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1 | pmbaty | 1 | /* |
2 | * src/e_them.c |
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3 | * |
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4 | * Copyright (C) 1998-2002 BigOrno (bigorno@bigorno.net). All rights reserved. |
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5 | * |
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6 | * The use and distribution terms for this software are contained in the file |
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7 | * named README, which can be found in the root of this distribution. By |
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8 | * using this software in any fashion, you are agreeing to be bound by the |
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9 | * terms of this license. |
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10 | * |
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11 | * You must not remove this notice, or any other, from this software. |
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12 | */ |
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13 | |||
14 | #include "system.h" |
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15 | #include "game.h" |
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16 | #include "ents.h" |
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17 | #include "e_them.h" |
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18 | |||
19 | #include "e_rick.h" |
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20 | #include "e_bomb.h" |
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21 | #include "e_bullet.h" |
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22 | #include "maps.h" |
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23 | #include "util.h" |
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24 | |||
25 | #define TYPE_1A (0x00) |
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26 | #define TYPE_1B (0xff) |
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27 | |||
28 | |||
29 | /* |
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30 | * public vars |
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31 | */ |
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32 | U32 e_them_rndseed = 0; |
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33 | |||
34 | |||
35 | /* |
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36 | * local vars |
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37 | */ |
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38 | static U16 e_them_rndnbr = 0; |
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39 | |||
40 | |||
41 | /* |
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42 | * Check if entity boxtests with a lethal e_them i.e. something lethal |
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43 | * in slot 0 and 4 to 8. |
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44 | * |
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45 | * ASM 122E |
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46 | * |
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47 | * e: entity slot number. |
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48 | * ret: TRUE/boxtests, FALSE/not |
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49 | */ |
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50 | U8 u_themtest (U8 e) |
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51 | { |
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52 | U8 i; |
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53 | |||
54 | if ((ent_ents[0].n & ENT_LETHAL) && u_boxtest (e, 0)) |
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55 | return TRUE; |
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56 | |||
57 | for (i = 4; i < 9; i++) |
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58 | if ((ent_ents[i].n & ENT_LETHAL) && u_boxtest (e, i)) |
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59 | return TRUE; |
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60 | |||
61 | return FALSE; |
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62 | } |
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63 | |||
64 | |||
65 | /* |
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66 | * Go zombie |
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67 | * |
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68 | * ASM 237B |
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69 | */ |
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70 | void e_them_gozombie (U8 e) |
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71 | { |
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72 | #define offsx c1 |
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73 | ent_ents[e].n = 0x47; /* zombie entity */ |
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74 | ent_ents[e].front = TRUE; |
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75 | ent_ents[e].offsy = -0x0400; |
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76 | syssnd_play(WAV_DIE, 1); |
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77 | game_score += 50; |
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78 | if (ent_ents[e].flags & ENT_FLG_ONCE) |
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79 | { |
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80 | /* make sure entity won't be activated again */ |
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81 | map_marks[ent_ents[e].mark].ent |= MAP_MARK_NACT; |
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82 | } |
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83 | ent_ents[e].offsx = (ent_ents[e].x >= 0x80 ? -0x02 : 0x02); |
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84 | #undef offsx |
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85 | } |
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86 | |||
87 | |||
88 | /* |
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89 | * Action sub-function for e_them _t1a and _t1b |
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90 | * |
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91 | * Those two types move horizontally, and fall if they have to. |
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92 | * Type 1a moves horizontally over a given distance and then |
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93 | * u-turns and repeats; type 1b is more subtle as it does u-turns |
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94 | * in order to move horizontally towards rick. |
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95 | * |
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96 | * ASM 2242 |
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97 | */ |
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98 | void e_them_t1_action2 (U8 e, U8 type) |
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99 | { |
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100 | #define offsx c1 |
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101 | #define step_count c2 |
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102 | U32 i; |
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103 | S16 x, y; |
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104 | U8 env0, env1; |
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105 | |||
106 | /* by default, try vertical move. calculate new y */ |
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107 | i = (ent_ents[e].y << 8) + ent_ents[e].offsy + ent_ents[e].ylow; |
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108 | y = (S16) (i >> 8); |
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109 | |||
110 | /* deactivate if outside vertical boundaries */ |
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111 | /* no need to test zero since e_them _t1a/b don't go up */ |
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112 | /* FIXME what if they got scrolled out ? */ |
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113 | if (y > 0x140) |
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114 | { |
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115 | ent_ents[e].n = 0; |
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116 | return; |
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117 | } |
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118 | |||
119 | /* test environment */ |
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120 | u_envtest (ent_ents[e].x, y, FALSE, &env0, &env1); |
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121 | |||
122 | if (!(env1 & (MAP_EFLG_VERT | MAP_EFLG_SOLID | MAP_EFLG_SPAD | MAP_EFLG_WAYUP))) |
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123 | { |
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124 | /* vertical move possible: falling */ |
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125 | if (env1 & MAP_EFLG_LETHAL) |
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126 | { |
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127 | /* lethal entities kill e_them */ |
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128 | e_them_gozombie (e); |
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129 | return; |
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130 | } |
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131 | |||
132 | /* save, cleanup and return */ |
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133 | ent_ents[e].y = y; |
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134 | ent_ents[e].ylow = (U8) i; |
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135 | ent_ents[e].offsy += 0x0080; |
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136 | |||
137 | if (ent_ents[e].offsy > 0x0800) |
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138 | ent_ents[e].offsy = 0x0800; |
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139 | |||
140 | return; |
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141 | } |
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142 | |||
143 | /* vertical move not possible. calculate new sprite */ |
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144 | ent_ents[e].sprite = ent_ents[e].sprbase + ent_sprseq[(ent_ents[e].x & 0x1c) >> 3] + (ent_ents[e].offsx < 0 ? 0x03 : 0x00); |
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145 | |||
146 | /* reset offsy */ |
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147 | ent_ents[e].offsy = 0x0080; |
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148 | |||
149 | /* align to ground */ |
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150 | ent_ents[e].y &= 0xfff8; |
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151 | ent_ents[e].y |= 0x0003; |
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152 | |||
153 | /* latency: if not zero then decrease and return */ |
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154 | if (ent_ents[e].latency > 0) |
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155 | { |
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156 | ent_ents[e].latency--; |
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157 | return; |
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158 | } |
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159 | |||
160 | /* horizontal move. calculate new x */ |
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161 | if (ent_ents[e].offsx == 0) /* not supposed to move -> don't */ |
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162 | return; |
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163 | |||
164 | x = ent_ents[e].x + ent_ents[e].offsx; |
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165 | if (ent_ents[e].x < 0x01 || ent_ents[e].x > 0xe8) |
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166 | { |
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167 | /* deactivate if reaching horizontal boundaries */ |
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168 | ent_ents[e].n = 0; |
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169 | return; |
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170 | } |
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171 | |||
172 | /* test environment */ |
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173 | u_envtest (x, ent_ents[e].y, FALSE, &env0, &env1); |
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174 | |||
175 | if (env1 & (MAP_EFLG_VERT|MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP)) |
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176 | { |
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177 | /* horizontal move not possible: u-turn and return */ |
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178 | ent_ents[e].step_count = 0; |
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179 | ent_ents[e].offsx = -ent_ents[e].offsx; |
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180 | return; |
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181 | } |
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182 | |||
183 | /* horizontal move possible */ |
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184 | if (env1 & MAP_EFLG_LETHAL) |
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185 | { |
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186 | /* lethal entities kill e_them */ |
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187 | e_them_gozombie (e); |
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188 | return; |
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189 | } |
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190 | |||
191 | /* save */ |
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192 | ent_ents[e].x = x; |
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193 | |||
194 | /* depending on type, */ |
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195 | if (type == TYPE_1B) |
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196 | { |
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197 | /* set direction to move horizontally towards rick */ |
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198 | if ((ent_ents[e].x & 0x1e) != 0x10) /* prevents too frequent u-turns */ |
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199 | return; |
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200 | ent_ents[e].offsx = (ent_ents[e].x < E_RICK_ENT.x) ? 0x02 : -0x02; |
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201 | return; |
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202 | } |
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203 | else |
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204 | { |
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205 | /* set direction according to step counter */ |
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206 | ent_ents[e].step_count++; |
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207 | |||
208 | /* FIXME why trig_x (b16) ?? */ |
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209 | if ((ent_ents[e].trig_x >> 1) > ent_ents[e].step_count) |
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210 | return; |
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211 | } |
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212 | |||
213 | /* type is 1A and step counter reached its limit: u-turn */ |
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214 | ent_ents[e].step_count = 0; |
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215 | ent_ents[e].offsx = -ent_ents[e].offsx; |
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216 | #undef offsx |
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217 | #undef step_count |
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218 | } |
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219 | |||
220 | |||
221 | /* |
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222 | * ASM 21CF |
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223 | */ |
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224 | void e_them_t1_action (U8 e, U8 type) |
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225 | { |
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226 | e_them_t1_action2 (e, type); |
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227 | |||
228 | /* lethal entities kill them */ |
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229 | if (u_themtest (e)) |
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230 | { |
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231 | e_them_gozombie (e); |
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232 | return; |
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233 | } |
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234 | |||
235 | /* bullet kills them */ |
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236 | if (E_BULLET_ENT.n && u_fboxtest (e, (S16) (E_BULLET_ENT.x + (e_bullet_offsx < 0 ? 0 : 0x18)), E_BULLET_ENT.y)) |
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237 | { |
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238 | E_BULLET_ENT.n = 0; |
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239 | e_them_gozombie (e); |
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240 | return; |
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241 | } |
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242 | |||
243 | /* bomb kills them */ |
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244 | if (e_bomb_lethal && e_bomb_hit (e)) |
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245 | { |
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246 | e_them_gozombie (e); |
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247 | return; |
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248 | } |
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249 | |||
250 | if (E_RICK_STTST (E_RICK_STZOMBIE)) |
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251 | return; |
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252 | |||
253 | /* rick stops them */ |
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254 | if (E_RICK_STTST (E_RICK_STSTOP) && u_fboxtest (e, e_rick_stop_x, e_rick_stop_y)) |
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255 | ent_ents[e].latency = 0x14; |
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256 | |||
257 | /* they kill rick */ |
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258 | if (e_rick_boxtest (e)) |
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259 | e_rick_gozombie (); |
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260 | } |
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261 | |||
262 | |||
263 | /* |
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264 | * Action function for e_them _t1a type (stays within boundaries) |
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265 | * |
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266 | * ASM 2452 |
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267 | */ |
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268 | void e_them_t1a_action (U8 e) |
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269 | { |
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270 | e_them_t1_action (e, TYPE_1A); |
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271 | } |
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272 | |||
273 | |||
274 | /* |
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275 | * Action function for e_them _t1b type (runs for rick) |
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276 | * |
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277 | * ASM 21CA |
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278 | */ |
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279 | void e_them_t1b_action (U8 e) |
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280 | { |
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281 | e_them_t1_action (e, TYPE_1B); |
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282 | } |
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283 | |||
284 | |||
285 | /* |
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286 | * Action function for e_them _z (zombie) type |
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287 | * |
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288 | * ASM 23B8 |
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289 | */ |
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290 | void e_them_z_action (U8 e) |
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291 | { |
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292 | #define offsx c1 |
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293 | U32 i; |
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294 | |||
295 | /* calc new sprite */ |
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296 | ent_ents[e].sprite = ent_ents[e].sprbase + ((ent_ents[e].x & 0x04) ? 0x07 : 0x06); |
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297 | |||
298 | /* calc new y */ |
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299 | i = (ent_ents[e].y << 8) + ent_ents[e].offsy + ent_ents[e].ylow; |
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300 | |||
301 | /* deactivate if out of vertical boundaries */ |
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302 | if (ent_ents[e].y < 0 || ent_ents[e].y > 0x0140) |
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303 | { |
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304 | ent_ents[e].n = 0; |
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305 | return; |
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306 | } |
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307 | |||
308 | /* save */ |
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309 | ent_ents[e].offsy += 0x0080; |
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310 | ent_ents[e].ylow = (U8) i; |
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311 | ent_ents[e].y = (S16) (i >> 8); |
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312 | |||
313 | /* calc new x */ |
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314 | ent_ents[e].x += ent_ents[e].offsx; |
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315 | |||
316 | /* must stay within horizontal boundaries */ |
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317 | if (ent_ents[e].x < 0) |
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318 | ent_ents[e].x = 0; |
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319 | if (ent_ents[e].x > 0xe8) |
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320 | ent_ents[e].x = 0xe8; |
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321 | #undef offsx |
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322 | } |
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323 | |||
324 | |||
325 | /* |
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326 | * Action sub-function for e_them _t2. |
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327 | * |
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328 | * Must document what it does. |
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329 | * |
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330 | * ASM 2792 |
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331 | */ |
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332 | void e_them_t2_action2 (U8 e) |
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333 | { |
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334 | #define flgclmb c1 |
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335 | #define offsx c2 |
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336 | U32 i; |
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337 | S16 x, y, yd; |
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338 | U8 env0, env1; |
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339 | |||
340 | /* |
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341 | * vars required by the Black Magic (tm) performance at the |
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342 | * end of this function. |
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343 | */ |
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344 | static U16 bx; |
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345 | static U8 *bl = (U8 *)&bx; |
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346 | static U8 *bh = (U8 *)&bx + 1; |
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347 | static U16 cx; |
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348 | static U8 *cl = (U8 *)&cx; |
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349 | static U8 *ch = (U8 *)&cx + 1; |
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350 | static U16 *sl = (U16 *)&e_them_rndseed; |
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351 | static U16 *sh = (U16 *)&e_them_rndseed + 2; |
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352 | |||
353 | /*sys_printf("e_them_t2 ------------------------------\n");*/ |
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354 | |||
355 | /* latency: if not zero then decrease */ |
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356 | if (ent_ents[e].latency > 0) |
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357 | ent_ents[e].latency--; |
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358 | |||
359 | /* climbing? */ |
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360 | if (ent_ents[e].flgclmb != TRUE) |
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361 | goto climbing_not; |
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362 | |||
363 | /* CLIMBING */ |
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364 | |||
365 | /*sys_printf("e_them_t2 climbing\n");*/ |
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366 | |||
367 | /* latency: if not zero then return */ |
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368 | if (ent_ents[e].latency > 0) |
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369 | return; |
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370 | |||
371 | /* calc new sprite */ |
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372 | ent_ents[e].sprite = ent_ents[e].sprbase + 0x08 + (((ent_ents[e].x ^ ent_ents[e].y) & 0x04) ? 1 : 0); |
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373 | |||
374 | /* reached rick's level? */ |
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375 | if ((ent_ents[e].y & 0xfe) != (E_RICK_ENT.y & 0xfe)) |
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376 | goto ymove; |
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377 | |||
378 | xmove: |
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379 | /* calc new x and test environment */ |
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380 | ent_ents[e].offsx = (ent_ents[e].x < E_RICK_ENT.x) ? 0x02 : -0x02; |
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381 | x = ent_ents[e].x + ent_ents[e].offsx; |
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382 | u_envtest (x, ent_ents[e].y, FALSE, &env0, &env1); |
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383 | |||
384 | if (env1 & (MAP_EFLG_SOLID | MAP_EFLG_SPAD | MAP_EFLG_WAYUP)) |
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385 | return; |
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386 | |||
387 | if (env1 & MAP_EFLG_LETHAL) |
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388 | { |
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389 | e_them_gozombie(e); |
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390 | return; |
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391 | } |
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392 | |||
393 | ent_ents[e].x = x; |
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394 | |||
395 | if (env1 & (MAP_EFLG_VERT | MAP_EFLG_CLIMB)) /* still climbing */ |
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396 | return; |
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397 | |||
398 | goto climbing_not; /* not climbing anymore */ |
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399 | |||
400 | ymove: |
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401 | /* calc new y and test environment */ |
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402 | yd = ent_ents[e].y < E_RICK_ENT.y ? 0x02 : -0x02; |
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403 | y = ent_ents[e].y + yd; |
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404 | |||
405 | if (y < 0 || y > 0x0140) |
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406 | { |
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407 | ent_ents[e].n = 0; |
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408 | return; |
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409 | } |
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410 | |||
411 | u_envtest (ent_ents[e].x, y, FALSE, &env0, &env1); |
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412 | |||
413 | if (env1 & (MAP_EFLG_SOLID | MAP_EFLG_SPAD | MAP_EFLG_WAYUP)) |
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414 | { |
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415 | if (yd < 0) |
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416 | goto xmove; /* can't go up */ |
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417 | else |
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418 | goto climbing_not; /* can't go down */ |
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419 | } |
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420 | |||
421 | /* can move */ |
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422 | ent_ents[e].y = y; |
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423 | |||
424 | if (env1 & (MAP_EFLG_VERT | MAP_EFLG_CLIMB)) /* still climbing */ |
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425 | return; |
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426 | |||
427 | /* NOT CLIMBING */ |
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428 | |||
429 | climbing_not: |
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430 | /*sys_printf ("e_them_t2 climbing NOT\n");*/ |
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431 | |||
432 | ent_ents[e].flgclmb = FALSE; /* not climbing */ |
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433 | |||
434 | /* calc new y (falling) and test environment */ |
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435 | i = (ent_ents[e].y << 8) + ent_ents[e].offsy + ent_ents[e].ylow; |
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436 | y = (S16) (i >> 8); |
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437 | |||
438 | u_envtest (ent_ents[e].x, y, FALSE, &env0, &env1); |
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439 | |||
440 | if (!(env1 & (MAP_EFLG_SOLID | MAP_EFLG_SPAD | MAP_EFLG_WAYUP))) |
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441 | { |
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442 | /*sys_printf ("e_them_t2 y move OK\n");*/ |
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443 | /* can go there */ |
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444 | if (env1 & MAP_EFLG_LETHAL) |
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445 | { |
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446 | e_them_gozombie (e); |
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447 | return; |
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448 | } |
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449 | |||
450 | if (y > 0x0140) |
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451 | { |
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452 | /* deactivate if outside */ |
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453 | ent_ents[e].n = 0; |
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454 | return; |
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455 | } |
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456 | |||
457 | if (!(env1 & MAP_EFLG_VERT)) |
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458 | { |
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459 | /* save */ |
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460 | ent_ents[e].y = y; |
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461 | ent_ents[e].ylow = (U8) i; |
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462 | ent_ents[e].offsy += 0x0080; |
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463 | |||
464 | if (ent_ents[e].offsy > 0x0800) |
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465 | ent_ents[e].offsy = 0x0800; |
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466 | |||
467 | return; |
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468 | } |
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469 | |||
470 | if (((ent_ents[e].x & 0x07) == 0x04) && (y < E_RICK_ENT.y)) |
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471 | { |
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472 | /*sys_printf ("e_them_t2 climbing00\n");*/ |
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473 | ent_ents[e].flgclmb = TRUE; /* climbing */ |
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474 | return; |
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475 | } |
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476 | } |
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477 | |||
478 | /*sys_printf("e_them_t2 ymove nok or ...\n");*/ |
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479 | /* can't go there, or ... */ |
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480 | ent_ents[e].y = (ent_ents[e].y & 0xf8) | 0x03; /* align to ground */ |
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481 | ent_ents[e].offsy = 0x0100; |
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482 | if (ent_ents[e].latency != 00) |
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483 | return; |
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484 | |||
485 | if ((env1 & MAP_EFLG_CLIMB) && ((ent_ents[e].x & 0x0e) == 0x04) && (ent_ents[e].y > E_RICK_ENT.y)) |
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486 | { |
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487 | /*sys_printf ("e_them_t2 climbing01\n");*/ |
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488 | ent_ents[e].flgclmb = TRUE; /* climbing */ |
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489 | return; |
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490 | } |
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491 | |||
492 | /* calc new sprite */ |
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493 | ent_ents[e].sprite = ent_ents[e].sprbase + ent_sprseq[(ent_ents[e].offsx < 0 ? 4 : 0) + ((ent_ents[e].x & 0x0e) >> 3)]; |
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494 | /*sys_printf ("e_them_t2 sprite %02x\n", ent_ents[e].sprite);*/ |
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495 | |||
496 | |||
497 | /* */ |
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498 | if (ent_ents[e].offsx == 0) |
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499 | ent_ents[e].offsx = 2; |
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500 | |||
501 | x = ent_ents[e].x + ent_ents[e].offsx; |
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502 | |||
503 | /*sys_printf ("e_them_t2 xmove x=%02x\n", x);*/ |
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504 | |||
505 | if (x < 0xe8) |
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506 | { |
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507 | u_envtest (x, ent_ents[e].y, FALSE, &env0, &env1); |
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508 | if (!(env1 & (MAP_EFLG_VERT | MAP_EFLG_SOLID | MAP_EFLG_SPAD | MAP_EFLG_WAYUP))) |
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509 | { |
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510 | ent_ents[e].x = x; |
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511 | |||
512 | if ((x & 0x1e) != 0x08) |
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513 | return; |
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514 | |||
515 | /* |
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516 | * Black Magic (tm) |
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517 | * |
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518 | * this is obviously some sort of randomizer to define a direction |
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519 | * for the entity. it is an exact copy of what the assembler code |
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520 | * does but I can't explain. |
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521 | */ |
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522 | bx = e_them_rndnbr + *sh + *sl + 0x0d; |
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523 | cx = *sh; |
||
524 | *bl ^= *ch; |
||
525 | *bl ^= *cl; |
||
526 | *bl ^= *bh; |
||
527 | e_them_rndnbr = bx; |
||
528 | |||
529 | ent_ents[e].offsx = (*bl & 0x01) ? -0x02 : 0x02; |
||
530 | |||
531 | /* back to normal */ |
||
532 | |||
533 | return; |
||
534 | } |
||
535 | } |
||
536 | |||
537 | /* U-turn */ |
||
538 | /*sys_printf ("e_them_t2 u-turn\n");*/ |
||
539 | if (ent_ents[e].offsx == 0) |
||
540 | ent_ents[e].offsx = 2; |
||
541 | else |
||
542 | ent_ents[e].offsx = -ent_ents[e].offsx; |
||
543 | #undef offsx |
||
544 | } |
||
545 | |||
546 | |||
547 | /* |
||
548 | * Action function for e_them _t2 type |
||
549 | * |
||
550 | * ASM 2718 |
||
551 | */ |
||
552 | void e_them_t2_action (U8 e) |
||
553 | { |
||
554 | e_them_t2_action2 (e); |
||
555 | |||
556 | /* they kill rick */ |
||
557 | if (e_rick_boxtest (e)) |
||
558 | e_rick_gozombie (); |
||
559 | |||
560 | /* lethal entities kill them */ |
||
561 | if (u_themtest (e)) |
||
562 | { |
||
563 | e_them_gozombie (e); |
||
564 | return; |
||
565 | } |
||
566 | |||
567 | /* bullet kills them */ |
||
568 | if (E_BULLET_ENT.n && u_fboxtest (e, (S16) (E_BULLET_ENT.x + (e_bullet_offsx < 0 ? 00 : 0x18)), E_BULLET_ENT.y)) |
||
569 | { |
||
570 | E_BULLET_ENT.n = 0; |
||
571 | e_them_gozombie (e); |
||
572 | return; |
||
573 | } |
||
574 | |||
575 | /* bomb kills them */ |
||
576 | if (e_bomb_lethal && e_bomb_hit (e)) |
||
577 | { |
||
578 | e_them_gozombie (e); |
||
579 | return; |
||
580 | } |
||
581 | |||
582 | /* rick stops them */ |
||
583 | if (E_RICK_STTST (E_RICK_STSTOP) && u_fboxtest (e, e_rick_stop_x, e_rick_stop_y)) |
||
584 | ent_ents[e].latency = 0x14; |
||
585 | } |
||
586 | |||
587 | |||
588 | /* |
||
589 | * Action sub-function for e_them _t3 |
||
590 | * |
||
591 | * FIXME always starts asleep?? |
||
592 | * |
||
593 | * Waits until triggered by something, then execute move steps from |
||
594 | * ent_mvstep with sprite from ent_sprseq. When done, either restart |
||
595 | * or disappear. |
||
596 | * |
||
597 | * Not always lethal ... but if lethal, kills rick. |
||
598 | * |
||
599 | * ASM: 255A |
||
600 | */ |
||
601 | void e_them_t3_action2 (U8 e) |
||
602 | { |
||
603 | #define sproffs c1 |
||
604 | #define step_count c2 |
||
605 | U8 i; |
||
606 | S16 x, y; |
||
607 | |||
608 | while (1) |
||
609 | { |
||
610 | /* calc new sprite */ |
||
611 | i = ent_sprseq[ent_ents[e].sprbase + ent_ents[e].sproffs]; |
||
612 | if (i == 0xff) |
||
613 | i = ent_sprseq[ent_ents[e].sprbase]; |
||
614 | ent_ents[e].sprite = i; |
||
615 | |||
616 | if (ent_ents[e].sproffs != 0) |
||
617 | { |
||
618 | /* awake */ |
||
619 | |||
620 | /* rotate sprseq */ |
||
621 | if (ent_sprseq[ent_ents[e].sprbase + ent_ents[e].sproffs] != 0xff) |
||
622 | ent_ents[e].sproffs++; |
||
623 | if (ent_sprseq[ent_ents[e].sprbase + ent_ents[e].sproffs] == 0xff) |
||
624 | ent_ents[e].sproffs = 1; |
||
625 | |||
626 | if (ent_ents[e].step_count < ent_mvstep[ent_ents[e].step_no].count) |
||
627 | { |
||
628 | /* |
||
629 | * still running this step: try to increment x and y while |
||
630 | * checking that they remain within boudaries. if so, return. |
||
631 | * else switch to next step. |
||
632 | */ |
||
633 | ent_ents[e].step_count++; |
||
634 | x = ent_ents[e].x + ent_mvstep[ent_ents[e].step_no].dx; |
||
635 | |||
636 | /* check'n save */ |
||
637 | if (x > 0 && x < 0xe8) |
||
638 | { |
||
639 | ent_ents[e].x = x; |
||
640 | /*FIXME*/ |
||
641 | /* |
||
642 | y = ent_mvstep[ent_ents[e].step_no].dy; |
||
643 | if (y < 0) |
||
644 | y += 0xff00; |
||
645 | y += ent_ents[e].y; |
||
646 | */ |
||
647 | y = ent_ents[e].y + ent_mvstep[ent_ents[e].step_no].dy; |
||
648 | if (y > 0 && y < 0x0140) |
||
649 | { |
||
650 | ent_ents[e].y = y; |
||
651 | return; |
||
652 | } |
||
653 | } |
||
654 | } |
||
655 | |||
656 | /* |
||
657 | * step is done, or x or y is outside boundaries. try to |
||
658 | * switch to next step |
||
659 | */ |
||
660 | ent_ents[e].step_no++; |
||
661 | if (ent_mvstep[ent_ents[e].step_no].count != 0xff) |
||
662 | ent_ents[e].step_count = 0; // there is a next step: init and loop |
||
663 | else |
||
664 | { |
||
665 | /* there is no next step: restart or deactivate */ |
||
666 | if (!E_RICK_STTST (E_RICK_STZOMBIE) && !(ent_ents[e].flags & ENT_FLG_ONCE)) |
||
667 | { |
||
668 | /* loop this entity */ |
||
669 | ent_ents[e].sproffs = 0; |
||
670 | ent_ents[e].n &= ~ENT_LETHAL; |
||
671 | |||
672 | if (ent_ents[e].flags & ENT_FLG_LETHALR) |
||
673 | ent_ents[e].n |= ENT_LETHAL; |
||
674 | |||
675 | ent_ents[e].x = ent_ents[e].xsave; |
||
676 | ent_ents[e].y = ent_ents[e].ysave; |
||
677 | |||
678 | if (ent_ents[e].y < 0 || ent_ents[e].y > 0x140) |
||
679 | { |
||
680 | ent_ents[e].n = 0; |
||
681 | return; |
||
682 | } |
||
683 | } |
||
684 | else |
||
685 | { |
||
686 | /* deactivate this entity */ |
||
687 | ent_ents[e].n = 0; |
||
688 | return; |
||
689 | } |
||
690 | } |
||
691 | } |
||
692 | else |
||
693 | { |
||
694 | /* ent_ents[e].sprseq1 == 0 -- waiting */ |
||
695 | |||
696 | /* ugly GOTOs */ |
||
697 | |||
698 | /* reacts to rick */ |
||
699 | if (ent_ents[e].flags & ENT_FLG_TRIGRICK) |
||
700 | { |
||
701 | /* wake up if triggered by rick */ |
||
702 | if (u_trigbox (e, (S16) (E_RICK_ENT.x + 0x0C), (S16) (E_RICK_ENT.y + 0x0A))) |
||
703 | goto wakeup; |
||
704 | } |
||
705 | |||
706 | /* reacts to rick "stop" */ |
||
707 | if (ent_ents[e].flags & ENT_FLG_TRIGSTOP) |
||
708 | { |
||
709 | /* wake up if triggered by rick "stop" */ |
||
710 | if (E_RICK_STTST(E_RICK_STSTOP) && u_trigbox (e, e_rick_stop_x, e_rick_stop_y)) |
||
711 | goto wakeup; |
||
712 | } |
||
713 | |||
714 | /* reacts to bullets */ |
||
715 | if (ent_ents[e].flags & ENT_FLG_TRIGBULLET) |
||
716 | { |
||
717 | /* wake up if triggered by bullet */ |
||
718 | if (E_BULLET_ENT.n && u_trigbox(e, e_bullet_xc, e_bullet_yc)) |
||
719 | { |
||
720 | E_BULLET_ENT.n = 0; |
||
721 | goto wakeup; |
||
722 | } |
||
723 | } |
||
724 | |||
725 | /* reacts to bombs */ |
||
726 | if (ent_ents[e].flags & ENT_FLG_TRIGBOMB) |
||
727 | { |
||
728 | /* wake up if triggered by bomb */ |
||
729 | if (e_bomb_lethal && u_trigbox(e, e_bomb_xc, e_bomb_yc)) |
||
730 | goto wakeup; |
||
731 | } |
||
732 | |||
733 | /* not triggered: keep waiting */ |
||
734 | return; |
||
735 | |||
736 | /* something triggered the entity: wake up */ |
||
737 | /* initialize step counter */ |
||
738 | wakeup: |
||
739 | if (E_RICK_STTST (E_RICK_STZOMBIE)) |
||
740 | return; |
||
741 | |||
742 | /* |
||
743 | * FIXME the sound should come from a table, there are 10 of them |
||
744 | * but I dont have the table yet. must rip the data off the game... |
||
745 | * FIXME is it 8 of them, not 10? |
||
746 | * FIXME testing below... |
||
747 | */ |
||
748 | if ((ent_ents[e].trigsnd & 0x1F) != 0) |
||
749 | syssnd_play(WAV_ENTITY[(ent_ents[e].trigsnd & 0x1F) - 0x14], 1); |
||
750 | |||
751 | ent_ents[e].n &= ~ENT_LETHAL; |
||
752 | |||
753 | if (ent_ents[e].flags & ENT_FLG_LETHALI) |
||
754 | ent_ents[e].n |= ENT_LETHAL; |
||
755 | |||
756 | ent_ents[e].sproffs = 1; |
||
757 | ent_ents[e].step_count = 0; |
||
758 | ent_ents[e].step_no = ent_ents[e].step_no_i; |
||
759 | return; |
||
760 | } |
||
761 | } |
||
762 | #undef step_count |
||
763 | } |
||
764 | |||
765 | |||
766 | /* |
||
767 | * Action function for e_them _t3 type |
||
768 | * |
||
769 | * ASM 2546 |
||
770 | */ |
||
771 | void e_them_t3_action (U8 e) |
||
772 | { |
||
773 | e_them_t3_action2 (e); |
||
774 | |||
775 | /* if lethal, can kill rick */ |
||
776 | if ((ent_ents[e].n & ENT_LETHAL) && !E_RICK_STTST (E_RICK_STZOMBIE) && e_rick_boxtest (e)) |
||
777 | e_rick_gozombie (); // CALL 1130 |
||
778 | } |