/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "got/game/move.h" #include "got/events.h" #include "got/game/back.h" #include "got/game/move_patterns.h" #include "got/game/shot_movement.h" #include "got/game/shot_pattern.h" #include "got/game/status.h" #include "got/vars.h" namespace Got { void nextFrame(Actor *actor) { const int fcount = actor->_frameCount - 1; if (fcount <= 0) { actor->_nextFrame++; if (actor->_nextFrame > 3) actor->_nextFrame = 0; actor->_frameCount = actor->_frameSpeed; } else actor->_frameCount = fcount; } bool pointWithin(int x, int y, int x1, int y1, int x2, int y2) { return ((x >= x1) && (x <= x2) && (y >= y1) && (y <= y2)); } bool overlap(int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4) { if ((x1 >= x3) && (x1 <= x4) && (y1 >= y3) && (y1 <= y4)) return true; if ((x2 >= x3) && (x2 <= x4) && (y2 >= y3) && (y2 <= y4)) return true; if ((x1 >= x3) && (x1 <= x4) && (y2 >= y3) && (y2 <= y4)) return true; if ((x2 >= x3) && (x2 <= x4) && (y1 >= y3) && (y1 <= y4)) return true; if ((x3 >= x1) && (x3 <= x2) && (y3 >= y1) && (y3 <= y2)) return true; if ((x4 >= x1) && (x4 <= x2) && (y4 >= y1) && (y4 <= y2)) return true; if ((x3 >= x1) && (x3 <= x2) && (y4 >= y1) && (y4 <= y2)) return true; if ((x4 >= x1) && (x4 <= x2) && (y3 >= y1) && (y3 <= y2)) return true; return false; } int reverseDirection(Actor *actor) { if (actor->_dir == 1) return 0; if (actor->_dir == 2) return 3; if (actor->_dir == 3) return 2; return 1; } void thorShoots() { if (!_G(hammer)->_active && (!_G(hammer)->_dead) && (!_G(thor)->_shotCountdown)) { playSound(SWISH, false); _G(thor)->_shotCountdown = 20; _G(hammer)->_active = true; _G(hammer)->_dir = _G(thor)->_dir; _G(hammer)->_lastDir = _G(thor)->_dir; _G(hammer)->_x = _G(thor)->_x; _G(hammer)->_y = _G(thor)->_y + 2; _G(hammer)->_moveType = 2; _G(hammer)->_nextFrame = 0; _G(hammer)->_lastX[0] = _G(hammer)->_x; _G(hammer)->_lastX[1] = _G(hammer)->_x; _G(hammer)->_lastY[0] = _G(hammer)->_y; _G(hammer)->_lastY[1] = _G(hammer)->_y; } } int killGoodGuy() { if (!_G(killGoodGuyInform) && !_G(thunderSnakeCounter)) { odinSpeaks(2010, 0); _G(killGoodGuyInform) = true; } addScore(-1000); return 0; } void actorDamaged(Actor *actor, int damage) { if (!_G(setup)._difficultyLevel) damage *= 2; else if (_G(setup)._difficultyLevel == 2) damage /= 2; if (!actor->_vulnerableCountdown && actor->_type != 3 && (actor->_solid & 0x7f) != 2) { actor->_vulnerableCountdown = STAMINA; if (damage >= actor->_health) { if (actor->_type != 4) { addScore(actor->_initHealth * 10); } else { killGoodGuy(); } actorDestroyed(actor); } else { actor->_show = 10; actor->_health -= damage; actor->_moveCountdown += 8; } } else if (!actor->_vulnerableCountdown) { actor->_vulnerableCountdown = STAMINA; if (actor->_funcNum == 4) { switchIcons(); } if (actor->_funcNum == 7) { rotateArrows(); } } } void thorDamaged(Actor *actor) { actor->_hitThor = true; // If we're invincible, ignore any damage if (_G(cheats)._freezeHealth) return; if (GAME3 && actor->_funcNum == 11) { if (actor->_talkCounter) { actor->_talkCounter--; return; } const int currType = actor->_type; actor->_type = 4; actorSpeaks(actor, 0, 0); actor->_type = currType; actor->_talkCounter = 30; return; } int damage = actor->_hitStrength; if (damage != 255) { if (!_G(setup)._difficultyLevel) damage /= 2; else if (_G(setup)._difficultyLevel == 2) damage *= 2; } if ((!_G(thor)->_vulnerableCountdown && !_G(shieldOn)) || damage == 255) { if (damage >= _G(thor)->_health) { _G(thor)->_vulnerableCountdown = 40; _G(thor)->_show = 0; _G(thor)->_health = 0; _G(exitFlag) = 2; g_events->send(GameMessage("THOR_DIES")); } else if (damage) { _G(thor)->_vulnerableCountdown = 40; _G(sound).playSound(OW, false); _G(thor)->_show = 10; _G(thor)->_health -= damage; } } } void actorDestroyed(Actor *actor) { if (actor->_actorNum > 2) { const int curPage = _G(pge); const int x = actor->_lastX[curPage ^ 1]; const int y = actor->_lastY[curPage ^ 1]; const int x1 = actor->_lastX[curPage]; const int y1 = actor->_lastY[curPage]; const int r = actor->_dropRating; const int n = actor->_actorNum; const int t = actor->_type; if (actor->_funcNum == 255) actor->copyFixedAndPics(_G(explosion)); else actor->copyFixedAndPics(_G(sparkle)); actor->_type = t; actor->_actorNum = n; actor->_dropRating = r; actor->_x = x; actor->_y = y; actor->_lastX[curPage] = x1; actor->_lastX[curPage ^ 1] = x; actor->_lastY[curPage] = y1; actor->_lastY[curPage ^ 1] = y; actor->_moveCountdown = actor->_speed; actor->_active = true; actor->_currNumShots = 3; // used to reverse explosion actor->_vulnerableCountdown = 255; } else { actor->_dead = 2; actor->_active = false; } } int _actor_shoots(Actor *actor, int dir) { const int t = actor->_shotType - 1; for (int i = MAX_ENEMIES + 3; i < MAX_ACTORS; i++) { if ((!_G(actor[i])._active) && (!_G(actor[i])._dead)) { Actor *act = &_G(actor[i]); *act = _G(shot[t]); int cx, cy; if (actor->_sizeY < act->_sizeY) cy = actor->_y - ((act->_sizeY - actor->_sizeY) / 2); else cy = actor->_y + ((actor->_sizeY - act->_sizeY) / 2); if (actor->_sizeX < act->_sizeX) cx = actor->_x - ((act->_sizeX - actor->_sizeX) / 2); else cx = actor->_x + ((actor->_sizeX - act->_sizeX) / 2); if (cy > 174) cy = 174; if (cx > 304) cx = 304; act->_x = cx; act->_y = cy; act->_lastDir = dir; act->_nextFrame = 0; act->_dir = dir; if (act->_directions == 1) act->_dir = 0; else if (act->_directions == 4 && act->_framesPerDirection == 1) { act->_nextFrame = dir; act->_dir = 0; } act->_frameCount = act->_frameSpeed; act->_moveCountdown = act->_speed; act->_lastX[0] = cx; act->_lastX[1] = cx; act->_lastX[0] = actor->_x; act->_lastX[1] = actor->_x; act->_lastY[0] = cy; act->_lastY[1] = cy; act->_active = true; act->_creator = actor->_actorNum; act->_moveCount = act->_numMoves; act->_dead = 0; actor->_shotActor = i; actor->_currNumShots++; actor->_shotCountdown = 20; _G(shotOk) = false; return 1; } } return 0; } void actorAlwaysShoots(Actor *actor, int dir) { _actor_shoots(actor, dir); } int actorShoots(Actor *actor, int dir) { const int cx = (actor->_x + (actor->_sizeX / 2)) >> 4; const int cy = ((actor->_y + actor->_sizeY) - 2) >> 4; const int tx = _G(thor)->_centerX; const int ty = _G(thor)->_centerY; int icn = 140; if (_G(shot[actor->_shotType - 1])._flying) icn = 80; switch (dir) { case 0: for (int i = ty + 1; i <= cy; i++) { if (_G(scrn)._iconGrid[i][cx] < icn) return 0; } break; case 1: for (int i = cy; i <= ty; i++) { if (_G(scrn)._iconGrid[i][cx] < icn) return 0; } break; case 2: for (int i = tx; i < cx; i++) { if (_G(scrn)._iconGrid[cy][i] < icn) return 0; } break; case 3: for (int i = cx; i < tx; i++) { if (_G(scrn)._iconGrid[cy][i] < icn) return 0; } break; default: break; } return _actor_shoots(actor, dir); } void moveActor(Actor *actor) { if (actor->_vulnerableCountdown != 0) actor->_vulnerableCountdown--; if (actor->_shotCountdown != 0) actor->_shotCountdown--; if (actor->_show != 0) actor->_show--; if (!actor->_shotCountdown && _G(shotOk) && actor->_numShotsAllowed && actor->_currNumShots < actor->_numShotsAllowed) { shotPatternFunc[actor->_shotPattern](actor); } const int scount = actor->_moveCountdown - 1; if (scount <= 0) { if (!actor->_moveCounter) actor->_moveCountdown = actor->_speed; else actor->_moveCountdown = (actor->_speed << 1); int i; if (actor->_type == 3) i = shotMovementFunc[actor->_moveType](actor); else i = _movementFunc[actor->_moveType](actor); if (actor->_directions == 2) i &= 1; if (i != actor->_dir) actor->_dir = i; if (actor->_moveType == 0 && _G(currentLevel) != _G(newLevel) && _G(shieldOn)) { _G(actor[2])._x = actor->_x - 2; if (_G(actor[2])._x < 0) _G(actor[2])._x = 0; _G(actor[2])._y = actor->_y; _G(actor[2])._lastX[0] = _G(actor[2])._x; _G(actor[2])._lastX[1] = _G(actor[2])._x; _G(actor[2])._lastY[0] = _G(actor[2])._y; _G(actor[2])._lastY[1] = _G(actor[2])._y; } } else actor->_moveCountdown = scount; actor->_x &= 0xfffe; } } // namespace Got