Details | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
1 | pmbaty | 1 | /* |
2 | SDLPoP, a port/conversion of the DOS game Prince of Persia. |
||
3 | Copyright (C) 2013-2018 Dávid Nagy |
||
4 | |||
5 | This program is free software: you can redistribute it and/or modify |
||
6 | it under the terms of the GNU General Public License as published by |
||
7 | the Free Software Foundation, either version 3 of the License, or |
||
8 | (at your option) any later version. |
||
9 | |||
10 | This program is distributed in the hope that it will be useful, |
||
11 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
||
12 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
||
13 | GNU General Public License for more details. |
||
14 | |||
15 | You should have received a copy of the GNU General Public License |
||
16 | along with this program. If not, see <http://www.gnu.org/licenses/>. |
||
17 | |||
18 | The authors of this program may be contacted at http://forum.princed.org |
||
19 | */ |
||
20 | |||
21 | #include "common.h" |
||
22 | |||
23 | // data:3D1A |
||
24 | sbyte distance_mirror; |
||
25 | |||
26 | // seg003:0000 |
||
27 | void __pascal far init_game(int level) { |
||
28 | if(offscreen_surface) { |
||
29 | free_surface(offscreen_surface); // missing in original |
||
30 | offscreen_surface = NULL; |
||
31 | } |
||
32 | offscreen_surface = make_offscreen_buffer(&rect_top); |
||
33 | load_kid_sprite(); |
||
34 | text_time_remaining = 0; |
||
35 | text_time_total = 0; |
||
36 | is_show_time = 0; |
||
37 | checkpoint = 0; |
||
38 | upside_down = 0; // N.B. upside_down is also reset in set_start_pos() |
||
39 | resurrect_time = 0; |
||
40 | if (!dont_reset_time) { |
||
41 | rem_min = start_minutes_left; // 60 |
||
42 | rem_tick = start_ticks_left; // 719 |
||
43 | hitp_beg_lev = start_hitp; // 3 |
||
44 | } |
||
45 | need_level1_music = (level == 1); |
||
46 | play_level(level); |
||
47 | } |
||
48 | |||
49 | // seg003:005C |
||
50 | void __pascal far play_level(int level_number) { |
||
51 | cutscene_ptr_type cutscene_func; |
||
52 | #ifdef USE_COPYPROT |
||
53 | if (enable_copyprot && level_number == copyprot_level) { |
||
54 | level_number = 15; |
||
55 | } |
||
56 | #endif |
||
57 | for (;;) { |
||
58 | if (demo_mode && level_number > 2) { |
||
59 | start_level = -1; |
||
60 | need_quotes = 1; |
||
61 | start_game(); |
||
62 | } |
||
63 | if (level_number != current_level) { |
||
64 | if (level_number <0 || level_number >15) { |
||
65 | printf("Tried to load cutscene for level %d, not in 0..15\n", level_number); |
||
66 | quit(1); |
||
67 | } |
||
68 | cutscene_func = tbl_cutscenes[level_number]; |
||
69 | if (cutscene_func != NULL |
||
70 | |||
71 | #ifdef USE_REPLAY |
||
72 | && !(recording || replaying) |
||
73 | #endif |
||
74 | #ifdef USE_SCREENSHOT |
||
75 | && !want_auto_screenshot() |
||
76 | #endif |
||
77 | ) { |
||
78 | load_intro(level_number > 2, cutscene_func, 1); |
||
79 | } |
||
80 | } |
||
81 | if (level_number != current_level) { |
||
82 | load_lev_spr(level_number); |
||
83 | } |
||
84 | load_level(); |
||
85 | pos_guards(); |
||
86 | clear_coll_rooms(); |
||
87 | clear_saved_ctrl(); |
||
88 | drawn_room = 0; |
||
89 | mobs_count = 0; |
||
90 | trobs_count = 0; |
||
91 | next_sound = -1; |
||
92 | holding_sword = 0; |
||
93 | grab_timer = 0; |
||
94 | can_guard_see_kid = 0; |
||
95 | united_with_shadow = 0; |
||
96 | flash_time = 0; |
||
97 | leveldoor_open = 0; |
||
98 | demo_index = 0; |
||
99 | demo_time = 0; |
||
100 | guardhp_curr = 0; |
||
101 | hitp_delta = 0; |
||
102 | Guard.charid = charid_2_guard; |
||
103 | Guard.direction = dir_56_none; |
||
104 | do_startpos(); |
||
105 | have_sword = (level_number != 1); |
||
106 | find_start_level_door(); |
||
107 | // busy waiting? |
||
108 | while (check_sound_playing() && !do_paused()) idle(); |
||
109 | stop_sounds(); |
||
110 | #ifdef USE_REPLAY |
||
111 | if (replaying) replay_restore_level(); |
||
112 | if (skipping_replay) { |
||
113 | if (replay_seek_target == replay_seek_0_next_room || |
||
114 | replay_seek_target == replay_seek_1_next_level |
||
115 | ) |
||
116 | skipping_replay = 0; // resume replay from here |
||
117 | } |
||
118 | #endif |
||
119 | draw_level_first(); |
||
120 | show_copyprot(0); |
||
121 | level_number = play_level_2(); |
||
122 | // hacked... |
||
123 | #ifdef USE_COPYPROT |
||
124 | if (enable_copyprot && level_number == copyprot_level && !demo_mode) { |
||
125 | level_number = 15; |
||
126 | } else { |
||
127 | if (level_number == 16) { |
||
128 | level_number = copyprot_level; |
||
129 | copyprot_level = -1; |
||
130 | } |
||
131 | } |
||
132 | #endif |
||
133 | free_peels(); |
||
134 | } |
||
135 | } |
||
136 | |||
137 | // seg003:01A3 |
||
138 | void __pascal far do_startpos() { |
||
139 | word x; |
||
140 | // Special event: start at checkpoint |
||
141 | if (current_level == 3 && checkpoint) { |
||
142 | level.start_dir = dir_FF_left; |
||
143 | level.start_room = 2; |
||
144 | level.start_pos = 6; |
||
145 | // Special event: remove loose floor |
||
146 | get_tile(7, 4, 0); |
||
147 | curr_room_tiles[curr_tilepos] = tiles_0_empty; |
||
148 | } |
||
149 | next_room = Char.room = level.start_room; |
||
150 | x = level.start_pos; |
||
151 | Char.curr_col = x % 10; |
||
152 | Char.curr_row = x / 10; |
||
153 | Char.x = x_bump[Char.curr_col + 5] + 14; |
||
154 | // Start in the opposite direction (and turn into the correct one). |
||
155 | Char.direction = ~ level.start_dir; |
||
156 | if (seamless == 0) { |
||
157 | if (current_level != 0) { |
||
158 | x = hitp_beg_lev; |
||
159 | } else { |
||
160 | // HP on demo level |
||
161 | x = 4; |
||
162 | } |
||
163 | hitp_max = hitp_curr = x; |
||
164 | } |
||
165 | if (current_level == 1) { |
||
166 | // Special event: press button + falling entry |
||
167 | get_tile(5, 2, 0); |
||
168 | trigger_button(0, 0, -1); |
||
169 | seqtbl_offset_char(seq_7_fall); // fall |
||
170 | } else if (current_level == 13) { |
||
171 | // Special event: running entry |
||
172 | seqtbl_offset_char(seq_84_run); // run |
||
173 | } else { |
||
174 | seqtbl_offset_char(seq_5_turn); // turn |
||
175 | } |
||
176 | set_start_pos(); |
||
177 | } |
||
178 | |||
179 | // seg003:028A |
||
180 | void __pascal far set_start_pos() { |
||
181 | Char.y = y_land[Char.curr_row + 1]; |
||
182 | Char.alive = -1; |
||
183 | Char.charid = charid_0_kid; |
||
184 | is_screaming = 0; |
||
185 | knock = 0; |
||
186 | upside_down = start_upside_down; // 0 |
||
187 | is_feather_fall = 0; |
||
188 | Char.fall_y = 0; |
||
189 | Char.fall_x = 0; |
||
190 | offguard = 0; |
||
191 | Char.sword = sword_0_sheathed; |
||
192 | droppedout = 0; |
||
193 | play_seq(); |
||
194 | if (current_level == 7 && Char.room == 17) { |
||
195 | // Special event: level 7 falling entry |
||
196 | // level 7, room 17: show room below |
||
197 | goto_other_room(3); |
||
198 | } |
||
199 | savekid(); |
||
200 | } |
||
201 | |||
202 | // seg003:02E6 |
||
203 | void __pascal far find_start_level_door() { |
||
204 | short tilepos; |
||
205 | get_room_address(Kid.room); |
||
206 | for (tilepos = 0; tilepos < 30; ++tilepos) { |
||
207 | if ((curr_room_tiles[tilepos] & 0x1F) == tiles_16_level_door_left) { |
||
208 | start_level_door(Kid.room, tilepos); |
||
209 | } |
||
210 | } |
||
211 | } |
||
212 | |||
213 | // seg003:0326 |
||
214 | void __pascal far draw_level_first() { |
||
215 | screen_updates_suspended = 1; |
||
216 | |||
217 | next_room = Kid.room; |
||
218 | check_the_end(); |
||
219 | if (tbl_level_type[current_level]) { |
||
220 | gen_palace_wall_colors(); |
||
221 | } |
||
222 | draw_rect(&screen_rect, 0); |
||
223 | show_level(); |
||
224 | redraw_screen(0); |
||
225 | draw_kid_hp(hitp_curr, hitp_max); |
||
226 | |||
227 | screen_updates_suspended = 0; |
||
228 | request_screen_update(); |
||
229 | |||
230 | #ifdef USE_SCREENSHOT |
||
231 | auto_screenshot(); |
||
232 | #endif |
||
233 | |||
234 | // Busy waiting! |
||
235 | start_timer(timer_1, 5); |
||
236 | do_simple_wait(1); |
||
237 | } |
||
238 | |||
239 | // seg003:037B |
||
240 | void __pascal far redraw_screen(int drawing_different_room) { |
||
241 | //remove_flash(); |
||
242 | if (drawing_different_room) { |
||
243 | draw_rect(&rect_top, 0); |
||
244 | } |
||
245 | |||
246 | different_room = 0; |
||
247 | if (is_blind_mode) { |
||
248 | draw_rect(&rect_top, 0); |
||
249 | } else { |
||
250 | if (curr_guard_color) { |
||
251 | // Moved *before* drawings. |
||
252 | set_chtab_palette(chtab_addrs[id_chtab_5_guard], &guard_palettes[0x30 * curr_guard_color - 0x30], 0x10); |
||
253 | } |
||
254 | need_drects = 0; |
||
255 | redraw_room(); |
||
256 | #ifdef USE_LIGHTING |
||
257 | redraw_lighting(); |
||
258 | #endif |
||
259 | if (is_keyboard_mode) { |
||
260 | clear_kbd_buf(); |
||
261 | } |
||
262 | is_blind_mode = 1; |
||
263 | draw_tables(); |
||
264 | if (is_keyboard_mode) { |
||
265 | clear_kbd_buf(); |
||
266 | } |
||
267 | #ifdef USE_COPYPROT |
||
268 | if (current_level == 15) { |
||
269 | // letters on potions level |
||
270 | current_target_surface = offscreen_surface; |
||
271 | short var_2; |
||
272 | for (var_2 = 0; var_2 < 14; ++var_2) { |
||
273 | if (copyprot_room[var_2] == drawn_room) { |
||
274 | set_curr_pos((copyprot_tile[var_2] % 10 << 5) + 24, copyprot_tile[var_2] / 10 * 63 + 38); |
||
275 | draw_text_character(copyprot_letter[cplevel_entr[var_2]]); |
||
276 | } |
||
277 | } |
||
278 | current_target_surface = onscreen_surface_; |
||
279 | } |
||
280 | #endif |
||
281 | is_blind_mode = 0; |
||
282 | memset_near(table_counts, 0, sizeof(table_counts)); |
||
283 | draw_moving(); |
||
284 | draw_tables(); |
||
285 | if (is_keyboard_mode) { |
||
286 | clear_kbd_buf(); |
||
287 | } |
||
288 | need_drects = 1; |
||
289 | if (curr_guard_color) { |
||
290 | //set_pal_arr(0x80, 0x10, &guard_palettes[0x30 * curr_guard_color - 0x30], 1); |
||
291 | } |
||
292 | if (upside_down) { |
||
293 | flip_screen(offscreen_surface); |
||
294 | } |
||
295 | copy_screen_rect(&rect_top); |
||
296 | if (upside_down) { |
||
297 | flip_screen(offscreen_surface); |
||
298 | } |
||
299 | if (is_keyboard_mode) { |
||
300 | clear_kbd_buf(); |
||
301 | } |
||
302 | } |
||
303 | exit_room_timer = 2; |
||
304 | |||
305 | } |
||
306 | |||
307 | // seg003:04F8 |
||
308 | // Returns a level number: |
||
309 | // - The current level if it was restarted. |
||
310 | // - The next level if the level was completed. |
||
311 | int __pascal far play_level_2() { |
||
312 | while (1) { // main loop |
||
313 | #ifdef USE_QUICKSAVE |
||
314 | check_quick_op(); |
||
315 | #endif |
||
316 | |||
317 | #ifdef USE_REPLAY |
||
318 | if (need_replay_cycle) replay_cycle(); |
||
319 | #endif |
||
320 | |||
321 | if (Kid.sword == sword_2_drawn) { |
||
322 | // speed when fighting (smaller is faster) |
||
323 | start_timer(timer_1, 6); |
||
324 | } else { |
||
325 | // speed when not fighting (smaller is faster) |
||
326 | start_timer(timer_1, 5); |
||
327 | } |
||
328 | guardhp_delta = 0; |
||
329 | hitp_delta = 0; |
||
330 | timers(); |
||
331 | play_frame(); |
||
332 | |||
333 | #ifdef USE_REPLAY |
||
334 | // At the exact "end of level" frame, preserve the seed to ensure reproducibility, |
||
335 | // regardless of how long the sound is still playing *after* this frame (torch animation modifies the seed!) |
||
336 | if (keep_last_seed == 1) { |
||
337 | preserved_seed = random_seed; |
||
338 | keep_last_seed = -1; // disable repeat |
||
339 | } |
||
340 | #endif |
||
341 | |||
342 | if (is_restart_level) { |
||
343 | is_restart_level = 0; |
||
344 | return current_level; |
||
345 | } else { |
||
346 | if (next_level == current_level || check_sound_playing()) { |
||
347 | screen_updates_suspended = 1; |
||
348 | draw_game_frame(); |
||
349 | if (flash_if_hurt()) { |
||
350 | screen_updates_suspended = 0; |
||
351 | request_screen_update(); // display the flash |
||
352 | delay_ticks(2); // and add a short delay |
||
353 | } |
||
354 | screen_updates_suspended = 0; |
||
355 | remove_flash_if_hurt(); |
||
356 | |||
357 | #ifdef USE_DEBUG_CHEATS |
||
358 | if (debug_cheats_enabled && is_timer_displayed) { |
||
359 | char timer_text[16]; |
||
360 | if (rem_min < 0) { |
||
361 | snprintf(timer_text, 16, "%02d:%02d:%02d", -(rem_min + 1), (719 - rem_tick) / 12, (719 - rem_tick) % 12); |
||
362 | } else { |
||
363 | snprintf(timer_text, 16, "%02d:%02d:%02d", rem_min - 1, rem_tick / 12, rem_tick % 12); |
||
364 | } |
||
365 | screen_updates_suspended = 1; |
||
366 | draw_rect(&timer_rect, color_0_black); |
||
367 | show_text(&timer_rect, -1, -1, timer_text); |
||
368 | screen_updates_suspended = 0; |
||
369 | } |
||
370 | #endif |
||
371 | |||
372 | request_screen_update(); // request screen update manually |
||
373 | do_simple_wait(1); |
||
374 | } else { |
||
375 | stop_sounds(); |
||
376 | hitp_beg_lev = hitp_max; |
||
377 | checkpoint = 0; |
||
378 | |||
379 | #ifdef USE_REPLAY |
||
380 | if (keep_last_seed == -1) { |
||
381 | random_seed = preserved_seed; // Ensure reproducibility in the next level. |
||
382 | keep_last_seed = 0; |
||
383 | } |
||
384 | #endif |
||
385 | |||
386 | return next_level; |
||
387 | } |
||
388 | } |
||
389 | } |
||
390 | } |
||
391 | |||
392 | // seg003:0576 |
||
393 | void __pascal far redraw_at_char() { |
||
394 | short x_top_row; |
||
395 | short tile_col; |
||
396 | short tile_row; |
||
397 | short x_col_left; |
||
398 | short x_col_right; |
||
399 | if (Char.sword >= sword_2_drawn) { |
||
400 | // If char is holding sword, it makes redraw-area bigger. |
||
401 | if (Char.direction >= dir_0_right) { |
||
402 | if (++char_col_right > 9) char_col_right = 9; |
||
403 | // char_col_right = MIN(char_col_right + 1, 9); |
||
404 | } else { |
||
405 | if (--char_col_left < 0) char_col_left = 0; |
||
406 | // char_col_left = MAX(char_col_left - 1, 0); |
||
407 | } |
||
408 | } |
||
409 | if (Char.charid == charid_0_kid) { |
||
410 | x_top_row = MIN(char_top_row, prev_char_top_row); |
||
411 | x_col_right = MAX(char_col_right, prev_char_col_right); |
||
412 | x_col_left = MIN(char_col_left, prev_char_col_left); |
||
413 | } else { |
||
414 | x_top_row = char_top_row; |
||
415 | x_col_right = char_col_right; |
||
416 | x_col_left = char_col_left; |
||
417 | } |
||
418 | for (tile_row = x_top_row; tile_row <= char_bottom_row; ++tile_row) { |
||
419 | for (tile_col = x_col_left; tile_col <= x_col_right; ++tile_col) { |
||
420 | set_redraw_fore(get_tilepos(tile_col, tile_row), 1); |
||
421 | } |
||
422 | } |
||
423 | if (Char.charid == charid_0_kid) { |
||
424 | prev_char_top_row = char_top_row; |
||
425 | prev_char_col_right = char_col_right; |
||
426 | prev_char_col_left = char_col_left; |
||
427 | } |
||
428 | } |
||
429 | |||
430 | // seg003:0645 |
||
431 | void __pascal far redraw_at_char2() { |
||
432 | short char_action; |
||
433 | short char_frame; |
||
434 | void __pascal (* redraw_func)(short, byte); |
||
435 | char_action = Char.action; |
||
436 | char_frame = Char.frame; |
||
437 | redraw_func = &set_redraw2; |
||
438 | // frames 78..80: grab |
||
439 | if (char_frame < frame_78_jumphang || char_frame >= frame_80_jumphang) { |
||
440 | // frames 135..149: climb up |
||
441 | if (char_frame >= frame_137_climbing_3 && char_frame < frame_145_climbing_11) { |
||
442 | redraw_func = &set_redraw_floor_overlay; |
||
443 | } else { |
||
444 | // frames 102..106: fall |
||
445 | if (char_action != actions_2_hang_climb && char_action != actions_3_in_midair && |
||
446 | char_action != actions_4_in_freefall && char_action != actions_6_hang_straight && |
||
447 | (char_action != actions_5_bumped || char_frame < frame_102_start_fall_1 || char_frame > frame_106_fall)) { |
||
448 | return; |
||
449 | } |
||
450 | } |
||
451 | } |
||
452 | for (tile_col = char_col_right; tile_col >= char_col_left; --tile_col) { |
||
453 | if (char_action != 2) { |
||
454 | redraw_func(get_tilepos(tile_col, char_bottom_row), 1); |
||
455 | } |
||
456 | if (char_top_row != char_bottom_row) { |
||
457 | redraw_func(get_tilepos(tile_col, char_top_row), 1); |
||
458 | } |
||
459 | } |
||
460 | } |
||
461 | |||
462 | // seg003:0706 |
||
463 | void __pascal far check_knock() { |
||
464 | if (knock) { |
||
465 | do_knock(Char.room, Char.curr_row - (knock>0)); |
||
466 | knock = 0; |
||
467 | } |
||
468 | } |
||
469 | |||
470 | // seg003:0735 |
||
471 | void __pascal far timers() { |
||
472 | if (united_with_shadow > 0) { |
||
473 | --united_with_shadow; |
||
474 | if (united_with_shadow == 0) { |
||
475 | --united_with_shadow; |
||
476 | } |
||
477 | } |
||
478 | if (guard_notice_timer > 0) { |
||
479 | --guard_notice_timer; |
||
480 | } |
||
481 | if (resurrect_time > 0) { |
||
482 | --resurrect_time; |
||
483 | } |
||
484 | if (is_feather_fall && !check_sound_playing()) { |
||
485 | #ifdef USE_REPLAY |
||
486 | if (recording) special_move = MOVE_EFFECT_END; |
||
487 | if (!replaying) // during replays, feather effect gets cancelled in do_replay_move() |
||
488 | #endif |
||
489 | is_feather_fall = 0; |
||
490 | } |
||
491 | // Special event: mouse |
||
492 | if (current_level == 8 && Char.room == 16 && leveldoor_open) { |
||
493 | ++leveldoor_open; |
||
494 | // time before mouse comes: 150/12=12.5 seconds |
||
495 | if (leveldoor_open == 150) { |
||
496 | do_mouse(); |
||
497 | } |
||
498 | } |
||
499 | } |
||
500 | |||
501 | // seg003:0798 |
||
502 | void __pascal far check_mirror() { |
||
503 | word clip_top; |
||
504 | if (jumped_through_mirror == -1) { |
||
505 | jump_through_mirror(); |
||
506 | } else { |
||
507 | if (get_tile_at_char() == tiles_13_mirror) { |
||
508 | loadkid(); |
||
509 | load_frame(); |
||
510 | check_mirror_image(); |
||
511 | if (distance_mirror >= 0) { |
||
512 | load_frame_to_obj(); |
||
513 | reset_obj_clip(); |
||
514 | clip_top = y_clip[Char.curr_row + 1]; |
||
515 | if (clip_top < obj_y) { |
||
516 | obj_clip_top = clip_top; |
||
517 | obj_clip_left = (Char.curr_col << 5) + 9; |
||
518 | add_objtable(4); // mirror image |
||
519 | } |
||
520 | } |
||
521 | } |
||
522 | } |
||
523 | } |
||
524 | |||
525 | // seg003:080A |
||
526 | void __pascal far jump_through_mirror() { |
||
527 | loadkid(); |
||
528 | load_frame(); |
||
529 | check_mirror_image(); |
||
530 | jumped_through_mirror = 0; |
||
531 | Char.charid = charid_1_shadow; |
||
532 | play_sound(sound_45_jump_through_mirror); // jump through mirror |
||
533 | saveshad(); |
||
534 | guardhp_max = guardhp_curr = hitp_max; |
||
535 | hitp_curr = 1; |
||
536 | draw_kid_hp(1, hitp_max); |
||
537 | draw_guard_hp(guardhp_curr, guardhp_max); |
||
538 | } |
||
539 | |||
540 | // seg003:085B |
||
541 | void __pascal far check_mirror_image() { |
||
542 | short distance; |
||
543 | short xpos; |
||
544 | xpos = x_bump[Char.curr_col + 5] + 10; |
||
545 | distance = distance_to_edge_weight(); |
||
546 | if (Char.direction >= dir_0_right) { |
||
547 | distance = (~distance) + 14; |
||
548 | } |
||
549 | distance_mirror = distance - 2; |
||
550 | Char.x = (xpos << 1) - Char.x; |
||
551 | Char.direction = ~Char.direction; |
||
552 | } |
||
553 | |||
554 | // seg003:08AA |
||
555 | void __pascal far bump_into_opponent() { |
||
556 | // This is called from play_kid_frame, so char=Kid, Opp=Guard |
||
557 | short distance; |
||
558 | if (can_guard_see_kid >= 2 && |
||
559 | Char.sword == sword_0_sheathed && // Kid must not be in fighting pose |
||
560 | Opp.sword != sword_0_sheathed && // but Guard must |
||
561 | Opp.action < 2 && |
||
562 | Char.direction != Opp.direction // must be facing toward each other |
||
563 | ) { |
||
564 | distance = char_opp_dist(); |
||
565 | if (ABS(distance) <= 15) { |
||
566 | |||
567 | #ifdef FIX_PAINLESS_FALL_ON_GUARD |
||
568 | if (fix_painless_fall_on_guard) { |
||
569 | if (Char.fall_y >= 33) return; // don't bump; dead |
||
570 | else if (Char.fall_y >= 22) { // medium land |
||
571 | take_hp(1); |
||
572 | play_sound(sound_16_medium_land); |
||
573 | } |
||
574 | } |
||
575 | #endif |
||
576 | |||
577 | Char.y = y_land[Char.curr_row + 1]; |
||
578 | Char.fall_y = 0; |
||
579 | seqtbl_offset_char(seq_47_bump); // bump into opponent |
||
580 | play_seq(); |
||
581 | } |
||
582 | } |
||
583 | } |
||
584 | |||
585 | // seg003:0913 |
||
586 | void __pascal far pos_guards() { |
||
587 | short guard_tile; |
||
588 | short room1; |
||
589 | for (room1 = 0; room1 < 24; ++room1) { |
||
590 | guard_tile = level.guards_tile[room1]; |
||
591 | if (guard_tile < 30) { |
||
592 | level.guards_x[room1] = x_bump[guard_tile % 10 + 5] + 14; |
||
593 | level.guards_seq_hi[room1] = 0; |
||
594 | } |
||
595 | } |
||
596 | } |
||
597 | |||
598 | // seg003:0959 |
||
599 | void __pascal far check_can_guard_see_kid() { |
||
600 | /* |
||
601 | Possible results in can_guard_see_kid: |
||
602 | 0: Guard can't see Kid |
||
603 | 1: Guard can see Kid, but won't come |
||
604 | 2: Guard can see Kid, and will come |
||
605 | */ |
||
606 | short kid_frame; |
||
607 | short left_pos; |
||
608 | short temp; |
||
609 | short right_pos; |
||
610 | kid_frame = Kid.frame; |
||
611 | if (Guard.charid == charid_24_mouse) { |
||
612 | return; |
||
613 | } |
||
614 | if ((Guard.charid != charid_1_shadow || current_level == 12) && |
||
615 | // frames 217..228: going up on stairs |
||
616 | kid_frame != 0 && (kid_frame < frame_219_exit_stairs_3 || kid_frame >= 229) && |
||
617 | Guard.direction != dir_56_none && Kid.alive < 0 && Guard.alive < 0 && Kid.room == Guard.room && Kid.curr_row == Guard.curr_row |
||
618 | ) { |
||
619 | can_guard_see_kid = 2; |
||
620 | left_pos = x_bump[Kid.curr_col + 5] + 7; |
||
621 | right_pos = x_bump[Guard.curr_col + 5] + 7; |
||
622 | if (left_pos > right_pos) { |
||
623 | temp = left_pos; |
||
624 | left_pos = right_pos; |
||
625 | right_pos = temp; |
||
626 | } |
||
627 | // A chomper is on the left side of a tile, so it doesn't count. |
||
628 | if (get_tile_at_kid(left_pos) == tiles_18_chomper) { |
||
629 | left_pos += 14; |
||
630 | } |
||
631 | // A gate is on the right side of a tile, so it doesn't count. |
||
632 | if (get_tile_at_kid(right_pos) == tiles_4_gate) { |
||
633 | right_pos -= 14; |
||
634 | } |
||
635 | if (right_pos >= left_pos) { |
||
636 | while (left_pos <= right_pos) { |
||
637 | // Can't see through these tiles. |
||
638 | if (get_tile_at_kid(left_pos) == tiles_20_wall || |
||
639 | curr_tile2 == tiles_7_doortop_with_floor || |
||
640 | curr_tile2 == tiles_12_doortop |
||
641 | ) { |
||
642 | can_guard_see_kid = 0; return; |
||
643 | } |
||
644 | // Can see through these, but won't go through them. |
||
645 | if (curr_tile2 == tiles_11_loose || |
||
646 | curr_tile2 == tiles_18_chomper || |
||
647 | (curr_tile2 == tiles_4_gate && curr_room_modif[curr_tilepos] < 112) || |
||
648 | !tile_is_floor(curr_tile2) |
||
649 | ) { |
||
650 | can_guard_see_kid = 1; |
||
651 | } |
||
652 | left_pos += 14; |
||
653 | } |
||
654 | } |
||
655 | } else { |
||
656 | can_guard_see_kid = 0; |
||
657 | } |
||
658 | } |
||
659 | |||
660 | // seg003:0A99 |
||
661 | byte __pascal far get_tile_at_kid(int xpos) { |
||
662 | return get_tile(Kid.room, get_tile_div_mod_m7(xpos), Kid.curr_row); |
||
663 | } |
||
664 | |||
665 | // seg003:0ABA |
||
666 | void __pascal far do_mouse() { |
||
667 | loadkid(); |
||
668 | Char.charid = charid_24_mouse; |
||
669 | Char.x = 200; |
||
670 | Char.curr_row = 0; |
||
671 | Char.y = y_land[Char.curr_row + 1]; |
||
672 | Char.alive = -1; |
||
673 | Char.direction = dir_FF_left; |
||
674 | guardhp_curr = 1; |
||
675 | seqtbl_offset_char(seq_105_mouse_forward); // mouse forward |
||
676 | play_seq(); |
||
677 | saveshad(); |
||
678 | } |
||
679 | |||
680 | // seg003:0AFC |
||
681 | int __pascal far flash_if_hurt() { |
||
682 | if (flash_time != 0) { |
||
683 | do_flash_no_delay(flash_color); // don't add delay to the flash |
||
684 | return 1; |
||
685 | } else if (hitp_delta < 0) { |
||
686 | if (is_joyst_mode && enable_controller_rumble && sdl_haptic != NULL) { |
||
687 | SDL_HapticRumblePlay(sdl_haptic, 1.0, 100); // rumble at full strength for 100 milliseconds |
||
688 | } |
||
689 | do_flash_no_delay(color_12_brightred); // red |
||
690 | return 1; |
||
691 | } |
||
692 | return 0; // not flashed |
||
693 | } |
||
694 | |||
695 | // seg003:0B1A |
||
696 | void __pascal far remove_flash_if_hurt() { |
||
697 | if (flash_time != 0) { |
||
698 | --flash_time; |
||
699 | } else { |
||
700 | if (hitp_delta >= 0) return; |
||
701 | } |
||
702 | remove_flash(); |
||
703 | } |