- [NEW] Ja funcionen els skills
- Treballant en les parts
This commit is contained in:
@@ -20,6 +20,18 @@ actor{
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movement: CW
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movement: CW
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}
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}
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actor{
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name: TAULA01
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bmp: caixes.gif
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bmp-rect: 128 32 32 32
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bmp-offset: 0 32
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pos: 8 24 0
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size: 8 8 8
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orient: YP
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flags: ORIENTABLE
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movement: CW
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}
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actor{
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actor{
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name: TAULETA
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name: TAULETA
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bmp: caixes.gif
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bmp: caixes.gif
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@@ -30,6 +42,19 @@ actor{
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movement: CW
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movement: CW
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}
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}
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actor{
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name: S-SHOES
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bmp: objectes.gif
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bmp-rect: 162 0 28 22
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bmp-offset: -3 24
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pos: 48 8 0
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size: 4 4 4
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anim-cycle: SEQ
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anim-wait: 2
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flags: SPECIAL
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movement: CW
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}
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actor{
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actor{
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name: ARMARI02
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name: ARMARI02
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bmp: caixes.gif
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bmp: caixes.gif
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@@ -62,18 +87,6 @@ actor{
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movement: CW
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movement: CW
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}
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}
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actor{
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name: TAULA01
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bmp: caixes.gif
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bmp-rect: 128 32 32 32
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bmp-offset: 0 32
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pos: 8 24 0
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size: 8 8 8
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orient: YP
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flags: ORIENTABLE
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movement: CW
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}
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actor{
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actor{
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name: TAULA02
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name: TAULA02
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bmp: caixes.gif
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bmp: caixes.gif
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@@ -66,3 +66,16 @@ actor{
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flags: ANIMATED SPECIAL
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flags: ANIMATED SPECIAL
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movement: CW
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movement: CW
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}
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}
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actor{
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name: S-SHOES
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bmp: objectes.gif
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bmp-rect: 162 0 28 22
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bmp-offset: -3 24
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pos: 48 8 0
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size: 4 4 4
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anim-cycle: SEQ
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anim-wait: 2
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flags: SPECIAL
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movement: CW
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}
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@@ -422,22 +422,30 @@ namespace actor
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}
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}
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}
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}
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uint8_t push(actor_t *act, uint8_t push)
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uint8_t push(actor_t *source, actor_t *act, uint8_t push)
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{
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{
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uint8_t result = 0;
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uint8_t result = 0;
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if (act->flags & FLAG_PUSHABLE) act->push |= push;
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if ( (act->flags & FLAG_PUSHABLE) && ( !(source->flags&FLAG_HERO) || (hero::getSkills()&SKILL_GLOVES) ) ) act->push |= push;
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if ( (act->flags & FLAG_REACTIVE) && (act->react_mask & push) ) result = act->react_push;
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if ( (act->flags & FLAG_REACTIVE) && (act->react_mask & push) ) result = act->react_push;
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if (act->flags & FLAG_DEADLY) result |= PUSH_KILL;
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if (act->flags & FLAG_DEADLY) result |= PUSH_KILL;
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if (act->flags & FLAG_SPECIAL)
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if (source->flags&FLAG_HERO)
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{
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{
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if (act->name[0]=='B') // Es un booster
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if (act->flags & FLAG_SPECIAL)
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{
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{
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hero::collectBooster(act->name[1]-48, (act->name[3]-48)*10+(act->name[4]-48));
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// [TODO 02/07/2024] Fer que faça un fumet o algo al desapareixer les coses
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actor::remove(act);
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if (act->name[0]=='B') { // Es un booster
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hero::collectBooster(act->name[1]-48, (act->name[3]-48)*10+(act->name[4]-48));
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actor::remove(act);
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} else if (act->name[0]=='S') { // Es un skill
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hero::giveSkill(&act->name[2]);
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actor::remove(act);
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} else if ( (act->name[0]=='P') && (hero::getSkills()&SKILL_BAG) ) { // Es una part
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hero::pickPart(&act->name[2]);
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actor::remove(act);
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}
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}
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}
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}
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}
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return result;
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return result;
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}
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}
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@@ -519,7 +527,7 @@ namespace actor
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act->push |= PUSH_YP;
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act->push |= PUSH_YP;
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}
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}
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}
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}
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if (input::keyPressed(SDL_SCANCODE_RETURN))
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if (input::keyPressed(SDL_SCANCODE_RETURN) && (hero::getSkills()&SKILL_PANTS))
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{
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{
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if (picked)
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if (picked)
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{
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{
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@@ -547,7 +555,7 @@ namespace actor
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if (!input::keyDown(SDL_SCANCODE_SPACE)) act->pos.z -= height;
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if (!input::keyDown(SDL_SCANCODE_SPACE)) act->pos.z -= height;
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}
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}
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}
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}
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if ( input::keyDown(SDL_SCANCODE_SPACE) && (act->pos.y+act->size.y)<=max.y && act->pos.y>=min.y && (act->pos.x+act->size.x)<=max.x && act->pos.x>=min.x && act->react_mask==0 && (act->pos.z==0 || act->below))
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if ( input::keyDown(SDL_SCANCODE_SPACE) && (hero::getSkills()&SKILL_SHOES) && (act->pos.y+act->size.y)<=max.y && act->pos.y>=min.y && (act->pos.x+act->size.x)<=max.x && act->pos.x>=min.x && act->react_mask==0 && (act->pos.z==0 || act->below))
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{
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{
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// [RZC 14/05/2024] hack usant react_mask i react_push del heroi. Llegir més avall.
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// [RZC 14/05/2024] hack usant react_mask i react_push del heroi. Llegir més avall.
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act->react_mask=hero::getBoostJump()>0 ? 2 : 1; // =1 estic botant (anant cap amunt)
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act->react_mask=hero::getBoostJump()>0 ? 2 : 1; // =1 estic botant (anant cap amunt)
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@@ -710,7 +718,7 @@ namespace actor
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actor::actor_t *other = actor::get_collision(act);
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actor::actor_t *other = actor::get_collision(act);
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if (other || ( act->pos.x<min.x && ( !(room::getDoors()&DOOR_XN) || (act->pos.y!=28) || (act->pos.z!=room::getDoor(XN)*4) || !(act->flags&FLAG_HERO) ) ))
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if (other || ( act->pos.x<min.x && ( !(room::getDoors()&DOOR_XN) || (act->pos.y!=28) || (act->pos.z!=room::getDoor(XN)*4) || !(act->flags&FLAG_HERO) ) ))
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{
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{
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if (other) act->push |= push(other, PUSH_XN);
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if (other) act->push |= push(act, other, PUSH_XN);
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act->pos.x+=vel;
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act->pos.x+=vel;
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if (act->flags & FLAG_MOVING) changeMoving(act);
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if (act->flags & FLAG_MOVING) changeMoving(act);
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}
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}
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@@ -718,7 +726,7 @@ namespace actor
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{
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{
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// Si tenim a algú damunt, el movem també
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// Si tenim a algú damunt, el movem també
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if (act->above && act->above->flags & FLAG_PUSHABLE) {
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if (act->above && act->above->flags & FLAG_PUSHABLE) {
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push(act->above, PUSH_XN);
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push(act, act->above, PUSH_XN);
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}
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}
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// Si ja havem atravesat la porta, ens movem a la porta de l'altra costat
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// Si ja havem atravesat la porta, ens movem a la porta de l'altra costat
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@@ -739,14 +747,14 @@ namespace actor
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actor::actor_t *other = actor::get_collision(act);
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actor::actor_t *other = actor::get_collision(act);
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if (other || ((act->pos.x+act->size.x)>max.x && ( !(room::getDoors()&DOOR_XP) || (act->pos.y!=28) || !(act->flags&FLAG_HERO) ) ))
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if (other || ((act->pos.x+act->size.x)>max.x && ( !(room::getDoors()&DOOR_XP) || (act->pos.y!=28) || !(act->flags&FLAG_HERO) ) ))
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{
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{
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if (other) act->push |= push(other, PUSH_XP);
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if (other) act->push |= push(act, other, PUSH_XP);
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act->pos.x-=vel;
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act->pos.x-=vel;
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if (act->flags & FLAG_MOVING) changeMoving(act);
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if (act->flags & FLAG_MOVING) changeMoving(act);
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}
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}
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else
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else
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{
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{
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if (act->above && act->above->flags & FLAG_PUSHABLE) {
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if (act->above && act->above->flags & FLAG_PUSHABLE) {
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push(act->above, PUSH_XP);
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push(act, act->above, PUSH_XP);
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}
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}
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if ((act->pos.x+act->size.x)>max.x+4) {
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if ((act->pos.x+act->size.x)>max.x+4) {
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@@ -766,14 +774,14 @@ namespace actor
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actor::actor_t *other = actor::get_collision(act);
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actor::actor_t *other = actor::get_collision(act);
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if (other || ( act->pos.y<min.y && ( !(room::getDoors()&DOOR_YN) || (act->pos.x!=28) || (act->pos.z!=room::getDoor(YN)*4) || !(act->flags&FLAG_HERO) ) ))
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if (other || ( act->pos.y<min.y && ( !(room::getDoors()&DOOR_YN) || (act->pos.x!=28) || (act->pos.z!=room::getDoor(YN)*4) || !(act->flags&FLAG_HERO) ) ))
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{
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{
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if (other) act->push |= push(other, PUSH_YN);
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if (other) act->push |= push(act, other, PUSH_YN);
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act->pos.y+=vel;
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act->pos.y+=vel;
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if (act->flags & FLAG_MOVING) changeMoving(act);
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if (act->flags & FLAG_MOVING) changeMoving(act);
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}
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}
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else
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else
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{
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{
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if (act->above && act->above->flags & FLAG_PUSHABLE) {
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if (act->above && act->above->flags & FLAG_PUSHABLE) {
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push(act->above, PUSH_YN);
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push(act, act->above, PUSH_YN);
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}
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}
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if (act->pos.y<min.y-4) {
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if (act->pos.y<min.y-4) {
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@@ -793,14 +801,14 @@ namespace actor
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actor::actor_t *other = actor::get_collision(act);
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actor::actor_t *other = actor::get_collision(act);
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if (other || ( (act->pos.y+act->size.y)>max.y && ( !(room::getDoors()&DOOR_YP) || (act->pos.x!=28) || !(act->flags&FLAG_HERO) ) ))
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if (other || ( (act->pos.y+act->size.y)>max.y && ( !(room::getDoors()&DOOR_YP) || (act->pos.x!=28) || !(act->flags&FLAG_HERO) ) ))
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{
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{
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if (other) act->push |= push(other, PUSH_YP);
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if (other) act->push |= push(act, other, PUSH_YP);
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act->pos.y-=vel;
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act->pos.y-=vel;
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if (act->flags & FLAG_MOVING) changeMoving(act);
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if (act->flags & FLAG_MOVING) changeMoving(act);
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}
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}
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else
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else
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{
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{
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if (act->above && act->above->flags & FLAG_PUSHABLE) {
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if (act->above && act->above->flags & FLAG_PUSHABLE) {
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push(act->above, PUSH_YP);
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push(act, act->above, PUSH_YP);
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}
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}
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if ((act->pos.y+act->size.y)>max.y+4) {
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if ((act->pos.y+act->size.y)>max.y+4) {
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@@ -836,7 +844,7 @@ namespace actor
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// ...i encara està baix...
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// ...i encara està baix...
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if (is_above(act, act->below)) {
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if (is_above(act, act->below)) {
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// ...li pase a ell el push, neteje el meu flag, canvie direcció si pertoca i me ane
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// ...li pase a ell el push, neteje el meu flag, canvie direcció si pertoca i me ane
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act->push |= push(act->below, PUSH_ZN);
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act->push |= push(act, act->below, PUSH_ZN);
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act->push &= ~PUSH_ZN;
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act->push &= ~PUSH_ZN;
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if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act);
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if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act);
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return;
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return;
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@@ -856,7 +864,7 @@ namespace actor
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act->below = below;
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act->below = below;
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below->above = act;
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below->above = act;
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// ... i li passem el push, netejem el meu flag i gonnem
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// ... i li passem el push, netejem el meu flag i gonnem
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act->push |= push(act->below, PUSH_ZN);
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act->push |= push(act, act->below, PUSH_ZN);
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act->push &= ~PUSH_ZN;
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act->push &= ~PUSH_ZN;
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if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act);
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if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act);
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return;
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return;
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@@ -1299,9 +1307,27 @@ namespace actor
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}
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}
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void giveSkill(int skill)
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const int getSkillFromString(char *skill)
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{
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{
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skills |= skill;
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static const char *skillset_name[4] = {"SHOES", "GLOBES", "PANTS", "BAG"};
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for (int i=0;i<4;++i)
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{
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if (strcmp(skill, skillset_name[i])==0)
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{
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return 1<<i;
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}
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}
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return 0;
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}
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void giveSkill(char *skill)
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{
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skills |= getSkillFromString(skill);
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}
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bool wasSkillCollected(char *skill)
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{
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return skills & getSkillFromString(skill);
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}
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}
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int getSkills()
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int getSkills()
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@@ -1309,9 +1335,27 @@ namespace actor
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return skills;
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return skills;
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}
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}
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void pickPart(int part)
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const int getPartFromString(char *part)
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{
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{
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parts |= part;
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static const char *partset_name[6] = {"FILTER", "PUMP", "TIMER", "SALT", "PIPE", "ELBOW"};
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for (int i=0;i<4;++i)
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{
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if (strcmp(part, partset_name[i])==0)
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{
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return 1<<i;
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}
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}
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return PART_NONE;
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}
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void pickPart(char *part)
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{
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parts |= getPartFromString(part);
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}
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bool wasPartCollected(char *part)
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{
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return parts & getPartFromString(part);
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}
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}
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int getParts()
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int getParts()
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@@ -130,7 +130,7 @@ namespace actor
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void reorder();
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void reorder();
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uint8_t push(actor_t *act, uint8_t push);
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uint8_t push(actor_t *source, actor_t *act, uint8_t push);
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void update(actor_t *act, const bool update_all=true);
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void update(actor_t *act, const bool update_all=true);
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void updateEditor(actor_t *act, const bool update_all=true);
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void updateEditor(actor_t *act, const bool update_all=true);
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@@ -176,10 +176,12 @@ namespace actor
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void useBoostRun();
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void useBoostRun();
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void useBoostJump();
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void useBoostJump();
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void giveSkill(int skill);
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void giveSkill(char *skill);
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bool wasSkillCollected(char *skill);
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int getSkills();
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int getSkills();
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void pickPart(int part);
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void pickPart(char *part);
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bool wasPartCollected(char *part);
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int getParts();
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int getParts();
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}
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}
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}
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}
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@@ -184,13 +184,24 @@ namespace room
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|
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if (!::editor::isEditing() && act->flags & FLAG_SPECIAL)
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if (!::editor::isEditing() && act->flags & FLAG_SPECIAL)
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{
|
{
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if (act->name[0]=='B') // Es un booster
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if (act->name[0]=='B') { // Es un booster
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{
|
|
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if (actor::hero::wasBoosterCollected((act->name[3]-48)*10+(act->name[4]-48)))
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if (actor::hero::wasBoosterCollected((act->name[3]-48)*10+(act->name[4]-48)))
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{
|
{
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actor::remove(act);
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actor::remove(act);
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act = nullptr;
|
act = nullptr;
|
||||||
}
|
}
|
||||||
|
} else if (act->name[0]=='S') { // Es un skill
|
||||||
|
if (actor::hero::wasSkillCollected(&act->name[2]))
|
||||||
|
{
|
||||||
|
actor::remove(act);
|
||||||
|
act = nullptr;
|
||||||
|
}
|
||||||
|
} else if (act->name[0]=='P') { // Es una part
|
||||||
|
if (actor::hero::wasPartCollected(&act->name[2]))
|
||||||
|
{
|
||||||
|
actor::remove(act);
|
||||||
|
act = nullptr;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (act) actor::setDirty(act, true);
|
if (act) actor::setDirty(act, true);
|
||||||
|
|||||||
Reference in New Issue
Block a user