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kd_play.c
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kd_play.c
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/* Keen Dreams Source Code
* Copyright (C) 2014 Javier M. Chavez
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
// KD_PLAY.C
#include "KD_DEF.H"
#pragma hdrstop
/*
=============================================================================
LOCAL CONSTANTS
=============================================================================
*/
#define INACTIVATEDIST 10
#define MAXMOVE (TILEGLOBAL-17)
#define NUMLUMPS 22
#define CONTROLSLUMP 0
#define KEENLUMP 1
#define WORLDKEENLUMP 2
#define BROCCOLUMP 3
#define TOMATLUMP 4
#define CARROTLUMP 5
#define ASPARLUMP 6
#define GRAPELUMP 7
#define TATERLUMP 8
#define CARTLUMP 9
#define FRENCHYLUMP 10
#define MELONLUMP 11
#define SQUASHLUMP 12
#define APELLUMP 13
#define PEALUMP 14
#define BOOBUSLUMP 15
/*
=============================================================================
GLOBAL VARIABLES
=============================================================================
*/
exittype playstate;
gametype gamestate;
boolean button0held,button1held;
objtype *new,*check,*player,*scoreobj;
unsigned originxtilemax,originytilemax;
ControlInfo c;
objtype dummyobj;
char *levelnames[21] =
{
"The Land of Tuberia",
"Horseradish Hill",
"The Melon Mines",
"Bridge Bottoms",
"Rhubarb Rapids",
"Parsnip Pass",
"Level 6",
"Spud City",
"Level 8",
"Apple Acres",
"Grape Grove",
"Level 11",
"Brussels Sprout Bay",
"Level 13",
"Squash Swamp",
"Boobus' Chamber",
"Castle Tuberia",
"",
"Title Page"
};
/*
=============================================================================
LOCAL VARIABLES
=============================================================================
*/
// for asm scaning of map planes
unsigned mapx,mapy,mapxcount,mapycount,maptile,mapspot;
int plummet;
int objectcount;
objtype objarray[MAXACTORS],*lastobj,*objfreelist;
int oldtileleft,oldtiletop,oldtileright,oldtilebottom,oldtilemidx;
int oldleft,oldtop,oldright,oldbottom,oldmidx;
int leftmoved,topmoved,rightmoved,bottommoved,midxmoved;
int topmove,bottommove,midxmove;
int inactivateleft,inactivateright,inactivatetop,inactivatebottom;
int fadecount;
boolean bombspresent;
boolean lumpneeded[NUMLUMPS];
int lumpstart[NUMLUMPS] =
{
CONTROLS_LUMP_START,
KEEN_LUMP_START,
WORLDKEEN_LUMP_START,
BROCCOLASH_LUMP_START,
TOMATO_LUMP_START,
CARROT_LUMP_START,
ASPAR_LUMP_START,
GRAPE_LUMP_START,
TATER_LUMP_START,
CANTA_LUMP_START,
FRENCHY_LUMP_START,
MELONLIPS_LUMP_START,
SQUASHER_LUMP_START,
APEL_LUMP_START,
PEAS_LUMP_START,
BOOBUS_LUMP_START,
};
int lumpend[NUMLUMPS] =
{
CONTROLS_LUMP_END,
KEEN_LUMP_END,
WORLDKEEN_LUMP_END,
BROCCOLASH_LUMP_END,
TOMATO_LUMP_END,
CARROT_LUMP_END,
ASPAR_LUMP_END,
GRAPE_LUMP_END,
TATER_LUMP_END,
CANTA_LUMP_END,
FRENCHY_LUMP_END,
MELONLIPS_LUMP_END,
SQUASHER_LUMP_END,
APEL_LUMP_END,
PEAS_LUMP_END,
BOOBUS_LUMP_END,
};
void CheckKeys (void);
void CalcInactivate (void);
void InitObjArray (void);
void GetNewObj (boolean usedummy);
void RemoveObj (objtype *gone);
void ScanInfoPlane (void);
void PatchWorldMap (void);
void MarkTileGraphics (void);
void FadeAndUnhook (void);
void SetupGameLevel (boolean loadnow);
void ScrollScreen (void);
void MoveObjVert (objtype *ob, int ymove);
void MoveObjHoriz (objtype *ob, int xmove);
void GivePoints (unsigned points);
void ClipToEnds (objtype *ob);
void ClipToEastWalls (objtype *ob);
void ClipToWestWalls (objtype *ob);
void ClipToWalls (objtype *ob);
void ClipToSpriteSide (objtype *push, objtype *solid);
void ClipToSprite (objtype *push, objtype *solid, boolean squish);
int DoActor (objtype *ob,int tics);
void StateMachine (objtype *ob);
void NewState (objtype *ob,statetype *state);
void PlayLoop (void);
void GameLoop (void);
//===========================================================================
/*
=====================
=
= CheckKeys
=
=====================
*/
void CheckKeys (void)
{
if (screenfaded) // don't do anything with a faded screen
return;
//
// space for status screen
//
if (Keyboard[sc_Space])
{
StatusWindow ();
IN_ClearKeysDown();
RF_ForceRefresh();
lasttimecount = TimeCount;
}
//
// pause key wierdness can't be checked as a scan code
//
if (Paused)
{
VW_FixRefreshBuffer ();
US_CenterWindow (8,3);
US_PrintCentered ("PAUSED");
VW_UpdateScreen ();
IN_Ack();
RF_ForceRefresh ();
Paused = false;
}
//
// F1-F7/ESC to enter control panel
//
if ( (LastScan >= sc_F1 && LastScan <= sc_F7) || LastScan == sc_Escape)
{
VW_FixRefreshBuffer ();
US_CenterWindow (20,8);
US_CPrint ("Loading");
VW_UpdateScreen ();
US_ControlPanel();
IN_ClearKeysDown();
if (restartgame)
playstate = resetgame;
else if (!loadedgame)
RF_ForceRefresh(); // don't refresh if loading a new game
lasttimecount = TimeCount;
}
//
// F10-? debug keys
//
if (Keyboard[sc_F10] && DebugKeys() )
{
RF_ForceRefresh();
lasttimecount = TimeCount;
}
}
//===========================================================================
/*
=======================
=
= CalcInactivate
=
=======================
*/
void CalcInactivate (void)
{
originxtilemax = originxtile+PORTTILESWIDE-1;
originytilemax = originytile+PORTTILESHIGH-1;
inactivateleft = originxtile-INACTIVATEDIST;
if (inactivateleft < 0)
inactivateleft = 0;
inactivateright = originxtilemax+INACTIVATEDIST;
inactivatetop = originytile-INACTIVATEDIST;
if (inactivatetop < 0)
inactivatetop = 0;
inactivatebottom = originytilemax+INACTIVATEDIST;
}
//===========================================================================
/*
#############################################################################
The objarray data structure
#############################################################################
Objarray containt structures for every actor currently playing. The structure
is accessed as a linked list starting at *player, ending when ob->next ==
NULL. GetNewObj inserts a new object at the end of the list, meaning that
if an actor spawn another actor, the new one WILL get to think and react the
same frame. RemoveObj unlinks the given object and returns it to the free
list, but does not damage the objects ->next pointer, so if the current object
removes itself, a linked list following loop can still safely get to the
next element.
<backwardly linked free list>
#############################################################################
*/
/*
=========================
=
= InitObjArray
=
= Call to clear out the entire object list, returning them all to the free
= list. Allocates a special spot for the player.
=
=========================
*/
void InitObjArray (void)
{
int i;
for (i=0;i<MAXACTORS;i++)
{
objarray[i].prev = &objarray[i+1];
objarray[i].next = NULL;
}
objarray[MAXACTORS-1].prev = NULL;
objfreelist = &objarray[0];
lastobj = NULL;
objectcount = 0;
//
// give the player and score the first free spots
//
GetNewObj (false);
player = new;
GetNewObj (false);
scoreobj = new;
}
//===========================================================================
/*
=========================
=
= GetNewObj
=
= Sets the global variable new to point to a free spot in objarray.
= The free spot is inserted at the end of the liked list
=
= When the object list is full, the caller can either have it bomb out ot
= return a dummy object pointer that will never get used
=
=========================
*/
void GetNewObj (boolean usedummy)
{
if (!objfreelist)
{
if (usedummy)
{
new = &dummyobj;
return;
}
Quit ("GetNewObj: No free spots in objarray!");
}
new = objfreelist;
objfreelist = new->prev;
memset (new,0,sizeof(*new));
if (lastobj)
lastobj->next = new;
new->prev = lastobj; // new->next is allready NULL from memset
new->active = yes;
new->needtoclip = true;
lastobj = new;
objectcount++;
}
//===========================================================================
/*
=========================
=
= RemoveObj
=
= Add the given object back into the free list, and unlink it from it's
= neighbors
=
=========================
*/
void RemoveObj (objtype *gone)
{
if (gone == player)
Quit ("RemoveObj: Tried to remove the player!");
//
// erase it from the refresh manager
//
RF_RemoveSprite (&gone->sprite);
//
// fix the next object's back link
//
if (gone == lastobj)
lastobj = (objtype *)gone->prev;
else
gone->next->prev = gone->prev;
//
// fix the previous object's forward link
//
gone->prev->next = gone->next;
//
// add it back in to the free list
//
gone->prev = objfreelist;
objfreelist = gone;
}
//===========================================================================
void near HandleInfo (void)
{
switch (maptile)
{
case 1:
SpawnKeen(mapx,mapy,1);
break;
case 2:
SpawnKeen(mapx,mapy,-1);
break;
case 19:
SpawnWorldKeen(mapx,mapy);
lumpneeded[WORLDKEENLUMP] = true;
break;
case 31:
bombspresent = true;
case 21:
case 22:
case 23:
case 24:
case 25:
case 26:
case 27:
case 28:
case 29:
case 30:
case 32:
SpawnBonus(mapx,mapy,maptile-21);
new->active = false;
break;
case 33:
SpawnDoor(mapx,mapy);
new->active = false;
break;
case 41:
SpawnBrocco(mapx,mapy);
new->active = false;
lumpneeded[BROCCOLUMP] = true;
break;
case 42:
SpawnTomat(mapx,mapy);
new->active = false;
lumpneeded[TOMATLUMP] = true;
break;
case 43:
SpawnCarrot(mapx,mapy);
new->active = false;
lumpneeded[CARROTLUMP] = true;
break;
case 45:
SpawnAspar(mapx,mapy);
new->active = false;
lumpneeded[ASPARLUMP] = true;
break;
case 46:
SpawnGrape(mapx,mapy);
new->active = false;
lumpneeded[GRAPELUMP] = true;
break;
case 47:
SpawnTater(mapx,mapy);
new->active = false;
lumpneeded[TATERLUMP] = true;
break;
case 48:
SpawnCart(mapx,mapy);
lumpneeded[CARTLUMP] = true;
break;
case 49:
SpawnFrenchy(mapx,mapy);
new->active = false;
lumpneeded[FRENCHYLUMP] = true;
break;
case 50:
case 51:
case 52:
SpawnMelon(mapx,mapy,maptile-50);
new->active = false;
lumpneeded[MELONLUMP] = true;
break;
case 57:
SpawnSquasher(mapx,mapy);
new->active = false;
lumpneeded[SQUASHLUMP] = true;
break;
case 58:
SpawnApel(mapx,mapy);
new->active = false;
lumpneeded[APELLUMP] = true;
break;
case 59:
SpawnPeaPod(mapx,mapy);
new->active = false;
lumpneeded[PEALUMP] = true;
break;
case 60:
SpawnPeaBrain(mapx,mapy);
new->active = false;
lumpneeded[PEALUMP] = true;
break;
case 61:
SpawnBoobus(mapx,mapy);
lumpneeded[BOOBUSLUMP] = true;
break;
}
if (new->active != allways)
new->active = false;
}
/*
==========================
=
= ScanInfoPlane
=
= Spawn all actors and mark down special places
=
==========================
*/
void ScanInfoPlane (void)
{
unsigned x,y,i,j;
int tile;
unsigned far *start;
InitObjArray(); // start spawning things with a clean slate
memset (lumpneeded,0,sizeof(lumpneeded));
#if 0
start = mapsegs[2];
for (y=0;y<mapheight;y++)
for (x=0;x<mapwidth;x++)
{
tile = *start++;
if (!tile)
continue;
}
#endif
//
// This doesn't really need to be in asm. I thought it was a bottleneck,
// but I was wrong...
//
asm mov es,[WORD PTR mapsegs+4]
asm xor si,si
asm mov [mapy],0
asm mov ax,[mapheight]
asm mov [mapycount],ax
yloop:
asm mov [mapx],0
asm mov ax,[mapwidth]
asm mov [mapxcount],ax
xloop:
asm mov ax,[es:si]
asm or ax,ax
asm jz nothing
asm mov [maptile],ax
HandleInfo (); // si is saved
asm mov es,[WORD PTR mapsegs+4]
nothing:
asm inc [mapx]
asm add si,2
asm dec [mapxcount]
asm jnz xloop
asm inc [mapy]
asm dec [mapycount]
asm jnz yloop
for (i=0;i<NUMLUMPS;i++)
if (lumpneeded[i])
for (j=lumpstart[i];j<=lumpend[i];j++)
CA_MarkGrChunk(j);
}
//===========================================================================
/*
==========================
=
= PatchWorldMap
=
= Takes out blocking squares and puts in dones
=
==========================
*/
void PatchWorldMap (void)
{
unsigned size,spot,info,foreground;
size = mapwidth*mapheight;
spot = 0;
do
{
info = *(mapsegs[2] + spot);
// finished a city here?
if (info>=3 && info<=18 && gamestate.leveldone[info-2])
{
*(mapsegs[2] + spot) = 0;
foreground = *(mapsegs[1] + spot);
if (foreground == 130)
*(mapsegs[1]+spot) = 0; // not blocking now
else if (foreground == 90)
{
// plant done flag
*(mapsegs[1]+spot) = 133;
*(mapsegs[1]+(spot-mapwidth-1)) = 131;
*(mapsegs[1]+(spot-mapwidth)) = 132;
}
}
spot++;
} while (spot<size);
}
//===========================================================================
/*
==========================
=
= FadeAndUnhook
=
= Latch this onto the refresh so the screen only gets faded in after two
= refreshes. This lets all actors draw themselves to both pages before
= fading the screen in.
=
==========================
*/
void FadeAndUnhook (void)
{
if (++fadecount==2)
{
RF_ForceRefresh();
VW_FadeIn ();
RF_SetRefreshHook (NULL);
lasttimecount = TimeCount; // don't adaptively time the fade
}
}
//===========================================================================
/*
==========================
=
= SetupGameLevel
=
= Load in map mapon and cache everything needed for it
=
==========================
*/
void SetupGameLevel (boolean loadnow)
{
long orgx,orgy;
bombspresent = false;
//
// load the level header and three map planes
//
CA_CacheMap (gamestate.mapon);
//
// let the refresh manager set up some variables
//
RF_NewMap ();
//
// decide which graphics are needed and spawn actors
//
CA_ClearMarks ();
if (!mapon)
PatchWorldMap ();
if (mapon!=20) // map 20 is the title screen
ScanInfoPlane ();
RF_MarkTileGraphics ();
//
// have the caching manager load and purge stuff to make sure all marks
// are in memory
//
if (loadnow)
{
if (bombspresent)
{
VW_FixRefreshBuffer ();
US_DrawWindow (10,1,20,2);
US_PrintCentered ("Boobus Bombs Near!");
VW_UpdateScreen ();
}
CA_CacheMarks (levelnames[mapon], 0);
}
#if 0
VW_FixRefreshBuffer ();
US_CenterWindow (20,8);
US_Print ("\n\n\nObject count:");
itoa (objectcount,str,10);
US_Print (str);
VW_UpdateScreen ();
IN_Ack ();
#endif
if (mapon!=20 && loadnow) // map 20 is the title screen
{
VW_FadeOut ();
fadecount = 0;
RF_SetRefreshHook (&FadeAndUnhook);
SpawnScore ();
//
// start the initial view position to center the player
//
orgx = (long)player->x - (150<<G_P_SHIFT);
orgy = (long)player->y-(84<<G_P_SHIFT);
if (orgx<0)
orgx=0;
if (orgy<0)
orgy=0;
RF_NewPosition (orgx,orgy);
CalcInactivate ();
}
}
//==========================================================================
/*
===============
=
= ScrollScreen
=
= Scroll if Keen is nearing an edge
= Set playstate to levelcomplete
=
===============
*/
void ScrollScreen (void)
{
int xscroll,yscroll;
//
// walked off edge of map?
//
if (player->left < originxmin
|| player->right > originxmax+20*TILEGLOBAL)
{
playstate = levelcomplete;
return;
}
//
// fallen off bottom of world?
//
if (!plummet && player->bottom > originymax+13*TILEGLOBAL)
{
godmode = 0;
plummet = 1;
KillKeen ();
return;
}
if (player->x < originxglobal+SCROLLWEST)
xscroll = player->x - (originxglobal+SCROLLWEST);
else if (player->x > originxglobal+SCROLLEAST)
xscroll = player->x - (originxglobal+SCROLLEAST);
else
xscroll = 0;
if (player->y < originyglobal+SCROLLNORTH)
yscroll = player->y - (originyglobal+SCROLLNORTH);
else if (player->y > originyglobal+SCROLLSOUTH)
yscroll = player->y - (originyglobal+SCROLLSOUTH);
else yscroll = 0;
if (xscroll || yscroll)
{
RF_Scroll (xscroll,yscroll);
CalcInactivate ();
scoreobj->needtoreact = true;
}
}
//==========================================================================
/*
====================
=
= GivePoints
=
= Grants extra men at 20k,40k,80k,160k,320k
=
====================
*/
void GivePoints (unsigned points)
{
gamestate.score += points;
if (gamestate.score >= gamestate.nextextra)
{
SD_PlaySound (EXTRAKEENSND);
gamestate.lives++;
gamestate.nextextra*=2;
}
}
//==========================================================================
/*
====================
=
= MoveObjVert
=
====================
*/
void MoveObjVert (objtype *ob, int ymove)
{
ob->y += ymove;
ob->top += ymove;
ob->bottom += ymove;
ob->tiletop = ob->top >> G_T_SHIFT;
ob->tilebottom = ob->bottom >> G_T_SHIFT;
}
/*
====================
=
= MoveObjHoriz
=
====================
*/
void MoveObjHoriz (objtype *ob, int xmove)
{
ob->x += xmove;
ob->left += xmove;
ob->right += xmove;
ob->tileleft = ob->left >> G_T_SHIFT;
ob->tileright = ob->right >> G_T_SHIFT;
}
/*
=============================================================================
Actor to tile clipping rouitnes
=============================================================================
*/
// walltype / x coordinate (0-15)
int wallclip[8][16] = { // the height of a given point in a tile
{ 256, 256, 256, 256, 256, 256, 256, 256, 256, 256, 256, 256, 256, 256, 256, 256},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0,0x08,0x10,0x18,0x20,0x28,0x30,0x38,0x40,0x48,0x50,0x58,0x60,0x68,0x70,0x78},
{0x80,0x88,0x90,0x98,0xa0,0xa8,0xb0,0xb8,0xc0,0xc8,0xd0,0xd8,0xe0,0xe8,0xf0,0xf8},
{ 0,0x10,0x20,0x30,0x40,0x50,0x60,0x70,0x80,0x90,0xa0,0xb0,0xc0,0xd0,0xe0,0xf0},
{0x78,0x70,0x68,0x60,0x58,0x50,0x48,0x40,0x38,0x30,0x28,0x20,0x18,0x10,0x08, 0},
{0xf8,0xf0,0xe8,0xe0,0xd8,0xd0,0xc8,0xc0,0xb8,0xb0,0xa8,0xa0,0x98,0x90,0x88,0x80},
{0xf0,0xe0,0xd0,0xc0,0xb0,0xa0,0x90,0x80,0x70,0x60,0x50,0x40,0x30,0x20,0x10, 0}
};
// assignment within ifs are used heavily here, so turn off the warning
#pragma warn -pia
/*
===========================
=
= ClipToEnds
=
===========================
*/
void ClipToEnds (objtype *ob)
{
unsigned far *map,tile,facetile,info,wall;
int leftpix,rightpix,midtiles,toppix,bottompix;
int x,y,clip,move,totalmove,maxmove,midxpix;
midxpix = (ob->midx&0xf0) >> 4;
maxmove = -abs(midxmoved) - bottommoved - 16;
map = (unsigned far *)mapsegs[1] +
mapbwidthtable[oldtilebottom-1]/2 + ob->tilemidx;
for (y=oldtilebottom-1 ; y<=ob->tilebottom ; y++,map+=mapwidth)
{
if (wall = tinf[NORTHWALL+*map])
{
clip = wallclip[wall&7][midxpix];
move = ( (y<<G_T_SHIFT)+clip - 1) - ob->bottom;
if (move<0 && move>=maxmove)
{
ob->hitnorth = wall;
MoveObjVert (ob,move);
return;
}
}
}
maxmove = abs(midxmoved) - topmoved + 16;
map = (unsigned far *)mapsegs[1] +
mapbwidthtable[oldtiletop+1]/2 + ob->tilemidx;
for (y=oldtiletop+1 ; y>=ob->tiletop ; y--,map-=mapwidth)
{
if (wall = tinf[SOUTHWALL+*map])
{
clip = wallclip[wall&7][midxpix];
move = ( ((y+1)<<G_T_SHIFT)-clip ) - ob->top;
if (move > 0 && move<=maxmove)
{
totalmove = ob->ymove + move;
if (totalmove < TILEGLOBAL && totalmove > -TILEGLOBAL)
{
ob->hitsouth = wall;
MoveObjVert (ob,move);
}
}
}
}
}
/*
===========================
=
= ClipToEastWalls / ClipToWestWalls
=
===========================
*/
void ClipToEastWalls (objtype *ob)
{
int y,move,top,bottom;
unsigned far *map,tile,info,wall;
// clip to east walls if moving west
top = ob->tiletop;
if (ob->hitsouth>1)
top++; // on a slope inside a tile
bottom = ob->tilebottom;
if (ob->hitnorth>1)