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