* 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"
+#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);
void synchro_1(void)
{
- /* must test for death and actually kill separately */
+#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 (ply2.alive && ply2_kill)
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) check_player(&ply1);
if (ply2.alive) check_player(&ply2);
Next[ply2.y][ply2.x] = Zplayer;
}
}
+
+#endif
}
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 0
+ printf("::: %d: %d, %d\n", ply->num, x, y);
+#endif
if (!ply->alive)
return FALSE;
- if (lev.time_initial > 0 && lev.time == 0)
+#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])
{
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_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_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_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_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_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_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_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_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_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:
+#if PLAY_ELEMENT_SOUND
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
play_element_sound(x, y, SAMPLE_die, Zplayer);
break;
}
switch(Cave[y][x])
{
-#if 1
+#if USE_CHANGED_ACID_STUFF
case Xacid_1:
case Xacid_2:
case Xacid_3:
static void check_player(struct PLAYER *ply)
{
- unsigned int oldx = ply->x;
- unsigned int oldy = ply->y;
- register unsigned int x = oldx;
- register unsigned int y = oldy;
- unsigned int anim = 0;
+ int oldx = ply->x;
+ int oldy = ply->y;
+ int x = oldx;
+ int y = oldy;
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,
{
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
{
y--;
dy = -1;
- anim = 0;
}
else if (ply->joy_e) /* east */
{
x++;
dx = 1;
- anim = 1;
}
else if (ply->joy_s) /* south */
{
y++;
dy = 1;
- anim = 2;
}
else if (ply->joy_w) /* west */
{
x--;
dx = -1;
- anim = 3;
}
}
else
{
x--;
dx = -1;
- anim = 3;
}
else if (ply->joy_s) /* south */
{
y++;
dy = 1;
- anim = 2;
}
else if (ply->joy_e) /* east */
{
x++;
dx = 1;
- anim = 1;
}
else if (ply->joy_n) /* north */
{
y--;
dy = -1;
- anim = 0;
}
}
#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;
+ }
+ }
+
if (dx == 0 && dy == 0)
{
ply->joy_stick = 0;
ply->dynamite_cnt = 0;
}
- Random += 7; /* be a bit more random if the player doesn't 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 */
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 */
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);
- unsigned int oldx = ply->x;
- unsigned int oldy = ply->y;
- register unsigned int x = oldx + dx;
- register unsigned int y = oldy + dy;
+ 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 */
ply->y = y;
break;
-#if 1
+#if USE_CHANGED_ACID_STUFF
case Xacid_1:
case Xacid_2:
case Xacid_3:
case Xacid_6:
case Xacid_7:
case Xacid_8:
-#endif
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_sound(x, y, SAMPLE_acid);
+ play_element_sound(x, y, SAMPLE_acid, Xacid_1);
+#endif
case Xboom_android:
case Xboom_1:
case Xtank_goe:
case Xtank_gos:
case Xtank_gow:
-#if 0
+
+#if !USE_CHANGED_ACID_STUFF
case Xacid_1:
case Xacid_2:
case Xacid_3:
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 0
+ /* !!! already played in kill_player !!! */
+ play_element_sound(x, y, SAMPLE_exit_leave, Xexit_1);
+#endif
+
+ lev.home--;
- if (--lev.home == 0 && lev.time_initial > 0) /* game won */
+#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;