#include "actor.h" #include "jdraw.h" #include "jinput.h" #include "jfile.h" #include "jutil.h" #include "room.h" #include "editor.h" #include "debug.h" #include "config.h" #include namespace actor { uint8_t anims[3][4] = { {0, 1, 0, 2}, {0, 1, 2, 3}, {0, 1, 2, 0} }; actor_t *first = nullptr; actor_t *dirty = nullptr; actor_t *selected = nullptr; actor_t *picked = nullptr; static bool room_changed = false; int brilli_brilli=0; draw::surface *brilli; int current_tag = 0; void resetTag() { current_tag = 0; } actor_t *getFirst() { return first; } actor_t *getLast() { if (!first) return nullptr; actor_t *last = first; while(last->next) last = last->next; return last; } actor_t *getSelected() { return selected; } actor_t *create(std::string name, vec3_t p, vec3_t s, std::string bmp, SDL_Rect r, SDL_Point o) { actor_t *act = (actor_t*)malloc(sizeof(actor_t)); act->tag = current_tag++; strcpy(act->name, name.c_str()); strcpy(act->bmp, bmp.c_str()); act->pos = p; act->size = s; act->surface = draw::getSurface(bmp.c_str()); act->bmp_rect = r; act->bmp_offset = o; act->anim_cycle = act->orient = 0; act->push = act->mov_push = PUSH_NONE; act->below = act->above = nullptr; act->prev = act->next = nullptr; act->anim_wait = act->anim_wait_count = 0; act->anim_frame=0; act->react_mask = act->react_push = 0; act->flags = FLAG_NONE; return act; } actor_t *createEmptyActor() { actor_t *act = (actor_t*)malloc(sizeof(actor_t)); act->tag = current_tag++; act->pos = {0, 0, 0}; act->size = {8,8,8}; act->bmp_rect = {0,0,32,32}; act->bmp_offset = {0,0}; act->anim_cycle = act->orient = act->movement = 0; act->push = act->mov_push = PUSH_NONE; act->below = act->above = nullptr; act->prev = act->next = nullptr; act->anim_wait = act->anim_wait_count = 0; act->anim_frame=0; act->react_mask = act->react_push = 0; act->flags = FLAG_NONE; act->template_category = 0; return act; } actor_t *duplicate(actor_t *act) { actor_t *new_act = createEmptyActor(); actor::templates::copy(new_act, act); new_act->surface = draw::getSurface(new_act->bmp); new_act->prev = new_act->next = new_act->above = new_act->below = nullptr; return new_act; } actor_t *createFromTemplate(const char *name) { actor_t *templ = actor::templates::getByName(name); if (!templ) return nullptr; return duplicate(templ); } actor_t *createFromFile(char **buffer) { if (*buffer) { actor_t *t = createEmptyActor(); while (**buffer != 0) { const char* key = file::readString(buffer); if (util::strcomp(key, "name:")) { const char *val = file::readString(buffer); strcpy(t->name, val); } else if (util::strcomp(key, "bmp:")) { const char *val = file::readString(buffer); strcpy(t->bmp, val); t->surface = draw::getSurface(t->bmp); } else if (util::strcomp(key, "bmp-rect:")) { t->bmp_rect.x = file::readInt(buffer); t->bmp_rect.y = file::readInt(buffer); t->bmp_rect.w = file::readInt(buffer); t->bmp_rect.h = file::readInt(buffer); } else if (util::strcomp(key, "bmp-offset:")) { t->bmp_offset.x = file::readInt(buffer); t->bmp_offset.y = file::readInt(buffer); } else if (util::strcomp(key, "pos:")) { t->pos.x = file::readInt(buffer); t->pos.y = file::readInt(buffer); t->pos.z = file::readInt(buffer); } else if (util::strcomp(key, "size:")) { t->size.x = file::readInt(buffer); t->size.y = file::readInt(buffer); t->size.z = file::readInt(buffer); } else if (util::strcomp(key, "orient:")) { t->orient = util::stringToInt(file::readString(buffer), {"none", "xp", "xn", "yp", "yn", "zp", "zn"}, {0, 1, 2, 4, 8, 16, 32}); } else if (util::strcomp(key, "movement:")) { t->movement = util::stringToInt(file::readString(buffer), {"none", "x", "y", "z", "cw", "ccw", "rand", "randv", "hunt"},{MOV_NONE, MOV_X, MOV_Y, MOV_Z, MOV_CW, MOV_CCW, MOV_RAND, MOV_RANDV, MOV_HUNT}); } else if (util::strcomp(key, "anim-cycle:")) { t->anim_cycle = util::stringToInt(file::readString(buffer), {"walk", "seq", "min"},{0, 1, 2}); } else if (util::strcomp(key, "anim-wait:")) { t->anim_wait = file::readInt(buffer); } else if (util::strcomp(key, "flags:")) { const char *str = file::readString(buffer, true); int value = 0; while (str) { value |= util::stringToInt(str, { "none", "hero", "pushable", "reactive", "moving", "animated", "orientable", "deadly", "gravity", "pickable", "special", "noeditor", "inertia" },{ FLAG_NONE, FLAG_HERO, FLAG_PUSHABLE, FLAG_REACTIVE, FLAG_MOVING, FLAG_ANIMATED, FLAG_ORIENTABLE, FLAG_DEADLY, FLAG_GRAVITY, FLAG_PICKABLE, FLAG_SPECIAL, FLAG_NOEDITOR, FLAG_INERTIA }); str = file::readString(buffer, true); } t->flags = value; } else if (util::strcomp(key, "react-push:")) { const char *str = file::readString(buffer, true); int value = 0; while (str) { value |= util::stringToInt(str, { "none", "xp", "xn", "yp", "yn", "zp", "zn" }, { PUSH_NONE, PUSH_XP, PUSH_XN, PUSH_YP, PUSH_YN, PUSH_ZP, PUSH_ZN }); str = file::readString(buffer, true); } t->react_push = value; } else if (util::strcomp(key, "react-mask:")) { const char *str = file::readString(buffer, true); int value = 0; while (str) { value |= util::stringToInt(str, { "none", "xp", "xn", "yp", "yn", "zp", "zn" }, { PUSH_NONE, PUSH_XP, PUSH_XN, PUSH_YP, PUSH_YN, PUSH_ZP, PUSH_ZN }); str = file::readString(buffer, true); } t->react_mask = value; } else if (util::strcomp(key, "}")) { return t; } } if (t->flags&FLAG_MOVING) t->mov_push = t->orient; return t; } return nullptr; } actor_t *replaceWithTemplate(actor_t *act, const char *name) { if (!act) return nullptr; actor_t *newactor = createFromTemplate(name); newactor->pos.x = act->pos.x; newactor->pos.y = act->pos.y; newactor->pos.z = act->pos.z; if (act->prev) act->prev->next = newactor; if (act==first) first = newactor; if (act==dirty) dirty = newactor; if (act->next) act->next->prev = newactor; newactor->prev = act->prev; newactor->next = act->next; act->prev = act->next = nullptr; remove(act); return newactor; } char tmp[255]; void cleanName(actor_t *act) { int size = strlen(act->name); if (act->name[size-3] == '-' && act->name[size-1] >= 48 && act->name[size-1] <= 57 && act->name[size-2] >= 48 && act->name[size-2] <= 57 ) { act->name[size-3] = 0; } } // Li donem al actor un nom únic void setUniqueName(actor_t *act) { // Recorrem tots els actors actor_t *other = first; while (other != nullptr) { // Si no som eixe actor... if (other != act) { // ... però tenim el mateix nom... if (strcmp(act->name, other->name)==0) { // Si el nom actual no acaba en guió + dos digits, li afegim "-01" al final int size = strlen(act->name); if (act->name[size-3] != '-' || act->name[size-1] < 48 || act->name[size-1] > 57 || act->name[size-2] < 48 || act->name[size-2] > 57 ) { strcat(other->name, "-00"); strcat(act->name, "-01"); } else { // Si ja acaba en dos digits, agafem el numero, li sumem 1, i li'l tornem a ficar int num = (act->name[size-1]-48) + (act->name[size-2]-48)*10; num++; act->name[size-1] = (num % 10)+48; act->name[size-2] = int(num / 10)+48; } // I tornem a començar des del principi amb el nou nom other = first; } } other = other->next; } } const char *numToOrient(uint8_t value) { tmp[0]=0; if (value==0) return "NONE"; if (value&1) strcat(tmp, "XP "); if (value&2) strcat(tmp, "XN "); if (value&4) strcat(tmp, "YP "); if (value&8) strcat(tmp, "YN "); if (value&16) strcat(tmp, "ZP "); if (value&32) strcat(tmp, "ZN "); return tmp; } const char *numToFlags(uint16_t value) { tmp[0]=0; if (value==0) return "NONE"; if (value & FLAG_PICKABLE) strcat(tmp, "PICKABLE "); if (value & FLAG_PUSHABLE) strcat(tmp, "PUSHABLE "); if (value & FLAG_REACTIVE) strcat(tmp, "REACTIVE "); if (value & FLAG_MOVING) strcat(tmp, "MOVING "); if (value & FLAG_ANIMATED) strcat(tmp, "ANIMATED "); if (value & FLAG_ORIENTABLE) strcat(tmp, "ORIENTABLE "); if (value & FLAG_DEADLY) strcat(tmp, "DEADLY "); if (value & FLAG_GRAVITY) strcat(tmp, "GRAVITY "); if (value & FLAG_SPECIAL) strcat(tmp, "SPECIAL "); if (value & FLAG_INERTIA) strcat(tmp, "INERTIA "); return tmp; } const char *numToMov(uint8_t value) { if (value==0) return "NONE"; if (value==1) return "X"; if (value==2) return "Y"; if (value==3) return "Z"; if (value==4) return "CW"; if (value==5) return "CCW"; if (value==6) return "RAND"; if (value==7) return "RANDV"; if (value==8) return "HUNT"; return "NONE"; } actor_t *alpha = nullptr; const bool a_is_greater_than_b(actor_t *a, actor_t *b) { return strcmp(a->name, b->name) >= 0; } void order(actor_t *act) { if (!act) return; if (!a_is_greater_than_b(act, alpha)) { act->next_alpha = alpha; alpha = act; } else { actor_t *other = alpha; actor_t *prev = nullptr; while (a_is_greater_than_b(act, other)) { if (other->next_alpha) { prev = other; other = other->next_alpha; } else { other->next_alpha = act; return; } } prev->next_alpha = act; act->next_alpha = other; } } actor_t *alphaOrder(actor_t *act) { if (!act) return nullptr; alpha = act; act->next_alpha = nullptr; act = act->next; while (act) { act->next_alpha = nullptr; order(act); act = act->next; } return alpha; } void saveToFile(FILE *f, actor_t *act, bool tab) { char ws[5] = ""; if (tab) strcpy(ws, " "); fprintf(f, "\n%sactor{\n", ws); fprintf(f, " %sname: %s\n", ws, act->name); fprintf(f, " %sbmp: %s\n", ws, act->bmp); fprintf(f, " %sbmp-rect: %i %i %i %i\n", ws, act->bmp_rect.x, act->bmp_rect.y, act->bmp_rect.w, act->bmp_rect.h); fprintf(f, " %sbmp-offset: %i %i\n", ws, act->bmp_offset.x, act->bmp_offset.y); fprintf(f, " %spos: %i %i %i\n", ws, act->pos.x, act->pos.y, act->pos.z); fprintf(f, " %ssize: %i %i %i\n", ws, act->size.x, act->size.y, act->size.z); if (act->orient!=0) fprintf(f, " %sorient: %s\n", ws, numToOrient(act->orient)); if (act->anim_cycle!=0) fprintf(f, " %sanim-cycle: %s\n", ws, act->anim_cycle==0 ? "WALK" : act->anim_cycle==1 ? "SEQ" : "MIN"); if (act->anim_wait!=0) fprintf(f, " %sanim-wait: %i\n", ws, act->anim_wait); if (act->flags!=0) fprintf(f, " %sflags: %s\n", ws, numToFlags(act->flags)); if (act->react_mask!=0) fprintf(f, " %sreact-mask: %s\n", ws, numToOrient(act->react_mask)); if (act->react_push!=0) fprintf(f, " %sreact-push: %s\n", ws, numToOrient(act->react_push)); if (act->movement!=0) fprintf(f, " %smovement: %s\n", ws, numToMov(act->movement)); fprintf(f, "%s}\n", ws); } const bool check_2d_collision(actor_t *obj1, actor_t *obj2) { return (obj1->pos.x < obj2->pos.x + obj2->size.x) && (obj1->pos.x + obj1->size.x > obj2->pos.x ) && (obj1->pos.y < obj2->pos.y + obj2->size.y) && (obj1->pos.y + obj1->size.y > obj2->pos.y ); } const bool is_above(actor_t *obj1, actor_t *obj2) { return check_2d_collision(obj1, obj2) && (obj1->pos.z==obj2->pos.z+obj2->size.z); } actor_t *any_above_me(actor_t *act) { actor_t *other = first; while (other) { if (is_above(other, act)) return other; other = other->next; if (other == act) other = other->next; } /* other = dirty; while (other) { if (is_above(other, act)) return other; other = other->next; if (other == act) other = other->next; } */ return nullptr; } actor_t *any_below_me(actor_t *act) { actor_t *other = first; while (other) { if (is_above(act, other)) return other; other = other->next; if (other == act) other = other->next; } /* other = dirty; while (other) { if (is_above(act, other)) return other; other = other->next; if (other == act) other = other->next; } */ return nullptr; } void setDirty(actor_t *act, const bool force) { if (!act->prev && !act->next) { act->next = first; if (first) first->prev = act; first = act; } /* if (act->prev==nullptr && act != first && !force) return; if (act->prev) act->prev->next = act->next; if (act->next) act->next->prev = act->prev; if (act == first) first = act->next; act->prev = nullptr; act->next = dirty; dirty = act; */ } void select(actor_t *act) { selected = act; } const bool overlap(actor_t *act1, actor_t *act2) { return act1->inner_x < act2->inner_x+act2->bmp_rect.w && act1->inner_x+act1->bmp_rect.w > act2->inner_x && act1->inner_y > act2->inner_y+act2->bmp_rect.h && act1->inner_y+act1->bmp_rect.h < act2->inner_y; } const bool isInFront(actor_t *act1, actor_t *act2) { return (act1->pos.x >= act2->pos.x+act2->size.x) || (act1->pos.y >= act2->pos.y+act2->size.y) || (act1->pos.z >= act2->pos.z+act2->size.z); /* if (act1->pos.x >= act2->pos.x+act2->size.x) { return true; } else if (act2->pos.x >= act1->pos.x+act1->size.x) { return false; } else if (act1->pos.y >= act2->pos.y+act2->size.y) { return true; } else if (act2->pos.y >= act1->pos.y+act1->size.y) { return false; } else if (act1->pos.z >= act2->pos.z+act2->size.z) { return true; } else if (act2->pos.z >= act1->pos.z+act1->size.z) { return false; } else { return false; } */ } void reorder() { dirty = first; first = nullptr; while (dirty) { dirty->inner_x = 148-dirty->bmp_offset.x + dirty->pos.x*2 - dirty->pos.y*2; dirty->inner_y = 91-dirty->bmp_offset.y + dirty->pos.x + dirty->pos.y - dirty->pos.z*2; if (first) { actor_t *current = first; while (true) { if (overlap(dirty, current) || isInFront(dirty, current)) { if (current->next) { current = current->next; } else { current->next = dirty; dirty = dirty->next; current->next->prev = current; current->next->next = nullptr; break; } } else { dirty->prev = current->prev; current->prev = dirty; if (dirty->prev) dirty->prev->next = dirty; dirty = dirty->next; current->prev->next = current; if (current==first) first=current->prev; break; } } } else { first = dirty; dirty = dirty->next; first->prev=first->next=nullptr; } } } uint8_t push(actor_t *source, actor_t *act, uint8_t push) { uint8_t result = 0; 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) ) { if (act->flags & FLAG_DEADLY) source->push |= PUSH_KILL; else result = act->react_push; } if (source->flags & FLAG_DEADLY) { result |= PUSH_KILL; } if (source->flags&FLAG_HERO) { if (act->flags & FLAG_SPECIAL) { if (act->name[0]=='B') { // Es un booster hero::collectBooster(act->name[1]-48, (act->name[3]-48)*10+(act->name[4]-48)); } else if (act->name[0]=='S') { // Es un skill hero::giveSkill(&act->name[2]); } else if ( (act->name[0]=='P') && (hero::getSkills()&SKILL_BAG) ) { // Es una part hero::pickPart(&act->name[2]); } else { SDL_assert(false); } act = actor::replaceWithTemplate(act, "EXPLOSION"); act->name[0]='_'; room::cycleColor(1); } } return result; } void updateUserInput(actor_t *act) { vec3_t min = room::getMin(); vec3_t max = room::getMax(); bool moving = false; if ( input::keyDown(SDL_SCANCODE_LEFT) || input::keyDown(config::getKey(KEY_LEFT)) ) { hero::useBoostRun(); act->orient=PUSH_XN; if ( (act->pos.x>min.x && act->pos.y>=min.y && (act->pos.y+act->size.y)<=max.y) || ( (room::getDoors()&DOOR_XN) && (act->pos.y>=24) && (act->pos.y<=32) ) ) { moving = true; if ( (act->pos.x<=min.x) && (act->pos.z==room::getDoor(XN)*4) && (room::getDoors()&DOOR_XN) ) { if (act->pos.y<28) act->push |= PUSH_YP; else if (act->pos.y>28) act->push |= PUSH_YN; else act->push |= PUSH_XN; } else act->push |= PUSH_XN; } } else if ( input::keyDown(SDL_SCANCODE_RIGHT) || input::keyDown(config::getKey(KEY_RIGHT)) ) { hero::useBoostRun(); act->orient=PUSH_XP; if ( ((act->pos.x+act->size.x)pos.y>=min.y && (act->pos.y+act->size.y)<=max.y) || ( (room::getDoors()&DOOR_XP) && (act->pos.y>=24) && (act->pos.y<=32) ) ) { moving = true; if ( ((act->pos.x+act->size.x)>=max.x) && (act->pos.z==room::getDoor(XP)*4) && (room::getDoors()&DOOR_XP) ) { if (act->pos.y<28) act->push |= PUSH_YP; else if (act->pos.y>28) act->push |= PUSH_YN; else act->push |= PUSH_XP; } else act->push |= PUSH_XP; } } else if ( input::keyDown(SDL_SCANCODE_UP) || input::keyDown(config::getKey(KEY_UP)) ) { hero::useBoostRun(); act->orient=PUSH_YN; if ( (act->pos.y>min.y && act->pos.x>=min.x && (act->pos.x+act->size.x)<=max.x) || ( (room::getDoors()&DOOR_YN) && (act->pos.x>=24) && (act->pos.x<=32) ) ) { moving = true; if ( (act->pos.y<=min.y) && (act->pos.z==room::getDoor(YN)*4) && (room::getDoors()&DOOR_YN) ) { if (act->pos.x<28) act->push |= PUSH_XP; else if (act->pos.x>28) act->push |= PUSH_XN; else act->push |= PUSH_YN; } else act->push |= PUSH_YN; } } else if ( input::keyDown(SDL_SCANCODE_DOWN) || input::keyDown(config::getKey(KEY_DOWN)) ) { hero::useBoostRun(); act->orient=PUSH_YP; if ( ((act->pos.y+act->size.y)pos.x>=min.x && (act->pos.x+act->size.x)<=max.x) || ( (room::getDoors()&DOOR_YP) && (act->pos.x>=24) && (act->pos.x<=32) ) ) { moving = true; if ( ((act->pos.y+act->size.y)>=max.y) && (act->pos.z==room::getDoor(YP)*4) && (room::getDoors()&DOOR_YP) ) { if (act->pos.x<28) act->push |= PUSH_XP; else if (act->pos.x>28) act->push |= PUSH_XN; else act->push |= PUSH_YP; } else act->push |= PUSH_YP; } } if ((input::keyPressed(SDL_SCANCODE_RETURN) || input::keyPressed(config::getKey(KEY_PICK)) ) && (hero::getSkills()&SKILL_PANTS)) { if (picked) { picked->pos.x = act->pos.x; picked->pos.y = act->pos.y; picked->pos.z = act->pos.z; act->pos.z += picked->size.z; actor::actor_t *above = act->above; while (above) { above->pos.z += picked->size.z; above = above->above; } if (act->below) { act->below->above = picked; picked->below = act->below; } act->below = picked; picked->above = act; picked->next = picked->prev = nullptr; actor::setDirty(picked, true); picked = nullptr; } else if (act->below && act->below->flags&FLAG_PICKABLE) { const int height = act->below->size.z; pick(act->below); if (!input::keyDown(SDL_SCANCODE_SPACE) && !input::keyDown(config::getKey(KEY_JUMP))) act->pos.z -= height; } } if (( input::keyDown(SDL_SCANCODE_SPACE) || input::keyDown(config::getKey(KEY_JUMP)) ) && (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. act->react_mask=hero::getBoostJump()>0 ? 2 : 1; // =1 estic botant (anant cap amunt) act->react_push=8; // es el comptador de botant, seguirà pujant mentres siga > 0 //act->react_push=hero::getBoostJump()>0?16:8; // es el comptador de botant, seguirà pujant mentres siga > 0 act->flags &= uint8_t(~FLAG_GRAVITY); if (act->below) { act->below->above = nullptr; act->below = nullptr; } hero::useBoostJump(); } if (input::keyDown(SDL_SCANCODE_Z) && act->pos.z>0) { act->push |= PUSH_ZN; moving = true; } if (input::keyDown(SDL_SCANCODE_A) && act->pos.zpush |= PUSH_ZP; moving = true; } // [RZC 14/05/2024] Açò es un hack. estic usant react_mask i react_push del hero com a guarda // i contador per al bot. Supose que perque se suposa que el heroi no te raons // per a ser REACTIU. Però si arriba a vindre la guardia civil m'en pega més // que a un xixo. if (act->react_mask) { // Si topetem en una vora de l'habitació, s'acabat el bot if ((act->pos.x+act->size.x)>max.x || act->pos.xpos.y+act->size.y)>max.y || act->pos.yreact_push=0; // Si encara està botant (react_push > 0)... if (act->react_push>0) { const int vel = act->react_mask; if (!actor::any_above_me(act)) act->pos.z+=vel; // seguim pujant act->react_push--; // augmentem el comptador de bot } else // Si ja ha acabat de botar... { act->react_mask=0; // desactivem la guarda (react_mask=0) act->flags |= FLAG_GRAVITY; // i reactivem el flag de gravetat } } // Que faça l'animació nomes si al final realment s'ha menejat if (moving) { act->flags |= FLAG_ANIMATED; } else { act->flags &= uint8_t(~FLAG_ANIMATED); } } void updateMoving(actor_t *act) { if (act->flags&FLAG_MOVING && act->mov_push==0) act->mov_push = act->orient; // Per a activar-lo si no ho està act->push |= act->mov_push; } void changeMoving(actor_t *act) { switch(act->movement) { case MOV_X: act->mov_push = act->mov_push==PUSH_XP ? PUSH_XN : PUSH_XP; break; case MOV_Y: act->mov_push = act->mov_push==PUSH_YP ? PUSH_YN : PUSH_YP; break; case MOV_Z: act->mov_push = act->mov_push==PUSH_ZN ? PUSH_ZP : PUSH_ZN; break; case MOV_CW: switch (act->mov_push) { case PUSH_XP: act->mov_push=PUSH_YN; break; case PUSH_YN: act->mov_push=PUSH_XN; break; case PUSH_XN: act->mov_push=PUSH_YP; break; case PUSH_YP: act->mov_push=PUSH_XP; break; } break; case MOV_CCW: switch (act->mov_push) { case PUSH_XP: act->mov_push=PUSH_YP; break; case PUSH_YP: act->mov_push=PUSH_XN; break; case PUSH_XN: act->mov_push=PUSH_YN; break; case PUSH_YN: act->mov_push=PUSH_XP; break; } break; case MOV_RAND: switch (rand()%4) { case 0: act->mov_push=PUSH_YP; break; case 1: act->mov_push=PUSH_XN; break; case 2: act->mov_push=PUSH_YN; break; case 3: act->mov_push=PUSH_XP; break; } break; case MOV_RANDV: switch (rand()%8) { case 0: act->mov_push=PUSH_YP; break; case 1: act->mov_push=PUSH_XN; break; case 2: act->mov_push=PUSH_YN; break; case 3: act->mov_push=PUSH_XP; break; case 4: act->mov_push=PUSH_YP; act->mov_push=PUSH_XN; break; case 5: act->mov_push=PUSH_XN; act->mov_push=PUSH_YN; break; case 6: act->mov_push=PUSH_YN; act->mov_push=PUSH_XP; break; case 7: act->mov_push=PUSH_XP; act->mov_push=PUSH_YP; break; } break; case MOV_HUNT: actor_t *heroi = find("HERO"); if (heroi) { int tombola[2]; int tombola_pos = 0; if (heroi->pos.x < act->pos.x) tombola[tombola_pos++]=PUSH_XN; if (heroi->pos.x > act->pos.x) tombola[tombola_pos++]=PUSH_XP; if (heroi->pos.y < act->pos.y) tombola[tombola_pos++]=PUSH_YN; if (heroi->pos.y > act->pos.y) tombola[tombola_pos++]=PUSH_YP; act->mov_push=tombola[rand()%tombola_pos]; } break; } if (act->flags & FLAG_ORIENTABLE) act->orient = act->mov_push; } void updatePush(actor_t *act) { vec3_t min = room::getMin(); vec3_t max = room::getMax(); if ( (act->push & PUSH_KILL) && (act->flags & FLAG_HERO) ) { const int lives = hero::getLives()-1; hero::setLives(lives); stats::loseLive(); // [TODO] If lives == 0 anar a la pantalla de game-over o cat's life actor_t *act = actor::find("HERO"); act = actor::replaceWithTemplate(act, "EXPLOSION"); actor_t *act2 = actor::createFromTemplate("EXPLOSION"); act2->pos = act->pos; act2->pos.z += 8; act2->anim_frame=2; act->anim_wait = act2->anim_wait = 1; actor::setDirty(act2); room::cycleColor(4); return; } int vel = (act->flags&FLAG_HERO) && (hero::getBoostRun()>0) ? 2 : 1; if (act->push & PUSH_ZP) { if (act->pos.z>=max.z) { if (act->flags & FLAG_MOVING) changeMoving(act); if ( ((act->flags&FLAG_HERO)!=0) && (room::getExit(ZP)!=-1) ) { room::load(room::getExit(ZP)); act->pos.z = 4; actor::setDirty(act); hero::setFirstPos(); room_changed = true; return; } } else { // Tractament especial del moviment cap amunt: Estem movent, directament, // TOTS els objectes des d'este cap amunt si son pushables, en compte de // enviar el flag de push. Ho vem així perque sino la gravetat els tiraria // avall. De totes formes [TODO] revisar. // Estem tenint en compte els MOVILS, pero no els REACT actor_t *now = act; do { actor::actor_t *other = actor::any_above_me(now); if (!other || (other->flags & FLAG_PUSHABLE)) now->pos.z++; if ( (now->pos.z>=max.z) && (now->flags&FLAG_HERO)!=0 && (room::getExit(ZP)!=-1) ) { room::load(room::getExit(ZP)); now->pos.z = 4; actor::setDirty(now); hero::setFirstPos(); room_changed = true; return; } now = other; if (now && !(now->flags & FLAG_PUSHABLE)) { if (act->flags & FLAG_MOVING) changeMoving(act); now = nullptr; } } while (now); actor::setDirty(act); } act->push &= ~PUSH_ZP; } if (act->push & PUSH_XN) { act->pos.x-=vel; actor::actor_t *other = actor::get_collision(act); if (other || ( act->pos.xpos.y!=28) || (act->pos.z!=room::getDoor(XN)*4) || !(act->flags&FLAG_HERO) ) )) { if (other) other->push |= push(act, other, PUSH_XN); act->pos.x+=vel; if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_INERTIA) act->push = PUSH_NONE; } else { // Si tenim a algú damunt, el movem també if (act->above && act->above->flags & FLAG_PUSHABLE) { push(act, act->above, PUSH_XN); } // Si ja havem atravesat la porta, ens movem a la porta de l'altra costat if (act->pos.xpos.x = room::getMax().x-4; act->pos.z = room::getDoor(XP)*4; hero::setFirstPos(); room_changed = true; } actor::setDirty(act); } if ( !(act->flags & FLAG_INERTIA) ) act->push &= ~PUSH_XN; } if (act->push & PUSH_XP) { act->pos.x+=vel; 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) other->push |= push(act, other, PUSH_XP); act->pos.x-=vel; if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_INERTIA) act->push = PUSH_NONE; } else { if (act->above && act->above->flags & FLAG_PUSHABLE) { push(act, act->above, PUSH_XP); } if ((act->pos.x+act->size.x)>max.x+4) { room::load(room::getExit(XP)); act->pos.x = room::getMin().x-3; act->pos.z = room::getDoor(XN)*4; hero::setFirstPos(); room_changed = true; } actor::setDirty(act); } if ( !(act->flags & FLAG_INERTIA) ) act->push &= ~PUSH_XP; } if (act->push & PUSH_YN) { act->pos.y-=vel; actor::actor_t *other = actor::get_collision(act); if (other || ( act->pos.ypos.x!=28) || (act->pos.z!=room::getDoor(YN)*4) || !(act->flags&FLAG_HERO) ) )) { if (other) other->push |= push(act, other, PUSH_YN); act->pos.y+=vel; if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_INERTIA) act->push = PUSH_NONE; } else { if (act->above && act->above->flags & FLAG_PUSHABLE) { push(act, act->above, PUSH_YN); } if (act->pos.ypos.y = room::getMax().y-4; act->pos.z = room::getDoor(YP)*4; hero::setFirstPos(); room_changed = true; } actor::setDirty(act); } if ( !(act->flags & FLAG_INERTIA) ) act->push &= ~PUSH_YN; } if (act->push & PUSH_YP) { act->pos.y+=vel; 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) other->push |= push(act, other, PUSH_YP); act->pos.y-=vel; if (act->flags & FLAG_MOVING) changeMoving(act); if (act->flags & FLAG_INERTIA) act->push = PUSH_NONE; } else { if (act->above && act->above->flags & FLAG_PUSHABLE) { push(act, act->above, PUSH_YP); } if ((act->pos.y+act->size.y)>max.y+4) { room::load(room::getExit(YP)); act->pos.y = room::getMin().y-3; act->pos.z = room::getDoor(YN)*4; hero::setFirstPos(); room_changed = true; } actor::setDirty(act); } if ( !(act->flags & FLAG_INERTIA) ) act->push &= ~PUSH_YP; } if (act->push & PUSH_ZN) { // Si estic sobre el piso, no faig res if (act->pos.z == 0) { if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act); act->push &= ~PUSH_ZN; if ( ((act->flags&FLAG_HERO)==0) || (room::getExit(ZN)==-1) ) return; room::load(room::getExit(ZN)); act->pos.z = room::getMax().z; actor::setDirty(act); hero::setFirstPos(); room_changed = true; return; } // Si tinc a algú baix... if (act->below) { // ...i encara està baix... if (is_above(act, act->below)) { // ...li pase a ell el push, neteje el meu flag, canvie direcció si pertoca i me ane act->below->push |= push(act, act->below, PUSH_ZN); act->push &= ~PUSH_ZN; if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act); return; } // ... pero si ja no està baix, el desasociem, i seguim el proces act->below->above = nullptr; act->below = nullptr; } // Busquem si hi ha algú nou baix de mi actor_t *below = any_below_me(act); // [TODO] Jo crec que açò ho pot fer el propi get_collision() // Si sí que hi ha... if (below) { // ...el asociem... act->below = below; below->above = act; // ... i li passem el push, netejem el meu flag i gonnem act->below->push |= push(act, act->below, PUSH_ZN); act->push &= ~PUSH_ZN; if ( (act->flags & FLAG_MOVING) && (act->movement==MOV_Z) ) changeMoving(act); return; } // Si estem dins d'una porta, no caiguem. [TODO] Revisar if (act->flags&FLAG_HERO && ((act->pos.x+act->size.x)>max.x || act->pos.xpos.y+act->size.y)>max.y || act->pos.ypush &= ~PUSH_ZN; act->pos.z--; actor::setDirty(act); } /* if (act->push & PUSH_ZN) { act->pos.z--; actor::actor_t *other = actor::get_collision(act); if (other || act->pos.z<0 || act->pos.x>max.x || act->pos.xpos.y>max.y || act->pos.yflags & FLAG_REACTIVE) other->push |= PUSH_ZN; act->pos.z++; if (act->flags & FLAG_MOVING) changeMoving(act); } else { actor::setDirty(act); } } */ } void update(actor_t *act, const bool update_all) { if (!act) return; if (act==first) { brilli_brilli=(brilli_brilli+1)&0x7; } actor_t *next = act->next; // Actualitzem el frame de l'animació (si no te el flag de animat, no afectarà per a res) if (act->anim_wait_count==act->anim_wait) { act->anim_frame=act->anim_frame+1; if (act->anim_frame==4) { if (act->name[0]=='_') { actor::remove(act); return; } else { act->anim_frame=0; } } if (act->anim_cycle==2 && act->anim_frame==3) act->anim_frame=0; act->anim_wait_count=0; } else { act->anim_wait_count++; } if (act->flags & FLAG_HERO) updateUserInput(act); if (act->flags & FLAG_MOVING) { if (act->movement==MOV_HUNT && ( (act->pos.x&7)==0 || (act->pos.y&7)==0) ) changeMoving(act); updateMoving(act); } if (act->flags & FLAG_GRAVITY) act->push |= PUSH_ZN; //if (act->flags & FLAG_PUSHABLE) updatePush(act); //if (act->flags & FLAG_GRAVITY) updateGravity(act); //if (act->flags & FLAG_REACTIVE) updateReactive(act); //act->push = PUSH_NONE; if (!room_changed && update_all && next) update(next); room_changed = false; } void updateEditor(actor_t *act, const bool update_all) { if (!act) return; actor_t *next = act->next; if (act->anim_wait_count==act->anim_wait) { act->anim_frame=(act->anim_frame+1)%4; if (act->anim_cycle==2 && act->anim_frame==3) act->anim_frame=0; act->anim_wait_count=0; } else { act->anim_wait_count++; } if (update_all && next) updateEditor(next); } void print(int x, int y, int num) { int digits=0; bool sign = num < 0; num = SDL_abs(num); int n = num; while (n>0) {n=n/10;digits++;} if (sign) digits++; x=x+digits*4; if (num==0) draw::draw(x+4,y,5,7,0,120); while (num>0) { draw::draw(x,y,5,7,(num%10)*5,120); num=num/10; x=x-4; } if (sign) draw::draw(x,y,5,7,50,120); } void drawAt(actor_t * act, const int x, const int y) { act->inner_x = x; act->inner_y = y; draw(act, false); } void draw(actor_t *act, const bool draw_all) { if (!act) return; if (!editor::isEditing() || ( (act->flags&FLAG_HERO)==0)) { const int x = act->inner_x; // 148-act->bmp_offset.x + act->pos.x*2 - act->pos.y*2; const int y = act->inner_y; // 91-act->bmp_offset.y + act->pos.x + act->pos.y - act->pos.z*2; const bool flip = ( (act->flags & FLAG_ORIENTABLE) && (act->orient==PUSH_XN || act->orient==PUSH_YP) ) ? DRAW_FLIP_HORIZONTAL : DRAW_FLIP_NONE; const int oo = ( (act->flags & FLAG_ORIENTABLE) && (act->orient==PUSH_XN || act->orient==PUSH_YN) ) ? act->bmp_rect.h : 0; const int ao = (act->flags & FLAG_ANIMATED) ? anims[act->anim_cycle][act->anim_frame]*act->bmp_rect.w : 0; draw::pushSource(); draw::setSource(act->surface); if (editor::isEditing() && (act==selected)) draw::swapcol(1, room::getColor(1)); // Si està seleccionat, que canvie de color draw::stencil::set(act->tag); draw::draw(x, y, act->bmp_rect.w, act->bmp_rect.h, act->bmp_rect.x+ao, act->bmp_rect.y+oo, flip); draw::swapcol(1, room::getColor(0)); // Tornem al color per defecte if (act->flags&FLAG_SPECIAL) { draw::setSource(brilli); const int dx = (act->bmp_rect.w-22)>>1; draw::draw(x+dx, y, 22, 24, brilli_brilli*22, 96, DRAW_FLIP_NONE); } draw::popSource(); if (debug::isEnabled(DEBUG_ACTOR_POS)) { char tmp[100]; draw::print(SDL_itoa(act->inner_x, tmp, 10), x+9,y+20, LIGHT+WHITE, BLACK); draw::print(SDL_itoa(act->inner_y, tmp, 10), x+9,y+26, LIGHT+WHITE, BLACK); draw::swapcol(1, room::getColor(0)); // Tornem al color per defecte } } if (draw_all && act->next) draw(act->next); } actor_t *find(std::string name) { actor_t *act = first; while (act) { if (name == act->name) { return act; } act = act->next; } return nullptr; } actor_t *findByTag(const int tag) { actor_t *act = first; while (act) { if (tag == act->tag) { return act; } act = act->next; } return nullptr; } actor_t *find_at(const int x, const int y, const int z) { actor_t *act = first; while (act) { if (act->pos.x==x && act->pos.y==y && act->pos.z==z) { return act; } } return nullptr; } actor_t *get_collision(actor_t *act) { actor_t *other = first; while (other) { if (other != act) { if (check_collision(act, other)) { return other; } } other = other->next; } /* other = dirty; while (other) { if (other != act) { if (check_collision(act, other)) { return other; } } other = other->next; } */ return nullptr; } const bool check_collision(actor_t *obj1, actor_t *obj2) { return (obj1->pos.x < obj2->pos.x + obj2->size.x) && (obj1->pos.x + obj1->size.x > obj2->pos.x ) && (obj1->pos.y < obj2->pos.y + obj2->size.y) && (obj1->pos.y + obj1->size.y > obj2->pos.y ) && (obj1->pos.z < obj2->pos.z + obj2->size.z) && (obj1->pos.z + obj1->size.z > obj2->pos.z ); } void remove(actor_t *act) { if (!act) return; if (act->prev) act->prev->next = act->next; if (act==first) first = act->next; if (act==dirty) dirty = act->next; if (act->next) act->next->prev = act->prev; //draw::freeSurface(act->surface); if (act==selected) selected = nullptr; free(act); } void pick(actor_t *act) { if (!act) return; if (act->prev) act->prev->next = act->next; if (act==first) first = act->next; if (act==dirty) dirty = act->next; if (act->next) act->next->prev = act->prev; if (act==selected) selected = nullptr; picked = act; picked->pos.x=26; picked->pos.y=84; picked->inner_x = 148-act->bmp_offset.x + act->pos.x*2 - act->pos.y*2; picked->inner_y = 91-act->bmp_offset.y + act->pos.x + act->pos.y - act->pos.z*2; } actor_t *getPicked() { return picked; } void clear(const bool all) { resetTag(); actor_t *hero = nullptr; actor_t *act = first; while (act) { actor_t *tmp = act->next; if (!all && (act->flags & FLAG_HERO)) { hero = act; } else { free(act); } act = tmp; } if (picked) { free(picked); picked = nullptr; } first = dirty = nullptr; if (hero) { hero->above = hero->below = hero->next = hero->prev = nullptr; first = hero; } selected = nullptr; } namespace templates { std::vector templates; std::vector categories; void load() { //newCategory("default"); categories.clear(); templates.clear(); char filename[] = "templates.txt"; int filesize=0; char *buffer = file::getFileBuffer(filename, filesize, true); char *original_buffer = buffer; int current_category = 0; if (buffer) { while (*buffer != 0) { const char* key = file::readString(&buffer); if (util::strcomp(key, "category{")) { const char* key = file::readString(&buffer); if (util::strcomp(key, "name:")) { const char *val = file::readString(&buffer); current_category = newCategory(val); } } else if (util::strcomp(key, "actor{")) { actor_t *t = createFromFile(&buffer); t->template_category = current_category; templates.push_back(*t); free(t); } else if (util::strcomp(key, "}")) { current_category = 0; } } free(original_buffer); } } void save() { FILE *f = fopen("data/templates.txt", "w"); for (auto cat_name : categories) { fprintf(f, "\ncategory{\n"); fprintf(f, " name: %s\n", cat_name.c_str()); auto actors = getByCategory(cat_name.c_str()); for (auto t : actors ) { saveToFile(f, &t, true); } fprintf(f, "\n}\n"); } /*for (int i=0; i getByCategory(const char* category) { std::string catname = category; std::vector actors; for (auto act : templates) { if (act.template_category>=categories.size()) act.template_category = 0; if (categories[act.template_category]==catname) actors.push_back(act); } return actors; } std::vector getCategories() { return categories; } const int newCategory(const char *name) { categories.push_back(name); return categories.size()-1; } actor_t *get(const int index) { return &templates[index]; } actor_t *getByName(const char *name) { for (int i=0;iname, source->name); strcpy(dest->bmp, source->bmp); dest->bmp_rect = source->bmp_rect; dest->bmp_offset = source->bmp_offset; dest->pos = source->pos; dest->size = source->size; dest->orient = source->orient; dest->anim_cycle = source->anim_cycle; dest->anim_wait = source->anim_wait; dest->flags = source->flags; dest->react_mask = source->react_mask; dest->react_push = source->react_push; dest->movement = source->movement; } void add(actor_t *act) { // Fem una copia del actor actor_t new_template; copy(&new_template, act); // Li fiquem la categoria per defecte new_template.template_category = 0; // Netejem el nom de numerets cleanName(&new_template); // Si ja hi ha una plantilla amb eixe nom... if (actor::templates::getByName(act->name)) { // ... la actualitzem amb les dades del actor seleccionat actor_t *existing_template = actor::templates::getByName(act->name); copy(existing_template, &new_template); } else { // ... i sinó, afegim el actor seleccionat a la llista de plantilles templates.push_back(new_template); } save(); } } namespace hero { int lives = 8; int boost_jumps = 0; int boost_steps = 0; int boost_god = 0; int skills = SKILL_NONE; int parts = PART_NONE; bool boosters_collected[100]; vec3_t first_pos = {0,0,0}; int first_orient = 0; bool dead = false; void init(const bool complete) { actor::actor_t *hero = actor::create("HERO", {16,32,0}, {6,6,12}, "test.gif", {0,32,20,32}, {-6,38}); hero->flags = FLAG_HERO | FLAG_PUSHABLE | FLAG_GRAVITY | FLAG_ORIENTABLE | FLAG_ANIMATED; actor::setDirty(hero, true); boost_jumps = boost_steps = boost_god = 0; dead = false; if (complete) { stats::reset(); lives = 8; skills = SKILL_NONE; parts = PART_NONE; for (int i=0; i<100; ++i) boosters_collected[i] = false; brilli = draw::getSurface("objectes.gif"); } else { hero->pos = first_pos; hero->orient = first_orient; } } int getLives() { return lives; } void setLives(int value) { lives = value; } void die() { dead = true; } bool isDead() { return dead; } const int getBoosterFromString(char *booster) { static const char *boostset_name[4] = {"RUN", "GOD", "JUMP", "LIVE"}; for (int i=0;i<4;++i) { if (strcmp(booster, boostset_name[i])==0) { return 1< 0) boost_god--; } void useBoostRun() { if (boost_steps > 0) boost_steps--; } void useBoostJump() { if (boost_jumps > 0) boost_jumps--; } const int getSkillFromString(char *skill) { static const char *skillset_name[4] = {"SHOES", "GLOVES", "PANTS", "BAG"}; for (int i=0;i<4;++i) { if (strcmp(skill, skillset_name[i])==0) { return 1<pos.x = *x; if (y) hero->pos.y = *y; if (z) hero->pos.z = *z; } void setFirstPos() { actor_t *hero = actor::find("HERO"); first_pos = hero->pos; first_orient = hero->orient; } } namespace stats { int partsCollected = 0; bool roomVisited[MAX_ROOMS]; int livesLost = 0; int catsLifeOdds = 5; void reset() { partsCollected = livesLost = 0; catsLifeOdds = 5; for (int i=0; i