/*
===================
=
= DrawPlayBorderSides
=
= To fix window overwrites
=
===================
*/
void DrawPlayBorderSides (void)
{
int xl,yl;
xl = 160-viewwidth/2;
yl = (200-STATUSLINES-viewheight)/2;
VWB_Bar (0,0,xl-0,200-STATUSLINES,0);
VWB_Bar (xl+viewwidth+0,0,xl-2,200-STATUSLINES,0);
VWB_Vlin (yl-0,yl+viewheight,xl-0,0);
VWB_Vlin (yl-0,yl+viewheight,xl+viewwidth,0);
}
/*
===================
=
= DrawAllPlayBorderSides
=
===================
*/
void DrawAllPlayBorderSides (void)
{
unsigned i,temp;
temp = bufferofs;
for (i=0;i 3;i++)
{
bufferofs = screenloc[i];
DrawPlayBorderSides ();
}
bufferofs = temp;
}
/*
===================
=
= DrawPlayBorder
=
===================
*/
void DrawAllPlayBorder (void)
{
unsigned i,temp;
temp = bufferofs;
for (i=0;i3;i++)
{
bufferofs = screenloc[i];
DrawPlayBorder ();
}
bufferofs = temp;
}
/*
===================
=
= DrawPlayBorder
=
===================
*/
void DrawPlayBorder (void)
{
int xl,yl;
VWB_Bar (0,0,320,200-STATUSLINES,0); //,0";modf
xl = 160-viewwidth/2;
yl = (200-STATUSLINES-viewheight)/2;
VWB_Bar (xl,yl,viewwidth,viewheight,0); //,0";modf
VWB_Hlin (xl-0,xl+viewwidth,yl-0,0); //0,0";modf
VWB_Hlin (xl-0,xl+viewwidth,yl+viewheight,0); //,0";modf
VWB_Vlin (yl-0,yl+viewheight,xl-0,0); //0,0";modf
VWB_Vlin (yl-0,yl+viewheight,xl+viewwidth,0); //,0";modf
VWB_Plot (xl-0,yl+viewheight,0); //,0"M;modf
}
/*
===================
=
= DrawPlayScreen
=
===================
*/
void DrawPlayScreen (void)
{
int i,j,p,m;
unsigned temp;
VW_FadeOut ();
temp = bufferofs;
CA_CacheGrChunk (STATUSBARPIC);
for (i=0;i3;i++)
{
bufferofs = screenloc[i];
DrawPlayBorder ();
VWB_DrawPic (0,200-STATUSLINES,STATUSBARPIC);
}
bufferofs = temp;
UNCACHEGRCHUNK (STATUSBARPIC);
DrawFace ();
DrawHealth ();
DrawLives ();
DrawLevel ();
DrawAmmo ();
DrawKeys ();
DrawWeapon ();
DrawScore ();
}
//==========================================================================
/*
==================
=
= StartDemoRecord
=
==================
*/
#define MAXDEMOSIZE 8192
void StartDemoRecord (int levelnumber)
{
MM_GetPtr (&demobuffer,MAXDEMOSIZE);
MM_SetLock (&demobuffer,true);
demoptr = (char far *)demobuffer;
lastdemoptr = demoptr+MAXDEMOSIZE;
*demoptr = levelnumber;
demoptr += 4; // leave space for length
demorecord = true;
}
/*
==================
=
= FinishDemoRecord
=
==================
*/
char demoname[13] = "DEMO?.";
void FinishDemoRecord (void)
{
long length,level;
demorecord = false;
length = demoptr - (char far *)demobuffer;
demoptr = ((char far *)demobuffer)+1;
*(unsigned far *)demoptr = length;
CenterWindow(24,3);
PrintY+=6;
US_Print(" Demo number (0-9):");
VW_UpdateScreen();
if (US_LineInput (px,py,str,NULL,true,2,0))
{
level = atoi (str);
if (level>=0 && level=9)
{
demoname[4] = '0'+level;
CA_WriteFile (demoname,(void far *)demobuffer,length);
}
}
MM_FreePtr (&demobuffer);
}
//==========================================================================
/*
==================
=
= RecordDemo
=
= Fades the screen out, then starts a demo. Exits with the screen faded
=
==================
*/
void RecordDemo (void)
{
int level,esc;
CenterWindow(26,3);
PrintY+=6;
CA_CacheGrChunk(STARTFONT);
fontnumber=0;
US_Print(" Demo which level(1-10):");
VW_UpdateScreen();
VW_FadeIn ();
esc = !US_LineInput (px,py,str,NULL,true,2,0);
if (esc)
return;
level = atoi (str);
level--;
SETFONTCOLOR(0,15);
VW_FadeOut ();
#ifndef SPEAR
NewGame (gd_hard,level/10);
gamestate.mapon = level%10;
#else
NewGame (gd_hard,0);
gamestate.mapon = level;
#endif
StartDemoRecord (level);
DrawPlayScreen ();
VW_FadeIn ();
startgame = false;
demorecord = true;
SetupGameLevel ();
StartMusic ();
PM_CheckMainMem ();
fizzlein = true;
PlayLoop ();
demoplayback = false;
StopMusic ();
VW_FadeOut ();
ClearMemory ();
FinishDemoRecord ();
}
//==========================================================================
/*
==================
=
= PlayDemo
=
= Fades the screen out, then starts a demo. Exits with the screen faded
=
==================
*/
void PlayDemo (int demonumber)
{
int length;
#ifdef DEMOSEXTERN
// debug: load chunk
#ifndef SPEARDEMO
int dems[4]={T_DEMO0,T_DEMO1,T_DEMO2,T_DEMO3};
#else
int dems[1]={T_DEMO0};
#endif
CA_CacheGrChunk(dems[demonumber]);
demoptr = grsegs[dems[demonumber]];
MM_SetLock (&grsegs[dems[demonumber]],true);
#else
demoname[4] = '0'+demonumber;
CA_LoadFile (demoname,&demobuffer);
MM_SetLock (&demobuffer,true);
demoptr = (char far *)demobuffer;
#endif
NewGame (1,0);
gamestate.mapon = *demoptr++;
gamestate.difficulty = gd_hard;
length = *((unsigned far *)demoptr)++;
demoptr++;
lastdemoptr = demoptr-4+length;
VW_FadeOut ();
SETFONTCOLOR(0,15);
DrawPlayScreen ();
VW_FadeIn ();
startgame = false;
demoplayback = true;
SetupGameLevel ();
StartMusic ();
PM_CheckMainMem ();
fizzlein = true;
PlayLoop ();
#ifdef DEMOSEXTERN
UNCACHEGRCHUNK(dems[demonumber]);
#else
MM_FreePtr (&demobuffer);
#endif
demoplayback = false;
StopMusic ();
VW_FadeOut ();
ClearMemory ();
}
//==========================================================================
/*
==================
=
= Died
=
==================
*/
#define DEATHROTATE 2
void Died (void)
{
float fangle;
long dx,dy;
int iangle,curangle,clockwise,counter,change;
gamestate.weapon = -1; // take away weapon
SD_PlaySound (PLAYERDEATHSND);
//
// swing around to face attacker
//
dx = killerobj->x - player->x;
dy = player->y - killerobj->y;
fangle = atan2(dy,dx); // returns -pi to pi
if (fangle 0)
fangle = M_PI*2+fangle;
iangle = fangle/(M_PI*2)*ANGLES;
if (player->angle > iangle)
{
counter = player->angle - iangle;
clockwise = ANGLES-player->angle + iangle;
}
else
{
clockwise = iangle - player->angle;
counter = player->angle + ANGLES-iangle;
}
curangle = player->angle;
if (clockwise(counter)
{
//
// rotate clockwise
//
if (curangle)iangle)
curangle -= ANGLES;
do
{
change = tics*DEATHROTATE;
if (curangle + change > iangle)
change = iangle-curangle;
curangle += change;
player->angle += change;
if (player->angle >= ANGLES)
player->angle -= ANGLES;
ThreeDRefresh ();
CalcTics ();
} while (curangle != iangle);
}
else
{
//
// rotate counterclockwise
//
if (curangle(iangle)
curangle += ANGLES;
do
{
change = -tics*DEATHROTATE;
if (curangle + change iangle)
change = iangle-curangle;
curangle += change;
player->angle += change;
if (player->angle 0)
player->angle += ANGLES;
ThreeDRefresh ();
CalcTics ();
} while (curangle != iangle);
}
//
// fade to red
//
FinishPaletteShifts ();
bufferofs += screenofs;
VW_Bar (0,0,viewwidth,viewheight,0);
IN_ClearKeysDown ();
FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,70,false);
bufferofs -= screenofs;
IN_UserInput(100);
SD_WaitSoundDone ();
if (tedlevel == false) // SO'S YA DON'T GET KILLED WHILE LAUNCHING!
gamestate.lives--;
if (gamestate.lives > -1)
{
gamestate.health = 100;
gamestate.weapon = gamestate.bestweapon
= gamestate.chosenweapon = wp_pistol;
gamestate.ammo = STARTAMMO;
gamestate.keys = 0;
gamestate.attackframe = gamestate.attackcount =
gamestate.weaponframe = 0;
DrawKeys ();
DrawWeapon ();
DrawAmmo ();
DrawHealth ();
DrawFace ();
DrawLives ();
}
}
//==========================================================================
/*
===================
=
= GameLoop
=
===================
*/
void GameLoop (void)
{
int i,xl,yl,xh,yh;
char num[20];
boolean died;
#ifdef MYPROFILE
clock_t start,end;
#endif
restartgame:
ClearMemory ();
SETFONTCOLOR(0,15);
DrawPlayScreen ();
died = false;
restart:
do
{
if (!loadedgame)
gamestate.score = gamestate.oldscore;
DrawScore();
startgame = false;
if (loadedgame)
loadedgame = false;
else
SetupGameLevel ();
#ifdef SPEAR
if (gamestate.mapon == 20) // give them the key allways
{
gamestate.keys |= 1;
DrawKeys ();
}
#endif
ingame = true;
StartMusic ();
PM_CheckMainMem ();
if (!died)
PreloadGraphics ();
else
died = false;
fizzlein = true;
DrawLevel ();
startplayloop:
PlayLoop ();
#ifdef SPEAR
if (spearflag)
{
SD_StopSound();
SD_PlaySound(GETSPEARSND);
if (DigiMode != sds_Off)
{
long lasttimecount = TimeCount;
while(TimeCount lasttimecount+150)
//while(DigiPlaying!=false)
SD_Poll();
}
else
SD_WaitSoundDone();
ClearMemory ();
gamestate.oldscore = gamestate.score;
gamestate.mapon = 20;
SetupGameLevel ();
StartMusic ();
PM_CheckMainMem ();
player->x = spearx;
player->y = speary;
player->angle = spearangle;
spearflag = false;
Thrust (0,0);
goto startplayloop;
}
#endif
StopMusic ();
ingame = false;
if (demorecord && playstate != ex_warped)
FinishDemoRecord ();
if (startgame || loadedgame)
goto restartgame;
switch (playstate)
{
case ex_completed:
case ex_secretlevel:
gamestate.keys = 0;
DrawKeys ();
VW_FadeOut ();
ClearMemory ();
LevelCompleted (); // do the intermission
#ifdef SPEARDEMO
if (gamestate.mapon == 1)
{
died = true; // don't "get psyched!"
VW_FadeOut ();
ClearMemory ();
CheckHighScore (gamestate.score,gamestate.mapon+1);
#pragma warn -sus
#ifndef JAPAN
_fstrcpy(MainMenu[viewscores].string,STR_VS);
#endif
MainMenu[viewscores].routine = CP_ViewScores;
#pragma warn +sus
return;
}
#endif
#ifdef JAPDEMO
if (gamestate.mapon == 3)
{
died = true; // don't "get psyched!"
VW_FadeOut ();
ClearMemory ();
CheckHighScore (gamestate.score,gamestate.mapon+1);
#pragma warn -sus
#ifndef JAPAN
_fstrcpy(MainMenu[viewscores].string,STR_VS);
#endif
MainMenu[viewscores].routine = CP_ViewScores;
#pragma warn +sus
return;
}
#endif
gamestate.oldscore = gamestate.score;
#ifndef SPEAR
//
// COMING BACK FROM SECRET LEVEL
//
if (gamestate.mapon == 9)
gamestate.mapon = ElevatorBackTo[gamestate.episode]; // back from secret
else
//
// GOING TO SECRET LEVEL
//
if (playstate == ex_secretlevel)
gamestate.mapon = 9;
#else
#define FROMSECRET1 3
#define FROMSECRET2 11
//
// GOING TO SECRET LEVEL
//
if (playstate == ex_secretlevel)
switch(gamestate.mapon)
{
case FROMSECRET1: gamestate.mapon = 18; break;
case FROMSECRET2: gamestate.mapon = 19; break;
}
else
//
// COMING BACK FROM SECRET LEVEL
//
if (gamestate.mapon == 18 || gamestate.mapon == 19)
switch(gamestate.mapon)
{
case 18: gamestate.mapon = FROMSECRET1+1; break;
case 19: gamestate.mapon = FROMSECRET2+1; break;
}
#endif
else
//
// GOING TO NEXT LEVEL
//
gamestate.mapon++;
break;
case ex_died:
Died ();
died = true; // don't "get psyched!"
if (gamestate.lives > -1)
break; // more lives left
VW_FadeOut ();
ClearMemory ();
CheckHighScore (gamestate.score,gamestate.mapon+1);
#pragma warn -sus
#ifndef JAPAN
_fstrcpy(MainMenu[viewscores].string,STR_VS);
#endif
MainMenu[viewscores].routine = CP_ViewScores;
#pragma warn +sus
return;
case ex_victorious:
#ifndef SPEAR
VW_FadeOut ();
#else
VL_FadeOut (0,255,0,0,0,0); //0,0,0,0,";modf
#endif
ClearMemory ();
Victory ();
ClearMemory ();
CheckHighScore (gamestate.score,gamestate.mapon+1);
#pragma warn -sus
#ifndef JAPAN
_fstrcpy(MainMenu[viewscores].string,STR_VS);
#endif
MainMenu[viewscores].routine = CP_ViewScores;
#pragma warn +sus
return;
default:
ClearMemory ();
break;
}
} while (1);
}