- [FIX] Ja funciona el gamepad - [CHG] Canviat el format del temps en la pantalla de game over - [CHG] Canvi en una habitació per a balancejar
2228 lines
71 KiB
C++
2228 lines
71 KiB
C++
#include "actor.h"
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#include "jdraw.h"
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#include "jinput.h"
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#include "jfile.h"
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#include "jutil.h"
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#include "jaudio.h"
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#include "room.h"
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#include "editor.h"
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#include "debug.h"
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#include "config.h"
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#include <vector>
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#include "m_game.h"
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#include "controller.h"
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namespace actor
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{
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uint8_t anims[4][4] = {
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{0, 1, 0, 2},
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{0, 1, 2, 3},
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{0, 1, 2, 0},
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{0, 1, 0, 1}};
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actor_t *first = nullptr;
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actor_t *dirty = nullptr;
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actor_t *selected = nullptr;
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actor_t *picked = nullptr;
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static bool room_changed = false;
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int brilli_brilli = 0;
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draw::surface *brilli;
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int current_tag = 0;
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bool floating_editing = false;
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audio::sound *walk = nullptr;
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int walk_channel = -1;
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void resetTag()
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{
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current_tag = 0;
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}
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actor_t *getFirst()
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{
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return first;
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}
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actor_t *getLast()
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{
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if (!first)
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return nullptr;
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actor_t *last = first;
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while (last->next)
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last = last->next;
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return last;
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}
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actor_t *getSelected()
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{
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return selected;
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}
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actor_t *create(std::string name, vec3_t p, vec3_t s, std::string bmp, SDL_Rect r, SDL_Point o)
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{
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actor_t *act = createEmptyActor();
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strcpy(act->name, name.c_str());
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strcpy(act->bmp, bmp.c_str());
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act->pos = p;
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act->size = s;
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act->surface = draw::getSurface(bmp.c_str());
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act->bmp_rect = r;
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act->bmp_offset = o;
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return act;
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}
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actor_t *createEmptyActor()
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{
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actor_t *act = (actor_t *)malloc(sizeof(actor_t));
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act->tag = current_tag++;
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act->pos = {0, 0, 0};
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act->size = {8, 8, 8};
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act->bmp_rect = {0, 0, 32, 32};
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act->bmp_offset = {0, 0};
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act->anim_cycle = act->orient = act->movement = 0;
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act->push = act->mov_push = PUSH_NONE;
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act->below = act->above = nullptr;
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act->prev = act->next = nullptr;
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act->anim_wait = act->anim_wait_count = 0;
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act->anim_frame = 0;
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act->react_mask = act->react_push = 0;
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act->flags = FLAG_NONE;
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act->template_category = 0;
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return act;
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}
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actor_t *duplicate(actor_t *act)
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{
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actor_t *new_act = createEmptyActor();
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actor::templates::copy(new_act, act);
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// new_act->surface = draw::getSurface(new_act->bmp);
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new_act->prev = new_act->next = new_act->above = new_act->below = nullptr;
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return new_act;
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}
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actor_t *createFromTemplate(const char *name)
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{
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actor_t *templ = actor::templates::getByName(name);
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if (!templ)
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return nullptr;
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return duplicate(templ);
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}
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actor_t *createFromFile(char **buffer)
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{
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if (*buffer)
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{
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actor_t *t = createEmptyActor();
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while (**buffer != 0)
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{
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const char *key = file::readString(buffer);
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if (util::strcomp(key, "name:"))
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{
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const char *val = file::readString(buffer);
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strcpy(t->name, val);
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}
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else if (util::strcomp(key, "bmp:"))
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{
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const char *val = file::readString(buffer);
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strcpy(t->bmp, val);
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t->surface = draw::getSurface(t->bmp);
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}
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else if (util::strcomp(key, "bmp-rect:"))
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{
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t->bmp_rect.x = file::readInt(buffer);
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t->bmp_rect.y = file::readInt(buffer);
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t->bmp_rect.w = file::readInt(buffer);
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t->bmp_rect.h = file::readInt(buffer);
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}
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else if (util::strcomp(key, "bmp-offset:"))
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{
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t->bmp_offset.x = file::readInt(buffer);
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t->bmp_offset.y = file::readInt(buffer);
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}
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else if (util::strcomp(key, "pos:"))
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{
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t->pos.x = file::readInt(buffer);
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t->pos.y = file::readInt(buffer);
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t->pos.z = file::readInt(buffer);
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}
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else if (util::strcomp(key, "size:"))
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{
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t->size.x = file::readInt(buffer);
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t->size.y = file::readInt(buffer);
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t->size.z = file::readInt(buffer);
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}
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else if (util::strcomp(key, "orient:"))
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{
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t->orient = util::stringToInt(file::readString(buffer), {"none", "xp", "xn", "yp", "yn", "zp", "zn"}, {0, 1, 2, 4, 8, 16, 32});
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}
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else if (util::strcomp(key, "movement:"))
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{
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t->movement = util::stringToInt(file::readString(buffer), {"none", "x", "y", "z", "cw", "ccw", "rand", "randv", "hunt", "randj"}, {MOV_NONE, MOV_X, MOV_Y, MOV_Z, MOV_CW, MOV_CCW, MOV_RAND, MOV_RANDV, MOV_HUNT, MOV_RANDJ});
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}
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else if (util::strcomp(key, "anim-cycle:"))
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{
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t->anim_cycle = util::stringToInt(file::readString(buffer), {"walk", "seq", "min", "duo"}, {0, 1, 2, 3});
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}
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else if (util::strcomp(key, "anim-wait:"))
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{
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t->anim_wait = file::readInt(buffer);
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}
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else if (util::strcomp(key, "flags:"))
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{
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const char *str = file::readString(buffer, true);
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int value = 0;
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while (str)
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{
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value |= util::stringToInt(str, {"none", "hero", "pushable", "reactive", "moving", "animated", "orientable", "deadly", "gravity", "pickable", "special", "noeditor", "inertia", "disappear"}, {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, FLAG_DISAPPEAR});
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str = file::readString(buffer, true);
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}
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t->flags = value;
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}
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else if (util::strcomp(key, "react-push:"))
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{
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const char *str = file::readString(buffer, true);
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int value = 0;
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while (str)
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{
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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});
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str = file::readString(buffer, true);
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}
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t->react_push = value;
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}
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else if (util::strcomp(key, "react-mask:"))
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{
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const char *str = file::readString(buffer, true);
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int value = 0;
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while (str)
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{
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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});
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str = file::readString(buffer, true);
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}
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t->react_mask = value;
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}
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else if (util::strcomp(key, "}"))
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{
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return t;
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}
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}
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if (t->flags & FLAG_MOVING)
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t->mov_push = t->orient;
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return t;
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}
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return nullptr;
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}
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actor_t *replaceWithTemplate(actor_t *act, const char *name)
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{
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if (!act)
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return nullptr;
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actor_t *newactor = createFromTemplate(name);
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newactor->pos.x = act->pos.x;
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newactor->pos.y = act->pos.y;
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newactor->pos.z = act->pos.z;
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if (act->prev)
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act->prev->next = newactor;
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if (act == first)
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first = newactor;
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if (act == dirty)
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dirty = newactor;
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if (act->next)
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act->next->prev = newactor;
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newactor->prev = act->prev;
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newactor->next = act->next;
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act->prev = act->next = nullptr;
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remove(act);
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return newactor;
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}
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char tmp[255];
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void cleanName(actor_t *act)
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{
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int size = strlen(act->name);
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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)
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{
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act->name[size - 3] = 0;
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}
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}
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// Li donem al actor un nom únic
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void setUniqueName(actor_t *act)
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{
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// Recorrem tots els actors
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actor_t *other = first;
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while (other != nullptr)
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{
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// Si no som eixe actor...
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if (other != act)
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{
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// ... però tenim el mateix nom...
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if (strcmp(act->name, other->name) == 0)
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{
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// Si el nom actual no acaba en guió + dos digits, li afegim "-01" al final
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int size = strlen(act->name);
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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)
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{
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strcat(other->name, "-00");
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strcat(act->name, "-01");
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}
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else
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{
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// Si ja acaba en dos digits, agafem el numero, li sumem 1, i li'l tornem a ficar
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int num = (act->name[size - 1] - 48) + (act->name[size - 2] - 48) * 10;
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num++;
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act->name[size - 1] = (num % 10) + 48;
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act->name[size - 2] = int(num / 10) + 48;
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}
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// I tornem a començar des del principi amb el nou nom
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other = first;
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}
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}
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other = other->next;
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}
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}
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const char *numToOrient(uint8_t value)
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{
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tmp[0] = 0;
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if (value == 0)
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return "NONE";
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if (value & 1)
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strcat(tmp, "XP ");
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if (value & 2)
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strcat(tmp, "XN ");
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if (value & 4)
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strcat(tmp, "YP ");
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if (value & 8)
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strcat(tmp, "YN ");
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if (value & 16)
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strcat(tmp, "ZP ");
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if (value & 32)
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strcat(tmp, "ZN ");
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return tmp;
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}
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const char *numToFlags(uint16_t value)
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{
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tmp[0] = 0;
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if (value == 0)
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return "NONE";
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if (value & FLAG_PICKABLE)
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strcat(tmp, "PICKABLE ");
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if (value & FLAG_PUSHABLE)
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strcat(tmp, "PUSHABLE ");
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if (value & FLAG_REACTIVE)
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strcat(tmp, "REACTIVE ");
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if (value & FLAG_MOVING)
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strcat(tmp, "MOVING ");
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if (value & FLAG_ANIMATED)
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strcat(tmp, "ANIMATED ");
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if (value & FLAG_ORIENTABLE)
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strcat(tmp, "ORIENTABLE ");
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if (value & FLAG_DEADLY)
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strcat(tmp, "DEADLY ");
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if (value & FLAG_GRAVITY)
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strcat(tmp, "GRAVITY ");
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if (value & FLAG_SPECIAL)
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strcat(tmp, "SPECIAL ");
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if (value & FLAG_INERTIA)
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strcat(tmp, "INERTIA ");
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if (value & FLAG_DISAPPEAR)
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strcat(tmp, "DISAPPEAR ");
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return tmp;
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}
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const char *numToMov(uint8_t value)
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{
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if (value == 0)
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return "NONE";
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if (value == 1)
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return "X";
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if (value == 2)
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return "Y";
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if (value == 3)
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return "Z";
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if (value == 4)
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return "CW";
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if (value == 5)
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return "CCW";
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if (value == 6)
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return "RAND";
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if (value == 7)
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return "RANDV";
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if (value == 8)
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return "HUNT";
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if (value == 9)
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return "RANDJ";
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return "NONE";
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}
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actor_t *alpha = nullptr;
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const bool a_is_greater_than_b(actor_t *a, actor_t *b)
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{
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return strcmp(a->name, b->name) >= 0;
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}
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void order(actor_t *act)
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{
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if (!act)
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return;
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if (!a_is_greater_than_b(act, alpha))
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{
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act->next_alpha = alpha;
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alpha = act;
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}
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else
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{
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actor_t *other = alpha;
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actor_t *prev = nullptr;
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while (a_is_greater_than_b(act, other))
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{
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if (other->next_alpha)
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{
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prev = other;
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other = other->next_alpha;
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}
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else
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{
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other->next_alpha = act;
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return;
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}
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}
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prev->next_alpha = act;
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act->next_alpha = other;
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}
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}
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actor_t *alphaOrder(actor_t *act)
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{
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if (!act)
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return nullptr;
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alpha = act;
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act->next_alpha = nullptr;
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act = act->next;
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while (act)
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{
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act->next_alpha = nullptr;
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order(act);
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act = act->next;
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}
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return alpha;
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}
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void saveToFile(FILE *f, actor_t *act, bool tab)
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{
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char ws[5] = "";
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if (tab)
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strcpy(ws, " ");
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fprintf(f, "\n%sactor{\n", ws);
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fprintf(f, " %sname: %s\n", ws, act->name);
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fprintf(f, " %sbmp: %s\n", ws, act->bmp);
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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);
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fprintf(f, " %sbmp-offset: %i %i\n", ws, act->bmp_offset.x, act->bmp_offset.y);
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fprintf(f, " %spos: %i %i %i\n", ws, act->pos.x, act->pos.y, act->pos.z);
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fprintf(f, " %ssize: %i %i %i\n", ws, act->size.x, act->size.y, act->size.z);
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if (act->orient != 0)
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fprintf(f, " %sorient: %s\n", ws, numToOrient(act->orient));
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if (act->anim_cycle != 0)
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fprintf(f, " %sanim-cycle: %s\n", ws, act->anim_cycle == 0 ? "WALK" : act->anim_cycle == 1 ? "SEQ"
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: act->anim_cycle == 2 ? "MIN"
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: "DUO");
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if (act->anim_wait != 0)
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fprintf(f, " %sanim-wait: %i\n", ws, act->anim_wait);
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if (act->flags != 0)
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fprintf(f, " %sflags: %s\n", ws, numToFlags(act->flags));
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if (act->react_mask != 0)
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fprintf(f, " %sreact-mask: %s\n", ws, numToOrient(act->react_mask));
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if (act->react_push != 0)
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fprintf(f, " %sreact-push: %s\n", ws, numToOrient(act->react_push));
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if (act->movement != 0)
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fprintf(f, " %smovement: %s\n", ws, numToMov(act->movement));
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fprintf(f, "%s}\n", ws);
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}
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const bool check_2d_collision(actor_t *obj1, actor_t *obj2)
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{
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return (obj1->pos.x < obj2->pos.x + obj2->size.x) &&
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(obj1->pos.x + obj1->size.x > obj2->pos.x) &&
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(obj1->pos.y < obj2->pos.y + obj2->size.y) &&
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(obj1->pos.y + obj1->size.y > obj2->pos.y);
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}
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const bool does_collide(actor_t *obj1)
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{
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actor_t *obj2 = first;
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actor_t *hero = find("HERO");
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while (obj2)
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{
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if (obj2 != hero && obj1 != obj2 && check_2d_collision(obj1, obj2))
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return true;
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obj2 = obj2->next;
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}
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return false;
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}
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const bool is_above(actor_t *obj1, actor_t *obj2)
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{
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return check_2d_collision(obj1, obj2) && (obj1->pos.z == obj2->pos.z + obj2->size.z);
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}
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actor_t *any_above_me(actor_t *act)
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{
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actor_t *other = first;
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while (other)
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{
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if (is_above(other, act))
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return other;
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other = other->next;
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if (other == act)
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other = other->next;
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}
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/*
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other = dirty;
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while (other)
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{
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if (is_above(other, act)) return other;
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other = other->next;
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if (other == act) other = other->next;
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}
|
|
*/
|
|
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 == first))
|
|
{
|
|
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) || (push == PUSH_ZN)))
|
|
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_HERO) && (act->flags & FLAG_DISAPPEAR))
|
|
{
|
|
act = actor::replaceWithTemplate(act, "EXPLOSION");
|
|
act->name[0] = '_';
|
|
}
|
|
|
|
if (source->flags & FLAG_DEADLY)
|
|
{
|
|
act->push |= PUSH_KILL;
|
|
}
|
|
|
|
if (source->flags & FLAG_HERO)
|
|
{
|
|
if (act->flags & FLAG_SPECIAL)
|
|
{
|
|
if (act->name[0] == 'B')
|
|
{ // Es un booster
|
|
hero::collectBooster(&act->name[5], (act->name[2] - 48) * 10 + (act->name[3] - 48));
|
|
}
|
|
else if (act->name[0] == 'S')
|
|
{ // Es un skill
|
|
hero::giveSkill(&act->name[2]);
|
|
}
|
|
else if (act->name[0] == 'P')
|
|
{
|
|
if (hero::getSkills() & SKILL_BAG)
|
|
{ // Es una part
|
|
hero::pickPart(&act->name[2]);
|
|
}
|
|
else
|
|
{
|
|
return result;
|
|
}
|
|
}
|
|
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 (controller::down(KEY_LEFT)) // 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 (controller::down(KEY_RIGHT)) //(input::keyDown(SDL_SCANCODE_RIGHT) || input::keyDown(config::getKey(KEY_RIGHT)))
|
|
{
|
|
hero::useBoostRun();
|
|
act->orient = PUSH_XP;
|
|
if (((act->pos.x + act->size.x) < max.x && act->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 (controller::down(KEY_UP)) //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 (controller::down(KEY_DOWN)) //input::keyDown(SDL_SCANCODE_DOWN) || input::keyDown(config::getKey(KEY_DOWN)))
|
|
{
|
|
hero::useBoostRun();
|
|
act->orient = PUSH_YP;
|
|
if (((act->pos.y + act->size.y) < max.y && act->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 ((controller::pressed(KEY_PICK)) && (hero::getSkills() & SKILL_PANTS))
|
|
{
|
|
if (picked)
|
|
{
|
|
picked->pos.x = act->pos.x;
|
|
if (picked->pos.x + picked->size.x > room::getMax().x)
|
|
picked->pos.x = room::getMax().x - picked->size.x;
|
|
picked->pos.y = act->pos.y;
|
|
if (picked->pos.y + picked->size.y > room::getMax().y)
|
|
picked->pos.y = room::getMax().y - picked->size.y;
|
|
picked->pos.z = act->pos.z;
|
|
if (does_collide(picked))
|
|
{
|
|
picked->pos.x -= 2;
|
|
if (does_collide(picked))
|
|
{
|
|
picked->pos.x += 2;
|
|
picked->pos.y -= 2;
|
|
}
|
|
}
|
|
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)) ) && (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)))
|
|
// act->pos.z -= height;
|
|
}
|
|
}
|
|
actor::actor_t *future_below = any_below_me(act);
|
|
//if ((input::keyDown(SDL_SCANCODE_SPACE) || input::keyDown(config::getKey(KEY_JUMP))) &&
|
|
if ((controller::down(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 && room::getFloor() != 11) || (act->below || future_below)))
|
|
{
|
|
// [RZC 01/10/2024] Hack per a que al aterrar sobre els que desapareixen puga botar sobre ells, i a més ells desapareguen
|
|
if (!act->below && future_below && future_below->flags & FLAG_DISAPPEAR)
|
|
actor::push(act, future_below, PUSH_ZN);
|
|
|
|
// [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.z<max.z) { act->push |= 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.x < min.x || (act->pos.y + act->size.y) > max.y || act->pos.y < min.y)
|
|
act->react_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;
|
|
//if (audio::getChannelState(walk_channel) == audio::CHANNEL_PAUSED) audio::resumeChannel(walk_channel);
|
|
if ( (config::getSoundMode()==SOUND_ALL) && (act->anim_frame==0)) walk_channel = audio::playSound(walk, 0);
|
|
}
|
|
else
|
|
{
|
|
act->flags &= uint8_t(~FLAG_ANIMATED);
|
|
//if (audio::getChannelState(walk_channel) == audio::CHANNEL_PLAYING) audio::pauseChannel(walk_channel);
|
|
}
|
|
}
|
|
|
|
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:
|
|
act->react_push = (rand() % 32) + 8; // [RZC 26/09/2024] Hack usant react_push en el moviment RAND per a contar la distancia abans de canviar de direcció
|
|
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:
|
|
case MOV_RANDJ:
|
|
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))
|
|
{
|
|
if (!editor::isDevMode())
|
|
{
|
|
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;
|
|
}
|
|
|
|
// [RZC 26/09/2024] Hack usant react_push en el moviment RAND per a contar la distancia abans de canviar de direcció
|
|
if (act->movement == MOV_RAND)
|
|
{
|
|
act->react_push--;
|
|
if (act->react_push == 0)
|
|
changeMoving(act);
|
|
}
|
|
|
|
// [RZC 26/09/2024] Hack usant react_push en les bambolles de café per al dz del moviment de anar pegant botets
|
|
if (act->movement == MOV_RANDJ)
|
|
{
|
|
if (act->pos.z == 0)
|
|
act->react_push = 1;
|
|
if (act->pos.z >= 6)
|
|
act->react_push = -1;
|
|
act->pos.z += act->react_push;
|
|
}
|
|
|
|
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.x < min.x && (!(room::getDoors() & DOOR_XN) || (act->pos.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.x < min.x - 4)
|
|
{
|
|
room::load(room::getExit(XN));
|
|
act->pos.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)
|
|
{
|
|
const bool llevar_abad = room::getCurrent() == 63 && room::getExit(XP) == 62;
|
|
room::load(room::getExit(XP));
|
|
if (llevar_abad)
|
|
{
|
|
actor::remove(actor::find("ABAD"));
|
|
}
|
|
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.y < min.y && (!(room::getDoors() & DOOR_YN) || (act->pos.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.y < min.y - 4)
|
|
{
|
|
room::load(room::getExit(YN));
|
|
act->pos.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) && (room::getFloor() == 11))
|
|
act->push |= PUSH_KILL;
|
|
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->push |= push(act, act->below, PUSH_ZN); // [RZC 20/09/2024] Canvie "act->below->push" per "act->push". Se li deu passar la reacció al que la inicia
|
|
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->push |= push(act, act->below, PUSH_ZN); // [RZC 20/09/2024] Canvie "act->below->push" per "act->push". Se li deu passar la reacció al que la inicia
|
|
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.x < min.x || (act->pos.y + act->size.y) > max.y || act->pos.y < min.y))
|
|
return;
|
|
|
|
// Si arribem fins ací, podem moure la posició
|
|
act->push &= ~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.x<min.x || act->pos.y>max.y || act->pos.y<min.y)
|
|
{
|
|
if (other && other->flags & 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) && modules::game::getSection() == modules::game::SECTION_ACTOR)
|
|
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;
|
|
if (act->below)
|
|
act->below->above = nullptr;
|
|
if (act->above)
|
|
act->above->below = 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 = 24;
|
|
picked->pos.y = 80;
|
|
picked->pos.z = 0;
|
|
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;
|
|
}
|
|
|
|
void setFloatingEditing(const bool value)
|
|
{
|
|
floating_editing = value;
|
|
}
|
|
|
|
const bool getFloatingEditing()
|
|
{
|
|
return floating_editing;
|
|
}
|
|
namespace templates
|
|
{
|
|
std::vector<actor_t> templates;
|
|
std::vector<std::string> 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<templates.size(); ++i)
|
|
{
|
|
actor_t t = templates[i];
|
|
saveToFile(f, &t);
|
|
}*/
|
|
|
|
fclose(f);
|
|
}
|
|
|
|
/*const int size()
|
|
{
|
|
return templates.size();
|
|
}*/
|
|
|
|
std::vector<actor::actor_t> getByCategory(const char *category)
|
|
{
|
|
std::string catname = category;
|
|
std::vector<actor_t> 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<std::string> 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; i < templates.size(); ++i)
|
|
if (util::strcomp(name, templates[i].name))
|
|
return &templates[i];
|
|
// for (auto t : templates) if (util::strcomp(name, t.name)) return &t;
|
|
return nullptr;
|
|
}
|
|
|
|
void copy(actor_t *dest, actor_t *source)
|
|
{
|
|
strcpy(dest->name, 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;
|
|
dest->template_category = source->template_category;
|
|
dest->surface = source->surface;
|
|
}
|
|
|
|
void add(actor_t *act)
|
|
{
|
|
// Fem una copia del actor
|
|
actor_t new_template;
|
|
copy(&new_template, act);
|
|
|
|
// 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);
|
|
new_template.template_category = existing_template->template_category; // Li fiquem la categoria que tenia abans
|
|
copy(existing_template, &new_template);
|
|
}
|
|
else
|
|
{
|
|
// ... i sinó, afegim el actor seleccionat a la llista de plantilles
|
|
new_template.template_category = 0; // Li fiquem la categoria per defecte
|
|
templates.push_back(new_template);
|
|
}
|
|
save();
|
|
}
|
|
|
|
void swapCategories(const int a, const int b)
|
|
{
|
|
if (a >= categories.size() || a < 0)
|
|
return;
|
|
if (b >= categories.size() || b < 0)
|
|
return;
|
|
auto str = categories[a];
|
|
categories[a] = categories[b];
|
|
categories[b] = str;
|
|
|
|
for (auto &actor : templates)
|
|
{
|
|
if (actor.template_category == a)
|
|
actor.template_category = b;
|
|
else if (actor.template_category == b)
|
|
actor.template_category = a;
|
|
}
|
|
/*
|
|
auto old_categories = categories;
|
|
categories.clear();
|
|
std::string relocated = "";
|
|
for (int i=0; i<old_categories.size(); ++i)
|
|
{
|
|
if (i==index) {
|
|
relocated = old_categories[i];
|
|
} else {
|
|
categories.push_back(old_categories[i]);
|
|
if (relocated != "") { categories.push_back(relocated); relocated = ""; }
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
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");
|
|
|
|
if (config::getSoundMode()==SOUND_ALL) walk = audio::loadSound("walk.wav");
|
|
//walk_channel = audio::playSound(walk, -1);
|
|
//audio::pauseChannel(walk_channel);
|
|
}
|
|
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(const 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 << i;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
const char *getBoosterName(int booster)
|
|
{
|
|
switch (booster)
|
|
{
|
|
case 1:
|
|
return "RUN";
|
|
case 2:
|
|
return "GOD";
|
|
case 4:
|
|
return "JUMP";
|
|
case 8:
|
|
return "LIVE";
|
|
default:
|
|
return "";
|
|
}
|
|
}
|
|
|
|
bool giveBooster(char *booster)
|
|
{
|
|
const int value = getBoosterFromString(booster);
|
|
switch (value)
|
|
{
|
|
case BOOST_GOD:
|
|
boost_god = 99 * 2;
|
|
break;
|
|
case BOOST_RUN:
|
|
boost_steps = 99 * 2;
|
|
break;
|
|
case BOOST_JUMP:
|
|
boost_jumps = 10;
|
|
break;
|
|
case BOOST_LIVE:
|
|
lives++;
|
|
break;
|
|
}
|
|
return value != 0;
|
|
}
|
|
|
|
void collectBooster(const char *booster, int id)
|
|
{
|
|
boosters_collected[id] = true;
|
|
switch (getBoosterFromString(booster))
|
|
{
|
|
case BOOST_GOD:
|
|
boost_god = 99 * 2;
|
|
break;
|
|
case BOOST_RUN:
|
|
boost_steps = 99 * 2;
|
|
break;
|
|
case BOOST_JUMP:
|
|
boost_jumps = 10;
|
|
break;
|
|
case BOOST_LIVE:
|
|
lives++;
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool wasBoosterCollected(int id)
|
|
{
|
|
return boosters_collected[id];
|
|
}
|
|
|
|
int getBoostGod()
|
|
{
|
|
return boost_god;
|
|
}
|
|
int getBoostRun()
|
|
{
|
|
return boost_steps;
|
|
}
|
|
|
|
int getBoostJump()
|
|
{
|
|
return boost_jumps;
|
|
}
|
|
|
|
void useBoostGod()
|
|
{
|
|
if (boost_god > 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 << i;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
const char *getSkillName(int skill)
|
|
{
|
|
switch (skill)
|
|
{
|
|
case 1:
|
|
return "SHOES";
|
|
case 2:
|
|
return "GLOVES";
|
|
case 4:
|
|
return "PANTS";
|
|
case 8:
|
|
return "BAG";
|
|
default:
|
|
return "";
|
|
}
|
|
}
|
|
|
|
bool giveSkill(int skill)
|
|
{
|
|
skills |= skill;
|
|
return skill != 0;
|
|
}
|
|
|
|
bool giveSkill(char *skill)
|
|
{
|
|
return giveSkill(getSkillFromString(skill));
|
|
}
|
|
|
|
bool dropSkill(int skill)
|
|
{
|
|
skills &= ~skill;
|
|
return skill != 0;
|
|
}
|
|
|
|
bool dropSkill(char *skill)
|
|
{
|
|
return dropSkill(getSkillFromString(skill));
|
|
}
|
|
|
|
bool wasSkillCollected(char *skill)
|
|
{
|
|
return skills & getSkillFromString(skill);
|
|
}
|
|
|
|
int getSkills()
|
|
{
|
|
return skills;
|
|
}
|
|
|
|
const int getPartFromString(char *part)
|
|
{
|
|
static const char *partset_name[6] = {"FILTER", "PUMP", "TIMER", "SALT", "PIPE", "ELBOW"};
|
|
for (int i = 0; i < 6; ++i)
|
|
{
|
|
if (strcmp(part, partset_name[i]) == 0)
|
|
{
|
|
return 1 << i;
|
|
}
|
|
}
|
|
return PART_NONE;
|
|
}
|
|
|
|
const char *getPartName(int part)
|
|
{
|
|
switch (part)
|
|
{
|
|
case 1:
|
|
return "FILTER";
|
|
case 2:
|
|
return "PUMP";
|
|
case 4:
|
|
return "TIMER";
|
|
case 8:
|
|
return "SALT";
|
|
case 16:
|
|
return "PIPE";
|
|
case 32:
|
|
return "ELBOW";
|
|
default:
|
|
return "";
|
|
}
|
|
}
|
|
|
|
bool pickPart(char *part)
|
|
{
|
|
const int value = getPartFromString(part);
|
|
parts |= value;
|
|
if (value != 0)
|
|
stats::collectPart();
|
|
return value != 0;
|
|
}
|
|
|
|
bool dropPart(char *part)
|
|
{
|
|
const int value = getPartFromString(part);
|
|
parts &= ~value;
|
|
return value != 0;
|
|
}
|
|
|
|
bool wasPartCollected(char *part)
|
|
{
|
|
return parts & getPartFromString(part);
|
|
}
|
|
|
|
int getParts()
|
|
{
|
|
return parts;
|
|
}
|
|
|
|
void move(int *x, int *y, int *z)
|
|
{
|
|
actor_t *hero = actor::find("HERO");
|
|
if (x)
|
|
hero->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;
|
|
uint32_t start_time = 0;
|
|
|
|
void reset()
|
|
{
|
|
partsCollected = livesLost = 0;
|
|
catsLifeOdds = 5;
|
|
for (int i = 0; i < MAX_ROOMS; ++i)
|
|
roomVisited[i] = false;
|
|
start_time = SDL_GetTicks();
|
|
}
|
|
|
|
void collectPart() { partsCollected++; }
|
|
void visitRoom(int room) { roomVisited[room] = true; }
|
|
void loseLive() { livesLost++; }
|
|
|
|
int getNumPartsCollected() { return partsCollected; }
|
|
int getRoomsVisited()
|
|
{
|
|
int roomsVisited = 0;
|
|
for (int i = 0; i < MAX_ROOMS; ++i)
|
|
if (roomVisited[i])
|
|
roomsVisited++;
|
|
return roomsVisited;
|
|
}
|
|
|
|
uint32_t getStartTime() { return start_time; }
|
|
|
|
int getLivesLost() { return livesLost; }
|
|
|
|
bool catsLife()
|
|
{
|
|
if ((rand() % catsLifeOdds) == 0)
|
|
{
|
|
catsLifeOdds *= 2;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|