1 | /* |
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2 | * Abuse - dark 2D side-scrolling platform game |
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3 | * Copyright (c) 1995 Crack dot Com |
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4 | * Copyright (c) 2005-2011 Sam Hocevar <sam@hocevar.net> |
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5 | * |
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6 | * This software was released into the Public Domain. As with most public |
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7 | * domain software, no warranty is made or implied by Crack dot Com or |
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8 | * Jonathan Clark. |
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9 | */ |
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10 | |
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11 | #include "config.h" |
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12 | |
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13 | #include "common.h" |
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14 | |
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15 | #include "timage.h" |
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16 | #include "objects.h" |
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17 | #include "chars.h" |
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18 | |
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19 | #include "game.h" |
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20 | #include "intsect.h" |
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21 | #include "ability.h" |
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22 | #include "lisp.h" |
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23 | #include "jrand.h" |
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24 | #include "light.h" |
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25 | #include "dprint.h" |
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26 | #include "clisp.h" |
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27 | #include "lisp_gc.h" |
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28 | #include "profile.h" |
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29 | |
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30 | #ifdef SCADALISP |
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31 | #define LCAR(x) CAR(x) |
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32 | #define LCDR(x) CDR(x) |
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33 | #else |
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34 | #define LCAR(x) (x)->car |
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35 | #define LCDR(x) (x)->cdr |
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36 | #endif /* SCADALISP */ |
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37 | |
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38 | char **object_names; |
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39 | int total_objects; |
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40 | game_object *current_object; |
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41 | view *current_view; |
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42 | |
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43 | game_object *game_object::copy() |
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44 | { |
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45 | game_object *o=create(otype,x,y); |
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46 | o->state=state; |
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47 | int i=0; |
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48 | for (; i<TOTAL_OBJECT_VARS; i++) |
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49 | o->set_var(i,get_var(i)); |
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50 | memcpy(o->lvars,lvars,4*figures[otype]->tv); |
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51 | for (i=0; i<total_objects(); i++) |
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52 | o->add_object(get_object(i)); |
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53 | for (i=0; i<total_lights(); i++) |
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54 | o->add_light(get_light(i)); |
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55 | return o; |
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56 | } |
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57 | |
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58 | int simple_object::total_vars() { return TOTAL_OBJECT_VARS; } |
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59 | |
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60 | |
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61 | obj_desc object_descriptions[TOTAL_OBJECT_VARS] = |
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62 | { |
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63 | { "fade_dir", RC_8 }, |
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64 | { "frame_dir", RC_8 }, |
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65 | { "direction", RC_8 }, |
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66 | { "gravity_on", RC_8 }, |
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67 | { "fade_count", RC_8 }, |
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68 | |
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69 | { "fade_max", RC_8 }, |
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70 | { "active", RC_8 }, |
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71 | { "flags", RC_8 }, |
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72 | { "aitype", RC_8 }, |
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73 | { "xvel", RC_32 }, |
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74 | |
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75 | { "fxvel", RC_8 }, |
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76 | { "yvel", RC_32 }, |
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77 | { "fyvel", RC_8 }, |
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78 | { "xacel", RC_32 }, |
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79 | { "fxacel", RC_8 }, |
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80 | |
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81 | { "yacel", RC_32 }, |
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82 | { "fyacel", RC_8 }, |
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83 | { "x", RC_32 }, |
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84 | { "fx", RC_8 }, |
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85 | { "y", RC_32 }, |
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86 | |
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87 | { "fy", RC_8 }, |
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88 | { "hp", RC_16 }, |
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89 | { "mp", RC_16 }, |
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90 | { "fmp", RC_16 }, |
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91 | { "cur_frame", RC_16 }, |
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92 | |
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93 | { "aistate", RC_16 }, |
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94 | { "aistate_time", RC_16 }, |
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95 | { "targetable", RC_8 } |
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96 | }; |
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97 | |
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98 | int32_t game_object::get_var_by_name(char *name, int &error) |
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99 | { |
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100 | error=0; |
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101 | int i=0; |
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102 | for (; i<TOTAL_OBJECT_VARS; i++) |
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103 | { |
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104 | if (!strcmp(object_descriptions[i].name,name)) |
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105 | return get_var(i); |
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106 | } |
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107 | |
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108 | for (i=0; i<figures[otype]->tiv; i++) |
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109 | { |
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110 | if (!strcmp(lstring_value(((LSymbol *)figures[otype]->vars[i])->GetName()),name)) |
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111 | { |
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112 | return lvars[figures[otype]->var_index[i]]; |
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113 | /* LObjectVar *cobj=(LObjectVar *)symbol_value(figures[otype]->vars[i]); |
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114 | character_type *t=figures[otype]; |
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115 | int number=cobj->number; |
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116 | if (t->tiv<=number || !t->vars[number]) |
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117 | { |
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118 | lbreak("access : variable does not exsist for this class\n"); |
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119 | return 0; |
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120 | } |
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121 | return lvars[t->var_index[number]]; */ |
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122 | } |
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123 | } |
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124 | error=1; |
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125 | return 0; |
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126 | } |
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127 | |
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128 | int game_object::set_var_by_name(char *name, int32_t value) |
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129 | { |
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130 | int i=0; |
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131 | for (; i<TOTAL_OBJECT_VARS; i++) |
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132 | { |
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133 | if (!strcmp(object_descriptions[i].name,name)) |
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134 | { |
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135 | set_var(i,value); |
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136 | return 1; |
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137 | } |
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138 | } |
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139 | for (i=0; i<figures[otype]->tiv; i++) |
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140 | if (!strcmp(lstring_value(((LSymbol *)figures[otype]->vars[i])->GetName()),name)) |
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141 | { |
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142 | lvars[figures[otype]->var_index[i]]=value; |
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143 | return 1; |
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144 | } |
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145 | return 0; |
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146 | } |
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147 | |
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148 | |
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149 | char const *simple_object::var_name(int x) |
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150 | { |
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151 | return object_descriptions[x].name; |
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152 | } |
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153 | |
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154 | int simple_object::var_type(int x) |
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155 | { |
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156 | return object_descriptions[x].type; |
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157 | } |
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158 | |
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159 | |
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160 | void simple_object::set_var(int xx, uint32_t v) |
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161 | { |
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162 | switch (xx) |
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163 | { |
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164 | case 0 : set_fade_dir(v); break; |
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165 | case 1 : set_frame_dir(v); break; |
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166 | case 2 : direction=v; break; |
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167 | case 3 : set_gravity(v); break; |
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168 | case 4 : set_fade_count(v); break; |
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169 | case 5 : set_fade_max(v); break; |
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170 | case 6 : active=v; break; |
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171 | case 7 : set_flags(v); break; |
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172 | case 8 : set_aitype(v); break; |
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173 | case 9 : set_xvel(v); break; |
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174 | |
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175 | case 10 : set_fxvel(v); break; |
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176 | case 11 : set_yvel(v); break; |
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177 | case 12 : set_fyvel(v); break; |
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178 | case 13 : set_xacel(v); break; |
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179 | case 14 : set_fxacel(v); break; |
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180 | |
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181 | case 15 : set_yacel(v); break; |
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182 | case 16 : set_fyacel(v); break; |
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183 | case 17 : x=v; break; |
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184 | case 18 : set_fx(v); break; |
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185 | case 19 : y=v; break; |
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186 | |
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187 | case 20 : set_fy(v); break; |
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188 | case 21 : set_hp(v); break; |
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189 | case 22 : set_mp(v); break; |
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190 | case 23 : set_fmp(v); break; |
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191 | |
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192 | case 24 : current_frame=v; break; |
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193 | case 25 : set_aistate(v); break; |
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194 | |
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195 | case 26 : set_aistate_time(v); break; |
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196 | case 27 : set_targetable(v); break; |
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197 | } |
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198 | } |
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199 | |
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200 | int32_t simple_object::get_var(int xx) |
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201 | { |
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202 | switch (xx) |
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203 | { |
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204 | case 0 : return fade_dir(); break; |
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205 | case 1 : return frame_dir(); break; |
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206 | case 2 : return direction; break; |
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207 | case 3 : return gravity(); break; |
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208 | case 4 : return fade_count(); break; |
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209 | case 5 : return fade_max(); break; |
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210 | case 6 : return active; break; |
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211 | case 7 : return flags(); break; |
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212 | case 8 : return aitype(); break; |
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213 | case 9 : return xvel(); break; |
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214 | case 10 : return fxvel(); break; |
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215 | |
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216 | case 11 : return yvel(); break; |
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217 | case 12 : return fyvel(); break; |
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218 | |
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219 | case 13 : return xacel(); break; |
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220 | case 14 : return fxacel(); break; |
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221 | |
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222 | case 15 : return yacel(); break; |
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223 | case 16 : return fyacel(); break; |
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224 | |
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225 | case 17 : return x; break; |
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226 | case 18 : return fx(); break; |
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227 | |
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228 | case 19 : return y; break; |
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229 | case 20 : return fy(); break; |
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230 | |
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231 | case 21 : return hp(); break; |
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232 | case 22 : return mp(); break; |
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233 | case 23 : return fmp(); break; |
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234 | |
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235 | case 24 : return current_frame; break; |
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236 | case 25 : return aistate(); break; |
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237 | case 26 : return aistate_time(); break; |
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238 | case 27 : return targetable(); |
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239 | } |
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240 | return 0; |
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241 | } |
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242 | |
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243 | |
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244 | |
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245 | |
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246 | int RC_type_size(int type) |
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247 | { |
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248 | switch (type) |
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249 | { |
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250 | case RC_8 : |
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251 | { return 1; } break; |
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252 | case RC_16 : |
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253 | { return 2; } break; |
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254 | case RC_32 : |
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255 | { return 4; } break; |
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256 | } |
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257 | CHECK(0); |
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258 | return 1; |
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259 | } |
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260 | |
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261 | void game_object::reload_notify() |
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262 | { |
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263 | void *ns=figures[otype]->get_fun(OFUN_RELOAD); |
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264 | if (ns) |
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265 | { |
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266 | game_object *o=current_object; |
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267 | current_object=this; |
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268 | |
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269 | void *m=mark_heap(TMP_SPACE); |
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270 | ((LSymbol *)ns)->EvalFunction(NULL); |
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271 | restore_heap(m,TMP_SPACE); |
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272 | |
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273 | current_object=o; |
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274 | } |
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275 | } |
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276 | |
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277 | void game_object::next_sequence() |
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278 | { |
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279 | void *ns = figures[otype]->get_fun( OFUN_NEXT_STATE ); |
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280 | if( ns ) |
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281 | { |
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282 | current_object = this; |
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283 | void *m = mark_heap( TMP_SPACE ); |
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284 | ((LSymbol *)ns)->EvalFunction(NULL); |
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285 | restore_heap( m, TMP_SPACE ); |
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286 | } |
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287 | else |
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288 | { |
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289 | switch( state ) |
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290 | { |
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291 | case dieing: |
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292 | { |
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293 | set_state( dead ); |
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294 | } break; |
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295 | case end_run_jump: |
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296 | { |
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297 | set_state( running ); |
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298 | } break; |
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299 | case dead: |
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300 | case run_jump: |
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301 | case run_jump_fall: |
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302 | case running: |
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303 | { |
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304 | set_state(state); |
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305 | } break; |
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306 | case start_run_jump: |
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307 | { |
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308 | set_yvel(get_ability(type(),jump_yvel)); |
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309 | if( xvel() > 0 ) |
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310 | set_xvel(get_ability(type(),jump_xvel)); |
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311 | else if( xvel() < 0 ) |
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312 | set_xvel(-get_ability(type(),jump_xvel)); |
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313 | set_xacel(0); |
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314 | set_fxacel(0); |
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315 | set_gravity(1); |
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316 | set_state(run_jump); |
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317 | } break; |
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318 | case flinch_up: |
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319 | case flinch_down: |
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320 | { |
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321 | if( gravity() ) |
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322 | { |
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323 | if( has_sequence( end_run_jump ) ) |
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324 | set_state(end_run_jump); |
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325 | else |
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326 | set_state(stopped); |
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327 | } |
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328 | else |
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329 | { |
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330 | set_state(stopped); |
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331 | } |
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332 | } break; |
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333 | |
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334 | default: |
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335 | { |
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336 | set_state(stopped); |
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337 | } break; |
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338 | } |
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339 | } |
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340 | } |
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341 | |
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342 | |
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343 | |
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344 | game_object::~game_object() |
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345 | { |
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346 | if (lvars) free(lvars); |
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347 | clean_up(); |
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348 | } |
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349 | |
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350 | void game_object::add_power(int amount) |
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351 | { |
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352 | int max_power=lnumber_value(symbol_value(l_max_power)); |
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353 | int n=mp()+amount; |
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354 | if (n<0) n=0; |
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355 | if (n>max_power) n=max_power; |
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356 | set_mp(n); |
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357 | } |
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358 | |
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359 | void game_object::add_hp(int amount) |
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360 | { |
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361 | if (controller() && controller()->god) return ; |
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362 | int max_hp=lnumber_value(symbol_value(l_max_hp)); |
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363 | int n=hp()+amount; |
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364 | if (n<0) n=0; |
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365 | if (n>max_hp) |
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366 | n=max_hp; |
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367 | set_hp(n); |
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368 | } |
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369 | |
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370 | int game_object::can_morph_into(int type) |
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371 | { |
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372 | if (type!=otype && mp()>=figures[type]->morph_power) |
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373 | return 1; |
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374 | else return 0; |
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375 | } |
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376 | |
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377 | void game_object::morph_into(int type, void (*stat_fun)(int), int anneal, int frames) |
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378 | { |
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379 | set_morph_status(new morph_char(this,type,stat_fun,anneal,frames)); |
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380 | otype=type; |
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381 | set_state(stopped); |
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382 | } |
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383 | |
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384 | void game_object::draw_above(view *v) |
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385 | { |
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386 | int32_t x1,y1,x2,y2,sy1,sy2,sx,i; |
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387 | picture_space(x1,y1,x2,y2); |
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388 | |
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389 | the_game->game_to_mouse(x1,y1,v,sx,sy2); |
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390 | if (sy2>=v->cy1) |
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391 | { |
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392 | int32_t draw_to=y1-(sy2-v->cy1),tmp=x; |
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393 | current_level->foreground_intersect(x,y1,tmp,draw_to); |
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394 | the_game->game_to_mouse(x1,draw_to,v,i,sy1); // calculate sy1 |
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395 | |
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396 | sy1 = Max(v->cy1, sy1); |
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397 | sy2 = Min(v->cy2, sy2); |
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398 | trans_image *p=picture(); |
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399 | |
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400 | for (i=sy1; i<=sy2; i++) |
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401 | p->put_scan_line(screen,sx,i,0); |
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402 | } |
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403 | } |
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404 | |
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405 | int game_object::push_range() |
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406 | { |
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407 | return get_ability(otype,push_xrange); |
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408 | } |
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409 | |
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410 | int game_object::decide() |
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411 | { |
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412 | if (figures[otype]->get_fun(OFUN_AI)) |
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413 | { |
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414 | int old_aistate; |
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415 | old_aistate=aistate(); |
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416 | |
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417 | current_object=this; |
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418 | void *m=mark_heap(TMP_SPACE); |
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419 | |
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420 | time_marker *prof1=NULL; |
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421 | if (profiling()) |
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422 | prof1=new time_marker; |
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423 | |
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424 | LObject *ret = ((LSymbol *)figures[otype]->get_fun(OFUN_AI))->EvalFunction(NULL); |
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425 | if (profiling()) |
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426 | { |
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427 | time_marker now; |
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428 | profile_add_time(this->otype,now.diff_time(prof1)); |
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429 | delete prof1; |
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430 | } |
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431 | |
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432 | restore_heap(m,TMP_SPACE); |
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433 | |
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434 | if (keep_ai_info()) |
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435 | { |
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436 | if (aistate()!=old_aistate) |
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437 | set_aistate_time(0); |
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438 | else set_aistate_time(aistate_time()+1); |
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439 | } |
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440 | if (!NILP(ret)) return 1; |
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441 | else return 0; |
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442 | } |
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443 | else move(0,0,0); |
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444 | return 1; |
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445 | } |
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446 | |
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447 | // collision checking will ask first to see if you |
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448 | int game_object::can_hurt(game_object *who) |
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449 | { |
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450 | int is_attacker = current_level->is_attacker(this); |
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451 | |
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452 | // it's you against them! Damage only if it you are attacking or they are |
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453 | // attacking you, ie. don't let them hurt themselves. This can change if |
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454 | // you override this virtual function |
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455 | |
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456 | if(who->hurtable() |
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457 | && ((_team == -1) || (_team != who->get_team())) |
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458 | && (is_attacker || current_level->is_attacker(who) || hurt_all())) |
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459 | return 1; |
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460 | |
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461 | return 0; |
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462 | } |
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463 | |
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464 | void game_object::note_attack(game_object *whom) |
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465 | { |
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466 | return; // nevermind |
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467 | } |
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468 | |
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469 | void game_object::do_flinch(game_object *from) |
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470 | { |
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471 | if (jrandom(2) && has_sequence(flinch_down)) |
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472 | set_state(flinch_down); |
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473 | else if (has_sequence(flinch_up)) |
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474 | set_state(flinch_up); |
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475 | } |
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476 | |
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477 | |
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478 | void game_object::do_damage(int amount, game_object *from, int32_t hitx, int32_t hity, |
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479 | int32_t push_xvel, int32_t push_yvel) |
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480 | { |
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481 | // No friendly fire |
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482 | if((_team != -1) && (_team == from->get_team())) |
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483 | return; |
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484 | |
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485 | void *d=figures[otype]->get_fun(OFUN_DAMAGE); |
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486 | if (d) |
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487 | { |
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488 | LList *am, *frm, *hx, *hy, *px, *py; |
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489 | game_object *o = current_object; |
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490 | current_object = this; |
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491 | |
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492 | void *m = mark_heap(TMP_SPACE); |
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493 | |
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494 | am = LList::Create(); |
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495 | PtrRef r1(am); |
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496 | am->car = LNumber::Create(amount); |
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497 | |
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498 | frm = LList::Create(); |
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499 | PtrRef r2(frm); |
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500 | frm->car = LPointer::Create(from); |
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501 | |
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502 | hx = LList::Create(); |
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503 | PtrRef r3(hx); |
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504 | hx->car = LNumber::Create(hitx); |
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505 | |
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506 | hy = LList::Create(); |
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507 | PtrRef r4(hy); |
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508 | hy->car = LNumber::Create(hity); |
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509 | |
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510 | px = LList::Create(); |
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511 | PtrRef r5(px); |
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512 | px->car = LNumber::Create(push_xvel); |
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513 | |
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514 | py = LList::Create(); |
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515 | PtrRef r6(py); |
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516 | py->car = LNumber::Create(push_yvel); |
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517 | |
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518 | px->cdr = py; |
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519 | hy->cdr = px; |
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520 | hx->cdr = hy; |
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521 | frm->cdr = hx; |
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522 | am->cdr = frm; |
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523 | |
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524 | time_marker *prof1 = NULL; |
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525 | if (profiling()) |
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526 | prof1 = new time_marker; |
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527 | |
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528 | ((LSymbol *)d)->EvalUserFunction(am); |
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529 | if (profiling()) |
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530 | { |
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531 | time_marker now; |
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532 | profile_add_time(this->otype, now.diff_time(prof1)); |
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533 | delete prof1; |
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534 | } |
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535 | |
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536 | restore_heap(m, TMP_SPACE); |
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537 | |
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538 | current_object = o; |
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539 | } else damage_fun(amount,from,hitx,hity,push_xvel,push_yvel); |
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540 | #ifdef SCADALISP |
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541 | ENDLOCAL(); |
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542 | #endif |
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543 | } |
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544 | |
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545 | void game_object::damage_fun(int amount, game_object *from, int32_t hitx, int32_t hity, |
---|
546 | int32_t push_xvel, int32_t push_yvel) |
---|
547 | { |
---|
548 | if (!hurtable() || !alive()) return ; |
---|
549 | |
---|
550 | add_hp(-amount); |
---|
551 | set_flags(flags()|FLAG_JUST_HIT); |
---|
552 | do_flinch(from); |
---|
553 | |
---|
554 | |
---|
555 | set_xvel(xvel()+push_xvel); |
---|
556 | if (push_yvel<0 && !gravity()) |
---|
557 | set_gravity(1); |
---|
558 | set_yvel(yvel()+push_yvel); |
---|
559 | |
---|
560 | view *c=controller(); |
---|
561 | if (c && hp()<=0) |
---|
562 | { |
---|
563 | view *v=from->controller(); |
---|
564 | if (v) v->kills++; // attack from another player? |
---|
565 | else if (from->total_objects()>0) |
---|
566 | { |
---|
567 | v=from->get_object(0)->controller(); // weapon from another player? |
---|
568 | if (v && v!=c) v->kills++; |
---|
569 | else |
---|
570 | { |
---|
571 | v=c; // suicide |
---|
572 | if (v) v->kills--; |
---|
573 | } |
---|
574 | } |
---|
575 | } |
---|
576 | } |
---|
577 | |
---|
578 | |
---|
579 | |
---|
580 | int game_object::facing_attacker(int attackerx) |
---|
581 | { |
---|
582 | return ((attackerx<x && direction<0) || (attackerx>=x && direction>0)); |
---|
583 | |
---|
584 | } |
---|
585 | |
---|
586 | |
---|
587 | void game_object::picture_space(int32_t &x1, int32_t &y1,int32_t &x2, int32_t &y2) |
---|
588 | { |
---|
589 | int xc=x_center(),w=picture()->width(),h=picture()->height(); |
---|
590 | if (direction>0) |
---|
591 | x1=x-xc; |
---|
592 | else x1=x-(w-xc-1); |
---|
593 | x2=x1+w-1; |
---|
594 | y1=y-h+1; |
---|
595 | y2=y; |
---|
596 | } |
---|
597 | |
---|
598 | |
---|
599 | int game_object::next_picture() |
---|
600 | { |
---|
601 | int ret=1; |
---|
602 | if (frame_dir()>0) |
---|
603 | { |
---|
604 | if (!current_sequence()->next_frame(current_frame)) |
---|
605 | { |
---|
606 | next_sequence(); |
---|
607 | ret=0; |
---|
608 | } |
---|
609 | } |
---|
610 | else |
---|
611 | { |
---|
612 | if (!current_sequence()->last_frame(current_frame)) |
---|
613 | { |
---|
614 | next_sequence(); |
---|
615 | ret=0; |
---|
616 | } |
---|
617 | } |
---|
618 | frame_advance(); |
---|
619 | return ret; |
---|
620 | } |
---|
621 | |
---|
622 | |
---|
623 | int32_t game_object::x_center() |
---|
624 | { |
---|
625 | return current_sequence()->x_center(current_frame); |
---|
626 | } |
---|
627 | |
---|
628 | |
---|
629 | void game_object::draw() |
---|
630 | { |
---|
631 | if (figures[otype]->get_fun(OFUN_DRAW)) |
---|
632 | { |
---|
633 | current_object=this; |
---|
634 | |
---|
635 | void *m=mark_heap(TMP_SPACE); |
---|
636 | time_marker *prof1=NULL; |
---|
637 | if (profiling()) |
---|
638 | prof1=new time_marker; |
---|
639 | |
---|
640 | ((LSymbol *)figures[otype]->get_fun(OFUN_DRAW))->EvalFunction(NULL); |
---|
641 | if (profiling()) |
---|
642 | { |
---|
643 | time_marker now; |
---|
644 | profile_add_time(this->otype,now.diff_time(prof1)); |
---|
645 | delete prof1; |
---|
646 | } |
---|
647 | |
---|
648 | |
---|
649 | |
---|
650 | restore_heap(m,TMP_SPACE); |
---|
651 | |
---|
652 | } else drawer(); |
---|
653 | } |
---|
654 | |
---|
655 | |
---|
656 | void game_object::map_draw() |
---|
657 | { |
---|
658 | if (figures[otype]->get_fun(OFUN_MAP_DRAW)) |
---|
659 | { |
---|
660 | current_object=this; |
---|
661 | |
---|
662 | void *m=mark_heap(TMP_SPACE); |
---|
663 | time_marker *prof1=NULL; |
---|
664 | if (profiling()) |
---|
665 | prof1=new time_marker; |
---|
666 | |
---|
667 | ((LSymbol *)figures[otype]->get_fun(OFUN_MAP_DRAW))->EvalFunction(NULL); |
---|
668 | if (profiling()) |
---|
669 | { |
---|
670 | time_marker now; |
---|
671 | profile_add_time(this->otype,now.diff_time(prof1)); |
---|
672 | delete prof1; |
---|
673 | } |
---|
674 | |
---|
675 | restore_heap(m,TMP_SPACE); |
---|
676 | |
---|
677 | } |
---|
678 | } |
---|
679 | |
---|
680 | void game_object::draw_trans(int count, int max) |
---|
681 | { |
---|
682 | trans_image *cpict=picture(); |
---|
683 | cpict->put_fade(screen, |
---|
684 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
685 | y-cpict->height()+1-current_vyadd, |
---|
686 | count,max, |
---|
687 | color_table,the_game->current_palette()); |
---|
688 | } |
---|
689 | |
---|
690 | |
---|
691 | void game_object::draw_tint(int tint_id) |
---|
692 | { |
---|
693 | trans_image *cpict=picture(); |
---|
694 | if (fade_count()) |
---|
695 | cpict->put_fade_tint(screen, |
---|
696 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
697 | y-cpict->height()+1-current_vyadd, |
---|
698 | fade_count(),fade_max(), |
---|
699 | cache.ctint(tint_id)->data, |
---|
700 | color_table,the_game->current_palette()); |
---|
701 | |
---|
702 | |
---|
703 | else |
---|
704 | cpict->put_remaped(screen, |
---|
705 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
706 | y-cpict->height()+1-current_vyadd, |
---|
707 | cache.ctint(tint_id)->data); |
---|
708 | } |
---|
709 | |
---|
710 | |
---|
711 | void game_object::draw_double_tint(int tint_id, int tint2) |
---|
712 | { |
---|
713 | trans_image *cpict=picture(); |
---|
714 | if (fade_count()) |
---|
715 | cpict->put_fade_tint(screen, |
---|
716 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
717 | y-cpict->height()+1-current_vyadd, |
---|
718 | fade_count(),fade_max(), |
---|
719 | cache.ctint(tint_id)->data, |
---|
720 | color_table,the_game->current_palette()); |
---|
721 | |
---|
722 | |
---|
723 | else |
---|
724 | cpict->put_double_remaped(screen, |
---|
725 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
726 | y-cpict->height()+1-current_vyadd, |
---|
727 | cache.ctint(tint_id)->data, |
---|
728 | cache.ctint(tint2)->data); |
---|
729 | } |
---|
730 | |
---|
731 | |
---|
732 | |
---|
733 | void game_object::draw_predator() |
---|
734 | { |
---|
735 | trans_image *cpict=picture(); |
---|
736 | cpict->put_predator(screen, |
---|
737 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
738 | y-cpict->height()+1-current_vyadd); |
---|
739 | |
---|
740 | } |
---|
741 | |
---|
742 | void game_object::drawer() |
---|
743 | { |
---|
744 | if (morph_status()) |
---|
745 | { |
---|
746 | morph_status()->draw(this,current_view); |
---|
747 | if (morph_status()->frames_left()<1) |
---|
748 | set_morph_status(NULL); |
---|
749 | } |
---|
750 | else |
---|
751 | { |
---|
752 | //view *v=controller(); |
---|
753 | |
---|
754 | if (fade_count()) |
---|
755 | draw_trans(fade_count(),fade_max()); |
---|
756 | else |
---|
757 | { |
---|
758 | trans_image *cpict=picture(); |
---|
759 | cpict->put_image(screen, |
---|
760 | (direction<0 ? x-(cpict->width()-x_center()-1) : x-x_center())-current_vxadd, |
---|
761 | y-cpict->height()+1-current_vyadd); |
---|
762 | } |
---|
763 | } |
---|
764 | } |
---|
765 | |
---|
766 | game_object *game_object::try_move(int32_t x, int32_t y, int32_t &xv, int32_t &yv, int checks) |
---|
767 | { |
---|
768 | if (xv || yv) // make sure they are suggesting movement |
---|
769 | { |
---|
770 | game_object *who1=NULL,*who2=NULL; // who did we intersect? |
---|
771 | int32_t x2,y2,h; |
---|
772 | |
---|
773 | if (checks&1) |
---|
774 | { |
---|
775 | x2=x+xv; |
---|
776 | y2=y+yv; |
---|
777 | current_level->foreground_intersect(x,y,x2,y2); |
---|
778 | if (!stoppable()) |
---|
779 | who1=current_level->boundary_setback(this,x,y,x2,y2); |
---|
780 | else |
---|
781 | who1=current_level->all_boundary_setback(this,x,y,x2,y2); |
---|
782 | xv=x2-x; |
---|
783 | yv=y2-y; |
---|
784 | } |
---|
785 | |
---|
786 | |
---|
787 | if (checks&2) |
---|
788 | { |
---|
789 | h=picture()->height(); |
---|
790 | x2=x+xv; |
---|
791 | y2=y-h+1+yv; |
---|
792 | current_level->foreground_intersect(x,y-h+1,x2,y2); |
---|
793 | if (!stoppable()) |
---|
794 | who2=current_level->all_boundary_setback(this,x,y-h+1,x2,y2); |
---|
795 | else |
---|
796 | who2=current_level->boundary_setback(this,x,y-h+1,x2,y2); |
---|
797 | xv=x2-x; |
---|
798 | yv=y2-y+h-1; |
---|
799 | } |
---|
800 | |
---|
801 | if (who2) return who2; |
---|
802 | else return who1; |
---|
803 | } |
---|
804 | else return NULL; |
---|
805 | } |
---|
806 | |
---|
807 | void *game_object::float_tick() // returns 1 if you hit something, 0 otherwise |
---|
808 | { |
---|
809 | int32_t ret=0; |
---|
810 | if (hp()<=0) |
---|
811 | { |
---|
812 | if (state!=dead) |
---|
813 | { |
---|
814 | set_xacel(0); |
---|
815 | set_fxacel(0); |
---|
816 | |
---|
817 | if (has_sequence(dieing)) |
---|
818 | { |
---|
819 | if (state!=dieing) |
---|
820 | { |
---|
821 | set_state(dieing); |
---|
822 | set_xvel(0); |
---|
823 | } |
---|
824 | } else |
---|
825 | { set_xvel(0); |
---|
826 | set_fxvel(0); |
---|
827 | if (has_sequence(dead)) |
---|
828 | set_state(dead); |
---|
829 | else return 0; |
---|
830 | } |
---|
831 | } |
---|
832 | } |
---|
833 | |
---|
834 | int32_t fxv=sfxvel()+sfxacel(),fyv=sfyvel()+sfyacel(); |
---|
835 | int32_t xv=xvel()+xacel()+(fxv>>8),yv=yvel()+yacel()+(fyv>>8); |
---|
836 | |
---|
837 | if (xv!=xvel() || yv!=yvel()) // only store vel's if changed so we don't increase object size |
---|
838 | { |
---|
839 | set_xvel(xv); |
---|
840 | set_yvel(yv); |
---|
841 | } |
---|
842 | |
---|
843 | if (fxv!=sfxvel() || fyv!=sfyvel()) |
---|
844 | { |
---|
845 | set_fxvel(fxv&0xff); |
---|
846 | set_fyvel(fyv&0xff); |
---|
847 | } |
---|
848 | |
---|
849 | |
---|
850 | if (fxv || fyv || xv || yv) // don't even try if there is no velocity |
---|
851 | { |
---|
852 | int32_t ffx=fx()+sfxvel(),ffy=fy()+sfyvel(); |
---|
853 | int32_t nxv=xvel()+(ffx>>8); |
---|
854 | int32_t nyv=yvel()+(ffy>>8); |
---|
855 | set_fx(ffx&0xff); |
---|
856 | set_fy(ffy&0xff); |
---|
857 | |
---|
858 | int32_t old_nxv=nxv,old_nyv=nyv; |
---|
859 | game_object *hit_object=try_move(x,y,nxv,nyv,3); // now find out what velocity is safe to use |
---|
860 | |
---|
861 | /* if (get_cflag(CFLAG_STOPPABLE)) |
---|
862 | { |
---|
863 | game_object *r=current_level->boundary_setback(exclude,x,y,nxv,nyv,1); |
---|
864 | if (r) hit_object=r; |
---|
865 | }*/ |
---|
866 | |
---|
867 | x+=nxv; |
---|
868 | y+=nyv; |
---|
869 | if (old_nxv!=nxv || old_nyv!=nyv) |
---|
870 | { |
---|
871 | int32_t lx=last_tile_hit_x,ly=last_tile_hit_y; |
---|
872 | stop(); |
---|
873 | if (old_nxv==0) |
---|
874 | { |
---|
875 | if (old_nyv>0) ret|=BLOCKED_DOWN; |
---|
876 | else if (old_nyv<0) ret|=BLOCKED_UP; |
---|
877 | } else if (old_nyv==0) |
---|
878 | { |
---|
879 | if (old_nxv>0) ret|=BLOCKED_RIGHT; |
---|
880 | else if (old_nxv<0) ret|=BLOCKED_LEFT; |
---|
881 | } else |
---|
882 | { |
---|
883 | int32_t tx=(old_nxv>0 ? 1 : -1),ty=0; |
---|
884 | try_move(x,y,tx,ty,3); |
---|
885 | if (!tx) |
---|
886 | ret|=(old_nxv>0 ? BLOCKED_RIGHT : BLOCKED_LEFT); |
---|
887 | else tx=0; |
---|
888 | |
---|
889 | ty=(old_nyv>0 ? 1 : -1); |
---|
890 | try_move(x,y,tx,ty,3); |
---|
891 | if (!ty) |
---|
892 | ret|=(old_nyv>0 ? BLOCKED_DOWN : BLOCKED_UP); |
---|
893 | |
---|
894 | if (!ret) |
---|
895 | ret|=(old_nyv>0 ? BLOCKED_DOWN : BLOCKED_UP) | (old_nxv>0 ? BLOCKED_RIGHT : BLOCKED_LEFT); |
---|
896 | |
---|
897 | } |
---|
898 | |
---|
899 | void *rlist=NULL; // return list |
---|
900 | PtrRef r1(rlist); |
---|
901 | |
---|
902 | if (hit_object) |
---|
903 | { |
---|
904 | push_onto_list(LPointer::Create(hit_object),rlist); |
---|
905 | push_onto_list(l_object,rlist); |
---|
906 | } else |
---|
907 | { |
---|
908 | push_onto_list(LNumber::Create(ly),rlist); |
---|
909 | push_onto_list(LNumber::Create(lx),rlist); |
---|
910 | push_onto_list(l_tile,rlist); |
---|
911 | } |
---|
912 | push_onto_list(LNumber::Create(ret),rlist); |
---|
913 | |
---|
914 | return rlist; |
---|
915 | } else return true_symbol; |
---|
916 | } |
---|
917 | return true_symbol; |
---|
918 | } |
---|
919 | |
---|
920 | int game_object::tick() // returns blocked status |
---|
921 | { |
---|
922 | int blocked=0; |
---|
923 | |
---|
924 | int32_t xt=0,yt=2; |
---|
925 | try_move(x,y-2,xt,yt,1); // make sure we are not falling through the floor |
---|
926 | y=y-2+yt; |
---|
927 | |
---|
928 | if (flags()&FLAG_JUST_BLOCKED) |
---|
929 | set_flags(flags()-FLAG_JUST_BLOCKED); |
---|
930 | |
---|
931 | if (gravity() && !floating()) |
---|
932 | { |
---|
933 | int fya; |
---|
934 | if (yacel()>=0) |
---|
935 | fya=sfyacel()+200; |
---|
936 | else |
---|
937 | fya=sfyacel()-200; |
---|
938 | |
---|
939 | set_yacel(yacel()+(fya>>8)); |
---|
940 | set_fyacel(fya&255); |
---|
941 | } |
---|
942 | |
---|
943 | // first let's move the guy acording to his physics |
---|
944 | int32_t xa=xacel(),ya=yacel(),fxa=sfxacel(),fya=sfyacel(); |
---|
945 | if (xa || ya || fxa || fya) |
---|
946 | { |
---|
947 | int fxv=sfxvel(),fyv=sfyvel(); |
---|
948 | fxv+=fxa; fyv+=fya; |
---|
949 | //int32_t xv=xvel()+xa+(fxv>>8); |
---|
950 | set_xvel(xvel()+xa+(fxv>>8)); |
---|
951 | set_yvel(yvel()+ya+(fyv>>8)); |
---|
952 | set_fxvel(fxv&0xff); |
---|
953 | set_fyvel(fyv&0xff); |
---|
954 | } |
---|
955 | |
---|
956 | // check to see if this advancement causes him to collide with objects |
---|
957 | int32_t old_vy=yvel(),old_vx=xvel(); // save the correct veloicties |
---|
958 | |
---|
959 | if (old_vx || old_vy) |
---|
960 | { |
---|
961 | int up=0; |
---|
962 | if (yvel()<=0) // if we are going up or a strait across check up and down |
---|
963 | up=2; |
---|
964 | int32_t xv=xvel(),yv=yvel(); |
---|
965 | game_object *h=try_move(x,y,xv,yv,1|up); // now find out what velocity is safe to use |
---|
966 | set_xvel(xv); |
---|
967 | set_yvel(yv); |
---|
968 | x+=xv; |
---|
969 | y+=yv; |
---|
970 | |
---|
971 | if (h && stoppable()) return BLOCKED_LEFT|BLOCKED_RIGHT; |
---|
972 | |
---|
973 | if (xv!=old_vx || yv!=old_vy) // he collided with something |
---|
974 | { |
---|
975 | if (gravity()) // was he going up or down? |
---|
976 | { |
---|
977 | int32_t fall_xv=0,old_fall_vy,fall_vy; |
---|
978 | old_fall_vy=fall_vy=old_vy-yvel(); // make sure he gets all of his yvel |
---|
979 | try_move(x,y,fall_xv,fall_vy,1|up); |
---|
980 | if (old_vy>0 && fall_vy<old_fall_vy) // he was trying to fall, but he hit the ground |
---|
981 | { |
---|
982 | if (old_vy>0) |
---|
983 | { |
---|
984 | blocked|=BLOCKED_DOWN; |
---|
985 | |
---|
986 | if (!xvel() && has_sequence(end_run_jump)) |
---|
987 | { |
---|
988 | set_xvel(old_vx); |
---|
989 | set_state(end_run_jump); |
---|
990 | } |
---|
991 | else set_state(stopped); |
---|
992 | } |
---|
993 | else blocked|=BLOCKED_UP; |
---|
994 | |
---|
995 | |
---|
996 | if (state==run_jump_fall) |
---|
997 | { |
---|
998 | if (has_sequence(running)) |
---|
999 | set_state(running); |
---|
1000 | else |
---|
1001 | { |
---|
1002 | stop_x(); |
---|
1003 | set_state(stopped); |
---|
1004 | } |
---|
1005 | } |
---|
1006 | else |
---|
1007 | { |
---|
1008 | set_yacel(0); |
---|
1009 | set_fyacel(0); |
---|
1010 | set_yvel(0); |
---|
1011 | set_fyvel(0); |
---|
1012 | set_gravity(0); |
---|
1013 | } |
---|
1014 | |
---|
1015 | } else |
---|
1016 | { |
---|
1017 | if (old_vy!=0) |
---|
1018 | { |
---|
1019 | int32_t testx=old_vx<0 ? -1 : 1,testy=0; // see if we were stopped left/right |
---|
1020 | // or just up down |
---|
1021 | try_move(x,y,testx,testy,1|up); |
---|
1022 | if (testx==0) // blocked left/right, set flag |
---|
1023 | { |
---|
1024 | if (old_vx<0) |
---|
1025 | blocked|=BLOCKED_LEFT; |
---|
1026 | else |
---|
1027 | blocked|=BLOCKED_RIGHT; |
---|
1028 | } |
---|
1029 | else if (old_vy<0) |
---|
1030 | blocked|=BLOCKED_UP; |
---|
1031 | else if (old_vy>0) |
---|
1032 | blocked|=BLOCKED_DOWN; |
---|
1033 | |
---|
1034 | } else if (old_vx<0) // we can skip left/right test because player wasn't moving up/down |
---|
1035 | blocked|=BLOCKED_LEFT; |
---|
1036 | else |
---|
1037 | blocked|=BLOCKED_RIGHT; |
---|
1038 | |
---|
1039 | set_xvel(0); |
---|
1040 | set_fxvel(0); |
---|
1041 | if (old_vy<0 && fall_vy>0) |
---|
1042 | { |
---|
1043 | set_yvel(yvel()+fall_vy); |
---|
1044 | } else set_yvel(yvel()+fall_vy); |
---|
1045 | } |
---|
1046 | y+=fall_vy; |
---|
1047 | } |
---|
1048 | else // see if we can make him 'climb' the hill |
---|
1049 | { |
---|
1050 | int32_t ox=x,oy=y; // rember orginal position in case climb doesn't work |
---|
1051 | |
---|
1052 | int32_t climb_xvel=0,climb_yvel=-5; // try to move up one pixel to step over the |
---|
1053 | try_move(x,y,climb_xvel,climb_yvel,3); // jutting polygon line |
---|
1054 | y+=climb_yvel; |
---|
1055 | |
---|
1056 | climb_xvel=old_vx-xvel(); |
---|
1057 | climb_yvel=-(abs(climb_xvel)); // now try 45 degree slope |
---|
1058 | try_move(x,y,climb_xvel,climb_yvel,3); |
---|
1059 | |
---|
1060 | if (abs(climb_xvel)>0) // see if he got further by climbing |
---|
1061 | { |
---|
1062 | blocked=blocked&(~(BLOCKED_LEFT|BLOCKED_RIGHT)); |
---|
1063 | x+=climb_xvel; |
---|
1064 | y+=climb_yvel; |
---|
1065 | |
---|
1066 | set_xvel(xvel()+climb_xvel); |
---|
1067 | set_yvel(0); |
---|
1068 | set_fyvel(0); |
---|
1069 | |
---|
1070 | // now put him back on the ground |
---|
1071 | climb_yvel=abs(climb_xvel)+5; // plus one to put him back on the ground |
---|
1072 | climb_xvel=0; |
---|
1073 | try_move(x,y,climb_xvel,climb_yvel,1); |
---|
1074 | if (climb_yvel) |
---|
1075 | y+=climb_yvel; |
---|
1076 | } |
---|
1077 | else |
---|
1078 | { |
---|
1079 | if (old_vx<0) |
---|
1080 | blocked|=BLOCKED_LEFT; |
---|
1081 | else |
---|
1082 | blocked|=BLOCKED_RIGHT; |
---|
1083 | set_state(stopped); // nope, musta hit a wall, stop the poor fella |
---|
1084 | x=ox; |
---|
1085 | y=oy; |
---|
1086 | } |
---|
1087 | |
---|
1088 | } |
---|
1089 | |
---|
1090 | if (xvel()!=old_vx && state!=run_jump_fall && state!=end_run_jump) |
---|
1091 | { |
---|
1092 | set_xacel(0); |
---|
1093 | set_fxacel(0); |
---|
1094 | } |
---|
1095 | } |
---|
1096 | } |
---|
1097 | |
---|
1098 | if (yacel()==0 && !gravity()) // he is not falling, make sure he can't |
---|
1099 | { |
---|
1100 | int32_t nvx=0,nvy=yvel()+12; // check three pixels below for ground |
---|
1101 | try_move(x,y,nvx,nvy,1); |
---|
1102 | if (nvy>11) // if he falls more than 2 pixels, then he falls |
---|
1103 | { |
---|
1104 | if (state!=run_jump_fall) // make him fall |
---|
1105 | { |
---|
1106 | if (has_sequence(run_jump_fall)) |
---|
1107 | set_state(run_jump_fall); |
---|
1108 | set_gravity(1); |
---|
1109 | } |
---|
1110 | } else if (nvy) // if he fells less than 3 pixels then let him descend 'hills' |
---|
1111 | { |
---|
1112 | y+=nvy; |
---|
1113 | blocked|=BLOCKED_DOWN; |
---|
1114 | } |
---|
1115 | } |
---|
1116 | return blocked; |
---|
1117 | } |
---|
1118 | |
---|
1119 | void game_object::defaults() |
---|
1120 | { |
---|
1121 | set_state(state); |
---|
1122 | if (otype!=0xffff) |
---|
1123 | { |
---|
1124 | int s=get_ability(otype,start_hp); |
---|
1125 | if (s!=default_simple.hp()) |
---|
1126 | set_hp(s); |
---|
1127 | } |
---|
1128 | } |
---|
1129 | |
---|
1130 | void game_object::frame_advance() |
---|
1131 | { |
---|
1132 | int ad=current_sequence()->get_advance(current_frame); |
---|
1133 | if (ad && current_level) |
---|
1134 | { |
---|
1135 | int32_t xv; |
---|
1136 | if (direction>0) xv=ad; else xv=-ad; |
---|
1137 | int32_t yv=0; |
---|
1138 | try_move(x,y,xv,yv,3); |
---|
1139 | x+=xv; |
---|
1140 | } |
---|
1141 | } |
---|
1142 | |
---|
1143 | void game_object::set_state(character_state s, int frame_direction) |
---|
1144 | { |
---|
1145 | if (has_sequence(s)) |
---|
1146 | state=s; |
---|
1147 | else state=stopped; |
---|
1148 | |
---|
1149 | current_frame=0; |
---|
1150 | if (frame_direction!=1) |
---|
1151 | set_frame_dir(frame_direction); |
---|
1152 | |
---|
1153 | frame_advance(); |
---|
1154 | } |
---|
1155 | |
---|
1156 | |
---|
1157 | game_object *create(int type, int32_t x, int32_t y, int skip_constructor, int aitype) |
---|
1158 | { |
---|
1159 | game_object *g=new game_object(type,skip_constructor); |
---|
1160 | g->x=x; g->y=y; g->last_x=x; g->last_y=y; |
---|
1161 | if (aitype) |
---|
1162 | g->set_aitype(aitype); |
---|
1163 | if (figures[type]->get_fun(OFUN_CONSTRUCTOR) && !skip_constructor) |
---|
1164 | { |
---|
1165 | game_object *o=current_object; |
---|
1166 | current_object=g; |
---|
1167 | |
---|
1168 | void *m=mark_heap(TMP_SPACE); |
---|
1169 | |
---|
1170 | time_marker *prof1=NULL; |
---|
1171 | if (profiling()) |
---|
1172 | prof1=new time_marker; |
---|
1173 | |
---|
1174 | ((LSymbol *)figures[type]->get_fun(OFUN_CONSTRUCTOR))->EvalFunction(NULL); |
---|
1175 | if (profiling()) |
---|
1176 | { |
---|
1177 | time_marker now; |
---|
1178 | profile_add_time(type,now.diff_time(prof1)); |
---|
1179 | delete prof1; |
---|
1180 | } |
---|
1181 | |
---|
1182 | |
---|
1183 | |
---|
1184 | restore_heap(m,TMP_SPACE); |
---|
1185 | |
---|
1186 | current_object=o; |
---|
1187 | } |
---|
1188 | return g; |
---|
1189 | } |
---|
1190 | |
---|
1191 | int base_size() |
---|
1192 | { |
---|
1193 | return 1+ |
---|
1194 | 1*8+ |
---|
1195 | 2*5+ |
---|
1196 | 4*7; |
---|
1197 | } |
---|
1198 | |
---|
1199 | int game_object::size() |
---|
1200 | { |
---|
1201 | return base_size(); |
---|
1202 | } |
---|
1203 | |
---|
1204 | |
---|
1205 | |
---|
1206 | int game_object::move(int cx, int cy, int button) |
---|
1207 | { |
---|
1208 | int ret=0; |
---|
1209 | |
---|
1210 | if (figures[otype]->get_fun(OFUN_MOVER)) // is a lisp move function defined? |
---|
1211 | { |
---|
1212 | LList *lcx, *lcy, *lb; |
---|
1213 | |
---|
1214 | game_object *o=current_object; |
---|
1215 | current_object=this; |
---|
1216 | |
---|
1217 | // make a list of the parameters, and call the lisp function |
---|
1218 | lcx = LList::Create(); |
---|
1219 | PtrRef r1(lcx); |
---|
1220 | lcx->car = LNumber::Create(cx); |
---|
1221 | |
---|
1222 | lcy = LList::Create(); |
---|
1223 | PtrRef r2(lcy); |
---|
1224 | lcy->car = LNumber::Create(cy); |
---|
1225 | |
---|
1226 | lb = LList::Create(); |
---|
1227 | PtrRef r3(lb); |
---|
1228 | lb->car = LNumber::Create(button); |
---|
1229 | |
---|
1230 | lcx->cdr = lcy; |
---|
1231 | lcy->cdr = lb; |
---|
1232 | |
---|
1233 | void *m = mark_heap(TMP_SPACE); |
---|
1234 | |
---|
1235 | time_marker *prof1 = NULL; |
---|
1236 | if (profiling()) |
---|
1237 | prof1=new time_marker; |
---|
1238 | |
---|
1239 | LObject *r = ((LSymbol *)figures[otype]->get_fun(OFUN_MOVER))->EvalFunction(lcx); |
---|
1240 | if (profiling()) |
---|
1241 | { |
---|
1242 | time_marker now; |
---|
1243 | profile_add_time(this->otype,now.diff_time(prof1)); |
---|
1244 | delete prof1; |
---|
1245 | } |
---|
1246 | |
---|
1247 | restore_heap(m,TMP_SPACE); |
---|
1248 | |
---|
1249 | if (item_type(r)!=L_NUMBER) |
---|
1250 | { |
---|
1251 | ((LObject *)r)->Print(); |
---|
1252 | lbreak("Object %s did not return a number from its mover function!\n" |
---|
1253 | "It should return a number to indicate its blocked status to the\n" |
---|
1254 | "ai function.", object_names[otype]); |
---|
1255 | } |
---|
1256 | ret |= lnumber_value(r); |
---|
1257 | current_object = o; |
---|
1258 | } |
---|
1259 | else ret |= mover(cx, cy, button); |
---|
1260 | |
---|
1261 | return ret; |
---|
1262 | } |
---|
1263 | |
---|
1264 | int game_object::mover(int cx, int cy, int button) // return false if the route is blocked |
---|
1265 | { |
---|
1266 | if (hp()<=0) |
---|
1267 | return tick(); |
---|
1268 | |
---|
1269 | if (flinch_state(state)) // flinching? don't move |
---|
1270 | cx=cy=button=0; |
---|
1271 | |
---|
1272 | |
---|
1273 | if (cx) // x movement suggested? |
---|
1274 | { |
---|
1275 | if (state==stopped) // see if started moving |
---|
1276 | { |
---|
1277 | if (has_sequence(running)) |
---|
1278 | { |
---|
1279 | if (cx>0) |
---|
1280 | { |
---|
1281 | direction=1; |
---|
1282 | set_xvel(get_ability(type(),run_top_speed)); |
---|
1283 | } |
---|
1284 | else |
---|
1285 | { |
---|
1286 | direction=-1; |
---|
1287 | set_xacel(-get_ability(type(),run_top_speed)); |
---|
1288 | } |
---|
1289 | set_state(running); |
---|
1290 | } |
---|
1291 | } else if (state==run_jump || state==run_jump_fall) |
---|
1292 | { |
---|
1293 | if (cx>0) |
---|
1294 | { |
---|
1295 | direction=1; |
---|
1296 | set_xacel(get_ability(type(),start_accel)); // set the appropriate accel |
---|
1297 | } else |
---|
1298 | { |
---|
1299 | direction=-1; |
---|
1300 | set_xacel(-get_ability(type(),start_accel)); // set the appropriate accel |
---|
1301 | } |
---|
1302 | } |
---|
1303 | else |
---|
1304 | { |
---|
1305 | // turn him around if he pressed the other way, he is not walking so a fast turn |
---|
1306 | // is needed, don't go through the turn sequence |
---|
1307 | if ((cx>0 && direction<0) || (cx<0 && direction>0)) |
---|
1308 | direction=-direction; |
---|
1309 | } |
---|
1310 | } // not pressing left or right, so slow down or stop |
---|
1311 | else if (!gravity() && state!=start_run_jump) |
---|
1312 | { |
---|
1313 | int32_t stop_acel; |
---|
1314 | if (xvel()<0) // he was going left |
---|
1315 | { |
---|
1316 | stop_acel=get_ability(type(),stop_accel); // find out how fast he can slow down |
---|
1317 | if (xvel()+stop_acel>=0) // if this acceleration is enough to stop him |
---|
1318 | { |
---|
1319 | stop_x(); |
---|
1320 | if (!gravity()) |
---|
1321 | set_state(stopped); |
---|
1322 | } else { set_xacel(stop_acel); } |
---|
1323 | } else if (xvel()>0) |
---|
1324 | { |
---|
1325 | stop_acel=-get_ability(type(),stop_accel); |
---|
1326 | if (xvel()+stop_acel<=0) |
---|
1327 | { |
---|
1328 | stop_x(); |
---|
1329 | if (!gravity()) |
---|
1330 | set_state(stopped); |
---|
1331 | } else set_xacel(stop_acel); |
---|
1332 | } else if (!gravity()) // don't stop in the air |
---|
1333 | { |
---|
1334 | set_xacel(0); |
---|
1335 | set_fxacel(0); |
---|
1336 | // Check to see if we should go to stop state |
---|
1337 | if (state==running) |
---|
1338 | set_state(stopped); |
---|
1339 | } |
---|
1340 | } |
---|
1341 | |
---|
1342 | |
---|
1343 | /* if (state==still_jump || state==still_jump_fall || state==end_still_jump) |
---|
1344 | { |
---|
1345 | set_xacel(0); |
---|
1346 | set_fxacel(0); |
---|
1347 | if (xvel()>0) set_xvel(get_ability(type(),jump_top_speed)); |
---|
1348 | else if (xvel()<0) set_xvel(-get_ability(type(),jump_top_speed)); |
---|
1349 | } else if (state==run_jump || state==run_jump_fall || state==end_run_jump) |
---|
1350 | { |
---|
1351 | set_xacel(0); |
---|
1352 | set_fxacel(0); |
---|
1353 | if (xvel()>0) set_xvel(get_ability(type(),jump_top_speed)); |
---|
1354 | else if (xvel()<0) set_xvel(-get_ability(type(),jump_top_speed)); |
---|
1355 | } */ |
---|
1356 | |
---|
1357 | // see if the user said to jump |
---|
1358 | if (cy<0 && !floating() && !gravity()) |
---|
1359 | { |
---|
1360 | set_gravity(1); |
---|
1361 | set_yvel(get_ability(type(),jump_yvel)); |
---|
1362 | // if (cx && has_sequence(run_jump)) |
---|
1363 | set_state(run_jump); |
---|
1364 | if (xvel()!=0) |
---|
1365 | { |
---|
1366 | if (direction>0) |
---|
1367 | set_xvel(get_ability(type(),jump_top_speed)); |
---|
1368 | else |
---|
1369 | set_xvel(-get_ability(type(),jump_top_speed)); |
---|
1370 | } |
---|
1371 | set_xacel(0); |
---|
1372 | |
---|
1373 | |
---|
1374 | /* if (state==stopped) |
---|
1375 | { |
---|
1376 | if (cx && has_sequence(start_run_jump)) |
---|
1377 | set_state(start_run_jump); |
---|
1378 | else if (has_sequence(start_still_jump)) |
---|
1379 | set_state(start_still_jump); |
---|
1380 | else |
---|
1381 | { |
---|
1382 | |
---|
1383 | } |
---|
1384 | } |
---|
1385 | else if (state==running && has_sequence(run_jump)) |
---|
1386 | { |
---|
1387 | set_state(run_jump); |
---|
1388 | set_yvel(get_ability(type(),jump_yvel)); |
---|
1389 | set_gravity(1); |
---|
1390 | } |
---|
1391 | else if (state==walking || state==turn_around) // if walking check to see if has a |
---|
1392 | { |
---|
1393 | if (has_sequence(start_still_jump)) |
---|
1394 | set_state(start_still_jump); |
---|
1395 | else |
---|
1396 | { |
---|
1397 | set_yvel(get_ability(type(),jump_yvel)); |
---|
1398 | set_gravity(1); |
---|
1399 | if (has_sequence(run_jump)) |
---|
1400 | set_state(run_jump); |
---|
1401 | } |
---|
1402 | } */ |
---|
1403 | } |
---|
1404 | |
---|
1405 | |
---|
1406 | |
---|
1407 | if (state==run_jump && yvel()>0) |
---|
1408 | set_state(run_jump_fall); |
---|
1409 | |
---|
1410 | |
---|
1411 | |
---|
1412 | // if (state!=end_still_jump && state!=end_run_jump) |
---|
1413 | { |
---|
1414 | if (cx>0) |
---|
1415 | set_xacel(get_ability(type(),start_accel)); |
---|
1416 | else if (cx<0) |
---|
1417 | set_xacel(-get_ability(type(),start_accel)); |
---|
1418 | } |
---|
1419 | |
---|
1420 | // make sure they are not going faster than their maximum speed |
---|
1421 | int top_speed; |
---|
1422 | if (state==stopped || state==end_run_jump) |
---|
1423 | top_speed=get_ability(type(),walk_top_speed); |
---|
1424 | else if (state==running) |
---|
1425 | top_speed=get_ability(type(),run_top_speed); |
---|
1426 | else if (state==run_jump || state==run_jump_fall || state==start_run_jump) |
---|
1427 | { |
---|
1428 | top_speed=get_ability(type(),jump_top_speed); |
---|
1429 | if (!cx) top_speed=0; |
---|
1430 | } |
---|
1431 | else top_speed=1000; |
---|
1432 | |
---|
1433 | |
---|
1434 | if (abs(xvel()+xacel())>top_speed) |
---|
1435 | { |
---|
1436 | if (xacel()<0) set_xacel(-top_speed-xvel()); |
---|
1437 | else set_xacel(top_speed-xvel()); |
---|
1438 | } |
---|
1439 | |
---|
1440 | character_state old_state=state; |
---|
1441 | int old_frame=current_frame; |
---|
1442 | int tick_stat=tick(); |
---|
1443 | |
---|
1444 | // if he started to jump and slammed into a wall then make sure he stays in this state |
---|
1445 | // so he can finish the jump |
---|
1446 | if (!tick_stat && (old_state==start_run_jump)) |
---|
1447 | { |
---|
1448 | set_state(old_state); |
---|
1449 | current_frame=old_frame; |
---|
1450 | next_picture(); |
---|
1451 | } |
---|
1452 | |
---|
1453 | return tick_stat; |
---|
1454 | |
---|
1455 | } |
---|
1456 | |
---|
1457 | |
---|
1458 | |
---|
1459 | |
---|
1460 | game_object *game_object::bmove(int &whit, game_object *exclude) |
---|
1461 | { |
---|
1462 | |
---|
1463 | // first let's move the guy acording to his physics |
---|
1464 | int32_t xa=xacel(),ya=yacel(),fxa=sfxacel(),fya=sfyacel(); |
---|
1465 | if (xa || ya || fxa || fya) |
---|
1466 | { |
---|
1467 | int fxv=sfxvel(),fyv=sfyvel(); |
---|
1468 | fxv+=fxa; fyv+=fya; |
---|
1469 | //int32_t xv=xvel()+xa+(fxv>>8); |
---|
1470 | set_xvel(xvel()+xa+(fxv>>8)); |
---|
1471 | set_yvel(yvel()+ya+(fyv>>8)); |
---|
1472 | set_fxvel(fxv&0xff); |
---|
1473 | set_fyvel(fyv&0xff); |
---|
1474 | } |
---|
1475 | |
---|
1476 | int32_t ox2,oy2; |
---|
1477 | |
---|
1478 | int32_t nx=x+xvel(),nfx=fx()+fxvel(),ny=y+yvel(),nfy=fy()+fyvel(); |
---|
1479 | nx+=nfx>>8; |
---|
1480 | ny+=nfy>>8; |
---|
1481 | |
---|
1482 | |
---|
1483 | // check to see if this advancement causes him to collide with objects |
---|
1484 | ox2=nx; |
---|
1485 | oy2=ny; // save the correct veloicties |
---|
1486 | |
---|
1487 | current_level->foreground_intersect(x,y,nx,ny); // first see how far we can travel |
---|
1488 | game_object *ret=current_level->all_boundary_setback(exclude,x,y,nx,ny); |
---|
1489 | x=nx; |
---|
1490 | y=ny; |
---|
1491 | set_fx(nfx&0xff); |
---|
1492 | set_fy(nfy&0xff); |
---|
1493 | if (ret) |
---|
1494 | { |
---|
1495 | if (!ret->hurtable()) // object is not hurtable, return as if hit wall. |
---|
1496 | { whit=1; |
---|
1497 | return NULL; |
---|
1498 | } else |
---|
1499 | return ret; |
---|
1500 | } |
---|
1501 | else |
---|
1502 | { |
---|
1503 | whit=(nx!=ox2 || ny!=oy2); |
---|
1504 | return NULL; |
---|
1505 | } |
---|
1506 | } |
---|
1507 | |
---|
1508 | |
---|
1509 | |
---|
1510 | int object_to_number_in_list(game_object *who, object_node *list) |
---|
1511 | { |
---|
1512 | int x=1; |
---|
1513 | while (list) |
---|
1514 | { |
---|
1515 | if (who==list->me) return x; |
---|
1516 | else list=list->next; |
---|
1517 | x++; |
---|
1518 | } |
---|
1519 | return 0; |
---|
1520 | } |
---|
1521 | |
---|
1522 | game_object *number_to_object_in_list(int32_t x, object_node *list) |
---|
1523 | { |
---|
1524 | if (!x) return NULL; x--; |
---|
1525 | while (x && list) { list=list->next; x--; } |
---|
1526 | if (list) return list->me; |
---|
1527 | else return NULL; |
---|
1528 | } |
---|
1529 | |
---|
1530 | |
---|
1531 | void delete_object_list(object_node *first) |
---|
1532 | { |
---|
1533 | while (first) |
---|
1534 | { |
---|
1535 | object_node *n=first; |
---|
1536 | first=first->next; |
---|
1537 | delete n; |
---|
1538 | } |
---|
1539 | } |
---|
1540 | |
---|
1541 | |
---|
1542 | int32_t object_list_length(object_node *list) |
---|
1543 | { |
---|
1544 | int32_t x=0; |
---|
1545 | while (list) { list=list->next; x++; } |
---|
1546 | return x; |
---|
1547 | |
---|
1548 | } |
---|
1549 | |
---|
1550 | |
---|
1551 | |
---|
1552 | game_object::game_object(int Type, int load) |
---|
1553 | { |
---|
1554 | lvars = NULL; |
---|
1555 | |
---|
1556 | if (Type<0xffff) |
---|
1557 | { |
---|
1558 | int t = figures[Type]->tv; |
---|
1559 | if (t) |
---|
1560 | { |
---|
1561 | lvars = (int32_t *)malloc(t * sizeof(int32_t)); |
---|
1562 | memset(lvars, 0, t * sizeof(int32_t)); |
---|
1563 | } |
---|
1564 | } |
---|
1565 | |
---|
1566 | otype=Type; |
---|
1567 | if (!load) defaults(); |
---|
1568 | } |
---|
1569 | |
---|
1570 | |
---|
1571 | int game_object::reduced_state() |
---|
1572 | { |
---|
1573 | int32_t x=0; |
---|
1574 | for (int i=0; i<figures[otype]->ts; i++) |
---|
1575 | { |
---|
1576 | if (i==state) return x; |
---|
1577 | else |
---|
1578 | if (figures[otype]->seq[i]) x++; |
---|
1579 | } |
---|
1580 | return 0; |
---|
1581 | } |
---|
1582 | |
---|
1583 | |
---|
1584 | void game_object::change_aitype(int new_type) |
---|
1585 | { |
---|
1586 | set_aitype(new_type); |
---|
1587 | if (otype<0xffff) |
---|
1588 | { |
---|
1589 | void *f=figures[otype]->get_fun(OFUN_CHANGE_TYPE); |
---|
1590 | if (f) |
---|
1591 | { |
---|
1592 | game_object *o=current_object; |
---|
1593 | current_object=(game_object *)this; |
---|
1594 | |
---|
1595 | time_marker *prof1=NULL; |
---|
1596 | if (profiling()) |
---|
1597 | prof1=new time_marker; |
---|
1598 | |
---|
1599 | ((LSymbol *)f)->EvalUserFunction(NULL); |
---|
1600 | |
---|
1601 | if (profiling()) |
---|
1602 | { |
---|
1603 | time_marker now; |
---|
1604 | profile_add_time(this->otype,now.diff_time(prof1)); |
---|
1605 | delete prof1; |
---|
1606 | } |
---|
1607 | |
---|
1608 | |
---|
1609 | current_object=o; |
---|
1610 | } |
---|
1611 | } |
---|
1612 | } |
---|
1613 | |
---|
1614 | |
---|
1615 | void game_object::change_type(int new_type) |
---|
1616 | { |
---|
1617 | free(lvars); // free old variable |
---|
1618 | lvars = NULL; |
---|
1619 | |
---|
1620 | if (otype<0xffff) |
---|
1621 | { |
---|
1622 | int t = figures[new_type]->tv; |
---|
1623 | if (t) |
---|
1624 | { |
---|
1625 | lvars = (int32_t *)malloc(t * sizeof(int32_t)); |
---|
1626 | memset(lvars, 0, t * sizeof(int32_t)); |
---|
1627 | } |
---|
1628 | } |
---|
1629 | else return; |
---|
1630 | otype=new_type; |
---|
1631 | |
---|
1632 | if (figures[new_type]->get_fun(OFUN_CONSTRUCTOR)) |
---|
1633 | { |
---|
1634 | game_object *o=current_object; |
---|
1635 | current_object=this; |
---|
1636 | |
---|
1637 | void *m=mark_heap(TMP_SPACE); |
---|
1638 | |
---|
1639 | time_marker *prof1=NULL; |
---|
1640 | if (profiling()) |
---|
1641 | prof1=new time_marker; |
---|
1642 | |
---|
1643 | ((LSymbol *)figures[new_type]->get_fun(OFUN_CONSTRUCTOR))->EvalFunction(NULL); |
---|
1644 | if (profiling()) |
---|
1645 | { |
---|
1646 | time_marker now; |
---|
1647 | profile_add_time(otype,now.diff_time(prof1)); |
---|
1648 | delete prof1; |
---|
1649 | } |
---|
1650 | |
---|
1651 | |
---|
1652 | restore_heap(m,TMP_SPACE); |
---|
1653 | |
---|
1654 | current_object=o; |
---|
1655 | } |
---|
1656 | } |
---|