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- #include "go.hpp"
- #include "level.hpp"
- #include "game.hpp"
- #include "id.hpp"
- #include "signals.hpp"
-
- #define EL_WAIT_MOVEMENT 1 // wait for the user to press up or down
- #define EL_SKIP_SIGNAL 2
- #define EL_WAIT_SIGNAL 3
- #define EL_WAIT_SKIP 4
-
-
- void elcontrol::draw()
- {
- if (dev & EDIT_MODE)
- game_object::draw();
-
- }
-
- ifield *elevator::make_fields(int ystart, ifield *Next)
- {
- int H=10;
- return new text_field(5,ystart+H*0,ELEVATOR_SPEED,"speed", "#####",speed,
- new text_field(5,ystart+H*1,ELEVATOR_DIR,"heading dir", "#####",dir,
- new text_field(5,ystart+H*2,ELEVATOR_DIRECTION,"facing dir", "#####",direction,
- NULL)));
- }
-
- void elevator::gather_input(input_manager *inm)
- {
- dir=atoi(inm->get(ELEVATOR_DIR)->read());
- speed=atoi(inm->get(ELEVATOR_SPEED)->read());
- direction=atoi(inm->get(ELEVATOR_DIRECTION)->read());
- if (direction==0) direction=1;
- }
-
-
-
- ifield *elcontrol::make_fields(int ystart,ifield *Next)
- {
- int H=10;
- return new text_field(5,ystart+H*0,ELCONTROL_ALLOW_DIR,"stop dir","#####",allow_dir,NULL);
- }
-
- void elcontrol::gather_input(input_manager *inm)
- {
- allow_dir=atoi(inm->get(ELCONTROL_ALLOW_DIR)->read());
- }
-
-
- elcontrol::elcontrol(long X, long Y)
- {
- defaults();
- x=X;
- y=Y;
- allow_dir=0;
- }
-
- elcontrol::elcontrol(FILE *fp, unsigned char *state_remap)
- {
- load(fp,state_remap);
- allow_dir=read_short(fp);
- }
-
-
-
-
-
- int elevator::can_block(game_object *who)
- {
- if (who!=this)
- return 1;
- else return 0;
-
- }
-
-
- void elevator::draw() // draw cables above the elevator
- {
- game_object::draw();
- long x1,y1,x2,y2,sy1,sy2,sx,i;
- picture_space(x1,y1,x2,y2);
-
- sx=the_game->screenx(x1);
-
- sy2=the_game->screeny(y1);
- if (sy2>=the_game->viewy1)
- {
- long draw_to=y1-(sy2-the_game->viewy1),tmp=x;
- current_level->foreground_intersect(x,y1,tmp,draw_to);
- sy1=the_game->screeny(draw_to);
- sy1=max(the_game->viewy1,sy1);
- sy2=min(the_game->viewy2,sy2);
- trans_image *p=picture();
-
- for (i=sy1;i<=sy2;i++)
- p->put_scan_line(screen,sx,i,0);
- }
- }
-
-
- elevator::elevator(long X, long Y)
- {
- defaults();
- x=X;
- y=Y;
- dir=0;
- speed=3;
- }
-
- int elevator::size()
- {
- return game_object::size()+4;
- }
-
-
- elevator::elevator(FILE *fp, unsigned char *state_remap)
- {
- load(fp,state_remap);
- dir=read_short(fp);
- speed=read_short(fp);
- }
-
- void elevator::save(FILE *fp)
- {
- game_object::save(fp);
- write_short(fp,dir);
- write_short(fp,speed);
- }
-
-
- elcontrol *elevator::find_stop()
- {
- long x1,y1,x2,y2;
- picture_space(x1,y1,x2,y2);
- int i;
- game_object **o=current_level->obj;
- for (i=current_level->first_object();i>=0;i=o[i]->next_active)
- {
- if (o[i]->type()==O_elcontrol)
- {
- int yd=o[i]->y-y;
- if (abs(yd)<=speed && o[i]->x>x1 && o[i]->x<x2)
- return (elcontrol *)(o[i]);
- }
-
- }
- return NULL;
- }
-
-
-
- int elevator::decide()
- {
- if (abs(dir)<=1) // the elevator is stopped
- {
- switch (state)
- {
- case stopped :
- {
- long x1,y1,x2,y2;
- picture_space(x1,y1,x2,y2);
-
-
- game_object *a=current_level->attacker(this);
- // are we in the elevator?, if not wait for someone to get in
- if (a->x>x1+3 && a->x<x2-3 && a->y<y2 && a->y>y1+8)
- {
- int but,xm,ym; // wait for the user to press up or down
- the_game->get_movement(but,xm,ym); // see which way he wants to go
- if (ym)
- {
- elcontrol *sp=find_stop();
- if (ym<0 && (!sp || sp->allow_dir>=0))
- dir=-1;
- else if (ym>0 && (!sp || sp->allow_dir<=0))
- dir=1;
- if (dir)
- {
- if (has_sequence(start_still_jump))
- set_state(start_still_jump); // close the door
- else
- dir=dir+dir; // elevator doesn't have a door, start moving
- }
- }
- }
- break;
- }
- case start_still_jump :
- next_picture();
- if (end_of_sequence()) // door closed yet?
- {
- set_state(still_jump); // we can start moving now
- dir=dir+dir;
- }
- break;
- case still_jump : // just stopped, open the doors
- set_state(end_still_jump);
- break;
- case end_still_jump :
- next_picture();
- if (end_of_sequence()) // wait for doors to finish opening
- set_state(stopped);
- break;
- default :
- CHECK(0);
- }
- }
-
- if (abs(dir)>1) // are we moving?
- {
- next_picture();
- int adder;
- if (dir<0) // how much do we move this tick?
- adder=-speed;
- else adder=speed;
-
- if (abs(dir)==8) // are we checking for stops yet?
- {
- elcontrol *s=find_stop();
- if (s) // found one, stop or slow down
- {
- adder=s->y-y;
- if (!adder)
- dir=0;
- }
- } else dir=dir+dir;
-
- if (dir) // make sure move, wasn't canceled by a stop
- {
- if (!current_level->crush(this,0,adder)) // see if we can crush anyone (I hope so! :) )
- {
- y+=adder;
- current_level->push_characters(this,0,adder);
- } else dir=0; // we crushed, stop the elevator and wait on user
- }
- }
-
- return 1; // return not dead, can't kill elevators
- }
-
-
- char *sensor::aname()
- {
- if (activate==-1)
- return "FOCUS";
- else return object_names[activate];
- }
-
- void sensor::get_activate(char *name)
- {
- int i;
- activate=-1; // if we can't fnd the name then go focus
- for (i=0;i<TOTAL_OBJECTS;i++)
- if (!strcmp(name,object_names[i]))
- activate=i;
- }
-
-
-
-
- int sensor::size()
- {
- return game_object::size()+2*3+(strlen(aname())+2);
- }
-
-
- void sensor::save(FILE *fp)
- { game_object::save(fp);
- write_short(fp,xrange);
- write_short(fp,yrange);
- write_short(fp,signal);
-
- write_byte(fp,strlen(aname())+1);
- fwrite(aname(),strlen(aname())+1,1,fp);
- }
-
- sensor::sensor(FILE *fp, unsigned char *state_remap)
- {
- load(fp,state_remap);
- xrange=read_short(fp);
- yrange=read_short(fp);
- signal=read_short(fp);
-
- char name[200];
- fread(name,read_byte(fp),1,fp);
- get_activate(name);
- }
-
- int sensor::decide()
- {
- int i;
- game_object **o=current_level->obj;
- long x1,y1,x2,y2;
- if (activate==-1)
- {
- current_level->attacker(this)->picture_space(x1,y1,x2,y2);
- if (x+xrange>=x1 && x-xrange<=x2 && y+yrange>=y1 && y-yrange<=y2)
- current_level->send_signal(signal);
- }
- else
- {
- for (i=current_level->first_object();i>=0;i=o[i]->next_active)
- {
- long x1,y1,x2,y2;
- if (o[i]->type()==activate)
- {
- o[i]->picture_space(x1,y1,x2,y2);
- if (x+xrange>=x1 && x-xrange<=x2 && y+yrange>=y1 && y-yrange<=y2)
- {
- current_level->send_signal(signal);
- return 1; // only send one signal!
- }
- }
- }
- }
- return 1;
- }
-
-
-
-
- void sensor::draw()
- {
- if (dev & EDIT_MODE)
- {
- game_object::draw();
- int sx=the_game->screenx(x),sy=the_game->screeny(y);
- screen->rectangle(sx-xrange,sy-yrange,sx+xrange,sy+yrange,eh->bright_color());
- }
- }
-
-
- ifield *sensor::make_fields(int ystart, ifield *Next)
- {
- int H=10;
- return new text_field(5,ystart+H*0,SENSOR_XRANGE, "xrange", "#####",xrange,
- new text_field(5,ystart+H*1,SENSOR_YRANGE, "yrange", "#####",yrange,
- new text_field(5,ystart+H*2,SENSOR_SIGNAL, "signal", "#####",signal,
- new text_field(5,ystart+H*3,SENSOR_ACTIVATE, "activator", "####################",aname(),
- NULL))));
- }
-
-
- void sensor::gather_input(input_manager *inm)
- {
- xrange=atoi(inm->get(SENSOR_XRANGE)->read());
- yrange=atoi(inm->get(SENSOR_XRANGE)->read());
- signal=atoi(inm->get(SENSOR_SIGNAL)->read());
- get_activate(inm->get(SENSOR_ACTIVATE)->read());
- }
-
-