xrick2gs/src/e_bomb.c

154 lines
2.8 KiB
C

/*
* xrick/src/e_bomb.c
*
* Copyright (C) 1998-2002 BigOrno (bigorno@bigorno.net). All rights reserved.
*
* The use and distribution terms for this software are contained in the file
* named README, which can be found in the root of this distribution. By
* using this software in any fashion, you are agreeing to be bound by the
* terms of this license.
*
* You must not remove this notice, or any other, from this software.
*/
#include "system.h"
#include "game.h"
#include "ents.h"
#include "e_bomb.h"
#include "e_rick.h"
/*
* public vars (for performance reasons)
*/
U8 e_bomb_lethal;
U8 e_bomb_xc;
U16 e_bomb_yc;
/*
* private vars
*/
U8 e_bomb_ticker;
/*
* Bomb hit test
*
* ASM 11CD
* returns: TRUE/hit, FALSE/not
*/
U8 e_bomb_hit(U8 e)
{
if (ent_ents[e].x > (E_BOMB_ENT.x >= 0xE0 ? 0xFF : E_BOMB_ENT.x + 0x20))
return FALSE;
if (ent_ents[e].x + ent_ents[e].w < (E_BOMB_ENT.x > 0x04 ? E_BOMB_ENT.x - 0x04 : 0))
return FALSE;
if (ent_ents[e].y > (E_BOMB_ENT.y + 0x1D))
return FALSE;
if (ent_ents[e].y + ent_ents[e].h < (E_BOMB_ENT.y > 0x0004 ? E_BOMB_ENT.y - 0x0004 : 0))
return FALSE;
return TRUE;
}
/*
* Initialize bomb
*/
void e_bomb_init(U16 x, U16 y)
{
E_BOMB_ENT.n = 0x03;
E_BOMB_ENT.x = x;
E_BOMB_ENT.y = y;
e_bomb_ticker = E_BOMB_TICKER;
e_bomb_lethal = FALSE;
/*
* Atari ST dynamite sprites are not centered the
* way IBM PC sprites were ... need to adjust things a little bit
*/
#ifdef GFXST
E_BOMB_ENT.x += 4;
E_BOMB_ENT.y += 5;
#endif
}
/*
* Entity action
*
* ASM 18CA
*/
void
e_bomb_action(UNUSED(U8 e))
{
/* tick */
e_bomb_ticker--;
if (e_bomb_ticker == 0)
{
/*
* end: deactivate
*/
E_BOMB_ENT.n = 0;
e_bomb_lethal = FALSE;
}
else if (e_bomb_ticker >= 0x0A)
{
/*
* ticking
*/
#ifdef ENABLE_SOUND
if ((e_bomb_ticker & 0x03) == 0x02)
syssnd_play(WAV_BOMBSHHT, 1);
#endif
#ifdef GFXST
/* ST bomb sprites sequence is longer */
if (e_bomb_ticker < 40)
E_BOMB_ENT.sprite = 0x99 + 19 - (e_bomb_ticker >> 1);
else
#endif
E_BOMB_ENT.sprite = (e_bomb_ticker & 0x01) ? 0x23 : 0x22;
}
else if (e_bomb_ticker == 0x09)
{
/*
* explode
*/
#ifdef ENABLE_SOUND
syssnd_play(WAV_EXPLODE, 1);
#endif
#ifdef GFXPC
E_BOMB_ENT.sprite = 0x24 + 4 - (e_bomb_ticker >> 1);
#endif
#ifdef GFXST
/* See above: fixing alignment */
E_BOMB_ENT.x -= 4;
E_BOMB_ENT.y -= 5;
E_BOMB_ENT.sprite = 0xa8 + 4 - (e_bomb_ticker >> 1);
#endif
e_bomb_xc = E_BOMB_ENT.x + 0x0C;
e_bomb_yc = E_BOMB_ENT.y + 0x000A;
e_bomb_lethal = TRUE;
if (e_bomb_hit(E_RICK_NO))
e_rick_gozombie();
}
else
{
/*
* exploding
*/
#ifdef GFXPC
E_BOMB_ENT.sprite = 0x24 + 4 - (e_bomb_ticker >> 1);
#endif
#ifdef GFXST
E_BOMB_ENT.sprite = 0xa8 + 4 - (e_bomb_ticker >> 1);
#endif
/* exploding, hence lethal */
if (e_bomb_hit(E_RICK_NO))
e_rick_gozombie();
}
}
/* eof */