Exemple #1
0
static void
physics_out (struct anim *k)
{
  /* depressible floors */
  if (k->i == 1) update_depressible_floor (k, -1, -24);
  else keep_depressible_floor (k);
}
Exemple #2
0
static void
physics_out (struct anim *k)
{
  /* depressible floors */
  if (k->collision && k->i == 1)
    update_depressible_floor (k, -13, -18);
  else keep_depressible_floor (k);
}
Exemple #3
0
static void
physics_out (struct anim *g)
{
  /* depressible floors */
  if (g->i == 0) update_depressible_floor (g, 0, -34);
  else if (g->i == 1) update_depressible_floor (g, -1, -27);
  else keep_depressible_floor (g);
}
static void
physics_out (struct anim *k)
{
  /* depressible floors */
  if (k->f.b == kid_take_sword_frameset[3].frame)
    update_depressible_floor (k, -2, -27);
  else keep_depressible_floor (k);
}
Exemple #5
0
static void
physics_out (struct anim *k)
{
  /* depressible floors */
  if (k->i > 4) clear_depressible_floor (k);
  else keep_depressible_floor (k);

  /* sound */
  if (k->j % 4 == 0) play_audio (&step_audio, NULL, k->id);
}
Exemple #6
0
static void
physics_out (struct anim *k)
{
  /* depressible floors */
  if (k->i == 0) update_depressible_floor (k, -7, -9);
  else if (k->i == 2) update_depressible_floor (k, -1, -13);
  else if (k->i == 5) update_depressible_floor (k, -19, -20);
  else if (k->i == 7) update_depressible_floor (k, -12, -22);
  else if (k->i == 8) update_depressible_floor (k, -9, -10);
  else if (k->i == 11) update_depressible_floor (k, -6, -12);
  else keep_depressible_floor (k);
}
Exemple #7
0
static void
physics_out (struct anim *k)
{
  /* depressible floors */
  if (k->i == 0) update_depressible_floor (k, -4, -27);
  else if (k->i == 1) update_depressible_floor (k, -9, -28);
  else if (k->i == 2) update_depressible_floor (k, -11, -29);
  else if (k->i == 3) update_depressible_floor (k, -6, -27);
  else if (k->i == 4) update_depressible_floor (k, -10, -31);
  else if (k->i == 5) update_depressible_floor (k, -17, -29);
  else keep_depressible_floor (k);
}
Exemple #8
0
static void
physics_out (struct anim *g)
{
  /* depressible floors */
  if (g->i == 0) update_depressible_floor (g, -6, -12);
  else if (g->i == 1) update_depressible_floor (g, -5, -12);
  else if (g->i == 2) update_depressible_floor (g, -4, -13);
  else if (g->i == 3) update_depressible_floor (g, -2, -18);
  else if (g->i == 4) update_depressible_floor (g, 0, -27);
  else if (g->i == 5) update_depressible_floor (g, -12, -28);
  else keep_depressible_floor (g);
}
Exemple #9
0
static void
physics_out (struct anim *g)
{
  /* sound */
  if (g->i == 4) play_audio (&sword_attack_audio, NULL, g->id);

  /* depressible floors */
  if (g->i == 3) update_depressible_floor (g, -4, -41);
  else if (g->i == 4) update_depressible_floor (g, -9, -48);
  else if (g->i == 6) update_depressible_floor (g, -3, -33);
  else if (g->i == 7) update_depressible_floor (g, -1, -24);
  else keep_depressible_floor (g);
}
Exemple #10
0
static void
physics_out (struct anim *k)
{
  struct pos pmbo;

  /* depressible floors */
  keep_depressible_floor (k);

  /* loose floor shaking */
  survey (_mbo, pos, &k->f, NULL, &pmbo, NULL);
  if (k->i == 8) shake_loose_floor_row (&pmbo);

  /* sound */
  if (k->i == 7) play_audio (&step_audio, NULL, k->id);
}
Exemple #11
0
static void
physics_out (struct anim *k)
{
  /* depressible floors */
  if (k->i == 2) update_depressible_floor (k, -7, -13);
  else if (k->i == 5) update_depressible_floor (k, -5, -30);
  else if (k->i == 6) update_depressible_floor (k, -4, -11);
  else keep_depressible_floor (k);

  /* sound */
  if (k->oaction == kid_run_jump)
    play_sample (step_sample, k->f.c.room);
  if (k->i == 2 || k->i == 6)
    play_sample (step_sample, k->f.c.room);
}
Exemple #12
0
static void
physics_out (struct anim *k)
{
  struct pos pmbo;

  /* depressible floors */
  if (k->i == 8) clear_depressible_floor (k);
  else if (k->i == 11) update_depressible_floor (k, -11, -15);
  else if (k->i == 14) update_depressible_floor (k, 0, -6);
  else keep_depressible_floor (k);

  /* loose floor shaking */
  survey (_mbo, pos, &k->f, NULL, &pmbo, NULL);
  if (k->i == 12) shake_loose_floor_row (&pmbo);

  /* sound */
  if (k->i == 11 || k->i == 14) play_sample (step_sample, NULL, k->id);
}
Exemple #13
0
static void
physics_out (struct anim *k)
{
  /* depressible floors */
  keep_depressible_floor (k);

  /* sound */
  if (k->i == 7 && ! k->reverse) play_sample (drink_sample, NULL, k->id);

  /* consume bottle */
  if (k->i == 0) {
    k->item = con (&k->item_pos)->ext.item;
    register_con_undo (&undo, &k->item_pos,
                       MIGNORE, MIGNORE, NO_ITEM,
                       false, false, false, false,
                       CHPOS_NONE,
                       "CONSUME POTION");
  }
}
Exemple #14
0
static void
physics_out (struct anim *k)
{
  /* depressible floors */
  keep_depressible_floor (k);
}