Esempio n. 1
0
void
break_spikes_floor (struct pos *p)
{
  struct spikes_floor *s = spikes_floor_at_pos (p);
  if (! s) return;
  if (s->murdered_anim != -1)
    anim_die_suddenly (get_anim_by_id (s->murdered_anim));
  remove_spikes_floor (s);
}
Esempio n. 2
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);
}