Some game functionalities of CK 8.4 has been implemented.

Fixed a bug which made the main-menu crash sometimes

git-svn-id: https://clonekeenplus.svn.sourceforge.net/svnroot/clonekeenplus/cgenius/trunk@205 4df4b0f3-56ce-47cb-b001-ed939b7d65a6
This commit is contained in:
gerstrong
2009-08-02 16:16:00 +00:00
parent 59ce82756c
commit 89dd1e260c
18 changed files with 328 additions and 241 deletions

View File

@@ -15,8 +15,7 @@
#include "sdl/CInput.h"
#include "sdl/sound/CSound.h"
#include "CGraphics.h"
#include "vorticon/CPlayer.h"
#include "keenext.h"
#include "externals.h"
#include "StringUtils.h"
#include "include/enemyai.h"
@@ -28,8 +27,6 @@ extern unsigned long CurrentTickCount;
extern unsigned int unknownKey;
extern CPlayer *Player;
int animtiletimer, curanimtileframe;
// gathers data from input controllers: keyboard, joystick, network,
@@ -46,7 +43,8 @@ int i=0;
int byt;
unsigned int msb, lsb;
if (demomode==DEMO_PLAYBACK)
if (pCKP->Control.levelcontrol.demomode==DEMO_PLAYBACK)
{
// time to get a new key block?
if (!demo_RLERunLen)
@@ -123,7 +121,7 @@ unsigned int msb, lsb;
if(g_pInput->getHoldedCommand(p, IC_STATUS))
player[p].playcontrol[PA_STATUS] = 1;
if (demomode==DEMO_RECORD)
if (pCKP->Control.levelcontrol.demomode==DEMO_RECORD)
{
if(i) player[p].playcontrol[PA_X] += 100;
fputc(i, demofile);
@@ -214,12 +212,16 @@ int i;
// do object and enemy AI
void gamedo_enemyai(stCloneKeenPlus *pCKP)
{
int i;
// handle objects and do enemy AI
for(i=1;i<MAX_OBJECTS-1;i++)
int i, topobj;
// handle objects and do enemy AI
topobj = highest_objslot;
for(i=1;i<topobj;i++)
{
if (!objects[i].exists || objects[i].type==OBJ_PLAYER) continue;
//gamedo_calcenemyvisibility(i);
// This will do the function gamedo_calcenemyvisibility(i);
// check if object is really in the map!!!
if (objects[i].x < 0 || objects[i].y < 0)
continue;
@@ -238,19 +240,16 @@ int i;
}
else
{
#ifdef TARGET_WIN32
// if (numplayers>1)
// if (!objects[i].hasbeenonscreen)
// net_sendobjectonscreen(i);
#endif
objects[i].onscreen = 1;
objects[i].hasbeenonscreen = 1;
}
if (objects[i].hasbeenonscreen || objects[i].type==OBJ_RAY || \
objects[i].type==OBJ_ICECHUNK || objects[i].type==OBJ_PLATFORM ||\
objects[i].type==OBJ_PLATVERT)
if (objects[i].hasbeenonscreen || objects[i].zapped ||
objects[i].type==OBJ_RAY || \
objects[i].type==OBJ_ICECHUNK || objects[i].type==OBJ_PLATFORM ||\
objects[i].type==OBJ_PLATVERT || objects[i].type==OBJ_YORP ||
objects[i].type==OBJ_FOOB || objects[i].type==OBJ_WALKER)
{
common_enemy_ai(i);
switch(objects[i].type)
@@ -263,6 +262,7 @@ int i;
case OBJ_TANK: tank_ai(i, pCKP->Control.levelcontrol.hardmode); break;
case OBJ_RAY: ray_ai(i, pCKP, pCKP->Control.levelcontrol); break;
case OBJ_DOOR: door_ai(i, pCKP->Control.levelcontrol.cepvars.DoorOpenDir); break;
//case OBJ_ICECANNON: icecannon_ai(i); break; TODO: Add this AI
case OBJ_ICECHUNK: icechunk_ai(i); break;
case OBJ_ICEBIT: icebit_ai(i); break;
case OBJ_TELEPORTER: teleporter_ai(i, pCKP->Control.levelcontrol); break;
@@ -277,6 +277,7 @@ int i;
pCKP->Control.levelcontrol.hardmode); break;
case OBJ_EXPLOSION: explosion_ai(i); break;
case OBJ_EARTHCHUNK: earthchunk_ai(i); break;
//case OBJ_SPARK: spark_ai(i); break; TODO: Add this AI
//KEEN3
case OBJ_FOOB: foob_ai(i, pCKP); break;
case OBJ_NINJA: ninja_ai(i, pCKP); break;
@@ -288,13 +289,13 @@ int i;
case OBJ_JACK: ballandjack_ai(i); break;
case OBJ_PLATVERT: platvert_ai(i); break;
case OBJ_NESSIE: nessie_ai(i); break;
//Specials
//case OBJ_AUTORAY: case OBJ_AUTORAY_V: autoray_ai(i); break;
//case OBJ_GOTPOINTS: gotpoints_ai(i); break;
case OBJ_DEMOMSG: break;
default:
crashflag = 1;
crashflag2 = i;
crashflag3 = objects[i].type;
why_term_ptr = "Invalid object flag2 of type flag3";
//crash("gamedo_enemy_ai: Object %d is of invalid type %d\n", i, objects[i].type);
break;
}
@@ -304,6 +305,162 @@ int i;
}
}
// common enemy/object ai, such as falling, setting blocked variables,
// detecting player contact, etc.
void common_enemy_ai(int o)
{
int x,y,xa,ya,xsize,ysize;
int temp;
int cplayer;
//if (objects[o].type==OBJ_GOTPOINTS) return;
xsize = sprites[objects[o].sprite].xsize;
ysize = sprites[objects[o].sprite].ysize;
// set value of blockedd--should object fall?
temp = (objects[o].y>>CSF)+ysize;
if ((temp>>TILE_S)<<TILE_S != temp)
{
objects[o].blockedd = 0;
}
else
{ // on a tile boundary, test if tile under object is solid
objects[o].blockedd = 0;
x = (objects[o].x>>CSF);
y = (objects[o].y>>CSF)+ysize+1;
for(xa=0;xa<xsize-2;xa+=16)
{
if (TileProperty[getmaptileat(x+xa,y)][BDOWN] || IsStopPoint(x+xa,y,o))
{
objects[o].blockedd = 1;
break;
}
}
if (!objects[o].blockedd) // check final point
{
if (TileProperty[getmaptileat(x+xsize-2, y)][BDOWN] || IsStopPoint(x+xsize-2,y,o))
{
objects[o].blockedd = 1;
}
}
}
// set blockedu
objects[o].blockedu = 0;
x = (objects[o].x>>CSF);
y = (objects[o].y>>CSF)-1;
for(xa=1;xa<xsize;xa+=16) // change start pixel to xa=1 for icecannon in ep1l8
{
if (TileProperty[getmaptileat(x+xa,y)][BUP] || IsStopPoint(x+xa,y,o))
{
objects[o].blockedu = 1;
break;
}
}
if (!objects[o].blockedu) // check final point
{
if (TileProperty[getmaptileat(x+xsize-2, y)][BUP] || IsStopPoint(x+xsize-2,y,o))
{
objects[o].blockedu = 1;
}
}
// set blockedl
objects[o].blockedl = 0;
x = (objects[o].x>>CSF)-1;
y = (objects[o].y>>CSF)+1;
for(ya=0;ya<ysize;ya+=16)
{
if (TileProperty[getmaptileat(x,y+ya)][BRIGHT] || IsStopPoint(x,y+ya,o))
{
objects[o].blockedl = 1;
goto blockedl_set;
}
}
if (TileProperty[getmaptileat(x, ((objects[o].y>>CSF)+ysize-1))][BRIGHT] ||
IsStopPoint(x, (objects[o].y>>CSF)+ysize-1, o))
{
objects[o].blockedl = 1;
}
blockedl_set: ;
// set blockedr
objects[o].blockedr = 0;
x = (objects[o].x>>CSF)+xsize;
y = (objects[o].y>>CSF)+1;
for(ya=0;ya<ysize;ya+=16)
{
if (TileProperty[getmaptileat(x,y+ya)][BLEFT] || IsStopPoint(x,y+ya,o))
{
objects[o].blockedr = 1;
goto blockedr_set;
}
}
if (TileProperty[getmaptileat(x, ((objects[o].y>>CSF)+ysize-1))][BLEFT] ||
IsStopPoint(x, (objects[o].y>>CSF)+ysize-1, o))
{
objects[o].blockedr = 1;
}
blockedr_set: ;
// hit detection with players
objects[o].touchPlayer = 0;
for(cplayer=0;cplayer<MAX_PLAYERS;cplayer++)
{
if (player[cplayer].isPlaying)
{
objects[player[cplayer].useObject].x = player[cplayer].x;
objects[player[cplayer].useObject].y = player[cplayer].y;
objects[player[cplayer].useObject].sprite = 0;
if (!player[cplayer].pdie)
{
if (hitdetect(o, player[cplayer].useObject))
{
if (!player[cplayer].godmode)
{
objects[o].touchPlayer = 1;
objects[o].touchedBy = cplayer;
}
else
{
if (objects[o].type==OBJ_MOTHER || objects[o].type==OBJ_BABY ||\
objects[o].type==OBJ_MEEP || objects[o].type==OBJ_YORP)
{
if (objects[o].canbezapped)
objects[o].zapped += 100;
}
}
break;
}
}
}
}
// have object fall if it should
if (!objects[o].inhibitfall)
{
#define OBJFALLSPEED 20
if (objects[o].blockedd)
{
objects[o].yinertia = 0;
}
else
{
#define OBJ_YINERTIA_RATE 5
if (objects[o].yinertiatimer>OBJ_YINERTIA_RATE)
{
if (objects[o].yinertia < OBJFALLSPEED) objects[o].yinertia++;
objects[o].yinertiatimer = 0;
} else objects[o].yinertiatimer++;
}
objects[o].y += objects[o].yinertia;
}
}
int savew, saveh;
@@ -337,7 +494,7 @@ int xa,ya;
// if we're playing a demo keep the "DEMO" message on the screen
// as an object
if (demomode==DEMO_PLAYBACK)
if (pCKP->Control.levelcontrol.demomode==DEMO_PLAYBACK)
{
#define DEMO_X_POS 137
#define DEMO_Y_POS 6
@@ -353,7 +510,7 @@ int xa,ya;
// draw all objects. drawn in reverse order because the player sprites
// are in the first few indexes and we want them to come out on top.
for(i=MAX_OBJECTS-1;;i--)
for(i=highest_objslot;;i--)
{
if (objects[i].exists && objects[i].onscreen)
{
@@ -515,10 +672,10 @@ void gamedo_RenderScreen(stCloneKeenPlus *pCKP)
g_pGraphics->renderHQBitmap();
gamedo_render_drawobjects(pCKP);
if(pCKP != NULL)
{
gamedo_render_drawobjects(pCKP);
if (pCKP->Control.levelcontrol.gameovermode)
{
// figure out where to center the gameover bitmap and draw it