1 /* first part of synchro.
3 * game logic for players.
5 * large switch statement for tiles the player interacts with.
12 extern int centered_player_nr;
15 #define USE_CHANGED_ACID_STUFF 1
17 extern boolean checkIfAllPlayersFitToScreen();
19 static void check_player(struct PLAYER *);
20 static void kill_player(struct PLAYER *);
21 static boolean player_digfield(struct PLAYER *, int, int);
22 static boolean player_killed(struct PLAYER *);
31 game_em.any_player_moving = FALSE;
33 /* must test for death and actually kill separately */
35 for (i = 0; i < MAX_PLAYERS; i++)
37 boolean ply_kill = player_killed(&ply[i]);
39 if (ply[i].alive && ply_kill)
45 /* must test for death and actually kill separately */
46 boolean ply1_kill = player_killed(&ply1);
47 boolean ply2_kill = player_killed(&ply2);
49 if (ply1.alive && ply1_kill)
51 if (ply2.alive && ply2_kill)
57 ply1.alive = 1; /* debugging */
62 for (i = 0; i < MAX_PLAYERS; i++)
64 ply[i].oldx = ply[i].x;
65 ply[i].oldy = ply[i].y;
66 ply[i].anim = SPR_still;
69 start_check_nr = (RandomEM & 128 ? 0 : 1) * 2 + (RandomEM & 256 ? 0 : 1);
71 for (i = 0; i < MAX_PLAYERS; i++)
73 int check_nr = (start_check_nr + i) % MAX_PLAYERS;
75 if (ply[check_nr].alive)
76 check_player(&ply[check_nr]);
79 for (i = 0; i < MAX_PLAYERS; i++)
84 if (Cave[ply[i].oldy][ply[i].oldx] == Zplayer)
86 Cave[ply[i].oldy][ply[i].oldx] = Xblank;
87 Next[ply[i].oldy][ply[i].oldx] = Xblank;
90 if (Cave[ply[i].y][ply[i].x] == Xblank)
92 Cave[ply[i].y][ply[i].x] = Zplayer;
93 Next[ply[i].y][ply[i].x] = Zplayer;
101 ply1.anim = SPR_still;
104 ply2.anim = SPR_still;
108 if (ply1.alive) check_player(&ply1);
109 if (ply2.alive) check_player(&ply2);
113 if (ply2.alive) check_player(&ply2);
114 if (ply1.alive) check_player(&ply1);
119 if (Cave[ply1.oldy][ply1.oldx] == Zplayer)
121 Cave[ply1.oldy][ply1.oldx] = Xblank;
122 Next[ply1.oldy][ply1.oldx] = Xblank;
125 if (Cave[ply1.y][ply1.x] == Xblank)
127 Cave[ply1.y][ply1.x] = Zplayer;
128 Next[ply1.y][ply1.x] = Zplayer;
134 if (Cave[ply2.oldy][ply2.oldx] == Zplayer)
136 Cave[ply2.oldy][ply2.oldx] = Xblank;
137 Next[ply2.oldy][ply2.oldx] = Xblank;
140 if (Cave[ply2.y][ply2.x] == Xblank)
142 Cave[ply2.y][ply2.x] = Zplayer;
143 Next[ply2.y][ply2.x] = Zplayer;
150 static boolean player_killed(struct PLAYER *ply)
156 printf("::: %d: %d, %d\n", ply->num, x, y);
163 if (lev.killed_out_of_time && setup.time_limit)
166 if (lev.time_initial > 0 && lev.time == 0 && setup.time_limit)
257 case Yacid_splash_eB:
258 case Yacid_splash_wB:
280 static void kill_player(struct PLAYER *ply)
297 Cave[y-1][x] = Xboom_bug;
299 #if PLAY_ELEMENT_SOUND
300 play_element_sound(x, y, SAMPLE_boom, Zplayer);
313 Cave[y-1][x] = Xboom_bomb;
315 #if PLAY_ELEMENT_SOUND
316 play_element_sound(x, y, SAMPLE_boom, Zplayer);
332 Cave[y][x+1] = Xboom_bug;
334 #if PLAY_ELEMENT_SOUND
335 play_element_sound(x, y, SAMPLE_boom, Zplayer);
348 Cave[y][x+1] = Xboom_bomb;
350 #if PLAY_ELEMENT_SOUND
351 play_element_sound(x, y, SAMPLE_boom, Zplayer);
367 Cave[y+1][x] = Xboom_bug;
369 #if PLAY_ELEMENT_SOUND
370 play_element_sound(x, y, SAMPLE_boom, Zplayer);
383 Cave[y+1][x] = Xboom_bomb;
385 #if PLAY_ELEMENT_SOUND
386 play_element_sound(x, y, SAMPLE_boom, Zplayer);
402 Cave[y][x-1] = Xboom_bug;
404 #if PLAY_ELEMENT_SOUND
405 play_element_sound(x, y, SAMPLE_boom, Zplayer);
418 Cave[y][x-1] = Xboom_bomb;
420 #if PLAY_ELEMENT_SOUND
421 play_element_sound(x, y, SAMPLE_boom, Zplayer);
434 play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
438 #if PLAY_ELEMENT_SOUND
439 play_element_sound(x, y, SAMPLE_boom, Zplayer);
441 play_element_sound(x, y, SAMPLE_die, Zplayer);
447 #if USE_CHANGED_ACID_STUFF
460 Cave[y][x] = Xboom_1;
466 static void check_player(struct PLAYER *ply)
474 game_em.last_player_direction[ply->num] = MV_NONE;
477 printf("::: up == %d, down == %d, left == %d, right == %d, fire == %d [spin == %d, stick == %d]\n",
478 ply->joy_n, ply->joy_s, ply->joy_w, ply->joy_e, ply->joy_fire,
479 ply->joy_spin, ply->joy_stick);
483 if (ply->joy_w) /* west */
488 else if (ply->joy_e) /* east */
494 if (ply->joy_n) /* north */
499 else if (ply->joy_s) /* south */
507 if ((ply->joy_spin = !ply->joy_spin))
509 if (ply->joy_n) /* north */
514 else if (ply->joy_e) /* east */
519 else if (ply->joy_s) /* south */
524 else if (ply->joy_w) /* west */
532 if (ply->joy_w) /* west */
537 else if (ply->joy_s) /* south */
542 else if (ply->joy_e) /* east */
547 else if (ply->joy_n) /* north */
561 boolean players_visible_before_move;
562 boolean players_visible_after_move;
565 players_visible_before_move = checkIfAllPlayersFitToScreen();
570 players_visible_after_move = checkIfAllPlayersFitToScreen();
573 player is allowed to move only in the following cases:
574 - it is not needed to display all players (not focussed to all players)
575 - all players are (still or again) visible after the move
576 - some players were already outside visible screen area before the move
578 can_move = (game.centered_player_nr != -1 ||
579 players_visible_after_move ||
580 !players_visible_before_move);
587 ply->joy_n = ply->joy_e = ply->joy_s = ply->joy_w = 0;
593 if (dx == 0 && dy == 0)
599 if (++ply->dynamite_cnt == 5 && ply->dynamite)
601 Cave[y][x] = Xdynamite_1;
602 play_element_sound(x, y, SAMPLE_dynamite, Xdynamite_1);
608 ply->dynamite_cnt = 0;
611 RandomEM += 7; /* be a bit more random if the player doesn't move */
617 ply->joy_n = ply->joy_e = ply->joy_s = ply->joy_w = 0;
618 ply->dynamite_cnt = 0; /* reset dynamite timer if we move */
619 ply->joy_spin = !ply->joy_spin;
621 if (ply->joy_snap == 0) /* player wants to move */
623 boolean moved = FALSE;
625 if (ply->last_move_dir & MV_HORIZONTAL)
627 if (!(moved = player_digfield(ply, 0, dy)))
628 moved = player_digfield(ply, dx, 0);
632 if (!(moved = player_digfield(ply, dx, 0)))
633 moved = player_digfield(ply, 0, dy);
639 ply->last_move_dir = (dx < 0 ? MV_LEFT : MV_RIGHT);
640 else if (oldy != ply->y)
641 ply->last_move_dir = (dy < 0 ? MV_UP : MV_DOWN);
643 game_em.any_player_moving = TRUE;
644 game_em.last_moving_player = ply->num;
645 game_em.last_player_direction[ply->num] = ply->last_move_dir;
648 else /* player wants to snap */
650 player_digfield(ply, dx, dy);
654 static boolean player_digfield(struct PLAYER *ply, int dx, int dy)
656 int anim = (dx < 0 ? 3 : dx > 0 ? 1 : dy < 0 ? 0 : dy > 0 ? 2 : 2);
661 boolean result = TRUE;
663 if (!dx && !dy) /* no direction specified */
666 if (dx && dy && ply->joy_snap) /* more than one direction specified */
669 if (ply->joy_snap == 0) /* player wants to move */
671 int element = Cave[y][x];
675 /* fire is released */
677 case Yacid_splash_eB:
678 case Yacid_splash_wB:
679 Cave[y][x] = Zplayer;
680 Next[y][x] = Zplayer;
691 play_element_sound(x, y, SAMPLE_blank, Xblank);
692 ply->anim = SPR_walk + anim;
697 #if USE_CHANGED_ACID_STUFF
706 if (Cave[y-1][x+1] == Xblank)
707 Cave[y-1][x+1] = Yacid_splash_eB;
708 if (Cave[y-1][x-1] == Xblank)
709 Cave[y-1][x-1] = Yacid_splash_wB;
710 play_element_sound(x, y, SAMPLE_acid, Xacid_1);
732 #if !USE_CHANGED_ACID_STUFF
742 ply->anim = SPR_walk + anim;
748 Cave[y][x] = (dy ? (dy < 0 ? Ygrass_nB : Ygrass_sB) :
749 (dx > 0 ? Ygrass_eB : Ygrass_wB));
750 Next[y][x] = Zplayer;
751 play_element_sound(x, y, SAMPLE_dirt, Xgrass);
752 ply->anim = SPR_walk + anim;
758 Cave[y][x] = (dy ? (dy < 0 ? Ydirt_nB : Ydirt_sB) :
759 (dx > 0 ? Ydirt_eB : Ydirt_wB));
760 Next[y][x] = Zplayer;
761 play_element_sound(x, y, SAMPLE_dirt, Xdirt);
762 ply->anim = SPR_walk + anim;
769 Cave[y][x] = Ydiamond_eat;
770 Next[y][x] = Zplayer;
771 play_element_sound(x, y, SAMPLE_collect, element);
772 lev.score += lev.diamond_score;
773 lev.required = lev.required < 3 ? 0 : lev.required - 3;
774 ply->anim = SPR_walk + anim;
781 Cave[y][x] = Yemerald_eat;
782 Next[y][x] = Zplayer;
783 play_element_sound(x, y, SAMPLE_collect, element);
784 lev.score += lev.emerald_score;
785 lev.required = lev.required < 1 ? 0 : lev.required - 1;
786 ply->anim = SPR_walk + anim;
792 Cave[y][x] = Ydynamite_eat;
793 Next[y][x] = Zplayer;
794 play_element_sound(x, y, SAMPLE_collect, element);
795 lev.score += lev.dynamite_score;
796 ply->dynamite = ply->dynamite > 9998 ? 9999 : ply->dynamite + 1;
797 ply->anim = SPR_walk + anim;
804 Cave[y][x] = Ykey_1_eat;
809 Cave[y][x] = Ykey_2_eat;
814 Cave[y][x] = Ykey_3_eat;
819 Cave[y][x] = Ykey_4_eat;
824 Cave[y][x] = Ykey_5_eat;
829 Cave[y][x] = Ykey_6_eat;
834 Cave[y][x] = Ykey_7_eat;
839 Cave[y][x] = Ykey_8_eat;
844 Next[y][x] = Zplayer;
845 play_element_sound(x, y, SAMPLE_collect, element);
846 lev.score += lev.key_score;
847 ply->anim = SPR_walk + anim;
853 Cave[y][x] = Ylenses_eat;
854 Next[y][x] = Zplayer;
855 play_element_sound(x, y, SAMPLE_collect, element);
856 lev.score += lev.lenses_score;
857 lev.lenses_cnt = lev.lenses_time;
858 ply->anim = SPR_walk + anim;
864 Cave[y][x] = Ymagnify_eat;
865 Next[y][x] = Zplayer;
866 play_element_sound(x, y, SAMPLE_collect, element);
867 lev.score += lev.magnify_score;
868 lev.magnify_cnt = lev.magnify_time;
869 ply->anim = SPR_walk + anim;
878 switch(Cave[y][x+dx])
888 if (Cave[y-1][x+dx+1] == Xblank)
889 Cave[y-1][x+dx+1] = Yacid_splash_eB;
890 if (Cave[y-1][x+dx-1] == Xblank)
891 Cave[y-1][x+dx-1] = Yacid_splash_wB;
892 play_element_sound(x, y, SAMPLE_acid, Xacid_1);
896 case Yacid_splash_eB:
897 case Yacid_splash_wB:
898 Cave[y][x+dx] = dx > 0 ? Ystone_e : Ystone_w;
899 Next[y][x+dx] = Xstone_pause;
903 Cave[y][x] = dx > 0 ? Ystone_eB : Ystone_wB;
904 Next[y][x] = Zplayer;
905 play_element_sound(x, y, SAMPLE_roll, Xstone);
909 ply->anim = SPR_push + anim;
916 switch(Cave[y][x+dx])
926 if (Cave[y-1][x+dx+1] == Xblank)
927 Cave[y-1][x+dx+1] = Yacid_splash_eB;
928 if (Cave[y-1][x+dx-1] == Xblank)
929 Cave[y-1][x+dx-1] = Yacid_splash_wB;
930 play_element_sound(x, y, SAMPLE_acid, Xacid_1);
934 case Yacid_splash_eB:
935 case Yacid_splash_wB:
936 Cave[y][x+dx] = dx > 0 ? Ybomb_e : Ybomb_w;
937 Next[y][x+dx] = Xbomb_pause;
941 Cave[y][x] = dx > 0 ? Ybomb_eB : Ybomb_wB;
942 Next[y][x] = Zplayer;
943 play_element_sound(x, y, SAMPLE_roll, Xbomb);
947 ply->anim = SPR_push + anim;
954 switch(Cave[y][x+dx])
964 if (Cave[y-1][x+dx+1] == Xblank)
965 Cave[y-1][x+dx+1] = Yacid_splash_eB;
966 if (Cave[y-1][x+dx-1] == Xblank)
967 Cave[y-1][x+dx-1] = Yacid_splash_wB;
968 play_element_sound(x, y, SAMPLE_acid, Xacid_1);
972 case Yacid_splash_eB:
973 case Yacid_splash_wB:
974 Cave[y][x+dx] = dx > 0 ? Ynut_e : Ynut_w;
975 Next[y][x+dx] = Xnut_pause;
979 Cave[y][x] = dx > 0 ? Ynut_eB : Ynut_wB;
980 Next[y][x] = Zplayer;
981 play_element_sound(x, y, SAMPLE_roll, Xnut);
985 ply->anim = SPR_push + anim;
992 switch(Cave[y][x+dx])
996 Cave[y][x] = dx > 0 ? Yspring_kill_eB : Yspring_kill_wB;
997 Cave[y][x+dx] = dx > 0 ? Yspring_kill_e : Yspring_kill_w;
998 Next[y][x] = Zplayer;
999 Next[y][x+dx] = dx > 0 ? Xspring_e : Xspring_w;
1000 play_element_sound(x, y, SAMPLE_slurp, Xalien);
1001 lev.score += lev.slurp_score;
1013 if (Cave[y-1][x+dx+1] == Xblank)
1014 Cave[y-1][x+dx+1] = Yacid_splash_eB;
1015 if (Cave[y-1][x+dx-1] == Xblank)
1016 Cave[y-1][x+dx-1] = Yacid_splash_wB;
1017 play_element_sound(x, y, SAMPLE_acid, Xacid_1);
1021 case Yacid_splash_eB:
1022 case Yacid_splash_wB:
1023 Cave[y][x+dx] = dx > 0 ? Yspring_e : Yspring_w;
1024 Next[y][x+dx] = dx > 0 ? Xspring_e : Xspring_w;
1027 Cave[y][x] = dx > 0 ? Yspring_eB : Yspring_wB;
1028 Next[y][x] = Zplayer;
1029 play_element_sound(x, y, SAMPLE_roll, Xspring);
1033 ply->anim = SPR_push + anim;
1040 case Xsand_stonein_1:
1041 case Xsand_stonein_2:
1042 case Xsand_stonein_3:
1043 case Xsand_stonein_4:
1047 ply->anim = SPR_push + anim;
1051 switch(Cave[y+dy][x+dx])
1061 if (Cave[y+dy-1][x+dx+1] == Xblank)
1062 Cave[y+dy-1][x+dx+1] = Yacid_splash_eB;
1063 if (Cave[y+dy-1][x+dx-1] == Xblank)
1064 Cave[y+dy-1][x+dx-1] = Yacid_splash_wB;
1065 play_element_sound(x, y, SAMPLE_acid, Xacid_1);
1069 case Yacid_splash_eB:
1070 case Yacid_splash_wB:
1071 Cave[y+dy][x+dx] = (dy ? (dy < 0 ? Yballoon_n : Yballoon_s) :
1072 (dx > 0 ? Yballoon_e : Yballoon_w));
1073 Next[y+dy][x+dx] = Xballoon;
1076 Cave[y][x] = (dy ? (dy < 0 ? Yballoon_nB : Yballoon_sB) :
1077 (dx > 0 ? Yballoon_eB : Yballoon_wB));
1078 Next[y][x] = Zplayer;
1079 play_element_sound(x, y, SAMPLE_push, Xballoon);
1084 ply->anim = SPR_push + anim;
1096 switch(Cave[y+dy][x+dx])
1106 if (Cave[y+dy-1][x+dx+1] == Xblank)
1107 Cave[y+dy-1][x+dx+1] = Yacid_splash_eB;
1108 if (Cave[y+dy-1][x+dx-1] == Xblank)
1109 Cave[y+dy-1][x+dx-1] = Yacid_splash_wB;
1110 play_element_sound(x, y, SAMPLE_acid, Xacid_1);
1114 case Yacid_splash_eB:
1115 case Yacid_splash_wB:
1116 Cave[y+dy][x+dx] = (dy ? (dy < 0 ? Yandroid_n : Yandroid_s) :
1117 (dx > 0 ? Yandroid_e : Yandroid_w));
1118 Next[y+dy][x+dx] = (dy ? (dy < 0 ? Xandroid_2_n : Xandroid_2_s) :
1119 (dx > 0 ? Xandroid_2_e : Xandroid_2_w));
1122 Cave[y][x] = (dy ? (dy < 0 ? Yandroid_nB : Yandroid_sB) :
1123 (dx > 0 ? Yandroid_eB : Yandroid_wB));
1124 Next[y][x] = Zplayer;
1125 play_element_sound(x, y, SAMPLE_push, Xandroid);
1130 ply->anim = SPR_push + anim;
1135 if (ply->keys & 0x01)
1142 if (ply->keys & 0x02)
1149 if (ply->keys & 0x04)
1156 if (ply->keys & 0x08)
1163 if (ply->keys & 0x10)
1170 if (ply->keys & 0x20)
1177 if (ply->keys & 0x40)
1184 if (ply->keys & 0x80)
1190 if (!tab_blank[Cave[y+dy][x+dx]])
1193 Cave[y+dy][x+dx] = Zplayer;
1194 Next[y+dy][x+dx] = Zplayer;
1195 play_element_sound(x, y, SAMPLE_door, element);
1196 ply->anim = SPR_walk + anim;
1202 play_element_sound(x, y, SAMPLE_press, element);
1203 lev.wheel_cnt = lev.wheel_time;
1209 lev.wind_direction = 0;
1213 lev.wind_direction = 1;
1217 lev.wind_direction = 2;
1221 lev.wind_direction = 3;
1225 lev.wind_direction = dy ? (dy < 0 ? 0 : 2) : (dx > 0 ? 1 : 3);
1229 play_element_sound(x, y, SAMPLE_press, element);
1230 lev.wind_cnt = lev.wind_time;
1234 play_element_sound(x, y, SAMPLE_press, element);
1239 play_element_sound(x, y, SAMPLE_press, element);
1240 lev.ball_cnt = lev.ball_time;
1241 lev.ball_state = !lev.ball_state;
1245 Cave[y][x] = Yplant;
1246 Next[y][x] = Xplant;
1247 play_element_sound(x, y, SAMPLE_blank, Xplant);
1248 ply->anim = SPR_walk + anim;
1257 /* !!! already played in kill_player !!! */
1258 play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
1264 /* !!! CHECK SCORE CALCULATION !!! */
1265 if (lev.home == 0 && lev.time_initial > 0) /* game won */
1266 lev.score += lev.time * lev.exit_score / 100;
1269 ply->anim = SPR_walk + anim;
1276 if (ply->x == oldx && ply->y == oldy) /* no movement */
1279 else /* player wants to snap */
1281 int element = Cave[y][x];
1285 /* fire is pressed */
1288 Cave[y][x] = Ygrass_eat;
1289 Next[y][x] = Xblank;
1290 play_element_sound(x, y, SAMPLE_dirt, element);
1291 ply->anim = SPR_spray + anim;
1295 Cave[y][x] = Ydirt_eat;
1296 Next[y][x] = Xblank;
1297 play_element_sound(x, y, SAMPLE_dirt, element);
1298 ply->anim = SPR_spray + anim;
1302 case Xdiamond_pause:
1303 Cave[y][x] = Ydiamond_eat;
1304 Next[y][x] = Xblank;
1305 play_element_sound(x, y, SAMPLE_collect, element);
1306 lev.score += lev.diamond_score;
1307 lev.required = lev.required < 3 ? 0 : lev.required - 3;
1308 ply->anim = SPR_walk + anim;
1312 case Xemerald_pause:
1313 Cave[y][x] = Yemerald_eat;
1314 Next[y][x] = Xblank;
1315 play_element_sound(x, y, SAMPLE_collect, element);
1316 lev.score += lev.emerald_score;
1317 lev.required = lev.required < 1 ? 0 : lev.required - 1;
1318 ply->anim = SPR_walk + anim;
1322 Cave[y][x] = Ydynamite_eat;
1323 Next[y][x] = Xblank;
1324 play_element_sound(x, y, SAMPLE_collect, element);
1325 lev.score += lev.dynamite_score;
1326 ply->dynamite = ply->dynamite > 9998 ? 9999 : ply->dynamite + 1;
1327 ply->anim = SPR_walk + anim;
1332 Cave[y][x] = Ykey_1_eat;
1337 Cave[y][x] = Ykey_2_eat;
1342 Cave[y][x] = Ykey_3_eat;
1347 Cave[y][x] = Ykey_4_eat;
1352 Cave[y][x] = Ykey_5_eat;
1357 Cave[y][x] = Ykey_6_eat;
1362 Cave[y][x] = Ykey_7_eat;
1367 Cave[y][x] = Ykey_8_eat;
1371 Next[y][x] = Xblank;
1372 play_element_sound(x, y, SAMPLE_collect, element);
1373 lev.score += lev.key_score;
1374 ply->anim = SPR_walk + anim;
1378 Cave[y][x] = Ylenses_eat;
1379 Next[y][x] = Xblank;
1380 play_element_sound(x, y, SAMPLE_collect, element);
1381 lev.score += lev.lenses_score;
1382 lev.lenses_cnt = lev.lenses_time;
1383 ply->anim = SPR_walk + anim;
1387 Cave[y][x] = Ymagnify_eat;
1388 Next[y][x] = Xblank;
1389 play_element_sound(x, y, SAMPLE_collect, element);
1390 lev.score += lev.magnify_score;
1391 lev.magnify_cnt = lev.magnify_time;
1392 ply->anim = SPR_walk + anim;