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; }
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; }
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); }
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); }
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); } } } }