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