game_run.cpp 62 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391
  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. int key_get;
  110. char bomb_type=1;//Start on hi-bombs
  111. char dead=0;
  112. //For changing screens AFTER an update is done and shown
  113. int target_board=-1;//Where to go
  114. int target_where=-2;//0 for x/y, 1 for entrance
  115. //-1 for teleport (so fading isn't used)
  116. int target_x=-1;//Or color of entrance
  117. int target_y=-1;//Or id of entrance
  118. int target_d_id=-1;//For RESTORE/EXCHANGE PLAYER POSITION with DUPLICATION.
  119. int target_d_color=-1;//For RESTORE/EXCHANGE PLAYER POSITION with DUPLICATION.
  120. char pal_update=0;//Whether to update a palette from robot activity
  121. void title_screen(void) {
  122. char fadein=0;
  123. int key=0,t1;
  124. FILE *fp;
  125. char temp[FILENAME_SIZE];
  126. char temp2[FILENAME_SIZE];
  127. #ifdef PROFILE
  128. char profiling=0;
  129. #endif
  130. debug_mode=0;
  131. error_mode=2;
  132. //Clear world
  133. clear_world(0);
  134. clear_zero_objects();
  135. clear_game_params();
  136. //Set page (mouse is hidden)
  137. current_page=0;
  138. current_pg_seg=VIDEO_SEG;
  139. page_flip(0);
  140. m_vidseg(current_pg_seg);
  141. //Clear screen
  142. clear_screen(1824,current_pg_seg);
  143. //Palette
  144. default_palette();
  145. insta_fadein();
  146. //Try to load curr_file
  147. fp=fopen(curr_file,"rb");
  148. if(fp!=NULL) {
  149. fclose(fp);
  150. if(load_world(curr_file)) clear_world();
  151. select_current(0);
  152. clear_game_params();
  153. set_counter("TIME",time_limit);
  154. insta_fadeout();
  155. fadein=1;
  156. }
  157. else goto world_load;//Choose world to load
  158. goto menu_mesg; //stupid hack to shut up tc
  159. //Main game loop
  160. //Mouse remains hidden unless menu/etc. is invoked
  161. do {
  162. //Update
  163. if(update(0,fadein)) continue;
  164. // Update stupid variables
  165. // mynewx= scroll_x;
  166. // mynewy= scroll_y;
  167. //Keycheck
  168. if(keywaiting()) {
  169. //Get key...
  170. key=getkey();
  171. key_get = key;
  172. if((key>='a')&&(key<='z')) key-=32;
  173. //...and process*/
  174. process_key:
  175. switch(key) {
  176. #ifdef PROFILE
  177. case 'Q'://P
  178. //Profiling
  179. if(profiling) {
  180. set_mesg("Profiling OFF");
  181. profiling_off();
  182. }
  183. else {
  184. set_mesg("Profiling ON");
  185. profiling_on();
  186. }
  187. profiling^=1;
  188. break;
  189. #endif
  190. case ']'://Screen .PCX dump
  191. dump_screen();
  192. break;
  193. case -17://AltW
  194. //Re-init screen
  195. vga_16p_mode();
  196. ega_14p_mode();
  197. cursor_off();
  198. blink_off();
  199. ec_update_set();
  200. update_palette(0);
  201. break;
  202. case 'E'://E
  203. case -66://F8
  204. // Nope!
  205. /* clear_sfx_queue();
  206. vquick_fadeout();
  207. for(t1=0;t1<16;t1++)
  208. set_color_intensity(t1,100);
  209. edit_world();
  210. if(debug_mode) error_mode=1;
  211. else error_mode=2;
  212. m_hide();
  213. fadein=1;
  214. //Clear world...
  215. clear_world(0);
  216. clear_zero_objects();
  217. //...try to load current.
  218. if(curr_file[0]!=0) {
  219. //Clear screen
  220. clear_screen(1824,current_pg_seg);
  221. //Palette
  222. default_palette();
  223. insta_fadein();
  224. //Load
  225. if(load_world(curr_file,2)) clear_world();
  226. //Blackout
  227. select_current(0);
  228. insta_fadeout();
  229. clear_game_params();
  230. set_counter("TIME",time_limit);
  231. }
  232. clear_game_params();
  233. dead=0; */
  234. break;
  235. case 'S'://S
  236. case -60://F2
  237. //Settings
  238. m_show();
  239. t1=is_faded();
  240. if(t1) {
  241. clear_screen(1824,current_pg_seg);
  242. insta_fadein();
  243. }
  244. game_settings();
  245. if(t1) insta_fadeout();
  246. m_hide();
  247. break;
  248. case 13://Enter
  249. //Menu
  250. //19x9
  251. if(get_counter("ENTER_MENU") != 0)
  252. {
  253. save_screen(current_pg_seg);
  254. t1=is_faded();
  255. if(t1) {
  256. clear_screen(1824,current_pg_seg);
  257. insta_fadein();
  258. }
  259. draw_window_box(30,4,52,16,current_pg_seg,25,16,24);
  260. write_string(main_menu,32,5,31,current_pg_seg);
  261. write_string(" Main Menu ",36,4,30,current_pg_seg);
  262. m_show();
  263. do {
  264. key=getkey();
  265. key_get = key;
  266. } while(!key);
  267. if(t1) insta_fadeout();
  268. if(key==27) key=0;
  269. if(key==13) key=0;
  270. if(key==MOUSE_EVENT) {
  271. if((mouse_event.cx<31)||(mouse_event.cx>51)||
  272. (mouse_event.cy<8)||(mouse_event.cy>17)) key=0;
  273. else key=main_menu_keys[mouse_event.cy-8];
  274. }
  275. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  276. restore_screen(current_pg_seg);
  277. goto process_key;
  278. }
  279. break;
  280. case 27://ESC
  281. //Quit
  282. m_show();
  283. t1=is_faded();
  284. if(t1) {
  285. clear_screen(1824,current_pg_seg);
  286. insta_fadein();
  287. }
  288. if(confirm("Quit to DOS- Are you sure?")) key=0;
  289. if(t1)
  290. {
  291. insta_fadeout();
  292. }
  293. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  294. break;
  295. case 'L'://L
  296. case -61://F3
  297. world_load:
  298. //Load
  299. m_show();
  300. t1=is_faded();
  301. if(t1) {
  302. clear_screen(1824,current_pg_seg);
  303. insta_fadein();
  304. }
  305. if(choose_file("*.MZX",curr_file,"Load World",1)) {
  306. if(t1) insta_fadeout();
  307. break;
  308. }
  309. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  310. //Load world curr_file
  311. vquick_fadeout();
  312. end_mod();
  313. clear_sfx_queue();
  314. //Clear screen
  315. clear_screen(1824,current_pg_seg);
  316. //Palette
  317. default_palette();
  318. insta_fadein();
  319. if(load_world(curr_file)) clear_world();
  320. select_current(0);
  321. send_robot_def(0,10);
  322. clear_game_params();
  323. set_counter("TIME",time_limit);
  324. insta_fadeout();
  325. fadein=1;
  326. dead=0;
  327. menu_mesg:
  328. #ifdef UNREG
  329. set_mesg("** UNREGISTERED ** Press F1 for help, Enter for menu");
  330. #elif defined(BETA)
  331. set_mesg("** BETA ** Press F1 for help, Enter for menu");
  332. #else
  333. set_mesg("- Press F1 for help, Enter for menu -");
  334. #endif
  335. break;
  336. case 'R'://R
  337. case -62://F4
  338. //Restore
  339. m_show();
  340. t1=is_faded();
  341. if(t1) {
  342. clear_screen(1824,current_pg_seg);
  343. insta_fadein();
  344. }
  345. if(!choose_file("*.SAV",temp,"Choose game to restore",1)) {
  346. //Swap out current board...
  347. store_current();
  348. clear_current();
  349. clear_sfx_queue();
  350. //Load game
  351. fadein=0;
  352. if(load_world(temp,0,1,&fadein)) {
  353. vquick_fadeout();
  354. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  355. switch_keyb_table(1);
  356. clear_world();
  357. return;
  358. }
  359. //Swap in starting board
  360. if(board_where[curr_board]!=W_NOWHERE)
  361. select_current(curr_board);
  362. else select_current(0);
  363. str_cpy(temp2,mod_playing);
  364. load_mod(temp2);
  365. send_robot_def(0,10);
  366. //Copy filename
  367. str_cpy(curr_sav,temp);
  368. dead=0;
  369. vquick_fadeout();
  370. fadein^=1;
  371. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  372. goto gameplay;
  373. }
  374. if(t1) insta_fadeout();
  375. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  376. break;
  377. case 'P'://P
  378. case -63://F5
  379. //Play
  380. //Only from swap?
  381. if(only_from_swap) {
  382. m_show();
  383. error("You can only play this game via a swap from another game",
  384. 0,24,current_pg_seg,0x3101);
  385. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  386. break;
  387. }
  388. //Load world curr_file
  389. vquick_fadeout();
  390. //Don't end mod- We want to have smooth transition for that.
  391. //Clear screen
  392. clear_screen(1824,current_pg_seg);
  393. //Palette
  394. default_palette();
  395. insta_fadein();
  396. if(load_world(curr_file,2)) {
  397. clear_world();
  398. select_current(0);
  399. clear_game_params();
  400. break;
  401. }
  402. clear_game_params();
  403. select_current(first_board);
  404. send_robot_def(0,11);
  405. send_robot_def(0,10);
  406. set_counter("TIME",time_limit);
  407. insta_fadeout();
  408. fadein=1;
  409. gameplay:
  410. clear_sfx_queue();
  411. player_restart_x=player_x;
  412. player_restart_y=player_y;
  413. play_game(fadein);
  414. //Done playing- load world again
  415. //Already faded out from play_game()
  416. end_mod();
  417. //Clear screen
  418. clear_screen(1824,current_pg_seg);
  419. //Palette
  420. default_palette();
  421. for(t1=0;t1<16;t1++)
  422. set_color_intensity(t1,100);
  423. insta_fadein();
  424. if(load_world(curr_file,2)) clear_world();
  425. clear_game_params();
  426. select_current(0);
  427. set_counter("TIME",time_limit);
  428. insta_fadeout();
  429. fadein=1;
  430. dead=0;
  431. goto menu_mesg;
  432. case -64://F6
  433. //Debug menu
  434. debug_mode^=1;
  435. if(debug_mode) error_mode=1;
  436. else error_mode=2;
  437. break;
  438. /* case -65://F7
  439. //SMZX Mode
  440. set_counter("SMZX_MODE",smzx_mode + 1,0);
  441. break;*/
  442. case -68://F10
  443. //Quickload
  444. if(curr_sav[0]==0) break;
  445. m_show();
  446. //Swap out current board...
  447. store_current();
  448. clear_current();
  449. clear_sfx_queue();
  450. //Load game
  451. fadein=0;
  452. if(load_world(curr_sav,0,1,&fadein)) {
  453. vquick_fadeout();
  454. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  455. clear_world();
  456. fadein=1;
  457. break;
  458. }
  459. //Swap in starting board
  460. if(board_where[curr_board]!=W_NOWHERE)
  461. select_current(curr_board);
  462. else select_current(0);
  463. str_cpy(temp2,mod_playing);
  464. load_mod(temp2);
  465. send_robot_def(0,10);
  466. dead=0;
  467. vquick_fadeout();
  468. fadein^=1;
  469. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  470. goto gameplay;
  471. }
  472. }
  473. } while(key!=27);
  474. vquick_fadeout();
  475. clear_world();
  476. clear_sfx_queue();
  477. }
  478. void draw_viewport(void) {
  479. // Sneak this biotch in here
  480. //mynewx= scroll_x;
  481. //mynewy= scroll_y;
  482. int t1,t2;
  483. enter_func("draw_viewport");
  484. //Draw the current viewport on current_pg_seg
  485. if(overall_speed==1) {
  486. //Special clear- only fills areas that aren't part of the display.
  487. //Less flicker for speed #1
  488. if(viewport_y>1) {
  489. //Top
  490. for(t1=0;t1<viewport_y;t1++)
  491. fill_line(80,0,t1,177+(edge_color<<8),current_pg_seg);
  492. }
  493. if((viewport_y+viewport_ysiz)<24) {
  494. //Bottom
  495. for(t1=viewport_y+viewport_ysiz+1;t1<25;t1++)
  496. fill_line(80,0,t1,177+(edge_color<<8),current_pg_seg);
  497. }
  498. if(viewport_x>1) {
  499. //Left
  500. for(t1=0;t1<25;t1++)
  501. fill_line(viewport_x,0,t1,177+(edge_color<<8),current_pg_seg);
  502. }
  503. if((viewport_x+viewport_xsiz)<79) {
  504. //Right
  505. t2=viewport_x+viewport_xsiz+1;
  506. for(t1=0;t1<25;t1++)
  507. fill_line(80-t2,t2,t1,177+(edge_color<<8),current_pg_seg);
  508. }
  509. }
  510. else clear_screen(177+(edge_color<<8),current_pg_seg);
  511. //Draw the box
  512. if(viewport_x>0) {/* left */
  513. for(t1=0;t1<viewport_ysiz;t1++)
  514. draw_char('º',edge_color,viewport_x-1,t1+viewport_y,current_pg_seg);
  515. if(viewport_y>0)
  516. draw_char('É',edge_color,viewport_x-1,viewport_y-1,current_pg_seg);
  517. }
  518. if((viewport_x+viewport_xsiz)<80) {/* right */
  519. for(t1=0;t1<viewport_ysiz;t1++)
  520. draw_char('º',edge_color,viewport_x+viewport_xsiz,t1+viewport_y,
  521. current_pg_seg);
  522. if(viewport_y>0)
  523. draw_char('»',edge_color,viewport_x+viewport_xsiz,viewport_y-1,
  524. current_pg_seg);
  525. }
  526. if(viewport_y>0) {/* top */
  527. for(t1=0;t1<viewport_xsiz;t1++)
  528. draw_char('Í',edge_color,viewport_x+t1,viewport_y-1,current_pg_seg);
  529. }
  530. if((viewport_y+viewport_ysiz)<25) {/* bottom */
  531. for(t1=0;t1<viewport_xsiz;t1++)
  532. draw_char('Í',edge_color,viewport_x+t1,viewport_y+viewport_ysiz,
  533. current_pg_seg);
  534. if(viewport_x>0)
  535. draw_char('È',edge_color,viewport_x-1,viewport_y+viewport_ysiz,
  536. current_pg_seg);
  537. if((viewport_x+viewport_xsiz)<80)
  538. draw_char('¼',edge_color,viewport_x+viewport_xsiz,
  539. viewport_y+viewport_ysiz,current_pg_seg);
  540. }
  541. exit_func();
  542. }
  543. //Updates game variables
  544. //Slowed=1 to not update lazwall or time due to slowtime or freezetime
  545. void update_variables(char slowed) {
  546. static char slowdown=0;//Slows certain things down to every other cycle
  547. unsigned int t1;
  548. enter_func("update_variables");
  549. /* if (get_counter("MZXAKVERSION" == 1)
  550. {
  551. overall_speed = get_counter("MZX_SPEED")
  552. }
  553. */ slowdown^=1;
  554. //If odd, we...
  555. if(!slowdown) {
  556. //Change scroll color
  557. if(++scroll_color>15) scroll_color=7;
  558. //Decrease time limit
  559. if(!slowed) {
  560. t1=get_counter("TIME");
  561. if(t1>0) {
  562. if(--t1==0) {
  563. //Out of time
  564. dec_counter("HEALTH",10);
  565. set_mesg("Out of time!");
  566. play_sfx(42);
  567. //Reset time
  568. set_counter("TIME",time_limit);
  569. }
  570. else set_counter("TIME",t1);
  571. }
  572. }
  573. }
  574. //Decrease effect durations
  575. if(blind_dur>0) blind_dur--;
  576. if(firewalker_dur>0) firewalker_dur--;
  577. if(freeze_time_dur>0) freeze_time_dur--;
  578. if(slow_time_dur>0) slow_time_dur--;
  579. if(wind_dur>0) wind_dur--;
  580. //Decrease message timer
  581. if(b_mesg_timer>0) b_mesg_timer--;
  582. //Invinco
  583. t1=get_counter("INVINCO");
  584. if(t1>0) {
  585. if(t1==1) {
  586. //Just finished-
  587. set_counter("INVINCO");
  588. clear_sfx_queue();
  589. play_sfx(18);
  590. *player_color=saved_pl_color;
  591. }
  592. else {
  593. //Decrease
  594. set_counter("INVINCO",t1-1);
  595. play_sfx(17);
  596. *player_color=random_num()&255;
  597. }
  598. }
  599. //Lazerwall start- cycle 0 to 7 then -7 to -1
  600. if(!slowed) {
  601. if(((signed char)lazwall_start)<7) lazwall_start++;
  602. else lazwall_start=-7;
  603. }
  604. //Done
  605. exit_func();
  606. }
  607. void set_mesg(char far *str) {
  608. enter_func("set_mesg");
  609. if (get_built_in_messages()){
  610. //Sets the current message
  611. if(str_len(str)>80) {
  612. mem_cpy(bottom_mesg,str,80);
  613. bottom_mesg[80]=0;
  614. }
  615. else str_cpy(bottom_mesg,str);
  616. b_mesg_timer=160;
  617. }
  618. exit_func();
  619. }
  620. void set_3_mesg(char far *str1,int num,char far *str2) {
  621. char tmp[7];
  622. enter_func("set_mesg");
  623. itoa(num,tmp,10);
  624. //Concatenates 3 strings into the curr. message
  625. str_cpy(bottom_mesg,str1);
  626. str_cat(bottom_mesg,tmp);
  627. str_cat(bottom_mesg,str2);
  628. b_mesg_timer=160;
  629. exit_func();
  630. }
  631. //Bit 1- +1
  632. //Bit 2- -1
  633. //Bit 4- +xsiz
  634. //Bit 8- -xsiz
  635. char cw_offs[8]={ 10,2,6,4,5,1,9,8 };
  636. char ccw_offs[8]={ 10,8,9,1,5,4,6,2 };
  637. //Rotate an area
  638. void rotate(int x,int y,char dir) {
  639. char *offsp=cw_offs;
  640. int offs[8];
  641. int pos,t1,t2,t3,t4;
  642. pos=x+y*max_bxsiz;
  643. if((x==0)||(y==0)||(x==(board_xsiz-1))||
  644. (y==(board_ysiz-1))) return;
  645. if(dir) offsp=ccw_offs;
  646. //Fix offsets
  647. for(t1=0;t1<8;t1++) {
  648. t2=offsp[t1];
  649. offs[t1]=(t2&1?1:0)+(t2&2?-1:0)+(t2&4?max_bxsiz:0)+(t2&8?-max_bxsiz:0);
  650. }
  651. for(t1=0;t1<8;t1++) {
  652. if((flags[level_id[pos+offs[t1]]]&A_UNDER)&&(level_id[pos+offs[t1]]!=34))
  653. break;
  654. }
  655. if(t1==8) {
  656. for(t1=0;t1<8;t1++) {
  657. if(!((flags[level_id[pos+offs[t1]]]&A_PUSHABLE)||
  658. (flags[level_id[pos+offs[t1]]]&A_SPEC_PUSH))) break;
  659. if(level_id[pos+offs[t1]]==47) break;//Transport NOT pushable
  660. }
  661. if(t1!=8) return;
  662. t2=level_id[pos+offs[0]];
  663. t3=level_color[pos+offs[0]];
  664. t4=level_param[pos+offs[0]];
  665. for(t1=0;t1<7;t1++) {
  666. level_id[pos+offs[t1]]=level_id[pos+offs[t1+1]];
  667. level_color[pos+offs[t1]]=level_color[pos+offs[t1+1]];
  668. level_param[pos+offs[t1]]=level_param[pos+offs[t1+1]];
  669. }
  670. level_id[pos+offs[7]]=t2;
  671. level_color[pos+offs[7]]=t3;
  672. level_param[pos+offs[7]]=t4;
  673. return;
  674. }
  675. t2=t1;
  676. t2--;
  677. if(t2==-1) t2=7;
  678. do {
  679. t3=t1+1;
  680. if(t3==8) t3=0;
  681. if((flags[level_id[pos+offs[t3]]]&A_PUSHABLE)||
  682. (flags[level_id[pos+offs[t3]]]&A_SPEC_PUSH)) {
  683. if(level_id[pos+offs[t3]]==47) goto solid;
  684. if(update_done[pos+offs[t3]]&2) goto solid;
  685. offs_place_id(pos+offs[t1],0,
  686. level_id[pos+offs[t3]],
  687. level_color[pos+offs[t3]],
  688. level_param[pos+offs[t3]]);
  689. offs_remove_id(pos+offs[t3],0);
  690. update_done[pos+offs[t1]]|=2;
  691. t1=t3;
  692. continue;
  693. }
  694. solid:
  695. t1=t3;
  696. while(t1!=t2) {
  697. if((flags[level_id[pos+offs[t1]]]&A_UNDER)&&(level_id[pos+offs[t1]]!=34))
  698. break;
  699. t1++;
  700. if(t1==8) t1=0;
  701. };
  702. } while(t1!=t2);
  703. }
  704. void calculate_xytop(int &x,int &y) {
  705. enter_func("calculate_xytop");
  706. //Calculate xy top from player position and scroll view pos, or
  707. //as static position if set.
  708. if(locked_y!=65535) {
  709. x=locked_x+scroll_x;
  710. y=locked_y+scroll_y;
  711. }
  712. else {
  713. //Calculate from player position
  714. //Center screen around player, add scroll factor
  715. x=player_x-(viewport_xsiz/2);
  716. y=player_y-(viewport_ysiz/2);
  717. if(x<0) x=0;
  718. if(y<0) y=0;
  719. if(x>(board_xsiz-viewport_xsiz)) x=board_xsiz-viewport_xsiz;
  720. if(y>(board_ysiz-viewport_ysiz)) y=board_ysiz-viewport_ysiz;
  721. x+=scroll_x;
  722. y+=scroll_y;
  723. }
  724. //Prevent from going offscreen
  725. if(x<0) x=0;
  726. if(y<0) y=0;
  727. if(x>(board_xsiz-viewport_xsiz)) x=board_xsiz-viewport_xsiz;
  728. if(y>(board_ysiz-viewport_ysiz)) y=board_ysiz-viewport_ysiz;
  729. //Done!
  730. exit_func();
  731. }
  732. void update_player(void) {
  733. enter_func("update_player");
  734. int t1=level_under_id[player_x+player_y*max_bxsiz];
  735. //t1=ID stood on
  736. if(!(flags[t1]&A_AFFECT_IF_STOOD)) {
  737. exit_func();
  738. return;//Nothing special
  739. }
  740. switch(t1) {
  741. case 25://Ice
  742. if((player_last_dir&15)>0)
  743. if(move_player((player_last_dir&15)-1))
  744. player_last_dir&=240;
  745. break;
  746. case 26://Lava
  747. if(firewalker_dur>0) break;
  748. play_sfx(22);
  749. set_mesg("Augh!");
  750. dec_counter("HEALTH",id_dmg[26]);
  751. exit_func();
  752. return;
  753. case 63://Fire
  754. if(firewalker_dur>0) break;
  755. play_sfx(43);
  756. set_mesg("Ouch!");
  757. dec_counter("HEALTH",id_dmg[63]);
  758. exit_func();
  759. return;
  760. default://Water
  761. move_player(t1-21);
  762. break;
  763. }
  764. find_player();
  765. //Done
  766. exit_func();
  767. }
  768. //Settings dialog-
  769. //------------------------
  770. //
  771. // Speed- 123456789
  772. //
  773. // ( ) Music on
  774. // ( ) Music off
  775. //
  776. // ( ) SFX on
  777. // ( ) SFX off
  778. //
  779. // OK Cancel
  780. //
  781. //------------------------
  782. //----------------------------
  783. //
  784. // Speed- 123456789
  785. //
  786. // ( ) Digitized music on
  787. // ( ) Digitized music off
  788. //
  789. // ( ) PC speaker SFX on
  790. // ( ) PC speaker SFX off
  791. //
  792. // Sound card volumes-
  793. // Overall volume- 12345678
  794. // SoundFX volume- 12345678
  795. //
  796. // OK Cancel
  797. //
  798. //----------------------------
  799. int spd_tmp,music,sfx,mgvol,sgvol;
  800. char stdi_types[8]={ DE_NUMBER,DE_RADIO,DE_RADIO,DE_TEXT,
  801. DE_NUMBER,DE_NUMBER,DE_BUTTON,DE_BUTTON };
  802. char stdi_xs[8]={ 3,4,4,3,3,3,4,14 };
  803. char stdi_ys[8]={ 2,4,7,10,11,12,14,14 };
  804. char far *stdi_strs[8]={ "Speed- ","Digitized music on\nDigitized music off",
  805. "PC speaker SFX on\nPC speaker SFX off","Sound card volumes-",
  806. "Overall volume- ","SoundFX volume- ","OK","Cancel" };
  807. int stdi_p1s[8]={ 1,2,2,0,1,1,0,1 };
  808. int stdi_p2s[6]={ 9,9,7,0,8,8 };
  809. void far *stdi_storage[6]={ &spd_tmp,&music,&sfx,NULL,&mgvol,&sgvol };
  810. dialog stdi={
  811. 25,4,54,20,"Game settings",8,
  812. stdi_types,stdi_xs,stdi_ys,
  813. stdi_strs,stdi_p1s,stdi_p2s,stdi_storage,0 };
  814. void game_settings(void) {
  815. char temp[FILENAME_SIZE];
  816. set_context(92);
  817. spd_tmp=overall_speed;
  818. music=music_on^1;
  819. sfx=sfx_on^1;
  820. mgvol=music_gvol;
  821. sgvol=sound_gvol;
  822. if(run_dialog(&stdi,current_pg_seg)) {
  823. pop_context();
  824. return;
  825. }
  826. pop_context();
  827. if((sound_gvol!=sgvol)||(music_gvol!=mgvol)) {
  828. sound_gvol=sgvol;
  829. music_gvol=mgvol;
  830. fix_global_volumes();
  831. }
  832. //Check- turn off sound?
  833. if(sfx==sfx_on) {
  834. sfx_on=sfx^1;
  835. //clear_queue();
  836. }
  837. else sfx_on=sfx^1;
  838. //Check- turn music on/off?
  839. if(music==music_on) {
  840. char temp2[FILENAME_SIZE];
  841. if(music_on==1) {
  842. music_on=0;
  843. //Turn off music.
  844. str_cpy(temp,real_mod_playing);
  845. str_cpy(temp2,mod_playing);
  846. end_mod();
  847. str_cpy(real_mod_playing,temp);
  848. str_cpy(mod_playing,temp2);
  849. }
  850. else if(music_device>0) {
  851. music_on=1;
  852. //Turn on music.
  853. str_cpy(temp2,mod_playing);
  854. str_cpy(temp,real_mod_playing);
  855. load_mod(temp);
  856. str_cpy(real_mod_playing,temp);
  857. str_cpy(mod_playing,temp2);
  858. }
  859. }
  860. /* if (get_counter("MZXAVERSION") = 1)
  861. {
  862. Set_counter("MZX_SPEED", spd_tmp);
  863. }
  864. */ overall_speed=spd_tmp;
  865. }
  866. //Number of cycles to make player idle before repeating a directional move
  867. #define REPEAT_WAIT 2
  868. void play_game(char fadein) {
  869. //We have the world loaded, on the proper scene.
  870. //We are faded out. Commence playing!
  871. int t1,key;
  872. FILE *fp;
  873. char temp[FILENAME_SIZE];
  874. char temp2[FILENAME_SIZE];
  875. char keylbl[5]="KEY?";
  876. enter_func("play_game");
  877. set_context(91);
  878. switch_keyb_table(0);
  879. dead=0;
  880. //Set page (mouse is hidden)
  881. current_page=0;
  882. current_pg_seg=VIDEO_SEG;
  883. page_flip(0);
  884. m_vidseg(current_pg_seg);
  885. //Main game loop
  886. //Mouse remains hidden unless menu/etc. is invoked
  887. //Making the menu functions on by default -Koji
  888. set_counter("ENTER_MENU",1);
  889. set_counter("HELP_MENU",1);
  890. set_counter("F2_MENU",1);
  891. do {
  892. //Update
  893. if(update(1,fadein)) continue;
  894. //Keycheck
  895. key_get = 0;
  896. if(keywaiting()) {
  897. //Get key...
  898. key = getkey();
  899. key_get = key;
  900. if((key>='a')&&(key<='z')) key-=32;
  901. //...and process
  902. process_key:
  903. //all Keys accessable -Koji
  904. //"KeyEnter" exception - Exophase
  905. //if(key<'1') break;
  906. //if((key>'9')&&(key<'A')) break;
  907. //if(key>'Z') break;
  908. keylbl[3]=last_key=key;
  909. if(key == 13)
  910. {
  911. send_robot("ALL", "KeyEnter");
  912. }
  913. send_robot("ALL",keylbl);
  914. switch(key) {
  915. case ']'://Screen .PCX dump
  916. dump_screen();
  917. break;
  918. default://moved.
  919. //all Keys accessable -Koji
  920. //if(key<'1') break;
  921. //if((key>'9')&&(key<'A')) break;
  922. //if(key>'Z') break;
  923. //if(key == 13) send_robot("ALL", "EnterKey");
  924. //keylbl[3]=last_key=key;
  925. //send_robot("ALL",keylbl);
  926. break;
  927. case -60://F2
  928. //Settings
  929. if(get_counter("F2_MENU"))
  930. {
  931. m_show();
  932. switch_keyb_table(1);
  933. t1=is_faded();
  934. if(t1) {
  935. clear_screen(1824,current_pg_seg);
  936. insta_fadein();
  937. }
  938. game_settings();
  939. if(t1) insta_fadeout();
  940. switch_keyb_table(0);
  941. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  942. }
  943. break;
  944. case 13://Enter
  945. //Menu
  946. //19x9
  947. if(get_counter ("ENTER_MENU") != 0)
  948. {
  949. save_screen(current_pg_seg);
  950. t1=is_faded();
  951. if(t1) {
  952. clear_screen(1824,current_pg_seg);
  953. insta_fadein();
  954. }
  955. draw_window_box(8,4,35,18,current_pg_seg,25,16,24);
  956. write_string(game_menu,10,5,31,current_pg_seg);
  957. write_string(" Game Menu ",14,4,30,current_pg_seg);
  958. show_status();//Status screen too
  959. m_show();
  960. do {
  961. key=getkey();
  962. } while(!key);
  963. if(t1) insta_fadeout();
  964. if(key==27) key=0;
  965. if(key==13) key=0;
  966. if(key==MOUSE_EVENT) {
  967. if((mouse_event.cx<11)||(mouse_event.cx>31)||
  968. (mouse_event.cy<6)||(mouse_event.cy>18)) key=0;
  969. else key=game_menu_keys[mouse_event.cy-6];
  970. }
  971. if(get_counter("CURSORSTATE") == 0) m_hide();
  972. restore_screen(current_pg_seg);
  973. if(t1) insta_fadeout();
  974. goto process_key;
  975. }
  976. break;
  977. case 27://ESC
  978. //Quit
  979. m_show();
  980. switch_keyb_table(1);
  981. t1=is_faded();
  982. if(t1) {
  983. clear_screen(1824,current_pg_seg);
  984. insta_fadein();
  985. }
  986. if(confirm("Quit playing- Are you sure?")) key=0;
  987. if(t1) insta_fadeout();
  988. switch_keyb_table(0);
  989. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  990. break;
  991. case -61://F3
  992. //Save game
  993. if(!dead) {
  994. //Can we?
  995. if(cheats_active>1) break;
  996. if(save_mode==CANT_SAVE) break;
  997. if(save_mode==CAN_SAVE_ON_SENSOR)
  998. if(level_under_id[player_x+max_bxsiz*player_y]!=122) break;
  999. m_show();
  1000. switch_keyb_table(1);
  1001. //If faded...
  1002. t1=is_faded();
  1003. if(t1) {
  1004. clear_screen(1824,current_pg_seg);
  1005. insta_fadein();
  1006. }
  1007. if(!save_game_dialog()) {
  1008. //Name in curr_sav....
  1009. if(curr_sav[0]==0) {
  1010. if(t1) insta_fadeout();
  1011. switch_keyb_table(0);
  1012. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1013. break;
  1014. }
  1015. add_ext(curr_sav,".SAV");
  1016. //Check for an overwrite
  1017. if((fp=fopen(curr_sav,"rb"))!=NULL) {
  1018. fclose(fp);
  1019. if(confirm("File exists- Overwrite?")) {
  1020. if(t1) insta_fadeout();
  1021. switch_keyb_table(0);
  1022. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1023. break;
  1024. }
  1025. }
  1026. //Store current
  1027. store_current();
  1028. //Save entire game
  1029. save_world(curr_sav,1,t1);
  1030. //Reload current
  1031. select_current(curr_board);
  1032. }
  1033. if(t1) insta_fadeout();
  1034. switch_keyb_table(0);
  1035. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1036. }
  1037. break;
  1038. case -62://F4
  1039. //Restore
  1040. if(cheats_active>1) break;
  1041. m_show();
  1042. switch_keyb_table(1);
  1043. t1=is_faded();
  1044. if(t1) {
  1045. clear_screen(1824,current_pg_seg);
  1046. insta_fadein();
  1047. }
  1048. if(!choose_file("*.SAV",temp,"Choose game to restore",1)) {
  1049. //Swap out current board...
  1050. store_current();
  1051. clear_current();
  1052. //Load game
  1053. fadein=0;
  1054. if(load_world(temp,0,1,&fadein)) {
  1055. vquick_fadeout();
  1056. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1057. switch_keyb_table(1);
  1058. clear_world();
  1059. return;
  1060. }
  1061. //Swap in starting board
  1062. if(board_where[curr_board]!=W_NOWHERE)
  1063. select_current(curr_board);
  1064. else select_current(0);
  1065. str_cpy(temp2,mod_playing);
  1066. load_mod(temp2);
  1067. send_robot_def(0,10);
  1068. //Copy filename
  1069. str_cpy(curr_sav,temp);
  1070. dead=0;
  1071. fadein^=1;
  1072. }
  1073. if(t1) insta_fadeout();
  1074. switch_keyb_table(0);
  1075. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1076. break;
  1077. case -63://F5
  1078. case -82://Ins
  1079. case '0'://Ins w/NumLock
  1080. //Change bomb type
  1081. if(!dead) {
  1082. bomb_type^=1;
  1083. if((!player_attack_locked)&&(can_bomb)) {
  1084. play_sfx(35);
  1085. if(bomb_type) set_mesg("You switch to high strength bombs.");
  1086. else set_mesg("You switch to low strength bombs.");
  1087. }
  1088. }
  1089. break;
  1090. case -64://F6
  1091. //Debug menu
  1092. debug_mode^=1;
  1093. if(error_mode) {//If error_mode==0 don't change!
  1094. if(debug_mode) error_mode=1;
  1095. else error_mode=2;
  1096. }
  1097. break;
  1098. case -65://F7
  1099. //Cheat #1- Give all
  1100. if(cheats_active) {
  1101. set_counter("GEMS",32767);
  1102. set_counter("AMMO",32767);
  1103. set_counter("HEALTH",32767);
  1104. set_counter("COINS",32767);
  1105. set_counter("LIVES",32767);
  1106. set_counter("TIME",time_limit);
  1107. set_counter("LOBOMBS",32767);
  1108. set_counter("HIBOMBS",32767);
  1109. score=0;
  1110. for(t1=0;t1<16;t1++) keys[t1]=t1;
  1111. dead=0;// :)
  1112. player_ns_locked=player_ew_locked=
  1113. player_attack_locked=0;
  1114. }
  1115. break;
  1116. case -66://F8
  1117. //Cheat #2- Zap surrounding
  1118. if((cheats_active)&&(!dead)) {
  1119. if(player_x>0) {
  1120. id_clear(player_x-1,player_y);
  1121. if(player_y>0) id_clear(player_x-1,player_y-1);
  1122. if(player_y<(board_ysiz-1))
  1123. id_clear(player_x-1,player_y+1);
  1124. }
  1125. if(player_x<(board_xsiz-1)) {
  1126. id_clear(player_x+1,player_y);
  1127. if(player_y>0) id_clear(player_x+1,player_y-1);
  1128. if(player_y<(board_ysiz-1))
  1129. id_clear(player_x+1,player_y+1);
  1130. }
  1131. if(player_y>0) id_clear(player_x,player_y-1);
  1132. if(player_y<(board_ysiz-1))
  1133. id_clear(player_x,player_y+1);
  1134. }
  1135. break;
  1136. case -67://F9
  1137. //Quicksave
  1138. if(cheats_active>1) break;
  1139. if(curr_sav[0]==0) break;
  1140. if(!dead) {
  1141. //Can we?
  1142. if(save_mode==CANT_SAVE) break;
  1143. if(save_mode==CAN_SAVE_ON_SENSOR)
  1144. if(level_under_id[player_x+max_bxsiz*player_y]!=122) break;
  1145. m_show();
  1146. switch_keyb_table(1);
  1147. //If faded...
  1148. t1=is_faded();
  1149. if(t1) {
  1150. clear_screen(1824,current_pg_seg);
  1151. insta_fadein();
  1152. }
  1153. //Store current
  1154. store_current();
  1155. //Save entire game
  1156. save_world(curr_sav,1,t1);
  1157. //Reload current
  1158. select_current(curr_board);
  1159. if(t1) insta_fadeout();
  1160. switch_keyb_table(0);
  1161. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1162. }
  1163. break;
  1164. case -69://F11
  1165. //SMZX Mode
  1166. set_counter("SMZX_MODE", smzx_mode ^ 1, 0);
  1167. break;
  1168. case '='://AltW
  1169. //Re-init screen
  1170. vga_16p_mode();
  1171. ega_14p_mode();
  1172. cursor_off();
  1173. blink_off();
  1174. ec_update_set();
  1175. update_palette(0);
  1176. break;
  1177. case -68://F10
  1178. //Quickload
  1179. if(cheats_active>1) break;
  1180. if(curr_sav[0]==0) break;
  1181. m_show();
  1182. switch_keyb_table(1);
  1183. //Swap out current board...
  1184. store_current();
  1185. clear_current();
  1186. //Load game
  1187. fadein=0;
  1188. if(load_world(curr_sav,0,1,&fadein)) {
  1189. vquick_fadeout();
  1190. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1191. switch_keyb_table(1);
  1192. clear_world();
  1193. return;
  1194. }
  1195. //Swap in starting board
  1196. if(board_where[curr_board]!=W_NOWHERE)
  1197. select_current(curr_board);
  1198. else select_current(0);
  1199. str_cpy(temp2,mod_playing);
  1200. load_mod(temp2);
  1201. send_robot_def(0,10);
  1202. dead=0;
  1203. vquick_fadeout();
  1204. fadein^=1;
  1205. switch_keyb_table(0);
  1206. if(get_counter("CURSORSTATE",0) == 0) { m_hide();}
  1207. break;
  1208. }
  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. // Update mouse motion
  1836. asm {
  1837. mov ax, 027h
  1838. int 33h
  1839. mov mmx, cx
  1840. mov mmy, dx
  1841. }
  1842. if(fadein) {
  1843. clear_screen(1824,current_pg_seg);
  1844. insta_fadein();
  1845. }
  1846. //Fade mod
  1847. if(volume_inc) {
  1848. t1=volume;
  1849. t1+=volume_inc;
  1850. if(volume_inc<0) {
  1851. if(t1<=volume_target) {
  1852. t1=volume_target;
  1853. volume_inc=0;
  1854. }
  1855. }
  1856. else {
  1857. if(t1>=volume_target) {
  1858. t1=volume_target;
  1859. volume_inc=0;
  1860. }
  1861. }
  1862. volume_mod(volume=t1);
  1863. }
  1864. //Slow_time- flip slowed
  1865. if(freeze_time_dur) slowed=1;
  1866. else if(slow_time_dur) slowed^=1;
  1867. else slowed=0;
  1868. //Update
  1869. update_variables(slowed);
  1870. update_player();//Ice, fire, water, lava
  1871. if(wind_dur>0) {//Wind
  1872. t1=random_num()%9;
  1873. if(t1<4) {/* No wind this turn if above 3*/
  1874. player_last_dir=(player_last_dir&240)+t1;
  1875. move_player(t1);
  1876. }
  1877. }
  1878. //No mouse support on title screen
  1879. if (game) m_snapshot();
  1880. //The following is during gameplay ONLY
  1881. if((game)&&(!dead)) {
  1882. //Shoot
  1883. if(sp_pressed) {
  1884. if(reload) goto no_shoot;
  1885. if(player_attack_locked) goto no_shoot;
  1886. if(up_pressed) t3=0;
  1887. else if(dn_pressed) t3=1;
  1888. else if(rt_pressed) t3=2;
  1889. else if(lf_pressed) t3=3;
  1890. else goto no_shoot;
  1891. if(!can_shoot) set_mesg("Can't shoot here!");
  1892. else if(!get_counter("AMMO")) {
  1893. set_mesg("You are out of ammo!");
  1894. play_sfx(30);
  1895. }
  1896. else {
  1897. dec_counter("AMMO");
  1898. play_sfx(28);
  1899. _shoot_c(player_x,player_y,t3,PLAYER_BULLET);
  1900. reload=2;
  1901. player_last_dir=(player_last_dir&15)|(t3<<4);
  1902. }
  1903. }
  1904. //Move
  1905. else if((up_pressed)&&(!player_ns_locked)) {
  1906. if(up_pressed>0)
  1907. move_player(0);
  1908. if(up_pressed==1) up_pressed=-1;
  1909. else if((up_pressed>-REPEAT_WAIT)&&(up_pressed<0)) up_pressed--;
  1910. else if(up_pressed) up_pressed=2;//In case up was released
  1911. player_last_dir=(player_last_dir&15);
  1912. }
  1913. else if((dn_pressed)&&(!player_ns_locked)) {
  1914. if(dn_pressed>0)
  1915. move_player(1);
  1916. if(dn_pressed==1) dn_pressed=-1;
  1917. else if((dn_pressed>-REPEAT_WAIT)&&(dn_pressed<0)) dn_pressed--;
  1918. else if(dn_pressed) dn_pressed=2;
  1919. player_last_dir=(player_last_dir&15)+16;
  1920. }
  1921. else if((lf_pressed)&&(!player_ew_locked)) {
  1922. if(lf_pressed>0)
  1923. move_player(3);
  1924. if(lf_pressed==1) lf_pressed=-1;
  1925. else if((lf_pressed>-REPEAT_WAIT)&&(lf_pressed<0)) lf_pressed--;
  1926. else if(lf_pressed) lf_pressed=2;
  1927. player_last_dir=(player_last_dir&15)+48;
  1928. }
  1929. else if((rt_pressed)&&(!player_ew_locked)) {
  1930. if(rt_pressed>0)
  1931. move_player(2);
  1932. if(rt_pressed==1) rt_pressed=-1;
  1933. else if((rt_pressed>-REPEAT_WAIT)&&(rt_pressed<0)) rt_pressed--;
  1934. else if(rt_pressed) rt_pressed=2;
  1935. player_last_dir=(player_last_dir&15)+32;
  1936. }
  1937. no_shoot:
  1938. //Bomb
  1939. if(del_pressed) {
  1940. if(player_attack_locked) goto no_bomb;
  1941. t1=player_x+player_y*max_bxsiz;
  1942. if(level_under_id[t1]!=37) {
  1943. //Okay.
  1944. if(!can_bomb) set_mesg("Can't bomb here!");
  1945. else if((bomb_type==0)&&(!get_counter("LOBOMBS"))) {
  1946. set_mesg("You are out of low strength bombs!");
  1947. play_sfx(32);
  1948. }
  1949. else if((bomb_type==1)&&(!get_counter("HIBOMBS"))) {
  1950. set_mesg("You are out of high strength bombs!");
  1951. play_sfx(32);
  1952. }
  1953. else if(!(flags[level_under_id[t1]]&A_ENTRANCE)) {
  1954. //Bomb!
  1955. under_player_id=level_under_id[t1];
  1956. under_player_color=level_under_color[t1];
  1957. under_player_param=level_under_param[t1];
  1958. level_under_id[t1]=37;
  1959. level_under_color[t1]=8;
  1960. level_under_param[t1]=bomb_type<<7;
  1961. play_sfx(33+bomb_type);
  1962. if(bomb_type) dec_counter("HIBOMBS");
  1963. else dec_counter("LOBOMBS");
  1964. }
  1965. }
  1966. }
  1967. no_bomb:
  1968. if(reload) reload--;
  1969. }
  1970. //Global robot BEFORE other stuff
  1971. // mynewx= scroll_x;
  1972. // mynewy= scroll_y;
  1973. run_robot(NUM_ROBOTS,-1,-1);
  1974. if(!slowed) {
  1975. if(flags[level_under_id[player_x+player_y*max_bxsiz]]&A_ENTRANCE) t1=0;
  1976. else t1=1;//Not on an entrance yet...
  1977. was_zapped=0;
  1978. enter_funcn("update_screen",2);
  1979. update_screen();
  1980. exit_func();
  1981. //Pushed onto an entrance?
  1982. if((t1)&&(flags[level_under_id[(t2=player_x+player_y*max_bxsiz)]]&A_ENTRANCE)
  1983. &&(!was_zapped)) {
  1984. clear_sfx_queue();//Since there is often a push sound
  1985. play_sfx(37);
  1986. t1=level_under_param[t2];
  1987. //Same board or nonexistant?
  1988. if((t1!=curr_board)&&(board_where[t1]!=W_NOWHERE)) {
  1989. //Nope.
  1990. //Go to board t1
  1991. target_board=t1;
  1992. target_where=1;
  1993. target_x=level_under_color[t2];
  1994. target_y=level_under_id[t2];
  1995. }
  1996. }
  1997. was_zapped=0;
  1998. }
  1999. //Death and game over
  2000. if(get_counter("LIVES")==0) {//Game over
  2001. if(endgame_board!=NO_ENDGAME_BOARD) {
  2002. //Jump to given board
  2003. if(curr_board==endgame_board) {
  2004. id_remove_top(player_x,player_y);
  2005. id_place(endgame_x,endgame_y,127,0,0);
  2006. player_x=endgame_x;
  2007. player_y=endgame_y;
  2008. }
  2009. else {
  2010. target_board=endgame_board;
  2011. target_where=0;
  2012. target_x=endgame_x;
  2013. target_y=endgame_y;
  2014. }
  2015. //Clear "endgame" part
  2016. endgame_board=NO_ENDGAME_BOARD;
  2017. //Give one more life with minimal health
  2018. set_counter("LIVES",1);
  2019. set_counter("HEALTH",1);
  2020. }
  2021. else {
  2022. set_mesg("Game over");
  2023. b_mesg_row=24;
  2024. b_mesg_col=255;
  2025. if(game_over_sfx) play_sfx(24);
  2026. dead=1;
  2027. }
  2028. }
  2029. else if(get_counter("HEALTH")==0) {/* Death */
  2030. set_counter("HEALTH",starting_health);
  2031. dec_counter("Lives");
  2032. set_mesg("You have died...");
  2033. clear_sfx_queue();
  2034. play_sfx(23);
  2035. //Go somewhere else?
  2036. if(death_board==DEATH_SAME_POS) ;
  2037. else if(death_board==NO_DEATH_BOARD) {
  2038. //Return to entry x/y
  2039. id_remove_top(player_x,player_y);
  2040. id_place(player_restart_x,player_restart_y,127,0,0);
  2041. player_x=player_restart_x;
  2042. player_y=player_restart_y;
  2043. }
  2044. else {
  2045. //Jump to given board
  2046. if(curr_board==death_board) {
  2047. id_remove_top(player_x,player_y);
  2048. id_place(death_x,death_y,127,0,0);
  2049. player_x=death_x;
  2050. player_y=death_y;
  2051. }
  2052. else {
  2053. target_board=death_board;
  2054. target_where=0;
  2055. target_x=death_x;
  2056. target_y=death_y;
  2057. }
  2058. }
  2059. }
  2060. //Select OTHER page for seg
  2061. if(target_where!=-1) {
  2062. current_pg_seg=VIDEO_NUM2SEG(!current_page);
  2063. if(fadein) insta_fadeout();
  2064. //Draw border
  2065. draw_viewport();
  2066. //Draw screen
  2067. if(!game) {
  2068. *player_color=0;
  2069. player_char[0]=player_char[1]=player_char[2]=player_char[3]=32;
  2070. }
  2071. //Figure out x/y of top
  2072. calculate_xytop(t1,t2);
  2073. if(blind_dur>0) {
  2074. for(t3=viewport_y;t3<viewport_y+viewport_ysiz;t3++)
  2075. fill_line(viewport_xsiz,viewport_x,t3,2224,current_pg_seg);
  2076. //Find where player would be and draw.
  2077. if(game) id_put(player_x-t1+viewport_x,player_y-t2+viewport_y,
  2078. player_x,player_y,player_x,player_y,current_pg_seg);
  2079. }
  2080. else {
  2081. enter_funcn("draw_game_window",3);
  2082. draw_game_window(t1,t2,current_pg_seg);
  2083. exit_func();
  2084. }
  2085. #ifdef BETA
  2086. //Debugging
  2087. write_hex_byte(++cyc,15,0,0,current_pg_seg);
  2088. #endif
  2089. //Add time limit
  2090. time=get_counter("TIME");
  2091. if(time) {
  2092. t1=edge_color*16+15;
  2093. if(edge_color==15) t1=240;//Prevent white on white for timer
  2094. itoa(time/60,tmp_str,10);//Minutes
  2095. write_string(tmp_str,1,24,t1,current_pg_seg);
  2096. t2=1+str_len(tmp_str);
  2097. draw_char(':',t1,t2,24,current_pg_seg);
  2098. itoa(time%60,tmp_str,10);//Seconds
  2099. if(str_len(tmp_str)==2) write_string(tmp_str,t2+1,24,t1,current_pg_seg);
  2100. else {//If only one digit in seconds, display an extra '0'
  2101. t2++;
  2102. draw_char('0',t1,t2,24,current_pg_seg);
  2103. write_string(tmp_str,t2+1,24,t1,current_pg_seg);
  2104. }
  2105. //Border with spaces
  2106. draw_char(' ',t1,t2+1+str_len(tmp_str),24,current_pg_seg);
  2107. draw_char(' ',t1,0,24,current_pg_seg);
  2108. }
  2109. //Add message
  2110. if(b_mesg_timer>0) {
  2111. if(b_mesg_col==255) t1=40-(str_len_color(bottom_mesg)>>1);
  2112. else t1=b_mesg_col;
  2113. color_string(bottom_mesg,t1,b_mesg_row,scroll_color,current_pg_seg);
  2114. if((t1>0)&&(mesg_edges)) draw_char(' ',scroll_color,t1-1,b_mesg_row,current_pg_seg);
  2115. t1+=str_len_color(bottom_mesg);
  2116. if((t1<80)&&(mesg_edges)) draw_char(' ',scroll_color,t1,b_mesg_row,current_pg_seg);
  2117. }
  2118. //Add debug box
  2119. if(debug_mode) {
  2120. debug_x=65;
  2121. draw_debug_box(16);
  2122. //X/Y
  2123. write_number(player_x,EC_DEBUG_NUMBER,72,17,current_pg_seg,3);
  2124. write_number(player_y,EC_DEBUG_NUMBER,76,17,current_pg_seg,3);
  2125. }
  2126. // Add SPRITES! - Exo
  2127. draw_sprites();
  2128. //Page flip
  2129. current_page=1-current_page;
  2130. //Page flip automatically doesn't occur until NEXT retrace.
  2131. //But we wait until then so we don't start writing on the
  2132. //visible page!
  2133. enter_funcn("page_flip",4);
  2134. page_flip(current_page);
  2135. //ec_update_set_if_needed();
  2136. exit_func();
  2137. m_vidseg(current_pg_seg);
  2138. }
  2139. //Retrace/speed wait
  2140. if(overall_speed>1) {
  2141. enter_funcn("wait_retrace",5);
  2142. wait_retrace();
  2143. exit_func();
  2144. if(pal_update) update_palette(0);
  2145. ec_update_set_if_needed();
  2146. enter_funcn("(update delay)",6);
  2147. while(tcycle<(overall_speed-1)*8);
  2148. exit_func();
  2149. } else {
  2150. if(pal_update) update_palette();
  2151. ec_update_set_if_needed();
  2152. }
  2153. if(fadein) {
  2154. vquick_fadein();
  2155. fadein=0;
  2156. }
  2157. if(target_board>=0) {
  2158. int faded=is_faded();
  2159. //Aha.. TELEPORT or ENTRANCE.
  2160. //Destroy message, bullets, spitfire?
  2161. if(clear_on_exit) {
  2162. b_mesg_timer=0;
  2163. for(t1=0;t1<(board_xsiz+board_ysiz*max_bxsiz);t1++) {
  2164. t2=level_id[t1];
  2165. if((t2==78)||(t2==61)) offs_remove_id(t1,0);
  2166. }
  2167. }
  2168. //Save last dir
  2169. sv=player_last_dir;
  2170. //Fade out.
  2171. if(target_where>=0) {
  2172. if(!faded) vquick_fadeout();
  2173. //Prepare screen for any meters
  2174. //Clear screen
  2175. clear_screen(1824,current_pg_seg);
  2176. //Palette (set black to black to mask the fact that we AREN'T faded
  2177. //in)
  2178. get_rgb(0,r,g,b);
  2179. set_rgb(0,0,0,0);
  2180. insta_fadein();
  2181. }
  2182. //Load board
  2183. under_player_id=under_player_param=0;
  2184. under_player_color=7;
  2185. swap_with(target_board);
  2186. set_counter("TIME",time_limit);
  2187. //Find target x/y
  2188. if(target_where==1) {
  2189. //Entrance
  2190. //First, set searched for id to the first in the whirlpool
  2191. //series if it is part of the whirlpool series
  2192. if((target_y>67)&&(target_y<71)) target_y=67;
  2193. //Now scan. Order- (type==target_y, color==target_x)
  2194. // 1) Same type & color
  2195. // 2) Same color
  2196. // 3) Same type & foreground
  2197. // 4) Same foreground
  2198. // 5) Same type
  2199. //Search for first of all 5 at once
  2200. for(t1=0;t1<5;t1++) tmp_x[t1]=-1;//None found
  2201. //t3==Offset
  2202. if(level_id[player_x+player_y*max_bxsiz]==127)
  2203. id_remove_top(player_x,player_y);//So can find beneath player
  2204. for(t2=0;t2<board_ysiz;t2++) {//Y pos
  2205. t3=t2*max_bxsiz;
  2206. for(t1=0;t1<board_xsiz;t1++,t3++) {//X pos
  2207. t4=level_id[t3];
  2208. if((t4>67)&&(t4<71)) t4=67;
  2209. if(t4==target_y) {
  2210. //Same type
  2211. //Color match?
  2212. if(level_color[t3]==target_x) {
  2213. //Yep
  2214. tmp_x[0]=t1; tmp_y[0]=t2;
  2215. }
  2216. //Fg?
  2217. if((level_color[t3]&15)==(target_x&15)) {
  2218. //Yep
  2219. tmp_x[2]=t1; tmp_y[2]=t2;
  2220. }
  2221. else {//Just same type
  2222. tmp_x[4]=t1; tmp_y[4]=t2;
  2223. }
  2224. }
  2225. else if(flags[t4]&A_ENTRANCE) {
  2226. //Not same type, but an entrance
  2227. //Color match?
  2228. if(level_color[t3]==target_x) {
  2229. //Yep
  2230. tmp_x[1]=t1; tmp_y[1]=t2;
  2231. }
  2232. //Fg?
  2233. else if((level_color[t3]&15)==(target_x&15)) {
  2234. //Yep
  2235. tmp_x[3]=t1; tmp_y[3]=t2;
  2236. }
  2237. }
  2238. //Done with this x/y
  2239. }
  2240. }
  2241. //We've got it... maybe.
  2242. for(t1=0;t1<5;t1++) if(tmp_x[t1]>=0) break;
  2243. if(t1<5) {
  2244. //Goto tmp_x[t1],tmp_y[t1]
  2245. player_x=tmp_x[t1];
  2246. player_y=tmp_y[t1];
  2247. }
  2248. //Else we stay at default player position
  2249. id_place(player_x,player_y,127,0,0);
  2250. }
  2251. else {
  2252. //Specified x/y
  2253. if(target_x<0) target_x=0;
  2254. if(target_y<0) target_y=0;
  2255. if(target_x>=board_xsiz) target_x=board_xsiz-1;
  2256. if(target_y>=board_ysiz) target_y=board_ysiz-1;
  2257. if((target_x!=player_x)||(target_y!=player_y)) {
  2258. if(level_id[player_x+player_y*max_bxsiz]==127)
  2259. id_remove_top(player_x,player_y);
  2260. player_x=target_x;
  2261. player_y=target_y;
  2262. t1=player_x+player_y*max_bxsiz;
  2263. if((level_id[t1]==123)||(level_id[t1]==124))
  2264. clear_robot(level_param[t1]);
  2265. if((level_id[t1]==125)||(level_id[t1]==126))
  2266. clear_scroll(level_param[t1]);
  2267. if(level_id[t1]==122) step_sensor(level_param[t1]);
  2268. id_place(player_x,player_y,127,0,0);
  2269. }
  2270. }
  2271. send_robot_def(0,11);
  2272. player_restart_x=player_x;
  2273. player_restart_y=player_y;
  2274. //Now... Set player_last_dir for direction FACED
  2275. player_last_dir=(player_last_dir&15)+(sv&240);
  2276. //...and if player ended up on ICE, set last dir pressed as well
  2277. if(level_under_id[player_x+player_y*max_bxsiz]==25)
  2278. player_last_dir=sv;
  2279. //Fix palette
  2280. if(target_where>=0) {
  2281. insta_fadeout();
  2282. set_rgb(0,r,g,b);
  2283. //Prepare for fadein
  2284. if(!faded) fadein=1;
  2285. }
  2286. target_x=target_y=target_board=-1;
  2287. target_where=-2;
  2288. //Disallow any keypresses this cycle
  2289. exit_func();
  2290. return 1;
  2291. }
  2292. exit_func();
  2293. return 0;
  2294. }
  2295. void find_player(void) {
  2296. int t1;
  2297. enter_func("find_player");
  2298. //Find player
  2299. asm { //Find NEW player pos
  2300. mov bx,SEG level_id //Load global data seg
  2301. mov ds,bx
  2302. les di,[ds:level_id] //Id loc
  2303. mov al,127 //What to find
  2304. mov cx,10001 //# of locs to search
  2305. cld
  2306. repne scasb
  2307. jcxz oopsy
  2308. mov ax,10000
  2309. sub ax,cx //DI is 0-9999 for offset
  2310. mov bx,[max_bxsiz] //What to div by
  2311. xor dx,dx
  2312. div bx //AL=y AH=x
  2313. mov [player_x],dx
  2314. mov [player_y],ax //Save new x/y
  2315. }
  2316. exit_func();
  2317. return;
  2318. oopsy:
  2319. player_x=player_y=0;
  2320. t1=level_id[0];
  2321. if((t1==123)||(t1==124)) //(robot)
  2322. clear_robot(level_param[0]);
  2323. else if((t1==125)||(t1==126)) //(scroll)
  2324. clear_scroll(level_param[0]);
  2325. //Place.
  2326. id_place(0,0,127,0,0);
  2327. exit_func();
  2328. }