Wolf3d Haven Forum

Please log in or register. Smile

Join the forum, it's quick and easy

Wolf3d Haven Forum

Please log in or register. Smile

Wolf3d Haven Forum

Would you like to react to this message? Create an account in a few clicks or log in to continue.
Wolf3d Haven Forum

A friendly Wolfenstein 3D community, about Wolfenstein 3D, the game that gave birth to first person shooters...


    moving objects by wlhack

    Dark_wizzie
    Dark_wizzie
    I am Death Incarnate!
    I am Death Incarnate!


    Female
    Number of posts : 5120
    Age : 30
    Location : California, USA
    Job : Investor
    Hobbie : Computers, chess, computer chess, fashion, and philosophy
    Message : I made this forum when I was 13 High on Drugs
    Registration date : 2007-03-24

    moving objects by wlhack Empty moving objects by wlhack

    Post by Dark_wizzie Sun Apr 29, 2007 2:49 pm

    Finally, here is the tutorial for it...
    This might be a bit memorywasting, but it works...

    Okay, lets start... First open WL_Agent.C and go to the
    Cmd_Use function...

    Now under "boolean elevatorok" add this line:




    Code:


    statobj_t *statptr;


    Then scroll few lines down and you should see
    this:




    Code:


    doornum = tilemap[checkx][checky];
    if (*(mapsegs[1]+farmapylookup[checky]+checkx) == PUSHABLETILE)
    {
    //
    // pushable wall
    //
    PushWall (checkx,checky,dir);
    return;
    }


    Now just under it add this block:




    Code:


    for(statptr = &statobjlist[0]; statptr != laststatobj; statptr++)
    {
    if(statptr->tilex == checkx && statptr->tiley == checky &&
    statptr->shapenum == SPR_STAT_1 && !buttonheld[bt_use])
    {
    buttonheld[bt_use] = true;

    //Check direction of movement (corrected directions)
    switch(dir)
    {
    case di_north:

    if((unsigned)actorat[checkx][checky-1] == 1) // Check if new tile is free
    return;

    check = actorat[checkx][checky-1]; // Check for walls
    if (check && check<objlist)
    return;
    statptr->tiley = checky-1; //Move object north
    statptr->visspot = &spotvis[checkx][checky-1];
    (unsigned)actorat[checkx][checky] = 0; //Make old tile unblocking...
    (unsigned)actorat[checkx][checky-1] = 1; //...And new one blocking
    break;
    case di_east:
    if((unsigned)actorat[checkx+1][checky] == 1)
    return;
    check = actorat[checkx+1][checky];
    if (check && check<objlist)
    return;
    statptr->tilex = checkx+1; //Move object east
    statptr->visspot = &spotvis[checkx+1][checky];
    (unsigned)actorat[checkx][checky] = 0;
    (unsigned)actorat[checkx+1][checky] = 1;
    break;
    case di_south:
    if((unsigned)actorat[checkx][checky+1] == 1)
    return;
    check = actorat[checkx][checky+1];
    if (check && check<objlist)
    return;
    statptr->tiley = checky+1; //Move object south
    statptr->visspot = &spotvis[checkx][checky+1];
    (unsigned)actorat[checkx][checky] = 0;
    (unsigned)actorat[checkx][checky+1] = 1;
    break;
    case di_west:
    if((unsigned)actorat[checkx-1][checky] == 1)
    return;
    check = actorat[checkx-1][checky];
    if (check && check<objlist)
    return;
    statptr->tilex = checkx-1; //Move object west
    statptr->visspot = &spotvis[checkx-1][checky];
    (unsigned)actorat[checkx][checky] = 0;
    (unsigned)actorat[checkx-1][checky] = 1;
    break;
    case nodir:
    return;
    }
    // This is optional:

    // gamestate.secretcount++;
    // SD_PlaySound (PUSHWALLSND);
    }
    }


    And now you have a movable object...
    Oh, change the SPR_STAT_1 to match the objects sprite
    define, that you want to move...

    And to avoid strange reactions, please select SPR_STAT
    that is defined as blocking in WL_Act1.C



    Wolf3d Haven
    Minute Logic Blog

      Current date/time is Thu Nov 21, 2024 3:40 am