AI of Ball and Jack has been improved. Ported the code of CK version 8.4
git-svn-id: https://clonekeenplus.svn.sourceforge.net/svnroot/clonekeenplus/cgenius/trunk@189 4df4b0f3-56ce-47cb-b001-ed939b7d65a6
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32
src/game.cpp
32
src/game.cpp
@@ -505,8 +505,8 @@ unsigned int i;
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objdefsprites[OBJ_NINJA] = OBJ_NINJA_DEFSPRITE;
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objdefsprites[OBJ_MOTHER] = OBJ_MOTHER_DEFSPRITE;
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objdefsprites[OBJ_MEEP] = OBJ_MEEP_DEFSPRITE;
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objdefsprites[OBJ_BALL] = OBJ_BJ_DEFSPRITE;
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objdefsprites[OBJ_JACK] = OBJ_BJ_DEFSPRITE;
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objdefsprites[OBJ_BALL] = OBJ_BALL_DEFSPRITE;
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objdefsprites[OBJ_JACK] = OBJ_BALL_DEFSPRITE;
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objdefsprites[OBJ_RAY] = OBJ_RAY_DEFSPRITE_EP3;
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objdefsprites[OBJ_VORT] = OBJ_VORT_DEFSPRITE_EP3;
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@@ -1355,6 +1355,34 @@ void procgoodie(int t, int mpx, int mpy, int theplayer, stCloneKeenPlus *pCKP)
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}
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// yorp/walker etc "bump".
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// if solid = 0, player can possibly force his way through.
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// if solid = 1, object acts like a solid "wall".
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void bumpplayer(int p, int pushamt, bool solid)
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{
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player[p].playpushed_x = pushamt;
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if (solid)
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{
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if (pushamt > 0)
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{
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if (player[p].pinertia_x < 0)
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player[p].pinertia_x = 0;
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}
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else
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{
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if (player[p].pinertia_x > 0)
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player[p].pinertia_x = 0;
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}
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}
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player[p].playpushed_decreasetimer = 0;
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if (!player[p].pjumping)
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{
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player[p].pdir = player[p].pshowdir = (pushamt<0)?LEFT:RIGHT;
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}
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}
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void GiveAnkh(int cp)
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{
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int o;
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