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LodeRunner_TotalRecall/lodeRunner.runner.js
T
simon_hung dc96a5ac8d Lode Runner version 2.11a, AI_VERSION=4
(1) Modified for AI VERSION = 4
   (1.1) When guard failing in hole, will drop gold before guard failing into hole totally
   (1.2) Shake time extension when guard in hole.
         NOW the runner can dig three hold for three guards and pass through them. (MUST quickly)
	 ==> The behavior almost same as original lode runner (APPLE-II version).
   Modified files: LodeRunner/lodeRunner.guard.js

(2) New Demo Data all ai_version = 4
    modified files: lodeRunner.demoData1.js

(3) Slow down play speed:
                            //slow normal fast
    change from speedMode = [15, 20, 25, 30, 35];
             to speedMode = [14, 18, 23, 29, 35];
    Modified files: lodeRunner.main.js

(4) Keep ai version don't overflow:
    Modified files: lodeRunner.preload.js
2016-06-06 22:10:32 +08:00

738 lignes
19 KiB
JavaScript

//=============================================================================
// AI reference book: "玩 Lode Runner 學 C 語言"
// http://www.kingstone.com.tw/book/book_page.asp?kmcode=2014710650538
//=============================================================================
var STATE_OK_TO_MOVE = 1, STATE_FALLING = 2;
function moveRunner()
{
var x = runner.pos.x;
var xOffset = runner.pos.xOffset;
var y = runner.pos.y;
var yOffset = runner.pos.yOffset;
var curState;
var curToken, nextToken;
curToken = map[x][y].base;
if ( curToken == LADDR_T || (curToken == BAR_T && yOffset == 0) ) { //ladder & bar
curState = STATE_OK_TO_MOVE; //ok to move (on ladder or bar)
} else if (yOffset < 0) { //no ladder && yOffset < 0 ==> falling
curState = STATE_FALLING;
} else if (y < maxTileY) { //no laddr && y < maxTileY && yOffset >= 0
nextToken = map[x][y+1].act;
switch (true) {
case (nextToken == EMPTY_T):
curState = STATE_FALLING;
break;
case ( nextToken == BLOCK_T || nextToken == LADDR_T || nextToken == SOLID_T):
curState = STATE_OK_TO_MOVE;
break;
case ( nextToken == GUARD_T):
curState = STATE_OK_TO_MOVE;
break;
default:
curState = STATE_FALLING;
break;
}
} else { // no laddr && y == maxTileY
curState = STATE_OK_TO_MOVE;
}
if ( curState == STATE_FALLING ) {
stayCurrPos = ( y >= maxTileY ||
(nextToken = map[x][y+1].act) == BLOCK_T ||
nextToken == SOLID_T || nextToken == GUARD_T);
runnerMoveStep(ACT_FALL, stayCurrPos);
return;
}
/****** Check Key Action ******/
var moveStep = ACT_STOP;
var stayCurrPos = 1;
switch(keyAction) {
case ACT_UP:
stayCurrPos = ( y <= 0 ||
( nextToken = map[x][y-1].act) == BLOCK_T ||
nextToken == SOLID_T || nextToken == TRAP_T );
if (y > 0 && map[x][y].base != LADDR_T && yOffset < H4 && yOffset > 0 && map[x][y+1].base == LADDR_T)
{
stayCurrPos = 1;
moveStep = ACT_UP;
} else
if (!( map[x][y].base != LADDR_T &&
(yOffset <= 0 || map[x][y+1].base != LADDR_T) ||
(yOffset <= 0 && stayCurrPos ) )
) {
moveStep = ACT_UP;
}
break;
case ACT_DOWN:
stayCurrPos = ( y >= maxTileY ||
(nextToken = map[x][y+1].act) == BLOCK_T ||
nextToken == SOLID_T);
if (!(yOffset >= 0 && stayCurrPos))
moveStep = ACT_DOWN;
break;
case ACT_LEFT:
stayCurrPos = ( x <= 0 ||
(nextToken = map[x-1][y].act) == BLOCK_T ||
nextToken == SOLID_T || nextToken == TRAP_T);
if (!(xOffset <= 0 && stayCurrPos))
moveStep = ACT_LEFT;
break;
case ACT_RIGHT:
stayCurrPos = ( x >= maxTileX ||
(nextToken = map[x+1][y].act) == BLOCK_T ||
nextToken == SOLID_T || nextToken == TRAP_T);
if (!(xOffset >= 0 && stayCurrPos))
moveStep = ACT_RIGHT;
break;
case ACT_DIG_LEFT:
case ACT_DIG_RIGHT:
if(ok2Dig(keyAction)) {
runnerMoveStep(keyAction, stayCurrPos);
digHole(keyAction);
} else {
runnerMoveStep(ACT_STOP, stayCurrPos);
}
keyAction = ACT_STOP;
return;
}
runnerMoveStep(moveStep, stayCurrPos);
}
function runnerMoveStep(action, stayCurrPos )
{
var x = runner.pos.x;
var xOffset = runner.pos.xOffset;
var y = runner.pos.y;
var yOffset = runner.pos.yOffset;
var curToken, nextToken, centerX, centerY;
var curShape, newShape;
curShape = newShape = runner.shape;
centerX = centerY = ACT_STOP;
switch(action) {
case ACT_DIG_LEFT:
case ACT_DIG_RIGHT:
xOffset = 0;
yOffset = 0;
break;
case ACT_UP:
case ACT_DOWN:
case ACT_FALL:
if ( xOffset > 0 ) centerX = ACT_LEFT;
else if (xOffset < 0) centerX = ACT_RIGHT;
break;
case ACT_LEFT:
case ACT_RIGHT:
if( yOffset > 0 ) centerY = ACT_UP;
else if (yOffset < 0) centerY = ACT_DOWN;
break;
}
curToken = map[x][y].base;
if ( action == ACT_UP ) {
yOffset -= yMove;
if(stayCurrPos && yOffset < 0) yOffset = 0; //stay on current position
else if(yOffset < -H2) { //move to y-1 position
if ( curToken == BLOCK_T || curToken == HLADR_T ) curToken = EMPTY_T; //in hole or hide laddr
map[x][y].act = curToken; //runner move to [x][y-1], so set [x][y].act to previous state
y--;
yOffset = tileH + yOffset;
if(map[x][y].act == GUARD_T && guardAlive(x,y)) setRunnerDead(); //collision
}
newShape = "runUpDn";
}
if ( centerY == ACT_UP ) {
yOffset -= yMove;
if( yOffset < 0) yOffset = 0; //move to center Y
}
if ( action == ACT_DOWN || action == ACT_FALL) {
var holdOnBar = 0;
if(curToken == BAR_T) {
if( yOffset < 0) holdOnBar = 1;
else if(action == ACT_DOWN && y < maxTileY && map[x][y+1].act != LADDR_T) {
action = ACT_FALL; //shape fixed: 2014/03/27
}
}
yOffset += yMove;
if(holdOnBar == 1 && yOffset >= 0) {
yOffset = 0; //fall and hold on bar
action = ACT_FALL_BAR;
}
if(stayCurrPos && yOffset > 0) yOffset = 0; //stay on current position
else if(yOffset > H2) { //move to y+1 position
if(curToken == BLOCK_T || curToken == HLADR_T) curToken = EMPTY_T; //in hole or hide laddr
map[x][y].act = curToken; //runner move to [x][y+1], so set [x][y].act to previous state
y++;
yOffset = yOffset - tileH;
if(map[x][y].act == GUARD_T && guardAlive(x,y)) setRunnerDead(); //collision
}
if(action == ACT_DOWN) {
newShape = "runUpDn";
} else { //ACT_FALL or ACT_FALL_BAR
if (y < maxTileY && map[x][y+1].act == GUARD_T) { //over guard
//don't collision
var id = getGuardId(x, y+1);
if(yOffset > guard[id].pos.yOffset) yOffset = guard[id].pos.yOffset;
}
if (action == ACT_FALL_BAR) {
if(runner.lastLeftRight == ACT_LEFT) newShape = "barLeft";
else newShape = "barRight";
} else {
if(runner.lastLeftRight == ACT_LEFT) newShape = "fallLeft";
else newShape = "fallRight";
}
}
}
if ( centerY == ACT_DOWN ) {
yOffset += yMove;
if ( yOffset > 0 ) yOffset = 0; //move to center Y
}
if ( action == ACT_LEFT) {
xOffset -= xMove;
if(stayCurrPos && xOffset < 0) xOffset = 0; //stay on current position
else if ( xOffset < -W2) { //move to x-1 position
if(curToken == BLOCK_T || curToken == HLADR_T) curToken = EMPTY_T; //in hole or hide laddr
map[x][y].act = curToken; //runner move to [x-1][y], so set [x][y].act to previous state
x--;
xOffset = tileW + xOffset;
if(map[x][y].act == GUARD_T && guardAlive(x,y)) setRunnerDead(); //collision
}
if(curToken == BAR_T) newShape = "barLeft";
else newShape = "runLeft";
}
if ( centerX == ACT_LEFT ) {
xOffset -= xMove;
if ( xOffset < 0) xOffset = 0; //move to center X
}
if ( action == ACT_RIGHT ) {
xOffset += xMove;
if(stayCurrPos && xOffset > 0) xOffset = 0; //stay on current position
else if ( xOffset > W2) { //move to x+1 position
if(curToken == BLOCK_T || curToken == HLADR_T) curToken = EMPTY_T; //in hole or hide laddr
map[x][y].act = curToken; //runner move to [x+1][y], so set [x][y].act to previous state
x++;
xOffset = xOffset - tileW;
if(map[x][y].act == GUARD_T && guardAlive(x,y)) setRunnerDead(); //collision
}
if(curToken == BAR_T) newShape = "barRight";
else newShape = "runRight";
}
if ( centerX == ACT_RIGHT ) {
xOffset += xMove;
if ( xOffset > 0) xOffset = 0; //move to center X
}
if(action == ACT_STOP ) {
if(runner.action == ACT_FALL) {
soundStop(soundFall);
themeSoundPlay("down");
}
if(runner.action != ACT_STOP){
runner.sprite.stop();
runner.action = ACT_STOP;
}
} else {
runner.sprite.x = (x * tileW + xOffset) * tileScale | 0;
runner.sprite.y = (y * tileH + yOffset) * tileScale | 0;
runner.pos = { x:x, y:y, xOffset:xOffset, yOffset:yOffset};
if(curShape != newShape) {
runner.sprite.gotoAndPlay(newShape);
runner.shape = newShape;
}
if(action != runner.action){
if(runner.action == ACT_FALL) {
soundStop(soundFall);
themeSoundPlay("down");
} else if ( action == ACT_FALL) {
soundPlay(soundFall);
}
runner.sprite.play();
}
if(action == ACT_LEFT || action == ACT_RIGHT) runner.lastLeftRight = action;
runner.action = action;
}
map[x][y].act = RUNNER_T;
//show trap tile if runner fall into the tile, 9/12/2015
if(map[x][y].base == TRAP_T) map[x][y].bitmap.set({alpha:0.5}); //show trap tile
// Check runner to get gold (MAX MOVE MUST < H4 & W4)
if( map[x][y].base == GOLD_T &&
((!xOffset && yOffset >= 0 && yOffset < H4) ||
(!yOffset && xOffset >= 0 && xOffset < W4) ||
(y < maxTileY && map[x][y+1].base == LADDR_T && yOffset < H4) // gold above laddr
)
)
{
removeGold(x,y);
themeSoundPlay("getGold");
decGold();
//debug("gold = " + goldCount);
if(playMode == PLAY_CLASSIC || playMode == PLAY_AUTO || playMode == PLAY_DEMO) {
drawScore(SCORE_GET_GOLD);
} else {
//for modern mode , edit mode
drawGold(1); //get gold
}
}
//if(!goldCount && !goldComplete) showHideLaddr();
//check collision with guard !
checkCollision(x, y);
}
//dec gold count
function decGold()
{
if(--goldCount <= 0) {
showHideLaddr();
if(runner.pos.y > 0) {
if(curTheme == "C64") soundPlay("goldFinish" + ((curLevel-1)%6+1)); //six sounds
else soundPlay("goldFinish"); //for all apple2 mode, 9/12/2015
}
}
}
function removeGold(x,y)
{
map[x][y].base = EMPTY_T;
mainStage.removeChild(map[x][y].bitmap);
map[x][y].bitmap = null;
}
function addGold(x, y)
{
var tile;
map[x][y].base = GOLD_T;
tile = map[x][y].bitmap = new createjs.Bitmap(getThemeImage("gold"));
tile.setTransform(x * tileWScale, y * tileHScale,tileScale, tileScale); //x,y, scaleX, scaleY
mainStage.addChild(tile);
moveSprite2Top(); //reset runner, guard & fill hole object order
}
function showHideLaddr()
{
var haveHLadder = 0;
for(var y = 0; y < NO_OF_TILES_Y; y++) {
for(var x = 0; x < NO_OF_TILES_X; x++) {
if( map[x][y].base == HLADR_T) {
haveHLadder = 1;
map[x][y].base =LADDR_T;
map[x][y].act =LADDR_T;
map[x][y].bitmap.set({alpha:1}); //display laddr
}
}
}
goldComplete = 1;
return haveHLadder;
}
function checkCollision(runnerX, runnerY)
{
var x = -1, y = -1;
//var dbg = "NO";
switch(true) {
case ( runnerY > 0 && map[runnerX][runnerY-1].act == GUARD_T):
x = runnerX; y = runnerY-1;
//dbg = "UP";
break;
case ( runnerY < maxTileY && map[runnerX][runnerY+1].act == GUARD_T):
x = runnerX; y = runnerY+1;
//dbg = "DN";
break;
case ( runnerX > 0 && map[runnerX-1][runnerY].act == GUARD_T):
x = runnerX-1; y = runnerY;
//dbg = "LF";
break;
case ( runnerX < maxTileX && map[runnerX+1][runnerY].act== GUARD_T):
x = runnerX+1; y = runnerY;
//dbg = "RT";
break;
}
//if( dbg != "NO") debug(dbg);
if( x >= 0) {
for(var i = 0; i < guardCount; i++) {
if( guard[i].pos.x == x && guard[i].pos.y == y) break;
}
assert( (i < guardCount), "checkCollision design error !");
if(guard[i].action != ACT_REBORN) { //only guard alive need check collection
//var dw = Math.abs(runner.sprite.x - guard[i].sprite.x);
//var dh = Math.abs(runner.sprite.y - guard[i].sprite.y);
//change detect method ==> don't depend on scale
var runnerPosX = runner.pos.x*tileW+runner.pos.xOffset;
var runnerPosY = runner.pos.y*tileH+runner.pos.yOffset;
var guardPosX = guard[i].pos.x*tileW+guard[i].pos.xOffset;
var guardPosY = guard[i].pos.y*tileH+guard[i].pos.yOffset;
var dw = Math.abs(runnerPosX - guardPosX);
var dh = Math.abs(runnerPosY - guardPosY);
if( dw <= W4*3 && dh <= H4*3 ) {
setRunnerDead(); //07/04/2014
//debug("runner dead!");
}
}
}
}
//Page 276 misc.c (book)
function ok2Dig(nextMove)
{
var x = runner.pos.x;
var y = runner.pos.y;
var token, rc = 0;
switch(nextMove) {
case ACT_DIG_LEFT:
// debug("[x-1][y+1] = " + map[x-1][y+1].act + " [x-1][y] = " + map[x-1][y].act +
// "[x-1][y].base = " + map[x-1][y].base );
if( y < maxTileY && x > 0 && map[x-1][y+1].act == BLOCK_T &&
map[x-1][y].act == EMPTY_T && map[x-1][y].base != GOLD_T)
rc = 1;
break;
case ACT_DIG_RIGHT:
// debug("[x+1][y+1] = " + map[x+1][y+1].act + " [x+1][y] = " + map[x+1][y].act +
// "[x+1][y].base = " + map[x+1][y].base );
if( y < maxTileY && x < maxTileX && map[x+1][y+1].act == BLOCK_T &&
map[x+1][y].act == EMPTY_T && map[x+1][y].base != GOLD_T)
rc = 1;
break;
}
return rc;
}
//=======================
// BEGIN NEW DIG METHOD
//=======================
var digHoleLeft = [ 0, 1, 2, 2, 3, 4, 4, 5, 6, 6, 7 ];
var digHoleRight = [ 8, 9, 10, 10, 11, 12, 12, 13, 14, 14, 15 ];
function processDigHole()
{
if(curAiVersion < 3) return;
if(++holeObj.curFrameIdx < holeObj.shapeFrame.length) {
// change frame
holeObj.sprite.gotoAndStop(holeObj.shapeFrame[holeObj.curFrameIdx]);
holeObj.sprite.currentAnimationFrame = holeObj.curFrameIdx;
} else { //dig complete
digComplete();
}
}
//========================
// END NEW DIG METHOD
//========================
var digTimeStart, shakeTimeStart; //for debug
var fillHoleTimeStart, rebornTimeStart; //for debug
function digHole(action)
{
var x,y, holeShape;
if(action == ACT_DIG_LEFT) {
x = runner.pos.x-1;
y = runner.pos.y;
runner.shape = "digLeft";
holeShape = "digHoleLeft";
} else { //DIG RIGHT
x = runner.pos.x+1;
y = runner.pos.y;
runner.shape = "digRight";
holeShape = "digHoleRight";
}
soundPlay(soundDig);
map[x][y+1].bitmap.set({alpha:0}); //hide block (replace with digging image)
runner.sprite.gotoAndPlay(runner.shape);
holeObj.action = ACT_DIGGING;
holeObj.pos = { x: x, y: y };
holeObj.sprite.setTransform(x * tileWScale, y * tileHScale,tileScale, tileScale);
digTimeStart = recordCount; //for debug
if(curAiVersion < 3) {
holeObj.sprite.gotoAndPlay(holeShape);
holeObj.sprite.on("animationend", digComplete);
} else {
if(action == ACT_DIG_LEFT) holeShape = digHoleLeft;
else holeShape = digHoleRight;
holeObj.sprite.gotoAndStop(holeShape[0]);
holeObj.shapeFrame = holeShape;
holeObj.curFrameIdx = 0;
}
mainStage.addChild(holeObj.sprite);
}
var DEBUG_DIG=0;
function isDigging()
{
var rc = 0;
if(holeObj.action == ACT_DIGGING) {
var x = holeObj.pos.x, y = holeObj.pos.y;
if(map[x][y].act == GUARD_T) { //guard come close to the digging hole !
var id = getGuardId(x, y);
if(holeObj.sprite.currentAnimationFrame < holeObj.digLimit && guard[id].pos.yOffset > -H4) {
if(DEBUG_DIG) loadingTxt.text = "dig : " + holeObj.sprite.currentAnimationFrame + " (X)";
stopDigging(x,y);
} else {
if(DEBUG_DIG) loadingTxt.text = "dig : " + holeObj.sprite.currentAnimationFrame + " (O)";
if(curAiVersion >= 3) { //This is a bug while AI VERSION < 3
map[x][y+1].act = EMPTY_T; //assume hole complete
rc = 1;
}
}
} else {
switch( runner.shape ) {
case "digLeft":
if(holeObj.sprite.currentAnimationFrame > 2 ) {
runner.sprite.gotoAndStop("runLeft"); //change shape
runner.shape = "runLeft";
runner.action = ACT_STOP;
}
break;
case "digRight":
if(holeObj.sprite.currentAnimationFrame > 2) {
runner.sprite.gotoAndStop("runRight"); //change shape
runner.shape = "runRight";
runner.action = ACT_STOP;
}
break;
}
rc = 1;
}
}
return rc;
}
function stopDigging(x,y)
{
//(1) remove holeObj
holeObj.sprite.removeAllEventListeners ("animationend");
holeObj.action = ACT_STOP; //no digging
mainStage.removeChild(holeObj.sprite);
//(2) fill hole
y++;
map[x][y].act = map[x][y].base; //BLOCK_T
assert(map[x][y].base == BLOCK_T, "fill hole != BLOCK_T");
map[x][y].bitmap.set({alpha:1}); //display block
//(3) change runner shape
switch( runner.shape ) {
case "digLeft":
runner.sprite.gotoAndStop("runLeft");
runner.shape = "runLeft";
runner.action = ACT_STOP;
break;
case "digRight":
runner.sprite.gotoAndStop("runRight");
runner.shape = "runRight";
runner.action = ACT_STOP;
break;
}
soundStop(soundDig); //stop sound of digging
}
function digComplete()
{
var x = holeObj.pos.x;
var y = holeObj.pos.y + 1;
map[x][y].act = EMPTY_T;
holeObj.sprite.removeAllEventListeners ("animationend");
holeObj.action = ACT_STOP; //no digging
mainStage.removeChild(holeObj.sprite);
if(DEBUG_TIME) loadingTxt.text = "DigTime = " + (recordCount - digTimeStart);
fillHole(x, y);
}
var fillHoleObj = [];
function fillHole(x, y)
{
var fillSprite = new createjs.Sprite(holeData, "fillHole");
fillSprite.pos = { x:x, y:y }; //save position 11/18/2014
fillSprite.setTransform(x * tileWScale, y * tileHScale, tileScale, tileScale);
if(curAiVersion < 3) {
fillSprite.on("animationend", fillComplete, null, false, {obj:fillSprite} );
fillSprite.play();
} else {
fillSprite.curFrameIdx = 0;
fillSprite.curFrameTime = -1;
fillSprite.gotoAndStop(fillHoleFrame[0]);
}
mainStage.addChild(fillSprite);
fillHoleObj.push(fillSprite);
fillHoleTimeStart = recordCount; //for debug
}
function moveFillHoleObj2Top()
{
for(var i = 0; i < fillHoleObj.length; i++) {
moveChild2Top(mainStage, fillHoleObj[i]);
}
}
function fillComplete(evt, data)
{
//don't use "divide command", it will cause loss of accuracy while scale changed (ex: tileScale = 0.6...)
//var x = this.x / tileWScale | 0; //this : scope default to the dispatcher
//var y = this.y / tileHScale | 0;
var fillObj = data.obj;
var x = fillObj.pos.x, y = fillObj.pos.y; //get position
map[x][y].bitmap.set({alpha:1}); //display block
fillObj.removeAllEventListeners ("animationend");
mainStage.removeChild(fillObj);
removeFillHoleObj(fillObj);
switch(map[x][y].act) {
case RUNNER_T : // runner dead
//loadingTxt.text = "RUNNER DEAD";
gameState = GAME_RUNNER_DEAD;
runner.sprite.set({alpha:0}); //hidden runner --> dead
break;
case GUARD_T: //guard dead
var id = getGuardId(x,y);
if(curAiVersion >= 3 && guard[id].action == ACT_IN_HOLE) removeFromShake(id);
if(guard[id].hasGold > 0) { //guard has gold and not fall into the hole
decGold();
guard[id].hasGold = 0;
}
guardReborn(x,y);
if(playMode == PLAY_CLASSIC || playMode == PLAY_AUTO || playMode == PLAY_DEMO) {
drawScore(SCORE_GUARD_DEAD);
} else {
//for modern mode & edit mode
drawGuard(1); //guard dead, add count
}
break;
}
map[x][y].act = BLOCK_T;
if(DEBUG_TIME) loadingTxt.text = "FillHoleTime = " + (recordCount - fillHoleTimeStart); //for debug
}
function removeFillHoleObj(spriteObj)
{
for(var i = 0; i < fillHoleObj.length; i++) {
if(fillHoleObj[i] == spriteObj) {
fillHoleObj.splice(i,1);
return;
}
}
error(arguments.callee.name, "design error !");
}
//=======================================
// BEGIN NEW fill Hold (Ai version >= 3)
//=======================================
var fillHoleFrame = [ 16, 17, 18, 19];
var fillHoleTime = [ 166, 8, 8, 4];
function initFillHoleVariable()
{
fillHoleObj = [];
}
function processFillHole()
{
var curIdx, curFillObj;
for(var i = 0; i < fillHoleObj.length;) {
curFillObj = fillHoleObj[i];
curIdx = curFillObj.curFrameIdx;
if(++curFillObj.curFrameTime >= fillHoleTime[curIdx]) {
if(++curFillObj.curFrameIdx < fillHoleFrame.length) {
//change frame
curFillObj.curFrameTime = 0;
curFillObj.gotoAndStop(fillHoleFrame[curFillObj.curFrameIdx]);
} else {
//fill hole complete
fillComplete(null, {obj: curFillObj});
continue;
}
}
i++;
}
}
//====================
// END NEW fill Hold
//====================
//==================================
// Check guard is alive or not
// 2014/10/31
//==================================
function guardAlive(x, y)
{
for(var i = 0; i < guardCount; i++) {
if( guard[i].pos.x == x && guard[i].pos.y == y) break;
}
assert( (i < guardCount), "guardAlive() design error !");
if(guard[i].action != ACT_REBORN) return 1; //alive
return 0; //reborn
}