Wolf3D-Mac/WolfMain.c

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#include "wolfdef.h" #include <string.h> /********************************** Return the absolute value **********************************/ Word w_abs(int val) { return val>=0 ? val : -val; } /********************************** Return a seeded random number **********************************/ Byte rndtable[256] = { 0, 8, 109, 220, 222, 241, 149, 107, 75, 248, 254, 140, 16, 66, 74, 21, 211, 47, 80, 242, 154, 27, 205, 128, 161, 89, 77, 36, 95,110, 85, 48, 212, 140, 211, 249, 22, 79, 200, 50, 28, 188, 52,140, 202, 120, 68, 145, 62, 70, 184, 190, 91, 197, 152, 224, 149,104, 25, 178, 252, 182, 202, 182, 141, 197, 4, 81, 181, 242, 145, 42, 39, 227, 156, 198, 225, 193, 219, 93, 122, 175, 249, 0, 175,143, 70, 239, 46, 246, 163, 53, 163, 109, 168, 135, 2, 235, 25, 92, 20, 145, 138, 77, 69, 166, 78, 176, 173, 212, 166, 113, 94,161, 41, 50, 239, 49, 111, 164, 70, 60, 2, 37, 171, 75, 136,156, 11, 56, 42, 146, 138, 229, 73, 146, 77, 61, 98, 196, 135,106, 63, 197, 195, 86, 96, 203, 113, 101, 170, 247, 181, 113, 80,250, 108, 7, 255, 237, 129, 226, 79, 107, 112, 166, 103, 241, 24,223, 239, 120, 198, 58, 60, 82, 128, 3, 184, 66, 143, 224, 145,224, 81, 206, 163, 45, 63, 90, 168, 114, 59, 33, 159, 95, 28,139, 123, 98, 125, 196, 15, 70, 194, 253, 54, 14, 109, 226, 71, 17, 161, 93, 186, 87, 244, 138, 20, 52, 123, 251, 26, 36, 17, 46, 52, 231, 232, 76, 31, 221, 84, 37, 216, 165, 212, 106, 197,242, 98, 43, 39, 175, 254, 145, 190, 84, 118, 222, 187, 136, 120,163, 236, 249 }; Word rndindex = 0; Word w_rnd(void) { rndindex = (rndindex+1)&0xff; /* Next index */ return rndtable[rndindex]; /* Return the number */ } /********************************** Return an angle value based on a slope. Assume that x is >= to y. **********************************/ Word AngleFromSlope2(Word y,Word x) { return tantoangle[((LongWord)y<<SLOPEBITS)/x]; } /********************************** Convert an arbitrary point from the viewxy into an angle. To get a global angle from cartesian coordinates, the coordinates are flipped until they are in the first octant of the coordinate system, then the y (<=x) is scaled and divided by x to get a tangent (slope) value which is looked up in the tantoangle[] table. The +1 size is to handle the case when x==y without additional checking. **********************************/ #define ANG90 0x4000 #define ANG180 0x8000 #define ANG270 0xc000 angle_t PointToAngle(fixed_t x, fixed_t y) { x -= viewx; /* Adjust the x and y based on the camera */ y = viewy - y; if (x>=0) { /* x is positive? */ if (y>=0) { /* y is positive? */ if (x>y) { return AngleFromSlope2(y,x); /* octant 0*/ } else { return ANG90-1-AngleFromSlope2(x,y); /* octant 1 */ } } else { /* y<0 */ y = -y; /* Negate y (Make positive) */ if (x>y) { return -AngleFromSlope2(y,x); /* octant 8 */ } else { return ANG270+AngleFromSlope2 (x,y); /* octant 7 */ } } } else { /* x<0*/ x = -x; /* Force x positive */ if (y>= 0) { /* Is y positive? */ if (x>y) { return ANG180-1-AngleFromSlope2(y,x); /* octant 3 */ } else { return ANG90+AngleFromSlope2(x,y); /* octant 2 */ } } else { /* y<0*/ y = -y; /* Force y positive also */ if (x>y) { return ANG180+AngleFromSlope2 (y,x); /* octant 4 */ } } } return ANG270-1-AngleFromSlope2(x,y); /* octant 5 */ } /********************************** Died() has already spun the view toward the killer GameOver() scales the "game over" sprite in and pulses it until an event **********************************/ void GameOver(void) { topspritenum = S_GAMEOVER; /* Game over words */ topspritescale = 8; /* Start the scale factor */ do { RenderView(); /* Draw the 3-d view */ topspritescale+=8; } while (topspritescale<120); for (;;) { /* Stay here forever */ do { if (WaitTicksEvent(1)) { /* Canceled? */ return; } RenderView(); /* Show the 3-D view */ topspritescale-=2; /* Make s