%20WL_GAME.C
// WL_GAME.C
#include "WL_DEF.H"
#pragma hdrstop
#ifdef MYPROFILE
#include
#endif
/*
=========================================================================
====
LOCAL CONSTANTS
=========================================================================
====
*/
/*
=========================================================================
====
GLOBAL VARIABLES
=========================================================================
====
*/
boolean ingame,fizzlein;
unsigned latchpics[NUMLATCHPICS];
gametype gamestate;
long spearx,speary;
unsigned spearangle;
boolean spearflag;
//
// ELEVATOR BACK MAPS - REMEMBER (-1)!!
//
int ElevatorBackTo[]={1,1,7,3,5,3};
void ScanInfoPlane (void);
void SetupGameLevel (void);
void DrawPlayScreen (void);
void LoadLatchMem (void);
void GameLoop (void);
/*
=========================================================================
====
LOCAL VARIABLES
=========================================================================
====
*/
//=======================================================================
====
//=======================================================================
====
/*
==========================
=
= SetSoundLoc - Given the location of an object (in terms of global
= coordinates, held in globalsoundx and globalsoundy), munges the
values
= for an approximate distance from the left and right ear, and puts
= those values into leftchannel and rightchannel.
=
= JAB
=
==========================
*/
fixed globalsoundx,globalsoundy;
int leftchannel,rightchannel;
#define ATABLEMAX 15
byte righttable[ATABLEMAX][ATABLEMAX * 2] = {
{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 6, 0, 0, 0, 0, 0, 1, 3, 5, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 6, 4, 0, 0, 0, 0, 0, 2, 4, 6, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 4, 1, 0, 0, 0, 1, 2, 4, 6, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 6, 5, 4, 2, 1, 0, 1, 2, 3, 5, 7, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 5, 4, 3, 2, 2, 3, 3, 5, 6, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 5, 4, 4, 4, 4, 5, 6, 7, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 6, 6, 7, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 6, 6, 7, 7, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8}
};
byte lefttable[ATABLEMAX][ATABLEMAX * 2] = {
{ 8, 8, 8, 8, 8, 8, 8, 8, 5, 3, 1, 0, 0, 0, 0, 0, 6, 7, 7, 7, 7, 7, 7, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 6, 4, 2, 0, 0, 0, 0, 0, 4, 6, 7, 7, 7, 7, 7, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 6, 4, 2, 1, 0, 0, 0, 1, 4, 6, 6, 7, 7, 7, 7, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 7, 5, 3, 2, 1, 0, 1, 2, 4, 5, 6, 7, 7, 7, 7, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 6, 5, 3, 3, 2, 2, 3, 4, 5, 6, 7, 7, 7, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 6, 5, 4, 4, 4, 4, 5, 6, 6, 7, 7, 7, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 6, 6, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 6, 6, 7, 7, 7, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8},
{ 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8}
};
void
SetSoundLoc(fixed gx,fixed gy)
{
fixed xt,yt;
int x,y;
//
// translate point to view centered coordinates
//
gx -= viewx;
gy -= viewy;
//
// calculate newx
//
xt = FixedByFrac(gx,viewcos);
yt = FixedByFrac(gy,viewsin);
x = (xt - yt) >> TILESHIFT;
//
// calculate newy
//
xt = FixedByFrac(gx,viewsin);
yt = FixedByFrac(gy,viewcos);
y = (yt + xt) >> TILESHIFT;
if (y >= ATABLEMAX)
y = ATABLEMAX - 1;
else if (y <= -ATABLEMAX)
y = -ATABLEMAX;
if (x < 0)
x = -x;
if (x >= ATABLEMAX)
x = ATABLEMAX - 1;
leftchannel = lefttable[x][y + ATABLEMAX];
rightchannel = righttable[x][y + ATABLEMAX];
#if 0
CenterWindow(8,1);
US_PrintSigned(leftchannel);
US_Print(",");
US_PrintSigned(rightchannel);
VW_UpdateScreen();
#endif
}
/*
==========================
=
= SetSoundLocGlobal - Sets up globalsoundx & globalsoundy and then calls
= UpdateSoundLoc() to transform that into relative channel volumes.
Those
= values are then passed to the Sound Manager so that they'll be used
for
= the next sound played (if possible).
=
= JAB
=
==========================
*/
void PlaySoundLocGlobal(word s,fixed gx,fixed gy)
{
SetSoundLoc(gx,gy);
SD_PositionSound(leftchannel,rightchannel);
if (SD_PlaySound(s))
{
globalsoundx = gx;
globalsoundy = gy;
}
}
void UpdateSoundLoc(void)
{
if (SoundPositioned)
{
SetSoundLoc(globalsoundx,globalsoundy);
SD_SetPosition(leftchannel,rightchannel);
}
}
/*
** JAB End
*/
/*
==========================
=
= ClearMemory
=
==========================
*/
void ClearMemory (void)
{
PM_UnlockMainMem();
SD_StopDigitized();
MM_SortMem ();
}
/*
==========================
=
= ScanInfoPlane
=
= Spawn all actors and mark down special places
=
==========================
*/
void ScanInfoPlane (void)
{
unsigned x,y,i,j;
int tile;
unsigned far *start;
start = mapsegs[1];
for (y=0;ywidth;
mapheight = mapheaderseg[mapon]->height;
if (mapwidth != 64 || mapheight != 64)
Quit ("Map not 64*64!");
//
// copy the wall data to a data segment array
//
memset (tilemap,0,sizeof(tilemap));
memset (actorat,0,sizeof(actorat));
map = mapsegs[0];
for (y=0;y= 90 && tile <= 101)
{
// door
switch (tile)
{
case 90:
case 92:
case 94:
case 96:
case 98:
case 100:
SpawnDoor (x,y,1,(tile-90)/2);
break;
case 91:
case 93:
case 95:
case 97:
case 99:
case 101:
SpawnDoor (x,y,0,(tile-91)/2);
break;
}
}
}
//
// spawn actors
//
ScanInfoPlane ();
//
// take out the ambush markers
//
map = mapsegs[0];
for (y=0;y= AREATILE)
tile = *map;
if (*(map-1-mapwidth) >= AREATILE)
tile = *(map-1-mapwidth);
if (*(map-1+mapwidth) >= AREATILE)
tile = *(map-1+mapwidth);
if ( *(map-2) >= AREATILE)
tile = *(map-2);
*(map-1) = tile;
}
}
//
// have the caching manager load and purge stuff to make sure all marks
// are in memory
//
CA_LoadAllSounds ();
}