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cop.cpp

#include "lisp.hpp"
#include "lisp_gc.hpp"
#include "compiled.hpp"
#include "objects.hpp"
#include "level.hpp"
#include "game.hpp"
#include "jrand.hpp"
#include "clisp.hpp"
#include "ant.hpp"

enum { point_angle, fire_delay1 };

#define SHOTGUN  10
#define GRENADE  2
#define ROCKET   3
#define PLASMA   4
#define FIREBOMB 5
#define DFRIS    6
#define LSABER   7

extern int registered;

signed char small_fire_off[24*2]=  // x & y offset from character to end of gun.
  { 17,20,     // 1
    17,23,     // 2
    17,28,     
    15,33,     
    11,39,     // 5
    7,43,
    -3,44,     // 7
    -10,42,    
    -16,39,
    -20,34,
    -20,28,
    -20,25,
    -19,20,
    -19,16,
    -16,14,
    -14,11,
    -11,9,
    -7,8,
    -3,8,
    2,8,
    6,9,
    10,10,
    14,13,
    16,15 };

signed char large_fire_off[24*2]=
  { 18,25,
    17,30,
    15,34,
    14,36,
    10,39,
    7,41,
    4,42,
    -3,41,
    -8,39,
    -11,37,
    -14,33,
    -16,30,
    -18,25,
    -17,21,
    -14,17,
    -11,15,
    -7,13,
    -4,12,
    3,12,
    9,12,
    12,15,
    14,16,
    15,18,
    16,21 };
  

enum { in_climbing_area,
      disable_top_draw,
      just_hit,
      ship_pan_x,
      special_power,
      used_special_power,
      last1_x, last1_y,
      last2_x, last2_y,
      has_saved_this_level,
      r_ramp, g_ramp, b_ramp,
        is_teleporting,
       just_fired};


enum { sgb_speed,
       sgb_angle,
       sgb_lastx,
       sgb_lasty,
       sgb_bright_color,
       sgb_medium_color,
       sgb_lifetime };

enum { NO_POWER,
       FAST_POWER,
       FLY_POWER,
       SNEAKY_POWER,
       HEALTH_POWER } ;

enum { top_point_angle, 
       top_fire_delay1, 
       top_just_fired };

inline int angle_diff(int a1, int a2)
{
  if (a1<a2)
  { if ((a2-a1)<180)
      return a2-a1;
    else return 360-a2+a1;
  } else
  {
    if ((a1-a2)<180)
      return a1-a2;
    else return 360-a1+a2;
  }
  return 0;
}

extern char *symbol_str(char *name);

void *top_ai()
{
  game_object *o=current_object;
  if (o->total_objects())            // make sure we are linked to the main character
  {  
    game_object *q=o->get_object(0);

    view *v=q->controller();
    if (v)
    {
      if (!v->freeze_time)
      {
      o->direction=1;                 // always face right

      if (q->direction<0)
          q->x+=4;
      int i; 
      signed char *fire_off=o->otype==S_DFRIS_TOP ? large_fire_off :
                                      (o->otype==S_ROCKET_TOP ? large_fire_off :
                               (o->otype==S_BFG_TOP ? large_fire_off : small_fire_off));
      signed char *f=fire_off,*fb;
      int best_diff=200,best_num;
      int iy=f[1],ix=f[6*2];
      
      int best_angle=lisp_atan2(q->y-iy-v->pointer_y,v->pointer_x-q->x-ix);
      for (i=0;i<24;i++,f+=2)             // check all the angles to see which would best fit animation wise
      {
        int this_angle=lisp_atan2(f[1]-iy,f[0]-ix);
        int this_diff=angle_diff(this_angle,best_angle);
        if (this_diff<best_diff)
        {
          best_diff=this_diff;
          best_num=i;
          fb=f;
        }
      }


      // if the pointer is too close to the player go with the angle shown, not the angle through the pointer
      if (abs(q->y-fb[1]-v->pointer_y)<45 & abs(v->pointer_x-q->x+fb[0])<40)
        o->lvars[point_angle]=lisp_atan2(fb[1]-iy,fb[0]-ix);
      else
        o->lvars[point_angle]=lisp_atan2(q->y-fb[1]-v->pointer_y,v->pointer_x-(q->x+fb[0]));
      

      if (q->direction<0)
          q->x-=4;

      o->x=q->x;
      o->y=q->y+29-q->picture()->height();

      rand_on+=o->lvars[point_angle];
      o->current_frame=best_num;


      if (o->lvars[fire_delay1])
        o->lvars[fire_delay1]--;

      o->otype=weapon_types[v->current_weapon];  // switch to correct top part    
      }
    }
  }
  return true_symbol;
}


int player_fire_weapon(game_object *o, int type, game_object *target, int angle, signed char *fire_off)
{

  if (!o->total_objects()) return 0;
  game_object *other=o->get_object(0);
  int ox=other->x,oy=other->y;
  if (other->direction<0) other->x+=4;

  int firex=other->x+fire_off[o->current_frame*2];
  int firey=other->y-fire_off[o->current_frame*2+1];
 

 
  // fire try to move up to gun level

  long x2=o->x,y2=firey;
//  current_level->foreground_intersect(other->x,other->y,x2,y2);      // find first location we can actuall "see"
//  current_level->all_boundary_setback(o,other->x,other->y,x2,y2);       // to make we don't fire through walls
  other->y=y2;

  if (other->y==firey)             // now try to move out to end of gun if we were not blocked above
  {
    x2=firex;
    current_level->foreground_intersect(other->x,other->y,x2,y2);      // find first location we can actuall "see"
    current_level->all_boundary_setback(other,other->x,other->y,x2,y2);       // to make we don't fire through walls
    o->x=x2;
  }

  void *list=NULL;
  p_ref r1(list);
  push_onto_list(new_lisp_pointer(target),list);
  push_onto_list(new_lisp_number(angle),list);
  push_onto_list(new_lisp_number(y2),list);
  push_onto_list(new_lisp_number(x2),list);
  push_onto_list(new_lisp_number(type),list);
  push_onto_list(new_lisp_pointer(o->get_object(0)),list);
  eval_function((lisp_symbol *)l_fire_object,list);
  o->lvars[top_just_fired]=1;
  other->lvars[just_fired]=1;
  other->x=ox;
  other->y=oy;

  return 1;
}



void *laser_ufun(void *args)
{
  game_object *o=current_object;
  p_ref r1(args);
  void *signal=CAR(args);  args=CDR(args);
  void *ret=NULL;

  if (signal==l_FIRE)
  {
    if (!o->lvars[fire_delay1])                   // make sur we are not waiting of previous fire
    {
      long value=lnumber_value(eval(CAR(args)));
      if (value)                                   // do we have ammo ?
      {
      o->lvars[fire_delay1]=3;
      if (player_fire_weapon(o,SHOTGUN,NULL,o->lvars[point_angle],small_fire_off))
          ret=new_lisp_number(-1);
      else ret=new_lisp_number(0);
      } else
      {
      o->lvars[fire_delay1]=5;                  // no ammo, set large fire delay for next shot
      player_fire_weapon(o,SHOTGUN,NULL,o->lvars[point_angle],small_fire_off);
      ret=new_lisp_number(0);
      }
    } else ret=new_lisp_number(0);                // can't fire yet, return 0 ammo subtract
  }
  return ret;
}


static int ammo_type(int otype)
{
  if (otype==S_GRENADE_TOP)
    return GRENADE;
  else if (otype==S_FIREBOMB_TOP)
    return FIREBOMB;
  else if (otype==S_DFRIS_TOP)
    return DFRIS;
  else return SHOTGUN;
}


void *top_ufun(void *args)                       // generic top character ai GRENADE && FIREBOMB
{
  game_object *o=current_object;
  p_ref r1(args);
  void *signal=CAR(args);  args=CDR(args);
  void *ret=NULL;

  if (signal==l_FIRE)
  {
    if (!o->lvars[fire_delay1])                   // make sur we are not waiting of previous fire
    {
      long value=lnumber_value(eval(CAR(args)));
      if (value)                                   // do we have ammo ?
      {
      o->lvars[fire_delay1]=6;
      if (player_fire_weapon(o,ammo_type(o->otype),NULL,o->lvars[point_angle],
                         o->otype==DFRIS ? large_fire_off : small_fire_off ))   
          ret=new_lisp_number(-1);
      else ret=new_lisp_number(0);
      } else ret=new_lisp_number(0);
    } else ret=new_lisp_number(0);                // can't fire yet, return 0 ammo subtract
  }
  return ret;
}

static int climb_handler(game_object *, int xm, int ym, int but);

void *plaser_ufun(void *args)
{
  game_object *o=current_object;
  p_ref r1(args);
  void *signal=CAR(args);  args=CDR(args);
  void *ret=NULL;

  if (signal==l_FIRE)
  {
    if (!o->lvars[fire_delay1])                   // make sur we are not waiting of previous fire
    {
      long value=lnumber_value(eval(CAR(args)));
      if (value)                                   // do we have ammo ?
      {
      o->lvars[fire_delay1]=2;
      if (player_fire_weapon(o,PLASMA,NULL,o->lvars[point_angle],small_fire_off))     
          ret=new_lisp_number(-1);
      else ret=new_lisp_number(0);
      } else ret=new_lisp_number(0);
    } else ret=new_lisp_number(0);                // can't fire yet, return 0 ammo subtract
  }
  return ret;
}

void *lsaber_ufun(void *args)
{
  game_object *o=current_object;
  p_ref r1(args);
  void *signal=CAR(args);  args=CDR(args);
  void *ret=NULL;

  if (signal==l_FIRE)
  {
    if (!o->lvars[fire_delay1])                   // make sur we are not waiting of previous fire
    {
      long value=lnumber_value(eval(CAR(args)));
      if (value)                                   // do we have ammo ?
      {
      o->lvars[fire_delay1]=1;
      if (player_fire_weapon(o,LSABER,NULL,o->lvars[point_angle]+(current_level->tick_counter()&7)-8,
                         small_fire_off))
          ret=new_lisp_number(-1);
      else ret=new_lisp_number(0);
      } else ret=new_lisp_number(0);
    } else ret=new_lisp_number(0);                // can't fire yet, return 0 ammo subtract
  }
  return ret;
}



void *player_rocket_ufun(void *args)
{
  game_object *o=current_object;
  p_ref r1(args);
  void *signal=CAR(args);  args=CDR(args);
  void *ret=NULL;
  int xd,yd,cl=0xfffffff,d;
  if (signal==l_FIRE)
  {
    if (!o->lvars[fire_delay1])                   // make sur we are not waiting of previous fire
    {
      long value=lnumber_value(eval(CAR(args)));
      if (value)                                   // do we have ammo ?
      {
      o->lvars[fire_delay1]=6;
      game_object *target=NULL,*p,*bot=o->total_objects() ? o->get_object(0) : 0;
      if (bad_guy_array)
      {
        game_object *other=current_object->total_objects() ? current_object->get_object(0) : 0;
        for (p=current_level->first_active_object();p;p=p->next_active)
        {
          xd=abs(p->x-o->x);
          yd=abs(p->y-o->y);
          if (xd<160 && yd<130 && bad_guy_array[p->otype] && p!=other)
          {
            if (p->targetable() &&          
              !(p->otype==S_ROCKET && p->total_objects() && p->get_object(0)==bot))  // don't track onto own missles
            {
            d=xd*xd+yd*yd;
            if (d<cl)
            {
              cl=d;
              target=p;
            }
            }
          }
        }
      }
      if (player_fire_weapon(o,ROCKET,target,o->lvars[point_angle],large_fire_off))   
          ret=new_lisp_number(-1);
      else ret=new_lisp_number(0);

      } else ret=new_lisp_number(0);
    } else ret=new_lisp_number(0);                // can't fire yet, return 0 ammo subtract
  }
  return ret;
}

static int player_move(game_object *o, int xm, int ym, int but)
{
  if (!o->lvars[in_climbing_area])
  {
    if (o->state==S_climbing)
    {
      o->set_gravity(1);
      o->set_state(run_jump_fall);
    }
    o->next_picture();
    return o->mover(xm,ym,but);
  } else return climb_handler(o,xm,ym,but);
     
}


static void undo_special_power(game_object *o)
{
  switch (o->lvars[special_power])
  {
    case SNEAKY_POWER :
    {
      if (o->lvars[used_special_power]>0)
        o->lvars[used_special_power]--;
    } break;
    case FAST_POWER :
    {
      o->lvars[used_special_power]=0;
    } break;
  }
}

static void do_special_power(game_object *o, int xm, int ym, int but, game_object *top)
{
  switch (o->lvars[special_power])
  {
    case FLY_POWER :
    {
      if (registered)
      {
      game_object *cloud=create(S_CLOUD,o->x+o->direction*-10,o->y+jrand()%5);
      if (current_level)
        current_level->add_object(cloud);
      o->set_state(run_jump);
      o->set_gravity(1);
      o->set_yacel(0);
      if (o->yvel()>0) o->set_yvel(o->yvel()/2);
      if (ym<0) 
        o->set_yvel(o->yvel()-3);
      else
        o->set_yvel(o->yvel()-2);
      the_game->play_sound(S_FLY_SND,32,o->x,o->y);
      }
    } break;
    case FAST_POWER :
    {
      if ((current_level->tick_counter()%16)==0)
      the_game->play_sound(S_SPEED_SND,100,o->x,o->y);

      o->lvars[used_special_power]=1;
      o->lvars[last1_x]=o->x;
      o->lvars[last1_y]=o->y;
      long oyvel=o->yvel();
      int in=o->lvars[in_climbing_area];

      player_move(o,xm,ym,but);
      if (ym<0 && !oyvel && o->yvel()<0)             // if they just jumped, make them go higher
      o->set_yvel(o->yvel()+o->yvel()/3);
      o->lvars[in_climbing_area]=in;

      o->lvars[last2_x]=o->x;
      o->lvars[last2_x]=o->y;
    } break;
    case SNEAKY_POWER :
    {
      if (registered)
      {
      if (o->lvars[used_special_power]<15)
          o->lvars[used_special_power]++;
      }
    } break;
  }
}

static int climb_off_handler(game_object *o)
{
  if (o->next_picture())
    o->controller()->pan_y-=4;
  else
  {
    o->y-=28;
    o->controller()->pan_y+=28;
    o->controller()->last_y-=28;
    o->set_state(stopped);
  }
  return 0;
}


static int climb_on_handler(game_object *o)
{
  if (o->next_picture())
    o->controller()->pan_y+=4;
  else
    o->set_state((character_state)S_climbing);
  return 0;
}

static int climb_handler(game_object *o, int xm, int ym, int but)
{
  int yd=o->lvars[in_climbing_area];  // see how from the top we are
  o->lvars[in_climbing_area]=0;          // set 0, ladders will set back to proper if still in area
  if (o->state==S_climb_off)
    climb_off_handler(o);
  else if (o->state==S_climb_on)
    climb_on_handler(o);  
  else
  {
    if (o->state==S_climbing)
    {
      if (ym>0)                       // going down
      {

      if (o->current_frame==0) o->current_frame=9;
        o->current_frame--;   

/*    if (o->lvars[special_power]==FAST_POWER)
      {
        long xv=0,yv=4;
        o->try_move(o->x,o->y,xv,yv,1);
        if (yv==4)
          o->y+=3;
        else 
        {
          o->set_gravity(1);
          o->set_state(run_jump_fall);
        }
      }
      else */ o->y+=3;
      

      } else if (ym<0)
      {
      if (yd<32)
        o->set_state((character_state)S_climb_off);
      else
      {
        if (!o->next_picture()) o->set_state((character_state)S_climbing);
        o->y-=3;
      }
      }
      if (xm)                     // trying to get off the ladder, check to see if that's ok
      {
      long x2=0,y2=-20;
      o->try_move(o->x,o->y,x2,y2,3);
      if (y2==-20)
      {
        o->set_gravity(1);
        if (ym>=0)
          o->set_state(run_jump_fall);
        else 
        { o->set_state(run_jump);
          o->set_yvel(get_ability(o->otype,jump_yvel));       
        }
      }
      }
    }  else if (ym>0 && yd<10)
    {
      o->y+=28;
      o->controller()->pan_y-=28;
      o->controller()->last_y+=28;
      o->set_state((character_state)S_climb_on);
    }
    else if (o->yvel()>=0 && (ym>0 || (ym<0 && yd>8)))
    {
      o->set_state((character_state)S_climbing);
      o->set_gravity(0);
      o->set_xvel(0);
      o->set_yvel(0);
      o->set_xacel(0);
      o->set_yacel(0);
      return 0;
    } else 
    { 
      o->next_picture();
      return o->mover(xm,ym,but);
    }
  }
  return 0;
}


void *cop_mover(int xm, int ym, int but)
{

  int ret=0;
  game_object *o=current_object,*top;
  if (o->controller() && o->controller()->freeze_time)  
  {
    o->controller()->freeze_time--;
    if (but || o->controller()->key_down(JK_SPACE) || o->controller()->key_down(JK_ENTER)) 
      o->controller()->freeze_time=0;
  }
  else
  {
    if (!o->total_objects())                  // if no top create one
    {
      top=create(S_MGUN_TOP,o->x,o->y,0,0);
      current_level->add_object_after(top,o);    
      o->add_object(top);
      top->add_object(o);
    } else top=o->get_object(0);

    if (o->yvel()>10) 
    {
      o->set_yacel(0);
      o->set_yvel(o->yvel()-1);            // terminal velocity
    }

    if (o->aistate()==0)  // just started, wait for button
    {
      o->set_aistate(1);    
    } else if (o->aistate()==1)         // normal play
    {
      if (o->hp()==0)
      {
      o->set_aistate(2);                // go to deing state
      o->set_state(dead);     
      }
      else
      {
      if (o->hp()<40 && (current_level->tick_counter()%16)==0) // if low on health play heart beat    
        the_game->play_sound(S_LOW_HEALTH_SND,127,o->x,o->y);
      else if (o->hp()<15 && (current_level->tick_counter()%8)==0) // if low on health play heart beat
        the_game->play_sound(S_LOW_HEALTH_SND,127,o->x,o->y);
      else if (o->hp()<7 && (current_level->tick_counter()%4)==0) // if low on health play heart beat
        the_game->play_sound(S_LOW_HEALTH_SND,127,o->x,o->y);

      if (but&1)
        do_special_power(o,xm,ym,but,top);
      else
      undo_special_power(o);
      ret=player_move(o,xm,ym,but);
      top->x=o->x;
      top->y=o->y+29-top->picture()->height();
      
      if ((but&2) && !o->lvars[is_teleporting] && o->state!=S_climbing && o->state!=S_climb_off)
      {
        void *args=NULL;
        p_ref r1(args);
        view *v=o->controller();

        push_onto_list(new_lisp_number(v->weapon_total(v->current_weapon)),args);
        push_onto_list(l_FIRE,args);

        current_object=top;
        void *ret=eval_function((lisp_symbol *)figures[top->otype]->get_fun(OFUN_USER_FUN),args);       
        current_object=o;
        v->add_ammo(v->current_weapon,lnumber_value(ret));  
      }
      }     
    } else if (o->aistate()==3)
    {
      if (!o->controller() || o->controller()->key_down(JK_SPACE))
      {
      eval_function((lisp_symbol *)l_restart_player,NULL);  // call teh user function to reset the player
      o->controller()->reset_player();
      o->set_aistate(0);     
      } else if (o->controller() && o->controller()->local_player())
        the_game->show_help(symbol_str("space_cont"));

    } else o->set_aistate(o->aistate()+1);
  }

  return new_lisp_number(ret);
}



void *ladder_ai()
{
  view *f=player_list;
  game_object *o=current_object;
  if (o->total_objects())
  {
    game_object *other=o->get_object(0);
    for (;f;f=f->next)
    {
      int mex=f->focus->x;
      int mey=f->focus->y;
      
      if (o->x<=mex && o->y<=mey && other->x>=mex && other->y>=mey)
      {
      if (f->focus->state==S_climbing)
        f->focus->x=(o->x+other->x)/2;
        f->focus->lvars[in_climbing_area]=mey-o->y;   
      }
    }
  }
  return true_symbol;
}



void *player_draw(int just_fired_var, int num)
{
  game_object *o=current_object;
  if (num==0) 
  {
    if (o->lvars[just_fired_var])
    {
      o->draw_tint(S_bright_tint);
      o->lvars[just_fired_var]=0;
    } else
      o->drawer();
  }
  else 
  {
    if (o->lvars[just_fired_var])
    {
      o->draw_double_tint(lnumber_value(lget_array_element(symbol_value(l_player_tints),num)),S_bright_tint);
      o->lvars[just_fired_var]=0;
    } else
      o->draw_tint(lnumber_value(lget_array_element(symbol_value(l_player_tints),num)));
  }
  return NULL;
}


void *top_draw()
{
  game_object *o=current_object;
  if (o->total_objects())
  {
    game_object *bot=o->get_object(0);
    if (bot->state==stopped  || bot->state==running || 
      bot->state==run_jump || bot->state==run_jump_fall ||
      bot->state==end_run_jump)
    {
      int oldy=o->y;
      o->x=bot->x;
      if (bot->direction<0)
        o->x+=4;
      o->y=bot->y+29-bot->picture()->height();

      void *ret=NULL;
      p_ref r1(ret);

      push_onto_list(new_lisp_number(bot->controller()->player_number),ret);

      if (bot->lvars[special_power]==SNEAKY_POWER)
      {
      if (bot->lvars[used_special_power]==0)
        player_draw(top_just_fired,bot->controller()->player_number);
      else if (bot->lvars[used_special_power]<15)
        o->draw_trans(bot->lvars[used_special_power],16);
      else
        o->draw_predator();
      } else
        eval_function((lisp_symbol *)l_player_draw,ret);
      
      o->y=oldy;
      if (bot->direction<0)
        o->x-=4;
    }
  }
  return NULL;
}



void *bottom_draw()
{
  game_object *o=current_object;

  if (o->lvars[r_ramp] || o->lvars[g_ramp] || o->lvars[b_ramp])
  {
    int r=o->lvars[r_ramp];
    if (r>7) r-=7;
    else r=0;
    o->lvars[r_ramp]=r;

    int g=o->lvars[g_ramp];
    if (g>7) g-=7;
    else g=0;
    o->lvars[g_ramp]=g;

    int b=o->lvars[b_ramp];
    if (b>7) b-=7;
    else b=0;
    o->lvars[b_ramp]=b;

    palette *p=pal->copy();
    uchar *addr=(uchar *)p->addr();
    int ra,ga,ba;
    
    for (int i=0;i<256;i++)
    {
      ra=(int)*addr+r; if (ra>255) ra=255; else if (ra<0) r=0; *addr=(uchar)ra; addr++;
      ga=(int)*addr+g; if (ga>255) ga=255; else if (ga<0) g=0; *addr=(uchar)ga; addr++;
      ba=(int)*addr+b; if (ba>255) ba=255; else if (ba<0) b=0; *addr=(uchar)ba; addr++;
    }
    p->load();
    delete p;
  }

  if (o->aistate()>0)
  {
    switch (o->lvars[special_power])
    {
      case NO_POWER : 
      { player_draw(just_fired,o->controller()->player_number); } break;

      case HEALTH_POWER :
      {
      player_draw(just_fired,o->controller()->player_number);
      if (o->controller() && o->controller()->local_player())
        cash.img(S_health_image)->put_image(screen,o->controller()->cx2-20,
                                  o->controller()->cy1+5,1);
      } break;
      case FAST_POWER :
      {
      eval_function((lisp_symbol *)l_draw_fast,NULL);
      int old_state=o->state;
      switch (o->state)
      {
        case stopped : o->state=(character_state)S_fast_stopped; break;
        case running : o->state=(character_state)S_fast_running; break;
        case start_run_jump : o->state=(character_state)S_fast_start_run_jump; break;
        case run_jump : o->state=(character_state)S_fast_run_jump; break;
        case run_jump_fall : o->state=(character_state)S_fast_run_jump_fall; break;
        case end_run_jump : o->state=(character_state)S_fast_end_run_jump; break;
      }

      player_draw(just_fired,o->controller()->player_number);
      o->state=(character_state)old_state;
      if (o->controller() && o->controller()->local_player())
        cash.img(S_fast_image)->put_image(screen,o->controller()->cx2-20,
                                  o->controller()->cy1+5,1);
      } break;
      case FLY_POWER :
      {
      int old_state=o->state;
      switch (o->state)
      {
        case stopped : o->state=(character_state)S_fly_stopped; break;
        case running : o->state=(character_state)S_fly_running; break;
        case start_run_jump : o->state=(character_state)S_fly_start_run_jump; break;
        case run_jump : o->state=(character_state)S_fly_run_jump; break;
        case run_jump_fall : o->state=(character_state)S_fly_run_jump_fall; break;
        case end_run_jump : o->state=(character_state)S_fly_end_run_jump; break;
      }

      player_draw(just_fired,o->controller()->player_number);
      o->state=(character_state)old_state;

      if (o->controller() && o->controller()->local_player())
        cash.img(S_fly_image)->put_image(screen,o->controller()->cx2-20,
                                  o->controller()->cy1+5,1);
      } break;
      case SNEAKY_POWER :
      {
      if (o->lvars[used_special_power]==0)
        player_draw(just_fired,o->controller()->player_number);
      else if (o->lvars[used_special_power]<15)
        o->draw_trans(o->lvars[used_special_power],16);
      else
        o->draw_predator();
        
      if (o->controller() && o->controller()->local_player())
        cash.img(S_sneaky_image)->put_image(screen,o->controller()->cx2-20,
                                  o->controller()->cy1+5,1);
      } break;
    }    
  }
  return NULL;
}



void *sgun_ai()
{
  game_object *o=current_object;

  if (o->lvars[sgb_lifetime]==0)
    return NULL;
  o->lvars[sgb_lifetime]--;

  o->lvars[sgb_lastx]=o->x;
  o->lvars[sgb_lasty]=o->y;
  o->lvars[sgb_speed]=o->lvars[sgb_speed]*6/5;
  
  long ang=o->lvars[sgb_angle];
  long mag=o->lvars[sgb_speed];

  long xvel=(lisp_cos(ang))*(mag);
  current_object->set_xvel(xvel>>16);
  current_object->set_fxvel((xvel&0xffff)>>8);
  long yvel=-(lisp_sin(ang))*(mag);
  current_object->set_yvel(yvel>>16);
  current_object->set_fyvel((yvel&0xffff)>>8);      


  int whit=0;
  game_object *who=o->bmove(whit, o->total_objects() ? o->get_object(0) : 0);

  if (whit || (who && figures[who->otype]->get_cflag(CFLAG_UNACTIVE_SHIELD) && who->total_objects() &&
             who->get_object(0)->aistate()==0))
  {
    o->lvars[sgb_lifetime]=0;
    game_object *n=create(S_EXPLODE5,o->x+jrand()%4,o->y+jrand()%4);
    current_level->add_object(n);    
  } else if (who && figures[who->otype]->get_cflag(CFLAG_HURTABLE))
  {
    o->lvars[sgb_lifetime]=0;
    game_object *n=create(S_EXPLODE3,o->x+jrand()%4,o->y+jrand()%4);
    current_level->add_object(n);        
     who->do_damage(5,o,o->x,o->y,(lisp_cos(ang)*10)>>16,(lisp_sin(ang)*10)>>16);
  }
  return true_symbol;
}



void *mover_ai()
{
  game_object *o=current_object;
  if (o->total_objects()==2)
  {
    if (o->aistate()<2) 
    {
      game_object *obj=o->get_object(1);
      o->remove_object(obj);
      game_object *d=o->get_object(0);
      d->add_object(obj);
      d->set_aistate(d->aitype());
    } else
    {
      o->set_aistate(o->aistate()-1);
      game_object *d=o->get_object(0);
      game_object *obj=o->get_object(1);      

      obj->x=d->x-(d->x-o->x)*o->aistate()/o->aitype();
      obj->y=d->y-(d->y-o->y)*o->aistate()/o->aitype();
    }
  }
  return true_symbol;
}     


void *respawn_ai()
{ 
 game_object *o=current_object;
 int x=o->total_objects();
 if (x)
 {
   game_object *last=o->get_object(x-1);
   if (last->x==o->x && last->y==o->y)
   {
     if (last->fade_count())
       last->set_fade_count(last->fade_count()-1);
     o->set_aistate_time(0);
   } else if (o->aistate_time()>o->xvel())
   {
     int type=o->get_object(jrandom(x))->otype;
     game_object *n=create(type,o->x,o->y);
     current_level->add_object(n);
     o->add_object(n);
     n->set_fade_count(15);
     o->set_aistate_time(0);
   } 
 }
 return true_symbol;
}

static int compare_players(const void *a, const void *b)
{
  if  ( ((view **)a)[0]->kills > ((view **)b)[0]->kills) 
    return -1;
  else if  ( ((view **)a)[0]->kills < ((view **)b)[0]->kills) 
    return 1;
  else if (((view **)a)[0]->player_number > ((view **)b)[0]->player_number)
    return -1;
  else if (((view **)a)[0]->player_number < ((view **)b)[0]->player_number)
    return 1;
  else return 0;  
}

void *score_draw()
{
  view *sorted_players[16],*local=NULL;
  int tp=0;
  view *f=player_list;
  for (;f;f=f->next) 
  { 
    sorted_players[tp]=f;
    tp++;
    if (f->local_player()) local=f;
  }

  JCFont *fnt=eh->font();
  if (local)
  {
    qsort(sorted_players,tp,sizeof(view *),compare_players);

    int x=local->cx1;
    int y=local->cy1;
    char msg[100];

    int i;
    for (i=0;i<tp;i++)
    {
      int color=lnumber_value(lget_array_element(symbol_value(l_player_text_color),sorted_players[i]->player_number));  
      sprintf(msg,"%3ld %s",sorted_players[i]->kills,sorted_players[i]->name);
      if (sorted_players[i]==local)
        strcat(msg," <<");

      fnt->put_string(screen,x,y,msg,color);
      y+=fnt->height();
    }
  }
  return NULL;
}


extern void fade_in(image *im, int steps);
extern void fade_out(int steps);

void *show_kills()
{
  fade_out(8);
  eh->set_mouse_position(0,0);
  screen->clear();
  image *im=cash.img(cash.reg("art/frame.spe","end_level_screen",SPEC_IMAGE,1));
  im->put_image(screen,0,0);
  int x1=im->width()+1,y1=0,y2=screen->height();
  JCFont *fnt=eh->font();
  
  view *v=player_list; int tp=0,i;
  for (v=player_list;v;v=v->next) tp++;

  int y=(y1+y2)/2-(tp+2)*fnt->height()/2,x=x1+10;
  char *header_str=symbol_str("score_header");
  fnt->put_string(screen,x,y,header_str,eh->bright_color());
  y+=fnt->height();

  screen->wiget_bar(x,y+2,x+strlen(header_str)*fnt->width(),y+fnt->height()-3,
                 eh->bright_color(),eh->medium_color(),eh->dark_color());
  y+=fnt->height();
  v=player_list;
  for (i=0;i<tp;i++)
  {
    enum { NAME_LEN=18 } ;
    int color=lnumber_value(lget_array_element(symbol_value(l_player_text_color),v->player_number));  
    char max_name[NAME_LEN];
    strncpy(max_name,v->name,NAME_LEN-1);
    max_name[NAME_LEN-1]=0;
    char msg[100];


    sprintf(msg,"%-17s %3ld  %3ld",max_name,v->kills,v->tkills+v->kills);
    fnt->put_string(screen,x,y,msg,color);

    y+=fnt->height();
    v=v->next;
  }
  
  eh->flush_screen();
  milli_wait(4000);   // wait 4 seconds

  return NULL;
}



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