/***********************************************************
* 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"
-
-extern int Gamespeed;
-extern int Movemethod;
-extern int Movespeed[2];
+#include "network.h"
void GetPlayerConfig()
{
int old_joystick_nr = joystick_nr;
if (sound_status==SOUND_OFF)
- player.setup &= ~SETUP_SOUND;
+ local_player->setup &= ~SETUP_SOUND;
if (!sound_loops_allowed)
{
- player.setup &= ~SETUP_SOUND_LOOPS;
- player.setup &= ~SETUP_SOUND_MUSIC;
+ local_player->setup &= ~SETUP_SOUND_LOOPS;
+ local_player->setup &= ~SETUP_SOUND_MUSIC;
}
- sound_on = sound_simple_on = SETUP_SOUND_ON(player.setup);
- sound_loops_on = SETUP_SOUND_LOOPS_ON(player.setup);
- sound_music_on = SETUP_SOUND_MUSIC_ON(player.setup);
- toons_on = SETUP_TOONS_ON(player.setup);
- direct_draw_on = SETUP_DIRECT_DRAW_ON(player.setup);
- fading_on = SETUP_FADING_ON(player.setup);
- autorecord_on = SETUP_AUTO_RECORD_ON(player.setup);
- joystick_nr = SETUP_2ND_JOYSTICK_ON(player.setup);
- quick_doors = SETUP_QUICK_DOORS_ON(player.setup);
- scroll_delay_on = SETUP_SCROLL_DELAY_ON(player.setup);
- soft_scrolling_on = SETUP_SOFT_SCROLL_ON(player.setup);
-
+ 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);
+
+#ifndef MSDOS
if (joystick_nr != old_joystick_nr)
{
if (joystick_device)
close(joystick_device);
InitJoystick();
}
+#endif
}
void InitGame()
{
- int i,x,y;
+ int i,j, x,y;
BOOL emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
BOOL emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
- Dynamite = Score = 0;
- Gems = level.edelsteine;
- SokobanFields = Lights = Friends = 0;
- DynaBombCount = DynaBombSize = DynaBombsLeft = 0;
- DynaBombXL = FALSE;
- Key[0] = Key[1] = Key[2] = Key[3] = FALSE;
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ player->index_nr = i;
+ player->element_nr = EL_SPIELER1 + i;
+ player->active = FALSE;
+ player->local = FALSE;
+
+ player->score = 0;
+ player->gems_still_needed = level.edelsteine;
+ player->sokobanfields_still_needed = 0;
+ player->lights_still_needed = 0;
+ player->friends_still_needed = 0;
+
+ for(j=0; j<4; j++)
+ player->key[j] = FALSE;
+
+ player->dynamite = 0;
+ player->dynabomb_count = 0;
+ player->dynabomb_size = 0;
+ player->dynabombs_left = 0;
+ player->dynabomb_xl = FALSE;
+
+ player->MovDir = MV_NO_MOVING;
+ player->MovPos = 0;
+ player->Pushing = FALSE;
+ player->GfxPos = 0;
+ player->Frame = 0;
+
+ player->actual_frame_counter = 0;
+
+ player->frame_reset_delay = 0;
+
+ player->push_delay = 0;
+ player->push_delay_value = 5;
+
+ player->move_delay = 0;
+ player->last_move_dir = MV_NO_MOVING;
+
+ player->snapped = FALSE;
+
+ player->gone = FALSE;
+
+ player->last_jx = player->last_jy = 0;
+ player->jx = player->jy = 0;
+
+ 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 */
+ SendToServer_MovePlayer(MV_NO_MOVING);
+
+
+
+ /*
+ printf("BLURB\n");
+ */
+
+
+
+ ZX = ZY = -1;
+
MampferNr = 0;
FrameCounter = 0;
TimeFrames = 0;
TimeLeft = level.time;
+
+ ScreenMovDir = MV_NO_MOVING;
ScreenMovPos = 0;
- PlayerMovDir = MV_NO_MOVING;
- PlayerMovPos = 0;
- PlayerFrame = 0;
- PlayerPushing = FALSE;
- PlayerGone = LevelSolved = GameOver = SiebAktiv = FALSE;
- JX = JY = 0;
- ZX = ZY = -1;
+ ScreenGfxPos = 0;
- DigField(0,0,0,0,DF_NO_PUSH);
- SnapField(0,0);
+ AllPlayersGone = SiebAktiv = FALSE;
for(i=0;i<MAX_NUM_AMOEBA;i++)
AmoebaCnt[i] = AmoebaCnt2[i] = 0;
{
Feld[x][y] = Ur[x][y];
MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
- Store[x][y] = Store2[x][y] = Frame[x][y] = AmoebaNr[x][y] = 0;
+ Store[x][y] = Store2[x][y] = StorePlayer[x][y] = 0;
+ Frame[x][y] = 0;
+ AmoebaNr[x][y] = 0;
JustHit[x][y] = 0;
if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
switch(Feld[x][y])
{
case EL_SPIELFIGUR:
+ Feld[x][y] = EL_SPIELER1;
+ /* no break! */
case EL_SPIELER1:
- Feld[x][y] = EL_LEERRAUM;
- JX = lastJX = x;
- JY = lastJY = y;
- break;
case EL_SPIELER2:
+ case EL_SPIELER3:
+ case EL_SPIELER4:
+ {
+ 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->active = TRUE;
+
+ 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:
if (x<lev_fieldx-1 && Feld[x+1][y]==EL_SALZSAEURE)
Feld[x][y] = EL_BADEWANNE1;
}
break;
case EL_DYNAMIT:
- MovDelay[x][y] = 48;
+ MovDelay[x][y] = 96;
break;
case EL_BIRNE_AUS:
- Lights++;
+ local_player->lights_still_needed++;
break;
case EL_SOKOBAN_FELD_LEER:
- SokobanFields++;
+ local_player->sokobanfields_still_needed++;
break;
case EL_MAULWURF:
case EL_PINGUIN:
- Friends++;
+ local_player->friends_still_needed++;
break;
case EL_SCHWEIN:
case EL_DRACHE:
emulate_sb ? EMU_SOKOBAN : EMU_NONE);
scroll_x = scroll_y = -1;
- if (JX>=MIDPOSX-1)
- scroll_x =
- (JX<=lev_fieldx-MIDPOSX ? JX-MIDPOSX : lev_fieldx-SCR_FIELDX+1);
- if (JY>=MIDPOSY-1)
- scroll_y =
- (JY<=lev_fieldy-MIDPOSY ? JY-MIDPOSY : lev_fieldy-SCR_FIELDY+1);
+ if (local_player->jx >= MIDPOSX-1)
+ scroll_x = (local_player->jx <= lev_fieldx-MIDPOSX ?
+ local_player->jx - MIDPOSX :
+ lev_fieldx - SCR_FIELDX + 1);
+ if (local_player->jy >= MIDPOSY-1)
+ scroll_y = (local_player->jy <= lev_fieldy-MIDPOSY ?
+ local_player->jy - MIDPOSY :
+ lev_fieldy - SCR_FIELDY + 1);
CloseDoor(DOOR_CLOSE_1);
DrawLevel();
- DrawLevelElement(JX,JY,EL_SPIELFIGUR);
+ DrawAllPlayers();
FadeToFront();
XCopyArea(display,pix[PIX_DOOR],pix[PIX_DB_DOOR],gc,
int2str(level_nr,2),FS_SMALL,FC_YELLOW);
DrawTextExt(pix[PIX_DB_DOOR],gc,
DOOR_GFX_PAGEX1+XX_EMERALDS,DOOR_GFX_PAGEY1+YY_EMERALDS,
- int2str(Gems,3),FS_SMALL,FC_YELLOW);
+ int2str(local_player->gems_still_needed,3),FS_SMALL,FC_YELLOW);
DrawTextExt(pix[PIX_DB_DOOR],gc,
DOOR_GFX_PAGEX1+XX_DYNAMITE,DOOR_GFX_PAGEY1+YY_DYNAMITE,
- int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
+ int2str(local_player->dynamite,3),FS_SMALL,FC_YELLOW);
DrawTextExt(pix[PIX_DB_DOOR],gc,
DOOR_GFX_PAGEX1+XX_SCORE,DOOR_GFX_PAGEY1+YY_SCORE,
- int2str(Score,5),FS_SMALL,FC_YELLOW);
+ int2str(local_player->score,5),FS_SMALL,FC_YELLOW);
DrawTextExt(pix[PIX_DB_DOOR],gc,
DOOR_GFX_PAGEX1+XX_TIME,DOOR_GFX_PAGEY1+YY_TIME,
int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
int hi_pos;
int bumplevel = FALSE;
- LevelSolved = FALSE;
+ local_player->LevelSolved = FALSE;
if (TimeLeft)
{
if (sound_loops_on)
- PlaySoundExt(SND_SIRR,PSND_MAX_VOLUME,PSND_MAX_RIGHT,PSND_LOOP);
+ PlaySoundExt(SND_SIRR, PSND_MAX_VOLUME, PSND_MAX_RIGHT, PSND_LOOP);
- while(TimeLeft>0)
+ while(TimeLeft > 0)
{
if (!sound_loops_on)
- PlaySoundStereo(SND_SIRR,PSND_MAX_RIGHT);
+ PlaySoundStereo(SND_SIRR, PSND_MAX_RIGHT);
if (TimeLeft && !(TimeLeft % 10))
RaiseScore(level.score[SC_ZEITBONUS]);
if (TimeLeft > 100 && !(TimeLeft % 10))
TimeLeft -= 10;
else
TimeLeft--;
- DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
+ DrawText(DX_TIME, DY_TIME, int2str(TimeLeft,3), FS_SMALL, FC_YELLOW);
BackToFront();
- Delay(10000);
+ Delay(10);
}
if (sound_loops_on)
FadeSounds();
/* Hero disappears */
- DrawLevelElement(ExitX,ExitY,Feld[ExitX][ExitY]);
+ DrawLevelField(ExitX, ExitY);
BackToFront();
if (tape.playing)
SaveLevelTape(tape.level_nr); /* Ask to save tape */
}
- if (level_nr==player.handicap &&
- level_nr<leveldir[leveldir_nr].levels-1)
+ if (level_nr == local_player->handicap &&
+ level_nr < leveldir[leveldir_nr].levels-1)
{
- player.handicap++;
+ local_player->handicap++;
bumplevel = TRUE;
SavePlayerInfo(PLAYER_LEVEL);
}
- if ((hi_pos=NewHiScore())>=0)
+ if ((hi_pos=NewHiScore()) >= 0)
{
game_status = HALLOFFAME;
DrawHallOfFame(hi_pos);
LoadScore(level_nr);
- if (!strcmp(player.alias_name,EMPTY_ALIAS) ||
- Score<highscore[MAX_SCORE_ENTRIES-1].Score)
+ if (!strcmp(local_player->alias_name,EMPTY_ALIAS) ||
+ local_player->score < highscore[MAX_SCORE_ENTRIES-1].Score)
return(-1);
for(k=0;k<MAX_SCORE_ENTRIES;k++)
{
- if (Score>highscore[k].Score) /* Spieler kommt in Highscore-Liste */
+ if (local_player->score > highscore[k].Score)
{
+ /* Spieler kommt in Highscore-Liste */
+
if (k<MAX_SCORE_ENTRIES-1)
{
int m = MAX_SCORE_ENTRIES-1;
#ifdef ONE_PER_NAME
for(l=k;l<MAX_SCORE_ENTRIES;l++)
- if (!strcmp(player.alias_name,highscore[l].Name))
+ if (!strcmp(local_player->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,player.alias_name);
- highscore[k].Score = Score;
+ sprintf(highscore[k].Name,local_player->alias_name);
+ highscore[k].Score = local_player->score;
position = k;
break;
}
#ifdef ONE_PER_NAME
- else if (!strcmp(player.alias_name,highscore[k].Name))
+ else if (!strcmp(local_player->alias_name,highscore[k].Name))
break; /* Spieler schon mit besserer Punktzahl in der Liste */
#endif
MovDir[x][y] = direction;
MovDir[newx][newy] = direction;
- if (Feld[newx][newy]==EL_LEERRAUM)
+ if (Feld[newx][newy] == EL_LEERRAUM)
Feld[newx][newy] = EL_BLOCKED;
}
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;
if (Feld[x][y]==EL_DYNAMIT)
{
- if ((phase = (48-MovDelay[x][y])/6) > 6)
+ if ((phase = (96-MovDelay[x][y])/12) > 6)
phase = 6;
}
else
{
- if ((phase = ((48-MovDelay[x][y])/3) % 8) > 3)
+ if ((phase = ((96-MovDelay[x][y])/6) % 8) > 3)
phase = 7-phase;
}
MovDelay[x][y]--;
if (MovDelay[x][y])
{
- if (!(MovDelay[x][y] % 6))
+ if (!(MovDelay[x][y] % 12))
PlaySoundLevel(x,y,SND_ZISCH);
- if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 6))
+ if (Feld[x][y]==EL_DYNAMIT && !(MovDelay[x][y] % 12))
DrawDynamite(x,y);
- else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 3))
+ else if (Feld[x][y]==EL_DYNABOMB && !(MovDelay[x][y] % 6))
DrawDynamite(x,y);
return;
void Explode(int ex, int ey, int phase, int mode)
{
int x,y;
- int num_phase = 9, delay = 1;
+ int num_phase = 9, delay = 2;
int last_phase = num_phase*delay;
int half_phase = (num_phase/2)*delay;
element = Store2[x][y];
if (IS_PLAYER(ex,ey))
- Store[x][y] = EL_EDELSTEIN_GELB;
+ {
+ switch(StorePlayer[ex][ey])
+ {
+ case EL_SPIELER2:
+ Store[x][y] = EL_EDELSTEIN_ROT;
+ break;
+ case EL_SPIELER3:
+ Store[x][y] = EL_EDELSTEIN;
+ break;
+ case EL_SPIELER4:
+ Store[x][y] = EL_EDELSTEIN_LILA;
+ break;
+ case EL_SPIELER1:
+ default:
+ Store[x][y] = EL_EDELSTEIN_GELB;
+ break;
+ }
+ }
else if (center_element==EL_MAULWURF)
Store[x][y] = EL_EDELSTEIN_ROT;
else if (center_element==EL_PINGUIN)
int element = Store2[x][y];
if (IS_PLAYER(x,y))
- KillHero();
+ KillHero(PLAYERINFO(x,y));
else if (IS_EXPLOSIVE(element))
{
Feld[x][y] = Store2[x][y];
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));
}
}
-void DynaExplode(int ex, int ey, int size)
+void DynaExplode(int ex, int ey)
{
int i,j;
+ struct PlayerInfo *player = &stored_player[Store2[ex][ey] - EL_SPIELER1];
static int xy[4][2] =
{
{ 0,-1 },
{ 0,+1 }
};
+ Store2[ex][ey] = 0; /* delete player information */
+
Explode(ex,ey,0,EX_CENTER);
for(i=0;i<4;i++)
{
- for(j=1;j<=size;j++)
+ for(j=1; j<=player->dynabomb_size; j++)
{
int x = ex+j*xy[i%4][0];
int y = ey+j*xy[i%4][1];
if (element != EL_LEERRAUM &&
element != EL_ERDREICH &&
element != EL_EXPLODING &&
- !DynaBombXL)
+ !player->dynabomb_xl)
break;
}
}
- DynaBombsLeft++;
+ player->dynabombs_left++;
}
void Bang(int x, int y)
case EL_DYNABOMB_NR:
case EL_DYNABOMB_SZ:
case EL_DYNABOMB_XL:
- DynaExplode(x,y,DynaBombSize);
+ DynaExplode(x,y);
break;
case EL_BIRNE_AUS:
case EL_BIRNE_EIN:
int graphic = (element==EL_BLURB_LEFT ? GFX_BLURB_LEFT : GFX_BLURB_RIGHT);
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 5;
+ MovDelay[x][y] = 9;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
MovDelay[x][y]--;
- if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),graphic+4-MovDelay[x][y]);
+ 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));
if (element==EL_TROPFEN && (lastline || object_hit))
{
if (object_hit && IS_PLAYER(x,y+1))
- KillHero();
+ KillHero(PLAYERINFO(x,y+1));
else if (object_hit && (smashed==EL_MAULWURF || smashed==EL_PINGUIN))
Bang(x,y+1);
else
if (IS_PLAYER(x,y+1))
{
- KillHero();
+ KillHero(PLAYERINFO(x,y+1));
return;
}
else if (smashed==EL_MAULWURF || smashed==EL_PINGUIN)
MovDir[x][y] = left_dir;
if (element==EL_KAEFER && MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = 5;
+ MovDelay[x][y] = 9;
else if (element==EL_BUTTERFLY) /* && MovDir[x][y]==left_dir) */
MovDelay[x][y] = 1;
}
MovDir[x][y] = right_dir;
if (element==EL_FLIEGER && MovDir[x][y] != old_move_dir)
- MovDelay[x][y] = 5;
+ MovDelay[x][y] = 9;
else if (element==EL_FIREFLY) /* && MovDir[x][y]==right_dir) */
MovDelay[x][y] = 1;
}
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 8+8*RND(3);
+ MovDelay[x][y] = 16+16*RND(3);
}
else if (element==EL_MAMPFER2)
{
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 8+8*RND(3);
+ MovDelay[x][y] = 16+16*RND(3);
}
else if (element==EL_PACMAN)
{
else
MovDir[x][y] = back_dir;
- MovDelay[x][y] = 3+RND(20);
+ MovDelay[x][y] = 6+RND(40);
}
else if (element==EL_SCHWEIN)
{
else if (element==EL_ROBOT || element==EL_SONDE ||
element==EL_MAULWURF || element==EL_PINGUIN)
{
- int attr_x = JX, attr_y = JY;
- int newx, newy;
+ int attr_x = -1, attr_y = -1;
- if (PlayerGone)
+ if (AllPlayersGone)
{
attr_x = ExitX;
attr_y = ExitY;
}
+ else
+ {
+ int i;
+
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ if (!player->active || player->gone)
+ continue;
+
+ if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y))
+ {
+ attr_x = jx;
+ attr_y = jy;
+ }
+ }
+ }
if (element==EL_ROBOT && ZX>=0 && ZY>=0)
{
for(i=0;i<4;i++)
{
- int ex = x+xy[i%4][0];
- int ey = y+xy[i%4][1];
+ int ex = x + xy[i%4][0];
+ int ey = y + xy[i%4][1];
if (IN_LEV_FIELD(ex,ey) && Feld[ex][ey] == EL_AUSGANG_AUF)
{
MovDir[x][y] = MV_NO_MOVING;
if (attr_x<x)
- MovDir[x][y] |= (GameOver ? MV_RIGHT : MV_LEFT);
+ MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
else if (attr_x>x)
- MovDir[x][y] |= (GameOver ? MV_LEFT : MV_RIGHT);
+ MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
if (attr_y<y)
- MovDir[x][y] |= (GameOver ? MV_DOWN : MV_UP);
+ MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
else if (attr_y>y)
- MovDir[x][y] |= (GameOver ? MV_UP : MV_DOWN);
+ MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
if (element==EL_ROBOT)
{
+ int newx, newy;
+
if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN));
Moving2Blocked(x,y,&newx,&newy);
if (IN_LEV_FIELD(newx,newy) && IS_FREE_OR_PLAYER(newx,newy))
- MovDelay[x][y] = 4+4*!RND(3);
+ MovDelay[x][y] = 8+8*!RND(3);
else
- MovDelay[x][y] = 8;
+ MovDelay[x][y] = 16;
}
else
{
+ int newx, newy;
+
MovDelay[x][y] = 1;
if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN)))
}
}
+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)
{
- if (PlayerPushing && PlayerMovPos)
- {
- int nextJX = JX + (JX - lastJX);
- int nextJY = JY + (JY - lastJY);
-
- if (x == nextJX && y == nextJY)
+ if ((x>0 && IS_PLAYER(x-1,y)) || (x<lev_fieldx-1 && IS_PLAYER(x+1,y)))
+ if (JustBeingPushed(x,y))
return;
- }
if (element==EL_MORAST_VOLL)
{
else if (Feld[x][y+1]==EL_MORAST_LEER)
{
if (!MovDelay[x][y])
- MovDelay[x][y] = 16;
+ MovDelay[x][y] = TILEY + 1;
if (MovDelay[x][y])
{
else if (Feld[x][y+1]==EL_SIEB_LEER)
{
if (!MovDelay[x][y])
- MovDelay[x][y] = 2;
+ MovDelay[x][y] = TILEY/4 + 1;
if (MovDelay[x][y])
{
else if (Feld[x][y+1]==EL_SIEB2_LEER)
{
if (!MovDelay[x][y])
- MovDelay[x][y] = 2;
+ MovDelay[x][y] = TILEY/4 + 1;
if (MovDelay[x][y])
{
{
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)
{
/* Spieler erwischt */
MovDir[x][y] = 0;
- KillHero();
+ KillHero(PLAYERINFO(newx,newy));
return;
}
else if ((element == EL_MAULWURF || element == EL_PINGUIN ||
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));
- Friends--;
- if (!Friends && PlayerGone && !GameOver)
- LevelSolved = GameOver = TRUE;
+ local_player->friends_still_needed--;
+ if (!local_player->friends_still_needed &&
+ !local_player->GameOver && AllPlayersGone)
+ local_player->LevelSolved = local_player->GameOver = TRUE;
return;
}
else if (IS_MAMPF3(Feld[newx][newy]))
{
- if (DigField(newx,newy, 0,0, DF_DIG) == MF_MOVING)
+ if (DigField(local_player, newx,newy, 0,0, DF_DIG) == MF_MOVING)
DrawLevelField(newx,newy);
else
MovDir[x][y] = MV_NO_MOVING;
else if (!IS_FREE(newx,newy))
{
if (IS_PLAYER(x,y))
- DrawPlayerField();
+ DrawPlayerField(x,y);
else
DrawLevelField(x,y);
return;
else if (!IS_FREE(newx,newy))
{
if (IS_PLAYER(x,y))
- DrawPlayerField();
+ DrawPlayerField(x,y);
else
DrawLevelField(x,y);
return;
if (!IS_FREE(newx,newy))
{
if (IS_PLAYER(x,y))
- DrawPlayerField();
+ DrawPlayerField(x,y);
else
DrawLevelField(x,y);
return;
element1 != EL_BURNING && element2 != EL_BURNING)
{
if (IS_PLAYER(x,y))
- DrawPlayerField();
+ DrawPlayerField(x,y);
else
DrawLevelField(x,y);
- MovDelay[x][y] = 25;
+ MovDelay[x][y] = 50;
Feld[newx][newy] = EL_BURNING;
if (IN_LEV_FIELD(newx1,newy1) && Feld[newx1][newy1] == EL_LEERRAUM)
Feld[newx1][newy1] = EL_BURNING;
if (element == EL_KAEFER || element == EL_FLIEGER)
DrawLevelField(x,y);
else if (element == EL_BUTTERFLY || element == EL_FIREFLY)
- DrawGraphicAnimation(x,y, el2gfx(element), 2, 2, ANIM_NORMAL);
+ DrawGraphicAnimation(x,y, el2gfx(element), 2, 4, ANIM_NORMAL);
else if (element==EL_SONDE)
- DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 1, ANIM_NORMAL);
+ DrawGraphicAnimation(x,y, GFX_SONDE_START, 8, 2, ANIM_NORMAL);
return;
}
int dy = (direction==MV_UP ? -1 : direction==MV_DOWN ? +1 : 0);
int horiz_move = (dx!=0);
int newx = x + dx, newy = y + dy;
- int step = (horiz_move ? dx : dy)*TILEX/4;
+ int step = (horiz_move ? dx : dy) * TILEX/8;
if (CAN_FALL(element) && horiz_move)
step*=2;
if (DONT_TOUCH(element)) /* Käfer oder Flieger */
{
- TestIfBadThingHitsHero();
+ TestIfBadThingHitsHero(newx,newy);
TestIfBadThingHitsFriend(newx,newy);
TestIfBadThingHitsOtherBadThing(newx,newy);
}
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
{
- MovDelay[x][y] = 4;
+ MovDelay[x][y] = 7;
- if (DelayReached(&sound_delay,sound_delay_value))
+ if (DelayReached(&sound_delay, sound_delay_value))
{
PlaySoundLevel(x,y,SND_AMOEBE);
sound_delay_value = 30;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
MovDelay[x][y]--;
- if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AMOEBING+3-MovDelay[x][y]);
+ 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])
{
{
int x1,y1,x2,y2;
static int life[4] = { 2,3,3,3 }; /* "Life"-Parameter */
- int life_time = 20;
+ int life_time = 40;
int element = Feld[ax][ay];
if (Stop[ax][ay])
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;
void Birne(int x, int y)
{
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 400;
+ MovDelay[x][y] = 800;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
void Blubber(int x, int y)
{
- DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 5, ANIM_NORMAL);
+ if (y > 0 && IS_MOVING(x,y-1) && MovDir[x][y-1] == MV_DOWN)
+ DrawLevelField(x,y-1);
+ else
+ DrawGraphicAnimation(x,y, GFX_GEBLUBBER, 4, 10, ANIM_NORMAL);
}
void NussKnacken(int x, int y)
{
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 4;
+ MovDelay[x][y] = 7;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
MovDelay[x][y]--;
- if (MovDelay[x][y] && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_CRACKINGNUT+3-MovDelay[x][y]);
+ 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%2 && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),
- (typ==1 ? GFX_SIEB_VOLL : GFX_SIEB2_VOLL)+3-(SiebAktiv%8)/2);
+ 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);
}
void AusgangstuerPruefen(int x, int y)
{
- if (!Gems && !SokobanFields && !Lights)
+ if (!local_player->gems_still_needed &&
+ !local_player->sokobanfields_still_needed &&
+ !local_player->lights_still_needed)
{
Feld[x][y] = EL_AUSGANG_ACT;
- PlaySoundLevel(x,y,SND_OEFFNEN);
+
+ 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);
}
}
void AusgangstuerOeffnen(int x, int y)
{
- int speed = 3;
+ int delay = 6;
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 5*speed;
+ MovDelay[x][y] = 5*delay;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
int tuer;
MovDelay[x][y]--;
- tuer = MovDelay[x][y]/speed;
- if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),GFX_AUSGANG_AUF-tuer);
+ tuer = MovDelay[x][y]/delay;
+ 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 AusgangstuerBlinken(int x, int y)
{
- DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 2, ANIM_OSCILLATE);
+ DrawGraphicAnimation(x,y, GFX_AUSGANG_AUF, 4, 4, ANIM_OSCILLATE);
}
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)
- {
- const int delay = 2;
- const int frames = 4;
- int phase = (FrameCounter % (delay*frames)) / delay;
-
- if (!(FrameCounter % delay))
- DrawGraphic(SCROLLX(x),SCROLLY(y), GFX_EDELSTEIN_BD - phase);
- }
+ DrawGraphicAnimation(x,y, GFX_EDELSTEIN_BD, 4, 4, ANIM_REVERSE);
else
{
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 6*!SimpleRND(500);
+ MovDelay[x][y] = 11 * !SimpleRND(500);
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
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])
{
- int src_x,src_y, dest_x,dest_y;
- int phase = MovDelay[x][y]-1;
+ int phase = (MovDelay[x][y]-1)/2;
- src_x = SX+GFX_PER_LINE*TILEX;
- src_y = SY+(phase > 2 ? 4-phase : phase)*TILEY;
- dest_x = FX+SCROLLX(x)*TILEX;
- dest_y = FY+SCROLLY(y)*TILEY;
+ if (phase > 2)
+ phase = 4-phase;
- XSetClipOrigin(display,clip_gc[PIX_BACK],dest_x-src_x,dest_y-src_y);
- XCopyArea(display,pix[PIX_BACK],drawto_field,clip_gc[PIX_BACK],
- src_x,src_y, TILEX,TILEY, dest_x,dest_y);
+ DrawGraphicThruMask(SCREENX(x),SCREENY(y), GFX_FUNKELN_WEISS + phase);
if (direct_draw_on)
{
+ int dest_x,dest_y;
+
+ 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);
SetDrawtoField(DRAW_DIRECT);
void MauerWaechst(int x, int y)
{
- int speed = 3;
+ int delay = 6;
if (!MovDelay[x][y]) /* neue Phase / noch nicht gewartet */
- MovDelay[x][y] = 3*speed;
+ MovDelay[x][y] = 3*delay;
if (MovDelay[x][y]) /* neue Phase / in Wartezustand */
{
int phase;
MovDelay[x][y]--;
- phase = 2-MovDelay[x][y]/speed;
- if (!(MovDelay[x][y]%speed) && IN_SCR_FIELD(SCROLLX(x),SCROLLY(y)))
- DrawGraphic(SCROLLX(x),SCROLLY(y),
- (Store[x][y]==MV_LEFT ? GFX_MAUER_L1 : GFX_MAUER_R1)+phase);
+ phase = 2-MovDelay[x][y]/delay;
+ 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 */
- MovDelay[ax][ay] = 3;
+ MovDelay[ax][ay] = 6;
if (MovDelay[ax][ay]) /* neue Mauer / in Wartezustand */
{
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 GameActions()
+void PlayerActions(struct PlayerInfo *player, byte player_action)
{
- static long action_delay=0;
+ static byte 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 right = player_action & JOY_RIGHT;
+ int up = player_action & JOY_UP;
+ int down = player_action & JOY_DOWN;
+ int button1 = player_action & JOY_BUTTON_1;
+ int button2 = player_action & JOY_BUTTON_2;
+ int dx = (left ? -1 : right ? 1 : 0);
+ int dy = (up ? -1 : down ? 1 : 0);
+
+ stored_player_action[player->index_nr] = 0;
+ num_stored_actions++;
+
+ if (!player->active || player->gone)
+ return;
+
+ if (player_action)
+ {
+ player->frame_reset_delay = 0;
+
+ if (button1)
+ snapped = SnapField(player, dx,dy);
+ else
+ {
+ if (button2)
+ bombed = PlaceBomb(player);
+ moved = MoveFigure(player, dx,dy);
+ }
+
+ if (tape.recording && (moved || snapped || bombed))
+ {
+ if (bombed && !moved)
+ player_action &= JOY_BUTTON;
+
+ stored_player_action[player->index_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 */
+ }
+ else
+ {
+ DigField(player, 0,0, 0,0, DF_NO_PUSH);
+ SnapField(player, 0,0);
+ if (++player->frame_reset_delay > MoveSpeed)
+ player->Frame = 0;
+ }
+
+ if (tape.playing && !tape.pausing && !player_action &&
+ tape.counter < tape.length)
+ {
+ int next_joy =
+ tape.pos[tape.counter].action[player->index_nr] & (JOY_LEFT|JOY_RIGHT);
+
+ if (next_joy == JOY_LEFT || next_joy == JOY_RIGHT)
+ {
+ int dx = (next_joy == JOY_LEFT ? -1 : +1);
+
+ if (IN_LEV_FIELD(jx+dx,jy) && IS_PUSHABLE(Feld[jx+dx][jy]))
+ {
+ int el = Feld[jx+dx][jy];
+ int push_delay = (IS_SB_ELEMENT(el) || el==EL_SONDE ? 2 : 10);
+
+ if (tape.delay_played + push_delay >= tape.pos[tape.counter].delay)
+ {
+ player->MovDir = next_joy;
+ player->Frame = FrameCounter % 4;
+ player->Pushing = TRUE;
+ }
+ }
+ }
+ }
+}
+
+void GameActions(byte player_action)
+{
+ static long action_delay = 0;
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;
-/*
+#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
- action_delay_value =
- (tape.playing && tape.fast_forward ? FFWD_FRAME_DELAY : Gamespeed);
+ /* main game synchronization point */
+ WaitUntilDelayReached(&action_delay, action_delay_value);
- /*
- if (DelayReached(&action_delay, action_delay_value))
- */
+ if (!standalone && !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.playing)
+ recorded_player_action = TapePlayAction();
+ else
+ recorded_player_action = NULL;
+
+ if (!standalone)
+ SendToServer_MovePlayer(player_action);
+
+ for(i=0; i<MAX_PLAYERS; i++)
+ {
+ int actual_player_action =
+ (standalone ? player_action : network_player_action[i]);
+
+ /*
+ int actual_player_action = network_player_action[i];
+ */
+ /*
+ int actual_player_action = player_action;
+ */
+ /* TEST TEST TEST */
- if (PlayerMovPos)
- ScrollFigure(0);
+ /*
+ if (i != TestPlayer && !stored_player[i].MovPos)
+ actual_player_action = 0;
+ */
- DrawPlayerField();
+ if (standalone && i != TestPlayer)
+ 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);
- if (!DelayReached(&action_delay, action_delay_value))
+ network_player_action[i] = 0;
+ }
+
+ network_player_action_received = FALSE;
+
+ ScrollScreen(NULL, SCROLL_GO_ON);
+
+ if (tape.pausing || (tape.playing && !TapePlayDelay()))
return;
+ else if (tape.recording)
+ TapeRecordDelay();
- {
- int x,y,element;
- int sieb_x = 0, sieb_y = 0;
+ FrameCounter++;
+ TimeFrames++;
- if (tape.pausing || (tape.playing && !TapePlayDelay()))
- return;
- else if (tape.recording)
- TapeRecordDelay();
- FrameCounter++;
- TimeFrames++;
+ /*
+ printf("FrameCounter == %d, RND(100) == %d\n", FrameCounter, RND(100));
+ */
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
- {
- Stop[x][y] = FALSE;
- if (JustHit[x][y]>0)
- JustHit[x][y]--;
+
+ for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ {
+ Stop[x][y] = FALSE;
+ if (JustHit[x][y]>0)
+ JustHit[x][y]--;
#if DEBUG
- if (IS_BLOCKED(x,y))
- {
- int oldx,oldy;
+ if (IS_BLOCKED(x,y))
+ {
+ int oldx,oldy;
- Blocked2Moving(x,y,&oldx,&oldy);
- if (!IS_MOVING(oldx,oldy))
- {
- printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
- printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
- printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
- printf("GameActions(): This should never happen!\n");
- }
+ Blocked2Moving(x,y,&oldx,&oldy);
+ if (!IS_MOVING(oldx,oldy))
+ {
+ printf("GameActions(): (BLOCKED=>MOVING) context corrupted!\n");
+ printf("GameActions(): BLOCKED: x = %d, y = %d\n",x,y);
+ printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n",oldx,oldy);
+ printf("GameActions(): This should never happen!\n");
}
+ }
#endif
+ }
- }
+ for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ {
+ element = Feld[x][y];
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ if (IS_INACTIVE(element))
+ continue;
+
+ if (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
{
- element = Feld[x][y];
+ StartMoving(x,y);
- if (IS_INACTIVE(element))
- continue;
+ if (IS_GEM(element))
+ EdelsteinFunkeln(x,y);
+ }
+ else if (IS_MOVING(x,y))
+ ContinueMoving(x,y);
+ else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
+ CheckDynamite(x,y);
+ else if (element==EL_EXPLODING)
+ Explode(x,y,Frame[x][y],EX_NORMAL);
+ else if (element==EL_AMOEBING)
+ AmoebeWaechst(x,y);
+ else if (IS_AMOEBALIVE(element))
+ AmoebeAbleger(x,y);
+ else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
+ Life(x,y);
+ else if (element==EL_ABLENK_EIN)
+ Ablenk(x,y);
+ else if (element==EL_SALZSAEURE)
+ Blubber(x,y);
+ else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
+ Blurb(x,y);
+ else if (element==EL_CRACKINGNUT)
+ NussKnacken(x,y);
+ else if (element==EL_AUSGANG_ZU)
+ AusgangstuerPruefen(x,y);
+ else if (element==EL_AUSGANG_ACT)
+ AusgangstuerOeffnen(x,y);
+ else if (element==EL_AUSGANG_AUF)
+ AusgangstuerBlinken(x,y);
+ else if (element==EL_MAUERND)
+ MauerWaechst(x,y);
+ 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 (!IS_MOVING(x,y) && (CAN_FALL(element) || CAN_MOVE(element)))
- {
- StartMoving(x,y);
-
- if (IS_GEM(element))
- EdelsteinFunkeln(x,y);
- }
- else if (IS_MOVING(x,y))
- ContinueMoving(x,y);
- else if (element==EL_DYNAMIT || element==EL_DYNABOMB)
- CheckDynamite(x,y);
- else if (element==EL_EXPLODING)
- Explode(x,y,Frame[x][y],EX_NORMAL);
- else if (element==EL_AMOEBING)
- AmoebeWaechst(x,y);
- else if (IS_AMOEBALIVE(element))
- AmoebeAbleger(x,y);
- else if (element==EL_LIFE || element==EL_LIFE_ASYNC)
- Life(x,y);
- else if (element==EL_ABLENK_EIN)
- Ablenk(x,y);
- else if (element==EL_SALZSAEURE)
- Blubber(x,y);
- else if (element==EL_BLURB_LEFT || element==EL_BLURB_RIGHT)
- Blurb(x,y);
- else if (element==EL_CRACKINGNUT)
- NussKnacken(x,y);
- else if (element==EL_AUSGANG_ZU)
- AusgangstuerPruefen(x,y);
- else if (element==EL_AUSGANG_ACT)
- AusgangstuerOeffnen(x,y);
- else if (element==EL_AUSGANG_AUF)
- AusgangstuerBlinken(x,y);
- else if (element==EL_MAUERND)
- MauerWaechst(x,y);
- else if (element==EL_MAUER_LEBT)
- MauerAbleger(x,y);
- else if (element==EL_BURNING)
- CheckForDragon(x,y);
-
- if (SiebAktiv)
- {
- BOOL sieb = FALSE;
-
- if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
- Store[x][y]==EL_SIEB_LEER)
- {
- SiebAktivieren(x, y, 1);
- sieb = TRUE;
- }
- else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
- Store[x][y]==EL_SIEB2_LEER)
- {
- SiebAktivieren(x, y, 2);
- sieb = TRUE;
- }
+ if (SiebAktiv)
+ {
+ BOOL sieb = FALSE;
+ int jx = local_player->jx, jy = local_player->jy;
- if (sieb && ABS(x-JX)+ABS(y-JY) < ABS(sieb_x-JX)+ABS(sieb_y-JY))
- {
- sieb_x = x;
- sieb_y = y;
- }
+ if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL ||
+ Store[x][y]==EL_SIEB_LEER)
+ {
+ SiebAktivieren(x, y, 1);
+ sieb = TRUE;
+ }
+ else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL ||
+ Store[x][y]==EL_SIEB2_LEER)
+ {
+ SiebAktivieren(x, y, 2);
+ sieb = TRUE;
+ }
+
+ /* play the element sound at the position nearest to the player */
+ if (sieb && ABS(x-jx)+ABS(y-jy) < ABS(sieb_x-jx)+ABS(sieb_y-jy))
+ {
+ sieb_x = x;
+ sieb_y = y;
}
}
+ }
- if (SiebAktiv)
+ if (SiebAktiv)
+ {
+ if (!(SiebAktiv%4))
+ PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
+ SiebAktiv--;
+ if (!SiebAktiv)
{
- if (!(SiebAktiv%4))
- PlaySoundLevel(sieb_x,sieb_y,SND_MIEP);
- SiebAktiv--;
- if (!SiebAktiv)
+ for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
{
- for(y=0;y<lev_fieldy;y++) for(x=0;x<lev_fieldx;x++)
+ element = Feld[x][y];
+ if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
{
- element = Feld[x][y];
- if (element==EL_SIEB_LEER || element==EL_SIEB_VOLL)
- {
- Feld[x][y] = EL_SIEB_TOT;
- DrawLevelField(x,y);
- }
- else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
- {
- Feld[x][y] = EL_SIEB2_TOT;
- DrawLevelField(x,y);
- }
+ Feld[x][y] = EL_SIEB_TOT;
+ DrawLevelField(x,y);
+ }
+ else if (element==EL_SIEB2_LEER || element==EL_SIEB2_VOLL)
+ {
+ Feld[x][y] = EL_SIEB2_TOT;
+ DrawLevelField(x,y);
}
}
}
}
- if (TimeLeft>0 && TimeFrames>=25 && !tape.pausing)
+ if (TimeLeft>0 && TimeFrames>=(1000/GameFrameDelay) && !tape.pausing)
{
TimeFrames = 0;
TimeLeft--;
DrawText(DX_TIME,DY_TIME,int2str(TimeLeft,3),FS_SMALL,FC_YELLOW);
if (!TimeLeft)
- KillHero();
+ for(i=0; i<MAX_PLAYERS; i++)
+ KillHero(&stored_player[i]);
}
- DrawPlayerField();
+ DrawAllPlayers();
+}
- BackToFront();
+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 = PlayerMovPos;
+ /*
+ ScreenGfxPos = local_player->GfxPos;
+ */
XCopyArea(display,drawto_field,drawto_field,gc,
FX + TILEX*(dx==-1) - softscroll_offset,
redraw_mask |= REDRAW_FIELD;
}
-BOOL MoveFigureOneStep(int dx, int dy, int real_dx, int real_dy)
+BOOL MoveFigureOneStep(struct PlayerInfo *player,
+ int dx, int dy, int real_dx, int real_dy)
{
- int oldJX,oldJY, newJX = JX+dx,newJY = JY+dy;
+ int jx = player->jx, jy = player->jy;
+ int new_jx = jx+dx, new_jy = jy+dy;
int element;
int can_move;
- if (PlayerGone || (!dx && !dy))
+ if (player->gone || (!dx && !dy))
return(MF_NO_ACTION);
- PlayerMovDir = (dx < 0 ? MV_LEFT :
- dx > 0 ? MV_RIGHT :
- dy < 0 ? MV_UP :
- dy > 0 ? MV_DOWN : MV_NO_MOVING);
+ player->MovDir = (dx < 0 ? MV_LEFT :
+ dx > 0 ? MV_RIGHT :
+ dy < 0 ? MV_UP :
+ dy > 0 ? MV_DOWN : MV_NO_MOVING);
- if (!IN_LEV_FIELD(newJX,newJY))
+ if (!IN_LEV_FIELD(new_jx,new_jy))
return(MF_NO_ACTION);
- element = MovingOrBlocked2Element(newJX,newJY);
+ if (standalone && !AllPlayersInSight(player, new_jx,new_jy))
+ return(MF_NO_ACTION);
+
+ element = MovingOrBlocked2Element(new_jx,new_jy);
if (DONT_GO_TO(element))
{
if (element==EL_SALZSAEURE && dx==0 && dy==1)
{
- Blurb(JX,JY);
- Feld[JX][JY] = EL_SPIELFIGUR;
- InitMovingField(JX,JY,MV_DOWN);
- Store[JX][JY] = EL_SALZSAEURE;
- ContinueMoving(JX,JY);
- BuryHero();
+ Blurb(jx,jy);
+ Feld[jx][jy] = EL_SPIELFIGUR;
+ InitMovingField(jx,jy,MV_DOWN);
+ Store[jx][jy] = EL_SALZSAEURE;
+ ContinueMoving(jx,jy);
+ BuryHero(player);
}
else
- KillHero();
+ KillHero(player);
return(MF_MOVING);
}
- can_move = DigField(newJX,newJY, real_dx,real_dy, DF_DIG);
+ can_move = DigField(player, new_jx,new_jy, real_dx,real_dy, DF_DIG);
if (can_move != MF_MOVING)
return(can_move);
- oldJX = JX;
- oldJY = JY;
- JX = newJX;
- JY = newJY;
-
+ 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] = player->element_nr;
- lastJX = oldJX;
- lastJY = oldJY;
+ player->MovPos = (dx > 0 || dy > 0 ? -1 : 1) * 7*TILEX/8;
- PlayerMovPos = (dx > 0 || dy > 0 ? -1 : 1) * 3*TILEX/4;
-
- ScrollFigure(-1);
-
- if (Store[oldJX][oldJY])
- {
- DrawGraphic(SCROLLX(oldJX),SCROLLY(oldJY),el2gfx(Store[oldJX][oldJY]));
- DrawGraphicThruMask(SCROLLX(oldJX),SCROLLY(oldJY),
- el2gfx(Feld[oldJX][oldJY]));
- }
- else if (Feld[oldJX][oldJY]==EL_DYNAMIT)
- DrawDynamite(oldJX,oldJY);
- else
- DrawLevelField(oldJX,oldJY);
+ ScrollFigure(player, SCROLL_INIT);
return(MF_MOVING);
}
-BOOL MoveFigure(int dx, int dy)
+BOOL MoveFigure(struct PlayerInfo *player, int dx, int dy)
{
- static long move_delay = 0;
- static int last_move_dir = MV_NO_MOVING;
+ int jx = player->jx, jy = player->jy;
+ int old_jx = jx, old_jy = jy;
int moved = MF_NO_ACTION;
- int oldJX = JX, oldJY = JY;
- if (PlayerGone || (!dx && !dy))
+ if (player->gone || (!dx && !dy))
return(FALSE);
- if (Movemethod == 0)
- {
- if (!DelayReached(&move_delay,Movespeed[0]) && !tape.playing)
- return(FALSE);
- }
- else
- {
- if (!FrameReached(&move_delay,Movespeed[1]) && !tape.playing)
- return(FALSE);
- }
+ if (!FrameReached(&player->move_delay,MoveSpeed) && !tape.playing)
+ return(FALSE);
- if (last_move_dir & (MV_LEFT | MV_RIGHT))
+ if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
{
- if (!(moved |= MoveFigureOneStep(0,dy, dx,dy)))
- moved |= MoveFigureOneStep(dx,0, dx,dy);
+ if (!(moved |= MoveFigureOneStep(player, 0,dy, dx,dy)))
+ moved |= MoveFigureOneStep(player, dx,0, dx,dy);
}
else
{
- if (!(moved |= MoveFigureOneStep(dx,0, dx,dy)))
- moved |= MoveFigureOneStep(0,dy, dx,dy);
+ if (!(moved |= MoveFigureOneStep(player, dx,0, dx,dy)))
+ moved |= MoveFigureOneStep(player, 0,dy, dx,dy);
}
- last_move_dir = MV_NO_MOVING;
+ jx = player->jx;
+ jy = player->jy;
- if (moved & MF_MOVING)
+
+
+ /*
+ if (moved & MF_MOVING && player == local_player)
+ */
+
+ if (moved & MF_MOVING && !ScreenMovPos &&
+ (player == local_player || standalone))
{
- int old_scroll_x=scroll_x, old_scroll_y=scroll_y;
+ 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 (player == local_player)
+ {
+ printf("MOVING LOCAL PLAYER && SCROLLING\n");
+ }
+ */
+
+ 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 (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
+ {
+ if (standalone && !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) && !PlayerPushing)
- PlayerFrame = 0;
+ if (!(moved & MF_MOVING) && !player->Pushing)
+ player->Frame = 0;
else
- PlayerFrame = (PlayerFrame + 1) % 4;
+ player->Frame = (player->Frame + 1) % 4;
if (moved & MF_MOVING)
{
- if (oldJX != JX && oldJY == JY)
- PlayerMovDir = (oldJX < JX ? MV_RIGHT : MV_LEFT);
- else if (oldJX == JX && oldJY != JY)
- PlayerMovDir = (oldJY < JY ? MV_DOWN : MV_UP);
+ if (old_jx != jx && old_jy == jy)
+ player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
+ else if (old_jx == jx && old_jy != jy)
+ player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
- DrawLevelField(JX,JY); /* für "ErdreichAnbroeckeln()" */
+ DrawLevelField(jx,jy); /* für "ErdreichAnbroeckeln()" */
- last_move_dir = PlayerMovDir;
+ player->last_move_dir = player->MovDir;
}
+ else
+ player->last_move_dir = MV_NO_MOVING;
- TestIfHeroHitsBadThing();
+ TestIfHeroHitsBadThing(jx,jy);
- if (PlayerGone)
- RemoveHero();
+ if (player->gone)
+ RemoveHero(player);
return(moved);
}
-void ScrollFigure(int init)
+void ScrollFigure(struct PlayerInfo *player, int mode)
{
- static long actual_frame_counter;
- static int oldJX = -1, oldJY = -1;
-
- if (init)
- {
- if (oldJX != -1 && oldJY != -1)
- DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]);
+ int jx = player->jx, jy = player->jy;
+ int last_jx = player->last_jx, last_jy = player->last_jy;
- if (Feld[lastJX][lastJY] == EL_LEERRAUM)
- Feld[lastJX][lastJY] = EL_PLAYER_IS_LEAVING;
- DrawLevelElement(lastJX,lastJY, Feld[lastJX][lastJY]);
- DrawPlayerField();
-
- oldJX = lastJX;
- oldJY = lastJY;
- actual_frame_counter = FrameCounter;
-
- if (PlayerPushing)
- {
- int nextJX = JX + (JX - lastJX);
- int nextJY = JY + (JY - lastJY);
+ if (!player->active || player->gone || !player->MovPos)
+ return;
- if (Feld[nextJX][nextJY] == EL_SOKOBAN_FELD_VOLL)
- DrawLevelElement(nextJX,nextJY, EL_SOKOBAN_FELD_LEER);
- else
- DrawLevelElement(nextJX,nextJY, EL_LEERRAUM);
- }
+ if (mode == SCROLL_INIT)
+ {
+ player->actual_frame_counter = FrameCounter;
+ player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
- DrawPlayerField();
+ if (Feld[last_jx][last_jy] == EL_LEERRAUM)
+ Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
+ DrawPlayer(player);
return;
}
- else if (!FrameReached(&actual_frame_counter,1))
+ else if (!FrameReached(&player->actual_frame_counter,1))
return;
- PlayerMovPos += (PlayerMovPos > 0 ? -1 : 1) * TILEX/4;
-
- if (ScreenMovPos)
- {
- ScreenMovPos = PlayerMovPos;
- redraw_mask |= REDRAW_FIELD;
- }
-
- if (Feld[oldJX][oldJY] == EL_PLAYER_IS_LEAVING)
- Feld[oldJX][oldJY] = EL_LEERRAUM;
-
- DrawLevelElement(oldJX,oldJY, Feld[oldJX][oldJY]);
- DrawPlayerField();
+ player->MovPos += (player->MovPos > 0 ? -1 : 1) * TILEX/8;
+ player->GfxPos = ScrollStepSize * (player->MovPos / ScrollStepSize);
+ if (Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
+ Feld[last_jx][last_jy] = EL_LEERRAUM;
+ DrawPlayer(player);
- if (Store[oldJX][oldJY])
+ if (!player->MovPos)
{
- DrawGraphic(SCROLLX(oldJX),SCROLLY(oldJY),el2gfx(Store[oldJX][oldJY]));
- DrawGraphicThruMask(SCROLLX(oldJX),SCROLLY(oldJY),
- el2gfx(Feld[oldJX][oldJY]));
- }
- else if (Feld[oldJX][oldJY]==EL_DYNAMIT)
- DrawDynamite(oldJX,oldJY);
- else
- DrawLevelField(oldJX,oldJY);
+ player->last_jx = jx;
+ player->last_jy = jy;
- if (PlayerPushing)
- {
- int nextJX = JX + (JX - lastJX);
- int nextJY = JY + (JY - lastJY);
-
- if (PlayerMovPos)
+ if (Feld[jx][jy] == EL_AUSGANG_AUF)
{
- if (Feld[nextJX][nextJY] == EL_SOKOBAN_FELD_VOLL)
- DrawLevelElement(nextJX,nextJY, EL_SOKOBAN_FELD_LEER);
- else
- DrawLevelElement(nextJX,nextJY, EL_LEERRAUM);
+ RemoveHero(player);
+
+ if (!local_player->friends_still_needed)
+ player->LevelSolved = player->GameOver = TRUE;
}
- else
- DrawLevelElement(nextJX,nextJY, Feld[nextJX][nextJY]);
}
+}
- if (!PlayerMovPos)
+void ScrollScreen(struct PlayerInfo *player, int mode)
+{
+ static long screen_frame_counter = 0;
+
+ if (mode == SCROLL_INIT)
{
- lastJX = JX;
- lastJY = JY;
+ screen_frame_counter = FrameCounter;
+ ScreenMovDir = player->MovDir;
+ ScreenMovPos = player->MovPos;
+ ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
+ return;
+ }
+ else if (!FrameReached(&screen_frame_counter,1))
+ return;
- oldJX = oldJY = -1;
+ 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)
MV_DOWN
};
- for(i=0;i<4;i++)
+ for(i=0; i<4; i++)
{
- int x,y,element;
+ int x,y, element;
- x = goodx+xy[i][0];
- y = goody+xy[i][1];
+ x = goodx + xy[i][0];
+ y = goody + xy[i][1];
if (!IN_LEV_FIELD(x,y))
continue;
if (DONT_TOUCH(element))
{
- if (MovDir[x][y]==harmless[i])
+ if (MovDir[x][y] == harmless[i])
continue;
killx = x;
}
}
- if (killx!=goodx || killy!=goody)
+ if (killx != goodx || killy != goody)
{
if (IS_PLAYER(goodx,goody))
- KillHero();
+ KillHero(PLAYERINFO(goodx,goody));
else
Bang(goodx,goody);
}
MV_DOWN
};
- for(i=0;i<4;i++)
+ for(i=0; i<4; i++)
{
- int x,y,element;
+ int x,y, element;
- x = badx+xy[i][0];
- y = bady+xy[i][1];
+ x = badx + xy[i][0];
+ y = bady + xy[i][1];
if (!IN_LEV_FIELD(x,y))
continue;
element = Feld[x][y];
- if (element==EL_PINGUIN)
+ if (IS_PLAYER(x,y))
{
- if (MovDir[x][y]==harmless[i] && IS_MOVING(x,y))
+ killx = x;
+ killy = y;
+ break;
+ }
+ else if (element == EL_PINGUIN)
+ {
+ if (MovDir[x][y] == harmless[i] && IS_MOVING(x,y))
continue;
killx = x;
}
}
- if (killx!=badx || killy!=bady)
- Bang(killx,killy);
+ if (killx != badx || killy != bady)
+ {
+ if (IS_PLAYER(killx,killy))
+ KillHero(PLAYERINFO(killx,killy));
+ else
+ Bang(killx,killy);
+ }
}
-void TestIfHeroHitsBadThing()
+void TestIfHeroHitsBadThing(int x, int y)
{
- TestIfGoodThingHitsBadThing(JX,JY);
+ TestIfGoodThingHitsBadThing(x,y);
}
-void TestIfBadThingHitsHero()
+void TestIfBadThingHitsHero(int x, int y)
{
+ /*
TestIfGoodThingHitsBadThing(JX,JY);
- /* (no typo!) */
+ */
+
+ TestIfBadThingHitsGoodThing(x,y);
}
void TestIfFriendHitsBadThing(int x, int y)
void TestIfBadThingHitsOtherBadThing(int badx, int bady)
{
- int i, killx=badx, killy=bady;
+ int i, killx = badx, killy = bady;
static int xy[4][2] =
{
{ 0,-1 },
{ 0,+1 }
};
- for(i=0;i<4;i++)
+ for(i=0; i<4; i++)
{
- int x,y,element;
+ int x,y, element;
- x=badx+xy[i][0];
- y=bady+xy[i][1];
+ x=badx + xy[i][0];
+ y=bady + xy[i][1];
if (!IN_LEV_FIELD(x,y))
continue;
- element=Feld[x][y];
- if (IS_AMOEBOID(element) || element==EL_LIFE ||
- element==EL_AMOEBING || element==EL_TROPFEN)
+ element = Feld[x][y];
+ if (IS_AMOEBOID(element) || element == EL_LIFE ||
+ element == EL_AMOEBING || element == EL_TROPFEN)
{
- killx=x;
- killy=y;
+ killx = x;
+ killy = y;
break;
}
}
- if (killx!=badx || killy!=bady)
+ if (killx != badx || killy != bady)
Bang(badx,bady);
}
-void KillHero()
+void KillHero(struct PlayerInfo *player)
{
- if (PlayerGone)
+ int jx = player->jx, jy = player->jy;
+
+ if (player->gone)
return;
- if (IS_PFORTE(Feld[JX][JY]))
- Feld[JX][JY] = EL_LEERRAUM;
+ if (IS_PFORTE(Feld[jx][jy]))
+ Feld[jx][jy] = EL_LEERRAUM;
- Bang(JX,JY);
- BuryHero();
+ Bang(jx,jy);
+ BuryHero(player);
}
-void BuryHero()
+void BuryHero(struct PlayerInfo *player)
{
- if (PlayerGone)
+ int jx = player->jx, jy = player->jy;
+
+ if (player->gone)
return;
- PlaySoundLevel(JX,JY,SND_AUTSCH);
- PlaySoundLevel(JX,JY,SND_LACHEN);
+ PlaySoundLevel(jx,jy, SND_AUTSCH);
+ PlaySoundLevel(jx,jy, SND_LACHEN);
- GameOver = TRUE;
- RemoveHero();
+ player->GameOver = TRUE;
+ RemoveHero(player);
}
-void RemoveHero()
+void RemoveHero(struct PlayerInfo *player)
{
- PlayerGone = TRUE;
+ int jx = player->jx, jy = player->jy;
+ int i, found = FALSE;
- ExitX = ZX = JX;
- ExitY = ZY = JY;
- JX = JY = -1;
+ player->gone = TRUE;
+ StorePlayer[jx][jy] = 0;
+
+ for(i=0; i<MAX_PLAYERS; i++)
+ if (stored_player[i].active && !stored_player[i].gone)
+ found = TRUE;
+
+ if (!found)
+ AllPlayersGone = TRUE;
+
+ ExitX = ZX = jx;
+ ExitY = ZY = jy;
}
-int DigField(int x, int y, int real_dx, int real_dy, int mode)
+int DigField(struct PlayerInfo *player,
+ int x, int y, int real_dx, int real_dy, int mode)
{
- int dx = x-JX, dy = y-JY;
+ int jx = player->jx, jy = player->jy;
+ int dx = x - jx, dy = y - jy;
int element;
- static long push_delay = 0;
- static int push_delay_value = 5;
- if (!PlayerMovPos)
- PlayerPushing = FALSE;
+ if (!player->MovPos)
+ player->Pushing = FALSE;
if (mode == DF_NO_PUSH)
{
- push_delay = 0;
+ player->push_delay = 0;
return(MF_NO_ACTION);
}
- if (IS_MOVING(x,y))
+ if (IS_MOVING(x,y) || IS_PLAYER(x,y))
return(MF_NO_ACTION);
element = Feld[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 (Gems>0)
- Gems--;
- RaiseScoreElement(EL_EDELSTEIN);
- DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
- PlaySoundLevel(x,y,SND_PONG);
- break;
-
case EL_DIAMANT:
- Feld[x][y] = EL_LEERRAUM;
- Gems -= 3;
- if (Gems<0)
- Gems=0;
- RaiseScoreElement(EL_DIAMANT);
- DrawText(DX_EMERALDS,DY_EMERALDS,int2str(Gems,3),FS_SMALL,FC_YELLOW);
- PlaySoundLevel(x,y,SND_PONG);
+ 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(element);
+ DrawText(DX_EMERALDS, DY_EMERALDS,
+ int2str(local_player->gems_still_needed, 3),
+ FS_SMALL, FC_YELLOW);
+ PlaySoundLevel(x, y, SND_PONG);
break;
case EL_DYNAMIT_AUS:
- Feld[x][y] = EL_LEERRAUM;
- Dynamite++;
+ RemoveField(x,y);
+ player->dynamite++;
RaiseScoreElement(EL_DYNAMIT);
- DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
+ DrawText(DX_DYNAMITE, DY_DYNAMITE,
+ int2str(local_player->dynamite, 3),
+ FS_SMALL, FC_YELLOW);
PlaySoundLevel(x,y,SND_PONG);
break;
case EL_DYNABOMB_NR:
- Feld[x][y] = EL_LEERRAUM;
- DynaBombCount++;
- DynaBombsLeft++;
+ 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;
- DynaBombSize++;
+ 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;
- DynaBombXL = TRUE;
+ RemoveField(x,y);
+ player->dynabomb_xl = TRUE;
RaiseScoreElement(EL_DYNAMIT);
PlaySoundLevel(x,y,SND_PONG);
break;
{
int key_nr = element-EL_SCHLUESSEL1;
- Feld[x][y] = EL_LEERRAUM;
- Key[key_nr] = TRUE;
+ RemoveField(x,y);
+ player->key[key_nr] = TRUE;
RaiseScoreElement(EL_SCHLUESSEL);
- DrawMiniGraphicExtHiRes(drawto,gc,
- DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
- DrawMiniGraphicExtHiRes(window,gc,
- DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
- GFX_SCHLUESSEL1+key_nr);
+ DrawMiniGraphicExt(drawto,gc,
+ DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
+ GFX_SCHLUESSEL1+key_nr);
+ DrawMiniGraphicExt(window,gc,
+ DX_KEYS+key_nr*MINI_TILEX,DY_KEYS,
+ GFX_SCHLUESSEL1+key_nr);
PlaySoundLevel(x,y,SND_PONG);
break;
}
if (dy || mode==DF_SNAP)
return(MF_NO_ACTION);
- PlayerPushing = TRUE;
+ player->Pushing = TRUE;
- if (!IN_LEV_FIELD(x+dx,y+dy) || Feld[x+dx][y+dy] != EL_LEERRAUM)
+ if (!IN_LEV_FIELD(x+dx,y+dy) || !IS_FREE(x+dx,y+dy))
return(MF_NO_ACTION);
if (real_dy)
{
- if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
+ if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
return(MF_NO_ACTION);
}
- if (push_delay == 0)
- push_delay = FrameCounter;
- if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
+ if (player->push_delay == 0)
+ player->push_delay = FrameCounter;
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !tape.playing)
return(MF_NO_ACTION);
- Feld[x][y] = EL_LEERRAUM;
+ RemoveField(x,y);
Feld[x+dx][y+dy] = element;
- push_delay_value = 2+RND(8);
+ player->push_delay_value = 2+RND(8);
DrawLevelField(x+dx,y+dy);
if (element==EL_FELSBROCKEN)
case EL_PFORTE2:
case EL_PFORTE3:
case EL_PFORTE4:
- if (!Key[element-EL_PFORTE1])
+ if (!player->key[element-EL_PFORTE1])
return(MF_NO_ACTION);
break;
case EL_PFORTE2X:
case EL_PFORTE3X:
case EL_PFORTE4X:
- if (!Key[element-EL_PFORTE1X])
+ if (!player->key[element-EL_PFORTE1X])
return(MF_NO_ACTION);
break;
if (mode==DF_SNAP)
return(MF_NO_ACTION);
- PlayerGone = TRUE;
PlaySoundLevel(x,y,SND_BUING);
- if (!Friends)
- LevelSolved = GameOver = TRUE;
+ /*
+ player->gone = TRUE;
+ PlaySoundLevel(x,y,SND_BUING);
+
+ if (!local_player->friends_still_needed)
+ player->LevelSolved = player->GameOver = TRUE;
+ */
break;
case EL_BIRNE_AUS:
Feld[x][y] = EL_BIRNE_EIN;
- Lights--;
+ local_player->lights_still_needed--;
DrawLevelField(x,y);
PlaySoundLevel(x,y,SND_DENG);
return(MF_ACTION);
if (mode==DF_SNAP)
return(MF_NO_ACTION);
- PlayerPushing = TRUE;
+ player->Pushing = TRUE;
if (!IN_LEV_FIELD(x+dx,y+dy)
- || (Feld[x+dx][y+dy] != EL_LEERRAUM
+ || (!IS_FREE(x+dx,y+dy)
&& (Feld[x+dx][y+dy] != EL_SOKOBAN_FELD_LEER
|| !IS_SB_ELEMENT(element))))
return(MF_NO_ACTION);
if (dx && real_dy)
{
- if (IN_LEV_FIELD(JX,JY+real_dy) && !IS_SOLID(Feld[JX][JY+real_dy]))
+ if (IN_LEV_FIELD(jx,jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy]))
return(MF_NO_ACTION);
}
else if (dy && real_dx)
{
- if (IN_LEV_FIELD(JX+real_dx,JY) && !IS_SOLID(Feld[JX+real_dx][JY]))
+ if (IN_LEV_FIELD(jx+real_dx,jy) && !IS_SOLID(Feld[jx+real_dx][jy]))
return(MF_NO_ACTION);
}
- if (push_delay == 0)
- push_delay = FrameCounter;
- if (!FrameReached(&push_delay,push_delay_value) && !tape.playing)
+ if (player->push_delay == 0)
+ player->push_delay = FrameCounter;
+ if (!FrameReached(&player->push_delay, player->push_delay_value) &&
+ !tape.playing)
return(MF_NO_ACTION);
if (IS_SB_ELEMENT(element))
if (element == EL_SOKOBAN_FELD_VOLL)
{
Feld[x][y] = EL_SOKOBAN_FELD_LEER;
- SokobanFields++;
+ local_player->sokobanfields_still_needed++;
}
else
- Feld[x][y] = EL_LEERRAUM;
+ RemoveField(x,y);
if (Feld[x+dx][y+dy] == EL_SOKOBAN_FELD_LEER)
{
Feld[x+dx][y+dy] = EL_SOKOBAN_FELD_VOLL;
- SokobanFields--;
+ local_player->sokobanfields_still_needed--;
if (element == EL_SOKOBAN_OBJEKT)
PlaySoundLevel(x,y,SND_DENG);
}
}
else
{
- Feld[x][y] = EL_LEERRAUM;
+ RemoveField(x,y);
Feld[x+dx][y+dy] = element;
}
- push_delay_value = 2;
+ player->push_delay_value = 2;
DrawLevelField(x,y);
DrawLevelField(x+dx,y+dy);
PlaySoundLevel(x+dx,y+dy,SND_PUSCH);
if (IS_SB_ELEMENT(element) &&
- SokobanFields == 0 && game_emulation == EMU_SOKOBAN)
+ local_player->sokobanfields_still_needed == 0 &&
+ game_emulation == EMU_SOKOBAN)
{
- LevelSolved = GameOver = TRUE;
+ player->LevelSolved = player->GameOver = TRUE;
PlaySoundLevel(x,y,SND_BUING);
}
break;
}
- push_delay = 0;
+ player->push_delay = 0;
return(MF_MOVING);
}
-BOOL SnapField(int dx, int dy)
+BOOL SnapField(struct PlayerInfo *player, int dx, int dy)
{
- int x = JX+dx, y = JY+dy;
- static int snapped = FALSE;
+ int jx = player->jx, jy = player->jy;
+ int x = jx + dx, y = jy + dy;
- if (PlayerGone || !IN_LEV_FIELD(x,y))
+ if (player->gone || !IN_LEV_FIELD(x,y))
return(FALSE);
+
if (dx && dy)
return(FALSE);
+
if (!dx && !dy)
{
- snapped = FALSE;
+ player->snapped = FALSE;
return(FALSE);
}
- if (snapped)
+
+ if (player->snapped)
return(FALSE);
- PlayerMovDir = (dx < 0 ? MV_LEFT :
- dx > 0 ? MV_RIGHT :
- dy < 0 ? MV_UP :
- dy > 0 ? MV_DOWN : MV_NO_MOVING);
+ player->MovDir = (dx < 0 ? MV_LEFT :
+ dx > 0 ? MV_RIGHT :
+ dy < 0 ? MV_UP :
+ dy > 0 ? MV_DOWN : MV_NO_MOVING);
- if (!DigField(x,y, 0,0, DF_SNAP))
+ if (!DigField(player, x,y, 0,0, DF_SNAP))
return(FALSE);
- snapped = TRUE;
+ player->snapped = TRUE;
DrawLevelField(x,y);
BackToFront();
return(TRUE);
}
-BOOL PlaceBomb(void)
+BOOL PlaceBomb(struct PlayerInfo *player)
{
+ int jx = player->jx, jy = player->jy;
int element;
- if (PlayerGone || PlayerMovPos)
+ if (player->gone || player->MovPos)
return(FALSE);
- element = Feld[JX][JY];
+ element = Feld[jx][jy];
- if ((Dynamite==0 && DynaBombsLeft==0) ||
+ if ((player->dynamite==0 && player->dynabombs_left==0) ||
element==EL_DYNAMIT || element==EL_DYNABOMB || element==EL_EXPLODING)
return(FALSE);
if (element != EL_LEERRAUM)
- Store[JX][JY] = element;
+ Store[jx][jy] = element;
- if (Dynamite)
+ if (player->dynamite)
{
- Feld[JX][JY] = EL_DYNAMIT;
- MovDelay[JX][JY] = 48;
- Dynamite--;
- DrawText(DX_DYNAMITE,DY_DYNAMITE,int2str(Dynamite,3),FS_SMALL,FC_YELLOW);
- DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNAMIT);
+ Feld[jx][jy] = EL_DYNAMIT;
+ MovDelay[jx][jy] = 96;
+ player->dynamite--;
+ DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3),
+ FS_SMALL, FC_YELLOW);
+ DrawGraphicThruMask(SCREENX(jx),SCREENY(jy),GFX_DYNAMIT);
}
else
{
- Feld[JX][JY] = EL_DYNABOMB;
- MovDelay[JX][JY] = 48;
- DynaBombsLeft--;
- DrawGraphicThruMask(SCROLLX(JX),SCROLLY(JY),GFX_DYNABOMB);
+ Feld[jx][jy] = EL_DYNABOMB;
+ Store2[jx][jy] = player->element_nr; /* for DynaExplode() */
+ MovDelay[jx][jy] = 96;
+ player->dynabombs_left--;
+ 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;
return;
volume = PSND_MAX_VOLUME;
+#ifndef MSDOS
stereo = (sx-SCR_FIELDX/2)*12;
+#else
+ stereo = PSND_MIDDLE+(2*sx-(SCR_FIELDX-1))*5;
+ if(stereo > PSND_MAX_RIGHT) stereo = PSND_MAX_RIGHT;
+ if(stereo < PSND_MAX_LEFT) stereo = PSND_MAX_LEFT;
+#endif
if (!IN_SCR_FIELD(sx,sy))
{
void RaiseScore(int value)
{
- Score += value;
- DrawText(DX_SCORE,DY_SCORE,int2str(Score,5),FS_SMALL,FC_YELLOW);
+ local_player->score += value;
+ DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5),
+ FS_SMALL, FC_YELLOW);
}
void RaiseScoreElement(int element)
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: