void DEMONPEGTOP::Move()
{
	if (App->inter->enemies_movement) {
		
		CheckState();
		PerformActions();
		

	}
}
Exemple #2
0
void* ProcessActions (void* v) {
	int PacketSlot;

	DEBUGPATH;

	while (!Globals.Done) {
		PacketSlot = PopFromWaiting ();

		if (PacketSlot == PACKET_NONE)
			break;

		PerformActions (PacketSlot);
		RouteAndSend (PacketSlot);
	}

	return NULL;
}
Exemple #3
0
int main(){	
	TriggerFx(0,0,0);


	ClearVram();
	InitMusicPlayer(patches);
	SetMasterVolume(0x40);
	StartSong(midisong);

	SetSpritesTileTable(mario_sprites_tileset);
	SetFontTilesIndex(SMB_TILESET_SIZE);
	SetTileTable(smb_tileset);

    Screen.scrollHeight = 23;
	

    Screen.overlayHeight=4;
    Screen.overlayTileTable=smb_tileset;
	DrawMap2(0,Screen.scrollHeight,map_hud);
	
	unsigned char c;
	for(int y=0;y<22;y++){
		for(int x=0;x<30;x++){
			c=pgm_read_byte(&(map_main[(y*MAP_MAIN_WIDTH)+x+2]));
			SetTile(x,y+1,c);
		}	
	}


	dx=0;
	sx=50;
	sy=169-32+8;
	sprDir=1;

	goombaX[0]=17; //159;
	goombaDir[0]=-1;
	goombaAnim[0]=0;
	goombaSpr[0]=0;
	goombaSprIndex[0]=6;

	goombaX[1]=65 ;//201;
	goombaDir[1]=1;
	goombaAnim[1]=0;
	goombaSpr[1]=0;
	goombaSprIndex[1]=10;


	MapSprite2(0,map_rwalk1,0);
	MapSprite2(6,map_rgoomba1,SPRITE_FLIP_X);
	MapSprite2(10,map_rgoomba2,0);



	g=0;
	MoveSprite(0,sx,sy,2,3);
	Scroll(0,-1);

	MoveSprite(goombaSprIndex[0],goombaX[0],176,2,2);
	MoveSprite(goombaSprIndex[1],goombaX[1],176,2,2);

	Screen.scrollY=0;
	Screen.overlayHeight=4;//OVERLAY_LINES;

	
	while(1){
		WaitVsync(1);
	

		processControls();

		if((active&1)!=0){
			PerformActions();
			MoveSprite(0,sx,sy+dy,2,3);
		}else{
			MoveSprite(0,sx,230,2,3);
		}



		//animate goombas
		for(g=0;g<2;g++){
		

				if(goombaX[g]<=0 && goombaDir[g]==-1){
					goombaDir[g]=1;
				}
		
				if(goombaX[g] >= (215+15) && goombaDir[g]==1){
					goombaDir[g]=-1;
			
				}
		
				goombaX[g]+=goombaDir[g];
				goombaAnim[g]++;

				if(goombaAnim[g]==8){
					goombaSpr[g]^=1;
					goombaAnim[g]=0;
				}

				if(goombaSpr[g]==0){
					MapSprite2(goombaSprIndex[g],map_rgoomba1,goombaDir[g]!=1?SPRITE_FLIP_X:0);
				}else{
					MapSprite2(goombaSprIndex[g],map_rgoomba2,goombaDir[g]!=1?SPRITE_FLIP_X:0);
				}

				MoveSprite(goombaSprIndex[g],goombaX[g],176-32+8,2,2);
			

		}
	

	}		
	
}
Exemple #4
0
static int PerformActions(int vb,int no)
{
	static int disable_sysfunc=0;	/* Recursion lock */
	int d=BitFlags&(1<<DARKBIT);

	int ct=0;
	int fl;
	int doagain=0;
	if(vb==1 && no == -1 )
	{
		Output("Give me a direction too.");
		return(0);
	}
	if(vb==1 && no>=1 && no<=6)
	{
		int nl;
		if(Items[LIGHT_SOURCE].Location==MyLoc ||
		   Items[LIGHT_SOURCE].Location==CARRIED)
		   	d=0;
		if(d)
			Output("Dangerous to move in the dark! ");
		nl=Rooms[MyLoc].Exits[no-1];
		if(nl!=0)
		{
			MyLoc=nl;
			return(0);
		}
		if(d)
		{
			if(Options&YOUARE)
				Output("You fell down and broke your neck. ");
			else
				Output("I fell down and broke my neck. ");
			glk_exit();
		}
		if(Options&YOUARE)
			Output("You can't go in that direction. ");
		else
			Output("I can't go in that direction. ");
		return(0);
	}
	fl= -1;
	while(ct<=GameHeader.NumActions)
	{
		int vv,nv;
		vv=Actions[ct].Vocab;
		/* Think this is now right. If a line we run has an action73
		   run all following lines with vocab of 0,0 */
		if(vb!=0 && (doagain&&vv!=0))
			break;
		/* Oops.. added this minor cockup fix 1.11 */
		if(vb!=0 && !doagain && fl== 0)
			break;
		nv=vv%150;
		vv/=150;
		if((vv==vb)||(doagain&&Actions[ct].Vocab==0))
		{
			if((vv==0 && RandomPercent(nv))||doagain||
				(vv!=0 && (nv==no||nv==0)))
			{
				int f2;
				if(fl== -1)
					fl= -2;
				if((f2=PerformLine(ct))>0)
				{
					/* ahah finally figured it out ! */
					fl=0;
					if(f2==2)
						doagain=1;
					if(vb!=0 && doagain==0)
						return(0);
				}
			}
		}
		ct++;

		/* Previously this did not check ct against
		 * GameHeader.NumActions and would read past the end of
		 * Actions.  I don't know what should happen on the last
		 * action, but doing nothing is better than reading one
		 * past the end.
		 * --Chris
		 */
		if(ct <= GameHeader.NumActions && Actions[ct].Vocab!=0)
			doagain=0;
	}
	if(fl!=0 && disable_sysfunc==0)
	{
		int item;
		if(Items[LIGHT_SOURCE].Location==MyLoc ||
		   Items[LIGHT_SOURCE].Location==CARRIED)
		   	d=0;
		if(vb==10 || vb==18)
		{
			/* Yes they really _are_ hardcoded values */
			if(vb==10)
			{
				if(xstrcasecmp(NounText,"ALL")==0)
				{
					int i=0;
					int f=0;

					if(d)
					{
						Output("It is dark.\n");
						return 0;
					}
					while(i<=GameHeader.NumItems)
					{
						if(Items[i].Location==MyLoc && Items[i].AutoGet!=NULL && Items[i].AutoGet[0]!='*')
						{
							no=WhichWord(Items[i].AutoGet,Nouns);
							disable_sysfunc=1;	/* Don't recurse into auto get ! */
							PerformActions(vb,no);	/* Recursively check each items table code */
							disable_sysfunc=0;
							if(CountCarried()==GameHeader.MaxCarry)
							{
								if(Options&YOUARE)
									Output("You are carrying too much. ");
								else
									Output("I've too much to carry. ");
								return(0);
							}
							Items[i].Location= CARRIED;
							Output(Items[i].Text);
							Output(": O.K.\n");
							f=1;
						}
						i++;
					}
					if(f==0)
						Output("Nothing taken.");
					return(0);
				}
				if(no==-1)
				{
					Output("What ? ");
					return(0);
				}
				if(CountCarried()==GameHeader.MaxCarry)
				{
					if(Options&YOUARE)
						Output("You are carrying too much. ");
					else
						Output("I've too much to carry. ");
					return(0);
				}
				item=MatchUpItem(NounText,MyLoc);
				if(item==-1)
				{
					if(Options&YOUARE)
						Output("It is beyond your power to do that. ");
					else
						Output("It's beyond my power to do that. ");
					return(0);
				}
				Items[item].Location= CARRIED;
				Output("O.K. ");
				return(0);
			}
			if(vb==18)
			{
				if(xstrcasecmp(NounText,"ALL")==0)
				{
					int i=0;
					int f=0;
					while(i<=GameHeader.NumItems)
					{
						if(Items[i].Location==CARRIED && Items[i].AutoGet && Items[i].AutoGet[0]!='*')
						{
							no=WhichWord(Items[i].AutoGet,Nouns);
							disable_sysfunc=1;
							PerformActions(vb,no);
							disable_sysfunc=0;
							Items[i].Location=MyLoc;
							Output(Items[i].Text);
							Output(": O.K.\n");
							f=1;
						}
						i++;
					}
					if(f==0)
						Output("Nothing dropped.\n");
					return(0);
				}
				if(no==-1)
				{
					Output("What ? ");
					return(0);
				}
				item=MatchUpItem(NounText,CARRIED);
				if(item==-1)
				{
					if(Options&YOUARE)
						Output("It's beyond your power to do that.\n");
					else
						Output("It's beyond my power to do that.\n");
					return(0);
				}
				Items[item].Location=MyLoc;
				Output("O.K. ");
				return(0);
			}
		}
	}
	return(fl);
}
Exemple #5
0
void glk_main(void)
{
	FILE *f;
	int vb,no;

	Bottom = glk_window_open(0, 0, 0, wintype_TextBuffer, 1);
	if(Bottom == NULL)
		glk_exit();
	glk_set_window(Bottom);

	if(game_file == NULL)
		Fatal("No game provided");

	f = fopen(game_file, "r");
	if(f==NULL)
		Fatal("Cannot open game");

	if (Options & TRS80_STYLE)
	{
		Width = 64;
		TopHeight = 11;
	}
	else
	{
		Width = 80;
		TopHeight = 10;
	}

	if(split_screen)
	{
		Top = glk_window_open(Bottom, winmethod_Above | winmethod_Fixed, TopHeight, wintype_TextGrid, 0);
		if(Top == NULL)
		{
			split_screen = 0;
			Top = Bottom;
		}
	}
	else
	{
		Top = Bottom;
	}

	Output("\
Scott Free, A Scott Adams game driver in C.\n\
Release 1.14, (c) 1993,1994,1995 Swansea University Computer Society.\n\
Distributed under the GNU software license\n\n");
	LoadDatabase(f,(Options&DEBUGGING)?1:0);
	fclose(f);
	srand(time(NULL));
	while(1)
	{
		glk_tick();

		PerformActions(0,0);

		Look();

		if(GetInput(&vb,&no) == -1)
			continue;
		switch(PerformActions(vb,no))
		{
			case -1:Output("I don't understand your command. ");
				break;
			case -2:Output("I can't do that yet. ");
				break;
		}
		/* Brian Howarth games seem to use -1 for forever */
		if(Items[LIGHT_SOURCE].Location/*==-1*/!=DESTROYED && GameHeader.LightTime!= -1)
		{
			GameHeader.LightTime--;
			if(GameHeader.LightTime<1)
			{
				BitFlags|=(1<<LIGHTOUTBIT);
				if(Items[LIGHT_SOURCE].Location==CARRIED ||
					Items[LIGHT_SOURCE].Location==MyLoc)
				{
					if(Options&SCOTTLIGHT)
						Output("Light has run out! ");
					else
						Output("Your light has run out. ");
				}
				if(Options&PREHISTORIC_LAMP)
					Items[LIGHT_SOURCE].Location=DESTROYED;
			}
			else if(GameHeader.LightTime<25)
			{
				if(Items[LIGHT_SOURCE].Location==CARRIED ||
					Items[LIGHT_SOURCE].Location==MyLoc)
				{

					if(Options&SCOTTLIGHT)
					{
						Output("Light runs out in ");
						OutputNumber(GameHeader.LightTime);
						Output(" turns. ");
					}
					else
					{
						if(GameHeader.LightTime%5==0)
							Output("Your light is growing dim. ");
					}
				}
			}
		}
	}
}