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

1 line
13 KiB
C

#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 smaller */
} while(topspritescale>100); /* Not too small... */
do {
if (WaitTicksEvent(1)) { /* Canceled? */
return;
}
RenderView(); /* Show the 3-D view */
topspritescale+=2; /* Make bigger */
} while (topspritescale<120); /* Not too big... */
}
}
/**********************************
Show the word "Victory" scaling in...
**********************************/
void VictoryScale(void)
{
topspritenum = S_VICTORY;
topspritescale = 16;
do {
RenderView();
topspritescale += 16;
} while (topspritescale<240);
for (;;) {
do {
if (WaitTicksEvent(1)) {
return;
}
RenderView();
topspritescale-=4;
} while (topspritescale>200);
do {
if (WaitTicksEvent(1)) {
return;
}
RenderView();
topspritescale+=4;
} while (topspritescale<240);
}
}
/**********************************
You died...
**********************************/
void Died (void)
{
Word Timer; /* Time mark */
Word Adds; /* Number of tics elapsed */
Word Total;
angle_t SrcAngle; /* Angle of view */
angle_t DestAngle; /* Angle of death */
fixed_t Motion; /* Motion constant */
gamestate.attackframe = 0; /* Remove the gun shape */
NoWeaponDraw = TRUE; /* The weapon is not drawn */
PlaySound(SND_PDIE); /* ARRRGGGHHHH!! */
IO_DrawFace(9); /* Show the dead face */
/* find angle to face attacker */
SrcAngle = gamestate.viewangle<<SHORTTOANGLESHIFT; /* Get the fine current angle */
DestAngle = PointToAngle(killx,killy)&(-1<<SHORTTOANGLESHIFT); /* What's the direction of the kill angle */
/* rotate to attacker */
if (SrcAngle!=DestAngle) { /* Do I need to rotate? */
Motion = (fixed_t)(DestAngle-SrcAngle)/ (fixed_t)30; /* Differance in fine angles */
LastTicCount = ReadTick();
Total = 30; /* Number of tics to elapse */
for (;;) { /* There yet? */
Timer = ReadTick(); /* How much time has elapsed */
Adds = Timer-LastTicCount; /* Save the time */
LastTicCount = Timer; /* Mark the new time */
if (Adds>=Total) { /* Too much time? */
break; /* Get out now! */
}
Total-=Adds; /* Remove elapsed time */
SrcAngle += Motion*Adds; /* Spin */
gamestate.viewangle = SrcAngle>>SHORTTOANGLESHIFT; /* Set the new view angle */
RenderView(); /* Show the view */
}
gamestate.viewangle = DestAngle>>SHORTTOANGLESHIFT; /* Finish the motion */
RenderView(); /* Draw the screen */
}
/* done */
if (!gamestate.lives) {
GameOver(); /* Show Game over... */
} else {
WaitEvent(); /* Wait for an event */
gamestate.health = 100; /* Restore health */
if (difficulty) { /* Remove weapons if difficult */
gamestate.weapon = gamestate.pendingweapon = WP_PISTOL;
gamestate.machinegun = FALSE;
gamestate.chaingun = FALSE;
gamestate.missile = FALSE;
gamestate.flamethrower = FALSE;
gamestate.ammo = STARTAMMO;
gamestate.missiles = 0;
gamestate.gas = 0;
gamestate.maxammo = 99;
gamestate.keys = 0;
} else {
if (gamestate.ammo < STARTAMMO*2) { /* If easy, then reload... */
gamestate.ammo = STARTAMMO*2;
}
}
gamestate.attackframe = 0; /* Reset the attack frame */
gamestate.attackcount = 0;
}
FadeToBlack(); /* Fade the screen to black */
}
/**********************************
Calls draw face if time to change
**********************************/
void UpdateFace(void)
{
Word Base;
if (facecount>TicCount) { /* Time to change the face? */
facecount-=TicCount; /* Wait a bit */
} else {
Base = (gamestate.health <= 25) ? 5 : 0;
if (faceframe==Base) { /* Normal frame? */
++Base; /* Use alternate */
}
faceframe=Base; /* Set the new face */
facecount = (w_rnd ()&31)+4; /* Random time */
IO_DrawFace(faceframe); /* Draw the face */
}
}
/**********************************
Prepare for a game loop
**********************************/
void PrepPlayLoop (void)
{
StartSong(SongListPtr[gamestate.mapon+2]); /* start music */
if (!SetupGameLevel()) { /* Load the game map */
ReleaseMap(); /* Release map memory */
ReleaseScalers(); /* Release the compiled scalers */
PlaySong(0);
while (!SetupGameLevel()) { /* Try loading it again */
Again:
ReleaseMap(); /* Oh oh... */
if (!GameViewSize) { /* Smallest screen? */
BailOut(); /* Leave... */
}
--GameViewSize; /* Smaller screen size */
GameViewSize = NewGameWindow(GameViewSize);
}
}
if (!StartupRendering(GameViewSize)) {
ReleaseScalers();
goto Again;
}
topspritescale = 0; /* No overlay sprite */
faceframe = 1; /* First face */
facecount = 1; /* change face next tic */
firstframe = 1; /* Force a fade in */
NoWeaponDraw = 0; /* Allow drawing of weapon */
memset(buttonstate,0,sizeof(buttonstate)); /* Kill the mouse system */
if (playstate!=EX_LOADGAME) {
PushWallRec.pwallcount = 0; /* No pushwalls */
gamestate.playtime = 0; /* Game has started */
} else {
FinishLoadGame(); /* Finish the load game code */
}
RedrawStatusBar(); /* Redraw the main bar */
mousey = 0; /* Reset the mouse y */
playstate = EX_STILLPLAYING; /* Game is in progress */
}
/**********************************
Play the game
**********************************/
void PlayLoop(void)
{
LongWord Timer;
LastTicCount = ReadTick();
do {
Timer = ReadTick(); /* How much time has elapsed */
TicCount = (Timer-LastTicCount);
gamestate.playtime += TicCount; /* Add the physical time to the elapsed time */
LastTicCount=Timer;
if (!SlowDown) {
TicCount = 4; /* Adjust from 4 */
}
if (TicCount>=5) {
TicCount = 4;
}
IO_CheckInput(); /* Read the controls from the system */
madenoise = FALSE; /* No noise made (Yet) */
MoveDoors(); /* Open and close all doors */
MovePWalls(); /* Move all push walls */
MovePlayer(); /* Move the player */
MoveActors(); /* Move all the bad guys */
MoveMissiles(); /* Move all projectiles */
UpdateFace(); /* Draw BJ's face and animate it */
viewx = actors[0].x; /* Where is the camera? */
viewy = actors[0].y;
RenderView(); /* Draw the 3D view */
} while (playstate==EX_STILLPLAYING);
StopSong();
}
/**********************************
Set up new game to start from the beginning
**********************************/
void NewGame(void)
{
nextmap = 0; /* No next map inited */
memset(&gamestate,0,sizeof(gamestate)); /* Zap the game variables */
gamestate.weapon = gamestate.pendingweapon = WP_PISTOL; /* Set the pistol */
gamestate.health = 100; /* Reset the health */
gamestate.ammo = STARTAMMO; /* Reset the ammo */
if (!difficulty) {
gamestate.ammo += STARTAMMO; /* Double the ammo if easy */
}
gamestate.maxammo = 99; /* Refill the ammo */
gamestate.lives = 3; /* 3 lives */
gamestate.nextextra = EXTRAPOINTS; /* Next free life score needed */
gamestate.godmode = 0; /* Force god mode off */
}
/**********************************
Redraw the main status bar at the bottom
**********************************/
void RedrawStatusBar(void)
{
IO_DrawStatusBar(); /* Draw the status bar */
IO_DrawFloor(gamestate.mapon); /* Draw the current floor # */
IO_DrawScore(gamestate.score); /* Draw the current score */
IO_DrawTreasure(gamestate.treasure); /* Draw the treasure score */
IO_DrawLives(gamestate.lives); /* Draw the life count */
IO_DrawHealth(gamestate.health); /* Draw the health */
switch (gamestate.weapon) { /* Draw the proper ammo */
case WP_FLAMETHROWER:
IO_DrawAmmo(gamestate.gas);
break;
case WP_MISSILE:
IO_DrawAmmo(gamestate.missiles);
break;
default:
IO_DrawAmmo(gamestate.ammo);
break;
}
IO_DrawKeys(gamestate.keys); /* Draw the keys held */
IO_DrawFace(faceframe); /* Draw BJ's face */
}
/**********************************
Play the game!
**********************************/
void GameLoop (void)
{
for(;;) {
skipbrief:
ShowGetPsyched();
PrepPlayLoop(); /* Init internal variables */
EndGetPsyched();
PlayLoop(); /* Play the game */
if (playstate == EX_DIED) { /* Did you die? */
--gamestate.lives; /* Remove a life */
Died(); /* Run the death code */
if (!gamestate.lives) { /* No more lives? */
return; /* Exit then */
}
goto skipbrief; /* Try again */
}
if (playstate == EX_SECRET) { /* Going to the secret level? */
nextmap = MapListPtr->InfoArray[gamestate.mapon].SecretLevel;
} else if (playstate != EX_WARPED) {
nextmap = MapListPtr->InfoArray[gamestate.mapon].NextLevel; /* Normal warp? */
} /* If warped, then nextmap is preset */
if (nextmap == 0xffff) { /* Last level? */
VictoryScale(); /* You win!! */
ReleaseMap(); /* Unload the map */
Intermission(); /* Display the wrapup... */
ShareWareEnd(); /* End the game for the shareware version */
/* VictoryIntermission(); /* Wrapup for victory! */
return;
}
ReleaseMap(); /* Unload the game map */
gamestate.keys = 0; /* Zap the keys */
WaitTicks(1); /* Flush the ticker */
WaitTicks(30); /* Wait for the sound to finish */
if (playstate != EX_WARPED) { /* No bonus for warping! */
Intermission(); /* Show the wrap up... */
}
gamestate.mapon = nextmap; /* Next level */
}
}