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shoot.c
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shoot.c
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/* :ts=8 bk=0
*
* shoot.c: How to kill things.
*
* Leo L. Schwab 9305.31
*/
#include <types.h>
#include <operamath.h>
#include <graphics.h>
#include "castle.h"
#include "objects.h"
#include "imgfile.h"
#include "sound.h"
#include "app_proto.h"
typedef struct ShotInfo {
struct MapEntry *si_me;
struct Object *si_Ob;
frac16 si_Dist;
int si_Op;
int si_CheckFlag;
} ShotInfo;
/***************************************************************************
* Local prototypes.
*/
static void doshoot(struct ShotInfo *si);
static void shoot_north(struct ShotInfo *si);
static void shoot_west(struct ShotInfo *si);
static void shoot_south(struct ShotInfo *si);
static void shoot_east(struct ShotInfo *si);
/***************************************************************************
* Globals
*/
extern MapEntry levelmap[WORLDSIZ][WORLDSIZ];
extern Vertex obverts[], xfobverts[];
extern Vertex playerpos;
extern frac16 playerdir;
extern int32 gunpower;
extern int32 wide, high;
extern RastPort *rprend;
void
shoot ()
{
struct ShotInfo si;
if (gunpower <= 0) {
playsound (SFX_GUNEMPTY);
return;
}
if ((gunpower -= 5) < 0)
gunpower = 0;
si.si_me = NULL;
si.si_Ob = NULL;
si.si_Dist = -1;
si.si_Op = OP_SHOT;
si.si_CheckFlag = OBF_SHOOT;
doshoot (&si);
sequencegun (si.si_Dist);
recoil ();
if (gunpower)
playsound (SFX_GUNZAP);
else
playsound (SFX_GUNDRAINED);
}
void
probe ()
{
struct ShotInfo si;
si.si_me = NULL;
si.si_Ob = NULL;
si.si_Dist = -1;
si.si_Op = OP_PROBE;
si.si_CheckFlag = OBF_PROBE;
doshoot (&si);
}
static void
doshoot (si)
struct ShotInfo *si;
{
register int32 tang;
tang = ((playerdir + Convert32_F16 (256 / 8)) >> 22) & 0x3;
switch (tang) {
case 0:
shoot_north (si);
break;
case 1:
shoot_west (si);
break;
case 2:
shoot_south (si);
break;
case 3:
shoot_east (si);
break;
}
}
static int
checkshot (si, me)
struct ShotInfo *si;
struct MapEntry *me;
{
register Object *ob, *next;
frac16 distance;
ob = me->me_Obs;
while (ob) {
next = ob->ob_Next;
if (ob->ob_State == OBS_DYING ||
ob->ob_State == OBS_DEAD ||
!ob->ob_State ||
!(ob->ob_Flags & si->si_CheckFlag))
/* No need to kill it twice. */
goto donext; // Look down.
if (distance = (frac16) ((ob->ob_Def->od_Func)
(ob, si->si_Op, NULL)))
{
si->si_Ob = ob;
si->si_Dist = distance;
return (TRUE);
}
donext: ob = next;
}
return (FALSE);
}
static void
shoot_north (si)
struct ShotInfo *si;
{
register MapEntry *me;
register int x, z;
register frac16 fx, dx;
dx = -DivSF16 (SinF16 (playerdir), CosF16 (playerdir)); // -Tangent
x = ConvertF16_32 (playerpos.X);
z = ConvertF16_32 (playerpos.Z);
me = &levelmap[z][x];
if (me->me_Obs && checkshot (si, me))
/* Got him!! */
return;
fx = playerpos.X + MulSF16 (dx, ONE_F16 - F_FRAC (playerpos.Z));
while (1) {
if (ConvertF16_32 (fx) != x) {
if ((x = ConvertF16_32 (fx)) < 0 || x >= WORLDSIZ)
break;
me = &levelmap[z][x];
if (me->me_Obs && checkshot (si, me))
/* Got him!! */
return;
if (me->me_Flags & MEF_SHOTSOLID) {
/* Shot a wall obliquely. */
register frac16 delta;
if (dx < 0) {
x++;
delta = ONE_F16 - F_FRAC (fx);
} else
delta = F_FRAC (fx);
z = Convert32_F16 (z + 1) -
DivSF16 (delta, dx);
si->si_Dist =
approx2dist (playerpos.X, playerpos.Z,
Convert32_F16 (x), z);
si->si_me = me;
return;
}
}
if (++z >= WORLDSIZ)
/* End of the world. Stop. */
break;
me = &levelmap[z][x];
if (me->me_Obs && checkshot (si, me))
/* Got him!! */
return;
if (me->me_Flags & MEF_SHOTSOLID) {
si->si_me = me;
si->si_Dist = approx2dist (playerpos.X, playerpos.Z,
fx, Convert32_F16 (z));
return;
}
fx += dx;
}
}
static void
shoot_west (si)
struct ShotInfo *si;
{
register MapEntry *me;
register int x, z;
register frac16 fz, dz;
dz = DivSF16 (CosF16 (playerdir), SinF16 (playerdir)); // 1/Tangent
x = ConvertF16_32 (playerpos.X);
z = ConvertF16_32 (playerpos.Z);
me = &levelmap[z][x];
if (me->me_Obs && checkshot (si, me))
/* Got him!! */
return;
fz = playerpos.Z + MulSF16 (dz, F_FRAC (playerpos.X));
while (1) {
if (ConvertF16_32 (fz) != z) {
if ((z = ConvertF16_32 (fz)) < 0 || z >= WORLDSIZ)
break;
me = &levelmap[z][x];
if (me->me_Obs && checkshot (si, me))
/* Got him!! */
return;
if (me->me_Flags & MEF_SHOTSOLID) {
/* Shot a wall obliquely. */
register frac16 delta;
if (dz < 0) {
z++;
delta = ONE_F16 - F_FRAC (fz);
} else
delta = F_FRAC (fz);
x = Convert32_F16 (x) + DivSF16 (delta, dz);
si->si_Dist =
approx2dist (playerpos.X, playerpos.Z,
x, Convert32_F16 (z));
si->si_me = me;
return;
}
}
if (--x < 0)
/* End of the world. Stop. */
break;
me = &levelmap[z][x];
if (me->me_Obs && checkshot (si, me))
/* Got him!! */
return;
if (me->me_Flags & MEF_SHOTSOLID) {
si->si_me = me;
si->si_Dist = approx2dist (playerpos.X, playerpos.Z,
Convert32_F16 (x + 1), fz);
return;
}
fz += dz;
}
}
static void
shoot_south (si)
struct ShotInfo *si;
{
register MapEntry *me;
register int x, z;
register frac16 fx, dx;
dx = DivSF16 (SinF16 (playerdir), CosF16 (playerdir)); // Tangent
x = ConvertF16_32 (playerpos.X);
z = ConvertF16_32 (playerpos.Z);
me = &levelmap[z][x];
if (me->me_Obs && checkshot (si, me))
/* Got him!! */
return;
fx = playerpos.X + MulSF16 (dx, F_FRAC (playerpos.Z));
while (1) {
if (ConvertF16_32 (fx) != x) {
if ((x = ConvertF16_32 (fx)) < 0 || x >= WORLDSIZ)
break;
me = &levelmap[z][x];
if (me->me_Obs && checkshot (si, me))
/* Got him!! */
return;
if (me->me_Flags & MEF_SHOTSOLID) {
/* Shot a wall obliquely. */
register frac16 delta;
if (dx < 0) {
x++;
delta = ONE_F16 - F_FRAC (fx);
} else
delta = F_FRAC (fx);
z = Convert32_F16 (z) + DivSF16 (delta, dx);
si->si_Dist =
approx2dist (playerpos.X, playerpos.Z,
Convert32_F16 (x), z);
si->si_me = me;
return;
}
}
if (--z < 0)
/* End of the world. Stop. */
break;
me = &levelmap[z][x];
if (me->me_Obs && checkshot (si, me))
/* Got him!! */
return;
if (me->me_Flags & MEF_SHOTSOLID) {
si->si_me = me;
si->si_Dist = approx2dist (playerpos.X, playerpos.Z,
fx, Convert32_F16 (z + 1));
return;
}
fx += dx;
}
}
static void
shoot_east (si)
struct ShotInfo *si;
{
register MapEntry *me;
register int x, z;
register frac16 fz, dz;
dz = -DivSF16 (CosF16 (playerdir), SinF16 (playerdir)); // -1/Tangent
x = ConvertF16_32 (playerpos.X);
z = ConvertF16_32 (playerpos.Z);
me = &levelmap[z][x];
if (me->me_Obs && checkshot (si, me))
/* Got him!! */
return;
fz = playerpos.Z + MulSF16 (dz, ONE_F16 - F_FRAC (playerpos.X));
while (1) {
if (ConvertF16_32 (fz) != z) {
if ((z = ConvertF16_32 (fz)) < 0 || z >= WORLDSIZ)
break;
me = &levelmap[z][x];
if (me->me_Obs && checkshot (si, me))
/* Got him!! */
return;
if (me->me_Flags & MEF_SHOTSOLID) {
/* Shot a wall obliquely. */
register frac16 delta;
if (dz < 0) {
z++;
delta = F_FRAC (fz) - ONE_F16;
} else
delta = F_FRAC (fz);
x = Convert32_F16 (x + 1) -
DivSF16 (delta, dz);
si->si_Dist =
approx2dist (playerpos.X, playerpos.Z,
x, Convert32_F16 (z));
si->si_me = me;
return;
}
}
if (++x >= WORLDSIZ)
/* End of the world. Stop. */
break;
me = &levelmap[z][x];
if (me->me_Obs && checkshot (si, me))
/* Got him!! */
return;
if (me->me_Flags & MEF_SHOTSOLID) {
si->si_me = me;
si->si_Dist = approx2dist (playerpos.X, playerpos.Z,
Convert32_F16 (x), fz);
return;
}
fz += dz;
}
}
/***************************************************************************
* Gun firing animation code.
*/
#define QUARTER_F16 (ONE_F16 >> 2)
#define BARGRAPH_X 13
#define BARGRAPH_Y 25
#define BARGRAPH_WIDE 22
extern CelArray *ca_gun, *ca_ray;
extern CCB *statpanel, *guncel;
extern uint32 ccbextra;
extern int32 cy;
extern int32 playerhealth;
static int32 gunbasey;
void
sequencegun (dist)
frac16 dist;
{
#define NGUNYS (sizeof (gunyoffs) / sizeof (int32))
static int32 gunyoffs[] = {
0, 1, 3, 5, 6, 5
};
static Point corner[4];
static int gunidx;
register int32 gcx;
GrafCon gc;
Rect rect;
gcx = (playerhealth * (ca_gun->ncels - 1) + 50) / 100;
gcx = ca_gun->ncels - 1 - gcx;
guncel = ca_gun->celptrs[gcx];
gcx = (guncel->ccb_XPos >> 16) + (REALCELDIM (guncel->ccb_Width) >> 1);
if (dist) {
register frac16 disp;
gunidx = NGUNYS;
guncel->ccb_Flags &= ~CCB_LAST;
disp = ConvertF16_32 (DivSF16 (QUARTER_F16 * MAGIC, dist));
corner[0].pt_X = gcx - disp;
corner[0].pt_Y = cy + (disp >> 1);
corner[1].pt_X = gcx + disp;
corner[1].pt_Y = cy + (disp >> 1);
}
else if (gunpower) {
register int32 x, y;
x = guncel->ccb_XPos >> 16;
y = gunbasey - gunyoffs[gunidx];
rect.rect_XLeft = x + BARGRAPH_X;
rect.rect_YTop = y + BARGRAPH_Y;
rect.rect_XRight = rect.rect_XLeft +
(gunpower * (BARGRAPH_WIDE - 1) +
50) / 100;
rect.rect_YBottom = rect.rect_YTop + 1;
SetFGPen (&gc, MakeRGB15 (20, 5, 5));
FillRect (rprend->rp_BitmapItem, &gc, &rect);
}
if (gunidx) {
register CCB *ray;
gunidx--;
ray = ca_ray->celptrs[rand () % ca_ray->ncels];
guncel->ccb_NextPtr = ray;
corner[2].pt_X = gcx + 20;
corner[2].pt_Y = gunbasey - gunyoffs[gunidx];
corner[3].pt_X = gcx - 20;
corner[3].pt_Y = gunbasey - gunyoffs[gunidx];
FasterMapCel (ray, corner);
} else
guncel->ccb_Flags |= CCB_LAST;
guncel->ccb_YPos = (gunbasey - gunyoffs[gunidx]) << 16;
}
void
loadgun ()
{
register CCB *ccb;
register int i;
if (!(ca_gun = parse3DO ("gun.cel")))
die ("Couldn't load image.\n");
if (!(ca_ray = parse3DO ("ray.cel")))
die ("Couldn't load image.\n");
for (i = ca_gun->ncels; --i >= 0; ) {
ccb = ca_gun->celptrs[i];
ccb->ccb_Flags |= CCB_NPABS | CCB_LDSIZE | CCB_LDPRS |
CCB_LDPPMP | CCB_YOXY | CCB_ACW | ccbextra;
ccb->ccb_Flags &= ~(CCB_ACCW | CCB_TWD);
ccb->ccb_Flags |= CCB_LAST; // Usually the last thing.
ccb->ccb_XPos = ((wide - REALCELDIM (ccb->ccb_Width)) >> 1) << 16;
ccb->ccb_YPos = (high - REALCELDIM (ccb->ccb_Height)) << 16;
}
// gunbasey = high - REALCELDIM (statpanel->ccb_Height) -
// REALCELDIM (guncel->ccb_Height) + 6;
guncel = ca_gun->celptrs[0];
gunbasey = high - REALCELDIM (guncel->ccb_Height) + 24;
for (i = ca_ray->ncels; --i >= 0; ) {
ccb = ca_ray->celptrs[i];
ccb->ccb_Flags |= CCB_NPABS | CCB_LDSIZE | CCB_LDPRS |
CCB_LDPPMP | CCB_YOXY | CCB_ACW |
ccbextra;
ccb->ccb_Flags &= ~(CCB_ACCW | CCB_TWD);
ccb->ccb_Flags |= CCB_LAST; // Always the last thing.
}
}