#define SPRING_ROLL /* spring rolling off round things continues to roll */
#define ACID_ROLL /* rolling objects go into acid rather than remove it */
+#define ACID_PLAYER /* player gets killed by acid, but without explosion */
-#define USE_CHANGED_ACID_STUFF
-
-#define RANDOM_RAW (seed = seed << 31 | seed >> 1)
-#define RANDOM(x) (RANDOM_RAW & (x - 1))
+#define RANDOM(x) ((seed = seed << 31 | seed >> 1) % x)
static short **cave, **next, **boom;
static unsigned int seed;
static int score;
-static const byte is_blank[TILE_MAX] =
+static const byte is_blank[GAME_TILE_MAX] =
{
[Xblank] = 1,
[Xsplash_e] = 1,
[Xfake_acid_8] = 1
};
-static const byte is_blank_or_acid[TILE_MAX] =
+static const byte is_blank_or_acid[GAME_TILE_MAX] =
{
[Xblank] = 1,
[Xsplash_e] = 1,
[Xacid_8] = 1
};
-static const byte is_fake_acid[TILE_MAX] =
+static const byte is_fake_acid[GAME_TILE_MAX] =
{
[Xfake_acid_1] = 1,
[Xfake_acid_2] = 1,
[Xfake_acid_8] = 1
};
-static const byte is_amoeba[TILE_MAX] =
+static const byte is_amoeba[GAME_TILE_MAX] =
{
[Xfake_amoeba] = 1,
[Yfake_amoeba] = 1,
[Xamoeba_8] = 1
};
-static const byte is_android_walkable[TILE_MAX] =
+static byte is_android_blank[GAME_TILE_MAX] =
+{
+ [Xblank] = 1,
+ [Xsplash_e] = 1,
+ [Xsplash_w] = 1,
+ [Xfake_acid_1] = 1,
+ [Xfake_acid_2] = 1,
+ [Xfake_acid_3] = 1,
+ [Xfake_acid_4] = 1,
+ [Xfake_acid_5] = 1,
+ [Xfake_acid_6] = 1,
+ [Xfake_acid_7] = 1,
+ [Xfake_acid_8] = 1
+};
+
+static const byte is_android_walkable[GAME_TILE_MAX] =
{
[Xblank] = 1,
[Xsplash_e] = 1,
boom[x+1][y+1] = element;
}
-static void Lboom_bug(int x, int y, int by_element)
+static void Lboom_bug(int x, int y)
{
- next[x][y] = Zbug;
+ if (game_em.use_old_explosions)
+ next[x][y] = Zbug;
Lboom_generic(x, y, Xemerald, Xdiamond);
#if PLAY_ELEMENT_SOUND
- play_element_sound(x, y, SOUND_boom, by_element);
+ play_element_sound(x, y, SOUND_boom, Xbug_1_n);
#endif
}
-static void Lboom_tank(int x, int y, int by_element)
+static void Lboom_tank(int x, int y)
{
- next[x][y] = Ztank;
+ if (game_em.use_old_explosions)
+ next[x][y] = Ztank;
Lboom_generic(x, y, Xblank, Xblank);
#if PLAY_ELEMENT_SOUND
- play_element_sound(x, y, SOUND_boom, by_element);
+ play_element_sound(x, y, SOUND_boom, Xtank_1_n);
#endif
}
-static void Lboom_eater(int x, int y, int by_element)
+static void Lboom_eater(int x, int y)
{
- next[x][y] = Zeater;
+ if (game_em.use_old_explosions)
+ next[x][y] = Zeater;
boom[x-1][y-1] = lev.eater_array[lev.eater_pos][0];
boom[x][y-1] = lev.eater_array[lev.eater_pos][1];
boom[x][y+1] = lev.eater_array[lev.eater_pos][7];
boom[x+1][y+1] = lev.eater_array[lev.eater_pos][8];
- lev.eater_pos = (lev.eater_pos + 1) & 7;
+ lev.eater_pos = (lev.eater_pos + 1) % lev.num_eater_arrays;
#if PLAY_ELEMENT_SOUND
- play_element_sound(x, y, SOUND_boom, by_element);
+ play_element_sound(x, y, SOUND_boom, Xeater_n);
#endif
}
+static void Lboom_bug_old(int x, int y)
+{
+ if (!game_em.use_old_explosions)
+ return;
+
+ Lboom_bug(x, y);
+}
+
+static void Lboom_tank_old(int x, int y)
+{
+ if (!game_em.use_old_explosions)
+ return;
+
+ Lboom_tank(x, y);
+}
+
+static void Lboom_eater_old(int x, int y)
+{
+ if (!game_em.use_old_explosions)
+ return;
+
+ Lboom_eater(x, y);
+}
+
+static void Lboom_bug_new(int x, int y, boolean chain_explosion)
+{
+ if (game_em.use_old_explosions)
+ return;
+
+ if (chain_explosion)
+ cave[x][y] = Xchain;
+
+ Lboom_bug(x, y);
+}
+
+static void Lboom_tank_new(int x, int y, boolean chain_explosion)
+{
+ if (game_em.use_old_explosions)
+ return;
+
+ if (chain_explosion)
+ cave[x][y] = Xchain;
+
+ Lboom_tank(x, y);
+}
+
+static void Lboom_eater_new(int x, int y, boolean chain_explosion)
+{
+ if (game_em.use_old_explosions)
+ return;
+
+ if (chain_explosion)
+ cave[x][y] = Xchain;
+
+ Lboom_eater(x, y);
+}
+
+static void Lboom_cave_new(int x, int y, int element)
+{
+ if (game_em.use_old_explosions)
+ return;
+
+ cave[x][y] = element;
+}
+
+static void Lboom_next_new(int x, int y, int element)
+{
+ if (game_em.use_old_explosions)
+ return;
+
+ next[x][y] = element;
+}
+
+static void Lpush_element_old(int x, int y, int element)
+{
+ if (!game_em.use_old_push_elements)
+ return;
+
+ cave[x][y] = element;
+ next[x][y] = element;
+}
+
static boolean player_killed(struct PLAYER *ply)
{
int x = ply->x;
int x = ply->x;
int y = ply->y;
- ply->alive = 0;
+ ply->alive = FALSE;
switch (cave[x][y-1])
{
case Xbug_2_s:
case Xbug_2_w:
cave[x][y-1] = Xboom_bug;
+ Lboom_bug_new(x, y-1, TRUE);
break;
case Xtank_1_n:
case Xtank_2_e:
case Xtank_2_s:
case Xtank_2_w:
- cave[x][y-1] = Xboom_bomb;
+ cave[x][y-1] = Xboom_tank;
+ Lboom_tank_new(x, y-1, TRUE);
break;
}
case Xbug_2_s:
case Xbug_2_w:
cave[x+1][y] = Xboom_bug;
+ Lboom_bug_new(x+1, y, TRUE);
break;
case Xtank_1_n:
case Xtank_2_e:
case Xtank_2_s:
case Xtank_2_w:
- cave[x+1][y] = Xboom_bomb;
+ cave[x+1][y] = Xboom_tank;
+ Lboom_tank_new(x+1, y, TRUE);
break;
}
case Xbug_2_s:
case Xbug_2_w:
cave[x][y+1] = Xboom_bug;
+ Lboom_bug_new(x, y+1, TRUE);
break;
case Xtank_1_n:
case Xtank_2_e:
case Xtank_2_s:
case Xtank_2_w:
- cave[x][y+1] = Xboom_bomb;
+ cave[x][y+1] = Xboom_tank;
+ Lboom_tank_new(x, y+1, TRUE);
break;
}
case Xbug_2_s:
case Xbug_2_w:
cave[x-1][y] = Xboom_bug;
+ Lboom_bug_new(x-1, y, TRUE);
break;
case Xtank_1_n:
case Xtank_2_e:
case Xtank_2_s:
case Xtank_2_w:
- cave[x-1][y] = Xboom_bomb;
+ cave[x-1][y] = Xboom_tank;
+ Lboom_tank_new(x-1, y, TRUE);
break;
}
switch (cave[x][y])
{
-#ifdef USE_CHANGED_ACID_STUFF
+#ifdef ACID_PLAYER
case Xacid_1:
case Xacid_2:
case Xacid_3:
if (dx && dy && ply->joy_snap) /* more than one direction specified */
return FALSE;
- if (ply->joy_snap == 0) /* player wants to move */
+ if (!ply->joy_snap) /* player wants to move */
{
int element = cave[x][y];
case Xsplash_w:
cave[x][y] = Zplayer;
next[x][y] = Zplayer;
+ // FALL THROUGH
+
case Xfake_acid_1:
case Xfake_acid_2:
case Xfake_acid_3:
ply->y = y;
break;
-#ifdef USE_CHANGED_ACID_STUFF
case Xacid_1:
case Xacid_2:
case Xacid_3:
case Xacid_6:
case Xacid_7:
case Xacid_8:
+#ifdef ACID_PLAYER
if (cave[x+1][y-1] == Xblank)
cave[x+1][y-1] = Xsplash_e;
if (cave[x-1][y-1] == Xblank)
cave[x-1][y-1] = Xsplash_w;
play_element_sound(x, y, SOUND_acid, Xacid_1);
+ // FALL THROUGH
#endif
-
case Xboom_android:
case Xboom_1:
case Xbug_1_n:
case Xtank_2_e:
case Xtank_2_s:
case Xtank_2_w:
-
-#ifndef USE_CHANGED_ACID_STUFF
- case Xacid_1:
- case Xacid_2:
- case Xacid_3:
- case Xacid_4:
- case Xacid_5:
- case Xacid_6:
- case Xacid_7:
- case Xacid_8:
-#endif
ply->anim = PLY_walk_n + anim;
ply->x = x;
ply->y = y;
case Xswitch:
play_element_sound(x, y, SOUND_press, element);
lev.ball_cnt = lev.ball_time;
- lev.ball_state = !lev.ball_state;
+ lev.ball_active = !lev.ball_active;
break;
case Xplant:
}
}
+ /* check for wrap-around movement */
+ if (ply->x < lev.left ||
+ ply->x > lev.right - 1)
+ play_element_sound(oldx, oldy, SOUND_door, Xdoor_1);
+
return result;
}
if (!can_move)
{
- ply->joy_n = ply->joy_e = ply->joy_s = ply->joy_w = 0;
+ ply->joy_n = FALSE;
+ ply->joy_e = FALSE;
+ ply->joy_s = FALSE;
+ ply->joy_w = FALSE;
return;
}
if (dx == 0 && dy == 0)
{
- ply->joy_stick = 0;
+ ply->joy_stick = FALSE;
if (ply->joy_drop)
{
ply->dynamite_cnt = 0;
}
- RandomEM += 7; /* be a bit more random if the player doesn't move */
+ /* be a bit more random if the player doesn't move */
+ game_em.random += 7;
return;
}
- ply->joy_stick = 1;
- ply->joy_n = ply->joy_e = ply->joy_s = ply->joy_w = 0;
+ ply->joy_stick = TRUE;
+ ply->joy_n = FALSE;
+ ply->joy_e = FALSE;
+ ply->joy_s = FALSE;
+ ply->joy_w = FALSE;
+
ply->dynamite_cnt = 0; /* reset dynamite timer if we move */
- ply->joy_spin = !ply->joy_spin;
- if (ply->joy_snap == 0) /* player wants to move */
+ if (!ply->joy_snap) /* player wants to move */
{
boolean moved = FALSE;
if (lev.android_clone_cnt == 0)
{
- if (!is_blank[cave[x-1][y-1]] &&
- !is_blank[cave[x][y-1]] &&
- !is_blank[cave[x+1][y-1]] &&
- !is_blank[cave[x-1][y]] &&
- !is_blank[cave[x+1][y]] &&
- !is_blank[cave[x-1][y+1]] &&
- !is_blank[cave[x][y+1]] &&
- !is_blank[cave[x+1][y+1]])
+ if (!is_android_blank[cave[x-1][y-1]] &&
+ !is_android_blank[cave[x][y-1]] &&
+ !is_android_blank[cave[x+1][y-1]] &&
+ !is_android_blank[cave[x-1][y]] &&
+ !is_android_blank[cave[x+1][y]] &&
+ !is_android_blank[cave[x-1][y+1]] &&
+ !is_android_blank[cave[x][y+1]] &&
+ !is_android_blank[cave[x+1][y+1]])
goto android_move;
switch (RANDOM(8))
/* randomly find a direction to move */
case 0: /* S,NE,W,NW,SE,E,SW,N */
- if (is_blank[cave[x][y+1]]) goto android_s;
- if (is_blank[cave[x+1][y-1]]) goto android_ne;
- if (is_blank[cave[x-1][y]]) goto android_w;
- if (is_blank[cave[x-1][y-1]]) goto android_nw;
- if (is_blank[cave[x+1][y+1]]) goto android_se;
- if (is_blank[cave[x+1][y]]) goto android_e;
- if (is_blank[cave[x-1][y+1]]) goto android_sw;
- if (is_blank[cave[x][y-1]]) goto android_n;
+ if (is_android_blank[cave[x][y+1]]) goto android_s;
+ if (is_android_blank[cave[x+1][y-1]]) goto android_ne;
+ if (is_android_blank[cave[x-1][y]]) goto android_w;
+ if (is_android_blank[cave[x-1][y-1]]) goto android_nw;
+ if (is_android_blank[cave[x+1][y+1]]) goto android_se;
+ if (is_android_blank[cave[x+1][y]]) goto android_e;
+ if (is_android_blank[cave[x-1][y+1]]) goto android_sw;
+ if (is_android_blank[cave[x][y-1]]) goto android_n;
goto android_move;
case 1: /* NW,SE,N,S,NE,SW,E,W */
- if (is_blank[cave[x-1][y-1]]) goto android_nw;
- if (is_blank[cave[x+1][y+1]]) goto android_se;
- if (is_blank[cave[x][y-1]]) goto android_n;
- if (is_blank[cave[x][y+1]]) goto android_s;
- if (is_blank[cave[x+1][y-1]]) goto android_ne;
- if (is_blank[cave[x-1][y+1]]) goto android_sw;
- if (is_blank[cave[x+1][y]]) goto android_e;
- if (is_blank[cave[x-1][y]]) goto android_w;
+ if (is_android_blank[cave[x-1][y-1]]) goto android_nw;
+ if (is_android_blank[cave[x+1][y+1]]) goto android_se;
+ if (is_android_blank[cave[x][y-1]]) goto android_n;
+ if (is_android_blank[cave[x][y+1]]) goto android_s;
+ if (is_android_blank[cave[x+1][y-1]]) goto android_ne;
+ if (is_android_blank[cave[x-1][y+1]]) goto android_sw;
+ if (is_android_blank[cave[x+1][y]]) goto android_e;
+ if (is_android_blank[cave[x-1][y]]) goto android_w;
goto android_move;
case 2: /* SW,E,S,W,N,NW,SE,NE */
- if (is_blank[cave[x-1][y+1]]) goto android_sw;
- if (is_blank[cave[x+1][y]]) goto android_e;
- if (is_blank[cave[x][y+1]]) goto android_s;
- if (is_blank[cave[x-1][y]]) goto android_w;
- if (is_blank[cave[x][y-1]]) goto android_n;
- if (is_blank[cave[x-1][y-1]]) goto android_nw;
- if (is_blank[cave[x+1][y+1]]) goto android_se;
- if (is_blank[cave[x+1][y-1]]) goto android_ne;
+ if (is_android_blank[cave[x-1][y+1]]) goto android_sw;
+ if (is_android_blank[cave[x+1][y]]) goto android_e;
+ if (is_android_blank[cave[x][y+1]]) goto android_s;
+ if (is_android_blank[cave[x-1][y]]) goto android_w;
+ if (is_android_blank[cave[x][y-1]]) goto android_n;
+ if (is_android_blank[cave[x-1][y-1]]) goto android_nw;
+ if (is_android_blank[cave[x+1][y+1]]) goto android_se;
+ if (is_android_blank[cave[x+1][y-1]]) goto android_ne;
goto android_move;
case 3: /* N,SE,NE,E,W,S,NW,SW */
- if (is_blank[cave[x][y-1]]) goto android_n;
- if (is_blank[cave[x+1][y+1]]) goto android_se;
- if (is_blank[cave[x+1][y-1]]) goto android_ne;
- if (is_blank[cave[x+1][y]]) goto android_e;
- if (is_blank[cave[x-1][y]]) goto android_w;
- if (is_blank[cave[x][y+1]]) goto android_s;
- if (is_blank[cave[x-1][y-1]]) goto android_nw;
- if (is_blank[cave[x-1][y+1]]) goto android_sw;
+ if (is_android_blank[cave[x][y-1]]) goto android_n;
+ if (is_android_blank[cave[x+1][y+1]]) goto android_se;
+ if (is_android_blank[cave[x+1][y-1]]) goto android_ne;
+ if (is_android_blank[cave[x+1][y]]) goto android_e;
+ if (is_android_blank[cave[x-1][y]]) goto android_w;
+ if (is_android_blank[cave[x][y+1]]) goto android_s;
+ if (is_android_blank[cave[x-1][y-1]]) goto android_nw;
+ if (is_android_blank[cave[x-1][y+1]]) goto android_sw;
goto android_move;
case 4: /* SE,NW,E,NE,SW,W,N,S */
- if (is_blank[cave[x+1][y+1]]) goto android_se;
- if (is_blank[cave[x-1][y-1]]) goto android_nw;
- if (is_blank[cave[x+1][y]]) goto android_e;
- if (is_blank[cave[x+1][y-1]]) goto android_ne;
- if (is_blank[cave[x-1][y+1]]) goto android_sw;
- if (is_blank[cave[x-1][y]]) goto android_w;
- if (is_blank[cave[x][y-1]]) goto android_n;
- if (is_blank[cave[x][y+1]]) goto android_s;
+ if (is_android_blank[cave[x+1][y+1]]) goto android_se;
+ if (is_android_blank[cave[x-1][y-1]]) goto android_nw;
+ if (is_android_blank[cave[x+1][y]]) goto android_e;
+ if (is_android_blank[cave[x+1][y-1]]) goto android_ne;
+ if (is_android_blank[cave[x-1][y+1]]) goto android_sw;
+ if (is_android_blank[cave[x-1][y]]) goto android_w;
+ if (is_android_blank[cave[x][y-1]]) goto android_n;
+ if (is_android_blank[cave[x][y+1]]) goto android_s;
goto android_move;
case 5: /* NE,W,SE,SW,S,N,E,NW */
- if (is_blank[cave[x+1][y-1]]) goto android_ne;
- if (is_blank[cave[x-1][y]]) goto android_w;
- if (is_blank[cave[x+1][y+1]]) goto android_se;
- if (is_blank[cave[x-1][y+1]]) goto android_sw;
- if (is_blank[cave[x][y+1]]) goto android_s;
- if (is_blank[cave[x][y-1]]) goto android_n;
- if (is_blank[cave[x+1][y]]) goto android_e;
- if (is_blank[cave[x-1][y-1]]) goto android_nw;
+ if (is_android_blank[cave[x+1][y-1]]) goto android_ne;
+ if (is_android_blank[cave[x-1][y]]) goto android_w;
+ if (is_android_blank[cave[x+1][y+1]]) goto android_se;
+ if (is_android_blank[cave[x-1][y+1]]) goto android_sw;
+ if (is_android_blank[cave[x][y+1]]) goto android_s;
+ if (is_android_blank[cave[x][y-1]]) goto android_n;
+ if (is_android_blank[cave[x+1][y]]) goto android_e;
+ if (is_android_blank[cave[x-1][y-1]]) goto android_nw;
goto android_move;
case 6: /* E,N,SW,S,NW,NE,SE,W */
- if (is_blank[cave[x+1][y]]) goto android_e;
- if (is_blank[cave[x][y-1]]) goto android_n;
- if (is_blank[cave[x-1][y+1]]) goto android_sw;
- if (is_blank[cave[x][y+1]]) goto android_s;
- if (is_blank[cave[x-1][y-1]]) goto android_nw;
- if (is_blank[cave[x+1][y-1]]) goto android_ne;
- if (is_blank[cave[x+1][y+1]]) goto android_se;
- if (is_blank[cave[x-1][y]]) goto android_w;
+ if (is_android_blank[cave[x+1][y]]) goto android_e;
+ if (is_android_blank[cave[x][y-1]]) goto android_n;
+ if (is_android_blank[cave[x-1][y+1]]) goto android_sw;
+ if (is_android_blank[cave[x][y+1]]) goto android_s;
+ if (is_android_blank[cave[x-1][y-1]]) goto android_nw;
+ if (is_android_blank[cave[x+1][y-1]]) goto android_ne;
+ if (is_android_blank[cave[x+1][y+1]]) goto android_se;
+ if (is_android_blank[cave[x-1][y]]) goto android_w;
goto android_move;
case 7: /* W,SW,NW,N,E,SE,NE,S */
- if (is_blank[cave[x-1][y]]) goto android_w;
- if (is_blank[cave[x-1][y+1]]) goto android_sw;
- if (is_blank[cave[x-1][y-1]]) goto android_nw;
- if (is_blank[cave[x][y-1]]) goto android_n;
- if (is_blank[cave[x+1][y]]) goto android_e;
- if (is_blank[cave[x+1][y+1]]) goto android_se;
- if (is_blank[cave[x+1][y-1]]) goto android_ne;
- if (is_blank[cave[x][y+1]]) goto android_s;
+ if (is_android_blank[cave[x-1][y]]) goto android_w;
+ if (is_android_blank[cave[x-1][y+1]]) goto android_sw;
+ if (is_android_blank[cave[x-1][y-1]]) goto android_nw;
+ if (is_android_blank[cave[x][y-1]]) goto android_n;
+ if (is_android_blank[cave[x+1][y]]) goto android_e;
+ if (is_android_blank[cave[x+1][y+1]]) goto android_se;
+ if (is_android_blank[cave[x+1][y-1]]) goto android_ne;
+ if (is_android_blank[cave[x][y+1]]) goto android_s;
goto android_move;
}
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_bug(x, y, Xbug_1_n);
+ next[x][y] = Zboom;
+ Lboom_bug(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_bug(x, y, Xbug_2_n);
+ next[x][y] = Zboom;
+ Lboom_bug(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_bug(x, y, Xbug_1_e);
+ next[x][y] = Zboom;
+ Lboom_bug(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_bug(x, y, Xbug_2_e);
+ next[x][y] = Zboom;
+ Lboom_bug(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_bug(x, y, Xbug_1_s);
+ next[x][y] = Zboom;
+ Lboom_bug(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_bug(x, y, Xbug_2_s);
+ next[x][y] = Zboom;
+ Lboom_bug(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_bug(x, y, Xbug_1_w);
+ next[x][y] = Zboom;
+ Lboom_bug(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_bug(x, y, Xbug_2_w);
+ next[x][y] = Zboom;
+ Lboom_bug(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_tank(x, y, Xtank_1_n);
+ next[x][y] = Zboom;
+ Lboom_tank(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_tank(x, y, Xtank_2_n);
+ next[x][y] = Zboom;
+ Lboom_tank(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_tank(x, y, Xtank_1_e);
+ next[x][y] = Zboom;
+ Lboom_tank(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_tank(x, y, Xtank_2_e);
+ next[x][y] = Zboom;
+ Lboom_tank(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_tank(x, y, Xtank_1_s);
+ next[x][y] = Zboom;
+ Lboom_tank(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_tank(x, y, Xtank_2_s);
+ next[x][y] = Zboom;
+ Lboom_tank(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_tank(x, y, Xtank_1_w);
+ next[x][y] = Zboom;
+ Lboom_tank(x, y);
return;
}
is_amoeba[cave[x][y+1]] ||
is_amoeba[cave[x-1][y]])
{
- Lboom_tank(x, y, Xtank_2_w);
+ next[x][y] = Zboom;
+ Lboom_tank(x, y);
return;
}
return;
case Xwonderwall:
- if (lev.wonderwall_time)
+ if (lev.wonderwall_time > 0)
{
- lev.wonderwall_state = 1;
+ lev.wonderwall_active = TRUE;
cave[x][y] = Yemerald_sB;
next[x][y] = Xblank;
if (is_blank[cave[x][y+2]])
return;
case Xwonderwall:
- if (lev.wonderwall_time)
+ if (lev.wonderwall_time > 0)
{
- lev.wonderwall_state = 1;
+ lev.wonderwall_active = TRUE;
cave[x][y] = Ydiamond_sB;
next[x][y] = Xblank;
if (is_blank[cave[x][y+2]])
case Xeater_s:
case Xeater_w:
cave[x][y] = Ystone_sB;
+ Lboom_next_new(x, y, Xblank);
cave[x][y+1] = Yeater_stone;
- Lboom_eater(x, y+1, Xstone_fall);
+ next[x][y+1] = Zeater;
+ Lboom_eater_old(x, y+1);
score += lev.eater_score;
return;
case Xalien:
case Xalien_pause:
cave[x][y] = Ystone_sB;
+ Lboom_next_new(x, y, Xblank);
cave[x][y+1] = Yalien_stone;
- Lboom_tank(x, y+1, Xstone_fall);
+ next[x][y+1] = Ztank;
+ Lboom_tank_old(x, y+1);
score += lev.alien_score;
return;
case Xbug_2_s:
case Xbug_2_w:
cave[x][y] = Ystone_sB;
+ Lboom_next_new(x, y, Xblank);
cave[x][y+1] = Ybug_stone;
- Lboom_bug(x, y+1, Xstone_fall);
+ next[x][y+1] = Zbug;
+ Lboom_bug_old(x, y+1);
score += lev.bug_score;
return;
case Xtank_2_s:
case Xtank_2_w:
cave[x][y] = Ystone_sB;
+ Lboom_next_new(x, y, Xblank);
cave[x][y+1] = Ytank_stone;
- Lboom_tank(x, y+1, Xstone_fall);
+ next[x][y+1] = Ztank;
+ Lboom_tank_old(x, y+1);
score += lev.tank_score;
return;
case Xbomb:
case Xbomb_pause:
+ Lboom_cave_new(x, y, Xstone);
+ Lboom_next_new(x, y, Xstone);
cave[x][y+1] = Ybomb_blank;
- Lboom_tank(x, y+1, Xstone_fall);
+ next[x][y+1] = Ztank;
+ Lboom_tank_old(x, y+1);
return;
case Xnut:
return;
case Xwonderwall:
- if (lev.wonderwall_time)
+ if (lev.wonderwall_time > 0)
{
- lev.wonderwall_state = 1;
+ lev.wonderwall_active = TRUE;
cave[x][y] = Ystone_sB;
next[x][y] = Xblank;
if (is_blank[cave[x][y+2]])
default:
cave[x][y] = Ybomb_blank;
- Lboom_tank(x, y, Xbomb_fall);
+ next[x][y] = Ztank;
+ Lboom_tank_old(x, y);
return;
}
}
case Xeater_s:
case Xeater_w:
cave[x][y] = Yspring_sB;
+ next[x][y] = Xblank;
cave[x][y+1] = Yeater_spring;
- Lboom_eater(x, y+1, Xspring_fall);
+ next[x][y+1] = Zeater;
+ Lboom_eater_old(x, y+1);
score += lev.eater_score;
return;
case Xalien:
case Xalien_pause:
cave[x][y] = Yspring_sB;
+ next[x][y] = Xblank;
cave[x][y+1] = Yalien_spring;
- Lboom_tank(x, y+1, Xspring_fall);
+ next[x][y+1] = Ztank;
+ Lboom_tank_old(x, y+1);
score += lev.alien_score;
return;
case Xbug_2_s:
case Xbug_2_w:
cave[x][y] = Yspring_sB;
+ next[x][y] = Xblank;
cave[x][y+1] = Ybug_spring;
- Lboom_bug(x, y+1, Xspring_fall);
+ next[x][y+1] = Zbug;
+ Lboom_bug_old(x, y+1);
score += lev.bug_score;
return;
case Xtank_2_s:
case Xtank_2_w:
cave[x][y] = Yspring_sB;
+ next[x][y] = Xblank;
cave[x][y+1] = Ytank_spring;
- Lboom_tank(x, y+1, Xspring_fall);
+ next[x][y+1] = Ztank;
+ Lboom_tank_old(x, y+1);
score += lev.tank_score;
return;
case Xbomb:
case Xbomb_pause:
+ cave[x][y] = Xspring;
+ next[x][y] = Xspring;
cave[x][y+1] = Ybomb_blank;
- Lboom_tank(x, y+1, Xspring_fall);
+ next[x][y+1] = Ztank;
+ Lboom_tank_old(x, y+1);
return;
default:
switch (cave[x+1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xemerald);
return;
#ifdef ACID_ROLL
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x+2][y-1] == Xblank)
cave[x+2][y-1] = Xsplash_e;
if (cave[x][y-1] == Xblank)
switch (cave[x-1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xemerald);
return;
#ifdef ACID_ROLL
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x][y-1] == Xblank)
cave[x][y-1] = Xsplash_e;
if (cave[x-2][y-1] == Xblank)
switch (cave[x+1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xdiamond);
return;
#ifdef ACID_ROLL
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x+2][y-1] == Xblank)
cave[x+2][y-1] = Xsplash_e;
if (cave[x][y-1] == Xblank)
switch (cave[x-1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xdiamond);
return;
#ifdef ACID_ROLL
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x][y-1] == Xblank)
cave[x][y-1] = Xsplash_e;
if (cave[x-2][y-1] == Xblank)
switch (cave[x+1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xstone);
return;
#ifdef ACID_ROLL
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x+2][y-1] == Xblank)
cave[x+2][y-1] = Xsplash_e;
if (cave[x][y-1] == Xblank)
switch (cave[x-1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xstone);
return;
#ifdef ACID_ROLL
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x][y-1] == Xblank)
cave[x][y-1] = Xsplash_e;
if (cave[x-2][y-1] == Xblank)
switch (cave[x+1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xbomb);
return;
#ifdef ACID_ROLL
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x+2][y-1] == Xblank)
cave[x+2][y-1] = Xsplash_e;
if (cave[x][y-1] == Xblank)
switch (cave[x-1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xbomb);
return;
#ifdef ACID_ROLL
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x][y-1] == Xblank)
cave[x][y-1] = Xsplash_e;
if (cave[x-2][y-1] == Xblank)
switch (cave[x+1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xnut);
return;
#ifdef ACID_ROLL
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x+2][y-1] == Xblank)
cave[x+2][y-1] = Xsplash_e;
if (cave[x][y-1] == Xblank)
switch (cave[x-1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xnut);
return;
#ifdef ACID_ROLL
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x][y-1] == Xblank)
cave[x][y-1] = Xsplash_e;
if (cave[x-2][y-1] == Xblank)
switch (cave[x+1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xspring);
return;
#ifdef ACID_ROLL
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x+2][y-1] == Xblank)
cave[x+2][y-1] = Xsplash_e;
if (cave[x][y-1] == Xblank)
switch (cave[x-1][y])
{
+ case Zplayer:
+ if (!game_em.use_old_push_elements)
+ break;
case Zborder:
case Zbug:
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xboom_1:
+ Lpush_element_old(x, y, Xspring);
return;
#ifdef ACID_ROLL
case Xacid_6:
case Xacid_7:
case Xacid_8:
+ if (game_em.use_old_push_into_acid)
+ break;
if (cave[x][y-1] == Xblank)
cave[x][y-1] = Xsplash_e;
if (cave[x-2][y-1] == Xblank)
static void Lball_1(int x, int y)
{
- if (lev.ball_state == 0)
+ if (!lev.ball_active)
return;
cave[x][y] = Yball_1;
static void Lball_2(int x, int y)
{
- if (lev.ball_state == 0)
+ if (!lev.ball_active)
return;
cave[x][y] = Yball_2;
static void Lwonderwall(int x, int y)
{
- if (lev.wonderwall_time && lev.wonderwall_state)
+ if (lev.wonderwall_time > 0 && lev.wonderwall_active)
{
cave[x][y] = Ywonderwall;
play_element_sound(x, y, SOUND_wonder, Xwonderwall);
static void Lswitch(int x, int y)
{
- if (lev.ball_state)
+ if (lev.ball_active)
cave[x][y] = Yswitch;
}
case Ztank:
case Zeater:
case Zdynamite:
+ case Zboom:
+ case Xchain:
case Xboom_bug:
- case Xboom_bomb:
+ case Xboom_tank:
case Xboom_android:
case Xacid_1:
case Xacid_2:
case Xbug_2_s:
case Xbug_2_w:
cave[x][y] = Xboom_bug;
+ Lboom_bug_new(x, y, TRUE);
return;
case Xbomb:
case Xbomb_pause:
case Xbomb_fall:
- cave[x][y] = Xboom_bomb;
+ cave[x][y] = Xboom_tank;
+ Lboom_tank_new(x, y, TRUE);
return;
default:
switch (cave[x][y])
{
case Zbug:
+ Lboom_bug_new(x, y, FALSE);
Lboom_nine(x, y, FALSE);
break;
case Ztank:
+ Lboom_tank_new(x, y, FALSE);
Lboom_nine(x, y, FALSE);
break;
case Zeater:
+ Lboom_eater_new(x, y, FALSE);
Lboom_nine(x, y, FALSE);
break;
case Zdynamite:
Lboom_nine(x, y, TRUE);
break;
+
+ case Zboom:
+ Lboom_nine(x, y, FALSE);
+ break;
}
}
Lboom_1(x, y);
}
+static void Lchain(int x, int y)
+{
+ next[x][y] = Zboom;
+}
+
static void handle_tile(int x, int y)
{
switch (cave[x][y])
case Xpause: Lpause(x, y); break;
- case Xboom_bug: Lboom_bug(x, y, Xboom_bug); break;
- case Xboom_bomb: Lboom_tank(x, y, Xboom_bomb); break;
+ case Xchain: Lchain(x, y); break;
+ case Xboom_bug: Lboom_bug(x, y); break;
+ case Xboom_tank: Lboom_tank(x, y); break;
case Xboom_android: Lboom_android(x, y); break;
case Xboom_1: Lboom_1(x, y); break;
case Xboom_2: Lboom_2(x, y); break;
}
}
-void logic_players(void)
+static void logic_players(void)
{
int start_check_nr;
int i;
for (i = 0; i < MAX_PLAYERS; i++)
{
+ if (!ply[i].alive)
+ continue;
+
/* check for wrap-around movement */
if (ply[i].x < lev.left ||
ply[i].x > lev.right - 1)
game.centered_player_nr_next = i;
game.set_centered_player = TRUE;
- game.set_centered_player_fast = TRUE;
+ game.set_centered_player_wrap = TRUE;
}
- ply[i].oldx = ply[i].x;
- ply[i].oldy = ply[i].y;
+ ply[i].prev_x = ply[i].x;
+ ply[i].prev_y = ply[i].y;
ply[i].anim = PLY_still;
}
- start_check_nr = (RandomEM & 128 ? 0 : 1) * 2 + (RandomEM & 256 ? 0 : 1);
+ start_check_nr = ((game_em.random & 128 ? 0 : 1) * 2 +
+ (game_em.random & 256 ? 0 : 1));
for (i = 0; i < MAX_PLAYERS; i++)
{
if (!ply[i].alive)
continue;
- if (cave[ply[i].oldx][ply[i].oldy] == Zplayer)
+ if (cave[ply[i].prev_x][ply[i].prev_y] == Zplayer)
{
- cave[ply[i].oldx][ply[i].oldy] = Xblank;
- next[ply[i].oldx][ply[i].oldy] = Xblank;
+ cave[ply[i].prev_x][ply[i].prev_y] = Xblank;
+ next[ply[i].prev_x][ply[i].prev_y] = Xblank;
}
if (cave[ply[i].x][ply[i].y] == Xblank)
}
}
-void logic_objects(void)
+static void logic_objects(void)
{
int x, y;
next = lev.next;
boom = lev.boom;
- seed = RandomEM;
+ seed = game_em.random;
score = 0;
for (y = lev.top; y < lev.bottom; y++)
else
game_em.game_over = TRUE;
- RandomEM = seed;
+ game_em.random = seed;
/* triple buffering */
void *temp = lev.cave;
lev.draw = temp;
}
-void logic_globals(void)
+static void logic_globals(void)
{
int x;
int y;
lev.android_move_cnt = lev.android_move_time;
if (lev.android_clone_cnt-- == 0)
lev.android_clone_cnt = lev.android_clone_time;
- if (lev.ball_state)
+ if (lev.ball_active)
if (lev.ball_cnt-- == 0)
lev.ball_cnt = lev.ball_time;
if (lev.lenses_cnt)
lev.wheel_cnt--;
if (lev.wind_cnt)
lev.wind_cnt--;
- if (lev.wonderwall_time && lev.wonderwall_state)
+ if (lev.wonderwall_time > 0 && lev.wonderwall_active)
lev.wonderwall_time--;
if (lev.wheel_cnt)
/* grow amoeba */
- random = RandomEM;
+ random = game_em.random;
for (count = lev.amoeba_time; count--;)
{
random = random * 129 + 1;
}
- RandomEM = random;
+ game_em.random = random;
/* handle explosions */
for (x = lev.left; x < lev.right; x++)
next[x][y] = cave[x][y];
}
+
+void logic_init(void)
+{
+ int splash_is_blank = !game_em.use_old_android;
+
+ is_android_blank[Xsplash_e] = splash_is_blank;
+ is_android_blank[Xsplash_w] = splash_is_blank;
+}
+
+void logic(void)
+{
+ if (frame == 0)
+ {
+ logic_players();
+ logic_objects();
+ }
+
+ if (frame == 1)
+ {
+ logic_globals();
+ }
+}