* 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 *);
+#define USE_CHANGED_ACID_STUFF 1
+
+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 (ply1.alive && ply1_kill)
- die(&ply1);
- if (ply2.alive && ply2_kill)
- die(&ply2);
-
-#if 0
- ply1.alive = 1; /* debugging */
-#endif
+ int start_check_nr;
+ int i;
- ply1.oldx = ply1.x;
- ply1.oldy = ply1.y;
- ply1.anim = SPR_still;
- ply2.oldx = ply2.x;
- ply2.oldy = ply2.y;
- ply2.anim = SPR_still;
+ game_em.any_player_moving = FALSE;
+ game_em.any_player_snapping = FALSE;
- if (Random & 256)
+ /* must test for death and actually kill separately */
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- if (ply1.alive) player(&ply1);
- if (ply2.alive) player(&ply2);
+ boolean ply_kill = player_killed(&ply[i]);
+
+ if (ply[i].alive && ply_kill)
+ kill_player(&ply[i]);
}
- else
+
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- if (ply2.alive) player(&ply2);
- if (ply1.alive) player(&ply1);
+ ply[i].oldx = ply[i].x;
+ ply[i].oldy = ply[i].y;
+ ply[i].anim = SPR_still;
}
- if (ply1.alive)
+ start_check_nr = (RandomEM & 128 ? 0 : 1) * 2 + (RandomEM & 256 ? 0 : 1);
+
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- if (Cave[ply1.oldy][ply1.oldx] == Zplayer)
- {
- Cave[ply1.oldy][ply1.oldx] = Xblank;
- Next[ply1.oldy][ply1.oldx] = Xblank;
- }
+ int check_nr = (start_check_nr + i) % MAX_PLAYERS;
- if (Cave[ply1.y][ply1.x] == Xblank)
- {
- Cave[ply1.y][ply1.x] = Zplayer;
- Next[ply1.y][ply1.x] = Zplayer;
- }
+ if (ply[check_nr].alive)
+ check_player(&ply[check_nr]);
}
- if (ply2.alive)
+ for (i = 0; i < MAX_PLAYERS; i++)
{
- if (Cave[ply2.oldy][ply2.oldx] == Zplayer)
+ if (!ply[i].alive)
+ continue;
+
+ if (Cave[ply[i].oldy][ply[i].oldx] == Zplayer)
{
- Cave[ply2.oldy][ply2.oldx] = Xblank;
- Next[ply2.oldy][ply2.oldx] = Xblank;
+ Cave[ply[i].oldy][ply[i].oldx] = Xblank;
+ Next[ply[i].oldy][ply[i].oldx] = Xblank;
}
- if (Cave[ply2.y][ply2.x] == Xblank)
+ if (Cave[ply[i].y][ply[i].x] == Xblank)
{
- Cave[ply2.y][ply2.x] = Zplayer;
- Next[ply2.y][ply2.x] = Zplayer;
+ Cave[ply[i].y][ply[i].x] = Zplayer;
+ Next[ply[i].y][ply[i].x] = Zplayer;
}
}
}
-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;
+ return FALSE;
- if (lev.time_initial > 0 && lev.time == 0)
- return 1;
+ if (lev.killed_out_of_time && setup.time_limit)
+ 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+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
- play_element_sound(x, y, SAMPLE_boom, Zplayer);
-#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y-1][x] = Xboom_bomb;
-#if 0
- play_element_sound(x, y, SAMPLE_boom, Zplayer);
-#endif
break;
}
case Xbug_gos:
case Xbug_gow:
Cave[y][x+1] = Xboom_bug;
-#if 0
- play_element_sound(x, y, SAMPLE_boom, Zplayer);
-#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y][x+1] = Xboom_bomb;
-#if 0
- play_element_sound(x, y, SAMPLE_boom, Zplayer);
-#endif
break;
}
case Xbug_gos:
case Xbug_gow:
Cave[y+1][x] = Xboom_bug;
-#if 0
- play_element_sound(x, y, SAMPLE_boom, Zplayer);
-#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y+1][x] = Xboom_bomb;
-#if 0
- play_element_sound(x, y, SAMPLE_boom, Zplayer);
-#endif
break;
}
case Xbug_gos:
case Xbug_gow:
Cave[y][x-1] = Xboom_bug;
-#if 0
- play_element_sound(x, y, SAMPLE_boom, Zplayer);
-#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y][x-1] = Xboom_bomb;
-#if 0
- play_element_sound(x, y, SAMPLE_boom, Zplayer);
-#endif
break;
}
case Xexit_1:
case Xexit_2:
case Xexit_3:
- play_element_sound(x, y, SAMPLE_exit, Xexit_1);
+ lev.exit_x = x;
+ lev.exit_y = y;
+ play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
break;
default:
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 dx = 0, dy = 0;
- if ((ply->joy_spin = !ply->joy_spin))
+ game_em.last_player_direction[ply->num] = MV_NONE;
+
+ if (ply->joy_w) /* west */
{
- if (ply->joy_n)
- {
- y--;
- dy = -1;
- anim = 0;
- /* north */
- }
- else if (ply->joy_e)
- {
- x++;
- dx = 1;
- anim = 1;
- /* east */
- }
- else if (ply->joy_s)
- {
- y++;
- dy = 1;
- anim = 2;
- /* south */
- }
- else if (ply->joy_w)
- {
- x--;
- dx = -1;
- anim = 3;
- /* west */
- }
+ x--;
+ dx = -1;
}
- else
+ else if (ply->joy_e) /* east */
{
- if (ply->joy_w)
- {
- x--;
- dx = -1;
- anim = 3;
- /* west */
- }
- else if (ply->joy_s)
- {
- y++;
- dy = 1;
- anim = 2;
- /* south */
- }
- else if (ply->joy_e)
- {
- x++;
- dx = 1;
- anim = 1;
- /* east */
- }
- else if (ply->joy_n)
+ x++;
+ dx = 1;
+ }
+
+ if (ply->joy_n) /* north */
+ {
+ y--;
+ dy = -1;
+ }
+ else if (ply->joy_s) /* south */
+ {
+ y++;
+ dy = 1;
+ }
+
+ 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)
{
- y--;
- dy = -1;
- anim = 0;
- /* north */
+ 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)
{
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_fire == 0)
+ 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 (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 */
+ {
+ game_em.any_player_snapping = 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;
+#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;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.diamond_score;
lev.required = lev.required < 3 ? 0 : lev.required - 3;
+ game.snapshot.collected_item = TRUE;
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.emerald_score;
lev.required = lev.required < 1 ? 0 : lev.required - 1;
+ game.snapshot.collected_item = TRUE;
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
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-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_element_sound(x, y, SAMPLE_exit, Xexit_1);
- if (--lev.home == 0 && lev.time_initial > 0)
- lev.score += lev.time * lev.exit_score / 100;
+ lev.home--;
+
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];
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.diamond_score;
lev.required = lev.required < 3 ? 0 : lev.required - 3;
+ game.snapshot.collected_item = TRUE;
ply->anim = SPR_walk + anim;
break;
play_element_sound(x, y, SAMPLE_collect, element);
lev.score += lev.emerald_score;
lev.required = lev.required < 1 ? 0 : lev.required - 1;
+ game.snapshot.collected_item = TRUE;
ply->anim = SPR_walk + anim;
break;
lev.magnify_cnt = lev.magnify_time;
ply->anim = SPR_walk + anim;
break;
+
+ default:
+ result = FALSE;
}
}
+
+ return result;
}