First real upload of the files used for developing
git-svn-id: https://clonekeenplus.svn.sourceforge.net/svnroot/clonekeenplus/cgenius/trunk@5 4df4b0f3-56ce-47cb-b001-ed939b7d65a6
This commit is contained in:
815
src/gamedo.cpp
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815
src/gamedo.cpp
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/* GAMEDO.C
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Contains all of the gamedo_xxx functions...which are called from the
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main game loop. These functions perform some task that is done each
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time around the game loop, not directly related to the player.
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*/
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#include "keen.h"
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#include "include/game.h"
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#include "include/gamedo.h"
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#include "include/gamepdo.h"
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#include "include/misc.h"
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#include "sdl/CVideoDriver.h"
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#include "sdl/sound/CSound.h"
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#include "CGraphics.h"
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#include "sdl/CInput.h"
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#include "vorticon/CPlayer.h"
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#include "keenext.h"
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#include "include/enemyai.h"
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extern unsigned long gotPlayX;
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extern unsigned long CurrentTickCount;
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extern unsigned int unknownKey;
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extern CPlayer *Player;
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int animtiletimer, curanimtileframe;
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// gathers data from input controllers: keyboard, joystick, network,
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// whatever to populate each player's keytable
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unsigned char oldleftkey = 5;
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unsigned char oldrightkey = 5;
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unsigned char oldupkey = 5;
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unsigned char olddownkey = 5;
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unsigned char oldctrlkey = 5;
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unsigned char oldaltkey = 5;
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void gamedo_getInput(stCloneKeenPlus *pCKP)
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{
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int i;
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int byt;
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unsigned int msb, lsb;
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int p/*, keysdirty*/;
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if (demomode==DEMO_PLAYBACK)
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{
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// time to get a new key block?
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if (!demo_RLERunLen)
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{
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/* get next RLE run length */
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lsb = demo_data[demo_data_index++];
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msb = demo_data[demo_data_index++];
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demo_RLERunLen = (msb<<8) | lsb;
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byt = demo_data[demo_data_index++]; // get keys down
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player[0].keytable[KLEFT] = 0;
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player[0].keytable[KRIGHT] = 0;
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player[0].keytable[KCTRL] = 0;
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player[0].keytable[KALT] = 0;
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if (byt & 1) player[0].keytable[KLEFT] = 1;
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if (byt & 2) player[0].keytable[KRIGHT] = 1;
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if (byt & 4) player[0].keytable[KCTRL] = 1;
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if (byt & 8) player[0].keytable[KALT] = 1;
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if (byt & 16)
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{ // demo STOP command
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if (fade.mode!=FADE_GO) endlevel(1, pCKP);
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}
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}
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else
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{
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// we're still in the last RLE run, don't change any keys
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demo_RLERunLen--;
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}
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// user trying to cancel the demo?
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for(i=0;i<KEYTABLE_SIZE;i++)
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{
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if (g_pInput->getPressedKey(i))
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{
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if (fade.mode!=FADE_GO) endlevel(0, pCKP);
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}
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}
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if (g_pInput->getPressedCommand(IC_STATUS))
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{
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if (fade.mode!=FADE_GO) endlevel(0, pCKP);
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}
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return;
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}
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if (is_server) return;
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p = primaryplayer;
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//player[p].keytable[KQUIT] = immediate_keytable[KQUIT];
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memcpy(player[p].lastplaycontrol,player[p].playcontrol,PA_MAX_ACTIONS);
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// Entry for the primary player
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for(i=0 ; i<PA_MAX_ACTIONS ; i++)
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{
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player[p].playcontrol[i] = 0;
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}
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if(g_pInput->getHoldedCommand(IC_LEFT))
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player[p].playcontrol[PA_X] -= 100;
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if(g_pInput->getHoldedCommand(IC_RIGHT))
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player[p].playcontrol[PA_X] += 100;
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if(g_pInput->getHoldedCommand(IC_UP))
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player[p].playcontrol[PA_Y] -= 100;
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if(g_pInput->getHoldedCommand(IC_DOWN))
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player[p].playcontrol[PA_Y] += 100;
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if(g_pInput->getHoldedCommand(IC_JUMP))
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player[p].playcontrol[PA_JUMP] = 1;
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if(g_pInput->getHoldedCommand(IC_POGO))
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player[p].playcontrol[PA_POGO] = 1;
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if(g_pInput->getHoldedCommand(IC_FIRE))
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player[p].playcontrol[PA_FIRE] = 1;
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if(g_pInput->getHoldedCommand(IC_STATUS))
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player[p].playcontrol[PA_STATUS] = 1;
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#ifdef NETWORK_PLAY
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// if (numplayers>1)
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if (is_client)
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{
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if (player[p].keytable[KLEFT] != oldleftkey) keysdirty = 1;
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else if (player[p].keytable[KRIGHT] != oldrightkey) keysdirty = 1;
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else if (player[p].keytable[KUP] != oldupkey) keysdirty = 1;
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else if (player[p].keytable[KDOWN] != olddownkey) keysdirty = 1;
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else if (player[p].keytable[KCTRL] != oldctrlkey) keysdirty = 1;
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else if (player[p].keytable[KALT] != oldaltkey) keysdirty = 1;
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else keysdirty = 0;
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if (keysdirty)
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{
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net_sendkeys();
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oldleftkey = player[p].keytable[KLEFT];
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oldrightkey = player[p].keytable[KRIGHT];
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oldupkey = player[p].keytable[KUP];
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olddownkey = player[p].keytable[KDOWN];
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oldctrlkey = player[p].keytable[KCTRL];
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oldaltkey = player[p].keytable[KALT];
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}
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}
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#endif
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if (numplayers>1 && localmp)
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{
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/* player[1].keytable[KQUIT] = 0;
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player[1].keytable[KLEFT] = immediate_keytable[KLEFT2];
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player[1].keytable[KRIGHT] = immediate_keytable[KRIGHT2];
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player[1].keytable[KUP] = immediate_keytable[KUP2];
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player[1].keytable[KDOWN] = immediate_keytable[KDOWN2];
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player[1].keytable[KCTRL] = immediate_keytable[KCTRL2];
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player[1].keytable[KALT] = immediate_keytable[KALT2];
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player[1].keytable[KENTER] = 0;
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player[1].keytable[KSPACE] = 0;
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player[2].keytable[KQUIT] = 0;
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player[2].keytable[KLEFT] = immediate_keytable[KLEFT3];
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player[2].keytable[KRIGHT] = immediate_keytable[KRIGHT3];
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player[2].keytable[KUP] = immediate_keytable[KUP3];
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player[2].keytable[KDOWN] = immediate_keytable[KDOWN3];
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player[2].keytable[KCTRL] = immediate_keytable[KCTRL3];
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player[2].keytable[KALT] = immediate_keytable[KALT3];
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player[2].keytable[KENTER] = 0;
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player[2].keytable[KSPACE] = 0;*/
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}
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if (demomode==DEMO_RECORD)
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{
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/*fputc(player[0].keytable[KLEFT], demofile);
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fputc(player[0].keytable[KRIGHT], demofile);
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fputc(player[0].keytable[KCTRL], demofile);
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fputc(player[0].keytable[KALT], demofile);
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fputc(immediate_keytable[KF1], demofile);*/
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}
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}
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// handles scrolling, for player cp
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// returns nonzero if the scroll was changed
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int gamedo_ScrollTriggers(int theplayer)
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{
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signed int px, py;
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int scrollchanged;
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if (player[theplayer].pdie) return 0;
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//px = (Player[theplayer].getCoordX()>>CSF)-scroll_x;
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//py = (Player[theplayer].getCoordY()>>CSF)-scroll_y;
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px = (player[theplayer].x>>CSF)-scroll_x;
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py = (player[theplayer].y>>CSF)-scroll_y;
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scrollchanged = 0;
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/* left-right scrolling */
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if(px > SCROLLTRIGGERRIGHT && scroll_x < max_scroll_x)
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{
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map_scroll_right();
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scrollchanged = 1;
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}
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else if(px < SCROLLTRIGGERLEFT && scroll_x > 32)
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{
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map_scroll_left();
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scrollchanged = 1;
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}
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/* up-down scrolling */
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if (py > SCROLLTRIGGERDOWN && scroll_y < max_scroll_y)
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{
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map_scroll_down();
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scrollchanged = 1;
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}
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else if (py < SCROLLTRIGGERUP && scroll_y > 32)
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{
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map_scroll_up();
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scrollchanged = 1;
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}
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return scrollchanged;
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}
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// animates animated tiles
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void gamedo_AnimatedTiles(void)
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{
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int i;
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/* animate animated tiles */
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if (animtiletimer>ANIM_TILE_TIME)
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{
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/* advance to next frame */
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curanimtileframe = (curanimtileframe+1)&7;
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/* re-draw all animated tiles */
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for(i=1;i<MAX_ANIMTILES-1;i++)
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{
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if (animtiles[i].slotinuse)
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{
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g_pGraphics->drawTile(animtiles[i].x, animtiles[i].y, animtiles[i].baseframe+((animtiles[i].offset+curanimtileframe)%TileProperty[animtiles[i].baseframe][ANIMATION]));
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}
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}
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animtiletimer = 0;
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}
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else animtiletimer++;
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}
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// do object and enemy AI
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void gamedo_enemyai(stCloneKeenPlus *pCKP)
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{
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int i;
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// handle objects and do enemy AI
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for(i=1;i<MAX_OBJECTS-1;i++)
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{
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if (!objects[i].exists || objects[i].type==OBJ_PLAYER) continue;
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// check if object is really in the map!!!
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if (objects[i].x < 0 || objects[i].y < 0)
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continue;
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if (objects[i].x > (map.xsize << CSF << 4) || objects[i].y > (map.ysize << CSF << 4))
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continue;
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objects[i].scrx = (objects[i].x>>CSF)-scroll_x;
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objects[i].scry = (objects[i].y>>CSF)-scroll_y;
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if (objects[i].scrx < -(sprites[objects[i].sprite].xsize) || objects[i].scrx > 320 \
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|| objects[i].scry < -(sprites[objects[i].sprite].ysize) || objects[i].scry > 200)
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{
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objects[i].onscreen = 0;
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objects[i].wasoffscreen = 1;
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if (objects[i].type==OBJ_ICEBIT) objects[i].exists = 0;
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}
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else
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{
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#ifdef TARGET_WIN32
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// if (numplayers>1)
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// if (!objects[i].hasbeenonscreen)
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// net_sendobjectonscreen(i);
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#endif
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objects[i].onscreen = 1;
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objects[i].hasbeenonscreen = 1;
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}
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if (objects[i].hasbeenonscreen || objects[i].type==OBJ_RAY || \
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objects[i].type==OBJ_ICECHUNK || objects[i].type==OBJ_PLATFORM ||\
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objects[i].type==OBJ_PLATVERT)
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{
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common_enemy_ai(i);
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switch(objects[i].type)
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{
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//KEEN1
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case OBJ_YORP: yorp_ai(i, pCKP->Control.levelcontrol); break;
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case OBJ_GARG: garg_ai(i, pCKP); break;
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case OBJ_VORT: vort_ai(i, pCKP, pCKP->Control.levelcontrol); break;
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case OBJ_BUTLER: butler_ai(i); break;
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case OBJ_TANK: tank_ai(i); break;
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case OBJ_RAY: ray_ai(i, pCKP, pCKP->Control.levelcontrol); break;
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case OBJ_DOOR: door_ai(i); break;
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case OBJ_ICECHUNK: icechunk_ai(i); break;
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case OBJ_ICEBIT: icebit_ai(i); break;
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case OBJ_TELEPORTER: teleporter_ai(i, pCKP->Control.levelcontrol); break;
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case OBJ_ROPE: rope_ai(i); break;
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//KEEN2
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case OBJ_WALKER: walker_ai(i, pCKP->Control.levelcontrol); break;
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case OBJ_TANKEP2: tankep2_ai(i, pCKP); break;
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case OBJ_PLATFORM: platform_ai(i, pCKP->Control.levelcontrol); break;
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case OBJ_BEAR: bear_ai(i, pCKP->Control.levelcontrol, pCKP); break;
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case OBJ_SECTOREFFECTOR: se_ai(i, pCKP); break;
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case OBJ_BABY: baby_ai(i, pCKP->Control.levelcontrol); break;
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case OBJ_EXPLOSION: explosion_ai(i); break;
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case OBJ_EARTHCHUNK: earthchunk_ai(i); break;
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//KEEN3
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case OBJ_FOOB: foob_ai(i, pCKP); break;
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case OBJ_NINJA: ninja_ai(i, pCKP); break;
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case OBJ_MEEP: meep_ai(i, pCKP->Control.levelcontrol); break;
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case OBJ_SNDWAVE: sndwave_ai(i, pCKP); break;
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case OBJ_MOTHER: mother_ai(i, pCKP->Control.levelcontrol); break;
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case OBJ_FIREBALL: fireball_ai(i, pCKP); break;
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case OBJ_BALL: ballandjack_ai(i, pCKP); break;
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case OBJ_JACK: ballandjack_ai(i, pCKP); break;
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case OBJ_PLATVERT: platvert_ai(i); break;
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case OBJ_NESSIE: nessie_ai(i); break;
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case OBJ_DEMOMSG: break;
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default:
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crashflag = 1;
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crashflag2 = i;
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crashflag3 = objects[i].type;
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why_term_ptr = "Invalid object flag2 of type flag3";
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break;
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}
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objects[i].scrx = (objects[i].x>>CSF)-scroll_x;
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objects[i].scry = (objects[i].y>>CSF)-scroll_y;
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}
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}
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}
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int savew, saveh;
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void gamedo_render_drawobjects(stCloneKeenPlus *pCKP)
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{
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unsigned int i;
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int x,y,o,tl,xsize,ysize;
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int xa,ya;
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// copy player data to their associated objects show they can get drawn
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// in the object-drawing loop with the rest of the objects
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for( i=0 ;i < numplayers ; i++)
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{
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o = player[i].useObject;
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if (!player[i].hideplayer)
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{
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objects[o].sprite = player[i].playframe + playerbaseframes[i];
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}
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else
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{
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objects[o].sprite = BlankSprite;
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}
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objects[o].x = player[i].x;
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objects[o].y = player[i].y;
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objects[o].scrx = (player[i].x>>CSF)-scroll_x;
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objects[o].scry = (player[i].y>>CSF)-scroll_y;
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}
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// if we're playing a demo keep the "DEMO" message on the screen
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// as an object
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if (demomode==DEMO_PLAYBACK)
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{
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#define DEMO_X_POS 137
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#define DEMO_Y_POS 6
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objects[DemoObjectHandle].exists = 1;
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objects[DemoObjectHandle].onscreen = 1;
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objects[DemoObjectHandle].type = OBJ_DEMOMSG;
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objects[DemoObjectHandle].sprite = DemoSprite;
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objects[DemoObjectHandle].x = (DEMO_X_POS+scroll_x)<<CSF;
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objects[DemoObjectHandle].y = (DEMO_Y_POS+scroll_y)<<CSF;
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objects[DemoObjectHandle].honorPriority = 0;
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}
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else objects[DemoObjectHandle].exists = 0;
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// draw all objects. drawn in reverse order because the player sprites
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// are in the first few indexes and we want them to come out on top.
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for(i=MAX_OBJECTS-1;;i--)
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{
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if (objects[i].exists && objects[i].onscreen)
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{
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objects[i].scrx = ((objects[i].x>>CSF)-scroll_x);
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objects[i].scry = ((objects[i].y>>CSF)-scroll_y);
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g_pGraphics->drawSprite(objects[i].scrx, objects[i].scry, objects[i].sprite, i);
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if (objects[i].honorPriority)
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{
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// handle priority tiles and tiles with masks
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// get the upper-left coordinates to start checking for tiles
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x = (((objects[i].x>>CSF)-1)>>4)<<4;
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y = (((objects[i].y>>CSF)-1)>>4)<<4;
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// get the xsize/ysize of this sprite--round up to the nearest 16
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xsize = ((sprites[objects[i].sprite].xsize)>>4<<4);
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if (xsize != sprites[objects[i].sprite].xsize) xsize+=16;
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ysize = ((sprites[objects[i].sprite].ysize)>>4<<4);
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if (ysize != sprites[objects[i].sprite].ysize) ysize+=16;
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// now redraw any priority/masked tiles that we covered up
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// with the sprite
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for(ya=0;ya<=ysize;ya+=16)
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{
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for(xa=0;xa<=xsize;xa+=16)
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{
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tl = getmaptileat(x+xa,y+ya);
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if(TileProperty[tl][BEHAVIOR] == 65534)
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{
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g_pGraphics->drawTilewithmask(x+xa-scroll_x,y+ya-scroll_y,tl,tl+1);
|
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}
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else if (TileProperty[tl][BEHAVIOR] == 65535)
|
||||
{
|
||||
if ( TileProperty[tl][ANIMATION] > 1 )
|
||||
{
|
||||
tl = (tl-tiles[tl].animOffset)+((tiles[tl].animOffset+curanimtileframe)%TileProperty[tl][ANIMATION]);
|
||||
}
|
||||
g_pGraphics->drawPrioritytile(x+xa-scroll_x,y+ya-scroll_y,tl);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if(i==0) break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void gamedo_render_drawdebug(void)
|
||||
{
|
||||
int tl,y;
|
||||
/*int h;*/
|
||||
char debugmsg[80];
|
||||
|
||||
if (debugmode)
|
||||
{
|
||||
if (debugmode==1)
|
||||
{
|
||||
savew = 190;
|
||||
saveh = 80;
|
||||
g_pGraphics->saveArea(4,4,savew,saveh);
|
||||
y = 5-8;
|
||||
sprintf(debugmsg, "p1x/y: %ld/%d", player[0].x, player[0].y);
|
||||
g_pGraphics->sb_font_draw( (unsigned char*) debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, "p2x/y: %ld/%d", player[1].x, player[1].y);
|
||||
g_pGraphics->sb_font_draw( (unsigned char*) debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, "scroll_x/y = %d/%d", (unsigned int)scroll_x, (unsigned int)scroll_y);
|
||||
g_pGraphics->sb_font_draw( (unsigned char*) debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, "scrollbuf_x/y: %d/%d", scrollx_buf, scrolly_buf);
|
||||
g_pGraphics->sb_font_draw( (unsigned char*) debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, "iw,pw: %d/%d", player[0].inhibitwalking, player[0].pwalking);
|
||||
g_pGraphics->sb_font_draw( (unsigned char*) debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, "pinertia_x: %d", player[0].pinertia_x);
|
||||
g_pGraphics->sb_font_draw( (unsigned char*) debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, "psupt: (%d,%d)", player[0].psupportingtile, player[0].psupportingobject);
|
||||
g_pGraphics->sb_font_draw( (unsigned char*) debugmsg, 5, y+=8);
|
||||
|
||||
sprintf(debugmsg, "lvl,tile = %d,%d", getlevelat((player[0].x>>CSF)+4, (player[0].y>>CSF)+9), tl);
|
||||
g_pGraphics->sb_font_draw( (unsigned char*) debugmsg, 5, y+=8);
|
||||
|
||||
/*
|
||||
sprintf(debugmsg, "NOH=%d", NessieObjectHandle);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, "x,y=(%d,%d)", objects[NessieObjectHandle].x,objects[NessieObjectHandle].y);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, " >>CSF=(%d,%d)", objects[NessieObjectHandle].x>>CSF,objects[NessieObjectHandle].y>>CSF);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, " >>CSF>>4=(%d,%d)", objects[NessieObjectHandle].x>>CSF>>4,objects[NessieObjectHandle].y>>CSF>>4);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
|
||||
sprintf(debugmsg, "nessiestate = %d", objects[NessieObjectHandle].ai.nessie.state);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, "pausetimer = %d", objects[NessieObjectHandle].ai.nessie.pausetimer);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, "pausex/y = (%d,%d)", objects[NessieObjectHandle].ai.nessie.pausex,objects[NessieObjectHandle].ai.nessie.pausey);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, "destx/y = %d/%d", objects[NessieObjectHandle].ai.nessie.destx,objects[NessieObjectHandle].ai.nessie.desty);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, " >>CSF = %d/%d", objects[NessieObjectHandle].ai.nessie.destx>>CSF,objects[NessieObjectHandle].ai.nessie.desty>>CSF);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, " >>CSF>>4 = %d/%d", objects[NessieObjectHandle].ai.nessie.destx>>CSF>>4,objects[NessieObjectHandle].ai.nessie.desty>>CSF>>4);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, "mort_swim_amt = %d", objects[NessieObjectHandle].ai.nessie.mortimer_swim_amt);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
|
||||
h = objects[NessieObjectHandle].ai.nessie.tiletrailhead;
|
||||
|
||||
sprintf(debugmsg, "tthead=%d", h);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
|
||||
sprintf(debugmsg, "ttX=%d,%d,%d,%d,%d", objects[NessieObjectHandle].ai.nessie.tiletrailX[0],objects[NessieObjectHandle].ai.nessie.tiletrailX[1],objects[NessieObjectHandle].ai.nessie.tiletrailX[2],objects[NessieObjectHandle].ai.nessie.tiletrailX[3],objects[NessieObjectHandle].ai.nessie.tiletrailX[4]);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
sprintf(debugmsg, "ttY=%d,%d,%d,%d,%d", objects[NessieObjectHandle].ai.nessie.tiletrailY[0],objects[NessieObjectHandle].ai.nessie.tiletrailY[1],objects[NessieObjectHandle].ai.nessie.tiletrailY[2],objects[NessieObjectHandle].ai.nessie.tiletrailY[3],objects[NessieObjectHandle].ai.nessie.tiletrailY[4]);
|
||||
sb_font_draw(debugmsg, 5, y+=8);
|
||||
*/
|
||||
}
|
||||
else if (debugmode==2)
|
||||
{
|
||||
savew = map.xsize+4;
|
||||
saveh = map.ysize+4;
|
||||
g_pGraphics->saveArea(4,4,savew,saveh);
|
||||
radar();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void gamedo_render_erasedebug(void)
|
||||
{
|
||||
if (debugmode) g_pGraphics->restoreArea(4,4,savew,saveh);
|
||||
}
|
||||
|
||||
void gamedo_render_eraseobjects(void)
|
||||
{
|
||||
int i;
|
||||
|
||||
// erase all objects.
|
||||
// note that this is done in the reverse order they are drawn.
|
||||
// this is necessary or you will see corrupted pixels when
|
||||
// two objects are occupying the same space.
|
||||
for(i=0;i<MAX_OBJECTS;i++)
|
||||
{
|
||||
if (objects[i].exists && objects[i].onscreen)
|
||||
{
|
||||
g_pGraphics->eraseSprite(objects[i].scrx, objects[i].scry, objects[i].sprite, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern int NumConsoleMessages;
|
||||
|
||||
// draws sprites, players, and debug messages (if debug mode is on),
|
||||
// performs frameskipping and blits the display as needed,
|
||||
// at end of functions erases all drawn objects from the scrollbuf.
|
||||
void gamedo_RenderScreen(stCloneKeenPlus *pCKP)
|
||||
{
|
||||
int x,y,bmnum;
|
||||
|
||||
g_pGraphics->renderHQBitmap();
|
||||
|
||||
gamedo_render_drawobjects(pCKP);
|
||||
//gamedo_render_drawdebug();
|
||||
|
||||
if(pCKP != NULL)
|
||||
{
|
||||
if (pCKP->Control.levelcontrol.gameovermode)
|
||||
{
|
||||
// figure out where to center the gameover bitmap and draw it
|
||||
bmnum = g_pGraphics->getBitmapNumberFromName("GAMEOVER");
|
||||
x = (320/2)-(bitmaps[bmnum].xsize/2);
|
||||
y = (200/2)-(bitmaps[bmnum].ysize/2);
|
||||
g_pGraphics->drawBitmap(x, y, bmnum);
|
||||
}
|
||||
}
|
||||
|
||||
g_pVideoDriver->sb_blit(); // blit scrollbuffer to display
|
||||
|
||||
gamedo_render_erasedebug();
|
||||
gamedo_render_eraseobjects();
|
||||
|
||||
/*if (framebyframe)
|
||||
{
|
||||
while(!immediate_keytable[KF8] && !immediate_keytable[KQUIT])
|
||||
{
|
||||
if (immediate_keytable[KF7])
|
||||
{
|
||||
while(immediate_keytable[KF7] && !immediate_keytable[KQUIT])
|
||||
{
|
||||
poll_events(pCKP);
|
||||
}
|
||||
framebyframe = 0;
|
||||
#ifdef BUILD_SDL
|
||||
NumConsoleMessages = 0;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
poll_events(pCKP);
|
||||
}
|
||||
while(immediate_keytable[KF8] && !immediate_keytable[KQUIT])
|
||||
{
|
||||
poll_events(pCKP);
|
||||
}
|
||||
}*/
|
||||
|
||||
curfps++;
|
||||
}
|
||||
|
||||
int ctspace=0, lastctspace=0;
|
||||
void gamedo_HandleFKeys(stCloneKeenPlus *pCKP)
|
||||
{
|
||||
int i;
|
||||
|
||||
if (g_pInput->getHoldedKey(KC) &&
|
||||
g_pInput->getHoldedKey(KT) &&
|
||||
g_pInput->getHoldedKey(KSPACE))
|
||||
{
|
||||
ctspace = 1;
|
||||
}
|
||||
else ctspace = 0;
|
||||
|
||||
if (ctspace && !lastctspace)
|
||||
{
|
||||
for(i=0;i<MAX_PLAYERS;i++)
|
||||
{
|
||||
if (player[i].isPlaying)
|
||||
{
|
||||
give_keycard(DOOR_YELLOW, i);
|
||||
give_keycard(DOOR_RED, i);
|
||||
give_keycard(DOOR_GREEN, i);
|
||||
give_keycard(DOOR_BLUE, i);
|
||||
|
||||
player[i].inventory.charges = 999;
|
||||
player[i].inventory.HasPogo = 1;
|
||||
player[i].inventory.lives = 10;
|
||||
|
||||
// Show a message like in the original game
|
||||
char **text;
|
||||
int i;
|
||||
|
||||
text = (char**) malloc(4*sizeof(char*));
|
||||
|
||||
for(i=0;i<4;i++)
|
||||
{
|
||||
text[i]= (char*) malloc(MAX_STRING_LENGTH*sizeof(char));
|
||||
}
|
||||
|
||||
strcpy(text[0], "You are now cheating!");
|
||||
strcpy(text[1], "You just got a pogo stick,");
|
||||
strcpy(text[2], "all the key cards, and");
|
||||
strcpy(text[3], "lots of ray gun charges.");
|
||||
|
||||
showTextMB(4,text,pCKP);
|
||||
|
||||
for(i=0;i<4;i++)
|
||||
{
|
||||
free(text[i]);
|
||||
}
|
||||
free(text);
|
||||
}
|
||||
}
|
||||
g_pVideoDriver->AddConsoleMsg("All items cheat");
|
||||
}
|
||||
|
||||
lastctspace = ctspace;
|
||||
|
||||
// GOD cheat -- toggle god mode
|
||||
if (g_pInput->getHoldedKey(KG) && g_pInput->getHoldedKey(KO) && g_pInput->getHoldedKey(KD))
|
||||
{
|
||||
for(i=0;i<MAX_PLAYERS;i++)
|
||||
{
|
||||
player[i].godmode ^= 1;
|
||||
}
|
||||
g_pVideoDriver->DeleteConsoleMsgs();
|
||||
if (player[0].godmode)
|
||||
g_pVideoDriver->AddConsoleMsg("God mode ON");
|
||||
else
|
||||
g_pVideoDriver->AddConsoleMsg("God mode OFF");
|
||||
|
||||
g_pSound->playSound(SOUND_GUN_CLICK, PLAY_FORCE);
|
||||
|
||||
// Show a message like in the original game
|
||||
char **text;
|
||||
|
||||
text = (char**) malloc(sizeof(char*));
|
||||
|
||||
text[0]= (char*) malloc(MAX_STRING_LENGTH*sizeof(char));
|
||||
|
||||
if (player[0].godmode)
|
||||
strcpy(text[0], "Godmode enabled");
|
||||
else
|
||||
strcpy(text[0], "Godmode disabled");
|
||||
|
||||
showTextMB(1,text,pCKP);
|
||||
|
||||
free(text[0]);
|
||||
free(text);
|
||||
}
|
||||
|
||||
|
||||
if (pCKP->Option[OPT_CHEATS].value)
|
||||
{
|
||||
if (g_pInput->getHoldedKey(KTAB)) // noclip/revive
|
||||
{
|
||||
// resurrect any dead players. the rest of the KTAB magic is
|
||||
// scattered throughout the various functions.
|
||||
for(i=0;i<MAX_PLAYERS;i++)
|
||||
{
|
||||
if (player[i].pdie)
|
||||
{
|
||||
player[i].pdie = PDIE_NODIE;
|
||||
player[i].y -= (8<<CSF);
|
||||
}
|
||||
player[i].pfrozentime = 0;
|
||||
}
|
||||
}
|
||||
// F8 - frame by frame
|
||||
if(g_pInput->getPressedKey(KF8))
|
||||
{
|
||||
framebyframe = 1;
|
||||
#ifdef BUILD_SDL
|
||||
g_pVideoDriver->AddConsoleMsg("Frame-by-frame mode F8:advance F7:stop");
|
||||
#endif
|
||||
}
|
||||
// F9 - exit level immediately
|
||||
if(g_pInput->getPressedKey(KF9))
|
||||
{
|
||||
endlevel(1, pCKP);
|
||||
}
|
||||
// F6 - onscreen debug--toggle through debug/radar/off
|
||||
if(g_pInput->getPressedKey(KF6))
|
||||
{
|
||||
debugmode++;
|
||||
if (debugmode>2) debugmode=0;
|
||||
}
|
||||
// F7 - accelerate mode/frame by frame frame advance
|
||||
if(g_pInput->getPressedKey(KF7))
|
||||
{
|
||||
if (!framebyframe) acceleratemode=1-acceleratemode;
|
||||
}
|
||||
}
|
||||
|
||||
// F10 - change primary player
|
||||
if(g_pInput->getPressedKey(KF10))
|
||||
{
|
||||
primaryplayer++;
|
||||
if (primaryplayer>=numplayers) primaryplayer=0;
|
||||
}
|
||||
// F3 - save game
|
||||
if (g_pInput->getPressedKey(KF3))
|
||||
game_save_interface(pCKP);
|
||||
|
||||
}
|
||||
|
||||
void gamedo_fades(void)
|
||||
{
|
||||
if (fade.mode != FADE_GO) return;
|
||||
|
||||
if (fade.fadetimer > fade.rate)
|
||||
{
|
||||
if (fade.dir==FADE_IN)
|
||||
{
|
||||
if (fade.curamt < PAL_FADE_SHADES)
|
||||
{
|
||||
fade.curamt++; // coming in from black
|
||||
}
|
||||
else
|
||||
{
|
||||
fade.curamt--; // coming in from white-out
|
||||
}
|
||||
if (fade.curamt==PAL_FADE_SHADES)
|
||||
{
|
||||
fade.mode = FADE_COMPLETE;
|
||||
}
|
||||
g_pGraphics->fadePalette(fade.curamt);
|
||||
}
|
||||
else if (fade.dir==FADE_OUT)
|
||||
{
|
||||
fade.curamt--;
|
||||
if (fade.curamt==0) fade.mode = FADE_COMPLETE;
|
||||
g_pGraphics->fadePalette(fade.curamt);
|
||||
}
|
||||
fade.fadetimer = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
fade.fadetimer++;
|
||||
}
|
||||
}
|
||||
|
||||
void gamedo_frameskipping(stCloneKeenPlus *pCKP)
|
||||
{
|
||||
if (framebyframe)
|
||||
{
|
||||
gamedo_RenderScreen(pCKP);
|
||||
return;
|
||||
}
|
||||
|
||||
if (frameskiptimer >= g_pVideoDriver->getFrameskip())
|
||||
{
|
||||
gamedo_RenderScreen(pCKP);
|
||||
frameskiptimer = 0;
|
||||
} else frameskiptimer++;
|
||||
|
||||
}
|
||||
|
||||
// same as above but only does a sb_blit, not the full RenderScreen.
|
||||
// used for intros etc.
|
||||
void gamedo_frameskipping_blitonly(stCloneKeenPlus *pCKP)
|
||||
{
|
||||
if (framebyframe)
|
||||
{
|
||||
g_pVideoDriver->sb_blit();
|
||||
return;
|
||||
}
|
||||
|
||||
if (frameskiptimer >= g_pVideoDriver->getFrameskip())
|
||||
{
|
||||
g_pVideoDriver->sb_blit();
|
||||
frameskiptimer = 0;
|
||||
} else frameskiptimer++;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user