297 lines
5.5 KiB
C++
297 lines
5.5 KiB
C++
// Game.cpp
|
|
// Guy Simmons, 24th March 1997.
|
|
|
|
#include "Editor.hpp"
|
|
#include "Thing.h"
|
|
#include "Structs.h"
|
|
|
|
#define GAME_OKAY (1<<0)
|
|
#define GAME_EDITOR (1<<1)
|
|
#define GAME_RECORD (1<<2)
|
|
|
|
#define LEFT_WALK 0
|
|
#define RIGHT_WALK 1
|
|
#define LEFT_STAND 2
|
|
#define RIGHT_STAND 3
|
|
#define LEFT_JUMP 4
|
|
#define LEFT_HIT 5
|
|
|
|
#define CLIP256(x) (x>255?255:x)
|
|
|
|
extern SLONG calc_height_at(SLONG x,SLONG z);
|
|
|
|
UBYTE palette[768];
|
|
ULONG game_flags;
|
|
|
|
void handle_game_control(void);
|
|
void handle_character_controls(void);
|
|
|
|
//---------------------------------------------------------------
|
|
|
|
void init_game(void)
|
|
{
|
|
}
|
|
|
|
//---------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
extern void setup_game(void);
|
|
#ifdef POO
|
|
void game(void)
|
|
{
|
|
UWORD map_chap;
|
|
SLONG c0,c1,
|
|
test_x;
|
|
struct KeyFrameElement *the_element,
|
|
*the_next_element;
|
|
struct MapThing *t_thing;
|
|
struct Matrix33 r_matrix;
|
|
|
|
|
|
setup_game();
|
|
|
|
//init_thing();
|
|
|
|
|
|
#define CHAP_X (HALF_ELE_SIZE+(512<<ELE_SHIFT))
|
|
#define CHAP_Y (HALF_ELE_SIZE+(64<<ELE_SHIFT))
|
|
#define CHAP_Z (HALF_ELE_SIZE+(6<<ELE_SHIFT))
|
|
|
|
map_chap = find_empty_map_thing();
|
|
t_thing = TO_MTHING(map_chap);
|
|
// t_thing->X = CHAP_X;
|
|
// t_thing->Y = CHAP_Y;
|
|
// t_thing->Z = CHAP_Z;
|
|
|
|
t_thing->X = map_things[background_prim].X;
|
|
t_thing->Y = map_things[background_prim].Y-100;
|
|
t_thing->Z = (HALF_ELE_SIZE+(6<<ELE_SHIFT));
|
|
|
|
add_thing_to_edit_map(t_thing->X>>ELE_SHIFT,t_thing->Y>>ELE_SHIFT,map_chap);
|
|
t_thing->AngleX = 0;
|
|
t_thing->AngleY = 0;
|
|
t_thing->AngleZ = 0;
|
|
t_thing->Type = MAP_THING_TYPE_ROT_MULTI;
|
|
t_thing->IndexOther = 1;
|
|
|
|
cam_chap = find_empty_map_thing();
|
|
cam_thing = TO_MTHING(cam_chap);
|
|
cam_thing->X = CHAP_X;
|
|
cam_thing->Y = CHAP_Y;
|
|
cam_thing->Z = CHAP_Z-2;
|
|
cam_thing->AngleX = 0;
|
|
cam_thing->AngleY = 0;
|
|
cam_thing->AngleZ = 0;
|
|
cam_thing->Type = 0;
|
|
engine.Scale=266;
|
|
test_x = t_thing->X;
|
|
while(SHELL_ACTIVE && (game_flags&GAME_OKAY))
|
|
{
|
|
// move_thing_on_cells(map_chap,test_x,t_thing->Y,t_thing->Z);
|
|
handle_game_control();
|
|
|
|
if(Keys[KB_LEFT])
|
|
{
|
|
anim_offset_x -= 2;
|
|
}
|
|
else if(Keys[KB_RIGHT])
|
|
{
|
|
anim_offset_x += 2;
|
|
}
|
|
if(Keys[KB_UP])
|
|
{
|
|
anim_offset_y -= 2;
|
|
}
|
|
else if(Keys[KB_DOWN])
|
|
{
|
|
anim_offset_y += 2;
|
|
}
|
|
if(Keys[KB_DEL])
|
|
{
|
|
anim_angle_zx -= 4;
|
|
}
|
|
else if(Keys[KB_PGDN])
|
|
{
|
|
anim_angle_zx += 4;
|
|
}
|
|
|
|
if(Keys[KB_HOME])
|
|
{
|
|
anim_angle_zy -= 4;
|
|
}
|
|
else if(Keys[KB_END])
|
|
{
|
|
anim_angle_zy += 4;
|
|
}
|
|
|
|
// motion = (LEFT_WALK+1);
|
|
|
|
if(motion!=(LEFT_JUMP+1) && motion!=(LEFT_HIT+1))
|
|
{
|
|
if(Keys[KB_X])
|
|
{
|
|
if(motion==(RIGHT_WALK+1))
|
|
{
|
|
test_x += 4;
|
|
// t_thing->AngleY = 1024;
|
|
}
|
|
else
|
|
{
|
|
motion = (RIGHT_WALK+1);
|
|
queued_frame = anim_array[RIGHT_WALK];
|
|
}
|
|
}
|
|
else if(motion==(RIGHT_WALK+1))
|
|
{
|
|
motion = (RIGHT_STAND+1);
|
|
queued_frame = anim_array[RIGHT_STAND];
|
|
}
|
|
|
|
if(Keys[KB_Z])
|
|
{
|
|
if(motion==(LEFT_WALK+1))
|
|
{
|
|
test_x -= 4;
|
|
// t_thing->AngleY = -1024;
|
|
}
|
|
else
|
|
{
|
|
motion = (LEFT_WALK+1);
|
|
queued_frame = anim_array[LEFT_WALK];
|
|
}
|
|
}
|
|
else if(motion==(LEFT_WALK+1))
|
|
{
|
|
motion = (LEFT_STAND+1);
|
|
queued_frame = anim_array[LEFT_STAND];
|
|
}
|
|
|
|
if(Keys[KB_SPACE])
|
|
{
|
|
motion = (LEFT_JUMP+1);
|
|
queued_frame = anim_array[LEFT_JUMP];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!next_frame->NextFrame)
|
|
{
|
|
if(Keys[KB_X])
|
|
{
|
|
motion = (LEFT_WALK+1);
|
|
queued_frame = anim_array[LEFT_WALK];
|
|
}
|
|
else if(motion==(LEFT_JUMP+1))
|
|
{
|
|
motion = (LEFT_STAND+1);
|
|
queued_frame = anim_array[LEFT_STAND];
|
|
}
|
|
}
|
|
}
|
|
|
|
if(Keys[KB_ENTER] && motion!=(LEFT_HIT+1))
|
|
{
|
|
motion = (LEFT_HIT+1);
|
|
queued_frame = anim_array[LEFT_HIT];
|
|
}
|
|
|
|
if(current_anim)
|
|
{
|
|
// anim_tween += 16;
|
|
// anim_tween += 256/(current_frame->TweenStep+1);
|
|
anim_tween += current_frame->TweenStep<<1;
|
|
if(anim_tween>256)
|
|
{
|
|
anim_tween -= 256;
|
|
current_frame = next_frame;
|
|
if(queued_frame)
|
|
{
|
|
next_frame = queued_frame;
|
|
queued_frame = 0;
|
|
}
|
|
else
|
|
{
|
|
if(next_frame->NextFrame)
|
|
next_frame = next_frame->NextFrame;
|
|
}
|
|
}
|
|
}
|
|
|
|
extern SLONG count;
|
|
if(LastKey==KB_R)
|
|
{
|
|
game_flags |= GAME_RECORD;
|
|
count = 0;
|
|
LastKey = 0;
|
|
}
|
|
|
|
SetWorkWindowBounds(0,0,WorkScreenWidth,WorkScreenHeight);
|
|
|
|
ClearWorkScreen(0);
|
|
|
|
if(LockWorkScreen())
|
|
{
|
|
if(current_anim)
|
|
{
|
|
if(current_frame)
|
|
{
|
|
t_thing->TweenStage = anim_tween;
|
|
t_thing->AnimElements = current_frame->FirstElement;
|
|
if(next_frame)
|
|
t_thing->NextAnimElements = next_frame->FirstElement;
|
|
else
|
|
t_thing->NextAnimElements = t_thing->AnimElements;
|
|
}
|
|
|
|
set_game_camera(t_thing);
|
|
// set_camera();
|
|
draw_editor_map(1);
|
|
extern void draw_map_thing(SLONG map_thing);
|
|
draw_map_thing(map_chap);
|
|
extern void interface_thing(void);
|
|
//poo interface_thing();
|
|
render_view(0);
|
|
}
|
|
UnlockWorkScreen();
|
|
ShowWorkScreen(DS_WAIT_VBI);
|
|
if(game_flags&GAME_RECORD)
|
|
{
|
|
extern void do_record_frame(UBYTE *screen,UBYTE *palette);
|
|
if(LockWorkScreen())
|
|
{
|
|
do_record_frame(WorkScreen,CurrentPalette);
|
|
UnlockWorkScreen();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
reset_game();
|
|
}
|
|
#endif
|
|
|
|
//---------------------------------------------------------------
|
|
|
|
void handle_game_control(void)
|
|
{
|
|
if(LastKey==KB_E)
|
|
{
|
|
if(Keys[KB_LCONTROL] || Keys[KB_RCONTROL])
|
|
game_flags |= GAME_EDITOR;
|
|
LastKey = 0;
|
|
}
|
|
if(LastKey==KB_ESC)
|
|
game_flags = 0;
|
|
|
|
if(game_flags&GAME_EDITOR)
|
|
{
|
|
editor_loop();
|
|
game_flags &= ~GAME_EDITOR;
|
|
// LastKey = 0; // So we don't exit the game on exiting the editor.
|
|
}
|
|
}
|
|
|
|
|