--- /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
+K5_ACT1.C\r
+=========\r
+\r
+Contains the following actor types (in this order):\r
+\r
+- some shared routines\r
+- Bonus Items\r
+- Teleport and Fuse effects\r
+- Platforms\r
+- falling platforms\r
+- static platforms\r
+- Goplat platforms\r
+- Volte Face\r
+- sneaky platforms\r
+- Turrets\r
+\r
+*/\r
+\r
+#include "CK_DEF.H"\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SHARED STUFF\r
+\r
+=============================================================================\r
+*/\r
+\r
+Sint16 pdirx[] = {0, 1, 0, -1, 1, 1, -1, -1};\r
+Sint16 pdiry[] = {-1, 0, 1, 0, -1, 1, 1, -1};\r
+\r
+/*\r
+===========================\r
+=\r
+= CheckSpawnShot\r
+=\r
+===========================\r
+*/\r
+\r
+Sint16 CheckSpawnShot(Uint16 x, Uint16 y, statetype *state)\r
+{\r
+ if (GetNewObj(true) == -1)\r
+ return -1;\r
+ new->x = x;\r
+ new->y = y;\r
+ new->obclass = mshotobj;\r
+ new->active = ac_removable;\r
+ NewState(new, state);\r
+ if (!CheckPosition(new))\r
+ {\r
+ RemoveObj(new);\r
+ return -1;\r
+ }\r
+ return 0;\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_ClipSide\r
+=\r
+===========================\r
+*/\r
+\r
+void C_ClipSide(objtype *ob, objtype *hit)\r
+{\r
+ if (hit->obclass == keenobj)\r
+ {\r
+ playerkludgeclipcancel = true;\r
+ ClipToSpriteSide(hit, ob);\r
+ playerkludgeclipcancel = false;\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_ClipTop\r
+=\r
+===========================\r
+*/\r
+\r
+void C_ClipTop(objtype *ob, objtype *hit)\r
+{\r
+ if (hit->obclass == keenobj)\r
+ ClipToSpriteTop(hit, ob);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= R_Land\r
+=\r
+===========================\r
+*/\r
+\r
+void R_Land(objtype *ob)\r
+{\r
+ if (ob->hiteast || ob->hitwest)\r
+ ob->xspeed = 0;\r
+\r
+ if (ob->hitsouth)\r
+ ob->yspeed = 0;\r
+\r
+ if (ob->hitnorth)\r
+ {\r
+ ob->yspeed = 0;\r
+ if (ob->state->nextstate)\r
+ {\r
+ ChangeState(ob, ob->state->nextstate);\r
+ }\r
+ else\r
+ {\r
+ RemoveObj(ob);\r
+ return;\r
+ }\r
+ }\r
+\r
+ RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= R_Bounce\r
+=\r
+===========================\r
+*/\r
+\r
+void R_Bounce(objtype *ob)\r
+{\r
+ Uint16 wall,absx,absy,angle,newangle;\r
+ Uint32 speed;\r
+\r
+\r
+ RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
+\r
+ if (ob->hiteast || ob->hitwest)\r
+ ob->xspeed = -ob->xspeed/2;\r
+\r
+ if (ob->hitsouth)\r
+ {\r
+ ob->yspeed = -ob->yspeed/2;\r
+ return;\r
+ }\r
+\r
+ wall = ob->hitnorth;\r
+ if (wall)\r
+ {\r
+ if (ob->yspeed < 0)\r
+ ob->yspeed = 0;\r
+\r
+ absx = abs(ob->xspeed);\r
+ absy = ob->yspeed;\r
+ if (absx>absy)\r
+ {\r
+ if (absx>absy*2) // 22 degrees\r
+ {\r
+ angle = 0;\r
+ speed = absx*286; // x*sqrt(5)/2\r
+ }\r
+ else // 45 degrees\r
+ {\r
+ angle = 1;\r
+ speed = absx*362; // x*sqrt(2)\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (absy>absx*2) // 90 degrees\r
+ {\r
+ angle = 3;\r
+ speed = absy*256;\r
+ }\r
+ else\r
+ {\r
+ angle = 2; // 67 degrees\r
+ speed = absy*286; // y*sqrt(5)/2\r
+ }\r
+ }\r
+ if (ob->xspeed > 0)\r
+ angle = 7-angle;\r
+\r
+ speed >>= 1;\r
+ newangle = bounceangle[ob->hitnorth][angle];\r
+ switch (newangle)\r
+ {\r
+ case 0:\r
+ ob->xspeed = speed / 286;\r
+ ob->yspeed = -ob->xspeed / 2;\r
+ break;\r
+ case 1:\r
+ ob->xspeed = speed / 362;\r
+ ob->yspeed = -ob->xspeed;\r
+ break;\r
+ case 2:\r
+ ob->yspeed = -(speed / 286);\r
+ ob->xspeed = -ob->yspeed / 2;\r
+ break;\r
+ case 3:\r
+\r
+ case 4:\r
+ ob->xspeed = 0;\r
+ ob->yspeed = -(speed / 256);\r
+ break;\r
+ case 5:\r
+ ob->yspeed = -(speed / 286);\r
+ ob->xspeed = ob->yspeed / 2;\r
+ break;\r
+ case 6:\r
+ ob->xspeed = ob->yspeed = -(speed / 362);\r
+ break;\r
+ case 7:\r
+ ob->xspeed = -(speed / 286);\r
+ ob->yspeed = ob->xspeed / 2;\r
+ break;\r
+\r
+ case 8:\r
+ ob->xspeed = -(speed / 286);\r
+ ob->yspeed = -ob->xspeed / 2;\r
+ break;\r
+ case 9:\r
+ ob->xspeed = -(speed / 362);\r
+ ob->yspeed = -ob->xspeed;\r
+ break;\r
+ case 10:\r
+ ob->yspeed = speed / 286;\r
+ ob->xspeed = -ob->yspeed / 2;\r
+ break;\r
+ case 11:\r
+\r
+ case 12:\r
+ ob->xspeed = 0;\r
+ ob->yspeed = -(speed / 256);\r
+ break;\r
+ case 13:\r
+ ob->yspeed = speed / 286;\r
+ ob->xspeed = ob->yspeed / 2;\r
+ break;\r
+ case 14:\r
+ ob->xspeed = speed / 362;\r
+ ob->yspeed = speed / 362;\r
+ break;\r
+ case 15:\r
+ ob->xspeed = speed / 286;\r
+ ob->yspeed = ob->xspeed / 2;\r
+ break;\r
+ }\r
+\r
+ if (speed < 256*16)\r
+ {\r
+ ChangeState(ob, ob->state->nextstate);\r
+ }\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BONUS ITEMS\r
+temp1 = bonus type\r
+temp2 = base shape number\r
+temp3 = last animated shape number +1\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_bonus1 = {0, 0, step, false, false, 20, 0, 0, T_Bonus, NULL, R_Draw, &s_bonus2};\r
+statetype s_bonus2 = {0, 0, step, false, false, 20, 0, 0, T_Bonus, NULL, R_Draw, &s_bonus1};\r
+statetype s_bonusfly1 = {0, 0, stepthink, false, false, 20, 0, 0, T_FlyBonus, NULL, R_Draw, &s_bonusfly2};\r
+statetype s_bonusfly2 = {0, 0, stepthink, false, false, 20, 0, 0, T_FlyBonus, NULL, R_Draw, &s_bonusfly1};\r
+statetype s_bonusrise = {0, 0, slide, false, false, 40, 0, 8, NULL, NULL, R_Draw, NULL};\r
+statetype s_splash1 = {VIVAPOOF1SPR, VIVAPOOF1SPR, step, false, false, 8, 0, 0, NULL, NULL, R_Draw, &s_splash2};\r
+statetype s_splash2 = {VIVAPOOF2SPR, VIVAPOOF2SPR, step, false, false, 8, 0, 0, NULL, NULL, R_Draw, &s_splash3};\r
+statetype s_splash3 = {VIVAPOOF3SPR, VIVAPOOF3SPR, step, false, false, 8, 0, 0, NULL, NULL, R_Draw, &s_splash4};\r
+statetype s_splash4 = {VIVAPOOF4SPR, VIVAPOOF4SPR, step, false, false, 8, 0, 0, NULL, NULL, R_Draw, NULL};\r
+\r
+Uint16 bonusshape[] = {\r
+ REDGEM1SPR, YELLOWGEM1SPR, BLUEGEM1SPR, GREENGEM1SPR,\r
+ SUGAR1ASPR, SUGAR2ASPR, SUGAR3ASPR,\r
+ SUGAR4ASPR, SUGAR5ASPR, SUGAR6ASPR,\r
+ ONEUPASPR, STUNCLIP1SPR, DOORCARD1SPR\r
+};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnBonus\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnBonus(Uint16 tileX, Uint16 tileY, Uint16 type)\r
+{\r
+ GetNewObj(false);\r
+ new->needtoclip = cl_noclip;\r
+ new->priority = 2;\r
+ new->obclass = bonusobj;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ new->ydir = -1;\r
+ new->temp1 = type;\r
+ new->temp2=new->shapenum = bonusshape[type];\r
+ new->temp3 = new->temp2+2;\r
+ NewState(new, &s_bonus1);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnSplash\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnSplash(Uint16 tileX, Uint16 tileY)\r
+{\r
+ GetNewObj(true);\r
+ new->needtoclip = cl_noclip;\r
+ new->priority = 3;\r
+ new->obclass = inertobj;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ NewState(new, &s_splash1);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_Bonus\r
+=\r
+===========================\r
+*/\r
+\r
+void T_Bonus(objtype *ob)\r
+{\r
+ if (++ob->shapenum == ob->temp3)\r
+ ob->shapenum = ob->temp2;\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_FlyBonus\r
+=\r
+===========================\r
+*/\r
+\r
+void T_FlyBonus(objtype *ob)\r
+{\r
+ if (ob->hitnorth)\r
+ ob->state = &s_bonus1;\r
+\r
+ if (++ob->shapenum == ob->temp3)\r
+ ob->shapenum = ob->temp2;\r
+\r
+ DoGravity(ob);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ TELEPORT EFFECTS\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_teleport1 = {TELEPORTSPARK1SPR, TELEPORTSPARK1SPR, step, false, false, 6, 0, 0, NULL, NULL, R_Draw, &s_teleport2};\r
+statetype s_teleport2 = {TELEPORTSPARK2SPR, TELEPORTSPARK2SPR, step, false, false, 6, 0, 0, NULL, NULL, R_Draw, &s_teleport1};\r
+statetype s_teleportzap1 = {TELEPORTZAP1SPR, TELEPORTZAP1SPR, step, false, false, 6, 0, 0, NULL, NULL, R_Draw, &s_teleportzap2};\r
+statetype s_teleportzap2 = {TELEPORTZAP2SPR, TELEPORTZAP2SPR, step, false, false, 6, 0, 0, NULL, NULL, R_Draw, &s_teleportzap1};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnTeleport\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnTeleport(void)\r
+{\r
+ GetNewObj(true);\r
+ new->priority = 3;\r
+ new->needtoclip = cl_noclip;\r
+ new->obclass = teleporterobj;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(player->tileleft) - 8*PIXGLOBAL;\r
+ new->y = CONVERT_TILE_TO_GLOBAL(player->tilebottom) - 5*TILEGLOBAL;\r
+ NewState(new, &s_teleport1);\r
+\r
+ GetNewObj(true);\r
+ new->priority = 3;\r
+ new->needtoclip = cl_noclip;\r
+ new->obclass = teleporterobj;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(player->tileleft);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(player->tiletop) - 8*PIXGLOBAL;\r
+ NewState(new, &s_teleportzap1);\r
+\r
+ SD_PlaySound(SND_TELEPORT);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ FUSE FLASH\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_fuseflash1 = {FUSEFLASH1SPR, FUSEFLASH1SPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, &s_fuseflash2};\r
+statetype s_fuseflash2 = {FUSEFLASH2SPR, FUSEFLASH2SPR, step, false, false, 20, 0, 0, NULL, NULL, R_Draw, &s_fuseflash3};\r
+statetype s_fuseflash3 = {FUSEFLASH3SPR, FUSEFLASH3SPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnFuseFlash\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnFuseFlash(Uint16 tileX, Uint16 tileY)\r
+{\r
+ GetNewObj(true);\r
+ new->priority = 3;\r
+ new->needtoclip = cl_noclip;\r
+ new->obclass = teleporterobj;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX-1);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ NewState(new, &s_fuseflash1);\r
+ SD_PlaySound(SND_BIGSPARK);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ DEAD MACHINE\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_deadmachine = {-1, -1, step, false, false, 60, 0, 0, T_DeadMachine, NULL, R_Draw, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnDeadMachine\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnDeadMachine(void)\r
+{\r
+ GetNewObj(false);\r
+ new->active = ac_allways;\r
+ new->needtoclip = cl_noclip;\r
+ NewState(new, &s_deadmachine);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_DeadMachine\r
+=\r
+===========================\r
+*/\r
+\r
+#pragma argsused\r
+void T_DeadMachine(objtype *ob)\r
+{\r
+ if (mapon == 12)\r
+ {\r
+ playstate = ex_qedbroke;\r
+ }\r
+ else\r
+ {\r
+ playstate = ex_fusebroke;\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PLATFORMS\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_platform = {PLATFORMSPR, PLATFORMSPR, think, false, false, 0, 0, 0, T_Platform, NULL, R_Draw, NULL};\r
+statetype s_slotplat1 = {SLOTPLAT1SPR, SLOTPLAT1SPR, stepthink, false, false, 0, 0, 0, T_Slotplat, NULL, R_Draw, &s_slotplat2};\r
+statetype s_slotplat2 = {SLOTPLAT2SPR, SLOTPLAT2SPR, stepthink, false, false, 0, 0, 0, T_Slotplat, NULL, R_Draw, &s_slotplat1};\r
+// BUG? the slotplat states have a tictime of 0, so they never transition to the next state\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnPlatform\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnPlatform(Uint16 tileX, Uint16 tileY, Sint16 dir, Sint16 type)\r
+{\r
+ GetNewObj(false);\r
+ new->obclass = platformobj;\r
+ new->active = ac_allways;\r
+ new->priority = 0;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY);\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
+ }\r
+ if (type)\r
+ {\r
+ new->x += 4*PIXGLOBAL;\r
+ new->y += 4*PIXGLOBAL;\r
+ NewState(new, &s_slotplat1);\r
+ }\r
+ else\r
+ {\r
+ NewState(new, &s_platform);\r
+ }\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
+ //\r
+ // this code could be executed twice during the same frame because the\r
+ // object's animation/state changed during that frame, so don't update\r
+ // anything if we already have movement for the current frame i.e. the\r
+ // update code has already been executed this frame\r
+ //\r
+ if (!xtry && !ytry)\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) == PLATFORMBLOCK)\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) == PLATFORMBLOCK)\r
+ {\r
+ ob->xdir = 1;\r
+ xtry = xtry + (TILEGLOBAL - (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) == PLATFORMBLOCK)\r
+ {\r
+ if (*(mapsegs[2]+mapbwidthtable[newtile-2]/2 + ob->tileleft) == PLATFORMBLOCK)\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) == PLATFORMBLOCK)\r
+ {\r
+ if (*(mapsegs[2]+mapbwidthtable[newtile+2]/2 + ob->tileleft) == PLATFORMBLOCK)\r
+ {\r
+ ytry = 0;\r
+ ob->needtoreact = true;\r
+ }\r
+ else\r
+ {\r
+ ob->ydir = 1;\r
+ ytry = ytry + (TILEGLOBAL - (newpos & 0xFF));\r
+ }\r
+ }\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_Slotplat\r
+=\r
+===========================\r
+*/\r
+\r
+void T_Slotplat(objtype *ob)\r
+{\r
+ Uint16 newpos, newtile;\r
+\r
+ //\r
+ // this code could be executed twice during the same frame because the\r
+ // object's animation/state changed during that frame, so don't update\r
+ // anything if we already have movement for the current frame i.e. the\r
+ // update code has already been executed this frame\r
+ //\r
+ if (!xtry && !ytry)\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) == PLATFORMBLOCK)\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) == PLATFORMBLOCK)\r
+ {\r
+ ob->xdir = 1;\r
+ xtry = xtry + (TILEGLOBAL - (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 + 1) == PLATFORMBLOCK)\r
+ {\r
+ if (*(mapsegs[2]+mapbwidthtable[newtile-2]/2 + ob->tileleft) == PLATFORMBLOCK) // BUG? '+ 1' is missing after 'tileleft'\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 + 1) == PLATFORMBLOCK)\r
+ {\r
+ if (*(mapsegs[2]+mapbwidthtable[newtile+2]/2 + ob->tileleft + 1) == PLATFORMBLOCK)\r
+ {\r
+ ytry = 0;\r
+ ob->needtoreact = true;\r
+ }\r
+ else\r
+ {\r
+ ob->ydir = 1;\r
+ ytry = ytry + (TILEGLOBAL - (newpos & 0xFF));\r
+ }\r
+ }\r
+ }\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(Uint16 tileX, Uint16 tileY)\r
+{\r
+ GetNewObj(false);\r
+ new->obclass = platformobj;\r
+ new->active = ac_allways;\r
+ new->priority = 0;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y=new->temp1 = CONVERT_TILE_TO_GLOBAL(tileY);\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 << 4; //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 newpos, newtile;\r
+\r
+ DoGravity(ob);\r
+\r
+#if 0\r
+ // bugfix: don't skip a tile (this is present in Keen 4, but missing in 5 & 6)\r
+ if (ytry >= 15*PIXGLOBAL)\r
+ ytry = 15*PIXGLOBAL;\r
+#endif\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) == PLATFORMBLOCK)\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
+\r
+/*\r
+=============================================================================\r
+\r
+ STATIC PLATFORM\r
+\r
+temp1 = initial y position (is set but never used)\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_statplat = {PLATFORMSPR, PLATFORMSPR, step, false, false, 32000, 0, 0, NULL, NULL, R_Draw, &s_statplat};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnStaticPlat\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnStaticPlat(Uint16 tileX, Uint16 tileY)\r
+{\r
+ GetNewObj(false);\r
+ new->obclass = platformobj;\r
+ new->active = ac_yes;\r
+ new->priority = 0;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y=new->temp1 = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ new->xdir = 0;\r
+ new->ydir = 1;\r
+ new->needtoclip = cl_noclip;\r
+ NewState(new, &s_statplat);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GO PLATFORMS\r
+\r
+temp1 = direction\r
+temp2 = countdown to next dir check\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_goplat = {PLATFORMSPR, PLATFORMSPR, think, false, false, 0, 0, 0, T_GoPlat, NULL, R_Draw, NULL};\r
+statetype s_slotgoplat1 = {SLOTPLAT1SPR, SLOTPLAT1SPR, stepthink, false, false, 0, 0, 0, T_GoSlotPlat, NULL, R_Draw, &s_slotgoplat2};\r
+statetype s_slotgoplat2 = {SLOTPLAT2SPR, SLOTPLAT2SPR, stepthink, false, false, 0, 0, 0, T_GoSlotPlat, NULL, R_Draw, &s_slotgoplat1};\r
+// BUG? the slotgoplat states have a tictime of 0, so they never transition to the next state\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnGoPlat\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnGoPlat(Uint16 tileX, Uint16 tileY, Sint16 dir, Sint16 type)\r
+{\r
+ GetNewObj(false);\r
+ new->obclass = platformobj;\r
+ new->active = ac_allways;\r
+ new->priority = 0;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ new->xdir = 0;\r
+ new->ydir = 1;\r
+ new->needtoclip = cl_noclip;\r
+ if (type)\r
+ {\r
+ new->x += 4*PIXGLOBAL;\r
+ new->y += 4*PIXGLOBAL;\r
+ NewState(new, &s_slotgoplat1);\r
+ }\r
+ else\r
+ {\r
+ NewState(new, &s_goplat);\r
+ }\r
+ *(mapsegs[2]+mapbwidthtable[tileY]/2 + tileX) = DIRARROWSTART + dir;\r
+ new->temp1 = dir;\r
+ new->temp2 = TILEGLOBAL;\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_GoPlat\r
+=\r
+===========================\r
+*/\r
+\r
+void T_GoPlat(objtype *ob)\r
+{\r
+ Uint16 move;\r
+ Uint16 tx, ty;\r
+ Sint16 dir;\r
+\r
+ //\r
+ // this code could be executed twice during the same frame because the\r
+ // object's animation/state changed during that frame, so don't update\r
+ // anything if we already have movement for the current frame i.e. the\r
+ // update code has already been executed this frame\r
+ //\r
+ if (!xtry && !ytry)\r
+ {\r
+ move = tics * 12;\r
+ if (ob->temp2 > move)\r
+ {\r
+ ob->temp2 = ob->temp2 - move;\r
+\r
+ dir = pdirx[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ xtry = xtry + move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ xtry = xtry + -move;\r
+ }\r
+\r
+ dir = pdiry[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ ytry = ytry + move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ ytry = ytry + -move;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ dir = pdirx[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ xtry += ob->temp2;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ xtry += -ob->temp2;\r
+ }\r
+\r
+ dir = pdiry[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ ytry += ob->temp2;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ ytry += -ob->temp2;\r
+ }\r
+\r
+ tx = CONVERT_GLOBAL_TO_TILE(ob->x + xtry);\r
+ ty = CONVERT_GLOBAL_TO_TILE(ob->y + ytry);\r
+ ob->temp1 = *(mapsegs[2]+mapbwidthtable[ty]/2 + tx) - DIRARROWSTART;\r
+ if (ob->temp1 < arrow_North || ob->temp1 > arrow_None)\r
+ {\r
+ char error[60] = "Goplat moved to a bad spot: ";\r
+ char buf[5] = "";\r
+\r
+ strcat(error, itoa(ob->x, buf, 16));\r
+ strcat(error, ",");\r
+ strcat(error, itoa(ob->y, buf, 16));\r
+ Quit(error);\r
+ }\r
+\r
+ move -= ob->temp2;\r
+ ob->temp2 = TILEGLOBAL - move;\r
+\r
+ dir = pdirx[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ xtry = xtry + move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ xtry = xtry - move;\r
+ }\r
+\r
+ dir = pdiry[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ ytry = ytry + move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ ytry = ytry - move;\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_GoSlotPlat\r
+=\r
+===========================\r
+*/\r
+\r
+void T_GoSlotPlat(objtype *ob)\r
+{\r
+ Uint16 move;\r
+ Uint16 tx, ty;\r
+ Sint16 dir;\r
+\r
+ //\r
+ // this code could be executed twice during the same frame because the\r
+ // object's animation/state changed during that frame, so don't update\r
+ // anything if we already have movement for the current frame i.e. the\r
+ // update code has already been executed this frame\r
+ //\r
+ if (!xtry && !ytry)\r
+ {\r
+ move = tics * 12;\r
+ if (ob->temp2 > move)\r
+ {\r
+ ob->temp2 = ob->temp2 - move;\r
+\r
+ dir = pdirx[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ xtry = xtry + move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ xtry = xtry + -move;\r
+ }\r
+\r
+ dir = pdiry[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ ytry = ytry + move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ ytry = ytry + -move;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ dir = pdirx[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ xtry += ob->temp2;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ xtry += -ob->temp2;\r
+ }\r
+\r
+ dir = pdiry[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ ytry += ob->temp2;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ ytry += -ob->temp2;\r
+ }\r
+\r
+ tx = CONVERT_GLOBAL_TO_TILE(ob->x + xtry + 4*PIXGLOBAL);\r
+ ty = CONVERT_GLOBAL_TO_TILE(ob->y + ytry + 4*PIXGLOBAL);\r
+ ob->temp1 = *(mapsegs[2]+mapbwidthtable[ty]/2 + tx) - DIRARROWSTART;\r
+ if (ob->temp1 < arrow_North || ob->temp1 > arrow_None)\r
+ {\r
+ Quit("Goplat moved to a bad spot!");\r
+ }\r
+\r
+ move -= ob->temp2;\r
+ ob->temp2 = TILEGLOBAL - move;\r
+\r
+ dir = pdirx[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ xtry = xtry + move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ xtry = xtry - move;\r
+ }\r
+\r
+ dir = pdiry[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ ytry = ytry + move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ ytry = ytry - move;\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ VOLTEFACE\r
+\r
+temp1 = direction\r
+temp2 = countdown to next dir check\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_volte1 = {VOLTEFACE1SPR, VOLTEFACE1SPR, stepthink, false, false, 6, 0, 0, T_Volte, C_Volte, R_Draw, &s_volte2};\r
+statetype s_volte2 = {VOLTEFACE2SPR, VOLTEFACE2SPR, stepthink, false, false, 6, 0, 0, T_Volte, C_Volte, R_Draw, &s_volte3};\r
+statetype s_volte3 = {VOLTEFACE3SPR, VOLTEFACE3SPR, stepthink, false, false, 6, 0, 0, T_Volte, C_Volte, R_Draw, &s_volte4};\r
+statetype s_volte4 = {VOLTEFACE4SPR, VOLTEFACE4SPR, stepthink, false, false, 6, 0, 0, T_Volte, C_Volte, R_Draw, &s_volte1};\r
+statetype s_voltestun = {VOLTEFACESTUNSPR, VOLTEFACESTUNSPR, step, false, false, 300, 0, 0, NULL, NULL, R_Draw, &s_volte1};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnVolte\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnVolte(Uint16 tileX, Uint16 tileY)\r
+{\r
+ Uint16 dir;\r
+ Uint16 far *map;\r
+\r
+ GetNewObj(false);\r
+ new->obclass = volteobj;\r
+ new->active = ac_allways;\r
+ new->priority = 2;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ new->needtoclip = cl_noclip;\r
+ NewState(new, &s_volte1);\r
+ map = mapsegs[2] + mapbwidthtable[tileY]/2 + tileX;\r
+ if (map[-1] == DIRARROWSTART + arrow_East)\r
+ {\r
+ dir = arrow_East;\r
+ }\r
+ else if (map[1] == DIRARROWSTART + arrow_West)\r
+ {\r
+ dir = arrow_West;\r
+ }\r
+ else if (*(map-mapwidth) == DIRARROWSTART + arrow_South)\r
+ {\r
+ dir = arrow_South;\r
+ }\r
+ else if (*(map+mapwidth) == DIRARROWSTART + arrow_North)\r
+ {\r
+ dir = arrow_North;\r
+ }\r
+ map[0] = dir + DIRARROWSTART;\r
+ new->temp1 = dir;\r
+ new->temp2 = TILEGLOBAL;\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_Volte\r
+=\r
+===========================\r
+*/\r
+\r
+void T_Volte(objtype *ob)\r
+{\r
+ Uint16 move;\r
+ Uint16 tx, ty;\r
+ Sint16 dir;\r
+\r
+ //\r
+ // this code could be executed twice during the same frame because the\r
+ // object's animation/state changed during that frame, so don't update\r
+ // anything if we already have movement for the current frame i.e. the\r
+ // update code has already been executed this frame\r
+ //\r
+ if (!xtry && !ytry)\r
+ {\r
+ move = tics << 5;\r
+ if (ob->temp2 > move)\r
+ {\r
+ ob->temp2 = ob->temp2 - move;\r
+\r
+ dir = pdirx[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ xtry = xtry + move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ xtry = xtry + -move;\r
+ }\r
+\r
+ dir = pdiry[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ ytry = ytry + move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ ytry = ytry + -move;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ dir = pdirx[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ xtry += ob->temp2;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ xtry += -ob->temp2;\r
+ }\r
+\r
+ dir = pdiry[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ ytry += ob->temp2;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ ytry += -ob->temp2;\r
+ }\r
+\r
+ tx = CONVERT_GLOBAL_TO_TILE(ob->x + xtry);\r
+ ty = CONVERT_GLOBAL_TO_TILE(ob->y + ytry);\r
+ ob->temp1 = *(mapsegs[2]+mapbwidthtable[ty]/2 + tx) - DIRARROWSTART;\r
+ if (ob->temp1 < arrow_North || ob->temp1 > arrow_None)\r
+ {\r
+ char error[60] = "Volte moved to a bad spot: ";\r
+ char buf[5] = "";\r
+\r
+ strcat(error, itoa(ob->x, buf, 16));\r
+ strcat(error, ",");\r
+ strcat(error, itoa(ob->y, buf, 16));\r
+ Quit(error);\r
+ }\r
+\r
+ move -= ob->temp2;\r
+ ob->temp2 = TILEGLOBAL - move;\r
+\r
+ dir = pdirx[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ xtry = xtry + move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ xtry = xtry - move;\r
+ }\r
+\r
+ dir = pdiry[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ ytry = ytry + move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ ytry = ytry - move;\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_Volte\r
+=\r
+===========================\r
+*/\r
+\r
+void C_Volte(objtype *ob, objtype *hit)\r
+{\r
+ if (hit->obclass == keenobj)\r
+ {\r
+ KillKeen();\r
+ }\r
+ else if (hit->obclass == stunshotobj)\r
+ {\r
+ ExplodeShot(hit);\r
+ ChangeState(ob, &s_voltestun);\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SNEAKY PLATFORM\r
+\r
+temp1 = initial x position (is set but never used)\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_sneakplatsit = {PLATFORMSPR, PLATFORMSPR, think, false, false, 0, 0, 0, T_SneakPlat, NULL, R_Draw, NULL};\r
+statetype s_sneakplatdodge = {PLATFORMSPR, PLATFORMSPR, slide, false, false, 48, 32, 0, NULL, NULL, R_Draw, &s_sneakplatreturn};\r
+statetype s_sneakplatreturn = {PLATFORMSPR, PLATFORMSPR, slide, false, false, 96, -16, 0, NULL, NULL, R_Draw, &s_sneakplatsit};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnSneakPlat\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnSneakPlat(Uint16 tileX, Uint16 tileY)\r
+{\r
+ GetNewObj(false);\r
+ new->obclass = platformobj;\r
+ new->active = ac_allways;\r
+ new->priority = 0;\r
+ new->x=new->temp1 = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ new->xdir = 0;\r
+ new->ydir = 1;\r
+ new->needtoclip = cl_noclip;\r
+ NewState(new, &s_sneakplatsit);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_SneakPlat\r
+=\r
+===========================\r
+*/\r
+\r
+void T_SneakPlat(objtype *ob)\r
+{\r
+ Sint16 dist;\r
+\r
+ if (player->state != &s_keenjump1)\r
+ return;\r
+\r
+ if (player->xdir == 1)\r
+ {\r
+ dist = ob->left-player->right;\r
+ if (dist > 4*TILEGLOBAL || dist < 0)\r
+ return;\r
+ }\r
+ else\r
+ {\r
+ dist = player->left-ob->right;\r
+ if (dist > 4*TILEGLOBAL || dist < 0)\r
+ return;\r
+ }\r
+ dist = player->y - ob->y;\r
+ if (dist < -6*TILEGLOBAL || dist > 6*TILEGLOBAL)\r
+ return;\r
+\r
+ ob->xdir = player->xdir;\r
+ ob->state = &s_sneakplatdodge;\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ CANNON\r
+\r
+temp1 = direction\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_cannon = {0, 0, step, false, false, 120, 0, 0, NULL, NULL, R_Draw, &s_cannonfire};\r
+statetype s_cannonfire = {0, 0, step, true, false, 1, 0, 0, T_Cannon, NULL, R_Draw, &s_cannon};\r
+statetype s_cshot1 = {LASER1SPR, LASER1SPR, stepthink, false, false, 8, 0, 0, T_Velocity, C_CShot, R_CShot, &s_cshot2};\r
+statetype s_cshot2 = {LASER2SPR, LASER2SPR, stepthink, false, false, 8, 0, 0, T_Velocity, C_CShot, R_CShot, &s_cshot3};\r
+statetype s_cshot3 = {LASER3SPR, LASER3SPR, stepthink, false, false, 8, 0, 0, T_Velocity, C_CShot, R_CShot, &s_cshot4};\r
+statetype s_cshot4 = {LASER4SPR, LASER4SPR, stepthink, false, false, 8, 0, 0, T_Velocity, C_CShot, R_CShot, &s_cshot1};\r
+statetype s_cshothit1 = {LASERHIT1SPR, LASERHIT1SPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, &s_cshothit2};\r
+statetype s_cshothit2 = {LASERHIT2SPR, LASERHIT2SPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnCannon\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnCannon(Uint16 tileX, Uint16 tileY, Sint16 dir)\r
+{\r
+ GetNewObj(false);\r
+ new->obclass = cannonobj;\r
+ new->active = ac_yes;\r
+ new->tileright = new->tileleft = tileX;\r
+ new->tiletop = new->tilebottom = tileY;\r
+ new->x = new->left = new->right = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = new->top = new->bottom = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ new->temp1 = dir;\r
+ NewState(new, &s_cannon);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_Cannon\r
+=\r
+===========================\r
+*/\r
+\r
+void T_Cannon(objtype *ob)\r
+{\r
+ GetNewObj(true);\r
+ new->obclass = mshotobj;\r
+ new->active = ac_removable;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ switch (ob->temp1)\r
+ {\r
+ case 0:\r
+ new->yspeed = -64;\r
+ break;\r
+ case 1:\r
+ new->xspeed = 64;\r
+ break;\r
+ case 2:\r
+ new->yspeed = 64;\r
+ break;\r
+ case 3:\r
+ new->xspeed = -64;\r
+ }\r
+ NewState(new, &s_cshot1);\r
+ SD_PlaySound(SND_ENEMYSHOT);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_CShot\r
+=\r
+===========================\r
+*/\r
+\r
+void C_CShot(objtype *ob, objtype *hit)\r
+{\r
+ if (hit->obclass == keenobj)\r
+ {\r
+ KillKeen();\r
+ ChangeState(ob, &s_cshothit1);\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= R_CShot\r
+=\r
+===========================\r
+*/\r
+\r
+void R_CShot(objtype *ob)\r
+{\r
+ if (ob->hitnorth || ob->hiteast || ob->hitsouth || ob->hitwest)\r
+ {\r
+ SD_PlaySound(SND_ENEMYSHOTEXPLODE);\r
+ ChangeState(ob, &s_cshothit1);\r
+ }\r
+ RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
+}
\ No newline at end of file