+++ /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_ACT2.C\r
-=========\r
-\r
-Contains the following actor types (in this order):\r
-\r
-- Sparky\r
-- Little Ampton\r
-- Slicestar\r
-- Shelley\r
-\r
-*/\r
-\r
-#include "CK_DEF.H"\r
-\r
-/*\r
-=============================================================================\r
-\r
- SPARKY\r
-\r
-temp1 = charge countdown\r
-\r
-=============================================================================\r
-*/\r
-\r
-statetype s_sparkywalk1 = {SPARKYWALKL1SPR, SPARKYWALKR1SPR, step, false, true, 8, 128, 0, T_Sparky, C_Sparky, R_Sparky, &s_sparkywalk2};\r
-statetype s_sparkywalk2 = {SPARKYWALKL2SPR, SPARKYWALKR2SPR, step, false, true, 8, 128, 0, NULL, C_Sparky, R_Sparky, &s_sparkywalk3};\r
-statetype s_sparkywalk3 = {SPARKYWALKL3SPR, SPARKYWALKR3SPR, step, false, true, 8, 128, 0, NULL, C_Sparky, R_Sparky, &s_sparkywalk4};\r
-statetype s_sparkywalk4 = {SPARKYWALKL4SPR, SPARKYWALKR4SPR, step, false, true, 8, 128, 0, NULL, C_Sparky, R_Sparky, &s_sparkywalk1};\r
-statetype s_sparkylook1 = {SPARKYTURN1SPR, SPARKYTURN1SPR, step, false, true, 6, 0, 0, NULL, C_Sparky, R_Draw, &s_sparkylook2};\r
-statetype s_sparkylook2 = {SPARKYTURN2SPR, SPARKYTURN2SPR, step, false, true, 6, 0, 0, NULL, C_Sparky, R_Draw, &s_sparkylook3};\r
-statetype s_sparkylook3 = {SPARKYTURN3SPR, SPARKYTURN3SPR, step, false, true, 6, 0, 0, NULL, C_Sparky, R_Draw, &s_sparkylook4};\r
-statetype s_sparkylook4 = {SPARKYWALKR1SPR, SPARKYWALKR1SPR, step, false, true, 6, 0, 0, T_SparkyLookL, C_Sparky, R_Sparky, &s_sparkylook5};\r
-statetype s_sparkylook5 = {SPARKYTURN3SPR, SPARKYTURN3SPR, step, false, true, 6, 0, 0, NULL, C_Sparky, R_Draw, &s_sparkylook6};\r
-statetype s_sparkylook6 = {SPARKYTURN2SPR, SPARKYTURN3SPR, step, false, true, 6, 0, 0, NULL, C_Sparky, R_Draw, &s_sparkylook7};\r
-statetype s_sparkylook7 = {SPARKYTURN1SPR, SPARKYTURN3SPR, step, false, true, 6, 0, 0, NULL, C_Sparky, R_Draw, &s_sparkylook8};\r
-statetype s_sparkylook8 = {SPARKYWALKL1SPR, SPARKYWALKR1SPR, step, false, true, 6, 0, 0, T_SparkyLookR, C_Sparky, R_Sparky, &s_sparkywalk2};\r
-statetype s_sparkyspeed1 = {SPARKYWALKL1SPR, SPARKYWALKR1SPR, step, true, true, 4, 0, 0, NULL, C_Sparky, R_Sparky, &s_sparkyspeed2};\r
-statetype s_sparkyspeed2 = {SPARKYWALKL2SPR, SPARKYWALKR2SPR, step, true, true, 4, 0, 0, NULL, C_Sparky, R_Sparky, &s_sparkyspeed3};\r
-statetype s_sparkyspeed3 = {SPARKYWALKL3SPR, SPARKYWALKR3SPR, step, true, true, 4, 0, 0, NULL, C_Sparky, R_Sparky, &s_sparkyspeed4};\r
-statetype s_sparkyspeed4 = {SPARKYWALKL4SPR, SPARKYWALKR4SPR, step, true, true, 4, 0, 0, T_ChargeCount, C_Sparky, R_Sparky, &s_sparkyspeed1};\r
-statetype s_sparkycharge1 = {SPARKYWALKL1SPR, SPARKYWALKR1SPR, step, true, true, 4, 128, 0, NULL, C_Sparky, R_Sparky, &s_sparkycharge2};\r
-statetype s_sparkycharge2 = {SPARKYWALKL2SPR, SPARKYWALKR2SPR, step, true, true, 4, 128, 0, T_RunSnd1, C_Sparky, R_Sparky, &s_sparkycharge3};\r
-statetype s_sparkycharge3 = {SPARKYWALKL3SPR, SPARKYWALKR3SPR, step, true, true, 4, 128, 0, NULL, C_Sparky, R_Sparky, &s_sparkycharge4};\r
-statetype s_sparkycharge4 = {SPARKYWALKL4SPR, SPARKYWALKR4SPR, step, true, true, 4, 128, 0, T_RunSnd2, C_Sparky, R_Sparky, &s_sparkycharge1};\r
-statetype s_sparkyturn1 = {SPARKYTURN3SPR, SPARKYTURN1SPR, step, false, true, 8, 0, 0, NULL, C_Sparky, R_Draw, &s_sparkyturn2};\r
-statetype s_sparkyturn2 = {SPARKYTURN2SPR, SPARKYTURN2SPR, step, false, true, 8, 0, 0, NULL, C_Sparky, R_Draw, &s_sparkyturn3};\r
-statetype s_sparkyturn3 = {SPARKYTURN1SPR, SPARKYTURN3SPR, step, false, true, 8, 0, 0, NULL, C_Sparky, R_Draw, &s_sparkywalk1};\r
-statetype s_sparkystun = {SPARKYSTUNSPR, SPARKYSTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, NULL};\r
-\r
-/*\r
-===========================\r
-=\r
-= SpawnSparky\r
-=\r
-===========================\r
-*/\r
-\r
-void SpawnSparky(Uint16 tileX, Uint16 tileY)\r
-{\r
- GetNewObj(false);\r
- new->obclass = sparkyobj;\r
- new->active = ac_yes;\r
- new->priority = 0;\r
- new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
- new->y = CONVERT_TILE_TO_GLOBAL(tileY) + -1*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
- NewState(new, &s_sparkywalk1);\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= T_Sparky\r
-=\r
-===========================\r
-*/\r
-\r
-void T_Sparky(objtype *ob)\r
-{\r
- if (US_RndT() < 0x40)\r
- {\r
- ob->state = &s_sparkylook1;\r
- xtry = 0;\r
- }\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= T_ChargeCount\r
-=\r
-===========================\r
-*/\r
-\r
-void T_ChargeCount(objtype *ob)\r
-{\r
- if (--ob->temp1 == 0)\r
- ob->state = &s_sparkycharge1;\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= T_SparkyLookL\r
-=\r
-===========================\r
-*/\r
-\r
-void T_SparkyLookL(objtype *ob)\r
-{\r
- Uint16 dist = player->bottom + TILEGLOBAL - ob->bottom;\r
- if (dist > 2*TILEGLOBAL)\r
- return;\r
-\r
- if (player->x < ob->x)\r
- { \r
- ob->xdir = -1;\r
- SD_PlaySound(SND_SPARKYCHARGE);\r
- ob->state = &s_sparkyspeed1;\r
- ob->temp1 = 3;\r
- }\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= T_SparkyLookR\r
-=\r
-===========================\r
-*/\r
-\r
-void T_SparkyLookR(objtype *ob)\r
-{\r
- Uint16 dist = player->bottom + TILEGLOBAL - ob->bottom;\r
- if (dist > 2*TILEGLOBAL)\r
- return;\r
-\r
- if (player->x > ob->x)\r
- {\r
- ob->xdir = 1;\r
- SD_PlaySound(SND_SPARKYCHARGE);\r
- ob->state = &s_sparkyspeed1;\r
- ob->temp1 = 3;\r
- }\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= T_RunSnd1\r
-=\r
-===========================\r
-*/\r
-\r
-#pragma argsused\r
-void T_RunSnd1(objtype *ob)\r
-{\r
- SD_PlaySound(SND_WORLDWALK1);\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= T_RunSnd2\r
-=\r
-===========================\r
-*/\r
-\r
-#pragma argsused\r
-void T_RunSnd2(objtype *ob)\r
-{\r
- SD_PlaySound(SND_WORLDWALK1);\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= C_Sparky\r
-=\r
-===========================\r
-*/\r
-\r
-void C_Sparky(objtype *ob, objtype *hit)\r
-{\r
- if (hit->obclass == keenobj)\r
- {\r
- KillKeen();\r
- }\r
- else if (hit->obclass == stunshotobj)\r
- {\r
- StunObj(ob, hit, &s_sparkystun);\r
- }\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= R_Sparky\r
-=\r
-===========================\r
-*/\r
-\r
-void R_Sparky(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, &s_sparkyturn1);\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, &s_sparkyturn1);\r
- }\r
- else if (!ob->hitnorth)\r
- {\r
- ob->x -= ob->xmove;\r
- ob->xdir = -ob->xdir;\r
- ob->nothink = US_RndT() >> 5;\r
- ChangeState(ob, &s_sparkyturn1);\r
- }\r
- RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
-}\r
-\r
-/*\r
-=============================================================================\r
-\r
- LITTLE AMPTON\r
-\r
-=============================================================================\r
-*/\r
-\r
-statetype s_amptonwalk1 = {AMTONWALKL1SPR, AMPTONWALKR1SPR, step, false, true, 8, 128, 0, T_Ampton, C_Ampton, R_Ampton, &s_amptonwalk2};\r
-statetype s_amptonwalk2 = {AMTONWALKL2SPR, AMPTONWALKR2SPR, step, false, true, 8, 128, 0, T_Ampton, C_Ampton, R_Ampton, &s_amptonwalk3};\r
-statetype s_amptonwalk3 = {AMTONWALKL3SPR, AMPTONWALKR3SPR, step, false, true, 8, 128, 0, T_Ampton, C_Ampton, R_Ampton, &s_amptonwalk4};\r
-statetype s_amptonwalk4 = {AMTONWALKL4SPR, AMPTONWALKR4SPR, step, false, true, 8, 128, 0, T_Ampton, C_Ampton, R_Ampton, &s_amptonwalk1};\r
-statetype s_amptonturn = {AMPTONFACESPR, AMPTONFACESPR, step, false, true, 8, 0, 0, NULL, C_Ampton, R_Draw, &s_amptonwalk1};\r
-statetype s_amptongrab1 = {AMPTONGRAB1SPR, AMPTONGRAB1SPR, step, false, true, 8, 0, 0, NULL, C_Ampton, R_Draw, &s_amptongrab2};\r
-statetype s_amptongrab2 = {AMPTONGRAB2SPR, AMPTONGRAB2SPR, step, false, true, 8, 0, 0, NULL, C_Ampton, R_Draw, &s_amptonclimb};\r
-statetype s_amptonclimb = {AMPTONGRAB2SPR, AMPTONGRAB2SPR, slidethink, false, false, 0, 0, 32, T_AmptonClimb, C_Ampton, R_Draw, NULL};\r
-statetype s_amptonrelease1 = {AMPTONGRAB2SPR, AMPTONGRAB2SPR, step, false, false, 8, 0, 0, NULL, C_Ampton, R_Draw, &s_amptonrelease2};\r
-statetype s_amptonrelease2 = {AMPTONGRAB1SPR, AMPTONGRAB1SPR, step, false, false, 8, 0, 0, T_SetNoThink, C_Ampton, R_Draw, &s_amptonwalk1};\r
-statetype s_amptonfiddle1 = {AMPTONGRAB1SPR, AMPTONGRAB1SPR, step, false, true, 12, 0, 0, NULL, C_Ampton, R_Draw, &s_amptonfiddle2};\r
-statetype s_amptonfiddle2 = {AMPTONGRAB2SPR, AMPTONGRAB2SPR, step, false, true, 12, 0, 0, NULL, C_Ampton, R_Draw, &s_amptonfiddle3};\r
-statetype s_amptonfiddle3 = {AMPTONGRAB1SPR, AMPTONGRAB1SPR, step, false, true, 12, 0, 0, NULL, C_Ampton, R_Draw, &s_amptonfiddle4};\r
-statetype s_amptonfiddle4 = {AMPTONGRAB2SPR, AMPTONGRAB2SPR, step, false, true, 12, 0, 0, NULL, C_Ampton, R_Draw, &s_amptonfiddle5};\r
-statetype s_amptonfiddle5 = {AMPTONGRAB1SPR, AMPTONGRAB1SPR, step, false, true, 12, 0, 0, T_SetNoThink, C_Ampton, R_Draw, &s_amptonwalk1};\r
-statetype s_amptonstun = {AMPTONSTUNSPR, AMPTONSTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, NULL};\r
-\r
-/*\r
-===========================\r
-=\r
-= SpawnAmpton\r
-=\r
-===========================\r
-*/\r
-\r
-void SpawnAmpton(Uint16 tileX, Uint16 tileY)\r
-{\r
- GetNewObj(false);\r
- new->obclass = amptonobj;\r
- new->active = ac_yes;\r
- new->priority = 0;\r
- new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
- new->y = CONVERT_TILE_TO_GLOBAL(tileY) + -8*PIXGLOBAL;\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_amptonwalk1);\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= T_Ampton\r
-=\r
-===========================\r
-*/\r
-\r
-void T_Ampton(objtype *ob)\r
-{\r
- Uint16 far *map;\r
- Uint16 intile, var8;\r
- boolean poleup, poledown;\r
-\r
- if (ob->state == &s_amptonwalk1)\r
- {\r
- SD_PlaySound(SND_AMPTONWALK1);\r
- }\r
- else if (ob->state == &s_amptonwalk3)\r
- {\r
- SD_PlaySound(SND_AMPTONWALK2);\r
- }\r
- if (ob->x & 0xFF)\r
- {\r
- map = mapsegs[1] + mapbwidthtable[ob->tiletop]/2 + ob->tileleft + 1;\r
- intile = tinf[*map + INTILE] & INTILE_TYPEMASK;\r
- if (intile == INTILE_AMPTONCOMPUTER)\r
- {\r
- ob->state = &s_amptonfiddle1;\r
- }\r
- else if (intile == INTILE_POLE && US_RndT() < 196)\r
- {\r
- if ((tinf[*(map + mapwidth*2) + INTILE] & INTILE_TYPEMASK) == INTILE_POLE)\r
- {\r
- poledown = true;\r
- }\r
- else\r
- {\r
- poledown = false;\r
- }\r
- if ((tinf[*(map - mapwidth*2) + INTILE] & INTILE_TYPEMASK) == INTILE_POLE)\r
- {\r
- poleup = true;\r
- }\r
- else\r
- {\r
- poleup = false;\r
- }\r
- if (poleup && poledown)\r
- {\r
- if (US_RndT() < 0x80)\r
- poleup = false;\r
- else\r
- poledown = false;\r
- }\r
-\r
- if (poleup)\r
- {\r
- ob->ydir = -1;\r
- ob->state = &s_amptongrab1;\r
- ob->needtoclip = cl_noclip;\r
- ob->nothink = 6;\r
- xtry = 0;\r
- }\r
- else if (poledown)\r
- {\r
- ob->ydir = 1;\r
- ob->state = &s_amptongrab1;\r
- ob->needtoclip = cl_noclip;\r
- ob->nothink = 6;\r
- xtry = 0;\r
- }\r
- }\r
- }\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= T_AmptonClimb\r
-=\r
-===========================\r
-*/\r
-\r
-void T_AmptonClimb(objtype *ob)\r
-{\r
- Uint16 newtile;\r
- Uint16 far *map;\r
- Uint16 move;\r
-\r
- newtile = CONVERT_GLOBAL_TO_TILE(ob->bottom + ytry);\r
- if (ob->tilebottom != newtile)\r
- {\r
- if (ob->ydir == -1)\r
- {\r
- map = mapsegs[1] + mapbwidthtable[newtile]/2 + ob->tileleft + 1;\r
- if (!tinf[map[0] + NORTHWALL] && tinf[map[mapwidth]+NORTHWALL])\r
- {\r
- if ((tinf[*(map-4*mapwidth)+INTILE] & INTILE_TYPEMASK) == INTILE_POLE && US_RndT() < 0x80)\r
- return;\r
-\r
- move = (ob->bottom & 0xFF) + 1;\r
- ob->y -= move;\r
- ob->bottom -= move;\r
- ob->needtoclip = cl_midclip;\r
- ob->state = &s_amptonrelease1;\r
- ytry = PIXGLOBAL;\r
- ob->ydir = 1;\r
- ClipToWalls(ob);\r
- ob->nothink = 4;\r
- return;\r
- }\r
- if ((tinf[*(map-mapwidth)+INTILE] & INTILE_TYPEMASK) != INTILE_POLE)\r
- {\r
- ytry = 0;\r
- ob->ydir = 1;\r
- }\r
- }\r
- else\r
- {\r
- map = mapsegs[1] + mapbwidthtable[newtile]/2 + ob->tileleft + 1;\r
- if (tinf[map[0] + NORTHWALL] && !tinf[*(map-mapwidth)+NORTHWALL])\r
- {\r
- if ((tinf[map[2*mapwidth] + INTILE] & INTILE_TYPEMASK) == INTILE_POLE && US_RndT() < 0x80)\r
- return;\r
-\r
- move = 0xFF - (ob->bottom & 0xFF);\r
- ob->y += move;\r
- ob->bottom += move;\r
- ob->needtoclip = cl_midclip;\r
- ob->state = &s_amptonrelease1;\r
- ytry = PIXGLOBAL;\r
- ClipToWalls(ob);\r
- ob->nothink = 4;\r
- return;\r
- }\r
- if ((tinf[map[0] + INTILE] & INTILE_TYPEMASK) != INTILE_POLE)\r
- {\r
- ytry = 0;\r
- ob->ydir = -1;\r
- }\r
- }\r
- }\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= T_SetNoThink\r
-=\r
-===========================\r
-*/\r
-\r
-void T_SetNoThink(objtype *ob)\r
-{\r
- ob->nothink = 4;\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= C_Ampton\r
-=\r
-===========================\r
-*/\r
-\r
-void C_Ampton(objtype *ob, objtype *hit)\r
-{\r
- if (hit->obclass == keenobj)\r
- {\r
- if (ob->state == &s_amptonclimb)\r
- {\r
- KillKeen();\r
- }\r
- else\r
- {\r
- ClipToSpriteSide(hit, ob);\r
- }\r
- }\r
- else if (hit->obclass == stunshotobj)\r
- {\r
- ob->needtoclip = cl_midclip;\r
- ob->ydir = 1;\r
- ob->yspeed = 0;\r
- SD_PlaySound(SND_AMPTONDIE);\r
- StunObj(ob, hit, &s_amptonstun);\r
- }\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= R_Ampton\r
-=\r
-===========================\r
-*/\r
-\r
-void R_Ampton(objtype *ob)\r
-{\r
- if (ob->xdir == 1 && ob->hitwest)\r
- {\r
- ob->x -= ob->xmove;\r
- ob->xdir = -1;\r
- ChangeState(ob, &s_amptonturn);\r
- }\r
- else if (ob->xdir == -1 && ob->hiteast)\r
- {\r
- ob->x -= ob->xmove;\r
- ob->xdir = 1;\r
- ChangeState(ob, &s_amptonturn);\r
- }\r
- else if (!ob->hitnorth)\r
- {\r
- ob->x -= ob->xmove;\r
- ob->xdir = -ob->xdir;\r
- ChangeState(ob, &s_amptonturn);\r
- }\r
- RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
-}\r
-\r
-/*\r
-=============================================================================\r
-\r
- SLICESTAR\r
-\r
-temp4 = health\r
-\r
-=============================================================================\r
-*/\r
-\r
-statetype s_slicestarslide = {SLICESTARSPR, SLICESTARSPR, think, false, false, 0, 0, 0, T_Platform, C_Slicestar, R_Draw, NULL};\r
-statetype s_slicestarbounce = {SLICESTARSPR, SLICESTARSPR, slide, false, false, 0, 24, 24, NULL, C_Slicestar, R_Slicestar, &s_slicestarbounce};\r
-statetype s_slicestarboom = {SLICESTARBOOMSPR, SLICESTARBOOMSPR, step, false, false, 20, 0, 0, NULL, NULL, R_Draw, NULL};\r
-\r
-/*\r
-===========================\r
-=\r
-= SpawnSlicestarSlide\r
-=\r
-===========================\r
-*/\r
-\r
-void SpawnSlicestarSlide(Uint16 tileX, Uint16 tileY, Sint16 dir)\r
-{\r
- GetNewObj(false);\r
- new->obclass = slicestarobj;\r
- new->active = ac_yes;\r
- new->priority = 2;\r
- new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
- new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
- new->temp4 = 20; // health!\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
- NewState(new, &s_slicestarslide);\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= SpawnSlicestarBounce\r
-=\r
-===========================\r
-*/\r
-\r
-void SpawnSlicestarBounce(Uint16 tileX, Uint16 tileY)\r
-{\r
- GetNewObj(false);\r
- new->obclass = slicestarobj;\r
- new->active = ac_yes;\r
- new->priority = 2;\r
- new->needtoclip = cl_fullclip;\r
- new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
- new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
- new->temp4 = 50; // health!\r
- switch (US_RndT() / 0x40)\r
- {\r
- case 0:\r
- new->xdir = -1;\r
- new->ydir = -1;\r
- break;\r
- case 1:\r
- new->xdir = 1;\r
- new->ydir = 1;\r
- break;\r
- case 2:\r
- new->xdir = -1;\r
- new->ydir = 1;\r
- break;\r
- case 3:\r
- new->xdir = 1;\r
- new->ydir = -1;\r
- }\r
- NewState(new, &s_slicestarbounce);\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= C_Slicestar\r
-=\r
-===========================\r
-*/\r
-\r
-void C_Slicestar(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
- if (--ob->temp4 == 0)\r
- {\r
- ChangeState(ob, &s_slicestarboom);\r
- }\r
- }\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= R_Slicestar\r
-=\r
-===========================\r
-*/\r
-\r
-void R_Slicestar(objtype *ob)\r
-{\r
- if (ob->hitnorth)\r
- {\r
- ob->ydir = -1;\r
- SD_PlaySound(SND_SLICESTARBOUNCE);\r
- }\r
- else if (ob->hitsouth)\r
- {\r
- ob->ydir = 1;\r
- SD_PlaySound(SND_SLICESTARBOUNCE);\r
- }\r
- if (ob->hitwest)\r
- {\r
- ob->xdir = -1;\r
- SD_PlaySound(SND_SLICESTARBOUNCE);\r
- }\r
- else if (ob->hiteast)\r
- {\r
- ob->xdir = 1;\r
- SD_PlaySound(SND_SLICESTARBOUNCE);\r
- }\r
- RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
-}\r
-\r
-/*\r
-=============================================================================\r
-\r
- SHELLEY\r
-\r
-=============================================================================\r
-*/\r
-\r
-statetype s_shellywalk1 = {SHELLEYL1SPR, SHELLEYR1SPR, step, false, true, 8, 128, 0, NULL, C_Shelly, R_Shelly, &s_shellywalk2};\r
-statetype s_shellywalk2 = {SHELLEYL2SPR, SHELLEYR2SPR, step, false, true, 8, 128, 0, NULL, C_Shelly, R_Shelly, &s_shellywalk3};\r
-statetype s_shellywalk3 = {SHELLEYL3SPR, SHELLEYR3SPR, step, false, true, 8, 128, 0, NULL, C_Shelly, R_Shelly, &s_shellywalk4};\r
-statetype s_shellywalk4 = {SHELLEYL4SPR, SHELLEYR4SPR, step, false, true, 8, 128, 0, NULL, C_Shelly, R_Shelly, &s_shellywalk1};\r
-statetype s_shellylook = {SHELLEYL2SPR, SHELLEYR2SPR, stepthink, false, true, 100, 0, 0, T_ShellyLook, C_Shelly, R_Draw, &s_shellylook2};\r
-statetype s_shellylook2 = {SHELLEYL2SPR, SHELLEYR2SPR, step, true, true, 1, 0, 0, T_Turn, C_Shelly, R_Draw, &s_shellywalk1};\r
-statetype s_shellyjump1 = {SHELLEYJUMPLSPR, SHELLEYJUMPRSPR, stepthink, false, false, 8, 0, 0, T_Projectile, C_Shelly, R_Shell, &s_shellyjump2};\r
-statetype s_shellyjump2 = {SHELLEYFALLLSPR, SHELLEYFALLRSPR, think, false, false, 8, 0, 0, T_Projectile, C_Shelly, R_Shell, NULL};\r
-statetype s_shellydie = {SHELLEYFALLLSPR, SHELLEYFALLRSPR, step, false, false, 8, 0, 0, T_ShellyFrag, NULL, R_Shell, NULL};\r
-statetype s_shellydieup = {SHELLEYL2SPR, SHELLEYR2SPR, step, false, false, 8, 0, 0, T_ShellyFrag, NULL, R_Shell, NULL};\r
-statetype s_shellyboom1 = {SHELLEYBOOM1SPR, SHELLEYBOOM1SPR, step, false, false, 20, 0, 0, NULL, C_Lethal, R_Draw, &s_shellyboom2};\r
-statetype s_shellyboom2 = {SHELLEYBOOM2SPR, SHELLEYBOOM2SPR, step, false, false, 20, 0, 0, NULL, C_Lethal, R_Draw, &s_shellyboom3};\r
-statetype s_shellyboom3 = {SHELLEYBOOM3SPR, SHELLEYBOOM3SPR, step, false, false, 20, 0, 0, NULL, C_Lethal, R_Draw, &s_shellyboom4};\r
-statetype s_shellyboom4 = {SHELLEYBOOM4SPR, SHELLEYBOOM4SPR, step, false, false, 20, 0, 0, NULL, C_Lethal, R_Draw, NULL};\r
-statetype s_shellypiece1 = {SHELLEYPIECE1SPR, SHELLEYPIECE1SPR, think, false, false, 8, 0, 0, T_Projectile, C_Lethal, R_Bounce, NULL};\r
-statetype s_shellypiece2 = {SHELLEYPIECE2SPR, SHELLEYPIECE2SPR, think, false, false, 8, 0, 0, T_Projectile, C_Lethal, R_Bounce, NULL};\r
-\r
-/*\r
-===========================\r
-=\r
-= SpawnShelly\r
-=\r
-===========================\r
-*/\r
-\r
-void SpawnShelly(Uint16 tileX, Uint16 tileY)\r
-{\r
- GetNewObj(false);\r
- new->obclass = sparkyobj; // BUG: should use shelleyobj\r
- new->active = ac_yes;\r
- new->priority = 0;\r
- new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
- new->y = CONVERT_TILE_TO_GLOBAL(tileY);\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_shellywalk1);\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= T_ShellyLook\r
-=\r
-===========================\r
-*/\r
-\r
-void T_ShellyLook(objtype *ob)\r
-{\r
- Sint16 xdist;\r
-\r
- if (player->top < ob->bottom)\r
- return;\r
-\r
- xdist = player->midx - ob->midx;\r
- if (ob->xdir == 1)\r
- {\r
- if (xdist > 1*TILEGLOBAL && xdist < 3*TILEGLOBAL)\r
- {\r
- ob->xspeed = 16;\r
- ob->yspeed = -24;\r
- ob->state = &s_shellyjump1;\r
- xtry = ytry = 0;\r
- }\r
- }\r
- else\r
- {\r
- if (xdist < -1*TILEGLOBAL && xdist > -3*TILEGLOBAL)\r
- {\r
- ob->xspeed = -16;\r
- ob->yspeed = -24;\r
- ob->state = &s_shellyjump1;\r
- xtry = ytry = 0;\r
- }\r
- }\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= T_Turn\r
-=\r
-===========================\r
-*/\r
-\r
-void T_Turn(objtype *ob)\r
-{\r
- ob->xdir = -ob->xdir;\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= T_ShellyFrag\r
-=\r
-===========================\r
-*/\r
-\r
-void T_ShellyFrag(objtype *ob)\r
-{\r
- GetNewObj(true);\r
- new->x = ob->x;\r
- new->y = ob->y;\r
- new->xspeed = 32;\r
- new->yspeed = -24;\r
- NewState(new, &s_shellypiece1);\r
-\r
- GetNewObj(true);\r
- new->x = ob->x;\r
- new->y = ob->y;\r
- new->xspeed = -32;\r
- new->yspeed = -24;\r
- NewState(new, &s_shellypiece2);\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= C_Shelly\r
-=\r
-===========================\r
-*/\r
-\r
-void C_Shelly(objtype *ob, objtype *hit)\r
-{\r
- if (hit->obclass == keenobj)\r
- {\r
- ClipToSpriteSide(hit, ob);\r
- if (player->midx < ob->left || player->midx > ob->right)\r
- return;\r
- }\r
- else if (hit->obclass == stunshotobj)\r
- {\r
- ExplodeShot(hit);\r
- }\r
- else if (hit->obclass == mshotobj)\r
- {\r
- RemoveObj(hit);\r
- }\r
- else\r
- return;\r
-\r
-explode:\r
- SD_PlaySound(SND_SHELLEYEXPLODE);\r
- if (ob->hitnorth)\r
- {\r
- ChangeState(ob, &s_shellydieup);\r
- }\r
- else\r
- {\r
- ChangeState(ob, &s_shellydie);\r
- }\r
- GetNewObj(true);\r
- new->x = ob->x;\r
- new->y = ob->y;\r
- NewState(new, &s_shellyboom1);\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= R_Shelly\r
-=\r
-===========================\r
-*/\r
-\r
-void R_Shelly(objtype *ob)\r
-{\r
- if (ob->xdir == 1 && ob->hitwest)\r
- {\r
- ob->x -= ob->xmove;\r
- ob->xdir = -1;\r
- }\r
- else if (ob->xdir == -1 && ob->hiteast)\r
- {\r
- ob->x -= ob->xmove;\r
- ob->xdir = 1;\r
- }\r
- else if (!ob->hitnorth)\r
- {\r
- ob->x -= ob->xmove;\r
- ChangeState(ob, &s_shellylook);\r
- }\r
- RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
-}\r
-\r
-/*\r
-===========================\r
-=\r
-= R_Shell\r
-=\r
-===========================\r
-*/\r
-\r
-void R_Shell(objtype *ob)\r
-{\r
- if (ob->hiteast || ob->hitwest)\r
- {\r
- ob->xspeed = 0;\r
- }\r
- if (ob->hitnorth)\r
- {\r
- SD_PlaySound(SND_SHELLEYEXPLODE);\r
- ChangeState(ob, &s_shellydie);\r
-\r
- GetNewObj(true);\r
- new->x = ob->x;\r
- new->y = ob->y;\r
- NewState(new, &s_shellyboom1);\r
- }\r
- RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
-}
\ No newline at end of file