Beispiel #1
0
bool
should_spikes_raise (struct pos *p)
{
  int i;
  struct pos pmf, pm, pmba;

  for (i = 0; i < anima_nmemb; i++) {
    struct anim *a = &anima[i];
    if (is_anim_dead (&a->f)) continue;
    survey (_mf, pos, &a->f, NULL, &pmf, NULL);
    survey (_m, pos, &a->f, NULL, &pm, NULL);
    survey (_mba, pos, &a->f, NULL, &pmba, NULL);

    if (should_spikes_raise_for_pos (p, &pmf)
        || should_spikes_raise_for_pos (p, &pm)
        || should_spikes_raise_for_pos (p, &pmba))
      return true;
  }

  return false;
}
Beispiel #2
0
bool
should_chomp (struct pos *p)
{
  int i;
  struct pos pm, _p;

  for (i = 0; i < anima_nmemb; i++) {
    struct anim *a = &anima[i];
    if (a->type != KID
        || (is_anim_dead (&a->f) && ! a->id == 0)) continue;
    survey (_m, pos, &a->f, NULL, &pm, NULL);
    int inc = p->place < pm.place ? +1 : -1;
    if (p->room == pm.room && p->floor == pm.floor) {
      for (_p = *p; _p.place != pm.place; _p.place += inc)
        if (con (&_p)->fg == WALL) return false;
      return true;
    }
  }

  return false;
}
Beispiel #3
0
void
draw_broken_floor_fg (ALLEGRO_BITMAP *bitmap, struct pos *p,
                      enum em em, enum vm vm)
{
  struct coord c;
  int i;
  for (i = 0; i < anima_nmemb; i++) {
    struct anim *a = &anima[i];
    struct pos pmt;
    survey (_mt, pos, &a->f, NULL, &pmt, NULL);
    if (peq (&pmt, p) && is_anim_dead (&a->f)) return;
  }

  ALLEGRO_BITMAP *broken_floor_front = NULL;

  switch (em) {
  case DUNGEON:
    switch (vm) {
    case CGA: broken_floor_front = dc_broken_floor_front; break;
    case EGA: broken_floor_front = de_broken_floor_front; break;
    case VGA: broken_floor_front = dv_broken_floor_front; break;
    }
    break;
  case PALACE:
    switch (vm) {
    case CGA: broken_floor_front = pc_broken_floor_front; break;
    case EGA: broken_floor_front = pe_broken_floor_front; break;
    case VGA: broken_floor_front = pv_broken_floor_front; break;
    }
    break;
  }

  if (vm == VGA) broken_floor_front = apply_hue_palette (broken_floor_front);
  if (hgc) broken_floor_front = apply_palette (broken_floor_front, hgc_palette);
  if (peq (p, &mouse_pos))
    broken_floor_front = apply_palette (broken_floor_front, selection_palette);

  draw_bitmapc (broken_floor_front, bitmap,
                broken_floor_front_coord (p, &c), 0);
}
Beispiel #4
0
void
compute_loose_floor_fall (struct loose_floor *l)
{
  int speed = 3 * ++l->i;
  if (speed > 29) speed = 29;

  struct frame nf;
  struct frame_offset fo;
  fo.b = l->f.b;
  fo.dx = 0;
  fo.dy = speed;
  next_frame (&l->f, &nf, &fo);
  struct coord mbo_f, mbo_nf;
  struct pos fpmbo_f, nfpmbo_f, fpmbo_nf, nfpmbo_nf;
  enum confg fcmbo_f;
  fcmbo_f = survey (_mbo, posf, &l->f, &mbo_f, &fpmbo_f, &nfpmbo_f)->fg;
  survey (_mbo, posf, &nf, &mbo_nf, &fpmbo_nf, &nfpmbo_nf);

  struct pos p;

  /* hit kid */
  int i;
  for (i = 0; i < anima_nmemb; i++) {
    struct coord kmt, ambo_f, ambo_nf; struct pos np, kpmt;
    struct anim *a = &anima[i];
    if (is_anim_dead (&a->f)
        || a->immortal
        || a->loose_floor_immune)
      continue;
    survey (_mt, pos, &a->f, &kmt, &kpmt, &np);
    coord2room (&mbo_f, kpmt.room, &ambo_f);
    coord2room (&mbo_nf, kpmt.room, &ambo_nf);
    if (peq (&nfpmbo_f, &kpmt)
        && ambo_f.y <= kmt.y
        && ambo_nf.y >= kmt.y
        && ! a->hit_by_loose_floor
        && ! is_kid_hang_or_climb (&a->f)
        && ! is_kid_fall (&a->f)) {
      a->hit_by_loose_floor = true;
      a->splash = true;
      a->current_lives--;
      a->uncouch_slowly = true;
      /* ensure kid doesn't couch in thin air (might occur when hit
         while jumping, for example) */
      place_on_the_ground (&a->f, &a->f.c);
      play_sample (hit_wall_sample, kpmt.room);
      alert_guards (&kpmt);
      if (a->id == current_kid_id) {
        video_effect.color = get_flicker_blood_color ();
        start_video_effect (VIDEO_FLICKERING, SECS_TO_VCYCLES (0.1));
      }
      if (a->current_lives <= 0) {
        a->p = kpmt;
        anim_die_suddenly (a);
        a->death_reason = LOOSE_FLOOR_DEATH;
      }
      else if (a->type == KID) kid_couch (a);
    }
  }

  /* fall */
  if (is_strictly_traversable (&fpmbo_f)
      || peq (&fpmbo_f, &fpmbo_nf)) {
    /* the floor hit a rigid structure */
    if (is_rigid_con (&fpmbo_nf)) prel (&fpmbo_nf, &p, -1, 0);
    /* the floor continue to fall */
    else {
      l->f = nf;
      if (is_strictly_traversable (&fpmbo_nf)) l->p = fpmbo_nf;
      must_sort = true;
      return;
    }
    /* the floor hit the ground */
  } else {
    struct loose_floor *m;
    p = fpmbo_f;
    switch (fcmbo_f) {
    case LOOSE_FLOOR: /* loose floor isn't ground */
      m = loose_floor_at_pos (&fpmbo_f);
      if (m) m->p.room = -1;
      must_remove = true;
      l->f = nf;
      l->f.b = get_correct_falling_loose_floor_bitmap (dv_broken_floor);
      l->p = fpmbo_f;
      l->i = 0;
      con (&fpmbo_f)->fg = NO_FLOOR;
      must_sort = true;
      play_sample (broken_floor_sample, p.room);
      alert_guards (&p);
      return;
    case OPENER_FLOOR: break_opener_floor (&fpmbo_f); break;
    case CLOSER_FLOOR: break_closer_floor (&fpmbo_f); break;
    case SPIKES_FLOOR: break_spikes_floor (&fpmbo_f); break;
    case LEVEL_DOOR: break_level_door (&fpmbo_f); break;
    default: break;
    }
  }

  /* reach here only if the floor hit a rigid structure or the
     ground */
  if (con (&p)->fg != LEVEL_DOOR) con (&p)->fg = BROKEN_FLOOR;
  shake_loose_floor_row (&p);
  l->p.room = -1;
  must_remove = true;
  must_sort = true;
  play_sample (broken_floor_sample, p.room);
  alert_guards (&p);
}
Beispiel #5
0
void
compute_choppers (void)
{
  size_t i, j;

  for (i = 0; i < chopper_nmemb; i++) {
    struct chopper *c = &chopper[i];

    if (c->inactive) continue;

    switch (c->i) {
    case 0:
      if (! c->alert) c->alert = ! should_chomp (&c->p);
      if ((c->wait-- <= 0 && should_chomp (&c->p)
           && (anim_cycle % CHOPPER_WAIT) ==
           prandom_pos (&c->p, CHOPPER_WAIT - 1))
          || c->activate) {
        c->i++;
        register_changed_pos (&c->p, CHPOS_CHOPPER);
      }
      break;
    case 1: c->i++;
      if (c->alert) {
        alert_guards (&c->p);
        c->alert = false;
      }
      play_sample (chopper_sample, &c->p, -1);
      register_changed_pos (&c->p, CHPOS_CHOPPER);
      break;
    case 2:
      c->i++;
      register_changed_pos (&c->p, CHPOS_CHOPPER);
      break;
    case 3:
      c->i++;
      register_changed_pos (&c->p, CHPOS_CHOPPER);
      break;
    case 4: c->i = 0; c->wait = CHOPPER_WAIT; c->activate = false;
      register_changed_pos (&c->p, CHPOS_CHOPPER);
      break;
    }

    if (c->i != 1 && c->i != 2 ) continue;

    /* chomp kid */
    for (j = 0; j < anima_nmemb; j++) {
      struct anim *a = &anima[j];
      if (a->type == MOUSE
          || is_anim_fall (&a->f)
          || a->immortal
          || a->chopper_immune
          || (a->action == kid_walk && a->walk != -1))
        continue;
      struct pos pbf, pbb;
      survey (_bf, pos, &a->f, NULL, &pbf, NULL);
      survey (_bb, pos, &a->f, NULL, &pbb, NULL);
      pos2room (&pbf, c->p.room, &pbf);
      pos2room (&pbb, c->p.room, &pbb);
      if ((((pbf.room == c->p.room
             && pbf.floor == c->p.floor)
            || (pbb.room == c->p.room
                && pbb.floor == c->p.floor))
           && ((a->f.dir == LEFT && pbf.place < c->p.place
                && pbb.place >= c->p.place)
               || (a->f.dir == RIGHT && pbf.place >= c->p.place
                   && pbb.place < c->p.place)))
          && (! is_anim_dead (&a->f) || ! is_anim_chopped (&a->f))) {
        if (a->type != SKELETON) c->blood = true;
        a->splash = true;
        a->p = c->p;
        a->death_reason = CHOPPER_DEATH;
        if (a->id == current_kid_id) {
          mr.flicker = 2;
          mr.color = get_flicker_blood_color ();
        }
        if (a->type == SKELETON)
          play_sample (skeleton_sample, &c->p, -1);
        else play_sample (chopped_sample, &c->p, -1);
        anim_die_chopped (a);
      }
    }
  }
}