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  1. /*
  2.  * src/e_box.c
  3.  *
  4.  * Copyright (C) 1998-2002 BigOrno (bigorno@bigorno.net). All rights reserved.
  5.  *
  6.  * The use and distribution terms for this software are contained in the file
  7.  * named README, which can be found in the root of this distribution. By
  8.  * using this software in any fashion, you are agreeing to be bound by the
  9.  * terms of this license.
  10.  *
  11.  * You must not remove this notice, or any other, from this software.
  12.  */
  13.  
  14. #include "system.h"
  15. #include "game.h"
  16. #include "ents.h"
  17. #include "e_box.h"
  18.  
  19. #include "e_bullet.h"
  20. #include "e_bomb.h"
  21. #include "e_rick.h"
  22. #include "maps.h"
  23. #include "util.h"
  24.  
  25. /*
  26.  * FIXME this is because the same structure is used
  27.  * for all entities. Need to replace this w/ an inheritance
  28.  * solution.
  29.  */
  30. #define cnt c1
  31.  
  32. /*
  33.  * Constants
  34.  */
  35. #define SEQ_INIT 0x0A
  36.  
  37. /*
  38.  * Prototypes
  39.  */
  40. static void explode (U8);
  41.  
  42.  
  43. /*
  44.  * Entity action
  45.  *
  46.  * ASM 245A
  47.  */
  48. void e_box_action (U8 e)
  49. {
  50.    static U8 sp[] = {0x24, 0x25, 0x26, 0x27, 0x28};   /* explosion sprites sequence */
  51.  
  52.    if (ent_ents[e].n & ENT_LETHAL)
  53.    {
  54.       /*
  55.        * box is lethal i.e. exploding
  56.        * play sprites sequence then stop
  57.        */
  58.       ent_ents[e].sprite = sp[ent_ents[e].cnt >> 1];
  59.  
  60.       if (--ent_ents[e].cnt == 0)
  61.       {
  62.          ent_ents[e].n = 0;
  63.          map_marks[ent_ents[e].mark].ent |= MAP_MARK_NACT;
  64.       }
  65.    }
  66.    else
  67.    {
  68.       if (E_RICK_STTST (E_RICK_STZOMBIE))
  69.          return;
  70.  
  71.       /*
  72.        * not lethal: check to see if triggered
  73.        */
  74.       if (e_rick_boxtest (e))
  75.       {
  76.          /* rick: collect bombs or bullets and stop */
  77.          syssnd_play (WAV_BOX, 1);
  78.  
  79.          if (ent_ents[e].n == 0x10)
  80.             game_bombs = GAME_BOMBS_INIT;
  81.          else   /* 0x11 */
  82.             game_bullets = GAME_BULLETS_INIT;
  83.  
  84.          ent_ents[e].n = 0;
  85.          map_marks[ent_ents[e].mark].ent |= MAP_MARK_NACT;
  86.       }
  87.       else if (E_RICK_STTST (E_RICK_STSTOP) && u_fboxtest (e, e_rick_stop_x, e_rick_stop_y))
  88.          explode (e); // rick's stick: explode
  89.       else if (E_BULLET_ENT.n && u_fboxtest(e, e_bullet_xc, e_bullet_yc))
  90.       {
  91.          /* bullet: explode (and stop bullet) */
  92.          E_BULLET_ENT.n = 0;
  93.          explode (e);
  94.       }
  95.       else if (e_bomb_lethal && e_bomb_hit (e))
  96.          explode (e); // bomb: explode
  97.    }
  98. }
  99.  
  100.  
  101. /*
  102.  * Explode when
  103.  */
  104. static void explode (U8 e)
  105. {
  106.    ent_ents[e].cnt = SEQ_INIT;
  107.    ent_ents[e].n |= ENT_LETHAL;
  108.    syssnd_play (WAV_EXPLODE, 1);
  109. }
  110.