1 | #include "timage.hpp" |
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2 | #include "objects.hpp" |
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3 | #include "chars.hpp" |
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4 | |
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5 | #include "game.hpp" |
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6 | #include "intsect.hpp" |
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7 | #include "ability.hpp" |
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8 | #include "lisp.hpp" |
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9 | #include "jrand.hpp" |
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10 | #include "light.hpp" |
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11 | #include "dprint.hpp" |
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12 | #include "clisp.hpp" |
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13 | #include "lisp_gc.hpp" |
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14 | #include "profile.hpp" |
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15 | |
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16 | #ifdef SCADALISP |
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17 | #define LCAR(x) CAR(x) |
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18 | #define LCDR(x) CDR(x) |
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19 | #else |
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20 | #define LCAR(x) (x)->car |
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21 | #define LCDR(x) (x)->cdr |
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22 | #endif /* SCADALISP */ |
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23 | |
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24 | char **object_names; |
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25 | int total_objects; |
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26 | game_object *current_object; |
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27 | view *current_view; |
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28 | |
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29 | game_object *game_object::copy() |
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30 | { |
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31 | game_object *o=create(otype,x,y); |
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32 | o->state=state; |
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33 | int i=0; |
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34 | for (;i<TOTAL_OBJECT_VARS;i++) |
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35 | o->set_var(i,get_var(i)); |
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36 | memcpy(o->lvars,lvars,4*figures[otype]->tv); |
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37 | for (i=0;i<total_objects();i++) |
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38 | o->add_object(get_object(i)); |
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39 | for (i=0;i<total_lights();i++) |
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40 | o->add_light(get_light(i)); |
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41 | return o; |
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42 | } |
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43 | |
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44 | int simple_object::total_vars() { return TOTAL_OBJECT_VARS; } |
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45 | |
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46 | |
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47 | obj_desc object_descriptions[TOTAL_OBJECT_VARS]={ |
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48 | {"fade_dir", RC_8 }, |
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49 | {"frame_dir", RC_8 }, |
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50 | {"direction", RC_8 }, |
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51 | {"gravity_on", RC_8 }, |
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52 | {"fade_count", RC_8 }, |
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53 | |
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54 | {"fade_max", RC_8 }, |
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55 | {"active", RC_8 }, |
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56 | {"flags", RC_8 }, |
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57 | {"aitype", RC_8 }, |
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58 | {"xvel", RC_32 }, |
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59 | |
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60 | {"fxvel", RC_8 }, |
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61 | {"yvel", RC_32 }, |
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62 | {"fyvel", RC_8 }, |
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63 | {"xacel", RC_32 }, |
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64 | {"fxacel", RC_8 }, |
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65 | |
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66 | {"yacel", RC_32 }, |
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67 | {"fyacel", RC_8 }, |
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68 | {"x", RC_32 }, |
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69 | {"fx", RC_8 }, |
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70 | {"y", RC_32 }, |
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71 | |
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72 | {"fy", RC_8 }, |
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73 | {"hp", RC_16 }, |
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74 | {"mp", RC_16 }, |
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75 | {"fmp", RC_16 }, |
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76 | {"cur_frame", RC_16 }, |
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77 | |
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78 | {"aistate", RC_16 }, |
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79 | {"aistate_time", RC_16 }, |
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80 | {"targetable", RC_8 } |
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81 | |
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82 | }; |
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83 | |
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84 | int32_t game_object::get_var_by_name(char *name, int &error) |
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85 | { |
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86 | error=0; |
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87 | int i=0; |
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88 | for (;i<TOTAL_OBJECT_VARS;i++) |
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89 | { |
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90 | if (!strcmp(object_descriptions[i].name,name)) |
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91 | return get_var(i); |
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92 | } |
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93 | |
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94 | for (i=0;i<figures[otype]->tiv;i++) |
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95 | { |
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96 | if (!strcmp(lstring_value(symbol_name(figures[otype]->vars[i])),name)) |
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97 | { |
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98 | return lvars[figures[otype]->var_index[i]]; |
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99 | /* lisp_object_var *cobj=(lisp_object_var *)symbol_value(figures[otype]->vars[i]); |
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100 | character_type *t=figures[otype]; |
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101 | int number=cobj->number; |
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102 | if (t->tiv<=number || !t->vars[number]) |
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103 | { |
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104 | lbreak("access : variable does not exsist for this class\n"); |
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105 | return 0; |
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106 | } |
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107 | return lvars[t->var_index[number]];*/ |
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108 | } |
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109 | } |
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110 | error=1; |
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111 | return 0; |
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112 | } |
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113 | |
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114 | int game_object::set_var_by_name(char *name, int32_t value) |
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115 | { |
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116 | int i=0; |
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117 | for (;i<TOTAL_OBJECT_VARS;i++) |
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118 | { |
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119 | if (!strcmp(object_descriptions[i].name,name)) |
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120 | { |
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121 | set_var(i,value); |
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122 | return 1; |
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123 | } |
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124 | } |
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125 | for (i=0;i<figures[otype]->tiv;i++) |
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126 | if (!strcmp(lstring_value(symbol_name(figures[otype]->vars[i])),name)) |
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127 | { |
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128 | lvars[figures[otype]->var_index[i]]=value; |
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129 | return 1; |
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130 | } |
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131 | return 0; |
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132 | } |
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133 | |
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134 | |
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135 | char *simple_object::var_name(int x) |
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136 | { |
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137 | return object_descriptions[x].name; |
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138 | } |
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139 | |
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140 | int simple_object::var_type(int x) |
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141 | { |
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142 | return object_descriptions[x].type; |
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143 | } |
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144 | |
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145 | |
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146 | void simple_object::set_var(int xx, uint32_t v) |
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147 | { |
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148 | switch (xx) |
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149 | { |
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150 | case 0 : set_fade_dir(v); break; |
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151 | case 1 : set_frame_dir(v); break; |
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152 | case 2 : direction=v; break; |
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153 | case 3 : set_gravity(v); break; |
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154 | case 4 : set_fade_count(v); break; |
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155 | case 5 : set_fade_max(v); break; |
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156 | case 6 : active=v;break; |
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157 | case 7 : set_flags(v); break; |
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158 | case 8 : set_aitype(v); break; |
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159 | case 9 : set_xvel(v); break; |
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160 | |
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161 | case 10 : set_fxvel(v); break; |
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162 | case 11 : set_yvel(v); break; |
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163 | case 12 : set_fyvel(v); break; |
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164 | case 13 : set_xacel(v); break; |
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165 | case 14 : set_fxacel(v); break; |
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166 | |
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167 | case 15 : set_yacel(v); break; |
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168 | case 16 : set_fyacel(v); break; |
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169 | case 17 : x=v; break; |
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170 | case 18 : set_fx(v); break; |
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171 | case 19 : y=v; break; |
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172 | |
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173 | case 20 : set_fy(v); break; |
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174 | case 21 : set_hp(v); break; |
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175 | case 22 : set_mp(v); break; |
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176 | case 23 : set_fmp(v); break; |
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177 | |
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178 | case 24 : current_frame=v; break; |
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179 | case 25 : set_aistate(v); break; |
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180 | |
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181 | case 26 : set_aistate_time(v); break; |
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182 | case 27 : set_targetable(v); break; |
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183 | } |
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184 | } |
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185 | |
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186 | int32_t simple_object::get_var(int xx) |
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187 | { |
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188 | switch (xx) |
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189 | { |
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190 | case 0 : return fade_dir(); break; |
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191 | case 1 : return frame_dir(); break; |
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192 | case 2 : return direction; break; |
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193 | case 3 : return gravity(); break; |
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194 | case 4 : return fade_count(); break; |
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195 | case 5 : return fade_max(); break; |
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196 | case 6 : return active; break; |
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197 | case 7 : return flags(); break; |
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198 | case 8 : return aitype(); break; |
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199 | case 9 : return xvel(); break; |
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200 | case 10 : return fxvel(); break; |
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201 | |
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202 | case 11 : return yvel(); break; |
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203 | case 12 : return fyvel(); break; |
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204 | |
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205 | case 13 : return xacel(); break; |
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206 | case 14 : return fxacel(); break; |
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207 | |
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208 | case 15 : return yacel(); break; |
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209 | case 16 : return fyacel(); break; |
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210 | |
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211 | case 17 : return x; break; |
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212 | case 18 : return fx(); break; |
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213 | |
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214 | case 19 : return y; break; |
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215 | case 20 : return fy(); break; |
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216 | |
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217 | case 21 : return hp(); break; |
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218 | case 22 : return mp(); break; |
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219 | case 23 : return fmp(); break; |
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220 | |
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221 | case 24 : return current_frame; break; |
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222 | case 25 : return aistate(); break; |
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223 | case 26 : return aistate_time(); break; |
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224 | case 27 : return targetable(); |
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225 | } |
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226 | return 0; |
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227 | } |
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228 | |
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229 | |
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230 | |
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231 | |
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232 | int RC_type_size(int type) |
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233 | { |
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234 | switch (type) |
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235 | { |
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236 | case RC_8 : |
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237 | { return 1; } break; |
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238 | case RC_16 : |
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239 | { return 2; } break; |
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240 | case RC_32 : |
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241 | { return 4; } break; |
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242 | } |
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243 | CHECK(0); |
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244 | return 1; |
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245 | } |
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246 | |
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247 | void game_object::reload_notify() |
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248 | { |
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249 | void *ns=figures[otype]->get_fun(OFUN_RELOAD); |
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250 | if (ns) |
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251 | { |
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252 | game_object *o=current_object; |
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253 | current_object=this; |
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254 | |
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255 | void *m=mark_heap(TMP_SPACE); |
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256 | eval_function((lisp_symbol *)ns,NULL); |
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257 | restore_heap(m,TMP_SPACE); |
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258 | |
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259 | current_object=o; |
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260 | } |
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261 | } |
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262 | |
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263 | void game_object::next_sequence() |
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264 | { |
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265 | void *ns = figures[otype]->get_fun( OFUN_NEXT_STATE ); |
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266 | if( ns ) |
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267 | { |
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268 | current_object = this; |
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269 | void *m = mark_heap( TMP_SPACE ); |
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270 | void *ret = eval_function( (lisp_symbol *)ns, NULL ); |
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271 | restore_heap( m, TMP_SPACE ); |
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272 | } |
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273 | else |
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274 | { |
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275 | switch( state ) |
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276 | { |
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277 | case dieing: |
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278 | { |
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279 | set_state( dead ); |
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280 | } break; |
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281 | case end_run_jump: |
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282 | { |
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283 | set_state( running ); |
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284 | } break; |
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285 | case dead: |
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286 | case run_jump: |
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287 | case run_jump_fall: |
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288 | case running: |
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289 | { |
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290 | set_state(state); |
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291 | } break; |
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292 | case start_run_jump: |
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293 | { |
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294 | set_yvel(get_ability(type(),jump_yvel)); |
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295 | if( xvel() > 0 ) |
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296 | set_xvel(get_ability(type(),jump_xvel)); |
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297 | else if( xvel() < 0 ) |
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298 | set_xvel(-get_ability(type(),jump_xvel)); |
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299 | set_xacel(0); |
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300 | set_fxacel(0); |
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301 | set_gravity(1); |
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302 | set_state(run_jump); |
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303 | } break; |
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304 | case flinch_up: |
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305 | case flinch_down: |
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306 | { |
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307 | if( gravity() ) |
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308 | { |
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309 | if( has_sequence( end_run_jump ) ) |
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310 | set_state(end_run_jump); |
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311 | else |
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312 | set_state(stopped); |
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313 | } |
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314 | else |
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315 | { |
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316 | set_state(stopped); |
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317 | } |
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318 | } break; |
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319 | |
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320 | default: |
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321 | { |
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322 | set_state(stopped); |
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323 | } break; |
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324 | } |
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325 | } |
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326 | } |
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327 | |
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328 | |
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329 | |
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330 | game_object::~game_object() |
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331 | { |
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332 | if (lvars) jfree(lvars); |
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333 | clean_up(); |
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334 | } |
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335 | |
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336 | void game_object::add_power(int amount) |
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337 | { |
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338 | int max_power=lnumber_value(symbol_value(l_max_power)); |
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339 | int n=mp()+amount; |
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340 | if (n<0) n=0; |
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341 | if (n>max_power) n=max_power; |
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342 | set_mp(n); |
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343 | } |
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344 | |
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345 | void game_object::add_hp(int amount) |
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346 | { |
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347 | if (controller() && controller()->god) return ; |
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348 | int max_hp=lnumber_value(symbol_value(l_max_hp)); |
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349 | int n=hp()+amount; |
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350 | if (n<0) n=0; |
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351 | if (n>max_hp) |
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352 | n=max_hp; |
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353 | set_hp(n); |
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354 | } |
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355 | |
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356 | int game_object::can_morph_into(int type) |
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357 | { |
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358 | if (type!=otype && mp()>=figures[type]->morph_power) |
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359 | return 1; |
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360 | else return 0; |
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361 | } |
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362 | |
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363 | void game_object::morph_into(int type, void (*stat_fun)(int), int anneal, int frames) |
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364 | { |
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365 | set_morph_status(new morph_char(this,type,stat_fun,anneal,frames)); |
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366 | otype=type; |
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367 | set_state(stopped); |
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368 | } |
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369 | |
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370 | void game_object::draw_above(view *v) |
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371 | { |
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372 | int32_t x1,y1,x2,y2,sy1,sy2,sx,i; |
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373 | picture_space(x1,y1,x2,y2); |
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374 | |
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375 | the_game->game_to_mouse(x1,y1,v,sx,sy2); |
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376 | if (sy2>=v->cy1) |
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377 | { |
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378 | int32_t draw_to=y1-(sy2-v->cy1),tmp=x; |
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379 | current_level->foreground_intersect(x,y1,tmp,draw_to); |
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380 | the_game->game_to_mouse(x1,draw_to,v,i,sy1); // calculate sy1 |
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381 | |
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382 | sy1=max(v->cy1,sy1); |
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383 | sy2=min(v->cy2,sy2); |
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384 | trans_image *p=picture(); |
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385 | |
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386 | for (i=sy1;i<=sy2;i++) |
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387 | p->put_scan_line(screen,sx,i,0); |
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388 | } |
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389 | } |
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390 | |
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391 | int game_object::push_range() |
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392 | { |
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393 | return get_ability(otype,push_xrange); |
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394 | } |
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395 | |
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396 | int game_object::decide() |
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397 | { |
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398 | if (figures[otype]->get_fun(OFUN_AI)) |
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399 | { |
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400 | int old_aistate; |
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401 | old_aistate=aistate(); |
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402 | |
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403 | current_object=this; |
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404 | void *m=mark_heap(TMP_SPACE); |
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405 | |
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406 | time_marker *prof1=NULL; |
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407 | if (profiling()) |
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408 | prof1=new time_marker; |
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409 | |
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410 | Cell *ret=(Cell *)eval_function((lisp_symbol *)figures[otype]->get_fun(OFUN_AI),NULL); |
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411 | if (profiling()) |
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412 | { |
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413 | time_marker now; |
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414 | profile_add_time(this->otype,now.diff_time(prof1)); |
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415 | delete prof1; |
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416 | } |
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417 | |
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418 | restore_heap(m,TMP_SPACE); |
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419 | |
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420 | if (keep_ai_info()) |
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421 | { |
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422 | if (aistate()!=old_aistate) |
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423 | set_aistate_time(0); |
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424 | else set_aistate_time(aistate_time()+1); |
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425 | } |
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426 | if (!NILP(ret)) return 1; |
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427 | else return 0; |
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428 | } |
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429 | else move(0,0,0); |
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430 | return 1; |
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431 | } |
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432 | |
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433 | int game_object::can_hurt(game_object *who) // collision checking will ask first to see if you |
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434 | { |
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435 | int is_attacker=current_level->is_attacker(this); |
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436 | // it's you against them! Damage only if it you are attacking or they are attacking you |
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437 | // I.E. don't let them hurt themselves, this can change if you over-ride this virtual function |
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438 | |
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439 | if (who->hurtable() && (is_attacker || current_level->is_attacker(who) || hurt_all())) |
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440 | return 1; |
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441 | else return 0; |
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442 | } |
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443 | |
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444 | void game_object::note_attack(game_object *whom) |
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445 | { |
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446 | return ; // nevermind |
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447 | } |
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448 | |
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449 | void game_object::do_flinch(game_object *from) |
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450 | { |
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451 | if (jrandom(2) && has_sequence(flinch_down)) |
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452 | set_state(flinch_down); |
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453 | else if (has_sequence(flinch_up)) |
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454 | set_state(flinch_up); |
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455 | } |
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456 | |
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457 | |
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458 | void game_object::do_damage(int amount, game_object *from, int32_t hitx, int32_t hity, |
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459 | int32_t push_xvel, int32_t push_yvel) |
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460 | { |
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461 | |
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462 | void *d=figures[otype]->get_fun(OFUN_DAMAGE); |
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463 | if (d) |
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464 | { |
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465 | void *am, *frm, *hx, *hy, *px, *py; |
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466 | game_object *o=current_object; |
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467 | current_object=this; |
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468 | |
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469 | void *m=mark_heap(TMP_SPACE); |
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470 | |
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471 | am=new_cons_cell(); |
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472 | l_ptr_stack.push(&am); |
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473 | |
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474 | ((cons_cell *)am)->car=new_lisp_number(amount); |
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475 | |
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476 | frm=new_cons_cell(); |
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477 | l_ptr_stack.push(&frm); |
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478 | |
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479 | ((cons_cell *)frm)->car=new_lisp_pointer(from); |
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480 | |
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481 | hx=new_cons_cell(); |
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482 | l_ptr_stack.push(&hx); |
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483 | |
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484 | ((cons_cell *)hx)->car=new_lisp_number(hitx); |
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485 | |
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486 | hy=new_cons_cell(); |
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487 | l_ptr_stack.push(&hy); |
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488 | ((cons_cell *)hy)->car=new_lisp_number(hity); |
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489 | |
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490 | px=new_cons_cell(); |
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491 | l_ptr_stack.push(&px); |
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492 | ((cons_cell *)px)->car=new_lisp_number(push_xvel); |
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493 | |
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494 | py=new_cons_cell(); |
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495 | l_ptr_stack.push(&py); |
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496 | ((cons_cell *)py)->car=new_lisp_number(push_yvel); |
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497 | |
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498 | |
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499 | ((cons_cell *)am)->cdr=frm; |
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500 | ((cons_cell *)frm)->cdr=hx; |
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501 | ((cons_cell *)hx)->cdr=hy; |
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502 | ((cons_cell *)hy)->cdr=px; |
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503 | ((cons_cell *)px)->cdr=py; |
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504 | |
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505 | time_marker *prof1=NULL; |
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506 | if (profiling()) |
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507 | prof1=new time_marker; |
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508 | |
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509 | eval_user_fun((lisp_symbol *)d,am); |
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510 | if (profiling()) |
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511 | { |
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512 | time_marker now; |
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513 | profile_add_time(this->otype,now.diff_time(prof1)); |
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514 | delete prof1; |
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515 | } |
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516 | |
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517 | |
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518 | l_ptr_stack.pop(6); |
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519 | |
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520 | restore_heap(m,TMP_SPACE); |
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521 | |
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522 | current_object=o; |
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523 | } else damage_fun(amount,from,hitx,hity,push_xvel,push_yvel); |
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524 | #ifdef SCADALISP |
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525 | ENDLOCAL(); |
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526 | #endif |
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527 | } |
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528 | |
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529 | void game_object::damage_fun(int amount, game_object *from, int32_t hitx, int32_t hity, |
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530 | int32_t push_xvel, int32_t push_yvel) |
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531 | { |
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532 | if (!hurtable() || !alive()) return ; |
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533 | |
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534 | add_hp(-amount); |
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535 | set_flags(flags()|FLAG_JUST_HIT); |
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536 | do_flinch(from); |
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537 | |
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538 | |
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539 | set_xvel(xvel()+push_xvel); |
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540 | if (push_yvel<0 && !gravity()) |
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541 | set_gravity(1); |
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542 | set_yvel(yvel()+push_yvel); |
---|
543 | |
---|
544 | view *c=controller(); |
---|
545 | if (c && hp()<=0) |
---|
546 | { |
---|
547 | view *v=from->controller(); |
---|
548 | if (v) v->kills++; // attack from another player? |
---|
549 | else if (from->total_objects()>0) |
---|
550 | { |
---|
551 | v=from->get_object(0)->controller(); // weapon from another player? |
---|
552 | if (v && v!=c) v->kills++; |
---|
553 | else |
---|
554 | { |
---|
555 | v=c; // sucide |
---|
556 | if (v) v->kills--; |
---|
557 | } |
---|
558 | } |
---|
559 | } |
---|
560 | } |
---|
561 | |
---|
562 | |
---|
563 | |
---|
564 | int game_object::facing_attacker(int attackerx) |
---|
565 | { |
---|
566 | return ((attackerx<x && direction<0) || (attackerx>=x && direction>0)); |
---|
567 | |
---|
568 | } |
---|
569 | |
---|
570 | |
---|
571 | void game_object::picture_space(int32_t &x1, int32_t &y1,int32_t &x2, int32_t &y2) |
---|
572 | { |
---|
573 | int xc=x_center(),w=picture()->width(),h=picture()->height(); |
---|
574 | if (direction>0) |
---|
575 | x1=x-xc; |
---|
576 | else x1=x-(w-xc-1); |
---|
577 | x2=x1+w-1; |
---|
578 | y1=y-h+1; |
---|
579 | y2=y; |
---|
580 | } |
---|
581 | |
---|
582 | |
---|
583 | int game_object::next_picture() |
---|
584 | { |
---|
585 | int ret=1; |
---|
586 | if (frame_dir()>0) |
---|
587 | { |
---|
588 | if (!current_sequence()->next_frame(current_frame)) |
---|
589 | { |
---|
590 | next_sequence(); |
---|
591 | ret=0; |
---|
592 | } |
---|
593 | } |
---|
594 | else |
---|
595 | { |
---|
596 | if (!current_sequence()->last_frame(current_frame)) |
---|
597 | { |
---|
598 | next_sequence(); |
---|
599 | ret=0; |
---|
600 | } |
---|
601 | } |
---|
602 | frame_advance(); |
---|
603 | return ret; |
---|
604 | } |
---|
605 | |
---|
606 | |
---|
607 | int32_t game_object::x_center() |
---|
608 | { |
---|
609 | return current_sequence()->x_center(current_frame); |
---|
610 | } |
---|
611 | |
---|
612 | |
---|
613 | void game_object::draw() |
---|
614 | { |
---|
615 | if (figures[otype]->get_fun(OFUN_DRAW)) |
---|
616 | { |
---|
617 | current_object=this; |
---|
618 | |
---|
619 | void *m=mark_heap(TMP_SPACE); |
---|
620 | time_marker *prof1=NULL; |
---|
621 | if (profiling()) |
---|
622 | prof1=new time_marker; |
---|
623 | |
---|
624 | eval_function((lisp_symbol *)figures[otype]->get_fun(OFUN_DRAW),NULL); |
---|
625 | if (profiling()) |
---|
626 | { |
---|
627 | time_marker now; |
---|
628 | profile_add_time(this->otype,now.diff_time(prof1)); |
---|
629 | delete prof1; |
---|
630 | } |
---|
631 | |
---|
632 | |
---|
633 | |
---|
634 | restore_heap(m,TMP_SPACE); |
---|
635 | |
---|
636 | } else drawer(); |
---|
637 | } |
---|
638 | |
---|
639 | |
---|
640 | void game_object::map_draw() |
---|
641 | { |
---|
642 | if (figures[otype]->get_fun(OFUN_MAP_DRAW)) |
---|
643 | { |
---|
644 | current_object=this; |
---|
645 | |
---|
646 | void *m=mark_heap(TMP_SPACE); |
---|
647 | time_marker *prof1=NULL; |
---|
648 | if (profiling()) |
---|
649 | prof1=new time_marker; |
---|
650 | |
---|
651 | eval_function((lisp_symbol *)figures[otype]->get_fun(OFUN_MAP_DRAW),NULL); |
---|
652 | if (profiling()) |
---|
653 | { |
---|
654 | time_marker now; |
---|
655 | profile_add_time(this->otype,now.diff_time(prof1)); |
---|
656 | delete prof1; |
---|
657 | } |
---|
658 | |
---|
659 | restore_heap(m,TMP_SPACE); |
---|
660 | |
---|
661 | } |
---|
662 | } |
---|
663 | |
---|
664 | void game_object::draw_trans(int count, int max) |
---|
665 | { |
---|
666 | trans_image *cpict=picture(); |
---|
667 | cpict->put_fade(screen, |
---|
668 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
669 | y-cpict->height()+1-current_vyadd, |
---|
670 | count,max, |
---|
671 | color_table,the_game->current_palette()); |
---|
672 | } |
---|
673 | |
---|
674 | |
---|
675 | void game_object::draw_tint(int tint_id) |
---|
676 | { |
---|
677 | trans_image *cpict=picture(); |
---|
678 | if (fade_count()) |
---|
679 | cpict->put_fade_tint(screen, |
---|
680 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
681 | y-cpict->height()+1-current_vyadd, |
---|
682 | fade_count(),fade_max(), |
---|
683 | cash.ctint(tint_id)->data, |
---|
684 | color_table,the_game->current_palette()); |
---|
685 | |
---|
686 | |
---|
687 | else |
---|
688 | cpict->put_remaped(screen, |
---|
689 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
690 | y-cpict->height()+1-current_vyadd, |
---|
691 | cash.ctint(tint_id)->data); |
---|
692 | } |
---|
693 | |
---|
694 | |
---|
695 | void game_object::draw_double_tint(int tint_id, int tint2) |
---|
696 | { |
---|
697 | trans_image *cpict=picture(); |
---|
698 | if (fade_count()) |
---|
699 | cpict->put_fade_tint(screen, |
---|
700 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
701 | y-cpict->height()+1-current_vyadd, |
---|
702 | fade_count(),fade_max(), |
---|
703 | cash.ctint(tint_id)->data, |
---|
704 | color_table,the_game->current_palette()); |
---|
705 | |
---|
706 | |
---|
707 | else |
---|
708 | cpict->put_double_remaped(screen, |
---|
709 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
710 | y-cpict->height()+1-current_vyadd, |
---|
711 | cash.ctint(tint_id)->data, |
---|
712 | cash.ctint(tint2)->data); |
---|
713 | } |
---|
714 | |
---|
715 | |
---|
716 | |
---|
717 | void game_object::draw_predator() |
---|
718 | { |
---|
719 | trans_image *cpict=picture(); |
---|
720 | cpict->put_predator(screen, |
---|
721 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
722 | y-cpict->height()+1-current_vyadd); |
---|
723 | |
---|
724 | } |
---|
725 | |
---|
726 | void game_object::drawer() |
---|
727 | { |
---|
728 | if (morph_status()) |
---|
729 | { |
---|
730 | morph_status()->draw(this,current_view); |
---|
731 | if (morph_status()->frames_left()<1) |
---|
732 | set_morph_status(NULL); |
---|
733 | } |
---|
734 | else |
---|
735 | { |
---|
736 | view *v=controller(); |
---|
737 | |
---|
738 | if (fade_count()) |
---|
739 | draw_trans(fade_count(),fade_max()); |
---|
740 | else |
---|
741 | { |
---|
742 | trans_image *cpict=picture(); |
---|
743 | cpict->put_image(screen, |
---|
744 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
745 | y-cpict->height()+1-current_vyadd); |
---|
746 | } |
---|
747 | } |
---|
748 | } |
---|
749 | |
---|
750 | game_object *game_object::try_move(int32_t x, int32_t y, int32_t &xv, int32_t &yv, int checks) |
---|
751 | { |
---|
752 | if (xv || yv) // make sure they are suggesting movement |
---|
753 | { |
---|
754 | game_object *who1=NULL,*who2=NULL; // who did we intersect? |
---|
755 | int32_t x2,y2,h; |
---|
756 | |
---|
757 | if (checks&1) |
---|
758 | { |
---|
759 | x2=x+xv; |
---|
760 | y2=y+yv; |
---|
761 | current_level->foreground_intersect(x,y,x2,y2); |
---|
762 | if (!stoppable()) |
---|
763 | who1=current_level->boundary_setback(this,x,y,x2,y2); |
---|
764 | else |
---|
765 | who1=current_level->all_boundary_setback(this,x,y,x2,y2); |
---|
766 | xv=x2-x; |
---|
767 | yv=y2-y; |
---|
768 | } |
---|
769 | |
---|
770 | |
---|
771 | if (checks&2) |
---|
772 | { |
---|
773 | h=picture()->height(); |
---|
774 | x2=x+xv; |
---|
775 | y2=y-h+1+yv; |
---|
776 | current_level->foreground_intersect(x,y-h+1,x2,y2); |
---|
777 | if (!stoppable()) |
---|
778 | who2=current_level->all_boundary_setback(this,x,y-h+1,x2,y2); |
---|
779 | else |
---|
780 | who2=current_level->boundary_setback(this,x,y-h+1,x2,y2); |
---|
781 | xv=x2-x; |
---|
782 | yv=y2-y+h-1; |
---|
783 | } |
---|
784 | |
---|
785 | if (who2) return who2; |
---|
786 | else return who1; |
---|
787 | } |
---|
788 | else return NULL; |
---|
789 | } |
---|
790 | |
---|
791 | void *game_object::float_tick() // returns 1 if you hit something, 0 otherwise |
---|
792 | { |
---|
793 | int32_t ret=0; |
---|
794 | if (hp()<=0) |
---|
795 | { |
---|
796 | if (state!=dead) |
---|
797 | { |
---|
798 | set_xacel(0); |
---|
799 | set_fxacel(0); |
---|
800 | |
---|
801 | if (has_sequence(dieing)) |
---|
802 | { |
---|
803 | if (state!=dieing) |
---|
804 | { |
---|
805 | set_state(dieing); |
---|
806 | set_xvel(0); |
---|
807 | } |
---|
808 | } else |
---|
809 | { set_xvel(0); |
---|
810 | set_fxvel(0); |
---|
811 | if (has_sequence(dead)) |
---|
812 | set_state(dead); |
---|
813 | else return 0; |
---|
814 | } |
---|
815 | } |
---|
816 | } |
---|
817 | |
---|
818 | int32_t fxv=sfxvel()+sfxacel(),fyv=sfyvel()+sfyacel(); |
---|
819 | int32_t xv=xvel()+xacel()+(fxv>>8),yv=yvel()+yacel()+(fyv>>8); |
---|
820 | |
---|
821 | if (xv!=xvel() || yv!=yvel()) // only store vel's if changed so we don't increase object size |
---|
822 | { |
---|
823 | set_xvel(xv); |
---|
824 | set_yvel(yv); |
---|
825 | } |
---|
826 | |
---|
827 | if (fxv!=sfxvel() || fyv!=sfyvel()) |
---|
828 | { |
---|
829 | set_fxvel(fxv&0xff); |
---|
830 | set_fyvel(fyv&0xff); |
---|
831 | } |
---|
832 | |
---|
833 | |
---|
834 | if (fxv || fyv || xv || yv) // don't even try if there is no velocity |
---|
835 | { |
---|
836 | int32_t ffx=fx()+sfxvel(),ffy=fy()+sfyvel(); |
---|
837 | int32_t nxv=xvel()+(ffx>>8); |
---|
838 | int32_t nyv=yvel()+(ffy>>8); |
---|
839 | set_fx(ffx&0xff); |
---|
840 | set_fy(ffy&0xff); |
---|
841 | |
---|
842 | int32_t old_nxv=nxv,old_nyv=nyv; |
---|
843 | game_object *hit_object=try_move(x,y,nxv,nyv,3); // now find out what velocity is safe to use |
---|
844 | |
---|
845 | /* if (get_cflag(CFLAG_STOPPABLE)) |
---|
846 | { |
---|
847 | game_object *r=current_level->boundary_setback(exclude,x,y,nxv,nyv,1); |
---|
848 | if (r) hit_object=r; |
---|
849 | }*/ |
---|
850 | |
---|
851 | x+=nxv; |
---|
852 | y+=nyv; |
---|
853 | if (old_nxv!=nxv || old_nyv!=nyv) |
---|
854 | { |
---|
855 | int32_t lx=last_tile_hit_x,ly=last_tile_hit_y; |
---|
856 | stop(); |
---|
857 | if (old_nxv==0) |
---|
858 | { |
---|
859 | if (old_nyv>0) ret|=BLOCKED_DOWN; |
---|
860 | else if (old_nyv<0) ret|=BLOCKED_UP; |
---|
861 | } else if (old_nyv==0) |
---|
862 | { |
---|
863 | if (old_nxv>0) ret|=BLOCKED_RIGHT; |
---|
864 | else if (old_nxv<0) ret|=BLOCKED_LEFT; |
---|
865 | } else |
---|
866 | { |
---|
867 | int32_t tx=(old_nxv>0 ? 1 : -1),ty=0; |
---|
868 | try_move(x,y,tx,ty,3); |
---|
869 | if (!tx) |
---|
870 | ret|=(old_nxv>0 ? BLOCKED_RIGHT : BLOCKED_LEFT); |
---|
871 | else tx=0; |
---|
872 | |
---|
873 | ty=(old_nyv>0 ? 1 : -1); |
---|
874 | try_move(x,y,tx,ty,3); |
---|
875 | if (!ty) |
---|
876 | ret|=(old_nyv>0 ? BLOCKED_DOWN : BLOCKED_UP); |
---|
877 | |
---|
878 | if (!ret) |
---|
879 | ret|=(old_nyv>0 ? BLOCKED_DOWN : BLOCKED_UP) | (old_nxv>0 ? BLOCKED_RIGHT : BLOCKED_LEFT); |
---|
880 | |
---|
881 | } |
---|
882 | |
---|
883 | void *rlist=NULL; // return list |
---|
884 | p_ref r1(rlist); |
---|
885 | |
---|
886 | if (hit_object) |
---|
887 | { |
---|
888 | push_onto_list(new_lisp_pointer(hit_object),rlist); |
---|
889 | push_onto_list(l_object,rlist); |
---|
890 | } else |
---|
891 | { |
---|
892 | push_onto_list(new_lisp_number(ly),rlist); |
---|
893 | push_onto_list(new_lisp_number(lx),rlist); |
---|
894 | push_onto_list(l_tile,rlist); |
---|
895 | } |
---|
896 | push_onto_list(new_lisp_number(ret),rlist); |
---|
897 | |
---|
898 | return rlist; |
---|
899 | } else return true_symbol; |
---|
900 | } |
---|
901 | return true_symbol; |
---|
902 | } |
---|
903 | |
---|
904 | int game_object::tick() // returns blocked status |
---|
905 | { |
---|
906 | int blocked=0; |
---|
907 | |
---|
908 | int32_t xt=0,yt=2; |
---|
909 | try_move(x,y-2,xt,yt,1); // make sure we are not falling through the floor |
---|
910 | y=y-2+yt; |
---|
911 | |
---|
912 | if (flags()&FLAG_JUST_BLOCKED) |
---|
913 | set_flags(flags()-FLAG_JUST_BLOCKED); |
---|
914 | |
---|
915 | if (gravity() && !floating()) |
---|
916 | { |
---|
917 | int fya; |
---|
918 | if (yacel()>=0) |
---|
919 | fya=sfyacel()+200; |
---|
920 | else |
---|
921 | fya=sfyacel()-200; |
---|
922 | |
---|
923 | set_yacel(yacel()+(fya>>8)); |
---|
924 | set_fyacel(fya&255); |
---|
925 | } |
---|
926 | |
---|
927 | // first let's move the guy acording to his physics |
---|
928 | int32_t xa=xacel(),ya=yacel(),fxa=sfxacel(),fya=sfyacel(); |
---|
929 | if (xa || ya || fxa || fya) |
---|
930 | { |
---|
931 | int fxv=sfxvel(),fyv=sfyvel(); |
---|
932 | fxv+=fxa; fyv+=fya; |
---|
933 | int32_t xv=xvel()+xa+(fxv>>8); |
---|
934 | set_xvel(xvel()+xa+(fxv>>8)); |
---|
935 | set_yvel(yvel()+ya+(fyv>>8)); |
---|
936 | set_fxvel(fxv&0xff); |
---|
937 | set_fyvel(fyv&0xff); |
---|
938 | } |
---|
939 | |
---|
940 | // check to see if this advancement causes him to collide with objects |
---|
941 | int32_t old_vy=yvel(),old_vx=xvel(); // save the correct veloicties |
---|
942 | |
---|
943 | if (old_vx || old_vy) |
---|
944 | { |
---|
945 | int up=0; |
---|
946 | if (yvel()<=0) // if we are going up or a strait across check up and down |
---|
947 | up=2; |
---|
948 | int32_t xv=xvel(),yv=yvel(); |
---|
949 | game_object *h=try_move(x,y,xv,yv,1|up); // now find out what velocity is safe to use |
---|
950 | set_xvel(xv); |
---|
951 | set_yvel(yv); |
---|
952 | x+=xv; |
---|
953 | y+=yv; |
---|
954 | |
---|
955 | if (h && stoppable()) return BLOCKED_LEFT|BLOCKED_RIGHT; |
---|
956 | |
---|
957 | if (xv!=old_vx || yv!=old_vy) // he collided with something |
---|
958 | { |
---|
959 | if (gravity()) // was he going up or down? |
---|
960 | { |
---|
961 | int32_t fall_xv=0,old_fall_vy,fall_vy; |
---|
962 | old_fall_vy=fall_vy=old_vy-yvel(); // make sure he gets all of his yvel |
---|
963 | try_move(x,y,fall_xv,fall_vy,1|up); |
---|
964 | if (old_vy>0 && fall_vy<old_fall_vy) // he was trying to fall, but he hit the ground |
---|
965 | { |
---|
966 | if (old_vy>0) |
---|
967 | { |
---|
968 | blocked|=BLOCKED_DOWN; |
---|
969 | |
---|
970 | if (!xvel() && has_sequence(end_run_jump)) |
---|
971 | { |
---|
972 | set_xvel(old_vx); |
---|
973 | set_state(end_run_jump); |
---|
974 | } |
---|
975 | else set_state(stopped); |
---|
976 | } |
---|
977 | else blocked|=BLOCKED_UP; |
---|
978 | |
---|
979 | |
---|
980 | if (state==run_jump_fall) |
---|
981 | { |
---|
982 | if (has_sequence(running)) |
---|
983 | set_state(running); |
---|
984 | else |
---|
985 | { |
---|
986 | stop_x(); |
---|
987 | set_state(stopped); |
---|
988 | } |
---|
989 | } |
---|
990 | else |
---|
991 | { |
---|
992 | set_yacel(0); |
---|
993 | set_fyacel(0); |
---|
994 | set_yvel(0); |
---|
995 | set_fyvel(0); |
---|
996 | set_gravity(0); |
---|
997 | } |
---|
998 | |
---|
999 | } else |
---|
1000 | { |
---|
1001 | if (old_vy!=0) |
---|
1002 | { |
---|
1003 | int32_t testx=old_vx<0 ? -1 : 1,testy=0; // see if we were stopped left/right |
---|
1004 | // or just up down |
---|
1005 | try_move(x,y,testx,testy,1|up); |
---|
1006 | if (testx==0) // blocked left/right, set flag |
---|
1007 | { |
---|
1008 | if (old_vx<0) |
---|
1009 | blocked|=BLOCKED_LEFT; |
---|
1010 | else |
---|
1011 | blocked|=BLOCKED_RIGHT; |
---|
1012 | } |
---|
1013 | else if (old_vy<0) |
---|
1014 | blocked|=BLOCKED_UP; |
---|
1015 | else if (old_vy>0) |
---|
1016 | blocked|=BLOCKED_DOWN; |
---|
1017 | |
---|
1018 | } else if (old_vx<0) // we can skip left/right test because player wasn't moving up/down |
---|
1019 | blocked|=BLOCKED_LEFT; |
---|
1020 | else |
---|
1021 | blocked|=BLOCKED_RIGHT; |
---|
1022 | |
---|
1023 | set_xvel(0); |
---|
1024 | set_fxvel(0); |
---|
1025 | if (old_vy<0 && fall_vy>0) |
---|
1026 | { |
---|
1027 | set_yvel(yvel()+fall_vy); |
---|
1028 | } else set_yvel(yvel()+fall_vy); |
---|
1029 | } |
---|
1030 | y+=fall_vy; |
---|
1031 | } |
---|
1032 | else // see if we can make him 'climb' the hill |
---|
1033 | { |
---|
1034 | int32_t ox=x,oy=y; // rember orginal position in case climb doesn't work |
---|
1035 | |
---|
1036 | int32_t climb_xvel=0,climb_yvel=-5; // try to move up one pixel to step over the |
---|
1037 | try_move(x,y,climb_xvel,climb_yvel,3); // jutting polygon line |
---|
1038 | y+=climb_yvel; |
---|
1039 | |
---|
1040 | climb_xvel=old_vx-xvel(); |
---|
1041 | climb_yvel=-(abs(climb_xvel)); // now try 45 degree slope |
---|
1042 | try_move(x,y,climb_xvel,climb_yvel,3); |
---|
1043 | |
---|
1044 | if (abs(climb_xvel)>0) // see if he got further by climbing |
---|
1045 | { |
---|
1046 | blocked=blocked&(~(BLOCKED_LEFT|BLOCKED_RIGHT)); |
---|
1047 | x+=climb_xvel; |
---|
1048 | y+=climb_yvel; |
---|
1049 | |
---|
1050 | set_xvel(xvel()+climb_xvel); |
---|
1051 | set_yvel(0); |
---|
1052 | set_fyvel(0); |
---|
1053 | |
---|
1054 | // now put him back on the ground |
---|
1055 | climb_yvel=abs(climb_xvel)+5; // plus one to put him back on the ground |
---|
1056 | climb_xvel=0; |
---|
1057 | try_move(x,y,climb_xvel,climb_yvel,1); |
---|
1058 | if (climb_yvel) |
---|
1059 | y+=climb_yvel; |
---|
1060 | } |
---|
1061 | else |
---|
1062 | { |
---|
1063 | if (old_vx<0) |
---|
1064 | blocked|=BLOCKED_LEFT; |
---|
1065 | else |
---|
1066 | blocked|=BLOCKED_RIGHT; |
---|
1067 | set_state(stopped); // nope, musta hit a wall, stop the poor fella |
---|
1068 | x=ox; |
---|
1069 | y=oy; |
---|
1070 | } |
---|
1071 | |
---|
1072 | } |
---|
1073 | |
---|
1074 | if (xvel()!=old_vx && state!=run_jump_fall && state!=end_run_jump) |
---|
1075 | { |
---|
1076 | set_xacel(0); |
---|
1077 | set_fxacel(0); |
---|
1078 | } |
---|
1079 | } |
---|
1080 | } |
---|
1081 | |
---|
1082 | if (yacel()==0 && !gravity()) // he is not falling, make sure he can't |
---|
1083 | { |
---|
1084 | int32_t nvx=0,nvy=yvel()+12; // check three pixels below for ground |
---|
1085 | try_move(x,y,nvx,nvy,1); |
---|
1086 | if (nvy>11) // if he falls more than 2 pixels, then he falls |
---|
1087 | { |
---|
1088 | if (state!=run_jump_fall) // make him fall |
---|
1089 | { |
---|
1090 | if (has_sequence(run_jump_fall)) |
---|
1091 | set_state(run_jump_fall); |
---|
1092 | set_gravity(1); |
---|
1093 | } |
---|
1094 | } else if (nvy) // if he fells less than 3 pixels then let him descend 'hills' |
---|
1095 | { |
---|
1096 | y+=nvy; |
---|
1097 | blocked|=BLOCKED_DOWN; |
---|
1098 | } |
---|
1099 | } |
---|
1100 | return blocked; |
---|
1101 | } |
---|
1102 | |
---|
1103 | void game_object::defaults() |
---|
1104 | { |
---|
1105 | set_state(state); |
---|
1106 | if (otype!=0xffff) |
---|
1107 | { |
---|
1108 | int s=get_ability(otype,start_hp); |
---|
1109 | if (s!=default_simple.hp()) |
---|
1110 | set_hp(s); |
---|
1111 | } |
---|
1112 | } |
---|
1113 | |
---|
1114 | void game_object::frame_advance() |
---|
1115 | { |
---|
1116 | int ad=current_sequence()->get_advance(current_frame); |
---|
1117 | if (ad && current_level) |
---|
1118 | { |
---|
1119 | int32_t xv; |
---|
1120 | if (direction>0) xv=ad; else xv=-ad; |
---|
1121 | int32_t yv=0; |
---|
1122 | try_move(x,y,xv,yv,3); |
---|
1123 | x+=xv; |
---|
1124 | } |
---|
1125 | } |
---|
1126 | |
---|
1127 | void game_object::set_state(character_state s, int frame_direction) |
---|
1128 | { |
---|
1129 | if (has_sequence(s)) |
---|
1130 | state=s; |
---|
1131 | else state=stopped; |
---|
1132 | |
---|
1133 | current_frame=0; |
---|
1134 | if (frame_direction!=1) |
---|
1135 | set_frame_dir(frame_direction); |
---|
1136 | |
---|
1137 | frame_advance(); |
---|
1138 | } |
---|
1139 | |
---|
1140 | |
---|
1141 | game_object *create(int type, int32_t x, int32_t y, int skip_constructor, int aitype) |
---|
1142 | { |
---|
1143 | game_object *g=new game_object(type,skip_constructor); |
---|
1144 | g->x=x; g->y=y; g->last_x=x; g->last_y=y; |
---|
1145 | if (aitype) |
---|
1146 | g->set_aitype(aitype); |
---|
1147 | if (figures[type]->get_fun(OFUN_CONSTRUCTOR) && !skip_constructor) |
---|
1148 | { |
---|
1149 | game_object *o=current_object; |
---|
1150 | current_object=g; |
---|
1151 | |
---|
1152 | void *m=mark_heap(TMP_SPACE); |
---|
1153 | |
---|
1154 | time_marker *prof1=NULL; |
---|
1155 | if (profiling()) |
---|
1156 | prof1=new time_marker; |
---|
1157 | |
---|
1158 | eval_function((lisp_symbol *)figures[type]->get_fun(OFUN_CONSTRUCTOR),NULL); |
---|
1159 | if (profiling()) |
---|
1160 | { |
---|
1161 | time_marker now; |
---|
1162 | profile_add_time(type,now.diff_time(prof1)); |
---|
1163 | delete prof1; |
---|
1164 | } |
---|
1165 | |
---|
1166 | |
---|
1167 | |
---|
1168 | restore_heap(m,TMP_SPACE); |
---|
1169 | |
---|
1170 | current_object=o; |
---|
1171 | } |
---|
1172 | return g; |
---|
1173 | } |
---|
1174 | |
---|
1175 | int base_size() |
---|
1176 | { |
---|
1177 | return 1+ |
---|
1178 | 1*8+ |
---|
1179 | 2*5+ |
---|
1180 | 4*7; |
---|
1181 | } |
---|
1182 | |
---|
1183 | int game_object::size() |
---|
1184 | { |
---|
1185 | return base_size(); |
---|
1186 | } |
---|
1187 | |
---|
1188 | |
---|
1189 | |
---|
1190 | int game_object::move(int cx, int cy, int button) |
---|
1191 | { |
---|
1192 | int ret=0; |
---|
1193 | |
---|
1194 | if (figures[otype]->get_fun(OFUN_MOVER)) // is a lisp move function defined? |
---|
1195 | { |
---|
1196 | void *lcx,*lcy,*lb; |
---|
1197 | |
---|
1198 | game_object *o=current_object; |
---|
1199 | current_object=this; |
---|
1200 | |
---|
1201 | |
---|
1202 | // make a list of the parameters, and call the lisp function |
---|
1203 | lcx=new_cons_cell(); |
---|
1204 | l_ptr_stack.push(&lcx); |
---|
1205 | ((cons_cell *)lcx)->car=new_lisp_number(cx); |
---|
1206 | |
---|
1207 | lcy=new_cons_cell(); |
---|
1208 | l_ptr_stack.push(&lcy); |
---|
1209 | ((cons_cell *)lcy)->car=new_lisp_number(cy); |
---|
1210 | |
---|
1211 | lb=new_cons_cell(); |
---|
1212 | l_ptr_stack.push(&lb); |
---|
1213 | ((cons_cell *)lb)->car=new_lisp_number(button); |
---|
1214 | |
---|
1215 | |
---|
1216 | ((cons_cell *)lcx)->cdr=lcy; |
---|
1217 | ((cons_cell *)lcy)->cdr=lb; |
---|
1218 | |
---|
1219 | void *m=mark_heap(TMP_SPACE); |
---|
1220 | |
---|
1221 | time_marker *prof1=NULL; |
---|
1222 | if (profiling()) |
---|
1223 | prof1=new time_marker; |
---|
1224 | |
---|
1225 | void *r=eval_function((lisp_symbol *)figures[otype]->get_fun(OFUN_MOVER), |
---|
1226 | (void *)lcx); |
---|
1227 | if (profiling()) |
---|
1228 | { |
---|
1229 | time_marker now; |
---|
1230 | profile_add_time(this->otype,now.diff_time(prof1)); |
---|
1231 | delete prof1; |
---|
1232 | } |
---|
1233 | |
---|
1234 | restore_heap(m,TMP_SPACE); |
---|
1235 | |
---|
1236 | l_ptr_stack.pop(3); |
---|
1237 | if (item_type(r)!=L_NUMBER) |
---|
1238 | { |
---|
1239 | lprint(r); |
---|
1240 | lbreak("Object %s did not return a number from it's mover function!\n" |
---|
1241 | "It should return a number to indicate it's blocked status to the\n" |
---|
1242 | "ai function.",object_names[otype]); |
---|
1243 | } |
---|
1244 | ret|=lnumber_value(r); |
---|
1245 | current_object=o; |
---|
1246 | } |
---|
1247 | else ret|=mover(cx,cy,button); |
---|
1248 | |
---|
1249 | return ret; |
---|
1250 | } |
---|
1251 | |
---|
1252 | int game_object::mover(int cx, int cy, int button) // return false if the route is blocked |
---|
1253 | { |
---|
1254 | if (hp()<=0) |
---|
1255 | return tick(); |
---|
1256 | |
---|
1257 | if (flinch_state(state)) // flinching? don't move |
---|
1258 | cx=cy=button=0; |
---|
1259 | |
---|
1260 | |
---|
1261 | if (cx) // x movement suggested? |
---|
1262 | { |
---|
1263 | if (state==stopped) // see if started moving |
---|
1264 | { |
---|
1265 | if (has_sequence(running)) |
---|
1266 | { |
---|
1267 | if (cx>0) |
---|
1268 | { |
---|
1269 | direction=1; |
---|
1270 | set_xvel(get_ability(type(),run_top_speed)); |
---|
1271 | } |
---|
1272 | else |
---|
1273 | { |
---|
1274 | direction=-1; |
---|
1275 | set_xacel(-get_ability(type(),run_top_speed)); |
---|
1276 | } |
---|
1277 | set_state(running); |
---|
1278 | } |
---|
1279 | } else if (state==run_jump || state==run_jump_fall) |
---|
1280 | { |
---|
1281 | if (cx>0) |
---|
1282 | { |
---|
1283 | direction=1; |
---|
1284 | set_xacel(get_ability(type(),start_accel)); // set the appropriate accel |
---|
1285 | } else |
---|
1286 | { |
---|
1287 | direction=-1; |
---|
1288 | set_xacel(-get_ability(type(),start_accel)); // set the appropriate accel |
---|
1289 | } |
---|
1290 | } |
---|
1291 | else |
---|
1292 | { |
---|
1293 | // turn him around if he pressed the other way, he is not walking so a fast turn |
---|
1294 | // is needed, don't go through the turn sequence |
---|
1295 | if ((cx>0 && direction<0) || (cx<0 && direction>0)) |
---|
1296 | direction=-direction; |
---|
1297 | } |
---|
1298 | } // not pressing left or right, so slow down or stop |
---|
1299 | else if (!gravity() && state!=start_run_jump) |
---|
1300 | { |
---|
1301 | int32_t stop_acel; |
---|
1302 | if (xvel()<0) // he was going left |
---|
1303 | { |
---|
1304 | stop_acel=get_ability(type(),stop_accel); // find out how fast he can slow down |
---|
1305 | if (xvel()+stop_acel>=0) // if this acceleration is enough to stop him |
---|
1306 | { |
---|
1307 | stop_x(); |
---|
1308 | if (!gravity()) |
---|
1309 | set_state(stopped); |
---|
1310 | } else { set_xacel(stop_acel); } |
---|
1311 | } else if (xvel()>0) |
---|
1312 | { |
---|
1313 | stop_acel=-get_ability(type(),stop_accel); |
---|
1314 | if (xvel()+stop_acel<=0) |
---|
1315 | { |
---|
1316 | stop_x(); |
---|
1317 | if (!gravity()) |
---|
1318 | set_state(stopped); |
---|
1319 | } else set_xacel(stop_acel); |
---|
1320 | } else if (!gravity()) // don't stop in the air |
---|
1321 | { |
---|
1322 | set_xacel(0); |
---|
1323 | set_fxacel(0); |
---|
1324 | // Check to see if we should go to stop state |
---|
1325 | if (state==running) |
---|
1326 | set_state(stopped); |
---|
1327 | } |
---|
1328 | } |
---|
1329 | |
---|
1330 | |
---|
1331 | /* if (state==still_jump || state==still_jump_fall || state==end_still_jump) |
---|
1332 | { |
---|
1333 | set_xacel(0); |
---|
1334 | set_fxacel(0); |
---|
1335 | if (xvel()>0) set_xvel(get_ability(type(),jump_top_speed)); |
---|
1336 | else if (xvel()<0) set_xvel(-get_ability(type(),jump_top_speed)); |
---|
1337 | } else if (state==run_jump || state==run_jump_fall || state==end_run_jump) |
---|
1338 | { |
---|
1339 | set_xacel(0); |
---|
1340 | set_fxacel(0); |
---|
1341 | if (xvel()>0) set_xvel(get_ability(type(),jump_top_speed)); |
---|
1342 | else if (xvel()<0) set_xvel(-get_ability(type(),jump_top_speed)); |
---|
1343 | } */ |
---|
1344 | |
---|
1345 | // see if the user said to jump |
---|
1346 | if (cy<0 && !floating() && !gravity()) |
---|
1347 | { |
---|
1348 | set_gravity(1); |
---|
1349 | set_yvel(get_ability(type(),jump_yvel)); |
---|
1350 | // if (cx && has_sequence(run_jump)) |
---|
1351 | set_state(run_jump); |
---|
1352 | if (xvel()!=0) |
---|
1353 | if (direction>0) |
---|
1354 | set_xvel(get_ability(type(),jump_top_speed)); |
---|
1355 | else |
---|
1356 | set_xvel(-get_ability(type(),jump_top_speed)); |
---|
1357 | set_xacel(0); |
---|
1358 | |
---|
1359 | |
---|
1360 | /* if (state==stopped) |
---|
1361 | { |
---|
1362 | if (cx && has_sequence(start_run_jump)) |
---|
1363 | set_state(start_run_jump); |
---|
1364 | else if (has_sequence(start_still_jump)) |
---|
1365 | set_state(start_still_jump); |
---|
1366 | else |
---|
1367 | { |
---|
1368 | |
---|
1369 | } |
---|
1370 | } |
---|
1371 | else if (state==running && has_sequence(run_jump)) |
---|
1372 | { |
---|
1373 | set_state(run_jump); |
---|
1374 | set_yvel(get_ability(type(),jump_yvel)); |
---|
1375 | set_gravity(1); |
---|
1376 | } |
---|
1377 | else if (state==walking || state==turn_around) // if walking check to see if has a |
---|
1378 | { |
---|
1379 | if (has_sequence(start_still_jump)) |
---|
1380 | set_state(start_still_jump); |
---|
1381 | else |
---|
1382 | { |
---|
1383 | set_yvel(get_ability(type(),jump_yvel)); |
---|
1384 | set_gravity(1); |
---|
1385 | if (has_sequence(run_jump)) |
---|
1386 | set_state(run_jump); |
---|
1387 | } |
---|
1388 | } */ |
---|
1389 | } |
---|
1390 | |
---|
1391 | |
---|
1392 | |
---|
1393 | if (state==run_jump && yvel()>0) |
---|
1394 | set_state(run_jump_fall); |
---|
1395 | |
---|
1396 | |
---|
1397 | |
---|
1398 | // if (state!=end_still_jump && state!=end_run_jump) |
---|
1399 | { |
---|
1400 | if (cx>0) |
---|
1401 | set_xacel(get_ability(type(),start_accel)); |
---|
1402 | else if (cx<0) |
---|
1403 | set_xacel(-get_ability(type(),start_accel)); |
---|
1404 | } |
---|
1405 | |
---|
1406 | // make sure they are not going faster than their maximum speed |
---|
1407 | int top_speed; |
---|
1408 | if (state==stopped || state==end_run_jump) |
---|
1409 | top_speed=get_ability(type(),walk_top_speed); |
---|
1410 | else if (state==running) |
---|
1411 | top_speed=get_ability(type(),run_top_speed); |
---|
1412 | else if (state==run_jump || state==run_jump_fall || state==start_run_jump) |
---|
1413 | { |
---|
1414 | top_speed=get_ability(type(),jump_top_speed); |
---|
1415 | if (!cx) top_speed=0; |
---|
1416 | } |
---|
1417 | else top_speed=1000; |
---|
1418 | |
---|
1419 | |
---|
1420 | if (abs(xvel()+xacel())>top_speed) |
---|
1421 | { |
---|
1422 | if (xacel()<0) set_xacel(-top_speed-xvel()); |
---|
1423 | else set_xacel(top_speed-xvel()); |
---|
1424 | } |
---|
1425 | |
---|
1426 | character_state old_state=state; |
---|
1427 | int old_frame=current_frame; |
---|
1428 | int tick_stat=tick(); |
---|
1429 | |
---|
1430 | // if he started to jump and slammed into a wall then make sure he stays in this state |
---|
1431 | // so he can finish the jump |
---|
1432 | if (!tick_stat && (old_state==start_run_jump)) |
---|
1433 | { |
---|
1434 | set_state(old_state); |
---|
1435 | current_frame=old_frame; |
---|
1436 | next_picture(); |
---|
1437 | } |
---|
1438 | |
---|
1439 | return tick_stat; |
---|
1440 | |
---|
1441 | } |
---|
1442 | |
---|
1443 | |
---|
1444 | |
---|
1445 | |
---|
1446 | game_object *game_object::bmove(int &whit, game_object *exclude) |
---|
1447 | { |
---|
1448 | |
---|
1449 | // first let's move the guy acording to his physics |
---|
1450 | int32_t xa=xacel(),ya=yacel(),fxa=sfxacel(),fya=sfyacel(); |
---|
1451 | if (xa || ya || fxa || fya) |
---|
1452 | { |
---|
1453 | int fxv=sfxvel(),fyv=sfyvel(); |
---|
1454 | fxv+=fxa; fyv+=fya; |
---|
1455 | int32_t xv=xvel()+xa+(fxv>>8); |
---|
1456 | set_xvel(xvel()+xa+(fxv>>8)); |
---|
1457 | set_yvel(yvel()+ya+(fyv>>8)); |
---|
1458 | set_fxvel(fxv&0xff); |
---|
1459 | set_fyvel(fyv&0xff); |
---|
1460 | } |
---|
1461 | |
---|
1462 | int32_t ox2,oy2; |
---|
1463 | |
---|
1464 | int32_t nx=x+xvel(),nfx=fx()+fxvel(),ny=y+yvel(),nfy=fy()+fyvel(); |
---|
1465 | nx+=nfx>>8; |
---|
1466 | ny+=nfy>>8; |
---|
1467 | |
---|
1468 | |
---|
1469 | // check to see if this advancement causes him to collide with objects |
---|
1470 | ox2=nx; |
---|
1471 | oy2=ny; // save the correct veloicties |
---|
1472 | |
---|
1473 | current_level->foreground_intersect(x,y,nx,ny); // first see how far we can travel |
---|
1474 | game_object *ret=current_level->all_boundary_setback(exclude,x,y,nx,ny); |
---|
1475 | x=nx; |
---|
1476 | y=ny; |
---|
1477 | set_fx(nfx&0xff); |
---|
1478 | set_fy(nfy&0xff); |
---|
1479 | if (ret) |
---|
1480 | { |
---|
1481 | if (!ret->hurtable()) // object is not hurtable, return as if hit wall. |
---|
1482 | { whit=1; |
---|
1483 | return NULL; |
---|
1484 | } else |
---|
1485 | return ret; |
---|
1486 | } |
---|
1487 | else |
---|
1488 | { |
---|
1489 | whit=(nx!=ox2 || ny!=oy2); |
---|
1490 | return NULL; |
---|
1491 | } |
---|
1492 | } |
---|
1493 | |
---|
1494 | |
---|
1495 | |
---|
1496 | int object_to_number_in_list(game_object *who, object_node *list) |
---|
1497 | { |
---|
1498 | int x=1; |
---|
1499 | while (list) |
---|
1500 | { |
---|
1501 | if (who==list->me) return x; |
---|
1502 | else list=list->next; |
---|
1503 | x++; |
---|
1504 | } |
---|
1505 | return 0; |
---|
1506 | } |
---|
1507 | |
---|
1508 | game_object *number_to_object_in_list(int32_t x, object_node *list) |
---|
1509 | { |
---|
1510 | if (!x) return NULL; x--; |
---|
1511 | while (x && list) { list=list->next; x--; } |
---|
1512 | if (list) return list->me; |
---|
1513 | else return NULL; |
---|
1514 | } |
---|
1515 | |
---|
1516 | |
---|
1517 | void delete_object_list(object_node *first) |
---|
1518 | { |
---|
1519 | while (first) |
---|
1520 | { |
---|
1521 | object_node *n=first; |
---|
1522 | first=first->next; |
---|
1523 | delete n; |
---|
1524 | } |
---|
1525 | } |
---|
1526 | |
---|
1527 | |
---|
1528 | int32_t object_list_length(object_node *list) |
---|
1529 | { |
---|
1530 | int32_t x=0; |
---|
1531 | while (list) { list=list->next; x++; } |
---|
1532 | return x; |
---|
1533 | |
---|
1534 | } |
---|
1535 | |
---|
1536 | |
---|
1537 | |
---|
1538 | game_object::game_object(int Type, int load) |
---|
1539 | { |
---|
1540 | if (Type<0xffff) |
---|
1541 | { |
---|
1542 | int t=figures[Type]->tv; |
---|
1543 | if (t) |
---|
1544 | { |
---|
1545 | lvars=(int32_t *)jmalloc(t*4,"object vars"); |
---|
1546 | memset(lvars,0,t*4); |
---|
1547 | } |
---|
1548 | else lvars=NULL; |
---|
1549 | } else lvars=NULL; |
---|
1550 | |
---|
1551 | otype=Type; |
---|
1552 | if (!load) defaults(); |
---|
1553 | } |
---|
1554 | |
---|
1555 | |
---|
1556 | int game_object::reduced_state() |
---|
1557 | { |
---|
1558 | int32_t x=0; |
---|
1559 | for (int i=0;i<figures[otype]->ts;i++) |
---|
1560 | { |
---|
1561 | if (i==state) return x; |
---|
1562 | else |
---|
1563 | if (figures[otype]->seq[i]) x++; |
---|
1564 | } |
---|
1565 | return 0; |
---|
1566 | } |
---|
1567 | |
---|
1568 | |
---|
1569 | void game_object::change_aitype(int new_type) |
---|
1570 | { |
---|
1571 | set_aitype(new_type); |
---|
1572 | if (otype<0xffff) |
---|
1573 | { |
---|
1574 | void *f=figures[otype]->get_fun(OFUN_CHANGE_TYPE); |
---|
1575 | if (f) |
---|
1576 | { |
---|
1577 | game_object *o=current_object; |
---|
1578 | current_object=(game_object *)this; |
---|
1579 | |
---|
1580 | time_marker *prof1=NULL; |
---|
1581 | if (profiling()) |
---|
1582 | prof1=new time_marker; |
---|
1583 | |
---|
1584 | eval_user_fun((lisp_symbol *)f,NULL); |
---|
1585 | |
---|
1586 | if (profiling()) |
---|
1587 | { |
---|
1588 | time_marker now; |
---|
1589 | profile_add_time(this->otype,now.diff_time(prof1)); |
---|
1590 | delete prof1; |
---|
1591 | } |
---|
1592 | |
---|
1593 | |
---|
1594 | current_object=o; |
---|
1595 | } |
---|
1596 | } |
---|
1597 | } |
---|
1598 | |
---|
1599 | |
---|
1600 | void game_object::change_type(int new_type) |
---|
1601 | { |
---|
1602 | if (lvars) jfree(lvars); // free old variable |
---|
1603 | |
---|
1604 | if (otype<0xffff) |
---|
1605 | { |
---|
1606 | int t=figures[new_type]->tv; |
---|
1607 | if (t) |
---|
1608 | { |
---|
1609 | lvars=(int32_t *)jmalloc(t*4,"object vars"); |
---|
1610 | memset(lvars,0,t*4); |
---|
1611 | } |
---|
1612 | else lvars=NULL; |
---|
1613 | } else return; |
---|
1614 | otype=new_type; |
---|
1615 | |
---|
1616 | if (figures[new_type]->get_fun(OFUN_CONSTRUCTOR)) |
---|
1617 | { |
---|
1618 | game_object *o=current_object; |
---|
1619 | current_object=this; |
---|
1620 | |
---|
1621 | void *m=mark_heap(TMP_SPACE); |
---|
1622 | |
---|
1623 | time_marker *prof1=NULL; |
---|
1624 | if (profiling()) |
---|
1625 | prof1=new time_marker; |
---|
1626 | |
---|
1627 | eval_function((lisp_symbol *)figures[new_type]->get_fun(OFUN_CONSTRUCTOR),NULL); |
---|
1628 | if (profiling()) |
---|
1629 | { |
---|
1630 | time_marker now; |
---|
1631 | profile_add_time(otype,now.diff_time(prof1)); |
---|
1632 | delete prof1; |
---|
1633 | } |
---|
1634 | |
---|
1635 | |
---|
1636 | restore_heap(m,TMP_SPACE); |
---|
1637 | |
---|
1638 | current_object=o; |
---|
1639 | } |
---|
1640 | } |
---|