-
Notifications
You must be signed in to change notification settings - Fork 29
/
wl_game.cpp
1604 lines (1372 loc) · 41.8 KB
/
wl_game.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
// WL_GAME.C
#include <math.h>
#include "wl_def.h"
#include <SDL_mixer.h>
#pragma hdrstop
#ifdef MYPROFILE
#include <TIME.H>
#endif
/*
=============================================================================
LOCAL CONSTANTS
=============================================================================
*/
/*
=============================================================================
GLOBAL VARIABLES
=============================================================================
*/
boolean ingame,fizzlein;
gametype gamestate;
byte bordercol=VIEWCOLOR; // color of the Change View/Ingame border
#ifdef SPEAR
int32_t spearx,speary;
unsigned spearangle;
boolean spearflag;
#endif
#ifdef USE_FEATUREFLAGS
int ffDataTopLeft, ffDataTopRight, ffDataBottomLeft, ffDataBottomRight;
#endif
//
// ELEVATOR BACK MAPS - REMEMBER (-1)!!
//
int ElevatorBackTo[]={1,1,7,3,5,3};
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
=
==========================
*/
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 = FixedMul(gx,viewcos);
yt = FixedMul(gy,viewsin);
x = (xt - yt) >> TILESHIFT;
//
// calculate newy
//
xt = FixedMul(gx,viewsin);
yt = FixedMul(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);
int channel = SD_PlaySound((soundnames) s);
if(channel)
{
channelSoundPos[channel - 1].globalsoundx = gx;
channelSoundPos[channel - 1].globalsoundy = gy;
channelSoundPos[channel - 1].valid = 1;
}
}
void UpdateSoundLoc(void)
{
/* if (SoundPositioned)
{
SetSoundLoc(globalsoundx,globalsoundy);
SD_SetPosition(leftchannel,rightchannel);
}*/
for(int i = 0; i < MIX_CHANNELS; i++)
{
if(channelSoundPos[i].valid)
{
SetSoundLoc(channelSoundPos[i].globalsoundx,
channelSoundPos[i].globalsoundy);
SD_SetPosition(i, leftchannel, rightchannel);
}
}
}
/*
** JAB End
*/
/*
==========================
=
= ScanInfoPlane
=
= Spawn all actors and mark down special places
=
==========================
*/
static void ScanInfoPlane(void)
{
unsigned x,y;
int tile;
word *start;
start = mapsegs[1];
for (y=0;y<mapheight;y++)
{
for (x=0;x<mapwidth;x++)
{
tile = *start++;
if (!tile)
continue;
switch (tile)
{
case 19:
case 20:
case 21:
case 22:
SpawnPlayer(x,y,NORTH+tile-19);
break;
case 23:
case 24:
case 25:
case 26:
case 27:
case 28:
case 29:
case 30:
case 31:
case 32:
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
case 39:
case 40:
case 41:
case 42:
case 43:
case 44:
case 45:
case 46:
case 47:
case 48:
case 49:
case 50:
case 51:
case 52:
case 53:
case 54:
case 55:
case 56:
case 57:
case 58:
case 59:
case 60:
case 61:
case 62:
case 63:
case 64:
case 65:
case 66:
case 67:
case 68:
case 69:
case 70:
case 71:
case 72:
#ifdef SPEAR
case 73: // TRUCK AND SPEAR!
case 74:
#elif defined(USE_DIR3DSPR) // just for the example
case 73:
#endif
SpawnStatic(x,y,tile-23);
break;
//
// P wall
//
case 98:
if (!loadedgame)
gamestate.secrettotal++;
break;
//
// guard
//
case 180:
case 181:
case 182:
case 183:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 144:
case 145:
case 146:
case 147:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 108:
case 109:
case 110:
case 111:
SpawnStand(en_guard,x,y,tile-108);
break;
case 184:
case 185:
case 186:
case 187:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 148:
case 149:
case 150:
case 151:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 112:
case 113:
case 114:
case 115:
SpawnPatrol(en_guard,x,y,tile-112);
break;
case 124:
SpawnDeadGuard (x,y);
break;
//
// officer
//
case 188:
case 189:
case 190:
case 191:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 152:
case 153:
case 154:
case 155:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 116:
case 117:
case 118:
case 119:
SpawnStand(en_officer,x,y,tile-116);
break;
case 192:
case 193:
case 194:
case 195:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 156:
case 157:
case 158:
case 159:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 120:
case 121:
case 122:
case 123:
SpawnPatrol(en_officer,x,y,tile-120);
break;
//
// ss
//
case 198:
case 199:
case 200:
case 201:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 162:
case 163:
case 164:
case 165:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 126:
case 127:
case 128:
case 129:
SpawnStand(en_ss,x,y,tile-126);
break;
case 202:
case 203:
case 204:
case 205:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 166:
case 167:
case 168:
case 169:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 130:
case 131:
case 132:
case 133:
SpawnPatrol(en_ss,x,y,tile-130);
break;
//
// dogs
//
case 206:
case 207:
case 208:
case 209:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 170:
case 171:
case 172:
case 173:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 134:
case 135:
case 136:
case 137:
SpawnStand(en_dog,x,y,tile-134);
break;
case 210:
case 211:
case 212:
case 213:
if (gamestate.difficulty<gd_hard)
break;
tile -= 36;
case 174:
case 175:
case 176:
case 177:
if (gamestate.difficulty<gd_medium)
break;
tile -= 36;
case 138:
case 139:
case 140:
case 141:
SpawnPatrol(en_dog,x,y,tile-138);
break;
//
// boss
//
#ifndef SPEAR
case 214:
SpawnBoss (x,y);
break;
case 197:
SpawnGretel (x,y);
break;
case 215:
SpawnGift (x,y);
break;
case 179:
SpawnFat (x,y);
break;
case 196:
SpawnSchabbs (x,y);
break;
case 160:
SpawnFakeHitler (x,y);
break;
case 178:
SpawnHitler (x,y);
break;
#else
case 106:
SpawnSpectre (x,y);
break;
case 107:
SpawnAngel (x,y);
break;
case 125:
SpawnTrans (x,y);
break;
case 142:
SpawnUber (x,y);
break;
case 143:
SpawnWill (x,y);
break;
case 161:
SpawnDeath (x,y);
break;
#endif
//
// mutants
//
case 252:
case 253:
case 254:
case 255:
if (gamestate.difficulty<gd_hard)
break;
tile -= 18;
case 234:
case 235:
case 236:
case 237:
if (gamestate.difficulty<gd_medium)
break;
tile -= 18;
case 216:
case 217:
case 218:
case 219:
SpawnStand(en_mutant,x,y,tile-216);
break;
case 256:
case 257:
case 258:
case 259:
if (gamestate.difficulty<gd_hard)
break;
tile -= 18;
case 238:
case 239:
case 240:
case 241:
if (gamestate.difficulty<gd_medium)
break;
tile -= 18;
case 220:
case 221:
case 222:
case 223:
SpawnPatrol(en_mutant,x,y,tile-220);
break;
//
// ghosts
//
#ifndef SPEAR
case 224:
SpawnGhosts (en_blinky,x,y);
break;
case 225:
SpawnGhosts (en_clyde,x,y);
break;
case 226:
SpawnGhosts (en_pinky,x,y);
break;
case 227:
SpawnGhosts (en_inky,x,y);
break;
#endif
}
}
}
}
//==========================================================================
/*
==================
=
= SetupGameLevel
=
==================
*/
void SetupGameLevel (void)
{
int x,y;
word *map;
word tile;
if (!loadedgame)
{
gamestate.TimeCount
= gamestate.secrettotal
= gamestate.killtotal
= gamestate.treasuretotal
= gamestate.secretcount
= gamestate.killcount
= gamestate.treasurecount
= pwallstate = pwallpos = facetimes = 0;
LastAttacker = NULL;
killerobj = NULL;
}
if (demoplayback || demorecord)
US_InitRndT (false);
else
US_InitRndT (true);
//
// load the level
//
CA_CacheMap (gamestate.mapon+10*gamestate.episode);
mapon-=gamestate.episode*10;
#ifdef USE_FEATUREFLAGS
// Temporary definition to make things clearer
#define MXX MAPSIZE - 1
// Read feature flags data from map corners and overwrite corners with adjacent tiles
ffDataTopLeft = MAPSPOT(0, 0, 0); MAPSPOT(0, 0, 0) = MAPSPOT(1, 0, 0);
ffDataTopRight = MAPSPOT(MXX, 0, 0); MAPSPOT(MXX, 0, 0) = MAPSPOT(MXX, 1, 0);
ffDataBottomRight = MAPSPOT(MXX, MXX, 0); MAPSPOT(MXX, MXX, 0) = MAPSPOT(MXX - 1, MXX, 0);
ffDataBottomLeft = MAPSPOT(0, MXX, 0); MAPSPOT(0, MXX, 0) = MAPSPOT(0, MXX - 1, 0);
#undef MXX
#endif
//
// 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<mapheight;y++)
{
for (x=0;x<mapwidth;x++)
{
tile = *map++;
if (tile<AREATILE)
{
// solid wall
tilemap[x][y] = (byte) tile;
actorat[x][y] = (objtype *)(uintptr_t) tile;
}
else
{
// area floor
tilemap[x][y] = 0;
actorat[x][y] = 0;
}
}
}
//
// spawn doors
//
InitActorList (); // start spawning things with a clean slate
InitDoorList ();
InitStaticList ();
map = mapsegs[0];
for (y=0;y<mapheight;y++)
{
for (x=0;x<mapwidth;x++)
{
tile = *map++;
if (tile >= 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<mapheight;y++)
{
for (x=0;x<mapwidth;x++)
{
tile = *map++;
if (tile == AMBUSHTILE)
{
tilemap[x][y] = 0;
if ( (unsigned)(uintptr_t)actorat[x][y] == AMBUSHTILE)
actorat[x][y] = NULL;
if (*map >= 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 ();
}
//==========================================================================
/*
===================
=
= DrawPlayBorderSides
=
= To fix window overwrites
=
===================
*/
void DrawPlayBorderSides(void)
{
if(viewsize == 21) return;
const int sw = screenWidth;
const int sh = screenHeight;
const int vw = viewwidth;
const int vh = viewheight;
const int px = scaleFactor; // size of one "pixel"
const int h = sh - px * STATUSLINES;
const int xl = sw / 2 - vw / 2;
const int yl = (h - vh) / 2;
if(xl != 0)
{
VWB_BarScaledCoord(0, 0, xl - px, h, bordercol); // left side
VWB_BarScaledCoord(xl + vw + px, 0, xl - px * 2, h, bordercol); // right side
}
if(yl != 0)
{
VWB_BarScaledCoord(0, 0, sw, yl - px, bordercol); // upper side
VWB_BarScaledCoord(0, yl + vh + px, sw, yl - px, bordercol); // lower side
}
if(xl != 0)
{
// Paint game view border lines
VWB_BarScaledCoord(xl - px, yl - px, vw + px, px, 0); // upper border
VWB_BarScaledCoord(xl, yl + vh, vw + px, px, bordercol - 2); // lower border
VWB_BarScaledCoord(xl - px, yl - px, px, vh + px, 0); // left border
VWB_BarScaledCoord(xl + vw, yl - px, px, vh + px * 2, bordercol - 2); // right border
VWB_BarScaledCoord(xl - px, yl + vh, px, px, bordercol - 3); // lower left highlight
}
else
{
// Just paint a lower border line
VWB_BarScaledCoord(0, yl+vh, vw, px, bordercol-2); // lower border
}
}
/*
===================
=
= DrawStatusBorder
=
===================
*/
void DrawStatusBorder (byte color)
{
int statusborderw = (screenWidth-scaleFactor*320)/2;
VWB_BarScaledCoord (0,0,screenWidth,screenHeight-scaleFactor*(STATUSLINES-3),color);
VWB_BarScaledCoord (0,screenHeight-scaleFactor*(STATUSLINES-3),
statusborderw+scaleFactor*8,scaleFactor*(STATUSLINES-4),color);
VWB_BarScaledCoord (0,screenHeight-scaleFactor*2,screenWidth,scaleFactor*2,color);
VWB_BarScaledCoord (screenWidth-statusborderw-scaleFactor*8, screenHeight-scaleFactor*(STATUSLINES-3),
statusborderw+scaleFactor*8,scaleFactor*(STATUSLINES-4),color);
VWB_BarScaledCoord (statusborderw+scaleFactor*9, screenHeight-scaleFactor*3,
scaleFactor*97, scaleFactor*1, color-1);
VWB_BarScaledCoord (statusborderw+scaleFactor*106, screenHeight-scaleFactor*3,
scaleFactor*161, scaleFactor*1, color-2);
VWB_BarScaledCoord (statusborderw+scaleFactor*267, screenHeight-scaleFactor*3,
scaleFactor*44, scaleFactor*1, color-3);
VWB_BarScaledCoord (screenWidth-statusborderw-scaleFactor*9, screenHeight-scaleFactor*(STATUSLINES-4),
scaleFactor*1, scaleFactor*20, color-2);
VWB_BarScaledCoord (screenWidth-statusborderw-scaleFactor*9, screenHeight-scaleFactor*(STATUSLINES/2-4),
scaleFactor*1, scaleFactor*14, color-3);
}
/*
===================
=
= DrawPlayBorder
=
===================
*/
void DrawPlayBorder (void)
{
const int px = scaleFactor; // size of one "pixel"
if (bordercol != VIEWCOLOR)
DrawStatusBorder(bordercol);
else
{
const int statusborderw = (screenWidth-px*320)/2;
VWB_BarScaledCoord (0, screenHeight-px*STATUSLINES,
statusborderw+px*8, px*STATUSLINES, bordercol);
VWB_BarScaledCoord (screenWidth-statusborderw-px*8, screenHeight-px*STATUSLINES,
statusborderw+px*8, px*STATUSLINES, bordercol);
}
if((unsigned) viewheight == screenHeight) return;
VWB_BarScaledCoord (0,0,screenWidth,screenHeight-px*STATUSLINES,bordercol);
const int xl = screenWidth/2-viewwidth/2;
const int yl = (screenHeight-px*STATUSLINES-viewheight)/2;
VWB_BarScaledCoord (xl,yl,viewwidth,viewheight,0);
if(xl != 0)
{
// Paint game view border lines
VWB_BarScaledCoord(xl-px, yl-px, viewwidth+px, px, 0); // upper border
VWB_BarScaledCoord(xl, yl+viewheight, viewwidth+px, px, bordercol-2); // lower border
VWB_BarScaledCoord(xl-px, yl-px, px, viewheight+px, 0); // left border
VWB_BarScaledCoord(xl+viewwidth, yl-px, px, viewheight+2*px, bordercol-2); // right border
VWB_BarScaledCoord(xl-px, yl+viewheight, px, px, bordercol-3); // lower left highlight
}
else
{
// Just paint a lower border line
VWB_BarScaledCoord(0, yl+viewheight, viewwidth, px, bordercol-2); // lower border
}
}
/*
===================
=
= DrawPlayScreen
=
===================
*/
void DrawPlayScreen (void)
{
VWB_DrawPicScaledCoord ((screenWidth-scaleFactor*320)/2,screenHeight-scaleFactor*STATUSLINES,STATUSBARPIC);
DrawPlayBorder ();
DrawFace ();
DrawHealth ();
DrawLives ();
DrawLevel ();
DrawAmmo ();
DrawKeys ();
DrawWeapon ();
DrawScore ();
}
// Uses LatchDrawPic instead of StatusDrawPic
void LatchNumberHERE (int x, int y, unsigned width, int32_t number)
{
unsigned length,c;
char str[20];
ltoa (number,str,10);
length = (unsigned) strlen (str);
while (length<width)
{
LatchDrawPic (x,y,N_BLANKPIC);
x++;
width--;
}
c = length <= width ? 0 : length-width;
while (c<length)
{
LatchDrawPic (x,y,str[c]-'0'+ N_0PIC);
x++;
c++;
}
}
void ShowActStatus()
{
// Draw status bar without borders
byte *source = grsegs[STATUSBARPIC];
int picnum = STATUSBARPIC - STARTPICS;
int width = pictable[picnum].width;
int height = pictable[picnum].height;
int destx = (screenWidth-scaleFactor*320)/2 + 9 * scaleFactor;
int desty = screenHeight - (height - 4) * scaleFactor;
VL_MemToScreenScaledCoord(source, width, height, 9, 4, destx, desty, width - 18, height - 7);
ingame = false;
DrawFace ();
DrawHealth ();
DrawLives ();
DrawLevel ();
DrawAmmo ();
DrawKeys ();
DrawWeapon ();
DrawScore ();
ingame = true;
}
//==========================================================================
/*
==================
=
= StartDemoRecord
=