]> 4ch.mooo.com Git - 16.git/blobdiff - 16/keen456/KEEN4-6/KEEN6/K6_SPEC.C
extrcted keen code remake
[16.git] / 16 / keen456 / KEEN4-6 / KEEN6 / K6_SPEC.C
diff --git a/16/keen456/KEEN4-6/KEEN6/K6_SPEC.C b/16/keen456/KEEN4-6/KEEN6/K6_SPEC.C
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+/* 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_SPEC.C\r
+=========\r
+\r
+Contains (in this order):\r
+\r
+- lump definition\r
+- "Star Wars" crawl text\r
+- level names & messages\r
+- ScanInfoPlane() - for spawning the level objects and marking required sprites\r
+- stunned state for Keen\r
+- code to flip the big yellow switches\r
+- messages for sandwich, rope and passcard\r
+*/\r
+\r
+#include "CK_DEF.H"\r
+\r
+enum {\r
+       CONTROLS_LUMP,    //  0\r
+       KEEN_LUMP,        //  1\r
+       SUGAR1_LUMP,      //  2\r
+       SUGAR2_LUMP,      //  3\r
+       SUGAR3_LUMP,      //  4\r
+       SUGAR4_LUMP,      //  5\r
+       SUGAR5_LUMP,      //  6\r
+       SUGAR6_LUMP,      //  7\r
+       ONEUP_LUMP,       //  8\r
+       KEYGEM_LUMP,      //  9\r
+       AMMO_LUMP,        // 10\r
+       WORLDKEEN_LUMP,   // 11\r
+       UNUSED1_LUMP,     // 12\r
+       BLOOG_LUMP,       // 13\r
+       RBLOOGLET_LUMP,   // 14\r
+       YBLOOGLET_LUMP,   // 15\r
+       BBLOOGLET_LUMP,   // 16\r
+       GBLOOGLET_LUMP,   // 17\r
+       PLATFORM_LUMP,    // 18\r
+       GIK_LUMP,         // 19\r
+       BLORB_LUMP,       // 20\r
+       BOBBA_LUMP,       // 21\r
+       BABOBBA_LUMP,     // 22\r
+       BLOOGUARD_LUMP,   // 23\r
+       FLECT_LUMP,       // 24\r
+       BIP_LUMP,         // 25\r
+       BIPSQUISHED_LUMP, // 26\r
+       BIPSHIP_LUMP,     // 27\r
+       NOSPIKE_LUMP,     // 28\r
+       ORBATRIX_LUMP,    // 29\r
+       CEILICK_LUMP,     // 30\r
+       FLEEX_LUMP,       // 31\r
+       HOOK_LUMP,        // 32\r
+       SANDWICH_LUMP,    // 33\r
+       LASER_LUMP,       // 34\r
+       PASSCARD_LUMP,    // 35\r
+       MOLLY_LUMP,       // 36\r
+\r
+       NUMLUMPS=40       // Keen 6 has 3 unused lumps at the end\r
+};\r
+\r
+Uint16 lumpstart[NUMLUMPS] = {\r
+       CONTROLS_LUMP_START,\r
+       KEEN_LUMP_START,\r
+       SUGAR1_LUMP_START,\r
+       SUGAR2_LUMP_START,\r
+       SUGAR3_LUMP_START,\r
+       SUGAR4_LUMP_START,\r
+       SUGAR5_LUMP_START,\r
+       SUGAR6_LUMP_START,\r
+       ONEUP_LUMP_START,\r
+       KEYGEM_LUMP_START,\r
+       AMMO_LUMP_START,\r
+       WORLDKEEN_LUMP_START,\r
+       0,\r
+       BLOOG_LUMP_START,\r
+       RBLOOGLET_LUMP_START,\r
+       YBLOOGLET_LUMP_START,\r
+       BBLOOGLET_LUMP_START,\r
+       GBLOOGLET_LUMP_START,\r
+       PLATFORM_LUMP_START,\r
+       GIK_LUMP_START,\r
+       BLORB_LUMP_START,\r
+       BOBBA_LUMP_START,\r
+       BABOBBA_LUMP_START,\r
+       BLOOGUARD_LUMP_START,\r
+       FLECT_LUMP_START,\r
+       BIP_LUMP_START,\r
+       BIPSQUISHED_LUMP_START,\r
+       BIPSHIP_LUMP_START,\r
+       NOSPIKE_LUMP_START,\r
+       ORBATRIX_LUMP_START,\r
+       CEILICK_LUMP_START,\r
+       FLEEX_LUMP_START,\r
+       HOOK_LUMP_START,\r
+       SANDWICH_LUMP_START,\r
+       LASER_LUMP_START,\r
+       PASSCARD_LUMP_START,\r
+       MOLLY_LUMP_START\r
+};\r
+\r
+Uint16 lumpend[NUMLUMPS] = {\r
+       CONTROLS_LUMP_END,\r
+       KEEN_LUMP_END,\r
+       SUGAR1_LUMP_END,\r
+       SUGAR2_LUMP_END,\r
+       SUGAR3_LUMP_END,\r
+       SUGAR4_LUMP_END,\r
+       SUGAR5_LUMP_END,\r
+       SUGAR6_LUMP_END,\r
+       ONEUP_LUMP_END,\r
+       KEYGEM_LUMP_END,\r
+       AMMO_LUMP_END,\r
+       WORLDKEEN_LUMP_END,\r
+       0,\r
+       BLOOG_LUMP_END,\r
+       RBLOOGLET_LUMP_END,\r
+       YBLOOGLET_LUMP_END,\r
+       BBLOOGLET_LUMP_END,\r
+       GBLOOGLET_LUMP_END,\r
+       PLATFORM_LUMP_END,\r
+       GIK_LUMP_END,\r
+       BLORB_LUMP_END,\r
+       BOBBA_LUMP_END,\r
+       BABOBBA_LUMP_END,\r
+       BLOOGUARD_LUMP_END,\r
+       FLECT_LUMP_END,\r
+       BIP_LUMP_END,\r
+       BIPSQUISHED_LUMP_END,\r
+       BIPSHIP_LUMP_END,\r
+       NOSPIKE_LUMP_END,\r
+       ORBATRIX_LUMP_END,\r
+       CEILICK_LUMP_END,\r
+       FLEEX_LUMP_END,\r
+       HOOK_LUMP_END,\r
+       SANDWICH_LUMP_END,\r
+       LASER_LUMP_END,\r
+       PASSCARD_LUMP_END,\r
+       MOLLY_LUMP_END\r
+};\r
+\r
+boolean lumpneeded[NUMLUMPS];\r
+\r
+#if GRMODE == EGAGR\r
+\r
+char far swtext[] =\r
+       "Episode Six\n"\r
+       "\n"\r
+       "Aliens Ate My\n"\r
+       "Baby Sitter!\n"\r
+       "\n"\r
+       "While out in his\n"\r
+       "backyard clubhouse,\n"\r
+       "Billy's baby sitter\n"\r
+       "Molly calls him for\n"\r
+       "dinner. He continues\n"\r
+       "working on his new\n"\r
+       "wrist computer.\n"\r
+       "\n"\r
+       "Suddenly, there is a\n"\r
+       "loud noise outside.\n"\r
+       "\n"\r
+       "Rushing out, Keen finds\n"\r
+       "his baby sitter gone\n"\r
+       "and a note on a patch\n"\r
+       "of scorched grass.  The\n"\r
+       "Bloogs of Fribbulus Xax\n"\r
+       "are going to make a\n"\r
+       "meal out of Molly!\n"\r
+       "\n"\r
+       "You've got to rescue\n"\r
+       "her, because your\n"\r
+       "parents will never\n"\r
+       "believe you when you\n"\r
+       "tell them...\n"\r
+       "\n"\r
+       "\"Aliens Ate My\n"\r
+       "Baby Sitter!\"\n";\r
+\r
+#endif\r
+\r
+char far l0n[] = "Fribbulus Xax";\r
+char far l1n[] = "Bloogwaters\nCrossing";\r
+char far l2n[] = "Guard Post One";\r
+char far l3n[] = "First Dome\nof Darkness";\r
+char far l4n[] = "Second Dome\nof Darkness";\r
+char far l5n[] = "The Bloogdome";\r
+char far l6n[] = "Bloogton Mfg.,\nIncorporated";\r
+char far l7n[] = "Bloogton Tower";\r
+char far l8n[] = "Bloogfoods, Inc.";\r
+char far l9n[] = "Guard Post Two";\r
+char far l10n[] = "Bloogville";\r
+char far l11n[] = "BASA";\r
+char far l12n[] = "Guard Post Three";\r
+char far l13n[] = "Bloogbase Rec\nDistrict";\r
+char far l14n[] = "Bloogbase Mgmt.\nDistrict";\r
+char far l15n[] = "Bloog Control Center";\r
+char far l16n[] = "Blooglab";\r
+char far l17n[] = "Bean-with-Bacon\nMegarocket";\r
+char far l18n[] = "High Scores";\r
+\r
+char far l0e[] = "Keen attacks\nFribbulus Xax";\r
+char far l1e[] = "Keen hops across\nBloogwaters\nCrossing";\r
+char far l2e[] = "Keen fights his way\nthrough Guard Post One";\r
+char far l3e[] = "Keen crosses into the\nFirst Dome of Darkness";\r
+char far l4e[] = "Keen dares to enter the\nSecond Dome of Darkness";\r
+char far l5e[] = "Keen foolishly enters\nthe Bloogdome";\r
+char far l6e[] = "Keen makes his way\ninto Bloogton\nManufacturing";\r
+char far l7e[] = "Keen ascends\nBloogton Tower";\r
+char far l8e[] = "Keen hungrily enters\nBloogfoods, Inc.";\r
+char far l9e[] = "Keen smashes through\nGuard Post Two";\r
+char far l10e[] = "Keen seeks thrills\nin Bloogville";\r
+char far l11e[] = "Keen rockets into the\nBloog Aeronautics and\nSpace Administration";\r
+char far l12e[] = "Keen boldly assaults\nGuard Post Three";\r
+char far l13e[] = "Keen whoops it up in\nthe Bloogbae\nRecreational District"; // sic!\r
+char far l14e[] = "Keen purposefully struts\ninto the Bloogbase\nManagement District";\r
+char far l15e[] = "Keen bravely enters the\nBloog Control Center,\nlooking for Molly";\r
+char far l16e[] = "Keen warily enters\nBlooglab Space\nStation";\r
+char far l17e[] = "Keen returns to the\nBean-with-Bacon\nMegarocket";\r
+char far l18e[] = "Keen is in the High\nScore screen. Call Id!";\r
+\r
+char far *levelnames[GAMELEVELS] = {\r
+       l0n,\r
+       l1n,\r
+       l2n,\r
+       l3n,\r
+       l4n,\r
+       l5n,\r
+       l6n,\r
+       l7n,\r
+       l8n,\r
+       l9n,\r
+       l10n,\r
+       l11n,\r
+       l12n,\r
+       l13n,\r
+       l14n,\r
+       l15n,\r
+       l16n,\r
+       l17n,\r
+       l18n\r
+};\r
+\r
+char far *levelenter[GAMELEVELS] = {\r
+       l0e,\r
+       l1e,\r
+       l2e,\r
+       l3e,\r
+       l4e,\r
+       l5e,\r
+       l6e,\r
+       l7e,\r
+       l8e,\r
+       l9e,\r
+       l10e,\r
+       l11e,\r
+       l12e,\r
+       l13e,\r
+       l14e,\r
+       l15e,\r
+       l16e,\r
+       l17e,\r
+       l18e\r
+};\r
+\r
+Uint16 bonuslump[] = {\r
+       KEYGEM_LUMP, KEYGEM_LUMP, KEYGEM_LUMP, KEYGEM_LUMP,\r
+       SUGAR1_LUMP, SUGAR2_LUMP, SUGAR3_LUMP,\r
+       SUGAR4_LUMP, SUGAR5_LUMP, SUGAR6_LUMP,\r
+       ONEUP_LUMP, AMMO_LUMP, AMMO_LUMP, 0, 0\r
+};\r
+\r
+//============================================================================\r
+\r
+/*\r
+==========================\r
+=\r
+= ScanInfoPlane\r
+=\r
+= Spawn all actors and mark down special places\r
+=\r
+==========================\r
+*/\r
+\r
+void ScanInfoPlane(void)\r
+{\r
+       Uint16 i, x, y, chunk;\r
+       Sint16 info;\r
+       Uint16 far *map;\r
+       objtype *ob;\r
+\r
+       InitObjArray();                  // start spawning things with a clean slate\r
+\r
+       memset(lumpneeded, 0, sizeof(lumpneeded));\r
+       map = mapsegs[2];\r
+\r
+       for (y=0; y<mapheight; y++)\r
+       {\r
+               for (x=0; x<mapwidth; x++)\r
+               {\r
+                       info = *map++;\r
+\r
+                       if (info == 0)\r
+                               continue;\r
+\r
+                       switch (info)\r
+                       {\r
+                       case 1:\r
+                               SpawnKeen(x, y, 1);\r
+                               SpawnScore();\r
+                               lumpneeded[KEEN_LUMP] = true;\r
+                               CA_MarkGrChunk(SCOREBOXSPR);\r
+                               break;\r
+\r
+                       case 2:\r
+                               SpawnKeen(x, y, -1);\r
+                               SpawnScore();\r
+                               lumpneeded[KEEN_LUMP] = true;\r
+                               CA_MarkGrChunk(SCOREBOXSPR);\r
+                               break;\r
+\r
+                       case 3:\r
+                               SpawnWorldKeen(x, y);\r
+                               SpawnScore();\r
+                               lumpneeded[WORLDKEEN_LUMP] = true;\r
+                               CA_MarkGrChunk(SCOREBOXSPR);\r
+                               break;\r
+\r
+                       case 6:\r
+                               if (gamestate.difficulty < gd_Hard)\r
+                                       break;\r
+                       case 5:\r
+                               if (gamestate.difficulty < gd_Normal)\r
+                                       break;\r
+                       case 4:\r
+                               SpawnBloog(x, y);\r
+                               lumpneeded[BLOOG_LUMP] = true;\r
+                               break;\r
+\r
+                       case 7:\r
+                       case 8:\r
+                       case 9:\r
+                       case 10:\r
+                       case 11:\r
+                       case 12:\r
+                       case 13:\r
+                       case 14:\r
+                               SpawnBlooglet(x, y, info-7);\r
+                               lumpneeded[(info-7) % 4 + RBLOOGLET_LUMP] = true;\r
+                               if (info > 10)\r
+                                       lumpneeded[KEYGEM_LUMP] = true;\r
+                               break;\r
+\r
+                       case 15:\r
+                       case 16:\r
+                               SpawnGrappleSpot(x, y, info-15);\r
+                               break;\r
+\r
+                       // case 17 is not used\r
+\r
+                       case 20:\r
+                               if (gamestate.difficulty < gd_Hard)\r
+                                       break;\r
+                       case 19:\r
+                               if (gamestate.difficulty < gd_Normal)\r
+                                       break;\r
+                       case 18:\r
+                               SpawnFleex(x, y);\r
+                               lumpneeded[FLEEX_LUMP] = true;\r
+                               break;\r
+\r
+                       case 21:\r
+                       case 22:\r
+                       case 23:\r
+                       case 24:\r
+                               SpawnMolly(x, y);\r
+                               lumpneeded[MOLLY_LUMP] = true;\r
+                               break;\r
+\r
+                       case 25:\r
+                               RF_SetScrollBlock(x, y, true);\r
+                               break;\r
+\r
+                       case 26:\r
+                               RF_SetScrollBlock(x, y, false);\r
+                               break;\r
+\r
+                       case 27:\r
+                       case 28:\r
+                       case 29:\r
+                       case 30:\r
+                               SpawnPlatform(x, y, info-27);\r
+                               lumpneeded[PLATFORM_LUMP] = true;\r
+                               break;\r
+\r
+                       // case 31 is the block icon\r
+\r
+                       case 32:\r
+                               SpawnDropPlat(x, y);\r
+                               lumpneeded[PLATFORM_LUMP] = true;\r
+                               break;\r
+\r
+                       case 35:\r
+                               SpawnStaticPlat(x, y);\r
+                               lumpneeded[PLATFORM_LUMP] = true;\r
+                               break;\r
+                       case 34:\r
+                               if (gamestate.difficulty > gd_Normal)\r
+                                       break;\r
+                               SpawnStaticPlat(x, y);\r
+                               lumpneeded[PLATFORM_LUMP] = true;\r
+                               break;\r
+                       case 33:\r
+                               if (gamestate.difficulty > gd_Easy)\r
+                                       break;\r
+                               SpawnStaticPlat(x, y);\r
+                               lumpneeded[PLATFORM_LUMP] = true;\r
+                               break;\r
+\r
+                       case 36:\r
+                       case 37:\r
+                       case 38:\r
+                       case 39:\r
+                               SpawnGoPlat(x, y, info-36);\r
+                               lumpneeded[PLATFORM_LUMP] = true;\r
+                               lumpneeded[BIPSQUISHED_LUMP] = true;    // why?\r
+                               break;\r
+\r
+                       case 40:\r
+                               SpawnSneakPlat(x, y);\r
+                               lumpneeded[PLATFORM_LUMP] = true;\r
+                               break;\r
+\r
+                       case 43:\r
+                               if (gamestate.difficulty < gd_Hard)\r
+                                       break;\r
+                       case 42:\r
+                               if (gamestate.difficulty < gd_Normal)\r
+                                       break;\r
+                       case 41:\r
+                               SpawnBobba(x, y);\r
+                               lumpneeded[BOBBA_LUMP] = true;\r
+                               break;\r
+\r
+                       case 44:\r
+                       case 45:\r
+                               SpawnSatelliteStop(x, y, info-44);\r
+                               break;\r
+\r
+                       // case 46 is not used\r
+\r
+                       case 49:\r
+                               if (gamestate.difficulty < gd_Hard)\r
+                                       break;\r
+                       case 48:\r
+                               if (gamestate.difficulty < gd_Normal)\r
+                                       break;\r
+                       case 47:\r
+                               SpawnNospike(x, y);\r
+                               lumpneeded[NOSPIKE_LUMP] = true;\r
+                               break;\r
+\r
+                       case 52:\r
+                               if (gamestate.difficulty < gd_Hard)\r
+                                       break;\r
+                       case 51:\r
+                               if (gamestate.difficulty < gd_Normal)\r
+                                       break;\r
+                       case 50:\r
+                               SpawnGik(x, y);\r
+                               lumpneeded[GIK_LUMP] = true;\r
+                               break;\r
+\r
+                       case 53:\r
+                       case 54:\r
+                       case 55:\r
+                       case 56:\r
+                               SpawnCannon(x, y, info-53);\r
+                               lumpneeded[LASER_LUMP] = true;\r
+                               break;\r
+\r
+                       case 69:\r
+                               if (gamestate.ammo >= 5)\r
+                                       break;\r
+                               info = 68;\r
+                               // no break here!\r
+                       case 57:\r
+                       case 58:\r
+                       case 59:\r
+                       case 60:\r
+                       case 61:\r
+                       case 62:\r
+                       case 63:\r
+                       case 64:\r
+                       case 65:\r
+                       case 66:\r
+                       case 67:\r
+                       case 68:\r
+                               SpawnBonus(x, y, info-57);\r
+                               lumpneeded[bonuslump[info-57]] = true;\r
+                               break;\r
+\r
+                       case 72:\r
+                               if (gamestate.difficulty < gd_Hard)\r
+                                       break;\r
+                       case 71:\r
+                               if (gamestate.difficulty < gd_Normal)\r
+                                       break;\r
+                       case 70:\r
+                               SpawnOrbatrix(x, y);\r
+                               lumpneeded[ORBATRIX_LUMP] = true;\r
+                               break;\r
+\r
+                       case 75:\r
+                               if (gamestate.difficulty < gd_Hard)\r
+                                       break;\r
+                       case 74:\r
+                               if (gamestate.difficulty < gd_Normal)\r
+                                       break;\r
+                       case 73:\r
+                               SpawnBipship(x, y);\r
+                               lumpneeded[BIP_LUMP]=lumpneeded[BIPSHIP_LUMP]=lumpneeded[BIPSQUISHED_LUMP] = true;\r
+                               break;\r
+\r
+                       case 78:\r
+                               if (gamestate.difficulty < gd_Hard)\r
+                                       break;\r
+                       case 77:\r
+                               if (gamestate.difficulty < gd_Normal)\r
+                                       break;\r
+                       case 76:\r
+                               SpawnFlect(x, y);\r
+                               lumpneeded[FLECT_LUMP] = true;\r
+                               break;\r
+\r
+                       case 81:\r
+                               if (gamestate.difficulty < gd_Hard)\r
+                                       break;\r
+                       case 80:\r
+                               if (gamestate.difficulty < gd_Normal)\r
+                                       break;\r
+                       case 79:\r
+                               SpawnBlorb(x, y);\r
+                               lumpneeded[BLORB_LUMP] = true;\r
+                               break;\r
+\r
+                       case 84:\r
+                               if (gamestate.difficulty < gd_Hard)\r
+                                       break;\r
+                       case 83:\r
+                               if (gamestate.difficulty < gd_Normal)\r
+                                       break;\r
+                       case 82:\r
+                               SpawnCeilick(x, y);\r
+                               lumpneeded[CEILICK_LUMP] = true;\r
+                               break;\r
+\r
+                       case 87:\r
+                               if (gamestate.difficulty < gd_Hard)\r
+                                       break;\r
+                       case 86:\r
+                               if (gamestate.difficulty < gd_Normal)\r
+                                       break;\r
+                       case 85:\r
+                               SpawnBlooguard(x, y);\r
+                               lumpneeded[BLOOGUARD_LUMP] = true;\r
+                               break;\r
+\r
+                       case 88:\r
+                               SpawnGrabbiter(x, y);\r
+                               // no additional lump needed - sprites are in WORLDKEEN_LUMP\r
+                               break;\r
+\r
+                       case 89:\r
+                               SpawnSatellite(x, y);\r
+                               // no additional lump needed - sprites are in WORLDKEEN_LUMP\r
+                               break;\r
+\r
+                       // case 90 is not used\r
+                       // cases 91 to 98 are direction arrows\r
+\r
+                       case 99:\r
+                               SpawnHook(x, y);\r
+                               lumpneeded[HOOK_LUMP] = true;\r
+                               break;\r
+\r
+                       case 100:\r
+                               SpawnSandwich(x, y);\r
+                               lumpneeded[SANDWICH_LUMP] = true;\r
+                               break;\r
+\r
+                       case 101:\r
+                               SpawnPasscard(x, y);\r
+                               lumpneeded[PASSCARD_LUMP] = true;\r
+                               break;\r
+\r
+                       case 104:\r
+                               if (gamestate.difficulty < gd_Hard)\r
+                                       break;\r
+                       case 103:\r
+                               if (gamestate.difficulty < gd_Normal)\r
+                                       break;\r
+                       case 102:\r
+                               SpawnBabobba(x, y);\r
+                               lumpneeded[BABOBBA_LUMP] = true;\r
+                               break;\r
+\r
+                       case 105:\r
+                       case 106:\r
+                               SpawnRocket(x, y, info-105);\r
+                               // no additional lump needed - sprites are in WORLDKEEN_LUMP\r
+                               break;\r
+                       }\r
+               }\r
+       }\r
+\r
+       for (ob = player; ob; ob = ob->next)\r
+       {\r
+               if (ob->active != ac_allways)\r
+                       ob->active = ac_no;\r
+       }\r
+\r
+       for (i = 0; i < NUMLUMPS; i++)\r
+       {\r
+               if (lumpneeded[i])\r
+               {\r
+                       for (chunk = lumpstart[i]; chunk <= lumpend[i]; chunk++)\r
+                       {\r
+                               CA_MarkGrChunk(chunk);\r
+                       }\r
+               }\r
+       }\r
+}\r
+\r
+//============================================================================\r
+\r
+statetype s_keenstun = {KEENSTUNSPR, KEENSTUNSPR, step, false, true, 60, 0, 0, T_Projectile, KeenContact, KeenStandReact, &s_keenstand};\r
+\r
+//============================================================================\r
+\r
+/*\r
+===========================\r
+=\r
+= FlipBigSwitch\r
+=\r
+===========================\r
+*/\r
+\r
+void FlipBigSwitch(objtype *ob, boolean isup)\r
+{\r
+       Uint16 x, y;\r
+       Uint16 far *map;\r
+       Uint16 top, mid, bot;\r
+       Uint16 *tileptr;\r
+       Uint16 tile, tx, ty, xi, yi, offset, anim;\r
+       Uint16 tiles[6];\r
+\r
+       //\r
+       // handle flipping the switch itself:\r
+       //\r
+       if (isup)\r
+       {\r
+               ty = ob->tilebottom;\r
+       }\r
+       else\r
+       {\r
+               ty = ob->tiletop - 2;\r
+       }\r
+       tx = ob->tileleft - 1;\r
+       map = mapsegs[2] + mapbwidthtable[ty+1]/2 + tx + 1;\r
+       while (*map == 0)\r
+       {\r
+               map++;\r
+               tx++;\r
+       }\r
+       map = mapsegs[1] + mapbwidthtable[ty]/2 + tx;\r
+       tileptr = tiles;\r
+       for (y = 0; y < 3; y++, map += mapwidth)\r
+       {\r
+               for (x = 0; x < 2; tileptr++, x++)\r
+               {\r
+                       tile = map[x];\r
+                       *tileptr = tile + (Sint8)tinf[tile+MANIM];\r
+               }\r
+       }\r
+       RF_MemToMap(tiles, 1, tx, ty, 2, 3);\r
+\r
+       tile = *(mapsegs[2]+mapbwidthtable[ty+1]/2 + tx + 1);\r
+       x = tile >> 8;\r
+       y = tile & 0xFF;\r
+       SD_PlaySound(SND_USESWITCH);\r
+\r
+       //\r
+       // toggle whatever was linked to the switch (at tile x, y):\r
+       //\r
+       offset = mapbwidthtable[y]/2 + x;\r
+       map = mapsegs[2] + offset;\r
+       tile = *map;\r
+\r
+       if (tile >= DIRARROWSTART && tile < DIRARROWEND)\r
+       {\r
+               // turn direction arrow:\r
+               *map = arrowflip[tile-DIRARROWSTART] + DIRARROWSTART;\r
+       }\r
+       else\r
+       {\r
+               map = mapsegs[1] + offset;\r
+               tile = *map;\r
+               switch (tinf[tile+INTILE] & INTILE_TYPEMASK)\r
+               {\r
+               case INTILE_NOTHING:    // no special tiles\r
+                       mapsegs[2][offset] ^= PLATFORMBLOCK;\r
+                       break;\r
+\r
+               case INTILE_BRIDGE:     // bridge\r
+                       for (yi=y; y+2 > yi; yi++)\r
+                       {\r
+                               map = mapsegs[1] + mapbwidthtable[yi]/2 + x - (yi != y);\r
+                               for (xi = x - (yi != y); xi < mapwidth; xi++)\r
+                               {\r
+                                       tile = *map;\r
+                                       map++;\r
+                                       anim = tinf[tile + MANIM];\r
+                                       if (!anim)\r
+                                               break;\r
+                                       tile += (Sint8)anim;\r
+                                       RF_MemToMap(&tile, 1, xi, yi, 1, 1);\r
+                               }\r
+                       }\r
+                       break;\r
+\r
+               case INTILE_FORCEFIELD: // active force field\r
+                       map = mapsegs[1];\r
+                       top = *map;\r
+                       mid = *++map;\r
+                       bot = *++map;\r
+                       map = mapsegs[1] + mapbwidthtable[y+1]/2 + x;\r
+\r
+                       RF_MemToMap(&top, 1, x, y++, 1, 1);\r
+                       while (tinf[*map+INTILE] == INTILE_DEADLY)\r
+                       {\r
+                               RF_MemToMap(&mid, 1, x, y++, 1, 1);\r
+                               map += mapwidth;\r
+                       }\r
+                       RF_MemToMap(&bot, 1, x, y, 1, 1);\r
+                       break;\r
+\r
+               case INTILE_FORCEFIELDEND:      // inactive force field\r
+                       map = mapsegs[1] + 3;\r
+                       top = *map;\r
+                       mid = *++map;\r
+                       bot = *++map;\r
+                       map = mapsegs[1] + mapbwidthtable[y+1]/2 + x;\r
+\r
+                       RF_MemToMap(&top, 1, x, y++, 1, 1);\r
+                       while (tinf[*map+INTILE] != INTILE_FORCEFIELDEND)\r
+                       {\r
+                               RF_MemToMap(&mid, 1, x, y++, 1, 1);\r
+                               map += mapwidth;\r
+                       }\r
+                       RF_MemToMap(&bot, 1, x, y, 1, 1);\r
+               }\r
+       }\r
+}\r
+\r
+//============================================================================\r
+\r
+/*\r
+===========================\r
+=\r
+= GotSandwich\r
+=\r
+===========================\r
+*/\r
+\r
+void GotSandwich(void)\r
+{\r
+       SD_WaitSoundDone();\r
+       SD_PlaySound(SND_QUESTITEM);\r
+       CA_UpLevel();   // kinda useless without CA_CacheMarks or CA_SetGrPurge\r
+       // BUG: haven't made anything purgable here, caching the pic may cause an "out of memory" crash\r
+       CA_CacheGrChunk(KEENTALK1PIC);\r
+\r
+       US_CenterWindow(26, 8);\r
+       VWB_DrawPic(WindowX+WindowW-48, WindowY, KEENTALK1PIC);\r
+       WindowW -= 48;\r
+       PrintY += 12;\r
+       US_CPrint(\r
+               "This is the second\n"\r
+               "biggest sandwich\n"\r
+               "I ever saw!\n"\r
+               );\r
+       VW_UpdateScreen();\r
+       VW_WaitVBL(30);\r
+       IN_ClearKeysDown();\r
+       IN_Ack();\r
+       CA_DownLevel();\r
+       gamestate.sandwichstate = 1;\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= GotHook\r
+=\r
+===========================\r
+*/\r
+\r
+void GotHook(void)\r
+{\r
+       SD_WaitSoundDone();\r
+       SD_PlaySound(SND_QUESTITEM);\r
+       CA_UpLevel();   // kinda useless without CA_CacheMarks or CA_SetGrPurge\r
+       // BUG: haven't made anything purgable here, caching the pic may cause an "out of memory" crash\r
+       CA_CacheGrChunk(KEENTALK1PIC);\r
+\r
+       US_CenterWindow(26, 8);\r
+       VWB_DrawPic(WindowX+WindowW-48, WindowY, KEENTALK1PIC);\r
+       WindowW -= 48;\r
+       PrintY += 12;\r
+       US_CPrint(\r
+               "Wow! A rope and\n"\r
+               "grappling hook!\n"\r
+               "They look useful!\n"\r
+               );\r
+       VW_UpdateScreen();\r
+       VW_WaitVBL(30);\r
+       IN_ClearKeysDown();\r
+       IN_Ack();\r
+       CA_DownLevel();\r
+       gamestate.hookstate = 1;\r
+}\r
+\r
+/*\r
+===========================\r
+=\r
+= GotPasscard\r
+=\r
+===========================\r
+*/\r
+\r
+void GotPasscard(void)\r
+{\r
+       SD_WaitSoundDone();\r
+       SD_PlaySound(SND_QUESTITEM);\r
+       CA_UpLevel();   // kinda useless without CA_CacheMarks or CA_SetGrPurge\r
+       // BUG: haven't made anything purgable here, caching the pic may cause an "out of memory" crash\r
+       CA_CacheGrChunk(KEENTALK1PIC);\r
+\r
+       US_CenterWindow(26, 8);\r
+       VWB_DrawPic(WindowX+WindowW-48, WindowY, KEENTALK1PIC);\r
+       WindowW -= 48;\r
+       PrintY += 4;\r
+       US_CPrint(\r
+               "What's this? Cool!\n"\r
+               "A passcard for\n"\r
+               "the Bloogstar Rocket!\n"\r
+               "(It can fly through\n"\r
+               "their force field.)"\r
+               );\r
+       VW_UpdateScreen();\r
+       VW_WaitVBL(30);\r
+       IN_ClearKeysDown();\r
+       IN_Ack();\r
+       CA_DownLevel();\r
+       gamestate.passcardstate = 1;\r
+}\r