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