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seg000.c
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seg000.c
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/*
SDLPoP, a port/conversion of the DOS game Prince of Persia.
Copyright (C) 2013-2023 Dávid Nagy
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
The authors of this program may be contacted at https://forum.princed.org
*/
#include "common.h"
#include <setjmp.h>
#define _USE_MATH_DEFINES
#include <math.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
// data:461E
dat_type * dathandle;
// data:4C08
word need_redraw_because_flipped;
void fix_sound_priorities(void);
// seg000:0000
void pop_main() {
if (check_param("--version") || check_param("-v")) {
printf ("SDLPoP v%s\n", SDLPOP_VERSION);
exit(0);
}
if (check_param("--help") || check_param("-h") || check_param("-?")) {
printf ("See README.md\n");
exit(0);
}
const char* temp = check_param("seed=");
if (temp != NULL) {
random_seed = atoi(temp+5);
seed_was_init = 1;
}
// debug only: check that the sequence table deobfuscation did not mess things up
#ifdef CHECK_SEQTABLE_MATCHES_ORIGINAL
check_seqtable_matches_original();
#endif
#ifdef FIX_SOUND_PRIORITIES
fix_sound_priorities();
#endif
load_global_options();
check_mod_param();
#ifdef USE_MENU
load_ingame_settings();
#endif
if (check_param("mute")) is_sound_on = 0;
turn_sound_on_off((is_sound_on != 0) * 15); // Turn off sound/music if those options were set.
#ifdef USE_REPLAY
if (g_argc > 1) {
char *filename = g_argv[1]; // file dragged on top of executable or double clicked
char *e = strrchr(filename, '.');
if (e != NULL && strcasecmp(e, ".P1R") == 0) { // valid replay filename passed as first arg
start_with_replay_file(filename);
}
}
temp = check_param("validate");
if (temp != NULL) {
is_validate_mode = 1;
start_with_replay_file(temp);
}
#endif
// Initialize everything before load_mod_options() so it can show an error dialog if needed.
/*video_mode =*/ parse_grmode();
current_target_surface = rect_sthg(onscreen_surface_, &screen_rect);
set_hc_pal();
init_copyprot_dialog();
load_mod_options();
// CusPop option
is_blind_mode = custom->start_in_blind_mode;
// Fix bug: with start_in_blind_mode enabled, moving objects are not displayed until blind mode is toggled off+on??
need_drects = 1;
apply_seqtbl_patches();
char sprintf_temp[100];
init_timer(BASE_FPS);
parse_cmdline_sound();
show_loading();
set_joy_mode();
cheats_enabled = check_param("megahit") != NULL;
#ifdef USE_DEBUG_CHEATS
debug_cheats_enabled = check_param("debug") != NULL;
if (debug_cheats_enabled) cheats_enabled = 1; // param 'megahit' not necessary if 'debug' is used
#endif
draw_mode = check_param("draw") != NULL && cheats_enabled;
demo_mode = check_param("demo") != NULL;
#ifdef USE_REPLAY
init_record_replay();
#endif
// I moved this after init_copyprot_dialog(), so open_dat() can show an error dialog if needed.
dathandle = open_dat("PRINCE.DAT", 'G');
if (cheats_enabled
#ifdef USE_REPLAY
|| recording
#endif
) {
for (int i = 15; i >= 0; --i) {
snprintf(sprintf_temp, sizeof(sprintf_temp), "%d", i);
if (check_param(sprintf_temp)) {
start_level = i;
break;
}
}
}
play_demo_level = (check_param("playdemo") != NULL);
#ifdef USE_SCREENSHOT
init_screenshot();
#endif
#ifdef USE_MENU
init_menu();
#endif
init_game_main();
}
byte* level_var_palettes;
// seg000:024F
void init_game_main() {
doorlink1_ad = /*&*/level.doorlinks1;
doorlink2_ad = /*&*/level.doorlinks2;
prandom(1);
if (graphics_mode == gmMcgaVga) {
// Guard palettes
guard_palettes = (byte*) load_from_opendats_alloc(10, "bin", NULL, NULL);
// (blood, hurt flash) #E00030 = red
set_pal(12, 0x38, 0x00, 0x0C);
// (palace wall pattern) #C09850 = light brown
set_pal( 6, 0x30, 0x26, 0x14);
// Level color variations (1.3)
level_var_palettes = load_from_opendats_alloc(20, "bin", NULL, NULL);
}
// PRINCE.DAT: sword
chtab_addrs[id_chtab_0_sword] = load_sprites_from_file(700, 1<<2, 1);
// PRINCE.DAT: flame, sword on floor, potion
chtab_addrs[id_chtab_1_flameswordpotion] = load_sprites_from_file(150, 1<<3, 1);
close_dat(dathandle);
#ifdef USE_LIGHTING
init_lighting();
#endif
load_all_sounds();
hof_read();
show_splash(); // added
start_game();
}
// data:02C2
word first_start = 1;
// data:4C38
jmp_buf setjmp_buf;
// seg000:0358
void start_game() {
#ifdef USE_COPYPROT
word which_entry;
word entry_used[40];
byte letts_used[26];
#endif
// Prevent filling of stack.
// start_game is called from many places to restart the game, for example:
// process_key, play_frame, draw_game_frame, play_level, control_kid, end_sequence, expired
if (first_start) {
first_start = 0;
setjmp(/*&*/setjmp_buf);
} else {
draw_rect(&screen_rect, color_0_black);
show_quotes();
clear_screen_and_sounds();
longjmp(/*&*/setjmp_buf,-1);
}
release_title_images(); // added
free_optsnd_chtab(); // added
#ifdef USE_COPYPROT
copyprot_plac = prandom(13);
memset(&entry_used, 0, sizeof(entry_used));
memset(&letts_used, 0, sizeof(letts_used));
for (word pos = 0; pos < 14; ++pos) {
do {
if (pos == copyprot_plac) {
which_entry = copyprot_idx = prandom(39);
} else {
which_entry = prandom(39);
}
} while (entry_used[which_entry] || letts_used[copyprot_letter[which_entry]-'A']);
cplevel_entr[pos] = which_entry;
entry_used[which_entry] = 1;
letts_used[copyprot_letter[which_entry]-'A'] = 1;
}
#endif
if (custom->skip_title) { // CusPop option: skip the title sequence (level loads instantly)
int level_number = (start_level >= 0) ? start_level : custom->first_level;
init_game(level_number);
return;
}
if (start_level < 0) {
show_title();
} else {
init_game(start_level);
}
}
#ifdef USE_QUICKSAVE
// All these functions return true on success, false otherwise.
FILE* quick_fp;
int process_save(void* data, size_t data_size) {
return fwrite(data, data_size, 1, quick_fp) == 1;
}
int process_load(void* data, size_t data_size) {
return fread(data, data_size, 1, quick_fp) == 1;
}
typedef int process_func_type(void* data, size_t data_size);
int quick_process(process_func_type process_func) {
int ok = 1;
#define process(x) ok = ok && process_func(&(x), sizeof(x))
// level
#ifdef USE_DEBUG_CHEATS
// Don't load the level if the user holds either Shift key while pressing F9.
if (debug_cheats_enabled && (key_states[SDL_SCANCODE_LSHIFT] & KEYSTATE_HELD || key_states[SDL_SCANCODE_RSHIFT] & KEYSTATE_HELD)) {
fseek(quick_fp, sizeof(level), SEEK_CUR);
} else
#endif
{
process(level);
}
process(checkpoint);
process(upside_down);
process(drawn_room);
process(current_level);
process(next_level);
process(mobs_count);
process(mobs);
process(trobs_count);
process(trobs);
process(leveldoor_open);
//process(exit_room_timer);
// kid
process(Kid);
process(hitp_curr);
process(hitp_max);
process(hitp_beg_lev);
process(grab_timer);
process(holding_sword);
process(united_with_shadow);
process(have_sword);
/*process(ctrl1_forward);
process(ctrl1_backward);
process(ctrl1_up);
process(ctrl1_down);
process(ctrl1_shift2);*/
process(kid_sword_strike);
process(pickup_obj_type);
process(offguard);
// guard
process(Guard);
process(Char);
process(Opp);
process(guardhp_curr);
process(guardhp_max);
process(demo_index);
process(demo_time);
process(curr_guard_color);
process(guard_notice_timer);
process(guard_skill);
process(shadow_initialized);
process(guard_refrac);
process(justblocked);
process(droppedout);
// collision
process(curr_row_coll_room);
process(curr_row_coll_flags);
process(below_row_coll_room);
process(below_row_coll_flags);
process(above_row_coll_room);
process(above_row_coll_flags);
process(prev_collision_row);
// flash
process(flash_color);
process(flash_time);
// sounds
process(need_level1_music);
process(is_screaming);
process(is_feather_fall);
process(last_loose_sound);
//process(next_sound);
//process(current_sound);
// random
process(random_seed);
// remaining time
process(rem_min);
process(rem_tick);
// saved controls
process(control_x);
process(control_y);
process(control_shift);
process(control_forward);
process(control_backward);
process(control_up);
process(control_down);
process(control_shift2);
process(ctrl1_forward);
process(ctrl1_backward);
process(ctrl1_up);
process(ctrl1_down);
process(ctrl1_shift2);
// replay recording state
#ifdef USE_REPLAY
process(curr_tick);
#endif
#ifdef USE_COLORED_TORCHES
process(torch_colors);
#endif
#ifdef USE_SUPER_HIGH_JUMP
process(super_jump_fall);
process(super_jump_timer);
process(super_jump_room);
process(super_jump_col);
process(super_jump_row);
#endif
process(is_guard_notice);
process(can_guard_see_kid);
#undef process
return ok;
}
const char* quick_file = "QUICKSAVE.SAV";
const char quick_version[] = "V1.16b4 ";
char quick_control[] = "........";
const char* get_quick_path(char* custom_path_buffer, size_t max_len) {
return get_writable_file_path(custom_path_buffer, max_len, quick_file /*QUICKSAVE.SAV*/ );
}
int quick_save(void) {
int ok = 0;
char custom_quick_path[POP_MAX_PATH];
const char* path = get_quick_path(custom_quick_path, sizeof(custom_quick_path));
quick_fp = fopen(path, "wb");
if (quick_fp != NULL) {
process_save((void*) quick_version, COUNT(quick_version));
ok = quick_process(process_save);
fclose(quick_fp);
quick_fp = NULL;
} else {
perror("quick_save: fopen");
printf("Tried to open for writing: %s\n", path);
}
return ok;
}
void restore_room_after_quick_load() {
int temp1 = curr_guard_color;
int temp2 = next_level;
reset_level_unused_fields(false);
load_lev_spr(current_level);
curr_guard_color = temp1;
next_level = temp2;
// feather fall can only get restored if the fix enabled
if (!fixes->fix_quicksave_during_feather && is_feather_fall > 0) {
is_feather_fall = 0;
stop_sounds();
}
//need_full_redraw = 1;
different_room = 1;
// Show the room where the prince is, even if the player moved the view away from it (with the H,J,U,N keys).
next_room = drawn_room = Kid.room;
load_room_links();
//draw_level_first();
//gen_palace_wall_colors();
//is_guard_notice = 0; // prevent guard turning around immediately
draw_game_frame(); // for falling
//redraw_screen(1); // for room_L
hitp_delta = guardhp_delta = 1; // force HP redraw
// Don't draw guard HP if a previously viewed room (with the H,J,U,N keys) had a guard but the current room doesn't have one.
if (Guard.room != drawn_room) {
// Like in clear_char().
Guard.direction = dir_56_none;
guardhp_curr = 0;
}
draw_hp();
loadkid_and_opp();
// Get rid of "press button" message if kid was dead before quickload.
text_time_total = text_time_remaining = 0;
//next_sound = current_sound = -1;
exit_room_timer = 0;
}
int quick_load(void) {
int ok = 0;
char custom_quick_path[POP_MAX_PATH];
const char* path = get_quick_path(custom_quick_path, sizeof(custom_quick_path));
quick_fp = fopen(path, "rb");
if (quick_fp != NULL) {
// check quicksave version is compatible
process_load(quick_control, COUNT(quick_control));
if (strcmp(quick_control, quick_version) != 0) {
fclose(quick_fp);
quick_fp = NULL;
return 0;
}
stop_sounds();
draw_rect(&screen_rect, color_0_black);
update_screen();
delay_ticks(5); // briefly display a black screen as a visual cue
short old_rem_min = rem_min;
word old_rem_tick = rem_tick;
ok = quick_process(process_load);
fclose(quick_fp);
quick_fp = NULL;
restore_room_after_quick_load();
update_screen();
#ifdef USE_QUICKLOAD_PENALTY
// Subtract one minute from the remaining time (if it is above 5 minutes)
if (enable_quicksave_penalty &&
// don't apply the penalty after time has already stopped!
(current_level < /*13*/ custom->victory_stops_time_level || (current_level == /*13*/ custom->victory_stops_time_level && leveldoor_open < 2))
) {
int ticks_elapsed = 720 * (rem_min - old_rem_min) + (rem_tick - old_rem_tick);
// don't restore time at all if the elapsed time is between 0 and 1 minutes
if (ticks_elapsed > 0 && ticks_elapsed < 720) {
rem_min = old_rem_min;
rem_tick = old_rem_tick;
}
else {
if (rem_min == 6) rem_tick = 719; // crop to "5 minutes" exactly, if hitting the threshold in <1 minute
if (rem_min > 5 /*be lenient, not much time left*/ || rem_min < 0 /*time runs 'forward' if < 0*/) {
--rem_min;
}
}
}
#endif
} else {
perror("quick_load: fopen");
printf("Tried to open for reading: %s\n", path);
}
return ok;
}
void check_quick_op() {
if (!enable_quicksave) return;
if (need_quick_save) {
if ((!is_feather_fall || fixes->fix_quicksave_during_feather) && quick_save()) {
display_text_bottom("QUICKSAVE");
} else {
display_text_bottom("NO QUICKSAVE");
}
need_quick_save = 0;
text_time_total = 24;
text_time_remaining = 24;
}
if (need_quick_load) {
/*
#ifdef USE_REPLAY
if (recording) {
stop_recording(); // quickloading would mess up the replay!
}
#endif
*/
if (quick_load()) {
display_text_bottom("QUICKLOAD");
} else {
display_text_bottom("NO QUICKLOAD");
}
need_quick_load = 0;
text_time_total = 24;
text_time_remaining = 24;
}
}
#endif // USE_QUICKSAVE
Uint32 temp_shift_release_callback(Uint32 interval, void *param) {
const Uint8* state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_LSHIFT]) key_states[SDL_SCANCODE_LSHIFT] |= KEYSTATE_HELD | KEYSTATE_HELD_NEW;
if (state[SDL_SCANCODE_RSHIFT]) key_states[SDL_SCANCODE_RSHIFT] |= KEYSTATE_HELD | KEYSTATE_HELD_NEW;
return 0; // causes the timer to be removed
}
// seg000:04CD
int process_key() {
char sprintf_temp[80];
const char* answer_text = NULL;
word need_show_text = 0;
int key = key_test_quit();
#ifdef USE_MENU
if (is_paused && is_menu_shown) {
key = key_test_paused_menu(key);
if (key == 0) return 0;
}
#endif
if (start_level < 0) {
if (key || control_shift) {
#ifdef USE_QUICKSAVE
if (key == SDL_SCANCODE_F9) need_quick_load = 1;
#endif
#ifdef USE_REPLAY
if (key == SDL_SCANCODE_TAB || need_start_replay) {
start_replay();
}
else if (key == (SDL_SCANCODE_TAB | WITH_CTRL)) {
start_level = custom->first_level;
start_recording();
} else
#endif
if (key == (SDL_SCANCODE_L | WITH_CTRL)) { // Ctrl+L
if (!load_game()) return 0;
} else {
start_level = custom->first_level; // 1
}
draw_rect(&screen_rect, color_0_black);
#ifdef USE_FADE
if (is_global_fading) {
fade_palette_buffer->proc_restore_free(fade_palette_buffer);
is_global_fading = 0;
}
#endif
start_game();
}
}
// If the Kid died, Enter or Shift will restart the level.
if (rem_min != 0 && Kid.alive > 6 && (control_shift || key == SDL_SCANCODE_RETURN)) {
key = SDL_SCANCODE_A | WITH_CTRL; // Ctrl+A
}
#ifdef USE_REPLAY
if (recording) key_press_while_recording(&key);
else if (replaying) key_press_while_replaying(&key);
#endif
if (key == 0) return 0;
if (is_keyboard_mode) clear_kbd_buf();
switch(key) {
case SDL_SCANCODE_ESCAPE: // Esc
case SDL_SCANCODE_ESCAPE | WITH_SHIFT: // allow pause while grabbing
is_paused = 1;
#ifdef USE_MENU
if (enable_pause_menu && !is_cutscene && !is_ending_sequence) {
is_menu_shown = 1;
}
break;
case SDL_SCANCODE_BACKSPACE:
if (!is_cutscene && !is_ending_sequence) {
is_paused = 1;
is_menu_shown = 1;
}
#endif
break;
case SDL_SCANCODE_SPACE: // Space
is_show_time = 1;
break;
case SDL_SCANCODE_A | WITH_CTRL: // Ctrl+A
if (current_level != 15) {
stop_sounds();
is_restart_level = 1;
}
break;
case SDL_SCANCODE_G | WITH_CTRL: // Ctrl+G
// CusPoP: first and last level where saving is allowed
// if (current_level > 2 && current_level < 14) { // original
if (current_level >= custom->saving_allowed_first_level && current_level <= custom->saving_allowed_last_level) {
save_game();
}
break;
case SDL_SCANCODE_J | WITH_CTRL: // Ctrl+J
if ((sound_flags & sfDigi) && sound_mode == smTandy) {
answer_text = "JOYSTICK UNAVAILABLE";
} else {
if (set_joy_mode()) {
answer_text = "JOYSTICK MODE";
} else {
answer_text = "JOYSTICK NOT FOUND";
}
}
need_show_text = 1;
break;
case SDL_SCANCODE_K | WITH_CTRL: // Ctrl+K
answer_text = "KEYBOARD MODE";
is_joyst_mode = 0;
is_keyboard_mode = 1;
need_show_text = 1;
break;
case SDL_SCANCODE_R | WITH_CTRL: // Ctrl+R
start_level = -1;
#ifdef USE_MENU
if (is_menu_shown) menu_was_closed(); // Do necessary cleanup.
#endif
start_game();
break;
case SDL_SCANCODE_S | WITH_CTRL: // Ctrl+S
turn_sound_on_off((!is_sound_on) * 15);
answer_text = "SOUND OFF";
if (is_sound_on) {
answer_text = "SOUND ON";
}
//
need_show_text = 1;
break;
case SDL_SCANCODE_V | WITH_CTRL: // Ctrl+V
//answer_text = "PRINCE OF PERSIA V1.0";
snprintf(sprintf_temp, sizeof(sprintf_temp), "SDLPoP v%s\n", SDLPOP_VERSION);
answer_text = sprintf_temp;
need_show_text = 1;
break;
case SDL_SCANCODE_C | WITH_CTRL: // Ctrl+C
{
SDL_version verc, verl;
SDL_VERSION (&verc);
SDL_GetVersion (&verl);
snprintf (sprintf_temp, sizeof (sprintf_temp),
"SDL COMP v%u.%u.%u LINK v%u.%u.%u",
verc.major, verc.minor, verc.patch,
verl.major, verl.minor, verl.patch);
answer_text = sprintf_temp;
need_show_text = 1;
}
break;
case SDL_SCANCODE_L | WITH_SHIFT: // Shift+L
if (current_level < custom->shift_L_allowed_until_level /* 4 */ || cheats_enabled) {
// if Shift is not released within the delay, the cutscene is skipped
Uint32 delay = 250;
key_states[SDL_SCANCODE_LSHIFT] = 0;
key_states[SDL_SCANCODE_RSHIFT] = 0;
SDL_TimerID timer;
timer = SDL_AddTimer(delay, temp_shift_release_callback, NULL);
if (timer == 0) {
sdlperror("process_key: SDL_AddTimer");
quit(1);
}
if (current_level == 14) {
next_level = 1;
} else {
if (current_level == 15 && cheats_enabled) {
#ifdef USE_COPYPROT
if (enable_copyprot) {
next_level = custom->copyprot_level;
custom->copyprot_level = -1;
}
#endif
} else {
next_level = current_level + 1;
if (!cheats_enabled && rem_min > custom->shift_L_reduced_minutes /* 15 */) {
rem_min = custom->shift_L_reduced_minutes; // 15
rem_tick = custom->shift_L_reduced_ticks; // 719
}
}
}
stop_sounds();
}
break;
#ifdef USE_QUICKSAVE
case SDL_SCANCODE_F6:
case SDL_SCANCODE_F6 | WITH_SHIFT:
if (Kid.alive < 0) need_quick_save = 1;
break;
case SDL_SCANCODE_F9:
case SDL_SCANCODE_F9 | WITH_SHIFT:
need_quick_load = 1;
break;
#ifdef USE_REPLAY
case SDL_SCANCODE_TAB | WITH_CTRL:
case SDL_SCANCODE_TAB | WITH_CTRL | WITH_SHIFT:
if (recording) { // finished recording
stop_recording();
}
else { // should start recording
start_recording();
}
break;
#endif // USE_REPLAY
#endif // USE_QUICKSAVE
}
if (cheats_enabled) {
switch (key) {
case SDL_SCANCODE_C: // c
snprintf(sprintf_temp, sizeof(sprintf_temp), "S%d L%d R%d A%d B%d", drawn_room, room_L, room_R, room_A, room_B);
answer_text = /*&*/sprintf_temp;
need_show_text = 1;
break;
case SDL_SCANCODE_C | WITH_SHIFT: // Shift+C
snprintf(sprintf_temp, sizeof(sprintf_temp), "AL%d AR%d BL%d BR%d", room_AL, room_AR, room_BL, room_BR);
answer_text = /*&*/sprintf_temp;
need_show_text = 1;
break;
case SDL_SCANCODE_KP_MINUS: // '-' --> subtract time cheat
if (rem_min > 1) --rem_min;
#ifdef ALLOW_INFINITE_TIME
else if (rem_min < -1) ++rem_min; // if negative/infinite, time runs 'forward'
else if (rem_min == -1) rem_tick = 720; // resets the timer to 00:00:00
#endif
text_time_total = 0;
text_time_remaining = 0;
is_show_time = 1;
break;
case SDL_SCANCODE_KP_PLUS: // '+' --> add time cheat
#ifdef ALLOW_INFINITE_TIME
if (rem_min < 0) { // if negative/infinite, time runs 'forward'
if (rem_min > INT16_MIN) --rem_min;
}
else ++rem_min;
#else
++rem_min;
#endif
text_time_total = 0;
text_time_remaining = 0;
is_show_time = 1;
break;
case SDL_SCANCODE_R: // R --> revive kid cheat
if (Kid.alive > 0) {
resurrect_time = 20;
Kid.alive = -1;
erase_bottom_text(1);
}
break;
case SDL_SCANCODE_K: // K --> kill guard cheat
if (Guard.charid != charid_4_skeleton) {
guardhp_delta = -guardhp_curr;
Guard.alive = 0;
}
break;
case SDL_SCANCODE_I | WITH_SHIFT: // Shift+I --> invert cheat
toggle_upside();
break;
case SDL_SCANCODE_W | WITH_SHIFT: // Shift+W --> feather fall cheat
feather_fall();
break;
case SDL_SCANCODE_H: // H --> view room to the left
draw_guard_hp(0, 10);
next_room = room_L;
break;
case SDL_SCANCODE_J: // J --> view room to the right
draw_guard_hp(0, 10);
next_room = room_R;
break;
case SDL_SCANCODE_U: // U --> view room above
draw_guard_hp(0, 10);
next_room = room_A;
break;
case SDL_SCANCODE_N: // N --> view room below
draw_guard_hp(0, 10);
next_room = room_B;
break;
case SDL_SCANCODE_B | WITH_CTRL: // Ctrl+B --> Go back to the room where the prince is. (Undo H,J,U,N.)
draw_guard_hp(0, 10);
next_room = Kid.room;
break;
case SDL_SCANCODE_B | WITH_SHIFT: // Shift+B
is_blind_mode = !is_blind_mode;
if (is_blind_mode) {
draw_rect(&rect_top, color_0_black);
} else {
need_full_redraw = 1;
}
break;
case SDL_SCANCODE_S | WITH_SHIFT: // Shift+S
if (hitp_curr != hitp_max) {
play_sound(sound_33_small_potion); // small potion (cheat)
hitp_delta = 1;
flash_color = 4; // red
flash_time = 2;
}
break;
case SDL_SCANCODE_T | WITH_SHIFT: // Shift+T
play_sound(sound_30_big_potion); // big potion (cheat)
flash_color = 4; // red
flash_time = 4;
add_life();
break;
#ifdef USE_DEBUG_CHEATS
case SDL_SCANCODE_T:
is_timer_displayed = 1 - is_timer_displayed; // toggle
break;
case SDL_SCANCODE_F:
if (fixes->fix_quicksave_during_feather) {
is_feather_timer_displayed = 1 - is_feather_timer_displayed; // toggle
} else {
is_feather_timer_displayed = 0;
}
break;
#endif
}
}
if (need_show_text) {
display_text_bottom(answer_text);
text_time_total = 24;
text_time_remaining = 24;
}
return 1;
}
// seg000:08EB
void play_frame() {
// play feather fall music if there is more than 1 second of feather fall left
if (fixes->fix_quicksave_during_feather && is_feather_fall >= 10 && !check_sound_playing()) {
play_sound(sound_39_low_weight);
}
do_mobs();
process_trobs();
check_skel();
check_can_guard_see_kid();
// if level is restarted, return immediately
if (play_kid_frame()) return;
play_guard_frame();
if (0 == resurrect_time) {
check_sword_hurting();
check_sword_hurt();
}
check_sword_vs_sword();
do_delta_hp();
exit_room();
check_the_end();
check_guard_fallout();
if (current_level == 0) {
// Special event: level 0 running exit
if (Kid.room == /*24*/ custom->demo_end_room) {
draw_rect(&screen_rect, color_0_black);
start_level = -1;
need_quotes = 1;
start_game();
}
} else if(current_level == /*6*/ custom->falling_exit_level) {
// Special event: level 6 falling exit
if (roomleave_result == -2) {
Kid.y = -1;
stop_sounds();
++next_level;
}
} else if(/*current_level == 12*/ custom->tbl_seamless_exit[current_level] >= 0) {
// Special event: level 12 running exit
if (Kid.room == /*23*/ custom->tbl_seamless_exit[current_level]) {
++next_level;
// Sounds must be stopped, because play_level_2() checks next_level only if there are no sounds playing.
stop_sounds();
seamless = 1;
}
}
show_time();
// expiring doesn't count on Jaffar/princess level
if (current_level < 13 && rem_min == 0) {
expired();
}
}
// seg000:09B6
void draw_game_frame() {
if (need_full_redraw) {
redraw_screen(0);
need_full_redraw = 0;
} else {
if (different_room) {
drawn_room = next_room;
if (custom->tbl_level_type[current_level]) {
gen_palace_wall_colors();
}
redraw_screen(1);
} else {
if (need_redraw_because_flipped) {
need_redraw_because_flipped = 0;
redraw_screen(0);
} else {
memset(&table_counts, 0, sizeof(table_counts));
draw_moving();
draw_tables();
if (is_blind_mode) {
draw_rect(&rect_top, color_0_black);
}
if (upside_down) {
flip_screen(offscreen_surface);
}
while (drects_count) {
drects_count--;
copy_screen_rect(&drects[drects_count]);
}
if (upside_down) {
flip_screen(offscreen_surface);
}
drects_count = 0;
}
}
}
play_next_sound();
// Note: texts are identified by their total time!
if (text_time_remaining == 1) {
// If the text's is about to expire:
if (text_time_total == 36 || text_time_total == 288) {
// 36: died on demo/potions level
// 288: press button to continue
// In this case, restart the game.
start_level = -1;
need_quotes = 1;
#ifdef USE_REPLAY
if (recording) stop_recording();
if (replaying) end_replay();
#endif
start_game();
} else {
// Otherwise, just clear it.
erase_bottom_text(1);
}
} else {
if (text_time_remaining != 0 && text_time_total != 1188) {
// 1188: potions level (page/line/word) -- this one does not disappear
--text_time_remaining;
if (text_time_total == 288 && text_time_remaining < 72) {
// 288: press button to continue
// Blink the message:
short blink_frame = text_time_remaining % 12;
if (blink_frame > 3) {
erase_bottom_text(0);
} else {
if (blink_frame == 3) {
display_text_bottom("Press Button to Continue");
play_sound_from_buffer(sound_pointers[sound_38_blink]); // press button blink
}
}
}
}
}
}
// seg000:0B12
void anim_tile_modif() {
for (word tilepos = 0; tilepos < 30; ++tilepos) {
switch (get_curr_tile(tilepos)) {
case tiles_10_potion:
start_anim_potion(drawn_room, tilepos);
break;
case tiles_19_torch:
case tiles_30_torch_with_debris:
start_anim_torch(drawn_room, tilepos);
break;
case tiles_22_sword:
start_anim_sword(drawn_room, tilepos);
break;
}
}
// Animate torches in the rightmost column of the left-side room as well, because they are visible in the current room.