/***********************************************************
* 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 *
***********************************************************/
#include "files.h"
#include "tape.h"
#include "joystick.h"
+#include "network.h"
void GetPlayerConfig()
{
- int old_joystick_nr = joystick_nr;
+ if (sound_status == SOUND_OFF)
+ setup.sound = FALSE;
- if (sound_status==SOUND_OFF)
- local_player->setup &= ~SETUP_SOUND;
if (!sound_loops_allowed)
{
- local_player->setup &= ~SETUP_SOUND_LOOPS;
- local_player->setup &= ~SETUP_SOUND_MUSIC;
+ setup.sound_loops = FALSE;
+ setup.sound_music = FALSE;
}
- sound_on = sound_simple_on = SETUP_SOUND_ON(local_player->setup);
- sound_loops_on = SETUP_SOUND_LOOPS_ON(local_player->setup);
- sound_music_on = SETUP_SOUND_MUSIC_ON(local_player->setup);
- toons_on = SETUP_TOONS_ON(local_player->setup);
- direct_draw_on = SETUP_DIRECT_DRAW_ON(local_player->setup);
- fading_on = SETUP_FADING_ON(local_player->setup);
- autorecord_on = SETUP_AUTO_RECORD_ON(local_player->setup);
- joystick_nr = SETUP_2ND_JOYSTICK_ON(local_player->setup);
- quick_doors = SETUP_QUICK_DOORS_ON(local_player->setup);
- scroll_delay_on = SETUP_SCROLL_DELAY_ON(local_player->setup);
- soft_scrolling_on = SETUP_SOFT_SCROLL_ON(local_player->setup);
+ setup.sound_simple = setup.sound;
-#ifndef MSDOS
- if (joystick_nr != old_joystick_nr)
- {
- if (joystick_device)
- close(joystick_device);
- InitJoystick();
- }
-#endif
+ InitJoysticks();
}
void InitGame()
{
int i,j, x,y;
- BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
- BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
+ boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
+ boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
+
+ /* don't play tapes over network */
+ network_playing = (options.network && !tape.playing);
for(i=0; i<MAX_PLAYERS; i++)
{
struct PlayerInfo *player = &stored_player[i];
- player->nr = i;
+ player->index_nr = i;
+ player->element_nr = EL_SPIELER1 + i;
+
+ player->present = FALSE;
player->active = FALSE;
- player->local = FALSE;
+
+ player->action = 0;
+ player->effective_action = 0;
player->score = 0;
player->gems_still_needed = level.edelsteine;
DigField(player, 0,0,0,0,DF_NO_PUSH);
SnapField(player, 0,0);
-
- /* TEST TEST TEST */
- stored_player[i].active = TRUE;
- /* TEST TEST TEST */
-
player->LevelSolved = FALSE;
player->GameOver = FALSE;
}
- local_player->active = TRUE;
- local_player->local = TRUE;
+ network_player_action_received = FALSE;
+
+ /* initial null action */
+ if (network_playing)
+ SendToServer_MovePlayer(MV_NO_MOVING);
ZX = ZY = -1;
FrameCounter = 0;
TimeFrames = 0;
TimeLeft = level.time;
+
+ ScreenMovDir = MV_NO_MOVING;
ScreenMovPos = 0;
+ ScreenGfxPos = 0;
AllPlayersGone = SiebAktiv = FALSE;
struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_SPIELER1];
int jx = player->jx, jy = player->jy;
- /* remove duplicate players */
- if (StorePlayer[jx][jy] == Feld[x][y])
- StorePlayer[jx][jy] = 0;
+ player->present = TRUE;
+
+ /*
+ if (!network_playing || player->connected)
+ */
+
+ if (!options.network || player->connected)
+ {
+ player->active = TRUE;
+
+ /* remove potentially duplicate players */
+ if (StorePlayer[jx][jy] == Feld[x][y])
+ StorePlayer[jx][jy] = 0;
+
+ StorePlayer[x][y] = Feld[x][y];
+
+ printf("Player %d activated.\n", player->element_nr);
+ printf("[Local player is %d and currently %s.]\n",
+ local_player->element_nr,
+ local_player->active ? "active" : "not active");
+ }
- StorePlayer[x][y] = Feld[x][y];
Feld[x][y] = EL_LEERRAUM;
player->jx = player->last_jx = x;
player->jy = player->last_jy = y;
+
break;
}
case EL_BADEWANNE:
}
}
+ /* check if any connected player was not found in playfield */
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->connected && !player->present)
+ {
+ for(j=0; j<MAX_PLAYERS; j++)
+ {
+ struct PlayerInfo *some_player = &stored_player[j];
+ int jx = some_player->jx, jy = some_player->jy;
+
+ /* assign first free player found that is present in the playfield */
+ if (some_player->present && !some_player->connected)
+ {
+ player->present = TRUE;
+ player->active = TRUE;
+ some_player->present = FALSE;
+
+ StorePlayer[jx][jy] = player->element_nr;
+ player->jx = player->last_jx = jx;
+ player->jy = player->last_jy = jy;
+
+ break;
+ }
+ }
+ }
+ }
+
+ /* when in single player mode, eliminate all but the first active player */
+ if (!options.network && !setup.team_mode)
+ {
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active)
+ {
+ for(j=i+1; j<MAX_PLAYERS; j++)
+ {
+ struct PlayerInfo *player = &stored_player[j];
+ int jx = player->jx, jy = player->jy;
+
+ if (player->active)
+ {
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_LEERRAUM;
+ }
+ }
+ }
+ }
+ }
+
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ printf("Player %d: present == %d, connected == %d, active == %d.\n",
+ i+1,
+ player->present,
+ player->connected,
+ player->active);
+ if (local_player == player)
+ printf("Player %d is local player.\n", i+1);
+ }
+
+
game_emulation = (emulate_bd ? EMU_BOULDERDASH :
emulate_sb ? EMU_SOKOBAN : EMU_NONE);
DrawGameButton(BUTTON_GAME_STOP);
DrawGameButton(BUTTON_GAME_PAUSE);
DrawGameButton(BUTTON_GAME_PLAY);
- DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * sound_music_on));
- DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * sound_loops_on));
- DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * sound_simple_on));
+ DrawSoundDisplay(BUTTON_SOUND_MUSIC | (BUTTON_ON * setup.sound_music));
+ DrawSoundDisplay(BUTTON_SOUND_LOOPS | (BUTTON_ON * setup.sound_loops));
+ DrawSoundDisplay(BUTTON_SOUND_SIMPLE | (BUTTON_ON * setup.sound_simple));
XCopyArea(display,drawto,pix[PIX_DB_DOOR],gc,
DX+GAME_CONTROL_XPOS,DY+GAME_CONTROL_YPOS,
GAME_CONTROL_XSIZE,2*GAME_CONTROL_YSIZE,
OpenDoor(DOOR_OPEN_1);
- if (sound_music_on)
+ if (setup.sound_music)
PlaySoundLoop(background_loop[level_nr % num_bg_loops]);
XAutoRepeatOff(display);
+
+
+ for (i=0;i<4;i++)
+ printf("Spieler %d %saktiv.\n",
+ i+1, (stored_player[i].active ? "" : "nicht "));
+
}
void InitMovDir(int x, int y)
int hi_pos;
int bumplevel = FALSE;
+ if (local_player->MovPos)
+ return;
+
local_player->LevelSolved = FALSE;
if (TimeLeft)
{
- if (sound_loops_on)
+ if (setup.sound_loops)
PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
while(TimeLeft > 0)
{
- if (!sound_loops_on)
+ if (!setup.sound_loops)
PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
if (TimeLeft && !(TimeLeft % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
Delay(10);
}
- if (sound_loops_on)
+ if (setup.sound_loops)
StopSound(SND_SIRR);
}
SaveLevelTape(tape.level_nr); /* Ask to save tape */
}
- if (level_nr == local_player->handicap &&
- level_nr < leveldir[leveldir_nr].levels-1)
- {
- local_player->handicap++;
- bumplevel = TRUE;
- SavePlayerInfo(PLAYER_LEVEL);
- }
-
if ((hi_pos=NewHiScore()) >= 0)
{
game_status = HALLOFFAME;
BackToFront();
}
-BOOL NewHiScore()
+boolean NewHiScore()
{
int k,l;
int position = -1;
LoadScore(level_nr);
- if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
+ if (!strcmp(setup.alias_name,EMPTY_ALIAS) ||
local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
return(-1);
#ifdef ONE_PER_NAME
for(l=k;l<MAX_SCORE_ENTRIES;l++)
- if (!strcmp(local_player->alias_name,highscore[l].Name))
+ if (!strcmp(setup.alias_name,highscore[l].Name))
m = l;
if (m==k) /* Spieler überschreibt seine alte Position */
goto put_into_list;
#ifdef ONE_PER_NAME
put_into_list:
#endif
- sprintf(highscore[k].Name,local_player->alias_name);
+ sprintf(highscore[k].Name,setup.alias_name);
highscore[k].Score = local_player->score;
position = k;
break;
}
#ifdef ONE_PER_NAME
- else if (!strcmp(local_player->alias_name,highscore[k].Name))
+ else if (!strcmp(setup.alias_name,highscore[k].Name))
break; /* Spieler schon mit besserer Punktzahl in der Liste */
#endif
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])
{
void Impact(int x, int y)
{
- BOOL lastline = (y==lev_fieldy-1);
- BOOL object_hit = FALSE;
+ boolean lastline = (y==lev_fieldy-1);
+ boolean object_hit = FALSE;
int element = Feld[x][y];
int smashed = 0;
/* 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));
}
else if (element==EL_MAMPFER)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
if (IN_LEV_FIELD(left_x,left_y) &&
(IS_FREE_OR_PLAYER(left_x,left_y) ||
}
else if (element==EL_MAMPFER2)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
if (IN_LEV_FIELD(left_x,left_y) &&
(IS_FREE_OR_PLAYER(left_x,left_y) ||
}
else if (element==EL_PACMAN)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE;
if (IN_LEV_FIELD(left_x,left_y) &&
(IS_FREE_OR_PLAYER(left_x,left_y) ||
}
else if (element==EL_SCHWEIN)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
- BOOL should_turn_left = FALSE, should_turn_right = FALSE;
- BOOL should_move_on = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ boolean should_turn_left = FALSE, should_turn_right = FALSE;
+ boolean should_move_on = FALSE;
int rnd_value = 24;
int rnd = RND(rnd_value);
}
else if (element==EL_DRACHE)
{
- BOOL can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
+ boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE;
int rnd_value = 24;
int rnd = RND(rnd_value);
if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
{
- BOOL first_horiz = RND(2);
+ boolean first_horiz = RND(2);
int new_move_dir = MovDir[x][y];
MovDir[x][y] =
}
}
+static boolean 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)
{
}
else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1])
{
- BOOL left = (x>0 && IS_FREE(x-1,y) &&
- (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
- BOOL right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
- (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
+ boolean left = (x>0 && IS_FREE(x-1,y) &&
+ (IS_FREE(x-1,y+1) || Feld[x-1][y+1]==EL_SALZSAEURE));
+ boolean right = (x<lev_fieldx-1 && IS_FREE(x+1,y) &&
+ (IS_FREE(x+1,y+1) || Feld[x+1][y+1]==EL_SALZSAEURE));
if (left || right)
{
{
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
{
- BOOL wanna_flame = !RND(10);
+ boolean wanna_flame = !RND(10);
int dx = newx - x, dy = newy - y;
int newx1 = newx+1*dx, newy1 = newy+1*dy;
int newx2 = newx+2*dx, newy2 = newy+2*dy;
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;
}
{
int x,y;
int group_nr = AmoebaNr[ax][ay];
- BOOL done = FALSE;
+ boolean done = FALSE;
for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
{
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])
{
else /* normale oder "gefüllte" Amöbe */
{
int start = RND(4);
- BOOL waiting_for_player = FALSE;
+ boolean waiting_for_player = FALSE;
for(i=0;i<4;i++)
{
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)
{
MovDelay[x][y]--;
- if (direct_draw_on && MovDelay[x][y])
+ if (setup.direct_draw && 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)
+ if (setup.direct_draw)
{
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)
{
- BOOL links_frei = FALSE, rechts_frei = FALSE;
- BOOL links_massiv = FALSE, rechts_massiv = FALSE;
+ int element = Feld[ax][ay];
+ boolean oben_frei = FALSE, unten_frei = FALSE;
+ boolean links_frei = FALSE, rechts_frei = FALSE;
+ boolean oben_massiv = FALSE, unten_massiv = FALSE;
+ boolean links_massiv = FALSE, rechts_massiv = FALSE;
if (!MovDelay[ax][ay]) /* neue Mauer / noch nicht gewartet */
MovDelay[ax][ay] = 6;
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 CheckForDragon(int x, int y)
{
int i,j;
- BOOL dragon_found = FALSE;
+ boolean dragon_found = FALSE;
static int xy[4][2] =
{
{ 0,-1 },
}
}
-void PlayerActions(struct PlayerInfo *player, int player_action)
+static void PlayerActions(struct PlayerInfo *player, byte player_action)
{
- BOOL moved = FALSE, snapped = FALSE, bombed = FALSE;
+ static byte stored_player_action[MAX_PLAYERS];
+ static int num_stored_actions = 0;
+ static boolean save_tape_entry = FALSE;
+ boolean moved = FALSE, snapped = FALSE, bombed = FALSE;
int jx = player->jx, jy = player->jy;
int left = player_action & JOY_LEFT;
int right = player_action & JOY_RIGHT;
int dx = (left ? -1 : right ? 1 : 0);
int dy = (up ? -1 : down ? 1 : 0);
- if (!player->active || player->gone)
+ stored_player_action[player->index_nr] = 0;
+ num_stored_actions++;
+
+ if (!player->active || player->gone || tape.pausing)
return;
if (player_action)
{
+ save_tape_entry = TRUE;
player->frame_reset_delay = 0;
if (button1)
{
if (bombed && !moved)
player_action &= JOY_BUTTON;
- TapeRecordAction(player_action);
+
+ stored_player_action[player->index_nr] = player_action;
+
+#if 0
+ /* this allows cycled sequences of PlayerActions() */
+ if (num_stored_actions >= MAX_PLAYERS)
+ {
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ }
+#endif
+
}
else if (tape.playing && snapped)
SnapField(player, 0,0); /* stop snapping */
player->Frame = 0;
}
+ if (tape.recording && num_stored_actions >= MAX_PLAYERS && save_tape_entry)
+ {
+ TapeRecordAction(stored_player_action);
+ num_stored_actions = 0;
+ save_tape_entry = FALSE;
+ }
+
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].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
- if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
+ if ((next_joy == JOY_LEFT || next_joy == JOY_RIGHT) &&
+ (player->MovDir != JOY_UP && player->MovDir != JOY_DOWN))
{
int dx = (next_joy == JOY_LEFT ? -1 : +1);
}
}
-void GameActions(int player_action)
+void GameActions()
{
static long action_delay = 0;
long action_delay_value;
int sieb_x = 0, sieb_y = 0;
int i, x,y, element;
+ byte *recorded_player_action;
+ byte summarized_player_action = 0;
if (game_status != PLAYING)
return;
-#ifdef DEBUG
- action_delay_value =
- (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GameFrameDelay);
-#else
action_delay_value =
- (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : GAME_FRAME_DELAY);
-#endif
+ (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
/* main game synchronization point */
WaitUntilDelayReached(&action_delay, action_delay_value);
+ if (network_playing && !network_player_action_received)
+ {
+ /*
+#ifdef DEBUG
+ printf("DEBUG: try to get network player actions in time\n");
+#endif
+ */
+
+ /* last chance to get network player actions without main loop delay */
+ HandleNetworking();
+
+ if (game_status != PLAYING)
+ return;
+
+ if (!network_player_action_received)
+ {
+ /*
+#ifdef DEBUG
+ printf("DEBUG: failed to get network player actions in time\n");
+#endif
+ */
+ return;
+ }
+ }
+
+
+ /*
+ if (tape.pausing || (tape.playing && !TapePlayDelay()))
+ return;
+ else if (tape.recording)
+ TapeRecordDelay();
+ */
+
+ if (tape.pausing)
+ return;
+
+ if (tape.playing)
+ TapePlayDelay();
+ else if (tape.recording)
+ TapeRecordDelay();
+
+ recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
+
for(i=0; i<MAX_PLAYERS; i++)
{
- PlayerActions(&stored_player[i], player_action);
- ScrollFigure(&stored_player[i], SCROLL_FIGURE_GO_ON);
+ summarized_player_action |= stored_player[i].action;
+
+ if (!network_playing)
+ stored_player[i].effective_action = stored_player[i].action;
+ }
+
+ if (network_playing)
+ SendToServer_MovePlayer(summarized_player_action);
+
+ if (!options.network && !setup.team_mode)
+ local_player->effective_action = summarized_player_action;
+
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ int actual_player_action = stored_player[i].effective_action;
+
+ 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);
}
+ network_player_action_received = FALSE;
+
+ ScrollScreen(NULL, SCROLL_GO_ON);
+
+
+ /*
if (tape.pausing || (tape.playing && !TapePlayDelay()))
return;
else if (tape.recording)
TapeRecordDelay();
+ */
+
FrameCounter++;
TimeFrames++;
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);
if (SiebAktiv)
{
- BOOL sieb = FALSE;
+ boolean sieb = FALSE;
int jx = local_player->jx, jy = local_player->jy;
if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
DrawAllPlayers();
}
+static boolean 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 boolean 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 softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
int x,y;
- ScreenMovPos = local_player->GfxPos;
-
XCopyArea(display,drawto_field,drawto_field,gc,
FX + TILEX*(dx==-1) - softscroll_offset,
FY + TILEY*(dy==-1) - softscroll_offset,
redraw_mask |= REDRAW_FIELD;
}
-BOOL MoveFigureOneStep(struct PlayerInfo *player,
- int dx, int dy, int real_dx, int real_dy)
+boolean MoveFigureOneStep(struct PlayerInfo *player,
+ int dx, int dy, int real_dx, int real_dy)
{
int jx = player->jx, jy = player->jy;
int new_jx = jx+dx, new_jy = jy+dy;
if (!IN_LEV_FIELD(new_jx,new_jy))
return(MF_NO_ACTION);
+ if (!options.network && !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;
jy = player->jy = new_jy;
- StorePlayer[jx][jy] = EL_SPIELER1 + player->nr;
+ StorePlayer[jx][jy] = player->element_nr;
player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
- ScrollFigure(player, SCROLL_FIGURE_INIT);
+ ScrollFigure(player, SCROLL_INIT);
return(MF_MOVING);
}
-BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
+boolean MoveFigure(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int old_jx = jx, old_jy = jy;
if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
return(FALSE);
+ if (player->MovPos)
+ {
+ /* should only happen if pre-1.0 tape recordings are played */
+ /* this is only for backward compatibility */
+
+#if DEBUG
+ printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.0 LEVEL TAPES.\n");
+#endif
+
+ while (player->MovPos)
+ {
+ ScrollFigure(player, SCROLL_GO_ON);
+ ScrollScreen(NULL, SCROLL_GO_ON);
+ FrameCounter++;
+ DrawAllPlayers();
+ BackToFront();
+ }
+ }
+
if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
{
if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
jx = player->jx;
jy = player->jy;
- if (moved & MF_MOVING && player == local_player)
+ if (moved & MF_MOVING && !ScreenMovPos &&
+ (player == local_player || !options.network))
{
int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
- int offset = (scroll_delay_on ? 3 : 0);
+ int offset = (setup.scroll_delay ? 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 ((player->MovDir == MV_LEFT && scroll_x > jx-MIDPOSX+offset) ||
+ (player->MovDir == MV_RIGHT && scroll_x < jx-MIDPOSX-offset))
+ scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_x < -1 || scroll_x > lev_fieldx - SCR_FIELDX + 1)
+ scroll_x = (scroll_x < -1 ? -1 : lev_fieldx - SCR_FIELDX + 1);
+
+ /* 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 ((player->MovDir == MV_UP && scroll_y > jy-MIDPOSY+offset) ||
+ (player->MovDir == MV_DOWN && scroll_y < jy-MIDPOSY-offset))
+ scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
+
+ /* don't scroll over playfield boundaries */
+ if (scroll_y < -1 || scroll_y > lev_fieldy - SCR_FIELDY + 1)
+ scroll_y = (scroll_y < -1 ? -1 : lev_fieldy - SCR_FIELDY + 1);
+
+ /* 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 (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
- ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
+ {
+ if (!options.network && !AllPlayersInVisibleScreen())
+ {
+ scroll_x = old_scroll_x;
+ scroll_y = old_scroll_y;
+ }
+ else
+ {
+ ScrollScreen(player, SCROLL_INIT);
+ ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - 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);
player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
- if (ScreenMovPos && ScreenMovPos != local_player->GfxPos)
- {
- ScreenMovPos = 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)
+ {
+ 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;
void TestIfBadThingHitsHero(int x, int y)
{
- /*
- TestIfGoodThingHitsBadThing(JX,JY);
- */
-
TestIfBadThingHitsGoodThing(x,y);
}
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;
}
return(MF_MOVING);
}
-BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
+boolean SnapField(struct PlayerInfo *player, int dx, int dy)
{
int jx = player->jx, jy = player->jy;
int x = jx + dx, y = jy + dy;
return(TRUE);
}
-BOOL PlaceBomb(struct PlayerInfo *player)
+boolean PlaceBomb(struct PlayerInfo *player)
{
int jx = player->jx, jy = player->jy;
int element;
player->dynamite--;
DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
FS_SMALL, FC_YELLOW);
- DrawGraphicThruMask(SCROLLX(jx),SCROLLY(jy),GFX_DYNAMIT);
+ if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
+ DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
}
else
{
Feld[jx][jy] = EL_DYNABOMB;
- Store2[jx][jy] = EL_SPIELER1 + player->nr; /* for DynaExplode() */
+ Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
MovDelay[jx][jy] = 96;
player->dynabombs_left--;
- DrawGraphicThruMask(SCROLLX(jx),SCROLLY(jy),GFX_DYNABOMB);
+ if (IN_SCR_FIELD(SCREENX(jx),SCREENY(jy)))
+ 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;
- if ((!sound_simple_on && !IS_LOOP_SOUND(sound_nr)) ||
- (!sound_loops_on && IS_LOOP_SOUND(sound_nr)))
+ if ((!setup.sound_simple && !IS_LOOP_SOUND(sound_nr)) ||
+ (!setup.sound_loops && IS_LOOP_SOUND(sound_nr)))
return;
if (!IN_LEV_FIELD(x,y) ||
return;
volume = PSND_MAX_VOLUME;
+
#ifndef MSDOS
stereo = (sx-SCR_FIELDX/2)*12;
#else
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: