1 /**********************************************************************************
2 * Copyright (c) 2008, 2009 Derek Yu and Mossmouth, LLC
3 * Copyright (c) 2010, Moloch
4 * Copyright (c) 2018, Ketmar Dark
6 * This file is part of Spelunky.
8 * You can redistribute and/or modify Spelunky, including its source code, under
9 * the terms of the Spelunky User License.
11 * Spelunky is distributed in the hope that it will be entertaining and useful,
12 * but WITHOUT WARRANTY. Please see the Spelunky User License for more details.
14 * The Spelunky User License should be available in "Game Information", which
15 * can be found in the Resource Explorer, or as an external file called COPYING.
16 * If not, please obtain a new copy of Spelunky from <http://spelunkyworld.com/>
18 **********************************************************************************/
19 // recoded by Ketmar // Invisible Vector
20 class PlayerPawn : MapEnemy;
25 const int hangCountMax = 3;
27 array!PlayerPowerup powerups; // created in initializer
29 int cameraBlockX; // >0: don't center camera
30 int cameraBlockY; // >0: don't center camera
36 const int bubbleTimerMax = 20;
37 int jetpackFlaresTime;
48 bool justdied = true; // so dead body won't spill blood endlessly
56 const int firingMax = 20;
57 const int firingPistolMax = 20;
58 const int firingShotgunMax = 40;
62 int hotkeyPressed = -1;
74 //!!!global.poisonStrength = max(global.poisonStrength-0.5, 1);
76 //string holdItemType = "";
77 //string pickupItemType = "";
79 // this is what we had picked up
80 // picked item will be stored here by bomb/rope/item switcher
83 bool canDropStuff = true;
95 int bombArrowCounter = 80;
104 // the keys that the platform character will use (don't edit)
116 bool jumpButtonReleased; // whether the jump button was released. (Stops the user from pressing the jump button many times to get extra jumps)
119 bool kAttackReleased;
121 const float gravNorm = 1;
122 //float grav = 1; // the gravity
124 const float initialJumpAcc = -2; // relates to how high the character will jump
125 const int jumpTimeTotal = 10; // how long the user must hold the jump button to get the maximum jump height
127 float climbAcc = 0.6; // how fast the character will climb
128 float climbAnimSpeed = 0.4; // relates to how fast the climbing animation should go
129 int climbSndSpeed = 8;
133 // these flags are used to recreate ball and chain when player is moved at a new level
137 const float departLadderXVel = 4; // how fast character should be moving horizontally when he leaves the ladder
138 const float departLadderYVel = -4; // how fast the character should be moving vertically when he leaves the ladder
140 const float frictionRunningX = 0.6; // friction obtained while running
141 const float frictionRunningFastX = 0.98; // friction obtained while holding the shift button for some time while running
142 const float frictionClimbingX = 0.6; // friction obtained while climbing
143 const float frictionClimbingY = 0.6; // friction obtained while climbing
144 const float frictionDuckingX = 0.8; // friction obtained while ducking
145 const float frictionFlyingX = 0.99; // friction obtained while "flying"
147 const float runAnimSpeed = 0.1; // relates to the how fast the running animation should go
149 // hidden variables (don't edit)
150 protected int statePrev;
151 protected int statePrevPrev;
152 protected float gravityIntensity = grav; // this variable describes the current force due to gravity (this variable is altered for variable jumping)
153 protected float jumpTime = jumpTimeTotal; // current time of the jump (0=start of jump, jumpTimeTotal=end of jump)
154 protected int ladderTimer; // relates to whether the character can climb a ladder
155 protected int kLeftPushedSteps;
156 protected int kRightPushedSteps;
158 transient protected bool skipCutscenePressed;
171 // ////////////////////////////////////////////////////////////////////////// //
177 final ItemBall getMyBall () {
178 ItemBall res = myBall;
179 if (res && !res.isInstanceAlive) { res = none; myBall = none; }
184 void spawnBallAndChain (optional bool levelStart) {
186 auto owh = wasHoldingBall;
187 removeBallAndChain();
188 wasHoldingBall = owh;
190 mustBeChained = true;
191 auto ball = getMyBall();
193 if (levelStart) writeln("::: respawning ball; old ball is missing (it is ok)");
194 writeln("creating new ball");
195 ball = ItemBall(level.MakeMapObject(ix, iy, 'oBall'));
197 ball.attachTo(self, levelStart);
198 writeln("ball created");
202 if (levelStart) writeln("::: attaching ball to player");
203 ball.attachTo(self, levelStart);
204 if (wasHoldingBall) {
205 if (levelStart) writeln("::: picking ball");
207 pickedItem.instanceRemove();
210 if (holdItem && holdItem != ball) {
211 holdItem.instanceRemove();
217 if (myBall != ball) FatalError("error in ball management");
218 if (levelStart) writeln("ballpos=(", ball.ix, ",", ball.iy, "); plrpos=(", ix, ",", iy, "); ballalive=", ball.isInstanceAlive);
220 writeln("failed to create a new ball");
221 mustBeChained = false;
223 wasHoldingBall = false;
227 void removeBallAndChain (optional bool temp) {
228 auto ball = getMyBall();
230 writeln("removing ball and chain...", (temp ? " (temporarily)" : ""));
231 wasHoldingBall = (holdItem == ball);
232 writeln(" has ball, holding=", wasHoldingBall);
233 mustBeChained = true;
235 ball.instanceRemove();
239 wasHoldingBall = false;
240 mustBeChained = false;
244 // ////////////////////////////////////////////////////////////////////////// //
245 final PlayerPowerup findPowerup (name id) {
246 foreach (PlayerPowerup pp; powerups) if (pp.id == id) return pp;
251 final bool setPowerupState (name id, bool active) {
252 auto pp = findPowerup(id);
253 if (!pp) return false;
254 return (active ? pp.onActivate() : pp.onDeactivate());
258 final bool togglePowerupState (name id) {
259 auto pp = findPowerup(id);
260 if (!pp) return false;
261 return (pp.active ? pp.onDeactivate() : pp.onActivate());
265 final bool activatePowerup (name id) { return setPowerupState(id, true); }
266 final bool deactivatePowerup (name id) { return setPowerupState(id, false); }
269 final bool isActivePowerup (name id) {
270 auto pp = findPowerup(id);
271 return (pp && pp.active);
275 // ////////////////////////////////////////////////////////////////////////// //
276 override void Destroy () {
277 foreach (PlayerPowerup pp; powerups) delete pp;
282 void unpressAllKeys () {
284 kLeftPressed = false;
285 kLeftReleased = false;
287 kRightPressed = false;
288 kRightReleased = false;
292 kJumpPressed = false;
293 kJumpReleased = false;
295 kAttackPressed = false;
296 kAttackReleased = false;
297 kItemPressed = false;
298 kRopePressed = false;
299 kBombPressed = false;
301 kExitPressed = false;
305 void removeActivatedPlayerWeapon () {
307 if (holdItem isa PlayerWeapon) {
311 if (pickedItem) scrSwitchToPocketItem(forceIfEmpty:false);
316 // ////////////////////////////////////////////////////////////////////////// //
317 // called on level start too
323 skipCutscenePressed = false;
324 movementBlocked = false;
325 if (global.plife < 1) global.plife = max(1, global.config.scumStartLife);
330 myGrav = default.myGrav;
334 depth = default.depth;
335 status = default.status;
341 distToNearestLightSource = 999;
343 justdied = default.justdied;
344 removeActivatedPlayerWeapon();
346 blink = default.blink;
347 blinkHidden = default.blinkHidden;
353 level.clearKeysPressRelease();
356 //scrSwitchToPocketItem(forceIfEmpty:false);
360 // ////////////////////////////////////////////////////////////////////////// //
361 bool isExitingSprite () {
362 auto spr = getSprite();
363 return (spr.Name == 'sPExit' || spr.Name == 'sDamselExit' || spr.Name == 'sTunnelExit');
367 // ////////////////////////////////////////////////////////////////////////// //
368 override void playSound (name aname, optional bool unique) {
369 if (unique && global.sndIsPlaying(0, aname)) return;
370 global.playSound(0, 0, 0, aname); // it is local
374 override bool sndIsPlaying (name aname) {
375 return global.sndIsPlaying(0, aname);
379 override void sndStopSound (name aname) {
380 global.sndStopSound(0, aname);
384 // ////////////////////////////////////////////////////////////////////////// //
385 transient ItemDice currDie;
387 void onDieRolled (ItemDice die) {
388 if (!die.forSale) return;
389 // only law-abiding players can play
390 if (global.thiefLevel > 0 || global.murderer) return;
391 if (bet == 0) return;
394 level.forEachObject(delegate bool (MapObject o) {
395 MonsterShopkeeper sc = MonsterShopkeeper(o);
396 if (sc && !sc.dead && !sc.angered) return sc.onDiePlayed(self, currDie);
403 // ////////////////////////////////////////////////////////////////////////// //
404 override bool onExplosionTouch (MapObject xplo) {
405 //writeln("PlayerPawn: on explo touch! ", invincible);
406 if (invincible) return false;
407 if (global.config.scumExplosionHurt) {
408 global.plife -= global.config.explosionDmg;
409 if (!dead && global.plife <= 0 /*&& isRealLevel()*/) {
410 auto xp = MapObjExplosion(xplo);
411 if (xp && xp.suicide) level.addDeath('suicide'); else level.addDeath('explosion');
414 if (global.config.scumExplosionStun) {
420 if (xplo.ix < ix) xVel = global.randOther(4, 6); else xVel = -global.randOther(4, 6);
426 // ////////////////////////////////////////////////////////////////////////// //
427 // start new game when exiting from title, and process other custom exits
428 void scrPlayerExit () {
429 level.playerExited = true;
435 // ////////////////////////////////////////////////////////////////////////// //
436 bool scrHideItemToPocket (optional bool forBombOrRope) {
437 if (!holdItem) return true;
438 if (holdItem isa PlayerWeapon) return false;
439 if (holdItem.forSale) return false;
440 if (!forBombOrRope) {
441 if (holdItem isa ItemBall) return false;
444 // cannot hide armed bomb
445 ItemBomb bomb = ItemBomb(holdItem);
446 if (bomb && bomb.armed) return false;
447 if (bomb || holdItem isa ItemRopeThrow) {
448 holdItem.instanceRemove();
454 if (holdItem isa MapEnemy) return false;
455 //writeln("hiding: '", GetClassName(holdItem.Class), "'");
457 if (pickedItem) FatalError("we are already holding '%n'", GetClassName(pickedItem.Class));
458 pickedItem = holdItem;
460 pickedItem.active = false;
461 pickedItem.visible = false;
462 pickedItem.sellOfferDone = false;
463 if (pickedItem.heldBy) FatalError("oooops (scrHideItemToPocket)");
468 bool scrSwitchToBombs () {
469 if (holdItem isa PlayerWeapon) return false;
471 if (global.bombs < 1) return false;
472 if (ItemBomb(holdItem)) return true;
473 if (!scrHideItemToPocket(forBombOrRope:true)) return false;
475 ItemBomb bomb = ItemBomb(level.MakeMapObject(ix, iy, 'oBomb'));
476 if (!bomb) return false;
477 bomb.setSticky(global.stickyBombsActive);
479 whoaTimer = whoaTimerMax;
484 bool scrSwitchToStickyBombs () {
485 if (holdItem isa PlayerWeapon) return false;
486 if (!global.hasStickyBombs) {
487 global.stickyBombsActive = false;
491 global.stickyBombsActive = !global.stickyBombsActive;
496 bool scrSwitchToRopes () {
497 if (holdItem isa PlayerWeapon) return false;
499 if (global.rope < 1) return false;
500 if (ItemRopeThrow(holdItem)) return true;
501 if (!scrHideItemToPocket(forBombOrRope:true)) return false;
503 ItemRopeThrow rope = ItemRopeThrow(level.MakeMapObject(ix, iy, 'oRopeThrow'));
504 if (!rope) return false;
506 whoaTimer = whoaTimerMax;
511 bool isHoldingBombOrRope () {
513 if (!hit) return false;
514 return (hit isa ItemBomb || hit isa ItemRopeThrow);
518 bool isHoldingBomb () {
520 if (!hit) return false;
521 return (hit isa ItemBomb);
525 bool isHoldingArmedBomb () {
526 auto hit = ItemBomb(holdItem);
527 if (!hit) return false;
532 bool isHoldingRope () {
534 if (!hit) return false;
535 return (hit isa ItemRopeThrow);
539 bool scrSwitchToPocketItem (bool forceIfEmpty) {
540 if (holdItem isa PlayerWeapon) return false;
541 if (holdItem && holdItem.forSale) return false;
543 if (holdItem == pickedItem) {
545 whoaTimer = whoaTimerMax;
546 if (holdItem) holdItem.sellOfferDone = false;
550 if (!forceIfEmpty && !pickedItem) return false;
552 // destroy currently holded item if it is a bomb or a rope
554 // you cannot do it with an armed bomb
555 if (holdItem isa MapEnemy) return false; // cannot hide an enemy
556 ItemBomb bomb = ItemBomb(holdItem);
557 if (bomb && bomb.armed) return false;
558 if (bomb || holdItem isa ItemRopeThrow) {
560 holdItem.instanceRemove();
564 writeln(va("cannot switch to pocket item while carrying '%n' ('%n' is in pocket, why?)", GetClassName(holdItem.Class), GetClassName(pickedItem.Class)));
570 auto oldHold = holdItem;
571 holdItem = pickedItem;
572 pickedItem = oldHold;
573 // all flag management is done in property handler
575 oldHold.active = false;
576 oldHold.visible = false;
577 oldHold.sellOfferDone = false;
579 if (holdItem) holdItem.sellOfferDone = false;
580 whoaTimer = whoaTimerMax;
585 bool scrSwitchToNextItem () {
586 if (holdItem isa PlayerWeapon) return false;
587 if (holdItem && holdItem.forSale) return false;
590 if (ItemBomb(holdItem)) {
591 if (ItemBomb(holdItem).armed) return false; // cannot switch out of armed bomb
592 if (scrSwitchToRopes()) return true;
593 return scrSwitchToPocketItem(forceIfEmpty:true);
597 if (ItemRopeThrow(holdItem)) {
598 if (scrSwitchToPocketItem(forceIfEmpty:true)) return true;
599 if (scrSwitchToBombs()) return true;
600 return scrHideItemToPocket();
603 // either nothing, or normal item
604 bool tryPocket = !!holdItem;
605 if (scrSwitchToBombs()) return true;
606 if (scrSwitchToRopes()) return true;
607 if (holdItem isa ItemBall) return false;
608 if (tryPocket) return scrSwitchToPocketItem(forceIfEmpty:true);
613 // ////////////////////////////////////////////////////////////////////////// //
614 bool scrPickupItem (MapObject obj) {
615 if (holdItem isa PlayerWeapon) return false;
617 if (!obj) return false;
620 if (pickedItem) return false;
621 if (isHoldingArmedBomb()) return false;
622 if (isHoldingBombOrRope()) {
623 if (!scrSwitchToPocketItem(forceIfEmpty:true)) return false;
625 if (holdItem) return false;
628 if (pickedItem) return false;
631 if (obj isa ItemBomb && !ItemBomb(obj).armed) ++global.bombs;
632 else if (obj isa ItemRopeThrow) ++global.rope;
634 whoaTimer = whoaTimerMax;
635 obj.onPickedUp(self);
640 // ////////////////////////////////////////////////////////////////////////// //
641 //transient MapObject itck;
642 enum UnstickDebug = 0;
644 void unstuckDroppedObject (MapObject it) {
645 if (!it || !it.isInstanceAlive || it.width < 1 || it.height < 1) return;
647 if (it isa MapEnemy) {
648 it.ix = ix+(dir == Dir.Left ? -8 : -4);
649 if (it isa MonsterDamsel) it.iy = iy-1; else it.iy = iy-12;
652 // prevent getting stuck in a wall
653 if (UnstickDebug) writeln("???STUCK: (", it.objType, "), hitbox=(", it.hitboxX, ",", it.hitboxY, ")-(", it.hitboxW, "x", it.hitboxH, ")");
654 auto ospec = it.spectral;
656 if (!it.isCollision()) { it.spectral = ospec; return; }
657 if (UnstickDebug) writeln("***STUCK! (", it.objType, ")");
659 auto ox = it.ix, oy = it.iy;
662 if (!it.isCollision()) { it.spectral = ospec; it.saveInterpData(); it.updateGrid(); return; }
665 level.checkTilesInRect(it.x0, it.y0, width, height, delegate bool (MapTile t) {
667 writeln("mypos=(", itck.x0, ",", itck.y0, ")-(", itck.x1, ",", itck.y1, "); tpos=(", t.x0, ",", t.y0, ")-(", t.x1, ",", t.y1, ")");
673 foreach (int dy; 0..16) {
675 int dx = (dir == Dir.Left ? 1 : -1);
676 if (UnstickDebug) writeln(" only horizontal; dir=", dx);
678 foreach (auto step; 1..16) {
680 if (!it.isCollision()) { if (UnstickDebug) writeln(" OK at dx=", dx); break; }
682 if (!it.isCollision()) { if (UnstickDebug) writeln(" OK at dx=-", dx); break; }
684 if (!it.isCollision()) break;
685 if (it.isCollisionBottom(0)) {
686 if (UnstickDebug) writeln(" slide up");
688 } else if (it.isCollisionTop(0)) {
689 if (UnstickDebug) writeln(" slide down");
693 if (it.isCollision()) {
694 if (UnstickDebug) writeln(" CANNOT UNSTUCK!");
698 if (UnstickDebug) writeln(" MOVED BY (", it.ix-ox, ",", it.iy-oy, ")");
699 //if (it.isCollision()) FatalError("FUCK?!");
707 // ////////////////////////////////////////////////////////////////////////// //
708 // drop currently held item
709 bool scrDropItem (LostCause cause, optional float xVel, optional float yVel) {
710 if (holdItem isa PlayerWeapon) return false;
712 if (!holdItem) return false;
714 if (!onLoosingHeldItem(cause)) return false;
719 if (!hi.onLostAsHeldItem(self, cause, xVel!optional, yVel!optional)) {
725 if (hi isa ItemRopeThrow) global.rope = max(0, global.rope-1);
726 else if (hi isa ItemBomb && !ItemBomb(hi).armed) global.bombs = max(0, global.bombs-1);
730 unstuckDroppedObject(hi);
732 scrSwitchToPocketItem(forceIfEmpty:true);
737 // ////////////////////////////////////////////////////////////////////////// //
738 void scrUseThrowIt (MapObject it) {
741 it.onBeforeThrowBy(self);
746 if (dir == Dir.Left) {
747 it.xVel = (it.heavy ? -4+xVel : -8+xVel);
748 //foreach (; 0..8) if (level.isSolidAtPoint(ix-8, iy)) it.shiftX(1);
749 //while (!level.isSolidAtPoint(ix-8, iy)) it.shiftX(1); // prevent getting stuck in wall
750 } else if (dir == Dir.Right) {
751 it.xVel = (it.heavy ? 4+xVel : 8+xVel);
752 //foreach (; 0..8) if (level.isSolidAtPoint(ix+8, iy)) it.shiftX(-1);
753 //while (!level.isSolidAtPoint(ix+8, iy)) it.shiftX(-1); // prevent getting stuck in wall
755 it.yVel = (it.heavy ? (kUp ? -4 : -2) : (kUp ? -9 : -3));
756 if (kDown || scrPlayerIsDucking()) {
757 if (platformCharacterIs(ON_GROUND)) {
764 } else if (!global.hasMitt) {
765 if (dir == Dir.Left) {
766 if (level.isSolidAtPoint(ix-8, iy-10)) {
770 } else if (dir == Dir.Right) {
771 if (level.isSolidAtPoint(ix+8, iy-10)) {
778 if (global.hasMitt && !scrPlayerIsDucking()) {
779 it.xVel += (it.xVel < 0 ? -6 : 6);
780 if (!kUp && !kDown) it.yVel = -0.4;
781 else if (kDown) it.yVel = 6;
785 //unstuckDroppedObject(it);
786 if (it.isCollision()) {
788 if (level.isSolidAtPoint(it.ix-8, it.iy)) it.shiftX(8);
789 } else if (it.xVel > 0) {
790 if (level.isSolidAtPoint(it.ix+8, it.iy)) it.shiftX(-8);
791 } else if (it.isCollision()) {
792 int dx = (it.isCollisionLeft(0) ? 1 : it.isCollisionRight(0) ? -1 : 0);
796 if (!it.isCollision()) break;
803 if (it.sprite_index == sBombBag ||
804 it.sprite_index == sBombBox ||
805 it.sprite_index == sRopePile)
809 playSound('sndThrow');
812 auto proj = ItemProjectile(it);
813 if (proj) proj.launchedByPlayer = true;
817 bool scrUseThrowItem () {
818 if (holdItem isa PlayerWeapon) return false;
820 auto hitem = holdItem;
822 if (!hitem) return false;
823 if (!onLoosingHeldItem(LostCause.Unknown)) return false;
828 scrUseThrowIt(hitem);
830 // if we throwing away armed bomb, get previous item back into our hands
833 if (/*ItemBomb(hitem)*/isHoldingBombOrRope()) scrSwitchToPocketItem(forceIfEmpty:false);
835 if (!holdItem) scrSwitchToPocketItem(forceIfEmpty:false);
841 // ////////////////////////////////////////////////////////////////////////// //
842 bool scrPlayerIsDucking () {
843 if (dead) return false;
844 auto spr = getSprite();
845 //if (!spr) return false;
847 spr.Name == 'sDuckLeft' ||
848 spr.Name == 'sCrawlLeft' ||
849 spr.Name == 'sDamselDuckL' ||
850 spr.Name == 'sDamselCrawlL' ||
851 spr.Name == 'sTunnelDuckL' ||
852 spr.Name == 'sTunnelCrawlL';
857 if (holdItem !isa ItemWeaponBow) return false;
858 sndStopSound('sndBowPull');
859 if (!bowArmed) return false;
860 if (!holdItem.onTryUseItem(self)) return false;
865 void scrUsePutItOnGroundHelper (MapObject it, optional float xVelMult, optional float yVelNew) {
868 if (!specified_xVelMult) xVelMult = 0.4;
869 if (!specified_yVelNew) yVelNew = 0.5;
871 //writeln("putting '", GetClassName(hi.Class), "'");
873 if (dir == Dir.Left) {
874 it.xVel = (it.heavy ? -4 : -8);
875 } else if (dir == Dir.Right) {
876 it.xVel = (it.heavy ? 4 : 8);
884 if (ItemGoldIdol(it)) it.flty = iy;
888 if (it.isCollisionBottom(0) && !it.isCollisionTop(1)) {
896 if (it.isCollisionLeft(0)) {
897 if (it.isCollisionRight(1)) break;
899 } else if (it.isCollisionRight(0)) {
900 if (it.isCollisionLeft(1)) break;
908 unstuckDroppedObject(it);
912 // put item which player holds in his hands on the ground if player is ducking
913 // return `true` if item was put
914 bool scrUsePutItemOnGround (optional float xVelMult, optional float yVelNew) {
915 if (holdItem isa PlayerWeapon) return false;
918 if (!hi || !scrPlayerIsDucking()) return false;
920 if (!onLoosingHeldItem(LostCause.Unknown)) return false;
922 //writeln("putting '", GetClassName(hi.Class), "'");
924 if (global.bombs > 0) {
925 auto bomb = ItemBomb(hi);
926 if (bomb && !bomb.armed) global.bombs -= 1;
929 if (global.rope > 0) {
930 auto rope = ItemRopeThrow(hi);
933 rope.falling = false;
943 scrUsePutItOnGroundHelper(hi, xVelMult!optional, yVelNew!optional);
949 bool launchRope (bool goDown, bool doDrop) {
950 if (global.rope < 1) {
952 if (ItemRopeThrow(holdItem)) scrSwitchToPocketItem(forceIfEmpty:false);
958 bool wasHeld = false;
959 ItemRopeThrow rp = ItemRopeThrow(holdItem);
960 int xdelta = (doDrop ? 12 : 16)*(dir == Dir.Left ? -1 : 1);
962 //FIXME: call handler
965 rp.setXY(ix+xdelta, iy);
967 rp = ItemRopeThrow(level.MakeMapObject(ix+xdelta, iy, 'oRopeThrow'));
969 if (rp.heldBy) FatalError("PlayerPawn::launchRope: hold management fucked");
972 //rp.resaleValue = 0;
976 if (platformCharacterIs(ON_GROUND)) rp.startY = iy; // YASM 1.7
988 if (!level.isSolidAtPoint(ix+(doDrop ? 2 : 8), iy)) { //2
989 if (!level.checkTilesInRect(rp.ix-8, rp.iy, 2, 17)) rp.shiftX(-8);
990 else if (!level.checkTilesInRect(rp.ix+7, rp.iy, 2, 17)) rp.shiftX(8);
995 } else if (!level.isSolidAtPoint(ix-(doDrop ? 2 : 8), iy)) { //2
996 if (!level.checkTilesInRect(rp.ix+7, rp.iy, 2, 17)) rp.shiftX(8);
997 else if (!level.checkTilesInRect(rp.ix-8, rp.iy, 2, 17)) rp.shiftX(-8);
1004 // cannot launch rope
1005 /* was commented in the original
1006 if (oPlayer1.facing == 18) {
1007 obj = instance_create(oPlayer1.x-4, oPlayer1.y+2, oRopeThrow);
1010 obj = instance_create(oPlayer1.x+4, oPlayer1.y+2, oRopeThrow);
1015 //writeln("!!! goDown=", goDown, "; doDrop=", doDrop, "; wasHeld=", wasHeld);
1018 if (!wasHeld) doDrop = true;
1022 if (dir == Dir.Left) rp.xVel = -3.2; else rp.xVel = 3.2;
1025 rp.forceFixHoldCoords(self);
1027 scrUsePutItOnGroundHelper(rp);
1031 if (wasHeld) scrSwitchToPocketItem(forceIfEmpty:false);
1033 //writeln("NO DROP!");
1037 //rp.resaleValue = 1; //k8:???
1040 rp.instanceRemove();
1041 if (wasHeld) scrSwitchToPocketItem(forceIfEmpty:false);
1046 level.MakeMapObject(rp.ix, rp.iy, 'oRopeTop');
1053 if (wasHeld) scrSwitchToPocketItem(forceIfEmpty:false);
1054 playSound('sndThrow');
1059 bool scrLaunchBomb () {
1060 if (whipping || global.bombs < 1) return false;
1063 ItemBomb bomb = ItemBomb(level.MakeMapObject(ix, iy, 'oBomb'));
1064 if (!bomb) return false;
1065 bomb.forceFixHoldCoords(self);
1066 bomb.setSticky(global.stickyBombsActive);
1068 bomb.resaleValue = 0;
1070 if (kDown || scrPlayerIsDucking()) {
1071 scrUsePutItOnGroundHelper(bomb);
1073 scrUseThrowIt(bomb);
1080 bool scrUseItem () {
1082 if (!it) return false;
1083 //writeln(GetClassName(holdItem.Class));
1085 //auto spr = holdItem.getSprite();
1087 } else if (holdItem.type == "Sceptre") {
1088 if (kDown) scrUsePutItemOnGround(0.4, 0.5);
1089 if (firing == 0 && !scrPlayerIsDucking()) {
1090 if (facing == LEFT) {
1099 obj = instance_create(x+xofs, y+4, oPsychicCreateP);
1100 obj.xVel = xsgn*rand(1, 3);
1101 obj.yVel = -random(2);
1103 obj = instance_create(x+xofs, y-2, oPsychicWaveP);
1105 playSound(global.sndPsychic);
1106 firing = firingPistolMax;
1108 } else if (holdItem.type == "Teleporter II") {
1109 scrUseTeleporter2();
1110 } else if (holdItem.type == "Bow") {
1112 scrUsePutItemOnGround(0.4, 0.5);
1113 } else if (firing == 0 && !scrPlayerIsDucking() && !bowArmed && global.arrows > 0) {
1115 playSound(global.sndBowPull);
1116 } else if (global.arrows <= 0) {
1117 global.message = "I'M OUT OF ARROWS!";
1118 global.message2 = "";
1119 global.messageTimer = 80;
1125 if (whipping) return false;
1128 if (scrPlayerIsDucking()) scrUsePutItemOnGround();
1132 // you cannot throw away shop items, but can throw dices
1133 if (it.forSale && it !isa ItemDice) {
1134 if (!level.isInShop(ix/16, iy/16)) {
1137 // allow throw/use shop items
1142 //if (it.forSale) writeln(":::FORSALE 000: '", GetClassName(it.Class), "'");
1143 if (!it.onTryUseItem(self)) {
1144 //if (it.forSale) writeln(":::FORSALE 001: '", GetClassName(it.Class), "'");
1153 // ////////////////////////////////////////////////////////////////////////// //
1154 // called by characterStepEvent
1155 // help player jump up through one block wide gaps by nudging them to one side so they don't hit their head
1156 void scrJumpHelper () {
1157 int d = 4; // max distance to nudge player
1159 if (!level.checkTilesInRect(x, y-12, 1, 7)) {
1160 if (level.checkTilesInRect(x-5, y-12, 1, 7) &&
1161 level.checkTilesInRect(x+14, y-12, 1, 7))
1163 while (d > 0 && level.checkTilesInRect(x-5, y-12, 1, 7)) { ++x; shiftX(1); --d; }
1164 } else if (level.checkTilesInRect(x+5, y-12, 1, 7) &&
1165 level.checkTilesInRect(x-14, y-12, 1, 7))
1167 while (d > 0 && level.checkTilesInRect(x+5, y-12, 1, 7)) { --x; shiftX(-1); --d; }
1171 if (!collision_line(x, y-6, x, y-12, oSolid, 0, 0)) {
1172 if (collision_line(x-5, y-6, x-5, y-12, oSolid, 0, 0) &&
1173 collision_line(x+14, y-6, x+14, y-12, oSolid, 0, 0))
1175 while (collision_line(x-5, y-6, x-5, y-12, oSolid, 0, 0) && d > 0) {
1180 else if (collision_line(x+5, y-6, x+5, y-12, oSolid, 0, 0) and
1181 collision_line(x-14, y-6, x-14, y-12, oSolid, 0, 0))
1183 while (collision_line(x+5, y-6, x+5, y-12, oSolid, 0, 0) && d > 0) {
1193 // ////////////////////////////////////////////////////////////////////////// //
1195 * Returns whether a GENERAL trait about a character is true.
1196 * Only the platform character should run this script.
1198 * `tp` can be one of the following:
1203 final bool platformCharacterIs (int tp) {
1204 if (tp == ON_GROUND && (status == RUNNING || status == STANDING || status == DUCKING || status == LOOKING_UP)) return true;
1205 if (tp == IN_AIR && (status == JUMPING || status == FALLING)) return true;
1206 if (tp == ON_LADDER && status == CLIMBING) return true;
1211 // ////////////////////////////////////////////////////////////////////////// //
1212 // sets the sprite of the character depending on his/her status
1213 final void characterSprite () {
1214 if (status == STOPPED) {
1215 if (global.isDamsel) setSprite('sDamselLeft');
1216 else if (global.isTunnelMan) setSprite('sTunnelLeft');
1217 else setSprite('sStandLeft');
1222 if (global.isTunnelMan && !stunned && !whipping) {
1224 if (status == STANDING) {
1225 if (!level.isSolidAtPoint(x-2, y+9)) {
1227 setSprite('sTunnelWhoaL');
1229 setSprite('sTunnelLeft');
1232 if (status == RUNNING) {
1233 if (kUp) setSprite('sTunnelLookRunL'); else setSprite('sTunnelRunL');
1235 if (status == DUCKING) {
1236 if (xVel == 0) setSprite('sTunnelDuckL');
1237 else if (fabs(xVel) < 3) setSprite('sTunnelCrawlL');
1238 else setSprite('sTunnelRunL');
1240 if (status == LOOKING_UP) {
1241 if (fabs(xVel) > 0) setSprite('sTunnelRunL'); else setSprite('sTunnelLookL');
1243 if (status == JUMPING) setSprite('sTunnelJumpL');
1244 if (status == FALLING && statePrev == FALLING && statePrevPrev == FALLING) setSprite('sTunnelFallL');
1245 if (status == HANGING) setSprite('sTunnelHangL');
1246 if (pushTimer > 20) setSprite('sTunnelPushL');
1247 if (status == DUCKTOHANG) setSprite('sTunnelDtHL');
1248 if (status == CLIMBING) {
1249 if (level.isRopeAtPoint(x, y)) {
1250 if (kDown) setSprite('sTunnelClimb3'); else setSprite('sTunnelClimb2');
1252 setSprite('sTunnelClimb');
1255 } else if (global.isDamsel && !stunned && !whipping) {
1257 if (status == STANDING) {
1258 if (!level.isSolidAtPoint(x-2, y+9)) {
1260 setSprite('sDamselWhoaL');
1261 /* was commented out in the original
1262 if (holdItem && whoaTimer < 1) {
1263 holdItem.held = false;
1264 if (facing == LEFT) holdItem.xVel = -2; else holdItem.xVel = 2;
1265 if (holdItem.type == "Damsel") playSound('sndDamsel');
1266 if (holdItem.type == pickupItemType) { holdItem = 0; pickupItemType = ""; } else scrSwitchToPocketItem();
1270 setSprite('sDamselLeft');
1273 if (status == RUNNING) {
1274 if (kUp) setSprite('sDamselRunL'); else setSprite('sDamselRunL');
1276 if (status == DUCKING) {
1277 if (xVel == 0) setSprite('sDamselDuckL');
1278 else if (fabs(xVel) < 3) setSprite('sDamselCrawlL');
1279 else setSprite('sDamselRunL');
1281 if (status == LOOKING_UP) {
1282 if (fabs(xVel) > 0) setSprite('sDamselRunL'); else setSprite('sDamselLookL');
1284 if (status == JUMPING) setSprite('sDamselDieLR');
1285 if (status == FALLING && statePrev == FALLING && statePrevPrev == FALLING) setSprite('sDamselFallL');
1286 if (status == HANGING) setSprite('sDamselHangL');
1287 if (pushTimer > 20) setSprite('sDamselPushL');
1288 if (status == DUCKTOHANG) setSprite('sDamselDtHL');
1289 if (status == CLIMBING) {
1290 if (level.isRopeAtPoint(x, y)) {
1291 if (kDown) setSprite('sDamselClimb3'); else setSprite('sDamselClimb2');
1293 setSprite('sDamselClimb');
1296 } else if (!stunned && !whipping) {
1298 if (status == STANDING) {
1299 if (!level.checkTileAtPoint(x-(dir == Dir.Left ? 2 : 0), y+9, &level.cbCollisionForWhoa)) {
1301 setSprite('sWhoaLeft');
1302 /* was commented out in the original
1303 if (holdItem && whoaTimer < 1) {
1304 holdItem.held = false;
1305 if (facing == LEFT) holdItem.xVel = -2; else holdItem.xVel = 2;
1306 if (holdItem.type == "Damsel") playSound('sndDamsel');
1307 if (holdItem.type == pickupItemType) { holdItem = 0; pickupItemType = ""; } else scrSwitchToPocketItem();
1311 setSprite('sStandLeft');
1314 if (status == RUNNING) {
1315 if (kUp) setSprite('sLookRunL'); else setSprite('sRunLeft');
1317 if (status == DUCKING) {
1318 if (xVel == 0) setSprite('sDuckLeft');
1319 else if (fabs(xVel) < 3) setSprite('sCrawlLeft');
1320 else setSprite('sRunLeft');
1322 if (status == LOOKING_UP) {
1323 if (fabs(xVel) > 0) setSprite('sLookRunL'); else setSprite('sLookLeft');
1325 if (status == JUMPING) setSprite('sJumpLeft');
1326 if (status == FALLING && statePrev == FALLING && statePrevPrev == FALLING) setSprite('sFallLeft');
1327 if (status == HANGING) setSprite('sHangLeft');
1328 if (pushTimer > 20) setSprite('sPushLeft');
1329 if (status == CLIMBING) {
1330 if (level.isRopeAtPoint(x, y)) {
1331 if (kDown) setSprite('sClimbUp3'); else setSprite('sClimbUp2');
1333 setSprite('sClimbUp');
1336 if (status == DUCKTOHANG) setSprite('sDuckToHangL');
1342 // ////////////////////////////////////////////////////////////////////////// //
1343 void addScore (int delta) {
1344 if (!level.isNormalLevel()) return;
1346 if (delta == 0) return;
1347 level.stats.addMoney(delta);
1349 level.xmoney += delta;
1350 level.collectCounter = min(100, level.collectCounter+20);
1355 // ////////////////////////////////////////////////////////////////////////// //
1356 // for dead players too
1357 // first, the code will call `onObjectTouched()` for player
1358 // if it returned `false`, the code will call `obj.onTouchedByPlayer()`
1359 // note that player's handler is called *after* its frame thinker,
1360 // but object handler is called *before* frame thinker for the object
1361 // i.e. return `true` to block calling `obj.onTouchedByPlayer()`,
1362 // (but NOT object thinker)
1363 bool onObjectTouched (MapObject obj) {
1365 if (dead || global.plife <= 0) return false; // player may be rendered dead, but not yet transited to dead state
1367 if (obj isa ItemProjectileArrow && holdItem isa ItemWeaponBow && !stunned && global.arrows < 99) {
1368 if (fabs(obj.xVel) < 1 && fabs(obj.yVel) < 1 && !obj.stuck) {
1370 playSound('sndPickup');
1371 obj.instanceRemove();
1377 auto treasure = ItemTreasure(obj);
1378 if (treasure && treasure.canCollect) {
1379 if (treasure.value) addScore(treasure.value);
1380 treasure.onCollected(self); // various other effects
1381 playSound(treasure.soundName);
1382 treasure.instanceRemove();
1387 if (global.hasKapala && obj isa MapObjBlood) {
1388 global.bloodLevel += 1;
1389 level.MakeMapObject(obj.ix, obj.iy, 'oBloodSpark');
1390 obj.instanceRemove();
1392 if (global.bloodLevel > 8) {
1393 global.bloodLevel = 0;
1395 level.MakeMapObject(ix, iy-8, 'oHeart');
1396 playSound('sndKiss');
1399 if (redColor < 55) redColor += 5;
1403 // other objects will take care of themselves
1408 // return `false` to prevent
1409 // holdItem is valid
1410 bool onLoosingHeldItem (LostCause cause) {
1411 if (level.inWinCutscene != 0) return false;
1416 // ////////////////////////////////////////////////////////////////////////// //
1417 // k8: don't even ask me! the following mess is almost straightforward port of the original Derek's code!
1418 private final void closeCape () {
1419 auto pp = PPCape(findPowerup('Cape'));
1420 if (pp) pp.open = false;
1424 private final void switchCape () {
1425 auto pp = PPCape(findPowerup('Cape'));
1426 if (pp) pp.open = !pp.open;
1430 final bool isCapeActiveAndOpen () {
1431 auto pp = PPCape(findPowerup('Cape'));
1432 return (pp && pp.active && pp.open);
1436 final bool isParachuteActive () {
1437 auto pp = findPowerup('Parachute');
1438 return (pp && pp.active);
1442 // ////////////////////////////////////////////////////////////////////////// //
1444 bool checkSkipCutScene () {
1445 if (skipCutscenePressed) {
1446 return level.isKeyReleased(GameConfig::Key.Pay);
1448 skipCutscenePressed = level.isKeyPressed(GameConfig::Key.Pay);
1456 bool forcePlayerControls () {
1457 if (level.inWinCutscene) {
1459 level.winCutscenePlayerControl(self);
1461 } else if (level.inIntroCutscene) {
1463 level.introCutscenePlayerControl(self);
1466 } else if (level.levelKind == GameLevel::LevelKind.Transition) {
1469 if (checkSkipCutScene()) {
1470 level.playerExited = true;
1474 auto door = level.checkTileAtPoint(ix, iy, &level.cbCollisionExitTile);
1476 kExitPressed = true;
1480 if (status == STOPPED) {
1481 if (--transKissTimer > 0) return true;
1486 auto dms = MonsterDamselKiss(level.isObjectAtPoint(ix+8, iy+4, delegate bool (MapObject o) { return (o isa MonsterDamselKiss); }));
1487 if (dms && !dms.kissed) {
1492 transKissTimer = 30;
1497 kRightPressed = true;
1504 // ////////////////////////////////////////////////////////////////////////// //
1505 private final void checkControlKeys (SpriteImage spr) {
1506 if (forcePlayerControls()) {
1507 if (movementBlocked) unpressAllKeys();
1508 if (kLeft) kLeftPushedSteps += 1; else kLeftPushedSteps = 0;
1509 if (kRight) kRightPushedSteps += 1; else kRightPushedSteps = 0;
1513 kLeft = level.isKeyDown(GameConfig::Key.Left);
1514 if (movementBlocked) kLeft = false;
1515 if (kLeft) kLeftPushedSteps += 1; else kLeftPushedSteps = 0;
1516 kLeftPressed = level.isKeyPressed(GameConfig::Key.Left);
1517 kLeftReleased = level.isKeyReleased(GameConfig::Key.Left);
1519 kRight = level.isKeyDown(GameConfig::Key.Right);
1520 if (movementBlocked) kRight = false;
1521 if (kRight) kRightPushedSteps += 1; else kRightPushedSteps = 0;
1522 kRightPressed = level.isKeyPressed(GameConfig::Key.Right);
1523 kRightReleased = level.isKeyReleased(GameConfig::Key.Right);
1525 kUp = level.isKeyDown(GameConfig::Key.Up);
1526 kDown = level.isKeyDown(GameConfig::Key.Down);
1528 kJump = level.isKeyDown(GameConfig::Key.Jump);
1529 kJumpPressed = level.isKeyPressed(GameConfig::Key.Jump);
1530 kJumpReleased = level.isKeyReleased(GameConfig::Key.Jump);
1532 if (movementBlocked) unpressAllKeys();
1536 kJumpPressed = false;
1537 kJumpReleased = false;
1539 } else if (spr && global.isTunnelMan && spr.Name == 'sTunnelAttackL' && !holdItem) {
1541 kJumpPressed = false;
1542 kJumpReleased = false;
1543 cantJump = max(0, cantJump-1);
1546 kAttack = level.isKeyDown(GameConfig::Key.Attack);
1547 kAttackPressed = level.isKeyPressed(GameConfig::Key.Attack);
1548 kAttackReleased = level.isKeyReleased(GameConfig::Key.Attack);
1550 kItemPressed = level.isKeyPressed(GameConfig::Key.Switch);
1551 kRopePressed = level.isKeyPressed(GameConfig::Key.Rope);
1552 kBombPressed = level.isKeyPressed(GameConfig::Key.Bomb);
1554 kPayPressed = level.isKeyPressed(GameConfig::Key.Pay);
1556 if (movementBlocked) unpressAllKeys();
1558 kExitPressed = false;
1559 if (global.config.useDoorWithButton) {
1560 if (kPayPressed) kExitPressed = true;
1562 if (kUp) kExitPressed = true;
1565 if (stunned || dead) {
1567 //level.clearKeysPressRelease();
1572 // ////////////////////////////////////////////////////////////////////////// //
1573 // knock off monkeys that grabbed you
1574 void knockOffMonkeys () {
1575 level.forEachObject(delegate bool (MapObject o) {
1576 auto mk = EnemyMonkey(o);
1577 if (mk && !mk.dead && mk.status == GRAB) {
1578 mk.xVel = global.randOther(0, 1)-global.randOther(0, 1);
1581 mk.vineCounter = 20;
1582 mk.grabCounter = 60;
1589 // ////////////////////////////////////////////////////////////////////////// //
1590 // fix collision with boulder (bug with non-aligned boulder)
1591 void hackBoulderCollision () {
1592 auto bld = level.checkTilesInRect(x0, y0, width, height, delegate bool (MapTile o) { return (o isa ObjBoulder); });
1593 if (bld && fabs(bld.xVel) <= 1) {
1594 writeln("IN BOULDER!");
1597 writeln(" LEFT: dx=", dx);
1598 if (dx <= 2) fltx = x0-dx;
1599 } else if (x1 > bld.x1) {
1601 writeln(" RIGHT: dx=", dx);
1602 if (dx <= 2) fltx = x1-dx;
1608 // ////////////////////////////////////////////////////////////////////////// //
1609 bool checkHangTileDG (MapTile t) { return (t.solid || t.tree); }
1612 void checkPerformHang (bool colLeft, bool colRight) {
1613 if (status == HANGING || platformCharacterIs(ON_GROUND)) return;
1614 if ((kLeft && kRight) || (!kLeft && !kRight)) return;
1615 if (kLeft && !colLeft) {
1617 writeln("checkPerformHang: no left solid");
1621 if (kRight && !colRight) {
1623 writeln("checkPerformHang: no right solid");
1627 if (hangCount != 0) {
1629 writeln("checkPerformHang: hangCount=", hangCount);
1633 if (iy <= 16) return;
1634 int dx = (kLeft ? -9 : 9);
1636 writeln("checkPerformHang: trying to hang at ", dx);
1639 bool doHang = false;
1641 if (global.hasGloves) {
1642 doHang = (yVel > 0 && !!level.checkTilesInRect(ix+dx, iy-6, 1, 2, &checkHangTileDG));
1645 doHang = !!level.checkTilesInRect(ix+dx, iy-6, 1, 2, &level.cbCollisionAnyTree);
1647 writeln(" tree: ", doHang);
1651 doHang = level.checkTilesInRect(ix+dx, iy-6, 1, 2) &&
1652 !level.isSolidAtPoint(ix+dx, iy-9) && !level.isSolidAtPoint(ix, iy+9);
1654 writeln(" solid: ", doHang);
1659 writeln(" solid at dx, -6(1): ", !!level.checkTilesInRect(ix+dx, iy-6, 1, 2));
1660 writeln(" solid at dx, -9(0): ", !!level.isSolidAtPoint(ix+dx, iy-9));
1661 writeln(" solid at 0, +9(0): ", !!level.isSolidAtPoint(ix, iy-9));
1664 doHang = level.checkTilesInRect(ix+dx, iy-6, 1, 2) &&
1665 !level.isSolidAtPoint(ix+dx, iy-10) && !level.isSolidAtPoint(ix, iy+9);
1667 if (!doHang) writeln(" easier hang failed");
1670 if (!level.isSolidAtPoint(ix, iy-9)) {
1671 foreach (int dy; 6..24) {
1672 writeln(" solid at dx:-", dy, "(0): ", !!level.isSolidAtPoint(ix+dx, iy-dy));
1674 writeln(" ix=", ix, "; iy=", iy);
1691 // ////////////////////////////////////////////////////////////////////////// //
1692 final void characterStepEvent () {
1693 if (climbSoundTimer > 0) {
1694 if (--climbSoundTimer == 0) {
1695 playSound(climbSndToggle ? 'sndClimb2' : 'sndClimb1');
1696 climbSndToggle = !climbSndToggle;
1700 auto spr = getSprite();
1701 checkControlKeys(spr);
1703 float xPrev = fltx, yPrev = flty;
1706 // check collisions in various directions
1707 bool colSolidLeft = !!getPushableLeft(1);
1708 bool colSolidRight = !!getPushableRight(1);
1709 bool colLeft = !!isCollisionLeft(1);
1710 bool colRight = !!isCollisionRight(1);
1711 bool colTop = !!isCollisionTop(1);
1712 bool colBot = !!isCollisionBottom(1);
1713 bool colLadder = !!isCollisionLadder();
1714 bool colPlatBot = !!isCollisionBottom(1, &level.cbCollisionPlatform);
1715 bool colPlat = !!isCollision(&level.cbCollisionPlatform);
1716 //bool colWaterTop = !!isCollisionTop(1, &level.cbCollisionWater);
1717 bool colWaterTop = !!level.checkTilesInRect(x0, y0-1, width, 3, &level.cbCollisionWater);
1718 bool colIceBot = !!level.isIceAtPoint(x, y+8);
1720 bool runKey = false;
1721 if (level.isKeyDown(GameConfig::Key.Run)) { runHeld = 100; runKey = true; }
1722 if (level.isKeyDown(GameConfig::Key.Attack) && !whipping) { runHeld += 1; runKey = true; }
1723 if (!runKey || (!kLeft && !kRight)) runHeld = 0;
1725 // allows the character to run left and right
1726 // if state!=DUCKING and state!=LOOKING_UP and state!=CLIMBING
1727 if (status != CLIMBING && status != HANGING) {
1728 if (kLeftReleased && fabs(xVel) < 0.0001) xAcc -= 0.5;
1729 if (kRightReleased && fabs(xVel) < 0.0001) xAcc += 0.5;
1730 if (kLeft && !kRight) {
1732 //xVel = 3; // in orig
1733 if (platformCharacterIs(ON_GROUND) && status != DUCKING) {
1736 //playSound('sndPush', unique:true);
1738 } else if (kLeftPushedSteps > 2 && (dir == Dir.Left || fabs(xVel) < 0.0001)) {
1742 //if (platformCharacterIs(ON_GROUND) && fabs(xVel) > 0 && alarm[3] < 1) alarm[3] = floor(16/-xVel);
1744 if (kRight && !kLeft) {
1745 if (colSolidRight) {
1746 //xVel = 3; // in orig
1747 if (platformCharacterIs(ON_GROUND) && status != DUCKING) {
1750 //playSound('sndPush', unique:true);
1752 } else if ((kRightPushedSteps > 2 || colSolidLeft) && (dir == Dir.Right || fabs(xVel) < 0.0001)) {
1756 //if (platformCharacterIs(ON_GROUND) && fabs(xVel) > 0 && alarm[3] < 1) alarm[3] = floor(16/xVel);
1761 if (status == CLIMBING) {
1765 auto ladder = level.isLadderAtPoint(x, y);
1766 if (ladder) { x = ladder.ix+8; setX(x); }
1767 if (kLeft) dir = Dir.Left; else if (kRight) dir = Dir.Right;
1769 // checks both ladder and laddertop
1770 if (level.isAnyLadderAtPoint(x, y-8)) {
1771 //writeln("LADDER00! old yAcc=", yAcc, "; climbAcc=", climbAcc, "; new yAcc=", yAcc-climbAcc);
1773 if (climbSoundTimer < 1) climbSoundTimer = climbSndSpeed;
1774 //!if (alarm[2] < 1) alarm[2] = climbSndSpeed;
1777 for (int dy = -6; dy > -12; --dy) {
1778 ladder = level.isAnyLadderAtPoint(x, y+dy);
1780 writeln("::: ", dy, ": plrx=", x, "; ladder.xy0=(", ladder.x0, ",", ladder.y0, "); ladder.ixy=(", ladder.ix, ",", ladder.iy, "); wdt=", ladder.width, "; hgt=", ladder.height, "; ladder class=", GetClassName(ladder.Class));
1785 auto grid = level.miscTileGrid;
1786 foreach (MapTile t; grid.inCellPix(48, 96, grid.nextTag(), precise:false)) {
1787 writeln("at 48, 96: ", GetClassName(t.Class), "; pos=(", t.ix, ",", t.iy, ")");
1789 foreach (MapTile t; grid.inCellPix(48, 94, grid.nextTag(), precise:false)) {
1790 writeln("at 48, 94: ", GetClassName(t.Class), "; pos=(", t.ix, ",", t.iy, ")");
1792 foreach (int dy; 90..102) {
1793 ladder = level.isAnyLadderAtPoint(48, dy);
1795 writeln("::: ", dy, ": plrx=", x, "; ladder.xy0=(", ladder.x0, ",", ladder.y0, "); ladder.ixy=(", ladder.ix, ",", ladder.iy, "); wdt=", ladder.width, "; hgt=", ladder.height, "; ladder class=", GetClassName(ladder.Class));
1801 // checks both ladder and laddertop
1802 if (level.isAnyLadderAtPoint(x, y+8)) {
1804 //!if (alarm[2] < 1) alarm[2] = climbSndSpeed;
1805 if (climbSoundTimer < 1) climbSoundTimer = climbSndSpeed;
1809 if (colBot) status = STANDING;
1812 if (kJumpPressed && !whipping) {
1813 if (kLeft) xVel = -departLadderXVel; else if (kRight) xVel = departLadderXVel; else xVel = 0;
1814 //yAcc += departLadderYVel;
1815 //k8: was `0.6`, but with `0.4` we can jump onto the wall above, and with `0.6` we cannot
1816 yAcc = 0.4+departLadderYVel; // YASM 1.8.1 Fix for extra air when jumping off ladders due to increased climb speed option
1818 jumpButtonReleased = false;
1823 if (ladderTimer > 0) ladderTimer -= 1;
1826 if (platformCharacterIs(IN_AIR) && status != HANGING) yAcc += gravityIntensity;
1828 // player has landed
1829 if ((colBot || colPlatBot) && platformCharacterIs(IN_AIR) && yVel >= 0) {
1830 if (!colPlat || colBot) {
1835 playSound('sndLand');
1837 if ((colBot || colPlatBot) && !colPlat) yVel = 0;
1839 // player has just walked off of the edge of a solid
1840 if (colBot == 0 && (!colPlatBot || colPlat) && platformCharacterIs(ON_GROUND)) {
1844 if (global.hasGloves) hangCount = 5;
1848 if (dead || stunned) yVel = -yVel*0.8;
1849 else if (status == JUMPING) yVel = fabs(yVel*0.3);
1852 if ((colLeft && dir == Dir.Left) || (colRight && dir == Dir.Right)) {
1853 if (dead || stunned) xVel = -xVel*0.5; else xVel = 0;
1857 if (kJumpReleased && platformCharacterIs(IN_AIR)) {
1859 } else if (platformCharacterIs(ON_GROUND)) {
1864 MapObject oWeb = none, oBlob = none;
1866 oWeb = level.isObjectAtPoint(x, y, &level.cbIsObjectWeb);
1867 if (!oWeb) oBlob = level.isObjectAtPoint(x, y, &level.cbIsObjectBlob);
1870 bool invokeJumpHelper = false;
1872 if (kJumpPressed && oWeb) {
1873 ItemWeb(oWeb).tear(1);
1874 yAcc += initialJumpAcc*2;
1879 jumpButtonReleased = false;
1883 invokeJumpHelper = true;
1884 } else if (kJumpPressed && oBlob) {
1886 scrCreateBloblets(oBlob.x0+8, oBlob.y0+8, 1);
1887 playSound('sndHit');
1888 yAcc += initialJumpAcc*2;
1892 jumpButtonReleased = false; // k8: was `jumpButtonRelease`
1894 invokeJumpHelper = true;
1895 } else if (kJumpPressed && colWaterTop) {
1896 yAcc += initialJumpAcc*2;
1901 jumpButtonReleased = false;
1905 invokeJumpHelper = true;
1906 } else if (global.hasCape && kJumpPressed && kJumped && platformCharacterIs(IN_AIR)) {
1908 } else if (global.hasJetpack && !swimming && kJump && kJumped && platformCharacterIs(IN_AIR) && jetpackFuel > 0) {
1909 yAcc += initialJumpAcc;
1912 if (jetpackFlaresTime < 1) jetpackFlaresTime = 3;
1913 //!if (alarm[10] < 1) alarm[10] = 3; // jetpack flares
1917 jumpButtonReleased = false;
1921 invokeJumpHelper = true;
1922 } else if (platformCharacterIs(ON_GROUND) && kJumpPressed && fallTimer == 0) {
1923 if (fabs(xVel) > 3 /*xVel > 3 || xVel < -3*/) {
1924 yAcc += initialJumpAcc*2;
1927 yAcc += initialJumpAcc*2;
1929 //scrJumpHelper(); // move to location where player doesn't have to be on ground
1931 if (global.hasJordans) {
1935 } else if (global.hasSpringShoes) {
1942 playSound('sndJump');
1946 // the "state" gets changed to JUMPING later on in the code
1948 // "variable jumping" states
1949 jumpButtonReleased = false;
1951 invokeJumpHelper = true;
1954 if (kJumpPressed && invokeJumpHelper) scrJumpHelper(); // YASM 1.8.1
1956 if (jumpTime < jumpTimeTotal) jumpTime += 1;
1957 // let the character continue to jump
1958 if (!kJump) jumpButtonReleased = true;
1959 if (jumpButtonReleased) jumpTime = jumpTimeTotal;
1961 gravityIntensity = (jumpTime/jumpTimeTotal)*grav;
1963 if (kUp && platformCharacterIs(ON_GROUND) && !colLadder) {
1964 //k8:!!!looking = UP;
1965 if (xVel == 0 && xAcc == 0) status = LOOKING_UP;
1967 //k8:!!!looking = 0;
1970 if (!kUp && status == LOOKING_UP) status = STANDING;
1974 checkPerformHang(colLeft, colRight);
1978 // hang on stuck arrow
1979 if (status == FALLING && hangCount == 0 && y > 16 && !platformCharacterIs(ON_GROUND) &&
1980 !level.isSolidAtPoint(x, y+12)) // from Spelunky Natural
1982 auto arrow = level.isObjectInRect(ix, iy, 16, 16, delegate bool (MapObject o) {
1985 writeln(" ARROW : (", o.x0, ",", o.y0, ")-(", o.x1, ",", o.y1, "); coll=", o.collidesWith(self));
1986 writeln(" PLAYER: (", x0, ",", y0, ")-(", x1, ",", y1, "); coll=", self.collidesWith(o), "; dy=", iy-o.iy);
1988 if (o.stuck && iy-o.iy >= -6 && iy-o.iy <= -5 && o.collidesWith(self)) {
1989 //writeln(" *** HANG IS POSSIBLE! p5=", !!level.isObjectAtPoint(ix, iy-5, &level.cbIsObjectArrow), "; p6=", !!level.isObjectAtPoint(ix, iy-6, &level.cbIsObjectArrow));
1993 }, castClass:ItemProjectileArrow, precise:false);
1996 // move_snap(1, 8); // was commented out in the original
2002 writeln("TRYING ARROW HANG ALLOWED");
2003 writeln(" Z00: ", !level.isObjectAtPoint(x, y-9, &level.cbIsObjectArrow));
2004 writeln(" Z01: ", !level.isObjectAtPoint(x, y+9, &level.cbIsObjectArrow));
2005 writeln(" Z02: ", !!level.isObjectAtPoint(x, y-5, &level.cbIsObjectArrow));
2006 writeln(" Z03: ", !!level.isObjectAtPoint(x, y-6, &level.cbIsObjectArrow));
2007 level.isObjectInRect(ix, iy, 16, 16, delegate bool (MapObject o) {
2009 writeln(" ARROW : (", o.x0, ",", o.y0, ")-(", o.x1, ",", o.y1, "); coll=", o.collidesWith(self));
2010 writeln(" PLAYER: (", x0, ",", y0, ")-(", x1, ",", y1, "); coll=", self.collidesWith(o), "; dy=", iy-o.iy);
2011 if (iy-o.iy >= -6 && iy-o.iy <= -5 && o.collidesWith(self)) {
2012 writeln(" *** HANG IS POSSIBLE! p5=", !!level.isObjectAtPoint(ix, iy-5, &level.cbIsObjectArrow), "; p6=", !!level.isObjectAtPoint(ix, iy-6, &level.cbIsObjectArrow));
2015 }, castClass:ItemProjectileArrow, precise:false);
2019 // hang on stuck arrow
2020 /*k8: this is not working due to collision issues; see the fixed code above
2021 if (status == FALLING && hangCount == 0 && y > 16 && !platformCharacterIs(ON_GROUND) &&
2022 !level.isSolidAtPoint(x, y+12) && // from Spelunky Natural
2023 !level.isObjectAtPoint(x, y-9, &level.cbIsObjectArrow) && !level.isObjectAtPoint(x, y+9, &level.cbIsObjectArrow))
2025 //obj = instance_nearest(x, y-5, oArrow);
2026 auto arr0 = level.isObjectAtPoint(x, y-5, &level.cbIsObjectArrow);
2027 auto arr1 = level.isObjectAtPoint(x, y-6, &level.cbIsObjectArrow);
2029 writeln("ARROW HANG!");
2030 // get nearest arrow
2033 arr = (arr0.distanceToPoint(x, y-5) < arr1.distanceToPoint(x, y-5) ? arr0 : arr1);
2035 arr = (arr0 ? arr0 : arr1);
2039 // move_snap(1, 8); // was commented out in the original
2047 /* this was commented in the original
2048 if (hangCount == 0 && y > 16 && !platformCharacterIs(ON_GROUND) && state == FALLING &&
2049 (collision_point(x, y-5, oTreeBranch, 0, 0) || collision_point(x, y-6, oTreeBranch, 0, 0)) &&
2050 !collision_point(x, y-9, oTreeBranch, 0, 0) && !collision_point(x, y+9, oTreeBranch, 0, 0))
2053 // move_snap(1, 8); // was commented out in the original
2061 if (hangCount > 0) --hangCount;
2063 if (status == HANGING) {
2068 if (global.hasGloves) {
2069 if (hangCount == 0 && y > 16 && !platformCharacterIs(ON_GROUND)) {
2070 if (kRight && colRight &&
2071 (level.isSolidAtPoint(x+9, y-5) || level.isSolidAtPoint(x+9, y-6)))
2077 } else if (kLeft && colLeft &&
2078 (level.isSolidAtPoint(x-9, y-5) || level.isSolidAtPoint(x-9, y-6)))
2100 yAcc += initialJumpAcc*2;
2101 shiftX(dir == Dir.Right ? -2 : 2);
2104 hangCount = hangCountMax;
2105 if (level.isObjectAtPoint(x, y-5, &level.cbIsObjectArrow) || level.isObjectAtPoint(x, y-6, &level.cbIsObjectArrow)) hangCount /= 2; //Spelunky Natural
2108 if ((dir == Dir.Left && !isCollisionLeft(2)) ||
2109 (dir == Dir.Right && !isCollisionRight(2)))
2120 // pressing down while standing
2121 if (kDown && platformCharacterIs(ON_GROUND) && !whipping) {
2124 } else if (colPlatBot) {
2125 // climb down ladder if possible, else jump down
2128 //ladder = instance_place(x, y+16, oLadder);
2130 // from Spelunky Natural
2132 ladder = collision_line(x-4, y+16, x+4, y+16, oLadder, 0, 0);
2133 if (!ladder) ladder = collision_line(x-4, y+16, x+4, y+16, oLadderTop, 0, 0);
2135 auto ladder = level.checkTilesInRect(x-4, y+16, 9, 1, &level.cbCollisionAnyLadder);
2136 //writeln("DOWN; cpb=", colPlatBot, "; cb=", colBot, "; ladder=", !!ladder);
2139 if (abs(x-(ladder.x0+8)) < 4) {
2153 kJumped = true; // Spelunky Natural
2157 // the character can't move down because there is a solid in the way
2162 if (!kDown && status == DUCKING) {
2167 if (xVel == 0 && xAcc == 0 && status == RUNNING) status = STANDING;
2168 if (xAcc != 0 && status == STANDING) status = RUNNING;
2169 if (yVel < 0 && platformCharacterIs(IN_AIR) && status != HANGING) status = JUMPING;
2170 if (yVel > 0 && platformCharacterIs(IN_AIR) && status != HANGING) status = FALLING;
2171 setCollisionBounds(-5, -6, 5, 8);
2174 bool colPointLadder = !!level.isAnyLadderAtPoint(x, y);
2176 /* this was commented in the original
2177 if ((kUp && platformCharacterIs(IN_AIR) && collision_point(x, y-8, oLadder, 0, 0) && ladderTimer == 0) ||
2178 (kUp && colPointLadder && ladderTimer == 0) ||
2179 (kDown && colPointLadder && ladderTimer == 0 && platformCharacterIs(ON_GROUND) && collision_point(x, y+9, oLadderTop, 0, 0) && xVel == 0))
2182 ladder = instance_place(x, y-8, oLadder);
2183 if (instance_exists(ladder)) {
2184 if (abs(x-(ladder.x0+8)) < 4) {
2187 if (!collision_point(x, y, oLadder, 0, 0) && !collision_point(x, y, oLadderTop, 0, 0)) { y = ladder.iy+14; setY(y); }
2197 // Spelunky Natural - Multiple changes to this big "if" condition
2198 if ((kUp && platformCharacterIs(IN_AIR) && ladderTimer == 0 && level.checkTilesInRect(x-2, y-8, 5, 1, &level.cbCollisionLadder)) ||
2199 (kUp && colPointLadder && ladderTimer == 0) ||
2200 (kDown && colPointLadder && ladderTimer == 0 && platformCharacterIs(ON_GROUND) && xVel == 0 && level.isLadderTopAtPoint(x, y+9)) ||
2201 ((kUp || kDown) && status == HANGING && level.checkTilesInRect(x-2, y, 5, 1, &level.cbCollisionLadder)))
2204 //auto ladder = instance_place(x, y-8, oLadder);
2205 auto ladder = level.isLadderAtPoint(x, y-8);
2207 //writeln("LADDER01! plrx=", x, "; ladder.x0=", ladder.x0, "; ladder.ix=", ladder.ix, "; ladder class=", GetClassName(ladder.Class));
2208 if (abs(x-(ladder.x0+8)) < 4) {
2211 if (!level.isAnyLadderAtPoint(x, y)) { y = ladder.y0+14; setY(y); }
2221 /* this was commented in the original
2222 if (sprite_index == sDuckToHangL || sprite_index == sDamselDtHL) {
2224 if (facing == LEFT && collision_rectangle(x-8, y, x, y+16, oLadder, 0, 0) && !collision_point(x-4, y+16, oSolid, 0, 0)) {
2225 ladder = instance_nearest(x-4, y+16, oLadder);
2226 } else if (facing == RIGHT && collision_rectangle(x, y, x+8, y+16, oLadder, 0, 0) && !collision_point(x+4, y+16, oSolid, 0, 0)) {
2227 ladder = instance_nearest(x+4, y+16, oLadder);
2240 if (colLadder && state == CLIMBING && kJumpPressed && !whipping) {
2241 if (kLeft) xVel = -departLadderXVel; else if (kRight) xVel = departLadderXVel; else xVel = 0;
2242 yAcc += departLadderYVel;
2244 jumpButtonReleased = false;
2250 // calculate horizontal/vertical friction
2251 if (status == CLIMBING) {
2252 xFric = frictionClimbingX;
2253 yFric = frictionClimbingY;
2255 //if (runKey && platformCharacterIs(ON_GROUND) && runHeld >= 10)
2256 if ((runKey && runHeld >= 10) && (platformCharacterIs(ON_GROUND) || global.config.toggleRunAnywhere)) {
2262 xFric = frictionRunningFastX;
2263 } else if (kRight) {
2266 xFric = frictionRunningFastX;
2268 } else if (status == DUCKING) {
2269 if (xVel < 2 && xVel > -2) {
2273 } else if (kLeft && global.config.downToRun) {
2277 xFric = frictionRunningFastX;
2278 } else if (kRight && global.config.downToRun) {
2281 xFric = frictionRunningFastX;
2284 if (xVel < 0.5) xVel = 0;
2290 // decrease the friction when the character is "flying"
2291 if (platformCharacterIs(IN_AIR)) {
2292 if (dead || stunned) xFric = 1.0; else xFric = 0.8;
2294 xFric = frictionRunningX;
2298 /* // ORIGINAL RUN/WALK xVel/xFric code this was commented in the original
2299 if (runKey && platformCharacterIs(ON_GROUND) && runHeld >= 10) {
2304 xFric = frictionRunningFastX;
2305 } else if (kRight) {
2308 xFric = frictionRunningFastX;
2310 } else if (state == DUCKING) {
2311 if (xVel < 2 && xVel > -2) {
2315 } else if (kLeft && global.downToRun) {
2319 xFric = frictionRunningFastX;
2320 } else if (kRight && global.downToRun) {
2323 xFric = frictionRunningFastX;
2326 if (xVel < 0.5) xVel = 0;
2332 // decrease the friction when the character is "flying"
2333 if (platformCharacterIs(IN_AIR)) {
2334 if (dead || stunned) xFric = 1.0; else xFric = 0.8;
2336 xFric = frictionRunningX;
2341 // stuck on web or underwater
2342 if (level.isObjectAtPoint(x, y, &level.cbIsObjectWeb)) {
2346 } else if (level.isObjectAtPoint(x, y, &level.cbIsObjectBlob)) {
2348 //obj = instance_place(x, y, oBlob); this was commented in the original
2349 //xVel += obj.xVel; this was commented in the original
2353 } else if (level.isWaterAtPoint(x, y/*, oWater, -1, -1*/)) {
2355 //if (!runKey && global.toggleRunAnywhere) xFric = frictionRunningX; // YASM 1.8.1 this was commented in the original
2356 if (!platformCharacterIs(ON_GROUND)) xFric = frictionRunningX;
2357 if (status == FALLING && yVel > 0) {
2359 if (global.config.naturalSwim && kUp) yFric = 0.2;
2360 else if (global.config.naturalSwim && kDown) yFric = 0.8;
2362 } else if (!level.isWaterAtPoint(x, y-9/*, oWater, -1, -1*/)) {
2367 if (yVel < -6 && global.config.noDolphin) {
2368 // Spelunky Natural (changed from -4 to -6)
2377 if (colIceBot && status != DUCKING && !global.hasSpikeShoes) {
2383 if (global.config.toggleRunAnywhere) {
2384 if (!kJump && !kDown && !runKey) xVelLimit = 3;
2388 if (platformCharacterIs(ON_GROUND)) {
2389 if (status == RUNNING && kLeft && colLeft) pushTimer += 1;
2390 else if (status == RUNNING && kRight && colRight) pushTimer += 1;
2393 //if (platformCharacterIs(ON_GROUND) && !kJump && !kDown && !runKey) this was commented in the original
2394 if (!kJump && !kDown && !runKey) xVelLimit = 3;
2396 /* this was commented in the original
2398 if (state == DUCKING && fabs(xVel) < 3 && facing == LEFT &&
2399 //collision_point(x, y+9, oSolid, 0, 0) && !collision_point(x-1, y+9, oSolid, 0, 0) && kLeft)
2400 collision_point(x, y+9, oSolid, 0, 0) && !collision_line(x-1, y+9, x-10, y+9, oSolid, 0, 0) && kLeft)
2405 if (kLeft && dir == Dir.Left) dhdir = -1;
2406 else if (kRight && dir == Dir.Right) dhdir = 1;
2408 if (dhdir && status == DUCKING && fabs(xVel) < 3+(dhdir < 0 ? 1 : 0) &&
2409 level.isSolidAtPoint(x, y+9) && !level.checkTilesInRect(x+(dhdir < 0 ? -8 : 1), y+9, 8, 8))
2411 status = DUCKTOHANG;
2413 if (!global.config.scumFlipHold || holdItem.heavy) {
2415 holdItem.heldBy = none;
2416 if (holdItem.objName == 'GoldIdol') holdItem.shiftY(-8);
2418 //else if (holdItem.type == "Block Item") { with (oBlockPreview) instance_destroy(); }
2419 scrDropItem(LostCause.Hang, (dir == Dir.Left ? -1 : 1), -4);
2426 if (status == DUCKTOHANG) {
2427 setXY(xPrev, yPrev);
2437 // parachute and cape
2438 if (!level.inWinCutscene) {
2439 if (isParachuteActive() || isCapeActiveAndOpen()) yFric = 0.5;
2442 if (pushTimer > 100) pushTimer = 100;
2444 // limits the acceleration if it is too extreme
2445 xAcc = fclamp(xAcc, -xAccLimit, xAccLimit);
2446 yAcc = fclamp(yAcc, -yAccLimit, yAccLimit);
2448 // applies the acceleration
2450 if (dead || stunned) yVel += 0.6; else yVel += yAcc;
2452 // nullifies the acceleration
2456 // applies the friction to the velocity, now that the velocity has been calculated
2460 auto oBall = getMyBall();
2461 // apply ball and chain
2463 int distsq = (ix-oBall.ix)*(ix-oBall.ix)+(iy-oBall.iy)*(iy-oBall.iy);
2464 if (distsq >= 24*24) {
2465 if (xVel > 0 && oBall.ix < ix && abs(oBall.ix-ix) > 24) xVel = 0;
2466 if (xVel < 0 && oBall.ix > ix && abs(oBall.ix-ix) > 24) xVel = 0;
2467 if (yVel > 0 && oBall.iy < iy && abs(oBall.iy-iy) > 24) {
2468 if (abs(oBall.ix-ix) < 1) {
2469 //teleportTo(destx:oBall.ix);
2471 prevFltX = oBall.prevFltX;
2473 } else if (oBall.ix < ix && !kRight) {
2474 if (xVel > 0) xVel *= -0.25;
2475 else if (xVel == 0) xVel -= 1;
2476 } else if (oBall.ix > ix && !kLeft) {
2477 if (xVel < 0) xVel *= -0.25;
2478 else if (xVel == 0) xVel += 1;
2483 if (yVel < 0 && oBall.iy > iy && abs(oBall.iy-iy) > 24) yVel = 0;
2487 // apply the limits since the velocity may be too extreme
2488 if (!dead && !stunned) xVel = fclamp(xVel, -xVelLimit, xVelLimit);
2489 yVel = fclamp(yVel, -yVelLimit, yVelLimit);
2491 // approximates the "active" variables
2492 if (fabs(xVel) < 0.0001) xVel = 0;
2493 if (fabs(yVel) < 0.0001) yVel = 0;
2494 if (fabs(xAcc) < 0.0001) xAcc = 0;
2495 if (fabs(yAcc) < 0.0001) yAcc = 0;
2497 bool wasInWall = !!isCollision();
2498 moveRel(xVel, yVel);
2500 // don't go out of level (if we're not in ending sequence)
2501 if (!level.inWinCutscene && !level.inIntroCutscene) {
2502 if (ix < 0) fltx = 0;
2503 else if (ix > level.tilesWidth*16-16) fltx = level.tilesWidth*16-16;
2504 if (iy < 0) flty = 0;
2506 if (!dead) hackBoulderCollision();
2508 if (!wasInWall && isCollision()) {
2509 writeln("** FUUUU (XXX)");
2510 if (isCollisionBottom(0) && !isCollisionBottom(-2)) {
2513 // we can stuck in the wall with this
2514 if (isCollisionLeft(0)) {
2515 writeln("** FUUUU (001: left)");
2516 while (isCollisionLeft(0) && !isCollisionRight(1)) shiftX(1);
2517 } else if (isCollisionRight(0)) {
2518 writeln("** FUUUU (001: right)");
2519 while (isCollisionRight(0) && !isCollisionLeft(1)) shiftX(-1);
2523 if (!dead) hackBoulderCollision();
2525 // move out of wall by at most 2 px, if possible
2526 if (!dead && isCollision()) {
2527 foreach (; 0..2) if (isCollisionBottom(0) && !isCollisionBottom(-4)) flty = iy-1;
2528 foreach (; 0..2) if (isCollisionTop(0) && !isCollisionTop(-4)) flty = iy+1;
2529 foreach (; 0..2) if (isCollisionLeft(0) && !isCollisionLeft(-4)) fltx = ix+1;
2530 foreach (; 0..2) if (isCollisionRight(0) && !isCollisionRight(-4)) fltx = ix-1;
2533 if (!dead && isCollision()) {
2534 //k8:HACK: try to duck
2535 bool wallDeath = true;
2539 if (isCollision()) {
2540 if (isCollisionLeft(0) && !isCollisionRight(4)) ix = ix+1;
2541 else if (isCollisionRight(0) && !isCollisionLeft(4)) ix = ix-1;
2542 else if (isCollisionBottom(0) && !isCollisionTop(4)) iy = iy-1;
2543 else if (isCollisionTop(0) && !isCollisionBottom(4)) iy = iy+1;
2548 if (wallDeath && isCollision()) {
2549 level.checkTilesInRect(x0, y0, width, height, delegate bool (MapTile t) {
2551 writeln("mypos=(", x0, ",", y0, ")-(", x1, ",", y1, "); tpos=(", t.x0, ",", t.y0, ")-(", t.x1, ",", t.y1, ")");
2555 if (!dead) level.addDeath('wall');
2558 writeln("PLAYER KILLED BY WALL");
2559 global.plife = 0; // oops
2565 //writeln("flty=", flty, "; iy=", iy);
2571 // figures out what the sprite index of the character should be
2574 // sets the previous state and the previously previous state
2575 statePrevPrev = statePrev;
2578 // calculates the imageSpeed based on the character's velocity
2579 if (status == RUNNING || status == DUCKING || status == LOOKING_UP) {
2580 if (status == RUNNING || status == LOOKING_UP) imageSpeed = fabs(xVel)*runAnimSpeed+0.1;
2583 if (status == CLIMBING) imageSpeed = sqrt(xVel*xVel+yVel*yVel)*climbAnimSpeed;
2585 if (xVel >= 4 || xVel <= -4) {
2587 if (platformCharacterIs(ON_GROUND)) {
2588 setCollisionBounds(-8, -6, 8, 8);
2590 setCollisionBounds(-5, -6, 5, 8);
2593 setCollisionBounds(-5, -6, 5, 8);
2596 if (whipping) imageSpeed = 1;
2598 if (status == DUCKTOHANG) {
2603 // limit the imageSpeed at 1 so the animation always looks good
2604 if (imageSpeed > 1) imageSpeed = 1;
2606 //if (kItemPressed) writeln("ITEM! dead=", dead, "; stunned=", stunned, "; active=", active);
2607 if (dead || stunned || !active) {
2609 } else if (/*inGame &&*/ kItemPressed && !whipping) {
2611 if (kUp) scrSwitchToStickyBombs(); else scrSwitchToNextItem();
2612 } else if (/*inGame &&*/ kRopePressed && global.rope > 0 && !whipping) {
2613 if (!kDown && colTop) {
2616 launchRope(kDown, doDrop:true);
2618 } else if (/*inGame &&*/ kBombPressed && global.bombs > 0 && !whipping) {
2619 if (holdItem isa ItemWeaponBow && bowArmed) {
2620 if (holdArrow != ARROW_BOMB) {
2621 //writeln("set bow arrows to bomb");
2622 holdArrow = ARROW_BOMB;
2624 //writeln("set bow arrows to normal");
2625 holdArrow = ARROW_NORM;
2634 if (!dead && !stunned && kUp && kAttackPressed) {
2635 auto octr = ItemOpenableContainer(level.isObjectInRect(ix, iy, width, height, delegate bool (MapObject o) {
2636 return (o isa ItemOpenableContainer);
2639 if (octr.openMe()) kAttackPressed = false;
2644 // use weapon / attack
2645 if (!dead && !stunned && kAttackPressed && !holdItem /*&& !pickedItem*/) {
2648 sndStopSound('sndBowPull');
2649 if (!global.config.unarmed && status != DUCKING && status != DUCKTOHANG && !whipping && !isExitingSprite()) {
2651 if (global.isTunnelMan) {
2652 if (platformCharacterIs(ON_GROUND) || platformCharacterIs(IN_AIR)) {
2653 setSprite('sTunnelAttackL');
2656 } else if (global.isDamsel) {
2657 setSprite('sDamselAttackL');
2660 setSprite('sAttackLeft');
2663 } else if (kDown && !pickedItem) {
2665 //HACK: always select dice to throw if there are two dices there
2666 MapObject diceToThrow = level.isObjectInRect(x-8, y, 9, 9, delegate bool (MapObject o) {
2667 if (o.spectral || !o.canPickUp) return false;
2668 if (ItemDice(o).isReadyToThrowForBet) return o.collidesWith(self);
2670 }, precise:false, castClass:ItemDice);
2675 obj = level.isObjectInRect(x-8, y, 9, 9, delegate bool (MapObject o) {
2676 if (o.spectral || !o.canPickUp) return false;
2677 if (!o.collidesWith(self)) return false;
2678 return o.onCanBePickedUp(self);
2680 if (o isa MapItem) return (o.active && o.canPickUp && !o.spectral);
2681 if (o isa MapEnemy) return (o.active && o.canPickUp && !o.spectral && (o.dead || o.status >= MapObject::STUNNED || o.meGoldMonkey));
2686 if (!obj && diceToThrow) obj = diceToThrow;
2688 // `canPickUp` is checked in callback
2689 if (/*obj.canPickUp &&*/ true /*k8: do we really need this? !level.isSolidAtPoint(obj.ix+2, obj.iy)*/) {
2690 //pickupItemType = holdItem.type;
2691 //!if (isAshShotgun(holdItem)) pickupItemType = "Boomstick";
2692 //!if (isGoldMonkey(obj) and obj.status < 98) obj.status = 0; // do not play walk animation while held
2694 if (!obj.onTryPickup(self)) {
2695 if (obj.isInstanceAlive) scrPickupItem(obj);
2699 if (holdItem.type == "Bow" and holdItem.new) {
2700 holdItem.new = false;
2702 if (global.arrows > 99) global.arrows = 99;
2708 } else if (!dead && !stunned) {
2709 if (holdItem isa ItemWeaponBow) {
2710 //writeln("BOW! kAttack=", kAttack, "; kAttackPressed=", kAttackPressed, "; bowArmed=", bowArmed, "; bowStrength=", bowStrength, "; holdArrow=", holdArrow);
2711 if (kAttackPressed) {
2712 if (scrPlayerIsDucking()) {
2713 scrUsePutItemOnGround();
2714 } else if (!bowArmed) {
2716 ItemWeaponBow(holdItem).armBow(self);
2720 if (bowArmed && bowStrength < 12) {
2722 //writeln("arming: ", bowStrength);
2724 sndStopSound('sndBowPull');
2727 //writeln(" xxBOW!");
2731 if (!holdArrow) holdArrow = ARROW_NORM;
2733 if (kAttackPressed && holdItem) scrUseItem();
2737 // remove held item offer
2738 if (!level.isInShop(ix/16, iy/16)) {
2739 if (holdItem) holdItem.sellOfferDone = false;
2740 if (pickedItem) pickedItem.sellOfferDone = false;
2744 if (!dead && !stunned && kPayPressed) {
2745 // find nearest shopkeeper
2746 auto sc = MonsterShopkeeper(level.findNearestObject(ix, iy, delegate bool (MapObject o) {
2747 auto sc = MonsterShopkeeper(o);
2748 if (!sc) return false;
2749 //if (needCraps && sc.stype != 'Craps') return false;
2750 if (sc.dead || sc.angered || sc.outlaw) return false;
2751 return sc.canSellItem(self, holdItem);
2753 if (level.isInShop(ix/16, iy/16)) {
2754 // if no shopkeepers found, just use it
2757 holdItem.forSale = false;
2758 holdItem.onTryPickup(self);
2760 } else if (global.thiefLevel == 0 && !global.murderer) {
2761 // only law-abiding players can buy/sell items or play games
2762 if (holdItem) writeln("shop item interaction: ", holdItem.objName, "; cost=", holdItem.cost);
2763 if (sc.doSellItem(self, holdItem)) {
2766 holdItem.forSale = false;
2767 holdItem.onTryPickup(self);
2770 if (holdItem && !holdItem.isInstanceAlive) {
2772 scrSwitchToPocketItem(forceIfEmpty:false); // just in case
2776 // use pickup, if any
2777 if (holdItem isa ItemPickup) {
2778 // make nearest shopkeeper angry (an unlikely situation, but still...)
2779 if (sc && holdItem.forSale) level.scrShopkeeperAnger(GameLevel::SCAnger.ItemStolen);
2780 holdItem.forSale = false;
2781 holdItem.onTryPickup(self);
2783 pickupsAround.clear();
2784 level.isObjectInRect(x0, y0, width, height, delegate bool (MapObject o) {
2785 auto pk = ItemPickup(o);
2786 if (pk && pk.collidesWith(self)) {
2788 foreach (auto opk; pickupsAround) if (opk == pk) { found = true; break; }
2789 if (!found) pickupsAround[$] = pk;
2793 // now try to use all pickups
2794 foreach (ItemPickup pk; pickupsAround) {
2795 if (pk.isInstanceAlive) {
2796 if (sc && pk.forSale) level.scrShopkeeperAnger(GameLevel::SCAnger.ItemStolen);
2798 pk.onTryPickup(self);
2801 pickupsAround.clear();
2807 transient array!ItemPickup pickupsAround;
2810 // ////////////////////////////////////////////////////////////////////////// //
2811 override bool initialize () {
2812 if (!::initialize()) return false;
2814 powerups.length = 0;
2815 powerups[$] = SpawnObject(PPParachute);
2816 powerups[$] = SpawnObject(PPCape);
2818 foreach (PlayerPowerup pp; powerups) pp.owner = self;
2820 if (global.isDamsel) {
2822 desc2 = "An athletic, unfittingly-dressed woman with extremely awkward running form.";
2823 setSprite('sDamselLeft');
2824 } else if (global.isTunnelMan) {
2825 desc = "Tunnel Man";
2826 desc2 = "A miner from the desert. His tools are a cut above the rest.";
2827 setSprite('sTunnelLeft');
2830 desc2 = "A strange little man who spends his time exploring caverns. He wants to be just like Indiana Jones when he grows up.";
2831 setSprite('sStandLeft');
2839 switch (global.config.scumClimbSpeed) {
2842 climbAnimSpeed = 0.4;
2847 climbAnimSpeed = 0.45;
2852 climbAnimSpeed = 0.5;
2857 climbAnimSpeed = 0.5;
2861 climbAcc = 0.6; // how fast the character will climb
2862 climbAnimSpeed = 0.4; // relates to how fast the climbing animation should go
2867 // sets the collision bounds to fit the default sprites (you can edit the arguments of the script)
2868 //setCollisionBounds(-5, -5, 5, 8); // setCollisionBounds(-5, -8, 5, 8);
2869 setCollisionBounds(-5, -6, 5, 8);
2872 statePrevPrev = statePrev;
2873 gravityIntensity = grav; // this variable describes the current force due to gravity (this variable is altered for variable jumping)
2874 jumpTime = jumpTimeTotal; // current time of the jump (0=start of jump, jumpTimeTotal=end of jump)
2880 // ////////////////////////////////////////////////////////////////////////// //
2881 override void onAnimationLooped () {
2882 auto spr = getSprite();
2883 if (spr.Name == 'sAttackLeft' || spr.Name == 'sDamselAttackL' || spr.Name == 'sTunnelAttackL') {
2884 removeActivatedPlayerWeapon();
2885 } else if (spr.Name == 'sDuckToHangL' || spr.Name == 'sDamselDtHL' || spr.Name == 'sTunnelDtHL') {
2895 if (dir == Dir.Left) {
2897 obj = level.isAnyLadderAtPoint(x-8, y);
2900 obj = level.isAnyLadderAtPoint(x+8, y);
2905 } else if (dir == Dir.Left) {
2915 } else if (isExitingSprite()) {
2917 //!global.cleanSolids = true;
2922 void activatePlayerWeapon () {
2924 if (holdItem isa PlayerWeapon) {
2925 auto wep = holdItem;
2927 wep.instanceRemove();
2932 if (holdItem isa PlayerWeapon) {
2934 removeActivatedPlayerWeapon();
2941 auto spr = getSprite();
2942 if (spr.Name != 'sAttackLeft' && spr.Name != 'sDamselAttackL' && spr.Name != 'sTunnelAttackL') {
2943 writeln("PLR ATTACK DONE; holdItem=", (holdItem ? GetClassName(holdItem.Class) : '<none>'), "; frm=", imageFrame);
2945 writeln("PLR ATTACK; holdItem=", (holdItem ? GetClassName(holdItem.Class) : '<none>'), "; frm=", imageFrame);
2950 if (global.config.unarmed && !holdItem) return; // no whip when unarmed
2952 auto spr = getSprite();
2953 if (spr.Name != 'sAttackLeft' && spr.Name != 'sDamselAttackL' && spr.Name != 'sTunnelAttackL') {
2954 //writeln("PLR ATTACK DONE; holdItem=", (holdItem ? GetClassName(holdItem.Class) : '<none>'), "; frm=", imageFrame);
2957 //writeln("PLR ATTACK; holdItem=", (holdItem ? GetClassName(holdItem.Class) : '<none>'), "; frm=", imageFrame);
2959 if (imageFrame > 4) {
2960 //bool hitEnemy = (PlayerWeapon(holdItem) ? PlayerWeapon(holdItem).hitEnemy : false);
2961 if (global.isTunnelMan || pickedItem isa ItemWeaponMattock) {
2962 holdItem = level.MakeMapObject(ix+(dir == Dir.Left ? -16 : 16), iy, 'oMattockHit');
2963 if (imageFrame < 7) playSound('sndWhip');
2964 } else if (pickedItem isa ItemWeaponMachete) {
2965 holdItem = level.MakeMapObject(ix+(dir == Dir.Left ? -16 : 16), iy, 'oSlash');
2966 playSound('sndWhip');
2968 holdItem = level.MakeMapObject(ix+(dir == Dir.Left ? -16 : 16), iy, 'oWhip');
2969 playSound('sndWhip');
2971 } else if (imageFrame < 2) {
2972 if (global.isTunnelMan || pickedItem isa ItemWeaponMattock) {
2973 holdItem = level.MakeMapObject(ix+(dir == Dir.Left ? -16 : 16), iy, 'oMattockPre');
2974 } else if (pickedItem isa ItemWeaponMachete) {
2975 holdItem = level.MakeMapObject(ix+(dir == Dir.Left ? -16 : 16), iy, 'oMachetePre');
2977 holdItem = level.MakeMapObject(ix+(dir == Dir.Left ? 16 : -16), iy, 'oWhipPre');
2983 //bool webHit = false;
2985 bool doBreakWebsCB (MapObject o) {
2986 if (o isa ItemWeb) {
2989 if (fabs(xVel) > 1) {
2991 if (!o.dying) ItemWeb(o).life -= 5;
2995 if (fabs(yVel) > 1) {
2997 if (!o.dying) ItemWeb(o).life -= 5;
3007 void initiateExitSequence () {
3008 writeln("exit sequence initiated...");
3009 if (global.isDamsel) setSprite('sDamselExit');
3010 else if (global.isTunnelMan) setSprite('sTunnelExit');
3011 else setSprite('sPExit');
3018 /*k8: the following is done in `GameLevel`
3019 if (global.thiefLevel > 0) global.thiefLevel -= 1;
3020 //orig dbg:if (global.currLevel == 1) global.currLevel += firstLevelSkip; else global.currLevel += levelSkip;
3021 global.currLevel += 1;
3023 playSound('sndSteps');
3027 void processLevelExit () {
3028 if (dead || stunned || whipping || level.playerExited) return;
3029 if (!platformCharacterIs(ON_GROUND)) return;
3030 if (isExitingSprite()) return; // just in case
3032 auto hld = holdItem;
3033 if (hld isa PlayerWeapon) return; // oops
3035 //if (!kExitPressed && !hld) return false;
3037 auto door = level.checkTileAtPoint(ix, iy, &level.cbCollisionExitTile);
3038 if (!door || !door.visible) return; // note that `invisible` doors still works
3040 // sell idol, or free damsel
3041 if (hld isa ItemGoldIdol) {
3042 //!if (isRealLevel()) global.idolsConverted += 1;
3043 //not thisglobal.money += hld.value*(global.levelType+1);
3044 ItemGoldIdol(hld).registerConverted();
3045 addScore(hld.value*(global.levelType+1));
3046 //!if (hld.sprite_index == sCrystalSkull) global.skulls += 1; else global.idols += 1;
3047 playSound('sndCoin');
3048 level.MakeMapObject(ix, iy-8, 'oBigCollect');
3050 hld.instanceRemove();
3051 //!with (hld) instance_destroy();
3053 //!pickupItemType = "";
3054 } else if (hld isa MonsterDamsel) {
3056 MonsterDamsel(hld).exitAtDoor(door);
3059 if (!kExitPressed) {
3060 if (!door.invisible) {
3061 string msg = door.getExitMessage();
3062 if (msg.length == 0) {
3063 level.osdMessage(va("PRESS %s TO ENTER.", (global.config.useDoorWithButton ? "$PAY" : "$UP")), -666);
3064 } else if (msg[$-1] != '\n') {
3065 level.osdMessage(va("%s\nPRESS %s TO ENTER.", msg, (global.config.useDoorWithButton ? "$PAY" : "$UP")), -666);
3067 level.osdMessage(msg, -666);
3078 if (isHoldingArmedBomb()) scrUseThrowItem();
3080 if (isHoldingBombOrRope()) scrSwitchToPocketItem(forceIfEmpty:true);
3082 wasHoldingBall = false;
3085 if (hld isa ItemGoldIdol) {
3086 //!if (isRealLevel()) global.idolsConverted += 1;
3087 //not thisglobal.money += hld.value*(global.levelType+1);
3088 ItemGoldIdol(hld).registerConverted();
3089 addScore(hld.value*(global.levelType+1));
3090 //!if (hld.sprite_index == sCrystalSkull) global.skulls += 1; else global.idols += 1;
3091 playSound('sndCoin');
3092 level.MakeMapObject(ix, iy-8, 'oBigCollect');
3094 hld.instanceRemove();
3095 //!with (hld) instance_destroy();
3097 //!pickupItemType = "";
3098 } else if (hld isa MonsterDamsel) {
3100 MonsterDamsel(hld).exitAtDoor(door);
3101 } else if (hld.heavy || hld isa MapEnemy) {
3102 // drop heavy items, characters and enemies (but not ball)
3103 if (hld !isa ItemBall) scrUseThrowItem();
3104 } else if (hld isa ItemBall) {
3106 // other items are carried thru
3107 if (hld.cannotBeCarriedOnNextLevel) {
3109 holdItem = none; // just in case
3111 scrHideItemToPocket();
3114 global.pickupItem = hld.type;
3115 if (isAshShotgun(hld)) global.pickupItem = "Boomstick";
3117 breakPieces = false;
3121 //scrHideItemToPocket();
3127 //door = instance_place(x, y, oExit); // done above
3128 door.snapToExit(self);
3130 initiateExitSequence();
3132 level.playerExitDoor = door;
3136 override bool onFellInWater (MapTile water) {
3137 level.MakeMapObject(ix, iy-8, 'oSplash');
3139 playSound('sndSplash');
3140 myGrav = 0.2; //k8:???
3145 override bool onOutOfWater () {
3152 // ////////////////////////////////////////////////////////////////////////// //
3153 override void thinkFrame () {
3154 // remove whip, etc. when dead
3155 if (dead && holdItem isa PlayerWeapon) {
3156 removeActivatedPlayerWeapon();
3159 setPowerupState('Cape', global.hasCape);
3161 foreach (PlayerPowerup pp; powerups) if (pp.active) pp.onPreThink();
3165 if (redToggle) redColor -= 5;
3166 else if (redColor < 20) redColor += 5;
3167 else redToggle = true;
3172 if (dead) justdied = false;
3175 if (invincible > 0) --invincible;
3181 blinkHidden = !blinkHidden;
3184 blinkHidden = false;
3187 auto spr = getSprite();
3190 if (level.lg && level.isInShop(x/16, y/16)) {
3191 shopType = level.lg.roomShopType(x/16, y/16);
3196 cameraBlockX = max(0, cameraBlockX-1);
3197 cameraBlockY = max(0, cameraBlockY-1);
3200 if (spr.Name == 'sWhoaLeft' || spr.Name == 'sDamselWhoaL' || spr.Name == 'sTunnelWhoaL') {
3201 if (whoaTimer > 0) {
3203 } else if (holdItem && onLoosingHeldItem(LostCause.Whoa)) {
3206 if (!hi.onLostAsHeldItem(self, LostCause.Whoa)) {
3210 scrSwitchToPocketItem(forceIfEmpty:true);
3214 whoaTimer = whoaTimerMax;
3218 if (firing > 0) firing -= 1;
3221 auto wtile = level.isWaterAtPoint(x, y/*, oWaterSwim, -1, -1*/);
3224 if (onFellInWater(wtile) || !isInstanceAlive) return;
3228 if (onOutOfWater() || !isInstanceAlive) return;
3234 if (global.randOther(1, 5) == 1) level.MakeMapObject(x-8+global.randOther(4, 12), y-8+global.randOther(4, 12), 'oBurn');
3239 if (!dead && level.isLavaAtPoint(x, y+6/*, oLava, 0, 0*/)) {
3240 //!if (isRealLevel()) global.miscDeaths[11] += 1;
3241 level.addDeath('lava');
3242 playSound('sndFlame');
3256 if (global.hasJetpack && platformCharacterIs(ON_GROUND)) {
3260 // fall off bottom of screen
3261 if (!level.inWinCutscene && !level.inIntroCutscene) {
3262 if (!dead && y > level.tilesHeight*16+16) {
3263 //!if (isRealLevel()) global.miscDeaths[10] += 1;
3264 level.addDeath('void');
3265 global.plife = -90; // spill blood
3271 scrDropItem(LostCause.Falloff);
3272 playSound('sndThud'); //???
3273 playSound('sndDie'); //???
3276 if (dead && y > level.tilesHeight*16+16) {
3286 if (/*active*/true) {
3287 if (spr.Name == 'sStunL' || spr.Name == 'sDamselStunL' || spr.Name == 'sTunnelStunL') {
3288 if (stunTimer > 0) {
3292 if (stunTimer < 1) {
3294 canDropStuff = true;
3298 if (!level.inWinCutscene) {
3299 if (isParachuteActive() || isCapeActiveAndOpen()) fallTimer = 0;
3302 // changed to yVel > 1 from yVel > 0
3303 if (yVel > 1 && status != CLIMBING) {
3305 if (fallTimer > 16) wallHurt = 0; // no sense in them taking extra damage from being thrown here
3306 int paraOpenHeight = (global.config.scumSpringShoesReduceFallDamage && (global.hasSpringShoes || global.hasJordans) ? 22 : 14);
3307 //paraOpenHeight = 4;
3308 if (global.hasParachute && !stunned && fallTimer > paraOpenHeight) {
3309 //if (not collision_point(x, y+32, oSolid, 0, 0)) // was commented in the original code
3310 //!*if (not collision_line(x, y+16, x, y+32, oSolid, 0, 0))
3311 if (!level.checkTilesInRect(x, y+16, 1, 17, &level.cbCollisionAnySolid)) {
3313 //!instance_create(x-8, y-16, oParachute);
3315 global.hasParachute = false;
3316 activatePowerup('Parachute');
3317 //writeln("parachute state: ", isParachuteActive());
3320 } else if (fallTimer > 16 && platformCharacterIs(ON_GROUND) &&
3321 !level.checkTilesInRect(x-8, y-8, 17, 17, &level.cbCollisionSpringTrap) /* not onto springtrap */)
3323 // long drop -- player has just landed
3324 bool reducedDamage = (global.config.scumSpringShoesReduceFallDamage && (global.hasSpringShoes || global.hasJordans));
3325 if (reducedDamage && fallTimer <= 24) {
3326 // land without taking damage
3330 if (fallTimer > (reducedDamage ? 72 : 48)) global.plife -= 10*global.config.scumFallDamage;
3331 else if (fallTimer > (reducedDamage ? 48 : 32)) global.plife -= 2*global.config.scumFallDamage;
3332 else global.plife -= 1*global.config.scumFallDamage;
3333 if (global.plife < 1) {
3334 if (!dead) level.addDeath('fall');
3338 if (global.config.scumFallDamage > 0) stunTimer += 60;
3341 auto obj = level.MakeMapObject(x-4, y+6, 'oPoof');
3342 if (obj) obj.xVel = -0.4;
3343 obj = level.MakeMapObject(x+4, y+6, 'oPoof');
3344 if (obj) obj.xVel = 0.4;
3345 playSound('sndThud');
3347 } else if (yVel <= 0) {
3349 if (isParachuteActive()) {
3350 deactivatePowerup('Parachute');
3351 level.MakeMapObject(ix-8, iy-16-8, 'oParaUsed');
3355 // if (stunned) fallTimer = 0; // was commented in the original code
3357 if (swimming && !level.isLavaAtPoint(x, y/*, oLava, 0, 0*/)) {
3359 if (bubbleTimer > 0) {
3362 if (level.isWaterAtPoint(x, (y&~0x0f)-8)) level.MakeMapObject(x, y-4, 'oBubble');
3363 bubbleTimer = bubbleTimerMax;
3366 bubbleTimer = bubbleTimerMax;
3369 //TODO: k8: move spear checking to spear handler
3370 if (!isExitingSprite()) {
3371 auto spear = MapObjectSpearsBase(level.isObjectInRect(ix-6, iy-6, 13, 14, delegate bool (MapObject o) {
3372 auto tt = MapObjectSpearsBase(o);
3373 if (!tt) return false;
3374 return tt.isHitFrame;
3379 global.plife -= global.config.spearDmg; // 4
3380 if (!dead && global.plife <= 0 /*and isRealLevel()*/) level.addDeath('spear');
3381 xVel = global.randOther(4, 6)*(spear.isLeft ? -1 : 1);
3390 if (status != DUCKTOHANG && !stunned && !dead && !isExitingSprite()) {
3392 characterStepEvent();
3394 if (status != DUCKING && status != DUCKTOHANG) status = STANDING;
3395 checkControlKeys(getSprite());
3399 // if (dead or stunned)
3400 if (dead || stunned) {
3402 if (holdItem isa ItemWeaponBow && bowArmed) scrFireBow();
3403 scrDropItem(dead ? LostCause.Dead : LostCause.Stunned, xVel, -3);
3406 yVel += (bounced ? 1.0 : 0.6);
3408 if (isCollisionTop(1) && yVel < 0) yVel = -yVel*0.8;
3409 if (isCollisionLeft(1) || isCollisionRight(1)) xVel = -xVel*0.5;
3411 bool collisionbottomcheck = !!isCollisionBottom(1);
3412 if (collisionbottomcheck || isCollisionBottom(1, &level.cbCollisionPlatform)) {
3414 if (collisionbottomcheck) {
3415 if (yVel > 2.5) yVel = -yVel*0.5; else yVel = 0;
3417 // after falling onto a platform don't take extra damage after recovering from stunning
3420 /* was commented in the original code
3421 if (isCollisionBottom(1)) {
3422 if (yVel > 2.5) yVel = -yVel*0.5; else yVel = 0;
3429 if (fabs(xVel) < 0.1) xVel = 0;
3430 else if (fabs(xVel) != 0 && level.isIceAtPoint(x, y+16)) xVel *= 0.8;
3431 else if (fabs(xVel) != 0) xVel *= 0.3;
3437 //level.forEachObjectInRect(ix, iy, width, height, &doBreakWebsCB);
3439 // apply the limits since the velocity may be too extreme
3441 xVel = fclamp(xVel, -xVelLimit, xVelLimit);
3442 yVel = fclamp(yVel, -yVelLimit, yVelLimit);
3444 moveRel(xVel, yVel);
3448 // fix sprites, spawn blood from spikes
3449 if (isParachuteActive()) {
3450 deactivatePowerup('Parachute');
3451 level.MakeMapObject(ix-8, iy-16-8, 'oParaUsed');
3455 removeActivatedPlayerWeapon();
3457 //!with (oWhip) instance_destroy();
3460 if (global.isDamsel) {
3462 if (dead) setSprite('sDamselDieL');
3463 else if (stunned) setSprite('sDamselStunL');
3464 } else if (bounced) {
3465 if (yVel < 0) setSprite('sDamselBounceL'); else setSprite('sDamselFallL');
3467 if (xVel < 0) setSprite('sDamselDieLL'); else setSprite('sDamselDieLR');
3469 } else if (global.isTunnelMan) {
3471 if (dead) setSprite('sTunnelDieL');
3472 else if (stunned) setSprite('sTunnelStunL');
3473 } else if (bounced) {
3474 if (yVel < 0) setSprite('sTunnelLBounce'); else setSprite('sTunnelFallL');
3476 if (xVel < 0) setSprite('sTunnelDieLL'); else setSprite('sTunnelDieLR');
3480 if (dead) setSprite('sDieL');
3481 else if (stunned) setSprite('sStunL');
3482 } else if (bounced) {
3483 if (yVel < 0) setSprite('sDieLBounce'); else setSprite('sDieLFall');
3485 if (xVel < 0) setSprite('sDieLL'); else setSprite('sDieLR');
3492 auto colobj = isCollisionRight(1);
3493 if (!colobj) colobj = isCollisionLeft(1);
3494 if (!colobj) colobj = isCollisionBottom(1);
3497 scrCreateBlood(colobj.x0, colobj.y0, 3);
3499 if (!dead && global.plife <= 0 /*&& isRealLevel()*/) {
3501 writeln("thrown to death by '", thrownBy, "'");
3502 level.addDeath(thrownBy);
3506 if (wallHurt <= 0) thrownBy = '';
3507 playSound('sndHurt'); //???
3511 colobj = isCollisionBottom(1);
3512 if (colobj && !bounced) {
3514 scrCreateBlood(colobj.x0, colobj.y0, 2);
3517 if (!dead && global.plife <= 0 /*and isRealLevel()*/) {
3519 writeln("thrown to death by '", thrownBy, "'");
3520 level.addDeath(thrownBy);
3524 if (wallHurt <= 0) thrownBy = '';
3529 bool kPay = level.isKeyDown(GameConfig::Key.Pay);
3531 // gnounc's quick look
3532 if (!kRight && !kLeft && (platformCharacterIs(ON_GROUND) || status == HANGING)) {
3533 if (kDown) { if (viewCount <= 6) viewCount += 3; else viewOffset += 6; }
3534 else if (kUp) { if (viewCount <= 6) viewCount += 3; else viewOffset -= 6; }
3540 // default look up/down with delay if pay button not held
3541 if (!kRight && !kLeft && (platformCharacterIs(ON_GROUND) || status == HANGING)) {
3542 if (kDown) { if (viewCount <= 30) viewCount += 1; else viewOffset += 4; }
3543 else if (kUp) { if (viewCount <= 30) viewCount += 1; else viewOffset -= 4; }
3550 if (viewCount == 0 && viewOffset) viewOffset = (viewOffset < 0 ? min(0, viewOffset+8) : max(0, viewOffset-8));
3551 viewOffset = clamp(viewOffset, -16*6, 16*6);
3553 if (!dead) activatePlayerWeapon();
3555 if (!dead) processLevelExit();
3558 if (global.plife < -99 && visible && justdied) spillBlood();
3560 if (global.plife < 1) {
3564 // spikes, and other shit
3565 if (global.plife >= -99 && visible && !isExitingSprite()) {
3566 auto colSpikes = level.checkTilesInRect(x-4, y-4, 9, 13, &level.cbCollisionSpikes);
3568 if (colSpikes && dead) {
3570 if (!level.isSolidAtPoint(x, y+9)) { shiftY(0.02); y = iy; } //0.05;
3571 //else myGrav = 0.6;
3576 if (colSpikes && yVel > 0 && (fallTimer > 3 || stunned)) { // originally fallTimer > 4
3578 // spikes will always instant-kill in Moon room
3579 if (level.levelKind == GameLevel::LevelKind.Moon) global.plife -= 99; else global.plife -= global.config.scumSpikeDamage;
3580 if (/*isRealLevel() &&*/ global.plife <= 0) level.addDeath('spike');
3581 if (global.plife > 0) playSound('sndHurt');
3587 colSpikes.makeBloody();
3589 //else if (not dead) myGrav = 0.6;
3594 if (visible && (status >= STUNNED || stunned || dead || status == DUCKING)) {
3596 checkAndPerformSacrifice(out onAltar);
3597 // block looking down if we're trying to sacrifire ourselves
3598 if (onAltar) viewCount = max(0, viewCount-1);
3600 sacCount = default.sacCount;
3604 if (dead && global.hasAnkh) {
3605 writeln("*** ACTIVATED ANKH");
3606 global.hasAnkh = false;
3608 int newLife = (global.isTunnelMan ? global.config.scumTMLife : global.config.scumStartLife);
3609 global.plife = max(global.plife, newLife);
3610 level.osdMessage("THE ANKH SHATTERS!\nYOU HAVE BEEN REVIVED!", 4);
3612 auto moai = level.forEachTile(delegate bool (MapTile t) { return (t.objType == 'oMoai'); });
3614 level.forEachTile(delegate bool (MapTile t) {
3615 if (t.objType == 'oMoaiInside') {
3616 teleportTo(t.ix+8, t.iy+8);
3621 //teleportTo(moai.ix+16+8, moai.iy+16+8);
3623 if (level.allEnters.length) {
3624 teleportTo(level.allEnters[0].ix+8, level.allEnters[0].iy-8);
3627 level.centerViewAtPlayer();
3628 auto ball = getMyBall();
3629 if (ball) ball.teleportToPrisoner();
3644 //alarm[8] = 60; // this starts music; but we don't need it, 'cause we won't stop the music on player death
3645 playSound('sndTeleport');
3649 if (dead) level.stats.gameOver();
3652 if (status == DUCKTOHANG) {
3654 if (spr.Name != 'sDuckToHangL' && spr.Name != 'sDamselDtHL' && spr.Name != 'sTunnelDtHL') status = STANDING;
3657 foreach (PlayerPowerup pp; powerups) if (pp.active) pp.onPostThink();
3659 if (jetpackFlaresTime > 0) {
3660 if (--jetpackFlaresTime == 0) {
3661 auto obj = level.MakeMapObject(ix+global.randOther(0, 3)-global.randOther(0, 3), iy+global.randOther(0, 3)-global.randOther(0, 3), 'oFlareSpark');
3663 obj.yVel = global.randOther(1, 3);
3664 obj.xVel = global.randOther(0, 3)-global.randOther(0, 3);
3666 playSound('sndJetpack');
3670 // this prevents stucking in a wall when thrown
3672 if (yVel < 0 && isCollisionTop(1)) writeln(":::TOPCOLL! yVel=", yVel, "; yAcc=", yAcc);
3673 else if (isCollisionTop(0)) writeln("+++TOPCOLL! yVel=", yVel, "; yAcc=", yAcc);
3676 if (yVel < 0 && isCollisionTop(1)) { writeln(":::TOPCOLL! yVel=", yVel, "; yAcc=", yAcc); /*yVel = 0; yAcc = 0;*/ }
3677 if (xVel < 0 && isCollisionLeft(1)) { xVel = 0; xAcc = 0; }
3678 else if (xVel > 0 && isCollisionRight(1)) { xVel = 0; xAcc = 0; }
3683 // ////////////////////////////////////////////////////////////////////////// //
3684 void drawPrePrePowerupWithOfs (int xpos, int ypos, int scale, float currFrameDelta) {
3685 // so ducking player will have it's cape correctly rendered
3686 foreach (PlayerPowerup pp; powerups) {
3687 if (pp.active) pp.prePreDrawWithOfs(xpos, ypos, scale, currFrameDelta);
3692 override void drawWithOfs (int xpos, int ypos, int scale, float currFrameDelta) {
3693 //if (heldBy) return; // owner will take care of this
3694 if (blinkHidden) return;
3696 bool renderJetpackBack = false;
3697 if (global.hasJetpack) {
3699 if ((status == CLIMBING || isExitingSprite()) && !whipping) {
3701 renderJetpackBack = true;
3704 getInterpCoords(currFrameDelta, scale, out xi, out yi);
3707 if (dir == Dir.Right) {
3708 spr = level.sprStore['sJetpackRight'];
3711 spr = level.sprStore['sJetpackLeft'];
3715 auto spf = spr.frames[0];
3716 if (spf && spf.width > 0 && spf.height > 0) spf.tex.blitAt(xi-xpos-spf.xofs*scale, yi-ypos-spf.yofs*scale, scale);
3721 bool ducking = (status == DUCKING);
3722 foreach (PlayerPowerup pp; powerups) {
3723 if (pp.active) pp.preDrawWithOfs(xpos, ypos, scale, currFrameDelta);
3726 auto oldColor = Video.color;
3727 if (redColor > 0) Video.color = clamp(200+redColor, 0, 255)<<16;
3728 ::drawWithOfs(xpos, ypos, scale, currFrameDelta);
3729 Video.color = oldColor;
3731 if (renderJetpackBack) {
3733 getInterpCoords(currFrameDelta, scale, out xi, out yi);
3734 SpriteImage spr = level.sprStore['sJetpackBack'];
3736 auto spf = spr.frames[0];
3737 if (spf && spf.width > 0 && spf.height > 0) spf.tex.blitAt(xi-xpos-spf.xofs*scale, yi-ypos-spf.yofs*scale, scale);
3741 foreach (PlayerPowerup pp; powerups) if (pp.active) pp.postDrawWithOfs(xpos, ypos, scale, currFrameDelta);
3745 void lastDrawWithOfs (int xpos, int ypos, int scale, float currFrameDelta) {
3746 foreach (PlayerPowerup pp; powerups) {
3747 if (pp.active) pp.lastDrawWithOfs(xpos, ypos, scale, currFrameDelta);
3754 objType = 'oPlayer';
3757 desc2 = "A strange little man who spends his time exploring caverns. He wants to be just like Indiana Jones when he grows up.";
3759 negateMirrorXOfs = true;
3761 status = FALLING; // the character state, must be one of the following: STANDING, RUNNING, DUCKING, LOOKING_UP, CLIMBING, JUMPING, or FALLING
3771 //thrownBy = ""; // "Yeti", "Hawkman", or "Shopkeeper" for stat tracking deaths by being thrown
3774 //whoaTimerMax = 30;
3775 distToNearestLightSource = 999;
3785 frictionFactor = 0.3;
3787 xVelLimit = 16; // limits the xVel: default 15
3788 yVelLimit = 10; // limits the yVel
3789 xAccLimit = 9; // limits the xAcc
3790 yAccLimit = 6; // limits the yAcc
3791 runAcc = 3; // the running acceleration
3798 //lightRadius = 96; //???