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#include "math.h"
#include "stdio.h"
#include "stdlib.h"
#include "SDL/SDL.h"
#include "SDL_mixer.h"
#include "sound.h"
#include "MOGtypes.h"
//#include "drawing.h"
#include "bitmaps.h"
#include "sprites.h"
#include "tiles.h"
#include "mog.h"
/* Grficos: */
extern Bitmap *thegnu_bmp,*menu_bmp,*tiles_bmp,*enemy_bmp;
extern int n_tiles;
extern CTile **tiles;
extern BYTE *col_buffer;
extern BYTE *buffer_screen;
/* Estado: */
extern char keyboard[256];
extern int STATE,SUBSTATE;
extern int cycle;
/* Juego: */
extern int inter_screen;
extern int map; /* En que mundo est el personaje */
extern int map_x,map_y; /* En que habitacin dentro del mundo */
extern int pers_x,pers_y; /* Posicin del personaje en la habitacin */
extern int pers_pos;
extern bool pers_right; /* Hacia donde mira el personaje */
extern int pers_state; /* Estado en el que se encuentra el personaje */
extern int pers_substate; /* Variable de estado secundaria. */
extern int pers_walk_state; /* Variable que controla el caminar. */
extern int jump_inertia;
extern bool sword; /* Hay que dibujar la espada? */
extern bool old_sword;
extern int sword_x,sword_y; /* Coordenadas de la espada. */
extern int sword_time;
extern int in_ladder; /* En qu escalera est el personaje */
extern bool previous_x_collision; /* Hubo una colisin en X en el frame anterior? */
extern bool previous_y_collision; /* Hubo una colisin en Y en el frame anterior? */
extern int hit_time; /* Contador para saber cuando pueden daarnos de nuevo */
extern int character;
extern int freezed;
extern bool live_character[2];
extern int current_weapon;
extern int n_fired_arrows,n_fired_mines;
extern int world3_room06_counter;
extern int world5_room44_state,world5_room44_state2;
extern int room26_state,room56_state;
extern int world10_door_x,world10_door_y;
extern int stone_hit_counter;
extern bool jumping_from_elevator;
extern int in_door;
extern int to_enter_cut;
extern bool room_demonroom,old_room_demonroom;
extern int fighting_demon;
extern int room_appearwall,room_appearwall_x,room_appearwall_y;
extern int appearwall_record_x[MAX_AW_RECORD];
extern int appearwall_record_y[MAX_AW_RECORD];
extern int n_arrows,n_coins,n_keys;
extern int player_energy[2],player_experience[2],player_max[2];
extern int player_denergy[2],player_dexperience[2];
extern bool item[38];
extern bool world_item[10][4];
extern bool cross,world_key;
extern int next_world;
extern bool world_doors_open[10];
extern bool in_water;
extern int water_counter,lava_counter;
extern int lava_state;
extern int room_size_x,room_size_y;
extern int *room_tiles;
extern int wall_tile;
extern int stone_tile,ladder_tile,wdoor_tile,keydoor_tile,stats_tile;
extern int coin_tile,arrow_tile,key_tile,door_tile;
extern int character_tile[2],character_tile_inv[2];
extern int colision_tile;
extern int sword_tile[2],explosion_tile;
extern int worm_tile,bat_tile,skeleton_tile,smoke_tile,slime_tile;
extern int items_tile,armas_tile;
extern int worm_state_tile[28];
extern int worm_state_tile_i[28];
extern int worm_state_y[28];
/* Efectos de sonido: */
extern SOUNDT S_gamestart,S_jump,S_sword,S_swordhit;
extern SOUNDT S_item,S_ah,S_powerup,S_ladderdisapear;
extern SOUNDT S_death,S_entering;
extern SOUNDT S_enterwater;
extern SOUNDT S_waterhit,S_fall,S_shield,S_bell,S_lavahit;
/* Control de pantalla: */
extern int logic_dx[4],logic_dy[4],logic_x[4],logic_y[4];
extern int physic_dx[4],physic_dy[4],physic_x[4],physic_y[4];
extern int zoom;
/* Teclas: */
extern int UP_KEY,DOWN_KEY,LEFT_KEY,RIGHT_KEY;
extern int SWORD_KEY,WEAPON_KEY,ITEM_KEY,PAUSE_KEY;
void RoomChange(void)
{
int old_x=pers_x,old_y=pers_y;
bool room_change=false;
bool room_loaded=true;
if (pers_x<TILE_SIZE_X) {
if (fighting_demon==0 || fighting_demon==432) {
if (map==4 && map_x==0 && map_y==4) {
/* Salir del mundo 4: */
map=0;
map_x=0;
map_y=8;
pers_x=TILE_SIZE_X*9;
pers_y=TILE_SIZE_Y*9;
STATE=9;
SUBSTATE=0;
in_door=-1;
} else {
if (map==9 && map_x==0 && map_y==7) {
/* Salir del mundo 9: */
map=0;
map_x=7;
map_y=0;
pers_x=TILE_SIZE_X*13;
pers_y=TILE_SIZE_Y*5;
STATE=9;
SUBSTATE=0;
in_door=-1;
} else {
if (map==10 && map_x==0 && map_y==0) {
/* Salir del mundo 10: */
map=0;
map_x=world10_door_x;
map_y=world10_door_y;
if (map_x==1) pers_x=TILE_SIZE_X*13;
if (map_x==5) pers_x=TILE_SIZE_X*21;
if (map_x==9) pers_x=TILE_SIZE_X*9;
if (map_x==14) pers_x=TILE_SIZE_X*21;
if (map_x==1) pers_y=TILE_SIZE_X*17;
if (map_x==5) pers_y=TILE_SIZE_X*9;
if (map_x==9) pers_y=TILE_SIZE_X*17;
if (map_x==14) pers_y=TILE_SIZE_X*1;
STATE=9;
SUBSTATE=0;
in_door=-1;
} else {
if (map==3 && map_y==0) {
pers_x=TILE_SIZE_X;
} else {
map_x--;
HP_filter(map_x,map_y);
room_loaded=loadroom(map,map_x,map_y);
HP_restore(map_x,map_y);
room_change=true;
n_fired_arrows=0;
n_fired_mines=0;
pers_x=(room_size_x-2)*TILE_SIZE_X;
} /* if */
} /* if */
} /* if */
} /* if */
} else {
pers_x=TILE_SIZE_X;
} /* if */
} /* if */
if (pers_x>(room_size_x-2)*TILE_SIZE_X) {
if (fighting_demon==0 || fighting_demon==432) {
if (map==10 && map_x==4 && next_world<11) {
pers_x=(room_size_x-2)*TILE_SIZE_X;
} else {
if (map==5 && map_x==3 && map_y==0) {
/* Salir del mundo 5: */
map=0;
map_x=8;
map_y=8;
pers_x=TILE_SIZE_X*9;
pers_y=TILE_SIZE_Y*5;
STATE=9;
SUBSTATE=0;
in_door=-1;
} else {
if (map==3 && map_y==0) {
pers_x=(room_size_x-2)*TILE_SIZE_X;
} else {
map_x++;
HP_filter(map_x,map_y);
room_loaded=loadroom(map,map_x,map_y);
HP_restore(map_x,map_y);
room_change=true;
n_fired_arrows=0;
n_fired_mines=0;
pers_x=TILE_SIZE_X;
} /* if */
} /* if */
} /* if */
} else {
pers_x=(room_size_x-2)*TILE_SIZE_X;
} /* if */
} /* if */
if (pers_y<-TILE_SIZE_Y) {
if (fighting_demon==0 || fighting_demon==432) {
if (pers_state==S_UP_LADDER || pers_state==S_QUIET ||
pers_state==S_WALKING_LEFT || pers_state==S_WALKING_RIGHT ||
(pers_state==S_JUMPING && jumping_from_elevator)) {
bool shrine=false;
map_y--;
if (map==1 && map_y==6 && map_x==0) {
/* DEMETER en el mundo 1: */
STATE=7;
SUBSTATE=0;
Sound_release_music();
Sound_create_music("entering","shrine1","shrine2");
shrine=true;
} /* if */
if (map==2 && map_y==1 && map_x==3) {
/* ATHENA en el mundo 2: */
STATE=7;
SUBSTATE=0;
Sound_release_music();
Sound_create_music("entering","shrine1","shrine2");
shrine=true;
} /* if */
if (map==3 && map_y==3 && map_x==3) {
STATE=7;
SUBSTATE=0;
Sound_release_music();
Sound_create_music("entering","shrine1","shrine2");
shrine=true;
/* ATHENA en el mundo 3: */
} /* if */
if (map==4 && map_y==1 && map_x==4) {
STATE=7;
SUBSTATE=0;
Sound_release_music();
Sound_create_music("entering","shrine1","shrine2");
shrine=true;
/* DEMETER en el mundo 4: */
} /* if */
if (map==3 && map_y==5 && map_x==0) {
world3_room06_counter++;
map_y=6;
} /* if */
if (map==5 && map_y==1 && map_x==5) {
STATE=7;
SUBSTATE=0;
Sound_release_music();
Sound_create_music("entering","shrine1","shrine2");
shrine=true;
/* DEMETER en el munedo 5 */
} /* if */
if (map==6 && map_y==3 && map_x==5) {
STATE=7;
SUBSTATE=0;
Sound_release_music();
Sound_create_music("entering","shrine1","shrine2");
shrine=true;
/* ATHENA en el munedo 6 */
} /* if */
if (map==7 && map_y==1 && map_x==6) {
STATE=7;
SUBSTATE=0;
Sound_release_music();
Sound_create_music("entering","shrine1","shrine2");
shrine=true;
/* ATHENA en el munedo 7 */
} /* if */
if (map==8 && map_y==1 && map_x==1) {
STATE=7;
SUBSTATE=0;
Sound_release_music();
Sound_create_music("entering","shrine1","shrine2");
shrine=true;
/* DEMETER en el munedo 8 */
} /* if */
if (map==9 && map_y==0 && map_x==2) {
STATE=7;
SUBSTATE=0;
Sound_release_music();
Sound_create_music("entering","shrine1","shrine2");
shrine=true;
/* DEMETER en el munedo 9 */
} /* if */
if (!shrine) {
if (map_y>=0) {
HP_filter(map_x,map_y);
room_loaded=loadroom(map,map_x,map_y);
HP_restore(map_x,map_y);
room_change=true;
n_fired_arrows=0;
n_fired_mines=0;
pers_y=(room_size_y-3)*TILE_SIZE_Y;
} else {
/* Se ha subido a una escalera que no tiene pantalla: */
if (map==1 && map_x==2 && map_y==-1) {
/* Salir del mundo 1: */
map=0;
map_x=3;
map_y=12;
pers_x=TILE_SIZE_X*9;
pers_y=TILE_SIZE_Y*5;
STATE=9;
SUBSTATE=0;
in_door=-1;
} /* if */
if (map==6 && map_x==3 && map_y==-1) {
/* Salir del mundo 6: */
map=0;
map_x=14;
map_y=12;
pers_x=TILE_SIZE_X*21;
pers_y=TILE_SIZE_Y*5;
STATE=9;
SUBSTATE=0;
in_door=-1;
} /* if */
if (map==7 && map_x==3 && map_y==-1) {
/* Salir del mundo 7: */
map=0;
map_x=5;
map_y=2;
pers_x=TILE_SIZE_X*5;
pers_y=TILE_SIZE_Y*17;
STATE=9;
SUBSTATE=0;
in_door=-1;
} /* if */
if (map==8 && map_x==3 && map_y==-1) {
/* Salir del mundo 8: */
map=0;
map_x=4;
map_y=4;
pers_x=TILE_SIZE_X*13;
pers_y=TILE_SIZE_Y*17;
STATE=9;
SUBSTATE=0;
in_door=-1;
} /* if */
} /* if */
} /* if */
} else {
previous_y_collision=true;
pers_y=-TILE_SIZE_Y;
} /* if */
} else {
pers_y=-TILE_SIZE_Y;
} /* if */
} /* if */
if (pers_y>(room_size_y-2)*TILE_SIZE_Y) {
map_y++;
if (map!=2 || map_y<5) {
if (map!=3 || map_y<9) {
HP_filter(map_x,map_y);
room_loaded=loadroom(map,map_x,map_y);
HP_restore(map_x,map_y);
room_change=true;
n_fired_arrows=0;
n_fired_mines=0;
pers_y=-TILE_SIZE_Y;
in_ladder=search_ladder(pers_x,pers_y);
} else {
/* Salir del mundo 3: */
map=0;
map_x=10;
map_y=8;
pers_x=TILE_SIZE_X*21;
pers_y=TILE_SIZE_Y*5;
STATE=9;
SUBSTATE=0;
in_door=-1;
} /* if */
} else {
/* Salir del mundo 2: */
map=0;
map_x=10;
map_y=11;
pers_x=TILE_SIZE_X*25;
pers_y=TILE_SIZE_Y*5;
STATE=9;
SUBSTATE=0;
in_door=-1;
} /* if */
} /* if */
if (room_change) {
int i;
stone_hit_counter=0;
STATE=16;
inter_screen=6;
world5_room44_state=world5_room44_state2;
room26_state=0;
room56_state=0;
clear_typed_word();
for(i=0;i<MAX_AW_RECORD;i++) {
if (appearwall_record_x[i]==map_x &&
appearwall_record_y[i]==map_y) {
room_tiles[room_appearwall_y*room_size_x+room_appearwall_x]=wall_tile;
room_tiles[(room_appearwall_y+1)*room_size_x+room_appearwall_x]=wall_tile;
room_tiles[(room_appearwall_y+2)*room_size_x+room_appearwall_x]=wall_tile;
room_appearwall=-1;
} /* if */
} /* for */
if (item[3] && map==5 && map_x>=5) {
for(i=0;i<room_size_x*room_size_y;i++) {
if (room_tiles[i]==142) room_tiles[i]=181;
} /* for */
} /* if */
/* Campanas: */
if (item[7] && world_key) {
int wx=-10,wy=-10;
switch(next_world) {
case 1:wx=3;wy=12;
break;
case 2:wx=10;wy=11;
break;
case 3:wx=10;wy=8;
break;
case 4:wx=0;wy=8;
break;
case 5:wx=8;wy=8;
break;
case 6:wx=14;wy=12;
break;
case 7:wx=5;wy=2;
break;
case 8:wx=4;wy=4;
break;
case 9:wx=7;wy=0;
break;
case 10:wx=world10_door_x;
wy=world10_door_y;
break;
} /* switch */
if ((abs(map_x-wx)+abs(map_y-wy))<=2) {
Sound_play(S_bell);
} /* if */
} /* if */
if (!old_room_demonroom && room_demonroom) {
Sound_release_music();
Sound_create_music("demonroom2","demonroom1",0);
} /* if */
if (old_room_demonroom && !room_demonroom && fighting_demon!=432) {
char tmp[80];
Sound_release_music();
if (map==0) sprintf(tmp,"castle");
else sprintf(tmp,"world");
Sound_create_music(tmp,0,0);
} /* if */
lava_state=0;
if (!room_loaded) {
if (map!=0) {
STATE=9;
SUBSTATE=0;
} else {
STATE=6;
} /* if */
map=0;
map_x=5;
map_y=9;
pers_x=TILE_SIZE_X*16;
pers_y=TILE_SIZE_Y*5;
pers_state=0;
pers_pos=0;
HP_objs_reset();
loadroom(map,map_x,map_y);
} else {
GameRoomEvents();
if (pers_state==S_UP_LADDER) in_ladder=search_ladder(pers_x,pers_y+TILE_SIZE_Y);
if (pers_state==S_DOWN_LADDER) in_ladder=search_ladder(pers_x,pers_y);
} /* if */
} /* if */
/* Corregir la posicin de la espada: */
if (sword) {
sword_x+=pers_x-old_x;
sword_y+=pers_y-old_y;
} /* if */
} /* Roomchange */
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