/***********************************************************
* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* ©1995 Artsoft Development *
-* Holger Schemel *
-* 33659 Bielefeld-Senne *
-* Telefon: (0521) 493245 *
-* eMail: aeglos@valinor.owl.de *
-* aeglos@uni-paderborn.de *
-* q99492@pbhrzx.uni-paderborn.de *
+* (c) 1995-98 Artsoft Entertainment *
+* Holger Schemel *
+* Oststrasse 11a *
+* 33604 Bielefeld *
+* phone: ++49 +521 290471 *
+* email: aeglos@valinor.owl.de *
*----------------------------------------------------------*
* game.c *
***********************************************************/
/* TEST TEST TEST */
+
+ /*
stored_player[i].active = TRUE;
+ */
+
/* TEST TEST TEST */
player->LevelSolved = FALSE;
FrameCounter = 0;
TimeFrames = 0;
TimeLeft = level.time;
+
+ ScreenMovDir = MV_NO_MOVING;
ScreenMovPos = 0;
+ ScreenGfxPos = 0;
AllPlayersGone = SiebAktiv = FALSE;
if (StorePlayer[jx][jy] == Feld[x][y])
StorePlayer[jx][jy] = 0;
+ player->active = TRUE;
+
StorePlayer[x][y] = Feld[x][y];
Feld[x][y] = EL_LEERRAUM;
player->jx = player->last_jx = x;
return(element);
}
+static void RemoveField(int x, int y)
+{
+ Feld[x][y] = EL_LEERRAUM;
+ MovPos[x][y] = 0;
+ MovDir[x][y] = 0;
+ MovDelay[x][y] = 0;
+}
+
void RemoveMovingField(int x, int y)
{
int oldx = x,oldy = y, newx = x,newy = y;
void DrawDynamite(int x, int y)
{
- int sx = SCROLLX(x), sy = SCROLLY(y);
+ int sx = SCREENX(x), sy = SCREENY(y);
int graphic = el2gfx(Feld[x][y]);
int phase;
InitMovDir(x,y);
DrawLevelField(x,y);
}
- else if (!(phase%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
+ else if (!(phase%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
{
if (phase==delay)
- ErdreichAnbroeckeln(SCROLLX(x),SCROLLY(y));
+ ErdreichAnbroeckeln(SCREENX(x),SCREENY(y));
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_EXPLOSION+(phase/delay-1));
+ DrawGraphic(SCREENX(x),SCREENY(y),GFX_EXPLOSION+(phase/delay-1));
}
}
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]/2);
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
+ DrawGraphic(SCREENX(x),SCREENY(y),graphic+4-MovDelay[x][y]/2);
if (!MovDelay[x][y])
{
/* Element darunter berührt? */
if (!lastline)
{
+ if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING)
+ return;
+
object_hit = (!IS_FREE(x,y+1) && (!IS_MOVING(x,y+1) ||
MovDir[x][y+1]!=MV_DOWN ||
MovPos[x][y+1]<=TILEY/2));
}
}
+static BOOL JustBeingPushed(int x, int y)
+{
+ int i;
+
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->active && !player->gone &&
+ player->Pushing && player->MovPos)
+ {
+ int next_jx = player->jx + (player->jx - player->last_jx);
+ int next_jy = player->jy + (player->jy - player->last_jy);
+
+ if (x == next_jx && y == next_jy)
+ return(TRUE);
+ }
+ }
+
+ return(FALSE);
+}
+
void StartMoving(int x, int y)
{
int element = Feld[x][y];
if (CAN_FALL(element) && y<lev_fieldy-1)
{
- /* check if this element is just being pushed */
if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
- {
- int i;
-
- for(i=0; i<MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- if (player->active && !player->gone &&
- player->Pushing && player->MovPos)
- {
- int next_jx = player->jx + (player->jx - player->last_jx);
- int next_jy = player->jy + (player->jy - player->last_jy);
-
- if (x == next_jx && y == next_jy)
- return;
- }
- }
- }
+ if (JustBeingPushed(x,y))
+ return;
if (element==EL_MORAST_VOLL)
{
{
int newx,newy;
+ if (element == EL_SONDE && JustBeingPushed(x,y))
+ return;
+
if (!MovDelay[x][y]) /* neuer Schritt / noch nicht gewartet */
{
/* Alle Figuren, die nach jeden Schritt die Richtung wechseln können.
if (phase>3)
phase = 7-phase;
- if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(element)+phase);
+ if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
+ DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(element)+phase);
if ((element==EL_MAMPFER || element==EL_MAMPFER2)
&& MovDelay[x][y]%4==3)
for(i=1;i<=3;i++)
{
int xx = x + i*dx, yy = y + i*dy;
- int sx = SCROLLX(xx), sy = SCROLLY(yy);
+ int sx = SCREENX(xx), sy = SCREENY(yy);
if (!IN_LEV_FIELD(xx,yy) ||
IS_SOLID(Feld[xx][yy]) || Feld[xx][yy]==EL_EXPLODING)
DrawLevelField(x,y);
PlaySoundLevel(newx,newy,SND_BUING);
- if (IN_SCR_FIELD(SCROLLX(newx),SCROLLY(newy)))
- DrawGraphicThruMask(SCROLLX(newx),SCROLLY(newy),el2gfx(element));
+ if (IN_SCR_FIELD(SCREENX(newx),SCREENY(newy)))
+ DrawGraphicThruMask(SCREENX(newx),SCREENY(newy),el2gfx(element));
local_player->friends_still_needed--;
if (!local_player->friends_still_needed &&
else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
else if (element==EL_SONDE)
- {
- int i;
-
- /* check if this element is just being pushed */
- for(i=0; i<MAX_PLAYERS; i++)
- {
- struct PlayerInfo *player = &stored_player[i];
-
- if (player->active && !player->gone &&
- player->Pushing && player->GfxPos)
- {
- int next_jx = player->jx + (player->jx - player->last_jx);
- int next_jy = player->jy + (player->jy - player->last_jy);
-
- if (x == next_jx && y == next_jy)
- return;
- }
- }
-
DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
- }
return;
}
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
+ DrawGraphic(SCREENX(x),SCREENY(y),GFX_AMOEBING+3-MovDelay[x][y]/2);
if (!MovDelay[x][y])
{
MovDelay[x][y]--;
if (MovDelay[x][y])
{
- if (IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_ABLENK+MovDelay[x][y]%4);
+ if (IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
+ DrawGraphic(SCREENX(x),SCREENY(y),GFX_ABLENK+MovDelay[x][y]%4);
if (!(MovDelay[x][y]%4))
PlaySoundLevel(x,y,SND_MIEP);
return;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
MovDelay[x][y]--;
- if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
+ if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
+ DrawGraphic(SCREENX(x),SCREENY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]/2);
if (!MovDelay[x][y])
{
void SiebAktivieren(int x, int y, int typ)
{
- if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),
+ if (!(SiebAktiv % 4) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
+ DrawGraphic(SCREENX(x),SCREENY(y),
(typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%16)/4);
}
{
Feld[x][y] = EL_AUSGANG_ACT;
- PlaySoundLevel(x < UNSCROLLX(BX1) ? UNSCROLLX(BX1) :
- (x > UNSCROLLX(BX2) ? UNSCROLLX(BX2) : x),
- y < UNSCROLLY(BY1) ? UNSCROLLY(BY1) :
- (y > UNSCROLLY(BY2) ? UNSCROLLY(BY2) : y),
+ PlaySoundLevel(x < LEVELX(BX1) ? LEVELX(BX1) :
+ (x > LEVELX(BX2) ? LEVELX(BX2) : x),
+ y < LEVELY(BY1) ? LEVELY(BY1) :
+ (y > LEVELY(BY2) ? LEVELY(BY2) : y),
SND_OEFFNEN);
}
}
MovDelay[x][y]--;
tuer = MovDelay[x][y]/delay;
- if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
+ if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
+ DrawGraphic(SCREENX(x),SCREENY(y),GFX_AUSGANG_AUF-tuer);
if (!MovDelay[x][y])
{
void EdelsteinFunkeln(int x, int y)
{
- if (!IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)) || IS_MOVING(x,y))
+ if (!IN_SCR_FIELD(SCREENX(x),SCREENY(y)) || IS_MOVING(x,y))
return;
if (Feld[x][y] == EL_EDELSTEIN_BD)
if (direct_draw_on && MovDelay[x][y])
SetDrawtoField(DRAW_BUFFERED);
- DrawGraphic(SCROLLX(x),SCROLLY(y), el2gfx(Feld[x][y]));
+ DrawGraphic(SCREENX(x),SCREENY(y), el2gfx(Feld[x][y]));
if (MovDelay[x][y])
{
if (phase > 2)
phase = 4-phase;
- DrawGraphicThruMask(SCROLLX(x),SCROLLY(y), GFX_FUNKELN_WEISS + phase);
+ DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
if (direct_draw_on)
{
int dest_x,dest_y;
- dest_x = FX + SCROLLX(x)*TILEX;
- dest_y = FY + SCROLLY(y)*TILEY;
+ dest_x = FX + SCREENX(x)*TILEX;
+ dest_y = FY + SCREENY(y)*TILEY;
XCopyArea(display,drawto_field,window,gc,
dest_x,dest_y, TILEX,TILEY, dest_x,dest_y);
MovDelay[x][y]--;
phase = 2-MovDelay[x][y]/delay;
- if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),
- (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
+ if (!(MovDelay[x][y]%delay) && IN_SCR_FIELD(SCREENX(x),SCREENY(y)))
+ DrawGraphic(SCREENX(x),SCREENY(y),
+ (MovDir[x][y] == MV_LEFT ? GFX_MAUER_LEFT :
+ MovDir[x][y] == MV_RIGHT ? GFX_MAUER_RIGHT :
+ MovDir[x][y] == MV_UP ? GFX_MAUER_UP :
+ GFX_MAUER_DOWN ) + phase);
if (!MovDelay[x][y])
{
- if (Store[x][y]==MV_LEFT)
+ if (MovDir[x][y] == MV_LEFT)
{
if (IN_LEV_FIELD(x-1,y) && IS_MAUER(Feld[x-1][y]))
DrawLevelField(x-1,y);
}
- else
+ else if (MovDir[x][y] == MV_RIGHT)
{
if (IN_LEV_FIELD(x+1,y) && IS_MAUER(Feld[x+1][y]))
DrawLevelField(x+1,y);
}
+ else if (MovDir[x][y] == MV_UP)
+ {
+ if (IN_LEV_FIELD(x,y-1) && IS_MAUER(Feld[x][y-1]))
+ DrawLevelField(x,y-1);
+ }
+ else
+ {
+ if (IN_LEV_FIELD(x,y+1) && IS_MAUER(Feld[x][y+1]))
+ DrawLevelField(x,y+1);
+ }
- Feld[x][y] = EL_MAUER_LEBT;
+ Feld[x][y] = Store[x][y];
Store[x][y] = 0;
+ MovDir[x][y] = MV_NO_MOVING;
DrawLevelField(x,y);
}
}
void MauerAbleger(int ax, int ay)
{
+ int element = Feld[ax][ay];
+ BOOL oben_frei = FALSE, unten_frei = FALSE;
BOOL links_frei = FALSE, rechts_frei = FALSE;
+ BOOL oben_massiv = FALSE, unten_massiv = FALSE;
BOOL links_massiv = FALSE, rechts_massiv = FALSE;
if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
return;
}
+ if (IN_LEV_FIELD(ax,ay-1) && IS_FREE(ax,ay-1))
+ oben_frei = TRUE;
+ if (IN_LEV_FIELD(ax,ay+1) && IS_FREE(ax,ay+1))
+ unten_frei = TRUE;
if (IN_LEV_FIELD(ax-1,ay) && IS_FREE(ax-1,ay))
links_frei = TRUE;
if (IN_LEV_FIELD(ax+1,ay) && IS_FREE(ax+1,ay))
rechts_frei = TRUE;
- if (links_frei)
+ if (element == EL_MAUER_Y || element == EL_MAUER_XY)
{
- Feld[ax-1][ay] = EL_MAUERND;
- Store[ax-1][ay] = MV_LEFT;
- if (IN_SCR_FIELD(SCROLLX(ax-1),SCROLLY(ay)))
- DrawGraphic(SCROLLX(ax-1),SCROLLY(ay),GFX_MAUER_L1);
+ if (oben_frei)
+ {
+ Feld[ax][ay-1] = EL_MAUERND;
+ Store[ax][ay-1] = element;
+ MovDir[ax][ay-1] = MV_UP;
+ if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay-1)))
+ DrawGraphic(SCREENX(ax),SCREENY(ay-1),GFX_MAUER_UP);
+ }
+ if (unten_frei)
+ {
+ Feld[ax][ay+1] = EL_MAUERND;
+ Store[ax][ay+1] = element;
+ MovDir[ax][ay+1] = MV_DOWN;
+ if (IN_SCR_FIELD(SCREENX(ax),SCREENY(ay+1)))
+ DrawGraphic(SCREENX(ax),SCREENY(ay+1),GFX_MAUER_DOWN);
+ }
}
- if (rechts_frei)
+
+ if (element == EL_MAUER_X || element == EL_MAUER_XY ||
+ element == EL_MAUER_LEBT)
{
- Feld[ax+1][ay] = EL_MAUERND;
- Store[ax+1][ay] = MV_RIGHT;
- if (IN_SCR_FIELD(SCROLLX(ax+1),SCROLLY(ay)))
- DrawGraphic(SCROLLX(ax+1),SCROLLY(ay),GFX_MAUER_R1);
+ if (links_frei)
+ {
+ Feld[ax-1][ay] = EL_MAUERND;
+ Store[ax-1][ay] = element;
+ MovDir[ax-1][ay] = MV_LEFT;
+ if (IN_SCR_FIELD(SCREENX(ax-1),SCREENY(ay)))
+ DrawGraphic(SCREENX(ax-1),SCREENY(ay),GFX_MAUER_LEFT);
+ }
+ if (rechts_frei)
+ {
+ Feld[ax+1][ay] = EL_MAUERND;
+ Store[ax+1][ay] = element;
+ MovDir[ax+1][ay] = MV_RIGHT;
+ if (IN_SCR_FIELD(SCREENX(ax+1),SCREENY(ay)))
+ DrawGraphic(SCREENX(ax+1),SCREENY(ay),GFX_MAUER_RIGHT);
+ }
}
- if (links_frei || rechts_frei)
+ if (element == EL_MAUER_LEBT && (links_frei || rechts_frei))
DrawLevelField(ax,ay);
+ if (!IN_LEV_FIELD(ax,ay-1) || IS_MAUER(Feld[ax][ay-1]))
+ oben_massiv = TRUE;
+ if (!IN_LEV_FIELD(ax,ay+1) || IS_MAUER(Feld[ax][ay+1]))
+ unten_massiv = TRUE;
if (!IN_LEV_FIELD(ax-1,ay) || IS_MAUER(Feld[ax-1][ay]))
links_massiv = TRUE;
if (!IN_LEV_FIELD(ax+1,ay) || IS_MAUER(Feld[ax+1][ay]))
rechts_massiv = TRUE;
- if (links_massiv && rechts_massiv)
+ if (((oben_massiv && unten_massiv) ||
+ element == EL_MAUER_X || element == EL_MAUER_LEBT) &&
+ ((links_massiv && rechts_massiv) ||
+ element == EL_MAUER_Y))
Feld[ax][ay] = EL_MAUERWERK;
}
void PlayerActions(struct PlayerInfo *player, int player_action)
{
+ static int stored_player_action[MAX_PLAYERS];
+ static int num_stored_actions = 0;
BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
int jx = player->jx, jy = player->jy;
int left = player_action & JOY_LEFT;
int dx = (left ? -1 : right ? 1 : 0);
int dy = (up ? -1 : down ? 1 : 0);
+ stored_player_action[player->nr] = 0;
+ num_stored_actions++;
+
if (!player->active || player->gone)
return;
{
if (bombed && !moved)
player_action &= JOY_BUTTON;
- TapeRecordAction(player_action);
+
+ stored_player_action[player->nr] = player_action;
+
+ /* this allows cycled sequences of PlayerActions() */
+ if (num_stored_actions >= MAX_PLAYERS)
+ {
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ }
}
else if (tape.playing && snapped)
SnapField(player, 0,0); /* stop snapping */
if (tape.playing && !tape.pausing && !player_action &&
tape.counter < tape.length)
{
- int next_joy = tape.pos[tape.counter].joystickdata & (JOY_LEFT|JOY_RIGHT);
+ int next_joy =
+ tape.pos[tape.counter].joystickdata[player->nr] & (JOY_LEFT|JOY_RIGHT);
if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
{
long action_delay_value;
int sieb_x = 0, sieb_y = 0;
int i, x,y, element;
+ int *recorded_player_action;
if (game_status != PLAYING)
return;
/* main game synchronization point */
WaitUntilDelayReached(&action_delay, action_delay_value);
+ if (tape.playing)
+ recorded_player_action = TapePlayAction();
+ else
+ recorded_player_action = NULL;
+
for(i=0; i<MAX_PLAYERS; i++)
{
- PlayerActions(&stored_player[i], player_action);
- ScrollFigure(&stored_player[i], SCROLL_FIGURE_GO_ON);
+ int actual_player_action = player_action;
+ /* TEST TEST TEST */
+
+ if (i != TestPlayer && !stored_player[i].MovPos)
+ actual_player_action = 0;
+
+ /* TEST TEST TEST */
+
+ if (recorded_player_action)
+ actual_player_action = recorded_player_action[i];
+
+ PlayerActions(&stored_player[i], actual_player_action);
+ ScrollFigure(&stored_player[i], SCROLL_GO_ON);
}
+ ScrollScreen(NULL, SCROLL_GO_ON);
+
if (tape.pausing || (tape.playing && !TapePlayDelay()))
return;
else if (tape.recording)
AusgangstuerBlinken(x,y);
else if (element==EL_MAUERND)
MauerWaechst(x,y);
- else if (element==EL_MAUER_LEBT)
+ else if (element==EL_MAUER_LEBT ||
+ element==EL_MAUER_X ||
+ element==EL_MAUER_Y ||
+ element==EL_MAUER_XY)
MauerAbleger(x,y);
else if (element==EL_BURNING)
CheckForDragon(x,y);
DrawAllPlayers();
}
+static BOOL AllPlayersInSight(struct PlayerInfo *player, int x, int y)
+{
+ int min_x = x, min_y = y, max_x = x, max_y = y;
+ int i;
+
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ int jx = stored_player[i].jx, jy = stored_player[i].jy;
+
+ if (!stored_player[i].active || stored_player[i].gone ||
+ &stored_player[i] == player)
+ continue;
+
+ min_x = MIN(min_x, jx);
+ min_y = MIN(min_y, jy);
+ max_x = MAX(max_x, jx);
+ max_y = MAX(max_y, jy);
+ }
+
+ return(max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
+}
+
+static BOOL AllPlayersInVisibleScreen()
+{
+ int i;
+
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ int jx = stored_player[i].jx, jy = stored_player[i].jy;
+
+ if (!stored_player[i].active || stored_player[i].gone)
+ continue;
+
+ if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
+ return(FALSE);
+ }
+
+ return(TRUE);
+}
+
void ScrollLevel(int dx, int dy)
{
int softscroll_offset = (soft_scrolling_on ? TILEX : 0);
int x,y;
- ScreenMovPos = local_player->GfxPos;
+ /*
+ ScreenGfxPos = local_player->GfxPos;
+ */
XCopyArea(display,drawto_field,drawto_field,gc,
FX + TILEX*(dx==-1) - softscroll_offset,
if (!IN_LEV_FIELD(new_jx,new_jy))
return(MF_NO_ACTION);
+ if (!networking && !AllPlayersInSight(player, new_jx,new_jy))
+ return(MF_NO_ACTION);
+
element = MovingOrBlocked2Element(new_jx,new_jy);
if (DONT_GO_TO(element))
if (can_move != MF_MOVING)
return(can_move);
- StorePlayer[jx][jy] = EL_LEERRAUM;
+ StorePlayer[jx][jy] = 0;
player->last_jx = jx;
player->last_jy = jy;
jx = player->jx = new_jx;
player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
- ScrollFigure(player, SCROLL_FIGURE_INIT);
+ ScrollFigure(player, SCROLL_INIT);
return(MF_MOVING);
}
jx = player->jx;
jy = player->jy;
+
+
+ /*
if (moved & MF_MOVING && player == local_player)
+ */
+
+ if (moved & MF_MOVING && !ScreenMovPos)
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
int offset = (scroll_delay_on ? 3 : 0);
- if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
- jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
- scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
- if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
- jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
- scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
+ if (!IN_VIS_FIELD(SCREENX(jx),SCREENY(jy)))
+ {
+ /* actual player has left the screen -- scroll in that direction */
+ if (jx != old_jx) /* player has moved horizontally */
+ scroll_x += (jx - old_jx);
+ else /* player has moved vertically */
+ scroll_y += (jy - old_jy);
+ }
+ else
+ {
+ if (jx != old_jx) /* player has moved horizontally */
+ {
+ if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
+ jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
+ scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
+
+ /* don't scroll more than one field at a time */
+ scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
+
+ /* don't scroll against the player's moving direction */
+ if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
+ (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
+ scroll_x = old_scroll_x;
+ }
+ else /* player has moved vertically */
+ {
+ if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
+ jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
+ scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
+
+ /* don't scroll more than one field at a time */
+ scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
+
+ /* don't scroll against the player's moving direction */
+ if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
+ (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
+ scroll_y = old_scroll_y;
+ }
+ }
+
+#if 0
+ if (player == local_player)
+ {
+ if ((scroll_x < jx-MIDPOSX-offset || scroll_x > jx-MIDPOSX+offset) &&
+ jx >= MIDPOSX-1-offset && jx <= lev_fieldx-(MIDPOSX-offset))
+ scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : offset);
+ if ((scroll_y < jy-MIDPOSY-offset || scroll_y > jy-MIDPOSY+offset) &&
+ jy >= MIDPOSY-1-offset && jy <= lev_fieldy-(MIDPOSY-offset))
+ scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : offset);
+
+ /* don't scroll more than one field at a time */
+ scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
+ scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
+ }
+#endif
if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
- ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
+ {
+ if (networking || AllPlayersInVisibleScreen())
+ {
+ ScrollScreen(player, SCROLL_INIT);
+
+ /*
+ ScreenMovDir = player->MovDir;
+ ScreenMovPos = player->MovPos;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ */
+
+ ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
+ }
+ else
+ {
+ scroll_x = old_scroll_x;
+ scroll_y = old_scroll_y;
+ }
+ }
}
if (!(moved & MF_MOVING) && !player->Pushing)
if (!player->active || player->gone || !player->MovPos)
return;
- if (mode == SCROLL_FIGURE_INIT)
+ if (mode == SCROLL_INIT)
{
player->actual_frame_counter = FrameCounter;
player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
+ /*
+ ScreenGfxPos = local_player->GfxPos;
+ */
+
if (Feld[last_jx][last_jy] == EL_LEERRAUM)
Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
- if (ScreenMovPos && ScreenMovPos != local_player->GfxPos)
+ /*
+ if (ScreenMovPos)
+ {
+ ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ }
+ */
+
+ /*
+ if (ScreenGfxPos && ScreenGfxPos != local_player->GfxPos)
{
- ScreenMovPos = local_player->GfxPos;
+ ScreenGfxPos = local_player->GfxPos;
redraw_mask |= REDRAW_FIELD;
}
+ */
if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
Feld[last_jx][last_jy] = EL_LEERRAUM;
{
player->last_jx = jx;
player->last_jy = jy;
+
+ if (Feld[jx][jy] == EL_AUSGANG_AUF)
+ {
+ RemoveHero(player);
+
+ if (!local_player->friends_still_needed)
+ player->LevelSolved = player->GameOver = TRUE;
+ }
}
}
+void ScrollScreen(struct PlayerInfo *player, int mode)
+{
+ static long screen_frame_counter = 0;
+
+ if (mode == SCROLL_INIT)
+ {
+ screen_frame_counter = FrameCounter;
+ ScreenMovDir = player->MovDir;
+ ScreenMovPos = player->MovPos;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ return;
+ }
+ else if (!FrameReached(&screen_frame_counter,1))
+ return;
+
+ if (ScreenMovPos)
+ {
+ /*
+ printf("ScreenMovDir = %d, ", ScreenMovDir);
+ printf("ScreenMovPos = %d, ", ScreenMovPos);
+ printf("ScreenGfxPos = %d\n", ScreenGfxPos);
+ */
+
+ ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * TILEX/8;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ redraw_mask |= REDRAW_FIELD;
+ }
+ else
+ ScreenMovDir = MV_NO_MOVING;
+}
+
void TestIfGoodThingHitsBadThing(int goodx, int goody)
{
int i, killx = goodx, killy = goody;
case EL_EDELSTEIN_GELB:
case EL_EDELSTEIN_ROT:
case EL_EDELSTEIN_LILA:
- Feld[x][y] = EL_LEERRAUM;
- MovDelay[x][y] = 0; /* wegen EDELSTEIN_BD-Funkeln! */
- if (local_player->gems_still_needed > 0)
- local_player->gems_still_needed--;
- RaiseScoreElement(EL_EDELSTEIN);
- DrawText(DX_EMERALDS, DY_EMERALDS,
- int2str(local_player->gems_still_needed, 3),
- FS_SMALL, FC_YELLOW);
- PlaySoundLevel(x, y, SND_PONG);
- break;
-
case EL_DIAMANT:
- Feld[x][y] = EL_LEERRAUM;
- local_player->gems_still_needed -= 3;
+ RemoveField(x,y);
+ local_player->gems_still_needed -= (element == EL_DIAMANT ? 3 : 1);
if (local_player->gems_still_needed < 0)
local_player->gems_still_needed = 0;
- RaiseScoreElement(EL_DIAMANT);
+ RaiseScoreElement(element);
DrawText(DX_EMERALDS, DY_EMERALDS,
int2str(local_player->gems_still_needed, 3),
FS_SMALL, FC_YELLOW);
break;
case EL_DYNAMIT_AUS:
- Feld[x][y] = EL_LEERRAUM;
+ RemoveField(x,y);
player->dynamite++;
RaiseScoreElement(EL_DYNAMIT);
DrawText(DX_DYNAMITE, DY_DYNAMITE,
break;
case EL_DYNABOMB_NR:
- Feld[x][y] = EL_LEERRAUM;
+ RemoveField(x,y);
player->dynabomb_count++;
player->dynabombs_left++;
RaiseScoreElement(EL_DYNAMIT);
PlaySoundLevel(x,y,SND_PONG);
break;
- case EL_DYNABOMB_SZ:
- Feld[x][y] = EL_LEERRAUM;
+ case EL_DYNABOMB_SZ:
+ RemoveField(x,y);
player->dynabomb_size++;
RaiseScoreElement(EL_DYNAMIT);
PlaySoundLevel(x,y,SND_PONG);
break;
case EL_DYNABOMB_XL:
- Feld[x][y] = EL_LEERRAUM;
+ RemoveField(x,y);
player->dynabomb_xl = TRUE;
RaiseScoreElement(EL_DYNAMIT);
PlaySoundLevel(x,y,SND_PONG);
{
int key_nr = element-EL_SCHLUESSEL1;
- Feld[x][y] = EL_LEERRAUM;
+ RemoveField(x,y);
player->key[key_nr] = TRUE;
RaiseScoreElement(EL_SCHLUESSEL);
DrawMiniGraphicExt(drawto,gc,
!tape.playing)
return(MF_NO_ACTION);
- Feld[x][y] = EL_LEERRAUM;
+ RemoveField(x,y);
Feld[x+dx][y+dy] = element;
player->push_delay_value = 2+RND(8);
if (mode==DF_SNAP)
return(MF_NO_ACTION);
+ PlaySoundLevel(x,y,SND_BUING);
+
+ /*
player->gone = TRUE;
PlaySoundLevel(x,y,SND_BUING);
if (!local_player->friends_still_needed)
player->LevelSolved = player->GameOver = TRUE;
+ */
break;
local_player->sokobanfields_still_needed++;
}
else
- Feld[x][y] = EL_LEERRAUM;
+ RemoveField(x,y);
if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
{
}
else
{
- Feld[x][y] = EL_LEERRAUM;
+ RemoveField(x,y);
Feld[x+dx][y+dy] = element;
}
player->dynamite--;
DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
- DrawGraphicThruMask(SCROLLX(jx),SCROLLY(jy),GFX_DYNAMIT);
+ DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
}
else
{
Store2[jx][jy] = EL_SPIELER1 + player->nr; /* for DynaExplode() */
MovDelay[jx][jy] = 96;
player->dynabombs_left--;
- DrawGraphicThruMask(SCROLLX(jx),SCROLLY(jy),GFX_DYNABOMB);
+ DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNABOMB);
}
return(TRUE);
void PlaySoundLevel(int x, int y, int sound_nr)
{
- int sx = SCROLLX(x), sy = SCROLLY(y);
+ int sx = SCREENX(x), sy = SCREENY(y);
int volume, stereo;
int silence_distance = 8;
switch(element)
{
case EL_EDELSTEIN:
+ case EL_EDELSTEIN_BD:
+ case EL_EDELSTEIN_GELB:
+ case EL_EDELSTEIN_ROT:
+ case EL_EDELSTEIN_LILA:
RaiseScore(level.score[SC_EDELSTEIN]);
break;
case EL_DIAMANT: