mirror of
https://github.com/libretro/libretro-wolfenstein3d.git
synced 2024-11-23 00:19:48 +00:00
Cleanups
This commit is contained in:
parent
1b772464ba
commit
25b2b776cf
11
id_vl.c
11
id_vl.c
@ -113,7 +113,8 @@ void VL_SetVGAPlaneMode (void)
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curPitch = bufferPitch;
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scaleFactor = screenWidth/320;
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if(screenHeight/200 < scaleFactor) scaleFactor = screenHeight/200;
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if(screenHeight/200 < scaleFactor)
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scaleFactor = screenHeight/200;
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pixelangle = (short *) malloc(screenWidth * sizeof(short));
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@ -515,10 +516,8 @@ void VL_MemToLatch(byte *source, int width, int height,
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for(ysrc = 0; ysrc < height; ysrc++)
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{
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for(xsrc = 0; xsrc < width; xsrc++)
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{
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dest[ysrc * pitch + xsrc] = source[(ysrc * (width >> 2) + (xsrc >> 2))
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+ (xsrc & 3) * (width >> 2) * height];
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}
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}
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VL_UnlockSurface(destSurface);
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}
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@ -556,9 +555,7 @@ void VL_MemToScreenScaledCoord (byte *source, int width, int height, int destx,
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for(m=0; m<scaleFactor; m++)
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{
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for(n=0; n<scaleFactor; n++)
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{
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vbuf[(scj+m+desty)*curPitch+sci+n+destx] = col;
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}
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}
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}
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}
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@ -599,9 +596,7 @@ void VL_MemToScreenScaledCoord2 (byte *source, int origwidth, int origheight, in
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for(m=0; m<scaleFactor; m++)
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{
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for(n=0; n<scaleFactor; n++)
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{
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vbuf[(scj+m+desty)*curPitch+sci+n+destx] = col;
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}
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}
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}
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}
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@ -644,9 +639,7 @@ void VL_LatchToScreenScaledCoord(SDL_Surface *source, int xsrc, int ysrc,
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for(m=0; m<scaleFactor; m++)
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{
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for(n=0; n<scaleFactor; n++)
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{
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vbuf[(scydest+scj+m)*curPitch+scxdest+sci+n] = col;
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}
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}
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}
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}
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422
wl_act1.c
422
wl_act1.c
@ -140,51 +140,51 @@ void InitStaticList (void)
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void SpawnStatic (int tilex, int tiley, int type)
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{
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laststatobj->shapenum = statinfo[type].picnum;
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laststatobj->tilex = tilex;
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laststatobj->tiley = tiley;
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laststatobj->visspot = &spotvis[tilex][tiley];
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laststatobj->shapenum = statinfo[type].picnum;
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laststatobj->tilex = tilex;
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laststatobj->tiley = tiley;
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laststatobj->visspot = &spotvis[tilex][tiley];
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switch (statinfo[type].type)
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{
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case block:
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actorat[tilex][tiley] = (objtype *) 64; // consider it a blocking tile
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case none:
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laststatobj->flags = 0;
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break;
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switch (statinfo[type].type)
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{
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case block:
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actorat[tilex][tiley] = (objtype *) 64; // consider it a blocking tile
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case none:
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laststatobj->flags = 0;
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break;
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case bo_cross:
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case bo_chalice:
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case bo_bible:
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case bo_crown:
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case bo_fullheal:
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if (!loadedgame)
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gamestate.treasuretotal++;
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case bo_cross:
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case bo_chalice:
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case bo_bible:
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case bo_crown:
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case bo_fullheal:
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if (!loadedgame)
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gamestate.treasuretotal++;
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case bo_firstaid:
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case bo_key1:
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case bo_key2:
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case bo_key3:
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case bo_key4:
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case bo_clip:
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case bo_25clip:
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case bo_machinegun:
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case bo_chaingun:
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case bo_food:
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case bo_alpo:
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case bo_gibs:
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case bo_spear:
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laststatobj->flags = FL_BONUS;
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laststatobj->itemnumber = statinfo[type].type;
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break;
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}
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case bo_firstaid:
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case bo_key1:
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case bo_key2:
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case bo_key3:
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case bo_key4:
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case bo_clip:
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case bo_25clip:
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case bo_machinegun:
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case bo_chaingun:
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case bo_food:
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case bo_alpo:
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case bo_gibs:
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case bo_spear:
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laststatobj->flags = FL_BONUS;
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laststatobj->itemnumber = statinfo[type].type;
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break;
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}
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laststatobj->flags |= statinfo[type].specialFlags;
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laststatobj->flags |= statinfo[type].specialFlags;
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laststatobj++;
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laststatobj++;
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if (laststatobj == &statobjlist[MAXSTATS])
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Quit ("Too many static objects!\n");
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if (laststatobj == &statobjlist[MAXSTATS])
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Quit ("Too many static objects!\n");
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}
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@ -202,45 +202,40 @@ void SpawnStatic (int tilex, int tiley, int type)
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void PlaceItemType (int itemtype, int tilex, int tiley)
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{
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int type;
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statobj_t *spot;
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int type;
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statobj_t *spot;
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//
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// find the item number
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//
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for (type=0; ; type++)
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{
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if (statinfo[type].picnum == -1) // end of list
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Quit ("PlaceItemType: couldn't find type!");
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if (statinfo[type].type == itemtype)
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break;
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}
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/* find the item number */
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for (type=0; ; type++)
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{
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if (statinfo[type].picnum == -1) // end of list
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Quit ("PlaceItemType: couldn't find type!");
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if (statinfo[type].type == itemtype)
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break;
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}
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//
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// find a spot in statobjlist to put it in
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//
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for (spot=&statobjlist[0]; ; spot++)
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{
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if (spot==laststatobj)
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{
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if (spot == &statobjlist[MAXSTATS])
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return; // no free spots
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laststatobj++; // space at end
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break;
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}
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/* find a spot in statobjlist to put it in */
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for (spot=&statobjlist[0]; ; spot++)
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{
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if (spot==laststatobj)
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{
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if (spot == &statobjlist[MAXSTATS])
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return; // no free spots
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laststatobj++; // space at end
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break;
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}
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if (spot->shapenum == -1) // -1 is a free spot
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break;
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}
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//
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// place it
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//
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spot->shapenum = statinfo[type].picnum;
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spot->tilex = tilex;
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spot->tiley = tiley;
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spot->visspot = &spotvis[tilex][tiley];
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spot->flags = FL_BONUS | statinfo[type].specialFlags;
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spot->itemnumber = statinfo[type].type;
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if (spot->shapenum == -1) // -1 is a free spot
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break;
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}
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/* place it */
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spot->shapenum = statinfo[type].picnum;
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spot->tilex = tilex;
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spot->tiley = tiley;
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spot->visspot = &spotvis[tilex][tiley];
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spot->flags = FL_BONUS | statinfo[type].specialFlags;
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spot->itemnumber = statinfo[type].type;
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}
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@ -368,10 +363,8 @@ void SpawnDoor (int tilex, int tiley, boolean vertical, int lock)
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actorat[tilex][tiley] = (objtype *)(uintptr_t)(doornum | 0x80); // consider it a solid wall
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//
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// make the door tile a special tile, and mark the adjacent tiles
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// for door sides
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//
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tilemap[tilex][tiley] = doornum | 0x80;
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map = mapsegs[0] + (tiley<<mapshift) +tilex;
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if (vertical)
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@ -563,9 +556,7 @@ void DoorOpening (int door)
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position = doorposition[door];
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if (!position)
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{
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//
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// door is just starting to open, so connect the areas
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//
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map = mapsegs[0] + (doorobjlist[door].tiley<<mapshift)
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+doorobjlist[door].tilex;
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@ -595,15 +586,11 @@ void DoorOpening (int door)
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}
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}
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//
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// slide the door by an adaptive amount
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//
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position += tics<<10;
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if (position >= 0xffff)
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{
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//
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// door is all the way open
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//
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position = 0xffff;
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doorobjlist[door].ticcount = 0;
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doorobjlist[door].action = dr_open;
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@ -624,62 +611,58 @@ void DoorOpening (int door)
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void DoorClosing (int door)
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{
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unsigned area1,area2;
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word *map;
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int32_t position;
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int tilex,tiley;
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unsigned area1,area2;
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word *map;
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int32_t position;
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int tilex,tiley;
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tilex = doorobjlist[door].tilex;
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tiley = doorobjlist[door].tiley;
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tilex = doorobjlist[door].tilex;
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tiley = doorobjlist[door].tiley;
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if ( ((int)(uintptr_t)actorat[tilex][tiley] != (door | 0x80))
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|| (player->tilex == tilex && player->tiley == tiley) )
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{ // something got inside the door
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OpenDoor (door);
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return;
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};
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if ( ((int)(uintptr_t)actorat[tilex][tiley] != (door | 0x80))
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|| (player->tilex == tilex && player->tiley == tiley) )
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{ // something got inside the door
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OpenDoor (door);
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return;
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};
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position = doorposition[door];
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position = doorposition[door];
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//
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// slide the door by an adaptive amount
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//
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position -= tics<<10;
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if (position <= 0)
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{
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//
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// door is closed all the way, so disconnect the areas
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//
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position = 0;
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// slide the door by an adaptive amount
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position -= tics<<10;
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if (position <= 0)
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{
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// door is closed all the way, so disconnect the areas
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position = 0;
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doorobjlist[door].action = dr_closed;
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doorobjlist[door].action = dr_closed;
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map = mapsegs[0] + (doorobjlist[door].tiley<<mapshift) + doorobjlist[door].tilex;
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map = mapsegs[0] + (doorobjlist[door].tiley<<mapshift) + doorobjlist[door].tilex;
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if (doorobjlist[door].vertical)
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{
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area1 = *(map+1);
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area2 = *(map-1);
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}
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else
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{
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area1 = *(map-mapwidth);
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area2 = *(map+mapwidth);
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}
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area1 -= AREATILE;
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area2 -= AREATILE;
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if (doorobjlist[door].vertical)
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{
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area1 = *(map+1);
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area2 = *(map-1);
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}
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else
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{
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area1 = *(map-mapwidth);
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area2 = *(map+mapwidth);
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}
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area1 -= AREATILE;
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area2 -= AREATILE;
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if (area1 < NUMAREAS && area2 < NUMAREAS)
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{
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areaconnect[area1][area2]--;
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areaconnect[area2][area1]--;
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if (area1 < NUMAREAS && area2 < NUMAREAS)
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{
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areaconnect[area1][area2]--;
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areaconnect[area2][area1]--;
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if (player->areanumber < NUMAREAS)
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ConnectAreas ();
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}
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}
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if (player->areanumber < NUMAREAS)
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ConnectAreas ();
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}
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}
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doorposition[door] = (word) position;
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doorposition[door] = (word) position;
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}
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@ -697,28 +680,28 @@ void DoorClosing (int door)
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void MoveDoors (void)
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{
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int door;
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int door;
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if (gamestate.victoryflag) // don't move door during victory sequence
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return;
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if (gamestate.victoryflag) // don't move door during victory sequence
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return;
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for (door = 0; door < doornum; door++)
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{
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switch (doorobjlist[door].action)
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{
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case dr_open:
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DoorOpen (door);
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break;
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for (door = 0; door < doornum; door++)
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{
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switch (doorobjlist[door].action)
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{
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case dr_open:
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DoorOpen (door);
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break;
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case dr_opening:
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DoorOpening(door);
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break;
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case dr_opening:
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DoorOpening(door);
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break;
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case dr_closing:
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DoorClosing(door);
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break;
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}
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}
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case dr_closing:
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DoorClosing(door);
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break;
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}
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}
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}
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@ -746,38 +729,38 @@ int dirs[4][2]={{0,-1},{1,0},{0,1},{-1,0}};
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void PushWall (int checkx, int checky, int dir)
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{
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int oldtile, dx, dy;
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int oldtile, dx, dy;
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if (pwallstate)
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return;
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if (pwallstate)
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return;
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oldtile = tilemap[checkx][checky];
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if (!oldtile)
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return;
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oldtile = tilemap[checkx][checky];
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if (!oldtile)
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return;
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dx = dirs[dir][0];
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dy = dirs[dir][1];
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dx = dirs[dir][0];
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dy = dirs[dir][1];
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if (actorat[checkx+dx][checky+dy])
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{
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SD_PlaySound (NOWAYSND);
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return;
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}
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actorat[checkx+dx][checky+dy] = (objtype *)(uintptr_t) (tilemap[checkx+dx][checky+dy] = oldtile);
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if (actorat[checkx+dx][checky+dy])
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{
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SD_PlaySound (NOWAYSND);
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return;
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}
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actorat[checkx+dx][checky+dy] = (objtype *)(uintptr_t) (tilemap[checkx+dx][checky+dy] = oldtile);
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gamestate.secretcount++;
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pwallx = checkx;
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pwally = checky;
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pwalldir = dir;
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pwallstate = 1;
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pwallpos = 0;
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pwalltile = tilemap[pwallx][pwally];
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tilemap[pwallx][pwally] = 64;
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tilemap[pwallx+dx][pwally+dy] = 64;
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*(mapsegs[1]+(pwally<<mapshift)+pwallx) = 0; // remove P tile info
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*(mapsegs[0]+(pwally<<mapshift)+pwallx) = *(mapsegs[0]+(player->tiley<<mapshift)+player->tilex); // set correct floorcode (BrotherTank's fix)
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gamestate.secretcount++;
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pwallx = checkx;
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pwally = checky;
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pwalldir = dir;
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pwallstate = 1;
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pwallpos = 0;
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pwalltile = tilemap[pwallx][pwally];
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tilemap[pwallx][pwally] = 64;
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tilemap[pwallx+dx][pwally+dy] = 64;
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*(mapsegs[1]+(pwally<<mapshift)+pwallx) = 0; // remove P tile info
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*(mapsegs[0]+(pwally<<mapshift)+pwallx) = *(mapsegs[0]+(player->tiley<<mapshift)+player->tilex); // set correct floorcode (BrotherTank's fix)
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SD_PlaySound (PUSHWALLSND);
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SD_PlaySound (PUSHWALLSND);
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}
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@ -792,62 +775,57 @@ void PushWall (int checkx, int checky, int dir)
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void MovePWalls (void)
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{
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int oldblock,oldtile;
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int oldblock,oldtile;
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if (!pwallstate)
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return;
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if (!pwallstate)
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return;
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oldblock = pwallstate/128;
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oldblock = pwallstate/128;
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pwallstate += (word)tics;
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pwallstate += (word)tics;
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if (pwallstate/128 != oldblock)
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{
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// block crossed into a new block
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oldtile = pwalltile;
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if (pwallstate/128 != oldblock)
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{
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// block crossed into a new block
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oldtile = pwalltile;
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//
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// the tile can now be walked into
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//
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tilemap[pwallx][pwally] = 0;
|
||||
actorat[pwallx][pwally] = 0;
|
||||
*(mapsegs[0]+(pwally<<mapshift)+pwallx) = player->areanumber+AREATILE;
|
||||
// the tile can now be walked into
|
||||
tilemap[pwallx][pwally] = 0;
|
||||
actorat[pwallx][pwally] = 0;
|
||||
*(mapsegs[0]+(pwally<<mapshift)+pwallx) = player->areanumber+AREATILE;
|
||||
|
||||
int dx=dirs[pwalldir][0], dy=dirs[pwalldir][1];
|
||||
//
|
||||
// see if it should be pushed farther
|
||||
//
|
||||
if (pwallstate>=256) // only move two tiles fix
|
||||
{
|
||||
//
|
||||
// the block has been pushed two tiles
|
||||
//
|
||||
int dx=dirs[pwalldir][0], dy=dirs[pwalldir][1];
|
||||
|
||||
// see if it should be pushed farther
|
||||
if (pwallstate>=256) // only move two tiles fix
|
||||
{
|
||||
// the block has been pushed two tiles
|
||||
pwallstate = 0;
|
||||
tilemap[pwallx+dx][pwally+dy] = oldtile;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
int xl,yl,xh,yh;
|
||||
xl = (player->x-PLAYERSIZE) >> TILESHIFT;
|
||||
yl = (player->y-PLAYERSIZE) >> TILESHIFT;
|
||||
xh = (player->x+PLAYERSIZE) >> TILESHIFT;
|
||||
yh = (player->y+PLAYERSIZE) >> TILESHIFT;
|
||||
|
||||
pwallx += dx;
|
||||
pwally += dy;
|
||||
|
||||
if (actorat[pwallx+dx][pwally+dy]
|
||||
|| xl<=pwallx+dx && pwallx+dx<=xh && yl<=pwally+dy && pwally+dy<=yh)
|
||||
{
|
||||
pwallstate = 0;
|
||||
tilemap[pwallx+dx][pwally+dy] = oldtile;
|
||||
tilemap[pwallx][pwally] = oldtile;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
int xl,yl,xh,yh;
|
||||
xl = (player->x-PLAYERSIZE) >> TILESHIFT;
|
||||
yl = (player->y-PLAYERSIZE) >> TILESHIFT;
|
||||
xh = (player->x+PLAYERSIZE) >> TILESHIFT;
|
||||
yh = (player->y+PLAYERSIZE) >> TILESHIFT;
|
||||
}
|
||||
actorat[pwallx+dx][pwally+dy] = (objtype *)(uintptr_t) (tilemap[pwallx+dx][pwally+dy] = oldtile);
|
||||
tilemap[pwallx+dx][pwally+dy] = 64;
|
||||
}
|
||||
}
|
||||
|
||||
pwallx += dx;
|
||||
pwally += dy;
|
||||
|
||||
if (actorat[pwallx+dx][pwally+dy]
|
||||
|| xl<=pwallx+dx && pwallx+dx<=xh && yl<=pwally+dy && pwally+dy<=yh)
|
||||
{
|
||||
pwallstate = 0;
|
||||
tilemap[pwallx][pwally] = oldtile;
|
||||
return;
|
||||
}
|
||||
actorat[pwallx+dx][pwally+dy] = (objtype *)(uintptr_t) (tilemap[pwallx+dx][pwally+dy] = oldtile);
|
||||
tilemap[pwallx+dx][pwally+dy] = 64;
|
||||
}
|
||||
}
|
||||
|
||||
pwallpos = (pwallstate/2)&63;
|
||||
pwallpos = (pwallstate/2)&63;
|
||||
}
|
||||
|
1483
wl_agent.c
1483
wl_agent.c
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user