1 | #include "lisp.hpp" |
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2 | #include "lisp_gc.hpp" |
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3 | #include "compiled.hpp" |
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4 | #include "objects.hpp" |
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5 | #include "level.hpp" |
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6 | #include "game.hpp" |
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7 | #include "jrand.hpp" |
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8 | #include "clisp.hpp" |
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9 | #include "ant.hpp" |
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10 | #include "key_cfg.hpp" |
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11 | |
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12 | enum { point_angle, fire_delay1 }; |
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13 | |
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14 | #define SHOTGUN 10 |
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15 | #define GRENADE 2 |
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16 | #define ROCKET 3 |
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17 | #define PLASMA 4 |
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18 | #define FIREBOMB 5 |
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19 | #define DFRIS 6 |
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20 | #define LSABER 7 |
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21 | |
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22 | extern int registered; |
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23 | |
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24 | signed char small_fire_off[24*2]= // x & y offset from character to end of gun. |
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25 | { 17,20, // 1 |
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26 | 17,23, // 2 |
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27 | 17,28, |
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28 | 15,33, |
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29 | 11,39, // 5 |
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30 | 7,43, |
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31 | -3,44, // 7 |
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32 | -10,42, |
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33 | -16,39, |
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34 | -20,34, |
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35 | -20,28, |
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36 | -20,25, |
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37 | -19,20, |
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38 | -19,16, |
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39 | -16,14, |
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40 | -14,11, |
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41 | -11,9, |
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42 | -7,8, |
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43 | -3,8, |
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44 | 2,8, |
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45 | 6,9, |
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46 | 10,10, |
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47 | 14,13, |
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48 | 16,15 }; |
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49 | |
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50 | signed char large_fire_off[24*2]= |
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51 | { 18,25, |
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52 | 17,30, |
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53 | 15,34, |
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54 | 14,36, |
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55 | 10,39, |
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56 | 7,41, |
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57 | 4,42, |
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58 | -3,41, |
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59 | -8,39, |
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60 | -11,37, |
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61 | -14,33, |
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62 | -16,30, |
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63 | -18,25, |
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64 | -17,21, |
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65 | -14,17, |
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66 | -11,15, |
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67 | -7,13, |
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68 | -4,12, |
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69 | 3,12, |
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70 | 9,12, |
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71 | 12,15, |
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72 | 14,16, |
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73 | 15,18, |
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74 | 16,21 }; |
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75 | |
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76 | |
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77 | enum { in_climbing_area, |
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78 | disable_top_draw, |
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79 | just_hit, |
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80 | ship_pan_x, |
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81 | special_power, |
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82 | used_special_power, |
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83 | last1_x, last1_y, |
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84 | last2_x, last2_y, |
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85 | has_saved_this_level, |
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86 | r_ramp, g_ramp, b_ramp, |
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87 | is_teleporting, |
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88 | just_fired}; |
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89 | |
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90 | |
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91 | enum { sgb_speed, |
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92 | sgb_angle, |
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93 | sgb_lastx, |
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94 | sgb_lasty, |
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95 | sgb_bright_color, |
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96 | sgb_medium_color, |
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97 | sgb_lifetime }; |
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98 | |
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99 | enum { NO_POWER, |
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100 | FAST_POWER, |
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101 | FLY_POWER, |
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102 | SNEAKY_POWER, |
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103 | HEALTH_POWER } ; |
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104 | |
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105 | enum { top_point_angle, |
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106 | top_fire_delay1, |
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107 | top_just_fired }; |
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108 | |
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109 | inline int angle_diff(int a1, int a2) |
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110 | { |
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111 | if (a1<a2) |
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112 | { if ((a2-a1)<180) |
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113 | return a2-a1; |
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114 | else return 360-a2+a1; |
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115 | } else |
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116 | { |
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117 | if ((a1-a2)<180) |
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118 | return a1-a2; |
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119 | else return 360-a1+a2; |
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120 | } |
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121 | return 0; |
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122 | } |
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123 | |
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124 | extern char *symbol_str(char *name); |
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125 | |
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126 | void *top_ai() |
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127 | { |
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128 | game_object *o=current_object; |
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129 | if (o->total_objects()) // make sure we are linked to the main character |
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130 | { |
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131 | game_object *q=o->get_object(0); |
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132 | |
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133 | view *v=q->controller(); |
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134 | if (v) |
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135 | { |
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136 | if (!v->freeze_time) |
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137 | { |
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138 | o->direction=1; // always face right |
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139 | |
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140 | if (q->direction<0) |
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141 | q->x+=4; |
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142 | int i; |
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143 | signed char *fire_off=o->otype==S_DFRIS_TOP ? large_fire_off : |
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144 | (o->otype==S_ROCKET_TOP ? large_fire_off : |
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145 | (o->otype==S_BFG_TOP ? large_fire_off : small_fire_off)); |
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146 | signed char *f=fire_off,*fb; |
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147 | int best_diff=200,best_num; |
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148 | int iy=f[1],ix=f[6*2]; |
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149 | |
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150 | int best_angle=lisp_atan2(q->y-iy-v->pointer_y,v->pointer_x-q->x-ix); |
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151 | for (i=0;i<24;i++,f+=2) // check all the angles to see which would best fit animation wise |
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152 | { |
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153 | int this_angle=lisp_atan2(f[1]-iy,f[0]-ix); |
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154 | int this_diff=angle_diff(this_angle,best_angle); |
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155 | if (this_diff<best_diff) |
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156 | { |
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157 | best_diff=this_diff; |
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158 | best_num=i; |
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159 | fb=f; |
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160 | } |
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161 | } |
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162 | |
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163 | |
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164 | // if the pointer is too close to the player go with the angle shown, not the angle through the pointer |
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165 | if (abs(q->y-fb[1]-v->pointer_y)<45 & abs(v->pointer_x-q->x+fb[0])<40) |
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166 | o->lvars[point_angle]=lisp_atan2(fb[1]-iy,fb[0]-ix); |
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167 | else |
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168 | o->lvars[point_angle]=lisp_atan2(q->y-fb[1]-v->pointer_y,v->pointer_x-(q->x+fb[0])); |
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169 | |
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170 | |
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171 | if (q->direction<0) |
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172 | q->x-=4; |
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173 | |
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174 | o->x=q->x; |
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175 | o->y=q->y+29-q->picture()->height(); |
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176 | |
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177 | rand_on+=o->lvars[point_angle]; |
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178 | o->current_frame=best_num; |
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179 | |
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180 | |
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181 | if (o->lvars[fire_delay1]) |
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182 | o->lvars[fire_delay1]--; |
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183 | |
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184 | o->otype=weapon_types[v->current_weapon]; // switch to correct top part |
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185 | } |
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186 | } |
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187 | } |
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188 | return true_symbol; |
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189 | } |
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190 | |
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191 | |
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192 | int player_fire_weapon(game_object *o, int type, game_object *target, int angle, signed char *fire_off) |
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193 | { |
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194 | |
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195 | if (!o->total_objects()) return 0; |
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196 | game_object *other=o->get_object(0); |
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197 | int ox=other->x,oy=other->y; |
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198 | if (other->direction<0) other->x+=4; |
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199 | |
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200 | int firex=other->x+fire_off[o->current_frame*2]; |
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201 | int firey=other->y-fire_off[o->current_frame*2+1]; |
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202 | |
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203 | |
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204 | |
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205 | // fire try to move up to gun level |
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206 | |
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207 | long x2=o->x,y2=firey; |
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208 | // current_level->foreground_intersect(other->x,other->y,x2,y2); // find first location we can actuall "see" |
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209 | // current_level->all_boundary_setback(o,other->x,other->y,x2,y2); // to make we don't fire through walls |
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210 | other->y=y2; |
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211 | |
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212 | if (other->y==firey) // now try to move out to end of gun if we were not blocked above |
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213 | { |
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214 | x2=firex; |
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215 | current_level->foreground_intersect(other->x,other->y,x2,y2); // find first location we can actuall "see" |
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216 | current_level->all_boundary_setback(other,other->x,other->y,x2,y2); // to make we don't fire through walls |
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217 | o->x=x2; |
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218 | } |
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219 | |
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220 | void *list=NULL; |
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221 | p_ref r1(list); |
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222 | push_onto_list(new_lisp_pointer(target),list); |
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223 | push_onto_list(new_lisp_number(angle),list); |
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224 | push_onto_list(new_lisp_number(y2),list); |
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225 | push_onto_list(new_lisp_number(x2),list); |
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226 | push_onto_list(new_lisp_number(type),list); |
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227 | push_onto_list(new_lisp_pointer(o->get_object(0)),list); |
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228 | eval_function((lisp_symbol *)l_fire_object,list); |
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229 | o->lvars[top_just_fired]=1; |
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230 | other->lvars[just_fired]=1; |
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231 | other->x=ox; |
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232 | other->y=oy; |
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233 | |
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234 | return 1; |
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235 | } |
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236 | |
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237 | |
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238 | |
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239 | void *laser_ufun(void *args) |
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240 | { |
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241 | game_object *o=current_object; |
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242 | p_ref r1(args); |
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243 | void *signal=CAR(args); args=CDR(args); |
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244 | void *ret=NULL; |
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245 | |
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246 | if (signal==l_FIRE) |
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247 | { |
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248 | if (!o->lvars[fire_delay1]) // make sur we are not waiting of previous fire |
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249 | { |
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250 | long value=lnumber_value(eval(CAR(args))); |
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251 | if (value) // do we have ammo ? |
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252 | { |
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253 | o->lvars[fire_delay1]=3; |
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254 | if (player_fire_weapon(o,SHOTGUN,NULL,o->lvars[point_angle],small_fire_off)) |
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255 | ret=new_lisp_number(-1); |
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256 | else ret=new_lisp_number(0); |
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257 | } else |
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258 | { |
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259 | o->lvars[fire_delay1]=5; // no ammo, set large fire delay for next shot |
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260 | player_fire_weapon(o,SHOTGUN,NULL,o->lvars[point_angle],small_fire_off); |
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261 | ret=new_lisp_number(0); |
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262 | } |
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263 | } else ret=new_lisp_number(0); // can't fire yet, return 0 ammo subtract |
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264 | } |
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265 | return ret; |
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266 | } |
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267 | |
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268 | |
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269 | static int ammo_type(int otype) |
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270 | { |
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271 | if (otype==S_GRENADE_TOP) |
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272 | return GRENADE; |
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273 | else if (otype==S_FIREBOMB_TOP) |
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274 | return FIREBOMB; |
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275 | else if (otype==S_DFRIS_TOP) |
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276 | return DFRIS; |
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277 | else return SHOTGUN; |
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278 | } |
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279 | |
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280 | |
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281 | void *top_ufun(void *args) // generic top character ai GRENADE && FIREBOMB |
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282 | { |
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283 | game_object *o=current_object; |
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284 | p_ref r1(args); |
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285 | void *signal=CAR(args); args=CDR(args); |
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286 | void *ret=NULL; |
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287 | |
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288 | if (signal==l_FIRE) |
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289 | { |
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290 | if (!o->lvars[fire_delay1]) // make sur we are not waiting of previous fire |
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291 | { |
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292 | long value=lnumber_value(eval(CAR(args))); |
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293 | if (value) // do we have ammo ? |
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294 | { |
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295 | o->lvars[fire_delay1]=6; |
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296 | if (player_fire_weapon(o,ammo_type(o->otype),NULL,o->lvars[point_angle], |
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297 | o->otype==DFRIS ? large_fire_off : small_fire_off )) |
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298 | ret=new_lisp_number(-1); |
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299 | else ret=new_lisp_number(0); |
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300 | } else ret=new_lisp_number(0); |
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301 | } else ret=new_lisp_number(0); // can't fire yet, return 0 ammo subtract |
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302 | } |
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303 | return ret; |
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304 | } |
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305 | |
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306 | static int climb_handler(game_object *, int xm, int ym, int but); |
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307 | |
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308 | void *plaser_ufun(void *args) |
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309 | { |
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310 | game_object *o=current_object; |
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311 | p_ref r1(args); |
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312 | void *signal=CAR(args); args=CDR(args); |
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313 | void *ret=NULL; |
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314 | |
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315 | if (signal==l_FIRE) |
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316 | { |
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317 | if (!o->lvars[fire_delay1]) // make sur we are not waiting of previous fire |
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318 | { |
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319 | long value=lnumber_value(eval(CAR(args))); |
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320 | if (value) // do we have ammo ? |
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321 | { |
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322 | o->lvars[fire_delay1]=2; |
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323 | if (player_fire_weapon(o,PLASMA,NULL,o->lvars[point_angle],small_fire_off)) |
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324 | ret=new_lisp_number(-1); |
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325 | else ret=new_lisp_number(0); |
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326 | } else ret=new_lisp_number(0); |
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327 | } else ret=new_lisp_number(0); // can't fire yet, return 0 ammo subtract |
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328 | } |
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329 | return ret; |
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330 | } |
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331 | |
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332 | void *lsaber_ufun(void *args) |
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333 | { |
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334 | game_object *o=current_object; |
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335 | p_ref r1(args); |
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336 | void *signal=CAR(args); args=CDR(args); |
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337 | void *ret=NULL; |
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338 | |
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339 | if (signal==l_FIRE) |
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340 | { |
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341 | if (!o->lvars[fire_delay1]) // make sur we are not waiting of previous fire |
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342 | { |
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343 | long value=lnumber_value(eval(CAR(args))); |
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344 | if (value) // do we have ammo ? |
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345 | { |
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346 | o->lvars[fire_delay1]=1; |
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347 | if (player_fire_weapon(o,LSABER,NULL,o->lvars[point_angle]+(current_level->tick_counter()&7)-8, |
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348 | small_fire_off)) |
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349 | ret=new_lisp_number(-1); |
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350 | else ret=new_lisp_number(0); |
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351 | } else ret=new_lisp_number(0); |
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352 | } else ret=new_lisp_number(0); // can't fire yet, return 0 ammo subtract |
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353 | } |
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354 | return ret; |
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355 | } |
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356 | |
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357 | |
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358 | |
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359 | void *player_rocket_ufun(void *args) |
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360 | { |
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361 | game_object *o=current_object; |
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362 | p_ref r1(args); |
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363 | void *signal=CAR(args); args=CDR(args); |
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364 | void *ret=NULL; |
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365 | int xd,yd,cl=0xfffffff,d; |
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366 | if (signal==l_FIRE) |
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367 | { |
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368 | if (!o->lvars[fire_delay1]) // make sur we are not waiting of previous fire |
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369 | { |
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370 | long value=lnumber_value(eval(CAR(args))); |
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371 | if (value) // do we have ammo ? |
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372 | { |
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373 | o->lvars[fire_delay1]=6; |
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374 | game_object *target=NULL,*p,*bot=o->total_objects() ? o->get_object(0) : 0; |
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375 | if (bad_guy_array) |
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376 | { |
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377 | game_object *other=current_object->total_objects() ? current_object->get_object(0) : 0; |
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378 | for (p=current_level->first_active_object();p;p=p->next_active) |
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379 | { |
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380 | xd=abs(p->x-o->x); |
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381 | yd=abs(p->y-o->y); |
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382 | if (xd<160 && yd<130 && bad_guy_array[p->otype] && p!=other) |
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383 | { |
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384 | if (p->targetable() && |
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385 | !(p->otype==S_ROCKET && p->total_objects() && p->get_object(0)==bot)) // don't track onto own missles |
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386 | { |
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387 | d=xd*xd+yd*yd; |
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388 | if (d<cl) |
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389 | { |
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390 | cl=d; |
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391 | target=p; |
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392 | } |
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393 | } |
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394 | } |
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395 | } |
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396 | } |
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397 | if (player_fire_weapon(o,ROCKET,target,o->lvars[point_angle],large_fire_off)) |
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398 | ret=new_lisp_number(-1); |
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399 | else ret=new_lisp_number(0); |
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400 | |
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401 | } else ret=new_lisp_number(0); |
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402 | } else ret=new_lisp_number(0); // can't fire yet, return 0 ammo subtract |
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403 | } |
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404 | return ret; |
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405 | } |
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406 | |
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407 | static int player_move(game_object *o, int xm, int ym, int but) |
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408 | { |
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409 | if (!o->lvars[in_climbing_area]) |
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410 | { |
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411 | if (o->state==S_climbing) |
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412 | { |
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413 | o->set_gravity(1); |
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414 | o->set_state(run_jump_fall); |
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415 | } |
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416 | o->next_picture(); |
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417 | return o->mover(xm,ym,but); |
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418 | } else return climb_handler(o,xm,ym,but); |
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419 | |
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420 | } |
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421 | |
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422 | |
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423 | static void undo_special_power(game_object *o) |
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424 | { |
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425 | switch (o->lvars[special_power]) |
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426 | { |
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427 | case SNEAKY_POWER : |
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428 | { |
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429 | if (o->lvars[used_special_power]>0) |
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430 | o->lvars[used_special_power]--; |
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431 | } break; |
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432 | case FAST_POWER : |
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433 | { |
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434 | o->lvars[used_special_power]=0; |
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435 | } break; |
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436 | } |
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437 | } |
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438 | |
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439 | static void do_special_power(game_object *o, int xm, int ym, int but, game_object *top) |
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440 | { |
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441 | switch (o->lvars[special_power]) |
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442 | { |
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443 | case FLY_POWER : |
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444 | { |
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445 | if (registered) |
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446 | { |
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447 | game_object *cloud=create(S_CLOUD,o->x+o->direction*-10,o->y+jrand()%5); |
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448 | if (current_level) |
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449 | current_level->add_object(cloud); |
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450 | o->set_state(run_jump); |
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451 | o->set_gravity(1); |
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452 | o->set_yacel(0); |
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453 | if (o->yvel()>0) o->set_yvel(o->yvel()/2); |
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454 | if (ym<0) |
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455 | o->set_yvel(o->yvel()-3); |
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456 | else |
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457 | o->set_yvel(o->yvel()-2); |
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458 | the_game->play_sound(S_FLY_SND,32,o->x,o->y); |
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459 | } |
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460 | } break; |
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461 | case FAST_POWER : |
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462 | { |
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463 | if ((current_level->tick_counter()%16)==0) |
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464 | the_game->play_sound(S_SPEED_SND,100,o->x,o->y); |
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465 | |
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466 | o->lvars[used_special_power]=1; |
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467 | o->lvars[last1_x]=o->x; |
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468 | o->lvars[last1_y]=o->y; |
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469 | long oyvel=o->yvel(); |
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470 | int in=o->lvars[in_climbing_area]; |
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471 | int ok; |
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472 | |
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473 | |
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474 | player_move(o,xm,ym,but); |
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475 | if (ym<0 && !oyvel && o->yvel()<0) // if they just jumped, make them go higher |
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476 | o->set_yvel(o->yvel()+o->yvel()/3); |
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477 | o->lvars[in_climbing_area]=in; |
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478 | |
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479 | o->lvars[last2_x]=o->x; |
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480 | o->lvars[last2_x]=o->y; |
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481 | } break; |
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482 | case SNEAKY_POWER : |
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483 | { |
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484 | if (registered) |
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485 | { |
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486 | if (o->lvars[used_special_power]<15) |
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487 | o->lvars[used_special_power]++; |
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488 | } |
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489 | } break; |
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490 | } |
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491 | } |
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492 | |
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493 | static int climb_off_handler(game_object *o) |
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494 | { |
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495 | if (o->next_picture()) |
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496 | o->controller()->pan_y-=4; |
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497 | else |
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498 | { |
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499 | o->y-=28; |
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500 | o->controller()->pan_y+=28; |
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501 | o->controller()->last_y-=28; |
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502 | o->set_state(stopped); |
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503 | } |
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504 | return 0; |
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505 | } |
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506 | |
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507 | |
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508 | static int climb_on_handler(game_object *o) |
---|
509 | { |
---|
510 | if (o->next_picture()) |
---|
511 | o->controller()->pan_y+=4; |
---|
512 | else |
---|
513 | o->set_state((character_state)S_climbing); |
---|
514 | return 0; |
---|
515 | } |
---|
516 | |
---|
517 | static int climb_handler(game_object *o, int xm, int ym, int but) |
---|
518 | { |
---|
519 | int yd=o->lvars[in_climbing_area]; // see how from the top we are |
---|
520 | o->lvars[in_climbing_area]=0; // set 0, ladders will set back to proper if still in area |
---|
521 | if (o->state==S_climb_off) |
---|
522 | climb_off_handler(o); |
---|
523 | else if (o->state==S_climb_on) |
---|
524 | climb_on_handler(o); |
---|
525 | else |
---|
526 | { |
---|
527 | if (o->state==S_climbing) |
---|
528 | { |
---|
529 | if (ym>0) // going down |
---|
530 | { |
---|
531 | |
---|
532 | if (o->current_frame==0) o->current_frame=9; |
---|
533 | o->current_frame--; |
---|
534 | |
---|
535 | /* if (o->lvars[special_power]==FAST_POWER) |
---|
536 | { |
---|
537 | long xv=0,yv=4; |
---|
538 | o->try_move(o->x,o->y,xv,yv,1); |
---|
539 | if (yv==4) |
---|
540 | o->y+=3; |
---|
541 | else |
---|
542 | { |
---|
543 | o->set_gravity(1); |
---|
544 | o->set_state(run_jump_fall); |
---|
545 | } |
---|
546 | } |
---|
547 | else */ o->y+=3; |
---|
548 | |
---|
549 | |
---|
550 | } else if (ym<0) |
---|
551 | { |
---|
552 | if (yd<32) |
---|
553 | o->set_state((character_state)S_climb_off); |
---|
554 | else |
---|
555 | { |
---|
556 | if (!o->next_picture()) o->set_state((character_state)S_climbing); |
---|
557 | o->y-=3; |
---|
558 | } |
---|
559 | } |
---|
560 | if (xm) // trying to get off the ladder, check to see if that's ok |
---|
561 | { |
---|
562 | long x2=0,y2=-20; |
---|
563 | o->try_move(o->x,o->y,x2,y2,3); |
---|
564 | if (y2==-20) |
---|
565 | { |
---|
566 | o->set_gravity(1); |
---|
567 | if (ym>=0) |
---|
568 | o->set_state(run_jump_fall); |
---|
569 | else |
---|
570 | { o->set_state(run_jump); |
---|
571 | o->set_yvel(get_ability(o->otype,jump_yvel)); |
---|
572 | } |
---|
573 | } |
---|
574 | } |
---|
575 | } else if (ym>0 && yd<10) |
---|
576 | { |
---|
577 | o->y+=28; |
---|
578 | o->controller()->pan_y-=28; |
---|
579 | o->controller()->last_y+=28; |
---|
580 | o->set_state((character_state)S_climb_on); |
---|
581 | } |
---|
582 | else if (o->yvel()>=0 && (ym>0 || (ym<0 && yd>8))) |
---|
583 | { |
---|
584 | o->set_state((character_state)S_climbing); |
---|
585 | o->set_gravity(0); |
---|
586 | o->set_xvel(0); |
---|
587 | o->set_yvel(0); |
---|
588 | o->set_xacel(0); |
---|
589 | o->set_yacel(0); |
---|
590 | return 0; |
---|
591 | } else |
---|
592 | { |
---|
593 | o->next_picture(); |
---|
594 | return o->mover(xm,ym,but); |
---|
595 | } |
---|
596 | } |
---|
597 | return 0; |
---|
598 | } |
---|
599 | |
---|
600 | |
---|
601 | void *cop_mover(int xm, int ym, int but) |
---|
602 | { |
---|
603 | |
---|
604 | int ret=0; |
---|
605 | game_object *o=current_object,*top; |
---|
606 | if (o->controller() && o->controller()->freeze_time) |
---|
607 | { |
---|
608 | o->controller()->freeze_time--; |
---|
609 | if (but || o->controller()->key_down(JK_SPACE) || o->controller()->key_down(JK_ENTER)) |
---|
610 | o->controller()->freeze_time=0; |
---|
611 | } |
---|
612 | else |
---|
613 | { |
---|
614 | if (!o->total_objects()) // if no top create one |
---|
615 | { |
---|
616 | top=create(S_MGUN_TOP,o->x,o->y,0,0); |
---|
617 | current_level->add_object_after(top,o); |
---|
618 | o->add_object(top); |
---|
619 | top->add_object(o); |
---|
620 | } else top=o->get_object(0); |
---|
621 | |
---|
622 | if (o->yvel()>10) |
---|
623 | { |
---|
624 | o->set_yacel(0); |
---|
625 | o->set_yvel(o->yvel()-1); // terminal velocity |
---|
626 | } |
---|
627 | |
---|
628 | if (o->aistate()==0) // just started, wait for button |
---|
629 | { |
---|
630 | o->set_aistate(1); |
---|
631 | } else if (o->aistate()==1) // normal play |
---|
632 | { |
---|
633 | if (o->hp()==0) |
---|
634 | { |
---|
635 | o->set_aistate(2); // go to deing state |
---|
636 | o->set_state(dead); |
---|
637 | } |
---|
638 | else |
---|
639 | { |
---|
640 | if (o->hp()<40 && (current_level->tick_counter()%16)==0) // if low on health play heart beat |
---|
641 | the_game->play_sound(S_LOW_HEALTH_SND,127,o->x,o->y); |
---|
642 | else if (o->hp()<15 && (current_level->tick_counter()%8)==0) // if low on health play heart beat |
---|
643 | the_game->play_sound(S_LOW_HEALTH_SND,127,o->x,o->y); |
---|
644 | else if (o->hp()<7 && (current_level->tick_counter()%4)==0) // if low on health play heart beat |
---|
645 | the_game->play_sound(S_LOW_HEALTH_SND,127,o->x,o->y); |
---|
646 | |
---|
647 | if (but&1) |
---|
648 | do_special_power(o,xm,ym,but,top); |
---|
649 | else |
---|
650 | undo_special_power(o); |
---|
651 | ret=player_move(o,xm,ym,but); |
---|
652 | top->x=o->x; |
---|
653 | top->y=o->y+29-top->picture()->height(); |
---|
654 | |
---|
655 | if ((but&2) && !o->lvars[is_teleporting] && o->state!=S_climbing && o->state!=S_climb_off) |
---|
656 | { |
---|
657 | void *args=NULL; |
---|
658 | p_ref r1(args); |
---|
659 | view *v=o->controller(); |
---|
660 | |
---|
661 | push_onto_list(new_lisp_number(v->weapon_total(v->current_weapon)),args); |
---|
662 | push_onto_list(l_FIRE,args); |
---|
663 | |
---|
664 | current_object=top; |
---|
665 | void *ret=eval_function((lisp_symbol *)figures[top->otype]->get_fun(OFUN_USER_FUN),args); |
---|
666 | current_object=o; |
---|
667 | v->add_ammo(v->current_weapon,lnumber_value(ret)); |
---|
668 | } |
---|
669 | } |
---|
670 | } else if (o->aistate()==3) |
---|
671 | { |
---|
672 | if (!o->controller() || o->controller()->key_down(JK_SPACE)) |
---|
673 | { |
---|
674 | int old_kills=o->controller()->kills; // this i s bit of a hack, save the kills |
---|
675 | eval_function((lisp_symbol *)l_restart_player,NULL); // call teh user function to reset the player |
---|
676 | o->controller()->reset_player(); |
---|
677 | if (player_list->next) |
---|
678 | o->controller()->kills=old_kills; // if a multiplayer game restore their kills |
---|
679 | o->set_aistate(0); |
---|
680 | } else if (o->controller() && o->controller()->local_player()) |
---|
681 | the_game->show_help(symbol_str("space_cont")); |
---|
682 | |
---|
683 | } else o->set_aistate(o->aistate()+1); |
---|
684 | } |
---|
685 | |
---|
686 | return new_lisp_number(ret); |
---|
687 | } |
---|
688 | |
---|
689 | |
---|
690 | |
---|
691 | void *ladder_ai() |
---|
692 | { |
---|
693 | view *f=player_list; |
---|
694 | game_object *o=current_object; |
---|
695 | if (o->total_objects()) |
---|
696 | { |
---|
697 | game_object *other=o->get_object(0); |
---|
698 | for (;f;f=f->next) |
---|
699 | { |
---|
700 | int mex=f->focus->x; |
---|
701 | int mey=f->focus->y; |
---|
702 | |
---|
703 | if (o->x<=mex && o->y<=mey && other->x>=mex && other->y>=mey) |
---|
704 | { |
---|
705 | if (f->focus->state==S_climbing) |
---|
706 | f->focus->x=(o->x+other->x)/2; |
---|
707 | f->focus->lvars[in_climbing_area]=mey-o->y; |
---|
708 | } |
---|
709 | } |
---|
710 | } |
---|
711 | return true_symbol; |
---|
712 | } |
---|
713 | |
---|
714 | |
---|
715 | |
---|
716 | void *player_draw(int just_fired_var, int num) |
---|
717 | { |
---|
718 | game_object *o=current_object; |
---|
719 | if (num==0) |
---|
720 | { |
---|
721 | if (o->lvars[just_fired_var]) |
---|
722 | { |
---|
723 | o->draw_tint(S_bright_tint); |
---|
724 | o->lvars[just_fired_var]=0; |
---|
725 | } else |
---|
726 | o->drawer(); |
---|
727 | } |
---|
728 | else |
---|
729 | { |
---|
730 | if (o->lvars[just_fired_var]) |
---|
731 | { |
---|
732 | o->draw_double_tint(lnumber_value(lget_array_element(symbol_value(l_player_tints),num)),S_bright_tint); |
---|
733 | o->lvars[just_fired_var]=0; |
---|
734 | } else |
---|
735 | o->draw_tint(lnumber_value(lget_array_element(symbol_value(l_player_tints),num))); |
---|
736 | } |
---|
737 | return NULL; |
---|
738 | } |
---|
739 | |
---|
740 | |
---|
741 | void *top_draw() |
---|
742 | { |
---|
743 | game_object *o=current_object; |
---|
744 | if (o->total_objects()) |
---|
745 | { |
---|
746 | game_object *bot=o->get_object(0); |
---|
747 | if (bot->state==stopped || bot->state==running || |
---|
748 | bot->state==run_jump || bot->state==run_jump_fall || |
---|
749 | bot->state==end_run_jump) |
---|
750 | { |
---|
751 | int oldy=o->y; |
---|
752 | o->x=bot->x; |
---|
753 | if (bot->direction<0) |
---|
754 | o->x+=4; |
---|
755 | o->y=bot->y+29-bot->picture()->height(); |
---|
756 | |
---|
757 | void *ret=NULL; |
---|
758 | p_ref r1(ret); |
---|
759 | |
---|
760 | push_onto_list(new_lisp_number(bot->controller()->player_number),ret); |
---|
761 | |
---|
762 | if (bot->lvars[special_power]==SNEAKY_POWER) |
---|
763 | { |
---|
764 | if (bot->lvars[used_special_power]==0) |
---|
765 | player_draw(top_just_fired,bot->controller()->player_number); |
---|
766 | else if (bot->lvars[used_special_power]<15) |
---|
767 | o->draw_trans(bot->lvars[used_special_power],16); |
---|
768 | else |
---|
769 | o->draw_predator(); |
---|
770 | } else |
---|
771 | eval_function((lisp_symbol *)l_player_draw,ret); |
---|
772 | |
---|
773 | o->y=oldy; |
---|
774 | if (bot->direction<0) |
---|
775 | o->x-=4; |
---|
776 | } |
---|
777 | } |
---|
778 | return NULL; |
---|
779 | } |
---|
780 | |
---|
781 | |
---|
782 | |
---|
783 | void *bottom_draw() |
---|
784 | { |
---|
785 | game_object *o=current_object; |
---|
786 | |
---|
787 | if (o->lvars[r_ramp] || o->lvars[g_ramp] || o->lvars[b_ramp]) |
---|
788 | { |
---|
789 | int r=o->lvars[r_ramp]; |
---|
790 | if (r>7) r-=7; |
---|
791 | else r=0; |
---|
792 | o->lvars[r_ramp]=r; |
---|
793 | |
---|
794 | int g=o->lvars[g_ramp]; |
---|
795 | if (g>7) g-=7; |
---|
796 | else g=0; |
---|
797 | o->lvars[g_ramp]=g; |
---|
798 | |
---|
799 | int b=o->lvars[b_ramp]; |
---|
800 | if (b>7) b-=7; |
---|
801 | else b=0; |
---|
802 | o->lvars[b_ramp]=b; |
---|
803 | |
---|
804 | palette *p=pal->copy(); |
---|
805 | uchar *addr=(uchar *)p->addr(); |
---|
806 | int ra,ga,ba; |
---|
807 | |
---|
808 | for (int i=0;i<256;i++) |
---|
809 | { |
---|
810 | ra=(int)*addr+r; if (ra>255) ra=255; else if (ra<0) r=0; *addr=(uchar)ra; addr++; |
---|
811 | ga=(int)*addr+g; if (ga>255) ga=255; else if (ga<0) g=0; *addr=(uchar)ga; addr++; |
---|
812 | ba=(int)*addr+b; if (ba>255) ba=255; else if (ba<0) b=0; *addr=(uchar)ba; addr++; |
---|
813 | } |
---|
814 | p->load(); |
---|
815 | delete p; |
---|
816 | } |
---|
817 | |
---|
818 | if (o->aistate()>0) |
---|
819 | { |
---|
820 | switch (o->lvars[special_power]) |
---|
821 | { |
---|
822 | case NO_POWER : |
---|
823 | { player_draw(just_fired,o->controller()->player_number); } break; |
---|
824 | |
---|
825 | case HEALTH_POWER : |
---|
826 | { |
---|
827 | player_draw(just_fired,o->controller()->player_number); |
---|
828 | if (o->controller() && o->controller()->local_player()) |
---|
829 | cash.img(S_health_image)->put_image(screen,o->controller()->cx2-20, |
---|
830 | o->controller()->cy1+5,1); |
---|
831 | } break; |
---|
832 | case FAST_POWER : |
---|
833 | { |
---|
834 | eval_function((lisp_symbol *)l_draw_fast,NULL); |
---|
835 | int old_state=o->state; |
---|
836 | switch (o->state) |
---|
837 | { |
---|
838 | case stopped : o->state=(character_state)S_fast_stopped; break; |
---|
839 | case running : o->state=(character_state)S_fast_running; break; |
---|
840 | case start_run_jump : o->state=(character_state)S_fast_start_run_jump; break; |
---|
841 | case run_jump : o->state=(character_state)S_fast_run_jump; break; |
---|
842 | case run_jump_fall : o->state=(character_state)S_fast_run_jump_fall; break; |
---|
843 | case end_run_jump : o->state=(character_state)S_fast_end_run_jump; break; |
---|
844 | } |
---|
845 | |
---|
846 | player_draw(just_fired,o->controller()->player_number); |
---|
847 | o->state=(character_state)old_state; |
---|
848 | if (o->controller() && o->controller()->local_player()) |
---|
849 | cash.img(S_fast_image)->put_image(screen,o->controller()->cx2-20, |
---|
850 | o->controller()->cy1+5,1); |
---|
851 | } break; |
---|
852 | case FLY_POWER : |
---|
853 | { |
---|
854 | int old_state=o->state; |
---|
855 | switch (o->state) |
---|
856 | { |
---|
857 | case stopped : o->state=(character_state)S_fly_stopped; break; |
---|
858 | case running : o->state=(character_state)S_fly_running; break; |
---|
859 | case start_run_jump : o->state=(character_state)S_fly_start_run_jump; break; |
---|
860 | case run_jump : o->state=(character_state)S_fly_run_jump; break; |
---|
861 | case run_jump_fall : o->state=(character_state)S_fly_run_jump_fall; break; |
---|
862 | case end_run_jump : o->state=(character_state)S_fly_end_run_jump; break; |
---|
863 | } |
---|
864 | |
---|
865 | player_draw(just_fired,o->controller()->player_number); |
---|
866 | o->state=(character_state)old_state; |
---|
867 | |
---|
868 | if (o->controller() && o->controller()->local_player()) |
---|
869 | cash.img(S_fly_image)->put_image(screen,o->controller()->cx2-20, |
---|
870 | o->controller()->cy1+5,1); |
---|
871 | } break; |
---|
872 | case SNEAKY_POWER : |
---|
873 | { |
---|
874 | if (o->lvars[used_special_power]==0) |
---|
875 | player_draw(just_fired,o->controller()->player_number); |
---|
876 | else if (o->lvars[used_special_power]<15) |
---|
877 | o->draw_trans(o->lvars[used_special_power],16); |
---|
878 | else |
---|
879 | o->draw_predator(); |
---|
880 | |
---|
881 | if (o->controller() && o->controller()->local_player()) |
---|
882 | cash.img(S_sneaky_image)->put_image(screen,o->controller()->cx2-20, |
---|
883 | o->controller()->cy1+5,1); |
---|
884 | } break; |
---|
885 | } |
---|
886 | } |
---|
887 | return NULL; |
---|
888 | } |
---|
889 | |
---|
890 | |
---|
891 | |
---|
892 | void *sgun_ai() |
---|
893 | { |
---|
894 | game_object *o=current_object; |
---|
895 | |
---|
896 | if (o->lvars[sgb_lifetime]==0) |
---|
897 | return NULL; |
---|
898 | o->lvars[sgb_lifetime]--; |
---|
899 | |
---|
900 | o->lvars[sgb_lastx]=o->x; |
---|
901 | o->lvars[sgb_lasty]=o->y; |
---|
902 | o->lvars[sgb_speed]=o->lvars[sgb_speed]*6/5; |
---|
903 | |
---|
904 | long ang=o->lvars[sgb_angle]; |
---|
905 | long mag=o->lvars[sgb_speed]; |
---|
906 | |
---|
907 | long xvel=(lisp_cos(ang))*(mag); |
---|
908 | current_object->set_xvel(xvel>>16); |
---|
909 | current_object->set_fxvel((xvel&0xffff)>>8); |
---|
910 | long yvel=-(lisp_sin(ang))*(mag); |
---|
911 | current_object->set_yvel(yvel>>16); |
---|
912 | current_object->set_fyvel((yvel&0xffff)>>8); |
---|
913 | |
---|
914 | |
---|
915 | int whit=0; |
---|
916 | game_object *who=o->bmove(whit, o->total_objects() ? o->get_object(0) : 0); |
---|
917 | |
---|
918 | if (whit || (who && figures[who->otype]->get_cflag(CFLAG_UNACTIVE_SHIELD) && who->total_objects() && |
---|
919 | who->get_object(0)->aistate()==0)) |
---|
920 | { |
---|
921 | o->lvars[sgb_lifetime]=0; |
---|
922 | game_object *n=create(S_EXPLODE5,o->x+jrand()%4,o->y+jrand()%4); |
---|
923 | current_level->add_object(n); |
---|
924 | } else if (who && figures[who->otype]->get_cflag(CFLAG_HURTABLE)) |
---|
925 | { |
---|
926 | o->lvars[sgb_lifetime]=0; |
---|
927 | game_object *n=create(S_EXPLODE3,o->x+jrand()%4,o->y+jrand()%4); |
---|
928 | current_level->add_object(n); |
---|
929 | who->do_damage(5,o,o->x,o->y,(lisp_cos(ang)*10)>>16,(lisp_sin(ang)*10)>>16); |
---|
930 | } |
---|
931 | return true_symbol; |
---|
932 | } |
---|
933 | |
---|
934 | |
---|
935 | |
---|
936 | void *mover_ai() |
---|
937 | { |
---|
938 | game_object *o=current_object; |
---|
939 | if (o->total_objects()==2) |
---|
940 | { |
---|
941 | if (o->aistate()<2) |
---|
942 | { |
---|
943 | game_object *obj=o->get_object(1); |
---|
944 | o->remove_object(obj); |
---|
945 | game_object *d=o->get_object(0); |
---|
946 | d->add_object(obj); |
---|
947 | d->set_aistate(d->aitype()); |
---|
948 | } else |
---|
949 | { |
---|
950 | o->set_aistate(o->aistate()-1); |
---|
951 | game_object *d=o->get_object(0); |
---|
952 | game_object *obj=o->get_object(1); |
---|
953 | |
---|
954 | obj->x=d->x-(d->x-o->x)*o->aistate()/o->aitype(); |
---|
955 | obj->y=d->y-(d->y-o->y)*o->aistate()/o->aitype(); |
---|
956 | } |
---|
957 | } |
---|
958 | return true_symbol; |
---|
959 | } |
---|
960 | |
---|
961 | |
---|
962 | void *respawn_ai() |
---|
963 | { |
---|
964 | game_object *o=current_object; |
---|
965 | int x=o->total_objects(); |
---|
966 | if (x) |
---|
967 | { |
---|
968 | game_object *last=o->get_object(x-1); |
---|
969 | if (last->x==o->x && last->y==o->y) |
---|
970 | { |
---|
971 | if (last->fade_count()) |
---|
972 | last->set_fade_count(last->fade_count()-1); |
---|
973 | o->set_aistate_time(0); |
---|
974 | } else if (o->aistate_time()>o->xvel()) |
---|
975 | { |
---|
976 | int type=o->get_object(jrandom(x))->otype; |
---|
977 | game_object *n=create(type,o->x,o->y); |
---|
978 | current_level->add_object(n); |
---|
979 | o->add_object(n); |
---|
980 | n->set_fade_count(15); |
---|
981 | o->set_aistate_time(0); |
---|
982 | } |
---|
983 | } |
---|
984 | return true_symbol; |
---|
985 | } |
---|
986 | |
---|
987 | static int compare_players(const void *a, const void *b) |
---|
988 | { |
---|
989 | if ( ((view **)a)[0]->kills > ((view **)b)[0]->kills) |
---|
990 | return -1; |
---|
991 | else if ( ((view **)a)[0]->kills < ((view **)b)[0]->kills) |
---|
992 | return 1; |
---|
993 | else if (((view **)a)[0]->player_number > ((view **)b)[0]->player_number) |
---|
994 | return -1; |
---|
995 | else if (((view **)a)[0]->player_number < ((view **)b)[0]->player_number) |
---|
996 | return 1; |
---|
997 | else return 0; |
---|
998 | } |
---|
999 | |
---|
1000 | void *score_draw() |
---|
1001 | { |
---|
1002 | view *sorted_players[16],*local=NULL; |
---|
1003 | int tp=0; |
---|
1004 | view *f=player_list; |
---|
1005 | for (;f;f=f->next) |
---|
1006 | { |
---|
1007 | sorted_players[tp]=f; |
---|
1008 | tp++; |
---|
1009 | if (f->local_player()) local=f; |
---|
1010 | } |
---|
1011 | |
---|
1012 | JCFont *fnt=eh->frame_font(); |
---|
1013 | if (local) |
---|
1014 | { |
---|
1015 | qsort(sorted_players,tp,sizeof(view *),compare_players); |
---|
1016 | |
---|
1017 | int x=local->cx1; |
---|
1018 | int y=local->cy1; |
---|
1019 | char msg[100]; |
---|
1020 | |
---|
1021 | int i; |
---|
1022 | for (i=0;i<tp;i++) |
---|
1023 | { |
---|
1024 | int color=lnumber_value(lget_array_element(symbol_value(l_player_text_color),sorted_players[i]->player_number)); |
---|
1025 | sprintf(msg,"%3d %s",sorted_players[i]->kills,sorted_players[i]->name); |
---|
1026 | if (sorted_players[i]==local) |
---|
1027 | strcat(msg," <<"); |
---|
1028 | |
---|
1029 | fnt->put_string(screen,x,y,msg,color); |
---|
1030 | y+=fnt->height(); |
---|
1031 | } |
---|
1032 | } |
---|
1033 | return NULL; |
---|
1034 | } |
---|
1035 | |
---|
1036 | |
---|
1037 | extern void fade_in(image *im, int steps); |
---|
1038 | extern void fade_out(int steps); |
---|
1039 | |
---|
1040 | void *show_kills() |
---|
1041 | { |
---|
1042 | fade_out(8); |
---|
1043 | eh->set_mouse_position(0,0); |
---|
1044 | screen->clear(); |
---|
1045 | |
---|
1046 | switch_mode(VMODE_640x480); |
---|
1047 | |
---|
1048 | int xp,yp; |
---|
1049 | load_image_into_screen("art/frame.spe","end_level_screen",xp,yp); |
---|
1050 | |
---|
1051 | int x1=xp+342,y1=yp,x2=xp+639,y2=yp+294; |
---|
1052 | |
---|
1053 | JCFont *fnt=eh->font(); |
---|
1054 | fade_in(NULL,16); |
---|
1055 | |
---|
1056 | view *v=player_list; int tp=0,i; |
---|
1057 | for (v=player_list;v;v=v->next) tp++; |
---|
1058 | |
---|
1059 | int y=(y1+y2)/2-(tp+2)*fnt->height()/2,x=x1+10; |
---|
1060 | char *header_str=symbol_str("score_header"); |
---|
1061 | fnt->put_string(screen,x,y,header_str,eh->bright_color()); |
---|
1062 | y+=fnt->height(); |
---|
1063 | |
---|
1064 | screen->wiget_bar(x,y+2,x+strlen(header_str)*fnt->width(),y+fnt->height()-3, |
---|
1065 | eh->bright_color(),eh->medium_color(),eh->dark_color()); |
---|
1066 | y+=fnt->height(); |
---|
1067 | v=player_list; |
---|
1068 | for (i=0;i<tp;i++) |
---|
1069 | { |
---|
1070 | enum { NAME_LEN=18 } ; |
---|
1071 | int color=lnumber_value(lget_array_element(symbol_value(l_player_text_color),v->player_number)); |
---|
1072 | char max_name[NAME_LEN]; |
---|
1073 | strncpy(max_name,v->name,NAME_LEN-1); |
---|
1074 | max_name[NAME_LEN-1]=0; |
---|
1075 | char msg[100]; |
---|
1076 | |
---|
1077 | |
---|
1078 | sprintf(msg,"%-17s %3d %3d",max_name,v->kills,v->tkills+v->kills); |
---|
1079 | fnt->put_string(screen,x,y,msg,color); |
---|
1080 | |
---|
1081 | y+=fnt->height(); |
---|
1082 | v=v->next; |
---|
1083 | } |
---|
1084 | |
---|
1085 | eh->flush_screen(); |
---|
1086 | milli_wait(4000); // wait 4 seconds |
---|
1087 | |
---|
1088 | return NULL; |
---|
1089 | } |
---|
1090 | |
---|
1091 | |
---|
1092 | |
---|
1093 | static void give_weapons(game_object *player, ushort otype) |
---|
1094 | { |
---|
1095 | view *v=player->controller(); |
---|
1096 | if (!v) |
---|
1097 | { |
---|
1098 | lbreak("object has no controller"); |
---|
1099 | exit(0); |
---|
1100 | } |
---|
1101 | |
---|
1102 | int w_type=-1; |
---|
1103 | |
---|
1104 | if (otype==lnumber_value(symbol_value(l_MBULLET_ICON5)) || otype==lnumber_value(symbol_value(l_MBULLET_ICON20))) |
---|
1105 | w_type=0; |
---|
1106 | |
---|
1107 | else if (otype==lnumber_value(symbol_value(l_GRENADE_ICON2)) || otype==lnumber_value(symbol_value(l_GRENADE_ICON10))) |
---|
1108 | w_type=1; |
---|
1109 | |
---|
1110 | else if (otype==lnumber_value(symbol_value(l_ROCKET_ICON2)) || otype==lnumber_value(symbol_value(l_ROCKET_ICON5))) |
---|
1111 | w_type=2; |
---|
1112 | |
---|
1113 | else if (otype==lnumber_value(symbol_value(l_FBOMB_ICON1)) || otype==lnumber_value(symbol_value(l_FBOMB_ICON5))) |
---|
1114 | w_type=3; |
---|
1115 | |
---|
1116 | else if (otype==lnumber_value(symbol_value(l_PLASMA_ICON20)) || otype==lnumber_value(symbol_value(l_PLASMA_ICON50))) |
---|
1117 | w_type=4; |
---|
1118 | |
---|
1119 | else if (otype==lnumber_value(symbol_value(l_LSABER_ICON50)) || otype==lnumber_value(symbol_value(l_LSABER_ICON100))) |
---|
1120 | w_type=5; |
---|
1121 | |
---|
1122 | else if (otype==lnumber_value(symbol_value(l_DFRIS_ICON4)) || otype==lnumber_value(symbol_value(l_DFRIS_ICON10))) |
---|
1123 | w_type=6; |
---|
1124 | |
---|
1125 | |
---|
1126 | if (w_type!=-1) |
---|
1127 | { |
---|
1128 | if (!v->has_weapon(w_type)) |
---|
1129 | { |
---|
1130 | v->give_weapon(w_type); |
---|
1131 | if (symbol_value(l_change_on_pickup)) |
---|
1132 | v->current_weapon=w_type; |
---|
1133 | } |
---|
1134 | |
---|
1135 | |
---|
1136 | |
---|
1137 | v->add_ammo(w_type,get_ability(otype,start_hp)); |
---|
1138 | } |
---|
1139 | } |
---|
1140 | |
---|
1141 | void *weapon_icon_ai() |
---|
1142 | { |
---|
1143 | game_object *o=current_object; |
---|
1144 | int try_fall=0; |
---|
1145 | |
---|
1146 | |
---|
1147 | if (o->aistate()==0) // state 0 means we are stationary |
---|
1148 | { |
---|
1149 | if (o->total_objects()==0) |
---|
1150 | { |
---|
1151 | if ((jrand()%4)==0) // check to see if we should fall approx ever 4 ticks |
---|
1152 | try_fall=1; |
---|
1153 | } else if (o->get_object(0)->aistate()==1) // see if the object we are attached to is on |
---|
1154 | try_fall=1; |
---|
1155 | } else if (o->aistate()==1) // state 1 means we are currently falling |
---|
1156 | try_fall=1; |
---|
1157 | |
---|
1158 | |
---|
1159 | if (try_fall) |
---|
1160 | { |
---|
1161 | long x2=0,y2=10; |
---|
1162 | game_object *who=o->try_move(o->x,o->y,x2,y2,3); // see if we can fall |
---|
1163 | |
---|
1164 | |
---|
1165 | if (y2==0) |
---|
1166 | { |
---|
1167 | if (who) |
---|
1168 | o->set_aistate(0); // we are on top of another object and we need to continue checking for falling |
---|
1169 | else o->set_aistate(2); // we are on the ground, don't check for flaling anymore |
---|
1170 | } else |
---|
1171 | { |
---|
1172 | o->y+=y2; |
---|
1173 | o->set_aistate(1); // we are in flight, continue falling |
---|
1174 | } |
---|
1175 | } |
---|
1176 | |
---|
1177 | |
---|
1178 | long x1,y1,x2,y2,xp1,yp1,xp2,yp2; |
---|
1179 | |
---|
1180 | game_object *player=current_level->attacker(current_object); |
---|
1181 | player->picture_space(x1,y1,x2,y2); |
---|
1182 | current_object->picture_space(xp1,yp1,xp2,yp2); |
---|
1183 | if (!(xp1>x2 || xp2<x1 || yp1>y2 || yp2<y1)) |
---|
1184 | { |
---|
1185 | the_game->play_sound(lnumber_value(symbol_value(l_ammo_snd)),127,o->x,o->y); |
---|
1186 | give_weapons(player,o->otype); |
---|
1187 | return NULL; |
---|
1188 | } |
---|
1189 | |
---|
1190 | return true_symbol; |
---|
1191 | } |
---|
1192 | |
---|
1193 | |
---|
1194 | |
---|
1195 | void *on_draw() |
---|
1196 | { |
---|
1197 | game_object *o=current_object; |
---|
1198 | if (o->total_objects()==0 || o->get_object(0)->aistate() || (dev&EDIT_MODE)) |
---|
1199 | o->drawer(); |
---|
1200 | return 0; |
---|
1201 | } |
---|
1202 | |
---|
1203 | void *tp2_ai() |
---|
1204 | { |
---|
1205 | enum { tp_waiting, tp_fading }; |
---|
1206 | |
---|
1207 | |
---|
1208 | game_object *o=current_object; |
---|
1209 | if (o->total_objects()) |
---|
1210 | { |
---|
1211 | if (o->aistate()==0) // wait for player to activate us |
---|
1212 | { |
---|
1213 | game_object *p=current_level->attacker(o); |
---|
1214 | |
---|
1215 | if (p->x>o->x-15 && p->x<o->x+15 && p->y>o->y-30 && p->y<o->y && p->controller()->y_suggestion>0) |
---|
1216 | { |
---|
1217 | o->add_object(p); |
---|
1218 | o->set_aistate(tp_fading); |
---|
1219 | the_game->play_sound(lnumber_value(symbol_value(l_TELEPORTER_SND)),127,o->x,o->y); |
---|
1220 | o->set_state(running); |
---|
1221 | } |
---|
1222 | } else |
---|
1223 | { |
---|
1224 | game_object *p=o->get_object(1); |
---|
1225 | if (o->next_picture()) |
---|
1226 | { |
---|
1227 | p->x=o->x; |
---|
1228 | p->y=o->y-16; |
---|
1229 | int f=o->current_frame<16 ? o->current_frame : 15; |
---|
1230 | |
---|
1231 | p->set_fade_count(f); |
---|
1232 | p->get_object(0)->set_fade_count(f); |
---|
1233 | p->lvars[is_teleporting]=1; |
---|
1234 | } else |
---|
1235 | { |
---|
1236 | p->x=o->get_object(0)->x; |
---|
1237 | p->y=o->get_object(0)->y-16; |
---|
1238 | p->lvars[is_teleporting]=0; |
---|
1239 | p->set_fade_count(0); |
---|
1240 | p->get_object(0)->set_fade_count(0); |
---|
1241 | o->remove_object(p); |
---|
1242 | o->set_aistate(tp_waiting); |
---|
1243 | } |
---|
1244 | } |
---|
1245 | } |
---|
1246 | return true_symbol; |
---|
1247 | } |
---|
1248 | |
---|
1249 | |
---|
1250 | |
---|
1251 | void *push_char(void *args) |
---|
1252 | { |
---|
1253 | long xa=lnumber_value(CAR(args)); |
---|
1254 | long ya=lnumber_value(CAR(args)); |
---|
1255 | |
---|
1256 | game_object *o=current_object; |
---|
1257 | game_object *p=current_level->attacker(o); |
---|
1258 | |
---|
1259 | if (p->y<=o->y && abs(p->y-o->y)<ya && abs(p->x-o->x)<xa) |
---|
1260 | { |
---|
1261 | long amount; |
---|
1262 | if (p->x>o->x) |
---|
1263 | amount=xa-(p->x-o->x); |
---|
1264 | else amount=(o->x-p->x)-xa; |
---|
1265 | long yv=0; |
---|
1266 | p->try_move(p->x,p->y,amount,yv,3); |
---|
1267 | p->x+=amount; |
---|
1268 | } |
---|
1269 | return 0; |
---|
1270 | } |
---|
1271 | |
---|
1272 | void *gun_draw() |
---|
1273 | { |
---|
1274 | game_object *o=current_object; |
---|
1275 | o->draw_tint(lnumber_value(lget_array_element(symbol_value(l_gun_tints),o->aitype()))); |
---|
1276 | return 0; |
---|
1277 | } |
---|
1278 | |
---|
1279 | |
---|
1280 | void *ant_draw() |
---|
1281 | { |
---|
1282 | game_object *o=current_object; |
---|
1283 | if (o->aitype()==0) |
---|
1284 | o->drawer(); |
---|
1285 | else |
---|
1286 | o->draw_tint(lnumber_value(lget_array_element(symbol_value(l_ant_tints),o->aitype()))); |
---|
1287 | return 0; |
---|
1288 | } |
---|
1289 | |
---|
1290 | void *middle_draw() |
---|
1291 | { |
---|
1292 | game_object *o=current_object; |
---|
1293 | int y=o->y; |
---|
1294 | o->y+=o->picture()->height()/2; |
---|
1295 | o->drawer(); |
---|
1296 | o->y=y; |
---|
1297 | return 0; |
---|
1298 | } |
---|
1299 | |
---|
1300 | void *exp_draw() |
---|
1301 | { |
---|
1302 | game_object *o=current_object; |
---|
1303 | if (o->aitype()==0) |
---|
1304 | middle_draw(); |
---|
1305 | return 0; |
---|
1306 | } |
---|
1307 | |
---|
1308 | void *exp_ai() |
---|
1309 | { |
---|
1310 | game_object *o=current_object; |
---|
1311 | if (o->aitype()==0) |
---|
1312 | { |
---|
1313 | if (o->next_picture()) |
---|
1314 | return true_symbol; |
---|
1315 | else return 0; |
---|
1316 | } |
---|
1317 | else |
---|
1318 | { |
---|
1319 | o->set_aitype(o->aitype()-1); |
---|
1320 | return true_symbol; |
---|
1321 | } |
---|
1322 | } |
---|