X-Git-Url: http://git.osdn.net/view?p=proj16%2F16.git;a=blobdiff_plain;f=16%2Fkeen456%2FKEEN4-6%2FKEEN6%2FK6_ACT2.C;fp=16%2Fkeen456%2FKEEN4-6%2FKEEN6%2FK6_ACT2.C;h=0000000000000000000000000000000000000000;hp=ddea36fb39f2f93748a0365822d7070d8d45dd42;hb=a387b1ff6f02e2da93e870a330af886d1c8233da;hpb=7d1948e210bb7b58af0a0412e71f2a0a0a2010af diff --git a/16/keen456/KEEN4-6/KEEN6/K6_ACT2.C b/16/keen456/KEEN4-6/KEEN6/K6_ACT2.C deleted file mode 100755 index ddea36fb..00000000 --- a/16/keen456/KEEN4-6/KEEN6/K6_ACT2.C +++ /dev/null @@ -1,1311 +0,0 @@ -/* Reconstructed Commander Keen 4-6 Source Code - * Copyright (C) 2021 K1n9_Duk3 - * - * This file is loosely based on: - * Keen Dreams Source Code - * Copyright (C) 2014 Javier M. Chavez - * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or - * (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License along - * with this program; if not, write to the Free Software Foundation, Inc., - * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. - */ - -/* -K6_ACT2.C -========= - -Contains the following actor types (in this order): - -- Nospike -- Gik -- Turrets -- Orbatrix -- Bip & Bipship -- Flect - -*/ - -#include "CK_DEF.H" - -/* -============================================================================= - - NOSPIKE - -temp1 = step counter for running on thin air -temp2 = low byte: running flag; high byte: flash countdown -temp3 = sprite pointer for the question mark -temp4 = health - -============================================================================= -*/ - -statetype s_nospikestand = {NOSPIKESTANDSPR, NOSPIKESTANDSPR, step, false, true, 90, 0, 0, NULL, C_Nospike, R_Walk, &s_nospikewalk1}; -statetype s_nospikewalk1 = {NOSPIKEWALKL1SPR, NOSPIKEWALKR1SPR, step, false, true, 10, 128, 0, T_NospikeWalk, C_Nospike, R_Walk, &s_nospikewalk2}; -statetype s_nospikewalk2 = {NOSPIKEWALKL2SPR, NOSPIKEWALKR2SPR, step, false, true, 10, 128, 0, T_NospikeWalk, C_Nospike, R_Walk, &s_nospikewalk3}; -statetype s_nospikewalk3 = {NOSPIKEWALKL3SPR, NOSPIKEWALKR3SPR, step, false, true, 10, 128, 0, T_NospikeWalk, C_Nospike, R_Walk, &s_nospikewalk4}; -statetype s_nospikewalk4 = {NOSPIKEWALKL4SPR, NOSPIKEWALKR4SPR, step, false, true, 10, 128, 0, T_NospikeWalk, C_Nospike, R_Walk, &s_nospikewalk1}; -statetype s_nospikerun1 = {NOSPIKERUNL1SPR, NOSPIKERUNR1SPR, step, false, true, 4, 128, 0, T_NospikeRun, C_Nospike, R_NospikeRun, &s_nospikerun2}; -statetype s_nospikerun2 = {NOSPIKERUNL2SPR, NOSPIKERUNR2SPR, step, false, true, 4, 128, 0, T_NospikeRun, C_Nospike, R_NospikeRun, &s_nospikerun3}; -statetype s_nospikerun3 = {NOSPIKERUNL3SPR, NOSPIKERUNR3SPR, step, false, true, 4, 128, 0, T_NospikeRun, C_Nospike, R_NospikeRun, &s_nospikerun4}; -statetype s_nospikerun4 = {NOSPIKERUNL4SPR, NOSPIKERUNR4SPR, step, false, true, 4, 128, 0, T_NospikeRun, C_Nospike, R_NospikeRun, &s_nospikerun1}; -statetype s_nospikeconfused1 = {NOSPIKESTANDSPR, NOSPIKESTANDSPR, step, false, false, 20, 0, 1, NULL, NULL, R_Draw, &s_nospikeconfused2}; -statetype s_nospikeconfused2 = {NOSPIKESTANDSPR, NOSPIKESTANDSPR, step, false, false, 90, 0, 0, T_NospikeConfused, NULL, R_NospikeConfused, &s_nospikeconfused3}; -statetype s_nospikeconfused3 = {NOSPIKESTANDSPR, NOSPIKESTANDSPR, step, false, false, 20, 0, 0, NULL, NULL, R_Draw, &s_nospikefall}; -statetype s_nospikefall = {NOSPIKESTANDSPR, NOSPIKESTANDSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_NospikeFall, NULL}; -statetype s_nospikestun = {NOSPIKESTUNSPR, NOSPIKESTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, &s_nospikestun}; - -/* -=========================== -= -= SpawnNospike -= -=========================== -*/ - -void SpawnNospike(Uint16 tileX, Uint16 tileY) -{ - GetNewObj(false); - new->obclass = nospikeobj; - new->active = ac_yes; - new->priority = 0; - new->x = CONVERT_TILE_TO_GLOBAL(tileX); - new->y = CONVERT_TILE_TO_GLOBAL(tileY) + -24*PIXGLOBAL; - if (US_RndT() < 0x80) - { - new->xdir = 1; - } - else - { - new->xdir = -1; - } - new->ydir = 1; - NewState(new, &s_nospikestand); - new->temp4 = 4; // health -} - -/* -=========================== -= -= T_NospikeWalk -= -=========================== -*/ - -void T_NospikeWalk(objtype *ob) -{ - if (US_RndT() < 0x10) - { - ob->state = &s_nospikestand; - } - else if (ob->bottom == player->bottom && US_RndT() <= 0x20) - { - // - // start running towards player - // - if (player->x > ob->x) - { - ob->xdir = 1; - } - else - { - ob->xdir = -1; - } - ob->temp1 = 0; // nospike is still on solid ground (should already be 0 anyway) - ob->temp2 = 1; // nospike is running - if (ob->state == &s_nospikewalk1) - { - ob->state = &s_nospikerun2; - } - else if (ob->state == &s_nospikewalk2) - { - ob->state = &s_nospikerun3; - } - else if (ob->state == &s_nospikewalk3) - { - ob->state = &s_nospikerun4; - } - else if (ob->state == &s_nospikewalk4) - { - ob->state = &s_nospikerun1; - } - } -} - -/* -=========================== -= -= T_NospikeRun -= -=========================== -*/ - -void T_NospikeRun(objtype *ob) -{ - if (ob->temp1) - return; // nospike is running on thin air, so we'd better not stop - - if ( ( ( player->bottom != ob->bottom // not on same ground level as Keen? - || (ob->xdir == -1 && ob->x < player->x) - || (ob->xdir == 1 && ob->x > player->x) ) // already ran past Keen? - && US_RndT() < 8 ) - || !OnScreen(ob) ) // always stop running when off-screen - { - // - // stop running - // - ob->temp2 = 0; - if (ob->state == &s_nospikerun1) - { - ob->state = &s_nospikewalk2; - } - else if (ob->state == &s_nospikerun2) - { - ob->state = &s_nospikewalk3; - } - else if (ob->state == &s_nospikerun3) - { - ob->state = &s_nospikewalk4; - } - else if (ob->state == &s_nospikerun4) - { - ob->state = &s_nospikewalk1; - } - } -} - -/* -=========================== -= -= C_Nospike -= -=========================== -*/ - -void C_Nospike(objtype *ob, objtype *hit) -{ - if (hit->obclass == keenobj) - { - KillKeen(); - } - else if (hit->obclass == stunshotobj) - { - if (--ob->temp4 == 0) // handle health - { - StunObj(ob, hit, &s_nospikestun); - ob->yspeed = -24; - } - else - { - if (player->x > ob->x) - { - ob->xdir = 1; - } - else - { - ob->xdir = -1; - } - ob->temp2 |= 0x400; // draw white 4 times - ob->needtoreact = true; - if (ob->state == &s_nospikestand || ob->state == &s_nospikewalk1) - { - ChangeState(ob, &s_nospikerun2); - } - else if (ob->state == &s_nospikewalk2) - { - ChangeState(ob, &s_nospikerun3); - } - else if (ob->state == &s_nospikewalk3) - { - ChangeState(ob, &s_nospikerun4); - } - else if (ob->state == &s_nospikewalk4) - { - ChangeState(ob, &s_nospikerun1); - } - ExplodeShot(hit); - } - } - else if (hit->obclass == nospikeobj - && (hit->temp2 & 0xFF) && (ob->temp2 & 0xFF) // both nospikes are running? - && hit->xdir != ob->xdir) // running in opposite directions? - { - // - // stun both nospikes - // - ob->temp1=ob->temp2=ob->temp3=hit->temp1=hit->temp2=hit->temp3 = 0; - ob->temp4 = hit->temp4 = ob->obclass; - ChangeState(ob, &s_nospikestun); - ChangeState(hit, &s_nospikestun); - SD_PlaySound(SND_SMASH); - ob->obclass = hit->obclass = stunnedobj; - ob->yspeed = hit->yspeed = -24; - } -} - -/* -=========================== -= -= T_NospikeConfused -= -=========================== -*/ - -void T_NospikeConfused(objtype* ob) -{ - RF_RemoveSprite((void**)&ob->temp3); -} - -/* -=========================== -= -= R_NospikeConfused -= -=========================== -*/ - -void R_NospikeConfused(objtype *ob) -{ - RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); - RF_PlaceSprite((void**)&ob->temp3, ob->x+TILEGLOBAL, ob->y-8*PIXGLOBAL, QUESTIONMARKSPR, spritedraw, 3); -} - -/* -=========================== -= -= R_NospikeFall -= -=========================== -*/ - -void R_NospikeFall(objtype *ob) -{ - RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); - if (ob->hitnorth) - { - ob->temp1=ob->temp2=ob->temp3 = 0; - ob->temp4 = ob->obclass; - ChangeState(ob, &s_nospikestun); - SD_PlaySound(SND_SMASH); - ob->obclass = stunnedobj; - ob->yspeed = -24; - } -} - -/* -=========================== -= -= R_NospikeRun -= -=========================== -*/ - -void R_NospikeRun(objtype *ob) -{ - if (ob->hitnorth) - { - ob->temp1 = 0; // on solid ground - if (ob->hiteast || ob->hitwest) - { - ob->x -= ob->xdir << 7; - NewState(ob, &s_nospikestand); - RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); - ob->temp2 = 0; // no longer running or flashing white - return; - } - } - else - { - if (++ob->temp1 == 6) // not on solid ground for 6 steps? - { - ChangeState(ob, &s_nospikeconfused1); -#if 0 - // bugfix: - ob->nothink = 0; // to make sure T_NospikeConfused can remove the question mark sprite -#endif - } - } - if (ob->temp2 & 0xFF00) - { - ob->temp2 -= 0x100; - RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, maskdraw, ob->priority); - } - else - { - RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); - } -} - -/* -============================================================================= - - GIK - -============================================================================= -*/ - -statetype s_gikwalk1 = {GIKWALKL1SPR, GIKWALKR1SPR, step, false, true, 10, 128, 0, T_GikWalk, C_ClipTop, R_Walk, &s_gikwalk2}; -statetype s_gikwalk2 = {GIKWALKL2SPR, GIKWALKR2SPR, step, false, true, 10, 128, 0, T_GikWalk, C_ClipTop, R_Walk, &s_gikwalk3}; -statetype s_gikwalk3 = {GIKWALKL3SPR, GIKWALKR3SPR, step, false, true, 10, 128, 0, T_GikWalk, C_ClipTop, R_Walk, &s_gikwalk1}; -statetype s_gikjump = {GIKJUMPLSPR, GIKJUMPRSPR, think, false, false, 0, 0, 0, T_Projectile, C_ClipSide, R_GikJump, &s_gikslide1}; -statetype s_gikslide1 = {GIKSLIDEL1SPR, GIKSLIDER1SPR, stepthink, false, false, 6, 0, 0, T_GikSlide, C_Lethal, R_GikSlide, &s_gikslide2}; -statetype s_gikslide2 = {GIKSLIDEL2SPR, GIKSLIDER2SPR, stepthink, false, false, 6, 0, 0, T_GikSlide, C_Lethal, R_GikSlide, &s_gikslide1}; -statetype s_gikstand = {GIKSLIDEL1SPR, GIKSLIDER1SPR, step, false, true, 20, 0, 0, NULL, C_Lethal, R_Walk, &s_gikwalk1}; - -/* -=========================== -= -= SpawnGik -= -=========================== -*/ - -void SpawnGik(Uint16 tileX, Uint16 tileY) -{ - GetNewObj(false); - new->obclass = gikobj; - new->active = ac_yes; - new->priority = 0; - new->x = CONVERT_TILE_TO_GLOBAL(tileX); - new->y = CONVERT_TILE_TO_GLOBAL(tileY); - if (US_RndT() < 0x80) - { - new->xdir = 1; - } - else - { - new->xdir = -1; - } - new->ydir = 1; - NewState(new, &s_gikwalk1); -} - -/* -=========================== -= -= T_GikWalk -= -=========================== -*/ - -void T_GikWalk(objtype *ob) -{ - Sint16 xdist; - - if (ob->hitnorth != 9) // if NOT on flat ground that kills Keen - { - xdist = player->x - ob->x; - if (player->bottom <= ob->bottom && ob->bottom - player->bottom <= 4*TILEGLOBAL) - { - if (xdist < 0) - { - ob->xdir = -1; - } - else - { - ob->xdir = 1; - } - if (xdist >= -7*TILEGLOBAL && xdist <= 7*TILEGLOBAL - && (xdist <= -TILEGLOBAL || xdist >= TILEGLOBAL) ) - { - if (xdist < 0) - { - ob->xspeed = -40; - } - else - { - ob->xspeed = 40; - } - ob->yspeed = -28; - ob->state = &s_gikjump; - SD_PlaySound(SND_GIKJUMP); - } - } - } -} - -/* -=========================== -= -= T_GikSlide -= -=========================== -*/ - -void T_GikSlide(objtype *ob) -{ - // tic masks for friction, based on slope type and direction - // 0 - no friction - // 7 - lowest friction (speed decreases every 8 tics) - // 3 - medium friction (speed decreases every 4 tics) - // 1 - highest friction (speed decreases every 2 tics) - static Sint16 rticmask[8] = {0, 7, 0, 0, 0, 3, 3, 1}; - static Sint16 lticmask[8] = {0, 7, 3, 3, 1, 0, 0, 0}; - - Sint16 ticmask; - Sint16 slope; - Sint32 i; - - DoGravity(ob); - - slope = ob->hitnorth & 7; - if (ob->xdir == 1) - { - ticmask = rticmask[slope]; - } - else - { - ticmask = lticmask[slope]; - } - - if (ob->xspeed == 0 && ob->hitnorth) - { - ob->state = &s_gikstand; - } - else - { - for (i = lasttimecount-tics; i < lasttimecount; i++) - { - if (ticmask && !(i & ticmask)) - { - if ((ob->xspeed < 0 && ++ob->xspeed == 0) - || (ob-> xspeed > 0 && --ob->xspeed == 0)) - { - ob->state = &s_gikstand; - return; - } - } - xtry += ob->xspeed; - } - } -} - -/* -=========================== -= -= R_GikJump -= -=========================== -*/ - -void R_GikJump(objtype *ob) -{ - if (ob->hiteast || ob->hitwest) - ob->xspeed = 0; - - if (ob->hitsouth) - ob->yspeed = 0; - - if (ob->hitnorth) - { - ob->yspeed = 0; - SD_PlaySound(SND_GIKLAND); - ChangeState(ob, ob->state->nextstate); - } - RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); -} - -/* -=========================== -= -= R_GikSlide -= -=========================== -*/ - -void R_GikSlide(objtype *ob) -{ - if ((ob->hiteast && ob->xspeed < 0) || (ob->hitwest && ob->xspeed > 0)) - ob->xspeed = 0; - - RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); -} - -/* -============================================================================= - - CANNON - -temp1 = direction - -============================================================================= -*/ - -statetype s_cannon = {0, 0, step, false, false, 120, 0, 0, NULL, NULL, R_Draw, &s_cannonfire}; -statetype s_cannonfire = {0, 0, step, true, false, 1, 0, 0, T_Cannon, NULL, R_Draw, &s_cannon}; -statetype s_cshot1 = {LASER1SPR, LASER1SPR, stepthink, false, false, 8, 0, 0, T_Velocity, C_CShot, R_CShot, &s_cshot2}; -statetype s_cshot2 = {LASER2SPR, LASER2SPR, stepthink, false, false, 8, 0, 0, T_Velocity, C_CShot, R_CShot, &s_cshot3}; -statetype s_cshot3 = {LASER3SPR, LASER3SPR, stepthink, false, false, 8, 0, 0, T_Velocity, C_CShot, R_CShot, &s_cshot4}; -statetype s_cshot4 = {LASER4SPR, LASER4SPR, stepthink, false, false, 8, 0, 0, T_Velocity, C_CShot, R_CShot, &s_cshot1}; -statetype s_cshothit1 = {LASERHIT1SPR, LASERHIT1SPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, &s_cshothit2}; -statetype s_cshothit2 = {LASERHIT2SPR, LASERHIT2SPR, step, false, false, 10, 0, 0, NULL, NULL, R_Draw, NULL}; - -/* -=========================== -= -= SpawnCannon -= -=========================== -*/ - -void SpawnCannon(Uint16 tileX, Uint16 tileY, Sint16 dir) -{ - GetNewObj(false); - new->obclass = cannonobj; - new->active = ac_yes; - new->tileright = new->tileleft = tileX; - new->tiletop = new->tilebottom = tileY; - new->x = new->left = new->right = CONVERT_TILE_TO_GLOBAL(tileX); - new->y = new->top = new->bottom = CONVERT_TILE_TO_GLOBAL(tileY); - new->temp1 = dir; - NewState(new, &s_cannon); -} - -/* -=========================== -= -= T_Cannon -= -=========================== -*/ - -void T_Cannon(objtype *ob) -{ - GetNewObj(true); - new->obclass = mshotobj; - new->active = ac_yes; // BUG? NOT removable in Keen 6 (checked v1.0, v1.4 and v1.5) - new->x = ob->x; - new->y = ob->y; - switch (ob->temp1) - { - case 0: - new->yspeed = -64; - break; - case 1: - new->xspeed = 64; - break; - case 2: - new->yspeed = 64; - break; - case 3: - new->xspeed = -64; - } - NewState(new, &s_cshot1); - SD_PlaySound(SND_ENEMYSHOT); -} - -/* -=========================== -= -= C_CShot -= -=========================== -*/ - -void C_CShot(objtype *ob, objtype *hit) -{ - if (hit->obclass == keenobj) - { - KillKeen(); - ChangeState(ob, &s_cshothit1); - } -} - -/* -=========================== -= -= R_CShot -= -=========================== -*/ - -void R_CShot(objtype *ob) -{ - if (ob->hitnorth || ob->hiteast || ob->hitsouth || ob->hitwest) - { - SD_PlaySound(SND_ENEMYSHOTEXPLODE); - ChangeState(ob, &s_cshothit1); - } - RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); -} - -/* -============================================================================= - - ORBATRIX - -temp1 = bounce counter -temp2 = amount to move up during uncurl animation -temp3 = float offset -temp4 = float direction (up or down) - -============================================================================= -*/ - -statetype s_orbatrix1 = {ORBATRIXL1SPR, ORBATRIXR1SPR, slide, false, true, 12, 16, 0, T_OrbatrixFly, C_Orbatrix, R_Orbatrix, &s_orbatrix2}; -statetype s_orbatrix2 = {ORBATRIXL2SPR, ORBATRIXR2SPR, slide, false, true, 12, 16, 0, T_OrbatrixFly, C_Orbatrix, R_Orbatrix, &s_orbatrix1}; -statetype s_orbatrixcurl1 = {ORBATRIX1SPR, ORBATRIX1SPR, stepthink, false, true, 12, 0, 0, NULL, C_Orbatrix, R_Orbatrix, &s_orbatrixcurl2}; -statetype s_orbatrixcurl2 = {ORBATRIXCURLSPR, ORBATRIXCURLSPR, stepthink, false, true, 12, 0, 0, NULL, C_Orbatrix, R_Orbatrix, &s_orbatrixcurl3}; -statetype s_orbatrixcurl3 = {ORBATRIXCURLSPR, ORBATRIXCURLSPR, think, false, true, 12, 0, 0, T_OrbatrixCurl, C_Orbatrix, R_Orbatrix, &s_orbatrixbounce1}; -statetype s_orbatrixuncurl1 = {ORBATRIXSPIN1SPR, ORBATRIXSPIN1SPR, think, false, false, 12, 0, 0, T_OrbatrixUncurl, C_OrbatrixBounce, R_Draw, &s_orbatrixuncurl2}; -statetype s_orbatrixuncurl2 = {ORBATRIXCURLSPR, ORBATRIXCURLSPR, step, false, false, 12, 0, 0, NULL, C_OrbatrixBounce, R_Draw, &s_orbatrixidle1}; -statetype s_orbatrixidle1 = {ORBATRIX1SPR, ORBATRIX1SPR, stepthink, false, true, 12, 0, 0, NULL, C_Orbatrix, R_Orbatrix, &s_orbatrixidle2}; -statetype s_orbatrixidle2 = {ORBATRIX2SPR, ORBATRIX2SPR, stepthink, false, true, 12, 0, 0, NULL, C_Orbatrix, R_Orbatrix, &s_orbatrixidle3}; -statetype s_orbatrixidle3 = {ORBATRIX3SPR, ORBATRIX3SPR, stepthink, false, true, 12, 0, 0, NULL, C_Orbatrix, R_Orbatrix, &s_orbatrixidle4}; -statetype s_orbatrixidle4 = {ORBATRIX4SPR, ORBATRIX4SPR, stepthink, false, true, 12, 0, 0, NULL, C_Orbatrix, R_Orbatrix, &s_orbatrix1}; -statetype s_orbatrixbounce1 = {ORBATRIXSPIN4SPR, ORBATRIXSPIN1SPR, stepthink, false, false, 6, 0, 0, T_Projectile, C_OrbatrixBounce, R_OrbatrixBounce, &s_orbatrixbounce2}; -statetype s_orbatrixbounce2 = {ORBATRIXSPIN3SPR, ORBATRIXSPIN2SPR, stepthink, false, false, 6, 0, 0, T_Projectile, C_OrbatrixBounce, R_OrbatrixBounce, &s_orbatrixbounce3}; -statetype s_orbatrixbounce3 = {ORBATRIXSPIN2SPR, ORBATRIXSPIN3SPR, stepthink, false, false, 6, 0, 0, T_Projectile, C_OrbatrixBounce, R_OrbatrixBounce, &s_orbatrixbounce4}; -statetype s_orbatrixbounce4 = {ORBATRIXSPIN1SPR, ORBATRIXSPIN4SPR, stepthink, false, false, 6, 0, 0, T_Projectile, C_OrbatrixBounce, R_OrbatrixBounce, &s_orbatrixbounce1}; - -/* -=========================== -= -= SpawnOrbatrix -= -=========================== -*/ - -void SpawnOrbatrix(Uint16 tileX, Uint16 tileY) -{ - GetNewObj(false); - new->obclass = orbatrixobj; - new->active = ac_yes; - new->priority = 0; - new->x = CONVERT_TILE_TO_GLOBAL(tileX); - new->y = CONVERT_TILE_TO_GLOBAL(tileY) + -24*PIXGLOBAL; - if (US_RndT() < 0x80) - { - new->xdir = 1; - } - else - { - new->xdir = -1; - } - new->ydir = 1; - new->temp4 = 1; - NewState(new, &s_orbatrix1); -} - -/* -=========================== -= -= T_OrbatrixFly -= -=========================== -*/ - -void T_OrbatrixFly(objtype *ob) -{ - Sint16 dist; - - if (US_RndT() < 0x20) - { - ob->state = &s_orbatrixidle1; - return; - } - - if (ob->bottom != player->bottom) - { - return; - } - - dist = player->x - ob->x; - ob->xdir = (dist < 0)? -1 : 1; - if (dist > -5*TILEGLOBAL && dist < 5*TILEGLOBAL) - { - ob->state = &s_orbatrixcurl1; - } -} - -/* -=========================== -= -= C_Orbatrix -= -=========================== -*/ - -void C_Orbatrix(objtype *ob, objtype *hit) -{ - if (hit->obclass == stunshotobj) - { - ExplodeShot(hit); - ChangeState(ob, &s_orbatrixidle1); - } -} - -/* -=========================== -= -= R_Orbatrix -= -=========================== -*/ - -void R_Orbatrix(objtype *ob) -{ - // - // ugly hack: apply float offset before drawing the sprite - // (it's ugly because the sprite moves up/down, but the hitbox doesn't) - // - ob->y -= ob->temp3; - R_Walk(ob); - ob->y += ob->temp3; - - // - // update the float offset - // - ob->temp3 = ob->temp3 + ob->temp4 * tics * 4; - if (ob->temp3 > 8*PIXGLOBAL) - { - ob->temp3 = 8*PIXGLOBAL; - ob->temp4 = -1; - } - else if (ob->temp3 < -8*PIXGLOBAL) - { - ob->temp3 = -8*PIXGLOBAL; - ob->temp4 = 1; - } -} - -/* -=========================== -= -= R_OrbatrixBounce -= -=========================== -*/ - -void R_OrbatrixBounce(objtype *ob) -{ - RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); - - if (ob->hitnorth) - { - ob->yspeed = -ob->yspeed; - } - if (ob->hitnorth || ob->hitwest || ob->hiteast) - { - ob->xspeed = -ob->xspeed; - SD_PlaySound(SND_ORBATRIXBOUNCE); - if (ob->hitnorth && --ob->temp1 == 0) - { - ChangeState(ob, &s_orbatrixuncurl1); - ob->temp2 = 24*PIXGLOBAL; - } - } -} - -/* -=========================== -= -= T_OrbatrixCurl -= -=========================== -*/ - -void T_OrbatrixCurl(objtype *ob) -{ - if (ob->temp3 >= 16) - { - ob->xspeed = ob->xdir * 60; - ob->yspeed = -32; - ob->y -= ob->temp3; - ob->temp1 = 5; // bounce 5 times - ob->state = ob->state->nextstate; - } - ob->needtoreact = true; -} - -/* -=========================== -= -= T_OrbatrixUncurl -= -=========================== -*/ - -void T_OrbatrixUncurl(objtype *ob) -{ - ob->temp2 += (ytry = tics * -8); - if (ob->temp2 <= 0) - { - ytry -= ob->temp2; - ob->state = ob->state->nextstate; - } -} - -/* -=========================== -= -= C_OrbatrixBounce -= -=========================== -*/ - -void C_OrbatrixBounce(objtype *ob, objtype *hit) -{ - if (hit->obclass == keenobj) - { - KillKeen(); - } - else if (hit->obclass == stunshotobj) - { - ExplodeShot(hit); - ob->xspeed = 0; - } -} - -/* -============================================================================= - - BIP - -============================================================================= -*/ - -statetype s_bipstand = {BIPSTANDSPR, BIPSTANDSPR, step, false, true, 30, 0, 0, NULL, C_Bip, R_Walk, &s_bipwalk1}; -statetype s_bipwalk1 = {BIPWALKL1SPR, BIPWALKR1SPR, step, true, true, 4, 32, 0, T_BipWalk, C_Bip, R_Walk, &s_bipwalk2}; -statetype s_bipwalk2 = {BIPWALKL2SPR, BIPWALKR2SPR, step, true, true, 4, 32, 0, T_BipWalk, C_Bip, R_Walk, &s_bipwalk3}; -statetype s_bipwalk3 = {BIPWALKL3SPR, BIPWALKR3SPR, step, true, true, 4, 32, 0, T_BipWalk, C_Bip, R_Walk, &s_bipwalk4}; -statetype s_bipwalk4 = {BIPWALKL4SPR, BIPWALKR4SPR, step, true, true, 4, 32, 0, T_BipWalk, C_Bip, R_Walk, &s_bipwalk1}; -statetype s_bipsquished = {BIPSQUISHEDSPR, BIPSQUISHEDSPR, think, false, true, 0, 0, 0, T_Projectile, NULL, R_Draw, NULL}; - -/* -=========================== -= -= T_BipWalk -= -=========================== -*/ - -void T_BipWalk(objtype *ob) -{ - if (ob->bottom == player->bottom) - { - if (ob->right < player->left - 4*PIXGLOBAL) - ob->xdir = 1; - - if (ob->left > player->right + 4*PIXGLOBAL) - ob->xdir = -1; - } - else if (US_RndT() < 0x10) - { - ob->xdir = -ob->xdir; - ob->state = &s_bipstand; - } -} - -/* -=========================== -= -= C_Bip -= -=========================== -*/ - -void C_Bip(objtype *ob, objtype *hit) -{ - if (hit->obclass == keenobj && hit->ymove > 0) - { - SD_PlaySound(SND_BIPSQUISH); - ob->obclass = inertobj; - ChangeState(ob, &s_bipsquished); - } -} - -/* -============================================================================= - - BIPSHIP - -============================================================================= -*/ - -statetype s_bipship = {BIPSHIPLSPR, BIPSHIPRSPR, think, false, true, 0, 0, 0, T_BipshipFly, C_Bipship, R_Draw, &s_bipship}; -statetype s_bipshipshot = {BIPSHIPSHOTSPR, BIPSHIPSHOTSPR, think, false, false, 0, 0, 0, T_Velocity, C_Lethal, R_BipShot, NULL}; -statetype s_bipshipturn1 = {BIPSHIPRTURN1SPR, BIPSHIPLTURN1SPR, stepthink, false, true, 10, 0, 0, T_BipshipTurn, C_Bipship, R_Draw, &s_bipshipturn2}; -statetype s_bipshipturn2 = {BIPSHIPRTURN2SPR, BIPSHIPLTURN2SPR, stepthink, false, true, 10, 0, 0, T_BipshipTurn, C_Bipship, R_Draw, &s_bipshipturn3}; -statetype s_bipshipturn3 = {BIPSHIPRTURN3SPR, BIPSHIPLTURN3SPR, stepthink, false, true, 10, 0, 0, T_BipshipTurn, C_Bipship, R_Draw, &s_bipshipturn4}; -statetype s_bipshipturn4 = {BIPSHIPRTURN4SPR, BIPSHIPLTURN4SPR, stepthink, false, true, 10, 0, 0, T_BipshipTurn, C_Bipship, R_Draw, &s_bipship}; -statetype s_bipshipexplode1 = {BIPSHIPEXPLODE2SPR, BIPSHIPEXPLODE1SPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Land, &s_bipshipexplode2}; -statetype s_bipshipexplode2 = {BIPSHIPEXPLODE2SPR, BIPSHIPEXPLODE1SPR, step, true, false, 1, 0, 0, T_BipshipExplode, NULL, R_Land, &s_bipshipexplode3}; -statetype s_bipshipexplode3 = {BIPSHIPEXPLODE5SPR, BIPSHIPEXPLODE5SPR, step, true, false, 30000, 0, 0, NULL, NULL, R_Land, &s_bipshipexplode3}; -statetype s_bipshipsmoke1 = {BIPSHIPEXPLODE3SPR, BIPSHIPEXPLODE3SPR, step, true, false, 10, 0, 0, NULL, NULL, R_Draw, &s_bipshipsmoke2}; -statetype s_bipshipsmoke2 = {BIPSHIPEXPLODE4SPR, BIPSHIPEXPLODE4SPR, step, true, false, 10, 0, 0, NULL, NULL, R_Draw, NULL}; - -/* -=========================== -= -= SpawnBipship -= -=========================== -*/ - -void SpawnBipship(Uint16 tileX, Uint16 tileY) -{ - GetNewObj(false); - new->obclass = bipshipobj; - new->active = ac_yes; - new->x = CONVERT_TILE_TO_GLOBAL(tileX); - new->y = CONVERT_TILE_TO_GLOBAL(tileY)+ -24*PIXGLOBAL; - if (US_RndT() < 0x80) - { - new->xdir = 1; - } - else - { - new->xdir = -1; - } - new->xspeed = new->xdir * 20; - NewState(new, &s_bipship); -} - -/* -=========================== -= -= R_BipShot -= -=========================== -*/ - -void R_BipShot(objtype *ob) -{ - if (ob->hitnorth || ob->hitsouth || ob->hiteast || ob->hitwest) - { - RemoveObj(ob); - } - else - { - RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); - } -} - -/* -=========================== -= -= T_BipshipTurn -= -=========================== -*/ - -void T_BipshipTurn(objtype *ob) -{ - AccelerateX(ob, ob->xdir, 20); -} - -/* -=========================== -= -= T_BipshipFly -= -=========================== -*/ - -void T_BipshipFly(objtype *ob) -{ - Uint16 far *map; - Sint16 dir; - Uint16 tile, tx, ty; - - AccelerateX(ob, ob->xdir, 20); - dir = ob->xdir; - if (player->bottom + TILEGLOBAL - ob->bottom <= 2*TILEGLOBAL) - { - if (player->x < ob->x) - { - dir = -1; - } - else - { - dir = 1; - } - if (ob->xdir == dir && US_RndT() < tics*4) - { - SD_PlaySound(SND_KEENFIRE); - GetNewObj(true); - new->obclass = mshotobj; - new->active = ac_removable; - new->priority = 1; - if (ob->xdir == 1) - { - new->x = ob->x + TILEGLOBAL; - new->xspeed = 64; - } - else - { - new->x = ob->x; - new->xspeed = -64; - } - new->y = ob->y + 10*PIXGLOBAL; - new->yspeed = 16; - NewState(new, &s_bipshipshot); - } - } - - tx = ob->tilemidx + dir*4; - map = mapsegs[1] + mapbwidthtable[ob->tiletop]/2 + tx; - - for (ty = ob->tiletop; ty <= ob->tilebottom; ty++, map += mapwidth) - { - tile = *map; - if (tinf[tile+EASTWALL] || tinf[tile+WESTWALL]) - { - dir = -dir; - goto check_turn; - } - } - tile = *map; - if (!tinf[tile+NORTHWALL]) - { - dir = -dir; - } -check_turn: - if (dir != ob->xdir) - { - ob->xdir = dir; - ChangeState(ob, &s_bipshipturn1); - } -} - -/* -=========================== -= -= T_BipshipExplode -= -=========================== -*/ - -void T_BipshipExplode(objtype *ob) -{ - SD_PlaySound(SND_BIPSHIPEXPLODE); - - GetNewObj(true); - new->obclass = inertobj; - new->active = ac_yes; - new->priority = 2; - new->x = ob->x; - new->y = ob->y - 24*PIXGLOBAL; - NewState(new, &s_bipshipsmoke1); - - GetNewObj(true); - new->obclass = bipobj; - new->active = ac_yes; - new->priority = 0; - new->x = ob->x; - new->y = ob->y - 8*PIXGLOBAL; - if (US_RndT() < 0x80) - { - new->xdir = 1; - } - else - { - new->xdir = -1; - } - NewState(new, &s_bipstand); -} - -/* -=========================== -= -= C_Bipship -= -=========================== -*/ - -void C_Bipship(objtype *ob, objtype *hit) -{ - if (hit->obclass == stunshotobj) - { - ExplodeShot(hit); - ChangeState(ob, &s_bipshipexplode1); - } -} - -/* -============================================================================= - - FLECT - -============================================================================= -*/ - -statetype s_flectstand = {FLECTSTANDLSPR, FLECTSTANDRSPR, think, false, true, 60, 0, 0, T_FlectStand, C_Flect, R_Flect, &s_flectwalk1}; -statetype s_flectturn = {FLECTSTANDSPR, FLECTSTANDSPR, step, false, true, 8, 0, 0, NULL, C_Flect, R_Flect, &s_flectwalk1}; -statetype s_flectwalk1 = {FLECTWALKL1SPR, FLECTWALKR1SPR, step, false, true, 10, 128, 0, T_FlectWalk, C_Flect, R_Flect, &s_flectwalk2}; -statetype s_flectwalk2 = {FLECTWALKL2SPR, FLECTWALKR2SPR, step, false, true, 10, 128, 0, T_FlectWalk, C_Flect, R_Flect, &s_flectwalk3}; -statetype s_flectwalk3 = {FLECTWALKL3SPR, FLECTWALKR3SPR, step, false, true, 10, 128, 0, T_FlectWalk, C_Flect, R_Flect, &s_flectwalk4}; -statetype s_flectwalk4 = {FLECTWALKL4SPR, FLECTWALKR4SPR, step, false, true, 10, 128, 0, T_FlectWalk, C_Flect, R_Flect, &s_flectwalk1}; -statetype s_flectstun = {FLECTSTUNSPR, FLECTSTUNSPR, think, false, false, 0, 0, 0, T_Projectile, NULL, R_Stunned, &s_flectstun}; - -/* -=========================== -= -= SpawnFlect -= -=========================== -*/ - -void SpawnFlect(Uint16 tileX, Uint16 tileY) -{ - GetNewObj(false); - new->obclass = flectobj; - new->active = ac_yes; - new->priority = 0; - new->x = CONVERT_TILE_TO_GLOBAL(tileX); - new->y = CONVERT_TILE_TO_GLOBAL(tileY) + -1*TILEGLOBAL; - if (US_RndT() < 0x80) - { - new->xdir = 1; - } - else - { - new->xdir = -1; - } - new->ydir = 1; - NewState(new, &s_flectwalk1); -} - -/* -=========================== -= -= T_FlectStand -= -=========================== -*/ - -void T_FlectStand(objtype *ob) -{ - if (player->x < ob->x) - { - if (ob->xdir != -1) - { - ob->state = &s_flectturn; - ob->xdir = -1; - } - else - { - ob->state = &s_flectwalk1; - } - } - else - { - if (ob->xdir != 1) - { - ob->state = &s_flectturn; - ob->xdir = 1; - } - else - { - ob->state = &s_flectwalk1; - } - } -} - -/* -=========================== -= -= T_FlectWalk -= -=========================== -*/ - -void T_FlectWalk(objtype *ob) -{ - if (player->x < ob->x && ob->xdir == 1) - { - if (ob->xdir != -1) // always true here! - { - ob->state = &s_flectturn; - } - ob->xdir = -1; - } - - if (player->x > ob->x && ob->xdir == -1) - { - if (ob->xdir != 1) // always true here! - { - ob->state = &s_flectturn; - } - ob->xdir = 1; - } - - if (US_RndT() < 0x20) - { - ob->state = &s_flectstand; - } -} - -/* -=========================== -= -= C_Flect -= -=========================== -*/ - -void C_Flect(objtype *ob, objtype *hit) -{ - if (hit->obclass == keenobj) - { - ClipToSpriteSide(hit, ob); - } - else if (hit->obclass == stunshotobj) - { - if (hit->xdir == 0) - { - StunObj(ob, hit, &s_flectstun); - } - else if (hit->xdir != ob->xdir) - { - // reflect shot: - hit->xdir = ob->xdir; - hit->temp4 = true; // shot can now stun Keen - SD_PlaySound(SND_SHOTBOUNCE); - } - } -} - -/* -=========================== -= -= R_Flect -= -=========================== -*/ - -void R_Flect(objtype *ob) -{ - if (ob->xdir == 1 && ob->hitwest) - { - ob->x -= ob->xmove; - ob->xdir = -1; - ob->nothink = US_RndT() >> 5; - ChangeState(ob, ob->state); - } - else if (ob->xdir == -1 && ob->hiteast) - { - ob->x -= ob->xmove; - ob->xdir = 1; - ob->nothink = US_RndT() >> 5; - ChangeState(ob, ob->state); - } - else if (!ob->hitnorth) - { - ob->x -= ob->xmove; - ob->xdir = -ob->xdir; - ChangeState(ob, ob->state); - } - RF_PlaceSprite(&ob->sprite, ob->x, ob->y, ob->shapenum, spritedraw, ob->priority); -}