// 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 ();

}