Wolf3D-Mac/Level.c
2013-12-20 01:25:00 -05:00

1 line
17 KiB
C

#include "wolfdef.h"
#include <string.h>
/* static object info*/
/* List of bad guy sprites */
static Word DKnightSprs[] = {
S_DKNIGHT_ATK1,
S_DKNIGHT_ATK2,
S_DKNIGHT_ATK3,
S_DKNIGHT_ATK4,
S_DKNIGHT_WLK1,
S_DKNIGHT_WLK2,
S_DKNIGHT_WLK3,
S_DKNIGHT_WLK4,
S_DKNIGHT_DTH1,
S_DKNIGHT_DTH2,
S_DKNIGHT_DTH3,S_G_KEY,0};
static Word DogSprs[] = {
S_DOG_ATK1,
S_DOG_ATK2,
S_DOG_ATK3,
S_DOG_WLK1,
S_DOG_WLK2,
S_DOG_WLK3,
S_DOG_WLK4,
S_DOG_DTH1,
S_DOG_DTH2,
S_DOG_DTH3,0};
static Word NaziSprs[] = {
S_GUARD_ATK1,
S_GUARD_ATK2,
S_GUARD_ATK3,
S_GUARD_WLK1,
S_GUARD_WLK2,
S_GUARD_WLK3,
S_GUARD_WLK4,
S_GUARD_PAIN,
S_GUARD_DTH1,
S_GUARD_DTH2,
S_GUARD_DTH3,S_AMMO,0};
static Word HansSprs[] = {
S_HANS_ATK1,
S_HANS_ATK2,
S_HANS_ATK3,
S_HANS_WLK1,
S_HANS_WLK2,
S_HANS_WLK3,
S_HANS_WLK4,
S_HANS_DTH1,
S_HANS_DTH2,
S_HANS_DTH3,S_G_KEY,0};
static Word HitlerSprs[] = {
S_HITLER_ATK1,
S_HITLER_ATK2,
S_HITLER_ATK3,
S_HITLER_WLK1,
S_HITLER_WLK2,
S_HITLER_WLK3,
S_HITLER_WLK4,
S_HITLER_DTH1,
S_HITLER_DTH2,
S_HITLER_DTH3,
S_MHITLER_ATK1,
S_MHITLER_ATK2,
S_MHITLER_ATK3,
S_MHITLER_DIE1,
S_MHITLER_DIE2,
S_MHITLER_DIE3,
S_MHITLER_DIE4,
S_MHITLER_WLK1,
S_MHITLER_WLK2,
S_MHITLER_WLK3,
S_MHITLER_WLK4,0};
static Word UberSprs[] = {
S_UBER_ATK1,
S_UBER_ATK2,
S_UBER_ATK3,
S_UBER_ATK4,
S_UBER_WLK1,
S_UBER_WLK2,
S_UBER_WLK3,
S_UBER_WLK4,
S_UBER_DTH1,
S_UBER_DTH2,
S_UBER_DTH3,S_G_KEY,0};
static Word MutantSprs[] = {
S_MUTANT_ATK1,
S_MUTANT_ATK2,
S_MUTANT_ATK3,
S_MUTANT_WLK1,
S_MUTANT_WLK2,
S_MUTANT_WLK3,
S_MUTANT_WLK4,
S_MUTANT_PAIN,
S_MUTANT_DTH1,
S_MUTANT_DTH2,
S_MUTANT_DTH3,S_AMMO,0};
static Word OfficerSprs[] = {
S_OFFICER_ATK1,
S_OFFICER_ATK2,
S_OFFICER_ATK3,
S_OFFICER_WLK1,
S_OFFICER_WLK2,
S_OFFICER_WLK3,
S_OFFICER_WLK4,
S_OFFICER_PAIN,
S_OFFICER_DTH1,
S_OFFICER_DTH2,
S_OFFICER_DTH3,S_AMMO,0};
static Word SchabbsSpr[] = {
S_SCHABBS_ATK1,
S_SCHABBS_ATK2,
S_SCHABBS_WLK1,
S_SCHABBS_WLK2,
S_SCHABBS_WLK3,
S_SCHABBS_WLK4,
S_SCHABBS_DTH1,
S_SCHABBS_DTH2,
S_SCHABBS_DTH3,S_G_KEY,0};
static Word SSSprs[] = {
S_SS_ATK1,
S_SS_ATK2,
S_SS_ATK3,
S_SS_WLK1,
S_SS_WLK2,
S_SS_WLK3,
S_SS_WLK4,
S_SS_PAIN,
S_SS_DTH1,
S_SS_DTH2,
S_SS_DTH3,S_MACHINEGUN,S_AMMO,0};
static Word TransSprs[] = {
S_TRANS_ATK1,
S_TRANS_ATK2,
S_TRANS_ATK3,
S_TRANS_WLK1,
S_TRANS_WLK2,
S_TRANS_WLK3,
S_TRANS_WLK4,
S_TRANS_DTH1,
S_TRANS_DTH2,
S_TRANS_DTH3,S_G_KEY,0};
static Byte EnemyHits[16];
static Word *EnemySprs[] = { /* This list MUST match class_t! */
NaziSprs,
OfficerSprs,
SSSprs,
DogSprs,
MutantSprs,
HansSprs,
SchabbsSpr,
TransSprs,
UberSprs,
DKnightSprs,
HitlerSprs,
HitlerSprs
};
static Byte WallHits[256];
Word staticflags[] = {
0, /*S_WATER_PUDDLE,*/
TI_BLOCKMOVE, /*S_GREEN_BARREL,*/
TI_BLOCKMOVE, /*S_CHAIR_TABLE,*/
TI_BLOCKMOVE, /*S_FLOOR_LAMP,*/
0, /*S_CHANDELIER,*/
TI_GETABLE, /*S_DOG_FOOD,*/
TI_BLOCKMOVE, /*S_COLUMN,*/
TI_BLOCKMOVE, /*S_POTTED_TREE,*/
TI_BLOCKMOVE, /*S_FLAG,*/
TI_BLOCKMOVE, /*S_POTTED_PLANT,*/
TI_BLOCKMOVE, /*S_BLUE_POT,*/
0, /*S_DEBRIS1,*/
0, /*S_LIGHT,*/
0, /*S_BUCKET,*/
TI_BLOCKMOVE, /*S_ARMOUR,*/
TI_BLOCKMOVE, /*S_CAGE,*/
TI_GETABLE, /*S_G_KEY,*/
TI_GETABLE, /*S_S_KEY,*/
TI_GETABLE, /*S_BANDOLIER*/
TI_GETABLE, /*S_AMMOCASE,*/
TI_GETABLE, /*S_FOOD,*/
TI_GETABLE, /*S_HEALTH,*/
TI_GETABLE, /*S_AMMO,*/
TI_GETABLE, /*S_MACHINEGUN,*/
TI_GETABLE, /*S_CHAINGUN,*/
TI_GETABLE, /*S_CROSS,*/
TI_GETABLE, /*S_CHALICE,*/
TI_GETABLE, /*S_CHEST,*/
TI_GETABLE, /*S_CROWN,*/
TI_GETABLE, /*S_ONEUP,*/
TI_BLOCKMOVE, /*S_WOOD_BARREL,*/
TI_BLOCKMOVE, /*S_WATER_WELL,*/
TI_GETABLE, /*S_FLAMETHROWER */
TI_GETABLE, /*S_GASCAN */
TI_GETABLE, /*S_LAUNCHER */
TI_GETABLE /*S_MISSILES */
};
/**********************************
Spawn a static object at x,y
**********************************/
void SpawnStatic(Word x,Word y,Word shape)
{
Word *TilePtr;
static_t *StatPtr;
if (numstatics>=MAXSTATICS) {
return; /* Oh oh!! */
}
TilePtr = &tilemap[y][x]; /* Precalc tile pointer */
StatPtr = &statics[numstatics];
StatPtr->x = (x<<FRACBITS)+0x80; /* Set the pixel X */
StatPtr->y = (y<<FRACBITS)+0x80; /* Set the pixel Y */
StatPtr->areanumber = TilePtr[0] & TI_NUMMASK; /* Mask off the area number */
TilePtr[0] |= staticflags[shape];
shape += S_WATER_PUDDLE; /* Init the shape number */
WallHits[shape] = 1; /* Load in this shape */
StatPtr->pic = shape; /* Set the object's shape */
switch (shape) {
case S_CROSS:
case S_CHALICE:
case S_CHEST:
case S_CROWN:
case S_ONEUP:
++gamestate.treasuretotal; /* Mark this as treasure */
}
++numstatics; /* I have one more item */
}
/**********************************
Spawn the player at x,y
**********************************/
void SpawnPlayer(Word x,Word y,Word dir)
{
gamestate.viewangle = (1-dir)*ANGLES/4; /* Get the basic viewing angle */
actors[0].x = (x<<FRACBITS)+0x80; /* Save the X coord */
actors[0].y = (y<<FRACBITS)+0x80; /* Save the Y coord */
actors[0].class = CL_PLAYER; /* This is the player */
actors[0].areanumber = tilemap[y][x]&TI_NUMMASK; /* Which area? */
ConnectCount = 0; /* Zap the interconnects */
ConnectAreas(); /* Init the area table */
}
/**********************************
Spawn an actor at a specific x,y
**********************************/
void SpawnStand(Word x,Word y,class_t which)
{
stateindex_t state;
classinfo_t *info;
actor_t *ActorPtr;
Word *TilePtr;
Word tile;
if (numactors==MAXACTORS) { /* Too many actors already? */
return; /* Exit */
}
EnemyHits[which] = 1;
info = &classinfo[which]; /* Get the pointer to the basic info */
state = info->standstate; /* Get the state logic value */
ActorPtr = &actors[numactors]; /* Get the pointer to the new actor entry */
TilePtr = &tilemap[y][x]; /* Pointer to the current tile */
tile = TilePtr[0]; /* What's in the tile? */
ActorPtr->x = (x<<FRACBITS)+0x80; /* Init the x and y */
ActorPtr->y = (y<<FRACBITS)+0x80;
ActorPtr->pic = states[state].shapenum; /* What picture to display? */
ActorPtr->ticcount = states[state].tictime; /* Initial tick count */
ActorPtr->state = state;
ActorPtr->flags = FL_SHOOTABLE | FL_NOTMOVING; /* You can shoot it */
ActorPtr->distance = 0; /* No distance to travel */
ActorPtr->dir = nodir; /* No direction of travel */
ActorPtr->areanumber = tile&TI_NUMMASK; /* Area in */
ActorPtr->reacttime = 0; /* Reaction time */
TilePtr[0] = tile | TI_ACTOR; /* Mark as a bad guy */
MapPtr->tilemap[y][x] = numactors; /* Save the actor # */
ActorPtr->goalx = x; /* Don't travel anywhere */
ActorPtr->goaly = y;
ActorPtr->class = which; /* Actor type */
ActorPtr->speed = info->speed; /* Basic speed */
ActorPtr->hitpoints = info->hitpoints; /* Starting hit points */
++numactors; /* I now add one more actor to the list */
++gamestate.killtotal; /* Another critter must die! */
}
/**********************************
Spawn an actor at a specific x,y and ALSO set the ambush flag
**********************************/
void SpawnAmbush(Word x,Word y,class_t which)
{
actor_t *ActorPtr;
ActorPtr = &actors[numactors]; /* Get the pointer to the new actor entry */
SpawnStand(x,y,which); /* Fill in all the entries */
ActorPtr->flags |= FL_AMBUSH; /* Set the ambush flag */
}
/**********************************
Spawn a door at the specified x,y
**********************************/
void SpawnDoor(Word x,Word y,Word type)
{
door_t *door;
Word *TilePtr;
if (numdoors==MAXDOORS) {
return;
}
TilePtr = &tilemap[y-1][x]; /* Pointer to the tile (-1 y) for door->area index */
door = &doors[numdoors]; /* Pointer to the door record */
door->position = 0; /* doors start out fully closed*/
door->tilex = x;
door->tiley = y;
door->info = type-90; /* Set the door type */
door->action = DR_CLOSED; /* Mark as closed */
TilePtr[MAPSIZE] = (TI_DOOR|TI_BLOCKMOVE|TI_BLOCKSIGHT)| numdoors;
if (type & 1) { /* horizontal*/
door->area1 = TilePtr[MAPSIZE*2] & TI_NUMMASK; /* One cell below */
door->area2 = TilePtr[0] & TI_NUMMASK; /* One cell above */
} else {
door->area1 = TilePtr[MAPSIZE-1] & TI_NUMMASK; /* One cell left */
door->area2 = TilePtr[MAPSIZE+1] & TI_NUMMASK; /* One cell right */
}
++numdoors;
}
/**********************************
Spawn a pushwall track at the specified x,y
**********************************/
void AddPWallTrack(Word x,Word y,Word tile)
{
Byte *TextPtr;
if (x>=MAPSIZE || y>=MAPSIZE) {
return; /* pushwall is off the edge of a map*/
}
TextPtr = &textures[MAPSIZE+x][y];
if (TextPtr[0] != 0xff) { /* Already marked? */
return; /* solid wall*/
}
TextPtr[0] = tile + 1; /* Save the tile # */
textures[y][x] = tile; /* Mark the texture index */
}
/**********************************
Spawn a pushwall at the specified x,y
**********************************/
void SpawnPushwall(Word x,Word y,Word tile)
{
++gamestate.secrettotal; /* Secret area! */
tilemap[y][x] |= (TI_BLOCKMOVE | TI_BLOCKSIGHT | TI_PUSHWALL);
/* directly set texture values for rendering*/
tile = (tile-1)<<1;
AddPWallTrack(x, y, tile);
AddPWallTrack(x-1, y, tile);
AddPWallTrack(x-2, y, tile);
AddPWallTrack(x+1, y, tile);
AddPWallTrack(x+2, y, tile);
AddPWallTrack(x, y-1, tile);
AddPWallTrack(x, y-2, tile);
AddPWallTrack(x, y+1, tile);
AddPWallTrack(x, y+2, tile);
}
/**********************************
Spawn an elevator at the specified x,y
**********************************/
void SpawnElevator(Word x,Word y)
{
elevatorx = x; /* for easy mode cheating*/
elevatory = y;
tilemap[y][x] |= TI_BLOCKMOVE | TI_SWITCH;
}
/**********************************
Spawn the outside at the specified x,y
**********************************/
void SpawnOut(Word x,Word y)
{
/*tilemap[y][x] |= TI_BLOCKMOVE | TI_SWITCH;*/
}
/**********************************
Spawn a secret item at the specified x,y
**********************************/
void SpawnSecret(Word x,Word y)
{
tilemap[y][x] |= TI_BLOCKMOVE | TI_SECRET;
}
/**********************************
Spawn all actors and mark down special places
A spawn record is (x,y,type)
**********************************/
void SpawnThings(void)
{
Word x,y; /* Temp x,y */
Word type; /* Item to spawn */
Byte *spawn_p;
Word Count; /* Number of items to create */
Word *EnemyPtr;
memset(EnemyHits,0,sizeof(EnemyHits));
spawn_p = (Byte *)MapPtr+MapPtr->spawnlistofs; /* Point to the spawn table */
Count = MapPtr->numspawn; /* How many items to spawn? */
if (!Count) {
return;
}
do {
x = spawn_p[0]; /* Get the X */
y = spawn_p[1]; /* Get the y */
type = spawn_p[2]; /* Get the type */
spawn_p+=3; /* Index past the record */
if (type<19) {
continue;
} else if (type<23) { /* 19-22 */
SpawnPlayer(x,y,type-19);
} else if (type<59) { /* 23-58 */
SpawnStatic(x,y,type-23);
} else if (type<90) { /* 59-89 */
continue;
} else if (type<98) { /* 90-97 */
SpawnDoor(x,y,type);
} else if (type == 98) { /* 98 */
SpawnPushwall(x,y,spawn_p[0]);
++spawn_p;
} else if (type == 99) { /* 99 */
SpawnOut(x,y);
} else if (type == 100) { /* 100 */
SpawnElevator(x,y);
} else if (type == 101) { /* 101 */
SpawnSecret(x,y);
} else if (type<108) { /* 102-107 */
continue;
} else if (type<123) { /* 108-122 */
SpawnStand(x,y,(class_t) (type-108));
} else if (type<126) { /* 123-125 */
continue;
} else if (type<140) { /* 126-139 */
SpawnAmbush(x,y,(class_t) (type-126));
}
} while (--Count);
Count = 0;
do {
if (EnemyHits[Count]) {
x = 0;
EnemyPtr = EnemySprs[Count];
do {
WallHits[EnemyPtr[x]] = 1;
++x;
} while (EnemyPtr[x]);
}
} while (++Count<16);
}
/**********************************
Release the map data
**********************************/
void ReleaseMap(void)
{
Word i;
if (OldMapNum) {
KillAResource(OldMapNum); /* Make SURE it's purged! */
OldMapNum = 0; /* Nothing loaded */
MapPtr = 0; /* No data available */
}
i = 0;
do {
if (ArtData[i]) {
FreeSomeMem(ArtData[i]); /* Release the wall art */
ArtData[i] = 0;
}
} while (++i<64); /* All walls done? */
i = 1;
do {
if (SpriteArray[i]) { /* Is this sprite loaded? */
FreeSomeMem(SpriteArray[i]); /* Release the memory */
SpriteArray[i] = 0;
}
} while (++i<S_LASTONE); /* All done? */
}
/**********************************
Load and initialize everything for current game level
Spawnlist 0-(numusable-1) are the usable (door/pushwall) spawn objects
Polysegs 0-(numpushwalls-1) are four sided pushwall segs
**********************************/
Boolean SetupGameLevel(void)
{
Byte *src;
Word *dest;
Word tile;
Word Count;
/* clear counts*/
gamestate.secrettotal=0; /* No secret items found */
gamestate.killtotal=0; /* Noone killed */
gamestate.treasuretotal=0; /* No treasure found */
gamestate.secretcount=0; /* No secret areas found */
gamestate.killcount=0; /* Noone to kill on this level */
gamestate.treasurecount = 0; /* No treasures laid */
/* Load a level */
ReleaseMap(); /* Free up any previous map */
OldMapNum = (MapListPtr->MapRezNum)+gamestate.mapon; /* Which map to load */
MapPtr = LoadAResource(OldMapNum); /* Load in the map */
if (!MapPtr) {
return FALSE; /* Uh.. yeah... */
}
DrawPsyched(1); /* First stage done */
#ifdef __BIGENDIAN__
MapPtr->numspawn = SwapUShort(MapPtr->numspawn); /* Fix for 68000 machines */
MapPtr->spawnlistofs = SwapUShort(MapPtr->spawnlistofs);
MapPtr->numnodes = SwapUShort(MapPtr->numnodes);
MapPtr->nodelistofs = SwapUShort(MapPtr->nodelistofs);
#endif
numstatics = 0; /* Clear out the static array */
numdoors = 0; /* Clear out the door array */
numactors = 1; /* player has spot 0*/
nummissiles = 0; /* Clear out the missile array */
/* expand the byte width map to word width*/
memset(WallHits,0,sizeof(WallHits));
src = &MapPtr->tilemap[0][0];
dest = &tilemap[0][0];
Count = 0;
do {
tile = src[Count]; /* Get the byte tile */
if (tile & TI_BLOCKMOVE) {
tile |= TI_BLOCKSIGHT; /* Mark as blocking my sight */
WallHits[(tile-1)&0x1F]=1;
}
dest[Count] = tile; /* Save the new tile */
} while (++Count<MAPSIZE*MAPSIZE);
/* let the rendering engine know about the new map*/
NewMap(); /* Set the variables */
DrawPsyched(2); /* Second stage */
if (!LoadWallArt()) { /* Get the wall shapes */
return FALSE;
}
/* map.tilemap is now used to hold actor numbers if the TI_ACTOR bit is set in
the word tilemap*/
memset(WallHits,0,sizeof(WallHits)); /* Init the wall table */
Count = 1;
do {
WallHits[Count] = 1; /* Force the permanent sprites to load */
} while (++Count<S_VICTORY+1);
SpawnThings(); /* Create all the characters in the game level */
return LoadSpriteArt(); /* Load in the sprite art */
}
/************************************
Load in a single wall shape
************************************/
static Boolean LoadWallShape(Word Index,Byte *DarkPtr)
{
Byte *WallPtr;
Byte *Buffer;
Word WallVal;
Word j;
Buffer = AllocSomeMem(0x4000); /* Get memory for wall */
if (!Buffer) {
return FALSE;
}
WallVal = WallListPtr[Index+1]; /* Which resource is it? */
WallPtr = LoadAResource(WallVal&0x3fff); /* Load the shape */
if (!WallPtr) {
FreeSomeMem(Buffer);
return FALSE;
}
DLZSS(Buffer,WallPtr,0x4000); /* Decompress it */
if (WallVal & 0x8000) { /* Do I need to darken it? */
j = 0;
do {
Buffer[j] = DarkPtr[Buffer[j]]; /* Use a lookup table to darken it */
} while (++j<0x4000);
}
ArtData[Index] = Buffer; /* Save the pointer */
ReleaseAResource(WallVal&0x3fff); /* Purge the data */
return TRUE;
}
/************************************
Load in all the wall art
************************************/
Word LoadWallArt(void)
{
Word i;
Word j;
Word RetVal;
Byte *DarkPtr;
RetVal = FALSE;
DarkPtr = LoadAResource(MyDarkData); /* Get my darken table */
i = 0;
do {
if (WallHits[i]) {
j = i*2;
if (!LoadWallShape(j,DarkPtr) ||
!LoadWallShape(j+1,DarkPtr) ) {
goto Abort;
}
DrawPsyched(j+2);
}
} while (++i<29);
i = 59;
do {
if (!LoadWallShape(i,DarkPtr)) {
goto Abort;
}
DrawPsyched(i+2);
} while (++i<64);
RetVal = TRUE;
Abort:
ReleaseAResource(MyDarkData);
return RetVal; /* No errors */
}
/***************************
Load in all the sprites
***************************/
Word LoadSpriteArt(void)
{
Word i;
Word Length;
Byte *MyPtr;
Byte *MyNewPtr;
i=1;
do {
if (WallHits[i]) {
MyPtr = LoadAResource(i+(428-1)); /* Get the packed file */
if (!MyPtr) {
return FALSE;
}
Length = MyPtr[0]; /* Get the length unpacked */
Length |= MyPtr[1]<<8;
MyNewPtr = (Byte *)AllocSomeMem(Length); /* Get memory for the sprite */
if (!MyNewPtr) {
ReleaseAResource(i+(428-1));
return FALSE;
}
DLZSS(MyNewPtr,&MyPtr[2],Length); /* Unpack it */
SpriteArray[i] = MyNewPtr; /* Save the pointer */
ReleaseAResource(i+(428-1)); /* Release the resource */
DrawPsyched(i+66);
}
} while (++i<S_LASTONE);
DrawPsyched(66+S_LASTONE);
return TRUE;
}