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[SOLVED] Spear teleport code
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Soldat 555
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PostPosted: Tue Apr 01, 2014 1:40 am
   Subject: [SOLVED] Spear teleport code
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I was looking at the Spear of Destiny spear teleportation code and got it working in Wolf3d to experiment an "open-world" mod. When I made the video earlier, even the code in there wasn't sending the player to XY coordinates, only to the start position of the level... But now I got it working perfectly in Wolf3d. Smile

CODE REVISED ON ARIL 2ND, 2014
::: CODE :::
W L _ A C T 1 . C P P


    {SPR_STAT_15,bo_prev},                          // Kitchen stuff   "
    #else
    {SPR_STAT_15,block},                    // Gibs!
    #endif
    //
    // NEW PAGE
    //
    {SPR_STAT_16,block},                    // suit of armor   spr3v
    {SPR_STAT_17,block},                    // Hanging cage    "
    {SPR_STAT_18,block},                    // SkeletoninCage  "
    {SPR_STAT_19},                          // Skeleton relax  "
    {SPR_STAT_20,bo_key1},                  // Key 1           "
    {SPR_STAT_21,bo_key2},                  // Key 2           "
    {SPR_STAT_22,block},                    // stuff             (SOD:gibs)
    {SPR_STAT_23,bo_spear},                          // stuff

...

        case    bo_alpo:
        case    bo_gibs:
   case   bo_prev:
        case    bo_spear:

::: CODE :::
W L _ A G E N T . C P P


            SD_PlaySound (SLURPIESND);
            HealSelf (1);
            break;

        case    bo_prev:
if (gamestate.mapon == 8)
{
            ClearMemory ();
            gamestate.oldscore = gamestate.score;
            gamestate.mapon = 0;
            SetupGameLevel ();
      SpawnPlayer(25,47,west);
            StartMusic ();
            Thrust (0,0);
      PlayLoop ();
      return;
}
if (gamestate.mapon == 0)
{
            spearangle = player->angle;
            ClearMemory ();
            gamestate.oldscore = gamestate.score;
      gamestate.mapon = 43;
            SetupGameLevel ();
      SpawnPlayer(32,31,north);
            StartMusic ();
            Thrust (0,0);
      PlayLoop ();
      return;
}

        case    bo_spear:
            ClearMemory ();
            gamestate.oldscore = gamestate.score;
            gamestate.mapon = 8;
            SetupGameLevel ();
      SpawnPlayer(19,25,south);
            StartMusic ();
            Thrust (0,0);
      PlayLoop ();
      return;

    }

    StartBonusFlash ();
    check->shapenum = -1;                   // remove from list
}

::: CODE :::
W L _ D E F . C P P


    bo_food,
    bo_fullheal,
    bo_25clip,
   bo_prev,
    bo_spear
} wl_stat_t;


This works exactly how I want: You can use the objects multiple times to teleport to different levels and revisit previous ones and re-encounter the enemies. This is a great way for making seamless level transitions, you can use it for a Quake-like episode selection, or what I was aiming for, making mods that can be open-world. Smile

But if you wish to use this, just remember:

gamestate.mapon = level map (-1) to send player to;
SpawnPlayer(X coordinate,Y coordinate, direction player faces);


Now if I can ever figure out how to start/stop rain/snow with WL_Atmos.CPP... Very Happy lol


EDIT: Just found a bug... Game crashes if you die now. Sad

EDIT (Again) 04/07/2014: Code fixed by AlumiuN, check top post of 2nd page to see tutorial. Smile


Last edited by Soldat 555 on Mon Apr 07, 2014 3:54 pm; edited 4 times in total
Soldat 555
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PostPosted: Wed Apr 02, 2014 12:28 am
   Subject: Re: [SOLVED] Spear teleport code
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I had made a second object that works similar and upon testing a loop, the bo_spear object works only ONCE. Meaning I can play level 1, use the object to go to level 9, use the 2nd object to go back to level 1, then if I use the object to go to level 9 again the level completes with the intermission screen with all the ratios and I get sent to level 2. Confused

Any ideas where this goes wrong?
AlumiuN
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PostPosted: Wed Apr 02, 2014 1:25 am
   Subject: Re: [SOLVED] Spear teleport code
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Erm... changing the numbers in Thrust won't do anything, the parameters it takes are an angle and a speed, not an x and y coordinate. Otherwise, that looks like it should be working.

EDIT: Actually try replacing the PlayLoop() with "goto startplayloop;" and then chuck a "startplayloop:" above the PlayLoop call just above if (spearflag); that's what it looks like in Andy's version of Wolf4SDL. That should help with the object only working once.
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PostPosted: Wed Apr 02, 2014 4:56 am
   Subject: Re: [SOLVED] Spear teleport code
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Actually the PlayLoop () prevents the code from crashing the game for some strange reason.

I had got it working with some changes and will revise the code tutorial in a little bit... In the meantime, please enjoy this short and somewhat comedic video I put together showing the code working... Smile
https://www.youtube.com/watch?v=Q4p5Y3oZnyg
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PostPosted: Thu Apr 03, 2014 4:17 am
   Subject: Re: [SOLVED] Spear teleport code
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Upon further testing, I discovered if you die on levels you've been teleported to, the game will crash out to Windows. If you press F7 and end the game, same thing happens. The game doesn't turn to face the attacker, there is no death sound, no fizzle out to a blank red screen...

Now if you die on a normal level, one you haven't teleported to, the player dies normally, there is no crash... Confused

I tried some stuff but I'm burnt out of ideas... Sad
AlumiuN
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PostPosted: Thu Apr 03, 2014 4:45 am
   Subject: Re: [SOLVED] Spear teleport code
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Try applying the fix I mentioned above; all it does is redirects back to the PlayLoop above the "if (spearflag)". That might fix the crashing.
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PostPosted: Thu Apr 03, 2014 6:30 am
   Subject: Re: [SOLVED] Spear teleport code
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::: CODE :::
 WL_GAME.CPP

        DrawLevel ();

startplayloop:
        PlayLoop ();

        if (spearflag)
        {

            ClearMemory ();
            gamestate.oldscore = gamestate.score;
            gamestate.mapon = 0;
            SetupGameLevel ();
            StartMusic ();
            spearflag = false;
            Thrust (0,0);
            goto startplayloop;
        }

        StopMusic ();
        ingame = false;

Still crashes before the screen fizzles red when the player dies.
AlumiuN
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PostPosted: Thu Apr 03, 2014 7:46 am
   Subject: Re: [SOLVED] Spear teleport code
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Hmm, that's really weird. What IDE are you using? You could try using its debugger to find out where it's crashing.
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PostPosted: Thu Apr 03, 2014 11:06 am
   Subject: Re: [SOLVED] Spear teleport code
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I went and a debug in Dev-C++, the game started, I went through the teleport and died, but this time it locked up. I had to CTRL ALT DEL several times as my screen resolution shrunk down and my mouse wasn't working... Did get a message in a window saying...

Warning
An Access Violation (Segmentation Error) has been raised in your program.

Clicking the OK button did nothing, telling Task Manager to close the unresponsive program (Wolf4SDL) to close wasn't doing anything. I had to reboot the system. Before doing so, I saw this code in Dev-C++...
::: CODE :::
//
// place static objects
//
    for (statptr = &statobjlist[0] ; statptr !=laststatobj ; statptr++)
    {
        if ((visptr->shapenum = statptr->shapenum) == -1)
            continue;                                               // object has been deleted

        if (!*statptr->visspot)
            continue;                                               // not visable

        if (TransformTile (statptr->tilex,statptr->tiley,
            &visptr->viewx,&visptr->viewheight) && statptr->flags & FL_BONUS)
        {
            GetBonus (statptr);
            if(statptr->shapenum == -1)
                continue;                                           // object has been taken
        }

        if (!visptr->viewheight)
            continue;                                               // to close to the object

The code in red had a blue dot next to it in the Dev-C++ window...
AlumiuN
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PostPosted: Thu Apr 03, 2014 5:54 pm
   Subject: Re: [SOLVED] Spear teleport code
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OK, that's *really* weird. Like, so weird that I have absolutely no idea what's causing it. That's assuming the blue dot was Dev's way of telling you where the code fell over. If you like, you can send the code to me and I'll see if I can find any issues (IIRC Code::Blocks has a better debugger, so that might help me figure out what's going wrong).
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PostPosted: Fri Apr 04, 2014 7:22 am
   Subject: Re: [SOLVED] Spear teleport code
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I'm emailing you with a zip file containing the source code now.

EDIT: Ugh, Yahoo mail wouldn't sent the email to ctalyst666@gmail.com so here's a download link...
https://dl.dropboxusercontent.com/u/36596714/OpenWorld%20source%20code.rar
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PostPosted: Fri Apr 04, 2014 5:54 pm
   Subject: Re: [SOLVED] Spear teleport code
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Soldat 555 wrote:
EDIT: Ugh, Yahoo mail wouldn't sent the email to ctalyst666@gmail.com so here's a download link...
https://dl.dropboxusercontent.com/u/36596714/OpenWorld%20source%20code.rar
GMail blocks attachments with certain types of files, including executables. For this reason, I don't normally use my GMail account. I only have mine set up to expand access with my YouTube account.
AlumiuN
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PostPosted: Fri Apr 04, 2014 6:22 pm
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Yeah, I have to use 7z to get Gmail to send EXEs. Anyway, I'll take a look at this either tonight or tomorrow.

EDIT: OK, I've found the issue; your code for the objects in WL_AGENT calls PlayLoop again. This causes an issue when that instance of PlayLoop is exited, namely that all the static objects get destroyed and then the game looks for them in the original PlayLoop. You'll need to set another variable (say, nextlevel) when the object is picked up and then do all of the level changing, player spawning, etc. in the if (spearflag) bit in WL_GAME.
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PostPosted: Sat Apr 05, 2014 9:55 am
   Subject: Re: [SOLVED] Spear teleport code
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AlumiuN, I appreciate you trying to help but I really don't understand this at all...

Hell, I've even started from scratch just trying to get the standard spear version of the transport code to work and the screen just flashes now. All I did was remove the #ifdef SPEARs, #endifs, and commented out the playstate = ex_completed within bo_spear of Wl_Agent.Cpp, which commenting that out is necessary to be able to back and forth between levels seamlessly.

I dunno, I've had a lot on my mind lately (ALL crap) and I just can't think too clearly right now... Sad
AlumiuN
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PostPosted: Sat Apr 05, 2014 6:11 pm
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OK, I'll try and break it down a bit; the main issue is that you're calling PlayLoop from a different place to where it's normally called. In the original SoD, this was fine, because you could never come back without completing the game. However, when you try to go between levels, you need to have PlayLoop called from the normal place. The bit of code I told you to fix above does this. However, in your implementation of the items, you called PlayLoop from somewhere else entirely, meaning that when that PlayLoop exited (i.e. when playstate was set to something different) the program ended up back at the end of the GetBonus routine and really didn't like where it ended up from there.

Basically, so long as you only set spearflag to true and playstate to ex_completed (and a variable for the next level to go to) in the GetBonus section and apply the fix above, it should work fine. I can provide some working code if you need me to. Smile
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PostPosted: Sat Apr 05, 2014 10:43 pm
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AlumiuN wrote:
Basically, so long as you only set spearflag to true and playstate to ex_completed (and a variable for the next level to go to) in the GetBonus section and apply the fix above, it should work fine. I can provide some working code if you need me to. Smile
Yes please, I would appreciate that. Smile

I'd be happy so long as 1: You can go back and forth between levels, 2: Enemies are respawned, and 3: No intermission ratio screen.

Seriously, I think it's obvious I got in over my head and have NO idea what I'm doing. Very Happy lol
AlumiuN
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PostPosted: Sat Apr 05, 2014 11:01 pm
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OK, here's a replacement WL_AGENT, WL_GAME and WL_DEF that are compatible with the source code you gave me earlier. The code appears to work properly, although I haven't done a lot of testing.
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PostPosted: Sun Apr 06, 2014 8:13 am
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I tested it and it works great, AlumiuN. Thanks, this will be perfect to make mods that feel like Zelda or Strife. Smile

Tonight (When the internet isn't running all slow), I will post the changes you made and give you credit as the coder for anyone who wants to use this. Once again, thank you. Smile
AlumiuN
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PostPosted: Sun Apr 06, 2014 8:24 am
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No problem Smile
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PostPosted: Sun Apr 06, 2014 11:23 am
   Subject: Re: [SOLVED] Spear teleport code
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This sounds like an awesome feature, nice work!
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PostPosted: Mon Apr 07, 2014 3:50 pm
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Sorry about the delay, really haven't been feeling well... Okay, let me type this up through the numbers as I don't want to forget anything. Code in cyan and yellow are the changes you need to make, the yellow code in Wl_Agent.CPP affects what level and what X and Y coordinates the player is teleported to...


AlumiuN's Spear Teleport code

W L _ A C T 1 . C P P

::: CODE :::
    #ifndef SPEAR
    {SPR_STAT_15,bo_prev},                          // Kitchen stuff   "
    #else
    {SPR_STAT_15,block},                    // Gibs!
    #endif
    //
    // NEW PAGE
    //
    {SPR_STAT_16,block},                    // suit of armor   spr3v
    {SPR_STAT_17,block},                    // Hanging cage    "
    {SPR_STAT_18,block},                    // SkeletoninCage  "
    {SPR_STAT_19},                          // Skeleton relax  "
    {SPR_STAT_20,bo_key1},                  // Key 1           "
    {SPR_STAT_21,bo_key2},                  // Key 2           "
    {SPR_STAT_22,block},                    // stuff             (SOD:gibs)
    {SPR_STAT_23,bo_spear},                         // stuff

...

        case    bo_alpo:
        case    bo_gibs:
   case   bo_prev:
        case    bo_spear:

            laststatobj->flags = FL_BONUS;


W L _ A G E N T . C P P
::: CODE :::
//
// player state info
//
int32_t         thrustspeed;
byte            nextlevel, nextlx, nextly, nextdir;

word            plux,pluy;

...

        case    bo_gibs:
            if (gamestate.health >10)
                return;

            SD_PlaySound (SLURPIESND);
            HealSelf (1);
            break;

        case    bo_prev:
            spearflag = true;
            playstate = ex_completed;
               nextlevel = 0;
            nextlx = 25;
            nextly = 47;

            nextdir = west;
            return;

        case    bo_spear:
      spearflag = true;
      playstate = ex_completed;
      nextlevel = 8;
      nextlx = 19;
      nextly = 25;

      nextdir = south;
      return;

    }

    StartBonusFlash ();
    check->shapenum = -1;   


W L _ D E F . C P P
::: CODE :::
    bo_fullheal,
    bo_25clip,
   bo_prev,
    bo_spear

} wl_stat_t;

...

void    PlayDemo (int demonumber);
void    RecordDemo (void);

extern  boolean         spearflag;


#define ClearMemory SD_StopDigitized

...

#ifdef USE_DIR3DSPR
    void Scale3DShape(byte *vbuf, unsigned vbufPitch, statobj_t *ob);
#endif

    extern byte nextlevel, nextlx, nextly, nextdir;
#endif


W L _ G A M E . C P P
::: CODE :::
gametype        gamestate;
byte            bordercol=VIEWCOLOR;        // color of the Change View/Ingame border

boolean         spearflag;


#ifdef USE_FEATUREFLAGS

...

            PreloadGraphics ();             // TODO: Let this do something useful!
        else
            died = false;

        fizzlein = true;

        DrawLevel ();

startplayloop:
        PlayLoop ();

        if (spearflag)
        {

            ClearMemory ();
            gamestate.oldscore = gamestate.score;
            gamestate.mapon = nextlevel;
            SetupGameLevel ();
            SpawnPlayer(nextlx,nextly,nextdir);
            StartMusic ();
            spearflag = false;
            Thrust (0,0);
            goto startplayloop;
        }


        StopMusic ();
        ingame = false;

        if (demorecord && playstate != ex_warped)
            FinishDemoRecord ();


And that's all his changes I found in the code. Keep in mind however, being killed on teleported levels will spawn the player at the designated start location of the map... So mappers, maybe make the start location in a dungeon cell or something? Just food for thought...
AlumiuN
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PostPosted: Mon Apr 07, 2014 7:35 pm
   Subject: Re: [SOLVED] Spear teleport code
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Yep, that's all the changes. If you want the player to start back at the point they warped in at, this should work. Change the following code:

::: CODE :::
                case 19:
                case 20:
                case 21:
                case 22:
                    if (nextlevel == gamestate.mapon+10*gamestate.episode)
                        SpawnPlayer(nextlx, nextly, nextdir);
                    else
                        SpawnPlayer(x,y,NORTH+tile-19);
                    break;



And then change this code:

::: CODE :::
byte            nextlevel = 255, nextlx, nextly, nextdir;


I haven't tested this, but I believe it should work. Note that if you need more than 254 levels, this code will fail Razz
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PostPosted: Mon Apr 07, 2014 7:56 pm
   Subject: Re: [SOLVED] Spear teleport code
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Thanks for bringing that to attention, AlumiuN. For now I'll just use multiple bo_spears, bo_prevs, and a WHOLE lotta "if (gamestate.mapon == XX) transport here!" just to avoid my clutsy ineptness messing up the code further. Very Happy lol

AlumiuN wrote:
I haven't tested this, but I believe it should work. Note that if you need more than 254 levels, this code will fail Razz
Damn... That ruins my idea for having 255+ maps that're 256x256 in size! Razz ... Just kidding man, I'm no mapping masochist. Very Happy lol
AlumiuN
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PostPosted: Mon Apr 07, 2014 7:58 pm
   Subject: Re: [SOLVED] Spear teleport code
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Well, if you do want to use that many maps, just change nextlevel to an int32_t and the condition to -1, that'll allow 2.147 billion maps. Very Happy
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