/*
* src/e_rick.c
*
* Copyright (C) 1998-2002 BigOrno (bigorno@bigorno.net). All rights reserved.
*
* The use and distribution terms for this software are contained in the file
* named README, which can be found in the root of this distribution. By
* using this software in any fashion, you are agreeing to be bound by the
* terms of this license.
*
* You must not remove this notice, or any other, from this software.
*/
#include "system.h"
#include "game.h"
#include "ents.h"
#include "e_rick.h"
#include "e_bullet.h"
#include "e_bomb.h"
#include "control.h"
#include "maps.h"
#include "util.h"
/*
* public vars
*/
S16 e_rick_stop_x = 0;
S16 e_rick_stop_y = 0;
U8 e_rick_state = 0;
/*
* local vars
*/
static U8 scrawl;
static U8 trigger = FALSE;
static S8 offsx;
static U8 ylow;
static S16 offsy;
static U8 seq;
static U8 save_crawl;
static U16 save_x, save_y;
/*
* Box test
*
* ASM 113E (based on)
*
* e: entity to test against (corresponds to SI in asm code -- here DI
* is assumed to point to rick).
* ret: TRUE/intersect, FALSE/not.
*/
U8 e_rick_boxtest (U8 e)
{
/*
* rick: x+0x05 to x+0x11, y+[0x08 if rick's crawling] to y+0x14
* entity: x to x+w, y to y+h
*/
if (E_RICK_ENT.x + 0x11 < ent_ents[e].x
|| E_RICK_ENT.x + 0x05 > ent_ents[e].x + ent_ents[e].w
|| E_RICK_ENT.y + 0x14 < ent_ents[e].y
|| E_RICK_ENT.y + (E_RICK_STTST (E_RICK_STCRAWL) ? 0x08 : 0x00) > ent_ents[e].y + ent_ents[e].h - 1)
return FALSE;
else
return TRUE;
}
/*
* Go zombie
*
* ASM 1851
*/
void e_rick_gozombie (void)
{
//return; // cheat
/* already zombie? */
if (E_RICK_STTST (E_RICK_STZOMBIE))
return;
syssnd_play (WAV_DIE, 1);
E_RICK_STSET (E_RICK_STZOMBIE);
offsy = -0x0400;
offsx = (E_RICK_ENT.x > 0x80 ? -3 : +3);
ylow = 0;
E_RICK_ENT.front = TRUE;
}
/*
* Action sub-function for e_rick when zombie
*
* ASM 17DC
*/
static void e_rick_z_action (void)
{
U32 i;
/* sprite */
E_RICK_ENT.sprite = (E_RICK_ENT.x & 0x04) ? 0x1A : 0x19;
/* x */
E_RICK_ENT.x += offsx;
/* y */
i = (E_RICK_ENT.y << 8) + offsy + ylow;
E_RICK_ENT.y = (S16) (i >> 8);
offsy += 0x80;
ylow = (U8) i;
/* dead when out of screen */
if (E_RICK_ENT.y < 0 || E_RICK_ENT.y > 0x0140)
E_RICK_STSET (E_RICK_STDEAD);
}
/*
* Action sub-function for e_rick.
*
* ASM 13BE
*/
void e_rick_action2 (void)
{
U8 env0, env1;
S16 x, y;
U32 i;
E_RICK_STRST (E_RICK_STSTOP | E_RICK_STSHOOT);
/* if zombie, run dedicated function and return */
if E_RICK_STTST(E_RICK_STZOMBIE)
{
e_rick_z_action ();
return;
}
/* climbing? */
if (E_RICK_STTST (E_RICK_STCLIMB))
goto climbing;
/*
* NOT CLIMBING
*/
E_RICK_STRST (E_RICK_STJUMP);
/* calc y */
i = (E_RICK_ENT.y << 8) + offsy + ylow;
y = (S16) (i >> 8);
/* test environment */
u_envtest (E_RICK_ENT.x, y, (U8) E_RICK_STTST (E_RICK_STCRAWL), &env0, &env1);
/* stand up, if possible */
if (E_RICK_STTST (E_RICK_STCRAWL) && !env0)
E_RICK_STRST (E_RICK_STCRAWL);
/* can move vertically? */
if (env1 & (offsy < 0 ?
MAP_EFLG_VERT | MAP_EFLG_SOLID | MAP_EFLG_SPAD
: MAP_EFLG_VERT | MAP_EFLG_SOLID | MAP_EFLG_SPAD | MAP_EFLG_WAYUP))
goto vert_not;
/*
* VERTICAL MOVE
*/
E_RICK_STSET (E_RICK_STJUMP);
/* killed? */
if (env1 & MAP_EFLG_LETHAL)
{
e_rick_gozombie ();
return;
}
/* save */
E_RICK_ENT.y = y;
ylow = (U8) i;
/* climb? */
if ((env1 & MAP_EFLG_CLIMB) && (control_status & (CONTROL_UP | CONTROL_DOWN)))
{
offsy = 0x0100;
E_RICK_STSET (E_RICK_STCLIMB);
return;
}
/* fall */
offsy += 0x0080;
if (offsy > 0x0800)
{
offsy = 0x0800;
ylow = 0;
}
/*
* HORIZONTAL MOVE
*/
horiz:
/* should move? */
if (!(control_status & (CONTROL_LEFT|CONTROL_RIGHT)))
{
seq = 2; /* no: reset seq and return */
return;
}
if (control_status & CONTROL_LEFT)
{
/* move left */
x = E_RICK_ENT.x - 2;
game_dir = LEFT;
if (x < 0)
{
/* prev submap */
game_chsm = TRUE;
E_RICK_ENT.x = 0xe2;
return;
}
}
else
{
/* move right */
x = E_RICK_ENT.x + 2;
game_dir = RIGHT;
if (x >= 0xe8)
{
/* next submap */
game_chsm = TRUE;
E_RICK_ENT.x = 0x04;
return;
}
}
/* still within this map: test environment */
u_envtest (x, E_RICK_ENT.y, (U8) E_RICK_STTST (E_RICK_STCRAWL), &env0, &env1);
/* save x-position if it is possible to move */
if (!(env1 & (MAP_EFLG_SOLID | MAP_EFLG_SPAD | MAP_EFLG_WAYUP)))
{
E_RICK_ENT.x = x;
if (env1 & MAP_EFLG_LETHAL)
e_rick_gozombie ();
}
/* end */
return;
/*
* NO VERTICAL MOVE
*/
vert_not:
if (offsy < 0)
{
/* not climbing + trying to go _up_ not possible -> hit the roof */
E_RICK_STSET (E_RICK_STJUMP); /* fall back to the ground */
E_RICK_ENT.y &= 0xF8;
offsy = 0;
ylow = 0;
goto horiz;
}
/* else: not climbing + trying to go _down_ not possible -> standing */
/* align to ground */
E_RICK_ENT.y &= 0xF8;
E_RICK_ENT.y |= 0x03;
ylow = 0;
/* standing on a super pad? */
if ((env1 & MAP_EFLG_SPAD) && offsy >= 0X0200)
{
offsy = (control_status & CONTROL_UP) ? 0xf800 : 0x00fe - offsy;
syssnd_play (WAV_PAD, 1);
goto horiz;
}
offsy = 0x0100; /* reset*/
/* standing. firing ? */
if (scrawl || !(control_status & CONTROL_FIRE))
goto firing_not;
/*
* FIRING
*/
if (control_status & (CONTROL_LEFT | CONTROL_RIGHT))
{
/* stop */
if (control_status & CONTROL_RIGHT)
{
game_dir = RIGHT;
e_rick_stop_x = E_RICK_ENT.x + 0x17;
}
else
{
game_dir = LEFT;
e_rick_stop_x = E_RICK_ENT.x;
}
e_rick_stop_y = E_RICK_ENT.y + 0x000E;
E_RICK_STSET (E_RICK_STSTOP);
return;
}
if (control_status == (CONTROL_FIRE | CONTROL_UP))
{
/* bullet */
E_RICK_STSET (E_RICK_STSHOOT);
/* not an automatic gun: shoot once only */
if (trigger)
return;
else
trigger = TRUE;
/* already a bullet in the air ... that's enough */
if (E_BULLET_ENT.n)
return;
/* else use a bullet, if any available */
if (!game_bullets)
return;
/* initialize bullet */
e_bullet_init (E_RICK_ENT.x, E_RICK_ENT.y);
game_bullets--;
return;
}
trigger = FALSE; /* not shooting means trigger is released */
seq = 0; /* reset */
if (control_status == (CONTROL_FIRE | CONTROL_DOWN))
{
/* bomb */
/* already a bomb ticking ... that's enough */
if (E_BOMB_ENT.n)
return;
/* else use a bomb, if any available */
if (!game_bombs)
return;
/* initialize bomb */
e_bomb_init (E_RICK_ENT.x, E_RICK_ENT.y);
game_bombs--;
return;
}
return;
/*
* NOT FIRING
*/
firing_not:
if (control_status & CONTROL_UP)
{
/* jump or climb */
if (env1 & MAP_EFLG_CLIMB)
{
/* climb */
E_RICK_STSET (E_RICK_STCLIMB);
return;
}
offsy = -0x0580; /* jump */
ylow = 0;
syssnd_play (WAV_JUMP, 1);
goto horiz;
}
if (control_status & CONTROL_DOWN)
{
/* crawl or climb */
if ((env1 & MAP_EFLG_VERT) /* can go down */
&& !(control_status & (CONTROL_LEFT | CONTROL_RIGHT)) /* + not moving horizontaly */
&& (E_RICK_ENT.x & 0x1f) < 0x0a)
{
/* + aligned -> climb */
E_RICK_ENT.x &= 0xf0;
E_RICK_ENT.x |= 0x04;
E_RICK_STSET (E_RICK_STCLIMB);
}
else
{
/* crawl */
E_RICK_STSET (E_RICK_STCRAWL);
goto horiz;
}
}
goto horiz;
/*
* CLIMBING
*/
climbing:
/* should move? */
if (!(control_status & (CONTROL_UP | CONTROL_DOWN | CONTROL_LEFT | CONTROL_RIGHT)))
{
seq = 0; /* no: reset seq and return */
return;
}
if (control_status & (CONTROL_UP | CONTROL_DOWN))
{
/* up-down: calc new y and test environment */
y = E_RICK_ENT.y + ((control_status & CONTROL_UP) ? -0x02 : 0x02);
u_envtest (E_RICK_ENT.x, y, (U8) E_RICK_STTST (E_RICK_STCRAWL), &env0, &env1);
if (env1 & (MAP_EFLG_SOLID | MAP_EFLG_SPAD | MAP_EFLG_WAYUP)
&& !(control_status & CONTROL_UP))
{
/* FIXME what? */
E_RICK_STRST (E_RICK_STCLIMB);
return;
}
if (!(env1 & (MAP_EFLG_SOLID | MAP_EFLG_SPAD | MAP_EFLG_WAYUP))
|| (env1 & MAP_EFLG_WAYUP))
{
/* ok to move, save */
E_RICK_ENT.y = y;
if (env1 & MAP_EFLG_LETHAL)
{
e_rick_gozombie ();
return;
}
if (!(env1 & (MAP_EFLG_VERT | MAP_EFLG_CLIMB)))
{
/* reached end of climb zone */
offsy = (control_status & CONTROL_UP) ? -0x0300 : 0x0100;
if (control_status & CONTROL_UP)
syssnd_play (WAV_JUMP, 1);
E_RICK_STRST (E_RICK_STCLIMB);
return;
}
}
}
if (control_status & (CONTROL_LEFT | CONTROL_RIGHT))
{
/* left-right: calc new x and test environment */
if (control_status & CONTROL_LEFT)
{
x = E_RICK_ENT.x - 0x02;
if (x < 0)
{
/* (i.e. negative) prev submap */
game_chsm = TRUE;
/*6dbd = 0x00;*/
E_RICK_ENT.x = 0xe2;
return;
}
}
else
{
x = E_RICK_ENT.x + 0x02;
if (x >= 0xe8)
{
/* next submap */
game_chsm = TRUE;
/*6dbd = 0x01;*/
E_RICK_ENT.x = 0x04;
return;
}
}
u_envtest (x, E_RICK_ENT.y, (U8) E_RICK_STTST (E_RICK_STCRAWL), &env0, &env1);
if (env1 & (MAP_EFLG_SOLID|MAP_EFLG_SPAD))
return;
E_RICK_ENT.x = x;
if (env1 & MAP_EFLG_LETHAL)
{
e_rick_gozombie ();
return;
}
if (env1 & (MAP_EFLG_VERT | MAP_EFLG_CLIMB))
return;
E_RICK_STRST (E_RICK_STCLIMB);
if (control_status & CONTROL_UP)
offsy = -0x0300;
}
}
/*
* Action function for e_rick
*
* ASM 12CA
*/
void e_rick_action (U8 e)
{
static U8 stopped = FALSE; /* is this the most elegant way? */
e_rick_action2 ();
scrawl = E_RICK_STTST (E_RICK_STCRAWL);
if E_RICK_STTST (E_RICK_STZOMBIE)
return;
/*
* set sprite
*/
if (E_RICK_STTST (E_RICK_STSTOP))
{
E_RICK_ENT.sprite = (game_dir ? 0x17 : 0x0B);
if (!stopped)
{
syssnd_play (WAV_STICK, 1);
stopped = TRUE;
}
return;
}
stopped = FALSE;
if (E_RICK_STTST (E_RICK_STSHOOT))
{
E_RICK_ENT.sprite = (game_dir ? 0x16 : 0x0A);
return;
}
if (E_RICK_STTST (E_RICK_STCLIMB))
{
E_RICK_ENT.sprite = (((E_RICK_ENT.x ^ E_RICK_ENT.y) & 0x04) ? 0x18 : 0x0c);
seq = (seq + 1) & 0x03;
if (seq == 0)
syssnd_play (WAV_WALK, 1);
return;
}
if (E_RICK_STTST(E_RICK_STCRAWL))
{
E_RICK_ENT.sprite = (game_dir ? 0x13 : 0x07);
if (E_RICK_ENT.x & 0x04)
E_RICK_ENT.sprite++;
seq = (seq + 1) & 0x03;
if (seq == 0)
syssnd_play (WAV_CRAWL, 1);
return;
}
if (E_RICK_STTST (E_RICK_STJUMP))
{
E_RICK_ENT.sprite = (game_dir ? 0x15 : 0x06);
return;
}
seq++;
if (seq >= 0x14)
{
syssnd_play (WAV_WALK, 1);
seq = 0x04;
}
else if (seq == 0x0C)
syssnd_play (WAV_WALK, 1);
E_RICK_ENT.sprite = (seq >> 2) + 1 + (game_dir ? 0x0c : 0x00);
}
/*
* Save status
*
* ASM part of 0x0BBB
*/
void e_rick_save (void)
{
save_x = E_RICK_ENT.x;
save_y = E_RICK_ENT.y;
save_crawl = E_RICK_STTST (E_RICK_STCRAWL);
/* FIXME
* save_C0 = E_RICK_ENT.b0C;
* plus some 6DBC stuff?
*/
}
/*
* Restore status
*
* ASM part of 0x0BDC
*/
void e_rick_restore (void)
{
E_RICK_ENT.x = save_x;
E_RICK_ENT.y = save_y;
E_RICK_ENT.front = FALSE;
if (save_crawl)
E_RICK_STSET (E_RICK_STCRAWL);
else
E_RICK_STRST (E_RICK_STCRAWL);
/* FIXME
* E_RICK_ENT.b0C = save_C0;
* plus some 6DBC stuff?
*/
}