US_PrintUnsigned (player->x); + US_Print ("\nY:"); + US_PrintUnsigned (player->y); + US_Print ("\nA:"); + US_PrintUnsigned (player->angle); + VW_UpdateScreen(); + IN_Ack(); + return 1; + } + + if (Keyboard[sc_G]) // G = god mode + { + CenterWindow (12,2); + if (godmode) + US_PrintCentered ("God mode OFF"); + else + US_PrintCentered ("God mode ON"); + VW_UpdateScreen(); + IN_Ack(); + godmode ^= 1; + return 1; + } + if (Keyboard[sc_H]) // H = hurt self + { + IN_ClearKeysDown (); + TakeDamage (16,NULL); + } + else if (Keyboard[sc_I]) // I = item cheat + { + CenterWindow (12,3); + US_PrintCentered ("Free items!"); + VW_UpdateScreen(); + GivePoints (100000); + HealSelf (99); + if (gamestate.bestweapon 99) + gamestate.ammo = 99; + DrawAmmo (); + IN_Ack (); + return 1; + } + else if (Keyboard[sc_M]) // M = memory info + { + DebugMemory(); + return 1; + } +#ifdef SPEAR + else if (Keyboard[sc_N]) // N = no clip + { + noclip^=1; + CenterWindow (18,3); + if (noclip) + US_PrintCentered ("No clipping ON"); + else + US_PrintCentered ("No clipping OFF"); + VW_UpdateScreen(); + IN_Ack (); + return 1; + } +#endif +#if 0 + else if (Keyboard[sc_O]) // O = overhead + { + ViewMap(); + return 1; + } +#endif + else if (Keyboard[sc_P]) // P = pause with no screen disruptioon + { + PicturePause (); + return 1; + } + else if (Keyboard[sc_Q]) // Q = fast quit + Quit (NULL); + else if (Keyboard[sc_S]) // S = slow motion + { + singlestep^=1; + CenterWindow (18,3); + if (singlestep) + US_PrintCentered ("Slow motion ON"); + else + US_PrintCentered ("Slow motion OFF"); + VW_UpdateScreen(); + IN_Ack (); + return 1; + } + else if (Keyboard[sc_T]) // T = shape test + { + ShapeTest (); + return 1; + } + else if (Keyboard[sc_V]) // V = extra VBLs + { + CenterWindow(30,3); + PrintY+=6; + US_Print(" Add how many extra VBLs(0-8):"); + VW_UpdateScreen(); + esc = !US_LineInput (px,py,str,NULL,true,2,0); + if (!esc) + { + level = atoi (str); + if (level>=0 && level<=8) + extravbls = level; + } + return 1; + } + else if (Keyboard[sc_W]) // W = warp to level + { + CenterWindow(26,3); + PrintY+=6; +#ifndef SPEAR + US_Print(" Warp to which level(1-10):"); +#else + US_Print(" Warp to which level(1-21):"); +#endif + VW_UpdateScreen(); + esc = !US_LineInput (px,py,str,NULL,true,2,0); + if (!esc) + { + level = atoi (str); +#ifndef SPEAR + if (level>0 && level<11) +#else + if (level>0 && level<22) +#endif + { + gamestate.mapon = level-1; + playstate = ex_warped; + } + } + return 1; + } + else if (Keyboard[sc_X]) // X = item cheat + { + CenterWindow (12,3); + US_PrintCentered ("Extra stuff!"); + VW_UpdateScreen(); + // DEBUG: put stuff here + IN_Ack (); + return 1; + } + + return 0; +} + + +#if 0 +/* +=================== += += OverheadRefresh += +=================== +*/ + +void OverheadRefresh (void) +{ + unsigned x,y,endx,endy,sx,sy; + unsigned tile; + + + endx = maporgx+VIEWTILEX; + endy = maporgy+VIEWTILEY; + + for (y=maporgy;y>12)); + LatchDrawChar(sx+8,sy,NUMBERCHARS+((tile&0x0f00)>>8)); + LatchDrawChar(sx,sy+8,NUMBERCHARS+((tile&0x00f0)>>4)); + LatchDrawChar(sx+8,sy+8,NUMBERCHARS+(tile&0x000f)); + } + } + +} +#endif + +#if 0 +/* +=================== += += ViewMap += +=================== +*/ + +void ViewMap (void) +{ + boolean button0held; + + viewtype = actoratview; +// button0held = false; + + + maporgx = player->tilex - VIEWTILEX/2; + if (maporgx<0) + maporgx = 0; + if (maporgx>MAPSIZE-VIEWTILEX) + maporgx=MAPSIZE-VIEWTILEX; + maporgy = player->tiley - VIEWTILEY/2; + if (maporgy<0) + maporgy = 0; + if (maporgy>MAPSIZE-VIEWTILEY) + maporgy=MAPSIZE-VIEWTILEY; + + do + { +// +// let user pan around +// + PollControls (); + if (controlx < 0 && maporgx>0) + maporgx--; + if (controlx > 0 && maporgx0) + maporgy--; + if (controly > 0 && maporgyvisview) + viewtype = mapview; + } + if (!c.button0) + button0held = false; +#endif + + OverheadRefresh (); + + } while (!Keyboard[sc_Escape]); + + IN_ClearKeysDown (); +} +#endif + diff --git a/WOLFSRC/WL_DEF.H b/WOLFSRC/WL_DEF.H new file mode 100644 index 0000000..345e11e --- /dev/null +++ b/WOLFSRC/WL_DEF.H @@ -0,0 +1,1276 @@ +//#define BETA +#define YEAR 1992 +#define MONTH 9 +#define DAY 30 + +#include "ID_HEADS.H" +#include +#include + +#include "WL_MENU.H" + +#ifdef SPANISH +#include "SPANISH.H" +#else +#include "FOREIGN.H" +#endif + +#ifdef SPEAR +#include "F_SPEAR.H" +#endif + +/* +============================================================================= + + MACROS + +============================================================================= +*/ + + +#define COLORBORDER(color) asm{mov dx,STATUS_REGISTER_1;in al,dx;\ + mov dx,ATR_INDEX;mov al,ATR_OVERSCAN;out dx,al;mov al,color;out dx,al;\ + mov al,32;out dx,al}; + +#define MAPSPOT(x,y,plane) (*(mapsegs[plane]+farmapylookup[y]+x)) + +#define SIGN(x) ((x)>0?1:-1) +#define ABS(x) ((int)(x)>0?(x):-(x)) +#define LABS(x) ((long)(x)>0?(x):-(x)) + +/* +============================================================================= + + GLOBAL CONSTANTS + +============================================================================= +*/ + +#define MAXACTORS 150 // max number of nazis, etc / map +#define MAXSTATS 400 // max number of lamps, bonus, etc +#define MAXDOORS 64 // max number of sliding doors +#define MAXWALLTILES 64 // max number of wall tiles + +// +// tile constants +// + +#define ICONARROWS 90 +#define PUSHABLETILE 98 +#define EXITTILE 99 // at end of castle +#define AREATILE 107 // first of NUMAREAS floor tiles +#define NUMAREAS 37 +#define ELEVATORTILE 21 +#define AMBUSHTILE 106 +#define ALTELEVATORTILE 107 + +#define NUMBERCHARS 9 + + +//---------------- + +#define EXTRAPOINTS 40000 + +#define PLAYERSPEED 3000 +#define RUNSPEED 6000 + +#define SCREENSEG 0xa000 + +#define SCREENBWIDE 80 + +#define HEIGHTRATIO 0.50 // also defined in id_mm.c + +#define BORDERCOLOR 3 +#define FLASHCOLOR 5 +#define FLASHTICS 4 + + +#define PLAYERSIZE MINDIST // player radius +#define MINACTORDIST 0x10000l // minimum dist from player center + // to any actor center + +#define NUMLATCHPICS 100 + + +#define PI 3.141592657 + +#define GLOBAL1 (1l<<16) +#define TILEGLOBAL GLOBAL1 +#define PIXGLOBAL (GLOBAL1/64) +#define TILESHIFT 16l +#define UNSIGNEDSHIFT 8 + +#define ANGLES 360 // must be divisable by 4 +#define ANGLEQUAD (ANGLES/4) +#define FINEANGLES 3600 +#define ANG90 (FINEANGLES/4) +#define ANG180 (ANG90*2) +#define ANG270 (ANG90*3) +#define ANG360 (ANG90*4) +#define VANG90 (ANGLES/4) +#define VANG180 (VANG90*2) +#define VANG270 (VANG90*3) +#define VANG360 (VANG90*4) + +#define MINDIST (0x5800l) + + +#define MAXSCALEHEIGHT 256 // largest scale on largest view + +#define MAXVIEWWIDTH 320 + +#define MAPSIZE 64 // maps are 64*64 max +#define NORTH 0 +#define EAST 1 +#define SOUTH 2 +#define WEST 3 + + +#define STATUSLINES 40 + +#define SCREENSIZE (SCREENBWIDE*208) +#define PAGE1START 0 +#define PAGE2START (SCREENSIZE) +#define PAGE3START (SCREENSIZE*2u) +#define FREESTART (SCREENSIZE*3u) + + +#define PIXRADIUS 512 + +#define STARTAMMO 8 + + +// object flag values + +#define FL_SHOOTABLE 1 +#define FL_BONUS 2 +#define FL_NEVERMARK 4 +#define FL_VISABLE 8 +#define FL_ATTACKMODE 16 +#define FL_FIRSTATTACK 32 +#define FL_AMBUSH 64 +#define FL_NONMARK 128 + + +// +// sprite constants +// + +enum { + SPR_DEMO, + SPR_DEATHCAM, +// +// static sprites +// + SPR_STAT_0,SPR_STAT_1,SPR_STAT_2,SPR_STAT_3, + SPR_STAT_4,SPR_STAT_5,SPR_STAT_6,SPR_STAT_7, + + SPR_STAT_8,SPR_STAT_9,SPR_STAT_10,SPR_STAT_11, + SPR_STAT_12,SPR_STAT_13,SPR_STAT_14,SPR_STAT_15, + + SPR_STAT_16,SPR_STAT_17,SPR_STAT_18,SPR_STAT_19, + SPR_STAT_20,SPR_STAT_21,SPR_STAT_22,SPR_STAT_23, + + SPR_STAT_24,SPR_STAT_25,SPR_STAT_26,SPR_STAT_27, + SPR_STAT_28,SPR_STAT_29,SPR_STAT_30,SPR_STAT_31, + + SPR_STAT_32,SPR_STAT_33,SPR_STAT_34,SPR_STAT_35, + SPR_STAT_36,SPR_STAT_37,SPR_STAT_38,SPR_STAT_39, + + SPR_STAT_40,SPR_STAT_41,SPR_STAT_42,SPR_STAT_43, + SPR_STAT_44,SPR_STAT_45,SPR_STAT_46,SPR_STAT_47, + +#ifdef SPEAR + SPR_STAT_48,SPR_STAT_49,SPR_STAT_50,SPR_STAT_51, +#endif + +// +// guard +// + SPR_GRD_S_1,SPR_GRD_S_2,SPR_GRD_S_3,SPR_GRD_S_4, + SPR_GRD_S_5,SPR_GRD_S_6,SPR_GRD_S_7,SPR_GRD_S_8, + + SPR_GRD_W1_1,SPR_GRD_W1_2,SPR_GRD_W1_3,SPR_GRD_W1_4, + SPR_GRD_W1_5,SPR_GRD_W1_6,SPR_GRD_W1_7,SPR_GRD_W1_8, + + SPR_GRD_W2_1,SPR_GRD_W2_2,SPR_GRD_W2_3,SPR_GRD_W2_4, + SPR_GRD_W2_5,SPR_GRD_W2_6,SPR_GRD_W2_7,SPR_GRD_W2_8, + + SPR_GRD_W3_1,SPR_GRD_W3_2,SPR_GRD_W3_3,SPR_GRD_W3_4, + SPR_GRD_W3_5,SPR_GRD_W3_6,SPR_GRD_W3_7,SPR_GRD_W3_8, + + SPR_GRD_W4_1,SPR_GRD_W4_2,SPR_GRD_W4_3,SPR_GRD_W4_4, + SPR_GRD_W4_5,SPR_GRD_W4_6,SPR_GRD_W4_7,SPR_GRD_W4_8, + + SPR_GRD_PAIN_1,SPR_GRD_DIE_1,SPR_GRD_DIE_2,SPR_GRD_DIE_3, + SPR_GRD_PAIN_2,SPR_GRD_DEAD, + + SPR_GRD_SHOOT1,SPR_GRD_SHOOT2,SPR_GRD_SHOOT3, + +// +// dogs +// + SPR_DOG_W1_1,SPR_DOG_W1_2,SPR_DOG_W1_3,SPR_DOG_W1_4, + SPR_DOG_W1_5,SPR_DOG_W1_6,SPR_DOG_W1_7,SPR_DOG_W1_8, + + SPR_DOG_W2_1,SPR_DOG_W2_2,SPR_DOG_W2_3,SPR_DOG_W2_4, + SPR_DOG_W2_5,SPR_DOG_W2_6,SPR_DOG_W2_7,SPR_DOG_W2_8, + + SPR_DOG_W3_1,SPR_DOG_W3_2,SPR_DOG_W3_3,SPR_DOG_W3_4, + SPR_DOG_W3_5,SPR_DOG_W3_6,SPR_DOG_W3_7,SPR_DOG_W3_8, + + SPR_DOG_W4_1,SPR_DOG_W4_2,SPR_DOG_W4_3,SPR_DOG_W4_4, + SPR_DOG_W4_5,SPR_DOG_W4_6,SPR_DOG_W4_7,SPR_DOG_W4_8, + + SPR_DOG_DIE_1,SPR_DOG_DIE_2,SPR_DOG_DIE_3,SPR_DOG_DEAD, + SPR_DOG_JUMP1,SPR_DOG_JUMP2,SPR_DOG_JUMP3, + + + +// +// ss +// + SPR_SS_S_1,SPR_SS_S_2,SPR_SS_S_3,SPR_SS_S_4, + SPR_SS_S_5,SPR_SS_S_6,SPR_SS_S_7,SPR_SS_S_8, + + SPR_SS_W1_1,SPR_SS_W1_2,SPR_SS_W1_3,SPR_SS_W1_4, + SPR_SS_W1_5,SPR_SS_W1_6,SPR_SS_W1_7,SPR_SS_W1_8, + + SPR_SS_W2_1,SPR_SS_W2_2,SPR_SS_W2_3,SPR_SS_W2_4, + SPR_SS_W2_5,SPR_SS_W2_6,SPR_SS_W2_7,SPR_SS_W2_8, + + SPR_SS_W3_1,SPR_SS_W3_2,SPR_SS_W3_3,SPR_SS_W3_4, + SPR_SS_W3_5,SPR_SS_W3_6,SPR_SS_W3_7,SPR_SS_W3_8, + + SPR_SS_W4_1,SPR_SS_W4_2,SPR_SS_W4_3,SPR_SS_W4_4, + SPR_SS_W4_5,SPR_SS_W4_6,SPR_SS_W4_7,SPR_SS_W4_8, + + SPR_SS_PAIN_1,SPR_SS_DIE_1,SPR_SS_DIE_2,SPR_SS_DIE_3, + SPR_SS_PAIN_2,SPR_SS_DEAD, + + SPR_SS_SHOOT1,SPR_SS_SHOOT2,SPR_SS_SHOOT3, + +// +// mutant +// + SPR_MUT_S_1,SPR_MUT_S_2,SPR_MUT_S_3,SPR_MUT_S_4, + SPR_MUT_S_5,SPR_MUT_S_6,SPR_MUT_S_7,SPR_MUT_S_8, + + SPR_MUT_W1_1,SPR_MUT_W1_2,SPR_MUT_W1_3,SPR_MUT_W1_4, + SPR_MUT_W1_5,SPR_MUT_W1_6,SPR_MUT_W1_7,SPR_MUT_W1_8, + + SPR_MUT_W2_1,SPR_MUT_W2_2,SPR_MUT_W2_3,SPR_MUT_W2_4, + SPR_MUT_W2_5,SPR_MUT_W2_6,SPR_MUT_W2_7,SPR_MUT_W2_8, + + SPR_MUT_W3_1,SPR_MUT_W3_2,SPR_MUT_W3_3,SPR_MUT_W3_4, + SPR_MUT_W3_5,SPR_MUT_W3_6,SPR_MUT_W3_7,SPR_MUT_W3_8, + + SPR_MUT_W4_1,SPR_MUT_W4_2,SPR_MUT_W4_3,SPR_MUT_W4_4, + SPR_MUT_W4_5,SPR_MUT_W4_6,SPR_MUT_W4_7,SPR_MUT_W4_8, + + SPR_MUT_PAIN_1,SPR_MUT_DIE_1,SPR_MUT_DIE_2,SPR_MUT_DIE_3, + SPR_MUT_PAIN_2,SPR_MUT_DIE_4,SPR_MUT_DEAD, + + SPR_MUT_SHOOT1,SPR_MUT_SHOOT2,SPR_MUT_SHOOT3,SPR_MUT_SHOOT4, + +// +// officer +// + SPR_OFC_S_1,SPR_OFC_S_2,SPR_OFC_S_3,SPR_OFC_S_4, + SPR_OFC_S_5,SPR_OFC_S_6,SPR_OFC_S_7,SPR_OFC_S_8, + + SPR_OFC_W1_1,SPR_OFC_W1_2,SPR_OFC_W1_3,SPR_OFC_W1_4, + SPR_OFC_W1_5,SPR_OFC_W1_6,SPR_OFC_W1_7,SPR_OFC_W1_8, + + SPR_OFC_W2_1,SPR_OFC_W2_2,SPR_OFC_W2_3,SPR_OFC_W2_4, + SPR_OFC_W2_5,SPR_OFC_W2_6,SPR_OFC_W2_7,SPR_OFC_W2_8, + + SPR_OFC_W3_1,SPR_OFC_W3_2,SPR_OFC_W3_3,SPR_OFC_W3_4, + SPR_OFC_W3_5,SPR_OFC_W3_6,SPR_OFC_W3_7,SPR_OFC_W3_8, + + SPR_OFC_W4_1,SPR_OFC_W4_2,SPR_OFC_W4_3,SPR_OFC_W4_4, + SPR_OFC_W4_5,SPR_OFC_W4_6,SPR_OFC_W4_7,SPR_OFC_W4_8, + + SPR_OFC_PAIN_1,SPR_OFC_DIE_1,SPR_OFC_DIE_2,SPR_OFC_DIE_3, + SPR_OFC_PAIN_2,SPR_OFC_DIE_4,SPR_OFC_DEAD, + + SPR_OFC_SHOOT1,SPR_OFC_SHOOT2,SPR_OFC_SHOOT3, + +#ifndef SPEAR +// +// ghosts +// + SPR_BLINKY_W1,SPR_BLINKY_W2,SPR_PINKY_W1,SPR_PINKY_W2, + SPR_CLYDE_W1,SPR_CLYDE_W2,SPR_INKY_W1,SPR_INKY_W2, + +// +// hans +// + SPR_BOSS_W1,SPR_BOSS_W2,SPR_BOSS_W3,SPR_BOSS_W4, + SPR_BOSS_SHOOT1,SPR_BOSS_SHOOT2,SPR_BOSS_SHOOT3,SPR_BOSS_DEAD, + + SPR_BOSS_DIE1,SPR_BOSS_DIE2,SPR_BOSS_DIE3, + +// +// schabbs +// + SPR_SCHABB_W1,SPR_SCHABB_W2,SPR_SCHABB_W3,SPR_SCHABB_W4, + SPR_SCHABB_SHOOT1,SPR_SCHABB_SHOOT2, + + SPR_SCHABB_DIE1,SPR_SCHABB_DIE2,SPR_SCHABB_DIE3,SPR_SCHABB_DEAD, + SPR_HYPO1,SPR_HYPO2,SPR_HYPO3,SPR_HYPO4, + +// +// fake +// + SPR_FAKE_W1,SPR_FAKE_W2,SPR_FAKE_W3,SPR_FAKE_W4, + SPR_FAKE_SHOOT,SPR_FIRE1,SPR_FIRE2, + + SPR_FAKE_DIE1,SPR_FAKE_DIE2,SPR_FAKE_DIE3,SPR_FAKE_DIE4, + SPR_FAKE_DIE5,SPR_FAKE_DEAD, + +// +// hitler +// + SPR_MECHA_W1,SPR_MECHA_W2,SPR_MECHA_W3,SPR_MECHA_W4, + SPR_MECHA_SHOOT1,SPR_MECHA_SHOOT2,SPR_MECHA_SHOOT3,SPR_MECHA_DEAD, + + SPR_MECHA_DIE1,SPR_MECHA_DIE2,SPR_MECHA_DIE3, + + SPR_HITLER_W1,SPR_HITLER_W2,SPR_HITLER_W3,SPR_HITLER_W4, + SPR_HITLER_SHOOT1,SPR_HITLER_SHOOT2,SPR_HITLER_SHOOT3,SPR_HITLER_DEAD, + + SPR_HITLER_DIE1,SPR_HITLER_DIE2,SPR_HITLER_DIE3,SPR_HITLER_DIE4, + SPR_HITLER_DIE5,SPR_HITLER_DIE6,SPR_HITLER_DIE7, + +// +// giftmacher +// + SPR_GIFT_W1,SPR_GIFT_W2,SPR_GIFT_W3,SPR_GIFT_W4, + SPR_GIFT_SHOOT1,SPR_GIFT_SHOOT2, + + SPR_GIFT_DIE1,SPR_GIFT_DIE2,SPR_GIFT_DIE3,SPR_GIFT_DEAD, +#endif +// +// Rocket, smoke and small explosion +// + SPR_ROCKET_1,SPR_ROCKET_2,SPR_ROCKET_3,SPR_ROCKET_4, + SPR_ROCKET_5,SPR_ROCKET_6,SPR_ROCKET_7,SPR_ROCKET_8, + + SPR_SMOKE_1,SPR_SMOKE_2,SPR_SMOKE_3,SPR_SMOKE_4, + SPR_BOOM_1,SPR_BOOM_2,SPR_BOOM_3, + +// +// Angel of Death's DeathSparks(tm) +// +#ifdef SPEAR + SPR_HROCKET_1,SPR_HROCKET_2,SPR_HROCKET_3,SPR_HROCKET_4, + SPR_HROCKET_5,SPR_HROCKET_6,SPR_HROCKET_7,SPR_HROCKET_8, + + SPR_HSMOKE_1,SPR_HSMOKE_2,SPR_HSMOKE_3,SPR_HSMOKE_4, + SPR_HBOOM_1,SPR_HBOOM_2,SPR_HBOOM_3, + + SPR_SPARK1,SPR_SPARK2,SPR_SPARK3,SPR_SPARK4, +#endif + +#ifndef SPEAR +// +// gretel +// + SPR_GRETEL_W1,SPR_GRETEL_W2,SPR_GRETEL_W3,SPR_GRETEL_W4, + SPR_GRETEL_SHOOT1,SPR_GRETEL_SHOOT2,SPR_GRETEL_SHOOT3,SPR_GRETEL_DEAD, + + SPR_GRETEL_DIE1,SPR_GRETEL_DIE2,SPR_GRETEL_DIE3, + +// +// fat face +// + SPR_FAT_W1,SPR_FAT_W2,SPR_FAT_W3,SPR_FAT_W4, + SPR_FAT_SHOOT1,SPR_FAT_SHOOT2,SPR_FAT_SHOOT3,SPR_FAT_SHOOT4, + + SPR_FAT_DIE1,SPR_FAT_DIE2,SPR_FAT_DIE3,SPR_FAT_DEAD, + +// +// bj +// + SPR_BJ_W1,SPR_BJ_W2,SPR_BJ_W3,SPR_BJ_W4, + SPR_BJ_JUMP1,SPR_BJ_JUMP2,SPR_BJ_JUMP3,SPR_BJ_JUMP4, +#else +// +// THESE ARE FOR 'SPEAR OF DESTINY' +// + +// +// Trans Grosse +// + SPR_TRANS_W1,SPR_TRANS_W2,SPR_TRANS_W3,SPR_TRANS_W4, + SPR_TRANS_SHOOT1,SPR_TRANS_SHOOT2,SPR_TRANS_SHOOT3,SPR_TRANS_DEAD, + + SPR_TRANS_DIE1,SPR_TRANS_DIE2,SPR_TRANS_DIE3, + +// +// Wilhelm +// + SPR_WILL_W1,SPR_WILL_W2,SPR_WILL_W3,SPR_WILL_W4, + SPR_WILL_SHOOT1,SPR_WILL_SHOOT2,SPR_WILL_SHOOT3,SPR_WILL_SHOOT4, + + SPR_WILL_DIE1,SPR_WILL_DIE2,SPR_WILL_DIE3,SPR_WILL_DEAD, + +// +// UberMutant +// + SPR_UBER_W1,SPR_UBER_W2,SPR_UBER_W3,SPR_UBER_W4, + SPR_UBER_SHOOT1,SPR_UBER_SHOOT2,SPR_UBER_SHOOT3,SPR_UBER_SHOOT4, + + SPR_UBER_DIE1,SPR_UBER_DIE2,SPR_UBER_DIE3,SPR_UBER_DIE4, + SPR_UBER_DEAD, + +// +// Death Knight +// + SPR_DEATH_W1,SPR_DEATH_W2,SPR_DEATH_W3,SPR_DEATH_W4, + SPR_DEATH_SHOOT1,SPR_DEATH_SHOOT2,SPR_DEATH_SHOOT3,SPR_DEATH_SHOOT4, + + SPR_DEATH_DIE1,SPR_DEATH_DIE2,SPR_DEATH_DIE3,SPR_DEATH_DIE4, + SPR_DEATH_DIE5,SPR_DEATH_DIE6,SPR_DEATH_DEAD, + +// +// Ghost +// + SPR_SPECTRE_W1,SPR_SPECTRE_W2,SPR_SPECTRE_W3,SPR_SPECTRE_W4, + SPR_SPECTRE_F1,SPR_SPECTRE_F2,SPR_SPECTRE_F3,SPR_SPECTRE_F4, + +// +// Angel of Death +// + SPR_ANGEL_W1,SPR_ANGEL_W2,SPR_ANGEL_W3,SPR_ANGEL_W4, + SPR_ANGEL_SHOOT1,SPR_ANGEL_SHOOT2,SPR_ANGEL_TIRED1,SPR_ANGEL_TIRED2, + + SPR_ANGEL_DIE1,SPR_ANGEL_DIE2,SPR_ANGEL_DIE3,SPR_ANGEL_DIE4, + SPR_ANGEL_DIE5,SPR_ANGEL_DIE6,SPR_ANGEL_DIE7,SPR_ANGEL_DEAD, + +#endif + +// +// player attack frames +// + SPR_KNIFEREADY,SPR_KNIFEATK1,SPR_KNIFEATK2,SPR_KNIFEATK3, + SPR_KNIFEATK4, + + SPR_PISTOLREADY,SPR_PISTOLATK1,SPR_PISTOLATK2,SPR_PISTOLATK3, + SPR_PISTOLATK4, + + SPR_MACHINEGUNREADY,SPR_MACHINEGUNATK1,SPR_MACHINEGUNATK2,MACHINEGUNATK3, + SPR_MACHINEGUNATK4, + + SPR_CHAINREADY,SPR_CHAINATK1,SPR_CHAINATK2,SPR_CHAINATK3, + SPR_CHAINATK4, + + }; + + +/* +============================================================================= + + GLOBAL TYPES + +============================================================================= +*/ + +typedef long fixed; + +typedef enum { + di_north, + di_east, + di_south, + di_west +} controldir_t; + +typedef enum { + dr_normal, + dr_lock1, + dr_lock2, + dr_lock3, + dr_lock4, + dr_elevator +} door_t; + +typedef enum { + ac_badobject = -1, + ac_no, + ac_yes, + ac_allways +} activetype; + +typedef enum { + nothing, + playerobj, + inertobj, + guardobj, + officerobj, + ssobj, + dogobj, + bossobj, + schabbobj, + fakeobj, + mechahitlerobj, + mutantobj, + needleobj, + fireobj, + bjobj, + ghostobj, + realhitlerobj, + gretelobj, + giftobj, + fatobj, + rocketobj, + + spectreobj, + angelobj, + transobj, + uberobj, + willobj, + deathobj, + hrocketobj, + sparkobj +} classtype; + +typedef enum { + dressing, + block, + bo_gibs, + bo_alpo, + bo_firstaid, + bo_key1, + bo_key2, + bo_key3, + bo_key4, + bo_cross, + bo_chalice, + bo_bible, + bo_crown, + bo_clip, + bo_clip2, + bo_machinegun, + bo_chaingun, + bo_food, + bo_fullheal, + bo_25clip, + bo_spear +} stat_t; + +typedef enum { + east, + northeast, + north, + northwest, + west, + southwest, + south, + southeast, + nodir +} dirtype; + + +#define NUMENEMIES 22 +typedef enum { + en_guard, + en_officer, + en_ss, + en_dog, + en_boss, + en_schabbs, + en_fake, + en_hitler, + en_mutant, + en_blinky, + en_clyde, + en_pinky, + en_inky, + en_gretel, + en_gift, + en_fat, + en_spectre, + en_angel, + en_trans, + en_uber, + en_will, + en_death +} enemy_t; + + +typedef struct statestruct +{ + boolean rotate; + int shapenum; // a shapenum of -1 means get from ob->temp1 + int tictime; + void (*think) (),(*action) (); + struct statestruct *next; +} statetype; + + +//--------------------- +// +// trivial actor structure +// +//--------------------- + +typedef struct statstruct +{ + byte tilex,tiley; + byte *visspot; + int shapenum; // if shapenum == -1 the obj has been removed + byte flags; + byte itemnumber; +} statobj_t; + + +//--------------------- +// +// door actor structure +// +//--------------------- + +typedef struct doorstruct +{ + byte tilex,tiley; + boolean vertical; + byte lock; + enum {dr_open,dr_closed,dr_opening,dr_closing} action; + int ticcount; +} doorobj_t; + + +//-------------------- +// +// thinking actor structure +// +//-------------------- + +typedef struct objstruct +{ + activetype active; + int ticcount; + classtype obclass; + statetype *state; + + byte flags; // FL_SHOOTABLE, etc + + long distance; // if negative, wait for that door to open + dirtype dir; + + fixed x,y; + unsigned tilex,tiley; + byte areanumber; + + int viewx; + unsigned viewheight; + fixed transx,transy; // in global coord + + int angle; + int hitpoints; + long speed; + + int temp1,temp2,temp3; + struct objstruct *next,*prev; +} objtype; + + +#define NUMBUTTONS 8 +enum { + bt_nobutton=-1, + bt_attack=0, + bt_strafe, + bt_run, + bt_use, + bt_readyknife, + bt_readypistol, + bt_readymachinegun, + bt_readychaingun +}; + + +#define NUMWEAPONS 5 +typedef enum { + wp_knife, + wp_pistol, + wp_machinegun, + wp_chaingun +} weapontype; + + +typedef enum { + gd_baby, + gd_easy, + gd_medium, + gd_hard +}; + +//--------------- +// +// gamestate structure +// +//--------------- + +typedef struct +{ + int difficulty; + int mapon; + long oldscore,score,nextextra; + int lives; + int health; + int ammo; + int keys; + weapontype bestweapon,weapon,chosenweapon; + + int faceframe; + int attackframe,attackcount,weaponframe; + + int episode,secretcount,treasurecount,killcount, + secrettotal,treasuretotal,killtotal; + long TimeCount; + long killx,killy; + boolean victoryflag; // set during victory animations +} gametype; + + +typedef enum { + ex_stillplaying, + ex_completed, + ex_died, + ex_warped, + ex_resetgame, + ex_loadedgame, + ex_victorious, + ex_abort, + ex_demodone, + ex_secretlevel +} exit_t; + + +/* +============================================================================= + + WL_MAIN DEFINITIONS + +============================================================================= +*/ + +extern boolean MS_CheckParm (char far *string); + +extern char str[80],str2[20]; +extern int tedlevelnum; +extern boolean tedlevel; +extern boolean nospr; +extern boolean IsA386; + +extern byte far *scalermemory; + +extern fixed focallength; +extern unsigned viewangles; +extern unsigned screenofs; +extern int viewwidth; +extern int viewheight; +extern int centerx; +extern int shootdelta; + +extern int dirangle[9]; + +extern boolean startgame,loadedgame,virtualreality; +extern int mouseadjustment; +// +// math tables +// +extern int pixelangle[MAXVIEWWIDTH]; +extern long far finetangent[FINEANGLES/4]; +extern fixed far sintable[],far *costable; + +// +// derived constants +// +extern fixed scale,maxslope; +extern long heightnumerator; +extern int minheightdiv; + +extern char configname[13]; + + + +void HelpScreens (void); +void OrderingInfo (void); +void TEDDeath(void); +void Quit (char *error); +void CalcProjection (long focal); +boolean SetViewSize (unsigned width, unsigned height); +void NewGame (int difficulty,int episode); +void NewViewSize (int width); +boolean LoadTheGame(int file,int x,int y); +boolean SaveTheGame(int file,int x,int y); +void ShowViewSize (int width); +void ShutdownId (void); + + +/* +============================================================================= + + WL_GAME DEFINITIONS + +============================================================================= +*/ + + +extern boolean ingame,fizzlein; +extern unsigned latchpics[NUMLATCHPICS]; +extern gametype gamestate; +extern int doornum; + +extern char demoname[13]; + +extern long spearx,speary; +extern unsigned spearangle; +extern boolean spearflag; + + +void DrawPlayBorder (void); +void ScanInfoPlane (void); +void SetupGameLevel (void); +void NormalScreen (void); +void DrawPlayScreen (void); +void FizzleOut (void); +void GameLoop (void); +void ClearMemory (void); +void PlayDemo (int demonumber); +void RecordDemo (void); +void DrawAllPlayBorder (void); +void DrawHighScores(void); +void DrawAllPlayBorderSides (void); + + +// JAB +#define PlaySoundLocTile(s,tx,ty) PlaySoundLocGlobal(s,(((long)(tx) << TILESHIFT) + (1L << (TILESHIFT - 1))),(((long)ty << TILESHIFT) + (1L << (TILESHIFT - 1)))) +#define PlaySoundLocActor(s,ob) PlaySoundLocGlobal(s,(ob)->x,(ob)->y) +void PlaySoundLocGlobal(word s,fixed gx,fixed gy); +void UpdateSoundLoc(void); + + +/* +============================================================================= + + WL_PLAY DEFINITIONS + +============================================================================= +*/ + +#ifdef SPEAR +extern long funnyticount; // FOR FUNNY BJ FACE +#endif + +extern exit_t playstate; + +extern boolean madenoise; + +extern objtype objlist[MAXACTORS],*new,*obj,*player,*lastobj, + *objfreelist,*killerobj; +extern statobj_t statobjlist[MAXSTATS],*laststatobj; +extern doorobj_t doorobjlist[MAXDOORS],*lastdoorobj; + +extern unsigned farmapylookup[MAPSIZE]; +extern byte *nearmapylookup[MAPSIZE]; + +extern byte tilemap[MAPSIZE][MAPSIZE]; // wall values only +extern byte spotvis[MAPSIZE][MAPSIZE]; +extern objtype *actorat[MAPSIZE][MAPSIZE]; + +#define UPDATESIZE (UPDATEWIDE*UPDATEHIGH) +extern byte update[UPDATESIZE]; + +extern boolean singlestep,godmode,noclip; +extern int extravbls; + +// +// control info +// +extern boolean mouseenabled,joystickenabled,joypadenabled,joystickprogressive; +extern int joystickport; +extern int dirscan[4]; +extern int buttonscan[NUMBUTTONS]; +extern int buttonmouse[4]; +extern int buttonjoy[4]; + +extern boolean buttonheld[NUMBUTTONS]; + +extern int viewsize; + +// +// curent user input +// +extern int controlx,controly; // range from -100 to 100 +extern boolean buttonstate[NUMBUTTONS]; + +extern boolean demorecord,demoplayback; +extern char far *demoptr, far *lastdemoptr; +extern memptr demobuffer; + + + +void InitRedShifts (void); +void FinishPaletteShifts (void); + +void CenterWindow(word w,word h); +void InitActorList (void); +void GetNewActor (void); +void RemoveObj (objtype *gone); +void PollControls (void); +void StopMusic(void); +void StartMusic(void); +void PlayLoop (void); +void StartDamageFlash (int damage); +void StartBonusFlash (void); + +/* +============================================================================= + + WL_INTER + +============================================================================= +*/ + +void IntroScreen (void); +void PreloadGraphics(void); +void LevelCompleted (void); +void CheckHighScore (long score,word other); +void Victory (void); +void ClearSplitVWB (void); + + +/* +============================================================================= + + WL_DEBUG + +============================================================================= +*/ + +int DebugKeys (void); +void PicturePause (void); + + +/* +============================================================================= + + WL_DRAW DEFINITIONS + +============================================================================= +*/ + +extern unsigned screenloc[3]; +extern unsigned freelatch; + +extern long lasttimecount; +extern long frameon; +extern boolean fizzlein; + +extern unsigned wallheight[MAXVIEWWIDTH]; + +extern fixed tileglobal; +extern fixed focallength; +extern fixed mindist; + +// +// math tables +// +extern int pixelangle[MAXVIEWWIDTH]; +extern long far finetangent[FINEANGLES/4]; +extern fixed far sintable[],far *costable; + +// +// derived constants +// +extern fixed scale; +extern long heightnumerator,mindist; + +// +// refresh variables +// +extern fixed viewx,viewy; // the focal point +extern int viewangle; +extern fixed viewsin,viewcos; + +extern long postsource; +extern unsigned postx; +extern unsigned postwidth; + + +extern int horizwall[],vertwall[]; + +extern unsigned pwallpos; + + +fixed FixedByFrac (fixed a, fixed b); +void TransformActor (objtype *ob); +void BuildTables (void); +void ClearScreen (void); +int CalcRotate (objtype *ob); +void DrawScaleds (void); +void CalcTics (void); +void FixOfs (void); +void ThreeDRefresh (void); +void FarScalePost (void); + +/* +============================================================================= + + WL_STATE DEFINITIONS + +============================================================================= +*/ +#define TURNTICS 10 +#define SPDPATROL 512 +#define SPDDOG 1500 + + +extern dirtype opposite[9]; +extern dirtype diagonal[9][9]; + + +void InitHitRect (objtype *ob, unsigned radius); +void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state); +void NewState (objtype *ob, statetype *state); + +boolean TryWalk (objtype *ob); +void SelectChaseDir (objtype *ob); +void SelectDodgeDir (objtype *ob); +void SelectRunDir (objtype *ob); +void MoveObj (objtype *ob, long move); +boolean SightPlayer (objtype *ob); + +void KillActor (objtype *ob); +void DamageActor (objtype *ob, unsigned damage); + +boolean CheckLine (objtype *ob); +boolean CheckSight (objtype *ob); + + +/* +============================================================================= + + WL_SCALE DEFINITIONS + +============================================================================= +*/ + + +#define COMPSCALECODESTART (65*4) // offset to start of code in comp scaler + +typedef struct +{ + unsigned codeofs[65]; + unsigned width[65]; + byte code[]; +} t_compscale; + +typedef struct +{ + unsigned leftpix,rightpix; + unsigned dataofs[64]; +// table data after dataofs[rightpix-leftpix+1] +} t_compshape; + + +extern t_compscale _seg *scaledirectory[MAXSCALEHEIGHT+1]; +extern long fullscalefarcall[MAXSCALEHEIGHT+1]; + +extern byte bitmasks1[8][8]; +extern byte bitmasks2[8][8]; +extern unsigned wordmasks[8][8]; + +extern byte mapmasks1[4][8]; +extern byte mapmasks2[4][8]; +extern byte mapmasks3[4][8]; + +extern int maxscale,maxscaleshl2; + +extern boolean insetupscaling; + +void SetupScaling (int maxscaleheight); +void ScaleShape (int xcenter, int shapenum, unsigned height); +void SimpleScaleShape (int xcenter, int shapenum, unsigned height); + +/* +============================================================================= + + WL_AGENT DEFINITIONS + +============================================================================= +*/ + +// +// player state info +// +extern boolean running; +extern long thrustspeed; +extern unsigned plux,pluy; // player coordinates scaled to unsigned + +extern int anglefrac; +extern int facecount; + +void SpawnPlayer (int tilex, int tiley, int dir); +void DrawFace (void); +void DrawHealth (void); +void TakeDamage (int points,objtype *attacker); +void HealSelf (int points); +void DrawLevel (void); +void DrawLives (void); +void GiveExtraMan (void); +void DrawScore (void); +void GivePoints (long points); +void DrawWeapon (void); +void DrawKeys (void); +void GiveWeapon (int weapon); +void DrawAmmo (void); +void GiveAmmo (int ammo); +void GiveKey (int key); +void GetBonus (statobj_t *check); + +void Thrust (int angle, long speed); + +/* +============================================================================= + + WL_ACT1 DEFINITIONS + +============================================================================= +*/ + +extern doorobj_t doorobjlist[MAXDOORS],*lastdoorobj; +extern int doornum; + +extern unsigned doorposition[MAXDOORS],pwallstate; + +extern byte far areaconnect[NUMAREAS][NUMAREAS]; + +extern boolean areabyplayer[NUMAREAS]; + +extern unsigned pwallstate; +extern unsigned pwallpos; // amount a pushable wall has been moved (0-63) +extern unsigned pwallx,pwally; +extern int pwalldir; + + +void InitDoorList (void); +void InitStaticList (void); +void SpawnStatic (int tilex, int tiley, int type); +void SpawnDoor (int tilex, int tiley, boolean vertical, int lock); +void MoveDoors (void); +void MovePWalls (void); +void OpenDoor (int door); +void PlaceItemType (int itemtype, int tilex, int tiley); +void PushWall (int checkx, int checky, int dir); +void OperateDoor (int door); +void InitAreas (void); + +/* +============================================================================= + + WL_ACT2 DEFINITIONS + +============================================================================= +*/ + +#define s_nakedbody s_static10 + +extern statetype s_grddie1; +extern statetype s_dogdie1; +extern statetype s_ofcdie1; +extern statetype s_mutdie1; +extern statetype s_ssdie1; +extern statetype s_bossdie1; +extern statetype s_schabbdie1; +extern statetype s_fakedie1; +extern statetype s_mechadie1; +extern statetype s_hitlerdie1; +extern statetype s_greteldie1; +extern statetype s_giftdie1; +extern statetype s_fatdie1; + +extern statetype s_spectredie1; +extern statetype s_angeldie1; +extern statetype s_transdie0; +extern statetype s_uberdie0; +extern statetype s_willdie1; +extern statetype s_deathdie1; + + +extern statetype s_grdchase1; +extern statetype s_dogchase1; +extern statetype s_ofcchase1; +extern statetype s_sschase1; +extern statetype s_mutchase1; +extern statetype s_bosschase1; +extern statetype s_schabbchase1; +extern statetype s_fakechase1; +extern statetype s_mechachase1; +extern statetype s_gretelchase1; +extern statetype s_giftchase1; +extern statetype s_fatchase1; + +extern statetype s_spectrechase1; +extern statetype s_angelchase1; +extern statetype s_transchase1; +extern statetype s_uberchase1; +extern statetype s_willchase1; +extern statetype s_deathchase1; + +extern statetype s_blinkychase1; +extern statetype s_hitlerchase1; + +extern statetype s_grdpain; +extern statetype s_grdpain1; +extern statetype s_ofcpain; +extern statetype s_ofcpain1; +extern statetype s_sspain; +extern statetype s_sspain1; +extern statetype s_mutpain; +extern statetype s_mutpain1; + +extern statetype s_deathcam; + +extern statetype s_schabbdeathcam2; +extern statetype s_hitlerdeathcam2; +extern statetype s_giftdeathcam2; +extern statetype s_fatdeathcam2; + +void SpawnStand (enemy_t which, int tilex, int tiley, int dir); +void SpawnPatrol (enemy_t which, int tilex, int tiley, int dir); +void KillActor (objtype *ob); + +void US_ControlPanel(byte); + +void SpawnDeadGuard (int tilex, int tiley); +void SpawnBoss (int tilex, int tiley); +void SpawnGretel (int tilex, int tiley); +void SpawnTrans (int tilex, int tiley); +void SpawnUber (int tilex, int tiley); +void SpawnWill (int tilex, int tiley); +void SpawnDeath (int tilex, int tiley); +void SpawnAngel (int tilex, int tiley); +void SpawnSpectre (int tilex, int tiley); +void SpawnGhosts (int which, int tilex, int tiley); +void SpawnSchabbs (int tilex, int tiley); +void SpawnGift (int tilex, int tiley); +void SpawnFat (int tilex, int tiley); +void SpawnFakeHitler (int tilex, int tiley); +void SpawnHitler (int tilex, int tiley); + +/* +============================================================================= + + WL_TEXT DEFINITIONS + +============================================================================= +*/ + +extern char helpfilename[],endfilename[]; + +extern void HelpScreens(void); +extern void EndText(void); diff --git a/WOLFSRC/WL_DRAW.C b/WOLFSRC/WL_DRAW.C new file mode 100644 index 0000000..658ad24 --- /dev/null +++ b/WOLFSRC/WL_DRAW.C @@ -0,0 +1,1403 @@ +// WL_DRAW.C + +#include "WL_DEF.H" +#include +#pragma hdrstop + +//#define DEBUGWALLS +//#define DEBUGTICS + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + +// the door is the last picture before the sprites +#define DOORWALL (PMSpriteStart-8) + +#define ACTORSIZE 0x4000 + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + + +#ifdef DEBUGWALLS +unsigned screenloc[3]= {0,0,0}; +#else +unsigned screenloc[3]= {PAGE1START,PAGE2START,PAGE3START}; +#endif +unsigned freelatch = FREESTART; + +long lasttimecount; +long frameon; + +unsigned wallheight[MAXVIEWWIDTH]; + +fixed tileglobal = TILEGLOBAL; +fixed mindist = MINDIST; + + +// +// math tables +// +int pixelangle[MAXVIEWWIDTH]; +long far finetangent[FINEANGLES/4]; +fixed far sintable[ANGLES+ANGLES/4],far *costable = sintable+(ANGLES/4); + +// +// refresh variables +// +fixed viewx,viewy; // the focal point +int viewangle; +fixed viewsin,viewcos; + + + +fixed FixedByFrac (fixed a, fixed b); +void TransformActor (objtype *ob); +void BuildTables (void); +void ClearScreen (void); +int CalcRotate (objtype *ob); +void DrawScaleds (void); +void CalcTics (void); +void FixOfs (void); +void ThreeDRefresh (void); + + + +// +// wall optimization variables +// +int lastside; // true for vertical +long lastintercept; +int lasttilehit; + + +// +// ray tracing variables +// +int focaltx,focalty,viewtx,viewty; + +int midangle,angle; +unsigned xpartial,ypartial; +unsigned xpartialup,xpartialdown,ypartialup,ypartialdown; +unsigned xinttile,yinttile; + +unsigned tilehit; +unsigned pixx; + +int xtile,ytile; +int xtilestep,ytilestep; +long xintercept,yintercept; +long xstep,ystep; + +int horizwall[MAXWALLTILES],vertwall[MAXWALLTILES]; + + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + + +void AsmRefresh (void); // in WL_DR_A.ASM + +/* +============================================================================ + + 3 - D DEFINITIONS + +============================================================================ +*/ + + +//========================================================================== + + +/* +======================== += += FixedByFrac += += multiply a 16/16 bit, 2's complement fixed point number by a 16 bit += fraction, passed as a signed magnitude 32 bit number += +======================== +*/ + +#pragma warn -rvl // I stick the return value in with ASMs + +fixed FixedByFrac (fixed a, fixed b) +{ +// +// setup +// +asm mov si,[WORD PTR b+2] // sign of result = sign of fraction + +asm mov ax,[WORD PTR a] +asm mov cx,[WORD PTR a+2] + +asm or cx,cx +asm jns aok: // negative? +asm neg cx +asm neg ax +asm sbb cx,0 +asm xor si,0x8000 // toggle sign of result +aok: + +// +// multiply cx:ax by bx +// +asm mov bx,[WORD PTR b] +asm mul bx // fraction*fraction +asm mov di,dx // di is low word of result +asm mov ax,cx // +asm mul bx // units*fraction +asm add ax,di +asm adc dx,0 + +// +// put result dx:ax in 2's complement +// +asm test si,0x8000 // is the result negative? +asm jz ansok: +asm neg dx +asm neg ax +asm sbb dx,0 + +ansok:; + +} + +#pragma warn +rvl + +//========================================================================== + +/* +======================== += += TransformActor += += Takes paramaters: += gx,gy : globalx/globaly of point += += globals: += viewx,viewy : point of view += viewcos,viewsin : sin/cos of viewangle += scale : conversion from global value to screen value += += sets: += screenx,transx,transy,screenheight: projected edge location and size += +======================== +*/ + + +// +// transform actor +// +void TransformActor (objtype *ob) +{ + int ratio; + fixed gx,gy,gxt,gyt,nx,ny; + long temp; + +// +// translate point to view centered coordinates +// + gx = ob->x-viewx; + gy = ob->y-viewy; + +// +// calculate newx +// + gxt = FixedByFrac(gx,viewcos); + gyt = FixedByFrac(gy,viewsin); + nx = gxt-gyt-ACTORSIZE; // fudge the shape forward a bit, because + // the midpoint could put parts of the shape + // into an adjacent wall + +// +// calculate newy +// + gxt = FixedByFrac(gx,viewsin); + gyt = FixedByFrac(gy,viewcos); + ny = gyt+gxt; + +// +// calculate perspective ratio +// + ob->transx = nx; + ob->transy = ny; + + if (nxviewheight = 0; + return; + } + + ob->viewx = centerx + ny*scale/nx; // DEBUG: use assembly divide + +// +// calculate height (heightnumerator/(nx>>8)) +// + asm mov ax,[WORD PTR heightnumerator] + asm mov dx,[WORD PTR heightnumerator+2] + asm idiv [WORD PTR nx+1] // nx>>8 + asm mov [WORD PTR temp],ax + asm mov [WORD PTR temp+2],dx + + ob->viewheight = temp; +} + +//========================================================================== + +/* +======================== += += TransformTile += += Takes paramaters: += tx,ty : tile the object is centered in += += globals: += viewx,viewy : point of view += viewcos,viewsin : sin/cos of viewangle += scale : conversion from global value to screen value += += sets: += screenx,transx,transy,screenheight: projected edge location and size += += Returns true if the tile is withing getting distance += +======================== +*/ + +boolean TransformTile (int tx, int ty, int *dispx, int *dispheight) +{ + int ratio; + fixed gx,gy,gxt,gyt,nx,ny; + long temp; + +// +// translate point to view centered coordinates +// + gx = ((long)tx<>8)) +// + asm mov ax,[WORD PTR heightnumerator] + asm mov dx,[WORD PTR heightnumerator+2] + asm idiv [WORD PTR nx+1] // nx>>8 + asm mov [WORD PTR temp],ax + asm mov [WORD PTR temp+2],dx + + *dispheight = temp; + +// +// see if it should be grabbed +// + if (nx-TILEGLOBAL/2 && ny>8)) + // + if (nx>8 +} + + +//========================================================================== + +/* +=================== += += ScalePost += +=================== +*/ + +long postsource; +unsigned postx; +unsigned postwidth; + +void near ScalePost (void) // VGA version +{ + asm mov ax,SCREENSEG + asm mov es,ax + + asm mov bx,[postx] + asm shl bx,1 + asm mov bp,WORD PTR [wallheight+bx] // fractional height (low 3 bits frac) + asm and bp,0xfff8 // bp = heightscaler*4 + asm shr bp,1 + asm cmp bp,[maxscaleshl2] + asm jle heightok + asm mov bp,[maxscaleshl2] +heightok: + asm add bp,OFFSET fullscalefarcall + // + // scale a byte wide strip of wall + // + asm mov bx,[postx] + asm mov di,bx + asm shr di,2 // X in bytes + asm add di,[bufferofs] + + asm and bx,3 + asm shl bx,3 // bx = pixel*8+pixwidth + asm add bx,[postwidth] + + asm mov al,BYTE PTR [mapmasks1-1+bx] // -1 because no widths of 0 + asm mov dx,SC_INDEX+1 + asm out dx,al // set bit mask register + asm lds si,DWORD PTR [postsource] + asm call DWORD PTR [bp] // scale the line of pixels + + asm mov al,BYTE PTR [ss:mapmasks2-1+bx] // -1 because no widths of 0 + asm or al,al + asm jz nomore + + // + // draw a second byte for vertical strips that cross two bytes + // + asm inc di + asm out dx,al // set bit mask register + asm call DWORD PTR [bp] // scale the line of pixels + + asm mov al,BYTE PTR [ss:mapmasks3-1+bx] // -1 because no widths of 0 + asm or al,al + asm jz nomore + // + // draw a third byte for vertical strips that cross three bytes + // + asm inc di + asm out dx,al // set bit mask register + asm call DWORD PTR [bp] // scale the line of pixels + + +nomore: + asm mov ax,ss + asm mov ds,ax +} + +void FarScalePost (void) // just so other files can call +{ + ScalePost (); +} + + +/* +==================== += += HitVertWall += += tilehit bit 7 is 0, because it's not a door tile += if bit 6 is 1 and the adjacent tile is a door tile, use door side pic += +==================== +*/ + +void HitVertWall (void) +{ + int wallpic; + unsigned texture; + + texture = (yintercept>>4)&0xfc0; + if (xtilestep == -1) + { + texture = 0xfc0-texture; + xintercept += TILEGLOBAL; + } + wallheight[pixx] = CalcHeight(); + + if (lastside==1 && lastintercept == xtile && lasttilehit == tilehit) + { + // in the same wall type as last time, so check for optimized draw + if (texture == (unsigned)postsource) + { + // wide scale + postwidth++; + wallheight[pixx] = wallheight[pixx-1]; + return; + } + else + { + ScalePost (); + (unsigned)postsource = texture; + postwidth = 1; + postx = pixx; + } + } + else + { + // new wall + if (lastside != -1) // if not the first scaled post + ScalePost (); + + lastside = true; + lastintercept = xtile; + + lasttilehit = tilehit; + postx = pixx; + postwidth = 1; + + if (tilehit & 0x40) + { // check for adjacent doors + ytile = yintercept>>TILESHIFT; + if ( tilemap[xtile-xtilestep][ytile]&0x80 ) + wallpic = DOORWALL+3; + else + wallpic = vertwall[tilehit & ~0x40]; + } + else + wallpic = vertwall[tilehit]; + + *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic); + (unsigned)postsource = texture; + + } +} + + +/* +==================== += += HitHorizWall += += tilehit bit 7 is 0, because it's not a door tile += if bit 6 is 1 and the adjacent tile is a door tile, use door side pic += +==================== +*/ + +void HitHorizWall (void) +{ + int wallpic; + unsigned texture; + + texture = (xintercept>>4)&0xfc0; + if (ytilestep == -1) + yintercept += TILEGLOBAL; + else + texture = 0xfc0-texture; + wallheight[pixx] = CalcHeight(); + + if (lastside==0 && lastintercept == ytile && lasttilehit == tilehit) + { + // in the same wall type as last time, so check for optimized draw + if (texture == (unsigned)postsource) + { + // wide scale + postwidth++; + wallheight[pixx] = wallheight[pixx-1]; + return; + } + else + { + ScalePost (); + (unsigned)postsource = texture; + postwidth = 1; + postx = pixx; + } + } + else + { + // new wall + if (lastside != -1) // if not the first scaled post + ScalePost (); + + lastside = 0; + lastintercept = ytile; + + lasttilehit = tilehit; + postx = pixx; + postwidth = 1; + + if (tilehit & 0x40) + { // check for adjacent doors + xtile = xintercept>>TILESHIFT; + if ( tilemap[xtile][ytile-ytilestep]&0x80 ) + wallpic = DOORWALL+2; + else + wallpic = horizwall[tilehit & ~0x40]; + } + else + wallpic = horizwall[tilehit]; + + *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic); + (unsigned)postsource = texture; + } + +} + +//========================================================================== + +/* +==================== += += HitHorizDoor += +==================== +*/ + +void HitHorizDoor (void) +{ + unsigned texture,doorpage,doornum; + + doornum = tilehit&0x7f; + texture = ( (xintercept-doorposition[doornum]) >> 4) &0xfc0; + + wallheight[pixx] = CalcHeight(); + + if (lasttilehit == tilehit) + { + // in the same door as last time, so check for optimized draw + if (texture == (unsigned)postsource) + { + // wide scale + postwidth++; + wallheight[pixx] = wallheight[pixx-1]; + return; + } + else + { + ScalePost (); + (unsigned)postsource = texture; + postwidth = 1; + postx = pixx; + } + } + else + { + if (lastside != -1) // if not the first scaled post + ScalePost (); // draw last post + // first pixel in this door + lastside = 2; + lasttilehit = tilehit; + postx = pixx; + postwidth = 1; + + switch (doorobjlist[doornum].lock) + { + case dr_normal: + doorpage = DOORWALL; + break; + case dr_lock1: + case dr_lock2: + case dr_lock3: + case dr_lock4: + doorpage = DOORWALL+6; + break; + case dr_elevator: + doorpage = DOORWALL+4; + break; + } + + *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(doorpage); + (unsigned)postsource = texture; + } +} + +//========================================================================== + +/* +==================== += += HitVertDoor += +==================== +*/ + +void HitVertDoor (void) +{ + unsigned texture,doorpage,doornum; + + doornum = tilehit&0x7f; + texture = ( (yintercept-doorposition[doornum]) >> 4) &0xfc0; + + wallheight[pixx] = CalcHeight(); + + if (lasttilehit == tilehit) + { + // in the same door as last time, so check for optimized draw + if (texture == (unsigned)postsource) + { + // wide scale + postwidth++; + wallheight[pixx] = wallheight[pixx-1]; + return; + } + else + { + ScalePost (); + (unsigned)postsource = texture; + postwidth = 1; + postx = pixx; + } + } + else + { + if (lastside != -1) // if not the first scaled post + ScalePost (); // draw last post + // first pixel in this door + lastside = 2; + lasttilehit = tilehit; + postx = pixx; + postwidth = 1; + + switch (doorobjlist[doornum].lock) + { + case dr_normal: + doorpage = DOORWALL; + break; + case dr_lock1: + case dr_lock2: + case dr_lock3: + case dr_lock4: + doorpage = DOORWALL+6; + break; + case dr_elevator: + doorpage = DOORWALL+4; + break; + } + + *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(doorpage+1); + (unsigned)postsource = texture; + } +} + +//========================================================================== + + +/* +==================== += += HitHorizPWall += += A pushable wall in action has been hit += +==================== +*/ + +void HitHorizPWall (void) +{ + int wallpic; + unsigned texture,offset; + + texture = (xintercept>>4)&0xfc0; + offset = pwallpos<<10; + if (ytilestep == -1) + yintercept += TILEGLOBAL-offset; + else + { + texture = 0xfc0-texture; + yintercept += offset; + } + + wallheight[pixx] = CalcHeight(); + + if (lasttilehit == tilehit) + { + // in the same wall type as last time, so check for optimized draw + if (texture == (unsigned)postsource) + { + // wide scale + postwidth++; + wallheight[pixx] = wallheight[pixx-1]; + return; + } + else + { + ScalePost (); + (unsigned)postsource = texture; + postwidth = 1; + postx = pixx; + } + } + else + { + // new wall + if (lastside != -1) // if not the first scaled post + ScalePost (); + + lasttilehit = tilehit; + postx = pixx; + postwidth = 1; + + wallpic = horizwall[tilehit&63]; + + *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic); + (unsigned)postsource = texture; + } + +} + + +/* +==================== += += HitVertPWall += += A pushable wall in action has been hit += +==================== +*/ + +void HitVertPWall (void) +{ + int wallpic; + unsigned texture,offset; + + texture = (yintercept>>4)&0xfc0; + offset = pwallpos<<10; + if (xtilestep == -1) + { + xintercept += TILEGLOBAL-offset; + texture = 0xfc0-texture; + } + else + xintercept += offset; + + wallheight[pixx] = CalcHeight(); + + if (lasttilehit == tilehit) + { + // in the same wall type as last time, so check for optimized draw + if (texture == (unsigned)postsource) + { + // wide scale + postwidth++; + wallheight[pixx] = wallheight[pixx-1]; + return; + } + else + { + ScalePost (); + (unsigned)postsource = texture; + postwidth = 1; + postx = pixx; + } + } + else + { + // new wall + if (lastside != -1) // if not the first scaled post + ScalePost (); + + lasttilehit = tilehit; + postx = pixx; + postwidth = 1; + + wallpic = vertwall[tilehit&63]; + + *( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic); + (unsigned)postsource = texture; + } + +} + +//========================================================================== + +//========================================================================== + +#if 0 +/* +===================== += += ClearScreen += +===================== +*/ + +void ClearScreen (void) +{ + unsigned floor=egaFloor[gamestate.episode*10+mapon], + ceiling=egaCeiling[gamestate.episode*10+mapon]; + + // + // clear the screen + // +asm mov dx,GC_INDEX +asm mov ax,GC_MODE + 256*2 // read mode 0, write mode 2 +asm out dx,ax +asm mov ax,GC_BITMASK + 255*256 +asm out dx,ax + +asm mov dx,40 +asm mov ax,[viewwidth] +asm shr ax,3 +asm sub dx,ax // dx = 40-viewwidth/8 + +asm mov bx,[viewwidth] +asm shr bx,4 // bl = viewwidth/16 +asm mov bh,BYTE PTR [viewheight] +asm shr bh,1 // half height + +asm mov ax,[ceiling] +asm mov es,[screenseg] +asm mov di,[bufferofs] + +toploop: +asm mov cl,bl +asm rep stosw +asm add di,dx +asm dec bh +asm jnz toploop + +asm mov bh,BYTE PTR [viewheight] +asm shr bh,1 // half height +asm mov ax,[floor] + +bottomloop: +asm mov cl,bl +asm rep stosw +asm add di,dx +asm dec bh +asm jnz bottomloop + + +asm mov dx,GC_INDEX +asm mov ax,GC_MODE + 256*10 // read mode 1, write mode 2 +asm out dx,ax +asm mov al,GC_BITMASK +asm out dx,al + +} +#endif +//========================================================================== + +unsigned vgaCeiling[]= +{ +#ifndef SPEAR + 0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xbfbf, + 0x4e4e,0x4e4e,0x4e4e,0x1d1d,0x8d8d,0x4e4e,0x1d1d,0x2d2d,0x1d1d,0x8d8d, + 0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x2d2d,0xdddd,0x1d1d,0x1d1d,0x9898, + + 0x1d1d,0x9d9d,0x2d2d,0xdddd,0xdddd,0x9d9d,0x2d2d,0x4d4d,0x1d1d,0xdddd, + 0x7d7d,0x1d1d,0x2d2d,0x2d2d,0xdddd,0xd7d7,0x1d1d,0x1d1d,0x1d1d,0x2d2d, + 0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xdddd,0xdddd,0x7d7d,0xdddd,0xdddd,0xdddd +#else + 0x6f6f,0x4f4f,0x1d1d,0xdede,0xdfdf,0x2e2e,0x7f7f,0x9e9e,0xaeae,0x7f7f, + 0x1d1d,0xdede,0xdfdf,0xdede,0xdfdf,0xdede,0xe1e1,0xdcdc,0x2e2e,0x1d1d,0xdcdc +#endif +}; + +/* +===================== += += VGAClearScreen += +===================== +*/ + +void VGAClearScreen (void) +{ + unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon]; + + // + // clear the screen + // +asm mov dx,SC_INDEX +asm mov ax,SC_MAPMASK+15*256 // write through all planes +asm out dx,ax + +asm mov dx,80 +asm mov ax,[viewwidth] +asm shr ax,2 +asm sub dx,ax // dx = 40-viewwidth/2 + +asm mov bx,[viewwidth] +asm shr bx,3 // bl = viewwidth/8 +asm mov bh,BYTE PTR [viewheight] +asm shr bh,1 // half height + +asm mov es,[screenseg] +asm mov di,[bufferofs] +asm mov ax,[ceiling] + +toploop: +asm mov cl,bl +asm rep stosw +asm add di,dx +asm dec bh +asm jnz toploop + +asm mov bh,BYTE PTR [viewheight] +asm shr bh,1 // half height +asm mov ax,0x1919 + +bottomloop: +asm mov cl,bl +asm rep stosw +asm add di,dx +asm dec bh +asm jnz bottomloop +} + +//========================================================================== + +/* +===================== += += CalcRotate += +===================== +*/ + +int CalcRotate (objtype *ob) +{ + int angle,viewangle; + + // this isn't exactly correct, as it should vary by a trig value, + // but it is close enough with only eight rotations + + viewangle = player->angle + (centerx - ob->viewx)/8; + + if (ob->obclass == rocketobj || ob->obclass == hrocketobj) + angle = (viewangle-180)- ob->angle; + else + angle = (viewangle-180)- dirangle[ob->dir]; + + angle+=ANGLES/16; + while (angle>=ANGLES) + angle-=ANGLES; + while (angle<0) + angle+=ANGLES; + + if (ob->state->rotate == 2) // 2 rotation pain frame + return 4*(angle/(ANGLES/2)); // seperated by 3 (art layout...) + + return angle/(ANGLES/8); +} + + +/* +===================== += += DrawScaleds += += Draws all objects that are visable += +===================== +*/ + +#define MAXVISABLE 50 + +typedef struct +{ + int viewx, + viewheight, + shapenum; +} visobj_t; + +visobj_t vislist[MAXVISABLE],*visptr,*visstep,*farthest; + +void DrawScaleds (void) +{ + int i,j,least,numvisable,height; + memptr shape; + byte *tilespot,*visspot; + int shapenum; + unsigned spotloc; + + statobj_t *statptr; + objtype *obj; + + visptr = &vislist[0]; + +// +// place static objects +// + for (statptr = &statobjlist[0] ; statptr !=laststatobj ; statptr++) + { + if ((visptr->shapenum = statptr->shapenum) == -1) + continue; // object has been deleted + + if (!*statptr->visspot) + continue; // not visable + + if (TransformTile (statptr->tilex,statptr->tiley + ,&visptr->viewx,&visptr->viewheight) && statptr->flags & FL_BONUS) + { + GetBonus (statptr); + continue; + } + + if (!visptr->viewheight) + continue; // to close to the object + + if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow + visptr++; + } + +// +// place active objects +// + for (obj = player->next;obj;obj=obj->next) + { + if (!(visptr->shapenum = obj->state->shapenum)) + continue; // no shape + + spotloc = (obj->tilex<<6)+obj->tiley; // optimize: keep in struct? + visspot = &spotvis[0][0]+spotloc; + tilespot = &tilemap[0][0]+spotloc; + + // + // could be in any of the nine surrounding tiles + // + if (*visspot + || ( *(visspot-1) && !*(tilespot-1) ) + || ( *(visspot+1) && !*(tilespot+1) ) + || ( *(visspot-65) && !*(tilespot-65) ) + || ( *(visspot-64) && !*(tilespot-64) ) + || ( *(visspot-63) && !*(tilespot-63) ) + || ( *(visspot+65) && !*(tilespot+65) ) + || ( *(visspot+64) && !*(tilespot+64) ) + || ( *(visspot+63) && !*(tilespot+63) ) ) + { + obj->active = true; + TransformActor (obj); + if (!obj->viewheight) + continue; // too close or far away + + visptr->viewx = obj->viewx; + visptr->viewheight = obj->viewheight; + if (visptr->shapenum == -1) + visptr->shapenum = obj->temp1; // special shape + + if (obj->state->rotate) + visptr->shapenum += CalcRotate (obj); + + if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow + visptr++; + obj->flags |= FL_VISABLE; + } + else + obj->flags &= ~FL_VISABLE; + } + +// +// draw from back to front +// + numvisable = visptr-&vislist[0]; + + if (!numvisable) + return; // no visable objects + + for (i = 0; iviewheight; + if (height < least) + { + least = height; + farthest = visstep; + } + } + // + // draw farthest + // + ScaleShape(farthest->viewx,farthest->shapenum,farthest->viewheight); + + farthest->viewheight = 32000; + } + +} + +//========================================================================== + +/* +============== += += DrawPlayerWeapon += += Draw the player's hands += +============== +*/ + +int weaponscale[NUMWEAPONS] = {SPR_KNIFEREADY,SPR_PISTOLREADY + ,SPR_MACHINEGUNREADY,SPR_CHAINREADY}; + +void DrawPlayerWeapon (void) +{ + int shapenum; + +#ifndef SPEAR + if (gamestate.victoryflag) + { + if (player->state == &s_deathcam && (TimeCount&32) ) + SimpleScaleShape(viewwidth/2,SPR_DEATHCAM,viewheight+1); + return; + } +#endif + + if (gamestate.weapon != -1) + { + shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe; + SimpleScaleShape(viewwidth/2,shapenum,viewheight+1); + } + + if (demorecord || demoplayback) + SimpleScaleShape(viewwidth/2,SPR_DEMO,viewheight+1); +} + + +//========================================================================== + + +/* +===================== += += CalcTics += +===================== +*/ + +void CalcTics (void) +{ + long newtime,oldtimecount; + +// +// calculate tics since last refresh for adaptive timing +// + if (lasttimecount > TimeCount) + TimeCount = lasttimecount; // if the game was paused a LONG time + + do + { + newtime = TimeCount; + tics = newtime-lasttimecount; + } while (!tics); // make sure at least one tic passes + + lasttimecount = newtime; + +#ifdef FILEPROFILE + strcpy (scratch,"\tTics:"); + itoa (tics,str,10); + strcat (scratch,str); + strcat (scratch,"\n"); + write (profilehandle,scratch,strlen(scratch)); +#endif + + if (tics>MAXTICS) + { + TimeCount -= (tics-MAXTICS); + tics = MAXTICS; + } +} + + +//========================================================================== + + +/* +======================== += += FixOfs += +======================== +*/ + +void FixOfs (void) +{ + VW_ScreenToScreen (displayofs,bufferofs,viewwidth/8,viewheight); +} + + +//========================================================================== + + +/* +==================== += += WallRefresh += +==================== +*/ + +void WallRefresh (void) +{ +// +// set up variables for this view +// + viewangle = player->angle; + midangle = viewangle*(FINEANGLES/ANGLES); + viewsin = sintable[viewangle]; + viewcos = costable[viewangle]; + viewx = player->x - FixedByFrac(focallength,viewcos); + viewy = player->y + FixedByFrac(focallength,viewsin); + + focaltx = viewx>>TILESHIFT; + focalty = viewy>>TILESHIFT; + + viewtx = player->x >> TILESHIFT; + viewty = player->y >> TILESHIFT; + + xpartialdown = viewx&(TILEGLOBAL-1); + xpartialup = TILEGLOBAL-xpartialdown; + ypartialdown = viewy&(TILEGLOBAL-1); + ypartialup = TILEGLOBAL-ypartialdown; + + lastside = -1; // the first pixel is on a new wall + AsmRefresh (); + ScalePost (); // no more optimization on last post +} + +//========================================================================== + +/* +======================== += += ThreeDRefresh += +======================== +*/ + +void ThreeDRefresh (void) +{ + int tracedir; + +// this wouldn't need to be done except for my debugger/video wierdness + outportb (SC_INDEX,SC_MAPMASK); + +// +// clear out the traced array +// +asm mov ax,ds +asm mov es,ax +asm mov di,OFFSET spotvis +asm xor ax,ax +asm mov cx,2048 // 64*64 / 2 +asm rep stosw + + bufferofs += screenofs; + +// +// follow the walls from there to the right, drawwing as we go +// + VGAClearScreen (); + + WallRefresh (); + +// +// draw all the scaled images +// + DrawScaleds(); // draw scaled stuff + DrawPlayerWeapon (); // draw player's hands + +// +// show screen and time last cycle +// + if (fizzlein) + { + FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,20,false); + fizzlein = false; + + lasttimecount = TimeCount = 0; // don't make a big tic count + + } + + bufferofs -= screenofs; + displayofs = bufferofs; + + asm cli + asm mov cx,[displayofs] + asm mov dx,3d4h // CRTC address register + asm mov al,0ch // start address high register + asm out dx,al + asm inc dx + asm mov al,ch + asm out dx,al // set the high byte + asm sti + + bufferofs += SCREENSIZE; + if (bufferofs > PAGE3START) + bufferofs = PAGE1START; + + frameon++; + PM_NextFrame(); +} + + +//=========================================================================== + diff --git a/WOLFSRC/WL_DR_A.ASM b/WOLFSRC/WL_DR_A.ASM new file mode 100644 index 0000000..e7c3731 --- /dev/null +++ b/WOLFSRC/WL_DR_A.ASM @@ -0,0 +1,739 @@ + IDEAL + MODEL MEDIUM,C + P286 + +SCREENSEG = 0a000h + +FINEANGLES = 3600 +DEG90 = 900 +DEG180 = 1800 +DEG270 = 2700 +DEG360 = 3600 + +OP_JLE = 07eh +OP_JGE = 07dh + +EXTRN finetangent:DWORD ; far array, starts at offset 0 + +EXTRN HitHorizWall:FAR +EXTRN HitVertWall:FAR +EXTRN HitHorizDoor:FAR +EXTRN HitVertDoor:FAR +EXTRN HitHorizPWall:FAR +EXTRN HitVertPWall:FAR + + +DATASEG + +EXTRN viewwidth:WORD + +EXTRN tilemap:BYTE +EXTRN spotvis:BYTE +EXTRN pixelangle:WORD + + +EXTRN midangle:WORD +EXTRN angle:WORD + +EXTRN focaltx:WORD +EXTRN focalty:WORD +EXTRN viewtx:WORD +EXTRN viewty:WORD +EXTRN viewx:DWORD +EXTRN viewy:DWORD + +EXTRN xpartialup:WORD +EXTRN ypartialup:WORD +EXTRN xpartialdown:WORD +EXTRN ypartialdown:WORD + +EXTRN tilehit:WORD +EXTRN pixx:WORD +EXTRN wallheight:WORD ; array of VIEWWIDTH entries + +EXTRN xtile:WORD +EXTRN ytile:WORD +EXTRN xtilestep:WORD +EXTRN ytilestep:WORD +EXTRN xintercept:DWORD +EXTRN yintercept:DWORD +EXTRN xstep:DWORD +EXTRN ystep:DWORD + +EXTRN doorposition:WORD ; table of door position values + + +EXTRN pwallpos:WORD ; amound a pushable wall has been moved + +CODESEG + +;------------------- +; +; xpartialbyystep +; +; multiplies long [ystep] (possibly negative), by word [xpartial] (in BX) +; +; returns dx:ax +; trashes bx,cx,di +; +;------------------- + +PROC xpartialbyystep NEAR +; +; setup +; + mov ax,[WORD ystep] + mov cx,[WORD ystep+2] + or cx,cx ; is ystep negatice? + jns @@multpos +; +; multiply negative cx:ax by bx +; + neg cx + neg ax + sbb cx,0 + + mul bx ; fraction*fraction + mov di,dx ; di is low word of result + mov ax,cx ; + mul bx ; units*fraction + add ax,di + adc dx,0 + + neg dx + neg ax + sbb dx,0 + ret +; +; multiply positive cx:ax by bx +; +EVEN +@@multpos: + mul bx ; fraction*fraction + mov di,dx ; di is low word of result + mov ax,cx ; + mul bx ; units*fraction + add ax,di + adc dx,0 + + ret + +ENDP + + + +;------------------- +; +; ypartialbyxstep +; +; multiplies long [xstep] (possibly negative), by word [ypartial] (in BP) +; +; returns dx:ax +; trashes cx,di,bp +; +;------------------- + +PROC ypartialbyxstep NEAR +; +; setup +; + mov ax,[WORD xstep] + mov cx,[WORD xstep+2] + or cx,cx ; is ystep negatice? + jns @@multpos +; +; multiply negative cx:ax by bx +; + neg cx + neg ax + sbb cx,0 + + mul bp ; fraction*fraction + mov di,dx ; di is low word of result + mov ax,cx ; + mul bp ; units*fraction + add ax,di + adc dx,0 + + neg dx + neg ax + sbb dx,0 + ret +; +; multiply positive cx:ax by bx +; +EVEN +@@multpos: + mul bp ; fraction*fraction + mov di,dx ; di is low word of result + mov ax,cx ; + mul bp ; units*fraction + add ax,di + adc dx,0 + ret + +ENDP + + +;============================ +; +; AsmRefresh +; +; +;============================ + +PROC AsmRefresh +PUBLIC AsmRefresh + + push si + push di + push bp + + mov [pixx],0 +;--------------------------------------------------------------------------- +; +; Setup to trace a ray through pixx view pixel +; +; CX : angle of the ray through pixx +; ES : points to segment of finetangent array for this block of code +; +; Upon entrance to initialize block +; +; BX : xpartial +; BP : ypartial +; +;--------------------------------------------------------------------------- + EVEN +pixxloop: + mov ax,SEG finetangent + mov es,ax + mov cx,[midangle] ; center of view area + mov bx,[pixx] + shl bx,1 + add cx,[pixelangle+bx] ; delta for this pixel + cmp cx,0 + jge not0 +;---------- +; +; -90 - -1 degree arc +; +;---------- + add cx,FINEANGLES ; -90 is the same as 270 + jmp entry360 + +not0: + cmp cx,DEG90 + jge not90 +;---------- +; +; 0-89 degree arc +; +;---------- +entry90: + mov [xtilestep],1 ; xtilestep = 1 + mov [ytilestep],-1 ; ytilestep = -1 + mov [BYTE cs:horizop],OP_JGE ; patch a jge in + mov [BYTE cs:vertop],OP_JLE ; patch a jle in + mov bx,DEG90-1 + sub bx,cx + shl bx,2 + mov ax,[es:bx] + mov dx,[es:bx+2] + mov [WORD xstep],ax + mov [WORD xstep+2],dx ; xstep = finetangent[DEG90-1-angle] + mov bx,cx + shl bx,2 + mov ax,[es:bx] + mov dx,[es:bx+2] + neg dx + neg ax + sbb dx,0 + mov [WORD ystep],ax + mov [WORD ystep+2],dx ; ystep = -finetangent[angle] + + mov bx,[xpartialup] ; xpartial = xpartialup + mov bp,[ypartialdown] ; ypartial = ypartialdown + jmp initvars + +not90: + cmp cx,DEG180 + jge not180 +;---------- +; +; 90-179 degree arc +; +;---------- + mov ax,-1 + mov [xtilestep],ax ; xtilestep = -1 + mov [ytilestep],ax ; ytilestep = -1 + mov [BYTE cs:horizop],OP_JLE ; patch a jle in + mov [BYTE cs:vertop],OP_JLE ; patch a jle in + + mov bx,cx + shl bx,2 + mov ax,[es:bx-DEG90*4] + mov dx,[es:bx+2-DEG90*4] + neg dx + neg ax + sbb dx,0 + mov [WORD xstep],ax + mov [WORD xstep+2],dx ; xstep = -finetangent[angle-DEG90] + mov bx,DEG180-1 + sub bx,cx + shl bx,2 + mov ax,[es:bx] + mov dx,[es:bx+2] + neg dx + neg ax + sbb dx,0 + mov [WORD ystep],ax + mov [WORD ystep+2],dx ; ystep = -finetangent[DEG180-1-angle] + + mov bx,[xpartialdown] ; xpartial = xpartialdown + mov bp,[ypartialdown] ; ypartial = ypartialdown + jmp initvars + +not180: + cmp cx,DEG270 + jge not270 +;---------- +; +; 180-269 degree arc +; +;---------- + mov [xtilestep],-1 ; xtilestep = -1 + mov [ytilestep],1 ; ytilestep = 1 + mov [BYTE cs:horizop],OP_JLE ; patch a jle in + mov [BYTE cs:vertop],OP_JGE ; patch a jge in + + mov bx,DEG270-1 + sub bx,cx + shl bx,2 + mov ax,[es:bx] + mov dx,[es:bx+2] + neg dx + neg ax + sbb dx,0 + mov [WORD xstep],ax + mov [WORD xstep+2],dx ; xstep = -finetangent[DEG270-1-angle] + mov bx,cx + shl bx,2 + mov ax,[es:bx-DEG180*4] + mov dx,[es:bx+2-DEG180*4] + mov [WORD ystep],ax + mov [WORD ystep+2],dx ; ystep = finetangent[angle-DEG180] + + mov bx,[xpartialdown] ; xpartial = xpartialdown + mov bp,[ypartialup] ; ypartial = ypartialup + jmp initvars + + +not270: + cmp cx,DEG360 + jge not360 +;---------- +; +; 270-359 degree arc +; +;---------- +entry360: + mov ax,1 + mov [xtilestep],ax ; xtilestep = 1 + mov [ytilestep],ax ; ytilestep = 1 + mov [BYTE cs:horizop],OP_JGE ; patch a jge in + mov [BYTE cs:vertop],OP_JGE ; patch a jge in + + mov bx,cx + shl bx,2 + mov ax,[es:bx-DEG270*4] + mov dx,[es:bx+2-DEG270*4] + mov [WORD xstep],ax + mov [WORD xstep+2],dx ; xstep = finetangent[angle-DEG270] + mov bx,DEG360-1 + sub bx,cx + shl bx,2 + mov ax,[es:bx] + mov dx,[es:bx+2] + mov [WORD ystep],ax + mov [WORD ystep+2],dx ; ystep = finetangent[DEG360-1-angle] + + mov bx,[xpartialup] ; xpartial = xpartialup + mov bp,[ypartialup] ; ypartial = ypartialup + jmp initvars + + +not360: +;---------- +; +; 360-449 degree arc +; +;---------- + sub cx,FINEANGLES ; -449 is the same as 89 + jmp entry90 + +;--------------------------------------------------------------------------- +; +; initialise variables for intersection testing +; +;--------------------------------------------------------------------------- +initvars: + call NEAR xpartialbyystep ; xpartial is in BX + add ax,[WORD viewy] + adc dx,[WORD viewy+2] + mov [WORD yintercept],ax + mov [WORD yintercept+2],dx + + mov si,[focaltx] + add si,[xtilestep] + mov [xtile],si ; xtile = focaltx+xtilestep + shl si,6 + add si,dx ; xspot = (xtile<<6) + yinttile + + + call NEAR ypartialbyxstep ; ypartial is in BP + add ax,[WORD viewx] + adc dx,[WORD viewx+2] + mov [WORD xintercept],ax + mov cx,dx + + mov bx,[focalty] + add bx,[ytilestep] + mov bp,bx ; ytile = focalty+ytilestep + mov di,dx + shl di,6 + add di,bx ; yspot = (xinttile<<6) + ytile + + mov bx,[xtile] + mov dx,[WORD yintercept+2] + mov ax,SCREENSEG + mov es,ax ; faster than mov es,[screenseg] + + +;--------------------------------------------------------------------------- +; +; trace along this angle until we hit a wall +; +; CORE LOOP! +; +; All variables are killed when a wall is hit +; +; AX : scratch +; BX : xtile +; CX : high word of xintercept +; DX : high word of yintercept +; SI : xspot (yinttile<<6)+xtile (index into tilemap and spotvis) +; DI : yspot (xinttile<<6)+ytile (index into tilemap and spotvis) +; BP : ytile +; ES : screenseg +; +;--------------------------------------------------------------------------- + +;----------- +; +; check intersections with vertical walls +; +;----------- + + EVEN +vertcheck: + cmp dx,bp +vertop: ; 0x7e = jle (ytilestep==-1) + jle horizentry ; 0x7d = jge (ytilestep==1) +vertentry: + test [BYTE tilemap+si],0ffh ; tilehit = *((byte *)tilemap+xspot); + jnz hitvert +passvert: + mov [BYTE spotvis+si],1 ; *((byte *)spotvis+xspot) = true; + add bx,[xtilestep] ; xtile+=xtilestep + mov ax,[WORD ystep] + add [WORD yintercept],ax ; yintercept += ystep + adc dx,[WORD ystep+2] + mov si,bx + shl si,6 + add si,dx ; xspot = (xtile<<6)+yinttile + jmp vertcheck + + EVEN +hitvert: + mov al,[BYTE tilemap+si] ; tilehit = *((byte *)tilemap+xspot); + mov [BYTE tilehit],al + or al,al ; set flags + jns notvertdoor + jmp vertdoor +notvertdoor: + mov [WORD xintercept],0 + mov [WORD xintercept+2],bx + mov [xtile],bx + mov [WORD yintercept+2],dx + mov [ytile],dx + call FAR HitVertWall + jmp nextpix + + +;----------- +; +; check intersections with horizontal walls +; +;----------- + EVEN +horizcheck: + cmp cx,bx +horizop: ; 0x7e = jle (xtilestep==-1) + jle vertentry ; 0x7d = jge (xtilestep==1) +horizentry: + test [BYTE tilemap+di],0ffh ; tilehit = *((byte *)tilemap+yspot); + jnz hithoriz +passhoriz: + mov [BYTE spotvis+di],1 ; *((byte *)spotvis+yspot) = true; + add bp,[ytilestep] ; ytile+=ytilestep + mov ax,[WORD xstep] + add [WORD xintercept],ax ; xintercept += xstep + adc cx,[WORD xstep+2] + mov di,cx + shl di,6 + add di,bp ; yspot = (xinttile<<6)+ytile + jmp horizcheck + + EVEN +hithoriz: + mov al,[BYTE tilemap+di] ; tilehit = *((byte *)tilemap+yspot); + mov [BYTE tilehit],al + or al,al ; set flags + js horizdoor + mov [WORD xintercept+2],cx + mov [xtile],cx + mov [WORD yintercept],0 + mov [WORD yintercept+2],bp + mov [ytile],bp + call FAR HitHorizWall + jmp nextpix + +;--------------------------------------------------------------------------- +; +; next pixel over +; +;--------------------------------------------------------------------------- + +nextpix: + mov ax,[pixx] + inc ax + mov [pixx],ax + cmp ax,[viewwidth] + jge done + jmp pixxloop +done: + pop bp + pop di + pop si + retf + +;=========================================================================== + +;============= +; +; hit a special horizontal wall, so find which coordinate a door would be +; intersected at, and check to see if the door is open past that point +; +;============= +horizdoor: + mov [xtile],bx ; save off live register variables + mov [WORD yintercept+2],dx + + test al,040h ; both high bits set == pushable wall + jnz horizpushwall + + mov bx,ax + and bx,7fh ; strip high bit + shl bx,1 ; index into word width door table + + mov ax,[WORD xstep] + mov dx,[WORD xstep+2] + sar dx,1 + rcr ax,1 ; half a step gets to door position + + add ax,[WORD xintercept] ; add half step to current intercept pos + adc dx,cx ; CX hold high word of xintercept + + cmp cx,dx ; is it still in the same tile? + je hithmid +; +; midpoint is outside tile, so it hit the side of the wall before a door +; +continuehoriz: + mov bx,[xtile] ; reload register variables + mov dx,[WORD yintercept+2] + jmp passhoriz ; continue tracing +; +; the trace hit the door plane at pixel position AX, see if the door is +; closed that much +; +hithmid: + cmp ax,[doorposition+bx] ; position of leading edge of door + jb continuehoriz +; +; draw the door +; + mov [WORD xintercept],ax ; save pixel intercept position + mov [WORD xintercept+2],cx + + mov [WORD yintercept],8000h ; intercept in middle of tile + mov [WORD yintercept+2],bp + + call FAR HitHorizDoor + jmp nextpix + +;============ +; +; hit a sliding horizontal wall +; +;============ + +horizpushwall: + mov ax,[WORD xstep+2] ; multiply xstep by pwallmove (0-63) + mul [pwallpos] + mov bx,ax + mov ax,[WORD xstep] + mul [pwallpos] + add dx,bx + + sar dx,1 ; then divide by 64 to accomplish a + rcr ax,1 ; fixed point multiplication + sar dx,1 + rcr ax,1 + sar dx,1 + rcr ax,1 + sar dx,1 + rcr ax,1 + sar dx,1 + rcr ax,1 + sar dx,1 + rcr ax,1 + + add ax,[WORD xintercept] ; add partial step to current intercept + adc dx,cx ; CX hold high word of xintercept + + cmp cx,dx ; is it still in the same tile? + jne continuehoriz ; no, it hit the side + +; +; draw the pushable wall at the new height +; + mov [WORD xintercept],ax ; save pixel intercept position + mov [WORD xintercept+2],dx + + mov [WORD yintercept+2],bp + mov [WORD yintercept],0 + + call FAR HitHorizPWall + jmp nextpix + + + +;=========================================================================== + +;============= +; +; hit a special vertical wall, so find which coordinate a door would be +; intersected at, and check to see if the door is open past that point +; +;============= +vertdoor: + mov [xtile],bx ; save off live register variables + mov [WORD yintercept+2],dx + + test al,040h ; both high bits set == pushable wall + jnz vertpushwall + + mov bx,ax + and bx,7fh ; strip high bit + shl bx,1 ; index into word width doorposition + + mov ax,[WORD ystep] + mov dx,[WORD ystep+2] + sar dx,1 + rcr ax,1 ; half a step gets to door position + + add ax,[WORD yintercept] ; add half step to current intercept pos + adc dx,[WORD yintercept+2] + + cmp [WORD yintercept+2],dx ; is it still in the same tile? + je hitvmid +; +; midpoint is outside tile, so it hit the side of the wall before a door +; +continuevert: + mov bx,[xtile] ; reload register variables + mov dx,[WORD yintercept+2] + jmp passvert ; continue tracing +; +; the trace hit the door plane at pixel position AX, see if the door is +; closed that much +; +hitvmid: + cmp ax,[doorposition+bx] ; position of leading edge of door + jb continuevert +; +; draw the door +; + mov [WORD yintercept],ax ; save pixel intercept position + mov [WORD xintercept],8000h ; intercept in middle of tile + mov ax,[xtile] + mov [WORD xintercept+2],ax + + call FAR HitVertDoor + jmp nextpix + +;============ +; +; hit a sliding vertical wall +; +;============ + +vertpushwall: + mov ax,[WORD ystep+2] ; multiply ystep by pwallmove (0-63) + mul [pwallpos] + mov bx,ax + mov ax,[WORD ystep] + mul [pwallpos] + add dx,bx + + sar dx,1 ; then divide by 64 to accomplish a + rcr ax,1 ; fixed point multiplication + sar dx,1 + rcr ax,1 + sar dx,1 + rcr ax,1 + sar dx,1 + rcr ax,1 + sar dx,1 + rcr ax,1 + sar dx,1 + rcr ax,1 + + add ax,[WORD yintercept] ; add partial step to current intercept + adc dx,[WORD yintercept+2] + + cmp [WORD yintercept+2],dx ; is it still in the same tile? + jne continuevert ; no, it hit the side + +; +; draw the pushable wall at the new height +; + mov [WORD yintercept],ax ; save pixel intercept position + mov [WORD yintercept+2],dx + + mov bx,[xtile] + mov [WORD xintercept+2],bx + mov [WORD xintercept],0 + + call FAR HitVertPWall + jmp nextpix + + + +ENDP + + +END + + diff --git a/WOLFSRC/WL_GAME.C b/WOLFSRC/WL_GAME.C new file mode 100644 index 0000000..437793f --- /dev/null +++ b/WOLFSRC/WL_GAME.C @@ -0,0 +1,1484 @@ +// WL_GAME.C + +#include "WL_DEF.H" +#pragma hdrstop + +#ifdef MYPROFILE +#include +#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;ywidth; + 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= 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= AREATILE) + tile = *map; + if (*(map-1-mapwidth) >= AREATILE) + tile = *(map-1-mapwidth); + if (*(map-1+mapwidth) >= AREATILE) + tile = *(map-1+mapwidth); + if ( *(map-2) >= AREATILE) + tile = *(map-2); + + *(map-1) = tile; + } + } + + + +// +// have the caching manager load and purge stuff to make sure all marks +// are in memory +// + CA_LoadAllSounds (); + +} + + +//========================================================================== + + +/* +=================== += += DrawPlayBorderSides += += To fix window overwrites += +=================== +*/ + +void DrawPlayBorderSides (void) +{ + int xl,yl; + + xl = 160-viewwidth/2; + yl = (200-STATUSLINES-viewheight)/2; + + VWB_Bar (0,0,xl-1,200-STATUSLINES,127); + VWB_Bar (xl+viewwidth+1,0,xl-2,200-STATUSLINES,127); + + VWB_Vlin (yl-1,yl+viewheight,xl-1,0); + VWB_Vlin (yl-1,yl+viewheight,xl+viewwidth,125); +} + + +/* +=================== += += DrawAllPlayBorderSides += +=================== +*/ + +void DrawAllPlayBorderSides (void) +{ + unsigned i,temp; + + temp = bufferofs; + for (i=0;i<3;i++) + { + bufferofs = screenloc[i]; + DrawPlayBorderSides (); + } + bufferofs = temp; +} + +/* +=================== += += DrawPlayBorder += +=================== +*/ +void DrawAllPlayBorder (void) +{ + unsigned i,temp; + + temp = bufferofs; + for (i=0;i<3;i++) + { + bufferofs = screenloc[i]; + DrawPlayBorder (); + } + bufferofs = temp; +} + +/* +=================== += += DrawPlayBorder += +=================== +*/ + +void DrawPlayBorder (void) +{ + int xl,yl; + + VWB_Bar (0,0,320,200-STATUSLINES,127); + + xl = 160-viewwidth/2; + yl = (200-STATUSLINES-viewheight)/2; + VWB_Bar (xl,yl,viewwidth,viewheight,0); + + VWB_Hlin (xl-1,xl+viewwidth,yl-1,0); + VWB_Hlin (xl-1,xl+viewwidth,yl+viewheight,125); + VWB_Vlin (yl-1,yl+viewheight,xl-1,0); + VWB_Vlin (yl-1,yl+viewheight,xl+viewwidth,125); + VWB_Plot (xl-1,yl+viewheight,124); +} + + + +/* +=================== += += DrawPlayScreen += +=================== +*/ + +void DrawPlayScreen (void) +{ + int i,j,p,m; + unsigned temp; + + VW_FadeOut (); + + temp = bufferofs; + + CA_CacheGrChunk (STATUSBARPIC); + + for (i=0;i<3;i++) + { + bufferofs = screenloc[i]; + DrawPlayBorder (); + VWB_DrawPic (0,200-STATUSLINES,STATUSBARPIC); + } + + bufferofs = temp; + + UNCACHEGRCHUNK (STATUSBARPIC); + + DrawFace (); + DrawHealth (); + DrawLives (); + DrawLevel (); + DrawAmmo (); + DrawKeys (); + DrawWeapon (); + DrawScore (); +} + + + +//========================================================================== + +/* +================== += += StartDemoRecord += +================== +*/ + +#define MAXDEMOSIZE 8192 + +void StartDemoRecord (int levelnumber) +{ + MM_GetPtr (&demobuffer,MAXDEMOSIZE); + MM_SetLock (&demobuffer,true); + demoptr = (char far *)demobuffer; + lastdemoptr = demoptr+MAXDEMOSIZE; + + *demoptr = levelnumber; + demoptr += 4; // leave space for length + demorecord = true; +} + + +/* +================== += += FinishDemoRecord += +================== +*/ + +char demoname[13] = "DEMO?."; + +void FinishDemoRecord (void) +{ + long length,level; + + demorecord = false; + + length = demoptr - (char far *)demobuffer; + + demoptr = ((char far *)demobuffer)+1; + *(unsigned far *)demoptr = length; + + CenterWindow(24,3); + PrintY+=6; + US_Print(" Demo number (0-9):"); + VW_UpdateScreen(); + + if (US_LineInput (px,py,str,NULL,true,2,0)) + { + level = atoi (str); + if (level>=0 && level<=9) + { + demoname[4] = '0'+level; + CA_WriteFile (demoname,(void far *)demobuffer,length); + } + } + + + MM_FreePtr (&demobuffer); +} + +//========================================================================== + +/* +================== += += RecordDemo += += Fades the screen out, then starts a demo. Exits with the screen faded += +================== +*/ + +void RecordDemo (void) +{ + int level,esc; + + CenterWindow(26,3); + PrintY+=6; + CA_CacheGrChunk(STARTFONT); + fontnumber=0; + US_Print(" Demo which level(1-10):"); + VW_UpdateScreen(); + VW_FadeIn (); + esc = !US_LineInput (px,py,str,NULL,true,2,0); + if (esc) + return; + + level = atoi (str); + level--; + + SETFONTCOLOR(0,15); + VW_FadeOut (); + +#ifndef SPEAR + NewGame (gd_hard,level/10); + gamestate.mapon = level%10; +#else + NewGame (gd_hard,0); + gamestate.mapon = level; +#endif + + StartDemoRecord (level); + + DrawPlayScreen (); + VW_FadeIn (); + + startgame = false; + demorecord = true; + + SetupGameLevel (); + StartMusic (); + PM_CheckMainMem (); + fizzlein = true; + + PlayLoop (); + + demoplayback = false; + + StopMusic (); + VW_FadeOut (); + ClearMemory (); + + FinishDemoRecord (); +} + +//========================================================================== + +/* +================== += += PlayDemo += += Fades the screen out, then starts a demo. Exits with the screen faded += +================== +*/ + +void PlayDemo (int demonumber) +{ + int length; + +#ifdef DEMOSEXTERN +// debug: load chunk +#ifndef SPEARDEMO + int dems[4]={T_DEMO0,T_DEMO1,T_DEMO2,T_DEMO3}; +#else + int dems[1]={T_DEMO0}; +#endif + + CA_CacheGrChunk(dems[demonumber]); + demoptr = grsegs[dems[demonumber]]; + MM_SetLock (&grsegs[dems[demonumber]],true); +#else + demoname[4] = '0'+demonumber; + CA_LoadFile (demoname,&demobuffer); + MM_SetLock (&demobuffer,true); + demoptr = (char far *)demobuffer; +#endif + + NewGame (1,0); + gamestate.mapon = *demoptr++; + gamestate.difficulty = gd_hard; + length = *((unsigned far *)demoptr)++; + demoptr++; + lastdemoptr = demoptr-4+length; + + VW_FadeOut (); + + SETFONTCOLOR(0,15); + DrawPlayScreen (); + VW_FadeIn (); + + startgame = false; + demoplayback = true; + + SetupGameLevel (); + StartMusic (); + PM_CheckMainMem (); + fizzlein = true; + + PlayLoop (); + +#ifdef DEMOSEXTERN + UNCACHEGRCHUNK(dems[demonumber]); +#else + MM_FreePtr (&demobuffer); +#endif + + demoplayback = false; + + StopMusic (); + VW_FadeOut (); + ClearMemory (); +} + +//========================================================================== + +/* +================== += += Died += +================== +*/ + +#define DEATHROTATE 2 + +void Died (void) +{ + float fangle; + long dx,dy; + int iangle,curangle,clockwise,counter,change; + + gamestate.weapon = -1; // take away weapon + SD_PlaySound (PLAYERDEATHSND); +// +// swing around to face attacker +// + dx = killerobj->x - player->x; + dy = player->y - killerobj->y; + + fangle = atan2(dy,dx); // returns -pi to pi + if (fangle<0) + fangle = M_PI*2+fangle; + + iangle = fangle/(M_PI*2)*ANGLES; + + if (player->angle > iangle) + { + counter = player->angle - iangle; + clockwise = ANGLES-player->angle + iangle; + } + else + { + clockwise = iangle - player->angle; + counter = player->angle + ANGLES-iangle; + } + + curangle = player->angle; + + if (clockwiseiangle) + curangle -= ANGLES; + do + { + change = tics*DEATHROTATE; + if (curangle + change > iangle) + change = iangle-curangle; + + curangle += change; + player->angle += change; + if (player->angle >= ANGLES) + player->angle -= ANGLES; + + ThreeDRefresh (); + CalcTics (); + } while (curangle != iangle); + } + else + { + // + // rotate counterclockwise + // + if (curangleangle += change; + if (player->angle < 0) + player->angle += ANGLES; + + ThreeDRefresh (); + CalcTics (); + } while (curangle != iangle); + } + +// +// fade to red +// + FinishPaletteShifts (); + + bufferofs += screenofs; + VW_Bar (0,0,viewwidth,viewheight,4); + IN_ClearKeysDown (); + FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,70,false); + bufferofs -= screenofs; + IN_UserInput(100); + SD_WaitSoundDone (); + + if (tedlevel == false) // SO'S YA DON'T GET KILLED WHILE LAUNCHING! + gamestate.lives--; + + if (gamestate.lives > -1) + { + gamestate.health = 100; + gamestate.weapon = gamestate.bestweapon + = gamestate.chosenweapon = wp_pistol; + gamestate.ammo = STARTAMMO; + gamestate.keys = 0; + gamestate.attackframe = gamestate.attackcount = + gamestate.weaponframe = 0; + + DrawKeys (); + DrawWeapon (); + DrawAmmo (); + DrawHealth (); + DrawFace (); + DrawLives (); + } + +} + +//========================================================================== + +/* +=================== += += GameLoop += +=================== +*/ + +void GameLoop (void) +{ + int i,xl,yl,xh,yh; + char num[20]; + boolean died; +#ifdef MYPROFILE + clock_t start,end; +#endif + +restartgame: + ClearMemory (); + SETFONTCOLOR(0,15); + DrawPlayScreen (); + died = false; +restart: + do + { + if (!loadedgame) + gamestate.score = gamestate.oldscore; + DrawScore(); + + startgame = false; + if (loadedgame) + loadedgame = false; + else + SetupGameLevel (); + +#ifdef SPEAR + if (gamestate.mapon == 20) // give them the key allways + { + gamestate.keys |= 1; + DrawKeys (); + } +#endif + + ingame = true; + StartMusic (); + PM_CheckMainMem (); + if (!died) + PreloadGraphics (); + else + died = false; + + fizzlein = true; + DrawLevel (); + +startplayloop: + PlayLoop (); + +#ifdef SPEAR + if (spearflag) + { + SD_StopSound(); + SD_PlaySound(GETSPEARSND); + if (DigiMode != sds_Off) + { + long lasttimecount = TimeCount; + + while(TimeCount < lasttimecount+150) + //while(DigiPlaying!=false) + SD_Poll(); + } + else + SD_WaitSoundDone(); + + ClearMemory (); + gamestate.oldscore = gamestate.score; + gamestate.mapon = 20; + SetupGameLevel (); + StartMusic (); + PM_CheckMainMem (); + player->x = spearx; + player->y = speary; + player->angle = spearangle; + spearflag = false; + Thrust (0,0); + goto startplayloop; + } +#endif + + StopMusic (); + ingame = false; + + if (demorecord && playstate != ex_warped) + FinishDemoRecord (); + + if (startgame || loadedgame) + goto restartgame; + + switch (playstate) + { + case ex_completed: + case ex_secretlevel: + gamestate.keys = 0; + DrawKeys (); + VW_FadeOut (); + + ClearMemory (); + + LevelCompleted (); // do the intermission +#ifdef SPEARDEMO + if (gamestate.mapon == 1) + { + died = true; // don't "get psyched!" + + VW_FadeOut (); + + ClearMemory (); + + CheckHighScore (gamestate.score,gamestate.mapon+1); + + #pragma warn -sus + #ifndef JAPAN + _fstrcpy(MainMenu[viewscores].string,STR_VS); + #endif + MainMenu[viewscores].routine = CP_ViewScores; + #pragma warn +sus + + return; + } +#endif + +#ifdef JAPDEMO + if (gamestate.mapon == 3) + { + died = true; // don't "get psyched!" + + VW_FadeOut (); + + ClearMemory (); + + CheckHighScore (gamestate.score,gamestate.mapon+1); + + #pragma warn -sus + #ifndef JAPAN + _fstrcpy(MainMenu[viewscores].string,STR_VS); + #endif + MainMenu[viewscores].routine = CP_ViewScores; + #pragma warn +sus + + return; + } +#endif + + gamestate.oldscore = gamestate.score; + +#ifndef SPEAR + // + // COMING BACK FROM SECRET LEVEL + // + if (gamestate.mapon == 9) + gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret + else + // + // GOING TO SECRET LEVEL + // + if (playstate == ex_secretlevel) + gamestate.mapon = 9; +#else + +#define FROMSECRET1 3 +#define FROMSECRET2 11 + + // + // GOING TO SECRET LEVEL + // + if (playstate == ex_secretlevel) + switch(gamestate.mapon) + { + case FROMSECRET1: gamestate.mapon = 18; break; + case FROMSECRET2: gamestate.mapon = 19; break; + } + else + // + // COMING BACK FROM SECRET LEVEL + // + if (gamestate.mapon == 18 || gamestate.mapon == 19) + switch(gamestate.mapon) + { + case 18: gamestate.mapon = FROMSECRET1+1; break; + case 19: gamestate.mapon = FROMSECRET2+1; break; + } +#endif + else + // + // GOING TO NEXT LEVEL + // + gamestate.mapon++; + + + break; + + case ex_died: + Died (); + died = true; // don't "get psyched!" + + if (gamestate.lives > -1) + break; // more lives left + + VW_FadeOut (); + + ClearMemory (); + + CheckHighScore (gamestate.score,gamestate.mapon+1); + + #pragma warn -sus + #ifndef JAPAN + _fstrcpy(MainMenu[viewscores].string,STR_VS); + #endif + MainMenu[viewscores].routine = CP_ViewScores; + #pragma warn +sus + + return; + + case ex_victorious: + +#ifndef SPEAR + VW_FadeOut (); +#else + VL_FadeOut (0,255,0,17,17,300); +#endif + ClearMemory (); + + Victory (); + + ClearMemory (); + + CheckHighScore (gamestate.score,gamestate.mapon+1); + + #pragma warn -sus + #ifndef JAPAN + _fstrcpy(MainMenu[viewscores].string,STR_VS); + #endif + MainMenu[viewscores].routine = CP_ViewScores; + #pragma warn +sus + + return; + + default: + ClearMemory (); + break; + } + + } while (1); + +} + diff --git a/WOLFSRC/WL_INTER.C b/WOLFSRC/WL_INTER.C new file mode 100644 index 0000000..41b5eae --- /dev/null +++ b/WOLFSRC/WL_INTER.C @@ -0,0 +1,1718 @@ +// WL_INTER.C + +#include "WL_DEF.H" +#pragma hdrstop + + +//========================================================================== + +/* +================== += += CLearSplitVWB += +================== +*/ + +void ClearSplitVWB (void) +{ + memset (update,0,sizeof(update)); + WindowX = 0; + WindowY = 0; + WindowW = 320; + WindowH = 160; +} + + +//========================================================================== + +#ifdef SPEAR +#ifndef SPEARDEMO +//////////////////////////////////////////////////////// +// +// End of Spear of Destiny +// +//////////////////////////////////////////////////////// + +void EndScreen (int palette, int screen) +{ + CA_CacheScreen (screen); + VW_UpdateScreen (); + CA_CacheGrChunk (palette); + VL_FadeIn(0,255,grsegs[palette],30); + UNCACHEGRCHUNK (palette); + IN_ClearKeysDown (); + IN_Ack (); + VW_FadeOut (); +} + + +void EndSpear(void) +{ + EndScreen (END1PALETTE, ENDSCREEN11PIC); + + CA_CacheScreen (ENDSCREEN3PIC); + VW_UpdateScreen (); + CA_CacheGrChunk (END3PALETTE); + VL_FadeIn(0,255,grsegs[END3PALETTE],30); + UNCACHEGRCHUNK (END3PALETTE); + fontnumber = 0; + fontcolor = 0xd0; + WindowX = 0; + WindowW = 320; + PrintX = 0; + PrintY = 180; + US_CPrint (STR_ENDGAME1"\n"); + US_CPrint (STR_ENDGAME2); + VW_UpdateScreen (); + IN_StartAck (); + TimeCount = 0; + while (!IN_CheckAck () && TimeCount < 700); + + PrintX = 0; + PrintY = 180; + VWB_Bar(0,180,320,20,0); + US_CPrint (STR_ENDGAME3"\n"); + US_CPrint (STR_ENDGAME4); + VW_UpdateScreen (); + IN_StartAck (); + TimeCount = 0; + while (!IN_CheckAck () && TimeCount < 700); + + VW_FadeOut (); + + EndScreen (END4PALETTE, ENDSCREEN4PIC); + EndScreen (END5PALETTE, ENDSCREEN5PIC); + EndScreen (END6PALETTE, ENDSCREEN6PIC); + EndScreen (END7PALETTE, ENDSCREEN7PIC); + EndScreen (END8PALETTE, ENDSCREEN8PIC); + EndScreen (END9PALETTE, ENDSCREEN9PIC); + + EndScreen (END2PALETTE, ENDSCREEN12PIC); + + MainMenu[savegame].active = 0; +} +#endif +#endif + +//========================================================================== + +/* +================== += += Victory += +================== +*/ + +void Victory (void) +{ +#ifndef SPEARDEMO + long sec; + int i,min,kr,sr,tr,x; + char tempstr[8]; + +#define RATIOX 6 +#define RATIOY 14 +#define TIMEX 14 +#define TIMEY 8 + + +#ifdef SPEAR + StartCPMusic (XTHEEND_MUS); + + CA_CacheGrChunk(BJCOLLAPSE1PIC); + CA_CacheGrChunk(BJCOLLAPSE2PIC); + CA_CacheGrChunk(BJCOLLAPSE3PIC); + CA_CacheGrChunk(BJCOLLAPSE4PIC); + + VWB_Bar(0,0,320,200,VIEWCOLOR); + VWB_DrawPic (124,44,BJCOLLAPSE1PIC); + VW_UpdateScreen (); + VW_FadeIn (); + VW_WaitVBL(2*70); + VWB_DrawPic (124,44,BJCOLLAPSE2PIC); + VW_UpdateScreen (); + VW_WaitVBL(105); + VWB_DrawPic (124,44,BJCOLLAPSE3PIC); + VW_UpdateScreen (); + VW_WaitVBL(105); + VWB_DrawPic (124,44,BJCOLLAPSE4PIC); + VW_UpdateScreen (); + VW_WaitVBL(3*70); + + UNCACHEGRCHUNK(BJCOLLAPSE1PIC); + UNCACHEGRCHUNK(BJCOLLAPSE2PIC); + UNCACHEGRCHUNK(BJCOLLAPSE3PIC); + UNCACHEGRCHUNK(BJCOLLAPSE4PIC); + VL_FadeOut (0,255,0,17,17,5); +#endif + + StartCPMusic (URAHERO_MUS); + ClearSplitVWB (); + CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END); + CA_CacheGrChunk(STARTFONT); + +#ifndef SPEAR + CA_CacheGrChunk(C_TIMECODEPIC); +#endif + + + VWB_Bar (0,0,320,200-STATUSLINES,127); +#ifdef JAPAN +#ifndef JAPDEMO + CA_CacheGrChunk(C_ENDRATIOSPIC); + VWB_DrawPic(0,0,C_ENDRATIOSPIC); + UNCACHEGRCHUNK(C_ENDRATIOSPIC); +#endif +#else + Write(18,2,STR_YOUWIN); + + Write(TIMEX,TIMEY-2,STR_TOTALTIME); + + Write(12,RATIOY-2,"averages"); + + #ifdef SPANISH + Write(RATIOX+2, RATIOY, STR_RATKILL); + Write(RATIOX+2, RATIOY+2, STR_RATSECRET); + Write(RATIOX+2, RATIOY+4,STR_RATTREASURE); + #else + Write(RATIOX+8,RATIOY, STR_RATKILL); + Write(RATIOX+4,RATIOY+2, STR_RATSECRET); + Write(RATIOX, RATIOY+4,STR_RATTREASURE); + #endif + +#endif + +#ifndef JAPDEMO + VWB_DrawPic (8,4,L_BJWINSPIC); +#endif + + +#ifndef SPEAR + for (kr = sr = tr = sec = i = 0;i < 8;i++) +#else + for (kr = sr = tr = sec = i = 0;i < 20;i++) +#endif + { + sec += LevelRatios[i].time; + kr += LevelRatios[i].kill; + sr += LevelRatios[i].secret; + tr += LevelRatios[i].treasure; + } + +#ifndef SPEAR + kr /= 8; + sr /= 8; + tr /= 8; +#else + kr /= 14; + sr /= 14; + tr /= 14; +#endif + + min = sec/60; + sec %= 60; + + if (min > 99) + min = sec = 99; + + i = TIMEX*8+1; + VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(min/10)); + i += 2*8; + VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(min%10)); + i += 2*8; + Write(i/8,TIMEY,":"); + i += 1*8; + VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(sec/10)); + i += 2*8; + VWB_DrawPic(i,TIMEY*8,L_NUM0PIC+(sec%10)); + VW_UpdateScreen (); + + itoa(kr,tempstr,10); + x=RATIOX+24-strlen(tempstr)*2; + Write(x,RATIOY,tempstr); + + itoa(sr,tempstr,10); + x=RATIOX+24-strlen(tempstr)*2; + Write(x,RATIOY+2,tempstr); + + itoa(tr,tempstr,10); + x=RATIOX+24-strlen(tempstr)*2; + Write(x,RATIOY+4,tempstr); + + +#ifndef SPANISH +#ifndef UPLOAD +#ifndef SPEAR + // + // TOTAL TIME VERIFICATION CODE + // + if (gamestate.difficulty>=gd_medium) + { + VWB_DrawPic (30*8,TIMEY*8,C_TIMECODEPIC); + fontnumber = 0; + fontcolor = READHCOLOR; + PrintX = 30*8-3; + PrintY = TIMEY*8+8; + PrintX+=4; + tempstr[0] = (((min/10)^(min%10))^0xa)+'A'; + tempstr[1] = (((sec/10)^(sec%10))^0xa)+'A'; + tempstr[2] = (tempstr[0]^tempstr[1])+'A'; + tempstr[3] = 0; + US_Print(tempstr); + } +#endif +#endif +#endif + + + fontnumber = 1; + + VW_UpdateScreen (); + VW_FadeIn (); + + IN_Ack(); + + #ifndef SPEAR + if (Keyboard[sc_P] && MS_CheckParm("goobers")) + PicturePause(); + #endif + + VW_FadeOut (); + +#ifndef SPEAR + UNCACHEGRCHUNK(C_TIMECODEPIC); +#endif + UnCacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END); + +#ifndef SPEAR + EndText(); +#else + EndSpear(); +#endif + +#endif // SPEARDEMO +} + + +//========================================================================== + +#ifndef JAPAN +/* +================== += += PG13 += +================== +*/ + +void PG13 (void) +{ + VW_FadeOut(); + VWB_Bar(0,0,320,200,0x82); // background + + CA_CacheGrChunk (PG13PIC); + VWB_DrawPic (216,110,PG13PIC); + VW_UpdateScreen (); + + UNCACHEGRCHUNK (PG13PIC); + + VW_FadeIn(); + IN_UserInput(TickBase*7); + + VW_FadeOut (); +} +#endif + + +//========================================================================== + +void Write(int x,int y,char *string) +{ + int alpha[]={L_NUM0PIC,L_NUM1PIC,L_NUM2PIC,L_NUM3PIC,L_NUM4PIC,L_NUM5PIC, + L_NUM6PIC,L_NUM7PIC,L_NUM8PIC,L_NUM9PIC,L_COLONPIC,0,0,0,0,0,0,L_APIC,L_BPIC, + L_CPIC,L_DPIC,L_EPIC,L_FPIC,L_GPIC,L_HPIC,L_IPIC,L_JPIC,L_KPIC, + L_LPIC,L_MPIC,L_NPIC,L_OPIC,L_PPIC,L_QPIC,L_RPIC,L_SPIC,L_TPIC, + L_UPIC,L_VPIC,L_WPIC,L_XPIC,L_YPIC,L_ZPIC}; + + int i,ox,nx,ny; + char ch; + + + ox=nx=x*8; + ny=y*8; + for (i=0;i='a') + ch-=('a'-'A'); + ch-='0'; + + switch(string[i]) + { + case '!': + VWB_DrawPic(nx,ny,L_EXPOINTPIC); + nx+=8; + continue; + + case '\'': + VWB_DrawPic(nx,ny,L_APOSTROPHEPIC); + nx+=8; + continue; + + case ' ': break; + case 0x3a: // ':' + + VWB_DrawPic(nx,ny,L_COLONPIC); + nx+=8; + continue; + + case '%': + VWB_DrawPic(nx,ny,L_PERCENTPIC); + break; + + default: + VWB_DrawPic(nx,ny,alpha[ch]); + } + nx+=16; + } +} + + +// +// Breathe Mr. BJ!!! +// +void BJ_Breathe(void) +{ + static int which=0,max=10; + int pics[2]={L_GUYPIC,L_GUY2PIC}; + + + if (TimeCount>max) + { + which^=1; + VWB_DrawPic(0,16,pics[which]); + VW_UpdateScreen(); + TimeCount=0; + max=35; + } +} + + + +/* +================== += += LevelCompleted += += Entered with the screen faded out += Still in split screen mode with the status bar += += Exit with the screen faded out += +================== +*/ + +#ifndef SPEAR +LRstruct LevelRatios[8]; +#else +LRstruct LevelRatios[20]; +#endif + +void LevelCompleted (void) +{ + #define VBLWAIT 30 + #define PAR_AMOUNT 500 + #define PERCENT100AMT 10000 + typedef struct { + float time; + char timestr[6]; + } times; + + int x,i,min,sec,ratio,kr,sr,tr; + unsigned temp; + char tempstr[10]; + long bonus,timeleft=0; + times parTimes[]= + { +#ifndef SPEAR + // + // Episode One Par Times + // + {1.5, "01:30"}, + {2, "02:00"}, + {2, "02:00"}, + {3.5, "03:30"}, + {3, "03:00"}, + {3, "03:00"}, + {2.5, "02:30"}, + {2.5, "02:30"}, + {0, "??:??"}, // Boss level + {0, "??:??"}, // Secret level + + // + // Episode Two Par Times + // + {1.5, "01:30"}, + {3.5, "03:30"}, + {3, "03:00"}, + {2, "02:00"}, + {4, "04:00"}, + {6, "06:00"}, + {1, "01:00"}, + {3, "03:00"}, + {0, "??:??"}, + {0, "??:??"}, + + // + // Episode Three Par Times + // + {1.5, "01:30"}, + {1.5, "01:30"}, + {2.5, "02:30"}, + {2.5, "02:30"}, + {3.5, "03:30"}, + {2.5, "02:30"}, + {2, "02:00"}, + {6, "06:00"}, + {0, "??:??"}, + {0, "??:??"}, + + // + // Episode Four Par Times + // + {2, "02:00"}, + {2, "02:00"}, + {1.5, "01:30"}, + {1, "01:00"}, + {4.5, "04:30"}, + {3.5, "03:30"}, + {2, "02:00"}, + {4.5, "04:30"}, + {0, "??:??"}, + {0, "??:??"}, + + // + // Episode Five Par Times + // + {2.5, "02:30"}, + {1.5, "01:30"}, + {2.5, "02:30"}, + {2.5, "02:30"}, + {4, "04:00"}, + {3, "03:00"}, + {4.5, "04:30"}, + {3.5, "03:30"}, + {0, "??:??"}, + {0, "??:??"}, + + // + // Episode Six Par Times + // + {6.5, "06:30"}, + {4, "04:00"}, + {4.5, "04:30"}, + {6, "06:00"}, + {5, "05:00"}, + {5.5, "05:30"}, + {5.5, "05:30"}, + {8.5, "08:30"}, + {0, "??:??"}, + {0, "??:??"} +#else + // + // SPEAR OF DESTINY TIMES + // + {1.5, "01:30"}, + {3.5, "03:30"}, + {2.75, "02:45"}, + {3.5, "03:30"}, + {0, "??:??"}, // Boss 1 + {4.5, "04:30"}, + {3.25, "03:15"}, + {2.75, "02:45"}, + {4.75, "04:45"}, + {0, "??:??"}, // Boss 2 + {6.5, "06:30"}, + {4.5, "04:30"}, + {2.75, "02:45"}, + {4.5, "04:30"}, + {6, "06:00"}, + {0, "??:??"}, // Boss 3 + {6, "06:00"}, + {0, "??:??"}, // Boss 4 + {0, "??:??"}, // Secret level 1 + {0, "??:??"}, // Secret level 2 +#endif + }; + + + + CacheLump(LEVELEND_LUMP_START,LEVELEND_LUMP_END); + ClearSplitVWB (); // set up for double buffering in split screen + VWB_Bar (0,0,320,200-STATUSLINES,127); + StartCPMusic(ENDLEVEL_MUS); + +// +// do the intermission +// + IN_ClearKeysDown(); + IN_StartAck(); + +#ifdef JAPAN + CA_CacheGrChunk(C_INTERMISSIONPIC); + VWB_DrawPic(0,0,C_INTERMISSIONPIC); + UNCACHEGRCHUNK(C_INTERMISSIONPIC); +#endif + VWB_DrawPic(0,16,L_GUYPIC); + +#ifndef SPEAR + if (mapon<8) +#else + if (mapon != 4 && + mapon != 9 && + mapon != 15 && + mapon < 17) +#endif + { +#ifndef JAPAN + #ifdef SPANISH + Write(14,2,"piso\ncompletado"); + #else + Write(14,2,"floor\ncompleted"); + #endif + + Write(14,7,STR_BONUS" 0"); + Write(16,10,STR_TIME); + Write(16,12,STR_PAR); + + #ifdef SPANISH + Write(11,14, STR_RAT2KILL); + Write(11,16, STR_RAT2SECRET); + Write(11,18,STR_RAT2TREASURE); + #else + Write(9,14, STR_RAT2KILL); + Write(5,16, STR_RAT2SECRET); + Write(1,18,STR_RAT2TREASURE); + #endif + + Write(26,2,itoa(gamestate.mapon+1,tempstr,10)); +#endif + + #ifdef SPANISH + Write(30,12,parTimes[gamestate.episode*10+mapon].timestr); + #else + Write(26,12,parTimes[gamestate.episode*10+mapon].timestr); + #endif + + // + // PRINT TIME + // + sec=gamestate.TimeCount/70; + + if (sec > 99*60) // 99 minutes max + sec = 99*60; + + if (gamestate.TimeCountname); + + // + // level + // + ultoa(s->completed,buffer,10); +#ifndef SPEAR + for (str = buffer;*str;str++) + *str = *str + (129 - '0'); // Used fixed-width numbers (129...) + USL_MeasureString(buffer,&w,&h); + PrintX = (22 * 8)-w; +#else + USL_MeasureString(buffer,&w,&h); + PrintX = 194 - w; +#endif + +#ifndef UPLOAD +#ifndef SPEAR + PrintX -= 6; + itoa(s->episode+1,buffer1,10); + US_Print("E"); + US_Print(buffer1); + US_Print("/L"); +#endif +#endif + +#ifdef SPEAR + if (s->completed == 21) + VWB_DrawPic (PrintX+8,PrintY-1,C_WONSPEARPIC); + else +#endif + US_Print(buffer); + + // + // score + // + ultoa(s->score,buffer,10); +#ifndef SPEAR + for (str = buffer;*str;str++) + *str = *str + (129 - '0'); // Used fixed-width numbers (129...) + USL_MeasureString(buffer,&w,&h); + PrintX = (34 * 8) - 8 - w; +#else + USL_MeasureString(buffer,&w,&h); + PrintX = 292 - w; +#endif + US_Print(buffer); + + #if 0 +#ifndef UPLOAD +#ifndef SPEAR + // + // verification # + // + if (!i) + { + temp=(((s->score >> 28)& 0xf)^ + ((s->score >> 24)& 0xf))+'A'; + temp1=(((s->score >> 20)& 0xf)^ + ((s->score >> 16)& 0xf))+'A'; + temp2=(((s->score >> 12)& 0xf)^ + ((s->score >> 8)& 0xf))+'A'; + temp3=(((s->score >> 4)& 0xf)^ + ((s->score >> 0)& 0xf))+'A'; + + SETFONTCOLOR(0x49,0x29); + PrintX = 35*8; + buffer[0]=temp; + buffer[1]=temp1; + buffer[2]=temp2; + buffer[3]=temp3; + buffer[4]=0; + US_Print(buffer); + SETFONTCOLOR(15,0x29); + } +#endif +#endif + #endif + } + + VW_UpdateScreen (); + +#ifdef SPEAR + UnCacheLump (HIGHSCORES_LUMP_START,HIGHSCORES_LUMP_END); + fontnumber = 0; +#endif +} + +//=========================================================================== + + +/* +======================= += += CheckHighScore += +======================= +*/ + +void CheckHighScore (long score,word other) +{ + word i,j; + int n; + HighScore myscore; + + strcpy(myscore.name,""); + myscore.score = score; + myscore.episode = gamestate.episode; + myscore.completed = other; + + for (i = 0,n = -1;i < MaxScores;i++) + { + if + ( + (myscore.score > Scores[i].score) + || ( + (myscore.score == Scores[i].score) + && (myscore.completed > Scores[i].completed) + ) + ) + { + for (j = MaxScores;--j > i;) + Scores[j] = Scores[j - 1]; + Scores[i] = myscore; + n = i; + break; + } + } + +#ifdef SPEAR + StartCPMusic (XAWARD_MUS); +#else + StartCPMusic (ROSTER_MUS); +#endif + DrawHighScores (); + + VW_FadeIn (); + + if (n != -1) + { + // + // got a high score + // + PrintY = 76 + (16 * n); +#ifndef SPEAR + PrintX = 4*8; + backcolor = BORDCOLOR; + fontcolor = 15; + US_LineInput(PrintX,PrintY,Scores[n].name,nil,true,MaxHighName,100); +#else + PrintX = 16; + fontnumber = 1; + VWB_Bar (PrintX-2,PrintY-2,145,15,0x9c); + VW_UpdateScreen (); + backcolor = 0x9c; + fontcolor = 15; + US_LineInput(PrintX,PrintY,Scores[n].name,nil,true,MaxHighName,130); +#endif + } + else + { + IN_ClearKeysDown (); + IN_UserInput(500); + } + +} + + +#ifndef UPLOAD +#ifndef SPEAR +#ifndef JAPAN +//////////////////////////////////////////////////////// +// +// NON-SHAREWARE NOTICE +// +//////////////////////////////////////////////////////// +void NonShareware(void) +{ + VW_FadeOut(); + + ClearMScreen(); + DrawStripes(10); + + CA_CacheGrChunk(STARTFONT+1); + fontnumber = 1; + + SETFONTCOLOR(READHCOLOR,BKGDCOLOR); + PrintX=110; + PrintY=15; + + #ifdef SPANISH + US_Print("Atencion"); + #else + US_Print("Attention"); + #endif + + SETFONTCOLOR(HIGHLIGHT,BKGDCOLOR); + WindowX=PrintX=40; + PrintY=60; + #ifdef SPANISH + US_Print("Este juego NO es gratis y\n"); + US_Print("NO es Shareware; favor de\n"); + US_Print("no distribuirlo.\n\n"); + #else + US_Print("This game is NOT shareware.\n"); + US_Print("Please do not distribute it.\n"); + US_Print("Thanks.\n\n"); + #endif + US_Print(" Id Software\n"); + + VW_UpdateScreen (); + VW_FadeIn(); + IN_Ack(); +} +#endif +#endif +#endif + +#ifdef SPEAR +#ifndef SPEARDEMO +//////////////////////////////////////////////////////// +// +// COPY PROTECTION FOR FormGen +// +//////////////////////////////////////////////////////// +char far CopyProFailedStrs[][100] = { + STR_COPY1, + STR_COPY2, + + STR_COPY3, + STR_COPY4, + + STR_COPY5, + STR_COPY6, + + STR_COPY7, + STR_COPY8, + + STR_COPY9, + "", + + STR_COPY10, + STR_COPY11, + + STR_COPY12, + "", + + STR_COPY13, + "", + + STR_COPY14, + "" + }, + + far BackDoorStrs[5][16] = { + "a spoon?", + "bite me!", + "joshua", + "pelt", +#ifdef BETA + "beta" +#else + "snoops" +#endif + }, + + far GoodBoyStrs[10][40] = { + "...is the CORRECT ANSWER!", + "", + + "Consider yourself bitten, sir.", + "", + + "Greetings Professor Falken, would you", + "like to play Spear of Destiny?", + + "Do you have any gold spray paint?", + "", + +#ifdef BETA + "Beta testing approved.", +#else + "I wish I had a 21\" monitor...", +#endif + "" + }, + + far bossstrs[4][24] = { + "DEATH KNIGHT", + "BARNACLE WILHELM", + "UBERMUTANTUBER MUTANT", + "TRANS GROSSE" + }, + + far WordStr[5][20] = { + "New Game", + "Sound...F4", + "Control...F6", + "Change View...F5", + "Quit...F10"}, + + far WordCorrect[5][2] = {"3","4","4","5","5"}, + + far MemberStr[10][40] = { + STR_COPY15, + "", + + STR_COPY16, + "", + + STR_COPY17, + STR_COPY18, + + STR_COPY19, + STR_COPY20, + + STR_COPY21, + STR_COPY22}, + + far MemberCorrect[5][24] = { + "adrian carmack", + "john carmackjohn romero", + "tom hall", + "jay wilbur", + "kevin cloud"}, + + far DosMessages[9][80] = { + STR_NOPE1, + STR_NOPE2, + STR_NOPE3, + STR_NOPE4, + STR_NOPE5, + STR_NOPE6, + STR_NOPE7, + STR_NOPE8, + STR_NOPE9}, + + far MiscTitle[4][20] = { + "BLOOD TEST", + "STRAIGHT-LACED", + "QUITE SHAPELY", + "I AM WHAT I AMMO" + }, + + far MiscStr[12][40] = { + STR_MISC1, + STR_MISC2, + "", + + STR_MISC3, + STR_MISC4, + "", + + STR_MISC5, + STR_MISC6, + "", + + STR_MISC7, + STR_MISC8, + STR_MISC9 + }, + + far MiscCorrect[4][5] = {"ss","8",STR_STAR,"45"}; + + +int BackDoor(char *s) +{ + int i; + + + strlwr(s); + + for (i=0;i<5;i++) + if (!_fstrcmp(s,BackDoorStrs[i])) + { + SETFONTCOLOR(14,15); + fontnumber = 0; + PrintY = 175; + VWB_DrawPic (0,20*8,COPYPROTBOXPIC); + US_CPrint(GoodBoyStrs[i*2]); + US_CPrint(GoodBoyStrs[i*2+1]); + VW_UpdateScreen(); + return 1; + } + + return 0; +} + + +void CopyProtection(void) +{ +#define TYPEBOX_Y 177 +#define TYPEBOX_BKGD 0x9c +#define PRINTCOLOR HIGHLIGHT + + int i,match,whichboss,bossnum,try,whichline,enemypicked[4]={0,0,0,0}, + bosses[4] = { BOSSPIC1PIC,BOSSPIC2PIC,BOSSPIC3PIC,BOSSPIC4PIC }, + whichone,whichpicked[4]={0,0,0,0},quiztype,whichmem, + memberpicked[5]={0,0,0,0,0},wordpicked[5]={0,0,0,0,0},whichword; + + char inputbuffer[20], + message[80]; + + enum + { + debriefing, + checkmanual, + staffquiz, + miscquiz, + + totaltypes + }; + + + + try = 0; + VW_FadeOut(); + CA_CacheGrChunk(C_BACKDROPPIC); + CacheLump(COPYPROT_LUMP_START,COPYPROT_LUMP_END); + CA_CacheGrChunk(STARTFONT+1); + CA_LoadAllSounds(); + StartCPMusic(COPYPRO_MUS); + US_InitRndT(true); + + while (try<3) + { + fontnumber = 1; + SETFONTCOLOR(PRINTCOLOR-2,15); + VWB_DrawPic (0,0,C_BACKDROPPIC); + VWB_DrawPic (0,0,COPYPROTTOPPIC); + VWB_DrawPic (0,20*8,COPYPROTBOXPIC); + WindowX = WindowY = 0; + WindowW = 320; + WindowH = 200; + PrintY = 65; + + quiztype = US_RndT()%totaltypes; + switch(quiztype) + { + // + // BOSSES QUIZ + // + case debriefing: + PrintX = 0; + US_Print(STR_DEBRIEF); + SETFONTCOLOR(PRINTCOLOR,15); + + while (enemypicked[whichboss = US_RndT()&3]); + enemypicked[whichboss] = 1; + bossnum = bosses[whichboss]; + VWB_DrawPic(128,60,bossnum); + fontnumber = 0; + PrintY = 130; + US_CPrint(STR_ENEMY1"\n"); + US_CPrint(STR_ENEMY2"\n\n"); + + VW_UpdateScreen(); + VW_FadeIn(); + + PrintX = 100; + fontcolor = 15; + backcolor = TYPEBOX_BKGD; + inputbuffer[0] = 0; + PrintY = TYPEBOX_Y; + fontnumber = 1; + US_LineInput(PrintX,PrintY,inputbuffer,nil,true,20,100); + + match = 0; + for (i=0;i<_fstrlen(bossstrs[whichboss]);i++) + if (!_fstrnicmp(inputbuffer,bossstrs[whichboss]+i,strlen(inputbuffer)) && + strlen(inputbuffer)>3) + match = 1; + + match += BackDoor(inputbuffer); + break; + + // + // MANUAL CHECK + // + case checkmanual: + while (wordpicked[whichword = US_RndT()%5]); + wordpicked[whichword] = 1; + US_CPrint(STR_CHECKMAN); + SETFONTCOLOR(PRINTCOLOR,15); + PrintY += 25; + US_CPrint(STR_MAN1); + US_CPrint(STR_MAN2); + _fstrcpy(message,STR_MAN3" \""); + _fstrcat(message,WordStr[whichword]); + _fstrcat(message,"\" "STR_MAN4); + US_CPrint(message); + VW_UpdateScreen(); + VW_FadeIn(); + + PrintX = 146; + fontcolor = 15; + backcolor = TYPEBOX_BKGD; + inputbuffer[0] = 0; + PrintY = TYPEBOX_Y; + US_LineInput(PrintX,PrintY,inputbuffer,nil,true,6,100); + + strlwr(inputbuffer); + match = 1-(_fstrcmp(inputbuffer,WordCorrect[whichword])!=0); + match += BackDoor(inputbuffer); + break; + + // + // STAFF QUIZ + // + case staffquiz: + while (memberpicked[whichmem = US_RndT()%5]); + memberpicked[whichmem] = 1; + US_CPrint(STR_ID1); + SETFONTCOLOR(PRINTCOLOR,15); + PrintY += 25; + US_CPrint(MemberStr[whichmem*2]); + US_CPrint(MemberStr[whichmem*2+1]); + VW_UpdateScreen(); + VW_FadeIn(); + + PrintX = 100; + fontcolor = 15; + backcolor = TYPEBOX_BKGD; + inputbuffer[0] = 0; + PrintY = TYPEBOX_Y; + US_LineInput(PrintX,PrintY,inputbuffer,nil,true,20,120); + + strlwr(inputbuffer); + match = 0; + for (i=0;i<_fstrlen(MemberCorrect[whichmem]);i++) + if (!_fstrnicmp(inputbuffer,MemberCorrect[whichmem]+i,strlen(inputbuffer)) && + strlen(inputbuffer)>2) + match = 1; + match += BackDoor(inputbuffer); + break; + + // + // MISCELLANEOUS QUESTIONS + // + case miscquiz: + while (whichpicked[whichone = US_RndT()&3]); + whichpicked[whichone] = 1; + US_CPrint(MiscTitle[whichone]); + SETFONTCOLOR(PRINTCOLOR,15); + PrintY += 25; + US_CPrint(MiscStr[whichone*3]); + US_CPrint(MiscStr[whichone*3+1]); + US_CPrint(MiscStr[whichone*3+2]); + VW_UpdateScreen(); + VW_FadeIn(); + + PrintX = 146; + fontcolor = 15; + backcolor = TYPEBOX_BKGD; + inputbuffer[0] = 0; + PrintY = TYPEBOX_Y; + US_LineInput(PrintX,PrintY,inputbuffer,nil,true,6,100); + + strlwr(inputbuffer); + match = 1-(_fstrcmp(inputbuffer,MiscCorrect[whichone])!=0); + match += BackDoor(inputbuffer); + break; + } + + // + // IF NO MATCH, WE'VE GOT A (MINOR) PROBLEM! + // + + if (!match) + { + whichline = 2*(US_RndT()%9); + SETFONTCOLOR(14,15); + fontnumber = 0; + PrintY = 175; + VWB_DrawPic (0,20*8,COPYPROTBOXPIC); + US_CPrint(CopyProFailedStrs[whichline]); + US_CPrint(CopyProFailedStrs[whichline+1]); + + VW_UpdateScreen(); + SD_PlaySound(NOWAYSND); + IN_UserInput(TickBase*3); + VW_FadeOut(); + try++; + } + else + { + int start; + + + SD_PlaySound(BONUS1UPSND); + SD_WaitSoundDone(); + UNCACHEGRCHUNK (STARTFONT+1); + UNCACHEGRCHUNK (C_BACKDROPPIC); + UnCacheLump (COPYPROT_LUMP_START,COPYPROT_LUMP_END); + + switch(SoundMode) + { + case sdm_Off: return; + case sdm_PC: start = STARTPCSOUNDS; break; + case sdm_AdLib: start = STARTADLIBSOUNDS; + } + + for (i=0;i +#include "WL_DEF.H" +#pragma hdrstop + + +/* +============================================================================= + + WOLFENSTEIN 3-D + + An Id Software production + + by John Carmack + +============================================================================= +*/ + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + + +#define FOCALLENGTH (0x5700l) // in global coordinates +#define VIEWGLOBAL 0x10000 // globals visable flush to wall + +#define VIEWWIDTH 256 // size of view window +#define VIEWHEIGHT 144 + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + +char str[80],str2[20]; +int tedlevelnum; +boolean tedlevel; +boolean nospr; +boolean IsA386; +int dirangle[9] = {0,ANGLES/8,2*ANGLES/8,3*ANGLES/8,4*ANGLES/8, + 5*ANGLES/8,6*ANGLES/8,7*ANGLES/8,ANGLES}; + +// +// proejection variables +// +fixed focallength; +unsigned screenofs; +int viewwidth; +int viewheight; +int centerx; +int shootdelta; // pixels away from centerx a target can be +fixed scale,maxslope; +long heightnumerator; +int minheightdiv; + + +void Quit (char *error); + +boolean startgame,loadedgame,virtualreality; +int mouseadjustment; + +char configname[13]="CONFIG."; + + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + + +/* +==================== += += ReadConfig += +==================== +*/ + +void ReadConfig(void) +{ + int file; + SDMode sd; + SMMode sm; + SDSMode sds; + + + if ( (file = open(configname,O_BINARY | O_RDONLY)) != -1) + { + // + // valid config file + // + read(file,Scores,sizeof(HighScore) * MaxScores); + + read(file,&sd,sizeof(sd)); + read(file,&sm,sizeof(sm)); + read(file,&sds,sizeof(sds)); + + read(file,&mouseenabled,sizeof(mouseenabled)); + read(file,&joystickenabled,sizeof(joystickenabled)); + read(file,&joypadenabled,sizeof(joypadenabled)); + read(file,&joystickprogressive,sizeof(joystickprogressive)); + read(file,&joystickport,sizeof(joystickport)); + + read(file,&dirscan,sizeof(dirscan)); + read(file,&buttonscan,sizeof(buttonscan)); + read(file,&buttonmouse,sizeof(buttonmouse)); + read(file,&buttonjoy,sizeof(buttonjoy)); + + read(file,&viewsize,sizeof(viewsize)); + read(file,&mouseadjustment,sizeof(mouseadjustment)); + + close(file); + + if (sd == sdm_AdLib && !AdLibPresent && !SoundBlasterPresent) + { + sd = sdm_PC; + sd = smm_Off; + } + + if ((sds == sds_SoundBlaster && !SoundBlasterPresent) || + (sds == sds_SoundSource && !SoundSourcePresent)) + sds = sds_Off; + + if (!MousePresent) + mouseenabled = false; + if (!JoysPresent[joystickport]) + joystickenabled = false; + + MainMenu[6].active=1; + MainItems.curpos=0; + } + else + { + // + // no config file, so select by hardware + // + if (SoundBlasterPresent || AdLibPresent) + { + sd = sdm_AdLib; + sm = smm_AdLib; + } + else + { + sd = sdm_PC; + sm = smm_Off; + } + + if (SoundBlasterPresent) + sds = sds_SoundBlaster; + else if (SoundSourcePresent) + sds = sds_SoundSource; + else + sds = sds_Off; + + if (MousePresent) + mouseenabled = true; + + joystickenabled = false; + joypadenabled = false; + joystickport = 0; + joystickprogressive = false; + + viewsize = 15; + mouseadjustment=5; + } + + SD_SetMusicMode (sm); + SD_SetSoundMode (sd); + SD_SetDigiDevice (sds); + +} + + +/* +==================== += += WriteConfig += +==================== +*/ + +void WriteConfig(void) +{ + int file; + + file = open(configname,O_CREAT | O_BINARY | O_WRONLY, + S_IREAD | S_IWRITE | S_IFREG); + + if (file != -1) + { + write(file,Scores,sizeof(HighScore) * MaxScores); + + write(file,&SoundMode,sizeof(SoundMode)); + write(file,&MusicMode,sizeof(MusicMode)); + write(file,&DigiMode,sizeof(DigiMode)); + + write(file,&mouseenabled,sizeof(mouseenabled)); + write(file,&joystickenabled,sizeof(joystickenabled)); + write(file,&joypadenabled,sizeof(joypadenabled)); + write(file,&joystickprogressive,sizeof(joystickprogressive)); + write(file,&joystickport,sizeof(joystickport)); + + write(file,&dirscan,sizeof(dirscan)); + write(file,&buttonscan,sizeof(buttonscan)); + write(file,&buttonmouse,sizeof(buttonmouse)); + write(file,&buttonjoy,sizeof(buttonjoy)); + + write(file,&viewsize,sizeof(viewsize)); + write(file,&mouseadjustment,sizeof(mouseadjustment)); + + close(file); + } +} + + +//=========================================================================== + + +/* +======================== += += Patch386 += += Patch ldiv to use 32 bit instructions += +======================== +*/ + +char *JHParmStrings[] = {"no386",nil}; +void Patch386 (void) +{ +extern void far jabhack2(void); +extern int far CheckIs386(void); + + int i; + + for (i = 1;i < _argc;i++) + if (US_CheckParm(_argv[i],JHParmStrings) == 0) + { + IsA386 = false; + return; + } + + if (CheckIs386()) + { + IsA386 = true; + jabhack2(); + } + else + IsA386 = false; +} + +//=========================================================================== + +/* +===================== += += NewGame += += Set up new game to start from the beginning += +===================== +*/ + +void NewGame (int difficulty,int episode) +{ + memset (&gamestate,0,sizeof(gamestate)); + gamestate.difficulty = difficulty; + gamestate.weapon = gamestate.bestweapon + = gamestate.chosenweapon = wp_pistol; + gamestate.health = 100; + gamestate.ammo = STARTAMMO; + gamestate.lives = 3; + gamestate.nextextra = EXTRAPOINTS; + gamestate.episode=episode; + + startgame = true; +} + +//=========================================================================== + +void DiskFlopAnim(int x,int y) +{ + static char which=0; + if (!x && !y) + return; + VWB_DrawPic(x,y,C_DISKLOADING1PIC+which); + VW_UpdateScreen(); + which^=1; +} + + +long DoChecksum(byte far *source,unsigned size,long checksum) +{ + unsigned i; + + for (i=0;inext) + size += sizeof(*ob); + size += sizeof(nullobj); + + size += sizeof(gamestate) + + sizeof(LRstruct)*8 + + sizeof(tilemap) + + sizeof(actorat) + + sizeof(laststatobj) + + sizeof(statobjlist) + + sizeof(doorposition) + + sizeof(pwallstate) + + sizeof(pwallx) + + sizeof(pwally) + + sizeof(pwalldir) + + sizeof(pwallpos); + + if (avail < size) + { + Message(STR_NOSPACE1"\n" + STR_NOSPACE2); + return false; + } + + checksum = 0; + + + DiskFlopAnim(x,y); + CA_FarWrite (file,(void far *)&gamestate,sizeof(gamestate)); + checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum); + + DiskFlopAnim(x,y); +#ifdef SPEAR + CA_FarWrite (file,(void far *)&LevelRatios[0],sizeof(LRstruct)*20); + checksum = DoChecksum((byte far *)&LevelRatios[0],sizeof(LRstruct)*20,checksum); +#else + CA_FarWrite (file,(void far *)&LevelRatios[0],sizeof(LRstruct)*8); + checksum = DoChecksum((byte far *)&LevelRatios[0],sizeof(LRstruct)*8,checksum); +#endif + + DiskFlopAnim(x,y); + CA_FarWrite (file,(void far *)tilemap,sizeof(tilemap)); + checksum = DoChecksum((byte far *)tilemap,sizeof(tilemap),checksum); + DiskFlopAnim(x,y); + CA_FarWrite (file,(void far *)actorat,sizeof(actorat)); + checksum = DoChecksum((byte far *)actorat,sizeof(actorat),checksum); + + CA_FarWrite (file,(void far *)areaconnect,sizeof(areaconnect)); + CA_FarWrite (file,(void far *)areabyplayer,sizeof(areabyplayer)); + + for (ob = player ; ob ; ob=ob->next) + { + DiskFlopAnim(x,y); + CA_FarWrite (file,(void far *)ob,sizeof(*ob)); + } + nullobj.active = ac_badobject; // end of file marker + DiskFlopAnim(x,y); + CA_FarWrite (file,(void far *)&nullobj,sizeof(nullobj)); + + + + DiskFlopAnim(x,y); + CA_FarWrite (file,(void far *)&laststatobj,sizeof(laststatobj)); + checksum = DoChecksum((byte far *)&laststatobj,sizeof(laststatobj),checksum); + DiskFlopAnim(x,y); + CA_FarWrite (file,(void far *)statobjlist,sizeof(statobjlist)); + checksum = DoChecksum((byte far *)statobjlist,sizeof(statobjlist),checksum); + + DiskFlopAnim(x,y); + CA_FarWrite (file,(void far *)doorposition,sizeof(doorposition)); + checksum = DoChecksum((byte far *)doorposition,sizeof(doorposition),checksum); + DiskFlopAnim(x,y); + CA_FarWrite (file,(void far *)doorobjlist,sizeof(doorobjlist)); + checksum = DoChecksum((byte far *)doorobjlist,sizeof(doorobjlist),checksum); + + DiskFlopAnim(x,y); + CA_FarWrite (file,(void far *)&pwallstate,sizeof(pwallstate)); + checksum = DoChecksum((byte far *)&pwallstate,sizeof(pwallstate),checksum); + CA_FarWrite (file,(void far *)&pwallx,sizeof(pwallx)); + checksum = DoChecksum((byte far *)&pwallx,sizeof(pwallx),checksum); + CA_FarWrite (file,(void far *)&pwally,sizeof(pwally)); + checksum = DoChecksum((byte far *)&pwally,sizeof(pwally),checksum); + CA_FarWrite (file,(void far *)&pwalldir,sizeof(pwalldir)); + checksum = DoChecksum((byte far *)&pwalldir,sizeof(pwalldir),checksum); + CA_FarWrite (file,(void far *)&pwallpos,sizeof(pwallpos)); + checksum = DoChecksum((byte far *)&pwallpos,sizeof(pwallpos),checksum); + + // + // WRITE OUT CHECKSUM + // + CA_FarWrite (file,(void far *)&checksum,sizeof(checksum)); + + return(true); +} + +//=========================================================================== + +/* +================== += += LoadTheGame += +================== +*/ + +boolean LoadTheGame(int file,int x,int y) +{ + long checksum,oldchecksum; + objtype *ob,nullobj; + + + checksum = 0; + + DiskFlopAnim(x,y); + CA_FarRead (file,(void far *)&gamestate,sizeof(gamestate)); + checksum = DoChecksum((byte far *)&gamestate,sizeof(gamestate),checksum); + + DiskFlopAnim(x,y); +#ifdef SPEAR + CA_FarRead (file,(void far *)&LevelRatios[0],sizeof(LRstruct)*20); + checksum = DoChecksum((byte far *)&LevelRatios[0],sizeof(LRstruct)*20,checksum); +#else + CA_FarRead (file,(void far *)&LevelRatios[0],sizeof(LRstruct)*8); + checksum = DoChecksum((byte far *)&LevelRatios[0],sizeof(LRstruct)*8,checksum); +#endif + + DiskFlopAnim(x,y); + SetupGameLevel (); + + DiskFlopAnim(x,y); + CA_FarRead (file,(void far *)tilemap,sizeof(tilemap)); + checksum = DoChecksum((byte far *)tilemap,sizeof(tilemap),checksum); + DiskFlopAnim(x,y); + CA_FarRead (file,(void far *)actorat,sizeof(actorat)); + checksum = DoChecksum((byte far *)actorat,sizeof(actorat),checksum); + + CA_FarRead (file,(void far *)areaconnect,sizeof(areaconnect)); + CA_FarRead (file,(void far *)areabyplayer,sizeof(areabyplayer)); + + + + InitActorList (); + DiskFlopAnim(x,y); + CA_FarRead (file,(void far *)player,sizeof(*player)); + + while (1) + { + DiskFlopAnim(x,y); + CA_FarRead (file,(void far *)&nullobj,sizeof(nullobj)); + if (nullobj.active == ac_badobject) + break; + GetNewActor (); + // don't copy over the links + memcpy (new,&nullobj,sizeof(nullobj)-4); + } + + + + DiskFlopAnim(x,y); + CA_FarRead (file,(void far *)&laststatobj,sizeof(laststatobj)); + checksum = DoChecksum((byte far *)&laststatobj,sizeof(laststatobj),checksum); + DiskFlopAnim(x,y); + CA_FarRead (file,(void far *)statobjlist,sizeof(statobjlist)); + checksum = DoChecksum((byte far *)statobjlist,sizeof(statobjlist),checksum); + + DiskFlopAnim(x,y); + CA_FarRead (file,(void far *)doorposition,sizeof(doorposition)); + checksum = DoChecksum((byte far *)doorposition,sizeof(doorposition),checksum); + DiskFlopAnim(x,y); + CA_FarRead (file,(void far *)doorobjlist,sizeof(doorobjlist)); + checksum = DoChecksum((byte far *)doorobjlist,sizeof(doorobjlist),checksum); + + DiskFlopAnim(x,y); + CA_FarRead (file,(void far *)&pwallstate,sizeof(pwallstate)); + checksum = DoChecksum((byte far *)&pwallstate,sizeof(pwallstate),checksum); + CA_FarRead (file,(void far *)&pwallx,sizeof(pwallx)); + checksum = DoChecksum((byte far *)&pwallx,sizeof(pwallx),checksum); + CA_FarRead (file,(void far *)&pwally,sizeof(pwally)); + checksum = DoChecksum((byte far *)&pwally,sizeof(pwally),checksum); + CA_FarRead (file,(void far *)&pwalldir,sizeof(pwalldir)); + checksum = DoChecksum((byte far *)&pwalldir,sizeof(pwalldir),checksum); + CA_FarRead (file,(void far *)&pwallpos,sizeof(pwallpos)); + checksum = DoChecksum((byte far *)&pwallpos,sizeof(pwallpos),checksum); + + CA_FarRead (file,(void far *)&oldchecksum,sizeof(oldchecksum)); + + if (oldchecksum != checksum) + { + Message(STR_SAVECHT1"\n" + STR_SAVECHT2"\n" + STR_SAVECHT3"\n" + STR_SAVECHT4); + + IN_ClearKeysDown(); + IN_Ack(); + + gamestate.score = 0; + gamestate.lives = 1; + gamestate.weapon = + gamestate.chosenweapon = + gamestate.bestweapon = wp_pistol; + gamestate.ammo = 8; + } + + return true; +} + +//=========================================================================== + +/* +========================== += += ShutdownId += += Shuts down all ID_?? managers += +========================== +*/ + +void ShutdownId (void) +{ + US_Shutdown (); + SD_Shutdown (); + PM_Shutdown (); + IN_Shutdown (); + VW_Shutdown (); + CA_Shutdown (); + MM_Shutdown (); +} + + +//=========================================================================== + +/* +================== += += BuildTables += += Calculates: += += scale projection constant += sintable/costable overlapping fractional tables += +================== +*/ + +const float radtoint = (float)FINEANGLES/2/PI; + +void BuildTables (void) +{ + int i; + float angle,anglestep; + double tang; + fixed value; + + +// +// calculate fine tangents +// + + for (i=0;i>2 +// + heightnumerator = (TILEGLOBAL*scale)>>6; + minheightdiv = heightnumerator/0x7fff +1; + +// +// calculate the angle offset from view angle of each pixel's ray +// + + for (i=0;i>= 8; +} + + + +//=========================================================================== + +/* +=================== += += SetupWalls += += Map tile values to scaled pics += +=================== +*/ + +void SetupWalls (void) +{ + int i; + + for (i=1;i=0) + { + if (lastsong >= 0) + MusicMenu[start+lastsong].active = 1; + + StartCPMusic(songs[start + which]); + MusicMenu[start+which].active = 2; + DrawMenu (&MusicItems,&MusicMenu[start]); + VW_UpdateScreen(); + lastsong = which; + } + } while(which>=0); + + MenuFadeOut(); + IN_ClearKeysDown(); +#ifdef SPEAR + UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END); +#else + UnCacheLump (CONTROLS_LUMP_START,CONTROLS_LUMP_END); +#endif +} +#endif + + +/* +========================== += += InitGame += += Load a few things right away += +========================== +*/ + +void InitGame (void) +{ + int i,x,y; + unsigned *blockstart; + + if (MS_CheckParm ("virtual")) + virtualreality = true; + else + virtualreality = false; + + MM_Startup (); // so the signon screen can be freed + + SignonScreen (); + + VW_Startup (); + IN_Startup (); + PM_Startup (); + PM_UnlockMainMem (); + SD_Startup (); + CA_Startup (); + US_Startup (); + + +#ifndef SPEAR + if (mminfo.mainmem < 235000L) +#else + if (mminfo.mainmem < 257000L && !MS_CheckParm("debugmode")) +#endif + { + memptr screen; + + CA_CacheGrChunk (ERRORSCREEN); + screen = grsegs[ERRORSCREEN]; + ShutdownId(); + movedata ((unsigned)screen,7+7*160,0xb800,0,17*160); + gotoxy (1,23); + exit(1); + } + + +// +// build some tables +// + InitDigiMap (); + + for (i=0;i YEAR || + (d.month >= MONTH && d.day >= DAY)) + { + printf("Sorry, BETA-TESTING is over. Thanks for you help.\n"); + exit(1); + } +#endif + + CheckForEpisodes(); + + Patch386 (); + + InitGame (); + + DemoLoop(); + + Quit("Demo loop exited???"); +} + diff --git a/WOLFSRC/WL_MENU.C b/WOLFSRC/WL_MENU.C new file mode 100644 index 0000000..4e18c49 --- /dev/null +++ b/WOLFSRC/WL_MENU.C @@ -0,0 +1,3986 @@ +//////////////////////////////////////////////////////////////////// +// +// WL_MENU.C +// by John Romero (C) 1992 Id Software, Inc. +// +//////////////////////////////////////////////////////////////////// +#include "wl_def.h" +#pragma hdrstop + +// +// PRIVATE PROTOTYPES +// +void CP_ReadThis(void); + +#ifdef SPEAR +#define STARTITEM newgame + +#else +#ifdef GOODTIMES +#define STARTITEM newgame + +#else +#define STARTITEM readthis +#endif +#endif + +char far endStrings[9][80]= +{ +#ifndef SPEAR + {"Dost thou wish to\nleave with such hasty\nabandon?"}, + {"Chickening out...\nalready?"}, + {"Press N for more carnage.\nPress Y to be a weenie."}, + {"So, you think you can\nquit this easily, huh?"}, + {"Press N to save the world.\nPress Y to abandon it in\nits hour of need."}, + {"Press N if you are brave.\nPress Y to cower in shame."}, + {"Heroes, press N.\nWimps, press Y."}, + {"You are at an intersection.\nA sign says, 'Press Y to quit.'\n>"}, + {"For guns and glory, press N.\nFor work and worry, press Y."} +#else + ENDSTR1, + ENDSTR2, + ENDSTR3, + ENDSTR4, + ENDSTR5, + ENDSTR6, + ENDSTR7, + ENDSTR8, + ENDSTR9 +#endif +}; + +CP_iteminfo + MainItems={MENU_X,MENU_Y,10,STARTITEM,24}, + SndItems={SM_X,SM_Y1,12,0,52}, + LSItems={LSM_X,LSM_Y,10,0,24}, + CtlItems={CTL_X,CTL_Y,6,-1,56}, + CusItems={8,CST_Y+13*2,9,-1,0}, + NewEitems={NE_X,NE_Y,11,0,88}, + NewItems={NM_X,NM_Y,4,2,24}; + +#pragma warn -sus +CP_itemtype far +MainMenu[]= +{ +#ifdef JAPAN + {1,"",CP_NewGame}, + {1,"",CP_Sound}, + {1,"",CP_Control}, + {1,"",CP_LoadGame}, + {0,"",CP_SaveGame}, + {1,"",CP_ChangeView}, + {2,"",CP_ReadThis}, + {1,"",CP_ViewScores}, + {1,"",0}, + {1,"",0} +#else + + {1,STR_NG,CP_NewGame}, + {1,STR_SD,CP_Sound}, + {1,STR_CL,CP_Control}, + {1,STR_LG,CP_LoadGame}, + {0,STR_SG,CP_SaveGame}, + {1,STR_CV,CP_ChangeView}, + +#ifndef GOODTIMES +#ifndef SPEAR + + #ifdef SPANISH + {2,"Ve esto!",CP_ReadThis}, + #else + {2,"Read This!",CP_ReadThis}, + #endif + +#endif +#endif + + {1,STR_VS,CP_ViewScores}, + {1,STR_BD,0}, + {1,STR_QT,0} +#endif +}, + +far SndMenu[]= +{ +#ifdef JAPAN + {1,"",0}, + {1,"",0}, + {1,"",0}, + {0,"",0}, + {0,"",0}, + {1,"",0}, + {1,"",0}, + {1,"",0}, + {0,"",0}, + {0,"",0}, + {1,"",0}, + {1,"",0}, +#else + {1,STR_NONE,0}, + {1,STR_PC,0}, + {1,STR_ALSB,0}, + {0,"",0}, + {0,"",0}, + {1,STR_NONE,0}, + {1,STR_DISNEY,0}, + {1,STR_SB,0}, + {0,"",0}, + {0,"",0}, + {1,STR_NONE,0}, + {1,STR_ALSB,0} +#endif +}, + +far CtlMenu[]= +{ +#ifdef JAPAN + {0,"",0}, + {0,"",0}, + {0,"",0}, + {0,"",0}, + {0,"",MouseSensitivity}, + {1,"",CustomControls} +#else + {0,STR_MOUSEEN,0}, + {0,STR_JOYEN,0}, + {0,STR_PORT2,0}, + {0,STR_GAMEPAD,0}, + {0,STR_SENS,MouseSensitivity}, + {1,STR_CUSTOM,CustomControls} +#endif +}, + +#pragma warn +sus + +#ifndef SPEAR +far NewEmenu[]= +{ +#ifdef JAPAN +#ifdef JAPDEMO + {1,"",0}, + {0,"",0}, + {0,"",0}, + {0,"",0}, + {0,"",0}, + {0,"",0}, + {0,"",0}, + {0,"",0}, + {0,"",0}, + {0,"",0}, + {0,"",0}, + {0,"",0}, +#else + {1,"",0}, + {0,"",0}, + {1,"",0}, + {0,"",0}, + {1,"",0}, + {0,"",0}, + {1,"",0}, + {0,"",0}, + {1,"",0}, + {0,"",0}, + {1,"",0}, + {0,"",0} +#endif +#else + #ifdef SPANISH + {1,"Episodio 1\n" + "Fuga desde Wolfenstein",0}, + {0,"",0}, + {3,"Episodio 2\n" + "Operacion Eisenfaust",0}, + {0,"",0}, + {3,"Episodio 3\n" + "Muere, Fuhrer, Muere!",0}, + {0,"",0}, + {3,"Episodio 4\n" + "Un Negro Secreto",0}, + {0,"",0}, + {3,"Episodio 5\n" + "Huellas del Loco",0}, + {0,"",0}, + {3,"Episodio 6\n" + "Confrontacion",0} + #else + {1,"Episode 1\n" + "Escape from Wolfenstein",0}, + {0,"",0}, + {3,"Episode 2\n" + "Operation: Eisenfaust",0}, + {0,"",0}, + {3,"Episode 3\n" + "Die, Fuhrer, Die!",0}, + {0,"",0}, + {3,"Episode 4\n" + "A Dark Secret",0}, + {0,"",0}, + {3,"Episode 5\n" + "Trail of the Madman",0}, + {0,"",0}, + {3,"Episode 6\n" + "Confrontation",0} + #endif +#endif +}, +#endif + + +far NewMenu[]= +{ +#ifdef JAPAN + {1,"",0}, + {1,"",0}, + {1,"",0}, + {1,"",0} +#else + {1,STR_DADDY,0}, + {1,STR_HURTME,0}, + {1,STR_BRINGEM,0}, + {1,STR_DEATH,0} +#endif +}, + +far LSMenu[]= +{ + {1,"",0}, + {1,"",0}, + {1,"",0}, + {1,"",0}, + {1,"",0}, + {1,"",0}, + {1,"",0}, + {1,"",0}, + {1,"",0}, + {1,"",0} +}, + +far CusMenu[]= +{ + {1,"",0}, + {0,"",0}, + {0,"",0}, + {1,"",0}, + {0,"",0}, + {0,"",0}, + {1,"",0}, + {0,"",0}, + {1,"",0} +} +; + + +int color_hlite[]={ + DEACTIVE, + HIGHLIGHT, + READHCOLOR, + 0x67 + }, + + color_norml[]={ + DEACTIVE, + TEXTCOLOR, + READCOLOR, + 0x6b + }; + +int EpisodeSelect[6]={1}; + + +int SaveGamesAvail[10],StartGame,SoundStatus=1,pickquick; +char SaveGameNames[10][32],SaveName[13]="SAVEGAM?."; + + +//////////////////////////////////////////////////////////////////// +// +// INPUT MANAGER SCANCODE TABLES +// +//////////////////////////////////////////////////////////////////// +static byte + *ScanNames[] = // Scan code names with single chars + { + "?","?","1","2","3","4","5","6","7","8","9","0","-","+","?","?", + "Q","W","E","R","T","Y","U","I","O","P","[","]","|","?","A","S", + "D","F","G","H","J","K","L",";","\"","?","?","?","Z","X","C","V", + "B","N","M",",",".","/","?","?","?","?","?","?","?","?","?","?", + "?","?","?","?","?","?","?","?","\xf","?","-","\x15","5","\x11","+","?", + "\x13","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?", + "?","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?", + "?","?","?","?","?","?","?","?","?","?","?","?","?","?","?","?" + }, // DEBUG - consolidate these + far ExtScanCodes[] = // Scan codes with >1 char names + { + 1,0xe,0xf,0x1d,0x2a,0x39,0x3a,0x3b,0x3c,0x3d,0x3e, + 0x3f,0x40,0x41,0x42,0x43,0x44,0x57,0x59,0x46,0x1c,0x36, + 0x37,0x38,0x47,0x49,0x4f,0x51,0x52,0x53,0x45,0x48, + 0x50,0x4b,0x4d,0x00 + }, + *ExtScanNames[] = // Names corresponding to ExtScanCodes + { + "Esc","BkSp","Tab","Ctrl","LShft","Space","CapsLk","F1","F2","F3","F4", + "F5","F6","F7","F8","F9","F10","F11","F12","ScrlLk","Enter","RShft", + "PrtSc","Alt","Home","PgUp","End","PgDn","Ins","Del","NumLk","Up", + "Down","Left","Right","" + }; + + +//////////////////////////////////////////////////////////////////// +// +// Wolfenstein Control Panel! Ta Da! +// +//////////////////////////////////////////////////////////////////// +void US_ControlPanel(byte scancode) +{ + int which,i,start; + + + if (ingame) + if (CP_CheckQuick(scancode)) + return; + + StartCPMusic(MENUSONG); + SetupControlPanel(); + + // + // F-KEYS FROM WITHIN GAME + // + switch(scancode) + { + case sc_F1: + #ifdef SPEAR + BossKey(); + #else + #ifdef GOODTIMES + BossKey(); + #else + HelpScreens(); + #endif + #endif + goto finishup; + + case sc_F2: + CP_SaveGame(0); + goto finishup; + + case sc_F3: + CP_LoadGame(0); + goto finishup; + + case sc_F4: + CP_Sound(); + goto finishup; + + case sc_F5: + CP_ChangeView(); + goto finishup; + + case sc_F6: + CP_Control(); + goto finishup; + + finishup: + CleanupControlPanel(); + #ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); + #endif + return; + } + +#ifdef SPEAR + CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); +#endif + + DrawMainMenu(); + MenuFadeIn(); + StartGame=0; + + // + // MAIN MENU LOOP + // + do + { + which=HandleMenu(&MainItems,&MainMenu[0],NULL); + + #ifdef SPEAR + #ifndef SPEARDEMO + // + // EASTER EGG FOR SPEAR OF DESTINY! + // + if (Keyboard[sc_I] && Keyboard[sc_D]) + { + VW_FadeOut(); + StartCPMusic (XJAZNAZI_MUS); + UnCacheLump(OPTIONS_LUMP_START,OPTIONS_LUMP_END); + UnCacheLump(BACKDROP_LUMP_START,BACKDROP_LUMP_END); + MM_SortMem (); + ClearMemory (); + + + CA_CacheGrChunk (IDGUYS1PIC); + VWB_DrawPic(0,0,IDGUYS1PIC); + UNCACHEGRCHUNK(IDGUYS1PIC); + + CA_CacheGrChunk (IDGUYS2PIC); + VWB_DrawPic(0,80,IDGUYS2PIC); + UNCACHEGRCHUNK(IDGUYS2PIC); + + VW_UpdateScreen(); + + CA_CacheGrChunk (IDGUYSPALETTE); + VL_FadeIn(0,255,grsegs[IDGUYSPALETTE],30); + UNCACHEGRCHUNK(IDGUYSPALETTE); + + while (Keyboard[sc_I] || Keyboard[sc_D]); + IN_ClearKeysDown(); + IN_Ack(); + + VW_FadeOut(); + + CacheLump(BACKDROP_LUMP_START,BACKDROP_LUMP_END); + CacheLump(OPTIONS_LUMP_START,OPTIONS_LUMP_END); + DrawMainMenu(); + StartCPMusic (MENUSONG); + MenuFadeIn(); + } + #endif + #endif + + switch(which) + { + case viewscores: + if (MainMenu[viewscores].routine == NULL) + if (CP_EndGame()) + StartGame=1; + + DrawMainMenu(); + MenuFadeIn(); + break; + + case backtodemo: + #ifdef SPEAR + if (!ingame) + { + // + // DEALLOCATE ALL SOUNDS! + // + switch (SoundMode) + { + case sdm_PC: + start = STARTPCSOUNDS; + break; + case sdm_AdLib: + start = STARTADLIBSOUNDS; + break; + } + + if (SoundMode != sdm_Off) + for (i=0;i"); + while (!Keyboard[sc_Escape]) + IN_ClearKeysDown(); + + SD_MusicOn(); + VL_SetVGAPlaneMode (); + VL_TestPaletteSet (); + VL_SetPalette (&gamepal); + LoadLatchMem(); +} +#endif +#endif + +//////////////////////////////////////////////////////////////////// +// +// CHECK QUICK-KEYS & QUIT (WHILE IN A GAME) +// +//////////////////////////////////////////////////////////////////// +int CP_CheckQuick(unsigned scancode) +{ + switch(scancode) + { + // + // END GAME + // + case sc_F7: + CA_CacheGrChunk(STARTFONT+1); + + WindowH=160; + #ifdef JAPAN + if (GetYorN(7,8,C_JAPQUITPIC)) + #else + if (Confirm(ENDGAMESTR)) + #endif + { + playstate = ex_died; + pickquick = gamestate.lives = 0; + } + + DrawAllPlayBorder(); + WindowH=200; + fontnumber=0; + MainMenu[savegame].active = 0; + return 1; + + // + // QUICKSAVE + // + case sc_F8: + if (SaveGamesAvail[LSItems.curpos] && pickquick) + { + CA_CacheGrChunk(STARTFONT+1); + fontnumber = 1; + Message(STR_SAVING"..."); + CP_SaveGame(1); + fontnumber=0; + } + else + { + #ifndef SPEAR + CA_CacheGrChunk(STARTFONT+1); + CA_CacheGrChunk(C_CURSOR1PIC); + CA_CacheGrChunk(C_CURSOR2PIC); + CA_CacheGrChunk(C_DISKLOADING1PIC); + CA_CacheGrChunk(C_DISKLOADING2PIC); + CA_CacheGrChunk(C_SAVEGAMEPIC); + CA_CacheGrChunk(C_MOUSELBACKPIC); + #else + CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END); + CA_CacheGrChunk(C_CURSOR1PIC); + #endif + + VW_FadeOut (); + + StartCPMusic(MENUSONG); + pickquick=CP_SaveGame(0); + + SETFONTCOLOR(0,15); + IN_ClearKeysDown(); + DrawPlayScreen (); + + if (!startgame && !loadedgame) + { + VW_FadeIn (); + StartMusic (); + } + + if (loadedgame) + playstate = ex_abort; + lasttimecount = TimeCount; + + if (MousePresent) + Mouse(MDelta); // Clear accumulated mouse movement + + PM_CheckMainMem (); + + #ifndef SPEAR + UNCACHEGRCHUNK(C_CURSOR1PIC); + UNCACHEGRCHUNK(C_CURSOR2PIC); + UNCACHEGRCHUNK(C_DISKLOADING1PIC); + UNCACHEGRCHUNK(C_DISKLOADING2PIC); + UNCACHEGRCHUNK(C_SAVEGAMEPIC); + UNCACHEGRCHUNK(C_MOUSELBACKPIC); + #else + UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END); + #endif + } + return 1; + + // + // QUICKLOAD + // + case sc_F9: + if (SaveGamesAvail[LSItems.curpos] && pickquick) + { + char string[100]=STR_LGC; + + + CA_CacheGrChunk(STARTFONT+1); + fontnumber = 1; + + strcat(string,SaveGameNames[LSItems.curpos]); + strcat(string,"\"?"); + + if (Confirm(string)) + CP_LoadGame(1); + + DrawAllPlayBorder(); + fontnumber=0; + } + else + { + #ifndef SPEAR + CA_CacheGrChunk(STARTFONT+1); + CA_CacheGrChunk(C_CURSOR1PIC); + CA_CacheGrChunk(C_CURSOR2PIC); + CA_CacheGrChunk(C_DISKLOADING1PIC); + CA_CacheGrChunk(C_DISKLOADING2PIC); + CA_CacheGrChunk(C_LOADGAMEPIC); + CA_CacheGrChunk(C_MOUSELBACKPIC); + #else + CA_CacheGrChunk(C_CURSOR1PIC); + CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END); + #endif + + VW_FadeOut (); + + StartCPMusic(MENUSONG); + pickquick=CP_LoadGame(0); + + SETFONTCOLOR(0,15); + IN_ClearKeysDown(); + DrawPlayScreen (); + + if (!startgame && !loadedgame) + { + VW_FadeIn (); + StartMusic (); + } + + if (loadedgame) + playstate = ex_abort; + + lasttimecount = TimeCount; + + if (MousePresent) + Mouse(MDelta); // Clear accumulated mouse movement + PM_CheckMainMem (); + + #ifndef SPEAR + UNCACHEGRCHUNK(C_CURSOR1PIC); + UNCACHEGRCHUNK(C_CURSOR2PIC); + UNCACHEGRCHUNK(C_DISKLOADING1PIC); + UNCACHEGRCHUNK(C_DISKLOADING2PIC); + UNCACHEGRCHUNK(C_LOADGAMEPIC); + UNCACHEGRCHUNK(C_MOUSELBACKPIC); + #else + UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END); + #endif + } + return 1; + + // + // QUIT + // + case sc_F10: + CA_CacheGrChunk(STARTFONT+1); + + WindowX=WindowY=0; + WindowW=320; + WindowH=160; + #ifdef JAPAN + if (GetYorN(7,8,C_QUITMSGPIC)) + #else + #ifdef SPANISH + if (Confirm(ENDGAMESTR)) + #else + if (Confirm(endStrings[US_RndT()&0x7+(US_RndT()&1)])) + #endif + #endif + { + int i; + + + VW_UpdateScreen(); + SD_MusicOff(); + SD_StopSound(); + MenuFadeOut(); + + // + // SHUT-UP THE ADLIB + // + for (i=1;i<=0xf5;i++) + alOut(i,0); + Quit(NULL); + } + + DrawAllPlayBorder(); + WindowH=200; + fontnumber=0; + return 1; + } + + return 0; +} + + +//////////////////////////////////////////////////////////////////// +// +// END THE CURRENT GAME +// +//////////////////////////////////////////////////////////////////// +int CP_EndGame(void) +{ +#ifdef JAPAN + if (!GetYorN(7,8,C_JAPQUITPIC)) +#else + if (!Confirm(ENDGAMESTR)) +#endif + return 0; + + pickquick = gamestate.lives = 0; + playstate = ex_died; + + #pragma warn -sus + MainMenu[savegame].active = 0; + MainMenu[viewscores].routine=CP_ViewScores; + #ifndef JAPAN + _fstrcpy(MainMenu[viewscores].string,STR_VS); + #endif + #pragma warn +sus + + return 1; +} + + +//////////////////////////////////////////////////////////////////// +// +// VIEW THE HIGH SCORES +// +//////////////////////////////////////////////////////////////////// +void CP_ViewScores(void) +{ + fontnumber=0; + +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); + StartCPMusic (XAWARD_MUS); +#else + StartCPMusic (ROSTER_MUS); +#endif + + DrawHighScores (); + VW_UpdateScreen (); + MenuFadeIn(); + fontnumber=1; + + IN_Ack(); + + StartCPMusic(MENUSONG); + MenuFadeOut(); + +#ifdef SPEAR + CacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END); + CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); +#endif +} + + +//////////////////////////////////////////////////////////////////// +// +// START A NEW GAME +// +//////////////////////////////////////////////////////////////////// +void CP_NewGame(void) +{ + int which,episode; + +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); +#endif + + +#ifndef SPEAR +firstpart: + + DrawNewEpisode(); + do + { + which=HandleMenu(&NewEitems,&NewEmenu[0],NULL); + switch(which) + { + case -1: + MenuFadeOut(); + return; + + default: + if (!EpisodeSelect[which/2]) + { + SD_PlaySound (NOWAYSND); + Message("Please select \"Read This!\"\n" + "from the Options menu to\n" + "find out how to order this\n" + "episode from Apogee."); + IN_ClearKeysDown(); + IN_Ack(); + DrawNewEpisode(); + which = 0; + } + else + { + episode = which/2; + which = 1; + } + break; + } + + } while (!which); + + ShootSnd(); + + // + // ALREADY IN A GAME? + // + if (ingame) + #ifdef JAPAN + if (!GetYorN(7,8,C_JAPNEWGAMEPIC)) + #else + if (!Confirm(CURGAME)) + #endif + { + MenuFadeOut(); + return; + } + + MenuFadeOut(); + +#else + episode = 0; + + // + // ALREADY IN A GAME? + // + CacheLump (NEWGAME_LUMP_START,NEWGAME_LUMP_END); + DrawNewGame(); + if (ingame) + if (!Confirm(CURGAME)) + { + MenuFadeOut(); + UnCacheLump (NEWGAME_LUMP_START,NEWGAME_LUMP_END); + CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); + return; + } + +#endif + + DrawNewGame(); + which=HandleMenu(&NewItems,&NewMenu[0],DrawNewGameDiff); + if (which<0) + { + MenuFadeOut(); + #ifndef SPEAR + goto firstpart; + #else + UnCacheLump (NEWGAME_LUMP_START,NEWGAME_LUMP_END); + CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); + return; + #endif + } + + ShootSnd(); + NewGame(which,episode); + StartGame=1; + MenuFadeOut(); + + // + // CHANGE "READ THIS!" TO NORMAL COLOR + // + #ifndef SPEAR + #ifndef GOODTIMES + MainMenu[readthis].active=1; + #endif + #endif + + pickquick = 0; + +#ifdef SPEAR + UnCacheLump (NEWGAME_LUMP_START,NEWGAME_LUMP_END); + CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); +#endif +} + + +#ifndef SPEAR +///////////////////// +// +// DRAW NEW EPISODE MENU +// +void DrawNewEpisode(void) +{ + int i; + +#ifdef JAPAN + CA_CacheScreen(S_EPISODEPIC); +#else + ClearMScreen(); + VWB_DrawPic(112,184,C_MOUSELBACKPIC); + + DrawWindow(NE_X-4,NE_Y-4,NE_W+8,NE_H+8,BKGDCOLOR); + SETFONTCOLOR(READHCOLOR,BKGDCOLOR); + PrintY=2; + WindowX=0; + #ifdef SPANISH + US_CPrint("Cual episodio jugar?"); + #else + US_CPrint("Which episode to play?"); + #endif +#endif + + SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR); + DrawMenu(&NewEitems,&NewEmenu[0]); + + for (i=0;i<6;i++) + VWB_DrawPic(NE_X+32,NE_Y+i*26,C_EPISODE1PIC+i); + + VW_UpdateScreen(); + MenuFadeIn(); + WaitKeyUp(); +} +#endif + +///////////////////// +// +// DRAW NEW GAME MENU +// +void DrawNewGame(void) +{ +#ifdef JAPAN + CA_CacheScreen(S_SKILLPIC); +#else + ClearMScreen(); + VWB_DrawPic(112,184,C_MOUSELBACKPIC); + + SETFONTCOLOR(READHCOLOR,BKGDCOLOR); + PrintX=NM_X+20; + PrintY=NM_Y-32; + +#ifndef SPEAR + #ifdef SPANISH + US_Print("Eres macho?"); + #else + US_Print("How tough are you?"); + #endif +#else + VWB_DrawPic (PrintX,PrintY,C_HOWTOUGHPIC); +#endif + + DrawWindow(NM_X-5,NM_Y-10,NM_W,NM_H,BKGDCOLOR); +#endif + + DrawMenu(&NewItems,&NewMenu[0]); + DrawNewGameDiff(NewItems.curpos); + VW_UpdateScreen(); + MenuFadeIn(); + WaitKeyUp(); +} + + +//////////////////////// +// +// DRAW NEW GAME GRAPHIC +// +void DrawNewGameDiff(int w) +{ + VWB_DrawPic(NM_X+185,NM_Y+7,w+C_BABYMODEPIC); +} + + +//////////////////////////////////////////////////////////////////// +// +// HANDLE SOUND MENU +// +//////////////////////////////////////////////////////////////////// +void CP_Sound(void) +{ + int which,i; + + +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); + CacheLump (SOUND_LUMP_START,SOUND_LUMP_END); +#endif + + DrawSoundMenu(); + MenuFadeIn(); + WaitKeyUp(); + + do + { + which=HandleMenu(&SndItems,&SndMenu[0],NULL); + // + // HANDLE MENU CHOICES + // + switch(which) + { + // + // SOUND EFFECTS + // + case 0: + if (SoundMode!=sdm_Off) + { + SD_WaitSoundDone(); + SD_SetSoundMode(sdm_Off); + DrawSoundMenu(); + } + break; + case 1: + if (SoundMode!=sdm_PC) + { + SD_WaitSoundDone(); + SD_SetSoundMode(sdm_PC); + CA_LoadAllSounds(); + DrawSoundMenu(); + ShootSnd(); + } + break; + case 2: + if (SoundMode!=sdm_AdLib) + { + SD_WaitSoundDone(); + SD_SetSoundMode(sdm_AdLib); + CA_LoadAllSounds(); + DrawSoundMenu(); + ShootSnd(); + } + break; + + // + // DIGITIZED SOUND + // + case 5: + if (DigiMode!=sds_Off) + { + SD_SetDigiDevice(sds_Off); + DrawSoundMenu(); + } + break; + case 6: + if (DigiMode!=sds_SoundSource) + { + SD_SetDigiDevice(sds_SoundSource); + DrawSoundMenu(); + ShootSnd(); + } + break; + case 7: + if (DigiMode!=sds_SoundBlaster) + { + SD_SetDigiDevice(sds_SoundBlaster); + DrawSoundMenu(); + ShootSnd(); + } + break; + + // + // MUSIC + // + case 10: + if (MusicMode!=smm_Off) + { + SD_SetMusicMode(smm_Off); + DrawSoundMenu(); + ShootSnd(); + } + break; + case 11: + if (MusicMode!=smm_AdLib) + { + SD_SetMusicMode(smm_AdLib); + DrawSoundMenu(); + ShootSnd(); + StartCPMusic(MENUSONG); + } + break; + } + } while(which>=0); + + MenuFadeOut(); + +#ifdef SPEAR + UnCacheLump (SOUND_LUMP_START,SOUND_LUMP_END); + CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); +#endif +} + + +////////////////////// +// +// DRAW THE SOUND MENU +// +void DrawSoundMenu(void) +{ + int i,on; + + +#ifdef JAPAN + CA_CacheScreen(S_SOUNDPIC); +#else + // + // DRAW SOUND MENU + // + ClearMScreen(); + VWB_DrawPic(112,184,C_MOUSELBACKPIC); + + DrawWindow(SM_X-8,SM_Y1-3,SM_W,SM_H1,BKGDCOLOR); + DrawWindow(SM_X-8,SM_Y2-3,SM_W,SM_H2,BKGDCOLOR); + DrawWindow(SM_X-8,SM_Y3-3,SM_W,SM_H3,BKGDCOLOR); +#endif + + // + // IF NO ADLIB, NON-CHOOSENESS! + // + if (!AdLibPresent && !SoundBlasterPresent) + { + SndMenu[2].active=SndMenu[10].active=SndMenu[11].active=0; + } + + if (!SoundSourcePresent) + SndMenu[6].active=0; + + if (!SoundBlasterPresent) + SndMenu[7].active=0; + + if (!SoundSourcePresent && !SoundBlasterPresent) + SndMenu[5].active=0; + + DrawMenu(&SndItems,&SndMenu[0]); +#ifndef JAPAN + VWB_DrawPic(100,SM_Y1-20,C_FXTITLEPIC); + VWB_DrawPic(100,SM_Y2-20,C_DIGITITLEPIC); + VWB_DrawPic(100,SM_Y3-20,C_MUSICTITLEPIC); +#endif + + for (i=0;i=0 && SaveGamesAvail[which]) + { + ShootSnd(); + name[7]=which+'0'; + + handle=open(name,O_BINARY); + lseek(handle,32,SEEK_SET); + + DrawLSAction(0); + loadedgame=true; + + LoadTheGame(handle,LSA_X+8,LSA_Y+5); + close(handle); + + StartGame=1; + ShootSnd(); + // + // CHANGE "READ THIS!" TO NORMAL COLOR + // + + #ifndef SPEAR + #ifndef GOODTIMES + MainMenu[readthis].active=1; + #endif + #endif + + exit=1; + break; + } + + } while(which>=0); + + MenuFadeOut(); + +#ifdef SPEAR + UnCacheLump (LOADSAVE_LUMP_START,LOADSAVE_LUMP_END); + CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); +#endif + + return exit; +} + + +/////////////////////////////////// +// +// HIGHLIGHT CURRENT SELECTED ENTRY +// +void TrackWhichGame(int w) +{ + static int lastgameon=0; + + PrintLSEntry(lastgameon,TEXTCOLOR); + PrintLSEntry(w,HIGHLIGHT); + + lastgameon=w; +} + + +//////////////////////////// +// +// DRAW THE LOAD/SAVE SCREEN +// +void DrawLoadSaveScreen(int loadsave) +{ + #define DISKX 100 + #define DISKY 0 + + int i; + + + ClearMScreen(); + fontnumber=1; + VWB_DrawPic(112,184,C_MOUSELBACKPIC); + DrawWindow(LSM_X-10,LSM_Y-5,LSM_W,LSM_H,BKGDCOLOR); + DrawStripes(10); + + if (!loadsave) + VWB_DrawPic(60,0,C_LOADGAMEPIC); + else + VWB_DrawPic(60,0,C_SAVEGAMEPIC); + + for (i=0;i<10;i++) + PrintLSEntry(i,TEXTCOLOR); + + DrawMenu(&LSItems,&LSMenu[0]); + VW_UpdateScreen(); + MenuFadeIn(); + WaitKeyUp(); +} + + +/////////////////////////////////////////// +// +// PRINT LOAD/SAVE GAME ENTRY W/BOX OUTLINE +// +void PrintLSEntry(int w,int color) +{ + SETFONTCOLOR(color,BKGDCOLOR); + DrawOutline(LSM_X+LSItems.indent,LSM_Y+w*13,LSM_W-LSItems.indent-15,11,color,color); + PrintX=LSM_X+LSItems.indent+2; + PrintY=LSM_Y+w*13+1; + fontnumber=0; + + if (SaveGamesAvail[w]) + US_Print(SaveGameNames[w]); + else + US_Print(" - "STR_EMPTY" -"); + + fontnumber=1; +} + + +//////////////////////////////////////////////////////////////////// +// +// SAVE CURRENT GAME +// +//////////////////////////////////////////////////////////////////// +int CP_SaveGame(int quick) +{ + int handle,which,exit=0; + unsigned nwritten; + char name[13],input[32]; + + + strcpy(name,SaveName); + + // + // QUICKSAVE? + // + if (quick) + { + which=LSItems.curpos; + + if (SaveGamesAvail[which]) + { + name[7]=which+'0'; + unlink(name); + handle=creat(name,S_IREAD|S_IWRITE); + + strcpy(input,&SaveGameNames[which][0]); + + _dos_write(handle,(void far *)input,32,&nwritten); + lseek(handle,32,SEEK_SET); + SaveTheGame(handle,0,0); + close(handle); + + return 1; + } + } + + +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); + CacheLump (LOADSAVE_LUMP_START,LOADSAVE_LUMP_END); +#endif + + DrawLoadSaveScreen(1); + + do + { + which=HandleMenu(&LSItems,&LSMenu[0],TrackWhichGame); + if (which>=0) + { + // + // OVERWRITE EXISTING SAVEGAME? + // + if (SaveGamesAvail[which]) + #ifdef JAPAN + if (!GetYorN(7,8,C_JAPSAVEOVERPIC)) + #else + if (!Confirm(GAMESVD)) + #endif + { + DrawLoadSaveScreen(1); + continue; + } + else + { + DrawLoadSaveScreen(1); + PrintLSEntry(which,HIGHLIGHT); + VW_UpdateScreen(); + } + + ShootSnd(); + + strcpy(input,&SaveGameNames[which][0]); + name[7]=which+'0'; + + fontnumber=0; + if (!SaveGamesAvail[which]) + VWB_Bar(LSM_X+LSItems.indent+1,LSM_Y+which*13+1,LSM_W-LSItems.indent-16,10,BKGDCOLOR); + VW_UpdateScreen(); + + if (US_LineInput(LSM_X+LSItems.indent+2,LSM_Y+which*13+1,input,input,true,31,LSM_W-LSItems.indent-30)) + { + SaveGamesAvail[which]=1; + strcpy(&SaveGameNames[which][0],input); + + unlink(name); + handle=creat(name,S_IREAD|S_IWRITE); + _dos_write(handle,(void far *)input,32,&nwritten); + lseek(handle,32,SEEK_SET); + + DrawLSAction(1); + SaveTheGame(handle,LSA_X+8,LSA_Y+5); + + close(handle); + + ShootSnd(); + exit=1; + } + else + { + VWB_Bar(LSM_X+LSItems.indent+1,LSM_Y+which*13+1,LSM_W-LSItems.indent-16,10,BKGDCOLOR); + PrintLSEntry(which,HIGHLIGHT); + VW_UpdateScreen(); + SD_PlaySound(ESCPRESSEDSND); + continue; + } + + fontnumber=1; + break; + } + + } while(which>=0); + + MenuFadeOut(); + +#ifdef SPEAR + UnCacheLump (LOADSAVE_LUMP_START,LOADSAVE_LUMP_END); + CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); +#endif + + return exit; +} + + +//////////////////////////////////////////////////////////////////// +// +// CALIBRATE JOYSTICK +// +//////////////////////////////////////////////////////////////////// +int CalibrateJoystick(void) +{ + #define CALX 85 + #define CALY 40 + #define CALW 158 + #define CALH 140 + + unsigned xmin,ymin,xmax,ymax,jb; + + + + #ifdef JAPAN + VWB_DrawPic(CALX,CALY,C_JOY0PIC); + #else + DrawWindow(CALX-5,CALY-5,CALW,CALH,TEXTCOLOR); + DrawOutline(CALX-5,CALY-5,CALW,CALH,0,HIGHLIGHT); + SETFONTCOLOR(0,TEXTCOLOR); + + WindowX = PrintX = CALX; + WindowW = CALW; + WindowH = CALH; + WindowY = PrintY = CALY; + US_Print(" "STR_CALIB"\n "STR_JOYST"\n"); + VWB_DrawPic(CALX+40,CALY+30,C_JOY1PIC); + PrintY = CALY+80; + US_Print(STR_MOVEJOY); + SETFONTCOLOR(BKGDCOLOR,TEXTCOLOR); + US_Print(" "STR_ESCEXIT); + #endif + VW_UpdateScreen(); + + do + { + jb=IN_JoyButtons(); + if (Keyboard[sc_Escape]) + return 0; + #ifndef SPEAR + if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers")) + PicturePause(); + #endif + + } while(!(jb&1)); + + SD_PlaySound(SHOOTSND); + IN_GetJoyAbs(joystickport,&xmin,&ymin); + + + #ifdef JAPAN + VWB_DrawPic(CALX,CALY,C_JOY1PIC); + #else + DrawWindow(CALX-5,CALY-5,CALW,CALH,TEXTCOLOR); + DrawOutline(CALX-5,CALY-5,CALW,CALH,0,HIGHLIGHT); + SETFONTCOLOR(0,TEXTCOLOR); + + PrintX = CALX; + PrintY = CALY; + US_Print(" "STR_CALIB"\n "STR_JOYST"\n"); + VWB_DrawPic(CALX+40,CALY+30,C_JOY2PIC); + PrintY = CALY+80; + US_Print(STR_MOVEJOY2); + SETFONTCOLOR(BKGDCOLOR,TEXTCOLOR); + US_Print(" "STR_ESCEXIT); + #endif + VW_UpdateScreen(); + + do + { + jb=IN_JoyButtons(); + if (Keyboard[sc_Escape]) + return 0; + #ifndef SPEAR + if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers")) + PicturePause(); + #endif + } while(!(jb&2)); + + IN_GetJoyAbs(joystickport,&xmax,&ymax); + SD_PlaySound(SHOOTSND); + + while (IN_JoyButtons()); + + // + // ASSIGN ACTUAL VALUES HERE + // + if ((xmin != xmax) && (ymin != ymax)) + IN_SetupJoy(joystickport,xmin,xmax,ymin,ymax); + else + return 0; + + return 1; +} + + +//////////////////////////////////////////////////////////////////// +// +// DEFINE CONTROLS +// +//////////////////////////////////////////////////////////////////// +void CP_Control(void) +{ + #define CTL_SPC 70 + enum {MOUSEENABLE,JOYENABLE,USEPORT2,PADENABLE,MOUSESENS,CUSTOMIZE}; + int i,which; + + +#ifdef SPEAR + UnCacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); + CacheLump (CONTROL_LUMP_START,CONTROL_LUMP_END); +#endif + + DrawCtlScreen(); + MenuFadeIn(); + WaitKeyUp(); + + do + { + which=HandleMenu(&CtlItems,&CtlMenu[0],NULL); + switch(which) + { + case MOUSEENABLE: + mouseenabled^=1; + _CX=_DX=CENTER; + Mouse(4); + DrawCtlScreen(); + CusItems.curpos=-1; + ShootSnd(); + break; + + case JOYENABLE: + joystickenabled^=1; + if (joystickenabled) + if (!CalibrateJoystick()) + joystickenabled = 0; + DrawCtlScreen(); + CusItems.curpos=-1; + ShootSnd(); + break; + + case USEPORT2: + joystickport^=1; + DrawCtlScreen(); + ShootSnd(); + break; + + case PADENABLE: + joypadenabled^=1; + DrawCtlScreen(); + ShootSnd(); + break; + + case MOUSESENS: + case CUSTOMIZE: + DrawCtlScreen(); + MenuFadeIn(); + WaitKeyUp(); + break; + } + } while(which>=0); + + MenuFadeOut(); + +#ifdef SPEAR + UnCacheLump (CONTROL_LUMP_START,CONTROL_LUMP_END); + CacheLump (OPTIONS_LUMP_START,OPTIONS_LUMP_END); +#endif +} + + +//////////////////////////////// +// +// DRAW MOUSE SENSITIVITY SCREEN +// +void DrawMouseSens(void) +{ +#ifdef JAPAN + CA_CacheScreen(S_MOUSESENSPIC); +#else + ClearMScreen(); + VWB_DrawPic(112,184,C_MOUSELBACKPIC); + #ifdef SPANISH + DrawWindow(10,80,300,43,BKGDCOLOR); + #else + DrawWindow(10,80,300,30,BKGDCOLOR); + #endif + + WindowX=0; + WindowW=320; + PrintY=82; + SETFONTCOLOR(READCOLOR,BKGDCOLOR); + US_CPrint(STR_MOUSEADJ); + + SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR); + #ifdef SPANISH + PrintX=14; + PrintY=95+13; + US_Print(STR_SLOW); + PrintX=252; + US_Print(STR_FAST); + #else + PrintX=14; + PrintY=95; + US_Print(STR_SLOW); + PrintX=269; + US_Print(STR_FAST); + #endif +#endif + + VWB_Bar(60,97,200,10,TEXTCOLOR); + DrawOutline(60,97,200,10,0,HIGHLIGHT); + DrawOutline(60+20*mouseadjustment,97,20,10,0,READCOLOR); + VWB_Bar(61+20*mouseadjustment,98,19,9,READHCOLOR); + + VW_UpdateScreen(); + MenuFadeIn(); +} + + +/////////////////////////// +// +// ADJUST MOUSE SENSITIVITY +// +void MouseSensitivity(void) +{ + ControlInfo ci; + int exit=0,oldMA; + + + oldMA=mouseadjustment; + DrawMouseSens(); + do + { + ReadAnyControl(&ci); + switch(ci.dir) + { + case dir_North: + case dir_West: + if (mouseadjustment) + { + mouseadjustment--; + VWB_Bar(60,97,200,10,TEXTCOLOR); + DrawOutline(60,97,200,10,0,HIGHLIGHT); + DrawOutline(60+20*mouseadjustment,97,20,10,0,READCOLOR); + VWB_Bar(61+20*mouseadjustment,98,19,9,READHCOLOR); + VW_UpdateScreen(); + SD_PlaySound(MOVEGUN1SND); + while(Keyboard[sc_LeftArrow]); + WaitKeyUp(); + } + break; + + case dir_South: + case dir_East: + if (mouseadjustment<9) + { + mouseadjustment++; + VWB_Bar(60,97,200,10,TEXTCOLOR); + DrawOutline(60,97,200,10,0,HIGHLIGHT); + DrawOutline(60+20*mouseadjustment,97,20,10,0,READCOLOR); + VWB_Bar(61+20*mouseadjustment,98,19,9,READHCOLOR); + VW_UpdateScreen(); + SD_PlaySound(MOVEGUN1SND); + while(Keyboard[sc_RightArrow]); + WaitKeyUp(); + } + break; + } + + #ifndef SPEAR + if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers")) + #else + if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("debugmode")) + #endif + PicturePause(); + + if (ci.button0 || Keyboard[sc_Space] || Keyboard[sc_Enter]) + exit=1; + else + if (ci.button1 || Keyboard[sc_Escape]) + exit=2; + + } while(!exit); + + if (exit==2) + { + mouseadjustment=oldMA; + SD_PlaySound(ESCPRESSEDSND); + } + else + SD_PlaySound(SHOOTSND); + + WaitKeyUp(); + MenuFadeOut(); +} + + +/////////////////////////// +// +// DRAW CONTROL MENU SCREEN +// +void DrawCtlScreen(void) +{ + int i,x,y; + + +#ifdef JAPAN + CA_CacheScreen(S_CONTROLPIC); +#else + ClearMScreen(); + DrawStripes(10); + VWB_DrawPic(80,0,C_CONTROLPIC); + VWB_DrawPic(112,184,C_MOUSELBACKPIC); + DrawWindow(CTL_X-8,CTL_Y-5,CTL_W,CTL_H,BKGDCOLOR); +#endif + WindowX=0; + WindowW=320; + SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR); + + if (JoysPresent[0]) + CtlMenu[1].active= + CtlMenu[2].active= + CtlMenu[3].active=1; + + CtlMenu[2].active=CtlMenu[3].active=joystickenabled; + + if (MousePresent) + { + CtlMenu[4].active= + CtlMenu[0].active=1; + } + + CtlMenu[4].active=mouseenabled; + + + DrawMenu(&CtlItems,&CtlMenu[0]); + + + x=CTL_X+CtlItems.indent-24; + y=CTL_Y+3; + if (mouseenabled) + VWB_DrawPic(x,y,C_SELECTEDPIC); + else + VWB_DrawPic(x,y,C_NOTSELECTEDPIC); + + y=CTL_Y+16; + if (joystickenabled) + VWB_DrawPic(x,y,C_SELECTEDPIC); + else + VWB_DrawPic(x,y,C_NOTSELECTEDPIC); + + y=CTL_Y+29; + if (joystickport) + VWB_DrawPic(x,y,C_SELECTEDPIC); + else + VWB_DrawPic(x,y,C_NOTSELECTEDPIC); + + y=CTL_Y+42; + if (joypadenabled) + VWB_DrawPic(x,y,C_SELECTEDPIC); + else + VWB_DrawPic(x,y,C_NOTSELECTEDPIC); + + // + // PICK FIRST AVAILABLE SPOT + // + if (CtlItems.curpos<0 || !CtlMenu[CtlItems.curpos].active) + for (i=0;i<6;i++) + if (CtlMenu[i].active) + { + CtlItems.curpos=i; + break; + } + + DrawMenuGun(&CtlItems); + VW_UpdateScreen(); +} + + +//////////////////////////////////////////////////////////////////// +// +// CUSTOMIZE CONTROLS +// +//////////////////////////////////////////////////////////////////// +enum {FIRE,STRAFE,RUN,OPEN}; +char mbarray[4][3]={"b0","b1","b2","b3"}, + order[4]={RUN,OPEN,FIRE,STRAFE}; + + +void CustomControls(void) +{ + int which; + + + DrawCustomScreen(); + do + { + which=HandleMenu(&CusItems,&CusMenu[0],FixupCustom); + switch(which) + { + case 0: + DefineMouseBtns(); + DrawCustMouse(1); + break; + case 3: + DefineJoyBtns(); + DrawCustJoy(0); + break; + case 6: + DefineKeyBtns(); + DrawCustKeybd(0); + break; + case 8: + DefineKeyMove(); + DrawCustKeys(0); + } + } while(which>=0); + + + + MenuFadeOut(); +} + + +//////////////////////// +// +// DEFINE THE MOUSE BUTTONS +// +void DefineMouseBtns(void) +{ + CustomCtrls mouseallowed={0,1,1,1}; + EnterCtrlData(2,&mouseallowed,DrawCustMouse,PrintCustMouse,MOUSE); +} + + +//////////////////////// +// +// DEFINE THE JOYSTICK BUTTONS +// +void DefineJoyBtns(void) +{ + CustomCtrls joyallowed={1,1,1,1}; + EnterCtrlData(5,&joyallowed,DrawCustJoy,PrintCustJoy,JOYSTICK); +} + + +//////////////////////// +// +// DEFINE THE KEYBOARD BUTTONS +// +void DefineKeyBtns(void) +{ + CustomCtrls keyallowed={1,1,1,1}; + EnterCtrlData(8,&keyallowed,DrawCustKeybd,PrintCustKeybd,KEYBOARDBTNS); +} + + +//////////////////////// +// +// DEFINE THE KEYBOARD BUTTONS +// +void DefineKeyMove(void) +{ + CustomCtrls keyallowed={1,1,1,1}; + EnterCtrlData(10,&keyallowed,DrawCustKeys,PrintCustKeys,KEYBOARDMOVE); +} + + +//////////////////////// +// +// ENTER CONTROL DATA FOR ANY TYPE OF CONTROL +// +enum {FWRD,RIGHT,BKWD,LEFT}; +int moveorder[4]={LEFT,RIGHT,FWRD,BKWD}; + +void EnterCtrlData(int index,CustomCtrls *cust,void (*DrawRtn)(int),void (*PrintRtn)(int),int type) +{ + int j,exit,tick,redraw,which,x,picked; + ControlInfo ci; + + + ShootSnd(); + PrintY=CST_Y+13*index; + IN_ClearKeysDown(); + exit=0; + redraw=1; + // + // FIND FIRST SPOT IN ALLOWED ARRAY + // + for (j=0;j<4;j++) + if (cust->allowed[j]) + { + which=j; + break; + } + + do + { + if (redraw) + { + x=CST_START+CST_SPC*which; + DrawWindow(5,PrintY-1,310,13,BKGDCOLOR); + + DrawRtn(1); + DrawWindow(x-2,PrintY,CST_SPC,11,TEXTCOLOR); + DrawOutline(x-2,PrintY,CST_SPC,11,0,HIGHLIGHT); + SETFONTCOLOR(0,TEXTCOLOR); + PrintRtn(which); + PrintX=x; + SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR); + VW_UpdateScreen(); + WaitKeyUp(); + redraw=0; + } + + ReadAnyControl(&ci); + + if (type==MOUSE || type==JOYSTICK) + if (IN_KeyDown(sc_Enter)||IN_KeyDown(sc_Control)||IN_KeyDown(sc_Alt)) + { + IN_ClearKeysDown(); + ci.button0=ci.button1=false; + } + + // + // CHANGE BUTTON VALUE? + // + if ((ci.button0|ci.button1|ci.button2|ci.button3)|| + ((type==KEYBOARDBTNS||type==KEYBOARDMOVE) && LastScan==sc_Enter)) + { + tick=TimeCount=picked=0; + SETFONTCOLOR(0,TEXTCOLOR); + + do + { + int button,result=0; + + + if (type==KEYBOARDBTNS||type==KEYBOARDMOVE) + IN_ClearKeysDown(); + + // + // FLASH CURSOR + // + if (TimeCount>10) + { + switch(tick) + { + case 0: + VWB_Bar(x,PrintY+1,CST_SPC-2,10,TEXTCOLOR); + break; + case 1: + PrintX=x; + US_Print("?"); + SD_PlaySound(HITWALLSND); + } + tick^=1; + TimeCount=0; + VW_UpdateScreen(); + } + + // + // WHICH TYPE OF INPUT DO WE PROCESS? + // + switch(type) + { + case MOUSE: + Mouse(3); + button=_BX; + switch(button) + { + case 1: result=1; break; + case 2: result=2; break; + case 4: result=3; break; + } + + if (result) + { + int z; + + + for (z=0;z<4;z++) + if (order[which]==buttonmouse[z]) + { + buttonmouse[z]=bt_nobutton; + break; + } + + buttonmouse[result-1]=order[which]; + picked=1; + SD_PlaySound(SHOOTDOORSND); + } + break; + + case JOYSTICK: + if (ci.button0) result=1; + else + if (ci.button1) result=2; + else + if (ci.button2) result=3; + else + if (ci.button3) result=4; + + if (result) + { + int z; + + + for (z=0;z<4;z++) + if (order[which]==buttonjoy[z]) + { + buttonjoy[z]=bt_nobutton; + break; + } + + buttonjoy[result-1]=order[which]; + picked=1; + SD_PlaySound(SHOOTDOORSND); + } + break; + + case KEYBOARDBTNS: + if (LastScan) + { + buttonscan[order[which]]=LastScan; + picked=1; + ShootSnd(); + IN_ClearKeysDown(); + } + break; + + case KEYBOARDMOVE: + if (LastScan) + { + dirscan[moveorder[which]]=LastScan; + picked=1; + ShootSnd(); + IN_ClearKeysDown(); + } + break; + } + + // + // EXIT INPUT? + // + if (IN_KeyDown(sc_Escape)) + { + picked=1; + continue; + } + + } while(!picked); + + SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR); + redraw=1; + WaitKeyUp(); + continue; + } + + if (ci.button1 || IN_KeyDown(sc_Escape)) + exit=1; + + // + // MOVE TO ANOTHER SPOT? + // + switch(ci.dir) + { + case dir_West: + do + { + which--; + if (which<0) + which=3; + } while(!cust->allowed[which]); + redraw=1; + SD_PlaySound(MOVEGUN1SND); + while(ReadAnyControl(&ci),ci.dir!=dir_None); + IN_ClearKeysDown(); + break; + + case dir_East: + do + { + which++; + if (which>3) + which=0; + } while(!cust->allowed[which]); + redraw=1; + SD_PlaySound(MOVEGUN1SND); + while(ReadAnyControl(&ci),ci.dir!=dir_None); + IN_ClearKeysDown(); + break; + case dir_North: + case dir_South: + exit=1; + } + } while(!exit); + + SD_PlaySound(ESCPRESSEDSND); + WaitKeyUp(); + DrawWindow(5,PrintY-1,310,13,BKGDCOLOR); +} + + +//////////////////////// +// +// FIXUP GUN CURSOR OVERDRAW SHIT +// +void FixupCustom(int w) +{ + static int lastwhich=-1; + int y=CST_Y+26+w*13; + + + VWB_Hlin(7,32,y-1,DEACTIVE); + VWB_Hlin(7,32,y+12,BORD2COLOR); +#ifndef SPEAR + VWB_Hlin(7,32,y-2,BORDCOLOR); + VWB_Hlin(7,32,y+13,BORDCOLOR); +#else + VWB_Hlin(7,32,y-2,BORD2COLOR); + VWB_Hlin(7,32,y+13,BORD2COLOR); +#endif + + switch(w) + { + case 0: DrawCustMouse(1); break; + case 3: DrawCustJoy(1); break; + case 6: DrawCustKeybd(1); break; + case 8: DrawCustKeys(1); + } + + + if (lastwhich>=0) + { + y=CST_Y+26+lastwhich*13; + VWB_Hlin(7,32,y-1,DEACTIVE); + VWB_Hlin(7,32,y+12,BORD2COLOR); +#ifndef SPEAR + VWB_Hlin(7,32,y-2,BORDCOLOR); + VWB_Hlin(7,32,y+13,BORDCOLOR); +#else + VWB_Hlin(7,32,y-2,BORD2COLOR); + VWB_Hlin(7,32,y+13,BORD2COLOR); +#endif + + if (lastwhich!=w) + switch(lastwhich) + { + case 0: DrawCustMouse(0); break; + case 3: DrawCustJoy(0); break; + case 6: DrawCustKeybd(0); break; + case 8: DrawCustKeys(0); + } + } + + lastwhich=w; +} + + +//////////////////////// +// +// DRAW CUSTOMIZE SCREEN +// +void DrawCustomScreen(void) +{ + int i; + + +#ifdef JAPAN + CA_CacheScreen(S_CUSTOMPIC); + fontnumber=1; + + PrintX=CST_START; + PrintY = CST_Y+26; + DrawCustMouse(0); + + PrintX=CST_START; + US_Print("\n\n\n"); + DrawCustJoy(0); + + PrintX=CST_START; + US_Print("\n\n\n"); + DrawCustKeybd(0); + + PrintX=CST_START; + US_Print("\n\n\n"); + DrawCustKeys(0); +#else + ClearMScreen(); + WindowX=0; + WindowW=320; + VWB_DrawPic(112,184,C_MOUSELBACKPIC); + DrawStripes(10); + VWB_DrawPic(80,0,C_CUSTOMIZEPIC); + + // + // MOUSE + // + SETFONTCOLOR(READCOLOR,BKGDCOLOR); + WindowX=0; + WindowW=320; + +#ifndef SPEAR + PrintY=CST_Y; + US_CPrint("Mouse\n"); +#else + PrintY = CST_Y+13; + VWB_DrawPic (128,48,C_MOUSEPIC); +#endif + + SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR); + #ifdef SPANISH + PrintX=CST_START-16; + US_Print(STR_CRUN); + PrintX=CST_START-16+CST_SPC*1; + US_Print(STR_COPEN); + PrintX=CST_START-16+CST_SPC*2; + US_Print(STR_CFIRE); + PrintX=CST_START-16+CST_SPC*3; + US_Print(STR_CSTRAFE"\n"); + #else + PrintX=CST_START; + US_Print(STR_CRUN); + PrintX=CST_START+CST_SPC*1; + US_Print(STR_COPEN); + PrintX=CST_START+CST_SPC*2; + US_Print(STR_CFIRE); + PrintX=CST_START+CST_SPC*3; + US_Print(STR_CSTRAFE"\n"); + #endif + + DrawWindow(5,PrintY-1,310,13,BKGDCOLOR); + DrawCustMouse(0); + US_Print("\n"); + + + // + // JOYSTICK/PAD + // +#ifndef SPEAR + SETFONTCOLOR(READCOLOR,BKGDCOLOR); + US_CPrint("Joystick/Gravis GamePad\n"); +#else + PrintY += 13; + VWB_DrawPic (40,88,C_JOYSTICKPIC); +#endif + +#ifdef SPEAR + VWB_DrawPic (112,120,C_KEYBOARDPIC); +#endif + + SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR); + #ifdef SPANISH + PrintX=CST_START-16; + US_Print(STR_CRUN); + PrintX=CST_START-16+CST_SPC*1; + US_Print(STR_COPEN); + PrintX=CST_START-16+CST_SPC*2; + US_Print(STR_CFIRE); + PrintX=CST_START-16+CST_SPC*3; + US_Print(STR_CSTRAFE"\n"); + #else + PrintX=CST_START; + US_Print(STR_CRUN); + PrintX=CST_START+CST_SPC*1; + US_Print(STR_COPEN); + PrintX=CST_START+CST_SPC*2; + US_Print(STR_CFIRE); + PrintX=CST_START+CST_SPC*3; + US_Print(STR_CSTRAFE"\n"); + #endif + DrawWindow(5,PrintY-1,310,13,BKGDCOLOR); + DrawCustJoy(0); + US_Print("\n"); + + + // + // KEYBOARD + // +#ifndef SPEAR + SETFONTCOLOR(READCOLOR,BKGDCOLOR); + US_CPrint("Keyboard\n"); +#else + PrintY += 13; +#endif + SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR); + #ifdef SPANISH + PrintX=CST_START-16; + US_Print(STR_CRUN); + PrintX=CST_START-16+CST_SPC*1; + US_Print(STR_COPEN); + PrintX=CST_START-16+CST_SPC*2; + US_Print(STR_CFIRE); + PrintX=CST_START-16+CST_SPC*3; + US_Print(STR_CSTRAFE"\n"); + #else + PrintX=CST_START; + US_Print(STR_CRUN); + PrintX=CST_START+CST_SPC*1; + US_Print(STR_COPEN); + PrintX=CST_START+CST_SPC*2; + US_Print(STR_CFIRE); + PrintX=CST_START+CST_SPC*3; + US_Print(STR_CSTRAFE"\n"); + #endif + DrawWindow(5,PrintY-1,310,13,BKGDCOLOR); + DrawCustKeybd(0); + US_Print("\n"); + + + // + // KEYBOARD MOVE KEYS + // + SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR); + #ifdef SPANISH + PrintX=4; + US_Print(STR_LEFT); + US_Print("/"); + US_Print(STR_RIGHT); + US_Print("/"); + US_Print(STR_FRWD); + US_Print("/"); + US_Print(STR_BKWD"\n"); + #else + PrintX=CST_START; + US_Print(STR_LEFT); + PrintX=CST_START+CST_SPC*1; + US_Print(STR_RIGHT); + PrintX=CST_START+CST_SPC*2; + US_Print(STR_FRWD); + PrintX=CST_START+CST_SPC*3; + US_Print(STR_BKWD"\n"); + #endif + DrawWindow(5,PrintY-1,310,13,BKGDCOLOR); + DrawCustKeys(0); +#endif + // + // PICK STARTING POINT IN MENU + // + if (CusItems.curpos<0) + for (i=0;i19) + newview=19; + ShowViewSize(newview); + VW_UpdateScreen(); + SD_PlaySound(HITWALLSND); + TicDelay(10); + break; + } + + #ifndef SPEAR + if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers")) + #else + if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("debugmode")) + #endif + PicturePause(); + + if (ci.button0 || Keyboard[sc_Enter]) + exit=1; + else + if (ci.button1 || Keyboard[sc_Escape]) + { + viewwidth=oldview*16; + SD_PlaySound(ESCPRESSEDSND); + MenuFadeOut(); + return; + } + + } while(!exit); + + + if (oldview!=newview) + { + SD_PlaySound (SHOOTSND); + Message(STR_THINK"..."); + NewViewSize(newview); + } + + ShootSnd(); + MenuFadeOut(); +} + + +///////////////////////////// +// +// DRAW THE CHANGEVIEW SCREEN +// +void DrawChangeView(int view) +{ +#ifdef JAPAN + CA_CacheScreen(S_CHANGEPIC); + + ShowViewSize(view); +#else + VWB_Bar(0,160,320,40,VIEWCOLOR); + ShowViewSize(view); + + PrintY=161; + WindowX=0; + WindowY=320; + SETFONTCOLOR(HIGHLIGHT,BKGDCOLOR); + + US_CPrint(STR_SIZE1"\n"); + US_CPrint(STR_SIZE2"\n"); + US_CPrint(STR_SIZE3); +#endif + VW_UpdateScreen(); + + MenuFadeIn(); +} + + +//////////////////////////////////////////////////////////////////// +// +// QUIT THIS INFERNAL GAME! +// +//////////////////////////////////////////////////////////////////// +void CP_Quit(void) +{ + int i; + + + #ifdef JAPAN + if (GetYorN(7,11,C_QUITMSGPIC)) + #else + + #ifdef SPANISH + if (Confirm(ENDGAMESTR)) + #else + if (Confirm(endStrings[US_RndT()&0x7+(US_RndT()&1)])) + #endif + + #endif + { + VW_UpdateScreen(); + SD_MusicOff(); + SD_StopSound(); + MenuFadeOut(); + // + // SHUT-UP THE ADLIB + // + for (i=1;i<=0xf5;i++) + alOut(i,0); + Quit(NULL); + } + + DrawMainMenu(); +} + + +//////////////////////////////////////////////////////////////////// +// +// HANDLE INTRO SCREEN (SYSTEM CONFIG) +// +//////////////////////////////////////////////////////////////////// +void IntroScreen(void) +{ +#ifdef SPEAR + +#define MAINCOLOR 0x4f +#define EMSCOLOR 0x4f +#define XMSCOLOR 0x4f + +#else + +#define MAINCOLOR 0x6c +#define EMSCOLOR 0x6c +#define XMSCOLOR 0x6c + +#endif +#define FILLCOLOR 14 + + long memory,emshere,xmshere; + int i,num,ems[10]={100,200,300,400,500,600,700,800,900,1000}, + xms[10]={100,200,300,400,500,600,700,800,900,1000}, + main[10]={32,64,96,128,160,192,224,256,288,320}; + + + // + // DRAW MAIN MEMORY + // + memory=(1023l+mminfo.nearheap+mminfo.farheap)/1024l; + for (i=0;i<10;i++) + if (memory>=main[i]) + VWB_Bar(49,163-8*i,6,5,MAINCOLOR-i); + + + // + // DRAW EMS MEMORY + // + if (EMSPresent) + { + emshere=4l*EMSPagesAvail; + for (i=0;i<10;i++) + if (emshere>=ems[i]) + VWB_Bar(89,163-8*i,6,5,EMSCOLOR-i); + } + + // + // DRAW XMS MEMORY + // + if (XMSPresent) + { + xmshere=4l*XMSPagesAvail; + for (i=0;i<10;i++) + if (xmshere>=xms[i]) + VWB_Bar(129,163-8*i,6,5,XMSCOLOR-i); + } + + // + // FILL BOXES + // + if (MousePresent) + VWB_Bar(164,82,12,2,FILLCOLOR); + + if (JoysPresent[0] || JoysPresent[1]) + VWB_Bar(164,105,12,2,FILLCOLOR); + + if (AdLibPresent && !SoundBlasterPresent) + VWB_Bar(164,128,12,2,FILLCOLOR); + + if (SoundBlasterPresent) + VWB_Bar(164,151,12,2,FILLCOLOR); + + if (SoundSourcePresent) + VWB_Bar(164,174,12,2,FILLCOLOR); +} + + +//////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////// +// +// SUPPORT ROUTINES +// +//////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////// +// +// Clear Menu screens to dark red +// +//////////////////////////////////////////////////////////////////// +void ClearMScreen(void) +{ +#ifndef SPEAR + VWB_Bar(0,0,320,200,BORDCOLOR); +#else + VWB_DrawPic(0,0,C_BACKDROPPIC); +#endif +} + + +//////////////////////////////////////////////////////////////////// +// +// Un/Cache a LUMP of graphics +// +//////////////////////////////////////////////////////////////////// +void CacheLump(int lumpstart,int lumpend) +{ + int i; + + for (i=lumpstart;i<=lumpend;i++) + CA_CacheGrChunk(i); +} + + +void UnCacheLump(int lumpstart,int lumpend) +{ + int i; + + for (i=lumpstart;i<=lumpend;i++) + if (grsegs[i]) + UNCACHEGRCHUNK(i); +} + + +//////////////////////////////////////////////////////////////////// +// +// Draw a window for a menu +// +//////////////////////////////////////////////////////////////////// +void DrawWindow(int x,int y,int w,int h,int wcolor) +{ + VWB_Bar(x,y,w,h,wcolor); + DrawOutline(x,y,w,h,BORD2COLOR,DEACTIVE); +} + + +void DrawOutline(int x,int y,int w,int h,int color1,int color2) +{ + VWB_Hlin(x,x+w,y,color2); + VWB_Vlin(y,y+h,x,color2); + VWB_Hlin(x,x+w,y+h,color1); + VWB_Vlin(y,y+h,x+w,color1); +} + + +//////////////////////////////////////////////////////////////////// +// +// Setup Control Panel stuff - graphics, etc. +// +//////////////////////////////////////////////////////////////////// +void SetupControlPanel(void) +{ + struct ffblk f; + char name[13]; + int which,i; + + + // + // CACHE GRAPHICS & SOUNDS + // + CA_CacheGrChunk(STARTFONT+1); +#ifndef SPEAR + CacheLump(CONTROLS_LUMP_START,CONTROLS_LUMP_END); +#else + CacheLump(BACKDROP_LUMP_START,BACKDROP_LUMP_END); +#endif + + SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR); + fontnumber=1; + WindowH=200; + + if (!ingame) + CA_LoadAllSounds(); + else + MainMenu[savegame].active=1; + + // + // SEE WHICH SAVE GAME FILES ARE AVAILABLE & READ STRING IN + // + strcpy(name,SaveName); + if (!findfirst(name,&f,0)) + do + { + which=f.ff_name[7]-'0'; + if (which<10) + { + int handle; + char temp[32]; + + SaveGamesAvail[which]=1; + handle=open(f.ff_name,O_BINARY); + read(handle,temp,32); + close(handle); + strcpy(&SaveGameNames[which][0],temp); + } + } while(!findnext(&f)); + + // + // CENTER MOUSE + // + _CX=_DX=CENTER; + Mouse(4); +} + + +//////////////////////////////////////////////////////////////////// +// +// Clean up all the Control Panel stuff +// +//////////////////////////////////////////////////////////////////// +void CleanupControlPanel(void) +{ +#ifndef SPEAR + UnCacheLump(CONTROLS_LUMP_START,CONTROLS_LUMP_END); +#else + UnCacheLump (BACKDROP_LUMP_START,BACKDROP_LUMP_END); +#endif + + fontnumber = 0; +} + + +//////////////////////////////////////////////////////////////////// +// +// Handle moving gun around a menu +// +//////////////////////////////////////////////////////////////////// +int HandleMenu(CP_iteminfo *item_i,CP_itemtype far *items,void (*routine)(int w)) +{ + char key; + static int redrawitem=1,lastitem=-1; + int i,x,y,basey,exit,which,shape,timer; + ControlInfo ci; + + + which=item_i->curpos; + x=item_i->x&-8; + basey=item_i->y-2; + y=basey+which*13; + + VWB_DrawPic(x,y,C_CURSOR1PIC); + SetTextColor(items+which,1); + if (redrawitem) + { + PrintX=item_i->x+item_i->indent; + PrintY=item_i->y+which*13; + US_Print((items+which)->string); + } + // + // CALL CUSTOM ROUTINE IF IT IS NEEDED + // + if (routine) + routine(which); + VW_UpdateScreen(); + + shape=C_CURSOR1PIC; + timer=8; + exit=0; + TimeCount=0; + IN_ClearKeysDown(); + + + do + { + // + // CHANGE GUN SHAPE + // + if (TimeCount>timer) + { + TimeCount=0; + if (shape==C_CURSOR1PIC) + { + shape=C_CURSOR2PIC; + timer=8; + } + else + { + shape=C_CURSOR1PIC; + timer=70; + } + VWB_DrawPic(x,y,shape); + if (routine) + routine(which); + VW_UpdateScreen(); + } + + CheckPause(); + + // + // SEE IF ANY KEYS ARE PRESSED FOR INITIAL CHAR FINDING + // + key=LastASCII; + if (key) + { + int ok=0; + + // + // CHECK FOR SCREEN CAPTURE + // + #ifndef SPEAR + if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers")) + #else + if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("debugmode")) + #endif + PicturePause(); + + + if (key>='a') + key-='a'-'A'; + + for (i=which+1;iamount;i++) + if ((items+i)->active && (items+i)->string[0]==key) + { + EraseGun(item_i,items,x,y,which); + which=i; + DrawGun(item_i,items,x,&y,which,basey,routine); + ok=1; + IN_ClearKeysDown(); + break; + } + + // + // DIDN'T FIND A MATCH FIRST TIME THRU. CHECK AGAIN. + // + if (!ok) + { + for (i=0;iactive && (items+i)->string[0]==key) + { + EraseGun(item_i,items,x,y,which); + which=i; + DrawGun(item_i,items,x,&y,which,basey,routine); + IN_ClearKeysDown(); + break; + } + } + } + + // + // GET INPUT + // + ReadAnyControl(&ci); + switch(ci.dir) + { + //////////////////////////////////////////////// + // + // MOVE UP + // + case dir_North: + + EraseGun(item_i,items,x,y,which); + + // + // ANIMATE HALF-STEP + // + if (which && (items+which-1)->active) + { + y-=6; + DrawHalfStep(x,y); + } + + // + // MOVE TO NEXT AVAILABLE SPOT + // + do + { + if (!which) + which=item_i->amount-1; + else + which--; + } while(!(items+which)->active); + + DrawGun(item_i,items,x,&y,which,basey,routine); + // + // WAIT FOR BUTTON-UP OR DELAY NEXT MOVE + // + TicDelay(20); + break; + + //////////////////////////////////////////////// + // + // MOVE DOWN + // + case dir_South: + + EraseGun(item_i,items,x,y,which); + // + // ANIMATE HALF-STEP + // + if (which!=item_i->amount-1 && (items+which+1)->active) + { + y+=6; + DrawHalfStep(x,y); + } + + do + { + if (which==item_i->amount-1) + which=0; + else + which++; + } while(!(items+which)->active); + + DrawGun(item_i,items,x,&y,which,basey,routine); + + // + // WAIT FOR BUTTON-UP OR DELAY NEXT MOVE + // + TicDelay(20); + break; + } + + if (ci.button0 || + Keyboard[sc_Space] || + Keyboard[sc_Enter]) + exit=1; + + if (ci.button1 || + Keyboard[sc_Escape]) + exit=2; + + } while(!exit); + + + IN_ClearKeysDown(); + + // + // ERASE EVERYTHING + // + if (lastitem!=which) + { + VWB_Bar(x-1,y,25,16,BKGDCOLOR); + PrintX=item_i->x+item_i->indent; + PrintY=item_i->y+which*13; + US_Print((items+which)->string); + redrawitem=1; + } + else + redrawitem=0; + + if (routine) + routine(which); + VW_UpdateScreen(); + + item_i->curpos=which; + + lastitem=which; + switch(exit) + { + case 1: + // + // CALL THE ROUTINE + // + if ((items+which)->routine!=NULL) + { + ShootSnd(); + MenuFadeOut(); + (items+which)->routine(0); + } + return which; + + case 2: + SD_PlaySound(ESCPRESSEDSND); + return -1; + } + + return 0; // JUST TO SHUT UP THE ERROR MESSAGES! +} + + +// +// ERASE GUN & DE-HIGHLIGHT STRING +// +void EraseGun(CP_iteminfo *item_i,CP_itemtype far *items,int x,int y,int which) +{ + VWB_Bar(x-1,y,25,16,BKGDCOLOR); + SetTextColor(items+which,0); + + PrintX=item_i->x+item_i->indent; + PrintY=item_i->y+which*13; + US_Print((items+which)->string); + VW_UpdateScreen(); +} + + +// +// DRAW HALF STEP OF GUN TO NEXT POSITION +// +void DrawHalfStep(int x,int y) +{ + VWB_DrawPic(x,y,C_CURSOR1PIC); + VW_UpdateScreen(); + SD_PlaySound(MOVEGUN1SND); + TimeCount=0; + while(TimeCount<8); +} + + +// +// DRAW GUN AT NEW POSITION +// +void DrawGun(CP_iteminfo *item_i,CP_itemtype far *items,int x,int *y,int which,int basey,void (*routine)(int w)) +{ + VWB_Bar(x-1,*y,25,16,BKGDCOLOR); + *y=basey+which*13; + VWB_DrawPic(x,*y,C_CURSOR1PIC); + SetTextColor(items+which,1); + + PrintX=item_i->x+item_i->indent; + PrintY=item_i->y+which*13; + US_Print((items+which)->string); + + // + // CALL CUSTOM ROUTINE IF IT IS NEEDED + // + if (routine) + routine(which); + VW_UpdateScreen(); + SD_PlaySound(MOVEGUN2SND); +} + +//////////////////////////////////////////////////////////////////// +// +// DELAY FOR AN AMOUNT OF TICS OR UNTIL CONTROLS ARE INACTIVE +// +//////////////////////////////////////////////////////////////////// +void TicDelay(int count) +{ + ControlInfo ci; + + + TimeCount=0; + do + { + ReadAnyControl(&ci); + } while(TimeCountcurpos; + + + WindowX=PrintX=item_i->x+item_i->indent; + WindowY=PrintY=item_i->y; + WindowW=320; + WindowH=200; + + for (i=0;iamount;i++) + { + SetTextColor(items+i,which==i); + + PrintY=item_i->y+i*13; + if ((items+i)->active) + US_Print((items+i)->string); + else + { + SETFONTCOLOR(DEACTIVE,BKGDCOLOR); + US_Print((items+i)->string); + SETFONTCOLOR(TEXTCOLOR,BKGDCOLOR); + } + + US_Print("\n"); + } +} + + +//////////////////////////////////////////////////////////////////// +// +// SET TEXT COLOR (HIGHLIGHT OR NO) +// +//////////////////////////////////////////////////////////////////// +void SetTextColor(CP_itemtype far *items,int hlight) +{ + if (hlight) + {SETFONTCOLOR(color_hlite[items->active],BKGDCOLOR);} + else + {SETFONTCOLOR(color_norml[items->active],BKGDCOLOR);} +} + + +//////////////////////////////////////////////////////////////////// +// +// WAIT FOR CTRLKEY-UP OR BUTTON-UP +// +//////////////////////////////////////////////////////////////////// +void WaitKeyUp(void) +{ + ControlInfo ci; + while(ReadAnyControl(&ci), ci.button0| + ci.button1| + ci.button2| + ci.button3| + Keyboard[sc_Space]| + Keyboard[sc_Enter]| + Keyboard[sc_Escape]); +} + + +//////////////////////////////////////////////////////////////////// +// +// READ KEYBOARD, JOYSTICK AND MOUSE FOR INPUT +// +//////////////////////////////////////////////////////////////////// +void ReadAnyControl(ControlInfo *ci) +{ + int mouseactive=0; + + + IN_ReadControl(0,ci); + + if (mouseenabled) + { + int mousey,mousex; + + + // READ MOUSE MOTION COUNTERS + // RETURN DIRECTION + // HOME MOUSE + // CHECK MOUSE BUTTONS + + Mouse(3); + mousex=_CX; + mousey=_DX; + + if (mouseydir=dir_North; + _CX=_DX=CENTER; + Mouse(4); + mouseactive=1; + } + else + if (mousey>CENTER+SENSITIVE) + { + ci->dir=dir_South; + _CX=_DX=CENTER; + Mouse(4); + mouseactive=1; + } + + if (mousexdir=dir_West; + _CX=_DX=CENTER; + Mouse(4); + mouseactive=1; + } + else + if (mousex>CENTER+SENSITIVE) + { + ci->dir=dir_East; + _CX=_DX=CENTER; + Mouse(4); + mouseactive=1; + } + + if (IN_MouseButtons()) + { + ci->button0=IN_MouseButtons()&1; + ci->button1=IN_MouseButtons()&2; + ci->button2=IN_MouseButtons()&4; + ci->button3=false; + mouseactive=1; + } + } + + if (joystickenabled && !mouseactive) + { + int jx,jy,jb; + + + INL_GetJoyDelta(joystickport,&jx,&jy); + if (jy<-SENSITIVE) + ci->dir=dir_North; + else + if (jy>SENSITIVE) + ci->dir=dir_South; + + if (jx<-SENSITIVE) + ci->dir=dir_West; + else + if (jx>SENSITIVE) + ci->dir=dir_East; + + jb=IN_JoyButtons(); + if (jb) + { + ci->button0=jb&1; + ci->button1=jb&2; + if (joypadenabled) + { + ci->button2=jb&4; + ci->button3=jb&8; + } + else + ci->button2=ci->button3=false; + } + } +} + + +//////////////////////////////////////////////////////////////////// +// +// DRAW DIALOG AND CONFIRM YES OR NO TO QUESTION +// +//////////////////////////////////////////////////////////////////// +int Confirm(char far *string) +{ + int xit=0,i,x,y,tick=0,time,whichsnd[2]={ESCPRESSEDSND,SHOOTSND}; + + + Message(string); + IN_ClearKeysDown(); + + // + // BLINK CURSOR + // + x=PrintX; + y=PrintY; + TimeCount=0; + + do + { + if (TimeCount>=10) + { + switch(tick) + { + case 0: + VWB_Bar(x,y,8,13,TEXTCOLOR); + break; + case 1: + PrintX=x; + PrintY=y; + US_Print("_"); + } + VW_UpdateScreen(); + tick^=1; + TimeCount=0; + } + + #ifndef SPEAR + if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers")) + PicturePause(); + #endif + + #ifdef SPANISH + } while(!Keyboard[sc_S] && !Keyboard[sc_N] && !Keyboard[sc_Escape]); + #else + } while(!Keyboard[sc_Y] && !Keyboard[sc_N] && !Keyboard[sc_Escape]); + #endif + + #ifdef SPANISH + if (Keyboard[sc_S]) + { + xit=1; + ShootSnd(); + } + + while(Keyboard[sc_S] || Keyboard[sc_N] || Keyboard[sc_Escape]); + + #else + + if (Keyboard[sc_Y]) + { + xit=1; + ShootSnd(); + } + + while(Keyboard[sc_Y] || Keyboard[sc_N] || Keyboard[sc_Escape]); + #endif + + IN_ClearKeysDown(); + SD_PlaySound(whichsnd[xit]); + return xit; +} + +#ifdef JAPAN +//////////////////////////////////////////////////////////////////// +// +// DRAW MESSAGE & GET Y OR N +// +//////////////////////////////////////////////////////////////////// +int GetYorN(int x,int y,int pic) +{ + int xit=0,whichsnd[2]={ESCPRESSEDSND,SHOOTSND}; + + + CA_CacheGrChunk(pic); + VWB_DrawPic(x * 8,y * 8,pic); + UNCACHEGRCHUNK(pic); + VW_UpdateScreen(); + IN_ClearKeysDown(); + + do + { + #ifndef SPEAR + if (Keyboard[sc_Tab] && Keyboard[sc_P] && MS_CheckParm("goobers")) + PicturePause(); + #endif + + #ifdef SPANISH + } while(!Keyboard[sc_S] && !Keyboard[sc_N] && !Keyboard[sc_Escape]); + #else + } while(!Keyboard[sc_Y] && !Keyboard[sc_N] && !Keyboard[sc_Escape]); + #endif + + #ifdef SPANISH + if (Keyboard[sc_S]) + { + xit=1; + ShootSnd(); + } + + while(Keyboard[sc_S] || Keyboard[sc_N] || Keyboard[sc_Escape]); + + #else + + if (Keyboard[sc_Y]) + { + xit=1; + ShootSnd(); + } + + while(Keyboard[sc_Y] || Keyboard[sc_N] || Keyboard[sc_Escape]); + #endif + + IN_ClearKeysDown(); + SD_PlaySound(whichsnd[xit]); + return xit; +} +#endif + + +//////////////////////////////////////////////////////////////////// +// +// PRINT A MESSAGE IN A WINDOW +// +//////////////////////////////////////////////////////////////////// +void Message(char far *string) +{ + int h=0,w=0,mw=0,i,x,y,time; + fontstruct _seg *font; + + + CA_CacheGrChunk (STARTFONT+1); + fontnumber=1; + font=grsegs[STARTFONT+fontnumber]; + h=font->height; + for (i=0;i<_fstrlen(string);i++) + if (string[i]=='\n') + { + if (w>mw) + mw=w; + w=0; + h+=font->height; + } + else + w+=font->width[string[i]]; + + if (w+10>mw) + mw=w+10; + + PrintY=(WindowH/2)-h/2; + PrintX=WindowX=160-mw/2; + + DrawWindow(WindowX-5,PrintY-5,mw+10,h+10,TEXTCOLOR); + DrawOutline(WindowX-5,PrintY-5,mw+10,h+10,0,HIGHLIGHT); + SETFONTCOLOR(0,TEXTCOLOR); + US_Print(string); + VW_UpdateScreen(); +} + + +//////////////////////////////////////////////////////////////////// +// +// THIS MAY BE FIXED A LITTLE LATER... +// +//////////////////////////////////////////////////////////////////// +static int lastmusic; + +void StartCPMusic(int song) +{ + musicnames chunk; + + if (audiosegs[STARTMUSIC + lastmusic]) // JDC + MM_FreePtr ((memptr *)&audiosegs[STARTMUSIC + lastmusic]); + lastmusic = song; + + SD_MusicOff(); + chunk = song; + + MM_BombOnError (false); + CA_CacheAudioChunk(STARTMUSIC + chunk); + MM_BombOnError (true); + if (mmerror) + mmerror = false; + else + { + MM_SetLock(&((memptr)audiosegs[STARTMUSIC + chunk]),true); + SD_StartMusic((MusicGroup far *)audiosegs[STARTMUSIC + chunk]); + } +} + +void FreeMusic (void) +{ + if (audiosegs[STARTMUSIC + lastmusic]) // JDC + MM_FreePtr ((memptr *)&audiosegs[STARTMUSIC + lastmusic]); +} + + +/////////////////////////////////////////////////////////////////////////// +// +// IN_GetScanName() - Returns a string containing the name of the +// specified scan code +// +/////////////////////////////////////////////////////////////////////////// +byte * +IN_GetScanName(ScanCode scan) +{ + byte **p; + ScanCode far *s; + + for (s = ExtScanCodes,p = ExtScanNames;*s;p++,s++) + if (*s == scan) + return(*p); + + return(ScanNames[scan]); +} + + +/////////////////////////////////////////////////////////////////////////// +// +// CHECK FOR PAUSE KEY (FOR MUSIC ONLY) +// +/////////////////////////////////////////////////////////////////////////// +void CheckPause(void) +{ + if (Paused) + { + switch(SoundStatus) + { + case 0: SD_MusicOn(); break; + case 1: SD_MusicOff(); break; + } + + SoundStatus^=1; + VW_WaitVBL(3); + IN_ClearKeysDown(); + Paused=false; + } +} + + +/////////////////////////////////////////////////////////////////////////// +// +// DRAW GUN CURSOR AT CORRECT POSITION IN MENU +// +/////////////////////////////////////////////////////////////////////////// +void DrawMenuGun(CP_iteminfo *iteminfo) +{ + int x,y; + + + x=iteminfo->x; + y=iteminfo->y+iteminfo->curpos*13-2; + VWB_DrawPic(x,y,C_CURSOR1PIC); +} + + +/////////////////////////////////////////////////////////////////////////// +// +// DRAW SCREEN TITLE STRIPES +// +/////////////////////////////////////////////////////////////////////////// +void DrawStripes(int y) +{ +#ifndef SPEAR + VWB_Bar(0,y,320,24,0); + VWB_Hlin(0,319,y+22,STRIPE); +#else + VWB_Bar(0,y,320,22,0); + VWB_Hlin(0,319,y+23,0); +#endif +} + +void ShootSnd(void) +{ + SD_PlaySound(SHOOTSND); +} + + +/////////////////////////////////////////////////////////////////////////// +// +// CHECK FOR EPISODES +// +/////////////////////////////////////////////////////////////////////////// +void CheckForEpisodes(void) +{ + struct ffblk f; + +// +// JAPANESE VERSION +// +#ifdef JAPAN +#ifdef JAPDEMO + if (!findfirst("*.WJ1",&f,FA_ARCH)) + { + strcpy(extension,"WJ1"); +#else + if (!findfirst("*.WJ6",&f,FA_ARCH)) + { + strcpy(extension,"WJ6"); +#endif + strcat(configname,extension); + strcat(SaveName,extension); + strcat(PageFileName,extension); + strcat(audioname,extension); + strcat(demoname,extension); + EpisodeSelect[1] = + EpisodeSelect[2] = + EpisodeSelect[3] = + EpisodeSelect[4] = + EpisodeSelect[5] = 1; + } + else + Quit("NO JAPANESE WOLFENSTEIN 3-D DATA FILES to be found!"); +#else + +// +// ENGLISH +// +#ifndef UPLOAD +#ifndef SPEAR + if (!findfirst("*.WL6",&f,FA_ARCH)) + { + strcpy(extension,"WL6"); + NewEmenu[2].active = + NewEmenu[4].active = + NewEmenu[6].active = + NewEmenu[8].active = + NewEmenu[10].active = + EpisodeSelect[1] = + EpisodeSelect[2] = + EpisodeSelect[3] = + EpisodeSelect[4] = + EpisodeSelect[5] = 1; + } + else + if (!findfirst("*.WL3",&f,FA_ARCH)) + { + strcpy(extension,"WL3"); + NewEmenu[2].active = + NewEmenu[4].active = + EpisodeSelect[1] = + EpisodeSelect[2] = 1; + } + else +#endif +#endif + + + +#ifdef SPEAR +#ifndef SPEARDEMO + if (!findfirst("*.SOD",&f,FA_ARCH)) + { + strcpy(extension,"SOD"); + } + else + Quit("NO SPEAR OF DESTINY DATA FILES TO BE FOUND!"); +#else + if (!findfirst("*.SDM",&f,FA_ARCH)) + { + strcpy(extension,"SDM"); + } + else + Quit("NO SPEAR OF DESTINY DEMO DATA FILES TO BE FOUND!"); +#endif + +#else + if (!findfirst("*.WL1",&f,FA_ARCH)) + { + strcpy(extension,"WL1"); + } + else + Quit("NO WOLFENSTEIN 3-D DATA FILES to be found!"); +#endif + + strcat(configname,extension); + strcat(SaveName,extension); + strcat(PageFileName,extension); + strcat(audioname,extension); + strcat(demoname,extension); +#ifndef SPEAR +#ifndef GOODTIMES + strcat(helpfilename,extension); +#endif + strcat(endfilename,extension); +#endif +#endif +} diff --git a/WOLFSRC/WL_MENU.H b/WOLFSRC/WL_MENU.H new file mode 100644 index 0000000..4838ffe --- /dev/null +++ b/WOLFSRC/WL_MENU.H @@ -0,0 +1,231 @@ +// +// WL_MENU.H +// +#ifdef SPEAR + +#define BORDCOLOR 0x99 +#define BORD2COLOR 0x93 +#define DEACTIVE 0x9b +#define BKGDCOLOR 0x9d +//#define STRIPE 0x9c + +#define MenuFadeOut() VL_FadeOut(0,255,0,0,51,10) + +#else + +#define BORDCOLOR 0x29 +#define BORD2COLOR 0x23 +#define DEACTIVE 0x2b +#define BKGDCOLOR 0x2d +#define STRIPE 0x2c + +#define MenuFadeOut() VL_FadeOut(0,255,43,0,0,10) + +#endif + +#define READCOLOR 0x4a +#define READHCOLOR 0x47 +#define VIEWCOLOR 0x7f +#define TEXTCOLOR 0x17 +#define HIGHLIGHT 0x13 +#define MenuFadeIn() VL_FadeIn(0,255,&gamepal,10) + + +#define MENUSONG WONDERIN_MUS + +#ifndef SPEAR +#define INTROSONG NAZI_NOR_MUS +#else +#define INTROSONG XTOWER2_MUS +#endif + +#define SENSITIVE 60 +#define CENTER SENSITIVE*2 + +#define MENU_X 76 +#define MENU_Y 55 +#define MENU_W 178 +#ifndef SPEAR +#define MENU_H 13*10+6 +#else +#define MENU_H 13*9+6 +#endif + +#define SM_X 48 +#define SM_W 250 + +#define SM_Y1 20 +#define SM_H1 4*13-7 +#define SM_Y2 SM_Y1+5*13 +#define SM_H2 4*13-7 +#define SM_Y3 SM_Y2+5*13 +#define SM_H3 3*13-7 + +#define CTL_X 24 +#define CTL_Y 70 +#define CTL_W 284 +#define CTL_H 13*7-7 + +#define LSM_X 85 +#define LSM_Y 55 +#define LSM_W 175 +#define LSM_H 10*13+10 + +#define NM_X 50 +#define NM_Y 100 +#define NM_W 225 +#define NM_H 13*4+15 + +#define NE_X 10 +#define NE_Y 23 +#define NE_W 320-NE_X*2 +#define NE_H 200-NE_Y*2 + +#define CST_X 20 +#define CST_Y 48 +#define CST_START 60 +#define CST_SPC 60 + + +// +// TYPEDEFS +// +typedef struct { + int x,y,amount,curpos,indent; + } CP_iteminfo; + +typedef struct { + int active; + char string[36]; + void (* routine)(int temp1); + } CP_itemtype; + +typedef struct { + int allowed[4]; + } CustomCtrls; + +extern CP_itemtype far MainMenu[],far NewEMenu[]; +extern CP_iteminfo MainItems; + +// +// FUNCTION PROTOTYPES +// +void SetupControlPanel(void); +void CleanupControlPanel(void); + +void DrawMenu(CP_iteminfo *item_i,CP_itemtype far *items); +int HandleMenu(CP_iteminfo *item_i, + CP_itemtype far *items, + void (*routine)(int w)); +void ClearMScreen(void); +void DrawWindow(int x,int y,int w,int h,int wcolor); +void DrawOutline(int x,int y,int w,int h,int color1,int color2); +void WaitKeyUp(void); +void ReadAnyControl(ControlInfo *ci); +void TicDelay(int count); +void CacheLump(int lumpstart,int lumpend); +void UnCacheLump(int lumpstart,int lumpend); +void StartCPMusic(int song); +int Confirm(char far *string); +void Message(char far *string); +void CheckPause(void); +void ShootSnd(void); +void CheckSecretMissions(void); +void BossKey(void); + +void DrawGun(CP_iteminfo *item_i,CP_itemtype far *items,int x,int *y,int which,int basey,void (*routine)(int w)); +void DrawHalfStep(int x,int y); +void EraseGun(CP_iteminfo *item_i,CP_itemtype far *items,int x,int y,int which); +void SetTextColor(CP_itemtype far *items,int hlight); +void DrawMenuGun(CP_iteminfo *iteminfo); +void DrawStripes(int y); + +void DefineMouseBtns(void); +void DefineJoyBtns(void); +void DefineKeyBtns(void); +void DefineKeyMove(void); +void EnterCtrlData(int index,CustomCtrls *cust,void (*DrawRtn)(int),void (*PrintRtn)(int),int type); + +void DrawMainMenu(void); +void DrawSoundMenu(void); +void DrawLoadSaveScreen(int loadsave); +void DrawNewEpisode(void); +void DrawNewGame(void); +void DrawChangeView(int view); +void DrawMouseSens(void); +void DrawCtlScreen(void); +void DrawCustomScreen(void); +void DrawLSAction(int which); +void DrawCustMouse(int hilight); +void DrawCustJoy(int hilight); +void DrawCustKeybd(int hilight); +void DrawCustKeys(int hilight); +void PrintCustMouse(int i); +void PrintCustJoy(int i); +void PrintCustKeybd(int i); +void PrintCustKeys(int i); + +void PrintLSEntry(int w,int color); +void TrackWhichGame(int w); +void DrawNewGameDiff(int w); +void FixupCustom(int w); + +void CP_NewGame(void); +void CP_Sound(void); +int CP_LoadGame(int quick); +int CP_SaveGame(int quick); +void CP_Control(void); +void CP_ChangeView(void); +void CP_ExitOptions(void); +void CP_Quit(void); +void CP_ViewScores(void); +int CP_EndGame(void); +int CP_CheckQuick(unsigned scancode); +void CustomControls(void); +void MouseSensitivity(void); + +void CheckForEpisodes(void); + +// +// VARIABLES +// +extern int SaveGamesAvail[10],StartGame,SoundStatus; +extern char SaveGameNames[10][32],SaveName[13]; + +enum {MOUSE,JOYSTICK,KEYBOARDBTNS,KEYBOARDMOVE}; // FOR INPUT TYPES + +enum +{ + newgame, + soundmenu, + control, + loadgame, + savegame, + changeview, + +#ifndef GOODTIMES +#ifndef SPEAR + readthis, +#endif +#endif + + viewscores, + backtodemo, + quit +} menuitems; + +// +// WL_INTER +// +typedef struct { + int kill,secret,treasure; + long time; + } LRstruct; + +extern LRstruct LevelRatios[]; + +void Write (int x,int y,char *string); +void NonShareware(void); +int GetYorN(int x,int y,int pic); + + diff --git a/WOLFSRC/WL_PLAY.C b/WOLFSRC/WL_PLAY.C new file mode 100644 index 0000000..ff3a82c --- /dev/null +++ b/WOLFSRC/WL_PLAY.C @@ -0,0 +1,1472 @@ +// WL_PLAY.C + +#include "WL_DEF.H" +#pragma hdrstop + + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + +#define sc_Question 0x35 + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + +boolean madenoise; // true when shooting or screaming + +exit_t playstate; + +int DebugOk; + +objtype objlist[MAXACTORS],*new,*obj,*player,*lastobj, + *objfreelist,*killerobj; + +unsigned farmapylookup[MAPSIZE]; +byte *nearmapylookup[MAPSIZE]; + +boolean singlestep,godmode,noclip; +int extravbls; + +byte tilemap[MAPSIZE][MAPSIZE]; // wall values only +byte spotvis[MAPSIZE][MAPSIZE]; +objtype *actorat[MAPSIZE][MAPSIZE]; + +// +// replacing refresh manager +// +unsigned mapwidth,mapheight,tics; +boolean compatability; +byte *updateptr; +unsigned mapwidthtable[64]; +unsigned uwidthtable[UPDATEHIGH]; +unsigned blockstarts[UPDATEWIDE*UPDATEHIGH]; +byte update[UPDATESIZE]; + +// +// control info +// +boolean mouseenabled,joystickenabled,joypadenabled,joystickprogressive; +int joystickport; +int dirscan[4] = {sc_UpArrow,sc_RightArrow,sc_DownArrow,sc_LeftArrow}; +int buttonscan[NUMBUTTONS] = + {sc_Control,sc_Alt,sc_RShift,sc_Space,sc_1,sc_2,sc_3,sc_4}; +int buttonmouse[4]={bt_attack,bt_strafe,bt_use,bt_nobutton}; +int buttonjoy[4]={bt_attack,bt_strafe,bt_use,bt_run}; + +int viewsize; + +boolean buttonheld[NUMBUTTONS]; + +boolean demorecord,demoplayback; +char far *demoptr, far *lastdemoptr; +memptr demobuffer; + +// +// curent user input +// +int controlx,controly; // range from -100 to 100 per tic +boolean buttonstate[NUMBUTTONS]; + + + +//=========================================================================== + + +void CenterWindow(word w,word h); +void InitObjList (void); +void RemoveObj (objtype *gone); +void PollControls (void); +void StopMusic(void); +void StartMusic(void); +void PlayLoop (void); + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + + +objtype dummyobj; + +// +// LIST OF SONGS FOR EACH VERSION +// +int songs[]= +{ +#ifndef SPEAR + // + // Episode One + // + GETTHEM_MUS, + SEARCHN_MUS, + POW_MUS, + SUSPENSE_MUS, + GETTHEM_MUS, + SEARCHN_MUS, + POW_MUS, + SUSPENSE_MUS, + + WARMARCH_MUS, // Boss level + CORNER_MUS, // Secret level + + // + // Episode Two + // + NAZI_OMI_MUS, + PREGNANT_MUS, + GOINGAFT_MUS, + HEADACHE_MUS, + NAZI_OMI_MUS, + PREGNANT_MUS, + HEADACHE_MUS, + GOINGAFT_MUS, + + WARMARCH_MUS, // Boss level + DUNGEON_MUS, // Secret level + + // + // Episode Three + // + INTROCW3_MUS, + NAZI_RAP_MUS, + TWELFTH_MUS, + ZEROHOUR_MUS, + INTROCW3_MUS, + NAZI_RAP_MUS, + TWELFTH_MUS, + ZEROHOUR_MUS, + + ULTIMATE_MUS, // Boss level + PACMAN_MUS, // Secret level + + // + // Episode Four + // + GETTHEM_MUS, + SEARCHN_MUS, + POW_MUS, + SUSPENSE_MUS, + GETTHEM_MUS, + SEARCHN_MUS, + POW_MUS, + SUSPENSE_MUS, + + WARMARCH_MUS, // Boss level + CORNER_MUS, // Secret level + + // + // Episode Five + // + NAZI_OMI_MUS, + PREGNANT_MUS, + GOINGAFT_MUS, + HEADACHE_MUS, + NAZI_OMI_MUS, + PREGNANT_MUS, + HEADACHE_MUS, + GOINGAFT_MUS, + + WARMARCH_MUS, // Boss level + DUNGEON_MUS, // Secret level + + // + // Episode Six + // + INTROCW3_MUS, + NAZI_RAP_MUS, + TWELFTH_MUS, + ZEROHOUR_MUS, + INTROCW3_MUS, + NAZI_RAP_MUS, + TWELFTH_MUS, + ZEROHOUR_MUS, + + ULTIMATE_MUS, // Boss level + FUNKYOU_MUS // Secret level +#else + + ////////////////////////////////////////////////////////////// + // + // SPEAR OF DESTINY TRACKS + // + ////////////////////////////////////////////////////////////// + XTIPTOE_MUS, + XFUNKIE_MUS, + XDEATH_MUS, + XGETYOU_MUS, // DON'T KNOW + ULTIMATE_MUS, // Trans Gr”sse + + DUNGEON_MUS, + GOINGAFT_MUS, + POW_MUS, + TWELFTH_MUS, + ULTIMATE_MUS, // Barnacle Wilhelm BOSS + + NAZI_OMI_MUS, + GETTHEM_MUS, + SUSPENSE_MUS, + SEARCHN_MUS, + ZEROHOUR_MUS, + ULTIMATE_MUS, // Super Mutant BOSS + + XPUTIT_MUS, + ULTIMATE_MUS, // Death Knight BOSS + + XJAZNAZI_MUS, // Secret level + XFUNKIE_MUS, // Secret level (DON'T KNOW) + + XEVIL_MUS // Angel of Death BOSS + +#endif +}; + + +/* +============================================================================= + + USER CONTROL + +============================================================================= +*/ + + +#define BASEMOVE 35 +#define RUNMOVE 70 +#define BASETURN 35 +#define RUNTURN 70 + +#define JOYSCALE 2 + +/* +=================== += += PollKeyboardButtons += +=================== +*/ + +void PollKeyboardButtons (void) +{ + int i; + + for (i=0;i 64) + controlx += (joyx-64)*JOYSCALE*tics; + else if (joyx < -64) + controlx -= (-joyx-64)*JOYSCALE*tics; + if (joyy > 64) + controlx += (joyy-64)*JOYSCALE*tics; + else if (joyy < -64) + controly -= (-joyy-64)*JOYSCALE*tics; + } + else if (buttonstate[bt_run]) + { + if (joyx > 64) + controlx += RUNMOVE*tics; + else if (joyx < -64) + controlx -= RUNMOVE*tics; + if (joyy > 64) + controly += RUNMOVE*tics; + else if (joyy < -64) + controly -= RUNMOVE*tics; + } + else + { + if (joyx > 64) + controlx += BASEMOVE*tics; + else if (joyx < -64) + controlx -= BASEMOVE*tics; + if (joyy > 64) + controly += BASEMOVE*tics; + else if (joyy < -64) + controly -= BASEMOVE*tics; + } +} + + +/* +=================== += += PollControls += += Gets user or demo input, call once each frame += += controlx set between -100 and 100 per tic += controly += buttonheld[] the state of the buttons LAST frame += buttonstate[] the state of the buttons THIS frame += +=================== +*/ + +void PollControls (void) +{ + int max,min,i; + byte buttonbits; + +// +// get timing info for last frame +// + if (demoplayback) + { + while (TimeCount>= 1; + } + + controlx = *demoptr++; + controly = *demoptr++; + + if (demoptr == lastdemoptr) + playstate = ex_completed; // demo is done + + controlx *= (int)tics; + controly *= (int)tics; + + return; + } + + +// +// get button states +// + PollKeyboardButtons (); + + if (mouseenabled) + PollMouseButtons (); + + if (joystickenabled) + PollJoystickButtons (); + +// +// get movements +// + PollKeyboardMove (); + + if (mouseenabled) + PollMouseMove (); + + if (joystickenabled) + PollJoystickMove (); + +// +// bound movement to a maximum +// + max = 100*tics; + min = -max; + if (controlx > max) + controlx = max; + else if (controlx < min) + controlx = min; + + if (controly > max) + controly = max; + else if (controly < min) + controly = min; + + if (demorecord) + { + // + // save info out to demo buffer + // + controlx /= (int)tics; + controly /= (int)tics; + + buttonbits = 0; + + for (i=NUMBUTTONS-1;i>=0;i--) + { + buttonbits <<= 1; + if (buttonstate[i]) + buttonbits |= 1; + } + + *demoptr++ = buttonbits; + *demoptr++ = controlx; + *demoptr++ = controly; + + if (demoptr >= lastdemoptr) + Quit ("Demo buffer overflowed!"); + + controlx *= (int)tics; + controly *= (int)tics; + } +} + + + +//========================================================================== + + + +/////////////////////////////////////////////////////////////////////////// +// +// CenterWindow() - Generates a window of a given width & height in the +// middle of the screen +// +/////////////////////////////////////////////////////////////////////////// + +#define MAXX 320 +#define MAXY 160 + +void CenterWindow(word w,word h) +{ + FixOfs (); + US_DrawWindow(((MAXX / 8) - w) / 2,((MAXY / 8) - h) / 2,w,h); +} + +//=========================================================================== + + +/* +===================== += += CheckKeys += +===================== +*/ + +void CheckKeys (void) +{ + int i; + byte scan; + unsigned temp; + + + if (screenfaded || demoplayback) // don't do anything with a faded screen + return; + + scan = LastScan; + + + #ifdef SPEAR + // + // SECRET CHEAT CODE: TAB-G-F10 + // + if (Keyboard[sc_Tab] && + Keyboard[sc_G] && + Keyboard[sc_F10]) + { + WindowH = 160; + if (godmode) + { + Message ("God mode OFF"); + SD_PlaySound (NOBONUSSND); + } + else + { + Message ("God mode ON"); + SD_PlaySound (ENDBONUS2SND); + } + + IN_Ack(); + godmode ^= 1; + DrawAllPlayBorderSides (); + IN_ClearKeysDown(); + return; + } + #endif + + + // + // SECRET CHEAT CODE: 'MLI' + // + if (Keyboard[sc_M] && + Keyboard[sc_L] && + Keyboard[sc_I]) + { + gamestate.health = 100; + gamestate.ammo = 99; + gamestate.keys = 3; + gamestate.score = 0; + gamestate.TimeCount += 42000L; + GiveWeapon (wp_chaingun); + + DrawWeapon(); + DrawHealth(); + DrawKeys(); + DrawAmmo(); + DrawScore(); + + ClearMemory (); + CA_CacheGrChunk (STARTFONT+1); + ClearSplitVWB (); + VW_ScreenToScreen (displayofs,bufferofs,80,160); + + Message(STR_CHEATER1"\n" + STR_CHEATER2"\n\n" + STR_CHEATER3"\n" + STR_CHEATER4"\n" + STR_CHEATER5); + + UNCACHEGRCHUNK(STARTFONT+1); + PM_CheckMainMem (); + IN_ClearKeysDown(); + IN_Ack(); + + DrawAllPlayBorder (); + } + + // + // OPEN UP DEBUG KEYS + // +#ifndef SPEAR + if (Keyboard[sc_BackSpace] && + Keyboard[sc_LShift] && + Keyboard[sc_Alt] && + MS_CheckParm("goobers")) +#else + if (Keyboard[sc_BackSpace] && + Keyboard[sc_LShift] && + Keyboard[sc_Alt] && + MS_CheckParm("debugmode")) +#endif + { + ClearMemory (); + CA_CacheGrChunk (STARTFONT+1); + ClearSplitVWB (); + VW_ScreenToScreen (displayofs,bufferofs,80,160); + + Message("Debugging keys are\nnow available!"); + UNCACHEGRCHUNK(STARTFONT+1); + PM_CheckMainMem (); + IN_ClearKeysDown(); + IN_Ack(); + + DrawAllPlayBorderSides (); + DebugOk=1; + } + + // + // TRYING THE KEEN CHEAT CODE! + // + if (Keyboard[sc_B] && + Keyboard[sc_A] && + Keyboard[sc_T]) + { + ClearMemory (); + CA_CacheGrChunk (STARTFONT+1); + ClearSplitVWB (); + VW_ScreenToScreen (displayofs,bufferofs,80,160); + + Message("Commander Keen is also\n" + "available from Apogee, but\n" + "then, you already know\n" + "that - right, Cheatmeister?!"); + + UNCACHEGRCHUNK(STARTFONT+1); + PM_CheckMainMem (); + IN_ClearKeysDown(); + IN_Ack(); + + DrawAllPlayBorder (); + } + +// +// pause key weirdness can't be checked as a scan code +// + if (Paused) + { + bufferofs = displayofs; + LatchDrawPic (20-4,80-2*8,PAUSEDPIC); + SD_MusicOff(); + IN_Ack(); + IN_ClearKeysDown (); + SD_MusicOn(); + Paused = false; + if (MousePresent) + Mouse(MDelta); // Clear accumulated mouse movement + return; + } + + +// +// F1-F7/ESC to enter control panel +// + if ( +#ifndef DEBCHECK + scan == sc_F10 || +#endif + scan == sc_F9 || + scan == sc_F7 || + scan == sc_F8) // pop up quit dialog + { + ClearMemory (); + ClearSplitVWB (); + VW_ScreenToScreen (displayofs,bufferofs,80,160); + US_ControlPanel(scan); + + DrawAllPlayBorderSides (); + + if (scan == sc_F9) + StartMusic (); + + PM_CheckMainMem (); + SETFONTCOLOR(0,15); + IN_ClearKeysDown(); + return; + } + + if ( (scan >= sc_F1 && scan <= sc_F9) || scan == sc_Escape) + { + StopMusic (); + ClearMemory (); + VW_FadeOut (); + + US_ControlPanel(scan); + + SETFONTCOLOR(0,15); + IN_ClearKeysDown(); + DrawPlayScreen (); + if (!startgame && !loadedgame) + { + VW_FadeIn (); + StartMusic (); + } + if (loadedgame) + playstate = ex_abort; + lasttimecount = TimeCount; + if (MousePresent) + Mouse(MDelta); // Clear accumulated mouse movement + PM_CheckMainMem (); + return; + } + +// +// TAB-? debug keys +// + if (Keyboard[sc_Tab] && DebugOk) + { + CA_CacheGrChunk (STARTFONT); + fontnumber=0; + SETFONTCOLOR(0,15); + DebugKeys(); + if (MousePresent) + Mouse(MDelta); // Clear accumulated mouse movement + lasttimecount = TimeCount; + return; + } + +} + + +//=========================================================================== + +/* +############################################################################# + + The objlist data structure + +############################################################################# + +objlist containt structures for every actor currently playing. The structure +is accessed as a linked list starting at *player, ending when ob->next == +NULL. GetNewObj inserts a new object at the end of the list, meaning that +if an actor spawn another actor, the new one WILL get to think and react the +same frame. RemoveObj unlinks the given object and returns it to the free +list, but does not damage the objects ->next pointer, so if the current object +removes itself, a linked list following loop can still safely get to the +next element. + + + +############################################################################# +*/ + + +/* +========================= += += InitActorList += += Call to clear out the actor object lists returning them all to the free += list. Allocates a special spot for the player. += +========================= +*/ + +int objcount; + +void InitActorList (void) +{ + int i; + +// +// init the actor lists +// + for (i=0;iprev; + memset (new,0,sizeof(*new)); + + if (lastobj) + lastobj->next = new; + new->prev = lastobj; // new->next is allready NULL from memset + + new->active = false; + lastobj = new; + + objcount++; +} + +//=========================================================================== + +/* +========================= += += RemoveObj += += Add the given object back into the free list, and unlink it from it's += neighbors += +========================= +*/ + +void RemoveObj (objtype *gone) +{ + objtype **spotat; + + if (gone == player) + Quit ("RemoveObj: Tried to remove the player!"); + + gone->state = NULL; + +// +// fix the next object's back link +// + if (gone == lastobj) + lastobj = (objtype *)gone->prev; + else + gone->next->prev = gone->prev; + +// +// fix the previous object's forward link +// + gone->prev->next = gone->next; + +// +// add it back in to the free list +// + gone->prev = objfreelist; + objfreelist = gone; + + objcount--; +} + +/* +============================================================================= + + MUSIC STUFF + +============================================================================= +*/ + + +/* +================= += += StopMusic += +================= +*/ + +void StopMusic(void) +{ + int i; + + SD_MusicOff(); + for (i = 0;i < LASTMUSIC;i++) + if (audiosegs[STARTMUSIC + i]) + { + MM_SetPurge(&((memptr)audiosegs[STARTMUSIC + i]),3); + MM_SetLock(&((memptr)audiosegs[STARTMUSIC + i]),false); + } +} + +//========================================================================== + + +/* +================= += += StartMusic += +================= +*/ + +void StartMusic(void) +{ + musicnames chunk; + + SD_MusicOff(); + chunk = songs[gamestate.mapon+gamestate.episode*10]; + +// if ((chunk == -1) || (MusicMode != smm_AdLib)) +//DEBUG control panel return; + + MM_BombOnError (false); + CA_CacheAudioChunk(STARTMUSIC + chunk); + MM_BombOnError (true); + if (mmerror) + mmerror = false; + else + { + MM_SetLock(&((memptr)audiosegs[STARTMUSIC + chunk]),true); + SD_StartMusic((MusicGroup far *)audiosegs[STARTMUSIC + chunk]); + } +} + + +/* +============================================================================= + + PALETTE SHIFTING STUFF + +============================================================================= +*/ + +#define NUMREDSHIFTS 6 +#define REDSTEPS 8 + +#define NUMWHITESHIFTS 3 +#define WHITESTEPS 20 +#define WHITETICS 6 + + +byte far redshifts[NUMREDSHIFTS][768]; +byte far whiteshifts[NUMREDSHIFTS][768]; + +int damagecount,bonuscount; +boolean palshifted; + +extern byte far gamepal; + +/* +===================== += += InitRedShifts += +===================== +*/ + +void InitRedShifts (void) +{ + byte far *workptr, far *baseptr; + int i,j,delta; + + +// +// fade through intermediate frames +// + for (i=1;i<=NUMREDSHIFTS;i++) + { + workptr = (byte far *)&redshifts[i-1][0]; + baseptr = &gamepal; + + for (j=0;j<=255;j++) + { + delta = 64-*baseptr; + *workptr++ = *baseptr++ + delta * i / REDSTEPS; + delta = -*baseptr; + *workptr++ = *baseptr++ + delta * i / REDSTEPS; + delta = -*baseptr; + *workptr++ = *baseptr++ + delta * i / REDSTEPS; + } + } + + for (i=1;i<=NUMWHITESHIFTS;i++) + { + workptr = (byte far *)&whiteshifts[i-1][0]; + baseptr = &gamepal; + + for (j=0;j<=255;j++) + { + delta = 64-*baseptr; + *workptr++ = *baseptr++ + delta * i / WHITESTEPS; + delta = 62-*baseptr; + *workptr++ = *baseptr++ + delta * i / WHITESTEPS; + delta = 0-*baseptr; + *workptr++ = *baseptr++ + delta * i / WHITESTEPS; + } + } +} + + +/* +===================== += += ClearPaletteShifts += +===================== +*/ + +void ClearPaletteShifts (void) +{ + bonuscount = damagecount = 0; +} + + +/* +===================== += += StartBonusFlash += +===================== +*/ + +void StartBonusFlash (void) +{ + bonuscount = NUMWHITESHIFTS*WHITETICS; // white shift palette +} + + +/* +===================== += += StartDamageFlash += +===================== +*/ + +void StartDamageFlash (int damage) +{ + damagecount += damage; +} + + +/* +===================== += += UpdatePaletteShifts += +===================== +*/ + +void UpdatePaletteShifts (void) +{ + int red,white; + + if (bonuscount) + { + white = bonuscount/WHITETICS +1; + if (white>NUMWHITESHIFTS) + white = NUMWHITESHIFTS; + bonuscount -= tics; + if (bonuscount < 0) + bonuscount = 0; + } + else + white = 0; + + + if (damagecount) + { + red = damagecount/10 +1; + if (red>NUMREDSHIFTS) + red = NUMREDSHIFTS; + + damagecount -= tics; + if (damagecount < 0) + damagecount = 0; + } + else + red = 0; + + if (red) + { + VW_WaitVBL(1); + VL_SetPalette (redshifts[red-1]); + palshifted = true; + } + else if (white) + { + VW_WaitVBL(1); + VL_SetPalette (whiteshifts[white-1]); + palshifted = true; + } + else if (palshifted) + { + VW_WaitVBL(1); + VL_SetPalette (&gamepal); // back to normal + palshifted = false; + } +} + + +/* +===================== += += FinishPaletteShifts += += Resets palette to normal if needed += +===================== +*/ + +void FinishPaletteShifts (void) +{ + if (palshifted) + { + palshifted = 0; + VW_WaitVBL(1); + VL_SetPalette (&gamepal); + } +} + + +/* +============================================================================= + + CORE PLAYLOOP + +============================================================================= +*/ + + +/* +===================== += += DoActor += +===================== +*/ + +void DoActor (objtype *ob) +{ + void (*think)(objtype *); + + if (!ob->active && !areabyplayer[ob->areanumber]) + return; + + if (!(ob->flags&(FL_NONMARK|FL_NEVERMARK)) ) + actorat[ob->tilex][ob->tiley] = NULL; + +// +// non transitional object +// + + if (!ob->ticcount) + { + think = ob->state->think; + if (think) + { + think (ob); + if (!ob->state) + { + RemoveObj (ob); + return; + } + } + + if (ob->flags&FL_NEVERMARK) + return; + + if ( (ob->flags&FL_NONMARK) && actorat[ob->tilex][ob->tiley]) + return; + + actorat[ob->tilex][ob->tiley] = ob; + return; + } + +// +// transitional object +// + ob->ticcount-=tics; + while ( ob->ticcount <= 0) + { + think = ob->state->action; // end of state action + if (think) + { + think (ob); + if (!ob->state) + { + RemoveObj (ob); + return; + } + } + + ob->state = ob->state->next; + + if (!ob->state) + { + RemoveObj (ob); + return; + } + + if (!ob->state->tictime) + { + ob->ticcount = 0; + goto think; + } + + ob->ticcount += ob->state->tictime; + } + +think: + // + // think + // + think = ob->state->think; + if (think) + { + think (ob); + if (!ob->state) + { + RemoveObj (ob); + return; + } + } + + if (ob->flags&FL_NEVERMARK) + return; + + if ( (ob->flags&FL_NONMARK) && actorat[ob->tilex][ob->tiley]) + return; + + actorat[ob->tilex][ob->tiley] = ob; +} + +//========================================================================== + + +/* +=================== += += PlayLoop += +=================== +*/ +long funnyticount; + + +void PlayLoop (void) +{ + int give; + int helmetangle; + + playstate = TimeCount = lasttimecount = 0; + frameon = 0; + running = false; + anglefrac = 0; + facecount = 0; + funnyticount = 0; + memset (buttonstate,0,sizeof(buttonstate)); + ClearPaletteShifts (); + + if (MousePresent) + Mouse(MDelta); // Clear accumulated mouse movement + + if (demoplayback) + IN_StartAck (); + + do + { + if (virtualreality) + { + helmetangle = peek (0x40,0xf0); + player->angle += helmetangle; + if (player->angle >= ANGLES) + player->angle -= ANGLES; + } + + + PollControls(); + +// +// actor thinking +// + madenoise = false; + + MoveDoors (); + MovePWalls (); + + for (obj = player;obj;obj = obj->next) + DoActor (obj); + + UpdatePaletteShifts (); + + ThreeDRefresh (); + + // + // MAKE FUNNY FACE IF BJ DOESN'T MOVE FOR AWHILE + // + #ifdef SPEAR + funnyticount += tics; + if (funnyticount > 30l*70) + { + funnyticount = 0; + StatusDrawPic (17,4,BJWAITING1PIC+(US_RndT()&1)); + facecount = 0; + } + #endif + + gamestate.TimeCount+=tics; + + SD_Poll (); + UpdateSoundLoc(); // JAB + + if (screenfaded) + VW_FadeIn (); + + CheckKeys(); + +// +// debug aids +// + if (singlestep) + { + VW_WaitVBL(14); + lasttimecount = TimeCount; + } + if (extravbls) + VW_WaitVBL(extravbls); + + if (demoplayback) + { + if (IN_CheckAck ()) + { + IN_ClearKeysDown (); + playstate = ex_abort; + } + } + + + if (virtualreality) + { + player->angle -= helmetangle; + if (player->angle < 0) + player->angle += ANGLES; + } + + }while (!playstate && !startgame); + + if (playstate != ex_died) + FinishPaletteShifts (); +} + diff --git a/WOLFSRC/WL_SCALE.C b/WOLFSRC/WL_SCALE.C new file mode 100644 index 0000000..5b4a415 --- /dev/null +++ b/WOLFSRC/WL_SCALE.C @@ -0,0 +1,733 @@ +// WL_SCALE.C + +#include "WL_DEF.H" +#pragma hdrstop + +#define OP_RETF 0xcb + +/* +============================================================================= + + GLOBALS + +============================================================================= +*/ + +t_compscale _seg *scaledirectory[MAXSCALEHEIGHT+1]; +long fullscalefarcall[MAXSCALEHEIGHT+1]; + +int maxscale,maxscaleshl2; + +boolean insetupscaling; + +/* +============================================================================= + + LOCALS + +============================================================================= +*/ + +t_compscale _seg *work; +unsigned BuildCompScale (int height, memptr *finalspot); + +int stepbytwo; + +//=========================================================================== + +/* +============== += += BadScale += +============== +*/ + +void far BadScale (void) +{ + Quit ("BadScale called!"); +} + + +/* +========================== += += SetupScaling += +========================== +*/ + +void SetupScaling (int maxscaleheight) +{ + int i,x,y; + byte far *dest; + + insetupscaling = true; + + maxscaleheight/=2; // one scaler every two pixels + + maxscale = maxscaleheight-1; + maxscaleshl2 = maxscale<<2; + +// +// free up old scalers +// + for (i=1;i=stepbytwo) + i += 2; + } + memset (scaledirectory,0,sizeof(scaledirectory)); + + MM_SortMem (); + +// +// build the compiled scalers +// + stepbytwo = viewheight/2; // save space by double stepping + MM_GetPtr (&(memptr)work,20000); + + for (i=1;i<=maxscaleheight;i++) + { + BuildCompScale (i*2,&(memptr)scaledirectory[i]); + if (i>=stepbytwo) + i+= 2; + } + MM_FreePtr (&(memptr)work); + +// +// compact memory and lock down scalers +// + MM_SortMem (); + for (i=1;i<=maxscaleheight;i++) + { + MM_SetLock (&(memptr)scaledirectory[i],true); + fullscalefarcall[i] = (unsigned)scaledirectory[i]; + fullscalefarcall[i] <<=16; + fullscalefarcall[i] += scaledirectory[i]->codeofs[0]; + if (i>=stepbytwo) + { + scaledirectory[i+1] = scaledirectory[i]; + fullscalefarcall[i+1] = fullscalefarcall[i]; + scaledirectory[i+2] = scaledirectory[i]; + fullscalefarcall[i+2] = fullscalefarcall[i]; + i+=2; + } + } + scaledirectory[0] = scaledirectory[1]; + fullscalefarcall[0] = fullscalefarcall[1]; + +// +// check for oversize wall drawing +// + for (i=maxscaleheight;icode[0]; + toppix = (viewheight-height)/2; + fix = 0; + + for (src=0;src<=64;src++) + { + startpix = fix>>16; + fix += step; + endpix = fix>>16; + + if (endpix>startpix) + work->width[src] = endpix-startpix; + else + work->width[src] = 0; + +// +// mark the start of the code +// + work->codeofs[src] = FP_OFF(code); + +// +// compile some code if the source pixel generates any screen pixels +// + startpix+=toppix; + endpix+=toppix; + + if (startpix == endpix || endpix < 0 || startpix >= viewheight || src == 64) + continue; + + // + // mov al,[si+src] + // + *code++ = 0x8a; + *code++ = 0x44; + *code++ = src; + + for (;startpix= viewheight) + break; // off the bottom of the view area + if (startpix < 0) + continue; // not into the view area + + // + // mov [es:di+heightofs],al + // + *code++ = 0x26; + *code++ = 0x88; + *code++ = 0x85; + *((unsigned far *)code)++ = startpix*SCREENBWIDE; + } + + } + +// +// retf +// + *code++ = 0xcb; + + totalsize = FP_OFF(code); + MM_GetPtr (finalspot,totalsize); + _fmemcpy ((byte _seg *)(*finalspot),(byte _seg *)work,totalsize); + + return totalsize; +} + + +/* +======================= += += ScaleLine += += linescale should have the high word set to the segment of the scaler += +======================= +*/ + +extern int slinex,slinewidth; +extern unsigned far *linecmds; +extern long linescale; +extern unsigned maskword; + +byte mask1,mask2,mask3; + + +void near ScaleLine (void) +{ +asm mov cx,WORD PTR [linescale+2] +asm mov es,cx // segment of scaler + +asm mov bp,WORD PTR [linecmds] +asm mov dx,SC_INDEX+1 // to set SC_MAPMASK + +asm mov bx,[slinex] +asm mov di,bx +asm shr di,2 // X in bytes +asm add di,[bufferofs] +asm and bx,3 +asm shl bx,3 +asm add bx,[slinewidth] // bx = (pixel*8+pixwidth) +asm mov al,BYTE [mapmasks3-1+bx] // -1 because pixwidth of 1 is first +asm mov ds,WORD PTR [linecmds+2] +asm or al,al +asm jz notthreebyte // scale across three bytes +asm jmp threebyte +notthreebyte: +asm mov al,BYTE PTR ss:[mapmasks2-1+bx] // -1 because pixwidth of 1 is first +asm or al,al +asm jnz twobyte // scale across two bytes + +// +// one byte scaling +// +asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first +asm out dx,al // set map mask register + +scalesingle: + +asm mov bx,[ds:bp] // table location of rtl to patch +asm or bx,bx +asm jz linedone // 0 signals end of segment list +asm mov bx,[es:bx] +asm mov dl,[es:bx] // save old value +asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in +asm mov si,[ds:bp+4] // table location of entry spot +asm mov ax,[es:si] +asm mov WORD PTR ss:[linescale],ax // call here to start scaling +asm mov si,[ds:bp+2] // corrected top of shape for this segment +asm add bp,6 // next segment list + +asm mov ax,SCREENSEG +asm mov es,ax +asm call ss:[linescale] // scale the segment of pixels + +asm mov es,cx // segment of scaler +asm mov BYTE PTR es:[bx],dl // unpatch the RETF +asm jmp scalesingle // do the next segment + + +// +// done +// +linedone: +asm mov ax,ss +asm mov ds,ax +return; + +// +// two byte scaling +// +twobyte: +asm mov ss:[mask2],al +asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first +asm mov ss:[mask1],al + +scaledouble: + +asm mov bx,[ds:bp] // table location of rtl to patch +asm or bx,bx +asm jz linedone // 0 signals end of segment list +asm mov bx,[es:bx] +asm mov cl,[es:bx] // save old value +asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in +asm mov si,[ds:bp+4] // table location of entry spot +asm mov ax,[es:si] +asm mov WORD PTR ss:[linescale],ax // call here to start scaling +asm mov si,[ds:bp+2] // corrected top of shape for this segment +asm add bp,6 // next segment list + +asm mov ax,SCREENSEG +asm mov es,ax +asm mov al,ss:[mask1] +asm out dx,al // set map mask register +asm call ss:[linescale] // scale the segment of pixels +asm inc di +asm mov al,ss:[mask2] +asm out dx,al // set map mask register +asm call ss:[linescale] // scale the segment of pixels +asm dec di + +asm mov es,WORD PTR ss:[linescale+2] // segment of scaler +asm mov BYTE PTR es:[bx],cl // unpatch the RETF +asm jmp scaledouble // do the next segment + + +// +// three byte scaling +// +threebyte: +asm mov ss:[mask3],al +asm mov al,BYTE PTR ss:[mapmasks2-1+bx] // -1 because pixwidth of 1 is first +asm mov ss:[mask2],al +asm mov al,BYTE PTR ss:[mapmasks1-1+bx] // -1 because pixwidth of 1 is first +asm mov ss:[mask1],al + +scaletriple: + +asm mov bx,[ds:bp] // table location of rtl to patch +asm or bx,bx +asm jz linedone // 0 signals end of segment list +asm mov bx,[es:bx] +asm mov cl,[es:bx] // save old value +asm mov BYTE PTR es:[bx],OP_RETF // patch a RETF in +asm mov si,[ds:bp+4] // table location of entry spot +asm mov ax,[es:si] +asm mov WORD PTR ss:[linescale],ax // call here to start scaling +asm mov si,[ds:bp+2] // corrected top of shape for this segment +asm add bp,6 // next segment list + +asm mov ax,SCREENSEG +asm mov es,ax +asm mov al,ss:[mask1] +asm out dx,al // set map mask register +asm call ss:[linescale] // scale the segment of pixels +asm inc di +asm mov al,ss:[mask2] +asm out dx,al // set map mask register +asm call ss:[linescale] // scale the segment of pixels +asm inc di +asm mov al,ss:[mask3] +asm out dx,al // set map mask register +asm call ss:[linescale] // scale the segment of pixels +asm dec di +asm dec di + +asm mov es,WORD PTR ss:[linescale+2] // segment of scaler +asm mov BYTE PTR es:[bx],cl // unpatch the RETF +asm jmp scaletriple // do the next segment + + +} + + +/* +======================= += += ScaleShape += += Draws a compiled shape at [scale] pixels high += += each vertical line of the shape has a pointer to segment data: += end of segment pixel*2 (0 terminates line) used to patch rtl in scaler += top of virtual line with segment in proper place += start of segment pixel*2, used to jsl into compiled scaler += += += Setup for call += -------------- += GC_MODE read mode 1, write mode 2 += GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff += GC_INDEX pointing at GC_BITMASK += +======================= +*/ + +static long longtemp; + +void ScaleShape (int xcenter, int shapenum, unsigned height) +{ + t_compshape _seg *shape; + t_compscale _seg *comptable; + unsigned scale,srcx,stopx,tempx; + int t; + unsigned far *cmdptr; + boolean leftvis,rightvis; + + + shape = PM_GetSpritePage (shapenum); + + scale = height>>3; // low three bits are fractional + if (!scale || scale>maxscale) + return; // too close or far away + comptable = scaledirectory[scale]; + + *(((unsigned *)&linescale)+1)=(unsigned)comptable; // seg of far call + *(((unsigned *)&linecmds)+1)=(unsigned)shape; // seg of shape + +// +// scale to the left (from pixel 31 to shape->leftpix) +// + srcx = 32; + slinex = xcenter; + stopx = shape->leftpix; + cmdptr = &shape->dataofs[31-stopx]; + + while ( --srcx >=stopx && slinex>0) + { + (unsigned)linecmds = *cmdptr--; + if ( !(slinewidth = comptable->width[srcx]) ) + continue; + + if (slinewidth == 1) + { + slinex--; + if (slinex= height) + continue; // obscured by closer wall + ScaleLine (); + } + continue; + } + + // + // handle multi pixel lines + // + if (slinex>viewwidth) + { + slinex -= slinewidth; + slinewidth = viewwidth-slinex; + if (slinewidth<1) + continue; // still off the right side + } + else + { + if (slinewidth>slinex) + slinewidth = slinex; + slinex -= slinewidth; + } + + + leftvis = (wallheight[slinex] < height); + rightvis = (wallheight[slinex+slinewidth-1] < height); + + if (leftvis) + { + if (rightvis) + ScaleLine (); + else + { + while (wallheight[slinex+slinewidth-1] >= height) + slinewidth--; + ScaleLine (); + } + } + else + { + if (!rightvis) + continue; // totally obscured + + while (wallheight[slinex] >= height) + { + slinex++; + slinewidth--; + } + ScaleLine (); + break; // the rest of the shape is gone + } + } + + +// +// scale to the right +// + slinex = xcenter; + stopx = shape->rightpix; + if (shape->leftpix<31) + { + srcx = 31; + cmdptr = &shape->dataofs[32-shape->leftpix]; + } + else + { + srcx = shape->leftpix-1; + cmdptr = &shape->dataofs[0]; + } + slinewidth = 0; + + while ( ++srcx <= stopx && (slinex+=slinewidth)width[srcx]) ) + continue; + + if (slinewidth == 1) + { + if (slinex>=0 && wallheight[slinex] < height) + { + ScaleLine (); + } + continue; + } + + // + // handle multi pixel lines + // + if (slinex<0) + { + if (slinewidth <= -slinex) + continue; // still off the left edge + + slinewidth += slinex; + slinex = 0; + } + else + { + if (slinex + slinewidth > viewwidth) + slinewidth = viewwidth-slinex; + } + + + leftvis = (wallheight[slinex] < height); + rightvis = (wallheight[slinex+slinewidth-1] < height); + + if (leftvis) + { + if (rightvis) + { + ScaleLine (); + } + else + { + while (wallheight[slinex+slinewidth-1] >= height) + slinewidth--; + ScaleLine (); + break; // the rest of the shape is gone + } + } + else + { + if (rightvis) + { + while (wallheight[slinex] >= height) + { + slinex++; + slinewidth--; + } + ScaleLine (); + } + else + continue; // totally obscured + } + } +} + + + +/* +======================= += += SimpleScaleShape += += NO CLIPPING, height in pixels += += Draws a compiled shape at [scale] pixels high += += each vertical line of the shape has a pointer to segment data: += end of segment pixel*2 (0 terminates line) used to patch rtl in scaler += top of virtual line with segment in proper place += start of segment pixel*2, used to jsl into compiled scaler += += += Setup for call += -------------- += GC_MODE read mode 1, write mode 2 += GC_COLORDONTCARE set to 0, so all reads from video memory return 0xff += GC_INDEX pointing at GC_BITMASK += +======================= +*/ + +void SimpleScaleShape (int xcenter, int shapenum, unsigned height) +{ + t_compshape _seg *shape; + t_compscale _seg *comptable; + unsigned scale,srcx,stopx,tempx; + int t; + unsigned far *cmdptr; + boolean leftvis,rightvis; + + + shape = PM_GetSpritePage (shapenum); + + scale = height>>1; + comptable = scaledirectory[scale]; + + *(((unsigned *)&linescale)+1)=(unsigned)comptable; // seg of far call + *(((unsigned *)&linecmds)+1)=(unsigned)shape; // seg of shape + +// +// scale to the left (from pixel 31 to shape->leftpix) +// + srcx = 32; + slinex = xcenter; + stopx = shape->leftpix; + cmdptr = &shape->dataofs[31-stopx]; + + while ( --srcx >=stopx ) + { + (unsigned)linecmds = *cmdptr--; + if ( !(slinewidth = comptable->width[srcx]) ) + continue; + + slinex -= slinewidth; + ScaleLine (); + } + + +// +// scale to the right +// + slinex = xcenter; + stopx = shape->rightpix; + if (shape->leftpix<31) + { + srcx = 31; + cmdptr = &shape->dataofs[32-shape->leftpix]; + } + else + { + srcx = shape->leftpix-1; + cmdptr = &shape->dataofs[0]; + } + slinewidth = 0; + + while ( ++srcx <= stopx ) + { + (unsigned)linecmds = *cmdptr++; + if ( !(slinewidth = comptable->width[srcx]) ) + continue; + + ScaleLine (); + slinex+=slinewidth; + } +} + + + + +// +// bit mask tables for drawing scaled strips up to eight pixels wide +// +// down here so the STUPID inline assembler doesn't get confused! +// + + +byte mapmasks1[4][8] = { +{1 ,3 ,7 ,15,15,15,15,15}, +{2 ,6 ,14,14,14,14,14,14}, +{4 ,12,12,12,12,12,12,12}, +{8 ,8 ,8 ,8 ,8 ,8 ,8 ,8} }; + +byte mapmasks2[4][8] = { +{0 ,0 ,0 ,0 ,1 ,3 ,7 ,15}, +{0 ,0 ,0 ,1 ,3 ,7 ,15,15}, +{0 ,0 ,1 ,3 ,7 ,15,15,15}, +{0 ,1 ,3 ,7 ,15,15,15,15} }; + +byte mapmasks3[4][8] = { +{0 ,0 ,0 ,0 ,0 ,0 ,0 ,0}, +{0 ,0 ,0 ,0 ,0 ,0 ,0 ,1}, +{0 ,0 ,0 ,0 ,0 ,0 ,1 ,3}, +{0 ,0 ,0 ,0 ,0 ,1 ,3 ,7} }; + + +unsigned wordmasks[8][8] = { +{0x0080,0x00c0,0x00e0,0x00f0,0x00f8,0x00fc,0x00fe,0x00ff}, +{0x0040,0x0060,0x0070,0x0078,0x007c,0x007e,0x007f,0x807f}, +{0x0020,0x0030,0x0038,0x003c,0x003e,0x003f,0x803f,0xc03f}, +{0x0010,0x0018,0x001c,0x001e,0x001f,0x801f,0xc01f,0xe01f}, +{0x0008,0x000c,0x000e,0x000f,0x800f,0xc00f,0xe00f,0xf00f}, +{0x0004,0x0006,0x0007,0x8007,0xc007,0xe007,0xf007,0xf807}, +{0x0002,0x0003,0x8003,0xc003,0xe003,0xf003,0xf803,0xfc03}, +{0x0001,0x8001,0xc001,0xe001,0xf001,0xf801,0xfc01,0xfe01} }; + +int slinex,slinewidth; +unsigned far *linecmds; +long linescale; +unsigned maskword; + diff --git a/WOLFSRC/WL_STATE.C b/WOLFSRC/WL_STATE.C new file mode 100644 index 0000000..223e5ef --- /dev/null +++ b/WOLFSRC/WL_STATE.C @@ -0,0 +1,1480 @@ +// WL_STATE.C + +#include "WL_DEF.H" +#pragma hdrstop + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + + +/* +============================================================================= + + GLOBAL VARIABLES + +============================================================================= +*/ + + +dirtype opposite[9] = + {west,southwest,south,southeast,east,northeast,north,northwest,nodir}; + +dirtype diagonal[9][9] = +{ +/* east */ {nodir,nodir,northeast,nodir,nodir,nodir,southeast,nodir,nodir}, + {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}, +/* north */ {northeast,nodir,nodir,nodir,northwest,nodir,nodir,nodir,nodir}, + {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}, +/* west */ {nodir,nodir,northwest,nodir,nodir,nodir,southwest,nodir,nodir}, + {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}, +/* south */ {southeast,nodir,nodir,nodir,southwest,nodir,nodir,nodir,nodir}, + {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir}, + {nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir,nodir} +}; + + + +void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state); +void NewState (objtype *ob, statetype *state); + +boolean TryWalk (objtype *ob); +void MoveObj (objtype *ob, long move); + +void KillActor (objtype *ob); +void DamageActor (objtype *ob, unsigned damage); + +boolean CheckLine (objtype *ob); +void FirstSighting (objtype *ob); +boolean CheckSight (objtype *ob); + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + + + +//=========================================================================== + + +/* +=================== += += SpawnNewObj += += Spaws a new actor at the given TILE coordinates, with the given state, and += the given size in GLOBAL units. += += new = a pointer to an initialized new actor += +=================== +*/ + +void SpawnNewObj (unsigned tilex, unsigned tiley, statetype *state) +{ + GetNewActor (); + new->state = state; + if (state->tictime) + new->ticcount = US_RndT () % state->tictime; + else + new->ticcount = 0; + + new->tilex = tilex; + new->tiley = tiley; + new->x = ((long)tilex<y = ((long)tiley<dir = nodir; + + actorat[tilex][tiley] = new; + new->areanumber = + *(mapsegs[0] + farmapylookup[new->tiley]+new->tilex) - AREATILE; +} + + + +/* +=================== += += NewState += += Changes ob to a new state, setting ticcount to the max for that state += +=================== +*/ + +void NewState (objtype *ob, statetype *state) +{ + ob->state = state; + ob->ticcount = state->tictime; +} + + + +/* +============================================================================= + + ENEMY TILE WORLD MOVEMENT CODE + +============================================================================= +*/ + + +/* +================================== += += TryWalk += += Attempts to move ob in its current (ob->dir) direction. += += If blocked by either a wall or an actor returns FALSE += += If move is either clear or blocked only by a door, returns TRUE and sets += += ob->tilex = new destination += ob->tiley += ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination += ob->distance = TILEGLOBAl, or -doornumber if a door is blocking the way += += If a door is in the way, an OpenDoor call is made to start it opening. += The actor code should wait until += doorobjlist[-ob->distance].action = dr_open, meaning the door has been += fully opened += +================================== +*/ + +#define CHECKDIAG(x,y) \ +{ \ + temp=(unsigned)actorat[x][y]; \ + if (temp) \ + { \ + if (temp<256) \ + return false; \ + if (((objtype *)temp)->flags&FL_SHOOTABLE) \ + return false; \ + } \ +} + +#define CHECKSIDE(x,y) \ +{ \ + temp=(unsigned)actorat[x][y]; \ + if (temp) \ + { \ + if (temp<128) \ + return false; \ + if (temp<256) \ + doornum = temp&63; \ + else if (((objtype *)temp)->flags&FL_SHOOTABLE)\ + return false; \ + } \ +} + + +boolean TryWalk (objtype *ob) +{ + int doornum; + unsigned temp; + + doornum = -1; + + if (ob->obclass == inertobj) + { + switch (ob->dir) + { + case north: + ob->tiley--; + break; + + case northeast: + ob->tilex++; + ob->tiley--; + break; + + case east: + ob->tilex++; + break; + + case southeast: + ob->tilex++; + ob->tiley++; + break; + + case south: + ob->tiley++; + break; + + case southwest: + ob->tilex--; + ob->tiley++; + break; + + case west: + ob->tilex--; + break; + + case northwest: + ob->tilex--; + ob->tiley--; + break; + } + } + else + switch (ob->dir) + { + case north: + if (ob->obclass == dogobj || ob->obclass == fakeobj) + { + CHECKDIAG(ob->tilex,ob->tiley-1); + } + else + { + CHECKSIDE(ob->tilex,ob->tiley-1); + } + ob->tiley--; + break; + + case northeast: + CHECKDIAG(ob->tilex+1,ob->tiley-1); + CHECKDIAG(ob->tilex+1,ob->tiley); + CHECKDIAG(ob->tilex,ob->tiley-1); + ob->tilex++; + ob->tiley--; + break; + + case east: + if (ob->obclass == dogobj || ob->obclass == fakeobj) + { + CHECKDIAG(ob->tilex+1,ob->tiley); + } + else + { + CHECKSIDE(ob->tilex+1,ob->tiley); + } + ob->tilex++; + break; + + case southeast: + CHECKDIAG(ob->tilex+1,ob->tiley+1); + CHECKDIAG(ob->tilex+1,ob->tiley); + CHECKDIAG(ob->tilex,ob->tiley+1); + ob->tilex++; + ob->tiley++; + break; + + case south: + if (ob->obclass == dogobj || ob->obclass == fakeobj) + { + CHECKDIAG(ob->tilex,ob->tiley+1); + } + else + { + CHECKSIDE(ob->tilex,ob->tiley+1); + } + ob->tiley++; + break; + + case southwest: + CHECKDIAG(ob->tilex-1,ob->tiley+1); + CHECKDIAG(ob->tilex-1,ob->tiley); + CHECKDIAG(ob->tilex,ob->tiley+1); + ob->tilex--; + ob->tiley++; + break; + + case west: + if (ob->obclass == dogobj || ob->obclass == fakeobj) + { + CHECKDIAG(ob->tilex-1,ob->tiley); + } + else + { + CHECKSIDE(ob->tilex-1,ob->tiley); + } + ob->tilex--; + break; + + case northwest: + CHECKDIAG(ob->tilex-1,ob->tiley-1); + CHECKDIAG(ob->tilex-1,ob->tiley); + CHECKDIAG(ob->tilex,ob->tiley-1); + ob->tilex--; + ob->tiley--; + break; + + case nodir: + return false; + + default: + Quit ("Walk: Bad dir"); + } + + if (doornum != -1) + { + OpenDoor (doornum); + ob->distance = -doornum-1; + return true; + } + + + ob->areanumber = + *(mapsegs[0] + farmapylookup[ob->tiley]+ob->tilex) - AREATILE; + + ob->distance = TILEGLOBAL; + return true; +} + + + +/* +================================== += += SelectDodgeDir += += Attempts to choose and initiate a movement for ob that sends it towards += the player while dodging += += If there is no possible move (ob is totally surrounded) += += ob->dir = nodir += += Otherwise += += ob->dir = new direction to follow += ob->distance = TILEGLOBAL or -doornumber += ob->tilex = new destination += ob->tiley += ob->areanumber = the floor tile number (0-(NUMAREAS-1)) of destination += +================================== +*/ + +void SelectDodgeDir (objtype *ob) +{ + int deltax,deltay,i; + unsigned absdx,absdy; + dirtype dirtry[5]; + dirtype turnaround,tdir; + + if (ob->flags & FL_FIRSTATTACK) + { + // + // turning around is only ok the very first time after noticing the + // player + // + turnaround = nodir; + ob->flags &= ~FL_FIRSTATTACK; + } + else + turnaround=opposite[ob->dir]; + + deltax = player->tilex - ob->tilex; + deltay = player->tiley - ob->tiley; + +// +// arange 5 direction choices in order of preference +// the four cardinal directions plus the diagonal straight towards +// the player +// + + if (deltax>0) + { + dirtry[1]= east; + dirtry[3]= west; + } + else + { + dirtry[1]= west; + dirtry[3]= east; + } + + if (deltay>0) + { + dirtry[2]= south; + dirtry[4]= north; + } + else + { + dirtry[2]= north; + dirtry[4]= south; + } + +// +// randomize a bit for dodging +// + absdx = abs(deltax); + absdy = abs(deltay); + + if (absdx > absdy) + { + tdir = dirtry[1]; + dirtry[1] = dirtry[2]; + dirtry[2] = tdir; + tdir = dirtry[3]; + dirtry[3] = dirtry[4]; + dirtry[4] = tdir; + } + + if (US_RndT() < 128) + { + tdir = dirtry[1]; + dirtry[1] = dirtry[2]; + dirtry[2] = tdir; + tdir = dirtry[3]; + dirtry[3] = dirtry[4]; + dirtry[4] = tdir; + } + + dirtry[0] = diagonal [ dirtry[1] ] [ dirtry[2] ]; + +// +// try the directions util one works +// + for (i=0;i<5;i++) + { + if ( dirtry[i] == nodir || dirtry[i] == turnaround) + continue; + + ob->dir = dirtry[i]; + if (TryWalk(ob)) + return; + } + +// +// turn around only as a last resort +// + if (turnaround != nodir) + { + ob->dir = turnaround; + + if (TryWalk(ob)) + return; + } + + ob->dir = nodir; +} + + +/* +============================ += += SelectChaseDir += += As SelectDodgeDir, but doesn't try to dodge += +============================ +*/ + +void SelectChaseDir (objtype *ob) +{ + int deltax,deltay,i; + dirtype d[3]; + dirtype tdir, olddir, turnaround; + + + olddir=ob->dir; + turnaround=opposite[olddir]; + + deltax=player->tilex - ob->tilex; + deltay=player->tiley - ob->tiley; + + d[1]=nodir; + d[2]=nodir; + + if (deltax>0) + d[1]= east; + else if (deltax<0) + d[1]= west; + if (deltay>0) + d[2]=south; + else if (deltay<0) + d[2]=north; + + if (abs(deltay)>abs(deltax)) + { + tdir=d[1]; + d[1]=d[2]; + d[2]=tdir; + } + + if (d[1]==turnaround) + d[1]=nodir; + if (d[2]==turnaround) + d[2]=nodir; + + + if (d[1]!=nodir) + { + ob->dir=d[1]; + if (TryWalk(ob)) + return; /*either moved forward or attacked*/ + } + + if (d[2]!=nodir) + { + ob->dir=d[2]; + if (TryWalk(ob)) + return; + } + +/* there is no direct path to the player, so pick another direction */ + + if (olddir!=nodir) + { + ob->dir=olddir; + if (TryWalk(ob)) + return; + } + + if (US_RndT()>128) /*randomly determine direction of search*/ + { + for (tdir=north;tdir<=west;tdir++) + { + if (tdir!=turnaround) + { + ob->dir=tdir; + if ( TryWalk(ob) ) + return; + } + } + } + else + { + for (tdir=west;tdir>=north;tdir--) + { + if (tdir!=turnaround) + { + ob->dir=tdir; + if ( TryWalk(ob) ) + return; + } + } + } + + if (turnaround != nodir) + { + ob->dir=turnaround; + if (ob->dir != nodir) + { + if ( TryWalk(ob) ) + return; + } + } + + ob->dir = nodir; // can't move +} + + +/* +============================ += += SelectRunDir += += Run Away from player += +============================ +*/ + +void SelectRunDir (objtype *ob) +{ + int deltax,deltay,i; + dirtype d[3]; + dirtype tdir, olddir, turnaround; + + + deltax=player->tilex - ob->tilex; + deltay=player->tiley - ob->tiley; + + if (deltax<0) + d[1]= east; + else + d[1]= west; + if (deltay<0) + d[2]=south; + else + d[2]=north; + + if (abs(deltay)>abs(deltax)) + { + tdir=d[1]; + d[1]=d[2]; + d[2]=tdir; + } + + ob->dir=d[1]; + if (TryWalk(ob)) + return; /*either moved forward or attacked*/ + + ob->dir=d[2]; + if (TryWalk(ob)) + return; + +/* there is no direct path to the player, so pick another direction */ + + if (US_RndT()>128) /*randomly determine direction of search*/ + { + for (tdir=north;tdir<=west;tdir++) + { + ob->dir=tdir; + if ( TryWalk(ob) ) + return; + } + } + else + { + for (tdir=west;tdir>=north;tdir--) + { + ob->dir=tdir; + if ( TryWalk(ob) ) + return; + } + } + + ob->dir = nodir; // can't move +} + + +/* +================= += += MoveObj += += Moves ob be move global units in ob->dir direction += Actors are not allowed to move inside the player += Does NOT check to see if the move is tile map valid += += ob->x = adjusted for new position += ob->y += +================= +*/ + +void MoveObj (objtype *ob, long move) +{ + long deltax,deltay; + + switch (ob->dir) + { + case north: + ob->y -= move; + break; + case northeast: + ob->x += move; + ob->y -= move; + break; + case east: + ob->x += move; + break; + case southeast: + ob->x += move; + ob->y += move; + break; + case south: + ob->y += move; + break; + case southwest: + ob->x -= move; + ob->y += move; + break; + case west: + ob->x -= move; + break; + case northwest: + ob->x -= move; + ob->y -= move; + break; + + case nodir: + return; + + default: + Quit ("MoveObj: bad dir!"); + } + +// +// check to make sure it's not on top of player +// + if (areabyplayer[ob->areanumber]) + { + deltax = ob->x - player->x; + if (deltax < -MINACTORDIST || deltax > MINACTORDIST) + goto moveok; + deltay = ob->y - player->y; + if (deltay < -MINACTORDIST || deltay > MINACTORDIST) + goto moveok; + + if (ob->obclass == ghostobj || ob->obclass == spectreobj) + TakeDamage (tics*2,ob); + + // + // back up + // + switch (ob->dir) + { + case north: + ob->y += move; + break; + case northeast: + ob->x -= move; + ob->y += move; + break; + case east: + ob->x -= move; + break; + case southeast: + ob->x -= move; + ob->y -= move; + break; + case south: + ob->y -= move; + break; + case southwest: + ob->x += move; + ob->y -= move; + break; + case west: + ob->x += move; + break; + case northwest: + ob->x += move; + ob->y += move; + break; + + case nodir: + return; + } + return; + } +moveok: + ob->distance -=move; +} + +/* +============================================================================= + + STUFF + +============================================================================= +*/ + +/* +=============== += += DropItem += += Tries to drop a bonus item somewhere in the tiles surrounding the += given tilex/tiley += +=============== +*/ + +void DropItem (stat_t itemtype, int tilex, int tiley) +{ + int x,y,xl,xh,yl,yh; + +// +// find a free spot to put it in +// + if (!actorat[tilex][tiley]) + { + PlaceItemType (itemtype, tilex,tiley); + return; + } + + xl = tilex-1; + xh = tilex+1; + yl = tiley-1; + yh = tiley+1; + + for (x=xl ; x<= xh ; x++) + for (y=yl ; y<= yh ; y++) + if (!actorat[x][y]) + { + PlaceItemType (itemtype, x,y); + return; + } +} + + + +/* +=============== += += KillActor += +=============== +*/ + +void KillActor (objtype *ob) +{ + int tilex,tiley; + + tilex = ob->tilex = ob->x >> TILESHIFT; // drop item on center + tiley = ob->tiley = ob->y >> TILESHIFT; + + switch (ob->obclass) + { + case guardobj: + GivePoints (100); + NewState (ob,&s_grddie1); + PlaceItemType (bo_clip2,tilex,tiley); + break; + + case officerobj: + GivePoints (400); + NewState (ob,&s_ofcdie1); + PlaceItemType (bo_clip2,tilex,tiley); + break; + + case mutantobj: + GivePoints (700); + NewState (ob,&s_mutdie1); + PlaceItemType (bo_clip2,tilex,tiley); + break; + + case ssobj: + GivePoints (500); + NewState (ob,&s_ssdie1); + if (gamestate.bestweapon < wp_machinegun) + PlaceItemType (bo_machinegun,tilex,tiley); + else + PlaceItemType (bo_clip2,tilex,tiley); + break; + + case dogobj: + GivePoints (200); + NewState (ob,&s_dogdie1); + break; + +#ifndef SPEAR + case bossobj: + GivePoints (5000); + NewState (ob,&s_bossdie1); + PlaceItemType (bo_key1,tilex,tiley); + break; + + case gretelobj: + GivePoints (5000); + NewState (ob,&s_greteldie1); + PlaceItemType (bo_key1,tilex,tiley); + break; + + case giftobj: + GivePoints (5000); + gamestate.killx = player->x; + gamestate.killy = player->y; + NewState (ob,&s_giftdie1); + break; + + case fatobj: + GivePoints (5000); + gamestate.killx = player->x; + gamestate.killy = player->y; + NewState (ob,&s_fatdie1); + break; + + case schabbobj: + GivePoints (5000); + gamestate.killx = player->x; + gamestate.killy = player->y; + NewState (ob,&s_schabbdie1); + A_DeathScream(ob); + break; + case fakeobj: + GivePoints (2000); + NewState (ob,&s_fakedie1); + break; + + case mechahitlerobj: + GivePoints (5000); + NewState (ob,&s_mechadie1); + break; + case realhitlerobj: + GivePoints (5000); + gamestate.killx = player->x; + gamestate.killy = player->y; + NewState (ob,&s_hitlerdie1); + A_DeathScream(ob); + break; +#else + case spectreobj: + GivePoints (200); + NewState (ob,&s_spectredie1); + break; + + case angelobj: + GivePoints (5000); + NewState (ob,&s_angeldie1); + break; + + case transobj: + GivePoints (5000); + NewState (ob,&s_transdie0); + PlaceItemType (bo_key1,tilex,tiley); + break; + + case uberobj: + GivePoints (5000); + NewState (ob,&s_uberdie0); + PlaceItemType (bo_key1,tilex,tiley); + break; + + case willobj: + GivePoints (5000); + NewState (ob,&s_willdie1); + PlaceItemType (bo_key1,tilex,tiley); + break; + + case deathobj: + GivePoints (5000); + NewState (ob,&s_deathdie1); + PlaceItemType (bo_key1,tilex,tiley); + break; +#endif + } + + gamestate.killcount++; + ob->flags &= ~FL_SHOOTABLE; + actorat[ob->tilex][ob->tiley] = NULL; + ob->flags |= FL_NONMARK; +} + + + +/* +=================== += += DamageActor += += Called when the player succesfully hits an enemy. += += Does damage points to enemy ob, either putting it into a stun frame or += killing it. += +=================== +*/ + +void DamageActor (objtype *ob, unsigned damage) +{ + madenoise = true; + +// +// do double damage if shooting a non attack mode actor +// + if ( !(ob->flags & FL_ATTACKMODE) ) + damage <<= 1; + + ob->hitpoints -= damage; + + if (ob->hitpoints<=0) + KillActor (ob); + else + { + if (! (ob->flags & FL_ATTACKMODE) ) + FirstSighting (ob); // put into combat mode + + switch (ob->obclass) // dogs only have one hit point + { + case guardobj: + if (ob->hitpoints&1) + NewState (ob,&s_grdpain); + else + NewState (ob,&s_grdpain1); + break; + + case officerobj: + if (ob->hitpoints&1) + NewState (ob,&s_ofcpain); + else + NewState (ob,&s_ofcpain1); + break; + + case mutantobj: + if (ob->hitpoints&1) + NewState (ob,&s_mutpain); + else + NewState (ob,&s_mutpain1); + break; + + case ssobj: + if (ob->hitpoints&1) + NewState (ob,&s_sspain); + else + NewState (ob,&s_sspain1); + + break; + + } + } +} + +/* +============================================================================= + + CHECKSIGHT + +============================================================================= +*/ + + +/* +===================== += += CheckLine += += Returns true if a straight line between the player and ob is unobstructed += +===================== +*/ + +boolean CheckLine (objtype *ob) +{ + int x1,y1,xt1,yt1,x2,y2,xt2,yt2; + int x,y; + int xdist,ydist,xstep,ystep; + int temp; + int partial,delta; + long ltemp; + int xfrac,yfrac,deltafrac; + unsigned value,intercept; + + x1 = ob->x >> UNSIGNEDSHIFT; // 1/256 tile precision + y1 = ob->y >> UNSIGNEDSHIFT; + xt1 = x1 >> 8; + yt1 = y1 >> 8; + + x2 = plux; + y2 = pluy; + xt2 = player->tilex; + yt2 = player->tiley; + + + xdist = abs(xt2-xt1); + + if (xdist > 0) + { + if (xt2 > xt1) + { + partial = 256-(x1&0xff); + xstep = 1; + } + else + { + partial = x1&0xff; + xstep = -1; + } + + deltafrac = abs(x2-x1); + delta = y2-y1; + ltemp = ((long)delta<<8)/deltafrac; + if (ltemp > 0x7fffl) + ystep = 0x7fff; + else if (ltemp < -0x7fffl) + ystep = -0x7fff; + else + ystep = ltemp; + yfrac = y1 + (((long)ystep*partial) >>8); + + x = xt1+xstep; + xt2 += xstep; + do + { + y = yfrac>>8; + yfrac += ystep; + + value = (unsigned)tilemap[x][y]; + x += xstep; + + if (!value) + continue; + + if (value<128 || value>256) + return false; + + // + // see if the door is open enough + // + value &= ~0x80; + intercept = yfrac-ystep/2; + + if (intercept>doorposition[value]) + return false; + + } while (x != xt2); + } + + ydist = abs(yt2-yt1); + + if (ydist > 0) + { + if (yt2 > yt1) + { + partial = 256-(y1&0xff); + ystep = 1; + } + else + { + partial = y1&0xff; + ystep = -1; + } + + deltafrac = abs(y2-y1); + delta = x2-x1; + ltemp = ((long)delta<<8)/deltafrac; + if (ltemp > 0x7fffl) + xstep = 0x7fff; + else if (ltemp < -0x7fffl) + xstep = -0x7fff; + else + xstep = ltemp; + xfrac = x1 + (((long)xstep*partial) >>8); + + y = yt1 + ystep; + yt2 += ystep; + do + { + x = xfrac>>8; + xfrac += xstep; + + value = (unsigned)tilemap[x][y]; + y += ystep; + + if (!value) + continue; + + if (value<128 || value>256) + return false; + + // + // see if the door is open enough + // + value &= ~0x80; + intercept = xfrac-xstep/2; + + if (intercept>doorposition[value]) + return false; + } while (y != yt2); + } + + return true; +} + + + +/* +================ += += CheckSight += += Checks a straight line between player and current object += += If the sight is ok, check alertness and angle to see if they notice += += returns true if the player has been spoted += +================ +*/ + +#define MINSIGHT 0x18000l + +boolean CheckSight (objtype *ob) +{ + long deltax,deltay; + +// +// don't bother tracing a line if the area isn't connected to the player's +// + if (!areabyplayer[ob->areanumber]) + return false; + +// +// if the player is real close, sight is automatic +// + deltax = player->x - ob->x; + deltay = player->y - ob->y; + + if (deltax > -MINSIGHT && deltax < MINSIGHT + && deltay > -MINSIGHT && deltay < MINSIGHT) + return true; + +// +// see if they are looking in the right direction +// + switch (ob->dir) + { + case north: + if (deltay > 0) + return false; + break; + + case east: + if (deltax < 0) + return false; + break; + + case south: + if (deltay < 0) + return false; + break; + + case west: + if (deltax > 0) + return false; + break; + } + +// +// trace a line to check for blocking tiles (corners) +// + return CheckLine (ob); + +} + + + +/* +=============== += += FirstSighting += += Puts an actor into attack mode and possibly reverses the direction += if the player is behind it += +=============== +*/ + +void FirstSighting (objtype *ob) +{ +// +// react to the player +// + switch (ob->obclass) + { + case guardobj: + PlaySoundLocActor(HALTSND,ob); + NewState (ob,&s_grdchase1); + ob->speed *= 3; // go faster when chasing player + break; + + case officerobj: + PlaySoundLocActor(SPIONSND,ob); + NewState (ob,&s_ofcchase1); + ob->speed *= 5; // go faster when chasing player + break; + + case mutantobj: + NewState (ob,&s_mutchase1); + ob->speed *= 3; // go faster when chasing player + break; + + case ssobj: + PlaySoundLocActor(SCHUTZADSND,ob); + NewState (ob,&s_sschase1); + ob->speed *= 4; // go faster when chasing player + break; + + case dogobj: + PlaySoundLocActor(DOGBARKSND,ob); + NewState (ob,&s_dogchase1); + ob->speed *= 2; // go faster when chasing player + break; + +#ifndef SPEAR + case bossobj: + SD_PlaySound(GUTENTAGSND); + NewState (ob,&s_bosschase1); + ob->speed = SPDPATROL*3; // go faster when chasing player + break; + + case gretelobj: + SD_PlaySound(KEINSND); + NewState (ob,&s_gretelchase1); + ob->speed *= 3; // go faster when chasing player + break; + + case giftobj: + SD_PlaySound(EINESND); + NewState (ob,&s_giftchase1); + ob->speed *= 3; // go faster when chasing player + break; + + case fatobj: + SD_PlaySound(ERLAUBENSND); + NewState (ob,&s_fatchase1); + ob->speed *= 3; // go faster when chasing player + break; + + case schabbobj: + SD_PlaySound(SCHABBSHASND); + NewState (ob,&s_schabbchase1); + ob->speed *= 3; // go faster when chasing player + break; + + case fakeobj: + SD_PlaySound(TOT_HUNDSND); + NewState (ob,&s_fakechase1); + ob->speed *= 3; // go faster when chasing player + break; + + case mechahitlerobj: + SD_PlaySound(DIESND); + NewState (ob,&s_mechachase1); + ob->speed *= 3; // go faster when chasing player + break; + + case realhitlerobj: + SD_PlaySound(DIESND); + NewState (ob,&s_hitlerchase1); + ob->speed *= 5; // go faster when chasing player + break; + + case ghostobj: + NewState (ob,&s_blinkychase1); + ob->speed *= 2; // go faster when chasing player + break; +#else + + case spectreobj: + SD_PlaySound(GHOSTSIGHTSND); + NewState (ob,&s_spectrechase1); + ob->speed = 800; // go faster when chasing player + break; + + case angelobj: + SD_PlaySound(ANGELSIGHTSND); + NewState (ob,&s_angelchase1); + ob->speed = 1536; // go faster when chasing player + break; + + case transobj: + SD_PlaySound(TRANSSIGHTSND); + NewState (ob,&s_transchase1); + ob->speed = 1536; // go faster when chasing player + break; + + case uberobj: + NewState (ob,&s_uberchase1); + ob->speed = 3000; // go faster when chasing player + break; + + case willobj: + SD_PlaySound(WILHELMSIGHTSND); + NewState (ob,&s_willchase1); + ob->speed = 2048; // go faster when chasing player + break; + + case deathobj: + SD_PlaySound(KNIGHTSIGHTSND); + NewState (ob,&s_deathchase1); + ob->speed = 2048; // go faster when chasing player + break; + +#endif + } + + if (ob->distance < 0) + ob->distance = 0; // ignore the door opening command + + ob->flags |= FL_ATTACKMODE|FL_FIRSTATTACK; +} + + + +/* +=============== += += SightPlayer += += Called by actors that ARE NOT chasing the player. If the player += is detected (by sight, noise, or proximity), the actor is put into += it's combat frame and true is returned. += += Incorporates a random reaction delay += +=============== +*/ + +boolean SightPlayer (objtype *ob) +{ + if (ob->flags & FL_ATTACKMODE) + Quit ("An actor in ATTACKMODE called SightPlayer!"); + + if (ob->temp2) + { + // + // count down reaction time + // + ob->temp2 -= tics; + if (ob->temp2 > 0) + return false; + ob->temp2 = 0; // time to react + } + else + { + if (!areabyplayer[ob->areanumber]) + return false; + + if (ob->flags & FL_AMBUSH) + { + if (!CheckSight (ob)) + return false; + ob->flags &= ~FL_AMBUSH; + } + else + { + if (!madenoise && !CheckSight (ob)) + return false; + } + + + switch (ob->obclass) + { + case guardobj: + ob->temp2 = 1+US_RndT()/4; + break; + case officerobj: + ob->temp2 = 2; + break; + case mutantobj: + ob->temp2 = 1+US_RndT()/6; + break; + case ssobj: + ob->temp2 = 1+US_RndT()/6; + break; + case dogobj: + ob->temp2 = 1+US_RndT()/8; + break; + + case bossobj: + case schabbobj: + case fakeobj: + case mechahitlerobj: + case realhitlerobj: + case gretelobj: + case giftobj: + case fatobj: + case spectreobj: + case angelobj: + case transobj: + case uberobj: + case willobj: + case deathobj: + ob->temp2 = 1; + break; + } + return false; + } + + FirstSighting (ob); + + return true; +} + + diff --git a/WOLFSRC/WL_TEXT.C b/WOLFSRC/WL_TEXT.C new file mode 100644 index 0000000..9ed3ec1 --- /dev/null +++ b/WOLFSRC/WL_TEXT.C @@ -0,0 +1,859 @@ +// WL_TEXT.C + +#include "WL_DEF.H" +#pragma hdrstop + +/* +============================================================================= + +TEXT FORMATTING COMMANDS +------------------------ +^C Change text color +^E[enter] End of layout (all pages) +^G,,[enter] Draw a graphic and push margins +^P[enter] start new page, must be the first chars in a layout +^L,[ENTER] Locate to a specific spot, x in pixels, y in lines + +============================================================================= +*/ + +/* +============================================================================= + + LOCAL CONSTANTS + +============================================================================= +*/ + +#define BACKCOLOR 0x11 + + +#define WORDLIMIT 80 +#define FONTHEIGHT 10 +#define TOPMARGIN 16 +#define BOTTOMMARGIN 32 +#define LEFTMARGIN 16 +#define RIGHTMARGIN 16 +#define PICMARGIN 8 +#define TEXTROWS ((200-TOPMARGIN-BOTTOMMARGIN)/FONTHEIGHT) +#define SPACEWIDTH 7 +#define SCREENPIXWIDTH 320 +#define SCREENMID (SCREENPIXWIDTH/2) + +/* +============================================================================= + + LOCAL VARIABLES + +============================================================================= +*/ + +int pagenum,numpages; + +unsigned leftmargin[TEXTROWS],rightmargin[TEXTROWS]; +char far *text; +unsigned rowon; + +int picx,picy,picnum,picdelay; +boolean layoutdone; + +//=========================================================================== + +#ifndef JAPAN +/* +===================== += += RipToEOL += +===================== +*/ + +void RipToEOL (void) +{ + while (*text++ != '\n') // scan to end of line + ; +} + + +/* +===================== += += ParseNumber += +===================== +*/ + +int ParseNumber (void) +{ + char ch; + char num[80],*numptr; + +// +// scan until a number is found +// + ch = *text; + while (ch < '0' || ch >'9') + ch = *++text; + +// +// copy the number out +// + numptr = num; + do + { + *numptr++ = ch; + ch = *++text; + } while (ch >= '0' && ch <= '9'); + *numptr = 0; + + return atoi (num); +} + + + +/* +===================== += += ParsePicCommand += += Call with text pointing just after a ^P += Upon exit text points to the start of next line += +===================== +*/ + +void ParsePicCommand (void) +{ + picy=ParseNumber(); + picx=ParseNumber(); + picnum=ParseNumber(); + RipToEOL (); +} + + +void ParseTimedCommand (void) +{ + picy=ParseNumber(); + picx=ParseNumber(); + picnum=ParseNumber(); + picdelay=ParseNumber(); + RipToEOL (); +} + + +/* +===================== += += TimedPicCommand += += Call with text pointing just after a ^P += Upon exit text points to the start of next line += +===================== +*/ + +void TimedPicCommand (void) +{ + ParseTimedCommand (); + +// +// update the screen, and wait for time delay +// + VW_UpdateScreen (); + +// +// wait for time +// + TimeCount = 0; + while (TimeCount < picdelay) + ; + +// +// draw pic +// + VWB_DrawPic (picx&~7,picy,picnum); +} + + +/* +===================== += += HandleCommand += +===================== +*/ + +void HandleCommand (void) +{ + int i,margin,top,bottom; + int picwidth,picheight,picmid; + + switch (toupper(*++text)) + { + case 'B': + picy=ParseNumber(); + picx=ParseNumber(); + picwidth=ParseNumber(); + picheight=ParseNumber(); + VWB_Bar(picx,picy,picwidth,picheight,BACKCOLOR); + RipToEOL(); + break; + case ';': // comment + RipToEOL(); + break; + case 'P': // ^P is start of next page, ^E is end of file + case 'E': + layoutdone = true; + text--; // back up to the '^' + break; + + case 'C': // ^c changes text color + i = toupper(*++text); + if (i>='0' && i<='9') + fontcolor = i-'0'; + else if (i>='A' && i<='F') + fontcolor = i-'A'+10; + + fontcolor *= 16; + i = toupper(*++text); + if (i>='0' && i<='9') + fontcolor += i-'0'; + else if (i>='A' && i<='F') + fontcolor += i-'A'+10; + text++; + break; + + case '>': + px = 160; + text++; + break; + + case 'L': + py=ParseNumber(); + rowon = (py-TOPMARGIN)/FONTHEIGHT; + py = TOPMARGIN+rowon*FONTHEIGHT; + px=ParseNumber(); + while (*text++ != '\n') // scan to end of line + ; + break; + + case 'T': // ^Tyyy,xxx,ppp,ttt waits ttt tics, then draws pic + TimedPicCommand (); + break; + + case 'G': // ^Gyyy,xxx,ppp draws graphic + ParsePicCommand (); + VWB_DrawPic (picx&~7,picy,picnum); + picwidth = pictable[picnum-STARTPICS].width; + picheight = pictable[picnum-STARTPICS].height; + // + // adjust margins + // + picmid = picx + picwidth/2; + if (picmid > SCREENMID) + margin = picx-PICMARGIN; // new right margin + else + margin = picx+picwidth+PICMARGIN; // new left margin + + top = (picy-TOPMARGIN)/FONTHEIGHT; + if (top<0) + top = 0; + bottom = (picy+picheight-TOPMARGIN)/FONTHEIGHT; + if (bottom>=TEXTROWS) + bottom = TEXTROWS-1; + + for (i=top;i<=bottom;i++) + if (picmid > SCREENMID) + rightmargin[i] = margin; + else + leftmargin[i] = margin; + + // + // adjust this line if needed + // + if (px < leftmargin[rowon]) + px = leftmargin[rowon]; + break; + } +} + + +/* +===================== += += NewLine += +===================== +*/ + +void NewLine (void) +{ + char ch; + + if (++rowon == TEXTROWS) + { + // + // overflowed the page, so skip until next page break + // + layoutdone = true; + do + { + if (*text == '^') + { + ch = toupper(*(text+1)); + if (ch == 'E' || ch == 'P') + { + layoutdone = true; + return; + } + } + text++; + + } while (1); + + } + px = leftmargin[rowon]; + py+= FONTHEIGHT; +} + + + +/* +===================== += += HandleCtrls += +===================== +*/ + +void HandleCtrls (void) +{ + char ch; + + ch = *text++; // get the character and advance + + if (ch == '\n') + { + NewLine (); + return; + } + +} + + +/* +===================== += += HandleWord += +===================== +*/ + +void HandleWord (void) +{ + char word[WORDLIMIT]; + int i,wordindex; + unsigned wwidth,wheight,newpos; + + + // + // copy the next word into [word] + // + word[0] = *text++; + wordindex = 1; + while (*text>32) + { + word[wordindex] = *text++; + if (++wordindex == WORDLIMIT) + Quit ("PageLayout: Word limit exceeded"); + } + word[wordindex] = 0; // stick a null at end for C + + // + // see if it fits on this line + // + VW_MeasurePropString (word,&wwidth,&wheight); + + while (px+wwidth > rightmargin[rowon]) + { + NewLine (); + if (layoutdone) + return; // overflowed page + } + + // + // print it + // + newpos = px+wwidth; + VWB_DrawPropString (word); + px = newpos; + + // + // suck up any extra spaces + // + while (*text == ' ') + { + px += SPACEWIDTH; + text++; + } +} + +/* +===================== += += PageLayout += += Clears the screen, draws the pics on the page, and word wraps the text. += Returns a pointer to the terminating command += +===================== +*/ + +void PageLayout (boolean shownumber) +{ + int i,oldfontcolor; + char ch; + + oldfontcolor = fontcolor; + + fontcolor = 0; + +// +// clear the screen +// + VWB_Bar (0,0,320,200,BACKCOLOR); + VWB_DrawPic (0,0,H_TOPWINDOWPIC); + VWB_DrawPic (0,8,H_LEFTWINDOWPIC); + VWB_DrawPic (312,8,H_RIGHTWINDOWPIC); + VWB_DrawPic (8,176,H_BOTTOMINFOPIC); + + + for (i=0;i1) + { + #ifndef JAPAN + BackPage (); + BackPage (); + #else + pagenum--; + #endif + newpage = true; + } + break; + + case sc_Enter: + case sc_DownArrow: + case sc_PgDn: + case sc_RightArrow: // the text allready points at next page + if (pagenum>8)*(b>>8); +} + + +int mr_rowofs; +int mr_count; +int mr_xstep; +int mr_ystep; +int mr_xfrac; +int mr_yfrac; +int mr_dest; + + +/* +============== += += DrawSpans += += Height ranges from 0 (infinity) to viewheight/2 (nearest) +============== +*/ + +void DrawSpans (int x1, int x2, int height) +{ + fixed length; + int ofs; + int prestep; + fixed startxfrac, startyfrac; + + int x, startx, count, plane, startplane; + byte far *toprow, far *dest; + + toprow = planeylookup[height]+bufferofs; + mr_rowofs = mirrorofs[height]; + + mr_xstep = (psin<<1)/height; + mr_ystep = (pcos<<1)/height; + + length = basedist[height]; + startxfrac = (viewx + FixedMul(length,pcos)); + startyfrac = (viewy - FixedMul(length,psin)); + +// draw two spans simultaniously + + plane = startplane = x1&3; + prestep = viewwidth/2 - x1; + do + { + outportb (SC_INDEX+1,1<>2)*prestep; + mr_yfrac = startyfrac - (mr_ystep>>2)*prestep; + + startx = x1>>2; + mr_dest = (unsigned)toprow + startx; + mr_count = ((x2-plane)>>2) - startx + 1; + x1++; + prestep--; + if (mr_count) + MapRow (); + plane = (plane+1)&3; + } while (plane != startplane); + +} + + + + +/* +=================== += += SetPlaneViewSize += +=================== +*/ + +void SetPlaneViewSize (void) +{ + int x,y; + byte far *dest, far *src; + + halfheight = viewheight>>1; + + + for (y=0 ; y0) + basedist[y] = GLOBAL1/2*scale/y; + } + + src = PM_GetPage(0); + dest = planepics; + for (x=0 ; x<4096 ; x++) + { + *dest = *src++; + dest += 2; + } + src = PM_GetPage(1); + dest = planepics+1; + for (x=0 ; x<4096 ; x++) + { + *dest = *src++; + dest += 2; + } + +} + + +/* +=================== += += DrawPlanes += +=================== +*/ + +void DrawPlanes (void) +{ + int height, lastheight; + int x; + + if (viewheight>>1 != halfheight) + SetPlaneViewSize (); // screen size has changed + + + psin = viewsin; + if (psin < 0) + psin = -(psin&0xffff); + pcos = viewcos; + if (pcos < 0) + pcos = -(pcos&0xffff); + +// +// loop over all columns +// + lastheight = halfheight; + + for (x=0 ; x>3; + if (height < lastheight) + { // more starts + do + { + spanstart[--lastheight] = x; + } while (lastheight > height); + } + else if (height > lastheight) + { // draw spans + if (height > halfheight) + height = halfheight; + for ( ; lastheight < height ; lastheight++) + DrawSpans (spanstart[lastheight], x-1, lastheight); + } + } + + height = halfheight; + for ( ; lastheight < height ; lastheight++) + DrawSpans (spanstart[lastheight], x-1, lastheight); +} + diff --git a/WOLFSRC/WOLFJVER.H b/WOLFSRC/WOLFJVER.H new file mode 100644 index 0000000..234d4c5 --- /dev/null +++ b/WOLFSRC/WOLFJVER.H @@ -0,0 +1,8 @@ +//#define SPEAR +#define JAPAN +#define ARTSEXTERN +#define DEMOSEXTERN +//#define MYPROFILE +//#define DEBCHECK +#define CARMACIZED +//#define UPLOAD diff --git a/WOLFSRC/WOLFVER.H b/WOLFSRC/WOLFVER.H new file mode 100644 index 0000000..d14c7c4 --- /dev/null +++ b/WOLFSRC/WOLFVER.H @@ -0,0 +1,7 @@ +//#define SPEAR +#define ARTSEXTERN +#define DEMOSEXTERN +//#define MYPROFILE +//#define DEBCHECK +#define CARMACIZED +//#define UPLOAD