game.cpp 62 KB

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  1. /* $Id$
  2. * MegaZeux
  3. *
  4. * Copyright (C) 1996 Greg Janson
  5. * Copyright (C) 1998 Matthew D. Williams - dbwilli@scsn.net
  6. * Copyright (C) 1999 Charles Goetzman
  7. *
  8. * This program is free software; you can redistribute it and/or
  9. * modify it under the terms of the GNU General Public License as
  10. * published by the Free Software Foundation; either version 2 of
  11. * the License, or (at your option) any later version.
  12. *
  13. * This program is distributed in the hope that it will be useful,
  14. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  15. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  16. * General Public License for more details.
  17. *
  18. * You should have received a copy of the GNU General Public License
  19. * along with this program; if not, write to the Free Software
  20. * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
  21. */
  22. // I added a bunch of stuff here. Whenever a window is popped up, the mouse
  23. // cursor is re-activated, and then CURSORSTATE is checked upon closing the
  24. // window. If it's 1, the cursor is left on, otherwise it's hidden as normal.
  25. // You can find all instances by searching for CURSORSTATE. Spid
  26. /* Main title screen/gaming code */
  27. #include <dos.h>
  28. #include "egacode.h"
  29. #include "profile.h"
  30. #include "helpsys.h"
  31. #include "scrdisp.h"
  32. #include "error.h"
  33. #include <stdlib.h>
  34. #include "runrobot.h"
  35. #include "arrowkey.h"
  36. #include "idarray.h"
  37. #include "mod.h"
  38. #include "edit.h"
  39. #include "sfx.h"
  40. #include "string.h"
  41. #include "beep.h"
  42. #include "hexchar.h"
  43. #include "retrace.h"
  44. #include "getkey.h"
  45. #include "idput.h"
  46. #include "data.h"
  47. #include "const.h"
  48. #include "game.h"
  49. #include "ezboard.h"
  50. #include "window.h"
  51. #include "roballoc.h"
  52. #include "saveload.h"
  53. #include <stdio.h>
  54. #include "palette.h"
  55. #include "mouse.h"
  56. #include "graphics.h"
  57. #include "random.h"
  58. #include "counter.h"
  59. #include "game2.h"
  60. #include "timer.h"
  61. #include "scrdump.h"
  62. #include "blink.h"
  63. #include "cursor.h"
  64. // Sprites! - Exo
  65. #include "sprite.h"
  66. int get_built_in_messages(void);
  67. char far *main_menu= "Enter- Menu\n"
  68. "Esc - Exit to DOS\n"
  69. "F1/H - Help\n"
  70. "F2/S - Settings\n"
  71. "F3/L - Load world\n"
  72. "F4/R - Restore game\n"
  73. "F5/P - Play world\n"
  74. "F6 - Debug menu\n"
  75. "F8/E - World editor\n"
  76. "F10 - Quickload"
  77. "";
  78. char far *game_menu= "F1 - Help\n"
  79. "Enter - Menu/status\n"
  80. "Esc - Exit to title\n"
  81. "F2 - Settings\n"
  82. "F3 - Save game\n"
  83. "F4 - Restore game\n"
  84. "F5/Ins- Toggle bomb type\n"
  85. "F6 - Debug menu\n"
  86. "F9 - Quicksave\n"
  87. "F10 - Quickload\n"
  88. "Arrows- Move\n"
  89. "Space - Shoot (w/dir)\n"
  90. "Delete- Bomb";
  91. //Easter Egg enter menu -Koji
  92. // Idea by Exophase.
  93. // Wasting mem with style.. okay, not anymore :( - Exo
  94. /* char far *lame_menu= "F1 - HELP!!1\n"
  95. "etner - TIHS MENUE\n"
  96. "EScapE- DONT PRESS LOL\n"
  97. "f2 - UR SETTINGS\n"
  98. "F3 - SAV UR GAEM\n"
  99. "F4 - LOAD UR GAAM\n"
  100. "F5-iNs- I DONNO! LOLZ\n"
  101. "f6 - :((((((((\n"
  102. "f9 - quickSNAD!\n"
  103. "ef10 - QUICKLOAD\n"
  104. "Arrowz- MOVE UR GUY :D :D\n"
  105. "spaec - shoot UR GUN\n"
  106. "deleet- DA BOMB!!!111111"; */
  107. int main_menu_keys[11]={ -59,0,27,-60,-61,-62,-63,-64,-65,-66,-68 };
  108. int game_menu_keys[13]={ -59,0,27,-60,-61,-62,-63,-64,-67,-68,0,0,0 };
  109. char bomb_type=1;//Start on hi-bombs
  110. char dead=0;
  111. //For changing screens AFTER an update is done and shown
  112. int target_board=-1;//Where to go
  113. int target_where=-2;//0 for x/y, 1 for entrance
  114. //-1 for teleport (so fading isn't used)
  115. int target_x=-1;//Or color of entrance
  116. int target_y=-1;//Or id of entrance
  117. int target_d_id=-1;//For RESTORE/EXCHANGE PLAYER POSITION with DUPLICATION.
  118. int target_d_color=-1;//For RESTORE/EXCHANGE PLAYER POSITION with DUPLICATION.
  119. char pal_update=0;//Whether to update a palette from robot activity
  120. void title_screen(void) {
  121. char fadein=0;
  122. int key=0,t1;
  123. FILE *fp;
  124. char temp[FILENAME_SIZE];
  125. char temp2[FILENAME_SIZE];
  126. #ifdef PROFILE
  127. char profiling=0;
  128. #endif
  129. debug_mode=0;
  130. error_mode=2;
  131. //Clear world
  132. clear_world(0);
  133. clear_zero_objects();
  134. clear_game_params();
  135. //Set page (mouse is hidden)
  136. current_page=0;
  137. current_pg_seg=VIDEO_SEG;
  138. page_flip(0);
  139. m_vidseg(current_pg_seg);
  140. //Clear screen
  141. clear_screen(1824,current_pg_seg);
  142. //Palette
  143. default_palette();
  144. insta_fadein();
  145. //Try to load curr_file
  146. fp=fopen(curr_file,"rb");
  147. if(fp!=NULL) {
  148. fclose(fp);
  149. if(load_world(curr_file)) clear_world();
  150. select_current(0);
  151. clear_game_params();
  152. set_counter("TIME",time_limit);
  153. insta_fadeout();
  154. fadein=1;
  155. }
  156. else goto world_load;//Choose world to load
  157. goto menu_mesg; //stupid hack to shut up tc
  158. //Main game loop
  159. //Mouse remains hidden unless menu/etc. is invoked
  160. do {
  161. //Update
  162. if(update(0,fadein)) continue;
  163. // Update stupid variables
  164. // mynewx= scroll_x;
  165. // mynewy= scroll_y;
  166. //Keycheck
  167. if(keywaiting()) {
  168. //Get key...
  169. key=getkey();
  170. if((key>='a')&&(key<='z')) key-=32;
  171. //...and process*/
  172. process_key:
  173. switch(key) {
  174. #ifdef PROFILE
  175. case 'Q'://P
  176. //Profiling
  177. if(profiling) {
  178. set_mesg("Profiling OFF");
  179. profiling_off();
  180. }
  181. else {
  182. set_mesg("Profiling ON");
  183. profiling_on();
  184. }
  185. profiling^=1;
  186. break;
  187. #endif
  188. case ']'://Screen .PCX dump
  189. dump_screen();
  190. break;
  191. case -17://AltW
  192. //Re-init screen
  193. vga_16p_mode();
  194. ega_14p_mode();
  195. cursor_off();
  196. blink_off();
  197. ec_update_set();
  198. update_palette(0);
  199. break;
  200. case 'E'://E
  201. case -66://F8
  202. //Editor
  203. clear_sfx_queue();
  204. vquick_fadeout();
  205. for(t1=0;t1<16;t1++)
  206. set_color_intensity(t1,100);
  207. edit_world();
  208. if(debug_mode) error_mode=1;
  209. else error_mode=2;
  210. m_hide();
  211. fadein=1;
  212. //Clear world...
  213. clear_world(0);
  214. clear_zero_objects();
  215. //...try to load current.
  216. if(curr_file[0]!=0) {
  217. //Clear screen
  218. clear_screen(1824,current_pg_seg);
  219. //Palette
  220. default_palette();
  221. insta_fadein();
  222. //Load
  223. if(load_world(curr_file,2)) clear_world();
  224. //Blackout
  225. select_current(0);
  226. insta_fadeout();
  227. clear_game_params();
  228. set_counter("TIME",time_limit);
  229. }
  230. clear_game_params();
  231. dead=0;
  232. break;
  233. case 'S'://S
  234. case -60://F2
  235. //Settings
  236. m_show();
  237. t1=is_faded();
  238. if(t1) {
  239. clear_screen(1824,current_pg_seg);
  240. insta_fadein();
  241. }
  242. game_settings();
  243. if(t1) insta_fadeout();
  244. m_hide();
  245. break;
  246. case 13://Enter
  247. //Menu
  248. //19x9
  249. if(get_counter("ENTER_MENU") != 0)
  250. {
  251. save_screen(current_pg_seg);
  252. t1=is_faded();
  253. if(t1) {
  254. clear_screen(1824,current_pg_seg);
  255. insta_fadein();
  256. }
  257. draw_window_box(30,4,52,16,current_pg_seg,25,16,24);
  258. write_string(main_menu,32,5,31,current_pg_seg);
  259. write_string(" Main Menu ",36,4,30,current_pg_seg);
  260. m_show();
  261. do {
  262. key=getkey();
  263. } while(!key);
  264. if(t1) insta_fadeout();
  265. if(key==27) key=0;
  266. if(key==13) key=0;
  267. if(key==MOUSE_EVENT) {
  268. if((mouse_event.cx<31)||(mouse_event.cx>51)||
  269. (mouse_event.cy<8)||(mouse_event.cy>17)) key=0;
  270. else key=main_menu_keys[mouse_event.cy-8];
  271. }
  272. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  273. restore_screen(current_pg_seg);
  274. goto process_key;
  275. }
  276. break;
  277. case 27://ESC
  278. //Quit
  279. m_show();
  280. t1=is_faded();
  281. if(t1) {
  282. clear_screen(1824,current_pg_seg);
  283. insta_fadein();
  284. }
  285. if(confirm("Quit to DOS- Are you sure?")) key=0;
  286. if(t1)
  287. {
  288. insta_fadeout();
  289. }
  290. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  291. break;
  292. case 'L'://L
  293. case -61://F3
  294. world_load:
  295. //Load
  296. m_show();
  297. t1=is_faded();
  298. if(t1) {
  299. clear_screen(1824,current_pg_seg);
  300. insta_fadein();
  301. }
  302. if(choose_file("*.MZX",curr_file,"Load World",1)) {
  303. if(t1) insta_fadeout();
  304. break;
  305. }
  306. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  307. //Load world curr_file
  308. vquick_fadeout();
  309. end_mod();
  310. clear_sfx_queue();
  311. //Clear screen
  312. clear_screen(1824,current_pg_seg);
  313. //Palette
  314. default_palette();
  315. insta_fadein();
  316. if(load_world(curr_file)) clear_world();
  317. select_current(0);
  318. send_robot_def(0,10);
  319. clear_game_params();
  320. set_counter("TIME",time_limit);
  321. insta_fadeout();
  322. fadein=1;
  323. dead=0;
  324. menu_mesg:
  325. #ifdef UNREG
  326. set_mesg("** UNREGISTERED ** Press F1 for help, Enter for menu");
  327. #elif defined(BETA)
  328. set_mesg("** BETA ** Press F1 for help, Enter for menu");
  329. #else
  330. set_mesg("- Press F1 for help, Enter for menu -");
  331. #endif
  332. break;
  333. case 'R'://R
  334. case -62://F4
  335. //Restore
  336. m_show();
  337. t1=is_faded();
  338. if(t1) {
  339. clear_screen(1824,current_pg_seg);
  340. insta_fadein();
  341. }
  342. if(!choose_file("*.SAV",temp,"Choose game to restore",1)) {
  343. //Swap out current board...
  344. store_current();
  345. clear_current();
  346. clear_sfx_queue();
  347. //Load game
  348. fadein=0;
  349. if(load_world(temp,0,1,&fadein)) {
  350. vquick_fadeout();
  351. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  352. switch_keyb_table(1);
  353. clear_world();
  354. return;
  355. }
  356. //Swap in starting board
  357. if(board_where[curr_board]!=W_NOWHERE)
  358. select_current(curr_board);
  359. else select_current(0);
  360. str_cpy(temp2,mod_playing);
  361. load_mod(temp2);
  362. send_robot_def(0,10);
  363. //Copy filename
  364. str_cpy(curr_sav,temp);
  365. dead=0;
  366. vquick_fadeout();
  367. fadein^=1;
  368. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  369. goto gameplay;
  370. }
  371. if(t1) insta_fadeout();
  372. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  373. break;
  374. case 'P'://P
  375. case -63://F5
  376. //Play
  377. //Only from swap?
  378. if(only_from_swap) {
  379. m_show();
  380. error("You can only play this game via a swap from another game",
  381. 0,24,current_pg_seg,0x3101);
  382. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  383. break;
  384. }
  385. //Load world curr_file
  386. vquick_fadeout();
  387. //Don't end mod- We want to have smooth transition for that.
  388. //Clear screen
  389. clear_screen(1824,current_pg_seg);
  390. //Palette
  391. default_palette();
  392. insta_fadein();
  393. if(load_world(curr_file,2)) {
  394. clear_world();
  395. select_current(0);
  396. clear_game_params();
  397. break;
  398. }
  399. clear_game_params();
  400. select_current(first_board);
  401. send_robot_def(0,11);
  402. send_robot_def(0,10);
  403. set_counter("TIME",time_limit);
  404. insta_fadeout();
  405. fadein=1;
  406. gameplay:
  407. clear_sfx_queue();
  408. player_restart_x=player_x;
  409. player_restart_y=player_y;
  410. play_game(fadein);
  411. //Done playing- load world again
  412. //Already faded out from play_game()
  413. end_mod();
  414. //Clear screen
  415. clear_screen(1824,current_pg_seg);
  416. //Palette
  417. default_palette();
  418. for(t1=0;t1<16;t1++)
  419. set_color_intensity(t1,100);
  420. insta_fadein();
  421. if(load_world(curr_file,2)) clear_world();
  422. clear_game_params();
  423. select_current(0);
  424. set_counter("TIME",time_limit);
  425. insta_fadeout();
  426. fadein=1;
  427. dead=0;
  428. goto menu_mesg;
  429. case -64://F6
  430. //Debug menu
  431. debug_mode^=1;
  432. if(debug_mode) error_mode=1;
  433. else error_mode=2;
  434. break;
  435. /* case -65://F7
  436. //SMZX Mode
  437. set_counter("SMZX_MODE",smzx_mode + 1,0);
  438. break;*/
  439. case -68://F10
  440. //Quickload
  441. if(curr_sav[0]==0) break;
  442. m_show();
  443. //Swap out current board...
  444. store_current();
  445. clear_current();
  446. clear_sfx_queue();
  447. //Load game
  448. fadein=0;
  449. if(load_world(curr_sav,0,1,&fadein)) {
  450. vquick_fadeout();
  451. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  452. clear_world();
  453. fadein=1;
  454. break;
  455. }
  456. //Swap in starting board
  457. if(board_where[curr_board]!=W_NOWHERE)
  458. select_current(curr_board);
  459. else select_current(0);
  460. str_cpy(temp2,mod_playing);
  461. load_mod(temp2);
  462. send_robot_def(0,10);
  463. dead=0;
  464. vquick_fadeout();
  465. fadein^=1;
  466. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  467. goto gameplay;
  468. }
  469. }
  470. } while(key!=27);
  471. vquick_fadeout();
  472. clear_world();
  473. clear_sfx_queue();
  474. }
  475. void draw_viewport(void) {
  476. // Sneak this biotch in here
  477. //mynewx= scroll_x;
  478. //mynewy= scroll_y;
  479. int t1,t2;
  480. enter_func("draw_viewport");
  481. //Draw the current viewport on current_pg_seg
  482. if(overall_speed==1) {
  483. //Special clear- only fills areas that aren't part of the display.
  484. //Less flicker for speed #1
  485. if(viewport_y>1) {
  486. //Top
  487. for(t1=0;t1<viewport_y;t1++)
  488. fill_line(80,0,t1,177+(edge_color<<8),current_pg_seg);
  489. }
  490. if((viewport_y+viewport_ysiz)<24) {
  491. //Bottom
  492. for(t1=viewport_y+viewport_ysiz+1;t1<25;t1++)
  493. fill_line(80,0,t1,177+(edge_color<<8),current_pg_seg);
  494. }
  495. if(viewport_x>1) {
  496. //Left
  497. for(t1=0;t1<25;t1++)
  498. fill_line(viewport_x,0,t1,177+(edge_color<<8),current_pg_seg);
  499. }
  500. if((viewport_x+viewport_xsiz)<79) {
  501. //Right
  502. t2=viewport_x+viewport_xsiz+1;
  503. for(t1=0;t1<25;t1++)
  504. fill_line(80-t2,t2,t1,177+(edge_color<<8),current_pg_seg);
  505. }
  506. }
  507. else clear_screen(177+(edge_color<<8),current_pg_seg);
  508. //Draw the box
  509. if(viewport_x>0) {/* left */
  510. for(t1=0;t1<viewport_ysiz;t1++)
  511. draw_char('º',edge_color,viewport_x-1,t1+viewport_y,current_pg_seg);
  512. if(viewport_y>0)
  513. draw_char('É',edge_color,viewport_x-1,viewport_y-1,current_pg_seg);
  514. }
  515. if((viewport_x+viewport_xsiz)<80) {/* right */
  516. for(t1=0;t1<viewport_ysiz;t1++)
  517. draw_char('º',edge_color,viewport_x+viewport_xsiz,t1+viewport_y,
  518. current_pg_seg);
  519. if(viewport_y>0)
  520. draw_char('»',edge_color,viewport_x+viewport_xsiz,viewport_y-1,
  521. current_pg_seg);
  522. }
  523. if(viewport_y>0) {/* top */
  524. for(t1=0;t1<viewport_xsiz;t1++)
  525. draw_char('Í',edge_color,viewport_x+t1,viewport_y-1,current_pg_seg);
  526. }
  527. if((viewport_y+viewport_ysiz)<25) {/* bottom */
  528. for(t1=0;t1<viewport_xsiz;t1++)
  529. draw_char('Í',edge_color,viewport_x+t1,viewport_y+viewport_ysiz,
  530. current_pg_seg);
  531. if(viewport_x>0)
  532. draw_char('È',edge_color,viewport_x-1,viewport_y+viewport_ysiz,
  533. current_pg_seg);
  534. if((viewport_x+viewport_xsiz)<80)
  535. draw_char('¼',edge_color,viewport_x+viewport_xsiz,
  536. viewport_y+viewport_ysiz,current_pg_seg);
  537. }
  538. exit_func();
  539. }
  540. //Updates game variables
  541. //Slowed=1 to not update lazwall or time due to slowtime or freezetime
  542. void update_variables(char slowed) {
  543. static char slowdown=0;//Slows certain things down to every other cycle
  544. unsigned int t1;
  545. enter_func("update_variables");
  546. /* if (get_counter("MZXAKVERSION" == 1)
  547. {
  548. overall_speed = get_counter("MZX_SPEED")
  549. }
  550. */ slowdown^=1;
  551. //If odd, we...
  552. if(!slowdown) {
  553. //Change scroll color
  554. if(++scroll_color>15) scroll_color=7;
  555. //Decrease time limit
  556. if(!slowed) {
  557. t1=get_counter("TIME");
  558. if(t1>0) {
  559. if(--t1==0) {
  560. //Out of time
  561. dec_counter("HEALTH",10);
  562. set_mesg("Out of time!");
  563. play_sfx(42);
  564. //Reset time
  565. set_counter("TIME",time_limit);
  566. }
  567. else set_counter("TIME",t1);
  568. }
  569. }
  570. }
  571. //Decrease effect durations
  572. if(blind_dur>0) blind_dur--;
  573. if(firewalker_dur>0) firewalker_dur--;
  574. if(freeze_time_dur>0) freeze_time_dur--;
  575. if(slow_time_dur>0) slow_time_dur--;
  576. if(wind_dur>0) wind_dur--;
  577. //Decrease message timer
  578. if(b_mesg_timer>0) b_mesg_timer--;
  579. //Invinco
  580. t1=get_counter("INVINCO");
  581. if(t1>0) {
  582. if(t1==1) {
  583. //Just finished-
  584. set_counter("INVINCO");
  585. clear_sfx_queue();
  586. play_sfx(18);
  587. *player_color=saved_pl_color;
  588. }
  589. else {
  590. //Decrease
  591. set_counter("INVINCO",t1-1);
  592. play_sfx(17);
  593. *player_color=random_num()&255;
  594. }
  595. }
  596. //Lazerwall start- cycle 0 to 7 then -7 to -1
  597. if(!slowed) {
  598. if(((signed char)lazwall_start)<7) lazwall_start++;
  599. else lazwall_start=-7;
  600. }
  601. //Done
  602. exit_func();
  603. }
  604. void set_mesg(char far *str) {
  605. enter_func("set_mesg");
  606. if (get_built_in_messages()){
  607. //Sets the current message
  608. if(str_len(str)>80) {
  609. mem_cpy(bottom_mesg,str,80);
  610. bottom_mesg[80]=0;
  611. }
  612. else str_cpy(bottom_mesg,str);
  613. b_mesg_timer=160;
  614. }
  615. exit_func();
  616. }
  617. void set_3_mesg(char far *str1,int num,char far *str2) {
  618. char tmp[7];
  619. enter_func("set_mesg");
  620. itoa(num,tmp,10);
  621. //Concatenates 3 strings into the curr. message
  622. str_cpy(bottom_mesg,str1);
  623. str_cat(bottom_mesg,tmp);
  624. str_cat(bottom_mesg,str2);
  625. b_mesg_timer=160;
  626. exit_func();
  627. }
  628. //Bit 1- +1
  629. //Bit 2- -1
  630. //Bit 4- +xsiz
  631. //Bit 8- -xsiz
  632. char cw_offs[8]={ 10,2,6,4,5,1,9,8 };
  633. char ccw_offs[8]={ 10,8,9,1,5,4,6,2 };
  634. //Rotate an area
  635. void rotate(int x,int y,char dir) {
  636. char *offsp=cw_offs;
  637. int offs[8];
  638. int pos,t1,t2,t3,t4;
  639. pos=x+y*max_bxsiz;
  640. if((x==0)||(y==0)||(x==(board_xsiz-1))||
  641. (y==(board_ysiz-1))) return;
  642. if(dir) offsp=ccw_offs;
  643. //Fix offsets
  644. for(t1=0;t1<8;t1++) {
  645. t2=offsp[t1];
  646. offs[t1]=(t2&1?1:0)+(t2&2?-1:0)+(t2&4?max_bxsiz:0)+(t2&8?-max_bxsiz:0);
  647. }
  648. for(t1=0;t1<8;t1++) {
  649. if((flags[level_id[pos+offs[t1]]]&A_UNDER)&&(level_id[pos+offs[t1]]!=34))
  650. break;
  651. }
  652. if(t1==8) {
  653. for(t1=0;t1<8;t1++) {
  654. if(!((flags[level_id[pos+offs[t1]]]&A_PUSHABLE)||
  655. (flags[level_id[pos+offs[t1]]]&A_SPEC_PUSH))) break;
  656. if(level_id[pos+offs[t1]]==47) break;//Transport NOT pushable
  657. }
  658. if(t1!=8) return;
  659. t2=level_id[pos+offs[0]];
  660. t3=level_color[pos+offs[0]];
  661. t4=level_param[pos+offs[0]];
  662. for(t1=0;t1<7;t1++) {
  663. level_id[pos+offs[t1]]=level_id[pos+offs[t1+1]];
  664. level_color[pos+offs[t1]]=level_color[pos+offs[t1+1]];
  665. level_param[pos+offs[t1]]=level_param[pos+offs[t1+1]];
  666. }
  667. level_id[pos+offs[7]]=t2;
  668. level_color[pos+offs[7]]=t3;
  669. level_param[pos+offs[7]]=t4;
  670. return;
  671. }
  672. t2=t1;
  673. t2--;
  674. if(t2==-1) t2=7;
  675. do {
  676. t3=t1+1;
  677. if(t3==8) t3=0;
  678. if((flags[level_id[pos+offs[t3]]]&A_PUSHABLE)||
  679. (flags[level_id[pos+offs[t3]]]&A_SPEC_PUSH)) {
  680. if(level_id[pos+offs[t3]]==47) goto solid;
  681. if(update_done[pos+offs[t3]]&2) goto solid;
  682. offs_place_id(pos+offs[t1],0,
  683. level_id[pos+offs[t3]],
  684. level_color[pos+offs[t3]],
  685. level_param[pos+offs[t3]]);
  686. offs_remove_id(pos+offs[t3],0);
  687. update_done[pos+offs[t1]]|=2;
  688. t1=t3;
  689. continue;
  690. }
  691. solid:
  692. t1=t3;
  693. while(t1!=t2) {
  694. if((flags[level_id[pos+offs[t1]]]&A_UNDER)&&(level_id[pos+offs[t1]]!=34))
  695. break;
  696. t1++;
  697. if(t1==8) t1=0;
  698. };
  699. } while(t1!=t2);
  700. }
  701. void calculate_xytop(int &x,int &y) {
  702. enter_func("calculate_xytop");
  703. //Calculate xy top from player position and scroll view pos, or
  704. //as static position if set.
  705. if(locked_y!=65535) {
  706. x=locked_x+scroll_x;
  707. y=locked_y+scroll_y;
  708. }
  709. else {
  710. //Calculate from player position
  711. //Center screen around player, add scroll factor
  712. x=player_x-(viewport_xsiz/2);
  713. y=player_y-(viewport_ysiz/2);
  714. if(x<0) x=0;
  715. if(y<0) y=0;
  716. if(x>(board_xsiz-viewport_xsiz)) x=board_xsiz-viewport_xsiz;
  717. if(y>(board_ysiz-viewport_ysiz)) y=board_ysiz-viewport_ysiz;
  718. x+=scroll_x;
  719. y+=scroll_y;
  720. }
  721. //Prevent from going offscreen
  722. if(x<0) x=0;
  723. if(y<0) y=0;
  724. if(x>(board_xsiz-viewport_xsiz)) x=board_xsiz-viewport_xsiz;
  725. if(y>(board_ysiz-viewport_ysiz)) y=board_ysiz-viewport_ysiz;
  726. //Done!
  727. exit_func();
  728. }
  729. void update_player(void) {
  730. enter_func("update_player");
  731. int t1=level_under_id[player_x+player_y*max_bxsiz];
  732. //t1=ID stood on
  733. if(!(flags[t1]&A_AFFECT_IF_STOOD)) {
  734. exit_func();
  735. return;//Nothing special
  736. }
  737. switch(t1) {
  738. case 25://Ice
  739. if((player_last_dir&15)>0)
  740. if(move_player((player_last_dir&15)-1))
  741. player_last_dir&=240;
  742. break;
  743. case 26://Lava
  744. if(firewalker_dur>0) break;
  745. play_sfx(22);
  746. set_mesg("Augh!");
  747. dec_counter("HEALTH",id_dmg[26]);
  748. exit_func();
  749. return;
  750. case 63://Fire
  751. if(firewalker_dur>0) break;
  752. play_sfx(43);
  753. set_mesg("Ouch!");
  754. dec_counter("HEALTH",id_dmg[63]);
  755. exit_func();
  756. return;
  757. default://Water
  758. move_player(t1-21);
  759. break;
  760. }
  761. find_player();
  762. //Done
  763. exit_func();
  764. }
  765. //Settings dialog-
  766. //------------------------
  767. //
  768. // Speed- 123456789
  769. //
  770. // ( ) Music on
  771. // ( ) Music off
  772. //
  773. // ( ) SFX on
  774. // ( ) SFX off
  775. //
  776. // OK Cancel
  777. //
  778. //------------------------
  779. //----------------------------
  780. //
  781. // Speed- 123456789
  782. //
  783. // ( ) Digitized music on
  784. // ( ) Digitized music off
  785. //
  786. // ( ) PC speaker SFX on
  787. // ( ) PC speaker SFX off
  788. //
  789. // Sound card volumes-
  790. // Overall volume- 12345678
  791. // SoundFX volume- 12345678
  792. //
  793. // OK Cancel
  794. //
  795. //----------------------------
  796. int spd_tmp,music,sfx,mgvol,sgvol;
  797. char stdi_types[8]={ DE_NUMBER,DE_RADIO,DE_RADIO,DE_TEXT,
  798. DE_NUMBER,DE_NUMBER,DE_BUTTON,DE_BUTTON };
  799. char stdi_xs[8]={ 3,4,4,3,3,3,4,14 };
  800. char stdi_ys[8]={ 2,4,7,10,11,12,14,14 };
  801. char far *stdi_strs[8]={ "Speed- ","Digitized music on\nDigitized music off",
  802. "PC speaker SFX on\nPC speaker SFX off","Sound card volumes-",
  803. "Overall volume- ","SoundFX volume- ","OK","Cancel" };
  804. int stdi_p1s[8]={ 1,2,2,0,1,1,0,1 };
  805. int stdi_p2s[6]={ 9,9,7,0,8,8 };
  806. void far *stdi_storage[6]={ &spd_tmp,&music,&sfx,NULL,&mgvol,&sgvol };
  807. dialog stdi={
  808. 25,4,54,20,"Game settings",8,
  809. stdi_types,stdi_xs,stdi_ys,
  810. stdi_strs,stdi_p1s,stdi_p2s,stdi_storage,0 };
  811. void game_settings(void) {
  812. char temp[FILENAME_SIZE];
  813. set_context(92);
  814. spd_tmp=overall_speed;
  815. music=music_on^1;
  816. sfx=sfx_on^1;
  817. mgvol=music_gvol;
  818. sgvol=sound_gvol;
  819. if(run_dialog(&stdi,current_pg_seg)) {
  820. pop_context();
  821. return;
  822. }
  823. pop_context();
  824. if((sound_gvol!=sgvol)||(music_gvol!=mgvol)) {
  825. sound_gvol=sgvol;
  826. music_gvol=mgvol;
  827. fix_global_volumes();
  828. }
  829. //Check- turn off sound?
  830. if(sfx==sfx_on) {
  831. sfx_on=sfx^1;
  832. //clear_queue();
  833. }
  834. else sfx_on=sfx^1;
  835. //Check- turn music on/off?
  836. if(music==music_on) {
  837. char temp2[FILENAME_SIZE];
  838. if(music_on==1) {
  839. music_on=0;
  840. //Turn off music.
  841. str_cpy(temp,real_mod_playing);
  842. str_cpy(temp2,mod_playing);
  843. end_mod();
  844. str_cpy(real_mod_playing,temp);
  845. str_cpy(mod_playing,temp2);
  846. }
  847. else if(music_device>0) {
  848. music_on=1;
  849. //Turn on music.
  850. str_cpy(temp2,mod_playing);
  851. str_cpy(temp,real_mod_playing);
  852. load_mod(temp);
  853. str_cpy(real_mod_playing,temp);
  854. str_cpy(mod_playing,temp2);
  855. }
  856. }
  857. /* if (get_counter("MZXAVERSION") = 1)
  858. {
  859. Set_counter("MZX_SPEED", spd_tmp);
  860. }
  861. */ overall_speed=spd_tmp;
  862. }
  863. //Number of cycles to make player idle before repeating a directional move
  864. #define REPEAT_WAIT 2
  865. void play_game(char fadein) {
  866. //We have the world loaded, on the proper scene.
  867. //We are faded out. Commence playing!
  868. int t1,key;
  869. FILE *fp;
  870. char temp[FILENAME_SIZE];
  871. char temp2[FILENAME_SIZE];
  872. char keylbl[5]="KEY?";
  873. enter_func("play_game");
  874. set_context(91);
  875. switch_keyb_table(0);
  876. dead=0;
  877. //Set page (mouse is hidden)
  878. current_page=0;
  879. current_pg_seg=VIDEO_SEG;
  880. page_flip(0);
  881. m_vidseg(current_pg_seg);
  882. //Main game loop
  883. //Mouse remains hidden unless menu/etc. is invoked
  884. //Making the menu functions on by default -Koji
  885. set_counter("ENTER_MENU",1);
  886. set_counter("HELP_MENU",1);
  887. set_counter("F2_MENU",1);
  888. do {
  889. //Update
  890. if(update(1,fadein)) continue;
  891. //Keycheck
  892. if(keywaiting()) {
  893. //Get key...
  894. key = getkey();
  895. //KEY_PRESSED counter returns Any key pressed
  896. // on the keyboard at the time it is called.
  897. // -Koji
  898. set_counter("KEY_PRESSED", key);
  899. if((key>='a')&&(key<='z')) key-=32;
  900. //...and process
  901. process_key:
  902. //all Keys accessable -Koji
  903. //"KeyEnter" exception - Exophase
  904. //if(key<'1') break;
  905. //if((key>'9')&&(key<'A')) break;
  906. //if(key>'Z') break;
  907. keylbl[3]=last_key=key;
  908. if(key == 13)
  909. {
  910. send_robot("ALL", "KeyEnter");
  911. }
  912. send_robot("ALL",keylbl);
  913. switch(key) {
  914. case ']'://Screen .PCX dump
  915. dump_screen();
  916. break;
  917. default://moved.
  918. //all Keys accessable -Koji
  919. //if(key<'1') break;
  920. //if((key>'9')&&(key<'A')) break;
  921. //if(key>'Z') break;
  922. //if(key == 13) send_robot("ALL", "EnterKey");
  923. //keylbl[3]=last_key=key;
  924. //send_robot("ALL",keylbl);
  925. break;
  926. case -60://F2
  927. //Settings
  928. if(get_counter("F2_MENU"))
  929. {
  930. m_show();
  931. switch_keyb_table(1);
  932. t1=is_faded();
  933. if(t1) {
  934. clear_screen(1824,current_pg_seg);
  935. insta_fadein();
  936. }
  937. game_settings();
  938. if(t1) insta_fadeout();
  939. switch_keyb_table(0);
  940. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  941. }
  942. break;
  943. case 13://Enter
  944. //Menu
  945. //19x9
  946. if(get_counter ("ENTER_MENU") != 0)
  947. {
  948. save_screen(current_pg_seg);
  949. t1=is_faded();
  950. if(t1) {
  951. clear_screen(1824,current_pg_seg);
  952. insta_fadein();
  953. }
  954. draw_window_box(8,4,35,18,current_pg_seg,25,16,24);
  955. write_string(game_menu,10,5,31,current_pg_seg);
  956. write_string(" Game Menu ",14,4,30,current_pg_seg);
  957. show_status();//Status screen too
  958. m_show();
  959. do {
  960. key=getkey();
  961. } while(!key);
  962. if(t1) insta_fadeout();
  963. if(key==27) key=0;
  964. if(key==13) key=0;
  965. if(key==MOUSE_EVENT) {
  966. if((mouse_event.cx<11)||(mouse_event.cx>31)||
  967. (mouse_event.cy<6)||(mouse_event.cy>18)) key=0;
  968. else key=game_menu_keys[mouse_event.cy-6];
  969. }
  970. if(get_counter("CURSORSTATE") == 0) m_hide();
  971. restore_screen(current_pg_seg);
  972. if(t1) insta_fadeout();
  973. goto process_key;
  974. }
  975. break;
  976. case 27://ESC
  977. //Quit
  978. m_show();
  979. switch_keyb_table(1);
  980. t1=is_faded();
  981. if(t1) {
  982. clear_screen(1824,current_pg_seg);
  983. insta_fadein();
  984. }
  985. if(confirm("Quit playing- Are you sure?")) key=0;
  986. if(t1) insta_fadeout();
  987. switch_keyb_table(0);
  988. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  989. break;
  990. case -61://F3
  991. //Save game
  992. if(!dead) {
  993. //Can we?
  994. if(cheats_active>1) break;
  995. if(save_mode==CANT_SAVE) break;
  996. if(save_mode==CAN_SAVE_ON_SENSOR)
  997. if(level_under_id[player_x+max_bxsiz*player_y]!=122) break;
  998. m_show();
  999. switch_keyb_table(1);
  1000. //If faded...
  1001. t1=is_faded();
  1002. if(t1) {
  1003. clear_screen(1824,current_pg_seg);
  1004. insta_fadein();
  1005. }
  1006. if(!save_game_dialog()) {
  1007. //Name in curr_sav....
  1008. if(curr_sav[0]==0) {
  1009. if(t1) insta_fadeout();
  1010. switch_keyb_table(0);
  1011. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1012. break;
  1013. }
  1014. add_ext(curr_sav,".SAV");
  1015. //Check for an overwrite
  1016. if((fp=fopen(curr_sav,"rb"))!=NULL) {
  1017. fclose(fp);
  1018. if(confirm("File exists- Overwrite?")) {
  1019. if(t1) insta_fadeout();
  1020. switch_keyb_table(0);
  1021. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1022. break;
  1023. }
  1024. }
  1025. //Store current
  1026. store_current();
  1027. //Save entire game
  1028. save_world(curr_sav,1,t1);
  1029. //Reload current
  1030. select_current(curr_board);
  1031. }
  1032. if(t1) insta_fadeout();
  1033. switch_keyb_table(0);
  1034. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1035. }
  1036. break;
  1037. case -62://F4
  1038. //Restore
  1039. if(cheats_active>1) break;
  1040. m_show();
  1041. switch_keyb_table(1);
  1042. t1=is_faded();
  1043. if(t1) {
  1044. clear_screen(1824,current_pg_seg);
  1045. insta_fadein();
  1046. }
  1047. if(!choose_file("*.SAV",temp,"Choose game to restore",1)) {
  1048. //Swap out current board...
  1049. store_current();
  1050. clear_current();
  1051. //Load game
  1052. fadein=0;
  1053. if(load_world(temp,0,1,&fadein)) {
  1054. vquick_fadeout();
  1055. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1056. switch_keyb_table(1);
  1057. clear_world();
  1058. return;
  1059. }
  1060. //Swap in starting board
  1061. if(board_where[curr_board]!=W_NOWHERE)
  1062. select_current(curr_board);
  1063. else select_current(0);
  1064. str_cpy(temp2,mod_playing);
  1065. load_mod(temp2);
  1066. send_robot_def(0,10);
  1067. //Copy filename
  1068. str_cpy(curr_sav,temp);
  1069. dead=0;
  1070. fadein^=1;
  1071. }
  1072. if(t1) insta_fadeout();
  1073. switch_keyb_table(0);
  1074. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1075. break;
  1076. case -63://F5
  1077. case -82://Ins
  1078. case '0'://Ins w/NumLock
  1079. //Change bomb type
  1080. if(!dead) {
  1081. bomb_type^=1;
  1082. if((!player_attack_locked)&&(can_bomb)) {
  1083. play_sfx(35);
  1084. if(bomb_type) set_mesg("You switch to high strength bombs.");
  1085. else set_mesg("You switch to low strength bombs.");
  1086. }
  1087. }
  1088. break;
  1089. case -64://F6
  1090. //Debug menu
  1091. debug_mode^=1;
  1092. if(error_mode) {//If error_mode==0 don't change!
  1093. if(debug_mode) error_mode=1;
  1094. else error_mode=2;
  1095. }
  1096. break;
  1097. case -65://F7
  1098. //Cheat #1- Give all
  1099. if(cheats_active) {
  1100. set_counter("GEMS",32767);
  1101. set_counter("AMMO",32767);
  1102. set_counter("HEALTH",32767);
  1103. set_counter("COINS",32767);
  1104. set_counter("LIVES",32767);
  1105. set_counter("TIME",time_limit);
  1106. set_counter("LOBOMBS",32767);
  1107. set_counter("HIBOMBS",32767);
  1108. score=0;
  1109. for(t1=0;t1<16;t1++) keys[t1]=t1;
  1110. dead=0;// :)
  1111. player_ns_locked=player_ew_locked=
  1112. player_attack_locked=0;
  1113. }
  1114. break;
  1115. case -66://F8
  1116. //Cheat #2- Zap surrounding
  1117. if((cheats_active)&&(!dead)) {
  1118. if(player_x>0) {
  1119. id_clear(player_x-1,player_y);
  1120. if(player_y>0) id_clear(player_x-1,player_y-1);
  1121. if(player_y<(board_ysiz-1))
  1122. id_clear(player_x-1,player_y+1);
  1123. }
  1124. if(player_x<(board_xsiz-1)) {
  1125. id_clear(player_x+1,player_y);
  1126. if(player_y>0) id_clear(player_x+1,player_y-1);
  1127. if(player_y<(board_ysiz-1))
  1128. id_clear(player_x+1,player_y+1);
  1129. }
  1130. if(player_y>0) id_clear(player_x,player_y-1);
  1131. if(player_y<(board_ysiz-1))
  1132. id_clear(player_x,player_y+1);
  1133. }
  1134. break;
  1135. case -67://F9
  1136. //Quicksave
  1137. if(cheats_active>1) break;
  1138. if(curr_sav[0]==0) break;
  1139. if(!dead) {
  1140. //Can we?
  1141. if(save_mode==CANT_SAVE) break;
  1142. if(save_mode==CAN_SAVE_ON_SENSOR)
  1143. if(level_under_id[player_x+max_bxsiz*player_y]!=122) break;
  1144. m_show();
  1145. switch_keyb_table(1);
  1146. //If faded...
  1147. t1=is_faded();
  1148. if(t1) {
  1149. clear_screen(1824,current_pg_seg);
  1150. insta_fadein();
  1151. }
  1152. //Store current
  1153. store_current();
  1154. //Save entire game
  1155. save_world(curr_sav,1,t1);
  1156. //Reload current
  1157. select_current(curr_board);
  1158. if(t1) insta_fadeout();
  1159. switch_keyb_table(0);
  1160. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1161. }
  1162. break;
  1163. case '='://AltW
  1164. //Re-init screen
  1165. vga_16p_mode();
  1166. ega_14p_mode();
  1167. cursor_off();
  1168. blink_off();
  1169. ec_update_set();
  1170. update_palette(0);
  1171. break;
  1172. case -68://F10
  1173. //Quickload
  1174. if(cheats_active>1) break;
  1175. if(curr_sav[0]==0) break;
  1176. m_show();
  1177. switch_keyb_table(1);
  1178. //Swap out current board...
  1179. store_current();
  1180. clear_current();
  1181. //Load game
  1182. fadein=0;
  1183. if(load_world(curr_sav,0,1,&fadein)) {
  1184. vquick_fadeout();
  1185. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1186. switch_keyb_table(1);
  1187. clear_world();
  1188. return;
  1189. }
  1190. //Swap in starting board
  1191. if(board_where[curr_board]!=W_NOWHERE)
  1192. select_current(curr_board);
  1193. else select_current(0);
  1194. str_cpy(temp2,mod_playing);
  1195. load_mod(temp2);
  1196. send_robot_def(0,10);
  1197. dead=0;
  1198. vquick_fadeout();
  1199. fadein^=1;
  1200. switch_keyb_table(0);
  1201. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1202. break;
  1203. }
  1204. }
  1205. else
  1206. {
  1207. //key pressed counter -Koji
  1208. set_counter("KEY_PRESSED", 0);
  1209. }
  1210. } while(key!=27);
  1211. pop_context();
  1212. vquick_fadeout();
  1213. switch_keyb_table(1);
  1214. clear_sfx_queue();
  1215. exit_func();
  1216. }
  1217. //Returns 1 if didn't move
  1218. char move_player(char dir) {//Dir is from 0 to 3
  1219. int t1=0,t2,t3,t4,t5,t6,t7,t8,old_x=player_x,old_y=player_y;
  1220. int new_x=player_x,new_y=player_y,offs;
  1221. enter_func("move_player");
  1222. switch(dir) {
  1223. case 0:
  1224. if(--new_y<0) t1=1;
  1225. break;
  1226. case 1:
  1227. if(++new_y>=board_ysiz) t1=1;
  1228. break;
  1229. case 2:
  1230. if(++new_x>=board_xsiz) t1=1;
  1231. break;
  1232. case 3:
  1233. if(--new_x<0) t1=1;
  1234. break;
  1235. }
  1236. if(t1) {
  1237. //Edge
  1238. if(board_dir[dir]==NO_BOARD) return 1;//No exit
  1239. if(board_where[board_dir[dir]]==W_NOWHERE) return 1;//Nonexistant
  1240. target_board=board_dir[dir];
  1241. target_where=0;
  1242. target_x=player_x;
  1243. target_y=player_y;
  1244. switch(dir) {
  1245. case 0://North- Enter south side
  1246. target_y=199;
  1247. break;
  1248. case 1://South- Enter north side
  1249. target_y=0;
  1250. break;
  1251. case 2://East- Enter west side
  1252. target_x=0;
  1253. break;
  1254. case 3://West- Enter east side
  1255. target_x=399;
  1256. break;
  1257. }
  1258. player_last_dir=(player_last_dir&240)+dir+1;
  1259. exit_func();
  1260. return 0;
  1261. }
  1262. else {
  1263. //Not edge
  1264. offs=new_x+new_y*max_bxsiz;
  1265. t1=level_id[offs];
  1266. t2=flags[t1];
  1267. if(t2&A_SPEC_STOOD) {
  1268. //Sensor
  1269. //Activate label and then move player
  1270. t1=level_param[offs];
  1271. send_robot(sensors[t1].robot_to_mesg,"SENSORON");
  1272. goto move_player;
  1273. }
  1274. else if(t2&A_ENTRANCE) {
  1275. //Entrance
  1276. play_sfx(37);
  1277. t1=level_param[offs];
  1278. if(t1==curr_board) goto move_player;//Same board
  1279. if(board_where[t1]==W_NOWHERE) goto move_player;//Nonexistant
  1280. //Go to board t1 AFTER showing update
  1281. target_board=t1;
  1282. target_where=1;
  1283. target_x=level_color[offs];
  1284. target_y=level_id[offs];
  1285. goto move_player;
  1286. }
  1287. else if(t2&A_ITEM) {
  1288. //Item
  1289. t3=under_player_id;
  1290. t4=under_player_color;
  1291. t5=under_player_param;
  1292. t2=grab_item(new_x,new_y,dir);
  1293. if(t1==123) goto pushy;//Pushable robot
  1294. else if((t2)&&(t1==49)) {
  1295. //Teleporter
  1296. t6=under_player_id;
  1297. t7=under_player_color;
  1298. t8=under_player_param;
  1299. under_player_id=t3;
  1300. under_player_color=t4;
  1301. under_player_param=t5;
  1302. id_remove_top(old_x,old_y);
  1303. under_player_id=t6;
  1304. under_player_color=t7;
  1305. under_player_param=t8;
  1306. player_last_dir=(player_last_dir&240)+dir+1;
  1307. //New player x/y will be found after update !!! maybe fix.
  1308. }
  1309. else if(t2) goto move_player;
  1310. }
  1311. else if(t2&A_UNDER) {//Under
  1312. move_player:
  1313. id_remove_top(old_x,old_y);
  1314. id_place(new_x,new_y,127,0,0);
  1315. player_x=new_x;
  1316. player_y=new_y;
  1317. player_last_dir=(player_last_dir&240)+dir+1;
  1318. exit_func();
  1319. return 0;
  1320. }
  1321. else if((t2&A_ENEMY)||(t2&A_HURTS)) {
  1322. if(t1==61) //Bullet
  1323. if((level_param[offs]>>2)==PLAYER_BULLET) {
  1324. //Player bullet no hurty
  1325. id_remove_top(new_x,new_y);
  1326. goto move_player;
  1327. }
  1328. //Enemy or hurtsy
  1329. dec_counter("HEALTH",id_dmg[t1]);
  1330. play_sfx(21);
  1331. set_mesg("Ouch!");
  1332. if(t2&A_ENEMY) {
  1333. //Kill/move
  1334. id_remove_top(new_x,new_y);
  1335. if(level_id[new_x+new_y*max_bxsiz]!=34)//Not onto goop..
  1336. if(!restart_if_zapped) goto move_player;
  1337. }
  1338. }
  1339. else {
  1340. //Check for push
  1341. if(dir>1) t3=t2&A_PUSHEW;
  1342. else t3=t2&A_PUSHNS;
  1343. if(t3) {//Push
  1344. pushy:
  1345. if(!_push(old_x,old_y,dir,0)) goto move_player;
  1346. }
  1347. }
  1348. //Nothing.
  1349. }
  1350. exit_func();
  1351. return 1;
  1352. }
  1353. char door_first_movement[8]={ 0,3,0,2,1,3,1,2 };
  1354. char grab_item(int x,int y,char dir) {//Dir is for transporter
  1355. int id=level_id[x+y*max_bxsiz];
  1356. int param=level_param[x+y*max_bxsiz];
  1357. int color=level_color[x+y*max_bxsiz];
  1358. int t1,t2,tx,ty,fad=is_faded();
  1359. char old_keyb=curr_table;
  1360. char tmp[81];
  1361. enter_func("grab_item");
  1362. switch(id) {
  1363. case 27://Chest
  1364. if(!(param&15)) {
  1365. play_sfx(40);
  1366. break;
  1367. }
  1368. //Act upon contents
  1369. play_sfx(41);
  1370. t1=((param&240)>>4)*5;//Amount for most things
  1371. switch(param&15) {
  1372. case 1://Key
  1373. t1/=5;//Key color
  1374. if(give_key(t1)) {
  1375. set_mesg("Inside the chest is a key, but you can't carry any more keys!");
  1376. exit_func();
  1377. return 0;
  1378. }
  1379. set_mesg("Inside the chest you find a key.");
  1380. break;
  1381. case 2://Coins
  1382. set_3_mesg("Inside the chest you find ",t1," coins.");
  1383. inc_counter("COINS",t1);
  1384. inc_counter("SCORE",t1);
  1385. break;
  1386. case 3://Life
  1387. t1/=5;
  1388. itoa(t1,tmp,10);//Put as a string
  1389. if(t1>1) set_3_mesg("Inside the chest you find ",t1," free lives.");
  1390. else set_3_mesg("Inside the chest you find ",t1," free life.");
  1391. inc_counter("LIVES",t1);
  1392. break;
  1393. case 4://Ammo
  1394. set_3_mesg("Inside the chest you find ",t1," rounds of ammo.");
  1395. inc_counter("AMMO",t1);
  1396. break;
  1397. case 5://Gems
  1398. set_3_mesg("Inside the chest you find ",t1," gems.");
  1399. inc_counter("GEMS",t1);
  1400. inc_counter("SCORE",t1);
  1401. break;
  1402. case 6://Health
  1403. set_3_mesg("Inside the chest you find ",t1," health.");
  1404. inc_counter("HEALTH",t1);
  1405. break;
  1406. case 7://Potion
  1407. m_show();
  1408. switch_keyb_table(1);
  1409. if(fad) {
  1410. clear_screen(1824,current_pg_seg);
  1411. insta_fadein();
  1412. }
  1413. t2=confirm("Inside the chest you find a potion. Drink it?");
  1414. if(fad) insta_fadeout();
  1415. switch_keyb_table(old_keyb);
  1416. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1417. if(t2) {
  1418. exit_func();
  1419. return 0;
  1420. }
  1421. level_param[x+y*max_bxsiz]=0;
  1422. param=t1/5;
  1423. goto potion_effect;
  1424. case 8://Ring
  1425. m_show();
  1426. switch_keyb_table(1);
  1427. if(fad) {
  1428. clear_screen(1824,current_pg_seg);
  1429. insta_fadein();
  1430. }
  1431. t2=confirm("Inside the chest you find a ring. Wear it?");
  1432. if(fad) insta_fadeout();
  1433. switch_keyb_table(old_keyb);
  1434. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1435. if(t2) {
  1436. exit_func();
  1437. return 0;
  1438. }
  1439. switch_keyb_table(0);
  1440. level_param[x+y*max_bxsiz]=0;
  1441. param=t1/5;
  1442. goto potion_effect;
  1443. case 9://Lobombs
  1444. set_3_mesg("Inside the chest you find ",t1," low strength bombs.");
  1445. inc_counter("LOBOMBS",t1);
  1446. break;
  1447. case 10://Hibombs
  1448. set_3_mesg("Inside the chest you find ",t1," high strength bombs.");
  1449. inc_counter("HIBOMBS",t1);
  1450. break;
  1451. }
  1452. //Empty chest
  1453. level_param[x+y*max_bxsiz]=0;
  1454. break;
  1455. case 28://Gem
  1456. case 29://Magic gem
  1457. play_sfx(id-28);
  1458. inc_counter("GEMS");
  1459. if(id==29) inc_counter("HEALTH");
  1460. inc_counter("SCORE");
  1461. goto remove_item;
  1462. case 30://Health
  1463. play_sfx(2);
  1464. inc_counter("HEALTH",param);
  1465. goto remove_item;
  1466. case 31://Ring
  1467. case 32://Potion
  1468. potion_effect:
  1469. play_sfx(39);
  1470. inc_counter("SCORE",5);
  1471. switch(param) {
  1472. case 0://Dud
  1473. set_mesg("* No effect *");
  1474. break;
  1475. case 1://Invinco
  1476. set_mesg("* Invinco *");
  1477. goto invinco;
  1478. case 2://Blast
  1479. for(t1=0;t1<10000;t1++) {
  1480. if((t2=flags[level_id[t1]])&A_UNDER) {
  1481. if(t2&A_ENTRANCE) continue;
  1482. if(random_num()%50==0) {
  1483. tx=t1%max_bxsiz;
  1484. ty=t1/max_bxsiz;
  1485. if(tx>=board_xsiz) continue;
  1486. if(ty>=board_ysiz) continue;
  1487. id_place(tx,ty,38,0,16*(random_num()%5+2));
  1488. }
  1489. }
  1490. }
  1491. set_mesg("* Blast *");
  1492. break;
  1493. case 3://Health +10
  1494. inc_counter("HEALTH",10);
  1495. case 4://Health +50
  1496. if(param==4) inc_counter("HEALTH",50);
  1497. set_mesg("* Healing *");
  1498. break;
  1499. case 5://Poison
  1500. dec_counter("HEALTH",10);
  1501. set_mesg("* Poison *");
  1502. if(restart_if_zapped) {//Don't move there if could die & move
  1503. id_remove_top(x,y);
  1504. return 0;
  1505. }
  1506. break;
  1507. case 6://Blind
  1508. blind_dur=200;
  1509. set_mesg("* Blind *");
  1510. break;
  1511. case 7://Kill
  1512. for(t1=0;t1<10000;t1++) {
  1513. t2=level_id[t1];
  1514. if((t2>79)&&(t2<96)&&(t2!=92)&&(t2!=93)) //Enemy
  1515. id_remove_top(t1%max_bxsiz,t1/max_bxsiz);
  1516. }
  1517. set_mesg("* Kill enemies *");
  1518. break;
  1519. case 8://Firewalk
  1520. firewalker_dur=200;
  1521. set_mesg("* Firewalking *");
  1522. break;
  1523. case 9://Detonate
  1524. for(t1=0;t1<10000;t1++) {
  1525. if(level_id[t1]==36) {
  1526. level_id[t1]=38;
  1527. if(level_param[t1]==0) level_param[t1]=32;
  1528. else level_param[t1]=64;
  1529. }
  1530. }
  1531. set_mesg("* Detonate *");
  1532. break;
  1533. case 10://Banish
  1534. for(t1=0;t1<10000;t1++) {
  1535. if(level_id[t1]==86) {
  1536. level_id[t1]=85;
  1537. level_param[t1]=51;
  1538. }
  1539. }
  1540. set_mesg("* Banish dragons *");
  1541. break;
  1542. case 11://Summon
  1543. for(t1=0;t1<10000;t1++) {
  1544. t2=level_id[t1];
  1545. if((t2>79)&&(t2<96)&&(t2!=92)&&(t2!=93)) {//Enemy
  1546. level_id[t1]=86;
  1547. level_color[t1]=4;
  1548. level_param[t1]=102;
  1549. }
  1550. }
  1551. set_mesg("* Summon dragons *");
  1552. break;
  1553. case 12://Avalanche
  1554. for(t1=0;t1<10000;t1++) {
  1555. if((t2=flags[level_id[t1]])&A_UNDER) {
  1556. if(t2&A_ENTRANCE) continue;
  1557. if(random_num()%18==0) {
  1558. tx=t1%max_bxsiz;
  1559. ty=t1/max_bxsiz;
  1560. if(tx>=board_xsiz) continue;
  1561. if(ty>=board_ysiz) continue;
  1562. id_place(tx,ty,8,7,0);
  1563. }
  1564. }
  1565. }
  1566. set_mesg("* Avalanche *");
  1567. break;
  1568. case 13://Freeze
  1569. freeze_time_dur=200;
  1570. set_mesg("* Freeze time *");
  1571. break;
  1572. case 14://Wind
  1573. wind_dur=200;
  1574. set_mesg("* Wind *");
  1575. break;
  1576. case 15://Slow
  1577. slow_time_dur=200;
  1578. set_mesg("* Slow time *");
  1579. break;
  1580. }
  1581. if(id==27) {
  1582. exit_func();
  1583. return 0;
  1584. }
  1585. else goto remove_item;
  1586. case 34://Goop
  1587. play_sfx(48);
  1588. set_mesg("There is goop in your way!");
  1589. send_robot_def(0,12);
  1590. break;
  1591. case 33://Energizer
  1592. play_sfx(16);
  1593. set_mesg("Energize!");
  1594. invinco:
  1595. send_robot_def(0,2);
  1596. set_counter("INVINCO",113);
  1597. if(id==27) {
  1598. exit_func();
  1599. return 0;
  1600. }
  1601. goto remove_item;
  1602. case 35://Ammo
  1603. play_sfx(3);
  1604. inc_counter("AMMO",param);
  1605. goto remove_item;
  1606. case 36://Bomb
  1607. if(collect_bombs) {
  1608. if(param) {
  1609. play_sfx(7);
  1610. inc_counter("HIBOMBS");
  1611. goto remove_item;
  1612. }
  1613. play_sfx(6);
  1614. inc_counter("LOBOMBS");
  1615. goto remove_item;
  1616. }
  1617. //Light bomb
  1618. play_sfx(33);
  1619. level_id[x+y*max_bxsiz]=37;
  1620. level_param[x+y*max_bxsiz]=param<<7;
  1621. break;
  1622. case 39://Key
  1623. if(give_key(color)) {
  1624. play_sfx(9);
  1625. set_mesg("You can't carry any more keys!");
  1626. break;
  1627. }
  1628. play_sfx(8);
  1629. set_mesg("You grab the key.");
  1630. goto remove_item;
  1631. case 40://Lock
  1632. if(take_key(color)) {
  1633. play_sfx(11);
  1634. set_mesg("You need an appropriate key!");
  1635. break;
  1636. }
  1637. play_sfx(10);
  1638. set_mesg("You open the lock.");
  1639. goto remove_item;
  1640. case 41://Door
  1641. if(param&8) {//Locked
  1642. if(take_key(color)) {
  1643. //Need key
  1644. play_sfx(19);
  1645. set_mesg("The door is locked!");
  1646. break;
  1647. }
  1648. //Unlocked
  1649. set_mesg("You unlock and open the door.");
  1650. }
  1651. else set_mesg("You open the door.");
  1652. level_id[x+y*max_bxsiz]=42;
  1653. level_param[x+y*max_bxsiz]=(param&7);
  1654. if(_move(x,y,door_first_movement[param&7],1|4|8|16)) {
  1655. set_mesg("The door is blocked from opening!");
  1656. play_sfx(19);
  1657. level_id[x+y*max_bxsiz]=41;
  1658. level_param[x+y*max_bxsiz]=param&7;
  1659. }
  1660. else play_sfx(20);
  1661. break;
  1662. case 47://Gate
  1663. if(param) {//Locked
  1664. if(take_key(color)) {
  1665. //Need key
  1666. play_sfx(14);
  1667. set_mesg("The gate is locked!");
  1668. break;
  1669. }
  1670. //Unlocked
  1671. set_mesg("You unlock and open the gate.");
  1672. }
  1673. else set_mesg("You open the gate.");
  1674. level_id[x+y*max_bxsiz]=48;
  1675. level_param[x+y*max_bxsiz]=22;
  1676. play_sfx(15);
  1677. break;
  1678. case 49://Transport
  1679. if(_transport(x,y,dir,127,0,0,1)) break;
  1680. exit_func();
  1681. return 1;
  1682. case 50://Coin
  1683. play_sfx(4);
  1684. inc_counter("COINS");
  1685. inc_counter("SCORE");
  1686. goto remove_item;
  1687. case 55://Pouch
  1688. play_sfx(38);
  1689. inc_counter("GEMS",(param&15)*5);
  1690. inc_counter("COINS",(param>>4)*5);
  1691. inc_counter("SCORE",((param&15)+(param>>4))*5);
  1692. str_cpy(tmp,"The pouch contains ");
  1693. itoa((param&15)*5,&tmp[19],10);
  1694. str_cat(tmp," gems and ");
  1695. itoa((param>>4)*5,&tmp[str_len(tmp)],10);
  1696. str_cat(tmp," coins.");
  1697. set_mesg(tmp);
  1698. goto remove_item;
  1699. case 65://Forest
  1700. play_sfx(13);
  1701. if(forest_becomes==FOREST_TO_EMPTY) goto remove_item;
  1702. level_id[x+y*max_bxsiz]=15;
  1703. exit_func();
  1704. return 1;
  1705. case 66://Life
  1706. play_sfx(5);
  1707. inc_counter("LIVES");
  1708. set_mesg("You find a free life!");
  1709. goto remove_item;
  1710. case 71://Invis. wall
  1711. level_id[x+y*max_bxsiz]=1;
  1712. set_mesg("Oof! You ran into an invisible wall.");
  1713. play_sfx(12);
  1714. break;
  1715. case 74://Mine
  1716. level_id[x+y*max_bxsiz]=38;
  1717. level_param[x+y*max_bxsiz]=param&240;
  1718. play_sfx(36);
  1719. break;
  1720. case 81://Eye
  1721. level_id[x+y*max_bxsiz]=38;
  1722. level_param[x+y*max_bxsiz]=(param<<1)&112;
  1723. break;
  1724. case 82://Thief
  1725. dec_counter("GEMS",(param&128)>>7);
  1726. play_sfx(44);
  1727. break;
  1728. case 83://Slime
  1729. if(param&64) {
  1730. //Hurtsy
  1731. dec_counter("HEALTH",id_dmg[83]);
  1732. play_sfx(21);
  1733. set_mesg("Ouch!");
  1734. }
  1735. if(param&128) break;//Invinco
  1736. level_id[x+y*max_bxsiz]=6;
  1737. break;
  1738. case 85://Ghost
  1739. //Hurtsy
  1740. dec_counter("HEALTH",id_dmg[85]);
  1741. play_sfx(21);
  1742. set_mesg("Ouch!");
  1743. //Die !?
  1744. if(param&8) break;
  1745. goto remove_item;
  1746. case 86://Dragon
  1747. //Hurtsy
  1748. dec_counter("HEALTH",id_dmg[86]);
  1749. play_sfx(21);
  1750. set_mesg("Ouch!");
  1751. break;
  1752. case 87://Fish
  1753. if(!(param&64)) break;
  1754. //Hurtsy
  1755. dec_counter("HEALTH",id_dmg[87]);
  1756. play_sfx(21);
  1757. set_mesg("Ouch!");
  1758. goto remove_item;
  1759. case 123://Pushable robot
  1760. case 124://Robot
  1761. send_robot_def(param,0);
  1762. break;
  1763. case 125://Sign
  1764. case 126://Scroll
  1765. play_sfx(47);
  1766. switch_keyb_table(1);
  1767. m_show();
  1768. scroll_edit(param,id&1);
  1769. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1770. switch_keyb_table(old_keyb);
  1771. if(id==126) goto remove_item;
  1772. break;
  1773. }
  1774. exit_func();
  1775. return 0;//Not grabbed
  1776. remove_item://Code to "pick up" item
  1777. exit_func();
  1778. id_remove_top(x,y);
  1779. return 1;
  1780. }
  1781. //Show status screen
  1782. void show_status(void) {
  1783. int t1;
  1784. char temp[11];
  1785. draw_window_box(37,4,67,21,current_pg_seg,25,16,24);
  1786. show_counter("Gems",39,5);
  1787. show_counter("Ammo",39,6);
  1788. show_counter("Health",39,7);
  1789. show_counter("Lives",39,8);
  1790. show_counter("Lobombs",39,9);
  1791. show_counter("Hibombs",39,10);
  1792. show_counter("Coins",39,11);
  1793. for(t1=0;t1<NUM_STATUS_CNTRS;t1++) //Show custom status counters
  1794. if(status_shown_counters[t1*COUNTER_NAME_SIZE])
  1795. show_counter(&status_shown_counters[t1*COUNTER_NAME_SIZE],39,t1+15,1);
  1796. write_string("Score",39,12,27,current_pg_seg);
  1797. ltoa(score,temp,10);
  1798. write_string(temp,55,12,31,current_pg_seg);//Show score
  1799. write_string("Keys",39,13,27,current_pg_seg);
  1800. for(t1=0;t1<8;t1++)//Show keys
  1801. if(keys[t1]!=NO_KEY) draw_char(' ',16+keys[t1],55+t1,13,current_pg_seg);
  1802. for(t1=8;t1<16;t1++)//Show keys, 2nd row
  1803. if(keys[t1]!=NO_KEY) draw_char(' ',16+keys[t1],47+t1,14,current_pg_seg);
  1804. //Show hi/lo bomb selection
  1805. write_string("(cur.)",48,9+bomb_type,25,current_pg_seg);
  1806. //Show effects
  1807. if(firewalker_dur>0) write_string("-W-",43,21,28,current_pg_seg);
  1808. if(freeze_time_dur>0) write_string("-F-",47,21,27,current_pg_seg);
  1809. if(slow_time_dur>0) write_string("-S-",51,21,30,current_pg_seg);
  1810. if(wind_dur>0) write_string("-W-",55,21,31,current_pg_seg);
  1811. if(blind_dur>0) write_string("-B-",59,21,25,current_pg_seg);
  1812. }
  1813. void show_counter(char far *str,char x,char y,char skip_if_zero) {
  1814. unsigned int t1=get_counter(str);
  1815. if((skip_if_zero)&&(!t1)) return;
  1816. write_string(str,x,y,27,current_pg_seg);//Name
  1817. write_number(t1,31,x+16,y,current_pg_seg,1);//Value
  1818. }
  1819. //Returns non-0 to skip all keys this cycle
  1820. char update(char game,char &fadein) {
  1821. int t1,t2,t3,t4,sv;
  1822. char r,g,b;
  1823. unsigned int time;
  1824. static reload=0;
  1825. static slowed=0;//Flips between 0 and 1 during slow_time
  1826. #ifdef BETA
  1827. static unsigned char cyc=0;//Debugging
  1828. #endif
  1829. int tmp_x[5];
  1830. int tmp_y[5];
  1831. char tmp_str[10];
  1832. enter_func("update");
  1833. pal_update=0;
  1834. tcycle=0;//For speed setting
  1835. if(fadein) {
  1836. clear_screen(1824,current_pg_seg);
  1837. insta_fadein();
  1838. }
  1839. //Fade mod
  1840. if(volume_inc) {
  1841. t1=volume;
  1842. t1+=volume_inc;
  1843. if(volume_inc<0) {
  1844. if(t1<=volume_target) {
  1845. t1=volume_target;
  1846. volume_inc=0;
  1847. }
  1848. }
  1849. else {
  1850. if(t1>=volume_target) {
  1851. t1=volume_target;
  1852. volume_inc=0;
  1853. }
  1854. }
  1855. volume_mod(volume=t1);
  1856. }
  1857. //Slow_time- flip slowed
  1858. if(freeze_time_dur) slowed=1;
  1859. else if(slow_time_dur) slowed^=1;
  1860. else slowed=0;
  1861. //Update
  1862. update_variables(slowed);
  1863. update_player();//Ice, fire, water, lava
  1864. if(wind_dur>0) {//Wind
  1865. t1=random_num()%9;
  1866. if(t1<4) {/* No wind this turn if above 3*/
  1867. player_last_dir=(player_last_dir&240)+t1;
  1868. move_player(t1);
  1869. }
  1870. }
  1871. //No mouse support on title screen
  1872. if (game) m_snapshot();
  1873. //The following is during gameplay ONLY
  1874. if((game)&&(!dead)) {
  1875. //Shoot
  1876. if(sp_pressed) {
  1877. if(reload) goto no_shoot;
  1878. if(player_attack_locked) goto no_shoot;
  1879. if(up_pressed) t3=0;
  1880. else if(dn_pressed) t3=1;
  1881. else if(rt_pressed) t3=2;
  1882. else if(lf_pressed) t3=3;
  1883. else goto no_shoot;
  1884. if(!can_shoot) set_mesg("Can't shoot here!");
  1885. else if(!get_counter("AMMO")) {
  1886. set_mesg("You are out of ammo!");
  1887. play_sfx(30);
  1888. }
  1889. else {
  1890. dec_counter("AMMO");
  1891. play_sfx(28);
  1892. _shoot_c(player_x,player_y,t3,PLAYER_BULLET);
  1893. reload=2;
  1894. player_last_dir=(player_last_dir&15)|(t3<<4);
  1895. }
  1896. }
  1897. //Move
  1898. else if((up_pressed)&&(!player_ns_locked)) {
  1899. if(up_pressed>0)
  1900. move_player(0);
  1901. if(up_pressed==1) up_pressed=-1;
  1902. else if((up_pressed>-REPEAT_WAIT)&&(up_pressed<0)) up_pressed--;
  1903. else if(up_pressed) up_pressed=2;//In case up was released
  1904. player_last_dir=(player_last_dir&15);
  1905. }
  1906. else if((dn_pressed)&&(!player_ns_locked)) {
  1907. if(dn_pressed>0)
  1908. move_player(1);
  1909. if(dn_pressed==1) dn_pressed=-1;
  1910. else if((dn_pressed>-REPEAT_WAIT)&&(dn_pressed<0)) dn_pressed--;
  1911. else if(dn_pressed) dn_pressed=2;
  1912. player_last_dir=(player_last_dir&15)+16;
  1913. }
  1914. else if((lf_pressed)&&(!player_ew_locked)) {
  1915. if(lf_pressed>0)
  1916. move_player(3);
  1917. if(lf_pressed==1) lf_pressed=-1;
  1918. else if((lf_pressed>-REPEAT_WAIT)&&(lf_pressed<0)) lf_pressed--;
  1919. else if(lf_pressed) lf_pressed=2;
  1920. player_last_dir=(player_last_dir&15)+48;
  1921. }
  1922. else if((rt_pressed)&&(!player_ew_locked)) {
  1923. if(rt_pressed>0)
  1924. move_player(2);
  1925. if(rt_pressed==1) rt_pressed=-1;
  1926. else if((rt_pressed>-REPEAT_WAIT)&&(rt_pressed<0)) rt_pressed--;
  1927. else if(rt_pressed) rt_pressed=2;
  1928. player_last_dir=(player_last_dir&15)+32;
  1929. }
  1930. no_shoot:
  1931. //Bomb
  1932. if(del_pressed) {
  1933. if(player_attack_locked) goto no_bomb;
  1934. t1=player_x+player_y*max_bxsiz;
  1935. if(level_under_id[t1]!=37) {
  1936. //Okay.
  1937. if(!can_bomb) set_mesg("Can't bomb here!");
  1938. else if((bomb_type==0)&&(!get_counter("LOBOMBS"))) {
  1939. set_mesg("You are out of low strength bombs!");
  1940. play_sfx(32);
  1941. }
  1942. else if((bomb_type==1)&&(!get_counter("HIBOMBS"))) {
  1943. set_mesg("You are out of high strength bombs!");
  1944. play_sfx(32);
  1945. }
  1946. else if(!(flags[level_under_id[t1]]&A_ENTRANCE)) {
  1947. //Bomb!
  1948. under_player_id=level_under_id[t1];
  1949. under_player_color=level_under_color[t1];
  1950. under_player_param=level_under_param[t1];
  1951. level_under_id[t1]=37;
  1952. level_under_color[t1]=8;
  1953. level_under_param[t1]=bomb_type<<7;
  1954. play_sfx(33+bomb_type);
  1955. if(bomb_type) dec_counter("HIBOMBS");
  1956. else dec_counter("LOBOMBS");
  1957. }
  1958. }
  1959. }
  1960. no_bomb:
  1961. if(reload) reload--;
  1962. }
  1963. //Global robot BEFORE other stuff
  1964. // mynewx= scroll_x;
  1965. // mynewy= scroll_y;
  1966. run_robot(NUM_ROBOTS,-1,-1);
  1967. if(!slowed) {
  1968. if(flags[level_under_id[player_x+player_y*max_bxsiz]]&A_ENTRANCE) t1=0;
  1969. else t1=1;//Not on an entrance yet...
  1970. was_zapped=0;
  1971. enter_funcn("update_screen",2);
  1972. update_screen();
  1973. exit_func();
  1974. //Pushed onto an entrance?
  1975. if((t1)&&(flags[level_under_id[(t2=player_x+player_y*max_bxsiz)]]&A_ENTRANCE)
  1976. &&(!was_zapped)) {
  1977. clear_sfx_queue();//Since there is often a push sound
  1978. play_sfx(37);
  1979. t1=level_under_param[t2];
  1980. //Same board or nonexistant?
  1981. if((t1!=curr_board)&&(board_where[t1]!=W_NOWHERE)) {
  1982. //Nope.
  1983. //Go to board t1
  1984. target_board=t1;
  1985. target_where=1;
  1986. target_x=level_under_color[t2];
  1987. target_y=level_under_id[t2];
  1988. }
  1989. }
  1990. was_zapped=0;
  1991. }
  1992. //Death and game over
  1993. if(get_counter("LIVES")==0) {//Game over
  1994. if(endgame_board!=NO_ENDGAME_BOARD) {
  1995. //Jump to given board
  1996. if(curr_board==endgame_board) {
  1997. id_remove_top(player_x,player_y);
  1998. id_place(endgame_x,endgame_y,127,0,0);
  1999. player_x=endgame_x;
  2000. player_y=endgame_y;
  2001. }
  2002. else {
  2003. target_board=endgame_board;
  2004. target_where=0;
  2005. target_x=endgame_x;
  2006. target_y=endgame_y;
  2007. }
  2008. //Clear "endgame" part
  2009. endgame_board=NO_ENDGAME_BOARD;
  2010. //Give one more life with minimal health
  2011. set_counter("LIVES",1);
  2012. set_counter("HEALTH",1);
  2013. }
  2014. else {
  2015. set_mesg("Game over");
  2016. b_mesg_row=24;
  2017. b_mesg_col=255;
  2018. if(game_over_sfx) play_sfx(24);
  2019. dead=1;
  2020. }
  2021. }
  2022. else if(get_counter("HEALTH")==0) {/* Death */
  2023. set_counter("HEALTH",starting_health);
  2024. dec_counter("Lives");
  2025. set_mesg("You have died...");
  2026. clear_sfx_queue();
  2027. play_sfx(23);
  2028. //Go somewhere else?
  2029. if(death_board==DEATH_SAME_POS) ;
  2030. else if(death_board==NO_DEATH_BOARD) {
  2031. //Return to entry x/y
  2032. id_remove_top(player_x,player_y);
  2033. id_place(player_restart_x,player_restart_y,127,0,0);
  2034. player_x=player_restart_x;
  2035. player_y=player_restart_y;
  2036. }
  2037. else {
  2038. //Jump to given board
  2039. if(curr_board==death_board) {
  2040. id_remove_top(player_x,player_y);
  2041. id_place(death_x,death_y,127,0,0);
  2042. player_x=death_x;
  2043. player_y=death_y;
  2044. }
  2045. else {
  2046. target_board=death_board;
  2047. target_where=0;
  2048. target_x=death_x;
  2049. target_y=death_y;
  2050. }
  2051. }
  2052. }
  2053. //Select OTHER page for seg
  2054. if(target_where!=-1) {
  2055. current_pg_seg=VIDEO_NUM2SEG(!current_page);
  2056. if(fadein) insta_fadeout();
  2057. //Draw border
  2058. draw_viewport();
  2059. //Draw screen
  2060. if(!game) {
  2061. *player_color=0;
  2062. player_char[0]=player_char[1]=player_char[2]=player_char[3]=32;
  2063. }
  2064. //Figure out x/y of top
  2065. calculate_xytop(t1,t2);
  2066. if(blind_dur>0) {
  2067. for(t3=viewport_y;t3<viewport_y+viewport_ysiz;t3++)
  2068. fill_line(viewport_xsiz,viewport_x,t3,2224,current_pg_seg);
  2069. //Find where player would be and draw.
  2070. if(game) id_put(player_x-t1+viewport_x,player_y-t2+viewport_y,
  2071. player_x,player_y,player_x,player_y,current_pg_seg);
  2072. }
  2073. else {
  2074. enter_funcn("draw_game_window",3);
  2075. draw_game_window(t1,t2,current_pg_seg);
  2076. exit_func();
  2077. }
  2078. #ifdef BETA
  2079. //Debugging
  2080. write_hex_byte(++cyc,15,0,0,current_pg_seg);
  2081. #endif
  2082. //Add time limit
  2083. time=get_counter("TIME");
  2084. if(time) {
  2085. t1=edge_color*16+15;
  2086. if(edge_color==15) t1=240;//Prevent white on white for timer
  2087. itoa(time/60,tmp_str,10);//Minutes
  2088. write_string(tmp_str,1,24,t1,current_pg_seg);
  2089. t2=1+str_len(tmp_str);
  2090. draw_char(':',t1,t2,24,current_pg_seg);
  2091. itoa(time%60,tmp_str,10);//Seconds
  2092. if(str_len(tmp_str)==2) write_string(tmp_str,t2+1,24,t1,current_pg_seg);
  2093. else {//If only one digit in seconds, display an extra '0'
  2094. t2++;
  2095. draw_char('0',t1,t2,24,current_pg_seg);
  2096. write_string(tmp_str,t2+1,24,t1,current_pg_seg);
  2097. }
  2098. //Border with spaces
  2099. draw_char(' ',t1,t2+1+str_len(tmp_str),24,current_pg_seg);
  2100. draw_char(' ',t1,0,24,current_pg_seg);
  2101. }
  2102. //Add message
  2103. if(b_mesg_timer>0) {
  2104. if(b_mesg_col==255) t1=40-(str_len_color(bottom_mesg)>>1);
  2105. else t1=b_mesg_col;
  2106. color_string(bottom_mesg,t1,b_mesg_row,scroll_color,current_pg_seg);
  2107. if((t1>0)&&(mesg_edges)) draw_char(' ',scroll_color,t1-1,b_mesg_row,current_pg_seg);
  2108. t1+=str_len_color(bottom_mesg);
  2109. if((t1<80)&&(mesg_edges)) draw_char(' ',scroll_color,t1,b_mesg_row,current_pg_seg);
  2110. }
  2111. //Add debug box
  2112. if(debug_mode) {
  2113. debug_x=65;
  2114. draw_debug_box(16);
  2115. //X/Y
  2116. write_number(player_x,EC_DEBUG_NUMBER,72,17,current_pg_seg,3);
  2117. write_number(player_y,EC_DEBUG_NUMBER,76,17,current_pg_seg,3);
  2118. }
  2119. // Add SPRITES! - Exo
  2120. draw_sprites();
  2121. //Page flip
  2122. current_page=1-current_page;
  2123. //Page flip automatically doesn't occur until NEXT retrace.
  2124. //But we wait until then so we don't start writing on the
  2125. //visible page!
  2126. enter_funcn("page_flip",4);
  2127. page_flip(current_page);
  2128. ec_update_set_if_needed();
  2129. exit_func();
  2130. m_vidseg(current_pg_seg);
  2131. }
  2132. //Retrace/speed wait
  2133. if(overall_speed>1) {
  2134. enter_funcn("wait_retrace",5);
  2135. wait_retrace();
  2136. exit_func();
  2137. if(pal_update) update_palette(0);
  2138. enter_funcn("(update delay)",6);
  2139. while(tcycle<(overall_speed-1)*8);
  2140. exit_func();
  2141. } else {
  2142. if(pal_update) update_palette();
  2143. ec_update_set_if_needed();
  2144. }
  2145. if(fadein) {
  2146. vquick_fadein();
  2147. fadein=0;
  2148. }
  2149. if(target_board>=0) {
  2150. int faded=is_faded();
  2151. //Aha.. TELEPORT or ENTRANCE.
  2152. //Destroy message, bullets, spitfire?
  2153. if(clear_on_exit) {
  2154. b_mesg_timer=0;
  2155. for(t1=0;t1<(board_xsiz+board_ysiz*max_bxsiz);t1++) {
  2156. t2=level_id[t1];
  2157. if((t2==78)||(t2==61)) offs_remove_id(t1,0);
  2158. }
  2159. }
  2160. //Save last dir
  2161. sv=player_last_dir;
  2162. //Fade out.
  2163. if(target_where>=0) {
  2164. if(!faded) vquick_fadeout();
  2165. //Prepare screen for any meters
  2166. //Clear screen
  2167. clear_screen(1824,current_pg_seg);
  2168. //Palette (set black to black to mask the fact that we AREN'T faded
  2169. //in)
  2170. get_rgb(0,r,g,b);
  2171. set_rgb(0,0,0,0);
  2172. insta_fadein();
  2173. }
  2174. //Load board
  2175. under_player_id=under_player_param=0;
  2176. under_player_color=7;
  2177. swap_with(target_board);
  2178. set_counter("TIME",time_limit);
  2179. //Find target x/y
  2180. if(target_where==1) {
  2181. //Entrance
  2182. //First, set searched for id to the first in the whirlpool
  2183. //series if it is part of the whirlpool series
  2184. if((target_y>67)&&(target_y<71)) target_y=67;
  2185. //Now scan. Order- (type==target_y, color==target_x)
  2186. // 1) Same type & color
  2187. // 2) Same color
  2188. // 3) Same type & foreground
  2189. // 4) Same foreground
  2190. // 5) Same type
  2191. //Search for first of all 5 at once
  2192. for(t1=0;t1<5;t1++) tmp_x[t1]=-1;//None found
  2193. //t3==Offset
  2194. if(level_id[player_x+player_y*max_bxsiz]==127)
  2195. id_remove_top(player_x,player_y);//So can find beneath player
  2196. for(t2=0;t2<board_ysiz;t2++) {//Y pos
  2197. t3=t2*max_bxsiz;
  2198. for(t1=0;t1<board_xsiz;t1++,t3++) {//X pos
  2199. t4=level_id[t3];
  2200. if((t4>67)&&(t4<71)) t4=67;
  2201. if(t4==target_y) {
  2202. //Same type
  2203. //Color match?
  2204. if(level_color[t3]==target_x) {
  2205. //Yep
  2206. tmp_x[0]=t1; tmp_y[0]=t2;
  2207. }
  2208. //Fg?
  2209. if((level_color[t3]&15)==(target_x&15)) {
  2210. //Yep
  2211. tmp_x[2]=t1; tmp_y[2]=t2;
  2212. }
  2213. else {//Just same type
  2214. tmp_x[4]=t1; tmp_y[4]=t2;
  2215. }
  2216. }
  2217. else if(flags[t4]&A_ENTRANCE) {
  2218. //Not same type, but an entrance
  2219. //Color match?
  2220. if(level_color[t3]==target_x) {
  2221. //Yep
  2222. tmp_x[1]=t1; tmp_y[1]=t2;
  2223. }
  2224. //Fg?
  2225. else if((level_color[t3]&15)==(target_x&15)) {
  2226. //Yep
  2227. tmp_x[3]=t1; tmp_y[3]=t2;
  2228. }
  2229. }
  2230. //Done with this x/y
  2231. }
  2232. }
  2233. //We've got it... maybe.
  2234. for(t1=0;t1<5;t1++) if(tmp_x[t1]>=0) break;
  2235. if(t1<5) {
  2236. //Goto tmp_x[t1],tmp_y[t1]
  2237. player_x=tmp_x[t1];
  2238. player_y=tmp_y[t1];
  2239. }
  2240. //Else we stay at default player position
  2241. id_place(player_x,player_y,127,0,0);
  2242. }
  2243. else {
  2244. //Specified x/y
  2245. if(target_x<0) target_x=0;
  2246. if(target_y<0) target_y=0;
  2247. if(target_x>=board_xsiz) target_x=board_xsiz-1;
  2248. if(target_y>=board_ysiz) target_y=board_ysiz-1;
  2249. if((target_x!=player_x)||(target_y!=player_y)) {
  2250. if(level_id[player_x+player_y*max_bxsiz]==127)
  2251. id_remove_top(player_x,player_y);
  2252. player_x=target_x;
  2253. player_y=target_y;
  2254. t1=player_x+player_y*max_bxsiz;
  2255. if((level_id[t1]==123)||(level_id[t1]==124))
  2256. clear_robot(level_param[t1]);
  2257. if((level_id[t1]==125)||(level_id[t1]==126))
  2258. clear_scroll(level_param[t1]);
  2259. if(level_id[t1]==122) step_sensor(level_param[t1]);
  2260. id_place(player_x,player_y,127,0,0);
  2261. }
  2262. }
  2263. send_robot_def(0,11);
  2264. player_restart_x=player_x;
  2265. player_restart_y=player_y;
  2266. //Now... Set player_last_dir for direction FACED
  2267. player_last_dir=(player_last_dir&15)+(sv&240);
  2268. //...and if player ended up on ICE, set last dir pressed as well
  2269. if(level_under_id[player_x+player_y*max_bxsiz]==25)
  2270. player_last_dir=sv;
  2271. //Fix palette
  2272. if(target_where>=0) {
  2273. insta_fadeout();
  2274. set_rgb(0,r,g,b);
  2275. //Prepare for fadein
  2276. if(!faded) fadein=1;
  2277. }
  2278. target_x=target_y=target_board=-1;
  2279. target_where=-2;
  2280. //Disallow any keypresses this cycle
  2281. exit_func();
  2282. return 1;
  2283. }
  2284. exit_func();
  2285. return 0;
  2286. }
  2287. void find_player(void) {
  2288. int t1;
  2289. enter_func("find_player");
  2290. //Find player
  2291. asm { //Find NEW player pos
  2292. mov bx,SEG level_id //Load global data seg
  2293. mov ds,bx
  2294. les di,[ds:level_id] //Id loc
  2295. mov al,127 //What to find
  2296. mov cx,10001 //# of locs to search
  2297. cld
  2298. repne scasb
  2299. jcxz oopsy
  2300. mov ax,10000
  2301. sub ax,cx //DI is 0-9999 for offset
  2302. mov bx,[max_bxsiz] //What to div by
  2303. xor dx,dx
  2304. div bx //AL=y AH=x
  2305. mov [player_x],dx
  2306. mov [player_y],ax //Save new x/y
  2307. }
  2308. exit_func();
  2309. return;
  2310. oopsy:
  2311. player_x=player_y=0;
  2312. t1=level_id[0];
  2313. if((t1==123)||(t1==124)) //(robot)
  2314. clear_robot(level_param[0]);
  2315. else if((t1==125)||(t1==126)) //(scroll)
  2316. clear_scroll(level_param[0]);
  2317. //Place.
  2318. id_place(0,0,127,0,0);
  2319. exit_func();
  2320. }