* large switch statement for tiles the player interacts with.
*/
-#include "tile.h"
-#include "level.h"
-#include "sample.h"
-#include "display.h"
+#include "main_em.h"
-static void player(struct PLAYER *);
-static int test(struct PLAYER *);
-static void die(struct PLAYER *);
+#if 0
+extern int centered_player_nr;
+#endif
+
+#define USE_CHANGED_ACID_STUFF 1
+
+extern boolean checkIfAllPlayersFitToScreen();
+
+static void check_player(struct PLAYER *);
+static void kill_player(struct PLAYER *);
+static boolean player_digfield(struct PLAYER *, int, int);
+static boolean player_killed(struct PLAYER *);
void synchro_1(void)
{
- /* must test for death and actually kill separately */
- char ply1_kill = test(&ply1);
- char ply2_kill = test(&ply2);
+#if 1
+
+ int start_check_nr;
+ int i;
+
+ game_em.any_player_moving = FALSE;
+
+ /* must test for death and actually kill separately */
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ boolean ply_kill = player_killed(&ply[i]);
+
+ if (ply[i].alive && ply_kill)
+ kill_player(&ply[i]);
+ }
+
+#else
+
+ /* must test for death and actually kill separately */
+ boolean ply1_kill = player_killed(&ply1);
+ boolean ply2_kill = player_killed(&ply2);
if (ply1.alive && ply1_kill)
- die(&ply1);
+ kill_player(&ply1);
if (ply2.alive && ply2_kill)
- die(&ply2);
+ kill_player(&ply2);
+
+#endif
#if 0
ply1.alive = 1; /* debugging */
#endif
+#if 1
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ ply[i].oldx = ply[i].x;
+ ply[i].oldy = ply[i].y;
+ ply[i].anim = SPR_still;
+ }
+
+ start_check_nr = (RandomEM & 128 ? 0 : 1) * 2 + (RandomEM & 256 ? 0 : 1);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ int check_nr = (start_check_nr + i) % MAX_PLAYERS;
+
+ if (ply[check_nr].alive)
+ check_player(&ply[check_nr]);
+ }
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (!ply[i].alive)
+ continue;
+
+ if (Cave[ply[i].oldy][ply[i].oldx] == Zplayer)
+ {
+ Cave[ply[i].oldy][ply[i].oldx] = Xblank;
+ Next[ply[i].oldy][ply[i].oldx] = Xblank;
+ }
+
+ if (Cave[ply[i].y][ply[i].x] == Xblank)
+ {
+ Cave[ply[i].y][ply[i].x] = Zplayer;
+ Next[ply[i].y][ply[i].x] = Zplayer;
+ }
+ }
+
+#else
+
ply1.oldx = ply1.x;
ply1.oldy = ply1.y;
ply1.anim = SPR_still;
ply2.oldy = ply2.y;
ply2.anim = SPR_still;
- if (Random & 256)
+ if (RandomEM & 256)
{
- if (ply1.alive) player(&ply1);
- if (ply2.alive) player(&ply2);
+ if (ply1.alive) check_player(&ply1);
+ if (ply2.alive) check_player(&ply2);
}
else
{
- if (ply2.alive) player(&ply2);
- if (ply1.alive) player(&ply1);
+ if (ply2.alive) check_player(&ply2);
+ if (ply1.alive) check_player(&ply1);
}
if (ply1.alive)
Next[ply2.y][ply2.x] = Zplayer;
}
}
+
+#endif
}
-static int test(struct PLAYER *ply)
+static boolean player_killed(struct PLAYER *ply)
{
- register unsigned int x = ply->x;
- register unsigned int y = ply->y;
+ int x = ply->x;
+ int y = ply->y;
- if (!ply->alive)
- return 0;
+#if 0
+ printf("::: %d: %d, %d\n", ply->num, x, y);
+#endif
- if (lev.time == 0)
- return(1);
+ if (!ply->alive)
+ return FALSE;
+
+#if 1
+ if (lev.killed_out_of_time && setup.time_limit)
+ return TRUE;
+#else
+ if (lev.time_initial > 0 && lev.time == 0 && setup.time_limit)
+ return TRUE;
+#endif
switch(Cave[y-1][x])
{
case Xtank_goe:
case Xtank_gos:
case Xtank_gow:
- return(1);
+ return TRUE;
}
switch(Cave[y][x+1])
case Xtank_goe:
case Xtank_gos:
case Xtank_gow:
- return(1);
+ return TRUE;
}
switch(Cave[y+1][x])
case Xtank_goe:
case Xtank_gos:
case Xtank_gow:
- return(1);
+ return TRUE;
}
switch(Cave[y][x-1])
case Xtank_goe:
case Xtank_gos:
case Xtank_gow:
- return(1);
+ return TRUE;
}
switch(Cave[y][x])
case Xdynamite_2:
case Xdynamite_3:
case Xdynamite_4:
- return(0);
+#if 1
+ case Xfake_acid_1:
+ case Xfake_acid_2:
+ case Xfake_acid_3:
+ case Xfake_acid_4:
+ case Xfake_acid_5:
+ case Xfake_acid_6:
+ case Xfake_acid_7:
+ case Xfake_acid_8:
+#endif
+ return FALSE;
}
- return(1);
+ return TRUE;
}
-static void die(struct PLAYER *ply)
+static void kill_player(struct PLAYER *ply)
{
- register unsigned int x = ply->x;
- register unsigned int y = ply->y;
+ int x = ply->x;
+ int y = ply->y;
ply->alive = 0;
case Xbug_gos:
case Xbug_gow:
Cave[y-1][x] = Xboom_bug;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y-1][x] = Xboom_bomb;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
break;
}
case Xbug_gos:
case Xbug_gow:
Cave[y][x+1] = Xboom_bug;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y][x+1] = Xboom_bomb;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
break;
}
case Xbug_gos:
case Xbug_gow:
Cave[y+1][x] = Xboom_bug;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y+1][x] = Xboom_bomb;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
break;
}
case Xbug_gos:
case Xbug_gow:
Cave[y][x-1] = Xboom_bug;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y][x-1] = Xboom_bomb;
+#if 0
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+#endif
break;
}
case Xexit_1:
case Xexit_2:
case Xexit_3:
- play_sound(x, y, SAMPLE_exit);
+ lev.exit_x = x;
+ lev.exit_y = y;
+ play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
break;
default:
- play_sound(x, y, SAMPLE_die);
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
+ play_element_sound(x, y, SAMPLE_die, Zplayer);
break;
}
- Cave[y][x] = Xboom_1;
- Boom[y][x] = Xblank;
+ switch(Cave[y][x])
+ {
+#if 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:
+ break;
+#endif
+
+ default:
+ Cave[y][x] = Xboom_1;
+ Boom[y][x] = Xblank;
+ break;
+ }
}
-static void player(struct PLAYER *ply)
+static void check_player(struct PLAYER *ply)
{
- register unsigned int x = ply->x;
- register unsigned int y = ply->y;
- unsigned int anim = 0; /* initialized to make compilers happy */
+ int oldx = ply->x;
+ int oldy = ply->y;
+ int x = oldx;
+ int y = oldy;
+ int anim = 0;
int dx = 0, dy = 0;
+ game_em.last_player_direction[ply->num] = MV_NONE;
+
+#if 0
+ printf("::: up == %d, down == %d, left == %d, right == %d, fire == %d [spin == %d, stick == %d]\n",
+ ply->joy_n, ply->joy_s, ply->joy_w, ply->joy_e, ply->joy_fire,
+ ply->joy_spin, ply->joy_stick);
+#endif
+
+#if 1
+ if (ply->joy_w) /* west */
+ {
+ x--;
+ dx = -1;
+ anim = 3;
+ }
+ else if (ply->joy_e) /* east */
+ {
+ x++;
+ dx = 1;
+ anim = 1;
+ }
+
+ if (ply->joy_n) /* north */
+ {
+ y--;
+ dy = -1;
+ anim = 0;
+ }
+ else if (ply->joy_s) /* south */
+ {
+ y++;
+ dy = 1;
+ anim = 2;
+ }
+
+#else
+
if ((ply->joy_spin = !ply->joy_spin))
{
- if (ply->joy_n)
+ if (ply->joy_n) /* north */
{
y--;
dy = -1;
anim = 0;
- /* north */
}
- else if (ply->joy_e)
+ else if (ply->joy_e) /* east */
{
x++;
dx = 1;
anim = 1;
- /* east */
}
- else if (ply->joy_s)
+ else if (ply->joy_s) /* south */
{
y++;
dy = 1;
anim = 2;
- /* south */
}
- else if (ply->joy_w)
+ else if (ply->joy_w) /* west */
{
x--;
dx = -1;
anim = 3;
- /* west */
}
}
else
{
- if (ply->joy_w)
+ if (ply->joy_w) /* west */
{
x--;
dx = -1;
anim = 3;
- /* west */
}
- else if (ply->joy_s)
+ else if (ply->joy_s) /* south */
{
y++;
dy = 1;
anim = 2;
- /* south */
}
- else if (ply->joy_e)
+ else if (ply->joy_e) /* east */
{
x++;
dx = 1;
anim = 1;
- /* east */
}
- else if (ply->joy_n)
+ else if (ply->joy_n) /* north */
{
y--;
dy = -1;
anim = 0;
- /* north */
+ }
+ }
+#endif
+
+ if (dx || dy)
+ {
+ int oldx = ply->x;
+ int oldy = ply->y;
+ int x = oldx + dx;
+ int y = oldy + dy;
+ boolean players_visible_before_move;
+ boolean players_visible_after_move;
+ boolean can_move;
+
+ players_visible_before_move = checkIfAllPlayersFitToScreen();
+
+ ply->x = x;
+ ply->y = y;
+
+ players_visible_after_move = checkIfAllPlayersFitToScreen();
+
+ /*
+ player is allowed to move only in the following cases:
+ - it is not needed to display all players (not focussed to all players)
+ - all players are (still or again) visible after the move
+ - some players were already outside visible screen area before the move
+ */
+ can_move = (game.centered_player_nr != -1 ||
+ players_visible_after_move ||
+ !players_visible_before_move);
+
+ ply->x = oldx;
+ ply->y = oldy;
+
+ if (!can_move)
+ {
+ ply->joy_n = ply->joy_e = ply->joy_s = ply->joy_w = 0;
+
+ return;
}
}
{
ply->joy_stick = 0;
- if (ply->joy_fire)
+ if (ply->joy_drop)
{
if (++ply->dynamite_cnt == 5 && ply->dynamite)
{
Cave[y][x] = Xdynamite_1;
- play_sound(x, y, SAMPLE_dynamite);
+ play_element_sound(x, y, SAMPLE_dynamite, Xdynamite_1);
ply->dynamite--;
}
}
ply->dynamite_cnt = 0;
}
- Random += 7; /* bit more random if we dont move */
+ RandomEM += 7; /* be a bit more random if the player doesn't move */
return;
}
ply->joy_stick = 1;
ply->joy_n = ply->joy_e = ply->joy_s = ply->joy_w = 0;
- ply->dynamite_cnt = 0; /* reset dynamite timer if we move */
+ 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 */
+ {
+ boolean moved = FALSE;
+
+ if (ply->last_move_dir & MV_HORIZONTAL)
+ {
+ if (!(moved = player_digfield(ply, 0, dy)))
+ moved = player_digfield(ply, dx, 0);
+ }
+ else
+ {
+ if (!(moved = player_digfield(ply, dx, 0)))
+ moved = player_digfield(ply, 0, dy);
+ }
- if (ply->joy_fire == 0)
+ if (moved)
+ {
+ if (oldx != ply->x)
+ ply->last_move_dir = (dx < 0 ? MV_LEFT : MV_RIGHT);
+ else if (oldy != ply->y)
+ ply->last_move_dir = (dy < 0 ? MV_UP : MV_DOWN);
+
+ game_em.any_player_moving = TRUE;
+ game_em.last_moving_player = ply->num;
+ game_em.last_player_direction[ply->num] = ply->last_move_dir;
+ }
+ }
+ else /* player wants to snap */
+ {
+ player_digfield(ply, dx, dy);
+ }
+}
+
+static boolean player_digfield(struct PLAYER *ply, int dx, int dy)
+{
+ int anim = (dx < 0 ? 3 : dx > 0 ? 1 : dy < 0 ? 0 : dy > 0 ? 2 : 2);
+ int oldx = ply->x;
+ int oldy = ply->y;
+ int x = oldx + dx;
+ int y = oldy + dy;
+ boolean result = TRUE;
+
+ if (!dx && !dy) /* no direction specified */
+ return FALSE;
+
+ if (dx && dy && ply->joy_snap) /* more than one direction specified */
+ return FALSE;
+
+ if (ply->joy_snap == 0) /* player wants to move */
{
int element = Cave[y][x];
case Yacid_splash_wB:
Cave[y][x] = Zplayer;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_blank);
+#if 1
+ case Xfake_acid_1:
+ case Xfake_acid_2:
+ case Xfake_acid_3:
+ case Xfake_acid_4:
+ case Xfake_acid_5:
+ case Xfake_acid_6:
+ case Xfake_acid_7:
+ case Xfake_acid_8:
+#endif
+ play_element_sound(x, y, SAMPLE_blank, Xblank);
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
break;
+#if 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:
+ if (Cave[y-1][x+1] == Xblank)
+ Cave[y-1][x+1] = Yacid_splash_eB;
+ if (Cave[y-1][x-1] == Xblank)
+ Cave[y-1][x-1] = Yacid_splash_wB;
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
+#endif
+
case Xboom_android:
case Xboom_1:
case Xbug_n:
case Xtank_goe:
case Xtank_gos:
case Xtank_gow:
+
+#if !USE_CHANGED_ACID_STUFF
case Xacid_1:
case Xacid_2:
case Xacid_3:
case Xacid_6:
case Xacid_7:
case Xacid_8:
+#endif
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
case Xkey_1:
ply->keys |= 0x01;
+ Cave[y][x] = Ykey_1_eat;
goto key_walk;
case Xkey_2:
ply->keys |= 0x02;
+ Cave[y][x] = Ykey_2_eat;
goto key_walk;
case Xkey_3:
ply->keys |= 0x04;
+ Cave[y][x] = Ykey_3_eat;
goto key_walk;
case Xkey_4:
ply->keys |= 0x08;
+ Cave[y][x] = Ykey_4_eat;
goto key_walk;
case Xkey_5:
ply->keys |= 0x10;
+ Cave[y][x] = Ykey_5_eat;
goto key_walk;
case Xkey_6:
ply->keys |= 0x20;
+ Cave[y][x] = Ykey_6_eat;
goto key_walk;
case Xkey_7:
ply->keys |= 0x40;
+ Cave[y][x] = Ykey_7_eat;
goto key_walk;
case Xkey_8:
ply->keys |= 0x80;
+ Cave[y][x] = Ykey_8_eat;
goto key_walk;
key_walk:
- Cave[y][x] = Yball_eat;
Next[y][x] = Zplayer;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.key_score;
break;
case Xlenses:
- Cave[y][x] = Yball_eat;
+ Cave[y][x] = Ylenses_eat;
Next[y][x] = Zplayer;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.lenses_score;
break;
case Xmagnify:
- Cave[y][x] = Yball_eat;
+ Cave[y][x] = Ymagnify_eat;
Next[y][x] = Zplayer;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.magnify_score;
Cave[y-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y-1][x+dx-1] == Xblank)
Cave[y-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto stone_walk;
case Xblank:
Cave[y-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y-1][x+dx-1] == Xblank)
Cave[y-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto bomb_walk;
case Xblank:
Cave[y-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y-1][x+dx-1] == Xblank)
Cave[y-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto nut_walk;
case Xblank:
Cave[y][x+dx] = dx > 0 ? Yspring_kill_e : Yspring_kill_w;
Next[y][x] = Zplayer;
Next[y][x+dx] = dx > 0 ? Xspring_e : Xspring_w;
- play_sound(x, y, SAMPLE_slurp);
+ play_element_sound(x, y, SAMPLE_slurp, Xalien);
lev.score += lev.slurp_score;
ply->x = x;
break;
Cave[y-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y-1][x+dx-1] == Xblank)
Cave[y-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto spring_walk;
case Xblank:
Cave[y+dy-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y+dy-1][x+dx-1] == Xblank)
Cave[y+dy-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto balloon_walk;
case Xblank:
Cave[y+dy-1][x+dx+1] = Yacid_splash_eB;
if (Cave[y+dy-1][x+dx-1] == Xblank)
Cave[y+dy-1][x+dx-1] = Yacid_splash_wB;
- play_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
goto android_walk;
case Xblank:
case Xexit_1:
case Xexit_2:
case Xexit_3:
- play_sound(x, y, SAMPLE_exit);
- if (--lev.home == 0)
+#if 0
+ /* !!! already played in kill_player !!! */
+ play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
+#endif
+
+ lev.home--;
+
+#if 0
+ /* !!! CHECK SCORE CALCULATION !!! */
+ if (lev.home == 0 && lev.time_initial > 0) /* game won */
lev.score += lev.time * lev.exit_score / 100;
+#endif
+
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
+
break;
}
+
+ if (ply->x == oldx && ply->y == oldy) /* no movement */
+ result = FALSE;
}
- else
+ else /* player wants to snap */
{
int element = Cave[y][x];
/* fire is pressed */
case Xgrass:
+ Cave[y][x] = Ygrass_eat;
+ Next[y][x] = Xblank;
+ play_element_sound(x, y, SAMPLE_dirt, element);
+ ply->anim = SPR_spray + anim;
+ break;
+
case Xdirt:
- Cave[y][x] = Yball_eat;
+ Cave[y][x] = Ydirt_eat;
Next[y][x] = Xblank;
play_element_sound(x, y, SAMPLE_dirt, element);
ply->anim = SPR_spray + anim;
case Xkey_1:
ply->keys |= 0x01;
+ Cave[y][x] = Ykey_1_eat;
goto key_shoot;
case Xkey_2:
ply->keys |= 0x02;
+ Cave[y][x] = Ykey_2_eat;
goto key_shoot;
case Xkey_3:
ply->keys |= 0x04;
+ Cave[y][x] = Ykey_3_eat;
goto key_shoot;
case Xkey_4:
ply->keys |= 0x08;
+ Cave[y][x] = Ykey_4_eat;
goto key_shoot;
case Xkey_5:
ply->keys |= 0x10;
+ Cave[y][x] = Ykey_5_eat;
goto key_shoot;
case Xkey_6:
ply->keys |= 0x20;
+ Cave[y][x] = Ykey_6_eat;
goto key_shoot;
case Xkey_7:
ply->keys |= 0x40;
+ Cave[y][x] = Ykey_7_eat;
goto key_shoot;
case Xkey_8:
ply->keys |= 0x80;
+ Cave[y][x] = Ykey_8_eat;
goto key_shoot;
key_shoot:
- Cave[y][x] = Yball_eat;
Next[y][x] = Xblank;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.key_score;
break;
case Xlenses:
- Cave[y][x] = Yball_eat;
+ Cave[y][x] = Ylenses_eat;
Next[y][x] = Xblank;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.lenses_score;
break;
case Xmagnify:
- Cave[y][x] = Yball_eat;
+ Cave[y][x] = Ymagnify_eat;
Next[y][x] = Xblank;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.magnify_score;
lev.magnify_cnt = lev.magnify_time;
ply->anim = SPR_walk + anim;
break;
+
+ default:
+ result = FALSE;
}
}
+
+ return result;
}