/* Reconstructed Commander Keen 4-6 Source Code * Copyright (C) 2021 K1n9_Duk3 * * This file is loosely based on: * Keen Dreams Source Code * Copyright (C) 2014 Javier M. Chavez * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ /* K4_ACT2.C ========= Contains the following actor types (in this order): - Wormouth - Thundercloud & Lightning - Berkeloid & Fireball - Inchworm & Foot (in-level) - Bounder - Lick - Platform - Dropping Platform */ #include "CK_DEF.H" /* ============================================================================= WORMOUTH ============================================================================= */ statetype s_worm = {WORMOUTHSPR, WORMOUTHSPR, slide, true, true, 4, 16, 0, T_Worm, NULL, R_Walk, &s_worm}; statetype s_wormpeek1 = {WORMOUTHPEEKL1SPR, WORMOUTHPEEKL1SPR, step, false, false, 20, 0, 0, NULL, C_Worm, R_Draw, &s_wormpeek2}; statetype s_wormpeek2 = {WORMOUTHPEEKL2SPR, WORMOUTHPEEKL2SPR, step, false, false, 8, 0, 0, NULL, C_Worm, R_Draw, &s_wormpeek3}; statetype s_wormpeek3 = {WORMOUTHPEEKL1SPR, WORMOUTHPEEKL1SPR, step, false, false, 20, 0, 0, T_WormLookLeft, C_Worm, R_Draw, &s_wormpeek4}; statetype s_wormpeek4 = {WORMOUTHSPR, WORMOUTHSPR, step, false, false, 8, 0, 0, NULL, C_Worm, R_Draw, &s_wormpeek5}; statetype s_wormpeek5 = {WORMOUTHPEEKR1SPR, WORMOUTHPEEKR1SPR, step, false, false, 20, 0, 0, NULL, C_Worm, R_Draw, &s_wormpeek6}; statetype s_wormpeek6 = {WORMOUTHPEEKR2SPR, WORMOUTHPEEKR2SPR, step, false, false, 8, 0, 0, NULL, C_Worm, R_Draw, &s_wormpeek7}; statetype s_wormpeek7 = {WORMOUTHPEEKR1SPR, WORMOUTHPEEKR1SPR, step, false, false, 20, 0, 0, T_WormLookRight, C_Worm, R_Draw, &s_wormpeek8}; statetype s_wormpeek8 = {WORMOUTHSPR, WORMOUTHSPR, step, false, false, 8, 0, 0, T_WormLook, NULL, R_Draw, &s_worm}; statetype s_wormbite1 = {WORMOUTHBITEL1SPR, WORMOUTHBITER1SPR, step, false, false, 8, 0, 0, NULL, C_WormKill, R_Draw, &s_wormbite2}; statetype s_wormbite2 = {WORMOUTHBITEL2SPR, WORMOUTHBITER2SPR, step, false, false, 8, 0, 0, NULL, C_WormKill, R_Draw, &s_wormbite3}; statetype s_wormbite3 = {WORMOUTHBITEL3SPR, WORMOUTHBITER3SPR, step, false, false, 16, 0, 0, NULL, C_WormKill, R_Draw, &s_wormbite4}; statetype s_wormbite4 = {WORMOUTHBITEL2SPR, WORMOUTHBITER2SPR, step, false, false, 8, 0, 0, NULL, C_WormKill, R_Draw, &s_wormbite5}; statetype s_wormbite5 = {WORMOUTHBITEL1SPR, WORMOUTHBITER1SPR, step, false, false, 8, 0, 0, NULL, C_WormKill, R_Draw, &s_worm}; statetype s_wormstun = {WORMOUTHSTUNSPR, WORMOUTHSTUNSPR, think, false, false, 10, 0, 0, T_Projectile, NULL, R_Stunned, NULL}; /* =========================== = = SpawnWormMouth = =========================== */ void SpawnWormMouth(Sint16 x, Sint16 y) { GetNewObj(false); new->obclass = wormouthobj; new->active = ac_yes; new->priority = 0; new->x = CONVERT_TILE_TO_GLOBAL(x); new->y = CONVERT_TILE_TO_GLOBAL(y) + 0x8F; if (US_RndT() < 0x80) { new->xdir = 1; } else { new->xdir = -1; } new->ydir = 1; NewState(new, &s_worm); } /* =========================== = = T_WormLookRight = =========================== */ void T_WormLookRight(objtype *ob) { if (player->x > ob->x) { ob->xdir = 1; ob->state = &s_worm; } } /* =========================== = = T_WormLook = =========================== */ void T_WormLook(objtype *ob) { if (player->x > ob->x) { ob->xdir = 1; } else { ob->xdir = -1; } } /* =========================== = = T_WormLookLeft = =========================== */ void T_WormLookLeft(objtype *ob) { if (player->x < ob->x) { ob->xdir = -1; ob->state = &s_worm; } } /* =========================== = = T_Worm = =========================== */ void T_Worm(objtype *ob) { Sint16 xdist, ydist; xdist = player->x - ob->x; ydist = player->bottom - ob->bottom; if ((xdist < -3*TILEGLOBAL || xdist > 3*TILEGLOBAL) && US_RndT() < 6) { ob->state = &s_wormpeek1; } else if (ydist >= -TILEGLOBAL && ydist <= TILEGLOBAL) { if (ob->xdir == 1 && xdist > 8*PIXGLOBAL && xdist < 24*PIXGLOBAL || ob->xdir == -1 && xdist < -8*PIXGLOBAL && xdist > -32*PIXGLOBAL) { SD_PlaySound(SND_WORMOUTHATTACK); ob->state = &s_wormbite1; } } } /* =========================== = = C_Worm = =========================== */ void C_Worm(objtype *ob, objtype *hit) { if (hit->obclass == stunshotobj) { StunObj(ob, hit, &s_wormstun); } } /* =========================== = = C_WormKill = =========================== */ void C_WormKill(objtype *ob, objtype *hit) { if (hit->obclass == keenobj) { if (!(ob->xdir == 1 && ob->x > hit->x || ob->xdir == -1 && ob->x < hit->x)) { KillKeen(); } return; } else { C_Worm(ob, hit); } } /* ============================================================================= THUNDERCLOUD ============================================================================= */ statetype s_cloudsleep = {CLOUDSPR, CLOUDSPR, think, false, false, 20, 0, 0, NULL, C_CloudSleep, R_Draw, NULL}; statetype s_cloudwake = {CLOUDACTIVESPR, CLOUDACTIVESPR, step, false, false, 100, 0, 0, NULL, NULL, R_Cloud, &s_cloud}; statetype s_cloud = {CLOUDACTIVESPR, CLOUDACTIVESPR, think, false, false, 20, 0, 0, T_Cloud, NULL, R_Cloud, NULL}; statetype s_cloudalign = {CLOUDACTIVESPR, CLOUDACTIVESPR, think, false, false, 20, 0, 0, T_CloudAlign, NULL, R_Cloud, NULL}; statetype s_cloudcharge = {CLOUDACTIVESPR, CLOUDACTIVESPR, stepthink, false, false, 60, 0, 0, T_Velocity, NULL, R_Cloud, &s_cloud}; statetype s_cloudattack1 = {CLOUDCHARGESPR, CLOUDCHARGESPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, &s_cloudattack2}; statetype s_cloudattack2 = {CLOUDACTIVESPR, CLOUDACTIVESPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, &s_cloudattack3}; statetype s_cloudattack3 = {CLOUDCHARGESPR, CLOUDCHARGESPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, &s_cloudattack4}; statetype s_cloudattack4 = {CLOUDACTIVESPR, CLOUDACTIVESPR, step, false, false, 10, 0, 0, T_CloudShoot, NULL, R_Draw, &s_cloudattack5}; statetype s_cloudattack5 = {CLOUDCHARGESPR, CLOUDCHARGESPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, &s_cloudattack6}; statetype s_cloudattack6 = {CLOUDACTIVESPR, CLOUDACTIVESPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, &s_cloudattack7}; statetype s_cloudattack7 = {CLOUDCHARGESPR, CLOUDCHARGESPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, &s_cloudattack8}; statetype s_cloudattack8 = {CLOUDACTIVESPR, CLOUDACTIVESPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, &s_cloudattack9}; statetype s_cloudattack9 = {CLOUDCHARGESPR, CLOUDCHARGESPR, step, false, false, 48, 0, 0, NULL, NULL, R_Draw, &s_cloudcharge}; statetype s_bolt1 = {BOLT1SPR, BOLT1SPR, step, false, false, 8, 0, 0, NULL, C_Lethal, R_Draw, &s_bolt2}; statetype s_bolt2 = {BOLT2SPR, BOLT2SPR, step, false, false, 8, 0, 0, NULL, C_Lethal, R_Draw, &s_bolt3}; statetype s_bolt3 = {BOLT1SPR, BOLT1SPR, step, false, false, 8, 0, 0, NULL, C_Lethal, R_Draw, &s_bolt4}; statetype s_bolt4 = {BOLT2SPR, BOLT2SPR, step, false, false, 8, 0, 0, NULL, C_Lethal, R_Draw, &s_bolt5}; statetype s_bolt5 = {BOLT1SPR, BOLT1SPR, step, false, false, 8, 0, 0, NULL, C_Lethal, R_Draw, &s_bolt6}; statetype s_bolt6 = {BOLT2SPR, BOLT2SPR, step, false, false, 8, 0, 0, NULL, C_Lethal, R_Draw, NULL}; /* =========================== = = SpawnCloudster = =========================== */ void SpawnCloudster(Sint16 x, Sint16 y) { GetNewObj(false); new->obclass = thundercloudobj; new->active = ac_yes; new->priority = 2; new->x = CONVERT_TILE_TO_GLOBAL(x); new->y = CONVERT_TILE_TO_GLOBAL(y); new->ydir = new->xdir = 1; NewState(new, &s_cloudsleep); } /* =========================== = = T_Cloud = =========================== */ void T_Cloud(objtype *ob) { if (US_RndT() < tics) ob->xdir = ob->x > player->x? -1 : 1; AccelerateX(ob, ob->xdir, 10); if (player->bottom < ob->bottom || (Sint16)(player->top - ob->bottom) > 64*PIXGLOBAL) return; if (ob->left < player->right && ob->right > player->left) { ob->state = &s_cloudalign; } } /* =========================== = = T_CloudAlign = =========================== */ void T_CloudAlign(objtype *ob) { AccelerateX(ob, ob->xdir, 10); if (xtry < 0 && (Sint16)((ob->x & 0x7F) + xtry) <= 0) { xtry = -(ob->x & 0x7F); ob->state = &s_cloudattack1; } if (xtry > 0 && (ob->x & 0x7F) + xtry >= 8*PIXGLOBAL) { xtry = 8*PIXGLOBAL - (ob->x & 0x7F); ob->state = &s_cloudattack1; } } /* =========================== = = R_Cloud = =========================== */ void R_Cloud(objtype *ob) { if (ob->hitwest) { ob->xspeed = 0; ob->xdir = -1; } else if (ob->hiteast) { ob->xspeed = 0; ob->xdir = 1; } RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); } /* =========================== = = T_CloudShoot = =========================== */ void T_CloudShoot(objtype *ob) { GetNewObj(true); new->obclass = lightningobj; new->active = ac_removable; new->needtoclip = cl_noclip; new->x = ob->x + TILEGLOBAL; new->y = ob->y + TILEGLOBAL; NewState(new, &s_bolt1); SD_PlaySound(SND_THUNDER); } /* =========================== = = C_CloudSleep = =========================== */ void C_CloudSleep(objtype *ob, objtype *hit) { if (hit->obclass == keenobj) { ChangeState(ob, &s_cloudwake); } } /* ============================================================================= BERKELOID temp1 = float offset, in global units (added to ob->y when drawing the sprite) temp2 = float speed, in global units per tic (added to temp1 for every tic) ============================================================================= */ statetype s_berkefloat1 = {BERKEWALKL1SPR, BERKEWALKR1SPR, slide, false, true, 6, 8, 0, BerkeThink, C_Berke, BerkeWalkReact, &s_berkefloat2}; statetype s_berkefloat2 = {BERKEWALKL2SPR, BERKEWALKR2SPR, slide, false, true, 6, 8, 0, BerkeThink, C_Berke, BerkeWalkReact, &s_berkefloat3}; statetype s_berkefloat3 = {BERKEWALKL3SPR, BERKEWALKR3SPR, slide, false, true, 6, 8, 0, BerkeThink, C_Berke, BerkeWalkReact, &s_berkefloat4}; statetype s_berkefloat4 = {BERKEWALKL4SPR, BERKEWALKR4SPR, slide, false, true, 6, 8, 0, BerkeThink, C_Berke, BerkeWalkReact, &s_berkefloat1}; statetype s_berkethrow1 = {BERKETHROWL1SPR, BERKETHROWR1SPR, step, false, false, 6, 0, 0, SetReactThink, C_Berke, BerkeDrawReact, &s_berkethrow2}; statetype s_berkethrow2 = {BERKETHROWL1SPR, BERKETHROWR1SPR, step, false, false, 6, 0, 0, SetReactThink, C_Berke, BerkeDrawReact, &s_berkethrow3}; statetype s_berkethrow3 = {BERKETHROWL1SPR, BERKETHROWR1SPR, step, false, false, 6, 0, 0, SetReactThink, C_Berke, BerkeDrawReact, &s_berkethrow4}; statetype s_berkethrow4 = {BERKETHROWL1SPR, BERKETHROWR1SPR, step, false, false, 6, 0, 0, SetReactThink, C_Berke, BerkeDrawReact, &s_berkethrow5}; statetype s_berkethrow5 = {BERKETHROWL1SPR, BERKETHROWR1SPR, step, false, false, 6, 0, 0, SetReactThink, C_Berke, BerkeDrawReact, &s_berkethrow6}; statetype s_berkethrow6 = {BERKETHROWL1SPR, BERKETHROWR1SPR, step, false, false, 6, 0, 0, BerkeThrowThink, C_Berke, BerkeDrawReact, &s_berkethrow7}; statetype s_berkethrow7 = {BERKETHROWL2SPR, BERKETHROWR2SPR, step, false, false, 6, 0, 0, SetReactThink, C_Berke, BerkeDrawReact, &s_berkethrow8}; statetype s_berkethrow8 = {BERKETHROWL2SPR, BERKETHROWR2SPR, step, false, false, 6, 0, 0, SetReactThink, C_Berke, BerkeDrawReact, &s_berkethrow9}; statetype s_berkethrow9 = {BERKETHROWL2SPR, BERKETHROWR2SPR, step, false, false, 6, 0, 0, SetReactThink, C_Berke, BerkeDrawReact, &s_berkethrow10}; statetype s_berkethrow10 = {BERKETHROWL2SPR, BERKETHROWR2SPR, step, false, false, 6, 0, 0, SetReactThink, C_Berke, BerkeDrawReact, &s_berkethrow11}; statetype s_berkethrow11 = {BERKETHROWL2SPR, BERKETHROWR2SPR, step, false, false, 6, 0, 0, SetReactThink, C_Berke, BerkeDrawReact, &s_berkethrow12}; statetype s_berkethrow12 = {BERKETHROWL2SPR, BERKETHROWR2SPR, step, false, false, 6, 0, 0, BerkeThrowDone, C_Berke, BerkeDrawReact, &s_berkefloat1}; statetype s_fire1 = {FIREBALL1SPR, FIREBALL1SPR, stepthink, false, false, 6, 0, 0, T_WeakProjectile, C_Lethal, FireReact, &s_fire2}; statetype s_fire2 = {FIREBALL2SPR, FIREBALL2SPR, stepthink, false, false, 6, 0, 0, T_WeakProjectile, C_Lethal, FireReact, &s_fire1}; statetype s_fireland1 = {FIREBALL1SPR, FIREBALL1SPR, step, false, false, 6, 0, 0, NULL, C_Berke, R_Draw, &s_fireland2}; statetype s_fireland2 = {FIREBALL3SPR, FIREBALL3SPR, step, false, false, 12, 0, 0, NULL, C_Berke, R_Draw, &s_fireland3}; statetype s_fireland3 = {FIREBALL4SPR, FIREBALL4SPR, step, false, false, 12, 0, 0, NULL, C_Berke, R_Draw, &s_fireland4}; statetype s_fireland4 = {FIREBALL3SPR, FIREBALL3SPR, step, false, false, 12, 0, 0, NULL, C_Berke, R_Draw, &s_fireland5}; statetype s_fireland5 = {FIREBALL4SPR, FIREBALL4SPR, step, false, false, 12, 0, 0, NULL, C_Berke, R_Draw, &s_fireland6}; statetype s_fireland6 = {FIREBALL1SPR, FIREBALL1SPR, step, false, false, 12, 0, 0, NULL, C_Berke, R_Draw, &s_fireland7}; statetype s_fireland7 = {FIREBALL2SPR, FIREBALL2SPR, step, false, false, 12, 0, 0, NULL, C_Berke, R_Draw, &s_fireland8}; statetype s_fireland8 = {FIREBALL1SPR, FIREBALL1SPR, step, false, false, 12, 0, 0, NULL, C_Berke, R_Draw, &s_fireland9}; statetype s_fireland9 = {FIREBALL2SPR, FIREBALL2SPR, step, false, false, 12, 0, 0, NULL, C_Berke, R_Draw, NULL}; /* =========================== = = SpawnBerkeloid = =========================== */ void SpawnBerkeloid(Sint16 x, Sint16 y) { GetNewObj(false); new->obclass = berkeloidobj; new->active = ac_yes; new->priority = 2; new->x = CONVERT_TILE_TO_GLOBAL(x); new->y = CONVERT_TILE_TO_GLOBAL(y) + -2*TILEGLOBAL; if (US_RndT() < 0x80) { new->xdir = 1; } else { new->xdir = -1; } new->ydir = 1; new->temp2 = 8; NewState(new, &s_berkefloat1); } /* =========================== = = BerkeThink = =========================== */ void BerkeThink(objtype *ob) { Sint16 xdist, ydist; if (US_RndT() < 0x20) ob->xdir = player->x < ob->x? -1 : 1; if (US_RndT() < 8) { // BUG: might be about to move off a ledge, causing it to get stuck // after throwing (the throw states don't use BerkeWalkReact)! // To avoid that, set xtry to 0 here. ob->state = &s_berkethrow1; // BUG? this doesn't play the attack sound } else if (US_RndT() <= 0x40) { xdist = player->x - ob->x; ydist = player->y - ob->y; if (ydist >= -TILEGLOBAL && ydist <= TILEGLOBAL && (ob->xdir == 1 && xdist > 0 || ob->xdir == -1 && xdist < 0)) { // BUG: might be about to move off a ledge, causing it to get stuck // after throwing (the throw states don't use BerkeWalkReact)! // To avoid that, set xtry to 0 here. ob->state = &s_berkethrow1; SD_PlaySound(SND_BERKELOIDATTACK); } } } /* =========================== = = BerkeThrowThink = =========================== */ void BerkeThrowThink(objtype *ob) { GetNewObj(true); new->active = ac_removable; new->obclass = berkeloidobj; new->y = ob->y + 8*PIXGLOBAL; new->yspeed = -8; if (ob->xdir == 1) { new->xspeed = 48; new->x = ob->x + 32*PIXGLOBAL; new->xdir = 1; } else { new->xspeed = -48; new->x = ob->x - 16*PIXGLOBAL; new->xdir = -1; } NewState(new, &s_fire1); ob->needtoreact = true; } /* =========================== = = BerkeThrowDone = =========================== */ void BerkeThrowDone(objtype *ob) { ob->nothink = 4; ob->needtoreact = true; } /* =========================== = = C_Berke = =========================== */ void C_Berke(objtype *ob, objtype *hit) { ob++; // shut up compiler if (hit->obclass == stunshotobj) { ExplodeShot(hit); } else if (hit->obclass == keenobj) { KillKeen(); } } /* =========================== = = FireReact = =========================== */ void FireReact(objtype *ob) { if (ob->hiteast || ob->hitwest) ob->xspeed = 0; if (ob->hitnorth) { SD_PlaySound(SND_FIREBALLLAND); ChangeState(ob, &s_fireland1); } RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); } /* =========================== = = BerkeDrawReact = =========================== */ void BerkeDrawReact(objtype *ob) { //float up & down: ob->temp1 = ob->temp1 + ob->temp2 * tics; if (ob->temp1 > 0) { ob->temp1 = 0; ob->temp2 = -8; } else if (ob->temp1 < -TILEGLOBAL) { ob->temp1 = -TILEGLOBAL; ob->temp2 = 8; } RF_PlaceSprite(&ob->sprite, ob->x, ob->y+ob->temp1, ob->shapenum, spritedraw, 0); } /* =========================== = = BerkeWalkReact = =========================== */ void BerkeWalkReact(objtype *ob) { if (ob->xdir == 1 && ob->hitwest) { ob->x -= ob->xmove; ob->xdir = -1; ob->nothink = US_RndT() >> 5; ChangeState(ob, ob->state); } else if (ob->xdir == -1 && ob->hiteast) { ob->x -= ob->xmove; ob->xdir = 1; ob->nothink = US_RndT() >> 5; ChangeState(ob, ob->state); } else if (!ob->hitnorth) { ob->x -= ob->xmove*2; ob->xdir = -ob->xdir; ob->nothink = US_RndT() >> 5; ChangeState(ob, ob->state); } BerkeDrawReact(ob); } /* ============================================================================= INCHWORM & FOOT temp1 = last lasttimecount (for resetting the touch counter after each frame) temp2 = touch counter ============================================================================= */ statetype s_footsmoke1 = {SMOKE1SPR, SMOKE1SPR, step, false, false, 12, 0, 0, NULL, NULL, R_Draw, &s_footsmoke2}; statetype s_footsmoke2 = {SMOKE2SPR, SMOKE2SPR, step, false, false, 12, 0, 0, NULL, NULL, R_Draw, &s_footsmoke3}; statetype s_footsmoke3 = {SMOKE3SPR, SMOKE3SPR, step, false, false, 12, 0, 0, NULL, NULL, R_Draw, &s_footsmoke4}; statetype s_footsmoke4 = {SMOKE4SPR, SMOKE4SPR, step, false, false, 12, 0, 0, NULL, NULL, R_Draw, NULL}; statetype s_inch1 = {INCHWORML1SPR, INCHWORMR1SPR, step, false, true, 30, 128, 0, InchThink, InchContact, R_Walk, &s_inch2}; statetype s_inch2 = {INCHWORML2SPR, INCHWORMR2SPR, step, false, true, 30, 128, 0, InchThink, InchContact, R_Walk, &s_inch1}; statetype s_footchange = { -1, -1, step, false, false, 48, 0, 0, NULL, NULL, R_Draw, &s_footwait}; //never used! statetype s_footwait = {FOOTSPR, FOOTSPR, think, false, false, 30000, 0, 0, NULL, FootContact, R_Draw, NULL}; /* =========================== = = SpawnInchworm = =========================== */ void SpawnInchworm(Sint16 x, Sint16 y) { GetNewObj(false); new->obclass = inchwormobj; new->active = ac_yes; new->priority = 2; new->x = CONVERT_TILE_TO_GLOBAL(x); new->y = CONVERT_TILE_TO_GLOBAL(y); if (US_RndT() < 0x80) { new->xdir = 1; } else { new->xdir = -1; } new->ydir = 1; NewState(new, &s_inch1); new->ticcount = US_RndT() / 32; } /* =========================== = = SpawnFoot = =========================== */ void SpawnFoot(Sint16 x, Sint16 y) { GetNewObj(false); new->obclass = footobj; new->active = ac_yes; new->priority = 0; new->x = CONVERT_TILE_TO_GLOBAL(x); new->y = CONVERT_TILE_TO_GLOBAL(y-3); NewState(new, &s_footwait); } /* =========================== = = InchThink = =========================== */ void InchThink(objtype *ob) { if (ob->x > player->x) { ob->xdir = -1; } else { ob->xdir = 1; } } /* =========================== = = InchContact = =========================== */ void InchContact(objtype *ob, objtype *hit) { objtype *ob2; if (hit->obclass != inchwormobj) return; if (ob->temp1 != (Sint16)lasttimecount) { ob->temp1 = (Sint16)lasttimecount; ob->temp2 = 0; } if (++ob->temp2 != 11) //11 instead of 12 since the object can't contact itself return; //change current inchworm into a foot: SD_PlaySound(SND_MAKEFOOT); ob->y -= 5*TILEGLOBAL; ob->obclass = footobj; ChangeState(ob, &s_footwait); //Note: It would make more sense to remove the remaining inchworm BEFORE //spawning the smoke, just in case there are not enough free spots in the //objarray to spawn the smoke. The game won't crash either way, though. //spawn smoke: GetNewObj(true); new->x = ob->x - 8*PIXGLOBAL; new->y = ob->y + 16*PIXGLOBAL; new->priority = 3; NewState(new, &s_footsmoke1); GetNewObj(true); new->x = ob->x + 16*PIXGLOBAL; new->y = ob->y + 24*PIXGLOBAL; new->priority = 3; NewState(new, &s_footsmoke1); GetNewObj(true); new->x = ob->x + 40*PIXGLOBAL; new->y = ob->y + 16*PIXGLOBAL; new->priority = 3; NewState(new, &s_footsmoke1); GetNewObj(true); new->x = ob->x; new->y = ob->y - 8*PIXGLOBAL; new->priority = 3; NewState(new, &s_footsmoke1); //remove ALL inchworm from the level: for (ob2 = player->next; ob2; ob2=ob2->next) { if (ob2->obclass == inchwormobj) RemoveObj(ob2); } } /* =========================== = = FootContact = =========================== */ void FootContact(objtype *ob, objtype *hit) //completely useless { ob++; // shut up compiler hit++; // shut up compiler } /* ============================================================================= BOUNDER temp1 = if non-zero, pick a new (random) direction when hitting the ground Makes the Bounder jump straight up at least once after having jumped left/right (unless Keen is riding the Bounder) temp2 = jump counter to make the Bounder jump straight up at least twice after Keen has fallen/jumped off ============================================================================= */ statetype s_bounderup1 = {BOUNDERC1SPR, BOUNDERC1SPR, stepthink, false, false, 20, 0, 0, T_Projectile, C_Bounder, R_Bounder, &s_bounderup2}; statetype s_bounderup2 = {BOUNDERC2SPR, BOUNDERC2SPR, stepthink, false, false, 20, 0, 0, T_Projectile, C_Bounder, R_Bounder, &s_bounderup1}; statetype s_bounderside1 = {BOUNDERL1SPR, BOUNDERR1SPR, stepthink, false, false, 20, 0, 0, T_Projectile, C_Bounder, R_Bounder, &s_bounderside2}; statetype s_bounderside2 = {BOUNDERL2SPR, BOUNDERR2SPR, stepthink, false, false, 20, 0, 0, T_Projectile, C_Bounder, R_Bounder, &s_bounderside1}; statetype s_bounderstun = {BOUNDERC1SPR, BOUNDERC1SPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, &s_bounderstun2}; statetype s_bounderstun2 = {BOUNDERSTUNSPR, BOUNDERSTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, NULL}; /* =========================== = = SpawnBounder = =========================== */ void SpawnBounder(Sint16 x, Sint16 y) { GetNewObj(false); new->obclass = bounderobj; new->active = ac_yes; new->priority = 0; new->x = CONVERT_TILE_TO_GLOBAL(x); new->y = CONVERT_TILE_TO_GLOBAL(y) + -8*PIXGLOBAL; new->ydir = 1; new->xdir = 0; NewState(new, &s_bounderup1); } /* =========================== = = C_Bounder = =========================== */ void C_Bounder(objtype *ob, objtype *hit) { if (hit->obclass == stunshotobj) { //basically StunObj(), but in different order: ob->temp1 = 0; ob->temp2 = 0; ob->temp3 = 0; ob->temp4 = ob->obclass; ExplodeShot(hit); ChangeState(ob, &s_bounderstun); ob->obclass = stunnedobj; ob->yspeed -= 32; } } /* =========================== = = R_Bounder = =========================== */ void R_Bounder(objtype *ob) { Sint16 randnum; if (ob->hitsouth) ob->yspeed = 0; if (ob->hitnorth) { ob->temp2++; if (OnScreen(ob)) SD_PlaySound(SND_BOUNCE2); ob->yspeed = -50; if (gamestate.riding == ob) { ob->temp2 = 0; if (player->left < ob->left-4*PIXGLOBAL) { ob->xdir = -1; } else if (player->right > ob->right+4*PIXGLOBAL) { ob->xdir = 1; } else { ob->xdir = 0; } ob->xspeed = ob->xdir * 24; } else if (ob->temp2 <= 2 || ob->temp1 == 0) { ob->temp1 = 1; ob->xdir = ob->xspeed = 0; ChangeState(ob, &s_bounderup1); } else { ob->temp1 = 0; randnum = US_RndT(); if (randnum < 100) { ob->xdir = -1; } else if (randnum < 200) { ob->xdir = 1; } else { ob->xdir = 0; } ob->xspeed = ob->xdir * 24; } if (ob->xdir) { ChangeState(ob, &s_bounderside1); } else { ChangeState(ob, &s_bounderup1); } } if (ob->hiteast || ob->hitwest) { ob->xdir = -ob->xdir; ob->xspeed = -ob->xspeed; } RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); } /* ============================================================================= LICK ============================================================================= */ statetype s_lick1 = {LICKMOVEL1SPR, LICKMOVER1SPR, step, false, false, 10, 0, 0, LickJumpThink, LickContact, R_Draw, &s_lick2}; statetype s_lick2 = {LICKMOVEL2SPR, LICKMOVER2SPR, think, false, false, 0, 0, 0, T_Projectile, LickContact, LickAirReact, &s_lick3}; statetype s_lick3 = {LICKMOVEL3SPR, LICKMOVER3SPR, think, false, false, 0, 0, 0, T_Projectile, LickContact, LickAirReact, NULL}; statetype s_lick4 = {LICKMOVEL4SPR, LICKMOVER4SPR, step, false, false, 10, 0, 0, NULL, LickContact, R_Draw, &s_lick1}; statetype s_licklick1 = {LICKATTACKL1SPR, LICKATTACKR1SPR, step, true, false, 4, 0, 0, NULL, LickKillContact, R_Draw, &s_licklick2}; statetype s_licklick2 = {LICKATTACKL2SPR, LICKATTACKR2SPR, step, true, false, 4, 0, 0, NULL, LickKillContact, R_Draw, &s_licklick3}; statetype s_licklick3 = {LICKATTACKL3SPR, LICKATTACKR3SPR, step, true, false, 4, 0, 0, NULL, LickKillContact, R_Draw, &s_licklick4}; statetype s_licklick4 = {LICKATTACKL2SPR, LICKATTACKR2SPR, step, true, false, 4, 0, 0, NULL, LickKillContact, R_Draw, &s_licklick5}; statetype s_licklick5 = {LICKATTACKL1SPR, LICKATTACKR1SPR, step, true, false, 4, 0, 0, NULL, LickKillContact, R_Draw, &s_licklick6}; statetype s_licklick6 = {LICKATTACKL2SPR, LICKATTACKR2SPR, step, true, false, 4, 0, 0, NULL, LickKillContact, R_Draw, &s_licklick7}; statetype s_licklick7 = {LICKATTACKL3SPR, LICKATTACKR3SPR, step, true, false, 4, 0, 0, NULL, LickKillContact, R_Draw, &s_licklick8}; statetype s_licklick8 = {LICKATTACKL2SPR, LICKATTACKR2SPR, step, true, false, 4, 0, 0, NULL, LickKillContact, R_Draw, &s_lick3}; statetype s_lickstun = {LICKSTUNSPR, LICKSTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, &s_lickstun2}; statetype s_lickstun2 = {LICKSTUNSPR, LICKSTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, NULL}; /* =========================== = = SpawnLick = =========================== */ void SpawnLick(Sint16 x, Sint16 y) { GetNewObj(false); new->obclass = lickobj; new->active = ac_yes; new->priority = 2; new->x = CONVERT_TILE_TO_GLOBAL(x); new->y = CONVERT_TILE_TO_GLOBAL(y); if (US_RndT() < 0x80) { new->xdir = 1; } else { new->xdir = -1; } new->ydir = 1; new->nothink = US_RndT() / 64; NewState(new, &s_lick3); } /* =========================== = = LickJumpThink = =========================== */ void LickJumpThink(objtype *ob) { Sint16 xdist, ydist; if (ob->x > player->x) { ob->xdir = -1; } else { ob->xdir = 1; } xdist = player->x - ob->x; ydist = player->y - ob->y; if (ydist >= -TILEGLOBAL && ydist <= TILEGLOBAL && ( ob->xdir == 1 && xdist > -2*PIXGLOBAL && xdist < 24*PIXGLOBAL || ob->xdir == -1 && xdist < 2*PIXGLOBAL && xdist > -32*PIXGLOBAL ) ) { SD_PlaySound(SND_LICKATTACK); ob->state = &s_licklick1; } else if (abs(xdist) > 3*TILEGLOBAL) { ob->xspeed = ob->xdir * 32; ob->yspeed = -32; } else { ob->xspeed = (ob->xdir * 32)/2; ob->yspeed = -16; } } /* =========================== = = LickContact = =========================== */ void LickContact(objtype *ob, objtype *hit) { if (hit->obclass == stunshotobj) { StunObj(ob, hit, &s_lickstun); ob->yspeed -= 16; } } /* =========================== = = LickKillContact = =========================== */ void LickKillContact(objtype *ob, objtype *hit) { if (hit->obclass == keenobj) { if (ob->xdir == 1 && player->x > ob->x || ob->xdir == -1 && player->x < ob->x) { KillKeen(); } } else { LickContact(ob, hit); } } /* =========================== = = LickAirReact = =========================== */ void LickAirReact(objtype *ob) { if (ob->hitnorth) ChangeState(ob, &s_lick4); RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); } /* ============================================================================= PLATFORM temp2 = additional sprite pointer for thruster sprites temp3 = additional sprite pointer for thruster sprites ============================================================================= */ statetype s_platform = {PLATFORMSPR, PLATFORMSPR, think, false, false, 0, 0, 0, T_Platform, NULL, R_Platform, NULL}; /* =========================== = = SpawnPlatform = =========================== */ void SpawnPlatform(Sint16 x, Sint16 y, Sint16 dir) { GetNewObj(false); new->obclass = platformobj; new->active = ac_allways; new->priority = 0; new->x = CONVERT_TILE_TO_GLOBAL(x); new->y = CONVERT_TILE_TO_GLOBAL(y); switch (dir) { case 0: new->xdir = 0; new->ydir = -1; break; case 1: new->xdir = 1; new->ydir = 0; break; case 2: new->xdir = 0; new->ydir = 1; break; case 3: new->xdir = -1; new->ydir = 0; break; } NewState(new, &s_platform); } /* =========================== = = T_Platform = =========================== */ void T_Platform(objtype *ob) { Uint16 newpos, newtile; xtry = ob->xdir * 12 * tics; ytry = ob->ydir * 12 * tics; if (ob->xdir == 1) { newpos = ob->right + xtry; newtile = CONVERT_GLOBAL_TO_TILE(newpos); if (ob->tileright != newtile) { if (*(mapsegs[2]+mapbwidthtable[ob->tiletop]/2+newtile) == 31) { ob->xdir = -1; xtry = xtry - (newpos & 0xFF); } } } else if (ob->xdir == -1) { newpos = ob->left + xtry; newtile = CONVERT_GLOBAL_TO_TILE(newpos); if (ob->tileleft != newtile) { if (*(mapsegs[2]+mapbwidthtable[ob->tiletop]/2+newtile) == 31) { ob->xdir = 1; xtry = xtry + (0x100 - (newpos & 0xFF)); } } } else if (ob->ydir == 1) { newpos = ob->bottom + ytry; newtile = CONVERT_GLOBAL_TO_TILE(newpos); if (ob->tilebottom != newtile) { if (*(mapsegs[2]+mapbwidthtable[newtile]/2+ob->tileleft) == 31) { if (*(mapsegs[2]+mapbwidthtable[newtile-2]/2+ob->tileleft) == 31) { ytry = 0; ob->needtoreact = true; } else { ob->ydir = -1; ytry = ytry - (newpos & 0xFF); } } } } else if (ob->ydir == -1) { newpos = ob->top + ytry; newtile = CONVERT_GLOBAL_TO_TILE(newpos); if (ob->tiletop != newtile) { if (*(mapsegs[2]+mapbwidthtable[newtile]/2+ob->tileleft) == 31) { if (*(mapsegs[2]+mapbwidthtable[newtile+2]/2+ob->tileleft) == 31) { ytry = 0; ob->needtoreact = true; } else { ob->ydir = 1; ytry = ytry + (0x100 - (newpos & 0xFF)); } } } } } /* =========================== = = R_Platform = =========================== */ void R_Platform(objtype *ob) { Uint16 frame; //place platform sprite: RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); //place (or remove) thruster sprites: frame = (lasttimecount >> 2) & 1; if (ob->xdir == 1) { RF_PlaceSprite((void**)&ob->temp2, ob->x-1*PIXGLOBAL, ob->y+3*PIXGLOBAL, frame+PLATSIDETHRUST1SPR, spritedraw, 0); if (ob->temp3) RF_RemoveSprite((void**)&ob->temp3); } else if (ob->xdir == -1) { if (ob->temp2) RF_RemoveSprite((void**)&ob->temp2); RF_PlaceSprite((void**)&ob->temp3, ob->x+48*PIXGLOBAL, ob->y+5*PIXGLOBAL, frame+PLATSIDETHRUST1SPR, spritedraw, 1); } else if (ob->ydir == -1) { RF_PlaceSprite((void**)&ob->temp2, ob->x+2*PIXGLOBAL, ob->y+9*PIXGLOBAL, frame+PLATLTHRUST1SPR, spritedraw, 0); RF_PlaceSprite((void**)&ob->temp3, ob->x+46*PIXGLOBAL, ob->y+8*PIXGLOBAL, frame+PLATRTHRUST1SPR, spritedraw, 0); } else if (ob->ydir == 1) { if (frame) { RF_PlaceSprite((void**)&ob->temp2, ob->x+2*PIXGLOBAL, ob->y+9*PIXGLOBAL, frame+PLATLTHRUST1SPR, spritedraw, 0); RF_PlaceSprite((void**)&ob->temp3, ob->x+46*PIXGLOBAL, ob->y+8*PIXGLOBAL, frame+PLATRTHRUST1SPR, spritedraw, 0); } else { if (ob->temp2) RF_RemoveSprite((void**)&ob->temp2); if (ob->temp3) RF_RemoveSprite((void**)&ob->temp3); } } } /* ============================================================================= DROPPING PLATFORM temp1 = initial y position ============================================================================= */ statetype s_dropplatsit = {PLATFORMSPR, PLATFORMSPR, think, false, false, 0, 0, 0, T_DropPlatSit, NULL, R_Draw, NULL}; statetype s_dropplatfall = {PLATFORMSPR, PLATFORMSPR, think, false, false, 0, 0, 0, T_DropPlatFall, NULL, R_Draw, NULL}; statetype s_dropplatrise = {PLATFORMSPR, PLATFORMSPR, slidethink, false, false, 0, 0, -32, T_DropPlatRise, NULL, R_Draw, NULL}; /* =========================== = = SpawnDropPlat = =========================== */ void SpawnDropPlat(Sint16 x, Sint16 y) { GetNewObj(false); new->obclass = platformobj; new->active = ac_allways; new->priority = 0; new->x = CONVERT_TILE_TO_GLOBAL(x); new->y = new->temp1 = CONVERT_TILE_TO_GLOBAL(y); new->xdir = 0; new->ydir = 1; new->needtoclip = cl_noclip; NewState(new, &s_dropplatsit); } /* =========================== = = T_DropPlatSit = =========================== */ void T_DropPlatSit(objtype *ob) { if (gamestate.riding == ob) { ytry = tics * 16; ob->yspeed = 0; if (ob->y + ytry - ob->temp1 >= 8*PIXGLOBAL) ob->state = &s_dropplatfall; } } /* =========================== = = T_DropPlatFall = =========================== */ void T_DropPlatFall(objtype *ob) { Uint16 newy, ty; DoGravity(ob); if (ytry >= 15*PIXGLOBAL) ytry = 15*PIXGLOBAL; newy = ob->bottom + ytry; ty = CONVERT_GLOBAL_TO_TILE(newy); if (ob->tilebottom != ty) { if (*(mapsegs[2]+mapbwidthtable[ty]/2+ob->tileleft) == 31) { ytry = 0xFF - (ob->bottom & 0xFF); if (gamestate.riding != ob) ob->state = &s_dropplatrise; } } } /* =========================== = = T_DropPlatRise = =========================== */ void T_DropPlatRise(objtype *ob) { if (gamestate.riding == ob) { ob->yspeed = 0; ob->state = &s_dropplatfall; } else if (ob->y <= ob->temp1) { ytry = ob->temp1 - ob->y; ob->state = &s_dropplatsit; } }