Wolf3D-Mac/PlMove.c

1 line
5.4 KiB
C

#include "wolfdef.h"
/**********************************
See if players current position is ok
returns True if move ok
All coordinates are stored in 8.8 fractions (8 bits integer, 8 bits fraction)
**********************************/
static Boolean TryMove(Word Checkx,Word Checky)
{
actor_t *ActorPtr; /* Pointer to actor record */
Word xl,yl,xh,yh; /* Rect to scan */
Word tile; /* Tile being tested */
Word x,y; /* Working x,y */
xl = (Checkx - PLAYERSIZE)>>FRACBITS; /* Make the rect for the player in tiles */
xh = ((Checkx + PLAYERSIZE)>>FRACBITS)+1;
yl = (Checky - PLAYERSIZE)>>FRACBITS;
yh = ((Checky + PLAYERSIZE)>>FRACBITS)+1;
/* check for solid walls*/
y = yl;
do {
x=xl;
do {
tile = tilemap[y][x]; /* Test the tile */
if (tile & TI_GETABLE) { /* Can I get this? */
GetBonus(x,y); /* Get the item */
}
if (tile & TI_BLOCKMOVE) { /* Motion blocked */
return FALSE; /* Can't go this way! */
}
} while (++x<xh); /* Scan the x */
} while (++y<yh); /* Scan the y */
/* check for actors */
yl--; /* Increase the rect for actor hits */
yh++;
xl--;
xh++;
y = yl;
do {
x = xl;
do {
tile = tilemap[y][x]; /* Get the tile */
if (tile&TI_ACTOR) { /* Actor here? */
ActorPtr = &actors[MapPtr->tilemap[y][x]];
if (w_abs(ActorPtr->x - Checkx) < MINACTORDIST) {
if (w_abs(ActorPtr->y - Checky) < MINACTORDIST)
return FALSE; /* I hit the actor! */
}
}
} while (++x<xh); /* Scan the x */
} while (++y<yh); /* Scan the y */
playermoving = TRUE; /* I am moving (Harder to hit) */
return TRUE; /* Way is clear */
}
/**********************************
Clip the player's motion
I will also try to use as much motion as I have
**********************************/
static void ClipMove(int xmove,int ymove)
{
int Checkx,Checky;
/* Try complete move */
Checkx = xmove; /* Save the current motion offset */
Checky = ymove;
do {
if (TryMove(actors[0].x+Checkx,actors[0].y+Checky)) { /* Can I move here? */
actors[0].x += Checkx; /* Save it */
actors[0].y += Checky;
if (Checkx==xmove) { /* Use all the motion? */
return; /* Exit now! */
}
xmove-=Checkx; /* Remove the used motion */
ymove-=Checky;
break; /* Exit now */
}
if (Checkx==-1) { /* Minimum motion */
Checkx = 0;
}
Checkx>>=1; /* Reduce the amount of motion */
if (Checky==-1) { /* Minimum motion */
Checky=0;
}
Checky>>=1;
} while (Checkx || Checky); /* Is there ANY motion? */
/* Try horizontal motion */
Checkx = actors[0].x + xmove;
if (TryMove(Checkx,actors[0].y)) {
actors[0].x = Checkx; /* Set new x */
return;
}
/* try just vertical*/
Checky = actors[0].y + ymove;
if (TryMove(actors[0].x,Checky)) {
actors[0].y = Checky; /* Set new y */
}
}
/**********************************
Adds movement to xmove & ymove
**********************************/
static void Thrust(Word angle,Word speed,Word *xmove, Word *ymove)
{
angle &= ANGLES-1; /* Mask the angle range */
if (speed >= TILEGLOBAL) {
speed = TILEGLOBAL-1; /* Force maximum speed */
}
*xmove += FixedByFrac(speed,costable[angle]); /* Add x motion */
*ymove -= FixedByFrac(speed,sintable[angle]); /* Add y motion */
}
/**********************************
Changes the player's angle and position
**********************************/
#define TURNSPEED 4 /* Turning while moving */
#define FASTTURN 6 /* Turning in place */
#define WALKSPEED 25
#define RUNSPEED 45
void ControlMovement(void)
{
Word turn,total;
Word tile;
Word xmove,ymove;
Word move;
playermoving = FALSE; /* No motion (Yet) */
xmove = 0; /* Init my deltas */
ymove = 0;
if (buttonstate[bt_run]) {
turn = FASTTURN*TicCount; /* Really fast turn */
move = RUNSPEED*TicCount;
} else {
turn = TURNSPEED*TicCount; /* Moderate speed turn */
move = WALKSPEED*TicCount;
}
/* turning */
gamestate.viewangle += mouseturn; /* Add in the mouse movement verbatim */
if (buttonstate[bt_east]) {
gamestate.viewangle -= turn; /* Turn right */
}
if (buttonstate[bt_west]) {
gamestate.viewangle += turn; /* Turn left */
}
gamestate.viewangle &= (ANGLES-1); /* Fix the viewing angle */
/* Handle all strafe motion */
if (mousex) { /* Side to side motion (Strafe mode) */
mousex<<=3;
if (mousex>0) {
Thrust(gamestate.viewangle - ANGLES/4,mousex,&xmove,&ymove);
} else {
Thrust(gamestate.viewangle + ANGLES/4,-mousex,&xmove,&ymove);
}
}
if (buttonstate[bt_right]) { /* Slide right keyboard */
Thrust(gamestate.viewangle - ANGLES/4, move>>1,&xmove,&ymove);
}
if (buttonstate[bt_left]) { /* Slide left keyboard */
Thrust(gamestate.viewangle + ANGLES/4, move>>1,&xmove,&ymove);
}
/* Handle all forward motion */
total = buttonstate[bt_north] ? move : 0; /* Move ahead? */
if (mousey < 0) { /* Moved the mouse ahead? */
total -= mousey<<3; /* Add it in */
}
if (total) {
Thrust(gamestate.viewangle, total,&xmove,&ymove); /* Move ahead */
}
total = buttonstate[bt_south] ? move : 0; /* Reverse direction */
if (mousey > 0) {
total += mousey<<3;
}
if (total) {
Thrust(gamestate.viewangle+ANGLES/2, total,&xmove,&ymove);
}
mousex = 0;
mousey = 0; /* Reset the mouse motion */
mouseturn = 0;
if (xmove || ymove) { /* Any motion? */
ClipMove(xmove,ymove); /* Move ahead (Clipped) */
tile = tilemap[actors[0].y>>FRACBITS][actors[0].x>>FRACBITS];
if (!(tile&TI_DOOR) ) { /* Normal tile? */
actors[0].areanumber = tile & TI_NUMMASK; /* Set my new area */
}
}
}