1 //
2 // levelblit.c
3 //
4 // Copyright 2007, 2008 Lancer-X/ASCEAI
5 //
6 // This file is part of Meritous.
7 //
8 // Meritous is free software: you can redistribute it and/or modify
9 // it under the terms of the GNU General Public License as published by
10 // the Free Software Foundation, either version 3 of the License, or
11 // (at your option) any later version.
12 //
13 // Meritous 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
16 // GNU General Public License for more details.
17 //
18 // You should have received a copy of the GNU General Public License
19 // along with Meritous. If not, see <http://www.gnu.org/licenses/>.
20 //
21
22 #include <stdio.h>
23 #include <stdlib.h>
24 #include <string.h>
25 #include <math.h>
26 #include <time.h>
27 #include <SDL.h>
28 #include <SDL_image.h>
29 #include <assert.h>
30
31 #include <errno.h>
32 #include <unistd.h>
33 #include <err.h>
34 #include <sys/stat.h>
35
36 #include "mapgen.h"
37 #include "demon.h"
38 #include "gamemap.h"
39 #include "tiles.h"
40 #include "save.h"
41 #include "help.h"
42 #include "audio.h"
43 #include "boss.h"
44 #include "ending.h"
45
46 #define PLAYERW 16
47 #define PLAYERH 24
48
49 #define MERITOUS_VERSION "v 1.1"
50 int RECORDING = 0;
51 int PLAYBACK = 0;
52
53 int expired_ms = 0;
54 int frame_len = 33;
55 int WriteBitmaps = 0;
56 int WB_StartRange = 0;
57 int WB_EndRange = 1000000;
58 int training = 0;
59 int game_paused = 0;
60 int show_ending = 0;
61 int voluntary_exit = 0;
62 int tele_select = 0;
63 int enter_room_x = 0, enter_room_y = 0;
64
65 int agate_knife_loc = -1;
66
67 FILE *record_file;
68 char record_filename[256];
69
70 void DrawLevel(int off_x, int off_y, int hide_not_visited, int fog_of_war);
71 void DrawPlayer(int x, int y, int pl_dir, int pl_frm);
72 void LoadLevel();
73 void ActivateRoom(int room);
74
75 void DrawCircuit();
76 void ReleaseCircuit();
77 void DrawCircle(int x, int y, int r, unsigned char c);
78
79 void DrawArtifacts();
80
81 void HandleEvents();
82
83 void text_init();
84 void draw_text(int x, int y, char *str, Uint8 tcol);
85 unsigned char font_data[128][8][8];
86
87 void DrawShield();
88
89 int key_held[10] = {0};
90 int game_running = 1;
91
92 int player_x;
93 int player_y;
94 int player_dying;
95 int magic_circuit;
96 int circuit_range;
97 int release_range;
98 int release_x;
99 int release_y;
100 int release_str;
101
102 int shield_hp;
103 int shield_recover;
104 int player_gems;
105 int checkpoints_found;
106 int circuit_size;
107 int first_game;
108 int player_hp;
109 int player_lives = 5;
110 int player_lives_part = 0;
111
112 int player_room;
113 int player_dir;
114 int player_wlk;
115 int player_walk_speed;
116 int wlk_wait;
117 int circuit_release;
118 int scroll_home;
119 int enter_pressed;
120
121 int opening_door_x, opening_door_y, opening_door_i = 0, opening_door_n;
122
123 int checkpoint_x;
124 int checkpoint_y;
125
126 int explored = 0;
127 //#define DEBUG_STATS 1
128
129 int artifacts[12];
130 SDL_Surface *artifact_spr = NULL;
131
132 int player_shield;
133 int circuit_fillrate;
134 int circuit_recoverrate;
135
136 int scroll_x, scroll_y;
137
138 int map_enabled;
139
140 int prv_player_room;
141
142 int specialmessage;
143 int specialmessagetimer;
144
145 int timer_ps = 0;
146 int timer_v[10];
147
RandomDir()148 float RandomDir()
149 {
150 return (float)(rand()%256)*M_PI*2.0/256.0;
151 }
152
153 int UpgradePrice(int t);
154
PlayerDefaultStats()155 void PlayerDefaultStats()
156 {
157 int i;
158
159 player_dying = 0;
160 magic_circuit = 0;
161 circuit_range = 100;
162 release_range = 100;
163 shield_hp = 0;
164 shield_recover = 0;
165 player_gems = 0;
166 checkpoints_found = 0;
167 circuit_size = 1000;
168 first_game = 1;
169 player_hp = 3;
170
171 explored = 0;
172
173 voluntary_exit = 0;
174 player_room = 0;
175 player_dir = 0;
176 player_wlk = 0;
177 player_walk_speed = 5;
178 player_lives = 5;
179 player_lives_part = 0;
180 wlk_wait = 8;
181 circuit_release = 0;
182 scroll_home = 0;
183 enter_pressed = 0;
184 show_ending = 0;
185
186 game_paused = 0;
187
188 player_shield = 0;
189 circuit_fillrate = 2;
190 circuit_recoverrate = 3;
191
192 prv_player_room = -1;
193
194 specialmessage = 0;
195 specialmessagetimer = 0;
196
197 opening_door_i = 0;
198
199 map_enabled = 0;
200
201 for (i = 0; i < 12; i++) {
202 artifacts[i] = 0;
203 }
204
205 #ifdef DEBUG_STATS
206
207 player_shield = 24;
208 circuit_fillrate = 24;
209 circuit_recoverrate = 24;
210
211 for (i = 0; i < 12; i++) {
212 artifacts[i] = 1;
213 }
214
215 #endif
216 }
217
218
219 void ScrollTo(int x, int y);
220 #define K_UP 0
221 #define K_DN 1
222 #define K_LT 2
223 #define K_RT 3
224 #define K_SP 4
225
226 SDL_Surface *screen;
227
228 void SetGreyscalePalette();
229 void SetTonedPalette(float pct);
230 void SetTitlePalette(int curve_start, int curve_end);
231 void SetTitlePalette2(int t);
232 int TouchTile(int ix, int iy);
233 void SpecialTile(int x, int y);
234 void DrawRect(int x, int y, int w, int h, unsigned char c);
235
236 void DrawCircleEx(int x, int y, int r, int r2, unsigned char c);
237
238 void ThinLine(SDL_Surface *scr, int x1, int y1, int x2, int y2, Uint8 col);
239 void LockDoors(int r);
240
241 #define SCREEN_W 640
242 #define SCREEN_H 480
243
VideoUpdate()244 void VideoUpdate()
245 {
246 static int bmp = 0;
247 char bmp_name[256];
248
249 SDL_UpdateRect(screen, 0, 0, 0, 0);
250 if (WriteBitmaps) {
251 if ((bmp >= WB_StartRange)&&(bmp < WB_EndRange)) {
252 sprintf(bmp_name, "v/bmp%d.bmp", bmp);
253 SDL_SaveBMP(screen, bmp_name);
254 }
255 bmp++;
256 }
257 }
258
EndCycle(int n)259 void EndCycle(int n)
260 {
261 static int last_ticks;
262 int tick_delta;
263 tick_delta = SDL_GetTicks() - last_ticks;
264
265 if (n == 0) n = frame_len;
266
267 if (tick_delta < n) {
268 SDL_Delay(n-tick_delta);
269 }
270
271 if (!game_paused) expired_ms += n;
272
273 last_ticks = SDL_GetTicks();
274 }
275
WritePlayerData()276 void WritePlayerData()
277 {
278 int i;
279
280 FWInt(expired_ms);
281 FWInt(checkpoint_x);
282 FWInt(checkpoint_y);
283 FWInt(scroll_x);
284 FWInt(scroll_y);
285 FWInt(magic_circuit);
286 FWInt(checkpoint_x);
287 FWInt(checkpoint_y);
288 FWInt(player_walk_speed);
289 FWInt(wlk_wait);
290 FWInt(circuit_fillrate);
291 FWInt(circuit_recoverrate);
292 FWInt(explored);
293 FWInt(player_shield);
294 FWInt(shield_recover);
295 FWInt(shield_hp);
296 FWInt(player_gems);
297 FWInt(checkpoints_found);
298 FWInt(player_hp);
299 FWInt(player_lives);
300 FWInt(player_lives_part);
301 FWInt(current_boss);
302 FWInt(training);
303 FWInt(agate_knife_loc);
304
305 for (i = 0; i < 12; i++) {
306 FWChar(artifacts[i]);
307 }
308 }
309
ReadPlayerData()310 void ReadPlayerData()
311 {
312 int i;
313
314 expired_ms = FRInt();
315 player_x = FRInt();
316 player_y = FRInt();
317 scroll_x = FRInt();
318 scroll_y = FRInt();
319 magic_circuit = FRInt();
320 checkpoint_x = FRInt();
321 checkpoint_y = FRInt();
322 player_walk_speed = FRInt();
323 wlk_wait = FRInt();
324 circuit_fillrate = FRInt();
325 circuit_recoverrate = FRInt();
326 explored = FRInt();
327 player_shield = FRInt();
328 shield_recover = FRInt();
329 shield_hp = FRInt();
330 player_gems = FRInt();
331 checkpoints_found = FRInt();
332 player_hp = FRInt();
333 player_lives = FRInt();
334 player_lives_part = FRInt();
335 current_boss = FRInt();
336 training = FRInt();
337
338 agate_knife_loc = FRInt();
339
340 for (i = 0; i < 12; i++) {
341 artifacts[i] = FRChar();
342 }
343 }
344
min(int x,int y)345 int min(int x, int y)
346 {
347 if (x<y) return x;
348 return y;
349 }
350
DummyEventPoll()351 void DummyEventPoll()
352 {
353 SDL_Event e;
354 SDL_PollEvent(&e);
355 }
356
357 int DungeonPlay(char *fname);
358
Uint8_Bound(int c)359 Uint8 Uint8_Bound(int c)
360 {
361 if (c<0) return 0;
362 if (c>255) return 255;
363 return c;
364 }
365
dist(int x1,int y1,int x2,int y2)366 int dist(int x1, int y1, int x2, int y2)
367 {
368 int dx, dy;
369 dx = x2 - x1;
370 dy = y2 - y1;
371
372 return sqrt((dx*dx)+(dy*dy));
373 }
374
ClearInput()375 void ClearInput()
376 {
377 key_held[K_SP] = 0;
378 key_held[K_UP] = 0;
379 key_held[K_DN] = 0;
380 key_held[K_LT] = 0;
381 key_held[K_RT] = 0;
382 }
383
main(int argc,char ** argv)384 int main(int argc, char **argv)
385 {
386 {
387 if (chdir(getenv("HOME")) != 0)
388 err(1, "cannot cd to $HOME");
389 if (mkdir(".meritous", 0755) != 0 && errno != EEXIST)
390 err(1, "cannot mkdir $HOME/.meritous");
391 if (chdir(".meritous") != 0)
392 err(1, "cannot cd to $HOME/.meritous");
393 }
394 int on_title = 1;
395 int executable_running = 1;
396 SDL_Surface *title, *title_pr, *asceai;
397 SDL_Surface *wm_icon;
398 Uint8 *src_p, *col_p;
399 Uint8 wm_mask[128];
400 int i;
401 int light = 0;
402 int x, y;
403 int pulse[SCREEN_W * SCREEN_H];
404 int precalc_sine[400];
405 int tick = 10000000;
406 int option = 0;
407 int can_continue = 0;
408 int maxoptions;
409
410 int last_key = 0;
411
412 int fullscreen = 0;
413 int ticker_tick = 0;
414 unsigned int stime = 0;
415
416 FILE *wm_mask_file;
417
418 if (argc > 1) {
419 for (i = 1; i < argc; i++) {
420 if (!strcasecmp(argv[i], "fullscreen")) {
421 fullscreen = 1;
422 }
423 /* if (!strcasecmp(argv[i], "record")) {
424 RECORDING = 1;
425 strcpy(record_filename, argv[i+1]);
426 }
427 if (!strcasecmp(argv[i], "play")) {
428 PLAYBACK = 1;
429 strcpy(record_filename, argv[i+1]);
430 }
431 if (!strcasecmp(argv[i], "framedelay")) {
432 frame_len = atoi(argv[i+1]);
433 }
434 if (!strcasecmp(argv[i], "bmpwrite")) {
435 WriteBitmaps = 1;
436 }
437 if (!strcasecmp(argv[i], "bmpstart")) {
438 WB_StartRange = atoi(argv[i+1]);
439 }
440 if (!strcasecmp(argv[i], "bmpend")) {
441 WB_EndRange = atoi(argv[i+1]);
442 } */
443 }
444 }
445
446 if ((RECORDING) && (PLAYBACK)) {
447 exit(1);
448 }
449 srand(time(NULL));
450 if (RECORDING) {
451 record_file = fopen(record_filename, "wb");
452 stime = time(NULL);
453
454 fputc(stime & 0x000000FF, record_file);
455 fputc((stime & 0x0000FF00) >> 8, record_file);
456 fputc((stime & 0x00FF0000) >> 16, record_file);
457 fputc((stime & 0xFF000000) >> 24, record_file);
458
459 srand(stime);
460 }
461 if (PLAYBACK) {
462 record_file = fopen(record_filename, "rb");
463 stime = fgetc(record_file);
464 stime |= fgetc(record_file) << 8;
465 stime |= fgetc(record_file) << 16;
466 stime |= fgetc(record_file) << 24;
467
468 srand(stime);
469 }
470
471 asceai = IMG_Load("/usr/local/share/meritous/i/asceai.png");
472 wm_icon = IMG_Load("/usr/local/share/meritous/i/icon.png");
473
474 screen = SDL_SetVideoMode(SCREEN_W, SCREEN_H, 8, SDL_SWSURFACE | (SDL_FULLSCREEN * fullscreen));
475
476 wm_mask_file = fopen("/usr/local/share/meritous/d/icon_bitmask.dat", "rb");
477 fread(wm_mask, 1, 128, wm_mask_file);
478 fclose(wm_mask_file);
479 SDL_WM_SetCaption("~ m e r i t o u s ~", "MT");
480 SDL_WM_SetIcon(wm_icon, wm_mask);
481 InitAudio();
482
483 text_init();
484 for (i = 0; i < 400; i++) {
485 precalc_sine[i] = sin((float)i / 400 * M_PI * 2)*24+24;
486 }
487
488
489 for (i = 0; i < screen->w * screen->h; i++) {
490 x = i % SCREEN_W;
491 y = i / SCREEN_W;
492
493 pulse[i] = dist(x, y, SCREEN_W / 2, SCREEN_H / 2);
494 }
495 SetGreyscalePalette();
496
497 // asceai logo
498 SDL_BlitSurface(asceai, NULL, screen, NULL);
499
500 for (i = 0; i < 75; i++) {
501 SetTitlePalette(i * 5 - 375, i * 5 - 120);
502 VideoUpdate();
503 DummyEventPoll();
504 EndCycle(20);
505 }
506 SDL_Delay(500);
507 for (i = 0; i < 50; i++) {
508 SetTitlePalette(i * 5, 255 - (i * 5));
509 VideoUpdate();
510 DummyEventPoll();
511 EndCycle(20);
512 }
513 SDL_Delay(500);
514 for (i = 0; i < 50; i++) {
515 SetTitlePalette(255, (i * 5)+5);
516 VideoUpdate();
517 DummyEventPoll();
518 EndCycle(20);
519 }
520
521 while (executable_running) {
522 ticker_tick = 0;
523 TitleScreenMusic();
524
525 if (IsSaveFile()) {
526 can_continue = 1;
527 } else {
528 can_continue = 0;
529 }
530
531 maxoptions = 2 + can_continue;
532
533 title = IMG_Load("/usr/local/share/meritous/i/title.png");
534 title_pr = IMG_Load("/usr/local/share/meritous/i/title.png");
535
536 while (on_title) {
537 SetTitlePalette2(ticker_tick);
538 col_p = (Uint8 *)title_pr->pixels;
539 src_p = (Uint8 *)title->pixels;
540 if ((tick % 10) == 0) {
541 for (i = 0; i < 640*480; i++) {
542 *(col_p++) = Uint8_Bound(*(src_p++)+precalc_sine[(pulse[i]+tick)%400]);
543 }
544 }
545 SDL_BlitSurface(title_pr, NULL, screen, NULL);
546
547 draw_text(17, 156, MERITOUS_VERSION, 225 + sin((float)ticker_tick / 15)*30);
548 if (can_continue) draw_text((SCREEN_W - 14*8)/2, 310, "Continue", 255);
549 draw_text((SCREEN_W - 14*8)/2, 310 + can_continue*10, "New Game", 255);
550 draw_text((SCREEN_W - 14*8)/2, 320 + can_continue*10, "New Game (Wuss mode)", 255);
551
552 if (ticker_tick >= 30) {
553 draw_text((SCREEN_W - 14*8)/2 - 17, 310 + option * 10, "-", 205 + sin((float)ticker_tick / 5.0)*24);
554 draw_text((SCREEN_W - 14*8)/2 - 20, 310 + option * 10, " >", 205 + sin((float)ticker_tick / 5.0)*24);
555 draw_text((SCREEN_W - 14*8)/2 - 19, 310 + option * 10, " >", 190 + sin((float)ticker_tick / 5.0)*24);
556 draw_text((SCREEN_W - 14*8)/2 - 21, 310 + option * 10, " >", 190 + sin((float)ticker_tick / 5.0)*24);
557 draw_text((SCREEN_W - 14*8)/2 - 18, 310 + option * 10, " >", 165 + sin((float)ticker_tick / 5.0)*24);
558 draw_text((SCREEN_W - 14*8)/2 - 22, 310 + option * 10, " >", 165 + sin((float)ticker_tick / 5.0)*24);
559 }
560
561 VideoUpdate();
562
563 if (ticker_tick++ > 30) {
564 HandleEvents();
565
566 if (key_held[K_UP]) {
567 if (last_key != 1)
568 if (option > 0) option--;
569 last_key = 1;
570 } else {
571 if (key_held[K_DN]) {
572 if (last_key != 2)
573 if (option < maxoptions-1) option++;
574 last_key = 2;
575 } else {
576 last_key = 0;
577 if (key_held[K_SP] || enter_pressed) {
578 on_title = 0;
579 }
580 }
581 }
582
583 if (voluntary_exit) {
584 executable_running = 0;
585 on_title = 0;
586 SDL_Quit();
587 exit(0);
588 }
589 }
590
591 EndCycle(10);
592
593 light = 0;
594 tick -= 2;
595 }
596
597 ClearInput();
598
599 if (executable_running == 1) {
600 SDL_FreeSurface(title);
601 SDL_FreeSurface(title_pr);
602 if ((option == 0) && can_continue) {
603 DungeonPlay("SaveFile.sav");
604 } else {
605 if (option == (0 + can_continue)) {
606 training = 0;
607 DungeonPlay("");
608 } else {
609 training = 1;
610 DungeonPlay("");
611 }
612 }
613 // clean up
614 ClearInput();
615 DestroyDungeon();
616 DestroyThings();
617 on_title = 1;
618 game_load = 0;
619
620 game_running = 1;
621 }
622 }
623
624 // if (argc >= 2) DungeonPlay(argv[1]);
625 // else DungeonPlay("");
626
627 SDL_Quit();
628 return 0;
629 }
630
DrawMeter(int x,int y,int n)631 void DrawMeter(int x, int y, int n)
632 {
633 static SDL_Surface *meter = NULL;
634 SDL_Rect drawfrom, drawto;
635 if (meter == NULL) {
636 meter = IMG_Load("/usr/local/share/meritous/i/meter.png");
637 SDL_SetColorKey(meter, SDL_SRCCOLORKEY | SDL_RLEACCEL, 0);
638 }
639
640 drawfrom.x = 0;
641 drawfrom.y = 6;
642 drawfrom.w = 150;
643 drawfrom.h = 6;
644
645 drawto.x = x;
646 drawto.y = y;
647
648 SDL_BlitSurface(meter, &drawfrom, screen, &drawto);
649
650 drawfrom.w = n*6;
651 drawfrom.y = 0;
652
653 SDL_BlitSurface(meter, &drawfrom, screen, &drawto);
654 }
655
ProgressBarScreen(int part,float progress,char * message,float t_parts)656 void ProgressBarScreen(int part, float progress, char *message, float t_parts)
657 {
658 memset(screen->pixels, 0, 640*480);
659
660 DrawRect(200, 217, 240, 50, 80);
661 DrawRect(202, 219, 236, 46, 20);
662 draw_text(232, 228, message, 255);
663 DrawRect(232, 244, 176, 12, 128);
664 DrawRect(234, 246, 172, 8, 0);
665
666 if ((int)(172.0 * progress / t_parts + (172.0 / t_parts * part)) > 0) {
667 DrawRect(234, 246, (int)(172.0 * progress / t_parts + (172.0 / t_parts * part)), 8, 200);
668 }
669 VideoUpdate();
670 DummyEventPoll();
671 }
672
LoadingScreen(int part,float progress)673 void LoadingScreen(int part, float progress)
674 {
675 float t_parts;
676
677 if (game_load) t_parts = 5.0;
678 else t_parts = 3.0;
679
680 ProgressBarScreen(part, progress, "Loading... please wait", t_parts);
681 ClearInput();
682 }
683
SavingScreen(int part,float progress)684 void SavingScreen(int part, float progress)
685 {
686 ProgressBarScreen(part, progress, "Saving... please wait", 4.0);
687 ClearInput();
688 }
689
Arc(SDL_Surface * s,int x,int y,int r,float dir)690 void Arc(SDL_Surface *s, int x, int y, int r, float dir)
691 {
692 int bright;
693 int i, c;
694 float pdir, cdir, ndir;
695
696 int l_x = x, l_y = y;
697 int cx, cy, c1x, c1y, c2x, c2y;
698
699 bright = rand()%128+63;
700 i = 0;
701 while (i < r) {
702 i += rand()%5+25;
703 pdir = dir + (float)(rand()%16)/16.0*2.0*(M_PI / 15.0);
704 ndir = dir - (float)(rand()%16)/16.0*2.0*(M_PI / 15.0);
705 cdir = dir + (float)(rand()%16)/16.0*2.0*(M_PI / 20.0) - (float)(rand()%16)/16.0*2.0*(M_PI / 20.0);
706
707 bright += rand()%30;
708 bright -= rand()%30;
709
710 if (bright < 0) bright = 0;
711 if (bright > 255) bright = 255;
712
713 c1x = x + cos(pdir) * i;
714 c1y = y + sin(pdir) * i;
715 ThinLine(s, l_x, l_y, c1x, c1y, bright);
716 c2x = x + cos(ndir) * i;
717 c2y = y + sin(ndir) * i;
718 ThinLine(s, l_x, l_y, c2x, c2y, bright);
719
720 for (c = 0; c < 5; c++) {
721 DrawRect(x + cos(dir - (M_PI / 10.0) + (float)(rand()%16)/16.0*2.0*(M_PI / 10.0)) * i, y + sin(dir - (M_PI / 10.0) +
722 (float)(rand()%16)/16.0*2.0*(M_PI / 10.0)) * i, 1, 1, rand()%128+63);
723 }
724
725 i += rand()%5+25;
726 cx = x + cos(cdir) * i;
727 cy = y + sin(cdir) * i;
728 ThinLine(s, c1x, c1y, cx, cy, bright);
729 ThinLine(s, c2x, c2y, cx, cy, bright);
730 l_x = cx;
731 l_y = cy;
732 }
733
734 }
735
DungeonPlay(char * fname)736 int DungeonPlay(char *fname)
737 {
738 int ix, iy;
739 int off_x, off_y;
740 int t = 0;
741 int i, j;
742 int lost_gems;
743 int rg_x, rg_y, rg_v;
744 int max_dist;
745 int last_killed = 0;
746 int n_arcs = 0;
747 int can_move;
748
749 float arcdir;
750
751 char buf[50];
752
753 expired_ms = 0;
754 LoadingScreen(0, 0.0);
755 if (fname[0] != 0) {
756 LoadGame(fname);
757 }
758
759 RandomGenerateMap();
760 InitEnemies();
761 InitBossVars();
762
763 PlayerDefaultStats();
764 if (game_load) {
765 first_game = 0;
766 ReadPlayerData();
767 //Paint(rooms[0].x+1, rooms[0].y+1, rooms[0].w-2, rooms[0].h-2, "/usr/local/share/meritous/d/fbossroom.loc");
768 } else {
769 player_x = map.w * 32 / 2 - PLAYERW/2;
770 player_y = map.h * 32 / 2 - PLAYERH/2;
771 }
772
773 InitAutomap();
774
775 if (game_load) CloseFile();
776
777 max_dist = 0;
778 for (i = 0; i < 3000; i++) {
779 if (rooms[i].s_dist > max_dist) {
780 max_dist = rooms[i].s_dist;
781 }
782 }
783
784 game_running = 1;
785 while (game_running) {
786 //sprintf(buf, "X: %d Y: %d", (player_x + PLAYERW/2)/32*32 + PLAYERW/2, (player_y + PLAYERH/2)/32*32 + PLAYERH/2);
787 //SDL_WM_SetCaption(buf, "MT");
788 if (!game_paused) {
789 if (player_dying > 30) {
790 player_hp--;
791
792 if (player_hp <= 0) {
793 if (!training) player_lives--;
794 lost_gems = player_gems / 3;
795 player_gems -= lost_gems;
796
797 lost_gems = lost_gems * 95 / 100;
798 while (lost_gems > 0) {
799 rg_x = rooms[player_room].x * 32 + 32 + rand()%(rooms[player_room].w*32-64);
800 rg_y = rooms[player_room].y * 32 + 32 + rand()%(rooms[player_room].h*32-64);
801 rg_v = rand() % (lost_gems / 4 + 2);
802 CreateGem(rg_x, rg_y, player_room, rg_v);
803 lost_gems -= rg_v;
804 }
805
806 player_dying = 0;
807 shield_hp = 0;
808
809 if ( (current_boss == 3) && (boss_fight_mode != 0) ) {
810 player_x = enter_room_x;
811 player_y = enter_room_y;
812 prv_player_room = 1;
813 } else {
814 player_x = checkpoint_x;
815 player_y = checkpoint_y;
816 }
817 scroll_home = 1;
818 CircuitBullets(player_x, player_y, 100);
819 player_hp = 3 + (player_shield == 30)*3;
820 } else {
821 player_dying = 0;
822 }
823 }
824 }
825
826 circuit_size = 250 + 50*(circuit_fillrate + circuit_recoverrate);
827
828 if (magic_circuit > 0) {
829 circuit_range = (sqrt(magic_circuit + 1) * 6 + min(magic_circuit / 2, 50))*1.66;
830 if (artifacts[3]) circuit_range += circuit_range / 2.4;
831 } else circuit_range = -1;
832 player_room = GetRoom(player_x/32, player_y/32);
833
834 if (player_room != prv_player_room) {
835 SetTonedPalette((float)rooms[player_room].s_dist / (float)max_dist);
836 prv_player_room = player_room;
837 RecordRoom(player_room);
838
839 enter_room_x = player_x;
840 enter_room_y = player_y;
841
842 if (rooms[player_room].room_type == 2) {
843 // lock the doors
844 LockDoors(player_room);
845 // it's a boss room
846 BossRoom(player_room);
847 }
848 if (((rooms[player_room].checkpoint)||(player_room==0))&&(!artifacts[11])) {
849 checkpoint_x = rooms[player_room].x * 32 + (rooms[player_room].w / 2 * 32) + 8;
850 checkpoint_y = rooms[player_room].y * 32 + (rooms[player_room].h / 2 * 32) + 4;
851 }
852 if (rooms[player_room].visited == 0) {
853 rooms[player_room].visited = 1;
854 explored++;
855
856 if (explored == 3000) {
857 agate_knife_loc = player_room;
858 }
859
860 ActivateRoom(player_room);
861 }
862 }
863
864 if (last_killed != killed_enemies) {
865 SetTonedPalette((float)rooms[player_room].s_dist / (float)max_dist);
866 last_killed = killed_enemies;
867 } else {
868 if ((player_room == 0)&&(artifacts[11] == 1)) {
869 SetTonedPalette(0);
870 }
871 }
872
873 if (!map_enabled) {
874 ScrollTo(player_x + PLAYERW/2 - 320, player_y + PLAYERH/2 - 240);
875 DrawLevel(scroll_x, scroll_y, 1, 1);
876 //DrawLevel(player_x + 8 - 320, player_y + 12 - 240);
877
878 if (player_dying == 0) {
879 DrawShield();
880
881 if (magic_circuit > 0) {
882 if (player_dying == 0) {
883 if (circuit_release == 0) {
884 arcdir = RandomDir();
885 n_arcs = 1 + (circuit_size / 200 + 2) * magic_circuit / circuit_size;
886 for (i = 0; i < n_arcs; i++) {
887 Arc(screen, player_x - scroll_x + PLAYERW/2, player_y - scroll_y + PLAYERH/2, circuit_range, arcdir);
888 arcdir += (float)(rand()%16) / 16.0 * (M_PI*2/(float)n_arcs);
889 }
890 }
891 }
892 }
893
894 DrawPlayer(312, 228, player_dir, player_wlk / wlk_wait);
895 } else {
896 if (t % 2 == 0) DrawPlayer(312, 228, player_dir, player_wlk / wlk_wait);
897
898 if (!game_paused)
899 player_dying++;
900 }
901 t++;
902 if ((boss_fight_mode != 0)&&(boss_fight_mode < 23)&&(!game_paused)) {
903 BossControl();
904 }
905 DrawEntities();
906 if (!game_paused) MoveEntities();
907
908 if (boss_fight_mode == 2) {
909 DrawBossHP(100);
910 }
911
912 if (rooms[player_room].room_type == 5) {
913 DrawPowerObject();
914 }
915 if ( (rooms[player_room].room_type == 6) && (current_boss == 3) ) {
916 DrawPowerObject();
917 }
918 if ((rooms[player_room].room_type == 4) && ((player_room % 1000) == 999)) {
919 DrawPowerObject();
920 }
921 if (player_room == agate_knife_loc) {
922 {
923 static float agate_t = 0.0;
924 static SDL_Surface *agate_knife = NULL;
925 int xpos, ypos;
926 int room_w, room_h;
927 int room_x, room_y;
928
929 room_x = rooms[player_room].x * 32 + 32;
930 room_y = rooms[player_room].y * 32 + 32;
931 room_w = rooms[player_room].w * 32 - 64;
932 room_h = rooms[player_room].h * 32 - 64;
933
934 SDL_Rect draw_to;
935 if (agate_knife == NULL) {
936 agate_knife = IMG_Load("/usr/local/share/meritous/i/agate.png");
937 SDL_SetColorKey(agate_knife, SDL_SRCCOLORKEY | SDL_RLEACCEL, 0);
938 }
939 xpos = (int)((sin(agate_t * 1.33)*0.5+0.5) * (float)room_w) + room_x;
940 ypos = (int)((cos(agate_t * 0.7)*0.5+0.5) * (float)room_h) + room_y;
941
942 if (dist(player_x, player_y, xpos, ypos) < 20) {
943 agate_knife_loc = -1;
944 specialmessage = 50;
945 specialmessagetimer = 150;
946 SND_Pos("/usr/local/share/meritous/a/crystal2.wav", 128, 0);
947
948 player_shield = 30;
949 circuit_fillrate = 30;
950 circuit_recoverrate = 30;
951 player_hp = 6;
952 }
953 draw_to.x = xpos - 16 - scroll_x;
954 draw_to.y = ypos - 16 - scroll_y;
955
956 SDL_BlitSurface(agate_knife, NULL, screen, &draw_to);
957
958 agate_t += 0.05;
959 }
960 }
961
962 if (opening_door_i > 0) {
963 DrawArtifactOverhead(opening_door_n);
964 for (i = 0; i < 5; i++) {
965 j = i * 50 - 250 + (opening_door_i * 5);
966 if (j > 0) {
967 DrawCircle(player_x - scroll_x, player_y - scroll_y, j, 255);
968 }
969 }
970
971 if (!game_paused) {
972 opening_door_i++;
973 if (opening_door_i >= 100) {
974 opening_door_i = 0;
975 Put(opening_door_x, opening_door_y, Get(opening_door_x, opening_door_y) - 38 + 13, GetRoom(opening_door_x, opening_door_y));
976 }
977 }
978 }
979
980 if (circuit_release > 0) {
981 DrawCircle(release_x - player_x + 320, release_y - player_y + 240, circuit_release * release_range / 20, sin((float)circuit_release / 20.0)*127+127);
982 if (!game_paused) {
983 CircuitBullets(release_x, release_y, circuit_release * release_range / 20);
984 //HurtEnemies(release_x, release_y, circuit_release * release_range / 20, release_str);
985 circuit_release+=2;
986
987 if (circuit_release > 24) {
988 circuit_release = 0;
989 HurtEnemies(release_x, release_y, release_range, release_str);
990 if (boss_fight_mode == 2) TryHurtBoss(release_x, release_y, release_range, release_str);
991 }
992 }
993 }
994
995 if (!game_paused) {
996 if (shield_hp < player_shield) {
997 shield_recover += player_shield * 3 / (3 - training - (player_shield == 30));
998 if (artifacts[1]) shield_recover += player_shield * 3 / (3 - training - (player_shield == 30));
999 if (shield_recover >= 50) {
1000 shield_hp++;
1001 shield_recover -= 50 - (player_shield == 30)*25;
1002 }
1003 }
1004 }
1005 }
1006
1007 DrawRect(0, 0, 640, 29, 0);
1008 DrawRect(1, 1, 638, 27, 32);
1009 DrawRect(2, 2, 636, 25, 64);
1010
1011 if (!tele_select) {
1012 sprintf(buf, "Psi Crystals: %d", player_gems);
1013 draw_text(3, 3, buf, 200);
1014 sprintf(buf, "Explored: %.1f%% (%d/%d rooms)", (float)explored/30.0, explored, 3000);
1015 draw_text(3, 11, buf, 200);
1016 sprintf(buf, "Cleared: %.1f%% (%d/%d monsters)", (float)killed_enemies/(float)total_enemies*100.0, killed_enemies, total_enemies);
1017 draw_text(3, 19, buf, 200);
1018
1019 draw_text(316, 3, "Reflect shield", (player_gems >= UpgradePrice(0))&&(player_shield!=30) ? (231 + (t%13)*2) : 200);
1020 DrawMeter(434, 3, player_shield);
1021
1022 draw_text(316, 11, "Circuit charge", (player_gems >= UpgradePrice(1))&&(circuit_fillrate!=30) ? (231 + (t%13)*2) : 200);
1023 DrawMeter(434, 11, circuit_fillrate);
1024
1025 draw_text(316, 19, "Circuit refill", (player_gems >= UpgradePrice(2))&&(circuit_recoverrate!=30) ? (231 + (t%13)*2) : 200);
1026 DrawMeter(434, 19, circuit_recoverrate);
1027
1028 } else {
1029 draw_text(80, 11-6, "Use the movement keys to locate a checkpoint. Press ENTER to", 240);
1030 draw_text(52, 11+6, "teleport to this checkpoint. Press ESCAPE or TAB once you are done.", 240);
1031 }
1032
1033 if (!training) {
1034 buf[0] = 30;
1035
1036 if (player_lives <= 99) {
1037 if (player_lives < 10) {
1038 sprintf(buf+1, " %d", player_lives);
1039 } else {
1040 sprintf(buf+1, "%d", player_lives);
1041 }
1042 } else {
1043 sprintf(buf+1, "**");
1044 }
1045
1046 draw_text(615, 4, buf, 200);
1047
1048 DrawRect(615, 13, 24, 4, 240);
1049 DrawRect(616, 14, 22, 2, 0);
1050 i = (player_lives_part * 22 / 88);
1051 if (i > 0) {
1052 DrawRect(616, 14, i, 2, 160 + (t % 40));
1053 }
1054 }
1055
1056 if (player_shield != 30) {
1057 for (i = 0; i < player_hp; i++) {
1058 buf[i] = 3;
1059 }
1060 buf[player_hp]=0;
1061 } else {
1062 for (i = 0; i < (player_hp / 2); i++) {
1063 buf[i] = 3;
1064 }
1065 if ((player_hp % 2) == 1) {
1066 buf[(player_hp + 1) / 2 - 1] = 2;
1067 }
1068 buf[(player_hp+1)/2]=0;
1069 }
1070
1071 draw_text(615, 18 - (5*training), buf, 200);
1072
1073 DrawRect(0, 466, 640, 14, 0);
1074 DrawRect(1, 467, 638, 12, 32);
1075 DrawRect(2, 468, 636, 10, 64);
1076
1077 DrawCircuit();
1078 DrawArtifacts();
1079
1080 SpecialTile((player_x+PLAYERW/2)/32, (player_y+PLAYERH/2)/32);
1081
1082 if (map_enabled) DisplayAutomap();
1083
1084 if ((boss_fight_mode != 0)&&(boss_fight_mode == 23)&&(!game_paused)) {
1085 BossControl();
1086 }
1087 if ( (boss_dlg != 0) && (!game_paused)) {
1088 BossDialog();
1089 }
1090
1091 if (game_paused && (!map_enabled) && (!voluntary_exit)) {
1092 for (i = 0; i < 10; i++) {
1093 DrawRect((640 - 6 * 8) / 2 - i, (480 - 8) / 2 - i, 6*8 + 2*i, 8 + 2*i, 64 - i*5);
1094 }
1095 draw_text((640 - 6 * 8) / 2, (480 - 8) / 2, "Paused", 255);
1096
1097 {
1098 int t_days;
1099 int t_hours;
1100 int t_minutes;
1101 int t_seconds;
1102
1103 t_seconds = (expired_ms / 1000) % 60;
1104 t_minutes = ((expired_ms / 1000) / 60) % 60;
1105 t_hours = (((expired_ms / 1000) / 60) / 60) % 24;
1106 t_days = (((expired_ms / 1000) / 60) / 60) / 24;
1107
1108 if (t_days > 0) {
1109 sprintf(buf, "%dd %dh %dm %ds", t_days, t_hours, t_minutes, t_seconds);
1110 } else {
1111 if (t_hours > 0) {
1112 sprintf(buf, "%dh %dm %ds", t_hours, t_minutes, t_seconds);
1113 } else {
1114 sprintf(buf, "%dm %ds", t_minutes, t_seconds);
1115 }
1116 }
1117 draw_text(636 - strlen(buf)*8, 470, buf, 255);
1118 }
1119 }
1120
1121 if (voluntary_exit) {
1122 DrawRect(152, 200, 336, 80, 128);
1123 DrawRect(160, 208, 320, 64, 64);
1124 draw_text((640 - 30 * 8) / 2, (480 - 8) / 2 - 4, "Are you sure you want to quit?", 255);
1125 draw_text((640 - 23 * 8) / 2, (480 - 8) / 2 + 4, "Press enter to confirm.", 255);
1126 }
1127
1128 VideoUpdate();
1129
1130 MusicUpdate();
1131
1132 EndCycle(0);
1133
1134 can_move = 1;
1135
1136 if ((player_dying != 0) && (player_hp <= 1)) can_move = 0;
1137 if (rooms[player_room].room_type == 5)
1138 if (CanGetArtifact())
1139 if (Get((player_x+PLAYERW/2)/32, (player_y+PLAYERH/2)/32)==42)
1140 if (rooms[player_room].enemies == 0)
1141 can_move = 0;
1142
1143 if (rooms[player_room].room_type == 6)
1144 if (CanGetArtifact())
1145 if (PlayerDist(rooms[player_room].w * 16 + rooms[player_room].x * 32,
1146 rooms[player_room].h * 16 + rooms[player_room].y * 32) < 32)
1147 if (rooms[player_room].enemies == 0)
1148 if (current_boss == 3)
1149 can_move = 0;
1150
1151 if (scroll_home != 0) can_move = 0;
1152 if (boss_fight_mode == 1) can_move = 0;
1153 if (boss_fight_mode >= 3) can_move = 0;
1154 if (opening_door_i != 0) can_move = 0;
1155 if (game_paused) can_move = 0;
1156
1157 HandleEvents();
1158 if (map_enabled) {
1159 game_paused = 1;
1160 }
1161
1162 if (can_move) {
1163
1164 ix = player_x;
1165 iy = player_y;
1166 off_x = 0;
1167 off_y = 0;
1168 if (key_held[K_UP] && !key_held[K_DN]) {
1169 iy -= player_walk_speed * (artifacts[4]?1.4:1);
1170 player_dir = 0;
1171 }
1172 if (key_held[K_DN] && !key_held[K_UP]) {
1173 iy += player_walk_speed * (artifacts[4]?1.4:1);;
1174 player_dir = 1;
1175 off_y = 24;
1176 }
1177 if (key_held[K_LT] && !key_held[K_RT]) {
1178 ix -= player_walk_speed * (artifacts[4]?1.4:1);;
1179 if (!(key_held[K_UP] || key_held[K_DN])) {
1180 player_dir = 3;
1181 }
1182 }
1183 if (key_held[K_RT] && !key_held[K_LT]) {
1184 off_x = 16;
1185 ix += player_walk_speed * (artifacts[4]?1.4:1);;
1186 if (!(key_held[K_UP] || key_held[K_DN])) {
1187 player_dir = 2;
1188
1189 }
1190 }
1191 if ((key_held[K_SP])&&(magic_circuit >= 0)) {
1192 magic_circuit += (circuit_fillrate * (3+training+(circuit_fillrate==30))/3);
1193 } else {
1194 if (magic_circuit < 0) {
1195 magic_circuit += (circuit_recoverrate * (3+training+(circuit_recoverrate==30))/3);
1196 if (magic_circuit > 0) magic_circuit = 0;
1197 } else {
1198 if (magic_circuit > 0) {
1199 ReleaseCircuit();
1200 }
1201 }
1202 }
1203
1204 if (magic_circuit > circuit_size) magic_circuit = circuit_size;
1205
1206 if ((ix!=player_x)||(iy!=player_y)) {
1207 // Are we changing to a new square?
1208 if (((player_x / 32)!=((ix+off_x) / 32)) || ((player_y / 32)!=((iy+off_y) / 32))) {
1209 //printf("%d\n", tile);
1210 if (TouchTile(ix, iy)) {
1211 player_wlk = (player_wlk + 1 + artifacts[4]*3) % (4*wlk_wait);
1212 } else {
1213 if (TouchTile(player_x, iy)) {
1214 player_wlk = (player_wlk + 1 + artifacts[4]*3) % (4*wlk_wait);
1215 } else {
1216 if (TouchTile(ix, player_y)) {
1217 player_wlk = (player_wlk + 1 + artifacts[4]*3) % (4*wlk_wait);
1218 if (off_x > 0) player_dir = 2;
1219 else player_dir = 3;
1220 }
1221 }
1222
1223 }
1224 } else {
1225 player_x = ix;
1226 player_y = iy;
1227
1228 player_wlk = (player_wlk + 1 + artifacts[4]*3) % (4*wlk_wait);
1229 }
1230 }
1231 }
1232
1233 if ((t % (33 * 10))==(33 * 10 - 1)) {
1234 ActivateRand();
1235 }
1236
1237 if (voluntary_exit && enter_pressed) {
1238 voluntary_exit = 0;
1239 game_running = 0;
1240 game_paused = 0;
1241 }
1242
1243 if ((player_lives == 0) && (!training)) {
1244 break;
1245 }
1246 if (show_ending) {
1247 break;
1248 }
1249 }
1250
1251 if (show_ending) {
1252 show_ending = 0;
1253 ShowEnding();
1254 }
1255
1256 if ((player_lives == 0) && (!training)) {
1257 SDL_FillRect(screen, NULL, 0);
1258 draw_text(252, 236, "G A M E O V E R", 255);
1259 VideoUpdate();
1260 SDL_Delay(2000);
1261 }
1262
1263 return 0;
1264 }
1265
UpRoom()1266 void UpRoom()
1267 {
1268 int i, nd;
1269
1270 nd = rooms[player_room].s_dist + 1;
1271
1272 for (i = 0; i < 3000; i++) {
1273 if (rooms[i].s_dist == nd) {
1274 player_x = rooms[i].x * 32 + 64;
1275 player_y = rooms[i].y * 32 + 64;
1276 }
1277 }
1278 }
1279
CancelVoluntaryExit()1280 void CancelVoluntaryExit()
1281 {
1282 if (voluntary_exit) {
1283 voluntary_exit = 0;
1284 game_paused = 0;
1285 }
1286 }
1287
HandleEvents()1288 void HandleEvents()
1289 {
1290 unsigned short db;
1291 static SDL_Event event;
1292 int pressed_tab = 0;
1293
1294 if (PLAYBACK) {
1295 db = fgetc(record_file);
1296 db |= fgetc(record_file) << 8;
1297
1298 key_held[K_UP] = (db & 0x0001)>0;
1299 key_held[K_DN] = (db & 0x0002)>0;
1300 key_held[K_LT] = (db & 0x0004)>0;
1301 key_held[K_RT] = (db & 0x0008)>0;
1302 key_held[K_SP] = (db & 0x0010)>0;
1303 enter_pressed = (db & 0x0020)>0;
1304 map_enabled = (db & 0x0040)>0;
1305 game_running = (db & 0x0080)>0;
1306 game_paused = (db & 0x0100)>0;
1307 voluntary_exit = (db & 0x0200)>0;
1308 pressed_tab = (db & 0x0400)>0;
1309 tele_select = (db & 0x0800)>0;
1310
1311 return;
1312 }
1313
1314 if (pressed_tab) {
1315 c_scroll_x = player_x;
1316 c_scroll_y = player_y;
1317 }
1318
1319 enter_pressed = 0;
1320 while (SDL_PollEvent(&event)) {
1321 if (event.type == SDL_KEYDOWN) {
1322 switch (event.key.keysym.sym) {
1323 case SDLK_w:
1324 case SDLK_UP:
1325 key_held[K_UP] = 1;
1326 CancelVoluntaryExit();
1327 break;
1328 case SDLK_s:
1329 case SDLK_DOWN:
1330 key_held[K_DN] = 1;
1331 CancelVoluntaryExit();
1332 break;
1333 case SDLK_a:
1334 case SDLK_LEFT:
1335 key_held[K_LT] = 1;
1336 CancelVoluntaryExit();
1337 break;
1338 case SDLK_d:
1339 case SDLK_RIGHT:
1340 key_held[K_RT] = 1;
1341 CancelVoluntaryExit();
1342 break;
1343 case SDLK_SPACE:
1344 key_held[K_SP] = 1;
1345 CancelVoluntaryExit();
1346 break;
1347 case SDLK_RETURN:
1348 enter_pressed = 1;
1349 break;
1350 case SDLK_ESCAPE:
1351 if (map_enabled) {
1352 map_enabled = 0;
1353 game_paused = 0;
1354 tele_select = 0;
1355 } else {
1356 voluntary_exit ^= 1;
1357 game_paused = voluntary_exit;
1358 }
1359 break;
1360 case SDLK_TAB:
1361 if (tele_select) {
1362 map_enabled = 0;
1363 game_paused = 0;
1364 tele_select = 0;
1365 } else {
1366 pressed_tab = 1;
1367 map_enabled ^= 1;
1368 game_paused = map_enabled;
1369 c_scroll_x = player_x;
1370 c_scroll_y = player_y;
1371 }
1372 CancelVoluntaryExit();
1373 break;
1374 case SDLK_h:
1375 CancelVoluntaryExit();
1376 ShowHelp();
1377 break;
1378 case SDLK_p:
1379 game_paused ^= 1;
1380 CancelVoluntaryExit();
1381 break;
1382
1383
1384 /*
1385 case SDLK_j:
1386 {
1387 player_shield = 20;
1388 circuit_recoverrate = 20;
1389 circuit_fillrate = 20;
1390 }
1391 break;
1392 case SDLK_k:
1393 {
1394 int i, n, j;
1395 for (j = 0; j < 1; j++) {
1396 for (i = 0; i < 50000; i++) {
1397 n = rand()%3000;
1398 if (rooms[n].visited == 0) {
1399 player_x = rooms[n].x * 32 + rooms[n].w * 16;
1400 player_y = rooms[n].y * 32 + rooms[n].h * 16;
1401 rooms[n].visited = 1;
1402 explored++;
1403 break;
1404 }
1405 }
1406 }
1407 }
1408 break;
1409
1410 case SDLK_m:
1411 {
1412 int i;
1413 for (i = 0; i < 8; i++) {
1414 artifacts[i] = 1;
1415 }
1416 for (i = 8; i < 11; i++) {
1417 artifacts[i] = 0;
1418 }
1419 artifacts[11] = 0;
1420 }
1421 break;
1422
1423 case SDLK_n:
1424 {
1425 current_boss = 3;
1426 expired_ms = 1000000;
1427 }
1428 break;
1429 */
1430 default:
1431 break;
1432 }
1433 }
1434 if (event.type == SDL_KEYUP) {
1435 switch (event.key.keysym.sym) {
1436 case SDLK_w:
1437 case SDLK_UP:
1438 key_held[K_UP] = 0;
1439 break;
1440 case SDLK_s:
1441 case SDLK_DOWN:
1442 key_held[K_DN] = 0;
1443 break;
1444 case SDLK_a:
1445 case SDLK_LEFT:
1446 key_held[K_LT] = 0;
1447 break;
1448 case SDLK_d:
1449 case SDLK_RIGHT:
1450 key_held[K_RT] = 0;
1451 break;
1452 case SDLK_SPACE:
1453 key_held[K_SP] = 0;
1454 break;
1455 default:
1456 break;
1457 }
1458 }
1459 if (event.type == SDL_QUIT) {
1460 voluntary_exit = 1;
1461 }
1462 }
1463
1464 if (RECORDING) {
1465 db = 0;
1466
1467 db |= 0x0001 * key_held[K_UP];
1468 db |= 0x0002 * key_held[K_DN];
1469 db |= 0x0004 * key_held[K_LT];
1470 db |= 0x0008 * key_held[K_RT];
1471 db |= 0x0010 * key_held[K_SP];
1472 db |= 0x0020 * enter_pressed;
1473 db |= 0x0040 * map_enabled;
1474 db |= 0x0080 * game_running;
1475 db |= 0x0100 * game_paused;
1476 db |= 0x0200 * voluntary_exit;
1477 db |= 0x0400 * pressed_tab;
1478 db |= 0x0800 * tele_select;
1479
1480 fputc(db & 0x00FF, record_file);
1481 fputc((db & 0xFF00)>>8, record_file);
1482 return;
1483 }
1484
1485 }
1486
DrawLevel(int off_x,int off_y,int hide_not_visited,int fog_of_war)1487 void DrawLevel(int off_x, int off_y, int hide_not_visited, int fog_of_war)
1488 {
1489 static SDL_Surface *tiles = NULL;
1490 static SDL_Surface *fog = NULL;
1491 Uint8 *pp;
1492 SDL_Rect tilerec, screenrec;
1493 int x, y, i;
1494 int resolve_x, resolve_y;
1495
1496 DrawRect(0, 0, 640, 480, 255);
1497
1498 if (tiles == NULL) {
1499 tiles = IMG_Load("/usr/local/share/meritous/i/tileset.png");
1500 fog = IMG_Load("/usr/local/share/meritous/i/tileset.png");
1501
1502 pp = fog->pixels;
1503
1504 for (i = 0; i < fog->w*fog->h; i++) {
1505 *pp = *pp / 2 + 128;
1506 pp++;
1507 }
1508 }
1509 for (y = 0; y < 16; y++) {
1510 for (x = 0; x < 21; x++) {
1511 resolve_x = x + (off_x/32);
1512 resolve_y = y + (off_y/32);
1513
1514 if ((GetVisited(resolve_x, resolve_y) == 0)&&(player_room != GetRoom(resolve_x, resolve_y))&&(hide_not_visited)) {
1515 tilerec.x = 17 * 32;
1516 } else {
1517 tilerec.x = Get(resolve_x, resolve_y) * 32;
1518 }
1519 tilerec.y = 0;
1520 tilerec.w = 32;
1521 tilerec.h = 32;
1522
1523 screenrec.x = x*32 - ( (off_x) %32);
1524 screenrec.y = y*32 - ( (off_y) %32);
1525
1526 if ((player_room != GetRoom(resolve_x, resolve_y))&&(fog_of_war)) {
1527 SDL_BlitSurface(fog, &tilerec, screen, &screenrec);
1528 } else {
1529 SDL_BlitSurface(tiles, &tilerec, screen, &screenrec);
1530 }
1531 }
1532 }
1533 }
1534
DrawPlayer(int x,int y,int pl_dir,int pl_frm)1535 void DrawPlayer(int x, int y, int pl_dir, int pl_frm)
1536 {
1537 static SDL_Surface *playersprite = NULL;
1538 SDL_Rect playerrec, screenrec;
1539
1540 if (playersprite == NULL) {
1541 playersprite = IMG_Load("/usr/local/share/meritous/i/player.png");
1542 SDL_SetColorKey(playersprite, SDL_SRCCOLORKEY | SDL_RLEACCEL, 0);
1543 }
1544
1545 playerrec.x = pl_frm * 16;
1546 playerrec.y = pl_dir * 24;
1547 playerrec.w = 16;
1548 playerrec.h = 24;
1549
1550 screenrec.x = x;
1551 screenrec.y = y;
1552
1553 SDL_BlitSurface(playersprite, &playerrec, screen, &screenrec);
1554 }
1555
SetGreyscalePalette()1556 void SetGreyscalePalette()
1557 {
1558 SDL_Color grey[256];
1559 SDL_Color pal[256];
1560 int i;
1561
1562 float ip;
1563
1564 for (i = 0; i < 256; i++) {
1565 grey[i].r = grey[i].g = grey[i].b = i;
1566 }
1567
1568 for (i = 0; i < 256; i++) {
1569 ip = (float)i / 255.0;
1570 pal[i].r = (cos(ip * M_PI / 2.0 + M_PI) + 1.0) * 255;
1571 pal[i].g = (sin(ip * M_PI / 2.0) * 255 + i) / 2;
1572 pal[i].b = sin(ip * M_PI / 2.0) * 255;
1573 }
1574
1575 SDL_SetPalette(screen, SDL_LOGPAL, grey, 0, 256);
1576 SDL_SetPalette(screen, SDL_PHYSPAL, pal, 0, 256);
1577 }
1578
SetTonedPalette(float dct)1579 void SetTonedPalette(float dct)
1580 {
1581 SDL_Color pal[256];
1582 float pct = 1.0 - dct;
1583 float rp_dct, rp_pct;
1584 float ip;
1585 int ec;
1586 int i;
1587 static int tk = 0;
1588
1589 ec = rooms[player_room].enemies;
1590
1591 if (ec < 50) {
1592 rp_dct = (float)ec / 50.0;
1593 } else {
1594 rp_dct = 1.0;
1595 }
1596 rp_pct = 1.0 - rp_dct;
1597
1598 if ( (player_room == 0) && (current_boss == 3) && (boss_fight_mode >= 3) ) {
1599 if (boss_fight_mode == 23) {
1600 for (i = 0; i < 256; i++) {
1601 pal[i].r = i;
1602 pal[i].g = i;
1603 pal[i].b = i;
1604 }
1605 } else {
1606 tk++;
1607 pct = sin((float)tk / 20.0 * M_PI) * (0.5 - (float)(boss_fight_mode-3)*0.025) + (0.5 - (float)(boss_fight_mode-3)*0.025);
1608
1609 if (magic_circuit < 0.1) pct = 1.0;
1610
1611 for (i = 0; i < 256; i++) {
1612 ip = (float)i / 255.0;
1613 pal[i].r = 255 - (255 - (cos(ip * M_PI / 2.0 + M_PI) + 1.0) * 255)*pct;
1614 pal[i].g = 255 - (255 - i)*pct;
1615 pal[i].b = 255 - (255 - sin(ip * M_PI / 2.0) * 255) * pct;
1616 }
1617
1618
1619 pal[1].r = 0;
1620 pal[1].g = 0;
1621 pal[1].b = 0;
1622 }
1623 } else {
1624 if (artifacts[11]) {
1625 if (player_room == 0) {
1626 tk++;
1627 pct = sin((float)tk / 33.0 * M_PI) * 0.5 + 0.5;
1628 for (i = 0; i < 256; i++) {
1629 pal[i].r = i;
1630 pal[i].g = (i / 3)*pct;
1631 pal[i].b = (i * 2 / 3)*pct;
1632 }
1633 } else {
1634 for (i = 0; i < 256; i++) {
1635 ip = (float)i / 255.0;
1636 pal[i].r = i;
1637 pal[i].g = i * dct;
1638 pal[i].b = (cos(ip * M_PI / 2.0 + M_PI) + 1.0) * 255 * dct;
1639 }
1640 }
1641
1642 if ( (current_boss == 3) && (player_shield == 30) && (player_room == 0)) {
1643 if (boss_lives <= 1) {
1644 tk++;
1645 for (i = 0; i < 256; i++) {
1646 pct = sin((float) (tk + i) / 24.0 * M_PI) * 0.5 + 0.5;
1647
1648 pal[i].r = (i * 0.5 + 128)*pct;
1649 pal[i].g = i * 0.5 + 128;
1650 pal[i].b = (i * 0.5 + 128)*pct;
1651 }
1652 }
1653 }
1654 } else {
1655 for (i = 0; i < 256; i++) {
1656 ip = (float)i / 255.0;
1657 pal[i].r = (((cos(ip * M_PI / 2.0 + M_PI) + 1.0) * 255)*pct + i*dct)*rp_pct + (sin(ip * M_PI / 2.0) * 207 + 48)*rp_dct;
1658 pal[i].g = (i)*rp_pct + ((cos(ip * M_PI / 2.0 + M_PI) + 1.0) * 255)*rp_dct;
1659 pal[i].b = ((sin(ip * M_PI / 2.0) * 255 * pct)+((cos(ip * M_PI / 2.0 + M_PI) + 1.0) * 255 * dct))*rp_pct + ((cos(ip * M_PI / 2.0 + M_PI) + 1.0) * 255)*rp_dct;
1660 }
1661 }
1662 }
1663
1664 SDL_SetPalette(screen, SDL_PHYSPAL, pal, 0, 256);
1665 }
1666
SetTitlePalette(int curve_start,int curve_end)1667 void SetTitlePalette(int curve_start, int curve_end)
1668 {
1669 SDL_Color pal[256];
1670 int ec;
1671 int i;
1672
1673 for (i = 0; i < 256; i++) {
1674 ec = (i - curve_start) * 255 / (curve_end-curve_start);
1675 if (ec < 0) ec = 0;
1676 if (ec > 255) ec = 255;
1677
1678 pal[i].r = ec;
1679 pal[i].g = ec;
1680 pal[i].b = ec;
1681 }
1682
1683 SDL_SetPalette(screen, SDL_PHYSPAL, pal, 0, 256);
1684 }
1685
SetTitlePalette2(int t)1686 void SetTitlePalette2(int t)
1687 {
1688 SDL_Color pal[256];
1689 int i;
1690
1691 float ip;
1692 float bright;
1693 float b_coeff;
1694
1695 bright = 1 - ((float)t / 30.0);
1696 if (bright < 0.0) bright = 0.0;
1697 b_coeff = 1 - bright;
1698
1699 for (i = 0; i < 256; i++) {
1700 ip = (float)i / 255.0;
1701 pal[i].r = (cos(ip * M_PI / 2.0 + M_PI) + 1.0) * 255 * b_coeff + 255*bright;
1702 pal[i].g = (sin(ip * M_PI / 2.0) * 255 + i) / 2 * b_coeff + 255*bright;
1703 pal[i].b = sin(ip * M_PI / 2.0) * 255 * b_coeff + 255*bright;
1704 }
1705
1706 SDL_SetPalette(screen, SDL_PHYSPAL, pal, 0, 256);
1707 }
1708
IsSolid(unsigned char tile)1709 int IsSolid(unsigned char tile)
1710 {
1711 return TileData[tile].Is_Solid;
1712 }
1713
ActivateBossDoor(int x,int y)1714 void ActivateBossDoor(int x, int y)
1715 {
1716 static int bd_timer = 0;
1717 int bx = x, by = y;
1718
1719 // find boss room
1720 if (rooms[GetRoom(x+1, y)].room_type == 2) {
1721 bx += 1;
1722 } else
1723 if (rooms[GetRoom(x-1, y)].room_type == 2) {
1724 bx -= 1;
1725 } else
1726 if (rooms[GetRoom(x, y+1)].room_type == 2) {
1727 by += 1;
1728 } else
1729 if (rooms[GetRoom(x, y-1)].room_type == 2) {
1730 by -= 1;
1731 } else
1732 return;
1733
1734 if (artifacts[8 + rooms[GetRoom(bx, by)].room_param]) {
1735 opening_door_x = x;
1736 opening_door_y = y;
1737 opening_door_i = 1;
1738 opening_door_n = rooms[GetRoom(bx, by)].room_param;
1739 if ((SDL_GetTicks() - bd_timer) > 100) {
1740 SND_Pos("/usr/local/share/meritous/a/crystal2.wav", 100, 0);
1741 bd_timer = SDL_GetTicks();
1742 }
1743 }
1744 }
1745
TouchTile(int ix,int iy)1746 int TouchTile(int ix, int iy)
1747 {
1748 int i;
1749 int off_x, off_y;
1750 int ret = 1;
1751 unsigned char tile;
1752
1753 for (i = 0; i < 4; i++) {
1754 off_x = 15*(i%2);
1755 off_y = 23*(i/2);
1756
1757 tile = Get((ix+off_x)/32, (iy+off_y)/32);
1758 switch (tile) {
1759 case 38:
1760 case 39:
1761 case 40:
1762 case 41:
1763 ActivateBossDoor((ix+off_x)/32, (iy+off_y)/32);
1764 ret = 0;
1765 break;
1766 case 13:
1767 player_x = (ix + off_x) / 32 * 32 + 8;
1768 player_y = (iy/32 + 2)*32 + 32;
1769 return 1;
1770 break;
1771 case 14:
1772 player_x = (ix + off_x) / 32 * 32 + 8;
1773 player_y = (iy/32 - 2)*32 + 8;
1774 return 1;
1775 break;
1776 case 15:
1777 player_x = (ix/32 + 2)*32 + 32;
1778 player_y = (iy + off_y) / 32 * 32 + 4;
1779 return 1;
1780 break;
1781 case 16:
1782 player_x = (ix/32 - 2)*32 + 16;
1783 player_y = (iy + off_y) / 32 * 32 + 4;
1784 return 1;
1785 break;
1786 default:
1787 if (TileData[tile].Is_Solid) ret = 0;
1788 //ret = 0;
1789 break;
1790 }
1791 }
1792 if (ret == 1) {
1793 player_x = ix;
1794 player_y = iy;
1795 }
1796 return ret;
1797 }
1798
text_init()1799 void text_init()
1800 {
1801 FILE *font_data_file;
1802 int chr, x, y;
1803 font_data_file = fopen("/usr/local/share/meritous/d/font.dat", "rb");
1804
1805 for (chr = 0; chr < 128; chr++) {
1806 for (y = 0; y < 8; y++) {
1807 for (x = 0; x < 8; x++) {
1808 font_data[chr][x][y] = fgetc(font_data_file);
1809 }
1810 }
1811 }
1812
1813 fclose(font_data_file);
1814 }
1815
draw_char(int cur_x,int cur_y,int c,Uint8 tcol)1816 void draw_char(int cur_x, int cur_y, int c, Uint8 tcol)
1817 {
1818 int px, py;
1819 Uint8 *pix;
1820
1821 for (py = 0; py < 8; py++) {
1822 pix = (Uint8 *)screen->pixels;
1823 pix += (py+cur_y)*screen->w;
1824 pix += cur_x;
1825
1826 if ((cur_x >= 0)&&(py+cur_y >= 0)&&(cur_x < screen->w-8)&&(py+cur_y < screen->h)) {
1827 for (px = 0; px < 8; px++) {
1828 if (font_data[c][px][py] == 255) {
1829 *pix = tcol;
1830 }
1831 if ((font_data[c][px][py] < 255)&&(font_data[c][px][py] > 0)) {
1832 *pix = ((int)tcol * font_data[c][px][py] / 256) + ((int)*pix * (256-font_data[c][px][py]) / 256);
1833 }
1834 pix++;
1835 }
1836 }
1837 }
1838 }
1839
draw_text(int x,int y,char * str,Uint8 tcol)1840 void draw_text(int x, int y, char *str, Uint8 tcol)
1841 {
1842 int c, cur_x, cur_y;
1843
1844 cur_x = x;
1845 cur_y = y;
1846
1847 while (*str != 0) {
1848 c = *(str++);
1849 if (c == '\n') {
1850 cur_x = x;
1851 cur_y+=10;
1852 } else {
1853 draw_char(cur_x, cur_y, c, tcol);
1854 cur_x+=8;
1855 }
1856 }
1857 }
1858
draw_text_ex(int x,int y,char * str,Uint8 tcol,SDL_Surface * srf)1859 void draw_text_ex(int x, int y, char *str, Uint8 tcol, SDL_Surface *srf)
1860 {
1861 Uint8 *pix;
1862 int c, cur_x, cur_y, px, py;
1863
1864 cur_x = x;
1865 cur_y = y;
1866
1867 while (*str != 0) {
1868 c = *(str++);
1869 if (c == '\n') {
1870 cur_x = x;
1871 cur_y+=8;
1872 } else {
1873 for (py = 0; py < 8; py++) {
1874 pix = (Uint8 *)srf->pixels;
1875 pix += (py+cur_y)*srf->w;
1876 pix += cur_x;
1877 for (px = 0; px < 8; px++) {
1878 if (font_data[c][px][py]) {
1879 *pix = tcol;
1880 }
1881 pix++;
1882 }
1883 }
1884 cur_x+=8;
1885 }
1886 }
1887 }
1888
LockDoors(int r)1889 void LockDoors(int r)
1890 {
1891 //printf("Locking room %d...", r);
1892 int x, y;
1893 int rx, ry;
1894 int rt;
1895 int rcount = 0;
1896
1897 for (y = 0; y < rooms[r].h; y++) {
1898 for (x = 0; x < rooms[r].w; x++) {
1899 rx = x + rooms[r].x;
1900 ry = y + rooms[r].y;
1901 rt = Get(rx, ry);
1902
1903 if ((rt >= 13) && (rt <= 16)) {
1904 rcount++;
1905 Put(rx, ry, rt - 13 + 21, r);
1906 }
1907 }
1908 }
1909 //printf("locked %d doors\n", rcount);
1910 }
1911
ActivateRoom(int room)1912 void ActivateRoom(int room)
1913 {
1914 //printf("Activating room %d (type %d)\n", room, rooms[room].room_type);
1915 if (rooms[room].checkpoint) {
1916 checkpoints_found++;
1917 }
1918 if (rooms[room].room_type == 3) {
1919 // lock the doors!
1920 LockDoors(room);
1921 }
1922 ActivateEnemies(room);
1923 }
1924
DrawRect(int x,int y,int w,int h,unsigned char c)1925 void DrawRect(int x, int y, int w, int h, unsigned char c)
1926 {
1927 SDL_Rect r;
1928
1929 r.x = x;
1930 r.y = y;
1931 r.w = w;
1932 r.h = h;
1933
1934 SDL_FillRect(screen, &r, c);
1935 }
1936
DrawCircuit()1937 void DrawCircuit()
1938 {
1939 int vd = 520;
1940 char buf[20];
1941
1942 if (magic_circuit != 0) {
1943 DrawRect(110, 469, 8+abs(magic_circuit) * vd / circuit_size, 9, (magic_circuit > 0) ? 159 : 72);
1944 DrawRect(111, 470, 6+abs(magic_circuit) * vd / circuit_size, 7, (magic_circuit > 0) ? 183 : 80);
1945 DrawRect(112, 471, 4+abs(magic_circuit) * vd / circuit_size, 5, (magic_circuit > 0) ? 207 : 96);
1946 DrawRect(113, 472, 2+abs(magic_circuit) * vd / circuit_size, 3, (magic_circuit > 0) ? 231 : 112);
1947 DrawRect(114, 473, abs(magic_circuit) * vd / circuit_size, 1, (magic_circuit > 0) ? 255 : 128);
1948 }
1949 sprintf(buf, "%.1f", fabs((float)magic_circuit / 100.0));
1950 draw_text(115, 470, buf, 0);
1951 draw_text(3, 469, "Psi Circuit", 200);
1952 }
1953
ReleaseCircuit()1954 void ReleaseCircuit()
1955 {
1956 circuit_release = 1;
1957 release_range = circuit_range;
1958 release_x = player_x;
1959 release_y = player_y;
1960 release_str = magic_circuit;
1961 if (circuit_fillrate==30) {
1962 release_str *= 1.25;
1963 }
1964
1965 SND_CircuitRelease(release_str);
1966 magic_circuit *= -1;
1967 }
1968
DrawCircle(int x,int y,int r,unsigned char c)1969 void DrawCircle(int x, int y, int r, unsigned char c)
1970 {
1971 int circ_y;
1972
1973 int len_x, outer_len_x, inner_len_x;
1974
1975 int inner_r = r - 10;
1976 if (inner_r < 1) inner_r = 1;
1977
1978 if (r < 1) return;
1979 // a^2 + b^2 = c^2
1980 for (circ_y = 0; circ_y < r; circ_y++) {
1981 if (circ_y < (r-10)) {
1982 outer_len_x = sqrt(r*r - circ_y*circ_y);
1983 inner_len_x = sqrt((r-10)*(r-10) - circ_y*circ_y);
1984 DrawRect(x - outer_len_x, y - circ_y, (outer_len_x - inner_len_x), 1, c);
1985 DrawRect(x + inner_len_x, y - circ_y, (outer_len_x - inner_len_x), 1, c);
1986 DrawRect(x - outer_len_x, y + circ_y, (outer_len_x - inner_len_x), 1, c);
1987 DrawRect(x + inner_len_x, y + circ_y, (outer_len_x - inner_len_x), 1, c);
1988 } else {
1989 len_x = sqrt(r*r - circ_y*circ_y);
1990
1991 DrawRect(x - len_x, y - circ_y, len_x*2, 1, c);
1992 DrawRect(x - len_x, y + circ_y, len_x*2, 1, c);
1993 }
1994 }
1995 }
1996
DrawCircleEx(int x,int y,int r,int r2,unsigned char c)1997 void DrawCircleEx(int x, int y, int r, int r2, unsigned char c)
1998 {
1999 int circ_y;
2000
2001 int len_x, outer_len_x, inner_len_x;
2002
2003 int inner_r = r2;
2004 int diffi = r-r2;
2005 if (inner_r < 1) inner_r = 1;
2006
2007
2008
2009 if (r < 1) return;
2010 // a^2 + b^2 = c^2
2011 for (circ_y = 0; circ_y < r; circ_y++) {
2012 if (circ_y < (r-diffi)) {
2013 outer_len_x = sqrt(r*r - circ_y*circ_y);
2014 inner_len_x = sqrt((r-diffi)*(r-diffi) - circ_y*circ_y);
2015 DrawRect(x - outer_len_x, y - circ_y, (outer_len_x - inner_len_x), 1, c);
2016 DrawRect(x + inner_len_x, y - circ_y, (outer_len_x - inner_len_x), 1, c);
2017 DrawRect(x - outer_len_x, y + circ_y, (outer_len_x - inner_len_x), 1, c);
2018 DrawRect(x + inner_len_x, y + circ_y, (outer_len_x - inner_len_x), 1, c);
2019 } else {
2020 len_x = sqrt(r*r - circ_y*circ_y);
2021
2022 DrawRect(x - len_x, y - circ_y, len_x*2, 1, c);
2023 DrawRect(x - len_x, y + circ_y, len_x*2, 1, c);
2024 }
2025 }
2026 }
2027
DrawShield()2028 void DrawShield()
2029 {
2030 static int t=0;
2031 int s_size;
2032 int belts = 0;
2033 int i, bpos;
2034 t++;
2035
2036 if (player_shield == 0) return;
2037 if (shield_hp == 0) return;
2038
2039 s_size = shield_hp;
2040 if (s_size > 15) {
2041 belts = s_size - 15;
2042 s_size = 15;
2043 }
2044 DrawCircleEx(320, 240, 28+s_size, 28-s_size, 128 + (shield_hp*127/player_shield) - (50*(shield_hp<player_shield) + shield_recover) - 45 + ((t%4)*15));
2045
2046 for (i = 0; i < belts; i++) {
2047 bpos = 13 + (30 * (i+1) / (belts+1));
2048 DrawCircleEx(320, 240, bpos + 1, bpos - 1, ((i+t)%6*12));
2049 }
2050 }
2051
ST_Teleport()2052 void ST_Teleport()
2053 {
2054 }
2055
UpgradePrice(int t)2056 int UpgradePrice(int t)
2057 {
2058 int price = 0;
2059 switch (t) {
2060 case 0:
2061 price = (100 - training*50) * player_shield + (5<<player_shield) * (5 - training*2);
2062 break;
2063 case 1:
2064 price = (80 - training*40) * circuit_fillrate + (5<<circuit_fillrate) * (4 - training*2);
2065 break;
2066 case 2:
2067 price = (80 - training*40) * circuit_recoverrate + (5<<circuit_recoverrate) * (4 - training*2);
2068 break;
2069 default:
2070 price = 123;
2071 break;
2072 }
2073
2074 return price;
2075 }
2076
RoomTreasure(int room,int typ)2077 void RoomTreasure(int room, int typ)
2078 {
2079 int treasure;
2080 int given_treasure = 0;
2081
2082 if (typ == 0) {
2083 // Treasure
2084 treasure = rooms[room].room_param;
2085 artifacts[treasure] = 1;
2086 specialmessage = treasure + 1;
2087 specialmessagetimer = 30;
2088 SND_Pos("/usr/local/share/meritous/a/crystal2.wav", 128, 0);
2089 }
2090 if (typ == 1) {
2091 // Reward
2092 while (!given_treasure) {
2093 treasure = rand() % 4;
2094
2095 switch (treasure) {
2096 case 0:
2097 specialmessage = 20;
2098 player_gems += rand()%((1 << (rooms[room].s_dist / 7)) * 1500);
2099 given_treasure = 1;
2100 SND_Pos("/usr/local/share/meritous/a/tone.wav", 128, 0);
2101 break;
2102 case 1:
2103 if (player_shield < 25) {
2104 specialmessage = 10;
2105 player_shield += 1;
2106 given_treasure = 1;
2107 SND_Pos("/usr/local/share/meritous/a/tone.wav", 128, 0);
2108 }
2109 break;
2110 case 2:
2111 if (circuit_fillrate < 25) {
2112 specialmessage = 11;
2113 circuit_fillrate += 1;
2114 given_treasure = 1;
2115 SND_Pos("/usr/local/share/meritous/a/tone.wav", 128, 0);
2116 }
2117 break;
2118 case 3:
2119 if (circuit_recoverrate < 25) {
2120 specialmessage = 12;
2121 circuit_recoverrate += 1;
2122 given_treasure = 1;
2123 SND_Pos("/usr/local/share/meritous/a/tone.wav", 128, 0);
2124 }
2125 break;
2126 default:
2127 break;
2128 }
2129 }
2130 specialmessagetimer = 30;
2131 }
2132 }
2133
GetNearestCheckpoint(int nx,int ny)2134 int GetNearestCheckpoint(int nx, int ny)
2135 {
2136 int i;
2137 int nearest_checkpoint = -1;
2138 int nearest_dist = 10000000;
2139 int cp_x, cp_y, cp_dist;
2140 int room_chk[3000] = {0};
2141 int x, y, rx, ry;
2142
2143 i = GetRoom(nx/32, ny/32);
2144 if (i != -1) {
2145 room_chk[i] = 1;
2146 if ((rooms[i].checkpoint != 0)&&(rooms[i].visited!=0)) {
2147 nearest_checkpoint = i;
2148 }
2149 }
2150 if (nearest_checkpoint == -1) {
2151
2152 for (y = 0; y < 54;) {
2153 for (x = 0; x < 54;) {
2154 rx = nx/32 - 27 + x;
2155 ry = ny/32 - 27 + y;
2156
2157 i = GetRoom(rx, ry);
2158 if (i != -1) {
2159 if (room_chk[i] == 0) {
2160 room_chk[i] = 1;
2161 if ((rooms[i].checkpoint != 0)&&(rooms[i].visited!=0)) {
2162 cp_x = rooms[i].x * 32 + rooms[i].w * 16;
2163 cp_y = rooms[i].y * 32 + rooms[i].h * 16;
2164 cp_dist = dist(cp_x, cp_y, nx, ny);
2165 if (cp_dist < nearest_dist) {
2166 nearest_dist = cp_dist;
2167 nearest_checkpoint = i;
2168 }
2169 }
2170 }
2171 }
2172 x += 2;
2173 }
2174 y += 2;
2175 }
2176
2177 }
2178
2179 return nearest_checkpoint;
2180 }
2181
TeleportPlayerToRoom(int c_room)2182 void TeleportPlayerToRoom(int c_room)
2183 {
2184 if (c_room == 0) {
2185 player_x = 8232;
2186 player_y = 8108;
2187 } else {
2188 player_x = rooms[c_room].x * 32 + (rooms[c_room].w / 2 * 32) + 8;
2189 player_y = rooms[c_room].y * 32 + (rooms[c_room].h / 2 * 32) + 4;
2190 }
2191 c_scroll_x = player_x;
2192 c_scroll_y = player_y;
2193 scroll_home = 1;
2194 }
2195
2196
TeleportPlayerToNextRoom()2197 void TeleportPlayerToNextRoom()
2198 {
2199 int c_room;
2200 c_room = (player_room + 1) % 3000;
2201 while (! ((rooms[c_room].checkpoint!=0)&&(rooms[c_room].visited!=0))) {
2202 c_room = (c_room + 1) % 3000;
2203 }
2204
2205 if (c_room == 0) {
2206 player_x = 8232;
2207 player_y = 8108;
2208 } else {
2209 player_x = rooms[c_room].x * 32 + (rooms[c_room].w / 2 * 32) + 8;
2210 player_y = rooms[c_room].y * 32 + (rooms[c_room].h / 2 * 32) + 4;
2211 }
2212 c_scroll_x = player_x;
2213 c_scroll_y = player_y;
2214 scroll_home = 1;
2215 }
2216
ActivateTile(unsigned char tile,int x,int y)2217 void ActivateTile(unsigned char tile, int x, int y)
2218 {
2219 int c_room;
2220
2221 enter_pressed = 0;
2222 switch (tile) {
2223 case 25:
2224 if (artifacts[11]) break;
2225
2226 c_room = GetNearestCheckpoint(c_scroll_x, c_scroll_y);
2227 if (tele_select) {
2228 if (c_room != -1) {
2229 if (c_room == player_room) {
2230 TeleportPlayerToNextRoom();
2231 } else {
2232 TeleportPlayerToRoom(c_room);
2233 }
2234 }
2235 } else {
2236 map_enabled = 1;
2237 game_paused = 1;
2238 tele_select = 1;
2239
2240 c_scroll_x = player_x;
2241 c_scroll_y = player_y;
2242 }
2243
2244 break;
2245 case 26:
2246 RoomTreasure(GetRoom(x, y), (x+y)%2);
2247 Put(x, y, 27, GetRoom(x, y));
2248 break;
2249 case 28:
2250 if (player_shield >= 24) return;
2251 if (player_gems >= UpgradePrice(0)) {
2252 player_gems -= UpgradePrice(0);
2253 player_shield += 1;
2254 SND_Pos("/usr/local/share/meritous/a/crystal.wav", 128, 0);
2255 }
2256 break;
2257 case 29:
2258 if (circuit_fillrate >= 24) return;
2259 if (player_gems >= UpgradePrice(1)) {
2260 player_gems -= UpgradePrice(1);
2261 circuit_fillrate += 1;
2262 SND_Pos("/usr/local/share/meritous/a/crystal.wav", 128, 0);
2263 }
2264 break;
2265 case 30:
2266 if (circuit_recoverrate >= 24) return;
2267 if (player_gems >= UpgradePrice(2)) {
2268 player_gems -= UpgradePrice(2);
2269 circuit_recoverrate += 1;
2270 SND_Pos("/usr/local/share/meritous/a/crystal.wav", 128, 0);
2271 }
2272 break;
2273 case 31:
2274 DoSaveGame();
2275 break;
2276 case 32:
2277 CrystalSummon();
2278 SND_Pos("/usr/local/share/meritous/a/crystal.wav", 80, 0);
2279 break;
2280 default:
2281 break;
2282 }
2283 }
2284
CompassPoint()2285 void CompassPoint()
2286 {
2287 int nearest = 1000000;
2288 int n_room = -1;
2289 int i;
2290 int loc_x, loc_y;
2291 int cdist;
2292 int rplx, rply;
2293 int bosses_defeated = current_boss;
2294 float pdir_1 = 0;
2295 float pdir_2 = 0;
2296 int pdir_1t = 0, pdir_2t = 0;
2297
2298 rplx = player_x + PLAYERW/2;
2299 rply = player_y + PLAYERH/2;
2300 // Find the nearest SIGNIFICANT LOCATION for the player
2301
2302 // Look at the three artifacts
2303 // Unless the player is going for the place of power
2304
2305 if (current_boss < 3) {
2306 for (i = 0; i < 3; i++) {
2307 // Has the player got this artifact already?
2308 if (artifacts[8+i] == 0) { // no
2309 // Has the player already destroyed the boss?
2310 if (rooms[i * 1000 + 999].room_type == 2) { // no
2311 // Can the player get the artifact?
2312 if (CanGetArtifact()) {
2313 // Point player to this artifact room, if it is the nearest
2314 loc_x = rooms[i * 1000 + 499].x * 32 + rooms[i * 1000 + 499].w * 16;
2315 loc_y = rooms[i * 1000 + 499].y * 32 + rooms[i * 1000 + 499].h * 16;
2316 cdist = dist(rplx, rply, loc_x, loc_y);
2317 if (cdist < nearest) {
2318 nearest = cdist;
2319 n_room = i * 1000 + 499;
2320 }
2321 }
2322 }
2323 } else { // has artifact
2324 // Has the player already destroyed the boss?
2325 if (rooms[i * 1000 + 999].room_type == 2) { // no
2326 // Point player to the boss room, if it is the nearest
2327 loc_x = rooms[i * 1000 + 999].x * 32 + rooms[i * 1000 + 999].w * 16;
2328 loc_y = rooms[i * 1000 + 999].y * 32 + rooms[i * 1000 + 999].h * 16;
2329 cdist = dist(rplx, rply, loc_x, loc_y);
2330 if (cdist < nearest) {
2331 nearest = cdist;
2332 n_room = i * 1000 + 999;
2333 }
2334 } else { // yes
2335 bosses_defeated++;
2336 }
2337 }
2338 }
2339 }
2340 // If, on the other hand, the player has destroyed all three bosses, point them towards the
2341 // PLACE OF POWER
2342 if (bosses_defeated == 3) {
2343 // If the player already has the seal, point them to home
2344 if (artifacts[11] == 1) {
2345 loc_x = rooms[0].x * 32 + rooms[0].w * 16;
2346 loc_y = rooms[0].y * 32 + rooms[0].h * 16;
2347 cdist = dist(rplx, rply, loc_x, loc_y);
2348 if (cdist < nearest) {
2349 nearest = cdist;
2350 n_room = 0;
2351 }
2352 } else {
2353 // Can the player touch the seal?
2354 if (CanGetArtifact()) {
2355 loc_x = rooms[place_of_power].x * 32 + rooms[place_of_power].w * 16;
2356 loc_y = rooms[place_of_power].y * 32 + rooms[place_of_power].h * 16;
2357 cdist = dist(rplx, rply, loc_x, loc_y);
2358 if (cdist < nearest) {
2359 nearest = cdist;
2360 n_room = place_of_power;
2361 }
2362 }
2363 }
2364 }
2365
2366 // Did we find a room? If so, point to it
2367
2368 if (n_room != -1) {
2369 loc_x = rooms[n_room].x * 32 + rooms[n_room].w * 16;
2370 loc_y = rooms[n_room].y * 32 + rooms[n_room].h * 16;
2371
2372 pdir_1 = PlayerDir(loc_x, loc_y) + M_PI;
2373 pdir_1t = 1;
2374
2375 n_room = -1;
2376 }
2377
2378 nearest = 1000000;
2379 // Find the nearest uncleared artifact room
2380 for (i = 0; i < 3000; i++) {
2381 if (rooms[i].room_type == 3) {
2382 loc_x = rooms[i].x * 32 + rooms[i].w * 16;
2383 loc_y = rooms[i].y * 32 + rooms[i].h * 16;
2384 cdist = dist(rplx, rply, loc_x, loc_y);
2385 if (cdist < nearest) {
2386 nearest = cdist;
2387 n_room = i;
2388 }
2389 }
2390 }
2391
2392 if (n_room != -1) {
2393 loc_x = rooms[n_room].x * 32 + rooms[n_room].w * 16;
2394 loc_y = rooms[n_room].y * 32 + rooms[n_room].h * 16;
2395
2396 pdir_2 = PlayerDir(loc_x, loc_y) + M_PI;
2397 pdir_2t = 1;
2398
2399 n_room = -1;
2400 }
2401
2402 // Did we find at least one thing to point to? If not, abort
2403 if (!(pdir_1t || pdir_2t))
2404 return;
2405
2406 DrawCircleEx(rplx - scroll_x, rply - scroll_y, 200, 190, 255);
2407 if (pdir_1t)
2408 DrawCircleEx(rplx - scroll_x + cos(pdir_1) * 170, rply - scroll_y + sin(pdir_1) * 170, 30, 20, 255);
2409 if (pdir_2t)
2410 DrawCircleEx(rplx - scroll_x + cos(pdir_2) * 170, rply - scroll_y + sin(pdir_2) * 170, 30, 20, 195);
2411
2412 for (i = 0; i < 50; i++) {
2413 if (pdir_1t)
2414 DrawCircle(rplx - scroll_x + cos(pdir_1) * (25 + i * 4), rply - scroll_y + sin(pdir_1) * (25 + i * 4), 5, 255);
2415 if (pdir_2t)
2416 DrawCircle(rplx - scroll_x + cos(pdir_2) * (25 + i * 4), rply - scroll_y + sin(pdir_2) * (25 + i * 4), 5, 195);
2417 }
2418 DrawCircleEx(rplx - scroll_x, rply - scroll_y, 30, 20, 255);
2419
2420 DrawCircleEx(rplx - scroll_x, rply - scroll_y, 197, 193, 128);
2421 if (pdir_1t)
2422 DrawCircleEx(rplx - scroll_x + cos(pdir_1) * 170, rply - scroll_y + sin(pdir_1) * 170, 27, 23, 128);
2423 if (pdir_2t)
2424 DrawCircleEx(rplx - scroll_x + cos(pdir_2) * 170, rply - scroll_y + sin(pdir_2) * 170, 27, 23, 78);
2425
2426 for (i = 0; i < 50; i++) {
2427 if (pdir_1t)
2428 DrawCircle(rplx - scroll_x + cos(pdir_1) * (25 + i * 4), rply - scroll_y + sin(pdir_1) * (25 + i * 4), 3, 128);
2429 if (pdir_2t)
2430 DrawCircle(rplx - scroll_x + cos(pdir_2) * (25 + i * 4), rply - scroll_y + sin(pdir_2) * (25 + i * 4), 3, 78);
2431 }
2432 DrawCircleEx(rplx - scroll_x, rply - scroll_y, 27, 23, 128);
2433 }
2434
SpecialTile(int x,int y)2435 void SpecialTile(int x, int y)
2436 {
2437 static int otext = 0;
2438 static int t = 0;
2439 unsigned char tile;
2440 char message[100] = "";
2441
2442 tile = Get(x, y);
2443 switch (tile) {
2444 case 25:
2445 if (artifacts[11]) {
2446 sprintf(message, "This is a checkpoint, but it doesn't seem to be working");
2447 break;
2448 }
2449 if (checkpoints_found <= 1) {
2450 sprintf(message, "This is a checkpoint. You will return here when you die.");
2451 } else {
2452 sprintf(message, "Press ENTER to teleport between checkpoints.");
2453 }
2454 break;
2455 case 26:
2456 sprintf(message, "Press ENTER to open the storage chest");
2457 break;
2458 case 28:
2459 if (player_shield >= 25) {
2460 sprintf(message, "Your shield is already at full efficiency");
2461 } else {
2462 sprintf(message, "Press ENTER to upgrade shields (%d crystals)", UpgradePrice(0));
2463 }
2464 break;
2465 case 29:
2466 if (circuit_fillrate >= 25) {
2467 sprintf(message, "Your circuit charge rate is already at its highest");
2468 } else {
2469 sprintf(message, "Press ENTER to upgrade circuit charge (%d crystals)", UpgradePrice(1));
2470 }
2471 break;
2472 case 30:
2473 if (circuit_recoverrate >= 25) {
2474 sprintf(message, "Your circuit refill rate is already at its highest");
2475 } else {
2476 sprintf(message, "Press ENTER to upgrade circuit refill (%d crystals)", UpgradePrice(2));
2477 }
2478 break;
2479 case 31:
2480 sprintf(message, "Press ENTER to record your progress");
2481 break;
2482 case 32:
2483 if (total_gems == 0) {
2484 sprintf(message, "This is a crystal device. It isn't working at the moment.");
2485 } else {
2486 sprintf(message, "Press ENTER to activate the crystal device");
2487 }
2488 break;
2489 case 42:
2490 if (rooms[player_room].room_type == 5) {
2491 if (CanGetArtifact(rooms[player_room].room_param)) {
2492
2493 } else {
2494 sprintf(message, "The artifact is tainted with shadow. You must slay more of the shadow first.");
2495 }
2496 }
2497 break;
2498 case 53:
2499 CompassPoint();
2500 break;
2501 default:
2502 if (first_game) {
2503 if (otext < 60) {
2504 sprintf(message, "Press H to read the help file");
2505 otext++;
2506 }
2507 }
2508 break;
2509 }
2510
2511 if (message[0] == 0) {
2512 if (specialmessage != 0) {
2513 switch (specialmessage) {
2514 case 1: sprintf(message, "Ancient artifact: Complete Map"); break;
2515 case 2: sprintf(message, "Ancient artifact: Shield boost"); break;
2516 case 3: sprintf(message, "Ancient artifact: Extra crystal efficiency"); break;
2517 case 4: sprintf(message, "Ancient artifact: Circuit booster"); break;
2518 case 5: sprintf(message, "Ancient artifact: Metabolism increase"); break;
2519 case 6: sprintf(message, "Ancient artifact: Dodge enhancer"); break;
2520 case 7: sprintf(message, "Ancient artifact: Ethereal Monocle"); break;
2521 case 8: sprintf(message, "Ancient artifact: Crystal gatherer"); break;
2522
2523 case 10: sprintf(message, "Enhancement: Shield upgrade"); break;
2524 case 11: sprintf(message, "Enhancement: Circuit charge upgrade"); break;
2525 case 12: sprintf(message, "Enhancement: Circuit refill upgrade"); break;
2526
2527 case 20: sprintf(message, "Reward: Psi crystals"); break;
2528
2529 case 30: sprintf(message, "Holy Sword 'Balmung' answers your call"); break;
2530 case 31: sprintf(message, "Mystic Halberd 'Amenonuhoko' answers your call"); break;
2531 case 32: sprintf(message, "Divine Bow 'Gandiva' answers your call"); break;
2532 case 33: sprintf(message, "You capture the cursed seal. Return to the entrance"); break;
2533
2534 case 40: sprintf(message, "Balmung will remain here, where the ley lines are strong"); break;
2535 case 41: sprintf(message, "Amenonuhoko will remain here, where the ley lines are strong"); break;
2536 case 42: sprintf(message, "Gandiva will remain here, where the ley lines are strong"); break;
2537
2538 case 50: sprintf(message, ". . . . . . retrieved 'Agate Knife'"); break;
2539
2540 default: sprintf(message, "ERROR: NO MESSAGE VALUE GIVEN"); break;
2541 }
2542 specialmessagetimer--;
2543 if (specialmessagetimer <= 0) {
2544 specialmessage = 0;
2545 }
2546 }
2547 }
2548
2549 if (message[0] == 0) return;
2550
2551 DrawRect(320 - strlen(message)*8 / 2 - 20, 100, strlen(message)*8+40, 48, 200);
2552 DrawRect(320 - strlen(message)*8 / 2 - 15, 105, strlen(message)*8+30, 38, 32);
2553 DrawRect(320 - strlen(message)*8 / 2 - 10, 110, strlen(message)*8+20, 28, 64);
2554
2555 draw_text(320 - strlen(message)*8 / 2, 120, message, t%16<8 ? 255 : 192);
2556 t++;
2557 if (enter_pressed) {
2558 ActivateTile(tile, x, y);
2559 }
2560 }
2561
ScrollTo(int x,int y)2562 void ScrollTo(int x, int y)
2563 {
2564 static int scrollspeed_x = 1, scrollspeed_y = 1;
2565 if (scroll_home == 0) {
2566 scroll_x = x;
2567 scroll_y = y;
2568 return;
2569 }
2570
2571 if (scroll_home == 1) {
2572 scrollspeed_x = (x - scroll_x)/20;
2573 scrollspeed_y = (y - scroll_y)/20;
2574 scroll_home = 2;
2575 }
2576
2577 if (scroll_home == 2) {
2578 scroll_x += (x - scroll_x)/2;
2579 scroll_y += (y - scroll_y)/2;
2580
2581 if ((abs(scroll_x-x)<2)&&(abs(scroll_y-y)<2)) {
2582 scroll_x = x;
2583 scroll_y = y;
2584 scroll_home = 0;
2585 }
2586 }
2587 }
2588
DrawArtifacts()2589 void DrawArtifacts()
2590 {
2591 int i;
2592 SDL_Rect from, to;
2593
2594 if (artifact_spr == NULL) {
2595 artifact_spr = IMG_Load("/usr/local/share/meritous/i/artifacts.png");
2596 SDL_SetColorKey(artifact_spr, SDL_SRCCOLORKEY | SDL_RLEACCEL, 0);
2597 }
2598
2599 for (i = 0; i < 12; i++) {
2600 if (artifacts[i]) {
2601 from.x = i * 32;
2602 from.y = 0;
2603 from.w = 32;
2604 from.h = 32;
2605
2606 to.x = 608;
2607 to.y = 47 + i * 35;
2608 SDL_BlitSurface(artifact_spr, &from, screen, &to);
2609 }
2610 }
2611 }
2612
Swap(int * a,int * b)2613 void Swap(int *a, int *b)
2614 {
2615 *a ^= *b ^= *a ^= *b;
2616 }
2617
ThinLine(SDL_Surface * scr,int x1,int y1,int x2,int y2,Uint8 col)2618 void ThinLine(SDL_Surface *scr, int x1, int y1, int x2, int y2, Uint8 col)
2619 {
2620 int dx, dy, dm;
2621 int i, j;
2622
2623 dx = (x2 - x1);
2624 dy = (y2 - y1);
2625
2626 dm = abs(dx) > abs(dy) ? dx : dy;
2627
2628 if (dm == 0) return;
2629
2630 if (dm < 0) {
2631 Swap(&x1, &x2);
2632 Swap(&y1, &y2);
2633 dx = (x2 - x1);
2634 dy = (y2 - y1);
2635
2636 dm = dm * -1;
2637 }
2638
2639 if (dm == dx) {
2640 if (dy == 0) {
2641 DrawRect(x1, y1, x2-x1+1, 1, col);
2642 return;
2643 }
2644 for (i = 0; i < dm; i++) {
2645 j = (dy * i / dm);
2646 DrawRect(i+x1, j+y1, 1, 1, col);
2647 }
2648 }
2649 if (dm == dy) {
2650 if (dx == 0) {
2651 DrawRect(x1, y1, 1, y2-y1+1, col);
2652 return;
2653 }
2654 for (i = 0; i < dm; i++) {
2655 j = (dx * i / dm);
2656 DrawRect(j+x1, i+y1, 1, 1, col);
2657 }
2658 }
2659 }
2660