-/* Reconstructed Commander Keen 4-6 Source Code\r
- * Copyright (C) 2021 K1n9_Duk3\r
- *\r
- * This file is loosely based on:\r
- * Keen Dreams Source Code\r
- * Copyright (C) 2014 Javier M. Chavez\r
- *\r
- * This program is free software; you can redistribute it and/or modify\r
- * it under the terms of the GNU General Public License as published by\r
- * the Free Software Foundation; either version 2 of the License, or\r
- * (at your option) any later version.\r
- *\r
- * This program is distributed in the hope that it will be useful,\r
- * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
- * GNU General Public License for more details.\r
- *\r
- * You should have received a copy of the GNU General Public License along\r
- * with this program; if not, write to the Free Software Foundation, Inc.,\r
- * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
- */\r
-\r
-/*\r
-CK_KEEN.C\r
-=========\r
-\r
-Contains the following actor types (in this order):\r
-\r
-- Keen (regular levels)\r
-\r
-*/\r
-\r
-#include "CK_DEF.H"\r
-\r
-/*\r
-=============================================================================\r
-\r
- GLOBAL VARIABLES\r
-\r
-=============================================================================\r
-*/\r
-\r
-Sint16 singlegravity; // left over from Keen Dreams, not used in Keen 4-6\r
-\r
-Uint16 bounceangle [8][8] =\r
-{\r
- { 0, 0, 0, 0, 0, 0, 0, 0},\r
- { 7, 6, 5, 4, 3, 2, 1, 0},\r
- { 5, 4, 3, 2, 1, 0, 15, 14},\r
- { 5, 4, 3, 2, 1, 0, 15, 14},\r
- { 3, 2, 1, 0, 15, 14, 13, 12},\r
- { 9, 8, 7, 6, 5, 4, 3, 2},\r
- { 9, 8, 7, 6, 5, 4, 3, 2},\r
- {11, 10, 9, 8, 7, 6, 5, 4}\r
-};\r
-\r
-#ifndef KEEN4\r
-arrowdirtype arrowflip[] = {arrow_South, arrow_West, arrow_North, arrow_East, arrow_SouthWest, arrow_NorthWest, arrow_NorthEast, arrow_SouthEast};\r
-#endif\r
-\r
-statetype s_keenstand = {KEENSTANDLSPR, KEENSTANDRSPR, stepthink, false, true, 4, 0, 32, KeenPauseThink, KeenContact, KeenStandReact, &s_keenstand};\r
-\r
-#ifdef KEEN5\r
-statetype s_keenride = {KEENONPLATSPR, KEENONPLATSPR, stepthink, false, true, 4, 0, 32, KeenStandThink, KeenContact, KeenStandReact, &s_keenride};\r
-#endif\r
-\r
-statetype s_keenpauselook = {KEENLOOKUSPR, KEENLOOKUSPR, stepthink, false, true, 60, 0, 0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenstand};\r
-\r
-statetype s_keenwait1 = {KEENWAITR2SPR, KEENWAITR2SPR, stepthink, false, true, 90, 0, 0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenwait2};\r
-statetype s_keenwait2 = {KEENWAITR1SPR, KEENWAITR1SPR, stepthink, false, true, 10, 0, 0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenwait3};\r
-statetype s_keenwait3 = {KEENWAITR2SPR, KEENWAITR2SPR, stepthink, false, true, 90, 0, 0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenwait4};\r
-statetype s_keenwait4 = {KEENWAITR1SPR, KEENWAITR1SPR, stepthink, false, true, 10, 0, 0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenwait5};\r
-statetype s_keenwait5 = {KEENWAITR2SPR, KEENWAITR2SPR, stepthink, false, true, 90, 0, 0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenwait6};\r
-statetype s_keenwait6 = {KEENWAITR3SPR, KEENWAITR3SPR, stepthink, false, true, 70, 0, 0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenstand};\r
-\r
-#ifdef KEEN4\r
-statetype s_keenmoon1 = {KEENMOON1SPR, KEENMOON1SPR, stepthink, false, true, 20, 0, 0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenmoon2};\r
-statetype s_keenmoon2 = {KEENMOON2SPR, KEENMOON2SPR, stepthink, false, true, 90, 0, 0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenmoon3};\r
-statetype s_keenmoon3 = {KEENMOON1SPR, KEENMOON1SPR, stepthink, false, true, 20, 0, 0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenstand};\r
-#endif\r
-\r
-statetype s_keenread = {KEENSITREAD1SPR, KEENSITREAD1SPR, step, false, true, 16, 0, 0, 0, KeenContact, KeenStandReact, &s_keenread2};\r
-statetype s_keenread2 = {KEENSITREAD2SPR, KEENSITREAD2SPR, step, false, true, 16, 0, 0, 0, KeenContact, KeenStandReact, &s_keenread3};\r
-statetype s_keenread3 = {KEENSITREAD3SPR, KEENSITREAD3SPR, step, false, true, 16, 0, 0, 0, KeenContact, KeenStandReact, &s_keenread4};\r
-statetype s_keenread4 = {KEENSITREAD4SPR, KEENSITREAD4SPR, step, false, true, 16, 0, 0, 0, KeenContact, KeenStandReact, &s_keenread5};\r
-statetype s_keenread5 = {KEENREAD1SPR, KEENREAD1SPR, stepthink, false, true, 300, 0, 0, KeenReadThink, KeenContact, KeenStandReact, &s_keenread6};\r
-statetype s_keenread6 = {KEENREAD2SPR, KEENREAD2SPR, stepthink, false, true, 16, 0, 0, KeenReadThink, KeenContact, KeenStandReact, &s_keenread7};\r
-statetype s_keenread7 = {KEENREAD3SPR, KEENREAD3SPR, stepthink, false, true, 16, 0, 0, KeenReadThink, KeenContact, KeenStandReact, &s_keenread5};\r
-statetype s_keenstopread = {KEENSTOPREAD1SPR, KEENSTOPREAD1SPR, step, false, true, 12, 0, 0, 0, KeenContact, KeenStandReact, &s_keenstopread2};\r
-statetype s_keenstopread2 = {KEENSTOPREAD2SPR, KEENSTOPREAD2SPR, step, false, true, 12, 0, 0, 0, KeenContact, KeenStandReact, &s_keenstopread3};\r
-statetype s_keenstopread3 = {KEENSITREAD2SPR, KEENSITREAD2SPR, step, false, true, 12, 0, 0, 0, KeenContact, KeenStandReact, &s_keenstand};\r
-\r
-statetype s_keenlookup = {KEENLOOKUSPR, KEENLOOKUSPR, stepthink, false, true, 30, 0, 0, KeenLookUpThink, KeenContact, KeenStandReact, &s_keenlookup2};\r
-statetype s_keenlookup2 = {KEENLOOKUSPR, KEENLOOKUSPR, think, false, true, 0, 0, 0, KeenLookUpThink, KeenPosContact, KeenStandReact, NULL};\r
-\r
-statetype s_keenlookdown = {KEENLOOKD1SPR, KEENLOOKD1SPR, stepthink, false, true, 6, 0, 0, KeenLookDownThink, KeenContact, KeenStandReact, &s_keenlookdown2};\r
-statetype s_keenlookdown2 = {KEENLOOKD2SPR, KEENLOOKD2SPR, stepthink, false, true, 24, 0, 0, KeenLookDownThink, KeenPosContact, KeenStandReact, &s_keenlookdown3};\r
-statetype s_keenlookdown3 = {KEENLOOKD2SPR, KEENLOOKD2SPR, think, false, true, 0, 0, 0, KeenLookDownThink, KeenPosContact, KeenStandReact, NULL};\r
-statetype s_keenlookdown4 = {KEENLOOKD1SPR, KEENLOOKD1SPR, step, false, true, 6, 0, 0, 0, KeenContact, KeenStandReact, &s_keenstand};\r
-\r
-statetype s_keendrop = {KEENLOOKD1SPR, KEENLOOKD1SPR, step, false, false, 0, 0, 0, KeenDropDownThink, KeenContact, KeenSimpleReact, &s_keenjump3};\r
-statetype s_keendead = {-1, -1, think, false, false, 10, 0, 0, 0, 0, R_Draw, NULL};\r
-\r
-statetype s_keendie1 = {KEENDIE1SPR, KEENDIE1SPR, think, false, false, 100, 0, 0, KeenDieThink, 0, R_Draw, &s_keendie1};\r
-statetype s_keendie2 = {KEENDIE2SPR, KEENDIE2SPR, think, false, false, 100, 0, 0, KeenDieThink, 0, R_Draw, &s_keendie2};\r
-\r
-#ifdef KEEN4\r
-statetype s_keensuitdie1 = {SCUBAKEENDEAD1SPR, SCUBAKEENDEAD1SPR, think, false, false, 100, 0, 0, KeenDieThink, NULL, R_Draw, &s_keensuitdie1};\r
-statetype s_keensuitdie2 = {SCUBAKEENDEAD2SPR, SCUBAKEENDEAD2SPR, think, false, false, 100, 0, 0, KeenDieThink, NULL, R_Draw, &s_keensuitdie2};\r
-#endif\r
-\r
-statetype s_keenshoot1 = {KEENSHOOTLSPR, KEENSHOOTRSPR, step, false, true, 9, 0, 0, KeenShootThink, KeenContact, KeenStandReact, &s_keenshoot2};\r
-statetype s_keenshoot2 = {KEENSHOOTLSPR, KEENSHOOTRSPR, step, false, true, 6, 0, 0, 0, KeenContact, KeenStandReact, &s_keenstand};\r
-\r
-statetype s_keenshootup1 = {KEENSHOOTUSPR, KEENSHOOTUSPR, step, false, true, 9, 0, 0, KeenShootThink, KeenContact, KeenStandReact, &s_keenshootup2};\r
-statetype s_keenshootup2 = {KEENSHOOTUSPR, KEENSHOOTUSPR, step, false, true, 6, 0, 0, 0, KeenContact, KeenStandReact, &s_keenlookup};\r
-\r
-statetype s_keenswitch = {KEENENTER1SPR, KEENENTER1SPR, step, false, true, 8, 0, 0, KeenSwitchThink, NULL, KeenStandReact, &s_keenswitch2};\r
-statetype s_keenswitch2 = {KEENENTER1SPR, KEENENTER1SPR, step, false, true, 8, 0, 0, 0, 0, KeenStandReact, &s_keenstand};\r
-statetype s_keenkey = {KEENENTER1SPR, KEENENTER1SPR, step, false, true, 6, 0, 0, KeenKeyThink, NULL, KeenStandReact, &s_keenswitch2};\r
-\r
-statetype s_keenlineup = {KEENENTER1SPR, KEENENTER1SPR, think, false, false, 0, 0, 0, T_LineUp, 0, R_Draw, NULL};\r
-#ifdef KEEN5\r
-statetype s_keenenter0 = {KEENENTER1SPR, KEENENTER1SPR, step, false, false, 45, 0, -64, NULL, NULL, R_Draw, &s_keenenter1};\r
-statetype s_keenteleport = {KEENWAITR2SPR, KEENWAITR2SPR, think, false, false, 0, 0, 0, NULL, NULL, R_Draw, NULL};\r
-#endif\r
-\r
-statetype s_keenenter1 = {KEENENTER1SPR, KEENENTER1SPR, step, false, false, 9, 0, -64, WalkSound1, NULL, R_Draw, &s_keenenter2};\r
-statetype s_keenenter2 = {KEENENTER2SPR, KEENENTER2SPR, step, false, false, 9, 0, -64, WalkSound2, NULL, R_Draw, &s_keenenter3};\r
-statetype s_keenenter3 = {KEENENTER3SPR, KEENENTER3SPR, step, false, false, 9, 0, -64, WalkSound1, NULL, R_Draw, &s_keenenter4};\r
-statetype s_keenenter4 = {KEENENTER4SPR, KEENENTER4SPR, step, false, false, 9, 0, -64, WalkSound2, NULL, R_Draw, &s_keenenter5};\r
-statetype s_keenenter5 = {KEENENTER5SPR, KEENENTER5SPR, step, false, false, 9, 0, -64, KeenEnterThink, NULL, R_Draw, &s_keenstand};\r
-#ifdef KEEN5\r
-statetype s_keenenter6 = {-1, -1, step, false, false, 9, 0, -64, KeenEnterThink, 0, R_Draw, &s_keenstand};\r
-#endif\r
-\r
-statetype s_keenpole = {KEENSHINNYL1SPR, KEENSHINNYR1SPR, think, false, false, 0, 0, 0, KeenPoleThink, KeenPosContact, KeenSimpleReact, &s_keenpole};\r
-\r
-statetype s_keenclimb1 = {KEENSHINNYL1SPR, KEENSHINNYR1SPR, slidethink, false, false, 8, 0, 8, KeenClimbThink, KeenPosContact, KeenSimpleReact, &s_keenclimb2};\r
-statetype s_keenclimb2 = {KEENSHINNYL2SPR, KEENSHINNYR2SPR, slidethink, false, false, 8, 0, 8, KeenClimbThink, KeenPosContact, KeenSimpleReact, &s_keenclimb3};\r
-statetype s_keenclimb3 = {KEENSHINNYL3SPR, KEENSHINNYR3SPR, slidethink, false, false, 8, 0, 8, KeenClimbThink, KeenPosContact, KeenSimpleReact, &s_keenclimb1};\r
-\r
-statetype s_keenslide1 = {KEENSLIDED1SPR, KEENSLIDED1SPR, slide, false, false, 8, 0, 24, KeenDropThink, KeenPosContact, KeenPoleReact, &s_keenslide2};\r
-statetype s_keenslide2 = {KEENSLIDED2SPR, KEENSLIDED2SPR, slide, false, false, 8, 0, 24, KeenDropThink, KeenPosContact, KeenPoleReact, &s_keenslide3};\r
-statetype s_keenslide3 = {KEENSLIDED3SPR, KEENSLIDED3SPR, slide, false, false, 8, 0, 24, KeenDropThink, KeenPosContact, KeenPoleReact, &s_keenslide4};\r
-statetype s_keenslide4 = {KEENSLIDED4SPR, KEENSLIDED4SPR, slide, false, false, 8, 0, 24, KeenDropThink, KeenPosContact, KeenPoleReact, &s_keenslide1};\r
-\r
-statetype s_keenpoleshoot1 = {KEENPSHOOTLSPR, KEENPSHOOTRSPR, step, false, false, 9, 0, 0, KeenShootThink, KeenPosContact, KeenSimpleReact, &s_keenpoleshoot2};\r
-statetype s_keenpoleshoot2 = {KEENPSHOOTLSPR, KEENPSHOOTRSPR, step, false, false, 6, 0, 0, 0, KeenPosContact, KeenSimpleReact, &s_keenpole};\r
-\r
-statetype s_keenpoleshootup1 = {KEENPLSHOOTUSPR, KEENPRSHOOTUSPR, step, false, false, 9, 0, 0, KeenShootThink, KeenPosContact, KeenSimpleReact, &s_keenpoleshootup2};\r
-statetype s_keenpoleshootup2 = {KEENPLSHOOTUSPR, KEENPRSHOOTUSPR, step, false, false, 6, 0, 0, 0, KeenPosContact, KeenSimpleReact, &s_keenpole};\r
-\r
-statetype s_keenpoleshootdown1 = {KEENPLSHOOTDSPR, KEENPRSHOOTDSPR, step, false, false, 9, 0, 0, KeenShootThink, KeenPosContact, KeenSimpleReact, &s_keenpoleshootdown2};\r
-statetype s_keenpoleshootdown2 = {KEENPLSHOOTDSPR, KEENPRSHOOTDSPR, step, false, false, 6, 0, 0, 0, KeenPosContact, KeenSimpleReact, &s_keenpole};\r
-\r
-statetype s_keenwalk1 = {KEENRUNL1SPR, KEENRUNR1SPR, slidethink, true, true, 6, 24, 0, KeenWalkThink, KeenContact, KeenWalkReact, &s_keenwalk2};\r
-statetype s_keenwalk2 = {KEENRUNL2SPR, KEENRUNR2SPR, slidethink, true, true, 6, 24, 0, KeenWalkThink, KeenContact, KeenWalkReact, &s_keenwalk3};\r
-statetype s_keenwalk3 = {KEENRUNL3SPR, KEENRUNR3SPR, slidethink, true, true, 6, 24, 0, KeenWalkThink, KeenContact, KeenWalkReact, &s_keenwalk4};\r
-statetype s_keenwalk4 = {KEENRUNL4SPR, KEENRUNR4SPR, slidethink, true, true, 6, 24, 0, KeenWalkThink, KeenContact, KeenWalkReact, &s_keenwalk1};\r
-\r
-statetype s_keenpogodown = {KEENPOGOL2SPR, KEENPOGOR2SPR, step, true, false, 1, 0, 0, KeenBounceThink, KeenContact, KeenPogoReact, &s_keenpogo};\r
-statetype s_keenpogo = {KEENPOGOL2SPR, KEENPOGOR2SPR, think, true, false, 0, 0, 0, KeenPogoThink, KeenContact, KeenPogoReact, &s_keenpogo2};\r
-statetype s_keenpogo2 = {KEENPOGOL1SPR, KEENPOGOR1SPR, think, true, false, 0, 0, 0, KeenPogoThink, KeenContact, KeenPogoReact, NULL};\r
-\r
-statetype s_keenjump1 = {KEENJUMPL1SPR, KEENJUMPR1SPR, think, false, false, 0, 0, 0, KeenAirThink, KeenContact, KeenAirReact, &s_keenjump2};\r
-statetype s_keenjump2 = {KEENJUMPL2SPR, KEENJUMPR2SPR, think, false, false, 0, 0, 0, KeenAirThink, KeenContact, KeenAirReact, &s_keenjump3};\r
-statetype s_keenjump3 = {KEENJUMPL3SPR, KEENJUMPR3SPR, stepthink, false, false, 50, 0, 0, KeenAirThink, KeenContact, KeenAirReact, &s_keenjump4};\r
-statetype s_keenjump4 = {KEENJUMPL2SPR, KEENJUMPR2SPR, stepthink, false, false, 40, 0, 0, KeenAirThink, KeenContact, KeenAirReact, &s_keenjump3};\r
-\r
-statetype s_keenairshoot1 = {KEENJLSHOOTLSPR, KEENJRSHOOTRSPR, stepthink, false, false, 9, 0, 0, T_Projectile, KeenContact, KeenAirReact, &s_keenairshoot2};\r
-statetype s_keenairshoot2 = {KEENJLSHOOTLSPR, KEENJRSHOOTRSPR, stepthink, true, false, 1, 0, 0, KeenShootThink, KeenContact, KeenAirReact, &s_keenairshoot3};\r
-statetype s_keenairshoot3 = {KEENJLSHOOTLSPR, KEENJRSHOOTRSPR, stepthink, false, false, 6, 0, 0, T_Projectile, KeenContact, KeenAirReact, &s_keenjump3};\r
-\r
-statetype s_keenairshootup1 = {KEENJSHOOTUSPR, KEENJSHOOTUSPR, stepthink, false, false, 9, 0, 0, T_Projectile, KeenContact, KeenAirReact, &s_keenairshootup2};\r
-statetype s_keenairshootup2 = {KEENJSHOOTUSPR, KEENJSHOOTUSPR, stepthink, true, false, 1, 0, 0, KeenShootThink, KeenContact, KeenAirReact, &s_keenairshootup3};\r
-statetype s_keenairshootup3 = {KEENJSHOOTUSPR, KEENJSHOOTUSPR, stepthink, false, false, 6, 0, 0, T_Projectile, KeenContact, KeenAirReact, &s_keenjump3};\r
-\r
-statetype s_keenairshootdown1 = {KEENJSHOOTDSPR, KEENJSHOOTDSPR, stepthink, false, false, 9, 0, 0, T_Projectile, KeenContact, KeenAirReact, &s_keenairshootdown2};\r
-statetype s_keenairshootdown2 = {KEENJSHOOTDSPR, KEENJSHOOTDSPR, stepthink, true, false, 1, 0, 0, KeenShootThink, KeenContact, KeenAirReact, &s_keenairshootdown3};\r
-statetype s_keenairshootdown3 = {KEENJSHOOTDSPR, KEENJSHOOTDSPR, stepthink, false, false, 6, 0, 0, T_Projectile, KeenContact, KeenAirReact, &s_keenjump3};\r
-\r
-statetype s_keenholdon = {KEENHANGLSPR, KEENHANGRSPR, step, false, false, 12, 0, 0, 0, KeenPosContact, KeenSimpleReact, &s_keenholdon2};\r
-statetype s_keenholdon2 = {KEENHANGLSPR, KEENHANGRSPR, think, false, false, 0, 0, 0, KeenHoldThink, KeenPosContact, KeenSimpleReact, NULL};\r
-\r
-statetype s_keenclimbup = {KEENCLIMBEDGEL1SPR, KEENCLIMBEDGER1SPR, step, false, false, 10, 0, 0, T_PullUp1, KeenPosContact, KeenSimpleReact, &s_keenclimbup2};\r
-statetype s_keenclimbup2 = {KEENCLIMBEDGEL2SPR, KEENCLIMBEDGER2SPR, step, false, false, 10, 0, 0, T_PullUp2, KeenPosContact, KeenSimpleReact, &s_keenclimbup3};\r
-statetype s_keenclimbup3 = {KEENCLIMBEDGEL3SPR, KEENCLIMBEDGER3SPR, step, false, false, 10, 0, 0, T_PullUp3, KeenPosContact, KeenSimpleReact, &s_keenclimbup4};\r
-statetype s_keenclimbup4 = {KEENCLIMBEDGEL4SPR, KEENCLIMBEDGER4SPR, step, false, false, 10, 0, 0, T_PulledUp, KeenPosContact, KeenSimpleReact, &s_keenclimbup5};\r
-statetype s_keenclimbup5 = {KEENSTANDLSPR, KEENSTANDRSPR, step, false, false, 6, 0, 0, 0, KeenPosContact, KeenSimpleReact, &s_keenstand};\r
-\r
-Sint16 slopespeed[8] = {0, 0, 4, 4, 8, -4, -4, -8};\r
-Sint16 polexspeed[3] = {-8, 0, 8};\r
-\r
-Sint16 shotsinclip[4] = {0, 8, 5, 5};\r
-Sint16 bonussound[] = {\r
- SND_GETKEY,SND_GETKEY,SND_GETKEY,SND_GETKEY,\r
- SND_GETPOINTS,SND_GETPOINTS,SND_GETPOINTS,\r
- SND_GETPOINTS,SND_GETPOINTS,SND_GETPOINTS,\r
- SND_EXTRAKEEN,\r
- SND_GETAMMO\r
-#ifdef KEEN5\r
- ,SND_GETKEYCARD\r
-#endif\r
-};\r
-Sint16 bonuspoints[] = {\r
- 0, 0, 0, 0,\r
- 100, 200, 500,\r
- 1000, 2000, 5000,\r
- 0,\r
- 0\r
-#ifdef KEEN5\r
- ,0\r
-#endif\r
-};\r
-Sint16 bonussprite[] = {\r
- BONUSGEMSPR, BONUSGEMSPR, BONUSGEMSPR, BONUSGEMSPR,\r
- BONUS100SPR, BONUS200SPR, BONUS500SPR,\r
- BONUS1000SPR, BONUS2000SPR, BONUS5000SPR,\r
- BONUS1UPSPR,\r
- BONUSCLIPSPR\r
-#ifdef KEEN5\r
- ,BONUSCARDSPR\r
-#endif\r
-};\r
-\r
-Uint16 zeromap = 0;\r
-\r
-// uninitialized variables:\r
-\r
-/*\r
-=============================================================================\r
-\r
- LOCAL VARIABLES\r
-\r
-=============================================================================\r
-*/\r
-\r
-Sint16 jumptime;\r
-Sint32 leavepoletime;\r
-Sint16 moonok;\r
-\r
-/*\r
-=============================================================================\r
-\r
- KEEN\r
-\r
-player->temp1 = pausetime / pointer to zees when sleeping\r
-player->temp2 = pausecount / stagecount\r
-player->temp3 =\r
-player->temp4 =\r
-\r
-=============================================================================\r
-*/\r
-\r
-\r
-/*\r
-===============\r
-=\r
-= SpawnKeen\r
-=\r
-===============\r
-*/\r
-\r
-void SpawnKeen(Sint16 x, Sint16 y, Sint16 dir)\r
-{\r
- player->obclass = keenobj;\r
- player->active = ac_allways;\r
- player->priority = 1;\r
- player->x = CONVERT_TILE_TO_GLOBAL(x);\r
- player->y = CONVERT_TILE_TO_GLOBAL(y) - 0xF1; //TODO: weird\r
-\r
- player->xdir = dir;\r
- player->ydir = 1;\r
- NewState(player, &s_keenstand);\r
-}\r
-\r
-//==========================================================================\r
-\r
-/*\r
-======================\r
-=\r
-= CheckGrabPole\r
-=\r
-======================\r
-*/\r
-\r
-boolean CheckGrabPole(objtype *ob)\r
-{\r
- Uint16 far *map;\r
-\r
-//\r
-// kludgy bit to not let you grab a pole the instant you jump off it\r
-//\r
- if (lasttimecount < leavepoletime)\r
- {\r
- leavepoletime = 0;\r
- }\r
- else if (lasttimecount-leavepoletime < 19)\r
- {\r
- return false;\r
- }\r
-\r
- if (c.yaxis == -1)\r
- {\r
- map = mapsegs[1] + mapbwidthtable[(ob->top+6*PIXGLOBAL)/TILEGLOBAL]/2;\r
- }\r
- else\r
- {\r
- map = mapsegs[1] + mapbwidthtable[ob->tilebottom+1]/2;\r
- }\r
-\r
- map += ob->tilemidx;\r
-\r
- if ((tinf[INTILE + *map] & 0x7F) == INTILE_POLE)\r
- {\r
- ob->x = CONVERT_TILE_TO_GLOBAL(ob->tilemidx-1) + 8*PIXGLOBAL;\r
- xtry = 0;\r
- ytry = c.yaxis * 32;\r
- ob->needtoclip = cl_noclip; // can climb through pole holes\r
- ob->state = &s_keenpole;\r
- return true;\r
- }\r
- return false;\r
-}\r
-\r
-//==========================================================================\r
-\r
-/*\r
-======================\r
-=\r
-= CheckEnterHouse\r
-=\r
-= Checks for tiles that Keen can interact with by pressing up\r
-=\r
-======================\r
-*/\r
-\r
-boolean CheckEnterHouse(objtype *ob)\r
-{\r
- Uint16 temp;\r
-#ifdef KEEN5\r
- Uint16 infoval;\r
-#endif\r
- Uint16 intile, intile2;\r
-\r
- intile = tinf[INTILE + *(mapsegs[1]+mapbwidthtable[ob->tiletop]/2+ob->tilemidx)];\r
- if (intile == INTILE_SWITCH0 || intile == INTILE_SWITCH1 || intile == INTILE_BRIDGESWITCH)\r
- {\r
- temp = CONVERT_TILE_TO_GLOBAL(ob->tilemidx) - 4*PIXGLOBAL;\r
- if (ob->x != temp)\r
- {\r
- ob->temp1 = temp;\r
- ob->state = &s_keenlineup;\r
- }\r
- else\r
- {\r
- ob->state = &s_keenswitch;\r
- }\r
- upheld = true;\r
- return true;\r
- }\r
- else if (intile == INTILE_DOOR || intile == INTILE_KEYCARDDOOR)\r
- {\r
- temp = CONVERT_TILE_TO_GLOBAL(ob->tilemidx) + 6*PIXGLOBAL;\r
- intile2 = tinf[INTILE + *(mapsegs[1]+mapbwidthtable[ob->tiletop]/2+ob->tilemidx-1)];\r
- if (intile2 == 2 || intile2 == 32)\r
- temp -= TILEGLOBAL;\r
-\r
- // BUG:\r
- //\r
- // The s_keenenter? states rely on Keen's ydir being set to 1,\r
- // which may not always be the case (e.g. if Keen was pushed off\r
- // a pole by another actor in the level).\r
- // If ydir is not 1, Keen will not move up during that animation\r
- // which means the teleport coordinates won't be read from the\r
- // intended tile position and Keen might end up teleporting to\r
- // position 0, 0 in the map and thus win the current level.\r
- // \r
- // That can easily be avoided by setting ob->ydir to 1 when\r
- // changing ob->state to s_keenenter0 or s_keenenter1.\r
-\r
- if (ob->x != temp)\r
- {\r
- ob->temp1 = temp;\r
- ob->state = &s_keenlineup;\r
- }\r
-#ifdef KEEN5\r
- else if (intile == INTILE_KEYCARDDOOR)\r
- {\r
- if (gamestate.keycard)\r
- {\r
- gamestate.keycard = false;\r
- SD_PlaySound(SND_OPENCARDDOOR);\r
- GetNewObj(false);\r
- new->x = ob->tilemidx - 2;\r
- new->y = ob->tilebottom - 4;\r
- new->active = ac_allways;\r
- new->needtoclip = cl_noclip;\r
- new->obclass = inertobj;\r
- NewState(new, &s_carddoor);\r
- // Note: no invincibility here - card doors were always used as level exits in Keen 5\r
- ob->state = &s_keenenter0;\r
- ob->priority = 0;\r
- upheld = true;\r
- return true;\r
- }\r
- else\r
- {\r
- SD_PlaySound(SND_NOWAY);\r
- ob->state = &s_keenstand;\r
- upheld = true;\r
- return false;\r
- }\r
- }\r
-#endif\r
- else\r
- {\r
- invincible = 110; //about 1.57 seconds\r
- ob->state = &s_keenenter1;\r
- ob->priority = 0;\r
-#ifdef KEEN5\r
- {\r
- infoval = *(mapsegs[2]+mapbwidthtable[ob->tiletop]/2+ob->tilemidx);\r
- if (!infoval)\r
- SpawnTeleport();\r
- }\r
-#endif\r
- }\r
- upheld = true;\r
- return true;\r
- }\r
- return false;\r
-}\r
-\r
-//==========================================================================\r
-\r
-/*\r
-============================\r
-=\r
-= WalkSound1\r
-=\r
-============================\r
-*/\r
-\r
-void WalkSound1(objtype *ob)\r
-{\r
- SD_PlaySound(SND_WORLDWALK1);\r
- ob++; // shut up compiler\r
-}\r
-\r
-/*\r
-============================\r
-=\r
-= WalkSound2\r
-=\r
-============================\r
-*/\r
-\r
-void WalkSound2(objtype *ob)\r
-{\r
- SD_PlaySound(SND_WORLDWALK2);\r
- ob++; // shut up compiler\r
-}\r
-\r
-//==========================================================================\r
-\r
-/*\r
-============================\r
-=\r
-= KeenStandThink\r
-=\r
-============================\r
-*/\r
-\r
-void KeenStandThink(objtype *ob)\r
-{\r
-#ifdef KEEN5\r
- if (ob->hitnorth == 25 && ob->state != &s_keenride)\r
- {\r
- ob->state = &s_keenride;\r
- }\r
-#endif\r
-\r
- if (c.xaxis)\r
- {\r
- // started walking\r
- ob->state = &s_keenwalk1;\r
- KeenWalkThink(ob);\r
- xtry = (Sint16)(ob->xdir * ob->state->xmove * tics) / 4;\r
- }\r
- else if (firebutton && !fireheld)\r
- {\r
- // shoot current xdir\r
- fireheld = true;\r
- if (c.yaxis == -1)\r
- {\r
- ob->state = &s_keenshootup1;\r
- }\r
- else\r
- {\r
- ob->state = &s_keenshoot1;\r
- }\r
- }\r
- else if (jumpbutton && ! jumpheld)\r
- {\r
- // jump straight up\r
- jumpheld = true;\r
- SD_PlaySound(SND_JUMP);\r
- ob->xspeed = 0;\r
- ob->yspeed = -40;\r
- ytry = 0;\r
- jumptime = 18;\r
- ob->state = &s_keenjump1;\r
- }\r
- else if (pogobutton && !pogoheld)\r
- {\r
- // get on pogo\r
- pogoheld = true;\r
- SD_PlaySound(SND_JUMP);\r
- ob->state = &s_keenpogodown;\r
- ob->xspeed = 0;\r
- ob->yspeed = -48;\r
- ytry = 0;\r
- jumptime = 24;\r
- }\r
- else\r
- {\r
- switch (c.yaxis)\r
- {\r
- case -1:\r
- if (CheckGrabPole(ob))\r
- break;\r
- if (upheld || !CheckEnterHouse(ob))\r
- {\r
- ob->state = &s_keenlookup;\r
- }\r
- break;\r
- case 1:\r
- if (CheckGrabPole(ob))\r
- break;\r
- ob->state = &s_keenlookdown;\r
- }\r
- return;\r
- }\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenPauseThink\r
-=\r
-= Do special animations in time\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenPauseThink(objtype *ob)\r
-{\r
-#ifdef KEEN5\r
- if (ob->hitnorth == 25 && ob->state != &s_keenride)\r
- {\r
- ob->state = &s_keenride;\r
- }\r
-#endif\r
-\r
- if (c.dir != dir_None || jumpbutton || pogobutton || firebutton)\r
- {\r
- ob->temp1 = ob->temp2 = 0; // not paused any more\r
- ob->state = &s_keenstand;\r
- KeenStandThink(ob);\r
- }\r
- else\r
- {\r
- //only increase idle counter when NOT standing on a sprite:\r
- if ((ob->hitnorth & ~7) != 0x18)\r
- ob->temp1 = ob->temp1 + tics;\r
-\r
- switch (ob->temp2)\r
- {\r
- case 0:\r
- if (ob->temp1 > 200)\r
- {\r
- ob->temp2++;\r
- ob->state = &s_keenpauselook;\r
- ob->temp1 = 0;\r
- }\r
- break;\r
- case 1:\r
- if (ob->temp1 > 300)\r
- {\r
- ob->temp2++;\r
- ob->temp1 = 0;\r
-#ifdef KEEN4\r
- if (moonok == 1)\r
- {\r
- moonok = 2; //don't moon again unless the level is restarted\r
- ob->state = &s_keenmoon1;\r
- }\r
- else\r
-#endif\r
- {\r
- ob->state = &s_keenwait1;\r
- }\r
- }\r
- break;\r
- case 2:\r
- if (ob->temp1 > 700)\r
- {\r
- ob->temp2++;\r
- ob->state = &s_keenread;\r
- ob->temp1 = 0;\r
- }\r
- break;\r
- }\r
- }\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenReadThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenReadThink(objtype *ob)\r
-{\r
- if (storedemo)\r
- {\r
- playstate = ex_abortgame;\r
- IN_ClearKeysDown();\r
- }\r
- if (c.dir != dir_None || jumpbutton || pogobutton)\r
- {\r
- ob->temp1 = ob->temp2 = 0;\r
- ob->state = &s_keenstopread;\r
- }\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenLookUpThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenLookUpThink(objtype *ob)\r
-{\r
- if (c.yaxis != -1 || c.xaxis\r
- || (jumpbutton && !jumpheld)\r
- || (pogobutton && !pogoheld)\r
- || firebutton)\r
- {\r
- ob->state = &s_keenstand;\r
- KeenStandThink(ob);\r
- }\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenLookDownThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenLookDownThink(objtype *ob)\r
-{\r
- Uint16 far *map;\r
- Sint16 y, ymove;\r
- Uint16 tile;\r
-\r
- if (jumpbutton && ! jumpheld && (ob->hitnorth & 7) == 1)\r
- {\r
- //\r
- // drop down a level\r
- //\r
- jumpheld = true;\r
-\r
- y = ob->tilebottom;\r
- map = (Uint16 far *)mapsegs[1] + mapbwidthtable[y]/2 + ob->tilemidx;\r
- tile = *map;\r
- if (tinf[WESTWALL+tile] || tinf[EASTWALL+tile] || tinf[SOUTHWALL+tile])\r
- return; // wall prevents drop down\r
-\r
- map += mapwidth;\r
- tile = *map;\r
- if (tinf[WESTWALL+tile] || tinf[EASTWALL+tile] || tinf[SOUTHWALL+tile])\r
- return; // wall prevents drop down\r
-\r
- ymove = max(4, tics) * PIXGLOBAL;\r
- if (gamestate.riding)\r
- ymove += gamestate.riding->ymove;\r
- ob->bottom += ymove;\r
- gamestate.riding = NULL;\r
- ob->y += ymove;\r
- xtry = ytry = 0;\r
- ob->state = &s_keenjump3;\r
- ob->xspeed = ob->yspeed = 0;\r
- SD_PlaySound(SND_PLUMMET);\r
- }\r
- else if (c.yaxis != 1 || c.xaxis\r
- || (jumpbutton && !jumpheld)\r
- || (pogobutton && !pogoheld))\r
- {\r
- ob->state = &s_keenlookdown4;\r
- }\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenWalkThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenWalkThink(objtype *ob)\r
-{\r
- Sint16 xmove;\r
-\r
- if (c.xaxis == 0)\r
- {\r
- //\r
- // stopped running\r
- //\r
- ob->state = &s_keenstand;\r
- KeenStandThink(ob);\r
- return;\r
- }\r
-\r
- ob->xdir = c.xaxis;\r
-\r
- switch (c.yaxis)\r
- {\r
- case -1:\r
- if (CheckGrabPole(ob))\r
- return;\r
- if (upheld)\r
- return;\r
- if (!CheckEnterHouse(ob))\r
- break;;\r
- return;\r
-\r
- case 1:\r
- if (!CheckGrabPole(ob))\r
- break;\r
- return;\r
- }\r
-\r
- if (firebutton && !fireheld)\r
- {\r
- //\r
- // shoot\r
- //\r
- fireheld = true;\r
- if (c.yaxis == -1)\r
- {\r
- ob->state = &s_keenshootup1;\r
- }\r
- else\r
- {\r
- ob->state = &s_keenshoot1;\r
- }\r
- return;\r
- }\r
-\r
- if (jumpbutton && !jumpheld)\r
- {\r
- //\r
- // running jump\r
- //\r
- jumpheld = true;\r
- SD_PlaySound(SND_JUMP);\r
- ob->xspeed = ob->xdir * 16;\r
- ob->yspeed = -40;\r
- xtry = ytry = 0;\r
- jumptime = 18;\r
- ob->state = &s_keenjump1;\r
- }\r
-\r
- if (pogobutton && !pogoheld)\r
- {\r
- //\r
- // get on pogo\r
- //\r
- pogoheld = true;\r
- ob->state = &s_keenpogodown;\r
- SD_PlaySound(SND_JUMP);\r
- ob->xspeed = ob->xdir * 16;\r
- ob->yspeed = -48;\r
- xtry = 0;\r
- jumptime = 24;\r
- return;\r
- }\r
-\r
- //\r
- // give speed for slopes\r
- //\r
- xmove = slopespeed[ob->hitnorth & 7] * tics;\r
- xtry += xmove;\r
-\r
- //\r
- // handle walking sounds\r
- //\r
- if (ob->state == &s_keenwalk1 && ob->temp3 == 0)\r
- {\r
- SD_PlaySound(SND_WORLDWALK1);\r
- ob->temp3 = 1;\r
- }\r
- else if (ob->state == &s_keenwalk3 && ob->temp3 == 0)\r
- {\r
- SD_PlaySound(SND_WORLDWALK2);\r
- ob->temp3 = 1;\r
- }\r
- else if (ob->state == &s_keenwalk2 ||ob->state == &s_keenwalk4)\r
- {\r
- ob->temp3 = 0;\r
- }\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= T_LineUp\r
-=\r
-= Lines up Keen's position for interacting with tiles (temp1 is desired x)\r
-=\r
-=======================\r
-*/\r
-\r
-void T_LineUp(objtype *ob)\r
-{\r
- Sint16 xmove;\r
-\r
- xmove = ob->temp1 - ob->x;\r
- if (xmove < 0)\r
- {\r
- xtry = xtry - tics * 16;\r
- if (xtry > xmove)\r
- return;\r
- }\r
- else if (xmove > 0)\r
- {\r
- xtry = xtry + tics * 16;\r
- if (xtry < xmove)\r
- return;\r
- }\r
- xtry = xmove;\r
- ob->temp1 = 0;\r
- if (!CheckEnterHouse(ob))\r
- ob->state = &s_keenstand;\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenEnterThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenEnterThink(objtype *ob)\r
-{\r
- Uint16 info;\r
- Uint16 far *map;\r
-\r
- map = mapsegs[2] + mapbwidthtable[ob->tilebottom]/2 + ob->tileleft;\r
- info = *map;\r
-#ifdef KEEN5\r
- if (!info)\r
- {\r
- playstate = ex_portout;\r
- ob->state = &s_keenenter6;\r
- return;\r
- }\r
- else if (info == 0xB1B1)\r
- {\r
- playstate = ex_completed;\r
- ob->state = &s_keenenter6;\r
- return;\r
- }\r
-#endif\r
- ob->y = (CONVERT_TILE_TO_GLOBAL(info & 0xFF) - TILEGLOBAL) + 15;\r
- ob->x = CONVERT_TILE_TO_GLOBAL(info >> 8);\r
- ob->priority = 1;\r
- ob->needtoclip = cl_noclip;\r
- ChangeState(ob, ob->state->nextstate);\r
- ob->needtoclip = cl_midclip;\r
- CenterActor(ob);\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenSwitchThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenSwitchThink(objtype *ob)\r
-{\r
- Uint16 intile, maptile, newtile, info, sx, sy, tileoff;\r
- Uint16 far *map;\r
- Uint16 tile, x, y;\r
- Sint8 manim;\r
-\r
- tileoff = mapbwidthtable[ob->tiletop]/2 + ob->tilemidx;\r
- maptile = mapsegs[1][tileoff];\r
- newtile = maptile + (Sint8)tinf[MANIM + maptile];\r
- info = mapsegs[2][tileoff];\r
- sx = info >> 8;\r
- sy = info & 0xFF;\r
- intile = tinf[INTILE + maptile];\r
-\r
- RF_MemToMap(&newtile, 1, ob->tilemidx, ob->tiletop, 1, 1);\r
- SD_PlaySound(SND_USESWITCH);\r
- if (intile == INTILE_BRIDGESWITCH)\r
- {\r
- //toggle bridge:\r
- for (y = sy; sy+2 > y; y++)\r
- {\r
- map = mapsegs[1] + mapbwidthtable[y]/2 + sx - (y != sy);\r
- for (x = sx - (y != sy); x < mapwidth; x++)\r
- {\r
- tile = *(map++);\r
- manim = tinf[MANIM + tile];\r
- if (!manim)\r
- break;\r
-\r
- tile += manim;\r
- RF_MemToMap(&tile, 1, x, y, 1, 1);\r
- }\r
- }\r
- }\r
- else\r
- {\r
- //toggle platform blocker:\r
- map = mapsegs[2] + mapbwidthtable[sy]/2 + sx;\r
- tile = *map;\r
-#ifdef KEEN5\r
- if (tile >= DIRARROWSTART && tile < DIRARROWEND)\r
- {\r
- *map = arrowflip[tile-DIRARROWSTART]+DIRARROWSTART;\r
- return;\r
- }\r
-#endif\r
- *map = tile ^ PLATFORMBLOCK;\r
- }\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenKeyThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenKeyThink(objtype *ob)\r
-{\r
- Uint16 newtile, info, x, y, tileoff;\r
- Uint16 far *map;\r
- Uint16 tile, h;\r
-\r
- tileoff = mapbwidthtable[ob->tilebottom]/2 + ob->tilemidx;\r
- newtile = mapsegs[1][tileoff] + 18;\r
- info = mapsegs[2][tileoff];\r
- x = info >> 8;\r
- y = info & 0xFF;\r
- RF_MemToMap(&newtile, 1, ob->tilemidx, ob->tilebottom, 1, 1);\r
- SD_PlaySound(SND_OPENDOOR);\r
- GetNewObj(false);\r
- new->x = x;\r
- new->y = y;\r
-\r
- if (x > mapwidth || x < 2 || y > mapheight || y < 2)\r
- Quit("Keyholder points to a bad spot!");\r
-\r
- map = mapsegs[1] + mapbwidthtable[y]/2 + x;\r
- tile = *map;\r
- h = 1;\r
- map += mapwidth;\r
- while (*map == tile)\r
- {\r
- h++;\r
- map += mapwidth;\r
- }\r
- new->temp1 = h;\r
- new->active = ac_allways;\r
- new->needtoclip = cl_noclip;\r
- new->obclass = inertobj;\r
- NewState(new, &s_door1);\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenAirThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenAirThink(objtype *ob)\r
-{\r
- if (jumpcheat && jumpbutton)\r
- {\r
- ob->yspeed = -40;\r
- jumptime = 18;\r
- jumpheld = true;\r
- }\r
- if (jumptime)\r
- {\r
- if (jumptime <= tics)\r
- {\r
- ytry = ob->yspeed * jumptime;\r
- jumptime = 0;\r
- }\r
- else\r
- {\r
- ytry = ob->yspeed * tics;\r
- if (!jumpcheat)\r
- jumptime = jumptime - tics;\r
- }\r
- if (!jumpbutton)\r
- jumptime = 0;\r
-\r
- if (jumptime == 0 && ob->state->nextstate)\r
- ob->state = ob->state->nextstate; // switch to second jump stage\r
- }\r
- else\r
- {\r
- if (gamestate.difficulty == gd_Easy)\r
- {\r
- DoWeakGravity(ob);\r
- }\r
- else\r
- {\r
- DoGravity(ob);\r
- }\r
- if (ob->yspeed > 0 && ob->state != &s_keenjump3 && ob->state != &s_keenjump4)\r
- {\r
- ob->state = ob->state->nextstate; // switch to third jump stage\r
- }\r
- }\r
-\r
-//-------------\r
-\r
- if (c.xaxis)\r
- {\r
- ob->xdir = c.xaxis;\r
- AccelerateX(ob, c.xaxis*2, 24);\r
- }\r
- else\r
- {\r
- FrictionX(ob);\r
- }\r
-\r
- if (ob->hitsouth == 17) // going through a pole hole\r
- {\r
- ob->xspeed = xtry = 0;\r
- }\r
-\r
- if (firebutton && !fireheld)\r
- {\r
- fireheld = true;\r
- //\r
- // shoot\r
- //\r
- switch (c.yaxis)\r
- {\r
- case -1:\r
- ob->state = &s_keenairshootup1;\r
- return;\r
- case 0:\r
- ob->state = &s_keenairshoot1;\r
- return;\r
- case 1:\r
- ob->state = &s_keenairshootdown1;\r
- return;\r
- }\r
- }\r
-\r
- if (pogobutton && !pogoheld)\r
- {\r
- pogoheld = true;\r
- ob->state = &s_keenpogo;\r
- jumptime = 0;\r
- return;\r
- }\r
-\r
- if (c.yaxis == -1)\r
- CheckGrabPole(ob);\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenBounceThink\r
-=\r
-= Gives an extra bit of height on the first pogo bounce and creates\r
-= the "impossible pogo trick" when the jump key is held down\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenBounceThink(objtype *ob)\r
-{\r
- ob->yspeed = -48;\r
- ytry = ob->yspeed * 6;\r
- jumptime = 24;\r
- SD_PlaySound(SND_POGOBOUNCE);\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenPogoThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenPogoThink(objtype *ob)\r
-{\r
- if (jumptime)\r
- {\r
- if (jumpbutton || jumptime <= 9)\r
- {\r
- DoTinyGravity(ob);\r
- }\r
- else\r
- {\r
- DoGravity(ob);\r
- }\r
- if (jumptime <= tics)\r
- {\r
- jumptime = 0;\r
- }\r
- else\r
- {\r
- jumptime = jumptime - tics;\r
- }\r
- if (jumptime == 0 && ob->state->nextstate)\r
- ob->state = ob->state->nextstate;\r
- }\r
- else\r
- {\r
- if (gamestate.difficulty == gd_Easy)\r
- {\r
- DoWeakGravity(ob);\r
- }\r
- else\r
- {\r
- DoGravity(ob);\r
- }\r
- }\r
-\r
- if (c.xaxis)\r
- {\r
- if (ob->xspeed == 0)\r
- ob->xdir = c.xaxis;\r
- AccelerateX(ob, c.xaxis, 24);\r
- }\r
- else\r
- {\r
- xtry = xtry + ob->xspeed * tics;\r
- if (ob->xspeed > 0)\r
- {\r
- ob->xdir = 1;\r
- }\r
- else if (ob->xspeed < 0)\r
- {\r
- ob->xdir = -1;\r
- }\r
- }\r
-\r
- if (ob->hitsouth == 17) // going through a pole hole\r
- {\r
- ob->xspeed = xtry = 0;\r
- }\r
-\r
- if (firebutton && !fireheld)\r
- {\r
- fireheld = true;\r
- switch (c.yaxis)\r
- {\r
- case -1:\r
- ob->state = &s_keenairshootup1;\r
- return;\r
- case 0:\r
- ob->state = &s_keenairshoot1;\r
- return;\r
- case 1:\r
- ob->state = &s_keenairshootdown1;\r
- return;\r
- }\r
- }\r
-\r
- if (pogobutton && !pogoheld)\r
- {\r
- pogoheld = true;\r
- ob->state = &s_keenjump3;\r
- }\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= PoleActions\r
-=\r
-=======================\r
-*/\r
-\r
-void PoleActions(objtype *ob)\r
-{\r
- if (c.xaxis)\r
- ob->xdir = c.xaxis;\r
-\r
- if (firebutton && !fireheld)\r
- {\r
- fireheld = true;\r
- switch (c.yaxis)\r
- {\r
- case -1:\r
- ob->state = &s_keenpoleshootup1;\r
- break;\r
- case 0:\r
- ob->state = &s_keenpoleshoot1;\r
- break;\r
- case 1:\r
- ob->state = &s_keenpoleshootdown1;\r
- break;\r
- }\r
- }\r
-\r
- if (jumpbutton && !jumpheld) // jump off the pole\r
- {\r
- jumpheld = true;\r
- SD_PlaySound(SND_JUMP);\r
- ob->xspeed = polexspeed[c.xaxis+1];\r
- ob->yspeed = -20;\r
- ob->needtoclip = cl_midclip;\r
- jumptime = 10;\r
- ob->state = &s_keenjump1;\r
- ob->ydir = 1;\r
- leavepoletime = lasttimecount;\r
- }\r
-}\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenPoleThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenPoleThink(objtype *ob)\r
-{\r
- Uint16 tile;\r
- Uint16 far *map;\r
-\r
- switch (c.yaxis)\r
- {\r
- case -1:\r
- ob->state = &s_keenclimb1;\r
- ob->ydir = -1;\r
- return;\r
- case 1:\r
- ob->state = &s_keenslide1;\r
- ob->ydir = 1;\r
- KeenDropThink(ob);\r
- return;\r
- }\r
-\r
- if (c.xaxis)\r
- {\r
- //\r
- // walk off pole if right next to ground\r
- //\r
- map = mapsegs[1] + (mapbwidthtable[ob->tilebottom+1]/2 + ob->tilemidx);\r
- tile = *map;\r
- if (tinf[NORTHWALL+tile])\r
- {\r
- ob->xspeed = 0;\r
- ob->yspeed = 0;\r
- ob->needtoclip = cl_midclip;\r
- jumptime = 0;\r
- ob->state = &s_keenjump3;\r
- ob->ydir = 1;\r
- SD_PlaySound(SND_PLUMMET);\r
- return;\r
- }\r
- }\r
- PoleActions(ob);\r
-}\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenClimbThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenClimbThink(objtype *ob)\r
-{\r
- Uint16 far *map;\r
-\r
- map = mapsegs[1] + mapbwidthtable[ob->tiletop]/2 + ob->tilemidx;\r
- \r
- if ((tinf[INTILE+*map] & 0x7F) != INTILE_POLE)\r
- {\r
- ytry = 0;\r
- ob->state = &s_keenpole; // ran out of pole\r
- PoleActions(ob);\r
- return;\r
- }\r
-\r
- switch (c.yaxis)\r
- {\r
- case 0:\r
- ob->state = &s_keenpole;\r
- ob->ydir = 0;\r
- break;\r
-\r
- case 1:\r
- ob->state = &s_keenslide1;\r
- ob->ydir = 1;\r
- KeenDropThink(ob);\r
- break;\r
- }\r
-\r
- PoleActions(ob);\r
-}\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenDropThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenDropThink(objtype *ob)\r
-{\r
- Uint16 far *map;\r
- Uint16 y;\r
-\r
- y = CONVERT_GLOBAL_TO_TILE(ob->bottom - 4*PIXGLOBAL);\r
- map = mapsegs[1] + mapbwidthtable[y]/2 + ob->tilemidx;\r
-\r
- if ((tinf[INTILE+*map] & 0x7F) != INTILE_POLE)\r
- {\r
- SD_PlaySound(SND_PLUMMET);\r
- ob->state = &s_keenjump3; // ran out of pole\r
- jumptime = 0;\r
- ob->xspeed = polexspeed[c.xaxis+1];\r
- ob->yspeed = 0;\r
- ob->needtoclip = cl_midclip;\r
- ob->tilebottom--;\r
- return;\r
- }\r
-\r
- switch (c.yaxis)\r
- {\r
- case -1:\r
- ob->state = &s_keenclimb1;\r
- ob->ydir = -1;\r
- break;\r
-\r
- case 0:\r
- ob->state = &s_keenpole;\r
- ob->ydir = 0;\r
- break;\r
- }\r
-\r
- PoleActions(ob);\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenDropDownThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenDropDownThink(objtype *ob)\r
-{\r
- ob->needtoclip = cl_midclip;\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenHoldThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenHoldThink(objtype *ob)\r
-{\r
- Uint16 tile;\r
-\r
- if (c.yaxis == -1 || ob->xdir == c.xaxis)\r
- {\r
- ob->state = &s_keenclimbup;\r
- if (ob->xdir == 1)\r
- {\r
- tile = *(mapsegs[1]+mapbwidthtable[ob->tiletop-1]/2+ob->tileright);\r
- }\r
- else\r
- {\r
- tile = *(mapsegs[1]+mapbwidthtable[ob->tiletop-1]/2+ob->tileleft);\r
- }\r
- if (ob->xdir == 1)\r
- {\r
- ytry = -16*PIXGLOBAL;\r
- }\r
- else\r
- {\r
- ytry = -8*PIXGLOBAL;\r
- }\r
- if (!(tinf[INTILE+tile] & INTILE_FOREGROUND))\r
- ob->priority = 3;\r
- }\r
- else if (c.yaxis == 1 || c.xaxis && ob->xdir != c.xaxis)\r
- {\r
- ob->state = &s_keenjump3;\r
- ob->needtoclip = cl_midclip;\r
- }\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenShootThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenShootThink(objtype *ob)\r
-{\r
-// can't use &<var> in a switch statement...\r
-\r
- if (ob->state == &s_keenshoot1)\r
- {\r
- if (ob->xdir == 1)\r
- {\r
- SpawnShot(ob->x + 16*PIXGLOBAL, ob->y + 4*PIXGLOBAL, dir_East);\r
- }\r
- else\r
- {\r
- SpawnShot(ob->x - 8*PIXGLOBAL, ob->y + 4*PIXGLOBAL, dir_West);\r
- }\r
- }\r
- if (ob->state == &s_keenairshoot2)\r
- {\r
- if (ob->xdir == 1)\r
- {\r
- SpawnShot(ob->x + 16*PIXGLOBAL, ob->y + 2*PIXGLOBAL, dir_East);\r
- }\r
- else\r
- {\r
- SpawnShot(ob->x, ob->y + 2*PIXGLOBAL, dir_West);\r
- }\r
- }\r
- if (ob->state == &s_keenairshootdown2)\r
- {\r
- SpawnShot(ob->x + 8*PIXGLOBAL, ob->y + 18*PIXGLOBAL, dir_South);\r
- }\r
- if (ob->state == &s_keenairshootup2)\r
- {\r
- SpawnShot(ob->x + 5*PIXGLOBAL, ob->y - 10*PIXGLOBAL, dir_North);\r
- }\r
- if (ob->state == &s_keenshootup1)\r
- {\r
- SpawnShot(ob->x + 5*PIXGLOBAL, ob->y - 10*PIXGLOBAL, dir_North);\r
- }\r
- if (ob->state == &s_keenpoleshoot1)\r
- {\r
- if (ob->xdir == 1)\r
- {\r
- SpawnShot(ob->x + 16*PIXGLOBAL, ob->y + 4*PIXGLOBAL, dir_East);\r
- }\r
- else\r
- {\r
- SpawnShot(ob->x - 8*PIXGLOBAL, ob->y + 4*PIXGLOBAL, dir_West);\r
- }\r
- }\r
- if (ob->state == &s_keenpoleshootup1)\r
- {\r
- if (ob->xdir == 1)\r
- {\r
- SpawnShot(ob->x + 6*PIXGLOBAL, ob->y + 4*PIXGLOBAL, dir_North);\r
- }\r
- else\r
- {\r
- SpawnShot(ob->x + 12*PIXGLOBAL, ob->y + 4*PIXGLOBAL, dir_North);\r
- }\r
- }\r
- if (ob->state == &s_keenpoleshootdown1)\r
- {\r
- if (ob->xdir == 1)\r
- {\r
- SpawnShot(ob->x + 6*PIXGLOBAL, ob->y + 24*PIXGLOBAL, dir_South);\r
- }\r
- else\r
- {\r
- SpawnShot(ob->x + 12*PIXGLOBAL, ob->y + 24*PIXGLOBAL, dir_South);\r
- }\r
- }\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= T_PullUp1\r
-=\r
-=======================\r
-*/\r
-\r
-void T_PullUp1(objtype *ob)\r
-{\r
- if (ob->xdir == 1)\r
- {\r
- xtry = 8*PIXGLOBAL;\r
- }\r
- else\r
- {\r
- ytry = -8*PIXGLOBAL;\r
- }\r
-}\r
-\r
-/*\r
-=======================\r
-=\r
-= T_PullUp2\r
-=\r
-=======================\r
-*/\r
-\r
-void T_PullUp2(objtype *ob)\r
-{\r
- if (ob->xdir == 1)\r
- {\r
- xtry = 8*PIXGLOBAL;\r
- ytry = -8*PIXGLOBAL;\r
- }\r
- else\r
- {\r
- xtry = -8*PIXGLOBAL;\r
- ytry = -8*PIXGLOBAL;\r
- }\r
-}\r
-\r
-/*\r
-=======================\r
-=\r
-= T_PullUp3\r
-=\r
-=======================\r
-*/\r
-\r
-#pragma argsused\r
-void T_PullUp3(objtype *ob)\r
-{\r
- ytry = -8*PIXGLOBAL;\r
-}\r
-\r
-/*\r
-=======================\r
-=\r
-= T_PulledUp\r
-=\r
-=======================\r
-*/\r
-\r
-void T_PulledUp(objtype *ob)\r
-{\r
- ob->needtoclip = cl_midclip;\r
- ob->priority = 1;\r
- ytry = 8*PIXGLOBAL;\r
-}\r
-\r
-//===========================================================================\r
-\r
-/*\r
-=======================\r
-=\r
-= KeenDieThink\r
-=\r
-=======================\r
-*/\r
-\r
-void KeenDieThink(objtype *ob)\r
-{\r
- DoWeakGravity(ob);\r
- xtry = ob->xspeed * tics;\r
- if (!OnScreen(ob))\r
- playstate = ex_died;\r
-}\r
-\r
-/*\r
-=============================================================================\r
-\r
- CONTACT ROUTINES\r
-\r
-=============================================================================\r
-*/\r
-\r
-/*\r
-============================\r
-=\r
-= KillKeen\r
-=\r
-============================\r
-*/\r
-\r
-void KillKeen(void)\r
-{\r
- if (invincible || godmode)\r
- return;\r
-\r
- if (player->state != &s_keendead)\r
- {\r
-\r
- moonok = 0;\r
- invincible = 30; //0.43 seconds\r
- keenkilled = true;\r
- player->needtoclip = cl_noclip;\r
- player->priority = 3;\r
-#ifdef KEEN4\r
- if (mapon == 17)\r
- {\r
- if (US_RndT() < 0x80)\r
- {\r
- ChangeState(player, &s_keensuitdie1);\r
- }\r
- else\r
- {\r
- ChangeState(player, &s_keensuitdie2);\r
- }\r
- }\r
- else\r
-#endif\r
- {\r
- if (US_RndT() < 0x80)\r
- {\r
- ChangeState(player, &s_keendie1);\r
- }\r
- else\r
- {\r
- ChangeState(player, &s_keendie2);\r
- }\r
- }\r
- SD_PlaySound(SND_KEENDEAD);\r
- player->yspeed = -40;\r
- player->xspeed = 16;\r
- }\r
-}\r
-\r
-/*\r
-============================\r
-=\r
-= KeenContact\r
-=\r
-============================\r
-*/\r
-\r
-void KeenContact(objtype *ob, objtype *hit)\r
-{\r
- switch (hit->obclass)\r
- {\r
- case bonusobj:\r
- switch (hit->temp1)\r
- {\r
- case 0:\r
- case 1:\r
- case 2:\r
- case 3:\r
- case 4:\r
- case 5:\r
- case 6:\r
- case 7:\r
- case 8:\r
- case 9:\r
- case 10:\r
- case 11:\r
-#ifdef KEEN5\r
- case 12:\r
-#endif\r
- SD_PlaySound(bonussound[hit->temp1]);\r
- hit->obclass = inertobj;\r
- hit->priority = 3;\r
- hit->shapenum = bonussprite[hit->temp1];\r
- GivePoints(bonuspoints[hit->temp1]);\r
- if (hit->temp1 < 4)\r
- {\r
- gamestate.keys[hit->temp1]++;\r
- }\r
- else if (hit->temp1 == 10)\r
- {\r
- gamestate.lives++;\r
- }\r
- else if (hit->temp1 == 11)\r
- {\r
- gamestate.ammo += shotsinclip[gamestate.difficulty];\r
- }\r
-#ifdef KEEN5\r
- else if (hit->temp1 == 12)\r
- {\r
- gamestate.keycard = true;\r
- }\r
-#endif\r
- ChangeState(hit, &s_bonusrise);\r
- }\r
- break;\r
-\r
-#if defined KEEN4\r
- case oracleobj:\r
- if (!ob->hitnorth)\r
- break;\r
-\r
- if (mapon == 14)\r
- {\r
- RescueJanitor();\r
- RF_ForceRefresh();\r
- RemoveObj(hit);\r
- }\r
- else\r
- {\r
- SD_PlaySound(SND_LINDSEY);\r
- playstate = ex_rescued;\r
- }\r
- break;\r
- case stunnedobj:\r
- if (hit->temp4 != bounderobj)\r
- break;\r
- //no break here -- drop through to platformobj is intended!\r
- case platformobj:\r
- if (!gamestate.riding)\r
- {\r
- ClipToSpriteTop(ob, hit);\r
- }\r
- else\r
- return;\r
- break;\r
- case bounderobj:\r
- ClipToSprite(ob, hit, false);\r
- break;\r
- case lindseyobj:\r
- PrincessLindsey();\r
- RemoveObj(hit);\r
- RF_ForceRefresh();\r
- break;\r
- case footobj:\r
- playstate = ex_foot;\r
- break;\r
-#elif defined KEEN5\r
- case platformobj:\r
- if (!gamestate.riding)\r
- ClipToSpriteTop(ob, hit);\r
- break;\r
-#elif defined KEEN6\r
- case stunshotobj:\r
- if (hit->temp4)\r
- {\r
- ExplodeShot(hit);\r
- ChangeState(ob, &s_keenstun);\r
- }\r
- // BUG: there is no break here - this causes the impossible bullet bug\r
- case platformobj:\r
- if (!gamestate.riding)\r
- ClipToSpriteTop(ob, hit);\r
- break;\r
-#endif\r
- }\r
-}\r
-\r
-/*\r
-============================\r
-=\r
-= KeenPosContact\r
-=\r
-============================\r
-*/\r
-\r
-void KeenPosContact(objtype *ob, objtype *hit)\r
-{\r
- switch (hit->obclass)\r
- {\r
-#if defined KEEN4\r
- case platformobj:\r
- // BUG: priority is not reset here\r
- ob->needtoclip = cl_midclip;\r
- ChangeState(ob, &s_keenjump3);\r
- jumptime = ob->xspeed = ob->yspeed = 0;\r
- ClipToSpriteTop(ob, hit);\r
- break;\r
- case madmushroomobj:\r
- case arachnutobj:\r
- case berkeloidobj:\r
- KillKeen();\r
- break;\r
- case bounderobj:\r
- ob->priority = 1;\r
- ob->needtoclip = cl_midclip;\r
- ChangeState(ob, &s_keenjump3);\r
- jumptime = ob->xspeed = ob->yspeed = 0;\r
- ClipToSprite(ob, hit, false);\r
- break;\r
-#elif defined KEEN5\r
- case platformobj:\r
- // BUG: priority is not reset here\r
- ob->needtoclip = cl_midclip;\r
- ChangeState(ob, &s_keenjump3);\r
- jumptime = ob->xspeed = ob->yspeed = 0;\r
- ClipToSpriteTop(ob, hit);\r
- break;\r
- case amptonobj:\r
- case scottieobj:\r
- ob->priority = 1;\r
- ob->needtoclip = cl_midclip;\r
- ChangeState(ob, &s_keenjump3);\r
- jumptime = ob->xspeed = ob->yspeed = 0;\r
- break;\r
-#elif defined KEEN6\r
- case platformobj:\r
- case gikobj:\r
- case flectobj:\r
- case bloogletobj:\r
- ob->priority = 1;\r
- ob->needtoclip = cl_midclip;\r
- ChangeState(ob, &s_keenjump3);\r
- jumptime = ob->xspeed = ob->yspeed = 0;\r
- ClipToSpriteTop(ob, hit); // BUG: allows Keen to stand on Blooglets and Flects\r
- break;\r
-#endif\r
- }\r
-}\r
-\r
-/*\r
-============================\r
-=\r
-= HandleRiding\r
-=\r
-============================\r
-*/\r
-\r
-void HandleRiding(objtype *ob)\r
-{\r
- objtype *plat;\r
-\r
- plat = gamestate.riding;\r
- if (ob->right < plat->left || ob->left > plat->right)\r
- {\r
- gamestate.riding = NULL;\r
- }\r
- else if (ob->ymove < 0)\r
- {\r
- gamestate.riding = NULL;\r
- if (plat->ymove < 0)\r
- {\r
- xtry = 0;\r
- ytry = plat->ymove;\r
- PushObj(ob);\r
- }\r
- }\r
- else\r
- {\r
- xtry = plat->xmove;\r
- ytry = plat->top - ob->bottom - 16;\r
- PushObj(ob);\r
-\r
-#if GRMODE == CGAGR\r
- if (ob->xmove == plat->xmove)\r
- {\r
- ob->x &= ~0x3F;\r
- ob->x |= plat->x & 0x3F;\r
- }\r
-#else\r
- if (nopan)\r
- {\r
- ob->x &= ~0x7F;\r
- ob->x |= plat->x & 0x7F;\r
- }\r
- else\r
- {\r
- ob->x |= plat->x & 0x1F;\r
- }\r
-#endif\r
-\r
- if (ob->hitsouth)\r
- {\r
- gamestate.riding = NULL;\r
- }\r
- else\r
- {\r
- ob->hitnorth = 25;\r
- }\r
- }\r
-}\r
-\r
-/*\r
-============================\r
-=\r
-= TileBonus\r
-=\r
-============================\r
-*/\r
-\r
-void TileBonus(Uint16 x, Uint16 y, Uint16 bonus)\r
-{\r
- RF_MemToMap(&zeromap, 1, x, y, 1, 1);\r
- SD_PlaySound(bonussound[bonus]);\r
- GivePoints(bonuspoints[bonus]);\r
- if (bonus < 4)\r
- {\r
- gamestate.keys[bonus]++;\r
- }\r
- else if (bonus == 10)\r
- {\r
- gamestate.lives++;\r
- }\r
- else if (bonus == 11)\r
- {\r
- gamestate.ammo += shotsinclip[gamestate.difficulty];\r
- }\r
- GetNewObj(true);\r
- new->obclass = inertobj;\r
- new->priority = 3;\r
- new->x = CONVERT_TILE_TO_GLOBAL(x);\r
- new->y = CONVERT_TILE_TO_GLOBAL(y);\r
- new->ydir = -1;\r
- new->temp2 = new->shapenum = bonussprite[bonus];\r
- NewState(new, &s_bonusrise);\r
- new->needtoclip = cl_noclip;\r
-}\r
-\r
-/*\r
-============================\r
-=\r
-= GiveDrop\r
-=\r
-============================\r
-*/\r
-\r
-void GiveDrop(Uint16 x, Uint16 y)\r
-{\r
- RF_MemToMap(&zeromap, 1, x, y, 1, 1);\r
- SD_PlaySound(SND_GETWATER);\r
- SpawnSplash(x, y);\r
- if (++gamestate.drops == 100)\r
- {\r
- gamestate.drops = 0;\r
- SD_PlaySound(SND_EXTRAKEEN);\r
- gamestate.lives++;\r
- GetNewObj(true);\r
- new->obclass = inertobj;\r
- new->priority = 3;\r
- new->x = CONVERT_TILE_TO_GLOBAL(x);\r
- new->y = CONVERT_TILE_TO_GLOBAL(y-1);\r
- new->ydir = -1;\r
- new->temp2 = new->shapenum = BONUS100UPSPR;\r
- NewState(new, &s_bonusrise);\r
- new->needtoclip = cl_noclip;\r
- }\r
-}\r
-\r
-/*\r
-============================\r
-=\r
-= CheckInTiles\r
-=\r
-============================\r
-*/\r
-\r
-void CheckInTiles(objtype *ob)\r
-{\r
- Uint16 x, y;\r
- Uint16 far *map;\r
- Uint16 rowdelta, intile, midx;\r
-\r
- if (moonok == 1)\r
- moonok = 0;\r
-\r
- map = mapsegs[1] + mapbwidthtable[ob->tiletop]/2 + ob->tileleft;\r
- rowdelta = mapwidth - (ob->tileright - ob->tileleft + 1);\r
- for (y = ob->tiletop; y <= ob->tilebottom; y++, map += rowdelta)\r
- {\r
- for (x = ob->tileleft; x <= ob->tileright; x++, map++)\r
- {\r
- if ((intile = tinf[INTILE + *map] & INTILE_TYPEMASK) != 0)\r
- {\r
- switch (intile)\r
- {\r
- case INTILE_DEADLY:\r
- KillKeen();\r
- break;\r
-\r
- case INTILE_DROP:\r
- GiveDrop(x, y);\r
- break;\r
-\r
- case INTILE_GEMSOCKET0:\r
- case INTILE_GEMSOCKET1:\r
- case INTILE_GEMSOCKET2:\r
- case INTILE_GEMSOCKET3:\r
- if (ob->tilebottom != y || !ob->hitnorth\r
- || ob->state == &s_keenkey\r
- || !gamestate.keys[intile-INTILE_GEMSOCKET0])\r
- {\r
- return;\r
- }\r
-\r
- midx = CONVERT_TILE_TO_GLOBAL(x) + -4*PIXGLOBAL;\r
- if (ob->x != midx)\r
- {\r
- ob->temp1 = midx;\r
- ob->state = &s_keenlineup;\r
- return;\r
- }\r
- else\r
- {\r
- gamestate.keys[intile-INTILE_GEMSOCKET0]--;\r
- ChangeState(ob, &s_keenkey);\r
- }\r
- break;\r
-\r
- case INTILE_MOON:\r
- if (moonok == 0)\r
- moonok = 1;\r
- break;\r
-\r
- case INTILE_BONUS100:\r
- case INTILE_BONUS200:\r
- case INTILE_BONUS500:\r
- case INTILE_BONUS1000:\r
- case INTILE_BONUS2000:\r
- case INTILE_BONUS5000:\r
- case INTILE_EXTRALIFE:\r
- case INTILE_AMMO:\r
- TileBonus(x, y, (intile-INTILE_BONUS100)+4);\r
- break;\r
- }\r
- }\r
- }\r
- }\r
-}\r
-\r
-/*\r
-=============================================================================\r
-\r
- REACTION ROUTINES\r
-\r
-=============================================================================\r
-*/\r
-\r
-\r
-/*\r
-============================\r
-=\r
-= KeenSimpleReact\r
-=\r
-============================\r
-*/\r
-\r
-void KeenSimpleReact(objtype *ob)\r
-{\r
- RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
-}\r
-\r
-\r
-/*\r
-============================\r
-=\r
-= KeenStandReact\r
-=\r
-============================\r
-*/\r
-\r
-void KeenStandReact(objtype *ob)\r
-{\r
- if (!ob->hitnorth)\r
- {\r
- //\r
- // walked off an edge\r
- //\r
- SD_PlaySound(SND_PLUMMET);\r
- ob->xspeed = ob->xdir * 8;\r
- ob->yspeed = 0;\r
- ChangeState(ob, &s_keenjump3);\r
- jumptime = 0;\r
- }\r
- else if ((ob->hitnorth & ~7) == 8) // deadly floor!\r
- {\r
- KillKeen();\r
- }\r
- else if (ob->hitnorth == 41)\r
- {\r
- xtry = tics * 8;\r
- ytry = 0;\r
- ob->temp1 = 0;\r
- ClipToWalls(ob);\r
- }\r
- else if (ob->hitnorth == 49)\r
- {\r
- xtry = tics * -8;\r
- ytry = 0;\r
- ob->temp1 = 0;\r
- ClipToWalls(ob);\r
- }\r
-\r
- RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
-}\r
-\r
-/*\r
-============================\r
-=\r
-= KeenWalkReact\r
-=\r
-============================\r
-*/\r
-\r
-void KeenWalkReact(objtype *ob)\r
-{\r
- if (!ob->hitnorth)\r
- {\r
- //\r
- // walked off an edge\r
- //\r
- SD_PlaySound(SND_PLUMMET);\r
- ob->xspeed = ob->xdir * 8;\r
- ob->yspeed = 0;\r
- ChangeState(ob, &s_keenjump3);\r
- jumptime = 0;\r
- }\r
- else if ((ob->hitnorth & ~7) == 8) // deadly floor!\r
- {\r
- KillKeen();\r
- }\r
- else if (ob->hitnorth == 41)\r
- {\r
- xtry = tics * 8;\r
- ytry = 0;\r
- ClipToWalls(ob);\r
- }\r
- else if (ob->hitnorth == 49)\r
- {\r
- xtry = tics * -8;\r
- ytry = 0;\r
- ClipToWalls(ob);\r
- }\r
- else if (ob->hiteast && ob->xdir == -1 || ob->hitwest && ob->xdir == 1)\r
- {\r
- //\r
- // ran into a wall\r
- //\r
- ob->ticcount = 0;\r
- ob->state = &s_keenstand;\r
- ob->shapenum = ob->xdir == 1? s_keenstand.rightshapenum : s_keenstand.leftshapenum;\r
- }\r
-\r
- RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
-}\r
-\r
-/*\r
-============================\r
-=\r
-= KeenAirReact\r
-=\r
-============================\r
-*/\r
-\r
-void KeenAirReact(objtype *ob)\r
-{\r
- Uint16 far *map;\r
- Uint16 oldtop, graby, ty, tile;\r
-\r
- if (ob->hiteast && ob->xdir == -1 || ob->hitwest && ob->xdir == 1)\r
- ob->xspeed = 0;\r
-\r
- if (ob->hitsouth)\r
- {\r
- if (ob->hitsouth == 17) // jumping up through a pole hole\r
- {\r
- ob->y -= 2*PIXGLOBAL;\r
- ob->top -= 2*PIXGLOBAL;\r
- ob->xspeed = 0;\r
- ob->x = CONVERT_TILE_TO_GLOBAL(ob->tilemidx) - 2*PIXGLOBAL;\r
- }\r
- else\r
- {\r
-#ifdef KEEN6\r
- if (ob->hitsouth == 33)\r
- {\r
- FlipBigSwitch(ob, false);\r
- }\r
-#endif\r
- if (!jumpcheat)\r
- {\r
- SD_PlaySound(SND_HELMETHIT);\r
- if (ob->hitsouth > 1)\r
- {\r
- ob->yspeed += 16;\r
- if (ob->yspeed < 0) // push away from slopes\r
- ob->yspeed = 0;\r
- }\r
- else\r
- {\r
- ob->yspeed = 0;\r
- }\r
- jumptime = 0;\r
- }\r
- }\r
- }\r
-\r
- if (ob->hitnorth)\r
- {\r
- ob->ymove = 0;\r
- if ((ob->hitnorth & ~7) == 8) // deadly floor!\r
- {\r
- KillKeen();\r
- }\r
- else\r
- {\r
-#if defined KEEN5\r
- if (ob->hitnorth == 57)\r
- {\r
- SD_PlaySound(SND_LANDONFUSE);\r
- }\r
-#elif defined KEEN6\r
- if (ob->hitnorth == 33)\r
- {\r
- FlipBigSwitch(ob, true);\r
- }\r
-#endif\r
- if (ob->hitnorth != 25 || !jumptime) // KLUDGE to allow jumping off\r
- {\r
- ob->temp1 = ob->temp2 = 0;\r
- if (ob->state == &s_keenairshoot1)\r
- {\r
- ChangeState(ob, &s_keenshoot1);\r
- }\r
- else if (ob->state == &s_keenairshootup1)\r
- {\r
- ChangeState(ob, &s_keenshootup1);\r
- }\r
- else if (c.xaxis)\r
- {\r
- ChangeState(ob, &s_keenwalk1);\r
- }\r
- else\r
- {\r
- ChangeState(ob, &s_keenstand);\r
- }\r
- SD_PlaySound(SND_LAND);\r
- }\r
- }\r
- }\r
- else if (ob->ymove > 0)\r
- {\r
-//\r
-// check if there is an edge to grab\r
-//\r
- oldtop = ob->top - ob->ymove;\r
- graby = ((ob->top - 4*PIXGLOBAL) & 0xFF00) + 4*PIXGLOBAL;\r
- ty = CONVERT_GLOBAL_TO_TILE(graby) - 1;\r
- if (oldtop < graby && ob->top >= graby)\r
- {\r
- if (c.xaxis == -1)\r
- {\r
- map = mapsegs[1] + mapbwidthtable[ty]/2 + ob->tileleft;\r
- if (ob->hiteast)\r
- map--;\r
- tile = *map;\r
- if (!tinf[EASTWALL + tile] && !tinf[WESTWALL + tile]\r
- && !tinf[NORTHWALL + tile] && !tinf[SOUTHWALL + tile]\r
- && tinf[EASTWALL + map[mapwidth]] && tinf[NORTHWALL + map[mapwidth]]\r
- )\r
- {\r
- ob->xdir = -1;\r
- ob->needtoclip = cl_noclip;\r
- ob->x = (ob->x & 0xFF00) + 8*PIXGLOBAL;\r
- ob->y = graby - 4*PIXGLOBAL;\r
- ob->yspeed = ob->ymove = 0;\r
- ChangeState(ob, &s_keenholdon);\r
- }\r
- }\r
- else if (c.xaxis == 1)\r
- {\r
- map = mapsegs[1] + mapbwidthtable[ty]/2 + ob->tileright;\r
- if (ob->hitwest)\r
- map++;\r
- tile = *map;\r
- if (!tinf[EASTWALL + tile] && !tinf[WESTWALL + tile]\r
- && !tinf[NORTHWALL + tile] && !tinf[SOUTHWALL + tile]\r
- && tinf[WESTWALL + map[mapwidth]] && tinf[NORTHWALL + map[mapwidth]]\r
- )\r
- {\r
- ob->xdir = 1;\r
- ob->needtoclip = cl_noclip;\r
- ob->x = (ob->x & 0xFF00) + 16*PIXGLOBAL;\r
- ob->y = graby - 4*PIXGLOBAL;\r
- ob->yspeed = ob->ymove = 0;\r
- ChangeState(ob, &s_keenholdon);\r
- }\r
- }\r
- }\r
- }\r
-\r
- RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
-}\r
-\r
-#ifdef KEEN5\r
-/*\r
-============================\r
-=\r
-= BreakFuse\r
-=\r
-============================\r
-*/\r
-\r
-void BreakFuse(Uint16 tileX, Uint16 tileY)\r
-{\r
- Uint16 tiles[] = {1932, 1950}; // should be 'static' for less overhead\r
-\r
- // The original disassembly had some code here equivalent to this:\r
- //\r
- // _AX = tiles[0];\r
- // _DX = 4;\r
- //\r
- // As it turned out, that was just a compiler quirk.\r
-\r
- SpawnFuseFlash(tileX, tileY);\r
- if (--gamestate.numfuses == 0)\r
- {\r
- SpawnDeadMachine();\r
- }\r
- RF_MemToMap(tiles, 1, tileX, tileY, 1, 2);\r
-}\r
-#endif\r
-\r
-/*\r
-============================\r
-=\r
-= KeenPogoReact\r
-=\r
-============================\r
-*/\r
-\r
-void KeenPogoReact(objtype *ob)\r
-{\r
- if (ob->hiteast && ob->xdir == -1 || ob->hitwest && ob->xdir == 1)\r
- ob->xspeed = 0;\r
-\r
- if (ob->hitsouth)\r
- {\r
- if (ob->hitsouth == 17) // jumping up through a pole hole\r
- {\r
- ob->y -= 2*PIXGLOBAL;\r
- ob->top -= 2*PIXGLOBAL;\r
- ob->xspeed = 0;\r
- ob->x = CONVERT_TILE_TO_GLOBAL(ob->tilemidx) - 2*PIXGLOBAL;\r
- }\r
- else\r
- {\r
-#ifdef KEEN6\r
- if (ob->hitsouth == 33)\r
- {\r
- FlipBigSwitch(ob, false);\r
- }\r
-#endif\r
- if (!jumpcheat)\r
- {\r
- SD_PlaySound(SND_HELMETHIT);\r
- if (ob->hitsouth > 1)\r
- {\r
- ob->yspeed += 16;\r
- if (ob->yspeed < 0) // push away from slopes\r
- ob->yspeed = 0;\r
- }\r
- else\r
- {\r
- ob->yspeed = 0;\r
- }\r
- jumptime = 0;\r
- }\r
- }\r
- }\r
-\r
- if (ob->hitnorth)\r
- {\r
- ob->ymove = 0;\r
- if ((ob->hitnorth & ~7) == 8) // deadly floor!\r
- {\r
- KillKeen();\r
- }\r
- else\r
- {\r
-#if defined KEEN5\r
- if (ob->hitnorth == 57)\r
- {\r
- if (ob->yspeed < 48)\r
- {\r
- SD_PlaySound(SND_LANDONFUSE);\r
- }\r
- else\r
- {\r
- BreakFuse(ob->tilemidx, ob->tilebottom);\r
- RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
- return;\r
- }\r
- }\r
-#elif defined KEEN6\r
- if (ob->hitnorth == 33)\r
- {\r
- FlipBigSwitch(ob, true);\r
- }\r
- else if (ob->hitnorth == 41)\r
- {\r
- ob->xspeed += 8;\r
- if (ob->xspeed > 8)\r
- ob->xspeed = 8;\r
- }\r
- else if (ob->hitnorth == 49)\r
- {\r
- ob->xspeed -= 8;\r
- if (ob->xspeed < -8)\r
- ob->xspeed = -8;\r
- }\r
-#endif\r
- if (ob->hitnorth != 25 || !jumptime) // KLUDGE to allow jumping off\r
- {\r
- ob->yspeed = -48;\r
- jumptime = 24;\r
- SD_PlaySound(SND_POGOBOUNCE);\r
- ChangeState(ob, &s_keenpogo);\r
- }\r
- }\r
- }\r
-\r
- RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
-}\r
-\r
-/*\r
-============================\r
-=\r
-= KeenPoleReact\r
-=\r
-============================\r
-*/\r
-\r
-void KeenPoleReact(objtype *ob)\r
-{\r
- Uint16 far *map;\r
- Uint16 ymove;\r
-\r
- map = mapsegs[1] + mapbwidthtable[ob->tilebottom]/2 + ob->tilemidx;\r
- if (tinf[NORTHWALL + *map] == 1)\r
- {\r
- ymove = (ob->bottom & 0xFF) + 1;\r
- ob->y -= ymove;\r
- ob->bottom -= ymove;\r
- ob->tilebottom--;\r
- ob->needtoclip = cl_midclip;\r
- ChangeState(ob, &s_keenlookdown);\r
- }\r
-\r
- RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
-}\r