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

1 line
12 KiB
C

#include "wolfdef.h"
#define SHOTRATE 6
/**********************************
Change my weapon to the biggest one I got
**********************************/
static void OutOfAmmo(void)
{
if (gamestate.missile && gamestate.missiles) {
gamestate.pendingweapon = WP_MISSILE;
return; /* Launcher & missiles */
}
if (gamestate.flamethrower && gamestate.gas) {
gamestate.pendingweapon = WP_FLAMETHROWER;
return; /* Flames and gas */
}
if (gamestate.ammo) {
if (gamestate.chaingun) {
gamestate.pendingweapon = WP_CHAINGUN;
return;
}
if (gamestate.machinegun) {
gamestate.pendingweapon = WP_MACHINEGUN;
return;
}
gamestate.pendingweapon = WP_PISTOL;
return;
}
gamestate.pendingweapon = WP_KNIFE;
}
/**********************************
Draw the ammo for the new weapon
**********************************/
void ChangeWeapon (void)
{
switch(gamestate.weapon) { /* Which weapon */
case WP_PISTOL:
case WP_MACHINEGUN:
case WP_CHAINGUN:
IO_DrawAmmo(gamestate.ammo); /* Draw bullets */
break;
case WP_FLAMETHROWER:
IO_DrawAmmo(gamestate.gas); /* Draw gasoline */
break;
case WP_MISSILE:
IO_DrawAmmo(gamestate.missiles); /* Draw missiles */
}
}
/**********************************
Fire my weapon, change to knife if no more ammo
**********************************/
void Cmd_Fire(void)
{
switch(gamestate.weapon) {
case WP_CHAINGUN:
case WP_MACHINEGUN:
case WP_PISTOL:
if (!gamestate.ammo) { /* Do I have ammo? */
OutOfAmmo(); /* Change the weapon */
}
break;
case WP_FLAMETHROWER:
if (!gamestate.gas) {
OutOfAmmo(); /* Change the weapon */
}
break;
case WP_MISSILE:
if (!gamestate.missiles) {
OutOfAmmo(); /* Change the weapon */
}
}
gamestate.attackframe = 1; /* Begin the attack */
gamestate.attackcount = SHOTRATE; /* Time before next action */
}
/**********************************
Try to use a switch, door or pushwall...
**********************************/
void Cmd_Use(void)
{
Word dir; /* Direction facing */
Word tile; /* Tile tested */
Word x,y; /* x,y of the tile to test */
/* Find which cardinal direction the player is facing */
x = actors[0].x >> FRACBITS; /* Get the x,y in tiles */
y = actors[0].y >> FRACBITS;
dir = ((gamestate.viewangle+ANGLES/8)&(ANGLES-1)) >> 7; /* Force into a cardinal direction */
switch (dir) {
case 0:
x++;
dir = CD_EAST; /* East */
break;
case 1:
y--;
dir = CD_NORTH; /* North */
break;
case 2:
x--;
dir = CD_WEST; /* West */
break;
case 3:
y++;
dir = CD_SOUTH; /* South */
}
tile = tilemap[y][x]; /* Get the tile data */
if (tile & TI_DOOR) { /* Is this a door? */
OperateDoor(tile&TI_NUMMASK); /* Door # to operate */
return;
}
if (!PushWallRec.pwallcount && (tile&TI_PUSHWALL)) { /* Push wall? */
PushWall(x,y,dir); /* Note: Only 1 pushwall at a time! */
return;
}
if (tile & TI_SWITCH) { /* Elevator switch? */
PlaySound(SND_THROWSWITCH|0x8000);
playstate = EX_COMPLETED;
return;
}
if (tile & TI_SECRET) { /* Secret level? */
PlaySound(SND_THROWSWITCH|0x8000);
playstate = EX_SECRET;
return;
}
if (tile & TI_BLOCKSIGHT) {
PlaySound(SND_HITWALL|0x8000); /* Oof! */
}
}
/**********************************
Change my weapon
**********************************/
void Cmd_ChangeWeapon(void)
{
for (;;) {
++gamestate.pendingweapon; /* Next weapon */
switch(gamestate.pendingweapon) {
case WP_PISTOL:
if (gamestate.ammo) { /* Do I have ammo ? */
return; /* Use it! */
}
break;
case WP_MACHINEGUN:
if (gamestate.machinegun && gamestate.ammo) {
return; /* Machine gun & ammo! */
}
break;
case WP_CHAINGUN:
if (gamestate.chaingun && gamestate.ammo) {
return; /* Chain gun & ammo! */
}
break;
case WP_FLAMETHROWER:
if (gamestate.flamethrower && gamestate.gas) {
return; /* Flames and gas */
}
break;
case WP_MISSILE:
if (gamestate.missile && gamestate.missiles) {
return; /* Launcher & missiles */
}
break;
default:
gamestate.pendingweapon = WP_KNIFE; /* Force as the knife */
return;
}
}
}
/**********************************
Sets actor to the closest enemy in the line of fire, or 0
if there is no valid target
**********************************/
actor_t *TargetEnemy (void)
{
Word *xe;
Word i;
vissprite_t *dseg;
actor_t *ActorPtr;
/* look at the drawn sprites from closest to farthest*/
i = numvisspr;
if (i) { /* Any drawn? */
xe = &firstevent[i-1]; /* Index to the CLOSEST sprite */
do {
dseg = &vissprites[xe[0]&(MAXVISSPRITES-1)];
if (dseg->actornum) { /* static sprite or missile */
if (xscale[CENTERX] <= dseg->clipscale) { /* Not obscured by a wall*/
if (dseg->x1 <= CENTERX+8 && dseg->x2 >= CENTERX-8) {
ActorPtr = &actors[dseg->actornum]; /* Get pointer to the actor */
if (!(ActorPtr->flags & FL_DEAD)) { /* Dead already? */
return ActorPtr; /* Shoot me! */
}
}
}
}
--xe;
} while (--i);
}
return 0; /* No actor in range */
}
/**********************************
Attack with a knife
**********************************/
void KnifeAttack(void)
{
actor_t *ActorPtr;
ActorPtr = TargetEnemy(); /* Who to hit? */
if (ActorPtr) { /* Got someone? */
if (CalcDistance(ActorPtr) <= KNIFEDIST) { /* In range? */
DamageActor(w_rnd()&15,ActorPtr); /* Hit him! */
PlaySound(SND_KNIFE|0x8000);
return;
}
}
PlaySound(SND_KNIFEMISS|0x8000); /* Swish the knife */
}
/**********************************
Attack with a pistol, machine gun, chain gun
**********************************/
void GunAttack(void)
{
Word Damage;
actor_t *ActorPtr;
if (gamestate.weapon == WP_CHAINGUN ) {
Damage = SND_CHAIN|0x8000; /* Bang! */
} else if (gamestate.weapon == WP_MACHINEGUN) {
Damage = SND_MGUN|0x8000;
} else {
Damage = SND_GUNSHT|0x8000;
}
PlaySound(Damage); /* Play the gun shot sound */
madenoise = TRUE; /* I made some noise */
if (!gamestate.godmode) {
--gamestate.ammo; /* Remove a bullet */
}
IO_DrawAmmo(gamestate.ammo); /* Redraw the ammo */
ActorPtr = TargetEnemy(); /* Anyone to hit? */
if (ActorPtr) { /* Found one? */
if (CalcDistance(ActorPtr) < 2*TILEGLOBAL) { /* Close range? */
Damage = w_rnd()&15; /* More damage */
} else {
Damage = w_rnd()&7;
}
DamageActor(Damage,ActorPtr); /* Shoot! */
}
}
/**********************************
Attack with a flame thrower
**********************************/
void FlameAttack(void)
{
int x; /* Sine,cos value */
missile_t *MissilePtr; /* Pointer to new missile record */
madenoise = TRUE;
PlaySound(SND_FTHROW|0x8000); /* Burn! */
if (!gamestate.godmode) {
--gamestate.gas; /* Use a gallon of gas */
}
IO_DrawAmmo(gamestate.gas); /* Draw the gas value */
/* flame sprite*/
MissilePtr = GetNewMissile(); /* Get a missile record */
MissilePtr->areanumber = actors[0].areanumber; /* Start where I am */
x = costable[gamestate.viewangle]; /* Set the x velocity */
MissilePtr->xspeed = x/5; /* Set the speed */
MissilePtr->x = (x/4) + actors[0].x;
x = -sintable[gamestate.viewangle]; /* Set the y velocity */
MissilePtr->yspeed = x/5; /* Set the speed */
MissilePtr->y = (x/4) + actors[0].y;
MissilePtr->pic = S_FIREBALL; /* Use the fireball pic */
MissilePtr->flags = MF_HITENEMIES | MF_HITSTATICS;
MissilePtr->type = MI_PFLAME;
}
/**********************************
Attack with a missile
**********************************/
void MissileAttack(void)
{
int x; /* Sine,Cos value */
missile_t *MissilePtr; /* Pointer to new missile record */
PlaySound(SND_ROCKET|0x8000); /* Fire! */
madenoise = TRUE; /* Made a racket */
if (!gamestate.godmode) {
--gamestate.missiles;
}
IO_DrawAmmo(gamestate.missiles); /* Draw the missile count */
MissilePtr = GetNewMissile(); /* missile sprite */
MissilePtr->areanumber = actors[0].areanumber;
x = costable[gamestate.viewangle];
MissilePtr->x = (x/4) + actors[0].x; /* Must be visible for screen! */
MissilePtr->xspeed = (x/5);
x = -sintable[gamestate.viewangle];
MissilePtr->y = (x/4) + actors[0].y;
MissilePtr->yspeed = (x/5);
MissilePtr->pic = S_MISSILE;
MissilePtr->flags = MF_HITENEMIES | MF_HITSTATICS;
MissilePtr->type = MI_PMISSILE;
}
/**********************************
Move the player (Called every tic)
**********************************/
void MovePlayer(void)
{
ControlMovement(); /* Read the controller */
/* check for use*/
if (buttonstate[bt_use]) { /* Pressed use? */
if (!useheld) {
useheld = TRUE; /* Only once... */
Cmd_Use();
}
} else {
useheld = FALSE; /* It's released */
}
/* check for weapon select */
if (buttonstate[bt_select]) {
if (!selectheld) {
selectheld = TRUE; /* Only once */
Cmd_ChangeWeapon(); /* Change the weapon */
}
} else {
selectheld = FALSE; /* It's released */
}
/* check for starting an attack */
if (buttonstate[bt_attack]) {
if (!attackheld && !gamestate.attackframe) {
attackheld = TRUE; /* Held down */
Cmd_Fire(); /* Initiate firing my weapon */
}
} else {
attackheld = FALSE; /* It's released */
}
/* advance attacking action */
if (!gamestate.attackframe) { /* Not in the middle of firing the weapon? */
if (gamestate.pendingweapon != gamestate.weapon) { /* New weapon? */
gamestate.weapon = gamestate.pendingweapon; /* Set the weapon */
ChangeWeapon(); /* Redraw the ammo */
}
return; /* Exit now */
}
/* I am in an attack, time yet? */
if (gamestate.attackcount>TicCount) { /* Wait to attack! */
gamestate.attackcount-=TicCount; /* Wait a bit */
return;
}
/* change frame */
if (TicCount<SHOTRATE) {
gamestate.attackcount += (SHOTRATE-TicCount); /* Carry over the time */
}
++gamestate.attackframe; /* Next animation frame */
/* frame 2: attack frame */
if (gamestate.attackframe == 2) {
switch (gamestate.weapon) {
case WP_KNIFE:
KnifeAttack(); /* Knife 'em */
break;
case WP_PISTOL:
if (!gamestate.ammo) {
gamestate.attackframe = 4;
return;
}
GunAttack(); /* One shot */
break;
case WP_MACHINEGUN:
if (!gamestate.ammo) {
gamestate.attackframe = 4;
return;
}
GunAttack(); /* First shot */
break;
case WP_CHAINGUN:
if (!gamestate.ammo) {
gamestate.attackframe = 4;
return;
}
GunAttack(); /* First of many shots */
break;
case WP_FLAMETHROWER:
if (!gamestate.gas) {
gamestate.attackframe = 4;
return;
}
FlameAttack(); /* Shoot a flame */
break;
case WP_MISSILE:
if (!gamestate.missiles) {
gamestate.attackframe = 4;
return;
}
MissileAttack(); /* Shoot the missile */
}
}
/* frame 3: second shot for chaingun and flamethrower */
if (gamestate.attackframe == 3) {
if (gamestate.weapon == WP_CHAINGUN ) {
if (!gamestate.ammo) {
++gamestate.attackframe;
} else {
GunAttack(); /* Shoot! */
}
} else if (gamestate.weapon == WP_FLAMETHROWER ) {
if (!gamestate.gas) {
++gamestate.attackframe;
} else {
FlameAttack(); /* Flame on! */
}
}
return;
}
/* frame 4: possible auto fire */
if (gamestate.attackframe == 4) {
if (buttonstate[bt_attack]) { /* Held down? */
if ( (gamestate.weapon == WP_MACHINEGUN
|| gamestate.weapon == WP_CHAINGUN) && gamestate.ammo) {
gamestate.attackframe = 2; /* Fire again */
GunAttack(); /* Shoot */
}
if (gamestate.weapon == WP_FLAMETHROWER && gamestate.gas) {
gamestate.attackframe=2;
FlameAttack(); /* Flame again */
}
}
return;
}
if (gamestate.attackframe == 5) { /* End the attack */
switch (gamestate.weapon) {
case WP_CHAINGUN:
case WP_MACHINEGUN:
case WP_PISTOL:
if (!gamestate.ammo) {
OutOfAmmo(); /* Switch weapons */
} else if (gamestate.weapon == WP_PISTOL && buttonstate[bt_attack]
&& !attackheld) {
attackheld = TRUE;
gamestate.attackframe = 1; /* Fire again the pistol */
return;
}
break;
case WP_FLAMETHROWER:
if (!gamestate.gas) { /* Out of gas? */
OutOfAmmo(); /* Change weapons */
}
break;
case WP_MISSILE:
if (!gamestate.missiles) { /* Out of missiles? */
OutOfAmmo(); /* Switch weapons */
}
}
gamestate.attackcount = 0; /* Shut down the attack */
gamestate.attackframe = 0;
}
}