--- /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
+K6_ACT1.C\r
+=========\r
+\r
+Contains the following actor types (in this order):\r
+\r
+- some shared routines\r
+- Bonus Items\r
+- Grabbiter\r
+- Rocket\r
+- Grapple spots\r
+- Satellite\r
+- Quest Items (Sandwich, Grappling Hook, Passcard, Molly)\r
+- Platforms\r
+- falling platforms\r
+- static platforms\r
+- Goplat platforms\r
+- Trick platforms\r
+- Bloog\r
+- Blooguard\r
+- Blooglet\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
+= 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
+#ifdef KEEN6Ev15\r
+ if (!wall)\r
+ {\r
+ return;\r
+ }\r
+ else\r
+#else\r
+ if (wall)\r
+#endif\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
+\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
+\r
+statetype s_splash1 = {VIVASPLASH1SPR, VIVASPLASH1SPR, step, false, false, 8, 0, 0, NULL, NULL, R_Draw, &s_splash2};\r
+statetype s_splash2 = {VIVASPLASH2SPR, VIVASPLASH2SPR, step, false, false, 8, 0, 0, NULL, NULL, R_Draw, &s_splash3};\r
+statetype s_splash3 = {VIVASPLASH3SPR, VIVASPLASH3SPR, step, false, false, 8, 0, 0, NULL, NULL, R_Draw, &s_splash4};\r
+statetype s_splash4 = {VIVASPLASH4SPR, VIVASPLASH4SPR, 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\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
+ GRABBITER\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_grabbiter1 = {GRABBITER1SPR, GRABBITER1SPR, step, false, false, 12, 0, 0, NULL, C_Grabbiter, R_Draw, &s_grabbiter2};\r
+statetype s_grabbiter2 = {GRABBITER2SPR, GRABBITER2SPR, step, false, false, 12, 0, 0, NULL, C_Grabbiter, R_Draw, &s_grabbiter1};\r
+statetype s_grabbitersleep1 = {GRABBITERSLEEP1SPR, GRABBITERSLEEP1SPR, step, false, false, 12, 0, 0, NULL, NULL, R_Draw, &s_grabbitersleep2};\r
+statetype s_grabbitersleep2 = {GRABBITERSLEEP2SPR, GRABBITERSLEEP2SPR, step, false, false, 12, 0, 0, NULL, NULL, R_Draw, &s_grabbitersleep1};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnGrabbiter\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnGrabbiter(Uint16 tileX, Uint16 tileY)\r
+{\r
+ GetNewObj(false);\r
+ new->active = ac_yes;\r
+ new->needtoclip = cl_noclip;\r
+ new->priority = 2;\r
+ new->obclass = grabbiterobj;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ if (gamestate.sandwichstate == 2)\r
+ {\r
+ NewState(new, &s_grabbitersleep1);\r
+ }\r
+ else\r
+ {\r
+ NewState(new, &s_grabbiter1);\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_Grabbiter\r
+=\r
+===========================\r
+*/\r
+\r
+void C_Grabbiter(objtype *ob, objtype *hit)\r
+{\r
+ // BUG: this is executed for every object, not just (Map-)Keen!\r
+ switch (gamestate.sandwichstate)\r
+ {\r
+ case 0:\r
+ CA_CacheGrChunk(KEENTALK1PIC);\r
+ SD_PlaySound(SND_GRABBITER);\r
+ VW_FixRefreshBuffer();\r
+ US_CenterWindow(26, 8);\r
+ VWB_DrawPic(WindowX+WindowW-48, WindowY, KEENTALK1PIC);\r
+ WindowW -= 48;\r
+ PrintY += 5;\r
+ US_CPrint(\r
+ "Oh, no!\n"\r
+ "It's a slavering\n"\r
+ "Grabbiter! He says,\n"\r
+ "\"Get me lunch and\n"\r
+ "I'll tell ya a secret!\""\r
+ );\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(SND_NOWAY);\r
+ VW_WaitVBL(30);\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ RF_ForceRefresh();\r
+\r
+ //push Keen back\r
+ xtry = -hit->xmove;\r
+ ytry = -hit->ymove;\r
+ hit->xdir = hit->ydir = 0;\r
+ ClipToWalls(hit);\r
+ break;\r
+\r
+ case 1:\r
+ gamestate.sandwichstate++;\r
+ CA_CacheGrChunk(KEENTALK1PIC);\r
+ VW_FixRefreshBuffer();\r
+ US_CenterWindow(26, 8);\r
+ VWB_DrawPic(WindowX+WindowW-48, WindowY, KEENTALK1PIC);\r
+ WindowW -= 48;\r
+ PrintY += 2;\r
+ US_CPrint(\r
+ "The Grabbiter grabs\n"\r
+ "the gigantic sandwich,\n"\r
+ "downs it in one bite,\n"\r
+ "and says,\"Here's your\n"\r
+ "secret. Big meals\n"\r
+ "make me sleepy!\n" // BUG: quote is missing at the end\r
+ );\r
+ VW_UpdateScreen();\r
+ VW_WaitVBL(30);\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ ChangeState(ob, &s_grabbitersleep1);\r
+ RF_ForceRefresh();\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ ROCKET\r
+\r
+temp1 = direction\r
+temp2 = countdown to next dir check\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_rocket = {ROCKETSPR, ROCKETSPR, think, false, false, 0, 0, 0, NULL, C_Rocket, R_Draw, NULL};\r
+statetype s_rocketfly1 = {ROCKETFLY1SPR, ROCKETFLY1SPR, stepthink, false, false, 8, 0, 0, T_RocketFly, C_RocketFly, R_Draw, &s_rocketfly2};\r
+statetype s_rocketfly2 = {ROCKETFLY2SPR, ROCKETFLY2SPR, stepthink, false, false, 8, 0, 0, T_RocketFly, C_RocketFly, R_Draw, &s_rocketfly1};\r
+statetype s_keenrocket = {0, 0, think, false, false, 0, 0, 0, T_Rocket, NULL, R_Draw, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnRocket\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnRocket(Uint16 tileX, Uint16 tileY, Uint16 state)\r
+{\r
+ if (gamestate.rocketstate == state)\r
+ {\r
+ GetNewObj(false);\r
+ new->active = ac_yes;\r
+ new->needtoclip = cl_noclip;\r
+ new->priority = 3;\r
+ new->obclass = rocketobj;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ NewState(new, &s_rocket);\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_Rocket\r
+=\r
+===========================\r
+*/\r
+\r
+void T_Rocket(objtype *ob)\r
+{\r
+ ob->needtoreact = true;\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_Rocket\r
+=\r
+===========================\r
+*/\r
+\r
+void C_Rocket(objtype *ob, objtype *hit)\r
+{\r
+ // BUG: this is executed for every object, not just (Map-)Keen!\r
+ switch (gamestate.passcardstate)\r
+ {\r
+ case 0:\r
+ CA_CacheGrChunk(KEENTALK1PIC);\r
+ VW_FixRefreshBuffer();\r
+ US_CenterWindow(26, 8);\r
+ VWB_DrawPic(WindowX+WindowW-48, WindowY, KEENTALK1PIC);\r
+ WindowW -= 48;\r
+ PrintY += 5;\r
+ US_CPrint(\r
+ "The door makes a loud\n"\r
+ "blooping noise.\n"\r
+ "It says,\n"\r
+ "\"Passcard required\n"\r
+ "for entry.\""\r
+ );\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(SND_NOWAY);\r
+ VW_WaitVBL(30);\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ RF_ForceRefresh();\r
+\r
+ //push Keen back\r
+ xtry = -hit->xmove;\r
+ ytry = -hit->ymove;\r
+ hit->xdir = hit->ydir = 0;\r
+ ClipToWalls(hit);\r
+ break;\r
+\r
+ case 1:\r
+ ob->temp1 = arrow_North;\r
+ ob->temp2 = TILEGLOBAL;\r
+ ChangeState(ob, &s_rocketfly1);\r
+\r
+ hit->x = ob->x;\r
+ hit->y = ob->y + TILEGLOBAL;\r
+ hit->needtoclip = cl_noclip;\r
+ ChangeState(hit, &s_keenrocket);\r
+ SD_PlaySound(SND_ROCKETSTART);\r
+ SD_WaitSoundDone();\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_RocketFly\r
+=\r
+===========================\r
+*/\r
+\r
+void C_RocketFly(objtype *ob, objtype *hit)\r
+{\r
+ if (hit->obclass == keenobj)\r
+ {\r
+ hit->x = ob->x;\r
+ hit->y = ob->y+TILEGLOBAL;\r
+ ChangeState(hit, hit->state);\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_RocketFly\r
+=\r
+===========================\r
+*/\r
+\r
+void T_RocketFly(objtype *ob)\r
+{\r
+ Uint16 move, 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 == 0 && ytry == 0)\r
+ {\r
+ if (!SD_SoundPlaying())\r
+ SD_PlaySound(SND_ROCKETFLY);\r
+\r
+ move = tics << 5;\r
+ if (ob->temp2 > move)\r
+ {\r
+ ob->temp2 = ob->temp2 - move;\r
+ dir = pdirx[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ xtry = move;\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ xtry = -move;\r
+ }\r
+ dir = pdiry[ob->temp1];\r
+ if (dir == 1)\r
+ {\r
+ ytry = move;\r
+\r
+ }\r
+ else if (dir == -1)\r
+ {\r
+ 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
+ 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
+ ob->x += xtry;\r
+ ob->y += ytry;\r
+ ChangeState(ob, &s_rocket);\r
+\r
+ player->x = CONVERT_TILE_TO_GLOBAL(tx+1) + 1*PIXGLOBAL;\r
+ player->y = CONVERT_TILE_TO_GLOBAL(ty+1);\r
+ player->obclass = keenobj;\r
+ player->shapenum = WORLDKEENR3SPR;\r
+ player->needtoclip = cl_midclip;\r
+ NewState(player, &s_worldkeen);\r
+ gamestate.rocketstate ^= 1;\r
+ }\r
+ else\r
+ {\r
+ move -= ob->temp2;\r
+ ob->temp2 = TILEGLOBAL - move;\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
+ 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
+\r
+ GRAPPLE SPOT\r
+\r
+temp1 = type (0 = top of cliff, 1 = bottom of cliff)\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_grapplespot = {-1, -1, think, false, false, 0, 0, 0, NULL, C_GrappleSpot, R_Draw, NULL};\r
+statetype s_throwrope1 = {WORLDKEENTRHOW1SPR, WORLDKEENTRHOW1SPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, &s_throwrope2};\r
+statetype s_throwrope2 = {WORLDKEENTRHOW2SPR, WORLDKEENTRHOW2SPR, step, false, false, 8, 0, 0, T_ThrowRope, NULL, R_Draw, &s_worldkeen};\r
+statetype s_climbrope1 = {WORLDKEENCLIMB1SPR, WORLDKEENCLIMB1SPR, slide, true, false, 4, 0, 16, NULL, NULL, R_Draw, &s_climbrope2};\r
+statetype s_climbrope2 = {WORLDKEENCLIMB2SPR, WORLDKEENCLIMB2SPR, slide, true, false, 4, 0, 16, T_ClimbRope, NULL, R_Draw, &s_climbrope1};\r
+statetype s_maprope = {ROPETHROW2SPR, ROPETHROW2SPR, think, false, false, 0, 0, 0, NULL, NULL, R_Draw, NULL};\r
+statetype s_mapropeshort = {ROPETHROW1SPR, ROPETHROW1SPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, &s_mapropeshort};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnGrappleSpot\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnGrappleSpot(Uint16 tileX, Uint16 tileY, Uint16 type)\r
+{\r
+ GetNewObj(false);\r
+ new->active = ac_yes;\r
+ new->needtoclip = cl_noclip;\r
+ new->priority = 2;\r
+ new->obclass = grapplespotobj;\r
+ new->tileleft = new->tileright = tileX;\r
+ new->tiletop = new->tilebottom = tileY;\r
+ new->temp1 = type;\r
+ new->x = new->left = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->right = new->left + TILEGLOBAL;\r
+ if (type)\r
+ {\r
+ new->y = new->top = CONVERT_TILE_TO_GLOBAL(tileY+1)-1;\r
+ }\r
+ else\r
+ {\r
+ new->y = new->top = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ }\r
+ new->bottom = new->top + 1;\r
+ NewState(new, &s_grapplespot);\r
+\r
+ if (gamestate.hookstate == 2 && type)\r
+ {\r
+ GetNewObj(false);\r
+ new->active = ac_yes;\r
+ new->needtoclip = cl_noclip;\r
+ new->priority = 0;\r
+ new->obclass = inertobj;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY+1);\r
+ NewState(new, &s_maprope);\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_ThrowRope\r
+=\r
+===========================\r
+*/\r
+\r
+void T_ThrowRope(objtype *ob)\r
+{\r
+ GetNewObj(false);\r
+ new->active = ac_yes;\r
+ new->needtoclip = cl_noclip;\r
+ new->priority = 0;\r
+ new->obclass = inertobj;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(ob->tileright);\r
+ new->y = ob->y - 2*TILEGLOBAL;\r
+ NewState(new, &s_maprope);\r
+\r
+ ob->obclass = keenobj;\r
+ ob->shapenum = WORLDKEENU3SPR;\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_ClimbRope\r
+=\r
+===========================\r
+*/\r
+\r
+void T_ClimbRope(objtype *ob)\r
+{\r
+ if (--ob->temp4 == 0)\r
+ {\r
+ if (ob->ydir == 1)\r
+ {\r
+ ob->y += 3*PIXGLOBAL;\r
+ ob->shapenum = WORLDKEEND3SPR;\r
+ }\r
+ else\r
+ {\r
+ ob->y -= 3*PIXGLOBAL;\r
+ ob->shapenum = WORLDKEENU3SPR;\r
+ }\r
+ ob->obclass = keenobj;\r
+ NewState(ob, &s_worldkeen);\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_GrappleSpot\r
+=\r
+===========================\r
+*/\r
+\r
+void C_GrappleSpot(objtype *ob, objtype *hit)\r
+{\r
+ if (hit->obclass == keenobj)\r
+ {\r
+ switch (gamestate.hookstate)\r
+ {\r
+ case 0:\r
+ CA_CacheGrChunk(KEENTALK1PIC);\r
+ VW_FixRefreshBuffer();\r
+ US_CenterWindow(26, 8);\r
+ VWB_DrawPic(WindowX+WindowW-48, WindowY, KEENTALK1PIC);\r
+ WindowW -= 48;\r
+ PrintY += 15;\r
+ US_CPrint(\r
+ "What a tall cliff!\n"\r
+ "Wish I had a rope\n"\r
+ "and grappling hook.\n"\r
+ );\r
+ VW_UpdateScreen();\r
+ SD_PlaySound(SND_NOWAY);\r
+ VW_WaitVBL(30);\r
+ IN_ClearKeysDown();\r
+ IN_Ack();\r
+ RF_ForceRefresh();\r
+\r
+ //push Keen back\r
+ xtry = -hit->xmove;\r
+ ytry = -hit->ymove;\r
+ hit->xdir = hit->ydir = 0;\r
+ ClipToWalls(hit);\r
+ break;\r
+\r
+ case 1:\r
+ gamestate.hookstate++;\r
+ SD_PlaySound(SND_THROWROPE);\r
+ ChangeState(hit, &s_throwrope1);\r
+ hit->obclass = inertobj;\r
+ break;\r
+\r
+ case 2:\r
+ if (ob->temp1)\r
+ {\r
+ hit->y += 4*PIXGLOBAL;\r
+ hit->temp4 = 6;\r
+ hit->ydir = 1;\r
+ }\r
+ else\r
+ {\r
+ hit->y -= 4*PIXGLOBAL;\r
+ hit->temp4 = 6;\r
+ hit->ydir = -1;\r
+ }\r
+ NewState(hit, &s_climbrope1);\r
+ hit->obclass = inertobj;\r
+ }\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SATELLITE\r
+\r
+temp1 = direction (satellite) / type (stop points)\r
+temp2 = countdown to next dir check\r
+temp3 = type of stop point touched (low byte: current; high byte: previous)\r
+ is updated every frame and resets to 0 when no longer touching a spot\r
+temp4 = type of last stop point passed over (1 or 2, never 0)\r
+ is updated when no longer touching the spot\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_satellitestopspot = {-1, -1, think, false, false, 0, 0, 0, NULL, NULL, NULL, NULL};\r
+statetype s_worldkeensatellite = {WORLDKEENHANGSPR, WORLDKEENHANGSPR, think, false, false, 0, 0, 0, NULL, NULL, R_WorldKeenSatellite, NULL};\r
+statetype s_satellite1 = {SATELLITE1SPR, SATELLITE1SPR, stepthink, false, false, 10, 0, 0, T_Satellite, C_Satellite, R_Draw, &s_satellite2};\r
+statetype s_satellite2 = {SATELLITE2SPR, SATELLITE2SPR, stepthink, false, false, 10, 0, 0, T_Satellite, C_Satellite, R_Draw, &s_satellite3};\r
+statetype s_satellite3 = {SATELLITE3SPR, SATELLITE3SPR, stepthink, false, false, 10, 0, 0, T_Satellite, C_Satellite, R_Draw, &s_satellite4};\r
+statetype s_satellite4 = {SATELLITE4SPR, SATELLITE4SPR, stepthink, false, false, 10, 0, 0, T_Satellite, C_Satellite, R_Draw, &s_satellite1};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnSatelliteStop\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnSatelliteStop(Uint16 tileX, Uint16 tileY, Uint16 type)\r
+{\r
+ GetNewObj(false);\r
+ new->active = ac_allways;\r
+ new->needtoclip = cl_noclip;\r
+ new->priority = 2;\r
+ new->obclass = satellitestopobj;\r
+ new->tileleft=new->tileright=tileX;\r
+ new->tiletop=new->tilebottom=tileY;\r
+ new->temp1 = (type ^ 1) + 1; // type is either 0 or 1, so this just maps 0 to 2 and 1 to 1\r
+ new->x=new->left = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->right = new->left + TILEGLOBAL;\r
+ new->y=new->top = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ new->bottom = new->top + TILEGLOBAL;\r
+ NewState(new, &s_satellitestopspot);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnSatellite\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnSatellite(Uint16 tileX, Uint16 tileY)\r
+{\r
+ Sint16 dir;\r
+\r
+ GetNewObj(false);\r
+ new->needtoclip = cl_noclip;\r
+ new->priority = 2;\r
+ new->active = ac_allways;\r
+ new->obclass = satelliteobj;\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
+ NewState(new, &s_satellite1);\r
+\r
+ dir = arrow_West;\r
+ (mapsegs[2]+mapbwidthtable[tileY]/2)[tileX] = (dir+DIRARROWSTART);\r
+ new->temp1 = dir;\r
+ new->temp2 = TILEGLOBAL;\r
+ new->temp4 = 2;\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_Satellite\r
+=\r
+===========================\r
+*/\r
+\r
+void T_Satellite(objtype *ob)\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 == 0 && ytry == 0)\r
+ {\r
+ //\r
+ // if current stop spot type is 0 (not touching a spot), but previous\r
+ // type is not 0, then set temp4 to the previous type\r
+ //\r
+ if (!(ob->temp3 & 0xFF) && (ob->temp3 & 0xFF00))\r
+ {\r
+ ob->temp4 = ob->temp3 >> 8;\r
+ }\r
+ //\r
+ // move current type into previous type and set current stop type to 0\r
+ //\r
+ ob->temp3 <<= 8;\r
+\r
+ //\r
+ // follow the arrow path like a GoPlat\r
+ //\r
+ T_GoPlat(ob);\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_Satellite\r
+=\r
+===========================\r
+*/\r
+\r
+void C_Satellite(objtype *ob, objtype *hit)\r
+{\r
+ Sint16 temp;\r
+ objtype *o;\r
+\r
+ if (hit->state == &s_satellitestopspot)\r
+ {\r
+ ob->temp3 |= hit->temp1;\r
+ }\r
+ else if (hit->obclass == keenobj)\r
+ {\r
+ //\r
+ // check if satellite has reaced a new stop spot\r
+ //\r
+ temp = ob->temp3 >> 8;\r
+ if (temp && temp != ob->temp4)\r
+ {\r
+ SD_PlaySound(SND_GRABSATELLITE);\r
+ //\r
+ // update last spot value (don't grab or drop Keen until moved to the next spot)\r
+ //\r
+ ob->temp4 = temp;\r
+ if (player->state == &s_worldkeensatellite)\r
+ {\r
+ //\r
+ // drop Keen off at the current stop spot\r
+ //\r
+ for (o=player->next; o; o=o->next)\r
+ {\r
+ if (o->obclass == satellitestopobj && o->temp1 == temp)\r
+ {\r
+ hit->x = o->x;\r
+ hit->y = o->y;\r
+ hit->shapenum = WORLDKEENU3SPR;\r
+ ChangeState(player, &s_worldkeen);\r
+ hit->needtoclip = cl_midclip;\r
+ return;\r
+ }\r
+ }\r
+ }\r
+ else\r
+ {\r
+ //\r
+ // grab and carry Keen\r
+ //\r
+ hit->x = ob->x + 12*PIXGLOBAL;\r
+ hit->y = ob->y + 16*PIXGLOBAL;\r
+ hit->needtoclip = cl_noclip;\r
+ ChangeState(player, &s_worldkeensatellite);\r
+ }\r
+ }\r
+ else if (hit->state == &s_worldkeensatellite)\r
+ {\r
+ //\r
+ // move Keen along with the satellite\r
+ //\r
+ hit->x = ob->x + 12*PIXGLOBAL;\r
+ hit->y = ob->y + 16*PIXGLOBAL;\r
+ ChangeState(hit, hit->state);\r
+ }\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= R_WorldKeenSatellite\r
+=\r
+===========================\r
+*/\r
+\r
+void R_WorldKeenSatellite(objtype *ob)\r
+{\r
+ RF_PlaceSprite(&ob->sprite, ob->x + 4*PIXGLOBAL, ob->y + 8*PIXGLOBAL, WORLDKEENHANGSPR, spritedraw, 1);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ SANDWICH\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_sandwich = {SANDWICHSPR, SANDWICHSPR, think, false, false, 0, 0, 0, NULL, C_Molly, R_Draw, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnSandwich\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnSandwich(Uint16 tileX, Uint16 tileY)\r
+{\r
+ GetNewObj(false);\r
+ new->needtoclip = cl_noclip;\r
+ new->priority = 2;\r
+ new->obclass = sandwichobj;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ NewState(new, &s_sandwich);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GRAPPLING HOOK\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_hook = {HOOKSPR, HOOKSPR, think, false, false, 0, 0, 0, NULL, C_Molly, R_Draw, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnHook\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnHook(Uint16 tileX, Uint16 tileY)\r
+{\r
+ GetNewObj(false);\r
+ new->needtoclip = cl_noclip;\r
+ new->priority = 2;\r
+ new->obclass = hookobj;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ NewState(new, &s_hook);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PASSCARD\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_passcard = {PASSCARDSPR, PASSCARDSPR, think, false, false, 0, 0, 0, NULL, C_Molly, R_Draw, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnPasscard\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnPasscard(Uint16 tileX, Uint16 tileY)\r
+{\r
+ GetNewObj(false);\r
+ new->needtoclip = cl_noclip;\r
+ new->priority = 2;\r
+ new->obclass = passcardobj;\r
+ new->x = CONVERT_TILE_TO_GLOBAL(tileX);\r
+ new->y = CONVERT_TILE_TO_GLOBAL(tileY);\r
+ NewState(new, &s_passcard);\r
+}\r
+\r
+//============================================================================\r
+\r
+/*\r
+===========================\r
+=\r
+= C_Molly\r
+=\r
+===========================\r
+*/\r
+\r
+void C_Molly(objtype *ob, objtype *hit)\r
+{\r
+ if (hit->obclass == keenobj)\r
+ {\r
+ switch (ob->obclass)\r
+ {\r
+ case sandwichobj:\r
+ playstate = ex_sandwich;\r
+ break;\r
+\r
+ case hookobj:\r
+ playstate = ex_hook;\r
+ break;\r
+\r
+ case passcardobj:\r
+ playstate = ex_card;\r
+ break;\r
+\r
+ case mollyobj:\r
+ playstate = ex_molly;\r
+ }\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ MOLLY\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_molly1 = {MOLLY1SPR, MOLLY1SPR, step, false, false, 20, 0, 0, NULL, C_Molly, R_Draw, &s_molly2};\r
+statetype s_molly2 = {MOLLY2SPR, MOLLY2SPR, step, false, false, 40, 0, 0, NULL, C_Molly, R_Draw, &s_molly3};\r
+statetype s_molly3 = {MOLLY1SPR, MOLLY1SPR, step, false, false, 40, 0, 0, NULL, C_Molly, R_Draw, &s_molly4};\r
+statetype s_molly4 = {MOLLY2SPR, MOLLY2SPR, step, false, false, 20, 0, 0, NULL, C_Molly, R_Draw, &s_molly1};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnMolly\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnMolly(Uint16 tileX, Uint16 tileY)\r
+{\r
+ GetNewObj(false);\r
+ new->obclass = mollyobj;\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_molly1);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ PLATFORM\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_platform = {PLATFORMSPR, PLATFORMSPR, think, false, false, 0, 0, 0, T_Platform, NULL, R_Draw, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnPlatform\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnPlatform(Uint16 tileX, Uint16 tileY, 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(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
+ 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) == 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
+ 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_fallplatfall = {PLATFORMSPR, PLATFORMSPR, think, false, false, 0, 0, 0, T_DropPlatFall, NULL, R_Draw, NULL};\r
+statetype s_fallplatrise = {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_fallplatfall;\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_fallplatrise;\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_fallplatfall;\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_staticplatform = {PLATFORMSPR, PLATFORMSPR, step, false, false, 32000, 0, 0, NULL, NULL, R_Draw, &s_staticplatform};\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_staticplatform);\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ GO PLATFORM\r
+\r
+temp1 = direction\r
+temp2 = countdown to next dir check\r
+temp3 = sprite pointer for the Bip sprite\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_goplat = {PLATFORMSPR, PLATFORMSPR, think, false, false, 0, 0, 0, T_GoPlat, NULL, R_GoPlat, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnGoPlat\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnGoPlat(Uint16 tileX, Uint16 tileY, 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(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_goplat);\r
+ *(mapsegs[2]+mapbwidthtable[tileY]/2 + tileX) = dir + DIRARROWSTART;\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
+ Sint16 dir;\r
+ Uint16 tx, ty;\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
+ 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_GoPlat\r
+=\r
+===========================\r
+*/\r
+\r
+void R_GoPlat(objtype *ob)\r
+{\r
+ RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
+ RF_PlaceSprite((void**)&ob->temp3, ob->x+TILEGLOBAL, ob->y+TILEGLOBAL, ob->temp1+PLATBIP1SPR, spritedraw, ob->priority);\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
+\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
+ BLOOG\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_bloogwalk1 = {BLOOGWALKL1SPR, BLOOGWALKR1SPR, step, false, true, 10, 128, 0, T_BloogWalk, C_Bloog, R_Walk, &s_bloogwalk2};\r
+statetype s_bloogwalk2 = {BLOOGWALKL2SPR, BLOOGWALKR2SPR, step, false, true, 10, 128, 0, T_BloogWalk, C_Bloog, R_Walk, &s_bloogwalk3};\r
+statetype s_bloogwalk3 = {BLOOGWALKL3SPR, BLOOGWALKR3SPR, step, false, true, 10, 128, 0, T_BloogWalk, C_Bloog, R_Walk, &s_bloogwalk4};\r
+statetype s_bloogwalk4 = {BLOOGWALKL4SPR, BLOOGWALKR4SPR, step, false, true, 10, 128, 0, T_BloogWalk, C_Bloog, R_Walk, &s_bloogwalk1};\r
+statetype s_bloogstun = {BLOOGSTUNSPR, BLOOGSTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, &s_bloogstun};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnBloog\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnBloog(Uint16 tileX, Uint16 tileY)\r
+{\r
+ GetNewObj(false);\r
+ new->obclass = bloogobj;\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) + -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
+ NewState(new, &s_bloogwalk1);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_BloogWalk\r
+=\r
+===========================\r
+*/\r
+\r
+void T_BloogWalk(objtype *ob)\r
+{\r
+ if (US_RndT() < 0x20)\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
+=\r
+= C_Bloog\r
+=\r
+===========================\r
+*/\r
+\r
+void C_Bloog(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_bloogstun);\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BLOOGUARD\r
+\r
+temp1 = flash countdown\r
+temp2 = health\r
+\r
+=============================================================================\r
+*/\r
+\r
+statetype s_blooguardwalk1 = {BLOOGUARDWALKL1SPR, BLOOGUARDWALKR1SPR, step, false, true, 9, 128, 0, T_BlooguardWalk, C_Blooguard, R_Blooguard, &s_blooguardwalk2};\r
+statetype s_blooguardwalk2 = {BLOOGUARDWALKL2SPR, BLOOGUARDWALKR2SPR, step, false, true, 9, 128, 0, T_BlooguardWalk, C_Blooguard, R_Blooguard, &s_blooguardwalk3};\r
+statetype s_blooguardwalk3 = {BLOOGUARDWALKL3SPR, BLOOGUARDWALKR3SPR, step, false, true, 9, 128, 0, T_BlooguardWalk, C_Blooguard, R_Blooguard, &s_blooguardwalk4};\r
+statetype s_blooguardwalk4 = {BLOOGUARDWALKL4SPR, BLOOGUARDWALKR4SPR, step, false, true, 9, 128, 0, T_BlooguardWalk, C_Blooguard, R_Blooguard, &s_blooguardwalk1};\r
+statetype s_blooguardattack1 = {BLOOGUARDSWINGL1SPR, BLOOGUARDSWINGR1SPR, step, false, true, 30, 0, 0, NULL, C_Blooguard, R_Blooguard, &s_blooguardattack2};\r
+statetype s_blooguardattack2 = {BLOOGUARDSWINGL2SPR, BLOOGUARDSWINGR2SPR, step, false, true, 9, 0, 0, NULL, C_Blooguard, R_Blooguard, &s_blooguardattack3};\r
+statetype s_blooguardattack3 = {BLOOGUARDSWINGL3SPR, BLOOGUARDSWINGR3SPR, step, true, true, 1, 0, 0, T_BlooguardAttack, C_Blooguard, R_Blooguard, &s_blooguardattack4};\r
+statetype s_blooguardattack4 = {BLOOGUARDSWINGL3SPR, BLOOGUARDSWINGR3SPR, step, false, true, 9, 0, 0, NULL, C_Blooguard, R_Blooguard, &s_blooguardwalk1};\r
+statetype s_blooguardstun = {BLOOGUARDSTUNSPR, BLOOGUARDSTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, &s_blooguardstun};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnBlooguard\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnBlooguard(Uint16 tileX, Uint16 tileY)\r
+{\r
+ GetNewObj(false);\r
+ new->obclass = blooguardobj;\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) + -40*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
+ new->temp2 = 3; // health\r
+ NewState(new, &s_blooguardwalk1);\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_BlooguardWalk\r
+=\r
+===========================\r
+*/\r
+\r
+void T_BlooguardWalk(objtype *ob)\r
+{\r
+ if (US_RndT() < 0x20)\r
+ {\r
+ if (ob->x < player->x)\r
+ {\r
+ ob->xdir = 1;\r
+ }\r
+ else\r
+ {\r
+ ob->xdir = -1;\r
+ }\r
+ }\r
+ if ( ((ob->xdir == 1 && ob->x < player->x) || (ob->xdir == -1 && ob->x > player->x))\r
+ && ob->bottom == player->bottom && US_RndT() < 0x20)\r
+ {\r
+ ob->state = &s_blooguardattack1;\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= T_BlooguardAttack\r
+=\r
+===========================\r
+*/\r
+\r
+#pragma argsused\r
+void T_BlooguardAttack(objtype *ob)\r
+{\r
+ SD_PlaySound(SND_SMASH);\r
+ groundslam = 23;\r
+ if (player->hitnorth)\r
+ {\r
+ ChangeState(player, &s_keenstun);\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_Blooguard\r
+=\r
+===========================\r
+*/\r
+\r
+void C_Blooguard(objtype *ob, objtype *hit)\r
+{\r
+ if (hit->obclass == keenobj)\r
+ {\r
+ KillKeen();\r
+ }\r
+ if (hit->obclass == stunshotobj) // not 'else if' in the original code\r
+ {\r
+ if (--ob->temp2 == 0) // handle health\r
+ {\r
+ StunObj(ob, hit, &s_blooguardstun);\r
+ }\r
+ else\r
+ {\r
+ ob->temp1 = 2; // draw white twice\r
+ ob->needtoreact = true;\r
+ ExplodeShot(hit);\r
+ }\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= R_Blooguard\r
+=\r
+===========================\r
+*/\r
+\r
+void R_Blooguard(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
+ if (ob->temp1)\r
+ {\r
+ ob->temp1--;\r
+ RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, maskdraw, ob->priority);\r
+ }\r
+ else\r
+ {\r
+ RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority);\r
+ }\r
+}\r
+\r
+/*\r
+=============================================================================\r
+\r
+ BLOOGLET\r
+\r
+temp1 = type\r
+\r
+=============================================================================\r
+*/\r
+\r
+// red Blooglet:\r
+statetype s_rbloogletwalk1 = {RBLOOGLETWALKL1SPR, RBLOOGLETWALKR1SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_rbloogletwalk2};\r
+statetype s_rbloogletwalk2 = {RBLOOGLETWALKL2SPR, RBLOOGLETWALKR2SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_rbloogletwalk3};\r
+statetype s_rbloogletwalk3 = {RBLOOGLETWALKL3SPR, RBLOOGLETWALKR3SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_rbloogletwalk4};\r
+statetype s_rbloogletwalk4 = {RBLOOGLETWALKL4SPR, RBLOOGLETWALKR4SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_rbloogletwalk1};\r
+statetype s_rbloogletstun = {RBLOOGLETSTUNSPR, RBLOOGLETSTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, NULL};\r
+\r
+// yellow Blooglet:\r
+statetype s_ybloogletwalk1 = {YBLOOGLETWALKL1SPR, YBLOOGLETWALKR1SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_ybloogletwalk2};\r
+statetype s_ybloogletwalk2 = {YBLOOGLETWALKL2SPR, YBLOOGLETWALKR2SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_ybloogletwalk3};\r
+statetype s_ybloogletwalk3 = {YBLOOGLETWALKL3SPR, YBLOOGLETWALKR3SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_ybloogletwalk4};\r
+statetype s_ybloogletwalk4 = {YBLOOGLETWALKL4SPR, YBLOOGLETWALKR4SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_ybloogletwalk1};\r
+statetype s_ybloogletstun = {YBLOOGLETSTUNSPR, YBLOOGLETSTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, NULL};\r
+\r
+// blue Blooglet:\r
+statetype s_bbloogletwalk1 = {BBLOOGLETWALKL1SPR, BBLOOGLETWALKR1SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_bbloogletwalk2};\r
+statetype s_bbloogletwalk2 = {BBLOOGLETWALKL2SPR, BBLOOGLETWALKR2SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_bbloogletwalk3};\r
+statetype s_bbloogletwalk3 = {BBLOOGLETWALKL3SPR, BBLOOGLETWALKR3SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_bbloogletwalk4};\r
+statetype s_bbloogletwalk4 = {BBLOOGLETWALKL4SPR, BBLOOGLETWALKR4SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_bbloogletwalk1};\r
+statetype s_bbloogletstun = {BBLOOGLETSTUNSPR, BBLOOGLETSTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, NULL};\r
+\r
+// green Blooglet:\r
+statetype s_gbloogletwalk1 = {GBLOOGLETWALKL1SPR, GBLOOGLETWALKR1SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_gbloogletwalk2};\r
+statetype s_gbloogletwalk2 = {GBLOOGLETWALKL2SPR, GBLOOGLETWALKR2SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_gbloogletwalk3};\r
+statetype s_gbloogletwalk3 = {GBLOOGLETWALKL3SPR, GBLOOGLETWALKR3SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_gbloogletwalk4};\r
+statetype s_gbloogletwalk4 = {GBLOOGLETWALKL4SPR, GBLOOGLETWALKR4SPR, step, false, true, 5, 128, 0, T_BloogWalk, C_Blooglet, R_Walk, &s_gbloogletwalk1};\r
+statetype s_gbloogletstun = {GBLOOGLETSTUNSPR, GBLOOGLETSTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, NULL};\r
+\r
+/*\r
+===========================\r
+=\r
+= SpawnBlooglet\r
+=\r
+===========================\r
+*/\r
+\r
+void SpawnBlooglet(Uint16 tileX, Uint16 tileY, Sint16 type)\r
+{\r
+ GetNewObj(false);\r
+ new->obclass = bloogletobj;\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
+ new->temp1 = type;\r
+\r
+ switch (type % 4)\r
+ {\r
+ case 0:\r
+ NewState(new, &s_rbloogletwalk1);\r
+ break;\r
+\r
+ case 1:\r
+ NewState(new, &s_ybloogletwalk1);\r
+ break;\r
+\r
+ case 2:\r
+ NewState(new, &s_bbloogletwalk1);\r
+ break;\r
+\r
+ case 3:\r
+ NewState(new, &s_gbloogletwalk1);\r
+ }\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= C_Blooglet\r
+=\r
+===========================\r
+*/\r
+\r
+void C_Blooglet(objtype *ob, objtype *hit)\r
+{\r
+ static statetype *stunnedstate[4] = {\r
+ &s_rbloogletstun,\r
+ &s_ybloogletstun,\r
+ &s_bbloogletstun,\r
+ &s_gbloogletstun\r
+ };\r
+ Sint16 color;\r
+\r
+ if (hit->obclass == keenobj && hit->state->contact)\r
+ {\r
+ playerkludgeclipcancel = true;\r
+ ClipToSpriteSide(hit, ob);\r
+ playerkludgeclipcancel = false;\r
+ }\r
+ else if (hit->obclass == stunshotobj)\r
+ {\r
+ color = ob->temp1 & 3;\r
+ if (ob->temp1 > 3)\r
+ {\r
+ //\r
+ // spawn a key gem\r
+ //\r
+ GetNewObj(false);\r
+ new->needtoclip = cl_midclip;\r
+ new->priority = 2;\r
+ new->obclass = bonusobj;\r
+ new->x = ob->x;\r
+ new->y = ob->y;\r
+ new->ydir = -1;\r
+ new->yspeed = -40;\r
+ new->temp1 = color;\r
+ new->temp2=new->shapenum = bonusshape[color];\r
+ new->temp3 = new->temp2 + 2;\r
+ NewState(new, &s_bonusfly1);\r
+ SD_PlaySound(SND_DROPKEY);\r
+ }\r
+ StunObj(ob, hit, stunnedstate[color]);\r
+ }\r
+}
\ No newline at end of file