- [NEW] Ja funcionen els skills

- Treballant en les parts
This commit is contained in:
2024-07-02 19:01:49 +02:00
parent af6c5f43ef
commit 3e83fcdaa8
5 changed files with 123 additions and 40 deletions

View File

@@ -20,6 +20,18 @@ actor{
movement: CW movement: CW
} }
actor{
name: TAULA01
bmp: caixes.gif
bmp-rect: 128 32 32 32
bmp-offset: 0 32
pos: 8 24 0
size: 8 8 8
orient: YP
flags: ORIENTABLE
movement: CW
}
actor{ actor{
name: TAULETA name: TAULETA
bmp: caixes.gif bmp: caixes.gif
@@ -30,6 +42,19 @@ actor{
movement: CW movement: CW
} }
actor{
name: S-SHOES
bmp: objectes.gif
bmp-rect: 162 0 28 22
bmp-offset: -3 24
pos: 48 8 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}
actor{ actor{
name: ARMARI02 name: ARMARI02
bmp: caixes.gif bmp: caixes.gif
@@ -62,18 +87,6 @@ actor{
movement: CW movement: CW
} }
actor{
name: TAULA01
bmp: caixes.gif
bmp-rect: 128 32 32 32
bmp-offset: 0 32
pos: 8 24 0
size: 8 8 8
orient: YP
flags: ORIENTABLE
movement: CW
}
actor{ actor{
name: TAULA02 name: TAULA02
bmp: caixes.gif bmp: caixes.gif

View File

@@ -66,3 +66,16 @@ actor{
flags: ANIMATED SPECIAL flags: ANIMATED SPECIAL
movement: CW movement: CW
} }
actor{
name: S-SHOES
bmp: objectes.gif
bmp-rect: 162 0 28 22
bmp-offset: -3 24
pos: 48 8 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: SPECIAL
movement: CW
}

View File

@@ -422,22 +422,30 @@ namespace actor
} }
} }
uint8_t push(actor_t *act, uint8_t push) uint8_t push(actor_t *source, actor_t *act, uint8_t push)
{ {
uint8_t result = 0; uint8_t result = 0;
if (act->flags & FLAG_PUSHABLE) act->push |= push; if ( (act->flags & FLAG_PUSHABLE) && ( !(source->flags&FLAG_HERO) || (hero::getSkills()&SKILL_GLOVES) ) ) act->push |= push;
if ( (act->flags & FLAG_REACTIVE) && (act->react_mask & push) ) result = act->react_push; if ( (act->flags & FLAG_REACTIVE) && (act->react_mask & push) ) result = act->react_push;
if (act->flags & FLAG_DEADLY) result |= PUSH_KILL; if (act->flags & FLAG_DEADLY) result |= PUSH_KILL;
if (act->flags & FLAG_SPECIAL) if (source->flags&FLAG_HERO)
{ {
if (act->name[0]=='B') // Es un booster if (act->flags & FLAG_SPECIAL)
{ {
hero::collectBooster(act->name[1]-48, (act->name[3]-48)*10+(act->name[4]-48)); // [TODO 02/07/2024] Fer que faça un fumet o algo al desapareixer les coses
actor::remove(act); if (act->name[0]=='B') { // Es un booster
hero::collectBooster(act->name[1]-48, (act->name[3]-48)*10+(act->name[4]-48));
actor::remove(act);
} else if (act->name[0]=='S') { // Es un skill
hero::giveSkill(&act->name[2]);
actor::remove(act);
} else if ( (act->name[0]=='P') && (hero::getSkills()&SKILL_BAG) ) { // Es una part
hero::pickPart(&act->name[2]);
actor::remove(act);
}
} }
} }
return result; return result;
} }
@@ -519,7 +527,7 @@ namespace actor
act->push |= PUSH_YP; act->push |= PUSH_YP;
} }
} }
if (input::keyPressed(SDL_SCANCODE_RETURN)) if (input::keyPressed(SDL_SCANCODE_RETURN) && (hero::getSkills()&SKILL_PANTS))
{ {
if (picked) if (picked)
{ {
@@ -547,7 +555,7 @@ namespace actor
if (!input::keyDown(SDL_SCANCODE_SPACE)) act->pos.z -= height; if (!input::keyDown(SDL_SCANCODE_SPACE)) act->pos.z -= height;
} }
} }
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)) 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))
{ {
// [RZC 14/05/2024] hack usant react_mask i react_push del heroi. Llegir més avall. // [RZC 14/05/2024] hack usant react_mask i react_push del heroi. Llegir més avall.
act->react_mask=hero::getBoostJump()>0 ? 2 : 1; // =1 estic botant (anant cap amunt) act->react_mask=hero::getBoostJump()>0 ? 2 : 1; // =1 estic botant (anant cap amunt)
@@ -710,7 +718,7 @@ namespace actor
actor::actor_t *other = actor::get_collision(act); actor::actor_t *other = actor::get_collision(act);
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) ) )) 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) ) ))
{ {
if (other) act->push |= push(other, PUSH_XN); if (other) act->push |= push(act, other, PUSH_XN);
act->pos.x+=vel; act->pos.x+=vel;
if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_MOVING) changeMoving(act);
} }
@@ -718,7 +726,7 @@ namespace actor
{ {
// Si tenim a algú damunt, el movem també // Si tenim a algú damunt, el movem també
if (act->above && act->above->flags & FLAG_PUSHABLE) { if (act->above && act->above->flags & FLAG_PUSHABLE) {
push(act->above, PUSH_XN); push(act, act->above, PUSH_XN);
} }
// Si ja havem atravesat la porta, ens movem a la porta de l'altra costat // Si ja havem atravesat la porta, ens movem a la porta de l'altra costat
@@ -739,14 +747,14 @@ namespace actor
actor::actor_t *other = actor::get_collision(act); actor::actor_t *other = actor::get_collision(act);
if (other || ((act->pos.x+act->size.x)>max.x && ( !(room::getDoors()&DOOR_XP) || (act->pos.y!=28) || !(act->flags&FLAG_HERO) ) )) if (other || ((act->pos.x+act->size.x)>max.x && ( !(room::getDoors()&DOOR_XP) || (act->pos.y!=28) || !(act->flags&FLAG_HERO) ) ))
{ {
if (other) act->push |= push(other, PUSH_XP); if (other) act->push |= push(act, other, PUSH_XP);
act->pos.x-=vel; act->pos.x-=vel;
if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_MOVING) changeMoving(act);
} }
else else
{ {
if (act->above && act->above->flags & FLAG_PUSHABLE) { if (act->above && act->above->flags & FLAG_PUSHABLE) {
push(act->above, PUSH_XP); push(act, act->above, PUSH_XP);
} }
if ((act->pos.x+act->size.x)>max.x+4) { if ((act->pos.x+act->size.x)>max.x+4) {
@@ -766,14 +774,14 @@ namespace actor
actor::actor_t *other = actor::get_collision(act); actor::actor_t *other = actor::get_collision(act);
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) ) )) 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) ) ))
{ {
if (other) act->push |= push(other, PUSH_YN); if (other) act->push |= push(act, other, PUSH_YN);
act->pos.y+=vel; act->pos.y+=vel;
if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_MOVING) changeMoving(act);
} }
else else
{ {
if (act->above && act->above->flags & FLAG_PUSHABLE) { if (act->above && act->above->flags & FLAG_PUSHABLE) {
push(act->above, PUSH_YN); push(act, act->above, PUSH_YN);
} }
if (act->pos.y<min.y-4) { if (act->pos.y<min.y-4) {
@@ -793,14 +801,14 @@ namespace actor
actor::actor_t *other = actor::get_collision(act); actor::actor_t *other = actor::get_collision(act);
if (other || ( (act->pos.y+act->size.y)>max.y && ( !(room::getDoors()&DOOR_YP) || (act->pos.x!=28) || !(act->flags&FLAG_HERO) ) )) if (other || ( (act->pos.y+act->size.y)>max.y && ( !(room::getDoors()&DOOR_YP) || (act->pos.x!=28) || !(act->flags&FLAG_HERO) ) ))
{ {
if (other) act->push |= push(other, PUSH_YP); if (other) act->push |= push(act, other, PUSH_YP);
act->pos.y-=vel; act->pos.y-=vel;
if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_MOVING) changeMoving(act);
} }
else else
{ {
if (act->above && act->above->flags & FLAG_PUSHABLE) { if (act->above && act->above->flags & FLAG_PUSHABLE) {
push(act->above, PUSH_YP); push(act, act->above, PUSH_YP);
} }
if ((act->pos.y+act->size.y)>max.y+4) { if ((act->pos.y+act->size.y)>max.y+4) {
@@ -836,7 +844,7 @@ namespace actor
// ...i encara està baix... // ...i encara està baix...
if (is_above(act, act->below)) { if (is_above(act, act->below)) {
// ...li pase a ell el push, neteje el meu flag, canvie direcció si pertoca i me ane // ...li pase a ell el push, neteje el meu flag, canvie direcció si pertoca i me ane
act->push |= push(act->below, PUSH_ZN); act->push |= push(act, act->below, PUSH_ZN);
act->push &= ~PUSH_ZN; act->push &= ~PUSH_ZN;
if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act); if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act);
return; return;
@@ -856,7 +864,7 @@ namespace actor
act->below = below; act->below = below;
below->above = act; below->above = act;
// ... i li passem el push, netejem el meu flag i gonnem // ... i li passem el push, netejem el meu flag i gonnem
act->push |= push(act->below, PUSH_ZN); act->push |= push(act, act->below, PUSH_ZN);
act->push &= ~PUSH_ZN; act->push &= ~PUSH_ZN;
if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act); if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act);
return; return;
@@ -1299,9 +1307,27 @@ namespace actor
} }
void giveSkill(int skill) const int getSkillFromString(char *skill)
{ {
skills |= skill; static const char *skillset_name[4] = {"SHOES", "GLOBES", "PANTS", "BAG"};
for (int i=0;i<4;++i)
{
if (strcmp(skill, skillset_name[i])==0)
{
return 1<<i;
}
}
return 0;
}
void giveSkill(char *skill)
{
skills |= getSkillFromString(skill);
}
bool wasSkillCollected(char *skill)
{
return skills & getSkillFromString(skill);
} }
int getSkills() int getSkills()
@@ -1309,9 +1335,27 @@ namespace actor
return skills; return skills;
} }
void pickPart(int part) const int getPartFromString(char *part)
{ {
parts |= part; static const char *partset_name[6] = {"FILTER", "PUMP", "TIMER", "SALT", "PIPE", "ELBOW"};
for (int i=0;i<4;++i)
{
if (strcmp(part, partset_name[i])==0)
{
return 1<<i;
}
}
return PART_NONE;
}
void pickPart(char *part)
{
parts |= getPartFromString(part);
}
bool wasPartCollected(char *part)
{
return parts & getPartFromString(part);
} }
int getParts() int getParts()

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@@ -130,7 +130,7 @@ namespace actor
void reorder(); void reorder();
uint8_t push(actor_t *act, uint8_t push); uint8_t push(actor_t *source, actor_t *act, uint8_t push);
void update(actor_t *act, const bool update_all=true); void update(actor_t *act, const bool update_all=true);
void updateEditor(actor_t *act, const bool update_all=true); void updateEditor(actor_t *act, const bool update_all=true);
@@ -176,10 +176,12 @@ namespace actor
void useBoostRun(); void useBoostRun();
void useBoostJump(); void useBoostJump();
void giveSkill(int skill); void giveSkill(char *skill);
bool wasSkillCollected(char *skill);
int getSkills(); int getSkills();
void pickPart(int part); void pickPart(char *part);
bool wasPartCollected(char *part);
int getParts(); int getParts();
} }
} }

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@@ -184,13 +184,24 @@ namespace room
if (!::editor::isEditing() && act->flags & FLAG_SPECIAL) if (!::editor::isEditing() && act->flags & FLAG_SPECIAL)
{ {
if (act->name[0]=='B') // Es un booster if (act->name[0]=='B') { // Es un booster
{
if (actor::hero::wasBoosterCollected((act->name[3]-48)*10+(act->name[4]-48))) if (actor::hero::wasBoosterCollected((act->name[3]-48)*10+(act->name[4]-48)))
{ {
actor::remove(act); actor::remove(act);
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);