source: abuse/trunk/src/go.cpp @ 494

Last change on this file since 494 was 494, checked in by Sam Hocevar, 11 years ago

style: remove trailing spaces, fix copyright statements.

File size: 8.0 KB
Line 
1/*
2 *  Abuse - dark 2D side-scrolling platform game
3 *  Copyright (c) 1995 Crack dot Com
4 *  Copyright (c) 2005-2011 Sam Hocevar <sam@hocevar.net>
5 *
6 *  This software was released into the Public Domain. As with most public
7 *  domain software, no warranty is made or implied by Crack dot Com or
8 *  Jonathan Clark.
9 */
10
11#include "config.h"
12
13#include "go.h"
14#include "level.h"
15#include "game.h"
16#include "id.h"
17#include "signals.h"
18
19#define EL_WAIT_MOVEMENT 1           // wait for the user to press up or down
20#define EL_SKIP_SIGNAL   2
21#define EL_WAIT_SIGNAL   3
22#define EL_WAIT_SKIP     4
23
24
25void elcontrol::draw()
26{
27  if (dev & EDIT_MODE)
28    game_object::draw();
29
30}
31
32ifield *elevator::make_fields(int ystart, ifield *Next)
33{
34  int H=10;
35  return new text_field(5,ystart+H*0,ELEVATOR_SPEED,"speed",              "#####",speed,
36         new text_field(5,ystart+H*1,ELEVATOR_DIR,"heading dir",          "#####",dir,
37         new text_field(5,ystart+H*2,ELEVATOR_DIRECTION,"facing dir",     "#####",direction,
38            NULL)));
39}
40
41void elevator::gather_input(InputManager *inm)
42{
43  dir=atoi(inm->get(ELEVATOR_DIR)->read());
44  speed=atoi(inm->get(ELEVATOR_SPEED)->read());
45  direction=atoi(inm->get(ELEVATOR_DIRECTION)->read());
46  if (direction==0) direction=1;
47}
48
49
50
51ifield *elcontrol::make_fields(int ystart,ifield *Next)
52{
53  int H=10;
54  return new text_field(5,ystart+H*0,ELCONTROL_ALLOW_DIR,"stop dir","#####",allow_dir,NULL);
55}
56
57void elcontrol::gather_input(InputManager *inm)
58{
59  allow_dir=atoi(inm->get(ELCONTROL_ALLOW_DIR)->read());
60}
61
62
63elcontrol::elcontrol(long X, long Y)
64{
65  defaults();
66  x=X;
67  y=Y;
68  allow_dir=0;
69}
70
71elcontrol::elcontrol(FILE *fp, unsigned char *state_remap)
72{
73  load(fp,state_remap);
74  allow_dir=read_uint16(fp);
75}
76
77
78
79
80
81int elevator::can_block(game_object *who)
82{
83  if (who!=this)
84    return 1;
85  else return 0;
86
87}
88
89
90void elevator::draw()  // draw cables above the elevator
91{
92  game_object::draw();
93  long x1,y1,x2,y2,sy1,sy2,sx,i;
94  picture_space(x1,y1,x2,y2);
95
96  sx=the_game->screenx(x1);
97
98  sy2=the_game->screeny(y1);
99  if (sy2>=the_game->viewy1)
100  {
101    long draw_to=y1-(sy2-the_game->viewy1),tmp=x;
102    current_level->foreground_intersect(x,y1,tmp,draw_to);
103    sy1=the_game->screeny(draw_to);
104    sy1=max(the_game->viewy1,sy1);
105    sy2=min(the_game->viewy2,sy2);
106    trans_image *p=picture();
107
108    for (i=sy1; i<=sy2; i++)
109      p->put_scan_line(screen,sx,i,0);
110  }
111}
112
113
114elevator::elevator(long X, long Y)
115{
116  defaults();
117  x=X;
118  y=Y;
119  dir=0;
120  speed=3;
121}
122
123int elevator::size()
124{
125  return game_object::size()+4;
126}
127
128
129elevator::elevator(FILE *fp, unsigned char *state_remap)
130{
131  load(fp,state_remap);
132  dir=read_uint16(fp);
133  speed=read_uint16(fp);
134}
135
136void elevator::save(FILE *fp)
137{
138  game_object::save(fp);
139  write_uint16(fp,dir);
140  write_uint16(fp,speed);
141}
142
143
144elcontrol *elevator::find_stop()
145{
146  long x1,y1,x2,y2;
147  picture_space(x1,y1,x2,y2);
148  int i;
149  game_object **o=current_level->obj;
150  for (i=current_level->first_object(); i>=0; i=o[i]->next_active)
151  {
152    if (o[i]->type()==O_elcontrol)
153    {
154      int yd=o[i]->y-y;
155      if (abs(yd)<=speed && o[i]->x>x1 && o[i]->x<x2)
156        return (elcontrol *)(o[i]);
157    }
158
159  }
160  return NULL;
161}
162
163
164
165int elevator::decide()
166{
167  if (abs(dir)<=1)                                  // the elevator is stopped
168  {
169    switch (state)
170    {
171      case stopped :
172      {
173        long x1,y1,x2,y2;
174    picture_space(x1,y1,x2,y2);
175
176
177    game_object *a=current_level->attacker(this);
178                  // are we in the elevator?, if not wait for someone to get in
179    if (a->x>x1+3 && a->x<x2-3 && a->y<y2 && a->y>y1+8)
180    {
181      int but,xm,ym;                          // wait for the user to press up or down
182      the_game->get_movement(but,xm,ym);      // see which way he wants to go
183      if (ym)
184      {
185        elcontrol *sp=find_stop();
186        if (ym<0 && (!sp || sp->allow_dir>=0))
187          dir=-1;
188        else if (ym>0 && (!sp || sp->allow_dir<=0))
189          dir=1;
190        if (dir)
191        {
192          if (has_sequence(start_still_jump))
193            set_state(start_still_jump);         // close the door
194          else
195            dir=dir+dir;                     // elevator doesn't have a door, start moving
196        }
197      }
198    }
199    break;
200      }
201      case start_still_jump :
202    next_picture();
203    if (end_of_sequence())                // door closed yet?
204    {
205      set_state(still_jump);              // we can start moving now
206      dir=dir+dir;
207    }
208    break;
209      case still_jump :                       // just stopped, open the doors
210    set_state(end_still_jump);
211    break;
212      case end_still_jump :
213    next_picture();
214    if (end_of_sequence())                // wait for doors to finish opening
215      set_state(stopped);
216    break;
217      default :
218    CHECK(0);
219    }
220  }
221
222  if (abs(dir)>1)                     // are we moving?
223  {
224    next_picture();
225    int adder;
226    if (dir<0)                         // how much do we move this tick?
227      adder=-speed;
228    else adder=speed;
229
230    if (abs(dir)==8)                   // are we checking for stops yet?
231    {
232      elcontrol *s=find_stop();
233      if (s)                           // found one, stop or slow down
234      {
235    adder=s->y-y;
236    if (!adder)
237          dir=0;
238      }
239    } else dir=dir+dir;
240
241    if (dir)                                   // make sure move, wasn't canceled by a stop
242    {
243      if (!current_level->crush(this,0,adder)) // see if we can crush anyone (I hope so! :) )
244      {
245    y+=adder;
246    current_level->push_characters(this,0,adder);
247      } else dir=0;                           // we crushed, stop the elevator and wait on user
248    }
249  }
250
251  return 1;                                   // return not dead, can't kill elevators
252}
253
254
255char *sensor::aname()
256{
257  if (activate==-1)
258    return "FOCUS";
259  else return object_names[activate];
260}
261
262void sensor::get_activate(char *name)
263{
264  int i;
265  activate=-1;  // if we can't fnd the name then go focus
266  for (i=0; i<TOTAL_OBJECTS; i++)
267    if (!strcmp(name,object_names[i]))
268      activate=i;
269}
270
271
272
273
274int sensor::size()
275{
276  return game_object::size()+2*3+(strlen(aname())+2);
277}
278
279
280void sensor::save(FILE *fp)
281{ game_object::save(fp);
282  write_uint16(fp,xrange);
283  write_uint16(fp,yrange);
284  write_uint16(fp,signal);
285
286  write_uint8(fp,strlen(aname())+1);
287  fwrite(aname(),strlen(aname())+1,1,fp);
288}
289
290sensor::sensor(FILE *fp, unsigned char *state_remap)
291{
292  load(fp,state_remap);
293  xrange=read_uint16(fp);
294  yrange=read_uint16(fp);
295  signal=read_uint16(fp);
296
297  char name[200];
298  fread(name,read_uint8(fp),1,fp);
299  get_activate(name);
300}
301
302int sensor::decide()
303{
304  int i;
305  game_object **o=current_level->obj;
306  long x1,y1,x2,y2;
307  if (activate==-1)
308  {
309    current_level->attacker(this)->picture_space(x1,y1,x2,y2);
310    if (x+xrange>=x1 && x-xrange<=x2 && y+yrange>=y1 && y-yrange<=y2)
311      current_level->send_signal(signal);
312  }
313  else
314  {
315    for (i=current_level->first_object(); i>=0; i=o[i]->next_active)
316    {
317      long x1,y1,x2,y2;
318      if (o[i]->type()==activate)
319      {
320    o[i]->picture_space(x1,y1,x2,y2);
321    if (x+xrange>=x1 && x-xrange<=x2 && y+yrange>=y1 && y-yrange<=y2)
322    {
323          current_level->send_signal(signal);
324      return 1;          // only send one signal!
325    }
326      }
327    }
328  }
329  return 1;
330}
331
332
333
334
335void sensor::draw()
336{
337  if (dev & EDIT_MODE)
338  {
339    game_object::draw();
340    int sx=the_game->screenx(x),sy=the_game->screeny(y);
341    screen->rectangle(sx-xrange,sy-yrange,sx+xrange,sy+yrange,wm->bright_color());
342  }
343}
344
345
346ifield *sensor::make_fields(int ystart, ifield *Next)
347{
348  int H=10;
349  return new text_field(5,ystart+H*0,SENSOR_XRANGE,   "xrange",    "#####",xrange,
350     new text_field(5,ystart+H*1,SENSOR_YRANGE,   "yrange",    "#####",yrange,
351     new text_field(5,ystart+H*2,SENSOR_SIGNAL,   "signal",    "#####",signal,
352     new text_field(5,ystart+H*3,SENSOR_ACTIVATE, "activator", "####################",aname(),
353            NULL))));
354}
355
356
357void sensor::gather_input(InputManager *inm)
358{
359  xrange=atoi(inm->get(SENSOR_XRANGE)->read());
360  yrange=atoi(inm->get(SENSOR_XRANGE)->read());
361  signal=atoi(inm->get(SENSOR_SIGNAL)->read());
362  get_activate(inm->get(SENSOR_ACTIVATE)->read());
363}
364
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