#include "system.h" #include "light.hpp" #include "level.hpp" #include "game.hpp" #include "intsect.hpp" #include "lisp.hpp" #include "dprint.hpp" #include "objects.hpp" #include "jrand.hpp" #include "macs.hpp" #include "clisp.hpp" #include "status.hpp" #include "dev.hpp" #include "demo.hpp" #include "pcxread.hpp" #include "profile.hpp" #include "sbar.hpp" #include "cop.hpp" #include "nfserver.hpp" #include "lisp_gc.hpp" #ifndef __MAC__ #include #endif #include level *current_level; game_object *level::attacker(game_object *who) { long d=0x7fffffff; game_object *c=NULL; view *f=the_game->first_view; for (;f;f=f->next) { if (f->focus) { long tmp_d=abs(f->focus->x-who->x)+abs(f->focus->y-who->y); if (tmp_dfocus; } } } return c; } double level::time_taken() { if (am_timing) { stop_timing(); start_timing(); } return previous_time; } void level::start_timing() // reset's start_time { start_time.get_time(); am_timing=1; } void level::stop_timing() // transfers all time from start_time till now to previous time { time_marker now; previous_time+=now.diff_time(&start_time); am_timing=0; } int level::is_attacker(game_object *who) { return who->controller()!=NULL; } game_object *level::main_character() { return the_game->first_view->focus; } void level::load_fail() { if (map_fg) jfree(map_fg); map_fg=NULL; if (map_bg) jfree(map_bg); map_bg=NULL; if (Name) jfree(Name); Name=NULL; first_active=NULL; view *f=player_list; for (;f;f=f->next) if (f->focus) current_level->remove_object(f->focus); while (first) { first_active=first; first=first->next; if (dev_cont) dev_cont->notify_deleted_object(first_active); delete first_active; } while (area_list) { area_controller *l=area_list; area_list=area_list->next; delete l; } last=NULL; delete_all_lights(); } level::~level() { load_fail(); if (attack_list) jfree(attack_list); if (target_list) jfree(target_list); if (block_list) jfree(block_list); if (all_block_list) jfree(all_block_list); if (first_name) jfree(first_name); } void level::restart() { view *f; game_object *found=NULL,*o; f=the_game->first_view; for (o=first;f && o;o=o->next) { while (f && !f->focus) f=f->next; if (f) { if (!strcmp(object_names[o->otype],"START")) { if (!found) found=o; f->focus->x=o->x; f->focus->y=o->y; f->focus->set_hp(get_ability(f->focus->otype,start_hp)); f->focus->set_state(stopped); f=f->next; } } } while (f) { if (f->focus) { f->focus->x=found->x; f->focus->y=found->y; f->focus->set_hp(get_ability(f->focus->otype,start_hp)); f->focus->set_state(stopped); } f=f->next; } } void level::next_focus() { /* int i; for (i=0;ifirst_view->focus) { int tries=total_objs; do { i++; if (i==total_objs) i=0; the_game->first_view->focus=obj[i]; } while ((!the_game->first_view->focus->is_playable() || the_game->first_view->focus->hp<=0) && tries--); return ; } */ } void level::unactivate_all() { first_active=NULL; game_object *o=first; attack_total=0; // reset the attack list target_total=0; block_total=0; all_block_total=0; for (;o;o=o->next) o->active=0; } void level::pull_actives(game_object *o, game_object *&last_active, int &t) { int i=o->total_objects(); for (;i;i--) // pull any linked object into active list { game_object *other=o->get_object(i-1); if (!other->active) { other->active=1; if (other->can_block()) // if object can block other player, keep a list for fast testing { add_block(other); add_all_block(other); } else if (other->hurtable()) add_all_block(other); t++; last_active->next_active=other; last_active=other; pull_actives(o,last_active,t); } } } int level::add_actives(long x1, long y1, long x2, long y2) { int t=0; game_object *last_active=NULL; if (first_active) for (last_active=first_active;last_active->next_active;last_active=last_active->next_active); game_object *o=first; for (;o;o=o->next) { if (!o->active) { long xr=figures[o->otype]->rangex, yr=figures[o->otype]->rangey; if (o->x+xr>=x1 && o->x-xr<=x2 && o->y+yr>=y1 && o->y-yr<=y2) { if (o->can_block()) // if object can block other player, keep a list for fast testing { add_block(o); add_all_block(o); } else if (o->hurtable()) add_all_block(o); o->active=1; t++; if (!first_active) first_active=o; else last_active->next_active=o; last_active=o; pull_actives(o,last_active,t); } } } if (last_active) last_active->next_active=NULL; return t; } int level::add_drawables(long x1, long y1, long x2, long y2) { int t=0,ft=0; game_object *last_active=NULL; if (first_active) { for (last_active=first_active;last_active->next_active;last_active=last_active->next_active); } else ft=1; game_object *o=first; for (;o;o=o->next) { if (ft || !o->active) { long xr=figures[o->otype]->draw_rangex, yr=figures[o->otype]->draw_rangey; if (o->x+xr>=x1 && o->x-xr<=x2 && o->y+yr>=y1 && o->y-yr<=y2) { t++; if (!first_active) first_active=o; else last_active->next_active=o; last_active=o; o->active=1; } else if (ft) o->active=0; // if this is the first pass, then mark objects not in this ranges as not active } } if (last_active) last_active->next_active=NULL; return t; } view *level::make_view_list(int nplayers) { int startable; CONDITION(nplayers>0,"make_view_list with <=0 players!\n"); view *f=NULL; int j,use_type=current_start_type; figures[use_type]->cache_in(); game_object *o,*last_start=NULL; int num=0; for (j=0,o=first;o && jnext) { if (!strcmp(object_names[o->otype],"START")) { f=new view(create(use_type,o->x,o->y),f,num); num++; f->focus->set_controller(f); add_object_after(f->focus,o); j++; last_start=o; } } // if we couldn't find enough starts then create the rest of the players at the original start startable=j; // if we haven't created anyone yet, it's because we can't for (;jfocus->x,f->focus->y); f=new view(o,f,num); num++; f->focus->set_controller(f); add_object_after(o,last_start); } else { f=new view(NULL,f,num); num++; } } return f; } void level::wall_push() { long sx1,sy1,sx2,sy2,xv,yv; game_object *o=first_active; for (;o;o=o->next_active) { if (o->pushable()) { o->picture_space(sx1,sy1,sx2,sy2); xv=sx1-o->x; yv=0; o->try_move(o->x,o->y-1,xv,yv,1); // check for wall pushes on the left using feet if (xv!=sx1-o->x) // is the character in the wall? { xv=-xv; o->try_move(o->x,o->y-1,xv,yv,1); // see how far to the right we can push the character o->x+=xv; } else { xv=sx2-o->x; o->try_move(o->x,o->y-1,xv,yv,1); // now check the right of the character for a wall if (xv!=sx2-o->x) { xv=-xv; o->try_move(o->x,o->y-1,xv,yv,1); o->x+=xv; } } } } } void level::try_pushback(game_object *subject,game_object *target) { if (subject->pushable() && target->pushable() && subject->state!=dead && target->state!=dead && subject->state!=dieing && target->state!=dieing) { int b1=subject->push_range(),b2=target->push_range(); if (abs(subject->x-target->x)x-target->x),xv,yv=0,xv2; if (subject->x>target->x) xv=tmove/2; else xv=-tmove/2; xv2=-xv; subject->try_move(subject->x,subject->y,xv,yv,3); subject->x+=xv; yv=0; target->try_move(target->x,target->y,xv2,yv,3); target->x+=xv2; } } } /* void level::check_collisions() { game_object *target,*reciever=NULL; long sx1,sy1,sx2,sy2,tx1,ty1,tx2,ty2,hitx,hity, s_centerx,t_centerx; for (game_object *subject=first_active;subject;subject=subject->next_active) { subject->picture_space(sx1,sy1,sx2,sy2); s_centerx=subject->x_center(); int hit=0; reciever=NULL; for (target=first_active;target;target=target->next_active) { if (target!=subject) { target->picture_space(tx1,ty1,tx2,ty2); if (!(sx2tx2 || sy1>ty2 || sy2can_hurt(target)) // see if we can hurt him before calculating { t_centerx=target->x_center(); point_list *s_hit,*t_damage; s_hit=subject->current_figure()->hit; t_damage=target->current_figure()->damage; unsigned char *s_dat=s_hit->data, *t_dat; int i,j; for (i=(int)s_hit->tot-1;i>0 && !hit;i--) { for (t_dat=t_damage->data,j=(int)t_damage->tot-1;j>0 && !hit;j--) { long x1,y1,x2,y2, // define the two line segments to check xp1,yp1,xp2,yp2; xp1=target->x+target->tx(*t_dat); t_dat++; yp1=target->y+target->ty(*t_dat); t_dat++; xp2=target->x+target->tx(*t_dat); yp2=target->y+target->ty(t_dat[1]); x1=subject->x+subject->tx(s_dat[0]); y1=subject->y+subject->ty(s_dat[1]); x2=subject->x+subject->tx(s_dat[2]); y2=subject->y+subject->ty(s_dat[3]); // ok, now we know which line segemnts to check for intersection // now check to see if (x1,y1-x2,y2) intercest with (xp1,yp1-xp2,yp2) int _x2=x2,_y2=y2; setback_intersect(x1, y1, x2, y2, xp1, yp1, xp2, yp2,0); if (x2!=_x2 || _y2!=y2) { reciever=target; hitx=((x1+x2)/2+(xp1+xp2)/2)/2; hity=((y1+y1)/2+(yp1+yp2)/2)/2; } } s_dat+=2; } } } } } if (reciever) { reciever->do_damage((int)subject->current_figure()->hit_damage,subject,hitx,hity,0,0); subject->note_attack(reciever); hit=1; } } } */ game_object *level::boundary_setback(game_object *subject, long x1, long y1, long &x2, long &y2) { game_object *l=NULL; long tx1,ty1,tx2,ty2,t_centerx; game_object *target=first_active; game_object **blist=block_list; int t=block_total; for (;t;t--,blist++) { target=*blist; if (target!=subject && (target->total_objects()==0 || target->get_object(0)!=subject)) { target->picture_space(tx1,ty1,tx2,ty2); if (!((x2tx2 && x2>tx2) || (y1>ty2 && y2>ty2) || (y1x_center(); boundary *t_damage; if (target->direction>0) t_damage=target->current_figure()->f_damage; else t_damage=target->current_figure()->b_damage; unsigned char *t_dat=t_damage->data,*ins=t_damage->inside; int iter=t_damage->tot-1; while(iter-->0) { long xp1=target->x+target->tx(*t_dat); t_dat++; long yp1=target->y+target->ty(*t_dat); t_dat++; long xp2=target->x+target->tx(*t_dat); long yp2=target->y+target->ty(t_dat[1]); // now check to see if (x1,y1-x2,y2) intercest with (xp1,yp1-xp2,yp2) if (*ins) { if (setback_intersect(x1,y1,x2,y2,xp1,yp1,xp2,yp2,1)) l=target; } else { if (setback_intersect(x1,y1,x2,y2,xp1,yp1,xp2,yp2,-1)) l=target; } ins++; } } } } return l; // return the last person we intersected } game_object *level::all_boundary_setback(game_object *subject, long x1, long y1, long &x2, long &y2) { game_object *l=NULL; long tx1,ty1,tx2,ty2,t_centerx; game_object *target=first_active; game_object **blist=all_block_list; int t=all_block_total; for (;t;t--,blist++) { target=*blist; if (target!=subject && (target->total_objects()==0 || target->get_object(0)!=subject)) { target->picture_space(tx1,ty1,tx2,ty2); if (!((x2tx2 && x2>tx2) || (y1>ty2 && y2>ty2) || (y1x_center(); boundary *t_damage; if (target->direction>0) t_damage=target->current_figure()->f_damage; else t_damage=target->current_figure()->b_damage; unsigned char *t_dat=t_damage->data,*ins=t_damage->inside; int iter=t_damage->tot-1; while(iter-->0) { long xp1=target->x+target->tx(*t_dat); t_dat++; long yp1=target->y+target->ty(*t_dat); t_dat++; long xp2=target->x+target->tx(*t_dat); long yp2=target->y+target->ty(t_dat[1]); // now check to see if (x1,y1-x2,y2) intercest with (xp1,yp1-xp2,yp2) if (*ins) { if (setback_intersect(x1,y1,x2,y2,xp1,yp1,xp2,yp2,1)) l=target; } else { if (setback_intersect(x1,y1,x2,y2,xp1,yp1,xp2,yp2,-1)) l=target; } ins++; } } } } return l; // return the last person we intersected } //bFILE *rcheck=NULL,*rcheck_lp=NULL; void level::interpolate_draw_objects(view *v) { long old_x,old_y; current_view=v; game_object *o=first_active; for (;o;o=o->next_active) { old_x=o->x; old_y=o->y; o->x=(o->last_x+o->x)/2; o->y=(o->last_y+o->y)/2; o->last_x=old_x; o->last_y=old_y; } for (o=first_active;o;o=o->next_active) o->draw(); for (o=first_active;o;o=o->next_active) { o->x=o->last_x; o->y=o->last_y; } } bFILE *rcheck=NULL,*rcheck_lp=NULL; extern int sshot_fcount,screen_shot_on; //extern long StartTime(int cnt); //kill me //extern long DiffTime(char *name, int cnt); //kill me int level::tick() { game_object *o,*l=NULL, // l is last, used for delete *cur; // cur is current object, NULL if object deletes it's self int ret=1; if (profiling()) profile_reset(); /* // test to see if demo is in sync if (current_demo_mode()==DEMO_PLAY) { if (!rcheck) rcheck=open_file("rcheck","rb"); long x=rcheck->read_long(); if (x!=rand_on) dprintf("off!\n"); } else if (current_demo_mode()==DEMO_RECORD) { if (!rcheck) { rcheck=open_file("rcheck","wb"); rcheck_lp=open_file("rcheck.lp","wb"); } rcheck->write_long(rand_on); } else { if (rcheck) { delete rcheck; rcheck=NULL; } if (rcheck_lp) { delete rcheck_lp; rcheck_lp=NULL; } }*/ if (!am_timing) start_timing(); for (o=first_active;o;) { o->last_x=o->x; o->last_y=o->y; cur=o; view *c=o->controller(); if (!(dev&SUSPEND_MODE) || c) { o->set_flags(o->flags()&(0xff-FLAG_JUST_HIT-FLAG_JUST_BLOCKED)); if (c) { area_controller *a,*smallest=NULL; long smallest_size=0xfffffff; for (a=area_list;a;a=a->next) if (o->x>=a->x && o->y>=a->y && o->x<=a->x+a->w && o->y<=a->y+a->h) { long size=a->w*a->h; if (sizelocal_player()) { if (!shutdown_lighting) // should we initiate a lighting shutdown? { // if (massive_frame_panic>30) // { // shutdown_lighting=100; // shutdown_lighting_value=c->ambient; // } } else if (massive_frame_panic) // do we need brighten towards 63? { if (shutdown_lighting_value<63) shutdown_lighting_value++; } else if (shutdown_lighting>1) // delay for some time before turning back on shutdown_lighting--; else if (shutdown_lighting_value!=c->ambient) // do we need to lower light toward real ambient? { if (abs(shutdown_lighting_value-c->ambient)<4) shutdown_lighting_value=c->ambient; else if (shutdown_lighting_valueambient) shutdown_lighting_value+=4; else if (shutdown_lighting_value>c->ambient) shutdown_lighting_value-=4; } else shutdown_lighting=0; // back to normal } if (smallest) c->configure_for_area(smallest); o->move(c->x_suggestion,c->y_suggestion,c->b1_suggestion|(c->b2_suggestion<<1)| (c->b3_suggestion<<2)); if (o->otype!=current_start_type) { long fmp=o->fmp(); int reduce=figures[o->otype]->morph_power; if (reduce) { fmp-=reduce; o->add_power(fmp>>16); o->set_fmp(fmp&0xffff); if (o->mp()<=0) o->morph_into(current_start_type,NULL,-1,9); } } l=o; o=o->next_active; } else if (!o->decide()) // if object returns 0, delete it... I don't like 0's :) { game_object *p=o; o=o->next_active; delete_object(p); cur=NULL; } else { o=o->next_active; l=o; } } else { o=o->next_active; l=o; } clear_tmp(); if (cur) { point_list *p=cur->current_figure()->hit; // see if this character is on an attack frame if (p && p->tot) add_attacker(cur); // if so add him to attack list for later collision detect if (cur->hurtable()) // add to target list if is hurtable add_target(cur); } } check_collisions(); // wall_push(); set_tick_counter(tick_counter()+1); if (sshot_fcount!=-1) { sshot_fcount++; if ((sshot_fcount%70)==0) { char name[100]; sprintf(name,"shot%04d.pcx",screen_shot_on++); write_PCX(screen,pal,name); } } return ret; } void level::set_tick_counter(ulong x) { ctick=x; } void level::draw_areas(view *v) { long sx1,sy1,sx2,sy2; area_controller *a=area_list; for (;a;a=a->next) { int c1,c2; if (a->active) { c1=morph_sel_frame_color; c2=eh->bright_color(); } else { c2=morph_sel_frame_color; c1=eh->bright_color(); } the_game->game_to_mouse(a->x,a->y,v,sx1,sy1); the_game->game_to_mouse(a->x+a->w,a->y+a->h,v,sx2,sy2); screen->rectangle(sx1,sy1,sx2,sy2,c1); screen->bar(sx1-1,sy1-1,sx1+1,sy1+1,c2); screen->bar(sx2-1,sy2-1,sx2+1,sy2+1,c2); } } void level::draw_objects(view *v) { current_view=v; game_object *o=first_active; if (dev&MAP_MODE) { for (;o;o=o->next_active) o->map_draw(); } else { for (;o;o=o->next_active) o->draw(); } clear_tmp(); } void calc_bgsize(unsigned short fgw, unsigned short fgh, unsigned short &bgw, unsigned short &bgh) { bgw=fgw/ASPECT+8; bgh=fgh/ASPECT+8; } void level::set_size(int w, int h) { if (w*h>200000) { the_game->show_help(symbol_str("too_big")); return ; } unsigned short *new_fg,*new_bg; new_fg=(unsigned short *)jmalloc(w*h*sizeof(short),"Map fg : resized"); memset(new_fg,0,w*h*sizeof(short)); int x,y,miny=(hshow_help(msg); } int locate_var(bFILE *fp, spec_directory *sd, char *str, int size) { spec_entry *se=sd->find(str); if (se) { fp->seek(se->offset,0); if (RC_type_size(fp->read_byte())!=size) return 0; else return 1; } return 0; } // load objects assumes current objects have already been disposed of void level::old_load_objects(spec_directory *sd, bFILE *fp) { spec_entry *se=sd->find("objects"); total_objs=0; first=last=first_active=NULL; int i,j; if (se) { fp->seek(se->offset,0); /******************************* Read debug info ******************************/ short old_tot=fp->read_short(); unsigned short *o_remap=(unsigned short *)jmalloc(old_tot*2,"obj remap array"); char old_name[150]; for (i=0;iread(old_name,fp->read_byte()); // read the name for (o_remap[i]=0xffff,j=0;jread_short(); unsigned char *s_remap=(unsigned char *)jmalloc(old_stot,"state remap array"); for (i=0;iread(old_name,fp->read_byte()); s_remap[i]=stopped; // non exsitant states get mapped into stopped state for (j=0;jread_long(); se=sd->find("type"); if (se) { fp->seek(se->offset,0); last=NULL; if (fp->read_byte()==RC_S) // read type array, this should be type RC_S { for (i=0;iread_short(); game_object *p=new game_object(o_remap[t],1); clear_tmp(); if (!first) first=p; else last->next=p; last=p; p->next=NULL; } se=sd->find("state"); if (se) { fp->seek(se->offset,0); if (fp->read_byte()==RC_S) // read state array, this should be type RC_S { game_object *l=first; for (i=0;inext) { character_state s=(character_state)s_remap[fp->read_short()]; if (l->otype!=0xffff) { if (l->has_sequence((character_state)s)) l->state=s; else l->state=stopped; l->current_frame=0; } } } } int frame_var=0; int i=0; for (;ifind(object_descriptions[j].name); if (se) { fp->seek(se->offset,0); int t=object_descriptions[j].type; if (fp->read_byte()!=t) dprintf("Warning : load level -> var '%s' size changed\n"); else { game_object *f=first; for (;f;f=f->next) { switch (t) { case RC_C : f->set_var(j,fp->read_byte()); break; case RC_S : f->set_var(j,fp->read_short()); break; case RC_L : f->set_var(j,fp->read_long()); break; } // check to make sure the frame number is not out of bounds from the time // it was last saved if (j==frame_var) { if (f->otype!=0xffff && f->current_frame>= figures[f->otype]->get_sequence(f->state)->length()) f->current_frame=0; } } } } else dprintf("Warning : load level -> no previous var %s\n",default_simple.var_name(j)); } } } jfree(o_remap); jfree(s_remap); } } // load objects assumes current objects have already been disposed of void level::load_objects(spec_directory *sd, bFILE *fp) { spec_entry *se=sd->find("object_descripitions"); total_objs=0; first=last=first_active=NULL; int i,j; if (!se) { old_load_objects(sd,fp); return ; } else if (se) { fp->seek(se->offset,0); short old_tot=fp->read_short(); se=sd->find("describe_names"); if (!se || !old_tot) return ; unsigned short *o_remap=(unsigned short *)jmalloc(old_tot*2,"obj remap array"); unsigned short *o_backmap=(unsigned short *)jmalloc(total_objects*2,"obj remap array"); memset(o_backmap,0xff,total_objects*2); char old_name[150]; for (i=0;iread(old_name,fp->read_byte()); // read the name for (o_remap[i]=0xffff,j=0;jfind("describe_states"); if (!se) { jfree(o_remap); jfree(o_backmap); return ; } short **s_remap=(short **)jmalloc(old_tot*sizeof(short *),"big state remap array"); short *s_remap_totals=(short *)jmalloc(old_tot*sizeof(short),"big state rmp totals"); fp->seek(se->offset,0); int i=0; for (;iread_short(); s_remap_totals[i]=t; if (t) { s_remap[i]=(short *)jmalloc(t*sizeof(short),"state remap"); int j=0; for (;jread(old_name,fp->read_byte()); int new_type=o_remap[i]; if (new_typets;k++) { if (figures[new_type]->seq[k] && !strcmp(lstring_value(symbol_name(figures[new_type]->seq_syms[k])),old_name)) *(s_remap[i]+j)=k; } } } } short **v_remap=NULL; short *v_remap_totals=NULL; int load_vars=1; se=sd->find("describe_lvars"); if (se) { v_remap=(short **)jmalloc(old_tot*sizeof(short *),"big var remap array"); v_remap_totals=(short *)jmalloc(old_tot*sizeof(short),"big var rmp totals"); fp->seek(se->offset,0); int i=0; for (;iread_short(); v_remap_totals[i]=t; if (t) { v_remap[i]=(short *)jmalloc(t*sizeof(short),"var remap"); memset(v_remap[i],0xff,t*sizeof(short)); } else { v_remap[i]=NULL; } int j=0; for (;jread(old_name,fp->read_byte()); int new_type=o_remap[i]; if (new_type!=0xffff) // make sure old object still exsist { int k=0; for (;ktiv;k++) { if (figures[new_type]->vars[k]) { if (!strcmp(lstring_value(symbol_name(figures[new_type]->vars[k])),old_name)) *(v_remap[i]+j)=figures[new_type]->var_index[k]; } } } } } load_vars=1; } se=sd->find("object_list"); if (se) { total_objs=fp->read_long(); se=sd->find("type"); if (se) { fp->seek(se->offset,0); last=NULL; if (fp->read_byte()==RC_S) // read type array, this should be type RC_S { int i=0; for (;iread_short(); game_object *p=new game_object(o_remap[t],1); clear_tmp(); if (!first) first=p; else last->next=p; last=p; p->next=NULL; } se=sd->find("state"); if (se) { fp->seek(se->offset,0); if (fp->read_byte()==RC_S) // read state array, this should be type RC_S { game_object *l=first; for (i=0;inext) { int st=fp->read_short(); if (l->otype==0xffff) l->state=stopped; else { character_state s=(character_state)(*(s_remap[o_backmap[l->otype]]+st)); if (l->has_sequence((character_state)s)) l->state=s; else l->state=stopped; l->current_frame=0; } } } } se=sd->find("lvars"); if (se && load_vars) { fp->seek(se->offset,0); int abort=0; game_object *o=first; for (;o && !abort;o=o->next) { short ot=fp->read_short(); int k=0; for (;kread_byte()!=RC_L) abort=1; else { long v=fp->read_long(); if (o->otype!=0xffff) // non-exstant object { int remap=*(v_remap[o_backmap[o->otype]]+k); if (remap!=-1 && figures[o->otype]->tiv>=k) { o->lvars[remap]=v; } } } } } } int frame_var=0; for (i=0;ifind(object_descriptions[j].name); if (se) { fp->seek(se->offset,0); int t=object_descriptions[j].type; if (fp->read_byte()!=t) dprintf("Warning : load level -> var '%s' size changed\n"); else { game_object *f=first; for (;f;f=f->next) { switch (t) { case RC_C : { f->set_var(j,fp->read_byte()); } break; case RC_S : { f->set_var(j,fp->read_short()); } break; case RC_L : { f->set_var(j,fp->read_long()); } break; } // check to make sure the frame number is not out of bounds from the time // it was last saved if (j==frame_var) { if (f->otype!=0xffff && f->current_frame>= figures[f->otype]->get_sequence(f->state)->length()) f->current_frame=0; } } } } else dprintf("Warning : load level -> no previous var %s\n",default_simple.var_name(j)); } } } } int k=0; for (;kneed_refresh(); char cmd[100]; sprintf(cmd,symbol_str("loading"),lev_name); stack_stat stat(cmd); Name=strcpy((char *)jmalloc(strlen(lev_name)+1,"lev name"),lev_name); e=sd->find("first name"); if (e) { fp->seek(e->offset,0); int len=fp->read_byte(); // read the length of the string first_name=(char *)jmalloc(len,"level first name"); fp->read(first_name,len); // read the string } else { first_name=(char *)jmalloc(strlen(Name)+1,"level first name"); strcpy(first_name,Name); } e=sd->find("fgmap"); int no_fg=0,no_bg=0; if (e) { fp->seek(e->offset,0); fg_width=fp->read_long(); fg_height=fp->read_long(); map_fg=(unsigned short *)jmalloc(2*fg_width*fg_height,"Map fg : loaded"); fp->read((char *)map_fg,2*fg_width*fg_height); int t=fg_width*fg_height; unsigned short *map=map_fg; while (t) { *map=lstl(*map); map++; t--; } } else { the_game->show_help("Warning foreground map missing"); no_fg=1; } stat_man->update(5); e=sd->find("bgmap"); if (e) { fp->seek(e->offset,0); bg_width=fp->read_long(); bg_height=fp->read_long(); map_bg=(unsigned short *)jmalloc(2*bg_width*bg_height,"Map bg : loaded"); fp->read((char *)map_bg,2*bg_width*bg_height); int t=bg_width*bg_height; unsigned short *map=map_bg; while (t) { *map=lstl(*map); map++; t--; } } else { the_game->show_help("Warning background map missing"); no_bg=1; } if (no_fg && !no_bg) { fg_width=bg_width; fg_height=bg_height; map_fg=(unsigned short *)jmalloc(2*fg_width*fg_height,"Map fg : loaded"); memset(map_fg,0,2*fg_width*fg_height); } if (no_bg) { bg_width=fg_width/8+8; bg_height=fg_height/8+8; map_bg=(unsigned short *)jmalloc(2*bg_width*bg_height,"Map bg : loaded"); memset(map_bg,0,2*bg_width*bg_height); } stat_man->update(10); /***************** Check map for non exsistant tiles **************************/ long i,j,w; unsigned short *m; spec_entry *load_all=sd->find("player_info"); for (i=0,w=fg_width*fg_height,m=map_fg;i=nforetiles || foretiles[fgvalue(*m)]<0) *m=0; } for (i=0,w=bg_width*bg_height,m=map_bg;i=nbacktiles) || backtiles[bgvalue(*m)]<0) *m=0; } load_options(sd,fp); stat_man->update(15); // first=first_active=last=NULL; load_objects(sd,fp); stat_man->update(25); object_node *players,*objs; players=make_player_onodes(); objs=make_not_list(players); read_lights(sd,fp,lev_name); load_links(fp,sd,objs,players); int players_got_loaded=load_player_info(fp,sd,objs); game_object *l=first; for (;l;) { game_object *p=l; l=l->next; if (p->otype==0xffff || p->x<0 || p->y<0) delete_object(p); } load_cache_info(sd,fp); if (!players_got_loaded) { level *old=current_level; current_level=this; object_node *list=NULL; list=make_not_list(list); // create a list of the object list in case objects change positions object_node *ln=list; for (;ln;ln=ln->next) ln->me->reload_notify(); delete_object_list(list); current_level=old; insert_players(); } delete_object_list(players); delete_object_list(objs); } /* [object_descriptions] 2 total_type for(1..total_types) { ["object_names"] 1,(name) ["object_states"] 2(total),<2=number,1,name> ["object_lvars"] 2(total),<1(type),1,name> } [object_list] 4 total_objects for(1..total_objects) { ["type"] ["state"] ["lvars"] ... } */ void get_prof_assoc_filename(char *filename, char *prof_filename) { char *s1,*s2,*dot=NULL; for (s1=filename,s2=prof_filename,dot=NULL;*s1;s1++,s2++) { *s2=*s1; if (*s1=='.') dot=s2; } if (dot) s2=dot+1; *(s2++)='c'; *(s2++)='p'; *(s2++)='f'; *s2=0; } void level::level_loaded_notify() { char *n; if (first_name) n=first_name; else n=name(); if (strstr(n,"levels/level")) { char nm[100]; sprintf(nm,"music/abuse%c%c.hmi",n[12],n[13]); bFILE *fp=open_file(nm,"rb"); if (fp->open_failure()) { delete fp; } else { if (current_song) { current_song->stop(); delete current_song; } delete fp; current_song=new song(nm); current_song->play(music_volume); } } /* if (DEFINEDP(symbol_function(l_level_loaded))) { int sp=current_space; current_space=PERM_SPACE; void *arg_list=NULL; p_ref r1(arg_list); push_onto_list(new_lisp_string(n),arg_list); eval_function((lisp_symbol *)l_level_loaded,arg_list); current_space=sp; } */ } bFILE *level::create_dir(char *filename, int save_all, object_node *save_list, object_node *exclude_list) { spec_directory sd; sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"Copyright 1995 Crack dot Com, All Rights reserved",NULL,0,0)); if (first_name) sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"first name",NULL,strlen(first_name)+2,0)); sd.add_by_hand(new spec_entry(SPEC_GRUE_FGMAP,"fgmap",NULL,4+4+fg_width*fg_height*2,0)); sd.add_by_hand(new spec_entry(SPEC_GRUE_BGMAP,"bgmap",NULL,4+4+bg_width*bg_height*2,0)); sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"bg_scroll_rate",NULL,1+4*4,0)); int ta=0; area_controller *a=area_list; for (;a;a=a->next) ta++; sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"area_list.v1",NULL,1+ta*(4*11)+4,0)); sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"tick_counter",NULL,1+4,0)); // how many object types are we goint to save, use a short to specify how many sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"object_descripitions",NULL,2,0)); int size=0; int i=0; for (;its;j++) if (figures[i]->seq[j]) size+=1+strlen(lstring_value(symbol_name(figures[i]->seq_syms[j])))+1; } sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"describe_states",NULL,size,0)); size=0; for (i=0;itiv;j++) if (figures[i]->vars[j]) size+=1+strlen(lstring_value(symbol_name(figures[i]->vars[j])))+1; } sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"describe_lvars",NULL,size,0)); // how many objects are we goint to save, use a long to specify how many sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"object_list",NULL,4,0)); long t=0; object_node *o=save_list; for (;o;o=o->next) t++; // type and state aren't normal records because they will be remapped on loading sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"type",NULL,1+2*t,0)); sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"state",NULL,1+2*t,0)); // now save all the lvars for each object for (size=0,o=save_list;o;o=o->next) size+=figures[o->me->otype]->tv*5+2; sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"lvars",NULL,size,0)); for (i=0;inext) t++; sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"player_info",NULL,t*4+4,0)); int tv=total_view_vars(); int i=0; for (;inext) name_len+=strlen(v->name)+2; sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"player_names",NULL,name_len,0)); sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"play_time",NULL,8,0)); sd.add_by_hand(new spec_entry(SPEC_IMAGE,"thumb nail",NULL,4+160*(100+eh->font()->height()*2),0)); } sd.calc_offsets(); bFILE *fp=sd.write(filename); sd.delete_entries(); // if the directory was created by hand instead of by file return fp; } void scale_put(image *im, image *screen, int x, int y, short new_width, short new_height); void level::write_thumb_nail(bFILE *fp, image *im) { image *i=new image(160,100+eh->font()->height()*2); i->clear(); scale_put(im,i,0,0,160,100); char *name_start=first_name,*n=first_name; for (;*n;n++) if (*n=='/' || *n=='\\') name_start=n+1; #ifdef __MAC__ if (Name) eh->font()->put_string(i,80-strlen(name_start)*eh->font()->width()/2,100,name_start); #else if (first_name) eh->font()->put_string(i,80-strlen(name_start)*eh->font()->width()/2,100,name_start); time_t t; t=time(NULL); char buf[80]; strftime(buf,80,"%T %A %B %d",localtime(&t)); eh->font()->put_string(i,80-strlen(buf)*eh->font()->width()/2,100+eh->font()->height(),buf); #endif fp->write_short(i->width()); fp->write_short(i->height()); int y=0; for (;yheight();y++) fp->write(i->scan_line(y),i->width()); delete i; } void level::write_player_info(bFILE *fp, object_node *save_list) { long t=0; view *v=player_list; for (;v;v=v->next) t++; fp->write_long(t); for (v=player_list;v;v=v->next) fp->write_long(object_to_number_in_list(v->focus,save_list)); int tv=total_view_vars(); int i=0; for (;iwrite_byte(RC_L); for (v=player_list;v;v=v->next) fp->write_long(v->get_view_var_value(i)); } fp->write_byte(RC_L); fp->write_long(rand_on); fp->write_byte(RC_L); fp->write_long(total_weapons); for (v=player_list;v;v=v->next) for (i=0;iwrite_long(v->weapons[i]); for (v=player_list;v;v=v->next) { int len=strlen(v->name)+1; fp->write_byte(len); fp->write(v->name,len); } if (am_timing) { stop_timing(); start_timing(); } fp->write_double(previous_time); } int level::load_player_info(bFILE *fp, spec_directory *sd, object_node *save_list) { int ret; spec_entry *se=sd->find("player_info"); if (se) { fp->seek(se->offset,0); int set_first_view=0; if (the_game->first_view==player_list) set_first_view=1; int my_player_number=-1; view *v=player_list; for (;v;v=v->next) { v->suggest.send_view=0; v->suggest.send_weapon_change=0; } for (v=player_list;v;v=v->next) if (v->local_player()) my_player_number=v->player_number; while (player_list) // delete all of the views (they will get recreated) { v=player_list; if (v->focus) { if (v->focus->controller()) v->focus->set_controller(NULL); delete v->focus; } player_list=player_list->next; delete v; } long total_players=fp->read_long(); view *last; int i=0; for (;iread_long(),save_list); v=new view(o,NULL,0); if (o) o->set_controller(v); if (player_list) last->next=v; else player_list=v; last=v; } if (set_first_view) the_game->first_view=player_list; for (i=0;ifind(find_name); if (se) { fp->seek(se->offset,0); if (fp->read_byte()==RC_L) { for (v=player_list;v;v=v->next) v->set_view_var_value(i,fp->read_long()); } } else { for (v=player_list;v;v=v->next) v->set_view_var_value(i,0); } } se=sd->find("random_start"); // start of index into random table if (se) { fp->seek(se->offset,0); if (fp->read_byte()==RC_L) rand_on=fp->read_long(); } else rand_on=0; se=sd->find("weapon_array"); if (se) { fp->seek(se->offset,0); if (fp->read_byte()==RC_L) { long m=fp->read_long(); // read how many weapons exsisted when last saved int i; for (v=player_list;v;v=v->next) { for (i=0;iread_long(); if (iweapons[i]=x; v->last_weapons[i]=x; } } } } } else { for (v=player_list;v;v=v->next) { memset(v->last_weapons,0xff,total_weapons*sizeof(long)); memset(v->weapons,0xff,total_weapons*sizeof(long)); } } se=sd->find("player_names"); if (se) { fp->seek(se->offset,0); for (v=player_list;v;v=v->next) { uchar len=fp->read_byte(); fp->read(v->name,len); } } se=sd->find("play_time"); if (se) { fp->seek(se->offset,0); previous_time=fp->read_double(); } else previous_time=0; start_timing(); ret=1; recalc_local_view_space(); } else { void *fun=make_find_symbol("set_player_defaults"); if (DEFINEDP(symbol_function(fun))) { view *f; game_object *o=current_object; for (f=player_list;f;f=f->next) { if (f->focus) { current_object=f->focus; void *m=mark_heap(TMP_SPACE); eval_function((lisp_symbol *)fun,NULL); restore_heap(m,TMP_SPACE); } } current_object=o; } ret=0; } view *vw; for (vw=player_list;vw;vw=vw->next) { if (total_weapons && !vw->has_weapon(vw->current_weapon)) { vw->suggest.send_weapon_change=1; vw->suggest.new_weapon=0; } } return ret; } void level::write_objects(bFILE *fp, object_node *save_list) { // record information in the file about what the data structures look like // right now, so if they change later, they don't get get screwed up fp->write_short(total_objects); // mark how many objects we know about right now int i=0; for (;iwrite_byte(strlen(object_names[i])+1); // sizeof name fp->write(object_names[i],strlen(object_names[i])+1); // write object name } // write state numbers and names for each object for (i=0;its;j++) if (figures[i]->seq[j]) total++; fp->write_short(total); for (j=0;jts;j++) if (figures[i]->seq[j]) { char *state_name=lstring_value(symbol_name(figures[i]->seq_syms[j])); fp->write_byte(strlen(state_name)+1); fp->write(state_name,strlen(state_name)+1); } } // write object lvar names for (i=0;iwrite_short(figures[i]->tv); int j,x; for (x=0;xtv;x++) { for (j=0;jtiv;j++) { if (figures[i]->vars[j] && figures[i]->var_index[j]==x) { char *var_name=lstring_value(symbol_name(figures[i]->vars[j])); fp->write_byte(strlen(var_name)+1); fp->write(var_name,strlen(var_name)+1); } } } } long t=0; object_node *o=save_list; for (;o;o=o->next) t++; fp->write_long(t); fp->write_byte(RC_S); // save type info for each record for (o=save_list;o;o=o->next) fp->write_short(o->me->type()); fp->write_byte(RC_S); // save state info for each record for (o=save_list;o;o=o->next) fp->write_short(o->me->reduced_state()); for (o=save_list;o;o=o->next) // save lvars { fp->write_short(figures[o->me->otype]->tv); for (i=0;ime->otype]->tv;i++) { fp->write_byte(RC_L); // for now the only type allowed is long fp->write_long(o->me->lvars[i]); } } for (i=0;iwrite_byte(t); for (o=save_list;o;o=o->next) { switch (t) { case RC_C : { fp->write_byte(o->me->get_var(i)); } break; case RC_S : { fp->write_short(o->me->get_var(i)); } break; case RC_L : { fp->write_long(o->me->get_var(i)); } break; } } } } long level::total_object_links(object_node *list) { long tl=0; for (object_node *o=list;o;o=o->next) tl+=o->me->total_objects(); return tl; } long level::total_light_links(object_node *list) { long tl=0; for (object_node *o=list;o;o=o->next) tl+=o->me->total_lights(); return tl; } void level::write_links(bFILE *fp, object_node *save_list, object_node *exclude_list) { fp->write_byte(RC_L); fp->write_long(total_object_links(save_list)); int x=1; object_node *o=save_list; for (;o;o=o->next,x++) { int i=0; for (;ime->total_objects();i++) { fp->write_long(x); long x=object_to_number_in_list(o->me->get_object(i),save_list); if (x) fp->write_long(x); else // save links to excluded items as negative fp->write_long((long)(-(object_to_number_in_list(o->me,exclude_list)))); } } fp->write_byte(RC_L); fp->write_long(total_light_links(save_list)); x=1; for (o=save_list;o;o=o->next,x++) { int i=0; for (;ime->total_lights();i++) { fp->write_long(x); fp->write_long(light_to_number(o->me->get_light(i))); } } } void level::load_links(bFILE *fp, spec_directory *sd, object_node *save_list, object_node *exclude_list) { spec_entry *se=sd->find("object_links"); if (se) { fp->seek(se->offset,0); if (fp->read_byte()==RC_L) { long t=fp->read_long(); while (t) { long x1=fp->read_long(); CONDITION(x1>=0,"expected x1 for object link to be > 0\n"); long x2=fp->read_long(); game_object *p,*q=number_to_object_in_list(x1,save_list); if (x2>0) p=number_to_object_in_list(x2,save_list); else p=number_to_object_in_list(-x2,exclude_list); if (q) q->add_object(p); else dprintf("bad object link\n"); t--; } } } se=sd->find("light_links"); if (se) { fp->seek(se->offset,0); if (fp->read_byte()==RC_L) { long t=fp->read_long(); while (t) { long x1=fp->read_long(); long x2=fp->read_long(); game_object *p=number_to_object_in_list(x1,save_list); if (p) p->add_light(number_to_light(x2)); else dprintf("bad object/light link\n"); t--; } } } } void level::write_options(bFILE *fp) { // save background scroll rate fp->write_byte(RC_L); fp->write_long(bg_xmul); fp->write_long(bg_xdiv); fp->write_long(bg_ymul); fp->write_long(bg_ydiv); fp->write_byte(RC_L); int ta=0; area_controller *a=area_list; for (;a;a=a->next) ta++; fp->write_long(ta); for (a=area_list;a;a=a->next) { fp->write_long(a->x); fp->write_long(a->y); fp->write_long(a->w); fp->write_long(a->h); fp->write_long(a->active); fp->write_long(a->ambient); fp->write_long(a->view_xoff); fp->write_long(a->view_yoff); fp->write_long(a->ambient_speed); fp->write_long(a->view_xoff_speed); fp->write_long(a->view_yoff_speed); } fp->write_byte(RC_L); fp->write_long(tick_counter()); } void level::load_options(spec_directory *sd, bFILE *fp) { spec_entry *se=sd->find("bg_scroll_rate"); if (se) { fp->seek(se->offset,0); if (fp->read_byte()!=RC_L) { bg_xmul=bg_ymul=1; bg_xdiv=bg_ydiv=8; } else { bg_xmul=fp->read_long(); bg_xdiv=fp->read_long(); bg_ymul=fp->read_long(); bg_ydiv=fp->read_long(); } } else { bg_xmul=bg_ymul=1; bg_xdiv=bg_ydiv=8; } se=sd->find("area_list.v1"); if (se) { fp->seek(se->offset,0); if (fp->read_byte()==RC_L) { area_controller *l=NULL,*p; long ta=fp->read_long(); int i=0; for (;iread_long(); y=fp->read_long(); w=fp->read_long(); h=fp->read_long(); p=new area_controller(x,y,w,h,NULL); if (l) l->next=p; else area_list=p; l=p; p->active=fp->read_long(); p->ambient=fp->read_long(); p->view_xoff=fp->read_long(); p->view_yoff=fp->read_long(); p->ambient_speed=fp->read_long(); p->view_xoff_speed=fp->read_long(); p->view_yoff_speed=fp->read_long(); } } } se=sd->find("tick_counter"); if (se) { fp->seek(se->offset,0); if (fp->read_byte()==RC_L) set_tick_counter(fp->read_long()); else set_tick_counter(0); } else set_tick_counter(0); } void level::write_cache_prof_info() { if (cash.prof_is_on()) { char pf_name[100]; if (first_name) get_prof_assoc_filename(first_name,pf_name); else get_prof_assoc_filename(Name,pf_name); spec_directory sd; sd.add_by_hand(new spec_entry(SPEC_DATA_ARRAY,"cache profile info",NULL,cash.prof_size(),0)); sd.calc_offsets(); jFILE *fp2=sd.write(pf_name); if (!fp2) the_game->show_help("Unable to open cache profile output file"); else { cash.prof_write(fp2); delete fp2; } sd.delete_entries(); } } void level::load_cache_info(spec_directory *sd, bFILE *fp) { if (!DEFINEDP(symbol_value(l_empty_cache)) || !symbol_value(l_empty_cache)) { char pf_name[100]; if (first_name) get_prof_assoc_filename(first_name,pf_name); // get cache info from orignal filename if this is a savegame else get_prof_assoc_filename(Name,pf_name); cash.load_cache_prof_info(pf_name,this); } } int level::save(char *filename, int save_all) { if (!save_all && DEFINEDP(symbol_value(l_keep_backup)) && symbol_value(l_keep_backup)) // make a backup { bFILE *fp=open_file(filename,"rb"); // do file already exsist? if (!fp->open_failure()) { unlink("levsave.bak"); bFILE *bk=open_file("levsave.bak","wb"); if (bk->open_failure()) dprintf("unable to open backup file levsave.bak"); else { long size=fp->file_size(); uchar *buf=(uchar *)jmalloc(0x1000,"copy buf"); int tr=1; while (size && tr) { int tr=fp->read(buf,0x1000); if (tr) tr=bk->write(buf,tr); size-=tr; } jfree(buf); } delete bk; #ifndef __MAC__ chmod("levsave.bak",S_IRWXU | S_IRWXG | S_IRWXO); #endif } delete fp; } // if we are not doing a savegame then change the first_name to this name if (!save_all) { if (first_name) jfree(first_name); first_name=(char *)jmalloc(strlen(filename)+1,"level first name"); strcpy(first_name,filename); } object_node *players,*objs; if (save_all) players=NULL; else players=make_player_onodes(); objs=make_not_list(players); // negate the above list bFILE *fp=create_dir(filename,save_all,objs,players); if (!fp->open_failure()) { if (first_name) { fp->write_byte(strlen(first_name)+1); fp->write(first_name,strlen(first_name)+1); } else { fp->write_byte(1); fp->write_byte(0); } fp->write_long(fg_width); fp->write_long(fg_height); int t=fg_width*fg_height; ushort *rm=map_fg; for (;t;t--,rm++) { ushort x=*rm; x=lstl(x); // convert to intel endianess *rm=x; } fp->write((char *)map_fg,2*fg_width*fg_height); t=fg_width*fg_height; rm=map_fg; for (;t;t--,rm++) { ushort x=*rm; x=lstl(x); // convert to intel endianess *rm=x; } fp->write_long(bg_width); fp->write_long(bg_height); t=bg_width*bg_height; rm=map_bg; for (;t;t--,rm++) { ushort x=*rm; x=lstl(x); // convert to intel endianess *rm=x; } fp->write((char *)map_bg,2*bg_width*bg_height); rm=map_bg; t=bg_width*bg_height; for (;t;t--,rm++) { ushort x=*rm; x=lstl(x); // convert to intel endianess *rm=x; } write_options(fp); write_objects(fp,objs); write_lights(fp); write_links(fp,objs,players); if (save_all) { write_player_info(fp,objs); write_thumb_nail(fp,screen); } delete fp; #ifndef __MAC__ chmod(filename,S_IRWXU | S_IRWXG | S_IRWXO); #endif write_cache_prof_info(); } else { the_game->show_help("Unable to open file for saving\n"); delete fp; return 0; } delete_object_list(players); delete_object_list(objs); return 1; } level::level(int width, int height, char *name) { am_timing=0; previous_time=0; the_game->need_refresh(); area_list=NULL; set_tick_counter(0); attack_list=NULL; attack_list_size=attack_total=0; target_list=NULL; target_list_size=target_total=0; block_list=NULL; block_list_size=block_total=0; all_block_list=NULL; all_block_list_size=all_block_total=0; Name=NULL; first_name=NULL; set_name(name); first=first_active=NULL; fg_width=width; fg_height=height; calc_bgsize(fg_width,fg_height,bg_width,bg_height); map_bg=(unsigned short *)jmalloc(sizeof(short)*bg_width*bg_height,"map bg"); map_fg=(unsigned short *)jmalloc(sizeof(short)*fg_width*fg_height,"map fg"); memset(map_bg,0,sizeof(short)*bg_width*bg_height); memset(map_fg,0,sizeof(short)*fg_width*fg_height); int i; for (i=0;inext=NULL; if (figures[new_guy->otype]->get_cflag(CFLAG_ADD_FRONT)) { if (!first) first=new_guy; else last->next=new_guy; last=new_guy; } else { if (!first) last=first=new_guy; else { new_guy->next=first; first=new_guy; } } } void level::add_object_after(game_object *new_guy,game_object *who) { if (!who) add_object(new_guy); else { total_objs++; if (who==last) last=new_guy; new_guy->next=who->next; who->next=new_guy; } } void level::delete_object(game_object *who) { remove_object(who); delete who; } void level::remove_block(game_object *who) { int i=0,j; game_object **o=block_list; for (;inotify_deleted_object(who); if (who==first) { if (who==last) last=NULL; first=first->next; } else { game_object *o=first; for (;o && o->next!=who;o=o->next); if (o) { o->next=who->next; if (!o->next) last=o; } else return ; // if object is not in level, don't try to do anything else } total_objs--; if (first_active==who) first_active=who->next_active; else { game_object *o=first_active; for (;o && o->next_active!=who;o=o->next_active); if (o) o->next_active=who->next_active; } if (who->flags()&KNOWN_FLAG) { game_object *o=first; for (;o;o=o->next) { int t=o->total_objects(); int i=0; for (;iget_object(i)==who) { o->remove_object(who); t=o->total_objects(); } } } if (who->otype<0xffff) { if (who->can_block()) // remove object from block list and all_block if nessasary { remove_block(who); remove_all_block(who); } else if (who->hurtable()) remove_all_block(who); } int t=who->total_objects(); while (t) { who->remove_object(who->get_object(0)); t--; } t=who->total_lights(); while (t) { who->remove_light(who->get_light(0)); t--; } } void level::to_front(game_object *o) // move to end of list, so we are drawn last, therefore top { if (o==last) return ; first_active=NULL; // make sure nothing goes screwy with the active list if (o==first) first=first->next; else { game_object *w=first; for (;w && w->next!=o;w=w->next); if (!w) return ; w->next=o->next; } last->next=o; o->next=NULL; last=o; } void level::to_back(game_object *o) // to make the character drawn in back, put at front of list { if (o==first) return; first_active=NULL; // make sure nothing goes screwy with the active list game_object *w=first; for (;w && w->next!=o;w=w->next); if (!w) return; if (last==o) last=w; w->next=o->next; o->next=first; first=o; } game_object *level::find_self(game_object *me) { return me; } game_object *level::find_object(long x, long y) { long x1,y1,x2,y2; game_object *o=first; for (;o;o=o->next) { o->picture_space(x1,y1,x2,y2); if (x=x1 && y=y1) return o; } return NULL; } long last_tile_hit_x,last_tile_hit_y; #define remapx(x) (x==0 ? -1 : x==tl-1 ? tl+1 : x) #define remapy(y) (y==0 ? -1 : y==th-1 ? th+1 : y) void level::vforeground_intersect(long x1, long y1, long &y2) { // foreground_intersect(x1,y1,x1,y2); // return ; long tl=the_game->ftile_width(),th=the_game->ftile_height(); long blocky1,blocky2,bx,by,block,realy; foretile *f; bx=x1/tl; blocky1=y1/th; blocky2=y2/th; if (y2>y1) { realy=blocky1*th; for (by=blocky1;by<=blocky2;by++,realy+=th) { block=the_game->get_map_fg(bx,by); if (block>BLACK) // don't check BLACK, should be no points in it { f=the_game->get_fg(block); if (f->ylevel!=255) { if (y2-realy>=f->ylevel-1) { y2=realy+f->ylevel-1; if (y2points->tot) { foreground_intersect(x1,y1,x1,y2); return ; } } } } else { realy=blocky1*th; for (by=blocky1;by>=blocky2;by--,realy-=th) { block=the_game->get_map_fg(bx,by); if (block>BLACK) // don't check BLACK, should be no points in it { f=the_game->get_fg(block); if (f->ylevel!=255) { if (y1>=realy+th-1 && y2points->tot) { foreground_intersect(x1,y1,x1,y2); return ; } } } } } signed char remap_x[30]= {-1,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,30}; signed char remap_y[15]= {-1,1,2,3,4,5,6,7,8,9,10,11,12,13,15}; void level::foreground_intersect(long x1, long y1, long &x2, long &y2) { long tl=the_game->ftile_width(),th=the_game->ftile_height(), j, xp1,yp1,xp2,yp2, // starting and ending points of block line segment swap; // temp var long blockx1,blocky1,blockx2,blocky2,block,bx,by; point_list *block_list; unsigned char *bdat; blockx1=x1; blocky1=y1; blockx2=x2; blocky2=y2; if (blockx1>blockx2) { swap=blockx1; blockx1=blockx2; blockx2=swap; } if (blocky1>blocky2) { swap=blocky1; blocky1=blocky2; blocky2=swap; } blockx1=(blockx1-2)/tl; blockx2=(blockx2+tl+2)/tl; blocky1=(blocky1-2)/th; blocky2=(blocky2+th+2)/th; if (blockx2>=foreground_width()) { x2=tl*foreground_width()-1; } if (blocky2>=foreground_height()) { y2=th*foreground_height()-1; } blockx1=max(blockx1,0); blocky1=max(blocky1,0); // printf("%4d %4d -> %4d %4d %4d %4d\n",x2-x1,y2-y1,blockx1,blocky1,blockx2,blocky2); // now check all the map positions this line could intersect for (bx=blockx1;bx<=blockx2;bx++) { for (by=blocky1;by<=blocky2;by++) { block=the_game->get_map_fg(bx,by); if (block>BLACK) // don't check BLACK, should be no points in it { // now check the all the line segments in the block foretile *f=the_game->get_fg(block); block_list=f->points; unsigned char total=block_list->tot; bdat=block_list->data; unsigned char *ins=f->points->inside; long xo=bx*tl,yo=by*th; for (j=0;jnext_active) o->recieve_signal(signal); } } int level::crush(game_object *by_who, int xamount, int yamount) { long xv,yv,crushed=0; game_object *o=first_active; for (;o;o=o->next_active) { if (o->hurtable() && o!=by_who) { xv=-xamount; yv=-yamount; if (o->try_move(o->x,o->y,xv,yv,3)==by_who) { xv=xamount; yv=yamount; o->try_move(o->x,o->y,xv,yv,3); if (xv==0 && yv==0) { if (o->state!=dead && o->state!=dieing) o->do_damage(by_who->current_figure()->hit_damage,by_who,o->x,o->y,0,0); /* { if (o->has_sequence(dieing)) o->set_state(dieing); else o->set_state(dead); o->hp=0; } */ crushed=1; } } } } return crushed; } int level::platform_push(game_object *by_who, int xamount, int yamount) { int failed=0; long xv,yv; game_object *o=first_active; for (;o;o=o->next_active) { if (o->is_playable() && o->state!=dieing && o->state!=dead) { // check to see if the platform is going up and will run into us. long tvx,tvy; if (yamount<0) { tvx=-xamount; tvy=-yamount; if (o->try_move(o->x,o->y,tvx,tvy,1)==by_who) { o->x+=tvx; o->y+=tvy; } } /* xv=xamount; yv=yamount; tvx,tvy; if (xv>0) tvx=xv+1; else if (xv<0) tvx=xv-1; else tvx=0; if (yv>0) tvy=yv+1; else if (yv<0) tvx=yv-1; else tvy=0; if (o->try_move(o->x,o->y,tvx,tvy,1)==by_who) // we the platform hit us? { o->x+=tvx; o->y+=tvy; }*/ xv=0; yv=2; if (o->try_move(o->x,o->y,xv,yv,1)==by_who) // are we standing on the platform? { by_who->x=-by_who->x; xv=xamount; yv=yamount; o->try_move(o->x,o->y,xv,yv,3); if (xv!=xamount || yv!=yamount) failed=1; o->x+=xv; o->y+=yv; by_who->x=-by_who->x; } } } return !failed; } int level::push_characters(game_object *by_who, int xamount, int yamount) { long xv,yv; int failed=0; game_object *o=first_active; for (;o;o=o->next_active) { if ((o->is_playable() || o->pushable()) && o->state!=dieing && o->state!=dead) { xv=-xamount; yv=-yamount; long tvx,tvy; if (xv>0) tvx=xv+1; else if (xv<0) tvx=xv-1; else tvx=0; if (yv>0) tvy=yv+1; else if (yv<0) tvx=yv-1; else tvy=0; if (o->try_move(o->x+xamount,o->y+yamount,tvx,tvy,3)==by_who) { xv=(xamount-tvx); yv=(yamount-tvy); o->try_move(o->x,o->y,xv,yv,3); o->x+=xv; o->y+=yv; if (xv!=xamount-tvx || yv!=yamount-tvy) failed=1; } } } return !failed; } game_object *level::find_xrange(int x, int y, int type, int xd) { long find_ydist=100000; game_object *find=NULL; game_object *o=first_active; for (;o;o=o->next_active) { if (o->otype==type) { int x_dist=abs(x-o->x); int y_dist=abs(y-o->y); if (x_distnext_active) { if (o->otype==type && o!=who) { int x_dist=abs(x-o->x); if (x_disty); find=o; } else if (x_dist==find_xdist) { int y_dist=abs(y-o->y); if (y_distnext_active) { if (o->otype==type && o!=who) { int d=(x-o->x)*(x-o->x)+(y-o->y)*(y-o->y); if (dknown) { game_object *o=first; for (;o;o=o->next) { int t=o->total_lights(); int i=0; for (;iget_light(i)==which) o->remove_light(o->get_light(i)); } } delete_light(which); } game_object *level::find_type(int type, int skip) { game_object *l=NULL; game_object *o=first; for (;o;o=o->next) { if (o->otype==type) { if (!skip) return o; skip--; l=o; } } return l; } void level::hurt_radius(long x, long y,long r, long m, game_object *from, game_object *exclude, int max_push) { if (r<1) return ; // avoid dev vy zero game_object *o=first_active; for (;o;o=o->next_active) { if (o!=exclude && o->hurtable()) { long y1=o->y,y2=o->y-o->picture()->height(); long cx=abs(o->x-x),cy1=abs(y1-y),d1,d2,cy2=abs(y2-y); if (cx>1); else d1=cx+cy1-(cy1>>1); if (cx>1); else d2=cx+cy2-(cy2>>1); if (d2xydo_damage((r-d1)*m/r,from,x,y1,px,py); } } } } game_object *level::get_random_start(int min_player_dist, view *exclude) { int t=0; game_object *o=first; for (;o;o=o->next) if (o->otype==start_position_type) t++; // count how many starts there are in the level if (t==0) return NULL; // there aren't any starts in level! int retries=t; do { int ctry=jrandom(t)+1; game_object *n=first; for (n=first;ctry && n;n=n->next) { if (n->otype==start_position_type) { o=n; ctry--; } } int too_close=0; view *v=player_list; for (;v;v=v->next) { if (v!=exclude) { long cx=abs(v->x_center()-o->x),cy=abs(v->y_center()-o->y),d; if (cx>1); else d=cx+cy-(cy>>1); if (dnext) { long x=50,y=50; game_object *st=find_type(start,f->player_number); if (st) { f->focus->x=st->x; f->focus->y=st->y; } add_object_after(f->focus,st); } } void level::add_attacker(game_object *who) { if (attack_total>=attack_list_size) // see if we need to grow the list size.. { attack_list_size++; attack_list=(game_object **)jrealloc(attack_list,sizeof(game_object *)*attack_list_size, "attack_list"); } attack_list[attack_total]=who; attack_total++; } void level::add_target(game_object *who) { if (target_total>=target_list_size) // see if we need to grow the list size.. { target_list_size++; target_list=(game_object **)jrealloc(target_list,sizeof(game_object *)*target_list_size, "target_list"); } target_list[target_total]=who; target_total++; } void level::add_block(game_object *who) { if (block_total>=block_list_size) // see if we need to grow the list size.. { block_list_size++; block_list=(game_object **)jrealloc(block_list,sizeof(game_object *)*block_list_size, "block_list"); } block_list[block_total]=who; block_total++; } void level::add_all_block(game_object *who) { if (all_block_total>=all_block_list_size) // see if we need to grow the list size.. { all_block_list_size++; all_block_list=(game_object **)jrealloc(all_block_list,sizeof(game_object *)*all_block_list_size, "all_block_list"); } all_block_list[all_block_total]=who; all_block_total++; } game_object *level::find_object_in_area(long x, long y, long x1, long y1, long x2, long y2, Cell *list, game_object *exclude) { game_object *closest=NULL; long closest_distance=0xfffffff,distance,xo,yo; game_object *o=first_active; for (;o;o=o->next_active) { long xp1,yp1,xp2,yp2; o->picture_space(xp1,yp1,xp2,yp2); if (!(xp1>x2 || xp2y2 || yp2otype;v=CDR(v)); if (!NILP(v)) { xo=abs(o->x-x); yo=abs(o->y-y); distance=xo*xo+yo*yo; if (distancenext_active) { long angle=lisp_atan2(o->y-y,o->x-x); if (((start_angle<=end_angle && (angle>=start_angle && angle<=end_angle)) || (start_angle>end_angle && (angle>=start_angle || angle<=end_angle))) && o!=exclude) { // check to see if the type is in the list Cell *v=(Cell *)list; for (;!NILP(v) && lnumber_value(CAR(v))!=o->otype;v=CDR(v)); if (!NILP(v)) { xo=abs(o->x-x); yo=abs(o->y-y); distance=xo*xo+yo*yo; if (distancenext) { if (!object_to_number_in_list(o,list)) { object_node *q=new object_node(o,NULL); if (f) l->next=q; else f=q; l=q; } } return f; } FILE *open_FILE(char *filename, char *mode); void level::write_object_info(char *filename) { FILE *fp=open_FILE(filename,"wb"); if (fp) { int i=0; game_object *o=first; for (;o;o=o->next) { fprintf(fp,"%3d %s %4d %4d %4d %4d %04d\n",i++,object_names[o->otype],o->x,o->y, o->xvel(),o->yvel(),o->current_frame); } fclose(fp); } } area_controller::area_controller(long X, long Y, long W, long H, area_controller *Next) { x=X; y=Y; w=W; h=H; next=Next; active=0; ambient=-1; view_xoff=-1; view_yoff=-1; ambient_speed=2; view_xoff_speed=4; view_yoff_speed=4; }