--- /dev/null
+/* 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